- Add deltaTime of player bar
   - Add top jumper animation
This commit is contained in:
Hugo Bourgeon
2024-08-22 19:03:55 +02:00
parent de33720f7d
commit 79833ede55
3 changed files with 67 additions and 36 deletions

View File

@ -6,7 +6,7 @@
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/20 14:52:55 by hubourge #+# #+# */
/* Updated: 2024/08/22 16:35:14 by hubourge ### ########.fr */
/* Updated: 2024/08/22 18:59:54 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -43,9 +43,7 @@ class Map
ballIsOnJumper = {
can: true
};
previousTime = Date.now();
deltaTime = 1;
constructor(scene, length, obstacles)
{
this.scene = scene;
@ -262,7 +260,7 @@ class Map
} );
}
#animationGravityChanger(group)
#animationGravityChanger(group, onTop)
{
const geometry1 = new THREE.TorusGeometry(1.5, 0.05, 12, 24);
const material1 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
@ -278,7 +276,10 @@ class Map
this.scene.add(ring1);
interval = setInterval(() => {
ring1.position.y += speed;
if (onTop)
ring1.position.y -= speed;
else
ring1.position.y += speed;
ring1.material.opacity -= 0.02;
speed *= 0.90;
if (ring1.material.opacity == 0)
@ -323,11 +324,6 @@ class Map
update(ball)
{
// const currentTime = Date.now();
// this.deltaTime = (((currentTime - this.previousTime) / 10) + this.deltaTime) / 2;
// this.previousTime = currentTime;
// console.log(deltaTime);
for (let i = 0; i < this.arrObject.length; i++)
{
if (this.arrObject[i].name == "wallLeft")
@ -366,29 +362,42 @@ class Map
const distance = ball.object.position.distanceTo(cylinder.position);
const speed = 0.1;
// Detect if the ball is on the jumper
if (distance < 0.25 && this.ballIsOnJumper.can)
{
this.ballIsOnJumper.can = false;
ball.changeGravity(this.ballIsOnJumper);
this.#animationGravityChanger(this.arrObject[i].mesh);
this.#animationGravityChanger(this.arrObject[i].mesh, false);
}
}
if (this.arrObject[i].type == "jumperBottom")
{
// Gravity changer animation
for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
{
this.arrObject[i].mesh.children[j].rotation.x = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
this.arrObject[i].mesh.children[j].rotation.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
this.arrObject[i].mesh.children[j].position.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
}
}
if (this.arrObject[i].type == "jumperTop")
if (this.arrObject[i].type == 'jumperTop')
{
const cylinder = this.arrObject[i].mesh.children[5];
const distance = ball.object.position.distanceTo(cylinder.position);
const speed = 0.1;
// Detect if the ball is on the jumper
if (distance < 0.4 && this.ballIsOnJumper.can)
{
this.ballIsOnJumper.can = false;
ball.changeGravity(this.ballIsOnJumper);
this.#animationGravityChanger(this.arrObject[i].mesh, true);
}
// Gravity changer animation
for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
{
this.arrObject[i].mesh.children[j].rotation.x = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
this.arrObject[i].mesh.children[j].rotation.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
this.arrObject[i].mesh.children[j].position.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;
this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;
}
}
}

View File

@ -3,10 +3,10 @@
/* ::: :::::::: */
/* Player.js :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/18 00:30:31 by edbernar #+# #+# */
/* Updated: 2024/08/22 00:52:14 by edbernar ### ########.fr */
/* Updated: 2024/08/22 17:06:28 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -50,11 +50,13 @@ class Player
pressedButton = [];
object = null;
camera = null;
speed = 0.1;
speed = 4;
cameraFixed = false;
interval = null;
isOnPointAnim = false;
limits = {};
previousTime = Date.now();
deltaTime = 1;
constructor (object, map)
{
@ -219,6 +221,10 @@ class Player
update()
{
const currentTime = Date.now();
this.deltaTime = (currentTime - this.previousTime) / 1000;
this.previousTime = currentTime;
let i;
i = 0;
@ -229,9 +235,9 @@ class Player
if (this.interval)
clearInterval(this.interval);
this.interval = setInterval(() => {
this.object.position.y += this.speed;
this.object.position.y += this.speed / 40;
if (!this.cameraFixed && !this.isOnPointAnim)
this.camera.position.y += (this.speed / 2);
this.camera.position.y += (this.speed / 80);
if (this.object.position.y >= this.limits.up)
{
clearInterval(this.interval);
@ -244,9 +250,9 @@ class Player
if (this.interval)
clearInterval(this.interval);
this.interval = setInterval(() => {
this.object.position.y -= this.speed;
this.object.position.y -= this.speed / 40;
if (!this.cameraFixed && !this.isOnPointAnim)
this.camera.position.y -= (this.speed / 2);
this.camera.position.y -= (this.speed / 80);
if (this.object.position.y <= this.limits.down)
{
clearInterval(this.interval);
@ -257,15 +263,15 @@ class Player
}
if (this.pressedButton[i] == 'd' && this.object.position.x < this.limits.right)
{
this.object.position.x += this.speed;
this.object.position.x += this.speed * this.deltaTime;
if (!this.cameraFixed && !this.isOnPointAnim)
this.camera.position.x += this.speed;
this.camera.position.x += this.speed * this.deltaTime;
}
if (this.pressedButton[i] == 'a' && this.object.position.x > this.limits.left)
{
this.object.position.x -= this.speed;
this.object.position.x -= this.speed * this.deltaTime;
if (!this.cameraFixed && !this.isOnPointAnim)
this.camera.position.x -= this.speed;
this.camera.position.x -= this.speed * this.deltaTime;
}
i++;
}

View File

@ -3,10 +3,10 @@
/* ::: :::::::: */
/* main.js :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/18 00:53:53 by edbernar #+# #+# */
/* Updated: 2024/08/22 10:48:29 by edbernar ### ########.fr */
/* Updated: 2024/08/22 17:11:54 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -16,6 +16,7 @@ import { Map } from './class/Map'
import { Ball } from './class/Ball'
import { Opponent } from './class/Opponent'
import { OrbitControls } from 'three/examples/jsm/Addons.js';
import Stats from 'stats.js';
/*
Controls :
@ -38,6 +39,11 @@ Controls :
let debug = false;
// ------------------- Stats -------------------- //
const stats = new Stats();
stats.showPanel(0); // 0: fps, 1: ms, 2: mémoire
document.body.appendChild(stats.dom);
function createBarPlayer(color)
{
const geometry = new THREE.BoxGeometry(1, 0.1, 0.1);
@ -48,8 +54,17 @@ function createBarPlayer(color)
return (mesh);
}
let previousTime = Date.now();
function loop()
{
stats.begin();
// ===== FPS locker ===== //
const currentTime = Date.now();
if (currentTime - previousTime < 1000 / 60)
return ;
previousTime = currentTime;
// ====================== //
player.update();
map.update(ball);
if (debug)
@ -59,7 +74,8 @@ function loop()
}
else
renderer.render(scene, player.camera);
stats.end();
}
const scene = new THREE.Scene();