Game
- Starting solo game
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105
site/real_game/class/soloClass/Ball.js
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105
site/real_game/class/soloClass/Ball.js
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Ball.js :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/28 15:58:03 by edbernar #+# #+# */
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/* Updated: 2024/08/28 17:30:09 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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import * as THREE from 'three';
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import { wallTop, wallBottom } from './Map.js';
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let ball = null;
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let speed = 0.3;
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// max 0.3 (sinon ca sort);
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let dir = -1;
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class Ball
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{
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static create(scene)
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{
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ball = createBall();
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scene.add(ball);
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ball.rotateY(0.3);
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}
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static dispose()
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{
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ball = null;
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}
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static update()
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{
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moveForward(ball, speed, false);
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bounceWallTop();
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bounceWallTBottom();
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}
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}
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function moveForward(object, speed, bounceTop)
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{
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const direction = new THREE.Vector3(0, 0, dir);
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direction.applyQuaternion(object.quaternion);
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object.position.add(direction.multiplyScalar(speed));
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}
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function createBall()
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{
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const geometry = new THREE.SphereGeometry(0.3);
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const material = new THREE.MeshPhysicalMaterial({color: 0xffffff});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.y += 0.3;
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mesh.position.set (0, mesh.position.y, 0);
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return (mesh);
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}
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function bounceWallTop()
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{
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const origin = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z);
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const direction = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z - 1);
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direction.normalize();
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const raycaster = new THREE.Raycaster(origin, direction);
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const objects = [ wallTop ];
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const intersects = raycaster.intersectObjects(objects);
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if (intersects.length > 0)
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{
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console.log("Distance du rayon à l'objet : ", intersects[0].distance);
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if (intersects[0].distance <= 0.5)
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{
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ball.rotation.y = Math.PI - ball.rotation.y
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}
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}
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}
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function bounceWallTBottom()
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{
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const origin = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z);
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const direction = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z + 1);
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direction.normalize();
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const raycaster = new THREE.Raycaster(origin, direction);
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const objects = [ wallBottom ];
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const intersects = raycaster.intersectObjects(objects);
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if (intersects.length > 0)
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{
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console.log("Distance du rayon à l'objet : ", intersects[0].distance);
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if (intersects[0].distance <= 0.5)
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{
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ball.rotation.y = Math.PI - ball.rotation.y;
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}
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}
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}
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export { Ball };
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@ -6,32 +6,66 @@
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
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/* Updated: 2024/08/28 14:01:24 by edbernar ### ########.fr */
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/* Updated: 2024/08/28 17:01:17 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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import * as THREE from 'three';
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const width = 25;
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const height = 12.5;
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let spotLight = null;
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let wallTop = null;
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let wallBottom = null;
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class Map
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{
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constructor(scene)
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static create(scene)
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{
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createGround(scene);
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wallBottom = createWall(false);
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wallTop = createWall(true);
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spotLight = new THREE.SpotLight({color: 0xffffff});
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spotLight.castShadow = true;
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spotLight.position.y = 10;
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spotLight.intensity = 200;
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scene.add(spotLight);
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scene.add(wallTop);
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scene.add(wallBottom);
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scene.add(new THREE.AmbientLight(0xffffff, 0.5));
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}
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dispose()
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static dispose()
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{
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if (spotLight)
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spotLight.dispose();
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spotLight = null;
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}
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}
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function createGround(scene)
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{
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const geometry = new THREE.PlaneGeometry(window.innerWidth / 100, window.innerHeight / 100);
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const material = new THREE.MeshPhysicalMaterial();
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const geometry = new THREE.PlaneGeometry(width, height);
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const material = new THREE.MeshPhysicalMaterial({color: 0x222222});
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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(0, 0, 0);
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scene.add(mesh);
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}
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export { Map };
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function createWall(onTop)
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{
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const geometry = new THREE.BoxGeometry(width, 0.7, 0.2);
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const material = new THREE.MeshPhysicalMaterial({color: 0x333333});
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const mesh = new THREE.Mesh(geometry, material);
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if (onTop)
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mesh.position.z = -6.15;
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else
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mesh.position.z = 6.15;
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mesh.position.y += 0.35;
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return (mesh);
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}
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export { Map, wallBottom, wallTop };
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95
site/real_game/class/soloClass/Players.js
Normal file
95
site/real_game/class/soloClass/Players.js
Normal file
@ -0,0 +1,95 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Players.js :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/28 15:12:25 by edbernar #+# #+# */
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/* Updated: 2024/08/28 16:29:28 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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import * as THREE from 'three';
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const speed = 0.25;
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let player1 = null;
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let player2 = null;
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let pressedButton = [];
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class Players
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{
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static create(scene)
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{
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player1 = newBarPlayer(1);
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player2 = newBarPlayer(2);
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scene.add(player1);
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scene.add(player2);
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document.addEventListener('keydown', addKeyInArr);
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document.addEventListener('keyup', remKeyInArr);
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}
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static dispose()
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{
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document.removeEventListener('keydown', addKeyInArr);
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document.removeEventListener('keyup', remKeyInArr);
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player1 = null;
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player2 = null;
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}
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static update()
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{
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let i = 0;
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while (i < pressedButton.length)
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{
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if (pressedButton[i] == 'w' && player1.position.z > -5.05)
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player1.position.z -= speed;
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else if (pressedButton[i] == 's' && player1.position.z < 5.05)
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player1.position.z += speed;
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else if (pressedButton[i] == 'ArrowUp' && player2.position.z > -5.05)
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player2.position.z -= speed;
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else if (pressedButton[i] == 'ArrowDown' && player2.position.z < 5.05)
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player2.position.z += speed;
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i++;
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}
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}
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}
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function newBarPlayer(nbPlayer)
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{
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const geometry = new THREE.BoxGeometry(0.1, 0.2, 2);
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const material = new THREE.MeshPhysicalMaterial({color: 0xffffff});
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const mesh = new THREE.Mesh(geometry, material);
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if (nbPlayer == 1)
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mesh.position.set(-12, 0.2, 0);
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else
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mesh.position.set(12, 0.2, 0);
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return (mesh);
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}
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function addKeyInArr(e)
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{
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let i;
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i = 0;
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while (i < pressedButton.length && e.key != pressedButton[i])
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i++;
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if (i == pressedButton.length)
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pressedButton.push(e.key);
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}
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function remKeyInArr(e)
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{
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let i;
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i = 0;
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while (i < pressedButton.length && e.key != pressedButton[i])
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i++;
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if (i != pressedButton.length)
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pressedButton.splice(i, 1);
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}
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export { Players };
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