Feat: 新增下雪特效,加强烟花/下雨在浅色背景的显色(发光粒子+深色雨线)
This commit is contained in:
@@ -386,7 +386,7 @@ class AdminCommandController extends Controller
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{
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{
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$request->validate([
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$request->validate([
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'room_id' => 'required|integer',
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'room_id' => 'required|integer',
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'type' => 'required|in:fireworks,rain,lightning',
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'type' => 'required|in:fireworks,rain,lightning,snow',
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]);
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]);
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$admin = Auth::user();
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$admin = Auth::user();
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@@ -51,7 +51,7 @@ const EffectManager = (() => {
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/**
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/**
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* 播放指定特效
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* 播放指定特效
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*
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*
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* @param {string} type 特效类型:fireworks / rain / lightning
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* @param {string} type 特效类型:fireworks / rain / lightning / snow
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*/
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*/
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function play(type) {
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function play(type) {
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// 防重入:同时只允许一个特效
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// 防重入:同时只允许一个特效
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@@ -81,6 +81,11 @@ const EffectManager = (() => {
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LightningEffect.start(canvas, _cleanup);
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LightningEffect.start(canvas, _cleanup);
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}
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}
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break;
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break;
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case "snow":
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if (typeof SnowEffect !== "undefined") {
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SnowEffect.start(canvas, _cleanup);
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}
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break;
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default:
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default:
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console.warn(`[EffectManager] 未知特效类型:${type}`);
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console.warn(`[EffectManager] 未知特效类型:${type}`);
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_cleanup();
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_cleanup();
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@@ -2,7 +2,8 @@
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* 文件功能:聊天室烟花特效
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* 文件功能:聊天室烟花特效
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*
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*
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* 使用 Canvas 粒子系统在全屏播放多发烟花爆炸动画。
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* 使用 Canvas 粒子系统在全屏播放多发烟花爆炸动画。
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* 特效总时长约 4 秒,结束后自动清理并回调。
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* 粒子加大、加发光描边,在浅色背景上也清晰可见。
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* 特效总时长约 5 秒,结束后自动清理并回调。
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*/
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*/
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const FireworksEffect = (() => {
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const FireworksEffect = (() => {
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@@ -14,13 +15,13 @@ const FireworksEffect = (() => {
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this.color = color;
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this.color = color;
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// 随机方向和速度
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// 随机方向和速度
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const angle = Math.random() * Math.PI * 2;
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const angle = Math.random() * Math.PI * 2;
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const speed = Math.random() * 6 + 2;
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const speed = Math.random() * 7 + 3;
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this.vx = Math.cos(angle) * speed;
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this.vx = Math.cos(angle) * speed;
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this.vy = Math.sin(angle) * speed;
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this.vy = Math.sin(angle) * speed;
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this.alpha = 1;
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this.alpha = 1;
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this.gravity = 0.12;
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this.gravity = 0.12;
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this.decay = Math.random() * 0.012 + 0.012; // 透明度每帧衰减量
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this.decay = Math.random() * 0.01 + 0.01; // 衰减略慢,显色更久
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this.radius = Math.random() * 3 + 1;
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this.radius = Math.random() * 4 + 2; // 增大粒子半径
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}
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}
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/** 每帧更新粒子位置和状态 */
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/** 每帧更新粒子位置和状态 */
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@@ -28,16 +29,18 @@ const FireworksEffect = (() => {
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this.vy += this.gravity;
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this.vy += this.gravity;
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this.x += this.vx;
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this.x += this.vx;
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this.y += this.vy;
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this.y += this.vy;
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this.vx *= 0.98; // 空气阻力
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this.vx *= 0.98;
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this.vy *= 0.98;
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this.vy *= 0.98;
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this.alpha -= this.decay;
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this.alpha -= this.decay;
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}
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}
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/** 绘制粒子 */
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/** 绘制粒子(发光效果,在浅色背景上也突出) */
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draw(ctx) {
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draw(ctx) {
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ctx.save();
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ctx.save();
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ctx.globalAlpha = Math.max(0, this.alpha);
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ctx.globalAlpha = Math.max(0, this.alpha);
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ctx.fillStyle = this.color;
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ctx.fillStyle = this.color;
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ctx.shadowColor = this.color;
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ctx.shadowBlur = 8;
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ctx.beginPath();
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
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ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
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ctx.fill();
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ctx.fill();
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@@ -45,29 +48,24 @@ const FireworksEffect = (() => {
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}
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}
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}
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}
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// 预定义烟花颜色组
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// 预定义烟花颜色组(饱和度高,避免和浅蓝背景撞色)
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const COLORS = [
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const COLORS = [
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"#ff4444",
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"#ff2200",
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"#ff8800",
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"#ff7700",
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"#ffdd00",
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"#ffcc00",
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"#44ff44",
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"#00cc33",
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"#44ddff",
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"#cc00ff",
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"#8844ff",
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"#ff0088",
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"#ff44cc",
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"#00aaff",
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"#ffffff",
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"#ff4488",
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"#ffaaaa",
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"#ff6600",
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"#aaffaa",
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"#aaff00",
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"#aaaaff",
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"#ff2255",
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"#ffffaa",
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"#ffaa00",
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];
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];
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/**
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/**
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* 发射一枚烟花,返回粒子数组
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* 发射一枚烟花,返回粒子数组
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*
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* @param {number} x 爆炸中心 x
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* @param {number} y 爆炸中心 y
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* @param {number} count 粒子数量
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* @returns {Particle[]}
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*/
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*/
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function _burst(x, y, count) {
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function _burst(x, y, count) {
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const color = COLORS[Math.floor(Math.random() * COLORS.length)];
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const color = COLORS[Math.floor(Math.random() * COLORS.length)];
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@@ -88,12 +86,12 @@ const FireworksEffect = (() => {
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const ctx = canvas.getContext("2d");
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const ctx = canvas.getContext("2d");
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const w = canvas.width;
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const w = canvas.width;
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const h = canvas.height;
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const h = canvas.height;
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const DURATION = 4500; // 总时长(ms)
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const DURATION = 5000; // 总时长(ms)
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let particles = [];
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let particles = [];
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let animId = null;
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let animId = null;
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let launchCount = 0;
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let launchCount = 0;
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const MAX_LAUNCHES = 8; // 总共发射几枚烟花
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const MAX_LAUNCHES = 10; // 总发射枚数(增加)
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// 定时发射烟花
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// 定时发射烟花
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const launchInterval = setInterval(() => {
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const launchInterval = setInterval(() => {
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@@ -101,21 +99,21 @@ const FireworksEffect = (() => {
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clearInterval(launchInterval);
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clearInterval(launchInterval);
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return;
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return;
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}
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}
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const x = w * (0.15 + Math.random() * 0.7); // 避免贴近边缘
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const x = w * (0.1 + Math.random() * 0.8);
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const y = h * (0.1 + Math.random() * 0.5); // 在屏幕上半区爆炸
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const y = h * (0.05 + Math.random() * 0.5);
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const count = Math.floor(Math.random() * 40) + 60;
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const cnt = Math.floor(Math.random() * 50) + 80; // 每枚 80-130 粒子(增多)
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particles = particles.concat(_burst(x, y, count));
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particles = particles.concat(_burst(x, y, cnt));
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launchCount++;
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launchCount++;
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}, 500);
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}, 450);
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const startTime = performance.now();
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const startTime = performance.now();
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// 动画循环
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// 动画循环
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function animate(now) {
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function animate(now) {
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// 清除画布(保持透明,不遮挡聊天背景)
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// 清除画布(透明,不遮挡聊天背景)
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ctx.clearRect(0, 0, w, h);
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ctx.clearRect(0, 0, w, h);
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// 更新并绘制存活粒子(粒子自带 alpha 衰减,视觉上有淡出效果)
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// 更新并绘制存活粒子
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particles = particles.filter((p) => p.alpha > 0.02);
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particles = particles.filter((p) => p.alpha > 0.02);
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particles.forEach((p) => {
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particles.forEach((p) => {
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p.update();
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p.update();
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@@ -125,7 +123,6 @@ const FireworksEffect = (() => {
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if (now - startTime < DURATION) {
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if (now - startTime < DURATION) {
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animId = requestAnimationFrame(animate);
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animId = requestAnimationFrame(animate);
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} else {
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} else {
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// 特效结束:清空 canvas 后回调
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clearInterval(launchInterval);
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clearInterval(launchInterval);
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cancelAnimationFrame(animId);
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cancelAnimationFrame(animId);
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ctx.clearRect(0, 0, w, h);
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ctx.clearRect(0, 0, w, h);
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+16
-17
@@ -2,6 +2,7 @@
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* 文件功能:聊天室下雨特效
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* 文件功能:聊天室下雨特效
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*
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*
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* 使用 Canvas 绘制斜向雨线,模拟真实降雨视觉效果。
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* 使用 Canvas 绘制斜向雨线,模拟真实降雨视觉效果。
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* 加粗加深雨线颜色,在浅色背景上清晰可见。
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* 特效总时长约 8 秒,结束后自动清理并回调。
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* 特效总时长约 8 秒,结束后自动清理并回调。
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*/
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*/
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@@ -14,17 +15,15 @@ const RainEffect = (() => {
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/**
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/**
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* 重置/初始化雨滴位置
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* 重置/初始化雨滴位置
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*
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* @param {number} w Canvas 宽度
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* @param {number} h Canvas 高度
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*/
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*/
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reset(w, h) {
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reset(w, h) {
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this.x = Math.random() * w;
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this.x = Math.random() * w;
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this.y = Math.random() * -h; // 从屏幕上方随机位置开始
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this.y = Math.random() * -h;
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this.len = Math.random() * 20 + 10; // 雨线长度
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this.len = Math.random() * 25 + 12; // 雨线长度(稍加长)
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this.speed = Math.random() * 8 + 6; // 下落速度
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this.speed = Math.random() * 10 + 7; // 下落速度(加快)
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this.angle = (Math.PI / 180) * (75 + Math.random() * 10); // 倾斜角(接近竖直偏右)
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this.angle = (Math.PI / 180) * (75 + Math.random() * 10);
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this.alpha = Math.random() * 0.3 + 0.2; // 透明度
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this.alpha = Math.random() * 0.5 + 0.4; // 提高透明度上限 (0.4-0.9,原 0.2-0.5)
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this.strokeW = Math.random() * 1.5 + 0.8; // 线条宽度随机(原 0.8 固定)
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this.w = w;
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this.w = w;
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this.h = h;
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this.h = h;
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}
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}
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@@ -33,17 +32,18 @@ const RainEffect = (() => {
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update() {
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update() {
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this.x += Math.cos(this.angle) * this.speed * 0.3;
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this.x += Math.cos(this.angle) * this.speed * 0.3;
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this.y += Math.sin(this.angle) * this.speed;
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this.y += Math.sin(this.angle) * this.speed;
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// 落出屏幕后重置
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if (this.y > this.h + this.len) {
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if (this.y > this.h + this.len) {
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this.reset(this.w, this.h);
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this.reset(this.w, this.h);
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}
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}
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}
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}
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/** 绘制雨滴线段 */
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/** 绘制雨滴线段(加深蓝色,在浅色背景上更明显) */
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draw(ctx) {
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draw(ctx) {
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ctx.save();
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ctx.save();
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ctx.strokeStyle = `rgba(155, 200, 255, ${this.alpha})`;
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ctx.strokeStyle = `rgba(50, 130, 220, ${this.alpha})`; // 加深蓝色(原浅蓝 155,200,255)
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ctx.lineWidth = 0.8;
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ctx.lineWidth = this.strokeW;
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ctx.shadowColor = "rgba(30, 100, 200, 0.4)";
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ctx.shadowBlur = 2;
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ctx.beginPath();
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ctx.beginPath();
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ctx.moveTo(this.x, this.y);
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ctx.moveTo(this.x, this.y);
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ctx.lineTo(
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ctx.lineTo(
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@@ -65,13 +65,12 @@ const RainEffect = (() => {
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const ctx = canvas.getContext("2d");
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const ctx = canvas.getContext("2d");
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const w = canvas.width;
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const w = canvas.width;
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const h = canvas.height;
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const h = canvas.height;
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const DURATION = 8000; // 总时长(ms)
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const DURATION = 8000;
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const DROP_COUNT = 180; // 雨滴数量
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const DROP_COUNT = 200; // 增加雨滴数量(原 180)
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// 初始化所有雨滴,随机分布在屏幕各处(避免开始时从顶部一起落)
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const drops = Array.from({ length: DROP_COUNT }, () => {
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const drops = Array.from({ length: DROP_COUNT }, () => {
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const d = new Drop(w, h);
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const d = new Drop(w, h);
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d.y = Math.random() * h; // 初始 Y 随机,不全部从顶部开始
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d.y = Math.random() * h;
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return d;
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return d;
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});
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});
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@@ -79,7 +78,7 @@ const RainEffect = (() => {
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const startTime = performance.now();
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const startTime = performance.now();
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function animate(now) {
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function animate(now) {
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// 清除画布(保持透明,不遮挡聊天背景)
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// 清除画布(透明,不遮挡聊天背景)
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ctx.clearRect(0, 0, w, h);
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ctx.clearRect(0, 0, w, h);
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drops.forEach((d) => {
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drops.forEach((d) => {
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@@ -0,0 +1,107 @@
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/**
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* 文件功能:聊天室下雪特效
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*
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* 使用 Canvas 绘制随机飘落的雪花圆点,模拟冬日飘雪效果。
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* 雪花大小、速度、飘动幅度随机,在浅色背景上以白色+深描边显示。
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* 特效总时长约 10 秒,结束后自动清理并回调。
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*/
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const SnowEffect = (() => {
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// 雪花类
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class Flake {
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constructor(w, h) {
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this.w = w;
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this.h = h;
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this.reset(true);
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}
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/**
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* 重置雪花位置
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*
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* @param {boolean} initial 是否初始化(初始化时 Y 随机分布全屏,否则从顶部重生)
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*/
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reset(initial = false) {
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this.x = Math.random() * this.w;
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this.y = initial ? Math.random() * this.h : -10;
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this.r = Math.random() * 4 + 2; // 半径 2-6
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this.speed = Math.random() * 1.5 + 0.5; // 下落速度
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this.drift = Math.random() * 0.8 - 0.4; // 水平漂移
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this.alpha = Math.random() * 0.4 + 0.6; // 透明度 0.6-1.0
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this.angle = 0;
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this.wobble = Math.random() * 0.04 + 0.01; // 左右摇摆频率
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}
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/** 每帧更新雪花位置 */
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update() {
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this.angle += this.wobble;
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this.x += Math.sin(this.angle) * this.drift + this.drift * 0.3;
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this.y += this.speed;
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if (this.y > this.h + 10) {
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this.reset(false);
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}
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}
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||||||
|
/** 绘制雪花(白色圆点 + 深色描边,在浅色背景上可见) */
|
||||||
|
draw(ctx) {
|
||||||
|
ctx.save();
|
||||||
|
ctx.globalAlpha = this.alpha;
|
||||||
|
// 外圈:半透明蓝灰描边
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2);
|
||||||
|
ctx.strokeStyle = "rgba(80, 120, 180, 0.6)";
|
||||||
|
ctx.lineWidth = 0.8;
|
||||||
|
ctx.stroke();
|
||||||
|
// 内部:白色填充
|
||||||
|
ctx.fillStyle = "#ffffff";
|
||||||
|
ctx.shadowColor = "rgba(150, 180, 255, 0.8)";
|
||||||
|
ctx.shadowBlur = 4;
|
||||||
|
ctx.fill();
|
||||||
|
ctx.restore();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 启动下雪特效
|
||||||
|
*
|
||||||
|
* @param {HTMLCanvasElement} canvas 全屏 Canvas
|
||||||
|
* @param {Function} onEnd 特效结束回调
|
||||||
|
*/
|
||||||
|
function start(canvas, onEnd) {
|
||||||
|
const ctx = canvas.getContext("2d");
|
||||||
|
const w = canvas.width;
|
||||||
|
const h = canvas.height;
|
||||||
|
const DURATION = 10000; // 总时长(ms)
|
||||||
|
const FLAKE_COUNT = 160; // 雪花数量
|
||||||
|
|
||||||
|
// 初始化雪花,随机分布全屏(避免开始时全堆在顶部)
|
||||||
|
const flakes = Array.from(
|
||||||
|
{ length: FLAKE_COUNT },
|
||||||
|
() => new Flake(w, h),
|
||||||
|
);
|
||||||
|
|
||||||
|
let animId = null;
|
||||||
|
const startTime = performance.now();
|
||||||
|
|
||||||
|
function animate(now) {
|
||||||
|
// 清除画布(透明,不遮挡聊天背景)
|
||||||
|
ctx.clearRect(0, 0, w, h);
|
||||||
|
|
||||||
|
flakes.forEach((f) => {
|
||||||
|
f.update();
|
||||||
|
f.draw(ctx);
|
||||||
|
});
|
||||||
|
|
||||||
|
if (now - startTime < DURATION) {
|
||||||
|
animId = requestAnimationFrame(animate);
|
||||||
|
} else {
|
||||||
|
cancelAnimationFrame(animId);
|
||||||
|
ctx.clearRect(0, 0, w, h);
|
||||||
|
onEnd();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
animId = requestAnimationFrame(animate);
|
||||||
|
}
|
||||||
|
|
||||||
|
return { start };
|
||||||
|
})();
|
||||||
@@ -94,11 +94,12 @@
|
|||||||
{{-- ═══════════ 聊天室交互脚本(独立文件维护) ═══════════ --}}
|
{{-- ═══════════ 聊天室交互脚本(独立文件维护) ═══════════ --}}
|
||||||
@include('chat.partials.user-actions')
|
@include('chat.partials.user-actions')
|
||||||
|
|
||||||
{{-- 全屏特效系统:管理员烟花/下雨/雷电 --}}
|
{{-- 全屏特效系统:管理员烟花/下雨/雷电/下雪 --}}
|
||||||
<script src="/js/effects/effect-manager.js"></script>
|
<script src="/js/effects/effect-manager.js"></script>
|
||||||
<script src="/js/effects/fireworks.js"></script>
|
<script src="/js/effects/fireworks.js"></script>
|
||||||
<script src="/js/effects/rain.js"></script>
|
<script src="/js/effects/rain.js"></script>
|
||||||
<script src="/js/effects/lightning.js"></script>
|
<script src="/js/effects/lightning.js"></script>
|
||||||
|
<script src="/js/effects/snow.js"></script>
|
||||||
|
|
||||||
@include('chat.partials.scripts')
|
@include('chat.partials.scripts')
|
||||||
|
|
||||||
|
|||||||
@@ -87,6 +87,9 @@
|
|||||||
<button type="button" onclick="triggerEffect('lightning')" title="全屏雷电"
|
<button type="button" onclick="triggerEffect('lightning')" title="全屏雷电"
|
||||||
style="font-size: 11px; padding: 1px 6px; background: #7c3aed; color: #fff; border: none; border-radius: 2px; cursor: pointer;">⚡
|
style="font-size: 11px; padding: 1px 6px; background: #7c3aed; color: #fff; border: none; border-radius: 2px; cursor: pointer;">⚡
|
||||||
雷电</button>
|
雷电</button>
|
||||||
|
<button type="button" onclick="triggerEffect('snow')" title="全屏下雪"
|
||||||
|
style="font-size: 11px; padding: 1px 6px; background: #0891b2; color: #fff; border: none; border-radius: 2px; cursor: pointer;">❄️
|
||||||
|
下雪</button>
|
||||||
@endif
|
@endif
|
||||||
|
|
||||||
<button type="button" onclick="location.reload()"
|
<button type="button" onclick="location.reload()"
|
||||||
|
|||||||
Reference in New Issue
Block a user