Game
- Updating ball moves
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@ -6,7 +6,7 @@
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/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/20 14:52:55 by hubourge #+# #+# */
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/* Updated: 2024/08/20 16:34:25 by hubourge ### ########.fr */
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/* Updated: 2024/08/20 17:24:15 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -18,15 +18,21 @@ class Map
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{
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scene = null;
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arrObject = [];
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centerPos = {x:-1,y:-1,z:-1}
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constructor(scene, length)
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{
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this.scene = scene;
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scene.add(this.#createPlanes(7.5, length, -(Math.PI / 2), "plane1"));
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// scene.add(this.#createWalls(0, 0, 0, "wallLeft"));
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scene.add(this.#createPlanes(7.5, length, -(Math.PI / 2), "planeBottom", true));
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scene.add(this.#createPlanes(7.5, length, (Math.PI / 2), "planeTop", false));
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scene.add(this.#createWall(-3.5, 0.15, -length/2, "wallLeft"));
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scene.add(this.#createWall(3.5, 0.15, -length/2, "wallRight"));
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this.centerPos.x = 0;
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this.centerPos.y = 0.15;
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this.centerPos.z = -length/2;
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};
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#createPlanes(x, y, rot, name) // passer un materiel
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#createPlanes(x, y, rot, name, isBottom) // passer un materiel
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{
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for (let i = 0; i < this.arrObject.length; i++)
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{
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@ -38,21 +44,30 @@ class Map
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const mesh = new THREE.Mesh(geometry, material);
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mesh.rotateX(rot);
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mesh.position.set(0, 0.15, -6);
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if (isBottom)
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mesh.position.set(0, 0.15, -6);
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else
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mesh.position.set(0, 3.05, -6);
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this.arrObject.push({mesh: mesh, name: name});
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mesh.receiveShadow = true;
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return (mesh);
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};
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// #createWalls(x, y, z, name)
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// {
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// const geometry = new THREE.BoxGeometry(20, 20, 20);
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// const material = new THREE.MeshPhysicalMaterial();
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// const mesh = new THREE.Mesh(geometry, material);
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#createWall(x, y, z, name)
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{
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for (let i = 0; i < this.arrObject.length; i++)
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{
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if (this.arrObject[i].name == name)
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throw Error("Name already exist.");
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}
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const geometry = new THREE.BoxGeometry(0.05, 1, 1.25);
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const material = new THREE.MeshPhysicalMaterial();
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const mesh = new THREE.Mesh(geometry, material);
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// mesh.position.set(x, y, z);
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// this.arrObject.push({mesh: mesh, name: name});
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// return (mesh);
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// };
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mesh.position.set(x, y, z);
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this.arrObject.push({mesh: mesh, name: name});
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return (mesh);
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};
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};
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export { Map };
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