Files
zyt/TUICallKit-Vue3/training/pages/components/walker-canvas.vue
T
2026-05-27 14:47:29 +08:00

384 lines
13 KiB
Vue

<template>
<view class="walker-canvas-container">
<canvas
canvas-id="walker"
id="walker"
class="walker-canvas"
:style="{ width: canvasWidth + 'px', height: canvasHeight + 'px' }"
@touchstart="onTouchStart"
@touchmove="onTouchMove"
@touchend="onTouchEnd"
@touchcancel="onTouchCancel"
></canvas>
</view>
</template>
<script>
export default {
props: {
isPlaying: {
type: Boolean,
default: false
},
bpm: {
type: Number,
default: 110
}
},
data() {
return {
canvasWidth: 320,
canvasHeight: 400,
ctx: null,
timer: null,
renderRunning: false,
// Interaction State (Spring Physics)
coreScale: 1,
coreTargetScale: 1,
coreVelocity: 0,
pressed: false,
// Animation Physics (Time)
time: 0,
lastFrameTime: 0,
// Metronome State
lastBeatTime: 0,
// Energy Waves
waveAmplitudeMultiplier: 1,
// Shockwaves
shockwaves: [],
// Rotation for outer ring
ringAngle: 0
};
},
mounted() {
this.initCanvas();
},
beforeUnmount() {
if (this.timer) {
clearTimeout(this.timer);
this.timer = null;
}
this.renderRunning = false;
},
watch: {
isPlaying(newVal) {
if (newVal) {
this.waveAmplitudeMultiplier = 1;
this.ensureRenderLoop();
}
}
},
methods: {
initCanvas() {
// Delay to ensure Flexbox layout is fully complete before measuring
setTimeout(() => {
const query = uni.createSelectorQuery().in(this);
query.select('.walker-canvas-container').boundingClientRect(data => {
if (data && data.width > 0) {
this.canvasWidth = data.width;
this.canvasHeight = data.height > 100 ? data.height : data.width * 1.2;
} else {
const sys = uni.getSystemInfoSync();
this.canvasWidth = sys.windowWidth - 30; // approximate padding
this.canvasHeight = this.canvasWidth * 1.2;
}
if (!this.ctx) {
this.ctx = uni.createCanvasContext('walker', this);
this.lastFrameTime = Date.now();
this.ensureRenderLoop();
}
}).exec();
}, 100);
},
// Expose a method to be called from parent when a beat hits
triggerBeat() {
const coreRadius = Math.min(this.canvasWidth, this.canvasHeight) * 0.32;
// Add a shockwave
this.shockwaves.push({
radius: coreRadius,
maxRadius: coreRadius * 2.2,
opacity: 1
});
// Spike the wave amplitude
this.waveAmplitudeMultiplier = 2.5;
// Slight pulse to the core
this.coreVelocity -= 0.05;
this.ensureRenderLoop();
},
onTouchStart(e) {
const touch = e.touches[0];
if (!touch) return;
// Center
const cx = this.canvasWidth / 2;
const cy = this.canvasHeight / 2 - 30;
const coreRadius = Math.min(this.canvasWidth, this.canvasHeight) * 0.32;
const dx = touch.x - cx;
const dy = touch.y - cy;
const dist = Math.sqrt(dx*dx + dy*dy);
// Hit box slightly larger than the visual circle
if (dist <= coreRadius + 40) {
this.pressed = true;
this.coreTargetScale = 0.9;
this.ensureRenderLoop();
}
},
onTouchMove(e) {
if (!this.pressed) return;
const touch = e.touches[0];
if (!touch) return;
const cx = this.canvasWidth / 2;
const cy = this.canvasHeight / 2 - 30;
const coreRadius = Math.min(this.canvasWidth, this.canvasHeight) * 0.32;
const dx = touch.x - cx;
const dy = touch.y - cy;
const dist = Math.sqrt(dx*dx + dy*dy);
// Slid out of the hit box - cancel the press
if (dist > coreRadius + 40) {
this.pressed = false;
this.coreTargetScale = 1;
}
},
onTouchEnd() {
// Unconditionally reset the visual scale
this.coreTargetScale = 1;
// Only emit toggle when the press has not been cancelled by drag-out
if (this.pressed) {
this.$emit('toggle-play');
}
this.pressed = false;
},
onTouchCancel() {
// System interruption (incoming call, notification pull-down, etc.):
// reset visuals only — do NOT count this as a user toggle intent.
this.coreTargetScale = 1;
this.pressed = false;
},
ensureRenderLoop() {
if (this.renderRunning) return;
this.renderRunning = true;
this.renderLoop();
},
renderLoop() {
// Use a fixed time delta to prevent rubber-banding/jitter on unstable JS timers
const fixedDt = 0.016;
if (this.isPlaying) {
this.time += fixedDt;
} else {
this.time += fixedDt * 0.2; // slow drift when paused
}
// Spring Physics for Core Scale
const tension = 120;
const friction = 12;
const force = (this.coreTargetScale - this.coreScale) * tension;
this.coreVelocity += force * fixedDt;
this.coreVelocity *= Math.exp(-friction * fixedDt);
this.coreScale += this.coreVelocity * fixedDt;
// Decay wave amplitude back to 1
if (this.waveAmplitudeMultiplier > 1) {
this.waveAmplitudeMultiplier -= fixedDt * 3;
if (this.waveAmplitudeMultiplier < 1) this.waveAmplitudeMultiplier = 1;
} else if (!this.isPlaying && this.waveAmplitudeMultiplier > 0.1) {
this.waveAmplitudeMultiplier -= fixedDt * 2;
if (this.waveAmplitudeMultiplier < 0.1) this.waveAmplitudeMultiplier = 0.1;
}
this.draw();
this.ctx.draw(false);
// Decide whether to continue the render loop. Short-circuit on isPlaying first for perf.
const shouldContinue =
this.isPlaying ||
this.shockwaves.length > 0 ||
Math.abs(this.coreScale - this.coreTargetScale) >= 0.001 ||
Math.abs(this.coreVelocity) >= 0.001 ||
this.waveAmplitudeMultiplier > 0.11;
if (shouldContinue) {
// Polyfill requestAnimationFrame for uni-app
this.timer = setTimeout(() => {
this.renderLoop();
}, 1000 / 60);
} else {
this.timer = null;
this.renderRunning = false;
}
},
draw() {
const ctx = this.ctx;
const W = this.canvasWidth;
const H = this.canvasHeight;
// Clear entire canvas to ensure it is completely transparent and blends with the page background
ctx.clearRect(0, 0, W, H);
// Dynamic majestic sizing to fill the huge screen area
const coreRadius = Math.min(W, H) * 0.32; // Make the central circle MASSIVE
const ringRadius = coreRadius + 18;
const cx = W / 2;
const cy = H / 2 - 30; // Slightly above center
// 3. Draw Shockwaves (Ripples)
for (let i = this.shockwaves.length - 1; i >= 0; i--) {
const sw = this.shockwaves[i];
sw.radius += (sw.maxRadius - sw.radius) * 0.08;
sw.opacity -= 0.03;
if (sw.opacity <= 0) {
this.shockwaves.splice(i, 1);
continue;
}
ctx.beginPath();
ctx.arc(cx, cy, sw.radius, 0, Math.PI * 2);
ctx.strokeStyle = `rgba(16, 185, 129, ${sw.opacity * 0.5})`;
ctx.lineWidth = 3;
ctx.stroke();
}
// 4. Draw Energy Waves (Bottom area)
this.drawWaves(ctx, W, H);
// 5. Draw Interactive BPM Core
ctx.save();
ctx.translate(cx, cy);
ctx.scale(this.coreScale, this.coreScale);
// The Core Button (Emerald Gradient)
ctx.setShadow(0, 12, 24, 'rgba(16, 185, 129, 0.3)');
const coreGrad = ctx.createLinearGradient(-coreRadius, -coreRadius, coreRadius, coreRadius);
coreGrad.addColorStop(0, '#34d399'); // Light Mint
coreGrad.addColorStop(1, '#047857'); // Deep Emerald
ctx.beginPath();
ctx.arc(0, 0, coreRadius, 0, Math.PI * 2);
ctx.fillStyle = coreGrad;
ctx.fill();
// Clear shadow for internal elements
ctx.setShadow(0, 0, 0, 'transparent');
// Inner Subtle Highlight (Glass edge)
ctx.beginPath();
ctx.arc(0, 0, coreRadius - 2, 0, Math.PI * 2);
ctx.strokeStyle = 'rgba(255, 255, 255, 0.35)';
ctx.lineWidth = 2;
ctx.stroke();
// Text - BPM Number (MASSIVE font)
const fontSize = Math.floor(coreRadius * 0.7); // Dynamic font size based on radius
ctx.fillStyle = '#ffffff';
ctx.font = `bold ${fontSize}px "DIN Condensed", "Inter", sans-serif`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
// Removed shadowBlur for text to save low-end GPU performance
ctx.fillText(this.bpm.toString(), 0, -12);
// Text - 'BPM' Label
ctx.fillStyle = 'rgba(255, 255, 255, 0.85)';
ctx.font = '500 16px "Inter", sans-serif';
ctx.fillText('BPM', 0, coreRadius * 0.3);
// Play/Pause Icon
ctx.fillStyle = '#ffffff';
const iconY = coreRadius * 0.55;
if (this.isPlaying) {
// Pause Icon (Two vertical bars)
ctx.fillRect(-8, iconY - 6, 5, 14);
ctx.fillRect(3, iconY - 6, 5, 14);
} else {
// Play Icon (Triangle)
ctx.beginPath();
ctx.moveTo(-5, iconY - 8);
ctx.lineTo(9, iconY);
ctx.lineTo(-5, iconY + 8);
ctx.closePath();
ctx.fill();
}
ctx.restore();
},
drawWaves(ctx, W, H) {
const baseY = H * 0.82;
const dynamicAmp = H * 0.08;
// Reduced to 2 layers to save GPU/Bridge rendering time and ensure 60fps
const waves = [
{ color: 'rgba(52, 211, 153, 0.3)', speed: 1.5, freq: 0.012, amp: dynamicAmp * 0.7, offset: 0 },
{ color: 'rgba(16, 185, 129, 0.6)', speed: 2.5, freq: 0.015, amp: dynamicAmp, offset: Math.PI }
];
const activeAmp = this.waveAmplitudeMultiplier;
const t = this.time;
waves.forEach(wave => {
ctx.beginPath();
ctx.moveTo(0, H);
ctx.lineTo(0, baseY);
// Increased step size to drastically reduce JS-to-Native bridge commands
const step = 25;
for (let x = 0; x <= W; x += step) {
// Removed edge envelope taper so waves crash cleanly into the edge of the screen
const y = baseY + Math.sin(x * wave.freq + t * wave.speed + wave.offset) * wave.amp * activeAmp;
ctx.lineTo(x, y);
}
// Add one final line to exactly W to ensure flush edge
const finalY = baseY + Math.sin(W * wave.freq + t * wave.speed + wave.offset) * wave.amp * activeAmp;
ctx.lineTo(W, finalY);
ctx.lineTo(W, H);
ctx.closePath();
ctx.fillStyle = wave.color;
ctx.fill();
});
}
}
};
</script>
<style scoped>
.walker-canvas-container {
width: 100%;
height: 100%;
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
}
.walker-canvas {
display: block;
width: 100%;
height: 100%;
background: transparent; /* Pure transparent to blend into page */
}
</style>