Game
- Update all class
This commit is contained in:
BIN
site/real_game/blender/exported/map1.glb
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site/real_game/blender/exported/map1.glb
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site/real_game/blender/map1.blend
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site/real_game/blender/map1.blend
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site/real_game/blender/map1.blend1
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site/real_game/blender/map1.blend1
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@ -6,7 +6,7 @@
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/20 17:02:47 by edbernar #+# #+# */
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/* Updated: 2024/08/21 00:57:42 by edbernar ### ########.fr */
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/* Updated: 2024/08/21 10:33:58 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -14,7 +14,9 @@ import * as THREE from 'three';
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/*
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Todo (Eddy) :
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- Ajouter fonction pour changer la gravité de la balle
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- Ajouter fonction pour changer la gravité de la balle (OK)
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- Ajouter un effet plus naturel pour le déplacement de la balle (OK)
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*/
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class Ball
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@ -58,9 +60,10 @@ class Ball
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changeGravity()
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{
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let diffTop = this.limits.up - this.object.position.y;
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let diffBot = this.object.position.y - this.limits.down;
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let speed = 0.1;
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let diffTop = this.limits.up - this.object.position.y;
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let diffBot = this.object.position.y - this.limits.down;
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let speed = 0.25;
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const slower = speed / 3;
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if (diffBot > diffTop)
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speed *= -1;
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@ -78,6 +81,7 @@ class Ball
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else
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this.setPosition(this.object.position.x, this.limits.down, this.object.position.z);
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}
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speed -= speed * slower;
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}, 10);
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}
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@ -6,22 +6,27 @@
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/20 14:52:55 by hubourge #+# #+# */
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/* Updated: 2024/08/21 00:59:01 by edbernar ### ########.fr */
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/* Updated: 2024/08/21 14:56:10 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 { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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/*
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Todo (Eddy) :
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- Ajouter la transparence sur les murs sur la distance de la balle (OK)
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- Ajouter des textures selon le type : number pour couleur, string pour img (OK)
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- Ajouter une fonctione pour modifier la gravité
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*/
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const loader = new GLTFLoader();
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class Map
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{
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scene = null;
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arrObject = [];
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ballObject = null;
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centerPos = {
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x: -1,
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y: -1,
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@ -44,11 +49,11 @@ class Map
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scene.add(this.#createWall(3.5, 0.4, -length/2, "wallRight"));
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this.centerPos.x = 0;
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this.centerPos.y = 0.15;
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this.centerPos.z = -length/2;
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this.centerPos.z = -length / 2 + length / 2;
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this.mapLength = length;
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};
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#createPlanes(x, y, rot, name, isBottom, visual) // passer un materiel
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#createPlanes(x, y, rot, name, isBottom, visual)
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{
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for (let i = 0; i < this.arrObject.length; i++)
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{
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@ -68,16 +73,13 @@ class Map
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else if (typeof(visual) == 'number')
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material = new THREE.MeshPhysicalMaterial({ color: visual });
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else
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{
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console.log("kjdsjksd");
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material = new THREE.MeshPhysicalMaterial();
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}
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mesh = new THREE.Mesh(geometry, material);
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mesh.rotateX(rot);
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if (isBottom)
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mesh.position.set(0, 0.15, -6);
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mesh.position.set(0, 0.15, 0);
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else
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mesh.position.set(0, 3.15, -6);
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mesh.position.set(0, 3.15, 0);
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this.arrObject.push({mesh: mesh, name: name});
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mesh.receiveShadow = true;
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return (mesh);
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@ -101,6 +103,13 @@ class Map
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return (mesh);
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};
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createGravityChanger(ball, x, z, onTop)
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{
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if (this.ballObject == null)
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throw Error("Ball is not init");
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}
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update(ball)
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{
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for (let i = 0; i < this.arrObject.length; i++)
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@ -136,7 +145,7 @@ class Map
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this.arrObject[i].mesh.material.opacity = 1 - (diff / 2);
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}
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}
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}
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};
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};
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export { Map };
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48
site/real_game/class/Opponent.js
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48
site/real_game/class/Opponent.js
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@ -0,0 +1,48 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Opponent.js :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/21 10:34:49 by edbernar #+# #+# */
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/* Updated: 2024/08/21 14:38:44 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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import { playerExist } from './Player'
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import * as THREE from 'three';
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let opponentExist = false;
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class Opponent
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{
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object = null;
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speed = 0.1;
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interval = null;
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limits = {};
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player = null;
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constructor (object, map)
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{
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if (!playerExist)
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throw Error('Player need to be init before opponent.')
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if (opponentExist)
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throw Error("Opponent is already init.");
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opponentExist = true;
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this.object = object;
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this.limits = map.limits;
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this.object.position.set(0, 0.3, -map.mapLength / 2 + 0.2);
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this.cleanup = new FinalizationRegistry((heldValue) => {
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playerExist = false;
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})
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this.cleanup.register(this, null);
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}
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update()
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{
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//en attente du serveur
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}
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}
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export { Opponent };
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@ -6,7 +6,7 @@
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/18 00:30:31 by edbernar #+# #+# */
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/* Updated: 2024/08/21 00:27:01 by edbernar ### ########.fr */
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/* Updated: 2024/08/21 14:42:20 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -40,6 +40,7 @@ import * as THREE from 'three';
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- Ajouter les mouvements définis sur l'axe y (OK)
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- Faire une fonction qui change de camera quand il y a un but avec un fondu en noir (OK)
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- Ajouter un zoom sur la camera de la fonction pointAnimation (OK)
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- Ajouter une fonction pour l'animation de point marqué (OK)
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*/
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let playerExist = false;
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@ -63,12 +64,12 @@ class Player
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this.object = object;
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this.limits = map.playerLimits;
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this.camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 10000);
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this.object.position.set(0, 0.32, map.mapLength / 2 - 0.2);
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this.setCameraPosition(
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this.object.position.x,
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this.object.position.y + 0.7,
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this.object.position.z + 2
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);
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this.object.position.set(this.object.position.x, this.limits.down, this.object.position.z);
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this.cleanup = new FinalizationRegistry((heldValue) => {
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playerExist = false;
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})
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@ -103,7 +104,7 @@ class Player
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this.setCameraPosition(
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this.object.position.x,
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this.object.position.y - (this.object.position.y >= this.limits.up ? 0.7 : -0.7),
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this.object.position.z + 2
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this.object.position.z + 5
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);
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this.camera.rotation.set(0, 0, 0);
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}
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@ -113,7 +114,7 @@ class Player
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});
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}
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pointAnimation(scene)
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pointAnimation(map)
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{
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const tmpCamera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 10000);
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const tmp = this.camera;
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@ -128,7 +129,7 @@ class Player
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document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)';
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}, 300)
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setTimeout(() => {
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tmpCamera.position.set(-3, this.limits.up / 2 + 0.5, -3);
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tmpCamera.position.set(this.limits.left, this.limits.up / 2 + 0.5, map.centerPos.z);
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this.isOnPointAnim = true;
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this.camera = tmpCamera;
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interval = setInterval(() => {
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@ -164,6 +165,58 @@ class Player
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}, 200)
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}
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pointOpponentAnimation(map, oppponentObject)
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{
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const tmpCamera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 10000);
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const tmp = this.camera;
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let interval = null;
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const startColor = oppponentObject.material.color.clone();
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let hue = 0;
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document.getElementsByTagName('canvas')[0].style.animation = 'fadeIn 0.199s';
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document.getElementsByTagName('canvas')[0].style.filter = 'brightness(0)';
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setTimeout(() => {
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document.getElementsByTagName('canvas')[0].style.animation = 'fadeOut 0.199s';
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document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)';
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}, 300)
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setTimeout(() => {
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tmpCamera.position.set(this.limits.left, this.limits.up / 2 + 0.5, map.centerPos.z);
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this.isOnPointAnim = true;
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this.camera = tmpCamera;
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interval = setInterval(() => {
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tmpCamera.lookAt(oppponentObject.position);
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console.log(tmpCamera.position)
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hue += 0.01;
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if (hue > 1)
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hue = 0;
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oppponentObject.material.color.setHSL(hue, 1, 0.5);
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tmpCamera.fov -= 0.05;
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tmpCamera.updateProjectionMatrix();
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}, 10);
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setTimeout(() => {
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clearInterval(interval);
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document.getElementsByTagName('canvas')[0].style.animation = null;
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document.getElementsByTagName('canvas')[0].style.animation = 'fadeIn 0.19s';
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document.getElementsByTagName('canvas')[0].style.filter = 'brightness(0)';
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setTimeout(() => {
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this.camera = tmp;
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oppponentObject.material.color.copy(startColor);
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this.isOnPointAnim = false;
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if (!this.cameraFixed)
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{
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this.setCameraPosition(
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this.object.position.x,
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this.object.position.y - (this.object.position.y >= this.limits.up ? 0.7 : -0.7),
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this.object.position.z + 2
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);
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}
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document.getElementsByTagName('canvas')[0].style.animation = 'fadeOut 0.199s';
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document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)';
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}, 200);
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}, 4000);
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}, 200)
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}
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update()
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{
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let i;
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@ -223,4 +276,4 @@ class Player
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}
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};
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export { Player };
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export { Player, playerExist };
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@ -6,7 +6,7 @@
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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: 2024/08/21 00:10:46 by edbernar ### ########.fr */
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/* Updated: 2024/08/21 14:51:31 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -14,6 +14,10 @@ import * as THREE from 'three';
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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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let debug = false;
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function createBarPlayer(color)
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{
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@ -21,7 +25,6 @@ function createBarPlayer(color)
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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.position.set(0, 0.2, 0);
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mesh.castShadow = true;
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return (mesh);
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}
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@ -30,24 +33,35 @@ function loop()
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{
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player.update();
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map.update(ball.object);
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renderer.render(scene, player.camera);
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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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}
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const scene = new THREE.Scene();
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const map = new Map(scene, 13);
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const bar = createBarPlayer(0xed56ea);
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const bar1 = createBarPlayer(0xed56ea);
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const 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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const player = new Player(bar, map);
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const player = new Player(bar1, map);
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const spotLight = new THREE.SpotLight(0xffffff, 10000, 0, 0.2);
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spotLight.castShadow = true;
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const ambiantLight = new THREE.AmbientLight(0xffffff, 0.5);
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const ball = new Ball(scene, map)
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const ball = new Ball(scene, map);
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const bar2 = createBarPlayer(0xf3e11e);
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const opponent = new Opponent(bar2, map);
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scene.add(player.object);
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scene.add(opponent.object);
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console.log(player.object.position);
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console.log(opponent.object.position);
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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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@ -55,10 +69,28 @@ 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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// map.addDecor('blender/exported/map1.glb')
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map.createGravityChanger(1, 1, false);
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/*---------------DEBUG----------------*/
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const cameraTmp = new THREE.PerspectiveCamera(90, window.innerWidth / window.innerHeight);
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const controls = new OrbitControls(cameraTmp, renderer.domElement);
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cameraTmp.position.set(15, 0, 15);
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controls.target = new THREE.Vector3(map.centerPos.x, 0, map.centerPos.z);
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/*------------------------------------*/
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document.addEventListener('keypress', (e) => {
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if (e.key == 'g')
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player.pointAnimation(scene);
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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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Reference in New Issue
Block a user