v0.1.13: 金碧山河(SVG/Canvas 素材 + 动效系统 + 舞美重装)

【素材生成(零外部资源)】
- scripts/gen-art.mjs 程序化产出 5 枚 SVG 资产:金碧山水全景(山脊/金乌/雁阵/水纹)、
  祥云纹带、回纹角饰、仙鹤、星辰层 → src/renderer/assets/gen/,npm run gen:art 可重跑

【Canvas 动效系统(单 RAF)】
- ui/fx-canvas.ts:灵雾粒子流(常驻随季色)/金砂喷发(spark)/刀光(blade)/涟漪(ripple),
  单实例防重入、防膨胀 cap、GPU 友好、visibility 自停
- ui/fx.ts + core/fxqueue.ts:FxGate 统一发射闸——档位过滤(柔/标/全)、
  reduced-motion 降级、单帧批处理防竞态、deltas 纯函数(漂字差分)

【舞美】
- 金碧背景层 bg-scene(全页面,随季节 hue-rotate 色温渐变)
- 顶栏时辰司:季节印(春·熏风/夏·蝉鸣/秋·霜叶/冬·雪静)+年月进度环(SVG 弧段)+节气名
- 成员卡:闭关 aura 三点浮动 + 修为流光 shimmer
- 消息流:good 事件(突破/获宝/落槌)→金砂喷发,战事→刀光扫过战报
- Boot 卷轴展开过渡;drift 漂字层(独立节点队列不覆盖,8 条裁剪)
- 设置页动效三档(柔和/标准/全开)

【竞态规避】
- RAF 单循环 guard、particles cap 裁剪、FxGate draining 互斥、漂字节点附加不覆盖、
  visibility 自动降级、advance in-flight 闸沿用

【测试】937→967(timesense 矩阵 15 + FxGate 竞态/档位/deltas 15)
全量 35 套件通过;金钟罩零漂移(纯 UI/素材层);typecheck/build 通过
This commit is contained in:
2026-08-23 12:50:18 +08:00
parent 607624695d
commit c52ecffcd9
20 changed files with 904 additions and 6 deletions
+23 -1
View File
@@ -7,6 +7,10 @@ import { EventModal } from './ui/components/EventModal'
import { BattleModal } from './ui/components/BattleModal'
import { PaperModal } from './ui/components/PaperModal'
import { sClick } from './ui/sound'
import { ensureFx, fxVisibilityAutopause, applySeason } from './ui/fx'
import { startFxLayer, spawnBurst, stopFxLayer } from './ui/fx-canvas'
import { DriftLayer } from './ui/components/DriftLayer'
import { seasonOf } from './game/data/season'
export default function App() {
const screen = useGameStore((s) => s.screen)
@@ -17,7 +21,24 @@ export default function App() {
useGameStore.getState().init()
const clicker = () => sClick()
document.addEventListener('click', clicker, true)
return () => document.removeEventListener('click', clicker, true)
const fx = ensureFx()
const stopVis = fxVisibilityAutopause()
const burst = (e: Event) => {
const kind = e.type.replace('fx:', '')
if (kind === 'spark' || kind === 'blade') spawnBurst('spark', 'center')
if (kind === 'ripple') spawnBurst('ripple')
if (kind === 'pulse') spawnBurst('ripple')
}
for (const k of ['fx:spark', 'fx:blade', 'fx:ripple', 'fx:pulse']) window.addEventListener(k, burst)
const seasonInit = () => applySeason(seasonOf(useGameStore.getState().world?.state.month ?? 1))
seasonInit()
startFxLayer(fx.mode === 'soft' ? 18 : fx.mode === 'full' ? 70 : 36)
return () => {
document.removeEventListener('click', clicker, true)
stopVis()
for (const k of ['fx:spark', 'fx:blade', 'fx:ripple', 'fx:pulse']) window.removeEventListener(k, burst)
stopFxLayer()
}
}, [])
return (
@@ -28,6 +49,7 @@ export default function App() {
{pendingEventId && <EventModal />}
{battleView && <BattleModal />}
<PaperModal />
<DriftLayer />
</div>
)
}