- Starting solo game with physics
This commit is contained in:
Kum1ta
2024-08-29 18:43:23 +02:00
parent 24704b8493
commit 64b2e8ab73
33 changed files with 40944 additions and 110 deletions

View File

@ -6,7 +6,7 @@
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/28 15:58:03 by edbernar #+# #+# */
/* Updated: 2024/08/29 00:44:26 by edbernar ### ########.fr */
/* Updated: 2024/08/29 13:45:02 by edbernar ### ########.fr */
/* */
/* ************************************************************************** */
@ -23,12 +23,10 @@ class Ball
{
static create(scene)
{
ball = createBall();
scene.add(ball);
ball.rotateY(0.8);
ball.rotateY(2.39);
}
static dispose()
@ -36,36 +34,10 @@ class Ball
ball = null;
}
static moveBall()
static update()
{
createInterval();
}
static stopBall()
{
if (interval)
clearInterval(interval);
}
}
function createInterval()
{
interval = setInterval(() => {
console.log(ball.position);
moveForward();
bounceWallTop();
bounceWallTBottom();
bouncePlayer1();
}, 16);
}
function moveForward()
{
const direction = new THREE.Vector3(0, 0, dir);
direction.applyQuaternion(ball.quaternion);
ball.position.add(direction.multiplyScalar(speed));
}
function createBall()
@ -81,55 +53,4 @@ function createBall()
return (mesh);
}
function bounceWallTop()
{
const origin = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z);
const direction = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z - 1);
direction.normalize();
const raycaster = new THREE.Raycaster(origin, direction);
const objects = [ wallTop ];
const intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0)
{
if (intersects[0].distance <= 0.5)
ball.rotation.y = Math.PI - ball.rotation.y
}
}
function bounceWallTBottom()
{
const origin = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z);
const direction = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z + 1);
direction.normalize();
const raycaster = new THREE.Raycaster(origin, direction);
const objects = [ wallBottom ];
const intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0)
{
if (intersects[0].distance <= 0.4)
ball.rotation.y = Math.PI - ball.rotation.y;
}
}
function bouncePlayer1()
{
const origin = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z);
const direction = new THREE.Vector3(ball.position.x - 1, ball.position.y, ball.position.z);
direction.normalize();
const raycaster = new THREE.Raycaster(origin, direction);
const objects = [ player1 ];
const intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0)
{
if (intersects[0].distance <= 0.4)
ball.rotation.y = Math.PI - ball.rotation.y;
}
}
export { Ball };
export { Ball, ball };