Game solo - Fix collision and speed ball
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@ -27,7 +27,7 @@ let score = {player1: 0, player2: 0};
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let onUpdate = false;
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let scoreElement = null;
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let initialSpeed = 0;
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let speed = 0;
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let speed = 1;
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let gameEndStatus = false;
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const scoreToWin = 2; //+1 for real score to win
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@ -54,16 +54,16 @@ class Map
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wallTop = createWall(true);
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scene.add(wallTop);
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speed = 0.2;
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initialSpeed = 0.2;
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if (Math.random() > 0.5)
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{
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vec2.z = (Math.random() * 0.8 - 0.4) * speed;
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vec2.x = Math.sqrt(speed * speed - vec2.z * vec2.z);
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vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
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vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
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}
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else
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{
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vec2.z = (Math.random() * 0.8 - 0.4) * speed;
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vec2.x = Math.sqrt(speed * speed - vec2.z * vec2.z);
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vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
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vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
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}
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setTimeout(() => {
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@ -98,42 +98,64 @@ class Map
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if (onUpdate)
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return ;
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// collision wall top and bottom
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if (ball.position.z > 5.7 || ball.position.z < -5.7)
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vec2.z *= -1;
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// collision player2 left
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if (ball.position.x > 11.45 && ball.position.x < 12.2)
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{
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if (ball.position.z < player2.position.z + 1.25 && ball.position.z > player2.position.z - 1.25)
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{
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Map.scalePlayer(player2);
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initialSpeed = Math.sqrt(vec2.x * vec2.x + vec2.z * vec2.z);
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vec2.z -= (player2.position.z - ball.position.z) / (10 / speed) * 4;
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vec2.x = -Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
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vec2.x *= -1;
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// Ca bug donc je le laisse en commentaire
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// if (ball.position.z < player2.position.z + 0.5)
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// {
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// vec2.z -= 0.05;
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// vec2.x += 0.05;
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// }
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// else if (ball.position.z > player2.position.z + 0.5)
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// {
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// vec2.z += 0.05;
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// vec2.x -= 0.05;
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// }
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}
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}
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} // collision player1 right
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else if (ball.position.x < -11.45 && ball.position.x > -12.2)
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{
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if (ball.position.z < player1.position.z + 1.25 && ball.position.z > player1.position.z - 1.25)
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{
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{
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Map.scalePlayer(player1);
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initialSpeed = Math.sqrt(vec2.x * vec2.x + vec2.z * vec2.z);
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vec2.z -= (player1.position.z - ball.position.z) / (10 / speed) * 4;
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vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
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vec2.x *= -1;
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// Ca bug donc je le laisse en commentaire
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// if (ball.position.z < player1.position.z + 0.5)
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// {
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// vec2.z -= 0.05;
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// vec2.x += 0.05;
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// }
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// else if (ball.position.z > player1.position.z + 0.5)
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// {
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// vec2.z += 0.05;
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// vec2.x -= 0.05;
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// }
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}
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}
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// velocity
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ball.position.x += vec2.x;
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ball.position.z += vec2.z;
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ball.position.x += vec2.x * speed;
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ball.position.z += vec2.z * speed;
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if (speed < 3)
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speed += 0.005;
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// ball opacity
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if (ball.position.x > 12)
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if (ball.position.x > 12.3)
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{
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ball.material.opacity -= 0.1;
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if (ball.position.x > 14)
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return (Map.reCreate(false));
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}
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else if (ball.position.x < -12)
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else if (ball.position.x < -12.3)
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{
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ball.material.opacity -= 0.1;
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if (ball.position.x < -14)
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@ -184,13 +206,13 @@ class Map
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setTimeout(() => {
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if (player1Lose)
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{
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initialSpeed = Math.sqrt(vec2.x * vec2.x + vec2.z * vec2.z);
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initialSpeed = 0.2;
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vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
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vec2.x = -Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
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}
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else
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{
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initialSpeed = Math.sqrt(vec2.x * vec2.x + vec2.z * vec2.z);
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initialSpeed = 0.2;
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vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
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vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
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}
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@ -201,7 +223,7 @@ class Map
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setTimeout(() => {
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ball.material.opacity = 1;
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ball.position.set(0, 0.3, 0);
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initialSpeed = 0.5;
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speed = 1;
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scoreElement.style.animation = 'fadeOutGames 0.199s';
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document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)';
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