update:优化精准稳定
This commit is contained in:
@@ -0,0 +1,626 @@
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<script setup>
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import {
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computed,
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getCurrentInstance,
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nextTick,
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onBeforeUnmount,
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onMounted,
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ref,
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watch,
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} from "vue";
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const props = defineProps({
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percent: {
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type: Number,
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default: 0,
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},
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});
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const WIDTH = 750;
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const HEIGHT = 228;
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const MASK_SCALE = 3;
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const MASK_WIDTH = WIDTH / MASK_SCALE;
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const MASK_HEIGHT = HEIGHT / MASK_SCALE;
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const ENTRY_PADDING = 24;
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const EXIT_PADDING = 32;
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const MAX_FEATHER = 60;
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const FULL_TRACK_OFFSET_Y = -3;
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const SWEEP_TRACK_RADIUS = 28;
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const SWEEP_TRACK_FEATHER = 8;
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const ENTRY_ANIMATION_DURATION = 1000;
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const UPDATE_DURATION = 240;
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const SWEEP_DELAY = 100;
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const SWEEP_DURATION = 1000;
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const ASSET_ROOT = "https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/stability-energy";
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const instance = getCurrentInstance();
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const canvasId = `stability-energy-${Math.random().toString(36).slice(2, 10)}`;
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const canvasReady = ref(false);
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const normalizedPercent = computed(() =>
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Math.max(0, Math.min(100, Number(props.percent) || 0))
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);
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const shouldPlayEntryAnimation = ref(normalizedPercent.value <= 0);
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const fallbackImageSource = computed(
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() =>
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`${ASSET_ROOT}/${
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shouldPlayEntryAnimation.value ? "progress-full.png" : "progress-empty.png"
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}`
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);
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let engine = null;
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let disposed = false;
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let animationHandle = null;
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let renderedPercent = normalizedPercent.value;
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let entryAnimationPlaying = false;
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const requestFrame = (callback) => {
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if (typeof requestAnimationFrame === "function") {
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return { type: "frame", id: requestAnimationFrame(callback) };
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}
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return {
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type: "timer",
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id: setTimeout(() => callback(Date.now()), 16),
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};
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};
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const cancelFrame = () => {
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if (!animationHandle) return;
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if (
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animationHandle.type === "frame" &&
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typeof cancelAnimationFrame === "function"
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) {
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cancelAnimationFrame(animationHandle.id);
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} else {
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clearTimeout(animationHandle.id);
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}
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animationHandle = null;
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};
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const smoothStep = (value) => {
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const amount = Math.max(0, Math.min(1, value));
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return amount * amount * (3 - 2 * amount);
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};
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// 复用参考 HTML 的贝塞尔路径,保证能量光带沿靶纸下方的弧线推进。
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const sampleTrack = () => {
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const curves = [
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[280, 26, 226, 31, 121, 49, 125, 82],
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[125, 82, 128, 128, 272, 163, 412, 163],
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[412, 163, 530, 164, 650, 137, 657, 98],
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[657, 98, 659, 86, 650, 76, 643, 72],
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];
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const points = [{ x: 280, y: 26, distance: 0 }];
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curves.forEach((curve) => {
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for (let step = 1; step <= 32; step += 1) {
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const amount = step / 32;
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const rest = 1 - amount;
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const point = {
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x:
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rest ** 3 * curve[0] +
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3 * rest ** 2 * amount * curve[2] +
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3 * rest * amount ** 2 * curve[4] +
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amount ** 3 * curve[6],
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y:
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rest ** 3 * curve[1] +
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3 * rest ** 2 * amount * curve[3] +
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3 * rest * amount ** 2 * curve[5] +
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amount ** 3 * curve[7],
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};
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const previous = points[points.length - 1];
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point.distance =
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previous.distance + Math.hypot(point.x - previous.x, point.y - previous.y);
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points.push(point);
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}
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});
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return points;
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};
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const createOffscreenCanvas = (canvas, width = WIDTH, height = HEIGHT) => {
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let layerCanvas = null;
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if (typeof canvas.createOffscreenCanvas === "function") {
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try {
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layerCanvas = canvas.createOffscreenCanvas({ type: "2d", width, height });
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} catch (error) {
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layerCanvas = null;
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}
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}
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if (
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!layerCanvas &&
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typeof wx !== "undefined" &&
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typeof wx.createOffscreenCanvas === "function"
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) {
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try {
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layerCanvas = wx.createOffscreenCanvas({ type: "2d", width, height });
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} catch (error) {
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layerCanvas = null;
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}
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}
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if (!layerCanvas && typeof document !== "undefined") {
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layerCanvas = document.createElement("canvas");
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layerCanvas.width = width;
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layerCanvas.height = height;
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}
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if (!layerCanvas) throw new Error("Offscreen canvas unavailable");
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layerCanvas.width = width;
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layerCanvas.height = height;
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const context = layerCanvas.getContext("2d");
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if (!context) throw new Error("Offscreen canvas context unavailable");
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return { canvas: layerCanvas, context };
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};
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const loadCanvasImage = (canvas, source) =>
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new Promise((resolve, reject) => {
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const image =
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typeof canvas.createImage === "function"
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? canvas.createImage()
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: typeof Image !== "undefined"
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? new Image()
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: null;
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if (!image) {
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reject(new Error("Canvas image unavailable"));
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return;
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}
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image.onload = () => resolve(image);
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image.onerror = () => reject(new Error(`Image unavailable: ${source}`));
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image.src = source;
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});
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const createEnergyEngine = async (canvas) => {
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const context = canvas.getContext("2d");
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if (!context) throw new Error("Canvas unavailable");
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canvas.width = WIDTH;
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canvas.height = HEIGHT;
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const maskLayer = createOffscreenCanvas(canvas, MASK_WIDTH, MASK_HEIGHT);
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const emptyLayer = createOffscreenCanvas(canvas);
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const fullLayer = createOffscreenCanvas(canvas);
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const glowLayer = createOffscreenCanvas(canvas);
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const sweepLayer = createOffscreenCanvas(canvas);
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const track = sampleTrack();
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const pathLength = track[track.length - 1].distance;
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const revealStarts = new Float32Array(MASK_WIDTH * MASK_HEIGHT);
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const revealRates = new Float32Array(MASK_WIDTH * MASK_HEIGHT);
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const sweepTrackAlpha = new Float32Array(MASK_WIDTH * MASK_HEIGHT);
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const maskPixels = maskLayer.context.createImageData(MASK_WIDTH, MASK_HEIGHT);
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maskPixels.data.fill(255);
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const images = await Promise.all([
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loadCanvasImage(canvas, `${ASSET_ROOT}/progress-empty.png`),
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loadCanvasImage(canvas, `${ASSET_ROOT}/progress-full.png`),
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loadCanvasImage(canvas, `${ASSET_ROOT}/progress-glow.png`),
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]);
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const segments = track.slice(1).map((end, index) => {
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const start = track[index];
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const deltaX = end.x - start.x;
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const deltaY = end.y - start.y;
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return {
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start,
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deltaX,
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deltaY,
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length: end.distance - start.distance,
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inverseSquaredLength: 1 / (deltaX ** 2 + deltaY ** 2),
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};
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});
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// 初始化每个蒙版像素抵达能量路径的时刻,后续更新只重绘,不重复计算。
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for (let pixel = 0; pixel < revealStarts.length; pixel += 1) {
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const pixelX = ((pixel % MASK_WIDTH) + 0.5) * MASK_SCALE;
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const pixelY = (Math.floor(pixel / MASK_WIDTH) + 0.5) * MASK_SCALE;
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let nearestSquaredDistance = Infinity;
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let arrivalDistance = 0;
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for (let index = 0; index < segments.length; index += 1) {
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const segment = segments[index];
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const offsetX = pixelX - segment.start.x;
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const offsetY = pixelY - segment.start.y;
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const projection =
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(offsetX * segment.deltaX + offsetY * segment.deltaY) *
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segment.inverseSquaredLength;
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const amount = Math.max(0, Math.min(1, projection));
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const squaredDistance =
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(offsetX - segment.deltaX * amount) ** 2 +
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(offsetY - segment.deltaY * amount) ** 2;
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if (squaredDistance >= nearestSquaredDistance) continue;
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nearestSquaredDistance = squaredDistance;
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arrivalDistance = segment.start.distance + amount * segment.length;
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if (index === 0 && projection < 0) {
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arrivalDistance = Math.max(-ENTRY_PADDING, projection * segment.length);
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}
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if (index === segments.length - 1 && projection > 1) {
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arrivalDistance = Math.min(
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pathLength + EXIT_PADDING,
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segment.start.distance + projection * segment.length
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);
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}
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}
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const nearestDistance = Math.sqrt(nearestSquaredDistance);
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const feather = Math.min(
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MAX_FEATHER,
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16 + nearestDistance * 0.9
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);
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revealStarts[pixel] = arrivalDistance;
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revealRates[pixel] = 1 / feather;
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sweepTrackAlpha[pixel] =
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1 -
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smoothStep(
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(nearestDistance - SWEEP_TRACK_RADIUS) / SWEEP_TRACK_FEATHER
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);
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}
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const temporary = new Float32Array(revealStarts.length);
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const radius = 3;
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for (let pass = 0; pass < 3; pass += 1) {
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for (let row = 0; row < MASK_HEIGHT; row += 1) {
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for (let column = 0; column < MASK_WIDTH; column += 1) {
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let sum = 0;
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for (let offset = -radius; offset <= radius; offset += 1) {
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const neighbor = Math.max(
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0,
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Math.min(MASK_WIDTH - 1, column + offset)
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);
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sum += revealStarts[row * MASK_WIDTH + neighbor];
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}
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temporary[row * MASK_WIDTH + column] = sum / (radius * 2 + 1);
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}
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}
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for (let row = 0; row < MASK_HEIGHT; row += 1) {
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for (let column = 0; column < MASK_WIDTH; column += 1) {
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let sum = 0;
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for (let offset = -radius; offset <= radius; offset += 1) {
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const neighbor = Math.max(
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0,
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Math.min(MASK_HEIGHT - 1, row + offset)
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);
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sum += temporary[neighbor * MASK_WIDTH + column];
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}
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revealStarts[row * MASK_WIDTH + column] = sum / (radius * 2 + 1);
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}
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}
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}
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const trackPosition = (distance) => {
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const boundedDistance = Math.max(0, Math.min(pathLength, distance));
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let upper = 1;
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while (
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upper < track.length - 1 &&
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track[upper].distance < boundedDistance
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) {
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upper += 1;
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}
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const start = track[upper - 1];
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const end = track[upper];
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const amount =
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(boundedDistance - start.distance) / (end.distance - start.distance);
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return {
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x: start.x + (end.x - start.x) * amount,
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y: start.y + (end.y - start.y) * amount,
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};
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};
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// 满轨素材的视觉中心比空轨低约 3px,所有满轨绘制统一上移补偿。
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const drawFullTrack = (targetContext) => {
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targetContext.drawImage(
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images[1],
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0,
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FULL_TRACK_OFFSET_Y,
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WIDTH,
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HEIGHT
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||||
);
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};
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const maskedImage = (layer, image, operation, offsetY = 0) => {
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layer.context.globalCompositeOperation = "source-over";
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layer.context.clearRect(0, 0, WIDTH, HEIGHT);
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layer.context.drawImage(image, 0, offsetY, WIDTH, HEIGHT);
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layer.context.globalCompositeOperation = operation;
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layer.context.drawImage(maskLayer.canvas, 0, 0, WIDTH, HEIGHT);
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layer.context.globalCompositeOperation = "source-over";
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};
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const draw = (progress) => {
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context.globalCompositeOperation = "source-over";
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context.clearRect(0, 0, WIDTH, HEIGHT);
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if (progress <= 0) {
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context.drawImage(images[0], 0, 0, WIDTH, HEIGHT);
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return;
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}
|
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if (progress >= 100) {
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drawFullTrack(context);
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return;
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}
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// 真实百分比只映射轨道本体,避免 90%~100% 被出口和羽化缓冲吞掉。
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const distance = (progress / 100) * pathLength;
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||||
for (let pixel = 0; pixel < revealStarts.length; pixel += 1) {
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||||
maskPixels.data[pixel * 4 + 3] = Math.round(
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255 * smoothStep((distance - revealStarts[pixel]) * revealRates[pixel])
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||||
);
|
||||
}
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||||
maskLayer.context.putImageData(maskPixels, 0, 0);
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||||
maskedImage(emptyLayer, images[0], "destination-out");
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maskedImage(
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fullLayer,
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images[1],
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"destination-in",
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||||
FULL_TRACK_OFFSET_Y
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||||
);
|
||||
context.drawImage(emptyLayer.canvas, 0, 0);
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||||
context.globalCompositeOperation = "lighter";
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||||
context.drawImage(fullLayer.canvas, 0, 0);
|
||||
context.globalCompositeOperation = "source-over";
|
||||
|
||||
const headBlend =
|
||||
smoothStep(progress / 10) * (1 - smoothStep((progress - 85) / 15));
|
||||
const position = trackPosition(distance - 16);
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||||
const headSize = 72 * (0.55 + 0.45 * headBlend);
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||||
glowLayer.context.clearRect(0, 0, WIDTH, HEIGHT);
|
||||
glowLayer.context.drawImage(
|
||||
images[2],
|
||||
position.x - headSize / 2,
|
||||
position.y - headSize / 2,
|
||||
headSize,
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||||
headSize
|
||||
);
|
||||
glowLayer.context.globalCompositeOperation = "destination-in";
|
||||
drawFullTrack(glowLayer.context);
|
||||
glowLayer.context.globalCompositeOperation = "source-over";
|
||||
context.globalAlpha = 0.8 * headBlend;
|
||||
context.drawImage(glowLayer.canvas, 0, 0);
|
||||
context.globalAlpha = 1;
|
||||
};
|
||||
|
||||
const drawSweep = (amount) => {
|
||||
context.globalCompositeOperation = "source-over";
|
||||
context.clearRect(0, 0, WIDTH, HEIGHT);
|
||||
drawFullTrack(context);
|
||||
|
||||
const lead = pathLength * 0.03;
|
||||
const core = pathLength * 0.08;
|
||||
const tail = pathLength * 0.18;
|
||||
const sweepCenter = -tail + amount * (pathLength + lead + tail);
|
||||
for (let pixel = 0; pixel < revealStarts.length; pixel += 1) {
|
||||
const offset = sweepCenter - revealStarts[pixel];
|
||||
let intensity = 0;
|
||||
if (offset >= -lead && offset < 0) {
|
||||
intensity = smoothStep(1 + offset / lead);
|
||||
} else if (offset >= 0 && offset <= core) {
|
||||
intensity = 1;
|
||||
} else if (offset > core && offset <= core + tail) {
|
||||
intensity = 1 - smoothStep((offset - core) / tail);
|
||||
}
|
||||
maskPixels.data[pixel * 4 + 3] = Math.round(
|
||||
255 * intensity * sweepTrackAlpha[pixel]
|
||||
);
|
||||
}
|
||||
maskLayer.context.putImageData(maskPixels, 0, 0);
|
||||
|
||||
sweepLayer.context.globalCompositeOperation = "source-over";
|
||||
sweepLayer.context.clearRect(0, 0, WIDTH, HEIGHT);
|
||||
drawFullTrack(sweepLayer.context);
|
||||
sweepLayer.context.globalCompositeOperation = "source-in";
|
||||
sweepLayer.context.fillStyle = "#fffbd8";
|
||||
sweepLayer.context.fillRect(0, 0, WIDTH, HEIGHT);
|
||||
sweepLayer.context.globalCompositeOperation = "destination-in";
|
||||
sweepLayer.context.drawImage(maskLayer.canvas, 0, 0, WIDTH, HEIGHT);
|
||||
sweepLayer.context.globalCompositeOperation = "source-over";
|
||||
|
||||
// 普通透明叠加只提亮轨道核心,不把满轨素材的外围光晕染白。
|
||||
context.globalCompositeOperation = "source-over";
|
||||
context.globalAlpha = 0.9;
|
||||
context.drawImage(sweepLayer.canvas, 0, 0);
|
||||
context.globalAlpha = 1;
|
||||
context.globalCompositeOperation = "source-over";
|
||||
};
|
||||
|
||||
return { draw, drawSweep };
|
||||
};
|
||||
|
||||
const runCompletionSweep = () => {
|
||||
cancelFrame();
|
||||
let startedAt = null;
|
||||
const step = (timestamp) => {
|
||||
if (!engine || disposed) return;
|
||||
if (startedAt === null) startedAt = timestamp;
|
||||
const elapsed = timestamp - startedAt;
|
||||
if (elapsed < SWEEP_DELAY) {
|
||||
engine.draw(100);
|
||||
animationHandle = requestFrame(step);
|
||||
return;
|
||||
}
|
||||
const amount = Math.min(1, (elapsed - SWEEP_DELAY) / SWEEP_DURATION);
|
||||
engine.drawSweep(amount);
|
||||
if (amount < 1) {
|
||||
animationHandle = requestFrame(step);
|
||||
} else {
|
||||
animationHandle = null;
|
||||
engine.draw(100);
|
||||
}
|
||||
};
|
||||
animationHandle = requestFrame(step);
|
||||
};
|
||||
|
||||
// 服务端能量既会因命中增加,也会按秒下降,因此双向过渡都以最新快照为准。
|
||||
const drawPercent = (targetPercent, animate = true) => {
|
||||
if (!engine) return;
|
||||
cancelFrame();
|
||||
const from = renderedPercent;
|
||||
const target = Math.max(0, Math.min(100, targetPercent));
|
||||
const reachesFull = from < 100 && target >= 100;
|
||||
|
||||
if (!animate || Math.abs(target - from) < 0.01) {
|
||||
renderedPercent = target;
|
||||
engine.draw(target);
|
||||
if (reachesFull) runCompletionSweep();
|
||||
return;
|
||||
}
|
||||
|
||||
let startedAt = null;
|
||||
const step = (timestamp) => {
|
||||
if (!engine || disposed) return;
|
||||
if (startedAt === null) startedAt = timestamp;
|
||||
const amount = Math.min(1, (timestamp - startedAt) / UPDATE_DURATION);
|
||||
renderedPercent = from + (target - from) * smoothStep(amount);
|
||||
engine.draw(renderedPercent);
|
||||
if (amount < 1) {
|
||||
animationHandle = requestFrame(step);
|
||||
} else {
|
||||
animationHandle = null;
|
||||
renderedPercent = target;
|
||||
engine.draw(target);
|
||||
if (reachesFull) runCompletionSweep();
|
||||
}
|
||||
};
|
||||
animationHandle = requestFrame(step);
|
||||
};
|
||||
|
||||
// 首次进入时先展示满能量,再用 1 秒线性动画回落到 0%。
|
||||
const runEntryAnimation = () => {
|
||||
if (!engine || disposed) return;
|
||||
cancelFrame();
|
||||
entryAnimationPlaying = true;
|
||||
renderedPercent = 100;
|
||||
engine.draw(100);
|
||||
canvasReady.value = true;
|
||||
|
||||
let startedAt = null;
|
||||
const step = (timestamp) => {
|
||||
if (!engine || disposed) return;
|
||||
if (startedAt === null) startedAt = timestamp;
|
||||
const amount = Math.min(
|
||||
1,
|
||||
(timestamp - startedAt) / ENTRY_ANIMATION_DURATION
|
||||
);
|
||||
renderedPercent = 100 * (1 - amount);
|
||||
engine.draw(renderedPercent);
|
||||
|
||||
if (amount < 1) {
|
||||
animationHandle = requestFrame(step);
|
||||
return;
|
||||
}
|
||||
|
||||
animationHandle = null;
|
||||
entryAnimationPlaying = false;
|
||||
shouldPlayEntryAnimation.value = false;
|
||||
renderedPercent = 0;
|
||||
engine.draw(0);
|
||||
|
||||
// 动画期间可能收到服务端快照,结束后再追到最新真实能量。
|
||||
if (normalizedPercent.value > 0) {
|
||||
drawPercent(normalizedPercent.value);
|
||||
}
|
||||
};
|
||||
|
||||
animationHandle = requestFrame(step);
|
||||
};
|
||||
|
||||
const initialize = async () => {
|
||||
await nextTick();
|
||||
const info = await new Promise((resolve) => {
|
||||
let query = uni.createSelectorQuery();
|
||||
if (instance?.proxy && typeof query.in === "function") {
|
||||
query = query.in(instance.proxy);
|
||||
}
|
||||
query
|
||||
.select(`#${canvasId}`)
|
||||
.fields({ node: true, size: true })
|
||||
.exec((result) => resolve(result?.[0] || null));
|
||||
});
|
||||
|
||||
if (disposed) return;
|
||||
if (!info?.node?.getContext) {
|
||||
shouldPlayEntryAnimation.value = false;
|
||||
return;
|
||||
}
|
||||
try {
|
||||
engine = await createEnergyEngine(info.node);
|
||||
if (disposed) return;
|
||||
if (shouldPlayEntryAnimation.value) {
|
||||
runEntryAnimation();
|
||||
return;
|
||||
}
|
||||
renderedPercent = normalizedPercent.value;
|
||||
engine.draw(renderedPercent);
|
||||
canvasReady.value = true;
|
||||
} catch (error) {
|
||||
// Canvas 能力不可用时保留单张兜底图,不影响训练业务。
|
||||
shouldPlayEntryAnimation.value = false;
|
||||
console.log("stability energy canvas unavailable", error);
|
||||
}
|
||||
};
|
||||
|
||||
watch(normalizedPercent, (value) => {
|
||||
if (!engine) {
|
||||
// Canvas 初始化前已经恢复出真实能量时,视为重连并跳过入场归零动画。
|
||||
if (value > 0) shouldPlayEntryAnimation.value = false;
|
||||
return;
|
||||
}
|
||||
if (entryAnimationPlaying) return;
|
||||
drawPercent(value);
|
||||
});
|
||||
|
||||
onMounted(initialize);
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
disposed = true;
|
||||
cancelFrame();
|
||||
engine = null;
|
||||
});
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<view class="stability-energy-track" aria-label="稳定训练能量进度">
|
||||
<image
|
||||
v-if="!canvasReady"
|
||||
:class="[
|
||||
'stability-energy-track__image',
|
||||
shouldPlayEntryAnimation
|
||||
? 'stability-energy-track__image--full'
|
||||
: '',
|
||||
]"
|
||||
:src="fallbackImageSource"
|
||||
mode="aspectFit"
|
||||
/>
|
||||
<canvas
|
||||
:id="canvasId"
|
||||
:canvas-id="canvasId"
|
||||
class="stability-energy-track__canvas"
|
||||
type="2d"
|
||||
:width="WIDTH"
|
||||
:height="HEIGHT"
|
||||
/>
|
||||
</view>
|
||||
</template>
|
||||
|
||||
<style scoped lang="scss">
|
||||
.stability-energy-track {
|
||||
position: relative;
|
||||
z-index: 4;
|
||||
width: 100%;
|
||||
height: 228rpx;
|
||||
margin: -164rpx 0 -80rpx;
|
||||
margin-left: -10rpx;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.stability-energy-track__image,
|
||||
.stability-energy-track__canvas {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
display: block;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.stability-energy-track__image--full {
|
||||
transform: translateY(-3rpx);
|
||||
}
|
||||
</style>
|
||||
Reference in New Issue
Block a user