Files
neru.rip/src/app/fear/scene-components/creature.tsx
T

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TypeScript

import { useTexture, PositionalAudio } from "@react-three/drei";
import { useFrame, useThree } from "@react-three/fiber";
import { useEffect, useMemo, useRef, useState } from "react";
import * as THREE from "three";
import { FEAR_SETTINGS, fearState } from "../state";
import { ShaderPatch } from "../shader-patch";
useTexture.preload('fear/img/creature.png');
export default function TheCreature() {
const baseTexture = useTexture('fear/img/creature.png');
const texture = useMemo(() => {
const t = baseTexture.clone();
t.needsUpdate = true;
return t;
}, [baseTexture]);
const meshRef = useRef<THREE.Mesh>(null);
const audioRef = useRef<THREE.PositionalAudio>(null);
const { camera } = useThree();
const [hasTriggered, setHasTriggered] = useState(false);
const [isSpawned, setIsSpawned] = useState(false);
const globalDistance = useRef<number>(32);
const [finaleTriggered, setFinaleTriggered] = useState(fearState.finaleTriggered);
const audioPlaying = useRef<boolean>(false);
const movePhase = useRef<'frozen' | 'lurching'>('frozen');
const phaseTimer = useRef<number>(1.5);
const glitchCooldown = useRef<number>(0);
const isGlitchSpiking = useRef<boolean>(false);
const flickerCooldown = useRef<number>(0);
useEffect(() => {
const unsubscribe = fearState.subscribe(() => {
setFinaleTriggered(fearState.finaleTriggered);
if (!fearState.finaleTriggered) {
setIsSpawned(false);
setHasTriggered(false);
globalDistance.current = 32;
audioPlaying.current = false;
movePhase.current = 'frozen';
phaseTimer.current = 1.5;
if (audioRef.current && audioRef.current.isPlaying)
audioRef.current.stop();
}
});
return () => unsubscribe();
}, []);
useFrame((state, delta) => {
if (!fearState.finaleTriggered) return;
const creature = meshRef.current;
if (!creature) return;
if (!isSpawned) {
setIsSpawned(true);
globalDistance.current = 32;
movePhase.current = 'frozen';
phaseTimer.current = 1.0 + Math.random() * 1.5;
}
if (!hasTriggered) {
if (globalDistance.current < 40)
setHasTriggered(true);
}
if (hasTriggered) {
phaseTimer.current -= delta;
if (phaseTimer.current <= 0) {
if (movePhase.current === 'frozen') {
movePhase.current = 'lurching';
phaseTimer.current = 0.05 + Math.random() * 0.2;
} else {
movePhase.current = 'frozen';
const proximityFactor = Math.max(0.05, globalDistance.current / 32);
phaseTimer.current = (0.2 + Math.random() * 1.0) * proximityFactor;
}
}
if (movePhase.current === 'lurching') {
globalDistance.current -= FEAR_SETTINGS.CREATURE_SPEED * 3 * delta;
}
if (audioRef.current && !audioPlaying.current) {
audioPlaying.current = true;
if (audioRef.current.context.state === 'suspended')
audioRef.current.context.resume();
audioRef.current.play();
}
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);
if (!hasTriggered) return;
const proximity = 1 - Math.max(0, Math.min(1, globalDistance.current / 32));
const jitterX = 1.0 + (Math.random() - 0.5) * 0.04 * proximity;
let jitterY = 1.0 + (Math.random() - 0.5) * 0.06 * proximity;
glitchCooldown.current -= delta;
if (glitchCooldown.current <= 0) {
if (Math.random() < 0.25 + proximity * 0.35) {
isGlitchSpiking.current = true;
glitchCooldown.current = 0.03 + Math.random() * 0.08;
} else {
isGlitchSpiking.current = false;
glitchCooldown.current = 0.08 + Math.random() * 0.4 * (1 - proximity * 0.7);
}
}
if (isGlitchSpiking.current) {
const spike = 0.15 + Math.random() * 0.35;
jitterY += Math.random() > 0.5 ? spike : -spike * 0.6;
}
creature.scale.set(jitterX, jitterY, 1.0);
flickerCooldown.current -= delta;
if (flickerCooldown.current <= 0) {
if (creature.visible && Math.random() < 0.12 + proximity * 0.08) {
creature.visible = false;
flickerCooldown.current = 0.02 + Math.random() * 0.05;
} else {
creature.visible = true;
flickerCooldown.current = 0.05 + Math.random() * 0.3 * (1 - proximity * 0.5);
}
}
texture.offset.set(
(Math.random() - 0.5) * 0.025 * proximity,
(Math.random() - 0.5) * 0.025 * proximity
);
if (proximity > 0.2) {
creature.position.x += (Math.random() - 0.5) * 0.12 * proximity;
creature.position.y += (Math.random() - 0.5) * 0.06 * proximity;
}
});
return (
<mesh
ref={meshRef}
visible={finaleTriggered}
>
<planeGeometry args={[3.0, 4.8]} />
<meshStandardMaterial
map={texture}
transparent={true}
depthWrite={false}
side={THREE.DoubleSide}
onBeforeCompile={ShaderPatch}
emissive="#ffffff"
emissiveMap={texture}
emissiveIntensity={0.15}
/>
{finaleTriggered && (
<PositionalAudio
url="fear/snd/riser.mp3"
ref={audioRef}
distance={25}
loop={false}
autoplay={false}
/>
)}
</mesh>
);
}