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| 1 | +// Koi fish - rapid flickering swimmers that react to bread |
| 2 | +import * as THREE from 'three' |
| 3 | + |
| 4 | +export function createKoiSchool(scene, gradientMap, pondRadius) { |
| 5 | + const group = new THREE.Group() |
| 6 | + const kois = [] |
| 7 | + const koiCount = 5 |
| 8 | + |
| 9 | + // Koi color variations |
| 10 | + const koiColors = [ |
| 11 | + { body: 0xff6b35, spots: 0xffffff }, // Orange with white |
| 12 | + { body: 0xffffff, spots: 0xff4444 }, // White with red |
| 13 | + { body: 0xffaa00, spots: 0x000000 }, // Gold with black |
| 14 | + { body: 0xff3333, spots: 0xffffff }, // Red with white |
| 15 | + { body: 0xffd700, spots: 0xff6600 }, // Golden |
| 16 | + ] |
| 17 | + |
| 18 | + for (let i = 0; i < koiCount; i++) { |
| 19 | + const koi = createKoi(gradientMap, koiColors[i % koiColors.length]) |
| 20 | + |
| 21 | + // Random starting position |
| 22 | + const angle = Math.random() * Math.PI * 2 |
| 23 | + const dist = Math.random() * pondRadius * 0.7 + pondRadius * 0.1 |
| 24 | + koi.group.position.set( |
| 25 | + Math.cos(angle) * dist, |
| 26 | + -0.08, // Just below water surface |
| 27 | + Math.sin(angle) * dist |
| 28 | + ) |
| 29 | + koi.group.rotation.y = Math.random() * Math.PI * 2 |
| 30 | + |
| 31 | + koi.state = { |
| 32 | + targetX: koi.group.position.x, |
| 33 | + targetZ: koi.group.position.z, |
| 34 | + baseSpeed: 0.8 + Math.random() * 1.2, |
| 35 | + speed: 0.8 + Math.random() * 1.2, |
| 36 | + turnSpeed: 2 + Math.random() * 3, |
| 37 | + flickerPhase: Math.random() * Math.PI * 2, |
| 38 | + panicTimer: 0, |
| 39 | + panicMode: false, |
| 40 | + wanderTimer: Math.random() * 3, |
| 41 | + // Independent personality |
| 42 | + restlessness: 0.3 + Math.random() * 0.7, // How often they change direction |
| 43 | + curiosity: Math.random(), // Likelihood to investigate bread vs flee |
| 44 | + sociability: Math.random() * 0.5, // How much they follow others |
| 45 | + idleTimer: 0, |
| 46 | + isIdle: false, |
| 47 | + idleDuration: 0 |
| 48 | + } |
| 49 | + |
| 50 | + group.add(koi.group) |
| 51 | + kois.push(koi) |
| 52 | + } |
| 53 | + |
| 54 | + scene.add(group) |
| 55 | + |
| 56 | + function createKoi(gradientMap, colors) { |
| 57 | + const koiGroup = new THREE.Group() |
| 58 | + |
| 59 | + const bodyMaterial = new THREE.MeshToonMaterial({ |
| 60 | + color: colors.body, |
| 61 | + gradientMap: gradientMap |
| 62 | + }) |
| 63 | + |
| 64 | + const spotMaterial = new THREE.MeshToonMaterial({ |
| 65 | + color: colors.spots, |
| 66 | + gradientMap: gradientMap |
| 67 | + }) |
| 68 | + |
| 69 | + // Body - elongated oval |
| 70 | + const bodyGeom = new THREE.SphereGeometry(0.12, 6, 4) |
| 71 | + bodyGeom.scale(2, 0.6, 0.8) |
| 72 | + const body = new THREE.Mesh(bodyGeom, bodyMaterial) |
| 73 | + koiGroup.add(body) |
| 74 | + |
| 75 | + // Head |
| 76 | + const headGeom = new THREE.SphereGeometry(0.08, 5, 4) |
| 77 | + headGeom.scale(1.2, 0.8, 1) |
| 78 | + const head = new THREE.Mesh(headGeom, bodyMaterial) |
| 79 | + head.position.set(0.2, 0, 0) |
| 80 | + koiGroup.add(head) |
| 81 | + |
| 82 | + // Tail fin |
| 83 | + const tailGeom = new THREE.ConeGeometry(0.08, 0.18, 4) |
| 84 | + const tail = new THREE.Mesh(tailGeom, bodyMaterial) |
| 85 | + tail.position.set(-0.28, 0, 0) |
| 86 | + tail.rotation.z = Math.PI / 2 |
| 87 | + koiGroup.add(tail) |
| 88 | + |
| 89 | + // Spots (2-3 random spots) |
| 90 | + const spotCount = 2 + Math.floor(Math.random() * 2) |
| 91 | + for (let i = 0; i < spotCount; i++) { |
| 92 | + const spotGeom = new THREE.SphereGeometry(0.04 + Math.random() * 0.03, 4, 3) |
| 93 | + const spot = new THREE.Mesh(spotGeom, spotMaterial) |
| 94 | + spot.position.set( |
| 95 | + (Math.random() - 0.5) * 0.2, |
| 96 | + 0.04, |
| 97 | + (Math.random() - 0.5) * 0.08 |
| 98 | + ) |
| 99 | + spot.scale.y = 0.5 |
| 100 | + koiGroup.add(spot) |
| 101 | + } |
| 102 | + |
| 103 | + // Dorsal fin |
| 104 | + const dorsalGeom = new THREE.ConeGeometry(0.03, 0.08, 3) |
| 105 | + const dorsal = new THREE.Mesh(dorsalGeom, bodyMaterial) |
| 106 | + dorsal.position.set(-0.05, 0.06, 0) |
| 107 | + dorsal.rotation.z = -0.3 |
| 108 | + koiGroup.add(dorsal) |
| 109 | + |
| 110 | + // Scale down the whole koi |
| 111 | + koiGroup.scale.setScalar(0.8) |
| 112 | + |
| 113 | + return { group: koiGroup, body, tail } |
| 114 | + } |
| 115 | + |
| 116 | + function pickNewTarget(koi, pondRadius, avoidX, avoidZ) { |
| 117 | + let attempts = 0 |
| 118 | + let x, z |
| 119 | + |
| 120 | + do { |
| 121 | + const angle = Math.random() * Math.PI * 2 |
| 122 | + const dist = Math.random() * pondRadius * 0.7 + pondRadius * 0.1 |
| 123 | + x = Math.cos(angle) * dist |
| 124 | + z = Math.sin(angle) * dist |
| 125 | + attempts++ |
| 126 | + } while ( |
| 127 | + avoidX !== undefined && |
| 128 | + Math.hypot(x - avoidX, z - avoidZ) < 1.5 && |
| 129 | + attempts < 10 |
| 130 | + ) |
| 131 | + |
| 132 | + koi.state.targetX = x |
| 133 | + koi.state.targetZ = z |
| 134 | + } |
| 135 | + |
| 136 | + function triggerPanic(x, z) { |
| 137 | + for (const koi of kois) { |
| 138 | + const dist = Math.hypot( |
| 139 | + koi.group.position.x - x, |
| 140 | + koi.group.position.z - z |
| 141 | + ) |
| 142 | + |
| 143 | + if (dist < 2) { |
| 144 | + koi.state.panicMode = true |
| 145 | + koi.state.panicTimer = 1.5 + Math.random() * 1 |
| 146 | + koi.state.speed = 4 + Math.random() * 2 |
| 147 | + |
| 148 | + // Flee away from the bread |
| 149 | + const fleeAngle = Math.atan2( |
| 150 | + koi.group.position.z - z, |
| 151 | + koi.group.position.x - x |
| 152 | + ) |
| 153 | + const fleeDist = pondRadius * 0.6 + Math.random() * pondRadius * 0.2 |
| 154 | + koi.state.targetX = Math.cos(fleeAngle) * fleeDist |
| 155 | + koi.state.targetZ = Math.sin(fleeAngle) * fleeDist |
| 156 | + |
| 157 | + // Clamp to pond |
| 158 | + const targetDist = Math.hypot(koi.state.targetX, koi.state.targetZ) |
| 159 | + if (targetDist > pondRadius * 0.85) { |
| 160 | + koi.state.targetX *= (pondRadius * 0.85) / targetDist |
| 161 | + koi.state.targetZ *= (pondRadius * 0.85) / targetDist |
| 162 | + } |
| 163 | + } |
| 164 | + } |
| 165 | + } |
| 166 | + |
| 167 | + function update(delta, elapsed) { |
| 168 | + for (const koi of kois) { |
| 169 | + const s = koi.state |
| 170 | + |
| 171 | + // Update panic timer |
| 172 | + if (s.panicMode) { |
| 173 | + s.panicTimer -= delta |
| 174 | + if (s.panicTimer <= 0) { |
| 175 | + s.panicMode = false |
| 176 | + s.speed = s.baseSpeed |
| 177 | + } |
| 178 | + } |
| 179 | + |
| 180 | + // Idle behavior - sometimes koi just stop and chill |
| 181 | + if (s.isIdle) { |
| 182 | + s.idleTimer -= delta |
| 183 | + if (s.idleTimer <= 0) { |
| 184 | + s.isIdle = false |
| 185 | + pickNewTarget(koi, pondRadius) |
| 186 | + } |
| 187 | + // Gentle drifting while idle |
| 188 | + koi.tail.rotation.y = Math.sin(elapsed * 4 + s.flickerPhase) * 0.2 |
| 189 | + koi.group.position.y = -0.1 + Math.sin(elapsed * 3 + s.flickerPhase) * 0.01 |
| 190 | + continue |
| 191 | + } |
| 192 | + |
| 193 | + // Wander behavior - each koi has its own rhythm |
| 194 | + s.wanderTimer -= delta |
| 195 | + if (s.wanderTimer <= 0 && !s.panicMode) { |
| 196 | + // Random chance to go idle |
| 197 | + if (Math.random() < 0.15) { |
| 198 | + s.isIdle = true |
| 199 | + s.idleTimer = 1 + Math.random() * 3 |
| 200 | + s.wanderTimer = 0.5 |
| 201 | + continue |
| 202 | + } |
| 203 | + |
| 204 | + // Sometimes follow another koi (if sociable) |
| 205 | + if (Math.random() < s.sociability && kois.length > 1) { |
| 206 | + const otherKoi = kois[Math.floor(Math.random() * kois.length)] |
| 207 | + if (otherKoi !== koi) { |
| 208 | + // Head toward where they're going, with some offset |
| 209 | + s.targetX = otherKoi.state.targetX + (Math.random() - 0.5) * 1.5 |
| 210 | + s.targetZ = otherKoi.state.targetZ + (Math.random() - 0.5) * 1.5 |
| 211 | + } |
| 212 | + } else { |
| 213 | + pickNewTarget(koi, pondRadius) |
| 214 | + } |
| 215 | + |
| 216 | + // Restless koi change direction more often |
| 217 | + s.wanderTimer = (1 + Math.random() * 3) / s.restlessness |
| 218 | + } |
| 219 | + |
| 220 | + // Move toward target |
| 221 | + const dx = s.targetX - koi.group.position.x |
| 222 | + const dz = s.targetZ - koi.group.position.z |
| 223 | + const dist = Math.hypot(dx, dz) |
| 224 | + |
| 225 | + if (dist > 0.15) { |
| 226 | + // Calculate target rotation |
| 227 | + const targetRot = Math.atan2(dx, dz) |
| 228 | + |
| 229 | + // Smooth rotation - varies by individual |
| 230 | + let rotDiff = targetRot - koi.group.rotation.y |
| 231 | + while (rotDiff > Math.PI) rotDiff -= Math.PI * 2 |
| 232 | + while (rotDiff < -Math.PI) rotDiff += Math.PI * 2 |
| 233 | + koi.group.rotation.y += rotDiff * s.turnSpeed * delta |
| 234 | + |
| 235 | + // Move forward - speed varies |
| 236 | + const moveSpeed = s.panicMode ? s.speed * 2.5 : s.speed * (0.4 + s.restlessness * 0.4) |
| 237 | + const moveX = Math.sin(koi.group.rotation.y) * moveSpeed * delta |
| 238 | + const moveZ = Math.cos(koi.group.rotation.y) * moveSpeed * delta |
| 239 | + koi.group.position.x += moveX |
| 240 | + koi.group.position.z += moveZ |
| 241 | + |
| 242 | + // Tail wiggle - faster when moving fast |
| 243 | + const wiggleSpeed = s.panicMode ? 25 : 8 + s.restlessness * 8 |
| 244 | + koi.tail.rotation.y = Math.sin(elapsed * wiggleSpeed + s.flickerPhase) * 0.5 |
| 245 | + } else { |
| 246 | + // Reached target - maybe idle, maybe pick new target |
| 247 | + if (Math.random() < 0.3) { |
| 248 | + s.isIdle = true |
| 249 | + s.idleTimer = 0.5 + Math.random() * 2 |
| 250 | + } else { |
| 251 | + pickNewTarget(koi, pondRadius) |
| 252 | + } |
| 253 | + } |
| 254 | + |
| 255 | + // Flicker/shimmer effect - slight Y oscillation |
| 256 | + koi.group.position.y = -0.08 + Math.sin(elapsed * 8 + s.flickerPhase) * 0.015 |
| 257 | + |
| 258 | + // Erratic depth changes when panicked |
| 259 | + if (s.panicMode) { |
| 260 | + koi.group.position.y += Math.sin(elapsed * 20 + s.flickerPhase) * 0.03 |
| 261 | + // Random direction jitters |
| 262 | + if (Math.random() < delta * 5) { |
| 263 | + koi.group.rotation.y += (Math.random() - 0.5) * 0.8 |
| 264 | + pickNewTarget(koi, pondRadius) |
| 265 | + } |
| 266 | + } |
| 267 | + |
| 268 | + // Keep in pond bounds |
| 269 | + const currentDist = Math.hypot(koi.group.position.x, koi.group.position.z) |
| 270 | + if (currentDist > pondRadius * 0.9) { |
| 271 | + const scale = (pondRadius * 0.85) / currentDist |
| 272 | + koi.group.position.x *= scale |
| 273 | + koi.group.position.z *= scale |
| 274 | + // Turn back toward center |
| 275 | + pickNewTarget(koi, pondRadius * 0.5) |
| 276 | + } |
| 277 | + } |
| 278 | + } |
| 279 | + |
| 280 | + return { |
| 281 | + group, |
| 282 | + update, |
| 283 | + triggerPanic, |
| 284 | + getKois: () => kois.map(k => k.group) |
| 285 | + } |
| 286 | +} |