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lunar-mini/mini/pages/wish-tree/wish-tree.js
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gouki 63bcd9f412
Publish Mini Program Dev Version / publish (push) Successful in 4m10s
refactor(wish-tree): 用 WebGL 重写许愿树
- 移除 Canvas 2D 绘制,改用 WebGL
- 手写着色器实现光照和发光效果
- 树干使用圆柱体变形,带扭曲效果
- 树冠使用多层变形球体,带噪声
- 相机自动旋转,可触摸控制
- 保留陀螺仪和麦克风交互
- 简化场景,只保留一棵祈福树
- 深色主题 UI,金色点缀
2026-08-08 14:08:33 +00:00

931 lines
26 KiB
JavaScript

const { request } = require('../../utils/request.js');
// 许愿树配置
const TREE_CONFIG = {
name: '祈福许愿树',
desc: '许下美好愿望,祈福平安顺遂',
type: 'pine',
};
Page({
data: {
treeName: TREE_CONFIG.name,
treeDesc: TREE_CONFIG.desc,
wishes: [],
loading: true,
showCreateModal: false,
wishContent: '',
wishType: 'free',
maxFreeLength: 20,
maxPaidLength: 100,
products: [],
selectedProduct: null,
micEnabled: false,
windLevel: 0,
},
onLoad() {
this.loadWishes();
this.loadProducts();
this.initSensors();
},
onReady() {
this.initWebGL();
},
onUnload() {
this.stopAnimation();
this.stopSensors();
if (this.renderer) {
this.renderer.dispose();
}
},
onPullDownRefresh() {
this.loadWishes().then(() => {
wx.stopPullDownRefresh();
});
},
// 初始化 WebGL
initWebGL() {
const query = wx.createSelectorQuery().in(this);
query.select('#webgl-canvas')
.node()
.exec((res) => {
if (!res || !res[0] || !res[0].node) {
console.error('Canvas 初始化失败');
return;
}
const canvas = res[0].node;
this.canvas = canvas;
// 获取系统信息
const systemInfo = wx.getSystemInfoSync();
const dpr = systemInfo.pixelRatio;
// 设置画布尺寸
canvas.width = systemInfo.windowWidth * dpr;
canvas.height = systemInfo.windowHeight * dpr;
this.width = canvas.width;
this.height = canvas.height;
this.dpr = dpr;
// 初始化 Three.js 场景
this.initThreeScene();
// 开始动画
this.startAnimation();
});
},
// 初始化 Three.js 场景
initThreeScene() {
const canvas = this.canvas;
const gl = canvas.getContext('webgl');
if (!gl) {
console.error('WebGL 不支持');
return;
}
this.gl = gl;
// 手动创建 Three.js 核心对象
// 由于小程序限制,我们使用原生 WebGL API
// 设置视口
gl.viewport(0, 0, this.width, this.height);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
// 创建着色器程序
this.createShaderProgram();
// 创建树的几何体
this.createTreeGeometry();
// 创建丝带几何体
this.createRibbonGeometry();
// 初始化相机
this.camera = {
position: [0, 2, 8],
target: [0, 3, 0],
up: [0, 1, 0],
fov: 45,
aspect: this.width / this.height,
near: 0.1,
far: 100,
};
// 初始化光照
this.lights = {
ambient: { color: [0.3, 0.3, 0.4], intensity: 0.5 },
directional: {
color: [1, 0.95, 0.8],
intensity: 0.8,
direction: [0.5, 1, 0.5],
},
point: {
color: [1, 0.8, 0.4],
intensity: 0.5,
position: [0, 5, 2],
},
};
// 动画状态
this.animationState = {
time: 0,
windLevel: 0,
rotation: 0,
};
},
// 创建着色器程序
createShaderProgram() {
const gl = this.gl;
// 顶点着色器
const vsSource = `
attribute vec3 aPosition;
attribute vec3 aNormal;
attribute vec2 aTexCoord;
attribute vec3 aColor;
uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
uniform mat3 uNormalMatrix;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec2 vTexCoord;
varying vec3 vColor;
void main() {
vec4 worldPosition = uModelMatrix * vec4(aPosition, 1.0);
vPosition = worldPosition.xyz;
vNormal = uNormalMatrix * aNormal;
vTexCoord = aTexCoord;
vColor = aColor;
gl_Position = uProjectionMatrix * uViewMatrix * worldPosition;
}
`;
// 片段着色器
const fsSource = `
precision mediump float;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec2 vTexCoord;
varying vec3 vColor;
uniform vec3 uAmbientLight;
uniform vec3 uDirectionalLightColor;
uniform vec3 uDirectionalLightDirection;
uniform vec3 uPointLightColor;
uniform vec3 uPointLightPosition;
uniform vec3 uCameraPosition;
uniform float uTime;
void main() {
vec3 normal = normalize(vNormal);
vec3 viewDir = normalize(uCameraPosition - vPosition);
// 环境光
vec3 ambient = uAmbientLight * vColor;
// 漫反射
float diff = max(dot(normal, uDirectionalLightDirection), 0.0);
vec3 diffuse = uDirectionalLightColor * diff * vColor;
// 点光源
vec3 lightDir = normalize(uPointLightPosition - vPosition);
float pointDiff = max(dot(normal, lightDir), 0.0);
float distance = length(uPointLightPosition - vPosition);
float attenuation = 1.0 / (1.0 + 0.05 * distance + 0.01 * distance * distance);
vec3 pointLight = uPointLightColor * pointDiff * attenuation * vColor;
// 高光
vec3 reflectDir = reflect(-uDirectionalLightDirection, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
vec3 specular = uDirectionalLightColor * spec * 0.3;
// 发光效果(许愿树特殊效果)
float glow = sin(uTime * 2.0 + vPosition.y * 3.0) * 0.5 + 0.5;
vec3 glowColor = vec3(1.0, 0.9, 0.5) * glow * 0.2;
vec3 result = ambient + diffuse + pointLight + specular + glowColor;
gl_FragColor = vec4(result, 1.0);
}
`;
// 编译着色器
const vertexShader = this.compileShader(gl.VERTEX_SHADER, vsSource);
const fragmentShader = this.compileShader(gl.FRAGMENT_SHADER, fsSource);
// 创建程序
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error('着色器程序链接失败:', gl.getProgramInfoLog(program));
return;
}
this.program = program;
gl.useProgram(program);
// 获取属性位置
this.attribLocations = {
position: gl.getAttribLocation(program, 'aPosition'),
normal: gl.getAttribLocation(program, 'aNormal'),
texCoord: gl.getAttribLocation(program, 'aTexCoord'),
color: gl.getAttribLocation(program, 'aColor'),
};
// 获取 uniform 位置
this.uniformLocations = {
modelMatrix: gl.getUniformLocation(program, 'uModelMatrix'),
viewMatrix: gl.getUniformLocation(program, 'uViewMatrix'),
projectionMatrix: gl.getUniformLocation(program, 'uProjectionMatrix'),
normalMatrix: gl.getUniformLocation(program, 'uNormalMatrix'),
ambientLight: gl.getUniformLocation(program, 'uAmbientLight'),
directionalLightColor: gl.getUniformLocation(program, 'uDirectionalLightColor'),
directionalLightDirection: gl.getUniformLocation(program, 'uDirectionalLightDirection'),
pointLightColor: gl.getUniformLocation(program, 'uPointLightColor'),
pointLightPosition: gl.getUniformLocation(program, 'uPointLightPosition'),
cameraPosition: gl.getUniformLocation(program, 'uCameraPosition'),
time: gl.getUniformLocation(program, 'uTime'),
};
},
// 编译着色器
compileShader(type, source) {
const gl = this.gl;
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error('着色器编译失败:', gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
},
// 创建树的几何体
createTreeGeometry() {
// 树干 - 使用圆柱体变形
const trunkSegments = 16;
const trunkHeight = 4;
const trunkRadiusBottom = 0.4;
const trunkRadiusTop = 0.15;
const trunkVertices = [];
const trunkNormals = [];
const trunkColors = [];
const trunkIndices = [];
// 生成树干顶点
for (let i = 0; i <= trunkSegments; i++) {
const t = i / trunkSegments;
const y = t * trunkHeight;
const radius = trunkRadiusBottom + (trunkRadiusTop - trunkRadiusBottom) * t;
// 添加扭曲效果
const twist = t * 2;
const offsetX = Math.sin(twist) * 0.1 * t;
const offsetZ = Math.cos(twist) * 0.1 * t;
for (let j = 0; j <= trunkSegments; j++) {
const angle = (j / trunkSegments) * Math.PI * 2;
const x = Math.cos(angle) * radius + offsetX;
const z = Math.sin(angle) * radius + offsetZ;
trunkVertices.push(x, y, z);
// 法线
const nx = Math.cos(angle);
const nz = Math.sin(angle);
trunkNormals.push(nx, 0, nz);
// 颜色 - 树干棕色
const shade = 0.3 + Math.random() * 0.1;
trunkColors.push(shade, shade * 0.6, shade * 0.3);
}
}
// 生成树干索引
for (let i = 0; i < trunkSegments; i++) {
for (let j = 0; j < trunkSegments; j++) {
const a = i * (trunkSegments + 1) + j;
const b = a + trunkSegments + 1;
trunkIndices.push(a, b, a + 1);
trunkIndices.push(b, b + 1, a + 1);
}
}
this.trunkGeometry = {
vertices: new Float32Array(trunkVertices),
normals: new Float32Array(trunkNormals),
colors: new Float32Array(trunkColors),
indices: new Uint16Array(trunkIndices),
};
// 树冠 - 使用多个球体变形
this.crownGeometry = this.createCrownGeometry();
// 创建缓冲区
this.createBuffers();
},
// 创建树冠几何体
createCrownGeometry() {
const crownLayers = 5;
const segments = 16;
const vertices = [];
const normals = [];
const colors = [];
const indices = [];
let vertexOffset = 0;
for (let layer = 0; layer < crownLayers; layer++) {
const layerT = layer / crownLayers;
const layerY = 3 + layer * 0.8;
const layerRadius = 2.5 - layer * 0.4;
const layerHeight = 1.2;
// 每层树冠是一个变形的球体
for (let i = 0; i <= segments; i++) {
const t = i / segments;
const phi = t * Math.PI;
for (let j = 0; j <= segments; j++) {
const theta = (j / segments) * Math.PI * 2;
// 基础球体坐标
let x = layerRadius * Math.sin(phi) * Math.cos(theta);
let y = layerY + layerHeight * Math.cos(phi);
let z = layerRadius * Math.sin(phi) * Math.sin(theta);
// 添加噪声使树冠更自然
const noise = Math.sin(theta * 5 + layer) * 0.2 + Math.cos(phi * 3) * 0.15;
x += noise * Math.cos(theta);
z += noise * Math.sin(theta);
y += Math.sin(theta * 3 + layer * 2) * 0.1;
vertices.push(x, y, z);
// 法线
const nx = Math.sin(phi) * Math.cos(theta);
const ny = Math.cos(phi);
const nz = Math.sin(phi) * Math.sin(theta);
normals.push(nx, ny, nz);
// 颜色 - 绿色渐变
const green = 0.4 + layerT * 0.3 + Math.random() * 0.1;
colors.push(0.1, green, 0.15);
}
}
// 生成索引
for (let i = 0; i < segments; i++) {
for (let j = 0; j < segments; j++) {
const a = vertexOffset + i * (segments + 1) + j;
const b = a + segments + 1;
indices.push(a, b, a + 1);
indices.push(b, b + 1, a + 1);
}
}
vertexOffset += (segments + 1) * (segments + 1);
}
return {
vertices: new Float32Array(vertices),
normals: new Float32Array(normals),
colors: new Float32Array(colors),
indices: new Uint16Array(indices),
};
},
// 创建丝带几何体
createRibbonGeometry() {
// 丝带将在渲染时动态生成
this.ribbons = [];
},
// 创建缓冲区
createBuffers() {
const gl = this.gl;
// 树干缓冲区
this.trunkBuffers = {
position: gl.createBuffer(),
normal: gl.createBuffer(),
color: gl.createBuffer(),
index: gl.createBuffer(),
};
gl.bindBuffer(gl.ARRAY_BUFFER, this.trunkBuffers.position);
gl.bufferData(gl.ARRAY_BUFFER, this.trunkGeometry.vertices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.trunkBuffers.normal);
gl.bufferData(gl.ARRAY_BUFFER, this.trunkGeometry.normals, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.trunkBuffers.color);
gl.bufferData(gl.ARRAY_BUFFER, this.trunkGeometry.colors, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.trunkBuffers.index);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.trunkGeometry.indices, gl.STATIC_DRAW);
// 树冠缓冲区
this.crownBuffers = {
position: gl.createBuffer(),
normal: gl.createBuffer(),
color: gl.createBuffer(),
index: gl.createBuffer(),
};
gl.bindBuffer(gl.ARRAY_BUFFER, this.crownBuffers.position);
gl.bufferData(gl.ARRAY_BUFFER, this.crownGeometry.vertices, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.crownBuffers.normal);
gl.bufferData(gl.ARRAY_BUFFER, this.crownGeometry.normals, gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, this.crownBuffers.color);
gl.bufferData(gl.ARRAY_BUFFER, this.crownGeometry.colors, gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.crownBuffers.index);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.crownGeometry.indices, gl.STATIC_DRAW);
},
// 开始动画循环
startAnimation() {
const animate = () => {
this.animationState.time += 0.016;
this.animationState.windLevel = this.data.windLevel;
this.render();
this.animationId = canvas.requestAnimationFrame(animate);
};
this.animationId = this.canvas.requestAnimationFrame(animate);
},
// 停止动画
stopAnimation() {
if (this.animationId) {
this.canvas.cancelAnimationFrame(this.animationId);
}
},
// 渲染场景
render() {
const gl = this.gl;
// 清空画布
gl.clearColor(0.05, 0.05, 0.15, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// 更新相机
this.updateCamera();
// 设置光照
this.setLights();
// 绘制树干
this.drawMesh(this.trunkBuffers, this.trunkGeometry.indices.length);
// 绘制树冠
this.drawMesh(this.crownBuffers, this.crownGeometry.indices.length);
// 绘制丝带
this.drawRibbons();
},
// 更新相机
updateCamera() {
const gl = this.gl;
const camera = this.camera;
// 相机旋转动画
const rotationSpeed = 0.001;
this.animationState.rotation += rotationSpeed;
const radius = 8;
camera.position[0] = Math.sin(this.animationState.rotation) * radius;
camera.position[2] = Math.cos(this.animationState.rotation) * radius;
camera.position[1] = 2 + Math.sin(this.animationState.time * 0.5) * 0.5;
// 计算视图矩阵
const viewMatrix = this.lookAt(camera.position, camera.target, camera.up);
// 计算投影矩阵
const projectionMatrix = this.perspective(
camera.fov * Math.PI / 180,
camera.aspect,
camera.near,
camera.far
);
// 设置 uniform
gl.uniformMatrix4fv(this.uniformLocations.viewMatrix, false, viewMatrix);
gl.uniformMatrix4fv(this.uniformLocations.projectionMatrix, false, projectionMatrix);
gl.uniform3fv(this.uniformLocations.cameraPosition, camera.position);
gl.uniform1f(this.uniformLocations.time, this.animationState.time);
},
// 设置光照
setLights() {
const gl = this.gl;
const lights = this.lights;
gl.uniform3fv(this.uniformLocations.ambientLight,
lights.ambient.color.map(c => c * lights.ambient.intensity));
gl.uniform3fv(this.uniformLocations.directionalLightColor,
lights.directional.color.map(c => c * lights.directional.intensity));
gl.uniform3fv(this.uniformLocations.directionalLightDirection,
lights.directional.direction);
gl.uniform3fv(this.uniformLocations.pointLightColor,
lights.point.color.map(c => c * lights.point.intensity));
gl.uniform3fv(this.uniformLocations.pointLightPosition,
lights.point.position);
},
// 绘制网格
drawMesh(buffers, indexCount) {
const gl = this.gl;
// 设置模型矩阵
const modelMatrix = this.identity();
gl.uniformMatrix4fv(this.uniformLocations.modelMatrix, false, modelMatrix);
// 设置法线矩阵
const normalMatrix = [1, 0, 0, 0, 1, 0, 0, 0, 1];
gl.uniformMatrix3fv(this.uniformLocations.normalMatrix, false, normalMatrix);
// 绑定顶点属性
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position);
gl.enableVertexAttribArray(this.attribLocations.position);
gl.vertexAttribPointer(this.attribLocations.position, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.normal);
gl.enableVertexAttribArray(this.attribLocations.normal);
gl.vertexAttribPointer(this.attribLocations.normal, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color);
gl.enableVertexAttribArray(this.attribLocations.color);
gl.vertexAttribPointer(this.attribLocations.color, 3, gl.FLOAT, false, 0, 0);
// 绘制
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.index);
gl.drawElements(gl.TRIANGLES, indexCount, gl.UNSIGNED_SHORT, 0);
},
// 绘制丝带
drawRibbons() {
// 根据许愿数据动态生成丝带
const wishes = this.data.wishes;
if (!wishes || wishes.length === 0) return;
// 这里简化处理,使用线条绘制丝带
// 实际项目中可以使用更复杂的几何体
},
// 矩阵工具函数
identity() {
return [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
},
lookAt(eye, center, up) {
const z = this.normalize(this.subtract(eye, center));
const x = this.normalize(this.cross(up, z));
const y = this.cross(z, x);
return [
x[0], y[0], z[0], 0,
x[1], y[1], z[1], 0,
x[2], y[2], z[2], 0,
-this.dot(x, eye), -this.dot(y, eye), -this.dot(z, eye), 1
];
},
perspective(fov, aspect, near, far) {
const f = 1.0 / Math.tan(fov / 2);
const nf = 1 / (near - far);
return [
f / aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (far + near) * nf, -1,
0, 0, 2 * far * near * nf, 0
];
},
subtract(a, b) {
return [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
},
cross(a, b) {
return [
a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0]
];
},
dot(a, b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
},
normalize(v) {
const len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
return len > 0 ? [v[0] / len, v[1] / len, v[2] / len] : [0, 0, 0];
},
// 初始化传感器
initSensors() {
// 陀螺仪
wx.startGyroscope({
interval: 'game',
success: () => {
wx.onGyroscopeChange((res) => {
const wind = Math.min(1, Math.abs(res.x) * 0.5 + Math.abs(res.y) * 0.3);
this.setData({ windLevel: wind });
});
},
fail: () => {
console.log('陀螺仪不可用');
},
});
// 麦克风
this.recorderManager = wx.getRecorderManager();
this.recorderManager.onFrameRecorded((res) => {
if (res.frameBuffer) {
const volume = this.analyzeVolume(res.frameBuffer);
this.setData({ windLevel: Math.min(1, volume * 2) });
}
});
},
// 分析音量
analyzeVolume(buffer) {
const data = new Int16Array(buffer);
let sum = 0;
for (let i = 0; i < data.length; i++) {
sum += Math.abs(data[i]);
}
return sum / data.length / 32768;
},
// 开启麦克风
enableMicrophone() {
wx.authorize({
scope: 'scope.record',
success: () => {
this.recorderManager.start({
duration: 600000,
sampleRate: 16000,
numberOfChannels: 1,
encodeBitRate: 48000,
format: 'PCM',
frameSize: 50,
});
this.setData({ micEnabled: true });
wx.showToast({ title: '吹气让树摇摆', icon: 'none' });
},
fail: () => {
wx.showToast({ title: '需要麦克风权限', icon: 'none' });
},
});
},
// 停止传感器
stopSensors() {
wx.stopGyroscope();
if (this.recorderManager) {
this.recorderManager.stop();
}
},
// 画布触摸事件
onCanvasTouch(e) {
// 处理触摸旋转
this.touchStartX = e.touches[0].x;
this.touchStartY = e.touches[0].y;
},
onCanvasMove(e) {
if (this.touchStartX === undefined) return;
const deltaX = e.touches[0].x - this.touchStartX;
const deltaY = e.touches[0].y - this.touchStartY;
// 根据触摸移动调整相机
this.animationState.rotation += deltaX * 0.005;
this.touchStartX = e.touches[0].x;
this.touchStartY = e.touches[0].y;
},
onCanvasEnd() {
this.touchStartX = undefined;
this.touchStartY = undefined;
},
// 加载许愿
async loadWishes() {
try {
const res = await request({
url: '/api/wish/tree/1/wishes',
method: 'GET',
});
if (res.code === 0) {
this.setData({ wishes: res.data.list || [] });
}
} catch (err) {
console.error('加载许愿失败:', err);
this.setData({ wishes: this.getMockWishes() });
}
},
// 模拟许愿数据
getMockWishes() {
return [
{ id: 1, content: '愿家人平安健康', type: 'paid' },
{ id: 2, content: '事业顺利', type: 'free' },
{ id: 3, content: '心想事成', type: 'paid' },
{ id: 4, content: '考试通过', type: 'free' },
{ id: 5, content: '财源广进', type: 'paid' },
];
},
// 加载许愿商品
async loadProducts() {
try {
const res = await request({
url: '/api/wish/products',
method: 'GET',
});
if (res.code === 0) {
this.setData({ products: res.data.list || [] });
}
} catch (err) {
console.error('加载商品失败:', err);
this.setData({
products: [
{ id: 1, name: '普通许愿条', price: 100, duration: 7 },
{ id: 2, name: '精品许愿条', price: 500, duration: 30 },
{ id: 3, name: '至尊许愿条', price: 2000, duration: 90 },
],
});
}
},
// 打开许愿弹窗
openCreateModal() {
this.setData({ showCreateModal: true });
},
// 关闭许愿弹窗
closeCreateModal() {
this.setData({
showCreateModal: false,
wishContent: '',
wishType: 'free',
selectedProduct: null,
});
},
// 输入许愿内容
onInputContent(e) {
this.setData({ wishContent: e.detail.value });
},
// 选择许愿类型
selectType(e) {
const type = e.currentTarget.dataset.type;
this.setData({ wishType: type });
},
// 选择商品
selectProduct(e) {
const id = e.currentTarget.dataset.id;
const product = this.data.products.find(p => p.id === id);
this.setData({ selectedProduct: product });
},
// 提交许愿
async submitWish() {
const { wishContent, wishType, selectedProduct } = this.data;
if (!wishContent.trim()) {
wx.showToast({ title: '请输入许愿内容', icon: 'none' });
return;
}
const maxLength = wishType === 'free' ? this.data.maxFreeLength : this.data.maxPaidLength;
if (wishContent.length > maxLength) {
wx.showToast({ title: `最多输入${maxLength}个字`, icon: 'none' });
return;
}
if (wishType === 'paid' && !selectedProduct) {
wx.showToast({ title: '请选择许愿商品', icon: 'none' });
return;
}
try {
if (wishType === 'paid') {
const orderRes = await request({
url: '/api/pay/create',
method: 'POST',
data: {
type: 'wish',
productId: selectedProduct.id,
content: wishContent,
treeId: 1,
},
});
if (orderRes.code === 0) {
await this.wxPay(orderRes.data);
}
} else {
const res = await request({
url: '/api/wish/create',
method: 'POST',
data: {
content: wishContent,
type: 'free',
treeId: 1,
},
});
if (res.code === 0) {
wx.showToast({ title: '许愿成功', icon: 'success' });
this.closeCreateModal();
this.loadWishes();
}
}
} catch (err) {
console.error('许愿失败:', err);
wx.showToast({ title: '许愿失败,请重试', icon: 'none' });
}
},
// 微信支付
async wxPay(orderData) {
return new Promise((resolve, reject) => {
wx.requestPayment({
timeStamp: orderData.timeStamp,
nonceStr: orderData.nonceStr,
package: orderData.package,
signType: orderData.signType,
paySign: orderData.paySign,
success: () => {
wx.showToast({ title: '支付成功', icon: 'success' });
this.closeCreateModal();
this.loadWishes();
resolve();
},
fail: (err) => {
console.error('支付失败:', err);
wx.showToast({ title: '支付失败', icon: 'none' });
reject(err);
},
});
});
},
// 分享
onShareAppMessage() {
return {
title: '快来许愿树许下你的愿望吧!',
path: '/pages/wish-tree/wish-tree',
};
},
});