import * as THREE from "three"; // Procedural fallback tints (used when a ghost has no GIF asset) const GHOST_TINTS = [ { core: 0x9fe6ff, glow: 0x2ffbe6, name: "WISP" }, { core: 0xff9fd0, glow: 0xff2d8f, name: "POLTERGEIST" }, { core: 0xd4ff9f, glow: 0xb6ff3c, name: "PHANTOM" }, { core: 0xc9b3ff, glow: 0x9b6dff, name: "SHADE" }, ]; /** * Ghost. * @param scene THREE.Scene * @param position THREE.Vector3 * @param spec optional { name, gif_url, scale, rarity } from the API. * When gif_url is present the ghost renders as an animated * billboard; otherwise it falls back to the procedural wisp. */ export class Ghost { constructor(scene, position, spec = null) { this.scene = scene; this.spec = spec; this.tint = GHOST_TINTS[Math.floor(Math.random() * GHOST_TINTS.length)]; this.displayName = spec?.name?.toUpperCase() || this.tint.name; this.userScale = spec?.scale ? Number(spec.scale) : 1.0; this.group = new THREE.Group(); this.group.position.copy(position); this.basePos = position.clone(); this.captured = false; this.escaped = false; this.captureProgress = 0; this.spawnTime = performance.now(); this.lifespan = 14000 + Math.random() * 8000; // 14-22s before it flees this.phase = Math.random() * Math.PI * 2; this.bobSpeed = 0.6 + Math.random() * 0.5; this.drift = new THREE.Vector3( (Math.random() - 0.5) * 0.0006, (Math.random() - 0.5) * 0.0003, (Math.random() - 0.5) * 0.0006 ); if (spec?.gif_url) this._buildBillboard(spec.gif_url); else this._buildProcedural(); scene.add(this.group); } /* ---------- GIF / image billboard ---------- */ _buildBillboard(url) { // An drives the texture; animated GIFs keep animating in the , // and we re-upload the frame to the GPU each render via texture.needsUpdate. this.img = new Image(); this.img.crossOrigin = "anonymous"; this.img.src = url; const tex = new THREE.Texture(this.img); tex.colorSpace = THREE.SRGBColorSpace; tex.minFilter = THREE.LinearFilter; this.texture = tex; this._imgReady = false; this.img.onload = () => { tex.needsUpdate = true; this._imgReady = true; this._fitAspect(); }; const mat = new THREE.MeshBasicMaterial({ map: tex, transparent: true, side: THREE.DoubleSide, depthWrite: false, }); const geo = new THREE.PlaneGeometry(0.5, 0.5); this.sprite = new THREE.Mesh(geo, mat); this.group.add(this.sprite); this.group.scale.setScalar(this.userScale); // Soft glow halo behind the sprite for a supernatural feel const haloMat = new THREE.MeshBasicMaterial({ color: this.tint.glow, transparent: true, opacity: 0.12, blending: THREE.AdditiveBlending, depthWrite: false, }); this.halo = new THREE.Mesh(new THREE.CircleGeometry(0.35, 24), haloMat); this.halo.position.z = -0.02; this.group.add(this.halo); this.mode = "billboard"; } _fitAspect() { if (!this.img?.naturalWidth) return; const aspect = this.img.naturalWidth / this.img.naturalHeight; const h = 0.5, w = h * aspect; this.sprite.geometry.dispose(); this.sprite.geometry = new THREE.PlaneGeometry(w, h); } /* ---------- Procedural wisp fallback ---------- */ _buildProcedural() { const t = this.tint; const bodyGeo = new THREE.SphereGeometry(0.16, 24, 24); bodyGeo.scale(1, 1.15, 1); this.body = new THREE.Mesh(bodyGeo, new THREE.MeshBasicMaterial({ color: t.core, transparent: true, opacity: 0.55 })); this.group.add(this.body); const core = new THREE.Mesh(new THREE.SphereGeometry(0.1, 16, 16), new THREE.MeshBasicMaterial({ color: t.glow, transparent: true, opacity: 0.35 })); core.position.y = 0.02; this.group.add(core); this.halo = new THREE.Mesh(new THREE.SphereGeometry(0.26, 20, 20), new THREE.MeshBasicMaterial({ color: t.glow, transparent: true, opacity: 0.12, blending: THREE.AdditiveBlending, side: THREE.BackSide })); this.group.add(this.halo); this.tendrils = []; for (let i = 0; i < 3; i++) { const td = new THREE.Mesh(new THREE.ConeGeometry(0.05, 0.22, 8), new THREE.MeshBasicMaterial({ color: t.core, transparent: true, opacity: 0.4 })); td.position.set((i - 1) * 0.06, -0.18, 0); td.rotation.x = Math.PI; this.group.add(td); this.tendrils.push(td); } const eyeMat = new THREE.MeshBasicMaterial({ color: 0x05070f }); const eyeGeo = new THREE.SphereGeometry(0.022, 10, 10); const eyeL = new THREE.Mesh(eyeGeo, eyeMat); const eyeR = new THREE.Mesh(eyeGeo, eyeMat); eyeL.position.set(-0.05, 0.03, 0.14); eyeR.position.set(0.05, 0.03, 0.14); this.group.add(eyeL, eyeR); this.mode = "procedural"; } update(dt, camera) { if (this.captured || this.escaped) return; const now = performance.now(); const age = now - this.spawnTime; const tt = now * 0.001; // Bob + sway this.group.position.x = this.basePos.x + Math.sin(tt * this.bobSpeed + this.phase) * 0.05; this.group.position.y = this.basePos.y + Math.sin(tt * this.bobSpeed * 1.3 + this.phase) * 0.06; this.group.position.z = this.basePos.z + Math.cos(tt * this.bobSpeed + this.phase) * 0.05; this.basePos.add(this.drift); if (this.mode === "billboard") { // Keep pumping animated-GIF frames to the GPU if (this._imgReady) this.texture.needsUpdate = true; // Face the camera fully (billboard) if (camera) this.group.quaternion.copy(camera.quaternion); if (this.halo) this.halo.scale.setScalar(1 + Math.sin(tt * 2) * 0.08); } else { this.tendrils?.forEach((td, i) => { td.rotation.z = Math.sin(tt * 3 + i) * 0.3; }); if (this.halo) this.halo.scale.setScalar(1 + Math.sin(tt * 2) * 0.08); if (camera) this.group.lookAt(camera.position.x, this.group.position.y, camera.position.z); } // Capture shrink/spin if (this.captureProgress > 0) { const s = (this.mode === "billboard" ? this.userScale : 1) * (1 - this.captureProgress * 0.5); this.group.scale.setScalar(s); if (this.mode === "procedural") this.group.rotation.y += dt * 6; } if (age > this.lifespan && this.captureProgress < 0.05) this.escaped = true; } getWorldPosition(target) { return this.group.getWorldPosition(target); } setCaptureProgress(p) { this.captureProgress = Math.min(1, Math.max(0, p)); } capture() { this.captured = true; return this.displayName; } dispose() { this.scene.remove(this.group); this.group.traverse((o) => { if (o.geometry) o.geometry.dispose(); if (o.material) o.material.dispose(); }); if (this.texture) this.texture.dispose(); if (this.img) { this.img.onload = null; this.img.src = ""; } } } export { GHOST_TINTS };