feat: jukebox corner prop materializing with the ceremony
Browse files- .gitattributes +1 -0
- assets/props/jukebox.glb +3 -0
- ceremony.js +65 -0
- index.html +1 -1
- rl.js +46 -0
.gitattributes
CHANGED
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@@ -37,3 +37,4 @@ saved_model/**/* filter=lfs diff=lfs merge=lfs -text
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*.wav filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.webp filter=lfs diff=lfs merge=lfs -text
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*.wav filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.webp filter=lfs diff=lfs merge=lfs -text
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*.glb filter=lfs diff=lfs merge=lfs -text
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assets/props/jukebox.glb
ADDED
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@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:c57bd4676e7f3889692b1f9afe9e799fc4dfe2c97405e53cd1e5ed9b30d83059
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size 1759760
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ceremony.js
CHANGED
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@@ -38,6 +38,12 @@ export function createCeremony({
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let fxRig = null;
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let fxPrev = null;
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let entranceT0 = null;
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let entranceFxCued = false;
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let entranceDone = false;
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@@ -60,6 +66,54 @@ export function createCeremony({
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bind();
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fx.start();
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fxPrev = performance.now();
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}
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function fxDrive() {
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if (fxPrev === null || fx.isDone()) return;
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@@ -111,6 +165,7 @@ export function createCeremony({
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startCameraReset();
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syncRig();
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fx.setProgress(0);
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respawn = { t0: performance.now(), scanCued: false };
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}
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@@ -131,6 +186,7 @@ export function createCeremony({
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function drive() {
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driveEntrance();
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driveRespawn();
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}
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function setReveal(floor, wall = floor) {
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@@ -146,13 +202,21 @@ export function createCeremony({
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if (p >= 1) {
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fx.start();
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fxForceFinish();
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setLocked(false);
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entranceFinishedResolve();
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} else {
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fx.setProgress(p);
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}
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}
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// Boot hidden: clip parked below the feet from the first frame.
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bind();
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@@ -164,6 +228,7 @@ export function createCeremony({
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bind,
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setReveal,
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setFx,
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entranceFinished,
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get entranceDone() { return entranceDone; },
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get respawnActive() { return respawn !== null; },
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let fxRig = null;
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let fxPrev = null;
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// Decorative props (addPropFx): each owns a wireframe FX bound to its
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// own root. They cue whenever the duck's scan cues (entrance and every
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// respawn), offset by their stagger, and drive on their OWN clock so a
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// late-finishing prop never extends the input lock or the ceremony's
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// completion checks.
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const props = []; // { fx, delayS, at, started, prev }
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let entranceT0 = null;
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let entranceFxCued = false;
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let entranceDone = false;
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bind();
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fx.start();
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fxPrev = performance.now();
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propsCue();
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}
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function propsCue() {
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const now = performance.now();
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for (const p of props) {
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p.at = now + p.delayS * 1000;
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p.started = false;
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p.prev = null;
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}
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}
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function propsHide() {
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for (const p of props) {
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p.fx.setProgress(0);
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p.at = null;
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p.started = false;
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}
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}
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function propsFinish() {
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for (const p of props) {
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if (!p.started) p.fx.start();
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p.fx.update(1e3);
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p.at = null;
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}
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}
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// Deterministic screenshot/test hook (setFx): park every prop at the
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// same scan progress as the duck, detached from the timed driver.
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function propsSetProgress(v) {
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for (const p of props) {
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p.fx.setProgress(v);
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p.at = null;
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p.started = false;
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}
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}
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function driveProps() {
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const now = performance.now();
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for (const p of props) {
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if (p.at === null || now < p.at) continue;
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if (!p.started) {
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p.fx.start();
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p.started = true;
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p.prev = now;
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continue;
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}
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if (p.fx.isDone()) continue;
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const dt = Math.min((now - p.prev) / 1000, 0.25);
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p.prev = now;
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p.fx.update(dt);
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}
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}
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function fxDrive() {
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if (fxPrev === null || fx.isDone()) return;
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startCameraReset();
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syncRig();
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fx.setProgress(0);
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propsHide();
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respawn = { t0: performance.now(), scanCued: false };
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}
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function drive() {
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driveEntrance();
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driveRespawn();
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driveProps();
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}
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function setReveal(floor, wall = floor) {
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if (p >= 1) {
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fx.start();
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fxForceFinish();
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propsFinish();
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setLocked(false);
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entranceFinishedResolve();
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} else {
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fx.setProgress(p);
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propsSetProgress(p);
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}
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}
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// Register a decorative prop's wireframe FX (already init'd on its own
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// root, hidden). It materializes delayS after each duck scan cue.
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function addPropFx(propFx, delayS = 0) {
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props.push({ fx: propFx, delayS, at: null, started: false, prev: null });
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}
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// Boot hidden: clip parked below the feet from the first frame.
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bind();
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bind,
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setReveal,
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setFx,
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addPropFx,
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entranceFinished,
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get entranceDone() { return entranceDone; },
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get respawnActive() { return respawn !== null; },
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index.html
CHANGED
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@@ -1376,7 +1376,7 @@
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appended: a plain src attribute can 401 when the browser blocks the
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*.static.hf.space auth cookie inside the hub iframe. -->
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<script type="module">
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const V = "
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const sign = new URLSearchParams(location.search).get("__sign");
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const suffix = sign ? `&__sign=${encodeURIComponent(sign)}` : "";
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import(`./rl.js?v=${V}${suffix}`);
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appended: a plain src attribute can 401 when the browser blocks the
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*.static.hf.space auth cookie inside the hub iframe. -->
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<script type="module">
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const V = "70"; // bump on rl.js changes to defeat heuristic caching
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const sign = new URLSearchParams(location.search).get("__sign");
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const suffix = sign ? `&__sign=${encodeURIComponent(sign)}` : "";
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import(`./rl.js?v=${V}${suffix}`);
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rl.js
CHANGED
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@@ -25,6 +25,7 @@
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import * as THREE from "three";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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import { RoomEnvironment } from "three/addons/environments/RoomEnvironment.js";
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import loadMujoco from "https://cdn.jsdelivr.net/npm/@mujoco/mujoco@3.11.0/mujoco.js";
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import * as ort from "https://cdn.jsdelivr.net/npm/onnxruntime-web@1.27.0/dist/ort.min.mjs";
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@@ -1359,6 +1360,50 @@ ball = createBallActor({
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THREE, scene, camera, renderer, fxModule: fx, mesh: ballMesh, group: ballGroup,
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});
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// Comic sticker popups on game events (kick / quack / roll / ball spawn /
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// ghost join). Fully self-contained DOM overlay: delete this import to
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// remove the feature (the `stickers?.pop` hooks then no-op).
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@@ -2129,6 +2174,7 @@ window.rl = {
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get ballQposAdr() { return ballQposAdr; },
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get chaseCam() { return chaseCam; },
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set chaseCam(v) { chaseCam = !!v; },
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get camResetActive() { return camResetT0 !== null; },
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get respawnActive() { return ceremony?.respawnActive ?? false; },
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get camPose() {
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import * as THREE from "three";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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import { RoomEnvironment } from "three/addons/environments/RoomEnvironment.js";
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import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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import loadMujoco from "https://cdn.jsdelivr.net/npm/@mujoco/mujoco@3.11.0/mujoco.js";
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import * as ort from "https://cdn.jsdelivr.net/npm/onnxruntime-web@1.27.0/dist/ort.min.mjs";
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THREE, scene, camera, renderer, fxModule: fx, mesh: ballMesh, group: ballGroup,
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});
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// ββ Jukebox prop (decorative corner dressing, no physics) ββββββββββββββββ
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// assets/props/jukebox.glb carries two meshes exported from Blender: the
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// ~39k-tri render mesh and a 500-tri "jukebox_wire" stand-in used only by
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// the hologram pass (same fxWireGeometry escape hatch as the ball - the
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// full mesh reads as a solid glowing blob). It materializes with the
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// duck's ceremony, staggered a beat behind, and replays on every respawn.
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const JUKEBOX_H = 0.42; // target height, m: playground-prop scale next to the 0.25 m duck
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const JUKEBOX_MARGIN = 0.24; // center distance from each wall inner face
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let jukeboxGroup = null; // exposed on window.rl for placement tweaks
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try {
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const gltf = await new GLTFLoader().loadAsync(
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signed(`./assets/props/jukebox.glb?v=${SELF_V}`),
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);
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const jukebox = gltf.scene;
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const jukeWire = jukebox.getObjectByName("jukebox_wire");
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jukeWire.removeFromParent();
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// Normalize whatever scale/centering the export carries: JUKEBOX_H tall,
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// resting on the floor. The wire proxy shares the render mesh's local
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// space, so it needs no transform of its own.
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const jukeBox3 = new THREE.Box3().setFromObject(jukebox);
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const jukeScale = JUKEBOX_H / (jukeBox3.max.y - jukeBox3.min.y);
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jukebox.scale.setScalar(jukeScale);
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jukebox.position.y = -jukeBox3.min.y * jukeScale;
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jukebox.traverse((o) => {
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if (o.isMesh) o.userData.fxWireGeometry = jukeWire.geometry;
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});
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const jukeGroup = new THREE.Group();
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jukeGroup.add(jukebox);
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// Back corner, behind the spawn (the duck faces +X), angled toward the
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// center of the arena so the front panel reads from the play area.
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jukeGroup.position.set(
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-(ARENA_HALF - JUKEBOX_MARGIN), 0, -(ARENA_HALF - JUKEBOX_MARGIN),
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);
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jukeGroup.rotation.y = Math.PI / 4;
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scene.add(jukeGroup);
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jukeboxGroup = jukeGroup;
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const jukeFx = fx.createWireframeFx();
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jukeFx.init({ THREE, scene, root: jukeGroup, camera, renderer, hidden: true });
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ceremony.addPropFx(jukeFx, 0.25);
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} catch (err) {
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// Decorative only: a missing/broken GLB must never halt the boot.
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console.warn("[rl] jukebox prop disabled:", err);
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}
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// Comic sticker popups on game events (kick / quack / roll / ball spawn /
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// ghost join). Fully self-contained DOM overlay: delete this import to
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// remove the feature (the `stickers?.pop` hooks then no-op).
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get ballQposAdr() { return ballQposAdr; },
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get chaseCam() { return chaseCam; },
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set chaseCam(v) { chaseCam = !!v; },
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get jukebox() { return jukeboxGroup; },
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get camResetActive() { return camResetT0 !== null; },
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get respawnActive() { return ceremony?.respawnActive ?? false; },
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get camPose() {
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