期末前端web大作业——用前端语言写一个小游戏

展示部分

前端小游戏

导读

期末了有些同学欺负我不会太熟练前端,给我整花活 😦 偏让我给整一个纯前端的期末作业。
在这里插入图片描述
好吧我承认我确实对前端不咋熟练最近也在恶补,想要和我一起恶补的同学在下面资料里面能找到些东西哦!我们今天展示的是一个关于前端的期末作业,虽说是一个小游戏但是蚂蚁虽小也都是肉啊。好了话不多说我们开始今天的表演。

相关技术

前端期末作业肯定少不了HTML CSS JavaScript当然了我这里还用到了ajax为了节省代码量我用到了CDN

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r80/three.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.19.0/TweenMax.min.js"></script>

可能有的小伙伴对CDN不太了解我这里简单说一下。

CDN的全称是Content Delivery
Network,即内容分发网络。CDN是构建在现有网络基础之上的智能虚拟网络,依靠部署在各地的边缘服务器,通过中心平台的负载均衡、内容分发、调度等功能模块,使用户就近获取所需内容,降低网络拥塞,提高用户访问响应速度和命中率。CDN的关键技术主要有内容存储和分发技术。

在这里插入图片描述

CSS部分展示

设置背景:

#world{
  position: absolute;
  width:100%;
  height: 100%;
  background-color: rgba(245, 205, 217, 0.53);
  overflow: hidden;
}

对分数样式设置:

#credits{
  position:absolute;
  width:100%;
  margin: auto;
  bottom:0;
  margin-bottom:20px;
  font-family:'Voltaire', sans-serif;
  color:#544027;
  font-size:12px;
  letter-spacing:0.5px;
  text-transform: uppercase;
  text-align : center;
  user-select: none;  
}
#credits a {
  color:#544027;
  
}

#credits a:hover {
  color:#dc5f45;
}

JavaScript部分展示

角色的构建:

juese = function() {
  this.status = "running";
  this.runningCycle = 0;
  this.mesh = new THREE.Group();
  this.body = new THREE.Group();
  this.mesh.add(this.body);
  
  var torsoGeom = new THREE.CubeGeometry(7, 7, 10, 1);
  
  this.torso = new THREE.Mesh(torsoGeom, brownMat);
  this.torso.position.z = 0;
  this.torso.position.y = 7;
  this.torso.castShadow = true;
  this.body.add(this.torso);
  
  var pantsGeom = new THREE.CubeGeometry(9, 9, 5, 1);
  this.pants = new THREE.Mesh(pantsGeom, whiteMat);
  this.pants.position.z = -3;
  this.pants.position.y = 0;
  this.pants.castShadow = true;
  this.torso.add(this.pants);
  
  var tailGeom = new THREE.CubeGeometry(3, 3, 3, 1);
  tailGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,-2));
  this.tail = new THREE.Mesh(tailGeom, lightBrownMat);
  this.tail.position.z = -4;
  this.tail.position.y = 5;
  this.tail.castShadow = true;
  this.torso.add(this.tail);
  
  this.torso.rotation.x = -Math.PI/8;
  
  var headGeom = new THREE.CubeGeometry(10, 10, 13, 1);
  
  headGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,7.5));
  this.head = new THREE.Mesh(headGeom, brownMat);
  this.head.position.z = 2;
  this.head.position.y = 11;
  this.head.castShadow = true;
  this.body.add(this.head);
  
  var cheekGeom = new THREE.CubeGeometry(1, 4, 4, 1);
  this.cheekR = new THREE.Mesh(cheekGeom, pinkMat);
  this.cheekR.position.x = -5;
  this.cheekR.position.z = 7;
  this.cheekR.position.y = -2.5;
  this.cheekR.castShadow = true;
  this.head.add(this.cheekR);
  
  this.cheekL = this.cheekR.clone();
  this.cheekL.position.x = - this.cheekR.position.x;
  this.head.add(this.cheekL);
  
  
  var noseGeom = new THREE.CubeGeometry(6, 6, 3, 1);
  this.nose = new THREE.Mesh(noseGeom, lightBrownMat);
  this.nose.position.z = 13.5;
  this.nose.position.y = 2.6;
  this.nose.castShadow = true;
  this.head.add(this.nose);
  
  var mouthGeom = new THREE.CubeGeometry(4, 2, 4, 1);
  mouthGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,0,3));
  mouthGeom.applyMatrix(new THREE.Matrix4().makeRotationX(Math.PI/12));
  this.mouth = new THREE.Mesh(mouthGeom, brownMat);
  this.mouth.position.z = 8;
  this.mouth.position.y = -4;
  this.mouth.castShadow = true;
  this.head.add(this.mouth);
  
  
  var pawFGeom = new THREE.CubeGeometry(3,3,3, 1);
  this.pawFR = new THREE.Mesh(pawFGeom, lightBrownMat);
  this.pawFR.position.x = -2;
  this.pawFR.position.z = 6;
  this.pawFR.position.y = 1.5;
  this.pawFR.castShadow = true;
  this.body.add(this.pawFR);
  
  this.pawFL = this.pawFR.clone();
  this.pawFL.position.x = - this.pawFR.position.x;
  this.pawFL.castShadow = true;
  this.body.add(this.pawFL);
  
  var pawBGeom = new THREE.CubeGeometry(3,3,6, 1);
  this.pawBL = new THREE.Mesh(pawBGeom, lightBrownMat);
  this.pawBL.position.y = 1.5;
  this.pawBL.position.z = 0;
  this.pawBL.position.x = 5;
  this.pawBL.castShadow = true;
  this.body.add(this.pawBL);
  
  this.pawBR = this.pawBL.clone();
  this.pawBR.position.x = - this.pawBL.position.x;
  this.pawBR.castShadow = true;
  this.body.add(this.pawBR);
  
  var earGeom = new THREE.CubeGeometry(7, 18, 2, 1);
  earGeom.vertices[6].x+=2;
  earGeom.vertices[6].z+=.5;
  
  earGeom.vertices[7].x+=2;
  earGeom.vertices[7].z-=.5;
  
  earGeom.vertices[2].x-=2;
  earGeom.vertices[2].z-=.5;
  
  earGeom.vertices[3].x-=2;
  earGeom.vertices[3].z+=.5;
  earGeom.applyMatrix(new THREE.Matrix4().makeTranslation(0,9,0));
  
  this.earL = new THREE.Mesh(earGeom, brownMat);
  this.earL.position.x = 2;
  this.earL.position.z = 2.5;
  this.earL.position.y = 5;
  this.earL.rotation.z = -Math.PI/12;
  this.earL.castShadow = true;
  this.head.add(this.earL);
  
  this.earR = this.earL.clone();
  this.earR.position.x = -this.earL.position.x;
  this.earR.rotation.z = -this.earL.rotation.z;
  this.earR.castShadow = true;
  this.head.add(this.earR);
  
  var eyeGeom = new THREE.CubeGeometry(2,4,4);
  
  this.eyeL = new THREE.Mesh(eyeGeom, whiteMat);
  this.eyeL.position.x = 5;
  this.eyeL.position.z = 5.5;
  this.eyeL.position.y = 2.9;
  this.eyeL.castShadow = true;
  this.head.add(this.eyeL);
  
  var irisGeom = new THREE.CubeGeometry(.6,2,2);
  
  this.iris = new THREE.Mesh(irisGeom, blackMat);
  this.iris.position.x = 1.2;
  this.iris.position.y = 1;
  this.iris.position.z = 1;
  this.eyeL.add(this.iris);
  
  this.eyeR = this.eyeL.clone();
  this.eyeR.children[0].position.x = -this.iris.position.x;
  
  
  this.eyeR.position.x = -this.eyeL.position.x;
  this.head.add(this.eyeR);

  this.body.traverse(function(object) {
    if (object instanceof THREE.Mesh) {
      object.castShadow = true;
      object.receiveShadow = true;
    }
  });
}

function createjuese() {
  juese = new juese();
  juese.mesh.rotation.y = Math.PI/2;
  scene.add(juese.mesh);
  juese.nod();
}

代码部分就展示这么多吧,还是老规矩不肥身体,肥学问我们下一篇再见。

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