loading screen
All checks were successful
Deploy to GitHub Pages / deploy (push) Has been skipped

This commit is contained in:
Evan Scamehorn
2025-12-16 21:45:53 -06:00
parent 267a733153
commit 66fa2cdc65
4 changed files with 237 additions and 91 deletions

View File

@@ -4,12 +4,36 @@
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>3D City Sim</title>
<title>Transit Simulator</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<button id="ui-toggle" title="Toggle Menu"></button>
<!-- 1. MAIN MENU OVERLAY -->
<div id="main-menu">
<div class="menu-content">
<h1 class="game-title">Transit Simulator</h1>
<div class="menu-group">
<label for="map-selector">Select City</label>
<select id="map-selector">
<option value="madison_wi">Madison, WI</option>
<!-- Future cities go here -->
</select>
</div>
<div class="menu-group row">
<button id="btn-save-game" class="secondary">💾 Save State</button>
<button id="btn-load-game" class="secondary">📂 Load State</button>
</div>
<button id="btn-start" class="btn-start" disabled>Loading Assets...</button>
</div>
</div>
<!-- In-Game UI Buttons -->
<button id="ui-toggle" title="Toggle Route Panel"></button>
<button id="menu-toggle" title="Open Main Menu">⚙️</button>
<!-- Hidden Input for Loading Games -->
<input type="file" id="file-load-game" style="display: none;" accept=".json" />
@@ -26,17 +50,11 @@
style="text-decoration: none; color: #333;">OpenStreetMap</a> contributors
</div>
<!-- Route Planner UI -->
<div id="ui-container">
<div class="header">
<h2>Route Planner</h2>
<!-- Save/Load System -->
<div style="display:flex; gap:5px; margin-bottom:10px;">
<button id="btn-save-game" class="secondary" style="flex:1; font-size:12px;">💾 Save</button>
<button id="btn-load-game" class="secondary" style="flex:1; font-size:12px;">📂 Load</button>
</div>
<!-- Global Stats -->
<div
style="background:#f3f4f6; padding:8px; border-radius:6px; margin-bottom:10px; display:grid; grid-template-columns: 1fr 1fr; gap:5px; font-size:13px;">

View File

@@ -2,24 +2,29 @@ export class UIManager {
constructor(routeManager) {
this.routeManager = routeManager;
this.gameManager = null;
this.isSimulationReady = false;
// Panels
// -- MAIN MENU ELEMENTS --
this.elMainMenu = document.getElementById('main-menu');
this.btnStart = document.getElementById('btn-start');
this.btnMenuToggle = document.getElementById('menu-toggle');
this.selectMap = document.getElementById('map-selector');
// -- GAME UI ELEMENTS --
this.panelMain = document.getElementById('ui-main-menu');
this.panelDraft = document.getElementById('ui-draft-menu');
this.elContainer = document.getElementById('ui-container');
// UI Elements
// Stats
this.elCurrentLength = document.getElementById('current-length');
this.elCurrentCost = document.getElementById('current-cost');
this.elCurrentRiders = document.getElementById('current-riders');
this.elBudget = document.getElementById('val-budget');
this.elDay = document.getElementById('val-day');
this.elTotalRiders = document.getElementById('val-riders');
this.elApproval = document.getElementById('val-approval');
this.elIncomeFloat = document.getElementById('income-float');
this.elRouteList = document.getElementById('route-list');
this.elContainer = document.getElementById('ui-container');
// Buttons
this.btnCreate = document.getElementById('btn-create-route');
@@ -36,11 +41,45 @@ export class UIManager {
this.selectViewMode = document.getElementById('view-mode');
this.onViewModeChanged = null;
this.initListeners();
this.initSafetyChecks();
}
initListeners() {
// --- MODE SWITCHING ---
// --- MAIN MENU INTERACTIONS ---
// 1. Start Button
this.btnStart.addEventListener('click', () => {
if (this.isSimulationReady) {
this.elMainMenu.classList.add('hidden');
}
});
// 2. Map Selector
this.selectMap.addEventListener('change', (e) => {
if (confirm("Switching maps will lose unsaved progress. Continue?")) {
// Logic to reload map would go here.
// For now, since we only have one map, we just reload the page to be safe
window.location.reload();
} else {
// Revert selection if canceled (conceptually simple, hard to do without tracking previous val)
e.target.value = "madison_wi";
}
});
// 3. Menu Toggle (Top Right)
this.btnMenuToggle.addEventListener('click', () => {
// Toggle menu visibility
if (this.elMainMenu.classList.contains('hidden')) {
this.elMainMenu.classList.remove('hidden');
} else {
this.elMainMenu.classList.add('hidden');
}
});
// --- GAME UI INTERACTIONS ---
this.btnCreate.addEventListener('click', () => {
this.enterDraftMode();
});
@@ -57,7 +96,6 @@ export class UIManager {
this.routeManager.clearCurrentRoute();
this.exitDraftMode();
});
// ----------------------
this.btnToggle.addEventListener('click', () => {
this.elContainer.classList.toggle('hidden');
@@ -89,6 +127,8 @@ export class UIManager {
if (this.routeManager.gameManager) {
this.routeManager.gameManager.loadGame(evt.target.result);
this.renderRouteList();
// Auto close menu on load
this.elMainMenu.classList.add('hidden');
}
};
reader.readAsText(file);
@@ -96,6 +136,23 @@ export class UIManager {
});
}
initSafetyChecks() {
// Prompt before closing tab
window.addEventListener('beforeunload', (e) => {
// Modern browsers don't show custom text, but this triggers the generic "Are you sure?"
e.preventDefault();
e.returnValue = '';
});
}
// Called by Main.js when Promise.all is finished
setLoadingComplete() {
this.isSimulationReady = true;
this.btnStart.disabled = false;
this.btnStart.textContent = "Enter Simulation";
this.btnStart.classList.add('ready');
}
enterDraftMode() {
this.panelMain.style.display = 'none';
this.panelDraft.style.display = 'block';
@@ -225,10 +282,10 @@ export class UIManager {
btnEdit.title = "Redraw Route";
btnEdit.style.padding = "4px 8px";
btnEdit.onclick = () => {
// --- FIX IS HERE ---
// 1. Enter draft mode first (this resets the drafting state)
// Hide menu if open
this.elMainMenu.classList.add('hidden');
this.enterDraftMode();
// 2. Load the route data (this populates the drafting state)
this.routeManager.editSavedRoute(index);
};

View File

@@ -34,20 +34,20 @@ const SETTINGS = {
graphics: {
shadows: true,
antialias: true,
maxPixelRatio: 1.0, // lower == more blurry, 2 or 3 for high res
farClip: 6000, // view distance limit
maxPixelRatio: 1.0,
farClip: 6000,
}
};
let scene, camera, renderer, controls;
let inputManager, routeManager, uiManager, gameManager, vehicleSystem;
let cityMesh; // The single mesh containing all buildings
let buildingRegistry = []; // Stores { data, nearestNodeId, startIndex, count } for each building
let cityMesh;
let buildingRegistry = [];
const clock = new THREE.Clock();
let currentViewMode = 'none'; // 'none', 'zoning', 'approval'
let currentViewMode = 'none';
function init() {
setupScene();
@@ -72,7 +72,6 @@ function init() {
// Wiring Click
inputManager.onClick = (point, object) => {
// Only allow adding nodes if we are actually in drafting mode
// (RouteManager handles the check internally, but we pass the intent)
if (object.name === "GROUND") routeManager.addNodeByWorldPosition(point);
};
@@ -81,7 +80,7 @@ function init() {
routeManager.dragNode(markerObject, newPoint);
};
// Wiring Hover (NEW)
// Wiring Hover
inputManager.onHover = (point) => {
routeManager.updateGhostMarker(point);
};
@@ -105,6 +104,9 @@ function init() {
routeManager.initGraph(routing);
renderCity(visual);
gameManager.start();
// --- UPDATE: Notify UI that loading is done ---
uiManager.setLoadingComplete();
});
animate();
@@ -115,22 +117,16 @@ function updateBuildingColors() {
const colorAttribute = cityMesh.geometry.attributes.color;
const colorArray = colorAttribute.array;
// Temp variables to avoid creating objects in loop
const _color = new THREE.Color();
// Iterate through every building in our registry
for (let i = 0; i < buildingRegistry.length; i++) {
const entry = buildingRegistry[i];
const data = entry.data;
// --- 1. Determine Target Color based on Mode ---
// STANDARD VIEW
if (currentViewMode === 'none') {
_color.copy(SETTINGS.colors.building);
}
// ZONING VIEW
else if (currentViewMode === 'zoning') {
if (data.type === 'residential') {
@@ -141,10 +137,8 @@ function updateBuildingColors() {
_color.copy(SETTINGS.colors.building);
}
}
// APPROVAL VIEW
else if (currentViewMode === 'approval') {
// Use the pre-calculated nearest ID from registry
const node = routeManager.graphData.nodes[entry.nearestNodeId];
if (node) {
@@ -155,17 +149,13 @@ function updateBuildingColors() {
} else {
const MAX_DIST = 600;
const factor = Math.min(1.0, dist / MAX_DIST);
// Lerp Good -> Bad
_color.copy(SETTINGS.colors.coverageGood).lerp(SETTINGS.colors.coverageBad, factor);
}
} else {
// Fallback if node not found
_color.copy(SETTINGS.colors.coverageBad);
}
}
// --- 2. Apply Color to Vertices ---
// We update the specific range of vertices belonging to this building
const start = entry.startIndex;
const end = start + entry.count;
@@ -177,7 +167,6 @@ function updateBuildingColors() {
}
}
// Flag that the geometry colors have changed so GPU updates
colorAttribute.needsUpdate = true;
}
@@ -202,7 +191,7 @@ function setupScene() {
document.documentElement.style.height = '100%';
document.body.style.margin = '0';
document.body.style.height = '100%';
document.body.style.overflow = 'hidden'; // Prevents scrollbars
document.body.style.overflow = 'hidden';
renderer.shadowMap.enabled = SETTINGS.graphics.shadows;
document.body.appendChild(renderer.domElement);
@@ -220,8 +209,8 @@ function setupScene() {
dirLight.shadow.camera.top = 1500;
dirLight.shadow.camera.bottom = -1500;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 3000; // Must be > 1225 to reach the ground
dirLight.shadow.bias = -0.0001; // Clean up shadow artifacts
dirLight.shadow.camera.far = 3000;
dirLight.shadow.bias = -0.0001;
}
scene.add(dirLight);
@@ -248,16 +237,11 @@ function resizeRendererToDisplaySize() {
const rect = canvas.getBoundingClientRect();
const pixelRatio = Math.min(window.devicePixelRatio, SETTINGS.graphics.maxPixelRatio);
// Calculate the required resolution
const width = Math.round(rect.width * pixelRatio);
const height = Math.round(rect.height * pixelRatio);
// Check if the canvas is already the right size
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
// Resize the render buffer, but do NOT change CSS style (false)
renderer.setSize(width, height, false);
}
@@ -269,8 +253,6 @@ function resizeRendererToDisplaySize() {
// ==========================================
function renderCity(data) {
// Helper for non-interactive layers (Water, Parks, Roads) - Optimizing these too is good practice
// We will merge these per type as well to keep draw calls low
const createMergedLayer = (items, color, height, lift, isExtruded) => {
if (!items || !items.length) return;
const geometries = [];
@@ -309,7 +291,7 @@ function renderCity(data) {
if (geometries.length === 0) return;
const mergedGeom = BufferGeometryUtils.mergeGeometries(geometries);
const mat = new THREE.MeshLambertMaterial({ color: color }); // Simple color for static layers
const mat = new THREE.MeshLambertMaterial({ color: color });
const mesh = new THREE.Mesh(mergedGeom, mat);
mesh.receiveShadow = SETTINGS.graphics.shadows;
if (isExtruded) mesh.castShadow = SETTINGS.graphics.shadows;
@@ -321,7 +303,7 @@ function renderCity(data) {
if (!buildings || !buildings.length) return;
const geometries = [];
buildingRegistry = []; // Reset registry
buildingRegistry = [];
let currentVertexOffset = 0;
@@ -345,18 +327,17 @@ function renderCity(data) {
const geom = new THREE.ExtrudeGeometry(shape, { depth: b.height, bevelEnabled: false });
geom.rotateX(-Math.PI / 2);
// 3. Pre-calculate Logic Data (Nearest Node)
// 3. Pre-calculate Logic Data
const bx = b.shape.outer[0][0];
const by = b.shape.outer[0][1];
const nearestId = routeManager.findNearestNode(bx, -by);
// 4. Register Metadata
// We need to know how many vertices this building has to color it later
const vertexCount = geom.attributes.position.count;
buildingRegistry.push({
data: b.data, // Zoning/Density data
nearestNodeId: nearestId, // For approval view
data: b.data,
nearestNodeId: nearestId,
startIndex: currentVertexOffset,
count: vertexCount
});
@@ -371,7 +352,6 @@ function renderCity(data) {
const mergedGeometry = BufferGeometryUtils.mergeGeometries(geometries);
// 6. Initialize Vertex Colors Attribute
// Create a color buffer filled with white (1,1,1) by default
const count = mergedGeometry.attributes.position.count;
const colors = new Float32Array(count * 3);
for (let i = 0; i < count * 3; i++) {
@@ -381,7 +361,7 @@ function renderCity(data) {
// 7. Material Setup
const mat = new THREE.MeshLambertMaterial({
vertexColors: true, // IMPORTANT
vertexColors: true,
shadowSide: THREE.BackSide
});
@@ -409,7 +389,7 @@ function animate() {
camera.updateProjectionMatrix();
}
const delta = clock.getDelta(); // Get time since last frame
const delta = clock.getDelta();
controls.update();
if (vehicleSystem) {

157
style.css
View File

@@ -4,11 +4,109 @@ body {
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Helvetica, Arial, sans-serif;
}
/* --- MAIN MENU OVERLAY --- */
#main-menu {
position: absolute;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
background: rgba(30, 41, 59, 0.95); /* Dark blue-grey, slight opacity */
backdrop-filter: blur(8px);
z-index: 2000; /* Highest priority */
display: flex;
align-items: center;
justify-content: center;
transition: transform 0.4s ease-in-out, opacity 0.4s ease-in-out;
}
#main-menu.hidden {
transform: translateY(-100%);
opacity: 0;
pointer-events: none;
}
.menu-content {
background: white;
padding: 40px;
border-radius: 16px;
box-shadow: 0 20px 50px rgba(0,0,0,0.5);
width: 100%;
max-width: 400px;
text-align: center;
}
.game-title {
font-size: 32px;
font-weight: 800;
color: #1e293b;
margin: 0 0 30px 0;
letter-spacing: -1px;
text-transform: uppercase;
background: -webkit-linear-gradient(45deg, #2563EB, #10B981);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
}
.menu-group {
margin-bottom: 20px;
text-align: left;
}
.menu-group.row {
display: flex;
gap: 10px;
}
.menu-group label {
display: block;
font-size: 12px;
font-weight: bold;
color: #64748b;
margin-bottom: 5px;
text-transform: uppercase;
}
select {
width: 100%;
padding: 10px;
border: 1px solid #cbd5e1;
border-radius: 6px;
font-size: 14px;
background: #f8fafc;
}
/* Start Button Specifics */
.btn-start {
width: 100%;
padding: 15px;
font-size: 16px;
text-transform: uppercase;
letter-spacing: 1px;
margin-top: 10px;
transition: all 0.3s;
background-color: #94a3b8; /* Gray initially */
color: white;
cursor: not-allowed;
}
.btn-start.ready {
background-color: #10B981; /* Green */
cursor: pointer;
box-shadow: 0 4px 12px rgba(16, 185, 129, 0.3);
}
.btn-start.ready:hover {
background-color: #059669;
transform: translateY(-2px);
}
/* --- HUD BUTTONS --- */
#ui-toggle {
position: absolute;
top: 20px;
left: 20px;
z-index: 100; /* Above UI container */
z-index: 100;
width: 40px;
height: 40px;
border-radius: 8px;
@@ -23,9 +121,29 @@ body {
border: none;
}
#menu-toggle {
position: absolute;
top: 20px;
right: 20px;
z-index: 100;
width: 40px;
height: 40px;
border-radius: 8px;
background: white;
box-shadow: 0 2px 10px rgba(0,0,0,0.2);
font-size: 20px;
padding: 0;
display: flex;
align-items: center;
justify-content: center;
cursor: pointer;
border: none;
}
/* --- EXISTING UI CONTAINER --- */
#ui-container {
position: absolute;
top: 70px; /* Moved down to make room for toggle */
top: 70px;
left: 20px;
width: 280px;
background: rgba(255, 255, 255, 0.95);
@@ -36,13 +154,10 @@ body {
user-select: none;
max-height: 80vh;
overflow-y: auto;
/* Animation for toggling */
transition: transform 0.3s ease, opacity 0.3s ease;
transform-origin: top left;
}
/* Class to hide UI */
#ui-container.hidden {
transform: scale(0.95);
opacity: 0;
@@ -51,13 +166,11 @@ body {
.header h2 { margin: 0 0 5px 0; font-size: 18px; color: #333; }
.header p { margin: 0; font-size: 12px; color: #666; }
.section { margin-top: 20px; border-top: 1px solid #eee; padding-top: 15px; }
.section h3 { margin: 0 0 10px 0; font-size: 14px; text-transform: uppercase; color: #888; letter-spacing: 0.5px; }
.stat-row { display: flex; justify-content: space-between; font-weight: bold; margin-bottom: 10px; font-size: 16px; }
.button-row { display: flex; gap: 10px; }
button {
flex: 1;
padding: 8px 12px;
@@ -69,12 +182,10 @@ button {
transition: opacity 0.2s;
}
button:hover { opacity: 0.8; }
.primary { background-color: #2563EB; color: white; }
.danger { background-color: #ef4444; color: white; }
.secondary { background-color: #e5e7eb; color: #374151; }
/* Route List */
#route-list { list-style: none; padding: 0; margin: 0; }
#route-list li {
background: #f3f4f6;
@@ -82,31 +193,11 @@ button:hover { opacity: 0.8; }
padding: 10px;
border-radius: 6px;
display: flex;
flex-wrap: wrap; /* Allow wrapping for buttons */
flex-wrap: wrap;
justify-content: space-between;
align-items: center;
font-size: 14px;
gap: 5px;
}
#route-list li span {
flex-grow: 1;
font-weight: 500;
}
#route-list li button {
flex: 0;
margin-left: 10px;
padding: 4px 8px;
font-size: 12px;
background: #fee2e2;
color: #991b1b;
}
.btn-icon {
flex: 0 0 auto;
padding: 4px 8px;
font-size: 12px;
margin-left: 2px;
}
.btn-edit { background: #dbeafe; color: #1e40af; }
.btn-del { background: #fee2e2; color: #991b1b; }
#route-list li span { flex-grow: 1; font-weight: 500; }
.btn-icon { flex: 0 0 auto; padding: 4px 8px; font-size: 12px; margin-left: 2px; }