feat: initial commit of Railtrack Pro prototype with complete test suite

This commit is contained in:
Railtrack Pro Dev
2026-03-13 14:26:16 +00:00
commit 40500bb503
7790 changed files with 986332 additions and 0 deletions
+228
View File
@@ -0,0 +1,228 @@
/**
* Railtrack Pro - Game Logic
* Main game controller, UI interactions, and game state management
* @author Railtrack Pro Development Team
*/
class Game {
constructor() {
this.renderer = null;
this.world = null;
this.selectedTrackType = 'straight';
this.stats = { total: 0, straight: 0, curved: 0, junction: 0, signal: 0 };
this.init();
}
/**
* Initialize game
*/
init() {
console.log('[Game] Initializing Railtrack Pro...');
// Initialize renderer
this.renderer = new Renderer();
// Initialize world
this.world = new World(this.renderer);
// Setup UI controls
this.setupUIControls();
// Initialize stats display
this.updateStats(0);
// Highlight first track type as active
this.setActiveTrackType('straight');
console.log('[Game] Initialization complete');
}
/**
* Setup UI controls and event listeners
*/
setupUIControls() {
const trackTypes = ['straight', 'curved', 'junction', 'signal'];
trackTypes.forEach(type => {
const button = document.getElementById(`btn-${type}`);
if (button) {
button.addEventListener('click', () => this.setActiveTrackType(type));
}
});
}
/**
* Set active track type for placement
*/
setActiveTrackType(type) {
this.selectedTrackType = type;
// Update button states
document.querySelectorAll('#controls button').forEach(btn => {
btn.classList.remove('active');
});
const activeButton = document.getElementById(`btn-${type}`);
if (activeButton) {
activeButton.classList.add('active');
}
console.log(`[Game] Selected track type: ${type}`);
}
/**
* Handle track click from renderer
*/
static onTrackClick(trackMesh) {
if (trackMesh.userData.piece) {
Game.removeTrack(trackMesh.userData.piece);
}
}
/**
* Handle mouse click on viewport for track placement
*/
static onViewportClick(event) {
// Only handle placement if a track type is selected
if (!Game.instance.selectedTrackType) {
console.log('[Game] No track type selected');
return;
}
// Raycast for placement
const mouse = new THREE.Vector2();
const rect = Game.instance.renderer.renderer.domElement.getBoundingClientRect();
mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
Game.instance.renderer.raycaster.setFromCamera(mouse, Game.instance.renderer.camera);
// Create plane for intersection
const plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
const target = new THREE.Vector3();
const intersectPoint = new THREE.Vector3();
Game.instance.renderer.raycaster.ray.intersectPlane(plane, intersectPoint);
if (intersectPoint) {
// Snap to grid
const snappedPosition = Game.instance.world.snapToGrid(intersectPoint);
// Check if placement is valid
if (Game.instance.world.isValidPlacement(snappedPosition)) {
// Calculate rotation based on selected type
const rotation = new THREE.Vector3(0, Math.PI / 2, 0);
// Add track piece to world
Game.instance.world.addTrackPiece(
Game.instance.selectedTrackType,
snappedPosition,
rotation
);
} else {
console.log('[Game] Placement invalid - invalid position');
}
}
}
/**
* Remove track piece
*/
static removeTrack(trackPiece) {
if (Game.instance && Game.instance.world) {
Game.instance.world.removeTrackPiece(trackPiece);
}
}
/**
* Update stats display in info panel
*/
static updateStats(count) {
if (!Game.instance) return;
const stats = Game.instance.world.getStats();
Game.instance.stats = stats;
const statsElement = document.getElementById('stats');
if (statsElement) {
statsElement.innerHTML = `
<h3>📊 Track Statistics</h3>
<p><strong>Total:</strong> ${stats.total}</p>
<p>⬇️ Straight: ${stats.straight}</p>
<p>⬇️ Curved: ${stats.curved}</p>
<p>⬇️ Junction: ${stats.junction}</p>
<p>⬇️ Signal: ${stats.signal}</p>
`;
}
}
/**
* Update selected track info display
*/
static updateSelectedInfo(selectedMesh) {
if (!Game.instance) return;
const infoElement = document.getElementById('selected-info');
if (!selectedMesh) {
infoElement.innerHTML = `
<h4>🔍 Selection</h4>
<p>No track selected</p>
`;
return;
}
const track = selectedMesh.userData.piece;
if (!track) return;
const config = TrackConfig.types[track.type] || { name: 'Unknown' };
infoElement.innerHTML = `
<h4>📦 Track Info</h4>
<p><strong>Type:</strong> ${config.name}</p>
<p><strong>Position:</strong> ${track.position.x.toFixed(1)}, ${track.position.z.toFixed(1)}</p>
<p><strong>Rotation:</strong> ${(track.rotation.y * 180 / Math.PI).toFixed(0)}°</p>
<p><strong>Cost:</strong> $${config.cost || 0}</p>
`;
}
/**
* Get current game instance
*/
static getInstance() {
return this.instance;
}
/**
* Initialize game on DOM ready
*/
initGame() {
Game.instance = new Game();
// Add click handler to viewport
const viewport = document.getElementById('viewport');
if (viewport) {
viewport.addEventListener('click', (event) => {
// Prevent placement if clicking on info panel
if (event.target.closest('#info-panel')) return;
Game.onViewportClick(event);
});
}
console.log('[Game] Game instance created and ready');
}
}
// Global game instance
Game.instance = null;
// Initialize game when DOM is ready
document.addEventListener('DOMContentLoaded', () => {
Game.initGame();
});
// Export for module usage
if (typeof module !== 'undefined' && module.exports) {
module.exports = Game;
}
+309
View File
@@ -0,0 +1,309 @@
/**
* Railtrack Pro - Three.js Renderer
* Handles 3D scene setup, camera, and rendering loop
* @author Railtrack Pro Development Team
*/
class Renderer {
constructor() {
this.scene = null;
this.camera = null;
this.renderer = null;
this.controls = null;
this.gridHelper = null;
this.trackMeshes = [];
this.selectedObject = null;
this.isDragging = false;
this.raycaster = new THREE.Raycaster();
this.mouse = new THREE.Vector2();
this.init();
}
/**
* Initialize Three.js scene with camera, renderer, and controls
*/
init() {
// Create scene
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x1a1a2e);
this.scene.fog = new THREE.Fog(0x1a1a2e, 50, 200);
// Create camera
this.camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
0.1,
1000
);
this.camera.position.set(20, 20, 20);
this.camera.lookAt(0, 0, 0);
// Create renderer
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setSize(window.innerWidth - 50, window.innerHeight - 150);
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.getElementById('viewport').appendChild(this.renderer.domElement);
// Add orbit controls
this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
this.controls.enableDamping = true;
this.controls.dampingFactor = 0.05;
this.controls.maxPolarAngle = Math.PI / 2 - 0.1;
this.controls.minDistance = 5;
this.controls.maxDistance = 100;
// Add lighting
this.setupLighting();
// Add ground grid
this.addGridHelper();
// Add event listeners
this.addEventListeners();
// Start animation loop
this.animate();
console.log('[Renderer] Initialized successfully');
}
/**
* Setup scene lighting
*/
setupLighting() {
// Ambient light
const ambientLight = new THREE.AmbientLight(0x404040, 1);
this.scene.add(ambientLight);
// Directional light (sun)
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(20, 30, 20);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 100;
directionalLight.shadow.camera.left = -50;
directionalLight.shadow.camera.right = 50;
directionalLight.shadow.camera.top = 50;
directionalLight.shadow.camera.bottom = -50;
this.scene.add(directionalLight);
// Point light near center
const pointLight = new THREE.PointLight(0xfb5607, 0.5, 30);
pointLight.position.set(0, 10, 0);
this.scene.add(pointLight);
console.log('[Renderer] Lighting setup complete');
}
/**
* Add ground plane with grid helper
*/
addGridHelper() {
// Ground plane
const planeGeometry = new THREE.PlaneGeometry(100, 100);
const planeMaterial = new THREE.MeshStandardMaterial({
color: 0x2a2a4e,
roughness: 0.8,
metalness: 0.2
});
const ground = new THREE.Mesh(planeGeometry, planeMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
this.scene.add(ground);
// Grid helper
this.gridHelper = new THREE.GridHelper(100, 50, 0x404080, 0x202040);
this.scene.add(this.gridHelper);
// Axis helper
const axesHelper = new THREE.AxesHelper(5);
this.scene.add(axesHelper);
console.log('[Renderer] Grid helper added');
}
/**
* Add event listeners for mouse interactions
*/
addEventListeners() {
window.addEventListener('resize', () => this.onWindowResize());
this.renderer.domElement.addEventListener('mousedown', (e) => this.onMouseDown(e));
this.renderer.domElement.addEventListener('mousemove', (e) => this.onMouseMove(e));
this.renderer.domElement.addEventListener('mouseup', (e) => this.onMouseUp(e));
this.renderer.domElement.addEventListener('click', (e) => this.onClick(e));
this.renderer.domElement.addEventListener('contextmenu', (e) => e.preventDefault());
}
/**
* Handle window resize
*/
onWindowResize() {
const viewport = document.getElementById('viewport');
this.camera.aspect = viewport.clientWidth / viewport.clientHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(viewport.clientWidth, viewport.clientHeight);
}
/**
* Handle mouse down event
*/
onMouseDown(event) {
this.isDragging = true;
this.updateMouse(event);
this.raycaster.setFromCamera(this.mouse, this.camera);
// Track track meshes
const intersects = this.raycaster.intersectObjects(this.trackMeshes);
if (intersects.length > 0) {
this.selectedObject = intersects[0].object;
this.highlightSelection(this.selectedObject);
} else {
this.deselectAll();
}
}
/**
* Handle mouse move event
*/
onMouseMove(event) {
this.updateMouse(event);
// Highlight object under cursor
this.raycaster.setFromCamera(this.mouse, this.camera);
const intersects = this.raycaster.intersectObjects(this.trackMeshes);
if (intersects.length > 0 && intersects[0].object !== this.selectedObject) {
this.highlightHover(intersects[0].object);
} else {
this.removeHoverHighlight();
}
}
/**
* Handle mouse up event
*/
onMouseUp() {
this.isDragging = false;
}
/**
* Handle click event
*/
onClick(event) {
if (!this.isDragging && this.selectedObject) {
console.log('[Renderer] Track clicked:', this.selectedObject.userData);
Game.onTrackClick(this.selectedObject);
}
}
/**
* Update mouse position from event
*/
updateMouse(event) {
const rect = this.renderer.domElement.getBoundingClientRect();
this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
}
/**
* Highlight selected object
*/
highlightSelection(object) {
// Remove previous highlight
if (object.originalColor) {
object.material.emissive.setHex(object.originalColor);
}
// Store original color and set highlight
object.originalColor = object.material.emissive.getHex();
object.material.emissive.setHex(0xfb5607);
this.selectedObject = object;
// Update info panel
Game.updateSelectedInfo(object);
}
/**
* Highlight hover object
*/
highlightHover(object) {
if (object.hoverColor) {
object.material.emissive.setHex(object.hoverColor);
} else {
object.hoverColor = object.material.emissive.getHex();
object.material.emissive.setHex(0x404080);
}
}
/**
* Remove hover highlight
*/
removeHoverHighlight() {
for (const mesh of this.trackMeshes) {
if (mesh.hoverColor) {
mesh.material.emissive.setHex(mesh.hoverColor);
delete mesh.hoverColor;
}
}
}
/**
* Deselect all objects
*/
deselectAll() {
if (this.selectedObject) {
if (this.selectedObject.originalColor) {
this.selectedObject.material.emissive.setHex(this.selectedObject.originalColor);
}
this.selectedObject = null;
}
Game.updateSelectedInfo(null);
}
/**
* Add track piece to scene
*/
addTrackPiece(geometry, material, position, rotation) {
const mesh = new THREE.Mesh(geometry, material);
mesh.position.copy(position);
mesh.rotation.set(rotation.x, rotation.y, rotation.z);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.userData = { type: 'track', id: this.trackMeshes.length };
this.scene.add(mesh);
this.trackMeshes.push(mesh);
return mesh;
}
/**
* Remove track piece from scene
*/
removeTrackPiece(mesh) {
const index = this.trackMeshes.indexOf(mesh);
if (index > -1) {
this.trackMeshes.splice(index, 1);
this.scene.remove(mesh);
mesh.geometry.dispose();
mesh.material.dispose();
}
}
/**
* Animation loop
*/
animate() {
requestAnimationFrame(() => this.animate());
this.controls.update();
this.renderer.render(this.scene, this.camera);
}
}
// Export for module usage
if (typeof module !== 'undefined' && module.exports) {
module.exports = Renderer;
}
+189
View File
@@ -0,0 +1,189 @@
/**
* Railtrack Pro - Track Piece System
* Defines track geometries and placement logic
* @author Railtrack Pro Development Team
*/
class TrackPiece {
constructor(type, position, rotation) {
this.type = type; // 'straight', 'curved', 'junction', 'signal'
this.id = position ? Math.floor(Math.random() * 10000) : null;
this.position = position || new THREE.Vector3(0, 0, 0);
this.rotation = rotation || new THREE.Vector3(0, Math.PI / 2, 0);
this.connections = [];
this.geometry = null;
this.material = null;
this.mesh = null;
}
/**
* Create track piece in scene
*/
create(scene) {
this.geometry = this.getGeometry();
this.material = new THREE.MeshStandardMaterial({
color: 0x888888,
roughness: 0.6,
metalness: 0.4
});
this.mesh = new THREE.Mesh(this.geometry, this.material);
this.mesh.position.copy(this.position);
this.mesh.rotation.copy(this.rotation);
this.mesh.castShadow = true;
this.mesh.receiveShadow = true;
this.mesh.userData = { type: 'track', id: this.id, piece: this };
scene.add(this.mesh);
return this;
}
/**
* Get geometry based on track type
*/
getGeometry() {
switch (this.type) {
case 'straight':
return new THREE.BoxGeometry(1, 0.3, 2);
case 'curved':
return this.createCurvedGeometry();
case 'junction':
return this.createJunctionGeometry();
case 'signal':
return this.createSignalGeometry();
default:
return new THREE.BoxGeometry(1, 0.3, 2);
}
}
/**
* Create curved track geometry
*/
createCurvedGeometry() {
const points = [];
const segments = 20;
const radius = 2;
for (let i = 0; i <= segments; i++) {
const angle = (i / segments) * Math.PI;
const x = Math.sin(angle) * radius;
const z = -Math.cos(angle) * radius + radius;
points.push(new THREE.Vector3(x, 0, z));
}
const curve = new THREE.CatmullRomCurve3(points);
const geometry = new THREE.TubeGeometry(curve, segments, 0.5, 8, false);
return geometry;
}
/**
* Create junction track geometry (T-junction)
*/
createJunctionGeometry() {
const group = new THREE.Group();
// Main stem
const stem = new THREE.Mesh(
new THREE.BoxGeometry(1, 0.3, 2),
this.material
);
stem.position.set(0, 0, 1);
// Top branch
const top = new THREE.Mesh(
new THREE.BoxGeometry(1, 0.3, 2),
this.material
);
top.position.set(0, 0, -1);
// Side branch
const side = new THREE.Mesh(
new THREE.BoxGeometry(2, 0.3, 1),
this.material
);
side.position.set(0, 0, 0);
group.add(stem, top, side);
const geometry = new THREE.Group(group);
return geometry;
}
/**
* Create signal track piece
*/
createSignalGeometry() {
const group = new THREE.Group();
// Signal pole
const pole = new THREE.Mesh(
new THREE.CylinderGeometry(0.1, 0.1, 1.5),
new THREE.MeshStandardMaterial({ color: 0x333333 })
);
pole.position.set(0, 0.75, 0);
// Signal lights
const lightBox = new THREE.Mesh(
new THREE.BoxGeometry(0.3, 0.2, 0.1),
new THREE.MeshStandardMaterial({ color: 0xff0000 })
);
lightBox.position.set(0, 1.5, 0);
// Track base
const base = new THREE.Mesh(
new THREE.BoxGeometry(1, 0.3, 1),
this.material
);
base.position.set(0, 0, 0);
group.add(base, pole, lightBox);
const geometry = new THREE.Group(group);
return geometry;
}
/**
* Get connection points for track joining
*/
getConnectionPoints() {
const points = [];
switch (this.type) {
case 'straight':
points.push(new THREE.Vector3(0, 0, -1));
points.push(new THREE.Vector3(0, 0, 1));
break;
case 'curved':
points.push(new THREE.Vector3(0, 0, -2));
points.push(new THREE.Vector3(2, 0, 0));
break;
case 'junction':
points.push(new THREE.Vector3(0, 0, -2));
points.push(new THREE.Vector3(0, 0, 2));
points.push(new THREE.Vector3(-2, 0, 0));
points.push(new THREE.Vector3(2, 0, 0));
break;
}
return points;
}
}
/**
* Track type configuration
*/
const TrackConfig = {
types: {
straight: { name: 'Straight Track', color: 0x888888, cost: 10 },
curved: { name: 'Curved Track', color: 0x888888, cost: 15 },
junction: { name: 'Junction', color: 0x888888, cost: 25 },
signal: { name: 'Signal', color: 0xff0000, cost: 30 }
},
placement: {
snapDistance: 0.1,
maxConnections: 4
}
};
// Export for module usage
if (typeof module !== 'undefined' && module.exports) {
module.exports = { TrackPiece, TrackConfig };
}
+164
View File
@@ -0,0 +1,164 @@
/**
* Railtrack Pro - World Management
* Handles grid system, track placement, and world state
* @author Railtrack Pro Development Team
*/
class World {
constructor(renderer) {
this.renderer = renderer;
this.gridSize = 100;
this.gridUnit = 1; // Grid unit size
this.tracks = [];
this.selectedType = null;
this.snapDistance = 0.1;
this.isPlacementMode = false;
this.initGrid();
}
/**
* Initialize grid system
*/
initGrid() {
this.gridHelper = this.renderer.gridHelper;
console.log('[World] Grid system initialized');
}
/**
* Snap position to nearest grid point
*/
snapToGrid(position) {
const x = Math.round(position.x / this.gridUnit) * this.gridUnit;
const z = Math.round(position.z / this.gridUnit) * this.gridUnit;
return new THREE.Vector3(x, 0, z);
}
/**
* Check if position is valid for track placement
*/
isValidPlacement(position) {
// Check bounds
if (Math.abs(position.x) > this.gridSize || Math.abs(position.z) > this.gridSize) {
return false;
}
// Check collisions with existing tracks
const positionSnap = this.snapToGrid(position);
const collisionBuffer = this.snapDistance * 2;
for (const track of this.tracks) {
if (track.mesh === null) continue;
const trackPos = track.mesh.position;
const distance = positionSnap.distanceTo(trackPos);
if (distance < collisionBuffer) {
return false;
}
}
return true;
}
/**
* Add track piece to world
*/
addTrackPiece(type, position, rotation) {
if (!this.isValidPlacement(position)) {
console.warn('[World] Invalid placement position');
return null;
}
const track = new TrackPiece(type, position, rotation);
track.create(this.renderer.scene);
this.tracks.push(track);
// Update stats
Game.updateStats(this.tracks.length);
console.log(`[World] Added ${type} track at ${position.x.toFixed(1)}, ${position.z.toFixed(1)}`);
return track;
}
/**
* Remove track piece from world
*/
removeTrackPiece(trackPiece) {
const index = this.tracks.indexOf(trackPiece);
if (index > -1) {
this.tracks.splice(index, 1);
this.renderer.removeTrackPiece(trackPiece.mesh);
Game.updateStats(this.tracks.length);
Game.updateSelectedInfo(null);
console.log(`[World] Removed track piece`);
return true;
}
return false;
}
/**
* Get track piece at position
*/
getTrackAtPosition(position) {
for (const track of this.tracks) {
if (track.mesh === null) continue;
const distance = position.distanceTo(track.mesh.position);
if (distance < this.snapDistance) {
return track;
}
}
return null;
}
/**
* Connect tracks at junctions
*/
connectTracks(track1, track2) {
// Simple connection logic
// In full implementation, check compatibility and adjust orientation
console.log('[World] Connecting tracks');
}
/**
* Clear all tracks
*/
clear() {
for (const track of this.tracks) {
this.removeTrackPiece(track);
}
this.tracks = [];
Game.updateStats(0);
console.log('[World] All tracks cleared');
}
/**
* Get world statistics
*/
getStats() {
const counts = {
straight: 0,
curved: 0,
junction: 0,
signal: 0
};
for (const track of this.tracks) {
if (counts[track.type] !== undefined) {
counts[track.type]++;
}
}
return {
total: this.tracks.length,
...counts
};
}
}
// Export for module usage
if (typeof module !== 'undefined' && module.exports) {
module.exports = World;
}