添加对方手牌区时注意位置调整,以及手牌应该是背面朝上,加个rotateX翻转即可,其他代码和p1.vue代码一致,game/hand/p2.vue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 { 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 raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();const commonStore = useCommonStore()// 手牌区group
const handGroup = new THREE.Group()
handGroup.name = "p1_handGroup"
scene.add(handGroup)const _width = ref()const init = () => {setHandPos()
}// 设置手牌区位置
const setHandPos = () => {nextTick(() => {let plane = scene.getObjectByName("地面")let point1 = transPos(window.innerWidth * 0.35, 10) // 手牌区起始位置的屏幕坐标let point2 = transPos(window.innerWidth - 10, 10) // 手牌区结束位置的屏幕坐标let x1 = 0 // 手牌区起始位置的世界x坐标let x2 = 0 // 手牌区结束位置的世界x坐标// raycaster.setFromCamera( point1, camera );const intersects1 = raycaster.intersectObject( plane );if (intersects1.length > 0) {let point = intersects1[0].point// 由于卡牌几何体大小设置的是(1, 0.005, 1.4),所以我们对应进行偏移// handGroup.position.set(point.x, point.y, point.z)handGroup.position.set(point.x + 0.5, point.y, point.z + 0.7)x1 = handGroup.position.x}// raycaster.setFromCamera( point2, camera );const intersects = raycaster.intersectObject( plane );if (intersects.length > 0) {let point = intersects[0].pointx2 = point.x + 0.5}// 用绝对值相加得到手牌区长度_width.value = Math.abs(x1) + Math.abs(x2)})
}// 添加手牌
const addHandCard = (obj: any, origin: any) => {let position = origin.position// console.log(666, deckGroupPos)let cardObj = CARD_DICT.find((v: any) => v.card_id === obj.card_id)if (cardObj) {let card = new Card(cardObj)let mesh = card.init()mesh.name = obj.namemesh.position.set(position.x, position.y, position.z)mesh.rotateX(180 * (Math.PI / 180)) // 弧度mesh.material.forEach((v: any) => {// v.alphaHash = truev.transparent = true})scene.add( mesh );updateCardPos(mesh)}
}// 移除手牌
const removeHandCard = (mesh: any) => {handGroup.remove(mesh)// 计算叠放间距let space = ((_width.value - 1) / (handGroup.children.length - 1)) <= 1 ? (_width.value - 1) / (handGroup.children.length - 1) : 1handGroup.children.forEach((v: any, i: any) => {v.position.set(i * space, 0.005 * i, 0)v.userData = {...v.userData,oriPos: new THREE.Vector3(i * space, 0.005 * i, 0)}})
}// 回到手牌原位置
const backPosition = (mesh: any) => {let oriPos = mesh.userData.oriPosconst tw = new TWEEN.Tween({x: mesh.position.x,y: mesh.position.y,z: mesh.position.z,mesh})tw.to({x: oriPos.x,y: oriPos.y,z: oriPos.z,}, 200)tw.easing(TWEEN.Easing.Quadratic.Out)tw.onUpdate((obj: any) => {obj.mesh.position.set(obj.x, obj.y, obj.z)})tw.onComplete(function() {TWEEN.remove(tw)})tw.start();
}// 更新卡牌位置
const updateCardPos = (mesh: any) => {const tw = new TWEEN.Tween({x: mesh.position.x,y: mesh.position.y,z: mesh.position.z,opacity: 0.9,mesh})tw.to({x: handGroup.position.x,y: handGroup.position.y,z: handGroup.position.z,opacity: 0}, 200)tw.easing(TWEEN.Easing.Quadratic.Out)tw.onUpdate((obj: any) => {obj.mesh.position.set(obj.x, obj.y, obj.z)obj.mesh.material.forEach((v: any) => {v.opacity = obj.opacity})})tw.onComplete(function() {//动画结束:关闭允许透明,恢复到模型原来状态TWEEN.remove(tw)scene.remove( mesh );mesh.material.forEach((v: any) => {v.transparent = falsev.opacity = 1})handGroup.add(mesh)// 计算叠放间距let space = ((_width.value - 1) / (handGroup.children.length - 1)) <= 1 ? (_width.value - 1) / (handGroup.children.length - 1) : 1handGroup.children.forEach((v: any, i: any) => {v.position.set(i * space, 0.005 * i, 0)v.userData = {...v.userData,oriPos: new THREE.Vector3(i * space, 0.005 * i, 0)}})})tw.start();
}defineExpose({init,addHandCard,removeHandCard,backPosition
})
</script><style lang="scss" scoped>
</style>
修改game/hand/index.vue,添加p2添加手牌方法:
<!-- 手牌区 -->
<template><P1 ref="p1Ref"/><P2 ref="p2Ref"/>
</template><script setup lang="ts">
import { reactive, ref, onMounted, onBeforeUnmount, watch, defineComponent, getCurrentInstance, nextTick } from 'vue'
import P1 from "./p1.vue"
import P2 from "./p2.vue"const p1Ref = ref()
const p2Ref = ref()onMounted(() => {// init()
})const init = () => {p1Ref.value.init()p2Ref.value.init()
}const addP1HandCard = (obj: any, origin: any) => {p1Ref.value.addHandCard(obj, origin)
}const addP2HandCard = (obj: any, origin: any) => {p2Ref.value.addHandCard(obj, origin)
}const removeHandCard = (mesh: any) => {p1Ref.value.removeHandCard(mesh)
}const backPosition = (mesh: any) => {p1Ref.value.backPosition(mesh)
}defineExpose({init,addP1HandCard,addP2HandCard,backPosition,removeHandCard
})
</script><style lang="scss" scoped>
</style>
然后修改下game/index.vue的初始化手牌方法:
// 初始化手牌
const initHand = () => {let p1 = new Promise((resolve, reject) => {let cardNumber = 4let _number = 0let p1Deck = JSON.parse(JSON.stringify(commonStore.$state.p1Deck))let deckGroup = scene.getObjectByName("p1_deckGroup")let position = new THREE.Vector3(0, 0.005 * p1Deck.length, 0)let _interval = setInterval(async() => {// console.log(123, p1Deck)if (_number < cardNumber) {let obj = p1Deck[p1Deck.length - 1]p1Deck.splice(p1Deck.length-1, 1)commonStore.updateP1Deck(p1Deck)// 修改卡组await editDeckCard(deckGroup, obj, "remove")await renderDeckText(deckGroup, `${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 = 4let _number = 0let 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)})})
}
页面效果如下: