feat: add train driving system with 3D model and controls
- Added Train and TrainController classes in train.js - Created TrainRenderer for Three.js visualization - Integrated train controls into game.js - Updated index.html with train UI controls - Added train control styles to css/styles.css - Created test file for train module - Train can accelerate, brake, reverse and stop - Keyboard controls: W/↑ accelerate, S/↓ brake, R/D reverse, SPACE stop
This commit is contained in:
@@ -119,3 +119,87 @@ button.active {
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pointer-events: none;
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font-size: 0.85rem;
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}
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/* === Train Controls Section === */
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#trainControls {
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background: var(--panel-bg);
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padding: 15px;
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margin-top: 20px;
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border-radius: 8px;
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box-shadow: 0 2px 8px rgba(0, 0, 0, 0.3);
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}
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#trainControls h3 {
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color: var(--primary-color);
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margin-bottom: 15px;
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font-size: 1.1rem;
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border-bottom: 2px solid var(--primary-color);
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padding-bottom: 8px;
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}
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.train-btn {
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display: block;
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width: 100%;
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padding: 12px;
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margin-bottom: 10px;
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background: linear-gradient(135deg, var(--secondary-color) 0%, var(--secondary-color-dark) 100%);
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border: 2px solid var(--secondary-color);
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color: white;
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font-weight: bold;
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border-radius: 6px;
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cursor: pointer;
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transition: all 0.3s ease;
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text-align: center;
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font-size: 0.9rem;
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}
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.train-btn:hover {
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background: linear-gradient(135deg, var(--primary-color) 0%, var(--secondary-color-dark) 100%);
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border-color: var(--primary-color);
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transform: translateY(-2px);
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box-shadow: 0 4px 12px rgba(255, 107, 0, 0.4);
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}
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.train-btn:active {
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transform: translateY(0);
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box-shadow: 0 2px 6px rgba(255, 107, 0, 0.3);
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}
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#trainStatus {
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background: rgba(255, 255, 255, 0.1);
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padding: 12px;
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margin-top: 12px;
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border-radius: 6px;
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font-size: 0.85rem;
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border-left: 4px solid var(--primary-color);
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}
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#trainStatus p {
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margin: 5px 0;
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line-height: 1.5;
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}
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#trainStatus strong {
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color: var(--primary-color);
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}
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/* Train animation indicator */
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.train-moving-indicator {
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display: inline-block;
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width: 8px;
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height: 8px;
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background: #00ff00;
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border-radius: 50%;
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margin-right: 8px;
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animation: blink 1s infinite;
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}
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@keyframes blink {
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0%, 100% { opacity: 1; }
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50% { opacity: 0.3; }
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}
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/* Train status colors */
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.status-moving { color: #00ff00; }
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.status-stopped { color: #ff0000; }
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.status-reversing { color: #ff8800; }
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+63
-18
@@ -5,29 +5,74 @@
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Railtrack Pro</title>
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<link rel="stylesheet" href="css/styles.css">
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<script src="https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.160.0/examples/js/controls/OrbitControls.js"></script>
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<script src="js/renderer.js"></script>
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<script src="js/world.js"></script>
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<script src="js/tracks.js"></script>
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<script src="js/train.js"></script>
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<script src="js/trainRenderer.js"></script>
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<script src="js/game.js"></script>
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<script>
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// Initialize game when DOM is ready
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document.addEventListener('DOMContentLoaded', () => {
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const game = new Game();
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console.log('🚂 Railtrack Pro initialized!');
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});
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</script>
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</head>
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<body>
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<div id="app">
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<header>
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<div id="topBar">
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<h1>🚂 Railtrack Pro</h1>
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<nav id="controls">
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<button id="btn-straight">Straight</button>
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<button id="btn-curved">Curved</button>
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<button id="btn-junction">Junction</button>
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<button id="btn-signal">Signal</button>
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</nav>
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</header>
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<div id="viewport"></div>
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<div id="info-panel">
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<div id="stats"></div>
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<div id="selected-info"></div>
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</div>
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<div id="mainContainer">
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<div id="leftPanel">
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<div id="trackControls">
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<h3>Select Track Type</h3>
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<button data-track-type="straight" class="track-btn">Straight</button>
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<button data-track-type="curve" class="track-btn">Curve</button>
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<button data-track-type="junction" class="track-btn">Junction</button>
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<button data-track-type="signal" class="track-btn">Signal</button>
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</div>
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<div id="gameControls">
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<h3>Track Controls</h3>
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<button id="removeMode" class="control-btn">🗑️ Remove Mode</button>
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<button id="resetCamera" class="control-btn">📷 Reset Camera</button>
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</div>
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<div id="trainControls">
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<h3>🚂 Train Controls</h3>
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<button id="accelerateTrain" class="train-btn">⬆️ Accelerate</button>
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<button id="brakeTrain" class="train-btn">⬇️ Brake</button>
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<button id="reverseTrain" class="train-btn">↻ Reverse</button>
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<button id="stopTrain" class="train-btn">⏹️ Stop</button>
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<div id="trainStatus">
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<p><strong>Status:</strong> Stopped</p>
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<p><strong>Speed:</strong> 0 units/s</p>
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</div>
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</div>
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<div id="statsPanel">
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<h3>Statistics</h3>
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<p><strong>Total Tracks:</strong> 0</p>
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</div>
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</div>
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<div id="viewportContainer">
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<div id="viewport">
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<div id="gameCanvas"></div>
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</div>
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</div>
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<div id="rightPanel">
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<div id="infoPanel">
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<p>Click tracks to place/remove. Select a track type to start building!</p>
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</div>
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</div>
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</div>
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</div>
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<script src="https://cdn.jsdelivr.net/npm/three@0.156.0/build/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.156.0/examples/js/controls/OrbitControls.js"></script>
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<script src="js/renderer.js"></script>
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<script src="js/tracks.js"></script>
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<script src="js/world.js"></script>
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<script src="js/game.js"></script>
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</body>
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</html>
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+444
-166
@@ -1,228 +1,506 @@
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/**
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* Railtrack Pro - Game Logic
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* Main game controller, UI interactions, and game state management
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* @author Railtrack Pro Development Team
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* Game Module
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* Main game logic, UI interactions, and initialization
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* Works in browser environment
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* @module game
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*/
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/**
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* Game class - main game controller
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*/
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class Game {
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constructor() {
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this.renderer = null;
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this.world = null;
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this.selectedTrackType = 'straight';
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this.stats = { total: 0, straight: 0, curved: 0, junction: 0, signal: 0 };
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this.init();
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}
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/**
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* Initialize game
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*/
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init() {
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console.log('[Game] Initializing Railtrack Pro...');
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// Initialize renderer
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// Initialize Three.js renderer
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this.renderer = new Renderer();
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// Initialize world
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// Initialize world (track placement)
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this.world = new World(this.renderer);
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// Setup UI controls
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this.setupUIControls();
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// Initialize train system
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this.trainController = new TrainController([]);
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this.trainRenderer = new TrainRenderer(this.renderer.scene, { color: '#FF6B00' });
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this.trainRenderer.setController(this.trainController);
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this.createTrain();
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// Initialize stats display
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this.updateStats(0);
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// Initialize controls
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this.controls = new OrbitControls(this.renderer.camera, this.renderer.domElement);
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this.controls.enableDamping = true;
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this.controls.dampingFactor = 0.05;
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this.controls.maxPolarAngle = Math.PI / 2.2;
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this.controls.minDistance = 5;
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this.controls.maxDistance = 100;
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// Input state
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this.selectedTrackType = null;
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this.keysPressed = {};
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// Highlight first track type as active
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this.setActiveTrackType('straight');
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// Stats tracking
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this.stats = {
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totalTracks: 0,
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trackCounts: {},
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lastUpdate: Date.now()
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};
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console.log('[Game] Initialization complete');
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// Initialize UI elements
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this.initializeUI();
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// Bind events
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this.bindEvents();
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// Start game loop
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this.lastTime = Date.now();
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this.animate();
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console.log('🚂 Railtrack Pro initialized!');
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}
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/**
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* Setup UI controls and event listeners
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* Create a train for the world
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*/
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setupUIControls() {
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const trackTypes = ['straight', 'curved', 'junction', 'signal'];
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trackTypes.forEach(type => {
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const button = document.getElementById(`btn-${type}`);
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if (button) {
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button.addEventListener('click', () => this.setActiveTrackType(type));
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}
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});
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}
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/**
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* Set active track type for placement
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*/
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setActiveTrackType(type) {
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this.selectedTrackType = type;
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// Update button states
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document.querySelectorAll('#controls button').forEach(btn => {
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btn.classList.remove('active');
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createTrain() {
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const train = new Train({
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id: 'main-train',
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speed: 0,
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maxSpeed: 5,
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direction: 1,
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color: '#FF6B00'
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});
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const activeButton = document.getElementById(`btn-${type}`);
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if (activeButton) {
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activeButton.classList.add('active');
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}
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console.log(`[Game] Selected track type: ${type}`);
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this.train = train;
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this.trainMesh = this.trainRenderer.createTrainMesh('main-train');
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this.train.threeMesh = this.trainMesh;
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}
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/**
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* Handle track click from renderer
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* Initialize UI elements
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*/
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static onTrackClick(trackMesh) {
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if (trackMesh.userData.piece) {
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Game.removeTrack(trackMesh.userData.piece);
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}
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initializeUI() {
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// Stats panel
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this.statsPanel = document.getElementById('statsPanel');
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this.trackStatsList = document.getElementById('trackStatsList');
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// Train controls
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this.trainControls = {
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accelerateBtn: document.getElementById('accelerateTrain'),
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brakeBtn: document.getElementById('brakeTrain'),
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reverseBtn: document.getElementById('reverseTrain'),
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stopBtn: document.getElementById('stopTrain'),
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statusDiv: document.getElementById('trainStatus')
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};
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// Track type buttons
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this.trackButtons = document.querySelectorAll('[data-track-type]');
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// Info panel
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this.infoPanel = document.getElementById('infoPanel');
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// Update stats display
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this.updateStatsDisplay();
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this.updateTrainStatus();
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}
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/**
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* Handle mouse click on viewport for track placement
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* Bind event listeners
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*/
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static onViewportClick(event) {
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// Only handle placement if a track type is selected
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if (!Game.instance.selectedTrackType) {
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console.log('[Game] No track type selected');
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return;
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}
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bindEvents() {
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// Track type selection
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this.trackButtons.forEach(btn => {
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btn.addEventListener('click', () => {
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const trackType = btn.dataset.trackType;
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this.selectTrackType(trackType, btn);
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});
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});
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// Raycast for placement
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const mouse = new THREE.Vector2();
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const rect = Game.instance.renderer.renderer.domElement.getBoundingClientRect();
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mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
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mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
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// Train control buttons
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this.trainControls.accelerateBtn.addEventListener('click', () => this.accelerate());
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this.trainControls.brakeBtn.addEventListener('click', () => this.brake());
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this.trainControls.reverseBtn.addEventListener('click', () => this.reverse());
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this.trainControls.stopBtn.addEventListener('click', () => this.stop());
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Game.instance.renderer.raycaster.setFromCamera(mouse, Game.instance.renderer.camera);
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// Create plane for intersection
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const plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
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const target = new THREE.Vector3();
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const intersectPoint = new THREE.Vector3();
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Game.instance.renderer.raycaster.ray.intersectPlane(plane, intersectPoint);
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if (intersectPoint) {
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// Snap to grid
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const snappedPosition = Game.instance.world.snapToGrid(intersectPoint);
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// Keyboard controls
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document.addEventListener('keydown', (e) => {
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this.keysPressed[e.code] = true;
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// Check if placement is valid
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if (Game.instance.world.isValidPlacement(snappedPosition)) {
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// Calculate rotation based on selected type
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const rotation = new THREE.Vector3(0, Math.PI / 2, 0);
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// Add track piece to world
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Game.instance.world.addTrackPiece(
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Game.instance.selectedTrackType,
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snappedPosition,
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rotation
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);
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// Train controls via keyboard
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switch(e.code) {
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case 'KeyW':
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case 'ArrowUp':
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this.accelerate();
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break;
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case 'KeyS':
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case 'ArrowDown':
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this.brake();
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break;
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case 'KeyR':
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case 'KeyD':
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this.reverse();
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break;
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case 'Space':
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this.stop();
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break;
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}
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});
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document.addEventListener('keyup', (e) => {
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this.keysPressed[e.code] = false;
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});
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// Mouse click for track placement/removal
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this.renderer.domElement.addEventListener('click', (event) => {
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this.handleMouseClick(event);
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});
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// Handle window resize
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window.addEventListener('resize', () => {
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this.onWindowResize();
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});
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}
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/**
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* Select track type for placement
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* @param {string} trackType - Type of track to select
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* @param {HTMLElement} button - Button element clicked
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*/
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selectTrackType(trackType, button) {
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this.selectedTrackType = trackType;
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// Update button styles
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this.trackButtons.forEach(btn => {
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btn.classList.remove('selected');
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});
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button.classList.add('selected');
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console.log(`Selected track type: ${trackType}`);
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}
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/**
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* Handle mouse click on canvas
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* @param {MouseEvent} event - Mouse click event
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*/
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handleMouseClick(event) {
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// Check if clicking on train first
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const clickedMesh = event.target;
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if (clickedMesh === this.trainMesh || clickedMesh.parent === this.trainMesh) {
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// Train selected - show train info
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this.showTrainInfo();
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return;
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}
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// If no track type selected, show instruction
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if (!this.selectedTrackType) {
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this.showInfo('Select a track type to place! Click track buttons in the toolbar.');
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return;
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}
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// Check if clicking on existing track (to remove)
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const clickedTrack = this.checkClickedTrack(event);
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if (clickedTrack) {
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this.world.removeTrack(clickedTrack);
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this.updateStatsDisplay();
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this.showInfo(`Removed track at ${clickedTrack.position.x}, ${clickedTrack.position.y}`);
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return;
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}
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// Check if clicking on canvas
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if (this.world.isPlacementValid(event)) {
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this.placeTrack(event);
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} else {
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this.showInfo('Click on the grid to place tracks. Click existing tracks to remove them.');
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}
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}
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/**
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* Check if mouse clicked on an existing track
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* @param {MouseEvent} event - Mouse click event
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* @returns {THREE.Object3D|null} Clicked track object or null
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*/
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checkClickedTrack(event) {
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const mouse = new THREE.Vector2();
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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const raycaster = new THREE.Raycaster();
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raycaster.setFromCamera(mouse, this.renderer.camera);
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|
||||
const intersects = raycaster.intersectObjects(this.world.allTracks, true);
|
||||
if (intersects.length > 0) {
|
||||
// Find parent group (the actual track piece)
|
||||
let parent = intersects[0].object;
|
||||
while (parent && !parent.userData.type) {
|
||||
parent = parent.parent;
|
||||
}
|
||||
if (parent && parent.userData.type) {
|
||||
return parent;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Place a track at the clicked location
|
||||
* @param {MouseEvent} event - Mouse click event
|
||||
*/
|
||||
placeTrack(event) {
|
||||
const gridPos = this.world.getGridPosition(event);
|
||||
if (gridPos) {
|
||||
const track = this.world.addTrack(
|
||||
this.selectedTrackType,
|
||||
gridPos.x,
|
||||
gridPos.y,
|
||||
this.renderer
|
||||
);
|
||||
if (track) {
|
||||
this.stats.totalTracks++;
|
||||
this.stats.trackCounts[this.selectedTrackType] = (this.stats.trackCounts[this.selectedTrackType] || 0) + 1;
|
||||
this.updateStatsDisplay();
|
||||
this.showInfo(`Placed ${this.selectedTrackType} at ${gridPos.x}, ${gridPos.y}`);
|
||||
} else {
|
||||
console.log('[Game] Placement invalid - invalid position');
|
||||
this.showInfo(`Cannot place ${this.selectedTrackType} at that location.`, 'warning');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove track piece
|
||||
* Accelerate the train (W/Up arrow)
|
||||
*/
|
||||
static removeTrack(trackPiece) {
|
||||
if (Game.instance && Game.instance.world) {
|
||||
Game.instance.world.removeTrackPiece(trackPiece);
|
||||
accelerate() {
|
||||
if (this.train) {
|
||||
this.train.accelerate();
|
||||
this.updateTrainStatus();
|
||||
console.log('⚡ Train accelerating - Speed:', this.train.speed);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update stats display in info panel
|
||||
* Brake the train (S/Down arrow)
|
||||
*/
|
||||
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>
|
||||
`;
|
||||
brake() {
|
||||
if (this.train) {
|
||||
this.train.brake();
|
||||
this.updateTrainStatus();
|
||||
console.log('🛑 Train braking - Speed:', this.train.speed);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update selected track info display
|
||||
* Reverse train direction (R/D)
|
||||
*/
|
||||
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;
|
||||
reverse() {
|
||||
if (this.train) {
|
||||
this.train.reverse();
|
||||
this.updateTrainStatus();
|
||||
console.log('🔄 Train reversed - Direction:', this.train.direction);
|
||||
}
|
||||
}
|
||||
|
||||
const track = selectedMesh.userData.piece;
|
||||
if (!track) return;
|
||||
/**
|
||||
* Stop the train (Space)
|
||||
*/
|
||||
stop() {
|
||||
if (this.train) {
|
||||
this.train.stop();
|
||||
this.updateTrainStatus();
|
||||
console.log('🛑 Train stopped');
|
||||
}
|
||||
}
|
||||
|
||||
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>
|
||||
/**
|
||||
* Show train information in info panel
|
||||
*/
|
||||
showTrainInfo() {
|
||||
if (!this.train) return;
|
||||
|
||||
this.infoPanel.innerHTML = `
|
||||
<h3>🚂 Train Information</h3>
|
||||
<p><strong>ID:</strong> ${this.train.id}</p>
|
||||
<p><strong>Speed:</strong> <latex>${Math.abs(this.train.speed).toFixed(1)} units/s</latex></p>
|
||||
<p><strong>Direction:</strong> ${this.train.direction > 0 ? '➡️ Forward' : '⬅️ Reverse'}</p>
|
||||
<p><strong>Status:</strong> ${this.train.isMoving ? '🚂 Moving' : '🛑 Stopped'}</p>
|
||||
<p><strong>Keyboard:</strong> W/↑ = Accelerate, S/↓ = Brake, R/D = Reverse, SPACE = Stop</p>
|
||||
`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get current game instance
|
||||
* Show information message in info panel
|
||||
* @param {string} message - Message to display
|
||||
* @param {string} type - Type (info, warning, error)
|
||||
*/
|
||||
static getInstance() {
|
||||
return this.instance;
|
||||
showInfo(message, type = 'info') {
|
||||
this.infoPanel.innerHTML = `
|
||||
<h3>${type === 'warning' ? '⚠️' : type === 'error' ? '❌' : 'ℹ️'} ${type.toUpperCase()}</h3>
|
||||
<p>${message}</p>
|
||||
`;
|
||||
|
||||
// Clear info after 3 seconds
|
||||
setTimeout(() => {
|
||||
if (this.infoPanel && this.infoPanel.innerHTML.includes(message)) {
|
||||
this.infoPanel.innerHTML = '<p>Click tracks to place/remove. Select a track type to start building!</p>';
|
||||
}
|
||||
}, 3000);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize game on DOM ready
|
||||
* Update stats display in UI
|
||||
*/
|
||||
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);
|
||||
});
|
||||
updateStatsDisplay() {
|
||||
if (!this.statsPanel) return;
|
||||
|
||||
let statsHTML = `
|
||||
<h3>📊 Statistics</h3>
|
||||
<p><strong>Total Tracks:</strong> ${this.stats.totalTracks}</p>
|
||||
`;
|
||||
|
||||
if (this.stats.trackCounts && Object.keys(this.stats.trackCounts).length > 0) {
|
||||
statsHTML += `
|
||||
<h4>Track Types:</h4>
|
||||
<ul id="trackStatsList">
|
||||
`;
|
||||
for (const [type, count] of Object.entries(this.stats.trackCounts)) {
|
||||
statsHTML += `<li>${type}: <strong>${count}</strong></li>`;
|
||||
}
|
||||
statsHTML += `</ul>`;
|
||||
}
|
||||
|
||||
console.log('[Game] Game instance created and ready');
|
||||
this.statsPanel.innerHTML = statsHTML;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update train status display in UI
|
||||
*/
|
||||
updateTrainStatus() {
|
||||
if (!this.trainControls.statusDiv || !this.train) return;
|
||||
|
||||
const status = this.train.isMoving ? '🚂 Moving' : '🛑 Stopped';
|
||||
const direction = this.train.direction > 0 ? '➡️ Forward' : '⬅️ Reverse';
|
||||
|
||||
this.trainControls.statusDiv.innerHTML = `
|
||||
<p><strong>Status:</strong> ${status}</p>
|
||||
<p><strong>Direction:</strong> ${direction}</p>
|
||||
<p><strong>Speed:</strong> <latex>${Math.abs(this.train.speed).toFixed(1)} units/s</latex></p>
|
||||
`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle window resize
|
||||
*/
|
||||
onWindowResize() {
|
||||
this.renderer.onWindowResize();
|
||||
}
|
||||
|
||||
/**
|
||||
* Update game state based on input
|
||||
* @param {number} deltaTime - Time delta in seconds
|
||||
*/
|
||||
update(deltaTime) {
|
||||
// Update train controls based on keyboard
|
||||
if (this.train) {
|
||||
// Keyboard controls with smoothing
|
||||
if (this.keysPressed['KeyW'] || this.keysPressed['ArrowUp']) {
|
||||
this.accelerate();
|
||||
}
|
||||
if (this.keysPressed['KeyS'] || this.keysPressed['ArrowDown']) {
|
||||
this.brake();
|
||||
}
|
||||
if (this.keysPressed['KeyR'] || this.keysPressed['KeyD']) {
|
||||
this.reverse();
|
||||
}
|
||||
|
||||
// Update train physics
|
||||
this.train.update(deltaTime);
|
||||
this.updateTrainStatus();
|
||||
|
||||
// Update train controller if we have a track path
|
||||
if (this.trainController.trackPath.length > 0) {
|
||||
this.trainController.update(deltaTime, this.train.speed);
|
||||
|
||||
// Get current position and update train mesh
|
||||
const currentPosition = this.trainController.getCurrentPosition();
|
||||
const rotation = this.getTrainRotation();
|
||||
this.trainRenderer.updateTrain('main-train', currentPosition, rotation);
|
||||
}
|
||||
}
|
||||
|
||||
// Update controller
|
||||
this.controls.update();
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate train rotation based on track direction
|
||||
* @returns {number} Rotation angle in radians
|
||||
*/
|
||||
getTrainRotation() {
|
||||
let rotation = 0;
|
||||
|
||||
if (this.trainController && this.trainController.trackPath.length >= 2) {
|
||||
const totalLength = this.trainController.totalPathLength;
|
||||
const targetDistance = this.trainController.distance;
|
||||
|
||||
let distance = 0;
|
||||
for (let i = 0; i < this.trainController.trackPath.length - 1; i++) {
|
||||
const p1 = this.trainController.trackPath[i];
|
||||
const p2 = this.trainController.trackPath[i + 1];
|
||||
const dist = this._distanceBetween(p1, p2);
|
||||
|
||||
if (targetDistance >= distance && targetDistance <= distance + dist) {
|
||||
const x1 = p1.x, y1 = p1.y;
|
||||
const x2 = p2.x, y2 = p2.y;
|
||||
rotation = Math.atan2(y2 - y1, x2 - x1);
|
||||
// Adjust for train direction
|
||||
if (this.train && this.train.direction < 0) {
|
||||
rotation += Math.PI;
|
||||
}
|
||||
break;
|
||||
}
|
||||
distance += dist;
|
||||
}
|
||||
}
|
||||
|
||||
return rotation;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate distance between two points
|
||||
* @param {Object} p1 - First point {x, y, z}
|
||||
* @param {Object} p2 - Second point {x, y, z}
|
||||
* @returns {number} Distance
|
||||
* @private
|
||||
*/
|
||||
_distanceBetween(p1, p2) {
|
||||
const dx = p2.x - p1.x;
|
||||
const dy = p2.y - p1.y;
|
||||
const dz = p2.z - p1.z;
|
||||
return Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
}
|
||||
|
||||
/**
|
||||
* Animation loop - main game loop
|
||||
*/
|
||||
animate() {
|
||||
requestAnimationFrame(() => this.animate());
|
||||
|
||||
const now = Date.now();
|
||||
const deltaTime = (now - this.lastTime) / 1000;
|
||||
this.lastTime = now;
|
||||
|
||||
this.update(deltaTime);
|
||||
this.renderer.render();
|
||||
}
|
||||
|
||||
/**
|
||||
* Set track path for train
|
||||
* @param {Array} path - Array of {x, y, z} points
|
||||
*/
|
||||
setTrainPath(path) {
|
||||
this.trainController.setTrackPath(path);
|
||||
}
|
||||
|
||||
/**
|
||||
* Dispose game resources
|
||||
*/
|
||||
dispose() {
|
||||
this.trainRenderer.dispose();
|
||||
this.world.dispose();
|
||||
this.renderer.dispose();
|
||||
window.removeEventListener('resize', this.onWindowResize);
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
+225
@@ -0,0 +1,225 @@
|
||||
/**
|
||||
* Train Module
|
||||
* Handles train model and controller for driving along tracks
|
||||
* Works in browser environment with Three.js global
|
||||
* @module train
|
||||
*/
|
||||
|
||||
/**
|
||||
* Train class - represents a train that can move along tracks
|
||||
*/
|
||||
class Train {
|
||||
/**
|
||||
* Create a train instance
|
||||
* @param {Object} options - Train configuration options
|
||||
* @param {string} options.id - Unique identifier for the train
|
||||
* @param {number} options.speed - Initial speed
|
||||
* @param {number} options.maxSpeed - Maximum speed
|
||||
* @param {number} options.direction - Direction (1 or -1)
|
||||
* @param {number} options.length - Train length for display
|
||||
* @param {string} options.color - Train body color
|
||||
*/
|
||||
constructor(options = {}) {
|
||||
this.id = options.id || `train-${Date.now()}`;
|
||||
this.speed = options.speed || 0;
|
||||
this.maxSpeed = options.maxSpeed || 5;
|
||||
this.acceleration = options.acceleration || 0.5;
|
||||
this.brakeDeceleration = options.brakeDeceleration || 0.3;
|
||||
this.direction = options.direction || 1;
|
||||
this.length = options.length || 3;
|
||||
|
||||
this.isMoving = false;
|
||||
this.threeMesh = null;
|
||||
this.color = options.color || '#FF6B00';
|
||||
}
|
||||
|
||||
/**
|
||||
* Accelerate the train
|
||||
*/
|
||||
accelerate() {
|
||||
this.speed = Math.min(this.speed + this.acceleration * this.direction, this.maxSpeed * this.direction);
|
||||
this.isMoving = this.speed !== 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Brake the train
|
||||
*/
|
||||
brake() {
|
||||
const brakeAmount = this.brakeDeceleration * this.direction;
|
||||
const newSpeed = this.speed - brakeAmount;
|
||||
|
||||
if (Math.abs(newSpeed) < Math.abs(this.brakeDeceleration)) {
|
||||
this.speed = 0;
|
||||
this.isMoving = false;
|
||||
} else {
|
||||
this.speed = newSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Reverse direction
|
||||
*/
|
||||
reverse() {
|
||||
this.direction *= -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop the train
|
||||
*/
|
||||
stop() {
|
||||
this.speed = 0;
|
||||
this.isMoving = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update train physics based on speed
|
||||
* @param {number} deltaTime - Time delta in seconds
|
||||
*/
|
||||
update(deltaTime) {
|
||||
if (this.isMoving) {
|
||||
this.speed = this.speed > 0 ? Math.max(this.speed - 0.1 * this.direction, 0) : Math.min(this.speed + 0.1 * this.direction, 0);
|
||||
this.isMoving = this.speed !== 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get train velocity
|
||||
* @returns {number} Train velocity
|
||||
*/
|
||||
getVelocity() {
|
||||
return this.speed;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* TrainController class - manages train position along track path
|
||||
*/
|
||||
class TrainController {
|
||||
/**
|
||||
* Create a train controller
|
||||
* @param {Array} trackPath - Array of {x, y, z} points defining the track path
|
||||
*/
|
||||
constructor(trackPath = []) {
|
||||
this.trackPath = trackPath || [];
|
||||
this.progress = 0; // 0.0 to 1.0 along the path
|
||||
this.distance = 0; // Distance traveled along path
|
||||
this.currentPosition = { x: 0, y: 0, z: 0 };
|
||||
this.totalPathLength = this._calculatePathLength();
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate total path length
|
||||
* @returns {number} Total length of the track path
|
||||
* @private
|
||||
*/
|
||||
_calculatePathLength() {
|
||||
if (this.trackPath.length < 2) return 0;
|
||||
|
||||
let totalLength = 0;
|
||||
for (let i = 1; i < this.trackPath.length; i++) {
|
||||
const p1 = this.trackPath[i - 1];
|
||||
const p2 = this.trackPath[i];
|
||||
const dx = p2.x - p1.x;
|
||||
const dy = p2.y - p1.y;
|
||||
const dz = p2.z - p1.z;
|
||||
totalLength += Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
}
|
||||
return totalLength;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set distance traveled along the path
|
||||
* @param {number} distance - Distance to set
|
||||
*/
|
||||
setDistance(distance) {
|
||||
this.distance = Math.max(0, Math.min(distance, this.totalPathLength));
|
||||
this.progress = this.totalPathLength > 0 ? this.distance / this.totalPathLength : 0;
|
||||
this.updateCurrentPosition();
|
||||
}
|
||||
|
||||
/**
|
||||
* Get current position on the track path
|
||||
* @returns {Object} Position {x, y, z}
|
||||
*/
|
||||
getCurrentPosition() {
|
||||
return this.currentPosition;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update current position based on progress
|
||||
* @private
|
||||
*/
|
||||
updateCurrentPosition() {
|
||||
if (this.trackPath.length < 2) {
|
||||
this.currentPosition = this.trackPath[0] || { x: 0, y: 0, z: 0 };
|
||||
return;
|
||||
}
|
||||
|
||||
const totalLength = this.totalPathLength;
|
||||
const targetDistance = this.progress * totalLength;
|
||||
|
||||
let distance = 0;
|
||||
for (let i = 0; i < this.trackPath.length - 1; i++) {
|
||||
const p1 = this.trackPath[i];
|
||||
const p2 = this.trackPath[i + 1];
|
||||
const p1Length = distance;
|
||||
const p2Length = distance + this._distanceBetween(p1, p2);
|
||||
|
||||
if (targetDistance >= p1Length && targetDistance <= p2Length) {
|
||||
const segmentProgress = (targetDistance - p1Length) / (p2Length - p1Length);
|
||||
this.currentPosition = {
|
||||
x: p1.x + (p2.x - p1.x) * segmentProgress,
|
||||
y: p1.y + (p2.y - p1.y) * segmentProgress,
|
||||
z: p1.z + (p2.z - p1.z) * segmentProgress
|
||||
};
|
||||
return;
|
||||
}
|
||||
distance += this._distanceBetween(p1, p2);
|
||||
}
|
||||
|
||||
// End of path
|
||||
this.currentPosition = this.trackPath[this.trackPath.length - 1];
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate distance between two points
|
||||
* @param {Object} p1 - First point {x, y, z}
|
||||
* @param {Object} p2 - Second point {x, y, z}
|
||||
* @returns {number} Distance
|
||||
* @private
|
||||
*/
|
||||
_distanceBetween(p1, p2) {
|
||||
const dx = p2.x - p1.x;
|
||||
const dy = p2.y - p1.y;
|
||||
const dz = p2.z - p1.z;
|
||||
return Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
}
|
||||
|
||||
/**
|
||||
* Update controller based on train speed
|
||||
* @param {number} deltaTime - Time delta in seconds
|
||||
* @param {number} speed - Train speed
|
||||
*/
|
||||
update(deltaTime, speed) {
|
||||
const distanceDelta = speed * deltaTime;
|
||||
this.setDistance(this.distance + distanceDelta);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set track path
|
||||
* @param {Array} path - Array of {x, y, z} points
|
||||
*/
|
||||
setTrackPath(path) {
|
||||
this.trackPath = path;
|
||||
this.totalPathLength = this._calculatePathLength();
|
||||
this.progress = 0;
|
||||
this.distance = 0;
|
||||
this.updateCurrentPosition();
|
||||
}
|
||||
}
|
||||
|
||||
// Export for browser global scope
|
||||
if (typeof window !== 'undefined') {
|
||||
window.Train = Train;
|
||||
window.TrainController = TrainController;
|
||||
}
|
||||
@@ -0,0 +1,232 @@
|
||||
/**
|
||||
* Train Renderer
|
||||
* Handles Three.js visualization of train models
|
||||
* Works in browser environment with Three.js global
|
||||
* @module trainRenderer
|
||||
*/
|
||||
|
||||
/**
|
||||
* TrainRenderer class - manages 3D train visualization
|
||||
*/
|
||||
class TrainRenderer {
|
||||
/**
|
||||
* Create a train renderer
|
||||
* @param {THREE.Scene} scene - Three.js scene
|
||||
* @param {Object} options - Configuration options
|
||||
* @param {string} options.color - Train body color hex
|
||||
*/
|
||||
constructor(scene, options = {}) {
|
||||
this.scene = scene;
|
||||
this.trainMeshes = new Map();
|
||||
this.trainController = null;
|
||||
|
||||
// Default train colors
|
||||
this.colors = {
|
||||
body: new THREE.Color(options.color || '#FF6B00'),
|
||||
windows: new THREE.Color('#87CEEB'),
|
||||
wheels: new THREE.Color('#333333'),
|
||||
details: new THREE.Color('#FFFFFF')
|
||||
};
|
||||
|
||||
this.trains = {};
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a 3D train mesh
|
||||
* @param {string} trainId - Unique train identifier
|
||||
* @returns {THREE.Group} Train mesh group
|
||||
*/
|
||||
createTrainMesh(trainId) {
|
||||
const trainGroup = new THREE.Group();
|
||||
trainGroup.userData.id = trainId;
|
||||
|
||||
// Train body (main chassis)
|
||||
const bodyGeometry = new THREE.BoxGeometry(2, 1.2, 4);
|
||||
const bodyMaterial = new THREE.MeshPhongMaterial({
|
||||
color: this.colors.body,
|
||||
shininess: 50
|
||||
});
|
||||
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
|
||||
body.position.y = 0.6;
|
||||
trainGroup.add(body);
|
||||
|
||||
// Cab area (front)
|
||||
const cabGeometry = new THREE.BoxGeometry(1.8, 0.8, 1);
|
||||
const cabMaterial = new THREE.MeshPhongMaterial({
|
||||
color: this.colors.windows,
|
||||
shininess: 30
|
||||
});
|
||||
const cab = new THREE.Mesh(cabGeometry, cabMaterial);
|
||||
cab.position.set(0.9, 1.1, 0);
|
||||
cab.rotation.y = Math.PI / 4;
|
||||
trainGroup.add(cab);
|
||||
|
||||
// Wheels (4 visible wheels)
|
||||
const wheelGeometry = new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16);
|
||||
const wheelMaterial = new THREE.MeshPhongMaterial({
|
||||
color: this.colors.wheels,
|
||||
shininess: 20
|
||||
});
|
||||
|
||||
const wheelPositions = [
|
||||
{ x: 0.3, y: -0.3, z: 1.2, rotZ: Math.PI / 2 },
|
||||
{ x: 0.3, y: -0.3, z: -1.2, rotZ: Math.PI / 2 },
|
||||
{ x: -0.3, y: -0.3, z: 1.2, rotZ: Math.PI / 2 },
|
||||
{ x: -0.3, y: -0.3, z: -1.2, rotZ: Math.PI / 2 }
|
||||
];
|
||||
|
||||
wheelPositions.forEach(pos => {
|
||||
const wheel = new THREE.Mesh(wheelGeometry, wheelMaterial);
|
||||
wheel.position.set(pos.x, pos.y, pos.z);
|
||||
wheel.rotation.z = pos.rotZ;
|
||||
trainGroup.add(wheel);
|
||||
});
|
||||
|
||||
// Train front marker (red light)
|
||||
const lightGeometry = new THREE.SphereGeometry(0.15);
|
||||
const lightMaterial = new THREE.MeshBasicMaterial({ color: 0xFF0000 });
|
||||
const frontLight = new THREE.Mesh(lightGeometry, lightMaterial);
|
||||
frontLight.position.set(1.01, 1.0, 0);
|
||||
trainGroup.add(frontLight);
|
||||
|
||||
// Train rear marker (red tail light)
|
||||
const rearLight = new THREE.Mesh(lightGeometry, lightMaterial);
|
||||
rearLight.position.set(-1.01, 1.0, 0);
|
||||
trainGroup.add(rearLight);
|
||||
|
||||
// Add train to scene
|
||||
this.scene.add(trainGroup);
|
||||
this.trainMeshes.set(trainId, trainGroup);
|
||||
|
||||
return trainGroup;
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove a train from the scene
|
||||
* @param {string} trainId - Train identifier to remove
|
||||
*/
|
||||
removeTrain(trainId) {
|
||||
const mesh = this.trainMeshes.get(trainId);
|
||||
if (mesh) {
|
||||
this.scene.remove(mesh);
|
||||
mesh.traverse(child => {
|
||||
if (child.geometry) child.geometry.dispose();
|
||||
if (child.material) {
|
||||
if (Array.isArray(child.material)) {
|
||||
child.material.forEach(mat => mat.dispose());
|
||||
} else {
|
||||
child.material.dispose();
|
||||
}
|
||||
}
|
||||
});
|
||||
this.trainMeshes.delete(trainId);
|
||||
delete this.trains[trainId];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update train mesh position and rotation based on train state
|
||||
* @param {string} trainId - Train identifier
|
||||
* @param {Object} position - Position {x, y, z}
|
||||
* @param {number} rotation - Rotation angle in radians
|
||||
*/
|
||||
updateTrain(trainId, position, rotation) {
|
||||
const mesh = this.trainMeshes.get(trainId);
|
||||
if (mesh) {
|
||||
mesh.position.set(position.x, position.y, position.z);
|
||||
mesh.rotation.y = rotation;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update all train meshes based on train controller progress
|
||||
* @param {number} deltaTime - Time delta in seconds
|
||||
* @param {number} speed - Train speed
|
||||
*/
|
||||
updateAll(deltaTime, speed) {
|
||||
const progress = this.trainController ? this.trainController.progress : 0;
|
||||
const currentPos = this.trainController ? this.trainController.currentPosition : { x: 0, y: 0, z: 0 };
|
||||
|
||||
// Calculate orientation based on direction
|
||||
let rotation = 0;
|
||||
if (this.trainController && this.trainController.trackPath.length >= 2) {
|
||||
const totalLength = this.trainController.totalPathLength;
|
||||
const targetDistance = progress * totalLength;
|
||||
|
||||
let distance = 0;
|
||||
for (let i = 0; i < this.trainController.trackPath.length - 1; i++) {
|
||||
const p1 = this.trainController.trackPath[i];
|
||||
const p2 = this.trainController.trackPath[i + 1];
|
||||
const dist = this._distanceBetween(p1, p2);
|
||||
|
||||
if (targetDistance >= distance && targetDistance <= distance + dist) {
|
||||
const segmentProgress = (targetDistance - distance) / dist;
|
||||
const x1 = p1.x, y1 = p1.y;
|
||||
const x2 = p2.x, y2 = p2.y;
|
||||
rotation = Math.atan2(y2 - y1, x2 - x1);
|
||||
break;
|
||||
}
|
||||
distance += dist;
|
||||
}
|
||||
}
|
||||
|
||||
// Update mesh positions
|
||||
this.trainMeshes.forEach((mesh, trainId) => {
|
||||
this.updateTrain(trainId, currentPos, rotation);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate distance between two points
|
||||
* @param {Object} p1 - First point {x, y, z}
|
||||
* @param {Object} p2 - Second point {x, y, z}
|
||||
* @returns {number} Distance
|
||||
* @private
|
||||
*/
|
||||
_distanceBetween(p1, p2) {
|
||||
const dx = p2.x - p1.x;
|
||||
const dy = p2.y - p1.y;
|
||||
const dz = p2.z - p1.z;
|
||||
return Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set train controller reference
|
||||
* @param {TrainController} controller - TrainController instance
|
||||
*/
|
||||
setController(controller) {
|
||||
this.trainController = controller;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all train meshes
|
||||
* @returns {Map} Map of trainId to mesh
|
||||
*/
|
||||
getTrainMeshes() {
|
||||
return this.trainMeshes;
|
||||
}
|
||||
|
||||
/**
|
||||
* Dispose resources
|
||||
*/
|
||||
dispose() {
|
||||
this.trainMeshes.forEach(mesh => {
|
||||
mesh.traverse(child => {
|
||||
if (child.geometry) child.geometry.dispose();
|
||||
if (child.material) {
|
||||
if (Array.isArray(child.material)) {
|
||||
child.material.forEach(mat => mat.dispose());
|
||||
} else {
|
||||
child.material.dispose();
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
this.trainMeshes.clear();
|
||||
}
|
||||
}
|
||||
|
||||
// Export for browser global scope
|
||||
if (typeof window !== 'undefined') {
|
||||
window.TrainRenderer = TrainRenderer;
|
||||
}
|
||||
@@ -0,0 +1,84 @@
|
||||
const { Train } = require('../js/train.js');
|
||||
const { TrainController } = require('../js/trainController.js');
|
||||
|
||||
describe('Train Module', () => {
|
||||
describe('Train Class', () => {
|
||||
test('should create train with default properties', () => {
|
||||
const train = new Train();
|
||||
expect(train.id).toBeDefined();
|
||||
expect(train.speed).toBe(0);
|
||||
expect(train.maxSpeed).toBeGreaterThan(0);
|
||||
expect(train.position).toBeDefined();
|
||||
});
|
||||
|
||||
test('should initialize with custom properties', () => {
|
||||
const train = new Train({ id: 'TEST', speed: 10, maxSpeed: 20 });
|
||||
expect(train.id).toBe('TEST');
|
||||
expect(train.speed).toBe(10);
|
||||
expect(train.maxSpeed).toBe(20);
|
||||
});
|
||||
|
||||
test('should accelerate and brake', () => {
|
||||
const train = new Train({ speed: 0, maxSpeed: 10 });
|
||||
|
||||
train.accelerate();
|
||||
expect(train.speed).toBeGreaterThan(0);
|
||||
|
||||
train.brake();
|
||||
expect(train.speed).toBeLessThan(10);
|
||||
});
|
||||
|
||||
test('should not exceed maxSpeed', () => {
|
||||
const train = new Train({ maxSpeed: 10 });
|
||||
|
||||
train.speed = 15;
|
||||
train.accelerate();
|
||||
expect(train.speed).toBeLessThanOrEqual(10);
|
||||
});
|
||||
|
||||
test('should reverse direction', () => {
|
||||
const train = new Train({ speed: 10, direction: 1 });
|
||||
|
||||
train.reverse();
|
||||
expect(train.direction).toBe(-1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('TrainController Class', () => {
|
||||
test('should create controller with default config', () => {
|
||||
const controller = new TrainController();
|
||||
expect(controller.trackPath).toEqual([]);
|
||||
expect(controller.progress).toBe(0);
|
||||
});
|
||||
|
||||
test('should accept track path configuration', () => {
|
||||
const path = [
|
||||
{ x: 0, y: 0 },
|
||||
{ x: 10, y: 0 },
|
||||
{ x: 10, y: 10 }
|
||||
];
|
||||
|
||||
const controller = new TrainController(path);
|
||||
expect(controller.trackPath.length).toBe(3);
|
||||
});
|
||||
|
||||
test('should calculate progress along track', () => {
|
||||
const path = [{ x: 0, y: 0 }, { x: 10, y: 0 }];
|
||||
const controller = new TrainController(path);
|
||||
|
||||
controller.setDistance(5);
|
||||
expect(controller.progress).toBeGreaterThanOrEqual(0);
|
||||
expect(controller.progress).toBeLessThan(1);
|
||||
});
|
||||
|
||||
test('should return current position on track', () => {
|
||||
const path = [{ x: 0, y: 0 }, { x: 10, y: 0 }];
|
||||
const controller = new TrainController(path);
|
||||
|
||||
const position = controller.getCurrentPosition();
|
||||
expect(position).toBeDefined();
|
||||
expect(position.x).toBeGreaterThanOrEqual(0);
|
||||
expect(position.x).toBeLessThanOrEqual(10);
|
||||
});
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user