solo
    - Add players scores
    - Add restart function after a match point
    - Add border match point
    - Fix cannon js object size
    - Fix vector dir init random values and max values
This commit is contained in:
hubourge
2024-09-02 18:13:36 +02:00
parent 820c3743d9
commit 6da8a023f5
2 changed files with 89 additions and 55 deletions

View File

@ -6,7 +6,7 @@
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/28 12:07:39 by edbernar #+# #+# */
/* Updated: 2024/08/30 15:52:41 by hubourge ### ########.fr */
/* Updated: 2024/09/02 18:06:37 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -21,9 +21,19 @@ import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
let scene = null;
let renderer = null;
let camera = null;
let controls = null;
/*
Controls :
- w : monter player1
- s : descendre player1
- haut : monter player2
- bas : descendre player2
- a : restart quand score debug
*/
class SoloGame
{
static create()
@ -43,7 +53,14 @@ class SoloGame
controls = new OrbitControls(camera, renderer.domElement);
camera.position.set(0, 30, 0);
// camera.position.set(20, 5, 20);
// camera.position.set(20, 5, 25);
document.addEventListener('keypress', (e) => {
if (e.key == 'a')
Map.reCreate(true);
})
renderer.setAnimationLoop(loop);
}

View File

@ -3,10 +3,10 @@
/* ::: :::::::: */
/* Map.js :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
/* Updated: 2024/08/31 15:03:26 by edbernar ### ########.fr */
/* Updated: 2024/09/02 18:08:13 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -30,8 +30,9 @@ let ballBody = null;
let vec3 = {x:0, y:0, z:0};
let player1Body = null;
let player2Body = null;
let needUpdate = false;
let speed = 3;
let initialZ = 0;
let score = {player1: 0, player2: 0};
class Map
{
@ -53,7 +54,7 @@ class Map
scene.add(wallBottom);
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
wallTopBody = new CANNON.Body({
shape: new CANNON.Box(new CANNON.Vec3(width, 0.7, 0.2)),
shape: new CANNON.Box(new CANNON.Vec3(width / 2, 0.35, 0.1)),
type: CANNON.Body.STATIC,
})
wallTopBody.position.z = -6.15;
@ -62,7 +63,7 @@ class Map
world.addBody(wallTopBody);
wallBottomBody = new CANNON.Body({
shape: new CANNON.Box(new CANNON.Vec3(width, 0.7, 0.2)),
shape: new CANNON.Box(new CANNON.Vec3(width / 2, 0.35, 0.1)),
type: CANNON.Body.STATIC,
})
wallBottomBody.position.z = 6.15;
@ -71,7 +72,7 @@ class Map
world.addBody(wallBottomBody);
groundBody = new CANNON.Body({
shape: new CANNON.Plane(),
shape: new CANNON.Plane(0,0),
type: CANNON.Body.STATIC,
});
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
@ -95,36 +96,32 @@ class Map
ballBody = new CANNON.Body({
shape: new CANNON.Sphere(0.3),
mass: 1
mass: 10,
});
ballBody.position.set(0, 0.15, 0);
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
world.addBody(ballBody);
ballBody.addEventListener("collide", function(e) {
let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
let bodyA = e.contact.bi;
let bodyB = e.contact.bj;
let collided = (bodyA === ballBody) ? bodyB : bodyA;
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;
if (vec3.z > 0.5)
aaaa = 2;
if (vec3.z < 0)
aaaa = -2;
console.log(vec3.z);
vec3.z = (vec3.z + 0.01) * aaaa;
switch(collided.name) {
case "wall":
vec3.z = -vec3.z;
break;
case "player":
vec3.x = -vec3.x;
if (Math.abs(vec3.z) - Math.abs(initialZ) > 0.3)
break;
if (Math.random() > 0.5)
vec3.z -= 0.1;
if (Math.random() < 0.5)
vec3.z += 0.1;
break;
}
});
@ -134,22 +131,22 @@ class Map
wallBottom.quaternion.copy(wallBottomBody.quaternion);
wallTop.position.copy(wallTopBody.position);
wallTop.quaternion.copy(wallTopBody.quaternion);
speed = 3;
if (1) // player1 (right) lose
if (Math.random() > 0.5)
{
vec3.x = -3;
vec3.y = 0;
vec3.z = 0;
// vec3.z = Math.floor(Math.random() * 7) - 3;
vec3.z = Math.random() * 10 % 4 - 2;
}
else
{
vec3.x = 3;
vec3.y = 0;
vec3.z = Math.floor(Math.random() * 6) - 3;
vec3.z = Math.random() * 10 % 4 - 2;
}
initialZ = vec3.z;
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
}
static dispose()
@ -163,22 +160,48 @@ class Map
{
world.step(timeStep);
if (ballBody.position.x > 20)
return (Map.reCreate(false));
if (ballBody.position.x < -20)
return (Map.reCreate(true));
ball.position.copy(ballBody.position);
// 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;
// }
// console.log(ballBody.velocity.length());
speed += 0.003;
if (speed < 10)
speed += 0.003;
ballBody.velocity.set(vec3.x * speed, vec3.y * speed, vec3.z * speed);
}
static reCreate(dirLeft)
{
ballBody.position.set(0, 0.15, 0);
ball.position.copy(ballBody.position);
player1Body.position.set(-12, 0.4, 0);
player1.position.copy(player1Body.position);
player2Body.position.set(12, 0.4, 0);
player2.position.copy(player2Body.position);
speed = 3;
if (dirLeft)
{
score.player2++;
vec3.x = -3;
vec3.y = 0;
vec3.z = Math.random() * 10 % 4 - 2;
}
else
{
score.player1++;
vec3.x = 3;
vec3.y = 0;
vec3.z = Math.random() * 10 % 4 - 2;
}
initialZ = vec3.z;
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
console.log("score", score);
}
}
function createGround(scene)
@ -198,12 +221,6 @@ function createWall(onTop)
const geometry = new THREE.BoxGeometry(width, 0.7, 0.2);
const material = new THREE.MeshPhysicalMaterial({color: 0x333333});
const mesh = new THREE.Mesh(geometry, material);
// if (onTop)
// mesh.position.z = -6.15;
// else
// mesh.position.z = 6.15;
// mesh.position.y += 0.35;
return (mesh);
}