Game solo - Re-organize player colisions
This commit is contained in:
@ -6,7 +6,7 @@
|
|||||||
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
|
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
|
||||||
/* +#+#+#+#+#+ +#+ */
|
/* +#+#+#+#+#+ +#+ */
|
||||||
/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
|
/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
|
||||||
/* Updated: 2024/09/11 18:09:58 by hubourge ### ########.fr */
|
/* Updated: 2024/09/13 17:03:55 by hubourge ### ########.fr */
|
||||||
/* */
|
/* */
|
||||||
/* ************************************************************************** */
|
/* ************************************************************************** */
|
||||||
|
|
||||||
@ -125,7 +125,7 @@ class Map
|
|||||||
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
|
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
initialZ = vec3.z;vec3.x = 3;
|
initialZ = vec3.z;
|
||||||
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
|
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
|
||||||
onUpdate = true;
|
onUpdate = true;
|
||||||
|
|
||||||
@ -183,17 +183,14 @@ class Map
|
|||||||
|
|
||||||
static #collision()
|
static #collision()
|
||||||
{
|
{
|
||||||
let ballPosition;
|
|
||||||
let playerPosition;
|
let playerPosition;
|
||||||
let relativePosition;
|
let relativePosition;
|
||||||
let playerHalfExtents;
|
let playerHalfExtents;
|
||||||
let sideTouched;
|
let sideTouched;
|
||||||
let random;
|
let ballPosition;
|
||||||
let step = 1;
|
let step = 0.75;
|
||||||
|
|
||||||
ballBody.addEventListener("collide", function(e) {
|
ballBody.addEventListener("collide", function(e) {
|
||||||
let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
|
|
||||||
|
|
||||||
let bodyA = e.contact.bi;
|
let bodyA = e.contact.bi;
|
||||||
let bodyB = e.contact.bj;
|
let bodyB = e.contact.bj;
|
||||||
let collided = (bodyA === ballBody) ? bodyB : bodyA;
|
let collided = (bodyA === ballBody) ? bodyB : bodyA;
|
||||||
@ -203,66 +200,76 @@ class Map
|
|||||||
vec3.z = -vec3.z;
|
vec3.z = -vec3.z;
|
||||||
return;
|
return;
|
||||||
case "player1":
|
case "player1":
|
||||||
scalePlayer(player1);
|
collidedPlayer1(collided, e);
|
||||||
ballPosition = ballBody.position;
|
|
||||||
playerPosition = collided.position;
|
|
||||||
relativePosition = ballPosition.vsub(playerPosition);
|
|
||||||
playerHalfExtents = collided.shapes[0].halfExtents;
|
|
||||||
if (Math.abs(relativePosition.x) > playerHalfExtents.x)
|
|
||||||
sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
|
|
||||||
else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
|
|
||||||
sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
|
|
||||||
if (sideTouched == 'front' || sideTouched == 'back')
|
|
||||||
{
|
|
||||||
vec3.z = -vec3.z;
|
|
||||||
return ;
|
|
||||||
}
|
|
||||||
|
|
||||||
initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
|
|
||||||
random = Math.random();
|
|
||||||
if (random > 0.5)
|
|
||||||
{
|
|
||||||
vec3.z -= step;
|
|
||||||
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
|
|
||||||
}
|
|
||||||
else if (random < 0.5)
|
|
||||||
{
|
|
||||||
vec3.z += step;
|
|
||||||
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
|
|
||||||
}
|
|
||||||
return;
|
return;
|
||||||
case "player2":
|
case "player2":
|
||||||
scalePlayer(player2);
|
collidedPlayer2(collided, e);
|
||||||
ballPosition = ballBody.position;
|
|
||||||
playerPosition = collided.position;
|
|
||||||
relativePosition = ballPosition.vsub(playerPosition);
|
|
||||||
playerHalfExtents = collided.shapes[0].halfExtents;
|
|
||||||
if (Math.abs(relativePosition.x) > playerHalfExtents.x)
|
|
||||||
sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
|
|
||||||
else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
|
|
||||||
sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
|
|
||||||
if (sideTouched == 'front' || sideTouched == 'back')
|
|
||||||
{
|
|
||||||
vec3.z = -vec3.z;
|
|
||||||
return ;
|
|
||||||
}
|
|
||||||
|
|
||||||
initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
|
|
||||||
random = Math.random();
|
|
||||||
if (random > 0.5)
|
|
||||||
{
|
|
||||||
vec3.z -= step;
|
|
||||||
vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
|
|
||||||
}
|
|
||||||
else if (random < 0.5)
|
|
||||||
{
|
|
||||||
vec3.z += step;
|
|
||||||
vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
|
|
||||||
}
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
function collidedPlayer1(collided, e)
|
||||||
|
{
|
||||||
|
scalePlayer(player1);
|
||||||
|
ballPosition = ballBody.position;
|
||||||
|
playerPosition = collided.position;
|
||||||
|
relativePosition = ballPosition.vsub(playerPosition);
|
||||||
|
playerHalfExtents = collided.shapes[0].halfExtents;
|
||||||
|
if (Math.abs(relativePosition.x) > playerHalfExtents.x)
|
||||||
|
sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
|
||||||
|
else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
|
||||||
|
sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
|
||||||
|
if (sideTouched == 'front' || sideTouched == 'back')
|
||||||
|
{
|
||||||
|
vec3.z = -vec3.z;
|
||||||
|
return ;
|
||||||
|
}
|
||||||
|
|
||||||
|
initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
|
||||||
|
let random = Math.random();
|
||||||
|
if (random > 0.5)
|
||||||
|
{
|
||||||
|
vec3.z -= step;
|
||||||
|
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
|
||||||
|
}
|
||||||
|
else if (random < 0.5)
|
||||||
|
{
|
||||||
|
vec3.z += step;
|
||||||
|
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function collidedPlayer2(collided, e)
|
||||||
|
{
|
||||||
|
scalePlayer(player2);
|
||||||
|
ballPosition = ballBody.position;
|
||||||
|
playerPosition = collided.position;
|
||||||
|
relativePosition = ballPosition.vsub(playerPosition);
|
||||||
|
playerHalfExtents = collided.shapes[0].halfExtents;
|
||||||
|
if (Math.abs(relativePosition.x) > playerHalfExtents.x)
|
||||||
|
sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
|
||||||
|
else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
|
||||||
|
sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
|
||||||
|
if (sideTouched == 'front' || sideTouched == 'back')
|
||||||
|
{
|
||||||
|
vec3.z = -vec3.z;
|
||||||
|
return ;
|
||||||
|
}
|
||||||
|
|
||||||
|
initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
|
||||||
|
let random = Math.random();
|
||||||
|
if (random > 0.5)
|
||||||
|
{
|
||||||
|
vec3.z -= step;
|
||||||
|
vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
|
||||||
|
}
|
||||||
|
else if (random < 0.5)
|
||||||
|
{
|
||||||
|
vec3.z += step;
|
||||||
|
vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
function scalePlayer(player)
|
function scalePlayer(player)
|
||||||
{
|
{
|
||||||
const value = 0.01;
|
const value = 0.01;
|
||||||
|
Reference in New Issue
Block a user