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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 | +} |