今天郭先生发现大家更喜欢看我发的three.js小作品,今天我就发一个3d版本推箱子的游戏,其实webGL有很多框架,three.js并不合适做游戏引擎,但是可以尝试一些小游戏。在线案例请点击three.js推箱子
要制作一个推箱子游戏,正常要有以下4个步骤
下面我们上代码分析代码
这四个数组分别是墙的数组、地面的数组、箱子初始位置数组和目标数组。
wallArr = [[0, 0], [1, 0], [2, 0], [3, 0], [3, 1], [4, 1], [4, 2], [4, 3], [5, 3], [5, 4], [5, 5], [5, 6], [4, 6], [3, 6], [2, 6], [1, 6], [0, 6], [0, 5], [0, 4], [0, 3], [0, 2], [0, 1]]
scopeArr = [[1, 1], [2, 1], [1, 2], [2, 2], [3, 2], [1, 3], [2, 3], [1, 4], [4, 4], [1, 5], [2, 5], [3, 5], [4, 5]];
boxArr = [[3, 3], [2, 4], [3, 4]];
targetArr = [[2, 2], [1, 3], [2, 3]];
initBox() {
var textureBox = new THREE.TextureLoader().load("/static/images/base/crate.png");
if (boxGroup) {
scene.remove(boxGroup)
}
boxGroup = new THREE.Group();
boxGroup.name = 'box_group'
boxArr.forEach(d => {
var boxGeom = new THREE.BoxGeometry(40, 40, 40);
var boxMate = [];
boxGeom.faces.forEach(d => boxMate.push(new THREE.MeshBasicMaterial({ map: textureBox })))
var boxMesh = new THREE.Mesh(boxGeom, boxMate);
boxMesh.position.set(d[0] * 40 - 20, 20, d[1] * 40 - 20);
boxMesh.name = 'box';
boxGroup.add(boxMesh);
})
scene.add(boxGroup);
//判断是否赢得比赛
this.isWinner(boxArr, targetArr)
}
initGround() {
var textureGround = new THREE.TextureLoader().load("/static/images/wall/plaster.jpg", () => {this.loaded_num --});
var textureGroundNormal = new THREE.TextureLoader().load("/static/images/wall/plaster-normal.jpg", () => {this.loaded_num --});
var textureGroundSpecular = new THREE.TextureLoader().load("/static/images/wall/plaster-diffuse.jpg", () => {this.loaded_num --});
textureGround.wrapS = textureGround.wrapT = THREE.RepeatWrapping;
textureGround.repeat.set(50, 50);
textureGroundNormal.wrapS = textureGroundNormal.wrapT = THREE.RepeatWrapping;
textureGroundNormal.repeat.set(50, 50);
var materialGround = new THREE.MeshPhongMaterial({
map: textureGround
})
materialGround.normalMap = textureGroundNormal;
materialGround.specularMap = textureGroundSpecular;
var ground = new THREE.Mesh(new THREE.PlaneGeometry(1000, 1000, 1, 1), materialGround);
ground.rotation.x = - Math.PI / 2;
scene.add(ground);
}
initWall() {
var normal = new THREE.TextureLoader().load("/static/images/wall/stone.jpg", () => {this.loaded_num --});
var bump = new THREE.TextureLoader().load("/static/images/wall/stone-bump.jpg", () => {this.loaded_num --});
wallArr.forEach(d => {
var wallBox = new THREE.BoxGeometry(40, 40, 40);
var material = new THREE.MeshPhongMaterial({
map: normal,
bumpMap: bump,
bumpScale: 1
})
var wall = new THREE.Mesh(wallBox, material);
wall.position.x = d[0] * 40 - 20;
wall.position.y = 20;
wall.position.z = d[1] * 40 - 20;
scene.add(wall);
})
}
initTarget() {
let objLoader = new OBJLoader();
objLoader.setPath("/static/images/texture/hongqi/");
objLoader.load('hongqi.obj', (object) => {
this.loaded_num --;
let hongqi = object.children[0];
targetArr.forEach(d => {
hongqi.position.set(d[0] * 40 - 20, -50, d[1] * 40 - 20)
hongqi.scale.set(0.12, 0.12, 0.12)
hongqi.material = new THREE.MeshNormalMaterial({ side: THREE.DoubleSide });
scene.add(hongqi.clone())
})
})
}
每次点击的时候执行computeMove方法,判断如果是否可移动。
initEventListener() {
raycaster = new THREE.Raycaster();
document.addEventListener('mousemove', function (event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
}, false)
document.addEventListener('click', () => {
if (scene.children && scene.getObjectByName('box')) {
raycaster.setFromCamera(mouse, camera);
let intersects = raycaster.intersectObjects(scene.getObjectByName('box_group').children);
if (intersects[0] && intersects[0].object.name == 'box') {
this.computeMove(intersects[0].object, camera.position);
}
}
})
}
如果成功了,那么简单的弹出提示。
isWinner(arr1, arr2) {
let boo = true; //true为赢
arr1.forEach(d => {
let res = arr2.some(dd => {
return d[0] == dd[0] && d[1] == dd[1]
})
if(!res) {
boo = false;
}
})
if(boo) {
setTimeout(() => {
alert('恭喜你赢了!')
},100)
}
}
由于当时做这个小案例时还是菜鸟,所以很少用一些three.js的辅助方法,见笑了。
转载请注明地址:郭先生的博客