http://www.php100.com/html/it/mobile/2014/0612/6971.html
玩才是学习的动力
背景分析
//一个圆圈弧度 //用来识别用户可视弧度 等等,绘制skybox时做图片截取处理. var CIRCLE = Math.PI * 2; var MOBILE = /Android|webOS|iPhone|iPad|iPod|BlackBerry/i .test(navigator.userAgent) function Controls() { this.codes = { 37 : 'left', 39 : 'right', 38 : 'forward', 40 : 'backward' }; this.states = { 'left' : false, 'right' : false, 'forward' : false, 'backward' : false }; document.addEventListener('keydown', this.onKey.bind(this, true), false); document.addEventListener('keyup', this.onKey.bind(this, false), false); document.addEventListener('touchstart', this.onTouch.bind(this), false); document.addEventListener('touchmove', this.onTouch.bind(this), false); document.addEventListener('touchend', this.onTouchEnd.bind(this), false); } Controls.prototype.onTouch = function(e) { var t = e.touches[0]; this.onTouchEnd(e); if (t.pageY < window.innerHeight * 0.5) this.onKey(true, { keyCode : 38 }); else if (t.pageX < window.innerWidth * 0.5) this.onKey(true, { keyCode : 37 }); else if (t.pageY > window.innerWidth * 0.5) this.onKey(true, { keyCode : 39 }); }; Controls.prototype.onTouchEnd = function(e) { this.states = { 'left' : false, 'right' : false, 'forward' : false, 'backward' : false }; // 关闭默认事件 e.preventDefault(); // 关闭事件传递 e.stopPropagation(); }; Controls.prototype.onKey = function(val, e) { var state = this.codes[e.keyCode]; if (typeof state === 'undefined') return; this.states[state] = val; e.preventDefault && e.preventDefault(); e.stopPropagation && e.stopPropagation(); }; function Bitmap(src, width, height) { this.image = new Image(); this.image.src = src; this.width = width; this.height = height; } /** * * @param x * 坐标 * @param y * 坐标 * @param direction * 方向 * @returns {Player} */ function Player(x, y, direction) { this.x = x; this.y = y; this.direction = direction; // 武器 this.weapon = new Bitmap('knife_hand.png', 319, 320); this.paces = 0; } /** * 旋转 * * @param angle * 角度 */ Player.prototype.rotate = function(angle) { // 方向 this.direction = (this.direction + angle + CIRCLE) % (CIRCLE); }; /** * @param distance * 距离 */ Player.prototype.walk = function(distance, map) { var dx = Math.cos(this.direction) * distance; var dy = Math.sin(this.direction) * distance; if (map.get(this.x + dx, this.y) <= 0) this.x += dx; if (map.get(this.x, this.y + dy) <= 0) this.y += dy; this.paces += distance; }; Player.prototype.update = function(controls, map, seconds) { if (controls.left) this.rotate(-Math.PI * seconds); if (controls.right) this.rotate(Math.PI * seconds); if (controls.forward) this.walk(3 * seconds, map); if (controls.backward) this.walk(-3 * seconds, map); }; function Map(size) { // 地区大小 this.size = size; // 地区网格大小 this.wallGrid = new Uint8Array(size * size); // 天空画布大小 this.skybox = new Bitmap('deathvalley_panorama_sky.jpg', 4000, 1290); // 墙体画布大小 this.wallTexture = new Bitmap('wall_texture.jpg', 1024, 1024); this.light = 0; } Map.prototype.get = function(x, y) { x = Math.floor(x); y = Math.floor(y); if (x < 0 || x > this.size - 1 || y < 0 || y > this.size - 1) return -1; return this.wallGrid[y * this.size + x]; }; Map.prototype.randomize = function() { for ( var i = 0; i < this.size * this.size; i++) { this.wallGrid[i] = Math.random() < 0.3 ? 1 : 0; } }; /** * @point * @angle * @range 范围 */ Map.prototype.cast = function(point, angle, range) { var self = this; var sin = Math.sin(angle); var cos = Math.cos(angle); var noWall = { length2 : Infinity }; return ray({ x : point.x, y : point.y, height : 0, distance : 0 }); function ray(origin) { var stepX = step(sin, cos, origin.x, origin.y); var stepY = step(cos, sin, origin.y, origin.x, true); var nextStep = stepX.length2 < stepY.length2 ? inspect(stepX, 1, 0, origin.distance, stepX.y) : inspect(stepY, 0, 1, origin.distance, stepY.x); if (nextStep.distance > range) return [ origin ]; return [ origin ].concat(ray(nextStep)); } function step(rise, run, x, y, inverted) { if (run === 0) return noWall; var dx = run > 0 ? Math.floor(x + 1) - x : Math.ceil(x - 1) - x; var dy = dx * (rise / run); return { x : inverted ? y + dy : x + dx, y : inverted ? x + dx : y + dy, length2 : dx * dx + dy * dy }; } function inspect(step, shiftX, shiftY, distance, offset) { var dx = cos < 0 ? shiftX : 0; var dy = sin < 0 ? shiftY : 0; step.height = self.get(step.x - dx, step.y - dy); step.distance = distance + Math.sqrt(step.length2); if (shiftX) step.shading = cos < 0 ? 2 : 0; else step.shading = sin < 0 ? 2 : 1; step.offset = offset - Math.floor(offset); return step; } }; /** * 模拟闪电的时间间隔 this.light 为当前地区的亮度值 */ Map.prototype.update = function(seconds) { return; if (this.light > 0)// 按时间把亮度调低.当为最暗时,用0表示 this.light = Math.max(this.light - 10 * seconds, 0); else if (Math.random() * 5 < seconds) this.light = 2;// 按某概率 出现闪电 }; function Camera(canvas, resolution, fov) { // 画布 this.ctx = canvas.getContext('2d'); // 通过style 将 画面强制放大,填充屏幕。画面越精细,速度越慢,反之则画面模糊,但是速度快。默认大小为0.5 this.width = canvas.width = window.innerWidth * 0.5; this.height = canvas.height = window.innerHeight * 0.5; this.resolution = resolution; this.spacing = this.width / resolution; // 视角 为固定 0.4*pi this.fov = fov; this.range = MOBILE ? 8 : 14; this.lightRange = 5; // this.scale = (this.width + this.height) / 1200; } Camera.prototype.render = function(player, map) { // 单纯只是计算出闭合后。图片的相关特征,做背景 this.drawSky(player.direction, map.skybox, map.light); // 重点计算 // this.drawColumns(player, map); // 玩家武器图,只是 一张晃动的图 // this.drawWeapon(player.weapon, player.paces); }; /** * direction 方向 (摄像头[用户角度方向]) sky 天空元素 (闭合状态下[图,首尾相连,形成的一圈为360度,即2*pi=CIRCLE ]。) * ambient 环境 (遮罩层,用来降低光线) */ Camera.prototype.drawSky = function(direction, sky, ambient) { // 计算出当前背景图的可视范围 this.fov(可视范围) // 不清楚这里的计算原理。 var width = this.width * (CIRCLE / this.fov); // 2/0.4 // 旋转偏角 图片左边的部分偏移 // 宽度 direction 为当前视角弧度 var left = -width * direction / CIRCLE; this.ctx.save(); this.ctx.drawImage(sky.image, left, 0, width, this.height); if (left < width - this.width) { // console.log(left,direction / CIRCLE); this.ctx.drawImage(sky.image, left + width, 0, width, this.height); } // 一个遮罩层。让背景变亮或暗 , 即 map.ligth 配合闪电,做地面的渲染处理 if (ambient > 0) { this.ctx.fillStyle = '#ffffff'; this.ctx.globalAlpha = ambient * 0.1; this.ctx.fillRect(0, this.height * 0.5, this.width, this.height * 0.5); } this.ctx.restore(); }; Camera.prototype.drawColumns = function(player, map) { this.ctx.save(); for ( var column = 0; column < this.resolution; column++) { var angle = this.fov * (column / this.resolution - 0.5); var ray = map.cast(player, player.direction + angle, this.range); this.drawColumn(column, ray, angle, map); } this.ctx.restore(); }; Camera.prototype.drawWeapon = function(weapon, paces) { var bobX = Math.cos(paces * 2) * this.scale * 6; var bobY = Math.sin(paces * 4) * this.scale * 6; var left = this.width * 0.66 + bobX; var top = this.height * 0.6 + bobY; this.ctx.drawImage(weapon.image, left, top, weapon.width * this.scale, weapon.height * this.scale); }; Camera.prototype.drawColumn = function(column, ray, angle, map) { var ctx = this.ctx; var texture = map.wallTexture; var left = Math.floor(column * this.spacing); var width = Math.ceil(this.spacing); var hit = -1; while (++hit < ray.length && ray[hit].height <= 0) ; for ( var s = ray.length - 1; s >= 0; s--) { var step = ray[s]; var rainDrops = Math.pow(Math.random(), 3) * s; var rain = (rainDrops > 0) && this.project(0.1, angle, step.distance); if (s === hit) { var textureX = Math.floor(texture.width * step.offset); var wall = this.project(step.height, angle, step.distance); ctx.globalAlpha = 1; ctx.drawImage(texture.image, textureX, 0, 1, texture.height, left, wall.top, width, wall.height); ctx.fillStyle = '#000000'; ctx.globalAlpha = Math.max((step.distance + step.shading) / this.lightRange - map.light, 0); ctx.fillRect(left, wall.top, width, wall.height); } ctx.fillStyle = '#ffffff'; ctx.globalAlpha = 0.15; while (--rainDrops > 0) ctx.fillRect(left, Math.random() * rain.top, 1, rain.height); } }; Camera.prototype.project = function(height, angle, distance) { var z = distance * Math.cos(angle); var wallHeight = this.height * height / z; var bottom = this.height / 2 * (1 + 1 / z); return { top : bottom - wallHeight, height : wallHeight }; }; function GameLoop() { this.frame = this.frame.bind(this); this.lastTime = 0; this.callback = function() { }; } GameLoop.prototype.start = function(callback) { this.callback = callback; requestAnimationFrame(this.frame); }; GameLoop.prototype.frame = function(time) { var seconds = (time - this.lastTime) / 1000; this.lastTime = time; if (seconds < 0.2) this.callback(seconds); requestAnimationFrame(this.frame); }; var display = document.getElementById('display'); var player = new Player(15.3, -1.2, Math.PI * 0.3); var map = new Map(32); var controls = new Controls(); var camera = new Camera(display, MOBILE ? 160 : 320, Math.PI * 0.4); var loop = new GameLoop(); map.randomize(); // 系统自动循环时,自动调整时间 seconds 时间间隔长度 . loop.start(function frame(seconds) { map.update(seconds); player.update(controls.states, map, seconds); camera.render(player, map); });
武器分析
//一个圆圈弧度 //用来识别用户可视弧度 等等,绘制skybox时做图片截取处理. var CIRCLE = Math.PI * 2; var MOBILE = /Android|webOS|iPhone|iPad|iPod|BlackBerry/i .test(navigator.userAgent) function Controls() { this.codes = { 37 : 'left', 39 : 'right', 38 : 'forward', 40 : 'backward' }; this.states = { 'left' : false, 'right' : false, 'forward' : false, 'backward' : false }; document.addEventListener('keydown', this.onKey.bind(this, true), false); document.addEventListener('keyup', this.onKey.bind(this, false), false); document.addEventListener('touchstart', this.onTouch.bind(this), false); document.addEventListener('touchmove', this.onTouch.bind(this), false); document.addEventListener('touchend', this.onTouchEnd.bind(this), false); } Controls.prototype.onTouch = function(e) { var t = e.touches[0]; this.onTouchEnd(e); if (t.pageY < window.innerHeight * 0.5) this.onKey(true, { keyCode : 38 }); else if (t.pageX < window.innerWidth * 0.5) this.onKey(true, { keyCode : 37 }); else if (t.pageY > window.innerWidth * 0.5) this.onKey(true, { keyCode : 39 }); }; Controls.prototype.onTouchEnd = function(e) { this.states = { 'left' : false, 'right' : false, 'forward' : false, 'backward' : false }; // 关闭默认事件 e.preventDefault(); // 关闭事件传递 e.stopPropagation(); }; Controls.prototype.onKey = function(val, e) { var state = this.codes[e.keyCode]; if (typeof state === 'undefined') return; this.states[state] = val; e.preventDefault && e.preventDefault(); e.stopPropagation && e.stopPropagation(); }; function Bitmap(src, width, height) { this.image = new Image(); this.image.src = src; this.width = width; this.height = height; } /** * * @param x * 坐标 * @param y * 坐标 * @param direction * 方向 * @returns {Player} */ function Player(x, y, direction) { this.x = x; this.y = y; this.direction = direction; // 武器 this.weapon = new Bitmap('knife_hand.png', 319, 320); this.paces = 0; } /** * 旋转 * * @param angle * 角度 */ Player.prototype.rotate = function(angle) { // 方向 this.direction = (this.direction + angle + CIRCLE) % (CIRCLE); }; /** * @param distance * 距离 */ Player.prototype.walk = function(distance, map) { var dx = Math.cos(this.direction) * distance; var dy = Math.sin(this.direction) * distance; if (map.get(this.x + dx, this.y) <= 0) this.x += dx; if (map.get(this.x, this.y + dy) <= 0) this.y += dy; //前进的距离。步数 //旋转不算 this.paces += distance; }; Player.prototype.update = function(controls, map, seconds) { if (controls.left) this.rotate(-Math.PI * seconds); if (controls.right) this.rotate(Math.PI * seconds); if (controls.forward) this.walk(3 * seconds, map); if (controls.backward) this.walk(-3 * seconds, map); }; function Map(size) { // 地区大小 this.size = size; // 地区网格大小 this.wallGrid = new Uint8Array(size * size); // 天空画布大小 this.skybox = new Bitmap('deathvalley_panorama.jpg', 4000, 1290); // 墙体画布大小 this.wallTexture = new Bitmap('wall_texture.jpg', 1024, 1024); this.light = 0; } Map.prototype.get = function(x, y) { x = Math.floor(x); y = Math.floor(y); if (x < 0 || x > this.size - 1 || y < 0 || y > this.size - 1) return -1; return this.wallGrid[y * this.size + x]; }; Map.prototype.randomize = function() { for ( var i = 0; i < this.size * this.size; i++) { this.wallGrid[i] = Math.random() < 0.3 ? 1 : 0; } }; /** * @point * @angle * @range 范围 */ Map.prototype.cast = function(point, angle, range) { var self = this; var sin = Math.sin(angle); var cos = Math.cos(angle); var noWall = { length2 : Infinity }; return ray({ x : point.x, y : point.y, height : 0, distance : 0 }); function ray(origin) { var stepX = step(sin, cos, origin.x, origin.y); var stepY = step(cos, sin, origin.y, origin.x, true); var nextStep = stepX.length2 < stepY.length2 ? inspect(stepX, 1, 0, origin.distance, stepX.y) : inspect(stepY, 0, 1, origin.distance, stepY.x); if (nextStep.distance > range) return [ origin ]; return [ origin ].concat(ray(nextStep)); } function step(rise, run, x, y, inverted) { if (run === 0) return noWall; var dx = run > 0 ? Math.floor(x + 1) - x : Math.ceil(x - 1) - x; var dy = dx * (rise / run); return { x : inverted ? y + dy : x + dx, y : inverted ? x + dx : y + dy, length2 : dx * dx + dy * dy }; } function inspect(step, shiftX, shiftY, distance, offset) { var dx = cos < 0 ? shiftX : 0; var dy = sin < 0 ? shiftY : 0; step.height = self.get(step.x - dx, step.y - dy); step.distance = distance + Math.sqrt(step.length2); if (shiftX) step.shading = cos < 0 ? 2 : 0; else step.shading = sin < 0 ? 2 : 1; step.offset = offset - Math.floor(offset); return step; } }; /** * 模拟闪电的时间间隔 * this.light 为当前地区的亮度值 */ Map.prototype.update = function(seconds) { if (this.light > 0)//按时间把亮度调低.当为最暗时,用0表示 this.light = Math.max(this.light - 10 * seconds, 0); else if (Math.random() * 5 < seconds) this.light = 2;//按某概率 出现闪电 }; function Camera(canvas, resolution, fov) { // 画布 this.ctx = canvas.getContext('2d'); // 通过style 将 画面强制放大,填充屏幕。画面越精细,速度越慢,反之则画面模糊,但是速度快。默认大小为0.5 this.width = canvas.width = window.innerWidth * 0.5; this.height = canvas.height = window.innerHeight * 0.5; //分辨率 this.resolution = resolution; this.spacing = this.width / resolution; // 视角 为固定 0.4*pi this.fov = fov; this.range = MOBILE ? 8 : 14; this.lightRange = 5; //只用来识别武器的分变率。或者说,大小 this.scale = (this.width + this.height) / 1200; } Camera.prototype.render = function(player, map) { // 单纯只是计算出闭合后。图片的相关特征,做背景 this.drawSky(player.direction, map.skybox, map.light); // 重点计算 this.drawColumns(player, map); // 玩家武器图,只是 一张晃动的图 //旋转时不晃动。晃动的幅度根据当前前进的步数或者后腿时的步数 this.drawWeapon(player.weapon, player.paces); }; /** * direction 方向 (摄像头[用户角度方向]) sky 天空元素 (闭合状态下[图,首尾相连,形成的一圈为360度,即2*pi=CIRCLE ]。) * ambient 环境 (遮罩层,用来降低光线) */ Camera.prototype.drawSky = function(direction, sky, ambient) { // 计算出当前背景图的可视范围 this.fov(可视范围) //不清楚这里的计算原理。 var width = this.width * (CIRCLE / this.fov); // 2/0.4 // 旋转偏角 图片左边的部分偏移 // 宽度 direction 为当前视角弧度 var left = -width * direction / CIRCLE; this.ctx.save(); this.ctx.drawImage(sky.image, left, 0, width, this.height); if (left < width - this.width) { //console.log(left,direction / CIRCLE); this.ctx.drawImage(sky.image, left + width, 0, width, this.height); } if (ambient > 0) { this.ctx.fillStyle = '#ffffff'; this.ctx.globalAlpha = ambient * 0.1; this.ctx.fillRect(0, this.height * 0.5, this.width, this.height * 0.5); } this.ctx.restore(); }; Camera.prototype.drawColumns = function(player, map) { this.ctx.save(); for ( var column = 0; column < this.resolution; column++) { var angle = this.fov * (column / this.resolution - 0.5); var ray = map.cast(player, player.direction + angle, this.range); this.drawColumn(column, ray, angle, map); } this.ctx.restore(); }; Camera.prototype.drawWeapon = function(weapon, paces) { //利用cos 的正弦和余弦的波动范围为1至-1,加上对应的识别大小做抖动 //模拟人走动时,摆动的弧度.曲线. var bobX = Math.cos(paces * 2) * this.scale * 6; var bobY = Math.sin(paces * 4) * this.scale * 6; var left = this.width * 0.66 + bobX; var top = this.height * 0.6 + bobY; this.ctx.drawImage(weapon.image, left, top, weapon.width * this.scale, weapon.height * this.scale); }; Camera.prototype.drawColumn = function(column, ray, angle, map) { var ctx = this.ctx; var texture = map.wallTexture; var left = Math.floor(column * this.spacing); var width = Math.ceil(this.spacing); var hit = -1; while (++hit < ray.length && ray[hit].height <= 0) ; for ( var s = ray.length - 1; s >= 0; s--) { var step = ray[s]; var rainDrops = Math.pow(Math.random(), 3) * s; var rain = (rainDrops > 0) && this.project(0.1, angle, step.distance); if (s === hit) { var textureX = Math.floor(texture.width * step.offset); var wall = this.project(step.height, angle, step.distance); ctx.globalAlpha = 1; ctx.drawImage(texture.image, textureX, 0, 1, texture.height, left, wall.top, width, wall.height); ctx.fillStyle = '#000000'; ctx.globalAlpha = Math.max((step.distance + step.shading) / this.lightRange - map.light, 0); ctx.fillRect(left, wall.top, width, wall.height); } ctx.fillStyle = '#ffffff'; ctx.globalAlpha = 0.15; while (--rainDrops > 0) ctx.fillRect(left, Math.random() * rain.top, 1, rain.height); } }; Camera.prototype.project = function(height, angle, distance) { var z = distance * Math.cos(angle); var wallHeight = this.height * height / z; var bottom = this.height / 2 * (1 + 1 / z); return { top : bottom - wallHeight, height : wallHeight }; }; function GameLoop() { this.frame = this.frame.bind(this); this.lastTime = 0; this.callback = function() { }; } GameLoop.prototype.start = function(callback) { this.callback = callback; requestAnimationFrame(this.frame); }; GameLoop.prototype.frame = function(time) { var seconds = (time - this.lastTime) / 1000; this.lastTime = time; if (seconds < 0.2) this.callback(seconds); requestAnimationFrame(this.frame); }; var display = document.getElementById('display'); var player = new Player(15.3, -1.2, Math.PI * 0.3); var map = new Map(32); var controls = new Controls(); var camera = new Camera(display, MOBILE ? 160 : 320, Math.PI * 0.4); var loop = new GameLoop(); map.randomize(); //系统自动循环时,自动调整时间 seconds 时间间隔长度 . loop.start(function frame(seconds) { map.update(seconds); player.update(controls.states, map, seconds); camera.render(player, map); });