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Cocea编写的一款3D地牢游戏例程

时间:2014-10-10 22:35:46      阅读:416      评论:0      收藏:0      [点我收藏+]
# Cocea编写的一款3D地牢游戏例程

简单介绍:就是一款用 Codea 编写的第一人称视角的 3D 迷宫游戏,你可以用你的 iPad 在这个基础上学习 3D 编程,边修改边查看效果。

这个游戏说明用 Codea 可以编出各种类型的游戏来,唯一的限制是我们的想象力!


作者:@Ignatz

原始文档链接:
http://codea.io/talk/discussion/5746/huge-3d-dungeon-updates

Git代码链接:
https://gist.github.com/dermotbalson/ae547d75672ddfbaa06e

代码中使用到的贴图资源百度网盘地址:
http://pan.baidu.com/s/1dDcSU9V

其中也包括作者关于 Codea 编程的一些电子书(简单英文):

截图:

bubuko.com,布布扣bubuko.com,布布扣bubuko.com,布布扣

代码:

--# Main
--Dungeon ver 1.0
 
--navigation
--touch left 1/3 of screen to turn left, right 1/3 of screen to turn right
--touch top 1/3 of screen to move forward, bottom 1/3 of screen to go backwards
--touch centre of screen to stop
--touching multiple times speeds up
 
--BUGS
--the navigation could probably be improved
--it is possible to walk through some walls (maybe my map showing which tiles are occupied, is faulty)
--also I think I have a hole in a wall somewhere
 
displayMode(FULLSCREEN)
supportedOrientations(LANDSCAPE_ANY)
    
function setup()
    FPS=60
    M=ReadMap() --see Map tab
    --set up scene
    --pass texture, texture scale (0.05 means reduce image by 95%), tile width, and wall height
    S=Scene("Dropbox:3D-walls",0.05,M.width,M.height)
    mapp={} --table which will hold the position of all the walls for collision avoidance
    for i=1,M.size.x do mapp[i]={} end --initialise
    --add walls to mesh
    --add rooms
    for i=1,#M.rooms do
        for j,w in pairs(M.rooms[i].walls) do
            S:AddSideWall(w,mapp)
        end
    end
    --add corridors
    for i=1,#M.corr do
        for j,w in pairs(M.corr[i].walls) do
            S:AddSideWall(w,mapp)
        end
    end
    --images
    --these are added differently, see Billboard class 
    images={}
    for u,i in pairs(M.images) do
        images[#images+1]=Billboard(i,M.width,M.height,mapp)
    end
    
    --create separate "scene" for floor/ceiling because it has different texture
    F=Scene("Dropbox:3D-gravel1s",0.05,M.width,M.height)
    F:AddFloorCeiling(M.floor)
    
    --create map we can show on screen
    MapScale=6 --scale
    MapTrans=75 --transparency
    MapImg=image(M.size.x*MapScale,M.size.y*MapScale)
    setContext(MapImg)
    rectMode(CENTER)
    pushStyle()
    fill(255,255,255,MapTrans)
    for i=1,M.size.x do
        for j=1,M.size.y do
            if mapp[i][j]==1 then 
                rect(i*MapScale,j*MapScale,MapScale,MapScale)
            end
        end
    end
    popStyle()
    setContext()
    
    --starting position
    --deduct 0.5 from x and z so we start in the middle of the specified tile
    --concert from tile units to pixels
    --z is made negative, if you don‘t know why, you should go read up on 3D to avoid great confusion
    pos=vec3((M.startPos.x-0.5)*M.width,M.startPos.y*M.height,-(M.startPos.z-0.5)*M.width)
    --player settings
    angle=0 --player orientation
    turnAngle=3 --how much player turns when screen is touched
    --for smoother turning, when you tap to turn, targetAngle changes, and angle will move towards it..
    targetAngle=0 --
    --..the speed with which angle changes
    angleChange=0.5
    --"tall" is the height of the camera (sorry about variable names)
    tall=M.startPos.y
    --get the light range
    range=M.range
    --set the flicker as % of total light radius
    flicker=0.3
    --this is added to current position to set the camera direction
    look=vec3(0,tall,-1000)
    lookDist=1000 --this seems to duplicate the look var, need to investigate
    --velocity
    vel=vec3(0,0,0) 
    --current speed
    speed=0
    --height of the light we are holding
    lightHeight=vec3(0,M.height*0.25,0)
 
    --set position of map button
    mapButtonRadius=25
    mapButton=vec2(WIDTH-mapButtonRadius-5,mapButtonRadius+5)
    mapShowing=false
    --create map button
    mapButtonImg=image(mapButtonRadius*2,mapButtonRadius*2)
    setContext(mapButtonImg)
    pushStyle()
    fill(255,255,0,100)
    ellipse(mapButtonImg.width/2,mapButtonImg.height/2,mapButtonRadius*2)
    popStyle()
    setContext()
    
    fill(255)
    fontSize(12)
end
 
function draw()
    background(150)
    FPS=0.95*FPS+0.05/DeltaTime --FPS is geometric average
    perspective()
    --move towards target angle if we are turning
    if targetAngle~=angle then
        if targetAngle<angle then angle=angle-angleChange else angle=angle+angleChange end
        ChangeVel()
    end
    --camera pos
    camera(pos.x,pos.y,pos.z,pos.x+look.x,look.y,pos.z+look.z)
    --if we aren‘t walking into a wall, we can move
    if CanMove(pos+vel,mapp) then pos=pos+vel else speed=0 end
    --set flicker radius using noise
    local u=range*(1+flicker*noise(ElapsedTime))
    --draw all the walls
    S:draw(pos+lightHeight,u) --pass light position and flicker level
    --draw the floor and roof
    F:draw(pos+lightHeight,u)
    --draw billboard images (they are rotated first)
    for a,i in pairs(images) do 
        i:draw(pos,u)
    end
    --draw FPS on screen
    ortho()
    viewMatrix(matrix())
    text("FPS="..math.floor(FPS),50,50)
    --draw map button
    sprite(mapButtonImg,mapButton.x,mapButton.y)
    DrawMap(pos)
end
 
--check if the square the player is in contains a wall
--there is a bug either in this or in my mapp table because I can 
--sometimes walk through walls :(
function CanMove(v,m) 
    local a=PlayerTile(v)
    if m[a.x][a.y]==1 then return false else return true end
end
 
function PlayerTile(v)
    return vec2(math.floor(v.x/M.width+1),math.floor(-v.z/M.width+1))
end
 
--handles player movement
function touched(t)
    --check for map touch first
    if t.state==BEGAN then
        if  vec2(t.x,t.y):dist(mapButton)<mapButtonRadius then
            mapShowing=not mapShowing
        elseif t.tapCount==2 then
            if t.x<WIDTH/3 then 
                targetAngle=targetAngle-90   
            elseif t.x>WIDTH*2/3 then 
                targetAngle=targetAngle+90
            end    
        else       
            if t.x<WIDTH/3 then 
                targetAngle=targetAngle-turnAngle     
            elseif t.x>WIDTH*2/3 then 
                targetAngle=targetAngle+turnAngle
            elseif t.y<HEIGHT/3 then 
                speed=speed-M.walk
                ChangeVel()
            elseif t.y>HEIGHT*2/3 then 
                speed=speed+M.walk 
                ChangeVel()
            elseif vec2(WIDTH/2,HEIGHT/2):dist(vec2(t.x,t.y))<150 then 
                speed=0
                targetAngle=angle
                ChangeVel()
            end
        end
    end
end
 
function DrawMap(p)
    if not mapShowing then return end
    local margin=8
    local x,y=WIDTH-MapImg.width-margin,mapButtonRadius*2+margin
    sprite(MapImg,x+MapImg.width/2,y+MapImg.height/2)
    local a=PlayerTile(p)
    pushStyle()
    fill(255,255,0,MapTrans*2)
    ellipse(x+p.x/M.width*MapScale,y-p.z/M.width*MapScale,MapScale)
    popStyle()
end
 
function ChangeVel()
    local a=math.rad(angle)
    local s,c=math.sin(a),math.cos(a)
    vel.x,vel.z=speed*s,-speed*c
    look.x,look.z=lookDist*s,-lookDist*c
end
 
--handles billboarded images
Billboard=class()
 
--t is table of image,x,y,z in tile units, then ambient light fraction
--w,h are map.width,map.height, m is mapp table listing all the things the player can‘t walk through
--we will add the images to this table
function Billboard:init(t,w,h,m)  
    self.m=mesh()
    self.width,self.height=w,h
    m[t[2]][t[4]]=1 --mark this tie as occupied
    local tex --for image
    if type(t[1])=="string" then tex=readImage(t[1]) else tex=t[1] end
    --set position in centre of tile
    self.x,self.y,self.z=(t[2]-0.5)*self.width,t[3]*self.height,-(t[4]-0.5)*self.width
    self.angle=0 --for rotating to face the player
    self.count=0 --on;y rotate every few frames, use this counter
    --add image to mesh
    self.m:addRect(0,0,tex.width*self.y/tex.height,self.y) 
    self.m.texture=tex
    --billboards have their own slightly modified shader to handle transparent pixels
    self.m.shader=shader(TransTileShader.vertexShader,TransTileShader.fragmentShader)
    self.m.shader.lightbase=t[5] --set ambient light
    
end
 
function Billboard:draw(p,r) --p is player position, r is current light range
    self.m.shader.pos=p 
    self.m.shader.range=r
    --adjust rotation every 10 frames
    self.count=self.count+1
    if self.count%10==0 then
        --rotate to face player
        local dx,dz=self.x-p.x,self.z-p.z
        self.angle=math.deg(math.atan(dx/-dz))
    end
    pushMatrix()
    translate(self.x,self.y/2,self.z)
    rotate(-self.angle,0,1,0)
    self.m.shader.mModel = modelMatrix()
    self.m:draw()
    popMatrix()
end
 
 
--main class for handling map wals, floor, roof
Scene=class()
 
function Scene:init(tex,s,w,h) --tex is image, s is image scaling, w,h are tile size and wall height
    self.m=mesh()
    if type(tex)=="string" then tex=readImage(tex) end
    self.iw,self.ih=tex.width,tex.height
    self.width,self.height=w,h
    self.v,self.t={},{}
    self.s=s or 1
    self.m.texture=tex
    self.m.shader=shader(TileShader.vertexShader,TileShader.fragmentShader)
end
 
--v1,v2,v3,v4 are positions of the four wall corners
function Scene:AddWall(v1,v2,v3,v4)
    --figure out tex coords, ie which way the wall is pointing
    local d=v2-v1
    local dx,dy
    if d.x~=0 then dx=d.x elseif d.y~=0 then dx=d.y else dx=d.z end
    d=v3-v2
    if d.x~=0 then dy=d.x elseif d.y~=0 then dy=d.y else dy=d.z end
    --next bit is important for tiling, calculate texture upper limit as width of mesh / size of scaled image
    local tx1,tx2=0,math.abs(dx)/self.iw/self.s 
    local ty1,ty2=0,math.abs(dy)/self.ih/self.s
    --vertices
    local n=#self.v
    self.v[n+1],self.v[n+2],self.v[n+3],self.v[n+4],self.v[n+5],self.v[n+6]=v1,v2,v3,v3,v4,v1
    --add to existing mesh vertices which are stored in a "buffer" 
    local b=self.m:buffer("position")
    b:resize(n+6)
    for i=1,#self.v do b[i]=self.v[i] end
    --now the texture mappings
    local n=#self.t
    self.t[n+1],self.t[n+2],self.t[n+3],self.t[n+4],self.t[n+5],self.t[n+6]=
        vec2(tx1,ty1),vec2(tx2,ty1),vec2(tx2,ty2),vec2(tx2,ty2),vec2(tx1,ty2),vec2(tx1,ty1)
    --add to texture buffer
    local b=self.m:buffer("texCoord")
    b:resize(n+6)
    for i=1,#self.t do b[i]=self.t[i] end
    self.m:setColors(color(255))
end
 
--calculates corner vecs for a wall, given a vec4 containing (x1,z1,x2,z2)
function Scene:AddSideWall(v,m) --m is mapp table listing tiles containing walls
    local x1,y1,z1=(v.x-0.5)*self.width,0,-(v.y-0.5)*self.width
    local x2,y2,z2=(v.z-0.5)*self.width,self.height,-(v.w-0.5)*self.width
    self:AddWall(vec3(x1,y1,z1),vec3(x2,y1,z2),vec3(x2,y2,z2),vec3(x1,y2,z1))
    --update mapp table to show these tiles are occupied
    if m then
        for i=math.min(v.x,v.z),math.max(v.x,v.z) do
            m[i][v.y]=1
        end
        for i=math.min(v.y,v.w),math.max(v.y,v.w) do 
            m[v.x][i]=1
        end
    end
end
 
--simpified version of AddSideWall, only this wall is horizontal
function Scene:AddFloorCeiling(v)
    local x1,z1=(v.x-0.5)*self.width,-(v.y-0.5)*self.width
    local x2,z2=(v.z-0.5)*self.width,-(v.w-0.5)*self.width
    self:AddWall(vec3(x1,0,z1),vec3(x2,0,z1),vec3(x2,0,z2),vec3(x1,0,z2))
    self:AddWall(vec3(x1,self.height,z1),vec3(x2,self.height,z1),vec3(x2,self.height,z2),vec3(x1,self.height,z2))
end
 
--not used
function Scene:AddLight(v)
    self.m.shader.light=vec3(v.x*self.width,v.y*self.height,v.z*self.width)
end
 
function Scene:draw(p,r)
    self.m.shader.pos=p
    self.m.shader.range=r
    self.m.shader.mModel = modelMatrix()
    self.m:draw()
end
 
--this shader used by the walls, floor, roof
TileShader = {
vertexShader = [[
uniform mat4 modelViewProjection;
uniform mat4 mModel;
attribute vec4 position;
attribute vec4 color;
attribute vec2 texCoord;
varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
varying highp vec4 vPosition;
 
void main()
{
    vColor = color;
    vTexCoord = texCoord;
    gl_Position = modelViewProjection * position;
    vPosition = mModel * position; //needed to set light intensity
}
 
]],
fragmentShader = [[
precision highp float;
uniform lowp sampler2D texture;
uniform lowp float range;  //light range
uniform lowp vec3 pos;  //position of player
varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
varying highp vec4 vPosition; //position of current pixel         
 
void main()
{    
    float f=max(0.,1.0-length( pos - vPosition.xyz ) / range); //light reduces linearly with distance
    //next is the magic line of code that tiles the image across areas of any size
    //it is multiplied by the light intensity calculated above
    lowp vec4 col = f*texture2D( texture, vec2(mod(vTexCoord.x,1.0), mod(vTexCoord.y,1.0)));
    col.a=1.0;
    gl_FragColor =col;
}
]]
}
 
--this shader is used by the images
--the only difference is that transparent pixes are discarded
TransTileShader = {
vertexShader = [[
uniform mat4 modelViewProjection;
uniform mat4 mModel;
attribute vec4 position;
attribute vec4 color;
attribute vec2 texCoord;
varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
varying highp vec4 vPosition;
 
void main()
{
    vColor = color;
    vTexCoord = texCoord;
    gl_Position = modelViewProjection * position;
    vPosition = mModel * position;
}
 
]],
fragmentShader = [[
precision highp float;
uniform lowp sampler2D texture;
uniform lowp float range;
uniform lowp float lightbase;
uniform lowp vec3 pos;
varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
varying highp vec4 vPosition;          
 
void main()
{    
    lowp vec4 col = texture2D( texture, vTexCoord );
    if (col.a==0.0) discard; //this is the only difference
    else {
    //lightbase below is the ambient light of this object, gives it a glow if you want one
    float f=max(0.,1.0-length( pos - vPosition.xyz ) / range)+lightbase;
    col = col*f;
    col.a=1.0;
    gl_FragColor=col;
    }
}
]]
}
--# Map
--Dungeon map
 
--this map is organised as a table
--the map is a rectangular grid of squares
--image here: http://i1303.photobucket.com/albums/ag142/ignatz_mouse/dungeon_zpsc89352fc.png
 
--Thinking I would have to cull (ie ony draw stuff directly around the player), I organised the map
--to have corridors between all the rooms. This made it easier to say "if you are in room X, also draw
--corridors "Y and Z". It proved unnecessary - so far. 
--anyway, that is why I have organised the walls by room, and separatey for rooms and corridors
 
--LOCATION OF IMAGES REQUIRED
--https://www.dropbox.com/sh/i7stxdfcnnh8azx/AAByAiTG7oswE7nczwZj4pxUa?dl=0
        
function ReadMap()
    local map={}
    map.width=10  --number of pixels per square (not a good variable name!)
    map.height=20 --height of walls in pixels
    map.size=vec2(82,114) --number of tiles wide and deep
    map.startPos=vec3(72,0.5,8) --starting tile
    map.walk=0.2  --speed change (pixels/sec) when you touch screen
    map.range=100 --range of light, in pixels
    map.rooms,map.corr={},{} --rooms and corridors stored separately
    --load the map coordinates
    local m,c=map.rooms,map.corr
    for i=1,23 do m[i]={} end
    for i=1,30 do c[i]={} end
    --the rooms and corr tables have provision for wall and neighbour settings
    --I‘m only using wall settings, as explained above
    
    --room 1
    --each wall is stored in a vec4 = (x1,z1,x2,z2) in tile units
    --no need for a y value, we know each wall goes from 0 to map.height
    m[1].walls={vec4(64,11,75,11),vec4(75,11,75,4),vec4(61,4,75,4),vec4(61,10,61,4)}
    --m[1].neighbours={m.corr1}	--this was where I was going to specify neighbours
    m[2].walls={vec4(41,10,56,10),vec4(56,13,56,10),
            vec4(40,19,40,13),vec4(40,19,53,19),vec4(56,19,56,16)}
    m[3].walls={vec4(21,16,21,1),vec4(21,1,30,1),vec4(30,10,30,1),vec4(30,20,30,13),
                    vec4(21,20,30,20),vec4(21,20,21,19)}	
    m[4].walls={vec4(32,21,34,21),vec4(32,27,32,21),vec4(32,36,32,30),
                    vec4(38,21,40,21),vec4(40,24,40,21),vec4(40,36,40,27),vec4(35,36,40,36)}
    m[5].walls={vec4(13,33,13,21),vec4(16,21,22,21),vec4(22,27,22,21),
                vec4(22,39,22,30),vec4(13,39,22,39),vec4(13,39,13,36)}
    m[6].walls={vec4(8,28,11,28),vec4(11,28,11,21),vec4(5,21,11,21),vec4(5,28,5,21),vec4(5,28,6,28)}
    m[7].walls={vec4(2,39,2,30),vec4(2,30,6,30),vec4(8,30,11,30),
                vec4(11,33,11,30),vec4(11,39,11,36),vec4(2,39,11,39)}
    m[8].walls={vec4(50,39,50,30),vec4(50,30,59,30),vec4(59,45,59,30),
                vec4(50,45,59,45),vec4(50,45,50,42)}
    m[9].walls={vec4(23,48,23,47),vec4(23,48,29,48),vec4(32,48,37,48),
        vec4(37,48,37,41),vec4(35,41,37,41),vec4(23,41,32,41),vec4(23,44,23,41)}
    m[10].walls={vec4(10,56,16,56),vec4(10,56,10,41),vec4(10,41,19,41),vec4(19,44,19,41),vec4(19,56,19,47)}
    m[11].walls={vec4(34,68,34,62),vec4(34,68,39,68),vec4(34,59,34,52),
                vec4(34,52,48,52),vec4(48,59,48,52),vec4(48,68,48,62),vec4(43,68,48,68)}
    m[12].walls={vec4(61,56,61,50),vec4(61,56,66,56),vec4(69,56,72,56),
                vec4(72,56,72,41),vec4(67,41,72,41),vec4(61,41,64,41),vec4(61,47,61,41)}
    m[13].walls={vec4(13,85,19,85),vec4(13,85,13,76),vec4(13,76,16,76),
                vec4(19,76,27,76),vec4(27,85,27,76),vec4(21,85,27,85)}
    m[14].walls={vec4(29,91,29,81),vec4(29,81,32,81),vec4(35,81,39,81),
                vec4(43,81,45,81),vec4(45,87,45,81),vec4(37,91,45,91),vec4(29,91,34,91)}
    m[15].walls={vec4(50,93,50,91),vec4(50,93,58,93),vec4(50,87,50,84),vec4(50,84,55,84),vec4(59,90,59,84)}
    m[16].walls={vec4(50,76,50,64),vec4(50,64,61,64),vec4(61,70,61,64),
            vec4(61,79,61,73),vec4(59,79,61,79),vec4(51,79,55,79)}
    m[17].walls={vec4(74,99,74,93),vec4(74,99,82,99),vec4(82,99,82,84),vec4(74,84,82,84),vec4(74,90,74,84)}
    m[18].walls={vec4(50,105,50,99),vec4(50,105,59,105),vec4(59,105,59,96),vec4(51,96,59,96)}
    m[19].walls={vec4(28,114,28,107),vec4(28,107,34,107),vec4(28,114,34,114),
            vec4(34,114,34,110),vec4(34,108,34,107)}
    m[20].walls={vec4(36,111,36,110),vec4(36,111,48,111),vec4(48,111,48,101),
            vec4(45,101,48,101),vec4(36,101,42,101),vec4(36,108,36,101)}
    m[21].walls={vec4(63,114,63,104),vec4(63,114,77,114),vec4(77,114,77,104),
    vec4(69,104,77,104),vec4(63,104,66,104)}
    m[22].walls={vec4(23,69,23,65),vec4(23,69,27,69),vec4(29,69,30,69),
            vec4(30,69,30,65),vec4(26,65,30,65),vec4(23,65,24,65)}   
    m[23].walls={vec4(21,63,24,63),vec4(26,63,27,63),vec4(27,63,27,58),vec4(21,58,27,58),vec4(21,60,21,58)}
    
    --corridors now
    c[1].walls={vec4(56,13,61, 13),vec4(61,13,61, 10),vec4(56,16,64, 16),vec4(64,16,64, 11)}
    c[2].walls={vec4(38,13,40, 13),vec4(38,21,38, 13),vec4(34,21,34, 13),
                        vec4(30,13,34, 13),vec4(30,10,41, 10)}	
    c[3].walls={vec4(16,19,21,19),vec4(16,21,16,19),vec4(13,16,21,16),vec4(13,21,13,16)}
    c[4].walls={vec4(53,24,53,19),vec4(56,24,56,19),vec4(40,24,53,24),
                vec4(56,24,67,24),vec4(40,27,64,27),vec4(64,41,64,27),vec4(67,41,67,24)}
    c[5].walls={vec4(8,30,8,28),vec4(6,30,6,28)}
    c[6].walls={vec4(22,27,32,27),vec4(22,30,32,30)}
    c[7].walls={vec4(32,41,32,36),vec4(35,41,35,36)}
    c[8].walls={vec4(19,47,23,47),vec4(19,44,23,44)}
    c[9].walls={vec4(29,62,29,48),vec4(32,59,32,48),vec4(29,62,34,62),vec4(32,59,34,59)}
    c[10].walls={vec4(48,59,53,59),vec4(48,62,56,62),vec4(56,62,56,50),
            vec4(53,59,53,50),vec4(56,50,61,50),vec4(45,50,53,50),vec4(45,50,45,39),
        vec4(45,39,50,39),vec4(48,42,50,42),vec4(48,47,48,42),vec4(48,47,61,47)}   
    c[11].walls={vec4(66,70,66,56),vec4(69,77,69,56),vec4(66,77,66,73),vec4(61,73,66,73),vec4(61,70,66,70)}    
    c[12].walls={vec4(66,90,66,78),vec4(69,90,69,79)}
    c[13].walls={vec4(69,93,74,93),vec4(69,90,74,90)}   
    c[14].walls={vec4(58,93,66,93),vec4(59,90,66,90)}  
    c[15].walls={vec4(45,91,50,91),vec4(45,87,50,87)}   
    c[16].walls={vec4(19,88,19,85),vec4(21,88,21,85)}
    c[17].walls={vec4(43,79,51,79),vec4(43,76,50,76)}
    c[18].walls={vec4(16,76,16,56),vec4(19,60,19,56),vec4(19,70,19,63),vec4(19,76,19,73)}
    c[19].walls={vec4(19,63,21,63),vec4(19,60,21,60)}
    c[20].walls={vec4(19,73,32,73),vec4(19,70,27,70),vec4(29,70,35,70),vec4(35,81,35,70),vec4(32,81,32,73)}
    c[21].walls={vec4(39,81,39,68),vec4(43,81,43,79),vec4(43,76,43,68)}
    c[22].walls={vec4(34,99,34,91),vec4(34,99,42,99),vec4(37,96,50,96),vec4(45,99,50,99),vec4(37,96,42,96)}
    c[23].walls={vec4(42,101,42,99),vec4(45,101,45,99)}
    c[24].walls={vec4(34,110,36,110),vec4(34,108,36,108)}
    c[25].walls={vec4(66,104,66,93),vec4(69,104,69,93)}
    c[26].walls={vec4(55,84,55,79),vec4(59,84,59,79)}
    c[27].walls={vec4(69,79,72,79),vec4(69,77,72,77)}
    c[28].walls={vec4(24,65,24,63),vec4(26,65,26,63)}
    c[29].walls={vec4(11,36,13,36),vec4(11,33,13,33)}
    c[30].walls={vec4(27,70,27,69),vec4(29,70,29,69)}
    --floor coords, wil be used for roof too
    map.floor=vec4(2,1,82,114)
    --set of images to be billboarded
    --table contains image, x, y, z, s
    --where x,z are tile positions, y is fraction of map.height
    --and s is ambient lighting, 0 for none, 1 for bright, this property makes them glow in the dark
    map.images={
        {readImage("Dropbox:Gargoyle"),53,0.5,16,0.2},
        {readImage("Dropbox:Gargoyle"),53,0.5,14,0.2},
        {readImage("Dropbox:Buddha1"),34,0.5,23,0.2},
        {readImage("Dropbox:Buddha2"),36,0.5,11,0.4}
        }
 
    return map
end



Cocea编写的一款3D地牢游戏例程

原文:http://my.oschina.net/freeblues/blog/325858

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