Press n or j to go to the next uncovered block, b, p or k for the previous block.
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import React, { useEffect, useRef, useState } from "react";
import * as THREE from "three";
import { KOREAN_COLORS } from "../../../../types/constants";
/**
* Defeat Animation 3D Component
* Displays somber 3D particle effects for defeat screen
* Uses blue/cyan tones to contrast with gold victory effects
* Optimized for 60fps performance with object reuse
*/
export const DefeatAnimation3D: React.FC = () => {
const groupRef = useRef<THREE.Group>(null);
const particlesRef = useRef<THREE.Points>(null);
const spiralRef = useRef<THREE.Group>(null);
const [reusableScale] = useState(() => new THREE.Vector3());
const [reusablePosition] = useState(() => new THREE.Vector3());
const [particlePositions] = useState(() => {
const count = 100; // Fewer particles than victory for subdued effect
const positions = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
const i3 = i * 3;
const radius = 2 + Math.random() * 3;
const theta = Math.random() * Math.PI * 2;
const phi = Math.random() * Math.PI;
positions[i3] = radius * Math.sin(phi) * Math.cos(theta);
positions[i3 + 1] = radius * Math.cos(phi) - 1; // Lower starting position
positions[i3 + 2] = radius * Math.sin(phi) * Math.sin(theta);
}
return positions;
});
useFrame((state) => {
const time = state.clock.elapsedTime;
if (groupRef.current) {
groupRef.current.rotation.y = time * 0.15; // Slower than victory
}
if (particlesRef.current) {
const scale = 1 + Math.sin(time * 1.5) * 0.1; // Subtle pulsing
reusableScale.setScalar(scale);
particlesRef.current.scale.copy(reusableScale);
const yPos = Math.sin(time * 0.5) * 0.3 - 0.2;
reusablePosition.set(0, yPos, 0);
particlesRef.current.position.copy(reusablePosition);
}
if (spiralRef.current) {
spiralRef.current.rotation.y = -time * 0.2; // Counter-rotation
spiralRef.current.rotation.z = Math.sin(time * 0.3) * 0.2;
}
});
useEffect(() => {
const group = groupRef.current;
const particles = particlesRef.current;
const spiral = spiralRef.current;
return () => {
Eif (particles) {
particles.geometry?.dispose();
Iif (particles.material) {
(particles.material as THREE.Material).dispose();
}
}
Iif (spiral?.children && Array.isArray(spiral.children)) {
spiral.children.forEach((child) => {
if (child instanceof THREE.Mesh) {
child.geometry?.dispose();
if (child.material) {
(child.material as THREE.Material).dispose();
}
}
});
}
Iif (group?.children && Array.isArray(group.children)) {
group.children.forEach((child) => {
if (child === particles || child === spiral) {
return;
}
if (child instanceof THREE.Mesh) {
child.geometry?.dispose();
if (child.material) {
(child.material as THREE.Material).dispose();
}
} else if (child instanceof THREE.Points) {
child.geometry?.dispose();
if (child.material) {
(child.material as THREE.Material).dispose();
}
}
});
}
};
}, []);
return (
<group
ref={groupRef}
position={[0, 1, 0]}
data-testid="defeat-animation-3d"
>
{/* Defeat particles - blue/cyan theme */}
<points ref={particlesRef}>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
count={100}
itemSize={3}
args={[particlePositions, 3]}
/>
</bufferGeometry>
<pointsMaterial
size={0.15}
color={new THREE.Color(KOREAN_COLORS.ACCENT_BLUE)}
transparent
opacity={0.6}
sizeAttenuation
depthWrite={false}
/>
</points>
{/* Descending spiral rings */}
<group ref={spiralRef}>
<mesh rotation={[Math.PI / 2, 0, 0]}>
<torusGeometry args={[1.5, 0.03, 12, 64]} />
<meshBasicMaterial
color={KOREAN_COLORS.PRIMARY_CYAN}
transparent
opacity={0.4}
/>
</mesh>
<mesh rotation={[Math.PI / 2, Math.PI / 4, 0]} position={[0, -0.3, 0]}>
<torusGeometry args={[2, 0.03, 12, 64]} />
<meshBasicMaterial
color={KOREAN_COLORS.ACCENT_BLUE}
transparent
opacity={0.3}
/>
</mesh>
<mesh rotation={[Math.PI / 2, Math.PI / 2, 0]} position={[0, -0.6, 0]}>
<torusGeometry args={[2.5, 0.03, 12, 64]} />
<meshBasicMaterial
color={KOREAN_COLORS.PRIMARY_CYAN}
transparent
opacity={0.2}
/>
</mesh>
</group>
{/* Central dimmed sphere */}
<mesh>
<sphereGeometry args={[0.4, 32, 32]} />
<meshStandardMaterial
color={KOREAN_COLORS.ACCENT_BLUE}
emissive={KOREAN_COLORS.ACCENT_BLUE}
emissiveIntensity={0.8}
transparent
opacity={0.6}
/>
</mesh>
{/* Outer faint glow */}
<mesh>
<sphereGeometry args={[0.7, 32, 32]} />
<meshBasicMaterial
color={KOREAN_COLORS.PRIMARY_CYAN}
transparent
opacity={0.15}
side={THREE.BackSide}
/>
</mesh>
{/* Point light for subdued glow effect */}
<pointLight
position={[0, 0, 0]}
intensity={1.5}
distance={8}
color={KOREAN_COLORS.ACCENT_BLUE}
/>
</group>
);
};
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