Game
- Starting solo game
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105
site/real_game/class/soloClass/Ball.js
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105
site/real_game/class/soloClass/Ball.js
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Ball.js :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/28 15:58:03 by edbernar #+# #+# */
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/* Updated: 2024/08/28 17:30:09 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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import * as THREE from 'three';
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import { wallTop, wallBottom } from './Map.js';
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let ball = null;
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let speed = 0.3;
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// max 0.3 (sinon ca sort);
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let dir = -1;
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class Ball
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{
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static create(scene)
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{
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ball = createBall();
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scene.add(ball);
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ball.rotateY(0.3);
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}
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static dispose()
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{
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ball = null;
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}
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static update()
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{
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moveForward(ball, speed, false);
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bounceWallTop();
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bounceWallTBottom();
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}
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}
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function moveForward(object, speed, bounceTop)
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{
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const direction = new THREE.Vector3(0, 0, dir);
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direction.applyQuaternion(object.quaternion);
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object.position.add(direction.multiplyScalar(speed));
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}
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function createBall()
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{
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const geometry = new THREE.SphereGeometry(0.3);
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const material = new THREE.MeshPhysicalMaterial({color: 0xffffff});
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.y += 0.3;
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mesh.position.set (0, mesh.position.y, 0);
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return (mesh);
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}
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function bounceWallTop()
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{
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const origin = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z);
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const direction = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z - 1);
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direction.normalize();
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const raycaster = new THREE.Raycaster(origin, direction);
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const objects = [ wallTop ];
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const intersects = raycaster.intersectObjects(objects);
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if (intersects.length > 0)
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{
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console.log("Distance du rayon à l'objet : ", intersects[0].distance);
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if (intersects[0].distance <= 0.5)
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{
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ball.rotation.y = Math.PI - ball.rotation.y
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}
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}
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}
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function bounceWallTBottom()
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{
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const origin = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z);
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const direction = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z + 1);
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direction.normalize();
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const raycaster = new THREE.Raycaster(origin, direction);
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const objects = [ wallBottom ];
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const intersects = raycaster.intersectObjects(objects);
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if (intersects.length > 0)
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{
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console.log("Distance du rayon à l'objet : ", intersects[0].distance);
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if (intersects[0].distance <= 0.5)
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{
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ball.rotation.y = Math.PI - ball.rotation.y;
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}
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}
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}
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export { Ball };
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