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