62 Commits

Author SHA1 Message Date
8c0a24fd44 fix:练习赛三箭x环播放音效 2026-05-19 18:27:28 +08:00
a151f2f293 fix:对抗赛实现三箭x环音效 2026-05-19 18:16:40 +08:00
4352fffde7 fix:大乱斗连续三箭x环播放音效 2026-05-19 18:11:47 +08:00
74ca0bb3d7 fix:全局按钮播放音效完成 2026-05-19 17:24:02 +08:00
f44c22c594 fix:后台切前台导致网络报错问题解决 2026-05-19 16:01:18 +08:00
4518c66a65 fix:1v1的比赛当前玩家播【报轮到你了】 2026-05-19 15:04:35 +08:00
72a3443ff1 fix:增加新轮次时清空上一轮靶纸逻辑 2026-05-19 14:50:49 +08:00
131d3f70a2 fix:修复箭数展示问题 2026-05-19 14:15:51 +08:00
542c370ace fix:修改好友约战页面顶部文案样式 2026-05-19 11:46:11 +08:00
c094fc7bef fix:重进比赛逻辑优化 2026-05-19 11:39:34 +08:00
e3c33da40c fix:去掉新年图标&修改按钮文案 2026-05-18 17:04:26 +08:00
bededd89fa fix:持久化插件降级版本3.2.1处理 2026-05-18 09:36:50 +08:00
d38454453b fix:修改分享图的后缀 2026-05-14 18:22:11 +08:00
e70ae0add5 fix:解决数据持久化疯狂调用state接口问题 2026-05-14 17:58:08 +08:00
fcf346905b fix:去掉对战房间兼容代码 2026-05-14 17:15:01 +08:00
bf3f3a3afe fix:实现pinia数据持久化 2026-05-14 17:13:29 +08:00
5c36af30cd fix:修复冷启动丢失用户信息导致重复登录问题 2026-05-14 16:26:41 +08:00
df2e8c80bb fix:替换射击无效语音,开战房间播放靶纸尺寸语音 2026-05-14 15:43:39 +08:00
79088d0902 fix:分享图根据靶纸尺寸动态切换 2026-05-14 15:20:57 +08:00
bf72c9c63e fix:测试版本号文案修改 2026-05-14 14:44:02 +08:00
efff88db8e fix:用户中心新增测试版本号 2026-05-14 14:34:02 +08:00
9a6ca0700e fix:删除冗余代码+创建房间表单默认不选择 2026-05-14 14:23:19 +08:00
2c0edb533e fix:删除冗余代码 2026-05-14 13:34:34 +08:00
245daaff9b fix:去掉比赛页面测距状态下队伍win图片展示 2026-05-14 11:24:53 +08:00
20bf9e1637 fix:优化结算页面展示效果 2026-05-14 11:00:27 +08:00
89885a59f4 fix:返回房间按钮判断当前用户是否还在房间 2026-05-14 10:28:49 +08:00
1c75c06eaa fix:新增分享房间图片&2v2+3v3+大乱斗只有管理员房间才展示踢人按钮 2026-05-14 10:05:50 +08:00
34a32b108c fix:动态修改比赛时间 2026-05-13 18:31:51 +08:00
c168a909db fix:修改比赛进度条展示效果 2026-05-13 17:16:09 +08:00
9d45abd693 fix:射箭报环的时候进度条暂停 2026-05-13 16:33:59 +08:00
6db2142cf6 fix:修复测距页面标题展示问题 2026-05-13 15:40:12 +08:00
c3570afeba fix:比赛射箭数改为用indexMap字段展示 2026-05-13 15:14:53 +08:00
4761206a6e fix:比赛射箭数取后端动态值 2026-05-13 14:58:36 +08:00
c298e258cc fix:优化比赛tips展示逻辑 2026-05-13 13:42:22 +08:00
6cb5288631 fix:优化重进比赛tips展示逻辑 2026-05-13 11:17:30 +08:00
6d434e89ab fix:修复重进比赛进度条丢失问题 2026-05-13 10:49:37 +08:00
996472953a fix:优化重新进入比赛页面箭数展示逻辑 2026-05-13 10:10:38 +08:00
47fe964c31 fix:去掉轮次成绩弹窗的关闭功能 2026-05-12 17:36:37 +08:00
2ed1c4a57d fix:比赛页面新增设备已离线弹窗提示 2026-05-12 17:10:21 +08:00
956e82e10c fix: onBeforeUnmount 补充 uni.$off("socket-inbox", onReceiveMessage)&ToSomeoneShoot 消息去重防护(lastToSomeoneShootKey) 2026-05-12 16:01:29 +08:00
cf8d6135ff bug:修复大乱斗前6箭不射导致分数块展示错乱的问题 2026-05-12 10:46:27 +08:00
b7fdf97156 fix:排位赛匹配页面逻辑优化:增加超时判断&websocket丢失判断 2026-05-12 10:36:27 +08:00
a79486ad50 fix:我的成长脚印页面展示优化 2026-05-12 09:54:07 +08:00
5e69cd1d47 fix:优化完整成绩页面展示 2026-05-12 09:20:43 +08:00
3f181778a1 fix:优化成绩详情展示 2026-05-11 17:57:29 +08:00
b1238eff57 fix:优化决金箭的数量展示 2026-05-11 15:14:30 +08:00
c8c2abf3e7 fix:优化NvN比赛进度条展示 2026-05-11 14:39:25 +08:00
ea60371c44 bug:修复排位赛对抗类型跳转错比赛页面问题 2026-05-11 11:04:05 +08:00
478c0bc2b2 fix:优化对战进度条展示 2026-05-11 10:10:23 +08:00
76efe5a207 fix:结算页面经验进度条后端对接完成 2026-05-09 17:41:41 +08:00
3bfd8b2328 fix:房间号模块跟胶囊margin距离根据机型动态写入 2026-05-09 16:41:06 +08:00
3cf2470ffc fix:本地图片改为网络图片并删除本地图片 2026-05-09 15:58:55 +08:00
834841a3d5 fix:全部对战页面对接新结算页面 2026-05-09 15:51:51 +08:00
eaa1950a18 fix:大乱斗成绩块样式调整 2026-05-09 15:28:55 +08:00
45cb785ba4 fix:大乱斗比赛页面结束跳转到新结算页面 2026-05-09 15:23:58 +08:00
c4ad44b02a fix:大乱斗结算页面接口对接完成 2026-05-09 14:24:28 +08:00
df4f8d8fd5 fix:合并代码并解决冲突 2026-05-09 14:00:20 +08:00
6e62ec4348 fix:大乱斗结算页面结构样式完成 2026-05-09 13:57:36 +08:00
d8a94c8ff6 fix:修复mvp接口字段报错问题 2026-05-08 11:04:21 +08:00
29c6b174d8 fix:对战房间分享文案动态写入完成 2026-05-08 09:28:30 +08:00
bb43de3a62 fix:修改env配置 2026-05-07 18:29:04 +08:00
d2dc6c51cf fix:更新约战头部tip模块样式 2026-05-07 18:26:52 +08:00
51 changed files with 2004 additions and 186 deletions

2
.gitignore vendored
View File

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

View File

@@ -25,6 +25,7 @@
"@dcloudio/uni-quickapp-webview": "3.0.0-4060620250520001",
"@dcloudio/uni-ui": "^1.5.11",
"pinia": "2.0.36",
"pinia-plugin-persistedstate": "3.2.1",
"vue": "^3.4.21",
"vue-i18n": "^9.1.9"
},

View File

@@ -6,7 +6,7 @@ try {
switch (envVersion) {
case "develop": // 开发版
// BASE_URL = "http://localhost:8000/api/shoot";
// BASE_URL = "http://192.168.1.30:8000/api/shoot";
BASE_URL = "https://apitest.shelingxingqiu.com/api/shoot";
break;
case "trial": // 体验版

View File

@@ -1,4 +1,8 @@
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:
// "https://static.shelingxingqiu.com/attachment/2025-10-29/ddupaur1vdkyhzaqdc.mp3",
胜利: "https://static.shelingxingqiu.com/attachment/2025-09-17/dcuo9yjp0kt5msvmvd.mp3",
@@ -36,7 +40,7 @@ export const audioFils = {
请开始射击:
"https://static.shelingxingqiu.com/attachment/2025-09-17/dcutzdrl5u0iromqhf.mp3",
射击无效:
"https://static.shelingxingqiu.com/attachment/2025-09-17/dcutya55ufiiw8oo55.mp3",
"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",
未上靶:
"https://static.shelingxingqiu.com/attachment/2025-11-12/de6n45o3tsm1v4unam.mp3",
"1环":

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@@ -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

@@ -19,8 +19,12 @@ const props = defineProps({
});
const loading = ref(false);
/** 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 */
const getToken = () =>
uni.getStorageSync(`${uni.getAccountInfoSync().miniProgram.envVersion}_token`);
onShow(async () => {
if (user.value.id) {
if (user.value.id && getToken()) {
setTimeout(async () => {
const state = await getUserGameState();
updateGame(state.gaming, state.roomId);
@@ -33,7 +37,8 @@ watch(
async (value) => {
if (!value.id) {
updateGame(false, "");
} else {
} else if (getToken()) {
// 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
const state = await getUserGameState();
updateGame(state.gaming, state.roomId);
}

View File

@@ -80,28 +80,35 @@ defineProps({
/>
</view>
</view>
<view
<!-- 大乱斗玩家列表scroll-view 作为横向滚动容器 -->
<!-- 小程序中 scroll-view 不支持直接 display:flex需内部 wrapper view 承载 flex 布局 -->
<!-- 仅当玩家 >5 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 -->
<scroll-view
v-if="players.length"
class="players-melee"
scroll-x
@touchmove="(e) => players.length > 5 && e.stopPropagation()"
:style="{ paddingTop: showHeader ? '15px' : '0' }"
>
<view
v-for="(player, index) in players"
:key="index"
:style="{
backgroundColor: meleeAvatarColors[index],
width: `${Math.max(100 / players.length, 18)}vw`,
}"
>
<Avatar
:src="player.avatar"
:rankLvl="showRank ? undefined : player.rankLvl"
:size="40"
:rank="showRank ? index + 1 : 0"
/>
<text class="player-name">{{ player.name }}</text>
<view class="players-melee-inner">
<view
v-for="(player, index) in players"
:key="index"
:style="{
backgroundColor: meleeAvatarColors[index],
width: `${Math.max(100 / players.length, 18)}vw`,
}"
>
<Avatar
:src="player.avatar"
:rankLvl="showRank ? undefined : player.rankLvl"
:size="40"
:rank="showRank ? index + 1 : 0"
/>
<text class="player-name">{{ player.name }}</text>
</view>
</view>
</view>
</scroll-view>
</view>
</template>
@@ -144,17 +151,21 @@ defineProps({
justify-content: center;
}
.players-melee {
display: flex;
height: 80px;
width: 100%;
overflow-x: auto;
}
.players-melee::-webkit-scrollbar {
width: 0;
height: 0;
color: transparent;
}
.players-melee > view {
/* 小程序 scroll-view 不支持直接 flex通过内层 wrapper 承载横向排列 */
.players-melee-inner {
display: flex;
height: 100%;
flex-wrap: nowrap;
}
.players-melee-inner > view {
display: flex;
flex-direction: column;
align-items: center;

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

@@ -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>

View File

@@ -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;

View File

@@ -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 right8px 作为 top
}
}
uni.$on("update-hot", updateHot);
});
@@ -170,15 +185,16 @@ onBeforeUnmount(() => {
}}</text
>
</view>
<view v-if="showProgress" class="battle-progress">
<view v-if="currentPage === 'pages/team-battle'" 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 +286,12 @@ 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 +300,7 @@ 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 {

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(`${["一", "二", "三", "四", "五"][currentRound.value]}`);
@@ -33,8 +38,8 @@ watch(
newVal.includes("你")
? "轮到你了"
: newVal.includes("红队")
? "请红方射箭"
: "请蓝方射箭"
? "请红方射箭"
: "请蓝方射箭"
);
audioManager.play(key, false);
currentRoundEnded.value = false;
@@ -52,14 +57,20 @@ async function onReceiveMessage(message) {
const { type, mode, current, shootData } = message;
if (type === MESSAGETYPESV2.BattleStart) {
melee.value = Boolean(mode > 3);
totalShot.value = mode === 1 ? 3 : 2;
// 优先使用后端返回的 shootNumber降级则根据 mode 推算
totalShot.value = message.shootNumber ?? (mode === 1 ? 3 : 2);
currentRoundEnded.value = true;
audioManager.play("比赛开始");
} else if (type === MESSAGETYPESV2.BattleEnd) {
audioManager.play("比赛结束", false);
} else if (type === MESSAGETYPESV2.ShootResult) {
if (melee.value && current.playerId !== user.value.id) return;
if (current.playerId === user.value.id) currentShot.value++;
// 从 indexMap 按当前用户 id 取已射箭数,由后端维护准确值,不在前端自增。
// 注意:后端在 ShootResult 中会将 playerId 重置为 0无当前射手
// 因此不能依赖 playerId === user.id 判断,改为直接读取 indexMap[user.id]。
// indexMap[user.id] 只在本人射箭后才增加,队友射箭时该值不变,逻辑等价且更准确。
const myShot = current.indexMap?.[user.value.id];
if (myShot !== undefined) currentShot.value = myShot;
if (message.shootData) {
let key = [];
key.push(
@@ -92,22 +103,36 @@ const onUpdateTips = (newVal) => {
tips.value = newVal;
};
const onUpdateTotalShot = (newVal) => {
currentShot.value = newVal.currentShot;
totalShot.value = newVal.totalShot;
};
// 监听 Pinia store 中 totalShot 变化,用于比赛恢复时同步箭数(替代 uni.$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;
}

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

@@ -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] ? `${scores[0][index].ring}` : "-"
scores[1] && scores[1][index] ? `${scores[1][index].ring}` : "-"
}}</text>
</view>
</view>

View File

@@ -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])"

View File

@@ -29,6 +29,33 @@ const updateRemain = (value) => {
if (timer.value) clearInterval(timer.value);
return
}
// zeroThenResetToSomeoneShoot 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 0loading 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--;

View File

@@ -1,11 +1,26 @@
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

@@ -39,6 +39,9 @@
{
"path": "pages/battle-result"
},
{
"path": "pages/friend-battle-result"
},
{
"path": "pages/point-book-edit"
},

View File

@@ -117,7 +117,7 @@ const checkBowData = () => {
}deg)`,
}"
>
<view v-if="data.mvp && data.mvp[0].totalRings">
<view v-if="data.mvp && data.mvp.totalRings">
<image src="../static/title-mvp.png" mode="widthFix" />
<text
>斩获<text
@@ -127,7 +127,7 @@ const checkBowData = () => {
margin: '0 3px',
fontWeight: '600',
}"
>{{ data.mvp[0].totalRings }}</text
>{{ data.mvp.totalRings }}</text
></text
>
</view>

View File

@@ -9,9 +9,7 @@ import Avatar from "@/components/Avatar.vue";
import ScreenHint from "@/components/ScreenHint.vue";
import {
getRoomAPI,
destroyRoomAPI,
exitRoomAPI,
startRoomAPI,
chooseTeamAPI,
getReadyAPI,
kickPlayerAPI,
@@ -19,6 +17,7 @@ import {
import { MESSAGETYPES, MESSAGETYPESV2 } from "@/constants";
import useStore from "@/store";
import { storeToRefs } from "pinia";
import audioManager from "@/audioManager";
const store = useStore();
const { user } = storeToRefs(store);
@@ -42,10 +41,23 @@ const battleTitle = computed(() => {
return `${half}v${half}对抗赛`;
});
/** 靶纸尺寸cm由 URL 参数或 API 返回的 targetType 字段填充 */
const targetSize = ref(0);
/**
* 根据 targetSize 动态生成靶纸尺寸文本,如"40cm"
* 数据未就绪时显示 "--";数据来源:创建者取 URL 参数 target加入者取 API 返回的 targetType
*/
const targetSizeLabel = computed(() =>
targetSize.value ? `${targetSize.value}cm` : '--'
);
const ready = ref(false);
const allReady = ref(false);
const timer = ref(null);
const goBattle = ref(false);
/** 从结算页返回时为 true跳过进场靶纸语音 */
const skipTargetAudio = ref(false);
/**
* 从服务端刷新当前房间数据,更新成员列表、准备状态等信息
@@ -56,6 +68,15 @@ async function refreshRoomData() {
const result = await getRoomAPI(roomNumber.value);
if (result.started) return;
room.value = result;
// 加入者通过 API 返回的 targetType 字段同步靶纸尺寸,并持久化到本地缓存
if (result.targetType) {
targetSize.value = result.targetType;
uni.setStorageSync(`targetSize_${roomNumber.value}`, result.targetType);
} else if (targetSize.value === 0) {
// API 无该字段时,从本地缓存兜底(如"返回房间"场景)
const stored = uni.getStorageSync(`targetSize_${roomNumber.value}`);
if (stored) targetSize.value = stored;
}
owner.value = {};
opponent.value = {};
const members = result.members || [];
@@ -115,10 +136,6 @@ async function refreshRoomData() {
// timer.value = setTimeout(refreshRoomData, 2000);
}
const startGame = async () => {
const result = await startRoomAPI(room.value.number);
};
const getReady = async () => {
await getReadyAPI(roomNumber.value);
};
@@ -193,14 +210,6 @@ const chooseTeam = async (team) => {
refreshMembers(result.members);
};
const destroyRoom = async () => {
if (roomNumber.value) await destroyRoomAPI(roomNumber.value);
};
const exitRoom = async () => {
uni.navigateBack();
};
/** 待确认踢出的玩家信息 */
const playerToKick = ref(null);
/** 控制踢出确认弹窗的显示状态 */
@@ -241,11 +250,41 @@ const canClick = computed(() => {
return true;
});
/**
* 根据对战类型和人数动态生成分享文案
* 1v1 / 默认 → "星球论箭,来一决高下敢否?"
* 2v2 → "2v2对抗赛是兄弟来助我一把!"
* 3v3 → "3v3对抗赛来了马上发车!"
* 乱斗 → "热血乱斗赛,敢来争锋?"
*/
const shareTitle = computed(() => {
const { battleType, count } = room.value;
if (battleType === 2) return '热血乱斗赛,敢来争锋?';
if (battleType === 1 && count === 4) return '2v2对抗赛是兄弟来助我一把!';
if (battleType === 1 && count === 6) return '3v3对抗赛来了马上发车!';
return '星球论箭,来一决高下敢否?';
});
/**
* 根据对战类型和靶纸尺寸动态返回分享封面图路径,共 4 张图:
* contest_share_20.png — 约战/对抗赛 + 20cm 靶
* contest_share_40.png — 约战/对抗赛 + 40cm 靶
* melee_share_20.png — 多人乱斗 + 20cm 靶
* melee_share_40.png — 多人乱斗 + 40cm 靶
*
* 当 targetSize 未知时默认取 20cm 图。
*/
const shareImage = computed(() => {
const type = room.value.battleType === 2 ? 'melee' : 'contest';
const size = targetSize.value === 40 ? '40' : '20';
return `https://static.shelingxingqiu.com/shootmini/static/share/${type}_share_${size}.png`;
});
onShareAppMessage(() => {
return {
title: "邀请您进入房间对战",
title: shareTitle.value,
path: "/pages/friend-battle?roomID=" + roomNumber.value,
imageUrl: "",
imageUrl: shareImage.value,
};
});
@@ -265,10 +304,21 @@ onShow(() => {
* - 同步到 Pinia Store供 Header 组件展示房号胶囊)
*/
onLoad(async (options) => {
// 从结算页跳回时携带 fromResult=1标记跳过进场语音
if (options.fromResult) skipTargetAudio.value = true;
if (options.roomNumber) {
roomNumber.value = options.roomNumber;
store.updateRoomNumber(options.roomNumber);
}
// 创建者通过 URL 参数 target1→20cm2→40cm初始化靶纸尺寸并持久化到本地缓存
if (options.target) {
targetSize.value = parseInt(options.target) * 20;
uni.setStorageSync(`targetSize_${roomNumber.value}`, targetSize.value);
} else if (roomNumber.value) {
// "返回房间"等无 target 参数的场景:从本地缓存恢复(待 refreshRoomData 进一步覆盖)
const stored = uni.getStorageSync(`targetSize_${roomNumber.value}`);
if (stored) targetSize.value = stored;
}
});
/**
@@ -280,6 +330,13 @@ onMounted(() => {
keepScreenOn: true,
});
uni.$on("socket-inbox", onReceiveMessage);
// 页面加载完成 1 秒后根据靶纸尺寸播报对应语音;从结算页返回时跳过
setTimeout(() => {
if (!skipTargetAudio.value) {
const key = targetSize.value === 40 ? '40CM全环靶' : '20CM全环靶';
audioManager.play(key);
}
}, 1000);
});
onBeforeUnmount(() => {
@@ -299,11 +356,8 @@ onBeforeUnmount(() => {
<GuideTwo>
<view class="battle-guide">
<view class="guide-tips">
<text>弓箭手们人都到齐了吗?</text>
<text v-if="room.battleType === 1">{{
`${room.count / 2}v${room.count / 2}比赛即将开始!`
}}</text>
<text v-if="room.battleType === 2">大乱斗即将开始! </text>
<text class="guide-tips__target">请使用{{ targetSizeLabel }}全环靶</text>
<text class="guide-tips__warn">如果实际靶纸与选择靶纸不同将导致射箭无效</text>
</view>
</view>
</GuideTwo>
@@ -344,7 +398,8 @@ onBeforeUnmount(() => {
<view v-for="(item, index) in players" :key="index">
<Avatar v-if="item.id" :src="item.avatar" :size="36" />
<text v-if="owner.id === item.id">管理员</text>
<button v-if="owner.id !== item.id && item.id" hover-class="none" class="remove-player"
<!-- 仅房主可见踢人按钮且不能踢自己 -->
<button v-if="owner.id !== item.id && item.id && owner.id === user.id" hover-class="none" class="remove-player"
@click="() => removePlayer(item)" :style="{ top: '-10rpx', right: '-10rpx' }">
<image src="../static/close-white.png" mode="widthFix" />
</button>
@@ -384,10 +439,11 @@ onBeforeUnmount(() => {
</view>
</view>
</block>
<!-- isOwner当前用户是房主时才展示踢人按钮 -->
<PlayerSeats v-if="room.battleType === 2" :total="room.count || 10" :players="players"
:removePlayer="removePlayer" />
: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..."
@@ -818,4 +874,23 @@ onBeforeUnmount(() => {
border: 1rpx solid #a3793f66;
color: #fed847;
}
.guide-tips__target {
font-weight: 400;
font-size: 26rpx;
color: rgba(255, 217, 71, 0.8);
}
.guide-tips__warn {
font-weight: 400;
font-size: 22rpx;
color: rgba(255, 255, 255, 0.8);
margin-top: 6rpx;
}
.guide-tips {
display: flex;
flex-direction: column;
padding-left: 20rpx;
}
</style>

File diff suppressed because it is too large Load Diff

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>
@@ -162,7 +164,8 @@ onLoad(async (options) => {
<view v-if="warnning" class="warnning">
{{ warnning }}
</view>
<CreateRoom v-if="!warnning" :onConfirm="() => (showModal = false)" />
<!-- showModal 关闭时立即销毁组件重开时重建确保选项重置为 0 -->
<CreateRoom v-if="!warnning && showModal" :onConfirm="() => (showModal = false)" />
</SModal>
<Signin :show="showSignin" :onClose="onSignin" />
</view>
@@ -170,6 +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

@@ -159,10 +159,10 @@ 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' }">
@@ -178,7 +178,7 @@ onShareTimeline(() => {
v-else
src="https://static.shelingxingqiu.com/attachment/2026-01-04/dffohwtk1gwh0xfa6h.png"
mode="widthFix"
@click="() => toPage('/pages/my-device')"
@click="$clickSound(() => toPage('/pages/my-device'))"
/>
<block v-if="user.id">
<text v-if="!device.deviceId">绑定我的智能弓</text>
@@ -196,10 +196,10 @@ onShareTimeline(() => {
</BubbleTip>
</view>
<view class="play-card">
<view @click="() => toPage('/pages/practise')">
<view @click="$clickSound(() => toPage('/pages/practise'))">
<image src="../static/my-practise.png" mode="widthFix"/>
</view>
<view @click="() => toPage('/pages/friend-battle')">
<view @click="$clickSound(() => toPage('/pages/friend-battle'))">
<image src="../static/friend-battle.png" mode="widthFix"/>
</view>
</view>
@@ -211,7 +211,7 @@ onShareTimeline(() => {
/>
<button
class="into-btn"
@click="() => toPage('/pages/ranking')"
@click="$clickSound(() => toPage('/pages/ranking'))"
hover-class="none"
></button>
<view class="ranking-players" @click="toRankListPage">

View File

@@ -20,25 +20,47 @@ onLoad(async (options) => {
const result = await getBattleAPI(battleId.value);
data.value = result;
if (result.mode > 3) {
players.value = result.resultList.map((item, index) => {
const plist = result.teams[0] ? result.teams[0].players : [];
const p = plist.find((p) => p.id === item.userId);
const plist = result.teams[0] ? result.teams[0].players : [];
// 以 id 为 key 建立 teams 玩家快速查找表
const teamPlayerMap = {};
plist.forEach((p) => { teamPlayerMap[p.id] = p; });
// 处理有成绩的玩家resultList 顺序即排名顺序)
const rankedPlayers = (result.resultList || []).map((item, index) => {
const playerId = item.userId || item.id;
const p = teamPlayerMap[playerId] || item;
const arrows = new Array(12);
result.rounds.forEach((r, index) => {
if (r.shoots[item.userId]) {
r.shoots[item.userId].forEach((s, index2) => {
arrows[index2 + index * 6] = s;
result.rounds.forEach((r, rIndex) => {
if (r.shoots[playerId]) {
r.shoots[playerId].forEach((s, sIndex) => {
arrows[sIndex + rIndex * 6] = s;
});
}
});
return {
...item,
id: playerId,
rank: index + 1,
name: p.name,
avatar: p.avatar || "",
name: (p && p.name) || item.name,
avatar: (p && p.avatar) || item.avatar || "",
arrows,
};
});
// 追加未出现在 resultList 中的玩家未射箭rank=0 隐藏角标
const rankedIds = new Set(rankedPlayers.map((p) => p.id));
const unrankedPlayers = plist
.filter((p) => !rankedIds.has(p.id))
.map((p) => ({
id: p.id,
name: p.name,
avatar: p.avatar || "",
arrows: [],
totalScore: 0,
rank: 0,
}));
players.value = [...rankedPlayers, ...unrankedPlayers];
}
});
@@ -59,13 +81,14 @@ const checkBowData = (selected) => {
<Container title="详情">
<view class="container">
<BattleHeader
v-if="data.mode <= 3"
:winner="data.winTeam"
:blueTeam="data.teams[1] ? data.teams[1].players : []"
:redTeam="data.teams[2] ? data.teams[2].players : []"
:players="players"
/>
<view
v-if="data.mode >= 3"
v-if="data.mode > 3"
class="score-header"
:style="{ border: 'none', padding: '5px 15px' }"
>
@@ -76,14 +99,14 @@ const checkBowData = (selected) => {
</view>
</view>
<PlayerScore2
v-if="data.mode >= 3"
v-if="data.mode > 3"
v-for="(player, index) in players"
:key="index"
:name="player.name"
:avatar="player.avatar"
:arrows="player.arrows"
:totalScore="player.totalScore"
:rank="index + 1"
:rank="player.rank"
/>
<view
v-if="data.mode <= 3"

View File

@@ -3,22 +3,90 @@ import { ref, onMounted, onBeforeUnmount } from "vue";
import { onLoad, onShow, onHide } from "@dcloudio/uni-app";
import Container from "@/components/Container.vue";
import Matching from "@/components/Matching.vue";
import { matchGameAPI } from "@/apis";
import { matchGameAPI, getBattleAPI } from "@/apis";
import { MESSAGETYPESV2 } from "@/constants";
const gameType = ref(0);
const teamSize = ref(0);
const onComplete = ref(null);
/** 匹配超时计时器,用于检测 WS 消息丢失或真正超时 */
const matchTimeoutTimer = ref(null);
/** 匹配超时阈值ms后端设置 15s 匹配,前端预留 5s 冗余 */
const MATCH_TIMEOUT_MS = 20 * 1000;
/** 清除超时计时器 */
const clearMatchTimeout = () => {
if (matchTimeoutTimer.value) {
clearTimeout(matchTimeoutTimer.value);
matchTimeoutTimer.value = null;
}
};
/**
* 超时处理:查询后端是否已分配对局
* - 有对局 → WS 消息丢失场景,自动跳入
* - 无对局 → 真正超时,提示用户并返回大厅
*/
const handleMatchTimeout = async () => {
try {
const battle = await getBattleAPI();
if (battle && battle.matchId) {
uni.showToast({ title: "匹配成功,正在进入...", icon: "none" });
if (battle.mode <= 3) {
uni.redirectTo({ url: `/pages/team-battle?battleId=${battle.matchId}` });
} else {
uni.redirectTo({ url: `/pages/melee-battle?battleId=${battle.matchId}` });
}
} else {
uni.showToast({ title: "匹配超时,请重试", icon: "none" });
try {
if (gameType.value && teamSize.value) {
await matchGameAPI(false, gameType.value, teamSize.value);
}
} catch (_) { /* 取消失败忽略 */ }
uni.navigateBack();
}
} catch (e) {
uni.showToast({ title: "匹配超时,请重试", icon: "none" });
uni.navigateBack();
}
};
async function stopMatch() {
uni.$showHint(3);
}
/**
* 取消匹配,带容错处理:
* - 取消成功 → 返回大厅
* - 取消失败(后端已分配对局但 WS 未到达)→ 查询并跳入当前对局
*/
async function cancelMatch() {
if (gameType.value && teamSize.value) {
await matchGameAPI(false, gameType.value, teamSize.value);
clearMatchTimeout();
try {
if (gameType.value && teamSize.value) {
await matchGameAPI(false, gameType.value, teamSize.value);
}
uni.navigateBack();
} catch (e) {
// 取消匹配接口失败,尝试查询是否已被分配对局
try {
const battle = await getBattleAPI();
if (battle && battle.matchId) {
if (battle.mode <= 3) {
uni.redirectTo({ url: `/pages/team-battle?battleId=${battle.matchId}` });
} else {
uni.redirectTo({ url: `/pages/melee-battle?battleId=${battle.matchId}` });
}
} else {
uni.navigateBack();
}
} catch (_) {
uni.navigateBack();
}
}
uni.navigateBack()
}
async function onReceiveMessage(msg) {
@@ -26,13 +94,17 @@ async function onReceiveMessage(msg) {
onComplete.value = () => {}
}
if (msg.type === MESSAGETYPESV2.AboutToStart) {
if (gameType.value == 1) {
// 收到开始消息,清除超时计时器
clearMatchTimeout();
// 使用后端下发的 mode 字段判断跳转目标与好友约战battle-room.vue保持一致
// mode <= 3 为团队对抗mode > 3 为大乱斗,覆盖全部 gameType1~5不再遗漏
if (msg.mode <= 3) {
uni.redirectTo({
url: `/pages/team-battle?battleId=${msg.id}&gameMode=2`,
url: `/pages/team-battle?battleId=${msg.id}`,
});
} else if (gameType.value == 2) {
} else {
uni.redirectTo({
url: `/pages/melee-battle?battleId=${msg.id}&gameMode=2`,
url: `/pages/melee-battle?battleId=${msg.id}`,
});
}
}
@@ -54,6 +126,7 @@ onMounted(() => {
});
onBeforeUnmount(() => {
clearMatchTimeout();
uni.setKeepScreenOn({
keepScreenOn: false,
});
@@ -64,6 +137,9 @@ onBeforeUnmount(() => {
onShow(async () => {
if (gameType.value && teamSize.value) {
matchGameAPI(true, gameType.value, teamSize.value);
// 启动超时计时器,防止 WS 消息丢失或长时间无对手导致用户卡死
clearMatchTimeout();
matchTimeoutTimer.value = setTimeout(handleMatchTimeout, MATCH_TIMEOUT_MS);
}
});

View File

@@ -1,5 +1,5 @@
<script setup>
import { ref, onMounted, onBeforeUnmount } 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";
@@ -10,16 +10,19 @@ import SButton from "@/components/SButton.vue";
import Avatar from "@/components/Avatar.vue";
import ScreenHint from "@/components/ScreenHint.vue";
import TestDistance from "@/components/TestDistance.vue";
import SModal from "@/components/SModal.vue";
import audioManager from "@/audioManager";
import { getBattleAPI, laserCloseAPI } from "@/apis";
import { MESSAGETYPESV2 } from "@/constants";
import useStore from "@/store";
import { storeToRefs } from "pinia";
const store = useStore();
const { user } = storeToRefs(store);
const { user, online } = storeToRefs(store);
const title = ref("");
const start = ref(null);
const battleId = ref("");
/** 对战模式1=好友约战 2=排位赛,用于结算页跳转判断 */
const way = ref(0);
const currentRound = ref(1);
const tips = ref("即将开始...");
const players = ref([]);
@@ -27,16 +30,27 @@ const playersSorted = ref([]);
const playersScores = ref([]);
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({});
const navigateToResult = () => {
uni.redirectTo({ url: `/pages/battle-result?battleId=${battleId.value}` });
};
/**
* 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
*/
watch(online, (newVal, oldVal) => {
if (!newVal && oldVal && start.value === true) {
showOfflineModal.value = true;
}
});
function recoverData(battleInfo, { force = false } = {}) {
if (!battleInfo) return;
try {
if (battleInfo.way === 1) title.value = "好友约战 - 大乱斗";
if (battleInfo.way === 2) title.value = "排位赛 - 大乱斗";
// 保存 way 供结算跳转时使用
way.value = battleInfo.way ?? 0;
// 优先使用接口数据,否则使用缓存
if (battleInfo.teams?.[0]?.players) {
@@ -108,6 +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) {
@@ -115,15 +151,37 @@ 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;
tips.value = "准备下半场";
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
setTimeout(() => {
// 全部跳转到新结算页
uni.redirectTo({
url: "/pages/battle-result?battleId=" + msg.matchId,
url: "/pages/friend-battle-result?battleId=" + msg.matchId,
});
}, 1000);
}
@@ -200,13 +258,25 @@ onShow(async () => {
<ScreenHint
:show="halfTimeTip"
mode="small"
:onClose="() => (halfTimeTip = false)"
>
<view class="half-time-tip">
<text>上半场结束休息一下吧:</text>
<text>20秒后开始下半场</text>
</view>
</ScreenHint>
<!-- 设备离线提示弹窗 -->
<SModal
:show="showOfflineModal"
:noBg="true"
height="360rpx"
:onClose="() => (showOfflineModal = false)"
>
<view class="offline-modal">
<text class="offline-title">设备已离线</text>
<text class="offline-desc">检测到设备已断开连接请检查设备后继续比赛</text>
<SButton @click="showOfflineModal = false">我知道了</SButton>
</view>
</SModal>
</view>
</Container>
</template>
@@ -216,4 +286,25 @@ onShow(async () => {
width: 100%;
height: 100%;
}
.offline-modal {
display: flex;
flex-direction: column;
align-items: center;
padding: 60rpx 40rpx 40rpx;
gap: 24rpx;
}
.offline-title {
font-size: 36rpx;
font-weight: bold;
color: #FED847;
}
.offline-desc {
font-size: 28rpx;
color: #CCCCCC;
text-align: center;
line-height: 1.6;
}
</style>

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

@@ -55,7 +55,14 @@ const onPractiseLoading = async (page) => {
};
const getName = (battle) => {
if (battle.mode <= 3) return `${battle.mode}V${battle.mode}`;
return battle.mode + "人大乱斗";
// 排位赛大乱斗mode 数字与实际人数不一致,使用固定映射
if (battle.way === 2) {
if (battle.mode === 4) return "5人大乱斗";
if (battle.mode === 5) return "10人大乱斗";
}
// 好友约战大乱斗:从 teams[0].players 取实际参与人数动态展示
const count = battle.teams?.[0]?.players?.length;
return count ? `${count}人大乱斗` : "大乱斗";
};
/**
@@ -108,7 +115,7 @@ onLoad((options) => {
:blueTeam="item.teams[1] ? item.teams[1].players : []"
:redTeam="item.teams[2] ? item.teams[2].players : []"
:winner="item.winTeam"
:showRank="item.teams[0]"
:showRank="!!item.teams[0]"
:showHeader="false"
/>
</view>
@@ -131,7 +138,7 @@ onLoad((options) => {
:blueTeam="item.teams[1] ? item.teams[1].players : []"
:redTeam="item.teams[2] ? item.teams[2].players : []"
:winner="item.winTeam"
:showRank="item.teams[0]"
:showRank="!!item.teams[0]"
:showHeader="false"
/>
</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>

View File

@@ -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);
}
@@ -89,7 +116,8 @@ async function onComplete() {
practiseResult.value = {};
start.value = false;
scores.value = [];
const result = await createPractiseAPI(total, 3600);
xRingStreak.value = 0; // 重新开始练习,重置 X 环连续计数
const result = await createPractiseAPI(total, 360);
if (result) practiseId.value = result.id;
}
}
@@ -105,7 +133,7 @@ onMounted(async () => {
});
uni.$on("socket-inbox", onReceiveMessage);
uni.$on("share-image", onClickShare);
const result = await createPractiseAPI(total, 3600, targetType.value);
const result = await createPractiseAPI(total, 360, targetType.value);
if (result) practiseId.value = result.id;
});
@@ -132,7 +160,7 @@ onBeforeUnmount(() => {
<ShootProgress
:tips="`请连续射${total}支箭`"
:start="start"
:total="3600"
:total="360"
:onStop="onOver"
/>
<view class="user-row">

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

@@ -1,5 +1,5 @@
<script setup>
import {ref, onMounted, onBeforeUnmount, nextTick} from "vue";
import {ref, onMounted, onBeforeUnmount, nextTick, watch} from "vue";
import {onLoad, onShow, onHide} from "@dcloudio/uni-app";
import Container from "@/components/Container.vue";
import BattleHeader from "@/components/BattleHeader.vue";
@@ -11,6 +11,7 @@ import RoundEndTip from "@/components/RoundEndTip.vue";
import TestDistance from "@/components/TestDistance.vue";
import TeamAvatars from "@/components/TeamAvatars.vue";
import ShootProgress2 from "@/components/ShootProgress2.vue";
import SModal from "@/components/SModal.vue";
import {laserCloseAPI, getBattleAPI} from "@/apis";
import {MESSAGETYPESV2} from "@/constants";
import audioManager from "@/audioManager";
@@ -18,11 +19,13 @@ import useStore from "@/store";
import {storeToRefs} from "pinia";
const store = useStore();
const {user} = storeToRefs(store);
const {user, online} = storeToRefs(store);
const start = ref(null);
const tips = ref("");
const battleId = ref("");
const currentRound = ref(0);
/** 专用于 RoundEndTip 展示的轮次,与进度条的 currentRound 解耦,避免 ToSomeoneShoot 提前更新 currentRound 导致 Tip 显示错误轮次 */
const roundTipRound = ref(0);
const goldenRound = ref(0);
const currentRedPoint = ref(0);
const currentBluePoint = ref(0);
@@ -38,10 +41,31 @@ const showRoundTip = ref(false);
const isFinalShoot = ref(false);
const matchStatus = ref(undefined);
const updateRemainSecond = ref(0);
/** 当前对局每人射击时间(秒),从后端 shootTime 字段动态读取,默认 15 */
const shootTimeTotal = ref(15);
/** 对战来源类型1=好友约战2=匹配对战),用于结算页分流 */
const battleWay = ref(0);
/** 上一次处理的 ToSomeoneShoot 关键字段,用于去重过滤重复消息 */
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
*/
watch(online, (newVal, oldVal) => {
if (!newVal && oldVal && start.value === true) {
showOfflineModal.value = true;
}
});
const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
try {
battleId.value = battleInfo.matchId;
// 存储对战来源,供结算跳转分流使用
if (battleInfo.way !== undefined) battleWay.value = battleInfo.way;
// 优先使用接口返回的队伍数据,如果没有则尝试从缓存读取(应对匹配刚完成接口未就绪的情况)
const t1 = battleInfo.teams?.[1] || {};
@@ -71,6 +95,8 @@ const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
return;
}
if (!arrowOnly) {
// 在 ToSomeoneShoot 时同步更新当前轮次,使进度条轮次图片及时切换
currentRound.value = battleInfo.current.round || 1;
currentShooterId.value = battleInfo.current.playerId;
const redPlayer = battleInfo.teams[2].players.find(
(item) => item.id === battleInfo.current.playerId
@@ -78,22 +104,64 @@ 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";
}
// 同队连续出手时 tips 值不变HeaderProgress watch 不触发音频
// 需在赋值前比较旧值,手动播放音频确保始终触发 onAudioEnded 启动计时器
// 注意:使用 interrupt=false 避免打断上一支箭的环数播报音频
if (tips.value === nextTips && !nextTips.includes("重回")) {
const audioKey = redPlayer ? "请红方射箭" : "请蓝方射箭";
audioManager.play(audioKey, false);
}
tips.value = nextTips;
uni.$emit("update-tips", nextTips);
uni.$emit("update-remain", {reset: true, value: 15, team: redTeam?'red':'blue'});
// 同步写入 Pinia store供 HeaderProgress 通过 immediate watch 在 onMounted 时立即读取
// 规避 WeChat 小程序 onShow 在组件 onMounted 之前触发导致 uni.$emit 事件丢失的时序问题
store.updateTips(nextTips);
// force 模式下改为在 nextTick 内发送 update-tips规避 WeChat 小程序
// onShow 与 onMounted 时序问题导致 HeaderProgress 监听器尚未注册的边界情况
if (!force) {
uni.$emit("update-tips", nextTips);
}
// redPlayer 已在上方 find() 确认:不为 null 则当前射手在红队
const targetTeam = redPlayer ? 'red' : 'blue';
// 从后端消息读取本局射击时间,动态设置进度条满值与倒计时秒数(降级兜底 15s
shootTimeTotal.value = battleInfo.shootTime ?? 15;
if (force) {
const remain = (Date.now() - battleInfo.current.startTime) / 1000;
console.log(`当前轮已进行${remain}`);
if (remain > 0 && remain < 15) {
updateRemainSecond.value = 15 - remain - 0.2
// force 模式下 start.value 刚由 null 变 trueVue 异步调度渲染,
// ShootProgress2v-if="start"尚未挂载update-remain 事件会被丢弃。
// 同时 HeaderProgress 对含"重回"的 tips 拦截音频,倒计时无法依赖
// onAudioEnded 驱动,需在 nextTick 后直接启动。
// playerId=0 表示后端处于过渡状态(上一位射手已完成、下一位尚未分配)
// 此时 startTime/targetTeam 均不可靠,停止进度条并等待 WS ToSomeoneShoot 驱动
if (!battleInfo.current.playerId) {
nextTick(() => {
uni.$emit("update-tips", nextTips);
uni.$emit("update-remain", {stop: true});
});
return;
}
const elapsed = (Date.now() - battleInfo.current.startTime) / 1000;
if (elapsed > 0 && elapsed < shootTimeTotal.value) {
updateRemainSecond.value = shootTimeTotal.value - elapsed - 0.2;
}
const actualRemain = updateRemainSecond.value;
nextTick(() => {
// 在 nextTick 内统一发送,确保 ShootProgress2 和 HeaderProgress 均已挂载
uni.$emit("update-tips", nextTips);
uni.$emit("update-remain", {reset: true, value: shootTimeTotal.value, team: targetTeam});
// 重置动画完成后,直接启动倒计时(无需依赖音频结束回调)
setTimeout(() => {
uni.$emit("update-remain", {stop: false, value: actualRemain, team: targetTeam});
}, 100);
});
} else {
updateRemainSecond.value = battleInfo.readyTime
// ToSomeoneShoot 到达时:若进度条仍在倒计时则瞬间清零再切换满值,确保视觉连贯
uni.$emit("update-remain", {zeroThenReset: true, value: shootTimeTotal.value, team: targetTeam});
updateRemainSecond.value = shootTimeTotal.value;
}
} else {
currentRound.value = battleInfo.current.round || 1;
@@ -113,27 +181,47 @@ const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
};
function onAudioEnded(s) {
if (s.indexOf('请红方射箭') >= 0 || s.indexOf('请蓝方射箭') >= 0) {
let team = s.indexOf('请红方射箭') >= 0 ? 'red' : 'blue';
// "请红方射箭"/"请蓝方射箭":队友或对手轮次;"轮到你了"用户本人轮次HeaderProgress特殊分支
// 三者音频结束后均需启动倒计时进度条
if (s.indexOf('请红方射箭') >= 0 || s.indexOf('请蓝方射箭') >= 0 || s.indexOf('轮到你了') >= 0) {
let team;
if (s.indexOf('请红方射箭') >= 0) team = 'red';
else if (s.indexOf('请蓝方射箭') >= 0) team = 'blue';
else team = tips.value.includes('红队') ? 'red' : 'blue'; // 轮到你了从当前tips判断用户所在队伍
uni.$emit("update-remain", {stop: false, value: updateRemainSecond.value, team: team});
}
if (s.indexOf("比赛结束") >= 0) {
console.log("比赛结束");
onBattleEnd()
}
}
function onBattleEnd() {
if (matchStatus.value === 2) {
// 全部跳转到新结算页
uni.redirectTo({
url: `/pages/battle-result?battleId=${battleId.value}`,
url: `/pages/friend-battle-result?battleId=${battleId.value}`,
});
}
}
function onNewRound(msg) {
/**
* @param {object} msg - NewRound 消息
* @param {number} prevRound - 在 NewRound 消息到达时即时捕获的旧轮次,用于 Tip 展示,避免异步延迟内 currentRound 已被更新
*/
function onNewRound(msg, prevRound) {
showRoundTip.value = true;
isFinalShoot.value = msg.current.goldRound;
const latestRound = msg.rounds[currentRound.value - 1];
// 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);
}
// 用传入的 prevRound捕获时刻的旧轮次展示结算 Tip与进度条 currentRound 解耦
roundTipRound.value = prevRound;
const latestRound = msg.rounds[prevRound - 1];
if (latestRound) {
if (isFinalShoot.value) {
currentBluePoint.value = msg.teams[1].score;
@@ -145,19 +233,49 @@ function onNewRound(msg) {
}
}
/**
* 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) {
start.value = true;
} else if (msg.type === MESSAGETYPESV2.ToSomeoneShoot) {
// 去重防护:如果 playerId + round 与上一次处理完全相同,则忽略重复推送的消息
// (防止 onBeforeUnmount 未及时 off 和页面重创建导致同一事件被处理多次)
const key = `${msg?.current?.playerId}-${msg?.current?.round}`;
if (key === lastToSomeoneShootKey.value) return;
lastToSomeoneShootKey.value = key;
recoverData(msg);
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
uni.$emit("update-remain", {stop: true})
showRoundTip.value = false;
recoverData(msg, {arrowOnly: true});
// 检测同一玩家三箭全 X 环,触发 tententen 音效
// currentShooterId 在 ToSomeoneShoot 时写入ShootResult 不会覆盖,可靠识别本次射手
checkAndPlayTententen(currentShooterId.value, !!(msg.shootData?.ringX && msg.shootData?.ring));
} else if (msg.type === MESSAGETYPESV2.NewRound) {
// 在进入延迟前先捕获当前轮次,供 onNewRound 使用,防止 800ms 内 ToSomeoneShoot 提前更新 currentRound 造成 Tip 展示错轮
const prevRound = currentRound.value;
setTimeout(() => {
onNewRound(msg)
onNewRound(msg, prevRound)
}, 800)
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
matchStatus.value = msg.status;
@@ -174,6 +292,9 @@ async function onReceiveMessage(msg) {
onLoad(async (options) => {
if (options.battleId) battleId.value = options.battleId;
// 重置箭数和提示文案,防止因 Pinia 保留上一场比赛的旧值而错误展示
store.updateShotInfo(0, 0);
store.updateTips("");
// uni.enableAlertBeforeUnload({
// message: "离开比赛可能导致比赛失败,是否继续?",
// success: (res) => {
@@ -193,23 +314,37 @@ onBeforeUnmount(() => {
uni.setKeepScreenOn({
keepScreenOn: false,
});
// 注销所有第三方事件盓听,防止页面重创建时监听叠加导致消息重复处理
uni.$off("socket-inbox", onReceiveMessage);
uni.$off("audioEnded", onAudioEnded);
audioManager.stopAll();
});
const refreshTimer = ref(null);
onShow(async () => {
if (battleId.value) {
// 延迟 300ms 等待网络恢复,避免小程序从后台切回时网络尚未就绪导致请求失败报错
await new Promise(resolve => setTimeout(resolve, 300));
const result = await getBattleAPI(battleId.value);
if (!result) return;
if (result.status === 2) {
uni.showToast({
title: "比赛已结束",
icon: "none",
});
uni.navigateBack({
delta: 2,
// 比赛已结束(如切后台再回来):跳新结算页
uni.redirectTo({
url: `/pages/friend-battle-result?battleId=${result.matchId}`,
});
} else {
if (result.status !== 0) {
// 比赛进行中,从后端恢复箭数(测距阶段不展示)
// 决金轮不展示箭数;其余轮次从 indexMap 按用户 id 取已射箭数
if (result.shootNumber && !result.current?.goldRound) {
store.updateShotInfo(result.current?.indexMap?.[user.value.id] ?? 0, result.shootNumber);
}
} else {
// 测距阶段重置箭数和提示文案,防止 ImmediateWatcher 读取 Pinia 保留的旧值
store.updateShotInfo(0, 0);
// 同步清空 Pinia tips 与本地 tips避免重新开赛时 HeaderProgress 展示上一场旧文案
store.updateTips("");
tips.value = "";
}
recoverData(result, {force: true});
}
}
@@ -219,10 +354,12 @@ onShow(async () => {
<template>
<Container :bgType="start ? 3 : 1">
<view class="container">
<!-- winner=0 表示对局尚未开始不显示胜者徽章 -->
<BattleHeader
v-if="start === false"
:redTeam="redTeam"
:blueTeam="blueTeam"
:winner="0"
/>
<TestDistance v-if="start === false" :guide="false" :isBattle="true"/>
<view v-if="start" class="players-row">
@@ -233,6 +370,7 @@ onShow(async () => {
/>
<ShootProgress2
:tips="tips"
:total="shootTimeTotal"
:currentRound="
goldenRound > 0 ? 'gold' + goldenRound : 'round' + currentRound
"
@@ -254,21 +392,33 @@ onShow(async () => {
/>
<ScreenHint
:show="showRoundTip"
:onClose="() => (showRoundTip = false)"
:mode="isFinalShoot ? 'tall' : 'normal'"
>
<RoundEndTip
v-if="showRoundTip"
:isFinal="isFinalShoot"
:round="currentRound"
:round="roundTipRound"
:bluePoint="currentBluePoint"
:redPoint="currentRedPoint"
:roundData="
roundResults[currentRound - 1] ? roundResults[currentRound - 1] : []
roundResults[roundTipRound - 1] ? roundResults[roundTipRound - 1] : []
"
:onAutoClose="()=>{ showRoundTip = false}"
/>
</ScreenHint>
<!-- 设备离线提示弹窗 -->
<SModal
:show="showOfflineModal"
:noBg="true"
height="360rpx"
:onClose="() => (showOfflineModal = false)"
>
<view class="offline-modal">
<text class="offline-title">设备已离线</text>
<text class="offline-desc">检测到设备已断开连接请检查设备后继续比赛</text>
<SButton @click="showOfflineModal = false">我知道了</SButton>
</view>
</SModal>
</view>
</Container>
</template>
@@ -286,4 +436,25 @@ onShow(async () => {
margin-top: -2%;
margin-bottom: 6%;
}
.offline-modal {
display: flex;
flex-direction: column;
align-items: center;
padding: 60rpx 40rpx 40rpx;
gap: 24rpx;
}
.offline-title {
font-size: 36rpx;
font-weight: bold;
color: #FED847;
}
.offline-desc {
font-size: 28rpx;
color: #CCCCCC;
text-align: center;
line-height: 1.6;
}
</style>

View File

@@ -69,6 +69,10 @@ onMounted(() => {
const envVersion = accountInfo.miniProgram.envVersion;
if (envVersion !== "release") showLogout.value = true;
});
/* global __BUILD_TIME__ */
/** 构建时刻,由 vite.config.js define 在打包时自动注入;仅开发/体验版展示 */
const buildVersion = typeof __BUILD_TIME__ !== 'undefined' ? __BUILD_TIME__ : '';
</script>
<template>
@@ -140,6 +144,10 @@ onMounted(() => {
:onClick="toAudioTestPage"
v-if="showLogout"
/>
<UserItem
title="版本信息(仅用于测试)"
v-if="showLogout"
>{{ buildVersion }}</UserItem>
<UserItem
title="退出登录(仅用于测试)"
:onClick="logout"

View File

@@ -0,0 +1,11 @@
<svg width="156" height="58" viewBox="0 0 156 58" fill="none" xmlns="http://www.w3.org/2000/svg">
<g id="&#231;&#188;&#150;&#231;&#187;&#132; 5">
<rect id="&#231;&#159;&#169;&#229;&#189;&#162;&#229;&#164;&#135;&#228;&#187;&#189;" width="156" height="58" fill="url(#paint0_linear_1394_738459)"/>
</g>
<defs>
<linearGradient id="paint0_linear_1394_738459" x1="0" y1="87" x2="156" y2="87" gradientUnits="userSpaceOnUse">
<stop stop-color="#7E3627"/>
<stop offset="1" stop-color="#292826" stop-opacity="0.01"/>
</linearGradient>
</defs>
</svg>

After

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@@ -0,0 +1,11 @@
<svg width="156" height="58" viewBox="0 0 156 58" fill="none" xmlns="http://www.w3.org/2000/svg">
<g id="&#231;&#188;&#150;&#231;&#187;&#132; 12">
<rect id="&#231;&#159;&#169;&#229;&#189;&#162;&#229;&#164;&#135;&#228;&#187;&#189;" width="156" height="58" fill="url(#paint0_linear_1394_738487)"/>
</g>
<defs>
<linearGradient id="paint0_linear_1394_738487" x1="0" y1="87" x2="156" y2="87" gradientUnits="userSpaceOnUse">
<stop stop-color="#573E25"/>
<stop offset="1" stop-color="#292826" stop-opacity="0.01"/>
</linearGradient>
</defs>
</svg>

After

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@@ -0,0 +1,11 @@
<svg width="156" height="58" viewBox="0 0 156 58" fill="none" xmlns="http://www.w3.org/2000/svg">
<g id="&#231;&#188;&#150;&#231;&#187;&#132; 9">
<rect id="&#231;&#159;&#169;&#229;&#189;&#162;&#229;&#164;&#135;&#228;&#187;&#189;" width="156" height="58" fill="url(#paint0_linear_1394_738473)"/>
</g>
<defs>
<linearGradient id="paint0_linear_1394_738473" x1="0.251953" y1="86.9532" x2="156" y2="86.9532" gradientUnits="userSpaceOnUse">
<stop stop-color="#25476F"/>
<stop offset="1" stop-color="#292826" stop-opacity="0.01"/>
</linearGradient>
</defs>
</svg>

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@@ -80,6 +80,9 @@ export default defineStore("store", {
roomID: "",
inBattle: false,
roomNumber: "", // 当前房间号,供 Header 展示房号胶囊
currentShot: 0, // 当前已射箭数(用于 HeaderProgress 恢复状态)
totalShot: 0, // 轮次总箭数(用于 HeaderProgress 恢复状态)
tips: "", // 当前提示文案(用于 HeaderProgress 恢复状态,替代 uni.$emit 避免时序问题)
},
}),
@@ -136,20 +139,29 @@ export default defineStore("store", {
this.game.roomID = roomID;
this.game.inBattle = inBattle;
},
/** 更新当前射箭进度(用于 HeaderProgress 恢复状态,替代 uni.$emit 避免时序问题) */
updateShotInfo(currentShot = 0, totalShot = 0) {
this.game.currentShot = currentShot;
this.game.totalShot = totalShot;
},
/** 更新当前提示文案(用于 HeaderProgress 恢复状态,替代 uni.$emit 避免时序问题) */
updateTips(tips = "") {
this.game.tips = tips;
},
/** 更新当前房间号,供 Header 组件展示房号胶囊 */
updateRoomNumber(number) {
this.game.roomNumber = number;
},
},
// 开启数据持久化
// 数据持久化via pinia-plugin-persistedstate
// 仅持久化 user 和 device身份凭证需在冷启动时恢复如从分享链接进入
// config、game 等运行时状态不持久化,每次联网后重新拉取
persist: {
enabled: true,
strategies: [
{
storage: uni.getStorageSync,
paths: ["user", "device", "config"], // 只持久化用户信息
},
],
storage: {
getItem: (key) => uni.getStorageSync(key),
setItem: (key, value) => uni.setStorageSync(key, value),
},
paths: ['user', 'device'],
},
});

View File

@@ -14,7 +14,7 @@ function createWebSocket(token, onMessage) {
switch (envVersion) {
case "develop": // 开发版
// url = "ws://localhost:8000/socket";
// url = "ws://192.168.1.30:8000/socket";
url = "wss://apitest.shelingxingqiu.com/socket";
break;
case "trial": // 体验版

View File

@@ -12,6 +12,14 @@ export default defineConfig({
plugins: [
uni(),
],
/** 构建时常量注入__BUILD_TIME__ 在源码中展开为精确的打包时刻字符串 */
define: (() => {
const d = new Date();
const pad = (n) => String(n).padStart(2, '0');
// 格式YYYY.MMDD.HHmm如 2026.0514.1530
const version = `${d.getFullYear()}.${pad(d.getMonth() + 1)}${pad(d.getDate())}.${pad(d.getHours())}${pad(d.getMinutes())}`;
return { __BUILD_TIME__: JSON.stringify(version) };
})(),
})

View File

@@ -3468,6 +3468,11 @@ pify@^2.3.0:
resolved "https://registry.npmjs.org/pify/-/pify-2.3.0.tgz"
integrity sha512-udgsAY+fTnvv7kI7aaxbqwWNb0AHiB0qBO89PZKPkoTmGOgdbrHDKD+0B2X4uTfJ/FT1R09r9gTsjUjNJotuog==
pinia-plugin-persistedstate@3.2.1:
version "3.2.1"
resolved "https://registry.npmmirror.com/pinia-plugin-persistedstate/-/pinia-plugin-persistedstate-3.2.1.tgz#66780602aecd6c7b152dd7e3ddc249a1f7a13fe5"
integrity sha512-MK++8LRUsGF7r45PjBFES82ISnPzyO6IZx3CH5vyPseFLZCk1g2kgx6l/nW8pEBKxxd4do0P6bJw+mUSZIEZUQ==
pinia@2.0.36:
version "2.0.36"
resolved "https://registry.npmjs.org/pinia/-/pinia-2.0.36.tgz"