Merge branch 'main' of github.com:Kum1ta/PTME_Transcendence

This commit is contained in:
Mathis Degryck
2024-10-09 20:39:52 +02:00
3 changed files with 80 additions and 231 deletions

View File

@ -45,11 +45,10 @@ function createBall()
const material = new THREE.MeshPhysicalMaterial({color: 0xffffff}); const material = new THREE.MeshPhysicalMaterial({color: 0xffffff});
const mesh = new THREE.Mesh(geometry, material); const mesh = new THREE.Mesh(geometry, material);
mesh.position.y += 0.3;
mesh.castShadow = true; mesh.castShadow = true;
mesh.receiveShadow = true; mesh.receiveShadow = true;
mesh.material.transparent = true; mesh.material.transparent = true;
mesh.position.set (0, mesh.position.y, 0); mesh.position.set (0, 0.3, 0);
return (mesh); return (mesh);
} }

View File

@ -21,21 +21,12 @@ let ground = null;
let spotLight = null; let spotLight = null;
let wallTop = null; let wallTop = null;
let wallBottom = null; let wallBottom = null;
let world = null;
const timeStep = 1 / 60; const timeStep = 1 / 60;
let groundBody = null; let vec2 = {x:0, z:0};
let wallTopBody = null;
let wallBottomBody = null;
let ballBody = null;
let vec3 = {x:0, y:0, z:0};
let player1Body = null;
let player2Body = null;
let speed = 3;
let initialZ = 0;
let score = {player1: 0, player2: 0}; let score = {player1: 0, player2: 0};
let onUpdate = false; let onUpdate = false;
let scoreElement = null; let scoreElement = null;
let initialSpeed = 3; let initialSpeed = 0;
let gameEndStatus = false; let gameEndStatus = false;
const scoreToWin = 2; //+1 for real score to win const scoreToWin = 2; //+1 for real score to win
@ -43,94 +34,37 @@ class Map
{ {
static create(scene) static create(scene)
{ {
onUpdate = true;
scoreElement = document.getElementById('score'); scoreElement = document.getElementById('score');
world = new CANNON.World({
gravity: new CANNON.Vec3(0, -9.81, 0),
});
ground = createGround(scene, 0x222222);
wallBottom = createWall(false);
wallTop = createWall(true);
spotLight = new THREE.SpotLight({color: 0xffffff}); spotLight = new THREE.SpotLight({color: 0xffffff});
spotLight.castShadow = true; spotLight.castShadow = true;
spotLight.position.y = 10; spotLight.position.y = 10;
spotLight.intensity = 200; spotLight.intensity = 200;
scene.add(spotLight); scene.add(spotLight);
scene.add(wallTop);
scene.add(wallBottom);
scene.add(new THREE.AmbientLight(0xffffff, 0.5)); scene.add(new THREE.AmbientLight(0xffffff, 0.5));
wallTopBody = new CANNON.Body({
shape: new CANNON.Box(new CANNON.Vec3(width / 2, 0.35, 0.1)),
type: CANNON.Body.STATIC,
})
wallTopBody.position.z = -6.15;
wallTopBody.position.y += 0.35;
wallTopBody.name = "wall";
world.addBody(wallTopBody);
wallBottomBody = new CANNON.Body({ ground = createGround(scene, 0x222222);
shape: new CANNON.Box(new CANNON.Vec3(width / 2, 0.35, 0.1)), scene.add(ground);
type: CANNON.Body.STATIC,
})
wallBottomBody.position.z = 6.15;
wallBottomBody.position.y += 0.35;
wallBottomBody.name = "wall";
world.addBody(wallBottomBody);
groundBody = new CANNON.Body({ wallBottom = createWall(false);
shape: new CANNON.Plane(), scene.add(wallBottom);
type: CANNON.Body.STATIC,
});
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
world.addBody(groundBody);
player1Body = new CANNON.Body({ wallTop = createWall(true);
shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 1.25)), scene.add(wallTop);
type: CANNON.Body.STATIC,
});
player1Body.position.set(-12, 0.4, 0);
player1Body.name = "player1";
world.addBody(player1Body);
player2Body = new CANNON.Body({ initialSpeed = 0.5;
shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 1.25)),
type: CANNON.Body.STATIC,
});
player2Body.position.set(12, 0.4, 0);
player2Body.name = "player2";
world.addBody(player2Body);
ballBody = new CANNON.Body({
shape: new CANNON.Sphere(0.3),
mass: 10,
});
ballBody.position.set(0, 0.15, 0);
world.addBody(ballBody);
this.#collision();
ground.position.copy(groundBody.position);
ground.quaternion.copy(groundBody.quaternion);
wallBottom.position.copy(wallBottomBody.position);
wallBottom.quaternion.copy(wallBottomBody.quaternion);
wallTop.position.copy(wallTopBody.position);
wallTop.quaternion.copy(wallTopBody.quaternion);
speed = 3;
if (Math.random() > 0.5) if (Math.random() > 0.5)
{ {
vec3.z = Math.random() * 10 % 4 - 2; vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z); vec2.x = -Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
} }
else else
{ {
vec3.z = Math.random() * 10 % 4 - 2; vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z); vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
} }
initialZ = vec3.z;
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
onUpdate = true;
setTimeout(() => { setTimeout(() => {
scoreElement.innerHTML = '3'; scoreElement.innerHTML = '3';
}, 1000); }, 1000);
@ -162,136 +96,65 @@ class Map
{ {
if (onUpdate) if (onUpdate)
return ; return ;
world.step(timeStep);
if (ballBody.position.x > 13) // collision wall need FIX
ball.material.opacity = 1 - ((ball.position.x - 13) / 2); if (ball.position.z > 5.85 || ball.position.z < -5.85)
if (ballBody.position.x < -13) vec2.z *= -1;
ball.material.opacity = 1 - (-(ball.position.x + 13) / 2);
if (ballBody.position.x > 23) // collision player need FIX
if (ball.position.x > 11.6 && ball.position.x < 12.2)
{
if (ball.position.z < player2.position.z + 1.25 && ball.position.z > player2.position.z - 1.25)
{
Map.scalePlayer(player2);
vec2.x *= -1;
}
}
else if (ball.position.x < -11.6 && ball.position.x > -12.2)
{
if (ball.position.z < player1.position.z + 1.25 && ball.position.z > player1.position.z - 1.25)
{
Map.scalePlayer(player1);
vec2.x *= -1;
}
}
// velocity
ball.position.x += vec2.x;
ball.position.z += vec2.z;
// ball opacity
if (ball.position.x > 12)
ball.material.opacity -= 0.1;
else if (ball.position.x < -12)
ball.material.opacity -= 0.1;
// gaol
if (ball.position.x > 14)
return (Map.reCreate(false)); return (Map.reCreate(false));
if (ballBody.position.x < -23) else if (ball.position.x < -14)
return (Map.reCreate(true)); return (Map.reCreate(true));
ball.position.copy(ballBody.position);
player1Body.position.copy(player1.position);
player2Body.position.copy(player2.position);
if (speed < 7)
speed += 0.003;
ballBody.velocity.set(vec3.x * speed, vec3.y * speed, vec3.z * speed);
} }
static #collision() static scalePlayer(player)
{ {
let playerPosition; const value = 0.01;
let relativePosition;
let playerHalfExtents;
let sideTouched;
let ballPosition;
let step = 0.75;
ballBody.addEventListener("collide", function(e) { for (let i = 1; i < 10; i++)
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":
collidedPlayer1(collided, e);
return;
case "player2":
collidedPlayer2(collided, e);
return;
}
});
function collidedPlayer1(collided, e)
{ {
scalePlayer(player1); setTimeout(() => {
ballPosition = ballBody.position; player.scale.z += value;
playerPosition = collided.position; player.scale.x += value * 2;
relativePosition = ballPosition.vsub(playerPosition); }, i * 10);
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);
let 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);
}
} }
function collidedPlayer2(collided, e) for (let i = 10; i < 20; i++)
{ {
scalePlayer(player2); setTimeout(() => {
ballPosition = ballBody.position; player.scale.z -= value;
playerPosition = collided.position; player.scale.x -= value * 2;
relativePosition = ballPosition.vsub(playerPosition); }, i * 10);
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);
let 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);
}
}
function scalePlayer(player)
{
const value = 0.01;
for (let i = 1; i < 10; i++)
{
setTimeout(() => {
player.scale.z += value;
player.scale.x += value * 2;
}, i * 10);
}
for (let i = 10; i < 20; i++)
{
setTimeout(() => {
player.scale.z -= value;
player.scale.x -= value * 2;
}, i * 10);
}
} }
} }
@ -315,32 +178,24 @@ class Map
return (this.#endGame()); return (this.#endGame());
setTimeout(() => { setTimeout(() => {
speed = 3;
initialSpeed = Math.sqrt(vec3.x * vec3.x + vec3.z * vec3.z);
if (player1Lose) if (player1Lose)
{ {
vec3.z = Math.random() * 10 % 4 - 2; vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
vec3.x = -Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z); vec2.x = -Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
} }
else else
{ {
vec3.z = Math.random() * 10 % 4 - 2; vec2.z = (Math.random() * 0.8 - 0.4) * initialSpeed;
vec3.x = Math.sqrt(initialSpeed * initialSpeed - vec3.z * vec3.z); vec2.x = Math.sqrt(initialSpeed * initialSpeed - vec2.z * vec2.z);
} }
initialZ = vec3.z;
onUpdate = false; onUpdate = false;
}, 1700); }, 1700);
setTimeout(() => { setTimeout(() => {
ballBody.velocity.set(0,0,0);
ballBody.position.set(0, 0.15, 0);
ball.position.copy(ballBody.position);
ball.material.opacity = 1; ball.material.opacity = 1;
player1Body.position.set(-12, 0.4, 0); ball.position.set(0, 0.3, 0);
player1.position.copy(player1Body.position); initialSpeed = 0.5;
player2Body.position.set(12, 0.4, 0);
player2.position.copy(player2Body.position);
scoreElement.style.animation = 'fadeOutGames 0.199s'; scoreElement.style.animation = 'fadeOutGames 0.199s';
document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)'; document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)';
@ -365,20 +220,8 @@ class Map
static #endGame() static #endGame()
{ {
speed = 3;
vec3.x = 0;
vec3.y = 0;
vec3.z = 0
initialZ = vec3.z;
setTimeout(() => { setTimeout(() => {
ballBody.velocity.set(0,0,0);
ballBody.position.set(0, 0.15, 0);
ball.position.copy(ballBody.position);
ball.material.opacity = 1; ball.material.opacity = 1;
player1Body.position.set(-12, 0.4, 0);
player1.position.copy(player1Body.position);
player2Body.position.set(12, 0.4, 0);
player2.position.copy(player2Body.position);
scoreElement.style.animation = 'fadeOutGames 0.199s'; scoreElement.style.animation = 'fadeOutGames 0.199s';
document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)'; document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)';
@ -390,7 +233,7 @@ class Map
} }
} }
function createGround(scene, texture) function createGround(texture)
{ {
const geometry = new THREE.PlaneGeometry(width, height); const geometry = new THREE.PlaneGeometry(width, height);
let material = null; let material = null;
@ -410,7 +253,6 @@ function createGround(scene, texture)
mesh = new THREE.Mesh(geometry, material); mesh = new THREE.Mesh(geometry, material);
mesh.rotateX(-Math.PI / 2); mesh.rotateX(-Math.PI / 2);
mesh.position.set(0, 0, 0); mesh.position.set(0, 0, 0);
scene.add(mesh);
return (mesh); return (mesh);
} }
@ -419,6 +261,16 @@ function createWall(onTop)
const geometry = new THREE.BoxGeometry(width, 0.7, 0.2); const geometry = new THREE.BoxGeometry(width, 0.7, 0.2);
const material = new THREE.MeshPhysicalMaterial({color: 0x333333}); const material = new THREE.MeshPhysicalMaterial({color: 0x333333});
const mesh = new THREE.Mesh(geometry, material); const mesh = new THREE.Mesh(geometry, material);
if (onTop)
{
mesh.position.z = -6.15;
mesh.position.y += 0.35;
}
else
{
mesh.position.z = 6.15;
mesh.position.y += 0.35;
}
return (mesh); return (mesh);
} }

View File

@ -16,8 +16,6 @@ import * as THREE from '/static/javascript/three/build/three.module.js'
import { Ball } from '/static/javascript/multiLocalGame/Ball.js' import { Ball } from '/static/javascript/multiLocalGame/Ball.js'
import { pageRenderer } from '/static/javascript/main.js' import { pageRenderer } from '/static/javascript/main.js'
let scene = null; let scene = null;
let renderer = null; let renderer = null;
let camera = null; let camera = null;