game-sound
by Leoooo
HTML
<div id="info">hw2<br>
<button id="play" style="width:20%">Play</button>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.js"></script>
<script src="https://code.jquery.com/jquery-2.1.4.min.js"></script>
<audio id="collisionsound" style="display:none">
<source src="sounds/collision3.wav" type='audio/wav'>
</audio>
<audio id="soundtrack" autoplay loop style="display:none">
<source src="sounds/KennyG.mp3" type='audio/mp3'>
</audio>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #000000
}
body {
overflow: hidden;
}
JavaScript
class Ball {
constructor (mesh, rad = 2, color) {
this.pos = new THREE.Vector3()
this.vel = new THREE.Vector3()
this.force = new THREE.Vector3()
//this.h=Math.random();
// this.l=Math.random();
this.mesh = mesh;
this.radius = rad;
this.light = new THREE.PointLight (color, 1, 60);
scene.add (this.light)
scene.add (this.mesh) // add to scene when particle is created
this.mesh.material.color.copy ( color.clone() );
}
update (dt) {
this.vel.add (this.force.clone().multiplyScalar (dt))
this.pos.add (this.vel.clone().multiplyScalar(dt))
this.collidingPlanes (planes,SPlanes)
this.scollidingPlanes();
//this.checkCollision(balls) ;
// simple collision
/*
if (this.pos.z > 100 - this.radius) {
const CR = 0.9
this.pos.z = 100 - this.radius
this.vel.z = - CR * this.vel.z;
}
*/
this.mesh.position.copy (this.pos)
this.light.position.copy (this.pos)
this.light.position.y += 20
}
collidingPlanes (planes,SPlanes)
{
const EPS = 1e-3
const CR = 0.96
for (let i = 0; i < planes.length; i++)
{
let plane = planes[i]
let point = this.pos.clone().sub (plane.ptOnPl)
if ( point.dot(plane.normal) < EPS + this.radius && point.projectOnPlane (plane.normal).length() < plane.length/2)
{
// position correction
this.pos.copy (plane.ptOnPl.clone().add (point.projectOnPlane(plane.normal)) )
this.pos.add (plane.normal.clone().multiplyScalar(this.radius))
// velocity update
this.vel.sub (plane.normal.clone().multiplyScalar ((1+CR)*this.vel.dot(plane.normal)))
//return; // assume particle collides with AT MOST one plane
collisionSound.play();
}
}
for (let i = 0; i < SPlanes.length; i++)
{
let plane = SPlanes[i]
let point = this.pos.clone().sub (plane.ptOnPl)
if ( point.dot(plane.normal) < EPS + this.radius && point.projectOnPlane (plane.normal).length() <...