Files
pronature-platform/src/components/InteractiveObjects/PuzzleGame1.js
T

96 lines
3.1 KiB
JavaScript

import { BoxGeometry, Mesh, MeshBasicMaterial, Group } from 'three';
import { TextureLoader } from 'three/src/loaders/TextureLoader';
import { MotionEngine } from '../../lib/MotionEngine';
class PuzzleGame1 {
constructor(context, image, w, h) {
this.object = new Group();
const aq = new MotionEngine();
const pr = [[0, -1], [0, 1], [1, 0], [-1, 0], [0, 0], [0, 2]];
let d = 1.2;
let bm = new BoxGeometry(1, 1, 1);
let uv = bm.getAttribute('uv');
for (let i = 0; i < 6; i++) {
let s = [(i % w) / w, (i % h) / h];
//top left
uv.array[8 * i] = s[0];
uv.array[8 * i + 1] = s[1] + 1 / h;
//top right
uv.array[8 * i + 2] = s[0] + 1 / w;
uv.array[8 * i + 3] = s[1] + 1 / h;
//bottom left
uv.array[8 * i + 4] = s[0];
uv.array[8 * i + 5] = s[1];
//bottom right
uv.array[8 * i + 6] = s[0] + 1 / w;
uv.array[8 * i + 7] = s[1];
}
let material = new MeshBasicMaterial({
map: new TextureLoader().load(image)
});
//material.map.encoding = sRGBEncoding;
for (let i = 0; i < 6; i++) {
let b = bm.clone();
let mesh = new Mesh(b, material);
mesh.position.set((i % w) * d, (i % h) * d, 0);
let ri;
do {
ri = Math.floor(Math.random() * 6);
} while (ri == this.object.children.length);
mesh.rotation.set(pr[ri][0] * Math.PI / 2, pr[ri][1] * Math.PI / 2, 0);
mesh._ri = ri;
this.object.add(mesh);
}
this.object.children[0].onBeforeRender = () => {
this.update();
};
var check = () => {
if (!this.object.children.length) return false;
let i = 0;
for (let c of this.object.children) {
if (Math.abs(c.rotation.x - pr[i][0] * Math.PI / 2) > 0.0001 || Math.abs(c.rotation.y - pr[i][1] * Math.PI / 2) > 0.0001) return false;
i++;
}
return true;
};
let clickFn = (i) => {
if (!this.done && !aq.isActive(i.object)) {
i.object._ri = (i.object._ri + 1) % 6;
aq.add({
o: i.object,
a: { rotation: { x: pr[i.object._ri][0] * Math.PI / 2, y: pr[i.object._ri][1] * Math.PI / 2 } },
t: .5
});
}
};
this.object.children.forEach(c => {
context.clickable.add(c, clickFn);
});
this.update = () => {
aq.update();
if (aq.isIdle() && !this.done && check()) {
this.done = true;
this.object.children.forEach((c, i) => {
aq.add({
o: c,
a: { position: { x: i % w, y: i % h } },
t: 1,
f: i == 0 && this.onfinish
});
});
//context.dashboard.addPoints(10);
}
};
}
}
export { PuzzleGame1 }