@fps-games/vfx 0.1.1 → 0.3.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +107 -0
- package/README.md +41 -0
- package/dist/effects/coin-burst/index.js +6 -2
- package/dist/effects/comet-trail-flame/index.js +3 -1
- package/dist/effects/debris-smoke/index.js +1 -0
- package/dist/effects/electric-arc/index.js +1 -0
- package/dist/effects/energy-shield/index.js +1 -0
- package/dist/effects/explosion/index.js +3 -2
- package/dist/effects/hit-flash/index.js +12 -4
- package/dist/effects/laser-beam/index.js +14 -2
- package/dist/effects/lumber_vehicle_upgrade_aura/index.js +1 -0
- package/dist/effects/monster-hit/index.js +2 -1
- package/dist/effects/player-upgrade/index.js +5 -3
- package/dist/effects/pulse-laser-volley/index.js +14 -4
- package/dist/effects/thruster-flame/index.js +3 -1
- package/dist/effects/treasure-attention/index.d.ts +54 -0
- package/dist/effects/treasure-attention/index.js +535 -0
- package/dist/effects/ufo-thread-flame/index.js +1 -0
- package/dist/effects/vehicle-upgrade/index.js +4 -1
- package/dist/effects/weapon-trail/index.js +8 -3
- package/dist/effects/wood_crusher_sawdust/index.d.ts +4 -0
- package/dist/effects/wood_cutter_sawdust/index.d.ts +4 -0
- package/dist/index.js +85 -17
- package/dist/types.d.ts +80 -0
- package/docs/INTEGRATION.md +194 -0
- package/docs/hit-flash-red-method.md +155 -0
- package/docs/treasure_attention_fx_babylonjs_guide.md +901 -0
- package/docs/vfx-placement-design.md +164 -0
- package/index.json +19 -1
- package/package.json +5 -1
- package/packages/EffectPackageService.ts +123 -17
- package/packages/effects/coin-burst/index.ts +7 -2
- package/packages/effects/comet-trail-flame/index.ts +3 -2
- package/packages/effects/debris-smoke/index.ts +1 -0
- package/packages/effects/electric-arc/index.ts +1 -0
- package/packages/effects/energy-shield/index.ts +1 -0
- package/packages/effects/explosion/index.ts +3 -2
- package/packages/effects/hit-flash/index.ts +11 -3
- package/packages/effects/laser-beam-factory.ts +14 -3
- package/packages/effects/lumber_vehicle_upgrade_aura/index.ts +2 -0
- package/packages/effects/monster-hit/index.ts +2 -1
- package/packages/effects/player-upgrade/index.ts +8 -3
- package/packages/effects/pulse-laser-volley/index.ts +15 -4
- package/packages/effects/thruster-flame/index.ts +3 -2
- package/packages/effects/treasure-attention/effect.json +7 -0
- package/packages/effects/treasure-attention/index.ts +630 -0
- package/packages/effects/treasure-attention/vfx-params.json +49 -0
- package/packages/effects/ufo-thread-flame/index.ts +1 -0
- package/packages/effects/vehicle-upgrade/index.ts +4 -1
- package/packages/effects/weapon-trail/index.ts +7 -3
- package/packages/types.ts +88 -0
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# 宝藏注意力特效实现文档
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目标:实现一个类似截图中“宝藏/掉落物周围发光、闪烁、旋转”的游戏特效,用来吸引玩家注意。主实现目标是 **Babylon.js**。本文档也包含 Canvas 2D 原型思路,方便本地 coding agent 先快速验证视觉节奏。
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---
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## 1. 视觉拆解
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这个特效可以拆成 5 层,从下到上绘制:
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1. **地面柔光光斑**
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- 一个贴在地面的半透明金黄色圆/椭圆光斑。
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- 使用径向渐变贴图。
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- 缓慢脉冲缩放和透明度变化。
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2. **地面旋转星芒**
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- 多片从中心向外发散的金黄色光束。
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- 绕 Y 轴慢速旋转。
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- 每片光束独立做轻微明暗变化,避免机械感。
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3. **脉冲光环**
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- 一到两个贴地光环。
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- 缩放 + 透明度脉冲。
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- 用来强调“这里有可交互/可拾取物”。
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4. **竖向柔光**
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- 宝藏中心附近有一个竖向的淡黄色 billboard 光柱。
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- 视觉上类似“宝物在发光”。
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5. **上浮闪片粒子**
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- 小星星/菱形亮片从宝物附近向上浮起、旋转、淡出。
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- 使用 additive blending。
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- 粒子数量不要太多,否则会抢主体。
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---
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## 2. Babylon.js 实现原则
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建议实现为一个可复用函数:
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```js
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const fx = createTreasureAttentionFx(scene, targetMesh, options);
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```
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其中:
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- `scene`:Babylon.js 场景。
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- `targetMesh`:宝藏 mesh、掉落物 mesh 或任意带 `getAbsolutePosition()` 的对象。
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- `options`:半径、粒子密度、旋转速度、发光强度等参数。
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核心设计:
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- 不依赖外部图片资源。
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- 所有光纹贴图用 `BABYLON.DynamicTexture` 现场绘制。
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- 使用 unlit/additive 材质,避免受到场景灯光影响。
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- 使用 `ParticleSystem` 做上浮闪片。
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- 使用 `GlowLayer` 增强发光,但生产环境建议复用全局 `GlowLayer`。
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- 暴露 `setEnabled()` 和 `dispose()`,方便对象池或掉落物生命周期管理。
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---
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## 3. 推荐文件结构
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建议 coding agent 创建:
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```txt
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src/
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effects/
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createTreasureAttentionFx.js
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```
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如果项目是 TypeScript,可以改成:
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```txt
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src/
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effects/
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createTreasureAttentionFx.ts
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```
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并给 `options` 补类型即可。
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---
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## 4. Babylon.js 完整实现代码
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> 下面代码可以直接作为 `createTreasureAttentionFx.js` 使用。
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> 默认假设 Babylon.js 已经通过全局变量 `BABYLON` 可用。如果项目使用模块化导入,可以把 `BABYLON` 替换成 import 进来的命名空间。
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```js
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export function createTreasureAttentionFx(scene, target, options = {}) {
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const B = BABYLON;
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const o = Object.assign({
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radius: 1.15,
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yOffset: 0.05,
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height: 1.35,
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rays: 9,
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rayWidth: 0.34,
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spinSpeed: 0.85,
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particleRate: 42,
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glowIntensity: 0.7,
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glowLayer: null
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}, options);
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const root = new B.TransformNode("treasureAttentionFx", scene);
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const raysRoot = new B.TransformNode("treasureAttentionFx_rays", scene);
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raysRoot.parent = root;
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const textures = [];
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const materials = [];
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const meshes = [];
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const paleGold = new B.Color3(1.0, 0.94, 0.35);
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const makeTex = (name, size, draw) => {
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const tex = new B.DynamicTexture(name, { width: size, height: size }, scene, false);
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tex.hasAlpha = true;
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tex.wrapU = tex.wrapV = B.Texture.CLAMP_ADDRESSMODE;
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const ctx = tex.getContext();
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ctx.clearRect(0, 0, size, size);
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draw(ctx, size);
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tex.update(false);
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textures.push(tex);
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return tex;
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};
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const makeAddMat = (name, tex, alpha = 1) => {
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const mat = new B.StandardMaterial(name, scene);
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mat.diffuseTexture = tex;
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mat.emissiveTexture = tex;
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mat.emissiveColor = paleGold;
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mat.diffuseColor = B.Color3.Black();
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mat.alpha = alpha;
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mat.disableLighting = true;
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mat.backFaceCulling = false;
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mat.useAlphaFromDiffuseTexture = true;
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mat.transparencyMode = B.Material.MATERIAL_ALPHABLEND;
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mat.alphaMode = B.Engine.ALPHA_ADD;
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// 贴地光效容易和地面深度冲突,关闭 depth write 可以减少闪烁。
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// 如果项目有严格的透明物排序策略,可以按项目规则调整。
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mat.disableDepthWrite = true;
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materials.push(mat);
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return mat;
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};
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const auraTex = makeTex("treasureFx_auraTex", 256, (ctx, s) => {
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const c = s / 2;
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const g = ctx.createRadialGradient(c, c, 0, c, c, c);
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g.addColorStop(0.00, "rgba(255,255,190,0.85)");
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g.addColorStop(0.25, "rgba(255,235,80,0.45)");
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g.addColorStop(0.55, "rgba(255,210,30,0.16)");
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g.addColorStop(1.00, "rgba(255,210,30,0.00)");
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ctx.fillStyle = g;
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ctx.fillRect(0, 0, s, s);
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});
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const ringTex = makeTex("treasureFx_ringTex", 256, (ctx, s) => {
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const c = s / 2;
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ctx.shadowColor = "rgba(255,245,120,0.9)";
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ctx.shadowBlur = s * 0.05;
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ctx.strokeStyle = "rgba(255,242,80,0.78)";
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ctx.lineWidth = s * 0.035;
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ctx.beginPath();
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ctx.arc(c, c, s * 0.31, 0, Math.PI * 2);
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ctx.stroke();
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ctx.lineWidth = s * 0.012;
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ctx.strokeStyle = "rgba(255,255,220,0.85)";
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ctx.beginPath();
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ctx.arc(c, c, s * 0.42, 0, Math.PI * 2);
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ctx.stroke();
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});
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const rayTex = makeTex("treasureFx_rayTex", 256, (ctx, s) => {
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const g = ctx.createLinearGradient(0, 0, s, 0);
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g.addColorStop(0.00, "rgba(255,255,170,0.00)");
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g.addColorStop(0.18, "rgba(255,250,110,0.70)");
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g.addColorStop(0.55, "rgba(255,220,45,0.34)");
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g.addColorStop(1.00, "rgba(255,210,25,0.00)");
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ctx.fillStyle = g;
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ctx.beginPath();
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ctx.moveTo(0, s * 0.50);
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ctx.quadraticCurveTo(s * 0.45, s * 0.10, s, s * 0.18);
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ctx.lineTo(s, s * 0.82);
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ctx.quadraticCurveTo(s * 0.45, s * 0.90, 0, s * 0.50);
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ctx.closePath();
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ctx.fill();
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});
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const beamTex = makeTex("treasureFx_beamTex", 256, (ctx, s) => {
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const c = s / 2;
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const radial = ctx.createRadialGradient(c, c, 0, c, c, c * 0.55);
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radial.addColorStop(0.00, "rgba(255,255,220,0.75)");
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radial.addColorStop(0.28, "rgba(255,245,100,0.35)");
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radial.addColorStop(1.00, "rgba(255,220,40,0.00)");
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ctx.fillStyle = radial;
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ctx.fillRect(0, 0, s, s);
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const vertical = ctx.createLinearGradient(0, 0, 0, s);
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vertical.addColorStop(0.00, "rgba(255,255,220,0.00)");
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vertical.addColorStop(0.42, "rgba(255,245,90,0.42)");
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vertical.addColorStop(0.62, "rgba(255,245,90,0.42)");
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vertical.addColorStop(1.00, "rgba(255,220,30,0.00)");
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ctx.fillStyle = vertical;
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ctx.fillRect(s * 0.43, 0, s * 0.14, s);
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});
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const sparkleTex = makeTex("treasureFx_sparkleTex", 128, (ctx, s) => {
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const c = s / 2;
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ctx.save();
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ctx.translate(c, c);
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ctx.shadowColor = "rgba(255,245,120,1)";
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ctx.shadowBlur = s * 0.12;
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ctx.fillStyle = "rgba(255,255,210,0.95)";
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ctx.beginPath();
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for (let i = 0; i < 8; i++) {
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const a = i * Math.PI / 4;
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const r = i % 2 === 0 ? s * 0.42 : s * 0.12;
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const x = Math.cos(a) * r;
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const y = Math.sin(a) * r;
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i ? ctx.lineTo(x, y) : ctx.moveTo(x, y);
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}
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ctx.closePath();
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ctx.fill();
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ctx.restore();
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});
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const auraMat = makeAddMat("treasureFx_auraMat", auraTex, 0.85);
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const ringMat = makeAddMat("treasureFx_ringMat", ringTex, 0.95);
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const rayMat = makeAddMat("treasureFx_rayMat", rayTex, 0.9);
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const beamMat = makeAddMat("treasureFx_beamMat", beamTex, 0.72);
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const aura = B.MeshBuilder.CreatePlane("treasureFx_aura", { size: o.radius * 2.55 }, scene);
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aura.rotation.x = Math.PI / 2;
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aura.position.y = 0.025;
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aura.material = auraMat;
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aura.parent = root;
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aura.renderingGroupId = 2;
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meshes.push(aura);
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252
|
+
const ring = B.MeshBuilder.CreatePlane("treasureFx_ring", { size: o.radius * 2.15 }, scene);
|
|
253
|
+
ring.rotation.x = Math.PI / 2;
|
|
254
|
+
ring.position.y = 0.04;
|
|
255
|
+
ring.material = ringMat;
|
|
256
|
+
ring.parent = root;
|
|
257
|
+
ring.renderingGroupId = 2;
|
|
258
|
+
meshes.push(ring);
|
|
259
|
+
|
|
260
|
+
const beam = B.MeshBuilder.CreatePlane("treasureFx_beam", {
|
|
261
|
+
width: o.radius * 1.05,
|
|
262
|
+
height: o.height
|
|
263
|
+
}, scene);
|
|
264
|
+
beam.position.y = o.height * 0.52;
|
|
265
|
+
beam.billboardMode = B.Mesh.BILLBOARDMODE_Y;
|
|
266
|
+
beam.material = beamMat;
|
|
267
|
+
beam.parent = root;
|
|
268
|
+
beam.renderingGroupId = 2;
|
|
269
|
+
meshes.push(beam);
|
|
270
|
+
|
|
271
|
+
const createRayMesh = (name, length, width) => {
|
|
272
|
+
const mesh = new B.Mesh(name, scene);
|
|
273
|
+
|
|
274
|
+
const positions = [
|
|
275
|
+
0, 0, -width * 0.50,
|
|
276
|
+
length, 0, -width * 0.12,
|
|
277
|
+
length, 0, width * 0.12,
|
|
278
|
+
0, 0, width * 0.50
|
|
279
|
+
];
|
|
280
|
+
|
|
281
|
+
const indices = [0, 1, 2, 0, 2, 3];
|
|
282
|
+
const normals = [];
|
|
283
|
+
B.VertexData.ComputeNormals(positions, indices, normals);
|
|
284
|
+
|
|
285
|
+
const vd = new B.VertexData();
|
|
286
|
+
vd.positions = positions;
|
|
287
|
+
vd.indices = indices;
|
|
288
|
+
vd.normals = normals;
|
|
289
|
+
vd.uvs = [0, 0, 1, 0, 1, 1, 0, 1];
|
|
290
|
+
vd.applyToMesh(mesh, true);
|
|
291
|
+
|
|
292
|
+
return mesh;
|
|
293
|
+
};
|
|
294
|
+
|
|
295
|
+
const rays = [];
|
|
296
|
+
for (let i = 0; i < o.rays; i++) {
|
|
297
|
+
const angle = i / o.rays * Math.PI * 2;
|
|
298
|
+
const length = o.radius * (0.95 + (i % 3) * 0.13);
|
|
299
|
+
const width = o.rayWidth * (0.8 + (i % 2) * 0.22);
|
|
300
|
+
|
|
301
|
+
const ray = createRayMesh(`treasureFx_ray_${i}`, length, width);
|
|
302
|
+
ray.parent = raysRoot;
|
|
303
|
+
ray.rotation.y = angle;
|
|
304
|
+
ray.position.y = 0.055 + i * 0.001;
|
|
305
|
+
ray.material = rayMat;
|
|
306
|
+
ray.renderingGroupId = 2;
|
|
307
|
+
|
|
308
|
+
rays.push(ray);
|
|
309
|
+
meshes.push(ray);
|
|
310
|
+
}
|
|
311
|
+
|
|
312
|
+
const emitter = new B.Mesh("treasureFx_particleEmitter", scene);
|
|
313
|
+
emitter.isVisible = false;
|
|
314
|
+
emitter.parent = root;
|
|
315
|
+
meshes.push(emitter);
|
|
316
|
+
|
|
317
|
+
const ps = new B.ParticleSystem("treasureFx_sparkles", 160, scene);
|
|
318
|
+
ps.particleTexture = sparkleTex;
|
|
319
|
+
ps.emitter = emitter;
|
|
320
|
+
|
|
321
|
+
ps.minEmitBox = new B.Vector3(-o.radius * 0.45, 0.15, -o.radius * 0.45);
|
|
322
|
+
ps.maxEmitBox = new B.Vector3( o.radius * 0.45, 0.55, o.radius * 0.45);
|
|
323
|
+
|
|
324
|
+
ps.color1 = new B.Color4(1, 0.92, 0.24, 0.95);
|
|
325
|
+
ps.color2 = new B.Color4(1, 1, 0.72, 0.75);
|
|
326
|
+
ps.colorDead = new B.Color4(1, 0.75, 0.15, 0);
|
|
327
|
+
|
|
328
|
+
ps.minSize = 0.045;
|
|
329
|
+
ps.maxSize = 0.13;
|
|
330
|
+
ps.minLifeTime = 0.45;
|
|
331
|
+
ps.maxLifeTime = 0.95;
|
|
332
|
+
ps.emitRate = o.particleRate;
|
|
333
|
+
ps.blendMode = B.ParticleSystem.BLENDMODE_ADD;
|
|
334
|
+
|
|
335
|
+
ps.gravity = new B.Vector3(0, -0.04, 0);
|
|
336
|
+
ps.direction1 = new B.Vector3(-0.12, 0.55, -0.12);
|
|
337
|
+
ps.direction2 = new B.Vector3( 0.12, 0.95, 0.12);
|
|
338
|
+
ps.minAngularSpeed = -4;
|
|
339
|
+
ps.maxAngularSpeed = 4;
|
|
340
|
+
ps.minEmitPower = 0.18;
|
|
341
|
+
ps.maxEmitPower = 0.42;
|
|
342
|
+
ps.updateSpeed = 0.016;
|
|
343
|
+
|
|
344
|
+
ps.start();
|
|
345
|
+
|
|
346
|
+
const ownsGlow = !o.glowLayer;
|
|
347
|
+
const glow = o.glowLayer || new B.GlowLayer("treasureFx_glowLayer", scene, { blurKernelSize: 32 });
|
|
348
|
+
|
|
349
|
+
if (ownsGlow) {
|
|
350
|
+
glow.intensity = o.glowIntensity;
|
|
351
|
+
}
|
|
352
|
+
|
|
353
|
+
if (glow.addIncludedOnlyMesh) {
|
|
354
|
+
meshes.filter(m => m.material).forEach(m => glow.addIncludedOnlyMesh(m));
|
|
355
|
+
}
|
|
356
|
+
|
|
357
|
+
const syncRoot = () => {
|
|
358
|
+
if (!target) {
|
|
359
|
+
root.position.set(0, o.yOffset, 0);
|
|
360
|
+
return;
|
|
361
|
+
}
|
|
362
|
+
|
|
363
|
+
if (typeof target.getAbsolutePosition === "function") {
|
|
364
|
+
const p = target.getAbsolutePosition();
|
|
365
|
+
root.position.set(p.x, p.y + o.yOffset, p.z);
|
|
366
|
+
return;
|
|
367
|
+
}
|
|
368
|
+
|
|
369
|
+
root.position.set(target.x || 0, (target.y || 0) + o.yOffset, target.z || 0);
|
|
370
|
+
};
|
|
371
|
+
|
|
372
|
+
let time = 0;
|
|
373
|
+
|
|
374
|
+
const observer = scene.onBeforeRenderObservable.add(() => {
|
|
375
|
+
const dt = scene.getEngine().getDeltaTime() * 0.001;
|
|
376
|
+
time += dt;
|
|
377
|
+
syncRoot();
|
|
378
|
+
|
|
379
|
+
const pulse = 0.5 + 0.5 * Math.sin(time * 5.2);
|
|
380
|
+
|
|
381
|
+
aura.scaling.setAll(0.96 + pulse * 0.11);
|
|
382
|
+
aura.visibility = 0.72 + pulse * 0.24;
|
|
383
|
+
|
|
384
|
+
ring.rotation.z += dt * 0.65;
|
|
385
|
+
ring.scaling.setAll(0.94 + pulse * 0.08);
|
|
386
|
+
ring.visibility = 0.55 + pulse * 0.36;
|
|
387
|
+
|
|
388
|
+
beam.scaling.x = 0.85 + pulse * 0.28;
|
|
389
|
+
beam.visibility = 0.35 + pulse * 0.28;
|
|
390
|
+
|
|
391
|
+
raysRoot.rotation.y += dt * o.spinSpeed;
|
|
392
|
+
|
|
393
|
+
for (let i = 0; i < rays.length; i++) {
|
|
394
|
+
const q = 0.5 + 0.5 * Math.sin(time * 4.4 + i * 0.9);
|
|
395
|
+
rays[i].visibility = 0.42 + q * 0.42;
|
|
396
|
+
rays[i].scaling.x = 0.92 + q * 0.18;
|
|
397
|
+
rays[i].scaling.z = 0.82 + q * 0.35;
|
|
398
|
+
}
|
|
399
|
+
|
|
400
|
+
// 不建议在复用全局 GlowLayer 时反复改全局 intensity,
|
|
401
|
+
// 因为会影响场景里其他发光对象。
|
|
402
|
+
if (ownsGlow) {
|
|
403
|
+
glow.intensity = o.glowIntensity * (0.75 + pulse * 0.35);
|
|
404
|
+
}
|
|
405
|
+
});
|
|
406
|
+
|
|
407
|
+
syncRoot();
|
|
408
|
+
|
|
409
|
+
return {
|
|
410
|
+
root,
|
|
411
|
+
particleSystem: ps,
|
|
412
|
+
meshes,
|
|
413
|
+
materials,
|
|
414
|
+
textures,
|
|
415
|
+
|
|
416
|
+
setEnabled(enabled) {
|
|
417
|
+
root.setEnabled(enabled);
|
|
418
|
+
if (enabled) {
|
|
419
|
+
ps.start();
|
|
420
|
+
} else {
|
|
421
|
+
ps.stop();
|
|
422
|
+
}
|
|
423
|
+
},
|
|
424
|
+
|
|
425
|
+
setTarget(nextTarget) {
|
|
426
|
+
target = nextTarget;
|
|
427
|
+
syncRoot();
|
|
428
|
+
},
|
|
429
|
+
|
|
430
|
+
dispose() {
|
|
431
|
+
scene.onBeforeRenderObservable.remove(observer);
|
|
432
|
+
|
|
433
|
+
ps.dispose();
|
|
434
|
+
|
|
435
|
+
meshes.forEach(m => {
|
|
436
|
+
if (m && !m.isDisposed()) {
|
|
437
|
+
m.dispose();
|
|
438
|
+
}
|
|
439
|
+
});
|
|
440
|
+
|
|
441
|
+
materials.forEach(m => {
|
|
442
|
+
if (m) {
|
|
443
|
+
m.dispose();
|
|
444
|
+
}
|
|
445
|
+
});
|
|
446
|
+
|
|
447
|
+
textures.forEach(t => {
|
|
448
|
+
if (t) {
|
|
449
|
+
t.dispose();
|
|
450
|
+
}
|
|
451
|
+
});
|
|
452
|
+
|
|
453
|
+
root.dispose();
|
|
454
|
+
|
|
455
|
+
if (ownsGlow) {
|
|
456
|
+
glow.dispose();
|
|
457
|
+
}
|
|
458
|
+
}
|
|
459
|
+
};
|
|
460
|
+
}
|
|
461
|
+
```
|
|
462
|
+
|
|
463
|
+
---
|
|
464
|
+
|
|
465
|
+
## 5. 使用示例
|
|
466
|
+
|
|
467
|
+
### 5.1 普通用法
|
|
468
|
+
|
|
469
|
+
```js
|
|
470
|
+
import { createTreasureAttentionFx } from "./effects/createTreasureAttentionFx.js";
|
|
471
|
+
|
|
472
|
+
const treasure = scene.getMeshByName("TreasureChest");
|
|
473
|
+
|
|
474
|
+
const fx = createTreasureAttentionFx(scene, treasure, {
|
|
475
|
+
radius: 1.05,
|
|
476
|
+
yOffset: 0.04,
|
|
477
|
+
height: 1.25,
|
|
478
|
+
particleRate: 55,
|
|
479
|
+
glowIntensity: 0.8
|
|
480
|
+
});
|
|
481
|
+
```
|
|
482
|
+
|
|
483
|
+
### 5.2 复用全局 GlowLayer
|
|
484
|
+
|
|
485
|
+
如果一个场景里有多个宝藏/掉落物,不要每个特效都创建一个 `GlowLayer`。推荐全局复用:
|
|
486
|
+
|
|
487
|
+
```js
|
|
488
|
+
const sharedGlow = new BABYLON.GlowLayer("sharedGlow", scene, {
|
|
489
|
+
blurKernelSize: 32
|
|
490
|
+
});
|
|
491
|
+
|
|
492
|
+
sharedGlow.intensity = 0.65;
|
|
493
|
+
|
|
494
|
+
const fx1 = createTreasureAttentionFx(scene, treasureA, {
|
|
495
|
+
glowLayer: sharedGlow,
|
|
496
|
+
radius: 1.1
|
|
497
|
+
});
|
|
498
|
+
|
|
499
|
+
const fx2 = createTreasureAttentionFx(scene, treasureB, {
|
|
500
|
+
glowLayer: sharedGlow,
|
|
501
|
+
radius: 0.9,
|
|
502
|
+
particleRate: 30
|
|
503
|
+
});
|
|
504
|
+
```
|
|
505
|
+
|
|
506
|
+
### 5.3 跟随掉落物对象池
|
|
507
|
+
|
|
508
|
+
```js
|
|
509
|
+
const fx = createTreasureAttentionFx(scene, dropMesh, {
|
|
510
|
+
radius: 0.9,
|
|
511
|
+
particleRate: 35
|
|
512
|
+
});
|
|
513
|
+
|
|
514
|
+
dropMesh.onDisposeObservable.add(() => {
|
|
515
|
+
fx.dispose();
|
|
516
|
+
});
|
|
517
|
+
```
|
|
518
|
+
|
|
519
|
+
如果掉落物对象池复用 mesh,可以保留 fx,切换 target:
|
|
520
|
+
|
|
521
|
+
```js
|
|
522
|
+
fx.setTarget(newDropMesh);
|
|
523
|
+
fx.setEnabled(true);
|
|
524
|
+
```
|
|
525
|
+
|
|
526
|
+
---
|
|
527
|
+
|
|
528
|
+
## 6. 参数说明
|
|
529
|
+
|
|
530
|
+
| 参数 | 默认值 | 说明 |
|
|
531
|
+
|---|---:|---|
|
|
532
|
+
| `radius` | `1.15` | 地面光斑和星芒半径。宝物越大,这个值越大。 |
|
|
533
|
+
| `yOffset` | `0.05` | 特效根节点相对目标位置的 Y 偏移。用于避免地面 z-fighting。 |
|
|
534
|
+
| `height` | `1.35` | 竖向柔光高度。 |
|
|
535
|
+
| `rays` | `9` | 星芒光束数量。建议 7~12。 |
|
|
536
|
+
| `rayWidth` | `0.34` | 单片星芒宽度。 |
|
|
537
|
+
| `spinSpeed` | `0.85` | 星芒旋转速度,单位大致是 rad/s。 |
|
|
538
|
+
| `particleRate` | `42` | 每秒发射的闪片数量。移动端建议 20~35。 |
|
|
539
|
+
| `glowIntensity` | `0.7` | 自建 GlowLayer 时使用的强度。复用全局 GlowLayer 时不主动改全局强度。 |
|
|
540
|
+
| `glowLayer` | `null` | 可传入项目里的共享 GlowLayer。 |
|
|
541
|
+
|
|
542
|
+
---
|
|
543
|
+
|
|
544
|
+
## 7. 调参建议
|
|
545
|
+
|
|
546
|
+
### 更像“稀有宝藏”
|
|
547
|
+
|
|
548
|
+
```js
|
|
549
|
+
createTreasureAttentionFx(scene, treasure, {
|
|
550
|
+
radius: 1.35,
|
|
551
|
+
height: 1.6,
|
|
552
|
+
rays: 11,
|
|
553
|
+
particleRate: 70,
|
|
554
|
+
spinSpeed: 1.1,
|
|
555
|
+
glowIntensity: 0.95
|
|
556
|
+
});
|
|
557
|
+
```
|
|
558
|
+
|
|
559
|
+
### 更像“普通可拾取物”
|
|
560
|
+
|
|
561
|
+
```js
|
|
562
|
+
createTreasureAttentionFx(scene, drop, {
|
|
563
|
+
radius: 0.75,
|
|
564
|
+
height: 0.8,
|
|
565
|
+
rays: 7,
|
|
566
|
+
particleRate: 20,
|
|
567
|
+
spinSpeed: 0.55,
|
|
568
|
+
glowIntensity: 0.45
|
|
569
|
+
});
|
|
570
|
+
```
|
|
571
|
+
|
|
572
|
+
### 更像“任务目标/交互点”
|
|
573
|
+
|
|
574
|
+
```js
|
|
575
|
+
createTreasureAttentionFx(scene, interactable, {
|
|
576
|
+
radius: 1.0,
|
|
577
|
+
height: 1.1,
|
|
578
|
+
particleRate: 15,
|
|
579
|
+
spinSpeed: 0.35
|
|
580
|
+
});
|
|
581
|
+
```
|
|
582
|
+
|
|
583
|
+
---
|
|
584
|
+
|
|
585
|
+
## 8. 需要 coding agent 注意的坑
|
|
586
|
+
|
|
587
|
+
### 8.1 地面 z-fighting
|
|
588
|
+
|
|
589
|
+
贴地 plane 如果和地面完全重合,可能闪烁。
|
|
590
|
+
|
|
591
|
+
解决方式:
|
|
592
|
+
|
|
593
|
+
- `aura.position.y = 0.025`
|
|
594
|
+
- `ring.position.y = 0.04`
|
|
595
|
+
- `ray.position.y = 0.055 + i * 0.001`
|
|
596
|
+
- 材质设置 `disableDepthWrite = true`
|
|
597
|
+
- 必要时把 `renderingGroupId` 设置到透明特效组。
|
|
598
|
+
|
|
599
|
+
### 8.2 透明排序
|
|
600
|
+
|
|
601
|
+
多个透明 mesh 相互叠加时可能排序异常。
|
|
602
|
+
|
|
603
|
+
建议:
|
|
604
|
+
|
|
605
|
+
- 所有光效材质使用 additive blending。
|
|
606
|
+
- 特效 mesh 的 `renderingGroupId` 保持一致。
|
|
607
|
+
- 复杂场景中可以把地面光、竖向光、粒子拆成不同 rendering group。
|
|
608
|
+
|
|
609
|
+
### 8.3 GlowLayer 复用
|
|
610
|
+
|
|
611
|
+
`GlowLayer.intensity` 是全局属性,会影响这个 GlowLayer 下所有发光对象。
|
|
612
|
+
|
|
613
|
+
建议:
|
|
614
|
+
|
|
615
|
+
- 场景只有一个宝藏特效时,可以让函数内部创建 GlowLayer。
|
|
616
|
+
- 场景中有多个发光对象时,传入共享 GlowLayer。
|
|
617
|
+
- 传入共享 GlowLayer 时,不要在每个特效实例里每帧修改 `glow.intensity`。
|
|
618
|
+
|
|
619
|
+
### 8.4 顶视角相机
|
|
620
|
+
|
|
621
|
+
如果相机几乎纯俯视,单个竖向 billboard plane 可能不明显。
|
|
622
|
+
|
|
623
|
+
可选优化:
|
|
624
|
+
|
|
625
|
+
- 加两片互相垂直的竖向 beam plane。
|
|
626
|
+
- 或者只保留地面光斑、星芒、粒子,不使用竖向 beam。
|
|
627
|
+
|
|
628
|
+
### 8.5 移动端性能
|
|
629
|
+
|
|
630
|
+
如果场景中同时存在很多宝藏特效:
|
|
631
|
+
|
|
632
|
+
- 粒子池数量从 `160` 降到 `80`。
|
|
633
|
+
- `particleRate` 降到 `15~30`。
|
|
634
|
+
- `rays` 降到 `6~8`。
|
|
635
|
+
- 复用全局 `GlowLayer`。
|
|
636
|
+
- 尽量只给屏幕内或玩家附近的物体开启特效。
|
|
637
|
+
|
|
638
|
+
---
|
|
639
|
+
|
|
640
|
+
## 9. Canvas 2D 原型做法
|
|
641
|
+
|
|
642
|
+
Canvas 版不直接用于 Babylon 场景,但很适合快速调视觉节奏。绘制顺序和 Babylon 版一致:
|
|
643
|
+
|
|
644
|
+
1. 画地面椭圆径向渐变。
|
|
645
|
+
2. 画旋转光束。
|
|
646
|
+
3. 画竖向柔光。
|
|
647
|
+
4. 画脉冲光环。
|
|
648
|
+
5. 更新并绘制上浮闪片。
|
|
649
|
+
|
|
650
|
+
核心伪代码:
|
|
651
|
+
|
|
652
|
+
```js
|
|
653
|
+
class TreasureAttentionFx2D {
|
|
654
|
+
constructor() {
|
|
655
|
+
this.particles = [];
|
|
656
|
+
this.radius = 90;
|
|
657
|
+
this.particleRate = 48;
|
|
658
|
+
this.spinSpeed = 0.85;
|
|
659
|
+
}
|
|
660
|
+
|
|
661
|
+
update(dt, x, y) {
|
|
662
|
+
this.emit(dt, x, y);
|
|
663
|
+
|
|
664
|
+
for (const p of this.particles) {
|
|
665
|
+
p.age += dt;
|
|
666
|
+
p.x += p.vx * dt;
|
|
667
|
+
p.y += p.vy * dt;
|
|
668
|
+
p.rot += p.spin * dt;
|
|
669
|
+
}
|
|
670
|
+
|
|
671
|
+
this.particles = this.particles.filter(p => p.age < p.life);
|
|
672
|
+
}
|
|
673
|
+
|
|
674
|
+
emit(dt, x, y) {
|
|
675
|
+
const count = this.particleRate * dt;
|
|
676
|
+
this._carry = (this._carry || 0) + count;
|
|
677
|
+
|
|
678
|
+
while (this._carry >= 1) {
|
|
679
|
+
this._carry -= 1;
|
|
680
|
+
|
|
681
|
+
const a = Math.random() * Math.PI * 2;
|
|
682
|
+
const r = Math.random() * this.radius * 0.35;
|
|
683
|
+
|
|
684
|
+
this.particles.push({
|
|
685
|
+
x: x + Math.cos(a) * r,
|
|
686
|
+
y: y + Math.sin(a) * r * 0.35 - 12,
|
|
687
|
+
vx: (Math.random() - 0.5) * 18,
|
|
688
|
+
vy: -35 - Math.random() * 45,
|
|
689
|
+
age: 0,
|
|
690
|
+
life: 0.55 + Math.random() * 0.7,
|
|
691
|
+
size: 4 + Math.random() * 7,
|
|
692
|
+
rot: Math.random() * Math.PI * 2,
|
|
693
|
+
spin: -5 + Math.random() * 10
|
|
694
|
+
});
|
|
695
|
+
}
|
|
696
|
+
}
|
|
697
|
+
|
|
698
|
+
draw(ctx, x, y, t) {
|
|
699
|
+
const pulse = 0.5 + 0.5 * Math.sin(t * 5.2);
|
|
700
|
+
|
|
701
|
+
this.drawGroundAura(ctx, x, y, pulse);
|
|
702
|
+
this.drawRays(ctx, x, y - 8, t, pulse);
|
|
703
|
+
this.drawVerticalGlow(ctx, x, y - 32, pulse);
|
|
704
|
+
this.drawPulseRing(ctx, x, y, pulse);
|
|
705
|
+
this.drawParticles(ctx);
|
|
706
|
+
}
|
|
707
|
+
|
|
708
|
+
drawGroundAura(ctx, x, y, pulse) {
|
|
709
|
+
const r = this.radius * (0.95 + pulse * 0.12);
|
|
710
|
+
|
|
711
|
+
ctx.save();
|
|
712
|
+
ctx.translate(x, y);
|
|
713
|
+
ctx.scale(1, 0.42);
|
|
714
|
+
|
|
715
|
+
const g = ctx.createRadialGradient(0, 0, 0, 0, 0, r);
|
|
716
|
+
g.addColorStop(0.00, "rgba(255,255,180,0.78)");
|
|
717
|
+
g.addColorStop(0.35, "rgba(255,225,55,0.32)");
|
|
718
|
+
g.addColorStop(1.00, "rgba(255,210,20,0)");
|
|
719
|
+
|
|
720
|
+
ctx.fillStyle = g;
|
|
721
|
+
ctx.beginPath();
|
|
722
|
+
ctx.arc(0, 0, r, 0, Math.PI * 2);
|
|
723
|
+
ctx.fill();
|
|
724
|
+
|
|
725
|
+
ctx.restore();
|
|
726
|
+
}
|
|
727
|
+
|
|
728
|
+
drawRays(ctx, x, y, t, pulse) {
|
|
729
|
+
const rays = 9;
|
|
730
|
+
const base = t * this.spinSpeed;
|
|
731
|
+
|
|
732
|
+
ctx.save();
|
|
733
|
+
ctx.translate(x, y);
|
|
734
|
+
ctx.globalCompositeOperation = "lighter";
|
|
735
|
+
|
|
736
|
+
for (let i = 0; i < rays; i++) {
|
|
737
|
+
const a = base + i / rays * Math.PI * 2;
|
|
738
|
+
const len = this.radius * (0.75 + (i % 3) * 0.09);
|
|
739
|
+
const width = 10 + (i % 2) * 7;
|
|
740
|
+
const alpha = 0.18 + 0.18 * Math.sin(t * 4.4 + i * 0.9) + pulse * 0.08;
|
|
741
|
+
|
|
742
|
+
ctx.save();
|
|
743
|
+
ctx.rotate(a);
|
|
744
|
+
const g = ctx.createLinearGradient(0, 0, len, 0);
|
|
745
|
+
g.addColorStop(0.00, `rgba(255,255,180,${alpha})`);
|
|
746
|
+
g.addColorStop(0.38, `rgba(255,230,45,${alpha * 0.8})`);
|
|
747
|
+
g.addColorStop(1.00, "rgba(255,210,20,0)");
|
|
748
|
+
|
|
749
|
+
ctx.fillStyle = g;
|
|
750
|
+
ctx.beginPath();
|
|
751
|
+
ctx.moveTo(0, -width);
|
|
752
|
+
ctx.quadraticCurveTo(len * 0.45, -width * 1.4, len, -width * 0.25);
|
|
753
|
+
ctx.lineTo(len, width * 0.25);
|
|
754
|
+
ctx.quadraticCurveTo(len * 0.45, width * 1.4, 0, width);
|
|
755
|
+
ctx.closePath();
|
|
756
|
+
ctx.fill();
|
|
757
|
+
ctx.restore();
|
|
758
|
+
}
|
|
759
|
+
|
|
760
|
+
ctx.restore();
|
|
761
|
+
}
|
|
762
|
+
|
|
763
|
+
drawVerticalGlow(ctx, x, y, pulse) {
|
|
764
|
+
const h = this.radius * 1.25;
|
|
765
|
+
const w = this.radius * (0.65 + pulse * 0.16);
|
|
766
|
+
|
|
767
|
+
ctx.save();
|
|
768
|
+
ctx.translate(x, y - h * 0.35);
|
|
769
|
+
ctx.globalCompositeOperation = "lighter";
|
|
770
|
+
|
|
771
|
+
const g = ctx.createRadialGradient(0, 0, 0, 0, 0, h);
|
|
772
|
+
g.addColorStop(0.00, "rgba(255,255,220,0.28)");
|
|
773
|
+
g.addColorStop(0.32, "rgba(255,238,80,0.15)");
|
|
774
|
+
g.addColorStop(1.00, "rgba(255,220,20,0)");
|
|
775
|
+
|
|
776
|
+
ctx.scale(w / h, 1);
|
|
777
|
+
ctx.fillStyle = g;
|
|
778
|
+
ctx.beginPath();
|
|
779
|
+
ctx.arc(0, 0, h, 0, Math.PI * 2);
|
|
780
|
+
ctx.fill();
|
|
781
|
+
|
|
782
|
+
ctx.restore();
|
|
783
|
+
}
|
|
784
|
+
|
|
785
|
+
drawPulseRing(ctx, x, y, pulse) {
|
|
786
|
+
ctx.save();
|
|
787
|
+
ctx.translate(x, y);
|
|
788
|
+
ctx.scale(1, 0.42);
|
|
789
|
+
ctx.globalCompositeOperation = "lighter";
|
|
790
|
+
|
|
791
|
+
for (let i = 0; i < 2; i++) {
|
|
792
|
+
const k = (pulse + i * 0.5) % 1;
|
|
793
|
+
const r = this.radius * (0.42 + k * 0.36);
|
|
794
|
+
const a = 0.45 * (1 - k);
|
|
795
|
+
|
|
796
|
+
ctx.strokeStyle = `rgba(255,245,95,${a})`;
|
|
797
|
+
ctx.lineWidth = 3;
|
|
798
|
+
ctx.beginPath();
|
|
799
|
+
ctx.arc(0, 0, r, 0, Math.PI * 2);
|
|
800
|
+
ctx.stroke();
|
|
801
|
+
}
|
|
802
|
+
|
|
803
|
+
ctx.restore();
|
|
804
|
+
}
|
|
805
|
+
|
|
806
|
+
drawParticles(ctx) {
|
|
807
|
+
ctx.save();
|
|
808
|
+
ctx.globalCompositeOperation = "lighter";
|
|
809
|
+
|
|
810
|
+
for (const p of this.particles) {
|
|
811
|
+
const k = p.age / p.life;
|
|
812
|
+
const alpha = Math.sin((1 - k) * Math.PI) * 0.95;
|
|
813
|
+
|
|
814
|
+
ctx.save();
|
|
815
|
+
ctx.translate(p.x, p.y);
|
|
816
|
+
ctx.rotate(p.rot);
|
|
817
|
+
ctx.scale(1, 0.72);
|
|
818
|
+
|
|
819
|
+
ctx.fillStyle = `rgba(255,255,210,${alpha})`;
|
|
820
|
+
ctx.shadowColor = "rgba(255,235,70,0.95)";
|
|
821
|
+
ctx.shadowBlur = p.size * 1.4;
|
|
822
|
+
|
|
823
|
+
ctx.beginPath();
|
|
824
|
+
ctx.moveTo(0, -p.size);
|
|
825
|
+
ctx.lineTo(p.size * 0.28, -p.size * 0.28);
|
|
826
|
+
ctx.lineTo(p.size, 0);
|
|
827
|
+
ctx.lineTo(p.size * 0.28, p.size * 0.28);
|
|
828
|
+
ctx.lineTo(0, p.size);
|
|
829
|
+
ctx.lineTo(-p.size * 0.28, p.size * 0.28);
|
|
830
|
+
ctx.lineTo(-p.size, 0);
|
|
831
|
+
ctx.lineTo(-p.size * 0.28, -p.size * 0.28);
|
|
832
|
+
ctx.closePath();
|
|
833
|
+
ctx.fill();
|
|
834
|
+
|
|
835
|
+
ctx.restore();
|
|
836
|
+
}
|
|
837
|
+
|
|
838
|
+
ctx.restore();
|
|
839
|
+
}
|
|
840
|
+
}
|
|
841
|
+
```
|
|
842
|
+
|
|
843
|
+
Canvas 主循环:
|
|
844
|
+
|
|
845
|
+
```js
|
|
846
|
+
const canvas = document.querySelector("canvas");
|
|
847
|
+
const ctx = canvas.getContext("2d");
|
|
848
|
+
const fx = new TreasureAttentionFx2D();
|
|
849
|
+
|
|
850
|
+
let last = performance.now();
|
|
851
|
+
let time = 0;
|
|
852
|
+
|
|
853
|
+
function tick(now) {
|
|
854
|
+
const dt = Math.min(0.033, (now - last) / 1000);
|
|
855
|
+
last = now;
|
|
856
|
+
time += dt;
|
|
857
|
+
|
|
858
|
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
859
|
+
|
|
860
|
+
const x = canvas.width * 0.5;
|
|
861
|
+
const y = canvas.height * 0.62;
|
|
862
|
+
|
|
863
|
+
fx.update(dt, x, y);
|
|
864
|
+
fx.draw(ctx, x, y, time);
|
|
865
|
+
|
|
866
|
+
requestAnimationFrame(tick);
|
|
867
|
+
}
|
|
868
|
+
|
|
869
|
+
requestAnimationFrame(tick);
|
|
870
|
+
```
|
|
871
|
+
|
|
872
|
+
---
|
|
873
|
+
|
|
874
|
+
## 10. 验收标准
|
|
875
|
+
|
|
876
|
+
coding agent 实现后,用下面标准检查:
|
|
877
|
+
|
|
878
|
+
- 宝藏周围有明显金黄色柔光。
|
|
879
|
+
- 地面有慢速旋转的星芒,能吸引注意但不刺眼。
|
|
880
|
+
- 光环有脉冲感。
|
|
881
|
+
- 有少量小闪片上浮并淡出。
|
|
882
|
+
- 特效能跟随目标 mesh 移动。
|
|
883
|
+
- `setEnabled(false)` 后粒子停止,root 隐藏。
|
|
884
|
+
- `dispose()` 后没有残留 mesh、texture、material、observer、particle system。
|
|
885
|
+
- 多个宝藏同时存在时帧率稳定。
|
|
886
|
+
- 共享 `GlowLayer` 时不会异常改变其他发光物体强度。
|
|
887
|
+
- 从斜俯视/isometric 相机看,效果仍然清楚。
|
|
888
|
+
|
|
889
|
+
---
|
|
890
|
+
|
|
891
|
+
## 11. 建议的实现任务拆分
|
|
892
|
+
|
|
893
|
+
给本地 coding agent 的任务可以拆成:
|
|
894
|
+
|
|
895
|
+
1. 新建 `src/effects/createTreasureAttentionFx.js`。
|
|
896
|
+
2. 粘贴 Babylon.js 实现代码。
|
|
897
|
+
3. 在宝藏/掉落物生成逻辑中调用 `createTreasureAttentionFx(scene, treasureMesh, options)`。
|
|
898
|
+
4. 项目已有全局 `GlowLayer` 时,作为 `options.glowLayer` 传入。
|
|
899
|
+
5. 在宝藏销毁、拾取、隐藏时调用 `fx.dispose()` 或 `fx.setEnabled(false)`。
|
|
900
|
+
6. 根据实际模型尺寸调整 `radius`、`yOffset`、`height`。
|
|
901
|
+
7. 在目标平台上压测多个实例,必要时降低 `particleRate`、`rays` 和粒子池数量。
|