人物在场景中移动

被控制的角色

  • root——add entity——rename as user
  • collision——capsule #碰撞区域
  • rigid body——dynamic #移动的元素
  • add script
  • firstPersonMovement.js #控制移动的脚本
  • add camera

环境

  • root——add entity——rename as Environment
  • add ground
  • collision——box
  • rigid body——static
  • model——plane
  • scale——100*100*10
  • add cornet
  • collision——mesh
  • model——asset
    -rigid body——static

内部角色

  • root——add entity——rename as spirit
  • add model
  • select json file

整体背景

  • settings——rendering
  • sky box——faces
  • -

脚本
firstPersonMovement.js


var FirstPersonMovement = pc.createScript('firstPersonMovement');

// optional, assign a camera entity, otherwise one is created
FirstPersonMovement.attributes.add('camera', {
    type: 'entity'
});

FirstPersonMovement.attributes.add('power', {
    type: 'number'
});

FirstPersonMovement.attributes.add('lookSpeed', {
    type: 'number'
});

// initialize code called once per entity
FirstPersonMovement.prototype.initialize = function() {
    this.force = new pc.Vec3();
    this.camera = null;
    this.eulers = new pc.Vec3();

    var app = this.app;

    // Listen for mouse move events
    app.mouse.on("mousemove", this._onMouseMove, this);

    // when the mouse is clicked hide the cursor
    app.mouse.on("mousedown", function () {
        app.mouse.enablePointerLock();
    }, this);

    // Check for required components
    if (!this.entity.collision) {
        console.error("First Person Movement script needs to have a 'collision' component");
    }

    if (!this.entity.rigidbody || this.entity.rigidbody.type !== pc.BODYTYPE_DYNAMIC) {
        console.error("First Person Movement script needs to have a DYNAMIC 'rigidbody' component");
    }
};

// update code called every frame
FirstPersonMovement.prototype.update = function(dt) {
    // If a camera isn't assigned from the Editor, create one
    if (!this.camera) {
        this._createCamera();
    }

    var force = this.force;
    var app = this.app;

    // Get camera directions to determine movement directions
    var forward = this.camera.forward;
    var right = this.camera.right;


    // movement
    var x = 0;
    var z = 0;

    // Use W-A-S-D keys to move player
    // Check for key presses
    if (app.keyboard.isPressed(pc.KEY_A) || app.keyboard.isPressed(pc.KEY_Q)) {
        x -= right.x;
        z -= right.z;
    }

    if (app.keyboard.isPressed(pc.KEY_D)) {
        x += right.x;
        z += right.z;
    }

    if (app.keyboard.isPressed(pc.KEY_W)) {
        x += forward.x;
        z += forward.z;
    }

    if (app.keyboard.isPressed(pc.KEY_S)) {
        x -= forward.x;
        z -= forward.z;
    }

    // use direction from keypresses to apply a force to the character
    if (x !== 0 && z !== 0) {
        force.set(x, 0, z).normalize().scale(this.power);
        this.entity.rigidbody.applyForce(force);
    }

    // update camera angle from mouse events
    this.camera.setLocalEulerAngles(this.eulers.y, this.eulers.x, 0);
};

FirstPersonMovement.prototype._onMouseMove = function (e) {
    // If pointer is disabled
    // If the left mouse button is down update the camera from mouse movement
    if (pc.Mouse.isPointerLocked() || e.buttons[0]) {
        this.eulers.x -= this.lookSpeed * e.dx;
        this.eulers.y -= this.lookSpeed * e.dy;
    }
};

FirstPersonMovement.prototype._createCamera = function () {
    // If user hasn't assigned a camera, create a new one
    this.camera = new pc.Entity();
    this.camera.setName("First Person Camera");
    this.camera.addComponent("camera");
    this.entity.addChild(this.camera);
    this.camera.translateLocal(0, 0.5, 0);
};

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转载自blog.csdn.net/dofun333/article/details/80621479