흔들 때 나뭇잎이 팔랑거리며 떨어지고 낮은 확률로 다람쥐가 나타나 도망가는 연출 추가

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-25 22:04:43 +09:00
parent 558e48db08
commit b69a81d42d

View File

@@ -270,6 +270,8 @@ const GROUND_Y = 0.16;
const GRAVITY = -9.2; const GRAVITY = -9.2;
const RESPAWN_AFTER = 2.6; // how long a branch stays empty before a new apple grows back const RESPAWN_AFTER = 2.6; // how long a branch stays empty before a new apple grows back
const MISS_LINGER = 1.4; // how long a missed apple stays on the grass before fading away const MISS_LINGER = 1.4; // how long a missed apple stays on the grass before fading away
const LEAF_LINGER = 1.8; // how long a fallen leaf rests before fading away
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)
@@ -284,6 +286,114 @@ const fallingApples = []; // independent apples in flight: falling | resting | v
const basketApples = []; // apples caught and resting in the basket const basketApples = []; // apples caught and resting in the basket
let basketCount = 0; let basketCount = 0;
// ---------- leaves ----------
const leafGeo = new THREE.PlaneGeometry(0.14, 0.18);
const leafMats = [0x4f9d6e, 0x3f8a5d, 0x5aab77].map(
(c) => new THREE.MeshStandardMaterial({ color: c, roughness: 0.85, side: THREE.DoubleSide })
);
function createLeafMesh(){
return new THREE.Mesh(leafGeo, leafMats[Math.floor(Math.random() * leafMats.length)]);
}
const fallingLeaves = []; // falling | resting | vanishing
function randomFoliageWorldPoint(){
const spec = foliageSpecs[Math.floor(Math.random() * foliageSpecs.length)];
const dir = new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).normalize();
const local = new THREE.Vector3(spec.pos[0], spec.pos[1], spec.pos[2]).addScaledVector(dir, spec.r * 0.9);
return treeGroup.localToWorld(local);
}
function knockOffLeaf(){
if (fallingLeaves.length > 30) return;
const world = randomFoliageWorldPoint();
const mesh = createLeafMesh();
mesh.position.copy(world);
mesh.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, Math.random() * Math.PI);
scene.add(mesh);
fallingLeaves.push({
mesh,
velocity: new THREE.Vector3(
(Math.random() - 0.5) * 0.8 + angVel.z * 0.04,
0.3 + Math.random() * 0.3,
(Math.random() - 0.5) * 0.8
),
spin: new THREE.Vector3(
(Math.random() - 0.5) * 4,
(Math.random() - 0.5) * 4,
(Math.random() - 0.5) * 4
),
driftPhase: Math.random() * Math.PI * 2,
state: 'falling',
timer: 0,
});
}
// ---------- squirrel ----------
function createSquirrelMesh(){
const bodyMat = new THREE.MeshStandardMaterial({ color: 0x8a6642, roughness: 0.9, flatShading: true });
const bellyMat = new THREE.MeshStandardMaterial({ color: 0xe4c9a0, roughness: 0.9, flatShading: true });
const g = new THREE.Group();
const body = new THREE.Mesh(new THREE.SphereGeometry(0.16, 8, 6), bodyMat);
body.scale.set(1, 0.85, 1.3);
g.add(body);
const belly = new THREE.Mesh(new THREE.SphereGeometry(0.1, 8, 6), bellyMat);
belly.scale.set(0.8, 0.7, 1);
belly.position.set(0, -0.04, 0.05);
g.add(belly);
const head = new THREE.Mesh(new THREE.SphereGeometry(0.11, 8, 6), bodyMat);
head.position.set(0, 0.06, 0.22);
g.add(head);
const earGeo = new THREE.ConeGeometry(0.035, 0.07, 6);
const earL = new THREE.Mesh(earGeo, bodyMat);
earL.position.set(-0.06, 0.15, 0.26);
earL.rotation.x = -0.3;
g.add(earL);
const earR = earL.clone();
earR.position.x = 0.06;
g.add(earR);
const tail = new THREE.Mesh(new THREE.SphereGeometry(0.14, 8, 6), bodyMat);
tail.scale.set(0.7, 1.4, 0.7);
tail.position.set(0, 0.2, -0.24);
tail.rotation.x = 0.7;
g.add(tail);
return g;
}
const fallingSquirrels = []; // falling | fleeing
function knockOffSquirrel(){
if (fallingSquirrels.length) return;
const world = randomFoliageWorldPoint();
const mesh = createSquirrelMesh();
mesh.position.copy(world);
scene.add(mesh);
const shadow = makeShadowBlob(0.55);
scene.add(shadow);
const fleeAngle = Math.random() * Math.PI * 2;
fallingSquirrels.push({
mesh,
shadow,
velocity: new THREE.Vector3(
(Math.random() - 0.5) * 1.2 + angVel.z * 0.05,
0.6 + Math.random() * 0.4,
(Math.random() - 0.5) * 1.2
),
fleeDir: new THREE.Vector3(Math.sin(fleeAngle), 0, Math.cos(fleeAngle)),
state: 'falling',
timer: 0,
});
}
function updateBasketCounter(){ function updateBasketCounter(){
basketCountEl.textContent = `${basketCount} / ${BASKET_FULL}`; basketCountEl.textContent = `${basketCount} / ${BASKET_FULL}`;
} }
@@ -300,6 +410,8 @@ const angVel = { x: 0, z: 0 };
const SPRING_K = 42, SPRING_C = 7; const SPRING_K = 42, SPRING_C = 7;
let shakeEnergy = 0; let shakeEnergy = 0;
let lastDetachAt = -10; let lastDetachAt = -10;
let lastLeafAt = -10;
let lastSquirrelAt = -999;
function toNdc(clientX, clientY){ function toNdc(clientX, clientY){
const rect = renderer.domElement.getBoundingClientRect(); const rect = renderer.domElement.getBoundingClientRect();
@@ -470,6 +582,21 @@ function tick(){
} }
} }
if (shakeEnergy > 0.35 && now - lastLeafAt > 0.05){
const chance = 1 - Math.exp(-shakeEnergy * dt * 1.6);
if (Math.random() < chance){
knockOffLeaf();
lastLeafAt = now;
}
}
if (shakeEnergy > 1.1 && fallingSquirrels.length === 0 && now - lastSquirrelAt > SQUIRREL_COOLDOWN){
if (Math.random() < shakeEnergy * dt * 0.03){
knockOffSquirrel();
lastSquirrelAt = now;
}
}
for (let i = fallingApples.length - 1; i >= 0; i--){ for (let i = fallingApples.length - 1; i >= 0; i--){
const apple = fallingApples[i]; const apple = fallingApples[i];
if (apple.state === 'falling'){ if (apple.state === 'falling'){
@@ -522,6 +649,73 @@ function tick(){
} }
} }
for (let i = fallingLeaves.length - 1; i >= 0; i--){
const leaf = fallingLeaves[i];
if (leaf.state === 'falling'){
leaf.timer += dt;
leaf.velocity.y += GRAVITY * 0.28 * dt;
leaf.mesh.position.x += leaf.velocity.x * dt + Math.sin(leaf.timer * 4 + leaf.driftPhase) * 0.4 * dt;
leaf.mesh.position.z += leaf.velocity.z * dt + Math.cos(leaf.timer * 3.3 + leaf.driftPhase) * 0.4 * dt;
leaf.mesh.position.y += leaf.velocity.y * dt;
leaf.mesh.rotation.x += leaf.spin.x * dt;
leaf.mesh.rotation.y += leaf.spin.y * dt;
leaf.mesh.rotation.z += leaf.spin.z * dt;
if (leaf.mesh.position.y <= 0.01){
leaf.mesh.position.y = 0.01;
leaf.state = 'resting';
leaf.timer = 0;
}
} else if (leaf.state === 'resting'){
leaf.timer += dt;
if (leaf.timer > LEAF_LINGER){
leaf.state = 'vanishing';
leaf.timer = 0;
}
} else if (leaf.state === 'vanishing'){
leaf.timer += dt;
const t = Math.min(leaf.timer / 0.4, 1);
leaf.mesh.scale.setScalar(1 - t);
if (t >= 1){
scene.remove(leaf.mesh);
fallingLeaves.splice(i, 1);
}
}
}
for (let i = fallingSquirrels.length - 1; i >= 0; i--){
const sq = fallingSquirrels[i];
if (sq.state === 'falling'){
sq.velocity.y += GRAVITY * dt;
sq.mesh.position.addScaledVector(sq.velocity, dt);
sq.mesh.rotation.x += sq.velocity.z * dt;
sq.mesh.rotation.z -= sq.velocity.x * dt;
if (sq.mesh.position.y <= GROUND_Y){
sq.mesh.position.y = GROUND_Y;
sq.mesh.rotation.set(0, Math.atan2(sq.fleeDir.x, sq.fleeDir.z), 0);
sq.state = 'fleeing';
sq.timer = 0;
}
sq.shadow.position.set(sq.mesh.position.x, 0.01, sq.mesh.position.z);
const h = Math.max(sq.mesh.position.y - GROUND_Y, 0);
sq.shadow.material.opacity = THREE.MathUtils.clamp(1 - h * 0.6, 0.15, 1);
} else if (sq.state === 'fleeing'){
sq.timer += dt;
const speed = 3.4;
sq.mesh.position.addScaledVector(sq.fleeDir, speed * dt);
sq.mesh.position.y = GROUND_Y + Math.abs(Math.sin(sq.timer * 14)) * 0.05;
sq.shadow.position.set(sq.mesh.position.x, 0.01, sq.mesh.position.z);
const distFromCenter = Math.hypot(sq.mesh.position.x, sq.mesh.position.z);
if (distFromCenter > 6.2 || sq.timer > 3){
scene.remove(sq.mesh);
scene.remove(sq.shadow);
fallingSquirrels.splice(i, 1);
}
}
}
for (const slot of treeSlots){ for (const slot of treeSlots){
if (slot.state === 'empty'){ if (slot.state === 'empty'){
slot.timer += dt; slot.timer += dt;