Files
the-nexus/app.js
Alexander Whitestone c5391b4488
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feat: beacon system — click to place glowing markers in 3D world
- Click anywhere on canvas to place a cyan glowing beacon at depth 15
- Beacons pulse and rotate with animated glow sphere + orbiting ring
- Each beacon has a PointLight for environment illumination
- Right-click canvas to clear all beacons
- Max 10 beacons (oldest removed automatically)
- HUD shows active beacon count with glow styling

Fixes #138

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 00:04:43 -04:00

293 lines
8.3 KiB
JavaScript

import * as THREE from 'three';
// === COLOR PALETTE ===
const NEXUS = {
colors: {
bg: 0x000008,
starCore: 0xffffff,
starDim: 0x8899cc,
constellationLine: 0x334488,
constellationFade: 0x112244,
accent: 0x4488ff,
}
};
// === SCENE SETUP ===
const scene = new THREE.Scene();
scene.background = new THREE.Color(NEXUS.colors.bg);
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.set(0, 0, 5);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// === STAR FIELD ===
const STAR_COUNT = 800;
const STAR_SPREAD = 400;
const CONSTELLATION_DISTANCE = 30; // max distance to draw a line between stars
const starPositions = [];
const starGeo = new THREE.BufferGeometry();
const posArray = new Float32Array(STAR_COUNT * 3);
const sizeArray = new Float32Array(STAR_COUNT);
for (let i = 0; i < STAR_COUNT; i++) {
const x = (Math.random() - 0.5) * STAR_SPREAD;
const y = (Math.random() - 0.5) * STAR_SPREAD;
const z = (Math.random() - 0.5) * STAR_SPREAD;
posArray[i * 3] = x;
posArray[i * 3 + 1] = y;
posArray[i * 3 + 2] = z;
sizeArray[i] = Math.random() * 2.5 + 0.5;
starPositions.push(new THREE.Vector3(x, y, z));
}
starGeo.setAttribute('position', new THREE.BufferAttribute(posArray, 3));
starGeo.setAttribute('size', new THREE.BufferAttribute(sizeArray, 1));
const starMaterial = new THREE.PointsMaterial({
color: NEXUS.colors.starCore,
size: 0.6,
sizeAttenuation: true,
transparent: true,
opacity: 0.9,
});
const stars = new THREE.Points(starGeo, starMaterial);
scene.add(stars);
// === CONSTELLATION LINES ===
// Connect nearby stars with faint lines, limited to avoid clutter
function buildConstellationLines() {
const linePositions = [];
const MAX_CONNECTIONS_PER_STAR = 3;
const connectionCount = new Array(STAR_COUNT).fill(0);
for (let i = 0; i < STAR_COUNT; i++) {
if (connectionCount[i] >= MAX_CONNECTIONS_PER_STAR) continue;
// Find nearest neighbors
const neighbors = [];
for (let j = i + 1; j < STAR_COUNT; j++) {
if (connectionCount[j] >= MAX_CONNECTIONS_PER_STAR) continue;
const dist = starPositions[i].distanceTo(starPositions[j]);
if (dist < CONSTELLATION_DISTANCE) {
neighbors.push({ j, dist });
}
}
// Sort by distance and connect closest ones
neighbors.sort((a, b) => a.dist - b.dist);
const toConnect = neighbors.slice(0, MAX_CONNECTIONS_PER_STAR - connectionCount[i]);
for (const { j } of toConnect) {
linePositions.push(
starPositions[i].x, starPositions[i].y, starPositions[i].z,
starPositions[j].x, starPositions[j].y, starPositions[j].z
);
connectionCount[i]++;
connectionCount[j]++;
}
}
const lineGeo = new THREE.BufferGeometry();
lineGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(linePositions), 3));
const lineMat = new THREE.LineBasicMaterial({
color: NEXUS.colors.constellationLine,
transparent: true,
opacity: 0.18,
});
return new THREE.LineSegments(lineGeo, lineMat);
}
const constellationLines = buildConstellationLines();
scene.add(constellationLines);
// === MOUSE-DRIVEN ROTATION ===
let mouseX = 0;
let mouseY = 0;
let targetRotX = 0;
let targetRotY = 0;
document.addEventListener('mousemove', (e) => {
mouseX = (e.clientX / window.innerWidth - 0.5) * 2;
mouseY = (e.clientY / window.innerHeight - 0.5) * 2;
});
// === RESIZE HANDLER ===
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
// === ANIMATION LOOP ===
const clock = new THREE.Clock();
function animate() {
requestAnimationFrame(animate);
const elapsed = clock.getElapsedTime();
// Slow auto-rotation
targetRotX += (mouseY * 0.3 - targetRotX) * 0.02;
targetRotY += (mouseX * 0.3 - targetRotY) * 0.02;
stars.rotation.x = targetRotX + elapsed * 0.01;
stars.rotation.y = targetRotY + elapsed * 0.015;
constellationLines.rotation.x = stars.rotation.x;
constellationLines.rotation.y = stars.rotation.y;
// Subtle pulse on constellation opacity
constellationLines.material.opacity = 0.12 + Math.sin(elapsed * 0.5) * 0.06;
// Animate beacons
for (const beacon of beacons) {
const age = elapsed - beacon.userData.createdAt;
const pulse = 0.5 + Math.sin(age * 2.5) * 0.5; // 0..1
const glow = beacon.children[1];
if (glow) {
glow.material.opacity = 0.05 + pulse * 0.18;
glow.scale.setScalar(1 + pulse * 0.4);
}
const ring = beacon.children[2];
if (ring) {
ring.rotation.y += 0.025;
ring.material.opacity = 0.25 + pulse * 0.45;
}
}
renderer.render(scene, camera);
}
animate();
// === BEACON SYSTEM ===
const beacons = [];
const BEACON_COLOR = 0x00ffcc;
const MAX_BEACONS = 10;
function createBeacon(position) {
const group = new THREE.Group();
// Core sphere
const coreGeo = new THREE.SphereGeometry(0.12, 8, 8);
const coreMat = new THREE.MeshBasicMaterial({ color: BEACON_COLOR });
const core = new THREE.Mesh(coreGeo, coreMat);
group.add(core); // index 0
// Outer glow sphere
const glowGeo = new THREE.SphereGeometry(0.35, 8, 8);
const glowMat = new THREE.MeshBasicMaterial({
color: BEACON_COLOR,
transparent: true,
opacity: 0.15,
});
const glow = new THREE.Mesh(glowGeo, glowMat);
group.add(glow); // index 1
// Orbiting ring
const ringGeo = new THREE.RingGeometry(0.22, 0.28, 20);
const ringMat = new THREE.MeshBasicMaterial({
color: BEACON_COLOR,
transparent: true,
opacity: 0.6,
side: THREE.DoubleSide,
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = Math.PI / 2;
group.add(ring); // index 2
// Point light for environment glow
const light = new THREE.PointLight(BEACON_COLOR, 2.0, 6);
group.add(light);
group.position.copy(position);
group.userData.createdAt = clock.getElapsedTime();
scene.add(group);
beacons.push(group);
// Remove oldest beacon when over limit
if (beacons.length > MAX_BEACONS) {
const oldest = beacons.shift();
scene.remove(oldest);
}
updateBeaconHUD();
}
function updateBeaconHUD() {
const el = document.getElementById('beacon-count');
if (el) el.textContent = beacons.length > 0 ? `${beacons.length}` : '';
}
// Click to place beacon
renderer.domElement.addEventListener('click', (e) => {
const ndc = new THREE.Vector3(
(e.clientX / window.innerWidth) * 2 - 1,
-(e.clientY / window.innerHeight) * 2 + 1,
0.5
);
ndc.unproject(camera);
const dir = ndc.sub(camera.position).normalize();
const pos = camera.position.clone().add(dir.multiplyScalar(15));
createBeacon(pos);
});
// Right-click to clear all beacons
renderer.domElement.addEventListener('contextmenu', (e) => {
e.preventDefault();
beacons.forEach(b => scene.remove(b));
beacons.length = 0;
updateBeaconHUD();
});
// === DEBUG MODE ===
let debugMode = false;
document.getElementById('debug-toggle').addEventListener('click', () => {
debugMode = !debugMode;
document.getElementById('debug-toggle').style.backgroundColor = debugMode
? 'var(--color-text-muted)'
: 'var(--color-secondary)';
console.log(`Debug mode ${debugMode ? 'enabled' : 'disabled'}`);
if (debugMode) {
// Example: Visualize all collision boxes and light sources
// Replace with actual logic when available
document.querySelectorAll('.collision-box').forEach(el => el.style.outline = '2px solid red');
document.querySelectorAll('.light-source').forEach(el => el.style.outline = '2px dashed yellow');
} else {
document.querySelectorAll('.collision-box, .light-source').forEach(el => {
el.style.outline = 'none';
});
}
});
// === WEBSOCKET CLIENT ===
import { wsClient } from './ws-client.js';
wsClient.connect();
window.addEventListener('player-joined', (event) => {
console.log('Player joined:', event.detail);
});
window.addEventListener('player-left', (event) => {
console.log('Player left:', event.detail);
});
window.addEventListener('chat-message', (event) => {
console.log('Chat message:', event.detail);
});
window.addEventListener('beforeunload', () => {
wsClient.disconnect();
});