Feat: 实现全屏特效系统(烟花/下雨/雷电),管理员一键触发全房间广播

This commit is contained in:
2026-02-27 14:14:35 +08:00
parent adab033afc
commit 709e0d4975
47 changed files with 621 additions and 1751 deletions
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/**
* 文件功能:聊天室特效管理器
*
* 统一管理全屏 Canvas 特效的入口、防重入和资源清理。
* 使用方式:EffectManager.play('fireworks' | 'rain' | 'lightning')
*/
const EffectManager = (() => {
// 当前正在播放的特效名称(防止同时播放两个特效)
let _current = null;
// 全屏 Canvas 元素引用
let _canvas = null;
/**
* 获取或创建全屏 Canvas 元素
* 属性:fixed 定位,覆盖全屏,pointer-events:none 不阻止用户交互
*/
function _getCanvas() {
if (_canvas && document.body.contains(_canvas)) {
return _canvas;
}
const c = document.createElement("canvas");
c.id = "effect-canvas";
c.style.cssText = [
"position:fixed",
"top:0",
"left:0",
"width:100vw",
"height:100vh",
"z-index:99999",
"pointer-events:none",
].join(";");
c.width = window.innerWidth;
c.height = window.innerHeight;
document.body.appendChild(c);
_canvas = c;
return c;
}
/**
* 特效结束后清理 Canvas,重置状态
*/
function _cleanup() {
if (_canvas && document.body.contains(_canvas)) {
document.body.removeChild(_canvas);
}
_canvas = null;
_current = null;
}
/**
* 播放指定特效
*
* @param {string} type 特效类型:fireworks / rain / lightning
*/
function play(type) {
// 防重入:同时只允许一个特效
if (_current) {
console.log(
`[EffectManager] 特效 ${_current} 正在播放,忽略 ${type}`,
);
return;
}
const canvas = _getCanvas();
_current = type;
switch (type) {
case "fireworks":
if (typeof FireworksEffect !== "undefined") {
FireworksEffect.start(canvas, _cleanup);
}
break;
case "rain":
if (typeof RainEffect !== "undefined") {
RainEffect.start(canvas, _cleanup);
}
break;
case "lightning":
if (typeof LightningEffect !== "undefined") {
LightningEffect.start(canvas, _cleanup);
}
break;
default:
console.warn(`[EffectManager] 未知特效类型:${type}`);
_cleanup();
}
}
return { play };
})();
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/**
* 文件功能:聊天室烟花特效
*
* 使用 Canvas 粒子系统在全屏播放多发烟花爆炸动画。
* 特效总时长约 4 秒,结束后自动清理并回调。
*/
const FireworksEffect = (() => {
// 粒子类:模拟一个爆炸后的发光粒子
class Particle {
constructor(x, y, color) {
this.x = x;
this.y = y;
this.color = color;
// 随机方向和速度
const angle = Math.random() * Math.PI * 2;
const speed = Math.random() * 6 + 2;
this.vx = Math.cos(angle) * speed;
this.vy = Math.sin(angle) * speed;
this.alpha = 1;
this.gravity = 0.12;
this.decay = Math.random() * 0.012 + 0.012; // 透明度每帧衰减量
this.radius = Math.random() * 3 + 1;
}
/** 每帧更新粒子位置和状态 */
update() {
this.vy += this.gravity;
this.x += this.vx;
this.y += this.vy;
this.vx *= 0.98; // 空气阻力
this.vy *= 0.98;
this.alpha -= this.decay;
}
/** 绘制粒子 */
draw(ctx) {
ctx.save();
ctx.globalAlpha = Math.max(0, this.alpha);
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
}
// 预定义烟花颜色组
const COLORS = [
"#ff4444",
"#ff8800",
"#ffdd00",
"#44ff44",
"#44ddff",
"#8844ff",
"#ff44cc",
"#ffffff",
"#ffaaaa",
"#aaffaa",
"#aaaaff",
"#ffffaa",
];
/**
* 发射一枚烟花,返回粒子数组
*
* @param {number} x 爆炸中心 x
* @param {number} y 爆炸中心 y
* @param {number} count 粒子数量
* @returns {Particle[]}
*/
function _burst(x, y, count) {
const color = COLORS[Math.floor(Math.random() * COLORS.length)];
const particles = [];
for (let i = 0; i < count; i++) {
particles.push(new Particle(x, y, color));
}
return particles;
}
/**
* 启动烟花特效
*
* @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 = 4500; // 总时长(ms
let particles = [];
let animId = null;
let launchCount = 0;
const MAX_LAUNCHES = 8; // 总共发射几枚烟花
// 定时发射烟花
const launchInterval = setInterval(() => {
if (launchCount >= MAX_LAUNCHES) {
clearInterval(launchInterval);
return;
}
const x = w * (0.15 + Math.random() * 0.7); // 避免贴近边缘
const y = h * (0.1 + Math.random() * 0.5); // 在屏幕上半区爆炸
const count = Math.floor(Math.random() * 40) + 60;
particles = particles.concat(_burst(x, y, count));
launchCount++;
}, 500);
const startTime = performance.now();
// 动画循环
function animate(now) {
// 用半透明黑色覆盖,产生运动拖尾效果
ctx.fillStyle = "rgba(0, 0, 0, 0.18)";
ctx.fillRect(0, 0, w, h);
// 更新并绘制存活粒子
particles = particles.filter((p) => p.alpha > 0.02);
particles.forEach((p) => {
p.update();
p.draw(ctx);
});
if (now - startTime < DURATION) {
animId = requestAnimationFrame(animate);
} else {
// 特效结束:清空 canvas 后回调
clearInterval(launchInterval);
cancelAnimationFrame(animId);
ctx.clearRect(0, 0, w, h);
onEnd();
}
}
animId = requestAnimationFrame(animate);
}
return { start };
})();
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/**
* 文件功能:聊天室雷电特效
*
* 使用递归分叉算法在 Canvas 上绘制真实感闪电路径,
* 配合全屏闪白效果模拟雷闪。总持续约 5 秒,结束后回调。
*/
const LightningEffect = (() => {
/**
* 递归绘制闪电路径(分裂算法)
*
* @param {CanvasRenderingContext2D} ctx
* @param {number} x1 起点 x
* @param {number} y1 起点 y
* @param {number} x2 终点 x
* @param {number} y2 终点 y
* @param {number} depth 当前递归深度(控制分叉层数)
* @param {number} width 线条宽度
*/
function _drawBolt(ctx, x1, y1, x2, y2, depth, width) {
if (depth <= 0) return;
// 中点随机偏移(越深层偏移越小,产生流畅感)
const mx = (x1 + x2) / 2 + (Math.random() - 0.5) * 80 * depth;
const my = (y1 + y2) / 2 + (Math.random() - 0.5) * 20 * depth;
const glow = ctx.createLinearGradient(x1, y1, x2, y2);
glow.addColorStop(0, "rgba(200, 220, 255, 0.9)");
glow.addColorStop(1, "rgba(150, 180, 255, 0.6)");
ctx.save();
ctx.strokeStyle = glow;
ctx.lineWidth = width;
ctx.shadowColor = "#aaccff";
ctx.shadowBlur = 18;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.quadraticCurveTo(mx, my, x2, y2);
ctx.stroke();
ctx.restore();
// 递归绘制两段子路径
_drawBolt(ctx, x1, y1, mx, my, depth - 1, width * 0.65);
_drawBolt(ctx, mx, my, x2, y2, depth - 1, width * 0.65);
// 随机在中途分叉一条小支路(50% 概率)
if (depth > 1 && Math.random() > 0.5) {
const bx = mx + (Math.random() - 0.5) * 120;
const by = my + Math.random() * 80 + 40;
_drawBolt(ctx, mx, my, bx, by, depth - 2, width * 0.4);
}
}
/**
* 渲染一次闪电 + 闪屏效果
*
* @param {HTMLCanvasElement} canvas
* @param {CanvasRenderingContext2D} ctx
*/
function _flash(canvas, ctx) {
const w = canvas.width;
const h = canvas.height;
// 清空画布
ctx.clearRect(0, 0, w, h);
// 闪屏:全屏短暂泛白
ctx.fillStyle = "rgba(220, 235, 255, 0.55)";
ctx.fillRect(0, 0, w, h);
// 绘制 1-3 条主闪电(从随机顶部位置向下延伸)
const boltCount = Math.floor(Math.random() * 2) + 1;
for (let i = 0; i < boltCount; i++) {
const x1 = w * (0.2 + Math.random() * 0.6);
const y1 = 0;
const x2 = x1 + (Math.random() - 0.5) * 300;
const y2 = h * (0.5 + Math.random() * 0.4);
_drawBolt(ctx, x1, y1, x2, y2, 4, 3);
}
// 50ms 后让画布逐渐消退(模拟闪电短促感)
setTimeout(() => {
ctx.clearRect(0, 0, w, h);
}, 80);
}
/**
* 启动雷电特效
*
* @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 FLASHES = 5; // 总闪电次数
const DURATION = 5000; // 总时长(ms
let count = 0;
// 间隔不规则触发多次闪电(模拟真实雷电节奏)
function nextFlash() {
if (count >= FLASHES) {
// 全部闪完,结束特效
setTimeout(() => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
onEnd();
}, 500);
return;
}
_flash(canvas, ctx);
count++;
// 下次闪电间隔:800ms ~ 1200ms 之间随机
const delay = 700 + Math.random() * 500;
setTimeout(nextFlash, delay);
}
// 短暂延迟后开始第一次闪电
setTimeout(nextFlash, 300);
// 安全兜底:超时强制结束
setTimeout(() => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
onEnd();
}, DURATION + 500);
}
return { start };
})();
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/**
* 文件功能:聊天室下雨特效
*
* 使用 Canvas 绘制斜向雨线,模拟真实降雨视觉效果。
* 特效总时长约 8 秒,结束后自动清理并回调。
*/
const RainEffect = (() => {
// 雨滴类:一条从顶部往下落的斜线
class Drop {
constructor(w, h) {
this.reset(w, h);
}
/**
* 重置/初始化雨滴位置
*
* @param {number} w Canvas 宽度
* @param {number} h Canvas 高度
*/
reset(w, h) {
this.x = Math.random() * w;
this.y = Math.random() * -h; // 从屏幕上方随机位置开始
this.len = Math.random() * 20 + 10; // 雨线长度
this.speed = Math.random() * 8 + 6; // 下落速度
this.angle = (Math.PI / 180) * (75 + Math.random() * 10); // 倾斜角(接近竖直偏右)
this.alpha = Math.random() * 0.3 + 0.2; // 透明度
this.w = w;
this.h = h;
}
/** 每帧更新雨滴位置 */
update() {
this.x += Math.cos(this.angle) * this.speed * 0.3;
this.y += Math.sin(this.angle) * this.speed;
// 落出屏幕后重置
if (this.y > this.h + this.len) {
this.reset(this.w, this.h);
}
}
/** 绘制雨滴线段 */
draw(ctx) {
ctx.save();
ctx.strokeStyle = `rgba(155, 200, 255, ${this.alpha})`;
ctx.lineWidth = 0.8;
ctx.beginPath();
ctx.moveTo(this.x, this.y);
ctx.lineTo(
this.x + Math.cos(this.angle) * this.len,
this.y + Math.sin(this.angle) * this.len,
);
ctx.stroke();
ctx.restore();
}
}
/**
* 启动下雨特效
*
* @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 = 8000; // 总时长(ms
const DROP_COUNT = 180; // 雨滴数量
// 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)
const drops = Array.from({ length: DROP_COUNT }, () => {
const d = new Drop(w, h);
d.y = Math.random() * h; // 初始 Y 随机,不全部从顶部开始
return d;
});
let animId = null;
const startTime = performance.now();
// 画"乌云"背景遮罩(让画面有阴暗感但不完全遮住聊天)
ctx.fillStyle = "rgba(30, 40, 60, 0.18)";
ctx.fillRect(0, 0, w, h);
function animate(now) {
// 用极轻微的透明背景刷新(保留少量拖尾感)
ctx.fillStyle = "rgba(30, 40, 60, 0.08)";
ctx.fillRect(0, 0, w, h);
drops.forEach((d) => {
d.update();
d.draw(ctx);
});
if (now - startTime < DURATION) {
animId = requestAnimationFrame(animate);
} else {
cancelAnimationFrame(animId);
ctx.clearRect(0, 0, w, h);
onEnd();
}
}
animId = requestAnimationFrame(animate);
}
return { start };
})();