Files
METH_Transcendence/site/real_game/class/soloClass/Ball.js
Kum1ta dc0b8fb950 Gane
- Continuing solo game
2024-08-29 00:45:13 +02:00

135 lines
3.5 KiB
JavaScript

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Ball.js :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: edbernar <edbernar@student.42angouleme. +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/08/28 15:58:03 by edbernar #+# #+# */
/* Updated: 2024/08/29 00:44:26 by edbernar ### ########.fr */
/* */
/* ************************************************************************** */
import * as THREE from 'three';
import { wallTop, wallBottom } from './Map.js';
import { player1, player2 } from './Players.js';
let ball = null;
let speed = 0.15;
let dir = -1;
let interval = null;
class Ball
{
static create(scene)
{
ball = createBall();
scene.add(ball);
ball.rotateY(0.8);
}
static dispose()
{
ball = null;
}
static moveBall()
{
createInterval();
}
static stopBall()
{
if (interval)
clearInterval(interval);
}
}
function createInterval()
{
interval = setInterval(() => {
console.log(ball.position);
moveForward();
bounceWallTop();
bounceWallTBottom();
bouncePlayer1();
}, 16);
}
function moveForward()
{
const direction = new THREE.Vector3(0, 0, dir);
direction.applyQuaternion(ball.quaternion);
ball.position.add(direction.multiplyScalar(speed));
}
function createBall()
{
const geometry = new THREE.SphereGeometry(0.3);
const material = new THREE.MeshPhysicalMaterial({color: 0xffffff});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.y += 0.3;
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.position.set (0, mesh.position.y, 0);
return (mesh);
}
function bounceWallTop()
{
const origin = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z);
const direction = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z - 1);
direction.normalize();
const raycaster = new THREE.Raycaster(origin, direction);
const objects = [ wallTop ];
const intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0)
{
if (intersects[0].distance <= 0.5)
ball.rotation.y = Math.PI - ball.rotation.y
}
}
function bounceWallTBottom()
{
const origin = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z);
const direction = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z + 1);
direction.normalize();
const raycaster = new THREE.Raycaster(origin, direction);
const objects = [ wallBottom ];
const intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0)
{
if (intersects[0].distance <= 0.4)
ball.rotation.y = Math.PI - ball.rotation.y;
}
}
function bouncePlayer1()
{
const origin = new THREE.Vector3(ball.position.x, ball.position.y, ball.position.z);
const direction = new THREE.Vector3(ball.position.x - 1, ball.position.y, ball.position.z);
direction.normalize();
const raycaster = new THREE.Raycaster(origin, direction);
const objects = [ player1 ];
const intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0)
{
if (intersects[0].distance <= 0.4)
ball.rotation.y = Math.PI - ball.rotation.y;
}
}
export { Ball };