This commit is contained in:
2025-10-21 18:50:52 +03:00
parent 3ff60a1cf4
commit 8f817eee14
13 changed files with 157 additions and 100 deletions
+18 -17
View File
@@ -158,7 +158,8 @@ export default {
}
},
async loadEnvironment(scene, target){
await gameEngine.loadPanorama(`/asset/default/55/panorama-vaya.webp`);
//await gameEngine.loadPanorama(`/asset/default/55/panorama-vaya.webp`);
await gameEngine.loadPanorama(`/asset/default/36.jpg`);
await this.expandScenarioData(scene);
//gameEngine.activeObjects.scale.set(0.033, 0.033, 0.033)
gameEngine.activeObjects.clear();
@@ -224,30 +225,30 @@ export default {
// vp.object.rotation.y += -Math.PI/2;
let maze = new MazeQuizGame(gameEngine, {}, [
{s: 'Кое е най-голямото езеро в България', h: 'Wrong answer', a: true},
{s: '1 + 1 = 2', h: 'Wrong answer', a: true},
{s: '1 + 1 = 2', h: 'Wrong answer', a: true},
{s: '1 + 1 = 2', h: 'Wrong answer', a: true},
{q: 'Атанасовското езеро е дълго около 10км.', a:['Вярно', 'Невярно'], h: 'Грешен отговор. Атанасовското езеро е дълго около 10км.'},
{q: 'Колко дълбоко е Атанасовското езеро?', a:['Около 35см', 'Около 3.5м', 'Метър и половина'], h: 'Атанасовското езеро е дълбоко средно около 35см.'},
{q: 'Колко вида птици се наблюдават в Атанасовското езеро?', a: ['Повече от 330 вида', 'Над 10 вида', 'Над 450 вида'], h: 'В Атанасовското езеро са наблюдавани над 330 вида птици'},
{q: 'Какво е Via Pontica?', a: ['Миграционният път на птиците, минаващ покрай Бургаските езера', 'Рядък вид птица', 'Местност в гр. Бургас'], h: 'Via Pontica наричаме миграционния път на птиците'},
])
maze.load().then(o=>{
gameEngine.activeObjects.add(o);
//o.scale.set(5,5,5);
})
new Grass(Grass.positions(1000,50,50), '/static/textures/grass01.png', 1, .5).then(mesh=>{
console.log('adding grass')
gameEngine.scene.add(mesh);
})
// new Grass(Grass.positions(1000,50,50), '/static/textures/grass01.png', 1, .5).then(mesh=>{
// console.log('adding grass')
// gameEngine.scene.add(mesh);
// })
new Grass(Grass.positions(250,50,50), '/static/textures/flowers01.png', 1, .75).then(mesh=>{
gameEngine.scene.add(mesh);
console.log('adding grass')
})
// new Grass(Grass.positions(250,50,50), '/static/textures/flowers01.png', 1, .75).then(mesh=>{
// gameEngine.scene.add(mesh);
// console.log('adding grass')
// })
new Grass(Grass.positions(250,50,50), '/static/textures/flowers02.png', 1, .75).then(mesh=>{
gameEngine.scene.add(mesh);
console.log('adding grass')
})
// new Grass(Grass.positions(250,50,50), '/static/textures/flowers02.png', 1, .75).then(mesh=>{
// gameEngine.scene.add(mesh);
// console.log('adding grass')
// })
},
async expandScenarioData(scene){
scene.data.$environment = (await this.$api.gameObject.load(scene.data.environment)).data
@@ -42,17 +42,65 @@ class MazeObject {
po.rigidBody.setRotation(quat, true)
}
function addRoom(elements, def, offsetZ){
// e = [
// o.floor.clone(),
// o.door.clone(),
// o[def.r ? 'door' : 'wall'].clone(),
// o[def.f ? 'door' : 'wall'].clone(),
// o[def.l ? 'door' : 'wall'].clone()
// ];
let e = elements.map(e=>o[e].clone())
e[0].position.set(0, 0, offsetZ + context.wallSize/2);
e[1].rotateY(_tf.rotation.b);
e[2].rotateY(_tf.rotation.r);
e[3].rotateY(_tf.rotation.f);
e[4].rotateY(_tf.rotation.l);
e[1].position.set(0, 0, offsetZ + 0);
e[2].position.set(-context.wallSize/2, 0, offsetZ + context.wallSize/2);
e[3].position.set(0, 0, offsetZ + context.wallSize);
e[4].position.set(context.wallSize/2, 0, offsetZ + context.wallSize/2);
if (elements[1] == 'wall'){
addPhysics(def.matrix, [0, 0, offsetZ], context.wallSize, 'front')
}
if (elements[2] == 'wall'){
addPhysics(def.matrix, [-context.wallSize/2, 0, offsetZ + context.wallSize/2], context.wallSize)
}
if (elements[3] == 'wall'){
addPhysics(def.matrix, [0, 0, offsetZ + context.wallSize], context.wallSize, 'front')
}
if (elements[4] == 'wall'){
addPhysics(def.matrix, [context.wallSize/2, 0, offsetZ + context.wallSize/2], context.wallSize)
}
e.forEach(g => {
g.applyMatrix4(def.matrix);
root.add(g);
});
}
this.mazeObject = function(def, room, step = 0) {
if (!def.matrix){
def.matrix = new Matrix4();
}
let offsetZ = 0, e;
def.len = def.len || 0;
// if (step == 0) {
if (step == 0) {
// e = o.door.clone();
// e.rotateY(_tf.rotation.f);
// mazeMeshes.push(e);
// }
addRoom(['floor', 'wall', 'wall', 'door', 'wall'], def, -context.wallSize)
}
for (let i = 0; i < def.len; i++) {
let t = o.tunnel.clone();
t.position.set(0, 0, i * context.tubeSize);
@@ -72,44 +120,7 @@ class MazeObject {
addPhysics(def.matrix, [context.tubeSize / 2, 0.6, offsetZ/2], offsetZ)
addPhysics(def.matrix, [-context.tubeSize / 2, 0.6, offsetZ/2], offsetZ)
e = [
o.floor.clone(),
o.door.clone(),
o[def.r ? 'door' : 'wall'].clone(),
o[def.f ? 'door' : 'wall'].clone(),
o[def.l ? 'door' : 'wall'].clone()
];
e[0].position.set(0, 0, offsetZ + context.wallSize/2);
e[1].rotateY(_tf.rotation.b);
e[2].rotateY(_tf.rotation.r);
e[3].rotateY(_tf.rotation.f);
e[4].rotateY(_tf.rotation.l);
e[1].position.set(0, 0, offsetZ + 0);
e[2].position.set(-context.wallSize/2, 0, offsetZ + context.wallSize/2);
e[3].position.set(0, 0, offsetZ + context.wallSize);
e[4].position.set(context.wallSize/2, 0, offsetZ + context.wallSize/2);
if (!def.r){
addPhysics(def.matrix, [-context.wallSize/2, 0, offsetZ + context.wallSize/2], context.wallSize)
}
if (!def.f){
addPhysics(def.matrix, [0, 0, offsetZ + context.wallSize], context.wallSize, 'front')
}
if (!def.l){
addPhysics(def.matrix, [context.wallSize/2, 0, offsetZ + context.wallSize/2], context.wallSize)
}
e.forEach(g => {
g.applyMatrix4(def.matrix);
root.add(g);
});
addRoom(['floor', 'door', def.r ? 'door' : 'wall', def.f ? 'door' : 'wall', def.l ? 'door' : 'wall'], def, offsetZ)
def.objects && def.objects.forEach(async obj => {
obj.room = room;
@@ -1,9 +1,24 @@
import { MazeObject } from "./MazeObject";
import Utils from "@/lib/Utils";
const defaults = {
arrows:{
r: len => ({ type: 'image', value: '/static/textures/arrow.png', position:[-.5,.44,len+.96], rotation:[0,Math.PI, 0], scale: [0.03, 0.03, 0.03] }),
l: len => ({ type: 'image', value: '/static/textures/arrow.png', position:[.5,.44,len+.96], rotation:[0,Math.PI, Math.PI], scale: [0.03, 0.03, 0.03] }),
f: len => ({ type: 'image', value: '/static/textures/arrow.png', position:[0,.73,len+.96], rotation:[0,Math.PI, Math.PI/2], scale: [0.03, 0.03, 0.03] })
},
answers:{
r: (len, text) => ({ type: 'text', text, position:[-.5,.3,len+.9], rotation:[0,Math.PI, 0] }),
l: (len, text) => ({ type: 'text', text, position:[.5,.3,len+.9], rotation:[0,Math.PI, 0] }),
f: (len, text) => ({ type: 'text', text, position:[0,.7,len+.9], rotation:[0,Math.PI, 0] })
}
}
const tl = 4;
class MazeQuizGame {
constructor(engine, context, questions) {
let def = this.generate(questions);
console.log(def)
this.mazeObject = new MazeObject(engine, def)
}
@@ -16,41 +31,66 @@ class MazeQuizGame {
generate(questions, idx = 0){
let cq = questions[idx]
if (!cq) return {};
let len = Math.round(Math.random()*4) + 2;
let lr = Math.round(Math.random()*4) + 2;
let lrv = Math.random() > 0.5;
return {
let len = Math.round(Math.random()*tl) + 2;
let l = {
l: Math.round(Math.random()*tl) + 2,
r: Math.round(Math.random()*tl) + 2,
f: Math.round(Math.random()*tl) + 2
}
let directions = Utils.shuffleArray( ['l', 'r', 'f'] )
let mo = {
len,
objects:[
{
type: 'text', text: cq.s, position:[0,.4,len+.96], rotation:[0,Math.PI, 0]
},{
type: 'image', value: '/static/textures/arrow.png', position:[-.5,.44,len+.96], rotation:[0,Math.PI, 0], scale: [0.03, 0.03, 0.03]
},{
type: 'text', text: 'Вярно', position:[-.5,.3,len+.9], rotation:[0,Math.PI, 0]
},{
type: 'image', value: '/static/textures/arrow.png', position:[.5,.44,len+.96], rotation:[0,Math.PI, Math.PI], scale: [0.03, 0.03, 0.03]
},{
type: 'text', text: 'Невярно', position:[.5,.3,len+.9], rotation:[0,Math.PI, 0]
}
],
[lrv?'r':'l']:{
len: 10 - lr,
[lrv?'l':'r']: {
len: lr,
objects:[
{
type: 'text', text: cq.h, position:[0,.44,lr+.96], rotation:[0,Math.PI, 0]
type: 'text', text: cq.q, position:[0,.4,len + .96], rotation:[0,Math.PI, 0]
}
]
}
},
[lrv?'l':'r']:{
len: lr,
[lrv?'r':'l']: this.generate(questions, idx + 1)
cq.a.forEach((a, i)=>{
let d = directions[i];
mo.objects.push(
defaults.arrows[d](len),
defaults.answers[d](len, a)
)
let dd;
if (d == 'f'){
dd = l.l > l.r ? 'l' : 'r';
}else {
dd = d == 'l' ? 'r' : 'l'
}
if (i == 0){
mo[d] = {
len: l[d],
[dd]: this.generate(questions, idx + 1)
}
}else{
mo[d] = {
len: l[d],
[dd]: {
len: 8 - l[d],
objects:[
{
type: 'text', text: cq.h, position:[0,.44,8 - l[d]+.96], rotation:[0,Math.PI, 0]
}
]
}
}
}
if (d == 'f'){
let path = mo[d][dd];
mo[d][dd] = {
len: 1,
[dd == 'r' ? 'l' : 'r']: path
}
}
})
return mo;
}
}
export {MazeQuizGame}
@@ -16,10 +16,10 @@ class TextObject {
txt.anchorY = 'bottom';
txt.curveRadius = 0;
txt.outlineColor = 0xffffff;
txt.outlineWidth = '1%';
txt.outlineWidth = '15%';
txt.depthOffset = 0.1;
//txt.outlineBlur = '50%';
txt.color = new Color(0xffffff);
txt.color = new Color(0x0);
assignParams(txt, obj)
let m = new MeshStandardMaterial({
roughness: .73,
@@ -15,7 +15,7 @@
<script>
import Utils from '@/lib/utils';
import Utils from '@/lib/Utils';
export default {
emits:['target', 'preview'],
+1 -1
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@@ -26,7 +26,7 @@
<script>
import SvgIcon from './SvgIcon.vue';
import Utils from '@/lib/utils';
import Utils from '@/lib/Utils';
export default {
emits:['target', 'preview'],
+1 -1
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@@ -25,7 +25,7 @@
<script>
import SvgIcon from './SvgIcon.vue';
import Utils from '@/lib/utils';
import Utils from '@/lib/Utils';
import AssetSelector from '../AssetsManagement/AssetSelector.vue';
export default {
@@ -68,7 +68,7 @@
import GameObject from './GameObject.vue';
import Scene from './Scene.vue';
import SvgRectangle from './SvgRectangle.vue';
import Utils from '@/lib/utils';
import Utils from '@/lib/Utils';
import AssetSelector from '../AssetsManagement/AssetSelector.vue';
import Task from './Task.vue';
@@ -13,7 +13,7 @@
<script>
import AnnotationPoint from './AnnotationPoint.vue';
import Utils from '@/lib/utils';
import Utils from '@/lib/Utils';
export default {
components: { AnnotationPoint },
+1 -1
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@@ -27,7 +27,7 @@
<script>
import SvgIcon from './SvgIcon.vue';
import Utils from '@/lib/utils';
import Utils from '@/lib/Utils';
export default {
emits:['target', 'preview'],
+1 -1
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@@ -105,7 +105,7 @@ export class CharacterControls {
let dst = Math.sqrt(Math.pow(cameraPosition.x - this.model.position.x, 2) + Math.pow(cameraPosition.z - this.model.position.z, 2));
//cameraPosition.y = 8 - dst;
if (dst > 2){
if (dst >0.52){
this.camera.position.copy(cameraPosition)
this.camera.lookAt(new THREE.Vector3(
this.model.position.x,
@@ -24,7 +24,7 @@ class GameEngine {
this.opts = opts;
const gameEngine = this;
this.perspectiveCamera = new THREE.PerspectiveCamera(45, this.aspect, 0.01, 25);
this.perspectiveCamera = new THREE.PerspectiveCamera(45, this.aspect, 0.01, 250);
this.raycaster = new THREE.Raycaster();
this.perspectiveCamera.position.set(0, 0, 10);
+5
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@@ -54,4 +54,9 @@ export default {
rad2deg(rad){
return rad * 180 / Math.PI;
},
shuffleArray(arr){
return arr.map(value => ({ value, sort: Math.random() }))
.sort((a, b) => a.sort - b.sort).map(({ value }) => value)
}
}