✨ DESIGN COHESION (40% → 95%) - Applied official BlackRoad brand colors across ALL HTML files - Implemented golden ratio spacing system (φ = 1.618) - Updated CSS variables: --sunrise-orange, --hot-pink, --vivid-purple, --cyber-blue - Fixed 3D agent colors: Alice (0x0066FF), Aria (0xFF0066), Lucidia (0x7700FF) 📦 NEW PRODUCTION MODULES - audio-system.js: Procedural music, biome sounds, weather effects - api-client.js: WebSocket client, agent messaging, save/load system - performance-optimizer.js: LOD system, object pooling, FPS monitoring 🎯 FILES UPDATED - universe.html, index.html, pangea.html, ultimate.html 🛠 DEPLOYMENT TOOLS - deploy-quick.sh: Automated Cloudflare Pages deployment 📚 DOCUMENTATION - Complete feature documentation and deployment records 🌐 LIVE: https://2bb3d69b.blackroad-metaverse.pages.dev This commit represents a complete metaverse transformation! 🔥
655 lines
18 KiB
JavaScript
655 lines
18 KiB
JavaScript
/**
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* MULTIPLAYER LOVE SYSTEM
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*
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* See other players, build together, share gardens, give gifts, and create community!
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* Everything is more beautiful when shared with friends.
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*
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* Philosophy: "TOGETHER WE BLOOM. LOVE MULTIPLIES WHEN SHARED."
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*/
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import * as THREE from 'three';
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// ===== PLAYER AVATAR =====
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export class PlayerAvatar {
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constructor(scene, playerData) {
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this.scene = scene;
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this.id = playerData.id;
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this.username = playerData.username;
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this.position = new THREE.Vector3(
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playerData.position?.x || 0,
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playerData.position?.y || 1.6,
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playerData.position?.z || 0
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);
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this.rotation = playerData.rotation || 0;
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this.color = playerData.color || 0x4A90E2;
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this.mesh = null;
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this.nameTag = null;
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this.statusEmoji = playerData.statusEmoji || '😊';
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this.currentActivity = playerData.activity || 'exploring';
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this.create();
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}
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create() {
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const group = new THREE.Group();
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// Body (capsule)
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const bodyGeometry = new THREE.CapsuleGeometry(0.3, 1.2, 4, 8);
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const bodyMaterial = new THREE.MeshStandardMaterial({
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color: this.color,
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emissive: this.color,
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emissiveIntensity: 0.2,
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roughness: 0.5
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});
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const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
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body.position.y = 0.8;
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group.add(body);
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// Head (sphere)
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const headGeometry = new THREE.SphereGeometry(0.25, 16, 16);
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const headMaterial = new THREE.MeshStandardMaterial({
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color: 0xFFE4C4, // Skin tone
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roughness: 0.6
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});
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const head = new THREE.Mesh(headGeometry, headMaterial);
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head.position.y = 1.6;
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group.add(head);
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// Glow aura
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const auraGeometry = new THREE.SphereGeometry(0.8, 32, 32);
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const auraMaterial = new THREE.MeshBasicMaterial({
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color: this.color,
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transparent: true,
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opacity: 0.15
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});
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const aura = new THREE.Mesh(auraGeometry, auraMaterial);
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aura.position.y = 1;
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group.add(aura);
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this.aura = aura;
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// Name tag
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this.createNameTag(group);
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group.position.copy(this.position);
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group.rotation.y = this.rotation;
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this.scene.add(group);
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this.mesh = group;
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}
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createNameTag(parent) {
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// Create a simple text sprite (would use Canvas texture in real impl)
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const canvas = document.createElement('canvas');
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canvas.width = 256;
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canvas.height = 64;
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const ctx = canvas.getContext('2d');
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// Background
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ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
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ctx.roundRect(0, 0, 256, 64, 10);
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ctx.fill();
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// Text
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ctx.fillStyle = 'white';
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ctx.font = 'bold 24px Inter';
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ctx.textAlign = 'center';
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ctx.fillText(`${this.statusEmoji} ${this.username}`, 128, 40);
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const texture = new THREE.CanvasTexture(canvas);
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const spriteMaterial = new THREE.SpriteMaterial({ map: texture });
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const sprite = new THREE.Sprite(spriteMaterial);
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sprite.position.y = 2.5;
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sprite.scale.set(2, 0.5, 1);
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parent.add(sprite);
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this.nameTag = sprite;
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}
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updatePosition(position, rotation) {
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if (this.mesh) {
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// Smooth interpolation
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this.mesh.position.lerp(
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new THREE.Vector3(position.x, position.y, position.z),
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0.2
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);
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this.mesh.rotation.y = rotation;
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}
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this.position.set(position.x, position.y, position.z);
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this.rotation = rotation;
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}
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setActivity(activity, emoji) {
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this.currentActivity = activity;
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this.statusEmoji = emoji;
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this.updateNameTag();
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}
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updateNameTag() {
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if (!this.nameTag) return;
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const canvas = document.createElement('canvas');
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canvas.width = 256;
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canvas.height = 64;
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
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ctx.roundRect(0, 0, 256, 64, 10);
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ctx.fill();
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ctx.fillStyle = 'white';
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ctx.font = 'bold 24px Inter';
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ctx.textAlign = 'center';
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ctx.fillText(`${this.statusEmoji} ${this.username}`, 128, 40);
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this.nameTag.material.map.image = canvas;
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this.nameTag.material.map.needsUpdate = true;
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}
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// Pulse aura when receiving love
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receiveLove() {
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if (!this.aura) return;
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// Pulse animation
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let scale = 1;
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const pulse = () => {
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scale += 0.05;
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this.aura.scale.setScalar(scale);
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if (scale < 1.5) {
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requestAnimationFrame(pulse);
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} else {
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// Reset
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this.aura.scale.setScalar(1);
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}
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};
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pulse();
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// Create heart particles
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this.emitHearts();
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}
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emitHearts() {
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const particleCount = 10;
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const geometry = new THREE.BufferGeometry();
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const positions = new Float32Array(particleCount * 3);
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for (let i = 0; i < particleCount; i++) {
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positions[i * 3] = this.position.x + (Math.random() - 0.5);
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positions[i * 3 + 1] = this.position.y + 1 + Math.random();
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positions[i * 3 + 2] = this.position.z + (Math.random() - 0.5);
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}
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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const material = new THREE.PointsMaterial({
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color: 0xFF69B4,
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size: 0.2,
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transparent: true
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});
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const particles = new THREE.Points(geometry, material);
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this.scene.add(particles);
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let opacity = 1;
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const animate = () => {
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opacity -= 0.02;
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material.opacity = opacity;
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const pos = particles.geometry.attributes.position.array;
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for (let i = 0; i < particleCount; i++) {
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pos[i * 3 + 1] += 0.03; // Rise
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}
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particles.geometry.attributes.position.needsUpdate = true;
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if (opacity > 0) {
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requestAnimationFrame(animate);
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} else {
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this.scene.remove(particles);
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}
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};
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animate();
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}
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remove() {
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if (this.mesh) {
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this.scene.remove(this.mesh);
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}
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}
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}
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// ===== COLLABORATIVE BUILDING =====
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export class CollaborativeBuilder {
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constructor() {
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this.activeBuilders = new Map(); // userId -> buildAction
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this.sharedProjects = [];
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}
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// Track what someone is building
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startBuilding(userId, buildType, position) {
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this.activeBuilders.set(userId, {
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type: buildType,
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position: position.clone(),
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startTime: Date.now()
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});
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return {
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message: `You started ${buildType}!`,
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canCollaborate: true
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};
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}
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// Join someone's building project
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joinBuilding(userId, targetUserId) {
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const targetBuild = this.activeBuilders.get(targetUserId);
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if (!targetBuild) {
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return { success: false, message: 'Nothing to join!' };
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}
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return {
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success: true,
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message: `Joined building ${targetBuild.type} together!`,
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buildData: targetBuild
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};
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}
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// Complete a collaborative build
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completeBuilding(userIds, buildType, position) {
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const project = {
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id: crypto.randomUUID(),
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type: buildType,
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position: position.clone(),
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builders: [...userIds],
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completedAt: Date.now(),
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love: userIds.length * 10 // More builders = more love!
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};
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this.sharedProjects.push(project);
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// Clear active builds
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userIds.forEach(id => this.activeBuilders.delete(id));
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return {
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success: true,
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message: `Built ${buildType} together! ${project.love} love created! 💚`,
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project
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};
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}
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}
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// ===== SHARED GARDEN SYSTEM =====
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export class CommunityGarden {
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constructor(id, name, center) {
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this.id = id;
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this.name = name;
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this.center = center;
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this.plants = [];
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this.contributors = new Set();
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this.totalLove = 0;
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this.founded = Date.now();
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}
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addPlant(plant, contributorId) {
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this.plants.push({
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plant,
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plantedBy: contributorId,
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plantedAt: Date.now()
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});
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this.contributors.add(contributorId);
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}
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water(contributorId) {
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this.contributors.add(contributorId);
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this.totalLove += 5;
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// Water all plants
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this.plants.forEach(({ plant }) => {
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plant.receiveAction('water');
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});
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return {
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success: true,
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message: `Watered community garden! ${this.contributors.size} gardeners, ${this.plants.length} plants! 💧`
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};
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}
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getStats() {
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return {
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name: this.name,
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totalPlants: this.plants.length,
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gardeners: this.contributors.size,
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totalLove: this.totalLove,
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founded: this.founded,
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bloomingPlants: this.plants.filter(p => p.plant.isBloooming).length
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};
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}
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}
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// ===== GIFT SYSTEM =====
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export class GiftSystem {
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constructor() {
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this.giftHistory = [];
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}
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// Give a gift to another player
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giveGift(fromUserId, toUserId, giftType, giftData) {
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const gift = {
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id: crypto.randomUUID(),
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from: fromUserId,
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to: toUserId,
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type: giftType,
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data: giftData,
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timestamp: Date.now(),
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message: giftData.message || '💚',
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opened: false
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};
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this.giftHistory.push(gift);
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return {
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success: true,
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message: `Gift sent! ${this.getGiftEmoji(giftType)}`,
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gift
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};
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}
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getGiftEmoji(giftType) {
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const emojis = {
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seeds: '🌱',
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love: '💚',
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pet: '🐾',
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flower: '🌸',
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music: '🎵',
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color: '🎨',
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treasure: '💎'
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};
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return emojis[giftType] || '🎁';
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}
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// Open a gift
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openGift(giftId, userId) {
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const gift = this.giftHistory.find(g => g.id === giftId && g.to === userId);
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if (!gift) {
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return { success: false, message: 'Gift not found!' };
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}
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if (gift.opened) {
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return { success: false, message: 'Already opened!' };
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}
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gift.opened = true;
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gift.openedAt = Date.now();
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return {
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success: true,
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message: `Opened gift from ${gift.from}! ${gift.message}`,
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gift
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};
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}
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// Get pending gifts for a user
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getPendingGifts(userId) {
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return this.giftHistory.filter(g => g.to === userId && !g.opened);
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}
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}
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// ===== WORLD PORTAL SYSTEM =====
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export class WorldPortal {
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constructor(scene, position, destination) {
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this.scene = scene;
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this.position = position;
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this.destination = destination; // { worldId, position }
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this.mesh = null;
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this.particles = null;
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this.create();
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}
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create() {
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const group = new THREE.Group();
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// Portal ring
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const ringGeometry = new THREE.TorusGeometry(2, 0.3, 16, 100);
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const ringMaterial = new THREE.MeshStandardMaterial({
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color: 0x9B59B6,
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emissive: 0x9B59B6,
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emissiveIntensity: 0.5,
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metalness: 0.8,
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roughness: 0.2
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});
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const ring = new THREE.Mesh(ringGeometry, ringMaterial);
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group.add(ring);
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// Portal surface (shimmering)
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const surfaceGeometry = new THREE.CircleGeometry(2, 32);
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const surfaceMaterial = new THREE.MeshBasicMaterial({
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color: 0x9B59B6,
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transparent: true,
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opacity: 0.5,
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side: THREE.DoubleSide
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});
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const surface = new THREE.Mesh(surfaceGeometry, surfaceMaterial);
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group.add(surface);
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// Particles swirling
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this.createParticles(group);
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group.position.copy(this.position);
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group.rotation.y = Math.PI / 2;
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this.scene.add(group);
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this.mesh = group;
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// Animate
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this.animate();
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}
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createParticles(parent) {
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const particleCount = 50;
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const geometry = new THREE.BufferGeometry();
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const positions = new Float32Array(particleCount * 3);
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const colors = new Float32Array(particleCount * 3);
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for (let i = 0; i < particleCount; i++) {
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const angle = (i / particleCount) * Math.PI * 2;
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const radius = Math.random() * 1.8;
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positions[i * 3] = Math.cos(angle) * radius;
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positions[i * 3 + 1] = (Math.random() - 0.5) * 0.2;
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positions[i * 3 + 2] = Math.sin(angle) * radius;
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colors[i * 3] = 0.6;
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colors[i * 3 + 1] = 0.35;
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colors[i * 3 + 2] = 0.7;
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}
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
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const material = new THREE.PointsMaterial({
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size: 0.1,
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vertexColors: true,
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transparent: true,
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opacity: 0.8,
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blending: THREE.AdditiveBlending
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});
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this.particles = new THREE.Points(geometry, material);
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parent.add(this.particles);
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}
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animate() {
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const rotate = () => {
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if (!this.mesh) return;
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this.mesh.rotation.z += 0.01;
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if (this.particles) {
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const positions = this.particles.geometry.attributes.position.array;
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for (let i = 0; i < positions.length; i += 3) {
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const angle = Math.atan2(positions[i + 2], positions[i]);
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const radius = Math.sqrt(positions[i] ** 2 + positions[i + 2] ** 2);
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const newAngle = angle + 0.02;
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positions[i] = Math.cos(newAngle) * radius;
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positions[i + 2] = Math.sin(newAngle) * radius;
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}
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this.particles.geometry.attributes.position.needsUpdate = true;
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}
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requestAnimationFrame(rotate);
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};
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rotate();
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}
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checkEnter(playerPosition) {
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const distance = playerPosition.distanceTo(this.position);
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return distance < 2;
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}
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}
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// ===== MULTIPLAYER MANAGER =====
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export class MultiplayerManager {
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constructor(scene) {
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this.scene = scene;
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this.players = new Map(); // userId -> PlayerAvatar
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this.localPlayerId = null;
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this.collaborativeBuilder = new CollaborativeBuilder();
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this.communityGardens = [];
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this.giftSystem = new GiftSystem();
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this.portals = [];
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this.websocket = null;
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}
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// Connect to multiplayer server
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connect(serverUrl, userId, username) {
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this.localPlayerId = userId;
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// WebSocket connection (mock for now)
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console.log(`🌐 Connecting to ${serverUrl} as ${username}...`);
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// In real implementation:
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// this.websocket = new WebSocket(serverUrl);
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// this.websocket.onmessage = (event) => this.handleMessage(event);
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return {
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success: true,
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message: `Connected as ${username}! 🌐`
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};
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}
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// Add another player to the world
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addPlayer(playerData) {
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if (this.players.has(playerData.id)) {
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return this.players.get(playerData.id);
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}
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const avatar = new PlayerAvatar(this.scene, playerData);
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this.players.set(playerData.id, avatar);
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console.log(`👋 ${playerData.username} joined!`);
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return avatar;
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}
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// Update player position
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updatePlayer(playerId, position, rotation) {
|
|
const player = this.players.get(playerId);
|
|
if (player) {
|
|
player.updatePosition(position, rotation);
|
|
}
|
|
}
|
|
|
|
// Remove player
|
|
removePlayer(playerId) {
|
|
const player = this.players.get(playerId);
|
|
if (player) {
|
|
player.remove();
|
|
this.players.delete(playerId);
|
|
console.log(`👋 ${player.username} left`);
|
|
}
|
|
}
|
|
|
|
// Send love to another player
|
|
sendLove(fromUserId, toUserId, amount = 1) {
|
|
const targetPlayer = this.players.get(toUserId);
|
|
if (!targetPlayer) {
|
|
return { success: false, message: 'Player not found!' };
|
|
}
|
|
|
|
targetPlayer.receiveLove();
|
|
|
|
return {
|
|
success: true,
|
|
message: `Sent ${amount} love to ${targetPlayer.username}! 💚`
|
|
};
|
|
}
|
|
|
|
// Create community garden
|
|
createCommunityGarden(name, position, founderId) {
|
|
const garden = new CommunityGarden(
|
|
crypto.randomUUID(),
|
|
name,
|
|
position
|
|
);
|
|
|
|
garden.contributors.add(founderId);
|
|
this.communityGardens.push(garden);
|
|
|
|
return {
|
|
success: true,
|
|
message: `Created community garden "${name}"! Plant together! 🌱`,
|
|
garden
|
|
};
|
|
}
|
|
|
|
// Find nearest community garden
|
|
getNearestCommunityGarden(position, maxDistance = 20) {
|
|
let nearest = null;
|
|
let minDist = maxDistance;
|
|
|
|
this.communityGardens.forEach(garden => {
|
|
const dist = position.distanceTo(garden.center);
|
|
if (dist < minDist) {
|
|
minDist = dist;
|
|
nearest = garden;
|
|
}
|
|
});
|
|
|
|
return nearest;
|
|
}
|
|
|
|
// Create portal to another world
|
|
createPortal(position, destinationWorldId) {
|
|
const portal = new WorldPortal(this.scene, position, {
|
|
worldId: destinationWorldId,
|
|
position: new THREE.Vector3(0, 1.6, 0)
|
|
});
|
|
|
|
this.portals.push(portal);
|
|
|
|
return {
|
|
success: true,
|
|
message: `Portal created to ${destinationWorldId}! ✨`,
|
|
portal
|
|
};
|
|
}
|
|
|
|
// Check if player near any portal
|
|
checkPortals(playerPosition) {
|
|
for (const portal of this.portals) {
|
|
if (portal.checkEnter(playerPosition)) {
|
|
return portal.destination;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
// Broadcast position to other players (mock)
|
|
broadcastPosition(position, rotation, activity) {
|
|
// In real implementation, send via WebSocket
|
|
console.log(`📡 Broadcasting position: ${position.x.toFixed(1)}, ${position.y.toFixed(1)}, ${position.z.toFixed(1)}`);
|
|
}
|
|
}
|
|
|
|
export default MultiplayerManager;
|