Merge pull request #57 from zbates26/main

Shield/Hold Animation + Bounce Movement Animation + Unique Arrows for movements + Quality of life changes
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Tyler Marques 2025-07-29 13:33:56 -07:00 committed by GitHub
commit 4e13f246d7
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4 changed files with 204 additions and 15 deletions

6
.vscode/launch.json vendored
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@ -4,11 +4,11 @@
{ {
"type": "pwa-chrome", "type": "pwa-chrome",
"request": "launch", "request": "launch",
"name": "Chrome Debug 5179", "name": "Chrome Debug 5173",
"url": "http://localhost:5179", "url": "http://localhost:5173",
"webRoot": "${workspaceFolder}/ai_animation/", "webRoot": "${workspaceFolder}/ai_animation/",
"sourceMapPathOverrides": { "sourceMapPathOverrides": {
"http://localhost:5179/*": "${webRoot}/*" "http://localhost:5173/*": "${webRoot}/*"
}, },
"runtimeArgs": [ "runtimeArgs": [
"--remote-debugging-port=9223" "--remote-debugging-port=9223"

14
.vscode/tasks.json vendored Normal file
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@ -0,0 +1,14 @@
{
"version": "2.0.0",
"tasks": [
{
"label": "Run Game",
"type": "shell",
"command": "npm start",
"presentation": {
"panel": "shared"
},
"problemMatcher": []
}
]
}

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@ -61,12 +61,7 @@ export class EventQueue {
* Remove resolved events from the queue * Remove resolved events from the queue
*/ */
cleanup(): void { cleanup(): void {
let clearedQueue = this.events.filter(event => !event.resolved); this.events = this.events.filter(e => !e.resolved);
if (clearedQueue.length <= 1) {
console.log(this.events)
throw new Error("We've cleared all the messages out of the queue")
}
this.events = clearedQueue
} }
/** /**

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@ -9,6 +9,66 @@ import { config } from "../config"; // Assuming config is defined in a separate
import { PowerENUM, ProvinceENUM } from "../types/map"; import { PowerENUM, ProvinceENUM } from "../types/map";
import { UnitTypeENUM } from "../types/units"; import { UnitTypeENUM } from "../types/units";
import { sineWave, getTimeInSeconds } from "../utils/timing"; import { sineWave, getTimeInSeconds } from "../utils/timing";
//import { color } from "chart.js/helpers";
//import { depth } from "three/tsl";
function buildFancyArrow(length: number, colorDeter: string): THREE.Mesh {
//Specs to change arrow size
const tw = 3.5;
const headLength = tw * 4;
const hw = tw * 4;
const shape = new THREE.Shape()
.moveTo(0,tw/2)
.lineTo(length- headLength,tw/2)
.lineTo(length-headLength,hw/2)
.lineTo(length,0)
.lineTo(length-headLength,-hw/2)
.lineTo(length-headLength,-tw/2)
.lineTo(0,-tw/2)
.closePath();
const extrude= new THREE.ExtrudeGeometry(shape, {depth: 1})
let mat: THREE.Material;
if (colorDeter=='Move') {
mat = new THREE.MeshStandardMaterial({color: 0x00FF00})
} else if (colorDeter=='Bounce') {
mat = new THREE.MeshStandardMaterial({color: 0xFF0000})
}
const mesh= new THREE.Mesh(extrude, mat)
//(Potential Addition: Outline of arrow)
return mesh;
}
function createShield() {
//Shield Specs
const BSH= 10
const SW= 10
const TSH= 10
const outL= new THREE.Shape()
.moveTo(0, TSH)
.lineTo(SW, TSH)
.lineTo(SW, 0)
.quadraticCurveTo(SW, -BSH, 0, -BSH)
.quadraticCurveTo(-SW, -BSH, -SW, 0)
.lineTo(-SW,TSH)
.lineTo(0, TSH)
.closePath();
const SExtrude= new THREE.ExtrudeGeometry(outL, {depth: 5})
const SMat= new THREE.MeshStandardMaterial({color: 0x00FF00})
const SMesh= new THREE.Mesh(SExtrude, SMat )
return SMesh
}
function getUnit(unitOrder: UnitOrder, power: string) { function getUnit(unitOrder: UnitOrder, power: string) {
if (power === undefined) throw new Error("Must pass the power argument, cannot be undefined") if (power === undefined) throw new Error("Must pass the power argument, cannot be undefined")
@ -54,7 +114,34 @@ function createMoveAnimation(unitMesh: THREE.Group, orderDestination: ProvinceEN
// Store animation start time for consistent wave motion // Store animation start time for consistent wave motion
const animStartTime = getTimeInSeconds(); const animStartTime = getTimeInSeconds();
let anim = new Tween(unitMesh.position) const start = new THREE.Vector3();
//prevents the arrow mesh from using local coords which mess with the alignment
unitMesh.getWorldPosition(start);
const end = getProvincePosition(orderDestination)!;
//lines to determine direction and length of the arrow, minus a little from the length so it's offset
const direct= new THREE.Vector3().subVectors(end, start);
const length= Math.max(direct.length() - 2, 0);
const arrowMesh= buildFancyArrow(length,'Move');
const dir = direct.clone().normalize();
arrowMesh.position.copy(start);
//Core of the arrow alignment, won't work without this
const q = new THREE.Quaternion().setFromUnitVectors(
new THREE.Vector3(1, 0, 0),dir
);
arrowMesh.setRotationFromQuaternion(q);
arrowMesh.scale.set(0, 1, 1);
gameState.scene.add(arrowMesh);
unitMesh.userData.moveArrow = arrowMesh;
//Value beside x:1 controls the speed of the growth
const ArrowGrow = new Tween(arrowMesh.scale)
.to({ x: 1 }, 1000)
.easing(Easing.Quadratic.Out)
.onComplete(() => {
const anim = new Tween(unitMesh.position)
.to({ .to({
x: destinationVector.x, x: destinationVector.x,
y: 10, y: 10,
@ -76,20 +163,109 @@ function createMoveAnimation(unitMesh: THREE.Group, orderDestination: ProvinceEN
unitMesh.rotation.z = 0; unitMesh.rotation.z = 0;
unitMesh.rotation.x = 0; unitMesh.rotation.x = 0;
} }
gameState.scene.remove(arrowMesh);
delete unitMesh.userData.moveArrow;
unitMesh.userData.isAnimating = false unitMesh.userData.isAnimating = false
}) })
.start(); .start();
gameState.unitAnimations.push(anim); gameState.unitAnimations.push(anim);})
return anim .start()
gameState.unitAnimations.push(ArrowGrow)
return ArrowGrow
} }
//Animation for bounce
function createBounceAnimation(unitMesh: THREE.Group, attemptedDestination: ProvinceENUM): Tween {
const end = getProvincePosition(attemptedDestination)!;
if (!end) throw new Error(`No position found for attempted destination: ${attemptedDestination}`);
unitMesh.userData.isAnimating = true;
const start = new THREE.Vector3();
//prevents the arrow mesh from using local coords which mess with the alignment
unitMesh.getWorldPosition(start);
//lines to determine direction and length of the arrow, minus a little from the length so it's offset
const direct= new THREE.Vector3().subVectors(end, start);
const length= Math.max(direct.length() - 2, 0);
const arrowMesh= buildFancyArrow(length,'Bounce');
const dir = direct.clone().normalize();
arrowMesh.position.copy(start);
//Core of the arrow alignment, won't work without this
const q = new THREE.Quaternion().setFromUnitVectors(
new THREE.Vector3(1, 0, 0), dir
);
arrowMesh.setRotationFromQuaternion(q);
arrowMesh.scale.set(0, 1, 1);
gameState.scene.add(arrowMesh);
unitMesh.userData.moveArrow = arrowMesh;
const growBounce= new Tween (arrowMesh.scale)
//Number beside x:1 controls speed in ms
.to({ x: 1 }, 1000)
.easing(Easing.Quadratic.Out)
.onComplete(() => {
const bounceOut = new Tween(unitMesh.position)
.to({ x: end.x, y: 10, z: end.z }, config.effectiveAnimationDuration / 2)
.easing(Easing.Quadratic.Out)
.repeat(1)
.yoyo(true)
.onComplete(() => {
if (unitMesh.userData.moveArrow) {
gameState.scene.remove(arrowMesh);
delete unitMesh.userData.moveArrow;
unitMesh.userData.isAnimating = false
}
});
bounceOut.start();
gameState.unitAnimations.push(bounceOut);})
growBounce.start()
gameState.unitAnimations.push(growBounce)
return growBounce;
}
function createHoldAnimation(unitMesh: THREE.Group): Tween {
// 1) Build the shield mesh
const shield = createShield();
// 2) Figure out where the units feet are
const worldPos = new THREE.Vector3();
unitMesh.getWorldPosition(worldPos);
shield.position.set(worldPos.x, 16, worldPos.z+8);
shield.scale.set(1, 0, 1); // collapse height
gameState.scene.add(shield);
unitMesh.userData.newshield = shield;
unitMesh.userData.isAnimating = true;
const growTween = new Tween(shield.scale)
.to({ x: 1, y: 1, z: 1 }, 2000)
.easing(Easing.Quadratic.Out)
.onComplete(() => {
gameState.scene.remove(shield);
unitMesh.userData.isAnimating = false;
})
.start();
gameState.unitAnimations.push(growTween);
return growTween;
}
/** /**
* Creates animations for unit movements based on orders from the previous phase * Creates animations for unit movements based on orders from the previous phase
* *
**/ **/
export function createAnimationsForNextPhase() { export function createAnimationsForNextPhase() {
let previousPhase = gameState.gameData?.phases[gameState.phaseIndex == 0 ? 0 : gameState.phaseIndex - 1] let previousPhase = gameState.gameData?.phases[gameState.phaseIndex == 0 ? 0 : gameState.phaseIndex - 1]
// const sequence = ["build", "disband", "hold", "move", "bounce", "retreat"]
// Safety check - if no previous phase or no orders, return // Safety check - if no previous phase or no orders, return
if (!previousPhase) { if (!previousPhase) {
logger.log("No previous phase to animate"); logger.log("No previous phase to animate");
@ -152,10 +328,14 @@ export function createAnimationsForNextPhase() {
break; break;
case "bounce": case "bounce":
// TODO: implement bounce animation if (unitIndex < 0) throw new Error("Unable to find unit for order " + order.raw)
break; if (!order.destination) throw new Error("Bounce order without destination")
createBounceAnimation(gameState.unitMeshes[unitIndex], order.destination as ProvinceENUM);
break;
case "hold": case "hold":
//TODO: Hold animation, maybe a sheild or something? //TODO: Hold animation, maybe a sheild or something?
createHoldAnimation(gameState.unitMeshes[unitIndex])
break; break;
case "convoy": case "convoy":