Files
METH_Transcendence/site/real_game/class/Map.js
Hugo Bourgeon 227a6d3627 Merge
2024-08-23 15:57:30 +02:00

424 lines
14 KiB
JavaScript

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Map.js :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/20 14:52:55 by hubourge #+# #+# */
/* Updated: 2024/08/23 15:39:58 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
/*
Todo (Eddy) :
- Ajouter la transparence sur les murs sur la distance de la balle (OK)
- Ajouter des textures selon le type : number pour couleur, string pour img (OK)
- Ajouter une fonctione pour modifier la gravité (OK)
*/
const loader = new GLTFLoader();
class Map
{
scene = null;
arrObject = [];
ballObject = null;
mapLength = 0;
banner = null;
centerPos = {
x: -1,
y: -1,
z:-1
};
playerLimits = {
up : 3,
down: 0.3,
left: -3,
right: 3,
};
ballIsOnJumper = {
can: true
};
constructor(scene, length, obstacles)
{
this.scene = scene;
this.centerPos.x = 0;
this.centerPos.y = 0.15;
this.centerPos.z = -length / 2 + length / 2;
this.mapLength = length;
scene.add(this.#createPlanes(7.5, length, -(Math.PI / 2), "planeBottom", true, '/textures/pastel.jpg'));
scene.add(this.#createPlanes(7.5, length, (Math.PI / 2), "planeTop", false, '/textures/pastel.jpg'));
scene.add(this.#createWall(-3.5, 0.4, -length/2, "wallLeft"));
scene.add(this.#createWall(3.5, 0.4, -length/2, "wallRight"));
this.#createBanner(10, 1);
if (obstacles)
this.#generateObstacle();
/***** JUST FOR TEST *****/
document.addEventListener('keypress', (e) => {
if (e.key == 'q')
{
for (let i = 0; i < this.arrObject.length; i++)
{
if (this.arrObject[i].type == 'jumper')
this.#animationGravityChanger(this.arrObject[i].mesh)
}
}
})
/*************************/
};
#createPlanes(x, y, rot, name, isBottom, visual)
{
for (let i = 0; i < this.arrObject.length; i++)
{
if (this.arrObject[i].name == name)
throw Error("Name already exist.");
}
const geometry = new THREE.PlaneGeometry(x, y);
let material = null;
let mesh = null;
if (typeof(visual) == 'string')
{
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load(visual);
material = new THREE.MeshPhysicalMaterial({ map: texture });
}
else if (typeof(visual) == 'number')
material = new THREE.MeshPhysicalMaterial({ color: visual });
else
material = new THREE.MeshPhysicalMaterial();
mesh = new THREE.Mesh(geometry, material);
mesh.rotateX(rot);
if (isBottom)
mesh.position.set(0, 0.15, 0);
else
mesh.position.set(0, 3.15, 0);
this.arrObject.push({mesh: mesh, name: name, type: "plane"});
mesh.receiveShadow = true;
return (mesh);
};
#createWall(x, y, z, name)
{
for (let i = 0; i < this.arrObject.length; i++)
{
if (this.arrObject[i].name == name)
throw Error("Name already exist.");
}
const geometry = new THREE.BoxGeometry(0.05, 0.5, 0.75);
const material = new THREE.MeshPhysicalMaterial();
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(x, y, z);
material.transparent = true;
material.opacity = 0.5;
this.arrObject.push({mesh: mesh, name: name, type: "wall"});
return (mesh);
};
#createGravityChanger(x, y, z, name, typeName, onTop)
{
for (let i = 0; i < this.arrObject.length; i++)
{
if (this.arrObject[i].name == name)
throw Error("Name already exist.");
}
const geometry1 = new THREE.TorusGeometry(1, 0.1, 12, 24);
const material1 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
const ring1 = new THREE.Mesh(geometry1, material1);
ring1.rotateX(-Math.PI / 2);
ring1.position.set(0, 0, 0);
ring1.scale.set(0.2, 0.2, 0.2);
material1.transparent = true;
material1.opacity = 0.75;
const geometry2 = new THREE.TorusGeometry(1, 0.1, 12, 24);
const material2 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
const ring2 = new THREE.Mesh(geometry2, material2);
ring2.rotateX(-Math.PI / 2);
ring2.position.set(0, 0 + 0.1, 0);
ring2.scale.set(0.18, 0.18, 0.18);
material2.transparent = true;
material2.opacity = 0.65;
const geometry3 = new THREE.TorusGeometry(1, 0.1, 12, 24);
const material3 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
const ring3 = new THREE.Mesh(geometry3, material3);
ring3.rotateX(-Math.PI / 2);
ring3.position.set(0, 0 + 0.2, 0);
ring3.scale.set(0.16, 0.16, 0.16);
material3.transparent = true;
material3.opacity = 0.35;
const geometry0 = new THREE.CircleGeometry(0.2, 24);
const material0 = new THREE.MeshPhysicalMaterial({color: 0xaaffaa});
const circle1 = new THREE.Mesh(geometry0, material0);
circle1.rotateX(-Math.PI / 2);
circle1.position.set(0, 0 - 0.048, 0);
const geometry = new THREE.CircleGeometry(0.24, 24);
const material = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
const circle2 = new THREE.Mesh(geometry, material);
circle2.rotateX(-Math.PI / 2);
circle2.position.set(0, 0 - 0.049, 0);
const geometry4 = new THREE.CylinderGeometry(0.15, 0.15, 0.35);
const material4 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
const collider = new THREE.Mesh(geometry4, material4);
collider.position.set(0, 0 + 0.1, 0);
material4.transparent = true;
material4.opacity = 0.1;
const group = new THREE.Group();
group.add(ring1);
group.add(ring2);
group.add(ring3);
group.add(circle1);
group.add(circle2);
group.add(collider);
// Set group position groud / top
for (let i = 0; i < group.children.length && onTop; i++)
group.children[i].position.set(x, y - 0.1, z);
for (let i = 0; i < group.children.length && !onTop; i++)
group.children[i].position.set(x, y, z);
let distanceY = [0, -0.1, -0.2, 0.048, 0.049, -0.125];
let rotate = [0, 0, 0, 1, 1, 0];
// Set distance between each object
for (let i = 0; i < group.children.length; i++)
{
if (onTop)
{
if (rotate[i])
group.children[i].rotateX(Math.PI);
group.children[i].position.set(group.children[i].position.x, group.children[i].position.y + distanceY[i], group.children[i].position.z);
}
else
group.children[i].position.set(group.children[i].position.x, group.children[i].position.y - distanceY[i], group.children[i].position.z);
}
this.arrObject.push({mesh: group, name: name, type: typeName});
this.scene.add(group);
};
#createWallObstacle(x, y, size, onTop)
{
const geometry = new THREE.BoxGeometry(size, 0.5, 0.1);
const material = new THREE.MeshPhysicalMaterial({color: 0xaaaafe});
const mesh = new THREE.Mesh(geometry, material);
if (onTop)
mesh.position.set(x, this.playerLimits.up - 0.1, y);
else
mesh.position.set(x, 0.4, y);
return (mesh);
}
#createBanner(radius1, height1)
{
const scene = this.scene;
const canvas = document.createElement('canvas');
const context = canvas.getContext('2d');
canvas.width = 512;
canvas.height = 512;
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
const radius = 150; // Rayon du cercle
// Définir le style du texte
context.font = '100px Arial';
context.fillStyle = 'white';
context.textAlign = 'center';
context.textBaseline = 'middle';
const text = "Hello, Three.js!";
for (let i = 0; i < text.length; i++) {
const angle = (i / text.length) * (2 * Math.PI);
context.save();
context.fillText(text[i], i * 100, 200);
context.restore();
}
const texture = new THREE.CanvasTexture(canvas);
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(45, 1);
const material = new THREE.MeshBasicMaterial({ map: texture, side: THREE.DoubleSide });
canvas.innerHTML = 'Test';
loader.load( '../blender/exported/banner.glb', (gltf) => {
this.banner = gltf.scene.children[0];
this.banner.material = material;
this.banner.position.y += 1.7;
scene.add(gltf.scene);
setInterval(() => {
this.banner.rotation.y += 0.001;
}, 10);
}, undefined, function ( error ) {
console.error( error );
} );
}
#animationGravityChanger(group, onTop)
{
const geometry1 = new THREE.TorusGeometry(1.5, 0.05, 12, 24);
const material1 = new THREE.MeshPhysicalMaterial({color: 0x00ff00});
const ring1 = new THREE.Mesh(geometry1, material1);
const landmark = group.children[0];
let interval = null;
let speed = 0.1;
ring1.rotateX(-Math.PI / 2);
ring1.position.set(landmark.position.x, landmark.position.y, landmark.position.z);
ring1.scale.set(0.2, 0.2, 0.2);
ring1.material.transparent = true;
this.scene.add(ring1);
interval = setInterval(() => {
if (onTop)
ring1.position.y -= speed;
else
ring1.position.y += speed;
ring1.material.opacity -= 0.02;
speed *= 0.90;
if (ring1.material.opacity == 0)
clearInterval(interval);
}, 10);
}
#generateObstacle()
{
const wallPos = [
{ x: 1, y: 0, z: 1, onTop: false},
{ x: 1, y: 0, z: 1, onTop: true},
{ x: -1, y: 0, z: 1, onTop: false},
{ x: -1, y: 0, z: 1, onTop: true}
];
for (let i = 0; i < wallPos.length; i++)
{
if (Math.random() < 0.5)
this.scene.add(this.#createWallObstacle(wallPos[i].x, wallPos[i].y, wallPos[i].z, wallPos[i].onTop));
}
const type = "gravityChanger";
const typeNameBottom = "jumperBottom";
const typeNameTop = "jumperTop";
const jumperPos = [
{ x: -1.5, y: 0.2, z: this.mapLength / 4, type: type, typeName: typeNameBottom, onTop: false},
{ x: -1.5, y: 3.2, z: this.mapLength / 4, type: type, typeName: typeNameTop, onTop: true},
{ x: 1.5, y: 0.2, z: this.mapLength / 4, type: type, typeName: typeNameBottom, onTop: false},
{ x: 1.5, y: 3.2, z: this.mapLength / 4, type: type, typeName: typeNameTop, onTop: true},
{ x: -1.5, y: 0.2, z: -this.mapLength / 4, type: type, typeName: typeNameBottom, onTop: false},
{ x: -1.5, y: 3.2, z: -this.mapLength / 4, type: type, typeName: typeNameTop, onTop: true},
{ x: 1.5, y: 0.2, z: -this.mapLength / 4, type: type, typeName: typeNameBottom, onTop: false},
{ x: 1.5, y: 3.2, z: -this.mapLength / 4, type: type, typeName: typeNameTop, onTop: true}
];
for (let i = 0; i < jumperPos.length; i++)
{
if (Math.random() < 0.5)
{
this.#createGravityChanger(jumperPos[i].x, jumperPos[i].y, jumperPos[i].z, jumperPos[i].type + i, jumperPos[i].typeName, jumperPos[i].onTop);
if (i % 2 == 0)
i++;
}
}
};
update(ball)
{
for (let i = 0; i < this.arrObject.length; i++)
{
if (this.arrObject[i].name == "wallLeft")
{
// Move the wall with the ball position
if (ball.object.position.z < this.mapLength / 2 - 0.35 && ball.object.position.z > -this.mapLength / 2 + 0.35)
this.arrObject[i].mesh.position.z = ball.object.position.z;
if (ball.object.position.y > 0.4 + 0.1 && ball.object.position.y < 3.2)
this.arrObject[i].mesh.position.y = ball.object.position.y - 0.1;
// Change the opacity of the wall
let diff = ball.object.position.x - this.arrObject[i].mesh.position.x - 0.1;
if (diff > 2)
this.arrObject[i].mesh.material.opacity = 0;
else
this.arrObject[i].mesh.material.opacity = 1 - (diff / 2);
}
if (this.arrObject[i].name == "wallRight")
{
// Move the wall with the ball position
if (ball.object.position.z < this.mapLength / 2 - 0.35 && ball.object.position.z > -this.mapLength / 2 + 0.35)
this.arrObject[i].mesh.position.z = ball.object.position.z;
if (ball.object.position.y > 0.4 + 0.1 && ball.object.position.y < 3.2)
this.arrObject[i].mesh.position.y = ball.object.position.y - 0.1;
// Change the opacity of the wall
let diff = this.arrObject[i].mesh.position.x - ball.object.position.x - 0.1;
if (diff > 2)
this.arrObject[i].mesh.material.opacity = 0;
else
this.arrObject[i].mesh.material.opacity = 1 - (diff / 2);
}
if (this.arrObject[i].type == 'jumperBottom')
{
const cylinder = this.arrObject[i].mesh.children[5];
const distance = ball.object.position.distanceTo(cylinder.position);
const speed = 0.1;
// Detect if the ball is on the jumper
if (distance < 0.25 && this.ballIsOnJumper.can)
{
this.ballIsOnJumper.can = false;
ball.changeGravity(this.ballIsOnJumper);
this.#animationGravityChanger(this.arrObject[i].mesh, false);
}
// Gravity changer animation
for (let j = 0; j < 3; 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;;
}
}
if (this.arrObject[i].type == 'jumperTop')
{
const cylinder = this.arrObject[i].mesh.children[5];
const distance = ball.object.position.distanceTo(cylinder.position);
const speed = 0.1;
// Detect if the ball is on the jumper
if (distance < 0.4 && this.ballIsOnJumper.can)
{
this.ballIsOnJumper.can = false;
ball.changeGravity(this.ballIsOnJumper);
this.#animationGravityChanger(this.arrObject[i].mesh, true);
}
// Gravity changer animation
for (let j = 0; j < 3; 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;;
}
}
}
};
};
export { Map };