Files
the-nexus/app.js
Alexander Whitestone f763e0aff0
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feat: add right-click object inspection for 3D scene objects
Right-clicking any inspectable 3D mesh now shows a floating tooltip with
its name and description. Uses Three.js Raycaster for hit detection.

Also adds initial inspectable objects to the scene:
- Nexus Core (central glowing orb)
- Portal Alpha, Beta, Gamma (orbiting sentinel cubes)

Tooltip auto-positions near cursor and stays within viewport bounds.
Dismissed by clicking elsewhere or pressing Escape.

Fixes #141

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 00:02:51 -04:00

307 lines
9.3 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 core: gentle pulse
const pulse = 0.8 + Math.sin(elapsed * 1.2) * 0.2;
coreMat.emissiveIntensity = pulse;
coreLight.intensity = pulse * 1.5;
// Animate sentinels: slow orbit around core
sentinels.forEach((s, i) => {
const angle = elapsed * 0.4 + (i * Math.PI * 2) / sentinels.length;
const r = sentinelDefs[i].pos.map(Math.abs).reduce((a, b) => Math.max(a, b));
s.position.x = Math.cos(angle) * r;
s.position.z = Math.sin(angle) * r;
s.rotation.y = elapsed * 0.8 + i;
});
renderer.render(scene, camera);
}
animate();
// === INSPECTABLE 3D OBJECTS ===
// Objects registered here are raycasted on right-click.
const inspectableObjects = [];
function addInspectable(mesh, name, description) {
mesh.userData.inspectName = name;
mesh.userData.inspectDesc = description;
scene.add(mesh);
inspectableObjects.push(mesh);
return mesh;
}
// Nexus Core — central glowing orb
const coreGeo = new THREE.SphereGeometry(0.4, 32, 32);
const coreMat = new THREE.MeshStandardMaterial({
color: NEXUS.colors.accent,
emissive: NEXUS.colors.accent,
emissiveIntensity: 0.8,
roughness: 0.2,
metalness: 0.6,
});
addInspectable(
new THREE.Mesh(coreGeo, coreMat),
'Nexus Core',
'The sovereign heart of this world. All portals radiate from this point.'
);
// Ambient point light to illuminate the core
const coreLight = new THREE.PointLight(NEXUS.colors.accent, 1.5, 10);
scene.add(coreLight);
// Portal sentinels — three small cubes orbiting the core
const sentinelDefs = [
{ pos: [2.5, 0, 0], name: 'Portal Alpha', desc: 'A dormant gateway. Awaiting its destination world.' },
{ pos: [-1.5, 2, 0], name: 'Portal Beta', desc: 'Shimmers faintly. Something stirs on the other side.' },
{ pos: [0, -2, 1.5], name: 'Portal Gamma', desc: 'Cold to the touch. Opens only when summoned by name.' },
];
const sentinels = sentinelDefs.map(({ pos, name, desc }) => {
const geo = new THREE.BoxGeometry(0.25, 0.25, 0.25);
const mat = new THREE.MeshStandardMaterial({
color: 0x88bbff,
emissive: 0x223366,
emissiveIntensity: 0.5,
roughness: 0.4,
metalness: 0.8,
});
const mesh = new THREE.Mesh(geo, mat);
mesh.position.set(...pos);
return addInspectable(mesh, name, desc);
});
// === OBJECT INSPECTION — RIGHT CLICK ===
const raycaster = new THREE.Raycaster();
const inspectTooltip = document.getElementById('inspect-tooltip');
const inspectName = document.getElementById('inspect-name');
const inspectDesc = document.getElementById('inspect-desc');
function hideInspectTooltip() {
inspectTooltip.classList.remove('visible');
}
renderer.domElement.addEventListener('contextmenu', (e) => {
e.preventDefault();
const mouse = new THREE.Vector2(
(e.clientX / window.innerWidth) * 2 - 1,
-(e.clientY / window.innerHeight) * 2 + 1
);
raycaster.setFromCamera(mouse, camera);
const hits = raycaster.intersectObjects(inspectableObjects, false);
if (hits.length > 0) {
const obj = hits[0].object;
inspectName.textContent = obj.userData.inspectName;
inspectDesc.textContent = obj.userData.inspectDesc;
// Position tooltip near cursor, keep it inside viewport
const pad = 12;
const tw = 240;
let x = e.clientX + pad;
let y = e.clientY + pad;
if (x + tw > window.innerWidth) x = e.clientX - tw - pad;
if (y + 80 > window.innerHeight) y = e.clientY - 80 - pad;
inspectTooltip.style.left = x + 'px';
inspectTooltip.style.top = y + 'px';
inspectTooltip.classList.add('visible');
} else {
hideInspectTooltip();
}
});
document.addEventListener('click', hideInspectTooltip);
document.addEventListener('keydown', (e) => { if (e.key === 'Escape') hideInspectTooltip(); });
// === 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();
});