feat: 情侣向焕新——主题、音效动效、战绩、表情互动与爱心彩蛋

- 四套主题(雅致木纹/心动粉/暗夜紫/水墨江南):CSS 变量 + Canvas 棋盘配色联动
- 落子弹跳、最后一手呼吸光晕、五连扫光动画、终局爱心跳动卡片
- Web Audio 合成音效 + 手机震动反馈(落子/胜利/悔棋/表情/爱心)
- 自定义昵称(服务端座位持久化)+ 房间战绩统计(局数/胜负/和棋/决胜手数)
- 长按棋盘随机发送甜蜜表情,实时漂浮同步给对手(3 秒冷却防刷)
- 爱心连珠彩蛋:服务端模板检测棋盘爱心形状(含旋转镜像),触发全场爱心雨
- 双击棋盘点燃小爱心;随机甜蜜结算文案;大厅双人剪影插画与浪漫渐变
- 首页暴露局域网地址(vite host: true)
This commit is contained in:
root
2026-09-11 16:11:22 +08:00
parent 59bfc98afa
commit 3b59c94fe8
11 changed files with 1248 additions and 91 deletions
+88
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@@ -53,3 +53,91 @@ export function isEmptyCell(board: Cell[], x: number, y: number): boolean {
export function opponent(p: Player): Player {
return p === 1 ? 2 : 1
}
/* ------------------------------------------------------------------ */
/* 爱心连珠彩蛋:预设爱心形状模板,任一方棋子完整覆盖即触发 */
/* 模板用 1 图案 / 0 空格表示,扫描全盘(含 4 向旋转),支持 any 尺寸 */
/* ------------------------------------------------------------------ */
const HEART_TEMPLATES: Array<Array<Array<0 | 1>>> = [
// 4x4 小爱心(12 格)
[
[0, 1, 1, 0],
[1, 1, 1, 1],
[1, 1, 1, 1],
[0, 1, 1, 0],
],
// 5x5 大爱心(12 格,尖角形)
[
[0, 1, 0, 1, 0],
[1, 1, 1, 1, 1],
[0, 1, 1, 1, 0],
[0, 0, 1, 0, 0],
],
]
/** 镜像模板(左右翻转) */
function mirror(t: Array<Array<0 | 1>>): Array<Array<0 | 1>> {
return t.map((row) => [...row].reverse())
}
/** 顺时针旋转 90° */
function rotate(t: Array<Array<0 | 1>>): Array<Array<0 | 1>> {
const h = t.length
const w = t[0]!.length
const out: Array<Array<0 | 1>> = []
for (let x = 0; x < w; x++) {
const row: Array<0 | 1> = []
for (let y = h - 1; y >= 0; y--) row.push(t[y]![x]!)
out.push(row)
}
return out
}
/**
* 检测 player 是否在棋盘上完整摆出了某个爱心模板(含旋转与镜像)。
* 命中返回模板格子的下标数组(用于前端撒花定位),否则 null。
*/
export function findHeartLine(board: Cell[], player: Player): number[] | null {
const compact: Array<{ i: number; j: number }> = []
for (const base of HEART_TEMPLATES) {
// 变体集合:原形、旋转 90/180/270、每种的镜像
const variants: Array<Array<Array<0 | 1>>> = [base]
const seen = new Set<string>()
let cur = base
for (let r = 0; r < 4; r++) {
cur = rotate(cur)
const key = JSON.stringify(cur)
if (!seen.has(key)) {
seen.add(key)
variants.push(cur)
variants.push(mirror(cur))
}
}
for (const tmpl of variants) {
const th = tmpl.length
const tw = tmpl[0]!.length
compact.length = 0
for (let i = 0; i < th; i++) {
for (let j = 0; j < tw; j++) {
if (tmpl[i]![j]) compact.push({ i, j })
}
}
// 全盘扫描偏移
for (let oy = 0; oy + th <= BOARD_SIZE; oy++) {
for (let ox = 0; ox + tw <= BOARD_SIZE; ox++) {
const all = compact.every(
({ i, j }) => board[idx(ox + j, oy + i)] === player,
)
if (all) {
return compact.map(({ i, j }) => idx(ox + j, oy + i))
}
}
}
}
}
return null
}
+44 -2
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@@ -8,9 +8,11 @@ import path from 'node:path'
import express from 'express'
import { Server } from 'socket.io'
import {
EMOJIS,
EV,
type ActionAck,
type CreateAck,
type EmojiPayload,
type JoinAck,
type NoticePayload,
type Player,
@@ -57,9 +59,15 @@ declare module 'socket.io' {
interface SocketData {
roomId?: string
seat?: Player
/** 表情发送冷却时间戳 */
lastEmojiAt?: number
}
}
function opponentOf(p: Player): Player {
return p === 1 ? 2 : 1
}
/* ------------------------------------------------------------------ */
/* 工具 */
/* ------------------------------------------------------------------ */
@@ -124,13 +132,14 @@ io.on('connection', (socket) => {
}
}
socket.on(EV.create, (_payload: unknown, ack?: unknown) => {
socket.on(EV.create, (payload: { nickname?: string } | undefined, ack?: unknown) => {
const reply = asAck(ack)
const room = manager.create()
room.bind(1, socket.id)
socket.data.roomId = room.id
socket.data.seat = 1
void socket.join(room.id)
room.setNickname(1, payload?.nickname ?? '')
reply?.({ ok: true, roomId: room.id, seat: 1, resumeToken: room.tokenOf(1) } satisfies CreateAck)
broadcast(room)
})
@@ -138,7 +147,7 @@ io.on('connection', (socket) => {
socket.on(
EV.join,
(
payload: { roomId?: string; resumeToken?: string } | undefined,
payload: { roomId?: string; resumeToken?: string; nickname?: string } | undefined,
ack?: unknown,
) => {
const reply = asAck(ack)
@@ -164,6 +173,9 @@ io.on('connection', (socket) => {
socket.data.seat = seat
void socket.join(room.id)
// 昵称:重连时不覆盖已有昵称;新加入时设置
if (payload?.nickname) room.setNickname(seat, payload.nickname)
// 顶掉该座位的旧连接(同一玩家在另一台设备/标签页重连)
if (staleSocketId && staleSocketId !== socket.id) {
const stale = io.sockets.sockets.get(staleSocketId)
@@ -226,6 +238,36 @@ io.on('connection', (socket) => {
},
)
// 发送表情给对手:校验合法性(必须在 EMOJIS 里),转发到对手 socket。
// 有 3 秒冷却,防止刷屏。
socket.on(EV.emojiSend, (payload: EmojiPayload | undefined, ack?: unknown) => {
const reply = asAck(ack)
const ctx = ctxOf(socket.id, socket.data)
if (!ctx) {
reply?.({ ok: false, error: '你已不在对局中' })
return
}
if (!payload?.emoji || !(EMOJIS as readonly string[]).includes(payload.emoji)) {
reply?.({ ok: false, error: '无效的表情' })
return
}
const now = Date.now()
if (now - (socket.data.lastEmojiAt ?? 0) < 3000) {
reply?.({ ok: false, error: '发得太快了,稍等片刻' })
return
}
socket.data.lastEmojiAt = now
const foeSid = ctx.room.socketIdOf(opponentOf(ctx.seat))
if (foeSid) {
io.to(foeSid).emit(EV.emojiRecv, { emoji: payload.emoji, from: ctx.seat } satisfies {
emoji: string
from: Player
})
}
reply?.({ ok: true })
})
socket.on('disconnect', () => {
const ctx = ctxOf(socket.id, socket.data)
if (!ctx) return
+58 -21
View File
@@ -12,9 +12,10 @@ import {
type EndReason,
type GameStatus,
type Player,
type RoomStats,
type RoomState,
} from '../shared/protocol.js'
import { createBoard, findWinLine, idx, isEmptyCell, opponent } from './game.js'
import { createBoard, findHeartLine, findWinLine, idx, isEmptyCell, opponent } from './game.js'
/** 房间码字母表:剔除 O/0/I/1 等易混字符 */
const ALPHABET = 'ABCDEFGHJKLMNPQRSTUVWXYZ23456789'
@@ -33,10 +34,12 @@ interface Seat {
online: boolean
/** 掉线起始时间,用于判定"离线超时" */
offlineSince: number | null
/** 昵称,空串 = 未设置 */
nickname: string
}
function newSeat(): Seat {
return { resumeToken: null, socketId: null, online: false, offlineSince: null }
return { resumeToken: null, socketId: null, online: false, offlineSince: null, nickname: '' }
}
export type ActionResult = { ok: true } | { ok: false; error: string }
@@ -57,6 +60,11 @@ export class Room {
undoRequestedAt: number | null = null
lastActiveAt = Date.now()
/** 本局是否已触发爱心彩蛋(每局最多一次) */
heartBy: Player | null = null
/** 房间累计战绩(进程内存) */
stats: RoomStats = { round: 1, blackWins: 0, whiteWins: 0, draws: 0 }
private seats: Record<Player, Seat> = { 1: newSeat(), 2: newSeat() }
constructor(id = generateRoomId()) {
@@ -98,6 +106,19 @@ export class Room {
return null
}
nicknameOf(seat: Player): string {
return this.seats[seat].nickname
}
/** 设置昵称,剔除全空/过长输入 */
setNickname(seat: Player, nickname: string): void {
const name = nickname.trim().slice(0, 12)
if (name.length > 0) {
this.seats[seat].nickname = name
this.touch()
}
}
/** 把 socket 绑定到座位;若该座位已有旧 socket,则把旧 socket 顶掉 */
bind(seat: Player, socketId: string): void {
const s = this.seats[seat]
@@ -144,6 +165,18 @@ export class Room {
/* --------------------------- 对局动作 --------------------------- */
/** 统一终局结算:状态置 over 并累计战绩(仅转变时调用一次) */
private finish(winner: Player | 0, reason: EndReason, winLine: number[] | null): void {
this.status = 'over'
this.winner = winner
this.endReason = reason
this.winLine = winLine
if (winner === 1) this.stats.blackWins += 1
else if (winner === 2) this.stats.whiteWins += 1
else this.stats.draws += 1
this.touch()
}
place(x: number, y: number, player: Player): ActionResult {
if (this.status === 'waiting') return { ok: false, error: '对手还没进入房间' }
if (this.status === 'over') return { ok: false, error: '本局已结束,请开新局' }
@@ -159,16 +192,16 @@ export class Room {
this.undoRequestedAt = null
this.touch()
// 爱心连珠彩蛋:本局未触发过且落子后成爱心 → 记录触发方
if (this.heartBy === null && findHeartLine(this.board, player)) {
this.heartBy = player
}
const line = findWinLine(this.board, x, y, player)
if (line) {
this.status = 'over'
this.winner = player
this.endReason = 'five'
this.winLine = line
this.finish(player, 'five', line)
} else if (this.moveCount >= CELL_COUNT) {
this.status = 'over'
this.winner = 0
this.endReason = 'draw'
this.finish(0, 'draw', null)
} else {
this.turn = opponent(player)
}
@@ -227,11 +260,7 @@ export class Room {
resign(player: Player): ActionResult {
if (this.status === 'over') return { ok: false, error: '本局已结束' }
if (this.status === 'waiting') return { ok: false, error: '对手还没进入房间' }
this.status = 'over'
this.winner = opponent(player)
this.endReason = 'resign'
this.winLine = null
this.touch()
this.finish(opponent(player), 'resign', null)
return { ok: true }
}
@@ -243,11 +272,7 @@ export class Room {
if (this.offlineFor(foe, now) < OFFLINE_CLAIM_MS) {
return { ok: false, error: `对手掉线未超过 ${Math.round(OFFLINE_CLAIM_MS / 1000)} 秒,请再等一下` }
}
this.status = 'over'
this.winner = player
this.endReason = 'offline'
this.winLine = null
this.touch()
this.finish(player, 'offline', null)
return { ok: true }
}
@@ -267,6 +292,8 @@ export class Room {
this.moveCount = 0
this.undoRequestedBy = null
this.undoRequestedAt = null
this.heartBy = null
this.stats.round += 1
this.touch()
if (!swap) return { swapped: false, mapping: [] }
@@ -298,8 +325,18 @@ export class Room {
lastMove: this.lastMove,
moveCount: this.moveCount,
undoRequestedBy: this.undoRequestedBy,
black: { joined: this.seats[1].resumeToken !== null, online: this.seats[1].online },
white: { joined: this.seats[2].resumeToken !== null, online: this.seats[2].online },
black: {
joined: this.seats[1].resumeToken !== null,
online: this.seats[1].online,
nickname: this.seats[1].nickname,
},
white: {
joined: this.seats[2].resumeToken !== null,
online: this.seats[2].online,
nickname: this.seats[2].nickname,
},
heartBy: this.heartBy,
stats: { ...this.stats },
seat,
}
}