Game solo :
- Rebuild collide system Game multi : - Randomize robot profile pictures
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docker-compose/requirements/nginx/static/img/robot_pfp2.jpg
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docker-compose/requirements/nginx/static/img/robot_pfp2.jpg
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After Width: | Height: | Size: 461 KiB |
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
Before Width: | Height: | Size: 66 KiB After Width: | Height: | Size: 66 KiB |
@ -3,10 +3,10 @@
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/* ::: :::::::: */
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/* Map.js :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
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/* Updated: 2024/11/18 17:02:43 by edbernar ### ########.fr */
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/* Updated: 2024/11/18 19:24:56 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -29,7 +29,8 @@ let initialSpeed = 0;
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let speed = 0;
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let gameEndStatus = false;
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const scoreToWin = 3;
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let collided = false;
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let collidedSide = false;
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let collidedBlock = false;
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let deltaTime = 1;
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let previousTime = Date.now();
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@ -56,19 +57,19 @@ class Map
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wallTop = createWall(true);
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scene.add(wallTop);
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initialSpeed = 0.15;
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speed = 1;
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vec2.z = 0 * initialSpeed;
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// if (Math.random() > 0.5)
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// {
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// vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
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vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
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// }
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// else
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// {
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// vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
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// vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
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// }
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initialSpeed = 0.1;
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speed = 0.4;
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// vec2.z = 0 * initialSpeed;
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if (Math.random() > 0.5)
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{
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vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
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vec2.x = (speed - Math.abs(vec2.z));
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}
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else
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{
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vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
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vec2.x = -(speed - Math.abs(vec2.z));
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}
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setTimeout(() => {
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scoreElement.innerHTML = '3';
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@ -103,62 +104,49 @@ class Map
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return ;
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// collision wall top and bottom
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if (ball.position.z > 5.7 || ball.position.z < -5.7)
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if ((ball.position.z > 5.7 || ball.position.z < -5.7) && !collidedBlock)
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{
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collidedBlock = true;
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vec2.z *= -1;
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}
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// collision player2 left
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if (ball.position.x > 11.45 && ball.position.x < 12.2 && !collided)
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if (ball.position.x > 11.45 && ball.position.x < 12.2 && !collidedSide)
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{
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if (ball.position.z < player2.position.z + 1.25 && ball.position.z > player2.position.z - 1.25)
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{
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Map.scalePlayer(player2);
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collided = true;
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vec2.x *= -1;
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// Ca bug donc je le laisse en commentaire
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// if (ball.position.z < player2.position.z + 0.5)
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// {
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// vec2.z -= 0.05;
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// vec2.x += 0.05;
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// }
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// else if (ball.position.z > player2.position.z + 0.5)
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// {
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// vec2.z += 0.05;
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// vec2.x -= 0.05;
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// }
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collidedSide = true;
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collidedBlock = false;
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vec2.z = -((speed * 0.80) * ((player2.position.z - ball.position.z) / 1.25));
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vec2.x = -(speed - Math.abs( vec2.z));
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}
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} // collision player1 right
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else if (ball.position.x < -11.45 && ball.position.x > -12.2 && !collided)
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else if (ball.position.x < -11.45 && ball.position.x > -12.2 && !collidedSide)
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{
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if (ball.position.z < player1.position.z + 1.25 && ball.position.z > player1.position.z - 1.25)
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{
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Map.scalePlayer(player1);
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collided = true;
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vec2.x *= -1;
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// Ca bug donc je le laisse en commentaire
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// if (ball.position.z < player1.position.z + 0.5)
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// {
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// vec2.z -= 0.05;
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// vec2.x += 0.05;
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// }
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// else if (ball.position.z > player1.position.z + 0.5)
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// {
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// vec2.z += 0.05;
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// vec2.x -= 0.05;
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// }
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collidedSide = true;
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collidedBlock = false;
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vec2.z = -((speed * 0.80) * ((player1.position.z - ball.position.z) / 1.25));
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vec2.x = (speed - Math.abs( vec2.z));
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}
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}
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// accept new players collision if ball cross the middle map
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if (collided && ball.position.x < 3 && ball.position.x > -3)
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collided = false;
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// accept new balls collision if ball cross the middle map
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if (collidedSide && ball.position.x < 3 && ball.position.x > -3)
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collidedSide = false;
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if (collidedBlock && (ball.position.z < 3 && ball.position.z > -3))
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collidedBlock = false;
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// velocity
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ball.position.x += vec2.x * speed * deltaTime;
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ball.position.z += vec2.z * speed * deltaTime;
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if (speed < 3)
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speed += 0.0025;
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speed += 0.00025;
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// ball opacity
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// ball opacitys
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if (ball.position.x > 12.3)
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{
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ball.material.opacity -= 0.1;
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@ -220,16 +208,16 @@ class Map
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setTimeout(() => {
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initialSpeed = 0.15;
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initialSpeed = 0.1;
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if (player1Lose)
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{
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vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
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vec2.x = -Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
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vec2.x = (speed - Math.abs(vec2.z));
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}
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else
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{
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vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
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vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
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vec2.x = -(speed - Math.abs(vec2.z));
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}
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onUpdate = false;
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@ -238,7 +226,7 @@ class Map
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setTimeout(() => {
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ball.material.opacity = 1;
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ball.position.set(0, 0.3, 0);
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speed = 1;
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speed = 0.4;
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scoreElement.style.animation = 'fadeOutGames 0.199s';
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document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)';
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