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Running on Zero
Running on Zero
File size: 25,023 Bytes
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// backend bridge. The world itself (vending machine, house, fields…) is
// built in world.js.
import * as THREE from "three";
import { mergeGeometries } from "https://cdn.jsdelivr.net/npm/three@0.180.0/examples/jsm/utils/BufferGeometryUtils.js";
import { buildWorld } from "/static/world.js";
import { initUI } from "/static/ui.js";
// ---------------------------------------------------------------------------
// Renderer / scene / camera
// ---------------------------------------------------------------------------
const canvas = document.getElementById("scene");
const renderer = new THREE.WebGLRenderer({
canvas,
antialias: true,
powerPreference: "low-power",
});
// 1.5x is visually identical to 2x at this flat-shaded art style, ~44% fewer pixels
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.5));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// nothing that casts shadows ever moves: bake the shadow map once
renderer.shadowMap.autoUpdate = false;
renderer.shadowMap.needsUpdate = true;
const scene = new THREE.Scene();
scene.fog = new THREE.Fog(0xbfe3ff, 90, 420);
const camera = new THREE.PerspectiveCamera(
55,
window.innerWidth / window.innerHeight,
0.1,
1000,
);
// The camera starts high in the sky gaze and dollies down/back during the
// descent for a touch of parallax.
const CAM_START = new THREE.Vector3(0, 7.4, 14.5);
const CAM_END = new THREE.Vector3(0, 4.8, 17);
const LOOK_SKY = new THREE.Vector3(0, 90, -60);
const LOOK_SCENE = new THREE.Vector3(-0.5, 2.8, -3);
camera.position.copy(CAM_START);
camera.lookAt(LOOK_SKY);
camera.layers.enable(1); // cloud layer
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
// ---------------------------------------------------------------------------
// Sky: big inverted dome with a vertical anime-blue gradient
// ---------------------------------------------------------------------------
const skyMaterial = new THREE.ShaderMaterial({
side: THREE.BackSide,
depthWrite: false,
uniforms: {
topColor: { value: new THREE.Color(0x1547a8) },
horizonColor: { value: new THREE.Color(0xbfe3ff) },
},
vertexShader: /* glsl */ `
varying vec3 vWorldPosition;
void main() {
vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: /* glsl */ `
uniform vec3 topColor;
uniform vec3 horizonColor;
varying vec3 vWorldPosition;
void main() {
float h = clamp(normalize(vWorldPosition).y, 0.0, 1.0);
vec3 color = mix(horizonColor, topColor, pow(h, 0.55));
gl_FragColor = vec4(color, 1.0);
}
`,
});
scene.add(new THREE.Mesh(new THREE.SphereGeometry(450, 32, 16), skyMaterial));
// ---------------------------------------------------------------------------
// Lights
// ---------------------------------------------------------------------------
const hemi = new THREE.HemisphereLight(0xcfe8ff, 0xa8b48a, 0.85);
scene.add(hemi);
// Clouds (layer 1) get their own bounce light: white from above, cool
// blue-gray from below — no green ground tint.
const cloudLight = new THREE.HemisphereLight(0xf2f8ff, 0xc9d9ec, 0.9);
cloudLight.layers.set(1);
scene.add(cloudLight);
const sun = new THREE.DirectionalLight(0xfff2dc, 1.6);
sun.layers.enable(1);
sun.position.set(30, 55, 20);
sun.castShadow = true;
sun.shadow.mapSize.set(2048, 2048);
sun.shadow.camera.left = -45;
sun.shadow.camera.right = 45;
sun.shadow.camera.top = 45;
sun.shadow.camera.bottom = -45;
sun.shadow.camera.near = 5;
sun.shadow.camera.far = 150;
sun.shadow.bias = -0.0005;
scene.add(sun);
// ---------------------------------------------------------------------------
// World
// ---------------------------------------------------------------------------
// Collapse the static background into one mesh per material. The scene is
// hundreds of tiny flat-shaded meshes (trees, fences, sunflowers, fields…)
// that never move, so bake each into world space and merge by material —
// cutting draw calls ~3-4x. Interactables (vending/bench/lamp + their hover
// outlines) and the animated bird/clouds are excluded so picking and
// animation keep working; textured/basic meshes (signs, poster, sky) are
// skipped automatically since they aren't plain opaque Lambert.
function mergeStaticWorld(scene, world) {
scene.updateMatrixWorld(true);
const excludedRoots = [world.vending, world.bench, world.lamp, world.gameboy, ...world.clouds];
const isExcluded = (obj) => {
for (let o = obj; o; o = o.parent) if (excludedRoots.includes(o)) return true;
return false;
};
const buckets = new Map(); // material signature -> meshes sharing it
scene.traverse((obj) => {
if (!obj.isMesh || isExcluded(obj)) return;
const m = obj.material;
if (Array.isArray(m) || !m.isMeshLambertMaterial) return;
if (m.map || m.transparent || m.opacity < 1) return;
const key = [
m.color.getHexString(),
m.emissive.getHexString(),
m.flatShading ? 1 : 0,
m.side,
obj.castShadow ? 1 : 0,
obj.receiveShadow ? 1 : 0,
].join(":");
let b = buckets.get(key);
if (!b)
buckets.set(
key,
(b = { material: m, cast: obj.castShadow, receive: obj.receiveShadow, meshes: [] }),
);
b.meshes.push(obj);
});
let saved = 0;
for (const b of buckets.values()) {
if (b.meshes.length < 2) continue; // a lone mesh has nothing to merge with
const geoms = b.meshes.map((mesh) => {
// bake the world transform in, then strip everything but position/normal
// so every geometry in the bucket has identical attributes to merge
const g = mesh.geometry.index
? mesh.geometry.toNonIndexed()
: mesh.geometry.clone();
g.applyMatrix4(mesh.matrixWorld);
for (const name of Object.keys(g.attributes))
if (name !== "position" && name !== "normal") g.deleteAttribute(name);
return g;
});
const merged = mergeGeometries(geoms, false);
geoms.forEach((g) => g.dispose());
if (!merged) continue;
const mesh = new THREE.Mesh(merged, b.material);
mesh.castShadow = b.cast;
mesh.receiveShadow = b.receive;
scene.add(mesh);
for (const old of b.meshes) {
old.geometry.dispose();
old.parent?.remove(old);
}
saved += b.meshes.length - 1;
}
return saved;
}
const world = buildWorld(scene);
mergeStaticWorld(scene, world);
// Lamp pool light: dark by day, ramps up in night mode. Sits at the bulb
// (lamp group origin + the bulb's local offset). No shadows — the shadow map
// is baked once, and this only lights up at night anyway.
const lampLight = new THREE.PointLight(0xffd9a0, 0, 24, 2);
lampLight.position.set(
world.lamp.position.x - 1.85,
world.lamp.position.y + 8.73,
world.lamp.position.z,
);
scene.add(lampLight);
// Freeze transform recomputation for the (almost entirely) static scene;
// only the clouds and the camera move.
scene.traverse((obj) => {
obj.updateMatrix();
obj.matrixAutoUpdate = false;
});
for (const cloud of world.clouds) cloud.matrixAutoUpdate = true;
world.bird.matrixAutoUpdate = true;
world.bird.userData.tail.matrixAutoUpdate = true;
// ---------------------------------------------------------------------------
// Interactables: hover outline + floating label, click hook
// ---------------------------------------------------------------------------
const raycaster = new THREE.Raycaster();
const pointerNDC = new THREE.Vector2(-2, -2); // offscreen until first move
let pointerActive = false;
let hoveredItem = null;
const labelAnchor = new THREE.Vector3();
// anchors are precomputed: nothing interactable ever moves
const collectionAnchor = world.collection.getWorldPosition(new THREE.Vector3());
const interactables = [
{
object: world.vending,
outlines: [world.vending.userData.outline],
label: document.getElementById("vending-label"),
anchor: world.vending.position.clone(),
labelOffsetY: 5.6, // above the machine top
onClick: () => zoomToMachine(),
},
{
object: world.collection,
outlines: world.collection.userData.outlines,
label: document.getElementById("collection-label"),
anchor: collectionAnchor,
labelOffsetY: 1.15, // above the bench backrest
onClick: () => zoomToBench(),
},
{
object: world.lamp,
outlines: [world.lamp.userData.outline],
label: document.getElementById("lamp-label"),
anchor: world.lamp.position.clone(),
labelOffsetY: 5.5, // pole mid-height; CSS sits the bubble to its left
labelOffsetX: -0.3, // left of the bubble
onClick: () => toggleNight(),
},
{
object: world.gameboy,
outlines: [world.gameboy.userData.outline],
label: document.getElementById("gameboy-label"),
anchor: world.gameboy.position.clone(),
labelOffsetY: 1.3, // floats just above the handheld on the ground
onClick: () => zoomToGameboy(),
},
];
window.addEventListener("pointermove", (e) => {
pointerNDC.set(
(e.clientX / window.innerWidth) * 2 - 1,
-(e.clientY / window.innerHeight) * 2 + 1,
);
pointerActive = true;
});
document.addEventListener("pointerleave", () => {
pointerActive = false;
});
function setHoveredItem(item) {
if (item === hoveredItem) return;
if (hoveredItem) {
for (const outline of hoveredItem.outlines) outline.visible = false;
hoveredItem.label.classList.remove("visible");
}
hoveredItem = item;
if (item) {
for (const outline of item.outlines) outline.visible = true;
item.label.classList.add("visible");
}
canvas.style.cursor = item ? "pointer" : "";
}
function updateHover() {
if (intro.phase !== "idle" || view.mode !== "scene" || !pointerActive) {
setHoveredItem(null);
return;
}
raycaster.setFromCamera(pointerNDC, camera);
setHoveredItem(
interactables.find(
(item) => raycaster.intersectObject(item.object, true).length > 0,
) ?? null,
);
if (hoveredItem) {
labelAnchor.copy(hoveredItem.anchor);
labelAnchor.y += hoveredItem.labelOffsetY;
labelAnchor.x += hoveredItem.labelOffsetX || 0;
labelAnchor.project(camera);
hoveredItem.label.style.left = `${((labelAnchor.x + 1) / 2) * window.innerWidth}px`;
hoveredItem.label.style.top = `${((1 - labelAnchor.y) / 2) * window.innerHeight}px`;
}
}
// ---------------------------------------------------------------------------
// Zoom views: machine (modal while zoomed) and bench (a close look at the
// tapes). Click zooms in, close/Esc/click zooms back out.
// ---------------------------------------------------------------------------
// Frames the machine on the left so the modal card sits beside it.
const MACHINE_CAM = new THREE.Vector3(-2.3, 3.0, 10.8);
const MACHINE_LOOK = new THREE.Vector3(-2.9, 2.6, 4.2);
// Leans over the bench seat where the tapes and walkman rest.
const BENCH_CAM = new THREE.Vector3(1.3, 3.3, 8.4);
const BENCH_LOOK = new THREE.Vector3(1.3, 1.15, 4.4);
// Crouches toward the game boy on the sidewalk; the modal sits over it.
const GAMEBOY_CAM = new THREE.Vector3(5.6, 2.3, 9.0);
const GAMEBOY_LOOK = new THREE.Vector3(6.5, 0.3, 5.6);
const ZOOM_MS = 1500;
const view = {
mode: "scene", // scene | zoom-in | machine | bench | gameboy | zoom-out
target: "machine", // what the current zoom-in lands on
t0: 0,
camFrom: new THREE.Vector3(),
camTo: new THREE.Vector3(),
lookFrom: new THREE.Vector3(),
lookTo: new THREE.Vector3(),
};
function startViewTransition(mode, camTo, lookTo) {
view.mode = mode;
view.t0 = performance.now();
view.camFrom.copy(camera.position);
view.lookFrom.copy(lookTarget);
view.camTo.copy(camTo);
view.lookTo.copy(lookTo);
}
function zoomToMachine() {
setHoveredItem(null);
view.target = "machine";
startViewTransition("zoom-in", MACHINE_CAM, MACHINE_LOOK);
}
function zoomToBench() {
setHoveredItem(null);
view.target = "bench";
startViewTransition("zoom-in", BENCH_CAM, BENCH_LOOK);
}
function closeMachineView() {
ui.closeModal();
startViewTransition("zoom-out", CAM_END, LOOK_SCENE);
}
function closeBenchView() {
ui.closeCollection();
startViewTransition("zoom-out", CAM_END, LOOK_SCENE);
}
function zoomToGameboy() {
setHoveredItem(null);
view.target = "gameboy";
startViewTransition("zoom-in", GAMEBOY_CAM, GAMEBOY_LOOK);
}
function closeGameboyView() {
ui.closeGameboy();
startViewTransition("zoom-out", CAM_END, LOOK_SCENE);
}
canvas.addEventListener("click", () => {
if (hoveredItem && view.mode === "scene" && intro.phase === "idle") {
hoveredItem.onClick();
} else if (view.mode === "bench") {
closeBenchView();
}
});
window.addEventListener("keydown", (e) => {
if (e.key !== "Escape") return;
if (view.mode === "bench") closeBenchView();
else if (view.mode === "gameboy") closeGameboyView();
});
// Machine glow while generating
let machineBusy = false;
const SCREEN_BASE = new THREE.Color(0x1c2f28);
const DISPENSER_BASE = new THREE.Color(0x10181d);
function setMachineBusy(busy) {
machineBusy = busy;
if (!busy) {
world.vending.userData.screenMaterial.color.copy(SCREEN_BASE);
world.vending.userData.dispenserMaterial.color.copy(DISPENSER_BASE);
}
}
// ---------------------------------------------------------------------------
// Day / night: clicking the lamp post eases the sky shader, fog and lights to
// a moonlit palette and lights the lamp. No camera move — the scene just dims.
// ---------------------------------------------------------------------------
const DAY = {
skyTop: new THREE.Color(0x1547a8),
skyHorizon: new THREE.Color(0xbfe3ff),
fog: new THREE.Color(0xbfe3ff),
hemiSky: new THREE.Color(0xcfe8ff),
hemiGround: new THREE.Color(0xa8b48a),
sun: new THREE.Color(0xfff2dc),
cloudSky: new THREE.Color(0xf2f8ff),
cloudGround: new THREE.Color(0xc9d9ec),
};
const NIGHT = {
skyTop: new THREE.Color(0x05060f),
skyHorizon: new THREE.Color(0x232a4d),
fog: new THREE.Color(0x141a30),
hemiSky: new THREE.Color(0x2a3358),
hemiGround: new THREE.Color(0x1c2422),
sun: new THREE.Color(0x93a9e6), // a cool, dim "moon"
cloudSky: new THREE.Color(0x9fb0d8),
cloudGround: new THREE.Color(0x2b3450),
};
const NIGHT_KEY = "lofinity:night"; // localStorage flag, persists the choice
let isNight = false;
let nightTarget = 0; // 0 = day, 1 = night
let nightMix = 0; // eased toward nightTarget in the render loop
function applyPalette(m) {
const sky = skyMaterial.uniforms;
sky.topColor.value.lerpColors(DAY.skyTop, NIGHT.skyTop, m);
sky.horizonColor.value.lerpColors(DAY.skyHorizon, NIGHT.skyHorizon, m);
scene.fog.color.lerpColors(DAY.fog, NIGHT.fog, m);
hemi.color.lerpColors(DAY.hemiSky, NIGHT.hemiSky, m);
hemi.groundColor.lerpColors(DAY.hemiGround, NIGHT.hemiGround, m);
hemi.intensity = THREE.MathUtils.lerp(0.85, 0.32, m);
sun.color.lerpColors(DAY.sun, NIGHT.sun, m);
sun.intensity = THREE.MathUtils.lerp(1.6, 0.5, m);
cloudLight.color.lerpColors(DAY.cloudSky, NIGHT.cloudSky, m);
cloudLight.groundColor.lerpColors(DAY.cloudGround, NIGHT.cloudGround, m);
cloudLight.intensity = THREE.MathUtils.lerp(0.9, 0.4, m);
lampLight.intensity = THREE.MathUtils.lerp(0, 2.6, m);
}
function setNightLabel() {
const span = document.querySelector("#lamp-label span");
if (span) span.textContent = isNight ? "☀ back to day" : "☾ turn on night";
}
function toggleNight() {
isNight = !isNight;
nightTarget = isNight ? 1 : 0;
setNightLabel();
try {
localStorage.setItem(NIGHT_KEY, isNight ? "1" : "0");
} catch {
/* storage unavailable (private mode) — keep the choice in-memory only */
}
}
// restore the persisted day/night choice on load, applied instantly (no fade)
try {
if (localStorage.getItem(NIGHT_KEY) === "1") {
isNight = true;
nightTarget = 1;
nightMix = 1;
applyPalette(1);
setNightLabel();
}
} catch {
/* unreadable storage — start in day mode */
}
// ---------------------------------------------------------------------------
// Backend bridge + modal UI
// ---------------------------------------------------------------------------
let generateFn = null;
const ui = initUI({
generate: (prompt, seconds) => {
if (!generateFn) return Promise.reject(new Error("backend not connected"));
return generateFn(prompt, seconds);
},
// chunks-done/total for the brewing bar; a plain GET, independent of the
// gradio client so it answers while a generation is in flight
getProgress: async () => {
try {
const r = await fetch("/api/progress");
return r.ok ? await r.json() : null;
} catch {
return null;
}
},
onRequestClose: () => {
if (view.mode === "machine") closeMachineView();
},
onRequestCloseCollection: () => {
if (view.mode === "bench") closeBenchView();
},
onRequestCloseGameboy: () => {
if (view.mode === "gameboy") closeGameboyView();
},
// "play while waiting": leave the beat brewing in the background and fly
// from the machine over to the garden mini-game.
onPlayWhileWaiting: () => {
if (view.mode !== "machine") return;
ui.closeModal();
zoomToGameboy();
},
onGeneratingChange: setMachineBusy,
});
import("https://cdn.jsdelivr.net/npm/@gradio/client/dist/index.min.js")
.then(async ({ Client }) => {
const client = await Client.connect(window.location.origin);
generateFn = async (prompt, seconds) => {
const result = await client.predict("/generate_song", { prompt, seconds });
const data = result.data[0];
const dataUri = data.audio;
if (!dataUri) throw new Error("no audio in response");
// The tape comes back as an inline base64 WAV; pull it into a Blob URL —
// lighter for <audio> than a multi-MB data URI, and the blob's uuid path
// gives the collection a stable per-tape key. Nothing touches disk.
const blob = await (await fetch(dataUri)).blob();
const url = URL.createObjectURL(blob);
return { title: data.title, url };
};
window.lofinity = { generate: generateFn };
console.log("[LoFinity] backend connected");
})
.catch((err) => console.warn("[LoFinity] backend not reachable:", err));
// ---------------------------------------------------------------------------
// Intro: hold on the sky, then ease the gaze down to the scene
// ---------------------------------------------------------------------------
const DESCENT_MS = 4600;
const intro = { phase: "loading", t0: 0, idleStart: 0 };
const lookTarget = LOOK_SKY.clone();
const overlay = document.getElementById("title-overlay");
function startDescent() {
if (intro.phase !== "loading") return;
intro.phase = "descending";
intro.t0 = performance.now();
overlay.classList.add("hidden");
// The button stops capturing clicks via CSS (#title-overlay.hidden #start-btn)
// so it can keep fading out with the overlay instead of popping out of layout.
}
const pageLoaded = new Promise((resolve) =>
document.readyState === "complete"
? resolve()
: window.addEventListener("load", resolve),
);
// Click-to-start: the camera holds on the sky until the user clicks. The button
// is revealed (and made clickable) once assets + fonts are ready; the same click
// also kicks off the lobby music (audio autoplay needs a user gesture).
const startBtn = document.getElementById("start-btn");
Promise.all([pageLoaded, document.fonts.ready]).then(() =>
startBtn.classList.add("ready"),
);
startBtn.addEventListener("click", startDescent);
const easeInOutCubic = (t) =>
t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;
// Dev helpers: jump straight to any app state.
window.lofinityDebug = {
skipIntro() {
intro.phase = "idle";
intro.idleStart = 0;
camera.position.copy(CAM_END);
lookTarget.copy(LOOK_SCENE);
overlay.classList.add("hidden");
},
holdSky() {
intro.phase = "held";
camera.position.copy(CAM_START);
lookTarget.copy(LOOK_SKY);
overlay.classList.remove("hidden");
},
openMachine() {
this.skipIntro();
view.mode = "machine";
camera.position.copy(MACHINE_CAM);
lookTarget.copy(MACHINE_LOOK);
ui.openModal();
},
closeMachine() {
closeMachineView();
},
openBench() {
this.skipIntro();
view.mode = "bench";
camera.position.copy(BENCH_CAM);
lookTarget.copy(BENCH_LOOK);
ui.openCollection();
},
openGameboy() {
this.skipIntro();
view.mode = "gameboy";
camera.position.copy(GAMEBOY_CAM);
lookTarget.copy(GAMEBOY_LOOK);
ui.openGameboy();
},
stats() {
return { ...renderer.info.render, ...renderer.info.memory };
},
goto(px, py, pz, lx, ly, lz) {
this.skipIntro();
camera.position.set(px, py, pz);
lookTarget.set(lx, ly, lz);
view.mode = "machine"; // parks the camera (no idle sway)
},
birdInfo() {
const b = world.bird;
return {
rotY: b.rotation.y,
posY: b.position.y,
auto: b.matrixAutoUpdate,
matrixRotY: Math.atan2(b.matrix.elements[8], b.matrix.elements[10]),
};
},
};
// ---------------------------------------------------------------------------
// Render loop
// ---------------------------------------------------------------------------
const clock = new THREE.Clock();
// Frame governor: a chill scene doesn't need 120fps. Idle runs at 30fps;
// camera transitions get 60 so they stay silky.
let lastRender = 0;
function animate(now = 0) {
requestAnimationFrame(animate);
const transitioning =
intro.phase === "descending" ||
view.mode === "zoom-in" ||
view.mode === "zoom-out" ||
nightMix !== nightTarget;
const interval = transitioning ? 1000 / 60 : 1000 / 30;
if (now - lastRender < interval - 1) return;
const dt = Math.min((now - lastRender) / 1000, 0.1);
lastRender = now;
const elapsed = clock.getElapsedTime();
// ease the day/night palette toward its target, only while it's moving
if (nightMix !== nightTarget) {
nightMix = THREE.MathUtils.damp(nightMix, nightTarget, 3.2, dt);
if (Math.abs(nightMix - nightTarget) < 0.001) nightMix = nightTarget;
applyPalette(nightMix);
}
for (const cloud of world.clouds) {
cloud.position.x += cloud.userData.speed * dt;
if (cloud.position.x > 170) cloud.position.x = -170;
}
// the bench bird looks around, hops now and then, flicks its tail
const bird = world.bird;
bird.rotation.y =
-0.5 + Math.sin(elapsed * 0.4) * 0.4 + Math.sin(elapsed * 1.1) * 0.12;
bird.position.y =
bird.userData.baseY +
Math.pow(Math.max(0, Math.sin(elapsed * 1.9)), 12) * 0.06;
bird.userData.tail.rotation.x =
-0.35 + Math.pow(Math.max(0, Math.sin(elapsed * 1.3 + 1)), 8) * 0.5;
if (intro.phase === "loading" || intro.phase === "held") {
// Barely-there float while gazing at the sky
camera.position.y = CAM_START.y + Math.sin(elapsed * 0.5) * 0.08;
} else if (intro.phase === "descending") {
const t = Math.min((performance.now() - intro.t0) / DESCENT_MS, 1);
const e = easeInOutCubic(t);
camera.position.lerpVectors(CAM_START, CAM_END, e);
lookTarget.lerpVectors(LOOK_SKY, LOOK_SCENE, e);
if (t >= 1) {
intro.phase = "idle";
intro.idleStart = elapsed;
}
} else if (view.mode === "zoom-in" || view.mode === "zoom-out") {
const t = Math.min((performance.now() - view.t0) / ZOOM_MS, 1);
const e = easeInOutCubic(t);
camera.position.lerpVectors(view.camFrom, view.camTo, e);
lookTarget.lerpVectors(view.lookFrom, view.lookTo, e);
if (t >= 1) {
if (view.mode === "zoom-in") {
view.mode = view.target;
if (view.target === "machine") ui.openModal();
else if (view.target === "bench") ui.openCollection();
else if (view.target === "gameboy") ui.openGameboy();
} else {
view.mode = "scene";
intro.idleStart = elapsed; // sway ramps back in
}
}
} else if (intro.phase === "idle" && view.mode === "scene") {
// Gentle lofi sway, ramping in so the descent lands without a jolt
const tSway = elapsed - intro.idleStart;
const ramp = Math.min(1, tSway / 5);
camera.position.x = CAM_END.x + Math.sin(tSway * 0.25) * 0.25 * ramp;
camera.position.y = CAM_END.y + Math.sin(tSway * 0.4) * 0.12 * ramp;
}
if (machineBusy) {
// the machine hums while it brews
const pulse = 0.5 + 0.5 * Math.sin(elapsed * 6);
world.vending.userData.screenMaterial.color.setHSL(
0.38,
0.55,
0.12 + 0.3 * pulse,
);
world.vending.userData.dispenserMaterial.color.setHSL(
0.13,
0.85,
0.08 + 0.3 * pulse,
);
}
camera.lookAt(lookTarget);
updateHover();
renderer.render(scene, camera);
}
animate();
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