Game

by 蔡 育曄

HTML

<div id="info">Hexagon Base</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/94/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://code.jquery.com/jquery-2.1.4.min.js"></script>
 <script src="https://rawgit.com/jyunming-chen/tutsplus/master/js/text2D.js"></script>

CSS

#info {
  position: absolute;
  top: 0px;
  width: 100%;
  padding: 10px;
  text-align: center;
  color: #ffff00
}

body {
  overflow: hidden
}

JavaScript

var mGrids = [];
var N = 4;
const SIZE = 10;
const SQRT3 = Math.sqrt(3);
var score = 0,scoreB = 0;
var gameoverA,gameoverB;
var baseA,baseB;
var planeA,planeB;
var m,mB;
var j,k,s,t;
var ball,lacA,lacB;
var pickplane;

var first_row = -N;  // the 'r' of first row
function first_column(r) {  // the first column at r = 'r'
  if (r < 0)
    return -(N + r);
  else
    return -N;
}
class Ball {
  constructor (mass = 1, radius=38/Math.PI, friction = 0) {
    this.type = 'ball';
    this.mass = mass;  // may need to differentiate basketball & bowling ball
    this.radius = radius;
    this.friction = friction;  // for contact

    // for dynamics calculation
    this.pos = new THREE.Vector3();
    this.vel = new THREE.Vector3();
    this.initV =  new THREE.Vector3();
    this.force = new THREE.Vector3();
    this.count = 0;

    this.obj = new THREE.Object3D();
    loader.setCrossOrigin ('');
    let mesh = new THREE.Mesh (new THREE.SphereGeometry(radius, 32, 32), new THREE.MeshLambertMaterial({map:loader.load("https://i.imgur.com/Sw4OGXN.png")}))
    this.obj.add (mesh)
    scene.add (this.obj)
  }

  update(dt) {

    // after GLOBAL collision & contact
    this.vel.add (this.force.clone().multiplyScalar(dt))
    this.pos.add (this.vel.clone().multiplyScalar(dt)) 
    this.obj.position.copy (this.pos);
    if(this.obj.position.y <this.radius) {
      bump();
     // this.pos.copy(baseB.position.clone().add(new THREE.Vector3(0,shell.radius/2+5,0)));
     // this.vel.copy(shell.initV);
      //this.obj.position.copy(this.pos)
      update = !update;
      console.log(update)
      
    }  
  }

  // useless API
  moveTo(thePos) {
    this.pos.copy (thePos);
    this.obj.position.copy (this.pos);
  }

  rotateTo (theta) {  // abs CCW angle
    this.obj.rotation.z = theta;
    //this.normal.applyEuler (new THREE.Euler (0,0,theta))
  }
}
class Cube {   // cube coordinate

	constructor(x, y, z) {
    this.x = x;
    this.y = y;
    this.z = z;
  }
  toHex() {
    var q =...