feat(training): 握力环训练趣味化 - 捏碎特效 + 卡路里统计

## 新增功能

### 1. Canvas 粒子捏碎特效
- 新建 crush-canvas.vue 组件(透明叠加层)
- 4 种捏碎物品:鸡蛋🥚、核桃🥜、易拉罐🥫、气球🎈
- 粒子物理模拟:径向扩散 + 重力 + 空气阻力 + 生命值衰减
- 性能优化:固定 60fps 时间步长,粒子边界清理

### 2. 随机触发逻辑
- 平均每 8-12 次随机触发捏碎特效
- 在握力环压缩峰值(scale 0.65)时触发
- 随机选择 4 种物品之一
- 资源清理:训练暂停/结束时清理所有定时器

### 3. 卡路里统计与完成页面
- 标准 MET 公式计算卡路里(MET = 3.5,默认 60kg)
- 5 种食物自动匹配(苹果、鸡蛋、巧克力、香蕉、米饭)
- 完成页面显示:组数、次数、时长、卡路里、食物对比
- 样式设计:浅色清爽风格,绿色渐变卡片

### 4. 预留接口
- useTTS.ts:预留 MiMo TTS 语音鼓励接口

## 技术实现

- Canvas 粒子系统:20-30 个粒子,物理模拟流畅
- 类型安全:完整的 TypeScript 类型定义
- 性能优化:固定时间步长、边界清理、资源管理
- 响应式布局:适配不同屏幕尺寸

## 相关任务

Task: .trellis/tasks/05-27-grip-ring-gamification
PRD: prd.md
Research: research/calorie-calculation.md

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-05-27 16:52:41 +08:00
co-authored by Claude Opus 4.7
parent ffe4849c27
commit 261f8315de
6 changed files with 601 additions and 8 deletions
@@ -0,0 +1,233 @@
<template>
<view class="crush-canvas-container">
<canvas
canvas-id="crush"
id="crush"
class="crush-canvas"
:style="{ width: canvasSizePx + 'px', height: canvasSizePx + 'px' }"
></canvas>
</view>
</template>
<script setup lang="ts">
import { ref, onMounted, onBeforeUnmount, getCurrentInstance } from 'vue'
// 粒子接口
interface Particle {
x: number
y: number
vx: number
vy: number
size: number
color: string
life: number
}
// 捏碎物品类型
type CrushItemType = 'egg' | 'walnut' | 'can' | 'balloon'
// 捏碎物品配置
interface CrushItemConfig {
emoji: string
color: string
particles: number
}
const CRUSH_ITEMS: Record<CrushItemType, CrushItemConfig> = {
egg: { emoji: '🥚', color: '#FFF9C4', particles: 20 },
walnut: { emoji: '🥜', color: '#8D6E63', particles: 25 },
can: { emoji: '🥫', color: '#B0BEC5', particles: 30 },
balloon: { emoji: '🎈', color: '#FF5252', particles: 15 }
}
// 物理参数常量
const PHYSICS = {
GRAVITY: 0.3, // 重力加速度
AIR_RESISTANCE: 0.98, // 空气阻力系数
LIFE_DECAY: 0.015, // 生命值衰减速度(约 67 帧 = 1.1 秒)
SPEED_MIN: 3, // 最小初速度
SPEED_MAX: 5, // 最大初速度
SIZE_MIN: 4, // 最小粒子尺寸
SIZE_MAX: 8, // 最大粒子尺寸
FPS: 60 // 目标帧率
}
// Canvas 尺寸(px
const canvasSizePx = ref<number>(240)
const ctx = ref<any>(null)
const timer = ref<number | null>(null)
const renderRunning = ref<boolean>(false)
const particles = ref<Particle[]>([])
onMounted(() => {
initCanvas()
})
onBeforeUnmount(() => {
cleanup()
})
// 初始化 Canvas
function initCanvas() {
setTimeout(() => {
const query = uni.createSelectorQuery().in(getCurrentInstance())
query.select('.crush-canvas-container').boundingClientRect(data => {
if (data && data.width > 0) {
// 获取实际渲染尺寸(px
canvasSizePx.value = data.width
}
if (!ctx.value) {
ctx.value = uni.createCanvasContext('crush', getCurrentInstance())
}
}).exec()
}, 100)
}
// 触发捏碎特效(供外部调用)
function triggerCrush(itemType: CrushItemType) {
if (!ctx.value) {
return
}
const item = CRUSH_ITEMS[itemType]
if (!item) {
return
}
// 生成粒子
const centerX = canvasSizePx.value / 2
const centerY = canvasSizePx.value / 2
const particleCount = item.particles
for (let i = 0; i < particleCount; i++) {
// 随机角度和速度(径向扩散)
const angle = (Math.PI * 2 * i) / particleCount + (Math.random() - 0.5) * 0.5
const speed = PHYSICS.SPEED_MIN + Math.random() * (PHYSICS.SPEED_MAX - PHYSICS.SPEED_MIN)
particles.value.push({
x: centerX,
y: centerY,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
size: PHYSICS.SIZE_MIN + Math.random() * (PHYSICS.SIZE_MAX - PHYSICS.SIZE_MIN),
color: item.color,
life: 1.0
})
}
ensureRenderLoop()
}
// 确保渲染循环运行
function ensureRenderLoop() {
if (renderRunning.value) return
renderRunning.value = true
renderLoop()
}
// 渲染循环
function renderLoop() {
// 更新粒子物理
for (let i = particles.value.length - 1; i >= 0; i--) {
const p = particles.value[i]
// 重力
p.vy += PHYSICS.GRAVITY
// 空气阻力
p.vx *= PHYSICS.AIR_RESISTANCE
p.vy *= PHYSICS.AIR_RESISTANCE
// 位置更新
p.x += p.vx
p.y += p.vy
// 生命值衰减
p.life -= PHYSICS.LIFE_DECAY
// 移除死亡粒子或飞出画布的粒子
const outOfBounds = p.x < -50 || p.x > canvasSizePx.value + 50 ||
p.y < -50 || p.y > canvasSizePx.value + 50
if (p.life <= 0 || outOfBounds) {
particles.value.splice(i, 1)
}
}
// 绘制
draw()
ctx.value.draw(false)
// 决定是否继续渲染
if (particles.value.length > 0) {
timer.value = setTimeout(() => {
renderLoop()
}, 1000 / PHYSICS.FPS) as unknown as number
} else {
timer.value = null
renderRunning.value = false
}
}
// 绘制粒子
function draw() {
const c = ctx.value
const size = canvasSizePx.value
// 清空画布(透明)
c.clearRect(0, 0, size, size)
// 绘制所有粒子
particles.value.forEach(p => {
const alpha = p.life
const currentSize = p.size * (0.5 + p.life * 0.5)
c.beginPath()
c.arc(p.x, p.y, currentSize, 0, Math.PI * 2)
c.fillStyle = hexToRgba(p.color, alpha)
c.fill()
})
}
// 颜色转换工具
function hexToRgba(hex: string, alpha: number): string {
const r = parseInt(hex.slice(1, 3), 16)
const g = parseInt(hex.slice(3, 5), 16)
const b = parseInt(hex.slice(5, 7), 16)
return `rgba(${r}, ${g}, ${b}, ${alpha})`
}
// 清理资源
function cleanup() {
if (timer.value) {
clearTimeout(timer.value)
timer.value = null
}
renderRunning.value = false
particles.value = []
}
// 暴露方法供父组件调用
defineExpose({
triggerCrush
})
</script>
<style scoped>
.crush-canvas-container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none; /* 不阻挡点击事件 */
z-index: 10;
}
.crush-canvas {
display: block;
width: 100%;
height: 100%;
background: transparent;
}
</style>
@@ -24,9 +24,12 @@
</view>
</view>
<!-- 握力环缩放 -->
<view v-else-if="animationType === 'grip'" class="grip-ring">
<view class="grip-ring-inner">{{ icon }}</view>
<!-- 握力环缩放 + 粒子特效 -->
<view v-else-if="animationType === 'grip'" class="grip-container">
<view class="grip-ring">
<view class="grip-ring-inner">{{ icon }}</view>
</view>
<CrushCanvas ref="crushCanvasRef" />
</view>
<!-- 卷腹身体折叠 -->
@@ -38,8 +41,9 @@
</template>
<script setup lang="ts">
import { computed } from 'vue'
import { ref, computed } from 'vue'
import type { AnimationType } from '../exercises'
import CrushCanvas from './crush-canvas.vue'
interface Props {
animationType: AnimationType
@@ -62,6 +66,17 @@ const cssVars = computed(() => {
'--anim-state': props.isPlaying ? 'running' : 'paused',
} as Record<string, string>
})
const crushCanvasRef = ref()
// 暴露捏碎特效触发方法(供外部测试)
const triggerCrushEffect = (itemType: 'egg' | 'walnut' | 'can' | 'balloon') => {
crushCanvasRef.value?.triggerCrush(itemType)
}
defineExpose({
triggerCrushEffect
})
</script>
<style lang="scss" scoped>
@@ -208,6 +223,12 @@ const cssVars = computed(() => {
}
/* ===== 握力环 ===== */
.grip-container {
position: relative;
width: 240rpx;
height: 240rpx;
}
.grip-ring {
width: 240rpx;
height: 240rpx;