Game
- Add random generation map - Add animation to all gravity changer
This commit is contained in:
@ -6,7 +6,7 @@
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/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/20 14:52:55 by hubourge #+# #+# */
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/* Updated: 2024/08/21 17:03:56 by hubourge ### ########.fr */
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/* Updated: 2024/08/21 18:59:08 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -40,18 +40,19 @@ class Map
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};
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mapLength = 0;
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constructor(scene, length)
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constructor(scene, length, obstacles)
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{
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this.scene = scene;
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this.centerPos.x = 0;
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this.centerPos.y = 0.15;
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this.centerPos.z = -length / 2 + length / 2;
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this.mapLength = length;
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scene.add(this.#createPlanes(7.5, length, -(Math.PI / 2), "planeBottom", true, 0xaaffff));
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scene.add(this.#createPlanes(7.5, length, (Math.PI / 2), "planeTop", false, '/textures/testTmp.jpg'));
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scene.add(this.#createPlanes(7.5, length, -(Math.PI / 2), "planeBottom", true, '/textures/pastel.jpg'));
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scene.add(this.#createPlanes(7.5, length, (Math.PI / 2), "planeTop", false, '/textures/pastel.jpg'));
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scene.add(this.#createWall(-3.5, 0.4, -length/2, "wallLeft"));
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scene.add(this.#createWall(3.5, 0.4, -length/2, "wallRight"));
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this.#createGravityChanger(0, 0.2, 4, "gravityChangerGroup1");
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if (obstacles)
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this.#generateObstacle();
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};
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#createPlanes(x, y, rot, name, isBottom, visual)
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@ -104,7 +105,7 @@ class Map
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return (mesh);
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};
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#createGravityChanger(x, y, z, name)
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#createGravityChanger(x, y, z, name, onTop)
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{
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for (let i = 0; i < this.arrObject.length; i++)
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{
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@ -113,69 +114,104 @@ class Map
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}
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const geometry0 = new THREE.CircleGeometry(0.2, 24);
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const material0 = new THREE.MeshPhysicalMaterial({color: 0xaaffaa});
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const mesh0 = new THREE.Mesh(geometry0, material0);
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mesh0.rotateX(-Math.PI / 2);
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mesh0.position.set(x, y - 0.048, z);
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const circle1 = new THREE.Mesh(geometry0, material0);
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circle1.rotateX(-Math.PI / 2);
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circle1.position.set(x, y - 0.048, z);
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const geometry = new THREE.CircleGeometry(0.24, 24);
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const material = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.rotateX(-Math.PI / 2);
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mesh.position.set(x, y - 0.049, z);
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const circle2 = new THREE.Mesh(geometry, material);
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circle2.rotateX(-Math.PI / 2);
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circle2.position.set(x, y - 0.049, z);
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const geometry1 = new THREE.TorusGeometry(1, 0.1, 12, 24);
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const material1 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
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const mesh1 = new THREE.Mesh(geometry1, material1);
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mesh1.rotateX(-Math.PI / 2);
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mesh1.position.set(x, y, z);
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mesh1.scale.set(0.2, 0.2, 0.2);
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const ring1 = new THREE.Mesh(geometry1, material1);
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ring1.rotateX(-Math.PI / 2);
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ring1.position.set(x, y, z);
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ring1.scale.set(0.2, 0.2, 0.2);
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material1.transparent = true;
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material1.opacity = 0.75;
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const geometry2 = new THREE.TorusGeometry(1, 0.1, 12, 24);
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const material2 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
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const mesh2 = new THREE.Mesh(geometry2, material2);
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mesh2.rotateX(-Math.PI / 2);
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mesh2.position.set(x, y + 0.1, z);
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mesh2.scale.set(0.18, 0.18, 0.18);
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const ring2 = new THREE.Mesh(geometry2, material2);
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ring2.rotateX(-Math.PI / 2);
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ring2.position.set(x, y + 0.1, z);
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ring2.scale.set(0.18, 0.18, 0.18);
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material2.transparent = true;
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material2.opacity = 0.65;
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const geometry3 = new THREE.TorusGeometry(1, 0.1, 12, 24);
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const material3 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
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const mesh3 = new THREE.Mesh(geometry3, material3);
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mesh3.rotateX(-Math.PI / 2);
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mesh3.position.set(x, y + 0.2, z);
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mesh3.scale.set(0.16, 0.16, 0.16);
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const ring3 = new THREE.Mesh(geometry3, material3);
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ring3.rotateX(-Math.PI / 2);
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ring3.position.set(x, y + 0.2, z);
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ring3.scale.set(0.16, 0.16, 0.16);
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material3.transparent = true;
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material3.opacity = 0.35;
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// collider
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const geometry4 = new THREE.CylinderGeometry(0.15, 0.15, 0.5);
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const geometry4 = new THREE.CylinderGeometry(0.15, 0.15, 0.4);
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const material4 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
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const mesh4 = new THREE.Mesh(geometry4, material4);
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mesh4.position.set(x, y + 0.2, z);
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const collider = new THREE.Mesh(geometry4, material4);
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collider.position.set(x, y + 0.1, z);
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material4.transparent = true;
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material4.opacity = 0.1;
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const group = new THREE.Group();
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group.add(mesh0);
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group.add(mesh);
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group.add(mesh1);
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group.add(mesh2);
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group.add(mesh3);
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group.add(mesh4);
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group.add(circle1);
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group.add(circle2);
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group.add(ring1);
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group.add(ring2);
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group.add(ring3);
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group.add(collider);
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if (onTop)
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{
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group.rotateX(Math.PI);
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group.translateY(-6.3);
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}
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this.arrObject.push({mesh: group, name: name});
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this.scene.add(group);
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};
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// createGravityChanger(ball, x, z, onTop)
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// {
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// if (this.ballObject == null)
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// throw Error("Ball is not init");
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// }
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#generateObstacle()
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{
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let randomNumber;
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if (Math.random() < 0.5)
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{
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randomNumber = Math.random();
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if (randomNumber < 0.5)
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this.#createGravityChanger(-1.5, 0.2, this.mapLength / 4, "gravityChangerGroupBottom1", 0);
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else
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this.#createGravityChanger(1.5, 0.2, this.mapLength / 4, "gravityChangerGroupBottom2", 0);
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}
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if (Math.random() < 0.5)
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{
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randomNumber = Math.random();
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if (randomNumber < 0.5)
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this.#createGravityChanger(-1.5, 0.2, -this.mapLength / 4, "gravityChangerGroupBottom3", 0);
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else
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this.#createGravityChanger(1.5, 0.2, -this.mapLength / 4, "gravityChangerGroupBottom4", 0);
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}
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if (Math.random() < 0.5)
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{
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randomNumber = Math.random();
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if (randomNumber < 0.5)
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this.#createGravityChanger(-1.5, 3.2, this.mapLength / 4, "gravityChangerGroupTop1", 1);
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else
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this.#createGravityChanger(1.5, 3.2, this.mapLength / 4, "gravityChangerGroupTop2", 1);
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}
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if (Math.random() < 0.5)
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{
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randomNumber = Math.random();
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if (randomNumber < 0.5)
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this.#createGravityChanger(-1.5, 3.2, -this.mapLength / 4, "gravityChangerGroupTop3", 1);
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else
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this.#createGravityChanger(1.5, 3.2, -this.mapLength / 4, "gravityChangerGroupTop4", 1);
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}
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};
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update(ball)
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{
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@ -211,7 +247,7 @@ class Map
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else
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this.arrObject[i].mesh.material.opacity = 1 - (diff / 2);
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}
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if (this.arrObject[i].name == "gravityChangerGroup1")
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if (this.arrObject[i].name == "gravityChangerGroupBottom1")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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@ -221,6 +257,72 @@ class Map
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupBottom2")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupBottom3")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupBottom4")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupTop1")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupTop2")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;;
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupTop3")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupTop4")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;;
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}
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}
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}
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};
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};
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@ -6,7 +6,7 @@
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/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/18 00:53:53 by edbernar #+# #+# */
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/* Updated: 2024/08/21 16:39:17 by hubourge ### ########.fr */
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/* Updated: 2024/08/21 18:46:41 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -62,7 +62,7 @@ function loop()
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}
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const scene = new THREE.Scene();
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const map = new Map(scene, 13);
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const map = new Map(scene, 13, true);
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const bar1 = createBarPlayer(0xed56ea);
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const renderer = new THREE.WebGLRenderer({antialias: true});
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renderer.shadowMap.enabled = true;
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BIN
site/real_game/textures/pastel.jpg
Normal file
BIN
site/real_game/textures/pastel.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 187 KiB |
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