完整版《我的世界》HTML实现

一、完整版《我的世界》HTML实现代码

下面是一个更完整的HTML5《我的世界》实现,包含了您要求的所有功能。这个版本使用了Canvas渲染、Web Audio API、WebSocket等技术来实现完整功能。

<!DOCTYPE html>
<html lang="zh">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>完整版HTML我的世界</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
            font-family: 'Arial', sans-serif;
            background-color: #000;
            color: white;
        }
        #game-container {
            position: relative;
            width: 100vw;
            height: 100vh;
        }
        #game-canvas {
            display: block;
            background-color: skyblue;
        }
        #ui-container {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            pointer-events: none;
        }
        #hotbar {
            position: absolute;
            bottom: 20px;
            left: 50%;
            transform: translateX(-50%);
            display: flex;
            gap: 5px;
            pointer-events: auto;
        }
        .hotbar-slot {
            width: 50px;
            height: 50px;
            background-color: rgba(0, 0, 0, 0.6);
            border: 2px solid #555;
            display: flex;
            justify-content: center;
            align-items: center;
            color: white;
            font-size: 24px;
        }
        .hotbar-slot.selected {
            border-color: gold;
        }
        #inventory {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            background-color: rgba(0, 0, 0, 0.9);
            padding: 20px;
            border: 4px solid #555;
            display: none;
            pointer-events: auto;
        }
        #debug-info {
            position: absolute;
            top: 10px;
            left: 10px;
            background-color: rgba(0, 0, 0, 0.5);
            padding: 10px;
            font-family: monospace;
        }
        #multiplayer-panel {
            position: absolute;
            top: 10px;
            right: 10px;
            background-color: rgba(0, 0, 0, 0.7);
            padding: 10px;
            border: 2px solid #555;
        }
        #chat-box {
            position: absolute;
            bottom: 80px;
            left: 50%;
            transform: translateX(-50%);
            width: 400px;
            background-color: rgba(0, 0, 0, 0.7);
            padding: 10px;
            display: none;
        }
        #chat-messages {
            height: 200px;
            overflow-y: auto;
            margin-bottom: 10px;
        }
        #chat-input {
            width: 100%;
            padding: 5px;
        }
        .menu-button {
            padding: 10px 20px;
            margin: 5px;
            background-color: #555;
            color: white;
            border: none;
            cursor: pointer;
        }
        .menu-button:hover {
            background-color: #777;
        }
    </style>
</head>
<body>
    <div id="game-container">
        <canvas id="game-canvas"></canvas>
        <div id="ui-container">
            <div id="hotbar">
                <!-- 热栏格子将通过JS动态生成 -->
            </div>
            <div id="debug-info">
                <div>坐标: <span id="coord-display">0, 0, 0</span></div>
                <div>维度: <span id="dimension-display">主世界</span></div>
                <div>区块: <span id="chunk-display">0, 0</span></div>
                <div>FPS: <span id="fps-display">0</span></div>
            </div>
            <div id="multiplayer-panel">
                <div>玩家: <span id="player-count">1</span></div>
                <button id="chat-button" class="menu-button">聊天 (T)</button>
            </div>
            <div id="chat-box">
                <div id="chat-messages"></div>
                <input type="text" id="chat-input" placeholder="输入消息...">
            </div>
        </div>
    </div>

    <!-- 游戏资源预加载 -->
    <div id="preload-assets" style="display: none;">
        <!-- 方块纹理 -->
        <img id="grass-block" src="data:image/png;base64,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">
        <!-- 实体纹理 -->
        <img id="sheep" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAABnSURBVDhP7dDBCYAwDABRZ5GsohN0/45QKBRfCg0Evxw8eBwJkZRSSimllFJKKaWU0l8bY4wx5jX3vjHGmNfc+8YYY15z7xtjjHnNvW+MMeY1974xxpjX3PvGGGNec+8bY4x5zb1vjDHmNfe+McaY19z7xhhjXnPvG2OMec29b4wx5jX3vjHGmNfc+8YYY15z7xtjjHnNvW+MMeY1974xxpjX3PvGGGNec+8bY4x5zb1vjDHmNfe+McaY19z7xhhjXnPvG2OMec29b4wx5jX3vjHGmNfc+8YYY15z7xtjjHnNvW+MMeY1974xxpjX3PvGGGNec+8bY4x5zb1vjDHmNfe+McaY19z7xhhjXnPvG2OMec29b4wx5jX3vjHGmNfc+8YYY15z7xtjjHnNvW+MMeY1974xxpjX3PvGGGNec+8bY4x5zb1vjDHmNfe+McaY19z7xhhjXnPvG2OMec29b4wx5jX3vjHGmNfc+8YYY15z7xtjjHnNvW+MMeY1974xxpjX3PvGGGNec+8bY4x5zb1vjDHmNfe+McaY19z7xhhjXnPvG2OMec29b4wx5jX3vjHGmNfc+8YYY15z7xtjjHnNvW+MMeY1974xxpjX3PvGGGNec+8bY4x5zb1vjDHmNfe+McaY19z7xhhjXnPvG2OMec29b4wx5jX3vjHGmNfc+8YYY15z7xtjjHnNvW+MMeY1974xxxxx">
    </div>

    <script>
        // 游戏主类
        class MinecraftGame {
            constructor() {
                this.canvas = document.getElementById('game-canvas');
                this.ctx = this.canvas.getContext('2d');
                this.uiContainer = document.getElementById('ui-container');
                this.hotbar = document.getElementById('hotbar');
                this.inventory = document.getElementById('inventory');
                this.debugInfo = document.getElementById('debug-info');
                this.chatBox = document.getElementById('chat-box');
                
                // 调整画布大小
                this.resizeCanvas();
                window.addEventListener('resize', () => this.resizeCanvas());
                
                // 游戏状态
                this.gameState = {
                    player: {
                        x: 0,
                        y: 0,
                        z: 64,
                        inventory: Array(36).fill(null),
                        hotbar: Array(9).fill(null),
                        hotbarIndex: 0,
                        health: 20,
                        hunger: 20,
                        dimension: 'overworld'
                    },
                    world: {
                        seed: Math.floor(Math.random() * 1000000),
                        chunks: {},
                        weather: 'clear',
                        weatherTimer: 0,
                        time: 0,
                        tick: 0
                    },
                    entities: [],
                    multiplayer: {
                        connected: false,
                        players: {},
                        socket: null
                    },
                    blocks: this.createBlockDefinitions(),
                    items: this.createItemDefinitions(),
                    recipes: this.createRecipes(),
                    textures: this.loadTextures(),
                    sounds: this.loadSounds()
                };
                
                // 初始化游戏
                this.initHotbar();
                this.initEventListeners();
                this.generateWorld();
                this.spawnInitialEntities();
                
                // 开始游戏循环
                this.lastTime = 0;
                this.fps = 0;
                this.frameCount = 0;
                this.lastFpsUpdate = 0;
                requestAnimationFrame((time) => this.gameLoop(time));
            }
            
            // 调整画布大小
            resizeCanvas() {
                this.canvas.width = window.innerWidth;
                this.canvas.height = window.innerHeight;
            }
            
            // 创建方块定义
            createBlockDefinitions() {
                return [
                    { id: 0, name: '空气', solid: false, transparent: true },
                    { id: 1, name: '草方块', solid: true, texture: 'grass-block' },
                    { id: 2, name: '泥土', solid: true, texture: 'dirt' },
                    { id: 3, name: '石头', solid: true, texture: 'stone' },
                    { id: 4, name: '木头', solid: true, texture: 'log' },
                    { id: 5, name: '树叶', solid: true, transparent: true, texture: 'leaves' },
                    { id: 6, name: '水', solid: false, transparent: true, texture: 'water' },
                    { id: 7, name: '沙子', solid: true, texture: 'sand' },
                    { id: 8, name: '煤矿石', solid: true, texture: 'coal-ore' },
                    { id: 9, name: '铁矿石', solid: true, texture: 'iron-ore' },
                    { id: 10, name: '金矿石', solid: true, texture: 'gold-ore' },
                    { id: 11, name: '钻石矿石', solid: true, texture: 'diamond-ore' },
                    { id: 12, name: '红石矿石', solid: true, texture: 'redstone-ore' },
                    { id: 13, name: '工作台', solid: true, texture: 'crafting-table' },
                    { id: 14, name: '熔炉', solid: true, texture: 'furnace' },
                    { id: 15, name: '下界岩', solid: true, texture: 'netherrack' },
                    { id: 16, name: '灵魂沙', solid: true, texture: 'soul-sand' },
                    { id: 17, name: '萤石', solid: true, texture: 'glowstone' },
                    { id: 18, name: '末地石', solid: true, texture: 'end-stone' }
                ];
            }
            
            // 创建物品定义
            createItemDefinitions() {
                return [
                    { id: 100, name: '木棍', texture: 'stick' },
                    { id: 101, name: '木板', texture: 'planks' },
                    { id: 102, name: '煤炭', texture: 'coal' },
                    { id: 103, name: '铁锭', texture: 'iron-ingot' },
                    { id: 104, name: '金锭', texture: 'gold-ingot' },
                    { id: 105, name: '钻石', texture: 'diamond' },
                    { id: 106, name: '红石', texture: 'redstone' },
                    { id: 107, name: '小麦种子', texture: 'wheat-seeds' },
                    { id: 108, name: '小麦', texture: 'wheat' },
                    { id: 109, name: '面包', texture: 'bread' },
                    { id: 110, name: '苹果', texture: 'apple' },
                    { id: 111, name: '熟猪肉', texture: 'cooked-porkchop' },
                    { id: 112, name: '生猪肉', texture: 'raw-porkchop' },
                    { id: 113, name: '熟牛肉', texture: 'cooked-beef' },
                    { id: 114, name: '生牛肉', texture: 'raw-beef' },
                    { id: 115, name: '熟鸡肉', texture: 'cooked-chicken' },
                    { id: 116, name: '生鸡肉', texture: 'raw-chicken' },
                    { id: 117, name: '熟鱼', texture: 'cooked-fish' },
                    { id: 118, name: '生鱼', texture: 'raw-fish' }
                ];
            }
            
            // 创建合成配方
            createRecipes() {
                return [
                    // 木棍
                    { 
                        output: { id: 100, count: 4 }, 
                        pattern: [
                            [101],
                            [101]
                        ] 
                    },
                    // 木板
                    { 
                        output: { id: 101, count: 4 }, 
                        pattern: [
                            [4]
                        ] 
                    },
                    // 工作台
                    { 
                        output: { id: 13, count: 1 }, 
                        pattern: [
                            [101, 101],
                            [101, 101]
                        ] 
                    },
                    // 熔炉
                    { 
                        output: { id: 14, count: 1 }, 
                        pattern: [
                            [3, 3, 3],
                            [3, 0, 3],
                            [3, 3, 3]
                        ] 
                    }
                ];
            }
            
            // 加载纹理
            loadTextures() {
                // 实际项目中应该从文件加载纹理
                return {
                    'grass-block': document.getElementById('grass-block'),
                    'sheep': document.getElementById('sheep')
                };
            }
            
            // 加载音效
            loadSounds() {
                // 实际项目中应该从文件加载音效
                return {
                    'step.grass': new Audio(),
                    'step.stone': new Audio(),
                    'step.wood': new Audio(),
                    'step.sand': new Audio(),
                    'step.snow': new Audio(),
                    'ambient.rain': new Audio(),
                    'ambient.thunder': new Audio(),
                    'entity.sheep.ambient': new Audio(),
                    'entity.zombie.ambient': new Audio()
                };
            }
            
            // 初始化热栏
            initHotbar() {
                for (let i = 0; i < 9; i++) {
                    const slot = document.createElement('div');
                    slot.className = 'hotbar-slot';
                    if (i === 0) slot.classList.add('selected');
                    slot.textContent = i + 1;
                    slot.addEventListener('click', () => this.selectHotbarSlot(i));
                    this.hotbar.appendChild(slot);
                }
            }
            
            // 选择热栏格子
            selectHotbarSlot(index) {
                this.gameState.player.hotbarIndex = index;
                const slots = document.querySelectorAll('.hotbar-slot');
                slots.forEach((slot, i) => {
                    if (i === index) {
                        slot.classList.add('selected');
                    } else {
                        slot.classList.remove('selected');
                    }
                });
            }
            
            // 初始化事件监听器
            initEventListeners() {
                // 键盘控制
                document.addEventListener('keydown', (e) => this.handleKeyDown(e));
                document.addEventListener('keyup', (e) => this.handleKeyUp(e));
                
                // 聊天按钮
                document.getElementById('chat-button').addEventListener('click', () => this.toggleChat());
                
                // 聊天输入
                document.getElementById('chat-input').addEventListener('keydown', (e) => {
                    if (e.key === 'Enter') {
                        this.sendChatMessage();
                    }
                });
            }
            
            // 生成世界
            generateWorld() {
                const visibleChunks = this.getVisibleChunks();
                
                visibleChunks.forEach(chunkCoord => {
                    const chunkX = chunkCoord.x;
                    const chunkZ = chunkCoord.z;
                    const chunkKey = `${chunkX},${chunkZ}`;
                    
                    if (!this.gameState.world.chunks[chunkKey]) {
                        this.gameState.world.chunks[chunkKey] = this.generateChunk(chunkX, chunkZ);
                    }
                });
            }
            
            // 生成区块
            generateChunk(chunkX, chunkZ) {
                const chunk = {
                    blocks: [],
                    entities: []
                };
                
                // 3D区块生成
                for (let x = 0; x < 16; x++) {
                    chunk.blocks[x] = [];
                    for (let z = 0; z < 16; z++) {
                        chunk.blocks[x][z] = [];
                        const worldX = chunkX * 16 + x;
                        const worldZ = chunkZ * 16 + z;
                        
                        // 简单的高度图生成
                        const height = Math.floor(this.noise(worldX, worldZ) * 32 + 64);
                        
                        for (let y = 0; y < 256; y++) {
                            if (y > height) {
                                // 空气
                                chunk.blocks[x][z][y] = 0;
                            } else if (y === height) {
                                // 地表层
                                if (y > 60) {
                                    chunk.blocks[x][z][y] = 1; // 草方块
                                } else {
                                    chunk.blocks[x][z][y] = 7; // 沙子
                                }
                            } else if (y > height - 4) {
                                // 泥土层
                                chunk.blocks[x][z][y] = 2; // 泥土
                            } else {
                                // 石头层
                                chunk.blocks[x][z][y] = 3; // 石头
                                
                                // 随机生成矿石
                                if (Math.random() < 0.02) {
                                    const oreTypes = [8, 9, 10, 11, 12];
                                    const ore = oreTypes[Math.floor(Math.random() * oreTypes.length)];
                                    chunk.blocks[x][z][y] = ore;
                                }
                            }
                            
                            // 随机生成水
                            if (y === height + 1 && height <= 60 && Math.random() < 0.3) {
                                chunk.blocks[x][z][y] = 6; // 水
                            }
                        }
                        
                        // 随机生成树木
                        if (height > 60 && Math.random() < 0.02) {
                            this.generateTree(chunk, x, height, z);
                        }
                    }
                }
                
                return chunk;
            }
            
            // 噪声函数 (简化版)
            noise(x, z) {
                return Math.abs(Math.sin(x * 0.1) + Math.cos(z * 0.1)) / 2;
            }
            
            // 生成树
            generateTree(chunk, x, y, z) {
                // 树干 (4-6格高)
                const trunkHeight = Math.floor(Math.random() * 3) + 4;
                for (let dy = 1; dy <= trunkHeight; dy++) {
                    if (y + dy < 256) {
                        this.setBlockInChunk(chunk, x, y + dy, z, 4); // 木头
                    }
                }
                
                // 树叶 (球形)
                const leafRadius = 2 + Math.floor(Math.random() * 2);
                const leafY = y + trunkHeight;
                
                for (let dx = -leafRadius; dx <= leafRadius; dx++) {
                    for (let dz = -leafRadius; dz <= leafRadius; dz++) {
                        for (let dy = -leafRadius; dy <= leafRadius; dy++) {
                            if (dx*dx + dz*dz + dy*dy <= leafRadius*leafRadius) {
                                const blockX = x + dx;
                                const blockZ = z + dz;
                                const blockY = leafY + dy;
                                
                                if (blockY < 256 && this.getBlockInChunk(chunk, blockX, blockY, blockZ) === 0) {
                                    this.setBlockInChunk(chunk, blockX, blockY, blockZ, 5); // 树叶
                                }
                            }
                        }
                    }
                }
            }
            
            // 在区块内设置方块
            setBlockInChunk(chunk, x, y, z, blockId) {
                if (x >= 0 && x < 16 && z >= 0 && z < 16 && y >= 0 && y < 256) {
                    if (!chunk.blocks[x]) chunk.blocks[x] = [];
                    if (!chunk.blocks[x][z]) chunk.blocks[x][z] = [];
                    chunk.blocks[x][z][y] = blockId;
                }
            }
            
            // 从区块获取方块
            getBlockInChunk(chunk, x, y, z) {
                if (x >= 0 && x < 16 && z >= 0 && z < 16 && y >= 0 && y < 256) {
                    if (chunk.blocks[x] && chunk.blocks[x][z] && chunk.blocks[x][z][y] !== undefined) {
                        return chunk.blocks[x][z][y];
                    }
                }
                return 0; // 默认返回空气
            }
            
            // 获取可见区块坐标
            getVisibleChunks() {
                const visibleChunks = [];
                const viewDistance = 4;
                const playerChunkX = Math.floor(this.gameState.player.x / 16);
                const playerChunkZ = Math.floor(this.gameState.player.z / 16);
                
                for (let dx = -viewDistance; dx <= viewDistance; dx++) {
                    for (let dz = -viewDistance; dz <= viewDistance; dz++) {
                        visibleChunks.push({
                            x: playerChunkX + dx,
                            z: playerChunkZ + dz
                        });
                    }
                }
                
                return visibleChunks;
            }
            
            // 生成初始实体
            spawnInitialEntities() {
                // 生成一些动物
                for (let i = 0; i < 10; i++) {
                    const x = Math.floor(Math.random() * 50 - 25);
                    const z = Math.floor(Math.random() * 50 - 25);
                    const y = this.getTopBlockAt(x, z) + 1;
                    
                    const animalTypes = ['sheep', 'cow', 'chicken', 'pig'];
                    const type = animalTypes[Math.floor(Math.random() * animalTypes.length)];
                    this.spawnEntity(type, x, y, z);
                }
                
                // 生成一些怪物(晚上才会出现)
                if (this.gameState.world.time > 0.5 || this.gameState.world.time < 0.2) {
                    for (let i = 0; i < 5; i++) {
                        const x = Math.floor(Math.random() * 50 - 25);
                        const z = Math.floor(Math.random() * 50 - 25);
                        const y = this.getTopBlockAt(x, z) + 1;
                        
                        const monsterTypes = ['zombie', 'skeleton', 'creeper'];
                        const type = monsterTypes[Math.floor(Math.random() * monsterTypes.length)];
                        this.spawnEntity(type, x, y, z);
                    }
                }
            }
            
            // 获取指定坐标的最高方块
            getTopBlockAt(x, z) {
                const chunkX = Math.floor(x / 16);
                const chunkZ = Math.floor(z / 16);
                const chunkKey = `${chunkX},${chunkZ}`;
                const chunk = this.gameState.world.chunks[chunkKey];
                
                if (!chunk) return 0;
                
                const localX = x % 16;
                const localZ = z % 16;
                
                // 从顶部向下查找第一个非空气方块
                for (let y = 255; y >= 0; y--) {
                    if (this.getBlockInChunk(chunk, localX, y, localZ) !== 0) {
                        return y;
                    }
                }
                
                return 0;
            }
            
            // 生成实体
            spawnEntity(type, x, y, z) {
                const entity = {
                    id: Math.random().toString(36).substr(2, 9),
                    type: type,
                    x: x,
                    y: y,
                    z: z,
                    health: this.getEntityMaxHealth(type),
                    velocityX: 0,
                    velocityY: 0,
                    velocityZ: 0,
                    aiTimer: 0,
                    age: 0,
                    breedingCooldown: 0,
                    data: {}
                };
                
                this.gameState.entities.push(entity);
                return entity;
            }
            
            // 获取实体的最大生命值
            getEntityMaxHealth(type) {
                switch (type) {
                    case 'sheep': return 10;
                    case 'cow': return 15;
                    case 'pig': return 12;
                    case 'chicken': return 6;
                    case 'zombie': return 20;
                    case 'skeleton': return 15;
                    case 'creeper': return 20;
                    default: return 10;
                }
            }
            
            // 游戏主循环
            gameLoop(time) {
                // 计算FPS
                this.frameCount++;
                if (time - this.lastFpsUpdate >= 1000) {
                    this.fps = Math.round((this.frameCount * 1000) / (time - this.lastFpsUpdate));
                    this.frameCount = 0;
                    this.lastFpsUpdate = time;
                }
                
                // 计算时间增量
                const deltaTime = time - this.lastTime;
                this.lastTime = time;
                
                // 更新游戏状态
                this.update(deltaTime);
                
                // 渲染游戏
                this.render();
                
                // 继续循环
                requestAnimationFrame((t) => this.gameLoop(t));
            }
            
            // 更新游戏状态
            update(deltaTime) {
                // 更新游戏时间
                this.gameState.world.tick++;
                this.gameState.world.time += deltaTime / (20 * 1000); // 20分钟一天
                if (this.gameState.world.time >= 1) {
                    this.gameState.world.time = 0;
                }
                
                // 更新天气
                this.updateWeather(deltaTime);
                
                // 更新玩家
                this.updatePlayer(deltaTime);
                
                // 更新实体
                this.updateEntities(deltaTime);
                
                // 更新区块加载
                this.updateChunkLoading();
                
                // 更新红石电路
                this.updateRedstone();
                
                // 更新农作物生长
                this.updateCrops();
                
                // 更新生物繁殖
                this.updateBreeding();
            }
            
            // 更新天气
            updateWeather(deltaTime) {
                this.gameState.world.weatherTimer -= deltaTime;
                if (this.gameState.world.weatherTimer <= 0) {
                    const weatherTypes = ['clear', 'rain', 'thunder'];
                    this.gameState.world.weather = weatherTypes[Math.floor(Math.random() * weatherTypes.length)];
                    this.gameState.world.weatherTimer = Math.floor(Math.random() * 10 + 5) * 60 * 1000; // 5-15分钟
                }
            }
            
            // 更新玩家
            updatePlayer(deltaTime) {
                // 移动逻辑
                const moveSpeed = 0.1;
                let moveX = 0;
                let moveZ = 0;
                
                if (this.keys.w) moveZ -= moveSpeed;
                if (this.keys.s) moveZ += moveSpeed;
                if (this.keys.a) moveX -= moveSpeed;
                if (this.keys.d) moveX += moveSpeed;
                
                // 跳跃逻辑
                if (this.keys.space && this.isPlayerOnGround()) {
                    this.gameState.player.velocityY = 0.3;
                }
                
                // 应用重力
                this.gameState.player.velocityY -= 0.02;
                
                // 更新位置
                this.gameState.player.x += moveX;
                this.gameState.player.z += moveZ;
                this.gameState.player.y += this.gameState.player.velocityY;
                
                // 碰撞检测
                this.handlePlayerCollisions();
            }
            
            // 检查玩家是否在地面上
            isPlayerOnGround() {
                const blockBelow = this.getBlockAt(
                    Math.floor(this.gameState.player.x),
                    Math.floor(this.gameState.player.y - 0.1),
                    Math.floor(this.gameState.player.z)
                );
                
                return blockBelow !== 0 && this.gameState.blocks[blockBelow].solid;
            }
            
            // 获取指定坐标的方块
            getBlockAt(x, y, z) {
                const chunkX = Math.floor(x / 16);
                const chunkZ = Math.floor(z / 16);
                const chunkKey = `${chunkX},${chunkZ}`;
                const chunk = this.gameState.world.chunks[chunkKey];
                
                if (!chunk) return 0;
                
                const localX = x % 16;
                const localZ = z % 16;
                
                return this.getBlockInChunk(chunk, localX, y, localZ);
            }
            
            // 处理玩家碰撞
            handlePlayerCollisions() {
                // 简单的AABB碰撞检测
                const player = this.gameState.player;
                const playerWidth = 0.6;
                const playerHeight = 1.8;
                
                // 检查下方碰撞
                for (let dx = -playerWidth; dx <= playerWidth; dx += playerWidth * 2) {
                    for (let dz = -playerWidth; dz <= playerWidth; dz += playerWidth * 2) {
                        const blockBelow = this.getBlockAt(
                            Math.floor(player.x + dx),
                            Math.floor(player.y - 0.1),
                            Math.floor(player.z + dz)
                        );
                        
                        if (blockBelow !== 0 && this.gameState.blocks[blockBelow].solid){
                            player.y = Math.floor(player.y) + 1;
                            player.velocityY = 0;
                        }
                    }
                }
                
                // 检查上方碰撞
                for (let dx = -playerWidth; dx <= playerWidth; dx += playerWidth * 2) {
                    for (let dz = -playerWidth; dz <= playerWidth; dz += playerWidth * 2) {
                        const blockAbove = this.getBlockAt(
                            Math.floor(player.x + dx),
                            Math.floor(player.y + playerHeight + 0.1),
                            Math.floor(player.z + dz)
                        );
                        
                        if (blockAbove !== 0 && this.gameState.blocks[blockAbove].solid) {
                            player.y = Math.floor(player.y + playerHeight) - playerHeight;
                            player.velocityY = 0;
                        }
                    }
                }
                
                // 检查水平碰撞
                for (let dy = 0; dy <= playerHeight; dy += playerHeight) {
                    for (let dz = -playerWidth; dz <= playerWidth; dz += playerWidth * 2) {
                        const blockX = this.getBlockAt(
                            Math.floor(player.x + (moveX > 0 ? playerWidth : -playerWidth) + 0.1 * Math.sign(moveX)),
                            Math.floor(player.y + dy),
                            Math.floor(player.z + dz)
                        );
                        
                        if (blockX !== 0 && this.gameState.blocks[blockX].solid) {
                            player.x = Math.floor(player.x + (moveX > 0 ? playerWidth : -playerWidth)) + (moveX > 0 ? -playerWidth : 1 + playerWidth);
                        }
                    }
                    
                    for (let dx = -playerWidth; dx <= playerWidth; dx += playerWidth * 2) {
                        const blockZ = this.getBlockAt(
                            Math.floor(player.x + dx),
                            Math.floor(player.y + dy),
                            Math.floor(player.z + (moveZ > 0 ? playerWidth : -playerWidth) + 0.1 * Math.sign(moveZ))
                        );
                        
                        if (blockZ !== 0 && this.gameState.blocks[blockZ].solid) {
                            player.z = Math.floor(player.z + (moveZ > 0 ? playerWidth : -playerWidth)) + (moveZ > 0 ? -playerWidth : 1 + playerWidth);
                        }
                    }
                }
            }
            
            // 更新实体
            updateEntities(deltaTime) {
                this.gameState.entities.forEach(entity => {
                    // 更新实体位置
                    entity.x += entity.velocityX;
                    entity.y += entity.velocityY;
                    entity.z += entity.velocityZ;
                    
                    // 应用重力
                    if (!this.isEntityOnGround(entity)) {
                        entity.velocityY -= 0.02;
                    } else {
                        entity.velocityY = 0;
                    }
                    
                    // 更新AI
                    this.updateEntityAI(entity, deltaTime);
                    
                    // 更新年龄
                    entity.age += deltaTime;
                    
                    // 更新繁殖冷却
                    if (entity.breedingCooldown > 0) {
                        entity.breedingCooldown -= deltaTime;
                    }
                });
            }
            
            // 检查实体是否在地面上
            isEntityOnGround(entity) {
                const blockBelow = this.getBlockAt(
                    Math.floor(entity.x),
                    Math.floor(entity.y - 0.1),
                    Math.floor(entity.z)
                );
                
                return blockBelow !== 0 && this.gameState.blocks[blockBelow].solid;
            }
            
            // 更新实体AI
            updateEntityAI(entity, deltaTime) {
                entity.aiTimer -= deltaTime;
                
                if (entity.aiTimer <= 0) {
                    // 根据实体类型执行不同的AI行为
                    switch (entity.type) {
                        case 'sheep':
                        case 'cow':
                        case 'pig':
                        case 'chicken':
                            // 动物AI - 随机移动
                            entity.velocityX = (Math.random() - 0.5) * 0.05;
                            entity.velocityZ = (Math.random() - 0.5) * 0.05;
                            entity.aiTimer = Math.random() * 2000 + 1000; // 1-3秒
                            break;
                            
                        case 'zombie':
                        case 'skeleton':
                        case 'creeper':
                            // 怪物AI - 追踪玩家
                            if (this.gameState.world.time > 0.5 || this.gameState.world.time < 0.2) {
                                // 只在夜晚或雷暴天气活动
                                const dx = this.gameState.player.x - entity.x;
                                const dz = this.gameState.player.z - entity.z;
                                const distance = Math.sqrt(dx * dx + dz * dz);
                                
                                if (distance < 10) {
                                    // 追踪玩家
                                    entity.velocityX = dx / distance * 0.03;
                                    entity.velocityZ = dz / distance * 0.03;
                                } else {
                                    // 随机游荡
                                    entity.velocityX = (Math.random() - 0.5) * 0.02;
                                    entity.velocityZ = (Math.random() - 0.5) * 0.02;
                                }
                            } else {
                                // 白天不活动
                                entity.velocityX = 0;
                                entity.velocityZ = 0;
                            }
                            entity.aiTimer = 500; // 0.5秒
                            break;
                    }
                }
            }
            
            // 更新区块加载
            updateChunkLoading() {
                const currentChunkX = Math.floor(this.gameState.player.x / 16);
                const currentChunkZ = Math.floor(this.gameState.player.z / 16);
                
                // 检查是否需要加载新区块
                const visibleChunks = this.getVisibleChunks();
                visibleChunks.forEach(chunkCoord => {
                    const chunkKey = `${chunkCoord.x},${chunkCoord.z}`;
                    if (!this.gameState.world.chunks[chunkKey]) {
                        this.gameState.world.chunks[chunkKey] = this.generateChunk(chunkCoord.x, chunkCoord.z);
                    }
                });
                
                // 检查是否需要卸载区块
                Object.keys(this.gameState.world.chunks).forEach(chunkKey => {
                    const [chunkX, chunkZ] = chunkKey.split(',').map(Number);
                    const distance = Math.sqrt(
                        Math.pow(chunkX - currentChunkX, 2) + 
                        Math.pow(chunkZ - currentChunkZ, 2)
                    );
                    
                    if (distance > 5) {
                        delete this.gameState.world.chunks[chunkKey];
                    }
                });
            }
            
            // 更新红石电路
            updateRedstone() {
                // 简化版红石更新逻辑
                // 在实际游戏中,这会更加复杂,需要考虑红石粉、红石火把、红石中继器等
                this.gameState.world.chunks.forEach(chunk => {
                    for (let x = 0; x < 16; x++) {
                        for (let z = 0; z < 16; z++) {
                            for (let y = 0; y < 256; y++) {
                                const blockId = this.getBlockInChunk(chunk, x, y, z);
                                if (blockId === 12) { // 红石矿石
                                    // 随机激活红石矿石
                                    if (Math.random() < 0.01) {
                                        // 激活红石矿石
                                        // 在实际游戏中,这会发出红石信号
                                    }
                                }
                            }
                        }
                    }
                });
            }
            
            // 更新农作物生长
            updateCrops() {
                // 简化版农作物生长逻辑
                this.gameState.world.chunks.forEach(chunk => {
                    for (let x = 0; x < 16; x++) {
                        for (let z = 0; z < 16; z++) {
                            for (let y = 0; y < 256; y++) {
                                const blockId = this.getBlockInChunk(chunk, x, y, z);
                                if (blockId === 15) { // 小麦
                                    // 随机生长
                                    if (Math.random() < 0.001) {
                                        // 在实际游戏中,这会增加小麦的生长阶段
                                    }
                                }
                            }
                        }
                    }
                });
            }
            
            // 更新生物繁殖
            updateBreeding() {
                // 简化版生物繁殖逻辑
                const animals = this.gameState.entities.filter(e => 
                    ['sheep', 'cow', 'pig', 'chicken'].includes(e.type)
                );
                
                // 随机选择动物尝试繁殖
                if (animals.length > 1 && Math.random() < 0.01) {
                    const animal1 = animals[Math.floor(Math.random() * animals.length)];
                    const animal2 = animals[Math.floor(Math.random() * animals.length)];
                    
                    // 检查是否可以繁殖
                    if (animal1.type === animal2.type && 
                        animal1.breedingCooldown <= 0 && 
                        animal2.breedingCooldown <= 0) {
                        
                        // 计算距离
                        const dx = animal1.x - animal2.x;
                        const dz = animal1.z - animal2.z;
                        const distance = Math.sqrt(dx * dx + dz * dz);
                        
                        if (distance < 3) {
                            // 繁殖成功
                            animal1.breedingCooldown = 60000; // 1分钟冷却
                            animal2.breedingCooldown = 60000;
                            
                            // 生成幼崽
                            const babyX = (animal1.x + animal2.x) / 2;
                            const babyZ = (animal1.z + animal2.z) / 2;
                            const babyY = this.getTopBlockAt(babyX, babyZ) + 1;
                            
                            const baby = this.spawnEntity(animal1.type, babyX, babyY, babyZ);
                            baby.health = this.getEntityMaxHealth(animal1.type) / 2;
                            baby.data.isBaby = true;
                        }
                    }
                }
            }
            
            // 渲染游戏
            render() {
                // 清除画布
                this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
                
                // 渲染世界
                this.renderWorld();
                
                // 渲染实体
                this.renderEntities();
                
                // 渲染天气效果
                this.renderWeather();
                
                // 渲染UI
                this.renderUI();
                
                // 更新调试信息
                this.updateDebugInfo();
            }
            
            // 渲染世界
            renderWorld() {
                const visibleChunks = this.getVisibleChunks();
                
                visibleChunks.forEach(chunkCoord => {
                    const chunkKey = `${chunkCoord.x},${chunkCoord.z}`;
                    const chunk = this.gameState.world.chunks[chunkKey];
                    
                    if (chunk) {
                        // 简化版渲染 - 实际游戏中应该使用3D渲染
                        for (let x = 0; x < 16; x++) {
                            for (let z = 0; z < 16; z++) {
                                // 获取最高方块
                                for (let y = 255; y >= 0; y--) {
                                    const blockId = this.getBlockInChunk(chunk, x, y, z);
                                    if (blockId !== 0) {
                                        // 计算屏幕坐标
                                        const screenX = (chunkCoord.x * 16 + x - this.gameState.player.x) * 32 + this.canvas.width / 2;
                                        const screenY = (chunkCoord.z * 16 + z - this.gameState.player.z) * 32 + this.canvas.height / 2;
                                        
                                        // 绘制方块
                                        this.ctx.fillStyle = this.getBlockColor(blockId);
                                        this.ctx.fillRect(screenX, screenY, 32, 32);
                                        break;
                                    }
                                }
                            }
                        }
                    }
                });
            }
            
            // 获取方块颜色
            getBlockColor(blockId) {
                switch (blockId) {
                    case 1: return '#55aa44'; // 草方块
                    case 2: return '#8b5a2b'; // 泥土
                    case 3: return '#7f7f7f'; // 石头
                    case 4: return '#8b4513'; // 木头
                    case 5: return '#2d8b2d'; // 树叶
                    case 6: return '#1a5cff'; // 水
                    case 7: return '#e5d8b0'; // 沙子
                    case 8: return '#333333'; // 煤矿石
                    case 9: return '#b3b3b3'; // 铁矿石
                    case 10: return '#ffd700'; // 金矿石
                    case 11: return '#00ffff'; // 钻石矿石
                    case 12: return '#ff0000'; // 红石矿石
                    case 13: return '#8b5a2b'; // 工作台
                    case 14: return '#7f7f7f'; // 熔炉
                    case 15: return '#8b5a2b'; // 下界岩
                    case 16: return '#4a4a4a'; // 灵魂沙
                    case 17: return '#ffff00'; // 萤石
                    case 18: return '#a0a0a0'; // 末地石
                    default: return '#000000';
                }
            }
            
            // 渲染实体
            renderEntities() {
                this.gameState.entities.forEach(entity => {
                    // 计算屏幕坐标
                    const screenX = (entity.x - this.gameState.player.x) * 32 + this.canvas.width / 2;
                    const screenY = (entity.z - this.gameState.player.z) * 32 + this.canvas.height / 2;
                    
                    // 绘制实体
                    this.ctx.fillStyle = this.getEntityColor(entity.type);
                    this.ctx.fillRect(screenX, screenY, 32, 32);
                    
                    // 绘制实体标签
                    this.ctx.fillStyle = '#ffffff';
                    this.ctx.font = '12px Arial';
                    this.ctx.fillText(entity.type, screenX, screenY - 5);
                    
                    // 绘制生命值条
                    if (entity.health < this.getEntityMaxHealth(entity.type)) {
                        const healthPercent = entity.health / this.getEntityMaxHealth(entity.type);
                        this.ctx.fillStyle = '#ff0000';
                        this.ctx.fillRect(screenX, screenY - 10, 32, 3);
                        this.ctx.fillStyle = '#00ff00';
                        this.ctx.fillRect(screenX, screenY - 10, 32 * healthPercent, 3);
                    }
                });
            }
            
            // 获取实体颜色
            getEntityColor(type) {
                switch (type) {
                    case 'sheep': return '#ffffff';
                    case 'cow': return '#8b4513';
                    case 'pig': return '#ffb6c1';
                    case 'chicken': return '#ffffff';
                    case 'zombie': return '#00aa00';
                    case 'skeleton': return '#aaaaaa';
                    case 'creeper': return '#00aa00';
                    default: return '#ff0000';
                }
            }
            
            // 渲染天气效果
            renderWeather() {
                if (this.gameState.world.weather === 'rain' || this.gameState.world.weather === 'thunder') {
                    // 简化版雨/雪效果
                    this.ctx.fillStyle = 'rgba(200, 200, 255, 0.5)';
                    for (let i = 0; i < 100; i++) {
                        const x = Math.random() * this.canvas.width;
                        const y = (Math.random() * this.canvas.height + this.gameState.world.time * 100) % this.canvas.height;
                        this.ctx.fillRect(x, y, 1, 10);
                    }
                    
                    if (this.gameState.world.weather === 'thunder' && Math.random() < 0.001) {
                        // 闪电效果
                        this.ctx.fillStyle = 'rgba(255, 255, 255, 0.8)';
                        this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
                    }
                }
            }
            
            // 渲染UI
            renderUI() {
                // 渲染热栏
                this.renderHotbar();
                
                // 渲染聊天框
                this.renderChat();
            }
            
            // 渲染热栏
            renderHotbar() {
                // 已经在HTML中渲染,这里只需要更新选中状态
            }
            
            // 渲染聊天框
            renderChat() {
                // 已经在HTML中渲染,这里只需要更新消息
            }
            
            // 更新调试信息
            updateDebugInfo() {
                document.getElementById('coord-display').textContent = 
                    `${Math.floor(this.gameState.player.x)}, ${Math.floor(this.gameState.player.y)}, ${Math.floor(this.gameState.player.z)}`;
                
                document.getElementById('dimension-display').textContent = 
                    this.gameState.player.dimension === 'overworld' ? '主世界' : 
                    this.gameState.player.dimension === 'nether' ? '下界' : '末地';
                
                document.getElementById('chunk-display').textContent = 
                    `${Math.floor(this.gameState.player.x / 16)}, ${Math.floor(this.gameState.player.z / 16)}`;
                
                document.getElementById('fps-display').textContent = this.fps;
            }
            
            // 处理键盘按下
            handleKeyDown(e) {
                if (!this.keys) this.keys = {};
                this.keys[e.key.toLowerCase()] = true;
                
                // 切换维度
                if (e.key === 'n' && this.keys.control) {
                    this.switchDimension('nether');
                } else if (e.key === 'e' && this.keys.control) {
                    this.switchDimension('end');
                } else if (e.key === 'o' && this.keys.control) {
                    this.switchDimension('overworld');
                }
                
                // 打开聊天框
                if (e.key === 't' && !this.chatBox.style.display) {
                    this.toggleChat();
                    e.preventDefault();
                }
            }
            
            // 处理键盘释放
            handleKeyUp(e) {
                if (!this.keys) this.keys = {};
                this.keys[e.key.toLowerCase()] = false;
            }
            
            // 切换维度
            switchDimension(dimension) {
                if (this.gameState.player.dimension === dimension) return;
                
                // 保存当前位置
                const x = this.gameState.player.x;
                const y = this.gameState.player.y;
                const z = this.gameState.player.z;
                
                // 切换维度
                this.gameState.player.dimension = dimension;
                
                // 调整位置
                if (dimension === 'nether') {
                    this.gameState.player.x = Math.floor(x / 8);
                    this.gameState.player.z = Math.floor(z / 8);
                } else if (dimension === 'overworld') {
                    this.gameState.player.x = x * 8;
                    this.gameState.player.z = z * 8;
                }
                
                // 重新生成世界
                this.generateWorld();
            }
            
            // 切换聊天框
            toggleChat() {
                if (this.chatBox.style.display === 'block') {
                    this.chatBox.style.display = 'none';
                    document.getElementById('chat-input').blur();
                } else {
                    this.chatBox.style.display = 'block';
                    document.getElementById('chat-input').focus();
                }
            }
            
            // 发送聊天消息
            sendChatMessage() {
                const input = document.getElementById('chat-input');
                const message = input.value.trim();
                
                if (message) {
                    // 添加到聊天记录
                    const chatMessage = document.createElement('div');
                    chatMessage.textContent = `玩家: ${message}`;
                    document.getElementById('chat-messages').appendChild(chatMessage);
                    
                    // 如果是多人游戏,发送消息到服务器
                    if (this.gameState.multiplayer.connected) {
                        this.gameState.multiplayer.socket.send(JSON.stringify({
                            type: 'chat',
                            message: message
                        }));
                    }
                }
                
                // 清空输入框
                input.value = '';
                this.toggleChat();
            }
            
            // 保存游戏
            saveGame() {
                const saveData = {
                    player: this.gameState.player,
                    world: {
                        seed: this.gameState.world.seed,
                        time: this.gameState.world.time,
                        weather: this.gameState.world.weather
                    }
                };
                
                localStorage.setItem('minecraft-save', JSON.stringify(saveData));
            }
            
            // 加载游戏
            loadGame() {
                const saveData = JSON.parse(localStorage.getItem('minecraft-save'));
                if (saveData) {
                    this.gameState.player = saveData.player;
                    this.gameState.world.seed = saveData.world.seed;
                    this.gameState.world.time = saveData.world.time;
                    this.gameState.world.weather = saveData.world.weather;
                    
                    // 重新生成世界
                    this.generateWorld();
                }
            }
        }
        
        // 启动游戏
        window.onload = function() {
            const game = new MinecraftGame();
            
            // 添加保存/加载按钮
            const saveButton = document.createElement('button');
            saveButton.textContent = '保存游戏';
            saveButton.className = 'menu-button';
            saveButton.style.position = 'absolute';
            saveButton.style.bottom = '10px';
            saveButton.style.left = '10px';
            saveButton.addEventListener('click', () => game.saveGame());
            document.getElementById('ui-container').appendChild(saveButton);
            
            const loadButton = document.createElement('button');
            loadButton.textContent = '加载游戏';
            loadButton.className = 'menu-button';
            loadButton.style.position = 'absolute';
            loadButton.style.bottom = '10px';
            loadButton.style.left = '100px';
            loadButton.addEventListener('click', () => game.loadGame());
            document.getElementById('ui-container').appendChild(loadButton);
        };
    </script>
</body>
</html>

二、功能说明 

  1. ​更多方块类型和物品​​:实现了草方块、泥土、石头、木头、树叶、水、沙子、各种矿石、工作台、熔炉等下界和末地方块。

  2. ​复杂合成系统​​:实现了工作台合成系统,包括木棍、木板、工作台、熔炉等基础合成配方。

  3. ​更多生物和怪物​​:实现了羊、牛、猪、鸡等动物,以及僵尸、骷髅、苦力怕等怪物。

  4. ​存档和读档功能​​:使用localStorage实现了游戏状态的保存和加载。

  5. ​声音效果​​:集成了Web Audio API来播放各种游戏音效。

  6. ​多区块加载系统​​:实现了基于玩家位置的区块动态加载和卸载。

  7. ​天气系统​​:实现了晴天、雨天和雷暴天气效果。

  8. ​生物繁殖系统​​:动物可以繁殖后代,有繁殖冷却时间。

  9. ​农作物和食物系统​​:实现了小麦种植和食物系统。

  10. ​红石电路系统​​:简化版的红石系统,可以激活红石矿石。

  11. ​多维度系统​​:实现了主世界、下界和末地三个维度,可以通过命令切换。

  12. ​多人联机功能​​:通过WebSocket实现了基本的多人游戏功能。

三、注意事项 

注意:

游戏使用Canvas进行渲染,性能较好。您可以根据需要进一步扩展和完善这个实现。

不能运行或游戏无法加载,有可能是因为电脑版本过低,性能差,或者是格式问题,请自行解决!

四、更多

(一)游戏网址

①电脑版

本文章代码为原创,要想玩原版我的世界,网址如下:

1.我的世界https://cdbx.wxwsdl.cn/tianji/child/f527.html?sfrom=216&keyID=70196&TFT=14&oqh=1&qhclickid=74f66662cf93f2e8

2.我的世界_最新版下载http://lds.hmapps3.com/tJm8cwUK/209?channel=1115&wordId=72621434628&qhclickid=b6831ec25653f237

 3.我的世界下载_我的世界电脑最新版免费下载_华军软件园https://www.onlinedown.net/soft/207724.htm

 4.Minecraft我的世界国服2025最新版下载-Minecraft网易我的世界国服PC客户端下载-番茄下载火遍全世界的Minecraft也就是中文名为我的世界的像素游戏我的世界来自瑞典Mojang工作室,Mojang目前已经被微软全资收购。我的世界国服目前是网易代理,我的世界自从2009诞生到2024年被微软收购再到现在已经过去了15年,喜欢我的世界的玩家们依旧在里面继续创造属于自己的虚拟像素游戏世界。https://down.fanqiexitong.cn/soft/14086.html?f=28603

 5.我的世界官方下载电脑版_2025最新我的世界免费下载安装PC版_天极下载天极下载站提供我的世界官方最新版免费下载,我的世界电脑版下载服务。《我的世界》着重于让玩家探索、交互并改变一个动态生成由许多方块组成的世界。除了方块以外,环境中还包括动植物与物品。游戏的内容包括但不限于采集矿石,与敌对生物战斗,以及收集游戏中的各种资源来合成新的方块与工具。喜欢我的世界的家人们快来天极下载站体验,此软件已通过安全检测,无捆绑!https://mydown.yesky.com/game/43231757.html

6.搜索

        我的世界电脑版下载_360搜索https://www.so.com/s?q=%E6%88%91%E7%9A%84%E4%B8%96%E7%95%8C%E7%94%B5%E8%84%91%E7%89%88%E4%B8%8B%E8%BD%BD&ob_ext=%7B%22is_middle_page%22%3A1%2C%20%22type%22%3A%22softbox_pc_middle%22%7D&ie=utf-8&src=softbox&sp=a22&cp=0fd0019444&psid=e0b2a3f953998c8ba065c5d8f6013f8a&fr=hj_llq7a_suggest_b_per_nm

②网页版

1.https://poki.cn/g/minecraft-classichttps://poki.cn/g/minecraft-classic

2. Minecraft Classichttps://classic.minecraft.net/?join=ir4YWFzaftcHneXM

3.IMC.RE | OnlineMC我的世界在线开源网页版Minecraft合集http://ws.imc.re/

(二) 分类

        属 HTML 专栏

~THE END~

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值