Game solo - Improve colision at player border - Fix speed and top/bottom wall colisions

This commit is contained in:
hubourge
2024-10-10 15:37:40 +02:00
parent e7ec83ce81
commit 25814b12ec

View File

@ -27,6 +27,7 @@ let score = {player1: 0, player2: 0};
let onUpdate = false; let onUpdate = false;
let scoreElement = null; let scoreElement = null;
let initialSpeed = 0; let initialSpeed = 0;
let speed = 0;
let gameEndStatus = false; let gameEndStatus = false;
const scoreToWin = 2; //+1 for real score to win const scoreToWin = 2; //+1 for real score to win
@ -53,16 +54,16 @@ class Map
wallTop = createWall(true); wallTop = createWall(true);
scene.add(wallTop); scene.add(wallTop);
initialSpeed = 0.5; speed = 0.2;
if (Math.random() > 0.5) if (Math.random() > 0.5)
{ {
vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed; vec2.z = (Math.random() * 0.8 - 0.4) * speed;
vec2.x = -Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z); vec2.x = Math.sqrt(speed * speed - vec2.z * vec2.z);
} }
else else
{ {
vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed; vec2.z = (Math.random() * 0.8 - 0.4) * speed;
vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z); vec2.x = Math.sqrt(speed * speed - vec2.z * vec2.z);
} }
setTimeout(() => { setTimeout(() => {
@ -97,25 +98,27 @@ class Map
if (onUpdate) if (onUpdate)
return ; return ;
// collision wall need FIX if (ball.position.z > 5.7 || ball.position.z < -5.7)
if (ball.position.z > 5.85 || ball.position.z < -5.85)
vec2.z *= -1; vec2.z *= -1;
// collision player need FIX if (ball.position.x > 11.45 && ball.position.x < 12.2)
if (ball.position.x > 11.6 && ball.position.x < 12.2)
{ {
if (ball.position.z < player2.position.z + 1.25 && ball.position.z > player2.position.z - 1.25) if (ball.position.z < player2.position.z + 1.25 && ball.position.z > player2.position.z - 1.25)
{ {
Map.scalePlayer(player2); Map.scalePlayer(player2);
vec2.x *= -1; initialSpeed = Math.sqrt(vec2.x * vec2.x + vec2.z * vec2.z);
vec2.z -= (player2.position.z - ball.position.z) / (10 / speed) * 4;
vec2.x = -Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
} }
} }
else if (ball.position.x < -11.6 && ball.position.x > -12.2) else if (ball.position.x < -11.45 && ball.position.x > -12.2)
{ {
if (ball.position.z < player1.position.z + 1.25 && ball.position.z > player1.position.z - 1.25) if (ball.position.z < player1.position.z + 1.25 && ball.position.z > player1.position.z - 1.25)
{ {
Map.scalePlayer(player1); Map.scalePlayer(player1);
vec2.x *= -1; initialSpeed = Math.sqrt(vec2.x * vec2.x + vec2.z * vec2.z);
vec2.z -= (player1.position.z - ball.position.z) / (10 / speed) * 4;
vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
} }
} }
@ -123,19 +126,20 @@ class Map
ball.position.x += vec2.x; ball.position.x += vec2.x;
ball.position.z += vec2.z; ball.position.z += vec2.z;
// ball opacity // ball opacity
if (ball.position.x > 12) if (ball.position.x > 12)
{
ball.material.opacity -= 0.1; ball.material.opacity -= 0.1;
else if (ball.position.x < -12)
ball.material.opacity -= 0.1;
// gaol
if (ball.position.x > 14) if (ball.position.x > 14)
return (Map.reCreate(false)); return (Map.reCreate(false));
else if (ball.position.x < -14) }
else if (ball.position.x < -12)
{
ball.material.opacity -= 0.1;
if (ball.position.x < -14)
return (Map.reCreate(true)); return (Map.reCreate(true));
} }
}
static scalePlayer(player) static scalePlayer(player)
{ {
@ -180,11 +184,13 @@ class Map
setTimeout(() => { setTimeout(() => {
if (player1Lose) if (player1Lose)
{ {
initialSpeed = Math.sqrt(vec2.x * vec2.x + vec2.z * vec2.z);
vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed; vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
vec2.x = -Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z); vec2.x = -Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
} }
else else
{ {
initialSpeed = Math.sqrt(vec2.x * vec2.x + vec2.z * vec2.z);
vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed; vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z); vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
} }