## 主要改动 ### 1. 音效集成 - 集成 4 个捏碎音效(鸡蛋/核桃/易拉罐/气球) - 集成背景音乐 BGM + 右上角开关按钮 - 修复音效 URL 空值时的崩溃问题 - useMetronome 新增 volume 参数(默认 1.0) - 节拍音量调小至 0.35,避免木鱼声过大 ### 2. 画布升级到 Canvas 2D 接口 - 解决微信小程序 canvas-id 接口的警告 - 支持同层渲染,可与其他元素正常叠加 - 使用 requestAnimationFrame 替代 setTimeout - DPR 自适应,Retina 屏幕高清渲染 ### 3. 粒子特效差异化升级 - 4 种物品各自独立配色和形状 - 🥚 鸡蛋: 蛋黄黄+白色,圆形,中速 - 🌰 核桃: 4 种棕色,方形/三角/长方形,重粒 - 🥫 易拉罐: 5 种银色,长方形,快速 - 🎈 气球: 8 色彩虹,小颗粒,飘浮(低重力) - 新增双层冲击波效果 - 粒子旋转动画(方形/三角形/长方形) - 多形状粒子绘制(circle/square/triangle/rect) ### 4. 沉浸式画布重新设计 - 画布占屏幕 60vh(min 720rpx, max 900rpx) - 背景与页面无缝融合(#f8fafc) - 中心 1400rpx 大放射光晕,营造空间感 - 握力环放大至 520rpx,内圈 280rpx - 完全移除浮动气泡(性能优化) ### 5. 视觉与体验优化 - 主题色改回青绿色(#14b8a6),握力环保持粉色突出 - 训练完成卡片大改造: - 大号 emoji 跳动动画 - 统计项加入图标(💪⏱️🔥) - 食物对照可视化(emoji + 数量,最多 3 个) - 食物库扩展到 7 种(糖果/饼干/巧克力/苹果/香蕉/米饭/可乐) - BPM 数字大号显示(80rpx 深粉色) - 实时统计栏增加分隔线和顶部彩色高光 ### 6. 性能优化(低配机器友好) - 静态背景渐变(0 性能消耗) - 单层中心光晕(无动画) - 外发光仅在播放时启用 - GPU 加速(will-change + transform/opacity) - 移除 backdrop-filter(高消耗) ### 7. Bug 修复 - crush-canvas 的 \$scope of null 错误 - 进入页面时音效预热不再发声(静音预热) - 修复 walnut emoji 错用花生(🥜→🌰) - 弹窗遮挡粒子动画(延迟 1200ms 显示弹窗) ### 8. 文档 - 新增音效采集清单(grip-ring-audio-shopping-list.md) ## 修改文件 - grip-ring.vue: 主页面,音效集成、UI 重设计、食物对照 - grip-ring-canvas.vue: 沉浸式画布、握力环主体 - crush-canvas.vue: Canvas 2D 升级、差异化粒子系统 - useMetronome.ts: 音量参数支持 - dev-training-entry/index.vue: 入口配置微调 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
428 lines
12 KiB
Vue
428 lines
12 KiB
Vue
<template>
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<view class="crush-canvas-container">
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<canvas
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type="2d"
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id="crush"
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class="crush-canvas"
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></canvas>
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</view>
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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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// ============================================================
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// 类型定义
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// ============================================================
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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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x: number
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y: 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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shape: ParticleShape
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rotation: number
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rotationSpeed: number
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life: number
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gravity: number
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}
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interface Shockwave {
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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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}
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interface CrushItemConfig {
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colors: string[]
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shapes: ParticleShape[]
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particles: 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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shockwaveColor: string
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}
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// ============================================================
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// 物品差异化配置
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// ============================================================
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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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shapes: ['circle', 'circle', 'circle'],
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particles: 18,
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speedMin: 3,
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speedMax: 5.5,
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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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},
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walnut: {
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colors: ['#5D4037', '#795548', '#8D6E63', '#3E2723'],
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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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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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},
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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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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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},
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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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}
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// ============================================================
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// 状态
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// ============================================================
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const canvasNode = ref<any>(null)
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const ctx = ref<any>(null)
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const canvasWidth = ref<number>(240)
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const canvasHeight = ref<number>(240)
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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 shockwaves = ref<Shockwave[]>([])
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const instance = getCurrentInstance()
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onMounted(() => {
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initCanvas()
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})
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onBeforeUnmount(() => {
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cleanup()
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})
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// ============================================================
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// 初始化 Canvas 2D
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// ============================================================
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function initCanvas() {
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setTimeout(() => {
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if (!instance) return
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const query = uni.createSelectorQuery().in(instance)
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query.select('#crush')
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.fields({ node: true, size: true } as any)
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.exec((res: any[]) => {
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if (!res || !res[0] || !res[0].node) {
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// 降级:如果获取不到 node(非微信平台),不渲染
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console.warn('[crush-canvas] canvas 2d not supported on this platform')
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return
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}
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const canvas = res[0].node
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const width = res[0].width
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const height = res[0].height
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// 获取设备像素比
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const systemInfo = uni.getSystemInfoSync()
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const pixelRatio = systemInfo.pixelRatio || 1
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// 设置 canvas 物理像素尺寸(高清)
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canvas.width = width * pixelRatio
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canvas.height = height * pixelRatio
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// 获取 2D 上下文
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const context = canvas.getContext('2d')
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context.scale(pixelRatio, pixelRatio)
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// 保存状态
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canvasNode.value = canvas
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ctx.value = context
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canvasWidth.value = width
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canvasHeight.value = height
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dpr.value = pixelRatio
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})
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}, 200)
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}
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// ============================================================
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// 触发捏碎特效
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// ============================================================
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function triggerCrush(itemType: CrushItemType) {
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if (!ctx.value || !canvasNode.value) return
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const item = CRUSH_ITEMS[itemType]
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if (!item) return
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const centerX = canvasWidth.value / 2
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const centerY = canvasHeight.value / 2
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// 1. 生成双层冲击波
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shockwaves.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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life: 1.0,
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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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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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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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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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life: 1.0,
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gravity: item.gravity,
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})
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}
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ensureRenderLoop()
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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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// ============================================================
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function ensureRenderLoop() {
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if (renderRunning.value) return
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renderRunning.value = true
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renderLoop()
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}
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function renderLoop() {
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if (!canvasNode.value || !ctx.value) {
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renderRunning.value = false
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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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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.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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}
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}
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// 更新冲击波
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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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}
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}
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draw()
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// 决定是否继续
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if (particles.value.length > 0 || shockwaves.value.length > 0) {
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// canvas 2d 模式下使用 canvas.requestAnimationFrame
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rafId.value = canvasNode.value.requestAnimationFrame(renderLoop) as unknown as number
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} else {
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rafId.value = null
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renderRunning.value = false
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}
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}
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// ============================================================
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// 绘制
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// ============================================================
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function draw() {
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const c = ctx.value
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const w = canvasWidth.value
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const h = canvasHeight.value
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// 清空画布(透明)
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c.clearRect(0, 0, w, h)
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// 1. 绘制冲击波(底层)
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shockwaves.value.forEach(sw => {
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c.beginPath()
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c.arc(sw.x, sw.y, sw.radius, 0, Math.PI * 2)
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c.strokeStyle = applyAlphaToRgba(sw.color, sw.life)
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c.lineWidth = 3 * sw.life
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c.stroke()
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})
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// 2. 绘制粒子(上层)
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particles.value.forEach(p => {
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const alpha = p.life
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const currentSize = p.size * (0.6 + p.life * 0.4)
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c.fillStyle = hexToRgba(p.color, alpha)
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drawParticleShape(c, p, currentSize)
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})
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}
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function drawParticleShape(c: any, p: Particle, size: number) {
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switch (p.shape) {
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case 'circle':
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c.beginPath()
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c.arc(p.x, p.y, size, 0, Math.PI * 2)
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c.fill()
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break
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case 'square':
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c.save()
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c.translate(p.x, p.y)
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c.rotate(p.rotation)
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c.fillRect(-size, -size, size * 2, size * 2)
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c.restore()
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break
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case 'rect':
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c.save()
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c.translate(p.x, p.y)
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c.rotate(p.rotation)
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c.fillRect(-size * 1.5, -size * 0.5, size * 3, size)
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c.restore()
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break
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case 'triangle':
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c.save()
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c.translate(p.x, p.y)
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c.rotate(p.rotation)
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c.beginPath()
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c.moveTo(0, -size)
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c.lineTo(size, size)
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c.lineTo(-size, size)
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c.closePath()
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c.fill()
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c.restore()
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break
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}
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}
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// ============================================================
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// 工具函数
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// ============================================================
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function hexToRgba(hex: string, alpha: number): string {
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const r = parseInt(hex.slice(1, 3), 16)
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const g = parseInt(hex.slice(3, 5), 16)
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const b = parseInt(hex.slice(5, 7), 16)
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return `rgba(${r}, ${g}, ${b}, ${alpha})`
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}
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function applyAlphaToRgba(rgba: string, alphaMultiplier: number): string {
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const match = rgba.match(/rgba?\(([^)]+)\)/)
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if (!match) return rgba
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const parts = match[1].split(',').map(s => s.trim())
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const r = parts[0]
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const g = parts[1]
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const b = parts[2]
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const a = parts[3] ? parseFloat(parts[3]) : 1
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return `rgba(${r}, ${g}, ${b}, ${a * alphaMultiplier})`
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}
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// ============================================================
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// 清理
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// ============================================================
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function cleanup() {
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if (rafId.value !== null && canvasNode.value) {
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try {
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canvasNode.value.cancelAnimationFrame(rafId.value)
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} catch (_) {}
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rafId.value = null
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}
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renderRunning.value = false
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particles.value = []
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shockwaves.value = []
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}
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defineExpose({
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triggerCrush,
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})
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</script>
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<style scoped>
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.crush-canvas-container {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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pointer-events: none;
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z-index: 10;
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}
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.crush-canvas {
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display: block;
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width: 100%;
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height: 100%;
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background: transparent;
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}
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</style>
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