feat: he is here.

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2026-05-31 23:24:14 -03:00
parent fe686b0071
commit 339c660bcb
6 changed files with 624 additions and 473 deletions
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import './page.css'; import './page.css';
import { PointerLockControls, useTexture } from "@react-three/drei"; import { Canvas } from "@react-three/fiber";
import { Canvas, useFrame, useThree } from "@react-three/fiber"; import { BrightnessContrast, EffectComposer, HueSaturation, Noise, Pixelation, Vignette } from "@react-three/postprocessing";
import { BrightnessContrast, EffectComposer, Noise, Pixelation, Vignette } from "@react-three/postprocessing"; import { Suspense, useEffect, useState } from "react";
import { Suspense, useEffect, useRef, useState } from "react";
import * as THREE from "three";
import { AmbientSound } from './scene-components/ambient-sound'; import { AmbientSound } from './scene-components/ambient-sound';
import { fearState, FEAR_SETTINGS } from './state'; import { fearState } from './state';
function Player() { import TheCreature from './scene-components/creature';
const { camera } = useThree(); import Player from './scene-components/player';
const controls = usePlayerControls(); import Hallway from './scene-components/hallway';
const flashlightRef = useRef<THREE.SpotLight>(null); function PostProcessing() {
const movementCounter = useRef<number>(0); const [getCaught, setCaught] = useState(fearState.wasCaught);
const forward = new THREE.Vector3();
const side = new THREE.Vector3();
const direction = new THREE.Vector3();
const viewDirection = new THREE.Vector3();
useFrame((state, delta) => {
camera.getWorldDirection(forward);
forward.y = 0;
forward.normalize();
side.crossVectors(forward, new THREE.Vector3(0, 1, 0)).normalize();
const moveForward = Number(controls.Forward) - Number(controls.Backward);
const moveSide = Number(controls.Right) - Number(controls.Left);
direction.set(0, 0, 0);
if (moveForward !== 0) direction.addScaledVector(forward, moveForward);
if (moveSide !== 0) direction.addScaledVector(side, moveSide);
if (direction.lengthSq() > 0)
direction.normalize().multiplyScalar(4 * delta);
camera.position.x += direction.x;
camera.position.z += direction.z;
const isMoving = controls.Forward || controls.Backward || controls.Left || controls.Right;
if (isMoving) {
movementCounter.current += delta * 10;
camera.position.y = FEAR_SETTINGS.PLAYER_HEIGHT + Math.sin(movementCounter.current) * 0.08;
camera.position.x += Math.cos(movementCounter.current / 2) * 0.006;
} else {
const breatheTime = state.clock.elapsedTime * 1.5;
const breatheY = FEAR_SETTINGS.PLAYER_HEIGHT + Math.sin(breatheTime) * 0.1;
camera.position.y = THREE.MathUtils.lerp(camera.position.y, breatheY, 4 * delta);
}
if (flashlightRef.current) {
flashlightRef.current.position.copy(camera.position);
camera.getWorldDirection(viewDirection);
const targetDest = new THREE.Vector3()
.copy(camera.position)
.addScaledVector(viewDirection, 10);
flashlightRef.current.target.position.lerp(targetDest, 10 * delta);
flashlightRef.current.target.updateMatrixWorld();
flashlightRef.current.intensity = 5 + Math.sin(state.clock.elapsedTime * 30) * 0.3;
}
const minX = -fearState.currentWidth / 2 + FEAR_SETTINGS.WALL_BUFFER;
const maxX = fearState.currentWidth / 2 - FEAR_SETTINGS.WALL_BUFFER;
if (camera.position.x < minX) camera.position.x = minX;
if (camera.position.x > maxX) camera.position.x = maxX;
if (camera.position.z < -FEAR_SETTINGS.HALLWAY_LENGTH) {
camera.position.z += FEAR_SETTINGS.HALLWAY_LENGTH;
fearState.registerLoop('forward');
}
if (camera.position.z > 0) {
camera.position.z -= FEAR_SETTINGS.HALLWAY_LENGTH;
fearState.registerLoop('backward');
}
});
return (
<>
<PointerLockControls />
<spotLight
ref={flashlightRef}
distance={22}
angle={0.35}
penumbra={0.7}
intensity={5}
color="#fffaed"
/>
</>
);
}
function usePlayerControls() {
const keys = useRef({ Forward: false, Backward: false, Left: false, Right: false });
useEffect(() => {
const handleKeyDown = (e: KeyboardEvent) => {
if (e.code === 'KeyW' || e.code === 'ArrowUp') keys.current.Forward = true;
if (e.code === 'KeyS' || e.code === 'ArrowDown') keys.current.Backward = true;
if (e.code === 'KeyA' || e.code === 'ArrowLeft') keys.current.Left = true;
if (e.code === 'KeyD' || e.code === 'ArrowRight') keys.current.Right = true;
};
const handleKeyUp = (e: KeyboardEvent) => {
if (e.code === 'KeyW' || e.code === 'ArrowUp') keys.current.Forward = false;
if (e.code === 'KeyS' || e.code === 'ArrowDown') keys.current.Backward = false;
if (e.code === 'KeyA' || e.code === 'ArrowLeft') keys.current.Left = false;
if (e.code === 'KeyD' || e.code === 'ArrowRight') keys.current.Right = false;
};
window.addEventListener('keydown', handleKeyDown);
window.addEventListener('keyup', handleKeyUp);
return () => {
window.removeEventListener('keydown', handleKeyDown);
window.removeEventListener('keyup', handleKeyUp);
};
}, []);
return keys.current;
}
interface DoorProps {
position: [number, number, number];
rotation: [number, number, number];
}
function Door({ position, rotation }: DoorProps) {
return (
<group position={position} rotation={rotation}>
<mesh position={[0, 2, -0.14]}>
<boxGeometry args={[2.4, 4.0, 0.2]} />
<meshStandardMaterial color="#8a8585" roughness={0.8} metalness={0.2} />
</mesh>
<mesh position={[0, 1.95, -0.08]}>
<boxGeometry args={[2.1, 3.8, 0.1]} />
<meshStandardMaterial color="#4e4b4b" roughness={0.7} metalness={0.2} />
</mesh>
<mesh position={[0.9, 1.8, 0.08]}>
<boxGeometry args={[0.08, 0.08, 0.15]} />
<meshStandardMaterial color="#4e4b4b" roughness={0.4} metalness={0.2} />
</mesh>
</group>
);
}
function Hallway() {
const [width, setWidth] = useState(fearState.currentWidth);
const [floorTex, wallTex, rustTex] = useTexture([
'fear/img/concrete-floor.png',
'fear/img/concrete-wall.png',
'fear/img/rust.png'
]);
[floorTex, wallTex, rustTex].forEach((tex, index) => {
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.minFilter = tex.magFilter = THREE.NearestFilter;
tex.colorSpace = THREE.SRGBColorSpace;
tex.repeat.set(index === 0 ? 1 : 10, index === 0 ? 10 : 1);
});
const segments = [0, -1, 1, -2, 2];
const lightRef1 = useRef<THREE.PointLight>(null);
const lightRef2 = useRef<THREE.PointLight>(null);
const matRef1 = useRef<THREE.MeshStandardMaterial>(null);
const matRef2 = useRef<THREE.MeshStandardMaterial>(null);
const lightState = useRef<'normal' | 'flickering' | 'dead'>('normal');
const stateEndTime = useRef<number>(0);
const nextEventTime = useRef<number>(5);
const segmentsRef = useRef<THREE.Group[]>([]);
const wallMaterialsRef = useRef<THREE.MeshStandardMaterial[]>([]);
const floorMaterialsRef = useRef<THREE.MeshStandardMaterial[]>([]);
const pipeMaterialsRef = useRef<THREE.MeshStandardMaterial[]>([]);
const bracketMaterialsRef = useRef<THREE.MeshStandardMaterial[]>([]);
wallMaterialsRef.current = [];
floorMaterialsRef.current = [];
pipeMaterialsRef.current = [];
bracketMaterialsRef.current = [];
const [isRustActive, setIsRustActive] = useState(fearState.isRustActive);
useEffect(() => { useEffect(() => {
const unsubscribe = fearState.subscribe(() => { const unsubscribe = fearState.subscribe(() => {
setWidth(fearState.currentWidth); setCaught(fearState.wasCaught);
setIsRustActive(fearState.isRustActive);
}); });
return () => unsubscribe(); return () => unsubscribe();
}, []); }, []);
useFrame((state, delta) => {
const time = state.clock.elapsedTime;
fearState.update(delta);
const currentRust = fearState.isRustActive;
if (currentRust !== isRustActive)
setIsRustActive(currentRust);
/*
lights
*/
let intensity1 = 0.85 + Math.sin(time * 2) * 0.03;
if (time > nextEventTime.current && lightState.current === 'normal') {
lightState.current = 'flickering';
stateEndTime.current = time + 1.5 + Math.random() * 2;
}
if (lightState.current === 'flickering') {
if (time > stateEndTime.current) {
if (Math.random() > 0.4) {
lightState.current = 'dead';
stateEndTime.current = time + 1.0 + Math.random() * 2.5;
} else {
lightState.current = 'normal';
nextEventTime.current = time + 10 + Math.random() * 20;
}
} else {
const baseWave = Math.sin(time * 45) * 0.4 + Math.sin(time * 90) * 0.3;
intensity1 = 0.5 + baseWave;
if (Math.sin(time * 150) + Math.cos(time * 220) > 1.2) intensity1 *= Math.random() > 0.5 ? 0.0 : 0.15;
}
}
if (lightState.current === 'dead') {
if (time > stateEndTime.current) {
lightState.current = 'normal';
nextEventTime.current = time + 12 + Math.random() * 15;
} else
intensity1 = Math.random() > 0.98 ? 0.08 : 0.0;
}
let intensity2 = lightState.current === 'dead' ? 0 : intensity1 * (0.7 + Math.sin(time * 3) * 0.1);
if (lightRef1.current) lightRef1.current.intensity = intensity1 * 1.2;
if (matRef1.current) {
matRef1.current.emissiveIntensity = intensity1 * 2.5;
if (lightState.current !== 'normal') matRef1.current.emissive.setHSL(0.07, 0.4, Math.min(intensity1, 0.7));
else matRef1.current.emissive.setHex(0xa8a1a1);
}
if (lightRef2.current) lightRef2.current.intensity = intensity2 * 0.6;
if (matRef2.current) matRef2.current.emissiveIntensity = intensity2 * 1.5;
/*
walls
*/
segmentsRef.current.forEach((segGroup) => {
if (!segGroup) return;
const leftWallGroup = segGroup.getObjectByName("left-wall-group");
if (leftWallGroup) leftWallGroup.position.x = -width / 2;
const rightWallGroup = segGroup.getObjectByName("right-wall-group");
if (rightWallGroup) rightWallGroup.position.x = width / 2;
const floorMesh = segGroup.getObjectByName("floor-mesh");
if (floorMesh) floorMesh.scale.x = width / FEAR_SETTINGS.HALLWAY_WIDTH;
const ceilingMesh = segGroup.getObjectByName("ceiling-mesh");
if (ceilingMesh) ceilingMesh.scale.x = width / FEAR_SETTINGS.HALLWAY_WIDTH;
for (let i = 0; i < 3; i++) {
const pipe = segGroup.getObjectByName(`pipe-${i}`);
if (pipe) pipe.position.x = -width / 2 + 0.4 + (i * 0.20);
}
const bracketGroup = segGroup.getObjectByName("brackets-group");
if (bracketGroup) {
bracketGroup.children.forEach(b => {
b.position.x = -width / 2 + 0.6;
});
}
});
/*
rust
*/
wallMaterialsRef.current.forEach(mat => {
if (!mat) return;
const targetTex = isRustActive ? rustTex : wallTex;
if (mat.map !== targetTex) {
mat.map = targetTex;
mat.needsUpdate = true;
}
if (isRustActive) {
mat.color.set("#918a87");
mat.roughness = 0.95;
mat.metalness = 0.05;
} else {
mat.color.set("#ffffff");
mat.roughness = 0.7;
mat.metalness = 0.1;
}
});
floorMaterialsRef.current.forEach(mat => {
if (!mat) return;
const targetTex = isRustActive ? rustTex : floorTex;
if (mat.map !== targetTex) {
mat.map = targetTex;
mat.needsUpdate = true;
}
if (isRustActive) {
mat.color.set("#8b827f");
mat.roughness = 0.95;
mat.metalness = 0.05;
} else {
mat.color.set("#ffffff");
mat.roughness = 0.8;
mat.metalness = 0.2;
}
});
pipeMaterialsRef.current.forEach(mat => {
if (!mat) return;
mat.color.set(isRustActive ? "#3d1b0f" : "#a5aca8");
mat.roughness = isRustActive ? 0.95 : 0.0;
mat.metalness = isRustActive ? 0.05 : 0.4;
});
bracketMaterialsRef.current.forEach(mat => {
if (!mat) return;
mat.color.set(isRustActive ? "#1b0b05" : "#a5aca8");
mat.roughness = isRustActive ? 0.95 : 0.0;
mat.metalness = isRustActive ? 0.05 : 0.4;
});
});
return (
<>
<ambientLight intensity={0.0225} />
{segments.map((segmentValue, index) => (
/*
lights
*/
<group
key={segmentValue}
ref={(el) => { if (el) segmentsRef.current[index] = el; }}
position={[0, 0, segmentValue * FEAR_SETTINGS.HALLWAY_LENGTH]}
>
<group position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT - 0.1, -FEAR_SETTINGS.HALLWAY_LENGTH / 4]}>
<pointLight
ref={segmentValue === 0 ? lightRef1 : null}
intensity={0.9}
distance={15}
color="#a8a1a1"
/>
<mesh position={[0, 0.09, 0]}>
<boxGeometry args={[0.3, 0.01, 0.3]} />
<meshStandardMaterial
ref={segmentValue === 0 ? matRef1 : null}
color="#111111"
emissive="#a8a1a1"
emissiveIntensity={segmentValue === 0 ? 0 : 0.8}
roughness={0.9}
/>
</mesh>
</group>
{/* floor */}
<mesh
name="floor-mesh"
rotation={[-Math.PI / 2, 0, 0]}
position={[0, 0, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}
>
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH]} />
<meshStandardMaterial
ref={(el) => el && floorMaterialsRef.current.push(el)}
map={floorTex}
roughness={0.8}
metalness={0.2}
/>
</mesh>
{/* ceiling */}
<mesh
name="ceiling-mesh"
rotation={[Math.PI / 2, 0, 0]}
position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}
>
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH]} />
<meshStandardMaterial
ref={(el) => el && floorMaterialsRef.current.push(el)}
map={floorTex}
roughness={0.8}
metalness={0.2}
/>
</mesh>
{/* l wall */}
<group name="left-wall-group">
<mesh rotation={[0, Math.PI / 2, 0]} position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT / 2, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}>
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT]} />
<meshStandardMaterial
ref={(el) => el && wallMaterialsRef.current.push(el)}
map={wallTex}
roughness={0.7}
metalness={0.1}
/>
</mesh>
{!isRustActive && (
<>
<Door position={[0.05, 0, -FEAR_SETTINGS.HALLWAY_LENGTH * 0.25]} rotation={[0, Math.PI / 2, 0]} />
<Door position={[0.05, 0, -FEAR_SETTINGS.HALLWAY_LENGTH * 0.85]} rotation={[0, Math.PI / 2, 0]} />
</>
)}
</group>
{/* r wall */}
<group name="right-wall-group">
<mesh rotation={[0, -Math.PI / 2, 0]} position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT / 2, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}>
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT]} />
<meshStandardMaterial
ref={(el) => el && wallMaterialsRef.current.push(el)}
map={wallTex}
roughness={0.7}
metalness={0.1}
/>
</mesh>
{!isRustActive && (
<Door position={[-0.05, 0, -FEAR_SETTINGS.HALLWAY_LENGTH * 0.65]} rotation={[0, -Math.PI / 2, 0]} />
)}
</group>
{/* pipes */}
{Array.from({ length: 3 }).map((_, idx) => (
<mesh
key={idx}
name={`pipe-${idx}`}
rotation={[Math.PI / 2, 0, 0]}
position={[-FEAR_SETTINGS.HALLWAY_WIDTH / 2 + 0.4 + (idx * 0.20), FEAR_SETTINGS.HALLWAY_HEIGHT - 0.2, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}
>
<cylinderGeometry args={[0.06, 0.06, FEAR_SETTINGS.HALLWAY_LENGTH, 4]} />
<meshStandardMaterial
ref={(el) => el && pipeMaterialsRef.current.push(el)}
color="#a5aca8"
roughness={0.0}
metalness={0.4}
/>
</mesh>
))}
{/* brackets */}
<group name="brackets-group">
{Array.from({ length: 5 }).map((_, idx) => {
const zOffset = -(idx * 8 + 4);
return (
<mesh
key={`bracket-${idx}`}
position={[-FEAR_SETTINGS.HALLWAY_WIDTH / 2 + 0.6, FEAR_SETTINGS.HALLWAY_HEIGHT - 0.15, zOffset]}
>
<boxGeometry args={[0.7, 0.3, 0.15]} />
<meshStandardMaterial
ref={(el) => el && bracketMaterialsRef.current.push(el)}
color="#a5aca8"
roughness={0.0}
metalness={0.4}
/>
</mesh>
);
})}
</group>
</group>
))}
</>
);
}
function PostProcessing() {
return (<EffectComposer> return (<EffectComposer>
<Pixelation granularity={12} /> <Pixelation granularity={getCaught ? 18 : 12} />
<Vignette /> <Vignette />
<Noise opacity={0.005} /> <Noise opacity={getCaught ? 0.01 : 0.005} />
<BrightnessContrast <BrightnessContrast
brightness={-0.01} brightness={-0.01}
contrast={0.05} contrast={0.05}
/> />
<HueSaturation saturation={getCaught ? 1 : 0} />
</EffectComposer>) </EffectComposer>)
} }
@@ -509,16 +57,17 @@ export default function Fear() {
<fogExp2 attach='fog' args={[0x050505, 0.035]} /> <fogExp2 attach='fog' args={[0x050505, 0.035]} />
<PostProcessing /> <PostProcessing />
<Suspense fallback={null}> <Suspense fallback={null}>
<Hallway /> <Hallway />
</Suspense> <TheCreature />
<Player />
<AmbientSound <AmbientSound
url='fear/snd/ambience.mp3' url='fear/snd/ambience.mp3'
volume={isRustActive ? 0 : 1} volume={isRustActive ? 0 : 1}
/> />
</Suspense>
<Player />
</Canvas> </Canvas>
</>) </>)
} }
@@ -0,0 +1,85 @@
import { useTexture } from "@react-three/drei";
import { useFrame, useThree } from "@react-three/fiber";
import { useEffect, useRef, useState } from "react";
import * as THREE from "three";
import { fearState } from "../state";
export default function TheCreature() {
const texture = useTexture('fear/img/creature.png');
const meshRef = useRef<THREE.Mesh>(null);
const { camera } = useThree();
const [hasTriggered, setHasTriggered] = useState(false);
const [isSpawned, setIsSpawned] = useState(false);
const speed = 15;
const globalDistance = useRef<number>(32);
const [currentLoop, setCurrentLoop] = useState(fearState.loopCount);
useEffect(() => {
const unsubscribe = fearState.subscribe(() => {
setCurrentLoop(fearState.loopCount);
if (fearState.loopCount < 4) {
setIsSpawned(false);
setHasTriggered(false);
globalDistance.current = 32;
}
});
return () => unsubscribe();
}, []);
useFrame((state, delta) => {
if (fearState.loopCount < 4) return;
const creature = meshRef.current;
if (!creature) return;
if (!isSpawned) {
setIsSpawned(true);
globalDistance.current = 32;
}
if (!hasTriggered)
if (globalDistance.current < 40) setHasTriggered(true);
if (hasTriggered) {
globalDistance.current -= speed * delta;
const shakeIntensity = Math.max(0, 1 - (globalDistance.current / 32)) * 0.22;
camera.position.x += (Math.random() - 0.5) * shakeIntensity;
camera.position.y += (Math.random() - 0.5) * shakeIntensity;
if (globalDistance.current <= 0.1) {
window.location.href = '/';
fearState.registerCaught();
return;
}
}
const forwardVector = new THREE.Vector3();
camera.getWorldDirection(forwardVector);
const lookDirZ = forwardVector.z < 0 ? -1 : 1;
const calculatedZ = camera.position.z + (lookDirZ * globalDistance.current);
creature.position.set(0, 1.6, calculatedZ);
creature.lookAt(camera.position.x, creature.position.y, camera.position.z);
});
return (
<mesh
ref={meshRef}
visible={currentLoop >= 4}
>
<planeGeometry args={[3.0, 4.8]} />
<meshBasicMaterial
map={texture}
transparent={true}
depthWrite={false}
side={THREE.DoubleSide}
/>
</mesh>
);
}
+369
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@@ -0,0 +1,369 @@
import { useEffect, useRef, useState } from "react";
import { FEAR_SETTINGS, fearState } from "../state";
import { useTexture } from "@react-three/drei";
import * as THREE from "three";
import { useFrame } from "@react-three/fiber";
interface DoorProps {
position: [number, number, number];
rotation: [number, number, number];
}
function Door({ position, rotation }: DoorProps) {
return (
<group position={position} rotation={rotation}>
<mesh position={[0, 2, -0.14]}>
<boxGeometry args={[2.4, 4.0, 0.2]} />
<meshStandardMaterial color="#8a8585" roughness={0.8} metalness={0.2} />
</mesh>
<mesh position={[0, 1.95, -0.08]}>
<boxGeometry args={[2.1, 3.8, 0.1]} />
<meshStandardMaterial color="#4e4b4b" roughness={0.7} metalness={0.2} />
</mesh>
<mesh position={[0.9, 1.8, 0.08]}>
<boxGeometry args={[0.08, 0.08, 0.15]} />
<meshStandardMaterial color="#4e4b4b" roughness={0.4} metalness={0.2} />
</mesh>
</group>
);
}
export default function Hallway() {
const [width, setWidth] = useState(fearState.currentWidth);
const [floorTex, wallTex, rustTex] = useTexture([
'fear/img/concrete-floor.png',
'fear/img/concrete-wall.png',
'fear/img/rust.png'
]);
useEffect(() => {
[floorTex, wallTex, rustTex].forEach((tex) => {
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.minFilter = tex.magFilter = THREE.NearestFilter;
tex.colorSpace = THREE.SRGBColorSpace;
});
}, [floorTex, wallTex, rustTex]);
const segmentPool = [0, 1, 2, 3, 4];
const segmentCount = segmentPool.length;
const lightRefs = useRef<(THREE.PointLight | null)[]>([]);
const matRefs = useRef<(THREE.MeshStandardMaterial | null)[]>([]);
const lightState = useRef<'normal' | 'flickering' | 'dead'>('normal');
const stateEndTime = useRef<number>(0);
const nextEventTime = useRef<number>(5);
const segmentsRef = useRef<THREE.Group[]>([]);
const wallMaterialsRef = useRef<THREE.MeshStandardMaterial[]>([]);
const floorMaterialsRef = useRef<THREE.MeshStandardMaterial[]>([]);
const pipeMaterialsRef = useRef<THREE.MeshStandardMaterial[]>([]);
const bracketMaterialsRef = useRef<THREE.MeshStandardMaterial[]>([]);
wallMaterialsRef.current = [];
floorMaterialsRef.current = [];
pipeMaterialsRef.current = [];
bracketMaterialsRef.current = [];
const [isRustActive, setIsRustActive] = useState(fearState.isRustActive);
useEffect(() => {
const unsubscribe = fearState.subscribe(() => {
setWidth(fearState.currentWidth);
setIsRustActive(fearState.isRustActive);
});
return () => unsubscribe();
}, []);
useFrame((state, delta) => {
const time = state.clock.elapsedTime;
fearState.update(delta);
if (fearState.isRustActive !== isRustActive)
setIsRustActive(fearState.isRustActive);
/*
lights
*/
let intensity1 = 0.85 + Math.sin(time * 2) * 0.03;
if (time > nextEventTime.current && lightState.current === 'normal') {
lightState.current = 'flickering';
stateEndTime.current = time + 1.5 + Math.random() * 2;
}
if (lightState.current === 'flickering') {
if (time > stateEndTime.current) {
if (Math.random() > 0.4) {
lightState.current = 'dead';
stateEndTime.current = time + 1.0 + Math.random() * 2.5;
} else {
lightState.current = 'normal';
nextEventTime.current = time + 10 + Math.random() * 20;
}
} else {
const baseWave = Math.sin(time * 45) * 0.4 + Math.sin(time * 90) * 0.3;
intensity1 = 0.5 + baseWave;
if (Math.sin(time * 150) + Math.cos(time * 220) > 1.2) intensity1 *= Math.random() > 0.5 ? 0.0 : 0.15;
}
}
if (lightState.current === 'dead') {
if (time > stateEndTime.current) {
lightState.current = 'normal';
nextEventTime.current = time + 12 + Math.random() * 15;
} else {
intensity1 = Math.random() > 0.98 ? 0.08 : 0.0;
}
}
/*
objects
*/
const length = FEAR_SETTINGS.HALLWAY_LENGTH;
const playerSegmentZ = Math.floor(state.camera.position.z / length);
const horizontalTexRepeat = width / FEAR_SETTINGS.HALLWAY_WIDTH;
floorTex.repeat.set(horizontalTexRepeat, 10);
wallTex.repeat.set(10, 1);
rustTex.repeat.set(horizontalTexRepeat, 10);
floorTex.needsUpdate = true;
wallTex.needsUpdate = true;
rustTex.needsUpdate = true;
let closestPoolIndex = 0;
let minDistance = Infinity;
segmentsRef.current.forEach((segGroup, poolIndex) => {
if (!segGroup) return;
let segmentZIndex = poolIndex - Math.floor(segmentCount / 2) + playerSegmentZ;
segGroup.position.z = segmentZIndex * length;
// Track which pool index is currently physically closest to the player's camera position
const distance = Math.abs(segGroup.position.z - state.camera.position.z);
if (distance < minDistance) {
minDistance = distance;
closestPoolIndex = poolIndex;
}
const leftWallGroup = segGroup.getObjectByName("left-wall-group");
if (leftWallGroup) leftWallGroup.position.x = -width / 2;
const rightWallGroup = segGroup.getObjectByName("right-wall-group");
if (rightWallGroup) rightWallGroup.position.x = width / 2;
const floorMesh = segGroup.getObjectByName("floor-mesh");
if (floorMesh) floorMesh.scale.x = width / FEAR_SETTINGS.HALLWAY_WIDTH;
const ceilingMesh = segGroup.getObjectByName("ceiling-mesh");
if (ceilingMesh) ceilingMesh.scale.x = width / FEAR_SETTINGS.HALLWAY_WIDTH;
for (let i = 0; i < 3; i++) {
const pipe = segGroup.getObjectByName(`pipe-${i}`);
if (pipe) pipe.position.x = -width / 2 + 0.4 + (i * 0.20);
}
const bracketGroup = segGroup.getObjectByName("brackets-group");
if (bracketGroup) {
bracketGroup.children.forEach(b => {
b.position.x = -width / 2 + 0.6;
});
}
});
/*
dyn light
*/
segmentPool.forEach((poolIndex) => {
const light = lightRefs.current[poolIndex];
const mat = matRefs.current[poolIndex];
if (poolIndex === closestPoolIndex) {
if (light) light.intensity = intensity1 * 1.2;
if (mat) {
mat.emissiveIntensity = intensity1 * 2.5;
if (lightState.current !== 'normal') mat.emissive.setHSL(0.07, 0.4, Math.min(intensity1, 0.7));
else mat.emissive.setHex(0xa8a1a1);
}
} else {
if (light) light.intensity = 0.9;
if (mat) {
mat.emissiveIntensity = 0.8;
mat.emissive.setHex(0xa8a1a1);
}
}
});
/*
materials
*/
const updateMaterials = (materials: THREE.MeshStandardMaterial[], defaultTex: THREE.Texture, activeColor: string, defaultColor: string, activeRough: number, defaultRough: number, activeMetal: number, defaultMetal: number) => {
materials.forEach(mat => {
if (!mat) return;
const targetTex = isRustActive ? rustTex : defaultTex;
if (mat.map !== targetTex) {
mat.map = targetTex;
mat.needsUpdate = true;
}
mat.color.set(isRustActive ? activeColor : defaultColor);
mat.roughness = isRustActive ? activeRough : defaultRough;
mat.metalness = isRustActive ? activeMetal : defaultMetal;
});
};
updateMaterials(wallMaterialsRef.current, wallTex, "#918a87", "#ffffff", 0.95, 0.7, 0.05, 0.1);
updateMaterials(floorMaterialsRef.current, floorTex, "#8b827f", "#ffffff", 0.95, 0.8, 0.05, 0.2);
pipeMaterialsRef.current.forEach(mat => {
if (!mat) return;
mat.color.set(isRustActive ? "#3d1b0f" : "#a5aca8");
mat.roughness = isRustActive ? 0.95 : 0.0;
mat.metalness = isRustActive ? 0.05 : 0.4;
});
bracketMaterialsRef.current.forEach(mat => {
if (!mat) return;
mat.color.set(isRustActive ? "#1b0b05" : "#a5aca8");
mat.roughness = isRustActive ? 0.95 : 0.0;
mat.metalness = isRustActive ? 0.05 : 0.4;
});
});
return (
<>
<ambientLight intensity={0.0225} />
{segmentPool.map((poolIndex) => (
<group
key={poolIndex}
ref={(el) => { if (el) segmentsRef.current[poolIndex] = el; }}
position={[0, 0, 0]}
>
{/* lights */}
<group position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT - 0.1, -FEAR_SETTINGS.HALLWAY_LENGTH / 4]}>
<pointLight
ref={(el) => { lightRefs.current[poolIndex] = el; }}
intensity={0.9}
distance={15}
color="#a8a1a1"
/>
<mesh position={[0, 0.09, 0]}>
<boxGeometry args={[0.3, 0.01, 0.3]} />
<meshStandardMaterial
ref={(el) => { matRefs.current[poolIndex] = el; }}
color="#111111"
emissive="#a8a1a1"
emissiveIntensity={0.8}
roughness={0.9}
/>
</mesh>
</group>
{/* floor */}
<mesh
name="floor-mesh"
rotation={[-Math.PI / 2, 0, 0]}
position={[0, 0, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}
>
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH]} />
<meshStandardMaterial
ref={(el) => { if (el) floorMaterialsRef.current.push(el); }}
map={floorTex}
roughness={0.8}
metalness={0.2}
/>
</mesh>
{/* ceiling */}
<mesh
name="ceiling-mesh"
rotation={[Math.PI / 2, 0, 0]}
position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}
>
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_WIDTH, FEAR_SETTINGS.HALLWAY_LENGTH]} />
<meshStandardMaterial
ref={(el) => { if (el) floorMaterialsRef.current.push(el); }}
map={floorTex}
roughness={0.8}
metalness={0.2}
/>
</mesh>
{/* left wall */}
<group name="left-wall-group">
<mesh rotation={[0, Math.PI / 2, 0]} position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT / 2, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}>
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT]} />
<meshStandardMaterial
ref={(el) => { if (el) wallMaterialsRef.current.push(el); }}
map={wallTex}
roughness={0.7}
metalness={0.1}
/>
</mesh>
{!isRustActive && (
<>
<Door position={[0.05, 0, -FEAR_SETTINGS.HALLWAY_LENGTH * 0.25]} rotation={[0, Math.PI / 2, 0]} />
<Door position={[0.05, 0, -FEAR_SETTINGS.HALLWAY_LENGTH * 0.85]} rotation={[0, Math.PI / 2, 0]} />
</>
)}
</group>
{/* right wall */}
<group name="right-wall-group">
<mesh rotation={[0, -Math.PI / 2, 0]} position={[0, FEAR_SETTINGS.HALLWAY_HEIGHT / 2, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}>
<planeGeometry args={[FEAR_SETTINGS.HALLWAY_LENGTH, FEAR_SETTINGS.HALLWAY_HEIGHT]} />
<meshStandardMaterial
ref={(el) => { if (el) wallMaterialsRef.current.push(el); }}
map={wallTex}
roughness={0.7}
metalness={0.1}
/>
</mesh>
{!isRustActive && (
<Door position={[-0.05, 0, -FEAR_SETTINGS.HALLWAY_LENGTH * 0.65]} rotation={[0, -Math.PI / 2, 0]} />
)}
</group>
{/* pipes */}
{Array.from({ length: 3 }).map((_, idx) => (
<mesh
key={idx}
name={`pipe-${idx}`}
rotation={[Math.PI / 2, 0, 0]}
position={[-FEAR_SETTINGS.HALLWAY_WIDTH / 2 + 0.4 + (idx * 0.20), FEAR_SETTINGS.HALLWAY_HEIGHT - 0.2, -FEAR_SETTINGS.HALLWAY_LENGTH / 2]}
>
<cylinderGeometry args={[0.06, 0.06, FEAR_SETTINGS.HALLWAY_LENGTH, 4]} />
<meshStandardMaterial
ref={(el) => el && pipeMaterialsRef.current.push(el)}
color="#a5aca8"
roughness={0.0}
metalness={0.4}
/>
</mesh>
))}
{/* brackets */}
<group name="brackets-group">
{Array.from({ length: 5 }).map((_, idx) => {
const zOffset = -(idx * 8 + 4);
return (
<mesh
key={`bracket-${idx}`}
position={[-FEAR_SETTINGS.HALLWAY_WIDTH / 2 + 0.6, FEAR_SETTINGS.HALLWAY_HEIGHT - 0.15, zOffset]}
>
<boxGeometry args={[0.7, 0.3, 0.15]} />
<meshStandardMaterial
ref={(el) => el && bracketMaterialsRef.current.push(el)}
color="#a5aca8"
roughness={0.0}
metalness={0.4}
/>
</mesh>
);
})}
</group>
</group>
))}
</>
);
}
+140
View File
@@ -0,0 +1,140 @@
import { useFrame, useThree } from "@react-three/fiber";
import { useEffect, useRef } from "react";
import * as THREE from "three";
import { FEAR_SETTINGS, fearState } from "../state";
import { PointerLockControls } from "@react-three/drei";
const forward = new THREE.Vector3();
const side = new THREE.Vector3();
const direction = new THREE.Vector3();
const viewDirection = new THREE.Vector3();
function usePlayerControls() {
const keys = useRef({ Forward: false, Backward: false, Left: false, Right: false });
useEffect(() => {
const handleKeyDown = (e: KeyboardEvent) => {
if (e.code === 'KeyW' || e.code === 'ArrowUp') keys.current.Forward = true;
if (e.code === 'KeyS' || e.code === 'ArrowDown') keys.current.Backward = true;
if (e.code === 'KeyA' || e.code === 'ArrowLeft') keys.current.Left = true;
if (e.code === 'KeyD' || e.code === 'ArrowRight') keys.current.Right = true;
};
const handleKeyUp = (e: KeyboardEvent) => {
if (e.code === 'KeyW' || e.code === 'ArrowUp') keys.current.Forward = false;
if (e.code === 'KeyS' || e.code === 'ArrowDown') keys.current.Backward = false;
if (e.code === 'KeyA' || e.code === 'ArrowLeft') keys.current.Left = false;
if (e.code === 'KeyD' || e.code === 'ArrowRight') keys.current.Right = false;
};
window.addEventListener('keydown', handleKeyDown);
window.addEventListener('keyup', handleKeyUp);
return () => {
window.removeEventListener('keydown', handleKeyDown);
window.removeEventListener('keyup', handleKeyUp);
};
}, []);
return keys.current;
}
export default function Player() {
const { camera } = useThree();
const controls = usePlayerControls();
const flashlightRef = useRef<THREE.SpotLight>(null);
const movementCounter = useRef<number>(0);
const confirmedSegment = useRef<number>(0);
const hasTriggeredThisSegment = useRef<boolean>(false);
useFrame((state, delta) => {
camera.getWorldDirection(forward);
forward.y = 0;
forward.normalize();
side.crossVectors(forward, new THREE.Vector3(0, 1, 0)).normalize();
const moveForward = Number(controls.Forward) - Number(controls.Backward);
const moveSide = Number(controls.Right) - Number(controls.Left);
direction.set(0, 0, 0);
if (moveForward !== 0) direction.addScaledVector(forward, moveForward);
if (moveSide !== 0) direction.addScaledVector(side, moveSide);
if (direction.lengthSq() > 0)
direction.normalize().multiplyScalar(FEAR_SETTINGS.PLAYER_SPEED * delta);
camera.position.x += direction.x;
camera.position.z += direction.z;
const isMoving = controls.Forward || controls.Backward || controls.Left || controls.Right;
if (isMoving) {
movementCounter.current += delta * 10;
camera.position.y = FEAR_SETTINGS.PLAYER_HEIGHT + Math.sin(movementCounter.current) * 0.08;
camera.position.x += Math.cos(movementCounter.current / 2) * 0.006;
} else {
const breatheTime = state.clock.elapsedTime * 1.5;
const breatheY = FEAR_SETTINGS.PLAYER_HEIGHT + Math.sin(breatheTime) * 0.1;
camera.position.y = THREE.MathUtils.lerp(camera.position.y, breatheY, 4 * delta);
}
if (flashlightRef.current) {
flashlightRef.current.position.copy(camera.position);
camera.getWorldDirection(viewDirection);
const targetDest = new THREE.Vector3()
.copy(camera.position)
.addScaledVector(viewDirection, 10);
flashlightRef.current.target.position.lerp(targetDest, 10 * delta);
flashlightRef.current.target.updateMatrixWorld();
flashlightRef.current.intensity = 5 + Math.sin(state.clock.elapsedTime * 30) * 0.3;
}
const minX = -fearState.currentWidth / 2 + FEAR_SETTINGS.WALL_BUFFER;
const maxX = fearState.currentWidth / 2 - FEAR_SETTINGS.WALL_BUFFER;
if (camera.position.x < minX) camera.position.x = minX;
if (camera.position.x > maxX) camera.position.x = maxX;
const length = FEAR_SETTINGS.HALLWAY_LENGTH;
const absoluteZ = -camera.position.z;
const rawSegmentIndex = Math.floor(absoluteZ / length);
const progressZ = ((absoluteZ % length) + length) % length / length;
if (rawSegmentIndex > confirmedSegment.current && progressZ > 0.25) {
if (!hasTriggeredThisSegment.current) {
fearState.registerLoop('forward');
hasTriggeredThisSegment.current = true;
}
confirmedSegment.current = rawSegmentIndex;
}
else if (rawSegmentIndex < confirmedSegment.current && progressZ < 0.75) {
if (!hasTriggeredThisSegment.current) {
fearState.registerLoop('backward');
hasTriggeredThisSegment.current = true;
}
confirmedSegment.current = rawSegmentIndex;
}
if (rawSegmentIndex === confirmedSegment.current && progressZ > 0.35 && progressZ < 0.65)
hasTriggeredThisSegment.current = false;
});
return (
<>
<PointerLockControls />
<spotLight
ref={flashlightRef}
distance={22}
angle={0.35}
penumbra={0.7}
intensity={5}
color="#fffaed"
/>
</>
);
}
+9 -1
View File
@@ -5,6 +5,7 @@ export const FEAR_SETTINGS = {
HALLWAY_WIDTH: 6, HALLWAY_WIDTH: 6,
HALLWAY_HEIGHT: 5, HALLWAY_HEIGHT: 5,
PLAYER_HEIGHT: 3, PLAYER_HEIGHT: 3,
PLAYER_SPEED: 6,
WALL_BUFFER: 0.6, WALL_BUFFER: 0.6,
}; };
@@ -14,6 +15,8 @@ export const fearState = {
loopCount: 0, loopCount: 0,
currentWidth: FEAR_SETTINGS.HALLWAY_WIDTH, currentWidth: FEAR_SETTINGS.HALLWAY_WIDTH,
isRustActive: false, isRustActive: false,
finaleTriggered: false,
wasCaught: false,
subscribe(listener: () => void) { subscribe(listener: () => void) {
listeners.add(listener); listeners.add(listener);
@@ -26,6 +29,7 @@ export const fearState = {
update(delta: number) { update(delta: number) {
this.isRustActive = this.loopCount >= 3; this.isRustActive = this.loopCount >= 3;
this.finaleTriggered = this.loopCount >= 4;
const targetWidth = this.loopCount >= 2 ? 2.5 : FEAR_SETTINGS.HALLWAY_WIDTH; const targetWidth = this.loopCount >= 2 ? 2.5 : FEAR_SETTINGS.HALLWAY_WIDTH;
const newWidth = THREE.MathUtils.lerp(this.currentWidth, targetWidth, 2 * delta); const newWidth = THREE.MathUtils.lerp(this.currentWidth, targetWidth, 2 * delta);
@@ -38,7 +42,11 @@ export const fearState = {
registerLoop(direction: 'forward' | 'backward') { registerLoop(direction: 'forward' | 'backward') {
this.loopCount += 1; this.loopCount += 1;
console.log(`Hallway looped ${direction}. Total loops: ${this.loopCount}`); this.emit();
},
registerCaught() {
this.wasCaught = true;
this.emit(); this.emit();
} }
}; };