Files
METH_Transcendence/docker-compose/requirements/nginx/static/javascript/multiOnlineGame/Ball.js
Kum1ta 6ff9416d2d Game
- add new effect on ball in multi online game
2024-10-07 17:07:02 +02:00

363 lines
10 KiB
JavaScript

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Ball.js :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/20 17:02:47 by edbernar #+# #+# */
/* Updated: 2024/10/07 14:10:52 by edbernar ### ########.fr */
/* */
/* ************************************************************************** */
import * as THREE from '/static/javascript/three/build/three.module.js'
import { map, opponent, player} from '/static/javascript/multiOnlineGame/multiOnlineGamePage.js'
class Ball
{
object = null;
centerPos = {};
limits = {};
interval = null;
start = 0;
srvPos = {
time : 0,
pos : [0, 0, 1],
vel : [0, 0]
}
ballRadius = 0.15
mapLimits = {
left : -3.5 + this.ballRadius,
right : 3.5 - this.ballRadius,
back : -6.25 + this.ballRadius,
front : 6.25 - this.ballRadius
}
wallWidth = 0.1
wallLength = 1
playerLength = 1 + (this.ballRadius * 4)
constructor(scene, map)
{
this.object = this.#createBall();
this.centerPos = map.centerPos;
this.centerPos.y = this.object.geometry.parameters.radius;
this.limits = map.playerLimits;
this.resetPosBall();
scene.add(this.object);
makeParticules(scene);
}
#createBall()
{
const geometry = new THREE.SphereGeometry(0.15);
const material = new THREE.MeshPhysicalMaterial({ color: 0xff5555 });
const mesh = new THREE.Mesh(geometry, material);
mesh.receiveShadow = true;
mesh.castShadow = true;
mesh.position.set(this.centerPos.x, this.centerPos.y, this.centerPos.z);
return (mesh);
}
resetPosBall()
{
this.setPosition(this.centerPos.x, this.object.geometry.parameters.radius * 2, this.centerPos.z);
}
resetScaleBall()
{
this.object.scale.set(1, 1, 1);
};
setPosition(x, y, z)
{
this.object.position.set(x, y, z);
}
changeGravity()
{
let diffTop = this.limits.up - this.object.position.y;
let diffBot = this.object.position.y - this.limits.down;
let speed = 0.15;
const slower = speed / 3;
if (diffBot > diffTop)
speed *= -1;
if (this.interval)
clearInterval(this.interval);
this.interval = setInterval(() => {
this.object.position.y += speed;
if ((speed > 0 && this.object.position.y >= this.limits.up)
|| (speed < 0 && this.object.position.y <= this.limits.down))
{
clearInterval(this.interval);
this.interval = null;
if (speed > 0)
this.setPosition(this.object.position.x, this.limits.up, this.object.position.z);
else
this.setPosition(this.object.position.x, this.limits.down, this.object.position.z);
}
speed -= speed * slower;
}, 10);
}
updatePos(content)
{
if(content.game_time == 0)
this.start = performance.now()
let gameTime = performance.now() - this.start
if(content.game_time > gameTime)
this.start -= content.game_time - gameTime
this.srvPos = {
time : content.game_time,
pos : [content.pos[0], content.pos[1]],
vel : content.velocity
}
}
getBetterPositions()
{
let walls = []
// let jumpers = []
for(let x = 0; x < map.arrObject.length; x++)
{
// if(map.arrObject[x].type == "jumperBottom" || map.arrObject[x].type == "jumperTop")
// {
// let jumper = map.arrObject[x]
// jumpers.push({pos:[jumper.mesh.children[0].position.x,jumper.mesh.children[0].position.z],
// isUp : jumper.type == "jumperTop"})
// }
if(map.arrObject[x].type == "wallObstacle")
{
let wall = map.arrObject[x]
walls.push({pos:[wall.mesh.position.x, wall.mesh.position.z],isUp:wall.isUp})
}
}
return({walls:walls/*,jumpers:jumpers*/})
}
hitPlayer(ballSlope, ballOffset, ballVel)
{
let playerPos = ballVel[0] < 0 ? opponent.object.position.x : player.object.position.x
let limit = this.mapLimits.front
if(ballVel[1] < 0)
limit *= -1
let hitPos = this.lineIntersect(limit, ballSlope, ballOffset)
let relPos = hitPos - playerPos
return(Math.abs(relPos) < this.playerLength / 2)
}
closestTimeMapLimit(ballSlope, ballOffset, ballPos, ballVel)
{
let time = Infinity;
let tmpTime = Infinity;
if(ballVel[0] < 0)
{
let dist = ballPos[0] - this.mapLimits.left
time = dist / Math.abs(ballVel[0])
}
else if(ballVel[0] > 0)
{
let dist = this.mapLimits.right - ballPos[0]
time = dist / Math.abs(ballVel[0])
}
if(ballVel[1] < 0)
{
let dist = ballPos[1] - this.mapLimits.back
tmpTime = dist / Math.abs(ballVel[1])
}
if(ballVel[1] > 0)
{
let dist = this.mapLimits.front - ballPos[1]
tmpTime = dist / Math.abs(ballVel[1])
}
if(tmpTime < time && this.hitPlayer(ballSlope, ballOffset, ballVel))
return([2, tmpTime])
return([1, time])
}
lineIntersect(line, ballSlope, ballOffset)
{
return((line - ballOffset) / ballSlope)
}
getWallHitTime(walls, ballSlope, ballOffset, ballPos, ballVel, ballUp)
{
let wallSide = (this.wallWidth / 2) + this.ballRadius
if(ballVel[1] > 0)
wallSide *= -1
let hitPos = this.lineIntersect(wallSide, ballSlope, ballOffset)
let finalTime = Infinity
for(let i = 0; i < walls.length; i++)
{
if(walls[i].isUp != ballUp)
continue;
let relPos = walls[i].pos[0] - hitPos
if(Math.abs(relPos) < (this.wallLength / 2) + this.ballRadius)
{
let time = (hitPos - ballPos[0]) / ballVel[0]
if(time > 0 && time < finalTime)
finalTime = time
}
}
return(finalTime)
}
getNextPosTime(obstacles, ballPos,ballVel, ballUp)
{
let hitDir;
let time;
let nextPos = [ballPos[0] + ballVel[0], ballPos[1] + ballVel[1]]
let ballSlope = (nextPos[1] - ballPos[1]) / (nextPos[0] - ballPos[0])
let ballOffset = ballPos[1] - (ballSlope * ballPos[0]);
[hitDir, time] = this.closestTimeMapLimit(ballSlope, ballOffset, ballPos, ballVel)
let wallHitTime = this.getWallHitTime(obstacles.walls, ballSlope, ballOffset, ballPos, ballVel, ballUp)
if(wallHitTime > 0 && wallHitTime < time)
[hitDir ,time] = [2, wallHitTime]
ballVel[hitDir - 1] *= -1
return([time, ballVel])
}
calcNewPos(delta,obstacles, ballPos, ballVel, ballUp)
{
//kill me
let iter = 0
if((ballVel[0] == 0 && ballVel[1] == 0) || delta <= 0)
return(ballPos)
while(1)
{
let time;
let nextVel;
[time, nextVel] = this.getNextPosTime(obstacles, ballPos, [...ballVel], ballUp)
if((time * 1000) > delta)
return([ballPos[0] + (ballVel[0] * (delta / 1000)),ballPos[1] + (ballVel[1] * (delta /1000))])
ballPos[0] += ballVel[0] * time
ballPos[1] += ballVel[1] * time
ballVel = nextVel
delta -= time * 1000
this.object.material.color.set(0xffffff)
iter++;
if(iter == 50)
return([0,0])
}
}
update()
{
// TODO: m[ae]th
this.object.material.color.set(0xff5555)
let gameTime = performance.now() - this.start
let lastPosDelta = gameTime - this.srvPos.time
let ballPos = [...this.srvPos.pos];
let ballVel = [...this.srvPos.vel];
let ballUp = this.object.position.y > (this.limits.up / 2)
let betterPositions = this.getBetterPositions()
let newPos = this.calcNewPos(lastPosDelta,betterPositions, ballPos, ballVel, ballUp)
this.object.position.set(newPos[0], this.object.position.y, newPos[1]);
this.updateTrail();
}
updateTrail()
{
const trailColors = trailGeometry.attributes.customColor.array;
for (let i = trailPositions.length - 3; i >= 3; i--)
trailPositions[i] = trailPositions[i - 3];
trailPositions[0] = this.object.position.x;
trailPositions[1] = this.object.position.y;
trailPositions[2] = this.object.position.z;
for (let i = 0; i < 33; i++)
trailSizes[i] = Math.max(0.5 * (1 - i / 33), 0.1);
for (let i = 0; i < 33; i++) {
const alpha = Math.max(1 - i / 33, 0);
trailColors[i * 4] = 1.0 / Math.max(this.srvPos.vel[0] < 0 ? - this.srvPos.vel[0] : this.srvPos.vel[0], 0.3);
trailColors[i * 4 + 1] = 1.0 / Math.max(this.srvPos.vel[1] < 0 ? - this.srvPos.vel[1] : this.srvPos.vel[1], 0.3);
trailColors[i * 4 + 2] = 1.0 / Math.max((this.srvPos.vel[0] < 0 ? - this.srvPos.vel[0] : this.srvPos.vel[0]) + this.srvPos.vel[1] < 0 ? - this.srvPos.vel[1] : this.srvPos.vel[1], 0.3);
trailColors[i * 4 + 3] = alpha;
}
trailGeometry.attributes.position.needsUpdate = true;
trailGeometry.attributes.size.needsUpdate = true;
trailGeometry.attributes.customColor.needsUpdate = true;
}
dispose()
{
if (this.interval)
clearInterval(this.interval);
this.interval = null;
if (this.object)
{
if (this.object.geometry)
this.object.geometry.dispose();
if (this.object.material)
this.object.material.dispose();
if (this.object.texture)
this.object.texture.dispose();
}
this.object = null;
}
}
let trailGeometry = null;
let trailPositions = null;
let trailMaterial = null;
let trailSizes = null;
let trail = null;
const vertexShader = `
attribute float size;
attribute vec4 customColor;
varying vec4 vColor;
void main() {
vColor = customColor; // Envoie la couleur de la particule
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_PointSize = size * (300.0 / -mvPosition.z);
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
varying vec4 vColor; // Reçoit la couleur et l'alpha du vertex shader
void main() {
gl_FragColor = vColor; // Utilise la couleur avec l'alpha
}
`;
function makeParticules(scene) {
trailGeometry = new THREE.BufferGeometry();
trailPositions = new Float32Array(99);
trailGeometry.setAttribute('position', new THREE.BufferAttribute(trailPositions, 3));
trailSizes = new Float32Array(33);
trailGeometry.setAttribute('size', new THREE.BufferAttribute(trailSizes, 1));
const trailColors = new Float32Array(132);
trailGeometry.setAttribute('customColor', new THREE.BufferAttribute(trailColors, 4));
trailMaterial = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true,
blending: THREE.AdditiveBlending
});
trail = new THREE.Points(trailGeometry, trailMaterial);
scene.add(trail);
}
export { Ball };