Game solo :

- Rebuild collide system
Game multi :
    - Randomize robot profile pictures
This commit is contained in:
hubourge
2024-11-18 19:28:38 +01:00
parent bcf3ad5178
commit 95860532f7
6 changed files with 52 additions and 60 deletions

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@ -3,10 +3,10 @@
/* ::: :::::::: */
/* Map.js :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
/* Updated: 2024/11/18 17:02:43 by edbernar ### ########.fr */
/* Updated: 2024/11/18 19:24:56 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -29,7 +29,8 @@ let initialSpeed = 0;
let speed = 0;
let gameEndStatus = false;
const scoreToWin = 3;
let collided = false;
let collidedSide = false;
let collidedBlock = false;
let deltaTime = 1;
let previousTime = Date.now();
@ -56,19 +57,19 @@ class Map
wallTop = createWall(true);
scene.add(wallTop);
initialSpeed = 0.15;
speed = 1;
vec2.z = 0 * initialSpeed;
// if (Math.random() > 0.5)
// {
// vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
// }
// else
// {
// vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
// vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
// }
initialSpeed = 0.1;
speed = 0.4;
// vec2.z = 0 * initialSpeed;
if (Math.random() > 0.5)
{
vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
vec2.x = (speed - Math.abs(vec2.z));
}
else
{
vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
vec2.x = -(speed - Math.abs(vec2.z));
}
setTimeout(() => {
scoreElement.innerHTML = '3';
@ -103,62 +104,49 @@ class Map
return ;
// collision wall top and bottom
if (ball.position.z > 5.7 || ball.position.z < -5.7)
if ((ball.position.z > 5.7 || ball.position.z < -5.7) && !collidedBlock)
{
collidedBlock = true;
vec2.z *= -1;
}
// collision player2 left
if (ball.position.x > 11.45 && ball.position.x < 12.2 && !collided)
if (ball.position.x > 11.45 && ball.position.x < 12.2 && !collidedSide)
{
if (ball.position.z < player2.position.z + 1.25 && ball.position.z > player2.position.z - 1.25)
{
Map.scalePlayer(player2);
collided = true;
vec2.x *= -1;
// Ca bug donc je le laisse en commentaire
// if (ball.position.z < player2.position.z + 0.5)
// {
// vec2.z -= 0.05;
// vec2.x += 0.05;
// }
// else if (ball.position.z > player2.position.z + 0.5)
// {
// vec2.z += 0.05;
// vec2.x -= 0.05;
// }
collidedSide = true;
collidedBlock = false;
vec2.z = -((speed * 0.80) * ((player2.position.z - ball.position.z) / 1.25));
vec2.x = -(speed - Math.abs( vec2.z));
}
} // collision player1 right
else if (ball.position.x < -11.45 && ball.position.x > -12.2 && !collided)
else if (ball.position.x < -11.45 && ball.position.x > -12.2 && !collidedSide)
{
if (ball.position.z < player1.position.z + 1.25 && ball.position.z > player1.position.z - 1.25)
{
Map.scalePlayer(player1);
collided = true;
vec2.x *= -1;
// Ca bug donc je le laisse en commentaire
// if (ball.position.z < player1.position.z + 0.5)
// {
// vec2.z -= 0.05;
// vec2.x += 0.05;
// }
// else if (ball.position.z > player1.position.z + 0.5)
// {
// vec2.z += 0.05;
// vec2.x -= 0.05;
// }
collidedSide = true;
collidedBlock = false;
vec2.z = -((speed * 0.80) * ((player1.position.z - ball.position.z) / 1.25));
vec2.x = (speed - Math.abs( vec2.z));
}
}
// accept new players collision if ball cross the middle map
if (collided && ball.position.x < 3 && ball.position.x > -3)
collided = false;
// accept new balls collision if ball cross the middle map
if (collidedSide && ball.position.x < 3 && ball.position.x > -3)
collidedSide = false;
if (collidedBlock && (ball.position.z < 3 && ball.position.z > -3))
collidedBlock = false;
// velocity
ball.position.x += vec2.x * speed * deltaTime;
ball.position.z += vec2.z * speed * deltaTime;
if (speed < 3)
speed += 0.0025;
speed += 0.00025;
// ball opacity
// ball opacitys
if (ball.position.x > 12.3)
{
ball.material.opacity -= 0.1;
@ -220,16 +208,16 @@ class Map
setTimeout(() => {
initialSpeed = 0.15;
initialSpeed = 0.1;
if (player1Lose)
{
vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
vec2.x = -Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
vec2.x = (speed - Math.abs(vec2.z));
}
else
{
vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
vec2.x = -(speed - Math.abs(vec2.z));
}
onUpdate = false;
@ -238,7 +226,7 @@ class Map
setTimeout(() => {
ball.material.opacity = 1;
ball.position.set(0, 0.3, 0);
speed = 1;
speed = 0.4;
scoreElement.style.animation = 'fadeOutGames 0.199s';
document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)';