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+14
-7
@@ -1,8 +1,15 @@
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node_modules
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package.json
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package-lock.json
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autosave/
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build/
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# Build artifacts
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build/*
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!build/dummy.txt
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# Compiled map packer
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pack_map
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\#*
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*~
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# Node.js
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node_modules/
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package-lock.json
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package.json
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# OS
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.DS_Store
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Thumbs.db
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@@ -0,0 +1,27 @@
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---
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post: https://phoboslab.org/log/2021/09/q1k3-making-of
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# See github.com/js13kGames/hello-world for supported frontmatter
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---
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## Controls
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- **Movement**: <kbd>W</kbd> <kbd>A</kbd> <kbd>S</kbd> <kbd>D</kbd> or <kbd>↑</kbd> <kbd>←</kbd> <kbd>↓</kbd> <kbd>→</kbd>
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- **Attack**: <kbd><svg><use href=#i-mouse></svg> LMB</kbd>
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- **Jump**: <kbd>Space</kbd> or <kbd><svg><use href=#i-mouse></svg> RMB</kbd>
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- **Switch weapon**: <kbd>Q</kbd>/<kbd>E</kbd> or <kbd><svg><use href=#i-mouse></svg> Mousewheel</kbd>
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If you accidentally scroll the page down when you want to change weapons, either resize your browser window so there's
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no scrollbar, or go to fullscreen using the button below the game!
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## Features
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- 2 Levels
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- 5 Types of enemies
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- 3 Weapons
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- 30 different textures
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- Music from Andy Lösch - no-fate.net
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- Dynamic lighting
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- Doors(!)
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- Somewhat robust collision detection, even for fast moving objects
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- Enemy AI with line of sight checks. No pathfinding, but still does a reasonable job following the player
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- "Spatial" Audio (stereo separation and falloff by distance)
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Binary file not shown.
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After Width: | Height: | Size: 20 KiB |
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After Width: | Height: | Size: 5.3 KiB |
@@ -4,6 +4,8 @@ My entry for the 2021 [js13k](https://js13kgames.com/) competition.
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Play here: https://phoboslab.org/q1k3/
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Making Of: https://phoboslab.org/log/2021/09/q1k3-making-of
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### Controls
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- Movement: WASD or Arrow Keys
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- Attack: Left Mouse Button
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+1
-1
@@ -2415,7 +2415,7 @@
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// entity 60
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{
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"classname" "pickup_nails"
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"origin" "2660 1188 252"
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"origin" "2660 1204 252"
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}
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// entity 61
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{
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@@ -109,10 +109,10 @@ npx uglify-js build/game.packed.js \
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--compress --mangle toplevel --mangle-props regex=/^_/ \
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-o build/game.min.js
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npx roadroller -Zab14 -Zlr1113 -Zmd16 -Zpr14 -S0,1,2,3,6,7,13,21,25,50,235,333 build/game.min.js -o build/game.roadrolled.js
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npx roadroller -Zab14 -Zlr930 -Zmd19 -Zpr14 -S0,1,2,3,7,13,14,19,58,97,305,422 build/game.min.js -o build/game.roadrolled.js
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# Embed source into HTML
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sed -e '/GAME_SOURCE/{r build/game.roadrolled.js' -e 'd}' source/html_template.html > build/index.html
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sed -e '/GAME_SOURCE/{r build/game.roadrolled.js' -e 'd;}' source/html_template.html > build/index.html
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# Build ZIP
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rm -f -- build/game.zip
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@@ -0,0 +1,229 @@
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# 手机端虚拟按键方案
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> 目标:手机浏览器打开 https://foxpaw.top/q1k3/ 能直接玩
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> 方案:半透明悬浮按键,覆盖在游戏界面上
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---
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## 一、输入映射
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游戏当前输入系统(`input.js`)是 `keys[]` 数组 + `mouse_x/mouse_y`,虚拟按键只需往同一个数组里写值:
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| 游戏操作 | 当前触发方式 | keys 索引 | 虚拟按键 |
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|---------|-------------|----------|---------|
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| 前进 | W / ↑ | keys[1] | 左区 ↑ |
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| 后退 | S / ↓ | keys[3] | 左区 ↓ |
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| 左移 | A / ← | keys[2] | 左区 ← |
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| 右移 | D / → | keys[4] | 左区 → |
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| 射击 | 鼠标左键 | keys[7] | 右下大按钮 |
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| 跳跃 | 空格 / 鼠标右键 | keys[9] | 右下小按钮 |
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| 切武器上 | E / 滚轮下 | keys[6] | 右区小按钮 |
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| 切武器下 | Q / 滚轮上 | keys[5] | 右区小按钮 |
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| 视角旋转 | 鼠标移动 | mouse_x/mouse_y | 右半屏拖拽 |
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---
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## 二、界面布局
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```
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┌──────────────────────────────────┐
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│ │
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│ 游戏画面 (Canvas) │
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│ │
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│ │
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│ ┌────┐ ┌─────────┐ │
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│ │ ↑ │ │ 视角 │ │
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│ │← ─→│ │ 拖拽 │ │
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│ │ ↓ │ │ 区域 │ │
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│ └────┘ └─────────┘ │
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│ │
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│ ┌────┐ ┌──────┐ ┌───────┐ │
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│ │攻击│ │ Q │ │ E │ │
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│ │ │ │上武器│ │下武器 │ │
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│ └────┘ └──────┘ └───────┘ │
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│ ┌─────────┐ │
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│ │ 跳跃 │ │
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│ └─────────┘ │
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└──────────────────────────────────┘
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```
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### 分区说明
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| 分区 | 覆盖区域 | 操作 |
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|------|---------|------|
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| **左区(运动)** | 屏幕左 30%,从底部到 55% 高度 | 四个方向按钮 + 中心空白 |
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| **右区(视角)** | 屏幕右 70%,从顶部到底部 | 触摸拖拽控制视角 |
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| **右下角(动作)** | 屏幕底部 15%,左侧攻击 | 攻击、武器切换、跳跃 |
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---
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## 三、改动文件清单
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### 3.1 `input.js` — 新增触摸处理 (~40 行)
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在文件末尾追加:
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```js
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// ─── 移动端虚拟按键 ───
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// 检测触摸设备
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let is_touch = 'ontouchstart' in window;
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// 仅在触摸设备上创建虚拟按键
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if (is_touch) {
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// 创建控制层
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let ctrl = document.createElement('div');
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ctrl.id = 'ctrl';
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ctrl.innerHTML =
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'<div id="ctrl-left">' +
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'<button class="ctrl-btn" id="btn-up">▲</button>' +
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'<button class="ctrl-btn" id="btn-left">◀</button>' +
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'<button class="ctrl-btn" id="btn-right">▶</button>' +
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'<button class="ctrl-btn" id="btn-down">▼</button>' +
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'</div>' +
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'<div id="ctrl-right">' +
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'</div>' +
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'<div id="ctrl-actions">' +
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'<button class="ctrl-btn ctrl-shoot" id="btn-shoot">⚡</button>' +
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'<button class="ctrl-btn ctrl-prev" id="btn-prev">◀◀</button>' +
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'<button class="ctrl-btn ctrl-next" id="btn-next">▶▶</button>' +
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'<button class="ctrl-btn ctrl-jump" id="btn-jump">▲</button>' +
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'</div>';
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document.getElementById('g').appendChild(ctrl);
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// 阻止 touch 事件穿透到 canvas
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ctrl.addEventListener('touchstart', (e) => e.preventDefault(), {passive: false});
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ctrl.addEventListener('touchmove', (e) => e.preventDefault(), {passive: false});
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// 左区方向键 - touchstart 按下,touchend 松开
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let bindBtn = (id, keyIndex) => {
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let el = document.getElementById(id);
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el.addEventListener('touchstart', () => { keys[keyIndex] = 1; });
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el.addEventListener('touchend', () => { keys[keyIndex] = 0; });
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el.addEventListener('touchcancel', () => { keys[keyIndex] = 0; });
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};
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bindBtn('btn-up', 1);
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bindBtn('btn-down', 3);
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bindBtn('btn-left', 2);
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bindBtn('btn-right', 4);
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bindBtn('btn-shoot', 7);
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bindBtn('btn-jump', 9);
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bindBtn('btn-prev', 5);
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bindBtn('btn-next', 6);
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// 右区触摸拖拽 → 视角控制
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let rightZone = document.getElementById('ctrl-right');
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let touch_id = null, last_tx = 0, last_ty = 0;
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rightZone.addEventListener('touchstart', (e) => {
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let t = e.changedTouches[0];
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touch_id = t.identifier;
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last_tx = t.clientX;
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last_ty = t.clientY;
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});
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rightZone.addEventListener('touchmove', (e) => {
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for (let t of e.changedTouches) {
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if (t.identifier === touch_id) {
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mouse_x += t.clientX - last_tx;
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mouse_y += t.clientY - last_ty;
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last_tx = t.clientX;
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last_ty = t.clientY;
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}
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}
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});
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rightZone.addEventListener('touchend', (e) => {
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for (let t of e.changedTouches) {
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if (t.identifier === touch_id) touch_id = null;
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}
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});
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}
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```
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### 3.2 `document.js` — 新增 CSS 样式 (~25 行)
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在 `'</style>'` 之前插入虚拟按键样式:
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```js
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'#ctrl{position:absolute;top:0;left:0;width:100%;height:100%;pointer-events:none;z-index:10}'+
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'#ctrl-left{position:absolute;bottom:18%;left:2%;width:28%;height:40%;pointer-events:auto}'+
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'#ctrl-right{position:absolute;top:0;right:0;width:70%;height:100%;pointer-events:auto}'+
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'#ctrl-actions{position:absolute;bottom:3%;right:2%;display:flex;gap:8px;pointer-events:auto}'+
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'.ctrl-btn{background:rgba(255,255,255,0.15);border:1px solid rgba(255,255,255,0.25);'+
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'border-radius:12px;color:rgba(255,255,255,0.5);font-size:18px;'+
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'display:flex;align-items:center;justify-content:center;'+
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'user-select:none;-webkit-user-select:none;touch-action:none}'+
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'.ctrl-btn:active{background:rgba(255,255,255,0.35)}'+
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'#btn-up{position:absolute;top:0;left:50%;transform:translateX(-50%);width:48px;height:48px}'+
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'#btn-down{position:absolute;bottom:0;left:50%;transform:translateX(-50%);width:48px;height:48px}'+
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'#btn-left{position:absolute;left:0;top:50%;transform:translateY(-50%);width:48px;height:48px}'+
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'#btn-right{position:absolute;right:0;top:50%;transform:translateY(-50%);width:48px;height:48px}'+
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'.ctrl-shoot{width:64px;height:64px;border-radius:50%;font-size:24px}'+
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'.ctrl-prev,.ctrl-next{width:40px;height:40px;font-size:14px}'+
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'.ctrl-jump{width:52px;height:52px;border-radius:50%;font-size:20px}'+
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||||
```
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### 3.3 `main.js` — 不请求 Pointer Lock(触摸设备跳过)
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||||
|
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在 `g.onclick` 回调中,进入 Pointer Lock 之前加判断:
|
||||
|
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```js
|
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if (!is_touch) {
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g.onclick = () => c.requestPointerLock();
|
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g.onclick();
|
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}
|
||||
```
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||||
|
||||
---
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||||
|
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## 四、处理边界情况
|
||||
|
||||
### 4.1 触摸与 Pointer Lock 冲突
|
||||
|
||||
当前启动流程:点击标题画面 → 第一次点击全屏 → 第二次点击请求 Pointer Lock。
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触摸设备上不请求 Pointer Lock,改为直接进游戏。触摸操作本身的焦点是虚拟按键层,与 canvas 无关。
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|
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### 4.2 鼠标速度滑块
|
||||
|
||||
桌面端有鼠标灵敏度滑块,触摸端不需要(默认灵敏度即可),仍然保留显示不影响。
|
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|
||||
### 4.3 多指触控
|
||||
|
||||
- 方向键:单指操作,每个指对应一个按键
|
||||
- 视角拖拽只用第一根触摸点(touch_id 记录 identifier)
|
||||
- 攻击等动作按钮可与其他操作同时进行(不同手指)
|
||||
|
||||
### 4.4 横竖屏
|
||||
|
||||
布局基于 vw/vh 百分比,横竖屏自动适配。左区 28% × 40%,右区 70% × 100%,底部动作栏固定在右下角。
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||||
|
||||
---
|
||||
|
||||
## 五、效果预期
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────┐
|
||||
│ ┌──┐ ┌──────────────────────────┐ │
|
||||
│ │▲ │ │ │ │
|
||||
│ │◀┼▶│ │ 游戏画面(可拖拽视角) │ │
|
||||
│ │▼ │ │ │ │
|
||||
│ └──┘ │ │ │
|
||||
│ │ │ │
|
||||
│ ┌──┐ │ ┌─┐┌─┐│ │
|
||||
│ │攻│ │ │Q││E││ │
|
||||
│ │击│ │ └─┘└─┘│ │
|
||||
│ └──┘ │ ┌──┐ │ │
|
||||
│ │ │跳│ │ │
|
||||
│ │ └──┘ │ │
|
||||
└─────────────────────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 六、改动汇总
|
||||
|
||||
| 文件 | 改动量 | 说明 |
|
||||
|------|-------|------|
|
||||
| `source/input.js` | ~40 行 | 新增虚拟按键 DOM 创建 + 触摸事件绑定 |
|
||||
| `source/document.js` | ~15 行 | 新增 CSS 样式 |
|
||||
| `source/main.js` | ~3 行 | 触摸设备跳过 Pointer Lock |
|
||||
|
||||
总增量:约 60 行纯 JS + 15 行 CSS → 预估 gzip 后增加 < 1KB。
|
||||
@@ -0,0 +1,316 @@
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||||
# Q1K3 技术栈分析文档
|
||||
|
||||
> 作者:phoboslab(Dominic Szablewski)
|
||||
> 竞赛:2021 年 JS13K(13KB 游戏编程大赛)
|
||||
> 仓库:https://github.com/js13kGames/q1k3
|
||||
|
||||
---
|
||||
|
||||
## 一、项目概述
|
||||
|
||||
Q1K3 是 JS13K 2021 的参赛作品,一款致敬《Quake》的第一人称射击游戏。包含完整的 3D 渲染引擎、敌人 AI 系统、武器系统、动态光照、音效音乐,**全部压缩在 13KB 以内**。项目由多人格大神 [phoboslab](https://phoboslab.org) 独立完成,他也是 [IMP](https://phoboslab.org/log/2023/08/imp)(另一款 JS13K 3D 游戏)的作者。
|
||||
|
||||
---
|
||||
|
||||
## 二、核心技术栈总览
|
||||
|
||||
| 层面 | 技术 | 用途 |
|
||||
|------|------|------|
|
||||
| **渲染** | WebGL 1.0(原生) | 3D 硬件加速渲染 |
|
||||
| **语言** | Vanilla JavaScript(ES5/ES6) | 所有游戏逻辑 |
|
||||
| **音频** | Sonant-X(定制版) | 程序化生成音效 + 音乐 |
|
||||
| **纹理** | Tiny Texture Tumbler(TTT) | Canvas 程序化生成纹理 |
|
||||
| **地图** | TrenchBroom + 自定义 C 编译器 | Quake 风格地图编辑与打包 |
|
||||
| **模型** | Wavefront OBJ + 自定义 PHP 打包器 | 3D 模型处理 |
|
||||
| **压缩** | UglifyJS3 + Roadroller + advzip | JS 代码 + ZIP 极致压缩 |
|
||||
| **构建** | Bash + PHP + GCC | 全自动构建管线 |
|
||||
|
||||
---
|
||||
|
||||
## 三、渲染引擎(renderer.js)
|
||||
|
||||
### 3.1 核心架构
|
||||
|
||||
纯 WebGL 1.0 实现,**无任何第三方库**(Three.js、PixiJS 等)。作者手写了 vertex 和 fragment shader,实现了一套精简的光栅化管线。
|
||||
|
||||
### 3.2 渲染策略
|
||||
|
||||
- **延迟提交渲染**:所有 draw call 先收集到 `r_draw_calls` 数组中,`r_end_frame()` 时统一提交。这样灯光 buffer 只需上传一次,所有几何体共享。
|
||||
- **动态光照**:支持最多 32 个动态光源(`R_MAX_LIGHT_V3 = 64`,每个光源占 2 个 vec3:位置 + 颜色/强度)。在 fragment shader 中逐像素计算光照,光照衰减按距离平方反比(`1/distance²`)。
|
||||
- **视口投影**:使用固定 90° FOV,投影矩阵简化为一元矩阵(`atan(90/2) = 1`,矩阵 `[0]` 和 `[5]` 恰为 1)。
|
||||
- **颜色量化**:最终输出颜色压缩到 16 级(`floor(val * 16 + 0.5) / 16`),模拟 Quake 的低色深视觉风格。Gamma 校正通过 `pow(vl, 0.75)` 实现。
|
||||
|
||||
### 3.3 Shader 代码
|
||||
|
||||
**Vertex Shader**(内嵌在 JS 字符串中):
|
||||
- 支持两个顶点缓冲区混合(`mix(p, p2, f)`),实现模型动画的关键帧插值。
|
||||
- 模型旋转矩阵使用 yaw/pitch 分离(`mat4 ry(r)` / `mat4 rz(r)`)。
|
||||
- 投影矩阵、相机旋转、模型位移全部在 VS 中完成,一行 `gl_Position` 搞定。
|
||||
|
||||
**Fragment Shader**:
|
||||
- 从纹理采样获取基础颜色。
|
||||
- 循环计算所有光源:法线方向点积 + 距离衰减 + 颜色强度。
|
||||
- gamma 校正 + 颜色量化。
|
||||
|
||||
### 3.4 几何体构建
|
||||
|
||||
代码中直接构建 3D 几何体:
|
||||
- `r_push_quad()`:用 4 个顶点 + UV坐标 + 法线构建三角形对(6 个顶点 = 2 个三角形)。
|
||||
- `r_push_block()`:构建完整 6 面体(12 个三角形),按面设置纹理映射。
|
||||
- 顶点格式紧凑:每顶点 8 个 float = `[x, y, z, u, v, nx, ny, nz]`(位置 3 + UV 2 + 法线 3)。
|
||||
- 所有顶点存入一个 `Float32Array`(固定 64K 顶点上限),一次性提交到 GPU。
|
||||
|
||||
### 3.5 WebGL 编码技巧
|
||||
|
||||
通过 `pack_js.php` 将所有 `gl.xxx` 方法名和枚举常量替换为最短缩写(如 `gl.buD` 代替 `gl.bufferData`,`34962` 代替 `gl.ARRAY_BUFFER`)。这是 13KB 极限压缩下极致的尺寸优化手段。
|
||||
|
||||
---
|
||||
|
||||
## 四、音频系统(audio.js)
|
||||
|
||||
### 4.1 来源
|
||||
|
||||
基于 [Sonant-X](https://github.com/nicolas-van/sonant-x)(zlib 许可证)的深度定制版。作者在 2018、2019、2021 年三次重写,改为使用 Float32 buffer 直接合成音频,并改用查找表代替函数调用实现振荡器(~10x 性能提升)。
|
||||
|
||||
### 4.2 技术特点
|
||||
|
||||
- **纯程序化合成**:无任何音频文件,全部在运行时用数学函数生成波形。
|
||||
- **自定义参数编码**:声音和歌曲定义从 JS 对象改为数字数组,大幅压缩代码体积。
|
||||
- **3D 空间音频**:支持立体声分离和距离衰减(基于实体与相机的相对位置)。
|
||||
- **流式播放**:音乐通过 `audio_create_song()` 创建,与音效共用同一个音频上下文。
|
||||
|
||||
---
|
||||
|
||||
## 五、纹理系统(textures.js + ttt.js)
|
||||
|
||||
### 5.1 Tiny Texture Tumbler(TTT)
|
||||
|
||||
由 phoboslab 开发的**程序化纹理生成库**。所有纹理没有 PNG/JPG 资产文件,全部通过 Canvas 2D API 在运行时生成。
|
||||
|
||||
### 5.2 编码方式
|
||||
|
||||
纹理定义编码为紧凑数字数组,例如:
|
||||
|
||||
```
|
||||
[64,64,0,2,3,1.4,2,17176,1.3]
|
||||
```
|
||||
|
||||
代表:宽 64x64,分形噪声种子、颜色混合模式、缩放因子等参数。
|
||||
|
||||
### 5.3 纹理种类
|
||||
|
||||
30 种不同纹理,涵盖:
|
||||
- 砖墙纹理
|
||||
- 金属面板
|
||||
- 血迹/污渍
|
||||
- 地板石纹
|
||||
- 特殊图案(logo、符号等)
|
||||
- 粒子效果用纹理
|
||||
|
||||
---
|
||||
|
||||
## 六、地图系统(map.js + pack_map.c)
|
||||
|
||||
### 6.1 设计工具
|
||||
|
||||
地图使用 [TrenchBroom](https://trenchbroom.github.io/)(Quake 引擎地图编辑器)编辑,导出为 `.map` 格式(Quake 标准 Brush 格式)。
|
||||
|
||||
### 6.2 编译管线
|
||||
|
||||
1. **原始格式**:`.map` 文件包含用平面方程定义的 Brush 体(每 6 个平面 = 1 个立方体 Brush)。
|
||||
2. **C 编译器**:`pack_map.c` 用标准 C99 编译,将 `.map` 文件解析为紧凑二进制 `.plb` 格式。
|
||||
3. **合并**:所有地图数据拼接到一个二进制文件 `build/l`。
|
||||
|
||||
### 6.3 运行时格式
|
||||
|
||||
```c
|
||||
struct {
|
||||
u16 blocks_size; // 区块数据大小
|
||||
block_t blocks[]; // 区块数组(纹理切换指令穿插其中)
|
||||
u16 num_entities; // 实体数量
|
||||
entity_t entities[]; // 实体数据
|
||||
} map_data;
|
||||
```
|
||||
|
||||
每个 `block_t`:`u8 x, y, z, sx, sy, sz`(位置 + 尺寸,共 6 字节)。
|
||||
|
||||
### 6.4 碰撞检测
|
||||
|
||||
使用 **128³ Bitmap** 作为碰撞贴图:
|
||||
- `u8 cm[128*128*128 >> 3]` = 256KB 的位图内存。
|
||||
- 每 bit 表示一个 voxel 是否被占据。
|
||||
- 支持快速遍历射线/球体碰撞检测。
|
||||
|
||||
---
|
||||
|
||||
## 七、模型系统(model.js + pack_model.php)
|
||||
|
||||
### 7.1 设计流程
|
||||
|
||||
1. 在 Blender 或其他 3D 软件中建 OBJ 模型。
|
||||
2. `pack_model.php` 将 OBJ 文件转换为自定义紧凑二进制格式 `.rmf`(Retarded Model Format)。
|
||||
3. 运行时 `model_load_container` 用 `Uint8Array` 解析二进制数据。
|
||||
|
||||
### 7.2 RMF 格式
|
||||
|
||||
```c
|
||||
struct {
|
||||
u8 num_frames; // 动画帧数
|
||||
u8 num_verts; // 每帧顶点数
|
||||
u8 num_indices; // 索引数
|
||||
vert_t verts[num_frames * num_verts]; // 顶点数据
|
||||
index_t indices[num_indices]; // 三角索引
|
||||
} rmf_data;
|
||||
```
|
||||
|
||||
### 7.3 关键实现细节
|
||||
|
||||
- **顶点只含位置**(3 bytes: x, y, z),UV 和法线通过 OBJ 的纹理坐标/法线计算。
|
||||
- **动画通过帧间线性插值**:`r_draw()` 传入两个帧的 offset 和混合因子 `mix`,shader 中 `mix(p, p2, f)` 完成插值。
|
||||
- **共享几何体**:多种模型共用相同几何体模板,仅缩放和纹理不同。
|
||||
- **模型容器**:所有模型拼进一个文件 `build/m`,按顺序读取。
|
||||
|
||||
---
|
||||
|
||||
## 八、实体系统(entity.js + 各类派生)
|
||||
|
||||
### 8.1 架构
|
||||
|
||||
基于类的继承体系:
|
||||
|
||||
```
|
||||
entity_t(基类)
|
||||
├── entity_player_t ← 玩家
|
||||
├── entity_enemy_t(基类)
|
||||
│ ├── entity_enemy_grunt_t
|
||||
│ ├── entity_enemy_enforcer_t
|
||||
│ ├── entity_enemy_ogre_t
|
||||
│ ├── entity_enemy_zombie_t
|
||||
│ └── entity_enemy_hound_t
|
||||
├── entity_projectile_*(弹丸)
|
||||
├── entity_pickup_*(拾取物)
|
||||
├── entity_door_t
|
||||
├── entity_barrel_t
|
||||
├── entity_light_t
|
||||
├── entity_torch_t
|
||||
├── entity_particle_t(粒子)
|
||||
└── entity_trigger_level_t(关卡触发)
|
||||
```
|
||||
|
||||
### 8.2 物理系统
|
||||
|
||||
内置在 `entity_t._update_physics()` 中:
|
||||
- 重力加速度(`a.y = -1200 * gravity`)
|
||||
- 速度积分与摩擦
|
||||
- AABB 碰撞检测(基于碰撞贴图)
|
||||
- 台阶高度处理(`_step_height`)
|
||||
- 弹跳系数(`_bounciness`)
|
||||
|
||||
### 8.3 敌人 AI
|
||||
|
||||
有限状态机实现,每种敌人共用 `entity_enemy_t` 基类的状态机:
|
||||
- IDLE → PATROL → FOLLOW → ATTACK → EVADE
|
||||
- 视线检测(Raycasting 检查障碍物)
|
||||
- 无寻路算法,但能通过视线检测合理跟随玩家
|
||||
- 5 种敌人类型各有不同参数(速度、攻击距离、攻击方式、血量等)
|
||||
|
||||
---
|
||||
|
||||
## 九、武器系统(weapons.js)
|
||||
|
||||
基于类的武器系统,共 3 种武器:
|
||||
|
||||
| 武器 | 弹药 | 特点 |
|
||||
|------|------|------|
|
||||
| 霰弹枪 | ∞(无限) | 基础武器,发射多发弹丸 |
|
||||
| 钉枪 | 有消耗 | 高速连续射击 |
|
||||
| 榴弹发射器 | 有消耗 | 弹道弧线 + 爆炸范围伤害 |
|
||||
|
||||
`weapon_t` 基类处理发射逻辑,子类重写 `_init()` 设置不同参数。
|
||||
|
||||
---
|
||||
|
||||
## 十、输入系统(input.js)
|
||||
|
||||
- **键盘**:使用 `ev.code`(WASD / 方向键),键盘布局无关。
|
||||
- **鼠标**:Pointer Lock API,通过 `movementX` / `movementY` 实现视角控制。
|
||||
- **键位映射**:通过字符串第 N 个字符的映射技巧减少代码体积(`W` 对应 KeyW 的 `[1]`,`p` 对应 ArrowUp 的 `[6]`)。
|
||||
|
||||
---
|
||||
|
||||
## 十一、构建管线(build.sh)
|
||||
|
||||
全自动构建流程,从源文件到最终 13KB ZIP:
|
||||
|
||||
```
|
||||
1. gcc → pack_map.c → 编译地图
|
||||
2. php → pack_model.php → 打包模型
|
||||
3. cat → 所有 JS 源拼接为一个文件
|
||||
4. php → pack_js.php → WebGL 调用压缩 + DEBUG 去除
|
||||
5. npx uglify-js → 代码混淆压缩(toplevel + mangle-props)
|
||||
6. npx roadroller → 进一步压缩(基于概率模型的压缩)
|
||||
7. sed → 嵌入 HTML 模板
|
||||
8. zip → 创建最终 ZIP 包
|
||||
9. advzip → 再压缩优化
|
||||
```
|
||||
|
||||
### 关键压缩步骤
|
||||
|
||||
- **pack_js.php**:将 `gl.ARRAY_BUFFER` 替换为 `34962`,`gl.bufferData` 替换为 `gl.buD`,节省大量字符。
|
||||
- **Roadroller**:JS13K 专用的概率模型压缩器,比常规 gzip/zip 压缩率更高。
|
||||
- **advzip**:AdvanceCOMP 工具,在 ZIP 级别进一步优化。
|
||||
|
||||
---
|
||||
|
||||
## 十二、代码风格与体积优化技巧
|
||||
|
||||
### 12.1 命名约定
|
||||
|
||||
- 所有变量名极短(1-3 字符),如 `r_num_verts`、`f`、`c`
|
||||
- 私有方法用 `_` 前缀标记(mangle-props 时可安全缩短)
|
||||
- 全局变量用 `let ` 声明,不加 `var`(ES6 更短)
|
||||
|
||||
### 12.2 编码技巧
|
||||
|
||||
- **矩阵和向量函数**用一行写在高阶函数链中(`vec3_normalize(vec3_cross(...))`)
|
||||
- **条件编译**:`/*DEBUG[*/ 'build/' + /*]*/` — 注释去掉后自动切换路径
|
||||
- **WebGL 方法名自动缩短**:运行时通过 `name.match(/(^..|[A-Z]|\d.|v$)/g).join('')` 提取缩写
|
||||
- **纹理定义数字编码**:把 30 个纹理的参数编码为紧凑数组,无需单独命名
|
||||
|
||||
### 12.3 内存分配策略
|
||||
|
||||
- 固定大小预分配:`Float32Array(R_MAX_VERTS * 8)`(64K 顶点上限)
|
||||
- 无垃圾回收敏感操作:所有内存一次性分配,运行时复用 buffer
|
||||
- 碰撞贴图:128³ 位图(262,144 bits = 32KB),空间换时间
|
||||
|
||||
---
|
||||
|
||||
## 十三、值得注意的架构决策
|
||||
|
||||
| 决策 | 原因 |
|
||||
|------|------|
|
||||
| **纯原生 WebGL,不用 Three.js** | 13KB 限制下无法容忍任何库的开销 |
|
||||
| **程序化纹理 + 音效** | 没有空间放外部资产文件 |
|
||||
| **碰撞用 128³ 位图(非 BVH/八叉树)** | 地图规模小(128³),位图查找 O(1) |
|
||||
| **延迟绘制提交** | 减少 uniform 上传次数,优化光照计算 |
|
||||
| **模型动画用顶点插值而非骨骼** | 省去骨骼矩阵计算,shader 中一行 mix 搞定 |
|
||||
| **敌人在基础类中共享 AI 状态机** | 5 种敌人共用一套 AI 逻辑,参数差异化 |
|
||||
|
||||
---
|
||||
|
||||
## 十四、与 fox-maze 的对比(参考)
|
||||
|
||||
| 维度 | Q1K3 | fox-maze |
|
||||
|------|------|----------|
|
||||
| 渲染 | WebGL 1.0(3D) | Canvas 2D(Tile-based 2D) |
|
||||
| 纹理 | 程序化生成(TTT) | 程序化生成(Canvas) |
|
||||
| 地图 | TrenchBroom → 自定义二进制 | 程序化迷宫生成 |
|
||||
| 模型 | OBJ → RMF 二进制格式 | 无 3D 模型 |
|
||||
| 碰撞 | 128³ 位图 | Tile cell 碰撞 |
|
||||
| 音频 | 程序化合成(Sonant-X) | 待定 |
|
||||
| 压缩 | UglifyJS + Roadroller + advzip | 不适用 |
|
||||
|
||||
---
|
||||
|
||||
*文档版本:2024-07-04*
|
||||
*分析对象:q1k3 commit at clone*
|
||||
+27
-2
@@ -1,4 +1,7 @@
|
||||
|
||||
// Touch detection
|
||||
is_touch = 'ontouchstart' in window;
|
||||
|
||||
document.body.innerHTML +=
|
||||
'<style>'+
|
||||
'*{font-family:sans-serif;}'+
|
||||
@@ -10,6 +13,28 @@ document.body.innerHTML +=
|
||||
'#a,#h{position:absolute;bottom:3%;left:20%;right:0;font-size:3.2vw;}'+
|
||||
'#h{left:-20%;}'+
|
||||
'h1{font-size:16vw;margin:0;}'+
|
||||
(is_touch ?
|
||||
'#ctrl{position:absolute;top:0;left:0;width:100%;height:100%;pointer-events:none;z-index:10}'+
|
||||
'#ctrl-left{position:absolute;bottom:18%;left:2%;width:28%;height:40%;pointer-events:auto}'+
|
||||
'#ctrl-right{position:absolute;top:0;right:0;width:70%;height:100%;pointer-events:auto}'+
|
||||
'#ctrl-actions{position:absolute;bottom:3%;right:2%;display:flex;gap:8px;pointer-events:auto}'+
|
||||
'.ctrl-btn{background:rgba(255,255,255,0.15);border:1px solid rgba(255,255,255,0.25);'+
|
||||
'border-radius:12px;color:rgba(255,255,255,0.5);font-size:18px;'+
|
||||
'display:flex;align-items:center;justify-content:center;'+
|
||||
'user-select:none;-webkit-user-select:none;touch-action:none}'+
|
||||
'.ctrl-btn:active{background:rgba(255,255,255,0.35)}'+
|
||||
'#btn-up{position:absolute;top:0;left:50%;transform:translateX(-50%);width:48px;height:48px}'+
|
||||
'#btn-down{position:absolute;bottom:0;left:50%;transform:translateX(-50%);width:48px;height:48px}'+
|
||||
'#btn-left{position:absolute;left:0;top:50%;transform:translateY(-50%);width:48px;height:48px}'+
|
||||
'#btn-right{position:absolute;right:0;top:50%;transform:translateY(-50%);width:48px;height:48px}'+
|
||||
'.ctrl-shoot{width:64px;height:64px;border-radius:50%;font-size:24px}'+
|
||||
'.ctrl-prev,.ctrl-next{width:40px;height:40px;font-size:14px}'+
|
||||
'.ctrl-jump{width:52px;height:52px;border-radius:50%;font-size:20px}'+
|
||||
'#btn-fs{position:absolute;top:8px;right:8px;width:40px;height:40px;'+
|
||||
'background:rgba(255,255,255,0.2);border:1px solid rgba(255,255,255,0.3);'+
|
||||
'border-radius:8px;color:#fff;font-size:20px;z-index:20;'+
|
||||
'display:flex;align-items:center;justify-content:center}'
|
||||
: '')+
|
||||
'</style>'+
|
||||
'<div id="g">'+
|
||||
'<canvas id=c width=320 height=180></canvas>'+
|
||||
@@ -17,8 +42,8 @@ document.body.innerHTML +=
|
||||
'<div id="h"></div><div id="a"></div>'+
|
||||
'<div id="msg"></div>'+
|
||||
'</div>'+
|
||||
'<p>MOUSE SPEED: <input id="m" type="range" value=10 min=1 max=50></p>'+
|
||||
'<p>MOUSE SPEED: <input id="m" type="range" value=10 min=1 max=50> INVERT: <input type="checkbox" id="mi"></p>'+
|
||||
'<p><input id="f" type="button" value="FULLSCREEN"></p>'+
|
||||
'<p>'+
|
||||
'code: <a href="https://phoboslab.org">phoboslab.org</a> / music: <a href="http://no-fate.net">no-fate.net</a>'+
|
||||
'</p>';
|
||||
'</p>';
|
||||
|
||||
@@ -24,7 +24,7 @@ class entity_player_t extends entity_t {
|
||||
|
||||
_update() {
|
||||
// Mouse look
|
||||
this._pitch = clamp(this._pitch + mouse_y * m.value * 0.00015, -1.5, 1.5);
|
||||
this._pitch = clamp(this._pitch + mouse_y * m.value * (mi.checked ? -0.00015 : 0.00015), -1.5, 1.5);
|
||||
this._yaw = (this._yaw + mouse_x * m.value * 0.00015) % (Math.PI*2);
|
||||
|
||||
// Acceleration in movement direction
|
||||
|
||||
@@ -81,3 +81,73 @@ c.onmouseup = (ev) => {
|
||||
keys[key_action + ev.button] = 0;
|
||||
};
|
||||
|
||||
// ─── Mobile virtual controls ───
|
||||
|
||||
// Called from main.js after game start
|
||||
create_touch_controls = () => {
|
||||
let ctrl = document.createElement('div');
|
||||
ctrl.id = 'ctrl';
|
||||
ctrl.innerHTML =
|
||||
'<div id="ctrl-left">'+
|
||||
'<button class="ctrl-btn" id="btn-up">▲</button>'+
|
||||
'<button class="ctrl-btn" id="btn-left">◀</button>'+
|
||||
'<button class="ctrl-btn" id="btn-right">▶</button>'+
|
||||
'<button class="ctrl-btn" id="btn-down">▼</button>'+
|
||||
'</div>'+
|
||||
'<div id="ctrl-right"></div>'+
|
||||
'<div id="ctrl-actions">'+
|
||||
'<button class="ctrl-btn ctrl-shoot" id="btn-shoot">⚡</button>'+
|
||||
'<button class="ctrl-btn ctrl-prev" id="btn-prev">◀◀</button>'+
|
||||
'<button class="ctrl-btn ctrl-next" id="btn-next">▶▶</button>'+
|
||||
'<button class="ctrl-btn ctrl-jump" id="btn-jump">▲</button>'+
|
||||
'</div>';
|
||||
document.getElementById('g').appendChild(ctrl);
|
||||
|
||||
// Prevent touches from reaching the canvas
|
||||
ctrl.addEventListener('touchstart', (e) => e.preventDefault(), {passive: false});
|
||||
ctrl.addEventListener('touchmove', (e) => e.preventDefault(), {passive: false});
|
||||
|
||||
// Bind button press/release
|
||||
let bindBtn = (id, keyIndex) => {
|
||||
let el = document.getElementById(id);
|
||||
el.addEventListener('touchstart', () => { keys[keyIndex] = 1; });
|
||||
el.addEventListener('touchend', () => { keys[keyIndex] = 0; });
|
||||
el.addEventListener('touchcancel', () => { keys[keyIndex] = 0; });
|
||||
};
|
||||
bindBtn('btn-up', 1);
|
||||
bindBtn('btn-down', 3);
|
||||
bindBtn('btn-left', 2);
|
||||
bindBtn('btn-right', 4);
|
||||
bindBtn('btn-shoot', 7);
|
||||
bindBtn('btn-jump', 9);
|
||||
bindBtn('btn-prev', 5);
|
||||
bindBtn('btn-next', 6);
|
||||
|
||||
// Right zone touch drag → camera
|
||||
let rightZone = document.getElementById('ctrl-right'),
|
||||
touch_id = null,
|
||||
last_tx = 0,
|
||||
last_ty = 0;
|
||||
rightZone.addEventListener('touchstart', (e) => {
|
||||
let t = e.changedTouches[0];
|
||||
touch_id = t.identifier;
|
||||
last_tx = t.clientX;
|
||||
last_ty = t.clientY;
|
||||
});
|
||||
rightZone.addEventListener('touchmove', (e) => {
|
||||
for (let t of e.changedTouches) {
|
||||
if (t.identifier === touch_id) {
|
||||
mouse_x += t.clientX - last_tx;
|
||||
mouse_y += t.clientY - last_ty;
|
||||
last_tx = t.clientX;
|
||||
last_ty = t.clientY;
|
||||
}
|
||||
}
|
||||
});
|
||||
rightZone.addEventListener('touchend', (e) => {
|
||||
for (let t of e.changedTouches) {
|
||||
if (t.identifier === touch_id) touch_id = null;
|
||||
}
|
||||
});
|
||||
};
|
||||
|
||||
|
||||
+52
-27
@@ -44,6 +44,7 @@ sfx_enemy_hound_attack,
|
||||
|
||||
sfx_no_ammo,
|
||||
sfx_hurt,
|
||||
sfx_pickup,
|
||||
|
||||
sfx_plasma_shoot,
|
||||
|
||||
@@ -122,43 +123,67 @@ game_load = async () => {
|
||||
requestAnimationFrame(run_frame);
|
||||
|
||||
f.onclick = () => g.requestFullscreen();
|
||||
g.onclick = () => {
|
||||
g.onclick = () => c.requestPointerLock();
|
||||
g.onclick();
|
||||
// title_show_message('...');
|
||||
|
||||
|
||||
// Mobile: fullscreen button overlay in top-right
|
||||
if (is_touch) {
|
||||
let fs_btn = document.createElement('button');
|
||||
fs_btn.id = 'btn-fs';
|
||||
fs_btn.textContent = '⛶';
|
||||
fs_btn.onclick = () => g.requestFullscreen();
|
||||
document.getElementById('g').appendChild(fs_btn);
|
||||
}
|
||||
|
||||
// Game start handler
|
||||
let start_game = () => {
|
||||
// Remove the entry handler so it only fires once
|
||||
g.onclick = null;
|
||||
if (g._touch_entry) {
|
||||
g.removeEventListener('touchstart', g._touch_entry);
|
||||
g._touch_entry = null;
|
||||
}
|
||||
if (is_touch) {
|
||||
// Create virtual controls now that game is starting
|
||||
create_touch_controls();
|
||||
} else {
|
||||
g.onclick = () => c.requestPointerLock();
|
||||
g.onclick();
|
||||
}
|
||||
|
||||
audio_init();
|
||||
|
||||
setTimeout(()=> {
|
||||
// Generate sounds
|
||||
sfx_enemy_hit = audio_create_sound(135, [8,0,0,1,148,1,3,5,0,0,139,1,0,2653,0,2193,255,2,639,119,2,23,0,0,0,0,0,0,0]);
|
||||
sfx_enemy_gib = audio_create_sound(140, [7,0,0,1,148,1,7,5,0,1,139,1,0,4611,789,15986,195,2,849,119,3,60,0,0,0,1,10,176,1]);
|
||||
sfx_enemy_hound_attack = audio_create_sound(132, [8,0,0,1,192,1,8,0,0,1,120,1,0,5614,0,20400,192,1,329,252,1,55,0,0,1,1,8,192,3]);
|
||||
// Generate sounds
|
||||
sfx_enemy_hit = audio_create_sound(135, [8,0,0,1,148,1,3,5,0,0,139,1,0,2653,0,2193,255,2,639,119,2,23,0,0,0,0,0,0,0]);
|
||||
sfx_enemy_gib = audio_create_sound(140, [7,0,0,1,148,1,7,5,0,1,139,1,0,4611,789,15986,195,2,849,119,3,60,0,0,0,1,10,176,1]);
|
||||
sfx_enemy_hound_attack = audio_create_sound(132, [8,0,0,1,192,1,8,0,0,1,120,1,0,5614,0,20400,192,1,329,252,1,55,0,0,1,1,8,192,3]);
|
||||
|
||||
sfx_no_ammo = audio_create_sound(120, [8,0,0,0,96,1,8,0,0,0,0,0,255,0,0,1075,232,1,2132,255,0,0,0,0,0,0,0,0,0]);
|
||||
sfx_hurt = audio_create_sound(135, [7,3,140,1,232,3,8,0,9,1,139,3,0,4611,1403,34215,256,4,1316,255,0,0,0,1,0,1,7,255,0]);
|
||||
sfx_pickup = audio_create_sound(140, [7,0,0,1,187,3,8,0,0,1,204,3,0,4298,927,1403,255,0,0,0,3,35,0,0,0,0,0,0,0]);
|
||||
sfx_no_ammo = audio_create_sound(120, [8,0,0,0,96,1,8,0,0,0,0,0,255,0,0,1075,232,1,2132,255,0,0,0,0,0,0,0,0,0]);
|
||||
sfx_hurt = audio_create_sound(135, [7,3,140,1,232,3,8,0,9,1,139,3,0,4611,1403,34215,256,4,1316,255,0,0,0,1,0,1,7,255,0]);
|
||||
sfx_pickup = audio_create_sound(140, [7,0,0,1,187,3,8,0,0,1,204,3,0,4298,927,1403,255,0,0,0,3,35,0,0,0,0,0,0,0]);
|
||||
|
||||
sfx_plasma_shoot = audio_create_sound(135, [8,0,0,1,147,1,6,0,0,1,159,1,0,197,1234,21759,232,2,2902,255,2,53,0,0,0,0,0,0,0]);
|
||||
sfx_plasma_shoot = audio_create_sound(135, [8,0,0,1,147,1,6,0,0,1,159,1,0,197,1234,21759,232,2,2902,255,2,53,0,0,0,0,0,0,0]);
|
||||
|
||||
sfx_shotgun_shoot = audio_create_sound(135, [7,3,0,1,255,1,6,0,0,1,255,1,112,548,1979,11601,255,2,2902,176,2,77,0,0,1,0,10,255,1]);
|
||||
sfx_shotgun_reload = audio_create_sound(125, [9,0,0,1,131,1,0,0,0,0,0,3,255,137,22,1776,255,2,4498,176,2,36,2,84,0,0,3,96,0]);
|
||||
sfx_shotgun_shoot = audio_create_sound(135, [7,3,0,1,255,1,6,0,0,1,255,1,112,548,1979,11601,255,2,2902,176,2,77,0,0,1,0,10,255,1]);
|
||||
sfx_shotgun_reload = audio_create_sound(125, [9,0,0,1,131,1,0,0,0,0,0,3,255,137,22,1776,255,2,4498,176,2,36,2,84,0,0,3,96,0]);
|
||||
|
||||
sfx_nailgun_shoot = audio_create_sound(130, [7,0,0,1,132,1,8,4,0,1,132,2,162,0,0,8339,232,2,2844,195,2,40,0,0,0,0,0,0,0]);
|
||||
sfx_nailgun_hit = audio_create_sound(135, [8,0,0,1,148,1,0,0,0,0,0,1,255,0,0,2193,128,2,6982,119,2,23,0,0,0,0,0,0,0]);
|
||||
sfx_nailgun_shoot = audio_create_sound(130, [7,0,0,1,132,1,8,4,0,1,132,2,162,0,0,8339,232,2,2844,195,2,40,0,0,0,0,0,0,0]);
|
||||
sfx_nailgun_hit = audio_create_sound(135, [8,0,0,1,148,1,0,0,0,0,0,1,255,0,0,2193,128,2,6982,119,2,23,0,0,0,0,0,0,0]);
|
||||
|
||||
sfx_grenade_shoot = audio_create_sound(127, [8,0,0,1,171,1,9,3,0,1,84,3,96,2653,0,13163,159,2,3206,255,2,64,0,0,0,1,9,226,0]);
|
||||
sfx_grenade_bounce = audio_create_sound(168, [7,0,124,0,128,0,8,5,127,0,128,0,125,88,0,2193,125,1,1238,240,1,91,3,47,0,0,0,0,0]);
|
||||
sfx_grenade_explode = audio_create_sound(135, [8,0,0,1,195,1,6,0,0,1,127,1,255,197,1234,21759,232,2,1052,255,4,73,3,25,1,0,10,227,1]);
|
||||
sfx_grenade_shoot = audio_create_sound(127, [8,0,0,1,171,1,9,3,0,1,84,3,96,2653,0,13163,159,2,3206,255,2,64,0,0,0,1,9,226,0]);
|
||||
sfx_grenade_bounce = audio_create_sound(168, [7,0,124,0,128,0,8,5,127,0,128,0,125,88,0,2193,125,1,1238,240,1,91,3,47,0,0,0,0,0]);
|
||||
sfx_grenade_explode = audio_create_sound(135, [8,0,0,1,195,1,6,0,0,1,127,1,255,197,1234,21759,232,2,1052,255,4,73,3,25,1,0,10,227,1]);
|
||||
|
||||
|
||||
audio_play(audio_create_song(...music_data), 1, 1);
|
||||
game_init(0);
|
||||
run_frame = game_run;
|
||||
},100); // Not sure why such a long delay is needed. Ideally we would
|
||||
// want to use requestAnimationFrame, but the previous DOM
|
||||
// update (...) never makes it to the screen then ;/
|
||||
audio_play(audio_create_song(...music_data), 1, 1);
|
||||
game_init(0);
|
||||
run_frame = game_run;
|
||||
};
|
||||
|
||||
// Wire up game start: click for desktop, touch for mobile
|
||||
g.onclick = start_game;
|
||||
if (is_touch) {
|
||||
g._touch_entry = (e) => { e.preventDefault(); start_game(); };
|
||||
g.addEventListener('touchstart', g._touch_entry, {passive: false});
|
||||
}
|
||||
},
|
||||
|
||||
run_frame = (time_now) => {
|
||||
|
||||
@@ -37,7 +37,6 @@ map_load_container = async (path) => {
|
||||
for (let i = 0; i < data.length;) {
|
||||
let blocks_size = data[i++] | (data[i++] << 8),
|
||||
cm = new Uint8Array(map_size * map_size * map_size >> 3), // collision map
|
||||
nm = new Uint8Array(map_size * map_size * map_size >> 3), // nav map
|
||||
b = data.subarray(i, i += blocks_size),
|
||||
r = [],
|
||||
t;
|
||||
|
||||
Reference in New Issue
Block a user