feat: 删除战鼓相关代码 + 修复数据加载异常问题

This commit is contained in:
Zhukj
2025-12-12 14:24:45 +08:00
parent 4a829b7dfc
commit 717d263850
7 changed files with 287 additions and 689 deletions

View File

@@ -12,8 +12,6 @@ import {
saveDisplayConfig as saveDisplayConfigToConfig,
getBattleEndTime,
saveBattleEndTime as saveBattleEndTimeToConfig,
getDrumConfig,
saveDrumConfig as saveDrumConfigToConfig,
getBonusRules,
saveBonusRules as saveBonusRulesToConfig
} from '../services/configService';
@@ -29,7 +27,7 @@ export let bonusRules = [
export let systemUsers = [];
export let displayConfig = null;
export let battleEndTime = { date: new Date().toISOString().split('T')[0], time: '00:00:00' };
export let drumConfig = {};
// 保存结束时间
export const saveBattleEndTime = async (endTime) => {
@@ -59,30 +57,7 @@ export const saveDisplayConfig = async (config) => {
return await saveDisplayConfigToConfig(config);
};
// 保存战鼓配置
export const saveDrumConfig = async (config) => {
console.log('保存战鼓配置:', config);
// 深度合并配置确保嵌套对象如sound、animation、pattern的属性不会丢失
drumConfig = {
...drumConfig,
...config,
sound: {
...drumConfig.sound,
...config.sound
},
animation: {
...drumConfig.animation,
...config.animation
},
pattern: {
...drumConfig.pattern,
...config.pattern
}
};
return await saveDrumConfigToConfig(drumConfig);
};
// 保存奖金规则
export const saveBonusRules = async (rules) => {
@@ -118,7 +93,7 @@ export const refreshData = async () => {
systemUsers = await getSystemUsers();
displayConfig = await getDisplayConfig();
battleEndTime = await getBattleEndTime();
drumConfig = await getDrumConfig();
return true;
} catch (error) {
console.error('刷新数据失败:', error);

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@@ -1,5 +1,6 @@
// 配置文件API路径
const CONFIG_API_URL = '/api/config';
// 修复后绝对路径直接请求后端3000端口
const CONFIG_API_URL = 'http://localhost:3000/api/config';
/**
* 读取配置文件
@@ -106,21 +107,7 @@ const getDefaultConfig = () => ({
date: new Date().toISOString().split('T')[0],
time: '00:00:00'
},
drumConfig: {
showDrum: false, // 控制战鼓的显示,默认不显示
sound: {
volume: 1.0,
enabled: false, // 控制声音播放,默认不播放
soundSrc: '' // 战鼓声音来源文件路径
},
animation: {
enabled: false
},
pattern: {
strongBeats: [1],
totalBeats: 4
}
},
backgroundConfig: {
useBackgroundImage: true,
backgroundImage: '/battle-background.jpg', // 默认战旗背景图片
@@ -332,25 +319,7 @@ export const saveBattleEndTime = async (endTime) => {
return await writeConfig(config);
};
/**
* 获取战鼓配置
* @returns {Object} 战鼓配置
*/
export const getDrumConfig = async () => {
const config = await readConfig();
return config.drumConfig || getDefaultConfig().drumConfig;
};
/**
* 保存战鼓配置
* @param {Object} drumConfig 战鼓配置
* @returns {boolean} 是否保存成功
*/
export const saveDrumConfig = async (drumConfig) => {
const config = await readConfig();
config.drumConfig = drumConfig;
return await writeConfig(config);
};
/**
* 获取背景配置

View File

@@ -655,172 +655,7 @@
</div>
</div>
<!-- 战鼓配置 -->
<div v-if="currentTab === 'drum'" class="drum-config-content">
<h2 class="game-subtitle">🥁 战鼓配置管理</h2>
<!-- 音效配置 -->
<div class="config-section">
<h3 class="text-gold">🔊 音效配置</h3>
<div class="config-options">
<div class="config-item">
<label class="checkbox-label">
<input type="checkbox" v-model="localDrumConfig.sound.enabled">
<span>启用音效</span>
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>音量 (0-1)</span>
<input type="number" v-model.number="localDrumConfig.sound.volume" min="0" max="1" step="0.1"
class="width-input">
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>起音时间 (s)</span>
<input type="number" v-model.number="localDrumConfig.sound.attackTime" min="0.001" max="0.5"
step="0.01" class="width-input">
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>衰减时间 (s)</span>
<input type="number" v-model.number="localDrumConfig.sound.decayTime" min="0.05" max="1" step="0.05"
class="width-input">
</label>
</div>
<h4 style="margin-top: 15px; color: #666;">🎵 第一个音调</h4>
<div class="config-item">
<label class="checkbox-label">
<span>音调类型</span>
<select v-model="localDrumConfig.sound.type1" class="select-input">
<option value="sine">正弦波</option>
<option value="square">方波</option>
<option value="triangle">三角波</option>
<option value="sawtooth">锯齿波</option>
</select>
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>频率 (Hz)</span>
<input type="number" v-model.number="localDrumConfig.sound.frequency1" min="50" max="500"
class="width-input">
</label>
</div>
<h4 style="margin-top: 15px; color: #666;">🎵 第二个音调</h4>
<div class="config-item">
<label class="checkbox-label">
<span>音调类型</span>
<select v-model="localDrumConfig.sound.type2" class="select-input">
<option value="sine">正弦波</option>
<option value="square">方波</option>
<option value="triangle">三角波</option>
<option value="sawtooth">锯齿波</option>
</select>
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>频率 (Hz)</span>
<input type="number" v-model.number="localDrumConfig.sound.frequency2" min="50" max="500"
class="width-input">
</label>
</div>
</div>
</div>
<!-- 动画配置 -->
<div class="config-section">
<h3>🎬 动画配置</h3>
<div class="config-options">
<div class="config-item">
<label class="checkbox-label">
<input type="checkbox" v-model="localDrumConfig.animation.enabled">
<span>启用动画</span>
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>节拍间隔 (ms)</span>
<input type="number" v-model.number="localDrumConfig.animation.beatInterval" min="50" max="1000"
class="width-input">
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>跳动缩放比例</span>
<input type="number" v-model.number="localDrumConfig.animation.beatScale" min="1.0" max="2.0"
step="0.1" class="width-input">
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>跳动上下位移 (px)</span>
<input type="number" v-model.number="localDrumConfig.animation.beatTranslateY" min="-50" max="50"
class="width-input">
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>跳动旋转角度 (deg)</span>
<input type="number" v-model.number="localDrumConfig.animation.beatRotate" min="0" max="20"
class="width-input">
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>单次跳动持续时间 (ms)</span>
<input type="number" v-model.number="localDrumConfig.animation.beatDuration" min="50" max="500"
class="width-input">
</label>
</div>
</div>
</div>
<!-- 节拍模式配置 -->
<div class="config-section">
<h3>🎵 节拍模式配置</h3>
<div class="config-options">
<div class="config-item">
<label class="checkbox-label">
<span>每小节总拍数</span>
<input type="number" v-model.number="localDrumConfig.pattern.totalBeats" min="1" max="8"
class="width-input">
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>强拍位置 (1-4)</span>
<input type="text" v-model="localDrumConfig.pattern.strongBeatsStr" placeholder="如: 1,4"
class="text-input" @input="updateStrongBeats">
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>强拍音量倍数</span>
<input type="number" v-model.number="localDrumConfig.pattern.accentMultiplier" min="1" max="3"
step="0.1" class="width-input">
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>强拍频率偏移 (%)</span>
<input type="number" v-model.number="localDrumConfig.pattern.accentFrequencyOffset" min="-50" max="50"
class="width-input">
</label>
</div>
<div class="config-item">
<label class="checkbox-label">
<span>强拍动画增强 (%)</span>
<input type="number" v-model.number="localDrumConfig.pattern.accentAnimation" min="0" max="100"
class="width-input">
</label>
</div>
</div>
</div>
</div>
</div>
<!-- 保存按钮 -->
@@ -954,8 +789,6 @@ import {
saveDisplayConfig,
battleEndTime,
saveBattleEndTime,
drumConfig,
saveDrumConfig,
refreshData,
initializeData
} from '../data/mockData.js';
@@ -983,8 +816,7 @@ const tabs = [
{ key: 'bonus', label: '奖金设置' },
{ key: 'config', label: '显示配置' },
{ key: 'champion', label: '冠军Logo配置' },
{ key: 'endTime', label: '结束时间设置' },
{ key: 'drum', label: '战鼓配置' }
{ key: 'endTime', label: '结束时间设置' }
];
// 冠军Logo配置
@@ -1011,18 +843,11 @@ onMounted(async () => {
localDisplayConfig.value.crownPosition.top = '-100px';
}
localBattleEndTime.value = { ...battleEndTime };
localDrumConfig.value = { ...drumConfig };
// 初始化冠军Logo配置
if (displayConfig.championLogos) {
championLogos.value = { ...displayConfig.championLogos };
}
// 重新处理强拍位置
if (localDrumConfig.value.pattern && localDrumConfig.value.pattern.strongBeats) {
localDrumConfig.value.pattern.strongBeatsStr =
localDrumConfig.value.pattern.strongBeats.join(',') || '1,4';
}
} catch (error) {
console.error('初始化数据失败:', error);
}
@@ -1138,13 +963,6 @@ const handleRefreshData = () => {
localBonusRules.value = [...bonusRules];
localDisplayConfig.value = { ...displayConfig };
localBattleEndTime.value = { ...battleEndTime };
localDrumConfig.value = { ...drumConfig };
// 重新处理强拍位置
if (localDrumConfig.value.pattern && localDrumConfig.value.pattern.strongBeats) {
localDrumConfig.value.pattern.strongBeatsStr =
localDrumConfig.value.pattern.strongBeats.join(',') || '1,4';
}
if (success) {
alert('数据刷新成功!');
@@ -1164,16 +982,6 @@ const localTeamRankings = ref([...teamRankings]);
const localBonusRules = ref([...bonusRules]);
const localDisplayConfig = ref({ ...displayConfig });
const localBattleEndTime = ref({ ...battleEndTime });
// 初始化本地战鼓配置副本
const localDrumConfig = ref({ ...drumConfig });
// 添加强拍位置的字符串表示,用于输入框
if (localDrumConfig.value.pattern && localDrumConfig.value.pattern.strongBeats) {
localDrumConfig.value.pattern.strongBeatsStr = localDrumConfig.value.pattern.strongBeats.join(',') || '1,4';
} else {
localDrumConfig.value.pattern = localDrumConfig.value.pattern || {};
localDrumConfig.value.pattern.strongBeats = [1, 4];
localDrumConfig.value.pattern.strongBeatsStr = '1,4';
}
// 组件挂载时初始化数据
onMounted(async () => {
@@ -1185,36 +993,12 @@ onMounted(async () => {
localBonusRules.value = [...bonusRules];
localDisplayConfig.value = { ...displayConfig };
localBattleEndTime.value = { ...battleEndTime };
localDrumConfig.value = { ...drumConfig };
// 重新处理强拍位置
if (localDrumConfig.value.pattern && localDrumConfig.value.pattern.strongBeats) {
localDrumConfig.value.pattern.strongBeatsStr =
localDrumConfig.value.pattern.strongBeats.join(',') || '1,4';
}
} catch (error) {
console.error('初始化数据失败:', error);
}
});
// 更新强拍位置数组
const updateStrongBeats = () => {
try {
const beatsStr = localDrumConfig.value.pattern.strongBeatsStr;
if (!beatsStr) {
localDrumConfig.value.pattern.strongBeats = [];
return;
}
const beats = beatsStr.split(',')
.map(beat => parseInt(beat.trim()))
.filter(beat => !isNaN(beat) && beat > 0 && beat <= 8);
localDrumConfig.value.pattern.strongBeats = beats;
} catch (error) {
console.error('更新强拍位置失败:', error);
localDrumConfig.value.pattern.strongBeats = [1, 4];
localDrumConfig.value.pattern.strongBeatsStr = '1,4';
}
};
// 对话框状态
const showAddIndividual = ref(false);
@@ -1326,12 +1110,6 @@ const saveData = async () => {
localIndividualRankings.value.sort((a, b) => b.score - a.score);
localTeamRankings.value.sort((a, b) => b.totalScore - a.totalScore);
// 保存战鼓配置前,确保强拍位置数组是最新的
updateStrongBeats();
// 移除临时的字符串表示,避免保存到配置中
const configToSave = { ...localDrumConfig.value };
delete configToSave.pattern.strongBeatsStr;
// 导入必要的配置服务函数
const { readConfig, writeConfig } = await import('../services/configService');
@@ -1346,7 +1124,6 @@ const saveData = async () => {
// 保存冠军Logo配置
currentConfig.displayConfig.championLogos = championLogos.value;
currentConfig.battleEndTime = localBattleEndTime.value;
currentConfig.drumConfig = configToSave;
// 一次性保存所有配置
const result = await writeConfig(currentConfig);

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@@ -7,20 +7,7 @@
</div>
</section>
<!-- 第二部分战鼓动画浮动并支持拖放 -->
<section v-if="localDisplayConfig.showDrum" class="drums-section card-game" @mousedown="startDrag"
@click="handleDrumClick" :style="{ left: drumsPosition.x + 'px', top: drumsPosition.y + 'px' }">
<div class="drums-container">
<!-- 战鼓动画在上面 -->
<div class="drums-animation">
<div class="drum glow-border" :class="{ beating: isBeating }">🥁</div>
<div class="drum" :class="{ beating: isBeating }">🥁</div>
<div class="trophy" style="font-size: 2.5rem; filter: drop-shadow(0 0 10px var(--gold-primary));">🏆</div>
<div class="drum" :class="{ beating: isBeating }">🥁</div>
<div class="drum" :class="{ beating: isBeating }">🥁</div>
</div>
</div>
</section>
<!-- 任务设置模块 -->
<section class="task-settings-section card-game">
@@ -224,7 +211,6 @@ import {
bonusRules,
displayConfig,
battleEndTime,
drumConfig,
initializeData
} from '../data/mockData.js';
import { readConfig } from '../services/configService.js';
@@ -692,17 +678,7 @@ const hours = ref(0);
const minutes = ref(0);
const seconds = ref(0);
// 战鼓动画状态
const isBeating = ref(false);
let beatInterval = null;
let countdownInterval = null;
// 音频上下文和战鼓音效
let audioContext = null;
const isPlayingSound = ref(false);
// 战鼓位置状态
const drumsPosition = ref({ x: 20, y: 20 });
// 倒计时位置状态已移除,直接在模板中使用固定位置
// 奖金设置模块位置状态 - 使用reactive存储实际定位值
const bonusPosition = reactive({ x: 'auto', y: 'auto' });
@@ -726,13 +702,7 @@ function throttle(func, limit) {
};
}
// 开始拖动战鼓
const startDrag = (e) => {
isDragging = true;
dragOffset.x = e.clientX - drumsPosition.value.x;
dragOffset.y = e.clientY - drumsPosition.value.y;
e.preventDefault();
};
// 开始拖动奖金模块(鼠标事件)
const startBonusDrag = (e) => {
@@ -792,10 +762,6 @@ const endTouch = (e) => {
// 优化的拖动函数 - 使用节流减少更新频率(鼠标事件)
const drag = throttle((e) => {
if (isDragging) {
drumsPosition.value.x = e.clientX - dragOffset.x;
drumsPosition.value.y = e.clientY - dragOffset.y;
}
if (isBonusDragging) {
// 计算新的位置
const newX = e.clientX - bonusDragOffset.x;
@@ -881,237 +847,11 @@ const calculateCountdown = () => {
}
};
// 初始化音频上下文
const initAudioContext = () => {
if (!audioContext) {
audioContext = new (window.AudioContext || window.webkitAudioContext)();
}
};
// 音频缓存用于存储加载的MP3文件
const audioBufferCache = ref({});
// 加载MP3文件到音频缓冲区
const loadAudioFile = async (filePath) => {
try {
// 检查是否已缓存
if (audioBufferCache.value[filePath]) {
return audioBufferCache.value[filePath];
}
// 加载音频文件
const response = await fetch(filePath);
const arrayBuffer = await response.arrayBuffer();
const audioBuffer = await audioContext.decodeAudioData(arrayBuffer);
// 缓存音频缓冲区
audioBufferCache.value[filePath] = audioBuffer;
return audioBuffer;
} catch (error) {
console.error('加载音频文件失败:', error);
return null;
}
};
// 播放战鼓音效
const playDrumSound = async (isStrongBeat = false) => {
// 检查是否启用声音播放
if (!audioContext || isPlayingSound.value || drumConfig?.sound?.enabled === false) return;
isPlayingSound.value = true;
try {
// 使用配置的音效参数
const soundConfig = drumConfig?.sound || {};
const patternConfig = drumConfig?.pattern || {};
// 检查是否配置了MP3文件路径
if (soundConfig.soundSrc && soundConfig.soundSrc.trim() !== '') {
// 使用MP3文件播放
const audioBuffer = await loadAudioFile(soundConfig.soundSrc);
if (audioBuffer) {
// 创建音频源节点
const source = audioContext.createBufferSource();
const gainNode = audioContext.createGain();
// 连接节点
source.buffer = audioBuffer;
source.connect(gainNode);
gainNode.connect(audioContext.destination);
// 设置音量,支持强拍音量增强
const baseVolume = soundConfig.volume || 1.0;
const accentMultiplier = patternConfig.accentMultiplier || 1.2;
const volume = isStrongBeat ? baseVolume * accentMultiplier : baseVolume;
gainNode.gain.value = volume;
// 播放声音
source.start(0);
// 设置完成后重置播放状态
setTimeout(() => {
isPlayingSound.value = false;
}, audioBuffer.duration * 1000 + 100);
return;
}
}
// 如果没有配置MP3文件或加载失败回退到合成音效
// 创建振荡器节点
const oscillator = audioContext.createOscillator();
const gainNode = audioContext.createGain();
// 连接节点
oscillator.connect(gainNode);
gainNode.connect(audioContext.destination);
// 设置战鼓音效参数,支持强拍
const baseVolume = soundConfig.volume || 1.0;
// 使用pattern配置中的强拍音量倍数
const accentMultiplier = patternConfig.accentMultiplier || 1.2;
const volume = isStrongBeat ? baseVolume * accentMultiplier : baseVolume;
// 使用soundConfig中的type1
oscillator.type = soundConfig.type1 || 'sine';
// 基础频率,支持强拍频率偏移
const baseFrequency = soundConfig.frequency1 || 150;
const frequencyOffset = isStrongBeat ? (patternConfig.accentFrequencyOffset || 0) / 100 : 0;
const actualFrequency = baseFrequency * (1 + frequencyOffset);
oscillator.frequency.setValueAtTime(actualFrequency, audioContext.currentTime);
// 频率渐变
oscillator.frequency.exponentialRampToValueAtTime(actualFrequency * 0.5, audioContext.currentTime + 0.1);
// 设置音量包络
gainNode.gain.setValueAtTime(0, audioContext.currentTime);
gainNode.gain.linearRampToValueAtTime(volume, audioContext.currentTime + (soundConfig.attackTime || 0.01));
gainNode.gain.exponentialRampToValueAtTime(0.01, audioContext.currentTime + (soundConfig.decayTime || 0.3));
// 播放声音
oscillator.start();
oscillator.stop(audioContext.currentTime + (soundConfig.decayTime || 0.3));
// 双音调效果 - 始终使用
const oscillator2 = audioContext.createOscillator();
const gainNode2 = audioContext.createGain();
oscillator2.connect(gainNode2);
gainNode2.connect(audioContext.destination);
oscillator2.type = soundConfig.type2 || 'triangle';
oscillator2.frequency.setValueAtTime(soundConfig.frequency2 || 100, audioContext.currentTime);
gainNode2.gain.setValueAtTime(0, audioContext.currentTime);
gainNode2.gain.linearRampToValueAtTime(volume * 0.8, audioContext.currentTime + (soundConfig.attackTime || 0.01));
gainNode2.gain.exponentialRampToValueAtTime(0.01, audioContext.currentTime + (soundConfig.decayTime || 0.3) + 0.2);
oscillator2.start();
oscillator2.stop(audioContext.currentTime + (soundConfig.decayTime || 0.3) + 0.2);
// 设置完成后重置播放状态
setTimeout(() => {
isPlayingSound.value = false;
}, (soundConfig.decayTime || 0.3) * 1000 + 150);
} catch (error) {
console.error('播放战鼓音效出错:', error);
isPlayingSound.value = false;
}
};
// 修改相关函数以支持异步
const handleDrumClick = async () => {
// 如果音频上下文未初始化,初始化它
if (!audioContext) {
initAudioContext();
}
// 如果音频上下文被暂停,恢复它
if (audioContext.state === 'suspended') {
audioContext.resume();
}
// 触发战鼓动画和音效,使用配置的点击效果
const animationConfig = drumConfig?.animation || {};
isBeating.value = true;
await playDrumSound(true); // 点击总是强拍
setTimeout(() => {
isBeating.value = false;
}, animationConfig.clickBeatDuration || 250);
};
// 战鼓动画效果
const startDrumAnimation = () => {
// 检查是否显示战鼓
if (drumConfig?.showDrum === false) return;
// 使用配置的动画和节拍参数
const animationConfig = drumConfig?.animation || {};
const patternConfig = drumConfig?.pattern || {};
// 检查是否启用动画
if (animationConfig.enabled === false) return;
let beatCount = 0;
// 使用配置的节拍间隔
const interval = animationConfig.beatInterval || 200;
beatInterval = setInterval(() => {
beatCount++;
// 使用配置的节拍模式和总拍数
const totalBeats = patternConfig.totalBeats || 4;
const currentBeat = ((beatCount - 1) % totalBeats) + 1;
// 根据节拍模式确定是否是强拍
const strongBeats = patternConfig.strongBeats || [1, 4];
const isStrongBeat = strongBeats.includes(currentBeat);
// 执行动画和音效
isBeating.value = true;
// 根据是否是强拍播放音效
playDrumSound(isStrongBeat);
// 设置CSS变量支持强拍动画增强
const drums = document.querySelectorAll('.drum');
drums.forEach(drum => {
// 使用配置的动画参数
drum.style.setProperty('--drum-scale', isStrongBeat ?
(animationConfig.beatScale || 1.3) * (1 + (patternConfig.accentAnimation || 0) / 100) :
(animationConfig.beatScale || 1.3));
drum.style.setProperty('--drum-translate-y', isStrongBeat ?
`${(animationConfig.beatTranslateY || -15) * (1 + (patternConfig.accentAnimation || 0) / 100)}px` :
`${animationConfig.beatTranslateY || -15}px`);
drum.style.setProperty('--drum-rotate', `${animationConfig.beatRotate || 5}deg`);
drum.style.setProperty('--drum-brightness', isStrongBeat ? '1.4' : '1.3');
drum.style.setProperty('--drum-saturation', isStrongBeat ? '1.3' : '1.2');
});
// 根据节拍类型设置持续时间
const beatDuration = isStrongBeat
? (animationConfig.beatDuration || 150)
: (animationConfig.beatDuration || 100);
setTimeout(() => {
isBeating.value = false;
}, beatDuration);
}, interval);
};
// 已移至文件中异步版本的handleDrumClick函数
// 跳转到管理员页面
const goToAdmin = () => {
router.push('/admin');
};
// 监听窗口点击事件,用于用户交互后初始化音频上下文
document.addEventListener('click', initAudioContext, { once: true });
document.addEventListener('touchstart', initAudioContext, { once: true });
const handleResize = () => {
// 计算并设置排名明细区域的最小高度,使其底部与视口对齐
const rankingsSection = document.querySelector('.rankings-section');
@@ -1156,7 +896,6 @@ onMounted(async () => {
calculateCountdown();
countdownInterval = setInterval(calculateCountdown, 10); // 改为10ms更新一次以显示毫秒
startDrumAnimation();
// 监听窗口大小变化,确保排名明细与底部对齐
window.addEventListener('resize', handleResize);
handleResize(); // 初始调整
@@ -1187,7 +926,6 @@ const handleDisplayConfigChange = () => {
onUnmounted(() => {
if (countdownInterval) clearInterval(countdownInterval);
if (beatInterval) clearInterval(beatInterval);
window.removeEventListener('resize', handleResize);
// 移除拖放相关的事件监听
@@ -1198,12 +936,6 @@ onUnmounted(() => {
document.removeEventListener('touchmove', touchMove);
document.removeEventListener('touchend', endTouch);
document.removeEventListener('touchcancel', endTouch);
// 清理音频资源
if (audioContext) {
audioContext.close();
audioContext = null;
}
});
</script>
@@ -1725,97 +1457,7 @@ onUnmounted(() => {
}
}
/* 战鼓部分 - 浮动并支持拖放 */
.drums-section {
position: fixed;
left: 20px;
top: 20px;
padding: 20px;
background: rgba(255, 255, 255, 0.95);
border-radius: 20px;
cursor: move;
z-index: 1000;
box-shadow: 0 4px 20px rgba(0, 0, 0, 0.15);
transition: box-shadow 0.3s ease;
}
.drums-section:hover {
box-shadow: 0 6px 30px rgba(0, 0, 0, 0.25);
}
.drums-section:active {
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.3);
}
.drums-container {
display: flex;
justify-content: center;
}
.drums-animation {
display: flex;
align-items: center;
gap: 20px;
font-size: 3rem;
}
.drum {
transition: transform 0.1s ease, filter 0.1s ease;
animation: idlePulse 2s infinite alternate;
}
.drum.beating {
/* 使用CSS变量方便动态调整 */
--drum-scale: 1.3;
--drum-translate-y: -15px;
--drum-rotate: 5deg;
--drum-brightness: 1.3;
--drum-saturation: 1.2;
transform: scale(var(--drum-scale)) translateY(var(--drum-translate-y)) rotate(var(--drum-rotate));
filter: brightness(var(--drum-brightness)) saturate(var(--drum-saturation));
animation: drumBeat 0.1s ease-in-out;
}
/* 战鼓闲置时的轻微脉动动画 */
@keyframes idlePulse {
0% {
transform: scale(1);
}
100% {
transform: scale(1.05);
}
}
/* 增强跳动效果的关键帧动画 */
@keyframes drumBeat {
0% {
transform: scale(1);
}
50% {
transform: scale(var(--drum-scale, 1.3)) translateY(var(--drum-translate-y, -15px)) rotate(var(--drum-rotate, 5deg));
}
100% {
transform: scale(1);
}
}
.trophy {
animation: bounce 1s infinite alternate;
}
@keyframes bounce {
from {
transform: translateY(0);
}
to {
transform: translateY(-10px);
}
}
/* 按钮样式 */
.btn-game-secondary {
@@ -2320,11 +1962,7 @@ onUnmounted(() => {
height: auto;
}
/* 战鼓部分调整 */
.drums-section {
transform: scale(0.8);
/* 缩小战鼓元素 */
}
/* 2. 倒计时模块调整 - 移至冠军战区上方,缩小时间显示为一行 */
.timer-float {