Add the ball & implement pass/shoot functionality

This commit is contained in:
Flatlogic Bot 2025-09-29 17:44:01 +00:00
parent 5681888e69
commit db2d07f244

View File

@ -112,10 +112,31 @@ const playerMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000 }); // R
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(
@ -124,9 +145,24 @@ for (let i = 0; i < 4; i++) {
(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 = {};
@ -134,19 +170,136 @@ 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']) {
player.position.x -= playerSpeed;
velocity.x -= playerSpeed;
}
if (keyboardState['ArrowDown']) {
player.position.x += playerSpeed;
velocity.x += playerSpeed;
}
if (keyboardState['ArrowLeft']) {
player.position.z += playerSpeed;
velocity.z += playerSpeed;
}
if (keyboardState['ArrowRight']) {
player.position.z -= playerSpeed;
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
} 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
}
}
}
}
@ -154,6 +307,7 @@ function updatePlayerPosition() {
function animate() {
requestAnimationFrame(animate);
updatePlayerPosition();
updateBallPosition();
// Camera follows player from the sideline
camera.position.z = player.position.z;
@ -169,4 +323,4 @@ window.addEventListener('resize', () => {
renderer.setSize(window.innerWidth, window.innerHeight);
});
animate();
animate();