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main-scene.js
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main-scene.js
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// billiards constants
const BALL_RAD = 3;
const TABLE_WIDTH = BALL_RAD * 6 * 8;
const TABLE_HEIGHT = BALL_RAD * 6 * 14.5;
// pocket constants
const POCKET_POSITIONS = [
Vec.of(0.955 * TABLE_WIDTH / 2, 0.98 * TABLE_HEIGHT / 2, 0),
Vec.of(-0.955 * TABLE_WIDTH / 2, 0.98 * TABLE_HEIGHT / 2, 0),
Vec.of(0.955 * TABLE_WIDTH / 2, -0.98 * TABLE_HEIGHT / 2, 0),
Vec.of(-0.955 * TABLE_WIDTH / 2, -0.98 * TABLE_HEIGHT / 2, 0),
Vec.of(TABLE_WIDTH / 2, 0, 0),
Vec.of(-TABLE_WIDTH / 2, 0, 0)
];
const POCKET_RAD = 1.85 * BALL_RAD; // balls count as sunk if they get within this distance of a pocket position
// const FRICTION_ACC = 0.01; // units per tick^2 - looks unnatural
const FRICTION_SPEED_FRACTION = 0.99; // each tick, the speed of each ball is multiplied by this coefficient
const FRICTION_MIN_SPEED = 0.01; // at this speed, friction will immediately stop the ball
const COLLISION_FRACTION = 0.99; // the amount of relative velocity components that colliding balls exchange
// lowering this beyond its maximum of 1 has the effect of lowering average kinetic energy while still conserving momentum of a collision
// seems to make collisions look a little more realistic - might simulate effects of rolling balls
const REWIND_MARGIN = -1e-6 // allows previous collision times to be detected and time rewound up to this amount
// due to floating point error for collisions that happen almost simultaneously
const MAX_HITTING_SPEED = 10; // max speed achievable when hitting the cue ball
const MAX_GRAV_ACC = 0.1; // acceleration (units/s^2) of balls downwards when they are fully in a pocket circle
shadowmat = null;
shadow = null;
// assumptions
// table centered around 0,0
// table is at level z=0, so balls are translated by one BALL_RAD upwards
//CAMERA GLOBALS - SAM
var tracked_object_transform_matrix = Mat4.identity(); //Transform matrix of the object which the dynamic camera is following. The Cue is also aimed at this object
var dynamic_camera_radius = 15 * BALL_RAD; //How far from the object the dynamic camera floats
var dynamic_camera_tilt = Math.PI / 10; //0 rad looks at horizon, PI/4 rad looks straight down
var dynamic_camera_xy_angle = Math.PI / 2; //0 rad looks down +x axis, PI/2 looks down +y axis, PI looks down -x axis, 3PI/2 looks down -y axis
var static_camera_matrix = Mat4.look_at(Vec.of(0, 0, 400), Vec.of(0,0,0), Vec.of(0,1,0)); //Mat4.inverse(Mat4.translation([0, 30, 0]).times(Mat4.rotation(Math.PI/2, Vec.of(-1, 0, 0)))); //Location of the static top down camera
var selected_camera = 0; // 0=static, 1=dynamic_camera_angle
var camera_sensitivity = 0.01 //dynamic camera will rotate at a rate of dx * camera_sensitivity radians where dx=pixels traversed by cursor
//CUE & GAMESTATE GLOBALS - SAM
var hitting = false; //currently in the hit animation or balls still moving?
var hit_force = 0; //force when SPACE was pressed
var hit_anim_start = 0; //time from this.t when SPACE was pressed to begin the current action phase
// more gamestate globals
var cue_hit = false; // true if cue ball has been hit, ensuring cue ball gets hit only once per turn, set by draw_cue
var endTurn = false; // flags count of pocketed balls and game functions in the display loop, set by draw_cue
// gui variable
var gui;
function onLoad() {
gui = new GUI();
gui.setupGame();
}
//SOUND MANAGER - SAM
class SoundManager {
constructor() {
this.clinking_balls = [new Audio("assets/sounds/balls_colliding_1.ogg"), new Audio("assets/sounds/balls_colliding_2.ogg"), new Audio("assets/sounds/balls_colliding_3.ogg"), new Audio("assets/sounds/balls_colliding_4.ogg"), new Audio("assets/sounds/balls_colliding_5.ogg"), new Audio("assets/sounds/balls_colliding_6.ogg"), new Audio("assets/sounds/balls_colliding_7.ogg")];
this.start_sound = new Audio("assets/sounds/start.ogg");
this.pocket_sound = [new Audio("assets/sounds/pocket.ogg"), new Audio("assets/sounds/pocket.ogg"), new Audio("assets/sounds/pocket.ogg"), new Audio("assets/sounds/pocket.ogg")];
this.cue_sound = new Audio("assets/sounds/cue_hit.ogg");
this.wall_sound = [new Audio("assets/sounds/wall_hit_1.ogg"), new Audio("assets/sounds/wall_hit_1.ogg"), new Audio("assets/sounds/wall_hit_3.ogg"), new Audio("assets/sounds/wall_hit_2.ogg"), new Audio("assets/sounds/wall_hit_1.ogg"), new Audio("assets/sounds/wall_hit_2.ogg"), new Audio("assets/sounds/wall_hit_3.ogg")];
this.clinking_balls[0].volume = 0.4;
this.clinking_balls[1].volume = 0.4;
this.clinking_balls[2].volume = 0.4;
this.clinking_balls[3].volume = 0.4;
this.clinking_balls[4].volume = 0.4;
this.clinking_balls[5].volume = 0.4;
this.clinking_balls[6].volume = 0.4;
this.wall_sound[0].volume = 0.3;
this.wall_sound[1].volume = 0.3;
this.wall_sound[2].volume = 0.3;
this.wall_sound[3].volume = 0.3;
this.wall_sound[4].volume = 0.3;
this.wall_sound[5].volume = 0.3;
this.wall_sound[6].volume = 0.3;
this.clink_index = 0;
this.wall_index = 0;
this.pocket_index = 0;
}
play_balls_clink() {
this.clinking_balls[this.clink_index].play();
this.clink_index = (this.clink_index + 1) % 7;
}
play_start_sound() {
this.start_sound.play();
}
play_pocket_sound() {
this.pocket_sound[this.pocket_index].play();
this.pocket_index = (this.pocket_index + 1) % 4;
}
play_wall_sound() {
this.wall_sound[this.wall_index].play();
this.wall_index = (this.wall_index + 1) % 7;
}
play_cue_sound() {
this.cue_sound.play();
}
}
var soundmanager = new SoundManager();
// ball class
class Ball {
// number = 0-15 (0=cue ball)
constructor(number, shape, material, initPosX, initPosY) {
this.number = number;
this.pos = Vec.of(initPosX, initPosY, 0);
this.velDir = Vec.of(0,0,0);
this.speed = 0; // in units per tick
this.shape = shape;
this.material = material;
// saves how much the ball has rotated
this.rotateMatrix = Mat4.identity();
// saves whether this ball should be drawn and collided with
this.visible = true;
// saves whether the ball is inside a pocket
// -1 = not sinking
// otherwise = index of pocket its sunk in
this.sinking = -1;
}
// --------------- IMPORTANT FUNCTIONS TO CALL
isStopped() {
return this.speed == 0;
}
draw(graphics_state) {
if (this.visible) {
shadow.draw(graphics_state, Mat4.translation([this.modelTransform()[0][3], this.modelTransform()[1][3], this.modelTransform()[2][3] - BALL_RAD + 0.05 + this.number * 0.001]).times(Mat4.scale([8, 8, 8])), shadowmat);
this.shape.draw(graphics_state, this.modelTransform(), this.material);
}
}
setPos(newPos) {
this.pos = newPos;
}
setVel(newVel) {
this.speed = newVel.norm();
if (this.speed == 0) {
this.velDir = Vec.of(0,0,0);
}
else {
this.velDir = newVel.normalized();
}
}
// call this every display loop
checkIfSinking() {
for (let i = 0; i < POCKET_POSITIONS.length && this.sinking < 0 && this.visible; i++)
if (this.pos.minus(POCKET_POSITIONS[i]).norm() <= POCKET_RAD)
this.sinking = i;
}
// call this every display loop
checkIfSunk() {
if (this.visible && this.sinking >= 0 && this.pos[2] < -3 * BALL_RAD)
return true;
return false;
}
// call every display loop
// force sinking ball to stay in pocket
// includes collisions
stayInPocket() {
if (this.visible && this.sinking >= 0) {
let pos = Vec.of(this.pos[0], this.pos[1], 0);
let pocketPos = POCKET_POSITIONS[this.sinking];
let realVel = this.velDir.times(this.speed);
let vel2D = Vec.of(realVel[0], realVel[1], 0);
// max allowable dist depends on height of ball
let maxDist = POCKET_RAD;
if (this.pos[2] >= -BALL_RAD && this.pos[2] <= 0) {
let height = BALL_RAD + this.pos[2]; // height of ball center above table
maxDist -= Math.sqrt(Math.pow(BALL_RAD, 2) - Math.pow(height, 2));
}
else {
maxDist -= BALL_RAD;
}
if (pos.minus(pocketPos).norm() > maxDist) {
let newPos2D = pocketPos.plus(pos.minus(pocketPos).normalized().times(0.98 * maxDist));
this.pos = Vec.of(newPos2D[0], newPos2D[1], this.pos[2]);
// change vel
let radialOut = pos.minus(pocketPos).normalized();
let projScalar = vel2D.dot(radialOut);
if (projScalar > 0) {
let projection = radialOut.times(projScalar);
vel2D = vel2D.minus(projection.times(1.9));
this.setVel(Vec.of(vel2D[0], vel2D[1], realVel[2]));
soundmanager.play_wall_sound();
}
}
}
}
// ---------------- INTERNAL HELPER FUNCTIONS
modelTransform() {
return Mat4.translation(Vec.of(0, 0, BALL_RAD))
.times(Mat4.translation(this.pos))
.times(this.rotateMatrix)
.times(Mat4.scale(Vec.of(BALL_RAD, BALL_RAD, BALL_RAD)));
}
// accounts for rotation and deceleration
physicsUpdate() {
this.updateRotation();
this.updateSpeed();
}
updateRotation() {
if (this.speed != 0) {
var rotationAxis = Vec.of(0,0,1).cross(this.velDir);
this.rotateMatrix = Mat4.rotation(this.speed / BALL_RAD, rotationAxis).times(this.rotateMatrix);
}
}
updateSpeed() { // call this last, after all position and rotation updates
/* old friction method
this.speed -= FRICTION_ACC;
if (this.speed < 0) this.speed = 0;
*/
if (this.speed <= FRICTION_MIN_SPEED)
this.speed = 0;
else
this.speed *= FRICTION_SPEED_FRACTION;
// add grav acceleration if ball sinking but not yet completely sunk
if (this.visible && this.sinking >= 0) {
// gravitational acceleration has less effect if the ball isn't completely in the pocket yet
let pos = Vec.of(this.pos[0], this.pos[1], 0);
let scale = (POCKET_RAD - pos.minus(POCKET_POSITIONS[this.sinking]).norm()) / BALL_RAD;
if (scale < 0) scale = 0;
if (scale > 1) scale = 1;
// scale goes from 0 (on edge of pocket) to 1 (fully inside pocket)
let grav_acc = scale * MAX_GRAV_ACC;
let vel = this.velDir.times(this.speed);
vel = vel.minus(Vec.of(0, 0, grav_acc));
// update ball vars
this.speed = vel.norm();
this.velDir = vel.normalized();
}
}
}
// Ball collision detector
class BallCollider {
constructor(ballArray) {
this.balls = ballArray;
this.collisions = [];
this.pathSegments = [];
// save initial positions
this.initPositions = [];
for (var i = 0; i < this.balls.length; i++) {
this.initPositions.push(this.balls[i].pos);
}
}
// -------------- IMPORTANT FUNCTIONS TO CALL
// call this function to update ball positions by one time step
updateBalls() {
if (this.allBallsStopped())
return;
this.collide();
for (var i = 0; i < this.balls.length; i++) {
this.pathSegments[i].updateBall(this.balls[i]);
this.balls[i].physicsUpdate();
}
}
// returns true if all the balls are stationary
allBallsStopped() {
for (var i = 0; i < this.balls.length; i++) {
if (!this.balls[i].isStopped())
return false;
}
return true;
}
// return balls to initial positions, with zero velocity
resetPositions() {
for (var i = 0; i < this.balls.length; i++) {
this.balls[i].setPos(this.initPositions[i]);
this.balls[i].setVel(Vec.of(0,0,0));
this.balls[i].visible = true;
}
}
// ------------- INTERNAL HELPER FUNCTIONS
collide() {
this.loopCounter = 0;
this.collisions = [];
this.pathSegments = [];
for (var i = 0; i < this.balls.length; i++) {
var ball = this.balls[i];
this.pathSegments.push(new PathSegment(ball.pos, ball.velDir.times(ball.speed), 1.0));
}
this.collectCollisions();
while (this.collisions.length > 0 && this.loopCounter < 50) {
this.computeCollision();
this.collectCollisions();
this.loopCounter++;
}
}
// computes the first collision in the collision list, updating all path segments to after the collision
// segment.collisionsRegistered should be true for all path segments
// after adjusting a ball's PathSegment direction, it removes all collisions involving that ball, allowing them to be recalculated in collectCollisions()
// also sets that collisionsRegistered to false for all segments involved in collision, since they have a new trajectory
computeCollision() {
var collision = this.collisions[0];
// wall collision, x-dir
if (collision.type == 1) {
for (var i = 0; i < this.pathSegments.length; i++) {
var segment = this.pathSegments[i];
segment.pos = segment.pos.plus(segment.vel.times(collision.time));
segment.timeDelta -= collision.time;
if (collision.ballIndex == i) {
segment.vel[0] = -segment.vel[0];
segment.collisionsRegistered = false;
}
}
this.removeCompletedCollision();
this.removeCollisions(collision.ballIndex);
soundmanager.play_wall_sound();
}
// wall collision, y-dir
else if (collision.type == 2) {
for (var i = 0; i < this.pathSegments.length; i++) {
var segment = this.pathSegments[i];
segment.pos = segment.pos.plus(segment.vel.times(collision.time));
segment.timeDelta -= collision.time;
if (collision.ballIndex == i) {
segment.vel[1] = -segment.vel[1];
segment.collisionsRegistered = false;
}
}
this.removeCompletedCollision();
this.removeCollisions(collision.ballIndex);
soundmanager.play_wall_sound();
}
// ball-ball collisions
else if (collision.type == 0) {
for (var i = 0; i < this.pathSegments.length; i++) {
var segment = this.pathSegments[i];
segment.pos = segment.pos.plus(segment.vel.times(collision.time));
segment.timeDelta -= collision.time;
if (collision.ballIndex == i) {
// collision stuff
var seg1 = segment;
var seg2 = this.pathSegments[collision.ballIndex2];
var relVel = seg2.vel.minus(seg1.vel); // ball 2 velocity relative to ball 1
var normalVec = seg1.pos.minus(seg2.pos).normalized(); // direction vector from ball 2 to ball 1
var velChange = normalVec.times(COLLISION_FRACTION * relVel.dot(normalVec)); // component of ball 2 relative velocity pointing directly at ball 1
seg1.vel = seg1.vel.plus(velChange);
seg2.vel = seg2.vel.minus(velChange);
seg1.collisionsRegistered = false;
seg2.collisionsRegistered = false;
}
}
this.removeCompletedCollision();
this.removeCollisions(collision.ballIndex);
this.removeCollisions(collision.ballIndex2);
soundmanager.play_balls_clink();
}
}
// updates a list of collisions
collectCollisions() {
for (var i = 0; i < this.pathSegments.length; i++) {
var segment = this.pathSegments[i];
// dont compute collisions if collisions already computed or if ball invisible or if ball sinking
if (this.balls[i].visible && this.balls[i].sinking < 0 && !segment.collisionsRegistered) {
// wall collisions x
var t = segment.timeOfWallCollisionX();
if (t >= REWIND_MARGIN) {
this.addCollision(new Collision(t, 1, i));
}
// wall collisions y
t = segment.timeOfWallCollisionY();
if (t >= REWIND_MARGIN) {
this.addCollision(new Collision(t, 2, i));
}
// ball collisions
for (var j = 0; j < this.pathSegments.length; j++) {
// only check collisions with pathsegments with collisionsRegistered = true - avoids double counting - this pathsegment (i) will become collisionsRegistered = true at the end of this loop
// also dont check collisions with invisible balls or sinking balls
var otherSegment = this.pathSegments[j];
if (i != j && this.balls[j].visible && this.balls[j].sinking < 0 && otherSegment.collisionsRegistered) {
t = segment.timeOfCollisionWith(otherSegment);
if (t >= REWIND_MARGIN) {
this.addCollision(new Collision(t, 0, i, j));
}
}
}
segment.collisionsRegistered = true;
}
}
}
// adds collision in correct time ordering
// if times are equal, prioritize wall collisions
addCollision(newCollision) {
var t = newCollision.time;
var j;
for (j = 0; j < this.collisions.length && this.collisions[j].time < t; j++);
if (newCollision.type == 0) // wall collisions before ball collisions if simultaneous
for (; j < this.collisions.length && this.collisions[j].time == t && this.collisions[j].type != 0; j++);
this.collisions.splice(j, 0, newCollision);
}
// removes the first collision, and updates the decrements all collision times by first collision time, so they will be relative to new time zero
removeCompletedCollision() {
var t = this.collisions[0].time;
this.collisions.shift();
for (var i = 0; i < this.collisions.length; i++) {
this.collisions[i].time -= t;
}
}
// removes all collisions involving a certain ball index
removeCollisions(ballIndex) {
for (var i = 0; i < this.collisions.length; i++) {
if (this.collisions[i].ballIndex == ballIndex || this.collisions[i].ballIndex2 == ballIndex) {
this.collisions.splice(i, 1);
i--;
}
}
}
}
class Collision {
// time = time (in ticks) relative to start of tick
// type = 0: ball collision, 1: wall collision x-dir, 2: wall collision y-dir
constructor(time, type, ballIndex, ballIndex2=-1) {
this.time = time;
this.type = type;
this.ballIndex = ballIndex;
this.ballIndex2 = ballIndex2;
}
}
class PathSegment {
// position = initial position (vector) of ball at start of segment
// velocity = velocity (vector) of ball during segment (units per tick)
// timeDelta = time period of segment (in ticks): final position = pos + vel * timeDelta
constructor(position, velocity, timeDelta) {
this.pos = position;
this.vel = velocity;
this.timeDelta = timeDelta;
this.collisionsRegistered = false;
}
finalPos() {
return this.pos.plus(this.vel.times(this.timeDelta));
}
// updates position and velocity of Ball object with final position and velocity variables
updateBall(ball) {
ball.pos = this.finalPos();
ball.speed = this.vel.norm();
if (ball.speed == 0)
ball.velDir = Vec.of(0,0,0);
else
ball.velDir = this.vel.normalized();
}
// returns negative if no collision within timeDelta
timeOfWallCollisionX() {
if (this.vel[0] == 0)
return -1;
var t = (TABLE_WIDTH / 2 - BALL_RAD - this.pos[0]) / this.vel[0];
if (t >= REWIND_MARGIN && t <= this.timeDelta && this.vel[0] > 0)
return t;
t = (-TABLE_WIDTH / 2 + BALL_RAD - this.pos[0]) / this.vel[0];
if (t >= REWIND_MARGIN && t <= this.timeDelta && this.vel[0] < 0)
return t;
return -1;
}
timeOfWallCollisionY() {
if (this.vel[1] == 0) return -1;
var t = (TABLE_HEIGHT / 2 - BALL_RAD - this.pos[1]) / this.vel[1];
if (t >= REWIND_MARGIN && t <= this.timeDelta && this.vel[1] > 0)
return t;
t = (-TABLE_HEIGHT / 2 + BALL_RAD - this.pos[1]) / this.vel[1];
if (t >= REWIND_MARGIN && t <= this.timeDelta && this.vel[1] < 0)
return t;
return -1;
}
// returns time of collision with PathSegment 'other'
// returns -1 if no collision within timeDelta
// other = PathSegment reference
// to support simultaneous wall and ball collisions, allow this to register collisions at t = 0
timeOfCollisionWith(other) {
var relVel = this.vel.minus(other.vel);
var relPos = this.pos.minus(other.pos);
var a = relVel.dot(relVel);
var c = relPos.dot(relPos) - 4 * BALL_RAD * BALL_RAD;
var b = 2 * relVel.dot(relPos);
if (a == 0) return -1; // balls moving at same speed
var det2 = b * b - 4 * a * c; // determinant squared
if (det2 <= 0) return -1; // if the balls never meet, or exactly graze each other at one point
var t = (-b - Math.sqrt(det2)) / (2 * a); // lower root represents entering the collision zone
if (t < REWIND_MARGIN || t > this.timeDelta) // collision occurs outside of time step
return -1;
return t;
}
}
//The maximum is exclusive and the minimum is inclusive
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min)) + min;
}
function shuffle(array) {
return array.sort(() => Math.random() - 0.5);
}
window.Billiards_Game = window.classes.Billiards_Game =
class Billiards_Game extends Scene_Component {
constructor(context, control_box)
{
// The scene begins by requesting the camera, shapes, and materials it will need.
super(context, control_box);
const r = context.width / context.height;
context.globals.graphics_state.projection_transform = Mat4.perspective(Math.PI / 4, r, .1, 1000);
//MOUSE CONTROLS EVENTS - SAM
//
this.mouse_button_pressed = false;
this.mouse_init_position = Vec.of(0, 0, 0);
context.canvas.addEventListener("mousedown", e => {
e.preventDefault();
if(e.button == 0) {
this.mouse_button_pressed = true;
this.mouse_init_position = Vec.of(e.screenX, -e.screenY, 0);
}
});
context.canvas.addEventListener("mouseup", e => {
e.preventDefault();
if(e.button == 0) {
this.mouse_button_pressed = false;
}
});
context.canvas.addEventListener("mousemove", e => {
e.preventDefault();
if(this.mouse_button_pressed) {
//controls in dynamic camera mode
if(selected_camera) {
dynamic_camera_xy_angle = (dynamic_camera_xy_angle - e.movementX * camera_sensitivity) % (2*Math.PI);
}
//controls in static (top down) camera mode
else {
let cursorPos = Vec.of(e.screenX, -e.screenY, 0);
let temp = cursorPos.minus(this.mouse_init_position);
dynamic_camera_xy_angle = Math.atan2(temp[1], temp[0]);
}
}
});
//
//END MOUSE CONTROLS EVENTS
const shapes = {
ball: new Subdivision_Sphere(5),
cube: new Cube(),
cue : new Cue(),
tablelegs : new table_legs(),
tablesides : new table_sides(),
tabletop : new table_top(),
tabletopedge : new table_top_edge(),
tableunderside : new table_underside(),
shadow : new Square()
};
this.submit_shapes(context, shapes);
shadow = this.shapes.shadow;
// Make some Material objects available to you:
this.materials =
{
balls: [
// Cue ball at position 0 and X ball at position X
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/cueball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/1ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/2ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/3ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/4ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/5ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/6ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/7ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/8ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/9ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/10ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/11ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/12ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/13ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/14ball.jpg", true)}),
context.get_instance(Phong_Shader).material(Color.of(0,0,0,1), {ambient:0.8, specularity: 0.2, diffusivity: 0.5, texture:context.get_instance("assets/ball_textures/15ball.jpg", true)})
],
cue: context.get_instance(Phong_Shader).material(
Color.of(0, 0, 0, 1), {
ambient: 1,
texture: context.get_instance("assets/models/cue_stick/cue_stick.png")
}
),
felt: context.get_instance(Phong_Shader).material(Color.of(0,0.86500,0.01821,1), {ambient:0.1, diffusivity: 0.5, specularity: 0.1}),
steel: context.get_instance(Phong_Shader).material(Color.of(0.8,0.8,0.8,1), {ambient:0.1, diffusivity: 0.2, specularity: 1}),
wood: context.get_instance(Phong_Shader).material(Color.of(0.545,0.322,0.176,1), {ambient:0.1, diffusivity: 0.5, specularity: 0.5}),
shadow: context.get_instance(Phong_Shader).material(Color.of(0,0,0,0.75), {ambient:1, texture:context.get_instance("assets/ball_textures/shadow.png", true)}),
default: context.get_instance(Phong_Shader).material(Color.of(1,1,1,1), {ambient: 1})
};
shadowmat = this.materials.shadow;
this.lights = [new Light(Vec.of(0, 0, 50, 1), Color.of(1, 1, 1, 1), 1e6), new Light(Vec.of(0, 50, 50, 1), Color.of(1, 1, 1, 1), 1e6), new Light(Vec.of(0, -50, 50, 1), Color.of(1, 1, 1, 1), 1e6), new Light(Vec.of(0, 50, 0, 1), Color.of(1, 1, 1, 1), 1e8), new Light(Vec.of(0, 50, 0, 1), Color.of(1, 1, 1, 1), 1e8)];
// Determine setup of the balls
// 8 ball is placed in center of rack (middle of third row)
// One corner ball must be striped and the other solid
// The rest of the balls are placed randomly
let nums = new Set(shuffle([1, 2, 3, 4, 5, 6, 7, 9, 10, 11, 12, 13, 14, 15])),
leftCorner = 0,
rightCorner = 0;
if (getRandomInt(0,2) == 1) {
leftCorner = getRandomInt(1,8);
rightCorner = getRandomInt(9,16);
// Remove the corner balls from nums
nums.delete(leftCorner);
nums.delete(rightCorner);
}
else {
leftCorner = getRandomInt(9,16);
rightCorner = getRandomInt(1,8);
// Remove the corner balls from nums
nums.delete(leftCorner);
nums.delete(rightCorner);
}
let randNums = [],
i = nums.length,
j = 0;
let it = nums.values();
let temp = null;
do {
temp = it.next();
randNums.push(temp.value);
} while(!temp.done);
// list of balls
let yDisplacement = TABLE_HEIGHT / 4;
this.balls = [
new Ball(0, this.shapes.ball, this.materials.balls[0], 0, -30),
new Ball(randNums[0], this.shapes.ball, this.materials.balls[randNums[0]], 0, yDisplacement),
new Ball(randNums[1], this.shapes.ball, this.materials.balls[randNums[1]], 1.2 * BALL_RAD, 1.8 * BALL_RAD + yDisplacement),
new Ball(randNums[2], this.shapes.ball, this.materials.balls[randNums[2]], -1.2 * BALL_RAD, 1.8 * BALL_RAD + yDisplacement),
new Ball(8, this.shapes.ball, this.materials.balls[8], 0, 2 * 1.8 * BALL_RAD + yDisplacement),
new Ball(randNums[3], this.shapes.ball, this.materials.balls[randNums[3]], -2 * 1.2 * BALL_RAD, 2 * 1.8 * BALL_RAD + yDisplacement),
new Ball(randNums[4], this.shapes.ball, this.materials.balls[randNums[4]], 2 * 1.2 * BALL_RAD, 2 * 1.8 * BALL_RAD + yDisplacement),
new Ball(randNums[5], this.shapes.ball, this.materials.balls[randNums[5]], -1 * 1.2 * BALL_RAD, 3 * 1.8 * BALL_RAD + yDisplacement),
new Ball(randNums[6], this.shapes.ball, this.materials.balls[randNums[6]], 1 * 1.2 * BALL_RAD, 3 * 1.8 * BALL_RAD + yDisplacement),
new Ball(randNums[7], this.shapes.ball, this.materials.balls[randNums[7]], -3 * 1.2 * BALL_RAD, 3 * 1.8 * BALL_RAD + yDisplacement),
new Ball(randNums[8], this.shapes.ball, this.materials.balls[randNums[8]], 3 * 1.2 * BALL_RAD, 3 * 1.8 * BALL_RAD + yDisplacement),
new Ball(randNums[9], this.shapes.ball, this.materials.balls[randNums[9]], 0, 4 * 1.8 * BALL_RAD + yDisplacement),
new Ball(randNums[10], this.shapes.ball, this.materials.balls[randNums[10]], -2 * 1.2 * BALL_RAD, 4 * 1.8 * BALL_RAD + yDisplacement),
new Ball(randNums[11], this.shapes.ball, this.materials.balls[randNums[11]], 2 * 1.2 * BALL_RAD, 4 * 1.8 * BALL_RAD + yDisplacement),
new Ball(leftCorner, this.shapes.ball, this.materials.balls[leftCorner], -4 * 1.2 * BALL_RAD, 4 * 1.8 * BALL_RAD + yDisplacement),
new Ball(rightCorner, this.shapes.ball, this.materials.balls[rightCorner], 4 * 1.2 * BALL_RAD, 4 * 1.8 * BALL_RAD + yDisplacement)
];
// handler for ball position updates
// saves initial positions, allowing balls to easily be replaced
this.ballCollider = new BallCollider(this.balls);
// stores ball numbers that have been sunk (in order) in any one turn
this.sunkBallNums = [];
// time variable
this.t = 0;
}
//CAMERA AND CUE CODE - SAM
//
//Attaches cue to the dynamically tracked object (cue ball) and places the camera. call this every frame at the very end
update_camera(graphics_state) {
if(selected_camera) {
let obj_coords = this.balls[0].pos.plus(Vec.of(0,0,BALL_RAD));
let cam_z = Math.sin(dynamic_camera_tilt) * dynamic_camera_radius + obj_coords[2];
let cam_y = -Math.sin(dynamic_camera_xy_angle) * Math.cos(dynamic_camera_tilt) * dynamic_camera_radius + obj_coords[1];
let cam_x = -Math.cos(dynamic_camera_xy_angle) * Math.cos(dynamic_camera_tilt) * dynamic_camera_radius + obj_coords[0];
graphics_state.camera_transform = Mat4.look_at(Vec.of(cam_x, cam_y, cam_z), obj_coords, Vec.of(0, 0, 1));
}
else {
graphics_state.camera_transform = static_camera_matrix;
}
this.draw_cue(graphics_state);
}
//returns a force for the pool cue between 0 and 1 inclusive
get_current_force_value() {
return 0.5 + 0.5 * Math.sin(Math.PI*this.t);
}
/**
//draws pool cue (called by update_camera)
draw_cue(graphics_state) {
let cue_transform = Mat4.identity();
//play the standard animation while player aims
if (!hitting) {
cue_transform = Mat4.translation([tracked_object_transform_matrix[0][3], tracked_object_transform_matrix[1][3], tracked_object_transform_matrix[2][3]]).times(Mat4.rotation(dynamic_camera_xy_angle, Vec.of(0, 1, 0))).times(Mat4.translation([0, 0, 2 * this.get_current_force_value() + 1.5])).times(Mat4.scale([.25, .25, 5])).times(Mat4.translation([0, 0, 1]));
} else {
//striking animation
if (this.t - hit_anim_start < 0.1) {
cue_transform = Mat4.translation([tracked_object_transform_matrix[0][3], tracked_object_transform_matrix[1][3], tracked_object_transform_matrix[2][3]]).times(Mat4.rotation(dynamic_camera_xy_angle, Vec.of(0, 1, 0))).times(Mat4.translation([0, 0, (0.1 - this.t + hit_anim_start) / 0.1 * 2 * hit_force + 1.5])).times(Mat4.scale([.25, .25, 5])).times(Mat4.translation([0, 0, 1]));
}
//hold cue in place after strike(can also warp it below the table)
else {
cue_transform = Mat4.translation([tracked_object_transform_matrix[0][3], tracked_object_transform_matrix[1][3], tracked_object_transform_matrix[2][3]]).times(Mat4.rotation(dynamic_camera_xy_angle, Vec.of(0, 1, 0))).times(Mat4.translation([0, 0, 1.5])).times(Mat4.scale([.25, .25, 5])).times(Mat4.translation([0, 0, 1]));
}
if (this.t - hit_anim_start > 1.5) {
if ()
hitting = false;
}
}
// this.shapes.box.draw(graphics_state, cue_transform, this.plastic.override({color: this.cube_colors[4]}));
}
**/
// redo of drawing pool cue, doesn't draw pool cue after instant of hitting cue ball
// needed to change structure fairly drastically to integrate with adding velocity to cue ball only once
// draws cue and handles waiting for balls to stop moving
draw_cue(graphics_state) {
let cue_transform = Mat4.identity();
if (!hitting) {
cue_transform = Mat4.translation(this.balls[0].pos)
.times(Mat4.translation(Vec.of(0,0,-1)))
.times(Mat4.rotation(dynamic_camera_xy_angle + Math.PI, Vec.of(0,0,1)))
.times(Mat4.rotation(Math.PI / 20, Vec.of(0,-1,0)))
.times(Mat4.translation([10 * this.get_current_force_value() + BALL_RAD, 0, BALL_RAD]))
.times(Mat4.scale([20, 20, 20]))
.times(Mat4.translation([0.7, 0, 0]));
this.shapes.cue.draw(graphics_state, cue_transform, this.materials.cue);
}
else if (this.t - hit_anim_start < 0.1) {
cue_transform = Mat4.translation(this.balls[0].pos)
.times(Mat4.translation(Vec.of(0,0,-1)))
.times(Mat4.rotation(dynamic_camera_xy_angle + Math.PI, Vec.of(0,0,1)))
.times(Mat4.rotation(Math.PI / 20, Vec.of(0,-1,0)))
.times(Mat4.translation([(0.1 - this.t + hit_anim_start) / 0.1 * 2 * 10 * hit_force + BALL_RAD, 0, BALL_RAD]))
.times(Mat4.scale([20, 20, 20]))
.times(Mat4.translation([0.7, 0, 0]));
this.shapes.cue.draw(graphics_state, cue_transform, this.materials.cue);
}
else if (!cue_hit) {
this.hit_cue_ball();
cue_hit = true;
soundmanager.play_cue_sound();
}
else if (!endTurn && this.ballCollider.allBallsStopped()) {
endTurn = true;
}
}
make_control_panel() {
this.key_triggered_button("Change Camera", ["c"], () => {
selected_camera = 1 - selected_camera;
});
this.key_triggered_button("Hit Ball", [" "], () => {
if(!hitting) {
hitting = true;
hit_anim_start = this.t;
hit_force = this.get_current_force_value();
}
});
}
//
//END CAMERA AND CUE CODE
// adds velocity to cue ball using dynamic_camera_xy_angle and hit_force values
hit_cue_ball() {
this.balls[0].setVel(Mat4.rotation(dynamic_camera_xy_angle, Vec.of(0,0,1)).times(Vec.of(1, 0, 0, 0).times(MAX_HITTING_SPEED * hit_force)).to3());
}
display(graphics_state) {
graphics_state.lights = this.lights;
this.t += graphics_state.animation_delta_time / 1000;
/* debug - draw pocket spheres
for (let i = 0; i < POCKET_POSITIONS.length; i++) {
this.shapes.ball.draw(graphics_state, Mat4.translation(POCKET_POSITIONS[i].minus(Vec.of(0,0,1))).times(Mat4.scale(Vec.of(POCKET_RAD, POCKET_RAD, 0.1))), this.materials.default.override({color: Color.of(1,1,1,0.25)}));
this.shapes.cube.draw(graphics_state, Mat4.translation(POCKET_POSITIONS[i]).times(Mat4.scale(Vec.of(0.2, 0.2, 50))), this.materials.default);
}*/
//draw table
this.shapes.tablelegs.draw(graphics_state, Mat4.translation([0, 0, 0]).times(Mat4.scale([112, 106, 110])).times(Mat4.rotation(Math.PI / 2, Vec.of(0, 0, 1))).times(Mat4.rotation(Math.PI / 2, Vec.of(1, 0, 0))).times(Mat4.translation([0, -0.9, 0])), this.materials.steel);
this.shapes.tablesides.draw(graphics_state, Mat4.translation([0, 0, 0]).times(Mat4.scale([112, 106, 110])).times(Mat4.rotation(Math.PI / 2, Vec.of(0, 0, 1))).times(Mat4.rotation(Math.PI / 2, Vec.of(1, 0, 0))).times(Mat4.translation([-0.35, -0.25, -0.45])).times(Mat4.scale([0.75, 0.75, 0.75])), this.materials.wood);
this.shapes.tabletop.draw(graphics_state, Mat4.translation([0, 0, -0.15]).times(Mat4.scale([120, 110, 112])).times(Mat4.rotation(Math.PI / 2, Vec.of(0, 0, 1))).times(Mat4.rotation(Math.PI / 2, Vec.of(1, 0, 0))), this.materials.steel);
this.shapes.tabletopedge.draw(graphics_state, Mat4.translation([0, 0, 0]).times(Mat4.scale([112, 106, 110])).times(Mat4.rotation(Math.PI / 2, Vec.of(0, 0, 1))).times(Mat4.rotation(Math.PI / 2, Vec.of(1, 0, 0))).times(Mat4.scale([1.25, 1.25, 1.25])), this.materials.felt);
this.ballCollider.updateBalls(); // invisible balls dont collide, sinking balls dont collide in this function
// check if balls hit pockets, make them invisible and adding them to this.sunkBallNums if they have
// make sure balls stay in pockets, colliding them against pocket walls
// draw balls
for (let i = 0; i < this.balls.length; i++) {
this.balls[i].checkIfSinking(); // sets sinking flag if ball is in pocket, this will make it fall downward and only collide with pocket walls
// ensure that sinking balls stay in pocket
this.balls[i].stayInPocket();
if (this.balls[i].checkIfSunk()) { // check if ball has fallen low enough, in which case it returns true
this.balls[i].visible = false;
this.balls[i].sinking = -1;
this.balls[i].setPos(Vec.of(0, 0, 10));
this.balls[i].setVel(Vec.of(0, 0, 0));
this.sunkBallNums.push(this.balls[i].number);
soundmanager.play_pocket_sound();
}
this.balls[i].draw(graphics_state);
}
// check if turn over
if (endTurn) {
let gameOver = gui.game.pocketedBalls(this.sunkBallNums);
// reset cue ball if it was sunk
if (this.sunkBallNums.includes(0)) {
this.balls[0].setPos(Vec.of(0, -30, 0));
this.balls[0].setVel(Vec.of(0,0,0));
this.balls[0].visible = true;
}
// if game over, reset all balls
if (gameOver) {
this.ballCollider.resetPositions();
gui.setupGame();
}
// reset flags and turn vars
this.sunkBallNums = [];
cue_hit = false;
hitting = false;
endTurn = false;
}
this.update_camera(graphics_state);
}
};