Threejs系列--16游戏开发--沙漠赛车游戏【loading与start切换效果】

Threejs系列--16游戏开发--沙漠赛车游戏【loading与start切换效果】

序言

本章将使页面中的loading实现自动切换。

目录结构

资源目录里面的结构不变,点击传送门快速查看。

|__src
	|__assets
	|__js
	|	|__base		基础类文件夹
	|		|__Camera.js 相机类	
	|	|__geometries	定制的物体类文件夹
	|	|__materials	材质类文件夹
	|		|__Floor.js 地面材质
	|	|__passes	合成器通道文件夹
	|		|__Blur.js	  模糊着色器
	|		|__Glows.js		发光着色器
	|	|__utils	工具类文件夹
	|		|__Sizes.js  画布大小控制类
	|		|__EventEmitter.js 基础事件处理器
	|		|__Time.js  动画刷新
	|	|__world	精灵类文件夹
	|		|__index.js	精灵类	【新增--start贴图,loading与start的基本切换】
	|		|__Floor.js 地面类
	|	|__Application.js	初始化游戏的文件 
	|__index.js		入口
	|__index.css  	小项目,样式一丢丢

新增依赖

gsap: GSAP 是一个强大的 JavaScript 工具集,可将开发人员变成动画超级英雄。构建适用于所有主流浏览器的高性能动画。动画 CSS、SVG、画布、React、Vue、WebGL、颜色 balabalabala…

总之呢~~简单好用,gsap有完整的文档,可自行翻阅。

代码一览

world/index.js代码

...
import gsap from "gsap";

export default class {
    ...

    setStartingScreen() {
        this.startingScreen = {};
        
		this.startingScreen.loadingLabel = {};
        //创建loading展示的矩形区域
        this.startingScreen.loadingLabel.geometry = new THREE.PlaneBufferGeometry(2.5, 2.5/4);
        //加载图片
        this.startingScreen.loadingLabel.image = new Image();
        this.startingScreen.loadingLabel.image.src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAQAAAABABAMAAAAHc7SNAAAAMFBMVEUAAAD///9ra2ucnJzR0dH09PQmJiaNjY24uLjp6end3d1CQkLFxcVYWFiqqqp9fX3nQ5qrAAAEVUlEQVRo3u3YT08TQRQA8JEtW6CATGnDdvljaTwYE2IBI/HGRrwSetGTsZh4MPFQYiQe229gE++WePFY9Oqh1cRzieEDYIgXLxjPJu5M33vbZQszW+fgoS+B7ewO836znRl2lg1jGMP4P2Okw0yFvaKsklr3I99Tvl3iPPelGbQhKqxB4eN6N/7gVcsvbEAz1F4RLn67zzl/v6/oLvejGBQ9LsNphio4UFjmEAsVJuOK/zkDtc6w+gyTcZ3LyP6IAzjBDA+pj6LkEgAjW4kANsMAC6vmOvqAMU5RgVOTskQACicCmCcA9AXjkT5gj1MswqlxWcoTgKJ6HuAQAD5guNoAu8QpMnBul1ONMGD2PCBbRgDAKYq6AEtmXvtdj3S6GhRyW1t1DvkAgM0ggG7mu1t3xWFHFzAqv3wYCi0mY1UCGgiQPU+1oWIY8LoXcAA3qeYfr+kClvHW14PJ5OfCAgHYNAoDAORBQIrDvHjqH5c0ANTbORzBacbAQgUC2IAKAzI9gCSHlWEMLmgBPJxMvyARpIICALDm4nkAbwIA71EZx5UOgO48JnLoOhQIAN9sOgKoBoAE5r0aB8ARcNhtFzrg0VQmwCp8CAMeAADGc44S5GMBsF1aCEU2LcAcAPDCvwFytBDehCaUgJxRAKeF8BNUUQJ43iiAUlqwFKoBrTCAHjiagwEgU0YM5IYWYD4KoIgPwIXQwUbVgCXzgLpIBJNeDciWTQNskVsq1ADX/6kYBdCTjse5owbMiX+IpgGWOCPSuWpA2vN/TAMm5QTYg5IC4FdbMA0YF5Nb5s2rAaLyhzBgektGZWDArrgqi0U1QHxf38OABDwUDgTAjGfyPlTVgJT/67FBACbqyGYaaoBctQwD2vI4DecVAPkgZRhQlxPQks2rAePGAbZsRlaa1QBYEQBUHRCAmaXD0QDYxgFWdye05R9cDQCrmQYkeBA6gGXTgNEeQF4DMG4S4MLjOUZRA5A0CcjADgmjqgGwSwSg9wK1GIBS74KTgTxv/EHoiaVQsTOS5RoCJuiZyosB8EIrHpyowFiYofO0i4wCjhCQwL0hq2sCaFNM22S4JXloLk0AuLDTBzCBAAt3xykeA7CHe/mDbgdTvQ9GswSAwdbqA0giYASHjQUJnhQKhQ6z/d8rDA4hAG2Dsk042ejubHMM2nV6AMf93pCkaRjhh0WsWuz+6aasl2FwiAImReEts1/CSaFfwFouAJxC4RW+I4oCThBQE1X2WbKkBFDkqYDtJ0SHaYKq3pJJwCECjjiFPoC1w+2P0gumurgeBjT6AhIIGKOelGIAngWlFnRnMZjMIYBb7gtIIsAuYU+8GICpEhYyZVgIZ2g9rYYAX1lfAKvjnxzjnWrHALDn9K1h2k2aoI1ewGd2AWAVAVMHcKdW4wDYje739pNufJXhkJohgLu9zy4CHCKAJYUge4ddCojGyPrp9kaHmYjUi9N7+2wYwxjGZfEXMKxGE0GkkfIAAAAASUVORK5CYII=';
        //生成纹理贴图
        this.startingScreen.loadingLabel.texture = new THREE.Texture(this.startingScreen.loadingLabel.image);
        //当一个纹素覆盖大于一个像素时,贴图采样方式
        this.startingScreen.loadingLabel.texture.magfilter = THREE.NearestFilter;
        //当一个纹素覆盖小于一个像素时,贴图采样方式
        this.startingScreen.loadingLabel.texture.minFilter = THREE.LinearFilter;
        //下次使用纹理时触发一次更新
        this.startingScreen.loadingLabel.texture.needsUpdate = true;
        //创建材质
        this.startingScreen.loadingLabel.material = new THREE.MeshBasicMaterial({
            transparent: true,
            depthWrite: false,
            color: 0xffffff,
            alphaMap: this.startingScreen.loadingLabel.texture
        });
        //组装
        this.startingScreen.loadingLabel.mesh = new THREE.Mesh(
            this.startingScreen.loadingLabel.geometry,
            this.startingScreen.loadingLabel.material
        );
        //不计算每一帧
        this.startingScreen.loadingLabel.mesh.matrixAutoUpdate = false;
        this.container.add(this.startingScreen.loadingLabel.mesh);
    	
    	
    	//start的贴图
        this.startingScreen.startLabel = {};
        this.startingScreen.startLabel.geometry = new THREE.PlaneBufferGeometry(2.5, 2.5/4);
        this.startingScreen.startLabel.image = new Image();
        this.startingScreen.startLabel.image.src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAQAAAABABAMAAAAHc7SNAAAAMFBMVEUAAAD///+cnJxra2vR0dHd3d0mJib09PRYWFjp6em4uLhCQkKqqqqNjY19fX3FxcV3XeRgAAADsklEQVRo3u3YsU9TQRwH8KNgLSDQg9ZCAak1IdE4PKPu1NTEsSzOMDl3I3GpcXAxBhLjXFxNjJgQJ2ON0Rnj4uAAEyv8B/L7tV++5/VN+CM69Ldwfa+534d7d793VzeIQQzi/49c4v5lPF/1vvhFm++rjIpcyErrmrSCuz+cxng1iL/If8drPJD2Lc/Iy4VhaZWlFd4tLPfuMc6e/5LvRilJA2SkVSQA8c0OsI0uNtIAU9rsB8y1rAAZjyimAUa1mQDAeGwF+MA+9lIA69qs9AMKVoDP8vhf35A+NiMAc7YJKFSrX7tcI8BW9+k/O/kz6zSunjSnncMHiQYBcmdXrh3xCVbc2WO8N/YZZI0AxxwMArKivmwAwFKSPmV0UwBbCpj5E+C+yzUbQAaJVwUSA9SFjwFgHQ0jAMrBWgzAPCtHgFFbQAlpEwKC2zWUQgJGbAH+naSdu/fTxQAthPL5/ADD6OCpQwCAsb6LsbEGcBluOAYBmG2fkMIawHVWXEsDIGUGpZCAIRsAS93DPgDbhUmUQgKe2NUB90hfhK0YwEJYHkYpJGDbqBKiB86CGLAlzd6/S8CEvh8sACiBvrSXCshKblWEgNy2vkAMAHwGfjECcJHOu5qUQgDm6vXulshZAXJNL9GJAeg+LxeKPQBj1gzgdlnuCWAhbOi7LwaU9u0A2VWPpUgAC+GR5k0iwBtnB3Bj3qMaRYB17X0IOQhYcjYA7guxxyIAGfd1HNqchPfly7aACQUshAA2W1r5G1yG415YpgB3qIIkAHBH2D075QnQ10fHDsCl+CoGSKpiN8kMAVqIN00BsitnVgKyPIBMB4ADKU92AA5BKQIgszjKBGBLagpwB5xZBGS6pbcuizQAXMA6NAK86OCQ3okAI55BQPe7VoDxXzU/iwPASgS4GAASAiYxWgYAzvAa1loA2AkAFQIU2zEELCJtDDgIAG0CFLvp7LblC2kAtF6eTEJJ2CBAr88bAXKY4WkASbzXmwt5AvTvohHA4WSUBmj2Jt+IThQChrAOLQC13vPFMAOAQwuyTAeAKVQto3OBDOdESh2YxNZPbpYBQNbEAoBfod7e1i1BiwB0voSZWgwAOWgtAGPhD18E8ASIiRIAXNPwXJBtcqMbAFAIr5weIJMAcIx1aAAIqk0lAuycompyFwBMHAsAZlj/lgw0rsy2AkhbsgK4Q+70CUBjxeFXsUb0G1HJDJC9rketZRcCWCJwHM8DgJm7b7ch+XizXm25QQxiEOcXvwGCWOhbCZC0qAAAAABJRU5ErkJggg==';
        this.startingScreen.startLabel.texture = new THREE.Texture(this.startingScreen.startLabel.image);
        this.startingScreen.startLabel.texture.magfilter = THREE.NearestFilter;
        this.startingScreen.startLabel.texture.minFilter = THREE.LinearFilter;
        this.startingScreen.startLabel.texture.needsUpdate = true;
        this.startingScreen.startLabel.material = new THREE.MeshBasicMaterial({
            transparent: true,
            depthWrite: false,
            color: 0xffffff,
            alphaMap: this.startingScreen.startLabel.texture
        })
        this.startingScreen.startLabel.material.opacity = 0;
        this.startingScreen.startLabel.mesh = new THREE.Mesh(
            this.startingScreen.startLabel.geometry,
            this.startingScreen.startLabel.material
        );
        this.startingScreen.startLabel.mesh.matrixAutoUpdate = false;
        this.container.add(this.startingScreen.startLabel.mesh);
        
        //状态切换
        window.requestAnimationFrame(() => {
            gsap.to(this.startingScreen.loadingLabel.material, {duration: 0.3, opacity: 0});
            gsap.to(this.startingScreen.startLabel.material, {duration: 0.3, opacity: 1, delay:0.3});
        })
    }
	...
}

代码解读

world/index.js在setStartingScreen(),loading下面新增了start,除了图片内容与透明度不一致,其它都一样。
整体过程让loading显示,start先透明。
之后在requestAnimationFrame中,将loading透明,start显示。

如果你运行了代码,切换是不是猝不及防0.0
这里只是简单的loading切换,下一步将在资源加载完毕的情况下进行状态切换。

运行结果

在这里插入图片描述

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