three实现高速公路赛车游戏代码
代码语言:html
所属分类:游戏
代码描述:three实现高速公路赛车游戏代码
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"> <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover"> <link rel='stylesheet' href='https://fonts.googleapis.com/css?family=Muli:400,700,900&display=swap'> <style> * { border: 0; box-sizing: border-box; margin: 0; padding: 0; } :root { font-size: calc(16px + (20 - 16) * (100vw - 320px)/(1024 - 320)); } body, button { color: #fff; font: 1em Muli, "Helvetica Neue", Helvetica, sans-serif; line-height: 1.5; } body { overflow: hidden; } button, canvas { -webkit-tap-highlight-color: transparent; } button, .difficulty-select, .tutorial { opacity: 0; } button { background: #2762f3; border-radius: 0.375em; box-shadow: 0 0 0 0.25em inset, 0 -0.5em 0 #0003 inset; cursor: pointer; display: block; font-weight: 700; margin: 0 auto 0.75em auto; padding: 0.75em 1.5em; transition: background 0.15s linear; transform: translateY(50%); width: 100%; max-width: 16em; -webkit-user-select: none; -moz-user-select: none; -ms-user-select: none; user-select: none; } button:hover { background: #5785f6; } button:active { background: #0c48db; } button:disabled { cursor: default; } header, .difficulty-select, .tutorial, .replay { position: absolute; z-index: 1; } header, .difficulty-select { left: 0; width: 100%; } header, h1 { line-height: 1; } header { font-size: 4em; font-weight: 900; top: 0; padding: 0.75rem; -webkit-text-stroke: 4px #171717; text-shadow: 0 4px 0 #171717; transform: translateY(-100%); transition: all 0.25s linear; } h1 { font-size: 2em; margin-bottom: 1em; text-align: center; transform: translateX(100%); } kbd { background: #242424; border-radius: 0.25em; display: inline-block; font-family: Helvetica, sans-serif; height: 1.5em; min-width: 1.5em; padding: 0 0.25em; text-align: center; vertical-align: middle; } p { margin-bottom: 1.5em; } /* UI */ .difficulty-select, .tutorial, .replay { top: 50%; } .difficulty-select, .tutorial { background: #0000007f; } .difficulty-select { padding: 1.5em 0; transform: translateY(-50%); } .menu-active, .tutorial-active, .replay-active { z-index: 9; } .menu-active { animation: fadeIn 0.5s linear forwards; } .menu-active h1 { animation: slideIn 0.5s 0.5s linear forwards; } .menu-active button:nth-of-type(1) { animation: fadeSlide 0.15s 1s linear forwards; } .menu-active button:nth-of-type(2) { animation: fadeSlide 0.15s 1.15s linear forwards; } .menu-active button:nth-of-type(3) { animation: fadeSlide 0.15s 1.3s linear forwards; } .menu-active button:nth-of-type(4) { animation: fadeSlide 0.15s 1.45s linear forwards; } .menu-inactive { animation: fadeIn 0.5s 1.1s linear reverse forwards; opacity: 1; } .menu-inactive h1 { animation: slideOut 0.5s 0.6s linear forwards; transform: translateX(0); } .menu-inactive button { opacity: 1; transform: translateY(0); } .menu-inactive button:nth-of-type(1) { animation: fadeSlide 0.15s linear reverse forwards; } .menu-inactive button:nth-of-type(2) { animation: fadeSlide 0.15s 0.15s linear reverse forwards; } .menu-inactive button:nth-of-type(3) { animation: fadeSlide 0.15s 0.3s linear reverse forwards; } .menu-inactive button:nth-of-type(4) { animation: fadeSlide 0.15s 0.45s linear reverse forwards; } .tutorial { border-radius: 0.75em; padding: 1.5em 1.5em 0 1.5em; left: 50%; text-align: center; width: 12em; transform: translate(-50%,-50%); transition: opacity 0.25s linear; } .replay { margin: 0; padding: 1.5em; left: 50%; transform: translate(-50%,0); transition: all 0.15s linear; width: 6em; height: 6em; } .btn-icon { fill: #fff; width: 3em; height: 3em; } .score-active { transform: translateY(0); } .tutorial-active, .replay-active { opacity: 1; } .replay-active { transform: translate(-50%,-50%); } /* Animations */ @keyframes fadeIn { from { opacity: 0 } to { opacity: 1 } } @keyframes slideIn { from { transform: translateX(100%) } to { transform: translateX(0) } } @keyframes slideOut { from { transform: translateX(0) } to { transform: translateX(-100%) } } @keyframes fadeSlide { from { opacity: 0; transform: translateY(50%); } to { opacity: 1; transform: translateY(0); } } </style> </head> <body> <!-- partial:index.partial.html --> <header>0</header> <div class="difficulty-select"> <h1>Select Difficulty</h1> <button type="button" data-difficulty="0" disabled>Easy</button> <button type="button" data-difficulty="1" disabled>Medium</button> <button type="button" data-difficulty="2" disabled>Hard</button> <button type="button" data-difficulty="3" disabled>Brutal</button> </div> <div class="tutorial"> <p><strong>Steer:</strong></p> <p><kbd>A</kbd> <kbd>D</kbd><br>or<br><kbd>←</kbd> <kbd>→</kbd><br>or<br>Drag left/right</p> </div> <button type="button" class="replay" disabled> <svg class="btn-icon" xmlns="http://www.w3.org/2000/svg" x="0px" y="0px" width="96px" height="96px" viewBox="0 0 96 96" enable-background="new 0 0 96 96"> <path d="M96,88V60c0-1.083-0.396-2.021-1.188-2.812C94.02,56.396,93.083,56,92,56H64c-1.75,0-2.979,0.833-3.688,2.5 c-0.709,1.625-0.418,3.062,0.875,4.312l8.625,8.625C63.645,77.145,56.374,79.999,48,79.999c-4.333,0-8.469-0.844-12.406-2.531 c-3.937-1.687-7.344-3.969-10.219-6.844s-5.156-6.281-6.844-10.219C16.843,56.467,16,52.332,16,47.999 c0-4.334,0.844-8.469,2.531-12.406c1.687-3.937,3.969-7.344,6.844-10.219s6.281-5.156,10.219-6.844 c3.938-1.688,8.073-2.531,12.406-2.531c7.042,0,13.375,2.072,19,6.219c5.625,4.147,9.479,9.595,11.562,16.345 C78.854,39.521,79.479,40,80.438,40h12.438c0.667,0,1.188-0.25,1.562-0.75c0.416-0.541,0.562-1.104,0.438-1.688 c-1.625-7.291-4.698-13.791-9.219-19.5C81.135,12.354,75.594,7.916,69.031,4.75C62.468,1.584,55.458,0,48,0 c-6.5,0-12.708,1.271-18.625,3.812s-11.021,5.959-15.312,10.25s-7.708,9.396-10.25,15.312S0,41.5,0,48s1.271,12.708,3.812,18.625 s5.958,11.021,10.25,15.312s9.396,7.707,15.312,10.25C35.29,94.729,41.5,96,48,96c6.125,0,12.052-1.156,17.781-3.469 c5.729-2.313,10.822-5.573,15.281-9.781l8.125,8.062c1.207,1.291,2.666,1.582,4.375,0.875C95.188,90.979,96,89.75,96,88z"/> </svg> </button> <!-- partial --> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.109.js"></script> <script > "use strict" // ## License // // Copyright (c) 2011 Evan Wallace (http://madebyevan.com/), under the MIT license. // THREE.js rework by thrax // # class CSG // Holds a binary space partition tree representing a 3D solid. Two solids can // be combined using the `union()`, `subtract()`, and `intersect()` methods. class CSG { constructor() { this.polygons = []; } clone() { var csg = new CSG(); csg.polygons = this.polygons.map(function(p) { return p.clone(); }); return csg; } toPolygons() { return this.polygons; } union(csg) { var a = new Node(this.clone().polygons); var b = new Node(csg.clone().polygons); a.clipTo(b); b.clipTo(a); b.invert(); b.clipTo(a); b.invert(); a.build(b.allPolygons()); return CSG.fromPolygons(a.allPolygons()); } subtract(csg) { var a = new Node(this.clone().polygons); var b = new Node(csg.clone().polygons); a.invert(); a.clipTo(b); b.clipTo(a); b.invert(); b.clipTo(a); b.invert(); a.build(b.allPolygons()); a.invert(); return CSG.fromPolygons(a.allPolygons()); } intersect(csg) { var a = new Node(this.clone().polygons); var b = new Node(csg.clone().polygons); a.invert(); b.clipTo(a); b.invert(); a.clipTo(b); b.clipTo(a); a.build(b.allPolygons()); a.invert(); return CSG.fromPolygons(a.allPolygons()); } // Return a new CSG solid with solid and empty space switched. This solid is // not modified. inverse() { var csg = this.clone(); csg.polygons.map(function(p) { p.flip(); }); return csg; } } // Construct a CSG solid from a list of `Polygon` instances. CSG.fromPolygons=function(polygons) { var csg = new CSG(); csg.polygons = polygons; return csg; } // # class Vector // Represents a 3D vector. // // Example usage: // // new CSG.Vector(1, 2, 3); // new CSG.Vector([1, 2, 3]); // new CSG.Vector({ x: 1, y: 2, z: 3 }); class Vector extends THREE.Vector3 { constructor(x, y, z) { if (arguments.length == 3) super(x, y, z) else if (Array.isArray(x)) super(x[0], x[1], x[2]) else if (typeof x == 'object') super().copy(x) else throw "Invalid constructor to vector" } clone() { return new Vector(this) } negated() { return this.clone().multiplyScalar(-1) } plus(a) { return this.clone().add(a); } minus(a) { return this.clone().sub(a) } times(a) { return this.clone().multiplyScalar(a) } dividedBy(a) { return this.clone().divideScalar(a) } lerp(a, t) { return this.plus(a.minus(this).times(t)) } unit() { return this.dividedBy(this.length()) } cross(a) { return THREE.Vector3.prototype.cross.call(this.clone(), a) } } // # class Vertex // Represents a vertex of a polygon. Use your own vertex class instead of this // one to provide additional features like texture coordinates and vertex // colors. Custom vertex classes need to provide a `pos` property and `clone()`, // `flip()`, and `interpolate()` methods that behave analogous to the ones // defined by `CSG.Vertex`. This class provides `normal` so convenience // functions like `CSG.sphere()` can return a smooth vertex normal, but `normal` // is not used anywhere else. class Vertex { constructor(pos, normal, uv) { this.pos = new Vector(pos); this.normal = new Vector(normal); this.uv = new Vector(uv); } clone() { return new Vertex(this.pos.clone(),this.normal.clone(),this.uv.clone()); } // Invert all orientation-specific data (e.g. vertex normal). Called when the // orientation of a polygon is flipped. flip() { this.normal = this.normal.negated(); } // Create a new vertex between this vertex and `other` by linearly // interpolating all properties using a parameter of `t`. Subclasses should // override this to interpolate additional properties. interpolate(other, t) { return new Vertex(this.pos.lerp(other.pos, t),this.normal.lerp(other.normal, t),this.uv.lerp(other.uv, t)) } } ; // # class Plane // Represents a plane in 3D space. class Plane { constructor(normal, w) { this.normal = normal; this.w = w; } clone() { return new Plane(this.normal.clone(),this.w); } flip() { this.normal = this.normal.negated(); this.w = -this.w; } // Split `polygon` by this plane if needed, then put the polygon or polygon // fragments in the appropriate lists. Coplanar polygons go into either // `coplanarFront` or `coplanarBack` depending on their orientation with // respect to this plane. Polygons in front or in back of this plane go into // either `front` or `back`. splitPolygon(polygon, coplanarFront, coplanarBack, front, back) { var COPLANAR = 0; var FRONT = 1; var BACK = 2; var SPANNING = 3; // Classify each point as well as the entire polygon into one of the above // four classes. var polygonType = 0; var types = []; for (var i = 0; i < polygon.vertices.length; i++) { var t = this.normal.dot(polygon.vertices[i].pos) - this.w; var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR; polygonType |= type; types.push(type); } // Put the polygon in the correct list, splitting it when necessary. switch (polygonType) { case COPLANAR: (this.normal.dot(polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon); break; case FRONT: front.push(polygon); break; case BACK: back.push(polygon); break; case SPANNING: var f = [] , b = []; for (var i = 0; i < polygon.vertices.length; i++) { var j = (i + 1) % polygon.vertices.length; var ti = types[i] , tj = types[j]; var vi = polygon.vertices[i] , vj = polygon.vertices[j]; if (ti != BACK) f.push(vi); if (ti != FRONT) b.push(ti != BACK ? vi.clone() : vi); if ((ti | tj) == SPANNING) { var t = (this.w - this.normal.dot(vi.pos)) / this.normal.dot(vj.pos.minus(vi.pos)); var v = vi.interpolate(vj, t); f.push(v); b.push(v.clone()); } } if (f.length >= 3) front.push(new Polygon(f,polygon.shared)); if (b.length >= 3) back.push(new Polygon(b,polygon.shared)); break; } } } // `Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a // point is on the plane. Plane.EPSILON = 1e-5; Plane.fromPoints = function(a, b, c) { var n = b.minus(a).cross(c.minus(a)).unit(); return new Plane(n,n.dot(a)); } // # class Polygon // Represents a convex polygon. The vertices used to initialize a polygon must // be coplanar and form a convex loop. They do not have to be `Vertex` // instances but they must behave similarly (duck typing can be used for // customization). // // Each convex polygon has a `shared` property, which is shared between all // polygons that are clones of each other or were split from the same polygon. // This can be used to define per-polygon properties (such as surface color). class Polygon { constructor(vertices, shared) { this.vertices = vertices; this.shared = shared; this.plane = Plane.fromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos); } clone() { var vertices = this.vertices.map(function(v) { return v.clone(); }); return new Polygon(vertices,this.shared); } flip() { this.vertices.reverse().map(function(v) { v.flip(); }); this.plane.flip(); } } // # class Node // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons // by picking a polygon to split along. That polygon (and all other coplanar // polygons) are added directly to that node and the other polygons are added to // the front and/or back subtrees. This is not a leafy BSP tree since there is // no distinction between internal and leaf nodes. class Node { constructor(polygons) { this.plane = null; this.front = null; this.back = null; this.polygons = []; if (polygons) this.build(polygons); } clone() { var node = new Node(); node.plane = this.plane && this.plane.clone(); node.front = this.front && this.front.clone(); node.back = this.back && this.back.clone(); node.polygons = this.polygons.map(function(p) { return p.clone(); }); return node; } // Convert solid space to empty space and empty space to solid space. invert() { for (var i = 0; i < this.polygons.length; i++) this.polygons[i].flip(); this.plane.flip(); if (this.front) this.front.invert(); if (this.back) this.back.invert(); var temp = this.front; this.front = this.back; this.back = temp; } // Recursively remove all polygons in `polygons` that are inside this BSP // tree. clipPolygons(polygons) { if (!this.plane) return polygons.slice(); var front = [] , back = []; for (var i = 0; i < polygons.length; i++) { this.plane.splitPolygon(polygons[i], front, back, front, back); } if (this.front) front = this.front.clipPolygons(front); if (this.back) back = this.back.clipPolygons(back); else back = []; return front.concat(back); } // Remove all polygons in this BSP tree that are inside the other BSP tree // `bsp`. clipTo(bsp) { this.polygons = bsp.clipPolygons(this.polygons); if (this.front) this.front.clipTo(bsp); if (this.back) this.back.clipTo(bsp); } // Return a list of all polygons in this BSP tree. allPolygons() { var polygons = this.polygons.slice(); if (this.front) polygons = polygons.concat(this.front.allPolygons()); if (this.back) polygons = polygons.concat(this.back.allPolygons()); return polygons; } // Build a BSP tree out of `polygons`. When called on an existing tree, the // new polygons are filtered down to the bottom of the tree and become new // nodes there. Each set of polygons is partitioned using the first polygon // (no heuristic is used to pick a good split). build(polygons) { if (!polygons.length) return; if (!this.plane) this.plane = polygons[0].plane.clone(); var front = [] , back = []; for (var i = 0; i < polygons.length; i++) { this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back); } if (front.length) { if (!this.front) this.front = new Node(); this.front.build(front); } if (back.length) { if (!this.back) this.back = new Node(); this.back.build(back); } } } CSG.fromGeometry=function(geom){ if(geom.isBufferGeometry) geom = new THREE.Geometry().fromBufferGeometry(geom) var fs = geom.faces; var vs = geom.vertices; var polys=[] var fm=['a','b','c'] for(var i=0;i<fs.length;i++){ var f = fs[i]; var vertices=[] for(var j=0;j<3;j++) vertices.push(new Vertex(vs[f[fm[j]]],f.vertexNormals[j],geom.faceVertexUvs[0][i][j])) polys.push(new Polygon(vertices)) } return CSG.fromPolygons(polys) } CSG._tmpm3 = new THREE.Matrix3(); CSG.fromMesh=function(mesh){ var csg = CSG.fromGeometry(mesh.geometry) CSG._tmpm3.getNormalMatrix(mesh.matrix); for(var i=0;i<csg.polygons.length;i++){ var p = csg.polygons[i] for(var j=0;j<p.vertices.length;j++){ var v=p.vertices[j] v.pos.applyMatrix4(mesh.matrix); v.normal.applyMatrix3(CSG._tmpm3); } } return csg; } CSG.toMesh=function(csg,toMatrix){ var geom = new THREE.Geometry(); var ps = csg.polygons; var vs = geom.vertices; var fvuv = geom.faceVertexUvs[0] for(var i=0;i<ps.length;i++){ var p = ps[i] var pvs=p.vertices; var v0=vs.length; var pvlen=pvs.length for(var j=0;j<pvlen;j++) vs.push(new THREE.Vector3().copy(pvs[j].pos)) for(var j=3;j<=pvlen;j++){ var fc = new THREE.Face3(); var fuv = [] fvuv.push(fuv) var fnml = fc.vertexNormals; fc.a=v0; fc.b=v0+j-2; fc.c=v0+j-1; fnml.push(new THREE.Vector3().copy(pvs[0].normal)) fnml.push(new THREE.Vector3().copy(pvs[j-2].normal)) fnml.push(new THREE.Vector3().copy(pvs[j-1].normal)) fuv.push(new THREE.Vector3().copy(pvs[0].uv)) fuv.push(new THREE.Vector3().copy(pvs[j-2].uv)) fuv.push(new THREE.Vector3().copy(pvs[j-1].uv)) fc.normal = new THREE.Vector3().copy(p.plane.normal) geom.faces.push(fc) } } var inv = new THREE.Matrix4().getInverse(toMatrix); geom.applyMatrix(inv); geom.verticesNeedUpdate = geom.elementsNeedUpdate = geom.normalsNeedUpdate = true; geom.computeBoundingSphere(); geom.computeBoundingBox(); var m = new THREE.Mesh(geom); m.matrix.copy(toMatrix); m.matrix.decompose(m.position,m.rotation,m.scale) m.updateMatrixWorld(); return m } CSG.ieval=function(tokens,index=0){ if(typeof tokens === 'string') CSG.currentOp=tokens; else if(tokens instanceof Array){ for(let i=0;i<tokens.length;i++)CSG.ieval(tokens[i],0); }else if(typeof tokens==='object'){ var op=CSG.currentOp; tokens.updateMatrix(); tokens.updateMatrixWorld(); if(!CSG.sourceMesh) CSG.currentPrim = CSG.fromMesh(CSG.sourceMesh = tokens); else{ CSG.nextPrim = CSG.fromMesh(tokens); CSG.currentPrim = CSG.currentPrim[op](CSG.nextPrim); } if(CSG.doRemove)tokens.parent.remove(tokens); }//union,subtract,intersect,inverse } CSG.eval=function(tokens,doRemove){//[['add',mesh,mesh,mesh,mesh],['sub',mesh,mesh,mesh,mesh]] CSG.currentOp=null; CSG.sourceMesh=null; CSG.doRemove=doRemove; CSG.ieval(tokens) var result = CSG.toMesh( CSG.currentPrim, CSG.sourceMesh.matrix ); result.material = CSG.sourceMesh.material; result.castShadow = result.receiveShadow = true; return result; } // Return a new CSG solid representing space in either this solid or in the // solid `csg`. Neither this solid nor the solid `csg` are modified. // // A.union(B) // // +-------+ +-------+ // | | | | // | A | | | // | +--+----+ = | +----+ // +----+--+ | +----+ | // | B | | | // | | | | // +-------+ +-------+ // // Return a new CSG solid representing space in this solid but not in the // solid `csg`. Neither this solid nor the solid `csg` are modified. // // A.subtract(B) // // +-------+ +-------+ // | | | | // | A | | | // | +--+----+ = | +--+ // +----+--+ | +----+ // | B | // | | // +-------+ // // Return a new CSG solid representing space both this solid and in the // solid `csg`. Neither this solid nor the solid `csg` are modified. // // A.intersect(B) // // +-------+ // | | // | A | // | +--+----+ = +--+ // +----+--+ | +--+ // | B | // | | // +-------+ // </script> <script> window.addEventListener("DOMContentLoaded",app); function app() { var header = document.querySelector("header"), difSelect = document.querySelector(".difficulty-select"), difButtons = difSelect.querySelectorAll("button"), tutorialBox = document.querySelector(".tutorial"), replayButton = document.querySelector(".replay"), scene, camera, renderer, hemiLight, pointLight, touch = {hold: false, x: 0}, difSelectActive = false, scoreCounterActive = false, replayBtnActive = false, game = null, randomInt = (min,max) => Math.round(Math.random() * (max - min)) + min, skyColor = 0x69c6d0, pointLightZ = -60, cameraY = 45, cameraYMin = 7, renderDistance = 8, roadChunks = []; class Game { constructor(args) { // 0: easy, 1: medium (default), 2: hard, 3: brutal let d = args.difficulty; this.difficulty = d >= 0 && d <= 3 ? d : 1; this.tutorial = args.tutorial === true; this.over = false; this.preparingNew = false; this.score = 0; this.noScoreXZone = 15; this.vehicles = [ new Vehicle({ color: 0xff1717, x: 0, z: 0, modelID: 0, speed: 1, acceleration: 0.001 * 2**d, name: "Vehicle 0" }) ]; this.vehicleSpawns = this.vehicles.length; this.vehicleLimit = 9; this.vehicleIDCtrld = 0; this.spark = null; } } class RoadChunk { constructor(zSpaces) { let chunkSize = 40, lineWidth = 1, lineHeight = 4, dotLines = 3; this.chunkSize = chunkSize; // surface this.surfaceGeo = new THREE.PlaneBufferGeometry(chunkSize,chunkSize); this.surfaceMat = new THREE.MeshLambertMaterial({ color: 0x575757 }); this.surface = new THREE.Mesh(this.surfaceGeo,this.surfaceMat); this.surface.name = "Road Chunk"; this.surface.rotation.x = -Math.PI/2; this.surface.position.set(0,0,zSpaces*chunkSize); this.surface.receiveShadow = true; scene.add(this.surface); // shoulder lines let lineGeo = new THREE.PlaneBufferGeometry(lineWidth,chunkSize), lineMat = new THREE.MeshLambertMaterial({ color: 0xffffff }), line = new THREE.Mesh(lineGeo,lineMat); line.receiveShadow = true; let leftShoulder = line.clone(); leftShoulder.position.set(-chunkSize*0.375,0,0.01); this.surface.add(leftShoulder); let rightShoulder = line.clone(); rightShoulder.position.set(chunkSize*0.375,0,0.01); this.surface.add(rightShoulder); // dotted lines let dotLineGeo = new THREE.PlaneBufferGeometry(lineWidth,lineHeight), dotLineMat = new THREE.MeshLambertMaterial({ color: 0xffffff }), dotLine = new THREE.Mesh(dotLineGeo,dotLineMat); for (let l = 0; l < dotLines; ++l) { let y = chunkSize/2 - (chunkSize / dotLines) * l - lineHeight/2; let leftLine = dotLine.clone(); leftLine.position.set(-chunkSize*0.125,y,0.01); this.surface.add(leftLine); let rightLine = dotLine.clone(); rightLine.position.set(chunkSize*0.125,y,0.01); this.surface.add(rightLine); } } } class Vehicle { constructor(args) { this.color = args.color || randomInt(0x171717,0xcccccc); this.x = args.x || 0; this.z = args.z || 0; this.width = 1; this.height = 1; this.depth = 1; this.speed = args.speed || 1; this.acceleration = args.acceleration || 0; this.model = null; this.name = args.name || ""; this.maxSpeed = 4; this.isSteering = false; this.steerAngle = 0; this.maxSteerAngle = 30; this.steerSpeed = 0.15; this.steerDir = ""; this.xLimit = 20; this.crashed = false; this.deceleration = 0.01; // 0: car, 1: truck, 2: tractor trailer let modelID = args.modelID; if (modelID === undefined) modelID = Math.round(Math.random() * 2) // dimensions refer to hitbox switch (modelID) { case 1: this.width = 5; this.height = 5; this.depth = 10; this.model = new Truck(this.color,this.x,this.z,this.name); break; case 2: this.width = 5; this.height = 8; this.depth = 18; this.model = new TractorTrailer(this.color,this.x,this.z,this.name); break; default: this.width = 5; this.height = 4; this.depth = 10; this.model = new Car(this.color,this.x,this.z,this.name); break; } } accelerate() { if (this.speed < .........完整代码请登录后点击上方下载按钮下载查看
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