让我们回想一下我们在上一部分中所做的代码。我们有3个文件:
index.html
<!DOCTYPE HTML>
<HTML>
<HEAD>
<TITLE></TITLE>
<LINK rel="stylesheet" href="style.css">
<meta charset="utf-8">
</HEAD>
<BODY>
<div id="container">
<div id="world">
</div>
<div id="pawn"></div>
</div>
</BODY>
</HTML>
<script src="script.js"></script>
style.css
#container{
position:absolute;
width:1200px;
height:800px;
border:2px solid #000000;
perspective:600px;
overflow:hidden;
}
#world{
position:absolute;
width:inherit;
height:inherit;
transform-style:preserve-3d;
}
.square{
position:absolute;
}
#pawn{
display:none;
position:absolute;
top:400px;
left:600px;
transform:translate(-50%,-50%);
width:100px;
height:100px;
}
script.js
//
var pi = 3.141592;
var deg = pi/180;
// player
function player(x,y,z,rx,ry) {
this.x = x;
this.y = y;
this.z = z;
this.rx = rx;
this.ry = ry;
}
//
var map = [
[0,0,1000,0,180,0,2000,200,"#F0C0FF"],
[0,0,-1000,0,0,0,2000,200,"#F0C0FF"],
[1000,0,0,0,-90,0,2000,200,"#F0C0FF"],
[-1000,0,0,0,90,0,2000,200,"#F0C0FF"],
[0,100,0,90,0,0,2000,2000,"#666666"]
];
// ?
var PressBack = 0;
var PressForward = 0;
var PressLeft = 0;
var PressRight = 0;
var PressUp = 0;
var MouseX = 0;
var MouseY = 0;
// ?
var lock = false;
// ?
var onGround = true;
// container
var container = document.getElementById("container");
//
document.addEventListener("pointerlockchange", (event)=>{
lock = !lock;
});
//
container.onclick = function(){
if (!lock) container.requestPointerLock();
};
//
document.addEventListener("keydown", (event) =>{
if (event.key == "a"){
PressLeft = 1;
}
if (event.key == "w"){
PressForward = 1;
}
if (event.key == "d"){
PressRight = 1;
}
if (event.key == "s"){
PressBack = 1;
}
if (event.keyCode == 32 && onGround){
PressUp = 1;
}
});
//
document.addEventListener("keyup", (event) =>{
if (event.key == "a"){
PressLeft = 0;
}
if (event.key == "w"){
PressForward = 0;
}
if (event.key == "d"){
PressRight = 0;
}
if (event.key == "s"){
PressBack = 0;
}
if (event.keyCode == 32){
PressUp = 0;
}
});
//
document.addEventListener("mousemove", (event)=>{
MouseX = event.movementX;
MouseY = event.movementY;
});
//
var pawn = new player(-900,0,-900,0,0);
// world
var world = document.getElementById("world");
function update(){
//
dx = (PressRight - PressLeft)*Math.cos(pawn.ry*deg) - (PressForward - PressBack)*Math.sin(pawn.ry*deg);
dz = - (PressForward - PressBack)*Math.cos(pawn.ry*deg) - (PressRight - PressLeft)*Math.sin(pawn.ry*deg);
dy = - PressUp;
drx = MouseY;
dry = - MouseX;
// :
MouseX = MouseY = 0;
//
collision();
//
pawn.x = pawn.x + dx;
pawn.y = pawn.y + dy;
pawn.z = pawn.z + dz;
console.log(pawn.x + ":" + pawn.y + ":" + pawn.z);
// ,
if (lock){
pawn.rx = pawn.rx + drx;
pawn.ry = pawn.ry + dry;
};
// ( )
world.style.transform =
"translateZ(" + (600 - 0) + "px)" +
"rotateX(" + (-pawn.rx) + "deg)" +
"rotateY(" + (-pawn.ry) + "deg)" +
"translate3d(" + (-pawn.x) + "px," + (-pawn.y) + "px," + (-pawn.z) + "px)";
};
function CreateNewWorld(){
for (let i = 0; i < map.length; i++){
//
let newElement = document.createElement("div");
newElement.className = "square";
newElement.id = "square" + i;
newElement.style.width = map[i][6] + "px";
newElement.style.height = map[i][7] + "px";
newElement.style.background = map[i][8];
newElement.style.transform = "translate3d(" +
(600 - map[i][6]/2 + map[i][0]) + "px," +
(400 - map[i][7]/2 + map[i][1]) + "px," +
(map[i][2]) + "px)" +
"rotateX(" + map[i][3] + "deg)" +
"rotateY(" + map[i][4] + "deg)" +
"rotateZ(" + map[i][5] + "deg)";
// world
world.append(newElement);
}
}
function collision(){
for(let i = 0; i < map.length; i++){
//
let x0 = (pawn.x - map[i][0]);
let y0 = (pawn.y - map[i][1]);
let z0 = (pawn.z - map[i][2]);
if ((x0**2 + y0**2 + z0**2 + dx**2 + dy**2 + dz**2) < (map[i][6]**2 + map[i][7]**2)){
let x1 = x0 + dx;
let y1 = y0 + dy;
let z1 = z0 + dz;
let point0 = coorTransform(x0,y0,z0,map[i][3],map[i][4],map[i][5]);
let point1 = coorTransform(x1,y1,z1,map[i][3],map[i][4],map[i][5]);
let point2 = new Array();
//
if (Math.abs(point1[0])<(map[i][6]+98)/2 && Math.abs(point1[1])<(map[i][7]+98)/2 && Math.abs(point1[2]) < 50){
point1[2] = Math.sign(point0[2])*50;
point2 = coorReTransform(point1[0],point1[1],point1[2],map[i][3],map[i][4],map[i][5]);
dx = point2[0] - x0;
dy = point2[1] - y0;
dz = point2[2] - z0;
}
}
};
}
function coorTransform(x0,y0,z0,rxc,ryc,rzc){
let x1 = x0;
let y1 = y0*Math.cos(rxc*deg) + z0*Math.sin(rxc*deg);
let z1 = -y0*Math.sin(rxc*deg) + z0*Math.cos(rxc*deg);
let x2 = x1*Math.cos(ryc*deg) - z1*Math.sin(ryc*deg);
let y2 = y1;
let z2 = x1*Math.sin(ryc*deg) + z1*Math.cos(ryc*deg);
let x3 = x2*Math.cos(rzc*deg) + y2*Math.sin(rzc*deg);
let y3 = -x2*Math.sin(rzc*deg) + y2*Math.cos(rzc*deg);
let z3 = z2;
return [x3,y3,z3];
}
function coorReTransform(x3,y3,z3,rxc,ryc,rzc){
let x2 = x3*Math.cos(rzc*deg) - y3*Math.sin(rzc*deg);
let y2 = x3*Math.sin(rzc*deg) + y3*Math.cos(rzc*deg);
let z2 = z3
let x1 = x2*Math.cos(ryc*deg) + z2*Math.sin(ryc*deg);
let y1 = y2;
let z1 = -x2*Math.sin(ryc*deg) + z2*Math.cos(ryc*deg);
let x0 = x1;
let y0 = y1*Math.cos(rxc*deg) - z1*Math.sin(rxc*deg);
let z0 = y1*Math.sin(rxc*deg) + z1*Math.cos(rxc*deg);
return [x0,y0,z0];
}
CreateNewWorld();
TimerGame = setInterval(update,10);
1.重力和跳跃物理学的实现
我们在javascript文件的不同部分中创建了几个变量。如果将它们移到一个位置会更好:
//
var lock = false;
var onGround = true;
var container = document.getElementById("container");
var world = document.getElementById("world");
让我们为它们添加自由落体加速:
var g = 0.1;
向播放器构造函数添加3个变量-vx,vy和vz:
function player(x,y,z,rx,ry) {
this.x = x;
this.y = y;
this.z = z;
this.rx = rx;
this.ry = ry;
this.vx = 3;
this.vy = 5;
this.vz = 3;
}
这些是变速的。通过更改它们,我们可以更改播放器的运行速度和初始跳跃速度。现在,让我们在update()中应用新变量:
dx = ((PressRight - PressLeft)*Math.cos(pawn.ry*deg) - (PressForward - PressBack)*Math.sin(pawn.ry*deg))*pawn.vx;
dz = ( -(PressForward - PressBack)*Math.cos(pawn.ry*deg) - (PressRight - PressLeft)*Math.sin(pawn.ry*deg))*pawn.vz;
dy = PressUp*pawn.vy;
drx = MouseY;
dry = - MouseX;
播放器现在移动速度更快。但是他不会跌倒或跳下。当它在某物上时,必须允许跳跃。当他与水平(或几乎)表面碰撞时,他将站立。如何定义水平度?我们需要找到矩形平面的法线。这很简单。关于矩形的坐标,法线沿z轴指向。然后法线将坐标转换为世界坐标。查找法线(添加局部变量法线):
let point0 = coorTransform(x0,y0,z0,map[i][3],map[i][4],map[i][5]);
let point1 = coorTransform(x1,y1,z1,map[i][3],map[i][4],map[i][5]);
let point2 = new Array();
let normal = coorReTransform(0,0,1,map[i][3],map[i][4],map[i][5]);
为了使表面水平,在世界坐标中垂直于y轴的点积必须为1或-1,并且近水平平面必须接近1或-1。让我们为几乎水平的平面设置条件:
if (Math.abs(normal[1]) > 0.8){
onGround = true;
}
不要忘记,在没有碰撞的情况下,玩家肯定不会在地面上,因此默认情况下,在碰撞()函数开始时,将onGround = false设置为:
function collision(){
onGround = false;
for(let i = 0; i < map.length; i++){
但是,如果玩家从下方与地面碰撞,那么他也将出现在地面上。为避免这种情况,让我们检查播放器是否位于飞机顶部(point3 [1]必须小于point2 [1]):
let point3 = coorReTransform(point1[0],point1[1],0,map[i][3],map[i][4],map[i][5]);
dx = point2[0] - x0;
dy = point2[1] - y0;
dz = point2[2] - z0;
if (Math.abs(normal[1]) > 0.8){
if (point3[1] > point2[1]) onGround = true;
}
else dy = y1 - y0;
我们在做什么?看一下图片:
在世界坐标系中,红十字必须在橙色下方(或者y坐标必须更大)。这就是我们在point3 [1]> point2 [1]检查的内容。point3只是红色点的坐标。让我们在碰撞条件内移动point2的初始化:
let point0 = coorTransform(x0,y0,z0,map[i][3],map[i][4],map[i][5]);
let point1 = coorTransform(x1,y1,z1,map[i][3],map[i][4],map[i][5]);
let normal = coorReTransform(0,0,1,map[i][3],map[i][4],map[i][5]);
//
if (Math.abs(point1[0])<(map[i][6]+98)/2 && Math.abs(point1[1])<(map[i][7]+98)/2 && Math.abs(point1[2]) < 50){
point1[2] = Math.sign(point0[2])*50;
let point2 = coorReTransform(point1[0],point1[1],point1[2],map[i][3],map[i][4],map[i][5]);
let point3 = coorReTransform(point1[0],point1[1],0,map[i][3],map[i][4],map[i][5]);
dx = point2[0] - x0;
dy = point2[1] - y0;
dz = point2[2] - z0;
if (Math.abs(normal[1]) > 0.8){
if (point3[1] > point2[1]) onGround = true;
}
}
让我们继续更新()。我们也会在这里进行更改。首先,让我们增加重力并在按下空格键时删除y偏移:
//
dx = ((PressRight - PressLeft)*Math.cos(pawn.ry*deg) - (PressForward - PressBack)*Math.sin(pawn.ry*deg))*pawn.vx;
dz = ( -(PressForward - PressBack)*Math.cos(pawn.ry*deg) - (PressRight - PressLeft)*Math.sin(pawn.ry*deg))*pawn.vz;
dy = dy + g;
drx = MouseY;
dry = - MouseX;
其次,如果玩家在地面上,我们禁止重力,禁止y位移(否则,在倾斜的表面上行走后,玩家将起飞)并增加跳跃的能力(如果(在onGround上)情况):
//
dx = ((PressRight - PressLeft)*Math.cos(pawn.ry*deg) - (PressForward - PressBack)*Math.sin(pawn.ry*deg))*pawn.vx;
dz = ( -(PressForward - PressBack)*Math.cos(pawn.ry*deg) - (PressRight - PressLeft)*Math.sin(pawn.ry*deg))*pawn.vz;
dy = dy + g;
if (onGround){
dy = 0;
if (PressUp){
dy = - PressUp*pawn.vy;
onGround = false;
}
};
drx = MouseY;
dry = - MouseX;
自然,在跳转之后,我们立即通过将onGround参数设置为false来禁止重复跳转。在空格键条件下,不再需要此参数的有效性:
if (event.keyCode == 32){
PressUp = 1;
}
为了测试这些变化,让我们改变世界:
var map = [
[0,0,1000,0,180,0,2000,200,"#F0C0FF"],
[0,0,-1000,0,0,0,2000,200,"#F0C0FF"],
[1000,0,0,0,-90,0,2000,200,"#F0C0FF"],
[-1000,0,0,0,90,0,2000,200,"#F0C0FF"],
[0,0,-300,70,0,0,200,500,"#F000FF"],
[0,-86,-786,90,0,0,200,500,"#F000FF"],
[-500,0,-300,20,0,0,200,500,"#00FF00"],
[0,100,0,90,0,0,2000,2000,"#666666"]
];
如果我们开始游戏,我们将看到玩家可以爬几乎垂直的绿色墙壁。通过添加else dy = y1-y0禁用此功能:
if (Math.abs(point1[0])<(map[i][6]+98)/2 && Math.abs(point1[1])<(map[i][7]+98)/2 && Math.abs(point1[2]) < 50){
point1[2] = Math.sign(point0[2])*50;
let point2 = coorReTransform(point1[0],point1[1],point1[2],map[i][3],map[i][4],map[i][5]);
let point3 = coorReTransform(point1[0],point1[1],0,map[i][3],map[i][4],map[i][5]);
dx = point2[0] - x0;
dy = point2[1] - y0;
dz = point2[2] - z0;
if (Math.abs(normal[1]) > 0.8){
if (point3[1] > point2[1]) onGround = true;
}
else dy = y1 - y0;
}
因此,与高度垂直的墙的碰撞不会更改y偏移。因此,现在完全排除了在此类墙壁上超频的可能性。让我们尝试爬绿墙。我们现在将无法执行此操作。因此,我们计算出重力和跳跃,现在我们可以在稍微倾斜的表面上相当逼真的爬升了。让我们检查一下代码:
index.html
<!DOCTYPE HTML>
<HTML>
<HEAD>
<TITLE></TITLE>
<LINK rel="stylesheet" href="style.css">
<meta charset="utf-8">
</HEAD>
<BODY>
<div id="container">
<div id="world">
</div>
<div id="pawn"></div>
</div>
</BODY>
</HTML>
<script src="script.js"></script>
style.css
#container{
position:absolute;
width:1200px;
height:800px;
border:2px solid #000000;
perspective:600px;
overflow:hidden;
}
#world{
position:absolute;
width:inherit;
height:inherit;
transform-style:preserve-3d;
}
.square{
position:absolute;
}
#pawn{
display:none;
position:absolute;
top:400px;
left:600px;
transform:translate(-50%,-50%);
width:100px;
height:100px;
}
script.js
//
var pi = 3.141592;
var deg = pi/180;
// player
function player(x,y,z,rx,ry) {
this.x = x;
this.y = y;
this.z = z;
this.rx = rx;
this.ry = ry;
this.vx = 3;
this.vy = 5;
this.vz = 3;
}
//
var map = [
[0,0,1000,0,180,0,2000,200,"#F0C0FF"],
[0,0,-1000,0,0,0,2000,200,"#F0C0FF"],
[1000,0,0,0,-90,0,2000,200,"#F0C0FF"],
[-1000,0,0,0,90,0,2000,200,"#F0C0FF"],
[0,0,-300,70,0,0,200,500,"#F000FF"],
[0,-86,-786,90,0,0,200,500,"#F000FF"],
[-500,0,-300,20,0,0,200,500,"#00FF00"],
[0,-800,0,90,0,0,500,500,"#00FF00"],
[0,-400,700,60,0,0,500,900,"#FFFF00"],
[0,100,0,90,0,0,2000,2000,"#666666"]
];
// ?
var PressBack = 0;
var PressForward = 0;
var PressLeft = 0;
var PressRight = 0;
var PressUp = 0;
var MouseX = 0;
var MouseY = 0;
//
var lock = false;
var onGround = false;
var container = document.getElementById("container");
var world = document.getElementById("world");
var g = 0.1;
var dx = dy = dz = 0;
//
document.addEventListener("pointerlockchange", (event)=>{
lock = !lock;
});
//
container.onclick = function(){
if (!lock) container.requestPointerLock();
};
//
document.addEventListener("keydown", (event) =>{
if (event.key == "a"){
PressLeft = 1;
}
if (event.key == "w"){
PressForward = 1;
}
if (event.key == "d"){
PressRight = 1;
}
if (event.key == "s"){
PressBack = 1;
}
if (event.keyCode == 32){
PressUp = 1;
}
});
//
document.addEventListener("keyup", (event) =>{
if (event.key == "a"){
PressLeft = 0;
}
if (event.key == "w"){
PressForward = 0;
}
if (event.key == "d"){
PressRight = 0;
}
if (event.key == "s"){
PressBack = 0;
}
if (event.keyCode == 32){
PressUp = 0;
}
});
//
document.addEventListener("mousemove", (event)=>{
MouseX = event.movementX;
MouseY = event.movementY;
});
//
var pawn = new player(0,-900,0,0,0);
function update(){
//
dx = ((PressRight - PressLeft)*Math.cos(pawn.ry*deg) - (PressForward - PressBack)*Math.sin(pawn.ry*deg))*pawn.vx;
dz = ( -(PressForward - PressBack)*Math.cos(pawn.ry*deg) - (PressRight - PressLeft)*Math.sin(pawn.ry*deg))*pawn.vz;
dy = dy + g;
if (onGround){
dy = 0;
if (PressUp){
dy = - PressUp*pawn.vy;
onGround = false;
}
};
drx = MouseY;
dry = - MouseX;
// :
MouseX = MouseY = 0;
//
collision();
//
pawn.x = pawn.x + dx;
pawn.y = pawn.y + dy;
pawn.z = pawn.z + dz;
// ,
if (lock){
pawn.rx = pawn.rx + drx;
pawn.ry = pawn.ry + dry;
};
// ( )
world.style.transform =
"translateZ(" + (600 - 0) + "px)" +
"rotateX(" + (-pawn.rx) + "deg)" +
"rotateY(" + (-pawn.ry) + "deg)" +
"translate3d(" + (-pawn.x) + "px," + (-pawn.y) + "px," + (-pawn.z) + "px)";
};
function CreateNewWorld(){
for (let i = 0; i < map.length; i++){
//
let newElement = document.createElement("div");
newElement.className = "square";
newElement.id = "square" + i;
newElement.style.width = map[i][6] + "px";
newElement.style.height = map[i][7] + "px";
newElement.style.background = map[i][8];
newElement.style.transform = "translate3d(" +
(600 - map[i][6]/2 + map[i][0]) + "px," +
(400 - map[i][7]/2 + map[i][1]) + "px," +
(map[i][2]) + "px)" +
"rotateX(" + map[i][3] + "deg)" +
"rotateY(" + map[i][4] + "deg)" +
"rotateZ(" + map[i][5] + "deg)";
// world
world.append(newElement);
}
}
function collision(){
onGround = false;
for(let i = 0; i < map.length; i++){
//
let x0 = (pawn.x - map[i][0]);
let y0 = (pawn.y - map[i][1]);
let z0 = (pawn.z - map[i][2]);
if ((x0**2 + y0**2 + z0**2 + dx**2 + dy**2 + dz**2) < (map[i][6]**2 + map[i][7]**2)){
let x1 = x0 + dx;
let y1 = y0 + dy;
let z1 = z0 + dz;
let point0 = coorTransform(x0,y0,z0,map[i][3],map[i][4],map[i][5]);
let point1 = coorTransform(x1,y1,z1,map[i][3],map[i][4],map[i][5]);
let normal = coorReTransform(0,0,1,map[i][3],map[i][4],map[i][5]);
//
if (Math.abs(point1[0])<(map[i][6]+98)/2 && Math.abs(point1[1])<(map[i][7]+98)/2 && Math.abs(point1[2]) < 50){
point1[2] = Math.sign(point0[2])*50;
let point2 = coorReTransform(point1[0],point1[1],point1[2],map[i][3],map[i][4],map[i][5]);
let point3 = coorReTransform(point1[0],point1[1],0,map[i][3],map[i][4],map[i][5]);
dx = point2[0] - x0;
dy = point2[1] - y0;
dz = point2[2] - z0;
if (Math.abs(normal[1]) > 0.8){
if (point3[1] > point2[1]) onGround = true;
}
else dy = y1 - y0;
}
}
};
}
function coorTransform(x0,y0,z0,rxc,ryc,rzc){
let x1 = x0;
let y1 = y0*Math.cos(rxc*deg) + z0*Math.sin(rxc*deg);
let z1 = -y0*Math.sin(rxc*deg) + z0*Math.cos(rxc*deg);
let x2 = x1*Math.cos(ryc*deg) - z1*Math.sin(ryc*deg);
let y2 = y1;
let z2 = x1*Math.sin(ryc*deg) + z1*Math.cos(ryc*deg);
let x3 = x2*Math.cos(rzc*deg) + y2*Math.sin(rzc*deg);
let y3 = -x2*Math.sin(rzc*deg) + y2*Math.cos(rzc*deg);
let z3 = z2;
return [x3,y3,z3];
}
function coorReTransform(x3,y3,z3,rxc,ryc,rzc){
let x2 = x3*Math.cos(rzc*deg) - y3*Math.sin(rzc*deg);
let y2 = x3*Math.sin(rzc*deg) + y3*Math.cos(rzc*deg);
let z2 = z3
let x1 = x2*Math.cos(ryc*deg) + z2*Math.sin(ryc*deg);
let y1 = y2;
let z1 = -x2*Math.sin(ryc*deg) + z2*Math.cos(ryc*deg);
let x0 = x1;
let y0 = y1*Math.cos(rxc*deg) - z1*Math.sin(rxc*deg);
let z0 = y1*Math.sin(rxc*deg) + z1*Math.cos(rxc*deg);
return [x0,y0,z0];
}
CreateNewWorld();
TimerGame = setInterval(update,10);
2.创建一个菜单
让我们以html面板和html块的形式创建菜单。整个菜单的设计将大致相同:按钮的背景和样式可以设置为所有人共有。因此,让我们设置三个菜单面板:主菜单,说明和游戏完成后的结果输出。菜单之间的过渡,向世界的过渡以及向后的过渡将由javascript脚本执行。为了不使script.js文件混乱,请创建一个用于菜单导航的新menu.js文件,并将其包含在index.html中:
<script src="menu.js"></script>
在容器中,我们将创建3个菜单栏项:
<div id="container">
<div id = "world"></div>
<div id = "pawn"></div>
<div id = "menu1"></div>
<div id = "menu2"></div>
<div id = "menu3"></div>
</div>
让我们通过在style.css中添加“菜单”类的属性来设置样式:
.menu{
display:none;
position:absolute;
width:inherit;
height:inherit;
background-color:#C0FFFF;
}
将具有适当标题的按钮添加到菜单(在index.html文件中):
<div class = "menu" id = "menu1">
<div id="button1" class="button">
<p> </p>
</div>
<div id="button2" class="button">
<p></p>
</div>
</div>
<div class = "menu" id = "menu2">
<p style="font-size:30px; top:200px">
<strong>:</strong> <br>
w - <br>
s - <br>
d - <br>
a - <br>
- <br>
!!! !!!<br>
<strong>:</strong> <br>
</p>
<div id="button3" class="button">
<p></p>
</div>
</div>
<div class = "menu" id = "menu3">
<p id = "result" style="top:100px"></p>
<div id="button4" class="button">
<p> </p>
</div>
</div>
对于按钮,我们还将在style.css中设置样式:
.button{
margin:0px;
position:absolute;
width:900px;
height:250px;
background-color:#FFF;
cursor:pointer;
}
.button:hover{
background-color:#DDD;
}
#button1{
top:100px;
left:150px;
}
#button2{
top:450px;
left:150px;
}
#button3{
top:450px;
left:150px;
}
#button4{
top:450px;
left:150px;
}
但是我们看不到菜单,因为它们具有显示:无样式。游戏开始时,菜单项之一应该是可见的,因此在第一个菜单的html中,添加style =“ display:block;”条目,看起来像这样会是这样的:
<div class = "menu" id = "menu1" style = "display:block;">
菜单现在看起来像这样:
太好了。但是,如果单击按钮,将捕获光标。因此,仅在游戏情况下才需要允许鼠标捕获。为此,请在script.js中输入canlock变量并将其添加到创建变量项中:
//
var lock = false;
var onGround = false;
var container = document.getElementById("container");
var world = document.getElementById("world");
var g = 0.1;
var dx = dy = dz = 0;
var canlock = false;
:
//
container.onclick = function(){
if (!lock && canlock) container.requestPointerLock();
};
现在,我们可以单击菜单。让我们使用menu.js文件中的脚本配置过渡:
//
var menu1 = document.getElementById("menu1");
var menu2 = document.getElementById("menu2");
var menu3 = document.getElementById("menu3");
var button1 = document.getElementById("button1");
var button2 = document.getElementById("button2");
var button3 = document.getElementById("button3");
var button4 = document.getElementById("button4");
//
button2.onclick = function(){
menu1.style.display = "none";
menu2.style.display = "block";
}
button3.onclick = function(){
menu1.style.display = "block";
menu2.style.display = "none";
}
button4.onclick = function(){
menu1.style.display = "block";
menu3.style.display = "none";
}
现在,除了“开始游戏”以外的所有菜单按钮都可以使用。现在让我们配置按钮button1。如果您还记得的话,在加载网页时,会在script.js文件中触发CreateNewWorld()和setInterval()函数。让我们从那里删除它们。我们仅在按下button1时才调用它们。我们开始做吧:
button1.onclick = function(){
menu1.style.display = "none";
CreateNewWorld();
TimerGame = setInterval(update,10);
}
我们已经创建了一个菜单。是的,它仍然很丑陋,但容易变得更好。
3.让我们创建对象和关卡过渡。
首先,让我们定义游戏规则。我们提供三种类型的物品:硬币(黄色方块),钥匙(红色方块)和饰面(蓝色方块)。硬币带来积分。玩家需要找到钥匙,然后才能到达终点。如果他没有钥匙就来到终点线,他将收到一条消息,提示需要首先找到钥匙。对象的创建方式与地图相同。我们将使用数组编写它们。但是我们不会为它们提供单独的功能。我们将只编写一个新功能,该功能既可以布置地图元素,也可以布置矩形元素,并继承CreateNewWorld()中的命令。我们称之为CreateSquares()。因此,我们将以下条目添加到script.js文件的末尾:
function CreateSquares(squares,string){
for (let i = 0; i < squares.length; i++){
//
let newElement = document.createElement("div");
newElement.className = string + " square";
newElement.id = string + i;
newElement.style.width = squares[i][6] + "px";
newElement.style.height = squares[i][7] + "px";
newElement.style.background = squares[i][8];
newElement.style.transform = "translate3d(" +
(600 - squares[i][6]/2 + squares[i][0]) + "px," +
(400 - squares[i][7]/2 + squares[i][1]) + "px," +
(squares[i][2]) + "px)" +
"rotateX(" + squares[i][3] + "deg)" +
"rotateY(" + squares[i][4] + "deg)" +
"rotateZ(" + squares[i][5] + "deg)";
// world
world.append(newElement);
}
}
然后,我们将更改createNewWorld()的内容:
function CreateNewWorld(){
CreateSquares(map,”map”);
}
该字符串是设置名称ID所必需的。游戏还没有改变。现在让我们添加3个数组:硬币(东西),钥匙(钥匙)和完成(完成)。让我们将它们插入到map数组之后:
var things = [[900,50,-900,0,0,0,50,50,"#FFFF00"],
[-400,50,900,0,0,0,50,50,"#FFFF00"],
[-400,50,-300,0,0,0,50,50,"#FFFF00"]];
var keys = [[-100,50,600,0,0,0,50,50,"#FF0000"]];
var start = [[-900,0,-900,0,0]];
var finish = [[-900,50,900,0,0,0,50,50,"#00FFFF"]];
在menu.js中,让我们使用处理程序中的CreateSquares()函数来按下按钮“ button1”:
button1.onclick = function(){
menu1.style.display = "none";
CreateNewWorld();
CreateSquares(things,”thing”);
CreateSquares(keys,”key”);
CreateSquares(finish,”finish”);
TimerGame = setInterval(update,10);
canlock = true;
}
现在让我们设置对象的消失。在menu.js中,让我们创建一个函数来检查播放器到对象的距离:
function interact(objects,string){
for (i = 0; i < objects.length; i++){
let r = (objects[i][0] - pawn.x)**2 + (objects[i][1] - pawn.y)**2 + (objects[i][2] - pawn.z)**2;
if(r < (objects[i][7]**2)/4){
document.getElementById(string + i).style.display = "none";
document.getElementById(string + i).style.transform =
"translate3d(1000000px,1000000px,1000000px)";
};
};
}
另外,在同一文件中,创建repeatFunction()函数并向其中添加命令:
function repeatFunction(){
update();
interact(things,"thing");
interact(keys,"key");
}
我们将在button1内的setInterval中运行其循环调用:
TimerGame = setInterval(repeatFunction,10);
现在,当我们接近对象时,它们就会消失。但是,他们绝对不做任何事情。我们希望在采用黄色正方形时和在采用红色正方形时将点添加到我们身上,我们有机会采用蓝色并完成游戏。让我们修改interact()函数:
function interact(objects,string,num){
for (i = 0; i < objects.length; i++){
let r = (objects[i][0] - pawn.x)**2 + (objects[i][1] - pawn.y)**2 + (objects[i][2] - pawn.z)**2;
if(r < (objects[i][7]**2)){
document.getElementById(string + i).style.display = "none";
objects[i][0] = 1000000;
objects[i][1] = 1000000;
objects[i][2] = 1000000;
document.getElementById(string + i).style.transform =
"translate3d(1000000px,1000000px,1000000px)";
num[0]++;
};
};
}
让我们更改此函数调用的输入参数:
function repeatFunction(){
update();
interact(things,"thing",m);
interact(keys,"key",k);
}
在文件的开头,添加四个新变量:
var m = [0];
var k = [0];
var f = [0];
var score = 0;
您问为什么我们要创建一个元素的数组,而不仅仅是变量?关键是我们希望通过引用而不是值来传递这些变量以进行交互()。在javascript中,常规变量仅按值传递,而数组按引用传递。如果我们仅传递一个变量进行交互(),则num将是该变量的副本。更改num不会更改k或m。而且,如果我们传递一个数组,则num将是对数组k或m的引用,并且当我们更改num [0]时,则k [0]和m [0]将会改变。当然,可以创建2个几乎相同的函数,但最好能通用一个。
最后,您仍然必须创建一个单独的函数:
function finishInteract(){
let r = (finish[0][0] - pawn.x)**2 + (finish[0][1] - pawn.y)**2 + (finish[0][2] - pawn.z)**2;
if(r < (finish[0][7]**2)){
if (k[0] == 0){
console.log(" ");
}
else{
clearWorld();
clearInterval(TimerGame);
document.exitPointerLock();
score = score + m[0];
k[0] = 0;
m[0] = 0;
menu1.style.display = "block";
};
};
};
并在script.js中设置clearWorld():
function clearWorld(){
world.innerHTML = "";
}
如您所见,清理世界非常简单。将finishInteract()添加到repeatFunction()中:
function repeatFunction(){
update();
interact(things,"thing",m);
interact(keys,"key",k);
finishInteract();
}
finishInteract()中发生了什么?如果我们还没有拿到密钥(k [0] == 0),那么什么也没有发生。如果是这样,则游戏结束,然后发生以下情况:清除了世界,repeatFunction()函数停止,光标停止被捕获,键计数器重置为零,然后转到主菜单。让我们通过运行游戏进行检查。一切正常。但是,再次单击游戏后,我们立即进入终点线,有些物品消失了。这是因为我们没有输入播放器初始生成的位置,并且在游戏过程中数组发生了变化。让我们为按钮1添加播放器的生成点,即,将其坐标等同于开始[0]数组的元素:
button1.onclick = function(){
menu1.style.display = "none";
CreateNewWorld();
pawn.x = start[0][0];
pawn.y = start[0][1];
pawn.z = start[0][2];
pawn.rx = start[0][3];
pawn.rx = start[0][4];
CreateSquares(things,"thing");
CreateSquares(keys,"key");
CreateSquares(finish,"finish");
TimerGame = setInterval(repeatFunction,10);
canlock = true;
}
玩家现在在原点生成。但是问题是:如果游戏中有多个关卡怎么办?将一个级别变量添加到menu.js:
//
var menu1 = document.getElementById("menu1");
var menu2 = document.getElementById("menu2");
var menu3 = document.getElementById("menu3");
var button1 = document.getElementById("button1");
var button2 = document.getElementById("button2");
var button3 = document.getElementById("button3");
var button4 = document.getElementById("button4");
var m = [0];
var k = [0];
var f = [0];
var score = 0;
var level = 0;
让我们将script.js内的变量映射,事物,键,开始,完成重新制作成数组,稍微改变它们的名称:
// 1
mapArray[0] = [
[0,0,1000,0,180,0,2000,200,"#F0C0FF"],
[0,0,-1000,0,0,0,2000,200,"#F0C0FF"],
[1000,0,0,0,-90,0,2000,200,"#F0C0FF"],
[-1000,0,0,0,90,0,2000,200,"#F0C0FF"],
[0,0,-300,70,0,0,200,500,"#F000FF"],
[0,-86,-786,90,0,0,200,500,"#F000FF"],
[-500,0,-300,20,0,0,200,500,"#00FF00"],
[0,100,0,90,0,0,2000,2000,"#666666"]
];
thingsArray [0] = [[900,50,-900,0,0,0,50,50,"#FFFF00"],
[-400,50,900,0,0,0,50,50,"#FFFF00"],
[-400,50,-300,0,0,0,50,50,"#FFFF00"]];
keysArray [0] = [[-100,50,600,0,0,0,50,50,"#FF0000"]];
startArray[0] = [[-900,0,-900,0,0]];
finishArray [0] = [[-900,50,900,0,0,0,50,50,"#00FFFF"]];
让我们添加第二层:
// 2
mapArray [1] = [
[0,0,1000,0,180,0,2000,200,"#F0C0FF"],
[0,0,-1000,0,0,0,2000,200,"#F0C0FF"],
[1000,0,0,0,-90,0,2000,200,"#F0C0FF"],
[-1000,0,0,0,90,0,2000,200,"#F0C0FF"],
[0,0,-300,70,0,0,200,500,"#F000FF"],
[0,-86,-786,90,0,0,200,500,"#F000FF"],
[-500,0,-300,20,0,0,200,500,"#00FF00"],
[0,100,0,90,0,0,2000,2000,"#666666"]
];
thingsArray [1] = [[900,50,-900,0,0,0,50,50,"#FFFF00"],
[-400,50,900,0,0,0,50,50,"#FFFF00"],
[-400,50,-300,0,0,0,50,50,"#FFFF00"]];
keysArray [1] = [[-100,50,600,0,0,0,50,50,"#FF0000"]];
startArray[1] = [[0,0,0,0,0]];
finishArray [1] = [[-900,50,900,0,0,0,50,50,"#00FFFF"]];
并且数组本身在级别之前初始化:
//
var mapArray = new Array();
var thingsArray = new Array();
var keysArray = new Array();
var startArray = new Array();
var finishArray = new Array();
必须通过在其中添加参数来更改CreateNewWorld()函数:
function CreateNewWorld(map){
CreateSquares(map,"map");
}
让我们在menu.js文件中更改对CreateNewWorld()的调用:
button1.onclick = function(){
menu1.style.display = "none";
CreateNewWorld(map);
pawn.x = start[0][0];
pawn.y = start[0][1];
pawn.z = start[0][2];
pawn.rx = start[0][3];
pawn.rx = start[0][4];
CreateSquares(things,"thing");
CreateSquares(keys,"key");
CreateSquares(finish,"finish");
TimerGame = setInterval(repeatFunction,10);
canlock = true;
}
现在,控制台将在启动时给出错误。没错,因为我们将变量map,事物,键和完成重命名,所以现在javascript无法弄清楚这些变量是什么。我们在script.js中再次初始化它们:
//
var map;
var things;
var keys;
var start;
var finish;
然后在button1(在menu.js中)中,将数组mapArray,ThingsArray,keysArray和finishArray的元素的副本分配给这些变量(以提高可读性,添加注释):
button1.onclick = function(){
//
map = userSlice(mapArray[level]);
things = userSlice(thingsArray[level]);
keys = userSlice(keysArray[level]);
start = userSlice(startArray[level]);
finish = userSlice(finishArray[level]);
//
menu1.style.display = "none";
CreateNewWorld(map);
pawn.x = start[0][0];
pawn.y = start[0][1];
pawn.z = start[0][2];
pawn.rx = start[0][3];
pawn.rx = start[0][4];
CreateSquares(things,"thing");
CreateSquares(keys,"key");
CreateSquares(finish,"finish");
//
TimerGame = setInterval(repeatFunction,10);
canlock = true;
}
其中userSlice()是复制数组的函数:
function userSlice(array){
let NewArray = new Array();
for (let i = 0; i < array.length; i++){
NewArray[i] = new Array();
for (let j = 0; j < array[i].length; j++){
NewArray[i][j] = array[i][j];
}
}
return NewArray;
}
例如,如果我们只是简单地编写keys = keysArray [level],则不是将数组的副本转移到变量,而是将指针转移到变量,这意味着它们将在游戏中更改,这是不可接受的,因为在重新启动键时原来的地方将不再存在。您可能会问,为什么我不只是使用keysArray [level] .slice(),而是发明自己的函数?毕竟,slice()也会复制数组。我尝试这样做,但是它是将引用复制到数组,而不是数组本身,结果是更改键导致更改keysArray [level],这意味着键在重新启动时消失了。事实是该文档说,在某些情况下,他将数组视为数组并将其复制,而在其他情况下,他将数组视为对象,并且仅复制指向它们的指针。他如何定义这对我来说是个谜,因此,如果有人能告诉我为什么slice()无法按计划工作,那么我将非常感谢他。
让我们过渡关卡。这很简单。让我们通过在else内添加以下几行来修改finishInteract():
level++;
if(level >= 2){
level = 0;
score = 0;
};
也就是说,将级别的值加1,如果通过了所有级别(我们有2个级别),则级别将重置并且得分点将重置。这很难验证,因为我们的水平现在没有变化。让我们更改mapArray [1]:
mapArray[1] = [
[0,0,1000,0,180,0,2000,200,"#00FF00"],
[0,0,-1000,0,0,0,2000,200,"#00FF00"],
[1000,0,0,0,-90,0,2000,200,"#00FF00"],
[-1000,0,0,0,90,0,2000,200,"#00FF00"],
[0,100,0,90,0,0,2000,2000,"#666666"]
];
我们改变了墙壁的颜色。来玩个游戏。我们看到,经过第一个关卡(带有紫色的墙壁和几个矩形)之后,我们继续前进到第二个关卡(带有绿色的墙壁),当我们经过第二个关卡时,我们返回到第一关。至此,我们完成了关卡的转换。仍然只有通过更改字体,为世界着色和使关卡更加困难来设计游戏。我们没有更改index.html和style.css文件,因此请检查脚本:
script.js
//
var pi = 3.141592;
var deg = pi/180;
// player
function player(x,y,z,rx,ry) {
this.x = x;
this.y = y;
this.z = z;
this.rx = rx;
this.ry = ry;
this.vx = 3;
this.vy = 5;
this.vz = 3;
}
//
var mapArray = new Array();
var thingsArray = new Array();
var keysArray = new Array();
var startArray = new Array();
var finishArray = new Array();
// 1
mapArray[0] = [
[0,0,1000,0,180,0,2000,200,"#F0C0FF"],
[0,0,-1000,0,0,0,2000,200,"#F0C0FF"],
[1000,0,0,0,-90,0,2000,200,"#F0C0FF"],
[-1000,0,0,0,90,0,2000,200,"#F0C0FF"],
[0,0,-300,70,0,0,200,500,"#F000FF"],
[0,-86,-786,90,0,0,200,500,"#F000FF"],
[-500,0,-300,20,0,0,200,500,"#00FF00"],
[0,100,0,90,0,0,2000,2000,"#666666"]
];
thingsArray[0] = [[900,50,-900,0,0,0,50,50,"#FFFF00"],
[-400,50,900,0,0,0,50,50,"#FFFF00"],
[-400,50,-300,0,0,0,50,50,"#FFFF00"]];
keysArray[0] = [[-100,50,600,0,0,0,50,50,"#FF0000"]];
startArray[0] = [[-900,0,-900,0,0]];
finishArray[0] = [[-900,50,900,0,0,0,50,50,"#00FFFF"]];
// 2
mapArray[1] = [
[0,0,1000,0,180,0,2000,200,"#00FF00"],
[0,0,-1000,0,0,0,2000,200,"#00FF00"],
[1000,0,0,0,-90,0,2000,200,"#00FF00"],
[-1000,0,0,0,90,0,2000,200,"#00FF00"],
[0,100,0,90,0,0,2000,2000,"#666666"]
];
thingsArray[1] = [[900,50,-900,0,0,0,50,50,"#FFFF00"],
[-400,50,900,0,0,0,50,50,"#FFFF00"],
[-400,50,-300,0,0,0,50,50,"#FFFF00"]];
keysArray[1] = [[-100,50,600,0,0,0,50,50,"#FF0000"]];
startArray[1] = [[0,0,0,0,0]];
finishArray[1] = [[-900,50,900,0,0,0,50,50,"#00FFFF"]];
//
var map = new Array();
var things = new Array();
var keys = new Array();
var start = new Array();
var finish = new Array();
// ?
var PressBack = 0;
var PressForward = 0;
var PressLeft = 0;
var PressRight = 0;
var PressUp = 0;
var MouseX = 0;
var MouseY = 0;
//
var lock = false;
var onGround = false;
var container = document.getElementById("container");
var world = document.getElementById("world");
var g = 0.1;
var dx = dy = dz = 0;
var canlock = false;
//
document.addEventListener("pointerlockchange", (event)=>{
lock = !lock;
});
//
container.onclick = function(){
if (!lock && canlock) container.requestPointerLock();
};
//
document.addEventListener("keydown", (event) =>{
if (event.key == "a"){
PressLeft = 1;
}
if (event.key == "w"){
PressForward = 1;
}
if (event.key == "d"){
PressRight = 1;
}
if (event.key == "s"){
PressBack = 1;
}
if (event.keyCode == 32){
PressUp = 1;
}
});
//
document.addEventListener("keyup", (event) =>{
if (event.key == "a"){
PressLeft = 0;
}
if (event.key == "w"){
PressForward = 0;
}
if (event.key == "d"){
PressRight = 0;
}
if (event.key == "s"){
PressBack = 0;
}
if (event.keyCode == 32){
PressUp = 0;
}
});
//
document.addEventListener("mousemove", (event)=>{
MouseX = event.movementX;
MouseY = event.movementY;
});
//
var pawn = new player(0,0,0,0,0);
function update(){
//
dx = ((PressRight - PressLeft)*Math.cos(pawn.ry*deg) - (PressForward - PressBack)*Math.sin(pawn.ry*deg))*pawn.vx;
dz = ( -(PressForward - PressBack)*Math.cos(pawn.ry*deg) - (PressRight - PressLeft)*Math.sin(pawn.ry*deg))*pawn.vz;
dy = dy + g;
if (onGround){
dy = 0;
if (PressUp){
dy = - PressUp*pawn.vy;
onGround = false;
}
};
drx = MouseY;
dry = - MouseX;
// :
MouseX = MouseY = 0;
//
collision();
//
pawn.x = pawn.x + dx;
pawn.y = pawn.y + dy;
pawn.z = pawn.z + dz;
// ,
if (lock){
pawn.rx = pawn.rx + drx;
pawn.ry = pawn.ry + dry;
};
// ( )
world.style.transform =
"translateZ(" + (600 - 0) + "px)" +
"rotateX(" + (-pawn.rx) + "deg)" +
"rotateY(" + (-pawn.ry) + "deg)" +
"translate3d(" + (-pawn.x) + "px," + (-pawn.y) + "px," + (-pawn.z) + "px)";
};
function CreateNewWorld(map){
CreateSquares(map,"map");
}
function clearWorld(){
world.innerHTML = "";
}
function collision(){
onGround = false;
for(let i = 0; i < map.length; i++){
//
let x0 = (pawn.x - map[i][0]);
let y0 = (pawn.y - map[i][1]);
let z0 = (pawn.z - map[i][2]);
if ((x0**2 + y0**2 + z0**2 + dx**2 + dy**2 + dz**2) < (map[i][6]**2 + map[i][7]**2)){
let x1 = x0 + dx;
let y1 = y0 + dy;
let z1 = z0 + dz;
let point0 = coorTransform(x0,y0,z0,map[i][3],map[i][4],map[i][5]);
let point1 = coorTransform(x1,y1,z1,map[i][3],map[i][4],map[i][5]);
let normal = coorReTransform(0,0,1,map[i][3],map[i][4],map[i][5]);
//
if (Math.abs(point1[0])<(map[i][6]+98)/2 && Math.abs(point1[1])<(map[i][7]+98)/2 && Math.abs(point1[2]) < 50){
point1[2] = Math.sign(point0[2])*50;
let point2 = coorReTransform(point1[0],point1[1],point1[2],map[i][3],map[i][4],map[i][5]);
let point3 = coorReTransform(point1[0],point1[1],0,map[i][3],map[i][4],map[i][5]);
dx = point2[0] - x0;
dy = point2[1] - y0;
dz = point2[2] - z0;
if (Math.abs(normal[1]) > 0.8){
if (point3[1] > point2[1]) onGround = true;
}
else dy = y1 - y0;
}
}
};
}
function coorTransform(x0,y0,z0,rxc,ryc,rzc){
let x1 = x0;
let y1 = y0*Math.cos(rxc*deg) + z0*Math.sin(rxc*deg);
let z1 = -y0*Math.sin(rxc*deg) + z0*Math.cos(rxc*deg);
let x2 = x1*Math.cos(ryc*deg) - z1*Math.sin(ryc*deg);
let y2 = y1;
let z2 = x1*Math.sin(ryc*deg) + z1*Math.cos(ryc*deg);
let x3 = x2*Math.cos(rzc*deg) + y2*Math.sin(rzc*deg);
let y3 = -x2*Math.sin(rzc*deg) + y2*Math.cos(rzc*deg);
let z3 = z2;
return [x3,y3,z3];
}
function coorReTransform(x3,y3,z3,rxc,ryc,rzc){
let x2 = x3*Math.cos(rzc*deg) - y3*Math.sin(rzc*deg);
let y2 = x3*Math.sin(rzc*deg) + y3*Math.cos(rzc*deg);
let z2 = z3
let x1 = x2*Math.cos(ryc*deg) + z2*Math.sin(ryc*deg);
let y1 = y2;
let z1 = -x2*Math.sin(ryc*deg) + z2*Math.cos(ryc*deg);
let x0 = x1;
let y0 = y1*Math.cos(rxc*deg) - z1*Math.sin(rxc*deg);
let z0 = y1*Math.sin(rxc*deg) + z1*Math.cos(rxc*deg);
return [x0,y0,z0];
};
function CreateSquares(squares,string){
for (let i = 0; i < squares.length; i++){
//
let newElement = document.createElement("div");
newElement.className = string + " square";
newElement.id = string + i;
newElement.style.width = squares[i][6] + "px";
newElement.style.height = squares[i][7] + "px";
newElement.style.background = squares[i][8];
newElement.style.transform = "translate3d(" +
(600 - squares[i][6]/2 + squares[i][0]) + "px," +
(400 - squares[i][7]/2 + squares[i][1]) + "px," +
(squares[i][2]) + "px)" +
"rotateX(" + squares[i][3] + "deg)" +
"rotateY(" + squares[i][4] + "deg)" +
"rotateZ(" + squares[i][5] + "deg)";
// world
world.append(newElement);
}
}
menu.js
//
var menu1 = document.getElementById("menu1");
var menu2 = document.getElementById("menu2");
var menu3 = document.getElementById("menu3");
var button1 = document.getElementById("button1");
var button2 = document.getElementById("button2");
var button3 = document.getElementById("button3");
var button4 = document.getElementById("button4");
var m = [0];
var k = [0];
var f = [0];
var level = 0;
//
button1.onclick = function(){
//
map = userSlice(mapArray[level]);
things = userSlice(thingsArray[level]);
keys = userSlice(keysArray[level]);
start = userSlice(startArray[level]);
finish = userSlice(finishArray[level]);
//
menu1.style.display = "none";
CreateNewWorld(map);
pawn.x = start[0][0];
pawn.y = start[0][1];
pawn.z = start[0][2];
pawn.rx = start[0][3];
pawn.rx = start[0][4];
CreateSquares(things,"thing");
CreateSquares(keys,"key");
CreateSquares(finish,"finish");
//
TimerGame = setInterval(repeatFunction,10);
canlock = true;
}
button2.onclick = function(){
menu1.style.display = "none";
menu2.style.display = "block";
}
button3.onclick = function(){
menu1.style.display = "block";
menu2.style.display = "none";
}
button4.onclick = function(){
menu1.style.display = "block";
menu3.style.display = "none";
}
//
function interact(objects,string,num){
for (i = 0; i < objects.length; i++){
let r = (objects[i][0] - pawn.x)**2 + (objects[i][1] - pawn.y)**2 + (objects[i][2] - pawn.z)**2;
if(r < (objects[i][7]**2)){
document.getElementById(string + i).style.display = "none";
objects[i][0] = 1000000;
objects[i][1] = 1000000;
objects[i][2] = 1000000;
document.getElementById(string + i).style.transform =
"translate3d(1000000px,1000000px,1000000px)";
num[0]++;
};
};
}
//
function finishInteract(){
let r = (finish[0][0] - pawn.x)**2 + (finish[0][1] - pawn.y)**2 + (finish[0][2] - pawn.z)**2;
if(r < (finish[0][7]**2)){
if (k[0] == 0){
console.log(" ");
}
else{
clearWorld();
clearInterval(TimerGame);
document.exitPointerLock();
score = score + m[0];
k[0] = 0;
m[0] = 0;
menu1.style.display = "block";
level++;
if(level >= 2){
level = 0;
score = 0;
};
};
};
};
// ,
function repeatFunction(){
update();
interact(things,"thing",m);
interact(keys,"key",k);
finishInteract();
}
// slice
function userSlice(array){
let NewArray = new Array();
for (let i = 0; i < array.length; i++){
NewArray[i] = new Array();
for (let j = 0; j < array[i].length; j++){
NewArray[i][j] = array[i][j];
}
}
return NewArray;
}
4.让我们设计游戏。
4.1更改级别
关卡建设非常有趣。通常,这是由称为关卡设计师的个人完成的。我们的水平由数字数组表示,这些数字数组由脚本从script.js转换为三维世界。可以编写一个单独的程序来简化世界的创建,但是现在我们不会这样做。让我们打开script.js文件,并在其中加载现成迷宫的数组:
水平阵列
// 1
mapArray[0] = [
//
[0,0,1000,0,180,0,2000,200,"#F0C0FF"],
[0,0,-1000,0,0,0,2000,200,"#F0C0FF"],
[1000,0,0,0,-90,0,2000,200,"#F0C0FF"],
[-1000,0,0,0,90,0,2000,200,"#F0C0FF"],
[0,100,0,90,0,0,2000,2000,"#EEEEEE"],
//1
[-700,0,-800,0,180,0,600,200,"#F0C0FF"],
[-700,0,-700,0,0,0,600,200,"#F0C0FF"],
[-400,0,-750,0,90,0,100,200,"#F0C0FF"],
//2
[100,0,-800,0,180,0,600,200,"#F0C0FF"],
[50,0,-700,0,0,0,500,200,"#F0C0FF"],
[400,0,-550,0,90,0,500,200,"#F0C0FF"],
[-200,0,-750,0,-90,0,100,200,"#F0C0FF"],
[300,0,-500,0,-90,0,400,200,"#F0C0FF"],
[350,0,-300,0,0,0,100,200,"#F0C0FF"],
//3
[700,0,-800,0,180,0,200,200,"#F0C0FF"],
[700,0,500,0,0,0,200,200,"#F0C0FF"],
[700,0,-150,0,90,0,1100,200,"#F0C0FF"],
[600,0,-150,0,-90,0,1300,200,"#F0C0FF"],
[800,0,-750,0,90,0,100,200,"#F0C0FF"],
[800,0,450,0,90,0,100,200,"#F0C0FF"],
[750,0,400,0,180,0,100,200,"#F0C0FF"],
[750,0,-700,0,0,0,100,200,"#F0C0FF"],
//4
[850,0,-100,0,180,0,300,200,"#F0C0FF"],
[850,0,0,0,0,0,300,200,"#F0C0FF"],
//5
[400,0,300,0,90,0,800,200,"#F0C0FF"],
[300,0,300,0,-90,0,800,200,"#F0C0FF"],
[350,0,-100,0,180,0,100,200,"#F0C0FF"],
//6
[400,0,800,0,0,0,800,200,"#F0C0FF"],
[450,0,700,0,180,0,700,200,"#F0C0FF"],
[800,0,750,0,90,0,100,200,"#F0C0FF"],
[100,0,550,0,90,0,300,200,"#F0C0FF"],
[0,0,650,0,-90,0,300,200,"#F0C0FF"],
[-100,0,500,0,0,0,200,200,"#F0C0FF"],
[-100,0,400,0,180,0,400,200,"#F0C0FF"],
[-200,0,750,0,90,0,500,200,"#F0C0FF"],
[-300,0,700,0,-90,0,600,200,"#F0C0FF"],
//7
[100,0,-250,0,90,0,900,200,"#F0C0FF"],
[0,0,-300,0,-90,0,800,200,"#F0C0FF"],
[-350,0,200,0,0,0,900,200,"#F0C0FF"],
[-350,0,100,0,180,0,700,200,"#F0C0FF"],
[-700,0,-50,0,90,0,300,200,"#F0C0FF"],
[-800,0,0,0,-90,0,400,200,"#F0C0FF"],
[-750,0,-200,0,180,0,100,200,"#F0C0FF"],
//8
[-500,0,600,0,90,0,800,200,"#F0C0FF"],
[-600,0,600,0,-90,0,800,200,"#F0C0FF"],
//9
[-600,0,-500,0,180,0,800,200,"#F0C0FF"],
[-650,0,-400,0,0,0,700,200,"#F0C0FF"],
[-200,0,-300,0,90,0,400,200,"#F0C0FF"],
[-300,0,-300,0,-90,0,200,200,"#F0C0FF"],
[-350,0,-100,0,0,0,300,200,"#F0C0FF"],
[-400,0,-200,0,180,0,200,200,"#F0C0FF"],
[-500,0,-150,0,-90,0,100,200,"#F0C0FF"],
//10
[-900,0,500,0,0,0,200,200,"#F0C0FF"],
[-900,0,400,0,180,0,200,200,"#F0C0FF"],
[-800,0,450,0,90,0,100,200,"#F0C0FF"]
];
thingsArray[0] = [[900,50,-900,0,0,0,50,50,"#FFFF00"],
[-400,50,900,0,0,0,50,50,"#FFFF00"],
[-400,50,-300,0,0,0,50,50,"#FFFF00"]];
keysArray[0] = [[-100,50,600,0,0,0,50,50,"#FF0000"]];
startArray[0] = [[-900,0,-900,0,0]];
finishArray[0] = [[-900,50,900,0,0,0,50,50,"#00FFFF"]];
// 2
mapArray[1] = [
//
[0,0,1200,0,180,0,2400,200,"#C0FFE0"],
[0,0,-1200,0,0,0,2400,200,"#C0FFE0"],
[1200,0,0,0,-90,0,2400,200,"#C0FFE0"],
[-1200,0,0,0,90,0,2400,200,"#C0FFE0"],
[0,100,0,90,0,0,2400,2400,"#EEEEEE"],
//1
[1100,0,-800,0,180,0,200,200,"#C0FFE0"],
[1000,0,-900,0,90,0,200,200,"#C0FFE0"],
[850,0,-1000,0,180,0,300,200,"#C0FFE0"],
[700,0,-950,0,-90,0,100,200,"#C0FFE0"],
[800,0,-900,0,0,0,200,200,"#C0FFE0"],
[900,0,-700,0,-90,0,400,200,"#C0FFE0"],
[750,0,-500,0,180,0,300,200,"#C0FFE0"],
[600,0,-450,0,-90,0,100,200,"#C0FFE0"],
[800,0,-400,0,0,0,400,200,"#C0FFE0"],
[1000,0,-550,0,90,0,300,200,"#C0FFE0"],
[1100,0,-700,0,0,0,200,200,"#C0FFE0"],
//2
[800,0,-200,0,180,0,800,200,"#C0FFE0"],
[400,0,-300,0,90,0,200,200,"#C0FFE0"],
[300,0,-400,0,180,0,200,200,"#C0FFE0"],
[200,0,-700,0,90,0,600,200,"#C0FFE0"],
[50,0,-1000,0,180,0,300,200,"#C0FFE0"],
[-100,0,-950,0,-90,0,100,200,"#C0FFE0"],
[0,0,-900,0,0,0,200,200,"#C0FFE0"],
[100,0,-600,0,-90,0,600,200,"#C0FFE0"],
[200,0,-300,0,0,0,200,200,"#C0FFE0"],
[300,0,-200,0,-90,0,200,200,"#C0FFE0"],
[750,0,-100,0,0,0,900,200,"#C0FFE0"],
//3
[500,0,-950,0,90,0,500,200,"#C0FFE0"],
[450,0,-700,0,0,0,100,200,"#C0FFE0"],
[400,0,-950,0,-90,0,500,200,"#C0FFE0"],
//4
[-700,0,-600,0,0,0,1000,200,"#C0FFE0"],
[-200,0,-500,0,-90,0,200,200,"#C0FFE0"],
[-300,0,-400,0,180,0,200,200,"#C0FFE0"],
[-400,0,-250,0,-90,0,300,200,"#C0FFE0"],
[-350,0,-100,0,0,0,100,200,"#C0FFE0"],
[-300,0,-200,0,90,0,200,200,"#C0FFE0"],
[-200,0,-300,0,0,0,200,200,"#C0FFE0"],
[-100,0,-500,0,90,0,400,200,"#C0FFE0"],
[-650,0,-700,0,180,0,1100,200,"#C0FFE0"],
//5
[-300,0,-850,0,90,0,300,200,"#C0FFE0"],
[-350,0,-1000,0,180,0,100,200,"#C0FFE0"],
[-400,0,-850,0,-90,0,300,200,"#C0FFE0"],
//6
[-600,0,-1050,0,90,0,300,200,"#C0FFE0"],
[-650,0,-900,0,0,0,100,200,"#C0FFE0"],
[-700,0,-1050,0,-90,0,300,200,"#C0FFE0"],
//7
[-900,0,-850,0,90,0,300,200,"#C0FFE0"],
[-950,0,-1000,0,180,0,100,200,"#C0FFE0"],
[-1000,0,-850,0,-90,0,300,200,"#C0FFE0"],
//8
[-600,0,-250,0,90,0,700,200,"#C0FFE0"],
[-650,0,100,0,0,0,100,200,"#C0FFE0"],
[-700,0,-250,0,-90,0,700,200,"#C0FFE0"],
//9
[-900,0,-150,0,90,0,900,200,"#C0FFE0"],
[-500,0,300,0,180,0,800,200,"#C0FFE0"],
[-100,0,650,0,90,0,700,200,"#C0FFE0"],
[-300,0,1000,0,0,0,400,200,"#C0FFE0"],
[-500,0,950,0,-90,0,100,200,"#C0FFE0"],
[-350,0,900,0,180,0,300,200,"#C0FFE0"],
[-200,0,650,0,-90,0,500,200,"#C0FFE0"],
[-600,0,400,0,0,0,800,200,"#C0FFE0"],
[-1000,0,-100,0,-90,0,1000,200,"#C0FFE0"],
//10
[-300,0,200,0,90,0,200,200,"#C0FFE0"],
[-350,0,100,0,180,0,100,200,"#C0FFE0"],
[-400,0,200,0,-90,0,200,200,"#C0FFE0"],
//11
[-800,0,600,0,180,0,800,200,"#C0FFE0"],
[-400,0,650,0,90,0,100,200,"#C0FFE0"],
[-800,0,700,0,0,0,800,200,"#C0FFE0"],
//12
[-700,0,1050,0,90,0,300,200,"#C0FFE0"],
[-850,0,900,0,180,0,300,200,"#C0FFE0"],
[-1000,0,950,0,-90,0,100,200,"#C0FFE0"],
[-900,0,1000,0,0,0,200,200,"#C0FFE0"],
[-800,0,1100,0,-90,0,200,200,"#C0FFE0"],
//13
[1050,0,700,0,180,0,300,200,"#C0FFE0"],
[900,0,800,0,-90,0,200,200,"#C0FFE0"],
[550,0,900,0,180,0,700,200,"#C0FFE0"],
[200,0,650,0,90,0,500,200,"#C0FFE0"],
[300,0,400,0,0,0,200,200,"#C0FFE0"],
[400,0,300,0,90,0,200,200,"#C0FFE0"],
[550,0,200,0,0,0,300,200,"#C0FFE0"],
[700,0,150,0,90,0,100,200,"#C0FFE0"],
[500,0,100,0,180,0,400,200,"#C0FFE0"],
[300,0,200,0,-90,0,200,200,"#C0FFE0"],
[200,0,300,0,180,0,200,200,"#C0FFE0"],
[100,0,650,0,-90,0,700,200,"#C0FFE0"],
[550,0,1000,0,0,0,900,200,"#C0FFE0"],
[1000,0,900,0,90,0,200,200,"#C0FFE0"],
[1100,0,800,0,0,0,200,200,"#C0FFE0"],
//14
[700,0,700,0,90,0,400,200,"#C0FFE0"],
[850,0,500,0,0,0,300,200,"#C0FFE0"],
[1000,0,300,0,90,0,400,200,"#C0FFE0"],
[950,0,100,0,180,0,100,200,"#C0FFE0"],
[900,0,250,0,-90,0,300,200,"#C0FFE0"],
[750,0,400,0,180,0,300,200,"#C0FFE0"],
[600,0,650,0,-90,0,500,200,"#C0FFE0"],
//15
[500,0,600,0,180,0,200,200,"#C0FFE0"],
[400,0,650,0,-90,0,100,200,"#C0FFE0"],
[500,0,700,0,0,0,200,200,"#C0FFE0"]
];
thingsArray[1] = [[1100,50,900,0,0,0,50,50,"#FFFF00"],
[500,50,800,0,0,0,50,50,"#FFFF00"],
[-800,50,-500,0,0,0,50,50,"#FFFF00"],
[-900,50,1100,0,0,0,50,50,"#FFFF00"],
[-1100,50,-800,0,0,0,50,50,"#FFFF00"]
];
keysArray[1] = [[1100,50,-900,0,0,0,50,50,"#FF0000"]];
startArray[1] = [[0,0,0,0,0]];
finishArray[1] = [[-1100,50,-500,0,0,0,50,50,"#00FFFF"]];
我们现在可以玩游戏了。结果,这些级别如下所示:
在这样的世界中导航非常困难。另外,由于玩家可能会卡在墙壁的各个角落,因此沿着墙壁的移动会包含一些错误。让我们在冲突()中修复它,将98替换为90:
//
if (Math.abs(point1[0])<(map[i][6]+90)/2 && Math.abs(point1[1])<(map[i][7]+90)/2 && Math.abs(point1[2]) < 50){
4.2添加静态照明
为了使导航更容易,我们实现了静态太阳能照明(无阴影)。让我们添加一个阳光向量:
var sun = [0.48,0.8,0.36];
如何创建照明?看图片:
如果矢量太阳与矢量n正好相反,则照明将最大化。光强度取决于表面上光的入射角。如果光线平行于平面落下或从相反侧落下,则该平面不被照亮。可以使用标量积n * sun来计算入射角:如果为负,则照度取决于点积的模量;如果为正,则不照度。生成世界时,即在CreateNewWorld()中,我们将创建表面的照明。并且由于只有CreateSquare()函数,因此我们将在此处应用照明。但是我们可能只对世界应用通告,而对事物不应用通告,因此我们将在此处添加光照参数,并更改CreateSquare()本身:
function CreateSquares(squares,string,havelight){
for (let i = 0; i < squares.length; i++){
//
let newElement = document.createElement("div");
newElement.className = string + " square";
newElement.id = string + i;
newElement.style.width = squares[i][6] + "px";
newElement.style.height = squares[i][7] + "px";
if (havelight){
let normal = coorReTransform(0,0,1,squares[i][3],squares[i][4],squares[i][5]);
let light = -(normal[0]*sun[0] + normal[1]*sun[1] + normal[2]*sun[2]);
if (light < 0){
light = 0;
};
newElement.style.background = "linear-gradient(rgba(0,0,0," + (0.2 - light*0.2) + "),rgba(0,0,0," + (0.2 - light*0.2) + ")), " + squares[i][8];
}
else{
newElement.style.background = squares[i][8];
}
newElement.style.transform = "translate3d(" +
(600 - squares[i][6]/2 + squares[i][0]) + "px," +
(400 - squares[i][7]/2 + squares[i][1]) + "px," +
(squares[i][2]) + "px)" +
"rotateX(" + squares[i][3] + "deg)" +
"rotateY(" + squares[i][4] + "deg)" +
"rotateZ(" + squares[i][5] + "deg)";
// world
world.append(newElement);
}
}
让我们在CreateNewWorld()中生成世界时打开照明:
function CreateNewWorld(map){
CreateSquares(map,"map",true);
}
并为button1.onclick中的项目添加关闭照明(在CreateSquares中,它们的最后一个参数为false):
//
menu1.style.display = "none";
CreateNewWorld(map);
pawn.x = start[0][0];
pawn.y = start[0][1];
pawn.z = start[0][2];
pawn.rx = start[0][3];
pawn.rx = start[0][4];
CreateSquares(things,"thing",false);
CreateSquares(keys,"key",false);
CreateSquares(finish,"finish",false);
让我们开始游戏,注意照明变得更加逼真,并且在太空中导航要容易得多:
添加蓝天。让我们在style.css中为#container设置背景:
background-color:#C0FFFF;
天空变成蓝色:
我们已经设计了关卡。但是,由于它们是静态的,因此仍然很难找到它们,并且从直观上讲,玩家很难理解它们可以被收集。
4.3向对象添加旋转和光照
在menu.js中,让我们创建一个单独的旋转函数:
function rotate(objects,string,wy){
for (i = 0; i < objects.length; i++){
objects[i][4] = objects[i][4] + wy;
document.getElementById(string + i).style.transform = "translate3d(" +
(600 - objects[i][6]/2 + objects[i][0]) + "px," +
(400 - objects[i][7]/2 + objects[i][1]) + "px," +
(objects[i][2]) + "px)" +
"rotateX(" + objects[i][3] + "deg)" +
"rotateY(" + objects[i][4] + "deg)" +
"rotateZ(" + objects[i][5] + "deg)";
};
}
我们将从repeatFunction()调用它:
function repeatFunction(){
update();
interact(things,"thing",m);
interact(keys,"key",k);
rotate(things,"thing",0.5);
rotate(keys,"key",0.5);
rotate(finish,"finish",0.5);
finishInteract();
}
是的,旋转功能不仅可以用于旋转对象,还可以用于移动它们。所以物体在旋转。但是,如果我们使这些对象发光,那么通常它将是超级。让我们在style.css中为其设置彩色阴影:
.thing{
box-shadow: 0 0 10px #FFFF00;
}
.key{
box-shadow: 0 0 10px #FF0000;
}
.finish{
box-shadow: 0 0 10px #00FFFF;
}
现在,玩家可以确定可以与这些物品进行交互了。
4.4添加小部件
通常,小部件会显示分数,健康状况和其他必要的数值数据。在这里,它们将显示收集的硬币(黄色方块)和钥匙(红色方块)的数量,您可以从javascript中更改它们。首先,让我们向html中添加新元素:
<div id="container">
<div id="world"></div>
<div id="pawn"></div>
<div class = "widget" id = "widget1"></div>
<div class = "widget" id = "widget2"></div>
<div class = "widget" id = "widget3"></div>
…
在menu.js中,让我们将变量绑定到它们:
var widget1 = document.getElementById("widget1");
var widget2 = document.getElementById("widget2");
var widget3 = document.getElementById("widget3");
在button1.onclick()内部添加文本:
widget1.innerHTML = "<p style='font-size:30px'>: 0 0" </p>";
widget2.innerHTML = "<p style='font-size:30px'>:0</p>";
widget3.innerHTML = "<p style='font-size:40px'> !</p>";
让我们在style.css()中设置样式:
/* */
.widget{
display:none;
position:absolute;
background-color:#FFF;
opacity:0.8;
z-index:300;
}
#widget1{
top:0px;
left:0px;
width:300px;
height:100px;
}
#widget2{
top:0px;
right:0px;
width:300px;
height:100px;
}
#widget3{
bottom:0px;
left:0px;
width:500px;
height:200px;
}
它们最初是不可见的。让我们在启动button1.onclick内的级别时使前2个小部件可见:
//
widget1.style.display = "block";
widget2.style.display = "block";
widget1.innerHTML = "<p style='font-size:30px'>: 0 " + things.length + " </p>";
widget2.innerHTML = "<p style='font-size:30px'>:0</p>";
widget3.innerHTML = "<p style='font-size:40px'> !</p>";
有小部件,但是与对象进行交互时什么也没有发生。从交互功能进行交互时,我们将更改小部件的标签(在if(r <(object [i] [7] ** 2)){...}内部):
widget1.innerHTML = "<p style='font-size:30px'>: " + m[0] + " " + things.length + " </p>";
widget2.innerHTML = "<p style='font-size:30px'>: " + k[0] + "</p>";
现在,当拿硬币和钥匙时,小部件中的信息会更改。但是,当游戏结束时,小部件不会被隐藏。在游戏结束时将它们隐藏起来,方法是在else里面的finishInteract()中添加以下行:
widget1.style.display =“ none”;
widget2.style.display =“ none”;
widget3.style.display =“ none”;
小部件被隐藏。剩下的工作是设置一个小部件,如果您不带它到达终点,要求您拿钥匙。在finishInteract()中,插入以下几行,而不是console.log(“找到密钥”):
widget3.style.display = "block";
setTimeout(() => widget3.style.display = "none",5000);
如果尝试结束游戏失败,我们会收到一条消息,该消息会在5秒钟后消失。我们的游戏现在看起来像这样:
4.5让我们格式化文本。
让我们在files文件夹中创建一个Fonts文件夹。从此处下载font1.woff文件,并将其粘贴到Fonts中。将文字样式添加到style.css:
/* */
p{
margin:0px;
font-size:60px;
position:absolute;
display:block;
top:50%;
left:50%;
transform:translate(-50%,-50%);
user-select:none;
font-family:fontlab;
}
@font-face{
font-family:fontlab;
src:url("Fonts/font1.woff");
}
菜单和游戏已更改:
4.6添加声音。
从此处下载Sounds.zip存档。在项目文件夹中创建一个声音文件夹,然后在其中插入声音(它们为mp3格式)。让我们对这些声音进行变量引用:
//
var clickSound = new Audio;
clickSound.src = "Sounds/click.mp3";
var keySound = new Audio;
keySound.src = "Sounds/key.mp3";
var mistakeSound = new Audio;
mistakeSound.src = "Sounds/mistake.mp3";
var thingSound = new Audio;
thingSound.src = "Sounds/thing.mp3";
var winSound = new Audio;
winSound.src = "Sounds/win.mp3";
在interact函数中,向声音文件添加一个参数并播放声音(soundObject.play()):
function interact(objects,string,num,soundObject){
for (i = 0; i < objects.length; i++){
let r = (objects[i][0] - pawn.x)**2 + (objects[i][1] - pawn.y)**2 + (objects[i][2] - pawn.z)**2;
if(r < (objects[i][7]**2)){
soundObject.play();
document.getElementById(string + i).style.display = "none";
objects[i][0] = 1000000;
objects[i][1] = 1000000;
objects[i][2] = 1000000;
document.getElementById(string + i).style.transform =
"translate3d(1000000px,1000000px,1000000px)";
num[0]++;
widget1.innerHTML = "<p style='font-size:30px'>: " + m[0] + " " + things.length + " </p>";
widget2.innerHTML = "<p style='font-size:30px'>: " + k[0] + "</p>";
};
};
}
在repeatFunction()中,相应地更改对此函数的调用:
interact(things,"thing",m,thingSound);
interact(keys,"key",k,keySound);
在finishInteract()中,添加errorSound和winSound声音:
function finishInteract(){
let r = (finish[0][0] - pawn.x)**2 + (finish[0][1] - pawn.y)**2 + (finish[0][2] - pawn.z)**2;
if(r < (finish[0][7]**2)){
if (k[0] == 0){
widget3.style.display = "block";
setTimeout(() => widget3.style.display = "none",5000);
mistakeSound.play();
}
else{
clearWorld();
clearInterval(TimerGame);
document.exitPointerLock();
score = score + m[0];
k[0] = 0;
m[0] = 0;
level++;
menu1.style.display = "block";
widget1.style.display = "none";
widget2.style.display = "none";
widget3.style.display = "none";
winSound.play();
if(level >= 2){
level = 0;
score = 0;
};
};
};
};
当您单击任何菜单按钮时,我们将播放clickSound声音:
button1.onclick = function(){
clickSound.play();
...
}
button2.onclick = function(){
clickSound.play();
menu1.style.display = "none";
menu2.style.display = "block";
}
button3.onclick = function(){
clickSound.play();
menu1.style.display = "block";
menu2.style.display = "none";
}
button4.onclick = function(){
clickSound.play();
menu1.style.display = "block";
menu3.style.display = "none";
}
游戏玩得更精彩。在通过所有级别之后,仍然需要自定义结果的输出:
4.7结果输出。
在menu.js中,如果if(level> = 2){...}中的finishInteract()内添加以下行:
if(level >= 2){
menu1.style.display = "none";
menu3.style.display = "block";
document.getElementById("result").innerHTML = " " + score + " ";
level = 0;
score = 0;
};
完成所有级别后,我们会看到得分得分。
顺便说一下,让我们不要忘记将行添加到同一函数中:
canlock = false;
和:
button1.innerHTML = "<p></p>";
和
button1.innerHTML = "<p> </p>";
结果是:
function finishInteract(){
let r = (finish[0][0] - pawn.x)**2 + (finish[0][1] - pawn.y)**2 + (finish[0][2] - pawn.z)**2;
if(r < (finish[0][7]**2)){
if (k[0] == 0){
…
}
else{
…
canlock = false;
button1.innerHTML = "<p></p>";
if(level >= 2){
menu1.style.display = "none";
menu3.style.display = "block";
document.getElementById("result").innerHTML = " " + score + " ";
level = 0;
score = 0;
button1.innerHTML = "<p> </p>";
};
};
};
};
现在,游戏开始按钮根据关卡的通过而改变。另外,将“容器”移动到窗口的中心,在其样式中添加以下几行:
top:50%;
left:50%;
transform: translate(-50%,-50%);
并删除体内的凹痕:
body{
margin:0px;
}
因此,我们已经完全编写了基于浏览器的3D迷宫游戏。多亏了她,我们提请您注意javascript语言的某些方面,了解了您以前可能没有听说过的函数。最重要的是,我们已经证明,即使使用纯代码,为浏览器制作简单的玩具也不是那么困难。您可以从此处(sources.zip)下载完整的源代码。通过在其中添加不同的库,编写新的构造函数或执行其他操作,可以显着改善脚本本身。
感谢您的关注!