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import * as THREE from "three";
import { Projectile } from "../../Projectile.js";
import { findClosestToExitInRange } from "../common/targeting.js";
const VISUAL_TOP_INCREMENT = 0.08;
const VISUAL_TOP_CAP = 0.4;
export default {
key: "sniper",
buildHead(tower) {
const headGeo = new THREE.ConeGeometry(0.7, 0.9, 3);
const headMat = new THREE.MeshStandardMaterial({
color: 0xb0bec5,
metalness: 0.35,
roughness: 0.4,
emissive: 0x330000,
emissiveIntensity: 0.4,
side: THREE.DoubleSide,
});
const head = new THREE.Mesh(headGeo, headMat);
head.castShadow = true;
head.position.set(0, 0.95, 0);
head.rotation.x = 0;
tower.baseMesh.add(head);
tower.headMesh = head;
tower.head = head;
const headTopOffset = 0.55;
tower.headTopY = tower.mesh.position.y + head.position.y + headTopOffset;
},
tryFire(tower, dt, enemies, projectiles, projectileSpeed) {
tower.fireCooldown -= dt;
if (tower.aiming) {
const t = tower.aimedTarget;
const targetPos = t?.mesh?.position || t?.position;
const alive = t && !t.isDead();
const within =
alive &&
targetPos?.distanceToSquared(tower.position) <=
tower.cancelThreshold * tower.cancelThreshold;
if (!alive || !within) {
this.removeLaser(tower);
tower.stopAimingTone();
tower.aiming = false;
tower.aimedTarget = null;
} else {
const dir = new THREE.Vector3().subVectors(targetPos, tower.position);
const yaw = Math.atan2(dir.x, dir.z);
tower.mesh.rotation.y = yaw;
const start = tower.position
.clone()
.add(new THREE.Vector3(0, tower.headTopY, 0));
const end = targetPos.clone();
if (tower.laserLine) this.updateLaser(tower.laserLine, start, end);
tower.aimingTimer -= dt;
if (tower.aimingTimer <= 0) {
const spawnY =
typeof tower.headTopY === "number" ? tower.headTopY - 0.1 : 0.9;
const proj = new Projectile(
tower.position.clone().add(new THREE.Vector3(0, spawnY, 0)),
t,
tower.sniperProjectileSpeed ?? projectileSpeed,
tower.scene,
null
);
proj.damage = tower.damage;
projectiles.push(proj);
this.removeLaser(tower);
tower.stopAimingTone();
tower.playFireCrack();
tower.fireCooldown = 1 / tower.rate;
tower.aiming = false;
tower.aimedTarget = null;
}
}
return;
}
if (tower.fireCooldown > 0) return;
const target = findClosestToExitInRange(tower, enemies);
if (!target) return;
const dir = new THREE.Vector3().subVectors(
target.mesh.position,
tower.position
);
const yaw = Math.atan2(dir.x, dir.z);
tower.mesh.rotation.y = yaw;
tower.aimedTarget = target;
tower.aiming = true;
tower.aimingTimer = Math.max(0.01, tower.aimTime || 0.01);
const start = tower.position
.clone()
.add(new THREE.Vector3(0, tower.headTopY, 0));
const end = target.mesh.position.clone();
tower.laserLine = this.createLaser(tower, start, end);
tower.playAimingTone();
},
createLaser(tower, start, end) {
const points = [start.clone(), end.clone()];
const geometry = new THREE.BufferGeometry().setFromPoints(points);
const material = new THREE.LineBasicMaterial({
color: 0xff3b30,
transparent: true,
opacity: 0.9,
linewidth: 2,
});
const line = new THREE.Line(geometry, material);
line.position.y += 0.01;
tower.scene.add(line);
return line;
},
updateLaser(line, start, end) {
const positions = line.geometry.attributes.position;
positions.setXYZ(0, start.x, start.y, start.z);
positions.setXYZ(1, end.x, end.y, end.z);
positions.needsUpdate = true;
},
removeLaser(tower) {
if (tower.laserLine) {
tower.scene.remove(tower.laserLine);
if (tower.laserLine.geometry) tower.laserLine.geometry.dispose();
if (tower.laserLine.material?.dispose) tower.laserLine.material.dispose();
tower.laserLine = null;
}
},
applyVisualLevel(tower) {
const lvl = tower.level;
const head = tower.headMesh;
if (!head) return;
const baseMat = tower.baseMesh?.material;
const headMat = head.material;
// Remove previous ring if any
if (tower.levelRing) {
tower.scene.remove(tower.levelRing);
tower.levelRing.geometry.dispose();
if (tower.levelRing.material?.dispose) tower.levelRing.material.dispose();
tower.levelRing = null;
}
// Compute visual-only extra height based on level (starts at level 2)
const extraRaw = Math.max(0, (lvl - 1) * VISUAL_TOP_INCREMENT);
const visualExtra = Math.min(VISUAL_TOP_CAP, extraRaw);
if (lvl <= 1) {
// Default look for sniper
if (baseMat) {
baseMat.color?.set?.(0x6d6f73);
baseMat.emissive?.set?.(0x000000);
baseMat.emissiveIntensity = 0.0;
baseMat.metalness = 0.5;
baseMat.roughness = 0.35;
}
// Keep original head height/position; recompute top using current head position
tower.headTopY = (tower.mesh?.position.y ?? 0.25) + head.position.y + 0.55;
headMat.color?.set?.(0xb0bec5);
headMat.emissive?.set?.(0x330000);
headMat.emissiveIntensity = 0.4;
headMat.metalness = 0.35;
headMat.roughness = 0.4;
} else {
// Level 2+ look for sniper
if (baseMat) {
baseMat.color?.set?.(0x5d5f63);
baseMat.emissive?.set?.(0x2a0a1a);
baseMat.emissiveIntensity = 0.08;
baseMat.metalness = 0.55;
baseMat.roughness = 0.3;
}
// Keep original head height/position; recompute top using current head position
tower.headTopY = (tower.mesh?.position.y ?? 0.25) + head.position.y + 0.55;
headMat.color?.set?.(0x90a4ae);
headMat.emissive?.set?.(0x550000);
headMat.emissiveIntensity = 0.5;
headMat.metalness = 0.4;
headMat.roughness = 0.35;
// Optional thin ring on top (same as basic tower)
const ringGeom = new THREE.TorusGeometry(0.45, 0.035, 8, 24);
const ringMat = new THREE.MeshStandardMaterial({
color: 0x00ffff, // Cyan for sniper
emissive: 0xe01a6b,
emissiveIntensity: 0.55,
metalness: 0.3,
roughness: 0.45,
});
const ring = new THREE.Mesh(ringGeom, ringMat);
ring.castShadow = false;
ring.receiveShadow = false;
const topY = tower.headTopY ?? head.position.y + 0.8;
ring.position.set(
tower.mesh.position.x,
topY + 0.02,
tower.mesh.position.z
);
ring.rotation.x = Math.PI / 2;
ring.name = "tower_level_ring";
tower.levelRing = ring;
tower.scene.add(ring);
}
// Recompute headTopY using current head position
const headTopOffset = 0.55;
tower.headTopY = tower.mesh.position.y + head.position.y + headTopOffset;
// Sniper-specific upgrades
if (lvl > 1) {
const minAimTime = (tower.aimTime ?? 0) * 0.4;
tower.aimTime = Math.max(minAimTime, (tower.aimTime ?? 0) * 0.9);
tower.pierceChance = Math.min(0.15, (tower.pierceChance ?? 0) + 0.03);
}
},
onDestroy(tower) {
this.removeLaser(tower);
},
};
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