怎样使用three.js 制作一个三维的推箱子游戏
郭先生 人气:0本文着重讲解了怎样使用three.js 制作一个三维的推箱子游戏,文中代码非常细致,有助于更直观的学习和测试,欢迎大家阅读
今天郭先生发现大家更喜欢看我发的three.js小作品,今天我就发一个3d版本推箱子的游戏,其实webGL有很多框架,three.js并不合适做游戏引擎,但是可以尝试一些小游戏。在线案例请点击
要制作一个推箱子游戏,正常要有以下4个步骤
- 定义一些数组,要有开始箱子数组、结束箱子数组、地面数组还有墙面数组,有这四个数组就可以组成一个关卡。
- 根据数组初始化地面墙面箱子和目标地点标志物。
- 使用FirstPersonControls控制器,控制相机移动,根据地面箱子和墙面算出可移动区域。
- 根据相机正对箱子时,用鼠标点击箱子,控制箱子移动,并做成功性校验。
下面我们上代码分析代码
1. 定义数组
这四个数组分别是墙的数组、地面的数组、箱子初始位置数组和目标数组。
wallArr = [[0, 0], [1, 0], [2, 0], [3, 0], [3, 1], [4, 1], [4, 2], [4, 3], [5, 3], [5, 4], [5, 5], [5, 6], [4, 6], [3, 6], [2, 6], [1, 6], [0, 6], [0, 5], [0, 4], [0, 3], [0, 2], [0, 1]] scopeArr = [[1, 1], [2, 1], [1, 2], [2, 2], [3, 2], [1, 3], [2, 3], [1, 4], [4, 4], [1, 5], [2, 5], [3, 5], [4, 5]]; boxArr = [[3, 3], [2, 4], [3, 4]]; targetArr = [[2, 2], [1, 3], [2, 3]];
2. 根据箱子初始位置数组初始化箱子
initBox() { var textureBox = new THREE.TextureLoader().load("/static/images/base/crate.png"); if (boxGroup) { scene.remove(boxGroup) } boxGroup = new THREE.Group(); boxGroup.name = 'box_group' boxArr.forEach(d => { var boxGeom = new THREE.BoxGeometry(40, 40, 40); var boxMate = []; boxGeom.faces.forEach(d => boxMate.push(new THREE.MeshBasicMaterial({ map: textureBox }))) var boxMesh = new THREE.Mesh(boxGeom, boxMate); boxMesh.position.set(d[0] * 40 - 20, 20, d[1] * 40 - 20); boxMesh.name = 'box'; boxGroup.add(boxMesh); }) scene.add(boxGroup); //判断是否赢得比赛 this.isWinner(boxArr, targetArr) }
3. 根据地面数组初始化地面
initGround() { var textureGround = new THREE.TextureLoader().load("/static/images/wall/plaster.jpg", () => {this.loaded_num --}); var textureGroundNormal = new THREE.TextureLoader().load("/static/images/wall/plaster-normal.jpg", () => {this.loaded_num --}); var textureGroundSpecular = new THREE.TextureLoader().load("/static/images/wall/plaster-diffuse.jpg", () => {this.loaded_num --}); textureGround.wrapS = textureGround.wrapT = THREE.RepeatWrapping; textureGround.repeat.set(50, 50); textureGroundNormal.wrapS = textureGroundNormal.wrapT = THREE.RepeatWrapping; textureGroundNormal.repeat.set(50, 50); var materialGround = new THREE.MeshPhongMaterial({ map: textureGround }) materialGround.normalMap = textureGroundNormal; materialGround.specularMap = textureGroundSpecular; var ground = new THREE.Mesh(new THREE.PlaneGeometry(1000, 1000, 1, 1), materialGround); ground.rotation.x = - Math.PI / 2; scene.add(ground); }
4. 根据墙数组初始化地面
initWall() { var normal = new THREE.TextureLoader().load("/static/images/wall/stone.jpg", () => {this.loaded_num --}); var bump = new THREE.TextureLoader().load("/static/images/wall/stone-bump.jpg", () => {this.loaded_num --}); wallArr.forEach(d => { var wallBox = new THREE.BoxGeometry(40, 40, 40); var material = new THREE.MeshPhongMaterial({ map: normal, bumpMap: bump, bumpScale: 1 }) var wall = new THREE.Mesh(wallBox, material); wall.position.x = d[0] * 40 - 20; wall.position.y = 20; wall.position.z = d[1] * 40 - 20; scene.add(wall); }) }
5. 根据目标数组初始化目标物
initTarget() { let objLoader = new OBJLoader(); objLoader.setPath("/static/images/texture/hongqi/"); objLoader.load('hongqi.obj', (object) => { this.loaded_num --; let hongqi = object.children[0]; targetArr.forEach(d => { hongqi.position.set(d[0] * 40 - 20, -50, d[1] * 40 - 20) hongqi.scale.set(0.12, 0.12, 0.12) hongqi.material = new THREE.MeshNormalMaterial({ side: THREE.DoubleSide }); scene.add(hongqi.clone()) }) }) }
6. 监听箱子的点击事件
每次点击的时候执行computeMove方法,判断如果是否可移动。
initEventListener() { raycaster = new THREE.Raycaster(); document.addEventListener('mousemove', function (event) { event.preventDefault(); mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = - (event.clientY / window.innerHeight) * 2 + 1; }, false) document.addEventListener('click', () => { if (scene.children && scene.getObjectByName('box')) { raycaster.setFromCamera(mouse, camera); let intersects = raycaster.intersectObjects(scene.getObjectByName('box_group').children); if (intersects[0] && intersects[0].object.name == 'box') { this.computeMove(intersects[0].object, camera.position); } } }) }
7. 监听游戏成功
如果成功了,那么简单的弹出提示。
isWinner(arr1, arr2) { let boo = true; //true为赢 arr1.forEach(d => { let res = arr2.some(dd => { return d[0] == dd[0] && d[1] == dd[1] }) if(!res) { boo = false; } }) if(boo) { setTimeout(() => { alert('恭喜你赢了!') },100) } }
由于当时做这个小案例时还是菜鸟,所以很少用一些three.js的辅助方法,见笑了。
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