update:个人训练优化

This commit is contained in:
2026-08-14 17:13:23 +08:00
parent d662db9465
commit e7f073ed7c
25 changed files with 481 additions and 344 deletions
+11 -4
View File
@@ -311,6 +311,13 @@ export const getPractiseAPI = async (id) => {
return request("GET", `/user/practice/get?id=${id}`);
};
export const getPractiseDetailAPI = async (id) => {
return request(
"GET",
`/user/practice/detail?id=${encodeURIComponent(id)}`
);
};
export const createRoomAPI = (gameType, teamSize, targetType) => {
return request("POST", "/user/createroom", {
gameType,
@@ -344,12 +351,12 @@ export const startRoomAPI = (number) => {
return request("POST", "/user/room/start", {number});
};
export const getPractiseResultListAPI = async (page = 1, page_size = 15) => {
const reuslt = await request(
export const getPractiseResultListAPI = async (page = 1, pageSize = 15) => {
const result = await request(
"GET",
`/user/practice/list?page=${page}&page_size=${page_size}`
`/user/practice/mylist?page=${page}&pageSize=${pageSize}&status=0`
);
return reuslt.list;
return Array.isArray(result?.list) ? result.list : [];
};
export const matchGameAPI = (match, gameType, teamSize) => {
+9
View File
@@ -52,6 +52,12 @@ export const audioFils = {
"https://static.shelingxingqiu.com/attachment/2025-09-17/dcutzdrl5u0iromqhf.mp3",
射击无效:
"https://static.shelingxingqiu.com/shootmini/static/audio/%E5%B0%84%E7%AE%AD%E6%97%A0%E6%95%88%E6%A3%80%E6%9F%A5%E8%B7%9D%E7%A6%BB%E5%92%8C%E9%9D%B6%E7%BA%B8.mp3",
"射箭无效,距离不足":
"https://static.shelingxingqiu.com/shootmini/static/audio/%E5%B0%84%E7%AE%AD%E6%97%A0%E6%95%88%EF%BC%8C%E8%B7%9D%E7%A6%BB%E4%B8%8D%E8%B6%B3.MP3",
"射箭无效,未识别到靶纸":
"https://static.shelingxingqiu.com/shootmini/static/audio/%E5%B0%84%E7%AE%AD%E6%97%A0%E6%95%88%EF%BC%8C%E6%9C%AA%E8%AF%86%E5%88%AB%E5%88%B0%E9%9D%B6%E7%BA%B8.MP3",
"射箭无效,靶纸错误":
"https://static.shelingxingqiu.com/shootmini/static/audio/%E5%B0%84%E7%AE%AD%E6%97%A0%E6%95%88%EF%BC%8C%E9%9D%B6%E7%BA%B8%E9%94%99%E8%AF%AF.mp3.MP3",
未上靶:
"https://static.shelingxingqiu.com/attachment/2025-11-12/de6n45o3tsm1v4unam.mp3",
"1环":
@@ -117,6 +123,9 @@ const AUDIO_WARM_PRIORITY_KEYS = [
"轮到你了",
"比赛结束",
"射击无效",
"射箭无效,距离不足",
"射箭无效,未识别到靶纸",
"射箭无效,靶纸错误",
"中场休息",
"下半场开始",
"决金箭轮",
+13 -3
View File
@@ -67,6 +67,10 @@ const props = defineProps({
type: Boolean,
default: false,
},
enableShotEffect: {
type: Boolean,
default: true,
},
});
const pMode = ref(true);
@@ -113,7 +117,13 @@ function hasShotPoint(shot) {
}
function shouldPlayShotEffect(shot) {
return props.isSvip && !!shot && Number(shot.ring) > 0 && hasShotPoint(shot);
return (
props.enableShotEffect &&
props.isSvip &&
!!shot &&
Number(shot.ring) > 0 &&
hasShotPoint(shot)
);
}
function clearTipTimer() {
@@ -276,7 +286,7 @@ watch(
const latestShot = props.scores[newLen - 1];
if (shouldPlayShotEffect(latestShot)) {
void prepareShotEffect("red", latestShot, newLen - 1);
} else {
} else if (props.enableShotEffect) {
shotEffectRequestGeneration += 1;
pendingShotEffect.value = null;
showShotTip("red", latestShot);
@@ -301,7 +311,7 @@ watch(
const latestShot = props.blueScores[newLen - 1];
if (shouldPlayShotEffect(latestShot)) {
void prepareShotEffect("blue", latestShot, newLen - 1);
} else {
} else if (props.enableShotEffect) {
shotEffectRequestGeneration += 1;
pendingShotEffect.value = null;
showShotTip("blue", latestShot);
+2 -2
View File
@@ -2,7 +2,7 @@
import { ref, watch, onMounted, onBeforeUnmount } from "vue";
import audioManager from "@/audioManager";
import { MESSAGETYPESV2 } from "@/constants";
import { getDirectionText } from "@/util";
import { getDirectionText, getInvalidShotAudioKey } from "@/util";
import useStore from "@/store";
import { storeToRefs } from "pinia";
@@ -91,7 +91,7 @@ async function onReceiveMessage(message) {
title: "距离不足,无效",
icon: "none",
});
audioManager.play("射击无效");
audioManager.play(getInvalidShotAudioKey(shootData));
}
}
+2 -2
View File
@@ -2,7 +2,7 @@
import { ref, watch, onMounted, onBeforeUnmount, computed } from "vue";
import audioManager from "@/audioManager";
import { MESSAGETYPESV2 } from "@/constants";
import { getDirectionText } from "@/util";
import { getDirectionText, getInvalidShotAudioKey } from "@/util";
import useStore from "@/store";
import { storeToRefs } from "pinia";
@@ -174,7 +174,7 @@ async function onReceiveMessage(msg) {
title: "距离不足,无效",
icon: "none",
});
audioManager.play("射击无效");
audioManager.play(getInvalidShotAudioKey(msg.shootData));
}
}
+137 -16
View File
@@ -1,8 +1,18 @@
<script setup>
import { computed, getCurrentInstance, nextTick, onMounted, ref, watch } from "vue";
import {
computed,
getCurrentInstance,
nextTick,
onBeforeUnmount,
onMounted,
ref,
watch,
} from "vue";
const defaultCanvasSize = 300;
const defaultRingCount = 10;
const highlightRevealProgressFrames = [0.08, 0.2, 0.38, 0.6, 0.82, 1];
const highlightRevealFrameInterval = 60;
const props = defineProps({
// canvas 唯一标识;不传时组件内部自动生成,避免多个靶面 canvas-id 冲突。
@@ -41,6 +51,11 @@ const props = defineProps({
type: Number,
default: 0,
},
// 每次变化时以固定低帧数重新展开当前高亮扇区;默认关闭。
highlightRefreshToken: {
type: Number,
default: 0,
},
showSectorLabels: {
type: Boolean,
default: false,
@@ -94,6 +109,10 @@ const canvasSize = ref({
width: defaultCanvasSize,
height: defaultCanvasSize,
});
let drawRequestGeneration = 0;
let highlightAnimationGeneration = 0;
let highlightAnimationTimer = null;
let mountDrawTimer = null;
// 完整靶纸默认样式,调用方可以通过 targetStyleConfig 局部覆盖。
const defaultTargetStyleConfig = {
@@ -238,10 +257,23 @@ const drawTargetRings = (ctx, centerX, centerY, targetRadius, config) => {
};
// 高亮后端指定区域;activeRing 有效时只高亮该区域内的单个环。
const drawSectorHighlight = (ctx, centerX, centerY, targetRadius, config) => {
const drawSectorHighlight = (
ctx,
centerX,
centerY,
targetRadius,
config,
revealProgress = 1
) => {
const angles = getSectorAngles(props.activeSector, props.sectorCount);
if (!angles) return;
const safeRevealProgress = Math.min(
Math.max(getNumber(revealProgress, 1), 0),
1
);
if (safeRevealProgress <= 0) return;
const ring = getPositiveInteger(props.activeRing);
const hasActiveRing = ring >= 1 && ring <= config.ringCount;
const innerRadius = hasActiveRing
@@ -262,7 +294,8 @@ const drawSectorHighlight = (ctx, centerX, centerY, targetRadius, config) => {
innerRadius,
outerRadius,
angles.startAngle,
angles.endAngle,
angles.startAngle +
(angles.endAngle - angles.startAngle) * safeRevealProgress,
style.color,
style.strokeColor,
Math.max(1, targetRadius * style.lineWidthRatio)
@@ -399,12 +432,12 @@ const getDrawKey = (width, height) => {
};
// 主绘制入口:根据 highlightOnly 决定画完整靶纸,还是只画透明高亮层。
const drawTarget = () => {
const drawTarget = ({ force = false, highlightProgress = 1 } = {}) => {
const width = Math.max(getNumber(canvasSize.value.width, defaultCanvasSize), 1);
const height = Math.max(getNumber(canvasSize.value.height, defaultCanvasSize), 1);
const drawKey = getDrawKey(width, height);
if (drawKey === lastDrawKey.value) {
if (!force && drawKey === lastDrawKey.value) {
return;
}
@@ -421,7 +454,14 @@ const drawTarget = () => {
drawTargetRings(ctx, centerX, centerY, targetRadius, config);
}
drawSectorHighlight(ctx, centerX, centerY, targetRadius, config);
drawSectorHighlight(
ctx,
centerX,
centerY,
targetRadius,
config,
highlightProgress
);
if (!props.highlightOnly) {
drawRingLines(ctx, centerX, centerY, targetRadius, config);
@@ -441,26 +481,82 @@ const drawTarget = () => {
drawSectorLabels(ctx, centerX, centerY, targetRadius);
ctx.draw();
lastDrawKey.value = drawKey;
lastDrawKey.value = highlightProgress >= 1 ? drawKey : "";
};
const setCanvasSizeAndDraw = async (width, height) => {
const cancelHighlightAnimation = () => {
highlightAnimationGeneration += 1;
if (highlightAnimationTimer) {
clearTimeout(highlightAnimationTimer);
highlightAnimationTimer = null;
}
};
// 固定 6 帧展开黄色扇区,避免对原生 canvas 节点做缩放导致低端机错位。
const runHighlightRevealAnimation = () => {
cancelHighlightAnimation();
const generation = highlightAnimationGeneration;
let frameIndex = 0;
const drawNextFrame = () => {
if (generation !== highlightAnimationGeneration) return;
drawTarget({
force: true,
highlightProgress: highlightRevealProgressFrames[frameIndex],
});
frameIndex += 1;
if (frameIndex < highlightRevealProgressFrames.length) {
highlightAnimationTimer = setTimeout(
drawNextFrame,
highlightRevealFrameInterval
);
} else {
highlightAnimationTimer = null;
}
};
drawNextFrame();
};
const setCanvasSizeAndDraw = async (
width,
height,
{ animateHighlight = false, requestGeneration } = {}
) => {
canvasSize.value = {
width: width > 0 ? width : defaultCanvasSize,
height: height > 0 ? height : width || defaultCanvasSize,
};
await nextTick();
drawTarget();
if (requestGeneration !== drawRequestGeneration) return;
const canAnimateHighlight =
animateHighlight &&
props.highlightOnly &&
!!getSectorAngles(props.activeSector, props.sectorCount);
if (canAnimateHighlight) {
runHighlightRevealAnimation();
} else {
cancelHighlightAnimation();
drawTarget();
}
};
// 读取 canvas 实际渲染尺寸后再绘制,保证小程序真机尺寸和坐标一致。
const measureAndDraw = () => {
const measureAndDraw = ({ animateHighlight = false } = {}) => {
const requestGeneration = ++drawRequestGeneration;
const propWidth = Math.round(getNumber(props.canvasWidth, 0));
const propHeight = Math.round(getNumber(props.canvasHeight, 0));
if (propWidth > 0 && propHeight > 0) {
setCanvasSizeAndDraw(propWidth, propHeight);
setCanvasSizeAndDraw(propWidth, propHeight, {
animateHighlight,
requestGeneration,
});
return;
}
@@ -469,18 +565,23 @@ const measureAndDraw = () => {
query
.select(`#${currentCanvasId.value}`)
.boundingClientRect(async (rect) => {
if (requestGeneration !== drawRequestGeneration) return;
const width = Math.round(getNumber(rect?.width, defaultCanvasSize));
const height = Math.round(getNumber(rect?.height, width || defaultCanvasSize));
await setCanvasSizeAndDraw(width, height);
await setCanvasSizeAndDraw(width, height, {
animateHighlight,
requestGeneration,
});
})
.exec();
};
// 等待 Vue 完成 DOM 更新后重新测量和绘制。
const scheduleDraw = async () => {
const scheduleDraw = async ({ animateHighlight = false } = {}) => {
await nextTick();
measureAndDraw();
measureAndDraw({ animateHighlight });
};
watch(
@@ -491,6 +592,7 @@ watch(
props.sectorCount,
props.activeSector,
props.activeRing,
props.highlightRefreshToken,
props.showSectorLabels,
props.highlightOnly,
props.canvasWidth,
@@ -501,14 +603,33 @@ watch(
props.sectorLabelStyle,
props.highlightStyle,
],
scheduleDraw,
(currentValues, previousValues = []) => {
const refreshTokenIndex = 6;
const refreshToken = Number(currentValues[refreshTokenIndex]);
const previousRefreshToken = Number(previousValues[refreshTokenIndex]);
const animateHighlight =
Number.isFinite(refreshToken) &&
refreshToken > 0 &&
refreshToken !== previousRefreshToken;
return scheduleDraw({ animateHighlight });
},
{
deep: true,
}
);
onMounted(() => {
setTimeout(measureAndDraw, 30);
mountDrawTimer = setTimeout(measureAndDraw, 30);
});
onBeforeUnmount(() => {
drawRequestGeneration += 1;
cancelHighlightAnimation();
if (mountDrawTimer) {
clearTimeout(mountDrawTimer);
mountDrawTimer = null;
}
});
</script>
@@ -10,6 +10,14 @@ const props = defineProps({
type: Number,
default: 0,
},
trainingType: {
type: String,
default: "",
},
recordMode: {
type: Boolean,
default: false,
},
});
const getDisplayText = (arrow = {}) => {
@@ -18,15 +26,16 @@ const getDisplayText = (arrow = {}) => {
return arrow.ringX ? "X" : String(arrow.ring);
};
const isLowScore = (arrow = {}) => {
if (!arrow || arrow.ringX) return false;
return Number(arrow.ring) < 6;
const isFailed = (arrow = {}) => {
if (!arrow) return false;
if (props.recordMode && props.trainingType !== "precision") return false;
return arrow.ok !== true;
};
const displayArrows = computed(() => {
const list = [...props.arrows];
// total
list.push(null);
if (!props.recordMode) list.push(null);
return list;
});
</script>
@@ -39,10 +48,28 @@ const displayArrows = computed(() => {
:key="index"
class="score-card"
>
<image class="score-card-bg" :src="isLowScore(arrow)?'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/block-gray.png':'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/block-gold.png'"></image>
<image
class="score-card-bg"
:src="
isFailed(arrow)
? 'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/block-gray.png'
: 'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/block-gold.png'
"
/>
<image
v-if="trainingType === 'precision' && arrow"
class="score-result-icon"
:src="
arrow.ok === true
? 'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/gou.png'
: 'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/cha.png'
"
mode="aspectFit"
/>
<text
v-else
class="score-value"
:class="{ 'score-value--low': isLowScore(arrow) }"
:class="{ 'score-value--low': isFailed(arrow) }"
>
{{ getDisplayText(arrow) }}
</text>
@@ -87,6 +114,13 @@ const displayArrows = computed(() => {
height: 56rpx;
}
.score-result-icon {
position: relative;
z-index: 1;
width: 30rpx;
height: 30rpx;
}
.score-value {
position: relative;
z-index: 1;
+2 -2
View File
@@ -9,7 +9,7 @@ import {
getServerMessageTypeName,
} from "@/utils/matchProtocol";
import { MESSAGETYPESV2 } from "@/constants";
import { getDirectionText } from "@/util";
import { getDirectionText, getInvalidShotAudioKey } from "@/util";
import {
normalizeId,
normalizeMatchInfo,
@@ -378,7 +378,7 @@ function getAckAudioKeys(message, businessMessage) {
case ServerMessageType.SERVER_MSG_CHECK:
return getTestDistanceAudioKeys(businessMessage?.shootData);
case ServerMessageType.SERVER_MSG_NOT_ENOUGH_DISTANCE:
return ["射击无效"];
return [getInvalidShotAudioKey(businessMessage?.shootData)];
default:
return [];
}
-104
View File
@@ -1,104 +0,0 @@
// 首页一周打卡展示数据,直接对应顶部 7 个日期卡片。
export const trainingHomeWeekSchedule = [
{
key: "mon",
label: "周一",
status: "done",
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/done.png",
},
{
key: "tue",
label: "周二",
status: "done",
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/done.png",
},
{
key: "wed",
label: "周三",
status: "missed",
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/missed.png",
},
{
key: "thu",
label: "周四",
status: "missed",
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/missed.png",
},
{
key: "fri",
label: "周五",
status: "done",
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/done.png",
},
{
key: "sat",
label: "周六",
status: "done",
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/done.png",
},
{
key: "sun",
label: "周日",
status: "missed",
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/missed.png",
},
];
// 首页统计卡数据,按设计稿从左到右展示。
export const trainingHomeStats = [
{ key: "days", value: "12", unit: "天", label: "共训练" },
{ key: "shots", value: "112", unit: "支", label: "累计射箭" },
{ key: "hitRate", value: "30", unit: "%", label: "命中率" },
{ key: "endurance", value: "6", unit: "支/分钟", label: "耐力射击" },
{ key: "calories", value: "31W", unit: "卡路里", label: "共消耗" },
];
// 雷达图区文案与数值配置。
export const trainingHomeRadar = {
labels: ["基础", "精准", "力量", "节奏", "耐力"],
values: [5.5, 6.3, 10, 4.5, 6],
maxValue: 10,
surpassValue: '80%'
};
// 首页主推荐训练卡数据。
export const trainingHomeFeatured = {
title: "基础训练",
progressText: "当前进度 LV7 >",
};
// 首页四个训练入口卡片数据。
export const trainingHomeModes = [
{
key: "endurance",
title: "耐力训练",
progressText: "当前进度 LV5 >",
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/img_3.png",
recommended: true,
disabled: false,
},
{
key: "precision",
title: "精准训练",
progressText: "当前进度 LV3 >",
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/img_4.png",
recommended: false,
disabled: false,
},
{
key: "rhythm",
title: "节奏训练",
progressText: "当前进度 LV6 >",
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/img_5.png",
recommended: false,
disabled: false,
},
{
key: "power",
title: "力量训练",
progressText: "Coming! LV10",
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/img_6.png",
recommended: false,
disabled: true,
},
];
-113
View File
@@ -1,113 +0,0 @@
// 难度页当前用于保存“开始训练前上下文”的本地存储 key。
export const trainingDifficultyStorageKey = "training-selection";
// 当前是页面联调用的模拟数据:
// 1. 总难度 20 级
// 2. 已解锁到 Lv3
// 3. 前三关展示不同完成进度
const totalDifficultyLevel = 20;
const mockedUnlockedDifficultyId = "lv3";
const mockedDifficultyProgressMap = {
lv1: 100,
lv2: 90,
lv3: 70,
};
const modeList = [
{
key: "endurance",
title: "耐力训练",
},
{
key: "precision",
title: "精准训练",
},
{
key: "rhythm",
title: "节奏训练",
},
{
key: "basic",
title: "基础训练",
},
{
key: "power",
title: "力量训练",
},
{
key: "focus",
title: "专注训练",
},
];
const createDifficultyId = (level) => `lv${level}`;
const createDifficultyLabel = (level) => `Lv${level}`;
// 根据等级生成模拟文案,方便一次性扩展到更多关卡。
const createDifficultySummary = (level) => {
return [
`箭靶划分为${Math.min(1 + Math.floor((level - 1) / 5), 4)}个区域`,
`${4 + level}次命中目标`,
`${100 + Math.floor((level - 1) / 2) * 10}秒内完成所有射击`,
"需使用20CM全环靶",
];
};
// 难度页的节点位置已经在页面内统一计算,
// 这里保留最核心的 id / label 即可,不再维护无效的 left / top / style 字段。
const createDifficultyNode = (level) => {
return {
id: createDifficultyId(level),
label: createDifficultyLabel(level),
};
};
const createDifficultyDetail = (level) => {
const id = createDifficultyId(level);
const label = createDifficultyLabel(level);
return {
id,
label,
title: `${label}难度`,
summary: createDifficultySummary(level),
startText: "开始",
targetPaperType: "20CM全环靶",
};
};
// 所有训练模式当前共用同一套难度定义。
const sharedDifficultyNodes = Array.from(
{ length: totalDifficultyLevel },
(_, index) => createDifficultyNode(index + 1)
);
const sharedDifficultyDetails = Object.fromEntries(
Array.from({ length: totalDifficultyLevel }, (_, index) => {
const detail = createDifficultyDetail(index + 1);
return [detail.id, detail];
})
);
const createModeConfig = ({ key, title, reward = null }) => {
return {
key,
title,
nodes: sharedDifficultyNodes,
details: sharedDifficultyDetails,
activeDifficultyId: mockedUnlockedDifficultyId,
progressMap: mockedDifficultyProgressMap,
reward,
};
};
// 难度页数据源入口:
// 页面通过 getTrainingDifficultyModeConfig(modeKey) 获取当前模式完整配置。
export const trainingDifficultyModeMap = Object.fromEntries(
modeList.map((mode) => [mode.key, createModeConfig(mode)])
);
export const getTrainingDifficultyModeConfig = (modeKey) => {
return trainingDifficultyModeMap[modeKey] || trainingDifficultyModeMap.precision;
};
+14 -6
View File
@@ -9,17 +9,23 @@ const playAudio = (key) => {
audioManager.play(key);
};
const onAudioLoaded = (key) => {
loaded.value = {
...loaded.value,
[key]: true,
};
};
onMounted(() => {
const loadedAudioKeys = uni.getStorageSync("loadedAudioKeys") || {};
loaded.value = loadedAudioKeys;
uni.$on("audioLoaded", (key) => {
loaded.value[key] = true;
});
uni.$on("audioLoaded", onAudioLoaded);
void audioManager.initAudios();
});
onBeforeUnmount(() => {
uni.$off("audioLoaded");
uni.$off("audioLoaded", onAudioLoaded);
});
</script>
@@ -40,8 +46,10 @@ onBeforeUnmount(() => {
</view>
<view v-for="key in Object.keys(audioFils)" :key="key">
<text>{{ key }}</text>
<text v-if="!loaded[key]">未加载</text>
<button v-else hover-class="none" @click="playAudio(key)">播放</button>
<text>{{ loaded[key] ? "已加载" : "未加载" }}</text>
<button hover-class="none" @click="playAudio(key)">
{{ loaded[key] ? "播放" : "加载并播放" }}
</button>
</view>
</view>
</Container>
+82 -16
View File
@@ -1,25 +1,70 @@
<script setup>
import { ref } from "vue";
import { computed, ref } from "vue";
import { onLoad } from "@dcloudio/uni-app";
import Container from "@/components/Container.vue";
import Avatar from "@/components/Avatar.vue";
import BowTarget from "@/components/BowTarget.vue";
import ScorePanel from "@/components/ScorePanel.vue";
import { getPractiseAPI } from "@/apis";
import ScorePanel2 from "@/components/TrainingScorePanel.vue";
import { getPractiseDetailAPI } from "@/apis";
import useStore from "@/store";
import { storeToRefs } from "pinia";
const store = useStore();
const { user } = storeToRefs(store);
const arrows = ref([]);
const isSvip = ref(false);
const total = ref(0);
const practiseDetail = ref({});
const trainingTypeNameMap = Object.freeze({
base: "基础训练",
endurance: "耐力训练",
precision: "精准训练",
rhythm: "节奏训练",
});
const trainingType = computed(() =>
String(practiseDetail.value.trainingType || "").trim().toLowerCase()
);
const trainingTypeName = computed(
() => trainingTypeNameMap[trainingType.value] || "自由训练"
);
const targetTypeText = computed(() => {
const targetType = Number(practiseDetail.value.targetType);
return targetType > 0 ? `${targetType}CM靶` : "";
});
const difficultyText = computed(() => {
const difficultyLevel = Number(practiseDetail.value.difficultyLevel);
return Number.isInteger(difficultyLevel) && difficultyLevel > 0
? `LV${difficultyLevel}`
: "";
});
const totalRings = computed(() => {
const interpretationTotal = Number(
practiseDetail.value.interpretation?.totalRings
);
if (Number.isFinite(interpretationTotal)) return interpretationTotal;
return arrows.value.reduce(
(total, arrow) => total + (Number(arrow.ring) || 0),
0
);
});
const normalizeArrow = (arrow = {}) => ({
...arrow,
ring: Number(arrow.ring) || 0,
ringX:
arrow.ringX === true ||
Number(arrow.ringX) === 1 ||
Number(arrow.ifX) === 1,
ok: arrow.ok === true || Number(arrow.ok) === 1,
});
onLoad(async (options) => {
if (!options.id) return;
const result = await getPractiseAPI(options.id || 176);
arrows.value = result.details;
isSvip.value = result.sVip === true;
total.value = result.details.length;
const result = (await getPractiseDetailAPI(options.id)) || {};
practiseDetail.value = result;
arrows.value = Array.isArray(result.details)
? result.details.map(normalizeArrow)
: [];
isSvip.value = result.sVip === true || user.value?.sVip === true;
});
</script>
@@ -35,22 +80,29 @@ onLoad(async (options) => {
</view>
</view>
</view> -->
<view v-if="practiseDetail.id" class="practice-meta">
<text v-if="targetTypeText">{{ targetTypeText }}</text>
<text>{{ trainingTypeName }}</text>
<text v-if="difficultyText">{{ difficultyText }}</text>
</view>
<view :style="{ marginBottom: '20px' }">
<BowTarget :scores="arrows" :isSvip="isSvip" />
<BowTarget
:scores="arrows"
:isSvip="isSvip"
:enableShotEffect="false"
/>
</view>
<view class="desc">
<text>{{ arrows.length }}</text>
<text>支箭</text>
<text>{{ arrows.reduce((a, b) => a + b.ring, 0) }}</text>
<text>{{ totalRings }}</text>
<text></text>
</view>
<ScorePanel
:completeEffect="false"
:rowCount="total === 12 ? 6 : 9"
:total="total"
<ScorePanel2
:arrows="arrows"
:margin="arrows.length === 12 ? 4 : 1"
:fontSize="arrows.length === 12 ? 25 : 22"
:total="arrows.length"
:trainingType="trainingType"
recordMode
/>
</view>
</Container>
@@ -63,6 +115,20 @@ onLoad(async (options) => {
justify-content: center;
align-items: center;
}
.practice-meta {
width: 100%;
display: flex;
justify-content: center;
align-items: center;
color: #fff;
font-size: 26rpx;
font-weight: 600;
line-height: 40rpx;
padding: 16rpx 0;
}
.practice-meta > text + text {
margin-left: 24rpx;
}
.header {
display: flex;
justify-content: space-between;
+22 -3
View File
@@ -15,6 +15,25 @@ const selectedIndex = ref(0);
const matchList = ref([]);
const battleList = ref([]);
const practiseList = ref([]);
const trainingTypeNameMap = Object.freeze({
base: "基础训练",
endurance: "耐力训练",
precision: "精准训练",
rhythm: "节奏训练",
});
const getTrainingTypeName = (trainingType) => {
const normalizedType = String(trainingType || "").trim().toLowerCase();
return trainingTypeNameMap[normalizedType] || "自由训练";
};
const formatPractiseTime = (value) => {
const normalizedTime = String(value || "").trim();
const matchedTime = normalizedTime.match(
/^(\d{4}-\d{2}-\d{2})[T\s](\d{2}:\d{2}:\d{2})/
);
return matchedTime ? `${matchedTime[1]} ${matchedTime[2]}` : normalizedTime;
};
const toMatchDetail = (id) => {
uni.navigateTo({
@@ -81,7 +100,7 @@ onLoad((options) => {
<Container title="我的成长脚印" :scroll="false">
<view class="tabs">
<view
v-for="(rankType, index) in ['排位赛', '好友约战', '个人练']"
v-for="(rankType, index) in ['排位赛', '好友约战', '个人练']"
:key="index"
:style="{
color: index === selectedIndex ? '#000' : '#fff',
@@ -153,8 +172,8 @@ onLoad((options) => {
@click="() => getPractiseDetail(item.id)"
>
<text
>{{ item.completed_arrows === 36 ? "耐力挑战" : "单组练习" }}
{{ item.createTime }}</text
>{{ getTrainingTypeName(item.trainingType) }}
{{ formatPractiseTime(item.createTime) }}</text
>
<image src="../static/back.png" mode="widthFix" />
</view>
+4 -2
View File
@@ -20,7 +20,7 @@ import {
MATCH_WS_STATE_EVENT,
} from "@/matchWebsocket";
import { MESSAGETYPESV2 } from "@/constants";
import { getDirectionText } from "@/util";
import { getDirectionText, getInvalidShotAudioKey } from "@/util";
import { takeMatchReturnSnapshot } from "@/utils/matchReturn";
import audioManager, {
AUDIO_INTERRUPTION_BEGIN_EVENT,
@@ -1136,7 +1136,9 @@ async function runInvalidShotTask(task, runId) {
title: "距离不足,无效",
icon: "none",
});
await playAudioKeys("射击无效", { interrupt: false });
await playAudioKeys(getInvalidShotAudioKey(task.message?.shootData), {
interrupt: false,
});
notifyMatchAudioAck(task);
}
@@ -44,6 +44,10 @@ const props = defineProps({
type: Number,
default: 0,
},
highlightRefreshToken: {
type: Number,
default: 0,
},
mode: {
type: String,
default: "solo", // solo team
@@ -530,6 +534,7 @@ onBeforeUnmount(() => {
:sectorCount="sectorCount"
:activeSector="activeSector"
:activeRing="activeRing"
:highlightRefreshToken="highlightRefreshToken"
:showSectorLabels="showSectorLabels"
/>
<view v-if="angle !== null" class="arrow-dir" :style="arrowStyle">
@@ -2,7 +2,7 @@
import { ref, watch, onMounted, onBeforeUnmount, computed } from "vue";
import audioManager from "@/audioManager";
import { MESSAGETYPESV2 } from "@/constants";
import { getDirectionText } from "@/util";
import { getDirectionText, getInvalidShotAudioKey } from "@/util";
import Avatar from "@/components/Avatar.vue";
import useStore from "@/store";
@@ -241,7 +241,7 @@ async function onReceiveMessage(msg) {
title: "距离不足,无效",
icon: "none",
});
audioManager.play("射击无效");
audioManager.play(getInvalidShotAudioKey(msg.shootData));
}
}
@@ -55,8 +55,13 @@ onBeforeUnmount(() => {
async function onReceiveMessage(msg) {
if (Array.isArray(msg)) return;
if (msg.type === MESSAGETYPESV2.TestDistance) {
distance.value = Number((msg.shootData.distance / 100).toFixed(2));
if (distance.value >= 5) audioManager.play("距离合格");
const rawDistance = Number(msg.shootData?.distance);
distance.value = Number.isFinite(rawDistance)
? Number((rawDistance / 100).toFixed(2))
: 0;
if (rawDistance === 0) {
audioManager.play("未发现靶纸,请瞄准靶纸射箭");
} else if (distance.value >= 5) audioManager.play("距离合格");
else audioManager.play("距离不足");
}
}
@@ -94,7 +99,7 @@ onBeforeUnmount(() => {
模拟射箭
</button>
<view class="warnning-text">
<view class="target-tip">当前靶<text class="text-yellow">{{ targetType }}cm</text>全环靶,请更换靶子</view>
<view class="target-tip">当前靶<text class="text-yellow">{{ targetType }}cm</text>全环靶</view>
<block v-if="distance > 0">
<text>当前距离<text class="text-yellow">{{ distance }}</text></text>
<text v-if="distance >= 5">已达到距离要求</text>
+12 -15
View File
@@ -107,30 +107,27 @@ const createDifficultySummary = (item = {}) => {
const timeLimit = toNumber(item.time_limit);
const hitReq = toNumber(item.hit_req);
const totalReq = toNumber(item.total_req);
const blocks = toNumber(item.blocks);
const promoteCnt = toNumber(item.promote_cnt);
const timeText = timeLimit > 0 ? `${timeLimit}秒内完成` : "不限时完成";
const shootingTimeText =
timeLimit > 0 ? `${timeLimit}秒内进行射箭` : "不限时进行射箭";
const enduranceTimeText =
timeLimit > 0
? `${timeLimit}秒内完成${arrows}`
: `不限时完成${arrows}`;
const promoteText = promoteCnt > 0 ? `完成${promoteCnt}次晋级` : "";
const summaryMap = {
base: [
desc || (hitReq > 0 ? `每箭命中${hitReq}环以上` : "上靶即可"),
[`${arrows}`, promoteText].filter(Boolean).join(" · "),
shootingTimeText,
`需要有${arrows}命中${hitReq}环内`,
],
endurance: [
desc || `${timeText}${arrows}`,
[`累计${totalReq}`, promoteText].filter(Boolean).join(" · "),
enduranceTimeText,
`累计环数大于${totalReq}`,
],
precision: [
desc || `命中${blocks}个指定区域`,
[
`${arrows}`,
timeText,
getDifficultyModeText(item.mode),
promoteText,
]
.filter(Boolean)
.join(" · "),
shootingTimeText,
`需要有${arrows}箭命中高亮区域`,
],
rhythm: [
desc || `间隔${timeLimit}秒射击`,
+9 -9
View File
@@ -64,8 +64,8 @@ const createDefaultTrainingData = () => ({
stats: {
total_training_days: 0,
total_arrows: 0,
hit_rate: 0,
endurance_shoot_speed: 0,
target_rate: 0,
ten_ring_count: 0,
total_calories: 0,
},
beat_percent: 0,
@@ -286,8 +286,8 @@ const loadPersonalTrainingData = async () => {
stats: {
total_training_days: result?.stats?.total_training_days ?? 0,
total_arrows: result?.stats?.total_arrows ?? 0,
hit_rate: result?.stats?.hit_rate ?? 0,
endurance_shoot_speed: result?.stats?.endurance_shoot_speed ?? 0,
target_rate: result?.stats?.target_rate ?? 0,
ten_ring_count: result?.stats?.ten_ring_count ?? 0,
total_calories: result?.stats?.total_calories ?? 0,
},
beat_percent: result?.beat_percent ?? 0,
@@ -431,26 +431,26 @@ onShow(async () => {
<view class="stats-value-row">
<view class="stats-value-group">
<text class="stats-value">
{{ formatValue(trainingData.stats.hit_rate) }}
{{ formatValue(trainingData.stats.target_rate) }}
</text>
<text class="stats-unit">%</text>
<view class="stats-value-decoration"></view>
</view>
</view>
<text class="stats-label">命中</text>
<text class="stats-label">上靶</text>
</view>
<view class="stats-item">
<view class="stats-value-row">
<view class="stats-value-group">
<text class="stats-value">
{{ formatValue(trainingData.stats.endurance_shoot_speed, 0) }}
{{ formatValue(trainingData.stats.ten_ring_count, 0) }}
</text>
<text class="stats-unit">/分钟</text>
<text class="stats-unit"></text>
<view class="stats-value-decoration"></view>
</view>
</view>
<text class="stats-label">耐力射击</text>
<text class="stats-label">10环数</text>
</view>
<view class="stats-item">
+78 -33
View File
@@ -4,7 +4,7 @@ import { onHide, onLoad, onShow, onUnload } from "@dcloudio/uni-app";
import Container from "@/components/Container.vue";
import ShootProgress from "./components/ShootProgress.vue";
import BowTarget from "./components/BowTarget.vue";
import ScorePanel2 from "./components/ScorePanel2.vue";
import ScorePanel2 from "@/components/TrainingScorePanel.vue";
import ScoreResult from "./components/ScoreResult.vue";
import Avatar from "@/components/Avatar.vue";
import BowPower from "@/components/BowPower.vue";
@@ -48,6 +48,8 @@ const pageStage = ref(pageStages.LOADING);
const scores = ref([]);
// ShootResult
const shotEffectToken = ref(0);
//
const precisionTargetRefreshToken = ref(0);
const defaultTotal = 12;
const defaultTargetType = 1;
const total = ref(defaultTotal);
@@ -253,17 +255,23 @@ const trainingCopy = computed(() => {
practiceInfo.value.hitReq,
trainingParams.value.hitReq
);
const arrowsLeft = getPracticeNumber(
practiceInfo.value.arrowsLeft,
total.value
const targetArrows = getPositiveInteger(total.value);
const arrowsLeft = Math.min(
targetArrows,
Math.max(
0,
getPracticeNumber(practiceInfo.value.arrowsLeft, targetArrows)
)
);
const completedArrows = targetArrows - arrowsLeft;
return {
title: `每箭命中${hitReq}环之上`,
inline: true,
details: [
{ text: "剩余" },
{ text: arrowsLeft, highlight: true },
{ text: "箭达到条件" },
{ text: "计时结束前需要有" },
{ text: `(${completedArrows}/${targetArrows})`, highlight: true },
{ text: "箭命中" },
{ text: `${hitReq}`, highlight: true },
],
};
}
@@ -281,35 +289,33 @@ const trainingCopy = computed(() => {
const currentRings = getPracticeNumber(practiceInfo.value.currentRings);
return {
title: `完成${targetArrows}箭并累计${targetRings}`,
inline: true,
details: [
{ text: "完成" },
{ text: currentArrows, highlight: true },
{ text: "箭累计" },
{ text: currentRings, highlight: true },
{ text: "计时结束前完成" },
{ text: `(${currentArrows}/${targetArrows})`, highlight: true },
{ text: "箭累计命中" },
{ text: `(${currentRings}/${targetRings})`, highlight: true },
{ text: "环" },
],
};
}
if (trainingType.value === "precision") {
const block = precisionRandomBlock.value;
const ring = precisionRandomRingArea.value;
const arrowsLeft = getPracticeNumber(
practiceInfo.value.arrowsLeft,
total.value
const targetArrows = getPositiveInteger(total.value);
const arrowsLeft = Math.min(
targetArrows,
Math.max(
0,
getPracticeNumber(practiceInfo.value.arrowsLeft, targetArrows)
)
);
const title = block
? ring
? `请命中区域${block}${ring}`
: `请命中区域${block}`
: "等待目标区域";
const completedArrows = targetArrows - arrowsLeft;
return {
title,
inline: true,
details: [
{ text: "剩余" },
{ text: arrowsLeft, highlight: true },
{ text: "射箭命中高亮区域需完成" },
{ text: `(${completedArrows}/${targetArrows})`, highlight: true },
{ text: "箭" },
],
};
@@ -563,7 +569,10 @@ const commitPrecisionTargetAfterPresentation = async ({
) {
return;
}
visiblePrecisionTarget.value = target;
applyVisiblePrecisionTarget(target);
if (precisionRandomBlock.value > 0) {
precisionTargetRefreshToken.value += 1;
}
};
const createPracticeEndSnapshot = (message = {}) => {
@@ -1329,6 +1338,7 @@ onBeforeUnmount(() => {
:sectorCount="precisionBlocks"
:activeSector="precisionRandomBlock"
:activeRing="precisionRandomRingArea"
:highlightRefreshToken="precisionTargetRefreshToken"
:showSectorLabels="precisionBlocks > 0"
stable-shot-effect
@shot-effect-complete="onShotEffectComplete"
@@ -1349,7 +1359,7 @@ onBeforeUnmount(() => {
重置高亮
</button>
</view> -->
<view class="sound-text-box">
<view class="sound-row">
<button class="sound-btn" hover-class="none" @click="updateSound">
<image
class="sound-icon"
@@ -1357,6 +1367,8 @@ onBeforeUnmount(() => {
mode="aspectFit"
/>
</button>
</view>
<view class="sound-text-box">
<view class="bat-text-big-box">
<image
class="dao-icon"
@@ -1366,14 +1378,23 @@ onBeforeUnmount(() => {
<view v-if="trainingCopy" class="bat-text-box">
<view class="bat-text-small-box">
<view class="text-round-box">
<view class="text1">{{ trainingCopy.title }}</view>
<view class="text2">
<view v-if="trainingCopy.inline" class="training-copy-inline">
<text
v-for="(part, index) in trainingCopy.details"
:key="index"
:class="{ 'text2-yellow': part.highlight }"
>{{ part.text }}</text>
</view>
<view v-else>
<view class="text1">{{ trainingCopy.title }}</view>
<view class="text2">
<text
v-for="(part, index) in trainingCopy.details"
:key="index"
:class="{ 'text2-yellow': part.highlight }"
>{{ part.text }}</text>
</view>
</view>
</view>
</view>
</view>
@@ -1386,7 +1407,11 @@ onBeforeUnmount(() => {
:enhanced="true"
:show-scrollbar="false"
>
<ScorePanel2 :arrows="scores" :total="total" />
<ScorePanel2
:arrows="scores"
:total="total"
:trainingType="trainingType"
/>
</scroll-view>
</view>
<ScoreResult
@@ -1494,6 +1519,12 @@ onBeforeUnmount(() => {
margin-left: 16rpx;
}
.sound-row {
height: 70rpx;
padding: 0 56rpx;
display: flex;
align-items: center;
}
.sound-text-box{
height: 125rpx;
padding: 0 56rpx;
@@ -1503,6 +1534,9 @@ onBeforeUnmount(() => {
.sound-btn {
width: 76rpx;
height: 70rpx;
padding: 0;
margin: 0;
background: transparent;
border: none;
}
@@ -1515,7 +1549,7 @@ onBeforeUnmount(() => {
height: 70rpx;
}
.bat-text-big-box{
flex: 1;
width: 100%;
position: relative;
}
.dao-icon{
@@ -1530,11 +1564,13 @@ onBeforeUnmount(() => {
}
.bat-text-box{
display: flex;
width: 100%;
}
.bat-text-small-box{
background: rgba(0, 0, 0, 0.5);
width: auto;
width: 100%;
min-width: 100rpx;
box-sizing: border-box;
border-radius: 16rpx 60rpx 60rpx 16rpx;
display: flex;
flex-direction: column;
@@ -1545,6 +1581,15 @@ onBeforeUnmount(() => {
font-size: 30rpx;
color: #E7BA80;
}
.training-copy-inline {
width: 100%;
color: #FFFFFF;
font-size: 26rpx;
font-weight: 400;
line-height: 40rpx;
white-space: normal;
word-break: break-all;
}
.text1{
font-size: 30rpx;
font-weight: 400;
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@@ -329,6 +329,18 @@ export const getDirectionText = (angle = 0) => {
}
};
// 正式射箭阶段的距离单位为厘米,按距离异常类型选择对应语音。
export const getInvalidShotAudioKey = (shootData) => {
if (!shootData || typeof shootData !== "object") return "射击无效";
// protobuf 会省略值为 0 的标量字段;消息体存在且距离缺失时按 0 处理。
const rawDistance = Number(shootData.distance ?? shootData.dst ?? 0);
if (!Number.isFinite(rawDistance)) return "射击无效";
if (rawDistance < 0) return "射箭无效,靶纸错误";
if (rawDistance === 0) return "射箭无效,未识别到靶纸";
if (rawDistance / 100 < 5) return "射箭无效,距离不足";
return "射击无效";
};
export const wxLogin = () => {
return new Promise((resolve, reject) => {
uni.login({
+1 -1
View File
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+16 -2
View File
@@ -7,8 +7,8 @@ const { Reader, Writer } = protobuf;
// 所以这里使用 minimal Reader/Writer 做静态字段解码和客户端消息编码。
// <match-schema-generated>
// 此区块由 scripts/generate-match-schema.mjs 自动生成,请勿手动修改。
// 来源:src/utils/match.min.jssha256: b4f272aad40fb951
// 协议命名空间:rpc;消息数:12;字段数:137
// 来源:src/utils/match.min.jssha256: 150812589c2e6f7a
// 协议命名空间:rpc;消息数:12;字段数:151
export const ServerMessageType = {
SERVER_MSG_UNKNOWN: 0,
@@ -50,6 +50,7 @@ const SCHEMAS = {
7: { name: "angle", kind: "float" },
8: { name: "distance", kind: "float" },
9: { name: "three_consecutive_10_rings", kind: "bool" },
10: { name: "ok", kind: "bool" },
},
MatchShootList: {
1: { name: "items", kind: "message", type: "MatchShoot", repeated: true },
@@ -101,6 +102,9 @@ const SCHEMAS = {
13: { name: "s_vip", kind: "bool" },
14: { name: "vip", kind: "bool" },
15: { name: "player_match_result", kind: "message", type: "PlayerMatchResult" },
16: { name: "rank_lvl", kind: "int32" },
17: { name: "rank_name", kind: "string" },
18: { name: "rank_icon", kind: "string" },
},
TeamInfo: {
1: { name: "players", kind: "message", type: "PlayerFull", repeated: true },
@@ -180,6 +184,16 @@ const SCHEMAS = {
41: { name: "level", kind: "int32" },
42: { name: "upgrade_exp", kind: "int32" },
43: { name: "calories", kind: "double" },
44: { name: "score_slot", kind: "int32" },
45: { name: "current_energy", kind: "int32" },
46: { name: "energy_cost_per_sec", kind: "int32" },
47: { name: "energy_per_hit", kind: "int32" },
48: { name: "energy_req_percent", kind: "int32" },
49: { name: "delta_current_energy", kind: "int32" },
50: { name: "round_time", kind: "int32" },
51: { name: "shoot_window_start", kind: "int64" },
52: { name: "in_shoot_window", kind: "bool" },
53: { name: "shoot_time", kind: "int32" },
},
MatchInfo: {
1: { name: "match_id", kind: "string" },