179 lines
4.6 KiB
JavaScript
179 lines
4.6 KiB
JavaScript
import { Element } from "./Element.js";
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import { Quality } from "./utils.js";
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import { Size } from "./Cone.js";
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import { Spade } from "./Spade.js";
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export class TypeEntity {
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static other = 0;
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static player = 1;
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static ennemy = 2;
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}
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export class Env {
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constructor() {
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this.scene = new THREE.Scene();
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this.camera = new THREE.PerspectiveCamera(
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75,
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window.innerWidth / window.innerHeight,
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1,
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1000
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);
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this.camera.position.z = 7;
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this.renderer = new THREE.WebGLRenderer();
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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// Change the default quality of the rendered scene
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this.setQuality(Quality.medium);
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// Store all elements in the env
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this.elements = [];
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// Setup renderer for lights
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this.renderer.shadowMap.enabled = true;
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this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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// Add light source
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const light = new THREE.DirectionalLight(THREE.Color.NAMES.white);
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// On top : 1, right : 2 and between player (0) and camera (7) : 4
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light.position.set(2, 1, 4);
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light.castShadow = true;
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this.scene.add(light);
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// Clock
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this.clock = new THREE.Clock();
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}
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/**
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* Get the Canvas element
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* @returns domElement
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*/
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getDomElement = () => this.renderer.domElement;
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/**
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* Get current scene
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* @returns Scene
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*/
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getScene = () => this.scene;
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/**
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* Get used camera
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* @returns Camera
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*/
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getCamera = () => this.camera;
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/**
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* Get current renderer
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* @returns Render
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*/
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getRenderer = () => this.renderer;
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/**
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* Change the quality of the render
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* @param {Quality} quality
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* @returns
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*/
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setQuality = (quality) => {
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this.quality = quality;
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this.renderer.setSize(
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window.innerWidth / quality,
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window.innerHeight / quality,
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false
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);
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};
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/**
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* Add an element to the scene
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* @param {Element} element Element
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* @param {TypeEntity} type Type of the element added
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*/
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addToScene = (element, type) => {
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if (!type) {
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type = TypeEntity.other;
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}
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this.elements.push([element, type]);
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this.scene.add(element.data);
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};
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/**
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* Animate all the entities in the environnement
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* @param {boolean} demo
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*/
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animate = (demo) => {
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let playerDead = false;
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// Retrieve ennemies
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const ennemies = this.elements
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.filter((entityData) => entityData[1] == TypeEntity.ennemy)
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.map((ennemyData) => ennemyData[0]);
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// Player animation
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this.elements
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.filter((entityData) => entityData[1] == TypeEntity.player)
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.map((playerData) => playerData[0])
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.forEach((player) => {
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if (player.animation) {
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if (
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!player.animation(
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ennemies.map((object) => object.data),
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demo
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)
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) {
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// If animation returned false, the player died!
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playerDead = true;
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}
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}
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});
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// Enemy animation
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ennemies.forEach((ennemy) => {
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ennemy.data.position.x -= 0.05;
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if (ennemy.data.position.x <= -10) {
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ennemy.data.position.x = ennemy.startPos + Math.random() * 20;
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}
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});
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return playerDead;
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};
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/**
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* Render the current scene, using the camera
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* @returns
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*/
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render = () => this.renderer.render(this.scene, this.camera);
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/**
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* Update the game logic
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* @param {boolean} demo
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*/
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update = (demo) => {
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if (this.animate(demo)) {
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return true;
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}
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this.render();
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return false;
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};
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/**
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* Generate a random map of ennemies
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* @param {number} numberOfEnnemies
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*/
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generateRandomMap = (numberOfEnnemies) => {
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// Distance before the first ennemy hit the player
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const startDelta = 5;
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// Simple Spade
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for (let index = 1; index < numberOfEnnemies + 1; index++) {
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const spade = new Spade(
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Math.random() * 0xffffff,
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Math.round(Math.random()) ? Size.little : Size.big,
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startDelta + (index - 1) * 10
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);
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this.addToScene(spade, TypeEntity.ennemy);
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}
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};
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}
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