Game solo - Fix solo collision when ball on player
- Add deltatime on ball
This commit is contained in:
@ -29,7 +29,10 @@ let scoreElement = null;
|
||||
let initialSpeed = 0;
|
||||
let speed = 0;
|
||||
let gameEndStatus = false;
|
||||
const scoreToWin = 2; //+1 for real score to win
|
||||
const scoreToWin = 3;
|
||||
let collided = false;
|
||||
let deltaTime = 1;
|
||||
let previousTime = Date.now();
|
||||
|
||||
class Map
|
||||
{
|
||||
@ -104,11 +107,12 @@ class Map
|
||||
vec2.z *= -1;
|
||||
|
||||
// collision player2 left
|
||||
if (ball.position.x > 11.45 && ball.position.x < 12.2)
|
||||
if (ball.position.x > 11.45 && ball.position.x < 12.2 && !collided)
|
||||
{
|
||||
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)
|
||||
@ -123,11 +127,12 @@ class Map
|
||||
// }
|
||||
}
|
||||
} // collision player1 right
|
||||
else if (ball.position.x < -11.45 && ball.position.x > -12.2)
|
||||
else if (ball.position.x < -11.45 && ball.position.x > -12.2 && !collided)
|
||||
{
|
||||
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)
|
||||
@ -143,9 +148,13 @@ class Map
|
||||
}
|
||||
}
|
||||
|
||||
// accept new players collision if ball cross the middle map
|
||||
if (collided && ball.position.x < 3 && ball.position.x > -3)
|
||||
collided = false;
|
||||
|
||||
// velocity
|
||||
ball.position.x += vec2.x * speed;
|
||||
ball.position.z += vec2.z * speed;
|
||||
ball.position.x += vec2.x * speed * deltaTime;
|
||||
ball.position.z += vec2.z * speed * deltaTime;
|
||||
if (speed < 3)
|
||||
speed += 0.0025;
|
||||
|
||||
@ -162,6 +171,11 @@ class Map
|
||||
if (ball.position.x < -14)
|
||||
return (Map.reCreate(true));
|
||||
}
|
||||
|
||||
const currentTime = Date.now();
|
||||
deltaTime = (currentTime - previousTime) / 100 * 6.5;
|
||||
previousTime = currentTime;
|
||||
deltaTime = deltaTime < 0.5 ? 0.5 : deltaTime > 2.5 ? 2.5 : deltaTime;
|
||||
}
|
||||
|
||||
static scalePlayer(player)
|
||||
@ -199,21 +213,21 @@ class Map
|
||||
else
|
||||
score.player1++;
|
||||
scoreElement.innerHTML = score.player1 + '-' +score.player2;
|
||||
}, 500);
|
||||
|
||||
if ((player1Lose && score.player2 >= scoreToWin) || (!player1Lose && score.player1 >= scoreToWin))
|
||||
return (this.#endGame());
|
||||
}, 500);
|
||||
|
||||
|
||||
setTimeout(() => {
|
||||
initialSpeed = 0.15;
|
||||
if (player1Lose)
|
||||
{
|
||||
initialSpeed = 0.2;
|
||||
vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
|
||||
vec2.x = -Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
initialSpeed = 0.2;
|
||||
vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
|
||||
vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
|
||||
}
|
||||
@ -249,14 +263,13 @@ class Map
|
||||
|
||||
static #endGame()
|
||||
{
|
||||
ball.material.opacity = 0;
|
||||
setTimeout(() => {
|
||||
ball.material.opacity = 1;
|
||||
|
||||
scoreElement.style.animation = 'fadeOutGames 0.199s';
|
||||
document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)';
|
||||
scoreElement.style.animation = 'fadeOutTextGames 0.399s';
|
||||
scoreElement.style.color = 'rgb(255, 255, 255, 0.1)';
|
||||
onUpdate = false;
|
||||
onUpdate = true;
|
||||
gameEndStatus = true;
|
||||
}, 1200);
|
||||
}
|
||||
|
@ -79,20 +79,34 @@ class multiLocalGamePage
|
||||
scene = null;
|
||||
}
|
||||
};
|
||||
// /////////////
|
||||
// const fps = 10; // change to 30 for 30 fps
|
||||
// const frameDuration = 1000 / fps;
|
||||
// let lastTime = 0;
|
||||
// /////////////
|
||||
|
||||
function loop()
|
||||
function loop(timestamp) // retirer timestamp
|
||||
{
|
||||
if (gameEndStatus)
|
||||
{
|
||||
renderer.setAnimationLoop(null);
|
||||
gameFinish()
|
||||
}
|
||||
// const deltaTime = timestamp - lastTime; //
|
||||
|
||||
// if (deltaTime >= frameDuration)//
|
||||
// {
|
||||
// lastTime = timestamp;//
|
||||
//
|
||||
Ball.update();
|
||||
Map.update();
|
||||
Players.update();
|
||||
if (renderer)
|
||||
if (renderer) {
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
// }
|
||||
|
||||
}
|
||||
|
||||
function gameFinish()
|
||||
{
|
||||
|
Reference in New Issue
Block a user