Rebuilds the Tower project with Vite, introduces first-person navigation controls for desktop and mobile, and adds AR floating labels for agent information. Replit-Commit-Author: Agent Replit-Commit-Session-Id: 90c7a60b-2c61-4699-b5c6-6a1ac7469a4d Replit-Commit-Checkpoint-Type: full_checkpoint Replit-Commit-Event-Id: 07379049-28ff-4b1c-aeeb-17e250821a43 Replit-Commit-Screenshot-Url: https://storage.googleapis.com/screenshot-production-us-central1/9f85e954-647c-46a5-90a7-396e495a805a/90c7a60b-2c61-4699-b5c6-6a1ac7469a4d/hoGhXo5 Replit-Helium-Checkpoint-Created: true
163 lines
5.3 KiB
JavaScript
163 lines
5.3 KiB
JavaScript
/**
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* interaction.js — Click/tap interaction in FPS navigation mode.
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*
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* - Raycasts against Timmy on pointerdown to apply slap.
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* - Short-tap detection (touchstart + touchend < 200ms) on right-half of
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* mobile screen to also attempt slap / agent inspect.
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* - No OrbitControls — navigation is handled by navigation.js.
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*/
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import * as THREE from 'three';
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import { AGENT_DEFS } from './agent-defs.js';
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import { showInspectPopup } from './hud-labels.js';
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let _canvas = null;
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let _camera = null;
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let _timmyGroup = null;
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let _applySlap = null;
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const _raycaster = new THREE.Raycaster();
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const _pointer = new THREE.Vector2();
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const _noCtxMenu = e => e.preventDefault();
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// Agent inspect proxy — screen-space proximity check (80px threshold)
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const INSPECT_RADIUS_PX = 80;
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// Timmy world pos (for screen-space proximity check)
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const _TIMMY_WORLD = new THREE.Vector3(0, 1.9, -2);
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const _agentWorlds = AGENT_DEFS.map(d => ({ id: d.id, pos: new THREE.Vector3(d.x, 2.8, d.z) }));
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// ── Public API ────────────────────────────────────────────────────────────────
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export function registerSlapTarget(timmyGroup, applyFn) {
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_timmyGroup = timmyGroup;
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_applySlap = applyFn;
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}
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export function initInteraction(camera, renderer) {
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_camera = camera;
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_canvas = renderer.domElement;
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_canvas.addEventListener('contextmenu', _noCtxMenu);
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_canvas.addEventListener('pointerdown', _onPointerDown, { capture: true });
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}
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export function updateControls() { /* no-op — navigation.js handles movement */ }
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export function disposeInteraction() {
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if (_canvas) {
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_canvas.removeEventListener('contextmenu', _noCtxMenu);
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_canvas.removeEventListener('pointerdown', _onPointerDown, { capture: true });
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_canvas = null;
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}
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_camera = null;
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_timmyGroup = null;
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_applySlap = null;
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}
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// ── Internal ──────────────────────────────────────────────────────────────────
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function _toScreen(worldPos) {
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const v = worldPos.clone().project(_camera);
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return {
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x: ( v.x * 0.5 + 0.5) * window.innerWidth,
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y: (-v.y * 0.5 + 0.5) * window.innerHeight,
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behind: v.z > 1,
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};
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}
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function _distPx(sx, sy, screenPos) {
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if (screenPos.behind) return Infinity;
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const dx = sx - screenPos.x;
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const dy = sy - screenPos.y;
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return Math.sqrt(dx * dx + dy * dy);
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}
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function _hitTestTimmy(clientX, clientY) {
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if (!_timmyGroup || !_applySlap || !_camera || !_canvas) return false;
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const rect = _canvas.getBoundingClientRect();
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_pointer.x = ((clientX - rect.left) / rect.width) * 2 - 1;
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_pointer.y = ((clientY - rect.top) / rect.height) * -2 + 1;
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_raycaster.setFromCamera(_pointer, _camera);
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const hits = _raycaster.intersectObject(_timmyGroup, true);
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if (hits.length > 0) {
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_applySlap(hits[0].point);
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return true;
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}
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// Fallback: screen-space proximity to Timmy (for mobile when mesh is small)
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const ts = _toScreen(_TIMMY_WORLD);
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if (_distPx(clientX, clientY, ts) < INSPECT_RADIUS_PX) {
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_applySlap(new THREE.Vector3(0, 1.2, -2));
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return true;
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}
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return false;
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}
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function _tryAgentInspect(clientX, clientY) {
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// Check Timmy first
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const ts = _toScreen(_TIMMY_WORLD);
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if (_distPx(clientX, clientY, ts) < INSPECT_RADIUS_PX) {
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showInspectPopup('timmy', clientX, clientY);
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return true;
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}
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// Sub-agents
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let best = null, bestDist = INSPECT_RADIUS_PX;
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for (const ag of _agentWorlds) {
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const s = _toScreen(ag.pos);
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const d = _distPx(clientX, clientY, s);
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if (d < bestDist) { best = ag; bestDist = d; }
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}
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if (best) {
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showInspectPopup(best.id, clientX, clientY);
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return true;
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}
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return false;
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}
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// Track touch for short-tap detection on mobile
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let _tapStart = 0;
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let _tapX = 0, _tapY = 0;
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function _onPointerDown(event) {
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// Record tap start for short-tap detection
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_tapStart = Date.now();
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_tapX = event.clientX;
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_tapY = event.clientY;
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const isTouch = event.pointerType === 'touch';
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if (isTouch) {
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// For mobile: add a pointerup listener to detect short tap
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const onUp = (upEvent) => {
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_canvas.removeEventListener('pointerup', onUp);
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const dt = Date.now() - _tapStart;
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const moved = Math.hypot(upEvent.clientX - _tapX, upEvent.clientY - _tapY);
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if (dt < 220 && moved < 18) {
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// Short tap — try slap then inspect
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if (!_hitTestTimmy(upEvent.clientX, upEvent.clientY)) {
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_tryAgentInspect(upEvent.clientX, upEvent.clientY);
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}
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}
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};
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_canvas.addEventListener('pointerup', onUp, { once: true });
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} else {
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// Desktop click: only fire when pointer lock is already active
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// (otherwise navigation.js requests lock on this same click — that's fine,
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// both can fire; slap + lock request together is acceptable)
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if (document.pointerLockElement === _canvas) {
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// Cast from screen center in FPS mode
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_pointer.set(0, 0);
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_raycaster.setFromCamera(_pointer, _camera);
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if (_timmyGroup && _applySlap) {
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const hits = _raycaster.intersectObject(_timmyGroup, true);
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if (hits.length > 0) {
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_applySlap(hits[0].point);
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event.stopImmediatePropagation();
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}
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}
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}
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}
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}
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