feat: he is here.
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import { useFrame, useThree } from "@react-three/fiber";
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import { useEffect, useRef } from "react";
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import * as THREE from "three";
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import { FEAR_SETTINGS, fearState } from "../state";
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import { PointerLockControls } from "@react-three/drei";
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const forward = new THREE.Vector3();
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const side = new THREE.Vector3();
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const direction = new THREE.Vector3();
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const viewDirection = new THREE.Vector3();
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function usePlayerControls() {
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const keys = useRef({ Forward: false, Backward: false, Left: false, Right: false });
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useEffect(() => {
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const handleKeyDown = (e: KeyboardEvent) => {
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if (e.code === 'KeyW' || e.code === 'ArrowUp') keys.current.Forward = true;
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if (e.code === 'KeyS' || e.code === 'ArrowDown') keys.current.Backward = true;
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if (e.code === 'KeyA' || e.code === 'ArrowLeft') keys.current.Left = true;
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if (e.code === 'KeyD' || e.code === 'ArrowRight') keys.current.Right = true;
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};
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const handleKeyUp = (e: KeyboardEvent) => {
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if (e.code === 'KeyW' || e.code === 'ArrowUp') keys.current.Forward = false;
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if (e.code === 'KeyS' || e.code === 'ArrowDown') keys.current.Backward = false;
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if (e.code === 'KeyA' || e.code === 'ArrowLeft') keys.current.Left = false;
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if (e.code === 'KeyD' || e.code === 'ArrowRight') keys.current.Right = false;
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};
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window.addEventListener('keydown', handleKeyDown);
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window.addEventListener('keyup', handleKeyUp);
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return () => {
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window.removeEventListener('keydown', handleKeyDown);
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window.removeEventListener('keyup', handleKeyUp);
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};
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}, []);
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return keys.current;
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}
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export default function Player() {
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const { camera } = useThree();
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const controls = usePlayerControls();
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const flashlightRef = useRef<THREE.SpotLight>(null);
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const movementCounter = useRef<number>(0);
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const confirmedSegment = useRef<number>(0);
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const hasTriggeredThisSegment = useRef<boolean>(false);
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useFrame((state, delta) => {
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camera.getWorldDirection(forward);
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forward.y = 0;
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forward.normalize();
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side.crossVectors(forward, new THREE.Vector3(0, 1, 0)).normalize();
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const moveForward = Number(controls.Forward) - Number(controls.Backward);
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const moveSide = Number(controls.Right) - Number(controls.Left);
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direction.set(0, 0, 0);
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if (moveForward !== 0) direction.addScaledVector(forward, moveForward);
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if (moveSide !== 0) direction.addScaledVector(side, moveSide);
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if (direction.lengthSq() > 0)
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direction.normalize().multiplyScalar(FEAR_SETTINGS.PLAYER_SPEED * delta);
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camera.position.x += direction.x;
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camera.position.z += direction.z;
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const isMoving = controls.Forward || controls.Backward || controls.Left || controls.Right;
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if (isMoving) {
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movementCounter.current += delta * 10;
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camera.position.y = FEAR_SETTINGS.PLAYER_HEIGHT + Math.sin(movementCounter.current) * 0.08;
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camera.position.x += Math.cos(movementCounter.current / 2) * 0.006;
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} else {
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const breatheTime = state.clock.elapsedTime * 1.5;
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const breatheY = FEAR_SETTINGS.PLAYER_HEIGHT + Math.sin(breatheTime) * 0.1;
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camera.position.y = THREE.MathUtils.lerp(camera.position.y, breatheY, 4 * delta);
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}
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if (flashlightRef.current) {
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flashlightRef.current.position.copy(camera.position);
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camera.getWorldDirection(viewDirection);
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const targetDest = new THREE.Vector3()
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.copy(camera.position)
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.addScaledVector(viewDirection, 10);
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flashlightRef.current.target.position.lerp(targetDest, 10 * delta);
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flashlightRef.current.target.updateMatrixWorld();
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flashlightRef.current.intensity = 5 + Math.sin(state.clock.elapsedTime * 30) * 0.3;
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}
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const minX = -fearState.currentWidth / 2 + FEAR_SETTINGS.WALL_BUFFER;
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const maxX = fearState.currentWidth / 2 - FEAR_SETTINGS.WALL_BUFFER;
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if (camera.position.x < minX) camera.position.x = minX;
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if (camera.position.x > maxX) camera.position.x = maxX;
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const length = FEAR_SETTINGS.HALLWAY_LENGTH;
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const absoluteZ = -camera.position.z;
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const rawSegmentIndex = Math.floor(absoluteZ / length);
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const progressZ = ((absoluteZ % length) + length) % length / length;
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if (rawSegmentIndex > confirmedSegment.current && progressZ > 0.25) {
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if (!hasTriggeredThisSegment.current) {
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fearState.registerLoop('forward');
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hasTriggeredThisSegment.current = true;
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}
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confirmedSegment.current = rawSegmentIndex;
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}
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else if (rawSegmentIndex < confirmedSegment.current && progressZ < 0.75) {
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if (!hasTriggeredThisSegment.current) {
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fearState.registerLoop('backward');
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hasTriggeredThisSegment.current = true;
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}
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confirmedSegment.current = rawSegmentIndex;
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}
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if (rawSegmentIndex === confirmedSegment.current && progressZ > 0.35 && progressZ < 0.65)
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hasTriggeredThisSegment.current = false;
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});
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return (
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<>
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<PointerLockControls />
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<spotLight
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ref={flashlightRef}
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distance={22}
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angle={0.35}
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penumbra={0.7}
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intensity={5}
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color="#fffaed"
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/>
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</>
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);
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}
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