feat(nds): add help button with hints for all physical buttons

This commit is contained in:
2026-02-22 21:16:13 +01:00
parent cdd6be0719
commit 48688544f1
6 changed files with 377 additions and 161 deletions

View File

@@ -2,6 +2,7 @@
import { useLoop, useTresContext } from "@tresjs/core";
import * as THREE from "three";
import gsap from "gsap";
import { mapNDSToKey } from "~/utils/input";
const INTRO_ANIMATION = {
MODEL_SPIN_DURATION: 3,
@@ -55,7 +56,7 @@ const requireMesh = (key: string): THREE.Mesh => {
return mesh;
};
const { camera, renderer } = useTresContext();
const { camera, renderer, scene } = useTresContext();
model.scale.set(100, 100, 100);
@@ -101,61 +102,57 @@ const animateIntro = () => {
if (hasAnimated.value) return;
hasAnimated.value = true;
const introTimeline = gsap.timeline();
introTimeline.to(
camera.activeCamera.value.position,
{
x: INTRO_ANIMATION.CAMERA_END_POSITION.x,
y: INTRO_ANIMATION.CAMERA_END_POSITION.y,
z: INTRO_ANIMATION.CAMERA_END_POSITION.z,
duration: INTRO_ANIMATION.CAMERA_DURATION,
ease: "power2.inOut",
},
0,
);
introTimeline.to(
camera.activeCamera.value.rotation,
{
x: INTRO_ANIMATION.CAMERA_END_ROTATION.x,
y: INTRO_ANIMATION.CAMERA_END_ROTATION.y,
z: INTRO_ANIMATION.CAMERA_END_ROTATION.z,
duration: INTRO_ANIMATION.CAMERA_DURATION,
ease: "power2.inOut",
},
0,
);
introTimeline.to(
model.rotation,
{
y: Math.PI * 2,
duration: INTRO_ANIMATION.MODEL_SPIN_DURATION,
ease: "power2.inOut",
},
0,
);
introTimeline.to(
lidMesh.rotation,
{
x: INTRO_ANIMATION.LID_OPENED_ROTATION,
duration: INTRO_ANIMATION.LID_OPEN_DURATION,
ease: "power2.out",
},
INTRO_ANIMATION.MODEL_SPIN_DURATION - INTRO_ANIMATION.LID_OPEN_OVERLAP,
);
introTimeline.to(
topScreenMesh.rotation,
{
x: INTRO_ANIMATION.LID_OPENED_ROTATION,
duration: INTRO_ANIMATION.LID_OPEN_DURATION,
ease: "power2.out",
},
"<",
);
gsap
.timeline()
.to(
camera.activeCamera.value.position,
{
x: INTRO_ANIMATION.CAMERA_END_POSITION.x,
y: INTRO_ANIMATION.CAMERA_END_POSITION.y,
z: INTRO_ANIMATION.CAMERA_END_POSITION.z,
duration: INTRO_ANIMATION.CAMERA_DURATION,
ease: "power2.inOut",
},
0,
)
.to(
camera.activeCamera.value.rotation,
{
x: INTRO_ANIMATION.CAMERA_END_ROTATION.x,
y: INTRO_ANIMATION.CAMERA_END_ROTATION.y,
z: INTRO_ANIMATION.CAMERA_END_ROTATION.z,
duration: INTRO_ANIMATION.CAMERA_DURATION,
ease: "power2.inOut",
},
0,
)
.to(
model.rotation,
{
y: Math.PI * 2,
duration: INTRO_ANIMATION.MODEL_SPIN_DURATION,
ease: "power2.inOut",
},
0,
)
.to(
lidMesh.rotation,
{
x: INTRO_ANIMATION.LID_OPENED_ROTATION,
duration: INTRO_ANIMATION.LID_OPEN_DURATION,
ease: "power2.out",
},
INTRO_ANIMATION.MODEL_SPIN_DURATION - INTRO_ANIMATION.LID_OPEN_OVERLAP,
)
.to(
topScreenMesh.rotation,
{
x: INTRO_ANIMATION.LID_OPENED_ROTATION,
duration: INTRO_ANIMATION.LID_OPEN_DURATION,
ease: "power2.out",
},
"<",
);
};
watch(
@@ -200,6 +197,131 @@ watch(
const { onRender } = useLoop();
const HINT_SPRITE_SCALE = 2;
const HINT_SPRITE_DPR = 4;
const makeHintSprite = (text: string): THREE.Sprite => {
const canvas = document.createElement("canvas");
canvas.width = 256 * HINT_SPRITE_DPR;
canvas.height = 64 * HINT_SPRITE_DPR;
const ctx = canvas.getContext("2d")!;
ctx.scale(HINT_SPRITE_DPR, HINT_SPRITE_DPR);
ctx.font = "32px monospace";
ctx.fillStyle = "#666666";
const padding = 12;
const textWidth = ctx.measureText(text).width + padding * 2;
ctx.roundRect((256 - textWidth) / 2, 12, textWidth, 40, 6);
ctx.fill();
ctx.fillStyle = "#000000";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText(text, 128, 32);
const texture = new THREE.CanvasTexture(canvas);
const material = new THREE.SpriteMaterial({
map: texture,
transparent: true,
depthTest: false,
});
const sprite = new THREE.Sprite(material);
sprite.scale.set(HINT_SPRITE_SCALE, HINT_SPRITE_SCALE * 0.25, 1);
return sprite;
};
const HINTS: Record<string, { label: string; offset: THREE.Vector3 }> = {
[X_BUTTON]: {
label: mapNDSToKey("X"),
offset: new THREE.Vector3(-0.3, 1.1, 0.0),
},
[A_BUTTON]: {
label: mapNDSToKey("A"),
offset: new THREE.Vector3(-0.4, 1.2, 0.0),
},
[Y_BUTTON]: {
label: mapNDSToKey("Y"),
offset: new THREE.Vector3(-0.3, 1.2, 0.0),
},
[B_BUTTON]: {
label: mapNDSToKey("B"),
offset: new THREE.Vector3(-0.4, 1.3, 0.0),
},
[SELECT_BUTTON]: {
label: mapNDSToKey("SELECT"),
offset: new THREE.Vector3(-0.7, 0.05, 0.0),
},
[START_BUTTON]: {
label: mapNDSToKey("START"),
offset: new THREE.Vector3(-0.75, 0.15, 0.0),
},
[CROSS_BUTTON]: {
label: "Arrows",
offset: new THREE.Vector3(0.75, 2.3, 0.0),
},
};
const helpSprites = new THREE.Group();
helpSprites.renderOrder = 999;
const buildHelpSprites = () => {
helpSprites.clear();
for (const [meshName, { label, offset }] of Object.entries(HINTS)) {
const mesh = meshes.get(meshName);
if (!mesh) continue;
const sprite = makeHintSprite(label);
const worldPos = new THREE.Vector3();
mesh.getWorldPosition(worldPos);
sprite.position.copy(worldPos.add(offset));
helpSprites.add(sprite);
}
};
watch(
() => app.hintsVisible,
(show) => {
if (show) {
buildHelpSprites();
helpSprites.visible = true;
for (const child of helpSprites.children) {
const sprite = child as THREE.Sprite;
gsap.fromTo(
sprite.material,
{ opacity: 0 },
{ opacity: 1, duration: 0.2, ease: "power1.out" },
);
}
} else {
for (const child of helpSprites.children) {
const sprite = child as THREE.Sprite;
gsap.to(sprite.material, {
opacity: 0,
duration: 0.2,
ease: "power1.in",
onComplete: () => {
helpSprites.visible = false;
},
});
}
}
},
);
helpSprites.visible = app.hintsVisible;
watch(
scene,
(s) => {
if (!s) return;
s.add(helpSprites);
if (app.hintsVisible) buildHelpSprites();
},
{ immediate: true },
);
const physicalButtonsDown = new Set<string>();
let mousePressedButton: string | null = null;