Improve summit terrain, mobile HUD and multiplayer night equipment

Add the Blender flashlight asset with a 600 lm beam and reduced bloom, shared-mode self badge, and compact phone controls. Relocate the summit marker, blend terrain seams, widen walking routes, and align local server configuration on port 2027.
This commit is contained in:
2026-10-31 23:14:44 +09:00
parent 18dfb63350
commit eb49ea4b84
40 changed files with 402 additions and 64 deletions
+48 -10
View File
@@ -49,6 +49,9 @@ import { createRainGearState, type RainGearItem } from '../controls/rainGear.ts'
import { faceTravel, updateThirdPersonCamera } from '../controls/thirdPersonCamera.ts';
import { createRemotePlayers } from '../multiplayer/remotePlayers.ts';
import type { PlayerState, PlayerUpdate } from '../multiplayer/protocol.ts';
import { createSelfBadge } from '../ui/selfBadge.ts';
import { createFlashlight } from './flashlight.ts';
import { FLASHLIGHT } from '../constants/flashlight.ts';
export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<ReturnType<typeof loadTerrain>>, buildingData: BuildingAssets | null,
onMove: (location: { latitude: number; longitude: number; elevation: number }) => void, coast?: LoadedCoast, structureAssets?: StructureAssets, reconstructSummit = false, summitGeometry?: BufferGeometry,
@@ -66,6 +69,10 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
const horizon = createHorizon(camera.position, terrainData.metadata.observerSurfaceElevation);
const terrain = createTerrain(terrainData, coast, reconstructSummit);
const remotePlayers = sheep ? createRemotePlayers(sheep, scene, terrain.heightAt) : undefined;
const selfBadge = sheep ? createSelfBadge(sheep.group, canvas) : undefined;
const flashlight = sheep ? createFlashlight(sheep.group) : undefined;
if (flashlight) scene.add(flashlight.light, flashlight.light.target);
let flashlightOn = false;
let networkBlocked = false;
let sharedNow: (() => number) | null = null;
let playerMoving = false;
@@ -181,8 +188,17 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
const umbrellaButton = document.querySelector<HTMLButtonElement>('#gear-umbrella')!;
const raincoatButton = document.querySelector<HTMLButtonElement>('#gear-raincoat')!;
const hoodButton = document.querySelector<HTMLButtonElement>('#gear-hood')!;
const flashlightButton = document.querySelector<HTMLButtonElement>('#gear-flashlight')!;
document.getElementById('flashlight-lumens')!.textContent = `${FLASHLIGHT.lumens} lm`;
flashlightButton.title = `손전등 · ${FLASHLIGHT.lumens} lm · 단축키 6`;
const gearStatus = document.getElementById('gear-status')!;
const refreshGear = () => {
flashlightButton.disabled = !sheep || overview || networkBlocked;
const dark = Boolean(solarState && solarState.altitude <= FLASHLIGHT.nightAltitude);
flashlightButton.setAttribute('aria-disabled', String(flashlightButton.disabled || !dark));
flashlightButton.dataset.unavailableReason = dark ? '' : '손전등은 해가 진 뒤 사용할 수 있습니다';
flashlightButton.setAttribute('aria-pressed', String(flashlightOn));
flashlightButton.setAttribute('aria-label', `손전등 ${flashlightOn ? '끄기' : '켜기'} · ${FLASHLIGHT.lumens} lm`);
umbrellaButton.disabled = raincoatButton.disabled = hoodButton.disabled = !sheep || overview || networkBlocked;
for (const button of [umbrellaButton, raincoatButton, hoodButton]) {
const reason = !rainGear.available ? EQUIPMENT_NOTICE.weather
@@ -207,12 +223,19 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
};
const toggleGear = (item: RainGearItem) => {
if (!sheep || overview || networkBlocked || !rainGear.toggle(item)) return;
sheep.setEquipment(rainGear.umbrella, rainGear.raincoat, rainGear.hood);
sheep.setEquipment(rainGear.umbrella, rainGear.raincoat, rainGear.hood, flashlightOn);
refreshGear(); rendering.invalidate();
};
umbrellaButton.addEventListener('click', () => toggleGear('umbrella'), { signal: emoteEvents.signal });
raincoatButton.addEventListener('click', () => toggleGear('raincoat'), { signal: emoteEvents.signal });
hoodButton.addEventListener('click', () => toggleGear('hood'), { signal: emoteEvents.signal });
const toggleFlashlight = () => {
if (!sheep || overview || networkBlocked || !solarState || solarState.altitude > FLASHLIGHT.nightAltitude) return;
flashlightOn = !flashlightOn;
sheep.setEquipment(rainGear.umbrella, rainGear.raincoat, rainGear.hood, flashlightOn);
refreshGear(); rendering.invalidate();
};
flashlightButton.addEventListener('click', toggleFlashlight, { signal: emoteEvents.signal });
const prayerAvailable = () => Boolean(solarState && canPray(solarState.date, solarState.sunrise));
const refreshEmotes = () => {
refreshGear();
@@ -240,8 +263,9 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
waveButton.addEventListener('click', () => startEmote('wave'), { signal: emoteEvents.signal });
prayButton.addEventListener('click', () => startEmote('pray'), { signal: emoteEvents.signal });
window.addEventListener('keydown', event => {
if (!controls.active() || event.repeat || !['Digit1', 'Digit2', 'Digit3', 'Digit4', 'Digit5'].includes(event.code)) return;
if (!controls.active() || event.repeat || !['Digit1', 'Digit2', 'Digit3', 'Digit4', 'Digit5', 'Digit6'].includes(event.code)) return;
event.preventDefault();
if (event.code === 'Digit6') { toggleFlashlight(); return; }
if (['Digit3', 'Digit4', 'Digit5'].includes(event.code)) {
toggleGear(event.code === 'Digit3' ? 'umbrella' : event.code === 'Digit4' ? 'raincoat' : 'hood'); return;
}
@@ -344,6 +368,7 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
updateThirdPersonCamera(followCamera, camera, (x, z) => harbour?.heightAt(x, z) ?? terrain.heightAt(x, z));
}
const activeCamera = overview ? overviewCamera : sheep ? followCamera : camera;
flashlight?.update(flashlightOn && !overview);
const precipitating = precipitation.update(delta, activeCamera.position, atmosphere.rain, atmosphere.snowfall,
MathUtils.smoothstep(solarState?.altitude ?? -12, -8, 15), canvas.height);
if(profile?.active()) rendering.invalidate();
@@ -353,10 +378,21 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
compass.update(activeCamera);
const minimapEnd = cpuStart ? performance.now() : 0;
if (profile) renderer.info.reset();
if (bloom) {
const altitude = solarState?.altitude ?? 90;
const torchActive = flashlightOn && !overview;
bloom.enabled = altitude < BUILDINGS.lighting.fadeEndAltitude;
bloom.strength = BUILDINGS.lighting.bloomStrength * (1 - MathUtils.smoothstep(altitude,
BUILDINGS.lighting.fadeStartAltitude, BUILDINGS.lighting.fadeEndAltitude))
* (torchActive ? FLASHLIGHT.bloomStrengthScale : 1);
bloom.threshold = torchActive ? FLASHLIGHT.bloomThreshold : BUILDINGS.lighting.bloomThreshold;
bloom.radius = torchActive ? FLASHLIGHT.bloomRadius : BUILDINGS.lighting.bloomRadius;
}
if (composer && !profile?.disablePost) {
renderPass.camera = activeCamera;
composer.render(delta);
} else renderer.render(scene, activeCamera);
selfBadge?.update(activeCamera, sharedNow !== null && !overview);
if (cpuStart) profile?.end(now, { update: updateEnd - cpuStart, minimap: minimapEnd - updateEnd,
submit: performance.now() - minimapEnd });
if (profile?.observe(now, true)) resize();
@@ -367,7 +403,7 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
const yaw = sheep?.group.rotation.y ?? camera.rotation.y;
return { x: camera.position.x, z: camera.position.z, yaw: Math.atan2(Math.sin(yaw), Math.cos(yaw)),
moving: playerMoving, emote: emotes.current,
equipment: { umbrella: rainGear.umbrella, raincoat: rainGear.raincoat, hood: rainGear.hood } };
equipment: { umbrella: rainGear.umbrella, raincoat: rainGear.raincoat, hood: rainGear.hood, flashlight: flashlightOn } };
},
setConnection(blocked: boolean, clock: (() => number) | null) {
networkBlocked = blocked; sharedNow = clock;
@@ -379,7 +415,8 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
camera.position.x = state.x; camera.position.z = state.z;
if (sheep) sheep.group.rotation.y = state.yaw;
rainGear.apply(state.equipment);
sheep?.setEquipment(rainGear.umbrella, rainGear.raincoat, rainGear.hood);
flashlightOn = Boolean(state.equipment.flashlight && solarState && solarState.altitude <= FLASHLIGHT.nightAltitude);
sheep?.setEquipment(rainGear.umbrella, rainGear.raincoat, rainGear.hood, flashlightOn);
placeObserver(); refreshEmotes(); rendering.invalidate();
},
synchronizePlayers(players: PlayerState[], selfId: string) {
@@ -389,7 +426,7 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
setWeather(weather: WeatherSample | null) {
weatherTarget = weatherAppearance(weather);
rainGear.updateWeather(weatherTarget.rain, weatherTarget.snowfall);
sheep?.setEquipment(rainGear.umbrella, rainGear.raincoat, rainGear.hood);
sheep?.setEquipment(rainGear.umbrella, rainGear.raincoat, rainGear.hood, flashlightOn);
refreshGear();
// Do not blend an old precipitation type into the newly selected weather.
if (weatherTarget.rain === 0) atmosphere.rain = 0;
@@ -429,6 +466,10 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
},
update(state: SunState) {
solarState = state;
if (flashlightOn && state.altitude > FLASHLIGHT.nightAltitude) {
flashlightOn = false;
sheep?.setEquipment(rainGear.umbrella, rainGear.raincoat, rainGear.hood, false);
}
emotes.update(0, false, prayerAvailable());
refreshEmotes();
// LIVE calls this every second; never skip a new solar/time state.
@@ -437,11 +478,6 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
applyAtmosphere();
ocean?.update(direction, state.altitude);
buildings?.update(state.altitude);
if (bloom) {
bloom.enabled = state.altitude < BUILDINGS.lighting.fadeEndAltitude;
bloom.strength = BUILDINGS.lighting.bloomStrength * (1 - MathUtils.smoothstep(state.altitude,
BUILDINGS.lighting.fadeStartAltitude, BUILDINGS.lighting.fadeEndAltitude));
}
horizon.update(state.altitude);
fog.color.copy(nightFog).lerp(dawnFog, MathUtils.smoothstep(state.altitude, -8, 0));
fog.color.lerp(dayFog, MathUtils.smoothstep(state.altitude, 0, 15));
@@ -453,6 +489,8 @@ export function createWorld(canvas: HTMLCanvasElement, terrainData: Awaited<Retu
renderer.setAnimationLoop(null);
minimap.dispose();
compass.dispose();
selfBadge?.dispose();
flashlight?.dispose();
bloom?.dispose();
outputPass?.dispose();
renderPass.dispose();