网络编程 发布日期:2025/10/31 浏览次数:1
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
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
1. 定义数组
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]];
2. 根据箱子初始位置数组初始化箱子
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)
}
3. 根据地面数组初始化地面
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);
}
4. 根据墙数组初始化地面
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);
  })
}
5. 根据目标数组初始化目标物
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())
    })
  })
}
6. 监听箱子的点击事件
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);
      }
    }
  })
}
7. 监听游戏成功
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。
以上就是如何使用three.js 制作一个三维的推箱子游戏的详细内容,更多关于three.js 制作推箱子游戏的资料请关注其它相关文章!