// Cloned by lillisl2 on 5 Feb 2019 from World "v0.4 Pool Predictor Prototype" by Ian Gilligan
// Please leave this clone trail here.
// Cloned by Ian Gilligan on 5 Feb 2019 from World "v0.3 Pool Predictor Prototype" by lillisl2
// Please leave this clone trail here.
// Cloned by lillisl2 on 4 Feb 2019 from World "v0.2 Pool Predictor Prototype" by Ian Gilligan
// Please leave this clone trail here.
// Cloned by Ian Gilligan on 1 Feb 2019 from World "lillisl2 0.2 Pool Predictor Prototype" by lillisl2
// Please leave this clone trail here.
// Cloned by lillisl2 on 1 Feb 2019 from World "0.1 Pool Predictor Prototype" by Ian Gilligan
// Please leave this clone trail here.
// Cloned by Ian Gilligan on 30 Jan 2019 from World "Pool Predictor Prototype" by lillisl2
// Please leave this clone trail here.
// Cloned by lillisl2 on 28 Jan 2019 from World "Cloned Bouncy Balls" by Ian Gilligan
// Please leave this clone trail here.
// Cloned by Ian Gilligan on 28 Jan 2019 from World "Bouncy Balls" by Starter user
// Please leave this clone trail here.
// ==== Starter World ===============================================================================================
// (c) Ancient Brain Ltd. All rights reserved.
// This code is only for use on the Ancient Brain site.
// This code may be freely copied and edited by anyone on the Ancient Brain site.
// This code may not be copied, re-published or used on any other website.
// To include a run of this code on another website, see the "Embed code" links provided on the Ancient Brain site.
// ==================================================================================================================
// Physijs based World
// Bouncy balls
// ===================================================================================================================
// === Start of tweaker's box ========================================================================================
// ===================================================================================================================
// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?
AB.screenshotStep = 200;
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
// ===================================================================================================================
// === Variables & Constants =========================================================================================
// ===================================================================================================================
const BALLSIZE = 5; // size of each ball
const BALLPOS = BALLSIZE * 100; // x,z start position of balls is random in this interval
const BALLHEIGHT = BALLSIZE * 2; // y start position of balls
const HEAVYIMPACT = 10; // heavy impacts have y velocity greater than this
const GROUNDSIZE = 150; // size of table
const startRadius = BALLSIZE * 60; // camera start distance
const maxRadius = BALLSIZE * 250; // camera max distance
const TEXTURE_GROUND = "/uploads/gilligi2/8451323128.png"; //colour of ground (green)
const TEXTURE_WALL = "/uploads/lillisl2/8451232143.png"; //colour of walls (brown)
const SKYCOLOR = 0xffffff; //colour of sky / background (white)
// friction and restitution between 0 and 1:
var GROUND_FRICTION = 0.4; // friction of ground
const GROUND_RESTITUTION = 0.95; // restitution of ground
const WALL_FRICTION = 0.9; // friction of wall
const WALL_RESTITUTION = 0.1; // restitution of wall
const BALL_FRICTION = 0.4; // friction of ball
const BALL_RESTITUTION = 0.5; // restitution of ball
var LIMIT = [7,7,1,1]; // limit values of each type of balls [yellow, red, black, white]
var BALL_CHOICE = 0; // the ball that the user has currently selected
const BALL_TYPE = [ // what each value of ball choice (0-3) represent
"Yellow",
"Red",
"Black",
"White"];
// define gravity along x,y,z dimensions:
var gravity = new THREE.Vector3 (0, -50, 0);
const BALL_MASS = 6; // mass of ball
const FILE_ARRAY = [ // colours of each ball [yellow, red, black, white]
"/uploads/gilligi2/8451323595.png",
"/uploads/gilligi2/8451323612.png",
"/uploads/gilligi2/8451147306.png",
"/uploads/gilligi2/8451147292.png"];
var MIN_POWER = 1;
var MAX_POWER = 5;
var difficulty = "Easy";
var YourColour = "None";
var CALCULATED = false;
ABWorld.drawCameraControls = false;
// UI lines
//var allpages = "<p align=\"center\"><button id='page1Button'>Page 1</button> <button id='page2Button'>Page 2</button> <button id='page3Button'>Page 3</button></p>";
//var page1 = "<div><p align=\"center\">Ball Selected: <b>"+ BALL_TYPE[BALL_CHOICE] + "</b></p><p align=\"center\"><button id='yellowButton'>Yellow</button> <button id='redButton'>Red</button> <button id='blackButton'>Black</button> <button id='whiteButton'>White</button></p><p align=\"center\">The Colour you are playing as is set to: <b>" + YourColour + "</b></p><p align=\"center\"><button id='yourNButton'>None</button> <button id='yourYButton'>Yellow</button> <button id='yourRButton'>Red</button></p></div>";
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.
var resourcesLoaded = false;
var splashClicked = false;
function World()
{
var textureArray = new Array ( FILE_ARRAY.length );
var ground_texture;
var self = this;
var GROUND;
function loadResources() // asynchronous file loads - call initScene() when all finished
{
var loader = new THREE.TextureLoader();
loader.load (TEXTURE_GROUND, function (thetexture) // asynchronous file load
{
thetexture.minFilter = THREE.LinearFilter;
ground_texture = thetexture;
if (asynchFinished()) initScene();
});
for (var i = 0; i < FILE_ARRAY.length; i++){
startFileLoad (i);} // start n more asynchronous file loads
var loader2 = new THREE.TextureLoader();
loader2.load (TEXTURE_WALL, function (thetexture) // asynchronous file load
{
thetexture.minFilter = THREE.LinearFilter;
wall_texture = thetexture;
if (asynchFinished()) initScene();
});
for (var j = 0; j < FILE_ARRAY.length; j++){
startFileLoad (j);}}
function startFileLoad(n) // asynchronous file load of texture n
{
var loader = new THREE.TextureLoader();
loader.load (FILE_ARRAY[n], function (thetexture)
{
thetexture.minFilter = THREE.LinearFilter;
textureArray[n] = thetexture;
if (asynchFinished()) initScene();
});}
function asynchFinished() // all file loads returned
{
if (! ground_texture){
return false;}
for (var i = 0; i < FILE_ARRAY.length; i++){
if (! textureArray[i]){
return false;}}
return true;}
function initScene() // all file loads have returned
{
// --- Light ------------------------------------------------------------------
var light = new THREE.DirectionalLight(0xFFFFFF, 1.0);
// close to origin, high up, works best for shadows
light.position.set(0, BALLHEIGHT, 0);
light.target.position.copy(ABWorld.scene.position);
light.castShadow = true;
// how far away to draw shadows:
light.shadow.camera.left = -GROUNDSIZE;
light.shadow.camera.right = GROUNDSIZE;
light.shadow.camera.bottom = -GROUNDSIZE;
light.shadow.camera.top = GROUNDSIZE;
// higher quality shadows at expense of computation time:
light.shadow.mapSize.width = 2048;
light.shadow.mapSize.height = 2048;
light.shadow.bias = -0.0001;
ABWorld.scene.add(light);
// --- Ground ------------------------------------------------------------------
var ground_material = Physijs.createMaterial(new THREE.MeshStandardMaterial({map: ground_texture}), GROUND_FRICTION, GROUND_RESTITUTION);
ground_material.map.wrapS = THREE.RepeatWrapping;
ground_material.map.wrapT = THREE.RepeatWrapping;
ground_material.map.repeat.set(50, 50);
// ground as plane allows bounces but seems to be infinite plane
var ground = new Physijs.BoxMesh(new THREE.BoxGeometry(GROUNDSIZE, 1, GROUNDSIZE*2), ground_material, 0);
ground.receiveShadow = true;
ABWorld.scene.add(ground);
GROUND = ground;
// --- Wall --------------------------------------------------------------------
var wall_material = Physijs.createMaterial(new THREE.MeshStandardMaterial({map: wall_texture}), WALL_FRICTION, WALL_RESTITUTION);
var wall1 = new Physijs.BoxMesh(new THREE.BoxGeometry(6, 25, GROUNDSIZE*2), wall_material, 0);
wall1.position.set((GROUNDSIZE/2), 0, 0);
wall1.receiveShadow = true;
ABWorld.scene.add(wall1);
var wall2 = new Physijs.BoxMesh(new THREE.BoxGeometry(GROUNDSIZE, 25, 6), wall_material, 0);
wall2.position.set(0, 0, (GROUNDSIZE));
wall2.receiveShadow = true;
ABWorld.scene.add(wall2);
var wall3 = new Physijs.BoxMesh(new THREE.BoxGeometry(6, 25, GROUNDSIZE*2), wall_material, 0);
wall3.position.set(-(GROUNDSIZE/2), 0, 0);
wall3.receiveShadow = true;
ABWorld.scene.add(wall3);
var wall4 = new Physijs.BoxMesh(new THREE.BoxGeometry(GROUNDSIZE, 25, 6), wall_material, 0);
wall4.position.set(0, 0, -(GROUNDSIZE));
wall4.receiveShadow = true;
ABWorld.scene.add(wall4);
ABWorld.render();
console.log("Resources loaded.");
resourcesLoaded = true;}
function increaseFriction(){
if (GROUND_FRICTION + 0.05 < 1.0){
GROUND_FRICTION += 0.05;}
else {GROUND_FRICTION = 1.0;}
}
function decreaseFriction(){
if (GROUND_FRICTION - 0.05 > 0.0){
GROUND_FRICTION -= 0.05;}
else {GROUND_FRICTION = 0.0;}
}
function decreasePowerMin(){
if (MIN_POWER > 1) {MIN_POWER -= 1;}}
function increasePowerMin(){
if (MIN_POWER < MAX_POWER) {MIN_POWER += 1;}}
function decreasePowerMax(){
if (MIN_POWER < MAX_POWER) {MAX_POWER -= 1;}}
function increasePowerMax(){
if (MAX_POWER < 5) {MAX_POWER += 1;}}
function selectBall(x)
{
BALL_CHOICE = x;}
function setDifficulty(x){
difficulty = x;
}
function setYourColour(x){
YourColour = x;
}
function createBall(object)
{
if ( resourcesLoaded && splashClicked && LIMIT[BALL_CHOICE] !== 0)
{
var ball_material = Physijs.createMaterial(new THREE.MeshLambertMaterial({map: textureArray[BALL_CHOICE]}), BALL_FRICTION, BALL_RESTITUTION);
var ball_geometry = new THREE.SphereGeometry(BALLSIZE, 50, 50);
var ball = new Physijs.SphereMesh(ball_geometry, ball_material, BALL_MASS);
ball.collisions = 0;
ball.castShadow = true;
//ball.position.set(x, y, z);
ball.position.set(object.x, BALLHEIGHT, object.z);
ball.addEventListener('collision', function(other_object, relative_velocity, relative_rotation, contact_normal)
{
var mainImpact = relative_velocity.y; // impact in direction of gravity
//console.log(Math.abs(mainImpact));
if (Math.abs(mainImpact) > HEAVYIMPACT) // main impact, not lesser ones as it settles
{
//soundCollision();
}
});
ABWorld.scene.add(ball);
LIMIT[BALL_CHOICE] -= 1;
}
}
var OURKEYS = [49, 50, 51, 52];
function ourKeys(event) {return(OURKEYS.includes(event.keyCode));}
function keyHandler(event)
{
if (! ABRun.runReady) {return true;} // not ready yet
// if not handling this key, send it to default:
if (! ourKeys(event)) {return true;}
// else handle it and prevent default:
if ( event.keyCode == 49 ) {selectBall(0);}
else if ( event.keyCode == 50 ) {selectBall(1);}
else if ( event.keyCode == 51 ) {selectBall(2);}
else if ( event.keyCode == 52 ) {selectBall(3);}
event.stopPropagation(); event.preventDefault(); return false;
}
var startX, startY;
var dragevents; // number of events in the current drag
function click(event)
{
var object = (ABWorld.hitsObjectPoint(event.x, event.y, GROUND)); // returns null if no hit
createBall(object);}
//for future drag functionality
//function initDrag (x, y)
//{}
//function drag (x, y)
//{}
function moveCamera(x,y,z)
{
ABWorld.camera.position.set(x,y,z);
//A corner view
// moveCamera(50,40,200) // moveCamera(50,40,-200) // moveCamera(-50,40,-200) //moveCamera(-50,40, 200)
//ABWorld.camera.position.set(x,y,z);
//ABWorld.camera.up = new THREE.Vector3(0,0,1);
//ABWorld.camera.lookAt(new THREE.Vector3(0,0,0));
//look flat down
//moveCamera(0,350,0)
//ABWorld.camera.position.set(x,y,z);
//ABWorld.camera.up = new THREE.Vector3(0,0,1);
//ABWorld.camera.lookAt(new THREE.Vector3(0,0,0));
//template code
//camera.position.set(30,0,0);
//camera.up = new THREE.Vector3(0,0,1);
//camera.lookAt(new THREE.Vector3(0,0,0));
//scene.add( camera );
}
function initPreOptions()
{
var s2 = "<p align=\"center\"><button id='yellowButton'>Yellow</button> <button id='redButton'>Red</button> <button id='blackButton'>Black</button> <button id='whiteButton'>White</button></p>";
$("#user_span2").html(s2);
var s4 ="<p align=\"center\"><button id='decreaseFrictionButton'>-</button> <button id='increaseFrictionButton'>+</button></p> ";
$("#user_span4").html(s4);
var s6 ="<p align=\"center\"><button id='decreasePowerMinButton'>- Min</button> <button id='increasePowerMinButton'>+ Min</button> <button id='decreasePowerMaxButton'>- Max</button> <button id='increasePowerMaxButton'>+ Max</button></p> ";
$("#user_span6").html(s6);
var s8 = "<p align=\"center\"><button id='easyButton'>Easy</button> <button id='mediumButton'>Medium</button> <button id='hardButton'>Hard</button></p>";
$("#user_span8").html(s8);
var s10 ="<p align=\"center\"><button id='yourNButton'>None</button> <button id='yourYButton'>Yellow</button> <button id='yourRButton'>Red</button></p>";
$("#user_span10").html(s10);
var s12 = "<p align=\"center\"><button id='yourNButton'>None</button> <button id='yourYButton'>Yellow</button> <button id='yourRButton'>Red</button></p>";
$("#user_span12").html(s12);
//$("#user_span1").html(allpages);
//colour pick events
document.getElementById("yellowButton").addEventListener("click", function() { selectBall(0); }, false);
document.getElementById("redButton").addEventListener("click", function() { selectBall(1); }, false);
document.getElementById("blackButton").addEventListener("click", function() { selectBall(2); }, false);
document.getElementById("whiteButton").addEventListener("click", function() { selectBall(3); }, false);
//friction choice events
document.getElementById("decreaseFrictionButton").addEventListener("click", function() { decreaseFriction(); }, false);
document.getElementById("increaseFrictionButton").addEventListener("click", function() { increaseFriction(); }, false);
//power choice events
document.getElementById("decreasePowerMinButton").addEventListener("click", function() { decreasePowerMin(); }, false);
document.getElementById("increasePowerMinButton").addEventListener("click", function() { increasePowerMin(); }, false);
document.getElementById("decreasePowerMaxButton").addEventListener("click", function() { decreasePowerMax(); }, false);
document.getElementById("increasePowerMaxButton").addEventListener("click", function() { increasePowerMax(); }, false);
//set difficulty
document.getElementById("easyButton").addEventListener("click", function() { setDifficulty("Easy"); }, false);
document.getElementById("mediumButton").addEventListener("click", function() { setDifficulty("Medium"); }, false);
document.getElementById("hardButton").addEventListener("click", function() { setDifficulty("Hard"); }, false);
// set the colour of balls your playing as
document.getElementById("yourNButton").addEventListener("click", function() { setYourColour("None"); }, false);
document.getElementById("yourYButton").addEventListener("click", function() { setYourColour("Yellow"); }, false);
document.getElementById("yourRButton").addEventListener("click", function() { setYourColour("Red"); }, false);
//document.getElementById("idButton").addEventListener("click", function() { func(var); }, false);
}
function initPostOptions()
{
}
function updatePreHUD()
{
var s1 = "<p align=\"center\">Ball Selected: <b>"+ BALL_TYPE[BALL_CHOICE] + "</b></p>";
var s3 = "<p align=\"center\">Ground Friction: <b>" + Number.parseFloat(GROUND_FRICTION).toFixed(2) + "</b></p>";
var s5 = "<p align=\"center\">Power: <b>" + MIN_POWER + " to " + MAX_POWER + "</b></p>";
var s7 = "<p align=\"center\">The Difficultly is set to: <b>" + difficulty + "</b></p>";
var s9 = "<p align=\"center\">The Colour you are playing as is set to: <b>" + YourColour + "</b></p>";
var s11 = "<p align=\"center\">The Colour you are playing as is set to: <b>" + YourColour + "</b></p>";
$("#user_span1").html(s1);
$("#user_span3").html(s3);
$("#user_span5").html(s5);
$("#user_span7").html(s7);
$("#user_span9").html(s9);
$("#user_span11").html(s11);
}
// --- public interface ----------------------------------------------------------------------
this.newRun = function()
{
ABWorld.camera = new THREE.PerspectiveCamera( { antialias: true } );
ABWorld.camera= new THREE.PerspectiveCamera( 50, 1, 1, 10000 );
ABWorld.init3d(startRadius, maxRadius, SKYCOLOR); // sets up renderer, scene, camera
initPreOptions();
// can adjust renderer:
ABWorld.renderer.shadowMap.enabled = true;
// scene is Physijs.Scene, not THREE.Scene
// can adjust scene - change gravity from default:
ABWorld.scene.setGravity ( gravity );
loadResources(); // asynchronous file loads
// calls initScene() when all done
ABWorld.lookat.copy ( ABWorld.scene.position );
ABWorld.scene.simulate(); // Physics simulate - runs on independent timer to AB nextStep
// user actions
document.onkeydown = keyHandler;
document.ondblclick = click;
//ABHandler.initTouchDrag = initDrag;
//ABHandler.touchDrag = drag
//ABHandler.initMouseDrag = initDrag;
//ABHandler.mouseDrag = drag
};
this.nextStep = function() // not used
{
if (CALCULATED === false){
updatePreHUD();}
else {
initPostOptions();
updatePostHUD();}
};
}
// --- Splash screen --------------------------------------------------------------
AB.newSplash ("Demo of Physics API");
// when user clicks/touches button on splash screen, audio starts and run starts:
$("#splashbutton").click (function()
{
AB.removeSplash(); // remove splash screen
splashClicked = true;
});