一直从事于后端编程工作,工作中也经常接触和使用一些前端技术,但大多数还是用于操作和控制数据与客户端交互工作。随着互联网技术的发展以及硬件性能的不断提升,人们对于交互式体验已变得越来越重视,进而前端技术已经越来越突显出它的重要性,特别是一些炫酷的特效,精美的UI设计,都使人眼前一亮,顿时觉得网站平台都高大上不少,很博人们眼球,给人们以很好的视觉冲击,特别是现在的css3,HTML5技术的更新,使得以更小的代价就可以轻松实现这些效果,故此,顿时膜拜起前端技术,悠然起了兴趣,跃跃欲试,随机利用css3的新增3D特效技术及动画特效功能加原生态javascript写了一个随机打乱旋扭的魔方,在指定的步数后,魔方按记录的动作,逆行旋扭重新归位。随即发布出来与大家分享,也希望前端的大牛能指点一二,不甚感激!
代码如下:
<!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title></title> <meta charset="utf-8" /> <script language="javascript" type="text/javascript"> var cache = {}; (function (exports) { function Cube(opts) { opts = opts || {}; this.parent = opts.parent; //插入到哪里 this.browserPrefix = opts.browserPrefix; this.width = opts.width; this.height = opts.height; this.cubZ = opts.cubZ; this.face = opts.face; this.row = opts.row; this.column = opts.column; this.offsetX = this.column * (this.width + opts.marginX); // this.offsetY = this.row * (this.height + opts.marginY);// this.offsetZ = this.face * (this.cubZ + opts.marginZ);// this.positiveZ = this.cubZ / 2; this.negativeZ = -this.cubZ / 2; this.cubFaceInfo = opts.cubFaceInfo; this.dimension = opts.dimension; this.centerX = (this.dimension * this.width + (this.dimension - 1) * opts.marginX) / 2; this.centerY = (this.dimension * this.height + (this.dimension - 1) * opts.marginY) / 2; this.centerZ = (this.dimension * this.cubZ + (this.dimension - 1) * opts.marginZ) / 2; this.translateX = this.offsetX - this.centerX; //把中心点设为原点 this.translateY = this.offsetY - this.centerY; // this.translateZ = this.cubZ / 2 + this.offsetZ - this.centerZ; //offsetZ按上面计算应该跟x,y在一个平面上即后面,但实际上由于要形成立方体,在Z轴上已经后退了cubZ/2个距离,故为和上面保持一致在一个面上,这里需要再加回cubZ/2个距离,使默认的xyz原点都在一个平面上即立方体后面左上角三维坐标系,以这个点作为参考点平移和设置旋转原点 this.cubeFace = []; this.rotateTransfrom = ""; this.init(); } Cube.prototype = { init: function () { this.createCubeBox(); this.createFront(); this.createBack(); this.createTop(); this.createBottom(); this.createLeft(); this.createRight(); }, createCubeBox: function () { this.Box = document.createElement('div'); this.Box.style.width = this.width + "px"; this.Box.style.height = this.height + "px"; this.Box.style.left = "50%"; this.Box.style.top = "50%"; this.Box.style.position = "absolute"; this.Box.style[this.browserPrefix + "TransformStyle"] = "preserve-3d"; this.Box.style[this.browserPrefix + "Perspective"] = "0"; // this.Scene.style[this.browserPrefix + "backfaceVisibility"] = "hidden"; this.intalTransform = "translateZ(" + this.translateZ + "px) translateX(" + this.translateX + "px) translateY(" + this.translateY + "px)"; this.Box.style[this.browserPrefix + "Transform"] = this.intalTransform; this.Box.style[this.browserPrefix + "TransformOrigin"] = "" + (-this.translateX) + "px " + (-this.translateY) + "px " + (-this.translateZ) + "px"; this.parent.appendChild(this.Box); this.x = window.getComputedStyle(this.Box).getPropertyValue('left'); this.y = window.getComputedStyle(this.Box).getPropertyValue('top'); this.matrix3d = window.getComputedStyle(this.Box).getPropertyValue('transform'); }, createFace: function () { var face = document.createElement('div'); face.style.margin = 0; face.style.position = "absolute"; face.style.width = this.width + "px"; face.style.height = this.height + "px"; return face; }, createFront: function () { var face = this.createFace(); face.style[this.browserPrefix + "Transform"] = "translateZ(" + this.positiveZ + "px) " this.cubeFace.push(face); this.front = face; this.Box.appendChild(face); }, createBack: function () { var face = this.createFace(); face.style[this.browserPrefix + "Transform"] = "translateZ(" + this.negativeZ + "px) "; this.cubeFace.push(face); this.back = face; this.Box.appendChild(face); }, createTop: function () { var face = this.createFace(); face.style[this.browserPrefix + "Transform"] = "rotateX(90deg) translateZ(" + this.positiveZ + "px) "; this.cubeFace.push(face); this.top = face; this.Box.appendChild(face); }, createBottom: function () { var face = this.createFace(); face.style[this.browserPrefix + "Transform"] = "rotateX(90deg) translateZ(" + this.negativeZ + "px) "; this.cubeFace.push(face); this.bottom = face; this.Box.appendChild(face); }, createLeft: function () { var face = this.createFace(); face.style[this.browserPrefix + "Transform"] = "rotateY(90deg) translateZ(" + this.negativeZ + "px) "; this.cubeFace.push(face); this.left = face; this.Box.appendChild(face); }, createRight: function () { var face = this.createFace(); face.style[this.browserPrefix + "Transform"] = "rotateY(90deg) translateZ(" + (this.positiveZ) + "px) "; this.cubeFace.push(face); this.right = face; this.Box.appendChild(face); } } exports.magicCube = function (opts) { opts = opts || {}; this.parent = opts.parent || document.getElementsByTagName('body')[0]; this.dimension = opts.dimension || 3; //魔方级数 this.cubWidth = opts.cubWidth || 50; //单个立方体宽度 this.cubHidth = opts.cubHidth || 50; //单个立方体告诉 this.marginLeft = opts.marginLeft || 0; this.marginTop = opts.marginLeft || 0; this.marginZ = opts.marginZ || 0; this.cubZ = opts.cubZ || 50; //单个立方体Z轴距离 this.sceneWidth = opts.sceneWidth; //3d场景宽度 this.sceneHeight = opts.sceneHeight; //3d场景高度 this.Perspective = opts.Perspective || 0; //投影值 this.cubFaceInfo = opts.cubFaceInfo || { front: { backGround: "rgba(0,255,255,.5)" }, back: { backGround: "rgba(153,204,255,.5)" }, left: { backGround: "rgba(128,0,128,.5)" }, right: { backGround: "rgba(255,0,255,.5)" }, top: { backGround: "rgba(255,153,204,.5)" }, bottom: { backGround: "rgba(0,204,255,.5)" }, inner: { backGround: "rgba(100,100,100,.5)" } }; //立方体面信息 this.angle = opts.angle || 90; this.rollbackPoint = opts.rollbackPoint || 10; this.faceCount = this.dimension * this.dimension; //每面立方体个数 this.count = this.dimension * this.dimension * this.dimension; //立方体总个数 this.cubes = []; this.browserPrefix = ""; this.isRunning = 0; this.timer = null; this.rotateFace; this.moveDirect = true;//正向随机动作还是回归,默认为正向 this.cubeMoveQueue = []; this.rollMoveStack = [];//动作回归的堆栈 this.init(); }; magicCube.prototype = { init: function () { this.start(); }, create3dScene: function () { this.Scene = document.createElement('div'); //this.Scene.className = "cube"; var width = this.sceneWidth || this.clientWidth, height = this.sceneHeight || this.clientHeight; this.Scene.style.width = width + "px"; this.Scene.style.height = height + "px"; this.Scene.style.position = "relative"; this.Scene.style[this.browserPrefix + "TransformStyle"] = "preserve-3d"; this.Scene.style[this.browserPrefix + "Perspective"] = this.Perspective + "px"; // this.Scene.style[this.browserPrefix + "backfaceVisibility"] = "hidden"; this.Scene.style[this.browserPrefix + "Transform"] = "rotateX(-30deg) rotateY(30deg) "; this.parent.appendChild(this.Scene); }, create: function (face, row, column) { return new Cube({ parent: this.Scene, dimension: this.dimension, width: this.cubWidth, height: this.cubHidth, cubZ: this.cubZ, face: face, row: row, column: column, browserPrefix: this.browserPrefix, cubFaceInfo: this.cubFaceInfo, marginX: this.marginLeft, marginY: this.marginTop, marginZ: this.marginZ, dimension: this.dimension }); }, createMagicCube: function (index) { var face = 0, row = 0, column = 0; for (var i = 0; i < this.count; i++) { this.cubes.push(this.create(face, row, column)); this.cubes[this.cubes.length - 1].index = this.cubes.length - 1; column++; if ((i + 1) % this.dimension === 0) { row++; column = 0; } if ((i + 1) % this.faceCount === 0) { face++; row = 0; } } }, drawBackGroundColor: function () { for (var face in this.cubFaceInfo) { if (face == "inner") { this.setInnerBKColor(this.cubFaceInfo[face].backGround); } else { var cube = this.getCubesByFace(face); for (var i = 0, len = cube.length; i < len; i++) { cube[i][face].style.background = this.cubFaceInfo[face].backGround; } } } }, setInnerBKColor: function (color) { for (var i = 0; i < this.count; i++) { for (var j = 0; j < 6; j++) { if (this.cubes[i].cubeFace[j].style.background == "") { this.cubes[i].cubeFace[j].style.background = color; } } } }, getZFace: function (zIndex) { var zFace = []; if (zIndex < 1 || zIndex > this.dimension) return null; for (var i = (zIndex - 1) * this.faceCount; i < zIndex * this.faceCount; i++) { zFace.push(this.cubes[i]); } return zFace; }, getXFace: function (xIndex) { var xFace = []; if (xIndex < 1 || xIndex > this.dimension) return null; for (var i = 0; i < this.count; i++) { if (i % this.dimension == 0) xFace.push(this.cubes[i + xIndex - 1]); } return xFace; }, getYFace: function (yIndex) { var yFace = []; if (yIndex < 1 || yIndex > this.dimension) return null; for (var i = 0; i < this.count; i++) { if (i % this.faceCount == (yIndex - 1) * this.dimension) { for (var j = 0; j < this.dimension; j++) yFace.push(this.cubes[i + j]); } } return yFace; }, getSideCubes: function (cubes, circleIndex) { var sides = [], top = [], left = [], bottom = [], right = []; if (circleIndex < 0 || circleIndex > this.dimension / 2 - 1) return null; for (var i = 0, count = this.dimension - circleIndex * 2; i < count; i++) { top.push(cubes[circleIndex * this.dimension + circleIndex + i]); left.push(cubes[circleIndex * this.dimension + circleIndex + i * this.dimension]); bottom.push(cubes[(this.dimension - 1 - circleIndex) * this.dimension + circleIndex + i]); right.push(cubes[circleIndex * this.dimension + circleIndex + i * this.dimension + (this.dimension - (circleIndex * 2) - 1)]); } sides.push(this.orderByDesc(top)); sides.push(left); sides.push(bottom); sides.push(this.orderByDesc(right)); return sides; }, getCubesByFace: function (face) { switch (face) { case "front": return this.getZFace(this.dimension); case "back": return this.getZFace(1); case "left": return this.getXFace(1); case "right": return this.getXFace(this.dimension); case "top": return this.getYFace(1); case "bottom": return this.getYFace(this.dimension); } }, moveMagicCube: function () { if (this.cubes.length < 1) return; //var cubes = this.getYFace(2); //for (var i = 0, len = cubes.length; i < len; i++) { // cubes[i].Box.className = "rotate"; //} //随机产生3D转动方向 this.isRunning = 0; var direct = this.random(1, 3), rotateDirect = "", getFaceFun; // direct=3; switch (direct) { case 1: rotateDirect = "rotateX"; getFaceFun = this.getXFace; break; case 2: rotateDirect = "rotateY"; getFaceFun = this.getYFace; break; case 3: rotateDirect = "rotateZ"; getFaceFun = this.getZFace; break; } this.rotateFace = rotateDirect; this.cubeRotateStatus = []; for (var i = 1; i <= this.dimension; i++) { var status = this.random(0, 2); this.cubeRotateStatus.push(status); switch (status) { case 0: break;//不转动 case 1: this.rotateBox(this.angle, rotateDirect, i, getFaceFun.call(this, i)); break;//正向转动90 case 2: this.rotateBox(-this.angle, rotateDirect, i, getFaceFun.call(this, i)); break;//反向转动90 } } var flag = false; for (var i = 0, len = this.cubeRotateStatus.length; i < len; i++) { if (this.cubeRotateStatus[i]) { flag = true; break; } } if (!flag) {//一个都没转的情况 则强制补充一个 var index = this.random(1, this.dimension); this.rotateBox(this.angle, rotateDirect, index, getFaceFun.call(this, index)); //正向转动90 this.cubeRotateStatus[index - 1] = 1;//全都不转动 默认选出一个 使其正向转动指定度数 } setTimeout(this.timerFun, 100); this.rollMoveStack.push({ rotateFace: this.rotateFace, cubeRotateStatus: this.cubeRotateStatus });//记录动作状态 if (this.rollMoveStack.length == this.rollbackPoint)//判断当达到阀值时切换动作方向为回归 this.moveDirect = false; }, moveRollBackCube: function () { var record = this.rollMoveStack.pop(), getFaceFun; this.rotateFace = record.rotateFace; this.isRunning = 0; switch (record.rotateFace) { case "rotateX": getFaceFun = this.getXFace; break; case "rotateY": getFaceFun = this.getYFace; break; case "rotateZ": getFaceFun = this.getZFace; break; } this.cubeRotateStatus = []; for (var i = 0, len = record.cubeRotateStatus.length; i < len; i++) { var dimensionIndex = i+1, status = record.cubeRotateStatus[i]; if (status == 1) { this.cubeRotateStatus.push(2);//1 变2,2变1 this.rotateBox(-this.angle, record.rotateFace, dimensionIndex, getFaceFun.call(this, dimensionIndex)); //反向转动90 } else if (status == 2) { this.cubeRotateStatus.push(1);//1 变2,2变1 this.rotateBox(this.angle, record.rotateFace, dimensionIndex, getFaceFun.call(this, dimensionIndex)); //反向转动90 } else { this.cubeRotateStatus.push(0); } } setTimeout(this.timerFun, 100); if (this.rollMoveStack.length == 0)//判断当达到0时切换动作为正向随机 this.moveDirect = true; }, intersect: function (source, target) { var data = []; for (var i = 0, len = source.length; i < len; i++) { var index = target.indexOf(source[i]); if (index >= 0) data.push(source[i]) } return data; }, orderByDesc: function (datas) { var temp; for (var i = 0; i < datas.length - 1; i++) { for (var j = i + 1; j < datas.length; j++) { if (parseFloat(datas[i].index) < parseFloat(datas[j].index)) { temp = datas[i]; datas[i] = datas[j]; datas[j] = temp; } } } return datas; }, getSideBackGround: function (sideFaces, face) { var backGrounds = []; for (var i = 0, len = sideFaces.length; i < len; i++) { backGrounds.push(sideFaces[i][face].style.background); } return backGrounds; }, setRotateDirectSideBackGround: function (faceCubes, sideFace, offset, status) { var oldSides = this.getSideCubes(faceCubes, 0), backColor = []; var offsetNIndex, offsetPIndex; for (var j = 0; j < 4; j++) { offsetPIndex = (j - offset + 4) % 4; offsetNIndex = (j + offset) % 4; if (this.rotateFace == "rotateY") { if (status == 1)//正向 { backColor[j] = this.getSideBackGround(oldSides[offsetPIndex], sideFace[offsetPIndex]); } else//反向 { backColor[j] = this.getSideBackGround(oldSides[offsetNIndex], sideFace[offsetNIndex]); } } else { if (status == 2)//正向 { backColor[j] = this.getSideBackGround(oldSides[offsetPIndex], sideFace[offsetPIndex]); } else//反向 { backColor[j] = this.getSideBackGround(oldSides[offsetNIndex], sideFace[offsetNIndex]); } } } for (var j = 0; j < 4; j++) { for (var k = 0; k < oldSides[j].length; k++) { oldSides[j][k][sideFace[j]].style.background = backColor[j][k]; } } }, setRotateOtherDirectSideBackGround: function (faceCubes, otherFace, offset, status) { var oldSides = [], backColor = []; var offsetNIndex, offsetPIndex; for (var i = 0; i <= parseInt(this.dimension / 2) - 1; i++) { oldSides = this.getSideCubes(faceCubes, i), backColor = []; for (var j = 0; j < 4; j++) { offsetPIndex = (j - offset + 4) % 4; offsetNIndex = (j + offset) % 4; if (this.rotateFace == "rotateY") { if (status == 1)//正向 { backColor[j] = this.getSideBackGround(oldSides[offsetPIndex], otherFace); } else//反向 { backColor[j] = this.getSideBackGround(oldSides[offsetNIndex], otherFace); } } else { if (status == 2)//正向 { backColor[j] = this.getSideBackGround(oldSides[offsetPIndex], otherFace); } else//反向 { backColor[j] = this.getSideBackGround(oldSides[offsetNIndex], otherFace); } } } for (var j = 0; j < 4; j++) { for (var k = 0; k < oldSides[j].length; k++) { oldSides[j][k][otherFace].style.background = backColor[j][k]; } } } }, animationEnd: function () { var offset = this.angle / 90, faceCubes = [], otherFace; var zSideFace = ["top", "left", "bottom", "right"], xSideFace = ["back", "top", "front", "bottom"], ySideFace = ["back", "left", "front", "right"], sideFace = []; for (var i = 0, len = this.cubeRotateStatus.length; i < len; i++) { var status = this.cubeRotateStatus[i]; if (status) { var dimensionIndex = i + 1; switch (this.rotateFace) { case "rotateX": faceCubes = this.getXFace(dimensionIndex); sideFace = xSideFace; if (dimensionIndex == 1) otherFace = "left"; else if (dimensionIndex == this.dimension) otherFace = "right"; break; case "rotateY": faceCubes = this.getYFace(dimensionIndex); sideFace = ySideFace; if (dimensionIndex == 1) otherFace = "top"; else if (dimensionIndex == this.dimension) otherFace = "bottom"; break; case "rotateZ": faceCubes = this.getZFace(dimensionIndex); sideFace = zSideFace; if (dimensionIndex == 1) otherFace = "back"; else if (dimensionIndex == this.dimension) otherFace = "front"; break; } this.setRotateDirectSideBackGround(faceCubes, sideFace, offset, status); if (dimensionIndex == 1 || dimensionIndex == this.dimension) this.setRotateOtherDirectSideBackGround(faceCubes, otherFace, offset, status); } } // console.info(this.rollMoveStack.length + "," + this.moveDirect); if (this.moveDirect) this.moveMagicCube(); else this.moveRollBackCube(); // alert("运行结束"); }, bindAnimationEvent: function () { var loopMove = function () { cache.magicCube.isRunning--;//由于按组转动,顾要等组成员都完成再进行新的动画 if (cache.magicCube.isRunning == 0) cache.magicCube.animationEnd(); } for (var i = 0; i < this.count; i++) { this.prefixedEvent(this.cubes[i].Box, "AnimationEnd", loopMove, true); } cache.magicCube = this;//缓存,避免内存泄露 }, rotateBox: function (angle, rotateDirect, faceIndex, cubes) { if (cubes != null) { var startStatus = rotateDirect + "(0deg)", endStatus = rotateDirect + "(" + angle + "deg)"; // this.changeAnimationStatus("mydhua", startStatus, endStatus) for (var i = 0, len = cubes.length; i < len; i++) { var ruleName = "roateRule" + faceIndex + i; this.isRunning++;//组成员转动统计 //if (cubes[i].rotateTransfrom != "") // startStatus = cubes[i].rotateTransfrom; cubes[i].rotateTransfrom = endStatus; if (this.findKeyframesRule(ruleName) == null) this.createKeyframesRule(ruleName, cubes[i].intalTransform + " " + startStatus, cubes[i].intalTransform + " " + endStatus); else this.changeAnimationStatus(ruleName, cubes[i].intalTransform + " " + startStatus, cubes[i].intalTransform + " " + endStatus); cubes[i].Box.style[this.browserPrefix + "AnimationName"] = "none"; this.cubeMoveQueue.push({ cube: cubes[i], rule: ruleName }); } } }, findKeyframesRule: function (rule) { var ruleName = this.browserPrefix == "" "KEYFRAMES_RULE" : this.browserPrefix.toUpperCase() + "_KEYFRAMES_RULE"; var ss = document.styleSheets; for (var i = 0; i < ss.length; ++i) { for (var j = 0; j < ss[i].cssRules.length; ++j) { if (ss[i].cssRules[j].type == window.CSSRule[ruleName] && ss[i].cssRules[j].name == rule) { return ss[i].cssRules[j]; } } } return null; }, createKeyframesRule: function (rule, startStatus, endStatus) { var prefix = this.browserPrefix == "" "" : "-" + this.browserPrefix + "-"; var sheet; if (document.styleSheets.length < 1) sheet = this.createSheets(); else sheet = document.styleSheets[0]; var selectorText = "@" + prefix + "keyframes " + rule; var cssText = "0% { " + prefix + "transform: " + startStatus + "; } 100% { " + prefix + "transform: " + endStatus + "; }" if (sheet.insertRule) { sheet.insertRule(selectorText + "{" + cssText + "}", 0); } else if (sheet.addRule) {//兼容IE sheet.addRule(selectorText, cssText, 0); } }, removeKeyframeRule: function (keyframes) { var length = keyframes.cssRules.length; var keyframeString = []; for (var i = 0; i < length; i++) { keyframeString.push(keyframes.cssRules[i].keyText); } //移除动画帧规则 for (var i = 0, j = length; i < j; i++) { if (this.browserPrefix == "webkit" || this.browserPrefix == "Moz") keyframes.deleteRule(keyframeString[i]); else keyframes.deleteRule(i); //兼容IE } }, changeAnimationStatus: function (animationName, startStatus, endStatus) { var keyframes = this.findKeyframesRule(animationName); this.removeKeyframeRule(keyframes); //重新设置帧规则 var prefix = this.browserPrefix == "" "" : "-" + this.browserPrefix + "-"; keyframes.appendRule("0% { " + prefix + "transform: " + startStatus + "; }"); keyframes.appendRule("100% { " + prefix + "transform: " + endStatus + "; }"); }, createSheets: function () { // 创建 <style> 标签 var style = document.createElement("style"); // 可以添加一个媒体(/媒体查询,media query)属性 // style.setAttribute("media", "screen") // style.setAttribute("media", "only screen and (max-width : 1024px)") // 对WebKit hack :( style.appendChild(document.createTextNode("")); // 将 <style> 元素加到页面中 document.head.appendChild(style); return style.sheet; }, prefixedEvent: function (element, type, callback, isAdd) { var pfx = ["webkit", "moz", "MS", "o", ""]; for (var p = 0; p < pfx.length; p++) { if (!pfx[p]) type = type.toLowerCase(); if (isAdd) element.addEventListener(pfx[p] + type, callback, false); else element.removeEventListener(pfx[p] + type, callback, false); } }, start: function () { this.css(); this.prefix(); this.create3dScene(); this.createMagicCube(); this.drawBackGroundColor(); this.bindAnimationEvent();//绑定动画播放完成事件 this.moveMagicCube(); //立即开始动画 // this.timer = setInterval(this.timerFun, 100); }, timerFun: function () { var _this = cache.magicCube; if (_this.isRunning >= _this.dimension) { for (var i = 0, len = _this.cubeMoveQueue.length; i < len; i++) { var animation = _this.cubeMoveQueue.shift(); animation.cube.Box.style[_this.browserPrefix + "Animation"] = animation.rule + " 2s linear 1"; // Chrome, Safari 和 Opera 代码 } } }, css: function () { var d = document, doc = d.documentElement, body = d.body; this.clientWidth = doc.clientWidth; this.clientHeight = doc.clientHeight; if (d.compatMode != "CSS1Compat") { this.clientWidth = body.clientWidth; this.clientHeight = body.clientHeight; } // console.log(this.width +'////'+ this.height) }, random: function (min, max) { return (Math.random() * (max - min + 1) + min) 0; }, prefix: function () { var N = navigator.appName, ua = navigator.userAgent, tem; var M = ua.match(/(opera|chrome|safari|firefox|msie)\/"Chrome") { this.browserPrefix = "webkit"; } if (M == "Firefox") { this.browserPrefix = "Moz"; } if (M == "Safari") { this.browserPrefix = "webkit"; } if (M == "MSIE") { this.browserPrefix = "ms"; } } }; }(window)); </script> </head> <body style="background-color:black"> <script> var cube = new magicCube({ parent: null, dimension: 3, cubWidth: 100, cubHidth: 100, marginLeft: 10, marginTop: 10, marginZ: 10, cubZ: 100 }); </script> </body> </html>
注:在此基础上可以加上鼠标控制事件,可以直接通过鼠标控制器任意方向的旋扭,也可以稍加改进用于炫酷展示图片!后续有时间我将加上这些功能,与大家再次分享!
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《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线
暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。
艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。
《强袭风暴》不是普通的战场,作为一个独立于主游戏之外的活动,玩家可以用大逃杀的风格来体验《魔兽世界》,不分职业、不分装备(除了你在赛局中捡到的),光是技巧和战略的强弱之分就能决定出谁才是能坚持到最后的赢家。本次活动将会开放单人和双人模式,玩家在加入海盗主题的预赛大厅区域前,可以从强袭风暴角色画面新增好友。游玩游戏将可以累计名望轨迹,《巨龙崛起》和《魔兽世界:巫妖王之怒 经典版》的玩家都可以获得奖励。
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