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@ -0,0 +1,411 @@
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<template>
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<div class="container">
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<!-- 左侧侧边栏 -->
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<div class="sidebar">
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<div class="exit-button">
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<button @click="handleExit">退出</button>
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</div>
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</div>
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<!-- 其他内容 -->
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<!-- 右侧物理世界 -->
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<div class="main-content">
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<canvas ref="canvas"></canvas>
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</div>
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</div>
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</template>
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<script setup>
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import { onMounted, ref, reactive, watch } from 'vue'
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import { useRouter } from 'vue-router'
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import axios from 'axios'
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import Matter from 'matter-js'
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// 定义一个结构体保存接收到的消息
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const messages = reactive([]) // 这里使用 reactive 来管理消息的数组
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const stopNames = ref([
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'何杰',
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'马丽',
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'王军',
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'周强',
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'张洋',
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'黄娜',
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'徐勇',
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'杨伟',
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'朱强',
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'李辉',
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'朱秀英',
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'孙敏',
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'郭敏',
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'林涛',
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'郭丽'
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])
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const stopIds = ref([])
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const stopScores = ref([])
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// 获取路由实例
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const router = useRouter()
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// 退出按钮的点击事件处理函数
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const handleExit = () => {
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// 跳转到 /roll-call 路由
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router.push('/roll-call')
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}
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// 获取 canvas 元素的引用
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const canvas = ref(null)
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onMounted(async () => {
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// 使用 axios 从后端获取数据
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axios
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.post('http://localhost:8080/get-N-accord-score', {
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num: 15
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})
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.then((response) => {
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console.log('接收的数据:', response.data)
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// 将接收的数据保存到结构体中
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response.data.data.forEach((item) => {
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messages.push({
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User_id: item.User_id,
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User_name: item.User_name,
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User_gender: item.User_gender,
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User_score: item.User_score
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})
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})
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console.log('保存的消息:', messages)
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stopNames.value = response.data.data.map((item) => item.User_name)
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stopIds.value = response.data.data.map((item) => item.User_id)
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stopScores.value = response.data.data.map((item) => item.User_score)
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// 打印出 stopNames,确保正确更新
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console.log('更新的 stopNames:', stopNames.value)
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console.log('更新的 stopIds:', stopIds.value)
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console.log('更新的 stopScores:', stopScores.value)
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})
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.catch((error) => {
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console.error('获取数据出错:', error)
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})
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// 初始化 Matter.js 引擎和渲染器
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const { Engine, Render, Runner, Bodies, Composite, Events } = Matter
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const myInnerWidth = 1900
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const myInnerHeight = 891
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// 创建物理引擎
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const engine = Engine.create()
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// 创建渲染器并将其绑定到 canvas
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const render = Render.create({
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element: canvas.value.parentNode, // 渲染到父容器中
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canvas: canvas.value, // 绑定 canvas
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engine: engine,
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options: {
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width: myInnerWidth - 250, // 减去侧边栏的宽度
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height: myInnerHeight,
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wireframes: false, // 关闭线框模式,使用填充
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background: '#f4f4f4'
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}
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})
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// 创建一个地板
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const ground = Bodies.rectangle(
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myInnerWidth / 2,
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myInnerHeight,
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myInnerWidth,
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50,
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{
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isStatic: true,
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render: {
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fillStyle: '#2ecc71'
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}
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}
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)
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const floor = Bodies.rectangle(myInnerWidth / 2, -30, myInnerWidth, 50, {
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isStatic: true,
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render: {
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fillStyle: '#2ecc71'
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}
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})
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// 左侧墙壁
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const leftWall = Bodies.rectangle(0, myInnerHeight / 2, 50, myInnerHeight, {
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isStatic: true,
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render: {
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fillStyle: '#2c3e50'
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}
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})
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// 右侧墙壁
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const rightWall = Bodies.rectangle(
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myInnerWidth - 250,
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myInnerHeight / 2,
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50,
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myInnerHeight,
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{
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isStatic: true,
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render: {
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fillStyle: '#2c3e50' // 将颜色改为与侧边栏一致
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}
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}
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)
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// 生成随机颜色的函数
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function getRandomColor() {
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const letters = '0123456789ABCDEF'
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let color = '#'
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for (let i = 0; i < 6; i++) {
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color += letters[Math.floor(Math.random() * 16)]
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}
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return color
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}
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// 监听 stopNames 和 userIds user_score 的变化,生成小球
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const balls = []
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watch([stopNames, stopIds, stopScores], ([newNames, newIds, newScores]) => {
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// 清空之前的球
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balls.length = 0
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// 创建和 stopNames 数量一致的小球
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newNames.forEach((name, i) => {
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const ball = Bodies.circle(Math.random() * (myInnerWidth - 250), 0, 25, {
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restitution: 1.1, // 设置反弹系数
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render: {
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fillStyle: getRandomColor() // 使用随机颜色
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}
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})
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ball.name = name // 给每个小球设置一个名字
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ball.user_id = newIds[i] // 给每个小球设置一个 user_id
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ball.user_score = newScores[i] // 给每个小球设置一个 user_score
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balls.push(ball)
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})
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// 将小球添加到世界
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Composite.add(engine.world, balls)
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})
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// 创建密集的圆形障碍物
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const obstacles = []
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const cols = 10 // 障碍物的列数
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const rows = 8 // 障碍物的行数
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const spacingX = (myInnerWidth - 150) / (cols + 1) // X 轴的间距
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const spacingY = myInnerHeight / 1 / (rows + 1) // 增加Y轴的间距
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for (let row = 1; row <= rows; row++) {
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// 为偶数行添加偏移量
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const offsetX = row % 2 === 0 ? spacingX / 2 : 0
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// 如果是偶数行,左侧增加一个额外的圆形障碍物
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if (row % 2 === 0) {
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const extraLeftObstacle = Bodies.circle(
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spacingX / 2 - 50, // X 坐标,靠近左侧
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row * spacingY + 30, // Y 坐标
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30, // 障碍物的半径
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{
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isStatic: true,
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render: {
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fillStyle: '#2c3e50' // 设置障碍物的颜色
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}
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}
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)
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obstacles.push(extraLeftObstacle) // 将额外障碍物加入数组
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}
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for (let col = 1; col <= cols; col++) {
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const obstacle = Bodies.circle(
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col * spacingX + offsetX - 50, // X 坐标,根据行号决定是否添加偏移量
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row * spacingY + 30, // Y 坐标,距离顶部 200px
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30, // 障碍物的半径
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{
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isStatic: true,
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render: {
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fillStyle: '#2c3e50' // 设置障碍物的颜色
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}
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}
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)
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obstacles.push(obstacle)
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}
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}
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// 创建区域并给每个区域编号
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const areas = []
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const separatorWidth = 15 // 隔板的宽度
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const areaNumbers = [] // 用于存储每个区域的随机数字
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for (let col = 1; col <= cols; col++) {
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let randomNum
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do {
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randomNum = Math.floor(Math.random() * 11) - 5 // 生成 -5 到 1 的随机数
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} while (randomNum === 0) // 如果是 0,重新生成
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const formattedNum = randomNum > 0 ? `+${randomNum}` : `${randomNum}` // 生成 -5 到 5 的随机数字,并将正数添加 + 号
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areaNumbers.push(formattedNum)
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const area = Bodies.rectangle(
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col * spacingX - 50, // X 位置
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myInnerHeight - 40, // Y 位置,高于地板位置
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spacingX - separatorWidth, // 区域的宽度
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20, // 区域的高度
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{
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isStatic: true,
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isSensor: true, // 将区域设置为传感器,不影响物体运动
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label: `Area ${col}`, // 给区域添加编号
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render: {
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fillStyle: 'rgba(52, 73, 94, 0.3)' // 区域颜色设置为透明度较高
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}
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}
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)
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area.number = formattedNum // 给每个区域添加一个随机数字
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area.score = randomNum
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areas.push(area)
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}
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// 将小球、地板、墙壁和障碍物加入到物理世界
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Composite.add(engine.world, [
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...balls,
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ground,
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floor,
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leftWall,
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rightWall,
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...obstacles,
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...areas
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])
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// 监听小球进入区域事件
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Events.on(engine, 'collisionStart', (event) => {
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const pairs = event.pairs
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pairs.forEach((pair) => {
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const { bodyA, bodyB } = pair
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// 检查小球和区域是否发生碰撞
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if (bodyA.isSensor && balls.includes(bodyB)) {
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let newscore = bodyA.score + bodyB.user_score
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console.log(
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`Ball entered ${bodyA.label}, Score: ${bodyA.score}, Ball Name: ${bodyB.name}, Ball Id: ${bodyB.user_id}, Ball Score: ${bodyB.user_score}, newScore: ${newscore}`
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)
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const data = JSON.stringify({
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user_id: bodyB.user_id,
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user_score: newscore
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})
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|
|
// 构建 config 对象
|
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var config = {
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method: 'post',
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url: 'http://localhost:8080/change-score',
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data: data
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}
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// 发起 POST 请求,传递数据给后端
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|
axios(config)
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.then((response) => {
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console.log('数据成功发送到后端:', response.data)
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})
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.catch((error) => {
|
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|
|
console.error('发送数据到后端时出错:', error)
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|
|
})
|
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|
|
const sidebar = document.querySelector('.sidebar')
|
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|
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|
|
const entry = document.createElement('div')
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|
|
entry.textContent = `${bodyB.name} 分数:${bodyA.number}`
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|
|
sidebar.appendChild(entry)
|
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|
|
Composite.remove(engine.world, bodyB) // 从世界中移除小球
|
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|
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|
|
|
} else if (bodyB.isSensor && balls.includes(bodyA)) {
|
|
|
|
|
|
|
|
console.log(
|
|
|
|
|
|
|
|
`Ball entered ${bodyB.label}, Score: ${bodyB.score}, Ball Name: ${bodyA.name}`
|
|
|
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|
|
)
|
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|
|
|
|
|
|
const sidebar = document.querySelector('.sidebar')
|
|
|
|
|
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|
|
const entry = document.createElement('div')
|
|
|
|
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|
|
entry.textContent = `${bodyA.name} 分数:${bodyB.number}`
|
|
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|
|
sidebar.appendChild(entry)
|
|
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|
|
Composite.remove(engine.world, bodyA) // 从世界中移除小球
|
|
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|
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|
|
}
|
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|
|
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|
|
|
})
|
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|
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|
|
|
})
|
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|
|
|
|
// 自定义渲染函数,用于显示小球名字
|
|
|
|
|
|
|
|
Matter.Events.on(render, 'afterRender', () => {
|
|
|
|
|
|
|
|
const context = render.context
|
|
|
|
|
|
|
|
context.font = '20px Arial'
|
|
|
|
|
|
|
|
context.fillStyle = '#000'
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 显示每个小球的名字
|
|
|
|
|
|
|
|
balls.forEach((ball) => {
|
|
|
|
|
|
|
|
const { position } = ball
|
|
|
|
|
|
|
|
context.fillText(ball.name, position.x - 20, position.y - 30) // 在小球上方显示名字
|
|
|
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 显示每个区域的随机数字
|
|
|
|
|
|
|
|
areas.forEach((area) => {
|
|
|
|
|
|
|
|
const { position } = area
|
|
|
|
|
|
|
|
context.font = 'bold 24px Arial'
|
|
|
|
|
|
|
|
context.fillStyle = area.number > 0 ? 'green' : 'red'
|
|
|
|
|
|
|
|
context.fillText(area.number, position.x - 10, position.y - 10) // 在区域上方显示数字
|
|
|
|
|
|
|
|
})
|
|
|
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 运行引擎
|
|
|
|
|
|
|
|
Engine.run(engine)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 运行渲染器
|
|
|
|
|
|
|
|
Render.run(render)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 创建一个运行器来驱动模拟
|
|
|
|
|
|
|
|
const runner = Runner.create()
|
|
|
|
|
|
|
|
Runner.run(runner, engine)
|
|
|
|
|
|
|
|
})
|
|
|
|
|
|
|
|
</script>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<style scoped>
|
|
|
|
|
|
|
|
/* 页面总体布局:使用 Flexbox 布局 */
|
|
|
|
|
|
|
|
.container {
|
|
|
|
|
|
|
|
display: flex;
|
|
|
|
|
|
|
|
height: 100vh;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* 左侧边栏样式 */
|
|
|
|
|
|
|
|
.sidebar {
|
|
|
|
|
|
|
|
width: 240px;
|
|
|
|
|
|
|
|
background-color: #2c3e50;
|
|
|
|
|
|
|
|
color: #ecf0f1;
|
|
|
|
|
|
|
|
padding: 20px;
|
|
|
|
|
|
|
|
box-sizing: border-box;
|
|
|
|
|
|
|
|
display: flex;
|
|
|
|
|
|
|
|
flex-direction: column;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.sidebar h2 {
|
|
|
|
|
|
|
|
margin-top: 0;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.sidebar ul {
|
|
|
|
|
|
|
|
padding: 0;
|
|
|
|
|
|
|
|
list-style-type: none;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.sidebar ul li {
|
|
|
|
|
|
|
|
margin: 15px 0;
|
|
|
|
|
|
|
|
cursor: pointer;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.sidebar ul li:hover {
|
|
|
|
|
|
|
|
color: #1abc9c;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.exit-button {
|
|
|
|
|
|
|
|
text-align: center;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.exit-button button {
|
|
|
|
|
|
|
|
background-color: #e74c3c;
|
|
|
|
|
|
|
|
color: #ecf0f1;
|
|
|
|
|
|
|
|
border: none;
|
|
|
|
|
|
|
|
padding: 10px 20px;
|
|
|
|
|
|
|
|
cursor: pointer;
|
|
|
|
|
|
|
|
font-size: 16px;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
.exit-button button:hover {
|
|
|
|
|
|
|
|
background-color: #c0392b;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* 右侧主内容区样式 */
|
|
|
|
|
|
|
|
.main-content {
|
|
|
|
|
|
|
|
flex: 1;
|
|
|
|
|
|
|
|
position: relative;
|
|
|
|
|
|
|
|
display: flex;
|
|
|
|
|
|
|
|
justify-content: center;
|
|
|
|
|
|
|
|
align-items: center;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* canvas 样式,用于控制显示 */
|
|
|
|
|
|
|
|
canvas {
|
|
|
|
|
|
|
|
background-color: #f4f4f4;
|
|
|
|
|
|
|
|
display: block;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
</style>
|