๐Ÿ“ฆ aquaticcalf / non-euclidean-museum

๐Ÿ“„ puzzles.ts ยท 427 lines
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427import * as THREE from "three"
import { createNonEuclideanMaterial, createHolographicMaterial, createNeonMaterial } from "./shaders"

// Create museum puzzles
export function createPuzzles(): THREE.Group {
  const puzzlesGroup = new THREE.Group()

  // Create a perspective shift puzzle
  const perspectiveShiftPuzzle = createPerspectiveShiftPuzzle()
  perspectiveShiftPuzzle.position.set(12, 0, 12)
  puzzlesGroup.add(perspectiveShiftPuzzle)

  // Create a looping corridor puzzle
  const loopingCorridorPuzzle = createLoopingCorridorPuzzle()
  loopingCorridorPuzzle.position.set(-12, 0, -12)
  puzzlesGroup.add(loopingCorridorPuzzle)

  // Create a mechanism activation puzzle
  const mechanismPuzzle = createMechanismPuzzle()
  mechanismPuzzle.position.set(-12, 0, 12)
  puzzlesGroup.add(mechanismPuzzle)

  return puzzlesGroup
}

// Create a perspective shift puzzle
function createPerspectiveShiftPuzzle(): THREE.Group {
  const puzzleGroup = new THREE.Group()
  puzzleGroup.name = "puzzle-perspective"

  // Create a puzzle where a path is only visible from a specific viewpoint
  const platformMaterial = createNonEuclideanMaterial(new THREE.Color(0x1a0a20), new THREE.Color(0x9c27b0), 1.2)

  // Create the main platform
  const platform = new THREE.Mesh(new THREE.BoxGeometry(5, 0.5, 5), platformMaterial)
  platform.receiveShadow = true
  puzzleGroup.add(platform)

  // Add neon trim to the platform
  const platformTrim = new THREE.Mesh(
    new THREE.BoxGeometry(5.2, 0.1, 5.2),
    createNeonMaterial(new THREE.Color(0xff00ff)),
  )
  platformTrim.position.y = -0.2
  puzzleGroup.add(platformTrim)

  // Create floating path pieces that only align from a specific angle
  const pathPieces = []

  for (let i = 0; i < 5; i++) {
    const pieceGeometry = new THREE.BoxGeometry(1, 0.2, 1)
    const pieceMaterial = createHolographicMaterial(new THREE.Color(0xff00ff), 0.7)
    const piece = new THREE.Mesh(pieceGeometry, pieceMaterial)

    // Position pieces in a way that they only form a path from one angle
    const angle = Math.PI / 4 + (i * Math.PI) / 10
    const radius = 3 + i * 0.5

    piece.position.set(Math.cos(angle) * radius, 1 + i * 0.5, Math.sin(angle) * radius)

    // Rotate each piece differently
    piece.rotation.set((Math.random() * Math.PI) / 4, (Math.random() * Math.PI) / 2, (Math.random() * Math.PI) / 4)

    pathPieces.push(piece)
    puzzleGroup.add(piece)

    // Add glowing edges
    const edgesGeometry = new THREE.EdgesGeometry(pieceGeometry)
    const edgesMaterial = new THREE.LineBasicMaterial({
      color: 0xff00ff,
      linewidth: 2,
    })
    const edges = new THREE.LineSegments(edgesGeometry, edgesMaterial)
    edges.position.copy(piece.position)
    edges.rotation.copy(piece.rotation)
    puzzleGroup.add(edges)
  }

  // Add a goal platform with special material
  const goalMaterial = createNeonMaterial(new THREE.Color(0x00ff99))
  const goalPlatform = new THREE.Mesh(new THREE.BoxGeometry(2, 0.5, 2), goalMaterial)
  goalPlatform.position.set(8, 3, 8)
  goalPlatform.receiveShadow = true
  puzzleGroup.add(goalPlatform)

  // Add puzzle marker/hologram
  const markerGeometry = new THREE.SphereGeometry(0.5, 16, 16)
  const markerMaterial = createHolographicMaterial(new THREE.Color(0xff00ff), 0.5)
  const marker = new THREE.Mesh(markerGeometry, markerMaterial)
  marker.position.set(0, 2, 0)

  // Add animation to marker
  const animateMarker = () => {
    marker.position.y = 2 + Math.sin(Date.now() * 0.001) * 0.3
    marker.rotation.y += 0.02
    requestAnimationFrame(animateMarker)
  }
  animateMarker()

  puzzleGroup.add(marker)

  return puzzleGroup
}

// Create a looping corridor puzzle
function createLoopingCorridorPuzzle(): THREE.Group {
  const puzzleGroup = new THREE.Group()
  puzzleGroup.name = "puzzle-corridor"

  const corridorMaterial = createNonEuclideanMaterial(new THREE.Color(0x1a0a05), new THREE.Color(0xff9800), 1.0)

  // Create a corridor that appears to loop back on itself
  const corridorLength = 20
  const corridorWidth = 3
  const corridorHeight = 3

  // Create the main corridor
  const corridorGeometry = new THREE.BoxGeometry(corridorWidth, corridorHeight, corridorLength)
  // Remove one end cap to create an open corridor
  const corridorPositions = corridorGeometry.attributes.position.array as Float32Array
  for (let i = 0; i < corridorPositions.length; i += 3) {
    if (corridorPositions[i + 2] < -corridorLength / 2 + 0.1) {
      corridorPositions[i + 2] = -corridorLength / 2 + 0.1
    }
  }

  const corridor = new THREE.Mesh(corridorGeometry, corridorMaterial)
  corridor.position.z = -corridorLength / 2
  puzzleGroup.add(corridor)

  // Add neon strips along the corridor
  const createNeonStrip = (x: number, y: number, z: number, length: number, color: THREE.Color) => {
    const stripGeometry = new THREE.BoxGeometry(0.05, 0.05, length)
    const stripMaterial = createNeonMaterial(color)
    const strip = new THREE.Mesh(stripGeometry, stripMaterial)
    strip.position.set(x, y, z)
    return strip
  }

  // Add strips to corridor
  puzzleGroup.add(
    createNeonStrip(
      corridorWidth / 2 - 0.1,
      corridorHeight / 2 - 0.1,
      -corridorLength / 2,
      corridorLength,
      new THREE.Color(0xff9800),
    ),
  )
  puzzleGroup.add(
    createNeonStrip(
      -corridorWidth / 2 + 0.1,
      corridorHeight / 2 - 0.1,
      -corridorLength / 2,
      corridorLength,
      new THREE.Color(0xff9800),
    ),
  )
  puzzleGroup.add(
    createNeonStrip(
      corridorWidth / 2 - 0.1,
      -corridorHeight / 2 + 0.1,
      -corridorLength / 2,
      corridorLength,
      new THREE.Color(0xff5500),
    ),
  )
  puzzleGroup.add(
    createNeonStrip(
      -corridorWidth / 2 + 0.1,
      -corridorHeight / 2 + 0.1,
      -corridorLength / 2,
      corridorLength,
      new THREE.Color(0xff5500),
    ),
  )

  // Create "fake" corridors to create the illusion of looping
  const fakeCorridor1 = new THREE.Mesh(
    new THREE.BoxGeometry(corridorWidth, corridorHeight, corridorLength / 4),
    corridorMaterial,
  )
  fakeCorridor1.position.set(0, 0, -corridorLength)
  puzzleGroup.add(fakeCorridor1)

  // Add holographic barrier effect at the "loop" point
  const barrierGeometry = new THREE.PlaneGeometry(corridorWidth, corridorHeight)
  const barrierMaterial = createHolographicMaterial(new THREE.Color(0xff5500), 0.3)
  const barrier = new THREE.Mesh(barrierGeometry, barrierMaterial)
  barrier.position.set(0, 0, -corridorLength + 0.1)
  barrier.rotation.y = Math.PI

  // Animate the barrier
  const animateBarrier = () => {
    const time = Date.now() * 0.001
    if (barrier.material.uniforms) {
      // Update holographic effect
      barrier.material.uniforms.time.value = time
    }
    requestAnimationFrame(animateBarrier)
  }
  animateBarrier()

  puzzleGroup.add(barrier)

  // Create the "true" exit that's hidden
  const trueExitMaterial = createNeonMaterial(new THREE.Color(0x00ff99))
  const trueExit = new THREE.Mesh(
    new THREE.BoxGeometry(corridorWidth, corridorHeight, corridorLength / 4),
    trueExitMaterial,
  )
  trueExit.position.set(corridorWidth * 2, 0, -corridorLength * 0.75)
  trueExit.rotation.y = Math.PI / 2
  puzzleGroup.add(trueExit)

  // Add hidden door to true exit
  const doorGeometry = new THREE.PlaneGeometry(corridorHeight, corridorHeight)
  const doorMaterial = createHolographicMaterial(new THREE.Color(0xff5500), 0.1)
  const hiddenDoor = new THREE.Mesh(doorGeometry, doorMaterial)
  hiddenDoor.position.set(corridorWidth / 2 + 0.1, 0, -corridorLength * 0.75)
  hiddenDoor.rotation.y = Math.PI / 2

  // Make door pulse
  const animateDoor = () => {
    if (hiddenDoor.material.uniforms) {
      const opacity = 0.05 + 0.05 * Math.sin(Date.now() * 0.001)
      hiddenDoor.material.opacity = opacity
    }
    requestAnimationFrame(animateDoor)
  }
  animateDoor()

  puzzleGroup.add(hiddenDoor)

  return puzzleGroup
}

// Create a mechanism activation puzzle
function createMechanismPuzzle(): THREE.Group {
  const puzzleGroup = new THREE.Group()
  puzzleGroup.name = "puzzle-mechanism"

  // Create a button that activates a mechanism in a distant location
  const buttonGeometry = new THREE.CylinderGeometry(0.5, 0.5, 0.2, 32)
  const buttonMaterial = createNeonMaterial(new THREE.Color(0xff0000))
  const button = new THREE.Mesh(buttonGeometry, buttonMaterial)
  button.position.set(0, 1, 0)
  button.name = "mechanism-button"
  puzzleGroup.add(button)

  // Create a pedestal for the button
  const pedestalGeometry = new THREE.CylinderGeometry(0.3, 0.5, 1, 32)
  const pedestalMaterial = createNonEuclideanMaterial(new THREE.Color(0x1a1a1a), new THREE.Color(0xff3366), 0.8)
  const pedestal = new THREE.Mesh(pedestalGeometry, pedestalMaterial)
  pedestal.position.set(0, 0.5, 0)
  puzzleGroup.add(pedestal)

  // Add holographic display above button
  const displayGeometry = new THREE.CylinderGeometry(0.8, 0.8, 1.5, 32, 1, true)
  const displayMaterial = createHolographicMaterial(new THREE.Color(0xff3366), 0.5)
  const display = new THREE.Mesh(displayGeometry, displayMaterial)
  display.position.set(0, 2, 0)
  puzzleGroup.add(display)

  // Create holographic text labels
  const textElement = document.createElement("div")
  textElement.style.position = "absolute"
  textElement.style.width = "200px"
  textElement.style.textAlign = "center"
  textElement.style.color = "#ff3366"
  textElement.style.fontFamily = "monospace"
  textElement.style.fontSize = "14px"
  textElement.style.padding = "10px"
  textElement.style.backgroundColor = "rgba(0, 0, 0, 0.7)"
  textElement.style.border = "1px solid #ff3366"
  textElement.style.boxShadow = "0 0 10px #ff3366"
  textElement.style.borderRadius = "5px"
  textElement.style.transform = "translate(-50%, -50%)"
  textElement.innerHTML = `
    <div style="text-transform: uppercase; font-weight: bold; margin-bottom: 5px;">SYSTEM OVERRIDE</div>
    <div>PRESS [E] TO ACTIVATE</div>
  `
  document.body.appendChild(textElement)

  // Position the text element in 3D space
  const updateTextPosition = () => {
    const vector = new THREE.Vector3()
    button.updateMatrixWorld()
    vector.setFromMatrixPosition(button.matrixWorld)

    const widthHalf = window.innerWidth / 2
    const heightHalf = window.innerHeight / 2

    vector.project(new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000))

    vector.x = vector.x * widthHalf + widthHalf
    vector.y = -(vector.y * heightHalf) + heightHalf

    textElement.style.left = `${vector.x}px`
    textElement.style.top = `${vector.y - 80}px`

    // Only show when in view and close
    const distance = puzzleGroup.position.distanceTo(new THREE.Vector3(0, 0, 0))
    if (distance < 15 && vector.z < 1) {
      textElement.style.display = "block"
      textElement.style.opacity = (1 - distance / 15).toString()
    } else {
      textElement.style.display = "none"
    }

    requestAnimationFrame(updateTextPosition)
  }
  updateTextPosition()

  // Create a door that opens when the button is pressed
  const doorGeometry = new THREE.BoxGeometry(2, 3, 0.2)
  const doorMaterial = createNonEuclideanMaterial(new THREE.Color(0x330000), new THREE.Color(0xff3366), 1.0)
  const door = new THREE.Mesh(doorGeometry, doorMaterial)
  door.position.set(5, 1.5, 5)
  puzzleGroup.add(door)

  // Add neon frame around door
  const doorFrameGeometry = new THREE.BoxGeometry(2.4, 3.2, 0.1)
  const doorFrameMaterial = createNeonMaterial(new THREE.Color(0xff3366))
  const doorFrame = new THREE.Mesh(doorFrameGeometry, doorFrameMaterial)
  doorFrame.position.set(5, 1.5, 5.1)
  puzzleGroup.add(doorFrame)

  // Add data cables connecting button to door
  const createCable = (start: THREE.Vector3, end: THREE.Vector3, color: THREE.Color) => {
    const points = []

    // Create a curved path for the cable
    const curvePoints = 10
    for (let i = 0; i <= curvePoints; i++) {
      const t = i / curvePoints

      // Create a curve with some height variation
      const pt = new THREE.Vector3()
      pt.x = start.x + (end.x - start.x) * t
      pt.z = start.z + (end.z - start.z) * t

      // Add some height variation to make it look like a real cable
      if (i > 0 && i < curvePoints) {
        const height = Math.sin(t * Math.PI) * 0.5
        pt.y = start.y + (end.y - start.y) * t + height
      } else {
        pt.y = start.y + (end.y - start.y) * t
      }

      points.push(pt)
    }

    const curve = new THREE.CatmullRomCurve3(points)
    const tubeGeometry = new THREE.TubeGeometry(curve, 20, 0.05, 8, false)
    const tubeMaterial = createNeonMaterial(color)
    const tube = new THREE.Mesh(tubeGeometry, tubeMaterial)

    return tube
  }

  // Add cables
  puzzleGroup.add(createCable(new THREE.Vector3(0, 0.5, 0), new THREE.Vector3(5, 3, 5), new THREE.Color(0xff3366)))

  puzzleGroup.add(createCable(new THREE.Vector3(0, 0.3, 0), new THREE.Vector3(5, 0, 5), new THREE.Color(0xff5500)))

  // Add interactivity to the button
  const raycaster = new THREE.Raycaster()
  const mouse = new THREE.Vector2()

  window.addEventListener("click", (event) => {
    // Calculate mouse position in normalized device coordinates
    mouse.x = (event.clientX / window.innerWidth) * 2 - 1
    mouse.y = -(event.clientY / window.innerHeight) * 2 + 1

    // Update the picking ray with the camera and mouse position
    raycaster.setFromCamera(mouse, new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000))

    // Calculate objects intersecting the picking ray
    const intersects = raycaster.intersectObject(button, true)

    if (intersects.length > 0) {
      // Button was clicked, animate the door opening
      const doorAnimation = () => {
        if (door.rotation.y < Math.PI / 2) {
          door.rotation.y += 0.05
          requestAnimationFrame(doorAnimation)
        }
      }
      doorAnimation()

      // Change button color to green
      button.material.color.set(0x00ff99)

      // Update text
      textElement.innerHTML = `
        <div style="text-transform: uppercase; font-weight: bold; margin-bottom: 5px; color: #00ff99;">SYSTEM ACTIVATED</div>
        <div>ACCESS GRANTED</div>
      `

      // Add light burst effect
      const burstGeometry = new THREE.SphereGeometry(0.1, 16, 16)
      const burstMaterial = createNeonMaterial(new THREE.Color(0x00ff99))
      const burst = new THREE.Mesh(burstGeometry, burstMaterial)
      burst.position.copy(button.position)
      puzzleGroup.add(burst)

      // Animate the burst
      const animateBurst = () => {
        if (burst.scale.x < 20) {
          burst.scale.x += 0.5
          burst.scale.y += 0.5
          burst.scale.z += 0.5
          burst.material.opacity = 1 - burst.scale.x / 20
          requestAnimationFrame(animateBurst)
        } else {
          puzzleGroup.remove(burst)
        }
      }
      animateBurst()
    }
  })

  return puzzleGroup
}