Add stealing mechanics and refactor frontend js

This commit is contained in:
Flatlogic Bot 2025-10-01 05:28:11 +00:00
parent 364f853d0e
commit c82e73843b
6 changed files with 469 additions and 449 deletions

43
assets/js/Ball.js Normal file
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import * as THREE from 'three';
export class Ball {
constructor(scene) {
this.scene = scene;
this.createBall();
}
createBall() {
const ballGeometry = new THREE.SphereGeometry(0.8, 16, 16);
const ballMaterial = new THREE.MeshStandardMaterial({ color: 0xffffff });
this.mesh = new THREE.Mesh(ballGeometry, ballMaterial);
this.mesh.position.y = 0.8;
this.mesh.castShadow = true;
this.mesh.possessedBy = null;
this.mesh.velocity = new THREE.Vector3();
this.mesh.lastStealTime = 0;
this.scene.add(this.mesh);
}
update() {
const possessionDistance = 1 + 0.8 + 0.5; // player radius + ball radius + buffer
if (this.mesh.possessedBy) {
const ballOffset = 1.5; // Distance in front of player
let offset = new THREE.Vector3(ballOffset, 0, 0); // Default offset
// Ball moves with the player who possesses it
if (this.mesh.possessedBy.lastVelocity && this.mesh.possessedBy.lastVelocity.lengthSq() > 0) {
const direction = this.mesh.possessedBy.lastVelocity.clone().normalize();
offset = direction.multiplyScalar(ballOffset);
}
this.mesh.position.copy(this.mesh.possessedBy.position).add(offset);
this.mesh.position.y = 0.8; // Keep it on the ground
} else {
// Update ball position based on velocity (when not possessed)
this.mesh.position.add(this.mesh.velocity);
this.mesh.velocity.multiplyScalar(0.97); // Friction
}
}
}

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assets/js/Field.js Normal file
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import * as THREE from 'three';
export class Field {
constructor(scene) {
this.scene = scene;
this.createField();
this.createLines();
this.createGoals();
}
createField() {
const fieldGeometry = new THREE.PlaneGeometry(60, 100);
const fieldMaterial = new THREE.MeshStandardMaterial({ color: 0x008000 }); // Green grass
const field = new THREE.Mesh(fieldGeometry, fieldMaterial);
field.rotation.x = -Math.PI / 2;
field.receiveShadow = true;
this.scene.add(field);
}
createLines() {
const lineMaterial = new THREE.LineBasicMaterial({ color: 0xffffff });
// Outer boundary
const boundary = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(-30, 0.01, -50),
new THREE.Vector3(30, 0.01, -50),
new THREE.Vector3(30, 0.01, 50),
new THREE.Vector3(-30, 0.01, 50),
new THREE.Vector3(-30, 0.01, -50)
]);
const boundaryLine = new THREE.Line(boundary, lineMaterial);
this.scene.add(boundaryLine);
// Center line
const centerLineGeo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(-30, 0.01, 0),
new THREE.Vector3(30, 0.01, 0)
]);
const centerLine = new THREE.Line(centerLineGeo, lineMaterial);
this.scene.add(centerLine);
// Center circle
const centerCirclePoints = [];
const centerCircleRadius = 8;
for (let i = 0; i <= 64; i++) {
const theta = (i / 64) * Math.PI * 2;
centerCirclePoints.push(new THREE.Vector3(Math.cos(theta) * centerCircleRadius, 0.01, Math.sin(theta) * centerCircleRadius));
}
const centerCircleGeo = new THREE.BufferGeometry().setFromPoints(centerCirclePoints);
const centerCircleLine = new THREE.Line(centerCircleGeo, lineMaterial);
this.scene.add(centerCircleLine);
// Penalty Boxes
const penaltyBox1Geo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(15, 0.01, -50),
new THREE.Vector3(15, 0.01, -35),
new THREE.Vector3(-15, 0.01, -35),
new THREE.Vector3(-15, 0.01, -50),
new THREE.Vector3(15, 0.01, -50)
]);
const penaltyBox1 = new THREE.Line(penaltyBox1Geo, lineMaterial);
this.scene.add(penaltyBox1);
const penaltyBox2Geo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(15, 0.01, 50),
new THREE.Vector3(15, 0.01, 35),
new THREE.Vector3(-15, 0.01, 35),
new THREE.Vector3(-15, 0.01, 50),
new THREE.Vector3(15, 0.01, 50)
]);
const penaltyBox2 = new THREE.Line(penaltyBox2Geo, lineMaterial);
this.scene.add(penaltyBox2);
}
createGoals() {
const goalMaterial = new THREE.MeshStandardMaterial({ color: 0xCCCCCC, metalness: 0.8, roughness: 0.2 });
const goal1 = new THREE.Group();
const post1_1 = new THREE.Mesh(new THREE.BoxGeometry(1, 5, 1), goalMaterial);
post1_1.position.set(-10, 2.5, 0);
const post1_2 = new THREE.Mesh(new THREE.BoxGeometry(1, 5, 1), goalMaterial);
post1_2.position.set(10, 2.5, 0);
const crossbar1 = new THREE.Mesh(new THREE.BoxGeometry(21, 1, 1), goalMaterial);
crossbar1.position.set(0, 5, 0);
goal1.add(post1_1, post1_2, crossbar1);
goal1.position.z = -50;
this.scene.add(goal1);
const goal2 = goal1.clone();
goal2.position.z = 50;
this.scene.add(goal2);
}
}

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import * as THREE from 'three';
export class Player {
constructor(scene, color, position, team) {
this.scene = scene;
this.color = color;
this.position = position;
this.team = team;
this.createPlayer();
}
createPlayer() {
const playerGeometry = new THREE.CapsuleGeometry(1, 2, 4, 8);
const playerMaterial = new THREE.MeshStandardMaterial({ color: this.color });
this.mesh = new THREE.Mesh(playerGeometry, playerMaterial);
this.mesh.position.set(this.position.x, this.position.y, this.position.z);
this.mesh.castShadow = true;
this.mesh.lastVelocity = new THREE.Vector3();
this.mesh.team = this.team;
this.scene.add(this.mesh);
}
shoot(ball) {
if (ball.mesh.possessedBy === this.mesh) {
ball.mesh.possessedBy = null;
const shootPower = 1.5;
ball.mesh.velocity.copy(this.mesh.lastVelocity).normalize().multiplyScalar(shootPower);
}
}
pass(ball, teammates) {
if (ball.mesh.possessedBy === this.mesh) {
ball.mesh.possessedBy = null;
const passPower = 0.8;
const passAngle = Math.PI / 6; // 30 degrees
let targetTeammate = null;
let minAngle = passAngle;
const playerDirection = this.mesh.lastVelocity.clone().normalize();
for (const teammate of teammates) {
const toTeammate = teammate.mesh.position.clone().sub(this.mesh.position);
const distanceToTeammate = toTeammate.length();
toTeammate.normalize();
const angle = playerDirection.angleTo(toTeammate);
if (angle < minAngle && distanceToTeammate < 40) { // Max pass distance
minAngle = angle;
targetTeammate = teammate;
}
}
if (targetTeammate) {
const direction = targetTeammate.mesh.position.clone().sub(this.mesh.position).normalize();
ball.mesh.velocity.copy(direction).multiplyScalar(passPower);
} else {
ball.mesh.velocity.copy(playerDirection).multiplyScalar(passPower);
}
}
}
}

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assets/js/Team.js Normal file
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import { Player } from './Player.js';
export class Team {
constructor(scene, color, numberOfPlayers, isPlayerTeam) {
this.scene = scene;
this.color = color;
this.numberOfPlayers = numberOfPlayers;
this.isPlayerTeam = isPlayerTeam;
this.players = [];
this.createTeam();
}
createTeam() {
for (let i = 0; i < this.numberOfPlayers; i++) {
let player;
if (this.isPlayerTeam) {
if (i === 0) {
player = new Player(this.scene, this.color, { x: -15, y: 1.5, z: 0 }, 'player');
} else {
player = new Player(this.scene, this.color, {
x: -Math.random() * 25 - 5, // Left side
y: 1.5,
z: (Math.random() - 0.5) * 80
}, 'player');
}
} else {
player = new Player(this.scene, this.color, {
x: Math.random() * 25 + 5, // Right side
y: 1.5,
z: (Math.random() - 0.5) * 80
}, 'bot');
}
this.players.push(player);
}
}
}

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import * as THREE from 'three';
// Basic Scene Setup
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x87CEEB); // Sky blue background
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(45, 25, 0);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
directionalLight.position.set(20, 30, 20);
directionalLight.castShadow = true;
directionalLight.shadow.camera.top = 20;
directionalLight.shadow.camera.bottom = -20;
directionalLight.shadow.camera.left = -20;
directionalLight.shadow.camera.right = 20;
scene.add(directionalLight);
// Field
const fieldGeometry = new THREE.PlaneGeometry(60, 100);
const fieldMaterial = new THREE.MeshStandardMaterial({ color: 0x008000 }); // Green grass
const field = new THREE.Mesh(fieldGeometry, fieldMaterial);
field.rotation.x = -Math.PI / 2;
field.receiveShadow = true;
scene.add(field);
// Field Lines
const lineMaterial = new THREE.LineBasicMaterial({ color: 0xffffff });
// Outer boundary
const boundary = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(-30, 0.01, -50),
new THREE.Vector3(30, 0.01, -50),
new THREE.Vector3(30, 0.01, 50),
new THREE.Vector3(-30, 0.01, 50),
new THREE.Vector3(-30, 0.01, -50)
]);
const boundaryLine = new THREE.Line(boundary, lineMaterial);
scene.add(boundaryLine);
// Center line
const centerLineGeo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(-30, 0.01, 0),
new THREE.Vector3(30, 0.01, 0)
]);
const centerLine = new THREE.Line(centerLineGeo, lineMaterial);
scene.add(centerLine);
// Center circle
const centerCirclePoints = [];
const centerCircleRadius = 8;
for (let i = 0; i <= 64; i++) {
const theta = (i / 64) * Math.PI * 2;
centerCirclePoints.push(new THREE.Vector3(Math.cos(theta) * centerCircleRadius, 0.01, Math.sin(theta) * centerCircleRadius));
}
const centerCircleGeo = new THREE.BufferGeometry().setFromPoints(centerCirclePoints);
const centerCircleLine = new THREE.Line(centerCircleGeo, lineMaterial);
scene.add(centerCircleLine);
// Penalty Boxes
const penaltyBox1Geo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(15, 0.01, -50),
new THREE.Vector3(15, 0.01, -35),
new THREE.Vector3(-15, 0.01, -35),
new THREE.Vector3(-15, 0.01, -50),
new THREE.Vector3(15, 0.01, -50)
]);
const penaltyBox1 = new THREE.Line(penaltyBox1Geo, lineMaterial);
scene.add(penaltyBox1);
const penaltyBox2Geo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(15, 0.01, 50),
new THREE.Vector3(15, 0.01, 35),
new THREE.Vector3(-15, 0.01, 35),
new THREE.Vector3(-15, 0.01, 50),
new THREE.Vector3(15, 0.01, 50)
]);
const penaltyBox2 = new THREE.Line(penaltyBox2Geo, lineMaterial);
scene.add(penaltyBox2);
// Goals
const goalGeometry = new THREE.BoxGeometry(20, 5, 2);
const goalMaterial = new THREE.MeshStandardMaterial({ color: 0xCCCCCC, metalness: 0.8, roughness: 0.2 });
const goal1 = new THREE.Group();
const post1_1 = new THREE.Mesh(new THREE.BoxGeometry(1, 5, 1), goalMaterial);
post1_1.position.set(-10, 2.5, 0);
const post1_2 = new THREE.Mesh(new THREE.BoxGeometry(1, 5, 1), goalMaterial);
post1_2.position.set(10, 2.5, 0);
const crossbar1 = new THREE.Mesh(new THREE.BoxGeometry(21, 1, 1), goalMaterial);
crossbar1.position.set(0, 5, 0);
goal1.add(post1_1, post1_2, crossbar1);
goal1.position.z = -50;
scene.add(goal1);
const goal2 = goal1.clone();
goal2.position.z = 50;
scene.add(goal2);
// Player
const playerGeometry = new THREE.CapsuleGeometry(1, 2, 4, 8);
const playerMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000 }); // Red player
const player = new THREE.Mesh(playerGeometry, playerMaterial);
player.position.y = 1.5; // Stand on the field
player.castShadow = true;
player.lastVelocity = new THREE.Vector3();
player.team = 'player';
scene.add(player);
// Teammates
const teammateMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000 }); // Red teammates
const teammates = [];
for (let i = 0; i < 3; i++) {
const teammate = new THREE.Mesh(playerGeometry, teammateMaterial);
teammate.position.set(
(Math.random() - 0.5) * 50,
1.5,
(Math.random() - 0.5) * 80
);
teammate.castShadow = true;
teammate.team = 'player';
teammate.lastVelocity = new THREE.Vector3();
scene.add(teammate);
teammates.push(teammate);
}
// Simple Bot Players (Static)
const botMaterial = new THREE.MeshStandardMaterial({ color: 0x0000ff }); // Blue bots
const bots = [];
for (let i = 0; i < 4; i++) {
const bot = new THREE.Mesh(playerGeometry, botMaterial);
bot.position.set(
(Math.random() - 0.5) * 50,
1.5,
(Math.random() - 0.5) * 80
);
bot.castShadow = true;
bot.team = 'bot';
bot.lastVelocity = new THREE.Vector3();
scene.add(bot);
bots.push(bot);
}
const allPlayers = [player, ...teammates, ...bots];
// Ball
const ballGeometry = new THREE.SphereGeometry(0.8, 16, 16);
const ballMaterial = new THREE.MeshStandardMaterial({ color: 0xffffff });
const ball = new THREE.Mesh(ballGeometry, ballMaterial);
ball.position.y = 0.8;
ball.castShadow = true;
ball.possessedBy = null;
ball.velocity = new THREE.Vector3();
scene.add(ball);
// Player Controls
const keyboardState = {};
window.addEventListener('keydown', (e) => { keyboardState[e.code] = true; });
window.addEventListener('keyup', (e) => { keyboardState[e.code] = false; });
const playerSpeed = 0.2;
const playerRadius = 1; // Approximate radius for collision
function updatePlayerPosition() {
const velocity = new THREE.Vector3();
if (keyboardState['ArrowUp']) {
velocity.x -= playerSpeed;
}
if (keyboardState['ArrowDown']) {
velocity.x += playerSpeed;
}
if (keyboardState['ArrowLeft']) {
velocity.z += playerSpeed;
}
if (keyboardState['ArrowRight']) {
velocity.z -= playerSpeed;
}
if (velocity.lengthSq() > 0) {
player.lastVelocity.copy(velocity);
}
const newPosition = player.position.clone().add(velocity);
// Collision detection with other players
let collision = false;
for (const otherPlayer of allPlayers) {
if (otherPlayer === player) continue;
const distance = newPosition.distanceTo(otherPlayer.position);
if (distance < playerRadius * 2) {
collision = true;
break;
}
}
if (!collision) {
player.position.copy(newPosition);
}
// Shooting
if (keyboardState['KeyD']) {
shoot();
}
// Passing
if (keyboardState['KeyS']) {
pass();
}
}
function shoot() {
if (ball.possessedBy === player) {
ball.possessedBy = null;
const shootPower = 1.5;
ball.velocity.copy(player.lastVelocity).normalize().multiplyScalar(shootPower);
}
}
function pass() {
if (ball.possessedBy === player) {
ball.possessedBy = null;
const passPower = 0.8;
const passAngle = Math.PI / 6; // 30 degrees
let targetTeammate = null;
let minAngle = passAngle;
const playerDirection = player.lastVelocity.clone().normalize();
for (const teammate of teammates) {
const toTeammate = teammate.position.clone().sub(player.position);
const distanceToTeammate = toTeammate.length();
toTeammate.normalize();
const angle = playerDirection.angleTo(toTeammate);
if (angle < minAngle && distanceToTeammate < 40) { // Max pass distance
minAngle = angle;
targetTeammate = teammate;
}
}
if (targetTeammate) {
const direction = targetTeammate.position.clone().sub(player.position).normalize();
ball.velocity.copy(direction).multiplyScalar(passPower);
} else {
ball.velocity.copy(playerDirection).multiplyScalar(passPower);
}
}
}
function updateBallPosition() {
const possessionDistance = playerRadius + 0.8 + 0.5; // player radius + ball radius + buffer
if (ball.possessedBy) {
const ballOffset = 1.5; // Distance in front of player
let offset = new THREE.Vector3(ballOffset, 0, 0); // Default offset
// Ball moves with the player who possesses it
if (ball.possessedBy.lastVelocity && ball.possessedBy.lastVelocity.lengthSq() > 0) {
const direction = ball.possessedBy.lastVelocity.clone().normalize();
offset = direction.multiplyScalar(ballOffset);
}
ball.position.copy(ball.possessedBy.position).add(offset);
ball.position.y = 0.8; // Keep it on the ground
// Check for steals
const stealRadius = playerRadius * 2.2;
for (const p of allPlayers) {
if (p === ball.possessedBy) continue;
const distanceToBallOwner = p.position.distanceTo(ball.possessedBy.position);
if (distanceToBallOwner < stealRadius) {
ball.possessedBy = p;
break;
}
}
} else {
// Update ball position based on velocity (when not possessed)
ball.position.add(ball.velocity);
ball.velocity.multiplyScalar(0.97); // Friction
// Ball collision with players
for (const p of allPlayers) {
const distance = ball.position.distanceTo(p.position);
if (distance < playerRadius + 0.8) {
const normal = ball.position.clone().sub(p.position).normalize();
ball.velocity.reflect(normal).multiplyScalar(0.8);
}
}
// Check for gaining possession
for (const p of allPlayers) {
const distanceToPlayer = ball.position.distanceTo(p.position);
if (distanceToPlayer < possessionDistance && ball.velocity.lengthSq() < 0.1) {
ball.possessedBy = p;
ball.velocity.set(0, 0, 0);
break; // Only one player can possess the ball at a time
}
}
}
}
const aiSpeed = 0.1;
function getDiamondFormation(ballOwner, allTeammates) {
const formation = [];
const spacing = 15;
const ownerPos = ballOwner.position;
let playerDirection = ballOwner.lastVelocity.clone();
if (playerDirection.lengthSq() === 0) { // If player is not moving
// Default direction towards opponent's goal
playerDirection = (ballOwner.team === 'player') ? new THREE.Vector3(0, 0, 1) : new THREE.Vector3(0, 0, -1);
}
playerDirection.normalize();
// Vector perpendicular to player direction on the XZ plane
const perpendicularDirection = new THREE.Vector3(-playerDirection.z, 0, playerDirection.x);
const basePositions = [
playerDirection.clone().multiplyScalar(spacing), // Ahead
playerDirection.clone().multiplyScalar(-spacing * 0.8), // Behind (closer)
perpendicularDirection.clone().multiplyScalar(spacing), // Right
perpendicularDirection.clone().multiplyScalar(-spacing) // Left
];
// Assign available positions to teammates
for (let i = 0; i < allTeammates.length; i++) {
if(basePositions[i]) {
formation.push(ownerPos.clone().add(basePositions[i]));
}
}
return formation;
}
function updateAIPlayers() {
const ballOwner = ball.possessedBy;
// Get all AI players for team 'player' and team 'bot'
const playerTeamAIs = teammates;
const botTeamAIs = bots;
// Determine which AI players are teammates of the ball owner
let formationAIs = [];
if (ballOwner) {
if (ballOwner.team === 'player') {
formationAIs = playerTeamAIs.filter(p => p !== ballOwner);
} else if (ballOwner.team === 'bot') {
formationAIs = botTeamAIs.filter(p => p !== ballOwner);
}
}
// To have a consistent assignment, sort them by id
formationAIs.sort((a,b) => a.id - b.id);
let formationPositions = [];
if (ballOwner && formationAIs.length > 0) {
formationPositions = getDiamondFormation(ballOwner, formationAIs);
}
for (const aiPlayer of allPlayers) {
if (aiPlayer === player) continue; // Skip user-controlled player
let targetPosition;
const formationIndex = formationAIs.indexOf(aiPlayer);
if (ballOwner === aiPlayer) {
// This AI has the ball, move towards the opponent's goal
targetPosition = new THREE.Vector3(0, 0, aiPlayer.team === 'player' ? 50 : -50);
} else if (ballOwner && aiPlayer.team === ballOwner.team && formationIndex !== -1) {
// This AI is a teammate of the ball owner, get into formation
if(formationPositions[formationIndex]){
targetPosition = formationPositions[formationIndex];
} else {
targetPosition = ball.position; // Fallback
}
} else {
// This AI is an opponent, or no one has the ball. Chase the ball.
targetPosition = ball.position;
}
const direction = targetPosition.clone().sub(aiPlayer.position).normalize();
const velocity = direction.multiplyScalar(aiSpeed);
const newPosition = aiPlayer.position.clone().add(velocity);
// Basic collision avoidance with other players
let collision = false;
for (const otherPlayer of allPlayers) {
if (otherPlayer === aiPlayer) continue;
const distance = newPosition.distanceTo(otherPlayer.position);
if (distance < playerRadius * 2) {
collision = true;
break;
}
}
if (!collision) {
aiPlayer.position.copy(newPosition);
aiPlayer.lastVelocity.copy(velocity);
}
}
}
// Animation Loop
function animate() {
requestAnimationFrame(animate);
updatePlayerPosition();
updateAIPlayers();
updateBallPosition();
// Camera follows player from the sideline
camera.position.z = player.position.z;
camera.lookAt(player.position);
renderer.render(scene, camera);
}
// Handle Window Resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
animate();
import './main.js';

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// Smooth scrolling for anchor links
document.querySelectorAll('a[href^="#"]').forEach(anchor => {
anchor.addEventListener('click', function (e) {
e.preventDefault();
import * as THREE from 'three';
import { Field } from './Field.js';
import { Ball } from './Ball.js';
import { Team } from './Team.js';
document.querySelector(this.getAttribute('href')).scrollIntoView({
behavior: 'smooth'
});
});
});
class Game {
constructor() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.keyboardState = {};
this.init();
}
init() {
this.scene.background = new THREE.Color(0x87CEEB); // Sky blue background
this.camera.position.set(45, 25, 0);
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.shadowMap.enabled = true;
document.body.appendChild(this.renderer.domElement);
this.initLighting();
this.field = new Field(this.scene);
this.ball = new Ball(this.scene);
this.playerTeam = new Team(this.scene, 0xff0000, 4, true);
this.botTeam = new Team(this.scene, 0x0000ff, 4, false);
this.allPlayers = [...this.playerTeam.players, ...this.botTeam.players];
this.player = this.playerTeam.players[0];
this.initControls();
this.animate();
}
initLighting() {
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
this.scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
directionalLight.position.set(20, 30, 20);
directionalLight.castShadow = true;
directionalLight.shadow.camera.top = 20;
directionalLight.shadow.camera.bottom = -20;
directionalLight.shadow.camera.left = -20;
directionalLight.shadow.camera.right = 20;
this.scene.add(directionalLight);
}
initControls() {
window.addEventListener('keydown', (e) => { this.keyboardState[e.code] = true; });
window.addEventListener('keyup', (e) => { this.keyboardState[e.code] = false; });
}
updatePlayerPosition() {
const playerSpeed = 0.2;
const playerRadius = 1; // Approximate radius for collision
const velocity = new THREE.Vector3();
if (this.keyboardState['ArrowUp']) {
velocity.x -= playerSpeed;
}
if (this.keyboardState['ArrowDown']) {
velocity.x += playerSpeed;
}
if (this.keyboardState['ArrowLeft']) {
velocity.z += playerSpeed;
}
if (this.keyboardState['ArrowRight']) {
velocity.z -= playerSpeed;
}
if (velocity.lengthSq() > 0) {
this.player.mesh.lastVelocity.copy(velocity);
}
const newPosition = this.player.mesh.position.clone().add(velocity);
// Collision detection with other players
let collision = false;
for (const otherPlayer of this.allPlayers) {
if (otherPlayer === this.player) continue;
const distance = newPosition.distanceTo(otherPlayer.mesh.position);
if (distance < playerRadius * 2) {
collision = true;
break;
}
}
if (!collision) {
this.player.mesh.position.copy(newPosition);
}
// Shooting
if (this.keyboardState['KeyD']) {
this.player.shoot(this.ball);
}
// Passing
if (this.keyboardState['KeyS']) {
this.player.pass(this.ball, this.playerTeam.players.slice(1));
}
}
updateAIPlayers() {
const aiSpeed = 0.1;
const playerRadius = 1;
for (const aiPlayer of this.allPlayers) {
if (aiPlayer === this.player) continue; // Skip user-controlled player
let targetPosition;
const ballOwner = this.ball.mesh.possessedBy;
if (ballOwner === aiPlayer.mesh) {
// This AI has the ball, move towards the opponent's goal
targetPosition = new THREE.Vector3(0, 0, aiPlayer.mesh.team === 'player' ? 50 : -50);
} else if (ballOwner && aiPlayer.mesh.team === ballOwner.team) {
// This AI is a teammate of the ball owner, get into formation
targetPosition = ballOwner.position.clone().add(new THREE.Vector3(10, 0, 10));
} else {
// This AI is an opponent, or no one has the ball. Chase the ball.
targetPosition = this.ball.mesh.position;
}
const direction = targetPosition.clone().sub(aiPlayer.mesh.position).normalize();
const velocity = direction.multiplyScalar(aiSpeed);
const newPosition = aiPlayer.mesh.position.clone().add(velocity);
// Basic collision avoidance with other players
let collision = false;
for (const otherPlayer of this.allPlayers) {
if (otherPlayer === aiPlayer) continue;
const distance = newPosition.distanceTo(otherPlayer.mesh.position);
if (distance < playerRadius * 2) {
collision = true;
break;
}
}
if (!collision) {
aiPlayer.mesh.position.copy(newPosition);
aiPlayer.mesh.lastVelocity.copy(velocity);
}
}
}
updateBall() {
this.ball.update();
const playerRadius = 1;
const possessionDistance = playerRadius + 0.8 + 0.5;
const STEAL_COOLDOWN = 1000;
// Ball collision with players
for (const p of this.allPlayers) {
const distance = this.ball.mesh.position.distanceTo(p.mesh.position);
if (distance < playerRadius + 0.8) {
const normal = this.ball.mesh.position.clone().sub(p.mesh.position).normalize();
this.ball.mesh.velocity.reflect(normal).multiplyScalar(0.8);
}
}
// Check for gaining possession
if (!this.ball.mesh.possessedBy) {
for (const p of this.allPlayers) {
const distanceToPlayer = this.ball.mesh.position.distanceTo(p.mesh.position);
if (distanceToPlayer < possessionDistance && this.ball.mesh.velocity.lengthSq() < 0.1) {
this.ball.mesh.possessedBy = p.mesh;
this.ball.mesh.velocity.set(0, 0, 0);
this.ball.mesh.lastStealTime = Date.now();
break; // Only one player can possess the ball at a time
}
}
}
// Check for steals
const stealRadius = playerRadius * 2.2;
const now = Date.now();
const ballOwner = this.ball.mesh.possessedBy;
if (ballOwner && now - this.ball.mesh.lastStealTime > STEAL_COOLDOWN) {
for (const p of this.allPlayers) {
if (p.mesh === ballOwner) continue;
const distanceToBallOwner = p.mesh.position.distanceTo(ballOwner.position);
if (distanceToBallOwner < stealRadius) {
const owner = ballOwner;
const stealer = p.mesh;
let canSteal = true; // Default to allow steal
if (owner.lastVelocity.lengthSq() > 0) {
// Check if the stealer is roughly in front of the owner
const ownerDirection = owner.lastVelocity.clone().normalize();
const toStealer = stealer.position.clone().sub(owner.position).normalize();
const angle = ownerDirection.angleTo(toStealer);
if (angle >= Math.PI / 2) { // If stealer is not in front (90 degree FOV)
canSteal = false;
}
}
if (canSteal) {
this.ball.mesh.possessedBy = stealer;
this.ball.mesh.lastStealTime = now;
break;
}
}
}
}
}
animate() {
requestAnimationFrame(() => this.animate());
this.updatePlayerPosition();
this.updateAIPlayers();
this.updateBall();
// Camera follows player from the sideline
this.camera.position.z = this.player.mesh.position.z;
this.camera.lookAt(this.player.mesh.position);
this.renderer.render(this.scene, this.camera);
}
}
new Game();