three.js实现反应堆游戏

前言

大家好,这里是CSS魔法使——alphardex。

之前在appstore上有这样一个游戏,叫stack(中文译名为“反应堆”),游戏规则是这样的:在竖直方向上会不停地有方块出现并来回移动,点击屏幕能叠方块,而你的目的是尽量使它们保持重合,不重合就会被削掉,叠得越多分数越高。玩法虽简单但极其令人上瘾。

碰巧笔者最近在学习three.js——一个基于webgl的3d框架,于是乎就思索着能不能用three.js来实现这样的效果,以摸清那些3D游戏的套路。

最终的效果图如下

技术栈

  • three.js:本文主角
  • gsap:使数值动起来的工具人
  • kyouka:我的TS工具库,名字来源于公主连结的冰川镜华(xcw)
  • aqua.css:我的CSS框架,名字来源于素晴的智慧女神阿库娅

规则解析

  • 每一关创建一个方块,并使其在x轴或者z轴上来回移动,方块的高度和速度是递增的
  • 点击时进行重叠的判定,将不重叠的部分削掉,重叠的部分固定在原先的位置,完全不重叠则游戏结束
  • 方块的颜色随关卡数的增加进行有规律的变换

撒,哈吉马路油!

基础场景

首先先创建一个最简单的场景,也是three.js里的hello world

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interface Cube {
width?: number;
height?: number;
depth?: number;
x?: number;
y?: number;
z?: number;
color?: string | Color;
}

const calcAspect = (el: HTMLElement) => el.clientWidth / el.clientHeight;

class Base {
debug: boolean;
container: HTMLElement | null;
scene!: Scene;
camera!: PerspectiveCamera | OrthographicCamera;
renderer!: WebGLRenderer;
box!: Mesh;
light!: PointLight | DirectionalLight;
constructor(sel: string, debug = false) {
this.debug = debug;
this.container = document.querySelector(sel);
}
// 初始化
init() {
this.createScene();
this.createCamera();
this.createRenderer();
const box = this.createBox({});
this.box = box;
this.createLight();
this.addListeners();
this.setLoop();
}
// 创建场景
createScene() {
const scene = new Scene();
if (this.debug) {
scene.add(new AxesHelper());
}
this.scene = scene;
}
// 创建透视相机
createCamera() {
const aspect = calcAspect(this.container!);
const camera = new PerspectiveCamera(75, aspect, 0.1, 100);
camera.position.set(0, 1, 10);
this.camera = camera;
}
// 创建渲染
createRenderer() {
const renderer = new WebGLRenderer({
alpha: true,
antialias: true,
});
renderer.setSize(this.container!.clientWidth, this.container!.clientHeight);
this.container?.appendChild(renderer.domElement);
this.renderer = renderer;
this.renderer.setClearColor(0x000000, 0);
}
// 创建方块
createBox(cube: Cube) {
const { width = 1, height = 1, depth = 1, color = new Color("#d9dfc8"), x = 0, y = 0, z = 0 } = cube;
const geo = new BoxBufferGeometry(width, height, depth);
const material = new MeshToonMaterial({ color, flatShading: true });
const box = new Mesh(geo, material);
box.position.x = x;
box.position.y = y;
box.position.z = z;
this.scene.add(box);
return box;
}
// 创建光源
createLight() {
const light = new DirectionalLight(new Color("#ffffff"), 0.5);
light.position.set(0, 50, 0);
this.scene.add(light);
const ambientLight = new AmbientLight(new Color("#ffffff"), 0.4);
this.scene.add(ambientLight);
this.light = light;
}
// 监听事件
addListeners() {
this.onResize();
}
// 监听画面缩放
onResize() {
window.addEventListener("resize", (e) => {
const aspect = calcAspect(this.container!);
const camera = this.camera as PerspectiveCamera;
camera.aspect = aspect;
camera.updateProjectionMatrix();
this.renderer.setSize(this.container!.clientWidth, this.container!.clientHeight);
});
}
// 动画
update() {
console.log("animation");
}
// 渲染
setLoop() {
this.renderer.setAnimationLoop(() => {
this.update();
this.renderer.render(this.scene, this.camera);
});
}
}

这个场景把three.js最基本的要素都囊括在内了:场景、相机、渲染、物体、光源、事件、动画。效果图如下:

游戏场景

初始化

首先,将本游戏所必要的参数全部设定好。

相机采用了正交相机(无论物体远近,大小始终不变)

创建了一个底座,高度设定为大约场景高的二分之一

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class Stack extends Base {
cameraParams: Record<string, any>; // 相机参数
cameraPosition: Vector3; // 相机位置
lookAtPosition: Vector3; // 视点
colorOffset: number; // 颜色偏移量
boxParams: Record<string, any>; // 方块属性参数
level: number; // 关卡
moveLimit: number; // 移动上限
moveAxis: "x" | "z"; // 移动所沿的轴
moveEdge: "width" | "depth"; // 移动的边
currentY: number; // 当前的y轴高度
state: string; // 状态:paused - 静止;running - 运动
speed: number; // 移动速度
speedInc: number; // 速度增量
speedLimit: number; // 速度上限
gamestart: boolean; // 游戏开始
gameover: boolean; // 游戏结束
constructor(sel: string, debug: boolean) {
super(sel, debug);
this.cameraParams = {};
this.updateCameraParams();
this.cameraPosition = new Vector3(2, 2, 2);
this.lookAtPosition = new Vector3(0, 0, 0);
this.colorOffset = ky.randomIntegerInRange(0, 255);
this.boxParams = { width: 1, height: 0.2, depth: 1, x: 0, y: 0, z: 0, color: new Color("#d9dfc8") };
this.level = 0;
this.moveLimit = 1.2;
this.moveAxis = "x";
this.moveEdge = "width";
this.currentY = 0;
this.state = "paused";
this.speed = 0.02;
this.speedInc = 0.0005;
this.speedLimit = 0.05;
this.gamestart = false;
this.gameover = false;
}
// 更新相机参数
updateCameraParams() {
const { container } = this;
const aspect = calcAspect(container!);
const zoom = 2;
this.cameraParams = { left: -zoom * aspect, right: zoom * aspect, top: zoom, bottom: -zoom, near: -100, far: 1000 };
}
// 创建正交相机
createCamera() {
const { cameraParams, cameraPosition, lookAtPosition } = this;
const { left, right, top, bottom, near, far } = cameraParams;
const camera = new OrthographicCamera(left, right, top, bottom, near, far);
camera.position.set(cameraPosition.x, cameraPosition.y, cameraPosition.z);
camera.lookAt(lookAtPosition.x, lookAtPosition.y, lookAtPosition.z);
this.camera = camera;
}
// 初始化
init() {
this.createScene();
this.createCamera();
this.createRenderer();
this.updateColor(); // 这行先注释掉,下节再用
const baseParams = { ...this.boxParams };
const baseHeight = 2.5;
baseParams.height = baseHeight;
baseParams.y -= (baseHeight - this.boxParams.height) / 2;
const base = this.createBox(baseParams);
this.box = base;
this.createLight();
this.addListeners();
this.setLoop();
}
}

有规律地改变方块颜色

这里采用了正弦函数来周期性地改变方块的颜色

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class Stack extends Base {
...
// 更新颜色
updateColor() {
const { level, colorOffset } = this;
const colorValue = (level + colorOffset) * 0.25;
const r = (Math.sin(colorValue) * 55 + 200) / 255;
const g = (Math.sin(colorValue + 2) * 55 + 200) / 255;
const b = (Math.sin(colorValue + 4) * 55 + 200) / 255;
this.boxParams.color = new Color(r, g, b);
}
}

创建并移动方块

每开始一个关卡,我们就要做以下的事情:

  • 确定方块是在x轴还是z轴上移动
  • 增加方块的高度和移动速度
  • 更新方块颜色
  • 创建方块
  • 根据移动轴来确定方块的初始移动位置
  • 更新相机和视角的高度
  • 开始移动方块,当移动到最大距离时反转速度,形成来回移动的效果
  • 用户点击时进行重叠判定
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class Stack extends Base {
...
// 开始游戏
start() {
this.gamestart = true;
this.startNextLevel();
}
// 开始下一关
startNextLevel() {
this.level += 1;
// 确定移动轴和移动边:奇数x;偶数z
this.moveAxis = this.level % 2 ? "x" : "z";
this.moveEdge = this.level % 2 ? "width" : "depth";
// 增加方块生成的高度
this.currentY += this.boxParams.height;
// 增加方块的速度
if (this.speed <= this.speedLimit) {
this.speed += this.speedInc;
}
this.updateColor();
const boxParams = { ...this.boxParams };
boxParams.y = this.currentY;
const box = this.createBox(boxParams);
this.box = box;
// 确定初始移动位置
this.box.position[this.moveAxis] = this.moveLimit * -1;
this.state = "running";
if (this.level > 1) {
this.updateCameraHeight();
}
}
// 更新相机高度
updateCameraHeight() {
this.cameraPosition.y += this.boxParams.height;
this.lookAtPosition.y += this.boxParams.height;
gsap.to(this.camera.position, {
y: this.cameraPosition.y,
duration: 0.4,
});
gsap.to(this.camera.lookAt, {
y: this.lookAtPosition.y,
duration: 0.4,
});
}
// 动画
update() {
if (this.state === "running") {
const { moveAxis } = this;
this.box.position[moveAxis] += this.speed;
// 移到末端就反转方向
if (Math.abs(this.box.position[moveAxis]) > this.moveLimit) {
this.speed = this.speed * -1;
}
}
}
// 事件监听
addListeners() {
if (this.debug) {
this.onKeyDown(); // 这行先注释掉,下节再用
} else {
this.onClick();
}
}
// 监听点击
onClick() {
this.renderer.domElement.addEventListener("click", () => {
if (this.level === 0) {
this.start();
} else {
this.detectOverlap(); // 这行先注释掉,最后一节再用
}
});
}
}

调试模式

由于某些数值的计算对本游戏来说很是关键,因此我们要弄一个调试模式,在这个模式下,我们能通过键盘来暂停方块的运动,并动态改变方块的位置,配合three.js扩展程序来调试各个数值

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class Stack extends Base {
...
// 监听键盘(调试时使用:空格下一关;P键暂停;上下键控制移动)
onKeyDown() {
document.addEventListener("keydown", (e) => {
const code = e.code;
if (code === "KeyP") {
this.state = this.state === "running" ? "paused" : "running";
} else if (code === "Space") {
if (this.level === 0) {
this.start();
} else {
this.detectOverlap(); // 这行先注释掉,最后一节再用
}
} else if (code === "ArrowUp") {
this.box.position[this.moveAxis] += this.speed / 2;
} else if (code === "ArrowDown") {
this.box.position[this.moveAxis] -= this.speed / 2;
}
});
}
}

检测重叠部分

本游戏最难的部分来了,笔者调了很久才成功,一句话:耐心就是胜利。

方块切下来的效果是怎么实现的呢?其实这是一个障眼法:方块本身并没有被“切开”,而是在同一个位置创建了2个方块:一个就是重叠的方块,另一个就是不重叠的方块,即被“切开”的那个方块。

尽管我们现在知道了要创建这两个方块,但确定它俩的参数可绝非易事,建议拿一个草稿纸将方块移动的位置画下来,再动手计算那几个数值(想起我可怜的数学水平),如果实在是算不来,就直接CV笔者的公式吧:)

计算完后,一切就豁然开朗了,将那两个方块创建出来,并用gsap将不重叠的那个方块落下,本游戏就算正式完成了

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class Stack extends Base {
...
// 检测重叠部分
// 难点:1. 重叠距离计算 2. 重叠方块位置计算 3. 切掉方块位置计算
async detectOverlap() {
const that = this;
const { boxParams, moveEdge, box, moveAxis, currentY, camera } = this;
const currentPosition = box.position[moveAxis];
const prevPosition = boxParams[moveAxis];
const direction = Math.sign(currentPosition - prevPosition);
const edge = boxParams![moveEdge];
// 重叠距离 = 上一个方块的边长 + 方向 * (上一个方块位置 - 当前方块位置)
const overlap = edge + direction * (prevPosition - currentPosition);
if (overlap <= 0) {
this.state = "paused";
this.dropBox(box);
gsap.to(camera, {
zoom: 0.6,
duration: 1,
ease: "Power1.easeOut",
onUpdate() {
camera.updateProjectionMatrix();
},
onComplete() {
const score = that.level - 1;
const prevHighScore = Number(localStorage.getItem('high-score')) || 0;
if (score > prevHighScore) {
localStorage.setItem('high-score', `${score}`)
}
that.gameover = true;
},
});
} else {
// 创建重叠部分的方块
const overlapBoxParams = { ...boxParams };
const overlapBoxPosition = currentPosition / 2 + prevPosition / 2;
overlapBoxParams.y = currentY;
overlapBoxParams[moveEdge] = overlap;
overlapBoxParams[moveAxis] = overlapBoxPosition;
this.createBox(overlapBoxParams);
// 创建切掉部分的方块
const slicedBoxParams = { ...boxParams };
const slicedBoxEdge = edge - overlap;
const slicedBoxPosition = direction * ((edge - overlap) / 2 + edge / 2 + direction * prevPosition);
slicedBoxParams.y = currentY;
slicedBoxParams[moveEdge] = slicedBoxEdge;
slicedBoxParams[moveAxis] = slicedBoxPosition;
const slicedBox = this.createBox(slicedBoxParams);
this.dropBox(slicedBox);
this.boxParams = overlapBoxParams;
this.scene.remove(box);
this.startNextLevel();
}
}
// 使方块旋转下落
dropBox(box: Mesh) {
const { moveAxis } = this;
const that = this;
gsap.to(box.position, {
y: "-=3.2",
ease: "power1.easeIn",
duration: 1.5,
onComplete() {
that.scene.remove(box);
},
});
gsap.to(box.rotation, {
delay: 0.1,
x: moveAxis === "z" ? ky.randomNumberInRange(4, 5) : 0.1,
y: 0.1,
z: moveAxis === "x" ? ky.randomNumberInRange(4, 5) : 0.1,
duration: 1.5,
});
}
}

在线游玩地址

猛戳这里

Author: alphardex
Link: https://alphardex.github.io/gateofbabylon/posts/8477/
Copyright Notice: All articles in this blog are licensed under CC BY-NC-SA 4.0 unless stating additionally.