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2025-11-14 11:39:33 +08:00
parent 6e5d892992
commit 1ba633ba45
7143 changed files with 922330 additions and 0 deletions

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