HardYards/web/world/dev_player.html
m3ultra 41ad12dede Merge all lanes; add importmap; fix /world/ absolute paths
Selftest on merged main: 121 pass / 0 skip / 0 fail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 22:23:20 +10:00

204 lines
8.9 KiB
HTML

<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>SHADES — Lane D player harness</title>
<style>
html, body { margin: 0; height: 100%; background: #6f7f8c; overflow: hidden; font: 12px/1.5 ui-monospace, Menlo, monospace; }
canvas { display: block; }
#hud { position: fixed; top: 8px; left: 8px; color: #fff; text-shadow: 0 1px 2px #000; white-space: pre; pointer-events: none; }
#panel { position: fixed; top: 8px; right: 8px; color: #fff; text-shadow: 0 1px 2px #000; text-align: right; }
#panel button { font: inherit; margin: 1px; }
#panel input { vertical-align: middle; }
#prompt { position: fixed; left: 50%; bottom: 64px; transform: translateX(-50%); color: #fff;
text-shadow: 0 1px 3px #000; font-size: 15px; text-align: center; pointer-events: none; }
#bar { width: 160px; height: 5px; background: #0006; margin: 5px auto 0; border-radius: 3px; overflow: hidden; }
#fill { height: 100%; width: 0; background: #ffd54a; }
</style>
<!--
REQUIRED, don't delete: every vendored addon (GLTFLoader, SkeletonUtils, …) imports from the bare
specifier 'three', so any page that pulls in player.js needs this map. index.html has no importmap
yet because nothing there uses an addon — flagged for Lane A in THREADS.md, since the placeholder
swap will need it too.
-->
<script type="importmap">
{ "imports": { "three": "./vendor/three.module.js", "three/addons/": "./vendor/addons/" } }
</script>
</head>
<body>
<canvas id="c"></canvas>
<div id="hud"></div>
<div id="panel">
wind <input id="wind" type="range" min="0" max="40" step="0.5" value="4"> <span id="wv">4</span> m/s<br>
dir <input id="dir" type="range" min="0" max="6.28" step="0.01" value="0"><br>
<button id="gust">gust (+18, 1.6s)</button>
<button id="knock">knockdown</button>
<button id="stag">stagger</button>
</div>
<div id="prompt"></div>
<!--
Lane D dev harness. NOT the game — Lane A owns index.html, world.js, camera.js, hud.js.
Everything here that isn't player.js / interact.js is a throwaway mock standing in until M0 lands:
the ground, the wind, the camera and the prompt UI. PLAN3D §0 says lanes develop against contracts
+ mocks until Lane A's skeleton merges; this is that mock.
-->
<script type="module">
import * as THREE from 'three';
import { loadPlayer, KeyboardInput, STATES } from './js/player.js';
import { Interact, wireYardActions } from './js/interact.js';
const renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('c'), antialias: true });
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x8fa6b6);
scene.fog = new THREE.Fog(0x8fa6b6, 30, 90);
const cam = new THREE.PerspectiveCamera(55, 1, 0.1, 300);
const resize = () => {
renderer.setSize(innerWidth, innerHeight);
cam.aspect = innerWidth / innerHeight; cam.updateProjectionMatrix();
};
addEventListener('resize', resize); resize();
const sun = new THREE.DirectionalLight(0xfff3e0, 2.4);
sun.position.set(-8, 14, 6); sun.castShadow = true;
sun.shadow.mapSize.set(2048, 2048);
Object.assign(sun.shadow.camera, { left: -18, right: 18, top: 18, bottom: -18, near: 1, far: 50 });
scene.add(sun, new THREE.HemisphereLight(0xbfd8e8, 0x4a5a3a, 1.1));
// --- mock yard: 30x20 m, flat. Lane A's world.js replaces this (and gives real terrain height). ---
const ground = new THREE.Mesh(new THREE.PlaneGeometry(30, 20),
new THREE.MeshLambertMaterial({ color: 0x6f8f4e }));
ground.rotation.x = -Math.PI / 2; ground.receiveShadow = true;
scene.add(ground);
const grid = new THREE.GridHelper(30, 30, 0x33502a, 0x5d7a45);
grid.position.y = 0.01; scene.add(grid);
// scale references: a 4 m sail post and a 1.7 m capsule. PLAN3D §5-D.1 wants the player to read
// "small person" beside a 4 m post — this is how we check that by eye.
const post = new THREE.Mesh(new THREE.CylinderGeometry(0.06, 0.08, 4, 12),
new THREE.MeshLambertMaterial({ color: 0xcfd4d8 }));
post.position.set(-4, 2, -3); post.castShadow = true; scene.add(post);
const capsule = new THREE.Mesh(new THREE.CapsuleGeometry(0.28, 1.7 - 0.56, 6, 12),
new THREE.MeshLambertMaterial({ color: 0xd08a5a }));
capsule.position.set(-2.6, 0.85, -3); capsule.castShadow = true; scene.add(capsule);
// interact fixtures: a shed table (pick up a spare) and a broken sail corner (re-rig)
const table = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.06, 0.6),
new THREE.MeshLambertMaterial({ color: 0x8a6b45 }));
table.position.set(5, 0.8, 2); table.castShadow = true; scene.add(table);
const cornerPos = new THREE.Vector3(0, 2.6, -5);
const cornerDot = new THREE.Mesh(new THREE.SphereGeometry(0.13, 12, 10),
new THREE.MeshBasicMaterial({ color: 0xff5252 }));
cornerDot.position.copy(cornerPos); scene.add(cornerDot);
// --- mock wind, standing in for Lane C's weather.js wind.sample(pos,t) ---
const windEl = document.getElementById('wind'), dirEl = document.getElementById('dir');
const wv = document.getElementById('wv');
let gustUntil = -1, gustAdd = 0;
const wind = {
sample(_pos, t) {
const base = +windEl.value;
const extra = t < gustUntil ? gustAdd : 0;
const a = +dirEl.value;
const s = base + extra;
return new THREE.Vector3(Math.cos(a) * s, 0, Math.sin(a) * s);
},
};
windEl.oninput = () => { wv.textContent = windEl.value; };
// --- player ---
const { sim, view, step } = await loadPlayer(scene, {
start: { x: 0, y: 0, z: 3 },
height: 1.72,
groundAt: () => 0, // Lane A's world.js supplies the real terrain height
});
const input = new KeyboardInput();
// --- interactions (the real thing: interact.js + wireYardActions) ---
const interact = new Interact();
const corner = { anchorId: 'post_nw', broken: true, load: 0, pos: cornerPos };
wireYardActions(interact, {
sailRig: {
corners: [corner],
repair: () => { corner.broken = false; cornerDot.material.color.set(0x4caf50); },
trim: () => { cornerDot.scale.setScalar(cornerDot.scale.x * 1.08); },
},
world: { shedTable: { pos: table.position } },
});
document.getElementById('gust').onclick = () => { gustAdd = 18; gustUntil = clock.t + 1.6; };
document.getElementById('knock').onclick = () => sim.knockdown(clock.t, +windEl.value ? 1 : 0, 0);
document.getElementById('stag').onclick = () => sim.staggerHit(clock.t);
// --- mock third-person camera. Lane A's camera.js replaces this; RMB-drag orbits. ---
const orbit = { yaw: Math.PI, pitch: 0.28, dist: 6 };
let drag = false;
addEventListener('contextmenu', (e) => e.preventDefault());
addEventListener('mousedown', (e) => { if (e.button === 2) drag = true; });
addEventListener('mouseup', () => { drag = false; });
addEventListener('mousemove', (e) => {
if (!drag) return;
orbit.yaw -= e.movementX * 0.005;
orbit.pitch = Math.max(-0.2, Math.min(1.1, orbit.pitch + e.movementY * 0.004));
});
addEventListener('wheel', (e) => { orbit.dist = Math.max(2.5, Math.min(14, orbit.dist + e.deltaY * 0.01)); });
const hud = document.getElementById('hud');
const promptEl = document.getElementById('prompt');
const DT = 1 / 60;
const clock = { t: 0, acc: 0, last: performance.now() };
function frame(now) {
requestAnimationFrame(frame);
// rAF drives the VIEW; the sim is stepped at a fixed dt so it matches selftest exactly
let elapsed = Math.min(0.25, (now - clock.last) / 1000);
clock.last = now;
clock.acc += elapsed;
while (clock.acc >= DT) {
clock.acc -= DT;
clock.t += DT;
step(DT, clock.t, input.read(orbit.yaw), wind);
interact.step(DT, clock.t, sim, input.holding);
}
// camera: shoulder-follow, orbits on RMB
const h = 1.5;
cam.position.set(
sim.pos.x + Math.sin(orbit.yaw) * Math.cos(orbit.pitch) * orbit.dist,
sim.pos.y + h + Math.sin(orbit.pitch) * orbit.dist,
sim.pos.z + Math.cos(orbit.yaw) * Math.cos(orbit.pitch) * orbit.dist);
cam.lookAt(sim.pos.x, sim.pos.y + 1.1, sim.pos.z);
const near = interact.nearest(sim);
promptEl.innerHTML = near
? `[E] ${interact.labelOf(near, sim)}<div id="bar"><div id="fill" style="width:${(interact.progress * 100).toFixed(0)}%"></div></div>`
: '';
hud.textContent =
`state ${sim.state}${sim.busy ? ' (busy)' : ''}\n` +
`clip ${STATES[sim.state].clip}\n` +
`speed ${sim.speed.toFixed(2)} m/s\n` +
`pos ${sim.pos.x.toFixed(1)}, ${sim.pos.z.toFixed(1)}\n` +
`wind ${sim.windSpeed.toFixed(1)} m/s (base ${sim.windBase.toFixed(1)}, gust ${sim.gust.toFixed(1)})\n` +
`shove ${Math.hypot(sim.shove.x, sim.shove.z).toFixed(2)} m/s\n` +
`exposure ${sim.exposure.toFixed(2)} / ${sim.tune.knockSustain}\n` +
`pitch ${sim.pitch.toFixed(2)}\n` +
`carrying ${sim.carrying || '—'}\n` +
`bound ${view.clipNames.join(' ')}\n` +
`\nWASD move · shift run · E hold · RMB orbit`;
renderer.render(scene, cam);
}
requestAnimationFrame(frame);
// expose for console poking / screenshot checks
Object.assign(window, { sim, view, interact, scene, cam, orbit, clock, THREE });
</script>
</body>
</html>