Add procedural ghost mesh + float/flee behaviour
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import * as THREE from "three";
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// Palette of ghost tints (matching the supernatural neon aesthetic)
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const GHOST_TINTS = [
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{ core: 0x9fe6ff, glow: 0x2ffbe6, name: "WISP" },
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{ core: 0xff9fd0, glow: 0xff2d8f, name: "POLTERGEIST" },
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{ core: 0xd4ff9f, glow: 0xb6ff3c, name: "PHANTOM" },
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{ core: 0xc9b3ff, glow: 0x9b6dff, name: "SHADE" },
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];
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export class Ghost {
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constructor(scene, position) {
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this.scene = scene;
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this.tint = GHOST_TINTS[Math.floor(Math.random() * GHOST_TINTS.length)];
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this.group = new THREE.Group();
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this.group.position.copy(position);
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this.basePos = position.clone();
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this.captured = false;
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this.escaped = false;
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this.captureProgress = 0;
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this.spawnTime = performance.now();
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this.lifespan = 14000 + Math.random() * 8000; // 14–22s before it flees
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this.phase = Math.random() * Math.PI * 2;
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this.bobSpeed = 0.6 + Math.random() * 0.5;
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this.drift = new THREE.Vector3(
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(Math.random() - 0.5) * 0.0006,
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(Math.random() - 0.5) * 0.0003,
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(Math.random() - 0.5) * 0.0006
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);
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this._build();
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scene.add(this.group);
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}
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_build() {
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const t = this.tint;
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// Body — a softened rounded blob (sphere squished + tail)
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const bodyGeo = new THREE.SphereGeometry(0.16, 24, 24);
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bodyGeo.scale(1, 1.15, 1);
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const bodyMat = new THREE.MeshBasicMaterial({
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color: t.core, transparent: true, opacity: 0.55,
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});
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this.body = new THREE.Mesh(bodyGeo, bodyMat);
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this.group.add(this.body);
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// Inner glow core
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const coreMat = new THREE.MeshBasicMaterial({
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color: t.glow, transparent: true, opacity: 0.35,
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});
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const core = new THREE.Mesh(new THREE.SphereGeometry(0.1, 16, 16), coreMat);
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core.position.y = 0.02;
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this.group.add(core);
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// Outer halo (sprite-like additive shell)
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const haloMat = new THREE.MeshBasicMaterial({
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color: t.glow, transparent: true, opacity: 0.12,
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blending: THREE.AdditiveBlending, side: THREE.BackSide,
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});
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this.halo = new THREE.Mesh(new THREE.SphereGeometry(0.26, 20, 20), haloMat);
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this.group.add(this.halo);
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// Wispy tail tendrils
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this.tendrils = [];
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for (let i = 0; i < 3; i++) {
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const tendril = new THREE.Mesh(
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new THREE.ConeGeometry(0.05, 0.22, 8),
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new THREE.MeshBasicMaterial({ color: t.core, transparent: true, opacity: 0.4 })
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);
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tendril.position.set((i - 1) * 0.06, -0.18, 0);
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tendril.rotation.x = Math.PI;
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this.group.add(tendril);
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this.tendrils.push(tendril);
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}
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// Eyes (two dark voids)
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const eyeMat = new THREE.MeshBasicMaterial({ color: 0x05070f });
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const eyeGeo = new THREE.SphereGeometry(0.022, 10, 10);
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const eyeL = new THREE.Mesh(eyeGeo, eyeMat);
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const eyeR = new THREE.Mesh(eyeGeo, eyeMat);
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eyeL.position.set(-0.05, 0.03, 0.14);
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eyeR.position.set(0.05, 0.03, 0.14);
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this.group.add(eyeL, eyeR);
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}
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update(dt, camera) {
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if (this.captured || this.escaped) return;
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const now = performance.now();
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const age = now - this.spawnTime;
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// Bob + sway
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const tt = now * 0.001;
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this.group.position.x = this.basePos.x + Math.sin(tt * this.bobSpeed + this.phase) * 0.05;
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this.group.position.y = this.basePos.y + Math.sin(tt * this.bobSpeed * 1.3 + this.phase) * 0.06;
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this.group.position.z = this.basePos.z + Math.cos(tt * this.bobSpeed + this.phase) * 0.05;
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// Slow wandering drift
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this.basePos.add(this.drift);
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// Tendril wiggle
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this.tendrils.forEach((td, i) => {
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td.rotation.z = Math.sin(tt * 3 + i) * 0.3;
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});
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// Halo pulse
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const pulse = 1 + Math.sin(tt * 2) * 0.08;
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this.halo.scale.setScalar(pulse);
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// Always face the camera-ish (billboard the eyes)
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if (camera) this.group.lookAt(camera.position.x, this.group.position.y, camera.position.z);
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// If being captured, shrink & spin
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if (this.captureProgress > 0) {
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const s = 1 - this.captureProgress * 0.5;
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this.group.scale.setScalar(s);
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this.group.rotation.y += dt * 6;
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}
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// Flee when lifespan exceeded
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if (age > this.lifespan && this.captureProgress < 0.05) {
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this.escaped = true;
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}
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}
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// Returns the ghost's world position
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getWorldPosition(target) {
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return this.group.getWorldPosition(target);
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}
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setCaptureProgress(p) {
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this.captureProgress = Math.min(1, Math.max(0, p));
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}
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capture() {
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this.captured = true;
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return this.tint.name;
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}
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dispose() {
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this.scene.remove(this.group);
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this.group.traverse((o) => {
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if (o.geometry) o.geometry.dispose();
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if (o.material) o.material.dispose();
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});
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}
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}
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export { GHOST_TINTS };
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