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timmy-tower/the-matrix/js/interaction.js
Alexander Whitestone 232a0ed9d2
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feat: Session Power Meter — 3D balance visualizer (#17)
Add a glowing orb power meter to the Workshop scene that reflects the
session balance in real time.

- power-meter.js: new Three.js module — transparent outer shell,
  inner orb that scales 0→1 with fill fraction, lightning bolt overlay,
  point light and equator ring accent; DOM text label projected above
  the orb shows current sats. Color interpolates red→yellow→cyan.
  Pulses bright on 'fill' event, quick flicker on 'drain'.
- session.js: imports meter helpers; tracks _sessionMax (initial
  deposit); calls setMeterVisible/setMeterBalance in _applySessionUI;
  triggers fill/drain pulses on payment and job deduction; exports
  openSessionPanel() for click-to-open wiring; clears meter on
  _clearSession.
- websocket.js: handles session_balance_update WS event — updates
  fill level and fires pulse.
- interaction.js: adds registerClickTarget(group, callback) — wired
  for both FPS pointer-lock and non-lock modes and short taps.
- main.js: wires initPowerMeter/updatePowerMeter/disposePowerMeter
  into the build/animate/teardown cycle; registers meter as click
  target that opens the session panel.

Fixes #17

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 22:31:43 -04:00

202 lines
6.6 KiB
JavaScript

/**
* interaction.js — Click/tap interaction in FPS navigation mode.
*
* - Raycasts against Timmy on pointerdown to apply slap.
* - Short-tap detection (touchstart + touchend < 200ms) on right-half of
* mobile screen to also attempt slap / agent inspect.
* - No OrbitControls — navigation is handled by navigation.js.
*/
import * as THREE from 'three';
import { AGENT_DEFS } from './agent-defs.js';
import { showInspectPopup } from './hud-labels.js';
let _canvas = null;
let _camera = null;
let _timmyGroup = null;
let _applySlap = null;
// Registered 3D click targets: Array of { group: THREE.Object3D, callback: fn }
const _clickTargets = [];
const _raycaster = new THREE.Raycaster();
const _pointer = new THREE.Vector2();
const _noCtxMenu = e => e.preventDefault();
// Agent inspect proxy — screen-space proximity check (80px threshold)
const INSPECT_RADIUS_PX = 80;
// Timmy world pos (for screen-space proximity check)
const _TIMMY_WORLD = new THREE.Vector3(0, 1.9, -2);
const _agentWorlds = AGENT_DEFS.map(d => ({ id: d.id, pos: new THREE.Vector3(d.x, 2.8, d.z) }));
// ── Public API ────────────────────────────────────────────────────────────────
export function registerSlapTarget(timmyGroup, applyFn) {
_timmyGroup = timmyGroup;
_applySlap = applyFn;
}
/**
* Register a Three.js Object3D as a clickable target.
* @param {THREE.Object3D} group The mesh/group to raycast against.
* @param {Function} callback Called when the user clicks the object.
*/
export function registerClickTarget(group, callback) {
_clickTargets.push({ group, callback });
}
export function initInteraction(camera, renderer) {
_camera = camera;
_canvas = renderer.domElement;
_canvas.addEventListener('contextmenu', _noCtxMenu);
_canvas.addEventListener('pointerdown', _onPointerDown, { capture: true });
}
export function updateControls() { /* no-op — navigation.js handles movement */ }
export function disposeInteraction() {
if (_canvas) {
_canvas.removeEventListener('contextmenu', _noCtxMenu);
_canvas.removeEventListener('pointerdown', _onPointerDown, { capture: true });
_canvas = null;
}
_camera = null;
_timmyGroup = null;
_applySlap = null;
_clickTargets.length = 0;
}
// ── Internal ──────────────────────────────────────────────────────────────────
function _toScreen(worldPos) {
const v = worldPos.clone().project(_camera);
return {
x: ( v.x * 0.5 + 0.5) * window.innerWidth,
y: (-v.y * 0.5 + 0.5) * window.innerHeight,
behind: v.z > 1,
};
}
function _distPx(sx, sy, screenPos) {
if (screenPos.behind) return Infinity;
const dx = sx - screenPos.x;
const dy = sy - screenPos.y;
return Math.sqrt(dx * dx + dy * dy);
}
function _hitTestTimmy(clientX, clientY) {
if (!_timmyGroup || !_applySlap || !_camera || !_canvas) return false;
const rect = _canvas.getBoundingClientRect();
_pointer.x = ((clientX - rect.left) / rect.width) * 2 - 1;
_pointer.y = ((clientY - rect.top) / rect.height) * -2 + 1;
_raycaster.setFromCamera(_pointer, _camera);
const hits = _raycaster.intersectObject(_timmyGroup, true);
if (hits.length > 0) {
_applySlap(hits[0].point);
return true;
}
// Fallback: screen-space proximity to Timmy (for mobile when mesh is small)
const ts = _toScreen(_TIMMY_WORLD);
if (_distPx(clientX, clientY, ts) < INSPECT_RADIUS_PX) {
_applySlap(new THREE.Vector3(0, 1.2, -2));
return true;
}
return false;
}
function _tryAgentInspect(clientX, clientY) {
// Check Timmy first
const ts = _toScreen(_TIMMY_WORLD);
if (_distPx(clientX, clientY, ts) < INSPECT_RADIUS_PX) {
showInspectPopup('timmy', clientX, clientY);
return true;
}
// Sub-agents
let best = null, bestDist = INSPECT_RADIUS_PX;
for (const ag of _agentWorlds) {
const s = _toScreen(ag.pos);
const d = _distPx(clientX, clientY, s);
if (d < bestDist) { best = ag; bestDist = d; }
}
if (best) {
showInspectPopup(best.id, clientX, clientY);
return true;
}
return false;
}
// Track touch for short-tap detection on mobile
let _tapStart = 0;
let _tapX = 0, _tapY = 0;
function _tryClickTargets(clientX, clientY) {
if (!_clickTargets.length || !_camera || !_canvas) return false;
const rect = _canvas.getBoundingClientRect();
_pointer.x = ((clientX - rect.left) / rect.width) * 2 - 1;
_pointer.y = ((clientY - rect.top) / rect.height) * -2 + 1;
_raycaster.setFromCamera(_pointer, _camera);
for (const target of _clickTargets) {
if (!target.group.visible) continue;
const hits = _raycaster.intersectObject(target.group, true);
if (hits.length > 0) { target.callback(); return true; }
}
return false;
}
function _onPointerDown(event) {
// Record tap start for short-tap detection
_tapStart = Date.now();
_tapX = event.clientX;
_tapY = event.clientY;
const isTouch = event.pointerType === 'touch';
if (isTouch) {
// For mobile: add a pointerup listener to detect short tap
const onUp = (upEvent) => {
_canvas.removeEventListener('pointerup', onUp);
const dt = Date.now() - _tapStart;
const moved = Math.hypot(upEvent.clientX - _tapX, upEvent.clientY - _tapY);
if (dt < 220 && moved < 18) {
// Short tap — try click targets, then slap, then inspect
if (!_tryClickTargets(upEvent.clientX, upEvent.clientY)) {
if (!_hitTestTimmy(upEvent.clientX, upEvent.clientY)) {
_tryAgentInspect(upEvent.clientX, upEvent.clientY);
}
}
}
};
_canvas.addEventListener('pointerup', onUp, { once: true });
} else {
if (document.pointerLockElement === _canvas) {
// FPS mode: cast from screen centre
_pointer.set(0, 0);
_raycaster.setFromCamera(_pointer, _camera);
// Check registered click targets first
for (const target of _clickTargets) {
if (!target.group.visible) continue;
const hits = _raycaster.intersectObject(target.group, true);
if (hits.length > 0) {
target.callback();
event.stopImmediatePropagation();
return;
}
}
if (_timmyGroup && _applySlap) {
const hits = _raycaster.intersectObject(_timmyGroup, true);
if (hits.length > 0) {
_applySlap(hits[0].point);
event.stopImmediatePropagation();
}
}
} else {
// Not in pointer lock — still handle click targets (e.g. power meter)
_tryClickTargets(event.clientX, event.clientY);
}
}
}