This repository has been archived by the owner on Jun 27, 2023. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmain.js
163 lines (127 loc) · 3.83 KB
/
main.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
var renderer = null,
scene = null,
camera = null;
var geometry, material, mesh, pointLight, playerA, playerB, keyDown, fieldA, fieldB, ball, net, counter, fontMesh;
var scoreA = scoreB = 0;
function init() {
var container = document.getElementById("container");
// Renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(container.offsetWidth, container.offsetHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.BasicShadowMap;
container.appendChild( renderer.domElement );
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x7ec0ee );
// Light
light = new THREE.AmbientLight(0xffffff, 0.2);
scene.add(light);
// Camera
camera = new THREE.PerspectiveCamera( 45, container.offsetWidth / container.offsetHeight, 1, 1000);
camera.position.y = 12;
// camera.position.z = 10;
camera.position.x = -20;
// camera.position.z = -12.5;
camera.lookAt(new THREE.Vector3(0, 5, 0));
scene.add(camera);
// Spielfeld Hälften
fieldA = new Field(0, -4.5);
scene.add(fieldA.getMesh());
fieldB = new Field(0, 4.5);
scene.add(fieldB.getMesh());
ball = new Ball(0, 4, -3.5);
scene.add(ball.getMesh());
playerA = new Player(0, 0, -4.5, 0xff0000);
scene.add(playerA.getMesh());
playerB = new Player(0, 0, 4.5, 0x00ff00);
scene.add(playerB.getMesh());
net = new Net(0, 2.25/2, 0);
scene.add(net.getMesh());
generateScore(scoreA, scoreB, scene);
pointLight = new THREE.PointLight(0xffffff, 0.8);
pointLight.position.set(0, 30, 0);
pointLight.castShadow = true;
pointLight.shadow.mapSize.width = 4096;
pointLight.shadow.mapSize.height = 4096;
pointLight.shadow.camera.near = 1;
pointLight.shadow.camera.far = 100;
scene.add(pointLight);
// // //Create a helper for the shadow camera (optional)
// var helper = new THREE.CameraHelper( pointLight.shadow.camera );
// scene.add( helper );
keyDown = new Array();
for (i = 0; i < 300; i++) {
keyDown[i] = false;
}
document.onkeydown = function(event) {
keyDown[event.keyCode] = true;
}
document.onkeyup = function(event) {
keyDown[event.keyCode] = false;
}
// Run loop
loop();
}
function loop() {
requestAnimationFrame(loop);
if(scoreA > 9 || scoreB > 9) {
scoreA = 0;
scoreB = 0;
playerA.reset(true);
playerB.reset(false);
ball.reset(true);
scene.remove(fontMesh);
generateScore(scoreA, scoreB, scene);
}
let collionValue = ball.update([playerA, playerB]);
playerA.update(keyDown, 65, 87, 68, 83, 32);
playerB.update(keyDown, 37, 38, 39, 40, 13);
switch (collionValue) {
case 0: //Feld A
scoreB++;
playerA.reset(true);
playerB.reset(false);
ball.reset(false);
scene.remove(fontMesh);
generateScore(scoreA, scoreB, scene);
//RESET
break;
case 1: //Feld B
scoreA++;
playerA.reset(true);
playerB.reset(false);
ball.reset(true);
scene.remove(fontMesh);
generateScore(scoreA, scoreB, scene);
break;
default:
}
renderer.render(scene, camera);
}
function generateScore(a, b, scene) {
//Counter
var fontLoader = new THREE.FontLoader();
var text = "" + a + " " + b;
fontLoader.load( 'fonts/helvetiker_regular.typeface.json', function (font) {
var fontGeometry = new THREE.TextGeometry( text, {
font: font,
size: 6,
height: 1,
curveSegments: 12,
bevelEnabled: false,
bevelThickness: 1,
bevelSize: 0.1,
bevelSegments: 0.1
} );
let fontMaterial = new THREE.MeshToonMaterial( {color: 0x110000} );
fontMesh = new THREE.Mesh( fontGeometry, fontMaterial );
fontMesh.rotation.y = -0.5*Math.PI;
fontMesh.position.x = 6;
fontMesh.position.y = 5;
fontMesh.position.z = -8;
fontMesh.castShadow = false;
fontMesh.reflective = 0;
scene.add(fontMesh);
} );
}