Merge branch 'fix-bug'

This commit is contained in:
2026-05-21 09:24:38 +08:00
25 changed files with 261 additions and 54 deletions

2
.gitignore vendored
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@@ -12,7 +12,7 @@ node_modules
.github
openspec
CLAUDE.md
dosc
docs
.DS_Store
dist
*.local

View File

@@ -22,9 +22,7 @@
const {
updateUser,
updateOnline,
updateDevice,
updateGame,
updateRoomNumber
clearSessionState
} = store;
watch(
@@ -50,14 +48,9 @@
}
function onSessionKickedOut() {
uni.removeStorageSync(
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
);
updateUser();
updateDevice("", "");
updateOnline(false);
updateGame(false, "");
updateRoomNumber("");
const env = uni.getAccountInfoSync().miniProgram.envVersion;
uni.removeStorageSync(`${env}_token`);
clearSessionState();
uni.showModal({
title: "提示",
content: "账号已在其他设备登录",

View File

@@ -42,6 +42,7 @@ function request(method, url, data = {}) {
if (code === 0) resolve(data);
else if (message) {
if (message.indexOf("登录身份已失效") !== -1) {
console.log('1111111111111111111,token失效')
uni.removeStorageSync(
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
);

View File

@@ -1,4 +1,6 @@
export const audioFils = {
tententen: "https://static.shelingxingqiu.com/shootmini/static/audio/tententen.mp3",
点击按钮: "https://static.shelingxingqiu.com/shootmini/static/audio/%E7%82%B9%E5%87%BB%E6%8C%89%E9%92%AE.mp3",
"20CM全环靶": "https://static.shelingxingqiu.com/shootmini/static/audio/20CM%E5%85%A8%E7%8E%AF%E9%9D%B6-%E6%97%A0%E6%95%88.mp3",
"40CM全环靶": "https://static.shelingxingqiu.com/shootmini/static/audio/40CM%E5%85%A8%E7%8E%AF%E9%9D%B6-%E6%97%A0%E6%95%88.mp3",
// 激光已校准:

View File

@@ -31,7 +31,7 @@ function handleTabClick(index) {
v-for="(tab, index) in tabs"
:key="index"
class="tab-item"
@click="handleTabClick(index)"
@click="$clickSound(() => handleTabClick(index))"
:style="{
width: index === 1 ? '36%' : '20%',
}"

View File

@@ -206,7 +206,7 @@ const goCalibration = async () => {
<button hover-class="none" @click="() => (showHint = false)">
取消
</button>
<button hover-class="none" @click="cancelMatching">确认</button>
<button hover-class="none" @click="$clickSound(cancelMatching)">确认</button>
</view>
</view>
<view v-if="hintType === 4" class="tip-content">

View File

@@ -112,7 +112,7 @@ const createRoom = debounce(async () => {
<text>40厘米全环靶</text>
</view>
</view>
<SButton :onClick="createRoom">创建房间</SButton>
<SButton :onClick="() => $clickSound(createRoom)">创建房间</SButton>
</view>
</template>

View File

@@ -19,12 +19,17 @@ const ended = ref(false);
const halfTime = ref(false);
const currentShot = ref(0);
const totalShot = ref(0);
/** 标记组件是否已完成挂载,防止 immediate watcher 在挂载前用旧 store 值触发意外播音 */
const isMounted = ref(false);
watch(
() => tips.value,
(newVal) => {
// 挂载完成前不播音(避免 immediate store watcher 用旧值触发多余播报)
if (!isMounted.value) return;
// 空字符串或含"重回"的 tips 均不播音
if (!newVal || newVal.includes("重回")) return;
let key = [];
if (newVal.includes("重回")) return;
if (currentRoundEnded.value) {
// 播放当前轮次语音
key.push(`${["一", "二", "三", "四", "五"][currentRound.value]}`);
@@ -60,8 +65,12 @@ async function onReceiveMessage(message) {
audioManager.play("比赛结束", false);
} else if (type === MESSAGETYPESV2.ShootResult) {
if (melee.value && current.playerId !== user.value.id) return;
// 从 indexMap 按当前用户 id 取已射箭数,由后端维护准确值,不在前端自增
if (current.playerId === user.value.id) currentShot.value = current.indexMap?.[user.value.id] ?? currentShot.value;
// 从 indexMap 按当前用户 id 取已射箭数,由后端维护准确值,不在前端自增
// 注意:后端在 ShootResult 中会将 playerId 重置为 0无当前射手
// 因此不能依赖 playerId === user.id 判断,改为直接读取 indexMap[user.id]。
// indexMap[user.id] 只在本人射箭后才增加,队友射箭时该值不变,逻辑等价且更准确。
const myShot = current.indexMap?.[user.value.id];
if (myShot !== undefined) currentShot.value = myShot;
if (message.shootData) {
let key = [];
key.push(
@@ -113,6 +122,7 @@ watch(() => store.game.tips, (newVal) => {
}, { immediate: true });
onMounted(() => {
isMounted.value = true;
uni.$on("update-tips", onUpdateTips);
uni.$on("socket-inbox", onReceiveMessage);
uni.$on("play-sound", playSound);

View File

@@ -123,7 +123,7 @@ onBeforeUnmount(() => {
</text>
</view>
</view>
<button hover-class="none" @click="stopMatch">取消匹配</button>
<button hover-class="none" @click="$clickSound(stopMatch)">取消匹配</button>
</view>
</template>

View File

@@ -2,12 +2,25 @@ import { createSSRApp } from 'vue'
import { createPinia } from 'pinia'
import piniaPluginPersistedstate from 'pinia-plugin-persistedstate'
import App from './App.vue'
import audioManager from './audioManager'
export function createApp() {
const app = createSSRApp(App)
const pinia = createPinia()
pinia.use(piniaPluginPersistedstate)
app.use(pinia)
/**
* 全局点击音效工具函数,用于在任意按钮/元素点击时自动播放音效。
* 用法:@click="$clickSound(handler)" 或 @click="$clickSound(() => doSomething())"
* @param {Function} handler - 原始点击回调函数(可选,点击时直接调用)
* @param {string} [soundKey='点击按钮'] - audioManager 中的音效 key
*/
app.config.globalProperties.$clickSound = (handler, soundKey = '点击按钮') => {
audioManager.play(soundKey);
if (typeof handler === 'function') handler();
};
return {
app
}

View File

@@ -443,7 +443,7 @@ onBeforeUnmount(() => {
<PlayerSeats v-if="room.battleType === 2" :total="room.count || 10" :players="players"
:removePlayer="removePlayer" :isOwner="owner.id === user.id" />
<view>
<SButton :disabled="!canClick" :onClick="getReady">
<SButton :disabled="!canClick" :onClick="() => $clickSound(getReady)">
{{
allReady.value
? "即将进入对局..."

View File

@@ -240,7 +240,7 @@ function closeOverlay() {
/**
* 底部按钮文案:好友约战显示“返回房间”,排位赛等其他模式显示“返回”
*/
const exitBtnText = computed(() => data.value.way === 1 ? '返回房间' : '返回');
const exitBtnText = computed(() => data.value.way === 1 ? '再来一局' : '返回');
/**
* 点击底部按钮跳转

View File

@@ -98,8 +98,10 @@ onLoad(async (options) => {
<Container title="好友约战" :showBackToGame="true">
<view :style="{ width: '100%', height: '100%' }">
<GuideTwo>
<text :style="{color: 'rgba(255,217,71,0.8)'}">约上朋友开几局欢乐多不寂寞</text>
<text>一起练升级更快早日加入全国排位赛</text>
<view class="guide-tips">
<text class="guide-tips__main">约上朋友开几局欢乐多不寂寞</text>
<text class="guide-tips__sub">一起练升级更快早日加入全国排位赛</text>
</view>
</GuideTwo>
<view class="my-data">
<view>
@@ -139,7 +141,7 @@ onLoad(async (options) => {
<image src="../static/founded-room.png" mode="widthFix" />
<view>
<input placeholder="输入房间号" v-model="roomNumber" placeholder-style="color: #ccc" />
<view @click="enterRoom(roomNumber)">进入房间</view>
<view @click="$clickSound(() => enterRoom(roomNumber))">进入房间</view>
</view>
</view>
<view class="create-room">
@@ -153,7 +155,7 @@ onLoad(async (options) => {
</view>
</view>
<view>
<SButton width="80%" :rounded="30" :onClick="onCreateRoom">
<SButton width="80%" :rounded="30" :onClick="() => $clickSound(onCreateRoom)">
创建约战房
</SButton>
</view>
@@ -171,6 +173,24 @@ onLoad(async (options) => {
</template>
<style scoped>
.guide-tips {
display: flex;
flex-direction: column;
padding-left: 112rpx;
width: 100%;
}
.guide-tips__main {
font-weight: 400;
font-size: 26rpx;
color: rgba(255, 217, 71, 0.8);
}
.guide-tips__sub {
font-weight: 400;
font-size: 22rpx;
color: rgba(255, 255, 255, 0.8);
margin-top: 6rpx;
}
.founded-room {
display: flex;
flex-direction: column;

View File

@@ -160,10 +160,10 @@ onShareTimeline(() => {
<Container :isHome="true" :showBackToGame="true">
<view class="container">
<view class="top-theme">
<image
<!-- <image
src="https://static.shelingxingqiu.com/attachment/2025-12-31/dfc9dxrq4xn7e6y2pp.png"
mode="widthFix"
/>
/> -->
</view>
<UserHeader showRank :onSignin="() => (showModal = true)"/>
<view :style="{ padding: '12px 10px' }">
@@ -179,7 +179,7 @@ onShareTimeline(() => {
v-else
src="https://static.shelingxingqiu.com/attachment/2026-01-04/dffohwtk1gwh0xfa6h.png"
mode="widthFix"
@click="() => toPage('/pages/my-device')"
@click="$clickSound(() => toPage('/pages/my-device'))"
/>
<block v-if="user.id">
<text v-if="!device.deviceId">绑定我的智能弓</text>
@@ -197,10 +197,10 @@ onShareTimeline(() => {
</BubbleTip>
</view>
<view class="play-card">
<view @click="() => toPage('/pages/practise')">
<view @click="$clickSound(() => toPage('/pages/practise'))">
<image src="../static/my-practise.png" mode="widthFix"/>
</view>
<view @click="() => toPage('/pages/friend-battle')">
<view @click="$clickSound(() => toPage('/pages/friend-battle'))">
<image src="../static/friend-battle.png" mode="widthFix"/>
</view>
</view>
@@ -212,7 +212,7 @@ onShareTimeline(() => {
/>
<button
class="into-btn"
@click="() => toPage('/pages/ranking')"
@click="$clickSound(() => toPage('/pages/ranking'))"
hover-class="none"
></button>
<view class="ranking-players" @click="toRankListPage">

View File

@@ -1,5 +1,5 @@
<script setup>
import { ref, onMounted, onBeforeUnmount, watch } from "vue";
import { ref, onMounted, onBeforeUnmount, watch, nextTick } from "vue";
import { onLoad, onShow, onHide } from "@dcloudio/uni-app";
import Container from "@/components/Container.vue";
import BowTarget from "@/components/BowTarget.vue";
@@ -32,6 +32,8 @@ const halfTimeTip = ref(false);
const halfRest = ref(false);
/** 控制设备离线提示弹窗的显示状态 */
const showOfflineModal = ref(false);
/** 记录每位玩家当前半场连续 X 环数key 为 playerId用于触发 tententen 音效 */
const xRingStreaks = ref({});
/**
* 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
@@ -120,6 +122,28 @@ onLoad(async (options) => {
// });
});
/**
* 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
* @param {number|string} playerId - 本次射手的 ID大乱斗中 ShootResult 保留 playerId
* @param {boolean} isXRing - 本次射击是否为 X 环
*/
function checkAndPlayTententen(playerId, isXRing) {
if (!playerId) return;
const id = parseInt(playerId);
if (isXRing) {
xRingStreaks.value[id] = (xRingStreaks.value[id] || 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
if (xRingStreaks.value[id] >= 3) {
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
nextTick(() => audioManager.play("tententen", false));
}
} else {
// 非 X 环则重置该玩家的连续计数
xRingStreaks.value[id] = 0;
}
}
async function onReceiveMessage(msg) {
if (Array.isArray(msg)) return;
if (msg.type === MESSAGETYPESV2.BattleStart) {
@@ -127,7 +151,28 @@ async function onReceiveMessage(msg) {
halfRest.value = false;
recoverData(msg);
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
// 更新前快照各玩家本轮已射箭数,用于事后识别本次射手
const curRound = playersScores.value[playersScores.value.length - 1] || {};
const prevCounts = {};
for (const pid of Object.keys(curRound)) {
prevCounts[pid] = (curRound[pid] || []).length;
}
recoverData(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;
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);
break;
}
}
// 检测同一玩家三箭全 X 环,触发 tententen 音效
checkAndPlayTententen(shooterId, isXRing);
} else if (msg.type === MESSAGETYPESV2.HalfRest) {
halfTimeTip.value = true;
halfRest.value = true;

View File

@@ -130,7 +130,7 @@ onShow(() => {
<template>
<Container title="弓箭绑定">
<view v-if="!device.deviceId" class="scan-code">
<button hover-class="none" @click="handleScan">
<button hover-class="none" @click="$clickSound(handleScan)">
<image src="../static/scan.png" mode="widthFix" />
</button>
<button hover-class="none" @click="showTip = true">
@@ -269,7 +269,7 @@ onShow(() => {
</view>
</view>
<view :style="{ marginTop: '240rpx' }">
<SButton :onClick="unbindDevice" width="80vw" :rounded="40"
<SButton :onClick="() => $clickSound(unbindDevice)" width="80vw" :rounded="40"
>解绑</SButton
>
</view>

View File

@@ -114,7 +114,7 @@ onMounted(async () => {
/>
</view>
<template #bottom>
<SButton :rounded="50" :onClick="toEditPage">下一步</SButton>
<SButton :rounded="50" :onClick="() => $clickSound(toEditPage)">下一步</SButton>
</template>
</Container>
</template>

View File

@@ -198,7 +198,7 @@ onLoad((options) => {
</ScreenHint2>
</view>
<template #bottom>
<SButton :rounded="50" :onClick="onSubmit">
<SButton :rounded="50" :onClick="() => $clickSound(onSubmit)">
{{ currentGroup === groups ? "保存并查看分析" : "下一组" }}
</SButton>
</template>

View File

@@ -329,10 +329,10 @@ onShareTimeline(() => {
</view>
</view>
<view>
<button hover-class="none" @click="toRecordPage" class="image-btn">
<button hover-class="none" @click="$clickSound(toRecordPage)" class="image-btn">
<image src="../static/record-btn.png" mode="widthFix" />
</button>
<button hover-class="none" @click="startScoring" class="image-btn">
<button hover-class="none" @click="$clickSound(startScoring)" class="image-btn">
<image src="../static/start-scoring.png" mode="widthFix" />
</button>
</view>

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@@ -1,5 +1,5 @@
<script setup>
import { ref, onMounted, onBeforeUnmount } from "vue";
import { ref, onMounted, onBeforeUnmount, nextTick } from "vue";
import { onLoad } from "@dcloudio/uni-app";
import Container from "@/components/Container.vue";
import ShootProgress from "@/components/ShootProgress.vue";
@@ -31,6 +31,8 @@ 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 */
const xRingStreak = ref(0);
const practiseResult = ref({});
const practiseId = ref("");
const showGuide = ref(false);
@@ -46,6 +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
start.value = true;
audioManager.play("练习开始");
};
@@ -55,9 +58,33 @@ const onOver = async () => {
start.value = false;
};
/**
* 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
*/
function checkAndPlayTententen(isXRing) {
if (isXRing) {
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
if (xRingStreak.value >= 3) {
xRingStreak.value = 0;
nextTick(() => audioManager.play("tententen", false));
}
} else {
// 非 X 环则重置连续计数
xRingStreak.value = 0;
}
}
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
if (scores.value.length > prevLen) {
const latestArrow = scores.value[scores.value.length - 1];
checkAndPlayTententen(!!(latestArrow?.ringX && latestArrow?.ring));
}
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
// setTimeout(onOver, 1500);
}
@@ -74,6 +101,7 @@ 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
const result = await createPractiseAPI(total, 120);
if (result) practiseId.value = result.id;
}

View File

@@ -1,5 +1,5 @@
<script setup>
import { ref, onMounted, onBeforeUnmount } from "vue";
import { ref, onMounted, onBeforeUnmount, nextTick } from "vue";
import Container from "@/components/Container.vue";
import ShootProgress from "@/components/ShootProgress.vue";
import BowTarget from "@/components/BowTarget.vue";
@@ -31,6 +31,8 @@ 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 */
const xRingStreak = ref(0);
const practiseResult = ref({});
const practiseId = ref("");
const showGuide = ref(false);
@@ -45,6 +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
start.value = true;
audioManager.play("练习开始");
};
@@ -54,9 +57,33 @@ const onOver = async () => {
start.value = false;
};
/**
* 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
*/
function checkAndPlayTententen(isXRing) {
if (isXRing) {
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
if (xRingStreak.value >= 3) {
xRingStreak.value = 0;
nextTick(() => audioManager.play("tententen", false));
}
} else {
// 非 X 环则重置连续计数
xRingStreak.value = 0;
}
}
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
if (scores.value.length > prevLen) {
const latestArrow = scores.value[scores.value.length - 1];
checkAndPlayTententen(!!(latestArrow?.ringX && latestArrow?.ring));
}
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
setTimeout(onOver, 1500);
}
@@ -89,6 +116,7 @@ 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
const result = await createPractiseAPI(total, 3600);
if (result) practiseId.value = result.id;
}

View File

@@ -281,27 +281,27 @@ onShow(async () => {
<image
src="../static/rank/battle1v1.svg"
mode="widthFix"
@click.stop="() => toMatchPage(1, 2)"
@click.stop="$clickSound(() => toMatchPage(1, 2))"
/>
<image
src="../static/rank/battle2v2.svg"
mode="widthFix"
@click.stop="() => toMatchPage(2, 4)"
@click.stop="$clickSound(() => toMatchPage(2, 4))"
/>
<image
src="../static/rank/battle3v3.svg"
mode="widthFix"
@click.stop="() => toMatchPage(3, 6)"
@click.stop="$clickSound(() => toMatchPage(3, 6))"
/>
<image
src="../static/rank/battle5.svg"
mode="widthFix"
@click.stop="() => toMatchPage(4, 5)"
@click.stop="$clickSound(() => toMatchPage(4, 5))"
/>
<image
src="../static/rank/battle10.svg"
mode="widthFix"
@click.stop="() => toMatchPage(5, 10)"
@click.stop="$clickSound(() => toMatchPage(5, 10))"
/>
</view>
</view>

View File

@@ -49,6 +49,8 @@ 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 */
const xRingStreaks = ref({});
/**
* 监听设备在线状态,比赛进行中设备离线时弹窗提示用户
@@ -102,8 +104,7 @@ const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
let nextTips = redPlayer ? "请红队射箭" : "请蓝队射箭";
if (force) nextTips += "重回";
if (
battleInfo.current.playerId === user.value.id &&
redTeam.value.length > 1
battleInfo.current.playerId === user.value.id
) {
nextTips += "你";
}
@@ -132,8 +133,18 @@ const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
// ShootProgress2v-if="start"尚未挂载update-remain 事件会被丢弃。
// 同时 HeaderProgress 对含"重回"的 tips 拦截音频,倒计时无法依赖
// onAudioEnded 驱动,需在 nextTick 后直接启动。
// playerId=0 表示后端处于过渡状态(上一位射手已完成、下一位尚未分配)
// 此时 startTime/targetTeam 均不可靠,停止进度条并等待 WS ToSomeoneShoot 驱动
if (!battleInfo.current.playerId) {
nextTick(() => {
uni.$emit("update-tips", nextTips);
uni.$emit("update-remain", {stop: true});
});
return;
}
const elapsed = (Date.now() - battleInfo.current.startTime) / 1000;
console.log(`当前轮已进行${elapsed}`);
if (elapsed > 0 && elapsed < shootTimeTotal.value) {
updateRemainSecond.value = shootTimeTotal.value - elapsed - 0.2;
}
@@ -201,6 +212,9 @@ function onBattleEnd() {
function onNewRound(msg, prevRound) {
showRoundTip.value = true;
isFinalShoot.value = msg.current.goldRound;
// 新轮次开始时立即清空靶纸箭迹,避免残留上一轮落点至新轮次第一箭到来
scores.value = [];
blueScores.value = [];
// 决金轮箭数不确定(平局后可能再加一箭),清零 totalShot 隐藏箭数显示
if (msg.current.goldRound) {
store.updateShotInfo(0, 0);
@@ -219,6 +233,27 @@ 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
* @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
*/
function checkAndPlayTententen(shooterId, isXRing) {
if (!shooterId) return;
if (isXRing) {
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
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
xRingStreaks.value[shooterId] = 0;
}
}
async function onReceiveMessage(msg) {
if (Array.isArray(msg)) return;
if (msg.type === MESSAGETYPESV2.BattleStart) {
@@ -233,6 +268,9 @@ 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
// 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));
} 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;
@@ -284,6 +322,8 @@ onBeforeUnmount(() => {
const refreshTimer = ref(null);
onShow(async () => {
if (battleId.value) {
// 延迟 300ms 等待网络恢复,避免小程序从后台切回时网络尚未就绪导致请求失败报错
await new Promise(resolve => setTimeout(resolve, 300));
const result = await getBattleAPI(battleId.value);
if (!result) return;
if (result.status === 2) {

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@@ -1,5 +1,7 @@
import { defineStore } from "pinia";
const PERSISTED_STORE_KEY = "store";
const defaultUser = {
id: "",
nickName: "",
@@ -8,6 +10,22 @@ const defaultUser = {
lvlName: "",
};
const getDefaultUser = () => ({ ...defaultUser });
const getDefaultDevice = () => ({
deviceId: "",
deviceName: "",
});
const getDefaultGame = () => ({
roomID: "",
inBattle: false,
roomNumber: "",
currentShot: 0,
totalShot: 0,
tips: "",
});
const getLvlName = (rankLvl, rankList = []) => {
if (!rankList) return;
let lvlName = "";
@@ -65,11 +83,8 @@ const getLvlImageByScore = (score, rankList = []) => {
export default defineStore("store", {
// 状态
state: () => ({
user: defaultUser,
device: {
deviceId: "",
deviceName: "",
},
user: getDefaultUser(),
device: getDefaultDevice(),
config: {},
rankData: {
rank: [],
@@ -111,7 +126,7 @@ export default defineStore("store", {
this.online = online;
},
async updateUser(user = {}) {
this.user = { ...defaultUser, ...user };
this.user = { ...getDefaultUser(), ...user };
this.user.lvlName = getLvlNameByScore(this.user.scores, this.config.randInfos)
this.user.lvlImage = getLvlImageByScore(
this.user.scores,
@@ -152,6 +167,18 @@ export default defineStore("store", {
updateRoomNumber(number) {
this.game.roomNumber = number;
},
clearSessionState() {
this.$patch({
user: getDefaultUser(),
device: getDefaultDevice(),
online: false,
game: getDefaultGame(),
});
uni.removeStorageSync(PERSISTED_STORE_KEY);
setTimeout(() => {
uni.removeStorageSync(PERSISTED_STORE_KEY);
}, 0);
},
},
// 数据持久化via pinia-plugin-persistedstate