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