使用GPT生成
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Simple RPG Game with Three.js</title>
<style>
body {
margin: 0;
overflow: hidden;
}
#info {
position: absolute;
top: 10px;
width: 100%;
text-align: center;
color: white;
z-index: 1;
}
</style>
</head>
<body>
<div id="info">Use arrow keys to move the character. Press space to attack.</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
let scene, camera, renderer, player;
let enemies = [];
let playerSpeed = 0.1;
let attackRange = 1.5;
function init() {
// Scene setup
scene = new THREE.Scene();
scene.background = new THREE.Color(0x87ceeb);
// Camera setup
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 5, 10);
camera.lookAt(0, 0, 0);
// Renderer setup
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(5, 10, 7.5);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 1024;
directionalLight.shadow.mapSize.height = 1024;
scene.add(directionalLight);
// Ground
const groundGeometry = new THREE.PlaneGeometry(20, 20);
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x228B22 });
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// Player
player = createPlayer();
scene.add(player);
// Enemies
const enemyGeometry = new THREE.BoxGeometry(1, 1, 1);
const enemyMaterial = new THREE.MeshStandardMaterial({ color: 0x0000ff });
for (let i = 0; i < 5; i++) {
let enemy = new THREE.Mesh(enemyGeometry, enemyMaterial);
enemy.position.set(Math.random() * 16 - 8, 0.5, Math.random() * 16 - 8);
enemy.castShadow = true;
enemies.push(enemy);
scene.add(enemy);
}
// Trees
for (let i = 0; i < 10; i++) {
addTree(Math.random() * 16 - 8, Math.random() * 16 - 8);
}
// Rocks
for (let i = 0; i < 5; i++) {
addRock(Math.random() * 16 - 8, Math.random() * 16 - 8);
}
// Event listeners
window.addEventListener('resize', onWindowResize, false);
document.addEventListener('keydown', onDocumentKeyDown, false);
}
function createPlayer() {
const player = new THREE.Group();
// Head
const headGeometry = new THREE.BoxGeometry(1, 1, 1);
const headMaterial = new THREE.MeshStandardMaterial({ color: 0xffcc99 });
const head = new THREE.Mesh(headGeometry, headMaterial);
head.position.set(0, 1.5, 0);
head.castShadow = true;
player.add(head);
// Eyes
const eyeGeometry = new THREE.BoxGeometry(0.1, 0.1, 0.1);
const eyeMaterial = new THREE.MeshStandardMaterial({ color: 0x000000 });
const leftEye = new THREE.Mesh(eyeGeometry, eyeMaterial);
leftEye.position.set(-0.2, 1.6, 0.5);
player.add(leftEye);
const rightEye = new THREE.Mesh(eyeGeometry, eyeMaterial);
rightEye.position.set(0.2, 1.6, 0.5);
player.add(rightEye);
// Mouth
const mouthGeometry = new THREE.BoxGeometry(0.4, 0.1, 0.1);
const mouthMaterial = new THREE.MeshStandardMaterial({ color: 0x000000 });
const mouth = new THREE.Mesh(mouthGeometry, mouthMaterial);
mouth.position.set(0, 1.3, 0.5);
player.add(mouth);
// Body
const bodyGeometry = new THREE.BoxGeometry(1, 1.5, 0.5);
const bodyMaterial = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const body = new THREE.Mesh(bodyGeometry, bodyMaterial);
body.position.set(0, 0.75, 0);
body.castShadow = true;
player.add(body);
// Arms
const armGeometry = new THREE.BoxGeometry(0.3, 1, 0.3);
const armMaterial = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const leftArm = new THREE.Mesh(armGeometry, armMaterial);
leftArm.position.set(-0.65, 0.75, 0);
leftArm.castShadow = true;
player.add(leftArm);
const rightArm = new THREE.Mesh(armGeometry, armMaterial);
rightArm.position.set(0.65, 0.75, 0);
rightArm.castShadow = true;
player.add(rightArm);
// Legs
const legGeometry = new THREE.BoxGeometry(0.4, 1, 0.4);
const legMaterial = new THREE.MeshStandardMaterial({ color: 0x0000ff });
const leftLeg = new THREE.Mesh(legGeometry, legMaterial);
leftLeg.position.set(-0.3, -0.25, 0);
leftLeg.castShadow = true;
player.add(leftLeg);
const rightLeg = new THREE.Mesh(legGeometry, legMaterial);
rightLeg.position.set(0.3, -0.25, 0);
rightLeg.castShadow = true;
player.add(rightLeg);
// Sword
const swordGeometry = new THREE.BoxGeometry(0.1, 0.6, 0.1);
const swordMaterial = new THREE.MeshStandardMaterial({ color: 0x00ffff });
const sword = new THREE.Mesh(swordGeometry, swordMaterial);
sword.position.set(0.75, 1, 0.4);
sword.castShadow = true;
player.add(sword);
player.position.y = 1;
player.castShadow = true;
return player;
}
function addTree(x, z) {
const trunkGeometry = new THREE.CylinderGeometry(0.2, 0.2, 2);
const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513 });
const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
trunk.position.set(x, 1, z);
trunk.castShadow = true;
trunk.receiveShadow = true;
scene.add(trunk);
const leavesGeometry = new THREE.SphereGeometry(1);
const leavesMaterial = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const leaves = new THREE.Mesh(leavesGeometry, leavesMaterial);
leaves.position.set(x, 2.5, z);
leaves.castShadow = true;
leaves.receiveShadow = true;
scene.add(leaves);
}
function addRock(x, z) {
const rockGeometry = new THREE.DodecahedronGeometry(0.5);
const rockMaterial = new THREE.MeshStandardMaterial({ color: 0x808080 });
const rock = new THREE.Mesh(rockGeometry, rockMaterial);
rock.position.set(x, 0.25, z);
rock.castShadow = true;
rock.receiveShadow = true;
scene.add(rock);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentKeyDown(event) {
switch (event.key) {
case 'ArrowUp':
player.position.z -= playerSpeed;
break;
case 'ArrowDown':
player.position.z += playerSpeed;
break;
case 'ArrowLeft':
player.position.x -= playerSpeed;
break;
case 'ArrowRight':
player.position.x += playerSpeed;
break;
case ' ':
attack();
break;
}
}
function attack() {
enemies.forEach((enemy, index) => {
if (player.position.distanceTo(enemy.position) < attackRange) {
scene.remove(enemy);
enemies.splice(index, 1);
console.log('Enemy defeated!');
}
});
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
init();
animate();
</script>
</body>
</html>