feat:(game) added interraction and particles for items/coins
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@@ -0,0 +1,70 @@
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import React, { useEffect, useRef } from "react";
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import { useLoader, useFrame } from "@react-three/fiber";
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import * as THREE from "three";
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export const StarItemParticle = ({ position, item, timeModifier, color }) => {
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const texture = useLoader(THREE.TextureLoader, "./particles/star_coin.png");
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const pointsRef = useRef();
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const materialRef = useRef();
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const sizeRef = useRef(1);
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const opacityRef = useRef(1);
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const originalYpos = useRef(0);
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const points = React.useMemo(() => {
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const geom = new THREE.BufferGeometry();
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geom.setAttribute(
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"position",
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new THREE.Float32BufferAttribute(position, 3)
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);
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return geom;
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}, [position]);
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useEffect(() => {
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if (materialRef.current) {
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materialRef.current.color.multiplyScalar(6);
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}
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}, []);
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useEffect(() => {
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if(item){
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sizeRef.current = 0;
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opacityRef.current = 1;
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pointsRef.current.position.x = Math.random() * 1 - 0.5;
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pointsRef.current.position.y = Math.random() * 0.5 - 0.25;
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originalYpos.current = pointsRef.current.position.y;
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}
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}, [item]);
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useFrame((state, delta) => {
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const time = state.clock.getElapsedTime();
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pointsRef.current.position.y += 0.008 * delta * 144;
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if (sizeRef.current < 1) {
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sizeRef.current = Math.min(sizeRef.current + 0.01 * delta * 144, 1);
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}
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if (pointsRef.current.position.y > originalYpos.current + 0.01) {
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opacityRef.current = Math.max(opacityRef.current - 0.01 * delta * 144, 0);
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} else {
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opacityRef.current = Math.abs(Math.sin(time * timeModifier * 1500));
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}
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// Update material properties directly
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if (materialRef.current) {
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materialRef.current.size = sizeRef.current;
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materialRef.current.opacity = opacityRef.current;
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}
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});
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return (
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<points ref={pointsRef} geometry={points}>
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<pointsMaterial
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ref={materialRef}
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alphaMap={texture}
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transparent={true}
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depthWrite={false}
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toneMapped={false}
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color={color}
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/>
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</points>
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);
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};
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