First-person shell: chunk streaming, instanced buildings + facade texture atlas (22 facade materials -> 1; 5 skin materials city-wide), signs, awnings, furniture, day/night lighting, minimap, pixel-accurate collision (incl. arbitrary-angle lots), door raycast -> procity:enterShop, DBG harness, all-fallback mode. Renders Lane A's full generated town (seed 20261990 'Boolarra Heads', 493 shops); worst continuous- walk view ~261 draws (<=300 gate). 6 adversarial-review bugs fixed (collision sign, house doors, awning skin, sign atlas, furniture seed hash, shot-mode restore). index.html and skins.js include Lane F's inline integration seam edits (marked '[Lane F integration]'): interior/keeper/citizen wiring + facade filename fix. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
121 lines
5.3 KiB
JavaScript
121 lines
5.3 KiB
JavaScript
// PROCITY Lane B — hud.js
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// The street HUD: crosshair, shop-name tooltip (throttled centre-screen raycast, far = 6m),
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// time-of-day + seed + live perf readout (renderer.info: draw calls & triangles), and the
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// door-click → `procity:enterShop` hand-off. Creates its own DOM overlay so index.html stays thin.
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import * as THREE from 'three';
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const CSS = `
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#pc-hud{position:fixed;inset:0;pointer-events:none;font:13px/1.4 -apple-system,Segoe UI,Roboto,sans-serif;color:#f4efe6;z-index:10}
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#pc-cross{position:absolute;left:50%;top:50%;width:6px;height:6px;margin:-3px 0 0 -3px;border-radius:50%;background:#fff;opacity:.7;box-shadow:0 0 3px #000}
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#pc-tip{position:absolute;left:50%;top:calc(50% + 22px);transform:translateX(-50%);background:rgba(20,16,10,.82);padding:6px 12px;border-radius:6px;white-space:nowrap;opacity:0;transition:opacity .12s;text-shadow:0 1px 2px #000}
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#pc-dbg{position:absolute;right:10px;top:10px;text-align:right;background:rgba(20,16,10,.55);padding:8px 11px;border-radius:8px;min-width:150px}
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#pc-dbg b{color:#ffd75e;font-weight:600}
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#pc-dbg .warn{color:#ff9a6a}
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#pc-clock{font-size:15px;margin-bottom:3px}
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#pc-toast{position:absolute;left:50%;bottom:64px;transform:translateX(-50%);background:rgba(20,16,10,.9);padding:10px 18px;border-radius:10px;font-size:15px;opacity:0;transition:opacity .25s;text-shadow:0 1px 2px #000}
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#pc-help{position:absolute;left:12px;bottom:12px;background:rgba(20,16,10,.5);padding:7px 11px;border-radius:8px;opacity:.85}
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`;
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export function createHUD({ camera, renderer, plan, getDoorMeshes, onEnterShop }) {
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if (!document.getElementById('pc-hud-style')) {
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const st = document.createElement('style'); st.id = 'pc-hud-style'; st.textContent = CSS;
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document.head.appendChild(st);
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}
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const root = document.createElement('div'); root.id = 'pc-hud';
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root.innerHTML = `
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<div id="pc-cross"></div>
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<div id="pc-tip"></div>
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<div id="pc-dbg">
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<div id="pc-clock">—</div>
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<div>town <b id="pc-town">—</b></div>
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<div>seed <b id="pc-seed">—</b></div>
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<div>fps <b id="pc-fps">—</b></div>
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<div>draws <b id="pc-draws">—</b> · tris <b id="pc-tris">—</b></div>
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<div>chunks <b id="pc-chunks">—</b></div>
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</div>
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<div id="pc-toast"></div>
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<div id="pc-help">WASD move · shift run · mouse look · click a door · [ ] time · P shot · Esc release</div>`;
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document.body.appendChild(root);
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const $ = (id) => root.querySelector('#' + id);
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const elTip = $('pc-tip'), elClock = $('pc-clock'), elFps = $('pc-fps'), elDraws = $('pc-draws'),
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elTris = $('pc-tris'), elChunks = $('pc-chunks'), elToast = $('pc-toast');
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$('pc-town').textContent = plan.name || '—';
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$('pc-seed').textContent = plan.citySeed;
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const ray = new THREE.Raycaster();
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ray.far = 6;
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const centre = new THREE.Vector2(0, 0);
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let hovered = null; // { shopId, name }
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let frame = 0, fpsAcc = 0, fpsCount = 0, fpsShown = 0;
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function nearestDoor(rects, point) {
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let best = null, bd = Infinity;
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for (const r of rects) {
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const d = (r.x - point.x) ** 2 + (r.z - point.z) ** 2;
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if (d < bd) { bd = d; best = r; }
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}
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return best;
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}
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function raycastDoor() {
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const meshes = getDoorMeshes ? getDoorMeshes() : [];
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if (!meshes.length) { hovered = null; return; }
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ray.setFromCamera(centre, camera);
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const hits = ray.intersectObjects(meshes, false);
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if (hits.length) {
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const h = hits[0];
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const rects = h.object.userData.doorRects || [];
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const door = nearestDoor(rects, h.point);
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hovered = door ? { shopId: door.shopId, name: door.name } : null;
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} else {
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hovered = null;
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}
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}
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function update(dt, info) {
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// fps (smoothed over ~0.4s)
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fpsAcc += dt; fpsCount++;
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if (fpsAcc >= 0.4) { fpsShown = Math.round(fpsCount / fpsAcc); fpsAcc = 0; fpsCount = 0; }
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frame++;
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if (frame % 6 === 0) raycastDoor();
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// tooltip
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if (hovered) { elTip.textContent = `🚪 ${hovered.name} — click to enter`; elTip.style.opacity = 1; }
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else elTip.style.opacity = 0;
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// debug readout
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if (info) {
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if (info.clock) elClock.textContent = `${info.clock.label} ${info.clock.hour}${info.clock.night ? ' 🌙' : ''}`;
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elFps.textContent = fpsShown;
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const draws = renderer.info.render.calls, tris = renderer.info.render.triangles;
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elDraws.innerHTML = draws > 300 ? `<span class="warn">${draws}</span>` : draws;
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elTris.innerHTML = tris > 200000 ? `<span class="warn">${(tris / 1000 | 0)}k</span>` : `${(tris / 1000 | 0)}k`;
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if (info.chunks != null) elChunks.textContent = info.chunks;
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}
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}
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let toastT = 0;
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function showToast(msg, secs = 2.6) {
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elToast.textContent = msg; elToast.style.opacity = 1; toastT = secs;
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}
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function tickToast(dt) { if (toastT > 0) { toastT -= dt; if (toastT <= 0) elToast.style.opacity = 0; } }
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// door click → enter shop (only when hovering one)
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function onClick() {
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if (hovered && onEnterShop) onEnterShop(hovered.shopId, hovered.name);
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}
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renderer.domElement.addEventListener('click', onClick);
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function setVisible(v) { root.style.display = v ? 'block' : 'none'; }
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function dispose() {
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renderer.domElement.removeEventListener('click', onClick);
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root.remove();
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}
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return { update, tickToast, showToast, setVisible, dispose, getHovered: () => hovered,
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getFps: () => fpsShown };
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}
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