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index.ts
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import "./index.css";
import * as BABYLON from "babylonjs";
import 'babylonjs-loaders';
import Keycode from "keycode.js";
import { client } from "./game/network";
import { StateHandler } from "../../server/src/rooms/StateHandler";
import { Coordinate } from "../../server/src/entities/Player";
import { WhiteBoard } from "./meshes/whiteboard";
import { Piano } from "./meshes/piano";
import { Drum } from "./meshes/drum";
import { Room } from "./meshes/room";
import { User } from "./meshes/user";
import { Instruction } from './meshes/instruction';
import { Rotate2dBlock } from "babylonjs";
const canvas = document.getElementById('game') as HTMLCanvasElement;
const engine = new BABYLON.Engine(canvas, true);
// This creates a basic Babylon Scene object (non-mesh)
var scene = new BABYLON.Scene(engine);
scene.actionManager = new BABYLON.ActionManager(scene);
scene.gravity = new BABYLON.Vector3(0, -1, 0);
scene.collisionsEnabled = true;
const PLAYER_HEIGHT = 15;
const STARTING_NOTE = 36;
var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene);
light.intensity = 0.7;
light.groundColor = new BABYLON.Color3(1, 1, 1);
// Set camera to follow current player
var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 2*PLAYER_HEIGHT, 0), scene);
camera.attachControl(canvas, true);
camera.applyGravity = true;
camera.checkCollisions = true;
camera.position = new BABYLON.Vector3(0, 0, 40);
camera.setTarget(new BABYLON.Vector3(-150, PLAYER_HEIGHT, 0)); // Look at the west wall
camera.ellipsoid = new BABYLON.Vector3(2, PLAYER_HEIGHT, 2);
camera.speed = 1.0;
var Soundfont = require('soundfont-player');
var audioContext = new AudioContext();
var pianoSample1, pianoSample2;
var drum;
// Colyseus / Join Room
client.joinOrCreate<StateHandler>("game").then(room => {
const playerViews: {[id: string]: User} = {};
const keyState = [];
for(let i=0;i<48;i++) {
keyState.push([false, false, false, false, false]);
}
room.state.players.onAdd = function(player, key) {
if (key === room.sessionId) {
// Don't change the position of piano before talking to Yuepeng!!
const piano1x = 25, piano1y = 16, piano1z = 35;
const piano2x = 25, piano2y = 16, piano2z = -35;
var virtualRoom = new Room(scene);
pianoSample1 = new Piano(piano1x, piano1y, piano1z, scene, "koto", room, camera);
pianoSample2 = new Piano(piano2x, piano2y, piano2z, scene, "acoustic_grand_piano", room, camera);
drum = new Drum(30, 16, 0, scene, room, camera);
var whiteboard1 = new WhiteBoard(16, 10, piano1x, piano1y,piano1z, scene, pianoSample1.pianoFrame.Mesh, camera, canvas);
var whiteboard2 = new WhiteBoard(16, 10, piano2x, piano2y,piano2z, scene, pianoSample2.pianoFrame.Mesh, camera, canvas);
var instruction = new Instruction(48, 30, -virtualRoom.ROOM_Z / 2 + 2, virtualRoom.ROOM_Y / 2, scene);
player.position.y = 2 * PLAYER_HEIGHT;
player.position.z = 40;
camera.position.set(player.position.x, player.position.y, player.position.z);
camera.setTarget(new BABYLON.Vector3(-150, PLAYER_HEIGHT, 40));
} else {
// playerViews[key] = BABYLON.Mesh.CreateSphere("sphere1", 16, 2, scene);
playerViews[key] = new User(scene);
// Move the sphere upward 1/2 its height
player.position.y = 2*PLAYER_HEIGHT;
player.position.z = 40;
playerViews[key].setPosition(player.position.x, player.position.y, player.position.z);
playerViews[key].setRotation(player.rotation.x, player.rotation.y, player.rotation.z);
// Update player position based on changes from the server.
player.position.onChange = () => {
playerViews[key].setPosition(player.position.x, player.position.y, player.position.z);
};
player.rotation.onChange = () => {
playerViews[key].setRotation(player.rotation.x, player.rotation.y, player.rotation.z);
};
console.log("here");
const keys = [player.keyA1, player.keyA2, player.keyA3, player.keyA4,
player.keyA5, player.keyA6, player.keyA7, player.keyA8, player.keyA9,
player.keyA10, player.keyA11, player.keyA12, player.keyB1, player.keyB2, player.keyB3,
player.keyB4, player.keyB5, player.keyB6, player.keyB7, player.keyB8,
player.keyB9, player.keyB10, player.keyB11, player.keyB12, player.keyC1, player.keyC2,
player.keyC3, player.keyC4, player.keyC5, player.keyC6, player.keyC7,
player.keyC8, player.keyC9, player.keyC10, player.keyC11, player.keyC12, player.keyD1,
player.keyD2, player.keyD3, player.keyD4, player.keyD5, player.keyD6,
player.keyD7, player.keyD8, player.keyD9, player.keyD10, player.keyD11, player.keyD12]
for(let i=0;i<keys.length;i++) {
keys[i].onChange = () => {
// 0 is piano
if (keyState[i][0] != keys[i].ispressed) {
if (keys[i].pressedBy != room.sessionId) {
if (keys[i].ispressed) {
console.log(String(i) + " of piano is pressed");
Soundfont.instrument(audioContext, 'acoustic_grand_piano', { gain: 2 }).then(function (piano) {
piano.play(STARTING_NOTE + i).stop(audioContext.currentTime + 0.5);
});
pianoSample2.keys[i].material.emissiveColor = BABYLON.Color3.Red();
}
else {
if([1,3,6,8,10].includes(i % 12)) {
pianoSample2.keys[i].material.emissiveColor = BABYLON.Color3.Black();
} else pianoSample2.keys[i].material.emissiveColor = new BABYLON.Color3(0.8, 0.8, 0.8);
console.log(String(i) + " of piano is released!");
}
}
keyState[i][0] = keys[i].ispressed;
}
// 1 is koto
if (keyState[i][1] != keys[i].ispressed2) {
if (keys[i].pressedBy2 != room.sessionId) {
if (keys[i].ispressed2) {
console.log(String(i) + " of koto is pressed");
Soundfont.instrument(audioContext, 'koto', { gain: 2 }).then(function (piano) {
piano.play(STARTING_NOTE + i).stop(audioContext.currentTime + 0.5);
});
pianoSample1.keys[i].material.emissiveColor = BABYLON.Color3.Red();
}
else {
if([1,3,6,8,10].includes(i % 12)) {
pianoSample1.keys[i].material.emissiveColor = BABYLON.Color3.Black();
} else pianoSample1.keys[i].material.emissiveColor = new BABYLON.Color3(0.8, 0.8, 0.8);
console.log(String(i) + " of koto is released!");
}
}
keyState[i][1] = keys[i].ispressed2;
}
// 2 is gunshot (drum head)
if (keyState[i][2] != keys[i].ispressed3) {
if (keys[i].pressedBy3 != room.sessionId) {
if (keys[i].ispressed3) {
console.log("drum head is pressed");
Soundfont.instrument(audioContext, 'gunshot', { gain: 2 }).then(function (drumHead) {
drumHead.play(70).stop(audioContext.currentTime + 0.05);
});
drum.head.material.diffuseColor = new BABYLON.Color3(1.2, 0.8, 0.8);
}
else {
drum.head.material.diffuseColor = new BABYLON.Color3(1.2, 1.2, 1.1);
console.log("drum head is released!");
}
}
keyState[i][2] = keys[i].ispressed3;
}
// 3 is woodblock (drum rim)
if (keyState[i][3] != keys[i].ispressed4) {
if (keys[i].pressedBy4 != room.sessionId) {
if (keys[i].ispressed4) {
console.log("drum rim is pressed");
Soundfont.instrument(audioContext, 'woodblock', { gain: 5 }).then(function (drumHead) {
drumHead.play(76).stop(audioContext.currentTime + 0.05);
});
drum.rim.material.diffuseColor = new BABYLON.Color3(1.2, 1.2, 1.1);
}
else {
drum.rim.material.diffuseColor = new BABYLON.Color3(1.1, 0.3, 0.3);
console.log("drum head is released!");
}
}
keyState[i][3] = keys[i].ispressed4;
}
// More instruments here...
}
}
}
};
room.state.players.onRemove = function(player, key) {
// scene.removeMesh(playerViews[key]);
playerViews[key].removeMesh(scene);
delete playerViews[key];
};
room.onStateChange((state) => {
console.log("New room state:", state.players.toJSON());
});
// Left Right Up Down keys -> user move around
const keyboard: Coordinate = { x: 0, y: 0, z: 0 };
window.addEventListener("keydown", function(e) {
if (e.which === Keycode.LEFT || e.which === Keycode.RIGHT || e.which === Keycode.UP || e.which === Keycode.DOWN) {
keyboard.x = camera.position.x;
keyboard.z = camera.position.z;
room.send('position', keyboard);
}
});
window.addEventListener("keyup", function(e) {
if (e.which === Keycode.LEFT || e.which === Keycode.RIGHT || e.which === Keycode.UP || e.which === Keycode.DOWN) {
keyboard.x = camera.position.x;
keyboard.z = camera.position.z;
room.send('position', keyboard);
}
});
// Mouse press, release, move -> user character look around
const newRotation : Coordinate = {x: 0, y: 0, z: 0};
window.addEventListener("pointerup", function(e) {
console.log("up");
newRotation.x = camera.rotation.x;
newRotation.y = camera.rotation.y;
newRotation.z = camera.rotation.z;
room.send('rotation', newRotation);
});
window.addEventListener("pointermove", function(e) {
newRotation.x = camera.rotation.x;
newRotation.y = camera.rotation.y;
newRotation.z = camera.rotation.z;
room.send('rotation', newRotation);
});
window.addEventListener("pointerdown", function(e) {
console.log("down");
newRotation.x = camera.rotation.x;
newRotation.y = camera.rotation.y;
newRotation.z = camera.rotation.z;
room.send('rotation', newRotation);
});
// Resize the engine on window resize
window.addEventListener('resize', function() {
engine.resize();
});
});
// Scene render loop
engine.runRenderLoop(function() {
scene.render();
});