vue3+threejs新手从零开发卡牌游戏(十四):调整卡组位置,添加玩家生命值HP和法力值Mana信息

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>
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