优化握力环训练页:内联视频舞台并修复小程序兼容与完成浮层布局。

将示范视频从自定义组件移至页面主体,避免 mp 端 vOn/ref 崩溃;奖励特效改为 prop 信号驱动,完成弹层移出 page 容器修复右侧裁切,并修正后台音频配置与 CLI 热重载监听。

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-05-29 10:59:17 +08:00
co-authored by Cursor
parent 9f3db8f281
commit 9b5cd5b2b9
6 changed files with 661 additions and 685 deletions
@@ -9,7 +9,7 @@
</template>
<script setup lang="ts">
import { ref, onMounted, onBeforeUnmount, getCurrentInstance } from 'vue'
import { ref, watch, onMounted, onBeforeUnmount, getCurrentInstance } from 'vue'
// ============================================================
// 类型定义
@@ -18,7 +18,8 @@ import { ref, onMounted, onBeforeUnmount, getCurrentInstance } from 'vue'
type CrushItemType = 'egg' | 'walnut' | 'can' | 'balloon'
type ParticleShape = 'circle' | 'square' | 'triangle' | 'rect'
interface Particle {
// 碎片(主体飞溅物)
interface Debris {
x: number
y: number
vx: number
@@ -29,7 +30,49 @@ interface Particle {
rotation: number
rotationSpeed: number
life: number
decay: number
gravity: number
glow: boolean
swing: number // 水平摇摆幅度(confetti 彩纸用),0 表示不摇摆
age: number
}
// 火花(细小高速亮点,带拖尾)
interface Spark {
x: number
y: number
px: number // 上一帧位置(拖尾起点)
py: number
vx: number
vy: number
size: number
color: string
life: number
decay: number
gravity: number
}
// 闪烁星光(四角星高光)
interface Sparkle {
x: number
y: number
size: number
rotation: number
spin: number
color: string
life: number
decay: number
}
// 中心爆闪
interface Flash {
x: number
y: number
radius: number
maxRadius: number
color: string
life: number
decay: number
}
interface Shockwave {
@@ -38,19 +81,26 @@ interface Shockwave {
radius: number
maxRadius: number
color: string
width: number
life: number
decay: number
}
interface CrushItemConfig {
colors: string[]
colors: string[] // 碎片主体色
sparkColors: string[] // 火花/高光色(偏亮)
shapes: ParticleShape[]
particles: number
debrisCount: number
sparkCount: number
sparkleCount: number
speedMin: number
speedMax: number
sizeMin: number
sizeMax: number
gravity: number
flashColor: string // 中心爆闪核心色
shockwaveColor: string
confetti?: boolean // balloon: 碎片改为彩纸飘落
}
// ============================================================
@@ -59,55 +109,76 @@ interface CrushItemConfig {
const CRUSH_ITEMS: Record<CrushItemType, CrushItemConfig> = {
egg: {
colors: ['#FFEB3B', '#FFF59D', '#FFFFFF', '#FFC107'],
colors: ['#FFEB3B', '#FFF59D', '#FFFFFF', '#FFD54F', '#FFC107'],
sparkColors: ['#FFFFFF', '#FFF9C4', '#FFEE58'],
shapes: ['circle', 'circle', 'circle'],
particles: 18,
debrisCount: 20,
sparkCount: 16,
sparkleCount: 5,
speedMin: 3,
speedMax: 5.5,
speedMax: 6,
sizeMin: 4,
sizeMax: 9,
gravity: 0.32,
shockwaveColor: 'rgba(255, 235, 59, 0.4)',
sizeMax: 10,
gravity: 0.34,
flashColor: '#FFFDE7',
shockwaveColor: 'rgba(255, 224, 130, 0.85)',
},
walnut: {
colors: ['#5D4037', '#795548', '#8D6E63', '#3E2723'],
colors: ['#5D4037', '#795548', '#8D6E63', '#A1887F', '#3E2723'],
sparkColors: ['#FFCC80', '#FFB74D', '#FFE0B2'],
shapes: ['square', 'triangle', 'rect'],
particles: 20,
speedMin: 2.5,
speedMax: 4.5,
debrisCount: 22,
sparkCount: 18,
sparkleCount: 5,
speedMin: 2.8,
speedMax: 5,
sizeMin: 4,
sizeMax: 8,
gravity: 0.4,
shockwaveColor: 'rgba(141, 110, 99, 0.5)',
sizeMax: 9,
gravity: 0.42,
flashColor: '#FFE0B2',
shockwaveColor: 'rgba(255, 167, 38, 0.8)',
},
can: {
colors: ['#90A4AE', '#CFD8DC', '#B0BEC5', '#78909C', '#ECEFF1'],
shapes: ['rect', 'rect', 'triangle'],
particles: 22,
colors: ['#90A4AE', '#CFD8DC', '#B0BEC5', '#78909C', '#ECEFF1', '#607D8B'],
sparkColors: ['#FFFFFF', '#E1F5FE', '#B3E5FC'],
shapes: ['rect', 'rect', 'triangle', 'square'],
debrisCount: 24,
sparkCount: 20,
sparkleCount: 6,
speedMin: 4,
speedMax: 6.5,
sizeMin: 3,
sizeMax: 10,
gravity: 0.35,
shockwaveColor: 'rgba(176, 190, 197, 0.6)',
},
balloon: {
colors: ['#FF5252', '#FF4081', '#E040FB', '#7C4DFF', '#536DFE', '#448AFF', '#FFEB3B', '#69F0AE'],
shapes: ['circle', 'triangle'],
particles: 24,
speedMin: 4.5,
speedMax: 7,
sizeMin: 3,
sizeMax: 6,
gravity: 0.12,
shockwaveColor: 'rgba(255, 64, 129, 0.5)',
sizeMax: 11,
gravity: 0.36,
flashColor: '#FFFFFF',
shockwaveColor: 'rgba(207, 216, 220, 0.9)',
},
balloon: {
colors: ['#FF5252', '#FF4081', '#E040FB', '#7C4DFF', '#536DFE', '#448AFF', '#FFEB3B', '#69F0AE', '#FF6E40'],
sparkColors: ['#FFFFFF', '#FF80AB', '#82B1FF', '#FFFF8D'],
shapes: ['rect', 'rect', 'square'],
debrisCount: 28,
sparkCount: 18,
sparkleCount: 8,
speedMin: 4,
speedMax: 7.5,
sizeMin: 4,
sizeMax: 8,
gravity: 0.14,
flashColor: '#FCE4EC',
shockwaveColor: 'rgba(255, 64, 129, 0.85)',
confetti: true,
},
}
const PHYSICS = {
AIR_RESISTANCE: 0.985,
LIFE_DECAY: 0.02,
SHOCKWAVE_DECAY: 0.04,
SPARK_RESISTANCE: 0.92,
DEBRIS_DECAY: 0.018,
SPARK_DECAY: 0.035,
SPARKLE_DECAY: 0.045,
FLASH_DECAY: 0.11,
SHOCKWAVE_DECAY: 0.045,
}
// ============================================================
@@ -122,11 +193,27 @@ const dpr = ref<number>(1)
const rafId = ref<number | null>(null)
const renderRunning = ref<boolean>(false)
const particles = ref<Particle[]>([])
const debrisList = ref<Debris[]>([])
const sparkList = ref<Spark[]>([])
const sparkleList = ref<Sparkle[]>([])
const flashList = ref<Flash[]>([])
const shockwaves = ref<Shockwave[]>([])
const instance = getCurrentInstance()
// 由父级 prop 信号驱动触发特效(避免跨组件 ref 调用, 小程序端更稳)
const props = defineProps<{
crushSignal?: { type: CrushItemType; nonce: number } | null
}>()
watch(
() => props.crushSignal,
(sig) => {
if (sig) triggerCrush(sig.type)
},
)
onMounted(() => {
initCanvas()
})
@@ -191,46 +278,100 @@ function triggerCrush(itemType: CrushItemType) {
const centerX = canvasWidth.value / 2
const centerY = canvasHeight.value / 2
const maxR = Math.min(canvasWidth.value, canvasHeight.value)
// 1. 生成双层冲击波
shockwaves.value.push({
// 1. 中心爆闪
flashList.value.push({
x: centerX,
y: centerY,
radius: 10,
maxRadius: Math.min(canvasWidth.value, canvasHeight.value) * 0.6,
color: item.shockwaveColor,
life: 1.0,
})
shockwaves.value.push({
x: centerX,
y: centerY,
radius: 4,
maxRadius: Math.min(canvasWidth.value, canvasHeight.value) * 0.4,
color: item.shockwaveColor,
radius: maxR * 0.12,
maxRadius: maxR * 0.62,
color: item.flashColor,
life: 1.0,
decay: PHYSICS.FLASH_DECAY,
})
// 2. 生成粒子(径向扩散)
const particleCount = item.particles
for (let i = 0; i < particleCount; i++) {
const angle = (Math.PI * 2 * i) / particleCount + (Math.random() - 0.5) * 0.6
// 2. 双层冲击波
shockwaves.value.push({
x: centerX, y: centerY,
radius: 12, maxRadius: maxR * 0.62,
color: item.shockwaveColor, width: 5,
life: 1.0, decay: PHYSICS.SHOCKWAVE_DECAY,
})
shockwaves.value.push({
x: centerX, y: centerY,
radius: 4, maxRadius: maxR * 0.42,
color: item.shockwaveColor, width: 3,
life: 1.0, decay: PHYSICS.SHOCKWAVE_DECAY * 1.3,
})
// 3. 碎片(主体飞溅)
for (let i = 0; i < item.debrisCount; i++) {
const angle = (Math.PI * 2 * i) / item.debrisCount + (Math.random() - 0.5) * 0.7
const speed = item.speedMin + Math.random() * (item.speedMax - item.speedMin)
const size = item.sizeMin + Math.random() * (item.sizeMax - item.sizeMin)
const color = item.colors[Math.floor(Math.random() * item.colors.length)]
const shape = item.shapes[Math.floor(Math.random() * item.shapes.length)]
particles.value.push({
// confetti(彩纸): 初速带强烈向上偏移 + 水平摇摆下落
const confetti = !!item.confetti
const vy0 = confetti
? Math.sin(angle) * speed - 2.5 // 先向上窜
: Math.sin(angle) * speed
debrisList.value.push({
x: centerX,
y: centerY,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
vy: vy0,
size,
color,
shape,
rotation: Math.random() * Math.PI * 2,
rotationSpeed: (Math.random() - 0.5) * 0.3,
rotationSpeed: (Math.random() - 0.5) * (confetti ? 0.5 : 0.3),
life: 1.0,
decay: PHYSICS.DEBRIS_DECAY * (confetti ? 0.7 : 1),
gravity: item.gravity,
glow: !confetti, // 彩纸不发光,实色碎片发光
swing: confetti ? 0.6 + Math.random() * 1.2 : 0,
age: Math.random() * Math.PI * 2,
})
}
// 4. 火花(细小高速亮点,带拖尾)
for (let i = 0; i < item.sparkCount; i++) {
const angle = Math.random() * Math.PI * 2
const speed = item.speedMax * (0.9 + Math.random() * 0.8)
const color = item.sparkColors[Math.floor(Math.random() * item.sparkColors.length)]
sparkList.value.push({
x: centerX,
y: centerY,
px: centerX,
py: centerY,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
size: 1.5 + Math.random() * 2,
color,
life: 1.0,
decay: PHYSICS.SPARK_DECAY * (0.8 + Math.random() * 0.6),
gravity: item.gravity * 0.3,
})
}
// 5. 闪烁星光
for (let i = 0; i < item.sparkleCount; i++) {
const r = maxR * (0.08 + Math.random() * 0.32)
const a = Math.random() * Math.PI * 2
const color = item.sparkColors[Math.floor(Math.random() * item.sparkColors.length)]
sparkleList.value.push({
x: centerX + Math.cos(a) * r,
y: centerY + Math.sin(a) * r,
size: 10 + Math.random() * 16,
rotation: Math.random() * Math.PI,
spin: (Math.random() - 0.5) * 0.16,
color,
life: 1.0 + Math.random() * 0.4, // 错峰出现
decay: PHYSICS.SPARKLE_DECAY * (0.8 + Math.random() * 0.5),
})
}
@@ -238,7 +379,7 @@ function triggerCrush(itemType: CrushItemType) {
}
// ============================================================
// 渲染循环(使用 requestAnimationFrame,更准确高效)
// 渲染循环
// ============================================================
function ensureRenderLoop() {
@@ -253,40 +394,74 @@ function renderLoop() {
return
}
// 更新粒子物理
for (let i = particles.value.length - 1; i >= 0; i--) {
const p = particles.value[i]
const w = canvasWidth.value
const h = canvasHeight.value
// 碎片
for (let i = debrisList.value.length - 1; i >= 0; i--) {
const p = debrisList.value[i]
p.vy += p.gravity
p.vx *= PHYSICS.AIR_RESISTANCE
p.vy *= PHYSICS.AIR_RESISTANCE
p.x += p.vx
p.y += p.vy
p.age += 0.2
if (p.swing > 0) p.x += Math.sin(p.age) * p.swing // 彩纸摇摆
p.rotation += p.rotationSpeed
p.life -= PHYSICS.LIFE_DECAY
const outOfBounds =
p.x < -50 || p.x > canvasWidth.value + 50 ||
p.y < -50 || p.y > canvasHeight.value + 50
if (p.life <= 0 || outOfBounds) {
particles.value.splice(i, 1)
p.life -= p.decay
if (p.life <= 0 || p.x < -60 || p.x > w + 60 || p.y > h + 60) {
debrisList.value.splice(i, 1)
}
}
// 更新冲击波
// 火花
for (let i = sparkList.value.length - 1; i >= 0; i--) {
const s = sparkList.value[i]
s.px = s.x
s.py = s.y
s.vy += s.gravity
s.vx *= PHYSICS.SPARK_RESISTANCE
s.vy *= PHYSICS.SPARK_RESISTANCE
s.x += s.vx
s.y += s.vy
s.life -= s.decay
if (s.life <= 0) sparkList.value.splice(i, 1)
}
// 闪烁星光
for (let i = sparkleList.value.length - 1; i >= 0; i--) {
const sp = sparkleList.value[i]
sp.rotation += sp.spin
sp.life -= sp.decay
if (sp.life <= 0) sparkleList.value.splice(i, 1)
}
// 中心爆闪
for (let i = flashList.value.length - 1; i >= 0; i--) {
const f = flashList.value[i]
f.radius += (f.maxRadius - f.radius) * 0.35
f.life -= f.decay
if (f.life <= 0) flashList.value.splice(i, 1)
}
// 冲击波
for (let i = shockwaves.value.length - 1; i >= 0; i--) {
const sw = shockwaves.value[i]
sw.radius += (sw.maxRadius - sw.radius) * 0.15
sw.life -= PHYSICS.SHOCKWAVE_DECAY
if (sw.life <= 0) {
shockwaves.value.splice(i, 1)
}
sw.radius += (sw.maxRadius - sw.radius) * 0.16
sw.life -= sw.decay
if (sw.life <= 0) shockwaves.value.splice(i, 1)
}
draw()
// 决定是否继续
if (particles.value.length > 0 || shockwaves.value.length > 0) {
// canvas 2d 模式下使用 canvas.requestAnimationFrame
const alive =
debrisList.value.length > 0 ||
sparkList.value.length > 0 ||
sparkleList.value.length > 0 ||
flashList.value.length > 0 ||
shockwaves.value.length > 0
if (alive) {
rafId.value = canvasNode.value.requestAnimationFrame(renderLoop) as unknown as number
} else {
rafId.value = null
@@ -303,35 +478,89 @@ function draw() {
const w = canvasWidth.value
const h = canvasHeight.value
// 清空画布(透明)
c.clearRect(0, 0, w, h)
// 1. 绘制冲击波(底层)
// —— 1. 冲击波(底层) ——
c.globalCompositeOperation = 'source-over'
shockwaves.value.forEach(sw => {
c.beginPath()
c.arc(sw.x, sw.y, sw.radius, 0, Math.PI * 2)
c.strokeStyle = applyAlphaToRgba(sw.color, sw.life)
c.lineWidth = 3 * sw.life
c.strokeStyle = applyAlphaToRgba(sw.color, Math.min(1, sw.life))
c.lineWidth = sw.width * sw.life
c.stroke()
})
// 2. 绘制粒子(上层)
particles.value.forEach(p => {
const alpha = p.life
const currentSize = p.size * (0.6 + p.life * 0.4)
c.fillStyle = hexToRgba(p.color, alpha)
drawParticleShape(c, p, currentSize)
// —— 2. 中心爆闪(叠加发光) ——
c.globalCompositeOperation = 'lighter'
flashList.value.forEach(f => {
const grd = c.createRadialGradient(f.x, f.y, 0, f.x, f.y, f.radius)
const a = Math.min(1, f.life)
grd.addColorStop(0, hexToRgba(f.color, 0.95 * a))
grd.addColorStop(0.4, hexToRgba(f.color, 0.5 * a))
grd.addColorStop(1, hexToRgba(f.color, 0))
c.fillStyle = grd
c.beginPath()
c.arc(f.x, f.y, f.radius, 0, Math.PI * 2)
c.fill()
})
// —— 3. 碎片(实体,带辉光) ——
c.globalCompositeOperation = 'source-over'
debrisList.value.forEach(p => {
const alpha = Math.min(1, p.life)
const currentSize = p.size * (0.65 + p.life * 0.35)
// 辉光: 同色低透明大圆衬底
if (p.glow) {
c.fillStyle = hexToRgba(p.color, alpha * 0.22)
c.beginPath()
c.arc(p.x, p.y, currentSize * 1.9, 0, Math.PI * 2)
c.fill()
}
c.fillStyle = hexToRgba(p.color, alpha)
drawDebrisShape(c, p, currentSize)
})
// —— 4. 火花(拖尾 + 亮点,叠加发光) ——
c.globalCompositeOperation = 'lighter'
sparkList.value.forEach(s => {
const a = Math.min(1, s.life)
// 拖尾线
c.strokeStyle = hexToRgba(s.color, a * 0.8)
c.lineWidth = s.size * a
c.lineCap = 'round'
c.beginPath()
c.moveTo(s.px, s.py)
c.lineTo(s.x, s.y)
c.stroke()
// 头部亮点
c.fillStyle = hexToRgba(s.color, a)
c.beginPath()
c.arc(s.x, s.y, s.size * a, 0, Math.PI * 2)
c.fill()
})
// —— 5. 闪烁星光(四角星,叠加发光) ——
sparkleList.value.forEach(sp => {
// life 在 1→0, 用 sin 做"先亮后灭"的缩放
const t = Math.max(0, Math.min(1, sp.life))
const scale = Math.sin(Math.min(1, sp.life) * Math.PI) // 0→1→0
if (scale <= 0.02) return
const a = t
drawStar(c, sp.x, sp.y, sp.size * scale, sp.size * scale * 0.32, sp.rotation, hexToRgba(sp.color, a))
})
c.globalCompositeOperation = 'source-over'
}
function drawParticleShape(c: any, p: Particle, size: number) {
function drawDebrisShape(c: any, p: Debris, size: number) {
switch (p.shape) {
case 'circle':
c.beginPath()
c.arc(p.x, p.y, size, 0, Math.PI * 2)
c.fill()
break
case 'square':
c.save()
c.translate(p.x, p.y)
@@ -339,15 +568,13 @@ function drawParticleShape(c: any, p: Particle, size: number) {
c.fillRect(-size, -size, size * 2, size * 2)
c.restore()
break
case 'rect':
c.save()
c.translate(p.x, p.y)
c.rotate(p.rotation)
c.fillRect(-size * 1.5, -size * 0.5, size * 3, size)
c.fillRect(-size * 1.6, -size * 0.5, size * 3.2, size)
c.restore()
break
case 'triangle':
c.save()
c.translate(p.x, p.y)
@@ -363,6 +590,27 @@ function drawParticleShape(c: any, p: Particle, size: number) {
}
}
// 四角星(尖锐十字星),用于高光闪烁
function drawStar(c: any, cx: number, cy: number, outerR: number, innerR: number, rotation: number, fill: string) {
const points = 4
c.save()
c.translate(cx, cy)
c.rotate(rotation)
c.beginPath()
for (let i = 0; i < points * 2; i++) {
const r = i % 2 === 0 ? outerR : innerR
const a = (Math.PI * i) / points
const x = Math.cos(a) * r
const y = Math.sin(a) * r
if (i === 0) c.moveTo(x, y)
else c.lineTo(x, y)
}
c.closePath()
c.fillStyle = fill
c.fill()
c.restore()
}
// ============================================================
// 工具函数
// ============================================================
@@ -398,13 +646,13 @@ function cleanup() {
rafId.value = null
}
renderRunning.value = false
particles.value = []
debrisList.value = []
sparkList.value = []
sparkleList.value = []
flashList.value = []
shockwaves.value = []
}
defineExpose({
triggerCrush,
})
</script>
<style scoped>
@@ -1,320 +0,0 @@
<template>
<view class="grip-ring-canvas">
<!-- 环境氛围:中心放射光晕(不形成边界,真正融入) -->
<view class="ambient-glow" />
<!-- 捏碎特效画布 -->
<CrushCanvas ref="crushCanvasRef" />
<!-- 握力环容器 -->
<view class="ring-container" :class="{ playing: isPlaying }" @click="onButtonClick">
<!-- 外发光(只在播放时启用) -->
<view class="ring-aura" />
<!-- 握力环主体 -->
<view class="grip-ring">
<view class="ring-outer-circle" />
<view class="ring-highlight" />
<view class="ring-inner-circle" />
</view>
<!-- 中心提示 (仅未开始时显示) -->
<view v-if="!isPlaying" class="center-hint">
<view class="hint-icon">
<view class="play-triangle" />
</view>
<text class="hint-text">{{ hintText || '点击开始' }}</text>
</view>
<!-- BPM 显示 (播放时显示) -->
<view v-else class="bpm-display">
<text class="bpm-value">{{ bpm }}</text>
<text class="bpm-label">BPM</text>
</view>
</view>
</view>
</template>
<script setup lang="ts">
import { ref } from 'vue'
import CrushCanvas from './crush-canvas.vue'
interface Props {
bpm: number
isPlaying: boolean
hintText?: string
}
const props = withDefaults(defineProps<Props>(), {
hintText: '点击开始',
})
const emit = defineEmits<{
togglePlay: []
}>()
const crushCanvasRef = ref()
const onButtonClick = () => {
emit('togglePlay')
}
// 暴露捏碎特效触发方法
const triggerCrushEffect = (itemType: 'egg' | 'walnut' | 'can' | 'balloon') => {
crushCanvasRef.value?.triggerCrush(itemType)
}
defineExpose({
triggerCrushEffect
})
</script>
<style lang="scss" scoped>
/* ============================================================
* 画布容器 - 完全融入页面,无边界
* ============================================================ */
.grip-ring-canvas {
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
position: relative;
overflow: hidden;
background: linear-gradient(180deg, #f0fdfa 0%, #f8fafc 55%, #f1f5f9 100%);
}
/* 环境氛围 - 中心放射光晕 */
.ambient-glow {
position: absolute;
width: 1200rpx;
height: 1200rpx;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
border-radius: 50%;
background:
radial-gradient(circle,
rgba(204, 251, 241, 0.9) 0%,
rgba(240, 253, 250, 0.5) 30%,
rgba(241, 245, 249, 0.2) 55%,
transparent 72%);
pointer-events: none;
}
/* ============================================================
* 握力环容器 - 主视觉
* ============================================================ */
.ring-container {
position: relative;
width: 560rpx;
height: 560rpx;
display: flex;
align-items: center;
justify-content: center;
cursor: pointer;
z-index: 1;
}
/* 外发光 - 只在播放时显示(节省 GPU) */
.ring-aura {
position: absolute;
width: 620rpx;
height: 620rpx;
border-radius: 50%;
background: radial-gradient(circle,
rgba(20, 184, 166, 0.4) 0%,
rgba(45, 212, 191, 0.15) 35%,
rgba(20, 184, 166, 0) 70%);
opacity: 0;
transition: opacity 0.3s ease;
will-change: transform, opacity;
}
.ring-container.playing .ring-aura {
opacity: 1;
animation: aura-breath 2s ease-in-out infinite;
}
@keyframes aura-breath {
0%, 100% {
transform: scale(0.95);
opacity: 0.7;
}
50% {
transform: scale(1.08);
opacity: 1;
}
}
/* ============================================================
* 握力环主体 - 大尺寸沉浸感
* ============================================================ */
.grip-ring {
position: relative;
width: 460rpx;
height: 460rpx;
display: flex;
align-items: center;
justify-content: center;
transition: transform 0.3s cubic-bezier(0.34, 1.56, 0.64, 1);
will-change: transform;
}
.ring-container:active .grip-ring {
transform: scale(0.96);
}
/* 外圈 - 青绿渐变(与页面品牌色一致) */
.ring-outer-circle {
position: absolute;
width: 100%;
height: 100%;
border-radius: 50%;
background: linear-gradient(135deg,
#5eead4 0%,
#2dd4bf 45%,
#14b8a6 100%);
box-shadow:
0 20rpx 56rpx rgba(20, 184, 166, 0.35),
0 10rpx 28rpx rgba(45, 212, 191, 0.25),
inset 0 -18rpx 36rpx rgba(15, 118, 110, 0.3),
inset 0 18rpx 36rpx rgba(255, 255, 255, 0.45);
}
/* 顶部高光 - 模拟材质感 */
.ring-highlight {
position: absolute;
width: 360rpx;
height: 100rpx;
top: 40rpx;
border-radius: 50%;
background: radial-gradient(ellipse,
rgba(255, 255, 255, 0.6) 0%,
rgba(255, 255, 255, 0) 70%);
pointer-events: none;
}
/* 内圈中空 */
.ring-inner-circle {
position: absolute;
width: 250rpx;
height: 250rpx;
border-radius: 50%;
background: linear-gradient(135deg, #ffffff 0%, #f0fdfa 100%);
box-shadow:
inset 0 8rpx 20rpx rgba(15, 118, 110, 0.25),
inset 0 -2rpx 8rpx rgba(255, 255, 255, 0.85);
}
/* 播放时的挤压动画(只影响 transform,GPU 加速) */
.ring-container.playing .grip-ring {
animation: squeeze-ring 1s ease-in-out infinite;
}
@keyframes squeeze-ring {
0%, 100% {
transform: scale(1);
}
50% {
transform: scale(0.93);
}
}
/* ============================================================
* 中心提示 (未开始)
* ============================================================ */
.center-hint {
position: absolute;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 16rpx;
pointer-events: none;
animation: hint-fade-in 0.3s ease;
}
@keyframes hint-fade-in {
from {
opacity: 0;
transform: scale(0.9);
}
to {
opacity: 1;
transform: scale(1);
}
}
.hint-icon {
width: 96rpx;
height: 96rpx;
display: flex;
align-items: center;
justify-content: center;
background: rgba(255, 255, 255, 0.98);
border-radius: 50%;
box-shadow:
0 12rpx 32rpx rgba(20, 184, 166, 0.28),
inset 0 2rpx 4rpx rgba(255, 255, 255, 0.9);
animation: hint-bounce 2s ease-in-out infinite;
will-change: transform;
}
.play-triangle {
width: 0;
height: 0;
border-left: 32rpx solid #0f766e;
border-top: 22rpx solid transparent;
border-bottom: 22rpx solid transparent;
margin-left: 8rpx;
}
@keyframes hint-bounce {
0%, 100% {
transform: scale(1);
}
50% {
transform: scale(1.06);
}
}
.hint-text {
font-size: 26rpx;
color: #0f766e;
font-weight: 700;
letter-spacing: 3rpx;
text-shadow: 0 2rpx 8rpx rgba(255, 255, 255, 0.9);
}
/* ============================================================
* BPM 显示 (播放中)
* ============================================================ */
.bpm-display {
position: absolute;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 4rpx;
pointer-events: none;
}
.bpm-value {
font-size: 80rpx;
color: #0f766e;
font-weight: 900;
line-height: 1;
letter-spacing: -2rpx;
text-shadow: 0 2rpx 8rpx rgba(255, 255, 255, 0.9);
font-variant-numeric: tabular-nums;
}
.bpm-label {
font-size: 22rpx;
color: #14b8a6;
font-weight: 700;
letter-spacing: 6rpx;
margin-top: 2rpx;
}
</style>