import { Cube } from "./Cube.js"; import { Rotation } from "./utils.js"; export class Joueur extends Cube { constructor(color) { super(color); this.data.position.y = 0.5; this.data.rotation.x = this.gameRotation; this.movementData = new Rotation(this.data.position); } animation = () => { // If we jump if (this.movementData.state) { // Rotation this.data.rotation.y -= this.movementData.rotationVelocity; // If we're falling (2nd part of the jump) if (this.movementData.falling()) { // Gravity! this.data.position.y -= this.movementData.jumpVelocity; } else { // If we're jumping (1st part of the jump) : jumping this.data.position.y += this.movementData.jumpVelocity; // Check if the jump stop and we need to goes down if (this.data.position.y >= this.movementData.jump) { this.movementData.changeJump(this.movementData.default.y); } } // End of the rotation if (this.data.rotation.y <= this.movementData.rotation) { // Force the final rotation this.data.rotation.y = this.movementData.rotation; // Force the end of the jump this.data.position.y = this.movementData.default.y; // End this.movementData.changeState(); } } }; controlUser = (key) => { const now = Date.now(); if ( key.code == "Space" && !this.movementData.state && now - this.movementData.lastJump > 300 ) { this.movementData.changeRotation( this.data.rotation.y - Math.PI / 2 ); this.movementData.changeJump(this.data.position.y + Math.PI / 2); this.movementData.changeState(now); } }; }