由于之前的卡组位置占了玩家信息的位置,所以这里将它调整到site区域:
修改game/site/p1.vue,在site右下角添加一个卡组区域:
// 初始化己方战域
const init = () => {
let sitePlane = scene.getObjectByName("己方战域Plane")
let planeWidth = sitePlane.userData.width
let spaceX = (planeWidth - 5) / 4 // 设计一行有5个格子
// console.log(123, spaceX)
for (let i=0; i<5; i++) {
let mesh = createWireframe()
if (i == 0) {
mesh.name = "场地"
} else if (i == 1) {
mesh.name = "己方怪兽区1"
mesh.userData.empty = true // empty用来判断当前格子是否有空位
} else if (i == 2) {
mesh.name = "己方怪兽区2"
mesh.userData.empty = true
} else if (i == 3) {
mesh.name = "己方怪兽区3"
mesh.userData.empty = true
} else if (i == 4) {
mesh.name = "墓地"
}
if (i == 0 || i == 4) {
mesh.position.set(-planeWidth/2 + 0.5, -0.65, 0)
} else {
mesh.position.set(-planeWidth/2 + 0.5, -0.7, 0)
}
mesh.translateX(spaceX * i + i)
sitePlane.add(mesh)
}
for (let i=0; i<5; i++) {
let mesh = createWireframe()
if (i > 0 && i < 4) {
if (i == 1) {
mesh.name = "己方战术1"
} else if (i == 2) {
mesh.name = "己方战术2"
} else if (i == 3) {
mesh.name = "己方战术3"
}
mesh.position.set(-planeWidth/2 + 0.5, -2.2, 0)
mesh.translateX(spaceX * i + i)
sitePlane.add(mesh)
}
if (i == 4) {
mesh.name = "卡组"
mesh.position.set(-planeWidth/2 + 0.5, -2.15, 0)
mesh.translateX(spaceX * i + i)
sitePlane.add(mesh)
}
}
}
然后修改game/deck/p1.vue,将卡组位置调整到site卡组位置:
// 设置卡组位置
const setDeckPos = () => {
nextTick(() => {
let sitePlane = scene.getObjectByName("己方战域Plane")
let siteDeckMesh = sitePlane.getObjectByName("卡组")
let pos = siteDeckMesh.position
siteDeckMesh.getWorldPosition(pos)
deckGroup.position.set(pos.x, pos.y, pos.z)
deckGroup.userData["position"] = pos
deckGroup.scale.set(0.8, 0.8, 0.8) // 缩放
console.log(222, siteDeckMesh)
})
}
此时页面展示如下:
可以看到右下角区域已经空出来了,这个位置可以展示生命值等信息,这里直接用div+css写就可以,在game目录下新建player文件夹:
player/p1.vue代码如下:
<template>
<div class="player-box">
<!-- <p class="name">Name:<span>Player1</span></p> -->
<div v-if="visible" class="info">
<p class="HP">HP:<span>4000</span></p>
<p class="Mana">Mana:<span>0</span>/<span>10</span></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 { Card } from "@/views/game/Card.ts"
import { CARD_DICT } from "@/utils/dict/card.ts"
import { transPos } 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 commonStore = useCommonStore()
const visible = ref(false)
const init = () => {
visible.value = true
}
defineExpose({
init,
})
</script>
<style lang="scss" scoped>
.player-box {
position: fixed;
bottom: 10px;
right: 0;
display: flex;
align-items: center;
justify-content: center;
flex-wrap: wrap;
width: 35vw;
height: 14%;
.info {
position: relative;
.HP {
text-align: left;
font-size: 18px;
color: #fff;
> span {
font-size: 24px;
}
}
.Mana {
text-align: left;
font-size: 16px;
color: #fff;
> span {
font-size: 18px;
}
}
}
}
</style>
此时页面展示如下:
附:
此时game/index.vue完整代码:
<template>
<div ref="sceneRef" class="scene"></div>
<!-- 玩家区 -->
<Player ref="playerRef"/>
<!-- 手牌 -->
<Hand ref="handRef"/>
<!-- 卡组 -->
<Deck ref="deckRef"/>
<!-- 战域 -->
<Site ref="siteRef"/>
<!-- 抽卡逻辑 -->
<DrawCard ref="drawCardRef" :handRef="handRef"/>
<!-- 对话框 -->
<Dialog ref="dialogRef" @handToSite="handToSite" @onCancel="onCancel"/>
</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 { DragControls } from 'three/addons/controls/DragControls.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { GlitchPass } from 'three/addons/postprocessing/GlitchPass.js';
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
import { GammaCorrectionShader } from 'three/examples/jsm/shaders/GammaCorrectionShader.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
import { OutlinePass } from 'three/examples/jsm/postprocessing/OutlinePass.js';
import { FontLoader } from 'three/addons/loaders/FontLoader.js';
import { useCommonStore } from "@/stores/common.ts"
import { transPos, editDeckCard, renderDeckText, renderSiteCardText } 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 Site from "./site/index.vue"
import Player from "./player/index.vue"
import DrawCard from "@/components/DrawCard.vue"
import Dialog from "@/components/Dialog.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 composer = proxy['composer']
const TWEEN = proxy['TWEEN']
// 后期处理
const renderPass = new RenderPass( scene, camera );
composer.addPass( renderPass );
//
const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
const commonStore = useCommonStore()
// 场景ref
const sceneRef = ref()
const playerRef = ref()
const siteRef = ref()
const handRef = ref()
const deckRef = ref()
const drawCardRef = ref()
const dialogRef = ref()
// 坐标轴辅助
const axesHelper = new THREE.AxesHelper(5);
// 创建轨道控制器
// const orbitControls = 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('touchmove', onMousemove)
// 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) => {
// Microsoft YaHei_Regular
// fonts/helvetiker_regular.typeface.json
fontLoader.load('fonts/helvetiker_bold.typeface.json', (font: any) => {
commonStore.loadFont(font)
resolve(true)
});
})
}
// 初始化场景
const initScene = async () => {
renderer.setSize( window.innerWidth, window.innerHeight );
sceneRef.value.appendChild( renderer.domElement );
scene.add(axesHelper)
// addSceneBg()
// camera.position.set( 5, 5, 5 );
camera.position.set( 0, 6.5, 0 );
camera.lookAt(0, 0, 0)
// const glitchPass = new GlitchPass();
// composer.addPass( glitchPass );
// const outputPass = new OutputPass();
// composer.addPass( outputPass );
addPlane()
animate();
}
// scene添加动态背景
const addSceneBg = () => {
const vertices = [];
for ( let i = 0; i < 5000; i ++ ) {
const x = THREE.MathUtils.randFloatSpread( 1000 );
const y = THREE.MathUtils.randFloatSpread( 1000 );
const z = THREE.MathUtils.randFloatSpread( 1000 );
vertices.push( x, y, z );
}
const particlesGeometry = new THREE.BufferGeometry();
particlesGeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
// 设置点材质
const pointsMaterial = new THREE.PointsMaterial();
// pointsMaterial.size = 0.9;
pointsMaterial.color.set(new THREE.Color("#fff"));
// 相机深度而衰减
pointsMaterial.sizeAttenuation = true;
const points = new THREE.Points(particlesGeometry, pointsMaterial);
scene.add(points);
// const texture = new THREE.TextureLoader().load( "textures/bg.jpg" );
// // const geometry = new THREE.SphereGeometry( 1, 32, 16 );
// const geometry = new THREE.CircleGeometry( 6, 32 );
// const material = new THREE.MeshBasicMaterial({
// map: texture
// });
// const sphere = new THREE.Mesh( geometry, material );
// sphere.name = "场景背景"
// sphere.position.set(0, 0, 0)
// sphere.rotateX(-90 * (Math.PI / 180)) // 弧度
// scene.add( sphere );
// texture.wrapS = THREE.RepeatWrapping;
// texture.wrapT = THREE.RepeatWrapping;
// scene.background = texture
}
// 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
// let bgMesh = scene.getObjectByName("场景背景")
// console.log(123, bgMesh)
const animate = () => {
requestAnimationFrame( animate );
TWEEN.update()
// let bgMesh = scene.getObjectByName("场景背景")
// if (bgMesh) {
// bgMesh.rotation.z += 0.0002
// }
// renderer.render( scene, camera );
composer.render()
}
// 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 () => {
// 初始化玩家
initPlayer()
// 初始化场地
initSite()
// 初始化卡组
await initDeck()
// 初始化手牌
await initHand()
// 绑定手牌事件
onHandEvent()
}
// 初始化玩家
const initPlayer = () => {
playerRef.value.init()
}
// 初始化场地
const initSite = () => {
siteRef.value.init()
}
// 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 = () => {
return new Promise((resolve, reject) => {
let cardNumber = 4
let _number = 0
let p1Deck = JSON.parse(JSON.stringify(commonStore.$state.p1Deck))
let deckGroup = scene.getObjectByName("p1_deckGroup")
let position = new THREE.Vector3(0, 0.005 * p1Deck.length, 0)
let _interval = setInterval(async() => {
// console.log(123, p1Deck)
if (_number < cardNumber) {
let obj = p1Deck[p1Deck.length - 1]
p1Deck.splice(p1Deck.length-1, 1)
commonStore.updateP1Deck(p1Deck)
// 修改卡组
await editDeckCard(deckGroup, obj, "remove")
await renderDeckText(deckGroup, `${commonStore.$state.p1Deck.length}`, commonStore.$state._font, position)
// 手牌区添加手牌
handRef.value.addHandCard(obj, deckGroup)
} else {
clearInterval(_interval)
resolve(true)
}
_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
let point = transPos(clientX, clientY)
// 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)
}
}
// 鼠标移动事件
const onMousemove = (ev: any) => {
// 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)
pointer.x = ev.clientX || ev.changedTouches[0].pageX
pointer.y = ev.clientY || ev.changedTouches[0].pageY
}
// 手牌事件
const onHandEvent = () => {
let handGroup = scene.getObjectByName("p1_handGroup")
const dragControls = new DragControls( handGroup.children, camera, renderer.domElement );
dragControls.addEventListener( 'dragstart', function ( event: any ) {
event.object.position.y += 0.04
});
dragControls.addEventListener( 'drag', function ( event: any ) {
event.object.position.y += 0.04
});
dragControls.addEventListener( 'dragend', function ( event: any ) {
event.object.position.y -= 0.04
let p1SitePlane = scene.getObjectByName("己方战域Plane")
let point = transPos(pointer.x, pointer.y)
// 通过摄像机和鼠标位置更新射线
raycaster.setFromCamera( point, camera );
const intersects = raycaster.intersectObjects(p1SitePlane.children);
if (intersects.length > 0) {
dialogRef.value.init({
type: "handToSite",
obj: event.object,
message: "是否上场该卡牌"
})
} else {
handRef.value.backPosition(event.object)
}
});
}
// 手牌移入己方战域
const handToSite = (data: any) => {
let sitePlane = scene.getObjectByName("己方战域Plane")
console.log(data)
let userData = data.userData
if (userData.type === "怪兽") {
let meshes = sitePlane.children.filter((v: any) => v.name.indexOf("己方怪兽区") > -1 && v.userData.empty === true)
if (meshes.length > 0) {
let _mesh = null
let m1 = meshes.find((v: any) => v.name.indexOf(1) > -1)
let m2 = meshes.find((v: any) => v.name.indexOf(2) > -1)
let m3 = meshes.find((v: any) => v.name.indexOf(3) > -1)
if (m2) {
_mesh = m2
} else if (m1) {
_mesh = m1
} else if (m3) {
_mesh = m3
}
renderSiteCard(data, _mesh)
}
}
}
// 绘制场上卡牌
const renderSiteCard = async (data: any, mesh: any) => {
let p1_handGroup = scene.getObjectByName("p1_handGroup")
let position = new THREE.Vector3(0, 0, 0)
mesh.getWorldPosition(position)
mesh.userData.empty = false
let oldMesh = p1_handGroup.children.find((v: any) => v.name === data.name)
let newMesh = oldMesh.clone()
newMesh.userData.areaType = mesh.name // 用来记录卡牌在哪个区域,怪兽区、墓地、手牌、卡组、场地等
newMesh.scale.set(0.8, 0.8, 0.8)
handRef.value.removeHandCard(oldMesh)
scene.add(newMesh)
newMesh.position.set(position.x, position.y, position.z)
await renderSiteCardText(newMesh, commonStore.$state._font)
// 创建伽马校正通道
// const gammaPass= new ShaderPass(GammaCorrectionShader)
// composer.addPass( gammaPass );
// const outlinePass = new OutlinePass(new THREE.Vector2( window.innerWidth, window.innerHeight ), scene, camera); // 模糊
// outlinePass.edgeStrength = 1.0; // 调整边缘强度
// outlinePass.edgeGlow = 1.0; // 边缘发光强度
// outlinePass.usePatternTexture = false; // 是否使用纹理
// outlinePass.visibleEdgeColor.set(0xffffff); // 设置边缘颜色
// outlinePass.hiddenEdgeColor.set(0x000000); // 设置隐藏边缘的颜色
// outlinePass.selectedObjects = [newMesh.children[0]]
// composer.addPass( outlinePass );
console.log(123, newMesh)
}
// 取消
const onCancel = (data: any) => {
handRef.value.backPosition(data)
}
</script>
<style lang="scss" scoped>
.scene {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100vh;
}
</style>