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
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</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.........完整代码请登录后点击上方下载按钮下载查看
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