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HTML5实现魔方游戏的代码

来源:动视网 责编:小采 时间:2020-11-27 15:04:41
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HTML5实现魔方游戏的代码

HTML5实现魔方游戏的代码:这篇文章给大家分享的内容是关于HTML5实现魔方游戏的代码,有一定的参考价值,有需要的朋友可以从参考一下,希望对你有所帮助。<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> &l
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导读HTML5实现魔方游戏的代码:这篇文章给大家分享的内容是关于HTML5实现魔方游戏的代码,有一定的参考价值,有需要的朋友可以从参考一下,希望对你有所帮助。<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> &l


这篇文章给大家分享的内容是关于HTML5实现魔方游戏的代码,有一定的参考价值,有需要的朋友可以从参考一下,希望对你有所帮助。

<!DOCTYPE html>
<html>
<head>
 <meta charset="UTF-8">
 <title>WebGL魔方小游戏 - www.web-tinker.com</title>
<style>* {padding:0px;margin:0px;overflow:hidden;background:#000;}</style>
<canvas id="canvas" width="512" height="512"></canvas>
<script type="text/x-glsl" id="svShader">
attribute vec3 position;
attribute vec3 normal;
attribute vec3 color;
uniform mat4 mMatrix;
uniform mat4 mvpMatrix;
uniform mat4 mvpShadowerMatrix;
uniform vec3 lVector;
varying float diffuse;
varying vec4 vPosition;
varying vec3 vColor;
void main(){
 vec4 v4Position=vec4(position,1.0);
 vPosition=mvpShadowerMatrix*v4Position;
 gl_Position=mvpMatrix*v4Position;
 vec3 tNormal=(mMatrix*vec4(normalize(normal),0.0)).xyz;
 diffuse=max(-dot(tNormal,normalize(lVector)),0.4);
 vColor=color;
}
</script>
<script type="text/x-glsl" id="sfShader">
precision lowp float;
varying float diffuse;
uniform sampler2D depthData;
uniform vec2 size;
varying vec4 vPosition;
varying vec3 vColor;
vec2 depthMap;
float f(float i,float j){
 float z=texture2D(depthData,depthMap+vec2(i,j)*2.0/size).z;
 return abs(z-vPosition.z)<0.01?diffuse:0.4;
}
void main(){
 depthMap=(vPosition.xy/vPosition.w*0.5+0.5)/512.0*size;
 float vDiffuse=0.0;
 for(float i=-2.0;i<=2.0;i++)for(float j=-2.0;j<=2.0;j++)vDiffuse+=f(i,j);
 vDiffuse/=25.0;
 gl_FragColor=vec4(vec3(vDiffuse*vColor),1.0);
}
</script>
<script type="text/x-glsl" id="pvShader">
attribute vec3 position;
attribute vec3 normal;
attribute vec3 color;
uniform mat4 mvpMatrix;
varying float xx;
void main(){
 gl_Position=mvpMatrix*vec4(position,1.0);
 normal;color;
}
</script>
<script type="text/x-glsl" id="pfShader">
precision lowp float;
uniform float index;
void main(){
 gl_FragColor=vec4(vec3(index),1.0);
}
</script>
<script type="text/x-glsl" id="bvShader">
attribute vec3 position;
uniform mat4 mvpShadowerMatrix;
varying float depth;
void main(){
 gl_Position=mvpShadowerMatrix*vec4(position,1.0);
 depth=gl_Position.z;
}
</script>
<script type="text/x-glsl" id="bfShader">
varying lowp float depth;
void main(){
 gl_FragColor=vec4(vec3(depth),1.0);
}
</script>
<base href="http://www.web-tinker.com/files/" />
<script src="SimpleWebGL.2.0.js"></script>
<script src="SimpleWebGL.Matrix.1.0.js"></script>
<script>
new SimpleWebGL(canvas).namespace(function(
 Program,VertexShader,FragmentShader,ArrayBuffer,
 Framebuffer,Renderbuffer,Texture2D,Matrix
){
 //基本函数
 var π=Math.PI,sin=Math.sin,cos=Math.cos,acos=Math.acos,pow=Math.pow,abs=Math.abs,
 round=Math.round,random=Math.random,updateMvpMatrix=function(){
 this.data.mvpMatrix=new Matrix(this.data.mMatrix).multiply(vpMatrix);
 this.data.mvpShadowerMatrix=new Matrix(this.data.mMatrix).multiply(vpShadowerMatrix);
 };
 //定义方块
 var Cube;
 (function(){
 var i,j,k,p,n,position=[],normal=[],color=[],push=Array.prototype.push,a=1,b=0.9,
 ctab=[[1,1,0],[0,0,1],[1,0,0],[1,1,1],[0,1,0],[1,0.5,0]];
 for(i=0;i<2;i++)for(j=0;j<3;j++){ //面
 for(k=0;k<4;k++)
 p=[k>>1?b:-b,k&1?b:-b],p.splice(j,0,i?a:-a),push.apply(position,p),
 n=[0,0],n.splice(j,0,i?a:-a),push.apply(normal,n),
 push.apply(color,ctab[i*3+j]);
 push.apply(position,position.slice(-9,-3));
 push.apply(normal,normal.slice(-9,-3));
 push.apply(color,color.slice(-9,-3));
 };
 for(i=0;i<3;i++)for(j=0;j<4;j++){ //棱
 for(k=0;k<4;k++)
 p=k<2?[a,b]:[b,a],p[0]*=j&2?1:-1,p[1]*=j&1?1:-1,
 p.splice(i,0,(k&1?1:-1)*b),push.apply(position,p),
 n=[a*(j&2?1:-1),a*(j&1?1:-1)],n.splice(i,0,0),push.apply(normal,n);
 push.apply(position,position.slice(-9,-3));
 push.apply(normal,normal.slice(-9,-3));
 for(k=0;k<6;k++)color.push(0.5,0.5,0.5);
 };
 for(i=0;i<8;i++)for(j=0;j<3;j++){ //角
 for(k=0;k<3;k++)
 position.push((k==j?a:b)*(i&1<<k?1:-1)),
 normal.push(a*(i&1<<k?1:-1));
 color.push(0.5,0.5,0.5);
 };
 var count=position.length/3,buffers={
 position:new ArrayBuffer(position),
 normal:new ArrayBuffer(normal),
 color:new ArrayBuffer(color)
 };
 Cube=function(){this.data=Object.create(buffers);};
 Cube.prototype={update:updateMvpMatrix,valueOf:function(){return count;}};
 })();
 //生成操作对象
 var cubes=[],ground;
 cubes.dimension=3,
 cubes.translation=Matrix.model([0,2,0]);
 cubes.rotation=Matrix.model([]).pitch(60).yaw(40).pitch(10);
 cubes.wMatrix=new Matrix(cubes.rotation).multiply(cubes.translation);
 (function(d){
 var i,j,k,o,e=(cubes.dimension-1)/2;
 for(i=0;i<d;i++)for(j=0;j<d;j++)for(k=0;k<d;k++)
 cubes.push(o=new Cube()),
 o.location=[i,j,k],o.rotation=new Matrix(4),
 o.translation=[i*2-d+1,j*2-d+1,k*2-d+1],
 o.m=Matrix.model(o.translation),
 o.data.mMatrix=new Matrix(o.m).multiply(cubes.wMatrix),
 o.rotate=function(m,r){
 this.location=Matrix.model(this.location).move(-e,-e,-e)[m](r*90).move(e,e,e).slice(-4,-1).map(round);
 this.m=Matrix.model(this.translation).multiply(this.rotation[m](r*90));
 };
 })(cubes.dimension);
 (function(i,j,k){

 ground={update:updateMvpMatrix,data:{
 position:new ArrayBuffer([-i,0,-j, -i,0,j, i,0,-j, i,0,j, -i,0,j, i,0,-j]),
 normal:new ArrayBuffer([0,1,0, 0,1,0, 0,1,0, 0,1,0, 0,1,0, 0,1,0]),
 color:new ArrayBuffer([].concat(k,k,k,k,k,k)),mMatrix:Matrix.model([0,-7,-9])
 },valueOf:function(){return 6;}};
 })(7,12,[0.5,0.5,0.5]);
 //打乱
 (function shuffle(c){
 var d=cubes.dimension,dir=random()*d|0,m=["pitch","yaw","roll"][dir],
 r=random()*3+1|0,cur=random()*d|0,offset=(d-1)/2,group=[],i,o;
 for(i=0;o=cubes[i];i++)if(o.location[dir]==cur)group.push(o);
 for(i=0;o=group[i];i++)o.rotate(m,r),o.data.mMatrix=new Matrix(o.m).multiply(cubes.wMatrix);
 if(c-->0)shuffle(c);
 })(30);
 //定义矩阵
 var vpMatrix=Matrix.view([0,0,32]).multiply(
 Matrix.projection(30,canvas.width/canvas.height,0.01,200)
 ),lVector=[-0,-8,-8],vpShadowerMatrix=Matrix.view( //光
 [-lVector[0],-lVector[1],-lVector[2]],
 acos(-lVector[2]/pow(pow(lVector[0],2)+pow(lVector[2],2),0.5))/π*180,
 -acos(-lVector[2]/pow(pow(lVector[1],2)+pow(lVector[2],2),0.5))/π*180
 ).multiply(new Matrix(4).data(2,2,-1/32).data(3,3,9).data(3,1,-1.2));
 //初始化着色器
 var picker=new Program(new VertexShader(pvShader),new FragmentShader(pfShader)).link(),
 shadower=new Program(new VertexShader(bvShader),new FragmentShader(bfShader)).link(),
 stage=new Program(new VertexShader(svShader),new FragmentShader(sfShader)).link();
 stage.use().data({size:[canvas.width,canvas.height],lVector:lVector});
 //初始化缓冲区
 var frameTexture=new Texture2D(null,"RGBA",512,512).bind(0),
 framebuffer=new Framebuffer(new Renderbuffer("DEPTH_COMPONENT16",512,512),frameTexture).unbind();
 //播放帧
 var active;
 this.play(function(){
 var i,o,l=cubes.length;
 for(i=0;i<l;i++)cubes[i].update();
 ground.update();
 if(MBUTTON==null){
 framebuffer.bind(),this.clear("COLOR","DEPTH"),picker.use();
 for(i=0;o=cubes[i];i++)picker.data(o.data).data({index:(i+1)/l}).draw(o);
 active=round(frameTexture.readPixels(MX,512-MY)[0]/0xFF*l-1);
 };
 framebuffer.bind(),this.clear("COLOR","DEPTH"),shadower.use();
 for(i=0;o=cubes[i];i++)shadower.data(o.data).draw(o);
 shadower.data(ground.data).draw(ground);
 framebuffer.unbind(),this.clear("COLOR","DEPTH"),stage.use();
 for(i=0;o=cubes[i];i++)stage.data(o.data).draw(o);
 stage.data(ground.data).draw(ground);
 }).setting({DEPTH_TEST:"LESS"}).color(0,0,0,1);
 //鼠标操作
 var MX,MY,MBUTTON;
 (function(){
 addEventListener("contextmenu",function(e){e.preventDefault();});
 addEventListener("mousedown",function(e){MBUTTON=e.button;});
 addEventListener("mouseup",function(e){MBUTTON=null;});
 addEventListener("mousemove",function(e){MX=e.layerX,MY=e.layerY;});
 //元素拖拽
 var queue=[],offset=(cubes.dimension-1)/2;
 addEventListener("mousedown",function(e){
 if(e.button!=0||active<0)return;
 var i,j,o,dir,mx=e.clientX,my=e.clientY,mousemove,mouseup,
 groups=[[],[],[]],methods=["pitch","yaw","roll"],mpos;
 for(i=0;o=cubes[i];i++)for(j=0;j<3;j++)
 if(o.location[j]==cubes[active].location[j])groups[j].push(o);
 addEventListener("mousemove",mousemove=function(e){
 var ndir,group,i,j,o;
 mpos=Matrix.model([(e.clientY-my)/2,(e.clientX-mx)/2,0]).multiply(new Matrix(cubes.wMatrix).inverse()).slice(-4,-1);
 group=groups[o=mpos.map(abs),ndir=o.indexOf(Math.max.apply(Math,o))];
 if(dir!=ndir)for(i=0;i<queue.length;i++)for(j=0;j<group.length;j++)
 if(queue[i].indexOf(group[j])>-1)ndir=dir,j=group.length,i=queue.length;
 if(dir!=void 0&&dir!=ndir)
 for(i=0;o=groups[dir][i];i++)o.data.mMatrix=new Matrix(o.m).multiply(cubes.wMatrix);
 if(group=groups[dir=ndir])for(i=0;o=group[i];i++)
 o.data.mMatrix=new Matrix(o.m)[methods[dir]](mpos[dir]).multiply(cubes.wMatrix);
 }),addEventListener("mouseup",mouseup=function(){
 removeEventListener("mousemove",mousemove),removeEventListener("mouseup",mouseup);
 var m=methods[dir],r=round(mpos[dir]/90)%4,group=groups[dir],i,o,r;
 if(!group)return;
 queue.push(group);
 for(i=0;o=group[i];i++)o.rotate(m,r);
 if(r=mpos[dir]%=90)if(abs(r)>45)r=r<0?90-abs(r):abs(r)-90;
 (function callee(){
 if(abs(r*=0.7)<0.5)r=0;
 for(i=0;o=group[i];i++)o.data.mMatrix=new Matrix(o.m)[m](r).multiply(cubes.wMatrix);
 if(r)setTimeout(callee,16);
 else queue.splice(queue.indexOf(group),1);
 })()
 });
 });
 //控制方向
 addEventListener("mousedown",function(e){
 if(e.button!=2)return;
 var x=e.clientX,y=e.clientY,mousemove,mouseup;
 addEventListener("mousemove",mousemove=function(e){
 cubes.rotation.yaw((e.clientX-x)/2).pitch((e.clientY-y)/2);
 cubes.wMatrix=new Matrix(cubes.rotation).multiply(cubes.translation);
 for(var i=0,o;o=cubes[i];i++)o.data.mMatrix=new Matrix(o.m).multiply(cubes.wMatrix);
 x=e.clientX,y=e.clientY;
 }),addEventListener("mouseup",mouseup=function(e){
 removeEventListener("mousemove",mousemove),removeEventListener("mouseup",mouseup);
 });
 });
 })();

});
</script>
</head>
<body>
 
</body>
</html>

文档

HTML5实现魔方游戏的代码

HTML5实现魔方游戏的代码:这篇文章给大家分享的内容是关于HTML5实现魔方游戏的代码,有一定的参考价值,有需要的朋友可以从参考一下,希望对你有所帮助。<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> &l
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