- 焦散改为游动点细胞边界 + 正弦扭曲的不规则细亮网,两层叠加,囊内更亮 - 光束从顶部斜射,三层软边,摆动明暗;亮度加强 - .hero-baby 挂 SVG 位移滤镜 #mbFluid,羊水折射式轻微晃动 - 新增 34 颗悬浮微粒,经过光束时更亮 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
223 lines
13 KiB
JavaScript
223 lines
13 KiB
JavaScript
/* ================= 首页头图:按孕周换宝宝 + 阳光水波(2026-10-04) =================
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用户:「宝宝按孕周换、孕囊跟着宝宝大小变;顶部往下落的花瓣去掉,换成阳光和水波纹」。
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① 换宝宝:孕周来自 app.js 的 mb-preg 事件(syncPregnancy 跑完广播,首屏一次、远程档案回来再一次)。
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9 个阶段各一张「羊水囊 + 宝宝」整幅图:静图(首帧)先出,GIF 加载完再盖上淡入。
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没建档 / 产后 / 事件迟迟不来 → 用第 6 阶段(原来那个 25 周的宝宝)。
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孕囊大小 = .hero-baby 的 --k(相对原 25 周囊的倍数),CSS 里围绕同一圆心缩放、带过渡。
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调试:URL 带 kidweek=12 强制按 12 周显示。
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② 阳光水波:#heroFx 一张画布,screen 混合叠在宝宝上、文字下。
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光束从顶上打进来 + 水底焦散 + 悬浮微粒;羊水囊整体挂 SVG 位移滤镜做液体折射(详见下面那段)。
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不在首页 / 页面隐藏 / 头图滚出视口时停画;系统「减少动态效果」下整块不画(CSS 也隐藏)。 */
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(function () {
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'use strict';
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// [起始孕周, 静图, GIF, 孕囊倍数 k]
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const STAGES = [
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[0, '6fff51c80fe6.jpg', '2ad895e978db.gif', .42], // 1 4–7 周 胚芽 + 卵黄囊
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[8, 'a75f4970478c.jpg', '90bd965c9c20.gif', .52], // 2 8–10 周 小豆芽胚胎
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[11, '42d00e242622.jpg', 'd7eda80e7d45.gif', .62], // 3 11–13 周 刚有人形
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[14, '23302f9bfb42.jpg', 'f8252c0c0c22.gif', .72], // 4 14–17 周 身子拉长、吮手
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[18, '7e6c3509097a.jpg', '993c4174c867.gif', .86], // 5 18–23 周 比例接近新生儿、偏瘦
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[24, 'c0cbdd749ab0.jpg', '9c682de32bc3.gif', 1], // 6 24–27 周 原来那个宝宝
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[28, 'bbaebc03aaf7.jpg', '01529c30ecc6.gif', 1.01], // 7 28–31 周 大一圈、有胎发
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[32, '086e4e001a89.jpg', '11061c1c24c1.gif', 1.02], // 8 32–35 周 肉嘟嘟、抱腿
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[36, '66b149335975.jpg', '291f74fb9d03.gif', 1.03] // 9 36 周起 足月、撑满羊水囊(头朝上:10-04 用户说头朝下看着不舒服)
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];
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const DEFAULT = 5;
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const IMG = 'assets/img/';
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const box = document.getElementById('heroBaby');
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const still = document.getElementById('heroStill');
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const kid = document.getElementById('heroKid');
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if (!box || !still || !kid) return;
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const reduce = matchMedia('(prefers-reduced-motion: reduce)').matches;
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const force = (location.search.match(/[?&]kidweek=(\d+)/) || [])[1];
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function stageOf(week) {
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if (week == null || isNaN(week)) return DEFAULT;
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let i = 0;
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while (i + 1 < STAGES.length && week >= STAGES[i + 1][0]) i++;
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return i;
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}
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let cur = -1, seq = 0;
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function show(i) {
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if (i === cur) return;
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cur = i;
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const [, png, gif, k] = STAGES[i], my = ++seq;
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box.style.setProperty('--k', k);
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// 先把旧图淡掉再换,避免新旧宝宝叠在一起闪一下
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kid.classList.remove('is-on'); still.classList.remove('is-on');
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const s = new Image();
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s.onload = () => { if (my !== seq) return; still.src = s.src; still.classList.add('is-on'); };
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s.src = IMG + png;
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if (reduce) return;
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const g = new Image();
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g.onload = () => { if (my !== seq) return; kid.src = g.src; kid.classList.add('is-on'); };
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g.src = IMG + gif;
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}
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function onPreg(d) { show(stageOf(force != null ? +force : (d && d.week))); }
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addEventListener('mb-preg', e => onPreg(e.detail));
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if (force != null || window.__mbPreg) onPreg(window.__mbPreg);
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else setTimeout(() => { if (cur < 0) show(DEFAULT); }, 2500);
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/* ---------------- 阳光 + 水波 ----------------
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2026-10-04 二版(用户:「水波纹上面要有光束打进来,水波纹要模拟真实羊水的感觉」):
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· 折射:.hero-baby(羊水囊 + 宝宝)挂一个 SVG 位移滤镜,噪声图慢慢变形 → 隔着一层液体看的那种轻微晃动
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· 焦散:水底那种不规则、不停变形的细亮网(游动点的细胞边界 + 正弦扭曲),低分辨率算完放大,囊附近更亮
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· 光束:从顶上斜着打进来,三层叠出软边,各自慢慢摆、忽明忽暗,越往下越散
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· 悬浮微粒:羊水里的小颗粒,慢慢漂、闪一下,经过光束时更亮 */
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const cv = document.getElementById('heroFx');
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if (!cv || reduce) return;
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const hero = cv.parentNode, home = document.getElementById('screen-home');
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const ctx = cv.getContext('2d');
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// 折射滤镜:baseFrequency 在 16 秒里来回变 → 噪声缓缓「流动」;位移 5px,看得出是液体,又不至于把宝宝扭坏
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const NS = 'http://www.w3.org/2000/svg';
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const svg = document.createElementNS(NS, 'svg');
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svg.setAttribute('width', '0'); svg.setAttribute('height', '0');
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svg.setAttribute('aria-hidden', 'true'); svg.style.position = 'absolute';
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svg.innerHTML = '<filter id="mbFluid" x="-4%" y="-4%" width="108%" height="108%" color-interpolation-filters="sRGB">' +
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'<feTurbulence type="fractalNoise" baseFrequency="0.011 0.016" numOctaves="2" seed="7" result="n">' +
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'<animate attributeName="baseFrequency" dur="16s" values="0.011 0.016;0.016 0.011;0.013 0.018;0.011 0.016" repeatCount="indefinite"/>' +
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'</feTurbulence><feDisplacementMap in="SourceGraphic" in2="n" scale="5" xChannelSelector="R" yChannelSelector="G"/></filter>';
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document.body.appendChild(svg);
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box.classList.add('is-fluid');
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const CW = 96; // 焦散低分辨率宽(太低会糊成团,看不出是光网)
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const off = document.createElement('canvas'), oc = off.getContext('2d');
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let tick = 0, W = 0, H = 0, dpr = 1, ch = 0, img = null, seen = true, raf = 0, last = 0, prev = 0;
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let SX = 0, SY = 0, SR = 1; // 羊水囊圆心/半径(CSS px),焦散在囊附近更亮
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function size() {
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const r = hero.getBoundingClientRect(), b = box.getBoundingClientRect();
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dpr = Math.min(devicePixelRatio || 1, 2);
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W = r.width; H = r.height;
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cv.width = Math.round(W * dpr); cv.height = Math.round(H * dpr);
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ch = Math.max(8, Math.round(CW * H / W));
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off.width = CW; off.height = ch; img = oc.createImageData(CW, ch);
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SX = b.left - r.left + b.width / 2; SY = b.top - r.top + b.height / 2; SR = Math.max(b.width, 60) / 2;
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}
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// 焦散:真实水底那种不规则细亮网 = 一群慢慢游动的点的「细胞边界」(到最近两点距离差 ≈ 0 的地方最亮),
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// 坐标再加一点正弦扭曲让边线弯起来;大小两层叠加,一层快一层慢,网格才会像水一样不停变形
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function mkLayer(n, cell, seed) {
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let r = seed;
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const rnd = () => ((r = (r * 16807) % 2147483647) / 2147483647);
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return { cell, pts: Array.from({ length: n }, () => [rnd(), rnd(), rnd() * 6.28, .35 + rnd() * .5]) };
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}
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const LAYERS = [[mkLayer(26, 22, 11), .8, 1], [mkLayer(14, 32, 29), .5, .8]];
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const PX = new Float32Array(40), PY = new Float32Array(40);
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function caustics(t) {
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const d = img.data, sx = SX / W * CW, sy = SY / H * ch, sr = SR / W * CW;
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const acc = caustics.acc && caustics.acc.length === CW * ch ? caustics.acc : (caustics.acc = new Float32Array(CW * ch));
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acc.fill(0);
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const k = CW / 120;
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for (const [L, gain, speed] of LAYERS) {
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const tt = t * speed, cell = L.cell * k, sg = 1 / (2 * (cell * .06) ** 2), n = L.pts.length;
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for (let i = 0; i < n; i++) {
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const [bx, by, ph, sp] = L.pts[i];
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PX[i] = bx * CW + Math.cos(tt * sp + ph) * cell * .35;
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PY[i] = by * ch + Math.sin(tt * sp * 1.3 + ph) * cell * .35;
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}
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for (let y = 0; y < ch; y++) {
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const ox = Math.sin(y * .11 / k + tt * .7) * 2.2 * k;
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for (let x = 0; x < CW; x++) {
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const wx = x + ox, wy = y + Math.sin(x * .09 / k - tt * .6) * 2.2 * k;
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let m1 = 1e9, m2 = 1e9;
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for (let i = 0; i < n; i++) {
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const dx = wx - PX[i], dy = wy - PY[i], q = dx * dx + dy * dy;
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if (q < m1) { m2 = m1; m1 = q; } else if (q < m2) m2 = q;
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}
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const e = Math.sqrt(m2) - Math.sqrt(m1);
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acc[y * CW + x] += Math.exp(-e * e * sg) * gain;
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}
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}
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}
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for (let y = 0; y < ch; y++) {
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for (let x = 0; x < CW; x++) {
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let v = acc[y * CW + x]; v = v >= 1 ? 1 : Math.pow(v, 1.3);
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// 囊里亮、囊外淡,上半部比下半部亮(光从上面来)
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const dd = Math.hypot(x - sx, y - sy) / sr;
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const w = (.3 + .7 * Math.max(0, 1 - Math.max(0, dd - .6) * 1.8)) * (1 - y / ch * .45);
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const o = (y * CW + x) * 4;
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d[o] = 255; d[o + 1] = 240; d[o + 2] = 220; d[o + 3] = v * 255 * w;
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}
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}
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oc.putImageData(img, 0, 0);
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}
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function drawCaustics() {
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ctx.globalCompositeOperation = 'lighter';
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ctx.imageSmoothingEnabled = true;
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ctx.globalAlpha = 1;
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ctx.drawImage(off, 0, 0, W, H);
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ctx.globalAlpha = 1;
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}
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// 光束:光源在头图上方偏右的画外,斜着往左下打;每道画三层(宽/中/窄)叠出软边
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const RAYS = [[-.16, .030, .7], [-.07, .018, .9], [.01, .040, .6], [.09, .022, 1], [.17, .032, .7], [.26, .02, .55]];
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let rayA = [];
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function rays(t) {
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const ox = W * .78, oy = -H * .9, L = H * 2.6;
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ctx.globalCompositeOperation = 'lighter';
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rayA = [];
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RAYS.forEach(([a0, w, al], i) => {
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const a = Math.PI * .58 + a0 + Math.sin(t * .11 + i * 1.9) * .025;
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const k = al * (.55 + .45 * Math.sin(t * .29 + i * 2.1)) * (.85 + .15 * Math.sin(t * 1.3 + i * 3.7));
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rayA.push([a, w, k]);
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[[2.2, .25], [1.3, .5], [.6, 1]].forEach(([wm, am]) => {
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const ww = w * wm;
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const gr = ctx.createLinearGradient(ox, oy, ox + Math.cos(a) * L * .75, oy + Math.sin(a) * L * .75);
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gr.addColorStop(0, 'rgba(255,250,230,0)');
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gr.addColorStop(.36, 'rgba(255,248,226,' + (.42 * k * am).toFixed(3) + ')');
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gr.addColorStop(.62, 'rgba(255,242,215,' + (.22 * k * am).toFixed(3) + ')');
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gr.addColorStop(1, 'rgba(255,232,200,0)');
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ctx.fillStyle = gr;
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ctx.beginPath(); ctx.moveTo(ox, oy);
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ctx.lineTo(ox + Math.cos(a - ww) * L, oy + Math.sin(a - ww) * L);
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ctx.lineTo(ox + Math.cos(a + ww) * L, oy + Math.sin(a + ww) * L);
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ctx.closePath(); ctx.fill();
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});
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});
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return [ox, oy];
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}
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// 悬浮微粒:慢慢往上漂、左右游,忽明忽暗;落在光束里更亮
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const DOTS = Array.from({ length: 34 }, () => ({ x: Math.random(), y: Math.random(), r: .5 + Math.random() * 1.4,
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vx: (Math.random() - .5) * .006, vy: -(.004 + Math.random() * .008), ph: Math.random() * 6.3, sp: .6 + Math.random() * 1.4 }));
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function dots(t, dt, o) {
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ctx.globalCompositeOperation = 'lighter';
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for (const p of DOTS) {
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p.x += (p.vx + Math.sin(t * .5 + p.ph) * .002) * dt; p.y += p.vy * dt;
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if (p.y < -.03) { p.y = 1.03; p.x = Math.random(); }
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if (p.x < -.03) p.x = 1.03; else if (p.x > 1.03) p.x = -.03;
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const X = p.x * W, Y = p.y * H;
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let lit = 0;
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const ang = Math.atan2(Y - o[1], X - o[0]);
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for (const [a, w, k] of rayA) { const d = Math.abs(ang - a); if (d < w * 1.3) lit = Math.max(lit, k * (1 - d / (w * 1.3))); }
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const al = (.18 + .3 * (.5 + .5 * Math.sin(t * p.sp + p.ph))) * (1 + lit * 1.6);
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const R = p.r * 2.4, g = ctx.createRadialGradient(X, Y, 0, X, Y, R);
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g.addColorStop(0, 'rgba(255,250,238,' + Math.min(al, .9).toFixed(3) + ')');
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g.addColorStop(1, 'rgba(255,250,238,0)');
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ctx.fillStyle = g; ctx.beginPath(); ctx.arc(X, Y, R, 0, 6.2832); ctx.fill();
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}
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}
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function frame(now) {
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raf = 0;
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if (!(seen && !document.hidden && (!home || home.classList.contains('is-active')))) { prev = 0; return; }
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raf = requestAnimationFrame(frame);
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if (now - last < 33) return; // ≈30fps 足够,省电
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const dt = prev ? Math.min((now - prev) / 1000, .1) : 0; prev = now; last = now;
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const t = now / 1000;
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ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
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ctx.clearRect(0, 0, W, H);
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if ((tick ^= 1)) caustics(t); // 焦散 15fps 算一次就够(水底光网本来就慢),每帧照画
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drawCaustics();
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const o = rays(t);
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dots(t, dt, o);
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}
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function kick() { if (!raf) raf = requestAnimationFrame(frame); }
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size();
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addEventListener('resize', () => { size(); kick(); });
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box.addEventListener('transitionend', size); // 换阶段后孕囊尺寸变了,焦散的「囊附近更亮」跟着挪
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document.addEventListener('visibilitychange', kick);
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if (home) new MutationObserver(kick).observe(home, { attributes: true, attributeFilter: ['class'] });
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if ('IntersectionObserver' in window) new IntersectionObserver(es => { seen = es[0].isIntersecting; kick(); }).observe(hero);
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cv.classList.add('is-on');
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kick();
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})();
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