Game
- new class SoloGame/MultiGame
This commit is contained in:
186
site/real_game/class/MultiGame.js
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186
site/real_game/class/MultiGame.js
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@ -0,0 +1,186 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* MultiGame.js :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/18 00:53:53 by edbernar #+# #+# */
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/* Updated: 2024/08/28 14:07:25 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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import * as THREE from 'three';
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// import * as THREE from '/static/javascript/three/build/three.module.js';
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import { Player } from './multiClass/Player'
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import { Map } from './multiClass/Map'
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import { Ball } from './multiClass/Ball'
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import { Opponent } from './multiClass/Opponent'
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import { OrbitControls } from 'three/examples/jsm/Addons.js';
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import Stats from 'stats.js';
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/*
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Controls :
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- w : monter
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- s : descendre
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- a : gauche
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- d : droite
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- g : animation de point
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- h : animation de point pour l'adversaire
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- c : switch entre la vue du joueur et la vue de la caméra
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- q : lancer animation sur les jumpers
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- 8 : avance la balle
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- 2 : recule la balle
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- 4 : balle vers la gauche
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- 6 : balle vers ladroite
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- 9 : inversion gravite
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*/
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let debug = false;
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const fpsLocker = {
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status: false,
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limit: 60,
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};
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let previousTime = 0;
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let scene = null;
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let map = null;
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let ball = null;
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let renderer = null;
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let player = null;
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let spotLight = null;
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let ambiantLight = null;
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let opponent = null;
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// ------------------- (need to be remove) -------------------- //
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const stats = new Stats();
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stats.showPanel(0);
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document.body.appendChild(stats.dom);
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const cameraTmp = new THREE.PerspectiveCamera(90, window.innerWidth / window.innerHeight);
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let controls = null;
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// ------------------------------------------------------------ //
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class MultiGame
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{
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static create()
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{
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const bar1 = createBarPlayer(0xed56ea);
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const bar2 = createBarPlayer(0xf3e11e);
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previousTime = Date.now();
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scene = new THREE.Scene()
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map = new Map(scene, 13, true);
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renderer = new THREE.WebGLRenderer({antialias: true});
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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player = new Player(bar1, map);
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spotLight = new THREE.SpotLight(0xffffff, 10000, 0, 0.2);
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spotLight.castShadow = true;
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ambiantLight = new THREE.AmbientLight(0xffffff, 0.5);
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ball = new Ball(scene, map);
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opponent = new Opponent(bar2, map);
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debug = false;
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scene.add(player.object);
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scene.add(opponent.object);
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scene.add(ambiantLight);
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spotLight.position.set(0, 100, 0);
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scene.add(spotLight);
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scene.background = new THREE.Color(0x1a1a1a);
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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ball.initMoveBallTmp();
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map.ballObject = ball.object;
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controls = new OrbitControls(cameraTmp, renderer.domElement)
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cameraTmp.position.set(5, 3, 5);
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controls.target = new THREE.Vector3(map.centerPos.x, 0, map.centerPos.z);
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document.addEventListener('keypress', (e) => {
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if (e.key == 'g')
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player.pointAnimation(map);
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if (e.key == 'h')
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player.pointOpponentAnimation(map, opponent.object);
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if (e.key == 'c')
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debug = !debug;
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})
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renderer.setAnimationLoop(loop)
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}
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static dispose()
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{
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debug = false;
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if (renderer)
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renderer.dispose();
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renderer = null;
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if (map)
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map.dispose();
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map = null;
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if (ball)
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ball.dispose();
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ball = null;
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if (player)
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player.dispose();
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player = null;
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if (opponent)
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opponent.dispose();
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opponent = null;
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if (scene)
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{
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scene.children.forEach(child => {
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if (child.geometry)
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child.geometry.dispose();
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if (child.material)
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child.material.dispose();
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if (child.texture)
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child.texture.dispose();
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scene.remove(child);
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});
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}
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scene = null;
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}
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}
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function createBarPlayer(color)
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{
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const geometry = new THREE.BoxGeometry(1, 0.1, 0.1);
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const material = new THREE.MeshPhysicalMaterial({color: color});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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return (mesh);
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}
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function loop()
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{
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stats.begin();
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// ===== FPS locker ===== //
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if (fpsLocker.status)
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{
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const currentTime = Date.now();
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if (currentTime - previousTime < 1000 / 60)
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return ;
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previousTime = currentTime;
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}
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// ====================== //
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player.update();
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map.update(ball);
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if (debug)
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{
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controls.update();
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renderer.render(scene, cameraTmp);
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}
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else
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renderer.render(scene, player.camera);
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stats.end();
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}
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export { MultiGame, stats };
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70
site/real_game/class/SoloGame.js
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70
site/real_game/class/SoloGame.js
Normal file
@ -0,0 +1,70 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* SoloGame.js :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/28 12:07:39 by edbernar #+# #+# */
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/* Updated: 2024/08/28 14:07:55 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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import * as THREE from 'three';
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import { Map } from './soloClass/Map.js'
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import { stats } from './MultiGame.js';
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let scene = null;
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let renderer = null;
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let camera = null;
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let map = null;
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class SoloGame
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{
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static create()
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{
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scene = new THREE.Scene();
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renderer = new THREE.WebGLRenderer({antialias: true});
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map = new Map(scene);
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camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerWidth);
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camera.rotation.x = -Math.PI / 2;
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renderer.setSize(window.innerWidth, window.innerWidth);
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scene.background = new THREE.Color(0xaaaaaa);
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document.body.appendChild(renderer.domElement);
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scene.add(new THREE.AmbientLight(0xffffff, 1));
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renderer.setAnimationLoop(loop)
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}
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static dispose()
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{
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if (map)
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map.dispose();
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map = null;
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if (renderer)
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renderer.dispose();
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renderer = null;
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camera = null;
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if (scene)
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{
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scene.children.forEach(child => {
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if (child.geometry)
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child.geometry.dispose();
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if (child.material)
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child.material.dispose();
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if (child.texture)
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child.texture.dispose();
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scene.remove(child);
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});
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}
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scene = null;
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}
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};
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function loop()
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{
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stats.begin();
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renderer.render(scene, camera);
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stats.end();
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}
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export { SoloGame };
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37
site/real_game/class/soloClass/Map.js
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37
site/real_game/class/soloClass/Map.js
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@ -0,0 +1,37 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Map.js :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
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/* Updated: 2024/08/28 14:01:24 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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import * as THREE from 'three';
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class Map
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{
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constructor(scene)
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{
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createGround(scene);
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}
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dispose()
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{
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}
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}
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function createGround(scene)
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{
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const geometry = new THREE.PlaneGeometry(window.innerWidth / 100, window.innerHeight / 100);
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const material = new THREE.MeshPhysicalMaterial();
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const mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
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}
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export { Map };
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@ -5,182 +5,13 @@
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/* +:+ +:+ +:+ */
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/18 00:53:53 by edbernar #+# #+# */
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/* Updated: 2024/08/28 11:46:06 by edbernar ### ########.fr */
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/* Created: 2024/08/28 12:05:53 by edbernar #+# #+# */
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/* Updated: 2024/08/28 12:20:25 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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import * as THREE from 'three';
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// import * as THREE from '/static/javascript/three/build/three.module.js';
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import { Player } from './class/Player'
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import { Map } from './class/Map'
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import { Ball } from './class/Ball'
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import { Opponent } from './class/Opponent'
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import { OrbitControls } from 'three/examples/jsm/Addons.js';
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import Stats from 'stats.js';
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import { MultiGame } from "./class/MultiGame";
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import { SoloGame } from "./class/SoloGame";
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/*
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Controls :
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- w : monter
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- s : descendre
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- a : gauche
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- d : droite
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- g : animation de point
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- h : animation de point pour l'adversaire
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- c : switch entre la vue du joueur et la vue de la caméra
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- q : lancer animation sur les jumpers
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- 8 : avance la balle
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- 2 : recule la balle
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- 4 : balle vers la gauche
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- 6 : balle vers ladroite
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- 9 : inversion gravite
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*/
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let debug = false;
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const fpsLocker = {
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status: false,
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limit: 60,
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};
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let previousTime = 0;
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let scene = null;
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let map = null;
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let ball = null;
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let renderer = null;
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let player = null;
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let spotLight = null;
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let ambiantLight = null;
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let opponent = null;
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// ------------------- (need to be remove) -------------------- //
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const stats = new Stats();
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stats.showPanel(0);
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document.body.appendChild(stats.dom);
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const cameraTmp = new THREE.PerspectiveCamera(90, window.innerWidth / window.innerHeight);
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let controls = null;
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// ------------------------------------------------------------ //
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class Game
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{
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static create()
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{
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const bar1 = createBarPlayer(0xed56ea);
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const bar2 = createBarPlayer(0xf3e11e);
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previousTime = Date.now();
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scene = new THREE.Scene()
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map = new Map(scene, 13, true);
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renderer = new THREE.WebGLRenderer({antialias: true});
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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player = new Player(bar1, map);
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spotLight = new THREE.SpotLight(0xffffff, 10000, 0, 0.2);
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spotLight.castShadow = true;
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ambiantLight = new THREE.AmbientLight(0xffffff, 0.5);
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ball = new Ball(scene, map);
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opponent = new Opponent(bar2, map);
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debug = false;
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scene.add(player.object);
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scene.add(opponent.object);
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scene.add(ambiantLight);
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spotLight.position.set(0, 100, 0);
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scene.add(spotLight);
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scene.background = new THREE.Color(0x1a1a1a);
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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ball.initMoveBallTmp();
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map.ballObject = ball.object;
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controls = new OrbitControls(cameraTmp, renderer.domElement)
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cameraTmp.position.set(5, 3, 5);
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controls.target = new THREE.Vector3(map.centerPos.x, 0, map.centerPos.z);
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document.addEventListener('keypress', (e) => {
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if (e.key == 'g')
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player.pointAnimation(map);
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if (e.key == 'h')
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player.pointOpponentAnimation(map, opponent.object);
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if (e.key == 'c')
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debug = !debug;
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})
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renderer.setAnimationLoop(loop)
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}
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static dispose()
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{
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debug = false;
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if (renderer)
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renderer.dispose();
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renderer = null;
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if (map)
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map.dispose();
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map = null;
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if (ball)
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ball.dispose();
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ball = null;
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if (player)
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player.dispose();
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player = null;
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if (opponent)
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opponent.dispose();
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opponent = null;
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if (scene)
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{
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scene.children.forEach(child => {
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if (child.geometry)
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child.geometry.dispose();
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if (child.material)
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child.material.dispose();
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if (child.texture)
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child.texture.dispose();
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scene.remove(child);
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});
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}
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scene = null;
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}
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}
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function createBarPlayer(color)
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{
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const geometry = new THREE.BoxGeometry(1, 0.1, 0.1);
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const material = new THREE.MeshPhysicalMaterial({color: color});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.castShadow = true;
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return (mesh);
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}
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function loop()
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{
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stats.begin();
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// ===== FPS locker ===== //
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if (fpsLocker.status)
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{
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const currentTime = Date.now();
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if (currentTime - previousTime < 1000 / 60)
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return ;
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previousTime = currentTime;
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}
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// ====================== //
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player.update();
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map.update(ball);
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if (debug)
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{
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controls.update();
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renderer.render(scene, cameraTmp);
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}
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else
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renderer.render(scene, player.camera);
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stats.end();
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}
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Game.create();
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// MultiGame.create();
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SoloGame.create();
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|
Reference in New Issue
Block a user