Game - Add colisions in soloMap

This commit is contained in:
hubourge
2024-08-30 19:44:28 +02:00
parent 0a7f6eacfa
commit 53cc7389fe

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@ -6,7 +6,7 @@
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
/* Updated: 2024/08/30 16:49:53 by hubourge ### ########.fr */
/* Updated: 2024/08/30 19:43:15 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -27,11 +27,11 @@ let groundBody = null;
let wallTopBody = null;
let wallBottomBody = null;
let ballBody = null;
let vec3 = {x:0.1, y:0, z:3};
let vec3 = {x:0, y:0, z:0};
let player1Body = null;
let player2Body = null;
let wallBottomId = -1;
let wallTopId = -1;
let needUpdate = false;
class Map
{
@ -57,8 +57,8 @@ class Map
})
wallTopBody.position.z = -6.15;
wallTopBody.position.y += 0.35;
wallTopBody.name = "wall";
world.addBody(wallTopBody);
wallTopId = wallTopBody.id;
wallBottomBody = new CANNON.Body({
shape: new CANNON.Box(new CANNON.Vec3(width, 0.7, 0.2)),
@ -66,8 +66,8 @@ class Map
})
wallBottomBody.position.z = 6.15;
wallBottomBody.position.y += 0.35;
wallBottomBody.name = "wall";
world.addBody(wallBottomBody);
wallBottomId = wallBottomBody.id;
groundBody = new CANNON.Body({
shape: new CANNON.Plane(),
@ -77,17 +77,19 @@ class Map
world.addBody(groundBody);
player1Body = new CANNON.Body({
shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 2.5)),
shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 1.25)),
type: CANNON.Body.STATIC,
});
player1Body.position.set(-12, 0.4, 0);
player1Body.name = "player";
world.addBody(player1Body);
player2Body = new CANNON.Body({
shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 2.5)),
shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 1.25)),
type: CANNON.Body.STATIC,
});
player2Body.position.set(12, 0.4, 0);
player2Body.name = "player";
world.addBody(player2Body);
ballBody = new CANNON.Body({
@ -98,16 +100,49 @@ class Map
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
world.addBody(ballBody);
ballBody.addEventListener("collide",function(e){
var relativeVelocity = e.contact.getImpactVelocityAlongNormal();
console.log("e.contact : ", e.contact);
console.log("id: ", e.contact.id );
console.log("player1Body.id: ", player1Body.id );
if (e.contact.id == player1Body.id || e.contact.id == player2Body.id)
vec3.x = -vec3.x;
if (e.contact.id == wallBottomId || e.contact.id == wallTopId)
ballBody.addEventListener("collide", function(e) {
let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
let bodyA = e.contact.bi;
let bodyB = e.contact.bj;
let collided = (bodyA === ballBody) ? bodyB : bodyA;
switch(collided.name) {
case "wall":
console.log("Collision avec un mur", relativeVelocity);
needUpdate = true;
vec3.z = -vec3.z;
break;
case "player":
console.log("Collision avec un joueur", relativeVelocity);
needUpdate = true;
vec3.x = -vec3.x;
break;
}
});
ground.position.copy(groundBody.position);
ground.quaternion.copy(groundBody.quaternion);
wallBottom.position.copy(wallBottomBody.position);
wallBottom.quaternion.copy(wallBottomBody.quaternion);
wallTop.position.copy(wallTopBody.position);
wallTop.quaternion.copy(wallTopBody.quaternion);
if (1) // player1 (right) lose
{
vec3.x = -3;
vec3.y = 0;
vec3.z = Math.floor(Math.random() * 7) - 3;
}
else
{
vec3.x = 3;
vec3.y = 0;
vec3.z = Math.floor(Math.random() * 6) - 3;
}
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
console.log("vec3", vec3);
}
static dispose()
@ -120,21 +155,20 @@ class Map
static update()
{
world.step(timeStep);
// Deplacer les update des objet fixe dans le constructeur pour ne pas update a chaque frame
ground.position.copy(groundBody.position);
ground.quaternion.copy(groundBody.quaternion);
ball.position.copy(ballBody.position);
ball.quaternion.copy(ballBody.quaternion);
wallBottom.position.copy(wallBottomBody.position);
wallBottom.quaternion.copy(wallBottomBody.quaternion);
wallTop.position.copy(wallTopBody.position);
wallTop.quaternion.copy(wallTopBody.quaternion);
////////
// ball.quaternion.copy(ballBody.quaternion);
player1Body.position.copy(player1.position);
// player1Body.quaternion.copy(player1.quaternion);
player2Body.position.copy(player2.position);
// player2Body.quaternion.copy(player2.quaternion);
if (needUpdate)
{
console.log("vec3", vec3);
needUpdate = false;
}
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
player1.position.copy(player1Body.position);
player1.quaternion.copy(player1Body.quaternion);
player2.position.copy(player2Body.position);
player2.quaternion.copy(player2Body.quaternion);
}
}