Compare commits
2 Commits
new-race-m
...
aba2da56d7
| Author | SHA1 | Date | |
|---|---|---|---|
| aba2da56d7 | |||
| 24314e5ec8 |
2
.gitignore
vendored
@@ -12,7 +12,7 @@ node_modules
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.github
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openspec
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CLAUDE.md
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docs
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dosc
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.DS_Store
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dist
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*.local
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@@ -25,7 +25,6 @@
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"@dcloudio/uni-quickapp-webview": "3.0.0-4060620250520001",
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"@dcloudio/uni-ui": "^1.5.11",
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"pinia": "2.0.36",
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"pinia-plugin-persistedstate": "3.2.1",
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"vue": "^3.4.21",
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"vue-i18n": "^9.1.9"
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},
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@@ -6,7 +6,7 @@ try {
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switch (envVersion) {
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case "develop": // 开发版
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// BASE_URL = "http://192.168.1.30:8000/api/shoot";
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// BASE_URL = "http://localhost:8000/api/shoot";
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BASE_URL = "https://apitest.shelingxingqiu.com/api/shoot";
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break;
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case "trial": // 体验版
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@@ -1,8 +1,4 @@
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export const audioFils = {
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tententen: "https://static.shelingxingqiu.com/shootmini/static/audio/tententen.mp3",
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点击按钮: "https://static.shelingxingqiu.com/shootmini/static/audio/%E7%82%B9%E5%87%BB%E6%8C%89%E9%92%AE.mp3",
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"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",
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"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",
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// 激光已校准:
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// "https://static.shelingxingqiu.com/attachment/2025-10-29/ddupaur1vdkyhzaqdc.mp3",
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胜利: "https://static.shelingxingqiu.com/attachment/2025-09-17/dcuo9yjp0kt5msvmvd.mp3",
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@@ -40,7 +36,7 @@ export const audioFils = {
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请开始射击:
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"https://static.shelingxingqiu.com/attachment/2025-09-17/dcutzdrl5u0iromqhf.mp3",
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射击无效:
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"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",
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"https://static.shelingxingqiu.com/attachment/2025-09-17/dcutya55ufiiw8oo55.mp3",
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未上靶:
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"https://static.shelingxingqiu.com/attachment/2025-11-12/de6n45o3tsm1v4unam.mp3",
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"1环":
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@@ -31,7 +31,7 @@ function handleTabClick(index) {
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v-for="(tab, index) in tabs"
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:key="index"
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class="tab-item"
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@click="$clickSound(() => handleTabClick(index))"
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@click="handleTabClick(index)"
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:style="{
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width: index === 1 ? '36%' : '20%',
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}"
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@@ -19,12 +19,8 @@ const props = defineProps({
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});
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const loading = ref(false);
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/** 统一获取当前环境 token,用于守卫:无有效 token 时不发起接口请求 */
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const getToken = () =>
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uni.getStorageSync(`${uni.getAccountInfoSync().miniProgram.envVersion}_token`);
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onShow(async () => {
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if (user.value.id && getToken()) {
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if (user.value.id) {
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setTimeout(async () => {
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const state = await getUserGameState();
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updateGame(state.gaming, state.roomId);
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@@ -37,8 +33,7 @@ watch(
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async (value) => {
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if (!value.id) {
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updateGame(false, "");
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} else if (getToken()) {
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// 有有效 token 时才查询在局状态,避免 token 失效时反复发起无效请求
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} else {
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const state = await getUserGameState();
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updateGame(state.gaming, state.roomId);
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}
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@@ -80,17 +80,11 @@ defineProps({
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/>
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</view>
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</view>
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<!-- 大乱斗玩家列表:scroll-view 作为横向滚动容器 -->
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<!-- 小程序中 scroll-view 不支持直接 display:flex,需内部 wrapper view 承载 flex 布局 -->
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<!-- 仅当玩家 >5 人(内容溢出宽度)时才阻止冒泡,防止与外层 swiper 切换 tab 的手势冲突 -->
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<scroll-view
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<view
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v-if="players.length"
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class="players-melee"
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scroll-x
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@touchmove="(e) => players.length > 5 && e.stopPropagation()"
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:style="{ paddingTop: showHeader ? '15px' : '0' }"
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>
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<view class="players-melee-inner">
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<view
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v-for="(player, index) in players"
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:key="index"
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@@ -108,7 +102,6 @@ defineProps({
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<text class="player-name">{{ player.name }}</text>
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</view>
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</view>
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</scroll-view>
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</view>
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</template>
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@@ -151,21 +144,17 @@ defineProps({
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justify-content: center;
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}
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.players-melee {
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display: flex;
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height: 80px;
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width: 100%;
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overflow-x: auto;
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}
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.players-melee::-webkit-scrollbar {
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width: 0;
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height: 0;
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color: transparent;
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}
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/* 小程序 scroll-view 不支持直接 flex,通过内层 wrapper 承载横向排列 */
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.players-melee-inner {
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display: flex;
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height: 100%;
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flex-wrap: nowrap;
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}
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.players-melee-inner > view {
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.players-melee > view {
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display: flex;
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flex-direction: column;
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align-items: center;
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@@ -206,7 +206,7 @@ const goCalibration = async () => {
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<button hover-class="none" @click="() => (showHint = false)">
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取消
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</button>
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<button hover-class="none" @click="$clickSound(cancelMatching)">确认</button>
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<button hover-class="none" @click="cancelMatching">确认</button>
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</view>
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</view>
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<view v-if="hintType === 4" class="tip-content">
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@@ -17,19 +17,12 @@ const props = defineProps({
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},
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});
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/** 对战模式:0=未选 1=1v1 2=乱斗 3=2v2 4=3v3 */
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const battleMode = ref(0);
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/** 靶纸尺寸:0=未选 1=20cm 2=40cm */
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const targetMode = ref(0);
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const battleMode = ref(1);
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const targetMode = ref(1);
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const loading = ref(false);
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const roomNumber = ref("");
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const createRoom = debounce(async () => {
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// 校验必填项:对战模式与靶纸均必须选择
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if (!battleMode.value || !targetMode.value) {
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uni.showToast({ title: '请完善创建信息', icon: 'none' });
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return;
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}
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if (game.value.inBattle) {
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uni.$showHint(1);
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return;
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@@ -112,7 +105,7 @@ const createRoom = debounce(async () => {
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<text>40厘米全环靶</text>
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</view>
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</view>
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<SButton :onClick="() => $clickSound(createRoom)">创建房间</SButton>
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<SButton :onClick="createRoom">创建房间</SButton>
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</view>
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</template>
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@@ -9,12 +9,12 @@ defineProps({
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<template>
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<view class="container">
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<image class="shooter2" src="https://static.shelingxingqiu.com/shootmini/static/shooter2.png" mode="widthFix" />
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<image class="shooter2" src="../static/shooter2.png" mode="widthFix" />
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<view class="bg-box">
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<image
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class="bg"
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v-if="!noBg"
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src="https://static.shelingxingqiu.com/shootmini/static/long-bubble-border.png"
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src="../static/long-bubble-border.png"
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mode="widthFix"
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/>
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<slot />
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@@ -26,21 +26,20 @@ defineProps({
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.container {
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display: flex;
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align-items: center;
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padding: 0 26rpx 0 28rpx;
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padding: 0 15px;
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margin-bottom: 14rpx;
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width: clac(100% - 54rpx);
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width: clac(100% - 30px);
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}
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.container .shooter2 {
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display: block;
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width: 133rpx;
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height: 144rpx;
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width: 150rpx;
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height: 162rpx;
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}
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.container .bg-box {
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color: #fff;
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font-size: 28rpx;
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position: relative;
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flex: 1;
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height: 128rpx;
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min-height: 55px;
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display: flex;
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align-items: center;
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justify-content: center;
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@@ -57,9 +57,8 @@ const signin = () => {
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const loading = ref(false);
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const pointBook = ref(null);
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const showProgress = ref(false);
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const heat = ref(0);
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/** 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) */
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const battleRoomBtnStyle = ref({});
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const updateLoading = (value) => {
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loading.value = value;
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@@ -81,22 +80,8 @@ onMounted(() => {
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pointBook.value = uni.getStorageSync("last-point-book");
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}
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}
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// 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)
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if (currentPage.route === "pages/battle-room") {
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try {
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const menuButtonRect = uni.getMenuButtonBoundingClientRect();
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const { windowWidth } = uni.getSystemInfoSync();
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battleRoomBtnStyle.value = {
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// 按钮右边缘距视口右侧 = 屏幕宽 - 胶囊左边缘 + 4px 安全间隙
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right: (windowWidth - menuButtonRect.left + 4) + "px",
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// 垂直位置与胶囊顶部对齐
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top: menuButtonRect.top + "px",
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// 高度与胶囊一致,视觉融合
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height: menuButtonRect.height + "px",
|
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};
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} catch (e) {
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// 获取失败时使用 CSS 兜底定位(28vw + 4px 作为 right,8px 作为 top)
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}
|
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if (currentPage.route === "pages/team-battle") {
|
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showProgress.value = true;
|
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}
|
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uni.$on("update-hot", updateHot);
|
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});
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@@ -185,16 +170,15 @@ onBeforeUnmount(() => {
|
||||
}}</text
|
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>
|
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</view>
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<view v-if="currentPage === 'pages/team-battle'" class="battle-progress">
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<view v-if="showProgress" class="battle-progress">
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<HeaderProgress />
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</view>
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<!-- 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 -->
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<!-- 对战房间:整个胶囊为分享按钮,房号从 Store 读取 -->
|
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<button
|
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v-if="currentPage === 'pages/battle-room' && game.roomNumber"
|
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open-type="share"
|
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hover-class="none"
|
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class="battle-room-number"
|
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:style="battleRoomBtnStyle"
|
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>
|
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<text class="battle-room-number__text">房号: {{ game.roomNumber }}</text>
|
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<image src="../static/share2.png" mode="widthFix" class="battle-room-number__icon" />
|
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@@ -286,12 +270,10 @@ onBeforeUnmount(() => {
|
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margin: 0 20rpx;
|
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max-width: 300rpx;
|
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}
|
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/* 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 */
|
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/* 对战房间:整个胶囊作为分享按钮,靠右对齐 */
|
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.battle-room-number {
|
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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;
|
||||
margin-left: auto;
|
||||
margin-right: 10rpx;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
@@ -300,7 +282,9 @@ onBeforeUnmount(() => {
|
||||
background: rgba(0, 0, 0, 0.15);
|
||||
border-radius: 96rpx;
|
||||
border: 1rpx solid #5b5758;
|
||||
flex-shrink: 0;
|
||||
padding: 0;
|
||||
line-height: normal;
|
||||
}
|
||||
/* 重置 button 默认边框 */
|
||||
.battle-room-number::after {
|
||||
|
||||
@@ -19,17 +19,12 @@ const ended = ref(false);
|
||||
const halfTime = ref(false);
|
||||
const currentShot = ref(0);
|
||||
const totalShot = ref(0);
|
||||
/** 标记组件是否已完成挂载,防止 immediate watcher 在挂载前用旧 store 值触发意外播音 */
|
||||
const isMounted = ref(false);
|
||||
|
||||
watch(
|
||||
() => tips.value,
|
||||
(newVal) => {
|
||||
// 挂载完成前不播音(避免 immediate store watcher 用旧值触发多余播报)
|
||||
if (!isMounted.value) return;
|
||||
// 空字符串或含"重回"的 tips 均不播音
|
||||
if (!newVal || newVal.includes("重回")) return;
|
||||
let key = [];
|
||||
if (newVal.includes("重回")) return;
|
||||
if (currentRoundEnded.value) {
|
||||
// 播放当前轮次语音
|
||||
key.push(`第${["一", "二", "三", "四", "五"][currentRound.value]}轮`);
|
||||
@@ -57,20 +52,14 @@ async function onReceiveMessage(message) {
|
||||
const { type, mode, current, shootData } = message;
|
||||
if (type === MESSAGETYPESV2.BattleStart) {
|
||||
melee.value = Boolean(mode > 3);
|
||||
// 优先使用后端返回的 shootNumber,降级则根据 mode 推算
|
||||
totalShot.value = message.shootNumber ?? (mode === 1 ? 3 : 2);
|
||||
totalShot.value = mode === 1 ? 3 : 2;
|
||||
currentRoundEnded.value = true;
|
||||
audioManager.play("比赛开始");
|
||||
} else if (type === MESSAGETYPESV2.BattleEnd) {
|
||||
audioManager.play("比赛结束", false);
|
||||
} else if (type === MESSAGETYPESV2.ShootResult) {
|
||||
if (melee.value && current.playerId !== user.value.id) return;
|
||||
// 从 indexMap 按当前用户 id 取已射箭数,由后端维护准确值,不在前端自增。
|
||||
// 注意:后端在 ShootResult 中会将 playerId 重置为 0(无当前射手),
|
||||
// 因此不能依赖 playerId === user.id 判断,改为直接读取 indexMap[user.id]。
|
||||
// indexMap[user.id] 只在本人射箭后才增加,队友射箭时该值不变,逻辑等价且更准确。
|
||||
const myShot = current.indexMap?.[user.value.id];
|
||||
if (myShot !== undefined) currentShot.value = myShot;
|
||||
if (current.playerId === user.value.id) currentShot.value++;
|
||||
if (message.shootData) {
|
||||
let key = [];
|
||||
key.push(
|
||||
@@ -103,36 +92,22 @@ const onUpdateTips = (newVal) => {
|
||||
tips.value = newVal;
|
||||
};
|
||||
|
||||
// 监听 Pinia store 中 totalShot 变化,用于比赛恢复时同步箭数(替代 uni.$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 });
|
||||
const onUpdateTotalShot = (newVal) => {
|
||||
currentShot.value = newVal.currentShot;
|
||||
totalShot.value = newVal.totalShot;
|
||||
};
|
||||
|
||||
onMounted(() => {
|
||||
isMounted.value = true;
|
||||
uni.$on("update-shot", onUpdateTotalShot);
|
||||
uni.$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>
|
||||
@@ -142,7 +117,10 @@ 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>
|
||||
@@ -156,13 +134,11 @@ onBeforeUnmount(() => {
|
||||
justify-content: center;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.container>button:last-child {
|
||||
.container > button:last-child {
|
||||
width: 36px;
|
||||
height: 36px;
|
||||
}
|
||||
|
||||
.container>button:last-child>image {
|
||||
.container > button:last-child > image {
|
||||
width: 36px;
|
||||
min-height: 36px;
|
||||
}
|
||||
|
||||
@@ -123,7 +123,7 @@ onBeforeUnmount(() => {
|
||||
</text>
|
||||
</view>
|
||||
</view>
|
||||
<button hover-class="none" @click="$clickSound(stopMatch)">取消匹配</button>
|
||||
<button hover-class="none" @click="stopMatch">取消匹配</button>
|
||||
</view>
|
||||
</template>
|
||||
|
||||
|
||||
@@ -43,7 +43,7 @@ const rowCount = new Array(6).fill(0);
|
||||
<view>
|
||||
<view v-for="(_, index) in rowCount" :key="index">
|
||||
<text>{{
|
||||
scores[1] && scores[1][index] ? `${scores[1][index].ring}环` : "-"
|
||||
scores[1] && scores[1][index] ? `${scores[0][index].ring}环` : "-"
|
||||
}}</text>
|
||||
</view>
|
||||
</view>
|
||||
|
||||
@@ -14,11 +14,6 @@ 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>
|
||||
@@ -50,9 +45,8 @@ 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] && isOwner"
|
||||
v-if="index > 0 && players[index]"
|
||||
hover-class="none"
|
||||
class="remove-player"
|
||||
@click="() => removePlayer(players[index])"
|
||||
|
||||
@@ -29,33 +29,6 @@ const updateRemain = (value) => {
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
return
|
||||
}
|
||||
// zeroThenReset:ToSomeoneShoot 到达时,若进度条仍在倒计时则先瞬间清零(约 150ms 停留)再显示下一玩家满值
|
||||
// 若进度条已到 0(loading 状态),直接切换满值
|
||||
if (value.zeroThenReset) {
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
const wasNonZero = remain.value > 0;
|
||||
// 更新下一玩家颜色和方向(在清零和满值时均生效)
|
||||
currentTeam.value = value.team;
|
||||
if (value.team === 'red') barColor.value = "linear-gradient( 180deg, #FFA0A0 0%, #FF6060 100%)";
|
||||
if (value.team === 'blue') barColor.value = "linear-gradient( 180deg, #9AB3FF 0%, #4288FF 100%)";
|
||||
transitionStyle.value = "none";
|
||||
if (wasNonZero) {
|
||||
// 瞬间清零,停留约 150ms 后切换为满值
|
||||
remain.value = 0;
|
||||
loading.value = true;
|
||||
setTimeout(() => {
|
||||
remain.value = value.value;
|
||||
loading.value = false;
|
||||
setTimeout(() => { transitionStyle.value = "all 1s linear"; }, 50);
|
||||
}, 150);
|
||||
} else {
|
||||
// 已在底部,直接切换满值
|
||||
remain.value = value.value;
|
||||
loading.value = false;
|
||||
setTimeout(() => { transitionStyle.value = "all 1s linear"; }, 50);
|
||||
}
|
||||
return;
|
||||
}
|
||||
loading.value = false;
|
||||
currentTeam.value = value.team
|
||||
if (value.team === 'red')
|
||||
@@ -63,14 +36,7 @@ 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);
|
||||
@@ -85,8 +51,6 @@ 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--;
|
||||
|
||||
15
src/main.js
@@ -1,26 +1,11 @@
|
||||
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
|
||||
}
|
||||
|
||||
@@ -39,9 +39,6 @@
|
||||
{
|
||||
"path": "pages/battle-result"
|
||||
},
|
||||
{
|
||||
"path": "pages/friend-battle-result"
|
||||
},
|
||||
{
|
||||
"path": "pages/point-book-edit"
|
||||
},
|
||||
|
||||
@@ -117,7 +117,7 @@ const checkBowData = () => {
|
||||
}deg)`,
|
||||
}"
|
||||
>
|
||||
<view v-if="data.mvp && data.mvp.totalRings">
|
||||
<view v-if="data.mvp && data.mvp[0].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.totalRings }}</text
|
||||
>{{ data.mvp[0].totalRings }}</text
|
||||
>环</text
|
||||
>
|
||||
</view>
|
||||
|
||||
@@ -9,7 +9,9 @@ import Avatar from "@/components/Avatar.vue";
|
||||
import ScreenHint from "@/components/ScreenHint.vue";
|
||||
import {
|
||||
getRoomAPI,
|
||||
destroyRoomAPI,
|
||||
exitRoomAPI,
|
||||
startRoomAPI,
|
||||
chooseTeamAPI,
|
||||
getReadyAPI,
|
||||
kickPlayerAPI,
|
||||
@@ -17,7 +19,6 @@ 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);
|
||||
|
||||
@@ -41,23 +42,10 @@ 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 ? `${targetSize.value}cm` : '--'
|
||||
);
|
||||
|
||||
const ready = ref(false);
|
||||
const allReady = ref(false);
|
||||
const timer = ref(null);
|
||||
const goBattle = ref(false);
|
||||
/** 从结算页返回时为 true,跳过进场靶纸语音 */
|
||||
const skipTargetAudio = ref(false);
|
||||
|
||||
/**
|
||||
* 从服务端刷新当前房间数据,更新成员列表、准备状态等信息
|
||||
@@ -68,15 +56,6 @@ async function refreshRoomData() {
|
||||
const result = await getRoomAPI(roomNumber.value);
|
||||
if (result.started) return;
|
||||
room.value = result;
|
||||
// 加入者通过 API 返回的 targetType 字段同步靶纸尺寸,并持久化到本地缓存
|
||||
if (result.targetType) {
|
||||
targetSize.value = result.targetType;
|
||||
uni.setStorageSync(`targetSize_${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 || [];
|
||||
@@ -136,6 +115,10 @@ 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);
|
||||
};
|
||||
@@ -210,6 +193,14 @@ 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 */
|
||||
@@ -250,41 +241,11 @@ 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_${size}.png`;
|
||||
});
|
||||
|
||||
onShareAppMessage(() => {
|
||||
return {
|
||||
title: shareTitle.value,
|
||||
title: "邀请您进入房间对战",
|
||||
path: "/pages/friend-battle?roomID=" + roomNumber.value,
|
||||
imageUrl: shareImage.value,
|
||||
imageUrl: "",
|
||||
};
|
||||
});
|
||||
|
||||
@@ -304,21 +265,10 @@ onShow(() => {
|
||||
* - 同步到 Pinia Store(供 Header 组件展示房号胶囊)
|
||||
*/
|
||||
onLoad(async (options) => {
|
||||
// 从结算页跳回时携带 fromResult=1,标记跳过进场语音
|
||||
if (options.fromResult) skipTargetAudio.value = true;
|
||||
if (options.roomNumber) {
|
||||
roomNumber.value = options.roomNumber;
|
||||
store.updateRoomNumber(options.roomNumber);
|
||||
}
|
||||
// 创建者通过 URL 参数 target(1→20cm,2→40cm)初始化靶纸尺寸,并持久化到本地缓存
|
||||
if (options.target) {
|
||||
targetSize.value = parseInt(options.target) * 20;
|
||||
uni.setStorageSync(`targetSize_${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_${roomNumber.value}`);
|
||||
if (stored) targetSize.value = stored;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
@@ -330,13 +280,6 @@ onMounted(() => {
|
||||
keepScreenOn: true,
|
||||
});
|
||||
uni.$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(() => {
|
||||
@@ -356,8 +299,11 @@ onBeforeUnmount(() => {
|
||||
<GuideTwo>
|
||||
<view class="battle-guide">
|
||||
<view class="guide-tips">
|
||||
<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>
|
||||
<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>
|
||||
</view>
|
||||
</view>
|
||||
</GuideTwo>
|
||||
@@ -398,8 +344,7 @@ 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>
|
||||
<!-- 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"
|
||||
<button v-if="owner.id !== item.id && item.id" hover-class="none" class="remove-player"
|
||||
@click="() => removePlayer(item)" :style="{ top: '-10rpx', right: '-10rpx' }">
|
||||
<image src="../static/close-white.png" mode="widthFix" />
|
||||
</button>
|
||||
@@ -439,11 +384,10 @@ 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" :isOwner="owner.id === user.id" />
|
||||
:removePlayer="removePlayer" />
|
||||
<view>
|
||||
<SButton :disabled="!canClick" :onClick="() => $clickSound(getReady)">
|
||||
<SButton :disabled="!canClick" :onClick="getReady">
|
||||
{{
|
||||
allReady.value
|
||||
? "即将进入对局..."
|
||||
@@ -874,23 +818,4 @@ onBeforeUnmount(() => {
|
||||
border: 1rpx solid #a3793f66;
|
||||
color: #fed847;
|
||||
}
|
||||
|
||||
.guide-tips__target {
|
||||
font-weight: 400;
|
||||
font-size: 26rpx;
|
||||
color: rgba(255, 217, 71, 0.8);
|
||||
}
|
||||
|
||||
.guide-tips__warn {
|
||||
font-weight: 400;
|
||||
font-size: 22rpx;
|
||||
color: rgba(255, 255, 255, 0.8);
|
||||
margin-top: 6rpx;
|
||||
}
|
||||
|
||||
.guide-tips {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
padding-left: 20rpx;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -98,10 +98,8 @@ onLoad(async (options) => {
|
||||
<Container title="好友约战" :showBackToGame="true">
|
||||
<view :style="{ width: '100%', height: '100%' }">
|
||||
<GuideTwo>
|
||||
<view class="guide-tips">
|
||||
<text class="guide-tips__main">约上朋友开几局,欢乐多,不寂寞</text>
|
||||
<text class="guide-tips__sub">一起练升级更快,早日加入全国排位赛!</text>
|
||||
</view>
|
||||
<text :style="{color: 'rgba(255,217,71,0.8)'}">约上朋友开几局,欢乐多,不寂寞</text>
|
||||
<text>一起练升级更快,早日加入全国排位赛!</text>
|
||||
</GuideTwo>
|
||||
<view class="my-data">
|
||||
<view>
|
||||
@@ -141,7 +139,7 @@ onLoad(async (options) => {
|
||||
<image src="../static/founded-room.png" mode="widthFix" />
|
||||
<view>
|
||||
<input placeholder="输入房间号" v-model="roomNumber" placeholder-style="color: #ccc" />
|
||||
<view @click="$clickSound(() => enterRoom(roomNumber))">进入房间</view>
|
||||
<view @click="enterRoom(roomNumber)">进入房间</view>
|
||||
</view>
|
||||
</view>
|
||||
<view class="create-room">
|
||||
@@ -155,7 +153,7 @@ onLoad(async (options) => {
|
||||
</view>
|
||||
</view>
|
||||
<view>
|
||||
<SButton width="80%" :rounded="30" :onClick="() => $clickSound(onCreateRoom)">
|
||||
<SButton width="80%" :rounded="30" :onClick="onCreateRoom">
|
||||
创建约战房
|
||||
</SButton>
|
||||
</view>
|
||||
@@ -164,8 +162,7 @@ onLoad(async (options) => {
|
||||
<view v-if="warnning" class="warnning">
|
||||
{{ warnning }}
|
||||
</view>
|
||||
<!-- showModal 关闭时立即销毁组件,重开时重建,确保选项重置为 0 -->
|
||||
<CreateRoom v-if="!warnning && showModal" :onConfirm="() => (showModal = false)" />
|
||||
<CreateRoom v-if="!warnning" :onConfirm="() => (showModal = false)" />
|
||||
</SModal>
|
||||
<Signin :show="showSignin" :onClose="onSignin" />
|
||||
</view>
|
||||
@@ -173,24 +170,6 @@ onLoad(async (options) => {
|
||||
</template>
|
||||
|
||||
<style scoped>
|
||||
.guide-tips {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
padding-left: 112rpx;
|
||||
width: 100%;
|
||||
}
|
||||
.guide-tips__main {
|
||||
font-weight: 400;
|
||||
font-size: 26rpx;
|
||||
color: rgba(255, 217, 71, 0.8);
|
||||
}
|
||||
.guide-tips__sub {
|
||||
font-weight: 400;
|
||||
font-size: 22rpx;
|
||||
color: rgba(255, 255, 255, 0.8);
|
||||
margin-top: 6rpx;
|
||||
}
|
||||
|
||||
.founded-room {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
|
||||
@@ -159,10 +159,10 @@ onShareTimeline(() => {
|
||||
<Container :isHome="true" :showBackToGame="true">
|
||||
<view class="container">
|
||||
<view class="top-theme">
|
||||
<!-- <image
|
||||
<image
|
||||
src="https://static.shelingxingqiu.com/attachment/2025-12-31/dfc9dxrq4xn7e6y2pp.png"
|
||||
mode="widthFix"
|
||||
/> -->
|
||||
/>
|
||||
</view>
|
||||
<UserHeader showRank :onSignin="() => (showModal = true)"/>
|
||||
<view :style="{ padding: '12px 10px' }">
|
||||
@@ -178,7 +178,7 @@ onShareTimeline(() => {
|
||||
v-else
|
||||
src="https://static.shelingxingqiu.com/attachment/2026-01-04/dffohwtk1gwh0xfa6h.png"
|
||||
mode="widthFix"
|
||||
@click="$clickSound(() => toPage('/pages/my-device'))"
|
||||
@click="() => 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="$clickSound(() => toPage('/pages/practise'))">
|
||||
<view @click="() => toPage('/pages/practise')">
|
||||
<image src="../static/my-practise.png" mode="widthFix"/>
|
||||
</view>
|
||||
<view @click="$clickSound(() => toPage('/pages/friend-battle'))">
|
||||
<view @click="() => toPage('/pages/friend-battle')">
|
||||
<image src="../static/friend-battle.png" mode="widthFix"/>
|
||||
</view>
|
||||
</view>
|
||||
@@ -211,7 +211,7 @@ onShareTimeline(() => {
|
||||
/>
|
||||
<button
|
||||
class="into-btn"
|
||||
@click="$clickSound(() => toPage('/pages/ranking'))"
|
||||
@click="() => toPage('/pages/ranking')"
|
||||
hover-class="none"
|
||||
></button>
|
||||
<view class="ranking-players" @click="toRankListPage">
|
||||
|
||||
@@ -20,47 +20,25 @@ 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 : [];
|
||||
// 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 p = plist.find((p) => p.id === item.userId);
|
||||
const arrows = new Array(12);
|
||||
result.rounds.forEach((r, rIndex) => {
|
||||
if (r.shoots[playerId]) {
|
||||
r.shoots[playerId].forEach((s, sIndex) => {
|
||||
arrows[sIndex + rIndex * 6] = s;
|
||||
result.rounds.forEach((r, index) => {
|
||||
if (r.shoots[item.userId]) {
|
||||
r.shoots[item.userId].forEach((s, index2) => {
|
||||
arrows[index2 + index * 6] = s;
|
||||
});
|
||||
}
|
||||
});
|
||||
return {
|
||||
...item,
|
||||
id: playerId,
|
||||
rank: index + 1,
|
||||
name: (p && p.name) || item.name,
|
||||
avatar: (p && p.avatar) || item.avatar || "",
|
||||
name: p.name,
|
||||
avatar: p.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];
|
||||
}
|
||||
});
|
||||
|
||||
@@ -81,14 +59,13 @@ 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' }"
|
||||
>
|
||||
@@ -99,14 +76,14 @@ 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="player.rank"
|
||||
:rank="index + 1"
|
||||
/>
|
||||
<view
|
||||
v-if="data.mode <= 3"
|
||||
|
||||
@@ -3,90 +3,22 @@ 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, getBattleAPI } from "@/apis";
|
||||
import { matchGameAPI } 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() {
|
||||
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) {
|
||||
@@ -94,17 +26,13 @@ async function onReceiveMessage(msg) {
|
||||
onComplete.value = () => {}
|
||||
}
|
||||
if (msg.type === MESSAGETYPESV2.AboutToStart) {
|
||||
// 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 gameType(1~5),不再遗漏
|
||||
if (msg.mode <= 3) {
|
||||
if (gameType.value == 1) {
|
||||
uni.redirectTo({
|
||||
url: `/pages/team-battle?battleId=${msg.id}`,
|
||||
url: `/pages/team-battle?battleId=${msg.id}&gameMode=2`,
|
||||
});
|
||||
} else {
|
||||
} else if (gameType.value == 2) {
|
||||
uni.redirectTo({
|
||||
url: `/pages/melee-battle?battleId=${msg.id}`,
|
||||
url: `/pages/melee-battle?battleId=${msg.id}&gameMode=2`,
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -126,7 +54,6 @@ onMounted(() => {
|
||||
});
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
clearMatchTimeout();
|
||||
uni.setKeepScreenOn({
|
||||
keepScreenOn: false,
|
||||
});
|
||||
@@ -137,9 +64,6 @@ 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);
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<script setup>
|
||||
import { ref, onMounted, onBeforeUnmount, watch, nextTick } from "vue";
|
||||
import { ref, onMounted, onBeforeUnmount } from "vue";
|
||||
import { onLoad, onShow, onHide } from "@dcloudio/uni-app";
|
||||
import Container from "@/components/Container.vue";
|
||||
import BowTarget from "@/components/BowTarget.vue";
|
||||
@@ -10,19 +10,16 @@ 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, online } = storeToRefs(store);
|
||||
const { user } = 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([]);
|
||||
@@ -30,27 +27,16 @@ 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;
|
||||
}
|
||||
});
|
||||
const navigateToResult = () => {
|
||||
uni.redirectTo({ url: `/pages/battle-result?battleId=${battleId.value}` });
|
||||
};
|
||||
|
||||
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) {
|
||||
@@ -122,28 +108,6 @@ 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) {
|
||||
@@ -151,37 +115,15 @@ 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/friend-battle-result?battleId=" + msg.matchId,
|
||||
url: "/pages/battle-result?battleId=" + msg.matchId,
|
||||
});
|
||||
}, 1000);
|
||||
}
|
||||
@@ -258,25 +200,13 @@ 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>
|
||||
@@ -286,25 +216,4 @@ 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>
|
||||
|
||||
@@ -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="$clickSound(handleScan)">
|
||||
<button hover-class="none" @click="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="() => $clickSound(unbindDevice)" width="80vw" :rounded="40"
|
||||
<SButton :onClick="unbindDevice" width="80vw" :rounded="40"
|
||||
>解绑</SButton
|
||||
>
|
||||
</view>
|
||||
|
||||
@@ -55,14 +55,7 @@ const onPractiseLoading = async (page) => {
|
||||
};
|
||||
const getName = (battle) => {
|
||||
if (battle.mode <= 3) return `${battle.mode}V${battle.mode}`;
|
||||
// 排位赛大乱斗:mode 数字与实际人数不一致,使用固定映射
|
||||
if (battle.way === 2) {
|
||||
if (battle.mode === 4) return "5人大乱斗";
|
||||
if (battle.mode === 5) return "10人大乱斗";
|
||||
}
|
||||
// 好友约战大乱斗:从 teams[0].players 取实际参与人数动态展示
|
||||
const count = battle.teams?.[0]?.players?.length;
|
||||
return count ? `${count}人大乱斗` : "大乱斗";
|
||||
return battle.mode + "人大乱斗";
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -115,7 +108,7 @@ 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>
|
||||
@@ -138,7 +131,7 @@ 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>
|
||||
|
||||
@@ -114,7 +114,7 @@ onMounted(async () => {
|
||||
/>
|
||||
</view>
|
||||
<template #bottom>
|
||||
<SButton :rounded="50" :onClick="() => $clickSound(toEditPage)">下一步</SButton>
|
||||
<SButton :rounded="50" :onClick="toEditPage">下一步</SButton>
|
||||
</template>
|
||||
</Container>
|
||||
</template>
|
||||
|
||||
@@ -198,7 +198,7 @@ onLoad((options) => {
|
||||
</ScreenHint2>
|
||||
</view>
|
||||
<template #bottom>
|
||||
<SButton :rounded="50" :onClick="() => $clickSound(onSubmit)">
|
||||
<SButton :rounded="50" :onClick="onSubmit">
|
||||
{{ currentGroup === groups ? "保存并查看分析" : "下一组" }}
|
||||
</SButton>
|
||||
</template>
|
||||
|
||||
@@ -329,10 +329,10 @@ onShareTimeline(() => {
|
||||
</view>
|
||||
</view>
|
||||
<view>
|
||||
<button hover-class="none" @click="$clickSound(toRecordPage)" class="image-btn">
|
||||
<button hover-class="none" @click="toRecordPage" class="image-btn">
|
||||
<image src="../static/record-btn.png" mode="widthFix" />
|
||||
</button>
|
||||
<button hover-class="none" @click="$clickSound(startScoring)" class="image-btn">
|
||||
<button hover-class="none" @click="startScoring" class="image-btn">
|
||||
<image src="../static/start-scoring.png" mode="widthFix" />
|
||||
</button>
|
||||
</view>
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<script setup>
|
||||
import { ref, onMounted, onBeforeUnmount, nextTick } from "vue";
|
||||
import { ref, onMounted, onBeforeUnmount } from "vue";
|
||||
import { onLoad } from "@dcloudio/uni-app";
|
||||
import Container from "@/components/Container.vue";
|
||||
import ShootProgress from "@/components/ShootProgress.vue";
|
||||
@@ -31,8 +31,6 @@ 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);
|
||||
@@ -48,7 +46,6 @@ 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");
|
||||
};
|
||||
@@ -58,33 +55,9 @@ 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);
|
||||
}
|
||||
@@ -101,7 +74,6 @@ 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;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<script setup>
|
||||
import { ref, onMounted, onBeforeUnmount, nextTick } from "vue";
|
||||
import { ref, onMounted, onBeforeUnmount } from "vue";
|
||||
import Container from "@/components/Container.vue";
|
||||
import ShootProgress from "@/components/ShootProgress.vue";
|
||||
import BowTarget from "@/components/BowTarget.vue";
|
||||
@@ -31,8 +31,6 @@ 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);
|
||||
@@ -47,7 +45,6 @@ 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");
|
||||
};
|
||||
@@ -57,33 +54,9 @@ 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);
|
||||
}
|
||||
@@ -116,8 +89,7 @@ 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, 360);
|
||||
const result = await createPractiseAPI(total, 3600);
|
||||
if (result) practiseId.value = result.id;
|
||||
}
|
||||
}
|
||||
@@ -133,7 +105,7 @@ onMounted(async () => {
|
||||
});
|
||||
uni.$on("socket-inbox", onReceiveMessage);
|
||||
uni.$on("share-image", onClickShare);
|
||||
const result = await createPractiseAPI(total, 360, targetType.value);
|
||||
const result = await createPractiseAPI(total, 3600, targetType.value);
|
||||
if (result) practiseId.value = result.id;
|
||||
});
|
||||
|
||||
@@ -160,7 +132,7 @@ onBeforeUnmount(() => {
|
||||
<ShootProgress
|
||||
:tips="`请连续射${total}支箭`"
|
||||
:start="start"
|
||||
:total="360"
|
||||
:total="3600"
|
||||
:onStop="onOver"
|
||||
/>
|
||||
<view class="user-row">
|
||||
|
||||
@@ -281,27 +281,27 @@ onShow(async () => {
|
||||
<image
|
||||
src="../static/rank/battle1v1.svg"
|
||||
mode="widthFix"
|
||||
@click.stop="$clickSound(() => toMatchPage(1, 2))"
|
||||
@click.stop="() => toMatchPage(1, 2)"
|
||||
/>
|
||||
<image
|
||||
src="../static/rank/battle2v2.svg"
|
||||
mode="widthFix"
|
||||
@click.stop="$clickSound(() => toMatchPage(2, 4))"
|
||||
@click.stop="() => toMatchPage(2, 4)"
|
||||
/>
|
||||
<image
|
||||
src="../static/rank/battle3v3.svg"
|
||||
mode="widthFix"
|
||||
@click.stop="$clickSound(() => toMatchPage(3, 6))"
|
||||
@click.stop="() => toMatchPage(3, 6)"
|
||||
/>
|
||||
<image
|
||||
src="../static/rank/battle5.svg"
|
||||
mode="widthFix"
|
||||
@click.stop="$clickSound(() => toMatchPage(4, 5))"
|
||||
@click.stop="() => toMatchPage(4, 5)"
|
||||
/>
|
||||
<image
|
||||
src="../static/rank/battle10.svg"
|
||||
mode="widthFix"
|
||||
@click.stop="$clickSound(() => toMatchPage(5, 10))"
|
||||
@click.stop="() => toMatchPage(5, 10)"
|
||||
/>
|
||||
</view>
|
||||
</view>
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<script setup>
|
||||
import {ref, onMounted, onBeforeUnmount, nextTick, watch} from "vue";
|
||||
import {ref, onMounted, onBeforeUnmount, nextTick} from "vue";
|
||||
import {onLoad, onShow, onHide} from "@dcloudio/uni-app";
|
||||
import Container from "@/components/Container.vue";
|
||||
import BattleHeader from "@/components/BattleHeader.vue";
|
||||
@@ -11,7 +11,6 @@ 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";
|
||||
@@ -19,13 +18,11 @@ import useStore from "@/store";
|
||||
import {storeToRefs} from "pinia";
|
||||
|
||||
const store = useStore();
|
||||
const {user, online} = storeToRefs(store);
|
||||
const {user} = 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);
|
||||
@@ -41,31 +38,10 @@ 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] || {};
|
||||
@@ -95,8 +71,6 @@ 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
|
||||
@@ -104,64 +78,22 @@ 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
|
||||
battleInfo.current.playerId === user.value.id &&
|
||||
redTeam.value.length > 1
|
||||
) {
|
||||
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;
|
||||
// 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.$emit("update-tips", nextTips);
|
||||
}
|
||||
// redPlayer 已在上方 find() 确认:不为 null 则当前射手在红队
|
||||
const targetTeam = redPlayer ? 'red' : 'blue';
|
||||
// 从后端消息读取本局射击时间,动态设置进度条满值与倒计时秒数(降级兜底 15s)
|
||||
shootTimeTotal.value = battleInfo.shootTime ?? 15;
|
||||
uni.$emit("update-remain", {reset: true, value: 15, team: redTeam?'red':'blue'});
|
||||
if (force) {
|
||||
// force 模式下 start.value 刚由 null 变 true,Vue 异步调度渲染,
|
||||
// ShootProgress2(v-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 remain = (Date.now() - battleInfo.current.startTime) / 1000;
|
||||
console.log(`当前轮已进行${remain}秒`);
|
||||
if (remain > 0 && remain < 15) {
|
||||
updateRemainSecond.value = 15 - remain - 0.2
|
||||
}
|
||||
|
||||
const elapsed = (Date.now() - battleInfo.current.startTime) / 1000;
|
||||
if (elapsed > 0 && elapsed < shootTimeTotal.value) {
|
||||
updateRemainSecond.value = shootTimeTotal.value - elapsed - 0.2;
|
||||
}
|
||||
const actualRemain = updateRemainSecond.value;
|
||||
nextTick(() => {
|
||||
// 在 nextTick 内统一发送,确保 ShootProgress2 和 HeaderProgress 均已挂载
|
||||
uni.$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 {
|
||||
// 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.$emit("update-remain", {zeroThenReset: true, value: shootTimeTotal.value, team: targetTeam});
|
||||
updateRemainSecond.value = shootTimeTotal.value;
|
||||
updateRemainSecond.value = battleInfo.readyTime
|
||||
}
|
||||
} else {
|
||||
currentRound.value = battleInfo.current.round || 1;
|
||||
@@ -181,47 +113,27 @@ const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
|
||||
};
|
||||
|
||||
function onAudioEnded(s) {
|
||||
// "请红方射箭"/"请蓝方射箭":队友或对手轮次;"轮到你了":用户本人轮次(HeaderProgress特殊分支)
|
||||
// 三者音频结束后均需启动倒计时进度条
|
||||
if (s.indexOf('请红方射箭') >= 0 || s.indexOf('请蓝方射箭') >= 0 || s.indexOf('轮到你了') >= 0) {
|
||||
let team;
|
||||
if (s.indexOf('请红方射箭') >= 0) team = 'red';
|
||||
else if (s.indexOf('请蓝方射箭') >= 0) team = 'blue';
|
||||
else team = tips.value.includes('红队') ? 'red' : 'blue'; // 轮到你了:从当前tips判断用户所在队伍
|
||||
if (s.indexOf('请红方射箭') >= 0 || s.indexOf('请蓝方射箭') >= 0) {
|
||||
let team = s.indexOf('请红方射箭') >= 0 ? 'red' : 'blue';
|
||||
uni.$emit("update-remain", {stop: false, value: updateRemainSecond.value, team: team});
|
||||
}
|
||||
if (s.indexOf("比赛结束") >= 0) {
|
||||
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/friend-battle-result?battleId=${battleId.value}`,
|
||||
url: `/pages/battle-result?battleId=${battleId.value}`,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @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) {
|
||||
function onNewRound(msg) {
|
||||
showRoundTip.value = true;
|
||||
isFinalShoot.value = msg.current.goldRound;
|
||||
// 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];
|
||||
const latestRound = msg.rounds[currentRound.value - 1];
|
||||
if (latestRound) {
|
||||
if (isFinalShoot.value) {
|
||||
currentBluePoint.value = msg.teams[1].score;
|
||||
@@ -233,49 +145,19 @@ 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) {
|
||||
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.$emit("update-remain", {stop: true})
|
||||
showRoundTip.value = false;
|
||||
recoverData(msg, {arrowOnly: true});
|
||||
// 检测同一玩家三箭全 X 环,触发 tententen 音效
|
||||
// currentShooterId 在 ToSomeoneShoot 时写入,ShootResult 不会覆盖,可靠识别本次射手
|
||||
checkAndPlayTententen(currentShooterId.value, !!(msg.shootData?.ringX && msg.shootData?.ring));
|
||||
} else if (msg.type === MESSAGETYPESV2.NewRound) {
|
||||
// 在进入延迟前先捕获当前轮次,供 onNewRound 使用,防止 800ms 内 ToSomeoneShoot 提前更新 currentRound 造成 Tip 展示错轮
|
||||
const prevRound = currentRound.value;
|
||||
setTimeout(() => {
|
||||
onNewRound(msg, prevRound)
|
||||
onNewRound(msg)
|
||||
}, 800)
|
||||
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
|
||||
matchStatus.value = msg.status;
|
||||
@@ -292,9 +174,6 @@ async function onReceiveMessage(msg) {
|
||||
|
||||
onLoad(async (options) => {
|
||||
if (options.battleId) battleId.value = options.battleId;
|
||||
// 重置箭数和提示文案,防止因 Pinia 保留上一场比赛的旧值而错误展示
|
||||
store.updateShotInfo(0, 0);
|
||||
store.updateTips("");
|
||||
// uni.enableAlertBeforeUnload({
|
||||
// message: "离开比赛可能导致比赛失败,是否继续?",
|
||||
// success: (res) => {
|
||||
@@ -314,37 +193,23 @@ onBeforeUnmount(() => {
|
||||
uni.setKeepScreenOn({
|
||||
keepScreenOn: false,
|
||||
});
|
||||
// 注销所有第三方事件盓听,防止页面重创建时监听叠加导致消息重复处理
|
||||
uni.$off("socket-inbox", onReceiveMessage);
|
||||
uni.$off("audioEnded", onAudioEnded);
|
||||
audioManager.stopAll();
|
||||
});
|
||||
const refreshTimer = ref(null);
|
||||
onShow(async () => {
|
||||
if (battleId.value) {
|
||||
// 延迟 300ms 等待网络恢复,避免小程序从后台切回时网络尚未就绪导致请求失败报错
|
||||
await new Promise(resolve => setTimeout(resolve, 300));
|
||||
const result = await getBattleAPI(battleId.value);
|
||||
if (!result) return;
|
||||
if (result.status === 2) {
|
||||
// 比赛已结束(如切后台再回来):跳新结算页
|
||||
uni.redirectTo({
|
||||
url: `/pages/friend-battle-result?battleId=${result.matchId}`,
|
||||
uni.showToast({
|
||||
title: "比赛已结束",
|
||||
icon: "none",
|
||||
});
|
||||
uni.navigateBack({
|
||||
delta: 2,
|
||||
});
|
||||
} 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});
|
||||
}
|
||||
}
|
||||
@@ -354,12 +219,10 @@ 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">
|
||||
@@ -370,7 +233,6 @@ onShow(async () => {
|
||||
/>
|
||||
<ShootProgress2
|
||||
:tips="tips"
|
||||
:total="shootTimeTotal"
|
||||
:currentRound="
|
||||
goldenRound > 0 ? 'gold' + goldenRound : 'round' + currentRound
|
||||
"
|
||||
@@ -392,33 +254,21 @@ onShow(async () => {
|
||||
/>
|
||||
<ScreenHint
|
||||
:show="showRoundTip"
|
||||
:onClose="() => (showRoundTip = false)"
|
||||
:mode="isFinalShoot ? 'tall' : 'normal'"
|
||||
>
|
||||
<RoundEndTip
|
||||
v-if="showRoundTip"
|
||||
:isFinal="isFinalShoot"
|
||||
:round="roundTipRound"
|
||||
:round="currentRound"
|
||||
:bluePoint="currentBluePoint"
|
||||
:redPoint="currentRedPoint"
|
||||
:roundData="
|
||||
roundResults[roundTipRound - 1] ? roundResults[roundTipRound - 1] : []
|
||||
roundResults[currentRound - 1] ? roundResults[currentRound - 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>
|
||||
@@ -436,25 +286,4 @@ 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>
|
||||
|
||||
@@ -69,10 +69,6 @@ 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>
|
||||
@@ -144,10 +140,6 @@ const buildVersion = typeof __BUILD_TIME__ !== 'undefined' ? __BUILD_TIME__ : ''
|
||||
: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"
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
<svg width="156" height="58" viewBox="0 0 156 58" fill="none" xmlns="http://www.w3.org/2000/svg">
|
||||
<g id="编组 5">
|
||||
<rect id="矩形备份" 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>
|
||||
|
Before Width: | Height: | Size: 540 B |
@@ -1,11 +0,0 @@
|
||||
<svg width="156" height="58" viewBox="0 0 156 58" fill="none" xmlns="http://www.w3.org/2000/svg">
|
||||
<g id="编组 12">
|
||||
<rect id="矩形备份" 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>
|
||||
|
Before Width: | Height: | Size: 541 B |
@@ -1,11 +0,0 @@
|
||||
<svg width="156" height="58" viewBox="0 0 156 58" fill="none" xmlns="http://www.w3.org/2000/svg">
|
||||
<g id="编组 9">
|
||||
<rect id="矩形备份" 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>
|
||||
|
Before Width: | Height: | Size: 557 B |
BIN
src/static/long-bubble-border.png
Normal file
|
After Width: | Height: | Size: 6.2 KiB |
|
Before Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 11 KiB |
|
Before Width: | Height: | Size: 11 KiB |
BIN
src/static/shooter2.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
|
Before Width: | Height: | Size: 4.6 KiB After Width: | Height: | Size: 5.8 KiB |
BIN
src/static/you-lost.png
Normal file
|
After Width: | Height: | Size: 37 KiB |
BIN
src/static/you-win.png
Normal file
|
After Width: | Height: | Size: 52 KiB |
26
src/store.js
@@ -80,9 +80,6 @@ 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.$emit 避免时序问题)
|
||||
},
|
||||
}),
|
||||
|
||||
@@ -139,29 +136,20 @@ export default defineStore("store", {
|
||||
this.game.roomID = roomID;
|
||||
this.game.inBattle = inBattle;
|
||||
},
|
||||
/** 更新当前射箭进度(用于 HeaderProgress 恢复状态,替代 uni.$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.$emit 避免时序问题) */
|
||||
updateTips(tips = "") {
|
||||
this.game.tips = tips;
|
||||
},
|
||||
/** 更新当前房间号,供 Header 组件展示房号胶囊 */
|
||||
updateRoomNumber(number) {
|
||||
this.game.roomNumber = number;
|
||||
},
|
||||
},
|
||||
|
||||
// 数据持久化(via pinia-plugin-persistedstate)
|
||||
// 仅持久化 user 和 device:身份凭证需在冷启动时恢复(如从分享链接进入)
|
||||
// config、game 等运行时状态不持久化,每次联网后重新拉取
|
||||
// 开启数据持久化
|
||||
persist: {
|
||||
storage: {
|
||||
getItem: (key) => uni.getStorageSync(key),
|
||||
setItem: (key, value) => uni.setStorageSync(key, value),
|
||||
enabled: true,
|
||||
strategies: [
|
||||
{
|
||||
storage: uni.getStorageSync,
|
||||
paths: ["user", "device", "config"], // 只持久化用户信息
|
||||
},
|
||||
paths: ['user', 'device'],
|
||||
],
|
||||
},
|
||||
});
|
||||
|
||||
@@ -14,7 +14,7 @@ function createWebSocket(token, onMessage) {
|
||||
|
||||
switch (envVersion) {
|
||||
case "develop": // 开发版
|
||||
// url = "ws://192.168.1.30:8000/socket";
|
||||
// url = "ws://localhost:8000/socket";
|
||||
url = "wss://apitest.shelingxingqiu.com/socket";
|
||||
break;
|
||||
case "trial": // 体验版
|
||||
|
||||
@@ -12,14 +12,6 @@ export default defineConfig({
|
||||
plugins: [
|
||||
uni(),
|
||||
],
|
||||
/** 构建时常量注入:__BUILD_TIME__ 在源码中展开为精确的打包时刻字符串 */
|
||||
define: (() => {
|
||||
const d = new Date();
|
||||
const pad = (n) => String(n).padStart(2, '0');
|
||||
// 格式:YYYY.MMDD.HHmm,如 2026.0514.1530
|
||||
const version = `${d.getFullYear()}.${pad(d.getMonth() + 1)}${pad(d.getDate())}.${pad(d.getHours())}${pad(d.getMinutes())}`;
|
||||
return { __BUILD_TIME__: JSON.stringify(version) };
|
||||
})(),
|
||||
|
||||
})
|
||||
|
||||
|
||||
@@ -3468,11 +3468,6 @@ 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"
|
||||
|
||||