Game
- Add ball border transparence - Add others collision player on bottom and top - Fix ball velocity
This commit is contained in:
@ -6,7 +6,7 @@
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/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/28 12:07:39 by edbernar #+# #+# */
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/* Updated: 2024/09/02 18:06:37 by hubourge ### ########.fr */
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/* Updated: 2024/09/04 17:44:03 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -38,6 +38,10 @@ class SoloGame
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{
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static create()
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{
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// console.log(document.getElementsByTagName('canvas'));
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// document.getElementsByTagName('canvas')[3].style.animation = 'fadeIn 0.199s';
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// document.getElementsByTagName('canvas')[3].style.filter = 'brightness(0)';
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scene = new THREE.Scene();
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renderer = new THREE.WebGLRenderer({antialias: true});
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renderer.shadowMap.enabled = true;
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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: 2024/08/28 15:58:03 by edbernar #+# #+# */
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/* Updated: 2024/08/30 16:01:52 by hubourge ### ########.fr */
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/* Updated: 2024/09/04 15:07:07 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -48,6 +48,7 @@ function createBall()
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mesh.position.y += 0.3;
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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mesh.material.transparent = true;
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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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@ -3,10 +3,10 @@
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/* ::: :::::::: */
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/* Map.js :+: :+: :+: */
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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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/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
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/* Updated: 2024/09/03 18:13:18 by edbernar ### ########.fr */
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/* Updated: 2024/09/04 17:19:05 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -27,7 +27,7 @@ let groundBody = null;
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let wallTopBody = null;
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let wallBottomBody = null;
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let ballBody = null;
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let vec3 = {x:0, y:0, z:0};
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let vec3 = {x:0, y:0, z:0};
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let player1Body = null;
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let player2Body = null;
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let speed = 3;
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@ -35,6 +35,8 @@ let initialZ = 0;
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let score = {player1: 0, player2: 0};
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let onUpdate = false;
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const scoreElement = document.getElementById('score');
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let initialSpeed = 3;
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class Map
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{
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@ -74,7 +76,7 @@ class Map
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world.addBody(wallBottomBody);
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groundBody = new CANNON.Body({
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shape: new CANNON.Plane(0,0),
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shape: new CANNON.Plane(),
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type: CANNON.Body.STATIC,
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});
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groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
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@ -85,7 +87,7 @@ class Map
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type: CANNON.Body.STATIC,
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});
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player1Body.position.set(-12, 0.4, 0);
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player1Body.name = "player";
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player1Body.name = "player1";
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world.addBody(player1Body);
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player2Body = new CANNON.Body({
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@ -93,7 +95,7 @@ class Map
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type: CANNON.Body.STATIC,
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});
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player2Body.position.set(12, 0.4, 0);
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player2Body.name = "player";
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player2Body.name = "player2";
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world.addBody(player2Body);
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ballBody = new CANNON.Body({
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@ -101,31 +103,9 @@ class Map
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mass: 10,
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});
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ballBody.position.set(0, 0.15, 0);
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ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
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world.addBody(ballBody);
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ballBody.addEventListener("collide", function(e) {
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let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
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let bodyA = e.contact.bi;
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let bodyB = e.contact.bj;
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let collided = (bodyA === ballBody) ? bodyB : bodyA;
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switch(collided.name) {
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case "wall":
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vec3.z = -vec3.z;
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break;
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case "player":
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vec3.x = -vec3.x;
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if (Math.abs(vec3.z) - Math.abs(initialZ) > 0.3)
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break;
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if (Math.random() > 0.5)
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vec3.z -= 0.1;
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if (Math.random() < 0.5)
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vec3.z += 0.1;
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break;
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}
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});
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this.#collision();
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ground.position.copy(groundBody.position);
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ground.quaternion.copy(groundBody.quaternion);
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@ -137,20 +117,101 @@ class Map
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speed = 3;
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if (Math.random() > 0.5)
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{
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vec3.x = -3;
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vec3.y = 0;
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vec3.z = Math.random() * 10 % 4 - 2;
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vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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else
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{
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vec3.x = 3;
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vec3.y = 0;
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vec3.z = Math.random() * 10 % 4 - 2;
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vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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initialZ = vec3.z;
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initialZ = vec3.z;vec3.x = 3;
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ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
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}
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static #collision()
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{
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let ballPosition;
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let playerPosition;
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let relativePosition;
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let playerHalfExtents;
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let sideTouched;
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let random;
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let step = 1;
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ballBody.addEventListener("collide", function(e) {
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let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
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let bodyA = e.contact.bi;
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let bodyB = e.contact.bj;
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let collided = (bodyA === ballBody) ? bodyB : bodyA;
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switch(collided.name) {
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case "wall":
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vec3.z = -vec3.z;
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return;
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case "player1":
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ballPosition = ballBody.position;
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playerPosition = collided.position;
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relativePosition = ballPosition.vsub(playerPosition);
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playerHalfExtents = collided.shapes[0].halfExtents;
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if (Math.abs(relativePosition.x) > playerHalfExtents.x)
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sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
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else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
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sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
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if (sideTouched == 'front' || sideTouched == 'back')
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{
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vec3.z = -vec3.z;
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return ;
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}
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initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
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random = Math.random();
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if (random > 0.5)
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{
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vec3.z -= step;
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vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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else if (random < 0.5)
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{
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vec3.z += step;
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vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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return;
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case "player2":
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ballPosition = ballBody.position;
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playerPosition = collided.position;
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relativePosition = ballPosition.vsub(playerPosition);
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playerHalfExtents = collided.shapes[0].halfExtents;
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if (Math.abs(relativePosition.x) > playerHalfExtents.x)
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sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
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else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
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sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
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if (sideTouched == 'front' || sideTouched == 'back')
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{
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vec3.z = -vec3.z;
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return ;
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}
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initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
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random = Math.random();
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if (random > 0.5)
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{
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vec3.z -= step;
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vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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else if (random < 0.5)
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{
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vec3.z += step;
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vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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return;
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}
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});
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}
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static dispose()
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{
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if (spotLight)
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@ -164,56 +225,68 @@ class Map
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return ;
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world.step(timeStep);
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if (ballBody.position.x > 20)
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if (ballBody.position.x > 13)
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ball.material.opacity = 1 - ((ball.position.x - 13) / 2);
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if (ballBody.position.x < -13)
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ball.material.opacity = 1 - (-(ball.position.x + 13) / 2);
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if (ballBody.position.x > 23)
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return (Map.reCreate(false));
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if (ballBody.position.x < -20)
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if (ballBody.position.x < -23)
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return (Map.reCreate(true));
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ball.position.copy(ballBody.position);
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player1Body.position.copy(player1.position);
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player2Body.position.copy(player2.position);
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if (speed < 10)
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if (speed < 7)
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speed += 0.003;
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// let velocity = Math.sqrt(vec3.x * speed, vec3.y * speed, vec3.z * speed);
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// console.log("Vitesse du vecteur:", velocity);
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ballBody.velocity.set(vec3.x * speed, vec3.y * speed, vec3.z * speed);
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}
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static reCreate(dirLeft)
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static reCreate(player1Lose)
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{
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onUpdate = true;
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document.getElementsByTagName('canvas')[3].style.animation = 'fadeIn 0.199s';
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document.getElementsByTagName('canvas')[3].style.filter = 'brightness(0)';
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scoreElement.style.animation = 'fadeInText 0.199s';
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scoreElement.style.color = 'rgb(255, 255, 255, 1)';
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setTimeout(() => {
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if (dirLeft)
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if (player1Lose)
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score.player2++;
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else
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score.player1++;
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scoreElement.innerHTML = score.player1 + '-' +score.player2;
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}, 300);
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}, 500);
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setTimeout(() => {
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speed = 3;
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if (dirLeft)
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initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
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if (player1Lose)
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{
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vec3.x = -3;
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vec3.y = 0;
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vec3.z = Math.random() * 10 % 4 - 2;
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vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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else
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{
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vec3.x = 3;
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vec3.y = 0;
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vec3.z = Math.random() * 10 % 4 - 2;
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vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
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}
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initialZ = vec3.z;
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onUpdate = false;
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}, 1500);
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}, 1700);
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setTimeout(() => {
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ballBody.velocity.set(0,0,0);
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ballBody.position.set(0, 0.15, 0);
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ball.position.copy(ballBody.position);
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ball.material.opacity = 1;
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player1Body.position.set(-12, 0.4, 0);
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player1.position.copy(player1Body.position);
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player2Body.position.set(12, 0.4, 0);
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@ -223,7 +296,7 @@ class Map
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document.getElementsByTagName('canvas')[3].style.filter = 'brightness(1)';
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scoreElement.style.animation = 'fadeOutText 0.399s';
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scoreElement.style.color = 'rgb(255, 255, 255, 0.1)';
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}, 1000);
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}, 1200);
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}
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}
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@ -3,10 +3,10 @@
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/* ::: :::::::: */
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/* Players.js :+: :+: :+: */
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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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/* Created: 2024/08/28 15:12:25 by edbernar #+# #+# */
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/* Updated: 2024/08/29 00:25:50 by edbernar ### ########.fr */
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/* Updated: 2024/09/04 16:35:30 by hubourge ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -40,13 +40,15 @@ class Players
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static update()
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{
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const limits = 4.55;
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const limits = 4.55;
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let i = 0;
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while (i < pressedButton.length)
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{
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if (pressedButton[i] == 'w' && player1.position.z > -limits)
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player1.position.z -= speed;
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if (pressedButton[i] == 'z' && player1.position.z > -limits)
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player1.position.z -= speed;
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else if (pressedButton[i] == 's' && player1.position.z < limits)
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player1.position.z += speed;
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else if (pressedButton[i] == 'ArrowUp' && player2.position.z > -limits)
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@ -54,7 +56,7 @@ class Players
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else if (pressedButton[i] == 'ArrowDown' && player2.position.z < limits)
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player2.position.z += speed;
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i++;
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}
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}
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}
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}
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@ -95,4 +97,4 @@ function remKeyInArr(e)
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pressedButton.splice(i, 1);
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}
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export { Players, player1, player2 };
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export { Players, player1, player2 };
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Reference in New Issue
Block a user