39 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
34 changed files with 627 additions and 254 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

@@ -21,10 +21,7 @@
} = storeToRefs(store);
const {
updateUser,
updateOnline,
updateDevice,
updateGame,
updateRoomNumber
updateOnline
} = store;
watch(
@@ -49,22 +46,6 @@
updateUser(value);
}
function onSessionKickedOut() {
uni.removeStorageSync(
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
);
updateUser();
updateDevice("", "");
updateOnline(false);
updateGame(false, "");
updateRoomNumber("");
uni.showModal({
title: "提示",
content: "账号已在其他设备登录",
showCancel: false,
});
}
async function emitUpdateOnline() {
const data = await getDeviceBatteryAPI();
updateOnline(data.online);
@@ -84,7 +65,6 @@
onShow(() => {
uni.$on("update-user", emitUpdateUser);
uni.$on("update-online", emitUpdateOnline);
uni.$on("session-kicked-out", onSessionKickedOut);
const token = uni.getStorageSync(
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
);
@@ -97,7 +77,6 @@
onHide(() => {
uni.$off("update-user", emitUpdateUser);
uni.$off("update-online", emitUpdateOnline);
uni.$off("session-kicked-out", onSessionKickedOut);
websocket.closeWebSocket();
});
</script>

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
@@ -46,8 +46,6 @@ function request(method, url, data = {}) {
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
);
uni.$emit("update-user");
reject({ type: "AUTH_INVALID", message });
return;
}
if (message === "ROOM_FULL") {
resolve({full: true});

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":

View File

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

View File

@@ -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

@@ -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

@@ -57,7 +57,6 @@ 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({});
@@ -82,9 +81,6 @@ 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 {
@@ -189,7 +185,7 @@ 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fixed 定位紧靠系统胶囊左侧 -->

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(`${["一", "二", "三", "四", "五"][currentRound.value]}`);
@@ -33,8 +38,8 @@ watch(
newVal.includes("你")
? "轮到你了"
: newVal.includes("红队")
? "请红方射箭"
: "请蓝方射箭"
? "请红方射箭"
: "请蓝方射箭"
);
audioManager.play(key, false);
currentRoundEnded.value = false;
@@ -60,7 +65,12 @@ async function onReceiveMessage(message) {
audioManager.play("比赛结束", false);
} else if (type === MESSAGETYPESV2.ShootResult) {
if (melee.value && current.playerId !== user.value.id) return;
if (current.playerId === user.value.id) currentShot.value++;
// 从 indexMap 按当前用户 id 取已射箭数,由后端维护准确值,不在前端自增。
// 注意:后端在 ShootResult 中会将 playerId 重置为 0无当前射手
// 因此不能依赖 playerId === user.id 判断,改为直接读取 indexMap[user.id]。
// indexMap[user.id] 只在本人射箭后才增加,队友射箭时该值不变,逻辑等价且更准确。
const myShot = current.indexMap?.[user.value.id];
if (myShot !== undefined) currentShot.value = myShot;
if (message.shootData) {
let key = [];
key.push(
@@ -93,22 +103,36 @@ const onUpdateTips = (newVal) => {
tips.value = newVal;
};
const onUpdateTotalShot = (newVal) => {
currentShot.value = newVal.currentShot;
totalShot.value = newVal.totalShot;
};
// 监听 Pinia store 中 totalShot 变化,用于比赛恢复时同步箭数(替代 uni.$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>
@@ -118,10 +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>
@@ -135,11 +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

@@ -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')

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

@@ -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);
@@ -57,6 +56,8 @@ 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
@@ -135,10 +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);
};
@@ -213,14 +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 */
@@ -276,11 +265,26 @@ const shareTitle = computed(() => {
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: shareTitle.value,
path: "/pages/friend-battle?roomID=" + roomNumber.value,
imageUrl: "",
imageUrl: shareImage.value,
};
});
@@ -300,6 +304,8 @@ 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);
@@ -324,6 +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(() => {
@@ -385,7 +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>
@@ -425,10 +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..."

View File

@@ -4,7 +4,7 @@ import { onLoad } from "@dcloudio/uni-app";
import Container from "@/components/Container.vue";
import Avatar from "@/components/Avatar.vue";
import UserUpgrade from "@/components/UserUpgrade.vue";
import { getBattleAPI } from "@/apis";
import { getBattleAPI, getRoomAPI } from "@/apis";
import { getBattleResultTips } from "@/constants";
import audioManager from "@/audioManager";
import useStore from "@/store";
@@ -208,13 +208,14 @@ onLoad(async (options) => {
audioManager.play(ifWin.value ? "胜利" : "失败");
}
// 数据加载完成后显示覆盖动效层
showOverlay.value = true;
// 2.5 秒自动关闭覆盖层
overlayTimer.value = setTimeout(() => {
closeOverlay();
}, 2500);
// 数据加载完成后延迟 1 秒再显示激励弹窗,避免进场时画面太杂
setTimeout(() => {
showOverlay.value = true;
// 弹窗显示后 2.5 秒自动关闭
overlayTimer.value = setTimeout(() => {
closeOverlay();
}, 2500);
}, 1000);
});
onBeforeUnmount(() => {
@@ -239,17 +240,42 @@ function closeOverlay() {
/**
* 底部按钮文案:好友约战显示“返回房间”,排位赛等其他模式显示“返回”
*/
const exitBtnText = computed(() => data.value.way === 1 ? '返回房间' : '返回');
const exitBtnText = computed(() => data.value.way === 1 ? '再来一局' : '返回');
/**
* 点击底部按钮跳转
* - 好友约战way=1返回对战房间
* - 好友约战way=1先调接口确认用户仍在房间
* - 已被踢出或房间不存在 → toast 提示并 reLaunch 到首页
* - 仍在房间 → 跳回对战房间
* - 其他模式(排位赛等):跳转到排位赛首页
*/
function exit() {
async function exit() {
if (data.value.way === 1) {
try {
const roomInfo = await getRoomAPI(data.value.roomId);
const members = roomInfo?.members || [];
const myIdStr = String(user.value.id);
// 判断当前用户是否仍在房间成员列表中
const stillInRoom = members.some(
(m) => String(m.userInfo?.id) === myIdStr
);
if (!stillInRoom) {
uni.showToast({ title: '您已经不在当前房间', icon: 'none' });
setTimeout(() => {
uni.reLaunch({ url: '/pages/index' });
}, 1500);
return;
}
} catch {
// 接口异常(如房间已解散)同样视为已不在房间
uni.showToast({ title: '您已经离开了房间', icon: 'none' });
setTimeout(() => {
uni.reLaunch({ url: '/pages/index' });
}, 1500);
return;
}
uni.redirectTo({
url: `/pages/battle-room?roomNumber=${data.value.roomId}`,
url: `/pages/battle-room?roomNumber=${data.value.roomId}&fromResult=1`,
});
} else {
uni.redirectTo({
@@ -855,8 +881,8 @@ function goBack() {
position: fixed;
inset: 0;
z-index: 200;
/* rgba 写法等价于 background:#000 + opacity:0.7,且不影响子元素不透明度 */
background: rgba(0, 0, 0, 0.7);
/* rgba 写法等价于 background:#000 + opacity:0.5,且不影响子元素不透明度 */
background: rgba(0, 0, 0, 0.5);
display: flex;
flex-direction: column;
align-items: center;

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

@@ -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";
@@ -10,13 +10,14 @@ 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("");
@@ -29,6 +30,19 @@ 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({});
/**
* 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;
@@ -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) {
@@ -115,7 +151,28 @@ async function onReceiveMessage(msg) {
halfRest.value = false;
recoverData(msg);
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
// 更新前快照各玩家本轮已射箭数,用于事后识别本次射手
const curRound = playersScores.value[playersScores.value.length - 1] || {};
const prevCounts = {};
for (const pid of Object.keys(curRound)) {
prevCounts[pid] = (curRound[pid] || []).length;
}
recoverData(msg);
// 对比更新后数据找出箭数增加的玩家(即本次射手),并读取其最新箭的 ring 数据
const newRound = playersScores.value[playersScores.value.length - 1] || {};
let shooterId = null;
let isXRing = false;
for (const pid of Object.keys(newRound)) {
const newLen = (newRound[pid] || []).length;
if (newLen > (prevCounts[pid] || 0)) {
shooterId = parseInt(pid);
const shot = newRound[pid][newLen - 1];
isXRing = !!(shot?.ringX && shot?.ring);
break;
}
}
// 检测同一玩家三箭全 X 环,触发 tententen 音效
checkAndPlayTententen(shooterId, isXRing);
} else if (msg.type === MESSAGETYPESV2.HalfRest) {
halfTimeTip.value = true;
halfRest.value = true;
@@ -201,13 +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>
@@ -217,4 +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

@@ -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";
@@ -18,7 +19,7 @@ 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("");
@@ -40,10 +41,25 @@ 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 {
@@ -88,8 +104,7 @@ const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
let nextTips = redPlayer ? "请红队射箭" : "请蓝队射箭";
if (force) nextTips += "重回";
if (
battleInfo.current.playerId === user.value.id &&
redTeam.value.length > 1
battleInfo.current.playerId === user.value.id
) {
nextTips += "你";
}
@@ -101,17 +116,52 @@ const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
audioManager.play(audioKey, false);
}
tips.value = nextTips;
uni.$emit("update-tips", nextTips);
// 同步写入 Pinia store供 HeaderProgress 通过 immediate watch 在 onMounted 时立即读取
// 规避 WeChat 小程序 onShow 在组件 onMounted 之前触发导致 uni.$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.$emit("update-tips", nextTips);
}
// redPlayer 已在上方 find() 确认:不为 null 则当前射手在红队
uni.$emit("update-remain", {reset: true, value: 15, team: redPlayer?'red':'blue'});
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.$emit("update-remain", {zeroThenReset: true, value: shootTimeTotal.value, team: targetTeam});
updateRemainSecond.value = shootTimeTotal.value;
}
} else {
currentRound.value = battleInfo.current.round || 1;
@@ -162,9 +212,12 @@ function onBattleEnd() {
function onNewRound(msg, prevRound) {
showRoundTip.value = true;
isFinalShoot.value = msg.current.goldRound;
// 决金箭轮每人只射一箭,重置箭数显示为 (0/1)
// 新轮次开始时立即清空靶纸箭迹,避免残留上一轮落点至新轮次第一箭到来
scores.value = [];
blueScores.value = [];
// 决金轮箭数不确定(平局后可能再加一箭),清零 totalShot 隐藏箭数显示
if (msg.current.goldRound) {
uni.$emit("update-shot", { currentShot: 0, totalShot: 1 });
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;
@@ -180,6 +233,27 @@ function onNewRound(msg, prevRound) {
}
}
/**
* 检测指定射手连续 X 环是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
* @param {number} shooterId - 本次射手的 ID取自 currentShooterId.value
* @param {boolean} isXRing - 本次射击是否为 X 环
*/
function checkAndPlayTententen(shooterId, isXRing) {
if (!shooterId) return;
if (isXRing) {
xRingStreaks.value[shooterId] = (xRingStreaks.value[shooterId] || 0) + 1;
// 同一玩家连续 3 箭均为 X 环,追加到环数音效队列尾部播放
if (xRingStreaks.value[shooterId] >= 3) {
xRingStreaks.value[shooterId] = 0;
// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen避免播放顺序颠倒
nextTick(() => audioManager.play("tententen", false));
}
} else {
// 非 X 环则重置该玩家的连续计数
xRingStreaks.value[shooterId] = 0;
}
}
async function onReceiveMessage(msg) {
if (Array.isArray(msg)) return;
if (msg.type === MESSAGETYPESV2.BattleStart) {
@@ -192,9 +266,11 @@ async function onReceiveMessage(msg) {
lastToSomeoneShootKey.value = key;
recoverData(msg);
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
uni.$emit("update-remain", {stop: true})
showRoundTip.value = false;
recoverData(msg, {arrowOnly: true});
// 检测同一玩家三箭全 X 环,触发 tententen 音效
// currentShooterId 在 ToSomeoneShoot 时写入ShootResult 不会覆盖,可靠识别本次射手
checkAndPlayTententen(currentShooterId.value, !!(msg.shootData?.ringX && msg.shootData?.ring));
} else if (msg.type === MESSAGETYPESV2.NewRound) {
// 在进入延迟前先捕获当前轮次,供 onNewRound 使用,防止 800ms 内 ToSomeoneShoot 提前更新 currentRound 造成 Tip 展示错轮
const prevRound = currentRound.value;
@@ -216,6 +292,9 @@ async function onReceiveMessage(msg) {
onLoad(async (options) => {
if (options.battleId) battleId.value = options.battleId;
// 重置箭数和提示文案,防止因 Pinia 保留上一场比赛的旧值而错误展示
store.updateShotInfo(0, 0);
store.updateTips("");
// uni.enableAlertBeforeUnload({
// message: "离开比赛可能导致比赛失败,是否继续?",
// success: (res) => {
@@ -243,6 +322,8 @@ onBeforeUnmount(() => {
const refreshTimer = ref(null);
onShow(async () => {
if (battleId.value) {
// 延迟 300ms 等待网络恢复,避免小程序从后台切回时网络尚未就绪导致请求失败报错
await new Promise(resolve => setTimeout(resolve, 300));
const result = await getBattleAPI(battleId.value);
if (!result) return;
if (result.status === 2) {
@@ -251,9 +332,18 @@ onShow(async () => {
url: `/pages/friend-battle-result?battleId=${result.matchId}`,
});
} else {
// shootNumber 来自后端,恢复状态时同步 totalShot防止 BattleStart 不重新推送导致显示错误
if (result.shootNumber) {
uni.$emit("update-shot", { currentShot: 0, totalShot: result.shootNumber });
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});
}
@@ -264,10 +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">
@@ -278,6 +370,7 @@ onShow(async () => {
/>
<ShootProgress2
:tips="tips"
:total="shootTimeTotal"
:currentRound="
goldenRound > 0 ? 'gold' + goldenRound : 'round' + currentRound
"
@@ -299,7 +392,6 @@ onShow(async () => {
/>
<ScreenHint
:show="showRoundTip"
:onClose="() => (showRoundTip = false)"
:mode="isFinalShoot ? 'tall' : 'normal'"
>
<RoundEndTip
@@ -314,6 +406,19 @@ onShow(async () => {
: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>
@@ -331,4 +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"

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View File

@@ -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

@@ -1,91 +1,61 @@
import { MESSAGETYPES, getMessageTypeName } from "@/constants";
import { getUserGameState } from "@/apis";
let socket = null;
let heartbeatInterval = null;
let reconnectTimer = null;
let manualClose = false;
let checkingSession = false;
let kickedOut = false;
let isConnecting = false;
/**
* 建立 WebSocket 连接
*/
function createWebSocket(token, onMessage) {
if (!token) return;
if (kickedOut) kickedOut = false;
if (socket || isConnecting) return;
manualClose = false;
isConnecting = true;
let url = "wss://api.shelingxingqiu.com/socket";
try {
const accountInfo = uni.getAccountInfoSync();
const envVersion = accountInfo.miniProgram.envVersion;
switch (envVersion) {
case "develop":
// url = "ws://localhost:8000/socket";
case "develop": // 开发版
// url = "ws://192.168.1.30:8000/socket";
url = "wss://apitest.shelingxingqiu.com/socket";
break;
case "trial":
case "trial": // 体验版
url = "wss://apitest.shelingxingqiu.com/socket";
break;
case "release":
case "release": // 正式版
url = "wss://api.shelingxingqiu.com/socket";
break;
default:
// 保持默认值
break;
}
} catch (e) {
console.error("获取 WebSocket 环境信息失败,使用默认正式环境", e);
console.error("获取环境信息失败,使用默认正式环境", e);
}
url += `?authorization=${token}`;
const socketTask = uni.connectSocket({
socket = uni.connectSocket({
url,
success: () => {
console.log("WebSocket 已发起连接");
console.log("websocket 连接成功");
// 启动心跳
startHeartbeat(onMessage);
},
fail: (err) => {
if (socket !== socketTask) return;
console.error("WebSocket 连接失败", err);
socket = null;
isConnecting = false;
fail: () => {
reconnect(onMessage);
},
});
socket = socketTask;
socketTask.onOpen(() => {
if (socket !== socketTask) return;
console.log("WebSocket 连接成功");
isConnecting = false;
startHeartbeat(onMessage);
});
socketTask.onMessage((res) => {
if (socket !== socketTask) return;
// 接收消息
uni.onSocketMessage((res) => {
const { data, event } = JSON.parse(res.data);
if (event === "pong") return;
if (data.type) {
console.log(
"收到 WebSocket 消息",
getMessageTypeName(data.type),
data.data
);
console.log("收到消息:", getMessageTypeName(data.type), data.data);
if (onMessage) onMessage({ ...(data.data || {}), type: data.type });
return;
}
if (onMessage && data.updates) onMessage(data.updates);
const msg = data.updates[0];
if (msg) {
console.log(
"收到 WebSocket 更新",
getMessageTypeName(msg.constructor),
msg
);
console.log("收到消息:", getMessageTypeName(msg.constructor), msg);
if (msg.constructor === MESSAGETYPES.RankUpdate) {
uni.setStorageSync("latestRank", msg.lvl);
} else if (msg.constructor === MESSAGETYPES.LvlUpdate) {
@@ -98,109 +68,84 @@ function createWebSocket(token, onMessage) {
}
});
socketTask.onError((err) => {
if (socket !== socketTask) return;
// 错误处理
uni.onSocketError((err) => {
console.error("WebSocket 错误", err);
reconnect(onMessage);
});
socketTask.onClose(async (result) => {
if (socket !== socketTask) return;
uni.onSocketClose((result) => {
console.log("WebSocket 已关闭", result);
stopHeartbeat();
socket = null;
isConnecting = false;
if (manualClose || kickedOut) return;
await handleUnexpectedClose(onMessage);
reconnect(onMessage);
});
}
async function handleUnexpectedClose(onMessage) {
if (checkingSession || manualClose || kickedOut) return;
/**
* 重连机制
*/
function reconnect(onMessage) {
reconnectTimer && clearTimeout(reconnectTimer);
closeWebSocket(); // 确保关闭旧连接
const token = uni.getStorageSync(
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
);
if (!token) return;
checkingSession = true;
try {
await getUserGameState();
if (!manualClose && !kickedOut) reconnect(onMessage);
} catch (err) {
if (err?.type === "AUTH_INVALID") {
kickedOut = true;
manualClose = true;
reconnectTimer && clearTimeout(reconnectTimer);
uni.$emit("session-kicked-out");
return;
}
if (!manualClose && !kickedOut) reconnect(onMessage);
} finally {
checkingSession = false;
}
}
function reconnect(onMessage) {
reconnectTimer && clearTimeout(reconnectTimer);
const token = uni.getStorageSync(
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
);
if (!token || manualClose || kickedOut || socket || isConnecting) return;
reconnectTimer = setTimeout(() => {
if (manualClose || kickedOut || socket || isConnecting) return;
console.log("WebSocket 正在重连...");
console.log("reconnecting...");
createWebSocket(token, onMessage);
}, 1000);
}
function closeWebSocket(isManual = true) {
manualClose = isManual;
reconnectTimer && clearTimeout(reconnectTimer);
stopHeartbeat();
isConnecting = false;
function closeWebSocket() {
if (socket) {
const currentSocket = socket;
socket = null;
reconnectTimer && clearTimeout(reconnectTimer);
stopHeartbeat();
try {
currentSocket.close();
socket.close();
} catch (err) {
console.error("关闭 WebSocket 失败", err);
console.error("关闭WebSocket连接失败", err);
}
socket = null; // 清除socket引用
}
}
function sendHeartbeat(onMessage) {
if (!socket) return;
const currentSocket = socket;
currentSocket.send({
uni.sendSocketMessage({
data: JSON.stringify({ event: "ping", data: {} }),
success: () => {},
success: () => {
// console.log("发送心跳成功");
},
fail: (err) => {
if (socket !== currentSocket) return;
console.error("心跳发送失败", err);
console.error("发送心跳失败", err);
stopHeartbeat();
closeWebSocket(false);
reconnect(onMessage);
closeWebSocket(); // 关闭失效的连接
reconnect(onMessage); // 触发重连
},
});
}
/**
* 启动心跳
*/
function startHeartbeat(onMessage) {
stopHeartbeat();
stopHeartbeat(); // 防止重复启动
heartbeatInterval = setInterval(() => {
if (socket) {
if (socket && socket.readyState === 1) {
// 检查连接状态
sendHeartbeat(onMessage);
}
}, 10000);
}
/**
* 停止心跳
*/
function stopHeartbeat() {
if (heartbeatInterval) {
clearInterval(heartbeatInterval);

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"