Merge branch 'test' into feat-prac
This commit is contained in:
10
src/App.vue
10
src/App.vue
@@ -22,7 +22,8 @@
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const {
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updateUser,
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updateOnline,
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clearSessionState
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clearSessionState,
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clearDevice
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} = store;
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||||
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watch(
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@@ -63,6 +64,11 @@
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updateOnline(data.online);
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}
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||||
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function onDeviceBindInvalid() {
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clearDevice();
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uni.setStorageSync("calibration", false);
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}
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function onDeviceShoot() {
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// audioManager.play("射箭声音")
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}
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@@ -78,6 +84,7 @@
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uni.$on("update-user", emitUpdateUser);
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uni.$on("update-online", emitUpdateOnline);
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uni.$on("session-kicked-out", onSessionKickedOut);
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uni.$on("device-bind-invalid", onDeviceBindInvalid);
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const token = uni.getStorageSync(
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`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
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);
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@@ -91,6 +98,7 @@
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uni.$off("update-user", emitUpdateUser);
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uni.$off("update-online", emitUpdateOnline);
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uni.$off("session-kicked-out", onSessionKickedOut);
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uni.$off("device-bind-invalid", onDeviceBindInvalid);
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websocket.closeWebSocket();
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});
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</script>
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@@ -70,6 +70,15 @@ function request(method, url, data = {}) {
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resolve({binded: true});
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return;
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}
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if (message === "BIND_FAILD") {
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uni.$emit("device-bind-invalid");
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uni.showToast({
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title: "设备绑定状态已失效,请重新绑定",
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icon: "none",
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});
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reject({type: "DEVICE_BIND_INVALID", message});
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return;
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}
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if (message === "ERROR_ORDER_UNPAY") {
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uni.showToast({
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title: "当前有未支付订单",
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@@ -15,6 +15,12 @@ const props = defineProps({
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});
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const rowCount = new Array(6).fill(0);
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const getRingText = (arrow) => {
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if (!arrow) return "-";
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if (arrow.ringX && arrow.ring) return "X环";
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return arrow.ring ? `${arrow.ring}环` : "-";
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};
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</script>
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<template>
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@@ -35,23 +41,19 @@ const rowCount = new Array(6).fill(0);
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<view>
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<view>
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<view v-for="(_, index) in rowCount" :key="index">
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<text>{{
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scores[0] && scores[0][index] ? `${scores[0][index].ring}环` : "-"
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}}</text>
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<text>{{ getRingText(scores[0]?.[index]) }}</text>
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</view>
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</view>
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<view>
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<view v-for="(_, index) in rowCount" :key="index">
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<text>{{
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scores[1] && scores[1][index] ? `${scores[1][index].ring}环` : "-"
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}}</text>
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<text>{{ getRingText(scores[1]?.[index]) }}</text>
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</view>
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</view>
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</view>
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<text
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>{{
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scores
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.map((s) => s.reduce((last, next) => last + next.ring, 0))
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.map((s) => (s || []).reduce((last, next) => last + next.ring, 0))
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.reduce((last, next) => last + next, 0)
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}}环</text
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>
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@@ -16,7 +16,7 @@ import {
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import useStore from "@/store";
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const store = useStore();
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const { updateUser, updateDevice, updateOnline } = store;
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const { updateUser, updateDevice, updateOnline, clearDevice } = store;
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const props = defineProps({
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show: {
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||||
@@ -107,6 +107,8 @@ async function doLogin() {
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||||
);
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||||
const data = await getDeviceBatteryAPI();
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updateOnline(data.online);
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} else {
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clearDevice();
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}
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props.onClose();
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} catch (error) {
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||||
@@ -305,7 +305,7 @@ function goBack() {
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||||
<Container
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:bgType="data.mode > 3 ? -1 : 0"
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bgColor="#000000"
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:onBack="goBack"
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:onBack="exit"
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>
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||||
|
||||
<!-- ----- Banner 区:game 胜负展示图(仅 NvN 对抗模式)----- -->
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||||
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||||
@@ -26,6 +26,7 @@ const {
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updateConfig,
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updateUser,
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updateDevice,
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||||
clearDevice,
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||||
getLvlName,
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||||
getLvlNameByScore,
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updateOnline,
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||||
@@ -127,6 +128,8 @@ onShow(async () => {
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||||
);
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||||
const data = await getDeviceBatteryAPI();
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||||
updateOnline(data.online);
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||||
} else {
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||||
clearDevice();
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||||
}
|
||||
}
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||||
}
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||||
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||||
@@ -30,11 +30,65 @@ const playersSorted = ref([]);
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const playersScores = ref([]);
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const halfTimeTip = ref(false);
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const halfRest = ref(false);
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const HALF_REST_SECONDS = 20;
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const halfRestRemain = ref(HALF_REST_SECONDS);
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let halfRestTimer = null;
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/** 控制设备离线提示弹窗的显示状态 */
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const showOfflineModal = ref(false);
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||||
/** 记录每位玩家当前半场连续 X 环数,key 为 playerId,用于触发 tententen 音效 */
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/** 记录每位玩家当前半场连续 10 环及以上次数,key 为 playerId,用于触发 tententen 音效 */
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const xRingStreaks = ref({});
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function clearHalfRestCountdown() {
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if (halfRestTimer) {
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clearInterval(halfRestTimer);
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halfRestTimer = null;
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}
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}
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||||
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function getHalfRestSeconds(battleInfo) {
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const remainCandidates = [
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battleInfo?.halfRestRemain,
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||||
battleInfo?.halfRestRemainSeconds,
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||||
battleInfo?.restRemain,
|
||||
battleInfo?.restRemainSeconds,
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||||
];
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||||
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for (const item of remainCandidates) {
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const remain = Number(item);
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||||
if (Number.isFinite(remain) && remain > 0 && remain <= HALF_REST_SECONDS) {
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return Math.ceil(remain);
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||||
}
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||||
}
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||||
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||||
const endTime = Number(battleInfo?.halfRestEndTime ?? battleInfo?.restEndTime);
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||||
if (!Number.isFinite(endTime) || endTime <= 0) return HALF_REST_SECONDS;
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||||
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||||
const timestamp = endTime < 1e12 ? endTime * 1000 : endTime;
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const diffSeconds = (timestamp - Date.now()) / 1000;
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if (diffSeconds > 0 && diffSeconds <= HALF_REST_SECONDS) {
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return Math.ceil(diffSeconds);
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}
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return HALF_REST_SECONDS;
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}
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function startHalfRestCountdown(seconds = HALF_REST_SECONDS) {
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clearHalfRestCountdown();
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||||
halfRestRemain.value = Math.max(0, Math.ceil(Number(seconds) || HALF_REST_SECONDS));
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||||
if (halfRestRemain.value <= 0) return;
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||||
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||||
halfRestTimer = setInterval(() => {
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||||
if (halfRestRemain.value <= 1) {
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halfRestRemain.value = 0;
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clearHalfRestCountdown();
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return;
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||||
}
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||||
halfRestRemain.value -= 1;
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||||
}, 1000);
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}
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||||
/**
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||||
* 监听设备在线状态,大乱斗比赛进行中设备离线时弹窗提示用户
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||||
*/
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||||
@@ -91,8 +145,7 @@ function recoverData(battleInfo, { force = false } = {}) {
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halfTimeTip.value = true;
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halfRest.value = true;
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||||
tips.value = "准备下半场";
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// 剩余休息时间
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// const remain = (Date.now() - battleInfo.timeoutTime) / 1000;
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startHalfRestCountdown(getHalfRestSeconds(battleInfo));
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setTimeout(() => {
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uni.$emit("update-remain", 0);
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}, 200);
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@@ -123,23 +176,27 @@ onLoad(async (options) => {
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||||
});
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||||
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||||
/**
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||||
* 检测指定玩家连续 X 环是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
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* 检测指定玩家连续 10 环及以上是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
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||||
* @param {number|string} playerId - 本次射手的 ID(大乱斗中 ShootResult 保留 playerId)
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* @param {boolean} isXRing - 本次射击是否为 X 环
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||||
* @param {boolean} isTenPlusRingShot - 本次射击是否为 10 环及以上
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||||
*/
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function checkAndPlayTententen(playerId, isXRing) {
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function isTenPlusRing(shot) {
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return !!(shot?.ringX || Number(shot?.ring) >= 10);
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}
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||||
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function checkAndPlayTententen(playerId, isTenPlusRingShot) {
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||||
if (!playerId) return;
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||||
const id = parseInt(playerId);
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if (isXRing) {
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if (isTenPlusRingShot) {
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xRingStreaks.value[id] = (xRingStreaks.value[id] || 0) + 1;
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// 同一玩家连续 3 箭均为 X 环,追加到环数音效队列尾部播放
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// 同一玩家连续 3 箭均为 10 环及以上,追加到环数音效队列尾部播放
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if (xRingStreaks.value[id] >= 3) {
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||||
xRingStreaks.value[id] = 0;
|
||||
// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen,避免播放顺序颠倒
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nextTick(() => audioManager.play("tententen", false));
|
||||
}
|
||||
} else {
|
||||
// 非 X 环则重置该玩家的连续计数
|
||||
// 低于 10 环或未上靶则重置该玩家的连续计数
|
||||
xRingStreaks.value[id] = 0;
|
||||
}
|
||||
}
|
||||
@@ -147,6 +204,7 @@ function checkAndPlayTententen(playerId, isXRing) {
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||||
async function onReceiveMessage(msg) {
|
||||
if (Array.isArray(msg)) return;
|
||||
if (msg.type === MESSAGETYPESV2.BattleStart) {
|
||||
clearHalfRestCountdown();
|
||||
halfTimeTip.value = false;
|
||||
halfRest.value = false;
|
||||
recoverData(msg);
|
||||
@@ -161,22 +219,23 @@ async function onReceiveMessage(msg) {
|
||||
// 对比更新后数据找出箭数增加的玩家(即本次射手),并读取其最新箭的 ring 数据
|
||||
const newRound = playersScores.value[playersScores.value.length - 1] || {};
|
||||
let shooterId = null;
|
||||
let isXRing = false;
|
||||
let isTenPlusRingShot = false;
|
||||
for (const pid of Object.keys(newRound)) {
|
||||
const newLen = (newRound[pid] || []).length;
|
||||
if (newLen > (prevCounts[pid] || 0)) {
|
||||
shooterId = parseInt(pid);
|
||||
const shot = newRound[pid][newLen - 1];
|
||||
isXRing = !!(shot?.ringX && shot?.ring);
|
||||
isTenPlusRingShot = isTenPlusRing(shot);
|
||||
break;
|
||||
}
|
||||
}
|
||||
// 检测同一玩家三箭全 X 环,触发 tententen 音效
|
||||
checkAndPlayTententen(shooterId, isXRing);
|
||||
// 检测同一玩家连续三箭 10 环及以上,触发 tententen 音效
|
||||
checkAndPlayTententen(shooterId, isTenPlusRingShot);
|
||||
} else if (msg.type === MESSAGETYPESV2.HalfRest) {
|
||||
halfTimeTip.value = true;
|
||||
halfRest.value = true;
|
||||
tips.value = "准备下半场";
|
||||
startHalfRestCountdown();
|
||||
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
|
||||
setTimeout(() => {
|
||||
// 全部跳转到新结算页
|
||||
@@ -197,6 +256,7 @@ onBeforeUnmount(() => {
|
||||
uni.setKeepScreenOn({
|
||||
keepScreenOn: false,
|
||||
});
|
||||
clearHalfRestCountdown();
|
||||
uni.$off("socket-inbox", onReceiveMessage);
|
||||
audioManager.stopAll();
|
||||
});
|
||||
@@ -261,7 +321,7 @@ onShow(async () => {
|
||||
>
|
||||
<view class="half-time-tip">
|
||||
<text>上半场结束,休息一下吧:)</text>
|
||||
<text>20秒后开始下半场</text>
|
||||
<text>{{ halfRestRemain }}秒后开始下半场</text>
|
||||
</view>
|
||||
</ScreenHint>
|
||||
<!-- 设备离线提示弹窗 -->
|
||||
|
||||
@@ -16,7 +16,7 @@ const showTip = ref(false);
|
||||
const confirmBindTip = ref(false);
|
||||
const addDevice = ref();
|
||||
const store = useStore();
|
||||
const { updateDevice } = store;
|
||||
const { updateDevice, clearDevice } = store;
|
||||
const { user, device } = storeToRefs(store);
|
||||
const justBind = ref(false);
|
||||
const calibration = ref(false);
|
||||
@@ -84,13 +84,21 @@ const toFristTryPage = () => {
|
||||
};
|
||||
|
||||
const unbindDevice = async () => {
|
||||
await unbindDeviceAPI(device.value.deviceId);
|
||||
try {
|
||||
await unbindDeviceAPI(device.value.deviceId);
|
||||
} catch (error) {
|
||||
if (error?.type === "DEVICE_BIND_INVALID") {
|
||||
uni.setStorageSync("calibration", false);
|
||||
clearDevice();
|
||||
}
|
||||
return;
|
||||
}
|
||||
uni.setStorageSync("calibration", false);
|
||||
uni.showToast({
|
||||
title: "解绑成功",
|
||||
icon: "success",
|
||||
});
|
||||
device.value = {};
|
||||
clearDevice();
|
||||
};
|
||||
|
||||
const toDeviceIntroPage = () => {
|
||||
@@ -122,8 +130,23 @@ const goCalibration = async () => {
|
||||
});
|
||||
};
|
||||
|
||||
onShow(() => {
|
||||
const syncDeviceBinding = async () => {
|
||||
if (!user.value.id) return;
|
||||
try {
|
||||
const devices = await getMyDevicesAPI();
|
||||
if (devices.bindings && devices.bindings.length) {
|
||||
updateDevice(devices.bindings[0].deviceId, devices.bindings[0].deviceName);
|
||||
} else {
|
||||
clearDevice();
|
||||
}
|
||||
} catch (error) {
|
||||
console.log("sync device binding error", error);
|
||||
}
|
||||
};
|
||||
|
||||
onShow(async () => {
|
||||
calibration.value = uni.getStorageSync("calibration");
|
||||
await syncDeviceBinding();
|
||||
});
|
||||
</script>
|
||||
|
||||
|
||||
@@ -31,7 +31,7 @@ const { user } = storeToRefs(store);
|
||||
const start = ref(false);
|
||||
const scores = ref([]);
|
||||
const total = 12;
|
||||
/** 当前练习中连续 X 环计数,用于触发 tententen 音效 */
|
||||
/** 当前练习中连续 10 环及以上计数,用于触发 tententen 音效 */
|
||||
const xRingStreak = ref(0);
|
||||
const practiseResult = ref({});
|
||||
const practiseId = ref("");
|
||||
@@ -48,7 +48,7 @@ onLoad((options) => {
|
||||
const onReady = async () => {
|
||||
await startPractiseAPI();
|
||||
scores.value = [];
|
||||
xRingStreak.value = 0; // 新一局开始,重置 X 环连续计数
|
||||
xRingStreak.value = 0; // 新一局开始,重置 10 环及以上连续计数
|
||||
start.value = true;
|
||||
audioManager.play("练习开始");
|
||||
};
|
||||
@@ -59,19 +59,23 @@ const onOver = async () => {
|
||||
};
|
||||
|
||||
/**
|
||||
* 检测连续 X 环是否达到 3 箭,达到则播放 tententen 音效
|
||||
* @param {boolean} isXRing - 本次射击是否为 X 环
|
||||
* 检测连续 10 环及以上是否达到 3 箭,达到则播放 tententen 音效
|
||||
* @param {boolean} isTenPlusRingShot - 本次射击是否为 10 环及以上
|
||||
*/
|
||||
function checkAndPlayTententen(isXRing) {
|
||||
if (isXRing) {
|
||||
function isTenPlusRing(shot) {
|
||||
return !!(shot?.ringX || Number(shot?.ring) >= 10);
|
||||
}
|
||||
|
||||
function checkAndPlayTententen(isTenPlusRingShot) {
|
||||
if (isTenPlusRingShot) {
|
||||
xRingStreak.value += 1;
|
||||
// 连续 3 箭均为 X 环,在环数播报入队后追加 tententen,避免播放顺序颠倒
|
||||
// 连续 3 箭均为 10 环及以上,在环数播报入队后追加 tententen,避免播放顺序颠倒
|
||||
if (xRingStreak.value >= 3) {
|
||||
xRingStreak.value = 0;
|
||||
nextTick(() => audioManager.play("tententen", false));
|
||||
}
|
||||
} else {
|
||||
// 非 X 环则重置连续计数
|
||||
// 低于 10 环或未上靶则重置连续计数
|
||||
xRingStreak.value = 0;
|
||||
}
|
||||
}
|
||||
@@ -80,10 +84,10 @@ async function onReceiveMessage(msg) {
|
||||
if (msg.type === MESSAGETYPESV2.ShootResult) {
|
||||
const prevLen = scores.value.length;
|
||||
scores.value = msg.details;
|
||||
// 有新箭时取最后一箭判断是否 X 环并检测连续计数
|
||||
// 有新箭时取最后一箭判断是否 10 环及以上并检测连续计数
|
||||
if (scores.value.length > prevLen) {
|
||||
const latestArrow = scores.value[scores.value.length - 1];
|
||||
checkAndPlayTententen(!!(latestArrow?.ringX && latestArrow?.ring));
|
||||
checkAndPlayTententen(isTenPlusRing(latestArrow));
|
||||
}
|
||||
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
|
||||
// setTimeout(onOver, 1500);
|
||||
@@ -101,7 +105,7 @@ async function onComplete() {
|
||||
practiseResult.value = {};
|
||||
start.value = false;
|
||||
scores.value = [];
|
||||
xRingStreak.value = 0; // 重新开始练习,重置 X 环连续计数
|
||||
xRingStreak.value = 0; // 重新开始练习,重置 10 环及以上连续计数
|
||||
const result = await createPractiseAPI(total, 120);
|
||||
if (result) practiseId.value = result.id;
|
||||
}
|
||||
|
||||
@@ -31,7 +31,7 @@ const { user } = storeToRefs(store);
|
||||
const start = ref(false);
|
||||
const scores = ref([]);
|
||||
const total = 36;
|
||||
/** 当前练习中连续 X 环计数,用于触发 tententen 音效 */
|
||||
/** 当前练习中连续 10 环及以上计数,用于触发 tententen 音效 */
|
||||
const xRingStreak = ref(0);
|
||||
const practiseResult = ref({});
|
||||
const practiseId = ref("");
|
||||
@@ -47,7 +47,7 @@ onLoad((options) => {
|
||||
const onReady = async () => {
|
||||
await startPractiseAPI();
|
||||
scores.value = [];
|
||||
xRingStreak.value = 0; // 新一局开始,重置 X 环连续计数
|
||||
xRingStreak.value = 0; // 新一局开始,重置 10 环及以上连续计数
|
||||
start.value = true;
|
||||
audioManager.play("练习开始");
|
||||
};
|
||||
@@ -58,19 +58,23 @@ const onOver = async () => {
|
||||
};
|
||||
|
||||
/**
|
||||
* 检测连续 X 环是否达到 3 箭,达到则播放 tententen 音效
|
||||
* @param {boolean} isXRing - 本次射击是否为 X 环
|
||||
* 检测连续 10 环及以上是否达到 3 箭,达到则播放 tententen 音效
|
||||
* @param {boolean} isTenPlusRingShot - 本次射击是否为 10 环及以上
|
||||
*/
|
||||
function checkAndPlayTententen(isXRing) {
|
||||
if (isXRing) {
|
||||
function isTenPlusRing(shot) {
|
||||
return !!(shot?.ringX || Number(shot?.ring) >= 10);
|
||||
}
|
||||
|
||||
function checkAndPlayTententen(isTenPlusRingShot) {
|
||||
if (isTenPlusRingShot) {
|
||||
xRingStreak.value += 1;
|
||||
// 连续 3 箭均为 X 环,在环数播报入队后追加 tententen,避免播放顺序颠倒
|
||||
// 连续 3 箭均为 10 环及以上,在环数播报入队后追加 tententen,避免播放顺序颠倒
|
||||
if (xRingStreak.value >= 3) {
|
||||
xRingStreak.value = 0;
|
||||
nextTick(() => audioManager.play("tententen", false));
|
||||
}
|
||||
} else {
|
||||
// 非 X 环则重置连续计数
|
||||
// 低于 10 环或未上靶则重置连续计数
|
||||
xRingStreak.value = 0;
|
||||
}
|
||||
}
|
||||
@@ -79,10 +83,10 @@ async function onReceiveMessage(msg) {
|
||||
if (msg.type === MESSAGETYPESV2.ShootResult) {
|
||||
const prevLen = scores.value.length;
|
||||
scores.value = msg.details;
|
||||
// 有新箭时取最后一箭判断是否 X 环并检测连续计数
|
||||
// 有新箭时取最后一箭判断是否 10 环及以上并检测连续计数
|
||||
if (scores.value.length > prevLen) {
|
||||
const latestArrow = scores.value[scores.value.length - 1];
|
||||
checkAndPlayTententen(!!(latestArrow?.ringX && latestArrow?.ring));
|
||||
checkAndPlayTententen(isTenPlusRing(latestArrow));
|
||||
}
|
||||
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
|
||||
setTimeout(onOver, 1500);
|
||||
@@ -116,7 +120,7 @@ async function onComplete() {
|
||||
practiseResult.value = {};
|
||||
start.value = false;
|
||||
scores.value = [];
|
||||
xRingStreak.value = 0; // 重新开始练习,重置 X 环连续计数
|
||||
xRingStreak.value = 0; // 重新开始练习,重置 10 环及以上连续计数
|
||||
const result = await createPractiseAPI(total, 3600);
|
||||
if (result) practiseId.value = result.id;
|
||||
}
|
||||
|
||||
@@ -49,7 +49,7 @@ const battleWay = ref(0);
|
||||
const lastToSomeoneShootKey = ref("");
|
||||
/** 控制设备离线提示弹窗的显示状态 */
|
||||
const showOfflineModal = ref(false);
|
||||
/** 记录每位玩家当前轮连续 X 环数,key 为 playerId,用于触发 tententen 音效 */
|
||||
/** 记录每位玩家当前轮连续 10 环及以上次数,key 为 playerId,用于触发 tententen 音效 */
|
||||
const xRingStreaks = ref({});
|
||||
|
||||
/**
|
||||
@@ -234,22 +234,26 @@ function onNewRound(msg, prevRound) {
|
||||
}
|
||||
|
||||
/**
|
||||
* 检测指定射手连续 X 环是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
|
||||
* 检测指定射手连续 10 环及以上是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
|
||||
* @param {number} shooterId - 本次射手的 ID(取自 currentShooterId.value)
|
||||
* @param {boolean} isXRing - 本次射击是否为 X 环
|
||||
* @param {boolean} isTenPlusRingShot - 本次射击是否为 10 环及以上
|
||||
*/
|
||||
function checkAndPlayTententen(shooterId, isXRing) {
|
||||
function isTenPlusRing(shot) {
|
||||
return !!(shot?.ringX || Number(shot?.ring) >= 10);
|
||||
}
|
||||
|
||||
function checkAndPlayTententen(shooterId, isTenPlusRingShot) {
|
||||
if (!shooterId) return;
|
||||
if (isXRing) {
|
||||
if (isTenPlusRingShot) {
|
||||
xRingStreaks.value[shooterId] = (xRingStreaks.value[shooterId] || 0) + 1;
|
||||
// 同一玩家连续 3 箭均为 X 环,追加到环数音效队列尾部播放
|
||||
// 同一玩家连续 3 箭均为 10 环及以上,追加到环数音效队列尾部播放
|
||||
if (xRingStreaks.value[shooterId] >= 3) {
|
||||
xRingStreaks.value[shooterId] = 0;
|
||||
// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen,避免播放顺序颠倒
|
||||
nextTick(() => audioManager.play("tententen", false));
|
||||
}
|
||||
} else {
|
||||
// 非 X 环则重置该玩家的连续计数
|
||||
// 低于 10 环或未上靶则重置该玩家的连续计数
|
||||
xRingStreaks.value[shooterId] = 0;
|
||||
}
|
||||
}
|
||||
@@ -268,9 +272,9 @@ async function onReceiveMessage(msg) {
|
||||
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
|
||||
showRoundTip.value = false;
|
||||
recoverData(msg, {arrowOnly: true});
|
||||
// 检测同一玩家三箭全 X 环,触发 tententen 音效
|
||||
// 检测同一玩家连续三箭 10 环及以上,触发 tententen 音效
|
||||
// currentShooterId 在 ToSomeoneShoot 时写入,ShootResult 不会覆盖,可靠识别本次射手
|
||||
checkAndPlayTententen(currentShooterId.value, !!(msg.shootData?.ringX && msg.shootData?.ring));
|
||||
checkAndPlayTententen(currentShooterId.value, isTenPlusRing(msg.shootData));
|
||||
} else if (msg.type === MESSAGETYPESV2.NewRound) {
|
||||
// 在进入延迟前先捕获当前轮次,供 onNewRound 使用,防止 800ms 内 ToSomeoneShoot 提前更新 currentRound 造成 Tip 展示错轮
|
||||
const prevRound = currentRound.value;
|
||||
|
||||
@@ -318,6 +318,22 @@ function enqueueBattleMessage(message) {
|
||||
if (battleEnded && message.type !== MESSAGETYPESV2.BattleEnd) return;
|
||||
if (message.type === MESSAGETYPESV2.BattleEnd) battleEnded = true;
|
||||
|
||||
if (message.type === MESSAGETYPESV2.InvalidShot) {
|
||||
const receivedAt = Date.now();
|
||||
const order = ++queueOrder;
|
||||
battleQueue.value.push({
|
||||
message,
|
||||
type: message.type,
|
||||
key: `${message.type}:invalid:${receivedAt}:${order}`,
|
||||
serverTime: 0,
|
||||
receivedAt,
|
||||
order,
|
||||
});
|
||||
sortBattleQueue();
|
||||
runBattleQueue();
|
||||
return;
|
||||
}
|
||||
|
||||
// 入队阶段只做排序、去重和时间边界判断,不直接改 UI。
|
||||
const serverTime = getServerTime(message);
|
||||
const key = getMessageKey(message);
|
||||
@@ -463,7 +479,8 @@ function updateGoldenRound(battleInfo) {
|
||||
}
|
||||
const rounds = Array.isArray(battleInfo.rounds) ? battleInfo.rounds : [];
|
||||
const finishedGoldCount = rounds.filter((round) => !!round?.ifGold).length;
|
||||
goldenRound.value = Math.max(1, finishedGoldCount + (battleInfo.current?.playerId ? 1 : 0));
|
||||
// goldenRound.value = Math.max(1, finishedGoldCount + (battleInfo.current?.playerId ? 1 : 0));
|
||||
goldenRound.value = Math.max(1, finishedGoldCount);
|
||||
}
|
||||
|
||||
// Restore an info snapshot whose eventType points at the NewRound phase.
|
||||
@@ -841,10 +858,14 @@ async function runToSomeoneShootTask(task, runId) {
|
||||
});
|
||||
}
|
||||
|
||||
function updateXRingStreak(shooterId, isXRing) {
|
||||
function isTenPlusRing(shot) {
|
||||
return !!(shot?.ringX || Number(shot?.ring) >= 10);
|
||||
}
|
||||
|
||||
function updateXRingStreak(shooterId, isTenPlusRingShot) {
|
||||
if (!shooterId) return false;
|
||||
const id = String(shooterId);
|
||||
if (!isXRing) {
|
||||
if (!isTenPlusRingShot) {
|
||||
xRingStreaks.value[id] = 0;
|
||||
saveXRingStreaks();
|
||||
return false;
|
||||
@@ -889,7 +910,7 @@ async function runShootResultTask(task) {
|
||||
|
||||
const isTententen = updateXRingStreak(
|
||||
currentShooterId.value,
|
||||
!!(battleInfo.shootData?.ringX && battleInfo.shootData?.ring)
|
||||
isTenPlusRing(battleInfo.shootData)
|
||||
);
|
||||
const audioKeys = buildShootResultAudioKeys(battleInfo.shootData);
|
||||
if (isTententen) audioKeys.push("tententen");
|
||||
@@ -1233,7 +1254,7 @@ onShow(() => {
|
||||
<view class="offline-modal">
|
||||
<text class="offline-title">设备已离线</text>
|
||||
<text class="offline-desc">检测到设备已断开连接,请检查设备后继续比赛</text>
|
||||
<SButton @click="showOfflineModal = false">我知道了</SButton>
|
||||
<SButton :onClick="() => (showOfflineModal = false)">我知道了</SButton>
|
||||
</view>
|
||||
</SModal>
|
||||
</view>
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 30 KiB |
@@ -137,6 +137,10 @@ export default defineStore("store", {
|
||||
this.device.deviceId = deviceId;
|
||||
this.device.deviceName = deviceName;
|
||||
},
|
||||
clearDevice() {
|
||||
this.device = getDefaultDevice();
|
||||
this.online = false;
|
||||
},
|
||||
async updateConfig(config) {
|
||||
this.config = config;
|
||||
if (this.user.scores !== undefined) {
|
||||
|
||||
Reference in New Issue
Block a user