Files
zyt/TUICallKit-Vue3/training/hooks/useMetronome.ts
T
longandClaude Opus 4.7 c3e4dfa479 feat(training): 握力环训练全面优化 - 音效集成 + 沉浸式画布 + Canvas 2D
## 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>
2026-05-28 11:35:43 +08:00

276 lines
7.5 KiB
TypeScript

import { ref, computed, onUnmounted } from 'vue'
export interface MetronomeOptions {
initialBpm?: number
bpmMin?: number
bpmMax?: number
clickSrc?: string
accentSrc?: string
accentEvery?: number
poolSize?: number
volume?: number // 节拍音音量 0-1
onBeat?: (beatIndex: number, isAccent: boolean) => void
}
/**
* 音频实例池:每个 click 用一个独立 InnerAudioContext,循环复用。
* 解决两个问题:
* 1. seek+play 模式在某些设备上首拍冷启动延迟(100-300ms)
* 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
*/
class AudioPool {
private list: UniApp.InnerAudioContext[] = []
private cursor = 0
private warmedUp = false
private targetVolume = 1
constructor(
private src: string,
private size: number,
volume = 1,
) {
this.targetVolume = volume
}
private create() {
for (let i = 0; i < this.size; i++) {
const ctx = uni.createInnerAudioContext()
ctx.src = this.src
ctx.obeyMuteSwitch = false
ctx.autoplay = false
ctx.volume = this.targetVolume
this.list.push(ctx)
}
}
setVolume(volume: number) {
this.targetVolume = Math.max(0, Math.min(1, volume))
this.list.forEach((ctx) => {
try {
ctx.volume = this.targetVolume
} catch (_) {}
})
}
/**
* 预热:短暂播放,让音频文件下载/解码到内存
* 真正首次 play 不会再卡冷启动
*/
warmUp() {
if (this.warmedUp) return
if (this.list.length === 0) this.create()
this.list.forEach((ctx) => {
try {
ctx.volume = 0 // 静音预热,避免进入页面时响声
ctx.play()
setTimeout(() => {
try {
ctx.stop()
ctx.volume = this.targetVolume // 恢复目标音量
} catch (_) {}
}, 60)
} catch (_) {}
})
this.warmedUp = true
}
play() {
if (this.list.length === 0) {
this.create()
this.warmUp()
}
const ctx = this.list[this.cursor]
this.cursor = (this.cursor + 1) % this.list.length
try {
// 强制停止所有正在播放的音频,避免重叠
this.list.forEach(c => {
try { c.stop() } catch (_) {}
})
// iOS 上 seek(0) + play() 不一定能从头播放;stop() + play() 更稳
ctx.play()
} catch (_) {
try { ctx.play() } catch (__) {}
}
}
destroy() {
this.list.forEach((ctx) => {
try {
ctx.destroy?.()
} catch (_) {}
})
this.list = []
this.warmedUp = false
}
}
/* 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
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 */
const DEFAULT_CLICK_SRC =
'https://gz-1349751149.cos.ap-guangzhou.myqcloud.com/uploads/file/20260526/20260526105128557ef8669.mp3'
export function useMetronome(options: MetronomeOptions = {}) {
const {
initialBpm = 80,
bpmMin = 40,
bpmMax = 240,
clickSrc = DEFAULT_CLICK_SRC,
accentSrc,
poolSize = 4,
volume = 1,
onBeat,
} = options
const bpm = ref<number>(initialBpm)
const isPlaying = ref<boolean>(false)
const beatIndex = ref<number>(0)
const isAccent = ref<boolean>(false)
const accentEveryRef = ref<number>(options.accentEvery ?? 4)
const intervalMs = computed(() => 60000 / bpm.value)
let clickPool: AudioPool | null = null
let accentPool: AudioPool | null = null
let timer: ReturnType<typeof setTimeout> | null = null
let nextTickAt = 0
const ensureAudio = () => {
if (!clickPool) {
clickPool = new AudioPool(clickSrc, poolSize, volume)
clickPool.warmUp()
}
if (accentSrc && !accentPool) {
accentPool = new AudioPool(accentSrc, Math.max(2, Math.ceil(poolSize / 2)), volume)
accentPool.warmUp()
}
}
const playSound = (accent: boolean) => {
if (accent && accentPool) {
accentPool.play()
} else if (clickPool) {
clickPool.play()
}
}
const tick = () => {
if (!isPlaying.value) return
const every = Math.max(1, accentEveryRef.value)
const accent = beatIndex.value % every === 0
isAccent.value = accent
playSound(accent)
onBeat?.(beatIndex.value, accent)
beatIndex.value++
nextTickAt += intervalMs.value
const nextDelay = Math.max(0, nextTickAt - Date.now())
timer = setTimeout(tick, nextDelay)
}
const start = () => {
if (isPlaying.value) return
ensureAudio()
isPlaying.value = true
beatIndex.value = 0
nextTickAt = Date.now()
tick()
}
const stop = () => {
isPlaying.value = false
if (timer) {
clearTimeout(timer)
timer = null
}
}
const setBpm = (val: number) => {
bpm.value = Math.max(bpmMin, Math.min(bpmMax, Math.round(val)))
}
const setAccentEvery = (n: number) => {
accentEveryRef.value = Math.max(1, Math.min(16, Math.round(n)))
beatIndex.value = 0
}
/**
* 动态更新音频源(用于切换音色)
*/
const updateAudioSrc = (newClickSrc: string, newAccentSrc?: string) => {
const wasPlaying = isPlaying.value
if (wasPlaying) stop()
// 销毁旧的音频池
clickPool?.destroy()
accentPool?.destroy()
clickPool = null
accentPool = null
// 创建新的音频池(静默预热,不播放)
clickPool = new AudioPool(newClickSrc, poolSize)
if (newAccentSrc) {
accentPool = new AudioPool(newAccentSrc, Math.max(2, Math.ceil(poolSize / 2)))
}
// 播放一次预览音效(适中音量)
const previewCtx = uni.createInnerAudioContext()
previewCtx.src = newClickSrc
previewCtx.obeyMuteSwitch = false
previewCtx.volume = 0.4
try {
previewCtx.play()
setTimeout(() => {
try {
previewCtx.destroy?.()
} catch (_) {}
}, 500)
} catch (_) {}
// 恢复播放状态
if (wasPlaying) start()
}
/**
* 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)
* 同时再次设置 setInnerAudioOption,防 App.vue 全局设置失效(iOS 静音键)
*/
const preload = () => {
// #ifdef MP-WEIXIN
try {
uni.setInnerAudioOption({
obeyMuteSwitch: false,
mixWithOther: true,
})
} catch (_) {}
// #endif
ensureAudio()
}
onUnmounted(() => {
stop()
clickPool?.destroy()
accentPool?.destroy()
clickPool = null
accentPool = null
})
return {
bpm,
isPlaying,
beatIndex,
isAccent,
intervalMs,
accentEvery: accentEveryRef,
start,
stop,
setBpm,
setAccentEvery,
updateAudioSrc,
preload,
}
}