- Added effect on jumper
    - Added function in class Map for create wall
    - Ajusted/patched player camera
    - next step for me : banner :)
This commit is contained in:
Kum1ta
2024-08-22 01:05:21 +02:00
parent 1eb7da97d2
commit 0d79ce58ae
5 changed files with 146 additions and 74 deletions

View File

@ -3,10 +3,10 @@
/* ::: :::::::: */
/* Map.js :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/20 14:52:55 by hubourge #+# #+# */
/* Updated: 2024/08/21 18:59:08 by hubourge ### ########.fr */
/* Updated: 2024/08/22 01:02:41 by edbernar ### ########.fr */
/* */
/* ************************************************************************** */
@ -17,7 +17,7 @@ import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
Todo (Eddy) :
- Ajouter la transparence sur les murs sur la distance de la balle (OK)
- Ajouter des textures selon le type : number pour couleur, string pour img (OK)
- Ajouter une fonctione pour modifier la gravité
- Ajouter une fonctione pour modifier la gravité (OK)
*/
const loader = new GLTFLoader();
@ -27,6 +27,7 @@ class Map
scene = null;
arrObject = [];
ballObject = null;
mapLength = 0;
centerPos = {
x: -1,
y: -1,
@ -38,7 +39,9 @@ class Map
left: -3,
right: 3,
};
mapLength = 0;
ballIsOnJumper = {
can: true
};
constructor(scene, length, obstacles)
{
@ -51,8 +54,25 @@ class Map
scene.add(this.#createPlanes(7.5, length, (Math.PI / 2), "planeTop", false, '/textures/pastel.jpg'));
scene.add(this.#createWall(-3.5, 0.4, -length/2, "wallLeft"));
scene.add(this.#createWall(3.5, 0.4, -length/2, "wallRight"));
scene.add(this.#createWallObstacle(1, 1, 1, false));
scene.add(this.#createWallObstacle(-1, 1, 1, true));
scene.add(this.#createBanner(10, 1))
if (obstacles)
this.#generateObstacle();
/***** JUST FOR TEST *****/
document.addEventListener('keypress', (e) => {
if (e.key == 'q')
{
for (let i = 0; i < this.arrObject.length; i++)
{
if (this.arrObject[i].type == 'jumper')
this.#animationGravityChanger(this.arrObject[i].mesh)
}
}
})
/*************************/
};
#createPlanes(x, y, rot, name, isBottom, visual)
@ -62,6 +82,7 @@ class Map
if (this.arrObject[i].name == name)
throw Error("Name already exist.");
}
const geometry = new THREE.PlaneGeometry(x, y);
let material = null;
let mesh = null;
@ -82,7 +103,7 @@ class Map
mesh.position.set(0, 0.15, 0);
else
mesh.position.set(0, 3.15, 0);
this.arrObject.push({mesh: mesh, name: name});
this.arrObject.push({mesh: mesh, name: name, type: "plane"});
mesh.receiveShadow = true;
return (mesh);
};
@ -101,7 +122,7 @@ class Map
mesh.position.set(x, y, z);
material.transparent = true;
material.opacity = 0.5;
this.arrObject.push({mesh: mesh, name: name});
this.arrObject.push({mesh: mesh, name: name, type: "wall"});
return (mesh);
};
@ -171,46 +192,91 @@ class Map
group.rotateX(Math.PI);
group.translateY(-6.3);
}
this.arrObject.push({mesh: group, name: name});
this.arrObject.push({mesh: group, name: name, type: 'jumper'});
this.scene.add(group);
};
#createWallObstacle(x, y, size, onTop)
{
const geometry = new THREE.BoxGeometry(size, 0.5, 0.1);
const material = new THREE.MeshPhysicalMaterial({color: 0xaaaafe});
const mesh = new THREE.Mesh(geometry, material);
if (onTop)
mesh.position.set(x, this.playerLimits.up - 0.1, y);
else
mesh.position.set(x, 0.4, y);
return (mesh);
}
#createBanner(radius, height)
{
return (null);
}
#animationGravityChanger(group)
{
const geometry1 = new THREE.TorusGeometry(1.5, 0.05, 12, 24);
const material1 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
const ring1 = new THREE.Mesh(geometry1, material1);
const landmark = group.children[0];
let interval = null;
let speed = 0.1;
ring1.rotateX(-Math.PI / 2);
ring1.position.set(landmark.position.x, landmark.position.y, landmark.position.z);
ring1.scale.set(0.2, 0.2, 0.2);
ring1.material.transparent = true;
this.scene.add(ring1);
interval = setInterval(() => {
ring1.position.y += speed;
ring1.material.opacity -= 0.02;
speed *= 0.90;
if (ring1.material.opacity == 0)
clearInterval(interval);
}, 10);
}
#generateObstacle()
{
let randomNumber;
if (Math.random() < 0.5)
{
randomNumber = Math.random();
if (randomNumber < 0.5)
this.#createGravityChanger(-1.5, 0.2, this.mapLength / 4, "gravityChangerGroupBottom1", 0);
else
this.#createGravityChanger(1.5, 0.2, this.mapLength / 4, "gravityChangerGroupBottom2", 0);
}
if (Math.random() < 0.5)
{
randomNumber = Math.random();
if (randomNumber < 0.5)
this.#createGravityChanger(-1.5, 0.2, -this.mapLength / 4, "gravityChangerGroupBottom3", 0);
else
this.#createGravityChanger(1.5, 0.2, -this.mapLength / 4, "gravityChangerGroupBottom4", 0);
}
if (Math.random() < 0.5)
{
randomNumber = Math.random();
if (randomNumber < 0.5)
this.#createGravityChanger(-1.5, 3.2, this.mapLength / 4, "gravityChangerGroupTop1", 1);
else
this.#createGravityChanger(1.5, 3.2, this.mapLength / 4, "gravityChangerGroupTop2", 1);
}
if (Math.random() < 0.5)
{
randomNumber = Math.random();
if (randomNumber < 0.5)
this.#createGravityChanger(-1.5, 3.2, -this.mapLength / 4, "gravityChangerGroupTop3", 1);
else
this.#createGravityChanger(1.5, 3.2, -this.mapLength / 4, "gravityChangerGroupTop4", 1);
}
this.#createGravityChanger(-1.5, 0.2, this.mapLength / 4, "gravityChangerGroupBottom1", 0);
// let randomNumber;
// if (Math.random() < 0.5)
// {
// randomNumber = Math.random();
// if (randomNumber < 0.5)
// this.#createGravityChanger(-1.5, 0.2, this.mapLength / 4, "gravityChangerGroupBottom1", 0);
// else
// this.#createGravityChanger(1.5, 0.2, this.mapLength / 4, "gravityChangerGroupBottom2", 0);
// }
// if (Math.random() < 0.5)
// {
// randomNumber = Math.random();
// if (randomNumber < 0.5)
// this.#createGravityChanger(-1.5, 0.2, -this.mapLength / 4, "gravityChangerGroupBottom3", 0);
// else
// this.#createGravityChanger(1.5, 0.2, -this.mapLength / 4, "gravityChangerGroupBottom4", 0);
// }
// if (Math.random() < 0.5)
// {
// randomNumber = Math.random();
// if (randomNumber < 0.5)
// this.#createGravityChanger(-1.5, 3.2, this.mapLength / 4, "gravityChangerGroupTop1", 1);
// else
// this.#createGravityChanger(1.5, 3.2, this.mapLength / 4, "gravityChangerGroupTop2", 1);
// }
// if (Math.random() < 0.5)
// {
// randomNumber = Math.random();
// if (randomNumber < 0.5)
// this.#createGravityChanger(-1.5, 3.2, -this.mapLength / 4, "gravityChangerGroupTop3", 1);
// else
// this.#createGravityChanger(1.5, 3.2, -this.mapLength / 4, "gravityChangerGroupTop4", 1);
// }
};
update(ball)
@ -219,19 +285,19 @@ class Map
{
if (this.arrObject[i].name == "wallLeft")
{
if (ball.position.z < 0.1 && ball.position.z > -this.mapLength + 1)
this.arrObject[i].mesh.position.z = ball.position.z;
this.arrObject[i].mesh.position.y = ball.position.y;
if (ball.object.position.z < 0.1 && ball.object.position.z > -this.mapLength + 1)
this.arrObject[i].mesh.position.z = ball.object.position.z;
this.arrObject[i].mesh.position.y = ball.object.position.y;
}
if (this.arrObject[i].name == "wallRight")
{
if (ball.position.z < 0.1 && ball.position.z > -this.mapLength + 1)
this.arrObject[i].mesh.position.z = ball.position.z;
this.arrObject[i].mesh.position.y = ball.position.y;
if (ball.object.position.z < 0.1 && ball.object.position.z > -this.mapLength + 1)
this.arrObject[i].mesh.position.z = ball.object.position.z;
this.arrObject[i].mesh.position.y = ball.object.position.y;
}
if (this.arrObject[i].name == "wallLeft")
{
let diff = ball.position.x - this.arrObject[i].mesh.position.x - 0.1;
let diff = ball.object.position.x - this.arrObject[i].mesh.position.x - 0.1;
if (diff > 2)
this.arrObject[i].mesh.material.opacity = 0;
@ -240,13 +306,26 @@ class Map
}
if (this.arrObject[i].name == "wallRight")
{
let diff = this.arrObject[i].mesh.position.x - ball.position.x - 0.1;
let diff = this.arrObject[i].mesh.position.x - ball.object.position.x - 0.1;
if (diff > 2)
this.arrObject[i].mesh.material.opacity = 0;
else
this.arrObject[i].mesh.material.opacity = 1 - (diff / 2);
}
if (this.arrObject[i].type == 'jumper')
{
const cylinder = this.arrObject[i].mesh.children[5];
const distance = ball.object.position.distanceTo(cylinder.position);
const speed = 0.1
if (distance < 0.25 && this.ballIsOnJumper.can)
{
this.ballIsOnJumper.can = false;
ball.changeGravity(this.ballIsOnJumper);
this.#animationGravityChanger(this.arrObject[i].mesh);
}
}
if (this.arrObject[i].name == "gravityChangerGroupBottom1")
{
for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)