JavaScript游戏引擎实现详解 ????
今天,让我们深入探讨JavaScript的游戏引擎实现。游戏引擎是一个复杂的系统,它需要处理渲染、物理、音频、输入等多个方面,让我们一步步实现一个基础但功能完整的游戏引擎。
游戏引擎基础概念 ????
???? 小知识:游戏引擎是一个为游戏开发提供核心功能的框架,它通常包括渲染系统、物理引擎、音频系统、输入处理、资源管理等模块。通过合理的架构设计,这些模块可以协同工作,为游戏开发提供强大的支持。
基本实现 ????
// 1. 游戏引擎核心
class GameEngine {
constructor(canvas) {
this.canvas = canvas;
this.context = canvas.getContext('2d');
// 核心系统
this.renderer = new Renderer(this.context);
this.physics = new PhysicsSystem();
this.input = new InputManager();
this.audio = new AudioSystem();
// 游戏状态
this.scenes = new Map();
this.currentScene = null;
this.isRunning = false;
// 时间管理
this.lastTime = 0;
this.deltaTime = 0;
}
// 初始化引擎
init() {
this.input.init();
this.audio.init();
window.requestAnimationFrame(this.gameLoop.bind(this));
}
// 游戏主循环
gameLoop(timestamp) {
// 计算时间增量
this.deltaTime = (timestamp - this.lastTime) / 1000;
this.lastTime = timestamp;
if (this.isRunning && this.currentScene) {
this.update();
this.render();
}
window.requestAnimationFrame(this.gameLoop.bind(this));
}
// 更新游戏状态
update() {
this.physics.update(this.deltaTime);
this.currentScene.update(this.deltaTime);
this.input.update();
}
// 渲染游戏画面
render() {
this.context.clearRect(
0, 0,
this.canvas.width,
this.canvas.height
);
this.currentScene.render(this.renderer);
}
// 场景管理
addScene(name, scene) {
this.scenes.set(name, scene);
}
loadScene(name) {
const scene = this.scenes.get(name);
if (scene) {
if (this.currentScene) {
this.currentScene.onExit();
}
this.currentScene = scene;
scene.onEnter();
}
}
}
// 2. 渲染系统
class Renderer {
constructor(context) {
this.context = context;
this.camera = new Camera();
}
// 绘制精灵
drawSprite(sprite) {
const { position, scale, rotation } = sprite.transform;
const { texture, width, height } = sprite;
this.context.save();
// 应用相机变换
this.context.translate(
-this.camera.position.x,
-this.camera.position.y
);
// 应用精灵变换
this.context.translate(position.x, position.y);
this.context.rotate(rotation);
this.context.scale(scale.x, scale.y);
// 绘制精灵
this.context.drawImage(
texture,
-width / 2,
-height / 2,
width,
height
);
this.context.restore();
}
// 绘制图元
drawPrimitive(primitive) {
this.context.save();
this.context.fillStyle = primitive.color;
this.context.beginPath();
switch (primitive.type) {
case 'rectangle':
this.context.fillRect(
primitive.x,
primitive.y,
primitive.width,
primitive.height
);
break;
case 'circle':
this.context.arc(
primitive.x,
primitive.y,
primitive.radius,
0,
Math.PI * 2
);
this.context.fill();
break;
}
this.context.restore();
}
}
// 3. 物理系统
class PhysicsSystem {
constructor() {
this.bodies = [];
this.gravity = new Vector2(0, 9.81);
}
addBody(body) {
this.bodies.push(body);
}
removeBody(body) {
const index = this.bodies.indexOf(body);
if (index !== -1) {
this.bodies.splice(index, 1);
}
}
update(deltaTime) {
// 更新物理体
for (const body of this.bodies) {
if (!body.isStatic) {
// 应用重力
body.velocity.add(
Vector2.multiply(this.gravity, deltaTime)
);
// 更新位置
body.position.add(
Vector2.multiply(body.velocity, deltaTime)
);
}
}
// 碰撞检测和处理
this.detectCollisions();
}
detectCollisions() {
for (let i = 0; i < this.bodies.length; i++) {
for (let j = i + 1; j < this.bodies.length; j++) {
const bodyA = this.bodies[i];
const bodyB = this.bodies[j];
if (this.checkCollision(bodyA, bodyB)) {
this.resolveCollision(bodyA, bodyB);
}
}
}
}
}
高级功能实现 ????
// 1. 实体组件系统
class Entity {
constructor() {
this.components = new Map();
this.id = Entity.nextId++;
}
addComponent(component) {
component.entity = this;
this.components.set(component.constructor, component);
}
getComponent(componentClass) {
return this.components.get(componentClass);
}
removeComponent(componentClass) {
const component = this.components.get(componentClass);
if (component) {
component.entity = null;
this.components.delete(componentClass);
}
}
update(deltaTime) {
for (const component of this.components.values()) {
if (component.update) {
component.update(deltaTime);
}
}
}
}
// 2. 组件系统
class Component {
constructor() {
this.entity = null;
}
// 生命周期方法
onAdd() {}
onRemove() {}
update(deltaTime) {}
}
class TransformComponent extends Component {
constructor() {
super();
this.position = new Vector2();
this.rotation = 0;
this.scale = new Vector2(1, 1);
}
}
class SpriteComponent extends Component {
constructor(texture) {
super();
this.texture = texture;
this.width = texture.width;
this.height = texture.height;
}
render(renderer) {
const transform = this.entity.getComponent(TransformComponent);
if (transform) {
renderer.drawSprite({
texture: this.texture,
width: this.width,
height: this.height,
transform
});
}
}
}
// 3. 场景管理
class Scene {
constructor() {
this.entities = new Set();
this.systems = new Map();
}
addEntity(entity) {
this.entities.add(entity);
}
removeEntity(entity) {
this.entities.delete(entity);
}
addSystem(system) {
system.scene = this;
this.systems.set(system.constructor, system);
}
update(deltaTime) {
// 更新所有系统
for (const system of this.systems.values()) {
system.update(deltaTime);
}
// 更新所有实体
for (const entity of this.entities) {
entity.update(deltaTime);
}
}
render(renderer) {
for (const entity of this.entities) {
const sprite = entity.getComponent(SpriteComponent);
if (sprite) {
sprite.render(renderer);
}
}
}
// 场景生命周期
onEnter() {}
onExit() {}
}
实际应用场景 ????
// 1. 游戏对象实现
class GameObject extends Entity {
constructor(x = 0, y = 0) {
super();
// 添加基本组件
const transform = new TransformComponent();
transform.position.set(x, y);
this.addComponent(transform);
}
// 便捷方法
setPosition(x, y) {
const transform = this.getComponent(TransformComponent);
transform.position.set(x, y);
}
setRotation(angle) {
const transform = this.getComponent(TransformComponent);
transform.rotation = angle;
}
setScale(x, y) {
const transform = this.getComponent(TransformComponent);
transform.scale.set(x, y);
}
}
// 2. 游戏角色实现
class Player extends GameObject {
constructor(x, y) {
super(x, y);
// 添加精灵组件
const sprite = new SpriteComponent(
ResourceManager.getTexture('player')
);
this.addComponent(sprite);
// 添加物理组件
const physics = new PhysicsComponent();
physics.mass = 1;
physics.friction = 0.1;
this.addComponent(physics);
// 添加输入组件
const input = new InputComponent();
input.bindKey('ArrowLeft', this.moveLeft.bind(this));
input.bindKey('ArrowRight', this.moveRight.bind(this));
input.bindKey('Space', this.jump.bind(this));
this.addComponent(input);
}
moveLeft() {
const physics = this.getComponent(PhysicsComponent);
physics.applyForce(new Vector2(-100, 0));
}
moveRight() {
const physics = this.getComponent(PhysicsComponent);
physics.applyForce(new Vector2(100, 0));
}
jump() {
const physics = this.getComponent(PhysicsComponent);
if (physics.isGrounded) {
physics.applyImpulse(new Vector2(0, -200));
}
}
}
// 3. 游戏关卡实现