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180
components/likeFx/likeFx.vue
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180
components/likeFx/likeFx.vue
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<template>
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<view class="">
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<canvas canvas-id="bubble" :style="'width:' + width + 'px;height:' + height + 'px'" class="like-fx"></canvas>
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</view>
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</template>
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<script>
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export default {
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name: 'LikeFx',
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data() {
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return {
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queue: {},
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ctx: null,
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timer: 0
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}
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},
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props: {
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height: {
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type: Number,
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default: 1920
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},
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width: {
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type: Number,
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default: 375
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}
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},
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mounted() {
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this.ctx = uni.createCanvasContext("bubble")
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this.queue = {}
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console.log('likeFx mounted');
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},
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destroyed() {
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console.log('likeFx destoryed');
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this.clearTimer()
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},
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methods: {
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/**点赞 */
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likeClick() {
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console.log('开始点赞啦');
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const image = "/static/img/likeFx/" + this.getRandomInt(1, 33) + ".png";
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const anmationData = {
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id: new Date().getTime(),
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timer: 0,
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opacity: 0,
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pathData: this.generatePathData(),
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image: image,
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factor: {
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// speed: 0.0009, // 运动速度,值越小越慢
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// t: 0.4// 贝塞尔函数系数,当为0,就是从无到有,这时候屏幕高度也要调一下
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speed: 0.0006, // 运动速度,值越小越慢
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t: 0.6 // 贝塞尔函数系数,当为0,就是从无到有,这时候屏幕高度也要调一下
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}
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};
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if (Object.keys(this.queue).length > 0) {
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this.queue[anmationData.id] = anmationData;
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} else {
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this.queue[anmationData.id] = anmationData;
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this.bubbleAnimate();
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}
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// console.log(image, this.queue);
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},
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/**获取最大最小随机值 */
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getRandom(min, max) {
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return Math.random() * (max - min) + min;
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},
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/**获取最大最小之前随机值的整数 */
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getRandomInt(min, max) {
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return Math.floor(Math.random() * (max - min + 1)) + min;
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},
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/**获取图片路径 */
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generatePathData() {
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let width = this.width,
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height = this.height;
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const p0 = {
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x: 0.72 * width,
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y: height
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};
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const p1 = {
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x: this.getRandom(0.22 * width, 0.33 * width),
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y: this.getRandom(0.5 * height, 0.75 * height)
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};
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const p2 = {
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x: this.getRandom(0, 0.88 * width),
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y: this.getRandom(0.25 * height, 0.5 * height)
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};
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const p3 = {
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x: this.getRandom(0, 0.88 * width),
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y: this.getRandom(0, 0.125 * height)
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};
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return [p0, p1, p2, p3];
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},
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/**更新图片的最新运动路径 */
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updatePath(data, factor) {
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const p0 = data[0];
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const p1 = data[1];
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const p2 = data[2];
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const p3 = data[3];
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const t = factor.t;
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/*计算多项式系数 (下同)*/
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const cx1 = 3 * (p1.x - p0.x);
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const bx1 = 3 * (p2.x - p1.x) - cx1;
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const ax1 = p3.x - p0.x - cx1 - bx1;
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const cy1 = 3 * (p1.y - p0.y);
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const by1 = 3 * (p2.y - p1.y) - cy1;
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const ay1 = p3.y - p0.y - cy1 - by1;
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const x = ax1 * (t * t * t) + bx1 * (t * t) + cx1 * t + p0.x;
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const y = ay1 * (t * t * t) + by1 * (t * t) + cy1 * t + p0.y;
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// console.log(data, x, y);
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return {
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x,
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y
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};
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},
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/**点赞动画 */
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bubbleAnimate() {
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let width = this.width,
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height = this.height;
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Object.keys(this.queue).forEach(key => {
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const anmationData = this.queue[+key];
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const {
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x,
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y
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} = this.updatePath(
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anmationData.pathData,
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anmationData.factor
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);
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const speed = anmationData.factor.speed;
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anmationData.factor.t += speed;
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var curWidth = 30;
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curWidth = (height - y) / 1.5;
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curWidth = Math.min(30, curWidth);
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var curAlpha = anmationData.opacity;
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curAlpha = y / (0.3 * height); //消失的高度适当调一下
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curAlpha = Math.min(1, curAlpha);
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this.ctx.globalAlpha = curAlpha;
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this.ctx.drawImage(anmationData.image, x - curWidth / 2, y, curWidth, curWidth);
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// this.ctx.setFillStyle('red')
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// this.ctx.fillRect(x - curWidth / 2, y, 50, 50)
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if (anmationData.factor.t > 1) {
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delete this.queue[anmationData.id];
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}
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if (y > height) {
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delete this.queue[anmationData.id];
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}
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});
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this.ctx.draw();
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if (Object.keys(this.queue).length > 0) {
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this.timer = setTimeout(() => {
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this.bubbleAnimate();
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}, 5);
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} else {
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this.clearTimer()
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this.ctx.draw(); // 清空画面
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}
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},
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clearTimer() {
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if (this.timer) {
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clearTimeout(this.timer)
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}
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}
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}
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}
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</script>
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<style lang="scss">
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.like-fx {
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position: fixed;
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right: 0;
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z-index: 1024;
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pointer-events: none;
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/* background-color: red; */
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}
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</style>
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