3D切块小游戏特效

代码语言:html

所属分类:游戏

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>HTML5切积木益智游戏源码 - A5源码</title>
<meta name="viewport" content="width=device-width, initial-scale=1">
<style>
    body {
	margin: 0;
	background-color: #000;
	background-image: radial-gradient(ellipse at top, #335476 0.0%, #31506e 11.1%, #304b67 22.2%, #2f4760 33.3%, #2d4359 44.4%, #2c3f51 55.6%, #2a3a4a 66.7%, #293643 77.8%, #28323d 88.9%, #262e36 100.0%);
	height: 100vh;
	overflow: hidden;

	font-family: monospace;
	font-weight: bold;
	letter-spacing: 0.06em;
	color: rgba(255, 255, 255, 0.75);
}

#c {
	display: block;
	touch-action: none;
	transform: translateZ(0);
}


/*/////////////////////
//        HUD        //
/////////////////////*/


.hud__score,
.pause-btn {
	position: fixed;
	font-size: calc(14px + 2vw + 1vh);
}

.hud__score {
	top: 0.65em;
	left: 0.65em;
	pointer-events: none;
	user-select: none;
}

.cube-count-lbl {
	font-size: 0.46em;
}

.pause-btn {
	position: fixed;
	top: 0;
	right: 0;
	padding: 0.8em 0.65em;
}

.pause-btn > div {
	position: relative;
	width: 0.8em;
	height: 0.8em;
	opacity: 0.75;
}

.pause-btn > div::before,
.pause-btn > div::after {
	content: '';
	display: block;
	width: 34%;
	height: 100%;
	position: absolute;
	background-color: #fff;
}

.pause-btn > div::after {
	right: 0;
}

.slowmo {
	position: fixed;
	bottom: 0;
	width: 100%;
	pointer-events: none;
	opacity: 0;
	transition: opacity 0.4s;
	will-change: opacity;
}

.slowmo::before {
	content: 'SLOW-MO';
	display: block;
	font-size: calc(8px + 1vw + 0.5vh);
	margin-left: 0.5em;
	margin-bottom: 8px;
}

.slowmo::after {
	content: '';
	display: block;
	position: fixed;
	bottom: 0;
	width: 100%;
	height: 1.5vh;
	background-color: rgba(0, 0, 0, 0.25);
	z-index: -1;
}

.slowmo__bar {
	height: 1.5vh;
	background-color: rgba(255, 255, 255, 0.75);
	transform-origin: 0 0;
}



/*/////////////////////
//       MENUS       //
/////////////////////*/

.menus::before {
	content: '';
	pointer-events: none;
	position: fixed;
	top: 0;
	right: 0;
	bottom: 0;
	left: 0;
	background-color: #000;
	opacity: 0;
	transition: opacity 0.2s;
	transition-timing-function: ease-in;
}

.menus.has-active::before {
	opacity: 0.08;
	transition-duration: 0.4s;
	transition-timing-function: ease-out;
}

.menus.interactive-mode::before {
	opacity: 0.02;
}



/* Menu containers */
.menu {
	pointer-events: none;
	position: fixed;
	top: 0;
	right: 0;
	bottom: 0;
	left: 0;
	display: flex;
	flex-direction: column;
	justify-content: center;
	align-items: center;
	user-select: none;
	text-align: center;
	color: rgba(255, 255, 255, 0.9);
	opacity: 0;
	visibility: hidden;
	transform: translateY(30px);
	transition-property: opacity, visibility, transform;
	transition-duration: 0.2s;
	transition-timing-function: ease-in;
}

.menu.active {
	opacity: 1;
	visibility: visible;
	transform: translateY(0);
	transition-duration: 0.4s;
	transition-timing-function: ease-out;
}

.menus.interactive-mode .menu.active {
	opacity: 0.6;
}

.menus:not(.interactive-mode) .menu.active > * {
	pointer-events: auto;
}


/* Common menu elements */

h1 {
	font-size: 4rem;
	line-height: 0.95;
	text-align: center;
	font-weight: bold;
	margin: 0 0.65em 1em;
}

h2 {
	font-size: 1.2rem;
	line-height: 1;
	text-align: center;
	font-weight: bold;
	margin: -1em 0.65em 1em;
}

.final-score-lbl {
	font-size: 5rem;
	margin: -0.2em 0 0;
}

.high-score-lbl {
	font-size: 1.2rem;
	margin: 0 0 2.5em;
}

button {
	display: block;
	position: relative;
	width: 200px;
	padding: 12px 20px;
	background: transparent;
	border: none;
	outline: none;
	user-select: none;
	font-family: monospace;
	font-weight: bold;
	font-size: 1.4rem;
	color: #fff;
	opacity: 0.75;
	transition: opacity 0.3s;
}

button::before {
	content: '';
	position: absolute;
	top: 0;
	right: 0;
	bottom: 0;
	left: 0;
	background-color: rgba(255, 255, 255, 0.15);
	transform: scale(0, 0);
	opacity: 0;
	transition: opacity 0.3s, transform 0.3s;
}

/* No `:focus` styles because this is a mouse/touch game! */
button:active {
	opacity: 1;
}

button:active::before {
	transform: scale(1, 1);
	opacity: 1;
}

.credits {
	position: fixed;
	width: 100%;
	left: 0;
	bottom: 20px;
}

a {
	color: white;
}

/* Only enable hover state on large screens */
@media (min-width: 1025px) {
	button:hover {
		opacity: 1;
	}

	button:hover::before {
		transform: scale(1, 1);
		opacity: 1;
	}
}

</style>

</head>
<body>

<!-- Game canvas -->
<canvas id="c"></canvas>

<!-- Gameplay HUD -->
<div class="hud">
	<div class="hud__score">
		<div class="score-lbl"></div>
		<div class="cube-count-lbl"></div>
	</div>
	<div class="pause-btn"><div></div></div>
	<div class="slowmo">
		<div class="slowmo__bar"></div>
	</div>
</div>

<!-- Menu System -->
<div class="menus">
	<div class="menu menu--main">
		<h1>切块</h1>
		<button type="button" class="play-normal-btn">开始游戏</button>
		<button type="button" class="play-casual-btn">休闲模式</button>
	</div>
	<div class="menu menu--pause">
		<h1>暂停</h1>
		<button type="button" class="resume-btn">重新开始</button>
		<button type="button" class="menu-btn--pause">主菜单</button>
	</div>
	<div class="menu menu--score">
		<h1>游戏结束</h1>
		<h2>分数:</h2>
		<div class="final-score-lbl"></div>
		<div class="high-score-lbl"></div>
		<button type="button" class="play-again-btn">再玩一次</button>
		<button type="button" class="menu-btn--score">主菜单</button>
	</div>
</div>
  
<script>
    // globalConfig.js
// ============================================================================
// ============================================================================

// Provides global variables used by the entire program.
// Most of this should be configuration.

// Timing multiplier for entire game engine.
let gameSpeed = 1;

// Colors
const BLUE =   { r: 0x67, g: 0xd7, b: 0xf0 };
const GREEN =  { r: 0xa6, g: 0xe0, b: 0x2c };
const PINK =   { r: 0xfa, g: 0x24, b: 0x73 };
const ORANGE = { r: 0xfe, g: 0x95, b: 0x22 };
const allColors = [BLUE, GREEN, PINK, ORANGE];

// Gameplay
const getSpawnDelay = () => {
	const spawnDelayMax = 1400;
	const spawnDelayMin = 550;
	const spawnDelay = spawnDelayMax - state.game.cubeCount * 3.1;
	return Math.max(spawnDelay, spawnDelayMin);
}
const doubleStrongEnableScore = 2000;
// Number of cubes that must be smashed before activating a feature.
const slowmoThreshold = 10;
const strongThreshold = 25;
const spinnerThreshold = 25;

// Interaction state
let pointerIsDown = false;
// The last known position of the primary pointer in screen coordinates.`
let pointerScreen = { x: 0, y: 0 };
// Same as `pointerScreen`, but converted to scene coordinates in rAF.
let pointerScene = { x: 0, y: 0 };
// Minimum speed of pointer before "hits" are counted.
const minPointerSpeed = 60;
// The hit speed affects the direction the target post-hit. This number dampens that force.
const hitDampening = 0.1;
// Backboard receives shadows and is the farthest negative Z position of entities.
const backboardZ = -400;
const shadowColor = '#262e36';
// How much air drag is applied to standard objects
const airDrag = 0.022;
const gravity = 0.3;
// Spark config
const sparkColor = 'rgba(170,221,255,.9)';
const sparkThickness = 2.2;
const airDragSpark = 0.1;
// Track pointer positions to show trail
const touchTrailColor = 'rgba(170,221,255,.62)';
const touchTrailThickness = 7;
const touchPointLife = 120;
const touchPoints = [];
// Size of in-game targets. This affects rendered size and hit area.
const targetRadius = 40;
const targetHitRadius = 50;
const makeTargetGlueColor = target => {
	// const alpha = (target.health - 1) / (target.maxHealth - 1);
	// return `rgba(170,221,255,${alpha.toFixed(3)})`;
	return 'rgb(170,221,255)';
};
// Size of target fragments
const fragRadius = targetRadius / 3;



// Game canvas element needed in setup.js and interaction.js
const canvas = document.querySelector('#c');

// 3D camera config
// Affects perspective
const cameraDistance = 900;
// Does not affect perspective
const sceneScale = 1;
// Objects that get too close to the camera will be faded out to transparent over this range.
// const cameraFadeStartZ = 0.8*cameraDistance - 6*targetRadius;
const cameraFadeStartZ = 0.45*cameraDistance;
const cameraFadeEndZ = 0.65*cameraDistance;
const cameraFadeRange = cameraFadeEndZ - cameraFadeStartZ;

// Globals used to accumlate all vertices/polygons in each frame
const allVertices = [];
const allPolys = [];
const allShadowVertices = [];
const allShadowPolys = [];




// state.js
// ============================================================================
// ============================================================================

///////////
// Enums //
///////////

// Game Modes
const GAME_MODE_RANKED = Symbol('GAME_MODE_RANKED');
const GAME_MODE_CASUAL = Symbol('GAME_MODE_CASUAL');

// Available Menus
const MENU_MAIN = Symbol('MENU_MAIN');
const MENU_PAUSE = Symbol('MENU_PAUSE');
const MENU_SCORE = Symbol('MENU_SCORE');



//////////////////
// Global State //
//////////////////

const state = {
	game: {
		mode: GAME_MODE_RANKED,
		// Run time of current game.
		time: 0,
		// Player score.
		score: 0,
		// Total number of cubes smashed in game.
		cubeCount: 0
	},
	menus: {
		// Set to `null` to hide all menus
		active: MENU_MAIN
	}
};


////////////////////////////
// Global State Selectors //
////////////////////////////

const isInGame = () => !state.menus.active;
const isMenuVisible = () => !!state.menus.active;
const isCasualGame = () => state.game.mode ===.........完整代码请登录后点击上方下载按钮下载查看

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