- Updating ball moves
This commit is contained in:
Hugo Bourgeon
2024-08-20 17:29:41 +02:00
parent 75cd958a4f
commit 886b65b397
2 changed files with 68 additions and 15 deletions

View File

@ -6,7 +6,7 @@
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/20 14:52:55 by hubourge #+# #+# */
/* Updated: 2024/08/20 16:34:25 by hubourge ### ########.fr */
/* Updated: 2024/08/20 17:24:15 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -18,15 +18,21 @@ class Map
{
scene = null;
arrObject = [];
centerPos = {x:-1,y:-1,z:-1}
constructor(scene, length)
{
this.scene = scene;
scene.add(this.#createPlanes(7.5, length, -(Math.PI / 2), "plane1"));
// scene.add(this.#createWalls(0, 0, 0, "wallLeft"));
scene.add(this.#createPlanes(7.5, length, -(Math.PI / 2), "planeBottom", true));
scene.add(this.#createPlanes(7.5, length, (Math.PI / 2), "planeTop", false));
scene.add(this.#createWall(-3.5, 0.15, -length/2, "wallLeft"));
scene.add(this.#createWall(3.5, 0.15, -length/2, "wallRight"));
this.centerPos.x = 0;
this.centerPos.y = 0.15;
this.centerPos.z = -length/2;
};
#createPlanes(x, y, rot, name) // passer un materiel
#createPlanes(x, y, rot, name, isBottom) // passer un materiel
{
for (let i = 0; i < this.arrObject.length; i++)
{
@ -38,21 +44,30 @@ class Map
const mesh = new THREE.Mesh(geometry, material);
mesh.rotateX(rot);
mesh.position.set(0, 0.15, -6);
if (isBottom)
mesh.position.set(0, 0.15, -6);
else
mesh.position.set(0, 3.05, -6);
this.arrObject.push({mesh: mesh, name: name});
mesh.receiveShadow = true;
return (mesh);
};
// #createWalls(x, y, z, name)
// {
// const geometry = new THREE.BoxGeometry(20, 20, 20);
// const material = new THREE.MeshPhysicalMaterial();
// const mesh = new THREE.Mesh(geometry, material);
#createWall(x, y, z, name)
{
for (let i = 0; i < this.arrObject.length; i++)
{
if (this.arrObject[i].name == name)
throw Error("Name already exist.");
}
const geometry = new THREE.BoxGeometry(0.05, 1, 1.25);
const material = new THREE.MeshPhysicalMaterial();
const mesh = new THREE.Mesh(geometry, material);
// mesh.position.set(x, y, z);
// this.arrObject.push({mesh: mesh, name: name});
// return (mesh);
// };
mesh.position.set(x, y, z);
this.arrObject.push({mesh: mesh, name: name});
return (mesh);
};
};
export { Map };

View File

@ -6,7 +6,7 @@
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/18 00:53:53 by edbernar #+# #+# */
/* Updated: 2024/08/20 16:11:26 by hubourge ### ########.fr */
/* Updated: 2024/08/20 17:28:36 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -14,6 +14,7 @@ import * as THREE from 'three';
import { Player } from './class/Player'
import { Map } from './class/Map'
import { OrbitControls } from 'three/examples/jsm/Addons.js';
import { update } from 'three/examples/jsm/libs/tween.module.js';
function createBarPlayer(color)
{
@ -29,6 +30,9 @@ function loop()
{
player.update();
renderer.render(scene, player.camera);
// ===== test ball =====
updateBall();
}
function createMap()
@ -50,6 +54,40 @@ const player = new Player(bar);
const spotLight = new THREE.SpotLight(0xffffff, 10000, 0, Math.PI / 4);
const ambiantLight = new THREE.AmbientLight(0xffffff, 1);
// ===== test ball =====
const geometryBall = new THREE.SphereGeometry(0.15, 32, 32);
const materialBall = new THREE.MeshPhysicalMaterial({color: 0xff0000});
const ball = new THREE.Mesh(geometryBall, materialBall);
ball.position.x = map.centerPos.x;
ball.position.y = map.centerPos.y + 0.15;
ball.position.z = map.centerPos.z;
ball.receiveShadow = true;
ball.castShadow = true;
scene.add(ball);
function updateBall()
{
// pressedButton = [];
let i = 0;
let interval = null;
let speed = 0.01;
const limits = {
up : 3,
down: 0.2,
left: -3,
right: 3,
}
document.addEventListener('keypress', (e) => {
if (e.key == '9')
{
ball.position.z += speed;
console.log(e.key);
}
});
}
// =====================
scene.add(player.object);
scene.add(ambiantLight);
spotLight.position.set(0, 100, 0);