<!DOCTYPE html>
<html>
<head>
<title>A-Frame - 3D巨大迷路 (当たり判定あり)</title>
<script src="https://aframe.io/releases/1.7.0/aframe.min.js"></script>
<script src="https://cdn.jsdelivr.net/gh/c-frame/aframe-physics-system@v4.2.2/dist/aframe-physics-system.min.js"></script>
<script src="https://unpkg.com/aframe-look-at-component@0.8.0/dist/aframe-look-at-component.min.js"></script>
<script src="https://unpkg.com/aframe-troika-text/dist/aframe-troika-text.min.js"></script>
<script>
// --- SCRIPT BLOCK 1: Component Definitions (元のコードからそのまま流用・変更なし) ---
AFRAME.registerComponent('camera-relative-controls', { schema: { targetSpeed: { type: 'number', default: 5 }, acceleration: { type: 'number', default: 10 }, damping: { type: 'number', default: 8 }, brakingDeceleration: { type: 'number', default: 20 }, enabled: { type: 'boolean', default: true }, rotationSpeed: { type: 'number', default: 1.5 }, pitchLimit: { type: 'number', default: 85 }, verticalSpeed: { type: 'number', default: 30 } }, init: function () { this.keys = {}; this.leftThumbstickInput = { x: 0, y: 0 }; this.rightThumbstickInput = { x: 0, y: 0 }; this.currentVelocity = new THREE.Vector3(); this.ZERO_VECTOR = new THREE.Vector3(); this.cameraDirection = new THREE.Vector3(); this.cameraRight = new THREE.Vector3(); this.moveDirection = new THREE.Vector3(); this.desiredVelocity = new THREE.Vector3(); this.cameraWorldQuaternion = new THREE.Quaternion(); this.rigEl = this.el; this.cameraEl = this.el.querySelector('[camera]'); this.isReady = false; if (!this.cameraEl) { console.error('camera-relative-controls: カメラエンティティが見つかりません。'); } this.el.sceneEl.addEventListener('loaded', () => { this.leftHand = document.getElementById('leftHand'); if (this.leftHand) { this.leftHand.addEventListener('thumbstickmoved', this.onLeftThumbstickMoved.bind(this)); } else { console.warn("camera-relative-controls: 左手コントローラー(#leftHand)が見つかりません。"); } this.rightHand = document.getElementById('rightHand'); if (this.rightHand) { this.rightHand.addEventListener('thumbstickmoved', this.onRightThumbstickMoved.bind(this)); } else { console.warn("camera-relative-controls: 右手コントローラー(#rightHand)が見つかりません。"); } }); this.onKeyDown = this.onKeyDown.bind(this); this.onKeyUp = this.onKeyUp.bind(this); window.addEventListener('keydown', this.onKeyDown); window.addEventListener('keyup', this.onKeyUp); }, remove: function () { window.removeEventListener('keydown', this.onKeyDown); window.removeEventListener('keyup', this.onKeyUp); if (this.leftHand) { try { this.leftHand.removeEventListener('thumbstickmoved', this.onLeftThumbstickMoved.bind(this)); } catch(e){} } if (this.rightHand) { try { this.rightHand.removeEventListener('thumbstickmoved', this.onRightThumbstickMoved.bind(this)); } catch(e){} } }, onLeftThumbstickMoved: function (evt) { this.leftThumbstickInput.x = evt.detail.x; this.leftThumbstickInput.y = evt.detail.y; }, onRightThumbstickMoved: function (evt) { this.rightThumbstickInput.x = evt.detail.x; this.rightThumbstickInput.y = evt.detail.y; }, tick: function (time, timeDelta) { if (!this.data.enabled) return; if (!this.isReady) { if (this.cameraEl && this.cameraEl.object3D && this.cameraEl.object3D.matrixWorld) { this.isReady = true; } else { if (!this.cameraEl) { this.cameraEl = this.el.querySelector('[camera]'); } return; } } if (!this.cameraEl || !this.cameraEl.object3D || !this.rigEl || !this.rigEl.object3D) { return; } const data = this.data; const dt = timeDelta / 1000; if (this.rigEl.sceneEl.is('vr-mode')) { if (Math.abs(this.rightThumbstickInput.x) > 0.1) { const yawAngle = -this.rightThumbstickInput.x * data.rotationSpeed * dt; this.rigEl.object3D.rotation.y += yawAngle; } if (Math.abs(this.rightThumbstickInput.y) > 0.1) { const verticalMovement = this.rightThumbstickInput.y * data.verticalSpeed * dt; this.rigEl.object3D.position.y -= verticalMovement; } } const position = this.rigEl.object3D.position; const cameraObject = this.cameraEl.object3D; cameraObject.getWorldQuaternion(this.cameraWorldQuaternion); this.cameraDirection.set(0, 0, -1).applyQuaternion(this.cameraWorldQuaternion); if (this.cameraDirection.lengthSq() > 0.0001) this.cameraDirection.normalize(); this.cameraRight.set(1, 0, 0).applyQuaternion(this.cameraWorldQuaternion); this.cameraRight.y = 0; if (this.cameraRight.lengthSq() > 0.0001) this.cameraRight.normalize(); this.moveDirection.set(0, 0, 0); if (this.keys['KeyW'] || this.keys['ArrowUp']) { this.moveDirection.add(this.cameraDirection); } if (this.keys['KeyS'] || this.keys['ArrowDown']) { this.moveDirection.sub(this.cameraDirection); } if (this.keys['KeyA'] || this.keys['ArrowLeft']) { this.moveDirection.sub(this.cameraRight); } if (this.keys['KeyD'] || this.keys['ArrowRight']) { this.moveDirection.add(this.cameraRight); } if (Math.abs(this.leftThumbstickInput.y) > 0.1) { const forwardBackward = this.cameraDirection.clone().multiplyScalar(-this.leftThumbstickInput.y); this.moveDirection.add(forwardBackward); } if (Math.abs(this.leftThumbstickInput.x) > 0.1) { const leftRight = this.cameraRight.clone().multiplyScalar(this.leftThumbstickInput.x); this.moveDirection.add(leftRight); } const isInputActive = this.moveDirection.lengthSq() > 0.0001; if (isInputActive) { this.moveDirection.normalize(); } let lerpFactor = data.damping; const isCurrentlyMoving = this.currentVelocity.lengthSq() > 0.01; if (isInputActive) { let isOpposingInput = false; if (isCurrentlyMoving) { const dotProduct = this.currentVelocity.dot(this.moveDirection); if (dotProduct < -0.1) { isOpposingInput = true; } } if (isOpposingInput) { this.desiredVelocity.copy(this.ZERO_VECTOR); lerpFactor = data.brakingDeceleration; } else { this.desiredVelocity.copy(this.moveDirection).multiplyScalar(data.targetSpeed); lerpFactor = data.acceleration; } } else { this.desiredVelocity.copy(this.ZERO_VECTOR); lerpFactor = data.damping; } const effectiveLerpFactor = 1.0 - Math.exp(-lerpFactor * dt); this.currentVelocity.lerp(this.desiredVelocity, effectiveLerpFactor); if (this.currentVelocity.lengthSq() < 0.0001) { this.currentVelocity.copy(this.ZERO_VECTOR); } if (this.currentVelocity.lengthSq() > 0) { const deltaPosition = this.currentVelocity.clone().multiplyScalar(dt); position.add(deltaPosition); } },
onKeyDown: function (event) { if (!this.data.enabled) { return; } if (['KeyW', 'ArrowUp', 'KeyS', 'ArrowDown', 'KeyA', 'ArrowLeft', 'KeyD', 'ArrowRight'].includes(event.code)) { this.keys[event.code] = true; } },
onKeyUp: function (event) { if (this.keys[event.code] !== undefined) { delete this.keys[event.code]; } }
});
</script>
</head>
<body>
<a-scene id="myScene" vr-mode-ui="enabled: true" background="color: #87CEEB" physics="gravity: 1; debug: true;">
<a-entity id="rig"
camera-relative-controls="targetSpeed: 10; acceleration: 12; damping: 10;"
kinematic-body="shape: cylinder; radius: 0.5; height: 1.6;">
<a-entity id="camera" camera="far: 20000;" look-controls="pointerLockEnabled: false; touchEnabled: false" position="0 1.6 0">
<a-entity id="mouseCursor" cursor="rayOrigin: mouse; fuse: false;" raycaster="objects: .maze-wall, a-sphere;" position="0 0 -1" geometry="primitive: ring; radiusInner: 0.02; radiusOuter: 0.03;" material="color: black; shader: flat; opacity: 0.7;"></a-entity>
</a-entity>
<a-entity id="leftHand" oculus-touch-controls="hand: left; model: true;"></a-entity>
<a-entity id="rightHand" oculus-touch-controls="hand: right; model: true;" raycaster="objects: .maze-wall, a-sphere;" laser-controls="hand: right; model: false; lineColor: white; lineOpacity: 0.75" ></a-entity>
</a-entity>
<a-entity light="type: ambient; color: #888"></a-entity>
<a-entity light="type: directional; color: #FFF; intensity: 0.8; castShadow: true" position="-100 200 100"></a-entity>
<a-plane id="ground" position="0 0 0" rotation="-90 0 0" width="500" height="500" color="#7BC8A4" shadow="receive: true"
static-body>
</a-plane>
<script>
// --- SCRIPT BLOCK 2: Main Scene Logic (変更あり) ---
document.addEventListener('DOMContentLoaded', function () {
const sceneEl = document.querySelector('a-scene');
if (sceneEl.hasLoaded) {
initializeWorld();
} else {
sceneEl.addEventListener('loaded', initializeWorld, {once: true});
}
const MAZE_GRID_SIZE = 99;
const MAZE_CELL_SIZE = 4;
const WALL_HEIGHT = 8;
function initializeWorld() {
console.log("Generating maze data...");
const mazeData = generateMazeData(MAZE_GRID_SIZE);
console.log("Creating 3D maze from data...");
create3DMaze(mazeData);
setPlayerStartPosition(mazeData);
createSpheres();
}
function generateMazeData(gridSize) {
let ary = Array.from({ length: gridSize }, () => Array(gridSize).fill(0));
for (let i = 0; i < gridSize; i++) {
ary[i][0] = 1;
ary[i][gridSize - 1] = 1;
ary[0][i] = 1;
ary[gridSize - 1][i] = 1;
}
for (let i = 1; i < (gridSize - 1) / 2; i++) {
for (let j = 1; j < (gridSize - 1) / 2; j++) {
const x = i * 2;
const y = j * 2;
ary[x][y] = 1;
const isStartArea = (i === 1 && j === 1);
let ranten;
if (isStartArea) {
ranten = Math.random() < 0.5 ? 0 : 2;
} else {
ranten = Math.floor(Math.random() * 4);
}
if (ranten === 0) { ary[x + 1][y] = 1; }
else if (ranten === 1) { ary[x - 1][y] = 1; }
else if (ranten === 2) { ary[x][y + 1] = 1; }
else if (ranten === 3) { ary[x][y - 1] = 1; }
}
}
return ary;
}
function create3DMaze(mazeData) {
const gridSize = mazeData.length;
const offset = (gridSize - 1) / 2;
for (let i = 0; i < gridSize; i++) {
for (let j = 0; j < gridSize; j++) {
if (mazeData[i][j] === 1) {
const wall = document.createElement('a-box');
const x = (i - offset) * MAZE_CELL_SIZE;
const y = WALL_HEIGHT / 2;
const z = (j - offset) * MAZE_CELL_SIZE;
wall.setAttribute('position', {x: x, y: y, z: z});
wall.setAttribute('width', MAZE_CELL_SIZE);
wall.setAttribute('height', WALL_HEIGHT);
wall.setAttribute('depth', MAZE_CELL_SIZE);
wall.setAttribute('color', '#A0522D');
wall.setAttribute('material', { roughness: 0.8 });
wall.setAttribute('shadow', 'cast: true; receive: false');
wall.classList.add('maze-wall');
// ▼▼▼ 変更点4: 生成する壁に static-body 属性を追加 ▼▼▼
wall.setAttribute('static-body', '');
sceneEl.appendChild(wall);
}
}
}
console.log("3D maze created.");
}
function setPlayerStartPosition(mazeData) {
const rigEl = document.getElementById('rig');
const gridSize = mazeData.length;
const offset = (gridSize - 1) / 2;
const startGridX = 1;
const startGridZ = 1;
const startWorldX = (startGridX - offset) * MAZE_CELL_SIZE;
const startWorldZ = (startGridZ - offset) * MAZE_CELL_SIZE;
rigEl.setAttribute('position', `${startWorldX} 0 ${startWorldZ}`);
console.log(`Player start position set to: X=${startWorldX}, Z=${startWorldZ}`);
}
function createSpheres() {
const numberOfSpheres = 30;
const spawnRadius = MAZE_GRID_SIZE / 2 * MAZE_CELL_SIZE * 1.1;
for (let i = 0; i < numberOfSpheres; i++) {
const sphereEl = document.createElement('a-sphere');
const radius = Math.random() * 3 + 0.5;
const angle = Math.random() * Math.PI * 2;
const distance = spawnRadius + Math.random() * 50;
const x = Math.cos(angle) * distance;
const z = Math.sin(angle) * distance;
const y = radius;
const color = `hsl(${Math.random() * 360}, 70%, 50%)`;
sphereEl.setAttribute('position', {x: x, y: y, z: z});
sphereEl.setAttribute('radius', radius);
sphereEl.setAttribute('color', color);
sphereEl.setAttribute('shadow', 'cast: true');
sceneEl.appendChild(sphereEl);
}
console.log(`${numberOfSpheres} spheres created around the maze.`);
}
});
</script>
</a-scene>
</body>
</html>
使用変数
-------( Function ) | |
angle | |
ary | |
background | |
body | |
camera | |
cameraDirection | |
cameraEl | |
cameraObject | |
cameraRight | |
color | |
controls | |
create3DMaze -------( Function ) | |
createSpheres -------( Function ) | |
currentVelocity | |
cursor | |
data | |
deltaPosition | |
desiredVelocity | |
distance | |
dotProduct | |
dt | |
eftThumbstickInput | |
eraWorldQuaternion | |
ffectiveLerpFactor | |
forwardBackward | |
generateMazeData -------( Function ) | |
geometry | |
ghtThumbstickInput | |
gridSize | |
height | |
i | |
id | |
initializeWorld -------( Function ) | |
isCurrentlyMoving | |
isInputActive | |
isOpposingInput | |
isReady | |
isStartArea | |
j | |
keys | |
leftHand | |
leftRight | |
lerpFactor | |
light | |
material | |
mazeData | |
MAZE_CELL_SIZE | |
MAZE_GRID_SIZE | |
moveDirection | |
numberOfSpheres | |
offset | |
onKeyDown | |
onKeyUp | |
physics | |
position | |
radius | |
ranten | |
raycaster | |
rigEl | |
rightHand | |
rotation | |
sceneEl | |
setPlayerStartPosition -------( Function ) | |
shadow | |
spawnRadius | |
sphereEl | |
src | |
startGridX | |
startGridZ | |
startWorldX | |
startWorldZ | |
ui | |
verticalMovement | |
wall | |
WALL_HEIGHT | |
width | |
x | |
X | |
y | |
yawAngle | |
z | |
Z | |
ZERO_VECTOR |