feat: game state, persistence, UI framework (Alpine+Tailwind), economy system (#10, #11, #12)

- Game state with localStorage save/load + reset (type DELETE to confirm)
- Alpine.js + Tailwind CSS + Lucide UI overlay (HUD bar, shop modal, settings, toasts)
- Economy: fish prices, tank tier costs/capacities, rarity multipliers, sell value formula
- Genetic system: hue/saturation/size/speed/pattern/rarity/gender + breeding inheritance
- Fish selection via raycaster (click fish = select, click empty = drop food)
- Buy/Sell/Breed/Upgrade actions wired to game state
This commit is contained in:
2026-10-07 12:38:18 +00:00
parent 6ef28b6dbd
commit eb50f3b56b
13 changed files with 1735 additions and 67 deletions
+207 -46
View File
@@ -1,3 +1,4 @@
import "./style.css";
import * as THREE from "three";
import { createTank } from "./scene/Tank";
import { createWater } from "./scene/Water";
@@ -7,56 +8,69 @@ import { createDecor, type DecorSpec } from "./scene/Decor";
import { createParallaxCamera } from "./scene/Camera";
import { createBubbles } from "./scene/Bubbles";
import { createFood } from "./scene/Food";
import { createDefaultState, saveGame, loadGame, resetGame } from "./game/state";
import type { GameState, FishData, FishSpecies, Genetics } from "./game/types";
import { RARITY_MULT } from "./game/types";
import { syncFromGameState, pushToast, getUIState } from "./game/store";
import { setGameActions, startAlpine } from "./ui";
import { FISH_PRICES, SPECIES_RARITY_DIST, TANK_TIER_COSTS, TANK_TIER_DIMS, getFishSellValue, getFishValueBreakdown } from "./game/economy";
import { generateGenetics, generateFishName, breedGenetics } from "./game/genetics";
// --- Game State ---
let gameState: GameState = loadGame() || createDefaultState();
saveGame(gameState);
// --- Canvas & Renderer ---
const canvas = document.querySelector<HTMLCanvasElement>("#aquarium");
if (!canvas) {
throw new Error('Canvas element with id "aquarium" not found');
}
// Renderer
if (!canvas) throw new Error('Canvas "aquarium" not found');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
// Scene
// --- Scene ---
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x0a0a0f);
// Camera — frames the tank, positioned slightly above its center
const camera = new THREE.PerspectiveCamera(
50,
window.innerWidth / window.innerHeight,
0.1,
100
);
camera.position.set(0, 1.5, 6);
camera.lookAt(0, 1.2, 0);
// --- Camera ---
const tankDim = TANK_TIER_DIMS[gameState.tankTier];
const camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, tankDim.h / 2, tankDim.camZ);
camera.lookAt(0, tankDim.h * 0.5, 0);
// Scene content
// --- Scene Content ---
setupLighting(scene, renderer);
createTank(scene);
const water = createWater(scene);
// Food — pellets that drop from above; fish seek and eat them.
const food = createFood(scene);
// Fish — GLB models with swim animations + wandering AI + food seeking.
const fishSpecs: FishSpec[] = [
// Tropical (maya's-aquarium-3d)
{ url: "models/angelfish.glb", targetLength: 0.55, speed: [0.25, 0.45] },
{ url: "models/angelfish.glb", targetLength: 0.5, speed: [0.25, 0.45] },
{ url: "models/goldfish.glb", targetLength: 0.45, speed: [0.35, 0.6] },
{ url: "models/goldfish.glb", targetLength: 0.4, speed: [0.35, 0.6] },
{ url: "models/guppy.glb", targetLength: 0.4, speed: [0.4, 0.7] },
{ url: "models/guppy.glb", targetLength: 0.35, speed: [0.4, 0.7] },
// Cute fish (Quaternius, CC0)
{ url: "models/quaternius/glb/Fish1.glb", targetLength: 0.5, speed: [0.4, 0.7], orient: { y: Math.PI / 2 } },
{ url: "models/quaternius/glb/Fish1.glb", targetLength: 0.45, speed: [0.4, 0.7], orient: { y: Math.PI / 2 } },
{ url: "models/quaternius/glb/Fish2.glb", targetLength: 0.6, speed: [0.3, 0.55], orient: { y: Math.PI / 2 } },
{ url: "models/quaternius/glb/Fish3.glb", targetLength: 0.55, speed: [0.35, 0.6], orient: { y: Math.PI / 2 } },
];
const fishSchool = createGLTFishSchool(scene, fishSpecs, food);
// --- Fish specs from game state ---
function isQuaternius(sp: FishSpecies): boolean {
return sp === "fish1" || sp === "fish2" || sp === "fish3";
}
// Decor — static plants and rocks on the gravel floor (y ~ 0.05).
function getSpeciesUrl(sp: FishSpecies): string {
const urls: Record<FishSpecies, string> = {
angelfish: "models/angelfish.glb",
goldfish: "models/goldfish.glb",
guppy: "models/guppy.glb",
fish1: "models/quaternius/glb/Fish1.glb",
fish2: "models/quaternius/glb/Fish2.glb",
fish3: "models/quaternius/glb/Fish3.glb",
};
return urls[sp];
}
function getFishSpecs(): FishSpec[] {
return gameState.fish.map((f) => ({
url: getSpeciesUrl(f.species),
targetLength: f.genetics.sizeMult * 0.5,
speed: [0.3 * f.genetics.speedMult, 0.7 * f.genetics.speedMult],
orient: isQuaternius(f.species) ? { y: Math.PI / 2 } : undefined,
}));
}
const fishSchool = createGLTFishSchool(scene, getFishSpecs(), food);
// --- Decor ---
const decorSpecs: DecorSpec[] = [
{ url: "models/plant0.glb", x: -1.4, z: -0.9, targetSize: 1.4, rotationY: 0.4 },
{ url: "models/plant1.glb", x: 1.3, z: -0.8, targetSize: 1.1, rotationY: -0.3 },
@@ -66,36 +80,183 @@ const decorSpecs: DecorSpec[] = [
];
createDecor(scene, decorSpecs);
// Bubbles — rising from air stones near the plants.
const bubbles = createBubbles(scene);
const parallax = createParallaxCamera(camera);
// Mouse tracking (normalized to -1..1)
// --- Mouse / Raycaster ---
let mouseX = 0, mouseY = 0;
const raycaster = new THREE.Raycaster();
const mouseNDC = new THREE.Vector2();
window.addEventListener("mousemove", (e) => {
mouseX = (e.clientX / window.innerWidth) * 2 - 1;
mouseY = (e.clientY / window.innerHeight) * 2 - 1;
});
// Click to drop food.
window.addEventListener("click", () => {
window.addEventListener("click", (e) => {
// Don't process clicks on UI elements
if (e.target !== canvas) return;
mouseNDC.x = (e.clientX / window.innerWidth) * 2 - 1;
mouseNDC.y = -(e.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouseNDC, camera);
const fishGroup = fishSchool.group;
const intersects = raycaster.intersectObjects(fishGroup.children, true);
if (intersects.length > 0) {
let obj: THREE.Object3D | null = intersects[0].object;
while (obj && obj.parent !== fishGroup) {
obj = obj.parent;
}
if (obj) {
const idx = fishGroup.children.indexOf(obj);
if (idx >= 0 && idx < gameState.fish.length) {
getUIState().selectedFish = gameState.fish[idx];
return;
}
}
}
// No fish clicked — drop food
food.dropFood(4);
});
// Resize handling
// --- Cooldown tracking ---
const cooldowns: Record<string, number> = {};
// --- Game Actions ---
setGameActions({
getState: () => gameState,
getFishById: (id) => gameState.fish.find((f) => f.id === id) || null,
isAdult: (f) => f.age >= 72,
inCooldown: (id) => cooldowns[id] !== undefined && Date.now() < cooldowns[id],
onBuyFish: (species: FishSpecies, genetics: Genetics) => {
const price = FISH_PRICES[species];
if (gameState.money < price) return;
if (gameState.fish.length >= TANK_TIER_DIMS[gameState.tankTier].cap) return;
gameState.money -= price;
const name = generateFishName(species, genetics);
const fish: FishData = {
id: `fish_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`,
species,
name,
genetics,
age: 0,
x: 0, y: 1, z: 0,
};
gameState.fish.push(fish);
saveGame(gameState);
syncFromGameState(gameState);
if (genetics.rarity === "epic" || genetics.rarity === "legendary") {
pushToast(`🌟 ${genetics.rarity.toUpperCase()} ${name}!`, "rare");
} else {
pushToast(`+${name} (${genetics.rarity})`, "success");
}
console.log("[GAME] Bought:", name, "Rarity:", genetics.rarity);
},
onSellFish: (fishId: string) => {
const idx = gameState.fish.findIndex((f) => f.id === fishId);
if (idx < 0) return;
if (gameState.fish.length <= 1) {
pushToast("Can't sell your last fish!", "warning");
return;
}
const fish = gameState.fish[idx];
const value = getFishSellValue(fish);
gameState.money += value;
gameState.fish.splice(idx, 1);
delete cooldowns[fishId];
saveGame(gameState);
syncFromGameState(gameState);
pushToast(`+$${value} — Sold ${fish.name}`, "success");
console.log("[GAME] Sold:", fish.name, "for", value);
},
onBreed: (fishA: FishData, fishB: FishData) => {
if (fishA.species !== fishB.species) return;
if (fishA.genetics.gender === fishB.genetics.gender) {
pushToast("Need male + female to breed!", "warning");
return;
}
if (fishA.age < 72 || fishB.age < 72) {
pushToast("Fish must be adults to breed!", "warning");
return;
}
// Set cooldowns
cooldowns[fishA.id] = Date.now() + 60000;
cooldowns[fishB.id] = Date.now() + 60000;
// Breed 1-3 offspring
const count = 1 + Math.floor(Math.random() * 3);
for (let i = 0; i < count; i++) {
const genetics = breedGenetics(fishA.genetics, fishB.genetics);
const name = generateFishName(fishA.species, genetics);
const baby: FishData = {
id: `fish_${Date.now()}_${i}_${Math.random().toString(36).slice(2, 8)}`,
species: fishA.species,
name,
genetics,
age: 0,
x: 0, y: 1, z: 0,
};
gameState.fish.push(baby);
}
// Breeding bonus: 10% of combined parent value
const bonus = Math.round((getFishSellValue(fishA) + getFishSellValue(fishB)) * 0.1);
gameState.money += bonus;
saveGame(gameState);
syncFromGameState(gameState);
pushToast(`🐣 ${count} baby ${fishA.species} born! (+$${bonus})`, "success");
console.log("[GAME] Breeding:", fishA.name, "x", fishB.name, "→", count, "babies");
},
onUpgradeTank: () => {
const nextTier = gameState.tankTier + 1;
if (nextTier > 3) return;
const cost = TANK_TIER_COSTS[nextTier];
if (gameState.money < cost) return;
gameState.money -= cost;
gameState.tankTier = nextTier;
saveGame(gameState);
syncFromGameState(gameState);
const names = ["Small", "Medium", "Large", "XL"];
pushToast(`🔬 Tank upgraded to ${names[nextTier]}!`, "success");
console.log("[GAME] Tank upgraded to tier", nextTier);
},
onReset: () => {
resetGame();
window.location.reload();
},
});
// --- Start Alpine & sync ---
startAlpine();
syncFromGameState(gameState);
// --- Resize ---
function resize(): void {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
const w = window.innerWidth;
const h = window.innerHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(width, height);
renderer.setSize(w, h);
}
resize();
window.addEventListener("resize", resize);
// Render loop
// --- Auto-save ---
setInterval(() => {
saveGame(gameState);
}, 30000);
// --- Render Loop ---
const startTime = performance.now();
let lastFrameTime = performance.now();
function animate(): void {