first commit
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<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, watch, 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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// 碎片(主体飞溅物)
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interface Debris {
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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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decay: number
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gravity: number
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glow: boolean
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swing: number // 水平摇摆幅度(confetti 彩纸用),0 表示不摇摆
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age: number
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}
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// 火花(细小高速亮点,带拖尾)
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interface Spark {
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x: number
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y: number
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px: number // 上一帧位置(拖尾起点)
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py: 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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life: number
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decay: number
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gravity: number
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}
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// 闪烁星光(四角星高光)
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interface Sparkle {
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x: number
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y: number
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size: number
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rotation: number
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spin: number
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color: string
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life: number
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decay: number
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}
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// 中心爆闪
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interface Flash {
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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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decay: 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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width: number
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life: number
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decay: number
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}
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interface CrushItemConfig {
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colors: string[] // 碎片主体色
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sparkColors: string[] // 火花/高光色(偏亮)
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shapes: ParticleShape[]
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debrisCount: number
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sparkCount: number
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sparkleCount: 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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flashColor: string // 中心爆闪核心色
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shockwaveColor: string
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confetti?: boolean // balloon: 碎片改为彩纸飘落
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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', '#FFD54F', '#FFC107'],
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sparkColors: ['#FFFFFF', '#FFF9C4', '#FFEE58'],
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shapes: ['circle', 'circle', 'circle'],
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debrisCount: 20,
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sparkCount: 16,
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sparkleCount: 5,
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speedMin: 3,
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speedMax: 6,
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sizeMin: 4,
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sizeMax: 10,
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gravity: 0.34,
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flashColor: '#FFFDE7',
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shockwaveColor: 'rgba(255, 224, 130, 0.85)',
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},
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walnut: {
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colors: ['#5D4037', '#795548', '#8D6E63', '#A1887F', '#3E2723'],
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sparkColors: ['#FFCC80', '#FFB74D', '#FFE0B2'],
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shapes: ['square', 'triangle', 'rect'],
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debrisCount: 22,
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sparkCount: 18,
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sparkleCount: 5,
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speedMin: 2.8,
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speedMax: 5,
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sizeMin: 4,
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sizeMax: 9,
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gravity: 0.42,
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flashColor: '#FFE0B2',
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shockwaveColor: 'rgba(255, 167, 38, 0.8)',
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},
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can: {
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colors: ['#90A4AE', '#CFD8DC', '#B0BEC5', '#78909C', '#ECEFF1', '#607D8B'],
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sparkColors: ['#FFFFFF', '#E1F5FE', '#B3E5FC'],
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shapes: ['rect', 'rect', 'triangle', 'square'],
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debrisCount: 24,
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sparkCount: 20,
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sparkleCount: 6,
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speedMin: 4,
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speedMax: 7,
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sizeMin: 3,
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sizeMax: 11,
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gravity: 0.36,
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flashColor: '#FFFFFF',
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shockwaveColor: 'rgba(207, 216, 220, 0.9)',
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},
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balloon: {
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colors: ['#FF5252', '#FF4081', '#E040FB', '#7C4DFF', '#536DFE', '#448AFF', '#FFEB3B', '#69F0AE', '#FF6E40'],
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sparkColors: ['#FFFFFF', '#FF80AB', '#82B1FF', '#FFFF8D'],
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shapes: ['rect', 'rect', 'square'],
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debrisCount: 28,
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sparkCount: 18,
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sparkleCount: 8,
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speedMin: 4,
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speedMax: 7.5,
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sizeMin: 4,
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sizeMax: 8,
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gravity: 0.14,
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flashColor: '#FCE4EC',
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shockwaveColor: 'rgba(255, 64, 129, 0.85)',
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confetti: true,
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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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SPARK_RESISTANCE: 0.92,
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DEBRIS_DECAY: 0.018,
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SPARK_DECAY: 0.035,
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SPARKLE_DECAY: 0.045,
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FLASH_DECAY: 0.11,
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SHOCKWAVE_DECAY: 0.045,
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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 debrisList = ref<Debris[]>([])
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const sparkList = ref<Spark[]>([])
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const sparkleList = ref<Sparkle[]>([])
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const flashList = ref<Flash[]>([])
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const shockwaves = ref<Shockwave[]>([])
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const instance = getCurrentInstance()
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// 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)
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const props = defineProps<{
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crushSignal?: { type: CrushItemType; nonce: number } | null
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}>()
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watch(
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() => props.crushSignal,
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(sig) => {
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if (sig) triggerCrush(sig.type)
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},
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)
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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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const maxR = Math.min(canvasWidth.value, canvasHeight.value)
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// 1. 中心爆闪
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flashList.value.push({
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x: centerX,
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y: centerY,
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radius: maxR * 0.12,
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maxRadius: maxR * 0.62,
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color: item.flashColor,
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life: 1.0,
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decay: PHYSICS.FLASH_DECAY,
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})
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// 2. 双层冲击波
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shockwaves.value.push({
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x: centerX, y: centerY,
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radius: 12, maxRadius: maxR * 0.62,
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color: item.shockwaveColor, width: 5,
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life: 1.0, decay: PHYSICS.SHOCKWAVE_DECAY,
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})
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shockwaves.value.push({
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x: centerX, y: centerY,
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radius: 4, maxRadius: maxR * 0.42,
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color: item.shockwaveColor, width: 3,
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life: 1.0, decay: PHYSICS.SHOCKWAVE_DECAY * 1.3,
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})
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// 3. 碎片(主体飞溅)
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for (let i = 0; i < item.debrisCount; i++) {
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const angle = (Math.PI * 2 * i) / item.debrisCount + (Math.random() - 0.5) * 0.7
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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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// confetti(彩纸): 初速带强烈向上偏移 + 水平摇摆下落
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const confetti = !!item.confetti
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const vy0 = confetti
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? Math.sin(angle) * speed - 2.5 // 先向上窜
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: Math.sin(angle) * speed
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debrisList.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: vy0,
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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) * (confetti ? 0.5 : 0.3),
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life: 1.0,
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decay: PHYSICS.DEBRIS_DECAY * (confetti ? 0.7 : 1),
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gravity: item.gravity,
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glow: !confetti, // 彩纸不发光,实色碎片发光
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swing: confetti ? 0.6 + Math.random() * 1.2 : 0,
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age: Math.random() * Math.PI * 2,
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})
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}
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// 4. 火花(细小高速亮点,带拖尾)
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for (let i = 0; i < item.sparkCount; i++) {
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const angle = Math.random() * Math.PI * 2
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const speed = item.speedMax * (0.9 + Math.random() * 0.8)
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const color = item.sparkColors[Math.floor(Math.random() * item.sparkColors.length)]
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sparkList.value.push({
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x: centerX,
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y: centerY,
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px: centerX,
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py: centerY,
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vx: Math.cos(angle) * speed,
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vy: Math.sin(angle) * speed,
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size: 1.5 + Math.random() * 2,
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color,
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life: 1.0,
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decay: PHYSICS.SPARK_DECAY * (0.8 + Math.random() * 0.6),
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gravity: item.gravity * 0.3,
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})
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}
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// 5. 闪烁星光
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for (let i = 0; i < item.sparkleCount; i++) {
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const r = maxR * (0.08 + Math.random() * 0.32)
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const a = Math.random() * Math.PI * 2
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const color = item.sparkColors[Math.floor(Math.random() * item.sparkColors.length)]
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sparkleList.value.push({
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x: centerX + Math.cos(a) * r,
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y: centerY + Math.sin(a) * r,
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size: 10 + Math.random() * 16,
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rotation: Math.random() * Math.PI,
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spin: (Math.random() - 0.5) * 0.16,
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color,
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life: 1.0 + Math.random() * 0.4, // 错峰出现
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decay: PHYSICS.SPARKLE_DECAY * (0.8 + Math.random() * 0.5),
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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
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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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const w = canvasWidth.value
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const h = canvasHeight.value
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// 碎片
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for (let i = debrisList.value.length - 1; i >= 0; i--) {
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const p = debrisList.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.age += 0.2
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if (p.swing > 0) p.x += Math.sin(p.age) * p.swing // 彩纸摇摆
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p.rotation += p.rotationSpeed
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p.life -= p.decay
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if (p.life <= 0 || p.x < -60 || p.x > w + 60 || p.y > h + 60) {
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debrisList.value.splice(i, 1)
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}
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}
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// 火花
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for (let i = sparkList.value.length - 1; i >= 0; i--) {
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const s = sparkList.value[i]
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s.px = s.x
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s.py = s.y
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s.vy += s.gravity
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s.vx *= PHYSICS.SPARK_RESISTANCE
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s.vy *= PHYSICS.SPARK_RESISTANCE
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s.x += s.vx
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s.y += s.vy
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s.life -= s.decay
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if (s.life <= 0) sparkList.value.splice(i, 1)
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}
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// 闪烁星光
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for (let i = sparkleList.value.length - 1; i >= 0; i--) {
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const sp = sparkleList.value[i]
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sp.rotation += sp.spin
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sp.life -= sp.decay
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if (sp.life <= 0) sparkleList.value.splice(i, 1)
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}
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// 中心爆闪
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for (let i = flashList.value.length - 1; i >= 0; i--) {
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const f = flashList.value[i]
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f.radius += (f.maxRadius - f.radius) * 0.35
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f.life -= f.decay
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if (f.life <= 0) flashList.value.splice(i, 1)
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}
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// 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) * 0.16
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sw.life -= sw.decay
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if (sw.life <= 0) shockwaves.value.splice(i, 1)
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}
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draw()
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const alive =
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debrisList.value.length > 0 ||
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sparkList.value.length > 0 ||
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sparkleList.value.length > 0 ||
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flashList.value.length > 0 ||
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shockwaves.value.length > 0
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if (alive) {
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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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||||
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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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c.clearRect(0, 0, w, h)
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||||
// —— 1. 冲击波(底层) ——
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c.globalCompositeOperation = 'source-over'
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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>
|
||||
@@ -0,0 +1,383 @@
|
||||
<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>
|
||||
Reference in New Issue
Block a user