threejs-game

安装量: 219
排名: #3978

安装

npx skills add https://github.com/natea/fitfinder --skill threejs-game

Three.js Game Development Skill

Comprehensive assistance with Three.js game development using WebGL, covering 3D rendering, game mechanics, physics, animations, and interactive browser-based games.

When to Use This Skill

Activate this skill when:

Building 3D web games with Three.js Implementing game mechanics (player movement, collisions, scoring) Setting up cameras, lighting, and scene management Loading 3D models (GLTF, OBJ, FBX) Handling user input (keyboard, mouse, touch, gamepad) Creating animations and character controllers Integrating physics engines (Cannon.js, Ammo.js) Optimizing 3D game performance Working with shaders and materials for game visuals Quick Reference Basic Game Setup import * as THREE from 'three';

// Create scene, camera, renderer const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement);

// Game loop function animate(time) { requestAnimationFrame(animate);

// Update game logic here updatePlayer(time); updateEnemies(time); checkCollisions();

renderer.render(scene, camera); }

animate();

Player Controller (Third-Person) class PlayerController { constructor(camera, target) { this.camera = camera; this.target = target; this.distance = 10; this.height = 5; this.rotationSpeed = 0.005; this.moveSpeed = 0.1; }

update(input) { // Movement const forward = new THREE.Vector3(0, 0, -1).applyQuaternion(this.target.quaternion); const right = new THREE.Vector3(1, 0, 0).applyQuaternion(this.target.quaternion);

if (input.forward) this.target.position.add(forward.multiplyScalar(this.moveSpeed));
if (input.backward) this.target.position.add(forward.multiplyScalar(-this.moveSpeed));
if (input.left) this.target.position.add(right.multiplyScalar(-this.moveSpeed));
if (input.right) this.target.position.add(right.multiplyScalar(this.moveSpeed));

// Rotation
if (input.rotateLeft) this.target.rotation.y += this.rotationSpeed;
if (input.rotateRight) this.target.rotation.y -= this.rotationSpeed;

// Update camera position
const offset = new THREE.Vector3(0, this.height, this.distance);
offset.applyQuaternion(this.target.quaternion);
this.camera.position.copy(this.target.position).add(offset);
this.camera.lookAt(this.target.position);

} }

Input Handling class InputManager { constructor() { this.keys = {}; this.mouse = { x: 0, y: 0, buttons: {} };

window.addEventListener('keydown', (e) => this.keys[e.code] = true);
window.addEventListener('keyup', (e) => this.keys[e.code] = false);
window.addEventListener('mousemove', (e) => {
  this.mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
  this.mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
});

}

getInput() { return { forward: this.keys['KeyW'] || this.keys['ArrowUp'], backward: this.keys['KeyS'] || this.keys['ArrowDown'], left: this.keys['KeyA'] || this.keys['ArrowLeft'], right: this.keys['KeyD'] || this.keys['ArrowRight'], jump: this.keys['Space'], action: this.keys['KeyE'], rotateLeft: this.keys['KeyQ'], rotateRight: this.keys['KeyE'] }; } }

Collision Detection (Raycasting) function checkCollisions(player, obstacles) { const raycaster = new THREE.Raycaster(); const directions = [ new THREE.Vector3(1, 0, 0), // right new THREE.Vector3(-1, 0, 0), // left new THREE.Vector3(0, 0, 1), // forward new THREE.Vector3(0, 0, -1), // backward ];

for (const direction of directions) { raycaster.set(player.position, direction); const intersects = raycaster.intersectObjects(obstacles);

if (intersects.length > 0 && intersects[0].distance < 1.0) {
  return {
    collision: true,
    object: intersects[0].object,
    distance: intersects[0].distance,
    point: intersects[0].point
  };
}

}

return { collision: false }; }

Loading 3D Models (GLTF) import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';

const loader = new GLTFLoader();

function loadCharacter(path) { return new Promise((resolve, reject) => { loader.load( path, (gltf) => { const model = gltf.scene; model.scale.set(1, 1, 1); scene.add(model);

    // Setup animations if available
    const mixer = new THREE.AnimationMixer(model);
    const animations = {};
    gltf.animations.forEach(clip => {
      animations[clip.name] = mixer.clipAction(clip);
    });

    resolve({ model, mixer, animations });
  },
  (progress) => {
    console.log(`Loading: ${(progress.loaded / progress.total * 100).toFixed(2)}%`);
  },
  (error) => reject(error)
);

}); }

// Usage const character = await loadCharacter('/models/character.glb'); character.animations.idle.play();

Basic Physics (Gravity & Jumping) class PhysicsBody { constructor(mesh) { this.mesh = mesh; this.velocity = new THREE.Vector3(); this.onGround = false; this.gravity = -9.8; this.jumpPower = 5; }

update(deltaTime) { // Apply gravity if (!this.onGround) { this.velocity.y += this.gravity * deltaTime; }

// Apply velocity
this.mesh.position.add(this.velocity.clone().multiplyScalar(deltaTime));

// Ground check
if (this.mesh.position.y <= 0) {
  this.mesh.position.y = 0;
  this.velocity.y = 0;
  this.onGround = true;
}

}

jump() { if (this.onGround) { this.velocity.y = this.jumpPower; this.onGround = false; } } }

Interactive Objects (Picking) const raycaster = new THREE.Raycaster(); const mouse = new THREE.Vector2();

function onMouseClick(event) { mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;

raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObjects(interactableObjects);

if (intersects.length > 0) { const object = intersects[0].object; object.userData.onInteract?.(); } }

window.addEventListener('click', onMouseClick);

Health & Damage System class Entity { constructor(mesh, maxHealth) { this.mesh = mesh; this.maxHealth = maxHealth; this.health = maxHealth; this.isDead = false; }

takeDamage(amount) { if (this.isDead) return;

this.health = Math.max(0, this.health - amount);

if (this.health === 0) {
  this.die();
}

return this.health;

}

heal(amount) { this.health = Math.min(this.maxHealth, this.health + amount); return this.health; }

die() { this.isDead = true; this.mesh.visible = false; // Trigger death animation, effects, etc. } }

Key Concepts Scene Graph Organize game objects hierarchically Use groups for complex objects Parent-child transformations Game Loop Use requestAnimationFrame for 60fps Calculate delta time for frame-independent movement Separate update logic from rendering Camera Systems PerspectiveCamera: First/third-person games OrthographicCamera: 2D/isometric games Implement camera follow and smooth transitions Lighting AmbientLight: Base illumination DirectionalLight: Sun/moonlight with shadows PointLight: Torches, explosions SpotLight: Flashlights, stage lights Performance Optimization Use instancing for repeated objects Implement frustum culling Use LOD (Level of Detail) for distant objects Minimize draw calls Use texture atlases Enable shadow map optimization Asset Loading Preload all assets before game start Show loading progress bar Use LoadingManager for coordination Cache loaded assets Common Game Patterns State Machine (Game States) class GameStateMachine { constructor() { this.states = { menu: new MenuState(), playing: new PlayingState(), paused: new PausedState(), gameOver: new GameOverState() }; this.currentState = this.states.menu; }

changeState(stateName) { this.currentState.exit(); this.currentState = this.states[stateName]; this.currentState.enter(); }

update(deltaTime) { this.currentState.update(deltaTime); } }

Object Pooling class ObjectPool { constructor(factory, initialSize = 10) { this.factory = factory; this.available = []; this.inUse = [];

for (let i = 0; i < initialSize; i++) {
  this.available.push(factory());
}

}

acquire() { let obj = this.available.pop(); if (!obj) obj = this.factory(); this.inUse.push(obj); return obj; }

release(obj) { const index = this.inUse.indexOf(obj); if (index > -1) { this.inUse.splice(index, 1); this.available.push(obj); } } }

// Usage const bulletPool = new ObjectPool(() => createBullet(), 20); const bullet = bulletPool.acquire(); // ... use bullet bulletPool.release(bullet);

Reference Files

Detailed documentation organized by topic:

getting_started.md - Three.js fundamentals, setup, and basic concepts game_development.md - Game loop, player controllers, game mechanics scene_graph.md - Scene organization, hierarchy, transformations materials.md - Material types, shaders, visual effects textures.md - Texture loading, UV mapping, atlases lighting.md - Light types, shadows, HDR cameras.md - Camera types, controls, viewport management geometry.md - Built-in geometries, custom geometry, buffers loading.md - Asset loading (models, textures, audio) animation.md - Animation system, skeletal animation, tweens interactivity.md - Raycasting, picking, UI integration effects.md - Post-processing, particles, fog Resources Official Documentation Three.js Manual: https://threejs.org/manual/ Three.js API: https://threejs.org/docs/ Three.js Examples: https://threejs.org/examples/ Physics Integration Cannon.js: Lightweight 3D physics Ammo.js: Full Bullet physics engine port Rapier: High-performance physics Useful Libraries three-mesh-bvh: Fast raycasting three-pathfinding: Navigation meshes postprocessing: Advanced effects Working with This Skill For Beginners Start with basic scene setup Learn the coordinate system Understand the game loop Practice with simple shapes before models For Game Development Plan your game architecture Implement input handling first Build a simple player controller Add gameplay mechanics incrementally Optimize performance throughout For Advanced Features Integrate physics engines Implement advanced shaders Add post-processing effects Build multiplayer networking Notes Three.js uses a right-handed coordinate system (X right, Y up, Z out) Optimize early: profile regularly, minimize draw calls Use development builds for debugging, production builds for release Consider WebGL 2 features for modern browsers Mobile performance requires careful optimization

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