更新
This commit is contained in:
@@ -0,0 +1,188 @@
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/**
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* 糖分突袭 · 视觉特效状态(飘字、粒子、连消横幅、震屏、闪屏)
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* 特效风格参考「开心消消乐」:糖果色星屑、弹性扩散光环、大消除闪屏。
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*/
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import { ref } from 'vue'
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let fxSeq = 0
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function nextFxId(prefix) {
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fxSeq += 1
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return `${prefix}-${fxSeq}-${Date.now()}`
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}
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// 开心消消乐式糖果色板(彩虹爆裂用)
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const CANDY_COLORS = ['#FF5E9C', '#FFC93C', '#5BD16A', '#4D9DFF', '#FF8A3D', '#B57BFF', '#FF6F91', '#2FE6C8']
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// 星屑字形
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const STAR_GLYPHS = ['✦', '✧', '★', '✨']
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export function useGameFx() {
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const floatingTexts = ref([])
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const burstParticles = ref([])
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const ripples = ref([])
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const comboBanner = ref({ show: false, text: '', tier: 1 })
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const screenShaking = ref(false)
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const flash = ref({ active: false, color: '#ffffff', opacity: 0 })
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let comboBannerTimer = null
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let shakeTimer = null
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let flashTimer = null
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let flashFadeTimer = null
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function spawnFloatingText(payload) {
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const id = nextFxId('ft')
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floatingTexts.value.push({ id, ...payload })
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const duration = payload.danger ? 1500 : payload.isCombo ? 1400 : 1200
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setTimeout(() => {
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floatingTexts.value = floatingTexts.value.filter((f) => f.id !== id)
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}, duration)
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return id
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}
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/**
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* 糖果爆裂粒子(星屑 + 圆点混合,上抛后受重力下落,带旋转与缓动)。
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* @param {number} cx,cy 爆裂中心(屏幕坐标)
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* @param {string} color 基础颜色
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* @param {number} count 粒子数量
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* @param {object} opts { star, rainbow, gravity, sizeMin, sizeMax, distMin, distMax, life }
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*/
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function spawnBurst(cx, cy, color, count = 8, opts = {}) {
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const {
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star = true,
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rainbow = false,
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gravity = 64,
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sizeMin = 8,
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sizeMax = 16,
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distMin = 36,
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distMax = 110,
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life = 850
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} = opts
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const dur = (life / 1000).toFixed(2)
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for (let i = 0; i < count; i++) {
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const id = nextFxId('p')
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const isStar = star && Math.random() < 0.65
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const pSize = Math.random() * (sizeMax - sizeMin) + sizeMin
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const angle = Math.random() * Math.PI * 2
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const distance = Math.random() * (distMax - distMin) + distMin
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const tx = Math.cos(angle) * distance
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// 先上抛、再叠加重力下落,形成喷泉抛物线
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const ty = Math.sin(angle) * distance - distance * 0.35 + gravity
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const half = pSize / 2
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const pColor = rainbow
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? CANDY_COLORS[Math.floor(Math.random() * CANDY_COLORS.length)]
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: color
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const rot = Math.random() * 720 - 360
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const glyph = isStar ? STAR_GLYPHS[Math.floor(Math.random() * STAR_GLYPHS.length)] : ''
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const particle = {
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id,
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left: cx - half,
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top: cy - half,
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size: pSize,
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color: pColor,
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char: glyph,
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opacity: 1,
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transform: 'scale(0.4) rotate(0deg)',
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transition: 'none'
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}
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burstParticles.value.push(particle)
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setTimeout(() => {
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particle.transition =
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`left ${dur}s cubic-bezier(0.16,0.7,0.3,1), top ${dur}s cubic-bezier(0.3,0.1,0.4,1), opacity ${dur}s ease-in, transform ${dur}s ease-out`
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particle.left = cx - half + tx
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particle.top = cy - half + ty
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particle.opacity = 0
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particle.transform = `scale(${isStar ? 1.15 : 0.5}) rotate(${rot}deg)`
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}, 16)
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setTimeout(() => {
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burstParticles.value = burstParticles.value.filter((p) => p.id !== id)
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}, life + 80)
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}
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}
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/**
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* 弹性扩散发光光环(开心消消乐式的扩散光圈)。
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* @param {object} opts { thickness, life }
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*/
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function spawnRipple(cx, cy, color, tier = 1, opts = {}) {
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const id = nextFxId('rp')
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const size = 36 + tier * 18
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const { thickness = Math.max(3, tier + 2), life = 600 } = opts
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ripples.value.push({
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id,
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left: cx,
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top: cy,
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size,
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color,
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thickness,
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opacity: 0.95
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})
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setTimeout(() => {
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ripples.value = ripples.value.filter((r) => r.id !== id)
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}, life)
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}
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/**
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* 全屏闪光(大消除瞬间的爆闪),先点亮再淡出。
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*/
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function triggerFlash(color = '#ffffff', intensity = 0.5, life = 280) {
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if (flashFadeTimer) clearTimeout(flashFadeTimer)
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if (flashTimer) clearTimeout(flashTimer)
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flash.value = { active: true, color, opacity: intensity }
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flashFadeTimer = setTimeout(() => {
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flash.value = { ...flash.value, opacity: 0 }
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}, 24)
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flashTimer = setTimeout(() => {
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flash.value = { active: false, color, opacity: 0 }
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}, life)
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}
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function showComboBanner(chain, points) {
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if (chain <= 1) return
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const tier = chain >= 4 ? 3 : chain >= 3 ? 2 : 1
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comboBanner.value = {
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show: true,
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text: `连消 ×${chain} +${points}`,
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tier
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}
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if (comboBannerTimer) clearTimeout(comboBannerTimer)
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comboBannerTimer = setTimeout(() => {
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comboBanner.value = { ...comboBanner.value, show: false }
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}, 1100)
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}
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function triggerShake(intensity = 1) {
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screenShaking.value = true
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if (shakeTimer) clearTimeout(shakeTimer)
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shakeTimer = setTimeout(() => {
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screenShaking.value = false
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}, intensity >= 2 ? 420 : 280)
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}
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function clearAll() {
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floatingTexts.value = []
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burstParticles.value = []
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ripples.value = []
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comboBanner.value = { show: false, text: '', tier: 1 }
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screenShaking.value = false
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flash.value = { active: false, color: '#ffffff', opacity: 0 }
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}
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return {
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floatingTexts,
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burstParticles,
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ripples,
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comboBanner,
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screenShaking,
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flash,
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spawnFloatingText,
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spawnBurst,
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spawnRipple,
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showComboBanner,
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triggerShake,
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triggerFlash,
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clearAll
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}
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}
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@@ -0,0 +1,112 @@
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/**
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* 游戏进度持久化:关卡、星级、连胜、每日打卡
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*/
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import { ref } from 'vue'
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import { calcLevelStars } from '../data/gameLevels.js'
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const STORAGE_KEY = 'tongji_game_progress_v1'
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const DEFAULT = {
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currentLevel: 1,
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maxUnlocked: 1,
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stars: {},
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winStreak: 0,
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dailyStreak: 0,
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lastPlayDate: '',
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totalWins: 0,
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bestCombo: 0,
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totalStars: 0
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}
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function todayStr() {
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const d = new Date()
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return `${d.getFullYear()}-${String(d.getMonth() + 1).padStart(2, '0')}-${String(d.getDate()).padStart(2, '0')}`
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}
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function sumStars(starsMap) {
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return Object.values(starsMap || {}).reduce((s, n) => s + (Number(n) || 0), 0)
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}
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function loadRaw() {
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try {
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const raw = uni.getStorageSync(STORAGE_KEY)
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if (raw && typeof raw === 'object') return { ...DEFAULT, ...raw }
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} catch (_) {}
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return { ...DEFAULT }
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}
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function saveRaw(data) {
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try {
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uni.setStorageSync(STORAGE_KEY, data)
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} catch (_) {}
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}
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export function useGameProgress() {
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const progress = ref(loadRaw())
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function persist() {
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progress.value.totalStars = sumStars(progress.value.stars)
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saveRaw(progress.value)
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}
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/** 进入游戏时更新每日打卡 */
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function touchDailyPlay() {
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const today = todayStr()
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const last = progress.value.lastPlayDate
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if (last === today) return progress.value.dailyStreak
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const yesterday = new Date()
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yesterday.setDate(yesterday.getDate() - 1)
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const yStr = `${yesterday.getFullYear()}-${String(yesterday.getMonth() + 1).padStart(2, '0')}-${String(yesterday.getDate()).padStart(2, '0')}`
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if (last === yStr) {
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progress.value.dailyStreak = (progress.value.dailyStreak || 0) + 1
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} else {
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progress.value.dailyStreak = 1
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}
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progress.value.lastPlayDate = today
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persist()
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return progress.value.dailyStreak
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}
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function getStars(levelId) {
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return progress.value.stars[String(levelId)] || 0
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}
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function recordWin({ levelId, movesLeft, glucoseLevel, score, levelConfig, maxCombo }) {
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const stars = calcLevelStars({ movesLeft, glucoseLevel, score, levelConfig })
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const key = String(levelId)
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const prev = progress.value.stars[key] || 0
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if (stars > prev) progress.value.stars[key] = stars
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progress.value.winStreak = (progress.value.winStreak || 0) + 1
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progress.value.totalWins = (progress.value.totalWins || 0) + 1
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if (maxCombo > (progress.value.bestCombo || 0)) progress.value.bestCombo = maxCombo
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const next = levelId + 1
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if (next > progress.value.maxUnlocked) progress.value.maxUnlocked = next
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progress.value.currentLevel = next
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persist()
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return { stars, newBest: stars > prev }
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}
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function recordLoss() {
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progress.value.winStreak = 0
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persist()
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}
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function setCurrentLevel(levelId) {
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progress.value.currentLevel = Math.max(1, Math.min(progress.value.maxUnlocked, levelId))
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persist()
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}
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return {
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progress,
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touchDailyPlay,
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getStars,
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recordWin,
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recordLoss,
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setCurrentLevel,
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persist
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}
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}
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@@ -0,0 +1,303 @@
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/**
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* 糖分突袭 · 游戏音效(InnerAudioContext 池化,H5/小程序通用)
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* 每种操作独立音轨 + playbackRate 变调,避免“全是同一个声”
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*/
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import { ref, onUnmounted } from 'vue'
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const STORAGE_KEY = 'tongji_game_sfx_enabled'
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const COS = 'https://gz-1349751149.cos.ap-guangzhou.myqcloud.com/uploads/file'
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/** 9 条基础素材(已上传 COS,小程序域名白名单内) */
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const SRC = {
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tap: `${COS}/20260526/20260526105128557ef8669.mp3`,
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swoosh: `${COS}/20260527/202605271539371ebe13672.mp3`,
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pop: `${COS}/20260526/202605261051282a0a94508.mp3`,
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buzz: `${COS}/20260527/202605271539376ff628472.mp3`,
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chime: `${COS}/20260528/202605280937077bad76716.mp3`,
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fanfare: `${COS}/20260528/20260528093707b021f5794.mp3`,
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blast: `${COS}/20260528/20260528093707ebd4d5733.mp3`,
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sparkle: `${COS}/20260528/20260528093707016f07427.mp3`,
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stinger: `${COS}/20260528/20260528093709c669f4659.mp3`
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}
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/**
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* 音效表:src / volume / rate(playbackRate) / pool
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* rate 不同可在同一素材上听出明显差异
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*/
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const SFX = {
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// —— 交互 ——
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select: { src: SRC.tap, volume: 0.32, rate: 1.05, pool: 3 },
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deselect: { src: SRC.tap, volume: 0.22, rate: 0.82, pool: 2 },
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hint: { src: SRC.tap, volume: 0.26, rate: 1.28, pool: 2 },
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swap: { src: SRC.swoosh, volume: 0.38, rate: 1.0, pool: 3 },
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swapFail: { src: SRC.buzz, volume: 0.36, rate: 1.18, pool: 2 },
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drop: { src: SRC.pop, volume: 0.3, rate: 0.88, pool: 4 },
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dropLight: { src: SRC.pop, volume: 0.22, rate: 1.22, pool: 2 },
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// —— 消除(按连数)——
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match3: { src: SRC.chime, volume: 0.48, rate: 1.0, pool: 4 },
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match4: { src: SRC.fanfare, volume: 0.54, rate: 1.06, pool: 3 },
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match5: { src: SRC.blast, volume: 0.62, rate: 1.0, pool: 3 },
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// —— 消除(按 GI 主色)——
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matchLowGi: { src: SRC.chime, volume: 0.42, rate: 0.86, pool: 2 },
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matchMidGi: { src: SRC.chime, volume: 0.46, rate: 1.02, pool: 2 },
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matchHighGi: { src: SRC.buzz, volume: 0.44, rate: 0.92, pool: 2 },
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// —— 连消 ——
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combo2: { src: SRC.fanfare, volume: 0.56, rate: 1.12, pool: 2 },
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combo3: { src: SRC.blast, volume: 0.64, rate: 1.08, pool: 2 },
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comboMega: { src: SRC.blast, volume: 0.72, rate: 1.22, pool: 2 },
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|
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// —— 道具 ——
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||||
insulin: { src: SRC.sparkle, volume: 0.5, rate: 1.15, pool: 2 },
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fiber: { src: SRC.swoosh, volume: 0.48, rate: 1.32, pool: 2 },
|
||||
meal: { src: SRC.stinger, volume: 0.42, rate: 1.35, pool: 1 },
|
||||
reshuffle: { src: SRC.swoosh, volume: 0.46, rate: 0.72, pool: 2 },
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||||
|
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// —— 反馈 ——
|
||||
score: { src: SRC.tap, volume: 0.28, rate: 1.38, pool: 2 },
|
||||
goalTick: { src: SRC.chime, volume: 0.36, rate: 1.45, pool: 2 },
|
||||
meterWarn: { src: SRC.buzz, volume: 0.5, rate: 1.0, pool: 2 },
|
||||
meterDanger: { src: SRC.buzz, volume: 0.58, rate: 0.78, pool: 2 },
|
||||
meterStable: { src: SRC.pop, volume: 0.24, rate: 1.05, pool: 1 },
|
||||
|
||||
win: { src: SRC.fanfare, volume: 0.66, rate: 1.0, pool: 1 },
|
||||
winStinger: { src: SRC.stinger, volume: 0.38, rate: 1.5, pool: 1 },
|
||||
lose: { src: SRC.buzz, volume: 0.52, rate: 0.68, pool: 1 },
|
||||
|
||||
// 兼容旧名
|
||||
match: { src: SRC.chime, volume: 0.48, rate: 1.0, pool: 4 },
|
||||
combo: { src: SRC.fanfare, volume: 0.56, rate: 1.1, pool: 3 },
|
||||
heal: { src: SRC.pop, volume: 0.44, rate: 1.18, pool: 2 },
|
||||
boost: { src: SRC.sparkle, volume: 0.52, rate: 1.0, pool: 2 },
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invalid: { src: SRC.buzz, volume: 0.4, rate: 1.15, pool: 2 },
|
||||
danger: { src: SRC.blast, volume: 0.58, rate: 0.95, pool: 2 }
|
||||
}
|
||||
|
||||
class SfxPool {
|
||||
constructor(src, size, volume, rate = 1) {
|
||||
this.src = src
|
||||
this.size = size
|
||||
this.volume = volume
|
||||
this.rate = rate
|
||||
this.list = []
|
||||
this.cursor = 0
|
||||
this.warmedUp = false
|
||||
}
|
||||
|
||||
create() {
|
||||
for (let i = 0; i < this.size; i++) {
|
||||
const ctx = uni.createInnerAudioContext()
|
||||
ctx.src = this.src
|
||||
ctx.obeyMuteSwitch = false
|
||||
ctx.autoplay = false
|
||||
ctx.volume = this.volume
|
||||
try {
|
||||
ctx.playbackRate = this.rate
|
||||
} catch (_) {}
|
||||
this.list.push(ctx)
|
||||
}
|
||||
}
|
||||
|
||||
warmUp() {
|
||||
if (this.warmedUp) return
|
||||
if (!this.list.length) this.create()
|
||||
this.list.forEach((ctx) => {
|
||||
try {
|
||||
ctx.volume = 0
|
||||
ctx.play()
|
||||
setTimeout(() => {
|
||||
try {
|
||||
ctx.stop()
|
||||
ctx.volume = this.volume
|
||||
} catch (_) {}
|
||||
}, 60)
|
||||
} catch (_) {}
|
||||
})
|
||||
this.warmedUp = true
|
||||
}
|
||||
|
||||
play(scale = 1, rateMul = 1) {
|
||||
if (!this.list.length) this.create()
|
||||
const ctx = this.list[this.cursor % this.list.length]
|
||||
this.cursor += 1
|
||||
const vol = Math.min(1, this.volume * scale)
|
||||
const rate = Math.min(2, Math.max(0.5, this.rate * rateMul))
|
||||
try {
|
||||
ctx.volume = vol
|
||||
try {
|
||||
ctx.playbackRate = rate
|
||||
} catch (_) {}
|
||||
ctx.stop()
|
||||
ctx.seek(0)
|
||||
ctx.play()
|
||||
} catch (_) {
|
||||
try {
|
||||
ctx.play()
|
||||
} catch (e) {}
|
||||
}
|
||||
}
|
||||
|
||||
destroy() {
|
||||
this.list.forEach((ctx) => {
|
||||
try {
|
||||
ctx.stop()
|
||||
ctx.destroy()
|
||||
} catch (_) {}
|
||||
})
|
||||
this.list = []
|
||||
this.warmedUp = false
|
||||
}
|
||||
}
|
||||
|
||||
function dominantGi(tiles = []) {
|
||||
const cnt = { low: 0, mid: 0, high: 0 }
|
||||
tiles.forEach((t) => {
|
||||
const g = t?.type?.gi
|
||||
if (g && cnt[g] !== undefined) cnt[g] += 1
|
||||
})
|
||||
let best = 'mid'
|
||||
let max = 0
|
||||
Object.entries(cnt).forEach(([k, v]) => {
|
||||
if (v > max) {
|
||||
max = v
|
||||
best = k
|
||||
}
|
||||
})
|
||||
return best
|
||||
}
|
||||
|
||||
export function useGameSfx() {
|
||||
const enabled = ref(true)
|
||||
const pools = {}
|
||||
|
||||
try {
|
||||
const stored = uni.getStorageSync(STORAGE_KEY)
|
||||
if (stored === false || stored === '0' || stored === 0) {
|
||||
enabled.value = false
|
||||
}
|
||||
} catch (_) {}
|
||||
|
||||
function ensureAudioOption() {
|
||||
// #ifdef MP-WEIXIN
|
||||
try {
|
||||
uni.setInnerAudioOption({
|
||||
obeyMuteSwitch: false,
|
||||
mixWithOther: true
|
||||
})
|
||||
} catch (_) {}
|
||||
// #endif
|
||||
}
|
||||
|
||||
function getPool(name) {
|
||||
const cfg = SFX[name]
|
||||
if (!cfg) return null
|
||||
if (!pools[name]) {
|
||||
pools[name] = new SfxPool(cfg.src, cfg.pool, cfg.volume, cfg.rate ?? 1)
|
||||
}
|
||||
return pools[name]
|
||||
}
|
||||
|
||||
function warmUp() {
|
||||
if (!enabled.value) return
|
||||
ensureAudioOption()
|
||||
Object.keys(SFX).forEach((name) => {
|
||||
getPool(name)?.warmUp()
|
||||
})
|
||||
}
|
||||
|
||||
function play(name, scale = 1, rateMul = 1) {
|
||||
if (!enabled.value) return
|
||||
getPool(name)?.play(scale, rateMul)
|
||||
}
|
||||
|
||||
function playLayer(primary, secondary, delayMs = 70, secScale = 0.6) {
|
||||
play(primary)
|
||||
if (secondary) {
|
||||
setTimeout(() => play(secondary, secScale), delayMs)
|
||||
}
|
||||
}
|
||||
|
||||
function playMatch({ matchCount = 3, chain = 0, tiles = [] } = {}) {
|
||||
if (!enabled.value) return
|
||||
const giTrack = (() => {
|
||||
const gi = dominantGi(tiles)
|
||||
if (gi === 'low') return 'matchLowGi'
|
||||
if (gi === 'high') return 'matchHighGi'
|
||||
return 'matchMidGi'
|
||||
})()
|
||||
|
||||
if (chain >= 3) {
|
||||
playLayer('comboMega', giTrack, 90, 0.55)
|
||||
return
|
||||
}
|
||||
if (chain === 2) {
|
||||
playLayer('combo3', giTrack, 80, 0.5)
|
||||
return
|
||||
}
|
||||
if (chain === 1) {
|
||||
playLayer('combo2', giTrack, 70, 0.45)
|
||||
return
|
||||
}
|
||||
|
||||
if (matchCount >= 5) {
|
||||
playLayer('match5', 'matchHighGi', 85, 0.5)
|
||||
} else if (matchCount >= 4) {
|
||||
playLayer('match4', giTrack, 65, 0.48)
|
||||
} else {
|
||||
play(giTrack, 1, 1)
|
||||
setTimeout(() => play('match3', 0.85), 40)
|
||||
}
|
||||
}
|
||||
|
||||
function playDrop(count = 1) {
|
||||
if (!enabled.value || count <= 0) return
|
||||
const name = count >= 4 ? 'drop' : 'dropLight'
|
||||
play(name, Math.min(1.2, 0.85 + count * 0.04), count >= 6 ? 0.9 : 1)
|
||||
}
|
||||
|
||||
function playMeter(delta, level) {
|
||||
if (!enabled.value) return
|
||||
if (level > 70) play('meterDanger', 1 + (level - 70) * 0.02)
|
||||
else if (level < 30) play('meterWarn', 0.9, 0.95)
|
||||
else if (delta > 8) play('meterWarn', 0.75)
|
||||
else if (delta < -5) play('meterStable', 1.1)
|
||||
}
|
||||
|
||||
function toggleEnabled() {
|
||||
enabled.value = !enabled.value
|
||||
try {
|
||||
uni.setStorageSync(STORAGE_KEY, enabled.value ? '1' : '0')
|
||||
} catch (_) {}
|
||||
if (enabled.value) {
|
||||
warmUp()
|
||||
play('select')
|
||||
}
|
||||
}
|
||||
|
||||
function destroyAll() {
|
||||
Object.keys(pools).forEach((key) => {
|
||||
pools[key]?.destroy()
|
||||
delete pools[key]
|
||||
})
|
||||
}
|
||||
|
||||
onUnmounted(() => {
|
||||
destroyAll()
|
||||
})
|
||||
|
||||
return {
|
||||
enabled,
|
||||
play,
|
||||
playLayer,
|
||||
playMatch,
|
||||
playDrop,
|
||||
playMeter,
|
||||
warmUp,
|
||||
toggleEnabled,
|
||||
destroyAll
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user