DodgeBall2
by Rebecca Chen
HTML
<div id="info">Dodege Ball
<br>Press QW to rotate direction;
<br>Press D to increase power; Release to shoot
<p id='v0value'></p>
<button id='reset'>Reset
</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>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer, controls;
var h, L0, v0, theta, theta2;
var clock;
var pos, vel, force, start;
var increaseV0 = false;
var ground;
var line;
var keyboard = new KeyboardState();
var pdcontrol, catcher;
var d_ball;
let returnx, returny, returnz;
class Player{
constructor(r){
//pass = 0; atack = 1
this.PorA = 0;
//in = 0; out = 1
this.InOut = r;
this.mesh = makePlayer();
this.pos = new THREE.Vector3();
this.haveBall = false;
scene.add(this.mesh);
}
hit(ball){
if(Math.sqrt((ball.pos.x - this.pos.x)*(ball.pos.x - this.pos.x) + (ball.pos.z - this.pos.z)*(ball.pos.z - this.pos.z))<= 7 && ball.pos.y >= 0 && ball.pos.y < 17){
this.haveBall = true;
ball.hit = true;
}
}
}
class Dodgeball{
constructor(){
this.increaseV0 = false;
this.v0 = 0;
this.mesh = new THREE.Mesh(new THREE.SphereGeometry(2,20,20), new THREE.MeshNormalMaterial());
scene.add(this.mesh);
this.pos = new THREE.Vector3();
this.tmpPos = new THREE.Vector3();
this.vel = new THREE.Vector3();
this.shootStart = false;
}
start(){
}
update(dt){
this.tmpPos.set(this.pos.x, 0, this.pos.z);
this.vel.add(force.clone().multiplyScalar(dt));
this.pos.add(this.vel.clone().multiplyScalar(dt));
console.log('x: '+this.pos.x+' y: '+this.pos.y+' z: '+this.pos.z)
if (this.pos.y < 0) {
this.vel.y = this.vel.y * (-0.5)
this.vel.x = this.vel.x * (0.8)
this.vel.z = this.vel.z * (0.8)
//console.log('x: '+this.vel.x+' y: '+this.vel.y+' z: '+this.vel.z)
this.pos.y = 0 //this correction is VERY important! (bounce back or NOT)
}
else if(this.tmpPos.x.toFixed(6) == this.pos.x.toFixed(6) && this.tmpPos.z.toFixed(6) == this.pos.z.toFixed(6)){
this.shootStart = false;
this.pos.y = 0;
this.v0 = 0;
console.log('stopped!!')
}
this.mesh.position.copy(this.pos);
}
}
class PDController {
constructor (x=0, xref=0) {
this.x = x;
this.xref =...