Merge branch 'test' into feat-prac
This commit is contained in:
@@ -31,7 +31,7 @@ function handleTabClick(index) {
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v-for="(tab, index) in tabs"
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:key="index"
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class="tab-item"
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@click="handleTabClick(index)"
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@click="$clickSound(() => handleTabClick(index))"
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:style="{
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width: index === 1 ? '36%' : '20%',
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}"
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@@ -19,8 +19,12 @@ const props = defineProps({
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});
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const loading = ref(false);
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/** 统一获取当前环境 token,用于守卫:无有效 token 时不发起接口请求 */
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const getToken = () =>
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uni.getStorageSync(`${uni.getAccountInfoSync().miniProgram.envVersion}_token`);
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onShow(async () => {
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if (user.value.id) {
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if (user.value.id && getToken()) {
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setTimeout(async () => {
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const state = await getUserGameState();
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updateGame(state.gaming, state.roomId);
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@@ -33,7 +37,8 @@ watch(
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async (value) => {
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if (!value.id) {
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updateGame(false, "");
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} else {
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} else if (getToken()) {
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// 有有效 token 时才查询在局状态,避免 token 失效时反复发起无效请求
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const state = await getUserGameState();
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updateGame(state.gaming, state.roomId);
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}
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@@ -49,7 +54,7 @@ const onClick = debounce(async () => {
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await uni.$checkAudio();
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if (result.mode <= 3) {
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uni.navigateTo({
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url: `/pages/team-battle?battleId=${result.matchId}`,
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url: `/pages/team-battle/index?battleId=${result.matchId}`,
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});
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} else {
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uni.navigateTo({
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@@ -80,28 +80,35 @@ defineProps({
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/>
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</view>
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</view>
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<view
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<!-- 大乱斗玩家列表:scroll-view 作为横向滚动容器 -->
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<!-- 小程序中 scroll-view 不支持直接 display:flex,需内部 wrapper view 承载 flex 布局 -->
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<!-- 仅当玩家 >5 人(内容溢出宽度)时才阻止冒泡,防止与外层 swiper 切换 tab 的手势冲突 -->
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<scroll-view
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v-if="players.length"
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class="players-melee"
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scroll-x
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@touchmove="(e) => players.length > 5 && e.stopPropagation()"
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:style="{ paddingTop: showHeader ? '15px' : '0' }"
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>
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<view
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v-for="(player, index) in players"
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:key="index"
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:style="{
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backgroundColor: meleeAvatarColors[index],
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width: `${Math.max(100 / players.length, 18)}vw`,
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}"
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>
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<Avatar
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:src="player.avatar"
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:rankLvl="showRank ? undefined : player.rankLvl"
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:size="40"
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:rank="showRank ? index + 1 : 0"
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/>
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<text class="player-name">{{ player.name }}</text>
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<view class="players-melee-inner">
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<view
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v-for="(player, index) in players"
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:key="index"
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:style="{
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backgroundColor: meleeAvatarColors[index],
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width: `${Math.max(100 / players.length, 18)}vw`,
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}"
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>
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<Avatar
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:src="player.avatar"
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:rankLvl="showRank ? undefined : player.rankLvl"
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:size="40"
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:rank="showRank ? index + 1 : 0"
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/>
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<text class="player-name">{{ player.name }}</text>
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</view>
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</view>
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</view>
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</scroll-view>
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</view>
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</template>
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@@ -144,17 +151,21 @@ defineProps({
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justify-content: center;
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}
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.players-melee {
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display: flex;
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height: 80px;
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width: 100%;
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overflow-x: auto;
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}
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.players-melee::-webkit-scrollbar {
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width: 0;
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height: 0;
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color: transparent;
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||||
}
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.players-melee > view {
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/* 小程序 scroll-view 不支持直接 flex,通过内层 wrapper 承载横向排列 */
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.players-melee-inner {
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display: flex;
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height: 100%;
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flex-wrap: nowrap;
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}
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.players-melee-inner > view {
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display: flex;
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flex-direction: column;
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align-items: center;
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||||
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||||
@@ -34,6 +34,18 @@ const props = defineProps({
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type: Boolean,
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default: false,
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},
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targetRadius: {
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type: Number,
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default: 20,
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},
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hitRadiusPx: {
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type: Number,
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default: 2,
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},
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zoomHitRadiusPx: {
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type: Number,
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default: 5,
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},
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});
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||||
const pMode = ref(true);
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||||
@@ -80,13 +92,79 @@ watch(
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}
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);
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function calcRealX(num, offset = 3.4) {
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const len = 20.4 + num;
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return `calc(${(len / 40.8) * 100 - offset / 2}%)`;
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const safeTargetRadius = computed(() => {
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const radius = Number(props.targetRadius);
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return Number.isFinite(radius) && radius > 0 ? radius : 20;
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});
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const currentHitRadiusPx = computed(() => {
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const radius = Number(
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pMode.value ? props.zoomHitRadiusPx : props.hitRadiusPx
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||||
);
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return Number.isFinite(radius) && radius >= 0 ? radius : 0;
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});
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function getShotPoint(shot, fallbackCenter = false) {
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const x = Number(shot?.x);
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const y = Number(shot?.y);
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if (Number.isFinite(x) && Number.isFinite(y)) return { x, y };
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return fallbackCenter ? { x: 0, y: 0 } : null;
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}
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function calcRealY(num, offset = 3.4) {
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const len = num < 0 ? Math.abs(num) + 20.4 : 20.4 - num;
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return `calc(${(len / 40.8) * 100 - offset / 2}%)`;
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||||
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||||
function getPointDirection(point) {
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if (!point) return null;
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const distance = Math.sqrt(point.x * point.x + point.y * point.y);
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if (distance === 0) return null;
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||||
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return {
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x: point.x / distance,
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y: point.y / distance,
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};
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}
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function formatPxOffset(value) {
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if (!value) return "";
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const operator = value > 0 ? "+" : "-";
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return ` ${operator} ${Math.abs(value)}px`;
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}
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function formatTargetPosition(percent, offset) {
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const pxOffset = formatPxOffset(offset);
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return pxOffset ? `calc(${percent}%${pxOffset})` : `${percent}%`;
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}
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||||
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function getTargetPositionStyle(point, offsetPx = 0) {
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if (!point) return { display: "none" };
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||||
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const radius = safeTargetRadius.value;
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const diameter = radius * 2;
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const direction = getPointDirection(point);
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const xOffset = direction ? direction.x * offsetPx : 0;
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const yOffset = direction ? -direction.y * offsetPx : 0;
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||||
const leftPercent = ((point.x + radius) / diameter) * 100;
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const topPercent = ((radius - point.y) / diameter) * 100;
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||||
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||||
return {
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||||
left: formatTargetPosition(leftPercent, xOffset),
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||||
top: formatTargetPosition(topPercent, yOffset),
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||||
transform: "translate(-50%, -50%)",
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||||
};
|
||||
}
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||||
|
||||
function getHitStyle(shot) {
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||||
const radius = currentHitRadiusPx.value;
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const point = getShotPoint(shot);
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||||
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||||
return {
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||||
...getTargetPositionStyle(point, radius),
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width: `${radius * 2}px`,
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height: `${radius * 2}px`,
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||||
};
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||||
}
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||||
|
||||
function getTipStyle(shot) {
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||||
const point = getShotPoint(shot, true);
|
||||
return getTargetPositionStyle(point, shot?.ring ? currentHitRadiusPx.value : 0);
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||||
}
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||||
const simulShoot = async () => {
|
||||
if (device.value.deviceId) await simulShootAPI(device.value.deviceId);
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@@ -169,20 +247,14 @@ onBeforeUnmount(() => {
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||||
<view
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||||
v-if="latestOne && latestOne.ring && user.id === latestOne.playerId"
|
||||
class="e-value fade-in-out"
|
||||
:style="{
|
||||
left: calcRealX(latestOne.ring ? latestOne.x : 0, 20),
|
||||
top: calcRealY(latestOne.ring ? latestOne.y : 0, 40),
|
||||
}"
|
||||
:style="getTipStyle(latestOne)"
|
||||
>
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||||
经验 +1
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||||
</view>
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||||
<view
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||||
v-if="latestOne"
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||||
class="round-tip fade-in-out"
|
||||
:style="{
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||||
left: calcRealX(latestOne.ring ? latestOne.x : 0, 28),
|
||||
top: calcRealY(latestOne.ring ? latestOne.y : 0, 28),
|
||||
}"
|
||||
:style="getTipStyle(latestOne)"
|
||||
>{{ latestOne.ringX ? "X" : latestOne.ring || "未上靶"
|
||||
}}<text v-if="latestOne.ring">环</text>
|
||||
</view>
|
||||
@@ -193,20 +265,14 @@ onBeforeUnmount(() => {
|
||||
user.id === bluelatestOne.playerId
|
||||
"
|
||||
class="e-value fade-in-out"
|
||||
:style="{
|
||||
left: calcRealX(bluelatestOne.ring ? bluelatestOne.x : 0, 20),
|
||||
top: calcRealY(bluelatestOne.ring ? bluelatestOne.y : 0, 40),
|
||||
}"
|
||||
:style="getTipStyle(bluelatestOne)"
|
||||
>
|
||||
经验 +1
|
||||
</view>
|
||||
<view
|
||||
v-if="bluelatestOne"
|
||||
class="round-tip fade-in-out"
|
||||
:style="{
|
||||
left: calcRealX(bluelatestOne.ring ? bluelatestOne.x : 0, 28),
|
||||
top: calcRealY(bluelatestOne.ring ? bluelatestOne.y : 0, 28),
|
||||
}"
|
||||
:style="getTipStyle(bluelatestOne)"
|
||||
>{{ bluelatestOne.ringX ? "X" : bluelatestOne.ring || "未上靶"
|
||||
}}<text v-if="bluelatestOne.ring">环</text></view
|
||||
>
|
||||
@@ -217,8 +283,7 @@ onBeforeUnmount(() => {
|
||||
index === scores.length - 1 && latestOne ? 'pump-in' : ''
|
||||
}`"
|
||||
:style="{
|
||||
left: calcRealX(bow.x, pMode ? '3.4' : '2'),
|
||||
top: calcRealY(bow.y, pMode ? '3.4' : '2'),
|
||||
...getHitStyle(bow),
|
||||
backgroundColor: mode === 'solo' ? '#00bf04' : '#FF0000',
|
||||
}"
|
||||
><text v-if="pMode">{{ index + 1 }}</text></view
|
||||
@@ -231,8 +296,7 @@ onBeforeUnmount(() => {
|
||||
index === blueScores.length - 1 && bluelatestOne ? 'pump-in' : ''
|
||||
}`"
|
||||
:style="{
|
||||
left: calcRealX(bow.x, pMode ? '3.4' : '2'),
|
||||
top: calcRealY(bow.y, pMode ? '3.4' : '2'),
|
||||
...getHitStyle(bow),
|
||||
backgroundColor: '#1840FF',
|
||||
}"
|
||||
>
|
||||
@@ -302,21 +366,11 @@ onBeforeUnmount(() => {
|
||||
z-index: 1;
|
||||
color: #fff;
|
||||
transition: all 0.3s ease;
|
||||
}
|
||||
.s-point {
|
||||
width: 4px;
|
||||
height: 4px;
|
||||
min-width: 4px;
|
||||
min-height: 4px;
|
||||
box-sizing: border-box;
|
||||
}
|
||||
.b-point {
|
||||
width: 10px;
|
||||
height: 10px;
|
||||
min-width: 10px;
|
||||
min-height: 10px;
|
||||
border: 1px solid #fff;
|
||||
z-index: 1;
|
||||
box-sizing: border-box;
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
@@ -332,6 +386,19 @@ onBeforeUnmount(() => {
|
||||
transform: translate(-50%, -50%);*/
|
||||
margin-top: 2rpx;
|
||||
}
|
||||
@keyframes target-pump-in {
|
||||
from {
|
||||
transform: translate(-50%, -50%) scale(2);
|
||||
}
|
||||
|
||||
to {
|
||||
transform: translate(-50%, -50%) scale(1);
|
||||
}
|
||||
}
|
||||
.hit.pump-in {
|
||||
animation: target-pump-in 0.3s ease-out forwards;
|
||||
transform-origin: center center;
|
||||
}
|
||||
.header {
|
||||
width: 100%;
|
||||
display: flex;
|
||||
|
||||
@@ -116,7 +116,7 @@ const backToGame = debounce(async () => {
|
||||
await checkAudioProgress();
|
||||
if (result.mode <= 3) {
|
||||
uni.navigateTo({
|
||||
url: `/pages/team-battle?battleId=${result.matchId}`,
|
||||
url: `/pages/team-battle/index?battleId=${result.matchId}`,
|
||||
});
|
||||
} else {
|
||||
uni.navigateTo({
|
||||
@@ -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="$clickSound(cancelMatching)">确认</button>
|
||||
</view>
|
||||
</view>
|
||||
<view v-if="hintType === 4" class="tip-content">
|
||||
|
||||
@@ -17,12 +17,19 @@ const props = defineProps({
|
||||
},
|
||||
});
|
||||
|
||||
const battleMode = ref(1);
|
||||
const targetMode = ref(1);
|
||||
/** 对战模式:0=未选 1=1v1 2=乱斗 3=2v2 4=3v3 */
|
||||
const battleMode = ref(0);
|
||||
/** 靶纸尺寸:0=未选 1=20cm 2=40cm */
|
||||
const targetMode = ref(0);
|
||||
const loading = ref(false);
|
||||
const roomNumber = ref("");
|
||||
|
||||
const createRoom = debounce(async () => {
|
||||
// 校验必填项:对战模式与靶纸均必须选择
|
||||
if (!battleMode.value || !targetMode.value) {
|
||||
uni.showToast({ title: '请完善创建信息', icon: 'none' });
|
||||
return;
|
||||
}
|
||||
if (game.value.inBattle) {
|
||||
uni.$showHint(1);
|
||||
return;
|
||||
@@ -105,7 +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>
|
||||
|
||||
|
||||
@@ -9,12 +9,12 @@ defineProps({
|
||||
|
||||
<template>
|
||||
<view class="container">
|
||||
<image class="shooter2" src="../static/shooter2.png" mode="widthFix" />
|
||||
<image class="shooter2" src="https://static.shelingxingqiu.com/shootmini/static/shooter2.png" mode="widthFix" />
|
||||
<view class="bg-box">
|
||||
<image
|
||||
class="bg"
|
||||
v-if="!noBg"
|
||||
src="../static/long-bubble-border.png"
|
||||
src="https://static.shelingxingqiu.com/shootmini/static/long-bubble-border.png"
|
||||
mode="widthFix"
|
||||
/>
|
||||
<slot />
|
||||
@@ -26,20 +26,21 @@ defineProps({
|
||||
.container {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
padding: 0 15px;
|
||||
padding: 0 26rpx 0 28rpx;
|
||||
margin-bottom: 14rpx;
|
||||
width: clac(100% - 30px);
|
||||
width: clac(100% - 54rpx);
|
||||
}
|
||||
.container .shooter2 {
|
||||
width: 150rpx;
|
||||
height: 162rpx;
|
||||
display: block;
|
||||
width: 133rpx;
|
||||
height: 144rpx;
|
||||
}
|
||||
.container .bg-box {
|
||||
color: #fff;
|
||||
font-size: 28rpx;
|
||||
position: relative;
|
||||
flex: 1;
|
||||
min-height: 55px;
|
||||
height: 128rpx;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
|
||||
@@ -57,8 +57,9 @@ const signin = () => {
|
||||
|
||||
const loading = ref(false);
|
||||
const pointBook = ref(null);
|
||||
const showProgress = ref(false);
|
||||
const heat = ref(0);
|
||||
/** 房间号按钮动态定位样式(position: fixed,根据胶囊真实位置计算,脱离 flex 流避免挤压标题) */
|
||||
const battleRoomBtnStyle = ref({});
|
||||
|
||||
const updateLoading = (value) => {
|
||||
loading.value = value;
|
||||
@@ -80,8 +81,22 @@ onMounted(() => {
|
||||
pointBook.value = uni.getStorageSync("last-point-book");
|
||||
}
|
||||
}
|
||||
if (currentPage.route === "pages/team-battle") {
|
||||
showProgress.value = true;
|
||||
// 仅在对战房间页获取胶囊位置,按钮用 fixed 定位精确贴靠胶囊左侧(脱离 flex 流,不挤压标题)
|
||||
if (currentPage.route === "pages/battle-room") {
|
||||
try {
|
||||
const menuButtonRect = uni.getMenuButtonBoundingClientRect();
|
||||
const { windowWidth } = uni.getSystemInfoSync();
|
||||
battleRoomBtnStyle.value = {
|
||||
// 按钮右边缘距视口右侧 = 屏幕宽 - 胶囊左边缘 + 4px 安全间隙
|
||||
right: (windowWidth - menuButtonRect.left + 4) + "px",
|
||||
// 垂直位置与胶囊顶部对齐
|
||||
top: menuButtonRect.top + "px",
|
||||
// 高度与胶囊一致,视觉融合
|
||||
height: menuButtonRect.height + "px",
|
||||
};
|
||||
} catch (e) {
|
||||
// 获取失败时使用 CSS 兜底定位(28vw + 4px 作为 right,8px 作为 top)
|
||||
}
|
||||
}
|
||||
uni.$on("update-hot", updateHot);
|
||||
});
|
||||
@@ -127,8 +142,8 @@ onBeforeUnmount(() => {
|
||||
</view>
|
||||
<block
|
||||
v-if="
|
||||
'-凹造型-感知距离-小试牛刀'.indexOf(title) === -1 ||
|
||||
'-凹造型-感知距离-小试牛刀'.indexOf(title) === 10
|
||||
'-箭前准备-感知距离-小试牛刀'.indexOf(title) === -1 ||
|
||||
'-箭前准备-感知距离-小试牛刀'.indexOf(title) === 11
|
||||
"
|
||||
>
|
||||
<text>{{ title }}</text>
|
||||
@@ -136,12 +151,12 @@ onBeforeUnmount(() => {
|
||||
<block
|
||||
v-if="
|
||||
title &&
|
||||
'-凹造型-感知距离-小试牛刀'.indexOf(title) !== -1 &&
|
||||
'-凹造型-感知距离-小试牛刀'.indexOf(title) !== 10
|
||||
'-箭前准备-感知距离-小试牛刀'.indexOf(title) !== -1 &&
|
||||
'-箭前准备-感知距离-小试牛刀'.indexOf(title) !== 11
|
||||
"
|
||||
>
|
||||
<view class="first-try-steps">
|
||||
<text :class="title === '-凹造型' ? 'current-step' : ''">凹造型</text>
|
||||
<text :class="title === '-箭前准备' ? 'current-step' : ''">箭前准备</text>
|
||||
<text>-</text>
|
||||
<text :class="title === '-感知距离' ? 'current-step' : ''"
|
||||
>感知距离</text
|
||||
@@ -170,15 +185,22 @@ onBeforeUnmount(() => {
|
||||
}}</text
|
||||
>
|
||||
</view>
|
||||
<view v-if="showProgress" class="battle-progress">
|
||||
<view
|
||||
v-if="
|
||||
currentPage === 'pages/team-battle' ||
|
||||
currentPage === 'pages/team-battle/index'
|
||||
"
|
||||
class="battle-progress"
|
||||
>
|
||||
<HeaderProgress />
|
||||
</view>
|
||||
<!-- 对战房间:整个胶囊为分享按钮,房号从 Store 读取 -->
|
||||
<!-- 对战房间:整个胶囊为分享按钮,房号从 Store 读取;fixed 定位紧靠系统胶囊左侧 -->
|
||||
<button
|
||||
v-if="currentPage === 'pages/battle-room' && game.roomNumber"
|
||||
open-type="share"
|
||||
hover-class="none"
|
||||
class="battle-room-number"
|
||||
:style="battleRoomBtnStyle"
|
||||
>
|
||||
<text class="battle-room-number__text">房号: {{ game.roomNumber }}</text>
|
||||
<image src="../static/share2.png" mode="widthFix" class="battle-room-number__icon" />
|
||||
@@ -270,10 +292,12 @@ onBeforeUnmount(() => {
|
||||
margin: 0 20rpx;
|
||||
max-width: 300rpx;
|
||||
}
|
||||
/* 对战房间:整个胶囊作为分享按钮,靠右对齐 */
|
||||
/* 对战房间:整个胶囊作为分享按钮,fixed 定位脱离 flex 流,紧贴系统胶囊左侧 */
|
||||
.battle-room-number {
|
||||
margin-left: auto;
|
||||
margin-right: 10rpx;
|
||||
position: fixed;
|
||||
/* 兜底定位(JS 获取胶囊位置失败时生效):约 28vw 对应胶囊区域左边缘 */
|
||||
right: calc(28vw + 4px);
|
||||
top: 8px;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
@@ -282,9 +306,7 @@ onBeforeUnmount(() => {
|
||||
background: rgba(0, 0, 0, 0.15);
|
||||
border-radius: 96rpx;
|
||||
border: 1rpx solid #5b5758;
|
||||
flex-shrink: 0;
|
||||
padding: 0;
|
||||
line-height: normal;
|
||||
}
|
||||
/* 重置 button 默认边框 */
|
||||
.battle-room-number::after {
|
||||
|
||||
@@ -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(`第${["一", "二", "三", "四", "五"][currentRound.value]}轮`);
|
||||
@@ -33,8 +38,8 @@ watch(
|
||||
newVal.includes("你")
|
||||
? "轮到你了"
|
||||
: newVal.includes("红队")
|
||||
? "请红方射箭"
|
||||
: "请蓝方射箭"
|
||||
? "请红方射箭"
|
||||
: "请蓝方射箭"
|
||||
);
|
||||
audioManager.play(key, false);
|
||||
currentRoundEnded.value = false;
|
||||
@@ -52,14 +57,20 @@ async function onReceiveMessage(message) {
|
||||
const { type, mode, current, shootData } = message;
|
||||
if (type === MESSAGETYPESV2.BattleStart) {
|
||||
melee.value = Boolean(mode > 3);
|
||||
totalShot.value = mode === 1 ? 3 : 2;
|
||||
// 优先使用后端返回的 shootNumber,降级则根据 mode 推算
|
||||
totalShot.value = message.shootNumber ?? (mode === 1 ? 3 : 2);
|
||||
currentRoundEnded.value = true;
|
||||
audioManager.play("比赛开始");
|
||||
} else if (type === MESSAGETYPESV2.BattleEnd) {
|
||||
audioManager.play("比赛结束", false);
|
||||
} else if (type === MESSAGETYPESV2.ShootResult) {
|
||||
if (melee.value && current.playerId !== user.value.id) return;
|
||||
if (current.playerId === user.value.id) currentShot.value++;
|
||||
// 从 indexMap 按当前用户 id 取已射箭数,由后端维护准确值,不在前端自增。
|
||||
// 注意:后端在 ShootResult 中会将 playerId 重置为 0(无当前射手),
|
||||
// 因此不能依赖 playerId === user.id 判断,改为直接读取 indexMap[user.id]。
|
||||
// indexMap[user.id] 只在本人射箭后才增加,队友射箭时该值不变,逻辑等价且更准确。
|
||||
const myShot = current.indexMap?.[user.value.id];
|
||||
if (myShot !== undefined) currentShot.value = myShot;
|
||||
if (message.shootData) {
|
||||
let key = [];
|
||||
key.push(
|
||||
@@ -92,22 +103,36 @@ const onUpdateTips = (newVal) => {
|
||||
tips.value = newVal;
|
||||
};
|
||||
|
||||
const onUpdateTotalShot = (newVal) => {
|
||||
currentShot.value = newVal.currentShot;
|
||||
totalShot.value = newVal.totalShot;
|
||||
};
|
||||
// 监听 Pinia store 中 totalShot 变化,用于比赛恢复时同步箭数(替代 uni.$emit 避免时序问题)
|
||||
// 使用 immediate: true 确保组件创建时立即读取 store 当前值(解决重入时 totalShot 值不变 watch 不触发的问题)
|
||||
watch(() => store.game.totalShot, (newVal) => {
|
||||
if (newVal > 0) {
|
||||
totalShot.value = newVal;
|
||||
currentShot.value = store.game.currentShot;
|
||||
}
|
||||
}, { immediate: true });
|
||||
|
||||
// 监听 Pinia store 中 tips 变化,用于比赛恢复时同步提示文案(替代 uni.$emit 避免时序问题)
|
||||
// 使用 immediate: true 确保组件创建时立即读取 store 当前值(解决 onShow 早于 onMounted 导致 uni.$emit 事件丢失的问题)
|
||||
// 注意:使用 != null 而非 if(newVal),确保空字符串 "" 也能触发清空(避免重新开赛时旧文案残留)
|
||||
watch(() => store.game.tips, (newVal) => {
|
||||
if (newVal != null) {
|
||||
tips.value = newVal;
|
||||
}
|
||||
}, { immediate: true });
|
||||
|
||||
onMounted(() => {
|
||||
uni.$on("update-shot", onUpdateTotalShot);
|
||||
isMounted.value = true;
|
||||
uni.$on("update-tips", onUpdateTips);
|
||||
uni.$on("socket-inbox", onReceiveMessage);
|
||||
uni.$on("play-sound", playSound);
|
||||
});
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
uni.$off("update-shot", onUpdateTotalShot);
|
||||
uni.$off("socket-inbox", onReceiveMessage);
|
||||
uni.$off("play-sound", playSound);
|
||||
// 补充取消 update-tips 监听,防止页面重建时监听器叠加
|
||||
uni.$off("update-tips", onUpdateTips);
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
});
|
||||
</script>
|
||||
@@ -117,10 +142,7 @@ onBeforeUnmount(() => {
|
||||
<text>{{ (tips || "").replace(/你/g, "").replace(/重回/g, "") }}</text>
|
||||
<text v-if="totalShot > 0"> ({{ currentShot }}/{{ totalShot }}) </text>
|
||||
<button v-if="!!tips" hover-class="none" @click="updateSound">
|
||||
<image
|
||||
:src="`../static/sound${sound ? '' : '-off'}-yellow.png`"
|
||||
mode="widthFix"
|
||||
/>
|
||||
<image :src="`../static/sound${sound ? '' : '-off'}-yellow.png`" mode="widthFix" />
|
||||
</button>
|
||||
</view>
|
||||
</template>
|
||||
@@ -134,11 +156,13 @@ onBeforeUnmount(() => {
|
||||
justify-content: center;
|
||||
font-weight: 500;
|
||||
}
|
||||
.container > button:last-child {
|
||||
|
||||
.container>button:last-child {
|
||||
width: 36px;
|
||||
height: 36px;
|
||||
}
|
||||
.container > button:last-child > image {
|
||||
|
||||
.container>button:last-child>image {
|
||||
width: 36px;
|
||||
min-height: 36px;
|
||||
}
|
||||
|
||||
@@ -123,7 +123,7 @@ onBeforeUnmount(() => {
|
||||
</text>
|
||||
</view>
|
||||
</view>
|
||||
<button hover-class="none" @click="stopMatch">取消匹配</button>
|
||||
<button hover-class="none" @click="$clickSound(stopMatch)">取消匹配</button>
|
||||
</view>
|
||||
</template>
|
||||
|
||||
|
||||
@@ -43,7 +43,7 @@ const rowCount = new Array(6).fill(0);
|
||||
<view>
|
||||
<view v-for="(_, index) in rowCount" :key="index">
|
||||
<text>{{
|
||||
scores[1] && scores[1][index] ? `${scores[0][index].ring}环` : "-"
|
||||
scores[1] && scores[1][index] ? `${scores[1][index].ring}环` : "-"
|
||||
}}</text>
|
||||
</view>
|
||||
</view>
|
||||
|
||||
@@ -14,6 +14,11 @@ const props = defineProps({
|
||||
type: Function,
|
||||
default: () => {},
|
||||
},
|
||||
/** 当前用户是否为房主;仅房主可见踢人按钮 */
|
||||
isOwner: {
|
||||
type: Boolean,
|
||||
default: false,
|
||||
},
|
||||
});
|
||||
const seats = new Array(props.total).fill(1);
|
||||
</script>
|
||||
@@ -45,8 +50,9 @@ const seats = new Array(props.total).fill(1);
|
||||
mode="widthFix"
|
||||
class="player-bg"
|
||||
/> -->
|
||||
<!-- 仅房主(isOwner=true)且非空座位时展示踢人按钮 -->
|
||||
<button
|
||||
v-if="index > 0 && players[index]"
|
||||
v-if="index > 0 && players[index] && isOwner"
|
||||
hover-class="none"
|
||||
class="remove-player"
|
||||
@click="() => removePlayer(players[index])"
|
||||
|
||||
@@ -29,6 +29,33 @@ const updateRemain = (value) => {
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
return
|
||||
}
|
||||
// zeroThenReset:ToSomeoneShoot 到达时,若进度条仍在倒计时则先瞬间清零(约 150ms 停留)再显示下一玩家满值
|
||||
// 若进度条已到 0(loading 状态),直接切换满值
|
||||
if (value.zeroThenReset) {
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
const wasNonZero = remain.value > 0;
|
||||
// 更新下一玩家颜色和方向(在清零和满值时均生效)
|
||||
currentTeam.value = value.team;
|
||||
if (value.team === 'red') barColor.value = "linear-gradient( 180deg, #FFA0A0 0%, #FF6060 100%)";
|
||||
if (value.team === 'blue') barColor.value = "linear-gradient( 180deg, #9AB3FF 0%, #4288FF 100%)";
|
||||
transitionStyle.value = "none";
|
||||
if (wasNonZero) {
|
||||
// 瞬间清零,停留约 150ms 后切换为满值
|
||||
remain.value = 0;
|
||||
loading.value = true;
|
||||
setTimeout(() => {
|
||||
remain.value = value.value;
|
||||
loading.value = false;
|
||||
setTimeout(() => { transitionStyle.value = "all 1s linear"; }, 50);
|
||||
}, 150);
|
||||
} else {
|
||||
// 已在底部,直接切换满值
|
||||
remain.value = value.value;
|
||||
loading.value = false;
|
||||
setTimeout(() => { transitionStyle.value = "all 1s linear"; }, 50);
|
||||
}
|
||||
return;
|
||||
}
|
||||
loading.value = false;
|
||||
currentTeam.value = value.team
|
||||
if (value.team === 'red')
|
||||
@@ -36,7 +63,14 @@ const updateRemain = (value) => {
|
||||
if (value.team === 'blue')
|
||||
barColor.value = "linear-gradient( 180deg, #9AB3FF 0%, #4288FF 100%)";
|
||||
if (value.reset) {
|
||||
// 重置前先清除旧计时器,防止超时未射箭时旧 interval 残留,导致进度条震荡
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
// 重置时瞬间跳满格,禁用 CSS 过渡避免从旧值「涨到满」的动画
|
||||
transitionStyle.value = "none";
|
||||
remain.value = value.value;
|
||||
setTimeout(() => {
|
||||
transitionStyle.value = "all 1s linear";
|
||||
}, 50);
|
||||
return;
|
||||
}
|
||||
const newVal = Math.round(value.value);
|
||||
@@ -51,6 +85,8 @@ const updateRemain = (value) => {
|
||||
remain.value = newVal;
|
||||
}
|
||||
|
||||
// 启动前先清除旧计时器,防止多次 {stop:false} 事件叠加多个 interval
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
timer.value = setInterval(() => {
|
||||
loading.value = remain.value === 0;
|
||||
if (remain.value > 0) remain.value--;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<script setup>
|
||||
import { ref } from "vue";
|
||||
import { ref, watch } from "vue";
|
||||
|
||||
const props = defineProps({
|
||||
interval: {
|
||||
@@ -14,13 +14,24 @@ const props = defineProps({
|
||||
type: Array,
|
||||
default: () => [],
|
||||
},
|
||||
current: {
|
||||
type: Number,
|
||||
default: 0,
|
||||
},
|
||||
onChange: {
|
||||
type: Function,
|
||||
default: (index) => {},
|
||||
},
|
||||
});
|
||||
|
||||
const currentIndex = ref(0);
|
||||
const currentIndex = ref(props.current);
|
||||
|
||||
watch(
|
||||
() => props.current,
|
||||
(index) => {
|
||||
currentIndex.value = index;
|
||||
}
|
||||
);
|
||||
|
||||
const handleChange = (e) => {
|
||||
currentIndex.value = e.detail.current;
|
||||
@@ -75,7 +86,7 @@ const handleChange = (e) => {
|
||||
|
||||
.dots {
|
||||
position: absolute;
|
||||
bottom: 5%;
|
||||
bottom: 2%;
|
||||
left: 50%;
|
||||
transform: translateX(-50%);
|
||||
display: flex;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<script setup>
|
||||
import { ref, watch, onMounted, computed } from "vue";
|
||||
import { ref, watch } from "vue";
|
||||
const props = defineProps({
|
||||
isRed: {
|
||||
type: Boolean,
|
||||
@@ -10,7 +10,7 @@ const props = defineProps({
|
||||
default: () => [],
|
||||
},
|
||||
currentShooterId: {
|
||||
type: Number,
|
||||
type: [Number, String],
|
||||
default: "",
|
||||
},
|
||||
});
|
||||
@@ -30,31 +30,35 @@ const getPos = (id) => {
|
||||
return sort * 40;
|
||||
};
|
||||
|
||||
onMounted(() => {
|
||||
props.team.forEach((p, index) => {
|
||||
players.value[p.id] = { sort: index, ...p };
|
||||
const syncPlayers = () => {
|
||||
const nextPlayers = {};
|
||||
const shooterId = props.currentShooterId;
|
||||
const shooterIndex = props.team.findIndex(
|
||||
(p) => String(p?.id) === String(shooterId)
|
||||
);
|
||||
const nextTeam = [...props.team];
|
||||
|
||||
currentTeam.value = !!shooterId && shooterIndex >= 0;
|
||||
firstName.value = "";
|
||||
|
||||
if (currentTeam.value) {
|
||||
const target = nextTeam.splice(shooterIndex, 1)[0];
|
||||
if (target) {
|
||||
nextTeam.unshift(target);
|
||||
firstName.value = target.name || "";
|
||||
}
|
||||
}
|
||||
|
||||
nextTeam.forEach((p, index) => {
|
||||
if (p?.id) nextPlayers[p.id] = { sort: index, ...p };
|
||||
});
|
||||
});
|
||||
players.value = nextPlayers;
|
||||
};
|
||||
|
||||
watch(
|
||||
() => props.currentShooterId,
|
||||
(newVal) => {
|
||||
if (!newVal) return;
|
||||
const index = props.team.findIndex((p) => p.id === newVal);
|
||||
currentTeam.value = index >= 0;
|
||||
if (index >= 0) {
|
||||
const newPlayers = [...props.team];
|
||||
const target = newPlayers.splice(index, 1)[0];
|
||||
if (target) {
|
||||
newPlayers.unshift(target);
|
||||
firstName.value = target.name;
|
||||
newPlayers.forEach((p, index) => {
|
||||
players.value[p.id] = { sort: index, ...p };
|
||||
});
|
||||
}
|
||||
}
|
||||
},
|
||||
{ immediate: true }
|
||||
[() => props.team, () => props.currentShooterId],
|
||||
syncPlayers,
|
||||
{ immediate: true, deep: true }
|
||||
);
|
||||
</script>
|
||||
|
||||
@@ -70,7 +74,7 @@ watch(
|
||||
/>
|
||||
<view
|
||||
v-for="(item, index) in team"
|
||||
:key="index"
|
||||
:key="item.id || index"
|
||||
class="player"
|
||||
:style="{
|
||||
width: (isFirst(item.id) ? 80 : 60) + 'rpx',
|
||||
|
||||
Reference in New Issue
Block a user