Commit fedc7c9b authored by 董政锦's avatar 董政锦

fix: 测回;

parent dbc63f3d
<script setup lang="ts">
import { onBeforeUnmount, onMounted, ref, watch, nextTick, computed } from 'vue';
import { assetUrl } from '@/commons/assets.ts'
import { playGame6Music } from '@/commons/music'
import {
onBeforeUnmount,
onMounted,
ref,
watch,
nextTick,
computed,
} from "vue";
import { assetUrl } from "@/commons/assets.ts";
// import { playGame6Music } from '@/commons/music'
const props = defineProps<{
imageUrls: Record<string, string>
countdownInterval: number
isDivDescVisible: boolean
tick: number
rank: number
imageUrls: Record<string, string>;
countdownInterval: number;
isDivDescVisible: boolean;
tick: number;
rank: number;
}>();
const emit = defineEmits<{
touch: [mole: boolean]
scoreChange: [delta: number]
// touch: [mole: boolean]
scoreChange: [delta: number];
rankClose: [];
}>();
// ========== 常量 ==========
......@@ -25,56 +33,84 @@ const HORSE_BOTTOM_PCT = 19.11;
const ITEM_SIZE = 80;
const GAME_DURATION = 60;
const LEFT_LANE_X = 170;
const RIGHT_LANE_X = 470;
// 设计基准跑道 X 位置(750px 设计稿下的值,窄屏设备上会自动居中偏移)
const DESIGN_LEFT_LANE_X = 150;
const DESIGN_RIGHT_LANE_X = 500;
// 运行时根据视口计算的真实 X 位置(适配不同屏幕宽度)
const leftLaneX = ref(DESIGN_LEFT_LANE_X);
const rightLaneX = ref(DESIGN_RIGHT_LANE_X);
/** 按视口宽度计算 750px 设计区域在 content-bg 中的居中偏移 */
const updateLanePositions = () => {
const vw = window.visualViewport?.width ?? window.innerWidth;
const vh = window.visualViewport?.height ?? window.innerHeight;
// MobileStage contain 模式下 scale = min(scaleX, scaleY),手机通常由高度决定
const scaleY = vh / 1624;
if (!scaleY || scaleY <= 0) return;
const stageViewportWidth = vw / scaleY;
const offset = Math.max(0, (stageViewportWidth - 750) / 2);
leftLaneX.value = DESIGN_LEFT_LANE_X + offset;
rightLaneX.value = DESIGN_RIGHT_LANE_X + offset;
};
// ========== 马帧 ==========
const HORSE_FRAME_COUNT = 21;
const horseFrames = Array.from({ length: HORSE_FRAME_COUNT }, (_, i) =>
assetUrl(`game3/horse/1-ma_${String(i).padStart(2, '0')}.png`)
assetUrl(`game3/horse/1-ma_${String(i).padStart(2, "0")}.png`),
);
// ========== 金币/炸弹帧 ==========
const JINBI_FRAME_COUNT = 25;
const jinbiFrames = Array.from({ length: JINBI_FRAME_COUNT }, (_, i) =>
assetUrl(`game3/jinbi/1-yuanbao_${String(i).padStart(2, '0')}.png`)
assetUrl(`game3/jinbi/1-yuanbao_${String(i).padStart(2, "0")}.png`),
);
const BOM_FRAME_COUNT = 28;
const bomFrames = Array.from({ length: BOM_FRAME_COUNT }, (_, i) =>
assetUrl(`game3/bom/1-zha_${String(i).padStart(2, '0')}.png`)
assetUrl(`game3/bom/1-zha_${String(i).padStart(2, "0")}.png`),
);
const fudaiUrl = assetUrl('game3/icon_fudai.webp');
const dileiUrl = assetUrl('game3/icon_dilei.webp');
const fudaiUrl = assetUrl("game3/icon_fudai.webp");
const dileiUrl = assetUrl("game3/icon_dilei.webp");
// ========== 预加载碰撞动画帧(解决 4G 慢网下动画图片未加载的问题) ==========
const preloadFrames = (urls: string[]) => {
for (const url of urls) {
const img = new Image();
img.src = url;
}
};
preloadFrames(jinbiFrames);
preloadFrames(bomFrames);
// ========== 马状态 ==========
const horseLane = ref<'left' | 'right'>('left');
const horseLane = ref<"left" | "right">("left");
const horseFrameIndex = ref(0);
const horseX = ref(LEFT_LANE_X);
const horseTargetX = ref(LEFT_LANE_X);
const horseX = ref(leftLaneX.value);
const horseTargetX = ref(leftLaneX.value);
const switchToLeft = () => {
if (horseLane.value !== 'left') {
horseLane.value = 'left';
horseTargetX.value = LEFT_LANE_X;
if (horseLane.value !== "left") {
horseLane.value = "left";
horseTargetX.value = leftLaneX.value;
}
};
const switchToRight = () => {
if (horseLane.value !== 'right') {
horseLane.value = 'right';
horseTargetX.value = RIGHT_LANE_X;
if (horseLane.value !== "right") {
horseLane.value = "right";
horseTargetX.value = rightLaneX.value;
}
};
// ========== 键盘控制 ==========
const handleKeydown = (e: KeyboardEvent) => {
if (!props.isDivDescVisible) return;
if (e.key === 'ArrowLeft' || e.key === 'a' || e.key === 'A') {
if (e.key === "ArrowLeft" || e.key === "a" || e.key === "A") {
switchToLeft();
} else if (e.key === 'ArrowRight' || e.key === 'd' || e.key === 'D') {
} else if (e.key === "ArrowRight" || e.key === "d" || e.key === "D") {
switchToRight();
}
};
......@@ -83,8 +119,8 @@ const handleKeydown = (e: KeyboardEvent) => {
const roadOffset = ref(0);
let roadRafId: number | undefined;
let roadLastTs = 0;
const BASE_ROAD_SPEED = 80;
const MAX_ROAD_SPEED = 400;
const BASE_ROAD_SPEED = 200;
const MAX_ROAD_SPEED = 700;
const gameElapsed = ref(0);
const currentRoadSpeed = ref(BASE_ROAD_SPEED);
......@@ -105,9 +141,13 @@ const startRoadScroll = () => {
gameElapsed.value = (ts - startTs) / 1000;
const progress = Math.min(gameElapsed.value / GAME_DURATION, 1);
currentRoadSpeed.value = BASE_ROAD_SPEED + (MAX_ROAD_SPEED - BASE_ROAD_SPEED) * progress;
currentRoadSpeed.value =
BASE_ROAD_SPEED + (MAX_ROAD_SPEED - BASE_ROAD_SPEED) * progress;
roadOffset.value += currentRoadSpeed.value * dt / 1000;
roadOffset.value += (currentRoadSpeed.value * dt) / 1000;
if (roadOffset.value >= ROAD_HEIGHT) {
roadOffset.value -= ROAD_HEIGHT;
}
roadRafId = requestAnimationFrame(tick);
};
......@@ -122,121 +162,187 @@ const stopRoadScroll = () => {
};
// ========== 持续道具生成系统 ==========
type ItemKind = 'coin' | 'bomb';
type ItemKind = "coin" | "bomb";
interface RoadItem {
id: number;
kind: ItemKind;
lane: 'left' | 'right';
lane: "left" | "right";
y: number;
collected: boolean;
colliding: boolean; // 防止同一帧内重复触发碰撞特效
animFrame: number;
animTimer: ReturnType<typeof setTimeout> | undefined;
}
const roadItems = ref<RoadItem[]>([]);
const effectAnims = ref<{ id: number; kind: ItemKind; frame: number; x: number; y: number }[]>([]);
const effectAnims = ref<
{ id: number; kind: ItemKind; frame: number; x: number; y: number }[]
>([]);
interface ScoreEffect {
id: number;
x: number;
y: number;
score: number; // 正数表示加分,负数表示扣分
}
const scoreEffects = ref<ScoreEffect[]>([]);
let scoreEffectIdSeq = 0;
let itemIdCounter = 0;
let lastItemY = 0;
const MIN_ITEM_SPACING = 250;
const MAX_ITEM_SPACING = 400;
const ITEM_GEN_INTERVAL = 1500;
let genTimerId: ReturnType<typeof setTimeout> | undefined;
function seededRandom(seed: number) {
const x = Math.sin(seed * 12.9898 + 78.233) * 43758.5453;
return x - Math.floor(x);
}
function scheduleNextItem() {
if (!props.isDivDescVisible) return;
// 游戏越接近尾声,生成间隔越短(1800ms → 350ms),加上随机抖动
const progress = Math.min(gameElapsed.value / GAME_DURATION, 1);
const base = 1800 - 1450 * progress;
const jitter = (Math.random() - 0.5) * 800; // ±400ms 随机
const interval = Math.max(250, base + jitter);
genTimerId = setTimeout(generateNewItem, interval);
}
function generateNewItem() {
if (!props.isDivDescVisible) return;
const seed = Date.now() + itemIdCounter;
const kind: ItemKind = seededRandom(seed) < 0.55 ? 'coin' : 'bomb';
const lane: 'left' | 'right' = seededRandom(seed + 1000) < 0.5 ? 'left' : 'right';
const spacing = MIN_ITEM_SPACING + seededRandom(seed + 2000) * (MAX_ITEM_SPACING - MIN_ITEM_SPACING);
const startY = -ITEM_SIZE;
const kind: ItemKind = seededRandom(seed) < 0.75 ? "coin" : "bomb";
// 概率分配车道,但避免与前一个同车道道具太近
let lane: "left" | "right" =
seededRandom(seed + 1000) < 0.5 ? "left" : "right";
// 找到该车道还在顶部附近(y < 200)的未收集道具
const hasNearbyInLane = (ln: "left" | "right") =>
roadItems.value.some((it) => !it.collected && it.lane === ln && it.y < 200);
if (
hasNearbyInLane(lane) &&
!hasNearbyInLane(lane === "left" ? "right" : "left")
) {
// 首选车道已有最近道具,强制换到另一车道
lane = lane === "left" ? "right" : "left";
}
const newItem: RoadItem = {
id: itemIdCounter++,
kind,
lane,
y: startY,
y: -ITEM_SIZE,
collected: false,
colliding: false,
animFrame: 0,
animTimer: undefined,
};
roadItems.value.push(newItem);
setTimeout(generateNewItem, ITEM_GEN_INTERVAL);
scheduleNextItem();
}
function stopItemGen() {
if (genTimerId) {
clearTimeout(genTimerId);
genTimerId = undefined;
}
}
// 道具 y 已是 screen-space(content-bg 坐标系),清理逻辑直接判断
function cleanupOffscreenItems() {
const screenBottom = roadOffset.value + ROAD_HEIGHT;
roadItems.value = roadItems.value.filter(item => {
const itemBottom = item.y + ITEM_SIZE;
return itemBottom > roadOffset.value - 100 && item.y < screenBottom + 100;
roadItems.value = roadItems.value.filter((item) => {
// item.y 超出 content-bg 底部即删除,超出顶部也删除
return item.y < ROAD_HEIGHT && item.y > -ITEM_SIZE;
});
}
// ========== 碰撞检测 ==========
const horseBottomY = ROAD_HEIGHT * (HORSE_BOTTOM_PCT / 100);
const horseTopY = horseBottomY - HORSE_H;
// 马匹在屏幕上的Y坐标(从 content-bg 顶部算起,horse 使用 bottom: 19.11% 定位)
const horseCSSBottom = ROAD_HEIGHT * (1 - HORSE_BOTTOM_PCT / 100);
const horseCSSTop = horseCSSBottom - HORSE_H;
const checkCollisions = () => {
const horseCenterX = horseX.value + HORSE_W / 2;
const horseTopCenterY = horseTopY + HORSE_H * 0.15;
const horseTopCenterY = horseCSSTop + HORSE_H * 0.15;
const horseRadius = HORSE_W * 0.35;
for (const item of roadItems.value) {
if (item.collected) continue;
if (item.collected || item.colliding) continue;
const itemX = item.lane === 'left' ? LEFT_LANE_X : RIGHT_LANE_X;
const itemVisualY = item.y;
const itemX = item.lane === "left" ? leftLaneX.value : rightLaneX.value;
// item.y 已经是屏幕坐标(content-bg 内),无需加 roadOffset
const itemCenterX = itemX + ITEM_SIZE / 2;
const itemCenterY = itemVisualY + ITEM_SIZE / 2;
const itemCenterY = item.y + ITEM_SIZE / 2;
const dist = Math.hypot(horseCenterX - itemCenterX, horseTopCenterY - itemCenterY);
const dist = Math.hypot(
horseCenterX - itemCenterX,
horseTopCenterY - itemCenterY,
);
if (dist < horseRadius + ITEM_SIZE * 0.35) {
// 立即标记碰撞中,防止后续帧重复触发
item.colliding = true;
// 先启动碰撞特效动画,延迟隐藏道具让动画和道具短暂重叠过渡
playCollectEffect(item, itemX, item.y);
setTimeout(() => {
item.collected = true;
playCollectEffect(item, itemX, itemVisualY);
}, 100);
}
}
};
const playCollectEffect = (item: RoadItem, x: number, y: number) => {
if (item.kind === 'coin') {
emit('scoreChange', 5);
playGame6Music(1);
const isCoin = item.kind === "coin";
const delta = isCoin ? 5 : -3;
if (isCoin) {
emit("scoreChange", 5);
} else {
emit('scoreChange', -3);
playGame6Music(2);
emit("scoreChange", -3);
}
const animId = Date.now() + Math.random();
const totalFrames = item.kind === 'coin' ? JINBI_FRAME_COUNT : BOM_FRAME_COUNT;
const totalFrames = isCoin ? JINBI_FRAME_COUNT : BOM_FRAME_COUNT;
const frameDuration = 1000 / totalFrames;
effectAnims.value.push({ id: animId, kind: item.kind, frame: 0, x, y });
// 碰撞动画(大幅放大尺寸,x 往右偏移让动画居中于视觉碰撞点)
effectAnims.value.push({
id: animId,
kind: item.kind,
frame: 0,
x: x + 65,
y,
});
let frameIdx = 0;
const tick = () => {
frameIdx++;
if (frameIdx >= totalFrames) {
effectAnims.value = effectAnims.value.filter(a => a.id !== animId);
effectAnims.value = effectAnims.value.filter((a) => a.id !== animId);
return;
}
const anim = effectAnims.value.find(a => a.id === animId);
const anim = effectAnims.value.find((a) => a.id === animId);
if (anim) anim.frame = frameIdx;
item.animTimer = setTimeout(tick, frameDuration);
};
item.animTimer = setTimeout(tick, frameDuration);
// 积分飘字效果(参考 game5 套中圈 "+10" 动画)
const effectId = ++scoreEffectIdSeq;
scoreEffects.value.push({
id: effectId,
x: x + ITEM_SIZE / 2 + 25,
y: y,
score: delta,
});
setTimeout(() => {
const idx = scoreEffects.value.findIndex((e) => e.id === effectId);
if (idx >= 0) scoreEffects.value.splice(idx, 1);
}, 800);
};
// ========== 主循环 ==========
......@@ -261,31 +367,35 @@ const startMainLoop = () => {
mainLastTs = ts;
horseFrameAccum += dt;
while (horseFrameAccum >= 48) {
horseFrameAccum -= 48;
const horseInterval = (80 * BASE_ROAD_SPEED) / currentRoadSpeed.value;
while (horseFrameAccum >= horseInterval) {
horseFrameAccum -= horseInterval;
horseFrameIndex.value = (horseFrameIndex.value + 1) % HORSE_FRAME_COUNT;
}
const lerpFactor = 1 - Math.pow(0.001, dt / 1000);
horseX.value += (horseTargetX.value - horseX.value) * lerpFactor;
checkCollisions();
// 先移动所有道具
for (const item of roadItems.value) {
if (!item.collected) {
item.y += currentRoadSpeed.value * dt / 1000;
item.y += (currentRoadSpeed.value * dt) / 1000;
}
}
// 清理已离开屏幕的道具,避免 roadOffset 回绕后旧道具闪现
cleanupOffscreenItems();
// 最后再检测碰撞,确保只检测屏幕内确实可见的道具
checkCollisions();
mainRafId = requestAnimationFrame(tick);
};
mainRafId = requestAnimationFrame(tick);
perSecondTimer = setInterval(() => {
if (props.isDivDescVisible) {
emit('scoreChange', 2);
emit("scoreChange", 2);
}
}, 1000);
};
......@@ -304,58 +414,91 @@ const stopMainLoop = () => {
// ========== 生命周期 ==========
onMounted(() => {
window.addEventListener('keydown', handleKeydown);
window.addEventListener("keydown", handleKeydown);
window.addEventListener("resize", updateLanePositions);
window.visualViewport?.addEventListener("resize", updateLanePositions);
updateLanePositions();
// 初始化马匹在左侧跑道(使用计算后的实际 X 位置)
horseX.value = leftLaneX.value;
horseTargetX.value = leftLaneX.value;
nextTick(() => {
startRoadScroll();
startMainLoop();
setTimeout(generateNewItem, 1000);
scheduleNextItem();
});
});
onBeforeUnmount(() => {
window.removeEventListener('keydown', handleKeydown);
window.removeEventListener("keydown", handleKeydown);
window.removeEventListener("resize", updateLanePositions);
window.visualViewport?.removeEventListener("resize", updateLanePositions);
stopRoadScroll();
stopMainLoop();
stopItemGen();
for (const item of roadItems.value) {
if (item.animTimer) clearTimeout(item.animTimer);
}
roadItems.value = [];
effectAnims.value = [];
scoreEffects.value = [];
});
watch(() => props.isDivDescVisible, (visible) => {
watch(
() => props.isDivDescVisible,
(visible) => {
if (visible) {
nextTick(() => {
roadItems.value = [];
effectAnims.value = [];
scoreEffects.value = [];
roadOffset.value = 0;
gameElapsed.value = 0;
updateLanePositions();
horseX.value = leftLaneX.value;
horseTargetX.value = leftLaneX.value;
startRoadScroll();
startMainLoop();
setTimeout(generateNewItem, 1000);
scheduleNextItem();
});
} else {
stopRoadScroll();
stopMainLoop();
stopItemGen();
for (const item of roadItems.value) {
if (item.animTimer) clearTimeout(item.animTimer);
}
roadItems.value = [];
effectAnims.value = [];
scoreEffects.value = [];
}
}, { immediate: true });
},
{ immediate: true },
);
// 游戏结束:暂停全部动画,显示结果页
// watch(() => props.isGameOver, (over) => {
// if (over) {
// stopRoadScroll();
// stopMainLoop();
// stopItemGen();
// }
// });
</script>
<template>
<div class="h5-page game-stage">
<div class="only-bg"></div>
<div class="content-bg">
<div class="road-track" :style="{ transform: `translateY(${roadOffset % ROAD_HEIGHT}px)` }">
<div
class="road-track"
:style="{ transform: `translateY(${roadOffset}px)` }"
>
<div class="road-inner"></div>
<div class="road-inner"></div>
<div class="road-inner"></div>
</div>
<!-- 道具 -->
<!-- 道具(屏幕坐标系,独立于跑道滚动) -->
<template v-for="item in roadItems" :key="item.id">
<img
v-if="!item.collected"
......@@ -363,7 +506,7 @@ watch(() => props.isDivDescVisible, (visible) => {
class="road-item"
:class="`item-lane-${item.lane}`"
:style="{
top: `${item.y + roadOffset}px`,
top: `${item.y}px`,
}"
/>
</template>
......@@ -377,8 +520,22 @@ watch(() => props.isDivDescVisible, (visible) => {
/>
</template>
<!-- 积分飘字 -->
<div
v-for="ef in scoreEffects"
:key="ef.id"
class="score-float"
:class="ef.score > 0 ? 'score-plus' : 'score-minus'"
:style="{ left: ef.x + 'px', top: ef.y + 'px' }"
>
{{ ef.score > 0 ? "+" : "" }}{{ ef.score }}
</div>
<!-- 马 -->
<div class="horse-wrapper" :style="{ left: `${horseX}px`, bottom: `${HORSE_BOTTOM_PCT}%` }">
<div
class="horse-wrapper"
:style="{ left: `${horseX}px`, bottom: `${HORSE_BOTTOM_PCT}%` }"
>
<img
v-for="(url, idx) in horseFrames"
:key="idx"
......@@ -401,6 +558,43 @@ watch(() => props.isDivDescVisible, (visible) => {
<div class="img-hammer"></div>
<div class="img-left" @click="switchToLeft"></div>
<div class="img-right" @click="switchToRight"></div>
<!-- 游戏结束结果页覆盖层 -->
<!-- <Transition name="rank-fade">
<div v-if="isGameOver" class="rank-overlay">
<div class="ranklist-container">
<div class="txt-title">排行</div>
<div class="list-container">
<div class="row row-1">
<div class="col-1">排名</div>
<div class="col-2">用户</div>
<div class="col-3">成绩</div>
</div>
<div class="row-2">
<div class="row rank-row" v-for="(item, index) in rankList" :key="`${item.rank}-${index}`">
<div class="col-1">
<div>{{ item.rank }}</div>
</div>
<div class="col-2">
<div class="avatar" :style="item.avatar ? { backgroundImage: `url(${item.avatar})` } : {}"></div>
<div>{{ item.nickname }}</div>
</div>
<div class="col-3">{{ item.score }}</div>
</div>
</div>
<div class="row row-3">
<div class="col-1">{{ userRank > 0 ? userRank : '未上榜' }}</div>
<div class="col-2">
<div class="avatar" :style="{ backgroundImage: `url(${userAvatar})` }"></div>
<div>{{ userNickname }}</div>
</div>
<div class="col-3">{{ userScore }}</div>
</div>
</div>
</div>
<div class="img-rank-close" @click="$emit('rankClose')"></div>
</div>
</Transition> -->
</div>
</template>
......@@ -418,7 +612,7 @@ watch(() => props.isDivDescVisible, (visible) => {
left: var(--stage-viewport-left, 0);
width: var(--stage-viewport-width, 750px);
height: 421.9px;
background: v-bind('imageUrls.bg3') center / cover no-repeat;
background: v-bind("imageUrls.bg3") center / cover no-repeat;
}
.content-bg {
......@@ -434,7 +628,7 @@ watch(() => props.isDivDescVisible, (visible) => {
.road-track {
width: 100%;
position: absolute;
top: 0;
top: -1202.1px;
left: 0;
display: flex;
flex-direction: column;
......@@ -443,32 +637,77 @@ watch(() => props.isDivDescVisible, (visible) => {
.road-inner {
width: 100%;
height: 1202.1px;
background: v-bind('imageUrls.bg4') center / cover no-repeat;
background: v-bind("imageUrls.bg4") center / cover no-repeat;
flex-shrink: 0;
}
.road-item {
position: absolute;
width: 80px;
height: 80px;
/* width: 80px;
height: 80px; */
width: 77px;
height: 96px;
z-index: 5;
pointer-events: none;
}
.item-lane-left {
left: 170px;
/* 当 content-bg 宽于 750px 设计稿时,自动居中 750px 游戏区域 */
left: calc((var(--stage-viewport-width, 750px) - 750px) / 2 + 170px);
}
.item-lane-right {
left: 470px;
left: calc((var(--stage-viewport-width, 750px) - 750px) / 2 + 520px);
}
.effect-anim {
position: absolute;
width: 120px;
height: 120px;
width: 250px;
height: 250px;
z-index: 10;
pointer-events: none;
transform: translate(-50%, -50%);
}
/* 积分飘字动画 */
.score-float {
position: absolute;
z-index: 25;
font-size: 56px;
font-weight: 900;
pointer-events: none;
white-space: nowrap;
transform: translate(-50%, -100%);
animation: score-float-up 0.8s ease-out forwards;
}
.score-plus {
color: #ffd700;
text-shadow:
0 3px 8px rgba(0, 0, 0, 0.7),
0 0 20px rgba(255, 215, 0, 0.5);
}
.score-minus {
color: #ff4444;
text-shadow:
0 3px 8px rgba(0, 0, 0, 0.7),
0 0 20px rgba(255, 68, 68, 0.5);
}
@keyframes score-float-up {
0% {
opacity: 1;
transform: translate(-50%, -100%) scale(0.5);
}
25% {
opacity: 1;
transform: translate(-50%, -140%) scale(1.15);
}
100% {
opacity: 0;
transform: translate(-50%, -260%) scale(0.8);
}
}
.horse-wrapper {
......@@ -499,7 +738,7 @@ watch(() => props.isDivDescVisible, (visible) => {
top: 174px;
left: 52%;
transform: translate(-50%, -50%);
background: v-bind('imageUrls.hydt') center / cover;
background: v-bind("imageUrls.hydt") center / cover;
}
.img-left {
......@@ -509,7 +748,7 @@ watch(() => props.isDivDescVisible, (visible) => {
left: 144px;
bottom: 5.48%;
z-index: 20;
background: v-bind('imageUrls.left') center / cover no-repeat;
background: v-bind("imageUrls.left") center / cover no-repeat;
cursor: pointer;
}
......@@ -520,14 +759,14 @@ watch(() => props.isDivDescVisible, (visible) => {
right: 144px;
bottom: 5.48%;
z-index: 20;
background: v-bind('imageUrls.right') center / cover no-repeat;
background: v-bind("imageUrls.right") center / cover no-repeat;
cursor: pointer;
}
.img-hammer {
width: 148px;
height: 148px;
background: v-bind('imageUrls.hammer') center / cover;
background: v-bind("imageUrls.hammer") center / cover;
position: absolute;
left: 50%;
bottom: 100px;
......@@ -555,7 +794,7 @@ watch(() => props.isDivDescVisible, (visible) => {
width: 38px;
height: 44px;
border-radius: 50%;
background: v-bind('imageUrls.clock') center / cover;
background: v-bind("imageUrls.clock") center / cover;
}
.desc-time {
......@@ -591,12 +830,125 @@ watch(() => props.isDivDescVisible, (visible) => {
transform: translateX(0);
}
/* 游戏结束结果页覆盖层 */
.rank-overlay {
position: absolute;
inset: 0;
z-index: 100;
background: rgba(0, 0, 0, 0.65);
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
}
.ranklist-container {
width: 550px;
background: v-bind("imageUrls.ranklist") center / 100% 100% no-repeat;
border-radius: 16px;
padding: 60px 30px 30px;
display: flex;
flex-direction: column;
align-items: center;
.txt-title {
font-size: 36px;
font-weight: bold;
color: #aa0000;
letter-spacing: 2px;
margin-bottom: 16px;
}
.list-container {
width: 100%;
text-align: center;
line-height: 56px;
font-size: 24px;
.row {
display: grid;
grid-template-columns: 100px auto 120px;
align-items: center;
}
.row-1 {
color: #aa0000;
font-weight: bold;
background: linear-gradient(
-84deg,
#ffd396 0%,
#fff3d1 53%,
#ffd59c 100%
);
border-radius: 12px 12px 0 0;
}
.row-2 {
color: #633911;
max-height: 440px;
overflow-y: auto;
.rank-row:nth-child(odd) {
background: #f2e2ae;
}
.rank-row:nth-child(even) {
background: #fceebf;
}
}
.row-3 {
background: linear-gradient(0deg, #f4b64c 0%, #f7c96f 100%);
border-radius: 0 0 12px 12px;
font-weight: bold;
}
.col-2 {
display: flex;
align-items: center;
justify-content: center;
gap: 12px;
.avatar {
width: 40px;
height: 40px;
flex: 0 0 auto;
border-radius: 50%;
background-position: center;
background-size: cover;
}
}
}
}
.img-rank-close {
width: 48px;
height: 48px;
margin-top: 24px;
border-radius: 50%;
background: v-bind("imageUrls.close") center / cover no-repeat;
cursor: pointer;
}
.rank-fade-enter-active {
transition: opacity 0.35s ease-out;
}
.rank-fade-leave-active {
transition: opacity 0.25s ease-in;
}
.rank-fade-enter-from,
.rank-fade-leave-to {
opacity: 0;
}
.img-logo {
position: absolute;
top: 46px;
left: 20px;
width: 428px;
height: 77px;
background: v-bind('imageUrls.logo') center / cover;
background: v-bind("imageUrls.logo") center / cover;
}
</style>
<script setup lang="ts">
import { computed, onBeforeUnmount, onMounted, ref } from 'vue'
import { cssAssetUrl } from '@/commons/assets.ts'
import MobileStage from '@/components/MobileStage.vue'
import { useGameSocket, sendGameMessage, userJoinStatus, joinSharedRoom } from '@/composables/useGameSocket'
import LoadingView from './views/LoadingView.vue'
import PlayingView from './views/PlayingView.vue'
import ScoreView from './views/ScoreView.vue'
import { $getWechat, $toast } from '@/commons/utils.ts'
const gameId = 'game4';
type GameView = 'loading' | 'playing' | 'score'
import { computed, onBeforeUnmount, onMounted, ref } from "vue";
import { cssAssetUrl } from "@/commons/assets.ts";
import MobileStage from "@/components/MobileStage.vue";
import {
useGameSocket,
sendGameMessage,
userJoinStatus,
joinSharedRoom,
} from "@/composables/useGameSocket";
import LoadingView from "./views/LoadingView.vue";
import PlayingView from "./views/PlayingView.vue";
import ScoreView from "./views/ScoreView.vue";
import { $getWechat, $toast } from "@/commons/utils.ts";
const gameId = "game4";
type GameView = "loading" | "playing" | "score";
const imageUrls = {
bg: cssAssetUrl('game4/h5-game4-bg.webp'),
bg2: cssAssetUrl('game1/bg2.png'),
playBg: cssAssetUrl('game4/h5-game4-bg2.webp'),
logo: cssAssetUrl('game4/logo.webp'),
time: cssAssetUrl('game4/h5-game4-clock.svg'),
title: cssAssetUrl('game4/h5-game4-title1.webp'),
title2: cssAssetUrl('game4/h5-game4-title2.webp'),
bg: cssAssetUrl("game4/h5-game4-bg.webp"),
bg2: cssAssetUrl("game1/bg2.png"),
playBg: cssAssetUrl("game4/h5-game4-bg2.webp"),
logo: cssAssetUrl("game4/logo.webp"),
time: cssAssetUrl("game4/h5-game4-clock.svg"),
title: cssAssetUrl("game4/h5-game4-title1.webp"),
title2: cssAssetUrl("game4/h5-game4-title2.webp"),
// avatarBg: cssAssetUrl('game4/h5-game4-join.svg'),
userBg: cssAssetUrl('game4/user-bg.webpp'),
startBg: cssAssetUrl('game4/start-bg.webp'),
gift: cssAssetUrl('game4/h5-game4-gift.webp'),
avatar: cssAssetUrl('game1/avatar.png'),
gu: cssAssetUrl('game4/h5-game4-horse.webp'),
clock: cssAssetUrl('game1/clock.png'),
horse: cssAssetUrl('game4/h5-game4-horse.webp'),
yaoyiyao: cssAssetUrl('game4/h5-game4-yaoyiyao.svg'),
scoreBg: cssAssetUrl('game1/score-bg.png'),
back: cssAssetUrl('game4/back.svg'),
replay: cssAssetUrl('game4/replay.svg'),
close: cssAssetUrl('game1/close.png'),
rule: cssAssetUrl('game1/rule.png')
}
const wechat = $getWechat()
const currentView = ref<GameView>('loading')
userBg: cssAssetUrl("game4/user-bg.webp"),
startBg: cssAssetUrl("game4/start-bg.webp"),
gift: cssAssetUrl("game4/h5-game4-gift.webp"),
avatar: cssAssetUrl("game1/avatar.png"),
gu: cssAssetUrl("game4/h5-game4-horse.webp"),
clock: cssAssetUrl("game1/clock.png"),
horse: cssAssetUrl("game4/h5-game4-horse.webp"),
yaoyiyao: cssAssetUrl("game4/h5-game4-yaoyiyao.svg"),
scoreBg: cssAssetUrl("game1/score-bg.png"),
back: cssAssetUrl("game4/back.svg"),
replay: cssAssetUrl("game4/replay.svg"),
close: cssAssetUrl("game1/close.png"),
rule: cssAssetUrl("game1/rule.png"),
};
const wechat = $getWechat();
const currentView = ref<GameView>("loading");
const stageBackground = computed(() => {
if (currentView.value === 'playing') {
return `${imageUrls.playBg} center/cover`
if (currentView.value === "playing") {
return `${imageUrls.playBg} center/cover`;
}
return `${imageUrls.bg} center/cover`
})
const countdownInterval = ref(60)
const isDivDescVisible = ref(false)
const tick = ref(0) // 点击次数/摇动次数
const rank = ref(0) // 排名
const currentHorse = ref(imageUrls.horse)
const currentYaoyiyao = ref(imageUrls.yaoyiyao)
const token = ref(wechat?.token ?? '')
const nickname = ref(wechat?.nickname ?? '')
const avatar = ref(wechat?.avatar ?? '')
const showGameRule = ref(true)
const mobileStageRef = ref<InstanceType<typeof MobileStage> | null>(null)
const _offSocketMessage = ref<(() => void) | undefined>()
let gameCountdownTimer: ReturnType<typeof window.setTimeout> | undefined
return `${imageUrls.bg} center/cover`;
});
const countdownInterval = ref(60);
const isDivDescVisible = ref(false);
const tick = ref(0); // 点击次数/摇动次数
const rank = ref(0); // 排名
const currentHorse = ref(imageUrls.horse);
const currentYaoyiyao = ref(imageUrls.yaoyiyao);
const token = ref(wechat?.token ?? "");
const nickname = ref(wechat?.nickname ?? "");
const avatar = ref(wechat?.avatar ?? "");
const showGameRule = ref(true);
const mobileStageRef = ref<InstanceType<typeof MobileStage> | null>(null);
const _offSocketMessage = ref<(() => void) | undefined>();
let gameCountdownTimer: ReturnType<typeof window.setTimeout> | undefined;
const confirmRefresh = (event: BeforeUnloadEvent) => {
event.preventDefault()
event.returnValue = ''
}
event.preventDefault();
event.returnValue = "";
};
function setDivDescVisible(visible: boolean) {
isDivDescVisible.value = visible
isDivDescVisible.value = visible;
}
function stopGameCountdown() {
if (gameCountdownTimer) {
window.clearTimeout(gameCountdownTimer)
gameCountdownTimer = undefined
window.clearTimeout(gameCountdownTimer);
gameCountdownTimer = undefined;
}
}
......@@ -82,110 +87,106 @@ function submitScore(save: boolean = false) {
if (save) {
// item_num 游戏项目(1到6)
// wechat 原始token
sendGameMessage('submit_score_save', {
sendGameMessage("submit_score_save", {
score: tick.value,
wechat: wechat.token_origin,
item_num: 4,
nickname: wechat.nickname,
avatar: wechat.avatar,
rank: rank.value,
})
});
} else {
sendGameMessage('submit_score', { score: tick.value })
sendGameMessage("submit_score", { score: tick.value });
}
}
function startGameCountdown(seconds = 60) {
stopGameCountdown()
countdownInterval.value = seconds
setDivDescVisible(true)
stopGameCountdown();
countdownInterval.value = seconds;
setDivDescVisible(true);
const tickCountdown = () => {
countdownInterval.value -= 1
countdownInterval.value -= 1;
if (countdownInterval.value <= 0) {
countdownInterval.value = 0
gameCountdownTimer = undefined
setDivDescVisible(false)
submitScore(true)
showScoreView()
return
countdownInterval.value = 0;
gameCountdownTimer = undefined;
setDivDescVisible(false);
submitScore(true);
showScoreView();
return;
}
gameCountdownTimer = window.setTimeout(tickCountdown, 1000)
}
gameCountdownTimer = window.setTimeout(tickCountdown, 1000);
};
gameCountdownTimer = window.setTimeout(tickCountdown, 1000)
gameCountdownTimer = window.setTimeout(tickCountdown, 1000);
}
function syncGameCountdown(seconds: number) {
const syncedSeconds = Math.max(0, Math.floor(seconds))
if (countdownInterval.value - syncedSeconds <= 1) return
const syncedSeconds = Math.max(0, Math.floor(seconds));
if (countdownInterval.value - syncedSeconds <= 1) return;
if (syncedSeconds === 0) {
countdownInterval.value = 0
return
countdownInterval.value = 0;
return;
}
startGameCountdown(syncedSeconds)
startGameCountdown(syncedSeconds);
}
function showLoadingView() {
stopGameCountdown()
currentView.value = 'loading'
setDivDescVisible(false)
stopGameCountdown();
currentView.value = "loading";
setDivDescVisible(false);
// alert('管理员关闭了游戏房间')
$toast('管理员关闭了游戏房间')
$toast("管理员关闭了游戏房间");
}
function resetToLoadingView() {
stopGameCountdown()
tick.value = 0
rank.value = 0
countdownInterval.value = 60
currentHorse.value = imageUrls.horse
currentYaoyiyao.value = imageUrls.yaoyiyao
userJoinStatus.value = false
currentView.value = 'loading'
setDivDescVisible(false)
stopGameCountdown();
tick.value = 0;
rank.value = 0;
countdownInterval.value = 60;
currentHorse.value = imageUrls.horse;
currentYaoyiyao.value = imageUrls.yaoyiyao;
userJoinStatus.value = false;
currentView.value = "loading";
setDivDescVisible(false);
}
function startGameView() {
stopGameCountdown()
tick.value = 0
currentHorse.value = imageUrls.horse
currentView.value = 'playing'
startGameCountdown(60)
stopGameCountdown();
tick.value = 0;
currentHorse.value = imageUrls.horse;
currentView.value = "playing";
startGameCountdown(60);
}
function showScoreView() {
stopGameCountdown()
setDivDescVisible(false)
currentView.value = 'score'
stopGameCountdown();
setDivDescVisible(false);
currentView.value = "score";
}
function replayGame() {
startGameView()
startGameView();
}
function backToWaiting() {
}
function handleRoomBack() {
function backToWaiting() {}
}
function handleRoomBack() {}
const touchHandler = () => {
tick.value += 5
submitScore()
}
tick.value += 5;
submitScore();
};
const showGameRuleHandler = () => {
showGameRule.value = !showGameRule.value
}
showGameRule.value = !showGameRule.value;
};
if (wechat) {
const { offSocketMessage } = useGameSocket({
gameId,
auth: {
......@@ -193,59 +194,75 @@ if (wechat) {
},
onConnect: () => {
window.setTimeout(() => {
const joined = joinSharedRoom(nickname.value, token.value, avatar.value, gameId)
}, 200)
const joined = joinSharedRoom(
nickname.value,
token.value,
avatar.value,
gameId,
);
}, 200);
},
onGameStart: async () => {
showGameRule.value = false
await mobileStageRef.value?.startCountdown()
startGameView()
showGameRule.value = false;
await mobileStageRef.value?.startCountdown();
startGameView();
},
onScoreSubmitted: (is_save, data) => {
const nextScore = Number(typeof data === 'object' ? data?.score : NaN)
const nextRank = Number(typeof data === 'object' ? data?.rank : data)
const remainingSeconds = Number(typeof data === 'object' ? data?.remainingSeconds : NaN)
const nextScore = Number(typeof data === "object" ? data?.score : NaN);
const nextRank = Number(typeof data === "object" ? data?.rank : data);
const remainingSeconds = Number(
typeof data === "object" ? data?.remainingSeconds : NaN,
);
if (!is_save && Number.isFinite(nextScore) && nextScore >= 0) {
tick.value = nextScore
tick.value = nextScore;
}
if (!is_save && Number.isFinite(remainingSeconds) && remainingSeconds >= 0) {
syncGameCountdown(remainingSeconds)
if (
!is_save &&
Number.isFinite(remainingSeconds) &&
remainingSeconds >= 0
) {
syncGameCountdown(remainingSeconds);
}
if (Number.isFinite(nextRank) && nextRank > 0) {
rank.value = nextRank
rank.value = nextRank;
}
return { code: 'CMYF', score: tick.value }
return { code: "CMYF", score: tick.value };
},
onRescoreSubmitted: (_recount) => {
submitScore(true)
submitScore(true);
},
onRoomClosed: showLoadingView,
onRoomBack: handleRoomBack,
onGameRecover:()=>{
debugger
}
})
_offSocketMessage.value = offSocketMessage
onGameRecover: () => {
debugger;
},
});
_offSocketMessage.value = offSocketMessage;
}
onMounted(() => {
document.title = '互动游戏 - 策马迎福'
document.title = "互动游戏 - 策马迎福";
if (token.value) {
window.addEventListener('beforeunload', confirmRefresh)
window.addEventListener("beforeunload", confirmRefresh);
}
})
});
onBeforeUnmount(() => {
_offSocketMessage.value?.()
stopGameCountdown()
_offSocketMessage.value?.();
stopGameCountdown();
if (token.value) {
window.removeEventListener('beforeunload', confirmRefresh)
window.removeEventListener("beforeunload", confirmRefresh);
}
})
});
</script>
<template>
<MobileStage v-if="token" :showGameRule="showGameRule" ref="mobileStageRef" :background="stageBackground">
<MobileStage
v-if="token"
:showGameRule="showGameRule"
ref="mobileStageRef"
:background="stageBackground"
>
<template #gameRule>
<div class="rule-container">
<div class="rule-txt-container">
......@@ -263,23 +280,50 @@ onBeforeUnmount(() => {
</div>
</div>
</template>
<LoadingView v-if="currentView === 'loading'" :image-urls="imageUrls" :user-join-status="userJoinStatus"
@touchGameRule="showGameRuleHandler" />
<LoadingView
v-if="currentView === 'loading'"
:image-urls="imageUrls"
:user-join-status="userJoinStatus"
@touchGameRule="showGameRuleHandler"
/>
<!-- <PlayingView v-else :image-urls="imageUrls" :tick="tick" :rank="rank" -->
<PlayingView v-else-if="currentView === 'playing'" :image-urls="imageUrls" :tick="tick" :rank="rank"
:currentHorse="currentHorse" :currentYaoyiyao="currentYaoyiyao" :countdown-interval="countdownInterval"
:is-div-desc-visible="isDivDescVisible" @touch="touchHandler" />
<ScoreView v-else :image-urls="imageUrls" :tick="tick" :level="rank" @replay="replayGame"
@back="backToWaiting" />
<PlayingView
v-else-if="currentView === 'playing'"
:image-urls="imageUrls"
:tick="tick"
:rank="rank"
:currentHorse="currentHorse"
:currentYaoyiyao="currentYaoyiyao"
:countdown-interval="countdownInterval"
:is-div-desc-visible="isDivDescVisible"
@touch="touchHandler"
/>
<ScoreView
v-else
:image-urls="imageUrls"
:tick="tick"
:level="rank"
@replay="replayGame"
@back="backToWaiting"
/>
</MobileStage>
<div v-else style="text-align: center; width: 100vw; height: 100vh; line-height: 30; font-size: 20px;">
<div
v-else
style="
text-align: center;
width: 100vw;
height: 100vh;
line-height: 30;
font-size: 20px;
"
>
请使用微信扫码进入游戏
</div>
</template>
<style scoped>
.rule-container {
.rule-txt-container {
background: v-bind('imageUrls.rule') center / cover no-repeat;
background: v-bind("imageUrls.rule") center / cover no-repeat;
width: 692px;
height: 797px;
margin-top: -20%;
......@@ -298,14 +342,14 @@ onBeforeUnmount(() => {
font-size: 26pt;
padding: 40px;
margin-top: 10px;
color: #AA0000;
color: #aa0000;
}
}
.rule-close {
width: 57px;
height: 57px;
background: v-bind('imageUrls.close') center / cover no-repeat;
background: v-bind("imageUrls.close") center / cover no-repeat;
transform: translateX(-50%) scale(1.5);
position: absolute;
top: -73px;
......
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