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3d821c0 690c27b 3d821c0 690c27b 3d821c0 690c27b 3d821c0 690c27b 93e0710 690c27b 912289d 690c27b 912289d 690c27b 912289d 690c27b 3d821c0 690c27b c0f2ca3 93e0710 690c27b 3d821c0 690c27b 3d821c0 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 | /* patch_control.mjs — v17: joystick theo hướng camera + nhân vật kiểu cầu thủ MU
FIX A (joystick lệch hướng):
Trước đây input joystick map thẳng {x:dx, z:-dy} vào tọa độ THẾ GIỚI →
atan2(mx,mz) → kéo "lên màn hình" (dy<0) = +z thế giới = đi RA SÂN, trong khi
camera nhìn về -z → ngược với cảm nhận màn hình.
FIX: xoay hệ quy chiếu theo yaw camera (me.rot): kéo lên = đi xa camera
(forward), kéo phải = đi bên phải màn hình (right = forward × up).
FIX B (nhân vật chưa giống hangmu.online):
Model cũ chỉ là capsule trơn. Nâng cấp thành cầu thủ MU: tóc đen, áo đỏ
bo tròn + cổ trắng, tay áo đỏ (cẳng tay màu da), quần đùi đen, tất đỏ,
giày trắng — giữ nguyên yOff/gy/held ở render scope (tránh crash v15).
Nếu pattern lệch -> exit(1) để build fail. */
import fs from 'node:fs'
function patchFile(path, reps) {
let s = fs.readFileSync(path, 'utf8')
const failures = []
for (const [oldStr, newStr] of reps) {
const count = s.split(oldStr).length - 1
if (count === 1) { s = s.replace(oldStr, newStr); continue }
failures.push(`pattern not unique/found (count=${count}): ${oldStr.slice(0, 80)}`)
}
if (failures.length) {
console.error(`PATCH CONTROL FAILED (${path}):`)
failures.forEach((f) => console.error(' -', f))
process.exit(1)
}
fs.writeFileSync(path, s)
console.log('patched ok:', path)
}
patchFile('frontend/app.js', [
/* ---- (1) ref bám vị trí mỗi frame, giữ render-scope consts ---- */
[
` useFrame((_, dt) => { bob.current += dt * (anim || 1) })
const yOff = anim ? Math.sin(bob.current * 1.2) * 0.12 : 0
const gy = floorHeight(Math.hypot(p.pos.x, p.pos.z)) + yOff
const held = p.holding ? 0.15 : 0
return (
<group position={[p.pos.x, gy + held, p.pos.z]} rotation={[0, p.rot, 0]}>`,
` useFrame((_, dt) => {
bob.current += dt * (anim || 1)
// Movement MUTATE me.pos mà KHÔNG gọi set() -> React không re-render.
// Cập nhật imperative qua ref để avatar di chuyển mượt theo đúng phím.
if (rootRef.current) {
rootRef.current.position.set(p.pos.x, floorHeight(Math.hypot(p.pos.x, p.pos.z)) + (p.holding ? 0.15 : 0), p.pos.z)
rootRef.current.rotation.y = p.rot
}
})
const yOff = anim ? Math.sin(bob.current * 1.2) * 0.12 : 0
const gy = floorHeight(Math.hypot(p.pos.x, p.pos.z)) + yOff
const held = p.holding ? 0.15 : 0
return (
<group ref={rootRef} position={[p.pos.x, gy + held, p.pos.z]} rotation={[0, p.rot, 0]}>`,
],
[
` const bob = React.useRef(0)
const anim = p.anim === 'run' ? 14 : (p.anim === 'walk' ? 8 : 0)
useFrame((_, dt) => { bob.current += dt * (anim || 1) })`,
` const bob = React.useRef(0)
const rootRef = React.useRef(null)
const anim = p.anim === 'run' ? 14 : (p.anim === 'walk' ? 8 : 0)`,
],
/* ---- (2) walkR 95 + guard chống vùng trống ---- */
[
` const dist = Math.hypot(nx, nz)
const walkR = 42
if (dist > walkR) { nx *= walkR / dist; nz *= walkR / dist }`,
` const dist = Math.hypot(nx, nz)
const walkR = 95
if (dist > walkR) { nx *= walkR / dist; nz *= walkR / dist }
// chống vùng trống: chưa ra sân ngoài (z<55) thì giữ trong bán kính sàn hang (61)
if (nz < 55) {
const d2 = Math.hypot(nx, nz)
if (d2 > 61) { nx *= 61 / d2; nz *= 61 / d2 }
}`,
],
/* ---- (3) joystick: center reset theo {x,y} ---- */
[
` const center = () => { joy.current = { x: 0, z: 0 }; if (knobRef.current) knobRef.current.style.transform = 'translate(-50%,-50%)' }`,
` const center = () => { joy.current = { x: 0, y: 0 }; if (knobRef.current) knobRef.current.style.transform = 'translate(-50%,-50%)' }`,
],
/* ---- (4) joystick: lưu {x: dx, y: -dy} (dy<0 = kéo lên màn hình) ---- */
[
` joy.current = { x: dx, z: -dy }`,
` joy.current = { x: dx, y: -dy }`,
],
/* ---- (5) joystick: xoay theo hướng camera (kéo lên = đi xa camera) ---- */
[
` if (touch && (joy.current.x || joy.current.z)) { mx = joy.current.x; mz = joy.current.z }`,
` if (touch && (joy.current.x || joy.current.y)) {
const cy = me.rot
const fx = -Math.sin(cy), fz = -Math.cos(cy)
const rx = Math.cos(cy), rz = -Math.sin(cy)
mx = fx * joy.current.y + rx * joy.current.x
mz = fz * joy.current.y + rz * joy.current.x
}`,
],
/* ---- (6) đầu + tóc đen ngắn ---- */
[
` <mesh castShadow position={[0, 2.55 + yOff, 0]}>
<sphereGeometry args={[0.45, 16, 16]} />
<meshStandardMaterial color={0xfdbcb4} roughness={0.9} />
</mesh>`,
` <group position={[0, 2.55 + yOff, 0]}>
<mesh castShadow>
<sphereGeometry args={[0.45, 16, 16]} />
<meshStandardMaterial color={0xfdbcb4} roughness={0.9} />
</mesh>
<mesh castShadow position={[0, 0.13, -0.02]} scale={[1.05, 0.8, 1.05]}>
<sphereGeometry args={[0.45, 16, 12, 0, Math.PI * 2, 0, Math.PI * 0.74]} />
<meshStandardMaterial color={0x1c1610} roughness={0.92} />
</mesh>
</group>`,
],
/* ---- (7) thân: áo đỏ + quần đùi đen + cổ trắng ---- */
[
` <mesh castShadow position={[0, 1.05 + yOff, 0]}>
<capsuleGeometry args={[0.5, 1.5, 4, 8]} />
<meshStandardMaterial color={color} roughness={0.7} metalness={0.1} />
</mesh>`,
` <mesh castShadow position={[0, 1.62 + yOff, 0]}>
<capsuleGeometry args={[0.53, 1.26, 4, 10]} />
<meshStandardMaterial color={color} roughness={0.72} metalness={0.08} />
</mesh>
<mesh castShadow position={[0, 0.72 + yOff, 0]} scale={[1.28, 0.62, 1.05]}>
<sphereGeometry args={[0.42, 10, 8]} />
<meshStandardMaterial color={0x14141f} roughness={0.85} />
</mesh>
<mesh position={[0, 2.2 + yOff, 0]}>
<torusGeometry args={[0.3, 0.06, 6, 18]} />
<meshStandardMaterial color="#e8e8e8" roughness={0.55} />
</mesh>`,
],
/* ---- (8a) tay trái ---- */
[
` <group position={[-0.78, 2.05 + yOff, 0]}>
<mesh castShadow rotation={[Math.sin(bob.current * anim / 4) * 0.9, 0, 0.35]}>
<capsuleGeometry args={[0.16, 0.85, 4, 8]} />
<meshStandardMaterial color={0xfdbcb4} roughness={0.9} />
</mesh>
</group>`,
` <group position={[-0.78, 2.05 + yOff, 0]}>
<mesh castShadow rotation={[Math.sin(bob.current * anim / 4) * 0.9, 0, 0.35]}>
<capsuleGeometry args={[0.19, 0.5, 4, 8]} />
<meshStandardMaterial color={color} roughness={0.72} />
</mesh>
<mesh castShadow position={[0, -0.48, 0]} rotation={[Math.sin(bob.current * anim / 4) * 0.9, 0, 0.35]}>
<capsuleGeometry args={[0.145, 0.46, 4, 8]} />
<meshStandardMaterial color={0xfdbcb4} roughness={0.9} />
</mesh>
</group>`,
],
/* ---- (8b) tay phải ---- */
[
` <group position={[0.78, 2.05 + yOff, 0]}>
<mesh castShadow rotation={[-Math.sin(bob.current * anim / 4) * 0.9, 0, -0.35]}>
<capsuleGeometry args={[0.16, 0.85, 4, 8]} />
<meshStandardMaterial color={0xfdbcb4} roughness={0.9} />
</mesh>
</group>`,
` <group position={[0.78, 2.05 + yOff, 0]}>
<mesh castShadow rotation={[-Math.sin(bob.current * anim / 4) * 0.9, 0, -0.35]}>
<capsuleGeometry args={[0.19, 0.5, 4, 8]} />
<meshStandardMaterial color={color} roughness={0.72} />
</mesh>
<mesh castShadow position={[0, -0.48, 0]} rotation={[-Math.sin(bob.current * anim / 4) * 0.9, 0, -0.35]}>
<capsuleGeometry args={[0.145, 0.46, 4, 8]} />
<meshStandardMaterial color={0xfdbcb4} roughness={0.9} />
</mesh>
</group>`,
],
/* ---- (9a) chân trái: đùi đen + tất đỏ ---- */
[
` <group position={[-0.22, 1.0 + yOff, 0]}>
<mesh castShadow rotation={[Math.sin(bob.current * anim / 4) * 0.9, 0, 0]}>
<capsuleGeometry args={[0.18, 0.95, 4, 8]} />
<meshStandardMaterial color={0x14141f} roughness={0.8} metalness={0.1} />
</mesh>
</group>`,
` <group position={[-0.22, 1.0 + yOff, 0]}>
<mesh castShadow rotation={[Math.sin(bob.current * anim / 4) * 0.9, 0, 0]}>
<capsuleGeometry args={[0.18, 0.55, 4, 8]} />
<meshStandardMaterial color={0x14141f} roughness={0.8} metalness={0.1} />
</mesh>
<mesh castShadow position={[0, -0.42, 0.03]} rotation={[Math.sin(bob.current * anim / 4) * 0.9, 0, 0]}>
<capsuleGeometry args={[0.17, 0.3, 4, 8]} />
<meshStandardMaterial color={0xc8102e} roughness={0.8} />
</mesh>
</group>`,
],
/* ---- (9b) chân phải ---- */
[
` <group position={[0.22, 1.0 + yOff, 0]}>
<mesh castShadow rotation={[-Math.sin(bob.current * anim / 4) * 0.9, 0, 0]}>
<capsuleGeometry args={[0.18, 0.95, 4, 8]} />
<meshStandardMaterial color={0x14141f} roughness={0.8} metalness={0.1} />
</mesh>
</group>`,
` <group position={[0.22, 1.0 + yOff, 0]}>
<mesh castShadow rotation={[-Math.sin(bob.current * anim / 4) * 0.9, 0, 0]}>
<capsuleGeometry args={[0.18, 0.55, 4, 8]} />
<meshStandardMaterial color={0x14141f} roughness={0.8} metalness={0.1} />
</mesh>
<mesh castShadow position={[0, -0.42, 0.03]} rotation={[-Math.sin(bob.current * anim / 4) * 0.9, 0, 0]}>
<capsuleGeometry args={[0.17, 0.3, 4, 8]} />
<meshStandardMaterial color={0xc8102e} roughness={0.8} />
</mesh>
</group>`,
],
/* ---- (10) giày trắng ---- */
[
` <mesh position={[-0.09, 0.22 + yOff, 0.16]} rotation-x={0.25}>
<boxGeometry args={[0.18, 0.09, 0.3]} />
<meshStandardMaterial color={0x1a1a1a} roughness={0.5} metalness={0.15} />
</mesh>
<mesh position={[0.09, 0.22 + yOff, 0.16]} rotation-x={0.25}>
<boxGeometry args={[0.18, 0.09, 0.3]} />
<meshStandardMaterial color={0x1a1a1a} roughness={0.5} metalness={0.15} />
</mesh>`,
` <mesh position={[-0.09, 0.22 + yOff, 0.16]} rotation-x={0.25}>
<boxGeometry args={[0.18, 0.09, 0.3]} />
<meshStandardMaterial color={0xf2f2f2} roughness={0.4} metalness={0.1} />
</mesh>
<mesh position={[0.09, 0.22 + yOff, 0.16]} rotation-x={0.25}>
<boxGeometry args={[0.18, 0.09, 0.3]} />
<meshStandardMaterial color={0xf2f2f2} roughness={0.4} metalness={0.1} />
</mesh>`,
],
])
console.log('patch_control.mjs OK — camera-relative joystick + MU player model applied') |