v0.7: CrystalOrb Canvas 粒子系统升级 + 角色属性系统(四维)

CrystalOrb 升级(P0 视觉震撼):
- 从 CSS 动画重写为 Canvas 2D 粒子系统
- 环绕能量粒子(3层32个,emerald/fuchsia/rose,带拖尾)
- 环境星尘(40个,闪烁漂移)
- 点击爆发粒子 + 冲击波环(连击解锁更多层)
- 晶核辉光呼吸 + 3层六边形纹理 + 鼠标视差
- VLM 视觉评分 8/10

角色属性系统(P1 RPG 深度):
- 新增 attributes.ts 逻辑层 + AttributesPanel UI
- 四维属性:探索力/智慧/勇气/灵感(emerald/fuchsia/amber/rose)
- 两区加成公式(0-50线性,50-100递减)
- 飞升获得属性点(ascensions×2+1),手动分配
- 完成活动获得属性经验,自动升级
- 接入 pulse/clickNode/resolveCurrentNode/grantCruiseReward/tickTide
- 旧存档兼容(migrateAttributes)
- 新增 2 项成就 + 第 8 个标签页「角色」
- VLM 视觉评分 7-8/10

lint 零错误;HTTP 200
This commit is contained in:
2026-06-23 21:00:42 +00:00
parent 8474f4caa7
commit 4545fe380b
11 changed files with 1812 additions and 159 deletions
+334
View File
@@ -0,0 +1,334 @@
"use client";
// 回响星核 / Echo Nexus — 角色属性面板(v0.7 P1
//
// 无人机驾驶员四维属性可视化:
// • 探索力 emerald / 智慧 fuchsia / 勇气 amber / 灵感 rose
// • 显示数值(0-100)、加成百分比、经验进度条、等级 badge
// • 待分配属性点时高亮 + 闪烁提示,「+」按钮可分配 1 点
// • 顶部待分配点数提示;底部总览
// • 小屏 2×2 网格,大屏 1×4 横排
import { useMemo } from "react";
import { useGameStore } from "@/store/gameStore";
import {
ATTRIBUTE_CONFIG,
ATTRIBUTE_KEYS,
ATTRIBUTE_HARD_CAP,
ATTRIBUTE_LINEAR_CAP,
getAttributeBonus,
getAllBonuses,
totalAttributeLevel,
totalAttributeBonusPct,
expRequiredForLevel,
type AttributeKey,
} from "@/lib/game/attributes";
import {
Compass,
Brain,
Swords,
Sparkles,
Plus,
ChevronUp,
type LucideIcon,
} from "lucide-react";
const ICON_MAP: Record<string, LucideIcon> = {
Compass,
Brain,
Swords,
Sparkles,
};
/** 主题色 → Tailwind/CSS 颜色映射 */
const COLOR_STYLES: Record<
AttributeKey,
{
text: string;
border: string;
borderActive: string;
bg: string;
ring: string;
barFrom: string;
barTo: string;
glow: string;
}
> = {
exploration: {
text: "text-emerald-300",
border: "border-emerald-400/30",
borderActive: "border-emerald-400/70",
bg: "bg-emerald-500/10",
ring: "ring-emerald-400/40",
barFrom: "from-emerald-400",
barTo: "to-emerald-500",
glow: "rgba(52,211,153,0.45)",
},
wisdom: {
text: "text-fuchsia-300",
border: "border-fuchsia-400/30",
borderActive: "border-fuchsia-400/70",
bg: "bg-fuchsia-500/10",
ring: "ring-fuchsia-400/40",
barFrom: "from-fuchsia-400",
barTo: "to-fuchsia-500",
glow: "rgba(232,121,249,0.45)",
},
courage: {
text: "text-amber-300",
border: "border-amber-400/30",
borderActive: "border-amber-400/70",
bg: "bg-amber-500/10",
ring: "ring-amber-400/40",
barFrom: "from-amber-400",
barTo: "to-amber-500",
glow: "rgba(251,191,36,0.45)",
},
inspiration: {
text: "text-rose-300",
border: "border-rose-400/30",
borderActive: "border-rose-400/70",
bg: "bg-rose-500/10",
ring: "ring-rose-400/40",
barFrom: "from-rose-400",
barTo: "to-rose-500",
glow: "rgba(251,113,133,0.45)",
},
};
export function AttributesPanel() {
const attributes = useGameStore((s) => s.attributes);
const attributeProgress = useGameStore((s) => s.attributeProgress);
const pendingAttrPoints = useGameStore((s) => s.pendingAttrPoints ?? 0);
const allocateAttribute = useGameStore((s) => s.allocateAttribute);
const bonuses = useMemo(() => getAllBonuses(attributes), [attributes]);
const totalLvl = useMemo(() => totalAttributeLevel(attributes), [attributes]);
const totalBonus = useMemo(
() => totalAttributeBonusPct(attributes),
[attributes]
);
return (
<div className="flex flex-col gap-2.5 h-full overflow-y-auto echo-scroll pr-0.5">
<style jsx global>{`
.echo-scroll::-webkit-scrollbar { width: 4px; }
.echo-scroll::-webkit-scrollbar-thumb { background: rgba(255,255,255,0.12); border-radius: 2px; }
.echo-scroll::-webkit-scrollbar-track { background: transparent; }
@keyframes echo-pending-pulse {
0%, 100% { box-shadow: 0 0 0 0 rgba(232,121,249,0.5); }
50% { box-shadow: 0 0 14px 4px rgba(232,121,249,0.65); }
}
.echo-pending-pulse {
animation: echo-pending-pulse 1.6s ease-in-out infinite;
}
@keyframes echo-card-glow {
0%, 100% { opacity: 0.5; }
50% { opacity: 1; }
}
`}</style>
{/* 顶部:标题 + 待分配点数 */}
<div className="flex items-center justify-between">
<h3 className="text-sm font-semibold flex items-center gap-1.5">
<span className="bg-gradient-to-br from-emerald-300 via-fuchsia-300 to-rose-300 bg-clip-text text-transparent">
</span>
</h3>
<div
className={`text-[10px] px-2 py-0.5 rounded-full border ${
pendingAttrPoints > 0
? "border-fuchsia-400/60 bg-fuchsia-500/15 text-fuchsia-200 echo-pending-pulse font-bold"
: "border-white/15 bg-black/25 text-muted-foreground"
}`}
>
{pendingAttrPoints}
</div>
</div>
{/* 属性卡片网格:小屏 2×2,大屏 1×4 */}
<div className="grid grid-cols-2 lg:grid-cols-4 gap-2">
{ATTRIBUTE_KEYS.map((key) => {
const meta = ATTRIBUTE_CONFIG[key];
const cs = COLOR_STYLES[key];
const Icon = ICON_MAP[meta.icon] ?? Sparkles;
const value = attributes?.[key] ?? 0;
const prog = attributeProgress?.[key] ?? { exp: 0, level: value };
const bonusPct = getAttributeBonus(value) * 100;
const nextExp = expRequiredForLevel(value);
const curExp = prog.exp;
const expPct =
nextExp > 0 ? Math.min(100, (curExp / nextExp) * 100) : 100;
const isMax = value >= ATTRIBUTE_HARD_CAP;
const canAllocate = pendingAttrPoints > 0 && !isMax;
// 区域标记
const inDiminishing = value > ATTRIBUTE_LINEAR_CAP;
return (
<div
key={key}
className={`relative rounded-xl border ${cs.border} ${cs.bg} p-2.5 flex flex-col gap-1.5 overflow-hidden transition-all duration-300`}
style={{
boxShadow: `inset 0 0 18px ${cs.glow}`,
}}
>
{/* 顶部光晕装饰 */}
<div
className="pointer-events-none absolute -top-8 -right-8 h-20 w-20 rounded-full blur-2xl opacity-50"
style={{ background: meta.hex }}
/>
{/* 标题行:图标 + 名称 + 等级 badge */}
<div className="relative flex items-center gap-1.5">
<div
className={`shrink-0 h-7 w-7 rounded-lg flex items-center justify-center ${cs.bg} border ${cs.border}`}
style={{ boxShadow: `0 0 8px ${cs.glow}` }}
>
<Icon className={`h-3.5 w-3.5 ${cs.text}`} />
</div>
<div className="min-w-0 flex-1 leading-tight">
<div className={`text-[11px] font-semibold ${cs.text} truncate`}>
{meta.name}
</div>
<div className="text-[8px] text-muted-foreground/70 uppercase tracking-wider truncate">
{meta.enName}
</div>
</div>
<div
className={`shrink-0 text-[9px] px-1.5 py-0.5 rounded font-mono font-bold ${
isMax
? "bg-amber-400/20 text-amber-200 border border-amber-400/40"
: "bg-black/30 text-white/80 border border-white/10"
}`}
>
Lv.{value}
</div>
</div>
{/* 数值 + 加成 */}
<div className="relative flex items-end justify-between">
<span className={`text-lg font-mono font-bold ${cs.text} leading-none`}>
{value}
<span className="text-[9px] text-muted-foreground/60 ml-0.5">
/{ATTRIBUTE_HARD_CAP}
</span>
</span>
<span className={`text-[10px] ${cs.text} font-mono`}>
+{bonusPct.toFixed(1)}%
</span>
</div>
{/* 经验进度条 */}
<div className="relative">
<div className="h-1.5 rounded-full bg-black/40 overflow-hidden border border-white/5">
<div
className={`h-full bg-gradient-to-r ${cs.barFrom} ${cs.barTo} transition-all duration-500`}
style={{
width: `${isMax ? 100 : expPct}%`,
boxShadow: `0 0 6px ${cs.glow}`,
}}
/>
</div>
<div className="flex items-center justify-between mt-0.5 text-[8px] text-muted-foreground/70 font-mono">
<span>
{isMax ? "已满级" : `${curExp} / ${nextExp} EXP`}
</span>
{inDiminishing && !isMax && (
<span className="text-amber-300/70"></span>
)}
</div>
</div>
{/* 加成列表 */}
<div className="relative flex flex-col gap-0.5 mt-0.5">
{meta.effects.map((eff, i) => (
<div
key={i}
className="text-[8.5px] text-muted-foreground/70 leading-tight flex items-center gap-1"
>
<span className={cs.text}>·</span>
<span className="truncate">{eff}</span>
</div>
))}
</div>
{/* 分配按钮 */}
<button
type="button"
disabled={!canAllocate}
onClick={() => allocateAttribute(key, 1)}
aria-label={`分配 1 点到 ${meta.name}`}
className={`relative mt-auto rounded-md border px-1.5 py-1 flex items-center justify-center gap-0.5 text-[10px] font-bold transition-all ${
canAllocate
? `${cs.borderActive} ${cs.bg} ${cs.text} hover:scale-105 cursor-pointer`
: "border-white/5 bg-black/20 text-muted-foreground/30 cursor-not-allowed"
}`}
style={
canAllocate
? { boxShadow: `0 0 8px ${cs.glow}` }
: undefined
}
>
<Plus className="h-3 w-3" />
<span></span>
</button>
</div>
);
})}
</div>
{/* 底部:总览 */}
<div className="mt-auto rounded-lg border border-white/10 bg-black/30 px-2.5 py-1.5 flex items-center justify-between gap-2">
<div className="flex items-center gap-1.5 text-[10px]">
<ChevronUp className="h-3 w-3 text-fuchsia-300" />
<span className="text-muted-foreground"></span>
<span className="font-mono font-bold text-fuchsia-200">
{totalLvl}
<span className="text-muted-foreground/60 text-[9px]">/{ATTRIBUTE_HARD_CAP * 4}</span>
</span>
</div>
<div className="flex items-center gap-2 text-[10px]">
<span className="text-muted-foreground"></span>
<span className="font-mono font-bold text-emerald-200">
+{totalBonus.toFixed(1)}%
</span>
</div>
</div>
{/* 当前生效修饰器(细节展示) */}
<div className="grid grid-cols-2 gap-1 text-[9px]">
<DetailLine label="探险力" value={`×${bonuses.expeditionPowerMult.toFixed(2)}`} color="text-emerald-300" />
<DetailLine label="解码步数" value={`+${bonuses.decodeStepsBonus}`} color="text-fuchsia-300" />
<DetailLine label="洞见倍率" value={`+${(bonuses.insightMultAdd * 100).toFixed(1)}%`} color="text-fuchsia-300" />
<DetailLine label="自动解码周期" value={`×${bonuses.autoDecodeIntervalMult.toFixed(2)}`} color="text-fuchsia-300" />
<DetailLine label="探险生命" value={`+${bonuses.expeditionHpBonus}`} color="text-amber-300" />
<DetailLine label="BOSS 胜率" value={`+${(bonuses.bossWinRateBonus * 100).toFixed(1)}%`} color="text-amber-300" />
<DetailLine label="巡航护盾" value={`+${bonuses.cruiseShieldBonus}`} color="text-amber-300" />
<DetailLine label="接触率" value={`×${bonuses.contactRateMult.toFixed(2)}`} color="text-rose-300" />
<DetailLine label="星潮触发" value={`+${(bonuses.tideTriggerBonus * 100).toFixed(1)}%`} color="text-rose-300" />
<DetailLine label="脉冲连击" value={`+${(bonuses.pulseComboBonus * 100).toFixed(1)}%`} color="text-rose-300" />
<DetailLine label="巡航速度" value={`×${bonuses.cruiseShipSpeedMult.toFixed(2)}`} color="text-emerald-300" />
<DetailLine label="产能加成" value={`×${bonuses.crystalsPerSecMult.toFixed(2)}`} color="text-emerald-300" />
</div>
{/* 飞升获得属性点提示 */}
<div className="text-[9px] text-muted-foreground/60 text-center leading-tight">
<span className="text-fuchsia-300 font-mono"> × 2 + 1</span>
</div>
</div>
);
}
function DetailLine({
label,
value,
color,
}: {
label: string;
value: string;
color: string;
}) {
return (
<div className="flex items-center justify-between rounded bg-black/25 border border-white/5 px-1.5 py-0.5">
<span className="text-muted-foreground/80 truncate">{label}</span>
<span className={`font-mono ${color}`}>{value}</span>
</div>
);
}
+532 -129
View File
@@ -1,6 +1,6 @@
"use client";
// 回响星核 / Echo Nexus — 中央晶体集群 + 主动脉冲
import { useRef, useState, useCallback } from "react";
// 回响星核 / Echo Nexus — 中央晶体集群 + 主动脉冲v0.7 Canvas 粒子系统)
import { useRef, useState, useCallback, useEffect } from "react";
import { useGameStore } from "@/store/gameStore";
import { formatNum } from "@/lib/game/config";
import { useToast } from "@/hooks/use-toast";
@@ -15,12 +15,62 @@ interface FloatNum {
color: string;
}
interface Particle {
id: number;
// ===== Canvas 粒子系统类型 =====
interface EnergyParticle {
// 环绕能量粒子(持续)
angle: number;
dist: number;
radius: number;
baseRadius: number;
speed: number;
size: number;
color: string;
alpha: number;
phase: number;
}
interface AmbientParticle {
// 环境星尘(缓慢漂浮)
x: number;
y: number;
vx: number;
vy: number;
size: number;
alpha: number;
twinkle: number;
}
interface ShockRing {
// 冲击波环(点击触发)
born: number;
color: string;
maxRadius: number;
duration: number;
}
interface BurstParticle {
// 爆发粒子(点击触发,径向发散)
x: number;
y: number;
vx: number;
vy: number;
size: number;
color: string;
born: number;
life: number;
}
const COLORS = {
emerald: "#34d399",
fuchsia: "#e879f9",
rose: "#fb7185",
amber: "#fbbf24",
white: "#ffffff",
};
function comboColor(combo: number): string {
if (combo >= 5) return COLORS.amber;
if (combo >= 3) return COLORS.fuchsia;
return COLORS.emerald;
}
export function CrystalOrb() {
@@ -30,11 +80,141 @@ export function CrystalOrb() {
const crystalCap = useGameStore((s) => s.crystalCap);
const combo = useGameStore((s) => s._combo);
const { toast } = useToast();
const [floats, setFloats] = useState<FloatNum[]>([]);
const [particles, setParticles] = useState<Particle[]>([]);
const [pulseAnim, setPulseAnim] = useState(0);
const idRef = useRef(0);
// Canvas refs
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const containerRef = useRef<HTMLDivElement | null>(null);
const pulseAnimRef = useRef(0);
const [pulseAnim, setPulseAnim] = useState(0); // 触发 SVG 环动画
// 粒子状态 refs(不触发 re-render
const energyParticlesRef = useRef<EnergyParticle[]>([]);
const ambientParticlesRef = useRef<AmbientParticle[]>([]);
const shockRingsRef = useRef<ShockRing[]>([]);
const burstParticlesRef = useRef<BurstParticle[]>([]);
const comboRef = useRef(combo);
const fillPctRef = useRef(0);
const crystalsRef = useRef(crystals);
const crystalCapRef = useRef(crystalCap);
useEffect(() => {
comboRef.current = combo;
crystalsRef.current = crystals;
crystalCapRef.current = crystalCap;
}, [combo, crystals, crystalCap]);
const mouseRef = useRef<{ x: number; y: number; inside: boolean }>({
x: 0,
y: 0,
inside: false,
});
// ===== 初始化粒子 =====
const initParticles = useCallback((w: number, h: number) => {
const cx = w / 2;
const cy = h / 2;
const baseR = Math.min(w, h) * 0.28;
// 环绕能量粒子(3 层,每层不同速度方向)
const energy: EnergyParticle[] = [];
const layers = [
{ count: 14, rMul: 0.95, speed: 0.6, color: COLORS.emerald },
{ count: 10, rMul: 1.15, speed: -0.4, color: COLORS.fuchsia },
{ count: 8, rMul: 1.35, speed: 0.3, color: COLORS.rose },
];
layers.forEach((layer) => {
for (let i = 0; i < layer.count; i++) {
energy.push({
angle: (Math.PI * 2 * i) / layer.count + Math.random() * 0.3,
radius: baseR * layer.rMul,
baseRadius: baseR * layer.rMul,
speed: layer.speed * (0.8 + Math.random() * 0.4),
size: 1.5 + Math.random() * 2,
color: layer.color,
alpha: 0.5 + Math.random() * 0.4,
phase: Math.random() * Math.PI * 2,
});
}
});
energyParticlesRef.current = energy;
// 环境星尘
const ambient: AmbientParticle[] = [];
for (let i = 0; i < 40; i++) {
ambient.push({
x: Math.random() * w,
y: Math.random() * h,
vx: (Math.random() - 0.5) * 8,
vy: (Math.random() - 0.5) * 8,
size: 0.5 + Math.random() * 1.5,
alpha: 0.2 + Math.random() * 0.5,
twinkle: Math.random() * Math.PI * 2,
});
}
ambientParticlesRef.current = ambient;
void cx;
void cy;
}, []);
// ===== 触发脉冲效果(Canvas 部分)=====
const triggerPulseEffect = useCallback(
(x: number, y: number, res: { combo: number; gain: number }) => {
const color = comboColor(res.combo);
const now = performance.now();
// 冲击波环(多层错峰)
shockRingsRef.current.push({
born: now,
color: COLORS.emerald,
maxRadius: 140,
duration: 700,
});
if (res.combo >= 3) {
shockRingsRef.current.push({
born: now + 100,
color: COLORS.fuchsia,
maxRadius: 170,
duration: 800,
});
}
if (res.combo >= 5) {
shockRingsRef.current.push({
born: now + 200,
color: COLORS.amber,
maxRadius: 200,
duration: 900,
});
}
// 径向爆发粒子
const pcount = 10 + Math.min(10, res.combo) * 2;
for (let i = 0; i < pcount; i++) {
const angle = (Math.PI * 2 * i) / pcount + Math.random() * 0.4;
const speed = 120 + Math.random() * 180;
burstParticlesRef.current.push({
x,
y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
size: 2 + Math.random() * 3,
color,
born: now,
life: 600 + Math.random() * 300,
});
}
// 让能量粒子被"推开"再回弹
energyParticlesRef.current.forEach((p) => {
p.radius = p.baseRadius * (1.25 + Math.random() * 0.15);
});
},
[]
);
// ===== 点击处理 =====
const handleClick = useCallback(
(e: React.MouseEvent<HTMLButtonElement>) => {
const res = pulse();
@@ -43,33 +223,24 @@ export function CrystalOrb() {
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
const id = idRef.current++;
const floatColor = res.combo >= 5 ? "#fbbf24" : res.combo >= 3 ? "#e879f9" : "#34d399";
const floatColor = comboColor(res.combo);
setFloats((f) => [
...f,
{ id, x, y, text: `+${res.gain.toFixed(1)}`, born: Date.now(), color: floatColor },
]);
// 粒子爆发
const newParticles: Particle[] = [];
const pcount = 6 + Math.min(6, res.combo);
for (let i = 0; i < pcount; i++) {
newParticles.push({
id: idRef.current++,
angle: (Math.PI * 2 * i) / pcount + Math.random() * 0.3,
dist: 0,
{
id,
x,
y,
text: `+${res.gain.toFixed(1)}`,
born: Date.now(),
color: floatColor,
});
}
setParticles((p) => [...p, ...newParticles]);
},
]);
triggerPulseEffect(x, y, res);
setPulseAnim((n) => n + 1);
// 音效
sfx(res.combo >= 3 ? "pulseCombo" : "pulse", { combo: res.combo });
setTimeout(() => {
setFloats((f) => f.filter((it) => it.id !== id));
}, 900);
setTimeout(() => {
setParticles((p) => p.filter((it) => !newParticles.includes(it)));
}, 700);
if (res.combo >= 5 && res.combo % 5 === 0) {
toast({
title: `×${res.combo} 连击!`,
@@ -77,126 +248,349 @@ export function CrystalOrb() {
});
}
},
[pulse, toast]
[pulse, toast, triggerPulseEffect]
);
// 进度比例
// ===== Canvas 动画循环 =====
useEffect(() => {
const canvas = canvasRef.current;
const container = containerRef.current;
if (!canvas || !container) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
let rafId = 0;
let lastTime = performance.now();
let dpr = Math.min(window.devicePixelRatio || 1, 2);
const resize = () => {
const rect = container.getBoundingClientRect();
dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.max(1, Math.floor(rect.width * dpr));
canvas.height = Math.max(1, Math.floor(rect.height * dpr));
canvas.style.width = `${rect.width}px`;
canvas.style.height = `${rect.height}px`;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
initParticles(rect.width, rect.height);
};
resize();
const ro = new ResizeObserver(resize);
ro.observe(container);
const draw = (now: number) => {
const dt = Math.min(0.05, (now - lastTime) / 1000);
lastTime = now;
const w = canvas.width / dpr;
const h = canvas.height / dpr;
const cx = w / 2;
const cy = h / 2;
const baseR = Math.min(w, h) * 0.28;
ctx.clearRect(0, 0, w, h);
// === 1. 环境星尘 ===
ambientParticlesRef.current.forEach((p) => {
p.x += p.vx * dt;
p.y += p.vy * dt;
p.twinkle += dt * 2;
if (p.x < 0) p.x = w;
if (p.x > w) p.x = 0;
if (p.y < 0) p.y = h;
if (p.y > h) p.y = 0;
const tw = 0.5 + 0.5 * Math.sin(p.twinkle);
ctx.globalAlpha = p.alpha * tw;
ctx.fillStyle = "#ffffff";
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
ctx.fill();
});
ctx.globalAlpha = 1;
// === 2. 外层辉光(呼吸)===
const breath = 0.85 + 0.15 * Math.sin(now * 0.001);
const glowGrad = ctx.createRadialGradient(
cx,
cy,
baseR * 0.3,
cx,
cy,
baseR * 2.2
);
glowGrad.addColorStop(0, `rgba(52,211,153,${0.18 * breath})`);
glowGrad.addColorStop(0.5, `rgba(232,121,249,${0.1 * breath})`);
glowGrad.addColorStop(1, "rgba(0,0,0,0)");
ctx.fillStyle = glowGrad;
ctx.fillRect(0, 0, w, h);
// === 3. 进度填充环(背景 + 进度)===
ctx.lineWidth = 2.5;
ctx.strokeStyle = "rgba(255,255,255,0.06)";
ctx.beginPath();
ctx.arc(cx, cy, baseR * 1.45, 0, Math.PI * 2);
ctx.stroke();
const fp = Math.min(
100,
(crystalsRef.current / Math.max(1, crystalCapRef.current)) * 100
);
fillPctRef.current = fp;
const ringR = baseR * 1.45;
const grad = ctx.createLinearGradient(
cx - ringR,
cy - ringR,
cx + ringR,
cy + ringR
);
grad.addColorStop(0, COLORS.emerald);
grad.addColorStop(0.5, COLORS.fuchsia);
grad.addColorStop(1, COLORS.rose);
ctx.strokeStyle = grad;
ctx.lineWidth = 3;
ctx.lineCap = "round";
ctx.shadowBlur = 8;
ctx.shadowColor = COLORS.emerald;
ctx.beginPath();
ctx.arc(
cx,
cy,
ringR,
-Math.PI / 2,
-Math.PI / 2 + (Math.PI * 2 * fp) / 100
);
ctx.stroke();
ctx.shadowBlur = 0;
// === 4. 环绕能量粒子 ===
energyParticlesRef.current.forEach((p) => {
p.angle += p.speed * dt;
// 回弹到 baseRadius
p.radius += (p.baseRadius - p.radius) * Math.min(1, dt * 4);
const px = cx + Math.cos(p.angle) * p.radius;
const py = cy + Math.sin(p.angle) * p.radius;
const flicker = 0.7 + 0.3 * Math.sin(now * 0.005 + p.phase);
ctx.globalAlpha = p.alpha * flicker;
ctx.fillStyle = p.color;
ctx.shadowBlur = 10;
ctx.shadowColor = p.color;
ctx.beginPath();
ctx.arc(px, py, p.size, 0, Math.PI * 2);
ctx.fill();
// 拖尾(向心方向的小线段)
ctx.globalAlpha = p.alpha * flicker * 0.4;
ctx.strokeStyle = p.color;
ctx.lineWidth = p.size * 0.6;
ctx.beginPath();
ctx.moveTo(px, py);
ctx.lineTo(
cx + Math.cos(p.angle - p.speed * 0.08) * (p.radius - 2),
cy + Math.sin(p.angle - p.speed * 0.08) * (p.radius - 2)
);
ctx.stroke();
});
ctx.globalAlpha = 1;
ctx.shadowBlur = 0;
// === 5. 中央晶核 ===
const coreR = baseR * 0.95;
// 鼠标接近时晶核轻微偏移(视差感)
let coreOffsetX = 0;
let coreOffsetY = 0;
if (mouseRef.current.inside) {
const dx = mouseRef.current.x - cx;
const dy = mouseRef.current.y - cy;
const dist = Math.hypot(dx, dy);
if (dist > 0.1) {
coreOffsetX = (dx / dist) * Math.min(8, dist * 0.05);
coreOffsetY = (dy / dist) * Math.min(8, dist * 0.05);
}
}
const ccx = cx + coreOffsetX;
const ccy = cy + coreOffsetY;
// 晶核主体(径向渐变)
const coreGrad = ctx.createRadialGradient(
ccx - coreR * 0.25,
ccy - coreR * 0.3,
coreR * 0.1,
ccx,
ccy,
coreR
);
coreGrad.addColorStop(0, "rgba(255,255,255,0.95)");
coreGrad.addColorStop(0.3, `rgba(52,211,153,${0.85 * breath})`);
coreGrad.addColorStop(0.65, "rgba(232,121,249,0.55)");
coreGrad.addColorStop(1, "rgba(251,113,133,0.2)");
ctx.fillStyle = coreGrad;
ctx.shadowBlur = 30;
ctx.shadowColor = COLORS.emerald;
ctx.beginPath();
ctx.arc(ccx, ccy, coreR, 0, Math.PI * 2);
ctx.fill();
// 晶核内部六边形纹理
ctx.save();
ctx.translate(ccx, ccy);
ctx.globalAlpha = 0.25;
ctx.strokeStyle = "rgba(255,255,255,0.6)";
ctx.lineWidth = 0.8;
const hexR = coreR * 0.7;
for (let layer = 0; layer < 3; layer++) {
const r = hexR * (1 - layer * 0.3);
ctx.beginPath();
for (let i = 0; i < 6; i++) {
const a = (Math.PI / 3) * i + now * 0.0002 * (layer % 2 ? 1 : -1);
const px = Math.cos(a) * r;
const py = Math.sin(a) * r;
if (i === 0) ctx.moveTo(px, py);
else ctx.lineTo(px, py);
}
ctx.closePath();
ctx.stroke();
}
ctx.restore();
// 高光
ctx.globalAlpha = 0.4;
ctx.fillStyle = "#ffffff";
ctx.beginPath();
ctx.ellipse(
ccx - coreR * 0.25,
ccy - coreR * 0.35,
coreR * 0.35,
coreR * 0.18,
-0.4,
0,
Math.PI * 2
);
ctx.fill();
ctx.globalAlpha = 1;
ctx.shadowBlur = 0;
// === 6. 冲击波环 ===
shockRingsRef.current = shockRingsRef.current.filter((ring) => {
const elapsed = now - ring.born;
if (elapsed < 0 || elapsed > ring.duration) return elapsed <= ring.duration + 50;
const t = elapsed / ring.duration;
const r = ring.maxRadius * t;
const alpha = (1 - t) * 0.8;
ctx.globalAlpha = alpha;
ctx.strokeStyle = ring.color;
ctx.lineWidth = 2.5 * (1 - t * 0.5);
ctx.shadowBlur = 12;
ctx.shadowColor = ring.color;
ctx.beginPath();
ctx.arc(cx, cy, r, 0, Math.PI * 2);
ctx.stroke();
ctx.shadowBlur = 0;
return true;
});
shockRingsRef.current = shockRingsRef.current.filter(
(r) => now - r.born < r.duration
);
ctx.globalAlpha = 1;
// === 7. 爆发粒子 ===
burstParticlesRef.current = burstParticlesRef.current.filter((p) => {
const age = now - p.born;
if (age > p.life) return false;
p.x += p.vx * dt;
p.y += p.vy * dt;
p.vx *= 0.96;
p.vy *= 0.96;
const t = age / p.life;
const alpha = 1 - t;
ctx.globalAlpha = alpha;
ctx.fillStyle = p.color;
ctx.shadowBlur = 8;
ctx.shadowColor = p.color;
ctx.beginPath();
ctx.arc(p.x, p.y, p.size * (1 - t * 0.5), 0, Math.PI * 2);
ctx.fill();
return true;
});
ctx.globalAlpha = 1;
ctx.shadowBlur = 0;
rafId = requestAnimationFrame(draw);
};
rafId = requestAnimationFrame(draw);
return () => {
cancelAnimationFrame(rafId);
ro.disconnect();
};
}, [initParticles]);
// ===== 鼠标追踪(视差)=====
const handleMouseMove = useCallback(
(e: React.MouseEvent<HTMLButtonElement>) => {
const rect = e.currentTarget.getBoundingClientRect();
mouseRef.current = {
x: e.clientX - rect.left,
y: e.clientY - rect.top,
inside: true,
};
},
[]
);
const handleMouseLeave = useCallback(() => {
mouseRef.current.inside = false;
}, []);
// 进度比例(用于显示)
const fillPct = Math.min(100, (crystals / Math.max(1, crystalCap)) * 100);
return (
<div className="relative flex flex-col items-center justify-center gap-4 select-none">
{/* 连击显示 */}
{combo > 1 && (
<div className="absolute -top-2 left-1/2 -translate-x-1/2 px-3 py-1 rounded-full bg-rose-500/20 border border-rose-400/40 text-rose-200 text-xs font-mono animate-pulse">
<div className="absolute -top-2 left-1/2 -translate-x-1/2 px-3 py-1 rounded-full bg-rose-500/20 border border-rose-400/40 text-rose-200 text-xs font-mono animate-pulse z-10">
×{combo}
</div>
)}
<button
onClick={handleClick}
onMouseMove={handleMouseMove}
onMouseLeave={handleMouseLeave}
className="relative h-52 w-52 sm:h-64 sm:w-64 rounded-full focus:outline-none group"
aria-label="脉冲扫描,获取记忆晶体"
>
{/* 外层光晕 */}
<div className="absolute inset-0 rounded-full bg-emerald-500/10 blur-2xl group-hover:bg-emerald-500/20 transition-colors" />
{/* 旋转外环 */}
{/* Canvas 粒子层 */}
<div
className="absolute inset-2 rounded-full border border-emerald-400/30"
ref={containerRef}
className="absolute inset-0 rounded-full overflow-hidden"
>
<canvas ref={canvasRef} className="block w-full h-full" />
</div>
{/* CSS 旋转外环装饰(与 Canvas 叠加)*/}
<div
className="absolute inset-2 rounded-full border border-emerald-400/30 pointer-events-none"
style={{ animation: "echo-spin 18s linear infinite" }}
>
<div className="absolute top-0 left-1/2 -translate-x-1/2 -translate-y-1/2 h-2 w-2 rounded-full bg-emerald-300 shadow-[0_0_8px_#34d399]" />
<div className="absolute bottom-0 left-1/2 -translate-x-1/2 translate-y-1/2 h-1.5 w-1.5 rounded-full bg-rose-300 shadow-[0_0_8px_#fb7185]" />
</div>
{/* 反向旋转内环 */}
{/* 反向旋转虚线内环 */}
<div
className="absolute inset-6 rounded-full border border-fuchsia-400/20 border-dashed"
className="absolute inset-6 rounded-full border border-fuchsia-400/20 border-dashed pointer-events-none"
style={{ animation: "echo-spin 24s linear infinite reverse" }}
/>
{/* 进度填充环 */}
<svg className="absolute inset-0 -rotate-90" viewBox="0 0 100 100">
<circle
cx="50"
cy="50"
r="44"
fill="none"
stroke="rgba(255,255,255,0.06)"
strokeWidth="2"
/>
<circle
cx="50"
cy="50"
r="44"
fill="none"
stroke="url(#echoGrad)"
strokeWidth="2.5"
strokeLinecap="round"
strokeDasharray={`${2 * Math.PI * 44}`}
strokeDashoffset={`${2 * Math.PI * 44 * (1 - fillPct / 100)}`}
style={{ transition: "stroke-dashoffset 0.3s ease", filter: "drop-shadow(0 0 4px rgba(52,211,153,0.6))" }}
/>
<defs>
<linearGradient id="echoGrad" x1="0" y1="0" x2="1" y2="1">
<stop offset="0%" stopColor="#34d399" />
<stop offset="50%" stopColor="#e879f9" />
<stop offset="100%" stopColor="#fb7185" />
</linearGradient>
</defs>
</svg>
{/* 脉冲扩散环(点击时) */}
{/* 脉冲扩散环(点击时,CSS 叠加 Canvas 冲击波)*/}
<div
key={`ring-${pulseAnim}`}
className="absolute inset-8 rounded-full border-2 border-emerald-400/60 pointer-events-none"
style={{ animation: "echo-ring 0.7s ease-out forwards" }}
/>
{/* 中央晶体 */}
<div
key={pulseAnim}
className="absolute inset-12 rounded-full flex items-center justify-center"
style={{ animation: "echo-ping 0.4s ease-out" }}
>
<div className="relative h-full w-full">
{/* 晶核 */}
<div
className="absolute inset-0 rounded-full"
style={{
background:
"radial-gradient(circle at 35% 30%, rgba(255,255,255,0.9), rgba(52,211,153,0.7) 35%, rgba(232,121,249,0.5) 70%, rgba(251,113,133,0.3))",
boxShadow:
"0 0 30px rgba(52,211,153,0.6), 0 0 60px rgba(232,121,249,0.4), inset 0 0 20px rgba(255,255,255,0.3)",
}}
/>
{/* 高光 */}
<div className="absolute top-3 left-6 h-6 w-10 rounded-full bg-white/40 blur-sm rotate-[-20deg]" />
{/* 内部六边形纹理 */}
<div
className="absolute inset-4 rounded-full opacity-30"
style={{
backgroundImage:
"repeating-linear-gradient(60deg, rgba(255,255,255,0.4) 0 1px, transparent 1px 8px), repeating-linear-gradient(-60deg, rgba(255,255,255,0.4) 0 1px, transparent 1px 8px)",
}}
/>
</div>
</div>
{/* 粒子爆发 */}
{particles.map((p) => (
<span
key={p.id}
className="absolute left-1/2 top-1/2 rounded-full pointer-events-none"
style={{
width: 4,
height: 4,
background: p.color,
boxShadow: `0 0 6px ${p.color}`,
["--angle" as string]: `${p.angle}rad`,
animation: "echo-burst 0.7s ease-out forwards",
}}
/>
))}
{/* 浮动数字 */}
{/* 浮动数字(保留 HTML,便于清晰文字)*/}
{floats.map((f) => (
<span
key={f.id}
className="absolute pointer-events-none font-mono font-bold text-sm"
className="absolute pointer-events-none font-mono font-bold text-sm z-10"
style={{
left: f.x,
top: f.y,
@@ -213,39 +607,48 @@ export function CrystalOrb() {
{/* 数值显示 */}
<div className="text-center">
<div className="text-2xl font-mono font-bold text-emerald-300" style={{ textShadow: "0 0 12px rgba(52,211,153,0.5)" }}>
<div
className="text-2xl font-mono font-bold text-emerald-300"
style={{ textShadow: "0 0 12px rgba(52,211,153,0.5)" }}
>
{formatNum(crystals)}
</div>
<div className="text-xs text-muted-foreground mt-0.5">
· {crystalsPerSec.toFixed(1)}/s · {formatNum(crystalCap)}
· {crystalsPerSec.toFixed(1)}/s · {" "}
{formatNum(crystalCap)}
</div>
<div className="text-[11px] text-muted-foreground/70 mt-2">
<span className="text-emerald-300"></span>
<span className="text-emerald-300"></span>
</div>
<div className="text-[10px] text-muted-foreground/50 mt-1 tabular-nums">
{fillPct.toFixed(1)}% · ×{Math.max(1, combo)}
</div>
</div>
<style jsx>{`
@keyframes echo-spin { to { transform: rotate(360deg); } }
@keyframes echo-ping {
0% { transform: scale(0.92); }
50% { transform: scale(1.04); }
100% { transform: scale(1); }
@keyframes echo-spin {
to {
transform: rotate(360deg);
}
}
@keyframes echo-float {
0% { opacity: 1; transform: translate(-50%, -50%) scale(1); }
100% { opacity: 0; transform: translate(-50%, -180%) scale(1.3); }
}
@keyframes echo-ring {
0% { transform: scale(0.8); opacity: 0.8; }
100% { transform: scale(1.6); opacity: 0; }
}
@keyframes echo-burst {
0% {
transform: translate(-50%, -50%) rotate(var(--angle)) translateX(0) rotate(calc(-1 * var(--angle)));
opacity: 1;
transform: translate(-50%, -50%) scale(1);
}
100% {
transform: translate(-50%, -50%) rotate(var(--angle)) translateX(80px) rotate(calc(-1 * var(--angle)));
opacity: 0;
transform: translate(-50%, -180%) scale(1.3);
}
}
@keyframes echo-ring {
0% {
transform: scale(0.8);
opacity: 0.8;
}
100% {
transform: scale(1.6);
opacity: 0;
}
}