将聊天室特效脚本纳入 Vite 打包

This commit is contained in:
2026-04-25 03:02:56 +08:00
parent 855d031b04
commit c410897231
15 changed files with 57 additions and 28 deletions
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/**
* 文件功能:聊天室全屏特效 Vite 入口
*
* 按原 public script 顺序加载所有全屏特效模块,让生产环境由 Vite 统一压缩、加 hash 并减少请求数。
*/
import "./effects/effect-sounds.js";
import "./effects/effect-manager.js";
import "./effects/fireworks.js";
import "./effects/rain.js";
import "./effects/lightning.js";
import "./effects/snow.js";
import "./effects/sakura.js";
import "./effects/meteors.js";
import "./effects/gold-rain.js";
import "./effects/hearts.js";
import "./effects/confetti.js";
import "./effects/fireflies.js";
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/**
* 文件功能:聊天室彩带庆典特效
*
* 通过大量彩纸碎片与飘带在空中散落、翻转,形成明显的庆典氛围,
* 适合活动开始、中奖提示和管理员公告等场景。
*/
const ConfettiEffect = (() => {
class Piece {
constructor(w, h) {
this.w = w;
this.h = h;
this.reset();
}
/**
* 初始化彩带碎片参数。
*/
reset() {
this.x = this.w * (0.15 + Math.random() * 0.7);
this.y = -Math.random() * this.h * 0.2;
this.vx = Math.random() * 4.4 - 2.2;
this.vy = Math.random() * 1.6 + 0.8;
this.gravity = Math.random() * 0.03 + 0.025;
this.rot = Math.random() * Math.PI * 2;
this.rotSpeed = (Math.random() - 0.5) * 0.16;
this.width = Math.random() * 10 + 6;
this.height = Math.random() * 18 + 8;
this.wave = Math.random() * Math.PI * 2;
this.waveSpeed = Math.random() * 0.06 + 0.03;
this.alpha = Math.random() * 0.2 + 0.75;
this.color = ["#ef4444", "#f59e0b", "#22c55e", "#3b82f6", "#8b5cf6", "#ec4899"][
Math.floor(Math.random() * 6)
];
this.isRibbon = Math.random() > 0.72;
}
/**
* 更新碎片运动状态。
*/
update() {
this.wave += this.waveSpeed;
this.vy += this.gravity;
this.vx *= 0.995;
this.x += this.vx + Math.sin(this.wave) * 0.65;
this.y += this.vy;
this.rot += this.rotSpeed;
}
/**
* 判断彩带是否仍在画布内。
*/
get alive() {
return this.y < this.h + 60;
}
/**
* 绘制单个彩带碎片。
*
* @param {CanvasRenderingContext2D} ctx
*/
draw(ctx) {
const scaleX = Math.max(0.18, Math.abs(Math.cos(this.rot)));
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.rot);
ctx.scale(scaleX, 1);
ctx.globalAlpha = this.alpha;
ctx.fillStyle = this.color;
ctx.shadowColor = `${this.color}66`;
ctx.shadowBlur = 6;
if (this.isRibbon) {
ctx.fillRect(-this.width * 0.2, -this.height / 2, this.width * 0.4, this.height);
} else {
ctx.fillRect(-this.width / 2, -this.height / 2, this.width, this.height);
}
ctx.restore();
}
}
/**
* 启动彩带庆典特效。
*
* @param {HTMLCanvasElement} canvas
* @param {Function} onEnd
*/
function start(canvas, onEnd) {
const ctx = canvas.getContext("2d");
const w = canvas.width;
const h = canvas.height;
const DURATION = 7800;
let pieces = Array.from({ length: 90 }, () => new Piece(w, h));
const startTime = performance.now();
let lastSpawnAt = startTime;
let animId = null;
let finished = false;
/**
* 统一结束彩纸动画,手动取消时只清理不回调。
*
* @param {boolean} canceled 是否为手动取消
*/
function finish(canceled) {
if (finished) {
return;
}
finished = true;
if (animId) {
cancelAnimationFrame(animId);
}
pieces = [];
ctx.clearRect(0, 0, w, h);
if (!canceled) {
onEnd();
}
}
function animate(now) {
ctx.clearRect(0, 0, w, h);
pieces = pieces.filter((piece) => {
piece.update();
piece.draw(ctx);
return piece.alive;
});
if (now - startTime < DURATION * 0.9 && now - lastSpawnAt >= 120) {
pieces.push(...Array.from({ length: 10 }, () => new Piece(w, h)));
lastSpawnAt = now;
}
if (now - startTime < DURATION) {
animId = requestAnimationFrame(animate);
} else {
finish(false);
}
}
animId = requestAnimationFrame(animate);
return {
cancel() {
finish(true);
},
};
}
return { start };
})();
window.ConfettiEffect = ConfettiEffect;
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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。
* 播放期间用户点击屏幕任意位置可立即结束当前全屏特效。
* 使用方式:EffectManager.play('fireworks' | 'rain' | 'lightning' | 'snow' | 'sakura' | 'meteors' | 'gold-rain' | 'hearts' | 'confetti' | 'fireflies')
*/
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;
// 当前特效返回的取消函数,用于手动停止时真正停掉内部 RAF / 定时器
let _currentCancel = null;
// 全屏 Canvas 元素引用
let _canvas = null;
// 待播放特效队列,避免多个进场效果互相打断
const _queue = [];
// 队列最多保留 3 个待播特效,避免高频触发后播放过期动画
const MAX_QUEUE_LENGTH = 3;
// 当前特效播放批次,用于忽略手动停止后的旧回调
let _playToken = 0;
// 是否已经绑定本轮点击停止监听
let _clickStopBound = false;
// 延迟绑定定时器,避免触发播放的同一次点击立即停止特效
let _clickStopTimer = null;
// 当前画布像素倍率固定为 1,避免高清手机放大绘制面积拖慢特效
const MAX_DPR = 1;
/**
* 按窗口尺寸重置画布像素尺寸。
*
* @param {HTMLCanvasElement} canvas 全屏特效画布
*/
function _resizeCanvas(canvas) {
const ratio = Math.min(window.devicePixelRatio || 1, MAX_DPR);
canvas.width = Math.floor(window.innerWidth * ratio);
canvas.height = Math.floor(window.innerHeight * ratio);
}
/**
* 获取或创建全屏 Canvas 元素
* 属性:fixed 定位,覆盖全屏,播放期间接收点击用于立即停止特效。
*/
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:auto",
"cursor:pointer",
"touch-action:manipulation",
].join(";");
_resizeCanvas(c);
document.body.appendChild(c);
_canvas = c;
window.addEventListener("resize", _handleResize);
window.addEventListener("orientationchange", _handleResize);
return c;
}
/**
* 响应窗口尺寸变化,确保手机横竖屏切换后覆盖范围正确。
*/
function _handleResize() {
if (_current) {
stop();
return;
}
if (_canvas) {
_resizeCanvas(_canvas);
}
}
/**
* 绑定点击屏幕立即停止当前特效的监听。
*
* 延后一帧绑定,避免触发特效的同一次点击被误判为结束点击。
*/
function _bindClickStop() {
if (_clickStopBound) {
return;
}
_clickStopTimer = window.setTimeout(() => {
if (!_current || _clickStopBound) {
return;
}
_clickStopBound = true;
if (_canvas) {
_canvas.addEventListener("pointerdown", _handleStopClick, {
capture: true,
});
_canvas.addEventListener("mousedown", _handleStopClick, {
capture: true,
});
}
document.addEventListener("pointerdown", _handleStopClick, {
capture: true,
});
document.addEventListener("mousedown", _handleStopClick, {
capture: true,
});
}, 120);
}
/**
* 解绑点击停止监听,避免特效结束后影响正常聊天操作。
*/
function _unbindClickStop() {
if (_clickStopTimer) {
window.clearTimeout(_clickStopTimer);
_clickStopTimer = null;
}
if (!_clickStopBound) {
return;
}
if (_canvas) {
_canvas.removeEventListener("pointerdown", _handleStopClick, {
capture: true,
});
_canvas.removeEventListener("mousedown", _handleStopClick, {
capture: true,
});
}
document.removeEventListener("pointerdown", _handleStopClick, {
capture: true,
});
document.removeEventListener("mousedown", _handleStopClick, {
capture: true,
});
_clickStopBound = false;
}
/**
* 处理屏幕点击结束特效。
*/
function _handleStopClick(event) {
if (event) {
event.stopPropagation();
}
stop();
}
/**
* 特效结束后清理 Canvas,重置状态,并停止音效。
*
* @param {Object} options 清理选项
* @param {boolean} options.playNext 是否继续播放队列中的下一个特效
* @param {number|null} options.token 当前特效播放批次
*/
function _cleanup({ playNext = true, token = null, cancelCurrent = false } = {}) {
if (token !== null && token !== _playToken) {
return;
}
_playToken++;
_unbindClickStop();
if (cancelCurrent && typeof _currentCancel === "function") {
_currentCancel();
}
_currentCancel = null;
if (_canvas && document.body.contains(_canvas)) {
document.body.removeChild(_canvas);
}
window.removeEventListener("resize", _handleResize);
window.removeEventListener("orientationchange", _handleResize);
_canvas = null;
_current = null;
// 通知音效引擎停止(兜底:正常情况下音效会自行计时结束)
if (typeof window.EffectSounds !== "undefined") {
window.EffectSounds.stop();
}
if (playNext && _queue.length > 0) {
const nextType = _queue.shift();
if (nextType) {
play(nextType);
}
}
}
/**
* 将特效加入有限队列,同类型短时间重复触发时只保留一份。
*
* @param {string} type 待播放特效类型
*/
function _enqueue(type) {
const existingIndex = _queue.indexOf(type);
if (existingIndex !== -1) {
_queue.splice(existingIndex, 1);
}
_queue.push(type);
while (_queue.length > MAX_QUEUE_LENGTH) {
_queue.shift();
}
}
/**
* 记录具体特效返回的取消句柄。
*
* @param {Object|undefined} controller 特效启动返回值
*/
function _bindEffectController(controller) {
_currentCancel = typeof controller?.cancel === "function"
? controller.cancel
: null;
}
/**
* 启动具体特效并保存取消句柄。
*
* @param {Object|undefined} effectObject 特效全局对象
* @param {HTMLCanvasElement} canvas 全屏特效画布
* @param {Function} finishCurrent 当前特效结束回调
* @param {string} startMethod 启动方法名称
* @returns {boolean} 是否成功找到并启动特效
*/
function _startEffect(effectObject, canvas, finishCurrent, startMethod = "start") {
if (!effectObject || typeof effectObject[startMethod] !== "function") {
return false;
}
_bindEffectController(effectObject[startMethod](canvas, finishCurrent));
return true;
}
/**
* 播放指定特效
*
* @param {string} type 特效类型:fireworks / rain / lightning / snow / sakura / meteors / gold-rain / hearts / confetti / fireflies
*/
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,加入队列 ${type}`);
_enqueue(type);
return;
}
const canvas = _getCanvas();
_current = type;
const token = _playToken;
const finishCurrent = () => _cleanup({ token });
_bindClickStop();
// 同步触发对应音效
if (typeof window.EffectSounds !== "undefined") {
window.EffectSounds.play(type);
}
let started = false;
try {
switch (type) {
case "fireworks":
started = _startEffect(window.FireworksEffect, canvas, finishCurrent);
break;
case "wedding-fireworks":
// 婚礼专属:双倍礼花,粉金浪漫配色,持续 12 秒
started = _startEffect(window.FireworksEffect, canvas, finishCurrent, "startDouble");
break;
case "rain":
started = _startEffect(window.RainEffect, canvas, finishCurrent);
break;
case "lightning":
started = _startEffect(window.LightningEffect, canvas, finishCurrent);
break;
case "snow":
started = _startEffect(window.SnowEffect, canvas, finishCurrent);
break;
case "sakura":
started = _startEffect(window.SakuraEffect, canvas, finishCurrent);
break;
case "meteors":
started = _startEffect(window.MeteorsEffect, canvas, finishCurrent);
break;
case "gold-rain":
started = _startEffect(window.GoldRainEffect, canvas, finishCurrent);
break;
case "hearts":
started = _startEffect(window.HeartsEffect, canvas, finishCurrent);
break;
case "confetti":
started = _startEffect(window.ConfettiEffect, canvas, finishCurrent);
break;
case "fireflies":
started = _startEffect(window.FirefliesEffect, canvas, finishCurrent);
break;
default:
console.warn(`[EffectManager] 未知特效类型:${type}`);
}
} catch (error) {
console.error(`[EffectManager] 启动特效失败:${type}`, error);
}
if (!started) {
finishCurrent();
}
}
/**
* 用户手动停止当前全屏特效。
*
* 会立即移除画布、停止音效,并清空排队中的后续特效。
*/
function stop() {
if (!_current) {
return;
}
_queue.length = 0;
_cleanup({ playNext: false, cancelCurrent: true });
}
return { play, stop };
})();
window.EffectManager = EffectManager;
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/**
* 文件功能:聊天室特效音效引擎(Web Audio API 实时合成)
*
* 所有音效通过 Web Audio API 实时合成,无需外部音频文件。
*
* 对外 API
* EffectSounds.play(type) 播放指定特效的背景音效
* EffectSounds.stop() 停止并释放当前音效资源
* EffectSounds.ding() 播放简短叮咚通知音(大/小卡片弹出时使用)
*
* 支持的 type
* lightning 雷鸣闪电(三层合成:放电啪声 + 低频轰鸣 + 极低频滚动余韵)
* fireworks 烟花(发射滑音 + 高频爆炸噪声)
* rain 下雨(双层带通白噪声,低音量,与视觉 8s 同步)
* snow 下雪(仅五声音阶铃音,无风声)
* sakura 樱花(轻柔风铃 + 微风扫过)
* meteors 流星(高速掠空呼啸)
* gold-rain 金币雨(金属叮当)
* hearts 爱心飘落(温暖双音)
* confetti 彩带庆典(礼炮碎响 + 清亮点缀)
* fireflies 萤火虫(稀疏微光铃音)
*/
const EffectSounds = (() => {
/** @type {AudioContext|null} */
let _ctx = null;
/** @type {Function|null} 当前音效的停止函数 */
let _stopFn = null;
// ─── 工具方法 ──────────────────────────────────────────────────
/**
* 懒加载并返回 AudioContext。
* 浏览器要求首次创建必须在用户手势后,聊天室点击任何按钮即可解锁。
*
* @returns {AudioContext}
*/
function _getCtx() {
if (!_ctx || _ctx.state === "closed") {
_ctx = new (window.AudioContext || window.webkitAudioContext)();
}
if (_ctx.state === "suspended") {
_ctx.resume();
}
return _ctx;
}
/**
* 创建包含白噪声的 AudioBuffer。
*
* @param {AudioContext} ctx
* @param {number} duration 时长(秒)
* @returns {AudioBuffer}
*/
function _makeNoise(ctx, duration) {
const len = Math.ceil(ctx.sampleRate * duration);
const buf = ctx.createBuffer(1, len, ctx.sampleRate);
const data = buf.getChannelData(0);
for (let i = 0; i < len; i++) {
data[i] = Math.random() * 2 - 1;
}
return buf;
}
/**
* 调度一个带包络的简单音符。
*
* @param {AudioContext} ctx
* @param {GainNode} masterGain
* @param {{delay?:number, duration?:number, freq:number, endFreq?:number, volume?:number, type?:OscillatorType}} options
*/
function _scheduleTone(ctx, masterGain, options) {
const {
delay = 0,
duration = 0.8,
freq,
endFreq = freq,
volume = 0.18,
type = "sine",
} = options;
const t0 = ctx.currentTime + delay;
const osc = ctx.createOscillator();
const env = ctx.createGain();
osc.type = type;
osc.frequency.setValueAtTime(freq, t0);
osc.frequency.exponentialRampToValueAtTime(
Math.max(20, endFreq),
t0 + duration,
);
env.gain.setValueAtTime(Math.max(0.0001, volume), t0);
env.gain.exponentialRampToValueAtTime(0.001, t0 + duration);
osc.connect(env);
env.connect(masterGain);
osc.start(t0);
osc.stop(t0 + duration + 0.03);
}
/**
* 调度一段带滤波扫频的噪声音色,用于呼啸、爆裂等环境声。
*
* @param {AudioContext} ctx
* @param {GainNode} masterGain
* @param {{delay?:number, duration?:number, startFreq?:number, endFreq?:number, volume?:number, q?:number, filterType?:BiquadFilterType}} options
*/
function _scheduleNoiseSweep(ctx, masterGain, options) {
const {
delay = 0,
duration = 0.6,
startFreq = 2200,
endFreq = 500,
volume = 0.16,
q = 0.8,
filterType = "bandpass",
} = options;
const t0 = ctx.currentTime + delay;
const src = ctx.createBufferSource();
src.buffer = _makeNoise(ctx, duration + 0.15);
const filter = ctx.createBiquadFilter();
filter.type = filterType;
filter.Q.value = q;
filter.frequency.setValueAtTime(startFreq, t0);
filter.frequency.exponentialRampToValueAtTime(
Math.max(60, endFreq),
t0 + duration,
);
const env = ctx.createGain();
env.gain.setValueAtTime(0.001, t0);
env.gain.linearRampToValueAtTime(volume, t0 + duration * 0.18);
env.gain.exponentialRampToValueAtTime(0.001, t0 + duration);
src.connect(filter);
filter.connect(env);
env.connect(masterGain);
src.start(t0);
src.stop(t0 + duration + 0.08);
}
// ─── 雷电音效(三层合成,贴近真实雷声)────────────────────────
/**
* 单次真实雷声 = 放电啪声 + 低频轰鸣 + 极低频滚动余韵。
*
* 物理模型:
* crack — 闪电通道瞬间放电产生的高频尖啪(30~50ms)
* boom — 空气急速膨胀产生的低频冲击(40~120Hz,~150ms 达峰值,衰减 2s
* rumble — 回声与地面反射产生的极低频滚动(20~60Hz,缓慢衰减 3.5s
*
* @param {AudioContext} ctx
* @param {GainNode} masterGain
* @param {number} delay 延迟(秒)
*/
function _thunderCrack(ctx, masterGain, delay) {
const t0 = ctx.currentTime + delay;
// ① 放电啪声(crack):带通白噪声,极短 ~50ms
const snap = ctx.createBufferSource();
snap.buffer = _makeNoise(ctx, 0.12);
const snapBpf = ctx.createBiquadFilter();
snapBpf.type = "bandpass";
snapBpf.frequency.value = 2800 + Math.random() * 800;
snapBpf.Q.value = 0.7;
const snapEnv = ctx.createGain();
snapEnv.gain.setValueAtTime(0.55, t0);
snapEnv.gain.exponentialRampToValueAtTime(0.001, t0 + 0.055);
snap.connect(snapBpf);
snapBpf.connect(snapEnv);
snapEnv.connect(masterGain);
snap.start(t0);
snap.stop(t0 + 0.12);
// ② 主轰鸣(boom):低通白噪声,120→40Hz 扫频,快冲击慢衰减 ~2s
const boom = ctx.createBufferSource();
boom.buffer = _makeNoise(ctx, 2.2);
const boomLpf = ctx.createBiquadFilter();
boomLpf.type = "lowpass";
boomLpf.frequency.setValueAtTime(130, t0 + 0.03);
boomLpf.frequency.exponentialRampToValueAtTime(38, t0 + 2.0);
const boomEnv = ctx.createGain();
boomEnv.gain.setValueAtTime(0, t0 + 0.03);
boomEnv.gain.linearRampToValueAtTime(1.0, t0 + 0.12); // 快速冲击
boomEnv.gain.exponentialRampToValueAtTime(0.001, t0 + 2.1);
boom.connect(boomLpf);
boomLpf.connect(boomEnv);
boomEnv.connect(masterGain);
boom.start(t0 + 0.03);
boom.stop(t0 + 2.2);
// ③ 滚动余韵(rumble):极低频,缓慢堆积后长衰减 ~3.5s
const rumble = ctx.createBufferSource();
rumble.buffer = _makeNoise(ctx, 3.8);
const rumbleLpf = ctx.createBiquadFilter();
rumbleLpf.type = "lowpass";
rumbleLpf.frequency.setValueAtTime(55, t0);
rumbleLpf.frequency.exponentialRampToValueAtTime(22, t0 + 3.5);
const rumbleEnv = ctx.createGain();
rumbleEnv.gain.setValueAtTime(0, t0 + 0.05);
rumbleEnv.gain.linearRampToValueAtTime(0.65, t0 + 0.35); // 缓慢堆积
rumbleEnv.gain.exponentialRampToValueAtTime(0.001, t0 + 3.6);
rumble.connect(rumbleLpf);
rumbleLpf.connect(rumbleEnv);
rumbleEnv.connect(masterGain);
rumble.start(t0 + 0.05);
rumble.stop(t0 + 3.8);
}
/**
* 启动雷电音效:与视觉特效同步触发 10 次雷声,总时长约 7 秒。
*
* @returns {Function} 停止函数
*/
function _startLightning() {
const ctx = _getCtx();
const master = ctx.createGain();
master.gain.value = 0.8;
master.connect(ctx.destination);
// 10 次闪电,间隔 400~800ms,雷声滞后闪电 50~300ms(光速>声速)
let t = 0.3;
for (let i = 0; i < 10; i++) {
_thunderCrack(ctx, master, t + 0.06 + Math.random() * 0.25);
t += 0.4 + Math.random() * 0.4;
}
// 视觉特效 ~7 秒,预留尾声淡出
const timer = setTimeout(() => {
master.gain.linearRampToValueAtTime(0, ctx.currentTime + 1.0);
setTimeout(() => {
try {
master.disconnect();
} catch (_) {}
}, 1100);
}, 8000);
return () => {
clearTimeout(timer);
try {
master.gain.setValueAtTime(0, ctx.currentTime);
master.disconnect();
} catch (_) {}
};
}
// ─── 烟花音效 ──────────────────────────────────────────────────
/**
* 播放单颗烟花:发射滑音 + 空中爆炸噪声。
*
* @param {AudioContext} ctx
* @param {GainNode} masterGain
* @param {number} delay 延迟(秒)
*/
function _fireworkPop(ctx, masterGain, delay) {
const t0 = ctx.currentTime + delay;
// 发射音:200→700Hz 上升滑音
const osc = ctx.createOscillator();
osc.type = "sine";
osc.frequency.setValueAtTime(200, t0);
osc.frequency.exponentialRampToValueAtTime(700, t0 + 0.18);
const launchEnv = ctx.createGain();
launchEnv.gain.setValueAtTime(0.25, t0);
launchEnv.gain.exponentialRampToValueAtTime(0.001, t0 + 0.22);
osc.connect(launchEnv);
launchEnv.connect(masterGain);
osc.start(t0);
osc.stop(t0 + 0.23);
// 爆炸音:带通噪声
const boom = ctx.createBufferSource();
boom.buffer = _makeNoise(ctx, 0.9);
const bpf = ctx.createBiquadFilter();
bpf.type = "bandpass";
bpf.frequency.value = 1000 + Math.random() * 1500;
bpf.Q.value = 0.5;
const boomEnv = ctx.createGain();
const t1 = t0 + 0.18;
boomEnv.gain.setValueAtTime(0, t1);
boomEnv.gain.linearRampToValueAtTime(0.45, t1 + 0.02);
boomEnv.gain.exponentialRampToValueAtTime(0.001, t1 + 0.75);
boom.connect(bpf);
bpf.connect(boomEnv);
boomEnv.connect(masterGain);
boom.start(t1);
boom.stop(t1 + 0.9);
}
/**
* 启动烟花音效。
*
* @returns {Function} 停止函数
*/
function _startFireworks() {
const ctx = _getCtx();
const master = ctx.createGain();
master.gain.value = 0.6;
master.connect(ctx.destination);
let t = 0.2;
for (let i = 0; i < 9; i++) {
_fireworkPop(ctx, master, t);
t += 0.5 + Math.random() * 1.0;
}
const timer = setTimeout(
() => {
try {
master.disconnect();
} catch (_) {}
},
(t + 2) * 1000,
);
return () => {
clearTimeout(timer);
try {
master.disconnect();
} catch (_) {}
};
}
// ─── 下雨音效(低音量,与视觉 8000ms 对齐)─────────────────────
/**
* 启动下雨音效:双层带通白噪声,主音量 0.15,随视觉效果结束淡出。
* 视觉雨效持续 8000ms,音效在相同时间开始淡出。
*
* @returns {Function} 停止函数
*/
function _startRain() {
const ctx = _getCtx();
const master = ctx.createGain();
master.gain.value = 0;
master.connect(ctx.destination);
// 主雨声:中频 1200Hz 沙沙感
const src1 = ctx.createBufferSource();
src1.buffer = _makeNoise(ctx, 3);
src1.loop = true;
const bpf1 = ctx.createBiquadFilter();
bpf1.type = "bandpass";
bpf1.frequency.value = 1200;
bpf1.Q.value = 0.3;
// 细密层:高频 3500Hz,增加雨点密度感
const src2 = ctx.createBufferSource();
src2.buffer = _makeNoise(ctx, 3);
src2.loop = true;
const bpf2 = ctx.createBiquadFilter();
bpf2.type = "bandpass";
bpf2.frequency.value = 3500;
bpf2.Q.value = 1;
const g2 = ctx.createGain();
g2.gain.value = 0.35;
src1.connect(bpf1);
bpf1.connect(master);
src2.connect(bpf2);
bpf2.connect(g2);
g2.connect(master);
src1.start();
src2.start();
// 淡入 1.5s → 最高音量 0.15(比之前降低约 60%)
master.gain.linearRampToValueAtTime(0.15, ctx.currentTime + 1.5);
// 与视觉雨效对齐:8000ms 后开始 2s 淡出
const endTimer = setTimeout(() => {
master.gain.linearRampToValueAtTime(0, ctx.currentTime + 2.0);
setTimeout(() => {
try {
src1.stop();
src2.stop();
master.disconnect();
} catch (_) {}
}, 2200);
}, 8000);
return () => {
clearTimeout(endTimer);
master.gain.setValueAtTime(0, ctx.currentTime);
setTimeout(() => {
try {
src1.stop();
src2.stop();
master.disconnect();
} catch (_) {}
}, 100);
};
}
// ─── 下雪音效(仅五声音阶铃音,无风声)─────────────────────────
/**
* 播放单次铃声(五声音阶 C/E/G/C,含泛音模拟铃铛共鸣)。
*
* @param {AudioContext} ctx
* @param {GainNode} masterGain
* @param {number} delay 延迟(秒)
*/
function _snowBell(ctx, masterGain, delay) {
// 五声音阶:C5 E5 G5 C6
const freqs = [523.25, 659.25, 783.99, 1046.5];
const freq = freqs[Math.floor(Math.random() * freqs.length)];
const t0 = ctx.currentTime + delay;
// 基音
const osc1 = ctx.createOscillator();
osc1.type = "sine";
osc1.frequency.value = freq;
// 第二泛音(5倍频,音量很低,增加金属铃铛感)
const osc2 = ctx.createOscillator();
osc2.type = "sine";
osc2.frequency.value = freq * 2.76; // 铃铛典型泛音比
const g2 = ctx.createGain();
g2.gain.value = 0.12;
// 共用包络:快冲击,缓慢衰减 2s
const env = ctx.createGain();
env.gain.setValueAtTime(0.22, t0);
env.gain.exponentialRampToValueAtTime(0.001, t0 + 2.0);
osc1.connect(env);
osc2.connect(g2);
g2.connect(env);
env.connect(masterGain);
osc1.start(t0);
osc1.stop(t0 + 2.1);
osc2.start(t0);
osc2.stop(t0 + 2.1);
}
/**
* 启动下雪音效:在 10 秒内随机播放 8 次铃音,无背景风声。
* 与视觉雪效持续时间(10000ms)对齐。
*
* @returns {Function} 停止函数
*/
function _startSnow() {
const ctx = _getCtx();
const master = ctx.createGain();
master.gain.value = 0.9;
master.connect(ctx.destination);
// 随机分布 8 次铃声,间隔在 0.5~9.5s 之间
const bellTimers = [];
for (let i = 0; i < 8; i++) {
const d = 0.3 + Math.random() * 9.0;
bellTimers.push(
setTimeout(() => _snowBell(ctx, master, 0), d * 1000),
);
}
const endTimer = setTimeout(() => {
master.gain.linearRampToValueAtTime(0, ctx.currentTime + 0.5);
setTimeout(() => {
try {
master.disconnect();
} catch (_) {}
}, 600);
}, 10800);
return () => {
clearTimeout(endTimer);
bellTimers.forEach((t) => clearTimeout(t));
try {
master.gain.setValueAtTime(0, ctx.currentTime);
master.disconnect();
} catch (_) {}
};
}
// ─── 樱花 / 流星 / 金币雨 / 爱心 / 彩带 / 萤火虫音效 ────────────
/**
* 启动樱花音效:低音量风铃加轻微风声。
*
* @returns {Function} 停止函数
*/
function _startSakura() {
const ctx = _getCtx();
const master = ctx.createGain();
master.gain.value = 0.42;
master.connect(ctx.destination);
const notes = [523.25, 659.25, 783.99, 880];
const plan = [0.35, 1.2, 2.1, 3.6, 5.1, 6.8, 8.2];
plan.forEach((delay, index) => {
_scheduleTone(ctx, master, {
delay,
duration: 1.8,
freq: notes[index % notes.length],
endFreq: notes[index % notes.length] * 0.98,
volume: 0.11,
type: "sine",
});
});
_scheduleNoiseSweep(ctx, master, {
delay: 0.2,
duration: 3.2,
startFreq: 1400,
endFreq: 500,
volume: 0.04,
q: 0.35,
});
_scheduleNoiseSweep(ctx, master, {
delay: 4.8,
duration: 2.8,
startFreq: 1200,
endFreq: 420,
volume: 0.035,
q: 0.3,
});
const endTimer = setTimeout(() => {
master.gain.linearRampToValueAtTime(0, ctx.currentTime + 0.8);
setTimeout(() => {
try {
master.disconnect();
} catch (_) {}
}, 900);
}, 9800);
return () => {
clearTimeout(endTimer);
try {
master.gain.setValueAtTime(0, ctx.currentTime);
master.disconnect();
} catch (_) {}
};
}
/**
* 启动流星音效:多段高速呼啸掠空。
*
* @returns {Function} 停止函数
*/
function _startMeteors() {
const ctx = _getCtx();
const master = ctx.createGain();
master.gain.value = 0.55;
master.connect(ctx.destination);
[0.4, 1.5, 2.8, 4.2, 5.7, 7.1].forEach((delay) => {
_scheduleNoiseSweep(ctx, master, {
delay,
duration: 0.85,
startFreq: 3600,
endFreq: 320,
volume: 0.14,
q: 1.1,
});
_scheduleTone(ctx, master, {
delay: delay + 0.08,
duration: 0.55,
freq: 1100,
endFreq: 420,
volume: 0.06,
type: "triangle",
});
});
const endTimer = setTimeout(() => {
try {
master.disconnect();
} catch (_) {}
}, 9300);
return () => {
clearTimeout(endTimer);
try {
master.disconnect();
} catch (_) {}
};
}
/**
* 启动金币雨音效:连续金属叮当声。
*
* @returns {Function} 停止函数
*/
function _startGoldRain() {
const ctx = _getCtx();
const master = ctx.createGain();
master.gain.value = 0.62;
master.connect(ctx.destination);
const notes = [880, 987.77, 1174.66, 1318.51];
for (let i = 0; i < 16; i++) {
const delay = 0.25 + i * 0.42;
const freq = notes[i % notes.length];
_scheduleTone(ctx, master, {
delay,
duration: 0.5,
freq,
endFreq: freq * 0.92,
volume: 0.16,
type: "triangle",
});
_scheduleTone(ctx, master, {
delay: delay + 0.02,
duration: 0.38,
freq: freq * 2.1,
endFreq: freq * 1.9,
volume: 0.06,
type: "sine",
});
}
const endTimer = setTimeout(() => {
master.gain.linearRampToValueAtTime(0, ctx.currentTime + 0.6);
setTimeout(() => {
try {
master.disconnect();
} catch (_) {}
}, 700);
}, 7600);
return () => {
clearTimeout(endTimer);
try {
master.gain.setValueAtTime(0, ctx.currentTime);
master.disconnect();
} catch (_) {}
};
}
/**
* 启动爱心飘落音效:柔和双音和声。
*
* @returns {Function} 停止函数
*/
function _startHearts() {
const ctx = _getCtx();
const master = ctx.createGain();
master.gain.value = 0.5;
master.connect(ctx.destination);
[0.35, 1.5, 2.9, 4.2, 5.8, 7.2].forEach((delay) => {
_scheduleTone(ctx, master, {
delay,
duration: 0.9,
freq: 523.25,
endFreq: 493.88,
volume: 0.12,
type: "triangle",
});
_scheduleTone(ctx, master, {
delay: delay + 0.12,
duration: 1.05,
freq: 659.25,
endFreq: 622.25,
volume: 0.1,
type: "sine",
});
});
const endTimer = setTimeout(() => {
master.gain.linearRampToValueAtTime(0, ctx.currentTime + 0.8);
setTimeout(() => {
try {
master.disconnect();
} catch (_) {}
}, 900);
}, 9000);
return () => {
clearTimeout(endTimer);
try {
master.gain.setValueAtTime(0, ctx.currentTime);
master.disconnect();
} catch (_) {}
};
}
/**
* 启动彩带庆典音效:礼炮碎响与亮点装饰音。
*
* @returns {Function} 停止函数
*/
function _startConfetti() {
const ctx = _getCtx();
const master = ctx.createGain();
master.gain.value = 0.58;
master.connect(ctx.destination);
[0.2, 1.4, 2.8, 4.1, 5.6].forEach((delay) => {
_scheduleNoiseSweep(ctx, master, {
delay,
duration: 0.38,
startFreq: 1800,
endFreq: 700,
volume: 0.2,
q: 0.7,
});
_scheduleTone(ctx, master, {
delay: delay + 0.04,
duration: 0.42,
freq: 1046.5,
endFreq: 880,
volume: 0.08,
type: "square",
});
});
const endTimer = setTimeout(() => {
try {
master.disconnect();
} catch (_) {}
}, 7200);
return () => {
clearTimeout(endTimer);
try {
master.disconnect();
} catch (_) {}
};
}
/**
* 启动萤火虫音效:低音量稀疏闪烁音。
*
* @returns {Function} 停止函数
*/
function _startFireflies() {
const ctx = _getCtx();
const master = ctx.createGain();
master.gain.value = 0.28;
master.connect(ctx.destination);
[0.6, 1.8, 2.7, 3.9, 5.2, 6.4, 7.6, 8.8].forEach((delay, index) => {
_scheduleTone(ctx, master, {
delay,
duration: 1.4,
freq: [659.25, 783.99, 987.77][index % 3],
endFreq: [659.25, 783.99, 987.77][index % 3] * 0.99,
volume: 0.06,
type: "sine",
});
});
const endTimer = setTimeout(() => {
master.gain.linearRampToValueAtTime(0, ctx.currentTime + 1.0);
setTimeout(() => {
try {
master.disconnect();
} catch (_) {}
}, 1100);
}, 10200);
return () => {
clearTimeout(endTimer);
try {
master.gain.setValueAtTime(0, ctx.currentTime);
master.disconnect();
} catch (_) {}
};
}
// ─── 公开 API ──────────────────────────────────────────────────
/**
* 播放指定特效对应的音效(自动停止上一个)。
* 静音状态下直接跳过,不做任何音频操作。
* 当 AudioContext 处于 suspended 状态时,先 resume() 再播放,
* 解决页面无用户手势时的自动静音问题(如管理员进房自动烟花)。
*
* @param {string} type 'lightning' | 'fireworks' | 'rain' | 'snow' | 'sakura' | 'meteors' | 'gold-rain' | 'hearts' | 'confetti' | 'fireflies'
*/
function play(type) {
// 用户开启禁音则跳过
if (localStorage.getItem("chat_sound_muted") === "1") return;
stop();
try {
const ctx = _getCtx();
const _doPlay = () => {
try {
switch (type) {
case "lightning":
_stopFn = _startLightning();
break;
case "fireworks":
_stopFn = _startFireworks();
break;
case "rain":
_stopFn = _startRain();
break;
case "snow":
_stopFn = _startSnow();
break;
case "sakura":
_stopFn = _startSakura();
break;
case "meteors":
_stopFn = _startMeteors();
break;
case "gold-rain":
_stopFn = _startGoldRain();
break;
case "hearts":
_stopFn = _startHearts();
break;
case "confetti":
_stopFn = _startConfetti();
break;
case "fireflies":
_stopFn = _startFireflies();
break;
default:
break;
}
} catch (e) {
console.warn("[EffectSounds] 音效内部错误:", e);
}
};
if (ctx.state === "suspended") {
// AudioContext 尚未被用户手势激活,先 resume 再播放
ctx.resume()
.then(_doPlay)
.catch(() => {
// 浏览器拒绝 resume(无用户手势),静默处理
});
} else {
_doPlay();
}
} catch (e) {
console.warn(
"[EffectSounds] 音效播放失败(可能未能解锁 AudioContext:",
e,
);
}
}
// ─── 叮咚通知音(大卡片 / 小卡片弹出时调用)─────────────────
/**
* 播放简短的叮咚两音通知音效。
*
* 音型:A5880Hz)→ 间隔 110ms → E5659Hz),均为正弦波,
* 快速冲击 + 铃铛式缓慢衰减,总时长约 0.5 秒。
* 禁音状态下自动跳过。
*/
function ding() {
if (localStorage.getItem("chat_sound_muted") === "1") return;
try {
const ctx = _getCtx();
const _doDing = () => {
try {
const master = ctx.createGain();
master.gain.value = 0.45;
master.connect(ctx.destination);
function _tone(freq, t0, decay) {
const osc = ctx.createOscillator();
osc.type = "sine";
osc.frequency.value = freq;
const osc2 = ctx.createOscillator();
osc2.type = "sine";
osc2.frequency.value = freq * 2.76;
const g2 = ctx.createGain();
g2.gain.value = 0.1;
const env = ctx.createGain();
env.gain.setValueAtTime(1.0, t0);
env.gain.exponentialRampToValueAtTime(
0.001,
t0 + decay,
);
osc.connect(env);
osc2.connect(g2);
g2.connect(env);
env.connect(master);
osc.start(t0);
osc.stop(t0 + decay + 0.05);
osc2.start(t0);
osc2.stop(t0 + decay + 0.05);
}
const now = ctx.currentTime;
_tone(880, now, 0.35); // 叮:A5
_tone(659, now + 0.11, 0.4); // 咚:E5
setTimeout(() => {
try {
master.disconnect();
} catch (_) {}
}, 700);
} catch (e) {
console.warn("[EffectSounds.ding] 通知音内部错误:", e);
}
};
if (ctx.state === "suspended") {
ctx.resume()
.then(_doDing)
.catch(() => {});
} else {
_doDing();
}
} catch (e) {
console.warn("[EffectSounds.ding] 通知音播放失败:", e);
}
}
/**
* 停止当前音效并释放资源。
*/
function stop() {
if (_stopFn) {
try {
_stopFn();
} catch (_) {}
_stopFn = null;
}
}
return { play, stop, ding };
})();
window.EffectSounds = EffectSounds;
// 将叮咚通知音暴露为独立全局变量,供 toast/banner 等组件直接调用
window.chatSound = { ding: () => EffectSounds.ding() };
+177
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/**
* 文件功能:聊天室萤火虫特效
*
* 使用高亮柔光粒子模拟夜色中的萤火虫,让光点在屏幕中缓慢游走、
* 呼吸闪烁,适合常驻氛围和安静主题房间。
*/
const FirefliesEffect = (() => {
class Firefly {
constructor(w, h) {
this.w = w;
this.h = h;
this.reset();
}
/**
* 重置萤火虫位置与呼吸参数。
*/
reset() {
this.x = Math.random() * this.w;
this.y = Math.random() * this.h;
this.baseRadius = Math.random() * 3 + 2.4;
this.alpha = Math.random() * 0.24 + 0.36;
this.phase = Math.random() * Math.PI * 2;
this.phaseSpeed = Math.random() * 0.05 + 0.015;
this.angle = Math.random() * Math.PI * 2;
this.speed = Math.random() * 0.55 + 0.22;
this.flutter = Math.random() * Math.PI * 2;
this.flutterSpeed = Math.random() * 0.18 + 0.08;
this.trail = [];
}
/**
* 更新萤火虫轨迹。
*/
update() {
this.phase += this.phaseSpeed;
this.flutter += this.flutterSpeed;
this.trail.push({ x: this.x, y: this.y });
if (this.trail.length > 7) {
this.trail.shift();
}
this.angle += (Math.random() - 0.5) * 0.08 + Math.sin(this.flutter) * 0.012;
this.x += Math.cos(this.angle) * this.speed;
this.y += Math.sin(this.angle) * this.speed;
if (this.x < -20) this.x = this.w + 20;
if (this.x > this.w + 20) this.x = -20;
if (this.y < -20) this.y = this.h + 20;
if (this.y > this.h + 20) this.y = -20;
}
/**
* 绘制发光萤火虫。
*
* @param {CanvasRenderingContext2D} ctx
*/
draw(ctx) {
const pulse = 0.38 + (Math.sin(this.phase) + 1) * 0.42;
const radius = this.baseRadius * pulse;
const wingSwing = Math.sin(this.flutter) * 1.9;
this.trail.forEach((point, index) => {
const alpha = ((index + 1) / this.trail.length) * 0.08;
ctx.save();
ctx.fillStyle = `rgba(250, 204, 21, ${alpha})`;
ctx.shadowColor = "rgba(250, 204, 21, 0.45)";
ctx.shadowBlur = 6;
ctx.beginPath();
ctx.arc(point.x, point.y, Math.max(0.8, radius * 0.55), 0, Math.PI * 2);
ctx.fill();
ctx.restore();
});
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.angle);
// 先画半透明翅膀,再画虫身和发光尾部,让画面更像“萤火虫”而不是单纯光点。
ctx.globalAlpha = 0.18 + pulse * 0.08;
ctx.fillStyle = "#f8fafc";
ctx.beginPath();
ctx.ellipse(-radius * 1.15, -radius * 0.45, radius * 1.05, radius * 0.55, wingSwing * 0.05, 0, Math.PI * 2);
ctx.ellipse(-radius * 0.1, radius * 0.45, radius * 1.05, radius * 0.55, -wingSwing * 0.05, 0, Math.PI * 2);
ctx.fill();
ctx.globalAlpha = this.alpha + pulse * 0.3;
ctx.fillStyle = "#fde047";
ctx.shadowColor = "rgba(250, 204, 21, 0.85)";
ctx.shadowBlur = 18 + pulse * 12;
ctx.beginPath();
ctx.arc(radius * 0.75, 0, radius, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "rgba(51, 65, 85, 0.9)";
ctx.shadowBlur = 0;
ctx.beginPath();
ctx.ellipse(-radius * 0.25, 0, radius * 1.05, Math.max(1.4, radius * 0.5), 0, 0, Math.PI * 2);
ctx.fill();
ctx.strokeStyle = "rgba(248, 250, 252, 0.35)";
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(-radius * 1.1, -radius * 0.2);
ctx.lineTo(-radius * 1.65, -radius * 0.8);
ctx.moveTo(-radius * 1.1, radius * 0.2);
ctx.lineTo(-radius * 1.65, radius * 0.8);
ctx.stroke();
ctx.restore();
}
}
/**
* 启动萤火虫特效。
*
* @param {HTMLCanvasElement} canvas
* @param {Function} onEnd
*/
function start(canvas, onEnd) {
const ctx = canvas.getContext("2d");
const w = canvas.width;
const h = canvas.height;
const DURATION = 10500;
const COUNT = Math.min(52, Math.max(24, Math.floor(w / 34)));
const fireflies = Array.from({ length: COUNT }, () => new Firefly(w, h));
const startTime = performance.now();
let animId = null;
let finished = false;
/**
* 统一结束萤火虫动画,手动取消时只清理不回调。
*
* @param {boolean} canceled 是否为手动取消
*/
function finish(canceled) {
if (finished) {
return;
}
finished = true;
if (animId) {
cancelAnimationFrame(animId);
}
ctx.clearRect(0, 0, w, h);
if (!canceled) {
onEnd();
}
}
function animate(now) {
ctx.clearRect(0, 0, w, h);
fireflies.forEach((firefly) => {
firefly.update();
firefly.draw(ctx);
});
if (now - startTime < DURATION) {
animId = requestAnimationFrame(animate);
} else {
finish(false);
}
}
animId = requestAnimationFrame(animate);
return {
cancel() {
finish(true);
},
};
}
return { start };
})();
window.FirefliesEffect = FirefliesEffect;
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/**
* 文件功能:聊天室烟花特效(真实感版本)
*
* 完整模拟真实烟花流程:
* 1. 火箭从底部带着尾迹飞向目标高度
* 2. 到达位置后爆炸,产生 3 种形态:球形/柳叶/星形
* 3. 每颗粒子带历史轨迹尾巴,随重力下坠并消散
*
* 全程透明 Canvas,不遮挡聊天背景。
*/
const FireworksEffect = (() => {
// ─── 火箭类 ──────────────────────────────────────────
class Rocket {
/**
* @param {number} x 发射 x 位置
* @param {number} targetY 爆炸目标高度(距顶部比例)
* @param {string} color 爆炸颜色
* @param {string} type 爆炸类型:sphere / willow / ring
*/
constructor(x, targetY, color, type, canvasHeight, drift = 0) {
this.x = x;
this.y = canvasHeight; // 从画布底部出发
this.targetY = targetY;
this.color = color;
this.type = type;
this.vx = drift;
// 根据飞行距离动态计算初始速度,保证必然到达目标高度
// 等比级数求和:total = vy / (1 - 0.98) = vy × 50
// 加 10%~20% 余量,使火箭略微超过目标再触发爆炸(更真实)
const dist = canvasHeight - targetY;
this.vy = -(dist / 50) * (1.1 + Math.random() * 0.15);
this.trail = []; // 尾迹历史坐标
this.exploded = false;
this.done = false;
}
/** 更新火箭位置,到达目标高度后标记为已爆炸 */
update() {
this.trail.push({ x: this.x, y: this.y });
if (this.trail.length > 12) {
this.trail.shift();
}
this.x += this.vx;
this.y += this.vy;
this.vx *= 0.992;
this.vy *= 0.98; // 轻微减速(仿真阻力)
if (this.y <= this.targetY) {
this.exploded = true;
this.done = true;
}
}
/** 绘制火箭(白色头部 + 橙色尾迹) */
draw(ctx) {
// 尾迹(由新到旧逐渐变淡)
for (let i = 0; i < this.trail.length; i++) {
const a = (i / this.trail.length) * 0.6;
ctx.save();
ctx.globalAlpha = a;
ctx.fillStyle = "#ffaa44";
ctx.shadowColor = "#ff6600";
ctx.shadowBlur = 6;
ctx.beginPath();
ctx.arc(this.trail[i].x, this.trail[i].y, 2, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
// 火箭头部(亮白色光点)
ctx.save();
ctx.fillStyle = "#ffffff";
ctx.shadowColor = "#ffcc88";
ctx.shadowBlur = 10;
ctx.beginPath();
ctx.arc(this.x, this.y, 3, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
}
// ─── 爆炸粒子类 ──────────────────────────────────────
class Particle {
/**
* @param {number} x 爆炸中心 x
* @param {number} y 爆炸中心 y
* @param {string} color 粒子颜色
* @param {string} type 爆炸类型
* @param {number} angle 发射角度(ring 类型用)
*/
constructor(x, y, color, type, angle, options = {}) {
this.x = x;
this.y = y;
this.color = color;
this.trail = [];
this.innerColor = options.innerColor ?? "#ffffff";
this.trailLimit = options.trailLimit ?? 8;
this.drag = options.drag ?? 0.985;
this.radiusScale = options.radiusScale ?? 1;
let speed;
if (type === "ring") {
// 环形:均匀角度,固定速度
speed = 5.8 + Math.random() * 2.2;
this.vx = Math.cos(angle) * speed;
this.vy = Math.sin(angle) * speed;
this.gravity = 0.06;
this.decay = 0.012;
this.radius = 2.2 * this.radiusScale;
} else if (type === "willow") {
// 柳叶:慢速,在空中下垂
speed = Math.random() * 3.8 + 1.4;
const a = Math.random() * Math.PI * 2;
this.vx = Math.cos(a) * speed;
this.vy = Math.sin(a) * speed - 2.4; // 初速稍微向上
this.gravity = 0.072;
this.decay = 0.0075; // 衰减慢,拖出长尾
this.radius = 1.7 * this.radiusScale;
} else {
// sphere:标准球形爆炸
speed = Math.random() * 6.8 + 2.4;
const a = Math.random() * Math.PI * 2;
this.vx = Math.cos(a) * speed;
this.vy = Math.sin(a) * speed;
this.gravity = 0.095;
this.decay = 0.0135;
this.radius = (Math.random() * 2.2 + 1.7) * this.radiusScale;
}
this.alpha = 1;
// 部分粒子有闪烁效果
this.sparkle = Math.random() > 0.45;
this.frame = 0;
}
/** 更新粒子物理状态 */
update() {
this.frame++;
// 保存轨迹历史(尾迹长度由透明度控制)
this.trail.push({ x: this.x, y: this.y });
if (this.trail.length > this.trailLimit) {
this.trail.shift();
}
this.vy += this.gravity;
this.x += this.vx;
this.y += this.vy;
this.vx *= this.drag;
this.vy *= this.drag;
// 闪烁:每隔几帧透明度轻微抖动
if (this.sparkle && this.frame % 4 === 0) {
this.alpha = Math.max(
0,
this.alpha - this.decay * (0.5 + Math.random()),
);
} else {
this.alpha -= this.decay;
}
}
/** 绘制粒子及其运动轨迹尾迹 */
draw(ctx) {
// 绘制尾迹
for (let i = 0; i < this.trail.length; i++) {
const a = (i / this.trail.length) * this.alpha * 0.45;
ctx.save();
ctx.globalAlpha = a;
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(
this.trail[i].x,
this.trail[i].y,
this.radius * 0.55,
0,
Math.PI * 2,
);
ctx.fill();
ctx.restore();
}
// 绘制粒子主体(带发光)
ctx.save();
ctx.globalAlpha = Math.max(0, this.alpha);
ctx.fillStyle = this.color;
ctx.shadowColor = this.color;
ctx.shadowBlur = 8;
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
ctx.fill();
// 用白色内核强化“炸点”质感,避免颜色过闷。
ctx.fillStyle = this.innerColor;
ctx.globalAlpha = Math.max(0, this.alpha * 0.35);
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius * 0.4, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
get alive() {
return this.alpha > 0.01;
}
}
// ─── 爆炸光晕类 ──────────────────────────────────────
class Halo {
/**
* @param {number} x 爆炸中心 x
* @param {number} y 爆炸中心 y
* @param {string} color 爆炸主色
* @param {number} radius 最大光晕半径
*/
constructor(x, y, color, radius) {
this.x = x;
this.y = y;
this.color = color;
this.radius = radius * 0.32;
this.maxRadius = radius;
this.alpha = 0.34;
}
/** 更新光晕扩散与淡出 */
update() {
this.radius += (this.maxRadius - this.radius) * 0.16 + 1.8;
this.alpha *= 0.88;
}
/** 绘制爆炸余辉,让烟花更有层次和氛围 */
draw(ctx) {
// 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。
ctx.save();
ctx.globalCompositeOperation = "lighter";
ctx.globalAlpha = this.alpha;
ctx.fillStyle = this.color;
ctx.shadowColor = this.color;
ctx.shadowBlur = this.radius * 0.45;
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius * 0.62, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
get alive() {
return this.alpha > 0.02;
}
}
// ─── 预定义颜色 / 类型 ───────────────────────────────
const COLORS = [
"#ff2200",
"#ff7700",
"#ffcc00",
"#00dd44",
"#cc00ff",
"#ff0088",
"#00bbff",
"#ff4488",
"#ffaa00",
];
const TYPES = ["sphere", "willow", "ring"];
const FLASH_COLORS = ["#ffffff", "#ffe3a3", "#ffd4f0", "#cfe9ff"];
/**
* 随机取数组中的一个元素
*
* @param {Array} items 候选数组
* @returns {*}
*/
function _pick(items) {
return items[Math.floor(Math.random() * items.length)];
}
/**
* 为画布做渐隐,而不是硬清屏。
*
* 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。
*
* @param {CanvasRenderingContext2D} ctx
* @param {number} w
* @param {number} h
*/
function _fadeFrame(ctx, w, h) {
ctx.save();
ctx.globalCompositeOperation = "destination-out";
ctx.fillStyle = "rgba(0, 0, 0, 0.24)";
ctx.fillRect(0, 0, w, h);
ctx.restore();
}
/**
* 生成一批爆炸粒子
*
* @param {number} x 爆炸中心 x
* @param {number} y 爆炸中心 y
* @param {string} color 颜色
* @param {string} type 爆炸类型
* @param {number} density 粒子密度倍率
* @returns {Particle[]}
*/
function _burst(x, y, color, type, density = 1) {
const particles = [];
const baseCount = type === "ring" ? 120 : type === "willow" ? 170 : 145;
const count = Math.round(baseCount * density);
const accentColor = _pick(FLASH_COLORS);
if (type === "ring") {
// 环形:均匀分布
for (let i = 0; i < count; i++) {
const angle = ((Math.PI * 2) / count) * i;
particles.push(new Particle(x, y, color, type, angle));
}
} else {
for (let i = 0; i < count; i++) {
particles.push(new Particle(x, y, color, type, 0));
}
// 核心补一圈亮色星火,让爆点更饱满。
for (let i = 0; i < 18; i++) {
const p = new Particle(x, y, accentColor, "sphere", 0, {
trailLimit: 4,
drag: 0.978,
radiusScale: 0.7,
});
p.decay *= 1.6;
p.radius *= 0.7;
particles.push(p);
}
}
// 再补一层高亮碎火,提升烟花“炸开”的亮度与体积感。
const sparkleCount = Math.max(10, Math.round(count * 0.12));
for (let i = 0; i < sparkleCount; i++) {
const sparkle = new Particle(x, y, accentColor, "sphere", 0, {
trailLimit: 3,
drag: 0.972,
radiusScale: 0.58,
innerColor: "#ffffff",
});
sparkle.decay *= 1.9;
sparkle.gravity *= 0.8;
particles.push(sparkle);
}
return particles;
}
/**
* 批量把新增粒子追加到现有数组,避免频繁 concat 产生新数组。
*
* @param {Particle[]} target
* @param {Particle[]} incoming
*/
function _appendParticles(target, incoming) {
for (let i = 0; i < incoming.length; i++) {
target.push(incoming[i]);
}
}
/**
* 在粒子预算内追加粒子,避免主爆炸阶段瞬间超量。
*
* @param {Particle[]} target
* @param {Particle[]} incoming
* @param {number} budget
*/
function _appendParticlesWithinBudget(target, incoming, budget) {
const remaining = Math.max(0, budget - target.length);
if (remaining <= 0) {
return;
}
_appendParticles(target, incoming.slice(0, remaining));
}
/**
* 统一发射一枚火箭。
*
* @param {Rocket[]} rockets
* @param {number} w
* @param {number} h
* @param {string[]} colors
* @param {Function} getX
* @param {Function} getTargetY
*/
function _launchRocket(rockets, w, h, colors, getX, getTargetY) {
const x = getX(w);
const ty = getTargetY(h);
const color = _pick(colors);
const type = _pick(TYPES);
const drift = (Math.random() - 0.5) * 0.9;
rockets.push(new Rocket(x, ty, color, type, h, drift));
}
/**
* 通用烟花演出引擎。
*
* @param {HTMLCanvasElement} canvas
* @param {Function} onEnd
* @param {object} config
*/
function _runShow(canvas, onEnd, config) {
const ctx = canvas.getContext("2d");
const w = canvas.width;
const h = canvas.height;
const isMobile = window.matchMedia?.("(max-width: 640px)")?.matches || window.innerWidth <= 640;
const mobileScale = isMobile ? 0.72 : 1;
const duration = config.duration;
const hardStopAt = duration + 2600;
const peakParticleBudget = Math.round((config.peakParticleBudget ?? 1650) * mobileScale);
const maxLaunches = Math.max(8, Math.round(config.maxLaunches * mobileScale));
const particleDensity = config.particleDensity * mobileScale;
const secondaryDensity = config.secondaryDensity * mobileScale;
let rockets = [];
let particles = [];
let halos = [];
let scheduledBursts = [];
let animId = null;
let launchCnt = 0;
let finished = false;
const timers = [];
const launchInterval = setInterval(() => {
if (launchCnt >= maxLaunches) {
clearInterval(launchInterval);
return;
}
const batchSize = config.getBatchSize(launchCnt);
for (let i = 0; i < batchSize && launchCnt < maxLaunches; i++) {
_launchRocket(
rockets,
w,
h,
config.colors,
config.getLaunchX,
config.getTargetY,
);
launchCnt++;
}
}, config.launchEvery);
// 开场礼炮先把气氛撑起来,避免一开始太空。
if (typeof config.openingVolley === "function") {
timers.push(setTimeout(() => {
config.openingVolley(rockets, w, h);
}, 120));
}
const startTime = performance.now();
function animate(now) {
_fadeFrame(ctx, w, h);
halos = halos.filter((halo) => halo.alive);
halos.forEach((halo) => {
halo.update();
halo.draw(ctx);
});
for (let i = scheduledBursts.length - 1; i >= 0; i--) {
if (scheduledBursts[i].triggerAt <= now) {
const burst = scheduledBursts[i];
_appendParticlesWithinBudget(
particles,
_burst(burst.x, burst.y, burst.color, burst.type, burst.density),
peakParticleBudget,
);
halos.push(new Halo(burst.x, burst.y, burst.color, burst.haloRadius));
scheduledBursts.splice(i, 1);
}
}
for (let i = rockets.length - 1; i >= 0; i--) {
const rocket = rockets[i];
if (rocket.done) {
_appendParticlesWithinBudget(
particles,
_burst(
rocket.x,
rocket.y,
rocket.color,
rocket.type,
particleDensity,
),
peakParticleBudget,
);
halos.push(new Halo(rocket.x, rocket.y, rocket.color, config.primaryHaloRadius));
// 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: 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);
});
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 {
finish(false);
}
}
animId = requestAnimationFrame(animate);
/**
* 统一结束烟花演出,取消时不再回调管理器。
*
* @param {boolean} canceled 是否为手动取消
*/
function finish(canceled) {
if (finished) {
return;
}
finished = true;
clearInterval(launchInterval);
timers.forEach((timer) => clearTimeout(timer));
if (animId) {
cancelAnimationFrame(animId);
}
rockets = [];
particles = [];
halos = [];
scheduledBursts = [];
ctx.clearRect(0, 0, w, h);
if (!canceled) {
onEnd();
}
}
return {
cancel() {
finish(true);
},
};
}
/**
* 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) {
return _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)
*
* @param {HTMLCanvasElement} canvas 全屏 Canvas
* @param {Function} onEnd 特效结束回调
*/
function startDouble(canvas, onEnd) {
// 婚礼专属浪漫色组(增加金色/粉色)
const WEDDING_COLORS = [
"#ff2266",
"#ff66aa",
"#ff99cc", // 粉红系
"#ffcc00",
"#ffdd44",
"#fff066", // 金黄系
"#cc44ff",
"#ff44cc",
"#aa00ff", // 紫色系
"#ff4400",
"#ff8800",
"#00ddff", // 其他
];
return _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 };
})();
window.FireworksEffect = FireworksEffect;
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/**
* 文件功能:聊天室金币雨特效
*
* 使用 Canvas 绘制翻转下落的金币,让金币带着高光与闪烁效果从天而降,
* 用于活动奖励、红包雨等庆祝场景。
*/
const GoldRainEffect = (() => {
class Coin {
constructor(w, h) {
this.w = w;
this.h = h;
this.reset(true);
}
/**
* 重置金币位置与翻转参数。
*
* @param {boolean} initial 是否首次初始化
*/
reset(initial = false) {
this.x = Math.random() * this.w;
this.y = initial ? Math.random() * this.h : -30 - Math.random() * 160;
this.radius = Math.random() * 8 + 12;
this.speedY = Math.random() * 1.2 + 1.2;
this.speedX = Math.random() * 0.9 - 0.45;
this.gravity = Math.random() * 0.035 + 0.015;
this.spin = Math.random() * Math.PI * 2;
this.spinSpeed = Math.random() * 0.16 + 0.1;
this.alpha = Math.random() * 0.25 + 0.72;
this.sparkle = Math.random() * Math.PI * 2;
}
/**
* 更新金币状态。
*/
update() {
this.speedY = Math.min(this.speedY + this.gravity, 2.8);
this.y += this.speedY;
this.x += this.speedX;
this.spin += this.spinSpeed;
this.sparkle += 0.08;
if (this.y > this.h + 40) {
this.reset(false);
}
}
/**
* 绘制单枚金币。
*
* @param {CanvasRenderingContext2D} ctx
*/
draw(ctx) {
const scaleX = Math.max(0.22, Math.abs(Math.cos(this.spin)));
const glow = 0.28 + Math.max(0, Math.sin(this.sparkle)) * 0.18;
ctx.save();
ctx.translate(this.x, this.y);
ctx.scale(scaleX, 1);
ctx.globalAlpha = this.alpha;
ctx.shadowColor = "rgba(250, 204, 21, 0.55)";
ctx.shadowBlur = 10;
const gradient = ctx.createLinearGradient(0, -this.radius, 0, this.radius);
gradient.addColorStop(0, "#fef08a");
gradient.addColorStop(0.45, "#facc15");
gradient.addColorStop(1, "#ca8a04");
ctx.fillStyle = gradient;
ctx.beginPath();
ctx.arc(0, 0, this.radius, 0, Math.PI * 2);
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = "rgba(161, 98, 7, 0.7)";
ctx.stroke();
ctx.fillStyle = `rgba(255,255,255,${glow})`;
ctx.beginPath();
ctx.arc(-this.radius * 0.28, -this.radius * 0.32, this.radius * 0.26, 0, Math.PI * 2);
ctx.fill();
ctx.scale(1 / scaleX, 1);
ctx.fillStyle = "rgba(120, 53, 15, 0.8)";
ctx.font = `${Math.max(10, this.radius)}px Arial`;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText("¥", 0, 1);
ctx.restore();
}
}
/**
* 启动金币雨特效。
*
* @param {HTMLCanvasElement} canvas
* @param {Function} onEnd
*/
function start(canvas, onEnd) {
const ctx = canvas.getContext("2d");
const w = canvas.width;
const h = canvas.height;
const DURATION = 8600;
const COIN_COUNT = Math.min(58, Math.max(28, Math.floor(w / 28)));
const coins = Array.from({ length: COIN_COUNT }, () => new Coin(w, h));
const startTime = performance.now();
let animId = null;
let finished = false;
/**
* 统一结束金币雨动画,手动取消时只清理不回调。
*
* @param {boolean} canceled 是否为手动取消
*/
function finish(canceled) {
if (finished) {
return;
}
finished = true;
if (animId) {
cancelAnimationFrame(animId);
}
ctx.clearRect(0, 0, w, h);
if (!canceled) {
onEnd();
}
}
function animate(now) {
ctx.clearRect(0, 0, w, h);
coins.forEach((coin) => {
coin.update();
coin.draw(ctx);
});
if (now - startTime < DURATION) {
animId = requestAnimationFrame(animate);
} else {
finish(false);
}
}
animId = requestAnimationFrame(animate);
return {
cancel() {
finish(true);
},
};
}
return { start };
})();
window.GoldRainEffect = GoldRainEffect;
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/**
* 文件功能:聊天室爱心飘落特效
*
* 在透明 Canvas 上绘制成组心形,从上方向下飘落并轻微摇摆,
* 适用于表白、婚礼、节日祝福等氛围场景。
*/
const HeartsEffect = (() => {
class Heart {
constructor(w, h) {
this.w = w;
this.h = h;
this.reset(true);
}
/**
* 重置爱心粒子。
*
* @param {boolean} initial 是否首次初始化
*/
reset(initial = false) {
this.x = Math.random() * this.w;
this.y = initial ? Math.random() * this.h : -24;
this.size = Math.random() * 10 + 10;
this.speedY = Math.random() * 1.5 + 1.1;
this.swing = Math.random() * Math.PI * 2;
this.swingSpeed = Math.random() * 0.04 + 0.015;
this.rotation = (Math.random() - 0.5) * 0.35;
this.rotationSpeed = (Math.random() - 0.5) * 0.01;
this.alpha = Math.random() * 0.28 + 0.62;
this.color = ["#fb7185", "#f43f5e", "#ec4899", "#fda4af"][
Math.floor(Math.random() * 4)
];
}
/**
* 更新爱心位置。
*/
update() {
this.swing += this.swingSpeed;
this.rotation += this.rotationSpeed;
this.x += Math.sin(this.swing) * 1.1;
this.y += this.speedY;
if (this.y > this.h + 28) {
this.reset(false);
}
}
/**
* 绘制爱心形状。
*
* @param {CanvasRenderingContext2D} ctx
*/
draw(ctx) {
const s = this.size;
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.rotation);
ctx.scale(s / 16, s / 16);
ctx.globalAlpha = this.alpha;
ctx.fillStyle = this.color;
ctx.shadowColor = "rgba(244, 63, 94, 0.45)";
ctx.shadowBlur = 10;
ctx.beginPath();
ctx.moveTo(0, -4);
ctx.bezierCurveTo(12, -18, 26, -2, 0, 18);
ctx.bezierCurveTo(-26, -2, -12, -18, 0, -4);
ctx.fill();
ctx.restore();
}
}
/**
* 启动爱心飘落特效。
*
* @param {HTMLCanvasElement} canvas
* @param {Function} onEnd
*/
function start(canvas, onEnd) {
const ctx = canvas.getContext("2d");
const w = canvas.width;
const h = canvas.height;
const DURATION = 9000;
const HEART_COUNT = Math.min(48, Math.max(24, Math.floor(w / 34)));
const hearts = Array.from({ length: HEART_COUNT }, () => new Heart(w, h));
const startTime = performance.now();
let animId = null;
let finished = false;
/**
* 统一结束爱心动画,手动取消时只清理不回调。
*
* @param {boolean} canceled 是否为手动取消
*/
function finish(canceled) {
if (finished) {
return;
}
finished = true;
if (animId) {
cancelAnimationFrame(animId);
}
ctx.clearRect(0, 0, w, h);
if (!canceled) {
onEnd();
}
}
function animate(now) {
ctx.clearRect(0, 0, w, h);
hearts.forEach((heart) => {
heart.update();
heart.draw(ctx);
});
if (now - startTime < DURATION) {
animId = requestAnimationFrame(animate);
} else {
finish(false);
}
}
animId = requestAnimationFrame(animate);
return {
cancel() {
finish(true);
},
};
}
return { start };
})();
window.HeartsEffect = HeartsEffect;
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/**
* 文件功能:聊天室雷电特效
*
* 使用递归分叉算法叠加云层闪光、主闪电、余辉残影,
* 在聊天室中模拟更有压迫感的雷暴闪电效果。
*/
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);
}
}
/**
* 绘制顶部乌云压光层,让闪电更有“雷暴”氛围。
*
* @param {HTMLCanvasElement} canvas
* @param {CanvasRenderingContext2D} ctx
*/
function _drawStormGlow(canvas, ctx) {
const w = canvas.width;
const h = canvas.height;
const sky = ctx.createLinearGradient(0, 0, 0, h * 0.8);
sky.addColorStop(0, "rgba(7, 18, 38, 0.34)");
sky.addColorStop(0.45, "rgba(15, 23, 42, 0.18)");
sky.addColorStop(1, "rgba(15, 23, 42, 0)");
ctx.fillStyle = sky;
ctx.fillRect(0, 0, w, h);
for (let i = 0; i < 3; i++) {
const cloudX = w * (0.12 + Math.random() * 0.76);
const cloudY = h * (0.05 + Math.random() * 0.22);
const cloudR = 120 + Math.random() * 160;
const cloud = ctx.createRadialGradient(cloudX, cloudY, 0, cloudX, cloudY, cloudR);
cloud.addColorStop(0, "rgba(210, 226, 255, 0.18)");
cloud.addColorStop(0.38, "rgba(168, 196, 255, 0.1)");
cloud.addColorStop(1, "rgba(168, 196, 255, 0)");
ctx.fillStyle = cloud;
ctx.beginPath();
ctx.arc(cloudX, cloudY, cloudR, 0, Math.PI * 2);
ctx.fill();
}
}
/**
* 渲染一次闪电 + 闪屏效果。
*
* @param {HTMLCanvasElement} canvas
* @param {CanvasRenderingContext2D} ctx
*/
function _flash(canvas, ctx, timers) {
const w = canvas.width;
const h = canvas.height;
// 清空画布
ctx.clearRect(0, 0, w, h);
// 先铺一层压暗天空,再叠加闪白,让明暗反差更明显。
_drawStormGlow(canvas, ctx);
ctx.fillStyle = "rgba(228, 239, 255, 0.46)";
ctx.fillRect(0, 0, w, h);
// 绘制 1-3 条主闪电,并给出明显的白色核心线。
const boltCount = Math.floor(Math.random() * 3) + 1;
for (let i = 0; i < boltCount; i++) {
const x1 = w * (0.12 + Math.random() * 0.76);
const y1 = 0;
const x2 = x1 + (Math.random() - 0.5) * 360;
const y2 = h * (0.55 + Math.random() * 0.35);
const width = 3.6 + Math.random() * 1.8;
_drawBolt(ctx, x1, y1, x2, y2, 5, width);
ctx.save();
ctx.strokeStyle = "rgba(255,255,255,0.92)";
ctx.lineWidth = Math.max(1.2, width * 0.34);
ctx.shadowColor = "rgba(255,255,255,0.95)";
ctx.shadowBlur = 22;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke();
ctx.restore();
}
// 短促残影:闪电消失后保留一层很淡的余辉,避免“闪一下就没了”。
timers.push(setTimeout(() => {
ctx.clearRect(0, 0, w, h);
_drawStormGlow(canvas, ctx);
ctx.fillStyle = "rgba(185, 205, 255, 0.12)";
ctx.fillRect(0, 0, w, h);
}, 90));
timers.push(setTimeout(() => {
ctx.clearRect(0, 0, w, h);
}, 190));
}
/**
* 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 = 9;
const DURATION = 7600;
let count = 0;
let finished = false;
const timers = [];
/**
* 统一结束特效,避免多次触发 onEnd。
*/
function finish() {
if (finished) {
return;
}
finished = true;
timers.forEach((timer) => clearTimeout(timer));
ctx.clearRect(0, 0, canvas.width, canvas.height);
onEnd();
}
// 间隔不规则触发多次闪电(模拟真实雷电节奏)
function nextFlash() {
if (count >= FLASHES) {
timers.push(setTimeout(() => {
finish();
}, 520));
return;
}
_flash(canvas, ctx, timers);
count++;
// 让雷电节奏有“成组爆发”的感觉:有时连续两下,有时间隔更久。
const delay = Math.random() > 0.65
? 140 + Math.random() * 140
: 420 + Math.random() * 520;
timers.push(setTimeout(nextFlash, delay));
}
// 短暂延迟后开始第一次闪电
timers.push(setTimeout(nextFlash, 300));
// 安全兜底:超时强制结束
timers.push(setTimeout(() => {
finish();
}, DURATION + 500));
return {
cancel() {
if (finished) {
return;
}
finished = true;
timers.forEach((timer) => clearTimeout(timer));
ctx.clearRect(0, 0, canvas.width, canvas.height);
},
};
}
return { start };
})();
window.LightningEffect = LightningEffect;
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/**
* 文件功能:聊天室流星特效
*
* 在透明 Canvas 上绘制夜空光点和多枚斜向掠过的流星,
* 通过长尾渐变与随机节奏制造快速划空的视觉效果。
*/
const MeteorsEffect = (() => {
class Meteor {
constructor(w, h) {
this.w = w;
this.h = h;
this.reset(true);
}
/**
* 重置单颗流星的出发状态。
*
* @param {boolean} initial 是否首次初始化
*/
reset(initial = false) {
this.x = initial ? Math.random() * this.w : this.w + Math.random() * 160;
this.y = initial ? Math.random() * this.h * 0.45 : Math.random() * this.h * 0.52;
this.vx = -(12 + Math.random() * 7);
this.vy = 4.4 + Math.random() * 2.6;
this.length = 170 + Math.random() * 170;
this.alpha = 0;
this.maxAlpha = Math.random() * 0.28 + 0.72;
this.delay = Math.random() * 1500;
this.birth = performance.now();
this.life = 1800 + Math.random() * 1000;
this.width = Math.random() * 2.4 + 1.8;
this.tint = [
[255, 255, 255],
[191, 219, 254],
[125, 211, 252],
[253, 224, 71],
][Math.floor(Math.random() * 4)];
this.active = false;
}
/**
* 更新流星位置。
*
* @param {number} now
*/
update(now) {
if (!this.active) {
if (now - this.birth >= this.delay) {
this.active = true;
} else {
return;
}
}
this.x += this.vx;
this.y += this.vy;
const progress = (now - this.birth - this.delay) / this.life;
if (progress < 0.2) {
this.alpha = this.maxAlpha * (progress / 0.2);
} else if (progress > 0.78) {
this.alpha = this.maxAlpha * Math.max(0, (1 - progress) / 0.22);
} else {
this.alpha = this.maxAlpha;
}
if (progress >= 1 || this.x < -this.length || this.y > this.h + this.length) {
this.reset(false);
}
}
/**
* 绘制流星主体和尾迹。
*
* @param {CanvasRenderingContext2D} ctx
*/
draw(ctx) {
if (!this.active || this.alpha <= 0.01) {
return;
}
const tailX = this.x - this.vx * 9;
const tailY = this.y - this.vy * 9;
const [r, g, b] = this.tint;
const gradient = ctx.createLinearGradient(this.x, this.y, tailX, tailY);
gradient.addColorStop(0, `rgba(255,255,255,${Math.min(1, this.alpha + 0.12)})`);
gradient.addColorStop(0.18, `rgba(${r},${g},${b},${this.alpha})`);
gradient.addColorStop(0.62, `rgba(${r},${g},${b},${this.alpha * 0.42})`);
gradient.addColorStop(1, `rgba(${r},${g},${b},0)`);
ctx.save();
ctx.strokeStyle = gradient;
ctx.lineWidth = this.width;
ctx.lineCap = "round";
ctx.shadowColor = `rgba(${r},${g},${b},0.95)`;
ctx.shadowBlur = 18;
ctx.beginPath();
ctx.moveTo(this.x, this.y);
ctx.lineTo(tailX, tailY);
ctx.stroke();
ctx.strokeStyle = `rgba(255,255,255,${this.alpha * 0.65})`;
ctx.lineWidth = this.width * 0.42;
ctx.beginPath();
ctx.moveTo(this.x, this.y);
ctx.lineTo(this.x - this.vx * 2.2, this.y - this.vy * 2.2);
ctx.stroke();
ctx.fillStyle = `rgba(255,255,255,${Math.min(1, this.alpha + 0.18)})`;
ctx.beginPath();
ctx.arc(this.x, this.y, this.width * 1.55, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = `rgba(${r},${g},${b},${this.alpha * 0.55})`;
ctx.beginPath();
ctx.arc(this.x, this.y, this.width * 3.2, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
}
/**
* 启动流星特效。
*
* @param {HTMLCanvasElement} canvas
* @param {Function} onEnd
*/
function start(canvas, onEnd) {
const ctx = canvas.getContext("2d");
const w = canvas.width;
const h = canvas.height;
const DURATION = 9000;
const stars = Array.from({ length: 48 }, () => ({
x: Math.random() * w,
y: Math.random() * h * 0.62,
r: Math.random() * 1.9 + 0.6,
alpha: Math.random() * 0.42 + 0.2,
}));
const meteors = Array.from({ length: 14 }, () => new Meteor(w, h));
const startTime = performance.now();
let animId = null;
let finished = false;
/**
* 统一结束流星动画,手动取消时只清理不回调。
*
* @param {boolean} canceled 是否为手动取消
*/
function finish(canceled) {
if (finished) {
return;
}
finished = true;
if (animId) {
cancelAnimationFrame(animId);
}
ctx.clearRect(0, 0, w, h);
if (!canceled) {
onEnd();
}
}
function animate(now) {
ctx.clearRect(0, 0, w, h);
stars.forEach((star) => {
ctx.save();
ctx.fillStyle = `rgba(248,250,252,${star.alpha})`;
ctx.shadowColor = "rgba(255,255,255,0.6)";
ctx.shadowBlur = 7;
ctx.beginPath();
ctx.arc(star.x, star.y, star.r, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
});
meteors.forEach((meteor) => {
meteor.update(now);
meteor.draw(ctx);
});
if (now - startTime < DURATION) {
animId = requestAnimationFrame(animate);
} else {
finish(false);
}
}
animId = requestAnimationFrame(animate);
return {
cancel() {
finish(true);
},
};
}
return { start };
})();
window.MeteorsEffect = MeteorsEffect;
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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。
* 加粗加深雨线颜色,在浅色背景上清晰可见。
* 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
*/
reset(w, h) {
this.x = Math.random() * w;
this.y = Math.random() * -h;
this.len = Math.random() * 25 + 12; // 雨线长度(稍加长)
this.speed = Math.random() * 10 + 7; // 下落速度(加快)
this.angle = (Math.PI / 180) * (75 + Math.random() * 10);
this.alpha = Math.random() * 0.5 + 0.4; // 提高透明度上限 (0.4-0.9,原 0.2-0.5)
this.strokeW = Math.random() * 1.5 + 0.8; // 线条宽度随机(原 0.8 固定)
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;
if (this.y > this.h + this.len) {
this.reset(this.w, this.h);
}
}
/** 绘制雨滴线段(加深蓝色,在浅色背景上更明显) */
draw(ctx) {
ctx.save();
ctx.strokeStyle = `rgba(50, 130, 220, ${this.alpha})`; // 加深蓝色(原浅蓝 155,200,255
ctx.lineWidth = this.strokeW;
ctx.shadowColor = "rgba(30, 100, 200, 0.4)";
ctx.shadowBlur = 2;
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;
const DROP_COUNT = 200; // 增加雨滴数量(原 180
const drops = Array.from({ length: DROP_COUNT }, () => {
const d = new Drop(w, h);
d.y = Math.random() * h;
return d;
});
let animId = null;
let finished = false;
const startTime = performance.now();
/**
* 统一结束雨滴动画,手动取消时不触发队列续播。
*
* @param {boolean} canceled 是否为手动取消
*/
function finish(canceled) {
if (finished) {
return;
}
finished = true;
if (animId) {
cancelAnimationFrame(animId);
}
ctx.clearRect(0, 0, w, h);
if (!canceled) {
onEnd();
}
}
function animate(now) {
// 清除画布(透明,不遮挡聊天背景)
ctx.clearRect(0, 0, w, h);
drops.forEach((d) => {
d.update();
d.draw(ctx);
});
if (now - startTime < DURATION) {
animId = requestAnimationFrame(animate);
} else {
finish(false);
}
}
animId = requestAnimationFrame(animate);
return {
cancel() {
finish(true);
},
};
}
return { start };
})();
window.RainEffect = RainEffect;
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/**
* 文件功能:聊天室樱花飘落特效
*
* 使用 Canvas 绘制多层粉色花瓣,让花瓣在屏幕上方生成后缓慢下落、
* 左右摆动并带轻微旋转,营造柔和的春日氛围。
*/
const SakuraEffect = (() => {
class Petal {
constructor(w, h) {
this.w = w;
this.h = h;
this.reset(true);
}
/**
* 重置花瓣位置与运动参数。
*
* @param {boolean} initial 是否首次初始化
*/
reset(initial = false) {
this.x = Math.random() * this.w;
this.y = initial ? Math.random() * this.h : -20;
this.size = Math.random() * 7 + 8;
this.speedY = Math.random() * 1.1 + 0.7;
this.speedX = Math.random() * 0.6 - 0.3;
this.swing = Math.random() * Math.PI * 2;
this.swingSpeed = Math.random() * 0.03 + 0.01;
this.rotation = Math.random() * Math.PI * 2;
this.rotationSpeed = (Math.random() - 0.5) * 0.03;
this.alpha = Math.random() * 0.25 + 0.55;
this.color = ["#fbcfe8", "#f9a8d4", "#fda4af", "#fce7f3"][
Math.floor(Math.random() * 4)
];
}
/**
* 更新花瓣运动状态。
*/
update() {
this.swing += this.swingSpeed;
this.rotation += this.rotationSpeed;
this.x += this.speedX + Math.sin(this.swing) * 0.75;
this.y += this.speedY;
if (this.y > this.h + 30 || this.x < -30 || this.x > this.w + 30) {
this.reset(false);
}
}
/**
* 绘制单片樱花花瓣。
*
* @param {CanvasRenderingContext2D} ctx
*/
draw(ctx) {
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.rotation);
ctx.globalAlpha = this.alpha;
ctx.fillStyle = this.color;
ctx.shadowColor = "rgba(244, 114, 182, 0.35)";
ctx.shadowBlur = 8;
ctx.beginPath();
ctx.moveTo(0, -this.size * 0.9);
ctx.quadraticCurveTo(this.size * 0.9, -this.size * 0.25, 0, this.size);
ctx.quadraticCurveTo(-this.size * 0.9, -this.size * 0.25, 0, -this.size * 0.9);
ctx.fill();
ctx.strokeStyle = "rgba(190, 24, 93, 0.25)";
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(0, -this.size * 0.55);
ctx.lineTo(0, this.size * 0.7);
ctx.stroke();
ctx.restore();
}
}
/**
* 启动樱花特效。
*
* @param {HTMLCanvasElement} canvas
* @param {Function} onEnd
*/
function start(canvas, onEnd) {
const ctx = canvas.getContext("2d");
const w = canvas.width;
const h = canvas.height;
const DURATION = 10000;
const PETAL_COUNT = Math.min(58, Math.max(34, Math.floor(w / 28)));
const petals = Array.from({ length: PETAL_COUNT }, () => new Petal(w, h));
const startTime = performance.now();
let animId = null;
let finished = false;
/**
* 统一结束樱花动画,手动取消时只清理不回调。
*
* @param {boolean} canceled 是否为手动取消
*/
function finish(canceled) {
if (finished) {
return;
}
finished = true;
if (animId) {
cancelAnimationFrame(animId);
}
ctx.clearRect(0, 0, w, h);
if (!canceled) {
onEnd();
}
}
function animate(now) {
ctx.clearRect(0, 0, w, h);
petals.forEach((petal) => {
petal.update();
petal.draw(ctx);
});
if (now - startTime < DURATION) {
animId = requestAnimationFrame(animate);
} else {
finish(false);
}
}
animId = requestAnimationFrame(animate);
return {
cancel() {
finish(true);
},
};
}
return { start };
})();
window.SakuraEffect = SakuraEffect;
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/**
* 文件功能:聊天室下雪特效
*
* 使用 Canvas 同时绘制远景小雪与近景六角雪花,
* 通过层次、大小、速度差营造更饱满的飘雪效果。
*/
const SnowEffect = (() => {
/**
* 在指定位置绘制一朵六角雪花(深色轮廓 + 白色主体)
*
* @param {CanvasRenderingContext2D} ctx
* @param {number} x 中心 x
* @param {number} y 中心 y
* @param {number} r 主臂长度
* @param {number} alpha 透明度
* @param {number} rot 旋转角度(弧度)
*/
function _drawFlake(ctx, x, y, r, alpha, rot) {
ctx.save();
ctx.globalAlpha = alpha;
ctx.lineCap = "round";
ctx.translate(x, y);
ctx.rotate(rot);
// 两遍绘制:先深蓝色粗描边,再白色细线覆盖
// 这样在浅蓝、白色等背景上都清晰可辨
const passes = [
{ color: "rgba(30, 60, 140, 0.8)", lw: r * 0.22 + 2.5 }, // 深蓝粗描边
{ color: "rgba(255, 255, 255, 1.0)", lw: Math.max(1, r * 0.11) }, // 白色主体
];
passes.forEach(({ color, lw }) => {
ctx.strokeStyle = color;
ctx.lineWidth = lw;
for (let i = 0; i < 6; i++) {
ctx.save();
ctx.rotate((Math.PI / 3) * i);
// 主臂
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(r, 0);
ctx.stroke();
// 斜向分叉(0.4r 和 0.65r 处各一对)
const branchLen = r * 0.35;
const branchAngle = Math.PI / 4; // 45°
[0.4, 0.65].forEach((pos) => {
const bx = r * pos;
// 上分叉
ctx.beginPath();
ctx.moveTo(bx, 0);
ctx.lineTo(
bx + Math.cos(branchAngle) * branchLen,
Math.sin(branchAngle) * branchLen,
);
ctx.stroke();
// 下分叉
ctx.beginPath();
ctx.moveTo(bx, 0);
ctx.lineTo(
bx + Math.cos(branchAngle) * branchLen,
-Math.sin(branchAngle) * branchLen,
);
ctx.stroke();
});
ctx.restore();
}
});
ctx.restore();
}
/**
* 绘制远景小雪点,让画面更密实,不会只看到零散大雪花。
*
* @param {CanvasRenderingContext2D} ctx
* @param {number} x
* @param {number} y
* @param {number} radius
* @param {number} alpha
*/
function _drawSoftSnow(ctx, x, y, radius, alpha) {
ctx.save();
ctx.globalAlpha = alpha;
ctx.fillStyle = "rgba(255,255,255,0.95)";
ctx.shadowColor = "rgba(255,255,255,0.8)";
ctx.shadowBlur = 8;
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
// 雪花粒子类
class Flake {
constructor(w, h, layer = "front") {
this.w = w;
this.h = h;
this.layer = layer;
this.reset(true);
}
/**
* 重置雪花,让前景和背景使用不同参数。
*
* @param {boolean} initial
*/
reset(initial = false) {
this.x = Math.random() * this.w;
this.y = initial ? Math.random() * this.h : -20;
if (this.layer === "back") {
this.r = Math.random() * 2 + 1.1;
this.speed = Math.random() * 0.55 + 0.28;
this.drift = Math.random() * 0.28 - 0.14;
this.alpha = Math.random() * 0.25 + 0.28;
} else {
this.r = Math.random() * 9 + 6.5;
this.speed = Math.random() * 1.05 + 0.48;
this.drift = Math.random() * 0.7 - 0.35;
this.alpha = Math.random() * 0.25 + 0.68;
}
this.rot = Math.random() * Math.PI * 2;
this.rotSpd = (Math.random() - 0.5) * (this.layer === "back" ? 0.008 : 0.018);
this.wobble = 0;
this.wobSpd = Math.random() * (this.layer === "back" ? 0.02 : 0.028) + 0.008;
}
update() {
this.wobble += this.wobSpd;
this.x += Math.sin(this.wobble) * (this.layer === "back" ? 0.28 : 0.58) + this.drift;
this.y += this.speed;
this.rot += this.rotSpd;
if (this.y > this.h + 20) {
this.reset(false);
}
}
draw(ctx) {
if (this.layer === "back") {
_drawSoftSnow(ctx, this.x, this.y, this.r, this.alpha);
return;
}
_drawFlake(ctx, this.x, this.y, this.r, this.alpha, this.rot);
}
}
/**
* 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;
const flakes = [
...Array.from(
{ length: Math.min(120, Math.max(70, Math.floor(w / 18))) },
() => new Flake(w, h, "back"),
),
...Array.from(
{ length: Math.min(64, Math.max(34, Math.floor(w / 42))) },
() => new Flake(w, h, "front"),
),
];
const breezeBands = Array.from({ length: 2 }, () => ({
x: Math.random() * w,
y: Math.random() * h,
radius: 180 + Math.random() * 140,
alpha: Math.random() * 0.05 + 0.025,
drift: Math.random() * 0.3 + 0.08,
}));
let animId = null;
let finished = false;
const startTime = performance.now();
/**
* 统一结束雪花动画,手动取消时只清理不回调。
*
* @param {boolean} canceled 是否为手动取消
*/
function finish(canceled) {
if (finished) {
return;
}
finished = true;
if (animId) {
cancelAnimationFrame(animId);
}
ctx.clearRect(0, 0, w, h);
if (!canceled) {
onEnd();
}
}
function animate(now) {
ctx.clearRect(0, 0, w, h);
// 加一层极淡的冷白雾感,让雪景更有氛围但不遮挡聊天内容。
const mist = ctx.createLinearGradient(0, 0, 0, h);
mist.addColorStop(0, "rgba(226,240,255,0.08)");
mist.addColorStop(0.4, "rgba(226,240,255,0.03)");
mist.addColorStop(1, "rgba(226,240,255,0)");
ctx.fillStyle = mist;
ctx.fillRect(0, 0, w, h);
breezeBands.forEach((band) => {
band.x += band.drift;
if (band.x - band.radius > w) {
band.x = -band.radius;
band.y = Math.random() * h;
}
const breeze = ctx.createRadialGradient(
band.x,
band.y,
0,
band.x,
band.y,
band.radius,
);
breeze.addColorStop(0, `rgba(255,255,255,${band.alpha})`);
breeze.addColorStop(1, "rgba(255,255,255,0)");
ctx.fillStyle = breeze;
ctx.beginPath();
ctx.arc(band.x, band.y, band.radius, 0, Math.PI * 2);
ctx.fill();
});
flakes.forEach((f) => {
f.update();
f.draw(ctx);
});
if (now - startTime < DURATION) {
animId = requestAnimationFrame(animate);
} else {
finish(false);
}
}
animId = requestAnimationFrame(animate);
return {
cancel() {
finish(true);
},
};
}
return { start };
})();
window.SnowEffect = SnowEffect;