/** * 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) { this.x = x; this.y = canvasHeight; // 从画布底部出发 this.targetY = targetY; this.color = color; this.type = type; // 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 > 10) this.trail.shift(); this.y += this.vy; 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) { this.x = x; this.y = y; this.color = color; this.trail = []; let speed; if (type === "ring") { // 环形:均匀角度,固定速度 speed = 5 + Math.random() * 2; this.vx = Math.cos(angle) * speed; this.vy = Math.sin(angle) * speed; this.gravity = 0.06; this.decay = 0.014; this.radius = 2; } else if (type === "willow") { // 柳叶:慢速,在空中下垂 speed = Math.random() * 3 + 1; const a = Math.random() * Math.PI * 2; this.vx = Math.cos(a) * speed; this.vy = Math.sin(a) * speed - 2; // 初速稍微向上 this.gravity = 0.07; this.decay = 0.009; // 衰减慢,拖出长尾 this.radius = 1.5; } else { // sphere:标准球形爆炸 speed = Math.random() * 6 + 2; const a = Math.random() * Math.PI * 2; this.vx = Math.cos(a) * speed; this.vy = Math.sin(a) * speed; this.gravity = 0.1; this.decay = 0.016; this.radius = Math.random() * 2 + 1.5; } this.alpha = 1; // 部分粒子有闪烁效果 this.sparkle = Math.random() > 0.6; 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 > 6) this.trail.shift(); this.vy += this.gravity; this.x += this.vx; this.y += this.vy; this.vx *= 0.985; this.vy *= 0.985; // 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(); ctx.restore(); } get alive() { return this.alpha > 0.01; } } // ─── 预定义颜色 / 类型 ─────────────────────────────── const COLORS = [ "#ff2200", "#ff7700", "#ffcc00", "#00dd44", "#cc00ff", "#ff0088", "#00bbff", "#ff4488", "#ffaa00", ]; const TYPES = ["sphere", "willow", "ring"]; /** * 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 * @returns {Particle[]} */ function _burst(x, y, color, type) { const particles = []; const count = type === "ring" ? 80 : type === "willow" ? 120 : 100; 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)); } // willow/sphere 中心加一颗白色闪光核心粒子 for (let i = 0; i < 10; i++) { const p = new Particle(x, y, "#ffffff", "sphere", 0); p.decay *= 2; p.radius = 1; particles.push(p); } } return particles; } /** * 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) { const ctx = canvas.getContext("2d"); const w = canvas.width; const h = canvas.height; const DURATION = 10000; let rockets = []; let particles = []; let animId = null; let launchCnt = 0; const MAX_LAUNCHES = 12; const launchInterval = setInterval(() => { if (launchCnt >= MAX_LAUNCHES) { clearInterval(launchInterval); return; } const x = w * (0.15 + Math.random() * 0.7); const ty = h * (0.08 + Math.random() * 0.45); const color = COLORS[Math.floor(Math.random() * COLORS.length)]; const type = TYPES[Math.floor(Math.random() * TYPES.length)]; rockets.push(new Rocket(x, ty, color, type, h)); launchCnt++; }, 600); 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) { const burst = _burst(r.x, r.y, r.color, r.type); 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); } /** * 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) { 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", "#ff66aa", "#ff99cc", // 粉红系 "#ffcc00", "#ffdd44", "#fff066", // 金黄系 "#cc44ff", "#ff44cc", "#aa00ff", // 紫色系 "#ff4400", "#ff8800", "#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); } return { start, startDouble }; })();