fix audio restart, game restart, pause on gui
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@ -7,7 +7,6 @@ import { Mino, environnement } from './gamelogic.js'
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export class TetraGUI extends GUI {
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constructor(game, settings, stats, scene) {
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super({title: "teTra"})
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this.domElement.tabIndex = 1
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this.startButton = this.add(game, "start").name("Jouer").hide()
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this.pauseButton = this.add(game, "pause").name("Pause").hide()
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@ -45,7 +44,7 @@ export class TetraGUI extends GUI {
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})
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loadingManager.onLoad = function() {
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scene.vortex.darkCylinder.material.map = darkTexture
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scene.vortex.darkCylinder.material.opacity = 0.006
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scene.vortex.darkCylinder.material.opacity = 0.03
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scene.vortex.colorFullCylinder.material.map = colorfullTexture
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scene.vortex.colorFullCylinder.material.opacity = 0.7
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@ -27,7 +27,7 @@ export class Vortex extends THREE.Group {
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texture.repeat.set(1, 1)
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}),
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blending: THREE.AdditiveBlending,
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opacity: 0.006
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opacity: 0.03
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})
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)
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this.add(this.darkCylinder)
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@ -141,12 +141,16 @@ class Mino extends THREE.Object3D {
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this.position.addScaledVector(this.velocity, delta)
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this.rotateOnWorldAxis(this.rotationAngle, delta * this.angularVelocity)
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if (Math.sqrt(this.position.x * this.position.x + this.position.z * this.position.z) > 40 || this.position.y < -50) {
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this.constructor.mesh.delete(this)
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this.dispose()
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return false
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} else {
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return true
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}
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}
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dispose() {
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this.constructor.mesh.delete(this)
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}
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}
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@ -388,16 +392,18 @@ class Playfield extends THREE.Group {
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this.hardDropAnimation.setDuration(0.2)
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this.freedMinoes = new Set()
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this.init()
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}
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init() {
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this.cells = Array(ROWS).fill().map(() => Array(COLUMNS))
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if (this.piece) this.remove(this.piece)
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this.piece = undefined
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this.ghost = new Ghost()
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this.ghost.visible = false
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this.add(this.ghost)
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this.visible = true
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}
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cellIsEmpty(p) {
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@ -421,12 +427,16 @@ class Playfield extends THREE.Group {
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lock() {
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this.piece.locking = false
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return Array.from(this.piece.children).every(mino => {
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let minoes = Array.from(this.piece.children)
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minoes.forEach(mino => {
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this.add(mino)
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mino.position.add(this.piece.position)
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})
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if (minoes.every(mino => mino.position.y >= SKYLINE)) return false
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return minoes.every(mino => {
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if (this.cellIsEmpty(mino.position)) {
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this.cells[mino.position.y][mino.position.x] = mino
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return mino.position.y < SKYLINE
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return true
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} else {
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return false
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}
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@ -490,17 +500,14 @@ class NextQueue extends THREE.Group {
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}
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init() {
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this.positions.forEach((position) => {
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this.add(new Tetromino.random(position))
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})
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this.clear()
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this.positions.forEach(position => this.add(new Tetromino.random(position)))
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}
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shift() {
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let fistPiece = this.children.shift()
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this.add(new Tetromino.random())
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this.positions.forEach((position, i) => {
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this.children[i].position.copy(position)
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})
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this.positions.forEach((position, i) => this.children[i].position.copy(position))
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return fistPiece
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}
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