@ganziliang/desktop-pet 0.1.0
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/LICENSE +21 -0
- package/README.md +444 -0
- package/assets/awaken/README.md +82 -0
- package/assets/awaken/astral-burst.png +0 -0
- package/assets/awaken/astral-charge.png +0 -0
- package/assets/awaken/nocturne-burst.png +0 -0
- package/assets/awaken/nocturne-charge.png +0 -0
- package/assets/awaken/seraph-burst.png +0 -0
- package/assets/awaken/seraph-charge.png +0 -0
- package/assets/awaken/thunder-burst.png +0 -0
- package/assets/awaken/thunder-charge.png +0 -0
- package/assets/outfits.json +18 -0
- package/assets/pet-base.png +0 -0
- package/assets/pet-blink.png +0 -0
- package/assets/pet-idle-blink.png +0 -0
- package/assets/pet-idle.png +0 -0
- package/assets/pet-run.png +0 -0
- package/assets/pet-swim.png +0 -0
- package/assets/pet-walk.png +0 -0
- package/assets/sprites.json +132 -0
- package/bin/desktop-pet.js +43 -0
- package/examples/pi-pet-bridge.ts +101 -0
- package/main.js +1143 -0
- package/package.json +58 -0
- package/preload.js +29 -0
- package/renderer/app.js +1219 -0
- package/renderer/awaken.js +775 -0
- package/renderer/fx.js +1057 -0
- package/renderer/index.html +43 -0
- package/renderer/style.css +599 -0
- package/scripts/debug-run.ps1 +6 -0
- package/scripts/drop-probe.ps1 +120 -0
- package/scripts/hold-probe.ps1 +86 -0
- package/scripts/knockout.py +98 -0
- package/scripts/roam-probe.ps1 +95 -0
- package/scripts/sim-drag.ps1 +107 -0
- package/scripts/spritesheet.py +425 -0
package/renderer/fx.js
ADDED
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'use strict';
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/**
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* 特效引擎 —— 觉醒技能 / 战斗特效
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*
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* 为什么不用现有的 DOM 粒子(.p / .heart 那套):
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* 一个 DOM 粒子 = 一个元素 + 一条 CSS 动画。觉醒爆发一帧要几百个粒子,
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* DOM 会直接把合成层压垮;canvas 每个粒子只是一次 drawImage。
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*
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* 三条性能约定(都踩过):
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* 1. 所有形状预渲染成离屏贴图(texCache),每帧只 drawImage。
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* 每帧 createRadialGradient 在几百个粒子上会把帧率打掉一半。
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* 2. 粒子用扁平对象池 + 上限覆盖,不在爆发时 new 几千个对象触发 GC 掉帧。
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* 3. 加色混合 'lighter',光效自己叠加发亮,不用画多层。
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*
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* 坐标系:canvas 铺满窗口,内部按 CSS 像素绘制(用 dpr 变换),
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* 所以调用方给的坐标就是 element.getBoundingClientRect() 的坐标,不用换算。
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*/
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const FX = (() => {
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const TAU = Math.PI * 2;
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const MAX_P = 1500;
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let canvas = null;
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let g = null;
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let W = 0;
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let H = 0;
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let dpr = 1;
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let raf = 0;
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let last = 0;
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/* ------------------------------------------------------------ 颜色 */
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function rgbOf(c) {
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if (Array.isArray(c)) return c;
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const s = String(c ?? '').trim();
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if (s[0] === '#') {
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let h = s.slice(1);
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if (h.length === 3) h = h[0] + h[0] + h[1] + h[1] + h[2] + h[2];
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const n = parseInt(h, 16);
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return [(n >> 16) & 255, (n >> 8) & 255, n & 255];
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}
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const m = s.match(/\d+(?:\.\d+)?/g);
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return m && m.length >= 3 ? m.slice(0, 3).map(Number) : [255, 255, 255];
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}
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const rgba = (c, a) => {
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const [r, gg, b] = rgbOf(c);
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return `rgba(${r},${gg},${b},${a})`;
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};
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/* -------------------------------------------------------- 贴图工厂 */
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const texCache = new Map();
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function makeTex(key, w, h, draw) {
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const hit = texCache.get(key);
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if (hit) return hit;
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const t = document.createElement('canvas');
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t.width = w;
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t.height = h;
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draw(t.getContext('2d'), w, h);
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texCache.set(key, t);
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return t;
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}
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/** 圆形光斑:粒子、光柱、光晕的通用底 */
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function glowTex(color, size = 96) {
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return makeTex(`glow|${color}|${size}`, size, size, (c, w) => {
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const r = w / 2;
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const grd = c.createRadialGradient(r, r, 0, r, r, r);
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grd.addColorStop(0, rgba(color, 1));
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grd.addColorStop(0.26, rgba(color, 0.6));
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grd.addColorStop(0.6, rgba(color, 0.15));
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grd.addColorStop(1, rgba(color, 0));
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c.fillStyle = grd;
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c.fillRect(0, 0, w, w);
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});
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}
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/** 四角星:觉醒爆发的主视觉粒子(白色核心 + 主题色光晕) */
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function starTex(color, size = 96) {
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return makeTex(`star|${color}|${size}`, size, size, (c, w) => {
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const r = w / 2;
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const wa = r * 0.13;
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c.translate(r, r);
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const grd = c.createRadialGradient(0, 0, 0, 0, 0, r);
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grd.addColorStop(0, rgba(color, 0.85));
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grd.addColorStop(0.34, rgba(color, 0.3));
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grd.addColorStop(1, rgba(color, 0));
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c.fillStyle = grd;
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c.beginPath();
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c.arc(0, 0, r, 0, TAU);
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c.fill();
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// 交叉两根尖角,拼出闪光
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c.globalAlpha = 0.95;
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c.fillStyle = '#ffffff';
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for (let i = 0; i < 2; i++) {
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c.save();
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c.rotate((i * Math.PI) / 2);
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c.beginPath();
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c.moveTo(0, -r);
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c.quadraticCurveTo(wa, -wa, r, 0);
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c.quadraticCurveTo(wa, wa, 0, r);
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c.quadraticCurveTo(-wa, wa, -r, 0);
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c.quadraticCurveTo(-wa, -wa, 0, -r);
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c.closePath();
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c.fill();
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c.restore();
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}
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});
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}
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/** 菱形碎片(水晶 / 玻璃 / 冰) */
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function shardTex(color, size = 72) {
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return makeTex(`shard|${color}|${size}`, Math.round(size * 0.4), size, (c, w, h) => {
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c.translate(w / 2, h / 2);
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const grd = c.createLinearGradient(-w / 2, -h / 2, w / 2, h / 2);
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grd.addColorStop(0, rgba(color, 0.2));
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grd.addColorStop(0.45, rgba(color, 1));
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grd.addColorStop(0.56, '#ffffff');
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grd.addColorStop(1, rgba(color, 0.3));
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c.fillStyle = grd;
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c.beginPath();
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c.moveTo(0, -h / 2);
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c.lineTo(w / 2, 0);
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c.lineTo(0, h / 2);
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c.lineTo(-w / 2, 0);
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c.closePath();
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c.fill();
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});
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}
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/** 羽毛(圣光觉醒飘落) */
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function featherTex(color, size = 72) {
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return makeTex(`feather|${color}|${size}`, Math.round(size * 0.46), size, (c, w, h) => {
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const cx = w / 2;
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c.fillStyle = rgba(color, 0.92);
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c.beginPath();
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c.moveTo(cx, 2);
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c.quadraticCurveTo(w - 1, h * 0.36, cx, h - 2);
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c.quadraticCurveTo(1, h * 0.36, cx, 2);
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c.closePath();
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c.fill();
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c.strokeStyle = 'rgba(255,255,255,0.8)';
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c.lineWidth = 1.2;
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c.beginPath();
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c.moveTo(cx, 3);
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c.lineTo(cx, h - 3);
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c.stroke();
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});
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}
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/**
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* 魔法阵 / 符文阵。
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* 伪符文是用笔画出来的,不依赖任何字体 —— 换机器不会变成方块。
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*/
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function sigilTex(color, size = 512) {
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return makeTex(`sigil|${color}|${size}`, size, size, (c, w) => {
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const r = w / 2;
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c.translate(r, r);
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c.strokeStyle = rgba(color, 0.95);
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c.shadowColor = rgba(color, 0.9);
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c.shadowBlur = 10;
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const circle = (rad, lw) => {
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c.lineWidth = lw;
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c.beginPath();
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c.arc(0, 0, rad, 0, TAU);
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c.stroke();
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};
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circle(r * 0.97, 2.6);
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circle(r * 0.9, 1.4);
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circle(r * 0.63, 1.6);
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circle(r * 0.4, 2.2);
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const poly = (n, rad, off) => {
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c.beginPath();
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for (let i = 0; i <= n; i++) {
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const a = off + (i / n) * TAU;
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const x = Math.cos(a) * rad;
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const y = Math.sin(a) * rad;
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i ? c.lineTo(x, y) : c.moveTo(x, y);
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}
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c.stroke();
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};
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c.lineWidth = 2;
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poly(6, r * 0.9, 0);
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poly(3, r * 0.63, Math.PI / 2);
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poly(3, r * 0.63, -Math.PI / 2);
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// 外圈刻度
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c.lineWidth = 2.2;
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for (let i = 0; i < 48; i++) {
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const a = (i / 48) * TAU;
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const r0 = r * (i % 4 === 0 ? 0.8 : 0.855);
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c.beginPath();
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c.moveTo(Math.cos(a) * r0, Math.sin(a) * r0);
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c.lineTo(Math.cos(a) * r * 0.9, Math.sin(a) * r * 0.9);
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c.stroke();
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}
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// 一圈伪符文
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c.lineWidth = 1.5;
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for (let i = 0; i < 24; i++) {
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const a = (i / 24) * TAU;
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const rad = r * 0.75;
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c.save();
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c.translate(Math.cos(a) * rad, Math.sin(a) * rad);
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c.rotate(a);
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c.beginPath();
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c.moveTo(-3, -5);
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c.lineTo(3, -5);
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c.moveTo(i % 2 ? -2 : -3.5, 0);
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c.lineTo(3, i % 3 ? 0 : 4);
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c.moveTo(-2.5, 5);
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c.lineTo(2.5, 5);
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c.stroke();
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c.restore();
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}
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});
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}
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/* ---------------------------------------------------------- 粒子池 */
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const P = [];
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for (let i = 0; i < MAX_P; i++) P.push({ on: false });
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let pc = 0;
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function take() {
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for (let i = 0; i < MAX_P; i++) {
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const p = P[(pc + i) % MAX_P];
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if (!p.on) {
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pc = (pc + i + 1) % MAX_P;
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return p;
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}
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}
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const p = P[pc]; // 池满:覆盖最旧的一个,宁可丢粒子也不要掉帧
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pc = (pc + 1) % MAX_P;
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return p;
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}
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function spawn(o) {
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const p = take();
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p.on = true;
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p.x = o.x;
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p.y = o.y;
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p.vx = o.vx || 0;
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p.vy = o.vy || 0;
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p.ax = o.ax || 0;
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p.ay = o.ay || 0;
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p.drag = o.drag ?? 0.9; // 每秒保留比例:pow(drag, dt)
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p.t = 0;
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p.life = o.life ?? 1;
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p.size = o.size ?? 32;
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p.grow = o.grow ?? 0;
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p.rot = o.rot ?? 0;
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p.vrot = o.vrot ?? 0;
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p.tex = o.tex;
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p.alpha = o.alpha ?? 1;
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p.fade = o.fade ?? 'out';
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p.sx = o.sx ?? 1;
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p.spin0 = o.spin0 ?? 0;
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// norm = 用 source-over 画。加色混合画不出黑色(黑加什么都是原色),
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// 所以蝠影、乌云、黑雾这类「暗的东西」必须走普通混合。
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p.norm = !!o.norm;
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return p;
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}
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269
|
+
function stepParticles(dt) {
|
|
270
|
+
for (let i = 0; i < MAX_P; i++) {
|
|
271
|
+
const p = P[i];
|
|
272
|
+
if (!p.on) continue;
|
|
273
|
+
p.t += dt;
|
|
274
|
+
if (p.t >= p.life) {
|
|
275
|
+
p.on = false;
|
|
276
|
+
continue;
|
|
277
|
+
}
|
|
278
|
+
const d = Math.pow(p.drag, dt);
|
|
279
|
+
p.vx = p.vx * d + p.ax * dt;
|
|
280
|
+
p.vy = p.vy * d + p.ay * dt;
|
|
281
|
+
p.x += p.vx * dt;
|
|
282
|
+
p.y += p.vy * dt;
|
|
283
|
+
p.rot += p.vrot * dt;
|
|
284
|
+
if (p.spin0) p.sx = Math.cos(p.spin0 + p.t * 5.5); // 羽毛翻面
|
|
285
|
+
}
|
|
286
|
+
}
|
|
287
|
+
|
|
288
|
+
function aliveParticles() {
|
|
289
|
+
let n = 0;
|
|
290
|
+
for (let i = 0; i < MAX_P; i++) if (P[i].on) n++;
|
|
291
|
+
return n;
|
|
292
|
+
}
|
|
293
|
+
|
|
294
|
+
function drawParticles() {
|
|
295
|
+
// 两趟:先画普通混合的暗色粒子(云/影/雾),再叠亮色光效
|
|
296
|
+
g.globalCompositeOperation = 'source-over';
|
|
297
|
+
passParticles(true);
|
|
298
|
+
g.globalCompositeOperation = 'lighter';
|
|
299
|
+
passParticles(false);
|
|
300
|
+
g.globalAlpha = 1;
|
|
301
|
+
g.globalCompositeOperation = 'source-over';
|
|
302
|
+
}
|
|
303
|
+
|
|
304
|
+
function passParticles(norm) {
|
|
305
|
+
for (let i = 0; i < MAX_P; i++) {
|
|
306
|
+
const p = P[i];
|
|
307
|
+
if (!p.on || p.norm !== norm) continue;
|
|
308
|
+
const k = p.t / p.life;
|
|
309
|
+
let a = p.alpha;
|
|
310
|
+
if (p.fade === 'out') a *= 1 - k;
|
|
311
|
+
else if (p.fade === 'inout') a *= Math.sin(Math.PI * k);
|
|
312
|
+
else if (p.fade === 'in') a *= Math.min(1, k / 0.15);
|
|
313
|
+
if (a <= 0.004) continue;
|
|
314
|
+
|
|
315
|
+
const s = Math.max(1, p.size * (1 + p.grow * k));
|
|
316
|
+
const tw = p.tex.width;
|
|
317
|
+
const th = p.tex.height;
|
|
318
|
+
const sc = s / Math.max(tw, th);
|
|
319
|
+
const dw = tw * sc;
|
|
320
|
+
const dh = th * sc;
|
|
321
|
+
g.globalAlpha = Math.min(1, a);
|
|
322
|
+
if (p.rot || p.sx !== 1) {
|
|
323
|
+
g.save();
|
|
324
|
+
g.translate(p.x, p.y);
|
|
325
|
+
g.rotate(p.rot);
|
|
326
|
+
g.scale(p.sx, 1);
|
|
327
|
+
g.drawImage(p.tex, -dw / 2, -dh / 2, dw, dh);
|
|
328
|
+
g.restore();
|
|
329
|
+
} else {
|
|
330
|
+
g.drawImage(p.tex, p.x - dw / 2, p.y - dh / 2, dw, dh);
|
|
331
|
+
}
|
|
332
|
+
}
|
|
333
|
+
}
|
|
334
|
+
|
|
335
|
+
/* -------------------------------------------------------- 矢量特效 */
|
|
336
|
+
|
|
337
|
+
const geo = [];
|
|
338
|
+
|
|
339
|
+
function push(e) {
|
|
340
|
+
e.t = 0;
|
|
341
|
+
e.life = e.life ?? 1;
|
|
342
|
+
geo.push(e);
|
|
343
|
+
return e;
|
|
344
|
+
}
|
|
345
|
+
|
|
346
|
+
function drawRing(e, k) {
|
|
347
|
+
const ease = 1 - Math.pow(1 - k, 3);
|
|
348
|
+
const rad = e.r0 + (e.r1 - e.r0) * ease;
|
|
349
|
+
const a = e.alpha * Math.pow(1 - k, 1.4);
|
|
350
|
+
if (a <= 0.004) return;
|
|
351
|
+
g.save();
|
|
352
|
+
g.globalAlpha = a;
|
|
353
|
+
g.translate(e.x, e.y);
|
|
354
|
+
g.scale(1, e.flat ?? 0.34);
|
|
355
|
+
g.strokeStyle = e.color;
|
|
356
|
+
g.shadowColor = e.color;
|
|
357
|
+
g.shadowBlur = 22;
|
|
358
|
+
g.lineWidth = Math.max(1, (e.width ?? 10) * (1 - k * 0.72));
|
|
359
|
+
g.beginPath();
|
|
360
|
+
g.arc(0, 0, rad, 0, TAU);
|
|
361
|
+
g.stroke();
|
|
362
|
+
if (e.inner) {
|
|
363
|
+
g.lineWidth = Math.max(1, (e.width ?? 10) * 0.4);
|
|
364
|
+
g.globalAlpha = a * 0.7;
|
|
365
|
+
g.beginPath();
|
|
366
|
+
g.arc(0, 0, rad * 0.82, 0, TAU);
|
|
367
|
+
g.stroke();
|
|
368
|
+
}
|
|
369
|
+
g.restore();
|
|
370
|
+
}
|
|
371
|
+
|
|
372
|
+
/**
|
|
373
|
+
* 光柱:不画矩���(硬边没法看),而是把一个圆形光斑竖向拉长 ——
|
|
374
|
+
* 拉伸径向渐变天然就是「中间亮、两侧和顶部柔和消失」的柱状光,零渐变开销。
|
|
375
|
+
*/
|
|
376
|
+
function drawPillar(e, k) {
|
|
377
|
+
const open = k < 0.16 ? k / 0.16 : 1;
|
|
378
|
+
const rest = k < 0.16 ? 1 : Math.max(0, 1 - (k - 0.16) / 0.84);
|
|
379
|
+
const wid = e.w * open * (0.5 + 0.5 * rest) * (1 + 0.05 * Math.sin(e.t * 40));
|
|
380
|
+
const hgt = e.h * (0.3 + 0.7 * Math.min(1, k / 0.3));
|
|
381
|
+
const a = e.alpha * open * Math.pow(rest, 0.7);
|
|
382
|
+
if (a <= 0.004 || wid < 1) return;
|
|
383
|
+
const top = e.y - hgt;
|
|
384
|
+
g.save();
|
|
385
|
+
g.globalAlpha = a;
|
|
386
|
+
g.globalCompositeOperation = 'lighter';
|
|
387
|
+
g.drawImage(glowTex(e.color, 128), e.x - wid / 2, top, wid, hgt);
|
|
388
|
+
g.globalAlpha = a * 0.95;
|
|
389
|
+
g.drawImage(glowTex(e.core || '#ffffff', 128), e.x - wid * 0.16, top, wid * 0.32, hgt);
|
|
390
|
+
g.restore();
|
|
391
|
+
}
|
|
392
|
+
|
|
393
|
+
function drawSigil(e, k) {
|
|
394
|
+
const rise = Math.min(1, k / 0.24);
|
|
395
|
+
const a = e.alpha * (k > 0.72 ? (1 - k) / 0.28 : 1) * rise;
|
|
396
|
+
if (a <= 0.004) return;
|
|
397
|
+
const s = e.size * (0.55 + 0.45 * rise);
|
|
398
|
+
g.save();
|
|
399
|
+
g.translate(e.x, e.y);
|
|
400
|
+
g.scale(1, e.flat ?? 0.4);
|
|
401
|
+
g.rotate(e.rot ?? 0);
|
|
402
|
+
g.translate(0, 0);
|
|
403
|
+
g.rotate(e.spin ? e.spin * e.t : 0);
|
|
404
|
+
g.globalAlpha = a;
|
|
405
|
+
g.globalCompositeOperation = 'lighter';
|
|
406
|
+
g.drawImage(sigilTex(e.color, 512), -s / 2, -s / 2, s, s);
|
|
407
|
+
if (e.ccw) {
|
|
408
|
+
// 反向内环,两层反转有「机关在运转」的感觉
|
|
409
|
+
g.rotate((e.spin ? e.spin : 0) * -2.4 * e.t);
|
|
410
|
+
g.globalAlpha = a * 0.75;
|
|
411
|
+
const s2 = s * 0.66;
|
|
412
|
+
g.drawImage(sigilTex(e.color, 512), -s2 / 2, -s2 / 2, s2, s2);
|
|
413
|
+
}
|
|
414
|
+
g.restore();
|
|
415
|
+
}
|
|
416
|
+
|
|
417
|
+
function drawBolt(e, k) {
|
|
418
|
+
const a = e.alpha * Math.pow(1 - k, 0.6);
|
|
419
|
+
if (a <= 0.004) return;
|
|
420
|
+
// 每 ~60ms 重抖一次路径,才有电弧的「噼啪」感
|
|
421
|
+
if (!e.pts || e.t - (e.jitAt || -1) > 0.06) {
|
|
422
|
+
e.jitAt = e.t;
|
|
423
|
+
e.pts = [];
|
|
424
|
+
const seg = e.seg || 10;
|
|
425
|
+
for (let i = 0; i <= seg; i++) {
|
|
426
|
+
const f = i / seg;
|
|
427
|
+
const amp = (1 - Math.abs(f - 0.5) * 2) * (e.jit ?? 46);
|
|
428
|
+
e.pts.push([
|
|
429
|
+
e.x + (e.x2 - e.x) * f + (Math.random() - 0.5) * amp,
|
|
430
|
+
e.y + (e.y2 - e.y) * f + (Math.random() - 0.5) * amp,
|
|
431
|
+
]);
|
|
432
|
+
}
|
|
433
|
+
}
|
|
434
|
+
g.save();
|
|
435
|
+
g.globalAlpha = a;
|
|
436
|
+
g.globalCompositeOperation = 'lighter';
|
|
437
|
+
g.lineJoin = 'round';
|
|
438
|
+
g.lineCap = 'round';
|
|
439
|
+
g.shadowColor = e.color;
|
|
440
|
+
g.shadowBlur = 26;
|
|
441
|
+
g.strokeStyle = e.color;
|
|
442
|
+
g.lineWidth = e.width ?? 6;
|
|
443
|
+
g.beginPath();
|
|
444
|
+
e.pts.forEach(([x, y], i) => (i ? g.lineTo(x, y) : g.moveTo(x, y)));
|
|
445
|
+
g.stroke();
|
|
446
|
+
g.shadowBlur = 12;
|
|
447
|
+
g.strokeStyle = '#ffffff';
|
|
448
|
+
g.lineWidth = (e.width ?? 6) * 0.34;
|
|
449
|
+
g.stroke();
|
|
450
|
+
g.restore();
|
|
451
|
+
}
|
|
452
|
+
|
|
453
|
+
function drawText(e, k) {
|
|
454
|
+
const pop = k < 0.24 ? k / 0.24 : 1;
|
|
455
|
+
const sc = 0.68 + 0.32 * pop + (k > 0.24 ? (k - 0.24) * 0.07 : 0);
|
|
456
|
+
const a = e.alpha * (k < 0.14 ? k / 0.14 : k > 0.8 ? (1 - k) / 0.2 : 1);
|
|
457
|
+
if (a <= 0.004) return;
|
|
458
|
+
g.save();
|
|
459
|
+
g.globalAlpha = a;
|
|
460
|
+
g.translate(e.x, e.y);
|
|
461
|
+
g.scale(sc, sc);
|
|
462
|
+
g.textAlign = 'center';
|
|
463
|
+
g.textBaseline = 'middle';
|
|
464
|
+
g.font = `900 ${e.size ?? 46}px "Microsoft YaHei", "PingFang SC", system-ui, sans-serif`;
|
|
465
|
+
g.shadowColor = e.color;
|
|
466
|
+
g.shadowBlur = 28;
|
|
467
|
+
g.lineWidth = Math.max(3, (e.size ?? 46) * 0.11);
|
|
468
|
+
g.strokeStyle = rgba(e.stroke ?? '#1a0a20', 0.6);
|
|
469
|
+
g.strokeText(e.text, 0, 0);
|
|
470
|
+
g.fillStyle = e.color;
|
|
471
|
+
g.fillText(e.text, 0, 0);
|
|
472
|
+
g.restore();
|
|
473
|
+
}
|
|
474
|
+
|
|
475
|
+
function drawBeam(e, k) {
|
|
476
|
+
const open = Math.min(1, k / 0.12);
|
|
477
|
+
const a = e.alpha * open * Math.pow(1 - k, 0.9);
|
|
478
|
+
if (a <= 0.004) return;
|
|
479
|
+
const len = Math.hypot(e.x2 - e.x, e.y2 - e.y);
|
|
480
|
+
const ang = Math.atan2(e.y2 - e.y, e.x2 - e.x);
|
|
481
|
+
g.save();
|
|
482
|
+
g.translate(e.x, e.y);
|
|
483
|
+
g.rotate(ang);
|
|
484
|
+
g.globalAlpha = a;
|
|
485
|
+
g.globalCompositeOperation = 'lighter';
|
|
486
|
+
const wid = (e.width ?? 60) * (0.5 + 0.9 * open) * (1 - k * 0.5);
|
|
487
|
+
g.drawImage(glowTex(e.color, 128), 0, -wid / 2, len, wid);
|
|
488
|
+
g.globalAlpha = a;
|
|
489
|
+
g.drawImage(glowTex(e.core || '#ffffff', 128), 0, -wid * 0.14, len, wid * 0.28);
|
|
490
|
+
g.restore();
|
|
491
|
+
}
|
|
492
|
+
|
|
493
|
+
function stepGeo(dt) {
|
|
494
|
+
g.globalCompositeOperation = 'lighter';
|
|
495
|
+
for (let i = geo.length - 1; i >= 0; i--) {
|
|
496
|
+
const e = geo[i];
|
|
497
|
+
e.t += dt;
|
|
498
|
+
if (e.t >= e.life) {
|
|
499
|
+
geo.splice(i, 1);
|
|
500
|
+
continue;
|
|
501
|
+
}
|
|
502
|
+
const k = e.t / e.life;
|
|
503
|
+
if (e.kind === 'ring') drawRing(e, k);
|
|
504
|
+
else if (e.kind === 'pillar') drawPillar(e, k);
|
|
505
|
+
else if (e.kind === 'sigil') drawSigil(e, k);
|
|
506
|
+
else if (e.kind === 'bolt') drawBolt(e, k);
|
|
507
|
+
else if (e.kind === 'beam') drawBeam(e, k);
|
|
508
|
+
else if (e.kind === 'text') drawText(e, k);
|
|
509
|
+
}
|
|
510
|
+
g.globalCompositeOperation = 'source-over';
|
|
511
|
+
g.globalAlpha = 1;
|
|
512
|
+
}
|
|
513
|
+
|
|
514
|
+
/* ---------------------------------------------------------- 发射器 */
|
|
515
|
+
|
|
516
|
+
// 按固定频率持续吐粒子(羽毛飘落、星尘、火花拖尾)
|
|
517
|
+
const emitters = [];
|
|
518
|
+
|
|
519
|
+
function emitter(o) {
|
|
520
|
+
emitters.push({ t: 0, acc: 0, dur: o.dur ?? 2, rate: o.rate ?? 12, spawn: o.spawn });
|
|
521
|
+
return emitters[emitters.length - 1];
|
|
522
|
+
}
|
|
523
|
+
|
|
524
|
+
function stepEmitters(dt) {
|
|
525
|
+
for (let i = emitters.length - 1; i >= 0; i--) {
|
|
526
|
+
const em = emitters[i];
|
|
527
|
+
em.t += dt;
|
|
528
|
+
if (em.t > em.dur) {
|
|
529
|
+
emitters.splice(i, 1);
|
|
530
|
+
continue;
|
|
531
|
+
}
|
|
532
|
+
em.acc += dt;
|
|
533
|
+
const step = 1 / em.rate;
|
|
534
|
+
let guard = 0;
|
|
535
|
+
while (em.acc >= step && guard++ < 40) {
|
|
536
|
+
em.acc -= step;
|
|
537
|
+
em.spawn(em.t);
|
|
538
|
+
}
|
|
539
|
+
}
|
|
540
|
+
}
|
|
541
|
+
|
|
542
|
+
/* ----------------------------------------------------------- 暗幕/闪白 */
|
|
543
|
+
|
|
544
|
+
// 暗幕是画在 canvas 里的、而不是单独一层 div:
|
|
545
|
+
// 特效 canvas 盖在角色之上,暗幕作为每帧的第一个绘制操作,
|
|
546
|
+
// 后面的粒子/文字自然就落在暗幕之上,不用去调 z-index 和 DOM 层序。
|
|
547
|
+
let dimNow = 0;
|
|
548
|
+
let dimTo = 0;
|
|
549
|
+
let dimRate = 0;
|
|
550
|
+
let dimColor = '#0a0410';
|
|
551
|
+
let dimSoft = false;
|
|
552
|
+
|
|
553
|
+
/**
|
|
554
|
+
* 暗幕 / 全屏闪白。alpha 0 = 全透明,1 = 全黑。
|
|
555
|
+
* 0→1 用来做「黑屏切入」,1→0 用来做「角色亮相」,alpha 1 + 白色 = 闪白。
|
|
556
|
+
*
|
|
557
|
+
* soft=true 是「暗域」:中心浓、边缘透明。加色混合的光效在亮色桌面上
|
|
558
|
+
* 本来就很难看清楚(白底上加白还是白),垫一层柔和的暗底,金光/雷光才能真的亮起来。
|
|
559
|
+
*/
|
|
560
|
+
function dim(alpha, ms, color, soft) {
|
|
561
|
+
if (color) dimColor = color;
|
|
562
|
+
if (soft !== undefined) dimSoft = !!soft;
|
|
563
|
+
const target = Math.max(0, Math.min(1, alpha));
|
|
564
|
+
if (Math.abs(target - dimNow) < 0.001) {
|
|
565
|
+
dimNow = target;
|
|
566
|
+
dimTo = target;
|
|
567
|
+
return;
|
|
568
|
+
}
|
|
569
|
+
dimTo = target;
|
|
570
|
+
dimRate = Math.abs(dimTo - dimNow) / Math.max(0.001, (ms ?? 300) / 1000);
|
|
571
|
+
start();
|
|
572
|
+
}
|
|
573
|
+
|
|
574
|
+
function stepDim(dt) {
|
|
575
|
+
if (dimNow === dimTo) return;
|
|
576
|
+
const step = dimRate * dt;
|
|
577
|
+
if (Math.abs(dimTo - dimNow) <= step) dimNow = dimTo;
|
|
578
|
+
else dimNow += Math.sign(dimTo - dimNow) * step;
|
|
579
|
+
}
|
|
580
|
+
|
|
581
|
+
function drawDim() {
|
|
582
|
+
if (dimNow <= 0.001) return;
|
|
583
|
+
g.globalCompositeOperation = 'source-over';
|
|
584
|
+
g.globalAlpha = 1;
|
|
585
|
+
if (dimSoft) {
|
|
586
|
+
const grd = g.createRadialGradient(
|
|
587
|
+
W / 2, H * 0.52, Math.min(W, H) * 0.12,
|
|
588
|
+
W / 2, H * 0.52, Math.max(W, H) * 0.62,
|
|
589
|
+
);
|
|
590
|
+
grd.addColorStop(0, rgba(dimColor, dimNow));
|
|
591
|
+
grd.addColorStop(0.55, rgba(dimColor, dimNow * 0.72));
|
|
592
|
+
grd.addColorStop(1, rgba(dimColor, 0));
|
|
593
|
+
g.fillStyle = grd;
|
|
594
|
+
} else {
|
|
595
|
+
g.fillStyle = rgba(dimColor, dimNow);
|
|
596
|
+
}
|
|
597
|
+
g.fillRect(0, 0, W, H);
|
|
598
|
+
}
|
|
599
|
+
|
|
600
|
+
/* ----------------------------------------------------------- 时间轴 */
|
|
601
|
+
|
|
602
|
+
let script = null;
|
|
603
|
+
let scriptDone = null;
|
|
604
|
+
|
|
605
|
+
function play(events, duration, done) {
|
|
606
|
+
clearAll(true); // 保留暗幕,具体见 clearAll 的注释
|
|
607
|
+
script = {
|
|
608
|
+
t: 0,
|
|
609
|
+
dur: duration,
|
|
610
|
+
events: (events || []).map(([at, fn]) => ({ at, fn, done: false })),
|
|
611
|
+
};
|
|
612
|
+
scriptDone = done || null;
|
|
613
|
+
start();
|
|
614
|
+
}
|
|
615
|
+
|
|
616
|
+
function stepScript(dt) {
|
|
617
|
+
if (!script) return;
|
|
618
|
+
script.t += dt * 1000;
|
|
619
|
+
for (const e of script.events) {
|
|
620
|
+
if (!e.done && script.t >= e.at) {
|
|
621
|
+
e.done = true;
|
|
622
|
+
try {
|
|
623
|
+
e.fn();
|
|
624
|
+
} catch (err) {
|
|
625
|
+
/* 单个特效出错不该拖垮整场演出 */
|
|
626
|
+
}
|
|
627
|
+
}
|
|
628
|
+
}
|
|
629
|
+
if (script.t >= script.dur) {
|
|
630
|
+
const cb = scriptDone;
|
|
631
|
+
script = null;
|
|
632
|
+
scriptDone = null;
|
|
633
|
+
if (cb) cb();
|
|
634
|
+
}
|
|
635
|
+
}
|
|
636
|
+
|
|
637
|
+
/* ------------------------------------------------------------ 主循环 */
|
|
638
|
+
|
|
639
|
+
function frame(now) {
|
|
640
|
+
raf = requestAnimationFrame(frame);
|
|
641
|
+
const dt = Math.min(0.05, Math.max(0.001, (now - last) / 1000));
|
|
642
|
+
last = now;
|
|
643
|
+
|
|
644
|
+
stepScript(dt);
|
|
645
|
+
stepEmitters(dt);
|
|
646
|
+
stepParticles(dt);
|
|
647
|
+
|
|
648
|
+
g.setTransform(dpr, 0, 0, dpr, 0, 0);
|
|
649
|
+
g.clearRect(0, 0, W, H);
|
|
650
|
+
stepDim(dt);
|
|
651
|
+
drawDim();
|
|
652
|
+
stepGeo(dt);
|
|
653
|
+
drawParticles();
|
|
654
|
+
|
|
655
|
+
if (!script && !emitters.length && !geo.length && dimNow === dimTo && aliveParticles() === 0) {
|
|
656
|
+
stop();
|
|
657
|
+
}
|
|
658
|
+
}
|
|
659
|
+
|
|
660
|
+
function start() {
|
|
661
|
+
if (raf) return;
|
|
662
|
+
last = performance.now();
|
|
663
|
+
raf = requestAnimationFrame(frame);
|
|
664
|
+
}
|
|
665
|
+
|
|
666
|
+
function stop() {
|
|
667
|
+
if (raf) cancelAnimationFrame(raf);
|
|
668
|
+
raf = 0;
|
|
669
|
+
clearCanvas();
|
|
670
|
+
}
|
|
671
|
+
|
|
672
|
+
function clearCanvas() {
|
|
673
|
+
if (!g) return;
|
|
674
|
+
g.setTransform(dpr, 0, 0, dpr, 0, 0);
|
|
675
|
+
g.clearRect(0, 0, W, H);
|
|
676
|
+
}
|
|
677
|
+
|
|
678
|
+
function reset() {
|
|
679
|
+
clearAll(false);
|
|
680
|
+
}
|
|
681
|
+
|
|
682
|
+
/**
|
|
683
|
+
* keepDim=true 时保留暗幕:play() 用这个 —— 暗幕是「黑屏切入」的第一笔,
|
|
684
|
+
* 在 play() 之前就设好了,清掉的话角色会亮着出现在黑屏本来应该盖住的那几秒里。
|
|
685
|
+
*/
|
|
686
|
+
function clearAll(keepDim) {
|
|
687
|
+
for (let i = 0; i < MAX_P; i++) P[i].on = false;
|
|
688
|
+
geo.length = 0;
|
|
689
|
+
emitters.length = 0;
|
|
690
|
+
script = null;
|
|
691
|
+
scriptDone = null;
|
|
692
|
+
if (!keepDim) {
|
|
693
|
+
dimNow = 0;
|
|
694
|
+
dimTo = 0;
|
|
695
|
+
dimSoft = false;
|
|
696
|
+
}
|
|
697
|
+
clearCanvas();
|
|
698
|
+
}
|
|
699
|
+
|
|
700
|
+
/* ------------------------------------------------------------ 公开 API */
|
|
701
|
+
|
|
702
|
+
function init(el) {
|
|
703
|
+
canvas = el;
|
|
704
|
+
g = canvas.getContext('2d');
|
|
705
|
+
resize();
|
|
706
|
+
window.addEventListener('resize', resize);
|
|
707
|
+
}
|
|
708
|
+
|
|
709
|
+
function resize() {
|
|
710
|
+
if (!canvas) return;
|
|
711
|
+
W = canvas.clientWidth || window.innerWidth;
|
|
712
|
+
H = canvas.clientHeight || window.innerHeight;
|
|
713
|
+
dpr = Math.min(2, window.devicePixelRatio || 1);
|
|
714
|
+
canvas.width = Math.max(1, Math.round(W * dpr));
|
|
715
|
+
canvas.height = Math.max(1, Math.round(H * dpr));
|
|
716
|
+
}
|
|
717
|
+
|
|
718
|
+
/** 放射爆发 */
|
|
719
|
+
function burst(x, y, o = {}) {
|
|
720
|
+
const n = o.count ?? 24;
|
|
721
|
+
const tex = o.tex || starTex(o.color ?? '#ffffff', 96);
|
|
722
|
+
const a0 = o.a0 ?? 0;
|
|
723
|
+
const a1 = o.a1 ?? TAU;
|
|
724
|
+
for (let i = 0; i < n; i++) {
|
|
725
|
+
const a = a0 + Math.random() * (a1 - a0);
|
|
726
|
+
const sp = (o.speed0 ?? 120) + Math.random() * ((o.speed1 ?? 420) - (o.speed0 ?? 120));
|
|
727
|
+
spawn({
|
|
728
|
+
x: x + (Math.random() - 0.5) * (o.spread ?? 0),
|
|
729
|
+
y: y + (Math.random() - 0.5) * (o.spread ?? 0),
|
|
730
|
+
vx: Math.cos(a) * sp,
|
|
731
|
+
vy: Math.sin(a) * sp * (o.flat ?? 1),
|
|
732
|
+
life: (o.life ?? 0.9) * (0.6 + Math.random() * 0.7),
|
|
733
|
+
size: (o.size ?? 44) * (0.5 + Math.random()),
|
|
734
|
+
grow: o.grow ?? 0.35,
|
|
735
|
+
tex,
|
|
736
|
+
alpha: o.alpha ?? 1,
|
|
737
|
+
drag: o.drag ?? 0.06,
|
|
738
|
+
ay: o.grav ?? 0,
|
|
739
|
+
rot: Math.random() * TAU,
|
|
740
|
+
vrot: (Math.random() - 0.5) * (o.vrot ?? 3),
|
|
741
|
+
});
|
|
742
|
+
}
|
|
743
|
+
}
|
|
744
|
+
|
|
745
|
+
/** 向心螺旋汇聚(蓄力) */
|
|
746
|
+
function vortex(x, y, o = {}) {
|
|
747
|
+
const n = o.count ?? 30;
|
|
748
|
+
const tex = o.tex || starTex(o.color ?? '#ffe9a8', 96);
|
|
749
|
+
const flat = o.flat ?? 0.55;
|
|
750
|
+
for (let i = 0; i < n; i++) {
|
|
751
|
+
const a = Math.random() * TAU;
|
|
752
|
+
const rad = (o.radius ?? 260) * (0.65 + Math.random() * 0.6);
|
|
753
|
+
const sp = (o.speed ?? 190) * (0.7 + Math.random() * 0.6);
|
|
754
|
+
const spin = o.spin ?? 0.7;
|
|
755
|
+
spawn({
|
|
756
|
+
x: x + Math.cos(a) * rad,
|
|
757
|
+
y: y + Math.sin(a) * rad * flat,
|
|
758
|
+
vx: -Math.cos(a) * sp - Math.sin(a) * sp * spin,
|
|
759
|
+
vy: (-Math.sin(a) * sp + Math.cos(a) * sp * spin) * flat,
|
|
760
|
+
life: (o.life ?? 1.1) * (0.65 + Math.random() * 0.6),
|
|
761
|
+
size: (o.size ?? 28) * (0.5 + Math.random()),
|
|
762
|
+
tex,
|
|
763
|
+
alpha: o.alpha ?? 1,
|
|
764
|
+
drag: 1,
|
|
765
|
+
fade: 'inout',
|
|
766
|
+
grow: o.grow ?? -0.3,
|
|
767
|
+
});
|
|
768
|
+
}
|
|
769
|
+
}
|
|
770
|
+
|
|
771
|
+
/** 螺旋上升气柱 */
|
|
772
|
+
function helix(x, y, o = {}) {
|
|
773
|
+
const n = o.count ?? 26;
|
|
774
|
+
const tex = o.tex || glowTex(o.color ?? '#ffffff', 96);
|
|
775
|
+
const flat = o.flat ?? 0.45;
|
|
776
|
+
for (let i = 0; i < n; i++) {
|
|
777
|
+
const a = Math.random() * TAU;
|
|
778
|
+
const rad = (o.radius ?? 90) * (0.4 + Math.random() * 0.8);
|
|
779
|
+
const sp = (o.speed ?? 150) * (0.6 + Math.random() * 0.8);
|
|
780
|
+
spawn({
|
|
781
|
+
x: x + Math.cos(a) * rad,
|
|
782
|
+
y: y + Math.sin(a) * rad * flat,
|
|
783
|
+
vx: -Math.sin(a) * rad * 2.2,
|
|
784
|
+
vy: -sp,
|
|
785
|
+
life: (o.life ?? 1.4) * (0.6 + Math.random() * 0.7),
|
|
786
|
+
size: (o.size ?? 26) * (0.5 + Math.random()),
|
|
787
|
+
tex,
|
|
788
|
+
drag: 0.9,
|
|
789
|
+
fade: 'inout',
|
|
790
|
+
grow: o.grow ?? 0.6,
|
|
791
|
+
});
|
|
792
|
+
}
|
|
793
|
+
}
|
|
794
|
+
|
|
795
|
+
/** 地上铺开的碎片(水晶炸裂、冰晶) */
|
|
796
|
+
function shatter(x, y, o = {}) {
|
|
797
|
+
const n = o.count ?? 20;
|
|
798
|
+
const tex = o.tex || shardTex(o.color ?? '#bfe6ff', 72);
|
|
799
|
+
for (let i = 0; i < n; i++) {
|
|
800
|
+
const a = -Math.PI / 2 + (Math.random() - 0.5) * (o.arc ?? 2.4);
|
|
801
|
+
const sp = (o.speed0 ?? 180) + Math.random() * ((o.speed1 ?? 520) - (o.speed0 ?? 180));
|
|
802
|
+
spawn({
|
|
803
|
+
x, y,
|
|
804
|
+
vx: Math.cos(a) * sp,
|
|
805
|
+
vy: Math.sin(a) * sp,
|
|
806
|
+
life: (o.life ?? 1.3) * (0.6 + Math.random() * 0.6),
|
|
807
|
+
size: (o.size ?? 40) * (0.5 + Math.random()),
|
|
808
|
+
tex,
|
|
809
|
+
alpha: o.alpha ?? 1,
|
|
810
|
+
drag: 0.25,
|
|
811
|
+
ay: o.grav ?? 900,
|
|
812
|
+
rot: Math.random() * TAU,
|
|
813
|
+
vrot: (Math.random() - 0.5) * 9,
|
|
814
|
+
});
|
|
815
|
+
}
|
|
816
|
+
}
|
|
817
|
+
|
|
818
|
+
/**
|
|
819
|
+
* 单个大气团 / 天体(血月、雷云、黑雾):普通混合的一团柔光/暗影。
|
|
820
|
+
* 加色混合画不出暗色,所以月亮用亮色走 lighter,乌云必须 norm: true。
|
|
821
|
+
*/
|
|
822
|
+
function orb(x, y, o = {}) {
|
|
823
|
+
return spawn({
|
|
824
|
+
x,
|
|
825
|
+
y,
|
|
826
|
+
vx: o.vx ?? 0,
|
|
827
|
+
vy: o.vy ?? 0,
|
|
828
|
+
life: o.life ?? 3,
|
|
829
|
+
size: o.size ?? 480,
|
|
830
|
+
tex: o.tex || glowTex(o.color ?? '#ffffff', 128),
|
|
831
|
+
drag: o.drag ?? 1,
|
|
832
|
+
grow: o.grow ?? 0,
|
|
833
|
+
alpha: o.alpha ?? 0.85,
|
|
834
|
+
fade: o.fade ?? 'inout',
|
|
835
|
+
norm: o.norm ?? false,
|
|
836
|
+
});
|
|
837
|
+
}
|
|
838
|
+
|
|
839
|
+
/** 一批暗色剪影(蝠影 / 残魂),沿弧线飞出 */
|
|
840
|
+
function flock(x, y, o = {}) {
|
|
841
|
+
const n = o.count ?? 8;
|
|
842
|
+
const tex = o.tex || shardTex(o.color ?? '#0b0510', 72);
|
|
843
|
+
for (let i = 0; i < n; i++) {
|
|
844
|
+
const dir = o.dir ?? (Math.random() < 0.5 ? -1 : 1);
|
|
845
|
+
spawn({
|
|
846
|
+
x: x + (Math.random() - 0.5) * (o.spread ?? 160),
|
|
847
|
+
y: y + (Math.random() - 0.5) * (o.spreadY ?? 120),
|
|
848
|
+
vx: dir * (o.speed0 ?? 160) * (0.6 + Math.random() * 0.8),
|
|
849
|
+
vy: (o.vy ?? -110) * (0.5 + Math.random()),
|
|
850
|
+
life: (o.life ?? 2.2) * (0.6 + Math.random() * 0.7),
|
|
851
|
+
size: (o.size ?? 34) * (0.5 + Math.random()),
|
|
852
|
+
tex,
|
|
853
|
+
drag: 0.9,
|
|
854
|
+
rot: Math.atan2(-dir, 0),
|
|
855
|
+
vrot: dir * (0.6 + Math.random()),
|
|
856
|
+
alpha: o.alpha ?? 0.9,
|
|
857
|
+
norm: true,
|
|
858
|
+
fade: 'inout',
|
|
859
|
+
});
|
|
860
|
+
}
|
|
861
|
+
}
|
|
862
|
+
|
|
863
|
+
/** 蝠影:普通混合的暗色剪影(加色混合画不出黑,见 spawn 的 norm 注释) */
|
|
864
|
+
function batTex(color, size = 96) {
|
|
865
|
+
const w = size;
|
|
866
|
+
const h = Math.round(size * 0.5);
|
|
867
|
+
return makeTex(`bat|${color}|${size}`, w, h, (c) => {
|
|
868
|
+
const cx = w / 2;
|
|
869
|
+
const cy = h / 2;
|
|
870
|
+
c.fillStyle = color;
|
|
871
|
+
c.beginPath();
|
|
872
|
+
c.ellipse(cx, cy, w * 0.062, h * 0.3, 0, 0, TAU);
|
|
873
|
+
c.fill();
|
|
874
|
+
for (const s of [-1, 1]) {
|
|
875
|
+
c.beginPath();
|
|
876
|
+
c.moveTo(cx, cy - h * 0.06);
|
|
877
|
+
c.quadraticCurveTo(cx + s * w * 0.22, cy - h * 0.46, cx + s * w * 0.46, cy - h * 0.16);
|
|
878
|
+
c.quadraticCurveTo(cx + s * w * 0.28, cy + h * 0.2, cx, cy + h * 0.34);
|
|
879
|
+
c.closePath();
|
|
880
|
+
c.fill();
|
|
881
|
+
}
|
|
882
|
+
});
|
|
883
|
+
}
|
|
884
|
+
|
|
885
|
+
/** 飘落(羽毛 / 花瓣 / 星屑) */
|
|
886
|
+
function fallStream(o) {
|
|
887
|
+
const tex = o.tex || featherTex(o.color ?? '#fff6d0', 72);
|
|
888
|
+
return emitter({
|
|
889
|
+
dur: o.dur ?? 2,
|
|
890
|
+
rate: o.rate ?? 10,
|
|
891
|
+
spawn: (t) => {
|
|
892
|
+
const x = o.x + (Math.random() - 0.5) * (o.spreadX ?? 420);
|
|
893
|
+
spawn({
|
|
894
|
+
x,
|
|
895
|
+
y: (o.y ?? 0) - (o.spreadY ?? 60) * Math.random(),
|
|
896
|
+
vx: (o.vx ?? 0) + (Math.random() - 0.5) * 60,
|
|
897
|
+
vy: (o.vy ?? 70) + Math.random() * 90,
|
|
898
|
+
life: (o.life ?? 3.2) * (0.6 + Math.random() * 0.6),
|
|
899
|
+
size: (o.size ?? 30) * (0.6 + Math.random() * 0.8),
|
|
900
|
+
tex,
|
|
901
|
+
drag: 0.55,
|
|
902
|
+
rot: Math.random() * TAU,
|
|
903
|
+
vrot: (Math.random() - 0.5) * 2.4,
|
|
904
|
+
spin0: Math.random() * TAU,
|
|
905
|
+
fade: 'inout',
|
|
906
|
+
});
|
|
907
|
+
},
|
|
908
|
+
});
|
|
909
|
+
}
|
|
910
|
+
|
|
911
|
+
/** 拖尾光带(跑动 / 冲刺) */
|
|
912
|
+
function trailStream(x, y, o = {}) {
|
|
913
|
+
const tex = o.tex || glowTex(o.color ?? '#ffffff', 96);
|
|
914
|
+
return emitter({
|
|
915
|
+
dur: o.dur ?? 1,
|
|
916
|
+
rate: o.rate ?? 40,
|
|
917
|
+
spawn: () => {
|
|
918
|
+
spawn({
|
|
919
|
+
x: x() + (Math.random() - 0.5) * 26,
|
|
920
|
+
y: y() + (Math.random() - 0.5) * 26,
|
|
921
|
+
vx: (o.vx ?? -40) + (Math.random() - 0.5) * 60,
|
|
922
|
+
vy: -(o.vy ?? 20) - Math.random() * 50,
|
|
923
|
+
life: (o.life ?? 0.7) * (0.6 + Math.random() * 0.6),
|
|
924
|
+
size: (o.size ?? 34) * (0.5 + Math.random()),
|
|
925
|
+
tex,
|
|
926
|
+
drag: 0.3,
|
|
927
|
+
fade: 'out',
|
|
928
|
+
grow: 0.3,
|
|
929
|
+
});
|
|
930
|
+
},
|
|
931
|
+
});
|
|
932
|
+
}
|
|
933
|
+
|
|
934
|
+
/** 闪电(两点之间反复抖动的电弧) */
|
|
935
|
+
function bolt(x, y, x2, y2, o = {}) {
|
|
936
|
+
return push({
|
|
937
|
+
kind: 'bolt',
|
|
938
|
+
x, y, x2, y2,
|
|
939
|
+
color: o.color ?? '#cfa8ff',
|
|
940
|
+
width: o.width ?? 7,
|
|
941
|
+
jit: o.jit ?? 46,
|
|
942
|
+
seg: o.seg ?? 11,
|
|
943
|
+
alpha: o.alpha ?? 1,
|
|
944
|
+
life: o.life ?? 0.3,
|
|
945
|
+
});
|
|
946
|
+
}
|
|
947
|
+
|
|
948
|
+
/** 冲击波圆环 */
|
|
949
|
+
function ring(x, y, o = {}) {
|
|
950
|
+
return push({
|
|
951
|
+
kind: 'ring',
|
|
952
|
+
x, y,
|
|
953
|
+
r0: o.r0 ?? 20,
|
|
954
|
+
r1: o.r1 ?? 320,
|
|
955
|
+
width: o.width ?? 10,
|
|
956
|
+
flat: o.flat ?? 0.34,
|
|
957
|
+
inner: o.inner ?? false,
|
|
958
|
+
color: o.color ?? '#ffffff',
|
|
959
|
+
alpha: o.alpha ?? 0.9,
|
|
960
|
+
life: o.life ?? 0.7,
|
|
961
|
+
});
|
|
962
|
+
}
|
|
963
|
+
|
|
964
|
+
/** 冲天光柱 */
|
|
965
|
+
function pillar(x, y, o = {}) {
|
|
966
|
+
return push({
|
|
967
|
+
kind: 'pillar',
|
|
968
|
+
x, y,
|
|
969
|
+
w: o.w ?? 130,
|
|
970
|
+
h: o.h ?? 620,
|
|
971
|
+
color: o.color ?? '#ffd75e',
|
|
972
|
+
core: o.core ?? '#ffffff',
|
|
973
|
+
alpha: o.alpha ?? 0.95,
|
|
974
|
+
life: o.life ?? 1.8,
|
|
975
|
+
});
|
|
976
|
+
}
|
|
977
|
+
|
|
978
|
+
/** 地面魔法阵 */
|
|
979
|
+
function sigil(x, y, o = {}) {
|
|
980
|
+
return push({
|
|
981
|
+
kind: 'sigil',
|
|
982
|
+
x, y,
|
|
983
|
+
size: o.size ?? 420,
|
|
984
|
+
flat: o.flat ?? 0.4,
|
|
985
|
+
spin: o.spin ?? 0.6,
|
|
986
|
+
ccw: o.ccw ?? true,
|
|
987
|
+
rot: o.rot ?? 0,
|
|
988
|
+
color: o.color ?? '#ffd75e',
|
|
989
|
+
alpha: o.alpha ?? 0.95,
|
|
990
|
+
life: o.life ?? 2.4,
|
|
991
|
+
});
|
|
992
|
+
}
|
|
993
|
+
|
|
994
|
+
/** 定向光束(斜劈 / 射线) */
|
|
995
|
+
function beam(x, y, x2, y2, o = {}) {
|
|
996
|
+
return push({
|
|
997
|
+
kind: 'beam',
|
|
998
|
+
x, y, x2, y2,
|
|
999
|
+
width: o.width ?? 60,
|
|
1000
|
+
color: o.color ?? '#ffffff',
|
|
1001
|
+
core: o.core ?? '#ffffff',
|
|
1002
|
+
alpha: o.alpha ?? 0.9,
|
|
1003
|
+
life: o.life ?? 0.4,
|
|
1004
|
+
});
|
|
1005
|
+
}
|
|
1006
|
+
|
|
1007
|
+
/** 技能名艺术字 */
|
|
1008
|
+
function text(x, y, str, o = {}) {
|
|
1009
|
+
return push({
|
|
1010
|
+
kind: 'text',
|
|
1011
|
+
x, y, text: str,
|
|
1012
|
+
size: o.size ?? 46,
|
|
1013
|
+
color: o.color ?? '#fff3c4',
|
|
1014
|
+
stroke: o.stroke ?? '#2a1030',
|
|
1015
|
+
alpha: o.alpha ?? 1,
|
|
1016
|
+
life: o.life ?? 2.2,
|
|
1017
|
+
});
|
|
1018
|
+
}
|
|
1019
|
+
|
|
1020
|
+
return {
|
|
1021
|
+
init,
|
|
1022
|
+
resize,
|
|
1023
|
+
play,
|
|
1024
|
+
stop,
|
|
1025
|
+
reset,
|
|
1026
|
+
get busy() {
|
|
1027
|
+
return (
|
|
1028
|
+
!!script || emitters.length > 0 || geo.length > 0 || dimNow !== dimTo || aliveParticles() > 0
|
|
1029
|
+
);
|
|
1030
|
+
},
|
|
1031
|
+
get dimAlpha() {
|
|
1032
|
+
return dimNow;
|
|
1033
|
+
},
|
|
1034
|
+
get size() {
|
|
1035
|
+
return { w: W, h: H };
|
|
1036
|
+
},
|
|
1037
|
+
// 贴图工厂(编排里复用,避免每套觉醒各画一遍)
|
|
1038
|
+
tex: { glow: glowTex, star: starTex, shard: shardTex, feather: featherTex, sigil: sigilTex, bat: batTex },
|
|
1039
|
+
// 原语
|
|
1040
|
+
dim,
|
|
1041
|
+
burst,
|
|
1042
|
+
vortex,
|
|
1043
|
+
helix,
|
|
1044
|
+
shatter,
|
|
1045
|
+
orb,
|
|
1046
|
+
flock,
|
|
1047
|
+
fallStream,
|
|
1048
|
+
trailStream,
|
|
1049
|
+
bolt,
|
|
1050
|
+
ring,
|
|
1051
|
+
pillar,
|
|
1052
|
+
sigil,
|
|
1053
|
+
beam,
|
|
1054
|
+
text,
|
|
1055
|
+
emitter,
|
|
1056
|
+
};
|
|
1057
|
+
})();
|