Game - Add colisions in soloMap
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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: 2024/08/28 12:23:48 by edbernar #+# #+# */
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/* Updated: 2024/08/30 16:49:53 by hubourge ### ########.fr */
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/* Updated: 2024/08/30 19:43:15 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -27,11 +27,11 @@ let groundBody = null;
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let wallTopBody = null;
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let wallBottomBody = null;
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let ballBody = null;
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let vec3 = {x:0.1, y:0, z:3};
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let vec3 = {x:0, y:0, z:0};
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let player1Body = null;
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let player2Body = null;
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let wallBottomId = -1;
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let wallTopId = -1;
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let needUpdate = false;
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class Map
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{
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@ -57,8 +57,8 @@ class Map
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})
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wallTopBody.position.z = -6.15;
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wallTopBody.position.y += 0.35;
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wallTopBody.name = "wall";
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world.addBody(wallTopBody);
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wallTopId = wallTopBody.id;
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wallBottomBody = new CANNON.Body({
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shape: new CANNON.Box(new CANNON.Vec3(width, 0.7, 0.2)),
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@ -66,8 +66,8 @@ class Map
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})
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wallBottomBody.position.z = 6.15;
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wallBottomBody.position.y += 0.35;
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wallBottomBody.name = "wall";
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world.addBody(wallBottomBody);
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wallBottomId = wallBottomBody.id;
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groundBody = new CANNON.Body({
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shape: new CANNON.Plane(),
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@ -77,17 +77,19 @@ class Map
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world.addBody(groundBody);
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player1Body = new CANNON.Body({
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shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 2.5)),
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shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 1.25)),
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type: CANNON.Body.STATIC,
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});
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player1Body.position.set(-12, 0.4, 0);
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player1Body.name = "player";
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world.addBody(player1Body);
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player2Body = new CANNON.Body({
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shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 2.5)),
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shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 1.25)),
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type: CANNON.Body.STATIC,
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});
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player2Body.position.set(12, 0.4, 0);
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player2Body.name = "player";
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world.addBody(player2Body);
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ballBody = new CANNON.Body({
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@ -99,15 +101,48 @@ class Map
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world.addBody(ballBody);
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ballBody.addEventListener("collide", function(e) {
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var relativeVelocity = e.contact.getImpactVelocityAlongNormal();
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console.log("e.contact : ", e.contact);
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console.log("id: ", e.contact.id );
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console.log("player1Body.id: ", player1Body.id );
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if (e.contact.id == player1Body.id || e.contact.id == player2Body.id)
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vec3.x = -vec3.x;
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if (e.contact.id == wallBottomId || e.contact.id == wallTopId)
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let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
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let bodyA = e.contact.bi;
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let bodyB = e.contact.bj;
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let collided = (bodyA === ballBody) ? bodyB : bodyA;
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switch(collided.name) {
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case "wall":
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console.log("Collision avec un mur", relativeVelocity);
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needUpdate = true;
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vec3.z = -vec3.z;
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break;
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case "player":
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console.log("Collision avec un joueur", relativeVelocity);
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needUpdate = true;
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vec3.x = -vec3.x;
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break;
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}
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});
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ground.position.copy(groundBody.position);
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ground.quaternion.copy(groundBody.quaternion);
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wallBottom.position.copy(wallBottomBody.position);
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wallBottom.quaternion.copy(wallBottomBody.quaternion);
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wallTop.position.copy(wallTopBody.position);
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wallTop.quaternion.copy(wallTopBody.quaternion);
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if (1) // player1 (right) lose
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{
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vec3.x = -3;
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vec3.y = 0;
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vec3.z = Math.floor(Math.random() * 7) - 3;
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}
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else
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{
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vec3.x = 3;
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vec3.y = 0;
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vec3.z = Math.floor(Math.random() * 6) - 3;
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}
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ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
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console.log("vec3", vec3);
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}
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static dispose()
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@ -120,21 +155,20 @@ class Map
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static update()
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{
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world.step(timeStep);
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// Deplacer les update des objet fixe dans le constructeur pour ne pas update a chaque frame
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ground.position.copy(groundBody.position);
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ground.quaternion.copy(groundBody.quaternion);
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ball.position.copy(ballBody.position);
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ball.quaternion.copy(ballBody.quaternion);
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wallBottom.position.copy(wallBottomBody.position);
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wallBottom.quaternion.copy(wallBottomBody.quaternion);
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wallTop.position.copy(wallTopBody.position);
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wallTop.quaternion.copy(wallTopBody.quaternion);
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////////
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// ball.quaternion.copy(ballBody.quaternion);
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player1Body.position.copy(player1.position);
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// player1Body.quaternion.copy(player1.quaternion);
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player2Body.position.copy(player2.position);
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// player2Body.quaternion.copy(player2.quaternion);
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if (needUpdate)
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{
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console.log("vec3", vec3);
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needUpdate = false;
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}
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ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
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player1.position.copy(player1Body.position);
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player1.quaternion.copy(player1Body.quaternion);
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player2.position.copy(player2Body.position);
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player2.quaternion.copy(player2Body.quaternion);
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}
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}
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