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《圈地之王》
全图没加方块
也无模型
究竟怎么做出来的呢?

下面将代码全部揭秘
全图没加方块
也无模型
究竟怎么做出来的呢?

下面将代码全部揭秘
const MeshScale = [1 / 16, 1 / 16, 1 / 16] //正常的模型缩放比例 const Quat = new Box3Quaternion(0, 0, 0, 1) //默认的旋转状态 const RED = new Box3RGBColor(10, 2, 2) //发光的红色 world.onPress(async ({ entity, button }) => {if (button === Box3ButtonType.ACTION0) { const d = entity.player.facingDirection //玩家的朝向 const knife = world.createEntity({ meshScale: MeshScale, collides: true, // 开启碰撞 gravity: false, // 不受重力影响 position: entity.position, // 在玩家的位置生成飞刀 velocity: d.scale(2), // 飞刀的初速度是玩家朝向向量的2倍 meshOrientation: Quat.rotateY(Math.atan2(d.z, d.x)), // 刀头指向玩家的朝向 particleRate: 20, //每秒发出80个粒子 particleLifetime: 2, //每个粒子存活2秒 particleSize: [2, 2, 2, 2, 2], //粒子在5个阶段的大小都是2 particleColor: [RED, RED, RED, RED, RED], //粒子在5个阶段的颜色都是红色 // particleTarget: entity, particleVelocity: d.scale(-2), bounds: [0.2, 0.2, 0.2],// 子弹实体0.2个方块大小 }) knife.id = entity.player.userKey //将小刀的id设置成玩家userKey, 便于碰撞过滤器识别 knife.onEntityContact(({ other }) => {//每当飞刀碰到另一个实体 other.hurt(10)//被碰实体受10点伤害 }) await sleep(2000)//等2秒后 knife.destroy()//清除飞刀, 防止飞刀数量太多超过服务器负载 }
})
world.onPlayerJoin(({ entity }) => { //当玩家进入地图时 if (entity.player.name === '搬砖喵' || entity.player.name === '吉吉喵') { entity.addTag('ghost') //本喵不受攻击 } entity.enableDamage = true //允许这个玩家受伤 entity.id = entity.player.userKey//把userKey作为玩家的id world.addCollisionFilter('#' + entity.id, '#' + entity.id)//让id跟玩家id一样的实体不会相互碰撞, 比如玩家的飞刀不会碰到玩家, 自己的飞刀之间也不会碰撞 }) world.addCollisionFilter('.ghost', '*')
world.onPlayerLeave(({ entity }) => { //当玩家离开地图时 world.removeCollisionFilter('#' + entity.id, '#' + entity.id)//取消这个玩家的碰撞过滤器 })
world.onDie(async ({ entity }) => { await sleep(3000) entity.hp = entity.maxHp //复活 }) const SECONDS_PER_TICK = 1000 / 128; const ROUND_TIME = 200 * SECONDS_PER_TICK;//每局游戏时长 const MIN_PLAYERS = 2;//玩家数量下限 const GRID_X = 128; const GRID_Z = 128;
const TEAMS = [ { r: 1, g: 0, b: 0, v: voxels.id('red_light'), n: '红队', score: 0, }, { r: 0, g: 1, b: 0, v: voxels.id('green_light'), n: '绿队', score: 0, }, { r: 0, g: 0, b: 1, v: voxels.id('blue_light'), n: '蓝队', score: 0, }, { r: 1, g: 0, b: 1, v: voxels.id('purple'), n: '紫队', score: 0, }, { r: 0, g: 1, b: 1, v: voxels.id('indigo_light'), n: '靛蓝队', score: 0, }, { r: 1, g: 1, b: 0, v: voxels.id('yellow_light'), n: '黄队', score: 0, }, ];
// 辅助函数,用于随机打乱一个数组 function shuffle (array) { for (let i = 1; i < array.length; ++i) { const temp = array[i]; const x = (Math.random() * (i + 1)) | 0; array[i] = array[x]; array[x] = temp; } return array; }
async function startGame () { // 将地面初始化,全部变成不锈钢 for (let j = 0; j < GRID_Z; ++j) { for (let i = 0; i < GRID_X; ++i) { voxels.setVoxel(i, 8, j, 'stainless_steel'); } } // 等待玩家进入 while (world.querySelectorAll('player').length < MIN_PLAYERS) { world.say('等待其他玩家加入...'); await sleep(1000); world.say('2个玩家立即开始'); await world.nextPlayerJoin(); }
// 足够玩家加入后,就开始倒计时 for (let i = 3; i > 0; --i) { world.say(i + '...'); await sleep(1000); } world.say('去圈地吧!看谁是圈地之王?'); // 每局都随机打乱队伍 const players = shuffle(world.querySelectorAll('player')); shuffle(TEAMS); // 设置玩家的颜色和初始位置 function setTeam (p, t) { p.player.color.r = t.r; p.player.color.g = t.g; p.player.color.b = t.b; p.position.x = Math.random() * GRID_X; p.position.y = 30; p.position.z = Math.random() * GRID_Z; }
// 获得初始团队 const teams = players.map((p, i) => { const t = TEAMS[i % TEAMS.length] setTeam(p, t); return t; }) //当玩家接触到地面任意方块时,更新该方块的颜色 const contactHandler = world.onVoxelContact(({ entity, x, y, z }) => { const idx = players.indexOf(entity); if (idx < 0) { return; } const t = teams[idx]; voxels.setVoxelId(x, y, z, t.v); }); // 新玩家加入,会被随机分配到一个队伍 const joinHandler = world.onPlayerJoin(({entity}) => { const t = TEAMS[(Math.random() * teams.length) | 0]; setTeam(entity, t); teams.push(t); players.push(entity) }); // 每局游戏会在计时到达时结束。 const endTick = world.currentTick + ROUND_TIME; // 检测游戏是否进行中 function gameInProgress () { let numActivePlayers = 0; for (let i = 0; i < players.length; ++i) { if (!players[i].destroyed) { numActivePlayers += 1; } } return world.currentTick < endTick && numActivePlayers >= MIN_PLAYERS; } // 通过深度优先搜索,将圈起来的地自动填色 const visited = new Uint8Array(GRID_X * GRID_Z) const toVisit = [] function mark (i, j, team) { const idx = i + j * GRID_X; if (i < 0 || i >= GRID_X || j < 0 || j >= GRID_Z || visited[idx] || voxels.getVoxel(i, 8, j) === team) { return; } visited[idx] = true; toVisit.push(i, j); } function fillHoles (team) { visited.fill(0); for (let i = 0; i < Math.max(GRID_X, GRID_Z); ++i) { mark(i, 0, team);//更正了,将8改成了0 mark(0, i, team); mark(GRID_X - 1, i, team); mark(i, GRID_Z - 1, team); } while (toVisit.length > 0) { const z = toVisit.pop() | 0; const x = toVisit.pop() | 0; mark(x - 1, z, team); mark(x + 1, z, team); mark(x, z - 1, team); mark(x, z + 1, team); } let score = 0; for (let j = 0; j < GRID_Z; ++j) { for (let i = 0; i < GRID_X; ++i) { const idx = i + j * GRID_X; if (!visited[idx]) { voxels.setVoxelId(i, 8, j, team); score += 1; } } } return score; } // 当游戏运行时 while (gameInProgress()) { // 等待 1 Tick await world.nextTick(); // 计算各队伍的分数 for (let i = 0; i < TEAMS.length; ++i) { const c = TEAMS[i].score = fillHoles(TEAMS[i].v); // 如果有团队圈完全场,那么直接胜出 if (c >= GRID_X * GRID_Z) { break; } } } // 清除事件处理器 contactHandler.cancel(); joinHandler.cancel();
// 重置玩家颜色 for (let i = 0; i < players.length; ++i) { const c = players[i].player.color; c.r = c.g = c.b = 1; } world.say('本局游戏结束!'); await sleep(5000); // 宣布获胜队伍 TEAMS.sort((a, b) => b.score - a.score); world.say(`恭喜 ${TEAMS[0].n} 成为圈地之王!!`); await sleep(10000); }
// 无限循环游戏 async function gameLoop () { while (true) { await startGame(); } } gameLoop();