9 Commits

12 changed files with 450 additions and 103 deletions

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@@ -0,0 +1,116 @@
# 微信小程序多人协作分支管理规范
## 一、分支结构
```
main (主分支/生产环境)
└── test (测试分支)
└── feature/xxx (个人开发分支)
```
| 分支 | 用途 | 稳定性 |
|------|------|--------|
| main | 生产环境代码 | 最高,仅接受测试通过的代码合并 |
| test | 测试环境,用于体验版发布 | 中,需验证后合并到 main |
| feature/xxx | 个人开发分支 | 低,按需命名,如 `feature/user-center` |
---
## 二、开发流程
### 1. 开始开发
```bash
# 确保本地 main 最新
git checkout main
git pull origin main
# 从 main 创建自己的开发分支
git checkout -b feature/your-name-work
```
### 2. 开发阶段
- 在个人分支上开发功能
- 频繁提交,保持原子性提交
- 定期 `git pull origin main` 同步主线变更,避免合并冲突累积
```bash
git add .
git commit -m "feat: 完成xxx功能"
```
### 3. 合并到 test 分支
```bash
# 切换到 test
git checkout test
git pull origin test
# 合并个人分支
git merge feature/your-name-work
# 推送 test 分支
git push origin test
```
### 4. 打包上传体验版
```bash
# 执行打包
npm run build
```
打包完成后:
1. 打开 **微信开发者工具**
2. 导入项目,选择 `dist/build/mp-weixin` 目录
3. 在开发者工具中点击 **上传**
4. 登录 [微信公众平台](https://mp.weixin.qq.com)
5. 进入 **管理->版本管理**
6. 找到刚上传的版本,点击 **选为体验版**
---
## 三、合并到 main 分支
当 test 分支验证通过后,将其合并到 main
```bash
git checkout main
git pull origin main
git merge origin/test
git push origin main
```
---
## 四、冲突处理
合并时如有冲突,在个人分支解决后再合并:
```bash
git checkout feature/your-name-work
git merge main
# 解决冲突后
git add .
git commit -m "merge: 解决与main的冲突"
git push origin feature/your-name-work
# 重新合并到 test
git checkout test
git merge feature/your-name-work
git push origin test
```
---
## 五、注意事项
1. **禁止直接向 main 和 test 分支提交代码**,必须通过合并
2. **每次合并前先拉取最新代码**,避免覆盖他人改动
3. **体验版发布前确认代码已提交**,避免遗漏
4. **开发分支命名建议**`feature/姓名-功能名`,如 `feature/zhangsan-login`
5. **删除已合并的开发分支**`git branch -d feature/your-name-work`

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@@ -362,6 +362,7 @@ class AudioManager {
}
this.allowPlayMap.set(key, false);
this.onAudioEnded(key);
uni.$emit('audioEnded', key);
});
audio.onStop(() => {

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@@ -27,7 +27,7 @@ defineProps({
display: flex;
align-items: center;
padding: 0 15px;
margin-bottom: 14px;
margin-bottom: 14rpx;
width: clac(100% - 30px);
}
.container .shooter2 {

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@@ -6,7 +6,7 @@ import Avatar from "@/components/Avatar.vue";
import useStore from "@/store";
import { storeToRefs } from "pinia";
const store = useStore();
const { user } = storeToRefs(store);
const { user, game } = storeToRefs(store);
const currentPage = computed(() => {
const pages = getCurrentPages();
@@ -59,6 +59,7 @@ const loading = ref(false);
const pointBook = ref(null);
const showProgress = ref(false);
const heat = ref(0);
const updateLoading = (value) => {
loading.value = value;
};
@@ -172,6 +173,16 @@ onBeforeUnmount(() => {
<view v-if="showProgress" class="battle-progress">
<HeaderProgress />
</view>
<!-- 对战房间:整个胶囊为分享按钮,房号从 Store 读取 -->
<button
v-if="currentPage === 'pages/battle-room' && game.roomNumber"
open-type="share"
hover-class="none"
class="battle-room-number"
>
<text class="battle-room-number__text">房号: {{ game.roomNumber }}</text>
<image src="../static/share2.png" mode="widthFix" class="battle-room-number__icon" />
</button>
</view>
</template>
@@ -259,4 +270,37 @@ 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 */
.battle-room-number {
margin-left: auto;
margin-right: 10rpx;
display: flex;
align-items: center;
justify-content: center;
width: 240rpx;
height: 64rpx;
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 {
border: none;
}
.battle-room-number__text {
width: 156rpx;
height: 28rpx;
font-weight: 400;
font-size: 20rpx;
color: #ffffff;
text-align: center;
line-height: 28rpx;
}
.battle-room-number__icon {
width: 25rpx;
height: 26rpx;
}
</style>

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@@ -139,7 +139,7 @@ async function onReceiveMessage(msg) {
halfTime.value = false;
audioManager.play("比赛开始");
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
audioManager.play("比赛结束");
audioManager.play("比赛结束", false);
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
let arrow = {};
if (msg.details && Array.isArray(msg.details)) {

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@@ -1,6 +1,7 @@
<script setup>
import {ref, watch, onMounted, onBeforeUnmount} from "vue";
import {RoundGoldImages} from "@/constants";
const props = defineProps({
tips: {
type: String,
@@ -19,13 +20,26 @@ const props = defineProps({
const barColor = ref("");
const remain = ref(15);
const timer = ref(null);
const laoding = ref(false);
const loading = ref(false);
const transitionStyle = ref("all 1s linear");
const currentTeam = ref(null);
const updateRemain = (value) => {
if (value.stop) {
if (timer.value) clearInterval(timer.value);
const newVal = Math.round(value);
return
}
loading.value = false;
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%)";
if (value.reset) {
remain.value = value.value;
return;
}
const newVal = Math.round(value.value);
// 如果剩余时间增加(如轮次切换重置),瞬间变化无动画;否则保持动画
if (newVal >= remain.value) {
transitionStyle.value = "none";
@@ -38,7 +52,7 @@ const updateRemain = (value) => {
}
timer.value = setInterval(() => {
laoding.value = remain.value === 0;
loading.value = remain.value === 0;
if (remain.value > 0) remain.value--;
}, 1000);
};
@@ -46,14 +60,7 @@ const updateRemain = (value) => {
watch(
() => props.tips,
(newVal) => {
if (newVal.includes("红队"))
barColor.value = "linear-gradient( 180deg, #FFA0A0 0%, #FF6060 100%)";
if (newVal.includes("蓝队"))
barColor.value = "linear-gradient( 180deg, #9AB3FF 0%, #4288FF 100%)";
if (newVal.includes("重回")) return;
if (newVal.includes("红队") || newVal.includes("蓝队")) {
updateRemain(props.total);
}
},
{
immediate: true,
@@ -75,18 +82,18 @@ onBeforeUnmount(() => {
<image :src="RoundGoldImages[props.currentRound]" mode="widthFix"/>
<view
:style="{
justifyContent: tips.includes('红队') ? 'flex-end' : 'flex-start',
justifyContent: currentTeam==='red' ? 'flex-end' : 'flex-start',
}"
>
<view
:style="{
width: `${(remain / total) * 100}%`,
background: barColor,
right: tips.includes('红队') ? 0 : 'unset',
right: currentTeam==='red' ? 0 : 'unset',
transition: transitionStyle,
}"
/>
<text v-if="!laoding">剩余{{ remain }}</text>
<text v-if="!loading">剩余{{ remain }}</text>
<text v-else>···</text>
</view>
</view>
@@ -99,11 +106,13 @@ onBeforeUnmount(() => {
flex-direction: column;
align-items: center;
}
.container > image {
width: 380rpx;
height: 80rpx;
transform: translateY(18rpx);
}
.container > view:last-child {
width: 100%;
text-align: center;
@@ -115,10 +124,12 @@ onBeforeUnmount(() => {
display: flex;
align-items: center;
}
.container > view:last-child > view {
height: 24rpx;
border-radius: 15px;
}
.container > view:last-child > text {
font-size: 18rpx;
color: #fff;

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@@ -6,6 +6,7 @@ import PlayerSeats from "@/components/PlayerSeats.vue";
import GuideTwo from "@/components/GuideTwo.vue";
import SButton from "@/components/SButton.vue";
import Avatar from "@/components/Avatar.vue";
import ScreenHint from "@/components/ScreenHint.vue";
import {
getRoomAPI,
destroyRoomAPI,
@@ -29,11 +30,27 @@ const players = ref([]);
const blueTeam = ref([]);
const redTeam = ref([]);
/**
* 根据对战类型和房间人数动态生成页面标题
* battleType=1: 组队对战count 2/4/6 分别对应 1v1/2v2/3v3
* battleType=2: 多人乱斗
*/
const battleTitle = computed(() => {
if (!room.value.battleType) return "好友约战";
if (room.value.battleType === 2) return "多人乱斗";
const half = room.value.count / 2;
return `${half}v${half}对抗赛`;
});
const ready = ref(false);
const allReady = ref(false);
const timer = ref(null);
const goBattle = 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
* 仅在 roomNumber 有效且房间未开始时执行
*/
async function refreshRoomData() {
if (!roomNumber.value) return;
const result = await getRoomAPI(roomNumber.value);
@@ -184,8 +201,32 @@ const exitRoom = async () => {
uni.navigateBack();
};
const removePlayer = async (player) => {
await kickPlayerAPI(roomNumber.value, player.id);
/** 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 */
const showKickConfirm = ref(false);
/**
* 点击踢出按钮,弹出二次确认弹窗
* @param {object} player - 被踢的玩家信息
*/
const removePlayer = (player) => {
playerToKick.value = player;
showKickConfirm.value = true;
};
/** 确认踢出:调用 API 并关闭弹窗 */
const confirmKick = async () => {
if (!playerToKick.value) return;
await kickPlayerAPI(roomNumber.value, playerToKick.value.id);
showKickConfirm.value = false;
playerToKick.value = null;
};
/** 取消踢出:关闭弹窗 */
const cancelKick = () => {
showKickConfirm.value = false;
playerToKick.value = null;
};
const canClick = computed(() => {
@@ -208,15 +249,32 @@ onShareAppMessage(() => {
};
});
/**
* onShow 生命周期:页面显示时刷新房间数据
* 注uni-app 中 onShow 可能早于 onLoad 执行,此时 roomNumber 尚未赋值,
* refreshRoomData 会提前 return。
*/
onShow(() => {
goBattle.value = false;
refreshRoomData();
});
/**
* 页面加载时解析路由参数,初始化房间号
* - 存入本地 ref供页面内部逻辑使用
* - 同步到 Pinia Store供 Header 组件展示房号胶囊)
*/
onLoad(async (options) => {
if (options.roomNumber) roomNumber.value = options.roomNumber;
if (options.roomNumber) {
roomNumber.value = options.roomNumber;
store.updateRoomNumber(options.roomNumber);
}
});
/**
* 组件挂载后:保持屏幕常亮、注册 WebSocket 消息监听
* 房间号已通过 onLoad 同步到 StoreHeader 从 Store 直接读取,无需额外通知
*/
onMounted(() => {
uni.setKeepScreenOn({
keepScreenOn: true,
@@ -236,7 +294,7 @@ onBeforeUnmount(() => {
</script>
<template>
<Container :title="`好友约战 - ${roomNumber}`">
<Container :title="battleTitle">
<view class="standby-phase">
<GuideTwo>
<view class="battle-guide">
@@ -247,7 +305,6 @@ onBeforeUnmount(() => {
}}</text>
<text v-if="room.battleType === 2">大乱斗即将开始! </text>
</view>
<!-- <button hover-class="none" open-type="share">邀请</button> -->
</view>
</GuideTwo>
<view v-if="room.battleType === 1 && room.count === 2" class="team-mode">
@@ -343,6 +400,20 @@ onBeforeUnmount(() => {
</view>
</view>
</Container>
<!-- 踢出玩家二次确认弹窗不传 onClose屏蔽 X 关闭按钮 -->
<ScreenHint :show="showKickConfirm">
<view class="kick-confirm">
<!-- 弹窗标题玩家名字高亮显示 -->
<text class="kick-confirm__title">
是否把<text style="color: #F7D550">{{ playerToKick && playerToKick.name }}</text>移出房间
</text>
<!-- 按钮区确认在左取消在右 -->
<view class="kick-confirm__btns">
<button hover-class="none" class="kick-confirm__btn kick-confirm__btn--confirm" @click="confirmKick">确定</button>
<button hover-class="none" class="kick-confirm__btn kick-confirm__btn--cancel" @click="cancelKick">取消</button>
</view>
</view>
</ScreenHint>
</template>
<style scoped>
@@ -380,7 +451,7 @@ onBeforeUnmount(() => {
.team-mode {
width: calc(100vw - 30px);
height: 125vw;
margin: 15px;
margin: 0 15px 15px 15px;
}
.team-mode>image:first-child {
@@ -445,6 +516,66 @@ onBeforeUnmount(() => {
color: #fed847 !important;
}
/* 踢出确认弹窗内容 */
.kick-confirm {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 20rpx 30rpx;
color: #fff;
}
.kick-confirm__title {
font-size: 30rpx;
font-weight: 500;
text-align: center;
line-height: 1.5;
/* 标题与按钮区间距 */
margin-bottom: 58rpx;
}
.kick-confirm__btns {
display: flex;
/* 两个按钮间距 */
gap: 16rpx;
}
/* 按钮公共基础样式:固定宽高与圆角 */
.kick-confirm__btn {
font-size: 28rpx;
width: 232rpx;
height: 70rpx;
border-radius: 44rpx;
line-height: 70rpx;
display: flex;
align-items: center;
justify-content: center;
}
/* 取消按钮:白色半透明背景(用 rgba 避免 opacity 平铺到文字) */
.kick-confirm__btn--cancel {
background: rgba(255, 255, 255, 0.2);
border: none;
color: #FFFFFF;
font-weight: 500;
font-size: 28rpx;
text-align: center;
border-radius: 44rpx;
}
.kick-confirm__btn--cancel::after {
border: none;
}
/* 确认按钮:黄色实心背景 */
.kick-confirm__btn--confirm {
background: #FED847;
border: none;
color: #000000;
font-weight: 500;
font-size: 28rpx;
text-align: center;
border-radius: 44rpx;
}
.kick-confirm__btn--confirm::after {
border: none;
}
.remove-player {
width: 40rpx;
height: 40rpx;

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@@ -73,10 +73,10 @@ const onSignin = () => {
showSignin.value = false;
};
/** 跳转到我的战绩页面 */
/** 跳转到我的战绩页面默认展示「好友约战」tab */
const goMyRecord = () => {
uni.navigateTo({
url: '/pages/my-growth',
url: '/pages/my-growth?tab=1',
});
};
onShow(async () => {

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@@ -1,5 +1,6 @@
<script setup>
import { onMounted } from "vue";
import { onLoad } from "@dcloudio/uni-app";
import Container from "@/components/Container.vue";
import Avatar from "@/components/Avatar.vue";
import BowData from "@/components/BowData.vue";
@@ -56,6 +57,17 @@ const getName = (battle) => {
if (battle.mode <= 3) return `${battle.mode}V${battle.mode}`;
return battle.mode + "人大乱斗";
};
/**
* 支持通过 URL 参数指定初始 tab
* @example /pages/my-growth?tab=1 跳转到「好友约战」tab
*/
onLoad((options) => {
if (options && options.tab !== undefined) {
const tabIndex = parseInt(options.tab, 10);
if (!isNaN(tabIndex)) selectedIndex.value = tabIndex;
}
});
</script>
<template>

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@@ -59,7 +59,7 @@ async function onReceiveMessage(msg) {
if (msg.type === MESSAGETYPESV2.ShootResult) {
scores.value = msg.details;
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
setTimeout(onOver, 1500);
// setTimeout(onOver, 1500);
}
}
@@ -84,6 +84,12 @@ const onClickShare = debounce(async () => {
await wxShare("shareCanvas");
});
function onAudioEnded(s) {
if (s.indexOf("比赛结束") >= 0) {
onOver()
}
}
onMounted(async () => {
// audioManager.play("第一轮");
uni.setKeepScreenOn({
@@ -91,6 +97,7 @@ onMounted(async () => {
});
uni.$on("socket-inbox", onReceiveMessage);
uni.$on("share-image", onClickShare);
uni.$on("audioEnded", onAudioEnded);
const result = await createPractiseAPI(total, 120, targetType.value);
if (result) practiseId.value = result.id;
});
@@ -101,6 +108,7 @@ onBeforeUnmount(() => {
});
uni.$off("socket-inbox", onReceiveMessage);
uni.$off("share-image", onClickShare);
uni.$off("audioEnded", onAudioEnded);
audioManager.stopAll();
endPractiseAPI();
});

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@@ -16,6 +16,7 @@ import { MESSAGETYPESV2 } from "@/constants";
import audioManager from "@/audioManager";
import useStore from "@/store";
import {storeToRefs} from "pinia";
const store = useStore();
const {user} = storeToRefs(store);
const start = ref(null);
@@ -36,6 +37,7 @@ const bluePoints = ref(0);
const showRoundTip = ref(false);
const isFinalShoot = ref(false);
const matchStatus = ref(undefined);
const updateRemainSecond = ref(0);
const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
try {
@@ -83,16 +85,15 @@ const recoverData = (battleInfo, { force = false, arrowOnly = false } = {}) => {
}
tips.value = nextTips;
uni.$emit("update-tips", nextTips);
uni.$emit("update-remain", {reset: true, value: 15, team: redTeam?'red':'blue'});
if (force) {
const remain = (Date.now() - battleInfo.current.startTime) / 1000;
console.log(`当前轮已进行${remain}`);
if (remain > 0 && remain < 15) {
setTimeout(() => {
uni.$emit("update-remain", 15 - remain - 0.2);
}, 200);
updateRemainSecond.value = 15 - remain - 0.2
}
} else {
uni.$emit("update-remain", battleInfo.readyTime);
updateRemainSecond.value = battleInfo.readyTime
}
} else {
currentRound.value = battleInfo.current.round || 1;
@@ -111,25 +112,25 @@ const recoverData = (battleInfo, { force = false, arrowOnly = false } = {}) => {
}
};
function onAudioEnded(s) {
if (s.indexOf('请红方射箭') >= 0 || s.indexOf('请蓝方射箭') >= 0) {
let team = s.indexOf('请红方射箭') >= 0 ? 'red' : 'blue';
uni.$emit("update-remain", {stop: false, value: updateRemainSecond.value, team: team});
}
if (s.indexOf("比赛结束") >= 0) {
onBattleEnd()
}
}
function onBattleEnd() {
showRoundTip.value = false
console.log("onBattleEnd ended...")
if (matchStatus.value === 2) {
uni.redirectTo({
url: `/pages/battle-result?battleId=${battleId.value}`,
});
}
}
async function onReceiveMessage(msg) {
if (Array.isArray(msg)) return;
if (msg.type === MESSAGETYPESV2.BattleStart) {
start.value = true;
} else if (msg.type === MESSAGETYPESV2.ToSomeoneShoot) {
recoverData(msg);
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
showRoundTip.value = false;
recoverData(msg, { arrowOnly: true });
} else if (msg.type === MESSAGETYPESV2.NewRound) {
function onNewRound(msg) {
showRoundTip.value = true;
isFinalShoot.value = msg.current.goldRound;
const latestRound = msg.rounds[currentRound.value - 1];
@@ -142,6 +143,22 @@ async function onReceiveMessage(msg) {
currentRedPoint.value = latestRound.scores[2].score;
}
}
}
async function onReceiveMessage(msg) {
if (Array.isArray(msg)) return;
if (msg.type === MESSAGETYPESV2.BattleStart) {
start.value = true;
} else if (msg.type === MESSAGETYPESV2.ToSomeoneShoot) {
recoverData(msg);
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
uni.$emit("update-remain", {stop: true})
showRoundTip.value = false;
recoverData(msg, {arrowOnly: true});
} else if (msg.type === MESSAGETYPESV2.NewRound) {
setTimeout(() => {
onNewRound(msg)
}, 800)
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
matchStatus.value = msg.status;
if (msg.status === 4) {
@@ -169,13 +186,14 @@ onMounted(async () => {
keepScreenOn: true,
});
uni.$on("socket-inbox", onReceiveMessage);
uni.$on("audioEnded", onAudioEnded);
await laserCloseAPI();
});
onBeforeUnmount(() => {
uni.setKeepScreenOn({
keepScreenOn: false,
});
uni.$off("socket-inbox", onReceiveMessage);
uni.$off("audioEnded", onAudioEnded);
audioManager.stopAll();
});
const refreshTimer = ref(null);
@@ -248,7 +266,7 @@ onShow(async () => {
:roundData="
roundResults[currentRound - 1] ? roundResults[currentRound - 1] : []
"
:onAutoClose="onBattleEnd"
:onAutoClose="()=>{ showRoundTip = false}"
/>
</ScreenHint>
</view>
@@ -260,6 +278,7 @@ onShow(async () => {
width: 100%;
height: 100%;
}
.players-row {
display: flex;
align-items: center;

View File

@@ -79,6 +79,7 @@ export default defineStore("store", {
game: {
roomID: "",
inBattle: false,
roomNumber: "", // 当前房间号,供 Header 展示房号胶囊
},
}),
@@ -135,6 +136,10 @@ export default defineStore("store", {
this.game.roomID = roomID;
this.game.inBattle = inBattle;
},
/** 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