diff --git a/index.html b/index.html index efa7fe9..c98823e 100644 --- a/index.html +++ b/index.html @@ -7,7 +7,7 @@ 兜爸心选 · 孕育陪伴 - + @@ -2039,6 +2039,8 @@ + + diff --git a/js/app.js b/js/app.js index 7918b42..c4226a1 100644 --- a/js/app.js +++ b/js/app.js @@ -3,7 +3,7 @@ (function () { 'use strict'; /* 页面版本号(YYMMDD+序号):显示在「关于兜爸心选」页底部;bump 时同步 head 注释与 ?v= */ - var VER = '26100438'; + var VER = '26100439'; const $ = (s, c) => (c || document).querySelector(s); const $$ = (s, c) => Array.from((c || document).querySelectorAll(s)); diff --git a/js/baby-limbs.js b/js/baby-limbs.js new file mode 100644 index 0000000..5fe3382 --- /dev/null +++ b/js/baby-limbs.js @@ -0,0 +1,169 @@ +/* ================= 首页头图:宝宝时不时动一动小手小脚(2026-10-05) ================= + 用户:「右上角羊水袋里的小宝宝时不时稍微动一动小腿、小脚、小胳膊,缓缓地动,不要太激烈」。 + + ⚠️ 之前试过 AI 生成的 GIF,整张一起扭,脸型、腿型都变(见 hero-fx.js show() 里的注释),所以这里不用动图: + 在静图上盖一张 WebGL 画布,同一张 PNG 原样画上去,只在「关节 → 手脚末端」这一小段做小角度旋转扭动, + 脸周围是保护圈(权重强制为 0),头和身子一像素都不动。 + · 每个阶段的关节位置手工标在 LIMBS 里(坐标 = 480×480 原图像素)。1、2 阶段是胚芽,没有手脚,不动。 + · 节奏:每隔 2.5~6 秒随机挑一处(小腿 / 小脚 / 小胳膊),用 1.8~2.8 秒缓缓抬起再放回; + 偶尔小腿和小脚一起「蹬」一下。角度只有 3~9 度。不动的时候不重画(不占电)。 + · 跟 hero-fx.js 解耦:不改它,只盯 #heroStill 的 src / class —— 换阶段、淡入淡出都自动跟上。 + · 没 WebGL / 系统「减少动态效果」→ 什么都不做,静图照常。 + · 调试:URL 带 limbdebug=1 → 角度 ×4、动作更频繁,并把会动的区域染成蓝色,方便核对关节标得准不准。 */ +(function () { + 'use strict'; + const still = document.getElementById('heroStill'); + const box = document.getElementById('heroBaby'); + if (!still || !box || matchMedia('(prefers-reduced-motion: reduce)').matches) return; + const DEBUG = /[?&]limbdebug=1/.test(location.search); + + // 每处:[关节 x, y, 末端 x, y, 影响半径, 最大角度(度), 类型] 类型 leg / foot / arm(foot 会被 leg 带着一起蹬) + // face:[圆心 x, y, 半径] —— 圈内完全不动,1.5 倍半径处才恢复 + const LIMBS = { + '450581c2f05f': { face: [228, 222, 24], l: [[268, 272, 300, 286, 14, 6, 'leg'], [242, 258, 266, 240, 9, 5, 'arm']] }, + 'dc4c7eea1c50': { face: [240, 207, 30], l: [[288, 272, 322, 320, 18, 5, 'leg'], [306, 318, 326, 310, 10, 9, 'foot'], [228, 272, 256, 236, 10, 3, 'arm']] }, + '7bf792b04123': { face: [217, 205, 32], l: [[252, 262, 292, 302, 15, 5, 'leg'], [278, 305, 296, 298, 10, 9, 'foot'], [197, 283, 236, 244, 12, 3, 'arm']] }, + 'f140f4367b48': { face: [220, 208, 33], l: [[262, 262, 306, 303, 15, 5, 'leg'], [288, 305, 308, 300, 10, 9, 'foot'], [200, 282, 236, 244, 12, 3, 'arm']] }, + '51e99b3060e2': { face: [222, 205, 34], l: [[276, 266, 335, 310, 17, 5, 'leg'], [322, 313, 338, 305, 11, 9, 'foot'], [232, 268, 278, 240, 12, 4, 'arm']] }, + 'a5dbb24c1ef2': { face: [225, 215, 40], l: [[276, 252, 322, 296, 16, 4, 'leg'], [310, 305, 326, 293, 11, 9, 'foot']] }, + '610c4d92c16d': { face: [250, 205, 42], l: [[292, 272, 335, 305, 16, 3, 'leg'], [325, 312, 338, 300, 12, 8, 'foot']] } + }; + const N = 4; // shader 里最多 4 处 + + const cv = document.createElement('canvas'); + cv.className = 'hero-kid hero-limb'; + cv.setAttribute('aria-hidden', 'true'); + still.after(cv); + const gl = cv.getContext('webgl', { premultipliedAlpha: true, alpha: true }) || cv.getContext('experimental-webgl'); + if (!gl) { cv.remove(); return; } + + const VS = 'attribute vec2 a;void main(){gl_Position=vec4(a,0.,1.);}'; + const FS = [ + 'precision mediump float;', + 'uniform vec2 uRes;uniform sampler2D uTex;uniform vec4 uL[' + N + '];uniform vec2 uR[' + N + '];uniform vec3 uF;uniform float uDbg;', + 'void main(){', + ' vec2 q=vec2(gl_FragCoord.x/uRes.x,1.-gl_FragCoord.y/uRes.y)*480.;', + ' vec2 off=vec2(0.);float wsum=0.;', + ' for(int i=0;i<' + N + ';i++){', + ' float ang=uR[i].y; if(ang==0.) continue;', + ' vec2 p=uL[i].xy,d=uL[i].zw-p; float s=dot(q-p,d)/dot(d,d);', + ' float dist=length(q-(p+d*clamp(s,0.,1.))); float r=uR[i].x;', + // 关节处 0 → 段长一半处 1(关节不撕开);过了末端再渐隐;离开肢体 r 以外渐隐 + ' float w=smoothstep(.05,.55,s)*(1.-smoothstep(1.25,1.7,s))*(1.-smoothstep(r*.6,r*1.25,dist));', + ' float a=-ang*w; vec2 v=q-p;', + ' off+=vec2(cos(a)*v.x-sin(a)*v.y,sin(a)*v.x+cos(a)*v.y)-v; wsum+=w;', + ' }', + ' float fw=smoothstep(uF.z,uF.z*1.5,length(q-uF.xy));', // 脸保护圈 + ' vec4 c=texture2D(uTex,(q+off*fw)/480.);', + ' if(uDbg>.5) c.rgb=mix(c.rgb,vec3(.2,.5,1.)*c.a,min(wsum*fw,1.)*.6);', + ' gl_FragColor=c;', + '}' + ].join('\n'); + function sh(t, src) { const s = gl.createShader(t); gl.shaderSource(s, src); gl.compileShader(s); return s; } + const pr = gl.createProgram(); + gl.attachShader(pr, sh(gl.VERTEX_SHADER, VS)); gl.attachShader(pr, sh(gl.FRAGMENT_SHADER, FS)); gl.linkProgram(pr); + if (!gl.getProgramParameter(pr, gl.LINK_STATUS)) { cv.remove(); return; } + gl.useProgram(pr); + gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW); + const aLoc = gl.getAttribLocation(pr, 'a'); + gl.enableVertexAttribArray(aLoc); gl.vertexAttribPointer(aLoc, 2, gl.FLOAT, false, 0, 0); + const U = {}; ['uRes', 'uTex', 'uL', 'uR', 'uF', 'uDbg'].forEach(k => { U[k] = gl.getUniformLocation(pr, k); }); + gl.uniform1i(U.uTex, 0); gl.uniform1f(U.uDbg, DEBUG && !/limbdebug=2/.test(location.search) ? 1 : 0); // limbdebug=2:放大角度但不染色 + const tex = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + + let cfg = null, ready = false, raf = 0, timer = 0, seen = true, lastPick = -1; + const moves = []; // 正在进行的动作:{ i, t0, dur, amp } + const home = document.getElementById('screen-home'); + const active = () => seen && !document.hidden && (!home || home.classList.contains('is-active')); + + function size() { + const d = Math.min(3, devicePixelRatio || 1), w = Math.round(Math.min(720, box.clientWidth * d)) || 480; + if (cv.width !== w) { cv.width = cv.height = w; gl.viewport(0, 0, w, w); } + gl.uniform2f(U.uRes, w, w); + } + function draw(now) { + const L = new Float32Array(N * 4), R = new Float32Array(N * 2); + let busy = false; + for (let k = moves.length - 1; k >= 0; k--) { + const m = moves[k], u = (now - m.t0) / m.dur; + if (u >= 1) { moves.splice(k, 1); continue; } + if (u < 0) { busy = true; continue; } + busy = true; + const e = Math.sin(Math.PI * u); R[m.i * 2 + 1] += m.amp * e * e; // 缓起缓落:0 → 最大 → 0 + } + cfg.l.forEach((l, i) => { if (i < N) { L.set(l.slice(0, 4), i * 4); R[i * 2] = l[4]; } }); + gl.uniform4fv(U.uL, L); gl.uniform2fv(U.uR, R); gl.uniform3fv(U.uF, cfg.face); + gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); + gl.drawArrays(gl.TRIANGLES, 0, 3); + return busy; + } + function loop(now) { + raf = 0; + if (!ready || !active()) return; + if (draw(now)) raf = requestAnimationFrame(loop); + } + const kick = () => { if (!raf && ready) raf = requestAnimationFrame(loop); }; + + // 安排下一次「动一动」 + function plan() { + clearTimeout(timer); + timer = setTimeout(() => { + if (ready && active() && cfg.l.length) { + let i = Math.floor(Math.random() * cfg.l.length); + if (i === lastPick && cfg.l.length > 1) i = (i + 1) % cfg.l.length; + lastPick = i; + const now = performance.now(), l = cfg.l[i], dir = Math.random() < .5 ? -1 : 1; + const dur = 1800 + Math.random() * 1000, deg = l[5] * (.6 + Math.random() * .4) * (DEBUG ? 4 : 1); + moves.push({ i, t0: now, dur, amp: dir * deg * Math.PI / 180 }); + // 小腿动时 4 成概率小脚也跟着轻轻翘一下(像蹬了一下),稍晚 0.3 秒起 + const f = cfg.l.findIndex(x => x[6] === 'foot'); + if (l[6] === 'leg' && f >= 0 && Math.random() < .4) + moves.push({ i: f, t0: now + 300, dur: dur - 200, amp: -dir * cfg.l[f][5] * .7 * (DEBUG ? 4 : 1) * Math.PI / 180 }); + kick(); + } + plan(); + }, DEBUG ? 900 + Math.random() * 600 : 2500 + Math.random() * 3500); + } + + // 跟着 #heroStill:换图时重新载贴图,静图淡出时画布一起淡出 + function sync() { + const m = (still.getAttribute('src') || '').match(/([0-9a-f]{12})\.png/); + const next = m && LIMBS[m[1]]; + if (!next) { cfg = null; ready = false; cv.classList.remove('is-on'); return; } + if (next !== cfg) { + cfg = next; ready = false; moves.length = 0; + cv.classList.remove('is-on'); + const img = new Image(); + img.onload = () => { + if (cfg !== next) return; + size(); + gl.bindTexture(gl.TEXTURE_2D, tex); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img); + ready = true; draw(performance.now()); + if (still.classList.contains('is-on')) cv.classList.add('is-on'); + }; + img.src = still.src; + return; + } + if (ready) cv.classList.toggle('is-on', still.classList.contains('is-on')); + } + // 调试:__limbPose(k) 把所有手脚定格在 k × 最大角度(k=0 原图),方便截图核对 + if (DEBUG) window.__limbPose = k => { + clearTimeout(timer); moves.length = 0; + cfg.l.forEach((l, i) => moves.push({ i, t0: performance.now() - 500, dur: 1000, amp: k * l[5] * Math.PI / 180 })); + draw(performance.now()); moves.length = 0; + }; + new MutationObserver(sync).observe(still, { attributes: true, attributeFilter: ['src', 'class'] }); + sync(); + plan(); + addEventListener('resize', () => { if (ready) { size(); draw(performance.now()); } }); + if ('IntersectionObserver' in window) new IntersectionObserver(es => { seen = es[0].isIntersecting; }).observe(box); + cv.addEventListener('webglcontextlost', () => { ready = false; cv.classList.remove('is-on'); }); +})();