Game
- Add deltaTime of player bar - Add top jumper animation
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@ -6,7 +6,7 @@
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/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/20 14:52:55 by hubourge #+# #+# */
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/* Updated: 2024/08/22 16:35:14 by hubourge ### ########.fr */
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/* Updated: 2024/08/22 18:59:54 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -43,9 +43,7 @@ class Map
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ballIsOnJumper = {
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can: true
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};
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previousTime = Date.now();
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deltaTime = 1;
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constructor(scene, length, obstacles)
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{
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this.scene = scene;
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@ -262,7 +260,7 @@ class Map
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} );
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}
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#animationGravityChanger(group)
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#animationGravityChanger(group, onTop)
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{
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const geometry1 = new THREE.TorusGeometry(1.5, 0.05, 12, 24);
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const material1 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
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@ -278,7 +276,10 @@ class Map
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this.scene.add(ring1);
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interval = setInterval(() => {
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ring1.position.y += speed;
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if (onTop)
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ring1.position.y -= speed;
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else
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ring1.position.y += speed;
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ring1.material.opacity -= 0.02;
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speed *= 0.90;
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if (ring1.material.opacity == 0)
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@ -323,11 +324,6 @@ class Map
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update(ball)
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{
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// const currentTime = Date.now();
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// this.deltaTime = (((currentTime - this.previousTime) / 10) + this.deltaTime) / 2;
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// this.previousTime = currentTime;
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// console.log(deltaTime);
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for (let i = 0; i < this.arrObject.length; i++)
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{
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if (this.arrObject[i].name == "wallLeft")
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@ -366,29 +362,42 @@ class Map
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const distance = ball.object.position.distanceTo(cylinder.position);
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const speed = 0.1;
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// Detect if the ball is on the jumper
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if (distance < 0.25 && this.ballIsOnJumper.can)
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{
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this.ballIsOnJumper.can = false;
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ball.changeGravity(this.ballIsOnJumper);
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this.#animationGravityChanger(this.arrObject[i].mesh);
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this.#animationGravityChanger(this.arrObject[i].mesh, false);
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}
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}
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if (this.arrObject[i].type == "jumperBottom")
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{
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// Gravity changer animation
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
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}
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}
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if (this.arrObject[i].type == "jumperTop")
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if (this.arrObject[i].type == 'jumperTop')
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{
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const cylinder = this.arrObject[i].mesh.children[5];
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const distance = ball.object.position.distanceTo(cylinder.position);
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const speed = 0.1;
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// Detect if the ball is on the jumper
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if (distance < 0.4 && this.ballIsOnJumper.can)
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{
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this.ballIsOnJumper.can = false;
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ball.changeGravity(this.ballIsOnJumper);
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this.#animationGravityChanger(this.arrObject[i].mesh, true);
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}
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// Gravity changer animation
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;
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}
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}
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}
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