WEBGL学习笔记(七):实践练手1-飞行类小游戏之游戏控制

时间:2021-10-22 03:53:13

接上一节,游戏控制首先要解决的就是碰撞检测了

这里用到了学习笔记(三)射线检测的内容了

以鸟为射线原点,向前、上、下分别发射3个射线,射线的长度较短大概为10~30.

根据上一节场景的建设,我把y轴设为前进方向,z轴设为高度~

如果射线返回有结果,那么说明鸟遇到了障碍物。代码如下:

                var raycaster1 = new THREE.Raycaster(birdmesh.position, new THREE.Vector3(0, 1, 0), 0, 30)
var raycaster2 = new THREE.Raycaster(birdmesh.position, new THREE.Vector3(0, 0, 1), 0, 10)
var raycaster3 = new THREE.Raycaster(birdmesh.position, new THREE.Vector3(0, 0, -1), 0, 10)
//
var intersections1 = raycaster1.intersectObjects(objects);
var intersections2 = raycaster2.intersectObjects(objects);
var intersections3 = raycaster3.intersectObjects(objects);
//如果前方有物体,向前速度为0
if (intersections1.length > 0)
{
velocity.y
= 0;
}

//如果上方有物体,向上速度为0或为负值
if (intersections2.length > 0 )
{
if (velocity.z > 0)
{
velocity.z
= 0;
}

}
//如果下方有物体,向下速度为0或为正值
if (intersections3.length > 0) {
if (velocity.z < 0)
{
velocity.z
= 0;
}

}

if (birdmesh.position.z < 10)
{
birdmesh.position.z
= 10;
}

if (birdmesh.position.z > 575) {
birdmesh.position.z
= 575;
}


if (velocity.y==0)
{
alert(
'您已死亡!');
}

 

其次需要解决的就是飞行前进和重力下降的问题

首先新建一个

var velocity = new THREE.Vector3();

 

用velocity.x和.y以及.z来表示像3个方向的速度。

y方向为前进方向,给定一个固定值就行,检测到碰撞停止。

x方向不用管,因为x方向没有运动。

z方向为高度方向,要做到鼠标点击飞高一段距离,然后重力下降。

首先鼠标点击给定一个固定的向上的速度,然后速度加速递减(重力效果),代码如下

 
                    window.addEventListener('mousedown', function (event) {

                        velocity.z = 500;
                        mixer.clipAction(clip).setDuration(0.1).play();
                        
                        
                       
                    }, false);

                    window.addEventListener('mouseup', function (event) {
                        
                        mixer.clipAction(clip).setDuration(1).play();

                    }, false);




var delta = clock.getDelta();
//这里100就是速度的一个因子,数值越大,重力效果越明显;
velocity.z -= 9.8 * 100 * delta;

birdmesh.position.z
+= velocity.z*delta;
birdmesh.position.y
+= velocity.y * delta;

velocity.y
= 200;



 

另外上面代码仔细观察,你会发现鼠标点击和松开给定的鸟煽动翅膀的速度是不一样的

mixer.clipAction(clip).setDuration(1).play()

这是为了达到点击鼠标有鸟在努力向上飞的视觉效果~。

 

先写到这。全部源码先贴在这吧,其实上传工程的效果是最好的,但还没整理好。这个练手还没完!

预告后面两节

后1节:飞行类小游戏转置为win10通用UWP应用(我将上传至微软商店,敬请期待!)

后2节:飞行类小游戏转置为手机安卓应用

 

 

最后目前全部源码~

 

<!DOCTYPE html>
<html lang="en">
<head>
<title>练手</title>
<meta charset="utf-8">


</head>
<body>

<script src="build/three.js"></script>
<script src="js/Detector.js"></script>

<script src="js/controls/OrbitControls.js"></script>


<script>
if (!Detector.webgl) Detector.addGetWebGLMessage();



var camera, scene, renderer;

var clock = new THREE.Clock();
//var controls;

var velocity = new THREE.Vector3();
var birdmesh;
var objects = [];
init();
animate();


function init()
{
container
= document.createElement( 'div' );
document.body.appendChild( container );
//
camera = new THREE.PerspectiveCamera(80, window.innerWidth / window.innerHeight, 1, 100000);
camera.up.set(
0, 0, 1);
camera.lookAt(
new THREE.Vector3(-1, 1, 0));

scene
= new THREE.Scene();
//
scene.add( new THREE.HemisphereLight( 0x443333, 0x222233 ) );
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set(
1, 1, 1 );
scene.add( light );
//------添加内容


//---地板,平面
geometry = new THREE.PlaneGeometry(512, 200000);

//geometry.rotateX(-Math.PI / 2);


var texture = new THREE.TextureLoader().load('img/dd.jpg');
texture.wrapS
= THREE.RepeatWrapping;
texture.wrapT
= THREE.RepeatWrapping;
texture.repeat.set(
8, 800)
material
= new THREE.MeshBasicMaterial({ map: texture });

//material = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } );
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(
0, 0, 0);
scene.add(mesh);
objects.push(mesh);

////箱子1
//geometry = new THREE.BoxGeometry(2, 2, 2);
//material = new THREE.MeshBasicMaterial({color:0x000000});
//mesh = new THREE.Mesh(geometry, material);
//mesh.position.set(0,0,0);
//scene.add(mesh);

////箱子2
//geometry = new THREE.BoxGeometry(2, 2, 2);
//material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
//mesh = new THREE.Mesh(geometry, material);
//mesh.position.set(100, 0, 0);
//scene.add(mesh);

////箱子3
//geometry = new THREE.BoxGeometry(2, 2, 2);
//material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
//mesh = new THREE.Mesh(geometry, material);
//mesh.position.set(0, 100, 0);
//scene.add(mesh);

////箱子4
//geometry = new THREE.BoxGeometry(2, 2, 2);
//material = new THREE.MeshBasicMaterial({ color: 0x0000ff });
//mesh = new THREE.Mesh(geometry, material);
//mesh.position.set(0, 0, 100);
//scene.add(mesh);


//天空盒
var textureLoader = new THREE.TextureLoader();
var materials = [
new THREE.MeshBasicMaterial({ map: textureLoader.load('img/px.jpg') }), // right
new THREE.MeshBasicMaterial({ map: textureLoader.load('img/nx.jpg') }), // left
new THREE.MeshBasicMaterial({ map: textureLoader.load('img/py.jpg') }), // top
new THREE.MeshBasicMaterial({ map: textureLoader.load('img/ny.jpg') }), // bottom
new THREE.MeshBasicMaterial({ map: textureLoader.load('img/pz.jpg') }), // back
new THREE.MeshBasicMaterial({ map: textureLoader.load('img/nz.jpg') }) // front
];
mesh
= new THREE.Mesh(new THREE.BoxGeometry(100000, 100000, 100000, 7, 7, 7), new THREE.MultiMaterial(materials));
mesh.scale.x
= -1;
scene.add(mesh);


//连续障碍物
for (var i = 0; i < 50;i++) {
var ht=Math.random() * 450;
geometry
= new THREE.BoxGeometry(80, 20, ht);
material
= new THREE.MeshBasicMaterial({ color: Math.random() * 0xffffff });
mesh
= new THREE.Mesh(geometry, material);

mesh.position.x
=0;
mesh.position.y
= (i+1) * 500;
mesh.position.z
= ht / 2;
scene.add(mesh);

objects.push(mesh);


geometry
= new THREE.BoxGeometry(80, 20, 450-ht);
mesh
= new THREE.Mesh(geometry, material);
mesh.position.x
= 0;
mesh.position.y
= (i + 1) * 500;
mesh.position.z
= ht + 140 + (450 - ht) / 2;
scene.add(mesh);

objects.push(mesh);


}





//
var loader = new THREE.JSONLoader();

loader.load(
"models/animated/flamingo.js", function( geometry ) {
geometry.computeVertexNormals();
geometry.computeMorphNormals();
var material = new THREE.MeshPhongMaterial( {
color:
0xffffff,
morphTargets:
true,
morphNormals:
true,
vertexColors: THREE.FaceColors,
shading: THREE.SmoothShading
} );
birdmesh
= new THREE.Mesh( geometry, material );
birdmesh.position.x
= 0;
birdmesh.position.y
= 0;
birdmesh.position.z
= 200;
birdmesh.scale.set(
0.2, 0.2, 0.2);
birdmesh.rotateX(
-Math.PI / 2);
birdmesh.rotateZ(Math.PI);
scene.add(birdmesh);
mixer
= new THREE.AnimationMixer(birdmesh);



var clip = THREE.AnimationClip.CreateFromMorphTargetSequence('bd', geometry.morphTargets, 30);
mixer.clipAction(clip).setDuration(
1).play();


window.addEventListener(
'mousedown', function (event) {

velocity.z
= 500;
mixer.clipAction(clip).setDuration(
0.1).play();



},
false);

window.addEventListener(
'mouseup', function (event) {

mixer.clipAction(clip).setDuration(
1).play();

},
false);


} );



renderer
= new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild( renderer.domElement );

//控制

//var controls = new THREE.OrbitControls(camera, renderer.domElement);
//controls.addEventListener('change', render);
//controls.target.set(0, 0, 0);
//controls.update();

//
window.addEventListener('resize', function onWindowResize(event) {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect
= 0.5 * window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
},
false);

}


//
function animate() {


requestAnimationFrame( animate );
render();

}





function render() {

var delta = clock.getDelta();

//这里100就是速度的一个因子,数值越大,重力效果越明显,等效于velocity.y =(velocity.y*0.01- 9.8 * delta)*100;
velocity.z -= 9.8 * 100 * delta;

birdmesh.position.z
+= velocity.z*delta;
birdmesh.position.y
+= velocity.y * delta;

velocity.y
= 200;

var raycaster1 = new THREE.Raycaster(birdmesh.position, new THREE.Vector3(0, 1, 0), 0, 30)
var raycaster2 = new THREE.Raycaster(birdmesh.position, new THREE.Vector3(0, 0, 1), 0, 10)
var raycaster3 = new THREE.Raycaster(birdmesh.position, new THREE.Vector3(0, 0, -1), 0, 10)
//
var intersections1 = raycaster1.intersectObjects(objects);
var intersections2 = raycaster2.intersectObjects(objects);
var intersections3 = raycaster3.intersectObjects(objects);
//是否检测到

if (intersections1.length > 0)
{
velocity.y
= 0;
}


if (intersections2.length > 0 )
{
if (velocity.z > 0)
{
velocity.z
= 0;
}

}

if (intersections3.length > 0) {
if (velocity.z < 0)
{
velocity.z
= 0;
}

}

if (birdmesh.position.z < 10)
{
birdmesh.position.z
= 10;
}

if (birdmesh.position.z > 575) {
birdmesh.position.z
= 575;
}


if (velocity.y==0)
{
alert(
'您已死亡!');
}


mixer.update(delta);

camera.position.set(birdmesh.position.x
+100, birdmesh.position.y - 50, birdmesh.position.z);

renderer.clear();
renderer.render( scene, camera );
}
</script>

</body>
</html>