Game solo - Fix collision and speed ball

This commit is contained in:
hubourge
2024-10-12 21:51:41 +02:00
parent 0fdd1fd32a
commit 2c1ae464b4

View File

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