index.ts 20 KB

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  1. /**
  2. * 一行谱动画
  3. */
  4. import { watch, ref, Ref, h, render } from "vue"
  5. import { getAudioCurrentTime } from "/src/view/audio-list"
  6. import state from "/src/state"
  7. import "./index.less"
  8. import Bird from "./bird"
  9. type pointsPosType = { x: number; y: number; MeasureNumberXML: number; noteId: number }[]
  10. type smoothAnimationType = {
  11. isShow: Ref<boolean>
  12. canvasDom: null | HTMLCanvasElement
  13. canvasCtx: null | undefined | CanvasRenderingContext2D
  14. canvasDomWith: number
  15. canvasDomHeight: number
  16. canvasSmoothDom: null | HTMLCanvasElement
  17. smoothAnimationBoxDom: null | HTMLElement
  18. smoothBotDom: null | HTMLElement
  19. osmdCanvasPageDom: null | HTMLElement
  20. osdmScrollDom: null | HTMLElement
  21. osdmScrollDomWith: number
  22. osdmScrollDomOffsetLeft: number
  23. selectionBoxDom: null | HTMLElement
  24. batePos: pointsPosType
  25. pointsPos: pointsPosType
  26. translateXNum: number
  27. aveSpeed: number
  28. }
  29. const _numberOfSegments = 60 // 中间切割线的个数
  30. const _canvasDomHeight = 60 // canvans 高度
  31. export const smoothAnimationState = {
  32. isShow: ref(false), // 是否显示
  33. canvasDom: null,
  34. canvasCtx: null,
  35. canvasDomWith: 0,
  36. canvasDomHeight: _canvasDomHeight,
  37. canvasSmoothDom: null,
  38. smoothAnimationBoxDom: null,
  39. smoothBotDom: null,
  40. osmdCanvasPageDom: null,
  41. osdmScrollDom: null,
  42. osdmScrollDomWith: 0,
  43. osdmScrollDomOffsetLeft: 0,
  44. selectionBoxDom: null,
  45. batePos: [], // times 直接转换的数组
  46. pointsPos: [], // 筛选之后的点坐标数组
  47. translateXNum: 0, // 当前谱面的translateX的距离 谱面的位置信息 由translateX和scrollLeft的偏移一起决定
  48. aveSpeed: 0 // 谱面的一帧的平均速度
  49. } as smoothAnimationType
  50. // 监听显示与隐藏
  51. watch(smoothAnimationState.isShow, () => {
  52. if (smoothAnimationState.isShow.value) {
  53. smoothAnimationState.smoothAnimationBoxDom?.classList.remove("smoothAnimationBoxHide")
  54. } else {
  55. smoothAnimationState.smoothAnimationBoxDom?.classList.add("smoothAnimationBoxHide")
  56. }
  57. })
  58. /**
  59. * 初始化
  60. */
  61. export function initSmoothAnimation() {
  62. // 创建dom
  63. createSmoothAnimation()
  64. // 初始化动画数据
  65. const batePos = getPointsPosByBatePos()
  66. smoothAnimationState.batePos = batePos
  67. const batePos1 = dataFilter([...batePos])
  68. const batePos2 = createSmoothCurvePoints(batePos1, _numberOfSegments)
  69. smoothAnimationState.pointsPos = batePos2
  70. // 初始化旋律线
  71. initCanvasSmooth()
  72. // 谱面的平均速度(因为可能有反复的情况所以实际距离要加上反复的距离)
  73. const canvasDomPath = batePos.reduce((path, item, index, arr) => {
  74. if (index !== 0) {
  75. if (Math.abs(item.MeasureNumberXML - arr[index - 1].MeasureNumberXML) <= 1) {
  76. path += item.x - arr[index - 1].x
  77. }
  78. }
  79. return path
  80. }, 0)
  81. // 20 是屏幕多长时间刷新一次的时间,本来是16.67的,但是有些手机帧率比较低,所以这里给小一点的值,宁愿慢一点偏屏幕左边一点
  82. smoothAnimationState.aveSpeed = (canvasDomPath / (state.times[state.times.length - 1].time - state.times[0].time) / 1000) * 20
  83. // 当前屏幕的宽度
  84. calcClientWidth()
  85. window.addEventListener("resize", calcClientWidth)
  86. // 初始化 只有练习模式 才显示
  87. state.modeType === "practise" && (smoothAnimationState.isShow.value = state.melodyLine)
  88. // 多分轨合并显示、打击乐、节奏练习的曲子不显示旋律线
  89. if (state.isCombineRender || state.isPercussion) {
  90. smoothAnimationState.isShow.value = false
  91. }
  92. console.log(smoothAnimationState, "一行谱小鸟数据")
  93. }
  94. // 排序
  95. function dataFilter(batePos: pointsPosType) {
  96. // 去掉反复跳房子的数据
  97. const filterData = batePos.filter((item, index, array) => {
  98. return array.findIndex(i => i.noteId === item.noteId) === index
  99. })
  100. // 先按 音符排序
  101. const sortedData = filterData.sort((a, b) => a.noteId - b.noteId)
  102. // 再按 小节排序
  103. return sortedData.sort((a, b) => a.MeasureNumberXML - b.MeasureNumberXML)
  104. }
  105. //根据 activeInde和进度 查找转换之后的activeInde
  106. function dataFindIndex(activeIndex: number, progress: number) {
  107. // 百分比转为当前的index 距离个数
  108. const progressCalcIndex = Math.round(progress * _numberOfSegments)
  109. const { noteId, MeasureNumberXML } = smoothAnimationState.batePos[activeIndex]
  110. return (
  111. smoothAnimationState.pointsPos.findIndex(item => {
  112. return item.noteId === noteId && item.MeasureNumberXML === MeasureNumberXML
  113. }) + progressCalcIndex
  114. )
  115. }
  116. /**
  117. * 销毁
  118. */
  119. export function destroySmoothAnimation() {
  120. smoothAnimationState.isShow.value = false
  121. window.removeEventListener("resize", calcClientWidth)
  122. smoothAnimationState.smoothAnimationBoxDom?.remove()
  123. Object.assign(smoothAnimationState, {
  124. canvasDom: null,
  125. canvasCtx: null,
  126. canvasDomWith: 0,
  127. canvasDomHeight: _canvasDomHeight,
  128. canvasSmoothDom: null,
  129. smoothAnimationBoxDom: null,
  130. smoothBotDom: null,
  131. osmdCanvasPageDom: null,
  132. osdmScrollDom: null,
  133. osdmScrollDomWith: 0,
  134. osdmScrollDomOffsetLeft: 0,
  135. selectionBoxDom: null,
  136. batePos: [],
  137. pointsPos: [],
  138. translateXNum: 0,
  139. aveSpeed: 0
  140. })
  141. }
  142. /**
  143. * 根据播放时间进度移动处理
  144. */
  145. export function moveSmoothAnimationByPlayTime(time?: number) {
  146. // 暂停之后不进行移动了
  147. if (state.playState === "paused") {
  148. return
  149. }
  150. const currentTime = time || getAudioCurrentTime()
  151. if (currentTime <= state.fixtime) return
  152. if (currentTime > state.times.last()?.endtime) return
  153. // 当休止小节,可能当前音符在谱面上没有实际的音符(没有bbox),所以往后找谱面上有的音符
  154. const nextIndex = state.activeNoteIndex + 1
  155. // 当前的音符和下一个音符之间的时值 (当是最后一个音符的时候,下一个音符的时间取当前音符的endtime)
  156. const noteDuration =
  157. (nextIndex > state.times.length - 1 ? state.times[state.activeNoteIndex]?.endtime : state.times[nextIndex].time) -
  158. state.times[state.activeNoteIndex]?.time
  159. // 妙极客曲目 有可能2个音符时值一样
  160. if (noteDuration <= 0) {
  161. return
  162. }
  163. // 当前时值在该区间的占比
  164. let playProgress = (currentTime - state.times[state.activeNoteIndex]?.time) / noteDuration
  165. // 华为手机 fixtime 有个默认0.08的值,所以进度可能为负数 ,这里兼容一下
  166. playProgress < 0 && (playProgress = 0)
  167. moveSmoothAnimation(playProgress, state.activeNoteIndex)
  168. }
  169. /**
  170. * 移动处理
  171. * progress 当前音符到下一个音符的距离百分比
  172. * activeIndex 当前
  173. */
  174. export function moveSmoothAnimation(progress: number, activeIndex: number, isMoveOsmd = true) {
  175. // if (!smoothAnimationState.isShow.value) {
  176. // return
  177. // }
  178. const nowIndex = dataFindIndex(activeIndex, progress)
  179. const nowPointsPos = smoothAnimationState.pointsPos[nowIndex]
  180. // 当x的值为null和undefinedde的时候 错误 不走下面的方法
  181. if (!(nowPointsPos?.x != null)) {
  182. console.error(nowPointsPos?.x, "nowPointsPos", nowIndex, activeIndex)
  183. return
  184. }
  185. // 移动
  186. smoothAnimationMove(
  187. {
  188. x: nowPointsPos.x - 18, //鸟的大小
  189. y: nowPointsPos.y - 23
  190. },
  191. smoothAnimationState.pointsPos.slice(0, nowIndex)
  192. )
  193. // 当移动到屏幕最右边时候 就不进行移动了 存在移动到屏幕最右边时候 有反复的情况需要屏幕移动。所以这里注释掉了
  194. // if (
  195. // (smoothAnimationState.osdmScrollDom?.scrollLeft || 0) + smoothAnimationState.translateXNum + smoothAnimationState.osdmScrollDomWith >=
  196. // smoothAnimationState.canvasDomWith
  197. // ) {
  198. // return
  199. // }
  200. isMoveOsmd && move_osmd(nowPointsPos)
  201. }
  202. /**
  203. * 谱面移动逻辑
  204. */
  205. function move_osmd(nowPointsPos: pointsPosType[0]) {
  206. // 评测移动太快看不到前面小节的分数,评测改成0.5倍速移动谱面
  207. const speed = (state.modeType === "evaluating" ? smoothAnimationState.aveSpeed * 0.5 : smoothAnimationState.aveSpeed) * (state.speed / 60)
  208. // 视口宽度
  209. const clientWidth = smoothAnimationState.osdmScrollDomWith
  210. const clientMidWidth = clientWidth / 2
  211. let { left, right, width } = smoothAnimationState.smoothBotDom!.getBoundingClientRect()
  212. left -= smoothAnimationState.osdmScrollDomOffsetLeft
  213. right -= smoothAnimationState.osdmScrollDomOffsetLeft
  214. const midBotNum = left + width / 2
  215. // 分阶段移动
  216. if (right > clientWidth) {
  217. // 移动超过屏幕时候
  218. smoothAnimationState.translateXNum = 0
  219. smoothAnimationState.osdmScrollDom!.scrollLeft = nowPointsPos.x - clientWidth * 0.9
  220. } else if (left < 0) {
  221. // 移动小于屏幕时候
  222. smoothAnimationState.translateXNum = 0
  223. smoothAnimationState.osdmScrollDom!.scrollLeft = nowPointsPos.x - clientWidth * 0.1
  224. } else if (midBotNum > clientMidWidth - clientWidth * 0.3 && midBotNum <= clientMidWidth - clientWidth * 0.25) {
  225. smoothAnimationState.translateXNum += speed * 0.5
  226. } else if (midBotNum > clientMidWidth - clientWidth * 0.25 && midBotNum <= clientMidWidth - clientWidth * 0.2) {
  227. smoothAnimationState.translateXNum += speed * 0.6
  228. } else if (midBotNum > clientMidWidth - clientWidth * 0.2 && midBotNum <= clientMidWidth - clientWidth * 0.15) {
  229. smoothAnimationState.translateXNum += speed * 0.7
  230. } else if (midBotNum > clientMidWidth - clientWidth * 0.15 && midBotNum <= clientMidWidth - clientWidth * 0.1) {
  231. smoothAnimationState.translateXNum += speed * 0.8
  232. } else if (midBotNum > clientMidWidth - clientWidth * 0.1 && midBotNum <= clientMidWidth - clientWidth * 0.05) {
  233. smoothAnimationState.translateXNum += speed * 0.9
  234. } else if (midBotNum > clientMidWidth - clientWidth * 0.05 && midBotNum <= clientMidWidth) {
  235. smoothAnimationState.translateXNum += speed
  236. } else if (midBotNum > clientMidWidth && midBotNum <= clientMidWidth + clientWidth * 0.05) {
  237. smoothAnimationState.translateXNum += speed * 1.2
  238. } else if (midBotNum > clientMidWidth + clientWidth * 0.05 && midBotNum <= clientMidWidth + clientWidth * 0.1) {
  239. smoothAnimationState.translateXNum += speed * 1.4
  240. } else if (midBotNum > clientMidWidth + clientWidth * 0.1 && midBotNum <= clientMidWidth + clientWidth * 0.15) {
  241. smoothAnimationState.translateXNum += speed * 1.7
  242. } else if (midBotNum > clientMidWidth + clientWidth * 0.15 && midBotNum <= clientMidWidth + clientWidth * 0.2) {
  243. smoothAnimationState.translateXNum += speed * 2
  244. } else if (midBotNum > clientMidWidth + clientWidth * 0.2 && midBotNum <= clientMidWidth + clientWidth * 0.25) {
  245. smoothAnimationState.translateXNum += speed * 2.4
  246. } else if (midBotNum > clientMidWidth + clientWidth * 0.25 && midBotNum <= clientMidWidth + clientWidth * 0.3) {
  247. smoothAnimationState.translateXNum += speed * 2.8
  248. } else if (midBotNum > clientMidWidth + clientWidth * 0.3 && midBotNum <= clientMidWidth + clientWidth * 0.35) {
  249. smoothAnimationState.translateXNum += speed * 3.3
  250. } else if (midBotNum > clientMidWidth + clientWidth * 0.35 && midBotNum <= clientMidWidth + clientWidth * 0.4) {
  251. smoothAnimationState.translateXNum += speed * 3.8
  252. } else if (midBotNum > clientMidWidth + clientWidth * 0.4 && midBotNum <= clientMidWidth + clientWidth * 0.45) {
  253. smoothAnimationState.translateXNum += speed * 4.4
  254. } else if (midBotNum > clientMidWidth + clientWidth * 0.45 && midBotNum <= clientMidWidth + clientWidth * 0.5) {
  255. smoothAnimationState.translateXNum += speed * 5
  256. }
  257. // 最多移动的位置
  258. const osdmScrollDomScrollLeft = smoothAnimationState.osdmScrollDom?.scrollLeft || 0
  259. const maxTranslateXNum = smoothAnimationState.canvasDomWith - smoothAnimationState.osdmScrollDomWith - osdmScrollDomScrollLeft
  260. if (smoothAnimationState.translateXNum > maxTranslateXNum) {
  261. smoothAnimationState.translateXNum = maxTranslateXNum
  262. }
  263. moveTranslateXNum(smoothAnimationState.translateXNum)
  264. }
  265. /**
  266. * 根据 translateXNum 滚动到位置
  267. */
  268. export function moveTranslateXNum(translateXNum: number) {
  269. smoothAnimationState.osmdCanvasPageDom && (smoothAnimationState.osmdCanvasPageDom.style.transform = `translateX(-${translateXNum}px)`)
  270. smoothAnimationState.selectionBoxDom && (smoothAnimationState.selectionBoxDom.style.transform = `translateX(-${translateXNum}px)`)
  271. }
  272. /**
  273. * 进度条和块移动方法
  274. */
  275. function smoothAnimationMove(pos: { x: number; y: number }, progresspointsPos: pointsPosType) {
  276. smoothAnimationState.smoothBotDom && (smoothAnimationState.smoothBotDom.style.transform = `translate(${pos.x}px, ${pos.y}px)`)
  277. smoothAnimationState.canvasCtx && drawSmoothCurveProgress(smoothAnimationState.canvasCtx, progresspointsPos, "#FFC121")
  278. }
  279. /**
  280. * 创建dom
  281. */
  282. function createSmoothAnimation() {
  283. // osdmScrollDom
  284. const osdmScrollDom = document.querySelector("#musicAndSelection") as HTMLElement
  285. smoothAnimationState.osdmScrollDom = osdmScrollDom
  286. // osmdCanvasPage
  287. const osmdCanvasPageDom = document.querySelector("#osmdCanvasPage1") as HTMLElement
  288. smoothAnimationState.osmdCanvasPageDom = osmdCanvasPageDom
  289. // selectionBox
  290. setTimeout(() => {
  291. const selectionBoxDom = document.querySelector("#selectionBox") as HTMLElement
  292. smoothAnimationState.selectionBoxDom = selectionBoxDom
  293. }, 0)
  294. // box
  295. const smoothAnimationBoxDom = document.createElement("div")
  296. smoothAnimationBoxDom.className = "smoothAnimationBox smoothAnimationBoxHide"
  297. smoothAnimationState.smoothAnimationBoxDom = smoothAnimationBoxDom
  298. // con
  299. const smoothAnimationConDom = document.createElement("div")
  300. smoothAnimationConDom.className = "smoothAnimationCon"
  301. //canvas
  302. const smoothCanvasDom = document.createElement("canvas")
  303. smoothCanvasDom.className = "smoothCanvas"
  304. smoothAnimationState.canvasDom = smoothCanvasDom
  305. smoothAnimationState.canvasDomWith = osmdCanvasPageDom?.offsetWidth || 0
  306. smoothCanvasDom.width = smoothAnimationState.canvasDomWith
  307. smoothCanvasDom.height = smoothAnimationState.canvasDomHeight
  308. const ctx = smoothCanvasDom.getContext("2d")!
  309. smoothAnimationState.canvasCtx = ctx
  310. ctx.imageSmoothingEnabled = true
  311. ctx.lineCap = "round"
  312. ctx.lineJoin = "round"
  313. // bot
  314. const smoothBotDom = document.createElement("div")
  315. smoothBotDom.className = "smoothBot"
  316. smoothAnimationState.smoothBotDom = smoothBotDom
  317. // 添加小鸟
  318. render(h(Bird), smoothBotDom)
  319. smoothAnimationConDom.appendChild(smoothCanvasDom)
  320. smoothAnimationConDom.appendChild(smoothBotDom)
  321. smoothAnimationBoxDom.appendChild(smoothAnimationConDom)
  322. // 添加到 osmdCanvasPage1
  323. osmdCanvasPageDom?.insertBefore(smoothAnimationBoxDom, osmdCanvasPageDom.firstChild)
  324. }
  325. /**
  326. * 计算视口宽度
  327. */
  328. export function calcClientWidth() {
  329. smoothAnimationState.osdmScrollDomWith = smoothAnimationState.osdmScrollDom?.offsetWidth || 0
  330. smoothAnimationState.osdmScrollDomOffsetLeft = smoothAnimationState.osdmScrollDom?.getBoundingClientRect().left || 0
  331. }
  332. /**
  333. * 根据音符获取坐标
  334. */
  335. function getPointsPosByBatePos(): pointsPosType {
  336. // 得到音符频率数据
  337. const frequencyData = state.times.map(item => {
  338. return !item.frequency || item.frequency === -1 ? 0 : item.frequency
  339. })
  340. // 线性频率数据
  341. const frequencyLineData = quantileScale(frequencyData, 8, _canvasDomHeight - 8) // 最小值和最大值
  342. const pointsPos = state.times.reduce((posArr: any[], item, index) => {
  343. // 当休止小节,可能当前音符在谱面上没有实际的音符(没有bbox)
  344. if (item.bbox?.x != null && item.noteId != null) {
  345. posArr.push({
  346. noteId: item.noteId,
  347. MeasureNumberXML: item.MeasureNumberXML,
  348. x: item.bbox.x,
  349. y: _canvasDomHeight - frequencyLineData[index]
  350. })
  351. } else {
  352. // 连续休止小节 noteId 可能为 null,所以这里取上一个音符的id
  353. posArr.push({
  354. // 这里当第一个音符noteId为null,找不到前一个noteId,所以兼容一下
  355. noteId: item.noteId != null ? item.noteId : (posArr[posArr.length - 1]?.noteId != null ? posArr[posArr.length - 1]?.noteId : -1) + 0.01, // 这里+0.01 是制造一个假id
  356. MeasureNumberXML: item.MeasureNumberXML,
  357. x: item.bbox?.x != null ? item.bbox.x : posArr[posArr.length - 1]?.x || 10,
  358. y: _canvasDomHeight - frequencyLineData[index]
  359. })
  360. }
  361. return posArr
  362. }, [])
  363. // 最后一个音符延长(这里建立一个虚拟的音符延长)
  364. const extendPoint = {
  365. ...pointsPos[pointsPos.length - 1]
  366. }
  367. extendPoint.MeasureNumberXML += 100 // 防止MeasureNumberXML重复
  368. extendPoint.noteId += 100 // 防止noteId重复
  369. // 当总长度减30小于最后一个音符时候,取最后一个音符加15
  370. extendPoint.x = smoothAnimationState.canvasDomWith - 30 > extendPoint.x ? smoothAnimationState.canvasDomWith - 30 : extendPoint.x + 15
  371. pointsPos.push(extendPoint)
  372. return pointsPos
  373. }
  374. // 数据平滑算法
  375. function quantileScale(data: number[], minRange = 0, maxRange = _canvasDomHeight) {
  376. const sortedData = [...data].sort((a, b) => a - b)
  377. return data.map(value => {
  378. const rank = sortedData.indexOf(value) / (sortedData.length - 1)
  379. const scaledValue = rank * (maxRange - minRange) + minRange
  380. return Math.max(minRange, Math.min(scaledValue, maxRange))
  381. })
  382. }
  383. /**
  384. * 使用传入的曲线的顶点坐标创建平滑曲线的顶点。
  385. * @param {Array} points 曲线顶点坐标数组,
  386. * @param {Int} numberOfSegments 平滑曲线 2 个顶点间的线段数,默认为 20
  387. * @return {Array} 平滑曲线的顶点坐标数组
  388. */
  389. function createSmoothCurvePoints(points: pointsPosType, numSegments: number) {
  390. if (points.length <= 2) {
  391. return points
  392. }
  393. const curvePoints = []
  394. for (let i = 0; i < points.length - 1; i++) {
  395. const p0 = i > 0 ? points[i - 1] : points[i]
  396. const p1 = points[i]
  397. const p2 = points[i + 1]
  398. const p3 = i !== points.length - 2 ? points[i + 2] : points[i + 1]
  399. for (let j = 0; j < numSegments; j++) {
  400. const t = j / numSegments
  401. const t2 = t * t
  402. const t3 = t2 * t
  403. const x = 0.5 * (2 * p1.x + (-p0.x + p2.x) * t + (2 * p0.x - 5 * p1.x + 4 * p2.x - p3.x) * t2 + (-p0.x + 3 * p1.x - 3 * p2.x + p3.x) * t3)
  404. const y = 0.5 * (2 * p1.y + (-p0.y + p2.y) * t + (2 * p0.y - 5 * p1.y + 4 * p2.y - p3.y) * t2 + (-p0.y + 3 * p1.y - 3 * p2.y + p3.y) * t3)
  405. curvePoints.push({ x, y, MeasureNumberXML: p1.MeasureNumberXML, noteId: p1.noteId })
  406. }
  407. }
  408. return curvePoints
  409. }
  410. /** 初始化一条完整的旋律线dom */
  411. function initCanvasSmooth() {
  412. const smoothDom = document.createElement("canvas")
  413. smoothDom.width = smoothAnimationState.canvasDomWith
  414. smoothDom.height = smoothAnimationState.canvasDomHeight
  415. const smoothDomCtx = smoothDom.getContext("2d")!
  416. smoothDomCtx.imageSmoothingEnabled = true
  417. smoothDomCtx.lineCap = "round"
  418. smoothDomCtx.lineJoin = "round"
  419. // 根据坐标花线
  420. drawLines(smoothDomCtx, smoothAnimationState.pointsPos, "rgba(255,255,255,0.6)")
  421. smoothAnimationState.canvasSmoothDom = smoothDom
  422. }
  423. /**
  424. * 根据进度画线
  425. */
  426. function drawSmoothCurveProgress(context: CanvasRenderingContext2D, pointsPos: pointsPosType, color: string) {
  427. context.clearRect(0, 0, smoothAnimationState.canvasDomWith, smoothAnimationState.canvasDomHeight)
  428. smoothAnimationState.canvasSmoothDom && context.drawImage(smoothAnimationState.canvasSmoothDom, 0, 0)
  429. drawLines(context, pointsPos, color)
  430. }
  431. /**
  432. * 根据坐标划线
  433. */
  434. function drawLines(context: CanvasRenderingContext2D, pointsPos: pointsPosType, color: string) {
  435. if (pointsPos.length === 0) return
  436. context.lineWidth = 2
  437. context.strokeStyle = color
  438. context.beginPath()
  439. context.moveTo(pointsPos[0].x, pointsPos[0].y)
  440. for (let i = 1; i < pointsPos.length; i++) {
  441. context.lineTo(pointsPos[i].x, pointsPos[i].y)
  442. }
  443. context.stroke()
  444. }