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zyt/TUICallKit-Vue3/training/pages/components/crush-canvas.vue
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longandCursor 729d2a084d feat(training): 新增握力环 2.0 摄像头手势识别页
用前置摄像头 + VisionKit/ROI 管线驱动开合计数,复用跟练舞台与连击粒子,并加固结束收尾避免末段卡死无响应。

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-11 18:31:31 +08:00

682 lines
20 KiB
Vue

<template>
<view class="crush-canvas-container">
<canvas
type="2d"
id="crush"
class="crush-canvas"
></canvas>
</view>
</template>
<script setup lang="ts">
import { ref, watch, onMounted, onBeforeUnmount, getCurrentInstance } from 'vue'
// ============================================================
// 类型定义
// ============================================================
type CrushItemType = 'egg' | 'walnut' | 'can' | 'balloon'
type ParticleShape = 'circle' | 'square' | 'triangle' | 'rect'
// 碎片(主体飞溅物)
interface Debris {
x: number
y: number
vx: number
vy: number
size: number
color: string
shape: ParticleShape
rotation: number
rotationSpeed: number
life: number
decay: number
gravity: number
glow: boolean
swing: number // 水平摇摆幅度(confetti 彩纸用),0 表示不摇摆
age: number
}
// 火花(细小高速亮点,带拖尾)
interface Spark {
x: number
y: number
px: number // 上一帧位置(拖尾起点)
py: number
vx: number
vy: number
size: number
color: string
life: number
decay: number
gravity: number
}
// 闪烁星光(四角星高光)
interface Sparkle {
x: number
y: number
size: number
rotation: number
spin: number
color: string
life: number
decay: number
}
// 中心爆闪
interface Flash {
x: number
y: number
radius: number
maxRadius: number
color: string
life: number
decay: number
}
interface Shockwave {
x: number
y: number
radius: number
maxRadius: number
color: string
width: number
life: number
decay: number
}
interface CrushItemConfig {
colors: string[] // 碎片主体色
sparkColors: string[] // 火花/高光色(偏亮)
shapes: ParticleShape[]
debrisCount: number
sparkCount: number
sparkleCount: number
speedMin: number
speedMax: number
sizeMin: number
sizeMax: number
gravity: number
flashColor: string // 中心爆闪核心色
shockwaveColor: string
confetti?: boolean // balloon: 碎片改为彩纸飘落
}
// ============================================================
// 物品差异化配置
// ============================================================
const CRUSH_ITEMS: Record<CrushItemType, CrushItemConfig> = {
egg: {
colors: ['#FFEB3B', '#FFF59D', '#FFFFFF', '#FFD54F', '#FFC107'],
sparkColors: ['#FFFFFF', '#FFF9C4', '#FFEE58'],
shapes: ['circle', 'circle', 'circle'],
debrisCount: 20,
sparkCount: 16,
sparkleCount: 5,
speedMin: 3,
speedMax: 6,
sizeMin: 4,
sizeMax: 10,
gravity: 0.34,
flashColor: '#FFFDE7',
shockwaveColor: 'rgba(255, 224, 130, 0.85)',
},
walnut: {
colors: ['#5D4037', '#795548', '#8D6E63', '#A1887F', '#3E2723'],
sparkColors: ['#FFCC80', '#FFB74D', '#FFE0B2'],
shapes: ['square', 'triangle', 'rect'],
debrisCount: 22,
sparkCount: 18,
sparkleCount: 5,
speedMin: 2.8,
speedMax: 5,
sizeMin: 4,
sizeMax: 9,
gravity: 0.42,
flashColor: '#FFE0B2',
shockwaveColor: 'rgba(255, 167, 38, 0.8)',
},
can: {
colors: ['#90A4AE', '#CFD8DC', '#B0BEC5', '#78909C', '#ECEFF1', '#607D8B'],
sparkColors: ['#FFFFFF', '#E1F5FE', '#B3E5FC'],
shapes: ['rect', 'rect', 'triangle', 'square'],
debrisCount: 24,
sparkCount: 20,
sparkleCount: 6,
speedMin: 4,
speedMax: 7,
sizeMin: 3,
sizeMax: 11,
gravity: 0.36,
flashColor: '#FFFFFF',
shockwaveColor: 'rgba(207, 216, 220, 0.9)',
},
balloon: {
colors: ['#FF5252', '#FF4081', '#E040FB', '#7C4DFF', '#536DFE', '#448AFF', '#FFEB3B', '#69F0AE', '#FF6E40'],
sparkColors: ['#FFFFFF', '#FF80AB', '#82B1FF', '#FFFF8D'],
shapes: ['rect', 'rect', 'square'],
debrisCount: 28,
sparkCount: 18,
sparkleCount: 8,
speedMin: 4,
speedMax: 7.5,
sizeMin: 4,
sizeMax: 8,
gravity: 0.14,
flashColor: '#FCE4EC',
shockwaveColor: 'rgba(255, 64, 129, 0.85)',
confetti: true,
},
}
const PHYSICS = {
AIR_RESISTANCE: 0.985,
SPARK_RESISTANCE: 0.92,
DEBRIS_DECAY: 0.018,
SPARK_DECAY: 0.035,
SPARKLE_DECAY: 0.045,
FLASH_DECAY: 0.11,
SHOCKWAVE_DECAY: 0.045,
}
// ============================================================
// 状态
// ============================================================
const canvasNode = ref<any>(null)
const ctx = ref<any>(null)
const canvasWidth = ref<number>(240)
const canvasHeight = ref<number>(240)
const dpr = ref<number>(1)
const rafId = ref<number | null>(null)
const renderRunning = ref<boolean>(false)
const debrisList = ref<Debris[]>([])
const sparkList = ref<Spark[]>([])
const sparkleList = ref<Sparkle[]>([])
const flashList = ref<Flash[]>([])
const shockwaves = ref<Shockwave[]>([])
const instance = getCurrentInstance()
// 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)
const props = defineProps<{
crushSignal?: { type: CrushItemType; nonce: number; intensity?: number } | null
}>()
watch(
() => props.crushSignal,
(sig) => {
if (sig) triggerCrush(sig.type, sig.intensity ?? 1)
},
)
onMounted(() => {
initCanvas()
})
onBeforeUnmount(() => {
cleanup()
})
// ============================================================
// 初始化 Canvas 2D
// ============================================================
function initCanvas() {
setTimeout(() => {
if (!instance) return
const query = uni.createSelectorQuery().in(instance)
query.select('#crush')
.fields({ node: true, size: true } as any)
.exec((res: any[]) => {
if (!res || !res[0] || !res[0].node) {
// 降级:如果获取不到 node(非微信平台),不渲染
console.warn('[crush-canvas] canvas 2d not supported on this platform')
return
}
const canvas = res[0].node
const width = res[0].width
const height = res[0].height
// 获取设备像素比
const systemInfo = uni.getSystemInfoSync()
const pixelRatio = systemInfo.pixelRatio || 1
// 设置 canvas 物理像素尺寸(高清)
canvas.width = width * pixelRatio
canvas.height = height * pixelRatio
// 获取 2D 上下文
const context = canvas.getContext('2d')
context.scale(pixelRatio, pixelRatio)
// 保存状态
canvasNode.value = canvas
ctx.value = context
canvasWidth.value = width
canvasHeight.value = height
dpr.value = pixelRatio
})
}, 200)
}
// ============================================================
// 触发捏碎特效
// ============================================================
function triggerCrush(itemType: CrushItemType, intensity = 1) {
if (!ctx.value || !canvasNode.value) return
const item = CRUSH_ITEMS[itemType]
if (!item) return
const scale = Math.max(0.45, Math.min(1.15, intensity))
const centerX = canvasWidth.value / 2
const centerY = canvasHeight.value / 2
const maxR = Math.min(canvasWidth.value, canvasHeight.value)
// 1. 中心爆闪
flashList.value.push({
x: centerX,
y: centerY,
radius: maxR * 0.12 * scale,
maxRadius: maxR * 0.62 * scale,
color: item.flashColor,
life: 1.0,
decay: PHYSICS.FLASH_DECAY,
})
// 2. 双层冲击波(低强度时只保留一层)
shockwaves.value.push({
x: centerX, y: centerY,
radius: 12, maxRadius: maxR * 0.62 * scale,
color: item.shockwaveColor, width: 5,
life: 1.0, decay: PHYSICS.SHOCKWAVE_DECAY,
})
if (scale >= 0.8) {
shockwaves.value.push({
x: centerX, y: centerY,
radius: 4, maxRadius: maxR * 0.42 * scale,
color: item.shockwaveColor, width: 3,
life: 1.0, decay: PHYSICS.SHOCKWAVE_DECAY * 1.3,
})
}
const debrisCount = Math.max(8, Math.round(item.debrisCount * scale))
const sparkCount = Math.max(6, Math.round(item.sparkCount * scale))
const sparkleCount = Math.max(2, Math.round(item.sparkleCount * scale))
// 3. 碎片(主体飞溅)
for (let i = 0; i < debrisCount; i++) {
const angle = (Math.PI * 2 * i) / debrisCount + (Math.random() - 0.5) * 0.7
const speed = (item.speedMin + Math.random() * (item.speedMax - item.speedMin)) * (0.85 + scale * 0.15)
const size = (item.sizeMin + Math.random() * (item.sizeMax - item.sizeMin)) * scale
const color = item.colors[Math.floor(Math.random() * item.colors.length)]
const shape = item.shapes[Math.floor(Math.random() * item.shapes.length)]
const confetti = !!item.confetti
const vy0 = confetti
? Math.sin(angle) * speed - 2.5
: Math.sin(angle) * speed
debrisList.value.push({
x: centerX,
y: centerY,
vx: Math.cos(angle) * speed,
vy: vy0,
size,
color,
shape,
rotation: Math.random() * Math.PI * 2,
rotationSpeed: (Math.random() - 0.5) * (confetti ? 0.5 : 0.3),
life: 1.0,
decay: PHYSICS.DEBRIS_DECAY * (confetti ? 0.7 : 1) * (scale < 0.7 ? 1.25 : 1),
gravity: item.gravity,
glow: !confetti,
swing: confetti ? 0.6 + Math.random() * 1.2 : 0,
age: Math.random() * Math.PI * 2,
})
}
// 4. 火花
for (let i = 0; i < sparkCount; i++) {
const angle = Math.random() * Math.PI * 2
const speed = item.speedMax * (0.9 + Math.random() * 0.8) * scale
const color = item.sparkColors[Math.floor(Math.random() * item.sparkColors.length)]
sparkList.value.push({
x: centerX,
y: centerY,
px: centerX,
py: centerY,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
size: 1.5 + Math.random() * 2,
color,
life: 1.0,
decay: PHYSICS.SPARK_DECAY * (0.8 + Math.random() * 0.6),
gravity: item.gravity * 0.3,
})
}
// 5. 闪烁星光
for (let i = 0; i < sparkleCount; i++) {
const r = maxR * (0.08 + Math.random() * 0.32) * scale
const a = Math.random() * Math.PI * 2
const color = item.sparkColors[Math.floor(Math.random() * item.sparkColors.length)]
sparkleList.value.push({
x: centerX + Math.cos(a) * r,
y: centerY + Math.sin(a) * r,
size: 10 + Math.random() * 16,
rotation: Math.random() * Math.PI,
spin: (Math.random() - 0.5) * 0.16,
color,
life: 1.0 + Math.random() * 0.4,
decay: PHYSICS.SPARKLE_DECAY * (0.8 + Math.random() * 0.5),
})
}
ensureRenderLoop()
}
// ============================================================
// 渲染循环
// ============================================================
function ensureRenderLoop() {
if (renderRunning.value) return
renderRunning.value = true
renderLoop()
}
function renderLoop() {
if (!canvasNode.value || !ctx.value) {
renderRunning.value = false
return
}
const w = canvasWidth.value
const h = canvasHeight.value
// 碎片
for (let i = debrisList.value.length - 1; i >= 0; i--) {
const p = debrisList.value[i]
p.vy += p.gravity
p.vx *= PHYSICS.AIR_RESISTANCE
p.vy *= PHYSICS.AIR_RESISTANCE
p.x += p.vx
p.y += p.vy
p.age += 0.2
if (p.swing > 0) p.x += Math.sin(p.age) * p.swing // 彩纸摇摆
p.rotation += p.rotationSpeed
p.life -= p.decay
if (p.life <= 0 || p.x < -60 || p.x > w + 60 || p.y > h + 60) {
debrisList.value.splice(i, 1)
}
}
// 火花
for (let i = sparkList.value.length - 1; i >= 0; i--) {
const s = sparkList.value[i]
s.px = s.x
s.py = s.y
s.vy += s.gravity
s.vx *= PHYSICS.SPARK_RESISTANCE
s.vy *= PHYSICS.SPARK_RESISTANCE
s.x += s.vx
s.y += s.vy
s.life -= s.decay
if (s.life <= 0) sparkList.value.splice(i, 1)
}
// 闪烁星光
for (let i = sparkleList.value.length - 1; i >= 0; i--) {
const sp = sparkleList.value[i]
sp.rotation += sp.spin
sp.life -= sp.decay
if (sp.life <= 0) sparkleList.value.splice(i, 1)
}
// 中心爆闪
for (let i = flashList.value.length - 1; i >= 0; i--) {
const f = flashList.value[i]
f.radius += (f.maxRadius - f.radius) * 0.35
f.life -= f.decay
if (f.life <= 0) flashList.value.splice(i, 1)
}
// 冲击波
for (let i = shockwaves.value.length - 1; i >= 0; i--) {
const sw = shockwaves.value[i]
sw.radius += (sw.maxRadius - sw.radius) * 0.16
sw.life -= sw.decay
if (sw.life <= 0) shockwaves.value.splice(i, 1)
}
draw()
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
renderRunning.value = false
}
}
// ============================================================
// 绘制
// ============================================================
function draw() {
const c = ctx.value
const w = canvasWidth.value
const h = canvasHeight.value
c.clearRect(0, 0, w, h)
// —— 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, Math.min(1, sw.life))
c.lineWidth = sw.width * sw.life
c.stroke()
})
// —— 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 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)
c.rotate(p.rotation)
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 * 1.6, -size * 0.5, size * 3.2, size)
c.restore()
break
case 'triangle':
c.save()
c.translate(p.x, p.y)
c.rotate(p.rotation)
c.beginPath()
c.moveTo(0, -size)
c.lineTo(size, size)
c.lineTo(-size, size)
c.closePath()
c.fill()
c.restore()
break
}
}
// 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
// ============================================================
function hexToRgba(hex: string, alpha: number): string {
const r = parseInt(hex.slice(1, 3), 16)
const g = parseInt(hex.slice(3, 5), 16)
const b = parseInt(hex.slice(5, 7), 16)
return `rgba(${r}, ${g}, ${b}, ${alpha})`
}
function applyAlphaToRgba(rgba: string, alphaMultiplier: number): string {
const match = rgba.match(/rgba?\(([^)]+)\)/)
if (!match) return rgba
const parts = match[1].split(',').map(s => s.trim())
const r = parts[0]
const g = parts[1]
const b = parts[2]
const a = parts[3] ? parseFloat(parts[3]) : 1
return `rgba(${r}, ${g}, ${b}, ${a * alphaMultiplier})`
}
// ============================================================
// 清理
// ============================================================
function cleanup() {
if (rafId.value !== null && canvasNode.value) {
try {
canvasNode.value.cancelAnimationFrame(rafId.value)
} catch (_) {}
rafId.value = null
}
renderRunning.value = false
debrisList.value = []
sparkList.value = []
sparkleList.value = []
flashList.value = []
shockwaves.value = []
}
</script>
<style scoped>
.crush-canvas-container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 10;
}
.crush-canvas {
display: block;
width: 100%;
height: 100%;
background: transparent;
}
</style>