流体模拟
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'use strict'; const canvas = document.getElementsByTagName('canvas')[0]; canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; const params = { alpha: false, depth: false, stencil: false, antialias: false }; let gl = canvas.getContext('webgl2', params); const isWebGL2 = !!gl; if (!isWebGL2) { gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); } gl.clearColor(0.0, 0.0, 0.0, 1.0); const halfFloat = gl.getExtension('OES_texture_half_float'); let support_linear_float = gl.getExtension('OES_texture_half_float_linear'); if (isWebGL2) { gl.getExtension('EXT_color_buffer_float'); support_linear_float = gl.getExtension('OES_texture_float_linear'); } const TEXTURE_DOWNSAMPLE = 1; const DENSITY_DISSIPATION = 0.98; const VELOCITY_DISSIPATION = 0.99; const SPLAT_RADIUS = 0.005; const CURL = 30; const PRESSURE_ITERATIONS = 25; class GLProgram { constructor (vertexShader, fragmentShader) { this.uniforms = {}; this.program = gl.createProgram(); gl.attachShader(this.program, vertexShader); gl.attachShader(this.program, fragmentShader); gl.linkProgram(this.program); if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(this.program); const uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS); for (let i = 0; i < uniformCount; i++) { const uniformName = gl.getActiveUniform(this.program, i).name; this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName); } } bind () { gl.useProgram(this.program); } } function compileShader (type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader); return shader; }; const baseVertexShader = compileShader(gl.VERTEX_SHADER, ` precision highp float; precision mediump sampler2D; attribute vec2 aPosition; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform vec2 texelSize; void main () { vUv = aPosition * 0.5 + 0.5; vL = vUv - vec2(texelSize.x, 0.0); vR = vUv + vec2(texelSize.x, 0.0); vT = vUv + vec2(0.0, texelSize.y); vB = vUv - vec2(0.0, texelSize.y); gl_Position = vec4(aPosition, 0.0, 1.0); } `); const displayShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uTexture; void main () { gl_FragColor = texture2D(uTexture, vUv); } `); const splatShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTarget; uniform float aspectRatio; uniform vec3 color; uniform vec2 point; uniform float radius; void main () { vec2 p = vUv - point.xy; p.x *= aspectRatio; vec3 splat = exp(-dot(p, p) / radius) * color; vec3 base = texture2D(uTarget, vUv).xyz; gl_FragColor = vec4(base + splat, 1.0); } `); const advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; vec4 bilerp (in sampler2D sam, in vec2 p) { vec4 st; st.xy = floor(p - 0.5) + 0.5; = st.xy + 1.0; vec4 uv = st * texelSize.xyxy; vec4 a = texture2D(sam, uv.xy); vec4 b = texture2D(sam, uv.zy); vec4 c = texture2D(sam, uv.xw); vec4 d = texture2D(sam, ); vec2 f = p - st.xy; return mix(mix(a, b, f.x), mix(c, d, f.x), f.y); } void main () { vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy; gl_FragColor = dissipation * bilerp(uSource, coord); gl_FragColor.a = 1.0; } `); const advectionShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; void main () { vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize; gl_FragColor = dissipation * texture2D(uSource, coord); } `); const divergenceShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; vec2 sampleVelocity (in vec2 uv) { vec2 multiplier = vec2(1.0, 1.0); if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; } if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; } if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; } if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; } return multiplier * texture2D(uVelocity, uv).xy; } void main () { float L = sampleVelocity(vL).x; float R = sampleVelocity(vR).x; float T = sampleVelocity(vT).y; float B = sampleVelocity(vB).y; float div = 0.5 * (R - L + T - B); gl_FragColor = vec4(div, 0.0, 0.0, 1.0); } `); const curlShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; void main () { float L = texture2D(uVelocity, vL).y; float R = texture2D(uVelocity, vR).y; float T = texture2D(uVelocity, vT).x; float B = texture2D(uVelocity, vB).x; float vorticity = R - L - T + B; gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0); } `); const vorticityShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; uniform sampler2D uCurl; uniform float curl; uniform float dt; void main () { float L = texture2D(uCurl, vL).y; float R = texture2D(uCurl, vR).y; float T = texture2D(uCurl, vT).x; float B = texture2D(uCurl, vB).x; float C = texture2D(uCurl, vUv).x; vec2 force = vec2(abs(T) - abs(B), abs(R) - abs(L)); force *= 1.0 / length(force + 0.00001) * curl * C; vec2 vel = texture2D(uVelocity, vUv).xy; gl_FragColor = vec4(vel + force * dt, 0.0, 1.0); } `); const pressureShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uDivergence; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; float C = texture2D(uPressure, vUv).x; float divergence = texture2D(uDivergence, vUv).x; float pressure = (L + R + B + T - divergence) * 0.25; gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); } `); const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uVelocity; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; vec2 velocity = texture2D(uVelocity, vUv).xy; velocity.xy -= vec2(R - L, T - B); gl_FragColor = vec4(velocity, 0.0, 1.0); } `); const blit = (() => { gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(0); return (destination) => { gl.bindFramebuffer(gl.FRAMEBUFFER, destination); gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); } })(); function clear (target) { gl.bindFramebuffer(gl.FRAMEBUFFER, target); gl.clear(gl.COLOR_BUFFER_BIT); } function createFBO (texId, w, h, internalFormat, format, type, param) { gl.activeTexture(gl.TEXTURE0 + texId); let texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null); let fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); gl.viewport(0, 0, w, h); gl.clear(gl.COLOR_BUFFER_BIT); return [texture, fbo, texId]; } function createDoubleFBO (texId, w, h, internalFormat, format, type, param) { let fbo1 = createFBO(texId , w, h, internalFormat, format, type, param); let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param); return { get first () { return fbo1; }, get second () { return fbo2; }, swap: () => { let temp = fbo1; fbo1 = fbo2; fbo2 = temp; } } } let textureWidth; let textureHeight; let density; let velocity; let divergence; let curl; let pressure; function initFramebuffers () { textureWidth = gl.drawingBufferWidth >> TEXTURE_DOWNSAMPLE; textureHeight = gl.drawingBufferHeight >> TEXTURE_DOWNSAMPLE; const internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA; const internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA; const formatRG = isWebGL2 ? gl.RG : gl.RGBA; const texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES; density = createDoubleFBO(0, textureWidth, textureHeight, internalFormat , gl.RGBA , texType, support_linear_float ? gl.LINEAR : gl.NEAREST); velocity = createDoubleFBO(2, textureWidth, textureHeight, internalFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST); divergence = createFBO (4, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); curl = createFBO (5, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); pressure = createDoubleFBO(6, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); } initFramebuffers(); const displayProgram = new GLProgram(baseVertexShader, displayShader); const splatProgram = new GLProgram(baseVertexShader, splatShader); const advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader); const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); const curlProgram = new GLProgram(baseVertexShader, curlShader); const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); const pressureProgram = new GLProgram(baseVertexShader, pressureShader); const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); function pointerPrototype () { = -1; this.x = 0; this.y = 0; this.dx = 0; this.dy = 0; this.down = false; this.moved = false; this.color = [30, 0, 300]; } let pointers = []; pointers.push(new pointerPrototype()); for (let i = 0; i < 10; i++) { const color = [Math.random() * 10, Math.random() * 10, Math.random() * 10]; const x = canvas.width * Math.random(); const y = canvas.height * Math.random(); const dx = 1000 * (Math.random() - 0.5); const dy = 1000 * (Math.random() - 0.5); splat(x, y, dx, dy, color); } let lastTime = (); Update(); function Update () { resizeCanvas(); const dt = Math.min((() - lastTime) / 1000, 0.016); lastTime = (); gl.viewport(0, 0, textureWidth, textureHeight); advectionProgram.bind(); gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]); gl.uniform1f(advectionProgram.uniforms.dt, dt); gl.uniform1f(advectionProgram.uniforms.dissipation, VELOCITY_DISSIPATION); blit(velocity.second[1]); velocity.swap(); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]); gl.uniform1f(advectionProgram.uniforms.dissipation, DENSITY_DISSIPATION); blit(density.second[1]); density.swap(); for (let i = 0; i < pointers.length; i++) { const pointer = pointers[i]; if (pointer.moved) { splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color); pointer.moved = false; } } curlProgram.bind(); gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]); blit(curl[1]); vorticityProgram.bind(); gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]); gl.uniform1f(vorticityProgram.uniforms.curl, CURL); gl.uniform1f(vorticityProgram.uniforms.dt, dt); blit(velocity.second[1]); velocity.swap(); divergenceProgram.bind(); gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]); blit(divergence[1]); clear(pressure.first[1]); pressureProgram.bind(); gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]); for (let i = 0; i < PRESSURE_ITERATIONS; i++) { gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]); blit(pressure.second[1]); pressure.swap(); } gradienSubtractProgram.bind(); gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]); gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]); blit(velocity.second[1]); velocity.swap(); gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); displayProgram.bind(); gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]); blit(null); requestAnimationFrame(Update); } function splat (x, y, dx, dy, color) { splatProgram.bind(); gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]); gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height); gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height); gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0); gl.uniform1f(splatProgram.uniforms.radius, SPLAT_RADIUS); blit(velocity.second[1]); velocity.swap(); gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]); gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3); blit(density.second[1]); density.swap(); } function resizeCanvas () { if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; initFramebuffers(); } } canvas.addEventListener('mousemove', (e) => { pointers[0].moved = pointers[0].down; pointers[0].dx = (e.offsetX - pointers[0].x) * 10.0; pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0; pointers[0].x = e.offsetX; pointers[0].y = e.offsetY; }); canvas.addEventListener('touchmove', (e) => { e.preventDefault(); const touches = e.targetTouches; for (let i = 0; i < e.touches.length; i++) { let pointer = pointers[i]; pointer.moved = pointer.down; pointer.dx = (touches[i].pageX - pointer.x) * 10.0; pointer.dy = (touches[i].pageY - pointer.y) * 10.0; pointer.x = touches[i].pageX; pointer.y = touches[i].pageY; } }, false); canvas.addEventListener('mousedown', () => { pointers[0].down = true; pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; }); canvas.addEventListener('touchstart', (e) => { const touches = e.targetTouches; for (let i = 0; i < touches.length; i++) { if (i >= pointers.length) pointers.push(new pointerPrototype()); pointers[i].id = touches[i].identifier; pointers[i].down = true; pointers[i].x = touches[i].pageX; pointers[i].y = touches[i].pageY; pointers[i].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; } }); window.addEventListener('mouseup', () => { pointers[0].down = false; }); window.addEventListener('touchend', (e) => { const touches = e.changedTouches; for (let i = 0; i < touches.length; i++) for (let j = 0; j 1'use strict';
2const canvas = document.getElementsByTagName('canvas')[0];
2canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
2const params = { alpha: false, depth: false, stencil: false, antialias: false };
2let gl = canvas.getContext('webgl2', params); const isWebGL2 = !!gl;
2if (!isWebGL2) {
2gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params);
2}
2gl.clearColor(0.0, 0.0, 0.0, 1.0);
2const halfFloat = gl.getExtension('OES_texture_half_float');
2let support_linear_float = gl.getExtension('OES_texture_half_float_linear');
2if (isWebGL2) {
2 gl.getExtension('EXT_color_buffer_float');
2support_linear_float = gl.getExtension('OES_texture_float_linear');
2}
2const TEXTURE_DOWNSAMPLE = 1;
2const DENSITY_DISSIPATION = 0.98;
2const VELOCITY_DISSIPATION =
20.99;
2const SPLAT_RADIUS = 0.005;
2const CURL = 30;
2const PRESSURE_ITERATIONS = 25;
2class GLProgram {
2constructor (vertexShader, fragmentShader) {
2this.uniforms = {};
2this.program =
2gl.createProgram();
2gl.attachShader(this.program, vertexShader);
2gl.attachShader(this.program, fragmentShader);
2gl.linkProgram(this.program);
2if (!gl.getProgramParameter(this.program, gl.LINK_STATUS))
2throw gl.getProgramInfoLog(this.program);
2const uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
2for (let i = 0; i < uniformCount; i++) {
2const uniformName = gl.getActiveUniform(this.program, i).name;
2this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);
2}
2}
2bind () {
2gl.useProgram(this.program);
2}
2}
2function compileShader (type, source) {
2const shader = gl.createShader(type);
2 gl.shaderSource(shader, source);
2gl.compileShader(shader);
2if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
2throw
2gl.getShaderInfoLog(shader);
2return shader;
2};
2const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
2precision highp float;
2precision mediump sampler2D;
2attribute vec2 aPosition;
2varying vec2 vUv;
2varying vec2 vL;
2varying vec2 vR;
2varying vec2 vT;
2varying vec2 vB;
2uniform vec2 texelSize;
2void main () {
2vUv = aPosition * 0.5 + 0.5;
2vL = vUv - vec2(texelSize.x, 0.0);
2vR = vUv + vec2(texelSize.x, 0.0);
2vT = vUv + vec2(0.0, texelSize.y);
2vB = vUv - vec2(0.0, texelSize.y);
2gl_Position = vec4(aPosition, 0.0, 1.0);
2}
2`);
2const displayShader = compileShader(gl.FRAGMENT_SHADER, `
2 precision highp float;
2 precision mediump sampler2D;
2 varying vec2 vUv;
2 varying vec2 vL;
2 varying vec2 vR;
2 varying vec2 vT;
2 varying vec2 vB;
2 uniform sampler2D uTexture;
2 void main () {
2 gl_FragColor = texture2D(uTexture, vUv);
2 }
2`);
2const splatShader = compileShader(gl.FRAGMENT_SHADER, `
2 precision highp float;
2 precision mediump sampler2D;
2 varying vec2 vUv;
2 uniform sampler2D uTarget;
2 uniform float aspectRatio;
2 uniform vec3 color;
2 uniform vec2 point;
2 uniform float radius;
2 void main () {
2 vec2 p = vUv - point.xy; p.x *= aspectRatio; vec3 splat = exp(-dot(p, p) / radius) * color; vec3 base = texture2D(uTarget, vUv).xyz; gl_FragColor = vec4(base + splat, 1.0); } `); const advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; vec4 bilerp (in sampler2D sam, in vec2 p) { vec4 st; st.xy = floor(p - 0.5) + 0.5; = st.xy + 1.0; vec4 uv = st * texelSize.xyxy; vec4 a = texture2D(sam, uv.xy); vec4 b = texture2D(sam, uv.zy); vec4 c = texture2D(sam, uv.xw); vec4 d = texture2D(sam, ); vec2 f = p - st.xy; return mix(mix(a, b, f.x), mix(c, d, f.x), f.y); } void main () { vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy; gl_FragColor = dissipation * bilerp(uSource, coord); gl_FragColor.a = 1.0; } `); const advectionShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; void main () { vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize; gl_FragColor = dissipation * texture2D(uSource, coord); } `); const divergenceShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; vec2 sampleVelocity (in vec2 uv) { vec2 multiplier = vec2(1.0, 1.0); if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; } if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; } if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; } if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; } return multiplier * texture2D(uVelocity, uv).xy; } void main () { float L = sampleVelocity(vL).x; float R = sampleVelocity(vR).x; float T = sampleVelocity(vT).y; float B = sampleVelocity(vB).y; float div = 0.5 * (R - L + T - B); gl_FragColor = vec4(div, 0.0, 0.0, 1.0); } `); const curlShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; void main () { float L = texture2D(uVelocity, vL).y; float R = texture2D(uVelocity, vR).y; float T = texture2D(uVelocity, vT).x; float B = texture2D(uVelocity, vB).x; float vorticity = R - L - T + B; gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0); } `); const vorticityShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; uniform sampler2D uCurl; uniform float curl; uniform float dt; void main () { float L = texture2D(uCurl, vL).y; float R = texture2D(uCurl, vR).y; float T = texture2D(uCurl, vT).x; float B = texture2D(uCurl, vB).x; float C = texture2D(uCurl, vUv).x; vec2 force = vec2(abs(T) - abs(B), abs(R) - abs(L)); force *= 1.0 / length(force + 0.00001) * curl * C; vec2 vel = texture2D(uVelocity, vUv).xy; gl_FragColor = vec4(vel + force * dt, 0.0, 1.0); } `); const pressureShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uDivergence; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; float C = texture2D(uPressure, vUv).x; float divergence = texture2D(uDivergence, vUv).x; float pressure = (L + R + B + T - divergence) * 0.25; gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); } `); const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, ` precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uVelocity; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; vec2 velocity = texture2D(uVelocity, vUv).xy; velocity.xy -= vec2(R - L, T - B); gl_FragColor = vec4(velocity, 0.0, 1.0); } `); const blit = (() => { gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(0); return (destination) => { gl.bindFramebuffer(gl.FRAMEBUFFER, destination); gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); } })(); function clear (target) { gl.bindFramebuffer(gl.FRAMEBUFFER, target); gl.clear(gl.COLOR_BUFFER_BIT); } function createFBO (texId, w, h, internalFormat, format, type, param) { gl.activeTexture(gl.TEXTURE0 + texId); let texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null); let fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); gl.viewport(0, 0, w, h); gl.clear(gl.COLOR_BUFFER_BIT); return [texture, fbo, texId]; } function createDoubleFBO (texId, w, h, internalFormat, format, type, param) { let fbo1 = createFBO(texId , w, h, internalFormat, format, type, param); let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param); return { get first () { return fbo1; }, get second () { return fbo2; }, swap: () => { let temp = fbo1; fbo1 = fbo2; fbo2 = temp; } } } let textureWidth; let textureHeight; let density; let velocity; let divergence; let curl; let pressure; function initFramebuffers () { textureWidth = gl.drawingBufferWidth >> TEXTURE_DOWNSAMPLE; textureHeight = gl.drawingBufferHeight >> TEXTURE_DOWNSAMPLE; const internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA; const internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA; const formatRG = isWebGL2 ? gl.RG : gl.RGBA; const texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES; density = createDoubleFBO(0, textureWidth, textureHeight, internalFormat , gl.RGBA , texType, support_linear_float ? gl.LINEAR : gl.NEAREST); velocity = createDoubleFBO(2, textureWidth, textureHeight, internalFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST); divergence = createFBO (4, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); curl = createFBO (5, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); pressure = createDoubleFBO(6, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); } initFramebuffers(); const displayProgram = new GLProgram(baseVertexShader, displayShader); const splatProgram = new GLProgram(baseVertexShader, splatShader); const advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader); const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); const curlProgram = new GLProgram(baseVertexShader, curlShader); const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); const pressureProgram = new GLProgram(baseVertexShader, pressureShader); const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); function pointerPrototype () { = -1; this.x = 0; this.y = 0; this.dx = 0; this.dy = 0; this.down = false; this.moved = false; this.color = [30, 0, 300]; } let pointers = []; pointers.push(new pointerPrototype()); for (let i = 0; i < 10; i++) { const color = [Math.random() * 10, Math.random() * 10, Math.random() * 10]; const x = canvas.width * Math.random(); const y = canvas.height * Math.random(); const dx = 1000 * (Math.random() - 0.5); const dy = 1000 * (Math.random() - 0.5); splat(x, y, dx, dy, color); } let lastTime = (); Update(); function Update () { resizeCanvas(); const dt = Math.min((() - lastTime) / 1000, 0.016); lastTime = (); gl.viewport(0, 0, textureWidth, textureHeight); advectionProgram.bind(); gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]); gl.uniform1f(advectionProgram.uniforms.dt, dt); gl.uniform1f(advectionProgram.uniforms.dissipation, VELOCITY_DISSIPATION); blit(velocity.second[1]); velocity.swap(); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]); gl.uniform1f(advectionProgram.uniforms.dissipation, DENSITY_DISSIPATION); blit(density.second[1]); density.swap(); for (let i = 0; i < pointers.length; i++) { const pointer = pointers[i]; if (pointer.moved) { splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color); pointer.moved = false; } } curlProgram.bind(); gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]); blit(curl[1]); vorticityProgram.bind(); gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]); gl.uniform1f(vorticityProgram.uniforms.curl, CURL); gl.uniform1f(vorticityProgram.uniforms.dt, dt); blit(velocity.second[1]); velocity.swap(); divergenceProgram.bind(); gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]); blit(divergence[1]); clear(pressure.first[1]); pressureProgram.bind(); gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]); for (let i = 0; i < PRESSURE_ITERATIONS; i++) { gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]); blit(pressure.second[1]); pressure.swap(); } gradienSubtractProgram.bind(); gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]); gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]); blit(velocity.second[1]); velocity.swap(); gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); displayProgram.bind(); gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]); blit(null); requestAnimationFrame(Update); } function splat (x, y, dx, dy, color) { splatProgram.bind(); gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]); gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height); gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height); gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0); gl.uniform1f(splatProgram.uniforms.radius, SPLAT_RADIUS); blit(velocity.second[1]); velocity.swap(); gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]); gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3); blit(density.second[1]); density.swap(); } function resizeCanvas () { if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; initFramebuffers(); } } canvas.addEventListener('mousemove', (e) => { pointers[0].moved = pointers[0].down; pointers[0].dx = (e.offsetX - pointers[0].x) * 10.0; pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0; pointers[0].x = e.offsetX; pointers[0].y = e.offsetY; }); canvas.addEventListener('touchmove', (e) => { e.preventDefault(); const touches = e.targetTouches; for (let i = 0; i < e.touches.length; i++) { let pointer = pointers[i]; pointer.moved = pointer.down; pointer.dx = (touches[i].pageX - pointer.x) * 10.0; pointer.dy = (touches[i].pageY - pointer.y) * 10.0; pointer.x = touches[i].pageX; pointer.y = touches[i].pageY; } }, false); canvas.addEventListener('mousedown', () => { pointers[0].down = true; pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; }); canvas.addEventListener('touchstart', (e) => { const touches = e.targetTouches; for (let i = 0; i < touches.length; i++) { if (i >= pointers.length) pointers.push(new pointerPrototype()); pointers[i].id = touches[i].identifier; pointers[i].down = true; pointers[i].x = touches[i].pageX; pointers[i].y = touches[i].pageY; pointers[i].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; } }); window.addEventListener('mouseup', () => { pointers[0].down = false; }); window.addEventListener('touchend', (e) => { const touches = e.changedTouches; for (let i = 0; i < touches.length; i++) for (let j = 0; j < pointers.length; j++) if (touches[i].identifier == pointers[j].id) pointers[j].down = false; });-->

3D太阳系
HTML
CSS
JavaScript

$(window).load(function(){ var body = $("body"), universe = $("#universe"), solarsys = $("#solar-system"); var init = function() { body.removeClass('view-2D opening').addClass("view-3D").delay(2000).queue(function() { $(this).removeClass('hide-UI').addClass("set-speed"); $(this).dequeue(); }); }; var setView = function(view) { universe.removeClass().addClass(view); }; $("#toggle-data").click(function(e) { body.toggleClass("data-open data-close"); e.preventDefault(); }); $("#toggle-controls").click(function(e) { body.toggleClass("controls-open controls-close"); e.preventDefault(); }); $("#data a").click(function(e) { var ref = $(this).attr("class"); solarsys.removeClass().addClass(ref); $(this).parent().find('a').removeClass('active'); $(this).addClass('active'); e.preventDefault(); }); $(".set-view").click(function() { body.toggleClass("view-3D view-2D"); }); $(".set-zoom").click(function() { body.toggleClass("zoom-large zoom-close"); }); $(".set-speed").click(function() { setView("scale-stretched set-speed"); }); $(".set-size").click(function() { setView("scale-s set-size"); }); $(".set-distance").click(function() { setView("scale-d set-distance"); }); init(); });

Mercury
Venus
Mars
Jupiter
Saturn
Uranus
Neptune
Sun
HTML5小游戏
HTML
CSS
JavaScript

/* Copyright (c) 2013 dissimulate at codepen Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* Customisable */ var map = { tile_size: 16, /* Key vairables: id [required] - an integer that corresponds with a tile in the data array. colour [required] - any javascript compatible colour variable. solid [optional] - whether the tile is solid or not, defaults to false. bounce [optional] - how much velocity is preserved upon hitting the tile, 0.5 is half. jump [optional] - whether the player can jump while over the tile, defaults to false. friction [optional] - friction of the tile, must have X and Y values (e.g {x:0.5, y:0.5}). gravity [optional] - gravity of the tile, must have X and Y values (e.g {x:0.5, y:0.5}). fore [optional] - whether the tile is drawn in front of the player, defaults to false. script [optional] - refers to a script in the scripts section, executed if it is touched. */ keys: [ {id: 0, colour: '#333', solid: 0}, {id: 1, colour: '#888', solid: 0}, {id: 2,colour: '#555',solid: 1,bounce: 0.35}, {id: 3,colour: 'rgba(121, 220, 242, 0.4)',friction: {x: 0.9,y: 0.9},gravity: {x: 0,y: 0.1},jump: 1,fore: 1}, {id: 4,colour: '#777',jump: 1}, {id: 5,colour: '#E373FA',solid: 1,bounce: 1.1}, {id: 6,colour: '#666',solid: 1,bounce: 0}, {id: 7,colour: '#73C6FA',solid: 0,script: 'change_colour'}, {id: 8,colour: '#FADF73',solid: 0,script: 'next_level'}, {id: 9,colour: '#C93232',solid: 0,script: 'death'}, {id: 10,colour: '#555',solid: 1}, {id: 11,colour: '#0FF',solid: 0,script: 'unlock'} ], /* An array representing the map tiles. Each number corresponds to a key */ data: [ [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 6, 6, 6, 6, 6, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 1, 1, 1, 1, 1, 2, 2, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 7, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 4, 2, 2, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2, 2, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2], [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], [2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2], [2, 1, 2, 2, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2], [2, 1, 2, 2, 2, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2], [2, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 8, 1, 1, 1, 2], [2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 6, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2], [2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 9, 9, 9, 2, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 11, 2, 2, 2, 2, 4, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 10, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 2, 2, 2, 2, 2, 2, 2], [2, 6, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 1, 1, 1, 1, 1, 1, 2], [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2], [2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 6, 6, 6, 2, 2, 2, 2, 2, 2, 6, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], [2, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 2, 5, 5, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2], [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 5, 5, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2], [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2] ], /* Default gravity of the map */ gravity: { x: 0, y: 0.3 }, /* Velocity limits */ vel_limit: { x: 2, y: 16 }, /* Movement speed when the key is pressed */ movement_speed: { jump: 6, left: 0.3, right: 0.3 }, /* The coordinates at which the player spawns and the colour of the player */ player: { x: 2, y: 2, colour: '#FF9900' }, /* scripts refered to by the "script" variable in the tile keys */ scripts: { /* you can just use "this" instead of your engine variable ("game"), but Codepen doesn't like it */ change_colour: 'game.player.colour = "#"+(Math.random()*0xFFFFFF<<0).toString(16);', /* you could load a new map variable here */ next_level: 'alert("Yay! You won! Reloading map.");game.load_map(map);', death: 'alert("You died!");game.load_map(map);', unlock: 'game.current_map.keys[10].solid = 0;game.current_map.keys[10].colour = "#888";' } }; /* Clarity engine */ var Clarity = function () { this.alert_errors = false; this.log_info = true; this.tile_size = 16; this.limit_viewport = false; this.jump_switch = 0; this.viewport = { x: 200, y: 200 }; = { x: 0, y: 0 }; this.key = { left: false, right: false, up: false }; this.player = { loc: { x: 0, y: 0 }, vel: { x: 0, y: 0 }, can_jump: true }; window.onkeydown = this.keydown.bind(this); window.onkeyup = this.keyup.bind(this); }; Clarity.prototype.error = function (message) { if (this.alert_errors) alert(message); if (this.log_info) console.log(message); }; Clarity.prototype.log = function (message) { if (this.log_info) console.log(message); }; Clarity.prototype.set_viewport = function (x, y) { this.viewport.x = x; this.viewport.y = y; }; Clarity.prototype.keydown = function (e) { var _this = this; switch (e.keyCode) { case 37: _this.key.left = true; break; case 38: _this.key.up = true; break; case 39: _this.key.right = true; break; } }; Clarity.prototype.keyup = function (e) { var _this = this; switch (e.keyCode) { case 37: _this.key.left = false; break; case 38: _this.key.up = false; break; case 39: _this.key.right = false; break; } }; Clarity.prototype.load_map = function (map) { if (typeof map === 'undefined' || typeof === 'undefined' || typeof map.keys === 'undefined') { this.error('Error: Invalid !'); return false; } this.current_map = map; this.current_map.background = map.background || '#333'; this.current_map.gravity = map.gravity || {x: 0, y: 0.3}; this.tile_size = map.tile_size || 16; var _this = this; this.current_map.width = 0; this.current_map.height = 0; map.keys.forEach(function (key) { .forEach(function (row, y) { _this.current_map.height = Math.max(_this.current_map.height, y); row.forEach(function (tile, x) { _this.current_map.width = Math.max(_this.current_map.width, x); if (tile == ) _this.current_[y][x] = key; }); }); }); this.current_map.width_p = this.current_map.width * this.tile_size; this.current_map.height_p = this.current_map.height * this.tile_size; this.player.loc.x = map.player.x * this.tile_size || 0; this.player.loc.y = map.player.y * this.tile_size || 0; this.player.colour = map.player.colour || '#000'; this.key.left = false; this.key.up = false; this.key.right = false; = { x: 0, y: 0 }; this.player.vel = { x: 0, y: 0 }; this.log('Successfully loaded .'); return true; }; Clarity.prototype.get_tile = function (x, y) { return (this.current_[y] && this.current_[y][x]) ? this.current_[y][x] : 0; }; Clarity.prototype.draw_tile = function (x, y, tile, context) { if (!tile || !tile.colour) return; context.fillStyle = tile.colour; context.fillRect( x, y, this.tile_size, this.tile_size ); }; Clarity.prototype.draw_map = function (context, fore) { for (var y = 0; y < this.current_.length; y++) { for (var x = 0; x < this.current_[y].length; x++) { if ((!fore && !this.current_[y][x].fore) || (fore && this.current_[y][x].fore)) { var t_x = (x * this.tile_size) - .x; var t_y = (y * this.tile_size) - .y; if(t_x < -this.tile_size || t_y < -this.tile_size || t_x > this.viewport.x || t_y > this.viewport.y) continue; this.draw_tile( t_x, t_y, this.current_[y][x], context ); } } } if (!fore) this.draw_map(context, true); }; Clarity.prototype.move_player = function () { var tX = this.player.loc.x + this.player.vel.x; var tY = this.player.loc.y + this.player.vel.y; var offset = Math.round((this.tile_size / 2) - 1); var tile = this.get_tile( Math.round(this.player.loc.x / this.tile_size), Math.round(this.player.loc.y / this.tile_size) ); if(tile.gravity) { this.player.vel.x += tile.gravity.x; this.player.vel.y += tile.gravity.y; } else { this.player.vel.x += this.current_map.gravity.x; this.player.vel.y += this.current_map.gravity.y; } if (tile.friction) { this.player.vel.x *= tile.friction.x; this.player.vel.y *= tile.friction.y; } var t_y_up = Math.floor(tY / this.tile_size); var t_y_down = Math.ceil(tY / this.tile_size); var y_near1 = Math.round((this.player.loc.y - offset) / this.tile_size); var y_near2 = Math.round((this.player.loc.y + offset) / this.tile_size); var t_x_left = Math.floor(tX / this.tile_size); var t_x_right = Math.ceil(tX / this.tile_size); var x_near1 = Math.round((this.player.loc.x - offset) / this.tile_size); var x_near2 = Math.round((this.player.loc.x + offset) / this.tile_size); var top1 = this.get_tile(x_near1, t_y_up); var top2 = this.get_tile(x_near2, t_y_up); var bottom1 = this.get_tile(x_near1, t_y_down); var bottom2 = this.get_tile(x_near2, t_y_down); var left1 = this.get_tile(t_x_left, y_near1); var left2 = this.get_tile(t_x_left, y_near2); var right1 = this.get_tile(t_x_right, y_near1); var right2 = this.get_tile(t_x_right, y_near2); if (tile.jump && this.jump_switch > 15) { this.player.can_jump = true; this.jump_switch = 0; } else this.jump_switch++; this.player.vel.x = Math.min(Math.max(this.player.vel.x, -this.current_map.vel_limit.x), this.current_map.vel_limit.x); this.player.vel.y = Math.min(Math.max(this.player.vel.y, -this.current_map.vel_limit.y), this.current_map.vel_limit.y); this.player.loc.x += this.player.vel.x; this.player.loc.y += this.player.vel.y; this.player.vel.x *= .9; if (left1.solid || left2.solid || right1.solid || right2.solid) { /* fix overlap */ while (this.get_tile(Math.floor(this.player.loc.x / this.tile_size), y_near1).solid || this.get_tile(Math.floor(this.player.loc.x / this.tile_size), y_near2).solid) this.player.loc.x += 0.1; while (this.get_tile(Math.ceil(this.player.loc.x / this.tile_size), y_near1).solid || this.get_tile(Math.ceil(this.player.loc.x / this.tile_size), y_near2).solid) this.player.loc.x -= 0.1; /* tile bounce */ var bounce = 0; if (left1.solid && left1.bounce > bounce) bounce = left1.bounce; if (left2.solid && left2.bounce > bounce) bounce = left2.bounce; if (right1.solid && right1.bounce > bounce) bounce = right1.bounce; if (right2.solid && right2.bounce > bounce) bounce = right2.bounce; this.player.vel.x *= -bounce || 0; } if (top1.solid || top2.solid || bottom1.solid || bottom2.solid) { /* fix overlap */ while (this.get_tile(x_near1, Math.floor(this.player.loc.y / this.tile_size)).solid || this.get_tile(x_near2, Math.floor(this.player.loc.y / this.tile_size)).solid) this.player.loc.y += 0.1; while (this.get_tile(x_near1, Math.ceil(this.player.loc.y / this.tile_size)).solid || this.get_tile(x_near2, Math.ceil(this.player.loc.y / this.tile_size)).solid) this.player.loc.y -= 0.1; /* tile bounce */ var bounce = 0; if (top1.solid && top1.bounce > bounce) bounce = top1.bounce; if (top2.solid && top2.bounce > bounce) bounce = top2.bounce; if (bottom1.solid && bottom1.bounce > bounce) bounce = bottom1.bounce; if (bottom2.solid && bottom2.bounce > bounce) bounce = bottom2.bounce; this.player.vel.y *= -bounce || 0; if ((bottom1.solid || bottom2.solid) && !tile.jump) { this.player.on_floor = true; this.player.can_jump = true; } } // adjust camera var c_x = Math.round(this.player.loc.x - this.viewport.x/2); var c_y = Math.round(this.player.loc.y - this.viewport.y/2); var x_dif = Math.abs(c_x - .x); var y_dif = Math.abs(c_y - .y); if(x_dif > 5) { var mag = Math.round(Math.max(1, x_dif * 0.1)); if(c_x != .x) { .x += c_x > .x ? mag : -mag; if(this.limit_viewport) { .x = Math.min( this.current_map.width_p - this.viewport.x + this.tile_size, .x ); .x = Math.max( 0, .x ); } } } if(y_dif > 5) { var mag = Math.round(Math.max(1, y_dif * 0.1)); if(c_y != .y) { .y += c_y > .y ? mag : -mag; if(this.limit_viewport) { .y = Math.min( this.current_map.height_p - this.viewport.y + this.tile_size, .y ); .y = Math.max( 0, .y ); } } } if(this.last_tile != && tile.script) { eval(this.current_map.scripts[tile.script]); } this.last_tile = ; }; Clarity.prototype.update_player = function () { if (this.key.left) { if (this.player.vel.x > -this.current_map.vel_limit.x) this.player.vel.x -= this.current_map.movement_speed.left; } if (this.key.up) { if (this.player.can_jump && this.player.vel.y > -this.current_map.vel_limit.y) { this.player.vel.y -= this.current_map.movement_speed.jump; this.player.can_jump = false; } } if (this.key.right) { if (this.player.vel.x < this.current_map.vel_limit.x) this.player.vel.x += this.current_map.movement_speed.left; } this.move_player(); }; Clarity.prototype.draw_player = function (context) { context.fillStyle = this.player.colour; context.beginPath(); context.arc( this.player.loc.x + this.tile_size / 2 - .x, this.player.loc.y + this.tile_size / 2 - .y, this.tile_size / 2 - 1, 0, Math.PI * 2 ); context.fill(); }; Clarity.prototype.update = function () { this.update_player(); }; Clarity.prototype.draw = function (context) { this.draw_map(context, false); this.draw_player(context); }; /* Setup of the engine */ window.requestAnimFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { return window.setTimeout(callback, 1000 / 60); }; var canvas = document.getElementById('canvas'), ctx = canvas.getContext('2d'); canvas.width = 400; canvas.height = 400; var game = new Clarity(); game.set_viewport(canvas.width, canvas.height); game.load_map(map); /* Limit the viewport to the confines of the map */ game.limit_viewport = true; var Loop = function() { ctx.fillStyle = '#333'; ctx.fillRect(0, 0, canvas.width, canvas.height); game.update(); game.draw(ctx); window.requestAnimFrame(Loop); }; Loop();

Use the left, right and up arrow keys to move.

万花筒
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目不转睛的狮子
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物理仿真
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第十五节:实战:游戏消灭寿司开发-SushiSprite消失动画

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第十六节:实战:游戏消灭寿司开发-项目其他工作(1)

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第十七节:实战:游戏消灭寿司开发-项目其他工作(2)

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第十八节:实战:游戏消灭寿司开发-项目其他工作(3)

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第十九节:实战:游戏消灭寿司开发-项目其他工作(4)

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第二十节:实战:游戏消灭寿司开发-项目其他工作(5)

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>

达内Web全栈式实战公开课

  • 第一节:前端技术实现
    Cocos2d-JS简介

    播放:10528

  • 第二节:Cocos2d-JS概述

    播放:95040

  • 第三节:开发环境搭建

    播放:88716

  • 第四节:Cocos2d-JS安装配置

    播放:82598

  • 第五节:实战:游戏消灭寿司
    开发-核心API(1)

    播放:98486

  • 第六节:实战:游戏消灭寿司
    开发-核心API(2)

    播放:95815

  • 第七节:实战:游戏消灭寿司
    开发-添加内容到场景(1)

    播放:90287

  • 第八节:实战:游戏消灭寿司
    开发-添加内容到场景(2)

    播放:85469

  • 第九节:实战:游戏消灭寿司
    开发-action(1)

    播放:82586

  • 第十节:实战:游戏消灭寿司
    开发-action小结

    播放:89521

  • 第十一节:实战:游戏消灭寿司
    开发-移除屏幕SushiSprite

    播放:83547

  • 第十二节:实战:游戏消灭寿司
    开发-场景转换

    播放:85289

  • 第十三节:实战:游戏消灭寿司
    开发-事件管理器创建交互(1)

    播放:83558

  • 第十四节:实战:游戏消灭寿司
    开发-事件管理器创建交互(2)

    播放:88824

  • 第十五节:实战:游戏消灭寿司
    开发-SushiSprite消失动画

    播放:82250

  • 第十六节:实战:游戏消灭寿司
    开发-项目其他工作(1)

    播放:81110

  • 第十七节:实战:游戏消灭寿司
    开发-项目其他工作(2)

    播放:85294

  • 第十八节:实战:游戏消灭寿司
    开发-项目其他工作(3)

    播放:87123

  • 第十九节:实战:游戏消灭寿司
    开发-项目其他工作(4)

    播放:82563

  • 第二十节:实战:游戏消灭寿司
    开发-项目其他工作(5)

    播放:85486

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