多终端网站开发,枣庄企业网站建设,个人网站怎么接广告,网络推广培训学费几万添加对方手牌区时注意位置调整#xff0c;以及手牌应该是背面朝上#xff0c;加个rotateX翻转即可#xff0c;其他代码和p1.vue代码一致#xff0c;game/hand/p2.vue代码如下#xff1a;
templatediv/div
/templatescript setup lan…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
templatediv/div
/templatescript setup langts
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
})
/scriptstyle langscss scoped
/style
修改game/hand/index.vue添加p2添加手牌方法
!-- 手牌区 --
templateP1 refp1Ref/P2 refp2Ref/
/templatescript setup langts
import { reactive, ref, onMounted, onBeforeUnmount, watch, defineComponent, getCurrentInstance, nextTick } from vue
import P1 from ./p1.vue
import P2 from ./p2.vueconst 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
})
/scriptstyle langscss 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