draw busses

This commit is contained in:
Evan Scamehorn
2025-12-02 15:02:30 -06:00
parent 68ca45f58e
commit dc0659b1df
3 changed files with 118 additions and 2 deletions

View File

@@ -19,6 +19,13 @@ export class RouteManager {
this.onRouteChanged = null;
this.gameManager = null;
this.vehicleSystem = null;
this.latestPathPoints = [];
}
setVehicleSystem(vs) {
this.vehicleSystem = vs;
}
setGameManager(gm) {
@@ -127,6 +134,11 @@ export class RouteManager {
// 2. Pay
this.gameManager.deductFunds(cost);
// Spawn bus
if (this.vehicleSystem && this.latestPathPoints.length > 0) {
this.vehicleSystem.addBusToRoute(this.latestPathPoints);
}
// 3. Freeze & Save
this.currentPathMesh.material.color.setHex(0x10B981);
@@ -222,6 +234,8 @@ export class RouteManager {
});
}
this.latestPathPoints = fullPathPoints;
// Rebuild Mesh
if (this.currentPathMesh) {
this.scene.remove(this.currentPathMesh);

89
src/VehicleSystem.js Normal file
View File

@@ -0,0 +1,89 @@
import * as THREE from 'three';
export class VehicleSystem {
constructor(scene) {
this.scene = scene;
this.buses = []; // { mesh, points, dists, totalLen, currentDist, speed, direction }
this.busGeom = new THREE.BoxGeometry(3.5, 4.0, 10.0);
this.busGeom.translate(0, 3.5, 0);
this.busMat = new THREE.MeshStandardMaterial({
color: 0xF59E0B, // Amber body
emissive: 0xB45309, // Slight orange glow so they don't get lost in shadow
emissiveIntensity: 0.4,
roughness: 0.2
});
}
addBusToRoute(routePathPoints) {
if (!routePathPoints || routePathPoints.length < 2) return;
// Clone points to ensure they aren't affected by outside changes
const points = routePathPoints.map(p => p.clone());
const mesh = new THREE.Mesh(this.busGeom, this.busMat);
mesh.position.copy(points[0]);
mesh.castShadow = true;
this.scene.add(mesh);
// Pre-calculate cumulative distances for smooth interpolation
let totalLen = 0;
const dists = [0];
for (let i = 0; i < points.length - 1; i++) {
const d = points[i].distanceTo(points[i + 1]);
totalLen += d;
dists.push(totalLen);
}
this.buses.push({
mesh: mesh,
points: points,
dists: dists,
totalLen: totalLen,
currentDist: 0,
speed: 40, // Speed in units/sec
direction: 1 // 1 = Forward, -1 = Backward
});
}
update(deltaTime) {
this.buses.forEach(bus => {
// 1. Move
bus.currentDist += bus.speed * deltaTime * bus.direction;
// 2. Check Bounds & Reversal
if (bus.currentDist >= bus.totalLen) {
bus.currentDist = bus.totalLen;
bus.direction = -1;
} else if (bus.currentDist <= 0) {
bus.currentDist = 0;
bus.direction = 1;
}
// 3. Find current segment index
let i = 0;
// Simple linear search (efficient enough for small N points)
while (i < bus.dists.length - 2 && bus.currentDist > bus.dists[i + 1]) {
i++;
}
// 4. Interpolate Position
const startDist = bus.dists[i];
const endDist = bus.dists[i + 1];
const segmentLen = endDist - startDist;
// Avoid divide by zero if 2 points are identical
const alpha = segmentLen > 0.0001 ? (bus.currentDist - startDist) / segmentLen : 0;
const pStart = bus.points[i];
const pEnd = bus.points[i + 1];
bus.mesh.position.lerpVectors(pStart, pEnd, alpha);
// 5. Rotation (Look at target)
const lookTarget = bus.direction === 1 ? pEnd : pStart;
bus.mesh.lookAt(lookTarget);
});
}
}

View File

@@ -6,7 +6,7 @@ import { InputManager } from './InputManager.js';
import { RouteManager } from './RouteManager.js';
import { UIManager } from './UIManager.js';
import { GameManager } from './GameManager.js';
import { VehicleSystem } from './VehicleSystem.js';
// ==========================================
// 1. Configuration
@@ -32,7 +32,9 @@ const SETTINGS = {
};
let scene, camera, renderer, controls;
let inputManager, routeManager, uiManager, gameManager;
let inputManager, routeManager, uiManager, gameManager, vehicleSystem;
const clock = new THREE.Clock(); // Added Clock
function init() {
setupScene();
@@ -45,6 +47,11 @@ function init() {
gameManager = new GameManager(routeManager, uiManager);
routeManager.setGameManager(gameManager); // Dependency Injection
// Vehicle System
vehicleSystem = new VehicleSystem(scene);
routeManager.setVehicleSystem(vehicleSystem); // Inject into RouteManager
gameManager.start(); // Start the loop
// 3. Input
@@ -268,7 +275,13 @@ function createBuildingLayer(buildings) {
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta(); // Get time since last frame
controls.update();
if (vehicleSystem) {
vehicleSystem.update(delta);
}
renderer.render(scene, camera);
}