Files
mahjong-web/src/views/ChengduGamePage.vue
wsy182 6168117eb2 feat(game): 添加玩家头像显示功能
- 在环境配置中更新代理目标地址
- 扩展游戏动作类型定义以支持头像URL字段
- 添加头像URL缓存计算逻辑以从多种来源获取头像
- 修改座位玩家卡片数据模型将avatar替换为avatarUrl
- 实现头像图片加载并添加默认头像回退机制
- 更新CSS样式以正确显示头像图片
- 重构游戏状态管理中的玩家头像数据处理
- 优化游戏页面中的头像分配逻辑
2026-03-25 21:07:49 +08:00

728 lines
21 KiB
Vue

<script setup lang="ts">
import {computed, onBeforeUnmount, onMounted, ref} from 'vue'
import {useRoute, useRouter} from 'vue-router'
import deskImage from '../assets/images/desk/desk_01.png'
import wanIcon from '../assets/images/flowerClolor/wan.png'
import tongIcon from '../assets/images/flowerClolor/tong.png'
import tiaoIcon from '../assets/images/flowerClolor/tiao.png'
import robotIcon from '../assets/images/icons/robot.svg'
import exitIcon from '../assets/images/icons/exit.svg'
import '../assets/styles/room.css'
import topBackImage from '../assets/images/tiles/top/tbgs_2.png'
import rightBackImage from '../assets/images/tiles/right/tbgs_1.png'
import bottomBackImage from '../assets/images/tiles/bottom/tdbgs_4.png'
import leftBackImage from '../assets/images/tiles/left/tbgs_3.png'
import TopPlayerCard from '../components/game/TopPlayerCard.vue'
import RightPlayerCard from '../components/game/RightPlayerCard.vue'
import BottomPlayerCard from '../components/game/BottomPlayerCard.vue'
import LeftPlayerCard from '../components/game/LeftPlayerCard.vue'
import type {SeatPlayerCardModel} from '../components/game/seat-player-card'
import type {SeatKey} from '../game/seat'
import type {GameAction} from '../game/actions'
import {dispatchGameAction} from '../game/dispatcher'
import {readStoredAuth} from '../utils/auth-storage'
import type {WsStatus} from '../ws/client'
import {wsClient} from '../ws/client'
import {sendWsMessage} from '../ws/sender'
import {buildWsUrl} from '../ws/url'
import {useGameStore} from '../store/gameStore'
import {useActiveRoomState} from '../store'
import type {PlayerState} from '../types/state'
import type {Tile} from '../types/tile'
const gameStore = useGameStore()
const activeRoom = useActiveRoomState()
const route = useRoute()
const router = useRouter()
const auth = ref(readStoredAuth())
type DisplayPlayer = PlayerState & {
displayName?: string
missingSuit?: string | null
}
type GameActionPayload<TType extends GameAction['type']> = Extract<GameAction, { type: TType }>['payload']
interface SeatViewModel {
key: SeatKey
player?: DisplayPlayer
isSelf: boolean
isTurn: boolean
}
const now = ref(Date.now())
const wsStatus = ref<WsStatus>('idle')
const wsMessages = ref<string[]>([])
const wsError = ref('')
const selectedTile = ref<string | null>(null)
const leaveRoomPending = ref(false)
let clockTimer: number | null = null
let unsubscribe: (() => void) | null = null
const menuOpen = ref(false)
const isTrustMode = ref(false)
const menuTriggerActive = ref(false)
let menuTriggerTimer: number | null = null
let menuOpenTimer: number | null = null
const loggedInUserId = computed(() => {
const rawId = auth.value?.user?.id
if (typeof rawId === 'string') {
return rawId
}
if (typeof rawId === 'number') {
return String(rawId)
}
return ''
})
const loggedInUserName = computed(() => {
return auth.value?.user?.nickname || auth.value?.user?.username || ''
})
const localCachedAvatarUrl = computed(() => {
const source = auth.value?.user as Record<string, unknown> | undefined
if (!source) {
return ''
}
const avatarCandidates = [
source.avatar,
source.avatar_url,
source.avatarUrl,
source.head_img,
source.headImg,
source.profile_image,
source.profileImage,
]
for (const candidate of avatarCandidates) {
if (typeof candidate === 'string' && candidate.trim()) {
return candidate
}
}
return ''
})
const myPlayer = computed(() => {
return gameStore.players[loggedInUserId.value]
})
const myHandTiles = computed(() => {
return myPlayer.value?.handTiles ?? []
})
const remainingTiles = computed(() => {
return gameStore.remainingTiles
})
const gamePlayers = computed<DisplayPlayer[]>(() => {
return Object.values(gameStore.players).sort((a, b) => a.seatIndex - b.seatIndex) as DisplayPlayer[]
})
const roomName = computed(() => {
const queryRoomName = typeof route.query.roomName === 'string' ? route.query.roomName : ''
const activeRoomName =
activeRoom.value && activeRoom.value.roomId === gameStore.roomId
? activeRoom.value.roomName
: ''
return queryRoomName || activeRoomName || `房间 ${gameStore.roomId || '--'}`
})
const roomState = computed(() => {
const status = gameStore.phase === 'waiting' ? 'waiting' : gameStore.phase === 'settlement' ? 'finished' : 'playing'
const wall = Array.from({length: remainingTiles.value}, (_, index) => `wall-${index}`)
const maxPlayers =
activeRoom.value && activeRoom.value.roomId === gameStore.roomId
? activeRoom.value.maxPlayers
: 4
return {
roomId: gameStore.roomId,
name: roomName.value,
playerCount: gamePlayers.value.length,
maxPlayers,
status,
game: {
state: {
wall,
dealerIndex: gameStore.dealerIndex,
currentTurn: gameStore.currentTurn,
phase: gameStore.phase,
},
},
}
})
const seatViews = computed<SeatViewModel[]>(() => {
const players = gamePlayers.value
const tableOrder: SeatKey[] = ['bottom', 'right', 'top', 'left']
const selfSeatIndex = myPlayer.value?.seatIndex ?? players.find((player) => player.playerId === loggedInUserId.value)?.seatIndex ?? 0
const currentTurn = gameStore.currentTurn
return players.slice(0, 4).map((player) => {
const relativeIndex = (player.seatIndex - selfSeatIndex + 4) % 4
const seatKey = tableOrder[relativeIndex] ?? 'top'
return {
key: seatKey,
player,
isSelf: player.playerId === loggedInUserId.value,
isTurn: player.seatIndex === currentTurn,
}
})
})
const rightMessages = computed(() => wsMessages.value.slice(-16).reverse())
const currentPhaseText = computed(() => {
const map: Record<string, string> = {
waiting: '等待中',
dealing: '发牌中',
playing: '对局中',
action: '操作中',
settlement: '已结算',
}
return map[gameStore.phase] ?? gameStore.phase
})
const roomStatusText = computed(() => {
const map: Record<string, string> = {
waiting: '等待玩家',
playing: '游戏中',
finished: '已结束',
}
const status = roomState.value.status
return map[status] ?? status ?? '--'
})
const networkLabel = computed(() => {
const map: Record<WsStatus, string> = {
connected: '已连接',
connecting: '连接中',
error: '连接异常',
idle: '未连接',
closed: '未连接',
}
return map[wsStatus.value] ?? '未连接'
})
const formattedClock = computed(() => {
return new Date(now.value).toLocaleTimeString('zh-CN', {
hour: '2-digit',
minute: '2-digit',
second: '2-digit',
hour12: false,
})
})
const wallBacks = computed<Record<SeatKey, string[]>>(() => {
const wallSize = remainingTiles.value
const perSide = Math.max(6, Math.ceil((wallSize || 48) / 4 / 2))
return {
top: Array.from({length: perSide}, (_, index) => `top-${index}`),
right: Array.from({length: perSide}, (_, index) => `right-${index}`),
bottom: Array.from({length: perSide}, (_, index) => `bottom-${index}`),
left: Array.from({length: perSide}, (_, index) => `left-${index}`),
}
})
const seatDecor = computed<Record<SeatKey, SeatPlayerCardModel>>(() => {
const dealerIndex = roomState.value.game?.state?.dealerIndex ?? -1
const defaultMissingSuitLabel = missingSuitLabel(null)
const emptySeat = (): SeatPlayerCardModel => ({
avatarUrl: '',
name: '空位',
dealer: false,
isTurn: false,
missingSuitLabel: defaultMissingSuitLabel,
})
const result: Record<SeatKey, SeatPlayerCardModel> = {
top: emptySeat(),
right: emptySeat(),
bottom: emptySeat(),
left: emptySeat(),
}
for (const seat of seatViews.value) {
if (!seat.player) {
continue
}
const displayName = seat.player.displayName || `玩家${seat.player.seatIndex + 1}`
const avatarUrl = seat.isSelf
? (localCachedAvatarUrl.value || seat.player.avatarURL || '')
: (seat.player.avatarURL || '')
result[seat.key] = {
avatarUrl,
name: seat.isSelf ? '你自己' : displayName,
dealer: seat.player.seatIndex === dealerIndex,
isTurn: seat.isTurn,
missingSuitLabel: missingSuitLabel(seat.player.missingSuit),
}
}
return result
})
const floatingMissingSuit = computed(() => {
const suitMap: Record<string, string> = {
: wanIcon,
: tongIcon,
: tiaoIcon,
}
const topLabel = seatDecor.value.top?.missingSuitLabel ?? ''
const leftLabel = seatDecor.value.left?.missingSuitLabel ?? ''
const rightLabel = seatDecor.value.right?.missingSuitLabel ?? ''
return {
top: suitMap[topLabel] ?? '',
left: suitMap[leftLabel] ?? '',
right: suitMap[rightLabel] ?? '',
}
})
function missingSuitLabel(value: string | null | undefined): string {
const suitMap: Record<string, string> = {
wan: '万',
tong: '筒',
tiao: '条',
}
if (!value) {
return ''
}
return suitMap[value] ?? value
}
function getBackImage(seat: SeatKey): string {
const imageMap: Record<SeatKey, string> = {
top: topBackImage,
right: rightBackImage,
bottom: bottomBackImage,
left: leftBackImage,
}
return imageMap[seat]
}
function toggleMenu(): void {
menuTriggerActive.value = true
if (menuTriggerTimer !== null) {
window.clearTimeout(menuTriggerTimer)
}
menuTriggerTimer = window.setTimeout(() => {
menuTriggerActive.value = false
menuTriggerTimer = null
}, 180)
if (menuOpen.value) {
menuOpen.value = false
return
}
if (menuOpenTimer !== null) {
window.clearTimeout(menuOpenTimer)
}
menuOpenTimer = window.setTimeout(() => {
menuOpen.value = true
menuOpenTimer = null
}, 85)
}
function toggleTrustMode(): void {
isTrustMode.value = !isTrustMode.value
menuOpen.value = false
}
function selectTile(tile: string): void {
selectedTile.value = selectedTile.value === tile ? null : tile
}
function formatTile(tile: Tile): string {
return `${tile.suit}${tile.value}`
}
function toGameAction(message: unknown): GameAction | null {
if (!message || typeof message !== 'object') {
return null
}
const source = message as Record<string, unknown>
if (typeof source.type !== 'string') {
return null
}
const type = source.type.replace(/[-\s]/g, '_').toUpperCase()
const payload = source.payload
switch (type) {
case 'GAME_INIT':
if (payload && typeof payload === 'object') {
return {type: 'GAME_INIT', payload: payload as GameActionPayload<'GAME_INIT'>}
}
return null
case 'GAME_START':
if (payload && typeof payload === 'object') {
return {type: 'GAME_START', payload: payload as GameActionPayload<'GAME_START'>}
}
return null
case 'DRAW_TILE':
if (payload && typeof payload === 'object') {
return {type: 'DRAW_TILE', payload: payload as GameActionPayload<'DRAW_TILE'>}
}
return null
case 'PLAY_TILE':
if (payload && typeof payload === 'object') {
return {type: 'PLAY_TILE', payload: payload as GameActionPayload<'PLAY_TILE'>}
}
return null
case 'PENDING_CLAIM':
if (payload && typeof payload === 'object') {
return {type: 'PENDING_CLAIM', payload: payload as GameActionPayload<'PENDING_CLAIM'>}
}
return null
case 'CLAIM_RESOLVED':
if (payload && typeof payload === 'object') {
return {type: 'CLAIM_RESOLVED', payload: payload as GameActionPayload<'CLAIM_RESOLVED'>}
}
return null
case 'ROOM_PLAYER_UPDATE':
if (payload && typeof payload === 'object') {
return {type: 'ROOM_PLAYER_UPDATE', payload: payload as GameActionPayload<'ROOM_PLAYER_UPDATE'>}
}
return null
case 'ROOM_MEMBER_JOINED':
if (payload && typeof payload === 'object') {
return {type: 'ROOM_PLAYER_UPDATE', payload: payload as GameActionPayload<'ROOM_PLAYER_UPDATE'>}
}
return null
default:
return null
}
}
function ensureWsConnected(): void {
const token = auth.value?.token
if (!token) {
wsError.value = '未找到登录凭证,无法建立连接'
return
}
wsError.value = ''
wsClient.connect(buildWsUrl(token), token)
}
function reconnectWs(): void {
const token = auth.value?.token
if (!token) {
wsError.value = '未找到登录凭证,无法建立连接'
return
}
wsError.value = ''
wsClient.reconnect(buildWsUrl(token), token)
}
function backHall(): void {
leaveRoomPending.value = true
const roomId = gameStore.roomId
sendWsMessage({
type: 'leave_room',
roomId,
payload: {
room_id: roomId,
},
})
wsClient.close()
void router.push('/hall').finally(() => {
leaveRoomPending.value = false
})
}
function handleLeaveRoom(): void {
menuOpen.value = false
backHall()
}
function handleGlobalClick(event: MouseEvent): void {
const target = event.target as HTMLElement | null
if (!target) {
return
}
if (target.closest('.menu-trigger-wrap')) {
return
}
menuOpen.value = false
}
function handleGlobalEsc(event: KeyboardEvent): void {
if (event.key === 'Escape') {
menuOpen.value = false
}
}
function hydrateFromActiveRoom(routeRoomId: string): void {
const room = activeRoom.value
if (!room) {
return
}
const targetRoomId = routeRoomId || room.roomId
if (!targetRoomId || room.roomId !== targetRoomId) {
return
}
gameStore.roomId = room.roomId
const phaseMap: Record<string, typeof gameStore.phase> = {
waiting: 'waiting',
playing: 'playing',
finished: 'settlement',
}
gameStore.phase = phaseMap[room.status] ?? gameStore.phase
const nextPlayers: Record<string, PlayerState> = {}
for (const player of room.players) {
if (!player.playerId) {
continue
}
const previous = gameStore.players[player.playerId]
nextPlayers[player.playerId] = {
playerId: player.playerId,
seatIndex: player.index,
displayName: player.displayName || player.playerId,
avatarURL: previous?.avatarURL,
missingSuit: player.missingSuit ?? previous?.missingSuit,
isReady: player.ready,
handTiles: previous?.handTiles ?? [],
melds: previous?.melds ?? [],
discardTiles: previous?.discardTiles ?? [],
score: previous?.score ?? 0,
}
}
gameStore.players = nextPlayers
}
onMounted(() => {
const routeRoomId = typeof route.params.roomId === 'string' ? route.params.roomId : ''
hydrateFromActiveRoom(routeRoomId)
if (routeRoomId) {
gameStore.roomId = routeRoomId
}
const handler = (status: WsStatus) => {
wsStatus.value = status
}
wsClient.onMessage((msg: unknown) => {
const text = typeof msg === 'string' ? msg : JSON.stringify(msg)
wsMessages.value.push(`[server] ${text}`)
const gameAction = toGameAction(msg)
if (gameAction) {
dispatchGameAction(gameAction)
}
})
wsClient.onError((message: string) => {
wsError.value = message
wsMessages.value.push(`[error] ${message}`)
})
unsubscribe = wsClient.onStatusChange(handler)
ensureWsConnected()
clockTimer = window.setInterval(() => {
now.value = Date.now()
}, 1000)
window.addEventListener('click', handleGlobalClick)
window.addEventListener('keydown', handleGlobalEsc)
})
onBeforeUnmount(() => {
if (unsubscribe) {
unsubscribe()
unsubscribe = null
}
if (clockTimer !== null) {
window.clearInterval(clockTimer)
clockTimer = null
}
window.removeEventListener('click', handleGlobalClick)
window.removeEventListener('keydown', handleGlobalEsc)
if (menuTriggerTimer !== null) {
window.clearTimeout(menuTriggerTimer)
menuTriggerTimer = null
}
if (menuOpenTimer !== null) {
window.clearTimeout(menuOpenTimer)
menuOpenTimer = null
}
})
</script>
<template>
<section class="picture-scene">
<div class="picture-layout">
<section class="table-stage">
<img class="table-desk" :src="deskImage" alt=""/>
<div class="table-felt">
<div class="table-surface"></div>
<div class="inner-outline outer"></div>
<div class="inner-outline mid"></div>
<div class="top-left-tools">
<div class="menu-trigger-wrap">
<button
class="metal-circle menu-trigger"
:class="{ 'is-feedback': menuTriggerActive }"
type="button"
:disabled="leaveRoomPending"
@click.stop="toggleMenu"
>
<span class="menu-trigger-icon"></span>
</button>
<transition name="menu-pop">
<div v-if="menuOpen" class="menu-popover" @click.stop>
<div class="menu-list">
<button class="menu-item menu-item-delay-1" type="button" @click="toggleTrustMode">
<span class="menu-item-icon">
<img :src="robotIcon" alt=""/>
</span>
<span>{{ isTrustMode ? '取消托管' : '托管' }}</span>
</button>
<button
class="menu-item menu-item-danger menu-item-delay-2"
type="button"
:disabled="leaveRoomPending"
@click="handleLeaveRoom"
>
<span class="menu-item-icon">
<img :src="exitIcon" alt=""/>
</span>
<span>{{ leaveRoomPending ? '退出中...' : '退出' }}</span>
</button>
</div>
</div>
</transition>
</div>
<div class="left-counter">
<span class="counter-light"></span>
<strong>{{ roomState.game?.state?.wall?.length ?? 48 }}</strong>
</div>
<span v-if="isTrustMode" class="trust-chip">托管中</span>
</div>
<div class="top-right-clock">
<div class="signal-chip">
<span class="wifi-dot" :class="`is-${wsStatus}`"></span>
<strong>{{ networkLabel }}</strong>
</div>
<span>{{ formattedClock }}</span>
</div>
<TopPlayerCard :player="seatDecor.top"/>
<RightPlayerCard :player="seatDecor.right"/>
<BottomPlayerCard :player="seatDecor.bottom"/>
<LeftPlayerCard :player="seatDecor.left"/>
<div class="wall wall-top">
<img v-for="key in wallBacks.top" :key="key" :src="getBackImage('top')" alt=""/>
</div>
<div class="wall wall-right">
<img v-for="key in wallBacks.right" :key="key" :src="getBackImage('right')" alt=""/>
</div>
<div class="wall wall-bottom">
<img v-for="key in wallBacks.bottom" :key="key" :src="getBackImage('bottom')" alt=""/>
</div>
<div class="wall wall-left">
<img v-for="key in wallBacks.left" :key="key" :src="getBackImage('left')" alt=""/>
</div>
<div class="floating-status top">
<img v-if="floatingMissingSuit.top" :src="floatingMissingSuit.top" alt=""/>
<span>{{ seatDecor.top.missingSuitLabel }}</span>
</div>
<div class="floating-status left">
<img v-if="floatingMissingSuit.left" :src="floatingMissingSuit.left" alt=""/>
<span>{{ seatDecor.left.missingSuitLabel }}</span>
</div>
<div class="floating-status right">
<img v-if="floatingMissingSuit.right" :src="floatingMissingSuit.right" alt=""/>
<span>{{ seatDecor.right.missingSuitLabel }}</span>
</div>
<div class="bottom-control-panel">
<div class="player-hand" v-if="myHandTiles.length > 0">
<button
v-for="tile in myHandTiles"
:key="tile.id"
class="tile-chip"
:class="{ selected: selectedTile === formatTile(tile) }"
type="button"
@click="selectTile(formatTile(tile))"
>
{{ formatTile(tile) }}
</button>
</div>
</div>
</div>
</section>
<aside class="ws-sidebar">
<div class="sidebar-head">
<div>
<p class="sidebar-title">WebSocket 消息</p>
<small>{{ networkLabel }} · {{ loggedInUserName || '未登录昵称' }}</small>
</div>
<button class="sidebar-btn" type="button" @click="reconnectWs">重连</button>
</div>
<div class="sidebar-stats">
<div class="sidebar-stat">
<span>房间</span>
<strong>{{ roomState.name || roomName || '未命名' }}</strong>
</div>
<div class="sidebar-stat">
<span>阶段</span>
<strong>{{ currentPhaseText }}</strong>
</div>
<div class="sidebar-stat">
<span>人数</span>
<strong>{{ roomState.playerCount }}/{{ roomState.maxPlayers }}</strong>
</div>
<div class="sidebar-stat">
<span>状态</span>
<strong>{{ roomStatusText }}</strong>
</div>
</div>
<p v-if="wsError" class="sidebar-error">{{ wsError }}</p>
<div class="sidebar-log">
<p v-if="rightMessages.length === 0" class="sidebar-empty">等待服务器消息...</p>
<p v-for="(line, index) in rightMessages" :key="index" class="sidebar-line">{{ line }}</p>
</div>
</aside>
</div>
</section>
</template>