| 1 | // Donny the Narwhal - distinguished gentleman of the deep |
| 2 | import * as THREE from 'three' |
| 3 | |
| 4 | export function createDonny(scene, gradientMap) { |
| 5 | const group = new THREE.Group() |
| 6 | |
| 7 | // Store gradientMap for accessory creation |
| 8 | const storedGradientMap = gradientMap |
| 9 | |
| 10 | // Default colors |
| 11 | const defaultColors = { |
| 12 | body: 0x7a9eb8, |
| 13 | belly: 0xc8d8e4, |
| 14 | monocleRim: 0xd4af37, |
| 15 | monocleGlass: 0x88ccff |
| 16 | } |
| 17 | |
| 18 | // Materials (stored for outfit swapping) |
| 19 | const bodyMaterial = new THREE.MeshToonMaterial({ |
| 20 | color: defaultColors.body, |
| 21 | gradientMap: gradientMap |
| 22 | }) |
| 23 | |
| 24 | const bellyMaterial = new THREE.MeshToonMaterial({ |
| 25 | color: defaultColors.belly, |
| 26 | gradientMap: gradientMap |
| 27 | }) |
| 28 | |
| 29 | const tuskMaterial = new THREE.MeshToonMaterial({ |
| 30 | color: 0xf5f0e6, |
| 31 | gradientMap: gradientMap |
| 32 | }) |
| 33 | |
| 34 | const monocleMaterial = new THREE.MeshToonMaterial({ |
| 35 | color: defaultColors.monocleRim, |
| 36 | gradientMap: gradientMap |
| 37 | }) |
| 38 | |
| 39 | const glassMaterial = new THREE.MeshBasicMaterial({ |
| 40 | color: defaultColors.monocleGlass, |
| 41 | transparent: true, |
| 42 | opacity: 0.3 |
| 43 | }) |
| 44 | |
| 45 | // Accessory tracking |
| 46 | const accessories = { |
| 47 | head: null, |
| 48 | clothing: null |
| 49 | } |
| 50 | |
| 51 | // Mount points |
| 52 | const mountPoints = { |
| 53 | head: new THREE.Vector3(1.0, 0.55, 0) |
| 54 | } |
| 55 | |
| 56 | // Main body - elongated oval |
| 57 | const bodyGeom = new THREE.SphereGeometry(0.5, 8, 6) |
| 58 | bodyGeom.scale(2.2, 0.7, 0.8) |
| 59 | const body = new THREE.Mesh(bodyGeom, bodyMaterial) |
| 60 | body.position.y = 0.1 |
| 61 | group.add(body) |
| 62 | |
| 63 | // Belly |
| 64 | const bellyGeom = new THREE.SphereGeometry(0.4, 8, 6) |
| 65 | bellyGeom.scale(1.8, 0.5, 0.7) |
| 66 | const belly = new THREE.Mesh(bellyGeom, bellyMaterial) |
| 67 | belly.position.set(0, -0.05, 0) |
| 68 | group.add(belly) |
| 69 | |
| 70 | // Head bump |
| 71 | const headGeom = new THREE.SphereGeometry(0.35, 8, 6) |
| 72 | headGeom.scale(1.2, 1, 1) |
| 73 | const head = new THREE.Mesh(headGeom, bodyMaterial) |
| 74 | head.position.set(1.0, 0.25, 0) |
| 75 | group.add(head) |
| 76 | |
| 77 | // The magnificent tusk! - positioned so base touches front of head |
| 78 | const tuskGeom = new THREE.ConeGeometry(0.05, 1.4, 6) |
| 79 | // Shift geometry so base is at origin, tip extends in +Y |
| 80 | tuskGeom.translate(0, 0.7, 0) |
| 81 | const tusk = new THREE.Mesh(tuskGeom, tuskMaterial) |
| 82 | // Position at front of head |
| 83 | tusk.position.set(1.35, 0.4, 0) |
| 84 | // Rotate to point forward and slightly up |
| 85 | tusk.rotation.z = -Math.PI / 2 + 0.2 |
| 86 | group.add(tusk) |
| 87 | |
| 88 | // Eyes |
| 89 | const eyeGeom = new THREE.SphereGeometry(0.08, 8, 6) |
| 90 | const eyeMaterial = new THREE.MeshBasicMaterial({ color: 0x1a1a1a }) |
| 91 | |
| 92 | const leftEye = new THREE.Mesh(eyeGeom, eyeMaterial) |
| 93 | leftEye.position.set(1.15, 0.38, 0.28) |
| 94 | group.add(leftEye) |
| 95 | |
| 96 | const rightEye = new THREE.Mesh(eyeGeom, eyeMaterial) |
| 97 | rightEye.position.set(1.15, 0.38, -0.28) |
| 98 | group.add(rightEye) |
| 99 | |
| 100 | // Eye shines |
| 101 | const shineGeom = new THREE.SphereGeometry(0.025, 6, 4) |
| 102 | const shineMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff }) |
| 103 | |
| 104 | const leftShine = new THREE.Mesh(shineGeom, shineMaterial) |
| 105 | leftShine.position.set(1.18, 0.42, 0.3) |
| 106 | group.add(leftShine) |
| 107 | |
| 108 | const rightShine = new THREE.Mesh(shineGeom, shineMaterial) |
| 109 | rightShine.position.set(1.18, 0.42, -0.26) |
| 110 | group.add(rightShine) |
| 111 | |
| 112 | // THE MONOCLE - on right eye (our left when facing) |
| 113 | const monocleGroup = new THREE.Group() |
| 114 | |
| 115 | // Monocle rim |
| 116 | const rimGeom = new THREE.TorusGeometry(0.12, 0.015, 8, 16) |
| 117 | const rim = new THREE.Mesh(rimGeom, monocleMaterial) |
| 118 | monocleGroup.add(rim) |
| 119 | |
| 120 | // Monocle glass |
| 121 | const glassGeom = new THREE.CircleGeometry(0.11, 16) |
| 122 | const glass = new THREE.Mesh(glassGeom, glassMaterial) |
| 123 | glass.position.z = 0.01 |
| 124 | monocleGroup.add(glass) |
| 125 | |
| 126 | // Monocle chain attachment |
| 127 | const chainStartGeom = new THREE.SphereGeometry(0.02, 6, 4) |
| 128 | const chainStart = new THREE.Mesh(chainStartGeom, monocleMaterial) |
| 129 | chainStart.position.set(0, -0.12, 0) |
| 130 | monocleGroup.add(chainStart) |
| 131 | |
| 132 | // Chain (simple dangling segments) |
| 133 | const chainMaterial = new THREE.MeshToonMaterial({ |
| 134 | color: defaultColors.monocleRim, |
| 135 | gradientMap: gradientMap |
| 136 | }) |
| 137 | for (let i = 0; i < 4; i++) { |
| 138 | const linkGeom = new THREE.TorusGeometry(0.018, 0.005, 4, 8) |
| 139 | const link = new THREE.Mesh(linkGeom, chainMaterial) |
| 140 | link.position.set(0, -0.16 - i * 0.05, 0) |
| 141 | link.rotation.x = i % 2 === 0 ? 0 : Math.PI / 2 |
| 142 | monocleGroup.add(link) |
| 143 | } |
| 144 | |
| 145 | monocleGroup.position.set(1.22, 0.38, -0.32) |
| 146 | monocleGroup.rotation.y = -0.3 |
| 147 | group.add(monocleGroup) |
| 148 | |
| 149 | // Flippers |
| 150 | const flipperGeom = new THREE.ConeGeometry(0.15, 0.5, 4) |
| 151 | |
| 152 | const leftFlipper = new THREE.Mesh(flipperGeom, bodyMaterial) |
| 153 | leftFlipper.position.set(0.3, -0.1, 0.45) |
| 154 | leftFlipper.rotation.x = 0.5 |
| 155 | leftFlipper.rotation.z = 2.2 |
| 156 | group.add(leftFlipper) |
| 157 | |
| 158 | const rightFlipper = new THREE.Mesh(flipperGeom, bodyMaterial) |
| 159 | rightFlipper.position.set(0.3, -0.1, -0.45) |
| 160 | rightFlipper.rotation.x = -0.5 |
| 161 | rightFlipper.rotation.z = 2.2 |
| 162 | group.add(rightFlipper) |
| 163 | |
| 164 | // Tail flukes |
| 165 | const flukeGeom = new THREE.ConeGeometry(0.2, 0.4, 4) |
| 166 | |
| 167 | const leftFluke = new THREE.Mesh(flukeGeom, bodyMaterial) |
| 168 | leftFluke.position.set(-1.2, 0.15, 0.15) |
| 169 | leftFluke.rotation.z = 1.8 |
| 170 | leftFluke.rotation.y = 0.3 |
| 171 | group.add(leftFluke) |
| 172 | |
| 173 | const rightFluke = new THREE.Mesh(flukeGeom, bodyMaterial) |
| 174 | rightFluke.position.set(-1.2, 0.15, -0.15) |
| 175 | rightFluke.rotation.z = 1.8 |
| 176 | rightFluke.rotation.y = -0.3 |
| 177 | group.add(rightFluke) |
| 178 | |
| 179 | // Donny starts hidden below the water |
| 180 | group.position.y = -3 |
| 181 | group.visible = false |
| 182 | |
| 183 | scene.add(group) |
| 184 | |
| 185 | // State |
| 186 | const state = { |
| 187 | mode: 'waiting', // 'waiting', 'rumbling', 'emerging', 'surfaced', 'submerging', 'shop_approaching', 'shop_ready', 'shop_departing' |
| 188 | timer: 30 + Math.random() * 30, // First appearance in 30-60 seconds |
| 189 | emergeX: 0, |
| 190 | emergeZ: 0, |
| 191 | surfaceTime: 0, |
| 192 | // Shop state |
| 193 | shopMode: false, |
| 194 | shopCooldown: 0, |
| 195 | onShopReady: null |
| 196 | } |
| 197 | |
| 198 | // Shop trigger thresholds |
| 199 | const SHOP_KOI_THRESHOLD = 5 // Lower threshold for first shop experience |
| 200 | const SHOP_COOLDOWN = 45 // seconds between shop approaches |
| 201 | |
| 202 | function startRumble(pond) { |
| 203 | state.mode = 'rumbling' |
| 204 | state.timer = 0 |
| 205 | |
| 206 | // Pick random spot in the pond, avoiding forbidden zones (dock, boat) |
| 207 | let attempts = 0 |
| 208 | let angle, dist |
| 209 | do { |
| 210 | angle = Math.random() * Math.PI * 2 |
| 211 | dist = Math.random() * pond.radius * 0.5 + pond.radius * 0.2 |
| 212 | state.emergeX = Math.cos(angle) * dist |
| 213 | state.emergeZ = Math.sin(angle) * dist |
| 214 | attempts++ |
| 215 | } while (!pond.isValidEmergenceSpot(state.emergeX, state.emergeZ) && attempts < 20) |
| 216 | |
| 217 | group.position.x = state.emergeX |
| 218 | group.position.z = state.emergeZ |
| 219 | group.rotation.y = angle + Math.PI / 2 // Face outward-ish |
| 220 | } |
| 221 | |
| 222 | function startShopApproach(pond, doug) { |
| 223 | state.mode = 'shop_approaching' |
| 224 | state.shopMode = true |
| 225 | state.timer = 0 |
| 226 | |
| 227 | // Emerge near Doug |
| 228 | const dougPos = doug.getPosition() |
| 229 | const approachAngle = Math.random() * Math.PI * 2 |
| 230 | const approachDist = 1.5 // Close to Doug |
| 231 | |
| 232 | state.emergeX = dougPos.x + Math.cos(approachAngle) * approachDist |
| 233 | state.emergeZ = dougPos.z + Math.sin(approachAngle) * approachDist |
| 234 | |
| 235 | // Clamp to pond bounds |
| 236 | const distFromCenter = Math.hypot(state.emergeX, state.emergeZ) |
| 237 | if (distFromCenter > pond.radius * 0.85) { |
| 238 | const scale = (pond.radius * 0.85) / distFromCenter |
| 239 | state.emergeX *= scale |
| 240 | state.emergeZ *= scale |
| 241 | } |
| 242 | |
| 243 | group.position.x = state.emergeX |
| 244 | group.position.z = state.emergeZ |
| 245 | group.visible = true |
| 246 | group.position.y = -2 |
| 247 | } |
| 248 | |
| 249 | // Helper to smoothly interpolate angles |
| 250 | function lerpAngle(from, to, t) { |
| 251 | let diff = to - from |
| 252 | while (diff > Math.PI) diff -= Math.PI * 2 |
| 253 | while (diff < -Math.PI) diff += Math.PI * 2 |
| 254 | return from + diff * t |
| 255 | } |
| 256 | |
| 257 | function update(delta, elapsed, pond, doug) { |
| 258 | state.timer += delta |
| 259 | |
| 260 | // Calculate angle to face Doug |
| 261 | // Model faces +X, so we offset by -PI/2 |
| 262 | let angleToDoug = 0 |
| 263 | if (doug) { |
| 264 | const dougPos = doug.getPosition() |
| 265 | const dx = dougPos.x - group.position.x |
| 266 | const dz = dougPos.z - group.position.z |
| 267 | angleToDoug = Math.atan2(dx, dz) - Math.PI / 2 |
| 268 | } |
| 269 | |
| 270 | switch (state.mode) { |
| 271 | case 'waiting': |
| 272 | if (state.timer >= 60) { |
| 273 | startRumble(pond) |
| 274 | } |
| 275 | break |
| 276 | |
| 277 | case 'rumbling': |
| 278 | // Create rumble ripples |
| 279 | if (state.timer < 2) { |
| 280 | if (Math.random() < delta * 8) { |
| 281 | const rx = state.emergeX + (Math.random() - 0.5) * 0.8 |
| 282 | const rz = state.emergeZ + (Math.random() - 0.5) * 0.8 |
| 283 | pond.addRipple(rx, rz) |
| 284 | } |
| 285 | } else { |
| 286 | state.mode = 'emerging' |
| 287 | state.timer = 0 |
| 288 | group.visible = true |
| 289 | group.position.y = -2 |
| 290 | // Start facing Doug |
| 291 | group.rotation.y = angleToDoug |
| 292 | } |
| 293 | break |
| 294 | |
| 295 | case 'emerging': |
| 296 | // Rise from the water |
| 297 | const emergeProgress = Math.min(state.timer / 1.5, 1) |
| 298 | const easeOut = 1 - Math.pow(1 - emergeProgress, 3) |
| 299 | group.position.y = -2 + easeOut * 2.25 // Rise higher out of water (10% less) |
| 300 | |
| 301 | // Slowly turn toward Doug - lugubrious, not laser tracking |
| 302 | group.rotation.y = lerpAngle(group.rotation.y, angleToDoug, delta * 0.5) |
| 303 | |
| 304 | // Tilt nose UP ~50 degrees - rotate around Z since model faces +X (8% less) |
| 305 | group.rotation.z = 0.87 * easeOut |
| 306 | |
| 307 | // Gentle side-to-side rocking |
| 308 | group.rotation.x = Math.sin(state.timer * 4) * 0.06 |
| 309 | |
| 310 | if (emergeProgress >= 1) { |
| 311 | state.mode = 'surfaced' |
| 312 | state.timer = 0 |
| 313 | state.surfaceTime = 4 + Math.random() * 3 // Stay 4-7 seconds |
| 314 | } |
| 315 | break |
| 316 | |
| 317 | case 'surfaced': |
| 318 | // Bob gently, positioned at adjusted height |
| 319 | group.position.y = 0.25 + Math.sin(elapsed * 2) * 0.06 |
| 320 | |
| 321 | // Slowly turn toward Doug |
| 322 | group.rotation.y = lerpAngle(group.rotation.y, angleToDoug, delta * 0.3) |
| 323 | |
| 324 | // Keep tilt ~50 degrees - nose up, tail in water |
| 325 | group.rotation.z = 0.87 + Math.sin(elapsed * 1.5) * 0.04 |
| 326 | |
| 327 | // Gentle side-to-side rocking |
| 328 | group.rotation.x = Math.sin(elapsed * 1.5) * 0.03 |
| 329 | |
| 330 | // Gentle flipper animation |
| 331 | leftFlipper.rotation.z = 2.2 + Math.sin(elapsed * 3) * 0.15 |
| 332 | rightFlipper.rotation.z = 2.2 + Math.sin(elapsed * 3 + 0.5) * 0.15 |
| 333 | |
| 334 | // Occasional ripples |
| 335 | if (Math.random() < delta * 0.5) { |
| 336 | pond.addRipple( |
| 337 | group.position.x + (Math.random() - 0.5) * 0.5, |
| 338 | group.position.z + (Math.random() - 0.5) * 0.5 |
| 339 | ) |
| 340 | } |
| 341 | |
| 342 | if (state.timer >= state.surfaceTime) { |
| 343 | state.mode = 'submerging' |
| 344 | state.timer = 0 |
| 345 | } |
| 346 | break |
| 347 | |
| 348 | case 'submerging': |
| 349 | // Sink back down |
| 350 | const submergeProgress = Math.min(state.timer / 1.2, 1) |
| 351 | const easeIn = Math.pow(submergeProgress, 2) |
| 352 | group.position.y = 0.25 - easeIn * 2.5 |
| 353 | |
| 354 | // Tilt nose down as diving back under |
| 355 | group.rotation.z = 0.87 - easeIn * 1.1 |
| 356 | |
| 357 | // Add bubbles/ripples as submerging |
| 358 | if (Math.random() < delta * 4) { |
| 359 | pond.addRipple( |
| 360 | group.position.x + (Math.random() - 0.5) * 0.6, |
| 361 | group.position.z + (Math.random() - 0.5) * 0.6 |
| 362 | ) |
| 363 | } |
| 364 | |
| 365 | if (submergeProgress >= 1) { |
| 366 | state.mode = 'waiting' |
| 367 | state.timer = 0 |
| 368 | group.visible = false |
| 369 | group.position.y = -3 |
| 370 | group.rotation.x = 0 |
| 371 | group.rotation.z = 0 |
| 372 | } |
| 373 | break |
| 374 | |
| 375 | case 'shop_approaching': |
| 376 | // Rise from water for shop |
| 377 | const shopEmergeProgress = Math.min(state.timer / 1.2, 1) |
| 378 | const shopEaseOut = 1 - Math.pow(1 - shopEmergeProgress, 3) |
| 379 | group.position.y = -2 + shopEaseOut * 2.25 |
| 380 | |
| 381 | // Face Doug |
| 382 | group.rotation.y = lerpAngle(group.rotation.y, angleToDoug, delta * 0.8) |
| 383 | group.rotation.z = 0.87 * shopEaseOut |
| 384 | |
| 385 | if (shopEmergeProgress >= 1) { |
| 386 | state.mode = 'shop_ready' |
| 387 | state.timer = 0 |
| 388 | // Trigger shop UI callback |
| 389 | if (state.onShopReady) { |
| 390 | state.onShopReady('donny') |
| 391 | } |
| 392 | } |
| 393 | break |
| 394 | |
| 395 | case 'shop_ready': |
| 396 | // Bob gently while shop is open |
| 397 | group.position.y = 0.25 + Math.sin(elapsed * 2) * 0.06 |
| 398 | group.rotation.y = lerpAngle(group.rotation.y, angleToDoug, delta * 0.3) |
| 399 | group.rotation.z = 0.87 + Math.sin(elapsed * 1.5) * 0.04 |
| 400 | |
| 401 | // Follow Doug while talking - swim toward him |
| 402 | if (doug) { |
| 403 | const dougPos = doug.getPosition() |
| 404 | const dx = dougPos.x - group.position.x |
| 405 | const dz = dougPos.z - group.position.z |
| 406 | const distToDoug = Math.hypot(dx, dz) |
| 407 | const minDist = 1.0 // Keep some distance from Doug |
| 408 | |
| 409 | if (distToDoug > minDist) { |
| 410 | // Swim toward Doug - faster when farther away |
| 411 | const approachSpeed = Math.min(distToDoug * 0.5, 1.5) * delta |
| 412 | group.position.x += (dx / distToDoug) * approachSpeed |
| 413 | group.position.z += (dz / distToDoug) * approachSpeed |
| 414 | |
| 415 | // Clamp to pond bounds |
| 416 | const distFromCenter = Math.hypot(group.position.x, group.position.z) |
| 417 | if (distFromCenter > pond.radius * 0.85) { |
| 418 | const scale = (pond.radius * 0.85) / distFromCenter |
| 419 | group.position.x *= scale |
| 420 | group.position.z *= scale |
| 421 | } |
| 422 | } |
| 423 | } |
| 424 | |
| 425 | // Flipper animation |
| 426 | leftFlipper.rotation.z = 2.2 + Math.sin(elapsed * 3) * 0.15 |
| 427 | rightFlipper.rotation.z = 2.2 + Math.sin(elapsed * 3 + 0.5) * 0.15 |
| 428 | |
| 429 | // Occasional ripples |
| 430 | if (Math.random() < delta * 0.5) { |
| 431 | pond.addRipple( |
| 432 | group.position.x + (Math.random() - 0.5) * 0.5, |
| 433 | group.position.z + (Math.random() - 0.5) * 0.5 |
| 434 | ) |
| 435 | } |
| 436 | // Stay in this state until dismissShop() is called |
| 437 | break |
| 438 | |
| 439 | case 'shop_departing': |
| 440 | // Sink back down after shop closes |
| 441 | const shopSubmergeProgress = Math.min(state.timer / 1.2, 1) |
| 442 | const shopEaseIn = Math.pow(shopSubmergeProgress, 2) |
| 443 | group.position.y = 0.25 - shopEaseIn * 2.5 |
| 444 | group.rotation.z = 0.87 - shopEaseIn * 1.1 |
| 445 | |
| 446 | if (Math.random() < delta * 4) { |
| 447 | pond.addRipple( |
| 448 | group.position.x + (Math.random() - 0.5) * 0.6, |
| 449 | group.position.z + (Math.random() - 0.5) * 0.6 |
| 450 | ) |
| 451 | } |
| 452 | |
| 453 | if (shopSubmergeProgress >= 1) { |
| 454 | state.mode = 'waiting' |
| 455 | state.timer = 0 |
| 456 | state.shopMode = false |
| 457 | state.shopCooldown = SHOP_COOLDOWN |
| 458 | group.visible = false |
| 459 | group.position.y = -3 |
| 460 | group.rotation.x = 0 |
| 461 | group.rotation.z = 0 |
| 462 | } |
| 463 | break |
| 464 | } |
| 465 | |
| 466 | // Decrement shop cooldown |
| 467 | if (state.shopCooldown > 0) { |
| 468 | state.shopCooldown -= delta |
| 469 | } |
| 470 | } |
| 471 | |
| 472 | // Try to trigger shop approach (called from main loop) |
| 473 | function tryTriggerShop(koiCount, pond, doug) { |
| 474 | if (state.shopCooldown > 0) return false |
| 475 | if (koiCount < SHOP_KOI_THRESHOLD) return false |
| 476 | |
| 477 | // If waiting, do full approach sequence |
| 478 | if (state.mode === 'waiting') { |
| 479 | startShopApproach(pond, doug) |
| 480 | return true |
| 481 | } |
| 482 | |
| 483 | // If already surfaced, transition directly to shop mode |
| 484 | if (state.mode === 'surfaced') { |
| 485 | state.mode = 'shop_ready' |
| 486 | state.shopMode = true |
| 487 | state.timer = 0 |
| 488 | if (state.onShopReady) { |
| 489 | state.onShopReady('donny') |
| 490 | } |
| 491 | return true |
| 492 | } |
| 493 | |
| 494 | return false |
| 495 | } |
| 496 | |
| 497 | // Dismiss shop and start departing |
| 498 | function dismissShop() { |
| 499 | if (state.mode === 'shop_ready') { |
| 500 | state.mode = 'shop_departing' |
| 501 | state.timer = 0 |
| 502 | } |
| 503 | } |
| 504 | |
| 505 | // Set callback for when shop is ready |
| 506 | function setShopReadyCallback(callback) { |
| 507 | state.onShopReady = callback |
| 508 | } |
| 509 | |
| 510 | // Check if in shop mode |
| 511 | function isInShopMode() { |
| 512 | return state.shopMode |
| 513 | } |
| 514 | |
| 515 | // Apply an outfit to Donny |
| 516 | function applyOutfit(outfit) { |
| 517 | if (!outfit) return |
| 518 | |
| 519 | switch (outfit.type) { |
| 520 | case 'color_body': |
| 521 | if (outfit.colors) { |
| 522 | if (outfit.colors.body) bodyMaterial.color.setHex(outfit.colors.body) |
| 523 | if (outfit.colors.belly) bellyMaterial.color.setHex(outfit.colors.belly) |
| 524 | } |
| 525 | break |
| 526 | |
| 527 | case 'accessory_face': |
| 528 | // Monocle color swap |
| 529 | if (outfit.colors) { |
| 530 | if (outfit.colors.rim) monocleMaterial.color.setHex(outfit.colors.rim) |
| 531 | if (outfit.colors.glass) glassMaterial.color.setHex(outfit.colors.glass) |
| 532 | } |
| 533 | break |
| 534 | |
| 535 | case 'accessory_head': |
| 536 | // Remove existing head accessory |
| 537 | if (accessories.head) { |
| 538 | group.remove(accessories.head) |
| 539 | accessories.head = null |
| 540 | } |
| 541 | // Add new accessory |
| 542 | if (outfit.meshFactory) { |
| 543 | accessories.head = outfit.meshFactory(storedGradientMap) |
| 544 | accessories.head.position.copy(mountPoints.head) |
| 545 | group.add(accessories.head) |
| 546 | } |
| 547 | break |
| 548 | |
| 549 | case 'clothing_body': |
| 550 | // Remove existing clothing |
| 551 | if (accessories.clothing) { |
| 552 | group.remove(accessories.clothing) |
| 553 | accessories.clothing = null |
| 554 | } |
| 555 | // Add new clothing |
| 556 | if (outfit.meshFactory) { |
| 557 | accessories.clothing = outfit.meshFactory(storedGradientMap) |
| 558 | // Clothing is positioned relative to body origin |
| 559 | group.add(accessories.clothing) |
| 560 | } |
| 561 | break |
| 562 | } |
| 563 | } |
| 564 | |
| 565 | // Remove an outfit from Donny |
| 566 | function removeOutfit(outfit) { |
| 567 | if (!outfit) return |
| 568 | |
| 569 | switch (outfit.type) { |
| 570 | case 'color_body': |
| 571 | bodyMaterial.color.setHex(defaultColors.body) |
| 572 | bellyMaterial.color.setHex(defaultColors.belly) |
| 573 | break |
| 574 | |
| 575 | case 'accessory_face': |
| 576 | monocleMaterial.color.setHex(defaultColors.monocleRim) |
| 577 | glassMaterial.color.setHex(defaultColors.monocleGlass) |
| 578 | break |
| 579 | |
| 580 | case 'accessory_head': |
| 581 | if (accessories.head) { |
| 582 | group.remove(accessories.head) |
| 583 | accessories.head = null |
| 584 | } |
| 585 | break |
| 586 | |
| 587 | case 'clothing_body': |
| 588 | if (accessories.clothing) { |
| 589 | group.remove(accessories.clothing) |
| 590 | accessories.clothing = null |
| 591 | } |
| 592 | break |
| 593 | } |
| 594 | } |
| 595 | |
| 596 | // Check if Donny can be tapped to open shop |
| 597 | function isTappable() { |
| 598 | // Tappable when visible and surfaced (not emerging/submerging) |
| 599 | return group.visible && (state.mode === 'surfaced' || state.mode === 'shop_ready') |
| 600 | } |
| 601 | |
| 602 | // Manually trigger shop (for tap-to-shop feature) |
| 603 | function triggerShopFromTap(pond, doug) { |
| 604 | if (state.mode === 'surfaced') { |
| 605 | // Already surfaced - transition to shop mode |
| 606 | state.mode = 'shop_ready' |
| 607 | state.shopMode = true |
| 608 | state.timer = 0 |
| 609 | if (state.onShopReady) { |
| 610 | state.onShopReady('donny') |
| 611 | } |
| 612 | return true |
| 613 | } |
| 614 | return false |
| 615 | } |
| 616 | |
| 617 | return { |
| 618 | group, |
| 619 | update, |
| 620 | tryTriggerShop, |
| 621 | dismissShop, |
| 622 | setShopReadyCallback, |
| 623 | isInShopMode, |
| 624 | isTappable, |
| 625 | triggerShopFromTap, |
| 626 | applyOutfit, |
| 627 | removeOutfit |
| 628 | } |
| 629 | } |