优化聊天室烟花特效表现与卡顿问题
This commit is contained in:
@@ -4,7 +4,7 @@
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* 文件功能:聊天室全屏特效广播事件
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*
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* 管理员或用户购买单次卡后触发,通过 WebSocket 广播给房间内用户播放 Canvas 动画。
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* 支持指定接收者(target_username 为 null 则全员播放)。
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* 支持指定接收者;当存在 target_username 时,触发者本人和指定接收者都应可见。
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*
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* @author ChatRoom Laravel
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*
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@@ -59,6 +59,7 @@ class EffectBroadcast implements ShouldBroadcastNow
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/**
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* 广播数据:特效类型、操作者、目标用户、赠言
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* 前端据此判断“全员可见”或“仅操作者 + 指定接收者可见”。
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*
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* @return array<string, mixed>
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*/
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+345
-141
@@ -18,12 +18,13 @@ const FireworksEffect = (() => {
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* @param {string} color 爆炸颜色
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* @param {string} type 爆炸类型:sphere / willow / ring
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*/
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constructor(x, targetY, color, type, canvasHeight) {
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constructor(x, targetY, color, type, canvasHeight, drift = 0) {
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this.x = x;
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this.y = canvasHeight; // 从画布底部出发
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this.targetY = targetY;
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this.color = color;
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this.type = type;
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this.vx = drift;
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// 根据飞行距离动态计算初始速度,保证必然到达目标高度
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// 等比级数求和:total = vy / (1 - 0.98) = vy × 50
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@@ -39,8 +40,13 @@ const FireworksEffect = (() => {
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/** 更新火箭位置,到达目标高度后标记为已爆炸 */
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update() {
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this.trail.push({ x: this.x, y: this.y });
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if (this.trail.length > 10) this.trail.shift();
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if (this.trail.length > 12) {
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this.trail.shift();
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}
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this.x += this.vx;
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this.y += this.vy;
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this.vx *= 0.992;
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this.vy *= 0.98; // 轻微减速(仿真阻力)
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if (this.y <= this.targetY) {
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this.exploded = true;
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@@ -84,44 +90,48 @@ const FireworksEffect = (() => {
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* @param {string} type 爆炸类型
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* @param {number} angle 发射角度(ring 类型用)
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*/
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constructor(x, y, color, type, angle) {
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constructor(x, y, color, type, angle, options = {}) {
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this.x = x;
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this.y = y;
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this.color = color;
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this.trail = [];
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this.innerColor = options.innerColor ?? "#ffffff";
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this.trailLimit = options.trailLimit ?? 8;
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this.drag = options.drag ?? 0.985;
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this.radiusScale = options.radiusScale ?? 1;
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let speed;
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if (type === "ring") {
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// 环形:均匀角度,固定速度
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speed = 5 + Math.random() * 2;
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speed = 5.8 + Math.random() * 2.2;
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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.gravity = 0.06;
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this.decay = 0.014;
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this.radius = 2;
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this.decay = 0.012;
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this.radius = 2.2 * this.radiusScale;
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} else if (type === "willow") {
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// 柳叶:慢速,在空中下垂
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speed = Math.random() * 3 + 1;
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speed = Math.random() * 3.8 + 1.4;
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const a = Math.random() * Math.PI * 2;
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this.vx = Math.cos(a) * speed;
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this.vy = Math.sin(a) * speed - 2; // 初速稍微向上
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this.gravity = 0.07;
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this.decay = 0.009; // 衰减慢,拖出长尾
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this.radius = 1.5;
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this.vy = Math.sin(a) * speed - 2.4; // 初速稍微向上
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this.gravity = 0.072;
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this.decay = 0.0075; // 衰减慢,拖出长尾
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this.radius = 1.7 * this.radiusScale;
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} else {
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// sphere:标准球形爆炸
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speed = Math.random() * 6 + 2;
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speed = Math.random() * 6.8 + 2.4;
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const a = Math.random() * Math.PI * 2;
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this.vx = Math.cos(a) * speed;
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this.vy = Math.sin(a) * speed;
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this.gravity = 0.1;
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this.decay = 0.016;
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this.radius = Math.random() * 2 + 1.5;
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this.gravity = 0.095;
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this.decay = 0.0135;
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this.radius = (Math.random() * 2.2 + 1.7) * this.radiusScale;
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}
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this.alpha = 1;
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// 部分粒子有闪烁效果
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this.sparkle = Math.random() > 0.6;
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this.sparkle = Math.random() > 0.45;
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this.frame = 0;
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}
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@@ -130,13 +140,15 @@ const FireworksEffect = (() => {
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this.frame++;
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// 保存轨迹历史(尾迹长度由透明度控制)
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this.trail.push({ x: this.x, y: this.y });
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if (this.trail.length > 6) this.trail.shift();
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if (this.trail.length > this.trailLimit) {
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this.trail.shift();
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}
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this.vy += this.gravity;
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this.x += this.vx;
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this.y += this.vy;
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this.vx *= 0.985;
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this.vy *= 0.985;
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this.vx *= this.drag;
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this.vy *= this.drag;
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// 闪烁:每隔几帧透明度轻微抖动
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if (this.sparkle && this.frame % 4 === 0) {
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@@ -177,6 +189,13 @@ const FireworksEffect = (() => {
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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.fill();
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// 用白色内核强化“炸点”质感,避免颜色过闷。
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ctx.fillStyle = this.innerColor;
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ctx.globalAlpha = Math.max(0, this.alpha * 0.35);
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.radius * 0.4, 0, Math.PI * 2);
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ctx.fill();
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ctx.restore();
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}
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@@ -185,6 +204,49 @@ const FireworksEffect = (() => {
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}
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}
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// ─── 爆炸光晕类 ──────────────────────────────────────
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class Halo {
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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 {string} color 爆炸主色
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* @param {number} radius 最大光晕半径
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*/
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constructor(x, y, color, radius) {
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this.x = x;
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this.y = y;
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this.color = color;
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this.radius = radius * 0.32;
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this.maxRadius = radius;
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this.alpha = 0.34;
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}
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/** 更新光晕扩散与淡出 */
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update() {
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this.radius += (this.maxRadius - this.radius) * 0.16 + 1.8;
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this.alpha *= 0.88;
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}
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/** 绘制爆炸余辉,让烟花更有层次和氛围 */
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draw(ctx) {
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// 使用发光圆替代每帧渐变重建,尽量保留余辉质感同时降低爆炸高峰的绘制成本。
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ctx.save();
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ctx.globalCompositeOperation = "lighter";
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ctx.globalAlpha = this.alpha;
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ctx.fillStyle = this.color;
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ctx.shadowColor = this.color;
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ctx.shadowBlur = this.radius * 0.45;
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.radius * 0.62, 0, Math.PI * 2);
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ctx.fill();
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ctx.restore();
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}
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get alive() {
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return this.alpha > 0.02;
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}
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}
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// ─── 预定义颜色 / 类型 ───────────────────────────────
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const COLORS = [
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"#ff2200",
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@@ -198,6 +260,34 @@ const FireworksEffect = (() => {
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"#ffaa00",
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];
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const TYPES = ["sphere", "willow", "ring"];
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const FLASH_COLORS = ["#ffffff", "#ffe3a3", "#ffd4f0", "#cfe9ff"];
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/**
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* 随机取数组中的一个元素
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*
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* @param {Array} items 候选数组
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* @returns {*}
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*/
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function _pick(items) {
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return items[Math.floor(Math.random() * items.length)];
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}
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/**
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* 为画布做渐隐,而不是硬清屏。
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*
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* 这里使用 destination-out 只擦除旧像素,不会给聊天室背景额外盖一层黑幕。
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*
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* @param {CanvasRenderingContext2D} ctx
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* @param {number} w
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* @param {number} h
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*/
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function _fadeFrame(ctx, w, h) {
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ctx.save();
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ctx.globalCompositeOperation = "destination-out";
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ctx.fillStyle = "rgba(0, 0, 0, 0.24)";
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ctx.fillRect(0, 0, w, h);
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ctx.restore();
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}
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/**
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* 生成一批爆炸粒子
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@@ -206,11 +296,14 @@ const FireworksEffect = (() => {
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* @param {number} y 爆炸中心 y
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* @param {string} color 颜色
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* @param {string} type 爆炸类型
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* @param {number} density 粒子密度倍率
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* @returns {Particle[]}
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*/
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function _burst(x, y, color, type) {
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function _burst(x, y, color, type, density = 1) {
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const particles = [];
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const count = type === "ring" ? 80 : type === "willow" ? 120 : 100;
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const baseCount = type === "ring" ? 120 : type === "willow" ? 170 : 145;
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const count = Math.round(baseCount * density);
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const accentColor = _pick(FLASH_COLORS);
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if (type === "ring") {
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// 环形:均匀分布
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@@ -222,72 +315,191 @@ const FireworksEffect = (() => {
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for (let i = 0; i < count; i++) {
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particles.push(new Particle(x, y, color, type, 0));
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}
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// willow/sphere 中心加一颗白色闪光核心粒子
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for (let i = 0; i < 10; i++) {
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const p = new Particle(x, y, "#ffffff", "sphere", 0);
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p.decay *= 2;
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p.radius = 1;
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// 核心补一圈亮色星火,让爆点更饱满。
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for (let i = 0; i < 18; i++) {
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const p = new Particle(x, y, accentColor, "sphere", 0, {
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trailLimit: 4,
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drag: 0.978,
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radiusScale: 0.7,
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});
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p.decay *= 1.6;
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p.radius *= 0.7;
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particles.push(p);
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}
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}
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// 再补一层高亮碎火,提升烟花“炸开”的亮度与体积感。
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const sparkleCount = Math.max(10, Math.round(count * 0.12));
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for (let i = 0; i < sparkleCount; i++) {
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const sparkle = new Particle(x, y, accentColor, "sphere", 0, {
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trailLimit: 3,
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drag: 0.972,
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radiusScale: 0.58,
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innerColor: "#ffffff",
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});
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sparkle.decay *= 1.9;
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sparkle.gravity *= 0.8;
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particles.push(sparkle);
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}
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return particles;
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}
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/**
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* 启动烟花特效(普通版)
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* 批量把新增粒子追加到现有数组,避免频繁 concat 产生新数组。
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*
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* @param {HTMLCanvasElement} canvas 全屏 Canvas
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* @param {Function} onEnd 特效结束回调
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* @param {Particle[]} target
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* @param {Particle[]} incoming
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*/
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function start(canvas, onEnd) {
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function _appendParticles(target, incoming) {
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for (let i = 0; i < incoming.length; i++) {
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target.push(incoming[i]);
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}
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}
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/**
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* 统一发射一枚火箭。
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*
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* @param {Rocket[]} rockets
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* @param {number} w
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* @param {number} h
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* @param {string[]} colors
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* @param {Function} getX
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* @param {Function} getTargetY
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*/
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function _launchRocket(rockets, w, h, colors, getX, getTargetY) {
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const x = getX(w);
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const ty = getTargetY(h);
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const color = _pick(colors);
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const type = _pick(TYPES);
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const drift = (Math.random() - 0.5) * 0.9;
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rockets.push(new Rocket(x, ty, color, type, h, drift));
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}
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/**
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* 通用烟花演出引擎。
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*
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* @param {HTMLCanvasElement} canvas
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* @param {Function} onEnd
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* @param {object} config
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*/
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function _runShow(canvas, onEnd, config) {
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const ctx = canvas.getContext("2d");
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const w = canvas.width;
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const h = canvas.height;
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const DURATION = 10000;
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const duration = config.duration;
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const hardStopAt = duration + 2600;
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const peakParticleBudget = config.peakParticleBudget ?? 1650;
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let rockets = [];
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let particles = [];
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let halos = [];
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let scheduledBursts = [];
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let animId = null;
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let launchCnt = 0;
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const MAX_LAUNCHES = 12;
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const launchInterval = setInterval(() => {
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if (launchCnt >= MAX_LAUNCHES) {
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if (launchCnt >= config.maxLaunches) {
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clearInterval(launchInterval);
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return;
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}
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const x = w * (0.15 + Math.random() * 0.7);
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const ty = h * (0.08 + Math.random() * 0.45);
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const color = COLORS[Math.floor(Math.random() * COLORS.length)];
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const type = TYPES[Math.floor(Math.random() * TYPES.length)];
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rockets.push(new Rocket(x, ty, color, type, h));
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launchCnt++;
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}, 600);
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const batchSize = config.getBatchSize(launchCnt);
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for (let i = 0; i < batchSize && launchCnt < config.maxLaunches; i++) {
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_launchRocket(
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rockets,
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w,
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h,
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config.colors,
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config.getLaunchX,
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config.getTargetY,
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);
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launchCnt++;
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}
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}, config.launchEvery);
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// 开场礼炮先把气氛撑起来,避免一开始太空。
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if (typeof config.openingVolley === "function") {
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setTimeout(() => {
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config.openingVolley(rockets, w, h);
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}, 120);
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}
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const startTime = performance.now();
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function animate(now) {
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ctx.clearRect(0, 0, w, h);
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_fadeFrame(ctx, w, h);
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for (let i = rockets.length - 1; i >= 0; i--) {
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const r = rockets[i];
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if (r.done) {
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const burst = _burst(r.x, r.y, r.color, r.type);
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particles = particles.concat(burst);
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rockets.splice(i, 1);
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} else {
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r.update();
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r.draw(ctx);
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halos = halos.filter((halo) => halo.alive);
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halos.forEach((halo) => {
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halo.update();
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halo.draw(ctx);
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});
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for (let i = scheduledBursts.length - 1; i >= 0; i--) {
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if (scheduledBursts[i].triggerAt <= now) {
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const burst = scheduledBursts[i];
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_appendParticles(
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particles,
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_burst(burst.x, burst.y, burst.color, burst.type, burst.density),
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);
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halos.push(new Halo(burst.x, burst.y, burst.color, burst.haloRadius));
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scheduledBursts.splice(i, 1);
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}
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}
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particles = particles.filter((p) => p.alive);
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particles.forEach((p) => {
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p.update();
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p.draw(ctx);
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for (let i = rockets.length - 1; i >= 0; i--) {
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const rocket = rockets[i];
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if (rocket.done) {
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_appendParticles(
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particles,
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_burst(
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rocket.x,
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rocket.y,
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rocket.color,
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rocket.type,
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config.particleDensity,
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),
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);
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halos.push(new Halo(rocket.x, rocket.y, rocket.color, config.primaryHaloRadius));
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|
||||
// 粒子高峰时先保主爆炸观感,压掉一部分二次爆裂来避免卡顿。
|
||||
if (
|
||||
particles.length < peakParticleBudget
|
||||
&& Math.random() < config.secondaryBurstChance
|
||||
) {
|
||||
scheduledBursts.push({
|
||||
triggerAt: now + 90 + Math.random() * 140,
|
||||
x: rocket.x + (Math.random() - 0.5) * 34,
|
||||
y: rocket.y + (Math.random() - 0.5) * 26,
|
||||
color: _pick(config.colors),
|
||||
type: Math.random() > 0.5 ? "sphere" : "ring",
|
||||
density: config.secondaryDensity,
|
||||
haloRadius: config.secondaryHaloRadius,
|
||||
});
|
||||
}
|
||||
|
||||
rockets.splice(i, 1);
|
||||
} else {
|
||||
rocket.update();
|
||||
rocket.draw(ctx);
|
||||
}
|
||||
}
|
||||
|
||||
particles = particles.filter((particle) => particle.alive);
|
||||
particles.forEach((particle) => {
|
||||
particle.update();
|
||||
particle.draw(ctx);
|
||||
});
|
||||
|
||||
if (now - startTime < DURATION) {
|
||||
const elapsed = now - startTime;
|
||||
const shouldContinue = elapsed < duration
|
||||
|| rockets.length > 0
|
||||
|| particles.length > 0
|
||||
|| scheduledBursts.length > 0;
|
||||
|
||||
if (shouldContinue && elapsed < hardStopAt) {
|
||||
animId = requestAnimationFrame(animate);
|
||||
} else {
|
||||
clearInterval(launchInterval);
|
||||
@@ -300,6 +512,48 @@ const FireworksEffect = (() => {
|
||||
animId = requestAnimationFrame(animate);
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动烟花特效(普通版)
|
||||
*
|
||||
* @param {HTMLCanvasElement} canvas 全屏 Canvas
|
||||
* @param {Function} onEnd 特效结束回调
|
||||
*/
|
||||
function start(canvas, onEnd) {
|
||||
_runShow(canvas, onEnd, {
|
||||
duration: 10500,
|
||||
launchEvery: 340,
|
||||
maxLaunches: 24,
|
||||
particleDensity: 1.08,
|
||||
peakParticleBudget: 1500,
|
||||
secondaryDensity: 0.42,
|
||||
primaryHaloRadius: 150,
|
||||
secondaryHaloRadius: 84,
|
||||
secondaryBurstChance: 0.54,
|
||||
colors: COLORS,
|
||||
getBatchSize(launchCnt) {
|
||||
return launchCnt % 5 === 0 ? 2 : 1;
|
||||
},
|
||||
getLaunchX(width) {
|
||||
return width * (0.1 + Math.random() * 0.8);
|
||||
},
|
||||
getTargetY(height) {
|
||||
return height * (0.08 + Math.random() * 0.42);
|
||||
},
|
||||
openingVolley(rockets, width, height) {
|
||||
[0.18, 0.5, 0.82].forEach((ratio) => {
|
||||
rockets.push(new Rocket(
|
||||
width * ratio,
|
||||
height * (0.12 + Math.random() * 0.12),
|
||||
_pick(COLORS),
|
||||
"sphere",
|
||||
height,
|
||||
(Math.random() - 0.5) * 0.6,
|
||||
));
|
||||
});
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动婚礼加倍烟花特效(双侧轮流发射,粒子增倍,持续更久)
|
||||
*
|
||||
@@ -307,17 +561,6 @@ const FireworksEffect = (() => {
|
||||
* @param {Function} onEnd 特效结束回调
|
||||
*/
|
||||
function startDouble(canvas, onEnd) {
|
||||
const ctx = canvas.getContext("2d");
|
||||
const w = canvas.width;
|
||||
const h = canvas.height;
|
||||
const DURATION = 12000; // 比普通多 2 秒
|
||||
|
||||
let rockets = [];
|
||||
let particles = [];
|
||||
let animId = null;
|
||||
let launchCnt = 0;
|
||||
const MAX_LAUNCHES = 24; // 双倍火箭数
|
||||
|
||||
// 婚礼专属浪漫色组(增加金色/粉色)
|
||||
const WEDDING_COLORS = [
|
||||
"#ff2266",
|
||||
@@ -334,81 +577,42 @@ const FireworksEffect = (() => {
|
||||
"#00ddff", // 其他
|
||||
];
|
||||
|
||||
// 定时从左右两侧交替发射
|
||||
const launchInterval = setInterval(() => {
|
||||
if (launchCnt >= MAX_LAUNCHES) {
|
||||
clearInterval(launchInterval);
|
||||
return;
|
||||
}
|
||||
// 左右交替:偶数从左侧1/3,奇数从右侧2/3
|
||||
const isLeft = launchCnt % 2 === 0;
|
||||
const x = isLeft
|
||||
? w * (0.05 + Math.random() * 0.4)
|
||||
: w * (0.55 + Math.random() * 0.4);
|
||||
const ty = h * (0.05 + Math.random() * 0.4);
|
||||
const color =
|
||||
WEDDING_COLORS[
|
||||
Math.floor(Math.random() * WEDDING_COLORS.length)
|
||||
];
|
||||
const type = TYPES[Math.floor(Math.random() * TYPES.length)];
|
||||
rockets.push(new Rocket(x, ty, color, type, h));
|
||||
launchCnt++;
|
||||
}, 400); // 发射间隔缩短到 400ms,密度加倍
|
||||
|
||||
// 额外:开场同时发射3枚双侧礼炮
|
||||
setTimeout(() => {
|
||||
[0.15, 0.5, 0.85].forEach((xRatio) => {
|
||||
const color =
|
||||
WEDDING_COLORS[
|
||||
Math.floor(Math.random() * WEDDING_COLORS.length)
|
||||
];
|
||||
rockets.push(
|
||||
new Rocket(w * xRatio, h * 0.1, color, "sphere", h),
|
||||
);
|
||||
});
|
||||
}, 100);
|
||||
|
||||
const startTime = performance.now();
|
||||
|
||||
function animate(now) {
|
||||
ctx.clearRect(0, 0, w, h);
|
||||
|
||||
for (let i = rockets.length - 1; i >= 0; i--) {
|
||||
const r = rockets[i];
|
||||
if (r.done) {
|
||||
// 婚礼爆炸:粒子数×1.5(在 _burst 基础上额外补充50粒)
|
||||
const burst = _burst(r.x, r.y, r.color, r.type);
|
||||
// 额外补充粒子(心形/大颗)
|
||||
for (let j = 0; j < 50; j++) {
|
||||
const p = new Particle(r.x, r.y, r.color, "sphere", 0);
|
||||
p.radius = Math.random() * 3 + 1;
|
||||
burst.push(p);
|
||||
}
|
||||
particles = particles.concat(burst);
|
||||
rockets.splice(i, 1);
|
||||
} else {
|
||||
r.update();
|
||||
r.draw(ctx);
|
||||
}
|
||||
}
|
||||
|
||||
particles = particles.filter((p) => p.alive);
|
||||
particles.forEach((p) => {
|
||||
p.update();
|
||||
p.draw(ctx);
|
||||
});
|
||||
|
||||
if (now - startTime < DURATION) {
|
||||
animId = requestAnimationFrame(animate);
|
||||
} else {
|
||||
clearInterval(launchInterval);
|
||||
cancelAnimationFrame(animId);
|
||||
ctx.clearRect(0, 0, w, h);
|
||||
onEnd();
|
||||
}
|
||||
}
|
||||
|
||||
animId = requestAnimationFrame(animate);
|
||||
_runShow(canvas, onEnd, {
|
||||
duration: 12400,
|
||||
launchEvery: 280,
|
||||
maxLaunches: 34,
|
||||
particleDensity: 1.3,
|
||||
peakParticleBudget: 1850,
|
||||
secondaryDensity: 0.56,
|
||||
primaryHaloRadius: 176,
|
||||
secondaryHaloRadius: 96,
|
||||
secondaryBurstChance: 0.72,
|
||||
colors: WEDDING_COLORS,
|
||||
getBatchSize(launchCnt) {
|
||||
return launchCnt % 4 === 0 ? 2 : 1;
|
||||
},
|
||||
getLaunchX(width) {
|
||||
const fromLeft = Math.random() > 0.5;
|
||||
return fromLeft
|
||||
? width * (0.04 + Math.random() * 0.38)
|
||||
: width * (0.58 + Math.random() * 0.38);
|
||||
},
|
||||
getTargetY(height) {
|
||||
return height * (0.05 + Math.random() * 0.38);
|
||||
},
|
||||
openingVolley(rockets, width, height) {
|
||||
[0.12, 0.32, 0.5, 0.68, 0.88].forEach((ratio, index) => {
|
||||
rockets.push(new Rocket(
|
||||
width * ratio,
|
||||
height * (index % 2 === 0 ? 0.1 : 0.16),
|
||||
_pick(WEDDING_COLORS),
|
||||
index % 2 === 0 ? "sphere" : "ring",
|
||||
height,
|
||||
(Math.random() - 0.5) * 0.7,
|
||||
));
|
||||
});
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
return { start, startDouble };
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
|
||||
namespace Tests\Feature;
|
||||
|
||||
use App\Events\EffectBroadcast;
|
||||
use App\Events\MessageSent;
|
||||
use App\Models\ShopItem;
|
||||
use App\Models\User;
|
||||
@@ -250,4 +251,53 @@ class ShopControllerTest extends TestCase
|
||||
&& str_contains((string) ($event->message['content'] ?? ''), $item->name);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 测试指定接收人购买单次特效时,购买者本端仍会拿到播放指令,且广播会带上接收人与操作者信息。
|
||||
*/
|
||||
public function test_buy_instant_effect_for_recipient_returns_local_play_and_broadcasts_targeted_event(): void
|
||||
{
|
||||
Event::fake([EffectBroadcast::class]);
|
||||
|
||||
$buyer = User::factory()->create([
|
||||
'username' => 'buyer-user',
|
||||
'jjb' => 5000,
|
||||
]);
|
||||
$recipient = User::factory()->create([
|
||||
'username' => 'receiver-user',
|
||||
]);
|
||||
|
||||
$item = ShopItem::create([
|
||||
'name' => '烟花单次卡',
|
||||
'slug' => 'once_fireworks_targeted',
|
||||
'type' => 'instant',
|
||||
'price' => 888,
|
||||
'icon' => '🎆',
|
||||
'is_active' => true,
|
||||
]);
|
||||
|
||||
$response = $this->actingAs($buyer)->postJson(route('shop.buy'), [
|
||||
'item_id' => $item->id,
|
||||
'room_id' => 1,
|
||||
'recipient' => $recipient->username,
|
||||
'message' => '送你一场烟花',
|
||||
]);
|
||||
|
||||
$response->assertOk();
|
||||
$response->assertJson([
|
||||
'status' => 'success',
|
||||
'play_effect' => $item->effectKey(),
|
||||
'target_username' => $recipient->username,
|
||||
'gift_message' => '送你一场烟花',
|
||||
]);
|
||||
|
||||
Event::assertDispatched(EffectBroadcast::class, function (EffectBroadcast $event) use ($buyer, $recipient, $item): bool {
|
||||
return $event->roomId === 1
|
||||
&& $event->type === $item->effectKey()
|
||||
&& $event->operator === $buyer->username
|
||||
&& $event->targetUsername === $recipient->username
|
||||
&& $event->giftMessage === '送你一场烟花'
|
||||
&& $event->broadcastWith()['operator'] === $buyer->username;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user