three实现三维无底洞重力下落避障游戏代码
代码语言:html
所属分类:游戏
代码描述:three实现三维无底洞重力下落避障游戏代码,小球下落无底洞,键盘方向键控制躲避红色方块。
代码标签: three 三维 无底洞 重力 下落 避障 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"> <style> body { background-color: black; margin: 0; } </style> </head> <body translate="no"> <script type="module"> import * as THREE from '//repo.bfw.wiki/bfwrepo/js/module/three/build/169/three.module.js'; class Game { constructor() { this.scene = new THREE.Scene(); this.scene.fog = new THREE.Fog(0x0000ff, 1, 100); this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRenderer({ antialias: false }); // Set the renderer size and pixel ratio this.renderer.setSize(window.innerWidth, window.innerHeight); this.renderer.setPixelRatio(window.devicePixelRatio); document.body.appendChild(this.renderer.domElement); this.ball = null; this.obstacles = []; this.isInitialized = false; this.tunnelLength = 1000; this.tunnelSize = 10; this.ballVelocity = new THREE.Vector3(0, 0, 0); this.gravity = new THREE.Vector3(0, -0.015, 0); this.pullForce = new THREE.Vector3(0, 0, 0); this.maxPullForce = 0.005; this.damping = 0.98; this.verticalDamping = 0.995; this.bounceFactor = 0.7; this.tunnelBottom = -this.tunnelLength / 2 + 0.5; this.gameStartTime = 0; this.gameActive = false; this.level = 1; this.createUI(); this.init(); this.setupControls(); this.bounceCount = 0; // Initialize bounce counter } createUI() { // Create a single UI container const uiElement = document.createElement('div'); uiElement.id = 'gameUI'; uiElement.style.position = 'absolute'; uiElement.style.top = '10px'; uiElement.style.left = '10px'; uiElement.style.color = 'white'; uiElement.style.fontSize = '20px'; uiElement.style.backgroundColor = 'rgba(0, 0, 0, 0.5)'; uiElement.style.padding = '10px'; uiElement.style.borderRadius = '5px'; document.body.appendChild(uiElement); // Create game over screen this.gameOverScreen = document.createElement('div'); this.gameOverScreen.style.position = 'absolute'; this.gameOverScreen.style.top = '50%'; this.gameOverScreen.style.left = '50%'; this.gameOverScreen.style.transform = 'translate(-50%, -50%)'; this.gameOverScreen.style.color = 'white'; this.gameOverScreen.style.fontSize = '30px'; this.gameOverScreen.style.backgroundColor = 'rgba(0, 0, 0, 0.8)'; this.gameOverScreen.style.padding = '20px'; this.gameOverScreen.style.borderRadius = '10px'; this.gameOverScreen.style.textAlign = 'center'; this.gameOverScreen.style.display = 'none'; document.body.appendChild(this.gameOverScreen); // Create new level button this.newLevelButton = document.createElement('button'); this.newLevelButton.textContent = 'Start Next Level'; this.newLevelButton.style.marginTop = '20px'; this.newLevelButton.style.padding = '10px 20px'; this.newLevelButton.style.fontSize = '20px'; this.newLevelButton.addEventListener('click', () => this.startNewLevel()); this.gameOverScreen.appendChild(this.newLevelButton); } init() { // Create square tunnel this.createTunnel(); // Create ball only if it hasn't been created yet if (!this.ball) { this.createBall(); } // Create light attached to the ball this.ballLight = new THREE.PointLight(0xffffff, 10, 100); this.ball.add(this.ballLight); // Position camera and make it a child of the ball this.camera.position.set(0, 7, 0); this.camera.rotation.x = -Math.PI / 2; // Create obstacles this.createObstacles(); this.isInitialized = true; this.updateUI(); // Initialize UI display } createBall() { const ballGeometry = new THREE.SphereGeometry(0.5, 32, 32); const ballMaterial = new THREE.MeshPhysicalMaterial({ color: 0xffffff, metalness: 0, roughness: 0, transmission: 1, // This makes the material transmissive thickness: 0.5, // Simulates the thickness of the glass ior: 1.5 }); this.ball = new THREE.Mesh(ballGeometry, ballMaterial); this.ball.position.y = this.tunnelLength / 2 - 1; this.scene.add(this.ball); } createTunnel() { const tunnelGeometry = new THREE.BoxGeometry(this.tunnelSize, this.tunnelLength, this.tunnelSize); // Generate noise texture const textureSize = 8; // Reduced from 64 to 16 for more pixelation const noiseCanvas = this.generateNoiseTexture(textureSize, textureSize); const noiseTexture = new THREE.CanvasTexture(noiseCanvas); noiseTexture.minFilter = THREE.NearestFilter; noiseTexture.magFilter = THREE.NearestFilter; noiseTexture.wrapS = THREE.RepeatWrapping; noiseTexture.wrapT = THREE.RepeatWrapping; noiseTexture.repeat.set(0.5, this.tunnelLength / 10); // Reduced repeats const tunnelMaterial = new THREE.MeshStandardMaterial({ color: 0x4422bb, map: noiseTexture, roughnessMap: noiseTexture, side: THREE.BackSide }); this.tunnel = new THREE.Mesh(tunnelGeometry, tunnelMaterial); this.scene.add(this.tunnel); } createObstacles() { // Clear existing obstacles this.obstacles.forEach(obstacle => this.scene.remove(obstacle)); this.obstacles = []; // Calculate number of obstacles based on level const baseObstacleCount = 50; // Start with 50 obstacles in level 1 const obstacleIncreasePerLevel = 30; // Add 30 more obstacles each level const obstacleCount = baseObstacleCount + (this.level - 1) * obstacleIncreasePerLevel; const obstacleMaterial = new THREE.MeshPhongMaterial({ color: 0xff0000, side: THREE.DoubleSide, shininess: 50 }); // Reuse the same geometry for all obstacles const baseGeometry = new THREE.PlaneGeometry(1, 1); for (let i = 0; i < obstacleCount; i++) { const obstacle = new THREE.Mesh(baseGeometry, obstacleMaterial); // Random size with some larger obstacles const size = Math.random() < 0.2 ? Math.random() * 3 + 2 : Math.random() * 1.5 + 0.5; obstacle.scale.set(size, size, 1); // Random position within the tunnel obstacle.position.x = (Math.random() - 0.5) * (this.tunnelSize - 2); obstacle.position.y = this.tunnelLength / 2 - Math.random() * this.tunnelLength; obstacle.position.z = (Math.random() - 0.5) * (.........完整代码请登录后点击上方下载按钮下载查看
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