Vue+Websocket實現多人在線王者飛機(一)
阿新 • • 發佈:2018-03-01
Vue requestAnimationFra 飛機大戰 WebSocket 看了Vue官方教程(貌似和自己寫的框架差別不大,聽前前端同事一直吹Vue,於是學習了一下,和自己寫的框架好像也沒強哪裏去嘛,就是要傲嬌哈哈),等有空也整理自己的框架,開源好了),想找個項目練練手(沒找到好的),就寫個飛機大戰吧。
飛機大戰總共三個頁面:登錄、匹配、遊戲頁面,三個頁面的功能:
1、 登錄:玩家填寫用戶名,socket連接
2、匹配:等待其他玩家準備
3、遊戲:戰鬥頁面
上述流程仿照了王者榮耀,所以就叫王者飛機(當然和王者榮耀相差十萬八千裏)最終效果:
git地址:https://gitee.com/djxfire/PlaneWar.git
根據上面的設計,Vue套餐基本就都用上了。
首先,先編寫遊戲頁面(讓飛機動起來):
飛機大戰總共三個頁面:登錄、匹配、遊戲頁面,三個頁面的功能:
1、 登錄:玩家填寫用戶名,socket連接
2、匹配:等待其他玩家準備
3、遊戲:戰鬥頁面
上述流程仿照了王者榮耀,所以就叫王者飛機(當然和王者榮耀相差十萬八千裏)最終效果:
git地址:https://gitee.com/djxfire/PlaneWar.git
根據上面的設計,Vue套餐基本就都用上了。
首先,先編寫遊戲頁面(讓飛機動起來):
我們定義一下玩家類player.js:
export default class Player { constructor (name, x, y, enermy = false) { this.name = name // 玩家名稱 this.position = {} // 位置 this.position.x = x this.position.y = y this.speed = 1 this.direct = 0 // 方向0:朝上,1朝左,2朝下,3朝右 this.attack = 1 // 攻擊力 this.flood = 5 // 血量 this.sock = null // socket連接 this.state = 0 // 0:停止,1:移動 this.bullets = [] // 發射的子彈 this.enermys = [] // 敵人 if (!enermy) { this.init() } } init () { // TODO: WebSocket連接 } move (direct) { this.direct = direct switch (direct) { case 0: if (this.position.y > 0) { this.position.y -= this.speed } break case 1: if (this.position.x > 0) { this.position.x -= this.speed } break case 2: if (this.position.y < window.innerHeight - 55) { this.position.y += this.speed } break case 3: if (this.position.x < window.innerWidth - 55) { this.position.x += this.speed } break } } }
玩家類的具體信息參照註釋。
接下來編寫Game.vue組件
<template> <div class = "scene"> <div v-for="(monster,index) of monsters" :key="index" class="monster" :style="{left:monster.position.x + ‘px‘,top:monster.position.y + ‘px‘}"> <img src="../assets/monster.png" :class="{‘turn-left‘:monster.direct == 1,‘turn-right‘:monster.direct == 3,‘turn-up‘:monster.direct == 0,‘turn-down‘:monster.direct == 2}"/> <p>{{ monster.name }}</p> </div> <span v-for="(monster,index) of monsters" :key="index"> <div class="bullet" v-for="(bullet,index2) of monster.bullets" :key = "index2" :style="{left:bullet.position.x + ‘px‘,top:bullet.position.y + ‘px‘}"> </div> </span> <div class = "monster" :style="{left:own.position.x + ‘px‘,top:own.position.y + ‘px‘}"> <img src="../assets/monster.png" :class="{‘turn-left‘:own.direct == 1,‘turn-right‘:own.direct == 3,‘turn-up‘:own.direct == 0,‘turn-down‘:own.direct == 2}"/> <p>{{ own.name }}</p> </div> <div class="bullet" v-for="(bullet,index) of own.bullets" :key = "index" :style="{left:bullet.position.x + ‘px‘,top:bullet.position.y + ‘px‘}"> </div> <div class = "play-control"> <div> <div @touchstart="turn(0)" @touchend="turnEnd()" class="up"></div> </div> <div style="text-align: initial;"> <div @touchstart="turn(1)" @touchend="turnEnd()" class="left"></div> <div @touchstart="turn(3)" @touchend="turnEnd()" class="right"></div> <div class="clear"></div> </div> <div> <div @touchstart="turn(2)" @touchend="turnEnd()" class = "down"></div> </div> </div> <div class = "shoot-control" @touchstart="shoot()"> </div> </div> </template> <script> import Player from ‘../player‘ export default { name: ‘game‘, data () { return { own: new Player(‘test‘, Math.round(Math.random() * window.innerWidth), Math.round(Math.random() * window.innerHeight)), monsters: [] } }, methods: { turn (direct) { this.own.move(direct) }, turnEnd () { }, shoot () { } } } </script> <style scoped> .scene{ position: relative; overflow: hidden; width:100%; height:calc(100vh); } .bomb{ animation:bombframe 3s; -webkit-animation: bombframe 3s; } .turn-right{ -webkit-transform: rotate(270deg); -moz-transform: rotate(270deg); -ms-transform: rotate(270deg); -o-transform:rotate(270deg) ; transform: rotate(270deg); } .turn-left{ -webkit-transform: rotate(90deg); -moz-transform: rotate(90deg); -ms-transform: rotate(90deg); -o-transform: rotate(90deg); transform: rotate(90deg); } .turn-up{ -webkit-transform: rotate(180deg); -moz-transform: rotate(180deg); -ms-transform: rotate(180deg); -o-transform: rotate(180deg); transform: rotate(180deg); } .turn-down{ -webkit-transform: rotate(0deg); -moz-transform: rotate(0deg); -ms-transform: rotate(0deg); -o-transform: rotate(0deg); transform: rotate(0deg); } .monster{ position: absolute; display: inline-block; text-align: center; } .bullet{ position: absolute; display: inline-block; width: 4px; height:4px; background: #000; -webkit-border-radius: 4px; -moz-border-radius: 4px; border-radius: 4px; } .play-control{ position: fixed; text-align:center; bottom:0; left:0; background: #E9E9E9; width:100px; height:100px; opacity: 0.5; z-index: 999; -webkit-border-radius: 100px; -moz-border-radius: 100px; border-radius: 200px; } .clear{ clear: both; } .play-control .left{ display: inline-block; width:0; height:0; float: left; border-top: 25px solid transparent; border-right: 25px solid #A8A8A8; border-bottom: 25px solid transparent; vertical-align: middle; } .play-control .right{ display: inline-block; width:0; height:0; float: right; vertical-align: middle; border-top: 25px solid transparent; border-left: 25px solid #A8A8A8; border-bottom: 25px solid transparent; } .play-control .up{ display: inline-block; vertical-align: top; width:0; height:0; border-right: 25px solid transparent; border-bottom: 25px solid #A8A8A8; border-left: 25px solid transparent; } .play-control .down{ display: inline-block; vertical-align: bottom; width:0; height:0; border-right: 25px solid transparent; border-top: 25px solid #A8A8A8; border-left: 25px solid transparent; } .play-control .left:active{ border-right: 25px solid #A88888; } .play-control .right:active{ border-left: 25px solid #A88888; } .play-control .up:active{ border-bottom: 25px solid #A88888; } .play-control .down:active{ border-top: 25px solid #A88888; } .shoot-control{ position: fixed; text-align:center; bottom:0; right:0; background: #E9E9E9; width:100px; height:100px; opacity: 0.5; z-index: 999; -webkit-border-radius: 100px; -moz-border-radius: 100px; border-radius: 200px; background-size: 100%; background: url(../assets/BButton.png) no-repeat; } </style>
現在點擊方向盤飛機就動起來了,然而需要不停的點擊按鍵,顯然不合理,所以我們使用requestAnimationFrame()方法實現動畫,在Game組件中添加代碼:
mounted () {
let that = this
function _callback () {
for (let monster of that.own.enermys) {
monster.onframe()
for (let bullet of monster.bullets) {
bullet.onframe()
}
}
that.own.onframe()
for (let bullet of that.own.bullets) {
bullet.onframe()
}
requestAnimationFrame(_callback)
}
_callback()
}
添加player的onframe代碼:
onframe () {
if (this.state === 1) {
this.move(this.direct)
this.send({ opt: ‘upposition‘, name: this.name, x: this.position.x, y: this.position.y, direct: this.direct })
}
}
當方向盤touchstart時own.state置為1,當touchend時置為0,修改方法:
turn (direct) {
this.$store.dispatch(‘move‘, direct)
},
turnEnd () {
this.$store.dispatch(‘turnEnd‘)
},
至此,當按下方向鍵時,飛機開始運動,當放開方向鍵時,飛機停止運動。
下一篇將實現NodeJs實現WebSocket遊戲服務端的邏輯
Vue+Websocket實現多人在線王者飛機(一)