HTML5 code to implement the Rubik's Cube game
The content of this article is about the code for implementing the Rubik's Cube game in HTML5. It has certain reference value. Friends in need can refer to it. I hope it will be helpful to you.
<!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>
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