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2026-06-01 09:34:27 +08:00

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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)
* 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。
*/
import { ref } from 'vue'
let fxSeq = 0
function nextFxId(prefix) {
fxSeq += 1
return `${prefix}-${fxSeq}-${Date.now()}`
}
// 开心消消乐式糖果色板(彩虹爆裂用)
const CANDY_COLORS = ['#FF5E9C', '#FFC93C', '#5BD16A', '#4D9DFF', '#FF8A3D', '#B57BFF', '#FF6F91', '#2FE6C8']
// 星屑字形
const STAR_GLYPHS = ['✦', '✧', '★', '✨']
export function useGameFx() {
const floatingTexts = ref([])
const burstParticles = ref([])
const ripples = ref([])
const comboBanner = ref({ show: false, text: '', tier: 1 })
const screenShaking = ref(false)
const flash = ref({ active: false, color: '#ffffff', opacity: 0 })
let comboBannerTimer = null
let shakeTimer = null
let flashTimer = null
let flashFadeTimer = null
function spawnFloatingText(payload) {
const id = nextFxId('ft')
floatingTexts.value.push({ id, ...payload })
const duration = payload.danger ? 1500 : payload.isCombo ? 1400 : 1200
setTimeout(() => {
floatingTexts.value = floatingTexts.value.filter((f) => f.id !== id)
}, duration)
return id
}
/**
* 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)。
* @param {number} cx,cy 爆裂中心(屏幕坐标)
* @param {string} color 基础颜色
* @param {number} count 粒子数量
* @param {object} opts { star, rainbow, gravity, sizeMin, sizeMax, distMin, distMax, life }
*/
function spawnBurst(cx, cy, color, count = 8, opts = {}) {
const {
star = true,
rainbow = false,
gravity = 64,
sizeMin = 8,
sizeMax = 16,
distMin = 36,
distMax = 110,
life = 850
} = opts
const dur = (life / 1000).toFixed(2)
for (let i = 0; i < count; i++) {
const id = nextFxId('p')
const isStar = star && Math.random() < 0.65
const pSize = Math.random() * (sizeMax - sizeMin) + sizeMin
const angle = Math.random() * Math.PI * 2
const distance = Math.random() * (distMax - distMin) + distMin
const tx = Math.cos(angle) * distance
// 先上抛、再叠加重力下落,形成喷泉抛物线
const ty = Math.sin(angle) * distance - distance * 0.35 + gravity
const half = pSize / 2
const pColor = rainbow
? CANDY_COLORS[Math.floor(Math.random() * CANDY_COLORS.length)]
: color
const rot = Math.random() * 720 - 360
const glyph = isStar ? STAR_GLYPHS[Math.floor(Math.random() * STAR_GLYPHS.length)] : ''
const particle = {
id,
left: cx - half,
top: cy - half,
size: pSize,
color: pColor,
char: glyph,
opacity: 1,
transform: 'scale(0.4) rotate(0deg)',
transition: 'none'
}
burstParticles.value.push(particle)
setTimeout(() => {
particle.transition =
`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 ${dur}s ease-out`
particle.left = cx - half + tx
particle.top = cy - half + ty
particle.opacity = 0
particle.transform = `scale(${isStar ? 1.15 : 0.5}) rotate(${rot}deg)`
}, 16)
setTimeout(() => {
burstParticles.value = burstParticles.value.filter((p) => p.id !== id)
}, life + 80)
}
}
/**
* 弹性扩散发光光环(开心消消乐式的扩散光圈)。
* @param {object} opts { thickness, life }
*/
function spawnRipple(cx, cy, color, tier = 1, opts = {}) {
const id = nextFxId('rp')
const size = 36 + tier * 18
const { thickness = Math.max(3, tier + 2), life = 600 } = opts
ripples.value.push({
id,
left: cx,
top: cy,
size,
color,
thickness,
opacity: 0.95
})
setTimeout(() => {
ripples.value = ripples.value.filter((r) => r.id !== id)
}, life)
}
/**
* 全屏闪光(大消除瞬间的爆闪),先点亮再淡出。
*/
function triggerFlash(color = '#ffffff', intensity = 0.5, life = 280) {
if (flashFadeTimer) clearTimeout(flashFadeTimer)
if (flashTimer) clearTimeout(flashTimer)
flash.value = { active: true, color, opacity: intensity }
flashFadeTimer = setTimeout(() => {
flash.value = { ...flash.value, opacity: 0 }
}, 24)
flashTimer = setTimeout(() => {
flash.value = { active: false, color, opacity: 0 }
}, life)
}
function showComboBanner(chain, points) {
if (chain <= 1) return
const tier = chain >= 4 ? 3 : chain >= 3 ? 2 : 1
comboBanner.value = {
show: true,
text: `连消 ×${chain} +${points}`,
tier
}
if (comboBannerTimer) clearTimeout(comboBannerTimer)
comboBannerTimer = setTimeout(() => {
comboBanner.value = { ...comboBanner.value, show: false }
}, 1100)
}
function triggerShake(intensity = 1) {
screenShaking.value = true
if (shakeTimer) clearTimeout(shakeTimer)
shakeTimer = setTimeout(() => {
screenShaking.value = false
}, intensity >= 2 ? 420 : 280)
}
function clearAll() {
floatingTexts.value = []
burstParticles.value = []
ripples.value = []
comboBanner.value = { show: false, text: '', tier: 1 }
screenShaking.value = false
flash.value = { active: false, color: '#ffffff', opacity: 0 }
}
return {
floatingTexts,
burstParticles,
ripples,
comboBanner,
screenShaking,
flash,
spawnFloatingText,
spawnBurst,
spawnRipple,
showComboBanner,
triggerShake,
triggerFlash,
clearAll
}
}