用代码模拟p2战斗逻辑,按流程进行步骤拆分:
1.p2抽卡
2.p2召唤怪兽上场
3.p2战斗
其中战斗部分分为几种情况:
情况一:p2场上卡牌由大到小进行排序,按序轮询可以攻击的卡牌,然后攻击p1场上卡牌由大到小攻击力最高的同时攻击力不超过当前p2卡牌的那个,如果p2场上最大的攻击力不能突破p1场上卡牌,那就不攻击并将该卡牌攻击次数置为0,进行下一个循环,当p2场上所以卡牌攻击次数均为0时,认为战斗阶段结束,可以进行下一个回合。
情况二:p1场上卡牌已经全部被破坏,而此时p2场上还有卡牌未行动,那么此时卡牌可以直接攻击p1玩家。
情况三:p2战斗阶段时,p1场上怪兽区没有卡牌时,全员即可轮询直接攻击p1玩家。
修改utils/common.ts:
// 卡牌攻击特效
const cardAttack = (card1: any, card2: any, callback: any) => {
console.log("cardAttack", card1, card2)
let isP1 = card1.userData.areaType.indexOf("己方") > -1
// 获取card1世界坐标
let pos1 = new THREE.Vector3(0, 0, 0)
card1.getWorldPosition(pos1)
// 获取card2世界坐标
let pos2 = new THREE.Vector3(0, 0, 0)
card2.getWorldPosition(pos2)
// 动画1:移动到对方卡面前
const twA = new TWEEN.Tween({
x: pos1.x,
y: pos1.y,
z: pos1.z,
card1,
})
twA.to({
x: pos2.x,
y: pos2.y + 0.1,
z: isP1 ? pos2.z + 1.4 * 0.8 : pos2.z - 0.7 * 0.8,
}, 300)
twA.easing(TWEEN.Easing.Quadratic.Out)
twA.onUpdate((obj: any) => {
obj.card1.position.set(obj.x, obj.y, obj.z)
})
twA.onComplete(function() {
//动画结束:关闭允许透明,恢复到模型原来状态
TWEEN.remove(twA)
callback && callback()
})
// 动画2:退回到原位置
const twB = new TWEEN.Tween({
x: pos2.x,
y: pos2.y + 0.1,
z: isP1 ? pos2.z + 1.4 * 0.8 : pos2.z - 0.7 * 0.8,
card1,
})
twB.to({
x: pos1.x,
y: pos1.y,
z: pos1.z,
}, 400)
twB.easing(TWEEN.Easing.Quadratic.In)
twB.onUpdate((obj: any) => {
obj.card1.position.set(obj.x, obj.y, obj.z)
})
twB.onComplete(function() {
//动画结束:关闭允许透明,恢复到模型原来状态
// TWEEN.remove(twA)
// callback && callback()
})
twA.chain(twB)
twA.start();
}
export { cardAttack }
// p2玩家手牌召唤上场逻辑
const p2FindHandToSiteCard = (cards: any, mana: any) => {
let newCards = cards.filter((v: any) => v.userData.Mana <= mana)
console.log("p2玩家手牌召唤上场逻辑", cards, newCards)
if (newCards.length > 0) {
newCards.sort((a: any, b: any) => {
return a.Mana - b.Mana
})
return newCards[0]
}
return null
}
export { p2FindHandToSiteCard }
game/index.vue(由于涉及代码较多,所以直接贴上该文件全部代码,主要部分看p2DrawCardEvent相关方法):
<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"/>
<!-- 墓地 -->
<Graveyard ref="graveyardRef"/>
<!-- 抽卡逻辑 -->
<DrawCard ref="drawCardRef" :handRef="handRef"/>
<!-- 对话框 -->
<Dialog ref="dialogRef" @handToSite="handToSite" @onCancel="onCancel"/>
<!-- 阶段操作 -->
<ul class="stage-box">
<li v-if="commonStore.$state.currentPlayer==='p1'&&commonStore.$state.flowIndex==1">
<el-button type="primary" size="small" @click.stop="nextFlow">下一阶段</el-button>
</li>
<li v-if="commonStore.$state.currentPlayer==='p1'&&commonStore.$state.flowIndex===2">
<el-button type="danger" size="small" round @click.stop="nextRound">回合结束</el-button>
</li>
</ul>
<div class="info-box">
<!-- 当前操作玩家 -->
<div class="">player:{{ commonStore.$state.currentPlayer }}</div>
<!-- 回合数 -->
<div class="round-box">round:{{ commonStore.$state.round }}</div>
</div>
</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, editGraveyardCard, renderGraveyardText, renderSiteCardText, cardAttack, cardDestroy, cardDirectAttack, p2FindHandToSiteCard } from "@/utils/common.ts"
import { Card } from "./Card.ts"
import { CARD_DICT } from "@/utils/dict/card.ts"
import { p1TestDeck, p2TestDeck} from "@/utils/deck/test.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 Graveyard from "./graveyard/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 graveyardRef = ref()
const drawCardRef = ref()
const dialogRef = ref()
const selectedCard = ref() // 选中的场上card
const selectedTargetCard = ref() // 选中的目标场上card
// 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();
watch(() => commonStore.$state.p1HP, () => {
if (commonStore.$state.p1HP <=0) {
// alert("你输了")
// window.location.reload()
}
})
watch(() => commonStore.$state.p2HP, () => {
if (commonStore.$state.p2HP <=0) {
// alert("你赢了")
// window.location.reload()
}
})
onMounted(async () => {
await initResource()
initScene()
initGame()
// 鼠标按下
window.addEventListener('touchstart', onMousedown)
window.addEventListener('touchmove', onMousemove)
window.addEventListener('touchend', onMouseup)
// 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)
// 移动线纹理
let arrowTexture = new THREE.TextureLoader().load('textures/arrow.png');
arrowTexture.wrapT = THREE.RepeatWrapping;
arrowTexture.repeat.set(1, 4);
arrowTexture.center = new THREE.Vector2(0.5, 0.5)
arrowTexture.rotation = (-90 * (Math.PI / 180))
arrowTexture.needsUpdate = true;
const animate = () => {
requestAnimationFrame( animate );
if (arrowTexture) {
arrowTexture.offset.y -= 0.02; //更新箭头纹理偏移量
}
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 () => {
// 初始化生命值
commonStore.updateP1HP(4000)
commonStore.updateP2HP(4000)
// 初始化mana
commonStore.updateP1Mana(6)
commonStore.updateP2Mana(10)
// 初始化游戏流程
commonStore.updateFlowIndex(0)
// 初始化游戏回合数
commonStore.updateRound(1)
// 确定先后手
initFirst()
// 初始化玩家
initPlayer()
// 初始化场地
initSite()
// 初始化墓地
initGraveyard()
// 初始化卡组
await initDeck()
// 初始化手牌
await initHand()
// 绑定手牌事件
onHandEvent()
// 执行游戏流
if (commonStore.$state.currentPlayer === "p1") {
// p1Flow()
p1DrawCardEvent()
} else {
p2DrawCardEvent(1)
}
//
// await p2DrawCardEvent(1)
// let p2_handGroup = scene.getObjectByName("p2_handGroup")
// let cards = p2_handGroup.children.filter((v: any) => v.userData.type === "怪兽")
// p2HandToSite(cards[0])
}
// 确定先后手
const initFirst = () => {
let index = Math.random() * 10
if (index > 0) { // p1先手
commonStore.updateCurrentPlayer("p1")
console.log("p1先手")
} else { // p1后手
commonStore.updateCurrentPlayer("p2")
console.log("p2先手")
}
}
// 初始化玩家
const initPlayer = () => {
playerRef.value.init()
}
// 初始化场地
const initSite = () => {
siteRef.value.init()
}
// 初始化墓地
const initGraveyard = () => {
graveyardRef.value.init()
}
// 初始化卡组
const initDeck = () => {
return new Promise((resolve, reject) => {
let p1Deck: any = []
let p2Deck: any = []
// 洗牌
p1TestDeck.sort(() => {
return Math.random() - 0.5
})
p2TestDeck.sort(() => {
return Math.random() - 0.5
})
p1TestDeck.forEach((v: any, i: any) => {
let obj = CARD_DICT.find((b: any) => b.card_id === v)
if (obj) {
p1Deck.push({
card_id: v,
name: `${obj.name}_${i}`
})
}
})
p2TestDeck.forEach((v: any, i: any) => {
let obj = CARD_DICT.find((b: any) => b.card_id === v)
if (obj) {
p2Deck.push({
card_id: v,
name: `${obj.name}_${i}`
})
}
})
// console.log("p1Deck", newDeck)
commonStore.updateP1Deck(p1Deck)
commonStore.updateP2Deck(p2Deck)
nextTick(() => {
handRef.value.init()
deckRef.value.init()
resolve(true)
})
})
}
// 初始化手牌
const initHand = () => {
let p1 = new Promise((resolve, reject) => {
let cardNumber = 4
let _number = 0
let p1Deck = JSON.parse(JSON.stringify(commonStore.$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.$state._font, position)
// 手牌区添加手牌
handRef.value.addP1HandCard(obj, deckGroup)
} else {
clearInterval(_interval)
resolve(true)
}
_number++
}, 200)
})
let p2 = new Promise((resolve, reject) => {
let cardNumber = 4
let _number = 0
let p2Deck = JSON.parse(JSON.stringify(commonStore.$state.p2Deck))
let deckGroup = scene.getObjectByName("p2_deckGroup")
let position = new THREE.Vector3(0, 0.005 * p2Deck.length, 0)
let _interval = setInterval(async() => {
// console.log(123, p1Deck)
if (_number < cardNumber) {
let obj = p2Deck[p2Deck.length - 1]
p2Deck.splice(p2Deck.length-1, 1)
commonStore.updateP2Deck(p2Deck)
// 修改卡组
await editDeckCard(deckGroup, obj, "remove")
await renderDeckText(deckGroup, `${commonStore.$state.p2Deck.length}`, commonStore.$state._font, position)
// 手牌区添加手牌
handRef.value.addP2HandCard(obj, deckGroup)
} else {
clearInterval(_interval)
resolve(true)
}
_number++
}, 200)
})
return new Promise((resolve, reject) => {
Promise.all([p1, p2]).then((res: any) => {
resolve(true)
})
})
}
// p1抽牌事件
const p1DrawCardEvent = () => {
setTimeout(() => {
if (commonStore.$state.p1Deck.length <= 0) {
alert("你输了")
window.location.reload()
return
}
let p1_deckGroup = scene.getObjectByName("p1_deckGroup")
let pos1 = p1_deckGroup.userData.position
let pos2 = new THREE.Vector3(0, 2, 0)
if (p1_deckGroup.position.x !== pos2.x) {
drawCardRef.value.drawCardAnimate1(p1_deckGroup, pos1, pos2)
}
}, 300)
}
// p2抽牌事件
const p2DrawCardEvent = (cardNumber: any) => {
return new Promise((resolve, reject) => {
let _number = 0
let p2Deck = JSON.parse(JSON.stringify(commonStore.$state.p2Deck))
if (p2Deck.length <= 0) {
alert("你赢了")
window.location.reload()
return
}
let deckGroup = scene.getObjectByName("p2_deckGroup")
let position = new THREE.Vector3(0, 0.005 * p2Deck.length, 0)
let _interval = setInterval(async() => {
// console.log(123, p1Deck)
if (_number < cardNumber) {
let obj = p2Deck[p2Deck.length - 1]
p2Deck.splice(p2Deck.length-1, 1)
commonStore.updateP2Deck(p2Deck)
// 修改卡组
await editDeckCard(deckGroup, obj, "remove")
await renderDeckText(deckGroup, `${commonStore.$state.p2Deck.length}`, commonStore.$state._font, position)
// 手牌区添加手牌
handRef.value.addP2HandCard(obj, deckGroup)
} else {
clearInterval(_interval)
// 更新flowIndex
commonStore.updateFlowIndex(1)
// p2玩家手牌召唤上场逻辑,轮询手牌中Mana最大且不超过此时p2Mana的卡牌,直到能上场的都上场后进行下一阶段
function p2FindHandToSiteCards() {
let p2_handGroup = scene.getObjectByName("p2_handGroup")
let cards = p2_handGroup.children
let mana = commonStore.$state.p2Mana
let card = p2FindHandToSiteCard(cards, mana)
if (card && card.userData.type === "怪兽") {
p2HandToSite(card)
nextTick(() => {
let p2SiteCards = scene.children.filter((v: any) => v.userData && v.userData.areaType && (v.userData.areaType.indexOf("对方怪兽区")>-1))
if (commonStore.$state.p2Mana > 0 && p2SiteCards.length < 3) {
setTimeout(function() {
p2FindHandToSiteCards()
}, 400)
} else {
// 执行p2战斗阶段
console.log("执行p2战斗阶段")
nextTick(() => {
p2SiteCards.forEach((v: any) => {
v.userData.AttackFrequency = 1
})
p2FightEvent()
})
}
})
} else {
// 执行p2战斗阶段
console.log("执行p2战斗阶段")
nextTick(() => {
let p2SiteCards = scene.children.filter((v: any) => v.userData && v.userData.areaType && (v.userData.areaType.indexOf("对方怪兽区")>-1))
p2SiteCards.forEach((v: any) => {
v.userData.AttackFrequency = 1
})
p2FightEvent()
})
}
}
p2FindHandToSiteCards()
resolve(true)
}
_number++
}, 200)
})
}
// p2卡牌上场事件
const p2HandToSite = (card: any) => {
let sitePlane = scene.getObjectByName("对方战域Plane")
let userData = card.userData
if (userData.type === "怪兽") {
let meshes = sitePlane.children.filter((v: any) => v.name.indexOf("对方怪兽区") > -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
}
let p2_handGroup = scene.getObjectByName("p2_handGroup")
// card.rotateX(180 * (Math.PI / 180)) // 弧度
renderSiteCard(p2_handGroup, card, _mesh)
}
}
}
// p2战斗事件
const p2FightEvent = () => {
commonStore.updateFlowIndex(2)
let p1SiteCards = scene.children.filter((v: any) => (v.userData && v.userData.areaType && v.userData?.areaType?.indexOf("己方怪兽区") > -1))
let p2SiteCards = scene.children.filter((v: any) => (v.userData && v.userData.areaType && v.userData?.areaType?.indexOf("对方怪兽区") > -1))
console.log(222, p1SiteCards,p2SiteCards )
if (p2SiteCards.length > 0) {
if (p1SiteCards.length > 0) {
function p2CardAttack() {
// 遍历p2可以攻击的card
let p2CanAttackCards = p2SiteCards.filter((v: any) => v.userData.AttackFrequency > 0)
if (p2CanAttackCards.length > 0) {
p2CanAttackCards.sort((a: any, b: any) => {
return b.userData._ATK - a.userData._ATK
})
let p2ATK = Number(p2CanAttackCards[0].userData._ATK)
let p1AttackedCards = p1SiteCards.filter((v: any) => Number(v.userData._ATK) <= p2ATK) // 找出p1可以被p2攻击的卡牌,即当前选中的p2卡牌的攻击力大于等于p1卡牌{
if (p1AttackedCards.length > 0) {
p1AttackedCards.sort((a: any, b: any) => {
return a.userData._ATK - b.userData._ATK
})
// let _selectedCard = scene.children.find((v: any) => v.name === p2CanAttackCards[0].name && (v.userData.areaType && v.userData.areaType.indexOf("对方怪兽区") > -1))
// let _selectedTargetCard = scene.children.find((v: any) => v.name === p1AttackedCards[0].name && (v.userData.areaType && v.userData.areaType.indexOf("己方怪兽区") > -1))
selectedCard.value = p2CanAttackCards[0]
selectedTargetCard.value = p1AttackedCards[0]
// console.log(666, selectedCard.value, selectedTargetCard.value)
nextTick(() => {
fight()
setTimeout(function() {
let p2CanAttackCards = p2SiteCards.filter((v: any) => v.userData.AttackFrequency > 0)
if (p2CanAttackCards.length > 0) {
p2FightEvent()
}
}, 1000)
})
} else {
selectedCard.value = null
selectedTargetCard.value = null
// 如果不能攻击,则将这回合攻击次数归0
p2CanAttackCards[0].userData.AttackFrequency = 0
nextRound()
}
} else {
fight()
}
}
p2CardAttack()
} else {
// 直接攻击
let p2CanAttackCards = p2SiteCards.filter((v: any) => v.userData.AttackFrequency > 0)
if (p2CanAttackCards.length > 0) {
selectedCard.value = p2CanAttackCards[0]
fight()
setTimeout(function() {
let p2CanAttackCards = p2SiteCards.filter((v: any) => v.userData.AttackFrequency > 0)
if (p2CanAttackCards.length > 0) {
p2FightEvent()
}
}, 1000)
}
}
}
// 如果p2所有卡牌攻击次数都为0,则回合结束
let p2CanAttackCards = p2SiteCards.filter((v: any) => v.userData.AttackFrequency > 0)
if (p2CanAttackCards.length <= 0) {
setTimeout(() => {
nextRound()
}, 500)
}
}
// 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()
// 鼠标选中场上卡牌事件
onSelectSiteCard()
}
// 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
// 画线
if (selectedCard.value && (commonStore.$state.flowIndex === 2)) {
drawLine()
}
}
// 鼠标抬起事件
const onMouseup = (ev: any) => {
let lineMesh = scene.getObjectByName("移动线")
if (lineMesh) {
scene.remove(lineMesh)
}
fight()
}
// 鼠标选中场上卡牌事件
const onSelectSiteCard = () => {
if (commonStore.$state.flowIndex !== 2) { // 非战斗阶段不进行该操作
return
}
if (commonStore.$state.round === 1) { // 第一回合不能进行攻击
return
}
let p1Cards = scene.children.filter((v: any) => v.userData?.areaType?.indexOf("己方怪兽区") > -1)
if (p1Cards.length <= 0) {
return
}
let arr = raycaster.intersectObjects(p1Cards, true)
if (arr.length > 0) {
// 找到对应卡牌
let _selectedCard: any = arr[0].object
if (_selectedCard.name === "攻击力") {
_selectedCard = _selectedCard.parent
}
if (_selectedCard.userData.AttackFrequency <= 0) { // 如果该卡攻击次数小于等于0,那么跳过
return
}
selectedCard.value = _selectedCard
}
}
// 画线
const drawLine = () => {
let mesh = scene.getObjectByName("移动线")
if (mesh) {
scene.remove(mesh)
}
let startPos = new THREE.Vector3(0, 0, 0)
selectedCard.value.getWorldPosition(startPos)
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 );
let plane = scene.getObjectByName("地面")
let arr = raycaster.intersectObject(plane)
if (arr.length > 0) {
// let pos = new THREE.Vector3(0, 0, 0)
// arr[0].object.getWorldPosition(pos)
let point = arr[0].point
let curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(startPos.x, startPos.y + 0.2, startPos.z),
new THREE.Vector3(point.x, point.y + 0.2, point.z)
]);
let tubeGeometry = new THREE.TubeGeometry(curve, 80, 0.08);
const material = new THREE.MeshBasicMaterial({
map: arrowTexture,
side: THREE.BackSide, //显示背面
transparent: true,
// color: new THREE.Color("#ff6347")
});
const _mesh = new THREE.Mesh( tubeGeometry, material );
_mesh.name = "移动线"
scene.add(_mesh);
}
// 获取目标对象
getTargetMesh()
}
// 获取目标对象
const getTargetMesh = () => {
let p2Cards = scene.children.filter((v: any) => v.userData?.areaType?.indexOf("对方怪兽区") > -1)
if (p2Cards.length <= 0) {
selectedTargetCard.value = null
return
}
let arr = raycaster.intersectObjects(p2Cards, true)
if (arr.length > 0) {
let _selectedTargetCard: any = arr[0].object
if (_selectedTargetCard.name === "攻击力") {
_selectedTargetCard = _selectedTargetCard.parent
}
selectedTargetCard.value = _selectedTargetCard
} else {
selectedTargetCard.value = null
}
}
// 战斗
const fight = () => {
if (commonStore.$state.flowIndex !== 2) {
return
}
if (selectedCard.value) { // 攻击次数减1
let AttackFrequency = JSON.parse(JSON.stringify(selectedCard.value.userData.AttackFrequency))
if (AttackFrequency > 0) {
AttackFrequency--
} else {
AttackFrequency = 0
}
selectedCard.value.userData.AttackFrequency = AttackFrequency
}
// console.log("fight", selectedCard.value, selectedTargetCard.value)
if (selectedCard.value && selectedTargetCard.value) { // 如果selectedCard和selectedTargetCard都存在
// 移除卡牌
const removeCard = async (card: any) => {
if (card.children && card.children.length > 0) {
card.children.forEach((v: any) => {
card.remove(v)
})
}
let areaType = card.userData.areaType
let isP1 = areaType.indexOf("己方") > -1
let graveyardGroup = null
let graveyardGroupPos = new THREE.Vector3(0, 0, 0)
let cards = []
card.material.forEach((v: any) => {
v.transparent = false
v.opacity = 1
v.alphaTest = 0.1;
})
// card.rotateX(180 * (Math.PI / 180)) // 弧度
if (isP1) {
card.userData.areaType = "己方墓地"
graveyardGroup = scene.getObjectByName("p1_graveyardGroup")
graveyardGroup.getWorldPosition(graveyardGroupPos)
card.position.set(graveyardGroupPos.x, graveyardGroupPos.y, graveyardGroupPos.z)
cards = scene.children.filter((v: any) => v.userData?.areaType === "己方墓地")
} else {
card.userData.areaType = "对方墓地"
graveyardGroup = scene.getObjectByName("p2_graveyardGroup")
graveyardGroup.getWorldPosition(graveyardGroupPos)
card.position.set(graveyardGroupPos.x, graveyardGroupPos.y, graveyardGroupPos.z)
cards = scene.children.filter((v: any) => v.userData?.areaType === "对方墓地")
}
// 修改墓地
let position = new THREE.Vector3(0, 0.005 * cards.length, 0)
await editGraveyardCard(graveyardGroup, card, "remove")
await renderGraveyardText(graveyardGroup, `${cards.length}`, commonStore.$state._font, position)
if (isP1) {
let sitePlane = scene.getObjectByName("己方战域Plane")
let mesh = sitePlane.children.find((v: any) => v.name === areaType)
if (mesh) {
mesh.userData.empty = true
}
} else {
let sitePlane = scene.getObjectByName("对方战域Plane")
let mesh = sitePlane.children.find((v: any) => v.name === areaType)
if (mesh) {
mesh.userData.empty = true
}
}
}
let _selectedCard = selectedCard.value
let _selectedTargetCard = selectedTargetCard.value
cardAttack(selectedCard.value, selectedTargetCard.value, () => {
// console.log(888, Number(selectedCard.value.userData.ATK), Number(selectedTargetCard.value.userData.ATK))
if (Number(_selectedCard.userData.ATK) > Number(_selectedTargetCard.userData.ATK)) {
cardDestroy(_selectedTargetCard, () => {
removeCard(_selectedTargetCard)
// 削减血量
let isP1 = _selectedTargetCard.userData.areaType.indexOf("己方") > -1
if (isP1) {
let p1HP = JSON.parse(JSON.stringify(commonStore.$state.p1HP))
p1HP -= (Number(_selectedCard.userData.ATK) - Number(_selectedTargetCard.userData.ATK))
if (p1HP < 0) {
p1HP = 0
}
commonStore.updateP1HP(p1HP)
} else {
let p2HP = JSON.parse(JSON.stringify(commonStore.$state.p2HP))
p2HP -= (Number(_selectedCard.userData.ATK) - Number(_selectedTargetCard.userData.ATK))
if (p2HP < 0) {
p2HP = 0
}
commonStore.updateP2HP(p2HP)
}
})
} else if (Number(_selectedCard.userData.ATK) === Number(_selectedTargetCard.userData.ATK)) {
cardDestroy(_selectedCard, () => {
removeCard(_selectedCard)
})
cardDestroy(_selectedTargetCard, () => {
removeCard(_selectedTargetCard)
})
} else {
cardDestroy(_selectedCard, () => {
removeCard(_selectedCard)
// 削减血量
let isP1 = _selectedCard.userData.areaType.indexOf("己方") > -1
if (isP1) {
let p1HP = JSON.parse(JSON.stringify(commonStore.$state.p1HP))
p1HP -= (Number(_selectedCard.userData.ATK) - Number(_selectedCard.userData.ATK))
if (p1HP < 0) {
p1HP = 0
}
commonStore.updateP1HP(p1HP)
} else {
let p2HP = JSON.parse(JSON.stringify(commonStore.$state.p2HP))
p2HP -= (Number(_selectedCard.userData.ATK) - Number(_selectedCard.userData.ATK))
if (p2HP < 0) {
p2HP = 0
}
commonStore.updateP2HP(p2HP)
}
})
}
})
selectedCard.value = null
selectedTargetCard.value = null
} else if (selectedCard.value) { // 如果只存在selectedCard
// 直接攻击
let _selectedCard: any = selectedCard.value
let areaType = _selectedCard.userData.areaType
let isP1 = areaType.indexOf("己方") > -1
let cards = []
if (isP1) {
let plane = scene.getObjectByName("对方战域Plane")
let arr = raycaster.intersectObjects(plane.children)
if (arr.length <= 0) {
return
}
cards = scene.children.filter((v: any) => v.userData?.areaType?.indexOf("对方怪兽区") > -1)
} else {
cards = scene.children.filter((v: any) => v.userData?.areaType?.indexOf("己方方怪兽区") > -1)
}
if (cards.length > 0) {
return
}
cardDirectAttack(scene, _selectedCard, () => {
if (isP1) {
let p2HP = JSON.parse(JSON.stringify(commonStore.$state.p2HP))
p2HP -= _selectedCard.userData.ATK
if (p2HP < 0) {
p2HP = 0
}
commonStore.updateP2HP(p2HP)
} else {
let p1HP = JSON.parse(JSON.stringify(commonStore.$state.p1HP))
p1HP -= _selectedCard.userData.ATK
if (p1HP < 0) {
p1HP = 0
}
commonStore.updateP1HP(p1HP)
}
})
}
selectedCard.value = null
}
// 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 ) {
if (commonStore.$state.currentPlayer === "p1" && commonStore.$state.flowIndex === 1) {
dragControls.enabled = true
event.object.position.y += 0.04
} else {
dragControls.enabled = false
}
});
dragControls.addEventListener( 'drag', function ( event: any ) {
if (commonStore.$state.currentPlayer === "p1" && commonStore.$state.flowIndex === 1) {
dragControls.enabled = true
event.object.position.y += 0.04
} else {
dragControls.enabled = false
}
});
dragControls.addEventListener( 'dragend', function ( event: any ) {
if (commonStore.$state.currentPlayer === "p1" && commonStore.$state.flowIndex === 1) {
dragControls.enabled = true
event.object.position.y -= 0.04
// 如果mana不够则不能上场
if (commonStore.$state.p1Mana < event.object?.userData.Mana) {
handRef.value.backPosition(event.object)
return
}
let p1SitePlane = scene.getObjectByName("己方战域Plane")
let point = transPos(pointer.x, pointer.y)
// 通过摄像机和鼠标位置更新射线
raycaster.setFromCamera( point, camera );
const intersects = raycaster.intersectObjects(p1SitePlane.children);
if (intersects.length > 0) {
dialogRef.value.init({
type: "handToSite",
obj: event.object,
message: "是否上场该卡牌"
})
} else {
handRef.value.backPosition(event.object)
}
} else {
dragControls.enabled = false
}
});
}
// 手牌移入己方战域
const handToSite = (data: any) => {
let sitePlane = scene.getObjectByName("己方战域Plane")
// console.log(data)
let userData = data.userData
if (userData.type === "怪兽") {
let meshes = sitePlane.children.filter((v: any) => v.name.indexOf("己方怪兽区") > -1 && v.userData.empty === true)
if (meshes.length > 0) {
let _mesh = null
let m1 = meshes.find((v: any) => v.name.indexOf(1) > -1)
let m2 = meshes.find((v: any) => v.name.indexOf(2) > -1)
let m3 = meshes.find((v: any) => v.name.indexOf(3) > -1)
if (m2) {
_mesh = m2
} else if (m1) {
_mesh = m1
} else if (m3) {
_mesh = m3
}
let p1_handGroup = scene.getObjectByName("p1_handGroup")
renderSiteCard(p1_handGroup, data, _mesh)
}
}
}
// 绘制场上卡牌
const renderSiteCard = async (handGroup: any, data: any, mesh: any) => {
let position = new THREE.Vector3(0, 0, 0)
mesh.getWorldPosition(position)
mesh.userData.empty = false
let oldMesh = handGroup.children.find((v: any) => v.name === data.name)
let newMesh = oldMesh.clone()
newMesh.userData.areaType = mesh.name // 用来记录卡牌在哪个区域,怪兽区、墓地、手牌、卡组、场地等
newMesh.scale.set(0.8, 0.8, 0.8)
if (handGroup.name === "p1_handGroup") {
// 更新mana
let mana = JSON.parse(JSON.stringify(commonStore.$state.p1Mana))
mana -= newMesh.userData.Mana
commonStore.updateP1Mana(mana)
//
handRef.value.removeP1HandCard(oldMesh)
} else if (handGroup.name === "p2_handGroup") {
// 更新mana
let mana = JSON.parse(JSON.stringify(commonStore.$state.p2Mana))
mana -= newMesh.userData.Mana
commonStore.updateP2Mana(mana)
//
handRef.value.removeP2HandCard(oldMesh)
newMesh.rotateX(180 * (Math.PI / 180)) // 弧度
newMesh.rotateY(180 * (Math.PI / 180)) // 弧度
}
scene.add(newMesh)
newMesh.position.set(position.x, position.y, position.z)
await renderSiteCardText(handGroup, newMesh, commonStore.$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)
}
// 下一阶段
const nextFlow = () => {
let flowIndex = JSON.parse(JSON.stringify(commonStore.$state.flowIndex))
flowIndex++
commonStore.updateFlowIndex(flowIndex)
}
// 回合结束
const nextRound = () => {
// 切换玩家
let player = commonStore.$state.currentPlayer
if (player === "p1") {
commonStore.updateCurrentPlayer("p2")
} else {
commonStore.updateCurrentPlayer("p1")
}
console.log(333, commonStore.$state.currentPlayer)
// 重置流程
commonStore.updateFlowIndex(0)
// 重置mana
commonStore.updateP1Mana(6)
commonStore.updateP2Mana(10)
// 回合数增加
let round = JSON.parse(JSON.stringify(commonStore.$state.round))
round++
commonStore.updateRound(round)
// 重置怪兽攻击次数
let p1SiteCards = scene.children.filter((v: any) => v.userData && v.userData.areaType && (v.userData.areaType.indexOf("己方怪兽区")>-1))
// let p2SiteCards = scene.children.filter((v: any) => v.userData && v.userData.areaType && (v.userData.areaType.indexOf("对方怪兽区")>-1))
if (p1SiteCards.length > 0) {
p1SiteCards.forEach((v: any) => {
v.userData.AttackFrequency = 1
})
}
// if (p2SiteCards.length > 0) {
// p2SiteCards.forEach((v: any) => {
// v.userData.AttackFrequency = 1
// })
// }
// 重新执行游戏流
if (commonStore.$state.currentPlayer === "p1") {
p1DrawCardEvent()
} else {
p2DrawCardEvent(1)
}
}
// 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;
}
.stage-box {
position: fixed;
top: 50%;
right: 4px;
z-index: 10;
margin-top: -20px;
display: flex;
align-items: center;
justify-content: center;
flex-wrap: wrap;
list-style: none;
// max-width: 200px;
// width: 40%;
height: 40px;
li {
// margin: 6px;
}
}
.info-box {
position: fixed;
top: 50%;
left: 4px;
z-index: 10;
// display: flex;
// flex-wrap: wrap;
align-items: center;
margin-top: -20px;
height: 40px;
color: #fff;
> div {
line-height: 20px;
}
}
</style>
页面效果如下:
这里输了是因为卡组没牌了。。。
其实到这里基本已经实现了和电脑简单对战的游玩,基本的游戏架构初步完成,剩下的就是往这个框里添加各种卡牌逻辑,比如基础的加攻减攻,恢复血量等等,以及优化一些战斗效果和交互逻辑、UI美化等。