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盖塔楼|源码




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源码如下


<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8">
        <title>盖塔楼</title>
        <meta name="viewport" content="width=device-width,height=device-height,user-scalable=no,initial-scale=1.0,maximum-scale=1.0,minimum-scale=1.0">
    
        <style>
            @import url("https://fonts.googleapis.com/css?family=Comfortaa");
            html, body {
              margin: 0;
              overflow: hidden;
              height: 100%;
              width: 100%;
              position: relative;
              font-family: "Comfortaa", cursive;
            }
            
            #container {
              width: 100%;
              height: 100%;
            }
            #container #score {
              position: absolute;
              top: 20px;
              width: 100%;
              text-align: center;
              font-size: 10vh;
              transition: transform 0.5s ease;
              color: #333344;
              transform: translatey(-200px) scale(1);
            }
            #container #game {
              position: absolute;
              top: 0;
              right: 0;
              bottom: 0;
              left: 0;
            }
            #container .game-over {
              position: absolute;
              top: 0;
              left: 0;
              width: 100%;
              height: 85%;
              display: flex;
              flex-direction: column;
              align-items: center;
              justify-content: center;
            }
            #container .game-over * {
              transition: opacity 0.5s ease, transform 0.5s ease;
              opacity: 0;
              transform: translatey(-50px);
              color: #333344;
            }
            #container .game-over h2 {
              margin: 0;
              padding: 0;
              font-size: 40px;
            }
            #container .game-ready {
              position: absolute;
              top: 0;
              left: 0;
              width: 100%;
              height: 100%;
              display: flex;
              flex-direction: column;
              align-items: center;
              justify-content: space-around;
            }
            #container .game-ready #start-button {
              transition: opacity 0.5s ease, transform 0.5s ease;
              opacity: 0;
              transform: translatey(-50px);
              border: 3px solid #333344;
              padding: 10px 20px;
              background-color: transparent;
              color: #333344;
              font-size: 30px;
            }
            #container #instructions {
              position: absolute;
              width: 100%;
              top: 16vh;
              left: 0;
              text-align: center;
              transition: opacity 0.5s ease, transform 0.5s ease;
              opacity: 0;
            }
            #container #instructions.hide {
              opacity: 0 !important;
            }
            #container.playing #score, #container.resetting #score {
              transform: translatey(0px) scale(1);
            }
            #container.playing #instructions {
              opacity: 1;
            }
            #container.ready .game-ready #start-button {
              opacity: 1;
              transform: translatey(0);
            }
            #container.ended #score {
              transform: translatey(6vh) scale(1.5);
            }
            #container.ended .game-over * {
              opacity: 1;
              transform: translatey(0);
            }
            #container.ended .game-over p {
              transition-delay: 0.3s;
            }
            .page-footer {
              position: fixed;
              right: 35px;
              bottom: 20px;
              display: flex;
              align-items: center;
              padding: 5px;
              color: black;
              background: rgba(255, 255, 255, 0.65);
            }
            
            .page-footer a {
              display: flex;
              margin-left: 4px;
            }
            .touxiang{
                bottom: 0px;
                width:30px;
                height:30px;
            }
            
        </style>
    </head>
    <body>        
        
        
        <div id="container">
            <div id="game"></div>
            <div id="score">0</div>
            <div id="instructions">单击放置砖块</div>
            <div class="game-over">
                <h2>游戏结束</h2>
                <p>你做的很好啦,你是最棒的</p>
                <p>单击重新开始</p>
            </div>
            <div class="game-ready">
                <div id="start-button">开始</div>
                <div></div>
            </div>
        </div>

    </body>

    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.min.js"></script>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/latest/TweenMax.min.js"></script>
    <script>
        "use strict";
        console.clear();
        class Stage {
            constructor() {
                // container
                this.render = function () {
                    this.renderer.render(this.scene, this.camera);
                };
                this.add = function (elem) {
                    this.scene.add(elem);
                };
                this.remove = function (elem) {
                    this.scene.remove(elem);
                };
                this.container = document.getElementById('game');
                // renderer
                this.renderer = new THREE.WebGLRenderer({
                    antialias: true,
                    alpha: false
                });
                this.renderer.setSize(window.innerWidth, window.innerHeight);
                this.renderer.setClearColor('#D0CBC7', 1);
                this.container.appendChild(this.renderer.domElement);
                // scene
                this.scene = new THREE.Scene();
                // camera
                let aspect = window.innerWidth / window.innerHeight;
                let d = 20;
                this.camera = new THREE.OrthographicCamera(-d * aspect, d * aspect, d, -d, -100, 1000);
                this.camera.position.x = 2;
                this.camera.position.y = 2;
                this.camera.position.z = 2;
                this.camera.lookAt(new THREE.Vector3(0, 0, 0));
                //light
                this.light = new THREE.DirectionalLight(0xffffff, 0.5);
                this.light.position.set(0, 499, 0);
                this.scene.add(this.light);
                this.softLight = new THREE.AmbientLight(0xffffff, 0.4);
                this.scene.add(this.softLight);
                window.addEventListener('resize', () => this.onResize());
                this.onResize();
            }
            setCamera(y, speed = 0.3) {
                TweenLite.to(this.camera.position, speed, { y: y + 4, ease: Power1.easeInOut });
                TweenLite.to(this.camera.lookAt, speed, { y: y, ease: Power1.easeInOut });
            }
            onResize() {
                let viewSize = 30;
                this.renderer.setSize(window.innerWidth, window.innerHeight);
                this.camera.left = window.innerWidth / -viewSize;
                this.camera.right = window.innerWidth / viewSize;
                this.camera.top = window.innerHeight / viewSize;
                this.camera.bottom = window.innerHeight / -viewSize;
                this.camera.updateProjectionMatrix();
            }
        }
        class Block {
            constructor(block) {
                // set size and position
                this.STATES = { ACTIVE: 'active', STOPPED: 'stopped', MISSED: 'missed' };
                this.MOVE_AMOUNT = 12;
                this.dimension = { width: 0, height: 0, depth: 0 };
                this.position = { x: 0, y: 0, z: 0 };
                this.targetBlock = block;
                this.index = (this.targetBlock ? this.targetBlock.index : 0) + 1;
                this.workingPlane = this.index % 2 ? 'x' : 'z';
                this.workingDimension = this.index % 2 ? 'width' : 'depth';
                // set the dimensions from the target block, or defaults.
                this.dimension.width = this.targetBlock ? this.targetBlock.dimension.width : 10;
                this.dimension.height = this.targetBlock ? this.targetBlock.dimension.height : 2;
                this.dimension.depth = this.targetBlock ? this.targetBlock.dimension.depth : 10;
                this.position.x = this.targetBlock ? this.targetBlock.position.x : 0;
                this.position.y = this.dimension.height * this.index;
                this.position.z = this.targetBlock ? this.targetBlock.position.z : 0;
                this.colorOffset = this.targetBlock ? this.targetBlock.colorOffset : Math.round(Math.random() * 100);
                // set color
                if (!this.targetBlock) {
                    this.color = 0x333344;
                }
                else {
                    let offset = this.index + this.colorOffset;
                    var r = Math.sin(0.3 * offset) * 55 + 200;
                    var g = Math.sin(0.3 * offset + 2) * 55 + 200;
                    var b = Math.sin(0.3 * offset + 4) * 55 + 200;
                    this.color = new THREE.Color(r / 255, g / 255, b / 255);
                }
                // state
                this.state = this.index > 1 ? this.STATES.ACTIVE : this.STATES.STOPPED;
                // set direction
                this.speed = -0.1 - (this.index * 0.005);
                if (this.speed < -4)
                    this.speed = -4;
                this.direction = this.speed;
                // create block
                let geometry = new THREE.BoxGeometry(this.dimension.width, this.dimension.height, this.dimension.depth);
                geometry.applyMatrix(new THREE.Matrix4().makeTranslation(this.dimension.width / 2, this.dimension.height / 2, this.dimension.depth / 2));
                this.material = new THREE.MeshToonMaterial({ color: this.color, shading: THREE.FlatShading });
                this.mesh = new THREE.Mesh(geometry, this.material);
                this.mesh.position.set(this.position.x, this.position.y + (this.state == this.STATES.ACTIVE ? 0 : 0), this.position.z);
                if (this.state == this.STATES.ACTIVE) {
                    this.position[this.workingPlane] = Math.random() > 0.5 ? -this.MOVE_AMOUNT : this.MOVE_AMOUNT;
                }
            }
            reverseDirection() {
                this.direction = this.direction > 0 ? this.speed : Math.abs(this.speed);
            }
            place() {
                this.state = this.STATES.STOPPED;
                let overlap = this.targetBlock.dimension[this.workingDimension] - Math.abs(this.position[this.workingPlane] - this.targetBlock.position[this.workingPlane]);
                let blocksToReturn = {
                    plane: this.workingPlane,
                    direction: this.direction
                };
                if (this.dimension[this.workingDimension] - overlap < 0.3) {
                    overlap = this.dimension[this.workingDimension];
                    blocksToReturn.bonus = true;
                    this.position.x = this.targetBlock.position.x;
                    this.position.z = this.targetBlock.position.z;
                    this.dimension.width = this.targetBlock.dimension.width;
                    this.dimension.depth = this.targetBlock.dimension.depth;
                }
                if (overlap > 0) {
                    let choppedDimensions = { width: this.dimension.width, height: this.dimension.height, depth: this.dimension.depth };
                    choppedDimensions[this.workingDimension] -= overlap;
                    this.dimension[this.workingDimension] = overlap;
                    let placedGeometry = new THREE.BoxGeometry(this.dimension.width, this.dimension.height, this.dimension.depth);
                    placedGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(this.dimension.width / 2, this.dimension.height / 2, this.dimension.depth / 2));
                    let placedMesh = new THREE.Mesh(placedGeometry, this.material);
                    let choppedGeometry = new THREE.BoxGeometry(choppedDimensions.width, choppedDimensions.height, choppedDimensions.depth);
                    choppedGeometry.applyMatrix(new THREE.Matrix4().makeTranslation(choppedDimensions.width / 2, choppedDimensions.height / 2, choppedDimensions.depth / 2));
                    let choppedMesh = new THREE.Mesh(choppedGeometry, this.material);
                    let choppedPosition = {
                        x: this.position.x,
                        y: this.position.y,
                        z: this.position.z
                    };
                    if (this.position[this.workingPlane] < this.targetBlock.position[this.workingPlane]) {
                        this.position[this.workingPlane] = this.targetBlock.position[this.workingPlane];
                    }
                    else {
                        choppedPosition[this.workingPlane] += overlap;
                    }
                    placedMesh.position.set(this.position.x, this.position.y, this.position.z);
                    choppedMesh.position.set(choppedPosition.x, choppedPosition.y, choppedPosition.z);
                    blocksToReturn.placed = placedMesh;
                    if (!blocksToReturn.bonus)
                        blocksToReturn.chopped = choppedMesh;
                }
                else {
                    this.state = this.STATES.MISSED;
                }
                this.dimension[this.workingDimension] = overlap;
                return blocksToReturn;
            }
            tick() {
                if (this.state == this.STATES.ACTIVE) {
                    let value = this.position[this.workingPlane];
                    if (value > this.MOVE_AMOUNT || value < -this.MOVE_AMOUNT)
                        this.reverseDirection();
                    this.position[this.workingPlane] += this.direction;
                    this.mesh.position[this.workingPlane] = this.position[this.workingPlane];
                }
            }
        }
        class Game {
            constructor() {
                this.STATES = {
                    'LOADING': 'loading',
                    'PLAYING': 'playing',
                    'READY': 'ready',
                    'ENDED': 'ended',
                    'RESETTING': 'resetting'
                };
                this.blocks = [];
                this.state = this.STATES.LOADING;
                this.stage = new Stage();
                this.mainContainer = document.getElementById('container');
                this.scoreContainer = document.getElementById('score');
                this.startButton = document.getElementById('start-button');
                this.instructions = document.getElementById('instructions');
                this.scoreContainer.innerHTML = '0';
                this.newBlocks = new THREE.Group();
                this.placedBlocks = new THREE.Group();
                this.choppedBlocks = new THREE.Group();
                this.stage.add(this.newBlocks);
                this.stage.add(this.placedBlocks);
                this.stage.add(this.choppedBlocks);
                this.addBlock();
                this.tick();
                this.updateState(this.STATES.READY);
                document.addEventListener('keydown', e => {
                    if (e.keyCode == 32)
                        this.onAction();
                });
                document.addEventListener('click', e => {
                    this.onAction();
                });
                document.addEventListener('touchstart', e => {
                    e.preventDefault();
                    // this.onAction();
                    // ☝️ this triggers after click on android so you
                    // insta-lose, will figure it out later.
                });
            }
            updateState(newState) {
                for (let key in this.STATES)
                    this.mainContainer.classList.remove(this.STATES[key]);
                this.mainContainer.classList.add(newState);
                this.state = newState;
            }
            onAction() {
                switch (this.state) {
                    case this.STATES.READY:
                        this.startGame();
                        break;
                    case this.STATES.PLAYING:
                        this.placeBlock();
                        break;
                    case this.STATES.ENDED:
                        this.restartGame();
                        break;
                }
            }
            startGame() {
                if (this.state != this.STATES.PLAYING) {
                    this.scoreContainer.innerHTML = '0';
                    this.updateState(this.STATES.PLAYING);
                    this.addBlock();
                }
            }
            restartGame() {
                this.updateState(this.STATES.RESETTING);
                let oldBlocks = this.placedBlocks.children;
                let removeSpeed = 0.2;
                let delayAmount = 0.02;
                for (let i = 0; i < oldBlocks.length; i++) {
                    TweenLite.to(oldBlocks[i].scale, removeSpeed, { x: 0, y: 0, z: 0, delay: (oldBlocks.length - i) * delayAmount, ease: Power1.easeIn, onComplete: () => this.placedBlocks.remove(oldBlocks[i]) });
                    TweenLite.to(oldBlocks[i].rotation, removeSpeed, { y: 0.5, delay: (oldBlocks.length - i) * delayAmount, ease: Power1.easeIn });
                }
                let cameraMoveSpeed = removeSpeed * 2 + (oldBlocks.length * delayAmount);
                this.stage.setCamera(2, cameraMoveSpeed);
                let countdown = { value: this.blocks.length - 1 };
                TweenLite.to(countdown, cameraMoveSpeed, { value: 0, onUpdate: () => { this.scoreContainer.innerHTML = String(Math.round(countdown.value)); } });
                this.blocks = this.blocks.slice(0, 1);
                setTimeout(() => {
                    this.startGame();
                }, cameraMoveSpeed * 1000);
            }
            placeBlock() {
                let currentBlock = this.blocks[this.blocks.length - 1];
                let newBlocks = currentBlock.place();
                this.newBlocks.remove(currentBlock.mesh);
                if (newBlocks.placed)
                    this.placedBlocks.add(newBlocks.placed);
                if (newBlocks.chopped) {
                    this.choppedBlocks.add(newBlocks.chopped);
                    let positionParams = { y: '-=30', ease: Power1.easeIn, onComplete: () => this.choppedBlocks.remove(newBlocks.chopped) };
                    let rotateRandomness = 10;
                    let rotationParams = {
                        delay: 0.05,
                        x: newBlocks.plane == 'z' ? ((Math.random() * rotateRandomness) - (rotateRandomness / 2)) : 0.1,
                        z: newBlocks.plane == 'x' ? ((Math.random() * rotateRandomness) - (rotateRandomness / 2)) : 0.1,
                        y: Math.random() * 0.1,
                    };
                    if (newBlocks.chopped.position[newBlocks.plane] > newBlocks.placed.position[newBlocks.plane]) {
                        positionParams[newBlocks.plane] = '+=' + (40 * Math.abs(newBlocks.direction));
                    }
                    else {
                        positionParams[newBlocks.plane] = '-=' + (40 * Math.abs(newBlocks.direction));
                    }
                    TweenLite.to(newBlocks.chopped.position, 1, positionParams);
                    TweenLite.to(newBlocks.chopped.rotation, 1, rotationParams);
                }
                this.addBlock();
            }
            addBlock() {
                let lastBlock = this.blocks[this.blocks.length - 1];
                if (lastBlock && lastBlock.state == lastBlock.STATES.MISSED) {
                    return this.endGame();
                }
                this.scoreContainer.innerHTML = String(this.blocks.length - 1);
                let newKidOnTheBlock = new Block(lastBlock);
                this.newBlocks.add(newKidOnTheBlock.mesh);
                this.blocks.push(newKidOnTheBlock);
                this.stage.setCamera(this.blocks.length * 2);
                if (this.blocks.length >= 5)
                    this.instructions.classList.add('hide');
            }
            endGame() {
                this.updateState(this.STATES.ENDED);
            }
            tick() {
                this.blocks[this.blocks.length - 1].tick();
                this.stage.render();
                requestAnimationFrame(() => { this.tick(); });
            }
        }
        let game = new Game();
        
    </script>
    
</html>