WEBGL学习笔记(七):实践练手1-飞行类小游戏之游戏控制

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>

 

posted @ 2016-07-16 00:56  早一步是财富  阅读(972)  评论(0编辑  收藏  举报