0464eeaba6
- progress-ring: canvas 新增秒刻度层(四分位加粗), 环内加 subText, 移除组件内 statusText - timer.wxml: 环下方状态词 + 目标信息卡(今日目标·第N天›静态箭头) + 运行提示; 进度环传 ticks/subText - timer.js: 派生 ringTicks/ringSubText/statusText/goalLine/runningTip/tipType/tipIcon, 各生命周期计算下发 - timer.wxss: 按钮贴底(flex-start+margin-top:auto), 新增 .timer-status/.goal-card/.timer-tip 气泡卡片(主色左边框+小三角+tipPulse 呼吸), 文字放大加粗 - 姿态提示分语义: posture/phase(主色) / done(成功色), 图标用 peopleFill/successFill - 状态机/计时/循环FSM/呼吸环/彩带/弹窗/语音震动常亮全部保留 - 另含 index 进度地图右上角奖杯图标删除(quest-trophy 样式清理)
173 lines
6.2 KiB
JavaScript
173 lines
6.2 KiB
JavaScript
const util = require('../../utils/util')
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Component({
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properties: {
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duration: { type: Number, value: 60 },
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remaining: { type: Number, value: 60 },
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size: { type: Number, value: 280 },
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ringWidth: { type: Number, value: 14 },
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status: { type: String, value: 'idle' },
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primaryColor: { type: String, value: '#FF6B35' },
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primaryLightColor: { type: String, value: '#FF8C5A' },
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// Track (background ring) color. Caller passes a darker shade in dark mode
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// so the ring isn't an eye-searing light circle on a dark background.
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trackColor: { type: String, value: '#EEEEEE' },
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// Total elapsed seconds (since start). Shown in the ring center once the
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// countdown hits 0 (overtime mode) - replaces the old +Xs badge.
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elapsed: { type: Number, value: 0 },
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// Tick count. Caller passes the duration (one tick per second, capped at
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// 60 to avoid clutter). 0 = no ticks drawn. Quarter ticks are emphasized.
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ticks: { type: Number, value: 0 },
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// Small secondary label under the big time (e.g. "目标 30 秒"). Empty = hidden.
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subText: { type: String, value: '' }
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},
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data: {
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displayTime: '00:00'
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},
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observers: {
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'remaining, status, duration, elapsed'() {
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// 倒计时阶段显示剩余;达标后 remaining 归零,改显总训练时长(overtime 模式)
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const shown = this.data.remaining > 0 ? this.data.remaining : (this.data.elapsed || 0)
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this.setData({
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displayTime: util.formatTime(shown)
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})
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},
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'remaining, duration, size, ringWidth, primaryColor, primaryLightColor, trackColor, ticks'() {
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this._draw()
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}
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},
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lifetimes: {
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ready() {
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const query = this.createSelectorQuery()
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query.select('#ringCanvas')
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.fields({ node: true, size: true })
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.exec((res) => {
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if (!res || !res[0] || !res[0].node) return
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const canvas = res[0].node
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const dpr = wx.getWindowInfo().pixelRatio || 2
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const displaySize = this.data.size
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canvas.width = displaySize * dpr
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canvas.height = displaySize * dpr
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this._ctx = canvas.getContext('2d')
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this._dpr = dpr
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this._draw()
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})
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}
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},
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methods: {
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// '#FF6B35' -> [255, 107, 53]
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_hexToRgb(hex) {
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const m = /^#?([0-9a-f]{6})$/i.exec(hex || '')
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if (!m) return [255, 107, 53]
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const n = parseInt(m[1], 16)
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return [(n >> 16) & 255, (n >> 8) & 255, n & 255]
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},
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_draw() {
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const ctx = this._ctx
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if (!ctx) return
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const { size, ringWidth, duration, remaining, primaryColor, primaryLightColor, trackColor, ticks } = this.data
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const dpr = this._dpr
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const w = size * dpr
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const h = size * dpr
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ctx.clearRect(0, 0, w, h)
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const cx = w / 2
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const cy = h / 2
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// reserve room for the glowing end dot so its shadow isn't clipped
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const glowPad = 6 * dpr
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const radius = (size - ringWidth) / 2 * dpr - glowPad
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const lw = ringWidth * dpr
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// track ring
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ctx.beginPath()
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ctx.arc(cx, cy, radius, 0, Math.PI * 2)
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ctx.strokeStyle = trackColor
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ctx.lineWidth = lw
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ctx.lineCap = 'round'
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ctx.stroke()
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// ---- tick marks (inside the band) ----
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if (ticks > 0) {
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const innerR = radius - lw / 2 - (4 * dpr) // just inside the band
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const q = Math.max(1, Math.round(ticks / 4)) // quarter emphasis step
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const shortLen = 6 * dpr
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const longLen = 12 * dpr
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for (let i = 0; i < ticks; i++) {
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const ang = -Math.PI / 2 + (i / ticks) * Math.PI * 2
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const isLong = (i % q === 0)
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const len = isLong ? longLen : shortLen
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const cos = Math.cos(ang)
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const sin = Math.sin(ang)
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ctx.beginPath()
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ctx.moveTo(cx + innerR * cos, cy + innerR * sin)
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ctx.lineTo(cx + (innerR - len) * cos, cy + (innerR - len) * sin)
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ctx.lineWidth = (isLong ? 3 : 1.5) * dpr
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ctx.lineCap = 'round'
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ctx.strokeStyle = isLong ? 'rgba(0,0,0,0.28)' : 'rgba(0,0,0,0.12)'
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ctx.stroke()
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}
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}
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// progress arc (clockwise from 12 o'clock)
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const ratio = duration > 0 ? Math.max(0, Math.min(1, remaining / duration)) : 0
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if (ratio > 0.001) {
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const startAngle = -Math.PI / 2
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const sweep = ratio * Math.PI * 2
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const [r1, g1, b1] = this._hexToRgb(primaryColor)
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const [r2, g2, b2] = this._hexToRgb(primaryLightColor || primaryColor)
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// Conic gradient along the arc (light -> primary), drawn as small
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// arc segments. Segment count is bounded so per-frame redraws stay cheap.
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const segs = Math.max(16, Math.min(120, Math.ceil(sweep / 0.06)))
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for (let i = 0; i < segs; i++) {
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const a0 = startAngle + (sweep * i) / segs
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const a1 = startAngle + (sweep * (i + 1)) / segs + 0.004 // tiny overlap to hide seams
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const t = 1 - i / (segs - 1) // head (i=0, oldest remaining) is primary, tail is light
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const r = Math.round(r1 + (r2 - r1) * t)
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const g = Math.round(g1 + (g2 - g1) * t)
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const b = Math.round(b1 + (b2 - b1) * t)
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ctx.beginPath()
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ctx.arc(cx, cy, radius, a0, a1)
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ctx.strokeStyle = `rgb(${r},${g},${b})`
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ctx.lineWidth = lw
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ctx.lineCap = 'butt'
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ctx.stroke()
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}
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// round cap at the tail (12 o'clock side)
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ctx.beginPath()
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ctx.arc(cx + radius * Math.cos(startAngle), cy + radius * Math.sin(startAngle), lw / 2, 0, Math.PI * 2)
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ctx.fillStyle = `rgb(${r2},${g2},${b2})`
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ctx.fill()
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// glowing dot at the leading end
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const endAngle = startAngle + sweep
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const ex = cx + radius * Math.cos(endAngle)
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const ey = cy + radius * Math.sin(endAngle)
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ctx.save()
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ctx.shadowColor = primaryColor
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ctx.shadowBlur = 12 * dpr
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ctx.beginPath()
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ctx.arc(ex, ey, lw / 2, 0, Math.PI * 2)
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ctx.fillStyle = primaryColor
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ctx.fill()
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// white core for a "light bulb" feel
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ctx.shadowBlur = 0
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ctx.beginPath()
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ctx.arc(ex, ey, lw / 4, 0, Math.PI * 2)
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ctx.fillStyle = 'rgba(255,255,255,0.9)'
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ctx.fill()
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ctx.restore()
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}
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}
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}
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})
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