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 = 4let _number = 0let 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].pageXlet 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.positionlet 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.opacitytextShadowMesh.material.opacity = obj.opacity})tw.onComplete(function() {state.visible = trueTWEEN.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 = 1const 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.opacitytextShadowMesh.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.$state._font, position)// 手牌区添加手牌props.handRef.addHandCard(obj, p1_deckGroup)state.visible = falsesetTimeout(() => {nextTick(() => {drawCardAnimate2(p1_deckGroup, p1_deckGroup.position, p1_deckGroup.userData.position)})}, 500)
}defineExpose({drawCardAnimate1,drawCardAnimate2
})
</script><style lang="scss" scoped>
.mask {position: fixed;top: 0;left: 0;z-index: 10;display: flex;align-items: center;justify-content: center;width: 100%;height: 100vh;// background-color: white;.box {width: 50vh;// height: 100px;text-align: center;font-size: 20px;color: #fff;}
}
</style>
注意:由于点击事件会穿透蒙层,所以我们在onMousedown方法中添加了ev.target instanceof HTMLCanvasElement进行判断是否点击到了canvas上。
最后还优化了下卡组,给卡组添加了线框,game/deck/p1.vue完整代码如下:
<template><div></div>
</template><script setup lang="ts">
import { reactive, ref, onMounted, onBeforeUnmount, watch, defineComponent, getCurrentInstance, nextTick } from 'vue'
import { useCommonStore } from "@/stores/common.ts"
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
import { Card } from "@/views/game/Card.ts"
import { CARD_DICT } from "@/utils/dict/card.ts"
import { transPos, renderText } from "@/utils/common.ts"// 引入threejs变量
const {proxy} = getCurrentInstance()
const THREE = proxy['THREE']
const scene = proxy['scene']
const camera = proxy['camera']
const renderer = proxy['renderer']
const TWEEN = proxy['TWEEN']const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();const commonStore = useCommonStore()// 卡组group
const deckGroup = new THREE.Group()
deckGroup.name = "p1_deckGroup"
scene.add(deckGroup)const init = () => {setDeckPos()addDeckWireframe()commonStore.$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.namedeckGroup.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 = 4let _number = 0let 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].pageXlet 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.positionlet 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>