HTML5实现魔方游戏的代码
导读:收集整理的这篇文章主要介绍了HTML5实现魔方游戏的代码,觉得挺不错的,现在分享给大家,也给大家做个参考。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。<!...
收集整理的这篇文章主要介绍了HTML5实现魔方游戏的代码,觉得挺不错的,现在分享给大家,也给大家做个参考。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;
i2;
i++)for(j=0;
j3;
j++){
//面 for(k=0;
k4;
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;
i3;
i++)for(j=0;
j4;
j++){
//棱 for(k=0;
k4;
k++) p=k2?[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;
k6;
k++)color.push(0.5,0.5,0.5);
}
;
for(i=0;
i8;
i++)for(j=0;
j3;
j++){
//角 for(k=0;
k3;
k++) position.push((k==j?a:b)*(i&
1k?1:-1)), normal.push(a*(i&
1k?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;
id;
i++)for(j=0;
jd;
j++)for(k=0;
kd;
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;
il;
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||active0)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;
j3;
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;
iqueue.length;
i++)for(j=0;
jgroup.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=r0?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>
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