HT for Web 3D游戏设计设计--汉诺塔(Towers of Hanoi)
在这里我们将构造一个基于HT for Web的HTML5+JavaScript来实现汉诺塔游戏。
汉诺塔的游戏规则及递归算法分析请参考http://en.wikipedia.org/wiki/Tower_of_Hanoi。
知道了汉诺塔的规则和算法,现在就开始创建元素。用HT for Web(http://www.hightopo.com)现有的3D模板创建底盘和3根柱子不是问题,问题是要创建若干个中空的圆盘。一开始的想法是:创建一个圆柱体,将圆柱体的上下两端隐藏,设置柱面的宽度来实现圆盘的效果,经过多次尝试并查阅相关api文档,发现柱面是没有厚度的,改方法不可行。
后来在HT for Web自定义3D模型的WebGL应用(http://www.hightopo.com/blog/381.html)受到启发,圆盘的形成就是在xy平面上的一个矩形,根据y轴旋转一周产生的,通过查阅相关文档,最总决定采用ht.Default.createRingModel方法来创建圆盘模型,然后在创建node的时候通过shape3d属性引用创建好的模型。
在逻辑实现上,采用了栈的先进后出的原理,对圆柱上的圆盘做顺序控制,确保每次移动的圆盘都是最小的圆盘。
在算法上,采用的是递归算法,通过递归算法,将搬迁过程一步一步记录下来,再采用堆的原理一步一步地执行搬迁过工作。
http://v.youku.com/v_show/id_XODcwMTk4MDI4.html
var barNum = 5, // 圆盘个数cylinderHeight = barNum * 20 + 40, // 圆柱高度barrelMinORadius = 50, // 圆盘最大外半径barrelIRadius = 10, // 圆盘内半径poorRadius = 20, // 圆盘外半径差值barrelMaxORadius = barrelMinORadius + barNum * poorRadius,barrelHeight = 20, // 圆盘高barPadding = 20, // 柱体之间的间隙floorX = barrelMaxORadius * 6 + barPadding * 4, // 底盘长floorY = 20, // 底盘高floorZ = 2 * barrelMaxORadius + barPadding * 2, // 底盘宽// 柱体集positions = [{barrels: [],position: [-(2*barrelMaxORadius + barPadding), cylinderHeight / 2 + 1, 0]},{barrels: [],position: [0, cylinderHeight / 2 + 1, 0]},{barrels: [],position: [(2*barrelMaxORadius + barPadding), cylinderHeight / 2 + 1, 0]}],runOrder = [], // 圆盘移动顺序集// 动画参数params = {delay: 10,duration: 500,easing: Easing['easeBoth']};/*** 初始化程序* */ function init(){dataModel = new ht.DataModel();g3d = new ht.graph3d.Graph3dView(dataModel);view = g3d.getView();view.className = 'main';document.body.appendChild(view);window.addEventListener('resize', function (e) {g3d.invalidate();}, false);g3d.setEye([0, cylinderHeight * 2, floorX * sin(2*PI/360*60)]);// 初始化节点 initNodes();moveAnimation(); }/*** 构造游戏移动队列* diskQuantity:圆盘个数* positionA:起点* positionB:中转点* positionC:终点* */ function buildRunOrder(diskQuantity, positionA, positionB, positionC){if (diskQuantity == 1) {runOrder.push([positionA, positionC]);} else {buildRunOrder(diskQuantity - 1, positionA, positionC, positionB);buildRunOrder(1, positionA, positionB, positionC);buildRunOrder(diskQuantity - 1, positionB, positionA, positionC);} }/*** 移动动画* positionA:起点* positionC:终点* */ function moveAnimation(positionA, positionC){if(!positionA){var poses = runOrder.shift();if(!poses){setTimeout(reset, 500);}else{moveAnimation(positions[poses[0]], positions[poses[1]]);}}else {var barrel = positionA.barrels.pop();var position = positionC.cylinder.p3(),barPos = barrel.getPosition3d();position[1] = position[1] + floorY + barrelHeight * positionC.barrels.length - cylinderHeight / 2;setPolylinePoints(polyline, barPos, position);params.action = function (v, t) {var length = g3d.getLineLength(polyline),offset = g3d.getLineOffset(polyline, length * v),point = offset.point,px = point.x,py = point.y,pz = point.z;barrel.p3(px, py, pz);};params.finishFunc = function () {positionC.barrels.push(barrel);var poses = runOrder.shift();if (!poses) {moveAnimation();} else {moveAnimation(positions[poses[0]], positions[poses[1]]);}};anim = ht.Default.startAnim(params);} }/*** 重置游戏* */ function reset(){if(positions[0].barrels.length == 0){positions[0].barrels = positions[2].barrels;}positions[2].barrels = [];for(var i = 0, len = positions[0].barrels.length; i < len; i++){var pos = positions[0].cylinder.p3();pos[1] = pos[1] + floorY + i * barrelHeight - cylinderHeight / 2;positions[0].barrels[i].p3(pos);}buildRunOrder(barNum, 0, 1, 2);setTimeout(moveAnimation, 500); }/*** 初始化节点* */ function initNodes(){// 底盘floor = createNode([0, floorY / 2, 0], [floorX, floorY, floorZ]).s({'shape3d': 'box','3d.movable': false});// 创建柱子for(var i = 0, len = 3; i < len; i++){positions[i].cylinder = createNode(positions[i].position, [20, cylinderHeight, 20], floor).s({'shape3d': 'cylinder','shape3d.color': '#E5BB77','3d.movable': false});}// 创建圆盘createBarrels(barNum, positions[0].cylinder);// 创建圆盘运行轨迹polyline = new ht.Polyline();polyline.setSegments([1, 2, 4, 2]);polyline.s({'shape.background': null,'shape.border.color': 'rgba(0,0,0,0)','shape.border.gradient.color': 'rgba(0,0,0,0)','shape.border.pattern': [20, 10],'shape3d.resolution': 50});dataModel.add(polyline); }/*** 设置路线节点* */ function setPolylinePoints(polyline, from, to){polyline.setPoints([{x: from[0], y: from[2], e: from[1]},{x: from[0], y: from[2], e: cylinderHeight},{x: from[0], y: from[2], e: cylinderHeight + 60},{x: to[0], y: to[2], e: cylinderHeight + 60},{x: to[0], y: to[2], e: cylinderHeight},{x: to[0], y: to[2], e: to[1]}]);return polyline; }/*** 创建圆盘* barNum:圆盘个数* host:吸附节点* */ function createBarrels(barNum, host){// 圆盘初始x位置var pos = host.p3();for(var i = barNum, j = 0; i > 0; i--, j++){pos[1] = barrelHeight * j + floorY;positions[0].barrels.push(createBarrel(pos, [1, barrelHeight, 1], barrelMinORadius + i*poorRadius, barrelIRadius, host).s({'shape3d.color': randomColor(),'3d.movable': false}));} }/*** 创建节点* p3:节点位置* s3:节点大小* host:吸附节点* */ function createNode(p3, s3, host){var node = new ht.Node();node.p3(p3);node.s3(s3);node.setHost(host);node.s({'wf.visible': 'selected','wf.color': '#FF6B10','wf.width': 2,'wf.short': true});dataModel.add(node);return node; }/*** 创建空心圆柱* p3:圆桶位置* s3:圆桶大小* oRadius:圆桶外径* iRadius:圆桶内径* host:吸附节点* */ function createBarrel(p3, s3, oRadius, iRadius, host){return createNode(p3, s3, host).s({'shape3d': ht.Default.createRingModel([oRadius, 1,oRadius, 0,iRadius, 0,iRadius, 1,oRadius, 1], null, 20, false, false, 70)}); }
转载于:https://www.cnblogs.com/xhload3d/p/4219025.html
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