Spaces:
Sleeping
Sleeping
Trae Assistant commited on
Commit ·
c868c0f
0
Parent(s):
init
Browse files- .gitattributes +2 -0
- .gitignore +9 -0
- Dockerfile +10 -0
- README.md +36 -0
- app.py +15 -0
- requirements.txt +2 -0
- static/js/main.js +506 -0
- templates/index.html +66 -0
.gitattributes
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*.mp4 filter=lfs diff=lfs merge=lfs -text
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*.onnx filter=lfs diff=lfs merge=lfs -text
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.gitignore
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__pycache__/
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*.pyc
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*.pyo
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*.pyd
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.Python
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env/
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venv/
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.env
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.DS_Store
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Dockerfile
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FROM python:3.9-slim
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WORKDIR /app
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COPY requirements.txt .
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RUN pip install --no-cache-dir -r requirements.txt
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COPY . .
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CMD ["python", "app.py"]
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README.md
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---
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title: 剑来-手势交互 (Sword Coming)
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emoji: 🗡️
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colorFrom: blue
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colorTo: indigo
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sdk: docker
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app_port: 7860
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short_description: 移动端手势识别:剑指召唤,五指开天 (Gesture Controlled Sword Effect)
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---
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# 剑来 (Sword Coming) - 手势识别系统
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## 项目介绍
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本项目复刻了国漫《剑来》中“剑来”的经典场景,并升级了视觉特效。通过计算机视觉(MediaPipe)识别用户手势,实现“召唤飞剑”及“一剑开天”的震撼视觉效果。
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支持移动端和PC端,推荐使用移动端体验更佳。
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## 功能特点
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- **仙气飞剑**: 全白光效,流光溢彩,粒子拖尾。
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- **双重手势**:
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- **剑指(两指)**: 召唤飞剑,御剑跟随。
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- **五指(开天)**: 触发“一剑开天”必杀技,全屏光刃特效。
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- **震撼特效**: 屏幕震动、粒子爆发、巨大光束。
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- **移动端适配**: 响应式设计,全屏沉浸体验。
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- **纯前端推理**: 基于 MediaPipe JS,低延迟,保护隐私。
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## 使用说明
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1. 允许浏览器访问摄像头。
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2. **御剑术(跟随)**: 举起手,做出“剑指”(食指中指伸直,其余弯曲),飞剑将飞来并跟随指尖。
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3. **必杀技(开天)**: 突然五指张开(手掌伸直),触发“一剑开天”特效,斩破屏幕!
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4. 喊出(心里默念)“剑来”!
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## 技术栈
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- Python Flask
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- Vue.js 3
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- Tailwind CSS
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- Google MediaPipe Hands
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app.py
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import os
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from flask import Flask, render_template, send_from_directory
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app = Flask(__name__)
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@app.route('/')
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def index():
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return render_template('index.html')
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@app.route('/static/<path:path>')
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def send_static(path):
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return send_from_directory('static', path)
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if __name__ == '__main__':
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app.run(host='0.0.0.0', port=7860, debug=True)
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requirements.txt
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Flask==3.0.0
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gunicorn==21.2.0
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static/js/main.js
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const { createApp, ref, onMounted } = Vue;
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| 2 |
+
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createApp({
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setup() {
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| 5 |
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const videoElement = ref(null);
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| 6 |
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const canvasElement = ref(null);
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| 7 |
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const loading = ref(true);
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| 8 |
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const loadingProgress = ref(0);
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| 9 |
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const cameraActive = ref(false);
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| 10 |
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const debug = ref(false);
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| 11 |
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const fps = ref(0);
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| 12 |
+
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| 13 |
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let canvasCtx = null;
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| 14 |
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let hands = null;
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| 15 |
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let camera = null;
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| 16 |
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| 17 |
+
// Game Objects
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| 18 |
+
let sword = null;
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| 19 |
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let particles = [];
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| 20 |
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let stars = [];
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| 21 |
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let riftEffect = null; // The "Sky Split" effect
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| 22 |
+
let shockwave = 0;
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| 23 |
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| 24 |
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// Interaction State
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| 25 |
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let gestureTimer = 0;
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| 26 |
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let lastGesture = 'NONE';
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| 27 |
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let chargeLevel = 0; // 0.0 to 1.0
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| 28 |
+
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+
// Audio
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| 30 |
+
let audioCtx = null;
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| 31 |
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let oscillators = {};
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| 32 |
+
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| 33 |
+
// --- Audio Controller ---
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| 34 |
+
const initAudio = () => {
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| 35 |
+
if (!audioCtx) {
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| 36 |
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audioCtx = new (window.AudioContext || window.webkitAudioContext)();
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| 37 |
+
}
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| 38 |
+
if (audioCtx.state === 'suspended') {
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| 39 |
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audioCtx.resume();
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| 40 |
+
}
|
| 41 |
+
};
|
| 42 |
+
|
| 43 |
+
const playSound = (type) => {
|
| 44 |
+
if (!audioCtx) return;
|
| 45 |
+
|
| 46 |
+
const t = audioCtx.currentTime;
|
| 47 |
+
|
| 48 |
+
if (type === 'CHARGE') {
|
| 49 |
+
// Rising pitch hum
|
| 50 |
+
const osc = audioCtx.createOscillator();
|
| 51 |
+
const gain = audioCtx.createGain();
|
| 52 |
+
osc.type = 'sawtooth';
|
| 53 |
+
osc.frequency.setValueAtTime(100, t);
|
| 54 |
+
osc.frequency.exponentialRampToValueAtTime(400, t + 0.5);
|
| 55 |
+
gain.gain.setValueAtTime(0.1, t);
|
| 56 |
+
gain.gain.exponentialRampToValueAtTime(0.01, t + 0.5);
|
| 57 |
+
|
| 58 |
+
osc.connect(gain);
|
| 59 |
+
gain.connect(audioCtx.destination);
|
| 60 |
+
osc.start();
|
| 61 |
+
osc.stop(t + 0.5);
|
| 62 |
+
} else if (type === 'SLASH') {
|
| 63 |
+
// Sharp noise/crack
|
| 64 |
+
const osc = audioCtx.createOscillator();
|
| 65 |
+
const gain = audioCtx.createGain();
|
| 66 |
+
osc.type = 'square';
|
| 67 |
+
osc.frequency.setValueAtTime(800, t);
|
| 68 |
+
osc.frequency.exponentialRampToValueAtTime(100, t + 0.3);
|
| 69 |
+
|
| 70 |
+
gain.gain.setValueAtTime(0.3, t);
|
| 71 |
+
gain.gain.exponentialRampToValueAtTime(0.01, t + 0.3);
|
| 72 |
+
|
| 73 |
+
osc.connect(gain);
|
| 74 |
+
gain.connect(audioCtx.destination);
|
| 75 |
+
osc.start();
|
| 76 |
+
osc.stop(t + 0.3);
|
| 77 |
+
}
|
| 78 |
+
};
|
| 79 |
+
|
| 80 |
+
// --- Helpers ---
|
| 81 |
+
const dist = (p1, p2) => Math.sqrt(Math.pow(p1.x - p2.x, 2) + Math.pow(p1.y - p2.y, 2));
|
| 82 |
+
const randomRange = (min, max) => Math.random() * (max - min) + min;
|
| 83 |
+
|
| 84 |
+
// --- Classes ---
|
| 85 |
+
|
| 86 |
+
class Particle {
|
| 87 |
+
constructor(x, y, type = 'TRAIL') {
|
| 88 |
+
this.x = x;
|
| 89 |
+
this.y = y;
|
| 90 |
+
this.type = type;
|
| 91 |
+
this.life = 1.0;
|
| 92 |
+
|
| 93 |
+
if (type === 'TRAIL') {
|
| 94 |
+
this.vx = (Math.random() - 0.5) * 2;
|
| 95 |
+
this.vy = (Math.random() - 0.5) * 2;
|
| 96 |
+
this.size = Math.random() * 3 + 1;
|
| 97 |
+
this.decay = 0.05;
|
| 98 |
+
this.color = [200, 255, 255]; // Cyan-ish
|
| 99 |
+
} else if (type === 'SPIRIT') {
|
| 100 |
+
// Orbiting/Gathering particles
|
| 101 |
+
this.angle = Math.random() * Math.PI * 2;
|
| 102 |
+
this.radius = Math.random() * 40 + 20;
|
| 103 |
+
this.speed = Math.random() * 0.1 + 0.05;
|
| 104 |
+
this.size = Math.random() * 2 + 1;
|
| 105 |
+
this.decay = 0.0; // Managed by sword
|
| 106 |
+
this.color = [255, 255, 200]; // Golden/White
|
| 107 |
+
} else if (type === 'SPARK') {
|
| 108 |
+
const angle = Math.random() * Math.PI * 2;
|
| 109 |
+
const speed = Math.random() * 20 + 5;
|
| 110 |
+
this.vx = Math.cos(angle) * speed;
|
| 111 |
+
this.vy = Math.sin(angle) * speed;
|
| 112 |
+
this.size = Math.random() * 4 + 1;
|
| 113 |
+
this.decay = 0.02;
|
| 114 |
+
this.color = [255, 200, 100]; // Gold sparks
|
| 115 |
+
}
|
| 116 |
+
}
|
| 117 |
+
|
| 118 |
+
update(targetX, targetY) {
|
| 119 |
+
if (this.type === 'SPIRIT') {
|
| 120 |
+
// Orbit logic
|
| 121 |
+
this.angle += this.speed + (chargeLevel * 0.2); // Spin faster when charging
|
| 122 |
+
let currentRadius = this.radius;
|
| 123 |
+
|
| 124 |
+
if (chargeLevel > 0) {
|
| 125 |
+
currentRadius = this.radius * (1.0 - chargeLevel * 0.8); // Pull in
|
| 126 |
+
}
|
| 127 |
+
|
| 128 |
+
this.x = targetX + Math.cos(this.angle) * currentRadius;
|
| 129 |
+
this.y = targetY + Math.sin(this.angle) * currentRadius;
|
| 130 |
+
|
| 131 |
+
// Trail
|
| 132 |
+
if (Math.random() < 0.3) {
|
| 133 |
+
particles.push(new Particle(this.x, this.y, 'TRAIL'));
|
| 134 |
+
}
|
| 135 |
+
} else {
|
| 136 |
+
this.x += this.vx;
|
| 137 |
+
this.y += this.vy;
|
| 138 |
+
this.life -= this.decay;
|
| 139 |
+
}
|
| 140 |
+
}
|
| 141 |
+
|
| 142 |
+
draw(ctx) {
|
| 143 |
+
ctx.save();
|
| 144 |
+
ctx.globalAlpha = this.life;
|
| 145 |
+
ctx.fillStyle = `rgba(${this.color[0]}, ${this.color[1]}, ${this.color[2]}, ${this.life})`;
|
| 146 |
+
ctx.shadowBlur = 10 * this.life;
|
| 147 |
+
ctx.shadowColor = `rgba(${this.color[0]}, ${this.color[1]}, ${this.color[2]}, 1)`;
|
| 148 |
+
ctx.beginPath();
|
| 149 |
+
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
|
| 150 |
+
ctx.fill();
|
| 151 |
+
ctx.restore();
|
| 152 |
+
}
|
| 153 |
+
}
|
| 154 |
+
|
| 155 |
+
class Sword {
|
| 156 |
+
constructor() {
|
| 157 |
+
this.x = window.innerWidth / 2;
|
| 158 |
+
this.y = window.innerHeight + 200;
|
| 159 |
+
this.angle = -Math.PI / 2;
|
| 160 |
+
this.scale = 1.5; // Smaller, more refined
|
| 161 |
+
this.state = 'IDLE'; // IDLE, FOLLOW, CHARGING, SLASHING
|
| 162 |
+
|
| 163 |
+
// Spirit Particles
|
| 164 |
+
this.spirits = [];
|
| 165 |
+
for(let i=0; i<8; i++) {
|
| 166 |
+
this.spirits.push(new Particle(this.x, this.y, 'SPIRIT'));
|
| 167 |
+
}
|
| 168 |
+
}
|
| 169 |
+
|
| 170 |
+
update(targetX, targetY) {
|
| 171 |
+
// Smooth Movement
|
| 172 |
+
const dx = targetX - this.x;
|
| 173 |
+
const dy = targetY - this.y;
|
| 174 |
+
const d = Math.sqrt(dx * dx + dy * dy);
|
| 175 |
+
|
| 176 |
+
// Rotation
|
| 177 |
+
if (d > 20) {
|
| 178 |
+
const targetAngle = Math.atan2(dy, dx) + Math.PI / 2;
|
| 179 |
+
let da = targetAngle - this.angle;
|
| 180 |
+
while (da > Math.PI) da -= Math.PI * 2;
|
| 181 |
+
while (da < -Math.PI) da += Math.PI * 2;
|
| 182 |
+
this.angle += da * 0.15;
|
| 183 |
+
}
|
| 184 |
+
|
| 185 |
+
// Position
|
| 186 |
+
const ease = 0.15;
|
| 187 |
+
this.x += dx * ease;
|
| 188 |
+
this.y += dy * ease;
|
| 189 |
+
|
| 190 |
+
// Vibration when charging
|
| 191 |
+
if (this.state === 'CHARGING') {
|
| 192 |
+
this.x += (Math.random() - 0.5) * 5 * chargeLevel;
|
| 193 |
+
this.y += (Math.random() - 0.5) * 5 * chargeLevel;
|
| 194 |
+
}
|
| 195 |
+
|
| 196 |
+
// Update Spirits
|
| 197 |
+
this.spirits.forEach(s => s.update(this.x, this.y));
|
| 198 |
+
}
|
| 199 |
+
|
| 200 |
+
draw(ctx) {
|
| 201 |
+
ctx.save();
|
| 202 |
+
ctx.translate(this.x, this.y);
|
| 203 |
+
ctx.rotate(this.angle);
|
| 204 |
+
ctx.scale(this.scale, this.scale);
|
| 205 |
+
|
| 206 |
+
// --- 灵气特效 (Aura) ---
|
| 207 |
+
const time = Date.now() / 200;
|
| 208 |
+
const pulse = Math.sin(time) * 0.2 + 1.0 + (chargeLevel * 0.5); // Pulse gets stronger
|
| 209 |
+
|
| 210 |
+
// Outer Glow
|
| 211 |
+
ctx.shadowBlur = 30 * pulse;
|
| 212 |
+
ctx.shadowColor = chargeLevel > 0.5 ? "rgba(255, 200, 100, 0.9)" : "rgba(200, 240, 255, 0.8)";
|
| 213 |
+
|
| 214 |
+
// Blade
|
| 215 |
+
let grad = ctx.createLinearGradient(0, -100, 0, 0);
|
| 216 |
+
grad.addColorStop(0, "#FFF");
|
| 217 |
+
grad.addColorStop(0.5, chargeLevel > 0.5 ? "#FFFFA0" : "#E0F0FF");
|
| 218 |
+
grad.addColorStop(1, "#FFF");
|
| 219 |
+
|
| 220 |
+
ctx.fillStyle = grad;
|
| 221 |
+
|
| 222 |
+
// Refined Blade Shape
|
| 223 |
+
ctx.beginPath();
|
| 224 |
+
ctx.moveTo(0, -100);
|
| 225 |
+
ctx.lineTo(5, -80);
|
| 226 |
+
ctx.lineTo(4, 0);
|
| 227 |
+
ctx.lineTo(-4, 0);
|
| 228 |
+
ctx.lineTo(-5, -80);
|
| 229 |
+
ctx.closePath();
|
| 230 |
+
ctx.fill();
|
| 231 |
+
|
| 232 |
+
// Center Line
|
| 233 |
+
ctx.beginPath();
|
| 234 |
+
ctx.moveTo(0, -95);
|
| 235 |
+
ctx.lineTo(0, 0);
|
| 236 |
+
ctx.strokeStyle = "rgba(255, 255, 255, 0.9)";
|
| 237 |
+
ctx.lineWidth = 1;
|
| 238 |
+
ctx.stroke();
|
| 239 |
+
|
| 240 |
+
// Guard (Golden accents)
|
| 241 |
+
ctx.fillStyle = chargeLevel > 0.5 ? "#FFD700" : "#C0C0C0";
|
| 242 |
+
ctx.shadowBlur = 10;
|
| 243 |
+
ctx.beginPath();
|
| 244 |
+
ctx.moveTo(-12, 0);
|
| 245 |
+
ctx.quadraticCurveTo(0, -5, 12, 0);
|
| 246 |
+
ctx.lineTo(10, 4);
|
| 247 |
+
ctx.lineTo(-10, 4);
|
| 248 |
+
ctx.fill();
|
| 249 |
+
|
| 250 |
+
// Handle
|
| 251 |
+
ctx.fillStyle = "#333";
|
| 252 |
+
ctx.fillRect(-2, 4, 4, 20);
|
| 253 |
+
|
| 254 |
+
// Pommel
|
| 255 |
+
ctx.fillStyle = chargeLevel > 0.5 ? "#FFD700" : "#C0C0C0";
|
| 256 |
+
ctx.beginPath();
|
| 257 |
+
ctx.arc(0, 26, 4, 0, Math.PI*2);
|
| 258 |
+
ctx.fill();
|
| 259 |
+
|
| 260 |
+
ctx.restore();
|
| 261 |
+
|
| 262 |
+
// Draw Spirits (World Space)
|
| 263 |
+
this.spirits.forEach(s => s.draw(ctx));
|
| 264 |
+
}
|
| 265 |
+
}
|
| 266 |
+
|
| 267 |
+
class RiftEffect {
|
| 268 |
+
constructor() {
|
| 269 |
+
this.life = 1.0;
|
| 270 |
+
this.points = [];
|
| 271 |
+
// Generate jagged line through center
|
| 272 |
+
const segments = 20;
|
| 273 |
+
const startY = -100;
|
| 274 |
+
const endY = window.innerHeight + 100;
|
| 275 |
+
const stepY = (endY - startY) / segments;
|
| 276 |
+
|
| 277 |
+
for(let i=0; i<=segments; i++) {
|
| 278 |
+
this.points.push({
|
| 279 |
+
x: window.innerWidth / 2 + (Math.random() - 0.5) * 100, // Jaggedness
|
| 280 |
+
y: startY + i * stepY
|
| 281 |
+
});
|
| 282 |
+
}
|
| 283 |
+
}
|
| 284 |
+
|
| 285 |
+
update() {
|
| 286 |
+
this.life -= 0.02;
|
| 287 |
+
}
|
| 288 |
+
|
| 289 |
+
draw(ctx) {
|
| 290 |
+
if (this.life <= 0) return;
|
| 291 |
+
|
| 292 |
+
ctx.save();
|
| 293 |
+
|
| 294 |
+
const width = Math.sin(this.life * Math.PI) * 150; // Open and close
|
| 295 |
+
const alpha = Math.min(1, this.life * 2);
|
| 296 |
+
|
| 297 |
+
// 1. Darken Background (World darkening)
|
| 298 |
+
ctx.fillStyle = `rgba(0, 0, 0, ${alpha * 0.8})`;
|
| 299 |
+
ctx.fillRect(0, 0, canvasElement.value.width, canvasElement.value.height);
|
| 300 |
+
|
| 301 |
+
// 2. The Rift (Opening)
|
| 302 |
+
ctx.beginPath();
|
| 303 |
+
// Left side
|
| 304 |
+
this.points.forEach((p, i) => {
|
| 305 |
+
const offset = (Math.sin(i * 0.5) + 1) * width * 0.5;
|
| 306 |
+
if (i===0) ctx.moveTo(p.x - offset, p.y);
|
| 307 |
+
else ctx.lineTo(p.x - offset, p.y);
|
| 308 |
+
});
|
| 309 |
+
// Right side (reverse)
|
| 310 |
+
for(let i=this.points.length-1; i>=0; i--) {
|
| 311 |
+
const p = this.points[i];
|
| 312 |
+
const offset = (Math.sin(i * 0.5) + 1) * width * 0.5;
|
| 313 |
+
ctx.lineTo(p.x + offset, p.y);
|
| 314 |
+
}
|
| 315 |
+
ctx.closePath();
|
| 316 |
+
|
| 317 |
+
// Void/Space inside Rift
|
| 318 |
+
ctx.fillStyle = "#FFF";
|
| 319 |
+
ctx.shadowBlur = 50;
|
| 320 |
+
ctx.shadowColor = "#FFF";
|
| 321 |
+
ctx.fill();
|
| 322 |
+
|
| 323 |
+
// 3. Blinding Light Rays
|
| 324 |
+
if (this.life > 0.5) {
|
| 325 |
+
ctx.globalCompositeOperation = 'lighter';
|
| 326 |
+
const rayWidth = window.innerWidth * (this.life - 0.5);
|
| 327 |
+
let grad = ctx.createLinearGradient(window.innerWidth/2 - rayWidth, 0, window.innerWidth/2 + rayWidth, 0);
|
| 328 |
+
grad.addColorStop(0, "rgba(255, 255, 255, 0)");
|
| 329 |
+
grad.addColorStop(0.5, `rgba(255, 255, 255, ${this.life})`);
|
| 330 |
+
grad.addColorStop(1, "rgba(255, 255, 255, 0)");
|
| 331 |
+
ctx.fillStyle = grad;
|
| 332 |
+
ctx.fillRect(0, 0, window.innerWidth, window.innerHeight);
|
| 333 |
+
ctx.globalCompositeOperation = 'source-over';
|
| 334 |
+
}
|
| 335 |
+
|
| 336 |
+
ctx.restore();
|
| 337 |
+
}
|
| 338 |
+
}
|
| 339 |
+
|
| 340 |
+
// --- Logic ---
|
| 341 |
+
|
| 342 |
+
const onResults = (results) => {
|
| 343 |
+
loading.value = false;
|
| 344 |
+
if (!canvasElement.value) return;
|
| 345 |
+
|
| 346 |
+
canvasElement.value.width = window.innerWidth;
|
| 347 |
+
canvasElement.value.height = window.innerHeight;
|
| 348 |
+
|
| 349 |
+
// Screen Shake
|
| 350 |
+
let shakeX = 0;
|
| 351 |
+
let shakeY = 0;
|
| 352 |
+
if (shockwave > 0) {
|
| 353 |
+
shakeX = (Math.random() - 0.5) * shockwave * 40;
|
| 354 |
+
shakeY = (Math.random() - 0.5) * shockwave * 40;
|
| 355 |
+
shockwave -= 0.04;
|
| 356 |
+
}
|
| 357 |
+
|
| 358 |
+
canvasCtx.save();
|
| 359 |
+
canvasCtx.translate(shakeX, shakeY);
|
| 360 |
+
canvasCtx.clearRect(-shakeX, -shakeY, canvasElement.value.width, canvasElement.value.height);
|
| 361 |
+
|
| 362 |
+
// Draw Background
|
| 363 |
+
canvasCtx.fillStyle = '#050510';
|
| 364 |
+
canvasCtx.fillRect(0, 0, canvasElement.value.width, canvasElement.value.height);
|
| 365 |
+
|
| 366 |
+
// Draw Stars
|
| 367 |
+
canvasCtx.fillStyle = '#FFFFFF';
|
| 368 |
+
stars.forEach(star => {
|
| 369 |
+
canvasCtx.globalAlpha = Math.max(0.1, star.opacity + Math.sin(Date.now() / 300 + star.x) * 0.2);
|
| 370 |
+
canvasCtx.beginPath();
|
| 371 |
+
canvasCtx.arc(star.x, star.y, star.size, 0, Math.PI * 2);
|
| 372 |
+
canvasCtx.fill();
|
| 373 |
+
});
|
| 374 |
+
canvasCtx.globalAlpha = 1.0;
|
| 375 |
+
|
| 376 |
+
// Hand & Gesture Logic
|
| 377 |
+
let targetX = sword ? sword.x : window.innerWidth / 2;
|
| 378 |
+
let targetY = sword ? sword.y : window.innerHeight + 300;
|
| 379 |
+
let detectedGesture = 'NONE';
|
| 380 |
+
|
| 381 |
+
if (results.multiHandLandmarks && results.multiHandLandmarks.length > 0) {
|
| 382 |
+
const lm = results.multiHandLandmarks[0];
|
| 383 |
+
const isFingerExtended = (tipIdx, pipIdx) => lm[tipIdx].y < lm[pipIdx].y;
|
| 384 |
+
|
| 385 |
+
const indexExt = isFingerExtended(8, 6);
|
| 386 |
+
const middleExt = isFingerExtended(12, 10);
|
| 387 |
+
const ringExt = isFingerExtended(16, 14);
|
| 388 |
+
const pinkyExt = isFingerExtended(20, 18);
|
| 389 |
+
|
| 390 |
+
// 1. Sword Finger (Index+Middle) -> Summon/Follow
|
| 391 |
+
if (indexExt && middleExt && !ringExt && !pinkyExt) {
|
| 392 |
+
detectedGesture = 'SWORD_FINGER';
|
| 393 |
+
}
|
| 394 |
+
// 2. Open Palm -> Charge/Split
|
| 395 |
+
else if (indexExt && middleExt && ringExt && pinkyExt) {
|
| 396 |
+
detectedGesture = 'OPEN_PALM';
|
| 397 |
+
}
|
| 398 |
+
|
| 399 |
+
targetX = lm[8].x * canvasElement.value.width;
|
| 400 |
+
targetY = lm[8].y * canvasElement.value.height;
|
| 401 |
+
|
| 402 |
+
// Initialize Audio on first interaction
|
| 403 |
+
initAudio();
|
| 404 |
+
}
|
| 405 |
+
|
| 406 |
+
// Debounce
|
| 407 |
+
if (detectedGesture === lastGesture) {
|
| 408 |
+
gestureTimer++;
|
| 409 |
+
} else {
|
| 410 |
+
gestureTimer = 0;
|
| 411 |
+
lastGesture = detectedGesture;
|
| 412 |
+
}
|
| 413 |
+
|
| 414 |
+
// Init Sword
|
| 415 |
+
if (!sword) {
|
| 416 |
+
sword = new Sword();
|
| 417 |
+
for(let i=0; i<80; i++) {
|
| 418 |
+
stars.push({
|
| 419 |
+
x: Math.random() * window.innerWidth,
|
| 420 |
+
y: Math.random() * window.innerHeight,
|
| 421 |
+
size: Math.random() * 2,
|
| 422 |
+
opacity: Math.random() * 0.5
|
| 423 |
+
});
|
| 424 |
+
}
|
| 425 |
+
}
|
| 426 |
+
|
| 427 |
+
// State Machine
|
| 428 |
+
const STABLE = 5;
|
| 429 |
+
|
| 430 |
+
if (gestureTimer > STABLE) {
|
| 431 |
+
if (detectedGesture === 'SWORD_FINGER') {
|
| 432 |
+
// Charging State
|
| 433 |
+
sword.state = 'CHARGING';
|
| 434 |
+
if (chargeLevel < 1.0) {
|
| 435 |
+
chargeLevel += 0.02;
|
| 436 |
+
if (Math.random() < 0.2) playSound('CHARGE');
|
| 437 |
+
}
|
| 438 |
+
} else if (detectedGesture === 'OPEN_PALM') {
|
| 439 |
+
// If Charged, Trigger SPLIT
|
| 440 |
+
if (chargeLevel > 0.8) {
|
| 441 |
+
if (!riftEffect) {
|
| 442 |
+
riftEffect = new RiftEffect();
|
| 443 |
+
shockwave = 1.0;
|
| 444 |
+
playSound('SLASH');
|
| 445 |
+
// Sparks
|
| 446 |
+
for(let i=0; i<100; i++) {
|
| 447 |
+
particles.push(new Particle(targetX, targetY, 'SPARK'));
|
| 448 |
+
}
|
| 449 |
+
chargeLevel = 0; // Reset
|
| 450 |
+
}
|
| 451 |
+
} else {
|
| 452 |
+
// Just Follow
|
| 453 |
+
sword.state = 'FOLLOW';
|
| 454 |
+
chargeLevel = Math.max(0, chargeLevel - 0.05);
|
| 455 |
+
}
|
| 456 |
+
} else {
|
| 457 |
+
sword.state = 'IDLE';
|
| 458 |
+
chargeLevel = Math.max(0, chargeLevel - 0.05);
|
| 459 |
+
}
|
| 460 |
+
}
|
| 461 |
+
|
| 462 |
+
// Update Sword
|
| 463 |
+
sword.update(targetX, targetY);
|
| 464 |
+
|
| 465 |
+
// Draw Rift (Behind Sword or Front? Front is better for "Split Sky")
|
| 466 |
+
if (riftEffect) {
|
| 467 |
+
riftEffect.update();
|
| 468 |
+
riftEffect.draw(canvasCtx);
|
| 469 |
+
if (riftEffect.life <= 0) riftEffect = null;
|
| 470 |
+
}
|
| 471 |
+
|
| 472 |
+
// Particles
|
| 473 |
+
particles.forEach((p, i) => {
|
| 474 |
+
p.update(sword.x, sword.y);
|
| 475 |
+
p.draw(canvasCtx);
|
| 476 |
+
if (p.life <= 0 && p.type !== 'SPIRIT') particles.splice(i, 1);
|
| 477 |
+
});
|
| 478 |
+
|
| 479 |
+
// Draw Sword
|
| 480 |
+
sword.draw(canvasCtx);
|
| 481 |
+
|
| 482 |
+
canvasCtx.restore();
|
| 483 |
+
};
|
| 484 |
+
|
| 485 |
+
const initCamera = async () => {
|
| 486 |
+
if (!videoElement.value || !canvasElement.value) return;
|
| 487 |
+
canvasCtx = canvasElement.value.getContext('2d');
|
| 488 |
+
hands = new Hands({locateFile: (file) => `https://cdn.jsdelivr.net/npm/@mediapipe/hands/${file}`});
|
| 489 |
+
hands.setOptions({ maxNumHands: 1, modelComplexity: 1, minDetectionConfidence: 0.6, minTrackingConfidence: 0.6 });
|
| 490 |
+
hands.onResults(onResults);
|
| 491 |
+
|
| 492 |
+
camera = new Camera(videoElement.value, {
|
| 493 |
+
onFrame: async () => await hands.send({image: videoElement.value}),
|
| 494 |
+
width: 1280, height: 720
|
| 495 |
+
});
|
| 496 |
+
await camera.start();
|
| 497 |
+
cameraActive.value = true;
|
| 498 |
+
};
|
| 499 |
+
|
| 500 |
+
onMounted(() => {
|
| 501 |
+
initCamera();
|
| 502 |
+
});
|
| 503 |
+
|
| 504 |
+
return { videoElement, canvasElement, loading, loadingProgress, cameraActive, debug, fps };
|
| 505 |
+
}
|
| 506 |
+
}).mount('#app');
|
templates/index.html
ADDED
|
@@ -0,0 +1,66 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
<!DOCTYPE html>
|
| 2 |
+
<html lang="zh-CN">
|
| 3 |
+
<head>
|
| 4 |
+
<meta charset="UTF-8">
|
| 5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
|
| 6 |
+
<title>剑来 - Sword Coming</title>
|
| 7 |
+
<script src="https://cdn.tailwindcss.com"></script>
|
| 8 |
+
<script src="https://unpkg.com/vue@3/dist/vue.global.js"></script>
|
| 9 |
+
<script src="https://cdn.jsdelivr.net/npm/@mediapipe/camera_utils/camera_utils.js" crossorigin="anonymous"></script>
|
| 10 |
+
<script src="https://cdn.jsdelivr.net/npm/@mediapipe/control_utils/control_utils.js" crossorigin="anonymous"></script>
|
| 11 |
+
<script src="https://cdn.jsdelivr.net/npm/@mediapipe/drawing_utils/drawing_utils.js" crossorigin="anonymous"></script>
|
| 12 |
+
<script src="https://cdn.jsdelivr.net/npm/@mediapipe/hands/hands.js" crossorigin="anonymous"></script>
|
| 13 |
+
<style>
|
| 14 |
+
body { margin: 0; overflow: hidden; background-color: #000; }
|
| 15 |
+
canvas { display: block; width: 100vw; height: 100vh; transform: scaleX(-1); } /* Mirror effect */
|
| 16 |
+
.ui-layer { position: absolute; top: 0; left: 0; width: 100%; height: 100%; pointer-events: none; z-index: 10; transform: none;}
|
| 17 |
+
.loading { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); color: white; text-align: center; }
|
| 18 |
+
|
| 19 |
+
/* Custom Font Effect */
|
| 20 |
+
.title-text {
|
| 21 |
+
font-family: 'Courier New', Courier, monospace; /* Fallback */
|
| 22 |
+
text-shadow: 0 0 10px rgba(255, 255, 255, 0.8);
|
| 23 |
+
}
|
| 24 |
+
|
| 25 |
+
/* Fade transition */
|
| 26 |
+
.fade-enter-active, .fade-leave-active { transition: opacity 0.5s; }
|
| 27 |
+
.fade-enter-from, .fade-leave-to { opacity: 0; }
|
| 28 |
+
</style>
|
| 29 |
+
</head>
|
| 30 |
+
<body>
|
| 31 |
+
<div id="app" class="relative w-full h-full">
|
| 32 |
+
<!-- Video Input (Hidden) -->
|
| 33 |
+
<video ref="videoElement" class="hidden" playsinline></video>
|
| 34 |
+
|
| 35 |
+
<!-- Main Canvas -->
|
| 36 |
+
<canvas ref="canvasElement"></canvas>
|
| 37 |
+
|
| 38 |
+
<!-- UI Layer -->
|
| 39 |
+
<div class="ui-layer flex flex-col justify-between p-4">
|
| 40 |
+
<div class="text-center mt-4">
|
| 41 |
+
<h1 class="text-3xl md:text-5xl font-bold text-white tracking-widest title-text opacity-80">剑 来 · 开 天</h1>
|
| 42 |
+
<p class="text-gray-300 text-xs md:text-sm mt-2 opacity-60">剑指聚气,挥掌开天</p>
|
| 43 |
+
</div>
|
| 44 |
+
|
| 45 |
+
<div class="mb-8 text-center">
|
| 46 |
+
<div v-if="loading" class="text-white animate-pulse">
|
| 47 |
+
正在以此方天地(模型)... {{ loadingProgress }}%
|
| 48 |
+
</div>
|
| 49 |
+
<div v-else-if="!cameraActive" class="text-red-400">
|
| 50 |
+
请允许访问摄像头以召唤飞剑
|
| 51 |
+
</div>
|
| 52 |
+
<!-- <div v-else class="text-green-400 text-xs opacity-50">
|
| 53 |
+
灵气已复苏 (System Ready)
|
| 54 |
+
</div> -->
|
| 55 |
+
</div>
|
| 56 |
+
</div>
|
| 57 |
+
|
| 58 |
+
<!-- Debug/Stats (Optional) -->
|
| 59 |
+
<div v-if="debug" class="absolute bottom-2 right-2 text-xs text-gray-500 transform scale-x-[-1]">
|
| 60 |
+
FPS: {{ fps }}
|
| 61 |
+
</div>
|
| 62 |
+
</div>
|
| 63 |
+
|
| 64 |
+
<script src="/static/js/main.js"></script>
|
| 65 |
+
</body>
|
| 66 |
+
</html>
|