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.........完整代码请登录后点击上方下载按钮下载查看
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