Files
vending-machine-game/src/game/runtime/movement.js
T
HamedandClaude Opus 5.5 611960511e refactor: remove the motorcycle
Phase 2 of turning the game into the company landing page.

- Delete the Apache motorcycle model, its BIKE handling spec, the
  motorcycle row in the factory yard, rider and lean animation, and its
  prompt and dialogue strings.
- The garage now holds cars only; the oriented-box collision, traffic
  lane checks and other vehicles are unchanged.
- Rework the vehicle tests to cover gaps with a car instead of a bike,
  and add a check that no motorcycle code or text remains.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:27:52 +03:30

227 lines
8.0 KiB
JavaScript

import * as THREE from 'three';
import data from '../../data/mellat.json';
import { resolveCircle } from '../world/collision.js';
import { stepCar } from '../systems/vehicle.js';
import { EXIT_MAX_SPEED } from '../../constants/vehicles.js';
import { collideDriving, nearestRide, takeRide, walkAroundVehicles } from './garage.js';
import { strings } from '../../i18n/fa.js';
/**
* Runs the look operation for this subsystem.
* @param {*} context - context.
* @param {*} dx - dx.
* @param {*} dy - dy.
* @param {*} k - k.
* @returns {*} Operation result, when applicable.
*/
export function look(context, dx, dy, k) {
// In AR view the phone's orientation aims the camera; dragging only helps when there is no sensor.
if (context.real.on) {
if (context.arView.hasOrientation) return;
context.cam.yaw -= dx * k;
context.cam.arPitch = THREE.MathUtils.clamp(
(context.cam.arPitch ?? 0) - dy * k * 0.8,
-1.2,
1.2,
);
context.cam.lastMouse = context.elapsed;
return;
}
context.cam.yaw -= dx * k;
context.cam.pitch = THREE.MathUtils.clamp(context.cam.pitch + dy * k * 0.8, -0.15, 1.15);
context.cam.lastMouse = context.elapsed;
}
// Touch joystick: x steers / strafes, y walks / throttles.
/**
* Gets the player into the nearest vehicle, or out of the current one.
* @param {object} context - Game context.
*/
export // ---------- Car ----------
function toggleCar(context) {
if (context.payment.phase !== 'idle' || context.state.busy) return;
if (context.real.on) {
context.say('father', strings.real.noVirtualCar);
return;
}
if (context.mode === 'walk') getIn(context);
else getOut(context);
context.refreshHUD();
}
/**
* Gets into the closest vehicle within reach, if there is one.
* @param {object} context - Game context.
*/
function getIn(context) {
const ride = nearestRide(context);
if (!ride) return;
takeRide(context, ride);
context.mode = 'drive';
context.cam.distance = Math.max(context.cam.distance, 8);
context.tone(320, 0.2, 0.05, 'square');
context.say('father', strings.dialogue.carOn);
}
/**
* Steps out of the current vehicle on its left side, or wherever is free.
* @param {object} context - Game context.
*/
function getOut(context) {
const { state, spec } = context.vehicle;
if (Math.abs(state.speed) > EXIT_MAX_SPEED) {
context.say('father', strings.dialogue.stopFirst);
return;
}
const left = { x: -Math.sin(state.heading), z: -Math.cos(state.heading) };
const step = spec.halfWidth + 1.8;
const spot = resolveCircle(
context.collision,
state.x + left.x * step,
state.z + left.z * step,
1,
);
Object.assign(context.player, { x: spot.x, z: spot.z, heading: state.heading });
state.speed = 0;
context.mode = 'walk';
context.cam.distance = 5.5;
context.tone(260, 0.2, 0.05, 'square');
}
// ---------- Machines, shop and payment ----------
// In real-world mode "at the machine" is a GPS radius, because the fix itself is off by metres.
/**
* Updates walk from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updateWalk(context, dt) {
const forward = {
x: -Math.sin(context.cam.yaw),
z: -Math.cos(context.cam.yaw),
},
right = {
x: Math.cos(context.cam.yaw),
z: -Math.sin(context.cam.yaw),
};
const iy = context.axis(['w', 'arrowup'], ['s', 'arrowdown']) + context.stick.y,
ix = context.axis(['d', 'arrowright'], ['a', 'arrowleft']) + context.stick.x;
const frozen = context.state.busy || context.payment.phase !== 'idle';
let dx = forward.x * iy + right.x * ix,
dz = forward.z * iy + right.z * ix;
const len = Math.hypot(dx, dz);
const run = context.keys.has('shift');
const target = frozen || len < 0.1 ? 0 : (run ? 6.5 : 3.4) * Math.min(1, len);
context.player.speed += (target - context.player.speed) * Math.min(1, dt * 8);
if (len > 0.1 && !frozen) {
dx /= len;
dz /= len;
const want = Math.atan2(-dz, dx);
context.player.heading +=
Math.atan2(Math.sin(want - context.player.heading), Math.cos(want - context.player.heading)) *
Math.min(1, dt * 9);
}
// Face the machine while buying.
const station = context.payment.station ?? context.payment.delivering?.station;
if (frozen && station) {
const want = Math.atan2(-(station.z - context.player.z), station.x - context.player.x);
context.player.heading +=
Math.atan2(Math.sin(want - context.player.heading), Math.cos(want - context.player.heading)) *
Math.min(1, dt * 6);
}
const mx = Math.cos(context.player.heading) * context.player.speed * dt,
mz = -Math.sin(context.player.heading) * context.player.speed * dt;
const p = walkAroundVehicles(
context,
resolveCircle(context.collision, context.player.x + mx, context.player.z + mz, 1),
);
const { minX, minZ, maxX, maxZ } = data.bounds;
context.player.x = THREE.MathUtils.clamp(p.x, minX + 15, maxX - 15);
context.player.z = THREE.MathUtils.clamp(p.z, minZ + 15, maxZ - 15);
context.player.gait += dt * context.player.speed * 1.9;
}
/**
* Pushes the driven vehicle out of buildings using the circles along its body.
* @param {object} context - Game context.
*/
function keepOutOfBuildings(context) {
const car = context.car;
for (const { along, radius } of context.vehicle.spec.probes) {
const cx = car.x + Math.cos(car.heading) * along,
cz = car.z - Math.sin(car.heading) * along;
const p = resolveCircle(context.collision, cx, cz, radius);
if (!p.hit) continue;
context.debugHits.push({
kind: 'building',
x: Math.round(cx),
z: Math.round(cz),
v: +car.speed.toFixed(1),
});
car.x += p.x - cx;
car.z += p.z - cz;
if (Math.abs(car.speed) > 4) context.tone(90, 0.2, 0.08, 'square');
car.speed *= 0.35;
}
}
// Collision log for ?debug runs; trimmed so it never grows without bound.
/**
* Updates drive from the active simulation.
* @param {*} context - context.
* @param {*} dt - dt.
* @returns {*} Operation result, when applicable.
*/
export function updateDrive(context, dt) {
if (context.debugHits.length > 200) context.debugHits.splice(0, 100);
const throttle = THREE.MathUtils.clamp(
context.axis(['w', 'arrowup'], ['s', 'arrowdown']) + context.stick.y,
-1,
1,
);
const steer = THREE.MathUtils.clamp(
context.axis(['d', 'arrowright'], ['a', 'arrowleft']) + context.stick.x,
-1,
1,
);
// At top speed the car covers almost 2 m per step, so move it in short slices that can't
// tunnel through a thin wall, a fence or another vehicle.
const slices = Math.max(1, Math.ceil((Math.abs(context.car.speed) * dt) / 0.6));
for (let i = 0; i < slices; i++) {
stepCar(
context.car,
{ throttle, steer, handbrake: context.keys.has(' ') },
dt / slices,
context.vehicle.spec,
);
keepOutOfBuildings(context);
collideDriving(context, dt / slices);
}
const { minX, minZ, maxX, maxZ } = data.bounds;
context.car.x = THREE.MathUtils.clamp(context.car.x, minX + 15, maxX - 15);
context.car.z = THREE.MathUtils.clamp(context.car.z, minZ + 15, maxZ - 15);
Object.assign(context.player, {
x: context.car.x,
z: context.car.z,
heading: context.car.heading,
});
// Chase camera swings back behind the car when the mouse is idle.
if (context.elapsed - context.cam.lastMouse > 1.4 && Math.abs(context.car.speed) > 1) {
const want =
Math.atan2(-Math.cos(context.car.heading), Math.sin(context.car.heading)) +
(context.car.speed < 0 ? Math.PI : 0);
context.cam.yaw +=
Math.atan2(Math.sin(want - context.cam.yaw), Math.cos(want - context.cam.yaw)) *
Math.min(1, dt * 2.2);
context.cam.pitch += (0.28 - context.cam.pitch) * Math.min(1, dt * 1.5);
}
if (context.engine && context.soundOn) {
context.engine.o.frequency.setTargetAtTime(
45 + Math.abs(context.car.speed) * 5 + Math.max(0, throttle) * 15,
context.audio.currentTime,
0.1,
);
context.engine.g.gain.setTargetAtTime(0.025, context.audio.currentTime, 0.2);
}
}