// Muse Breaker Engine - Phase 24 // Muse Glimmer - own engine // Raw WebGL1, no libraries // Phase 24: MitshPlays playtest polish — more ammo, more red shoot boxes, dimmer moonlight // KEEP Phase 23 lean GLB/glTF binary mesh loader (Key L) + Phase 2-23 + all coach fixes live // Phase 21.1 + coach: ammo-in-box pickups; night bulbs self-glow; nearest+farthest lamp pair // coach: per-axis AABB + pier walkable + stay-put recover (() => { const canvas = document.getElementById('muse-canvas'); const hud = document.getElementById('hud'); if (hud) hud.textContent = 'Muse Glimmer · own engine'; const creditEl = document.getElementById('credit'); const gl = canvas.getContext('webgl', { antialias: true }) || canvas.getContext('experimental-webgl'); if (!gl) { document.body.innerHTML = '
WebGL not supported
'; return; } function resize() { const dpr = Math.min(window.devicePixelRatio || 1, 2); const w = Math.floor(canvas.clientWidth * dpr); const h = Math.floor(canvas.clientHeight * dpr); if (canvas.width !== w || canvas.height !== h) { canvas.width = w; canvas.height = h; gl.viewport(0, 0, w, h); } } window.addEventListener('resize', resize); resize(); const vsSource = ` attribute vec3 aPos; attribute vec3 aNormal; uniform mat4 uModel; uniform mat4 uView; uniform mat4 uProj; uniform mat4 uLightMVP; varying vec3 vNormal; varying vec3 vWorldPos; varying vec4 vShadowCoord; void main(){ vec4 world = uModel * vec4(aPos, 1.0); vWorldPos = world.xyz; vNormal = mat3(uModel) * aNormal; vShadowCoord = uLightMVP * world; gl_Position = uProj * uView * world; } `; const fsSource = ` precision mediump float; varying vec3 vNormal; varying vec3 vWorldPos; varying vec4 vShadowCoord; uniform vec3 uLightDir; uniform float uAmbientAmt; uniform float uDirAmt; uniform vec3 uBaseColor; uniform vec3 uSpecColor; uniform float uShininess; uniform vec3 uPointPos; uniform vec3 uPointColor; uniform float uPointRadius; uniform vec3 uPointPos2; uniform vec3 uPointColor2; uniform float uPointRadius2; uniform float uAlpha; uniform sampler2D uShadowMap; uniform float uShadowBias; uniform float uUseShadow; uniform vec3 uCamPos; uniform vec3 uFogColor; uniform float uFogNear; uniform float uFogFar; uniform sampler2D uAlbedo; uniform float uUseTex; void main(){ vec3 N = normalize(vNormal); vec3 Ldir = normalize(uLightDir); float diffDir = max(dot(N, Ldir), 0.0); vec3 colDir = uBaseColor * uAmbientAmt; vec3 shadowCoord = vShadowCoord.xyz / vShadowCoord.w; shadowCoord = shadowCoord * 0.5 + 0.5; float shadow = 1.0; if (uUseShadow > 0.5 && shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 && shadowCoord.z >= 0.0 && shadowCoord.z <= 1.0) { float closest = texture2D(uShadowMap, shadowCoord.xy).r; float currentDepth = shadowCoord.z - uShadowBias; float s0 = (currentDepth <= closest) ? 1.0 : 0.35; float texel = 1.0 / 1024.0; float s1 = (currentDepth <= texture2D(uShadowMap, shadowCoord.xy + vec2(texel, 0.0)).r) ? 1.0 : 0.35; float s2 = (currentDepth <= texture2D(uShadowMap, shadowCoord.xy + vec2(0.0, texel)).r) ? 1.0 : 0.35; shadow = (s0 + s1 + s2) / 3.0; } colDir += uBaseColor * uDirAmt * diffDir * shadow; vec3 toLight = uPointPos - vWorldPos; float dist = length(toLight); float att = 1.0 / (1.0 + 0.09*dist + 0.032*dist*dist); float pointFactor = 0.0; if (dist < uPointRadius) { vec3 Lpoint = normalize(toLight); pointFactor = max(dot(N, Lpoint), 0.0) * att; } vec3 colPoint = uPointColor * pointFactor; vec3 toLight2 = uPointPos2 - vWorldPos; float dist2 = length(toLight2); float att2 = 1.0 / (1.0 + 0.09*dist2 + 0.032*dist2*dist2); float pointFactor2 = 0.0; if (dist2 < uPointRadius2) { vec3 Lpoint2 = normalize(toLight2); pointFactor2 = max(dot(N, Lpoint2), 0.0) * att2; } vec3 colPoint2 = uPointColor2 * pointFactor2; vec3 col = colDir + colPoint + colPoint2; vec3 V = normalize(-vWorldPos + uCamPos); vec3 H = normalize(Ldir + V); float spec = pow(max(dot(N, H), 0.0), uShininess); col += uSpecColor * spec * 0.6; if (uUseTex > 0.5) { vec2 uv = vWorldPos.xz * 0.4; vec3 tex = texture2D(uAlbedo, uv).rgb; col = mix(col, col * tex, 0.9); } float fogDist = length(vWorldPos - uCamPos); float fogFactor = clamp((fogDist - uFogNear) / (uFogFar - uFogNear), 0.0, 1.0); col = mix(col, uFogColor, fogFactor); gl_FragColor = vec4(col, uAlpha); } `; const vsDepth = ` attribute vec3 aPos; uniform mat4 uModel; uniform mat4 uLightVP; void main(){ gl_Position = uLightVP * uModel * vec4(aPos, 1.0); } `; const fsDepth = ` precision mediump float; void main(){ gl_FragColor = vec4(0.0,0.0,0.0,1.0); } `; function compile(type, source) { const s = gl.createShader(type); gl.shaderSource(s, source); gl.compileShader(s); if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) { console.error(gl.getShaderInfoLog(s)); } return s; } const program = gl.createProgram(); gl.attachShader(program, compile(gl.VERTEX_SHADER, vsSource)); gl.attachShader(program, compile(gl.FRAGMENT_SHADER, fsSource)); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error(gl.getProgramInfoLog(program)); } const depthProgram = gl.createProgram(); gl.attachShader(depthProgram, compile(gl.VERTEX_SHADER, vsDepth)); gl.attachShader(depthProgram, compile(gl.FRAGMENT_SHADER, fsDepth)); gl.linkProgram(depthProgram); const aPos = gl.getAttribLocation(program, 'aPos'); const aNormal = gl.getAttribLocation(program, 'aNormal'); const uModel = gl.getUniformLocation(program, 'uModel'); const uView = gl.getUniformLocation(program, 'uView'); const uProj = gl.getUniformLocation(program, 'uProj'); const uLightMVP = gl.getUniformLocation(program, 'uLightMVP'); const uLightDir = gl.getUniformLocation(program, 'uLightDir'); const uAmbientAmt = gl.getUniformLocation(program, 'uAmbientAmt'); const uDirAmt = gl.getUniformLocation(program, 'uDirAmt'); const uBaseColor = gl.getUniformLocation(program, 'uBaseColor'); const uSpecColor = gl.getUniformLocation(program, 'uSpecColor'); const uShininess = gl.getUniformLocation(program, 'uShininess'); const uPointPos = gl.getUniformLocation(program, 'uPointPos'); const uPointColor = gl.getUniformLocation(program, 'uPointColor'); const uPointRadius = gl.getUniformLocation(program, 'uPointRadius'); const uPointPos2 = gl.getUniformLocation(program, 'uPointPos2'); const uPointColor2 = gl.getUniformLocation(program, 'uPointColor2'); const uPointRadius2 = gl.getUniformLocation(program, 'uPointRadius2'); const uAlpha = gl.getUniformLocation(program, 'uAlpha'); const uShadowMap = gl.getUniformLocation(program, 'uShadowMap'); const uShadowBias = gl.getUniformLocation(program, 'uShadowBias'); const uUseShadow = gl.getUniformLocation(program, 'uUseShadow'); const uCamPos = gl.getUniformLocation(program, 'uCamPos'); const uFogColor = gl.getUniformLocation(program, 'uFogColor'); const uFogNear = gl.getUniformLocation(program, 'uFogNear'); const uFogFar = gl.getUniformLocation(program, 'uFogFar'); const uAlbedo = gl.getUniformLocation(program, 'uAlbedo'); const uUseTex = gl.getUniformLocation(program, 'uUseTex'); const d_aPos = gl.getAttribLocation(depthProgram, 'aPos'); const d_uModel = gl.getUniformLocation(depthProgram, 'uModel'); const d_uLightVP = gl.getUniformLocation(depthProgram, 'uLightVP'); gl.enable(gl.DEPTH_TEST); const depthExt = gl.getExtension('WEBGL_depth_texture'); let useShadowMap = !!depthExt; const SHADOW_SIZE = 1024; let shadowTex = null, shadowFBO = null; let shadowColor = null; if (useShadowMap) { shadowTex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, shadowTex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, SHADOW_SIZE, SHADOW_SIZE, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); shadowColor = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, shadowColor); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, SHADOW_SIZE, SHADOW_SIZE, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); shadowFBO = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, shadowFBO); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, shadowColor, 0); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, shadowTex, 0); let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); if (status !== gl.FRAMEBUFFER_COMPLETE) { gl.bindTexture(gl.TEXTURE_2D, shadowTex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, SHADOW_SIZE, SHADOW_SIZE, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, shadowTex, 0); status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); } if (status !== gl.FRAMEBUFFER_COMPLETE) { console.warn('Shadow FBO incomplete, falling back to blob shadows'); useShadowMap = false; } gl.bindFramebuffer(gl.FRAMEBUFFER, null); } const albedoTex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, albedoTex); const sizeTex = 256; const canvasTex = document.createElement('canvas'); canvasTex.width = sizeTex; canvasTex.height = sizeTex; const ctx = canvasTex.getContext('2d'); const imgData = ctx.createImageData(sizeTex, sizeTex); const d = imgData.data; const tile = 32; for (let y=0; y parseInt(s.split('/')[0],10)-1); for (let i=1;imaxX)maxX=x; if (y>maxY)maxY=y; if (z>maxZ)maxZ=z; } return { min:[minX,minY,minZ], max:[maxX,maxY,maxZ], size:[maxX-minX, maxY-minY, maxZ-minZ] }; } let glbLastBounds = { min:[0,0,0], max:[1,1,1], size:[1,1,1] }; function parseGLB(arrayBuffer) { const dv = new DataView(arrayBuffer); if (arrayBuffer.byteLength < 12) throw new Error('GLB too short'); if (dv.getUint32(0, true) !== 0x46546C67) throw new Error('Not GLB (bad magic)'); if (dv.getUint32(4, true) !== 2) throw new Error('Need GLB version 2'); const totalLen = dv.getUint32(8, true); let offset = 12; let json = null; let binStart = 0; while (offset + 8 <= arrayBuffer.byteLength && offset < totalLen) { const chunkLen = dv.getUint32(offset, true); const chunkType = dv.getUint32(offset + 4, true); offset += 8; if (offset + chunkLen > arrayBuffer.byteLength) throw new Error('GLB chunk overrun'); if (chunkType === 0x4E4F534A) { const bytes = new Uint8Array(arrayBuffer, offset, chunkLen); let end = chunkLen; while (end > 0 && bytes[end - 1] === 0x20) end--; json = JSON.parse(new TextDecoder('utf-8').decode(bytes.subarray(0, end))); } else if (chunkType === 0x004E4942) { binStart = offset; } offset += chunkLen; } if (!json) throw new Error('No JSON chunk'); const accessors = json.accessors || []; const bufferViews = json.bufferViews || []; const meshes = json.meshes || []; if (!meshes.length) throw new Error('No meshes'); const prims = meshes[0].primitives || []; if (!prims.length) throw new Error('No primitives'); let prim = null; for (let i = 0; i < prims.length; i++) { const m = prims[i].mode; if (m === undefined || m === 4) { prim = prims[i]; break; } } if (!prim) throw new Error('No TRIANGLES primitive'); const attrs = prim.attributes || {}; if (attrs.POSITION === undefined) throw new Error('No POSITION'); function readAccessor(accIndex, asIndex) { const acc = accessors[accIndex]; if (!acc) throw new Error('Missing accessor'); const bv = bufferViews[acc.bufferView]; if (!bv) throw new Error('Missing bufferView'); const comps = ({ SCALAR:1, VEC2:2, VEC3:3, VEC4:4 })[acc.type] || 3; const typeSize = ({ 5120:1, 5121:1, 5122:2, 5123:2, 5125:4, 5126:4 })[acc.componentType]; if (!typeSize) throw new Error('Unsupported componentType'); const count = acc.count; const byteOffset = binStart + (bv.byteOffset || 0) + (acc.byteOffset || 0); const stride = bv.byteStride || (comps * typeSize); const out = asIndex ? new Uint32Array(count) : new Float32Array(count * comps); for (let i = 0; i < count; i++) { const base = byteOffset + i * stride; for (let c = 0; c < comps; c++) { const o = base + c * typeSize; let v; switch (acc.componentType) { case 5120: v = dv.getInt8(o); break; case 5121: v = dv.getUint8(o); break; case 5122: v = dv.getInt16(o, true); break; case 5123: v = dv.getUint16(o, true); break; case 5125: v = dv.getUint32(o, true); break; case 5126: v = dv.getFloat32(o, true); break; default: v = 0; } if (acc.normalized) { if (acc.componentType === 5120) v /= 127; else if (acc.componentType === 5121) v /= 255; else if (acc.componentType === 5122) v /= 32767; else if (acc.componentType === 5123) v /= 65535; } if (asIndex) out[i] = v >>> 0; else out[i * comps + c] = v; } } return { data: out, count: count, min: acc.min, max: acc.max }; } const posAcc = readAccessor(attrs.POSITION, false); let normAcc = (attrs.NORMAL !== undefined) ? readAccessor(attrs.NORMAL, false) : null; let idx = (prim.indices !== undefined) ? readAccessor(prim.indices, true).data : null; let posOut, normOut; if (idx) { const nTri = idx.length; posOut = new Float32Array(nTri * 3); normOut = new Float32Array(nTri * 3); for (let i = 0; i < nTri; i++) { const vi = idx[i]; posOut[i*3] = posAcc.data[vi*3]; posOut[i*3+1] = posAcc.data[vi*3+1]; posOut[i*3+2] = posAcc.data[vi*3+2]; if (normAcc) { normOut[i*3] = normAcc.data[vi*3]; normOut[i*3+1] = normAcc.data[vi*3+1]; normOut[i*3+2] = normAcc.data[vi*3+2]; } } } else { posOut = posAcc.data; normOut = normAcc ? normAcc.data : new Float32Array(posAcc.count * 3); } if (!normAcc) { for (let i = 0; i < posOut.length; i += 9) { const x0=posOut[i], y0=posOut[i+1], z0=posOut[i+2]; const x1=posOut[i+3], y1=posOut[i+4], z1=posOut[i+5]; const x2=posOut[i+6], y2=posOut[i+7], z2=posOut[i+8]; let nx = (y1-y0)*(z2-z0) - (z1-z0)*(y2-y0); let ny = (z1-z0)*(x2-x0) - (x1-x0)*(z2-z0); let nz = (x1-x0)*(y2-y0) - (y1-y0)*(x2-x0); const len = Math.hypot(nx,ny,nz) || 1; nx/=len; ny/=len; nz/=len; for (let k = 0; k < 3; k++) { normOut[i + k*3] = nx; normOut[i + k*3 + 1] = ny; normOut[i + k*3 + 2] = nz; } } } glbLastBounds = meshBoundsFromPositions(posOut); if (posAcc.min && posAcc.max && posAcc.min.length >= 3) { const mn = posAcc.min, mx = posAcc.max; glbLastBounds = { min:mn.slice(0,3), max:mx.slice(0,3), size:[mx[0]-mn[0], mx[1]-mn[1], mx[2]-mn[2]] }; } return createMesh(posOut, normOut); } const triPos = new Float32Array([0,1.2,0, -1.0,-0.5,0, 1.0,-0.5,0]); const triNorm = new Float32Array([0,0,1, 0,0,1, 0,0,1]); const triangle = createMesh(triPos, triNorm); const size = 10; const groundPos = new Float32Array([ -size,0,-size, size,0,-size, size,0,size, -size,0,-size, size,0,size, -size,0,size ]); const groundNorm = new Float32Array([0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0]); const ground = createMesh(groundPos, groundNorm); const boxSize = 1.0; const h = boxSize*0.5; const bPos = new Float32Array([ -h,-h, h, h,-h, h, h, h, h, -h,-h, h, h, h, h, -h, h, h, -h,-h,-h, -h, h,-h, h, h,-h, -h,-h,-h, h, h,-h, h,-h,-h, -h,-h,-h, -h,-h, h, -h, h, h, -h,-h,-h, -h, h, h, -h, h,-h, h,-h,-h, h, h,-h, h, h, h, h,-h,-h, h, h, h, h,-h, h, -h, h,-h, -h, h, h, h, h, h, -h, h,-h, h, h, h, h, h,-h, -h,-h,-h, h,-h,-h, h,-h, h, -h,-h,-h, h,-h, h, -h,-h, h ]); const bNorm = new Float32Array([ 0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1, 0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1, -1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0, 1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0, 0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0, 0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0 ]); const crateMesh = createMesh(bPos, bNorm); const shadowQuadPos = new Float32Array([-1,0,-1, 1,0,-1, 1,0,1, -1,0,-1, 1,0,1, -1,0,1]); const shadowQuadNorm = new Float32Array([0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0]); const shadowQuad = createMesh(shadowQuadPos, shadowQuadNorm); const gridLines = []; const step = 1; for (let i=-size;i<=size;i++){ gridLines.push(-size,0,i, size,0,i); gridLines.push(i,0,-size, i,0,size); } const gridVBO = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, gridVBO); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(gridLines), gl.STATIC_DRAW); function perspective(fov, aspect, near, far) { const f = 1.0 / Math.tan(fov * 0.5); const out = new Float32Array(16); out[0] = f / aspect; out[1]=0; out[2]=0; out[3]=0; out[4]=0; out[5]=f; out[6]=0; out[7]=0; out[8]=0; out[9]=0; out[10]=(far+near)/(near-far); out[11]=-1; out[12]=0; out[13]=0; out[14]=(2*far*near)/(near-far); out[15]=0; return out; } function ortho(l,r,b,t,n,f){ const out = new Float32Array(16); out[0]=2/(r-l); out[1]=0; out[2]=0; out[3]=0; out[4]=0; out[5]=2/(t-b); out[6]=0; out[7]=0; out[8]=0; out[9]=0; out[10]=-2/(f-n); out[11]=0; out[12]=-(r+l)/(r-l); out[13]=-(t+b)/(t-b); out[14]=-(f+n)/(f-n); out[15]=1; return out; } function lookAt(eye, center, up) { const zx = eye[0]-center[0], zy = eye[1]-center[1], zz = eye[2]-center[2]; let zl = Math.hypot(zx,zy,zz)||1; const fx = zx/zl, fy = zy/zl, fz = zz/zl; const ux = up[0], uy = up[1], uz = up[2]; let sx = fy*uz - fz*uy, sy = fz*ux - fx*uz, sz = fx*uy - fy*ux; let sl = Math.hypot(sx,sy,sz)||1; sx/=sl; sy/=sl; sz/=sl; const cx = sy*fz - sz*fy, cy = sz*fx - sx*fz, cz = sx*fy - sy*fx; const out = new Float32Array(16); out[0]=sx; out[1]=cx; out[2]=fx; out[3]=0; out[4]=sy; out[5]=cy; out[6]=fy; out[7]=0; out[8]=sz; out[9]=cz; out[10]=fz; out[11]=0; out[12]=-(sx*eye[0]+sy*eye[1]+sz*eye[2]); out[13]=-(cx*eye[0]+cy*eye[1]+cz*eye[2]); out[14]=-(fx*eye[0]+fy*eye[1]+fz*eye[2]); out[15]=1; return out; } function multiply(a,b){ const out = new Float32Array(16); for(let i=0;i<4;i++) for(let j=0;j<4;j++){ out[i*4+j]= a[i*4+0]*b[0*4+j]+a[i*4+1]*b[1*4+j]+a[i*4+2]*b[2*4+j]+a[i*4+3]*b[3*4+j]; } return out; } function rotateX(m, a){ const c = Math.cos(a), s = Math.sin(a); const out = m.slice(); const r1c0=out[4], r2c0=out[8], r1c1=out[5], r2c1=out[9], r1c2=out[6], r2c2=out[10], r1c3=out[7], r2c3=out[11]; out[4] = c*r1c0 - s*r2c0; out[8] = s*r1c0 + c*r2c0; out[5] = c*r1c1 - s*r2c1; out[9] = s*r1c1 + c*r2c1; out[6] = c*r1c2 - s*r2c2; out[10]= s*r1c2 + c*r2c2; out[7] = c*r1c3 - s*r2c3; out[11]= s*r1c3 + c*r2c3; return out; } function rotateY(m, a){ const c=Math.cos(a), s=Math.sin(a); const r = new Float32Array(16); r[0]=c; r[1]=0; r[2]=-s; r[3]=0; r[4]=0; r[5]=1; r[6]=0; r[7]=0; r[8]=s; r[9]=0; r[10]=c; r[11]=0; r[12]=0; r[13]=0; r[14]=0; r[15]=1; return multiply(r,m); } function translate(m, x,y,z){ const out = new Float32Array(m); out[12] = m[0]*x + m[4]*y + m[8]*z + m[12]; out[13] = m[1]*x + m[5]*y + m[10]*z + m[14]; out[14] = m[2]*x + m[6]*y + m[10]*z + m[14]; return out; } function scale(m, s){ const out = new Float32Array(m); out[0]*=s; out[1]*=s; out[2]*=s; out[4]*=s; out[5]*=s; out[6]*=s; out[8]*=s; out[9]*=s; out[10]*=s; return out; } function identity(){ return new Float32Array([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]); } const cam = { pos: [0,1.6,5], yaw: 0, pitch: 0, speed: 4.0, sens: 0.002 }; const orbit = { enabled: false, yaw: 0.6, pitch: 0.35, radius: 9.0, target: [0,0.8, -1.5], yawTarget: 0.6, pitchTarget: 0.35 }; const keys = {}; let nightMode = false; let score = 0; let shootCooldown = 0; let hitFlashTimer = 0; let hitStyleGl = [1.0, 0.92, 0.25]; let hitStyleDur = 0.28; let playerHP = 5; let hurtCooldown = 0; let hurtFlash = 0; let charShapePack = 0; const CHAR_SHAPES = [ { id:'BOX', dogXZ:1.0, dogY:0.6, dogZ:1.2, dogRadExtra:0.35, hostScale:1.2, patrolScale:1.1 }, { id:'TALL', dogXZ:0.75, dogY:1.15, dogZ:0.9, dogRadExtra:0.5, hostScale:1.55, patrolScale:1.4 } ]; function applyCharShapePack(){ const sh = CHAR_SHAPES[charShapePack]; for (const d of dogs){ d.shapeXZ = sh.dogXZ; d.shapeY = sh.dogY; d.shapeZ = sh.dogZ; d.radExtra = sh.dogRadExtra; } hostile.scale = sh.hostScale; patrolHostile.scale = sh.patrolScale; flashHint('CHARS ' + sh.id + ' (distance test)'); } const MAG_CAP = 12; let ammoMag = 8; let ammoReserve = 16; let wonOnce = false; let reloading = false; let reloadTimer = 0; let muzzleFlash = 0; let crouching = false; const standEye = 1.6; const crouchEye = 1.05; let velY = 0; let airY = 0; let onGround = true; let onLadder = false; const GRAVITY = 22; const JUMP_VEL = 7.6; const CLIMB_SPEED = 2.6; // Mitch parkour: jump-on blocks (no climb-through ladder) const parkourBlocks = [ { pos:[6.4, 0.35, -0.4], scale:[1.1, 0.7, 1.1], color:[0.72,0.42,0.22] }, { pos:[5.1, 0.85, -0.2], scale:[1.1, 0.7, 1.1], color:[0.75,0.48,0.25] }, { pos:[3.8, 1.45, -0.35], scale:[1.15, 0.7, 1.15], color:[0.7,0.4,0.2] }, { pos:[2.5, 2.15, -0.5], scale:[1.2, 0.7, 1.2], color:[0.68,0.38,0.2] }, { pos:[1.2, 2.9, -0.4], scale:[1.4, 0.55, 1.4], color:[0.35,0.55,0.78] }, { pos:[-0.3, 3.55, -0.55], scale:[1.5, 0.5, 1.5], color:[0.3,0.7,0.45] } ]; const hostile = { mesh: crateMesh, pos: [-7.2, 0.6, -5.0], scale: 1.2, hp: 5, alive: true, speed: 1.35, aggroRange: 8.0, loseRange: 18.0, alerted: false, hitFlash: 0, dying: 0, baseY: 0.0 }; const patrolHostile = { mesh: crateMesh, pos: [4.0, 0.6, 2.0], scale: 1.1, hp: 5, alive: true, speed: 1.8, hitFlash: 0, waypointA: [4.0, 0.6, 2.0], waypointB: [-4.0, 0.6, 2.0], targetIsA: false, hurtCooldown: 0, dying: 0, baseY: 0.0 }; const dogs = [ { mesh: crateMesh, pos: [0.5, 0.25, -1.2], scale: 0.9, color:[0.55,0.45,0.35], spec:[0.3,0.25,0.2], shin:24, wanderTimer:0, speed:0.95, target:[0,0,0], alive:true, hp:2, hitFlash:0 }, { mesh: crateMesh, pos: [1.8, 0.25, -7.2], scale: 0.85, color:[0.6,0.5,0.4], spec:[0.3,0.25,0.2], shin:24, wanderTimer:0, speed:0.9, target:[0,0,0], alive:true, hp:2, hitFlash:0 } ]; const ammoPickups = [ { mesh: crateMesh, pos: [-2.5, 0.35, -3.5], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:10, name:'ammoPick0', accent:[0.25,0.95,0.95] }, { mesh: crateMesh, pos: [5.2, 0.35, 0.8], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:12, name:'ammoPick1', accent:[0.98,0.82,0.2] }, { mesh: crateMesh, pos: [2.4, 0.35, -6.4], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:10, name:'ammoPick2', accent:[0.35,0.95,0.45] }, { mesh: crateMesh, pos: [-5.0, 0.35, 0.5], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:10, name:'ammoPick3', accent:[0.95,0.45,0.85] }, { mesh: crateMesh, pos: [0.2, 0.35, -4.6], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:10, name:'ammoPick4', accent:[0.55,0.75,1.0] }, { mesh: crateMesh, pos: [6.0, 0.35, -5.5], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:12, name:'ammoPick5', accent:[1.0,0.55,0.25] } ]; function drawAmmoBox(p){ const ls = p.scale; gl.uniform1f(uUseTex, 0.0); let m = identity(); m[0]=ls; m[5]=ls*0.55; m[10]=ls; m[12]=p.pos[0]; m[13]=p.pos[1]; m[14]=p.pos[2]; gl.uniformMatrix4fv(uModel, false, m); drawMesh(p.mesh, m, p.color, p.spec, p.shin); let lid = identity(); lid[0]=ls*0.95; lid[5]=ls*0.75; lid[10]=ls*0.08; lid[12]=p.pos[0]; lid[13]=p.pos[1] + ls*0.35; lid[14]=p.pos[2] - ls*0.55; gl.uniformMatrix4fv(uModel, false, lid); drawMesh(p.mesh, lid, [0.48,0.32,0.18], [0.2,0.15,0.1], 22); const acc = p.accent || [0.9,0.85,0.3]; for (let i = 0; i < 3; i++){ let a = identity(); a[0]=ls*0.16; a[5]=ls*0.28; a[10]=ls*0.48; a[12]=p.pos[0] + (i-1)*ls*0.26; a[13]=p.pos[1] + ls*0.28; a[14]=p.pos[2] + ls*0.02; gl.uniformMatrix4fv(uModel, false, a); drawMesh(p.mesh, a, acc, [1.0,1.0,0.85], 90); } } const door = { mesh: crateMesh, pos: [-4.5, 1.1, -2.0], scale: [0.25, 2.2, 1.6], color: [0.6,0.6,0.65], spec: [0.2,0.2,0.25], shin: 20, open: false, name: 'door' }; const lamps = [ { name:'lamp0', pos:[0.4,0.0,-2.2], postScale:[0.12,1.8,0.12], bulbScale:[0.22,0.22,0.22], warm:true, on:true, broken:false }, { name:'lamp1', pos:[-2.0,0.0,-1.0], postScale:[0.12,1.6,0.12], bulbScale:[0.22,0.22,0.22], warm:true, on:true, broken:false }, { name:'lamp2', pos:[3.2,0.0,-2.6], postScale:[0.14,1.9,0.14], bulbScale:[0.28,0.28,0.28], warm:true, on:true, broken:false }, { name:'lamp3', pos:[-4.0,0.0,-6.0], postScale:[0.14,1.7,0.14], bulbScale:[0.24,0.24,0.24], warm:true, on:true, broken:false } ]; function lampBulbTip(l){ return [l.pos[0], l.pos[1] + l.postScale[1] + l.bulbScale[1]*0.5, l.pos[2]]; } function lampLit(l){ return nightMode && l.on && !l.broken; } function nearestLitLamps(n){ const lit = lamps.filter(lampLit); if (lit.length <= n) return lit.slice(); lit.sort((a,b)=>{ const ta = lampBulbTip(a), tb = lampBulbTip(b); const da = Math.hypot(ta[0]-cam.pos[0], ta[2]-cam.pos[2]); const db = Math.hypot(tb[0]-cam.pos[0], tb[2]-cam.pos[2]); return da - db; }); if (n >= 2 && lit.length >= 2) { return [lit[0], lit[lit.length - 1]]; } return lit.slice(0, n); } let audioCtx = null; function ensureAudio(){ if (audioCtx) return; try { audioCtx = new (window.AudioContext || window.webkitAudioContext)(); } catch(e){} } function beep(freq, dur, vol){ try { ensureAudio(); if (!audioCtx) return; if (audioCtx.state === 'suspended') audioCtx.resume(); const o = audioCtx.createOscillator(); const g = audioCtx.createGain(); o.type = 'square'; o.frequency.value = freq; g.gain.value = vol; o.connect(g); g.connect(audioCtx.destination); o.start(); g.gain.exponentialRampToValueAtTime(0.0001, audioCtx.currentTime + dur); o.stop(audioCtx.currentTime + dur); } catch(e){} } function sfxShoot(){ beep(700, 0.06, 0.05); } function sfxReloadStart(){ beep(300, 0.08, 0.04); } function sfxReloadEnd(){ beep(600, 0.12, 0.05); } function sfxHit(){ beep(200, 0.07, 0.05); } function sfxHurt(){ beep(140, 0.12, 0.07); } function sfxPickup(){ beep(880, 0.07, 0.05); beep(1200, 0.08, 0.04); } function sfxDoor(){ beep(180, 0.1, 0.05); } function sfxBump(){ beep(110, 0.05, 0.06); } function sfxWin(){ beep(520, 0.1, 0.05); beep(780, 0.15, 0.05); } let _bumpSfxAt = 0; function sfxBumpThrottled(minGap){ const t = (typeof performance !== 'undefined' ? performance.now() : Date.now()); if (t - _bumpSfxAt < (minGap || 180)) return; _bumpSfxAt = t; sfxBump(); } function enterOrbit(){ if (orbit.enabled) return; orbit._saved = [cam.pos[0], cam.pos[1], cam.pos[2], cam.yaw, cam.pitch]; orbit.enabled = true; document.exitPointerLock?.(); } function exitOrbit(){ if (!orbit.enabled) return; orbit.enabled = false; if (orbit._saved) { cam.pos[0] = orbit._saved[0]; cam.pos[2] = orbit._saved[2]; cam.yaw = orbit._saved[3]; cam.pitch = orbit._saved[4]; } cam.pos[1] = crouching ? crouchEye : standEye; } let demoDrive = null; function stopDemoDrive(){ if (demoDrive) { clearInterval(demoDrive); demoDrive = null; } keys['KeyW'] = keys['KeyS'] = keys['KeyA'] = keys['KeyD'] = false; } function toggleNight(){ nightMode = !nightMode; flashHint(nightMode ? ('NIGHT — ' + lamps.filter(l=>l.on && !l.broken).length + ' LAMPS') : 'DAY — LAMPS OFF'); } window.addEventListener('keydown', e=>{ if (['KeyW','KeyA','KeyS','KeyD','ArrowUp','ArrowDown','ArrowLeft','ArrowRight','Space'].includes(e.code)) { e.preventDefault(); stopDemoDrive(); } keys[e.code]=true; if (e.code === 'Space' && onGround && !crouching) { velY = JUMP_VEL; onGround = false; try { beep(420, 0.05, 0.04); } catch (_) {} flashHint('JUMP'); } if (e.code === 'ControlLeft' || e.code === 'ControlRight') { crouching = true; } if (e.code === 'KeyO') { if (orbit.enabled) exitOrbit(); else enterOrbit(); } if (e.code === 'Escape') { exitOrbit(); document.exitPointerLock?.(); } if (e.code === 'KeyN' || e.code === 'KeyG') { toggleNight(); } if (e.code === 'KeyL') { e.preventDefault(); openGlbPicker(); } if (e.code === 'KeyC') { showCredit(2000); } if (e.code === 'KeyP') { coachDump(); } if (e.code === 'KeyT') { charShapePack = (charShapePack + 1) % CHAR_SHAPES.length; applyCharShapePack(); } if (e.code === 'KeyR') { if (!reloading && ammoMag < MAG_CAP && ammoReserve > 0) { reloading = true; reloadTimer = 1.5; flashHint('RELOADING'); sfxReloadStart(); } } if (e.code === 'KeyE') { const dx = cam.pos[0] - door.pos[0]; const dz = cam.pos[2] - door.pos[2]; if (Math.hypot(dx, dz) < 2.2) { door.open = !door.open; sfxDoor(); flashHint(door.open ? 'DOOR OPEN' : 'DOOR CLOSED'); } } }); window.addEventListener('keyup', e=>{ keys[e.code]=false; if (e.code === 'ControlLeft' || e.code === 'ControlRight') { crouching = false; } }); let mouseDown=false; let pendingShoot = false; document.addEventListener('pointerlockchange', ()=>{ if (document.pointerLockElement === canvas && pendingShoot) { pendingShoot = false; tryShoot(); } }); canvas.addEventListener('mousedown', (e)=>{ stopDemoDrive(); mouseDown=true; if (e.button === 0) { if (document.pointerLockElement === canvas) { tryShoot(); } else { pendingShoot = true; canvas.requestPointerLock?.(); } } }); window.addEventListener('mouseup', ()=>mouseDown=false); canvas.addEventListener('mousemove', e=>{ if (orbit.enabled) { if(!mouseDown) return; orbit.yawTarget += e.movementX * cam.sens; orbit.pitchTarget += e.movementY * cam.sens; orbit.pitchTarget = Math.max(-1.4, Math.min(1.4, orbit.pitchTarget)); } else { if(!mouseDown && document.pointerLockElement !== canvas) return; cam.yaw += e.movementX * cam.sens; cam.pitch += e.movementY * cam.sens; cam.pitch = Math.max(-1.5, Math.min(1.5, cam.pitch)); } }); function flatForward(){ return [Math.sin(cam.yaw), 0, -Math.cos(cam.yaw)]; } function flatRight(){ return [Math.cos(cam.yaw), 0, Math.sin(cam.yaw)]; } function updateCamera(dt){ if (orbit.enabled) { orbit.yaw += (orbit.yawTarget - orbit.yaw) * 0.12; orbit.pitch += (orbit.pitchTarget - orbit.pitch) * 0.12; const cp = Math.cos(orbit.pitch); const sp = Math.sin(orbit.pitch); const cy = Math.cos(orbit.yaw); const sy = Math.sin(orbit.yaw); cam.pos[0] = orbit.target[0] + orbit.radius * cp * sy; cam.pos[1] = orbit.target[1] + orbit.radius * sp; cam.pos[2] = orbit.target[2] + orbit.radius * cp * cy; return; } const fwd = flatForward(); const right = flatRight(); let move = 0; let strafe = 0; if(keys['KeyW']||keys['ArrowUp']) move += 1; if(keys['KeyS']||keys['ArrowDown']) move -= 1; if(keys['KeyA']||keys['ArrowLeft']) strafe += 1; if(keys['KeyD']||keys['ArrowRight']) strafe -= 1; // diagonal: both keys at once (W+A = forward-left), normalize so speed stays even const mlen = Math.hypot(move, strafe); if (mlen > 1e-6) { move /= mlen; strafe /= mlen; } const eye = crouching ? crouchEye : standEye; // horizontal move always (diagonals already normalized) const nx = cam.pos[0] + (fwd[0]*move + right[0]*strafe) * cam.speed * dt; const nz = cam.pos[2] + (fwd[2]*move + right[2]*strafe) * cam.speed * dt; cam.pos[0] = nx; cam.pos[2] = nz; function platformFloor(px, pz, fromY) { let best = 0.0; for (let i = 0; i < parkourBlocks.length; i++) { const pl = parkourBlocks[i]; const top = pl.pos[1] + pl.scale[1] * 0.5; const hx = pl.scale[0] * 0.5 + 0.05; const hz = pl.scale[2] * 0.5 + 0.05; if (Math.abs(px - pl.pos[0]) <= hx && Math.abs(pz - pl.pos[2]) <= hz) { // only land if we are above / near this top (not under it) if (fromY + 0.35 >= top && top > best) best = top; } } return best; } const floorProbe = platformFloor(cam.pos[0], cam.pos[2], airY); if (!onGround || velY !== 0 || airY > floorProbe + 0.001) { velY -= GRAVITY * dt; airY += velY * dt; const floorNow = platformFloor(cam.pos[0], cam.pos[2], airY); if (velY <= 0 && airY <= floorNow + 0.12) { airY = floorNow; velY = 0; onGround = true; } else if (airY <= 0) { airY = 0; velY = 0; onGround = true; } else { onGround = false; } } else { airY = floorProbe; velY = 0; onGround = true; } onLadder = false; cam.pos[1] = eye + airY; } function drawMesh(mesh, modelMat, baseColor, specColor, shininess){ gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vbo); gl.enableVertexAttribArray(aPos); gl.enableVertexAttribArray(aNormal); gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 24, 0); gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 24, 12); gl.uniformMatrix4fv(uModel, false, modelMat); gl.uniform3fv(uBaseColor, baseColor); gl.uniform3fv(uSpecColor, specColor); gl.uniform1f(uShininess, shininess); gl.drawArrays(gl.TRIANGLES, 0, mesh.count); } function drawMeshDepth(mesh, modelMat){ gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vbo); gl.enableVertexAttribArray(d_aPos); gl.vertexAttribPointer(d_aPos, 3, gl.FLOAT, false, 24, 0); gl.uniformMatrix4fv(d_uModel, false, modelMat); gl.drawArrays(gl.TRIANGLES, 0, mesh.count); } const sceneNodes = [ { mesh: ground, model: identity(), color: [0.32,0.42,0.52], spec:[0.05,0.05,0.07], shin: 8, name:'ground', useTex:1 }, { mesh: triangle, model: null, color: [0.9,0.4,0.2], spec:[0.6,0.3,0.2], shin: 32, name:'marker' }, { mesh: crateMesh, model: null, color: [0.7,0.6,0.45], spec:[0.55,0.45,0.25], shin: 28, name:'crate0', pos:[-1.0,0.7,-3.0], scale:1.4, hp:3, maxHp:3, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color: [0.6,0.7,0.55], spec:[0.35,0.55,0.45], shin: 36, name:'crate1', pos:[1.4,0.6,-6.2], scale:1.2, hp:3, maxHp:3, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color: [0.7,0.55,0.65], spec:[0.45,0.35,0.5], shin: 40, name:'crate2', pos:[-0.8,0.5,-7.4], scale:1.0, hp:3, maxHp:3, dying:0, pivot:'center' }, { mesh: objMesh, model: null, color: [0.85,0.65,0.35], spec:[0.9,0.8,0.6], shin: 64, name:'objPyramid', pos:[-1.2,0.0,0.4], scale:1.0, solidR:1.25, hp:3, maxHp:3, dying:0, pivot:'base', aabbH:1.8 }, { mesh: objRock, model: null, color: [0.55,0.65,0.60], spec:[0.35,0.45,0.40], shin: 48, name:'objRock', pos:[-5.8,0.0,-3.6], scale:1.2, hp:3, maxHp:3, dying:0, pivot:'base', aabbH:0.9 }, { mesh: crateMesh, model: null, color:[0.55,0.58,0.62], spec:[0.2,0.2,0.25], shin:20, name:'bayWallL_left', pos:[-6.0,0.3,-2.0], scale:[2.5,0.6,0.6] }, { mesh: crateMesh, model: null, color:[0.55,0.58,0.62], spec:[0.2,0.2,0.25], shin:20, name:'bayWallL_right', pos:[-3.0,0.3,-2.0], scale:[2.5,0.6,0.6] }, { mesh: crateMesh, model: null, color:[0.55,0.58,0.62], spec:[0.2,0.2,0.25], shin:20, name:'bayWallR', pos:[4.5,0.3,-2.0], scale:[5.0,0.6,0.6] }, { mesh: crateMesh, model: null, color:[0.60,0.62,0.66], spec:[0.25,0.25,0.30], shin:22, name:'pier', pos:[0.0,0.1,-8.5], scale:[7.0,0.2,1.8] }, { mesh: crateMesh, model: null, color:[0.58,0.60,0.64], spec:[0.2,0.2,0.25], shin:20, name:'warehouse', pos:[4.0,1.5,-3.0], scale:[2.0,3.0,2.0] }, { mesh: crateMesh, model: null, color:[0.58,0.60,0.64], spec:[0.2,0.2,0.25], shin:20, name:'shed', pos:[-4.0,1.0,-6.0], scale:[2.0,2.0,2.0] }, { mesh: crateMesh, model: null, color:[0.55,0.55,0.58], spec:[0.18,0.18,0.22], shin:18, name:'barrel1', pos:[1.5,0.35,-4.8], scale:[0.5,0.7,0.5], hp:2, maxHp:2, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.55,0.55,0.58], spec:[0.18,0.18,0.22], shin:18, name:'barrel2', pos:[-2.8,0.35,-5.2], scale:[0.5,0.7,0.5], hp:2, maxHp:2, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.60,0.62,0.65], spec:[0.20,0.20,0.25], shin:20, name:'crateStackA', pos:[3.5,0.5,-4.0], scale:[0.8,1.0,0.8], hp:3, maxHp:3, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.60,0.62,0.65], spec:[0.20,0.20,0.25], shin:20, name:'crateStackB', pos:[-1.2,0.5,-6.5], scale:[0.8,1.0,0.8], hp:3, maxHp:3, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.52,0.48,0.44], spec:[0.15,0.14,0.12], shin:16, name:'ropeBox1', pos:[0.8,0.15,-2.5], scale:[1.2,0.3,0.3] }, { mesh: crateMesh, model: null, color:[0.52,0.48,0.44], spec:[0.15,0.14,0.12], shin:16, name:'ropeBox2', pos:[-3.8,0.15,-3.0], scale:[1.2,0.3,0.3] }, { mesh: crateMesh, model: null, color:[0.88,0.18,0.14], spec:[0.55,0.2,0.15], shin:28, name:'redBox0', pos:[2.2,0.4,-1.8], scale:0.85, hp:2, maxHp:2, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.9,0.16,0.12], spec:[0.55,0.2,0.15], shin:28, name:'redBox1', pos:[-4.6,0.4,-4.4], scale:0.9, hp:2, maxHp:2, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.85,0.2,0.15], spec:[0.5,0.18,0.12], shin:26, name:'redBox2', pos:[5.4,0.4,-2.6], scale:0.8, hp:2, maxHp:2, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.92,0.14,0.12], spec:[0.6,0.22,0.16], shin:30, name:'redBox3', pos:[-0.4,0.4,-5.0], scale:0.95, hp:3, maxHp:3, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.86,0.17,0.13], spec:[0.52,0.18,0.14], shin:28, name:'redBox4', pos:[3.0,0.4,-7.0], scale:0.85, hp:2, maxHp:2, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.9,0.15,0.12], spec:[0.55,0.2,0.15], shin:28, name:'redBox5', pos:[-6.2,0.4,-1.2], scale:0.8, hp:2, maxHp:2, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.72,0.42,0.22], spec:[0.3,0.2,0.12], shin:20, name:'parkour0', pos:[6.4,0.35,-0.4], scale:[1.1,0.7,1.1], walkable:true }, { mesh: crateMesh, model: null, color:[0.75,0.48,0.25], spec:[0.3,0.2,0.12], shin:20, name:'parkour1', pos:[5.1,0.85,-0.2], scale:[1.1,0.7,1.1], walkable:true }, { mesh: crateMesh, model: null, color:[0.7,0.4,0.2], spec:[0.3,0.2,0.12], shin:20, name:'parkour2', pos:[3.8,1.45,-0.35], scale:[1.15,0.7,1.15], walkable:true }, { mesh: crateMesh, model: null, color:[0.68,0.38,0.2], spec:[0.3,0.2,0.12], shin:20, name:'parkour3', pos:[2.5,2.15,-0.5], scale:[1.2,0.7,1.2], walkable:true }, { mesh: crateMesh, model: null, color:[0.35,0.55,0.78], spec:[0.25,0.35,0.45], shin:24, name:'parkour4', pos:[1.2,2.9,-0.4], scale:[1.4,0.55,1.4], walkable:true }, { mesh: crateMesh, model: null, color:[0.3,0.7,0.45], spec:[0.25,0.4,0.3], shin:24, name:'parkour5', pos:[-0.3,3.55,-0.55], scale:[1.5,0.5,1.5], walkable:true } ]; const childMarker = { mesh: triangle, parent:'crate0', local: [0,1.2,0], color:[1.0,0.9,0.3], spec:[1.0,0.9,0.5], shin: 80 }; function frustumCull(node){ if (!node.pos) return true; const dx = cam.pos[0] - node.pos[0]; const dz = cam.pos[2] - node.pos[2]; const dist = Math.hypot(dx, dz); if (dist > 35) return false; const sc = node.scale; const half = (Array.isArray(sc) ? Math.max(sc[0], sc[2]) : sc) * 0.9; if (Math.abs(cam.pos[0] - node.pos[0]) > 40 + half) return false; if (Math.abs(cam.pos[2] - node.pos[2]) > 40 + half) return false; return true; } function resolveCollision(){ const r = 0.35; const halfY = crouching ? 0.55 : 0.9; for (const node of sceneNodes){ if (!node.pos) continue; if (node.name === 'pier' || node.climb || node.walkable) continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; const s = node.scale; const sx = Array.isArray(s) ? s[0] : s; const sz = Array.isArray(s) ? s[2] : s; const halfX = sx * 0.5 + r, halfZ = sz * 0.5 + r; const minX = node.pos[0] - halfX, maxX = node.pos[0] + halfX; const minZ = node.pos[2] - halfZ, maxZ = node.pos[2] + halfZ; if (cam.pos[0] <= minX || cam.pos[0] >= maxX || cam.pos[2] <= minZ || cam.pos[2] >= maxZ) continue; const dxL = cam.pos[0] - minX, dxR = maxX - cam.pos[0]; const dzB = cam.pos[2] - minZ, dzF = maxZ - cam.pos[2]; const m = Math.min(dxL, dxR, dzB, dzF); if (m === dxL) cam.pos[0] = minX; else if (m === dxR) cam.pos[0] = maxX; else if (m === dzB) cam.pos[2] = minZ; else cam.pos[2] = maxZ; } if (!door.open) { const s = door.scale; const sx = Array.isArray(s) ? s[0] : s; const sz = Array.isArray(s) ? s[2] : s; const halfX = sx * 0.5 + r, halfZ = sz * 0.5 + r; const minX = door.pos[0] - halfX, maxX = door.pos[0] + halfX; const minZ = door.pos[2] - halfZ, maxZ = door.pos[2] + halfZ; if (!(cam.pos[0] <= minX || cam.pos[0] >= maxX || cam.pos[2] <= minZ || cam.pos[2] >= maxZ)) { const dxL = cam.pos[0] - minX, dxR = maxX - cam.pos[0]; const dzB = cam.pos[2] - minZ, dzF = maxZ - cam.pos[2]; const m = Math.min(dxL, dxR, dzB, dzF); if (m === dxL) cam.pos[0] = minX; else if (m === dxR) cam.pos[0] = maxX; else if (m === dzB) cam.pos[2] = minZ; else cam.pos[2] = maxZ; } } } function shareAmmoIntoMag(){ const need = MAG_CAP - ammoMag; if (need <= 0 || ammoReserve <= 0) return 0; const take = Math.min(need, ammoReserve); ammoMag += take; ammoReserve -= take; return take; } function checkAmmoPickups(){ for (const p of ammoPickups){ if (!p.alive) continue; const dx = cam.pos[0] - p.pos[0]; const dz = cam.pos[2] - p.pos[2]; if (Math.hypot(dx, dz) < 1.45){ ammoReserve += p.amount; p.alive = false; const shared = shareAmmoIntoMag(); sfxPickup(); flashHint('AMMO ' + ammoMag + '/' + ammoReserve + (shared ? (' MAG+' + shared) : (' RES+' + p.amount))); } } } let targets = sceneNodes.filter(n => n.hp !== undefined); function refreshTargets(){ targets = sceneNodes.filter(n => n.hp !== undefined); } const glbFileInput = document.createElement('input'); glbFileInput.type = 'file'; glbFileInput.accept = '.glb,model/gltf-binary'; glbFileInput.style.display = 'none'; document.body.appendChild(glbFileInput); function openGlbPicker(){ try { glbFileInput.value = ''; } catch (_) {} glbFileInput.click(); } function applyGlbImport(mesh){ const b = glbLastBounds || { size:[1,1,1], min:[0,0,0] }; const h = Math.max(b.size[1] || 1, 1e-4); const sc = 1.5 / h; let node = sceneNodes.find(n => n.name === 'glbImport'); if (!node) { node = { mesh: mesh, model: null, color: [0.72, 0.68, 0.62], spec: [0.35, 0.32, 0.28], shin: 36, name: 'glbImport', pos: [1.5, 0.0, -3.5], scale: sc, hp: 3, maxHp: 3, dying: 0, pivot: 'base', aabbH: h }; sceneNodes.push(node); } else { node.mesh = mesh; node.scale = sc; node.aabbH = h; node.hp = 3; node.maxHp = 3; node.dying = 0; node.pos = [1.5, 0.0, -3.5]; node.color = [0.72, 0.68, 0.62]; } refreshTargets(); return node; } glbFileInput.addEventListener('change', function(){ const file = glbFileInput.files && glbFileInput.files[0]; if (!file) return; const reader = new FileReader(); reader.onload = function(){ try { const mesh = parseGLB(reader.result); applyGlbImport(mesh); flashHint('GLB LOADED'); } catch (err) { console.error(err); flashHint('GLB FAIL'); } }; reader.onerror = function(){ flashHint('GLB FAIL'); }; reader.readAsArrayBuffer(file); }); function rayAABB(origin, dir, min, max){ let tmin = -Infinity, tmax = Infinity; for (let i=0;i<3;i++){ if (Math.abs(dir[i]) < 1e-6){ if (origin[i] < min[i] || origin[i] > max[i]) return null; } else { const ood = 1.0 / dir[i]; let t1 = (min[i] - origin[i]) * ood; let t2 = (max[i] - origin[i]) * ood; if (t1 > t2) [t1,t2] = [t2,t1]; tmin = Math.max(tmin, t1); tmax = Math.min(tmax, t2); if (tmin > tmax) return null; } } if (tmax < 0) return null; return tmin > 0 ? tmin : tmax; } function nodeHitAABB(node){ if (!node || !node.pos) return null; const s = node.scale; const sx = Array.isArray(s) ? s[0] : (s || 1); const sy = Array.isArray(s) ? s[1] : (s || 1); const sz = Array.isArray(s) ? s[2] : (s || 1); const cx = node.pos[0], cz = node.pos[2]; const nm = node.name || ''; if (node.pivot === 'base') { const sc = Array.isArray(s) ? 1.0 : (s || 1); const h = (node.aabbH || sy) * sc; const y0 = node.pos[1]; let hx = sx * 0.5, hz = sz * 0.5; if (typeof node.solidR === 'number' && node.solidR > 0) { hx = node.solidR * sc; hz = node.solidR * sc; } else if (/objPyramid/i.test(nm)) { hx = 1.25 * sc; hz = 1.25 * sc; } else if (/objRock/i.test(nm)) { hx = 0.65 * sc; hz = 0.65 * sc; } return [[cx - hx, y0, cz - hz], [cx + hx, y0 + h, cz + hz]]; } const cy = node.pos[1]; const y0 = Math.max(0, cy - sy*0.5); return [[cx - sx*0.5, y0, cz - sz*0.5], [cx + sx*0.5, y0 + sy, cz + sz*0.5]]; } function tryShoot(){ if (reloading) { flashHint('RELOADING'); return; } if (shootCooldown > 0) return; if (ammoMag <= 0){ if (!reloading && ammoReserve > 0) { reloading = true; reloadTimer = 1.0; flashHint('RELOADING'); sfxReloadStart(); return; } flashHint('NO AMMO'); shootCooldown = 0.15; return; } ammoMag -= 1; shootCooldown = 0.25; muzzleFlash = 0.12; sfxShoot(); const eye = [cam.pos[0], cam.pos[1], cam.pos[2]]; const cp = Math.cos(cam.pitch); const dir = [ Math.sin(cam.yaw) * cp, Math.sin(cam.pitch), -Math.cos(cam.yaw) * cp ]; const len = Math.hypot(dir[0], dir[1], dir[2]) || 1; dir[0]/=len; dir[1]/=len; dir[2]/=len; let best = null, bestT = Infinity; for (const node of targets){ if (node.hp <= 0 || (node.dying && node.dying > 0)) continue; const box = nodeHitAABB(node); if (!box) continue; const t = rayAABB(eye, dir, box[0], box[1]); if (t !== null && t < bestT){ bestT = t; best = node; } } if (hostile.alive && hostile.dying <= 0) { const s = hostile.scale; const cy = hostile.baseY + s * 0.5; const cx = hostile.pos[0], cz = hostile.pos[2]; const min = [cx - s*0.5, cy - s*0.5, cz - s*0.5]; const max = [cx + s*0.5, cy + s*0.5, cz + s*0.5]; const t = rayAABB(eye, dir, min, max); if (t !== null && t < bestT) { bestT = t; best = { isHostile:true }; } } if (patrolHostile.alive && patrolHostile.dying <= 0) { const s = patrolHostile.scale; const cy = patrolHostile.baseY + s * 0.5; const cx = patrolHostile.pos[0], cz = patrolHostile.pos[2]; const min = [cx - s*0.5, cy - s*0.5, cz - s*0.5]; const max = [cx + s*0.5, cy + s*0.5, cz + s*0.5]; const t = rayAABB(eye, dir, min, max); if (t !== null && t < bestT) { bestT = t; best = { isPatrol:true }; } } for (let di = 0; di < dogs.length; di++){ const d = dogs[di]; if (!d.alive) continue; const sx = d.scale, sy = d.scale * 0.6, sz = d.scale * 1.2; const cx = d.pos[0], cy = d.pos[1], cz = d.pos[2]; const min = [cx - sx*0.5, cy - sy*0.5, cz - sz*0.5]; const max = [cx + sx*0.5, cy + sy*0.5, cz + sz*0.5]; const t = rayAABB(eye, dir, min, max); if (t !== null && t < bestT) { bestT = t; best = { isDog:true, dogIndex: di }; } } for (let li = 0; li < lamps.length; li++){ const l = lamps[li]; if (l.broken) continue; const tip = lampBulbTip(l); const hs = Math.max(l.bulbScale[0], l.bulbScale[1], l.bulbScale[2]) * 1.1 + 0.25; const postW = Math.max(l.postScale[0], l.postScale[2]) * 0.5 + 0.22; const min = [l.pos[0] - postW, l.pos[1], l.pos[2] - postW]; const max = [l.pos[0] + postW, tip[1] + hs, l.pos[2] + postW]; const tt = rayAABB(eye, dir, min, max); if (tt !== null && tt < bestT) { bestT = tt; best = { isLamp:true, lampIndex: li }; } } const skipImpact = { ground:1, marker:1, pier:1 }; for (const node of sceneNodes){ if (!node.pos || skipImpact[node.name]) continue; if (node.hp !== undefined) continue; const box = nodeHitAABB(node); if (!box) continue; const t = rayAABB(eye, dir, box[0], box[1]); if (t !== null && t < bestT) { bestT = t; best = { isImpact:true, node: node }; } } if (!door.open) { const box = nodeHitAABB(door); if (box) { const t = rayAABB(eye, dir, box[0], box[1]); if (t !== null && t < bestT) { bestT = t; best = { isImpact:true, node: door }; } } } if (best){ sfxHit(); if (best.isHostile) { const st = resolveHitStyle('hostile'); showHitMarker(st); applyObjectFlash(hostile, st); hostile.hp -= 1; score += 2; if (hostile.hp <= 0) { if (hostile.dying <= 0) hostile.dying = 0.55; flashHint('HOSTILE DOWN'); } else { flashHint(st.hint); } } else if (best.isPatrol) { const st = resolveHitStyle('patrol'); showHitMarker(st); applyObjectFlash(patrolHostile, st); patrolHostile.hp -= 1; score += 2; if (patrolHostile.hp <= 0) { if (patrolHostile.dying <= 0) patrolHostile.dying = 0.55; flashHint('PATROL DOWN'); } else { flashHint(st.hint); } } else if (best.isDog) { const d = dogs[best.dogIndex]; const st = resolveHitStyle('dog'); showHitMarker(st); applyObjectFlash(d, st); score += 1; d.hp = (d.hp == null ? 2 : d.hp) - 1; const ax = d.pos[0] - cam.pos[0], az = d.pos[2] - cam.pos[2]; const al = Math.hypot(ax, az) || 1; d.target[0] = d.pos[0] + (ax/al) * 4.0; d.target[2] = d.pos[2] + (az/al) * 4.0; d.wanderTimer = 1.2; d.speed = Math.max(d.speed, 2.4); if (d.hp <= 0) { d.alive = false; flashHint('DOG DOWN'); } else { flashHint(st.hint); } } else if (best.isLamp) { const l = lamps[best.lampIndex]; const st = resolveHitStyle('lamp'); showHitMarker(st); applyObjectFlash(l, st); l.hitFlash = 0.4; l.broken = true; l.on = false; score += 1; flashHint(nightMode ? 'LAMP HIT — OUT' : 'LAMP HIT'); } else if (best.isImpact) { const n = best.node; const st = resolveHitStyle('impact', n); showHitMarker(st); applyObjectFlash(n, st); flashHint(st.hint); } else { const st = resolveHitStyle('target', best); showHitMarker(st); applyObjectFlash(best, st); best.hp -= 1; score += 1; if (best.hp <= 0){ if (!best.dying) best.dying = 0.45; } flashHint(st.hint); } } } function groundedBoxModel(posX,posZ,scaleXZ,scaleY,baseY){ let m = identity(); m[0]=scaleXZ; m[5]=scaleY; m[10]=scaleXZ; m[12]=posX; m[13]=baseY + scaleY * 0.5; m[14]=posZ; return m; } function hostileDrawScale(h){ let dmg = 1.0 - Math.max(0, 5 - Math.max(h.hp, 0)) * 0.05; let fall = 1.0; if (h.dying > 0) { const t = Math.max(0, Math.min(1, h.dying / 0.55)); fall = t; } const xz = h.scale * dmg * (0.55 + 0.45 * fall); const y = h.scale * dmg * fall; return { xz: Math.max(0.02, xz), y: Math.max(0.02, y) }; } function hostileSkipsNode(node){ if (!node || !node.name) return true; if (node.name === 'pier' || node.name === 'ground') return true; if (node.name.indexOf('bayWall') === 0) return true; if (node.name.indexOf('ropeBox') === 0) return true; return false; } function pushOutOfNodes(pos, bodyHalf){ for (const node of sceneNodes){ if (!node.pos) continue; if (hostileSkipsNode(node)) continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; const s = node.scale; const sx = Array.isArray(s) ? s[0] : s; const sz = Array.isArray(s) ? s[2] : s; const h2x = sx * 0.5 + bodyHalf, h2z = sz * 0.5 + bodyHalf; const minX = node.pos[0] - h2x, maxX = node.pos[0] + h2x; const minZ = node.pos[2] - h2z, maxZ = node.pos[2] + h2z; if (pos[0] <= minX || pos[0] >= maxX || pos[2] <= minZ || pos[2] >= maxZ) continue; const dxL = pos[0] - minX, dxR = maxX - pos[0]; const dzB = pos[2] - minZ, dzF = maxZ - pos[2]; const m = Math.min(dxL, dxR, dzB, dzF); if (m === dxL) pos[0] = minX; else if (m === dxR) pos[0] = maxX; else if (m === dzB) pos[2] = minZ; else pos[2] = maxZ; } } function updateHostile(dt){ if (!hostile.alive) return; if (hostile.dying > 0) { hostile.dying -= dt; if (hostile.dying <= 0) hostile.alive = false; return; } const px = cam.pos[0], pz = cam.pos[2]; const hx = hostile.pos[0], hz = hostile.pos[2]; let dx = px - hx, dz = pz - hz; const distXZ = Math.hypot(dx, dz); const r = 0.35; const half = hostile.scale * 0.5 + r; if (!hostile.alerted) { if (distXZ <= (hostile.aggroRange || 7)) { hostile.alerted = true; flashHint('HOSTILE'); } else { return; } } else if (distXZ > (hostile.loseRange || 14)) { hostile.alerted = false; return; } if (distXZ > 0.01) { const step = hostile.speed * dt; const nx = dx / distXZ, nz = dz / distXZ; const tryX = hostile.pos[0] + nx * step; const tryZ = hostile.pos[2] + nz * step; let ox = hostile.pos[0], oz = hostile.pos[2]; hostile.pos[0] = tryX; hostile.pos[2] = tryZ; pushOutOfNodes(hostile.pos, half); if (Math.hypot(hostile.pos[0]-ox, hostile.pos[2]-oz) < step * 0.15) { hostile.pos[0] = ox; hostile.pos[2] = oz; hostile.pos[0] = tryX; pushOutOfNodes(hostile.pos, half); const xMoved = Math.abs(hostile.pos[0] - ox); hostile.pos[0] = ox; hostile.pos[2] = oz; hostile.pos[2] = tryZ; pushOutOfNodes(hostile.pos, half); const zMoved = Math.abs(hostile.pos[2] - oz); if (xMoved >= zMoved) { hostile.pos[0] = ox; hostile.pos[2] = oz; hostile.pos[0] = tryX; pushOutOfNodes(hostile.pos, half); if (zMoved > 0.001) { const keepX = hostile.pos[0]; hostile.pos[2] = tryZ; pushOutOfNodes(hostile.pos, half); hostile.pos[0] = keepX; } } else { if (xMoved > 0.001) { const keepZ = hostile.pos[2]; hostile.pos[0] = tryX; pushOutOfNodes(hostile.pos, half); hostile.pos[2] = keepZ; } } } } separateFromDogs(hostile.pos, hostile.scale * 0.55); if (hurtCooldown > 0) hurtCooldown -= dt; const d2 = Math.hypot(hostile.pos[0] - px, hostile.pos[2] - pz); if (d2 < 1.2 && hurtCooldown <= 0) { playerHP -= 1; hurtCooldown = 0.6; hurtFlash = 0.25; flashHint('HURT'); sfxHurt(); if (playerHP <= 0) { playerHP = 5; hurtCooldown = 1.5; const ax = cam.pos[0] - hostile.pos[0], az = cam.pos[2] - hostile.pos[2]; const al = Math.hypot(ax, az) || 1; hostile.pos[0] -= (ax/al) * 2.2; hostile.pos[2] -= (az/al) * 2.2; flashHint('RECOVERED'); } } } function separateFromDogs(pos, bodyR){ for (const d of dogs){ if (!d.alive) continue; const dogR = Math.max((d.scale || 0.7) * 0.6, 0.55) + (d.radExtra != null ? d.radExtra : 0.4); const minSep = bodyR + dogR + 0.08; let dx = pos[0] - d.pos[0]; let dz = pos[2] - d.pos[2]; let dist = Math.hypot(dx, dz); if (dist < 0.0001) { dx = 1; dz = 0; dist = 1; } if (dist < minSep) { const nx = dx / dist, nz = dz / dist; const need = minSep - dist; pos[0] += nx * need; pos[2] += nz * need; d.pos[0] -= nx * need * 0.25; d.pos[2] -= nz * need * 0.25; d.wanderTimer = 0; sfxBumpThrottled(160); } } } function updatePatrolHostile(dt){ if (!patrolHostile.alive) return; if (patrolHostile.dying > 0) { patrolHostile.dying -= dt; if (patrolHostile.dying <= 0) patrolHostile.alive = false; return; } const target = patrolHostile.targetIsA ? patrolHostile.waypointA : patrolHostile.waypointB; let dx = target[0] - patrolHostile.pos[0]; let dz = target[2] - patrolHostile.pos[2]; const dist = Math.hypot(dx, dz); if (dist > 0.05) { const nx = dx / dist, nz = dz / dist; patrolHostile.pos[0] += nx * patrolHostile.speed * dt; patrolHostile.pos[2] += nz * patrolHostile.speed * dt; } else { patrolHostile.targetIsA = !patrolHostile.targetIsA; } const pBeforeX = patrolHostile.pos[0], pBeforeZ = patrolHostile.pos[2]; separateFromDogs(patrolHostile.pos, patrolHostile.scale * 0.6); if (Math.hypot(patrolHostile.pos[0]-pBeforeX, patrolHostile.pos[2]-pBeforeZ) > 0.15) { patrolHostile.targetIsA = !patrolHostile.targetIsA; } if (patrolHostile.hurtCooldown > 0) patrolHostile.hurtCooldown -= dt; const d2 = Math.hypot(patrolHostile.pos[0] - cam.pos[0], patrolHostile.pos[2] - cam.pos[2]); if (d2 < 1.2 && hurtCooldown <= 0) { playerHP -= 1; hurtCooldown = 0.6; hurtFlash = 0.25; flashHint('HURT'); sfxHurt(); if (playerHP <= 0) { playerHP = 5; hurtCooldown = 1.5; const ax = cam.pos[0] - patrolHostile.pos[0], az = cam.pos[2] - patrolHostile.pos[2]; const al = Math.hypot(ax, az) || 1; patrolHostile.pos[0] -= (ax/al) * 2.2; patrolHostile.pos[2] -= (az/al) * 2.2; flashHint('RECOVERED'); } } } function updateDogs(dt){ for (const d of dogs){ if (!d.alive) continue; if (d.wanderTimer > 0){ d.wanderTimer -= dt; } else { d.wanderTimer = 2.0 + Math.random()*3.0; const ang = Math.random()*Math.PI*2; const rad = 1.2 + Math.random()*2.0; d.target[0] = d.pos[0] + Math.cos(ang)*rad; d.target[2] = d.pos[2] + Math.sin(ang)*rad; } const dogRad = Math.max((d.scale || 0.7) * 0.55, (d.scale || 0.7) * 0.6) + (d.radExtra != null ? d.radExtra : 0.35); function solidBoxes(){ const boxes = []; function add(minX, maxX, minZ, maxZ){ boxes.push([minX, maxX, minZ, maxZ]); } for (const node of sceneNodes){ if (!node || !node.pos) continue; const nm = node.name || ''; if (nm === 'ground' || nm === 'marker') continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; const box = nodeHitAABB(node); if (!box) continue; const pad = dogRad + 0.18; add(box[0][0] - pad, box[1][0] + pad, box[0][2] - pad, box[1][2] + pad); } if (!door.open) { const s = door.scale; const sx = Array.isArray(s) ? s[0] : s, sz = Array.isArray(s) ? s[2] : s; const pad = dogRad + 0.1; add(door.pos[0] - sx*0.5 - pad, door.pos[0] + sx*0.5 + pad, door.pos[2] - sz*0.5 - pad, door.pos[2] + sz*0.5 + pad); } for (const p of ammoPickups){ if (!p.alive) continue; const hs = (p.scale || 0.7) * 0.6 + dogRad; add(p.pos[0] - hs, p.pos[0] + hs, p.pos[2] - hs, p.pos[2] + hs); } for (const l of lamps){ const pr = Math.max(l.postScale[0], l.postScale[2]) * 0.5 + dogRad; add(l.pos[0] - pr, l.pos[0] + pr, l.pos[2] - pr, l.pos[2] + pr); } return boxes; } function pushDogOut(pos){ let hit = false; const boxes = solidBoxes(); for (let pass = 0; pass < 5; pass++){ let moved = false; for (const b of boxes){ const minX = b[0], maxX = b[1], minZ = b[2], maxZ = b[3]; if (pos[0] <= minX || pos[0] >= maxX || pos[2] <= minZ || pos[2] >= maxZ) continue; const dxL = pos[0] - minX, dxR = maxX - pos[0]; const dzB = pos[2] - minZ, dzF = maxZ - pos[2]; const m = Math.min(dxL, dxR, dzB, dzF); if (m === dxL) pos[0] = minX; else if (m === dxR) pos[0] = maxX; else if (m === dzB) pos[2] = minZ; else pos[2] = maxZ; moved = true; hit = true; } if (!moved) break; } return hit; } const dx = d.target[0] - d.pos[0]; const dz = d.target[2] - d.pos[2]; const dist = Math.hypot(dx, dz); if (dist > 0.05){ const nx = dx/dist, nz = dz/dist; const steps = 3; const step = (d.speed * dt) / steps; for (let s = 0; s < steps; s++){ const ox = d.pos[0], oz = d.pos[2]; d.pos[0] = ox + nx * step; d.pos[2] = oz + nz * step; const blocked = pushDogOut(d.pos); if (Math.hypot(d.pos[0]-ox, d.pos[2]-oz) < step * 0.25) { d.pos[0] = ox + nx * step; d.pos[2] = oz; pushDogOut(d.pos); const xOk = Math.abs(d.pos[0] - ox) > step * 0.2; if (!xOk) { d.pos[0] = ox; d.pos[2] = oz + nz * step; pushDogOut(d.pos); } d.wanderTimer = Math.min(d.wanderTimer, 0.15); } else if (blocked) { d.wanderTimer = Math.min(d.wanderTimer, 0.4); } } } else { pushDogOut(d.pos); } for (const o of dogs){ if (o === d || !o.alive) continue; const ddx = d.pos[0] - o.pos[0]; const ddz = d.pos[2] - o.pos[2]; const dd = Math.hypot(ddx, ddz); const minSep = dogRad + ((o.scale || 0.7) * 0.55 + 0.35) * 0.85; if (dd > 0.001 && dd < minSep){ const push = (minSep - dd) * 0.5; const nnx = ddx / dd, nnz = ddz / dd; d.pos[0] += nnx * push; d.pos[2] += nnz * push; o.pos[0] -= nnx * push; o.pos[2] -= nnz * push; pushDogOut(d.pos); pushDogOut(o.pos); d.wanderTimer = 0; o.wanderTimer = 0; sfxBumpThrottled(220); } } if (d.pos[0] < -6) d.pos[0] = -6; if (d.pos[0] > 6) d.pos[0] = 6; if (d.pos[2] < -8) d.pos[2] = -8; if (d.pos[2] > 2) d.pos[2] = 2; } } let last = performance.now(); let frames = 0, fpsTime = 0, fps = 0; const fpsEl = document.createElement('div'); fpsEl.style.position='fixed'; fpsEl.style.right='12px'; fpsEl.style.top='12px'; fpsEl.style.color='#9ecbff'; fpsEl.style.fontSize='12px'; fpsEl.style.opacity='0.85'; fpsEl.style.background='rgba(0,0,0,.25)'; fpsEl.style.padding='6px 10px'; fpsEl.style.borderRadius='8px'; fpsEl.style.pointerEvents='none'; document.body.appendChild(fpsEl); const crossEl = document.createElement('div'); crossEl.id = 'muse-cross'; crossEl.style.cssText = 'position:fixed;left:50%;top:50%;width:18px;height:18px;margin:-9px 0 0 -9px;pointer-events:none;z-index:20;'; crossEl.innerHTML = '
'; document.body.appendChild(crossEl); const hitMarkEl = document.createElement('div'); hitMarkEl.id = 'muse-hitmark'; hitMarkEl.style.cssText = 'position:fixed;left:50%;top:50%;width:28px;height:28px;margin:-14px 0 0 -14px;pointer-events:none;z-index:21;opacity:0;transition:opacity .08s;color:#ffe566;font-size:22px;font-weight:700;text-align:center;line-height:28px;text-shadow:0 0 8px #ffaa00,0 0 2px #000'; hitMarkEl.textContent = 'X'; document.body.appendChild(hitMarkEl); const HIT_STYLES = { hostile: { mark:'+', css:'#ff4d4d', gl:[1.0,0.25,0.22], flash:[1.0,0.45,0.4], dur:0.34, hint:'HIT HOSTILE' }, patrol: { mark:'+', css:'#ff9a3c', gl:[1.0,0.55,0.15], flash:[1.0,0.75,0.35], dur:0.34, hint:'HIT PATROL' }, dog: { mark:'*', css:'#ffe08a', gl:[1.0,0.88,0.45], flash:[1.0,0.9,0.7], dur:0.3, hint:'DOG!' }, wood: { mark:'#', css:'#c48a4a', gl:[0.85,0.55,0.28], flash:[0.95,0.7,0.4], dur:0.28, hint:'WOOD HIT' }, metal: { mark:'+', css:'#d8f0ff', gl:[0.75,0.9,1.0], flash:[0.85,0.95,1.0], dur:0.26, hint:'METAL HIT' }, wall: { mark:'x', css:'#a8b4c4', gl:[0.7,0.78,0.88], flash:[0.85,0.88,0.92], dur:0.26, hint:'WALL HIT' }, stone: { mark:'*', css:'#d2c4a0', gl:[0.85,0.78,0.55], flash:[0.9,0.85,0.7], dur:0.3, hint:'STONE HIT' }, soft: { mark:'X', css:'#ffe566', gl:[1.0,0.92,0.25], flash:[1.0,0.75,0.45], dur:0.28, hint:'TARGET HIT' }, lamp: { mark:'*', css:'#fff6b0', gl:[1.0,0.95,0.55], flash:[1.0,1.0,0.85], dur:0.45, hint:'LAMP HIT', burst:true } }; function resolveHitStyle(kind, node){ if (kind === 'hostile') return HIT_STYLES.hostile; if (kind === 'patrol') return HIT_STYLES.patrol; if (kind === 'dog') return HIT_STYLES.dog; if (kind === 'lamp') return HIT_STYLES.lamp; const name = (node && node.name) ? String(node.name) : ''; if (/barrel|door/i.test(name)) return HIT_STYLES.metal; if (/bayWall|warehouse|shed|pier/i.test(name)) return HIT_STYLES.wall; if (/cover|crate|rope|Stack/i.test(name)) return HIT_STYLES.wood; if (/glb|glbImport/i.test(name)) return HIT_STYLES.stone; if (/Pyramid|Rock|obj/i.test(name)) return HIT_STYLES.stone; if (kind === 'impact') { if (/Wall|warehouse|shed/i.test(name)) return HIT_STYLES.wall; if (/cover|rope/i.test(name)) return HIT_STYLES.wood; return HIT_STYLES.wall; } return HIT_STYLES.soft; } function showHitMarker(style){ style = style || HIT_STYLES.soft; hitMarkEl.textContent = style.mark; hitMarkEl.style.color = style.css; hitMarkEl.style.textShadow = '0 0 10px ' + style.css + ',0 0 2px #000'; hitMarkEl.style.opacity = '1'; hitMarkEl.style.fontSize = style.burst ? '36px' : '22px'; hitMarkEl.style.width = style.burst ? '48px' : '28px'; hitMarkEl.style.height = style.burst ? '48px' : '28px'; hitMarkEl.style.margin = style.burst ? '-24px 0 0 -24px' : '-14px 0 0 -14px'; hitMarkEl.style.lineHeight = style.burst ? '48px' : '28px'; hitMarkEl.style.transform = style.burst ? 'scale(1.6)' : 'scale(1.2)'; if (style.burst) { hitMarkEl.style.border = '2px solid ' + style.css; hitMarkEl.style.borderRadius = '50%'; hitMarkEl.style.background = 'rgba(255,240,160,0.25)'; hitMarkEl.style.boxShadow = '0 0 18px ' + style.css; } else { hitMarkEl.style.border = 'none'; hitMarkEl.style.borderRadius = '0'; hitMarkEl.style.background = 'transparent'; hitMarkEl.style.boxShadow = 'none'; } hitStyleGl = style.gl.slice(); hitStyleDur = style.dur; hitFlashTimer = style.dur; setTimeout(function(){ hitMarkEl.style.opacity = '0'; hitMarkEl.style.transform = 'scale(1)'; hitMarkEl.style.border = 'none'; hitMarkEl.style.background = 'transparent'; hitMarkEl.style.boxShadow = 'none'; }, Math.max(180, style.dur * 1000 * 0.75)); } function applyObjectFlash(node, style){ if (!node || !style) return; node.hitFlash = Math.max(node.hitFlash || 0, style.dur * 0.65); node.hitFlashColor = style.flash.slice(); } const hintEl = document.createElement('div'); hintEl.style.position='fixed'; hintEl.style.left='50%'; hintEl.style.top='18%'; hintEl.style.transform='translateX(-50%)'; hintEl.style.color='#fff'; hintEl.style.fontSize='14px'; hintEl.style.background='rgba(0,0,0,.55)'; hintEl.style.padding='6px 10px'; hintEl.style.borderRadius='8px'; hintEl.style.opacity='0'; hintEl.style.transition='opacity .3s'; hintEl.style.pointerEvents='none'; document.body.appendChild(hintEl); let lastHintText = ''; function flashHint(text){ lastHintText = text; hintEl.textContent = text; hintEl.style.opacity='1'; setTimeout(()=>{ hintEl.style.opacity='0'; }, 1500); } function coachDump(){ try { const stamp = new Date().toISOString().replace(/[:.]/g,'-'); const state = { stamp, title: document.title, cam: { pos: cam.pos.slice(), yaw: cam.yaw, pitch: cam.pitch }, ammoMag: ammoMag, ammoReserve: ammoReserve, reloading: reloading, nightMode: nightMode, score: score, hostile: { alive: hostile.alive, hp: hostile.hp, pos: hostile.pos.slice(), dying: hostile.dying }, patrol: { alive: patrolHostile.alive, hp: patrolHostile.hp, pos: patrolHostile.pos.slice(), dying: patrolHostile.dying }, dogs: dogs.map(d=>({pos:d.pos.slice(), alive:d.alive})), targets: targets.map(t => ({ name: t.name, hp: t.hp, dying: t.dying||0, pos: t.pos ? t.pos.slice() : null })), lastHint: lastHintText }; const a1 = document.createElement('a'); a1.href = URL.createObjectURL(new Blob([JSON.stringify(state,null,2)], {type:'application/json'})); a1.download = 'muse-coach-'+stamp+'.json'; document.body.appendChild(a1); a1.click(); a1.remove(); setTimeout(function(){ URL.revokeObjectURL(a1.href); }, 2000); const a2 = document.createElement('a'); a2.href = canvas.toDataURL('image/png'); a2.download = 'muse-coach-'+stamp+'.png'; document.body.appendChild(a2); a2.click(); a2.remove(); flashHint('COACH DUMP'); } catch (e) { console.warn(e); flashHint('DUMP FAIL'); } } function showCredit(duration=2500){ if (!creditEl) return; creditEl.style.opacity='1'; creditEl.style.pointerEvents='auto'; setTimeout(()=>{ creditEl.style.opacity='0'; creditEl.style.pointerEvents='none'; }, duration); } let _charShapeInit = false; function render(now){ if (!_charShapeInit) { _charShapeInit = true; applyCharShapePack(); } resize(); const dt = Math.min(0.05, (now - last)/1000); last = now; if (shootCooldown > 0) shootCooldown -= dt; if (hitFlashTimer > 0) hitFlashTimer -= dt; if (hurtFlash > 0) hurtFlash -= dt; if (muzzleFlash > 0) muzzleFlash -= dt; if (reloading) { reloadTimer -= dt; if (reloadTimer <= 0) { reloading = false; const take = shareAmmoIntoMag(); flashHint(take > 0 ? ('RELOADED +' + take) : 'RELOADED'); sfxReloadEnd(); } } updateCamera(dt); if (!orbit.enabled) { resolveCollision(); checkAmmoPickups(); updateHostile(dt); updatePatrolHostile(dt); updateDogs(dt); for (const n of sceneNodes) { if (n.dying > 0) { n.dying -= dt; if (n.dying <= 0) { n.dying = 0; n.hp = 0; } } } const allCratesDown = targets.filter(t => t.name && /^(crate\d|obj)/.test(t.name)).every(t => t.hp <= 0); if (hostile.alive === false && patrolHostile.alive === false && allCratesDown && !wonOnce){ wonOnce = true; flashHint('WIN'); } } frames++; fpsTime += dt; if (fpsTime >= 0.5){ fps = Math.round(frames / fpsTime); frames=0; fpsTime=0; } const litCount = lamps.filter(lampLit).length; const modeStr = nightMode ? ('NIGHT L' + litCount + '/' + lamps.length + (litCount===0?' MOON':'')) : 'DAY'; const reloadStr = reloading ? ' RELOAD' : ''; const crouchStr = crouching ? ' CROUCH' : ''; const dogsAlive = dogs.filter(d=>d.alive).length; fpsEl.textContent = fps + ' FPS · ' + modeStr + ' · HP ' + playerHP + ' · AMMO ' + ammoMag + '/' + ammoReserve + reloadStr + crouchStr + ' · DOGS ' + dogsAlive + ' · Score ' + score; const aspect = canvas.width / canvas.height; const proj = perspective(Math.PI/4, aspect, 0.1, 100); let view; if (orbit.enabled) { view = lookAt(cam.pos, orbit.target, [0,1,0]); } else { const cp = Math.cos(cam.pitch), sp = Math.sin(cam.pitch); const target = [ cam.pos[0] + Math.sin(cam.yaw) * cp, cam.pos[1] + sp, cam.pos[2] + (-Math.cos(cam.yaw) * cp) ]; view = lookAt(cam.pos, target, [0,1,0]); } const lightDirDay = [0.5, 0.8, 0.6]; const lightDirNight = [0.25, 0.95, 0.35]; const lightDir = nightMode ? lightDirNight : lightDirDay; const lightPos = [0,0,0]; for (let i=0;i<3;i++) lightPos[i] = orbit.target[i] - lightDir[i]*12; const lightView = lookAt(lightPos, orbit.target, [0,1,0]); const lightProj = ortho(-10,10,-10,10,1,35); const lightVP = multiply(lightProj, lightView); const lightMVP = lightVP; const dayClear = [0.45,0.58,0.78]; const litForSky = nightMode ? lamps.filter(lampLit).length : 4; const nightClear = [ 0.005 + litForSky * 0.004, 0.007 + litForSky * 0.005, 0.020 + litForSky * 0.008 ]; const clearCol = nightMode ? nightClear : dayClear; gl.clearColor(clearCol[0], clearCol[1], clearCol[2], 1.0); if (useShadowMap) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadowFBO); gl.viewport(0,0,SHADOW_SIZE,SHADOW_SIZE); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.useProgram(depthProgram); gl.colorMask(false, false, false, false); gl.uniformMatrix4fv(d_uLightVP, false, lightVP); const casterModels = {}; for (const node of sceneNodes) { if (node.name === 'ground') continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; let model = identity(); if (node.name === 'marker' && !node.pos) { model = rotateY(identity(), now*0.001*1.2); } else if (node.pos) { let s = node.scale; if (!Array.isArray(s)) s = [s,s,s]; let m = identity(); m[0]=s[0]; m[5]=s[1]; m[10]=s[2]; m[12] = node.pos[0]; m[13] = node.pos[1]; m[14] = node.pos[2]; model = m; } casterModels[node.name] = model; drawMeshDepth(node.mesh, model); } for (const p of ammoPickups){ if (!p.alive) continue; let m = identity(); m[0]=p.scale; m[5]=p.scale; m[10]=p.scale; m[12]=p.pos[0]; m[13]=p.pos[1]; m[14]=p.pos[2]; drawMeshDepth(p.mesh, m); } for (const d of dogs){ if (!d.alive) continue; let m = identity(); m[0]=d.scale; m[5]=d.scale*0.6; m[10]=d.scale*1.2; m[12]=d.pos[0]; m[13]=d.pos[1]; m[14]=d.pos[2]; drawMeshDepth(d.mesh, m); } if (casterModels['crate0']) { let parentM = casterModels['crate0']; let childM = translate(identity(), childMarker.local[0], childMarker.local[1], childMarker.local[2]); childM = multiply(parentM, childM); drawMeshDepth(childMarker.mesh, childM); } if (hostile.alive) { const hs = hostileDrawScale(hostile); let m = groundedBoxModel(hostile.pos[0], hostile.pos[2], hs.xz, hs.y, hostile.baseY); drawMeshDepth(hostile.mesh, m); } if (patrolHostile.alive) { const hs = hostileDrawScale(patrolHostile); let m = groundedBoxModel(patrolHostile.pos[0], patrolHostile.pos[2], hs.xz, hs.y, patrolHostile.baseY); drawMeshDepth(patrolHostile.mesh, m); } let doorM = identity(); let ds = door.scale; doorM[0]=ds[0]; doorM[5]=ds[1]; doorM[10]=ds[2]; doorM[12]=door.pos[0]; doorM[13]=door.pos[1]; doorM[14]=door.pos[2]; if (door.open) doorM = rotateY(doorM, Math.PI/2); drawMeshDepth(door.mesh, doorM); for (const l of lamps){ let m = identity(); m[0]=l.postScale[0]; m[5]=l.postScale[1]; m[10]=l.postScale[2]; m[12]=l.pos[0]; m[13]=l.pos[1]; m[14]=l.pos[2]; drawMeshDepth(crateMesh, m); let bm = identity(); bm[0]=l.bulbScale[0]; bm[5]=l.bulbScale[1]; bm[10]=l.bulbScale[2]; bm[12]=l.pos[0]; bm[13]=l.pos[1]+l.postScale[1]*0.5+0.1; bm[14]=l.pos[2]; drawMeshDepth(crateMesh, bm); } gl.colorMask(true, true, true, true); gl.bindFramebuffer(gl.FRAMEBUFFER, null); } gl.viewport(0,0,canvas.width,canvas.height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.useProgram(program); gl.uniformMatrix4fv(uProj, false, proj); gl.uniformMatrix4fv(uView, false, view); gl.uniform3fv(uLightDir, lightDir); let sceneAmbient = 0.25; if (nightMode) { const litN = lamps.filter(lampLit).length; sceneAmbient = 0.022 + litN * 0.008; gl.uniform1f(uAmbientAmt, sceneAmbient); gl.uniform1f(uDirAmt, 0.045 + litN * 0.015); } else { gl.uniform1f(uAmbientAmt, sceneAmbient); gl.uniform1f(uDirAmt, 0.75); } const activeLamps = nightMode ? nearestLitLamps(2) : []; const pointBoost = 2.75; if (activeLamps[0]) { gl.uniform3fv(uPointPos, lampBulbTip(activeLamps[0])); gl.uniform3fv(uPointColor, [1.0*pointBoost, 0.88*pointBoost, 0.48*pointBoost]); gl.uniform1f(uPointRadius, 18.0); } else { gl.uniform3fv(uPointPos, [0,0,0]); gl.uniform3fv(uPointColor, [0,0,0]); gl.uniform1f(uPointRadius, 0.0); } if (activeLamps[1]) { gl.uniform3fv(uPointPos2, lampBulbTip(activeLamps[1])); gl.uniform3fv(uPointColor2, [0.95*pointBoost, 0.82*pointBoost, 0.42*pointBoost]); gl.uniform1f(uPointRadius2, 17.0); } else { gl.uniform3fv(uPointPos2, [0,0,0]); gl.uniform3fv(uPointColor2, [0,0,0]); gl.uniform1f(uPointRadius2, 0.0); } gl.uniform1f(uAlpha, 1.0); gl.uniform3fv(uCamPos, cam.pos); const fogCol = nightMode ? [0.01 + litForSky*0.004, 0.015 + litForSky*0.005, 0.04 + litForSky*0.01] : [0.45,0.58,0.78]; gl.uniform3fv(uFogColor, fogCol); gl.uniform1f(uFogNear, 8.0); gl.uniform1f(uFogFar, 28.0); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, albedoTex); gl.uniform1i(uAlbedo, 1); if (useShadowMap) { gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, shadowTex); gl.uniform1i(uShadowMap, 0); gl.uniformMatrix4fv(uLightMVP, false, lightMVP); gl.uniform1f(uShadowBias, 0.004); gl.uniform1f(uUseShadow, 1.0); } else { gl.uniformMatrix4fv(uLightMVP, false, identity()); gl.uniform1f(uShadowBias, 0.0); gl.uniform1f(uUseShadow, 0.0); } gl.bindBuffer(gl.ARRAY_BUFFER, gridVBO); gl.enableVertexAttribArray(aPos); gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 12, 0); gl.disableVertexAttribArray(aNormal); gl.uniformMatrix4fv(uModel, false, identity()); gl.uniform3fv(uBaseColor, [0.75,0.85,1.0]); gl.uniform3fv(uSpecColor, [0.0,0.0,0.0]); gl.uniform1f(uShininess, 1.0); gl.uniform1f(uUseTex, 0.0); gl.drawArrays(gl.LINES, 0, gridLines.length/3); if (!useShadowMap) { gl.uniform1f(uPointRadius, 0.0); gl.uniform1f(uPointRadius2, 0.0); gl.uniform3fv(uLightDir, [0.0, 1.0, 0.0]); gl.uniform1f(uAlpha, 0.38); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.depthMask(false); for (const node of sceneNodes) { if (!frustumCull(node) || !node.pos) continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; const s = node.scale; const sx = (Array.isArray(s) ? s[0] : s) * 1.15; const sz = (Array.isArray(s) ? s[2] : s) * 1.15; let m = identity(); m[0]=sx; m[5]=1.0; m[10]=sz; m[12] = node.pos[0]; m[13] = 0.02; m[14] = node.pos[2]; gl.uniformMatrix4fv(uModel, false, m); gl.uniform3fv(uBaseColor, [0.02,0.02,0.04]); gl.uniform3fv(uSpecColor, [0,0,0]); gl.uniform1f(uShininess, 1.0); gl.uniform1f(uUseTex, 0.0); gl.bindBuffer(gl.ARRAY_BUFFER, shadowQuad.vbo); gl.enableVertexAttribArray(aPos); gl.enableVertexAttribArray(aNormal); gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 24, 0); gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 24, 12); gl.drawArrays(gl.TRIANGLES, 0, shadowQuad.count); } gl.depthMask(true); gl.disable(gl.BLEND); gl.uniform1f(uAlpha, 1.0); gl.uniform3fv(uLightDir, lightDir); { const al = nightMode ? nearestLitLamps(2) : []; gl.uniform1f(uPointRadius, al[0] ? 16.0 : 0.0); gl.uniform1f(uPointRadius2, al[1] ? 15.0 : 0.0); } } const nodeModels = {}; for (const node of sceneNodes) { if (!frustumCull(node)) continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; let model = identity(); if (node.name === 'marker' && !node.pos) { model = rotateY(identity(), now*0.001*1.2); } else if (node.pos) { const s = node.scale; const sx = Array.isArray(s) ? s[0] : s; const sy = Array.isArray(s) ? s[1] : s; const sz = Array.isArray(s) ? s[2] : s; let m = identity(); m[0]=sx; m[5]=sy; m[10]=sz; m[12] = node.pos[0]; m[13] = node.pos[1]; m[14] = node.pos[2]; model = m; } nodeModels[node.name] = model; gl.enableVertexAttribArray(aNormal); gl.uniform1f(uUseTex, node.useTex ? 1.0 : 0.0); let baseColor = node.color.slice(); if (node.hitFlash && node.hitFlash > 0){ baseColor = (node.hitFlashColor && node.hitFlashColor.length === 3) ? node.hitFlashColor.slice() : [1.0, 0.6, 0.6]; node.hitFlash -= dt; } if (node.hp !== undefined && node.pos && (node.hp > 0 || node.dying > 0)){ const s = node.scale; const sx0 = Array.isArray(s) ? s[0] : s; const sy0 = Array.isArray(s) ? s[1] : s; const sz0 = Array.isArray(s) ? s[2] : s; const maxHp = node.maxHp || 3; const hpShow = Math.max(node.hp, 0); let dmg = 1.0 - (maxHp - hpShow) * 0.08; if (dmg < 0.7) dmg = 0.7; let fall = 1.0; if (node.dying > 0) { fall = Math.max(0, Math.min(1, node.dying / 0.45)); dmg = 0.7; } const sx = sx0 * dmg * (0.55 + 0.45 * fall); const sy = sy0 * dmg * fall; const sz = sz0 * dmg * (0.55 + 0.45 * fall); model[0]=Math.max(0.02,sx); model[5]=Math.max(0.02,sy); model[10]=Math.max(0.02,sz); model[12]=node.pos[0]; model[14]=node.pos[2]; if (node.pivot === 'base') { model[13]=node.pos[1]; } else { model[13]= model[5] * 0.5; } } gl.uniformMatrix4fv(uModel, false, model); drawMesh(node.mesh, model, baseColor, node.spec || [0.2,0.2,0.2], node.shin || 32); } for (const p of ammoPickups){ if (!p.alive) continue; drawAmmoBox(p); } for (const d of dogs){ if (!d.alive) continue; let m = identity(); m[0]=d.scale; m[5]=d.scale*0.6; m[10]=d.scale*1.2; m[12]=d.pos[0]; m[13]=d.pos[1]; m[14]=d.pos[2]; gl.uniform1f(uUseTex, 0.0); let col = d.color.slice(); if (d.hitFlash > 0) { col = (d.hitFlashColor && d.hitFlashColor.length === 3) ? d.hitFlashColor.slice() : [1.0, 0.9, 0.7]; d.hitFlash -= dt; } gl.uniformMatrix4fv(uModel, false, m); drawMesh(d.mesh, m, col, d.spec, d.shin); } if (nodeModels['crate0']) { let parentM = nodeModels['crate0']; let childM = translate(identity(), childMarker.local[0], childMarker.local[1], childMarker.local[2]); childM = multiply(parentM, childM); gl.uniform1f(uUseTex, 0.0); drawMesh(childMarker.mesh, childM, childMarker.color, childMarker.spec, childMarker.shin); } let doorM = identity(); let ds = door.scale; doorM[0]=ds[0]; doorM[5]=ds[1]; doorM[10]=ds[2]; doorM[12]=door.pos[0]; doorM[13]=door.pos[1]; doorM[14]=door.pos[2]; if (door.open) doorM = rotateY(doorM, Math.PI/2); gl.uniform1f(uUseTex, 0.0); let doorCol = door.color; if (door.hitFlash && door.hitFlash > 0) { doorCol = (door.hitFlashColor && door.hitFlashColor.length === 3) ? door.hitFlashColor.slice() : [0.85, 0.95, 1.0]; door.hitFlash -= dt; } gl.uniformMatrix4fv(uModel, false, doorM); drawMesh(door.mesh, doorM, doorCol, door.spec, door.shin); for (const l of lamps){ const postH = l.postScale[1]; let m = identity(); m[0]=l.postScale[0]; m[5]=postH; m[10]=l.postScale[2]; m[12]=l.pos[0]; m[13]=l.pos[1] + postH * 0.5; m[14]=l.pos[2]; gl.uniform1f(uUseTex, 0.0); gl.uniformMatrix4fv(uModel, false, m); let postCol = [0.35,0.35,0.38]; if (l.hitFlash && l.hitFlash > 0) { postCol = (l.hitFlashColor && l.hitFlashColor.length === 3) ? l.hitFlashColor.slice() : [1.0,0.95,0.7]; l.hitFlash -= dt; } drawMesh(crateMesh, m, postCol, [0.15,0.15,0.18], 18); let bm = identity(); const lit = lampLit(l); const bs = lit ? [l.bulbScale[0]*1.15, l.bulbScale[1]*1.15, l.bulbScale[2]*1.15] : [l.bulbScale[0]*0.95, l.bulbScale[1]*0.95, l.bulbScale[2]*0.95]; bm[0]=bs[0]; bm[5]=bs[1]; bm[10]=bs[2]; bm[12]=l.pos[0]; bm[13]=l.pos[1] + postH + l.bulbScale[1]*0.5; bm[14]=l.pos[2]; let bulbCol = lit ? [1.0,0.92,0.45] : (l.broken ? [0.12,0.12,0.13] : [0.22,0.22,0.24]); if (l.hitFlash && l.hitFlash > 0) bulbCol = [1.0, 1.0, 0.75]; const bulbSpec = lit ? [1.0,0.98,0.75] : [0.08,0.08,0.1]; const bulbShin = lit ? 120 : 12; if (lit) gl.uniform1f(uAmbientAmt, 1.35); gl.uniformMatrix4fv(uModel, false, bm); drawMesh(crateMesh, bm, bulbCol, bulbSpec, bulbShin); if (lit) gl.uniform1f(uAmbientAmt, sceneAmbient); } if (hostile.alive) { const hs = hostileDrawScale(hostile); let m = groundedBoxModel(hostile.pos[0], hostile.pos[2], hs.xz, hs.y, hostile.baseY); gl.uniform1f(uUseTex, 0.0); let baseColor = [0.9, 0.2, 0.2]; if (hostile.hitFlash > 0) { baseColor = (hostile.hitFlashColor && hostile.hitFlashColor.length === 3) ? hostile.hitFlashColor.slice() : [1.0, 0.45, 0.4]; hostile.hitFlash -= dt; } gl.uniformMatrix4fv(uModel, false, m); drawMesh(hostile.mesh, m, baseColor, [0.6,0.2,0.2], 40); } if (patrolHostile.alive) { const hs = hostileDrawScale(patrolHostile); let m = groundedBoxModel(patrolHostile.pos[0], patrolHostile.pos[2], hs.xz, hs.y, patrolHostile.baseY); gl.uniform1f(uUseTex, 0.0); let baseColor = [0.95, 0.65, 0.15]; if (patrolHostile.hitFlash > 0) { baseColor = (patrolHostile.hitFlashColor && patrolHostile.hitFlashColor.length === 3) ? patrolHostile.hitFlashColor.slice() : [1.0, 0.75, 0.35]; patrolHostile.hitFlash -= dt; } gl.uniformMatrix4fv(uModel, false, m); drawMesh(patrolHostile.mesh, m, baseColor, [0.7,0.4,0.1], 40); } if (hitFlashTimer > 0) { gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE); gl.disable(gl.DEPTH_TEST); const dur = hitStyleDur > 0.01 ? hitStyleDur : 0.28; const a = Math.max(0, Math.min(1, hitFlashTimer / dur)); const s = 0.035 + 0.025 * (1.0 - a); const q = new Float32Array([ -s, -s*0.12, s, -s*0.12, s, s*0.12, -s, -s*0.12, s, s*0.12, -s, s*0.12, -s*0.12, -s, s*0.12, -s, s*0.12, s, -s*0.12, -s, s*0.12, s, -s*0.12, s ]); const vboH = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vboH); gl.bufferData(gl.ARRAY_BUFFER, q, gl.STATIC_DRAW); gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPos); gl.disableVertexAttribArray(aNormal); gl.uniformMatrix4fv(uModel, false, identity()); gl.uniformMatrix4fv(uView, false, identity()); gl.uniformMatrix4fv(uProj, false, identity()); gl.uniform3fv(uBaseColor, hitStyleGl); gl.uniform1f(uAlpha, a * 0.95); gl.drawArrays(gl.TRIANGLES, 0, 12); gl.deleteBuffer(vboH); gl.enable(gl.DEPTH_TEST); gl.disable(gl.BLEND); gl.uniform1f(uAlpha, 1.0); } if (muzzleFlash > 0) { gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE); gl.disable(gl.DEPTH_TEST); const alpha = Math.max(0, muzzleFlash / 0.12); const quad = new Float32Array([-0.08, -0.08, 0.08, -0.08, 0.08, 0.08, -0.08, -0.08, 0.08, 0.08, -0.08, 0.08]); const vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, quad, gl.STATIC_DRAW); gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPos); gl.disableVertexAttribArray(aNormal); gl.uniformMatrix4fv(uModel, false, identity()); gl.uniformMatrix4fv(uView, false, identity()); gl.uniformMatrix4fv(uProj, false, identity()); gl.uniform3fv(uBaseColor, [1.0, 0.85, 0.4]); gl.uniform1f(uAlpha, alpha * 0.9); gl.drawArrays(gl.TRIANGLES, 0, 6); gl.deleteBuffer(vbo); gl.enable(gl.DEPTH_TEST); gl.disable(gl.BLEND); } requestAnimationFrame(render); } showCredit(2500); if (/sell=p8/.test(location.search)) { setTimeout(()=>{ nightMode = false; cam.pos = [3.2, 1.55, 4.0]; cam.yaw = -0.85; cam.pitch = -0.12; cam.speed = 2.6; orbit.target = [0.15, 1.0, -2.3]; orbit.radius = 7.2; flashHint('FBO shadows'); const t0 = performance.now(); let orbitArmed = false; demoDrive = setInterval(() => { if (!demoDrive) return; const t = (performance.now() - t0) / 1000; nightMode = false; keys['KeyW'] = (t >= 0.1 && t < 2.2); keys['KeyA'] = (t >= 2.2 && t < 3.0); keys['KeyD'] = false; keys['KeyS'] = false; if (!orbit.enabled) { cam.yaw = -0.85 + Math.sin(t * 0.7) * 0.35; cam.pitch = -0.12 + Math.sin(t * 0.9) * 0.06; } if (!orbitArmed && t >= 3.0) { orbitArmed = true; orbit.target = [0.15, 1.05, -2.3]; orbit.radius = 7.0; orbit.yaw = -0.7; orbit.pitch = 0.18; enterOrbit(); } if (orbit.enabled) { orbit.yawTarget = -0.7 + (t - 3.0) * 0.55; orbit.pitchTarget = 0.18 + Math.sin((t - 3.0) * 0.8) * 0.07; orbit.radius = 7.0 + Math.sin((t - 3.0) * 0.4) * 0.8; } if (t >= 16.0) { stopDemoDrive(); if (orbit.enabled) exitOrbit(); } }, 33); }, 900); } else if (/sell=p9/.test(location.search)) { setTimeout(()=>{ nightMode = false; cam.pos = [4.0, 1.7, 11.0]; cam.yaw = -0.25; cam.pitch = 0.08; cam.speed = 2.6; orbit.target = [-3.0, 2.2, -2.0]; orbit.radius = 13.5; flashHint('sky / fog / pillars'); const t0 = performance.now(); let orbitArmed = false; demoDrive = setInterval(() => { if (!demoDrive) return; const t = (performance.now() - t0) / 1000; nightMode = false; keys['KeyW'] = (t >= 0.1 && t < 2.5); keys['KeyA'] = false; keys['KeyD'] = (t >= 2.5 && t < 3.2); keys['KeyS'] = false; if (!orbit.enabled) { cam.yaw = -0.25 + t * 0.18; cam.pitch = 0.08 + Math.sin(t * 0.6) * 0.06; } if (!orbitArmed && t >= 3.2) { orbitArmed = true; orbit.target = [-2.5, 2.3, -1.5]; orbit.radius = 13.0; orbit.yaw = 0.15; orbit.pitch = 0.08; enterOrbit(); } if (orbit.enabled) { orbit.yawTarget = 0.15 + (t - 3.2) * 0.52; orbit.pitchTarget = 0.08 + Math.sin((t - 3.2) * 0.5) * 0.10; orbit.radius = 13.0 + Math.sin((t - 3.2) * 0.3) * 1.5; } if (t >= 16.0) { stopDemoDrive(); if (orbit.enabled) exitOrbit(); } }, 33); }, 900); } else if (/demo=1/.test(location.search)) { setTimeout(()=>{ cam.pos = [0.0, 1.6, 5.0]; cam.yaw = 0.0; cam.pitch = -0.15; cam.speed = 2.4; orbit.target = [1.2, 0.8, -1.6]; const t0 = performance.now(); let orbitArmed = false; let nightToggled = false; demoDrive = setInterval(() => { if (!demoDrive) return; const t = (performance.now() - t0) / 1000; keys['KeyW'] = (t >= 0.3 && t < 3.2); keys['KeyS'] = (t >= 6.5 && t < 7.5); keys['KeyA'] = (t >= 3.3 && t < 5.2); keys['KeyD'] = (t >= 5.3 && t < 6.5); if (!orbit.enabled && t < 12) { cam.yaw = Math.sin(t * 0.4) * 0.55; cam.pitch = -0.15 + Math.sin(t * 0.55) * 0.08; } if (!orbitArmed && t >= 7.8) { orbitArmed = true; enterOrbit(); setTimeout(()=>{ if (demoDrive) exitOrbit(); }, 2800); } if (orbit.enabled) { orbit.yawTarget = 0.6 + (t - 7.8) * 0.55; orbit.pitchTarget = 0.32; } if (!nightToggled && t >= 3.5) { nightMode = true; nightToggled = true; flashHint('N day/night'); } if (nightToggled && t >= 8.5 && nightMode) { nightMode = false; } if (t > 4.2 && t < 4.5) tryShoot(); if (t > 5.8 && t < 6.1) tryShoot(); if (t >= 11.2) { stopDemoDrive(); if (orbit.enabled) exitOrbit(); } }, 40); }, 2500); } requestAnimationFrame(render); })();