parent
59bc38d06e
commit
4f3e52b9d7
76
src/App.jsx
76
src/App.jsx
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@ -1,55 +1,53 @@
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import { Canvas } from "@react-three/fiber";
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import { Experience } from "./components/Experience";
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import { Suspense, useMemo } from "react";
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import { Physics } from "@react-three/rapier";
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import {
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KeyboardControls,
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Loader,
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OrbitControls,
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Preload,
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Stats,
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} from "@react-three/drei";
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import { Canvas } from '@react-three/fiber'
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import { Experience } from './components/Experience'
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import { Suspense, useMemo } from 'react'
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import { Physics } from '@react-three/rapier'
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import { KeyboardControls, Loader, OrbitControls, Preload, Stats } from '@react-three/drei'
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export const Controls = {
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up: "up",
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down: "down",
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left: "left",
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right: "right",
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boost: "boost",
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shoot: "shoot",
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slow: "slow",
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reset: "reset",
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};
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up: 'up',
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down: 'down',
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left: 'left',
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right: 'right',
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boost: 'boost',
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shoot: 'shoot',
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slow: 'slow',
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reset: 'reset'
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}
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function App() {
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const map = useMemo(
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() => [
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{ name: Controls.up, keys: ["KeyW", "ArrowUp"] },
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{ name: Controls.down, keys: ["KeyS", "ArrowDown"] },
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{ name: Controls.left, keys: ["KeyA", "ArrowLeft"] },
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{ name: Controls.right, keys: ["KeyD", "ArrowRight"] },
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{ name: Controls.jump, keys: ["Space"] },
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{ name: Controls.slow, keys: ["Shift"] },
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{ name: Controls.shoot, keys: ["KeyE", "Click"] },
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{ name: Controls.reset, keys: ["KeyR"] },
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{ name: Controls.up, keys: ['KeyW', 'ArrowUp'] },
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{ name: Controls.down, keys: ['KeyS', 'ArrowDown'] },
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{ name: Controls.left, keys: ['KeyA', 'ArrowLeft'] },
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{ name: Controls.right, keys: ['KeyD', 'ArrowRight'] },
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{ name: Controls.jump, keys: ['Space'] },
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{ name: Controls.slow, keys: ['Shift'] },
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{ name: Controls.shoot, keys: ['KeyE', 'Click'] },
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{ name: Controls.reset, keys: ['KeyR'] }
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],
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[]
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);
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)
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return (
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<Canvas shadows>
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<Canvas
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shadows
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dpr={1}
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gl={{ antialias: false, stencil: false, powerPreference: 'high-performance' }}
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>
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<Suspense fallback={null}>
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<Physics gravity={[0,-90,0]}>
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<KeyboardControls map={map}>
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<Physics
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gravity={[0, -90, 0]}
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predictionDistance={0.001}
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>
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<KeyboardControls map={map}>
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<Experience />
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</KeyboardControls>
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{/* <Stats /> */}
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</KeyboardControls>
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{/* <Stats /> */}
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</Physics>
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</Suspense>
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</Canvas>
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);
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)
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}
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export default App;
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export default App
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import {
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Environment,
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OrbitControls,
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PerspectiveCamera,
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Lightformer
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} from "@react-three/drei";
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import { Ground } from "./Ground";
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import { RigidBody } from "@react-three/rapier";
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import { PlayerController } from "./PlayerController";
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import { Track } from "./models/Spafrancorchamps-REALISTIC";
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import { Paris } from "./models/Tour_paris_promenade";
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import { EffectComposer, N8AO, Bloom, DepthOfField, TiltShift2, HueSaturation, SMAA} from '@react-three/postprocessing'
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import { Environment, OrbitControls, PerspectiveCamera, Lightformer } from '@react-three/drei'
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import { Ground } from './Ground'
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import { RigidBody } from '@react-three/rapier'
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import { PlayerController } from './PlayerController'
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import { Track } from './models/Spafrancorchamps-REALISTIC'
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import { Paris } from './models/Tour_paris_promenade'
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import { EffectComposer, N8AO, Bloom, DepthOfField, TiltShift2, HueSaturation, SMAA } from '@react-three/postprocessing'
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export const Experience = () => {
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return (
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<>
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<PlayerController />
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<Ground position={[0, 0, 0]} />
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<Environment resolution={256} preset='lobby'/>
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<Environment
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resolution={256}
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preset='lobby'
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/>
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<directionalLight
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position={[10, 50,-30]}
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intensity={1}
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shadow-bias={-0.0001}
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shadow-mapSize={[4096, 4096]}
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shadow-camera-left={-300}
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shadow-camera-right={300}
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shadow-camera-top={300}
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shadow-camera-bottom={-3000}
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castShadow
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/>
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position={[10, 50, -30]}
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intensity={1}
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shadow-bias={-0.0001}
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shadow-mapSize={[4096, 4096]}
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shadow-camera-left={-300}
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shadow-camera-right={300}
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shadow-camera-top={300}
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shadow-camera-bottom={-3000}
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castShadow
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/>
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{/* <ambientLight intensity={0.2} /> */}
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{/* <spotLight position={[10, 20, 10]} angle={0.12} penumbra={1} intensity={1} castShadow shadow-mapSize={1024} /> */}
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<Paris position={[0, 0, 0]} />
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<EffectComposer multisampling={4}>
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<SMAA/>
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<EffectComposer
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multisampling={0}
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disableNormalPass
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>
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<SMAA />
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{/* <N8AO distanceFalloff={1} aoRadius={1} intensity={4} /> */}
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<Bloom luminanceThreshold={0} mipmapBlur luminanceSmoothing={0.01} intensity={0.5} />
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<DepthOfField target={[0, 0, 13]} focalLength={0.3} bokehScale={15} height={700} />
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<Bloom
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luminanceThreshold={0}
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mipmapBlur
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luminanceSmoothing={0.01}
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intensity={0.5}
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/>
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<DepthOfField
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target={[0, 0, 13]}
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focalLength={0.3}
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bokehScale={20}
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// height={700}
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resolutionScale={0.3}
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/>
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{/* <TiltShift2/> */}
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<HueSaturation saturation={0.1} />
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</EffectComposer>
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<HueSaturation saturation={0.1} />
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</EffectComposer>
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</>
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);
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};
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)
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}
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/**
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* FakeGlow material component by Anderson Mancini - Dec 2024.
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*/
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import React, { useRef, useMemo } from 'react'
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import { shaderMaterial } from '@react-three/drei'
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import { extend, useFrame } from '@react-three/fiber'
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import { Color, BackSide, AdditiveBlending } from 'three'
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export default function FakeGlowMaterial({ glowCenter = 0.05, edgeIntensity = 6.0, glowColor = '#00ff00', glowOpacity = 1.0, fresnelOpacity = 0.5, fresnelAmount = 0.5, wireframe = false }) {
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const FakeGlowMaterial = useMemo(() => {
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return shaderMaterial(
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{
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time: 0,
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glowCenter: glowCenter,
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edgeIntensity: edgeIntensity,
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glowColor: new Color(glowColor),
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glowOpacity: glowOpacity,
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fresnelOpacity: fresnelOpacity,
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fresnelAmount: fresnelAmount
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},
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/*GLSL */
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`
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uniform float glowCenter;
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uniform float edgeIntensity;
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varying float intensity;
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varying vec3 vNormel;
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varying vec3 vNormal;
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uniform float fresnelOpacity;
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uniform float fresnelAmount;
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void main() {
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vec3 viewVector = normalize(vec3(cameraPosition-position));
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float fresnelEffect = dot(vNormel, vNormal) * ( fresnelOpacity);
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fresnelEffect = clamp(fresnelAmount - fresnelEffect, 0.5, fresnelOpacity);
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vec3 vNormal = normalize( normalMatrix * normal );
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vec3 vNormel = normalize( normalMatrix * viewVector );
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intensity = pow( glowCenter - dot(vNormal, vNormel), edgeIntensity / fresnelEffect );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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/*GLSL */
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`
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uniform vec3 glowColor;
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varying float intensity;
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uniform float glowOpacity;
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uniform float fresnelOpacity;
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uniform float fresnelAmount;
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varying vec3 vNormel;
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varying vec3 vNormal;
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uniform float glowCenter;
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uniform float edgeIntensity;
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void main()
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{
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vec3 glow = glowColor * intensity;
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float fresnelEffect = - dot(vNormel, vNormal);
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fresnelEffect = clamp(fresnelEffect, 0.1, 1.0);
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gl_FragColor = vec4( clamp(glow, 0., 1.0), clamp(glowOpacity - intensity * fresnelEffect, 0., 1.0 ));
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}`
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)
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}, [glowCenter, edgeIntensity, glowColor, glowOpacity, fresnelOpacity, fresnelAmount])
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extend({ FakeGlowMaterial })
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useFrame((state, delta) => {
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ref.current.time += delta
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})
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const ref = useRef()
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return (
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<fakeGlowMaterial
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wireframe={wireframe}
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key={FakeGlowMaterial.key}
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side={BackSide}
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transparent={true}
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blending={AdditiveBlending}
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depthTest={false}
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ref={ref}
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/>
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)
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}
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import { Controls } from "../App";
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import { RigidBody, useRapier } from "@react-three/rapier";
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import {
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useKeyboardControls,
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PerspectiveCamera,
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ContactShadows,
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} from "@react-three/drei";
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import { useFrame, useThree } from "@react-three/fiber";
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import { useRef, useState, useEffect, useCallback } from "react";
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import * as THREE from "three";
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import { Model } from "./models/Racing_kart";
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import { FrontRightWheel } from "./models/Front_Right_Wheel";
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import { FrontLeftWheel } from "./models/Front_Left_Wheel";
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import { RearWheels } from "./models/Rear_wheels";
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import gsap from "gsap";
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import { Mario } from "./models/Mario_kart";
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import { Particles1 } from "./Particles1";
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import { DriftParticlesLeft } from "./DriftParticlesLeft";
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import { DriftParticlesRight } from "./DriftParticlesRight";
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import { Controls } from '../App'
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import { RigidBody, useRapier } from '@react-three/rapier'
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import { useKeyboardControls, PerspectiveCamera, ContactShadows, Sphere } from '@react-three/drei'
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import { useFrame, useThree } from '@react-three/fiber'
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import { useRef, useState, useEffect, useCallback } from 'react'
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import * as THREE from 'three'
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import { Model } from './models/Racing_kart'
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import { FrontRightWheel } from './models/Front_Right_Wheel'
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import { FrontLeftWheel } from './models/Front_Left_Wheel'
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import { RearWheels } from './models/Rear_wheels'
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import gsap from 'gsap'
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import { Mario } from './models/Mario_kart'
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import { Particles1 } from './Particles1'
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import { DriftParticlesLeft } from './DriftParticlesLeft'
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import { DriftParticlesRight } from './DriftParticlesRight'
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import FakeGlowMaterial from './FakeGlow/FakeGlowMaterial'
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export const PlayerController = () => {
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const upPressed = useKeyboardControls((state) => state[Controls.up]);
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const downPressed = useKeyboardControls((state) => state[Controls.down]);
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const leftPressed = useKeyboardControls((state) => state[Controls.left]);
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const rightPressed = useKeyboardControls((state) => state[Controls.right]);
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const jumpPressed = useKeyboardControls((state) => state[Controls.jump]);
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const [isOnGround, setIsOnGround] = useState(false);
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const body = useRef();
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const kart = useRef();
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const cam = useRef();
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const initialSpeed = 0;
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const maxSpeed = 30;
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const boostSpeed = 50;
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const acceleration = 0.1;
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const decceleration = 0.2;
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const damping = 0.001;
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const MaxSteeringSpeed = 0.01;
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const [currentSteeringSpeed, setCurrentSteeringSpeed] = useState(0);
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const [currentSpeed, setCurrentSpeed] = useState(initialSpeed);
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const camMaxOffset = 0.5;
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let steeringAngle = 0;
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const isOnFloor = useRef(false);
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const jumpForce = useRef(0);
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const jumpIsHeld = useRef(false);
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const driftDirection = useRef(0);
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const driftLeft = useRef(false);
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const driftRight = useRef(false);
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const driftForce = useRef(0);
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const mario = useRef();
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const accumulatedDriftPower = useRef(0);
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const blueTurboThreshold = 10;
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const orangeTurboThreshold = 30;
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const purpleTurboThreshold = 60;
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const [turboColor, setTurboColor] = useState(0xffffff);
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const boostDuration = useRef(0);
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const isBoosting = useRef(false);
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let targetXPosition = 0;
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let targetZPosition = 8;
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const [steeringAngleWheels, setSteeringAngleWheels] = useState(0);
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const upPressed = useKeyboardControls((state) => state[Controls.up])
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const downPressed = useKeyboardControls((state) => state[Controls.down])
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const leftPressed = useKeyboardControls((state) => state[Controls.left])
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const rightPressed = useKeyboardControls((state) => state[Controls.right])
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const jumpPressed = useKeyboardControls((state) => state[Controls.jump])
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const [isOnGround, setIsOnGround] = useState(false)
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const body = useRef()
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const kart = useRef()
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const cam = useRef()
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const initialSpeed = 0
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const maxSpeed = 30
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const boostSpeed = 50
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const acceleration = 0.1
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const decceleration = 0.2
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const damping = 0.001
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const MaxSteeringSpeed = 0.01
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const [currentSteeringSpeed, setCurrentSteeringSpeed] = useState(0)
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const [currentSpeed, setCurrentSpeed] = useState(initialSpeed)
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const camMaxOffset = 0.5
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let steeringAngle = 0
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const isOnFloor = useRef(false)
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const jumpForce = useRef(0)
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const jumpIsHeld = useRef(false)
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const driftDirection = useRef(0)
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const driftLeft = useRef(false)
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const driftRight = useRef(false)
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const driftForce = useRef(0)
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const mario = useRef()
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const accumulatedDriftPower = useRef(0)
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const blueTurboThreshold = 10
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const orangeTurboThreshold = 30
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const purpleTurboThreshold = 60
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const [turboColor, setTurboColor] = useState(0xffffff)
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const boostDuration = useRef(0)
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const isBoosting = useRef(false)
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let targetXPosition = 0
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let targetZPosition = 8
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const [steeringAngleWheels, setSteeringAngleWheels] = useState(0)
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const [scale, setScale] = useState(0);
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const [scale, setScale] = useState(0)
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useFrame(({ pointer, clock }) => {
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const time = clock.getElapsedTime();
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if (!body.current && !mario.current) return;
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const time = clock.getElapsedTime()
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if (!body.current && !mario.current) return
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// HANDLING AND STEERING
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const kartRotation =
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kart.current.rotation.y - driftDirection.current * driftForce.current;
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const forwardDirection = new THREE.Vector3(
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-Math.sin(kartRotation),
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0,
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-Math.cos(kartRotation)
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);
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const kartRotation = kart.current.rotation.y - driftDirection.current * driftForce.current
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const forwardDirection = new THREE.Vector3(-Math.sin(kartRotation), 0, -Math.cos(kartRotation))
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if (leftPressed && currentSpeed > 0) {
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steeringAngle = currentSteeringSpeed;
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targetXPosition = -camMaxOffset;
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steeringAngle = currentSteeringSpeed
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targetXPosition = -camMaxOffset
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} else if (rightPressed && currentSpeed > 0) {
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steeringAngle = -currentSteeringSpeed;
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targetXPosition = camMaxOffset;
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steeringAngle = -currentSteeringSpeed
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targetXPosition = camMaxOffset
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} else {
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steeringAngle = 0;
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targetXPosition = 0;
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1;
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steeringAngle = 0
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targetXPosition = 0
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1
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}
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// mouse steering
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steeringAngle = currentSteeringSpeed * -pointer.x;
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targetXPosition = -camMaxOffset * -pointer.x;
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steeringAngle = currentSteeringSpeed * -pointer.x
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targetXPosition = -camMaxOffset * -pointer.x
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// ACCELERATING
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if (upPressed && currentSpeed < maxSpeed) {
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// Accelerate the kart within the maximum speed limit
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setCurrentSpeed(Math.min(currentSpeed + acceleration, maxSpeed));
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} else if (
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upPressed &&
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currentSpeed > maxSpeed &&
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boostDuration.current > 0
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) {
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setCurrentSpeed(Math.max(currentSpeed - decceleration, maxSpeed));
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setCurrentSpeed(Math.min(currentSpeed + acceleration, maxSpeed))
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} else if (upPressed && currentSpeed > maxSpeed && boostDuration.current > 0) {
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setCurrentSpeed(Math.max(currentSpeed - decceleration, maxSpeed))
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}
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if (upPressed) {
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if (currentSteeringSpeed < MaxSteeringSpeed) {
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setCurrentSteeringSpeed(
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Math.min(currentSteeringSpeed + 0.0001, MaxSteeringSpeed)
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);
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setCurrentSteeringSpeed(Math.min(currentSteeringSpeed + 0.0001, MaxSteeringSpeed))
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}
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}
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// REVERSING
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if (downPressed && currentSpeed < -maxSpeed) {
|
||||
setCurrentSpeed(Math.max(currentSpeed - acceleration, -maxSpeed));
|
||||
setCurrentSpeed(Math.max(currentSpeed - acceleration, -maxSpeed))
|
||||
}
|
||||
// DECELERATING
|
||||
else if (!upPressed && !downPressed) {
|
||||
if (currentSteeringSpeed > 0) {
|
||||
setCurrentSteeringSpeed(Math.max(currentSteeringSpeed - 0.00005, 0));
|
||||
setCurrentSteeringSpeed(Math.max(currentSteeringSpeed - 0.00005, 0))
|
||||
} else if (currentSteeringSpeed < 0) {
|
||||
setCurrentSteeringSpeed(Math.min(currentSteeringSpeed + 0.00005, 0));
|
||||
setCurrentSteeringSpeed(Math.min(currentSteeringSpeed + 0.00005, 0))
|
||||
}
|
||||
setCurrentSpeed(Math.max(currentSpeed - decceleration, 0));
|
||||
setCurrentSpeed(Math.max(currentSpeed - decceleration, 0))
|
||||
}
|
||||
|
||||
// Update the kart's rotation based on the steering angle
|
||||
kart.current.rotation.y += steeringAngle;
|
||||
kart.current.rotation.y += steeringAngle
|
||||
|
||||
// Apply damping to simulate slowdown when no keys are pressed
|
||||
body.current.applyImpulse(
|
||||
{
|
||||
x: -body.current.linvel().x * (1 - damping),
|
||||
y: 0,
|
||||
z: -body.current.linvel().z * (1 - damping),
|
||||
z: -body.current.linvel().z * (1 - damping)
|
||||
},
|
||||
true
|
||||
);
|
||||
const bodyPosition = body.current.translation();
|
||||
kart.current.position.set(
|
||||
bodyPosition.x,
|
||||
bodyPosition.y - 1,
|
||||
bodyPosition.z
|
||||
);
|
||||
)
|
||||
const bodyPosition = body.current.translation()
|
||||
kart.current.position.set(bodyPosition.x, bodyPosition.y - 1, bodyPosition.z)
|
||||
|
||||
// JUMPING
|
||||
if (jumpPressed && isOnFloor.current && !jumpIsHeld.current) {
|
||||
jumpForce.current += 11;
|
||||
isOnFloor.current = false;
|
||||
jumpIsHeld.current = true;
|
||||
jumpForce.current += 11
|
||||
isOnFloor.current = false
|
||||
jumpIsHeld.current = true
|
||||
}
|
||||
|
||||
if (!isOnFloor.current && jumpForce.current > 0) {
|
||||
jumpForce.current -= 1;
|
||||
jumpForce.current -= 1
|
||||
}
|
||||
if (!jumpPressed) {
|
||||
jumpIsHeld.current = false;
|
||||
driftDirection.current = 0;
|
||||
driftForce.current = 0;
|
||||
driftLeft.current = false;
|
||||
driftRight.current = false;
|
||||
jumpIsHeld.current = false
|
||||
driftDirection.current = 0
|
||||
driftForce.current = 0
|
||||
driftLeft.current = false
|
||||
driftRight.current = false
|
||||
}
|
||||
// DRIFTING
|
||||
if (
|
||||
jumpIsHeld.current &&
|
||||
currentSteeringSpeed > 0 &&
|
||||
pointer.x < -0.24 &&
|
||||
!driftRight.current
|
||||
) {
|
||||
driftLeft.current = true;
|
||||
if (jumpIsHeld.current && currentSteeringSpeed > 0 && pointer.x < -0.24 && !driftRight.current) {
|
||||
driftLeft.current = true
|
||||
}
|
||||
if (
|
||||
jumpIsHeld.current &&
|
||||
currentSteeringSpeed > 0 &&
|
||||
pointer.x > 0.24 &&
|
||||
!driftLeft.current
|
||||
) {
|
||||
driftRight.current = true;
|
||||
if (jumpIsHeld.current && currentSteeringSpeed > 0 && pointer.x > 0.24 && !driftLeft.current) {
|
||||
driftRight.current = true
|
||||
}
|
||||
|
||||
if (!jumpIsHeld.current && !driftLeft.current && !driftRight.current) {
|
||||
mario.current.rotation.y = THREE.MathUtils.lerp(
|
||||
mario.current.rotation.y,
|
||||
0,
|
||||
0.001
|
||||
);
|
||||
setTurboColor(0xffffff);
|
||||
accumulatedDriftPower.current = 0;
|
||||
mario.current.rotation.y = THREE.MathUtils.lerp(mario.current.rotation.y, 0, 0.001)
|
||||
setTurboColor(0xffffff)
|
||||
accumulatedDriftPower.current = 0
|
||||
}
|
||||
|
||||
if (driftLeft.current) {
|
||||
driftDirection.current = 1;
|
||||
driftForce.current = 0.4;
|
||||
mario.current.rotation.y = THREE.MathUtils.lerp(
|
||||
mario.current.rotation.y,
|
||||
steeringAngle * 50 + 0.5,
|
||||
0.1
|
||||
);
|
||||
accumulatedDriftPower.current += 0.1 * (steeringAngle + 1);
|
||||
driftDirection.current = 1
|
||||
driftForce.current = 0.4
|
||||
mario.current.rotation.y = THREE.MathUtils.lerp(mario.current.rotation.y, steeringAngle * 50 + 0.5, 0.1)
|
||||
accumulatedDriftPower.current += 0.1 * (steeringAngle + 1)
|
||||
}
|
||||
if (driftRight.current) {
|
||||
driftDirection.current = -1;
|
||||
driftForce.current = 0.4;
|
||||
mario.current.rotation.y = THREE.MathUtils.lerp(
|
||||
mario.current.rotation.y,
|
||||
-(-steeringAngle * 50 + 0.5),
|
||||
0.1
|
||||
);
|
||||
accumulatedDriftPower.current += 0.1 * (-steeringAngle + 1);
|
||||
driftDirection.current = -1
|
||||
driftForce.current = 0.4
|
||||
mario.current.rotation.y = THREE.MathUtils.lerp(mario.current.rotation.y, -(-steeringAngle * 50 + 0.5), 0.1)
|
||||
accumulatedDriftPower.current += 0.1 * (-steeringAngle + 1)
|
||||
}
|
||||
if (!driftLeft.current && !driftRight.current) {
|
||||
mario.current.rotation.y = THREE.MathUtils.lerp(
|
||||
mario.current.rotation.y,
|
||||
steeringAngle * 30,
|
||||
0.1
|
||||
);
|
||||
setScale(0);
|
||||
mario.current.rotation.y = THREE.MathUtils.lerp(mario.current.rotation.y, steeringAngle * 30, 0.1)
|
||||
setScale(0)
|
||||
}
|
||||
if (accumulatedDriftPower.current > blueTurboThreshold) {
|
||||
setTurboColor(0x00ffff);
|
||||
boostDuration.current = 50;
|
||||
setTurboColor(0x00ffff)
|
||||
boostDuration.current = 50
|
||||
}
|
||||
if (accumulatedDriftPower.current > orangeTurboThreshold) {
|
||||
setTurboColor(0xffcf00);
|
||||
boostDuration.current = 100;
|
||||
setTurboColor(0xffcf00)
|
||||
boostDuration.current = 100
|
||||
}
|
||||
if (accumulatedDriftPower.current > purpleTurboThreshold) {
|
||||
setTurboColor(0xff00ff);
|
||||
boostDuration.current = 250;
|
||||
setTurboColor(0xff00ff)
|
||||
boostDuration.current = 250
|
||||
}
|
||||
|
||||
if (driftLeft.current || driftRight.current) {
|
||||
const oscillation = Math.sin(time * 1000) * 0.1;
|
||||
const oscillation = Math.sin(time * 1000) * 0.1
|
||||
|
||||
const vibration = oscillation + 0.9;
|
||||
setScale(vibration);
|
||||
const vibration = oscillation + 0.9
|
||||
setScale(vibration)
|
||||
}
|
||||
// RELEASING DRIFT
|
||||
|
||||
if (boostDuration.current > 1 && !jumpIsHeld.current) {
|
||||
setCurrentSpeed(boostSpeed);
|
||||
boostDuration.current -= 1;
|
||||
targetZPosition = 10;
|
||||
setCurrentSpeed(boostSpeed)
|
||||
boostDuration.current -= 1
|
||||
targetZPosition = 10
|
||||
} else if (boostDuration.current <= 1) {
|
||||
targetZPosition = 8;
|
||||
targetZPosition = 8
|
||||
}
|
||||
|
||||
// CAMERA WORK
|
||||
|
||||
cam.current.updateMatrixWorld();
|
||||
cam.current.updateMatrixWorld()
|
||||
|
||||
cam.current.position.x = THREE.MathUtils.lerp(
|
||||
cam.current.position.x,
|
||||
targetXPosition,
|
||||
0.01
|
||||
);
|
||||
cam.current.position.x = THREE.MathUtils.lerp(cam.current.position.x, targetXPosition, 0.01)
|
||||
|
||||
cam.current.position.z = THREE.MathUtils.lerp(
|
||||
cam.current.position.z,
|
||||
targetZPosition,
|
||||
0.01
|
||||
);
|
||||
cam.current.updateMatrixWorld();
|
||||
cam.current.position.z = THREE.MathUtils.lerp(cam.current.position.z, targetZPosition, 0.01)
|
||||
cam.current.updateMatrixWorld()
|
||||
|
||||
body.current.applyImpulse(
|
||||
{
|
||||
x: forwardDirection.x * currentSpeed,
|
||||
y: 0 + jumpForce.current,
|
||||
z: forwardDirection.z * currentSpeed,
|
||||
z: forwardDirection.z * currentSpeed
|
||||
},
|
||||
true
|
||||
);
|
||||
)
|
||||
|
||||
// Update the kart's rotation based on the steering angle
|
||||
setSteeringAngleWheels(steeringAngle * 25);
|
||||
});
|
||||
setSteeringAngleWheels(steeringAngle * 25)
|
||||
})
|
||||
|
||||
return (
|
||||
<group>
|
||||
<RigidBody
|
||||
ref={body}
|
||||
type="dynamic"
|
||||
colliders={"ball"}
|
||||
type='dynamic'
|
||||
colliders={'ball'}
|
||||
position={[0, 20, 0]}
|
||||
centerOfMass={[0, -1, 0]}
|
||||
onCollisionEnter={(event) => {
|
||||
isOnFloor.current = true;
|
||||
isOnFloor.current = true
|
||||
}}
|
||||
>
|
||||
<mesh transparent>
|
||||
<sphereGeometry args={[1, 6, 6]} />
|
||||
<meshStandardMaterial color="blue" transparent opacity={0} />
|
||||
<meshStandardMaterial
|
||||
color='blue'
|
||||
transparent
|
||||
opacity={0}
|
||||
/>
|
||||
</mesh>
|
||||
</RigidBody>
|
||||
|
||||
|
@ -298,13 +250,25 @@ export const PlayerController = () => {
|
|||
currentSpeed={currentSpeed}
|
||||
steeringAngleWheels={steeringAngleWheels}
|
||||
/>
|
||||
<pointLight
|
||||
{/* <pointLight
|
||||
position={[0.6, 0.05, 0.5]}
|
||||
intensity={scale}
|
||||
color={turboColor}
|
||||
distance={1}
|
||||
/>
|
||||
<mesh position={[0.6, 0.05, 0.5]} scale={scale}>
|
||||
/> */}
|
||||
<Sphere
|
||||
args={[1, 16, 16]}
|
||||
position={[0.6, 0.05, 0.5]}
|
||||
>
|
||||
<FakeGlowMaterial
|
||||
glowCenter={0.1}
|
||||
edgeIntensity={6.2}
|
||||
/>
|
||||
</Sphere>
|
||||
<mesh
|
||||
position={[0.6, 0.05, 0.5]}
|
||||
scale={scale}
|
||||
>
|
||||
<sphereGeometry args={[0.1, 16, 16]} />
|
||||
<meshStandardMaterial
|
||||
emissive={turboColor}
|
||||
|
@ -320,7 +284,10 @@ export const PlayerController = () => {
|
|||
color={turboColor}
|
||||
distance={1}
|
||||
/>
|
||||
<mesh position={[-0.6, 0.05, 0.5]} scale={scale}>
|
||||
<mesh
|
||||
position={[-0.6, 0.05, 0.5]}
|
||||
scale={scale}
|
||||
>
|
||||
<sphereGeometry args={[0.1, 16, 16]} />
|
||||
<meshStandardMaterial
|
||||
emissive={turboColor}
|
||||
|
@ -330,8 +297,15 @@ export const PlayerController = () => {
|
|||
opacity={1}
|
||||
/>
|
||||
</mesh>
|
||||
<DriftParticlesLeft turboColor={turboColor} scale={scale}/>
|
||||
<DriftParticlesRight turboColor={turboColor} scale={scale}/>
|
||||
|
||||
<DriftParticlesLeft
|
||||
turboColor={turboColor}
|
||||
scale={scale}
|
||||
/>
|
||||
<DriftParticlesRight
|
||||
turboColor={turboColor}
|
||||
scale={scale}
|
||||
/>
|
||||
</group>
|
||||
|
||||
{/* <ContactShadows frames={1} /> */}
|
||||
|
@ -343,5 +317,5 @@ export const PlayerController = () => {
|
|||
/>
|
||||
</group>
|
||||
</group>
|
||||
);
|
||||
};
|
||||
)
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue