Game
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:
@ -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 12:07:39 by edbernar #+# #+# */
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/* Updated: 2024/08/30 15:52:41 by hubourge ### ########.fr */
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/* Updated: 2024/09/02 18:06:37 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -21,9 +21,19 @@ import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.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 controls = null;
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/*
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Controls :
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- w : monter player1
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- s : descendre player1
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- haut : monter player2
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- bas : descendre player2
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- a : restart quand score debug
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*/
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class SoloGame
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{
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static create()
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@ -43,7 +53,14 @@ class SoloGame
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controls = new OrbitControls(camera, renderer.domElement);
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camera.position.set(0, 30, 0);
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// camera.position.set(20, 5, 20);
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// camera.position.set(20, 5, 25);
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document.addEventListener('keypress', (e) => {
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if (e.key == 'a')
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Map.reCreate(true);
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})
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renderer.setAnimationLoop(loop);
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}
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@ -3,10 +3,10 @@
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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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/* 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: 2024/08/31 15:03:26 by edbernar ### ########.fr */
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/* Updated: 2024/09/02 18:08:13 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -30,8 +30,9 @@ let ballBody = null;
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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 needUpdate = false;
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let speed = 3;
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let initialZ = 0;
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let score = {player1: 0, player2: 0};
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class Map
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{
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@ -53,7 +54,7 @@ class Map
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scene.add(wallBottom);
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scene.add(new THREE.AmbientLight(0xffffff, 0.5));
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wallTopBody = new CANNON.Body({
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shape: new CANNON.Box(new CANNON.Vec3(width, 0.7, 0.2)),
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shape: new CANNON.Box(new CANNON.Vec3(width / 2, 0.35, 0.1)),
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type: CANNON.Body.STATIC,
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})
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wallTopBody.position.z = -6.15;
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@ -62,7 +63,7 @@ class Map
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world.addBody(wallTopBody);
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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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shape: new CANNON.Box(new CANNON.Vec3(width / 2, 0.35, 0.1)),
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type: CANNON.Body.STATIC,
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})
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wallBottomBody.position.z = 6.15;
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@ -71,7 +72,7 @@ class Map
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world.addBody(wallBottomBody);
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groundBody = new CANNON.Body({
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shape: new CANNON.Plane(),
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shape: new CANNON.Plane(0,0),
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type: CANNON.Body.STATIC,
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});
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groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
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@ -95,36 +96,32 @@ class Map
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ballBody = new CANNON.Body({
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shape: new CANNON.Sphere(0.3),
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mass: 1
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mass: 10,
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});
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ballBody.position.set(0, 0.15, 0);
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ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
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world.addBody(ballBody);
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ballBody.addEventListener("collide", function(e) {
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let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
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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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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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if (vec3.z > 0.5)
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aaaa = 2;
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if (vec3.z < 0)
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aaaa = -2;
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console.log(vec3.z);
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vec3.z = (vec3.z + 0.01) * aaaa;
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switch(collided.name) {
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case "wall":
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vec3.z = -vec3.z;
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break;
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case "player":
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vec3.x = -vec3.x;
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if (Math.abs(vec3.z) - Math.abs(initialZ) > 0.3)
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break;
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if (Math.random() > 0.5)
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vec3.z -= 0.1;
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if (Math.random() < 0.5)
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vec3.z += 0.1;
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break;
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}
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});
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@ -134,22 +131,22 @@ class Map
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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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speed = 3;
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if (1) // player1 (right) lose
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if (Math.random() > 0.5)
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{
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vec3.x = -3;
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vec3.y = 0;
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vec3.z = 0;
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// vec3.z = Math.floor(Math.random() * 7) - 3;
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vec3.z = Math.random() * 10 % 4 - 2;
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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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vec3.z = Math.random() * 10 % 4 - 2;
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}
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initialZ = vec3.z;
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ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
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}
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static dispose()
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@ -163,22 +160,48 @@ class Map
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{
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world.step(timeStep);
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if (ballBody.position.x > 20)
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return (Map.reCreate(false));
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if (ballBody.position.x < -20)
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return (Map.reCreate(true));
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ball.position.copy(ballBody.position);
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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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// console.log(ballBody.velocity.length());
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speed += 0.003;
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if (speed < 10)
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speed += 0.003;
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ballBody.velocity.set(vec3.x * speed, vec3.y * speed, vec3.z * speed);
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}
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static reCreate(dirLeft)
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{
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ballBody.position.set(0, 0.15, 0);
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ball.position.copy(ballBody.position);
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player1Body.position.set(-12, 0.4, 0);
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player1.position.copy(player1Body.position);
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player2Body.position.set(12, 0.4, 0);
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player2.position.copy(player2Body.position);
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speed = 3;
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if (dirLeft)
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{
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score.player2++;
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vec3.x = -3;
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vec3.y = 0;
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vec3.z = Math.random() * 10 % 4 - 2;
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}
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else
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{
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score.player1++;
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vec3.x = 3;
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vec3.y = 0;
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vec3.z = Math.random() * 10 % 4 - 2;
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}
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initialZ = vec3.z;
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ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
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console.log("score", score);
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}
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}
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function createGround(scene)
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@ -198,12 +221,6 @@ function createWall(onTop)
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const geometry = new THREE.BoxGeometry(width, 0.7, 0.2);
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const material = new THREE.MeshPhysicalMaterial({color: 0x333333});
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const mesh = new THREE.Mesh(geometry, material);
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// if (onTop)
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// mesh.position.z = -6.15;
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// else
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// mesh.position.z = 6.15;
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// mesh.position.y += 0.35;
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return (mesh);
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}
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