three制作一个三维场景空间控制人物行走跳跃扔球小游戏代码
代码语言:html
所属分类:三维
代码描述:three制作一个三维场景空间控制人物行走跳跃扔球小游戏代码,鼠标移动环顾四周,点击鼠标扔球,WASD键控制人物视角移动,按空格跳跃。
代码标签: three 三维 场景 空间 控制 人物 行走 跳跃 扔球 小游戏
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 /> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> </head> <body> <div id="info"> 鼠标移动环顾四周,点击鼠标扔球<br/> WASD键控制人物视角移动,按空格跳跃 </div> <div id="container"></div> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/es-module-shims.1.3.6.js"></script> <script type="importmap"> { "imports": { "three": "//repo.bfw.wiki/bfwtool/build/three.module.js" } } </script> <script type="module"> import * as THREE from 'three'; import Stats from '//repo.bfw.wiki/bfwtool/examples/jsm/libs/stats.module.js'; import { GLTFLoader } from '//repo.bfw.wiki/bfwtool/examples/jsm/loaders/GLTFLoader.js'; import { Octree } from '//repo.bfw.wiki/bfwtool/examples/jsm/math/Octree.js'; import { OctreeHelper } from '//repo.bfw.wiki/bfwtool/examples/jsm/helpers/OctreeHelper.js'; import { Capsule } from '//repo.bfw.wiki/bfwtool/examples/jsm/math/Capsule.js'; import { GUI } from '//repo.bfw.wiki/bfwtool/examples/jsm/libs/lil-gui.module.min.js'; const clock = new THREE.Clock(); const scene = new THREE.Scene(); scene.background = new THREE.Color( 0x88ccee ); scene.fog = new THREE.Fog( 0x88ccee, 0, 50 ); const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 ); camera.rotation.order = 'YXZ'; const fillLight1 = new THREE.HemisphereLight( 0x4488bb, 0x002244, 0.5 ); fillLight1.position.set( 2, 1, 1 ); scene.add( fillLight1 ); const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.8 ); directionalLight.position.set( - 5, 25, - 1 ); directionalLight.castShadow = true; directionalLight.shadow.camera.near = 0.01; directionalLight.shadow.camera.far = 500; directionalLight.shadow.camera.right = 30; directionalLight.shadow.camera.left = - 30; directionalLight.shadow.camera.top = 30; directionalLight.shadow.camera.bottom = - 30; directionalLight.shadow.mapSize.width = 1024; directionalLight.shadow.mapSize.height = 1024; directionalLight.shadow.radius = 4; directionalLight.shadow.bias = - 0.00006; scene.add( directionalLight ); const container = document.getElementById( 'container' ); const renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.VSMShadowMap; renderer.outputEncoding = THREE.sRGBEncoding; renderer.toneMapping = THREE.ACESFilmicToneMapping; container.appendChild( renderer.domElement ); const stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; container.appendChild( stats.domElement ); const GRAVITY = 30; const NUM_SPHERES = 100; const SPHERE_RADIUS = 0.2; const STEPS_PER_FRAME = 5; const sphereGeometry = new THREE.IcosahedronGeometry( SPHERE_RADIUS, 5 ); const sphereMaterial = new THREE.MeshLambertMaterial( { color: 0xbbbb44 } ); const spheres = []; let sphereIdx = 0; for ( let i = 0; i < NUM_SPHERES; i ++ ) { const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial ); sphere.castShadow = true; sphere.receiveShadow = true; scene.add( sphere ); spheres.push( { mesh: sphere, collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ), velocity: new THREE.Vector3() } ); } const worldOctree = new Octree(); const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 ); const playerVelocity = new THREE.Vector3(); const playerDirection = new THREE.Vector3(); let playerOnFloor = false; let mouseTime = 0; const keyStates = {}; const vector1 = new THREE.Vector3(); const vector2 = new THREE.Vector3(); const vector3 = new THREE.Vector3(); document.addEventListener( 'keydown', ( event ) => { keyStates[ event.code ] = true; } ); document.addEventListener( 'keyup', ( event ) => { keyStates[ event.code ] = false; } ); container.addEventListener( 'mousedown', () => { document.body.requestPointerLock(); mouseTime = performance.now(); } ); document.addEventListener( 'mouseup', () => { if ( document.pointerLockElement !== null ) throwBall(); } ); document.body.addEventListener( 'mousemove', ( event ) => { if ( document.pointerLockElement === document.body ) { camera.rotation.y -= event.movementX / 500; camera.rotation.x -= event.movementY / 500; } } ); window.addEventListener( 'resize', onWindowResize ); function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function throwBall() { const sphere = spheres[ sphereIdx ]; camera.getWorldDirection( playerDirection ); sphere.collider.center.copy( playerCollider.end ).addScaledVector( playerDirection, playerCollider.radius * 1.5 ); // throw the ball with more force if we hold the button longer, and if we move forward const impulse = 15 + 30 * ( 1 - Math.exp( ( mouseTime - performance.now() ) * 0.001 ) ); sphere.velocity.copy( playerDirection ).multiplyScalar( impulse ); sphere.velocity.addScaledVector( playerVelocity, 2 ); sphereIdx = ( sphereIdx + 1 ) % spheres.length; } function playerCollisions() { const result = worldOctree.capsuleIntersect( playerCollider ); playerOnFloor = false; if ( result ) { playerOnFloor = result.normal.y > 0;.........完整代码请登录后点击上方下载按钮下载查看
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