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:
@@ -9,7 +9,7 @@
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</template>
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<script setup lang="ts">
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import { ref, onMounted, onBeforeUnmount, getCurrentInstance } from 'vue'
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import { ref, watch, onMounted, onBeforeUnmount, getCurrentInstance } from 'vue'
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// ============================================================
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// 类型定义
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@@ -18,7 +18,8 @@ import { ref, onMounted, onBeforeUnmount, getCurrentInstance } from 'vue'
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type CrushItemType = 'egg' | 'walnut' | 'can' | 'balloon'
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type ParticleShape = 'circle' | 'square' | 'triangle' | 'rect'
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interface Particle {
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// 碎片(主体飞溅物)
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interface Debris {
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x: number
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y: number
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vx: number
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@@ -29,7 +30,49 @@ interface Particle {
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rotation: number
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rotationSpeed: number
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life: number
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decay: number
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gravity: number
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glow: boolean
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swing: number // 水平摇摆幅度(confetti 彩纸用),0 表示不摇摆
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age: number
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}
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// 火花(细小高速亮点,带拖尾)
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interface Spark {
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x: number
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y: number
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px: number // 上一帧位置(拖尾起点)
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py: number
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vx: number
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vy: number
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size: number
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color: string
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life: number
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decay: number
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gravity: number
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}
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// 闪烁星光(四角星高光)
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interface Sparkle {
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x: number
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y: number
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size: number
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rotation: number
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spin: number
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color: string
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life: number
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decay: number
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}
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// 中心爆闪
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interface Flash {
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x: number
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y: number
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radius: number
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maxRadius: number
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color: string
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life: number
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decay: number
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}
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interface Shockwave {
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@@ -38,19 +81,26 @@ interface Shockwave {
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radius: number
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maxRadius: number
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color: string
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width: number
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life: number
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decay: number
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}
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interface CrushItemConfig {
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colors: string[]
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colors: string[] // 碎片主体色
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sparkColors: string[] // 火花/高光色(偏亮)
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shapes: ParticleShape[]
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particles: number
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debrisCount: number
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sparkCount: number
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sparkleCount: number
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speedMin: number
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speedMax: number
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sizeMin: number
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sizeMax: number
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gravity: number
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flashColor: string // 中心爆闪核心色
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shockwaveColor: string
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confetti?: boolean // balloon: 碎片改为彩纸飘落
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}
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// ============================================================
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@@ -59,55 +109,76 @@ interface CrushItemConfig {
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const CRUSH_ITEMS: Record<CrushItemType, CrushItemConfig> = {
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egg: {
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colors: ['#FFEB3B', '#FFF59D', '#FFFFFF', '#FFC107'],
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colors: ['#FFEB3B', '#FFF59D', '#FFFFFF', '#FFD54F', '#FFC107'],
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sparkColors: ['#FFFFFF', '#FFF9C4', '#FFEE58'],
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shapes: ['circle', 'circle', 'circle'],
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particles: 18,
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debrisCount: 20,
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sparkCount: 16,
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sparkleCount: 5,
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speedMin: 3,
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speedMax: 5.5,
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speedMax: 6,
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sizeMin: 4,
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sizeMax: 9,
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gravity: 0.32,
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shockwaveColor: 'rgba(255, 235, 59, 0.4)',
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sizeMax: 10,
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gravity: 0.34,
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flashColor: '#FFFDE7',
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shockwaveColor: 'rgba(255, 224, 130, 0.85)',
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},
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walnut: {
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colors: ['#5D4037', '#795548', '#8D6E63', '#3E2723'],
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colors: ['#5D4037', '#795548', '#8D6E63', '#A1887F', '#3E2723'],
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sparkColors: ['#FFCC80', '#FFB74D', '#FFE0B2'],
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shapes: ['square', 'triangle', 'rect'],
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particles: 20,
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speedMin: 2.5,
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speedMax: 4.5,
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debrisCount: 22,
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sparkCount: 18,
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sparkleCount: 5,
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speedMin: 2.8,
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speedMax: 5,
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sizeMin: 4,
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sizeMax: 8,
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gravity: 0.4,
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shockwaveColor: 'rgba(141, 110, 99, 0.5)',
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sizeMax: 9,
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gravity: 0.42,
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flashColor: '#FFE0B2',
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shockwaveColor: 'rgba(255, 167, 38, 0.8)',
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},
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can: {
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colors: ['#90A4AE', '#CFD8DC', '#B0BEC5', '#78909C', '#ECEFF1'],
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shapes: ['rect', 'rect', 'triangle'],
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particles: 22,
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colors: ['#90A4AE', '#CFD8DC', '#B0BEC5', '#78909C', '#ECEFF1', '#607D8B'],
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sparkColors: ['#FFFFFF', '#E1F5FE', '#B3E5FC'],
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shapes: ['rect', 'rect', 'triangle', 'square'],
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debrisCount: 24,
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sparkCount: 20,
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sparkleCount: 6,
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speedMin: 4,
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speedMax: 6.5,
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sizeMin: 3,
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sizeMax: 10,
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gravity: 0.35,
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shockwaveColor: 'rgba(176, 190, 197, 0.6)',
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},
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balloon: {
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colors: ['#FF5252', '#FF4081', '#E040FB', '#7C4DFF', '#536DFE', '#448AFF', '#FFEB3B', '#69F0AE'],
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shapes: ['circle', 'triangle'],
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particles: 24,
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speedMin: 4.5,
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speedMax: 7,
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sizeMin: 3,
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sizeMax: 6,
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gravity: 0.12,
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shockwaveColor: 'rgba(255, 64, 129, 0.5)',
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sizeMax: 11,
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gravity: 0.36,
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flashColor: '#FFFFFF',
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shockwaveColor: 'rgba(207, 216, 220, 0.9)',
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},
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balloon: {
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colors: ['#FF5252', '#FF4081', '#E040FB', '#7C4DFF', '#536DFE', '#448AFF', '#FFEB3B', '#69F0AE', '#FF6E40'],
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sparkColors: ['#FFFFFF', '#FF80AB', '#82B1FF', '#FFFF8D'],
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shapes: ['rect', 'rect', 'square'],
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debrisCount: 28,
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sparkCount: 18,
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sparkleCount: 8,
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speedMin: 4,
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speedMax: 7.5,
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sizeMin: 4,
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sizeMax: 8,
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gravity: 0.14,
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flashColor: '#FCE4EC',
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shockwaveColor: 'rgba(255, 64, 129, 0.85)',
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confetti: true,
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},
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}
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const PHYSICS = {
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AIR_RESISTANCE: 0.985,
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LIFE_DECAY: 0.02,
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SHOCKWAVE_DECAY: 0.04,
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SPARK_RESISTANCE: 0.92,
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DEBRIS_DECAY: 0.018,
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SPARK_DECAY: 0.035,
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SPARKLE_DECAY: 0.045,
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FLASH_DECAY: 0.11,
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SHOCKWAVE_DECAY: 0.045,
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}
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// ============================================================
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@@ -122,11 +193,27 @@ const dpr = ref<number>(1)
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const rafId = ref<number | null>(null)
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const renderRunning = ref<boolean>(false)
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const particles = ref<Particle[]>([])
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const debrisList = ref<Debris[]>([])
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const sparkList = ref<Spark[]>([])
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const sparkleList = ref<Sparkle[]>([])
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const flashList = ref<Flash[]>([])
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const shockwaves = ref<Shockwave[]>([])
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const instance = getCurrentInstance()
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// 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)
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const props = defineProps<{
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crushSignal?: { type: CrushItemType; nonce: number } | null
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}>()
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watch(
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() => props.crushSignal,
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(sig) => {
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if (sig) triggerCrush(sig.type)
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},
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)
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onMounted(() => {
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initCanvas()
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})
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@@ -191,46 +278,100 @@ function triggerCrush(itemType: CrushItemType) {
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const centerX = canvasWidth.value / 2
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const centerY = canvasHeight.value / 2
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const maxR = Math.min(canvasWidth.value, canvasHeight.value)
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// 1. 生成双层冲击波
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shockwaves.value.push({
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// 1. 中心爆闪
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flashList.value.push({
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x: centerX,
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y: centerY,
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radius: 10,
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maxRadius: Math.min(canvasWidth.value, canvasHeight.value) * 0.6,
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color: item.shockwaveColor,
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life: 1.0,
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})
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shockwaves.value.push({
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x: centerX,
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y: centerY,
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radius: 4,
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maxRadius: Math.min(canvasWidth.value, canvasHeight.value) * 0.4,
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color: item.shockwaveColor,
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radius: maxR * 0.12,
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maxRadius: maxR * 0.62,
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color: item.flashColor,
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life: 1.0,
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decay: PHYSICS.FLASH_DECAY,
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})
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// 2. 生成粒子(径向扩散)
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const particleCount = item.particles
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for (let i = 0; i < particleCount; i++) {
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const angle = (Math.PI * 2 * i) / particleCount + (Math.random() - 0.5) * 0.6
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// 2. 双层冲击波
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shockwaves.value.push({
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x: centerX, y: centerY,
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radius: 12, maxRadius: maxR * 0.62,
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color: item.shockwaveColor, width: 5,
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life: 1.0, decay: PHYSICS.SHOCKWAVE_DECAY,
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})
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shockwaves.value.push({
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x: centerX, y: centerY,
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radius: 4, maxRadius: maxR * 0.42,
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color: item.shockwaveColor, width: 3,
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life: 1.0, decay: PHYSICS.SHOCKWAVE_DECAY * 1.3,
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})
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// 3. 碎片(主体飞溅)
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for (let i = 0; i < item.debrisCount; i++) {
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const angle = (Math.PI * 2 * i) / item.debrisCount + (Math.random() - 0.5) * 0.7
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const speed = item.speedMin + Math.random() * (item.speedMax - item.speedMin)
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const size = item.sizeMin + Math.random() * (item.sizeMax - item.sizeMin)
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const color = item.colors[Math.floor(Math.random() * item.colors.length)]
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const shape = item.shapes[Math.floor(Math.random() * item.shapes.length)]
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particles.value.push({
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// confetti(彩纸): 初速带强烈向上偏移 + 水平摇摆下落
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const confetti = !!item.confetti
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const vy0 = confetti
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? Math.sin(angle) * speed - 2.5 // 先向上窜
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: Math.sin(angle) * speed
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debrisList.value.push({
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x: centerX,
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y: centerY,
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vx: Math.cos(angle) * speed,
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vy: Math.sin(angle) * speed,
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vy: vy0,
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size,
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color,
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shape,
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rotation: Math.random() * Math.PI * 2,
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rotationSpeed: (Math.random() - 0.5) * 0.3,
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rotationSpeed: (Math.random() - 0.5) * (confetti ? 0.5 : 0.3),
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life: 1.0,
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decay: PHYSICS.DEBRIS_DECAY * (confetti ? 0.7 : 1),
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gravity: item.gravity,
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glow: !confetti, // 彩纸不发光,实色碎片发光
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swing: confetti ? 0.6 + Math.random() * 1.2 : 0,
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age: Math.random() * Math.PI * 2,
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})
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}
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// 4. 火花(细小高速亮点,带拖尾)
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for (let i = 0; i < item.sparkCount; i++) {
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const angle = Math.random() * Math.PI * 2
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const speed = item.speedMax * (0.9 + Math.random() * 0.8)
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const color = item.sparkColors[Math.floor(Math.random() * item.sparkColors.length)]
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sparkList.value.push({
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x: centerX,
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y: centerY,
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px: centerX,
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py: centerY,
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vx: Math.cos(angle) * speed,
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vy: Math.sin(angle) * speed,
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size: 1.5 + Math.random() * 2,
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color,
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life: 1.0,
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decay: PHYSICS.SPARK_DECAY * (0.8 + Math.random() * 0.6),
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gravity: item.gravity * 0.3,
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})
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}
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// 5. 闪烁星光
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for (let i = 0; i < item.sparkleCount; i++) {
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const r = maxR * (0.08 + Math.random() * 0.32)
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const a = Math.random() * Math.PI * 2
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const color = item.sparkColors[Math.floor(Math.random() * item.sparkColors.length)]
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sparkleList.value.push({
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x: centerX + Math.cos(a) * r,
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y: centerY + Math.sin(a) * r,
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size: 10 + Math.random() * 16,
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rotation: Math.random() * Math.PI,
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spin: (Math.random() - 0.5) * 0.16,
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color,
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life: 1.0 + Math.random() * 0.4, // 错峰出现
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decay: PHYSICS.SPARKLE_DECAY * (0.8 + Math.random() * 0.5),
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})
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}
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@@ -238,7 +379,7 @@ function triggerCrush(itemType: CrushItemType) {
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}
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// ============================================================
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// 渲染循环(使用 requestAnimationFrame,更准确高效)
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// 渲染循环
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// ============================================================
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function ensureRenderLoop() {
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@@ -253,40 +394,74 @@ function renderLoop() {
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return
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}
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// 更新粒子物理
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for (let i = particles.value.length - 1; i >= 0; i--) {
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const p = particles.value[i]
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const w = canvasWidth.value
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const h = canvasHeight.value
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// 碎片
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for (let i = debrisList.value.length - 1; i >= 0; i--) {
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const p = debrisList.value[i]
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p.vy += p.gravity
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p.vx *= PHYSICS.AIR_RESISTANCE
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p.vy *= PHYSICS.AIR_RESISTANCE
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p.x += p.vx
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p.y += p.vy
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p.age += 0.2
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if (p.swing > 0) p.x += Math.sin(p.age) * p.swing // 彩纸摇摆
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p.rotation += p.rotationSpeed
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p.life -= PHYSICS.LIFE_DECAY
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const outOfBounds =
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p.x < -50 || p.x > canvasWidth.value + 50 ||
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p.y < -50 || p.y > canvasHeight.value + 50
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if (p.life <= 0 || outOfBounds) {
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particles.value.splice(i, 1)
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p.life -= p.decay
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if (p.life <= 0 || p.x < -60 || p.x > w + 60 || p.y > h + 60) {
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debrisList.value.splice(i, 1)
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}
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}
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// 更新冲击波
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// 火花
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for (let i = sparkList.value.length - 1; i >= 0; i--) {
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const s = sparkList.value[i]
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s.px = s.x
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s.py = s.y
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s.vy += s.gravity
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s.vx *= PHYSICS.SPARK_RESISTANCE
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s.vy *= PHYSICS.SPARK_RESISTANCE
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s.x += s.vx
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s.y += s.vy
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s.life -= s.decay
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if (s.life <= 0) sparkList.value.splice(i, 1)
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}
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// 闪烁星光
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for (let i = sparkleList.value.length - 1; i >= 0; i--) {
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const sp = sparkleList.value[i]
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sp.rotation += sp.spin
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sp.life -= sp.decay
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if (sp.life <= 0) sparkleList.value.splice(i, 1)
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}
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// 中心爆闪
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for (let i = flashList.value.length - 1; i >= 0; i--) {
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const f = flashList.value[i]
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f.radius += (f.maxRadius - f.radius) * 0.35
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f.life -= f.decay
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if (f.life <= 0) flashList.value.splice(i, 1)
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}
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// 冲击波
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for (let i = shockwaves.value.length - 1; i >= 0; i--) {
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const sw = shockwaves.value[i]
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sw.radius += (sw.maxRadius - sw.radius) * 0.15
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sw.life -= PHYSICS.SHOCKWAVE_DECAY
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if (sw.life <= 0) {
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shockwaves.value.splice(i, 1)
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}
|
||||
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>
|
||||
|
||||
Reference in New Issue
Block a user