DodgeBall5
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], theta2_c;
var clock, force, line, Keeper, aa;
var increaseV0 = false;
var keyboard = new KeyboardState();
var Attack_IF;
var d_ball, keeper;
var Outs = [], Ins = [];
let returnx, returny, returnz;
class OutPlayer{
constructor(x=0,xref=0,theta=0,thetaRef=0){
/////////////////////
this.theta = theta;
this.thetaRef = thetaRef
this.x = x;
this.xref = xref;
this.v = 0;
this.KP = 100; // 'spring constant'
this.KD = 20;
//////////////////////
this.mesh = makePlayer();
this.pos = new THREE.Vector3();
this.group;
this.haveBall = false;
scene.add(this.mesh);
}
updateTheta (dt) {
let f = -this.KP * (this.theta-this.thetaRef) - this.KD*this.v;
this.v += f*dt;
this.theta += this.v*dt
return this.theta
}
update (dt) {
let f = -this.KP * (this.x-this.xref) - this.KD*this.v;
this.v += f*dt;
this.x += this.v*dt
return this.x
}
setRef (ref) {
this.xref = ref;
}
setThetaRef (ref) {
this.thetaRef = ref;
}
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){
theta2_c = 1;
cleaner();
this.haveBall = true;
Keeper.pos = this.mesh.position;
Keeper.rotationY = this.mesh.rotation.y;
Keeper.group = "Outs"
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);
Attack_IF.visible = false;
}
}
}
class InPlayer{
constructor(){
this.mesh = makePlayer();
this.pos = new THREE.Vector3();
this.haveBall = false;
scene.add(this.mesh);
}
hit(ball){
...