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<!DOCTYPE html>
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<html>
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<title>SpaSca : Spatial Scaffolding</title>
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<head>
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<!-- Suggestions? https://git.benetou.fr/utopiah/text-code-xr-engine/issues/ -->
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<script src='dependencies/aframe.offline.min.js'></script>
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<script src="dependencies/a-console.js"></script>
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<script src='dependencies/aframe-troika-text.min.js'></script>
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<script src='dependencies/webdav.js'></script>
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<script src="https://cdn.jsdelivr.net/gh/c-frame/aframe-extras@7.1.0/dist/aframe-extras.min.js"></script>
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<script src='jxr-core.js?1234567'></script>
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<script src='jxr-postitnote.js?13235'></script>
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</head>
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<body>
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<script>
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/* TODO :
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- reset (as done for fishinbowl)
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- add audio instructions
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- better menu (e.g target with onreleased)
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- fix maze/mazemap mismatch (causing emit() error on init)
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- game ideas
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- art deco / art nouveau facade as puzzle mixed pieces
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*/
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AFRAME.registerComponent('startfunctions', {
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init: function(){
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addGames()
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// example of adding a game programmatically
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/*
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let newEl = document.createElement('a-entity')
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let gamename = "checkers"
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let gamename = "carcassone"
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newEl.id = gamename
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newEl.setAttribute(gamename, "")
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newEl.classList.add( "game" )
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AFRAME.scenes[0].appendChild(newEl)
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// move with waddle example
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let biggu = document.querySelector("#biggu")
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biggu.setAttribute("animation__translation", "property: position; to: 0 0 0.5; dur: 10000;")
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biggu.setAttribute("animation__waddle", "property: rotation; from: 0 -20 -10; to: 0 20 10; dur: 1000; loop:true; easing: linear; dir:alternate;")
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*/
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}
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})
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//___________________________________________________________________________________________________________________________________
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/*
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game manager component
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parent entity where each game itself is another child entity
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menu
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show/hide each game
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bookmark
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filter on e.g age range, last played, not completed
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has listener to unify animation and audio
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e.g yes/win or try again
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but also lets custom content be presented, e.g custom audio instructions
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*/
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function addGames(){
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const imgPath = "../content/games/previews/"
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const imgExtension = ".jpg"
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// show/hide should be enough (target should only work when shown iirc)
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Array.from( document.querySelectorAll('.game') ).map( (g,i) => {
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let n = addNewNote("jxr showOnlyThisGame('"+g.id+"')")
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AFRAME.scenes[0].appendChild(n)
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setTimeout( _ => {
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let newEl = document.createElement("a-image")
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newEl.setAttribute("src", imgPath+g.id+imgExtension)
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//newEl.setAttribute("position", "-1 0 0")
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newEl.setAttribute("target", "true") // now works despite relative position... but weird
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newEl.setAttribute("onreleased", "showOnlyThisGame('"+g.id+"')")
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n.appendChild( newEl )
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n.object3D.position.y+=i/10
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// n.setAttribute("annotation", "content:...")
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// e.g to add French, would need to add specific data e.g full name, translation with language name e.g FR, etc
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}, 500 )
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})
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// also need to add reset state!
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// could add a reset event listener on each component
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}
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function showOnlyThisGame(name){
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Array.from( document.querySelectorAll('.game') ).map( (g,i) => g.setAttribute("visible", "false") )
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document.getElementById(name).setAttribute("visible", "true")
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document.querySelector("["+name+"]").emit("reset")
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}
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//___________________________________________________________________________________________________________________________________
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AFRAME.registerComponent('carcassone', {
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init: function(){
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// written vertically then joined, corners, bridges, crosses
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let tiles = [ "00100 01100 11011 00110 00100", "00100 00100 10101 00100 00100", "00100 00100 11111 00100 00100", ]
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this.colors = ['red', 'green', 'blue', 'yellow']
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let generatorName = this.attrName
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let el = this.el
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let deckOfTiles = []
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for (let i=0; i<4; i++)
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deckOfTiles.push( tiles[2] )
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for (let i=0; i<3; i++)
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this.colors.map( (c,i) => {
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let t = tiles[1].replace('10101','10'+(i+2)+'01') // put in the center, easier, but could be a random one bridge, center vertical
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deckOfTiles.push( t )
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})
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let colorMixes = []
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for (let i=1; i<4; i++)
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colorMixes.push( [0,i] )
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for (let i=2; i<4; i++)
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colorMixes.push( [1,i] )
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colorMixes.push( [2,3] )
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for (let i=0; i<2; i++)
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colorMixes.map( cs => {
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let t = tiles[0].replace('11011','1'+(cs[0]+2)+'0'+(cs[1]+2)+'1')
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deckOfTiles.push( t )
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})
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for (let i=0; i<2; i++)
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this.colors.map( (c,i) => {
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let t = tiles[0].replace('01100','01'+(i+2)+'00')
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deckOfTiles.push( t )
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})
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// TODO add the item per color, should try to make minimalist fishes, e.g cone for tail the flatten sphere for body
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// test to generate tiles
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let stepSize = 1/2
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deckOfTiles.map( (tile,n) => {
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let t = this.tileFromData( tile )
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t.setAttribute("position", "0 0 "+(n*stepSize))
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el.appendChild( t )
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})
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},
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tileFromData: function(tileData){
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let generatorName = this.attrName
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let tileEl = document.createElement("a-entity")
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tileData.split(" ").filter(l=>l.length>0).map( (line,i) => {
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let whatever = [...line.trim()].map( (c,j) =>{
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let newEl = document.createElement("a-box")
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newEl.setAttribute("scale", ".1 .1 .1")
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let color
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let pieceColor
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switch (Number(c)){
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case 0:
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color="blue"
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newEl.setAttribute("height", 2)
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break;
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case 1:
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color="white"
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break;
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// could do Number(c) to be able to check if >1 as fish on tile (with potential a random rotation)
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case 2:
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case 3:
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case 4:
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case 5:
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color="white"
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pieceColor = this.colors[Number(c)-2]
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break;
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}
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if (pieceColor){
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let pieceEl = document.createElement('a-cylinder')
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pieceEl.setAttribute("radius", .4)
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pieceEl.setAttribute("height", .1)
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pieceEl.setAttribute("color", pieceColor)
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pieceEl.setAttribute("position", "0 1 0")
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pieceEl.classList.add( generatorName )
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newEl.appendChild(pieceEl)
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}
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newEl.setAttribute("color", color)
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newEl.setAttribute("position", ""+j/10+" 0 "+i/10)
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tileEl.appendChild(newEl)
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})
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})
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return tileEl
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},
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events: {
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reset: function (evt) {
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console.log(this.attrName, 'component was resetted!');
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},
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check: function (evt) {
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let generatorName = this.attrName
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}
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}
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})
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//___________________________________________________________________________________________________________________________________
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AFRAME.registerComponent('checkers', {
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init: function(){
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let generatorName = this.attrName
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let el = this.el
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let color = "white"
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this.scale = 1/10
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for (let j=0;j<8;j++){
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for (let i=0;i<8;i++){
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let newEl = document.createElement('a-box')
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newEl.setAttribute("scale", ""+this.scale+" "+this.scale/10+" "+this.scale)
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color=="white"?color="black":color="white"
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newEl.setAttribute("color",color)
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newEl.setAttribute("position", ""+i*this.scale+" 0.1 "+j*this.scale)
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newEl.classList.add( generatorName )
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el.appendChild(newEl)
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if (j<2){
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let pieceEl = document.createElement('a-cylinder')
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pieceEl.setAttribute("radius", .04)
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pieceEl.setAttribute("height", .1)
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pieceEl.setAttribute("target", "true")
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pieceEl.setAttribute("color","#555555")
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pieceEl.setAttribute("position", ""+i*this.scale+" 0.1 "+j*this.scale)
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pieceEl.classList.add( generatorName )
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el.appendChild(pieceEl)
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}
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if (j>=6){
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let pieceEl = document.createElement('a-cylinder')
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pieceEl.setAttribute("radius", .04)
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pieceEl.setAttribute("height", .1)
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pieceEl.setAttribute("target", "true")
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pieceEl.setAttribute("color","#EEEEEE")
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pieceEl.setAttribute("position", ""+i*this.scale+" 0.1 "+j*this.scale)
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pieceEl.classList.add( generatorName )
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el.appendChild(pieceEl)
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}
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}
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color=="white"?color="black":color="white"
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}
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},
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events: {
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reset: function (evt) {
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console.log(this.attrName, 'component was resetted!');
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},
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check: function (evt) {
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let generatorName = this.attrName
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}
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}
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})
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//___________________________________________________________________________________________________________________________________
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// model component so far, single setup and single check
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AFRAME.registerComponent('fishinbowl', {
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init: function(){
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let generatorName = this.attrName
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let el = this.el
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this.correctlyPlacedFishes = 0
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this.maxFishes = 5
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this.xOffset = -.1
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this.yOffset = .5
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this.zOffset = -.1
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this.scale = 1/1
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for (let i=0;i<this.maxFishes;i++){
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let newEl = document.createElement('a-gltf-model')
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newEl.setAttribute("onreleased", 'document.querySelector("['+generatorName+']").emit("check")')
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// this is THE key part, namely that when we pinch, move then release that target, it checks the state of the component
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newEl.setAttribute("target","true")
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newEl.setAttribute("scale",".001 .001 .001")
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newEl.setAttribute("src","../content/winterset/Fish.glb")
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newEl.setAttribute("position", ""+(Math.random()+this.xOffset)+" "+(Math.random()*this.scale+this.yOffset)+" "+(-Math.random()*this.scale+this.zOffset))
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newEl.classList.add( generatorName )
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el.appendChild(newEl)
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}
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},
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events: {
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reset: function (evt) {
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console.log(this.attrName, 'component was resetted!');
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this.correctlyPlacedFishes = 0
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Array.from( document.querySelectorAll('.'+this.attrName) ).map( (e,i) => {
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e.setAttribute("position", ""+(Math.random()+this.xOffset)+" "+(Math.random()*this.scale+this.yOffset)+" "+(-Math.random()*this.scale+this.zOffset))
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})
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},
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check: function (evt) {
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let generatorName = this.attrName
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//used via onrelease="..."
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if (!selectedElements || selectedElements.length < 1) {
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console.warn(generatorName, 'check failed, should be called after entity moves, e.g onreleased="..."')
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return // should only happen after something has been moved
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}
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let latest = selectedElements[selectedElements.length-1].element
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let target = document.getElementById(generatorName+"_target")
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let posA = new THREE.Vector3();
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let posB = new THREE.Vector3();
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latest.object3D.getWorldPosition( posA )
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target.object3D.getWorldPosition( posB )
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if ( posA.distanceTo( posB ) < .2 ){
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++this.correctlyPlacedFishes
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console.log( this.correctlyPlacedFishes )
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// forcing immovable
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latest.removeAttribute("target") // doesn't unmount the component iirc, not sure it works though!
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targets = targets.filter( e => e != target)
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if ( this.correctlyPlacedFishes < 3 ){
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animateThenIdle( document.querySelector("#biggu"), 'bigguaction_yes')
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document.getElementById("biggucontinu").play()
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}
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if ( this.correctlyPlacedFishes == 3 ){
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animateThenIdle( document.querySelector("#biggu"), 'bigguaction_win')
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document.getElementById("biggubravojulia").play()
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}
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}
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}
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}
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})
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//___________________________________________________________________________________________________________________________________
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let correctlyPlacedLetters = 0
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AFRAME.registerComponent('letterstoword', {
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init: function(){
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correctlyPlacedLetters = 0
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let generatorName = this.attrName
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let word = "JULIA" // assumes 1 letter per word, should index position instead
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const scale = 1/3.5
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const xOffset = -.5
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const yOffset = .5
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const zOffset = -.1
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let el = this.el
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let whatever = [...word].map( (c,i) =>{
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let newEl = document.createElement('a-text')
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newEl.setAttribute("target", "")
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newEl.setAttribute("value", c)
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newEl.setAttribute("scale", ".5 .5 .5")
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newEl.setAttribute("onreleased", "lettersCheckDistanceToDedicatedTargetSpot('"+generatorName+"')")
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newEl.setAttribute("position", ""+(Math.random()+xOffset)+" "+(Math.random()*scale+yOffset)+" "+(-Math.random()*scale+zOffset))
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newEl.classList.add( generatorName )
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el.appendChild(newEl)
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let targetEl = document.createElement('a-box')
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targetEl.setAttribute("position", ""+(xOffset+i*scale)+" "+(yOffset)+" "+zOffset)
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targetEl.id = generatorName+"_"+c
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targetEl.setAttribute("scale", ".05 .05 .05")
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targetEl.setAttribute("opacity", ".5")
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el.appendChild(targetEl)
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})
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}
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})
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function lettersCheckDistanceToDedicatedTargetSpot(generatorName){
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//used via onrelease="..."
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let latest = selectedElements[selectedElements.length-1].element
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let target = document.getElementById(generatorName+"_"+latest.getAttribute("value"))
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// should also be params, getting complicated...
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let posA = new THREE.Vector3();
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let posB = new THREE.Vector3();
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latest.object3D.getWorldPosition( posA )
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target.object3D.getWorldPosition( posB )
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if ( posA.distanceTo( posB ) < .2 ){
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latest.setAttribute("color", "green")
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++correctlyPlacedLetters
|
|
|
|
console.log( correctlyPlacedLetters )
|
|
|
|
// forcing immovable
|
|
|
|
latest.removeAttribute("target") // doesn't unmount the component iirc, not sure it works though!
|
|
|
|
targets = targets.filter( e => e != target)
|
|
|
|
if ( correctlyPlacedLetters < 5 ){
|
|
|
|
animateThenIdle( document.querySelector("#biggu"), 'bigguaction_yes')
|
|
|
|
document.getElementById("biggucontinu").play()
|
|
|
|
}
|
|
|
|
if ( correctlyPlacedLetters == 5 ) {
|
|
|
|
animateThenIdle( document.querySelector("#biggu"), 'bigguaction_win')
|
|
|
|
document.getElementById("biggubravojulia").play()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//___________________________________________________________________________________________________________________________________
|
|
|
|
let correctlyPlacedPrimitives = 0
|
|
|
|
AFRAME.registerComponent('table2entries', {
|
|
|
|
init: function(){
|
|
|
|
correctlyPlacedPrimitives = 0
|
|
|
|
let generatorName = this.attrName
|
|
|
|
// generate grid and models tool, with target positions to check against
|
|
|
|
const colors = ["red", "green", "blue"]
|
|
|
|
const primitive = ["box", "sphere", "cylinder"]
|
|
|
|
const scale = 1/3.5
|
|
|
|
const xOffset = .1
|
|
|
|
const yOffset = .2
|
|
|
|
const zOffset = -.6
|
|
|
|
let el = this.el
|
|
|
|
colors.map( (c,j) => {
|
|
|
|
let cel = document.createElement('a-plane')
|
|
|
|
cel.setAttribute("color", c)
|
|
|
|
cel.setAttribute("position", ""+(xOffset+colors.length*scale)+" "+(yOffset+j*scale)+" "+zOffset)
|
|
|
|
cel.setAttribute("scale", ".1 .1 .1")
|
|
|
|
el.appendChild(cel)
|
|
|
|
})
|
|
|
|
primitive.map( (p,i) => {
|
|
|
|
let pel = document.createElement('a-'+p)
|
|
|
|
pel.setAttribute("position", ""+(xOffset+i*scale)+" "+(yOffset+primitive.length*scale)+" "+zOffset)
|
|
|
|
pel.setAttribute("scale", ".05 .05 .05")
|
|
|
|
if (p=="box") pel.setAttribute("scale", ".1 .1 .1")
|
|
|
|
el.appendChild(pel)
|
|
|
|
colors.map( (c,j) => {
|
|
|
|
let newEl = document.createElement('a-'+p)
|
|
|
|
newEl.setAttribute("target", "")
|
|
|
|
newEl.setAttribute("color", c)
|
|
|
|
newEl.setAttribute("scale", ".05 .05 .05")
|
|
|
|
newEl.setAttribute("onreleased", "checkDistanceToDedicatedTargetSpot('"+generatorName+"')")
|
|
|
|
if (p=="box") newEl.setAttribute("scale", ".1 .1 .1")
|
|
|
|
newEl.setAttribute("position", ""+Math.random()+" "+Math.random()+" "+(Math.random()+zOffset))
|
|
|
|
newEl.classList.add( generatorName )
|
|
|
|
el.appendChild(newEl)
|
|
|
|
let targetEl = document.createElement('a-box')
|
|
|
|
targetEl.setAttribute("position", ""+(xOffset+i*scale)+" "+(yOffset+j*scale)+" "+zOffset)
|
|
|
|
targetEl.id = generatorName+"_"+p+"_"+c
|
|
|
|
targetEl.setAttribute("scale", ".05 .05 .05")
|
|
|
|
targetEl.setAttribute("opacity", ".5")
|
|
|
|
el.appendChild(targetEl)
|
|
|
|
})
|
|
|
|
})
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
function checkDistanceToDedicatedTargetSpot(generatorName){
|
|
|
|
//used via onrelease="..."
|
|
|
|
let latest = selectedElements[selectedElements.length-1].element
|
|
|
|
let target = document.getElementById(generatorName+"_"+latest.localName.split('-')[1]+"_"+latest.getAttribute("color"))
|
|
|
|
// should also be params, getting complicated...
|
|
|
|
let posA = new THREE.Vector3();
|
|
|
|
let posB = new THREE.Vector3();
|
|
|
|
latest.object3D.getWorldPosition( posA )
|
|
|
|
target.object3D.getWorldPosition( posB )
|
|
|
|
let idCheck = generatorName+"_"+latest.localName.split('-')[1]+"_"+latest.getAttribute("color")
|
|
|
|
// should also be params, getting complicated...
|
|
|
|
console.log (idCheck, posA.distanceTo( posB ), posA.distanceTo( posB ) < .2 )
|
|
|
|
if ( posA.distanceTo( posB ) < .2 ){
|
|
|
|
latest.setAttribute("wireframe", true)
|
|
|
|
++correctlyPlacedPrimitives
|
|
|
|
console.log( correctlyPlacedPrimitives )
|
|
|
|
// forcing immovable
|
|
|
|
latest.removeAttribute("target") // doesn't unmount the component iirc, not sure it works though!
|
|
|
|
targets = targets.filter( e => e != target)
|
|
|
|
if ( correctlyPlacedPrimitives < 9 ){
|
|
|
|
animateThenIdle( document.querySelector("#biggu"), 'bigguaction_yes')
|
|
|
|
document.getElementById("biggucontinu").play()
|
|
|
|
}
|
|
|
|
if ( correctlyPlacedPrimitives == 9 ) {
|
|
|
|
animateThenIdle( document.querySelector("#biggu"), 'bigguaction_win')
|
|
|
|
document.getElementById("biggubravojulia").play()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//___________________________________________________________________________________________________________________________________
|
|
|
|
// should moved to e.g src='jxr-game-maze.js'
|
|
|
|
AFRAME.registerComponent('mazemap', {
|
|
|
|
init: function(){
|
|
|
|
let el = this.el
|
|
|
|
this.data.split("\n").filter(l=>l.length>0).map( (line,i) => {
|
|
|
|
let whatever = [...line].map( (c,j) =>{
|
|
|
|
let newEl = document.createElement("a-box")
|
|
|
|
let color
|
|
|
|
switch (c){
|
|
|
|
case "1":
|
|
|
|
color="blue"
|
|
|
|
newEl.setAttribute("height", 2)
|
|
|
|
break;
|
|
|
|
case "0":
|
|
|
|
color="white"
|
|
|
|
newEl.setAttribute("material", "metalness:.2") // no big difference
|
|
|
|
break;
|
|
|
|
case "S":
|
|
|
|
color="grey"
|
|
|
|
break;
|
|
|
|
case "E":
|
|
|
|
color="grey"
|
|
|
|
newEl.id = "mazeend"
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
newEl.setAttribute("color", color)
|
|
|
|
newEl.setAttribute("position", ""+j+" 0 "+i)
|
|
|
|
el.appendChild(newEl)
|
|
|
|
})
|
|
|
|
})
|
|
|
|
}
|
|
|
|
})
|
|
|
|
// could also get from parameter URL e.g mazemap=S1111,00001,10111,10001,1110E as suggested by Leon
|
|
|
|
|
|
|
|
function forbiddenSpots(){
|
|
|
|
// should only be done once
|
|
|
|
return Array.from( document.querySelectorAll("#maze>a-entity>a-box[color=blue]") )
|
|
|
|
.map( el => { let pos = new THREE.Vector3(); el.object3D.getWorldPosition(pos); return pos})
|
|
|
|
}
|
|
|
|
|
|
|
|
function overForbiddenSpot(selectorA="#biggu", distanceThreshold=.2){
|
|
|
|
let posA = new THREE.Vector3();
|
|
|
|
document.querySelector(selectorA).object3D.getWorldPosition( posA )
|
|
|
|
let over = false
|
|
|
|
forbiddenSpots().map( posB => {
|
|
|
|
if ( posA.distanceTo( posB ) < distanceThreshold )
|
|
|
|
over = true
|
|
|
|
})
|
|
|
|
return over
|
|
|
|
}
|
|
|
|
|
|
|
|
function moveBigguForward(step=.2){
|
|
|
|
// could also first if within maze boundaries
|
|
|
|
document.querySelector("#biggu").object3D.translateZ(step)
|
|
|
|
if (overForbiddenSpot())
|
|
|
|
setTimeout( _ => document.querySelector("#biggu").object3D.translateZ(-step), 500 )
|
|
|
|
}
|
|
|
|
function moveBigguBackward(step=-.2){
|
|
|
|
// could also first if within maze boundaries
|
|
|
|
document.querySelector("#biggu").object3D.translateZ(step)
|
|
|
|
if (overForbiddenSpot())
|
|
|
|
setTimeout( _ => document.querySelector("#biggu").object3D.translateZ(-step), 500 )
|
|
|
|
}
|
|
|
|
function moveBigguRight(step=.2){
|
|
|
|
// could also first if within maze boundaries
|
|
|
|
document.querySelector("#biggu").object3D.translateX(step)
|
|
|
|
if (overForbiddenSpot())
|
|
|
|
setTimeout( _ => document.querySelector("#biggu").object3D.translateX(-step), 500 )
|
|
|
|
}
|
|
|
|
function moveBigguLeft(step=-.2){
|
|
|
|
// could also first if within maze boundaries
|
|
|
|
document.querySelector("#biggu").object3D.translateX(step)
|
|
|
|
if (overForbiddenSpot())
|
|
|
|
setTimeout( _ => document.querySelector("#biggu").object3D.translateX(-step), 500 )
|
|
|
|
}
|
|
|
|
|
|
|
|
function checkWinCondition(selectorA="#biggu", selectorB="#mazeend", distanceThreshold=.2){
|
|
|
|
let posA = new THREE.Vector3();
|
|
|
|
let posB = new THREE.Vector3();
|
|
|
|
document.querySelector(selectorA).object3D.getWorldPosition( posA )
|
|
|
|
document.querySelector(selectorB).object3D.getWorldPosition( posB )
|
|
|
|
if ( posA.distanceTo( posB ) < distanceThreshold ){
|
|
|
|
animateThenIdle( document.querySelector("#biggu"), 'bigguaction_win')
|
|
|
|
document.getElementById("biggubravojulia").play()
|
|
|
|
}
|
|
|
|
return ( posA.distanceTo( posB ) < distanceThreshold )
|
|
|
|
}
|
|
|
|
|
|
|
|
function animateThenIdle(mainCharacter, animationName, timeScale='1'){
|
|
|
|
mainCharacter.setAttribute('animation-mixer', "clip:"+animationName+";loop:once; timeScale:"+timeScale)
|
|
|
|
mainCharacter.addEventListener('animation-finished', _ => {
|
|
|
|
mainCharacter.setAttribute('animation-mixer', "clip:bigguaction_idle; loop:true;")
|
|
|
|
})
|
|
|
|
// could return the animation duration or an event when done
|
|
|
|
}
|
|
|
|
|
|
|
|
// end src='jxr-game-maze.js'
|
|
|
|
//___________________________________________________________________________________________________________________________________
|
|
|
|
|
|
|
|
function doesThisContainThat(latest, nearby){
|
|
|
|
//let latest = selectedElements[selectedElements.length-1].element
|
|
|
|
//let nearby = getClosestTargetElements( latest.getAttribute('position') )
|
|
|
|
// https://threejs.org/docs/?q=box#api/en/math/Box3.containsBox
|
|
|
|
// https://threejs.org/docs/?q=box#api/en/math/Box3.expandByObject
|
|
|
|
let a = new THREE.Box3().expandByObject( latest.object3D ) // consider mesh.geometry.computeBoundingBox() first
|
|
|
|
let b = new THREE.Box3().expandByObject( nearby.object3D )
|
|
|
|
return a.containsBox(b)
|
|
|
|
// testable as doesThisContainThat( document.querySelector("[color='yellow']"), document.querySelector("[color='purple']") )
|
|
|
|
// <a-box scale=".1 .1 .1" position=".5 .8 -.3" color="purple" ></a-box>
|
|
|
|
// <a-box scale=".2 .2 .2" position=".5 .8 -.3" color="yellow" ></a-box>
|
|
|
|
}
|
|
|
|
|
|
|
|
function snapToGrid(gridSize=1){ // default as 1 decimeter
|
|
|
|
let latest = selectedElements[selectedElements.length-1].element
|
|
|
|
latest.setAttribute("rotation", "0 0 0")
|
|
|
|
let pos = latest.getAttribute("position")
|
|
|
|
pos.multiplyScalar(gridSize*10).round().divideScalar(gridSize*10)
|
|
|
|
latest.setAttribute("position", pos )
|
|
|
|
}
|
|
|
|
|
|
|
|
// deeper question, making the rules themselves manipulable? JXR?
|
|
|
|
// So the result of the grammar becomes manipulable, but could you make the rules of the grammar itself visual? Even manipulable?
|
|
|
|
// could start by visualizing examples first e.g https://writer.com/wp-content/uploads/2024/03/grammar-1.webp
|
|
|
|
function snapMAB(){
|
|
|
|
// multibase arithmetic blocks aka MAB cf https://en.wikipedia.org/wiki/Base_ten_block
|
|
|
|
let latest = selectedElements[selectedElements.length-1].element
|
|
|
|
let nearby = getClosestTargetElements( latest.getAttribute('position') )
|
|
|
|
let linked = []
|
|
|
|
if (nearby.length>0){
|
|
|
|
latest.setAttribute("rotation", AFRAME.utils.coordinates.stringify( nearby[0].el.getAttribute("rotation") ) )
|
|
|
|
latest.setAttribute("position", AFRAME.utils.coordinates.stringify( nearby[0].el.getAttribute("position") ) )
|
|
|
|
latest.object3D.translateX( 1/10 )
|
|
|
|
linked.push( latest )
|
|
|
|
linked.push( nearby[0].el )
|
|
|
|
let overlap = Array.from( document.querySelectorAll(".mab") ).filter( e => e.object3D.position.distanceTo( latest.object3D.position ) < 0.01 && e!=latest )
|
|
|
|
while (overlap.length > 0 ){
|
|
|
|
latest.object3D.translateX( 1/10 )
|
|
|
|
linked.push( overlap[0] )
|
|
|
|
overlap = Array.from( document.querySelectorAll(".mab") ).filter( e => e.object3D.position.distanceTo( latest.object3D.position ) < 0.01 && e!=latest )
|
|
|
|
}
|
|
|
|
// do something special if it becomes 10, e.g become a single line, removing the "ridges"
|
|
|
|
if (linked.length > 3)
|
|
|
|
linked.map( e => Array.from( e.querySelectorAll("a-box") ).setAttribute("color", "orange") )
|
|
|
|
|
|
|
|
// also need to go backward too to see if it's the latest added
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function snapRightOf(){
|
|
|
|
let latest = selectedElements[selectedElements.length-1].element
|
|
|
|
let nearby = getClosestTargetElements( latest.getAttribute('position') )
|
|
|
|
if (nearby.length>0){
|
|
|
|
latest.setAttribute("rotation", AFRAME.utils.coordinates.stringify( nearby[0].el.getAttribute("rotation") ) )
|
|
|
|
latest.setAttribute("position", AFRAME.utils.coordinates.stringify( nearby[0].el.getAttribute("position") ) )
|
|
|
|
latest.object3D.translateX( 1/10 )
|
|
|
|
// somehow... works only the 2nd time, not the 1st?!
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function grammarBasedSnap(){
|
|
|
|
// verify if snappable, e.g of same type (or not)
|
|
|
|
// e.g check if both have .getAttribute('value').match(prefix) or not
|
|
|
|
let latest = selectedElements[selectedElements.length-1].element
|
|
|
|
let nearby = getClosestTargetElements( latest.getAttribute('position') )
|
|
|
|
if (nearby.length>0){
|
|
|
|
let closest = nearby[0].el
|
|
|
|
let latestTypeJXR = latest.getAttribute('value').match(prefix)
|
|
|
|
let closestTypeJXR = latest.getAttribute('value').match(prefix)
|
|
|
|
latest.setAttribute("rotation", AFRAME.utils.coordinates.stringify( closest.getAttribute("rotation") ) )
|
|
|
|
latest.setAttribute("position", AFRAME.utils.coordinates.stringify( closest.getAttribute("position") ) )
|
|
|
|
if ( latestTypeJXR && closestTypeJXR )
|
|
|
|
latest.object3D.translateX( 1/10 ) // same JXR type, snap close
|
|
|
|
else
|
|
|
|
latest.object3D.translateX( 2/10 ) // different types, snap away
|
|
|
|
// somehow... works only the 2nd time, not the 1st?!
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function cloneTarget(target){
|
|
|
|
let el = target.cloneNode(true)
|
|
|
|
if (!el.id)
|
|
|
|
el.id = "clone_" + crypto.randomUUID()
|
|
|
|
else
|
|
|
|
el.id += "_clone_" + crypto.randomUUID()
|
|
|
|
AFRAME.scenes[0].appendChild(el)
|
|
|
|
}
|
|
|
|
|
|
|
|
function deleteTarget(target){
|
|
|
|
targets = targets.filter( e => e != target)
|
|
|
|
target.remove()
|
|
|
|
}
|
|
|
|
|
|
|
|
function runClosestJXR(){
|
|
|
|
// ideally this would come from event details
|
|
|
|
let latest = selectedElements[selectedElements.length-1].element
|
|
|
|
let nearby = getClosestTargetElements( latest.getAttribute('position') )
|
|
|
|
// if (nearby.length>0){ interpretJXR( nearby[0].el.getAttribute("value") ) }
|
|
|
|
nearby.map( n => interpretJXR( n.el.getAttribute("value") ) )
|
|
|
|
}
|
|
|
|
|
|
|
|
AFRAME.registerComponent('idleafterload', {
|
|
|
|
events: {
|
|
|
|
'model-loaded': function (evt) {
|
|
|
|
console.log('This entity was loaded!');
|
|
|
|
this.el.setAttribute('animation-mixer', "clip:bigguaction_idle; loop:true;")
|
|
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
|
|
|
|
</script>
|
|
|
|
<div style='position:fixed;z-index:1; top: 0%; left: 0%; border-bottom: 70px solid transparent; border-left: 70px solid #eee; '>
|
|
|
|
<a href="https://git.benetou.fr/utopiah/text-code-xr-engine/issues/">
|
|
|
|
<img style='position:fixed;left:10px;' title='code repository' src='gitea_logo.svg'>
|
|
|
|
</a>
|
|
|
|
</div>
|
|
|
|
|
|
|
|
<a-scene startfunctions >
|
|
|
|
|
|
|
|
<a-assets>
|
|
|
|
<audio id="biggucestmoi" src="../content/voicesBigguJulia/biggu-fem.mp3"></audio>
|
|
|
|
<audio id="biggubravojulia" src="../content/voicesBigguJulia/bravojulia.mp3"></audio>
|
|
|
|
<audio id="biggucontinu" src="../content/voicesBigguJulia/continu.mp3"></audio>
|
|
|
|
<audio id="bigguinstructions" src="../content/voicesBigguJulia/instructions.mp3"></audio>
|
|
|
|
<template id="avatar-template"></template>
|
|
|
|
<template id="left-hand-default-template">
|
|
|
|
<a-entity networked-hand-controls="hand:left"></a-entity>
|
|
|
|
</template>
|
|
|
|
<template id="right-hand-default-template">
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<a-entity networked-hand-controls="hand:right"></a-entity>
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</template>
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</a-assets>
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<a-gltf-model id="environment" hide-on-enter-ar="" src="../content/winterset/WinterIsland.glb" rotation="0 20 0" position="2 -4.5 -3" ></a-gltf-model>
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<a-gltf-model src="../content/winterset/Crystal_iPoly3D.glb" position="-0.4 -0.2 -3" scale="0.1 0.1 0.1"></a-gltf-model>
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<a-gltf-model idleafterload id="biggu" src="../content/winterset/SK_Biggu_v029_optimized.glb" position="0 0 -1">
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<!-- <a-sound src="#bigguinstructions"></a-sound> -->
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</a-gltf-model>
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<a-entity id="rig">
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<a-entity id="player" networked="template:#avatar-template;attachTemplateToLocal:false;"
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hud camera look-controls wasd-controls position="0 1.6 0">
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</a-entity>
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<a-entity id="rightHand" pinchprimary hand-tracking-controls="hand: right;"></a-entity>
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<a-entity id="leftHand" pinchsecondary wristattachsecondary="target: #box" hand-tracking-controls="hand: left;"></a-entity>
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</a-entity>
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<a-troika-text value="SpaSca : Spatial Scaffolding" anchor="left" outline-width="5%" font="../content/ChakraPetch-Regular.ttf" position="-3 5 -2"
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scale="3 3 3" rotation="80 0 0" troika-text="outlineWidth: 0.01; strokeColor: #ffffff" material="flatShading: true; blending: additive; emissive: #c061cb"></a-troika-text>
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<a-sky hide-on-enter-ar color="lightgray"></a-sky>
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<a-troika-text anchor=left target value="instructions : \n--right pinch to move\n--left pinch to execute" position="0 1.65 -0.2" scale="0.1 0.1 0.1"></a-troika-text>
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<a-troika-text anchor=left value="jxr location.reload()" target position="-1 1.30 0" rotation="0 40 0" scale="0.1 0.1 0.1"></a-troika-text>
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<a-console position="2 2 0" rotation="0 -45 0" font-size="34" height=1 skip-intro=true></a-console>
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<!-- ------------------------------------------------------------------------------------------------------------------ -->
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<a-entity visible="false" id="maze" class="game" onstart="" wincondition="checkWinCondition()" losecondition="" advice="" onmistake="">
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<a-entity scale="0.2 0.2 0.2" position="0 -.1 -1" mazemap="
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S1111
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00001
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10111
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10001
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1110E">
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</a-entity>
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<a-gltf-model class="bigguEndPoint" scale="0.002 0.002 0.002" position=".9 0.1 -.2" gltf-model="../content/winterset/Fish.glb"></a-gltf-model>
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<!-- bad offset... so leaving the end position as part of the maze itself-->
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<a-troika-text anchor=left value="jxr moveBigguForward(); checkWinCondition()" target position="-0.3 .60 -.3" rotation="90 0 0" annotation="content: BIGGU DEVANT" scale="0.1 0.1 0.1"></a-troika-text>
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<a-troika-text anchor=left value="jxr moveBigguBackward(); checkWinCondition()" target position="-0.3 .40 -.3" rotation="90 0 0" annotation="content: BIGGU DERRIERE" scale="0.1 0.1 0.1"></a-troika-text>
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<a-troika-text anchor=left value="jxr moveBigguRight(); checkWinCondition()" target position="-0.1 .50 -.3" rotation="90 0 0" annotation="content: BIGGU DROITE" scale="0.1 0.1 0.1"></a-troika-text>
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<a-troika-text anchor=left value="jxr moveBigguLeft(); checkWinCondition()" target position="-0.5 .50 -.3" rotation="90 0 0" annotation="content: BIGGU GAUCHE" scale="0.1 0.1 0.1"></a-troika-text>
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</a-entity>
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<!-- restart? location.reload() for now -->
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<!-- ------------------------------------------------------------------------------------------------------------------ -->
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<a-entity visible="false" id="table2entries" class="game" onstart="" wincondition="" losecondition="" advice="" onmistake="" table2entries></a-entity>
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<!-- ------------------------------------------------------------------------------------------------------------------ -->
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<a-entity visible="false" id="letterstoword" class="game" onstart="" wincondition="" losecondition="" advice="" onmistake="" letterstoword></a-entity>
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<!-- ------------------------------------------------------------------------------------------------------------------ -->
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<a-entity visible="false" id="fishinbowl" class="game" onstart="" wincondition="" losecondition="" advice="" onmistake="" fishinbowl>
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<a-gltf-model id="fishinbowl_target" src="../content/winterset/FruitBowl.glb" position="0.00055 -0.01343 -0.4778" scale="0.1 0.1 0.1"></a-gltf-model>
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</a-entity>
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<!-- ------------------------------------------------------------------------------------------------------------------ -->
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<a-box id="box" visible="false"></a-box>
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<!-- bug if #box missing, so hiding for now -->
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<!-- bug in start-on-press after XR init, as mentioned there -->
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</a-scene>
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</body>
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</script>
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</html>
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