- Update player class (all info in player.js in comment)
This commit is contained in:
Kum1ta
2024-08-19 23:57:19 +02:00
parent aee1f94ea3
commit 108e753d22
4 changed files with 106 additions and 36 deletions

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@ -6,11 +6,10 @@
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/18 00:30:31 by edbernar #+# #+# */
/* Updated: 2024/08/19 00:42:13 by edbernar ### ########.fr */
/* Updated: 2024/08/19 23:55:40 by edbernar ### ########.fr */
/* */
/* ************************************************************************** */
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import * as THREE from 'three';
/*
@ -21,7 +20,7 @@ import * as THREE from 'three';
- Les lignes avec cleanup sont l'êquivalent d'un destructeur en CPP
- Pour appliquer des actions sur les touches, il suffit de faire ça dans la fonction
update en regardant si la touche voulue est dans la variable "pressedButton"
- Par défaut, la caméra est accroché, si on veut qu'elle ne bouge plus, il faut
- Par défaut, la caméra est accrochée, si on veut qu'elle ne bouge plus, il faut
modifier "cameraFixed" à true (se fait avec la touche 'm' en jeu)
- Si on utilise une touche qui ne sera utilisée que pour un appui simple, il faudra la
mettre dans 'addEventListerner('keypress') et pas dans update() pour eviter les
@ -29,6 +28,11 @@ import * as THREE from 'three';
- La variable "limits" sert à délimiter les mouvements de la barre
*/
/*
Information :
- La map devra faire maximum 8 largueur car ça pose des problèmes avec la caméra fixe
/*
Todo (Eddy) :
- Ajouter une camera sur l'object (OK)
@ -37,15 +41,18 @@ import * as THREE from 'three';
- Corriger bug quand changement de caméra (camera qui se remet au dessus
quand on repasse au dessus alors qu'elle devrait être en dessous vu que la
barre est en haut). Mais peut etre faire ça quand la barre aura des mouvements
définis sur la hauteur.
définis sur la hauteur. (OK)
- Ajouter les mouvements définis sur l'axe y (OK)
- Faire une fonction qui change de camera quand il y a un but avec un fondu en noir
- Ajouter un zoom sur la camera de la fonction pointAnimation (OK)
*/
let playerExist = false;
const limits = {
up : 2,
up : 3,
down: 0.2,
left: -4,
right: 4,
left: -3,
right: 3,
}
class Player
@ -55,15 +62,21 @@ class Player
camera = null;
speed = 0.1;
cameraFixed = false;
interval = null;
isOnPointAnim = false;
constructor (object, renderer)
constructor (object)
{
if (playerExist)
throw Error("Player is already init.");
playerExist = true;
this.object = object;
this.camera = new THREE.PerspectiveCamera(80, window.innerWidth / window.innerHeight, 0.1, 10000);
this.setCameraPosition(
this.object.position.x,
this.object.position.y + 0.7,
this.object.position.z + 1
);
this.cleanup = new FinalizationRegistry((heldValue) => {
playerExist = false;
})
@ -90,60 +103,110 @@ class Player
});
document.addEventListener('keypress', (e) => {
if (e.key == 'm')
if (e.key == 'm' && !this.isOnPointAnim)
{
this.cameraFixed = !this.cameraFixed;
if (!this.cameraFixed)
{
this.setCameraPosition(
this.object.position.x,
this.object.position.y + 0.5,
this.object.position.y - (this.object.position.y >= limits.up ? 0.7 : -0.7),
this.object.position.z + 1
);
this.camera.rotation.set(0, 0, 0);
}
else
this.setCameraPosition(0, 1, 0.7)
}
this.setCameraPosition(0, 1.5, 2.6);
}
});
}
pointAnimation(scene, ...lights)
{
const tmpCamera = new THREE.PerspectiveCamera(80, window.innerWidth / window.innerHeight, 0.1, 10000);
const tmp = this.camera;
let interval = null;
const startColor = this.object.material.color.clone();
let hue = 0;
tmpCamera.position.set(3, 3, 3);
this.isOnPointAnim = true;
this.camera = tmpCamera;
interval = setInterval(() => {
tmpCamera.lookAt(this.object.position);
hue += 0.01;
if (hue > 1)
hue = 0;
this.object.material.color.setHSL(hue, 1, 0.5);
tmpCamera.fov -= 0.05;
tmpCamera.updateProjectionMatrix();
}, 10);
setTimeout(() => {
clearInterval(interval);
this.camera = tmp;
this.object.material.color.copy(startColor);
this.isOnPointAnim = false;
if (!this.cameraFixed)
{
this.setCameraPosition(
this.object.position.x,
this.object.position.y - (this.object.position.y >= limits.up ? 0.7 : -0.7),
this.object.position.z + 1
);
}
}, 4000);
}
update()
{
let i;
i = 0;
if (this.cameraFixed)
this.camera.lookAt(new THREE.Vector3(this.object.position.x / 4, (this.object.position.y + 1) / 1.75, this.object.position.z - 1.5));
while (i < this.pressedButton.length)
{
if (this.pressedButton[i] == 'w' && this.object.position.y < limits.up)
{
this.object.position.y += this.speed;
if (!this.cameraFixed)
this.camera.position.y += (this.speed / 2);
if (this.interval)
clearInterval(this.interval);
this.interval = setInterval(() => {
this.object.position.y += this.speed;
if (!this.cameraFixed && !this.isOnPointAnim)
this.camera.position.y += (this.speed / 2);
if (this.object.position.y >= limits.up)
{
clearInterval(this.interval);
this.interval = null;
}
}, 5);
}
if (this.pressedButton[i] == 's' && this.object.position.y > limits.down)
{
this.object.position.y -= this.speed;
if (!this.cameraFixed)
this.camera.position.y -= (this.speed / 2);
if (this.interval)
clearInterval(this.interval);
this.interval = setInterval(() => {
this.object.position.y -= this.speed;
if (!this.cameraFixed && !this.isOnPointAnim)
this.camera.position.y -= (this.speed / 2);
if (this.object.position.y <= limits.down)
{
clearInterval(this.interval);
this.interval = null;
}
}, 5);
}
if (this.pressedButton[i] == 'd' && this.object.position.x < limits.right)
{
this.object.position.x += this.speed;
if (!this.cameraFixed)
this.camera.position.x += this.speed;
}
{
this.object.position.x += this.speed;
if (!this.cameraFixed && !this.isOnPointAnim)
this.camera.position.x += this.speed;
}
if (this.pressedButton[i] == 'a' && this.object.position.x > limits.left)
{
this.object.position.x -= this.speed;
if (!this.cameraFixed)
if (!this.cameraFixed && !this.isOnPointAnim)
this.camera.position.x -= this.speed;
}
i++;
}
}
@ -153,5 +216,4 @@ class Player
}
};
export { Player };

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@ -6,7 +6,7 @@
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/18 00:53:53 by edbernar #+# #+# */
/* Updated: 2024/08/19 00:37:34 by edbernar ### ########.fr */
/* Updated: 2024/08/19 23:08:38 by edbernar ### ########.fr */
/* */
/* ************************************************************************** */
@ -42,17 +42,24 @@ function createMap()
const scene = new THREE.Scene();
const bar = createBarPlayer(0xed56ea);
const renderer = new THREE.WebGLRenderer();
const player = new Player(bar, renderer);
const spotLight = new THREE.SpotLight(0xffffff, 1000, 0, Math.PI / 4);
const renderer = new THREE.WebGLRenderer({antialias: true});
const player = new Player(bar);
const spotLight = new THREE.SpotLight(0xffffff, 10000, 0, Math.PI / 4);
const ambiantLight = new THREE.AmbientLight(0xffffff, 1);
const map = createMap();
scene.add(player.object);
scene.add(ambiantLight);
spotLight.position.set(0, 100, 0);
scene.add(spotLight);
scene.add(map);
scene.background = new THREE.Color(0x1a1a1a);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
player.setCameraPosition(0, 0.5, 1)
document.addEventListener('keypress', (e) => {
if (e.key == 'g')
player.pointAnimation(scene);
})
renderer.setAnimationLoop(loop)

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@ -5,6 +5,7 @@
"packages": {
"": {
"dependencies": {
"@rollup/rollup-darwin-arm64": "^4.21.0",
"rollup": "^4.21.0",
"three": "^0.167.1",
"vite": "^5.4.1"
@ -412,7 +413,6 @@
"arm64"
],
"license": "MIT",
"optional": true,
"os": [
"darwin"
]

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@ -3,6 +3,7 @@
"dev": "vite"
},
"dependencies": {
"@rollup/rollup-darwin-arm64": "^4.21.0",
"rollup": "^4.21.0",
"three": "^0.167.1",
"vite": "^5.4.1"