사과 생성 위치를 나뭇잎 표면 랜덤 지점으로, 다람쥐 도주 방향을 좌우로 변경하고 나뭇잎 모양을 단순 사각형에서 잎 실루엣으로 개선

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-25 22:25:31 +09:00
parent b69a81d42d
commit 09d8514b99

View File

@@ -243,16 +243,12 @@ basketShadow.position.set(BASKET_POS.x, 0.005, BASKET_POS.z);
scene.add(basketShadow); scene.add(basketShadow);
// ---------- apples ---------- // ---------- apples ----------
const appleHomes = [ const APPLE_COUNT = 8;
new THREE.Vector3(1.55, 2.75, 0.65), function randomAppleHome(){
new THREE.Vector3(-1.5, 2.65, -0.55), const spec = foliageSpecs[Math.floor(Math.random() * foliageSpecs.length)];
new THREE.Vector3(0.25, 3.75, 0.85), const dir = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.2, Math.random() - 0.5).normalize();
new THREE.Vector3(0.95, 1.95, -1.25), return new THREE.Vector3(spec.pos[0], spec.pos[1], spec.pos[2]).addScaledVector(dir, spec.r * 0.92);
new THREE.Vector3(-0.85, 1.9, 1.15), }
new THREE.Vector3(1.1, 3.15, -0.55),
new THREE.Vector3(-1.05, 3.05, 0.3),
new THREE.Vector3(0.15, 2.4, 1.35),
];
const appleGeo = new THREE.SphereGeometry(0.16, 10, 8); const appleGeo = new THREE.SphereGeometry(0.16, 10, 8);
const appleMat = new THREE.MeshStandardMaterial({ color: 0xd1453b, roughness: 0.5, flatShading:true }); const appleMat = new THREE.MeshStandardMaterial({ color: 0xd1453b, roughness: 0.5, flatShading:true });
const stemGeo = new THREE.CylinderGeometry(0.015, 0.02, 0.14, 5); const stemGeo = new THREE.CylinderGeometry(0.015, 0.02, 0.14, 5);
@@ -274,8 +270,10 @@ const LEAF_LINGER = 1.8; // how long a fallen leaf rests before fading away
const SQUIRREL_COOLDOWN = 6; // min seconds between squirrel appearances const SQUIRREL_COOLDOWN = 6; // min seconds between squirrel appearances
// a tree "slot" holds at most one apple at a time and regrows independently of // a tree "slot" holds at most one apple at a time and regrows independently of
// whatever happens to the apple once it falls (caught in the basket or not) // whatever happens to the apple once it falls (caught in the basket or not);
const treeSlots = appleHomes.map((home) => { // each grow picks a fresh random spot on the foliage rather than a fixed home
const treeSlots = Array.from({ length: APPLE_COUNT }, () => {
const home = randomAppleHome();
const mesh = createAppleMesh(); const mesh = createAppleMesh();
mesh.position.copy(home); mesh.position.copy(home);
treeGroup.add(mesh); treeGroup.add(mesh);
@@ -287,12 +285,21 @@ const basketApples = []; // apples caught and resting in the basket
let basketCount = 0; let basketCount = 0;
// ---------- leaves ---------- // ---------- leaves ----------
const leafGeo = new THREE.PlaneGeometry(0.14, 0.18); const leafShape = new THREE.Shape();
leafShape.moveTo(0, -0.09);
leafShape.quadraticCurveTo(0.07, -0.04, 0.065, 0.03);
leafShape.quadraticCurveTo(0.05, 0.08, 0, 0.11);
leafShape.quadraticCurveTo(-0.05, 0.08, -0.065, 0.03);
leafShape.quadraticCurveTo(-0.07, -0.04, 0, -0.09);
const leafGeo = new THREE.ShapeGeometry(leafShape);
const leafMats = [0x4f9d6e, 0x3f8a5d, 0x5aab77].map( const leafMats = [0x4f9d6e, 0x3f8a5d, 0x5aab77].map(
(c) => new THREE.MeshStandardMaterial({ color: c, roughness: 0.85, side: THREE.DoubleSide }) (c) => new THREE.MeshStandardMaterial({ color: c, roughness: 0.85, side: THREE.DoubleSide })
); );
function createLeafMesh(){ function createLeafMesh(){
return new THREE.Mesh(leafGeo, leafMats[Math.floor(Math.random() * leafMats.length)]); const mesh = new THREE.Mesh(leafGeo, leafMats[Math.floor(Math.random() * leafMats.length)]);
const s = 0.8 + Math.random() * 0.35;
mesh.scale.set(s, s, s);
return mesh;
} }
const fallingLeaves = []; // falling | resting | vanishing const fallingLeaves = []; // falling | resting | vanishing
@@ -379,7 +386,9 @@ function knockOffSquirrel(){
const shadow = makeShadowBlob(0.55); const shadow = makeShadowBlob(0.55);
scene.add(shadow); scene.add(shadow);
const fleeAngle = Math.random() * Math.PI * 2; // camera looks down roughly -Z, so world X is screen left/right — flee sideways
const fleeSign = Math.random() < 0.5 ? -1 : 1;
const fleeDir = new THREE.Vector3(fleeSign, 0, (Math.random() - 0.5) * 0.35).normalize();
fallingSquirrels.push({ fallingSquirrels.push({
mesh, mesh,
shadow, shadow,
@@ -388,7 +397,7 @@ function knockOffSquirrel(){
0.6 + Math.random() * 0.4, 0.6 + Math.random() * 0.4,
(Math.random() - 0.5) * 1.2 (Math.random() - 0.5) * 1.2
), ),
fleeDir: new THREE.Vector3(Math.sin(fleeAngle), 0, Math.cos(fleeAngle)), fleeDir,
state: 'falling', state: 'falling',
timer: 0, timer: 0,
}); });
@@ -485,6 +494,7 @@ function knockOffRandomApple(){
} }
function growSlotApple(slot){ function growSlotApple(slot){
slot.home = randomAppleHome();
const mesh = createAppleMesh(); const mesh = createAppleMesh();
mesh.position.copy(slot.home); mesh.position.copy(slot.home);
mesh.scale.setScalar(0.001); mesh.scale.setScalar(0.001);