最近抽时间把前两个界面重新做了下,看起来不那么像demo了,之后会把游戏内容丰富一下。
线上地址:http://cardgame.xiejingyang.com
github:https://github.com/xieisabug/card-game
同样建议大家看着视频,同步看文章,会比较直观:地址
先实现的是出牌,听起来可能比伤害简单,可实际上它比伤害更复杂。所以,这里的出牌,单单只实现打出伙伴,更复杂的逻辑比如效果卡和需要目标选择的卡牌留到之后的文章。
出牌的思路如下:检查费用,费用够的情况才能打出牌,检查场上还能否放置更多的伙伴,满了也不能打出牌,手牌中删除要出的牌,扣除对应费用,场上添加对应的伙伴,出牌的逻辑才完成。
先完成客户端操作,拖拽卡牌并且放在自己的桌面上代表出牌,处理卡牌拖拽,为卡牌dom加上ref:ref="cardDom"
,接着在mounted中加入获取dom引用代码:
mounted() {
this.cardDom = this.$refs['cardDom'];
},
然后传入是否可拖拽的选项canDrag: Boolean
同时加入是否在桌面选项isOut: Boolean
,在Card.vue
的mouseDown
事件中,加入拖拽的处理:
mouseDown(e) {
if (this.canDrag) {
this.isDrag = true;
window.isCardDrag = true;
this.cardDom.style['transition'] = 'all 0s';
this.startX = e.pageX;
this.startY = e.pageY;
window.cardMoveX = this.startX;
window.cardMoveY = this.startY;
this.outCardLoop();
} else if (this.isOut) {
this.$emit('onAttackStart', {
startX: e.pageX, startY: e.pageY, index: this.index
});
}
},
outCardLoop() {
if (this.isDrag) {
requestAnimationFrame(this.outCardLoop);
this.cardDom.style['transform'] = 'translate(' + (window.cardMoveX - this.startX) + 'px, ' + (window.cardMoveY - this.startY) + 'px) scale(1.1)';
} else {
this.cardDom.style['transform'] = '';
}
},
在GameTable.vue
中registerOutCardEvent
方法之前定义了鼠标移动和鼠标抬起事件,在移动事件中需要更新window.cardMoveX
和window.cardMoveY
:
// 出牌时抓起牌移动
window.onmousemove = (e) => {
if (window.isCardDrag) {
window.cardMoveX = e.pageX;
window.cardMoveY = e.pageY;
}
// other code ...
}
再为卡牌加上canDrag和isOut就可以看看效果了:
这样就用transform动画实现了卡牌拖拽,接下来处理放置,当我们开始拖拽卡牌的时候,实际上GameTable
还是不知道点击的是哪张卡牌的,所以必须在开始拖拽的时候告诉GameTable
,恰好在之前攻击的时候也出现了这样的需求,所以重构一下,将方法改为GameTable
传递进来,命名为chooseCard: Function
:
mouseDown(e) {
if (this.canDrag) {
this.isDrag = true;
window.isCardDrag = true;
this.cardDom.style['transition'] = 'all 0s';
this.startX = e.pageX;
this.startY = e.pageY;
window.cardMoveX = this.startX;
window.cardMoveY = this.startY;
this.outCardLoop();
} else if (this.data.isActionable && this.isOut) {
this.$emit('onAttackStart', {
startX: e.pageX, startY: e.pageY
});
}
if (this.chooseCard) {
this.chooseCard(this.index, e);
}
},
修改GameTable中桌面部分的代码,为Card传入chooseCard,桌面牌传入chooseTableCard,手牌传入chooseHandCard:
/**
* 选择卡片
* @param index 我手上的卡片
*/
chooseHandCard(index) {
this.currentCardIndex = index;
},
/**
* 选择桌面上我的卡
* @param index 我的桌面卡片index
* @param event 点击事件
*/
chooseTableCard(index, event) {
this.currentTableCardK = this.gameData.myTableCard[index].k
event.preventDefault();
event.stopPropagation();
},
同样在GameTable.vue
中registerOutCardEvent
中定义的mouseup事件,增加判断卡牌落点的逻辑:
window.onmouseup = (e) => {
if (window.isCardDrag && this.currentCardIndex !== -1) {
window.isCardDrag = false;
let top = this.myCardAreaDom.offsetTop,
width = this.myCardAreaDom.offsetWidth,
left = this.myCardAreaDom.offsetLeft,
height = this.myCardAreaDom.offsetHeight;
let x = e.pageX,
y = e.pageY;
if (x > left && x < (left + width) && y > top && y < (top + height)) {
this.socket.emit("COMMAND", {
type: "OUT_CARD",
r: this.roomNumber,
index: this.currentCardIndex
});
}
} else {
// other code ...
}
}
接下来后端先判断哪个玩家出的牌:
function outCard(args, socket) {
let roomNumber = args.r, index = args.index, card;
let belong = memoryData[roomNumber]["one"].socket.id === socket.id ? "one" : "two"; // 判断当前是哪个玩家出牌
let other = memoryData[roomNumber]["one"].socket.id !== socket.id ? "one" : "two";
// 后面代码接此处...
}
费用不够直接提示,桌面位置满了,也直接提示:
if (index !== -1 && memoryData[roomNumber][belong]["cards"][index].cost <= memoryData[roomNumber][belong]["fee"]) {
card = memoryData[roomNumber][belong]["cards"].splice(index, 1)[0];
if (card.cardType === CardType.CHARACTER && memoryData[roomNumber][belong]["tableCards"].length >= 10) {
// error 您的基础卡牌只能有${memoryData[roomNumber][belong]['maxTableCardNumber']}张
return;
}
} else {
// error 您的费用不足
}
如果都没有问题,则继续出牌的正常逻辑:
memoryData[roomNumber][belong]["fee"] -= card.cost;
memoryData[roomNumber][belong]["tableCards"].push(card);
memoryData[roomNumber][belong].socket.emit("OUT_CARD", {
index,
card,
isMine: true
});
memoryData[roomNumber][other].socket.emit("OUT_CARD", {
index,
card,
isMine: false
})
这个时候刚好处理一下战吼,也就是出牌的时候执行的事件,命名为onStart,在战吼之后同样要检查卡牌死亡的情况:
let mySpecialMethod = getSpecialMethod(belong, roomNumber);
if (card && card.onStart) {
card.onStart({
myGameData: memoryData[roomNumber][belong],
otherGameData: memoryData[roomNumber][other],
thisCard: card,
specialMethod: mySpecialMethod
});
}
checkCardDieEvent(roomNumber);
客户端接收到OUT_CARD
事件,进行出牌操作,为socket注册事件:
this.socket.on("OUT_CARD", (param) => {
const {index, card, isMine} = param;
if (isMine) {
if (index !== -1) {
this.gameData.myCard.splice(index, 1);
}
this.gameData.myTableCard.push(card)
} else {
this.gameData.otherTableCard.push(card)
}
})
这个时候能出牌了:
可是还少了一点灵魂,伙伴出现在桌面的时候,应该是要有一点点动画的,好在使用vue很容易实现,vue中有个transition-group
,为子节点提供进入、退出的动画。
将之前桌面的dom修改一下,改为transition-group
:
<transition-group
class="other-card-area"
tag="div"
:css="false"
@before-enter="beforeEnter"
@enter="enter"
@after-enter="afterEnter"
>
<Card
:key="c.k"
:index="index"
:data="c"
v-for="(c, index) in gameData.otherTableCard"
/>
</transition-group>
<transition-group
class="my-card-area"
tag="div"
:css="false"
@before-enter="beforeEnter"
@enter="enter"
@after-enter="afterEnter"
>
<Card
:key="c.k"
:index="index"
:data="c"
@onAttackStart="onAttackStart"
v-for="(c, index) in gameData.myTableCard"
/>
</transition-group>
实现对应的钩子方法enter、beforeEnter、afterEnter:
beforeEnter(el) {
el.style['transition'] = "all 0s";
el.style.opacity = 0
},
enter(el, done) {
Velocity(el, {scale: 1.3}, {duration: 10})
.then(el => {
return Velocity(el, {opacity: 1}, {duration: 300})
})
.then(el => {
return Velocity(el, {scale: 1}, {duration: 200, complete() {done()}})
})
},
afterEnter(el) {
el.style['transition'] = "all 0.2s";
el.style.opacity = 1;
el.style.transform = '';
},
这样一看就有内味了。
这次额外介绍的是登陆界面的效果:
这是仿照老电影的效果实现的,起初是在codepen上看到的,觉得很新颖,就自己实现了一个。
思路是使用canvas随机生成很多噪点,用动画生成随机跳动的线和文字。
先创建Login页面Login.vue
,写好基本的dom和样式:
<div class="container">
<div class="screen">
<div class="title-content">
<h1 class="main-title">
你的文字
h1>
<h1 class="main-title main-title2">
你的文字
h1>
div>
<canvas id="noise" class="noise">canvas>
<div class="vignette">div>
<div class="line">div>
div>
<div class="login-container">
div>
div>
.container {
height: 100%;
display: flex;
}
.login-container {
flex: 1;
max-width: 500px;
border: 0;
padding: 80px 100px;
display: flex;
flex-direction: column;
box-shadow:-13px 14px 131px #D8CBBB;
align-items: center;
justify-content: center;
}
.screen {
display: flex;
flex: 1;
color: white;
background: linear-gradient(to right, rgba(36,31,31,1) 0%, rgba(36,31,31,1) 32%, rgba(74,71,70,1) 100%);
justify-content: center;
align-items: center;
flex-direction: column;
font-size: 35px;
position: relative;
}
.title-content{
position:relative;
width: 370px;
height: 500px;
}
.main-title {
width: 370px;
height: 500px;
padding: .3em 1em .25em;
font-weight: 400;
font-size: 40px;
color: white;
position:relative;
line-height:1.3;
position:absolute;
top:0;
left:0;
}
.noise {
position: absolute;
z-index: 100;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
opacity: .15;
}
.vignette{
position:absolute;
width:100%; height:100%;
box-shadow:inset 0px 0px 150px 20px black;
mix-blend-mode: multiply;
-webkit-animation: vignette-anim 3s infinite; /* Safari 4+ */
-moz-animation: vignette-anim 3s infinite; /* Fx 5+ */
-o-animation: vignette-anim 3s infinite; /* Opera 12+ */
animation: vignette-anim 3s infinite; /* IE 10+, Fx 29+ */
}
.dot{
width:3px;
height:2px;
background-color:white;
position:absolute;
opacity:0.3;
}
.line {
position:absolute;
height:100%; width:1px;
opacity:0.1;
background-color:#000;
}
@-webkit-keyframes vignette-anim {
0% , 100%{ opacity: 1; }
50% { opacity: 0.7; }
}
@-moz-keyframes vignette-anim {
0% , 100%{ opacity: 1; }
50% { opacity: 0.7; }
}
@-o-keyframes vignette-anim {
0% , 100%{ opacity: 1; }
50% { opacity: 0.7; }
}
@keyframes vignette-anim {
0% , 100%{ opacity: 1; }
50% { opacity: 0.7; }
}
先完成噪点的生成,在mounted方法中获取到canvas的context:
const canvas = document.getElementById('noise');
const ctx = canvas.getContext('2d');
将canvas设置成和放置它的容器一样大:
let container = document.querySelector(".screen");
const wWidth = container.clientWidth;
const wHeight = container.clientHeight;
canvas.width = wWidth;
canvas.height = wHeight;
随机创建10幅噪点图像:
for (let i = 0; i < 10; i++) {
let idata = ctx.createImageData(wWidth, wHeight);
let buffer32 = new Uint32Array(idata.data.buffer);
let len = buffer32.length;
for (let i = 0; i < len; i++) {
if (Math.random() < 0.5) {
buffer32[i] = 0xff000000;
}
}
noiseData.push(idata);
}
再在页面上循环绘制:
const paintNoise = () => {
if (frame === 9) {
frame = 0;
} else {
frame++;
}
ctx.putImageData(noiseData[frame], 0, 0);
};
const loop = () => {
paintNoise(frame);
window.requestAnimationFrame(loop);
};
loop();
这样就能够看到满屏的噪点了。
后面的效果要经常用到范围随机,所以先写一个工具方法,生成范围内的随机数:
function R(max,min){return Math.random()*(max-min)+min};
接下来实现诡异的文字效果,其实很简单,看到dom应该有部分人已经猜到了,写两个一模一样的文字,让其中一个不停的轻微抖动,就能实现这种诡异的效果了:
let title = document.querySelector('.main-title2');
function animateTitle() {
let animateChaning;
for(var i=50; i--;){
if (!animateChaning) {
animateChaning = Velocity(title, { opacity:R(0,1), top:R(-3,3), left:R(-3,3) }, { duration: R(30, 170) })
} else {
animateChaning = animateChaning.then(el => {
return Velocity(title, { opacity:R(0,1), top:R(-3,3), left:R(-3,3) }, { duration: R(30, 170) })
})
}
};
animateChaning.then(() => {
animateTitle();
})
}
animateTitle();
再为效果加上做旧,做旧的方式就是加入一根乱跳的竖线,像是屏幕坏道了一样:
let line = document.querySelector('.line');
function animateLine() {
Velocity(line, {
opacity : [R(0.1,1), R(0.1,1)],
left : [R(-window.innerWidth/2,window.innerWidth/2), R(-window.innerWidth/2,window.innerWidth/2)]
}, {
duration: R(200, 500)
}).then(() => {
animateLine();
})
}
animateLine();
写到这,我也不知道下篇文章要做什么了,基本的思路似乎已经讲的差不多了,觉得我的文章给你带来了帮助的希望点个赞留个言支持一下。
或者有特别希望看到的内容可以留言私信我。