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3 Commits

Author SHA1 Message Date
neru 092faa9449 feat: more fear 2026-05-31 21:58:13 -03:00
neru a163a12483 feat: add rust 2026-05-31 21:57:43 -03:00
neru 30498e4faa feat: downscale textures 2026-05-31 21:57:37 -03:00
7 changed files with 379 additions and 103 deletions
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+335 -103
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@@ -5,17 +5,12 @@ import './page.css';
import { PointerLockControls, useTexture } from "@react-three/drei";
import { Canvas, useFrame, useThree } from "@react-three/fiber";
import { BrightnessContrast, EffectComposer, Noise, Pixelation, Vignette } from "@react-three/postprocessing";
import { Suspense, useEffect, useRef } from "react";
import { Suspense, useEffect, useRef, useState } from "react";
import * as THREE from "three";
import { AmbientSound } from './scene-components/ambient-sound';
import { MeshStandardNodeMaterial } from 'three/webgpu';
const HALLWAY_LENGTH = 40;
const HALLWAY_WIDTH = 6;
const HALLWAY_HEIGHT = 5;
const PLAYER_HEIGHT = 3;
import { fearState, FEAR_SETTINGS } from './state';
function Player() {
const { camera } = useThree();
@@ -24,21 +19,27 @@ function Player() {
const flashlightRef = useRef<THREE.SpotLight>(null);
const movementCounter = useRef<number>(0);
const frontVector = new THREE.Vector3();
const sideVector = new THREE.Vector3();
const forward = new THREE.Vector3();
const side = new THREE.Vector3();
const direction = new THREE.Vector3();
const viewDirection = new THREE.Vector3();
useFrame((state, delta) => {
frontVector.set(0, 0, Number(controls.Backward) - Number(controls.Forward));
sideVector.set(Number(controls.Left) - Number(controls.Right), 0, 0);
camera.getWorldDirection(forward);
forward.y = 0;
forward.normalize();
direction
.subVectors(frontVector, sideVector)
.normalize()
.multiplyScalar(4 * delta)
.applyEuler(camera.rotation);
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;
@@ -46,33 +47,42 @@ function Player() {
const isMoving = controls.Forward || controls.Backward || controls.Left || controls.Right;
if (isMoving) {
movementCounter.current += delta * 10;
camera.position.y = PLAYER_HEIGHT + Math.sin(movementCounter.current) * 0.08;
camera.position.y = FEAR_SETTINGS.PLAYER_HEIGHT + Math.sin(movementCounter.current) * 0.08;
camera.position.x += Math.cos(movementCounter.current / 2) * 0.006;
} else
camera.position.y = THREE.MathUtils.lerp(camera.position.y, PLAYER_HEIGHT, 5 * delta);
} 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);
flashlightRef.current.target.position
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 wallBuffer = 0.6;
const HALLWAY_WIDTH = 6;
const HALLWAY_LENGTH = 40;
const minX = -fearState.currentWidth / 2 + FEAR_SETTINGS.WALL_BUFFER;
const maxX = fearState.currentWidth / 2 - FEAR_SETTINGS.WALL_BUFFER;
if (camera.position.x < -HALLWAY_WIDTH / 2 + wallBuffer) camera.position.x = -HALLWAY_WIDTH / 2 + wallBuffer;
if (camera.position.x > HALLWAY_WIDTH / 2 - wallBuffer) camera.position.x = HALLWAY_WIDTH / 2 - wallBuffer;
if (camera.position.x < minX) camera.position.x = minX;
if (camera.position.x > maxX) camera.position.x = maxX;
if (camera.position.z < -HALLWAY_LENGTH) camera.position.z += HALLWAY_LENGTH;
if (camera.position.z > 0) camera.position.z -= HALLWAY_LENGTH;
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 (
@@ -146,110 +156,320 @@ function Door({ position, rotation }: DoorProps) {
}
function Hallway() {
const [floorTex, wallTex] = useTexture([
'fear/img/concrete-floor.jpg',
'fear/img/concrete-wall.jpg'
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.wrapS = floorTex.wrapT = THREE.RepeatWrapping;
floorTex.repeat.set(1, 10);
floorTex.minFilter = THREE.NearestFilter;
floorTex.magFilter = THREE.NearestFilter;
wallTex.wrapS = wallTex.wrapT = THREE.RepeatWrapping;
wallTex.repeat.set(10, 1);
wallTex.minFilter = THREE.NearestFilter;
wallTex.magFilter = THREE.NearestFilter;
[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);
useFrame((state) => {
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;
const flicker = Math.sin(time * 10) * Math.cos(time * 3) > 0.4 ? 0 : 0.8;
if (lightRef1.current) lightRef1.current.intensity = flicker;
if (lightRef2.current) lightRef2.current.intensity = flicker * 0.5;
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={1} /> */}
<ambientLight intensity={0.02} />
<ambientLight intensity={0.0225} />
{segments.map((i) => (
<group key={i} position={[0, 0, i * HALLWAY_LENGTH]}>
<pointLight ref={i === 0 ? lightRef1 : null} position={[0, HALLWAY_HEIGHT - 0.5, -HALLWAY_LENGTH / 4]} intensity={0.9} distance={15} color="#a8a1a1" />
<pointLight ref={i === 0 ? lightRef2 : null} position={[0, HALLWAY_HEIGHT - 0.5, -HALLWAY_LENGTH * 0.75]} intensity={0.9} distance={15} color="#a8a1a1" />
{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 rotation={[-Math.PI / 2, 0, 0]} position={[0, 0, -HALLWAY_LENGTH / 2]}>
<planeGeometry args={[HALLWAY_WIDTH, HALLWAY_LENGTH]} />
<meshStandardMaterial map={floorTex} roughness={0.8} metalness={0.2} />
<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>
{/* roof */}
<mesh rotation={[Math.PI / 2, 0, 0]} position={[0, HALLWAY_HEIGHT, -HALLWAY_LENGTH / 2]}>
<planeGeometry args={[HALLWAY_WIDTH, HALLWAY_LENGTH]} />
<meshStandardMaterial map={floorTex} roughness={0.8} metalness={0.2} />
{/* 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 */}
<mesh rotation={[0, Math.PI / 2, 0]} position={[-HALLWAY_WIDTH / 2, HALLWAY_HEIGHT / 2, -HALLWAY_LENGTH / 2]}>
<planeGeometry args={[HALLWAY_LENGTH, HALLWAY_HEIGHT]} />
<meshStandardMaterial map={wallTex} roughness={0.7} metalness={0.1} />
</mesh>
<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 */}
<mesh rotation={[0, -Math.PI / 2, 0]} position={[HALLWAY_WIDTH / 2, HALLWAY_HEIGHT / 2, -HALLWAY_LENGTH / 2]}>
<planeGeometry args={[HALLWAY_LENGTH, HALLWAY_HEIGHT]} />
<meshStandardMaterial map={wallTex} roughness={0.7} metalness={0.1} />
</mesh>
{/* doors */}
<Door
position={[-HALLWAY_WIDTH / 2 + 0.05, 0, -HALLWAY_LENGTH * 0.25]}
rotation={[0, Math.PI / 2, 0]}
/>
<Door
position={[HALLWAY_WIDTH / 2 - 0.05, 0, -HALLWAY_LENGTH * 0.65]}
rotation={[0, -Math.PI / 2, 0]}
/>
<Door
position={[-HALLWAY_WIDTH / 2 + 0.05, 0, -HALLWAY_LENGTH * 0.85]}
rotation={[0, Math.PI / 2, 0]}
/>
<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={[-HALLWAY_WIDTH / 2 + 0.4 + (idx * 0.20), HALLWAY_HEIGHT - 0.2, -HALLWAY_LENGTH / 2]}
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, HALLWAY_LENGTH, 4]} />
<meshStandardMaterial color="#a5aca8" roughness={0.0} metalness={0.4} />
<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>
))}
{Array.from({ length: 5 }).map((_, idx) => {
const zOffset = -(idx * 8 + 4);
return (
<mesh
key={`bracket-${idx}`}
position={[-HALLWAY_WIDTH / 2 + 0.6, HALLWAY_HEIGHT - 0.15, zOffset]}
>
<boxGeometry args={[0.7, 0.3, 0.15]} />
<meshStandardMaterial color="#b3adad" roughness={0.8} metalness={0.2} />
</mesh>
);
})}
{/* brackets */}
<group name="brackets-group">
{Array.from({ length: 5 }).map((_, idx) => {
const zOffset = -(idx * 8 + 4);
return (
<mesh
key={`bracket-${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>
))}
</>
@@ -258,7 +478,7 @@ function Hallway() {
function PostProcessing() {
return (<EffectComposer>
<Pixelation granularity={10} />
<Pixelation granularity={12} />
<Vignette />
<Noise opacity={0.005} />
<BrightnessContrast
@@ -269,6 +489,15 @@ function PostProcessing() {
}
export default function Fear() {
const [isRustActive, setIsRustActive] = useState(fearState.isRustActive);
useEffect(() => {
const unsubscribe = fearState.subscribe(() => {
setIsRustActive(fearState.isRustActive);
});
return () => unsubscribe();
}, []);
return (<>
<Canvas
shadows
@@ -284,7 +513,10 @@ export default function Fear() {
<Hallway />
</Suspense>
<AmbientSound url='fear/snd/ambience.mp3' />
<AmbientSound
url='fear/snd/ambience.mp3'
volume={isRustActive ? 0 : 1}
/>
<Player />
</Canvas>
+44
View File
@@ -0,0 +1,44 @@
import * as THREE from 'three';
export const FEAR_SETTINGS = {
HALLWAY_LENGTH: 40,
HALLWAY_WIDTH: 6,
HALLWAY_HEIGHT: 5,
PLAYER_HEIGHT: 3,
WALL_BUFFER: 0.6,
};
const listeners = new Set<() => void>();
export const fearState = {
loopCount: 0,
currentWidth: FEAR_SETTINGS.HALLWAY_WIDTH,
isRustActive: false,
subscribe(listener: () => void) {
listeners.add(listener);
return () => { listeners.delete(listener); };
},
emit() {
listeners.forEach((listener) => listener());
},
update(delta: number) {
this.isRustActive = this.loopCount >= 3;
const targetWidth = this.loopCount >= 2 ? 2.5 : FEAR_SETTINGS.HALLWAY_WIDTH;
const newWidth = THREE.MathUtils.lerp(this.currentWidth, targetWidth, 2 * delta);
if (Math.abs(this.currentWidth - newWidth) > 0.001) {
this.currentWidth = newWidth;
this.emit();
}
},
registerLoop(direction: 'forward' | 'backward') {
this.loopCount += 1;
console.log(`Hallway looped ${direction}. Total loops: ${this.loopCount}`);
this.emit();
}
};