Files
METH_Transcendence/site/real_game/class/soloClass/Map.js
2024-08-30 16:51:36 +02:00

168 lines
5.1 KiB
JavaScript

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Map.js :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: hubourge <hubourge@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/28 12:23:48 by edbernar #+# #+# */
/* Updated: 2024/08/30 16:49:53 by hubourge ### ########.fr */
/* */
/* ************************************************************************** */
import * as CANNON from 'cannon-es';
import * as THREE from 'three';
import { ball } from './Ball.js'
import { player1, player2 } from './Players.js';
const width = 25;
const height = 12.5;
let ground = null;
let spotLight = null;
let wallTop = null;
let wallBottom = null;
let world = null;
const timeStep = 1 / 60;
let groundBody = null;
let wallTopBody = null;
let wallBottomBody = null;
let ballBody = null;
let vec3 = {x:0.1, y:0, z:3};
let player1Body = null;
let player2Body = null;
let wallBottomId = -1;
let wallTopId = -1;
class Map
{
static create(scene)
{
world = new CANNON.World({
gravity: new CANNON.Vec3(0, -9.81, 0),
});
ground = createGround(scene);
wallBottom = createWall(false);
wallTop = createWall(true);
spotLight = new THREE.SpotLight({color: 0xffffff});
spotLight.castShadow = true;
spotLight.position.y = 10;
spotLight.intensity = 200;
scene.add(spotLight);
scene.add(wallTop);
scene.add(wallBottom);
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
wallTopBody = new CANNON.Body({
shape: new CANNON.Box(new CANNON.Vec3(width, 0.7, 0.2)),
type: CANNON.Body.STATIC,
})
wallTopBody.position.z = -6.15;
wallTopBody.position.y += 0.35;
world.addBody(wallTopBody);
wallTopId = wallTopBody.id;
wallBottomBody = new CANNON.Body({
shape: new CANNON.Box(new CANNON.Vec3(width, 0.7, 0.2)),
type: CANNON.Body.STATIC,
})
wallBottomBody.position.z = 6.15;
wallBottomBody.position.y += 0.35;
world.addBody(wallBottomBody);
wallBottomId = wallBottomBody.id;
groundBody = new CANNON.Body({
shape: new CANNON.Plane(),
type: CANNON.Body.STATIC,
});
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
world.addBody(groundBody);
player1Body = new CANNON.Body({
shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 2.5)),
type: CANNON.Body.STATIC,
});
player1Body.position.set(-12, 0.4, 0);
world.addBody(player1Body);
player2Body = new CANNON.Body({
shape: new CANNON.Box(new CANNON.Vec3(0.3, 0.4, 2.5)),
type: CANNON.Body.STATIC,
});
player2Body.position.set(12, 0.4, 0);
world.addBody(player2Body);
ballBody = new CANNON.Body({
shape: new CANNON.Sphere(0.3),
mass: 1
});
ballBody.position.set(0, 0.15, 0);
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
world.addBody(ballBody);
ballBody.addEventListener("collide",function(e){
var relativeVelocity = e.contact.getImpactVelocityAlongNormal();
console.log("e.contact : ", e.contact);
console.log("id: ", e.contact.id );
console.log("player1Body.id: ", player1Body.id );
if (e.contact.id == player1Body.id || e.contact.id == player2Body.id)
vec3.x = -vec3.x;
if (e.contact.id == wallBottomId || e.contact.id == wallTopId)
vec3.z = -vec3.z;
});
}
static dispose()
{
if (spotLight)
spotLight.dispose();
spotLight = null;
}
static update()
{
world.step(timeStep);
// Deplacer les update des objet fixe dans le constructeur pour ne pas update a chaque frame
ground.position.copy(groundBody.position);
ground.quaternion.copy(groundBody.quaternion);
ball.position.copy(ballBody.position);
ball.quaternion.copy(ballBody.quaternion);
wallBottom.position.copy(wallBottomBody.position);
wallBottom.quaternion.copy(wallBottomBody.quaternion);
wallTop.position.copy(wallTopBody.position);
wallTop.quaternion.copy(wallTopBody.quaternion);
////////
ballBody.velocity.set(vec3.x, vec3.y, vec3.z);
player1.position.copy(player1Body.position);
player1.quaternion.copy(player1Body.quaternion);
player2.position.copy(player2Body.position);
player2.quaternion.copy(player2Body.quaternion);
}
}
function createGround(scene)
{
const geometry = new THREE.PlaneGeometry(width, height);
const material = new THREE.MeshPhysicalMaterial({color: 0x222222});
const mesh = new THREE.Mesh(geometry, material);
mesh.rotateX(-Math.PI / 2);
mesh.position.set(0, 0, 0);
scene.add(mesh);
return (mesh);
}
function createWall(onTop)
{
const geometry = new THREE.BoxGeometry(width, 0.7, 0.2);
const material = new THREE.MeshPhysicalMaterial({color: 0x333333});
const mesh = new THREE.Mesh(geometry, material);
// if (onTop)
// mesh.position.z = -6.15;
// else
// mesh.position.z = 6.15;
// mesh.position.y += 0.35;
return (mesh);
}
export { Map, wallBottom, wallTop };