Game
- ball trail change color with speed = add goal id for opponnent
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@ -6,7 +6,7 @@
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/20 17:02:47 by edbernar #+# #+# */
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/* Updated: 2024/10/07 14:10:52 by edbernar ### ########.fr */
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/* Updated: 2024/10/11 10:43:04 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -287,11 +287,9 @@ class Ball
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this.updateTrail();
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}
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updateTrail()
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{
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updateTrail() {
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const trailColors = trailGeometry.attributes.customColor.array;
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for (let i = trailPositions.length - 3; i >= 3; i--)
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trailPositions[i] = trailPositions[i - 3];
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trailPositions[0] = this.object.position.x;
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@ -300,19 +298,35 @@ class Ball
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for (let i = 0; i < 33; i++)
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trailSizes[i] = Math.max(0.5 * (1 - i / 33), 0.1);
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const velocityMagnitude = Math.sqrt(
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this.srvPos.vel[0] * this.srvPos.vel[0] +
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this.srvPos.vel[1] * this.srvPos.vel[1]
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);
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// Normalisation de la vitesse entre 0 (lente) et 1 (rapide)
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const speedFactor = Math.min(velocityMagnitude / 10, 1); // Divisé par 10 pour ajuster l'échelle
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for (let i = 0; i < 33; i++) {
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const alpha = Math.max(1 - i / 33, 0);
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trailColors[i * 4] = 1.0 / Math.max(this.srvPos.vel[0] < 0 ? - this.srvPos.vel[0] : this.srvPos.vel[0], 0.3);
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trailColors[i * 4 + 1] = 1.0 / Math.max(this.srvPos.vel[1] < 0 ? - this.srvPos.vel[1] : this.srvPos.vel[1], 0.3);
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trailColors[i * 4 + 2] = 1.0 / Math.max((this.srvPos.vel[0] < 0 ? - this.srvPos.vel[0] : this.srvPos.vel[0]) + this.srvPos.vel[1] < 0 ? - this.srvPos.vel[1] : this.srvPos.vel[1], 0.3);
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// Couleur entre blanc et rouge selon la vitesse
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const r = 1; // Rouge maximum
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const g = 1 - speedFactor; // Moins de vert avec l'augmentation de la vitesse
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const b = 1 - speedFactor; // Moins de bleu avec l'augmentation de la vitesse
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// Appliquer la couleur
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trailColors[i * 4] = r;
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trailColors[i * 4 + 1] = g;
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trailColors[i * 4 + 2] = b;
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trailColors[i * 4 + 3] = alpha;
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}
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// Marquer les attributs comme nécessitant une mise à jour
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trailGeometry.attributes.position.needsUpdate = true;
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trailGeometry.attributes.size.needsUpdate = true;
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trailGeometry.attributes.customColor.needsUpdate = true;
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}
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dispose()
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{
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@ -6,7 +6,7 @@
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/18 00:30:31 by edbernar #+# #+# */
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/* Updated: 2024/10/10 13:46:36 by edbernar ### ########.fr */
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/* Updated: 2024/10/11 11:08:30 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -87,9 +87,7 @@ class Player
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pressedButton = [];
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console.log(layoutSelected);
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key = {up: layoutSelected.US ? "w" : "z", down: "s", left: layoutSelected.US ? "a" : "q", right: "d"};
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console.warn("Remettre opponentGoal = availableGoals[goalIdOppenent] qaund le serveur le permettra");
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this.opponentGoal = availableGoals[0];
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// opponentGoal = availableGoals[goalIdOppenent];
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this.opponentGoal = availableGoals[goalIdOppenent];
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this.object = object;
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this.limits = map.playerLimits;
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this.camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 10000);
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@ -266,8 +264,6 @@ class Player
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tmpCamera.fov -= 0.05;
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tmpCamera.updateProjectionMatrix();
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}, 10);
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console.log("Oppenent : " + this.opponentGoal);
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setTimeout(() => {
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map.animationGoal(this.opponent.object.position.x, this.opponent.object.position.y, this.opponent.object.position.z, this.opponent.playerGoalAnimation, this.opponentGoal);
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}, 1000);
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@ -6,7 +6,7 @@
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/18 00:53:53 by edbernar #+# #+# */
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/* Updated: 2024/10/10 13:47:22 by edbernar ### ########.fr */
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/* Updated: 2024/10/11 10:56:51 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -86,6 +86,7 @@ class MultiOnlineGamePage
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{
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static create(skin)
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{
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console.log('skin', skin);
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if (!skin)
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{
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skin = {player: 4, opponent: 0};
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@ -108,7 +109,7 @@ class MultiOnlineGamePage
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vrMode();
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opponent = new Opponent(bar2, map, Math.floor(Math.random() * 100 % 6));
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player = new Player(bar1, map, opponent, Math.floor(Math.random() * 100 % 6), skin.goalId);
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player = new Player(bar1, map, opponent, Math.floor(Math.random() * 100 % 6), skin.opponentGoaldId);
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spotLight = new THREE.SpotLight(0xffffff, 10000, 0, 0.2);
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spotLight.castShadow = true;
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ambiantLight = new THREE.AmbientLight(0xffffff, 0.5);
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