Files
timmy-tower/the-matrix/js/main.js
alexpaynex 0419ada6e2 Add ragdoll physics and reactive camera shake for satisfying slaps
Implement ragdoll physics for agent interactions, including a state machine for falling, getting up, and counter-attacks. Introduce camera shake based on slap impact and export camera shake strength from agents.js. Update main.js to apply camera shake around the renderer.

Replit-Commit-Author: Agent
Replit-Commit-Session-Id: 418bf6f8-212b-4bb0-a7a5-8231a061da4e
Replit-Commit-Checkpoint-Type: full_checkpoint
Replit-Commit-Event-Id: b80e7d8c-b272-408c-8f8f-e4edd67ca534
Replit-Commit-Screenshot-Url: https://storage.googleapis.com/screenshot-production-us-central1/9f85e954-647c-46a5-90a7-396e495a805a/418bf6f8-212b-4bb0-a7a5-8231a061da4e/Q83Uqvu
Replit-Helium-Checkpoint-Created: true
2026-03-19 03:40:41 +00:00

119 lines
3.2 KiB
JavaScript

import { initWorld, onWindowResize, disposeWorld } from './world.js';
import {
initAgents, updateAgents, getAgentCount,
disposeAgents, getAgentStates, applyAgentStates,
getTimmyGroup, applySlap, getCameraShakeStrength,
} from './agents.js';
import { initEffects, updateEffects, disposeEffects } from './effects.js';
import { initUI, updateUI } from './ui.js';
import { initInteraction, disposeInteraction, registerSlapTarget } from './interaction.js';
import { initWebSocket, getConnectionState, getJobCount } from './websocket.js';
import { initPaymentPanel } from './payment.js';
let running = false;
let canvas = null;
function buildWorld(firstInit, stateSnapshot) {
const { scene, camera, renderer } = initWorld(canvas);
canvas = renderer.domElement;
initEffects(scene);
initAgents(scene);
if (stateSnapshot) applyAgentStates(stateSnapshot);
initInteraction(camera, renderer);
registerSlapTarget(getTimmyGroup(), applySlap);
if (firstInit) {
initUI();
initWebSocket(scene);
initPaymentPanel();
}
const ac = new AbortController();
window.addEventListener('resize', () => onWindowResize(camera, renderer), { signal: ac.signal });
let frameCount = 0;
let lastFpsTime = performance.now();
let currentFps = 0;
running = true;
function animate() {
if (!running) return;
requestAnimationFrame(animate);
const now = performance.now();
frameCount++;
if (now - lastFpsTime >= 1000) {
currentFps = Math.round(frameCount * 1000 / (now - lastFpsTime));
frameCount = 0;
lastFpsTime = now;
}
updateEffects(now);
updateAgents(now);
updateUI({
fps: currentFps,
agentCount: getAgentCount(),
jobCount: getJobCount(),
connectionState: getConnectionState(),
});
// Camera shake — apply transient offset, render, then restore (no drift)
const shakeStr = getCameraShakeStrength();
let sx = 0, sy = 0;
if (shakeStr > 0) {
const mag = shakeStr * 0.22;
sx = (Math.random() - 0.5) * mag;
sy = (Math.random() - 0.5) * mag * 0.45;
camera.position.x += sx;
camera.position.y += sy;
}
renderer.render(scene, camera);
if (shakeStr > 0) {
camera.position.x -= sx;
camera.position.y -= sy;
}
}
animate();
return { scene, renderer, ac };
}
function teardown({ scene, renderer, ac }) {
running = false;
ac.abort();
disposeInteraction();
disposeEffects();
disposeAgents();
disposeWorld(renderer, scene);
}
function main() {
const $overlay = document.getElementById('webgl-recovery-overlay');
let handle = buildWorld(true, null);
canvas.addEventListener('webglcontextlost', event => {
event.preventDefault();
running = false;
if ($overlay) $overlay.style.display = 'flex';
});
canvas.addEventListener('webglcontextrestored', () => {
const snapshot = getAgentStates();
teardown(handle);
handle = buildWorld(false, snapshot);
if ($overlay) $overlay.style.display = 'none';
});
}
main();
if (import.meta.env.PROD && 'serviceWorker' in navigator) {
window.addEventListener('load', () => {
navigator.serviceWorker.register(import.meta.env.BASE_URL + 'sw.js').catch(() => {});
});
}