Game
- Fix random generation obstacle - Fix side wall following position
This commit is contained in:
@ -3,10 +3,10 @@
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/* ::: :::::::: */
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/* ::: :::::::: */
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/* Ball.js :+: :+: :+: */
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/* Ball.js :+: :+: :+: */
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/* +:+ +:+ +:+ */
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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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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/20 17:02:47 by edbernar #+# #+# */
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/* Created: 2024/08/20 17:02:47 by edbernar #+# #+# */
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/* Updated: 2024/08/22 14:28:34 by edbernar ### ########.fr */
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/* Updated: 2024/08/22 16:21:59 by hubourge ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -3,10 +3,10 @@
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/* ::: :::::::: */
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/* ::: :::::::: */
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/* Map.js :+: :+: :+: */
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/* Map.js :+: :+: :+: */
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/* +:+ +:+ +:+ */
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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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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/20 14:52:55 by hubourge #+# #+# */
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/* Created: 2024/08/20 14:52:55 by hubourge #+# #+# */
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/* Updated: 2024/08/22 14:32:54 by edbernar ### ########.fr */
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/* Updated: 2024/08/22 16:35:14 by hubourge ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -43,6 +43,8 @@ class Map
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ballIsOnJumper = {
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ballIsOnJumper = {
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can: true
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can: true
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};
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};
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previousTime = Date.now();
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deltaTime = 1;
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constructor(scene, length, obstacles)
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constructor(scene, length, obstacles)
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{
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{
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@ -55,8 +57,6 @@ class Map
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scene.add(this.#createPlanes(7.5, length, (Math.PI / 2), "planeTop", false, '/textures/pastel.jpg'));
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scene.add(this.#createPlanes(7.5, length, (Math.PI / 2), "planeTop", false, '/textures/pastel.jpg'));
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scene.add(this.#createWall(-3.5, 0.4, -length/2, "wallLeft"));
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scene.add(this.#createWall(-3.5, 0.4, -length/2, "wallLeft"));
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scene.add(this.#createWall(3.5, 0.4, -length/2, "wallRight"));
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scene.add(this.#createWall(3.5, 0.4, -length/2, "wallRight"));
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scene.add(this.#createWallObstacle(1, 1, 1, false));
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scene.add(this.#createWallObstacle(-1, 1, 1, true));
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this.#createBanner(10, 1);
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this.#createBanner(10, 1);
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if (obstacles)
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if (obstacles)
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this.#generateObstacle();
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this.#generateObstacle();
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@ -127,11 +127,11 @@ class Map
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return (mesh);
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return (mesh);
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};
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};
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#createGravityChanger(x, y, z, name, onTop)
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#createGravityChanger(x, y, z, name, typeName, onTop)
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{
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{
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for (let i = 0; i < this.arrObject.length; i++)
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for (let i = 0; i < this.arrObject.length; i++)
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{
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{
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if (this.arrObject[i].name == name + "1")
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if (this.arrObject[i].name == name)
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throw Error("Name already exist.");
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throw Error("Name already exist.");
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}
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}
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const geometry0 = new THREE.CircleGeometry(0.2, 24);
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const geometry0 = new THREE.CircleGeometry(0.2, 24);
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@ -193,7 +193,7 @@ class Map
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group.rotateX(Math.PI);
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group.rotateX(Math.PI);
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group.translateY(-6.3);
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group.translateY(-6.3);
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}
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}
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this.arrObject.push({mesh: group, name: name, type: 'jumper'});
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this.arrObject.push({mesh: group, name: name, type: typeName});
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this.scene.add(group);
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this.scene.add(group);
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};
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};
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@ -288,63 +288,58 @@ class Map
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#generateObstacle()
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#generateObstacle()
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{
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{
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this.#createGravityChanger(-1.5, 0.2, this.mapLength / 4, "gravityChangerGroupBottom1", 0);
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const wallPos = [
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{ x: 1, y: 0, z: 1, onTop: false},
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{ x: 1, y: 0, z: 1, onTop: true},
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{ x: -1, y: 0, z: 1, onTop: false},
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{ x: -1, y: 0, z: 1, onTop: true}
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];
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for (let i = 0; i < wallPos.length; i++)
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{
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if (Math.random() < 0.5)
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this.scene.add(this.#createWallObstacle(wallPos[i].x, wallPos[i].y, wallPos[i].z, wallPos[i].onTop));
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}
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// let randomNumber;
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const jumperPos = [
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// if (Math.random() < 0.5)
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{ x: -1.5, y: 0.2, z: this.mapLength / 4, type: "gravityChanger", typeName: "jumperBottom", onTop: false},
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// {
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{ x: -1.5, y: 3.2, z: -this.mapLength / 4, type: "gravityChanger", typeName: "jumperTop", onTop: true},
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// randomNumber = Math.random();
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{ x: 1.5, y: 0.2, z: this.mapLength / 4, type: "gravityChanger", typeName: "jumperBottom", onTop: false},
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// if (randomNumber < 0.5)
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{ x: 1.5, y: 3.2, z: -this.mapLength / 4, type: "gravityChanger", typeName: "jumperTop", onTop: true},
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// this.#createGravityChanger(-1.5, 0.2, this.mapLength / 4, "gravityChangerGroupBottom1", 0);
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{ x: -1.5, y: 0.2, z: -this.mapLength / 4, type: "gravityChanger", typeName: "jumperBottom", onTop: false},
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// else
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{ x: -1.5, y: 3.2, z: this.mapLength / 4, type: "gravityChanger", typeName: "jumperTop", onTop: true},
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// this.#createGravityChanger(1.5, 0.2, this.mapLength / 4, "gravityChangerGroupBottom2", 0);
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{ x: 1.5, y: 0.2, z: -this.mapLength / 4, type: "gravityChanger", typeName: "jumperBottom", onTop: false},
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// }
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{ x: 1.5, y: 3.2, z: this.mapLength / 4, type: "gravityChanger", typeName: "jumperTop", onTop: true}
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// if (Math.random() < 0.5)
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];
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// {
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for (let i = 0; i < jumperPos.length; i++)
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// randomNumber = Math.random();
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{
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// if (randomNumber < 0.5)
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if (Math.random() < 0.5)
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// this.#createGravityChanger(-1.5, 0.2, -this.mapLength / 4, "gravityChangerGroupBottom3", 0);
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{
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// else
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this.#createGravityChanger(jumperPos[i].x, jumperPos[i].y, jumperPos[i].z, jumperPos[i].type + i, jumperPos[i].typeName, jumperPos[i].onTop);
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// this.#createGravityChanger(1.5, 0.2, -this.mapLength / 4, "gravityChangerGroupBottom4", 0);
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if (i % 2 == 0)
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// }
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i++;
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// if (Math.random() < 0.5)
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}
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// {
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}
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// randomNumber = Math.random();
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// if (randomNumber < 0.5)
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// this.#createGravityChanger(-1.5, 3.2, this.mapLength / 4, "gravityChangerGroupTop1", 1);
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// else
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// this.#createGravityChanger(1.5, 3.2, this.mapLength / 4, "gravityChangerGroupTop2", 1);
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// }
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// if (Math.random() < 0.5)
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// {
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// randomNumber = Math.random();
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// if (randomNumber < 0.5)
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// this.#createGravityChanger(-1.5, 3.2, -this.mapLength / 4, "gravityChangerGroupTop3", 1);
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// else
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// this.#createGravityChanger(1.5, 3.2, -this.mapLength / 4, "gravityChangerGroupTop4", 1);
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// }
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};
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};
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update(ball)
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update(ball)
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{
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{
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// const currentTime = Date.now();
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// this.deltaTime = (((currentTime - this.previousTime) / 10) + this.deltaTime) / 2;
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// this.previousTime = currentTime;
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// console.log(deltaTime);
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for (let i = 0; i < this.arrObject.length; i++)
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for (let i = 0; i < this.arrObject.length; i++)
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{
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{
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if (this.arrObject[i].name == "wallLeft")
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if (this.arrObject[i].name == "wallLeft")
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{
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{
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if (ball.object.position.z < 0.1 && ball.object.position.z > -this.mapLength + 1)
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// Move the wall with the ball position
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if (ball.object.position.z < this.mapLength / 2 - 0.35 && ball.object.position.z > -this.mapLength / 2 + 0.35)
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this.arrObject[i].mesh.position.z = ball.object.position.z;
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this.arrObject[i].mesh.position.z = ball.object.position.z;
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this.arrObject[i].mesh.position.y = ball.object.position.y;
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if (ball.object.position.y > 0.4 + 0.1 && ball.object.position.y < 3.2)
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}
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this.arrObject[i].mesh.position.y = ball.object.position.y - 0.1;
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if (this.arrObject[i].name == "wallRight")
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{
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// Change the opacity of the wall
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if (ball.object.position.z < 0.1 && ball.object.position.z > -this.mapLength + 1)
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this.arrObject[i].mesh.position.z = ball.object.position.z;
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this.arrObject[i].mesh.position.y = ball.object.position.y;
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}
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if (this.arrObject[i].name == "wallLeft")
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{
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let diff = ball.object.position.x - this.arrObject[i].mesh.position.x - 0.1;
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let diff = ball.object.position.x - this.arrObject[i].mesh.position.x - 0.1;
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if (diff > 2)
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if (diff > 2)
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this.arrObject[i].mesh.material.opacity = 0;
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this.arrObject[i].mesh.material.opacity = 0;
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else
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else
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@ -352,14 +347,20 @@ class Map
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}
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}
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if (this.arrObject[i].name == "wallRight")
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if (this.arrObject[i].name == "wallRight")
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{
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{
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let diff = this.arrObject[i].mesh.position.x - ball.object.position.x - 0.1;
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// Move the wall with the ball position
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if (ball.object.position.z < this.mapLength / 2 - 0.35 && ball.object.position.z > -this.mapLength / 2 + 0.35)
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this.arrObject[i].mesh.position.z = ball.object.position.z;
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if (ball.object.position.y > 0.4 + 0.1 && ball.object.position.y < 3.2)
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this.arrObject[i].mesh.position.y = ball.object.position.y - 0.1;
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// Change the opacity of the wall
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let diff = this.arrObject[i].mesh.position.x - ball.object.position.x - 0.1;
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if (diff > 2)
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if (diff > 2)
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this.arrObject[i].mesh.material.opacity = 0;
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this.arrObject[i].mesh.material.opacity = 0;
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else
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else
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this.arrObject[i].mesh.material.opacity = 1 - (diff / 2);
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this.arrObject[i].mesh.material.opacity = 1 - (diff / 2);
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}
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}
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if (this.arrObject[i].type == 'jumper')
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if (this.arrObject[i].type == 'jumperBottom')
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{
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{
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const cylinder = this.arrObject[i].mesh.children[5];
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const cylinder = this.arrObject[i].mesh.children[5];
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const distance = ball.object.position.distanceTo(cylinder.position);
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const distance = ball.object.position.distanceTo(cylinder.position);
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@ -372,80 +373,22 @@ class Map
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this.#animationGravityChanger(this.arrObject[i].mesh);
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this.#animationGravityChanger(this.arrObject[i].mesh);
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}
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}
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupBottom1")
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if (this.arrObject[i].type == "jumperBottom")
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{
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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{
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this.arrObject[i].mesh.children[j].rotation.x = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
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}
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}
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupBottom2")
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if (this.arrObject[i].type == "jumperTop")
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{
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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{
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this.arrObject[i].mesh.children[j].rotation.x = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = this.deltaTime * Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupBottom3")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupBottom4")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 0.25;
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupTop1")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;
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}
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}
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if (this.arrObject[i].name == "gravityChangerGroupTop2")
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{
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for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
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{
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this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
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this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
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this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;;
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||||||
}
|
|
||||||
}
|
|
||||||
if (this.arrObject[i].name == "gravityChangerGroupTop3")
|
|
||||||
{
|
|
||||||
for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
|
|
||||||
{
|
|
||||||
this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
|
|
||||||
this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
|
|
||||||
this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (this.arrObject[i].name == "gravityChangerGroupTop4")
|
|
||||||
{
|
|
||||||
for (let j = 2; j < this.arrObject[i].mesh.children.length - 1; j++)
|
|
||||||
{
|
|
||||||
this.arrObject[i].mesh.children[j].rotation.x = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.PI / 2;
|
|
||||||
this.arrObject[i].mesh.children[j].rotation.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.1 + Math.cos(Date.now() * 0.001) * 0.1;;
|
|
||||||
this.arrObject[i].mesh.children[j].position.y = Math.sin(Date.now() * 0.001 + (j - 2) * 5) * 0.03 + ( 0.25 * (j - 2) / 2) + 3.25;;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user