首先优化下之前的代码,把game/deck/p1.vue中修改卡组方法和渲染卡组文字方法提到公共方法中,此时utils/common.ts完整代码如下:
import { nextTick } from 'vue';
import * as THREE from 'three';
import * as TWEEN from '@tweenjs/tween.js'
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
// 坐标归一化
const transPos = (x: any, y: any) => {
let pointer = new THREE.Vector2()
pointer.x = ( x / window.innerWidth ) * 2 - 1;
pointer.y = - ( y / window.innerHeight ) * 2 + 1;
return pointer
}
export { transPos }
// 修改卡组
const editDeckCard = (group:any, mesh: any, type: any) => {
return new Promise((resolve, reject) => {
let text = group.children.find((v: any) => v.name === "卡组数量")
let shadowText = group.children.find((v: any) => v.name === "卡组数量阴影")
// console.log(22, group.children, commonStore.$state.p1Deck)
if (type === "remove") { // 删除卡组中的卡牌
let child = group.children.find((v: any) => v.name === mesh.name)
if (child) {
group.remove(child)
}
}
group.remove(text)
group.remove(shadowText)
group.children.forEach((v: any, i: any) => {
v.position.set(0, 0.005 * i, 0)
})
resolve(true)
})
}
export { editDeckCard }
// 渲染卡组文字
const renderText = (group: any, text: any, font: any, position: any) => {
return new Promise((resolve, reject) => {
const geometry = new TextGeometry( `${text}`, {
font,
size: 0.4,
height: 0,
curveSegments: 4,
bevelEnabled: true,
bevelThickness: 0,
bevelSize: 0,
bevelSegments: 0
});
geometry.center()
const material = new THREE.MeshBasicMaterial({
color: new THREE.Color("white"),
alphaHash: true
})
const mesh = new THREE.Mesh( geometry, material ) ;
mesh.position.set(position.x, position.y + 0.01, position.z)
// mesh.position.set(0, 0.005 * commonStore.$state.p1Deck.length + 0.01, 0)
mesh.rotateX(-90 * (Math.PI / 180)) // 弧度
mesh.name = "卡组数量"
// 阴影
let shadowGeometry = geometry.clone()
shadowGeometry.translate(0.02, 0.02, 0);
let shadowMaterial = new THREE.MeshBasicMaterial({
color: new THREE.Color("black"),
alphaHash: true
});
let shadowMesh = new THREE.Mesh(shadowGeometry, shadowMaterial);
shadowMesh.position.set(position.x, position.y, position.z)
// shadowMesh.position.set(0, 0.005 * commonStore.$state.p1Deck.length, 0)
shadowMesh.rotateX(-90 * (Math.PI / 180)) // 弧度
shadowMesh.name = "卡组数量阴影"
group.add(mesh)
group.add(shadowMesh)
resolve(true)
})
}
export { renderText }
同步修改game/index.vue中对修改卡组方法的使用:
import { transPos, editDeckCard, renderText } from "@/utils/common.ts"
// 初始化手牌
const initHand = () => {
let cardNumber = 4
let _number = 0
let p1Deck = JSON.parse(JSON.stringify(commonStore.$state.p1Deck))
let deckGroup = scene.getObjectByName("p1_deckGroup")
let position = new THREE.Vector3(0, 0.005 * p1Deck.length, 0)
let _interval = setInterval(async() => {
// console.log(123, p1Deck)
if (_number < cardNumber) {
let obj = p1Deck[p1Deck.length - 1]
p1Deck.splice(p1Deck.length-1, 1)
commonStore.updateP1Deck(p1Deck)
// 修改卡组
await editDeckCard(deckGroup, obj, "remove")
await renderText(deckGroup, `${commonStore.$state.p1Deck.length}`, commonStore.$state._font, position)
// 手牌区添加手牌
handRef.value.addHandCard(obj, deckGroup)
} else {
clearInterval(_interval)
}
_number++
}, 200)
}
之后我们思考下抽卡逻辑:
1.点击卡组,将卡组平移到页面中心位置(0, 0, 0)(y轴可以适当调高一点,这里点击事件只是为了测试抽卡,之后可以删掉)
2.然后卡组上展示“点击抽卡”的文字(文字用的是div+css的形式)
3.点击抽卡,执行抽卡动画
4.抽卡结束后,卡组移回到原位
首先我们在game/index.vue中添加点击事件,用raycaster射线进行鼠标拾取,当点击在卡组上时,执行onP1DeckEvent,这里由于是移动端所以只监听了touch事件,pc端则需要额外监听click事件:
// 鼠标按下
window.addEventListener('touchstart', onMousedown)
// 鼠标按下事件
const onMousedown = (ev: any) => {
// console.log(222, ev.target)
// 判断是否点击到canvas上
if(!(ev.target instanceof HTMLCanvasElement)){
return;
}
// 将鼠标位置归一化为设备坐标。x 和 y 方向的取值范围是 (-1 to +1)
let clientX = ev.clientX || ev.changedTouches[0].pageX
let clientY = ev.clientY || ev.changedTouches[0].pageY
// pointer.x = ( clientX / window.innerWidth ) * 2 - 1;
// pointer.y = - ( clientY / window.innerHeight ) * 2 + 1;
let point = transPos(clientX, clientY) // 卡组起始位置的屏幕坐标
// 通过摄像机和鼠标位置更新射线
raycaster.setFromCamera( point, camera );
// 点击卡组事件
onP1DeckEvent()
}
// 点击卡组事件
const onP1DeckEvent = () => {
if (commonStore.$state.p1Deck.length <= 0) {
return
}
let p1_deckGroup = scene.getObjectByName("p1_deckGroup")
let arr = raycaster.intersectObject(p1_deckGroup, true)
if (arr.length <= 0) {
return
}
let pos1 = p1_deckGroup.userData.position
let pos2 = new THREE.Vector3(0, 2, 0)
// console.log(444, pos1, pos2)
if (p1_deckGroup.position.x !== pos2.x) {
drawCardRef.value.drawCardAnimate1(p1_deckGroup, pos1, pos2)
}
}
然后我们在src下新建一个抽卡组件:
这个组件其实是用div+css画了一个透明的蒙层,卡组移到中央后,展示蒙层和“点击抽卡”字样,然后卡组动画我们分为两步,第一步是卡组飞到页面中心,用户点击抽卡后,执行之前的修改卡组和添加手牌方法,然后隐藏蒙层,执行第二步卡组移回原文动画,components/DrawCard.vue完整代码如下:
<!-- 抽卡 -->
<template>
<div v-if="state.visible" ref="maskRef" class="mask">
<div class="box" @click="onDrawCard">
<p>点击抽卡</p>
</div>
</div>
</template>
<script setup lang="ts">
import { reactive, ref, onMounted, onBeforeUnmount, watch, defineComponent, getCurrentInstance, nextTick } from 'vue'
import { useCommonStore } from "@/stores/common.ts"
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
import { transPos, editDeckCard, renderText } from "@/utils/common.ts"
const props: any = defineProps({
handRef: {},
deckRef: {}
})
// 引入threejs变量
const {proxy} = getCurrentInstance()
const THREE = proxy['THREE']
const scene = proxy['scene']
const camera = proxy['camera']
const renderer = proxy['renderer']
const TWEEN = proxy['TWEEN']
const commonStore = useCommonStore()
const maskRef = ref()
const state = reactive({
visible: false
})
// 卡组抽卡动画1-卡组移到页面中央
const drawCardAnimate1 = (deckGroup: any, startPos: any, endPos: any) => {
// 隐藏卡组数量和卡组数量阴影几何体
let textMesh = deckGroup.children.find((v: any) => v.name === "卡组数量")
let textShadowMesh = deckGroup.children.find((v: any) => v.name === "卡组数量阴影")
const tw = new TWEEN.Tween({
x: startPos.x,
y: startPos.y,
z: startPos.z,
opacity: 1.0,
group: deckGroup
})
tw.to({
x: endPos.x,
y: endPos.y,
z: endPos.z,
opacity: 0.0,
}, 200)
tw.easing(TWEEN.Easing.Quadratic.Out)
tw.onUpdate((obj: any) => {
obj.group.position.set(obj.x, obj.y, obj.z)
textMesh.material.opacity = obj.opacity
textShadowMesh.material.opacity = obj.opacity
})
tw.onComplete(function() {
state.visible = true
TWEEN.remove(tw)
})
tw.start();
}
// 卡组抽卡动画2-卡组回到原位
const drawCardAnimate2 = (deckGroup: any, startPos: any, endPos: any) => {
// 隐藏卡组数量和卡组数量阴影几何体
let textMesh = deckGroup.children.find((v: any) => v.name === "卡组数量")
let textShadowMesh = deckGroup.children.find((v: any) => v.name === "卡组数量阴影")
// textMesh.material.opacity = 1
// textShadowMesh.material.opacity = 1
const tw = new TWEEN.Tween({
x: startPos.x,
y: startPos.y,
z: startPos.z,
opacity: 0,
group: deckGroup
})
tw.to({
x: endPos.x,
y: endPos.y,
z: endPos.z,
opacity: 1,
}, 200)
tw.easing(TWEEN.Easing.Quadratic.Out)
tw.onUpdate((obj: any) => {
obj.group.position.set(obj.x, obj.y, obj.z)
textMesh.material.opacity = obj.opacity
textShadowMesh.material.opacity = obj.opacity
})
tw.onComplete(function() {
TWEEN.remove(tw)
})
tw.start();
}
// 抽卡
const onDrawCard = async () => {
let p1_deckGroup = scene.getObjectByName("p1_deckGroup")
let p1Deck = JSON.parse(JSON.stringify(commonStore.$state.p1Deck))
let position = new THREE.Vector3(0, 0.005 * p1Deck.length, 0)
let obj = p1Deck[p1Deck.length - 1]
p1Deck.splice(p1Deck.length-1, 1)
commonStore.updateP1Deck(p1Deck)
// 修改卡组
await editDeckCard(p1_deckGroup, obj, "remove")
await renderText(p1_deckGroup, `${commonStore.$state.p1Deck.length}`, commonStore.$state._font, position)
// 手牌区添加手牌
props.handRef.addHandCard(obj, p1_deckGroup)
state.visible = false
setTimeout(() => {
nextTick(() => {
drawCardAnimate2(p1_deckGroup, p1_deckGroup.position, p1_deckGroup.userData.position)
})
}, 500)
}
defineExpose({
drawCardAnimate1,
drawCardAnimate2
})
</script>
<style lang="scss" scoped>
.mask {
position: fixed;
top: 0;
left: 0;
z-index: 10;
display: flex;
align-items: center;
justify-content: center;
width: 100%;
height: 100vh;
// background-color: white;
.box {
width: 50vh;
// height: 100px;
text-align: center;
font-size: 20px;
color: #fff;
}
}
</style>
注意:由于点击事件会穿透蒙层,所以我们在onMousedown方法中添加了ev.target instanceof HTMLCanvasElement进行判断是否点击到了canvas上。
最后还优化了下卡组,给卡组添加了线框,game/deck/p1.vue完整代码如下:
<template>
<div></div>
</template>
<script setup lang="ts">
import { reactive, ref, onMounted, onBeforeUnmount, watch, defineComponent, getCurrentInstance, nextTick } from 'vue'
import { useCommonStore } from "@/stores/common.ts"
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
import { Card } from "@/views/game/Card.ts"
import { CARD_DICT } from "@/utils/dict/card.ts"
import { transPos, renderText } from "@/utils/common.ts"
// 引入threejs变量
const {proxy} = getCurrentInstance()
const THREE = proxy['THREE']
const scene = proxy['scene']
const camera = proxy['camera']
const renderer = proxy['renderer']
const TWEEN = proxy['TWEEN']
const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
const commonStore = useCommonStore()
// 卡组group
const deckGroup = new THREE.Group()
deckGroup.name = "p1_deckGroup"
scene.add(deckGroup)
const init = () => {
setDeckPos()
addDeckWireframe()
commonStore.$state.p1Deck.forEach((v: any, i: any) => {
let obj = CARD_DICT.find((b: any) => b.card_id === v.card_id)
if (obj) {
let card = new Card(obj)
let mesh = card.init()
mesh.position.set(0, 0.005 * i, 0)
mesh.rotateX(180 * (Math.PI / 180)) // 弧度
mesh.name = v.name
deckGroup.add( mesh );
}
})
let position = new THREE.Vector3(0, 0.005 * commonStore.$state.p1Deck.length, 0)
renderText(deckGroup, `${commonStore.$state.p1Deck.length}`, commonStore.$state._font, position)
}
// 设置卡组位置
const setDeckPos = () => {
nextTick(() => {
let plane = scene.getObjectByName("地面")
let point = transPos(window.innerWidth - 15, window.innerHeight - 15) // 卡组起始位置的屏幕坐标
//
raycaster.setFromCamera( point, camera );
const intersects1 = raycaster.intersectObject( plane );
if (intersects1.length > 0) {
let point = intersects1[0].point
// deckGroup.position.set(point.x, point.y, point.z)
deckGroup.position.set(point.x - 0.5, point.y, point.z - 0.7)
// 记录卡组位置
let position = new THREE.Vector3(point.x - 0.5, point.y, point.z - 0.7)
deckGroup.userData["position"] = position
}
})
}
// 绘制卡组区域线框
const addDeckWireframe = () => {
nextTick(() => {
const edges = new THREE.EdgesGeometry( deckGroup.children[0].geometry );
const line = new THREE.LineSegments( edges, new THREE.LineBasicMaterial( { color: 0xffffff } ) );
deckGroup.add(line);
})
}
defineExpose({
init,
})
</script>
<style lang="scss" scoped>
</style>
最后看下抽卡效果:
至此基本完成了抽卡逻辑和简单动效的开发。
附录:
game/index.vue完整代码如下:
<template>
<div ref="sceneRef" class="scene"></div>
<!-- 手牌 -->
<Hand ref="handRef"/>
<!-- 卡组 -->
<Deck ref="deckRef"/>
<!-- 抽卡逻辑 -->
<DrawCard ref="drawCardRef" :handRef="handRef" :deckRef="deckRef"/>
</template>
<script setup lang="ts">
import { reactive, ref, onMounted, onBeforeUnmount, watch, defineComponent, getCurrentInstance, nextTick } from 'vue'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; // 轨道控制器
import { FontLoader } from 'three/addons/loaders/FontLoader.js';
import { useCommonStore } from "@/stores/common.ts"
import { transPos, editDeckCard, renderText } from "@/utils/common.ts"
import { Card } from "./Card.ts"
import { CARD_DICT } from "@/utils/dict/card.ts"
import Hand from "./hand/index.vue"
import Deck from "./deck/index.vue"
import DrawCard from "@/components/DrawCard.vue"
// 引入threejs变量
const {proxy} = getCurrentInstance()
const THREE = proxy['THREE']
const scene = proxy['scene']
const camera = proxy['camera']
const renderer = proxy['renderer']
const TWEEN = proxy['TWEEN']
const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
const commonStore = useCommonStore()
// 场景ref
const sceneRef = ref()
const handRef = ref()
const deckRef = ref()
const drawCardRef = ref()
// 坐标轴辅助
const axesHelper = new THREE.AxesHelper(5);
// 创建轨道控制器
// const controls = new OrbitControls( camera, renderer.domElement );
// 字体加载器
const fontLoader = new FontLoader();
onMounted(async () => {
await initResource()
initScene()
initGame()
// 鼠标按下
window.addEventListener('touchstart', onMousedown)
// window.addEventListener('click', onMousedown)
// 监听浏览器窗口变化进行场景自适应
window.addEventListener('resize', onWindowResize, false);
})
// 资源加载
const initResource = () => {
// 字体加载
return new Promise((resolve, reject) => {
fontLoader.load('fonts/helvetiker_regular.typeface.json', (font: any) => {
commonStore.loadFont(font)
resolve(true)
});
})
}
// 初始化场景
const initScene = () => {
renderer.setSize( window.innerWidth, window.innerHeight );
sceneRef.value.appendChild( renderer.domElement );
scene.add(axesHelper)
// camera.position.set( 5, 5, 5 );
camera.position.set( 0, 6.5, 0 );
camera.lookAt(0, 0, 0)
addPlane()
animate();
}
// scene中添加plane几何体
const addPlane = () => {
const geometry = new THREE.PlaneGeometry( 20, 20);
const material = new THREE.MeshBasicMaterial( {
color: new THREE.Color("gray"),
side: THREE.FrontSide,
alphaHash: true,
// alphaTest: 0,
opacity: 0
} );
const plane = new THREE.Mesh( geometry, material );
plane.rotateX(-90 * (Math.PI / 180)) // 弧度
plane.name = "地面"
scene.add( plane );
}
// 用requestAnimationFrame进行渲染循环
const animate = () => {
requestAnimationFrame( animate );
TWEEN.update()
renderer.render( scene, camera );
}
// 场景跟随浏览器窗口大小自适应
const onWindowResize = () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// 初始化游戏
const initGame = async () => {
// 初始化卡组
await initDeck()
// 初始化手牌
initHand()
}
// 初始化卡组
const initDeck = () => {
return new Promise((resolve, reject) => {
let p1Deck = [
"YZ-01",
"YZ-02",
"YZ-03",
"YZ-04",
"YZ-01",
"YZ-02",
// "YZ-03",
// "YZ-04",
// "YZ-01",
// "YZ-02",
// "YZ-03",
// "YZ-04",
]
// 洗牌
p1Deck.sort(() => {
return Math.random() - 0.5
})
let newDeck: any = []
p1Deck.forEach((v: any, i: any) => {
let obj = CARD_DICT.find((b: any) => b.card_id === v)
if (obj) {
newDeck.push({
card_id: v,
name: `${obj.name}_${i}`
})
}
})
// console.log("p1Deck", newDeck)
commonStore.updateP1Deck(newDeck)
nextTick(() => {
handRef.value.init()
deckRef.value.init()
resolve(true)
})
})
}
// 初始化手牌
const initHand = () => {
let cardNumber = 4
let _number = 0
let p1Deck = JSON.parse(JSON.stringify(commonStore.$state.p1Deck))
let deckGroup = scene.getObjectByName("p1_deckGroup")
let position = new THREE.Vector3(0, 0.005 * p1Deck.length, 0)
let _interval = setInterval(async() => {
// console.log(123, p1Deck)
if (_number < cardNumber) {
let obj = p1Deck[p1Deck.length - 1]
p1Deck.splice(p1Deck.length-1, 1)
commonStore.updateP1Deck(p1Deck)
// 修改卡组
await editDeckCard(deckGroup, obj, "remove")
await renderText(deckGroup, `${commonStore.$state.p1Deck.length}`, commonStore.$state._font, position)
// 手牌区添加手牌
handRef.value.addHandCard(obj, deckGroup)
} else {
clearInterval(_interval)
}
_number++
}, 200)
}
// 鼠标按下事件
const onMousedown = (ev: any) => {
// console.log(222, ev.target)
// 判断是否点击到canvas上
if(!(ev.target instanceof HTMLCanvasElement)){
return;
}
// 将鼠标位置归一化为设备坐标。x 和 y 方向的取值范围是 (-1 to +1)
let clientX = ev.clientX || ev.changedTouches[0].pageX
let clientY = ev.clientY || ev.changedTouches[0].pageY
// pointer.x = ( clientX / window.innerWidth ) * 2 - 1;
// pointer.y = - ( clientY / window.innerHeight ) * 2 + 1;
let point = transPos(clientX, clientY) // 卡组起始位置的屏幕坐标
// 通过摄像机和鼠标位置更新射线
raycaster.setFromCamera( point, camera );
// 点击卡组事件
onP1DeckEvent()
}
// 点击卡组事件
const onP1DeckEvent = () => {
if (commonStore.$state.p1Deck.length <= 0) {
return
}
let p1_deckGroup = scene.getObjectByName("p1_deckGroup")
let arr = raycaster.intersectObject(p1_deckGroup, true)
if (arr.length <= 0) {
return
}
let pos1 = p1_deckGroup.userData.position
let pos2 = new THREE.Vector3(0, 2, 0)
// console.log(444, pos1, pos2)
if (p1_deckGroup.position.x !== pos2.x) {
drawCardRef.value.drawCardAnimate1(p1_deckGroup, pos1, pos2)
}
}
</script>
<style lang="scss" scoped>
.scene {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100vh;
}
</style>