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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>
160 lines
4.6 KiB
JavaScript
160 lines
4.6 KiB
JavaScript
import { initWorld, onWindowResize, disposeWorld } from './world.js';
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import {
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initAgents, updateAgents, getAgentCount,
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disposeAgents, getAgentStates, applyAgentStates,
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getTimmyGroup, applySlap, getCameraShakeStrength,
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TIMMY_WORLD_POS,
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} from './agents.js';
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import { initEffects, updateEffects, disposeEffects, updateJobIndicators } from './effects.js';
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import { initUI, updateUI } from './ui.js';
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import { initInteraction, disposeInteraction, registerSlapTarget, registerClickTarget } from './interaction.js';
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import { initWebSocket, getConnectionState, getJobCount } from './websocket.js';
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import { initPaymentPanel } from './payment.js';
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import { initSessionPanel, openSessionPanel } from './session.js';
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import { initNostrIdentity } from './nostr-identity.js';
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import { warmup as warmupEdgeWorker, onReady as onEdgeWorkerReady } from './edge-worker-client.js';
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import { setEdgeWorkerReady } from './ui.js';
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import { initTimmyId } from './timmy-id.js';
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import { AGENT_DEFS } from './agent-defs.js';
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import { initNavigation, updateNavigation, disposeNavigation } from './navigation.js';
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import { initHudLabels, updateHudLabels, disposeHudLabels } from './hud-labels.js';
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import { initPowerMeter, updatePowerMeter, disposePowerMeter, getMeterGroup } from './power-meter.js';
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let running = false;
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let canvas = null;
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let _lastTime = performance.now();
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function buildWorld(firstInit, stateSnapshot) {
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const { scene, camera, renderer } = initWorld(canvas);
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canvas = renderer.domElement;
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initEffects(scene);
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initAgents(scene);
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initPowerMeter(scene);
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if (stateSnapshot) applyAgentStates(stateSnapshot);
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// Navigation replaces OrbitControls
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initNavigation(camera, renderer);
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initInteraction(camera, renderer);
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registerSlapTarget(getTimmyGroup(), applySlap);
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registerClickTarget(getMeterGroup(), openSessionPanel);
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// AR floating labels
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initHudLabels(camera, AGENT_DEFS, TIMMY_WORLD_POS);
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if (firstInit) {
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initUI();
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initWebSocket(scene);
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initPaymentPanel();
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initSessionPanel();
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void initNostrIdentity('/api');
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warmupEdgeWorker();
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onEdgeWorkerReady(() => setEdgeWorkerReady());
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void initTimmyId();
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}
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const ac = new AbortController();
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window.addEventListener('resize', () => onWindowResize(camera, renderer), { signal: ac.signal });
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let frameCount = 0;
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let lastFpsTime = performance.now();
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let currentFps = 0;
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running = true;
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function animate() {
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if (!running) return;
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requestAnimationFrame(animate);
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const now = performance.now();
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const deltaMs = now - _lastTime;
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_lastTime = now;
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frameCount++;
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if (now - lastFpsTime >= 1000) {
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currentFps = Math.round(frameCount * 1000 / (now - lastFpsTime));
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frameCount = 0;
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lastFpsTime = now;
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}
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// FPS navigation
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updateNavigation(deltaMs);
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updateEffects(now);
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updateAgents(now);
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updateJobIndicators(now);
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updatePowerMeter(now, camera, renderer);
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updateUI({
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fps: currentFps,
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agentCount: getAgentCount(),
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jobCount: getJobCount(),
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connectionState: getConnectionState(),
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});
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// Camera shake
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const shakeStr = getCameraShakeStrength();
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let sx = 0, sy = 0;
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if (shakeStr > 0) {
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const mag = shakeStr * 0.22;
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sx = (Math.random() - 0.5) * mag;
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sy = (Math.random() - 0.5) * mag * 0.45;
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camera.position.x += sx;
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camera.position.y += sy;
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}
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renderer.render(scene, camera);
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if (shakeStr > 0) {
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camera.position.x -= sx;
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camera.position.y -= sy;
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}
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// AR label positions (after render so NDC is current)
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updateHudLabels(camera, renderer);
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}
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animate();
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return { scene, renderer, ac };
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}
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function teardown({ scene, renderer, ac }) {
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running = false;
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ac.abort();
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disposeNavigation();
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disposeInteraction();
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disposeHudLabels();
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disposePowerMeter();
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disposeEffects();
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disposeAgents();
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disposeWorld(renderer, scene);
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}
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function main() {
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const $overlay = document.getElementById('webgl-recovery-overlay');
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let handle = buildWorld(true, null);
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canvas.addEventListener('webglcontextlost', event => {
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event.preventDefault();
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running = false;
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if ($overlay) $overlay.style.display = 'flex';
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});
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canvas.addEventListener('webglcontextrestored', () => {
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const snapshot = getAgentStates();
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teardown(handle);
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_lastTime = performance.now();
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handle = buildWorld(false, snapshot);
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if ($overlay) $overlay.style.display = 'none';
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});
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}
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main();
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if (import.meta.env.PROD && 'serviceWorker' in navigator) {
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window.addEventListener('load', () => {
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navigator.serviceWorker.register(import.meta.env.BASE_URL + 'sw.js').catch(() => {});
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});
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}
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