DodgeBall6_add_lambda
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>
<script src="https://yuang2tank.github.io/Dodgeball/DodgeBall001.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 theta, theta2;
var clock, line;
var keyboard = new KeyboardState();
var Attack_IF, d_ball, Keeper, Catcher;
var Outs = [], Ins = [];
var Victims = [];
var targetC;
class Agent {
constructor(pos, mesh) {
this.pos = pos.clone();
this.vel = new THREE.Vector3();
this.force = new THREE.Vector3();
this.target = new THREE.Vector3();
this.size = 3;
this.mesh = mesh;
this.MAXSPEED = 50;
this.ARRIVAL_R = 30;
this.nbhd = [];
}
update(dt) {
this.accumulateForce();
this.vel.add(this.force.clone().multiplyScalar(dt));
// velocity modulation
let diff = this.target.clone().sub(this.pos)
let dst = diff.length();
if (dst < this.ARRIVAL_R) {
this.vel.setLength(dst)
}
this.pos.add(this.vel.clone().multiplyScalar(dt))
this.mesh.position.copy(this.pos)
}
distanceToTarget() {
return this.pos.distanceTo(this.target)
}
distanceTo(otherAgent) {
return this.pos.distanceTo(otherAgent.pos)
}
addNbr(otherAgent) {
this.nbhd.push(otherAgent)
}
setTarget(target) {
this.target.copy(target)
}
targetInducedSeekForce(targetPos) {
return targetPos.clone().sub(this.pos).normalize().multiplyScalar(this.MAXSPEED).sub(this.vel)
}
targetInducedFleeForce(targetPos) {
return targetPos.clone().sub(this.pos).normalize().multiplyScalar(-this.MAXSPEED).sub(this.vel)
}
accumulateForce(){
// flee if close enough
if (this.distanceToTarget() < 50) {
console.log ('getting close ...')
this.force.copy(this.targetInducedFleeForce(this.target));
} else
this.force.set(0, 0, 0)
// implement drag
this.force.add (this.vel.clone().multiplyScalar (-1.5))
// containment
let ct = this.setContainmentTarget();
if (ct !== null)
this.force.add (this.targetInducedSeekForce (ct));
// coherence
if (this.nbhd.length > 0) {
let sum = new THREE.Vector3();
for (let i = 0; i <...