2 Commits
Author SHA1 Message Date
Peter 43430cfbef Merge remote-tracking branch 'origin/bans' into bans
# Conflicts:
#	frontend/src/app/app.routes.ts
2025-07-06 11:13:59 +02:00
Peter 174ed834ca Added pages and fitting content for community, nickgenerator annd nicknames 2025-05-30 23:07:42 +02:00
17 changed files with 326 additions and 827 deletions
-2
View File
@@ -22,10 +22,8 @@
"@angular/platform-browser": "^19.2.0", "@angular/platform-browser": "^19.2.0",
"@angular/platform-browser-dynamic": "^19.2.0", "@angular/platform-browser-dynamic": "^19.2.0",
"@angular/router": "^19.2.0", "@angular/router": "^19.2.0",
"@types/three": "^0.177.0",
"ngx-cookie-service": "^19.1.2", "ngx-cookie-service": "^19.1.2",
"rxjs": "~7.8.0", "rxjs": "~7.8.0",
"three": "^0.177.0",
"tslib": "^2.3.0", "tslib": "^2.3.0",
"zone.js": "~0.15.0" "zone.js": "~0.15.0"
}, },
+2 -8
View File
@@ -5,10 +5,6 @@ export const routes: Routes = [
path: '', path: '',
loadComponent: () => import('./home/home.component').then(m => m.HomeComponent) loadComponent: () => import('./home/home.component').then(m => m.HomeComponent)
}, },
{
path: 'particles',
loadComponent: () => import('./particles/particles.component').then(m => m.ParticlesComponent)
},
{ {
path: 'map', path: 'map',
loadComponent: () => import('./map/map.component').then(m => m.MapComponent) loadComponent: () => import('./map/map.component').then(m => m.MapComponent)
@@ -109,8 +105,6 @@ export const routes: Routes = [
path: 'forms', path: 'forms',
loadComponent: () => import('./forms/forms.component').then(m => m.FormsComponent) loadComponent: () => import('./forms/forms.component').then(m => m.FormsComponent)
}, },
{
path: 'particles',
loadComponent: () => import('./particles/particles.component').then(m => m.ParticlesComponent)
},
]; ];
@@ -0,0 +1,79 @@
<ng-container>
<app-header [current_page]="'community'" height="460px" background_image="/public/img/backgrounds/community.jpg"
[overlay_gradient]="0.5">
<div class="title" header-content>
<h1>Community</h1>
<h2>Talented people who help Altitude in more than one way.</h2>
</div>
</app-header>
<main>
<section class="darkmodeSection">
<div class="customContainer">
<h2>Current Nitro Boosters</h2>
</div>
</section>
<section id="social" class="darkmodeSectionThree">
<div class="container" style="padding: 50px 0 0 0; justify-content: center;">
<h2 class="sectionTitle">Social Media</h2>
</div>
<div style="display: flex; justify-content: center; padding-bottom: 30px;">
<p style="text-align: center;">We're currently not looking for more people to help manage our socials.</p>
</div>
</section>
<section id="crateTeam" class="darkmodeSection">
<div class="container" style="padding: 50px 0 0 0; justify-content: center;">
<h2 class="sectionTitle">Crate Team</h2>
</div>
</section>
<section class="darkmodeSectionThree">
<div class="container" style="padding: 50px 0 0 0; justify-content: center;">
<h2 class="sectionTitle">Event Leaders</h2>
</div>
<div style="display: flex; justify-content: center; padding-bottom: 30px;">
<p style="text-align: center;">We're currently not looking for more Event Leaders.</p>
</div>
</section>
<section class="darkmodeSection">
<div class="container" style="padding: 50px 0 0 0; justify-content: center;">
<h2 class="sectionTitle">Event Team</h2>
</div>
<div style="display: flex; justify-content: center; padding-bottom: 30px;">
<div style="flex-direction: column;">
<p style="text-align: center;">We occasionally open applications for the event team.</p>
<p style="text-align: center;">If you're interested in joining you simply need to keep an eye on the Discord
announcements.</p>
</div>
</div>
</section>
<section class="darkmodeSectionThree">
<div class="container" style="padding: 50px 0 0 0; justify-content: center;">
<h2 class="sectionTitle">YouTubers & Streamers</h2>
</div>
<div style="display: flex; justify-content: center; padding-bottom: 30px;">
<div style="flex-direction: column;">
<p style="text-align: center;"><a style="cursor: pointer;" id="reqButton">Show Requirements...</a></p>
</div>
</div>
<div id="req" class="hide" style="display: flex; justify-content: center; padding-bottom: 30px;">
<div style="flex-direction: column; justify-content: center; max-width: 800px;">
<p style="text-align: center;"><span style="font-family: 'opensans-bold', sans-serif;">Requirements:</span>
</p>
<p style="text-align: center;">You need to have at least one recent stream/video on Altitude which we can use
to gauge if your audience enjoys your content on Altitude.</p>
<br>
<p style="text-align: center;">Twitch: You need to be affiliate and get at least 5 viewers on average while
streaming on Altitude.</p>
<p style="text-align: center;">YouTube videos: You need at least 500 subs and have at least 200 views per
video within a week on average for Altitude content.</p>
<p style="text-align: center;">YouTube streamers: You need at least 500 subs and have at least 5 viewers on
average while streaming on Altitude.</p>
<br>
<p style="text-align: center;"><span style="font-family: 'opensans-bold', sans-serif;">Note:</span> Before
accepting or denying you we will watch your latest video/stream on Altitude (so keep your broadcasts public
on twitch).</p>
</div>
</div>
</section>
</main>
</ng-container>
@@ -0,0 +1,12 @@
.customContainer {
width: 80%;
max-width: 1020px;
margin: auto;
padding: 80px 0;
text-align: center;
}
.hide {
display: none !important;
}
@@ -1,18 +1,18 @@
import { ComponentFixture, TestBed } from '@angular/core/testing'; import { ComponentFixture, TestBed } from '@angular/core/testing';
import { ParticlesComponent } from './particles.component'; import { CommunityComponent } from './community.component';
describe('ParticlesComponent', () => { describe('CommunityComponent', () => {
let component: ParticlesComponent; let component: CommunityComponent;
let fixture: ComponentFixture<ParticlesComponent>; let fixture: ComponentFixture<CommunityComponent>;
beforeEach(async () => { beforeEach(async () => {
await TestBed.configureTestingModule({ await TestBed.configureTestingModule({
imports: [ParticlesComponent] imports: [CommunityComponent]
}) })
.compileComponents(); .compileComponents();
fixture = TestBed.createComponent(ParticlesComponent); fixture = TestBed.createComponent(CommunityComponent);
component = fixture.componentInstance; component = fixture.componentInstance;
fixture.detectChanges(); fixture.detectChanges();
}); });
@@ -0,0 +1,14 @@
import {Component} from '@angular/core';
import {HeaderComponent} from "../header/header.component";
@Component({
selector: 'app-community',
imports: [
HeaderComponent
],
templateUrl: './community.component.html',
styleUrl: './community.component.scss'
})
export class CommunityComponent {
}
@@ -0,0 +1,53 @@
<ng-container>
<app-header [current_page]="'nickgenerator'" height="460px" background_image="/public/img/backgrounds/trees.jpg"
[overlay_gradient]="0.5">
<div class="title" header-content>
<h1>Nickname Generator</h1>
<h2>Customize your in-game nickname</h2>
<h3 style="font-family: 'minecraft-text', sans-serif; font-size: 0.8rem; margin-top: 10px;">Made by TheParm</h3>
</div>
</app-header>
<main>
<!-- <section class="darkmodeSection">
<div class="container containerNick">
<div style="padding: 0 5% 0 5%;">
<div id="parts" class="previewNickDiv">
</div>
<div class="previewNickDiv">
<input type="button" class="button" value="Add Part" onclick="addPart()"/>
<input type="button" class="button" value="Remove Part" onclick="deletePart()"/>
</div>
<br><br><br><br>
<div id="commandTry" class="previewNickDiv">
<div id="try" class="command darkBg"></div>
<input type="button" class="button copy" value="Copy" onclick="copy(this)"/>
</div>
<div id="commandRequest" class="previewNickDiv">
<div id="request" class="command darkBg"></div>
<input type="button" class="button copy" value="Copy" onclick="copy(this)"/>
</div>
<div id="preview" class="preview darkBg previewNickDiv">
</div>
<div id="template" class='part' style="display: none">
<p style="font-family: 'minecraft-text', sans-serif">
Text: <input type="text" id="text" class="textPart" size=18 oninput="inputChanged()"/>
Gradient: <input type="checkbox" id="grad" class="gradPart" oninput="onGradient(this)"/>
<input id="colorA" type="text" class="coloris colorAPart color" value="#ffffff" oninput="inputChanged()"/>
<input id="colorB" type="text" class="coloris colorBPart color" value="#ffffff" oninput="inputChanged()"/>
Continuation: <input type="checkbox" id="cont" class="contPart" disabled oninput="onContinuation(this)"/>
<span id="invalid" class="invalidPart" style="display: none">(min 1 - max 16 chars)</span>
</p>
</div>
<div style="margin-top: 20px; text-align: center;">
<p style="font-family: 'minecraft-text', sans-serif">
Usage: Add as many parts as you wish, then apply the color and/or gradient, and copy/paste the command
into the minecraft chat. The total length of the nickname should be between 3 and 16 characters. Use the
continuation checkbox to continue the gradient from the last gradient color.
</p>
</div>
</div>
</div>
</section> -->
</main>
</ng-container>
@@ -0,0 +1,23 @@
import { ComponentFixture, TestBed } from '@angular/core/testing';
import { NickgeneratorComponent } from './nickgenerator.component';
describe('NickgeneratorComponent', () => {
let component: NickgeneratorComponent;
let fixture: ComponentFixture<NickgeneratorComponent>;
beforeEach(async () => {
await TestBed.configureTestingModule({
imports: [NickgeneratorComponent]
})
.compileComponents();
fixture = TestBed.createComponent(NickgeneratorComponent);
component = fixture.componentInstance;
fixture.detectChanges();
});
it('should create', () => {
expect(component).toBeTruthy();
});
});
@@ -0,0 +1,14 @@
import {Component} from '@angular/core';
import {HeaderComponent} from "../header/header.component";
@Component({
selector: 'app-nickgenerator',
imports: [
HeaderComponent
],
templateUrl: './nickgenerator.component.html',
styleUrl: './nickgenerator.component.scss'
})
export class NickgeneratorComponent {
}
@@ -0,0 +1,82 @@
<ng-container>
<app-header [current_page]="'nicknames'" height="460px" background_image="/public/img/backgrounds/trees.jpg"
[overlay_gradient]="0.5">
<div class="title" header-content>
<h1>How To Get A Nickname</h1>
<h2>Personalize your writing and nickname in-game by choosing some of the millions of custom colors that we have
to offer!</h2>
</div>
</app-header>
<main>
<section class="darkmodeSection">
<section class="columnSection">
<div class="columnContainer">
<div class="columnParagraph">
<h2>Creating a Nickname</h2>
<p>Donors that have the Duke or Archduke rank have the ability to create custom nicknames for themselves. A
nickname should be similar enough to the players username for that player to be identifiable, and it
<span style="font-family: 'opensans-bold', sans-serif;">must not exceed 16 characters in length</span>. In
general, a nickname should include the main part of a players actual username to avoid confusion.</p>
</div>
<div class="columnParagraph">
<h2>Make it Your Own</h2>
<p>Altitude now supports the full range of RGB colors, which includes more than 16 million different hues.
In addition, the previous basic color codes still exist and are able to be used in combination with the
RGB colors. You can still use <span style="font-family: 'opensans-bold', sans-serif;">/colors</span> to
see the basic color codes that are available for use. You can also make use of <span
style="font-family: 'opensans-bold', sans-serif;">/colorsextra</span> which shows many different RGB
color options. These colors will be in the form of <span
style="font-family: 'opensans-bold', sans-serif;">#XXXXXX</span>; write down the colors that you like so
that you can easily use them later.</p>
<img ngSrc="/public/img/random/colors.png" alt="RGB colors" style="width: 100%; padding:0;" height="130"
width="480">
<p>Output of /colorsextra</p>
<p>Furthermore, you can also use the <a [routerLink]="['/nickgenerator']">nickname generation tool</a> to
make and preview potential nicknames - as well as copying the commands to use in-game.</p>
<p>Players are encouraged to play around and personalize their nicknames, as long as they follow the rules
and are legible! There are endless possibilities beyond simple gradients as well; players can create any
combination of standard colors and gradients that they choose.</p>
<p>Even if you arent a Duke or Archduke, you can try out colors like this on signs in-game.</p>
</div>
</div>
<div class="columnContainer">
<div class="columnParagraph">
<h2>Request Your Nickname</h2>
<p>Players can only submit a new nickname request using <span
style="font-family: 'opensans-bold', sans-serif;">/nick request &lt;name&gt;</span> once per day. When a
nickname is requested, it will notify staff for near-instant approval. Creating custom nicknames using RGB
can be difficult, so we have implemented <span style="font-family: 'opensans-bold', sans-serif;">/nick try &lt;name&gt;</span>
so that you can experiment with your nicknames as many times as you want. It is highly encouraged to use
this command before submitting a formal request to staff. You can select an RGB color by putting the <span
style="font-family: 'opensans-bold', sans-serif;">#XXXXXX</span> code into curly braces before your
text.</p>
<p>We also support gradients in nicknames. You can specify the start and finish color and your nickname will
automatically find a gradient that goes between the two endpoints. <span
style="font-family: 'opensans-bold', sans-serif;">The symbol &gt; is used to start a gradient, and the symbol &lt; is used to close a gradient.</span>
You can have as many gradients as you want in your nickname, as long as it is readable.</p>
<p><span style="font-family: 'opensans-bold', sans-serif;">/nick try &lbrace;#003380&rbrace;Player</span>
would result in a blue name that read as “Player”.</p>
<p><span style="font-family: 'opensans-bold', sans-serif;">/nick try &lbrace;#003380>&rbrace;Player&lbrace;#0000FF<&rbrace;</span>
would result in the nickname reading as “Player” with a blue gradient fading across the letters in the
name.</p>
</div>
<div class="columnParagraph">
<h2>Useful Commands</h2>
<ul>
<li><span style="font-family: 'opensans-bold', sans-serif;">/nick help</span> - Shows a list of all useful
nickname commands and how to use them.
</li>
<li><span style="font-family: 'opensans-bold', sans-serif;">/nick try name</span> - Allows players to see
how a nickname would look as many times as you like.
</li>
<li><span style="font-family: 'opensans-bold', sans-serif;">/nick request name</span> - Allows players to
submit a new nickname to staff for approval. This function can only be used once per day.
</li>
</ul>
</div>
</div>
</section>
</section>
</main>
</ng-container>
@@ -0,0 +1,23 @@
import { ComponentFixture, TestBed } from '@angular/core/testing';
import { NicknamesComponent } from './nicknames.component';
describe('NicknamesComponent', () => {
let component: NicknamesComponent;
let fixture: ComponentFixture<NicknamesComponent>;
beforeEach(async () => {
await TestBed.configureTestingModule({
imports: [NicknamesComponent]
})
.compileComponents();
fixture = TestBed.createComponent(NicknamesComponent);
component = fixture.componentInstance;
fixture.detectChanges();
});
it('should create', () => {
expect(component).toBeTruthy();
});
});
@@ -0,0 +1,18 @@
import {Component} from '@angular/core';
import {HeaderComponent} from "../header/header.component";
import {NgOptimizedImage} from '@angular/common';
import {RouterLink} from '@angular/router';
@Component({
selector: 'app-nicknames',
imports: [
HeaderComponent,
NgOptimizedImage,
RouterLink
],
templateUrl: './nicknames.component.html',
styleUrl: './nicknames.component.scss'
})
export class NicknamesComponent {
}
@@ -1,189 +0,0 @@
<app-header current_page="particles" height="200px" background_image="/public/img/backgrounds/staff.png"
[overlay_gradient]="0.5">
<div class="title" header-content>
<h1>Particle Creator</h1>
</div>
</app-header>
<main>
<section class="darkmodeSection">
<section class="column">
<div class="renderer-section row column">
<div #rendererContainer class="renderer-container column row"></div>
<div class="plane-controls">
<label>Plane Position (Z-axis):</label>
<mat-slider min="0" max="16" step="1" #planeSlider>
<input matSliderThumb [(ngModel)]="planePosition" (input)="updatePlanePosition($event)">
</mat-slider>
<span>{{ planePosition }}/16 blocks</span>
</div>
</div>
<div class="row">
<div class="column controls-section">
<mat-card>
<mat-card-header>
<mat-card-title>Particle Properties</mat-card-title>
</mat-card-header>
<mat-card-content>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Particle Name</mat-label>
<input matInput [(ngModel)]="particleData.particle_name" placeholder="Enter particle name">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Display Name</mat-label>
<input matInput [(ngModel)]="particleData.display_name" placeholder="Enter display name">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Particle Type</mat-label>
<mat-select [(ngModel)]="particleData.particle_type">
<mat-option *ngFor="let type of particleTypes" [value]="type">{{ type }}</mat-option>
</mat-select>
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Lore</mat-label>
<textarea matInput [(ngModel)]="particleData.lore" placeholder="Enter lore"></textarea>
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Display Item</mat-label>
<input matInput [(ngModel)]="particleData.display_item" placeholder="Enter display item">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Permission</mat-label>
<input matInput [(ngModel)]="particleData.permission" placeholder="Enter permission">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Package Permission</mat-label>
<input matInput [(ngModel)]="particleData.package_permission" placeholder="Enter package permission">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Frame Delay</mat-label>
<input matInput type="number" [(ngModel)]="particleData.frame_delay" placeholder="Enter frame delay">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Repeat</mat-label>
<input matInput type="number" [(ngModel)]="particleData.repeat" placeholder="Enter repeat count">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Repeat Delay</mat-label>
<input matInput type="number" [(ngModel)]="particleData.repeat_delay"
placeholder="Enter repeat delay">
</mat-form-field>
</div>
<div class="form-row">
<mat-form-field appearance="outline">
<mat-label>Random Offset</mat-label>
<input matInput type="number" [(ngModel)]="particleData.random_offset"
placeholder="Enter random offset">
</mat-form-field>
</div>
<div class="form-row">
<mat-checkbox [(ngModel)]="particleData.stationary">Stationary</mat-checkbox>
</div>
</mat-card-content>
</mat-card>
</div>
<div class="column">
<mat-card class="color-picker-card">
<mat-card-header>
<mat-card-title>Particle Color</mat-card-title>
</mat-card-header>
<mat-card-content>
<div class="color-picker">
<input type="color" [(ngModel)]="selectedColor">
<span>Selected Color: {{ selectedColor }}</span>
</div>
</mat-card-content>
</mat-card>
</div>
<div class="column frames-section">
<mat-card>
<mat-card-header>
<mat-card-title>Frames</mat-card-title>
</mat-card-header>
<mat-card-content>
<div class="frames-container">
<mat-tab-group [selectedIndex]="frames.indexOf(currentFrame)"
(selectedIndexChange)="switchFrame(frames[$event])">
<mat-tab *ngFor="let frameId of frames" [label]="frameId">
<div class="frame-content">
<h3>Particles in {{ frameId }}</h3>
<div class="particles-list">
<div *ngFor="let particle of particleData.frames[frameId]; let i = index" class="particle-item">
<span>Particle {{ i + 1 }}: ({{ particle.x.toFixed(2) }}, {{ particle.y.toFixed(2) }}
, {{ particle.z.toFixed(2) }})</span>
<button mat-icon-button color="warn" (click)="removeParticle(frameId, i)">
<mat-icon>delete</mat-icon>
</button>
</div>
<div *ngIf="!particleData.frames[frameId] || particleData.frames[frameId].length === 0"
class="no-particles">
No particles in this frame. Click on the plane to add particles.
</div>
</div>
<div class="frame-actions">
<button mat-raised-button color="warn" (click)="removeFrame(frameId)"
[disabled]="frames.length <= 1">
Remove Frame
</button>
</div>
</div>
</mat-tab>
</mat-tab-group>
<div class="add-frame">
<button mat-raised-button color="primary" (click)="addFrame()">
Add New Frame
</button>
</div>
</div>
</mat-card-content>
</mat-card>
</div>
<div class="column json-output">
<mat-card>
<mat-card-header>
<mat-card-title>JSON Output</mat-card-title>
</mat-card-header>
<mat-card-content>
<pre>{{ generateJson() }}</pre>
</mat-card-content>
</mat-card>
</div>
</div>
</section>
</section>
</main>
@@ -1,128 +0,0 @@
.renderer-section {
flex: 1;
min-width: 300px;
display: flex;
}
.renderer-container {
width: 100%;
height: 400px;
border: 1px solid #ccc;
border-radius: 4px;
overflow: hidden;
background-color: #f0f0f0;
display: flex;
justify-content: center;
align-items: center;
}
.plane-controls {
margin-top: 10px;
padding: 10px;
background-color: #f5f5f5;
border-radius: 4px;
display: flex;
align-items: center;
gap: 10px;
}
.plane-controls mat-slider {
flex: 1;
}
.controls-section {
flex: 1;
min-width: 300px;
gap: 20px;
}
.form-row {
margin-bottom: 15px;
}
mat-form-field {
width: 100%;
}
.color-picker-card {
margin-top: 20px;
}
.color-picker {
display: flex;
align-items: center;
gap: 15px;
}
.color-picker input[type="color"] {
width: 50px;
height: 50px;
border: none;
border-radius: 4px;
cursor: pointer;
}
.frames-section {
margin-bottom: 20px;
}
.frames-container {
margin-top: 10px;
}
.frame-content {
padding: 15px;
}
.particles-list {
max-height: 300px;
overflow-y: auto;
border: 1px solid #eee;
border-radius: 4px;
padding: 10px;
margin-bottom: 15px;
}
.particle-item {
display: flex;
justify-content: space-between;
align-items: center;
padding: 8px;
border-bottom: 1px solid #eee;
}
.particle-item:last-child {
border-bottom: none;
}
.no-particles {
padding: 20px;
text-align: center;
color: #888;
}
.frame-actions {
display: flex;
justify-content: flex-end;
margin-top: 10px;
}
.add-frame {
margin-top: 15px;
display: flex;
justify-content: center;
}
.json-output {
margin-top: 20px;
}
.json-output pre {
background-color: #f5f5f5;
padding: 15px;
border-radius: 4px;
overflow-x: auto;
max-height: 300px;
font-family: monospace;
white-space: pre-wrap;
}
@@ -1,494 +0,0 @@
import {AfterViewInit, Component, ElementRef, OnInit, ViewChild} from '@angular/core';
import {CommonModule} from '@angular/common';
import {FormsModule, ReactiveFormsModule} from '@angular/forms';
import {MatButtonModule} from '@angular/material/button';
import {MatInputModule} from '@angular/material/input';
import {MatFormFieldModule} from '@angular/material/form-field';
import {MatSelectModule} from '@angular/material/select';
import {MatSliderModule} from '@angular/material/slider';
import {MatCheckboxModule} from '@angular/material/checkbox';
import {MatTabsModule} from '@angular/material/tabs';
import {MatCardModule} from '@angular/material/card';
import {MatIconModule} from '@angular/material/icon';
import {HeaderComponent} from '../header/header.component';
import * as THREE from 'three';
import {OrbitControls} from 'three/examples/jsm/controls/OrbitControls.js';
// Define particle types
export enum ParticleType {
REDSTONE = 'REDSTONE',
// Other particle types can be added later
}
// Interface for particle information
interface ParticleInfo {
particle_type: string;
x: number;
y: number;
z: number;
color: string;
extra: number;
}
// Interface for the complete particle data
interface ParticleData {
particle_name: string;
display_name: string;
particle_type: string;
lore: string;
display_item: string;
permission: string;
package_permission: string;
frame_delay: number;
repeat: number;
repeat_delay: number;
random_offset: number;
stationary: boolean;
frames: {
[frameId: string]: ParticleInfo[];
};
}
@Component({
selector: 'app-particles',
standalone: true,
imports: [
CommonModule,
FormsModule,
ReactiveFormsModule,
MatButtonModule,
MatInputModule,
MatFormFieldModule,
MatSelectModule,
MatSliderModule,
MatCheckboxModule,
MatTabsModule,
MatCardModule,
MatIconModule,
HeaderComponent
],
templateUrl: './particles.component.html',
styleUrl: './particles.component.scss'
})
export class ParticlesComponent implements OnInit, AfterViewInit {
@ViewChild('rendererContainer') rendererContainer!: ElementRef;
@ViewChild('planeSlider') planeSlider!: ElementRef;
// Three.js objects
private scene!: THREE.Scene;
private camera!: THREE.PerspectiveCamera;
private renderer!: THREE.WebGLRenderer;
private controls!: OrbitControls;
private playerModel!: THREE.Group;
private intersectionPlane!: THREE.Mesh;
private particles: THREE.Mesh[] = [];
private raycaster = new THREE.Raycaster();
private mouse = new THREE.Vector2();
// Particle data
public particleData: ParticleData = {
particle_name: '',
display_name: '',
particle_type: ParticleType.REDSTONE,
lore: '',
display_item: 'REDSTONE',
permission: '',
package_permission: '',
frame_delay: 1,
repeat: 1,
repeat_delay: 0,
random_offset: 0,
stationary: true,
frames: {
'frame1': []
}
};
// UI state
public currentFrame: string = 'frame1';
public planePosition: number = 8; // Position in 1/16th of a block
public selectedColor: string = '#ff0000';
public particleTypes = Object.values(ParticleType);
public frames: string[] = ['frame1'];
constructor() {
}
ngOnInit(): void {
// Initialize component
}
ngAfterViewInit(): void {
this.initThreeJS();
this.animate();
}
// Initialize Three.js scene
private initThreeJS(): void {
// Create scene
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0xf0f0f0);
// Get container dimensions
const containerWidth = this.rendererContainer.nativeElement.clientWidth;
const containerHeight = 400; // Fixed height as defined in CSS
// Create camera
this.camera = new THREE.PerspectiveCamera(75, containerWidth / containerHeight, 0.1, 1000);
this.camera.position.set(0, 1, 3);
this.camera.lookAt(0, 1, 0);
// Create renderer
this.renderer = new THREE.WebGLRenderer({antialias: true});
this.renderer.setSize(containerWidth, containerHeight);
// Center the canvas in the container
this.renderer.domElement.style.display = 'block';
this.renderer.domElement.style.margin = 'auto';
this.rendererContainer.nativeElement.appendChild(this.renderer.domElement);
// Initialize orbit controls
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
this.controls.enableDamping = true; // Add smooth damping effect
this.controls.dampingFactor = 0.05;
this.controls.minDistance = 2; // Minimum zoom distance
this.controls.maxDistance = 10; // Maximum zoom distance
this.controls.target.set(0, 1, 0); // Set target to player's center
this.controls.update();
// Add lights
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
this.scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(1, 1, 1);
this.scene.add(directionalLight);
// Create player model (simple representation)
this.createPlayerModel();
// Create intersection plane
this.createIntersectionPlane();
// Add event listeners
this.renderer.domElement.addEventListener('mousedown', this.onMouseDown.bind(this));
this.renderer.domElement.addEventListener('mouseup', this.onMouseUp.bind(this));
this.renderer.domElement.addEventListener('mousemove', this.onMouseMove.bind(this));
window.addEventListener('resize', this.onWindowResize.bind(this));
}
// Create a simple player model
private createPlayerModel(): void {
this.playerModel = new THREE.Group();
// Head
const headGeometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
const headMaterial = new THREE.MeshLambertMaterial({color: 0xffccaa});
const head = new THREE.Mesh(headGeometry, headMaterial);
head.position.y = 1.35;
this.playerModel.add(head);
// Body
const bodyGeometry = new THREE.BoxGeometry(0.5, 0.7, 0.25);
const bodyMaterial = new THREE.MeshLambertMaterial({color: 0x0000ff});
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.position.y = 0.75;
this.playerModel.add(body);
// Arms
const armGeometry = new THREE.BoxGeometry(0.2, 0.7, 0.25);
const armMaterial = new THREE.MeshLambertMaterial({color: 0xffccaa});
const leftArm = new THREE.Mesh(armGeometry, armMaterial);
leftArm.position.set(-0.35, 0.75, 0);
this.playerModel.add(leftArm);
const rightArm = new THREE.Mesh(armGeometry, armMaterial);
rightArm.position.set(0.35, 0.75, 0);
this.playerModel.add(rightArm);
// Legs
const legGeometry = new THREE.BoxGeometry(0.25, 0.7, 0.25);
const legMaterial = new THREE.MeshLambertMaterial({color: 0x000000});
const leftLeg = new THREE.Mesh(legGeometry, legMaterial);
leftLeg.position.set(-0.125, 0.15, 0);
this.playerModel.add(leftLeg);
const rightLeg = new THREE.Mesh(legGeometry, legMaterial);
rightLeg.position.set(0.125, 0.15, 0);
this.playerModel.add(rightLeg);
this.scene.add(this.playerModel);
}
// Create the intersection plane
private createIntersectionPlane(): void {
const planeGeometry = new THREE.PlaneGeometry(3, 3);
const planeMaterial = new THREE.MeshBasicMaterial({
color: 0x00AA00,
transparent: true,
opacity: 0.05,
side: THREE.DoubleSide
});
this.intersectionPlane = new THREE.Mesh(planeGeometry, planeMaterial);
this.intersectionPlane.position.z = 0;
// Center the plane vertically with the player (player is about 2 blocks tall)
this.intersectionPlane.position.y = 1;
this.scene.add(this.intersectionPlane);
}
// Update plane position based on slider
public updatePlanePosition(event: Event): void {
// Access the value from the slider element
const slider = event.target as HTMLInputElement;
this.planePosition = Number(slider.value);
// Convert from 1/16th block to Three.js units
const position = (this.planePosition / 16) - 0.5; // Center at 0
// Apply position based on the plane's current rotation
// This ensures the plane always moves towards/away from the viewer
const rotation = this.intersectionPlane.rotation.y;
if (Math.abs(rotation) < 0.1 || Math.abs(rotation - Math.PI) < 0.1) {
// Camera in front (0) or behind (PI)
// For camera behind, we need to invert the direction
const direction = Math.abs(rotation) < 0.1 ? 1 : -1;
this.intersectionPlane.position.z = position * direction;
// Reset x position to avoid cumulative changes
this.intersectionPlane.position.x = 0;
} else {
// Camera on right (PI/2) or left (-PI/2)
// For camera on left, we need to invert the direction
const direction = rotation > 0 ? 1 : -1;
this.intersectionPlane.position.x = position * direction;
// Reset z position to avoid cumulative changes
this.intersectionPlane.position.z = 0;
}
}
// Track if mouse is being dragged
private isDragging = false;
private mouseDownTime = 0;
// Handle mouse down event
private onMouseDown(event: MouseEvent): void {
this.isDragging = false;
this.mouseDownTime = Date.now();
}
// Handle mouse up event
private onMouseUp(event: MouseEvent): void {
// If mouse was down for less than 200ms and didn't move much, consider it a click, not a drag
if (Date.now() - this.mouseDownTime < 200 && !this.isDragging) {
this.handlePlaneClick(event);
}
this.isDragging = false;
}
// Handle mouse move event
private onMouseMove(event: MouseEvent): void {
// If mouse moves while button is pressed, it's a drag
if (event.buttons > 0) {
this.isDragging = true;
}
}
// Handle mouse click on the plane
private handlePlaneClick(event: MouseEvent): void {
// Calculate mouse position in normalized device coordinates
const rect = this.renderer.domElement.getBoundingClientRect();
this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
// Update the picking ray with the camera and mouse position
this.raycaster.setFromCamera(this.mouse, this.camera);
// Calculate objects intersecting the picking ray
const intersects = this.raycaster.intersectObject(this.intersectionPlane);
if (intersects.length > 0) {
const point = intersects[0].point;
this.addParticle(point.x, point.y, point.z);
}
}
// Add a particle at the specified position
private addParticle(x: number, y: number, z: number): void {
// Create a visual representation of the particle
const particleGeometry = new THREE.SphereGeometry(0.03, 16, 16);
const particleMaterial = new THREE.MeshBasicMaterial({color: this.selectedColor});
const particleMesh = new THREE.Mesh(particleGeometry, particleMaterial);
particleMesh.position.set(x, y, z);
this.scene.add(particleMesh);
this.particles.push(particleMesh);
// Add to particle data
const hexColor = this.selectedColor.replace('#', '');
const r = parseInt(hexColor.substring(0, 2), 16) / 255;
const g = parseInt(hexColor.substring(2, 4), 16) / 255;
const b = parseInt(hexColor.substring(4, 6), 16) / 255;
const particleInfo: ParticleInfo = {
particle_type: ParticleType.REDSTONE,
x: x,
y: y,
z: z,
color: `${r},${g},${b}`,
extra: 1
};
if (!this.particleData.frames[this.currentFrame]) {
this.particleData.frames[this.currentFrame] = [];
}
this.particleData.frames[this.currentFrame].push(particleInfo);
}
// Handle window resize
private onWindowResize(): void {
const containerWidth = this.rendererContainer.nativeElement.clientWidth;
const containerHeight = 400; // Fixed height as defined in CSS
this.camera.aspect = containerWidth / containerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(containerWidth, containerHeight);
}
// Animation loop
private animate(): void {
requestAnimationFrame(this.animate.bind(this));
// Update controls
if (this.controls) {
this.controls.update();
}
// Update plane orientation based on camera position
if (this.intersectionPlane && this.camera) {
// Calculate the angle between camera and player (in the XZ plane)
const cameraAngle = Math.atan2(
this.camera.position.x,
this.camera.position.z
);
// Determine which quadrant the camera is in with a 45-degree offset
// Adding Math.PI/4 (45 degrees) to the angle before determining the quadrant
// This shifts the quadrant boundaries by 45 degrees
const quadrant = Math.floor((cameraAngle + Math.PI + Math.PI / 4) / (Math.PI / 2)) % 4;
// Rotate the plane to face the camera
if (quadrant === 0) {
this.intersectionPlane.rotation.y = 0; // Camera in front
this.updateFrameMaterial(0x00AA00);
} else if (quadrant === 1) {
this.intersectionPlane.rotation.y = Math.PI / 2; // Camera on right
this.updateFrameMaterial(0x0000AA);
} else if (quadrant === 2) {
this.intersectionPlane.rotation.y = Math.PI; // Camera behind
this.updateFrameMaterial(0x00AA00);
} else {
this.intersectionPlane.rotation.y = -Math.PI / 2; // Camera on left
this.updateFrameMaterial(0x0000AA);
}
}
this.renderer.render(this.scene, this.camera);
}
public updateFrameMaterial(color: number) {
this.intersectionPlane.material = new THREE.MeshBasicMaterial({
color: color,
transparent: true,
opacity: 0.05,
side: THREE.DoubleSide
});
}
// Add a new frame
public addFrame(): void {
const frameId = `frame${this.frames.length + 1}`;
this.frames.push(frameId);
this.particleData.frames[frameId] = [];
this.currentFrame = frameId;
this.clearParticleVisuals();
}
// Switch to a different frame
public switchFrame(frameId: string): void {
this.currentFrame = frameId;
this.clearParticleVisuals();
this.renderFrameParticles(frameId);
}
// Clear particle visuals from the scene
private clearParticleVisuals(): void {
for (const particle of this.particles) {
this.scene.remove(particle);
}
this.particles = [];
}
// Render particles for a specific frame
private renderFrameParticles(frameId: string): void {
if (!this.particleData.frames[frameId]) return;
for (const particleInfo of this.particleData.frames[frameId]) {
const particleGeometry = new THREE.SphereGeometry(0.03, 16, 16);
// Parse color
const colorParts = particleInfo.color.split(',');
const color = new THREE.Color(
parseFloat(colorParts[0]),
parseFloat(colorParts[1]),
parseFloat(colorParts[2])
);
const particleMaterial = new THREE.MeshBasicMaterial({color});
const particleMesh = new THREE.Mesh(particleGeometry, particleMaterial);
particleMesh.position.set(particleInfo.x, particleInfo.y, particleInfo.z);
this.scene.add(particleMesh);
this.particles.push(particleMesh);
}
}
// Generate JSON output
public generateJson(): string {
return JSON.stringify(this.particleData, null, 2);
}
// Remove a particle
public removeParticle(frameId: string, index: number): void {
if (this.particleData.frames[frameId] && this.particleData.frames[frameId].length > index) {
this.particleData.frames[frameId].splice(index, 1);
// Update visuals if this is the current frame
if (frameId === this.currentFrame) {
this.clearParticleVisuals();
this.renderFrameParticles(frameId);
}
}
}
// Remove a frame
public removeFrame(frameId: string): void {
const index = this.frames.indexOf(frameId);
if (index !== -1) {
this.frames.splice(index, 1);
delete this.particleData.frames[frameId];
// Switch to first frame if we removed the current one
if (frameId === this.currentFrame && this.frames.length > 0) {
this.switchFrame(this.frames[0]);
} else if (this.frames.length === 0) {
// If no frames left, add one
this.addFrame();
}
}
}
}