## 主要改动 ### 1. 连续训练模式 - 移除组数/休息逻辑,只统计总次数和时长 - 训练持续进行直到用户手动暂停 - 实时显示次数、时长、消耗糖分 ### 2. 递进式奖励系统 - 鸡蛋(8-12次) → 核桃(15-20次) → 易拉罐(25-30次) → 气球(40-50次) - 每个奖励在区间内随机触发 - 奖励按顺序递进,不会跳级 - 捏碎粒子特效 + 奖励弹窗 ### 3. 糖分计算与食物对比 - 公式: (MET × 体重 × 时长) / 4 - MET = 3.5, 体重 = 60kg - 食物对比: 苹果/香蕉/米饭/巧克力/可乐 ### 4. 视觉设计优化 - 真实握力环造型(完整圆环 + 中空 + 握点) - 立体渐变和纹理效果 - 挤压动画(训练时整体缩放) - 简洁交互(整个环可点击,无中心按钮) ### 5. 问题修复 - 修复进入页面时音效预热响声(静音预热) - 暂时禁用音效URL(避免404错误) - 修复捏碎特效层级问题 ## 技术实现 - 新增: grip-ring.vue (主页面) - 新增: grip-ring-canvas.vue (画布组件) - 修改: useMetronome.ts (静音预热) - 修改: exercises.ts (移除握力环) - 修改: index.vue (添加头部链接) - 修改: dev-training-entry/index.vue (添加菜单入口) - 修改: pages.json (添加路由) Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
260 lines
7.0 KiB
TypeScript
260 lines
7.0 KiB
TypeScript
import { ref, computed, onUnmounted } from 'vue'
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export interface MetronomeOptions {
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initialBpm?: number
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bpmMin?: number
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bpmMax?: number
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clickSrc?: string
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accentSrc?: string
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accentEvery?: number
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poolSize?: number
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onBeat?: (beatIndex: number, isAccent: boolean) => void
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}
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/**
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* 音频实例池:每个 click 用一个独立 InnerAudioContext,循环复用。
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* 解决两个问题:
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* 1. seek+play 模式在某些设备上首拍冷启动延迟(100-300ms)
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* 2. BPM 偏快时上一拍音频还没播完,下一拍 play 会被阻塞或丢失
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*/
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class AudioPool {
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private list: UniApp.InnerAudioContext[] = []
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private cursor = 0
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private warmedUp = false
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constructor(
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private src: string,
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private size: number,
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) {}
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private create() {
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for (let i = 0; i < this.size; i++) {
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const ctx = uni.createInnerAudioContext()
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ctx.src = this.src
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ctx.obeyMuteSwitch = false
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ctx.autoplay = false
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this.list.push(ctx)
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}
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}
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/**
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* 预热:短暂播放,让音频文件下载/解码到内存
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* 真正首次 play 不会再卡冷启动
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*/
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warmUp() {
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if (this.warmedUp) return
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if (this.list.length === 0) this.create()
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this.list.forEach((ctx) => {
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try {
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ctx.volume = 0 // 静音预热,避免进入页面时响声
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ctx.play()
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setTimeout(() => {
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try {
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ctx.stop()
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ctx.volume = 1 // 恢复音量
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} catch (_) {}
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}, 60)
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} catch (_) {}
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})
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this.warmedUp = true
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}
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play() {
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if (this.list.length === 0) {
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this.create()
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this.warmUp()
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}
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const ctx = this.list[this.cursor]
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this.cursor = (this.cursor + 1) % this.list.length
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try {
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// 强制停止所有正在播放的音频,避免重叠
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this.list.forEach(c => {
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try { c.stop() } catch (_) {}
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})
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// iOS 上 seek(0) + play() 不一定能从头播放;stop() + play() 更稳
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ctx.play()
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} catch (_) {
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try { ctx.play() } catch (__) {}
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}
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}
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destroy() {
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this.list.forEach((ctx) => {
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try {
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ctx.destroy?.()
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} catch (_) {}
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})
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this.list = []
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this.warmedUp = false
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}
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}
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/* InnerAudio 兼容本地路径和网络 URL,这里默认走 CDN,跟 BgAudio 保持一致便于维护
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首次播放会下载 ~3KB,实测 100~300ms 完成,然后小程序会缓存,后续触发零延迟 */
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const DEFAULT_CLICK_SRC =
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'https://gz-1349751149.cos.ap-guangzhou.myqcloud.com/uploads/file/20260526/20260526105128557ef8669.mp3'
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export function useMetronome(options: MetronomeOptions = {}) {
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const {
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initialBpm = 80,
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bpmMin = 40,
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bpmMax = 240,
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clickSrc = DEFAULT_CLICK_SRC,
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accentSrc,
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poolSize = 4,
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onBeat,
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} = options
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const bpm = ref<number>(initialBpm)
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const isPlaying = ref<boolean>(false)
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const beatIndex = ref<number>(0)
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const isAccent = ref<boolean>(false)
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const accentEveryRef = ref<number>(options.accentEvery ?? 4)
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const intervalMs = computed(() => 60000 / bpm.value)
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let clickPool: AudioPool | null = null
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let accentPool: AudioPool | null = null
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let timer: ReturnType<typeof setTimeout> | null = null
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let nextTickAt = 0
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const ensureAudio = () => {
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if (!clickPool) {
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clickPool = new AudioPool(clickSrc, poolSize)
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clickPool.warmUp()
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}
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if (accentSrc && !accentPool) {
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accentPool = new AudioPool(accentSrc, Math.max(2, Math.ceil(poolSize / 2)))
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accentPool.warmUp()
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}
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}
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const playSound = (accent: boolean) => {
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if (accent && accentPool) {
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accentPool.play()
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} else if (clickPool) {
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clickPool.play()
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}
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}
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const tick = () => {
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if (!isPlaying.value) return
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const every = Math.max(1, accentEveryRef.value)
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const accent = beatIndex.value % every === 0
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isAccent.value = accent
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playSound(accent)
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onBeat?.(beatIndex.value, accent)
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beatIndex.value++
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nextTickAt += intervalMs.value
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const nextDelay = Math.max(0, nextTickAt - Date.now())
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timer = setTimeout(tick, nextDelay)
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}
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const start = () => {
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if (isPlaying.value) return
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ensureAudio()
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isPlaying.value = true
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beatIndex.value = 0
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nextTickAt = Date.now()
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tick()
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}
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const stop = () => {
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isPlaying.value = false
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if (timer) {
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clearTimeout(timer)
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timer = null
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}
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}
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const setBpm = (val: number) => {
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bpm.value = Math.max(bpmMin, Math.min(bpmMax, Math.round(val)))
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}
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const setAccentEvery = (n: number) => {
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accentEveryRef.value = Math.max(1, Math.min(16, Math.round(n)))
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beatIndex.value = 0
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}
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/**
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* 动态更新音频源(用于切换音色)
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*/
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const updateAudioSrc = (newClickSrc: string, newAccentSrc?: string) => {
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const wasPlaying = isPlaying.value
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if (wasPlaying) stop()
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// 销毁旧的音频池
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clickPool?.destroy()
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accentPool?.destroy()
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clickPool = null
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accentPool = null
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// 创建新的音频池(静默预热,不播放)
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clickPool = new AudioPool(newClickSrc, poolSize)
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if (newAccentSrc) {
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accentPool = new AudioPool(newAccentSrc, Math.max(2, Math.ceil(poolSize / 2)))
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}
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// 播放一次预览音效(适中音量)
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const previewCtx = uni.createInnerAudioContext()
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previewCtx.src = newClickSrc
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previewCtx.obeyMuteSwitch = false
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previewCtx.volume = 0.4
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try {
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previewCtx.play()
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setTimeout(() => {
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try {
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previewCtx.destroy?.()
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} catch (_) {}
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}, 500)
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} catch (_) {}
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// 恢复播放状态
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if (wasPlaying) start()
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}
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/**
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* 主动预加载(推荐在页面 onShow 时调用,让用户进页面就完成预热)
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* 同时再次设置 setInnerAudioOption,防 App.vue 全局设置失效(iOS 静音键)
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*/
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const preload = () => {
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// #ifdef MP-WEIXIN
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try {
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uni.setInnerAudioOption({
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obeyMuteSwitch: false,
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mixWithOther: true,
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})
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} catch (_) {}
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// #endif
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ensureAudio()
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}
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onUnmounted(() => {
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stop()
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clickPool?.destroy()
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accentPool?.destroy()
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clickPool = null
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accentPool = null
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})
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return {
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bpm,
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isPlaying,
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beatIndex,
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isAccent,
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intervalMs,
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accentEvery: accentEveryRef,
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start,
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stop,
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setBpm,
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setAccentEvery,
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updateAudioSrc,
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preload,
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}
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}
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