vue3+threejs新手从零开发卡牌游戏(九):添加抽卡逻辑和动效

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>

最近更新

  1. TCP协议是安全的吗?

    2024-03-24 22:18:01       18 阅读
  2. 阿里云服务器执行yum,一直下载docker-ce-stable失败

    2024-03-24 22:18:01       19 阅读
  3. 【Python教程】压缩PDF文件大小

    2024-03-24 22:18:01       19 阅读
  4. 通过文章id递归查询所有评论(xml)

    2024-03-24 22:18:01       20 阅读

热门阅读

  1. 使el-dialog实现弹窗拖拽

    2024-03-24 22:18:01       21 阅读
  2. docker构建镜像命令

    2024-03-24 22:18:01       17 阅读
  3. Spring Data访问Elasticsearch----响应式Reactive存储库

    2024-03-24 22:18:01       19 阅读
  4. mac上系统偏好里无法停止mysql

    2024-03-24 22:18:01       22 阅读
  5. 1823. Find the Winner of the Circular Game

    2024-03-24 22:18:01       17 阅读
  6. 【python】(09)理解Python中的zip()和zip(*iterable)

    2024-03-24 22:18:01       21 阅读
  7. 力扣刷题之20.有效的括号

    2024-03-24 22:18:01       18 阅读
  8. 2024.03.08 校招 实习 内推 面经

    2024-03-24 22:18:01       18 阅读
  9. ubuntu20.04 安装ros1

    2024-03-24 22:18:01       21 阅读