
- Add multi local game - Some minor changes in html/css Django - add path for /game and /multiLocalGamePage - add template for multiLocalGame
429 lines
12 KiB
JavaScript
429 lines
12 KiB
JavaScript
/* ************************************************************************** */
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/* */
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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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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
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/* Updated: 2024/09/14 02:02:00 by edbernar ### ########.fr */
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/* */
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/* ************************************************************************** */
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import * as CANNON from '/static/javascript/cannon-es/dist/cannon-es.js'
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// import * as CANNON from '/static/javascript/cannon/build/cannon.min.js'
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import * as THREE from '/static/javascript/three/build/three.module.js'
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import { ball } from '/static/javascript/multiLocalGame/Ball.js'
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import { player1, player2 } from '/static/javascript/multiLocalGame/Players.js';
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const width = 25;
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const height = 12.5;
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let ground = null;
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let spotLight = null;
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let wallTop = null;
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let wallBottom = null;
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let world = null;
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const timeStep = 1 / 60;
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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 player1Body = null;
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let player2Body = null;
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let speed = 3;
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let initialZ = 0;
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let score = {player1: 0, player2: 0};
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let onUpdate = false;
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let scoreElement = null;
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let initialSpeed = 3;
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let gameEndStatus = false;
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const scoreToWin = 2; //+1 for real score to win
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class Map
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{
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static create(scene)
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{
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scoreElement = document.getElementById('score');
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world = new CANNON.World({
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gravity: new CANNON.Vec3(0, -9.81, 0),
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});
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ground = createGround(scene, 0x222222);
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wallBottom = createWall(false);
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wallTop = createWall(true);
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spotLight = new THREE.SpotLight({color: 0xffffff});
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spotLight.castShadow = true;
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spotLight.position.y = 10;
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spotLight.intensity = 200;
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scene.add(spotLight);
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scene.add(wallTop);
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scene.add(wallBottom);
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scene.add(new THREE.AmbientLight(0xffffff, 0.5));
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wallTopBody = new CANNON.Body({
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shape: new CANNON.Box(new CANNON.Vec3(width / 2, 0.35, 0.1)),
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type: CANNON.Body.STATIC,
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})
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wallTopBody.position.z = -6.15;
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wallTopBody.position.y += 0.35;
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wallTopBody.name = "wall";
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world.addBody(wallTopBody);
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wallBottomBody = new CANNON.Body({
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shape: new CANNON.Box(new CANNON.Vec3(width / 2, 0.35, 0.1)),
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type: CANNON.Body.STATIC,
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})
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wallBottomBody.position.z = 6.15;
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wallBottomBody.position.y += 0.35;
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wallBottomBody.name = "wall";
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world.addBody(wallBottomBody);
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groundBody = new CANNON.Body({
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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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world.addBody(groundBody);
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player1Body = new CANNON.Body({
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shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 1.25)),
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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 = "player1";
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world.addBody(player1Body);
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player2Body = new CANNON.Body({
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shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 1.25)),
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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 = "player2";
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world.addBody(player2Body);
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ballBody = new CANNON.Body({
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shape: new CANNON.Sphere(0.3),
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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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world.addBody(ballBody);
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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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wallBottom.position.copy(wallBottomBody.position);
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wallBottom.quaternion.copy(wallBottomBody.quaternion);
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wallTop.position.copy(wallTopBody.position);
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wallTop.quaternion.copy(wallTopBody.quaternion);
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speed = 3;
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if (Math.random() > 0.5)
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{
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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.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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ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
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onUpdate = true;
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setTimeout(() => {
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scoreElement.innerHTML = '3';
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}, 1000);
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setTimeout(() => {
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scoreElement.innerHTML = '2';
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}, 1750);
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setTimeout(() => {
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scoreElement.innerHTML = '1';
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}, 2500);
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setTimeout(() => {
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scoreElement.innerHTML = score.player1 + '-' +score.player2;
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}, 3250);
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setTimeout(() => {
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onUpdate = false;
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}, 4000);
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}
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static dispose()
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{
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if (spotLight)
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spotLight.dispose();
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spotLight = null;
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score.player1 = 0;
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score.player2 = 0;
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gameEndStatus = false;
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}
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static update()
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{
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if (onUpdate)
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return ;
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world.step(timeStep);
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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 < -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 < 7)
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speed += 0.003;
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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 #collision()
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{
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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 ballPosition;
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let step = 0.75;
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ballBody.addEventListener("collide", function(e) {
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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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collidedPlayer1(collided, e);
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return;
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case "player2":
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collidedPlayer2(collided, e);
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return;
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}
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});
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function collidedPlayer1(collided, e)
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{
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scalePlayer(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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let 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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}
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function collidedPlayer2(collided, e)
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{
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scalePlayer(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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let 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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}
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function scalePlayer(player)
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{
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const value = 0.01;
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for (let i = 1; i < 10; i++)
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{
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setTimeout(() => {
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player.scale.z += value;
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player.scale.x += value * 2;
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}, i * 10);
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}
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for (let i = 10; i < 20; i++)
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{
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setTimeout(() => {
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player.scale.z -= value;
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player.scale.x -= value * 2;
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}, i * 10);
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}
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}
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}
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static reCreate(player1Lose)
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{
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onUpdate = true;
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document.getElementsByTagName('canvas')[0].style.animation = 'fadeInGames 0.199s';
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document.getElementsByTagName('canvas')[0].style.filter = 'brightness(0)';
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scoreElement.style.animation = 'fadeInTextGames 0.199s';
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scoreElement.style.color = 'rgb(255, 255, 255, 1)';
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setTimeout(() => {
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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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}, 500);
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if ((player1Lose && score.player2 >= scoreToWin) || (!player1Lose && score.player1 >= scoreToWin))
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return (this.#endGame());
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setTimeout(() => {
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speed = 3;
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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.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.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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}, 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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player2.position.copy(player2Body.position);
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scoreElement.style.animation = 'fadeOutGames 0.199s';
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document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)';
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scoreElement.style.animation = 'fadeOutTextGames 0.399s';
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scoreElement.style.color = 'rgb(255, 255, 255, 0.1)';
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}, 1200);
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}
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static changeGround(ground, texture)
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{
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if (ground.material)
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ground.material.dispose();
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if (typeof(texture) == 'string')
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{
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const textureLoader = new THREE.TextureLoader();
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texture = textureLoader.load(texture);
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ground.material.map = texture;
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}
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else if (typeof(texture) == 'number')
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ground.material.color.set(texture);
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}
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static #endGame()
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{
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speed = 3;
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vec3.x = 0;
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vec3.y = 0;
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vec3.z = 0
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initialZ = vec3.z;
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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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player2.position.copy(player2Body.position);
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scoreElement.style.animation = 'fadeOutGames 0.199s';
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document.getElementsByTagName('canvas')[0].style.filter = 'brightness(1)';
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scoreElement.style.animation = 'fadeOutTextGames 0.399s';
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scoreElement.style.color = 'rgb(255, 255, 255, 0.1)';
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onUpdate = false;
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gameEndStatus = true;
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}, 1200);
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}
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}
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function createGround(scene, texture)
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{
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const geometry = new THREE.PlaneGeometry(width, height);
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let material = null;
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let mesh = null;
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if (typeof(texture) == 'string')
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{
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const textureLoader = new THREE.TextureLoader();
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texture = textureLoader.load(texture);
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material = new THREE.MeshPhysicalMaterial({ map: texture });
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}
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else if (typeof(texture) == 'number')
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material = new THREE.MeshPhysicalMaterial({ color: texture });
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else
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material = new THREE.MeshPhysicalMaterial({color: 0x222222});
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mesh = new THREE.Mesh(geometry, material);
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mesh.rotateX(-Math.PI / 2);
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mesh.position.set(0, 0, 0);
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scene.add(mesh);
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return (mesh);
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}
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function createWall(onTop)
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{
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const geometry = new THREE.BoxGeometry(width, 0.7, 0.2);
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const material = new THREE.MeshPhysicalMaterial({color: 0x333333});
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const mesh = new THREE.Mesh(geometry, material);
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return (mesh);
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}
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export { Map, wallBottom, wallTop, ground, gameEndStatus, score, scoreElement };
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