diff --git a/docker-compose/requirements/nginx/static/javascript/multiOnlineGame/Player.js b/docker-compose/requirements/nginx/static/javascript/multiOnlineGame/Player.js index 601b591..8109e7d 100644 --- a/docker-compose/requirements/nginx/static/javascript/multiOnlineGame/Player.js +++ b/docker-compose/requirements/nginx/static/javascript/multiOnlineGame/Player.js @@ -142,10 +142,12 @@ class Player document.getElementsByTagName('canvas')[0].style.animation = 'fadeIn 0.199s'; document.getElementsByTagName('canvas')[0].style.filter = 'brightness(0)'; + setTimeout(() => { document.getElementsByTagName('canvas')[0].style.animation = 'fadeOut 0.199s'; document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)'; }, 300) + setTimeout(() => { tmpCamera.position.set(this.limits.left, this.limits.up / 2 + 0.5, map.centerPos.z); isOnPointAnim = true; @@ -159,11 +161,24 @@ class Player tmpCamera.fov -= 0.05; tmpCamera.updateProjectionMatrix(); }, 10); + + /////////////////////// + // Ici je souhaite savoir ou la camera est oriente : this.playerGoalAnimation soit this.opponent.playerGoalAnimation + // Egalement, l'animation se lance uniquement sur 1 seul client (celui qui a marque le point) + setTimeout(() => { + if (0) + map.animationGoal(this.object.position.x, this.object.position.y, this.object.position.z, this.playerGoalAnimation); + else + map.animationGoal(this.object.position.x, this.object.position.y, this.object.position.z, this.opponent.playerGoalAnimation); + }, 1000); + /////////////////////// + setTimeout(() => { clearInterval(interval); document.getElementsByTagName('canvas')[3].style.animation = null; document.getElementsByTagName('canvas')[3].style.animation = 'fadeInGames 0.99s'; document.getElementsByTagName('canvas')[3].style.filter = 'brightness(0)'; + setTimeout(() => { this.camera = tmp; this.object.material.color.copy(startColor);