Spaces:
Running
Running
Update index.html
Browse files- index.html +542 -19
index.html
CHANGED
@@ -1,19 +1,542 @@
|
|
1 |
-
<!
|
2 |
-
<html>
|
3 |
-
|
4 |
-
|
5 |
-
|
6 |
-
|
7 |
-
|
8 |
-
|
9 |
-
|
10 |
-
|
11 |
-
|
12 |
-
|
13 |
-
|
14 |
-
|
15 |
-
|
16 |
-
|
17 |
-
|
18 |
-
|
19 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
<!DOCTYPE html>
|
2 |
+
<html lang="en">
|
3 |
+
<head>
|
4 |
+
<meta charset="UTF-8">
|
5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
6 |
+
<title>Lake Minnetonka - Mound Docks at Dusk</title>
|
7 |
+
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
|
8 |
+
<style>
|
9 |
+
body {
|
10 |
+
margin: 0;
|
11 |
+
padding: 0;
|
12 |
+
background: #1a1a2e;
|
13 |
+
overflow: hidden;
|
14 |
+
font-family: 'Georgia', serif;
|
15 |
+
}
|
16 |
+
|
17 |
+
canvas {
|
18 |
+
display: block;
|
19 |
+
}
|
20 |
+
|
21 |
+
.controls {
|
22 |
+
position: absolute;
|
23 |
+
top: 20px;
|
24 |
+
left: 20px;
|
25 |
+
color: #d4af37;
|
26 |
+
background: rgba(0, 0, 0, 0.7);
|
27 |
+
padding: 15px;
|
28 |
+
border-radius: 10px;
|
29 |
+
border: 1px solid #8B4513;
|
30 |
+
z-index: 100;
|
31 |
+
}
|
32 |
+
|
33 |
+
.controls h3 {
|
34 |
+
margin: 0 0 10px 0;
|
35 |
+
color: #daa520;
|
36 |
+
text-shadow: 2px 2px 4px rgba(0,0,0,0.8);
|
37 |
+
}
|
38 |
+
|
39 |
+
.controls p {
|
40 |
+
margin: 5px 0;
|
41 |
+
font-size: 14px;
|
42 |
+
text-shadow: 1px 1px 2px rgba(0,0,0,0.8);
|
43 |
+
}
|
44 |
+
|
45 |
+
.title {
|
46 |
+
position: absolute;
|
47 |
+
bottom: 30px;
|
48 |
+
left: 50%;
|
49 |
+
transform: translateX(-50%);
|
50 |
+
color: #d4af37;
|
51 |
+
text-align: center;
|
52 |
+
z-index: 100;
|
53 |
+
background: rgba(0, 0, 0, 0.8);
|
54 |
+
padding: 15px 25px;
|
55 |
+
border-radius: 15px;
|
56 |
+
border: 2px solid #8B4513;
|
57 |
+
}
|
58 |
+
|
59 |
+
.title h1 {
|
60 |
+
margin: 0;
|
61 |
+
font-size: 24px;
|
62 |
+
text-shadow: 2px 2px 4px rgba(0,0,0,0.8);
|
63 |
+
color: #daa520;
|
64 |
+
}
|
65 |
+
|
66 |
+
.title p {
|
67 |
+
margin: 5px 0 0 0;
|
68 |
+
font-style: italic;
|
69 |
+
font-size: 16px;
|
70 |
+
text-shadow: 1px 1px 2px rgba(0,0,0,0.8);
|
71 |
+
}
|
72 |
+
</style>
|
73 |
+
</head>
|
74 |
+
<body>
|
75 |
+
<div class="controls">
|
76 |
+
<h3>Lake Minnetonka Experience</h3>
|
77 |
+
<p>🎮 Mouse: Look around</p>
|
78 |
+
<p>⬅️➡️ Arrow keys: Move left/right</p>
|
79 |
+
<p>⬆️⬇️ Arrow keys: Move forward/back</p>
|
80 |
+
<p>🔧 WASD: Alternative movement</p>
|
81 |
+
<p>✨ Watch the fireflies rise at dusk</p>
|
82 |
+
</div>
|
83 |
+
|
84 |
+
<div class="title">
|
85 |
+
<h1>Mound Docks at Dusk</h1>
|
86 |
+
<p>"These Mound docks at dusk are almost more than I can bear..."</p>
|
87 |
+
</div>
|
88 |
+
|
89 |
+
<script>
|
90 |
+
// Scene setup
|
91 |
+
const scene = new THREE.Scene();
|
92 |
+
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 2000);
|
93 |
+
const renderer = new THREE.WebGLRenderer({ antialias: true });
|
94 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
95 |
+
renderer.shadowMap.enabled = true;
|
96 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
97 |
+
renderer.fog = true;
|
98 |
+
document.body.appendChild(renderer.domElement);
|
99 |
+
|
100 |
+
// Atmospheric fog
|
101 |
+
scene.fog = new THREE.Fog(0x2d1810, 50, 800);
|
102 |
+
|
103 |
+
// Camera controls
|
104 |
+
let mouseX = 0, mouseY = 0;
|
105 |
+
let cameraRotationX = 0, cameraRotationY = 0;
|
106 |
+
const keys = {};
|
107 |
+
|
108 |
+
// Position camera on the dock
|
109 |
+
camera.position.set(0, 3, 15);
|
110 |
+
camera.lookAt(0, 0, 0);
|
111 |
+
|
112 |
+
// Create bruising dusk sky
|
113 |
+
const skyGeometry = new THREE.SphereGeometry(1000, 32, 32);
|
114 |
+
const skyMaterial = new THREE.ShaderMaterial({
|
115 |
+
uniforms: {
|
116 |
+
time: { value: 0 }
|
117 |
+
},
|
118 |
+
vertexShader: `
|
119 |
+
varying vec3 vWorldPosition;
|
120 |
+
void main() {
|
121 |
+
vec4 worldPosition = modelMatrix * vec4(position, 1.0);
|
122 |
+
vWorldPosition = worldPosition.xyz;
|
123 |
+
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
124 |
+
}
|
125 |
+
`,
|
126 |
+
fragmentShader: `
|
127 |
+
uniform float time;
|
128 |
+
varying vec3 vWorldPosition;
|
129 |
+
void main() {
|
130 |
+
vec3 direction = normalize(vWorldPosition);
|
131 |
+
float elevation = direction.y;
|
132 |
+
|
133 |
+
// Bruising sky colors
|
134 |
+
vec3 darkPurple = vec3(0.1, 0.05, 0.2);
|
135 |
+
vec3 deepBlue = vec3(0.05, 0.1, 0.3);
|
136 |
+
vec3 rustGold = vec3(0.8, 0.4, 0.1);
|
137 |
+
vec3 bloodRed = vec3(0.6, 0.1, 0.1);
|
138 |
+
|
139 |
+
// Sun bleeding effect on horizon
|
140 |
+
float horizonGlow = exp(-abs(elevation) * 2.0);
|
141 |
+
float sunBleed = sin(direction.x * 2.0 + time * 0.5) * 0.3 + 0.7;
|
142 |
+
|
143 |
+
vec3 color = mix(darkPurple, deepBlue, elevation + 0.5);
|
144 |
+
color = mix(color, rustGold, horizonGlow * sunBleed * 0.8);
|
145 |
+
color = mix(color, bloodRed, horizonGlow * 0.3);
|
146 |
+
|
147 |
+
gl_FragColor = vec4(color, 1.0);
|
148 |
+
}
|
149 |
+
`,
|
150 |
+
side: THREE.BackSide
|
151 |
+
});
|
152 |
+
const sky = new THREE.Mesh(skyGeometry, skyMaterial);
|
153 |
+
scene.add(sky);
|
154 |
+
|
155 |
+
// Create water surface with bleeding sun reflection
|
156 |
+
const waterGeometry = new THREE.PlaneGeometry(1000, 1000, 128, 128);
|
157 |
+
const waterMaterial = new THREE.ShaderMaterial({
|
158 |
+
uniforms: {
|
159 |
+
time: { value: 0 },
|
160 |
+
sunPosition: { value: new THREE.Vector3(100, 10, -200) }
|
161 |
+
},
|
162 |
+
vertexShader: `
|
163 |
+
uniform float time;
|
164 |
+
varying vec2 vUv;
|
165 |
+
varying vec3 vPosition;
|
166 |
+
|
167 |
+
void main() {
|
168 |
+
vUv = uv;
|
169 |
+
|
170 |
+
// Wave animation
|
171 |
+
vec3 pos = position;
|
172 |
+
float wave1 = sin(pos.x * 0.02 + time) * 0.3;
|
173 |
+
float wave2 = sin(pos.y * 0.015 + time * 1.3) * 0.2;
|
174 |
+
float wave3 = sin((pos.x + pos.y) * 0.01 + time * 0.8) * 0.4;
|
175 |
+
pos.z = wave1 + wave2 + wave3;
|
176 |
+
|
177 |
+
vPosition = pos;
|
178 |
+
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
|
179 |
+
}
|
180 |
+
`,
|
181 |
+
fragmentShader: `
|
182 |
+
uniform float time;
|
183 |
+
uniform vec3 sunPosition;
|
184 |
+
varying vec2 vUv;
|
185 |
+
varying vec3 vPosition;
|
186 |
+
|
187 |
+
void main() {
|
188 |
+
// Base water color
|
189 |
+
vec3 deepWater = vec3(0.1, 0.2, 0.3);
|
190 |
+
vec3 shallowWater = vec3(0.2, 0.3, 0.4);
|
191 |
+
|
192 |
+
// Sun bleeding reflection - rust and gold
|
193 |
+
vec3 rustColor = vec3(0.8, 0.3, 0.1);
|
194 |
+
vec3 goldColor = vec3(1.0, 0.8, 0.2);
|
195 |
+
|
196 |
+
// Calculate distance from sun reflection point
|
197 |
+
vec2 sunReflection = vec2(0.0, -0.3); // Approximate sun position on water
|
198 |
+
float distToSun = length(vUv - sunReflection);
|
199 |
+
|
200 |
+
// Bleeding sun effect
|
201 |
+
float sunIntensity = exp(-distToSun * 3.0) * (sin(time) * 0.2 + 0.8);
|
202 |
+
vec3 sunBleed = mix(rustColor, goldColor, sin(time * 2.0) * 0.5 + 0.5);
|
203 |
+
|
204 |
+
// Wave reflections
|
205 |
+
float wave = sin(vPosition.x * 0.1 + time) * sin(vPosition.y * 0.08 + time * 1.2);
|
206 |
+
vec3 waterColor = mix(deepWater, shallowWater, wave * 0.5 + 0.5);
|
207 |
+
|
208 |
+
// Final color with bleeding sun
|
209 |
+
vec3 finalColor = mix(waterColor, sunBleed, sunIntensity);
|
210 |
+
|
211 |
+
gl_FragColor = vec4(finalColor, 0.9);
|
212 |
+
}
|
213 |
+
`,
|
214 |
+
transparent: true
|
215 |
+
});
|
216 |
+
waterGeometry.rotateX(-Math.PI / 2);
|
217 |
+
const water = new THREE.Mesh(waterGeometry, waterMaterial);
|
218 |
+
water.position.y = 0;
|
219 |
+
scene.add(water);
|
220 |
+
|
221 |
+
// Create wooden pier with weathered texture
|
222 |
+
function createPier() {
|
223 |
+
const pierGroup = new THREE.Group();
|
224 |
+
|
225 |
+
// Main pier planks
|
226 |
+
for (let i = 0; i < 20; i++) {
|
227 |
+
const plankGeometry = new THREE.BoxGeometry(2, 0.1, 0.8);
|
228 |
+
const plankMaterial = new THREE.MeshLambertMaterial({
|
229 |
+
color: new THREE.Color(0.4 + Math.random() * 0.2, 0.25, 0.15)
|
230 |
+
});
|
231 |
+
const plank = new THREE.Mesh(plankGeometry, plankMaterial);
|
232 |
+
plank.position.set(0, 0.5, -i * 0.9);
|
233 |
+
plank.castShadow = true;
|
234 |
+
pierGroup.add(plank);
|
235 |
+
}
|
236 |
+
|
237 |
+
// Pier supports
|
238 |
+
for (let i = 0; i < 5; i++) {
|
239 |
+
const supportGeometry = new THREE.CylinderGeometry(0.1, 0.1, 3);
|
240 |
+
const supportMaterial = new THREE.MeshLambertMaterial({ color: 0x3d2817 });
|
241 |
+
const support = new THREE.Mesh(supportGeometry, supportMaterial);
|
242 |
+
support.position.set(-0.8, -0.5, -i * 4);
|
243 |
+
pierGroup.add(support);
|
244 |
+
|
245 |
+
const support2 = support.clone();
|
246 |
+
support2.position.x = 0.8;
|
247 |
+
pierGroup.add(support2);
|
248 |
+
}
|
249 |
+
|
250 |
+
return pierGroup;
|
251 |
+
}
|
252 |
+
|
253 |
+
const pier = createPier();
|
254 |
+
scene.add(pier);
|
255 |
+
|
256 |
+
// Create pontoon boat "hanging its head"
|
257 |
+
function createPontoon() {
|
258 |
+
const pontoonGroup = new THREE.Group();
|
259 |
+
|
260 |
+
// Pontoon floats
|
261 |
+
const pontoonGeometry = new THREE.CylinderGeometry(0.3, 0.3, 8);
|
262 |
+
const pontoonMaterial = new THREE.MeshLambertMaterial({ color: 0x666666 });
|
263 |
+
|
264 |
+
const leftPontoon = new THREE.Mesh(pontoonGeometry, pontoonMaterial);
|
265 |
+
leftPontoon.rotation.z = Math.PI / 2;
|
266 |
+
leftPontoon.position.set(-1.5, 0.3, -25);
|
267 |
+
pontoonGroup.add(leftPontoon);
|
268 |
+
|
269 |
+
const rightPontoon = leftPontoon.clone();
|
270 |
+
rightPontoon.position.x = 1.5;
|
271 |
+
pontoonGroup.add(rightPontoon);
|
272 |
+
|
273 |
+
// Deck
|
274 |
+
const deckGeometry = new THREE.BoxGeometry(4, 0.1, 8);
|
275 |
+
const deckMaterial = new THREE.MeshLambertMaterial({ color: 0x8B7355 });
|
276 |
+
const deck = new THREE.Mesh(deckGeometry, deckMaterial);
|
277 |
+
deck.position.set(0, 0.8, -25);
|
278 |
+
pontoonGroup.add(deck);
|
279 |
+
|
280 |
+
// Mast for morse code slapping
|
281 |
+
const mastGeometry = new THREE.CylinderGeometry(0.05, 0.05, 6);
|
282 |
+
const mastMaterial = new THREE.MeshLambertMaterial({ color: 0x654321 });
|
283 |
+
const mast = new THREE.Mesh(mastGeometry, mastMaterial);
|
284 |
+
mast.position.set(0, 3.8, -25);
|
285 |
+
pontoonGroup.add(mast);
|
286 |
+
|
287 |
+
// Make pontoon "hang its head" - slight rotation
|
288 |
+
pontoonGroup.rotation.x = 0.1;
|
289 |
+
pontoonGroup.position.y = -0.3; // Lower than it was "back then"
|
290 |
+
|
291 |
+
return pontoonGroup;
|
292 |
+
}
|
293 |
+
|
294 |
+
const pontoon = createPontoon();
|
295 |
+
scene.add(pontoon);
|
296 |
+
|
297 |
+
// Create plastic chair with sweating beer
|
298 |
+
function createChairAndBeer() {
|
299 |
+
const chairGroup = new THREE.Group();
|
300 |
+
|
301 |
+
// Plastic chair
|
302 |
+
const seatGeometry = new THREE.BoxGeometry(1.5, 0.1, 1.5);
|
303 |
+
const chairMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
|
304 |
+
const seat = new THREE.Mesh(seatGeometry, chairMaterial);
|
305 |
+
seat.position.set(3, 1, 8);
|
306 |
+
chairGroup.add(seat);
|
307 |
+
|
308 |
+
// Chair back
|
309 |
+
const backGeometry = new THREE.BoxGeometry(1.5, 2, 0.1);
|
310 |
+
const back = new THREE.Mesh(backGeometry, chairMaterial);
|
311 |
+
back.position.set(3, 2, 7.3);
|
312 |
+
chairGroup.add(back);
|
313 |
+
|
314 |
+
// Chair legs
|
315 |
+
for (let i = 0; i < 4; i++) {
|
316 |
+
const legGeometry = new THREE.CylinderGeometry(0.03, 0.03, 1);
|
317 |
+
const leg = new THREE.Mesh(legGeometry, chairMaterial);
|
318 |
+
leg.position.set(
|
319 |
+
3 + (i % 2 ? 0.6 : -0.6),
|
320 |
+
0.5,
|
321 |
+
8 + (i < 2 ? 0.6 : -0.6)
|
322 |
+
);
|
323 |
+
chairGroup.add(leg);
|
324 |
+
}
|
325 |
+
|
326 |
+
// Beer can
|
327 |
+
const beerGeometry = new THREE.CylinderGeometry(0.15, 0.15, 0.5);
|
328 |
+
const beerMaterial = new THREE.MeshLambertMaterial({ color: 0xDAA520 });
|
329 |
+
const beer = new THREE.Mesh(beerGeometry, beerMaterial);
|
330 |
+
beer.position.set(3.8, 1.35, 8);
|
331 |
+
chairGroup.add(beer);
|
332 |
+
|
333 |
+
return chairGroup;
|
334 |
+
}
|
335 |
+
|
336 |
+
const chairAndBeer = createChairAndBeer();
|
337 |
+
scene.add(chairAndBeer);
|
338 |
+
|
339 |
+
// Create scattered tackle and rusty magnet
|
340 |
+
function createTackle() {
|
341 |
+
const tackleGroup = new THREE.Group();
|
342 |
+
|
343 |
+
// Scattered tackle items
|
344 |
+
for (let i = 0; i < 15; i++) {
|
345 |
+
const tackleGeometry = new THREE.SphereGeometry(0.1, 8, 8);
|
346 |
+
const tackleMaterial = new THREE.MeshLambertMaterial({
|
347 |
+
color: new THREE.Color(Math.random(), Math.random(), Math.random())
|
348 |
+
});
|
349 |
+
const tackle = new THREE.Mesh(tackleGeometry, tackleMaterial);
|
350 |
+
tackle.position.set(
|
351 |
+
(Math.random() - 0.5) * 10,
|
352 |
+
0.6,
|
353 |
+
Math.random() * 5
|
354 |
+
);
|
355 |
+
tackleGroup.add(tackle);
|
356 |
+
}
|
357 |
+
|
358 |
+
// Rusty magnet on fraying twine
|
359 |
+
const magnetGeometry = new THREE.BoxGeometry(0.3, 0.1, 0.3);
|
360 |
+
const magnetMaterial = new THREE.MeshLambertMaterial({ color: 0x8B4513 });
|
361 |
+
const magnet = new THREE.Mesh(magnetGeometry, magnetMaterial);
|
362 |
+
magnet.position.set(-2, 0.6, 5);
|
363 |
+
tackleGroup.add(magnet);
|
364 |
+
|
365 |
+
return tackleGroup;
|
366 |
+
}
|
367 |
+
|
368 |
+
const tackle = createTackle();
|
369 |
+
scene.add(tackle);
|
370 |
+
|
371 |
+
// Create mansions on the shore
|
372 |
+
function createMansions() {
|
373 |
+
const mansionGroup = new THREE.Group();
|
374 |
+
|
375 |
+
for (let i = 0; i < 5; i++) {
|
376 |
+
const mansionGeometry = new THREE.BoxGeometry(
|
377 |
+
8 + Math.random() * 4,
|
378 |
+
6 + Math.random() * 4,
|
379 |
+
12 + Math.random() * 6
|
380 |
+
);
|
381 |
+
const mansionMaterial = new THREE.MeshLambertMaterial({
|
382 |
+
color: new THREE.Color(0.9, 0.9, 0.8)
|
383 |
+
});
|
384 |
+
const mansion = new THREE.Mesh(mansionGeometry, mansionMaterial);
|
385 |
+
mansion.position.set(
|
386 |
+
40 + i * 25 + Math.random() * 10,
|
387 |
+
mansion.geometry.parameters.height / 2,
|
388 |
+
-100 + Math.random() * 200
|
389 |
+
);
|
390 |
+
mansion.castShadow = true;
|
391 |
+
mansionGroup.add(mansion);
|
392 |
+
}
|
393 |
+
|
394 |
+
return mansionGroup;
|
395 |
+
}
|
396 |
+
|
397 |
+
const mansions = createMansions();
|
398 |
+
scene.add(mansions);
|
399 |
+
|
400 |
+
// Fireflies rising like embers
|
401 |
+
const fireflies = [];
|
402 |
+
const fireflyGeometry = new THREE.SphereGeometry(0.1, 8, 8);
|
403 |
+
const fireflyMaterial = new THREE.MeshBasicMaterial({
|
404 |
+
color: 0xFFFF80,
|
405 |
+
transparent: true,
|
406 |
+
opacity: 0.8
|
407 |
+
});
|
408 |
+
|
409 |
+
for (let i = 0; i < 100; i++) {
|
410 |
+
const firefly = new THREE.Mesh(fireflyGeometry, fireflyMaterial);
|
411 |
+
firefly.position.set(
|
412 |
+
(Math.random() - 0.5) * 100,
|
413 |
+
Math.random() * 2,
|
414 |
+
(Math.random() - 0.5) * 100
|
415 |
+
);
|
416 |
+
firefly.userData = {
|
417 |
+
speed: Math.random() * 0.02 + 0.01,
|
418 |
+
phase: Math.random() * Math.PI * 2
|
419 |
+
};
|
420 |
+
fireflies.push(firefly);
|
421 |
+
scene.add(firefly);
|
422 |
+
}
|
423 |
+
|
424 |
+
// Lighting setup
|
425 |
+
const ambientLight = new THREE.AmbientLight(0x404060, 0.3);
|
426 |
+
scene.add(ambientLight);
|
427 |
+
|
428 |
+
// Sunset directional light (bleeding sun)
|
429 |
+
const sunLight = new THREE.DirectionalLight(0xFF6B35, 0.8);
|
430 |
+
sunLight.position.set(100, 20, -200);
|
431 |
+
sunLight.castShadow = true;
|
432 |
+
sunLight.shadow.mapSize.width = 2048;
|
433 |
+
sunLight.shadow.mapSize.height = 2048;
|
434 |
+
scene.add(sunLight);
|
435 |
+
|
436 |
+
// Warm dusk light
|
437 |
+
const duskLight = new THREE.DirectionalLight(0xDAA520, 0.4);
|
438 |
+
duskLight.position.set(-50, 30, 100);
|
439 |
+
scene.add(duskLight);
|
440 |
+
|
441 |
+
// Point light for fireflies area
|
442 |
+
const fireflyLight = new THREE.PointLight(0xFFFF80, 0.5, 30);
|
443 |
+
fireflyLight.position.set(0, 5, 0);
|
444 |
+
scene.add(fireflyLight);
|
445 |
+
|
446 |
+
// Controls
|
447 |
+
document.addEventListener('mousemove', (event) => {
|
448 |
+
mouseX = (event.clientX / window.innerWidth) * 2 - 1;
|
449 |
+
mouseY = (event.clientY / window.innerHeight) * 2 - 1;
|
450 |
+
});
|
451 |
+
|
452 |
+
document.addEventListener('keydown', (event) => {
|
453 |
+
keys[event.code] = true;
|
454 |
+
});
|
455 |
+
|
456 |
+
document.addEventListener('keyup', (event) => {
|
457 |
+
keys[event.code] = false;
|
458 |
+
});
|
459 |
+
|
460 |
+
// Animation loop
|
461 |
+
let time = 0;
|
462 |
+
function animate() {
|
463 |
+
requestAnimationFrame(animate);
|
464 |
+
time += 0.01;
|
465 |
+
|
466 |
+
// Update shaders
|
467 |
+
skyMaterial.uniforms.time.value = time;
|
468 |
+
waterMaterial.uniforms.time.value = time;
|
469 |
+
|
470 |
+
// Camera controls
|
471 |
+
cameraRotationY += (mouseX * 0.5 - cameraRotationY) * 0.05;
|
472 |
+
cameraRotationX += (mouseY * 0.3 - cameraRotationX) * 0.05;
|
473 |
+
cameraRotationX = Math.max(-Math.PI / 3, Math.min(Math.PI / 3, cameraRotationX));
|
474 |
+
|
475 |
+
// Movement
|
476 |
+
const moveSpeed = 0.3;
|
477 |
+
if (keys['ArrowUp'] || keys['KeyW']) {
|
478 |
+
camera.position.z -= Math.cos(cameraRotationY) * moveSpeed;
|
479 |
+
camera.position.x -= Math.sin(cameraRotationY) * moveSpeed;
|
480 |
+
}
|
481 |
+
if (keys['ArrowDown'] || keys['KeyS']) {
|
482 |
+
camera.position.z += Math.cos(cameraRotationY) * moveSpeed;
|
483 |
+
camera.position.x += Math.sin(cameraRotationY) * moveSpeed;
|
484 |
+
}
|
485 |
+
if (keys['ArrowLeft'] || keys['KeyA']) {
|
486 |
+
camera.position.x -= Math.cos(cameraRotationY) * moveSpeed;
|
487 |
+
camera.position.z += Math.sin(cameraRotationY) * moveSpeed;
|
488 |
+
}
|
489 |
+
if (keys['ArrowRight'] || keys['KeyD']) {
|
490 |
+
camera.position.x += Math.cos(cameraRotationY) * moveSpeed;
|
491 |
+
camera.position.z -= Math.sin(cameraRotationY) * moveSpeed;
|
492 |
+
}
|
493 |
+
|
494 |
+
// Apply camera rotation
|
495 |
+
camera.rotation.x = cameraRotationX;
|
496 |
+
camera.rotation.y = cameraRotationY;
|
497 |
+
|
498 |
+
// Animate fireflies rising like embers
|
499 |
+
fireflies.forEach((firefly, index) => {
|
500 |
+
firefly.position.y += firefly.userData.speed;
|
501 |
+
firefly.position.x += Math.sin(time + firefly.userData.phase) * 0.01;
|
502 |
+
firefly.position.z += Math.cos(time + firefly.userData.phase) * 0.01;
|
503 |
+
|
504 |
+
// Reset fireflies that get too high
|
505 |
+
if (firefly.position.y > 20) {
|
506 |
+
firefly.position.y = 0;
|
507 |
+
firefly.position.x = (Math.random() - 0.5) * 100;
|
508 |
+
firefly.position.z = (Math.random() - 0.5) * 100;
|
509 |
+
}
|
510 |
+
|
511 |
+
// Flickering effect
|
512 |
+
firefly.material.opacity = 0.3 + Math.sin(time * 5 + index) * 0.5;
|
513 |
+
});
|
514 |
+
|
515 |
+
// Gentle pier swaying
|
516 |
+
pier.rotation.z = Math.sin(time * 0.5) * 0.02;
|
517 |
+
|
518 |
+
// Pontoon bobbing (breathing slower)
|
519 |
+
pontoon.position.y = -0.3 + Math.sin(time * 0.3) * 0.1;
|
520 |
+
pontoon.rotation.x = 0.1 + Math.sin(time * 0.4) * 0.05;
|
521 |
+
|
522 |
+
// Mast slapping animation (morse code)
|
523 |
+
const mast = pontoon.children.find(child => child.geometry?.parameters?.height === 6);
|
524 |
+
if (mast) {
|
525 |
+
mast.rotation.z = Math.sin(time * 2) * 0.1;
|
526 |
+
}
|
527 |
+
|
528 |
+
renderer.render(scene, camera);
|
529 |
+
}
|
530 |
+
|
531 |
+
// Handle window resize
|
532 |
+
window.addEventListener('resize', () => {
|
533 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
534 |
+
camera.updateProjectionMatrix();
|
535 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
536 |
+
});
|
537 |
+
|
538 |
+
// Start animation
|
539 |
+
animate();
|
540 |
+
</script>
|
541 |
+
</body>
|
542 |
+
</html>
|