- Add ball border transparence
    - Add others collision player on bottom and top
    - Fix ball velocity
This commit is contained in:
hubourge
2024-09-04 17:50:41 +02:00
parent 34f6ffc7c7
commit f016e411dc
4 changed files with 134 additions and 54 deletions

View File

@ -6,7 +6,7 @@
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/28 12:07:39 by edbernar #+# #+# */
/* Updated: 2024/09/02 18:06:37 by hubourge ### ########.fr */
/* Updated: 2024/09/04 17:44:03 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -38,6 +38,10 @@ class SoloGame
{
static create()
{
// console.log(document.getElementsByTagName('canvas'));
// document.getElementsByTagName('canvas')[3].style.animation = 'fadeIn 0.199s';
// document.getElementsByTagName('canvas')[3].style.filter = 'brightness(0)';
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.shadowMap.enabled = true;

View File

@ -6,7 +6,7 @@
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/28 15:58:03 by edbernar #+# #+# */
/* Updated: 2024/08/30 16:01:52 by hubourge ### ########.fr */
/* Updated: 2024/09/04 15:07:07 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -48,6 +48,7 @@ function createBall()
mesh.position.y += 0.3;
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.material.transparent = true;
mesh.position.set (0, mesh.position.y, 0);
return (mesh);
}

View File

@ -3,10 +3,10 @@
/* ::: :::::::: */
/* Map.js :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
/* Updated: 2024/09/03 18:13:18 by edbernar ### ########.fr */
/* Updated: 2024/09/04 17:19:05 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -27,7 +27,7 @@ let groundBody = null;
let wallTopBody = null;
let wallBottomBody = null;
let ballBody = null;
let vec3 = {x:0, y:0, z:0};
let vec3 = {x:0, y:0, z:0};
let player1Body = null;
let player2Body = null;
let speed = 3;
@ -35,6 +35,8 @@ let initialZ = 0;
let score = {player1: 0, player2: 0};
let onUpdate = false;
const scoreElement = document.getElementById('score');
let initialSpeed = 3;
class Map
{
@ -74,7 +76,7 @@ class Map
world.addBody(wallBottomBody);
groundBody = new CANNON.Body({
shape: new CANNON.Plane(0,0),
shape: new CANNON.Plane(),
type: CANNON.Body.STATIC,
});
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
@ -85,7 +87,7 @@ class Map
type: CANNON.Body.STATIC,
});
player1Body.position.set(-12, 0.4, 0);
player1Body.name = "player";
player1Body.name = "player1";
world.addBody(player1Body);
player2Body = new CANNON.Body({
@ -93,7 +95,7 @@ class Map
type: CANNON.Body.STATIC,
});
player2Body.position.set(12, 0.4, 0);
player2Body.name = "player";
player2Body.name = "player2";
world.addBody(player2Body);
ballBody = new CANNON.Body({
@ -101,31 +103,9 @@ class Map
mass: 10,
});
ballBody.position.set(0, 0.15, 0);
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
world.addBody(ballBody);
ballBody.addEventListener("collide", function(e) {
let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
let bodyA = e.contact.bi;
let bodyB = e.contact.bj;
let collided = (bodyA === ballBody) ? bodyB : bodyA;
switch(collided.name) {
case "wall":
vec3.z = -vec3.z;
break;
case "player":
vec3.x = -vec3.x;
if (Math.abs(vec3.z) - Math.abs(initialZ) > 0.3)
break;
if (Math.random() > 0.5)
vec3.z -= 0.1;
if (Math.random() < 0.5)
vec3.z += 0.1;
break;
}
});
this.#collision();
ground.position.copy(groundBody.position);
ground.quaternion.copy(groundBody.quaternion);
@ -137,20 +117,101 @@ class Map
speed = 3;
if (Math.random() > 0.5)
{
vec3.x = -3;
vec3.y = 0;
vec3.z = Math.random() * 10 % 4 - 2;
vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
}
else
{
vec3.x = 3;
vec3.y = 0;
vec3.z = Math.random() * 10 % 4 - 2;
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
}
initialZ = vec3.z;
initialZ = vec3.z;vec3.x = 3;
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
}
static #collision()
{
let ballPosition;
let playerPosition;
let relativePosition;
let playerHalfExtents;
let sideTouched;
let random;
let step = 1;
ballBody.addEventListener("collide", function(e) {
let relativeVelocity = e.contact.getImpactVelocityAlongNormal();
let bodyA = e.contact.bi;
let bodyB = e.contact.bj;
let collided = (bodyA === ballBody) ? bodyB : bodyA;
switch(collided.name) {
case "wall":
vec3.z = -vec3.z;
return;
case "player1":
ballPosition = ballBody.position;
playerPosition = collided.position;
relativePosition = ballPosition.vsub(playerPosition);
playerHalfExtents = collided.shapes[0].halfExtents;
if (Math.abs(relativePosition.x) > playerHalfExtents.x)
sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
if (sideTouched == 'front' || sideTouched == 'back')
{
vec3.z = -vec3.z;
return ;
}
initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
random = Math.random();
if (random > 0.5)
{
vec3.z -= step;
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
}
else if (random < 0.5)
{
vec3.z += step;
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
}
return;
case "player2":
ballPosition = ballBody.position;
playerPosition = collided.position;
relativePosition = ballPosition.vsub(playerPosition);
playerHalfExtents = collided.shapes[0].halfExtents;
if (Math.abs(relativePosition.x) > playerHalfExtents.x)
sideTouched = (relativePosition.x > 0) ? 'right' : 'left';
else if (Math.abs(relativePosition.z) > playerHalfExtents.z)
sideTouched = (relativePosition.z > 0) ? 'front' : 'back';
if (sideTouched == 'front' || sideTouched == 'back')
{
vec3.z = -vec3.z;
return ;
}
initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
random = Math.random();
if (random > 0.5)
{
vec3.z -= step;
vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
}
else if (random < 0.5)
{
vec3.z += step;
vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
}
return;
}
});
}
static dispose()
{
if (spotLight)
@ -164,56 +225,68 @@ class Map
return ;
world.step(timeStep);
if (ballBody.position.x > 20)
if (ballBody.position.x > 13)
ball.material.opacity = 1 - ((ball.position.x - 13) / 2);
if (ballBody.position.x < -13)
ball.material.opacity = 1 - (-(ball.position.x + 13) / 2);
if (ballBody.position.x > 23)
return (Map.reCreate(false));
if (ballBody.position.x < -20)
if (ballBody.position.x < -23)
return (Map.reCreate(true));
ball.position.copy(ballBody.position);
player1Body.position.copy(player1.position);
player2Body.position.copy(player2.position);
if (speed < 10)
if (speed < 7)
speed += 0.003;
// let velocity = Math.sqrt(vec3.x * speed, vec3.y * speed, vec3.z * speed);
// console.log("Vitesse du vecteur:", velocity);
ballBody.velocity.set(vec3.x * speed, vec3.y * speed, vec3.z * speed);
}
static reCreate(dirLeft)
static reCreate(player1Lose)
{
onUpdate = true;
document.getElementsByTagName('canvas')[3].style.animation = 'fadeIn 0.199s';
document.getElementsByTagName('canvas')[3].style.filter = 'brightness(0)';
scoreElement.style.animation = 'fadeInText 0.199s';
scoreElement.style.color = 'rgb(255, 255, 255, 1)';
setTimeout(() => {
if (dirLeft)
if (player1Lose)
score.player2++;
else
score.player1++;
scoreElement.innerHTML = score.player1 + '-' +score.player2;
}, 300);
}, 500);
setTimeout(() => {
speed = 3;
if (dirLeft)
initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
if (player1Lose)
{
vec3.x = -3;
vec3.y = 0;
vec3.z = Math.random() * 10 % 4 - 2;
vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
}
else
{
vec3.x = 3;
vec3.y = 0;
vec3.z = Math.random() * 10 % 4 - 2;
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z);
}
initialZ = vec3.z;
onUpdate = false;
}, 1500);
}, 1700);
setTimeout(() => {
ballBody.velocity.set(0,0,0);
ballBody.position.set(0, 0.15, 0);
ball.position.copy(ballBody.position);
ball.material.opacity = 1;
player1Body.position.set(-12, 0.4, 0);
player1.position.copy(player1Body.position);
player2Body.position.set(12, 0.4, 0);
@ -223,7 +296,7 @@ class Map
document.getElementsByTagName('canvas')[3].style.filter = 'brightness(1)';
scoreElement.style.animation = 'fadeOutText 0.399s';
scoreElement.style.color = 'rgb(255, 255, 255, 0.1)';
}, 1000);
}, 1200);
}
}

View File

@ -3,10 +3,10 @@
/* ::: :::::::: */
/* Players.js :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/28 15:12:25 by edbernar #+# #+# */
/* Updated: 2024/08/29 00:25:50 by edbernar ### ########.fr */
/* Updated: 2024/09/04 16:35:30 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
@ -40,13 +40,15 @@ class Players
static update()
{
const limits = 4.55;
const limits = 4.55;
let i = 0;
while (i < pressedButton.length)
{
if (pressedButton[i] == 'w' && player1.position.z > -limits)
player1.position.z -= speed;
if (pressedButton[i] == 'z' && player1.position.z > -limits)
player1.position.z -= speed;
else if (pressedButton[i] == 's' && player1.position.z < limits)
player1.position.z += speed;
else if (pressedButton[i] == 'ArrowUp' && player2.position.z > -limits)
@ -54,7 +56,7 @@ class Players
else if (pressedButton[i] == 'ArrowDown' && player2.position.z < limits)
player2.position.z += speed;
i++;
}
}
}
}
@ -95,4 +97,4 @@ function remKeyInArr(e)
pressedButton.splice(i, 1);
}
export { Players, player1, player2 };
export { Players, player1, player2 };