DodgeBall4

by Bai Shiuan Huang

HTML

<div id="info">Dodege Ball
<br>使用QW選擇方向發射; 
<br>Press D or S 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 = [-Math.PI/6, 0, Math.PI/6];
var theta2_c;
var clock;
var pos, vel, force, start;
var increaseV0 = false;
var ground;
var line;
var keyboard = new KeyboardState();
var pdcontrol;
var d_ball;
var Out = [];
let returnx, returny, returnz;
var powerControl;
var interface0 = new THREE.Object3D()
var circle1, circle2, circle3, circleP, circleS;
class OutPlayer{
  constructor(){
    this.mesh = makePlayer();
    this.pos = new THREE.Vector3();
    this.haveBall = false;
    scene.add(this.mesh);
  }
  hit(ball){
    if(Math.sqrt((ball.mesh.position.x - this.mesh.position.x)*(ball.mesh.position.x - this.mesh.position.x) + (ball.mesh.position.z - this.mesh.position.z)*(ball.mesh.position.z - this.mesh.position.z))<= 7 && ball.mesh.position.y >= 0 && ball.mesh.position.y < 17){
      console.log('In Hit!!')
      for(let i = 0; i< Out.length; i++){
        Out[i].haveBall = false;
      }
      theta2_c = 1;
      this.haveBall = true;
      ball.shootStart = false;
      let posF_DB = new THREE.Vector3(5, 10, 0);
      this.mesh.updateMatrixWorld();
      this.mesh.localToWorld(posF_DB);
      ball.mesh.position.copy(posF_DB);
      interface0.visible = false;
    }
  }
}
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.vel = new THREE.Vector3();
    this.shootStart = false;
  }
  start(){
  
  }
  update(dt){
  	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...