(function exposeHeavenLoading(global) { "use strict"; const PAPER = "#fdfcf8"; const PAPER_CENTER = "#f1e8d9"; const NODE_TEXT = "#fffaf0"; const INK = "#68493d"; const INK_BRIGHT = "#963f37"; const GOLD = "#80533e"; const GOLD_BRIGHT = "#b64e43"; const CINNABAR = "#b94038"; const DIM = "rgba(68,57,49,0.62)"; const PARTICLE_COLORS = ["#a94b42", "#456b62", "#506b85"]; const SERIF = '"Noto Serif SC","Songti SC","STSong","SimSun",serif'; const ELEMENT_COLORS = { 木: "#4f7a4a", 火: "#b3483d", 土: "#96702c", 金: "#70685b", 水: "#496d92", }; const QI6 = [ { name: "厥阴风木", element: "木" }, { name: "少阴君火", element: "火" }, { name: "少阳相火", element: "火" }, { name: "太阴湿土", element: "土" }, { name: "阳明燥金", element: "金" }, { name: "太阳寒水", element: "水" }, ]; const STEP_RANGES = ["大寒 — 春分", "春分 — 小满", "小满 — 大暑", "大暑 — 秋分", "秋分 — 小雪", "小雪 — 大寒"]; const TRIGRAMS = [ { name: "乾", bits: [1, 1, 1], angle: -90 }, { name: "兑", bits: [1, 1, 0], angle: -135 }, { name: "离", bits: [1, 0, 1], angle: 180 }, { name: "震", bits: [1, 0, 0], angle: 135 }, { name: "巽", bits: [0, 1, 1], angle: -45 }, { name: "坎", bits: [0, 1, 0], angle: 0 }, { name: "艮", bits: [0, 0, 1], angle: 45 }, { name: "坤", bits: [0, 0, 0], angle: 90 }, ]; const SIXIANG = [ { name: "太阳", bits: [1, 1], dx: 0, dy: -1 }, { name: "少阴", bits: [1, 0], dx: 1, dy: 0 }, { name: "太阴", bits: [0, 0], dx: 0, dy: 1 }, { name: "少阳", bits: [0, 1], dx: -1, dy: 0 }, ]; const HEXAGRAM_NAMES = [ "坤", "剥", "比", "观", "豫", "晋", "萃", "否", "谦", "艮", "蹇", "渐", "小过", "旅", "咸", "遁", "师", "蒙", "坎", "涣", "解", "未济", "困", "讼", "升", "蛊", "井", "巽", "恒", "鼎", "大过", "姤", "复", "颐", "屯", "益", "震", "噬嗑", "随", "无妄", "明夷", "贲", "既济", "家人", "丰", "革", "同人", "临", "损", "节", "中孚", "归妹", "睽", "兑", "履", "泰", "大畜", "需", "小畜", "大壮", "大有", "夬", "乾", ]; const HEX_TOTAL = 12500; const FORTUNE_TOTAL = 12800; const HEX_STAGES = [ [0, 1800, "太 极", "无极而太极,动而生阳"], [1800, 3300, "两 仪", "一阴一阳之谓道"], [3300, 4700, "四 象", "阴阳消长,太少相生"], [4700, 6800, "八 卦", "天地定位,山泽通气"], [6800, 10800, "六 十 四 卦", "卦者挂也,悬物象以示人"], [10800, HEX_TOTAL, "归 一", "万物负阴而抱阳,冲气以为和"], ]; const clamp01 = (value) => Math.max(0, Math.min(1, value)); const smooth = (start, end, value) => { const progress = clamp01((value - start) / Math.max(1, end - start)); return progress * progress * (3 - 2 * progress); }; const easeOut = (value) => 1 - Math.pow(1 - clamp01(value), 3); const hexBits = (index) => Array.from({ length: 6 }, (_, bit) => (index >> (5 - bit)) & 1); const point = (cx, cy, radius, degrees) => { const radians = degrees * Math.PI / 180; return [cx + Math.cos(radians) * radius, cy + Math.sin(radians) * radius]; }; class HeavenLoadingCanvas { constructor(canvas) { this.canvas = canvas; this.context = canvas.getContext("2d"); this.width = 0; this.height = 0; this.dpr = 1; this.scene = "hexagram"; this.data = {}; this.startedAt = 0; this.frameId = 0; this.running = false; this.completingAt = 0; this.completionResolve = null; this.completionTimer = 0; this.resizeObserver = new ResizeObserver(() => this.resize()); this.reducedMotion = global.matchMedia("(prefers-reduced-motion: reduce)").matches; this.stars = this.createStars(this.reducedMotion ? 48 : 150); } createStars(count) { let seed = 24681357; const random = () => { seed = (seed * 1664525 + 1013904223) >>> 0; return seed / 4294967296; }; return Array.from({ length: count }, () => ({ x: random(), y: random(), radius: 0.3 + random() * 1.3, phase: random() * Math.PI * 2, speed: 0.00015 + random() * 0.0004, colorIndex: Math.floor(random() * PARTICLE_COLORS.length), })); } start(scene, data = {}) { const nextScene = scene === "fortune" ? "fortune" : "hexagram"; if (this.running && this.scene === nextScene) { this.data = data; return; } this.stop(); this.scene = nextScene; this.data = data; this.startedAt = performance.now(); this.running = true; this.canvas.dataset.scene = this.scene; this.canvas.dataset.running = "true"; this.canvas.dataset.looping = "true"; this.resizeObserver.observe(this.canvas); this.resize(); if (this.reducedMotion) { this.draw(this.scene === "fortune" ? 10950 : 10600, performance.now()); } else { this.frameId = requestAnimationFrame((now) => this.frame(now)); } } complete() { if (!this.running || this.reducedMotion) { this.stop(); return Promise.resolve(); } if (this.completionResolve) return this.completionPromise; this.completingAt = performance.now(); this.completionPromise = new Promise((resolve) => { this.completionResolve = resolve; }); this.completionTimer = global.setTimeout(() => this.stop(), 2200); return this.completionPromise; } stop() { if (this.frameId) cancelAnimationFrame(this.frameId); this.frameId = 0; this.running = false; this.completingAt = 0; if (this.completionTimer) global.clearTimeout(this.completionTimer); this.completionTimer = 0; this.resizeObserver.disconnect(); this.canvas.dataset.running = "false"; this.canvas.dataset.looping = "false"; if (this.completionResolve) this.completionResolve(); this.completionResolve = null; this.completionPromise = null; } resize() { const rect = this.canvas.getBoundingClientRect(); const width = Math.max(1, Math.round(rect.width)); const height = Math.max(1, Math.round(rect.height)); if (width === this.width && height === this.height) return; this.width = width; this.height = height; this.dpr = Math.min(global.devicePixelRatio || 1, 2); this.canvas.width = Math.round(width * this.dpr); this.canvas.height = Math.round(height * this.dpr); this.context.setTransform(this.dpr, 0, 0, this.dpr, 0, 0); if (this.running && this.reducedMotion) { this.draw(this.scene === "fortune" ? 10950 : 10600, performance.now()); } } frame(now) { if (!this.running) return; if (this.completingAt) { const duration = this.scene === "fortune" ? 1800 : 1700; const progress = clamp01((now - this.completingAt) / duration); this.drawCompletion(progress, now); if (progress >= 1) { this.stop(); return; } } else { const total = this.scene === "fortune" ? FORTUNE_TOTAL : HEX_TOTAL; const elapsed = Math.max(0, now - this.startedAt); const timeline = elapsed % total; this.canvas.dataset.cycle = String(Math.floor(elapsed / total)); this.draw(timeline, now); } this.frameId = requestAnimationFrame((time) => this.frame(time)); } draw(time, now) { if (this.width <= 1 || this.height <= 1) return; this.drawBackground(now); if (this.scene === "fortune") this.drawFortune(time, now); else this.drawHexagram(time, now); } drawBackground(now) { const { context: ctx, width, height } = this; const cx = width / 2; const cy = height * 0.44; const gradient = ctx.createRadialGradient(cx, cy, 0, cx, cy, Math.max(width, height) * 0.75); gradient.addColorStop(0, PAPER_CENTER); gradient.addColorStop(0.52, "#faf7ef"); gradient.addColorStop(1, PAPER); ctx.fillStyle = gradient; ctx.fillRect(0, 0, width, height); for (const star of this.stars) { const twinkle = 0.35 + 0.65 * (0.5 + 0.5 * Math.sin(star.phase + now * 0.0012)); const alpha = twinkle * 0.5; ctx.globalAlpha = alpha; ctx.fillStyle = PARTICLE_COLORS[star.colorIndex]; const y = ((star.y + now * star.speed) % 1) * height; ctx.fillRect(star.x * width, y, star.radius, star.radius); } ctx.globalAlpha = 1; } label(text, x, y, size, color = INK, alpha = 1, weight = "", maxWidth) { if (!text || alpha <= 0) return; const ctx = this.context; ctx.save(); ctx.globalAlpha = alpha; ctx.fillStyle = color; ctx.font = `${weight ? `${weight} ` : ""}${size}px ${SERIF}`; ctx.textAlign = "center"; ctx.textBaseline = "middle"; if (maxWidth) ctx.fillText(text, x, y, maxWidth); else ctx.fillText(text, x, y); ctx.restore(); } node(x, y, radius, color, alpha = 1, glow = 0) { const ctx = this.context; ctx.save(); ctx.globalAlpha = alpha; ctx.fillStyle = color; ctx.shadowColor = color; ctx.shadowBlur = glow; ctx.beginPath(); ctx.arc(x, y, radius, 0, Math.PI * 2); ctx.fill(); ctx.restore(); } line(x1, y1, x2, y2, color, alpha = 1, width = 1) { const ctx = this.context; ctx.save(); ctx.globalAlpha = alpha; ctx.strokeStyle = color; ctx.lineWidth = width; ctx.beginPath(); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); ctx.stroke(); ctx.restore(); } curvedArrow(x1, y1, x2, y2, mx, my, color, alpha) { if (alpha <= 0) return; const ctx = this.context; ctx.save(); ctx.globalAlpha = alpha; ctx.strokeStyle = color; ctx.lineWidth = 1.2; ctx.beginPath(); ctx.moveTo(x1, y1); ctx.quadraticCurveTo(mx, my, x2, y2); ctx.stroke(); const angle = Math.atan2(y2 - my, x2 - mx); ctx.fillStyle = color; ctx.beginPath(); ctx.moveTo(x2, y2); ctx.lineTo(x2 - 7 * Math.cos(angle - 0.42), y2 - 7 * Math.sin(angle - 0.42)); ctx.lineTo(x2 - 7 * Math.cos(angle + 0.42), y2 - 7 * Math.sin(angle + 0.42)); ctx.closePath(); ctx.fill(); ctx.restore(); } drawYao(cx, cy, width, lineWidth, yang, alpha, glow = 0) { const ctx = this.context; ctx.save(); ctx.globalAlpha = alpha; ctx.fillStyle = INK; ctx.shadowColor = GOLD; ctx.shadowBlur = glow; if (yang) { ctx.fillRect(cx - width / 2, cy - lineWidth / 2, width, lineWidth); } else { const gap = width * 0.18; ctx.fillRect(cx - width / 2, cy - lineWidth / 2, (width - gap) / 2, lineWidth); ctx.fillRect(cx + gap / 2, cy - lineWidth / 2, (width - gap) / 2, lineWidth); } ctx.restore(); } drawGua(cx, cy, width, lineWidth, bits, alpha, glow = 0) { const gap = lineWidth * 1.7; const top = cy - (bits.length - 1) * gap / 2; bits.forEach((bit, index) => { this.drawYao(cx, top + (bits.length - 1 - index) * gap, width, lineWidth, bit === 1, alpha, glow); }); } stageAlpha(time, start, end, fade = 300, hold = false) { const enter = smooth(start, start + fade, time); return hold ? enter : enter * (1 - smooth(end - fade, end, time)); } fortuneStages() { const sixQi = this.data.sixQi || {}; const pillar = this.data.yearPillar || "岁运"; const movement = this.data.movement || "中运合参"; const sitian = sixQi.sitian || "司天气候"; return [ [0, 2100, "五 运", "木火土金水,五运相袭,周而复始"], [2100, 3900, "十 干 化 运", "甲己土 · 乙庚金 · 丙辛水 · 丁壬木 · 戊癸火"], [3900, 5800, "十 二 支 化 气", "子午少阴 · 丑未太阴 · 寅申少阳 · 卯酉阳明 · 辰戌太阳 · 巳亥厥阴"], [5800, 7900, "六 气 环 布", "风寒暑湿燥火,分主六步,以应岁时"], [7900, 11000, "岁 运 合 参", `${pillar}年 · 中运${movement} · ${sitian}司天`], [11000, FORTUNE_TOTAL, "归 一", "谨守病机,无失气宜"], ]; } drawFooter(time, now, total, stages, scene) { const { context: ctx, width, height } = this; const stage = [...stages].reverse().find((item) => time >= item[0]) || stages[0]; const labelAlpha = smooth(stage[0], stage[0] + 300, time) * (1 - smooth(stage[1] - 250, stage[1], time)); this.label(stage[2], width / 2, height - 108, 19, GOLD, 0.55 + 0.45 * labelAlpha, "600"); this.label(stage[3], width / 2, height - 84, 12.5, DIM, (0.4 + 0.4 * labelAlpha) * (scene === "fortune" ? 0.85 : 0.8), "", width - 32); const baseSlotWidth = 34; const baseSlotHeight = 5; const baseSlotGap = 12; const baseTotalWidth = baseSlotWidth * 6 + baseSlotGap * 5; const fit = Math.min(1, (width - 28) / baseTotalWidth); const slotWidth = baseSlotWidth * fit; const slotHeight = baseSlotHeight * fit; const slotGap = baseSlotGap * fit; const totalWidth = slotWidth * 6 + slotGap * 5; const filled = Math.min(6, Math.floor(time / (total / 6))); for (let index = 0; index < 6; index += 1) { const x = width / 2 - totalWidth / 2 + index * (slotWidth + slotGap); const y = height - 56; const color = scene === "fortune" ? ELEMENT_COLORS[QI6[index].element] : GOLD; ctx.save(); ctx.globalAlpha = 0.16; ctx.strokeStyle = GOLD; ctx.lineWidth = 1; ctx.strokeRect(x, y, slotWidth, slotHeight); ctx.restore(); if (index < filled) { ctx.save(); ctx.globalAlpha = 0.9; ctx.fillStyle = color; ctx.shadowColor = color; ctx.shadowBlur = 8; ctx.fillRect(x, y, slotWidth, slotHeight); ctx.restore(); } else if (index === filled) { ctx.save(); ctx.globalAlpha = 0.35 + 0.3 * Math.sin(now / 200); ctx.fillStyle = color; const progress = (time % (total / 6)) / (total / 6); ctx.fillRect(x, y, slotWidth * progress, slotHeight); ctx.restore(); } } const dots = ".".repeat(1 + Math.floor(now / 450) % 3); const loadingText = scene === "fortune" ? "推 演 运 气 · 加 载 中" : "推 演 天 机 · 加 载 中"; this.label(`${loadingText}${dots}`, width / 2, height - 32, 13, GOLD, 0.75); } drawTrigramRing(cx, cy, radius, width, lineWidth, alpha, now, entering, time) { const ctx = this.context; ctx.save(); ctx.globalAlpha = alpha * 0.13; ctx.strokeStyle = GOLD; ctx.beginPath(); ctx.arc(cx, cy, radius, 0, Math.PI * 2); ctx.stroke(); ctx.restore(); const breath = 1 + 0.006 * Math.sin(now / 620); TRIGRAMS.forEach((trigram, index) => { const progress = entering ? easeOut((time - 4700 - index * 130) / 700) : 1; if (progress <= 0) return; const [x, y] = point(cx, cy, radius * breath * progress, trigram.angle); this.drawGua(x, y, width, lineWidth, trigram.bits, alpha * progress, alpha * progress * 8); const nameAlpha = entering ? alpha * clamp01((time - 4700 - index * 130 - 480) / 500) : alpha; this.label(trigram.name, x, y + lineWidth * 5.2, 13, GOLD, nameAlpha * (0.55 + 0.2 * Math.sin(now / 700 + index))); }); } drawHexagram(time, now) { const { width, height } = this; const cx = width / 2; const cy = height * 0.44; const scale = Math.min(width, height); if (time < 1800) { const alpha = this.stageAlpha(time, 0, 1800); this.node(cx, cy, 5.5 * (1 + 0.12 * Math.sin(now / 260)), GOLD_BRIGHT, alpha, 34); for (let ring = 0; ring < 3; ring += 1) { const progress = ((now / 1500) + ring / 3) % 1; const ctx = this.context; ctx.save(); ctx.globalAlpha = (1 - progress) * 0.22 * alpha; ctx.strokeStyle = GOLD; ctx.beginPath(); ctx.arc(cx, cy, 8 + progress * scale * 0.13, 0, Math.PI * 2); ctx.stroke(); ctx.restore(); } } if (time >= 1800 && time < 3300) { const alpha = this.stageAlpha(time, 1800, 3300); const progress = easeOut((time - 1850) / 850); const yaoWidth = scale * 0.19 * progress; const yaoLine = Math.max(scale * 0.013, 5); this.drawYao(cx, cy - yaoLine * 2.6, yaoWidth, yaoLine, true, alpha, 14); this.drawYao(cx, cy + yaoLine * 2.6, yaoWidth, yaoLine, false, alpha, 14); this.node(cx, cy, 4, GOLD_BRIGHT, alpha * (1 - progress) * 0.9); } if (time >= 3300 && time < 4700) { const alpha = this.stageAlpha(time, 3300, 4700); const distance = scale * 0.085; const yaoWidth = Math.max(scale * 0.055, 28); const yaoLine = Math.max(scale * 0.009, 3.5); SIXIANG.forEach((symbol, index) => { const progress = easeOut((time - 3330 - index * 160) / 520); if (progress <= 0) return; const x = cx + symbol.dx * distance; const y = cy + symbol.dy * distance; this.drawGua(x, y, yaoWidth * progress, yaoLine, symbol.bits, alpha * progress, 10); this.label(symbol.name, x, y + yaoLine * 5.4, 12, GOLD, alpha * progress * 0.55); }); } const trigramRadius = scale * 0.215; const trigramWidth = Math.max(scale * 0.052, 26); const trigramLine = Math.max(scale * 0.0075, 3); if (time >= 4700 && time < 6800) { this.drawTrigramRing(cx, cy, trigramRadius, trigramWidth, trigramLine, this.stageAlpha(time, 4700, 6800), now, true, time); } if (time >= 6800 && time < 10800) { const alpha = this.stageAlpha(time, 6800, 10800, 350); this.drawTrigramRing(cx, cy, trigramRadius, trigramWidth * 0.85, trigramLine * 0.85, alpha * 0.42, now, false, time); const ringRadius = scale * 0.365; const hexWidth = Math.max(scale * 0.026, 13); const hexLine = Math.max(scale * 0.0042, 1.6); const count = Math.floor(clamp01((time - 7000) / 3600) * 64); for (let index = 0; index < 64; index += 1) { const [x, y] = point(cx, cy, ringRadius, -90 + index * 360 / 64); this.node(x, y, 1.4, GOLD, alpha * 0.14); if (index < count) { const freshness = Math.max(0, 1 - (count - 1 - index) / 5); if (freshness > 0) { const ctx = this.context; const gradient = ctx.createLinearGradient(cx, cy, x, y); gradient.addColorStop(0, "rgba(128,83,62,0)"); gradient.addColorStop(1, GOLD); this.line(cx, cy, x, y, gradient, alpha * freshness * 0.35); } this.drawGua(x, y, hexWidth, hexLine, hexBits(index), alpha * (0.55 + 0.45 * freshness), freshness * 9); } } if (count > 0) { const current = count - 1; const popTime = clamp01((time - (7000 + current * 3600 / 64)) / 130); const pop = 1 + 0.22 * (1 - popTime); this.drawGua(cx, cy - scale * 0.028, scale * 0.085 * pop, Math.max(scale * 0.011, 4.5), hexBits(current), alpha, 16); this.label(HEXAGRAM_NAMES[current], cx, cy + scale * 0.062, Math.max(20, scale * 0.042), GOLD_BRIGHT, alpha, "600"); this.label(`第 ${current + 1} 卦`, cx, cy + scale * 0.105, 13, GOLD, alpha * 0.55); } } if (time >= 10800) { const alpha = this.stageAlpha(time, 10800, HEX_TOTAL, 420); const progress = easeOut((time - 10850) / 1150); const radius = scale * 0.365 * (1 - progress); for (let index = 0; index < 64 && radius >= 8; index += 1) { const [x, y] = point(cx, cy, radius, -90 + index * 360 / 64); this.drawGua(x, y, Math.max(scale * 0.026, 13), Math.max(scale * 0.0042, 1.6), hexBits(index), (1 - progress) * 0.7 * alpha); } this.node(cx, cy, 3 + progress * 6, GOLD_BRIGHT, alpha * (0.3 + 0.7 * progress), 12 + progress * 40); } this.drawFooter(time, now, HEX_TOTAL, HEX_STAGES, "hexagram"); } drawFortune(time, now) { const { width, height } = this; const cx = width / 2; const cy = height * 0.44; const scale = Math.min(width, height); if (time < 2100) this.drawFiveMovements(time, now, cx, cy, scale); if (time >= 2100 && time < 3900) this.drawStems(time, cx, cy, scale); if (time >= 3900 && time < 5800) this.drawBranches(time, cx, cy, scale); if (time >= 5800 && time < 7900) this.drawSixQi(time, now, cx, cy, scale); if (time >= 7900 && time < 11000) this.drawAnnualQi(time, now, cx, cy, scale); if (time >= 11000) { const alpha = this.stageAlpha(time, 11000, FORTUNE_TOTAL, 420); const progress = easeOut((time - 11050) / 1200); const radius = scale * 0.30 * (1 - progress); QI6.forEach((qi, index) => { const [x, y] = point(cx, cy, radius, -90 + index * 60); if (radius > 8) this.node(x, y, Math.max(scale * 0.011, 6), ELEMENT_COLORS[qi.element], (1 - progress) * 0.8 * alpha, 8); }); this.node(cx, cy, 3 + progress * 6, GOLD_BRIGHT, alpha * (0.3 + 0.7 * progress), 12 + progress * 40); } this.drawFooter(time, now, FORTUNE_TOTAL, this.fortuneStages(), "fortune"); } drawFiveMovements(time, now, cx, cy, scale) { const alpha = this.stageAlpha(time, 0, 2100); const radius = scale * 0.17; const nodeRadius = Math.max(scale * 0.018, 9); const elements = [ ["木", 180], ["火", -90], ["金", 0], ["水", 90], ["土", null], ]; const positions = {}; this.node(cx, cy, 5 + 1.5 * Math.sin(now / 260), GOLD_BRIGHT, alpha * (1 - easeOut((time - 200) / 800)), 30); elements.forEach(([element, degrees], index) => { const progress = easeOut((time - 500 - index * 170) / 500); if (progress <= 0) return; const x = degrees === null ? cx : cx + Math.cos(degrees * Math.PI / 180) * radius * progress; const y = degrees === null ? cy : cy + Math.sin(degrees * Math.PI / 180) * radius * progress; positions[element] = [x, y]; this.node(x, y, nodeRadius * progress, ELEMENT_COLORS[element], alpha * progress, 16); this.label(element, x, y + 0.5, Math.round(nodeRadius * 1.15), NODE_TEXT, alpha * progress, "600"); const direction = element === "土" ? "中央土" : { 木: "东方木", 火: "南方火", 金: "西方金", 水: "北方水" }[element]; this.label(direction, x, y + nodeRadius + 14, 12, ELEMENT_COLORS[element], alpha * progress * 0.75); }); const order = ["木", "火", "土", "金", "水"]; order.forEach((element, index) => { const from = positions[element]; const to = positions[order[(index + 1) % order.length]]; if (!from || !to) return; const progress = smooth(1450 + index * 130, 1700 + index * 130, time); const mx = (from[0] + to[0]) / 2 + (cx - (from[0] + to[0]) / 2) * 0.25; const my = (from[1] + to[1]) / 2 + (cy - (from[1] + to[1]) / 2) * 0.25; this.curvedArrow(from[0], from[1], to[0], to[1], mx, my, GOLD, alpha * progress * 0.4); }); } drawStems(time, cx, cy, scale) { const alpha = this.stageAlpha(time, 2100, 3900); const stems = "甲乙丙丁戊己庚辛壬癸"; const movements = ["土", "金", "水", "木", "火"]; const radius = scale * 0.30; for (let index = 0; index < 10; index += 1) { const progress = smooth(2150 + index * 90, 2450 + index * 90, time); if (progress <= 0) continue; const [x, y] = point(cx, cy, radius, -90 + index * 36); const element = movements[index % 5]; this.node(x, y, 3, ELEMENT_COLORS[element], alpha * progress, 8); this.label(stems[index], x, y - 14, 15, ELEMENT_COLORS[element], alpha * progress, "600"); } for (let index = 0; index < 5; index += 1) { const progress = smooth(3150 + index * 110, 3450 + index * 110, time); const angle = -90 + index * 36; const [x1, y1] = point(cx, cy, radius, angle); const [x2, y2] = point(cx, cy, radius, -90 + (index + 5) * 36); this.line(x1, y1, x2, y2, ELEMENT_COLORS[movements[index]], alpha * progress * 0.45); const [labelX, labelY] = point(cx, cy, scale * 0.055, angle + 90); this.label(movements[index], labelX, labelY, 16, ELEMENT_COLORS[movements[index]], alpha * progress, "600"); } } drawBranches(time, cx, cy, scale) { const alpha = this.stageAlpha(time, 3900, 5800); const branches = "子丑寅卯辰巳午未申酉戌亥"; const qiNames = ["少阴君火", "太阴湿土", "少阳相火", "阳明燥金", "太阳寒水", "厥阴风木"]; const radius = scale * 0.31; const branchAngle = (index) => -90 + ((index - 6 + 12) % 12) * 30; for (let index = 0; index < 12; index += 1) { const progress = smooth(3950 + index * 70, 4220 + index * 70, time); const [x, y] = point(cx, cy, radius, branchAngle(index)); this.node(x, y, 2.5, GOLD, alpha * progress, 6); this.label(branches[index], x, y - 13, 14, GOLD, alpha * progress * 0.9); } qiNames.forEach((name, index) => { const progress = smooth(4900 + index * 130, 5200 + index * 130, time); const [x1, y1] = point(cx, cy, radius, branchAngle(index)); const [x2, y2] = point(cx, cy, radius, branchAngle(index + 6)); const element = QI6.find((item) => item.name === name)?.element || "土"; this.line(x1, y1, x2, y2, ELEMENT_COLORS[element], alpha * progress * 0.4); const [labelX, labelY] = point(cx, cy, radius + scale * 0.055, branchAngle(index)); this.label(name, labelX, labelY, 12, ELEMENT_COLORS[element], alpha * progress, "600"); }); } drawSixQi(time, now, cx, cy, scale) { const alpha = this.stageAlpha(time, 5800, 7900); const radius = scale * 0.27; const drift = now * 0.004; const ctx = this.context; ctx.save(); ctx.globalAlpha = alpha * 0.13; ctx.strokeStyle = GOLD; ctx.beginPath(); ctx.arc(cx, cy, radius, 0, Math.PI * 2); ctx.stroke(); ctx.restore(); QI6.forEach((qi, index) => { const progress = easeOut((time - 5850 - index * 180) / 550); const [x, y] = point(cx, cy, radius * progress, -90 + index * 60 + drift); const nodeRadius = Math.max(scale * 0.015, 8) * progress; this.node(x, y, nodeRadius, ELEMENT_COLORS[qi.element], alpha * progress, 14); this.label(qi.name, x, y - nodeRadius - 12, 13, ELEMENT_COLORS[qi.element], alpha * progress, "600"); this.label(["初之气", "二之气", "三之气", "四之气", "五之气", "终之气"][index], x, y + nodeRadius + 12, 10.5, DIM, alpha * progress * 0.9); }); this.node(cx, cy, 4 + Math.sin(now / 300), GOLD_BRIGHT, alpha * 0.9, 24); } drawAnnualQi(time, now, cx, cy, scale) { const alpha = this.stageAlpha(time, 7900, 11000, 350); const sixQi = this.data.sixQi || {}; const pillar = this.data.yearPillar || "岁运"; const movement = this.data.movement || "中运合参"; const sitian = sixQi.sitian || "司天气候"; const zaiquan = sixQi.zaiquan || "在泉气化"; const currentStep = Math.max(1, Math.min(6, Number(sixQi.step) || 1)); const qiElement = (name) => QI6.find((item) => item.name === name)?.element || "土"; const movementElement = ["木", "火", "土", "金", "水"].find((element) => movement.includes(element)) || "土"; this.label("司 天", cx, cy - scale * 0.212, 11, DIM, alpha * smooth(7950, 8450, time)); this.label(sitian, cx, cy - scale * 0.178, 17, ELEMENT_COLORS[qiElement(sitian)], alpha * smooth(7950, 8450, time), "600"); this.label(zaiquan, cx, cy + scale * 0.178, 17, ELEMENT_COLORS[qiElement(zaiquan)], alpha * smooth(8200, 8700, time), "600"); this.label("在 泉", cx, cy + scale * 0.212, 11, DIM, alpha * smooth(8200, 8700, time)); this.label(pillar, cx, cy - scale * 0.012, Math.max(22, scale * 0.052), GOLD_BRIGHT, alpha * smooth(8500, 9100, time), "600"); this.label(`${pillar}年 · 中运${movement}`, cx, cy + scale * 0.052, 14, ELEMENT_COLORS[movementElement], alpha * smooth(8500, 9100, time), "600", scale * 0.62); const radius = scale * 0.30; QI6.forEach((qi, index) => { const progress = smooth(9200 + index * 260, 9480 + index * 260, time); const [x, y] = point(cx, cy, radius, -90 + index * 60); const current = index + 1 === currentStep; const pulse = current ? 0.5 + 0.5 * Math.sin(now / 230) : 0; this.node(x, y, Math.max(scale * 0.011, 6) + (current ? 2.5 : 0), ELEMENT_COLORS[qi.element], alpha * progress, 12 + pulse * 14); if (current) { const ctx = this.context; ctx.save(); ctx.globalAlpha = alpha * (0.35 + pulse * 0.35); ctx.strokeStyle = CINNABAR; ctx.lineWidth = 1.2; ctx.beginPath(); ctx.arc(x, y, Math.max(scale * 0.02, 11) + pulse * 3, 0, Math.PI * 2); ctx.stroke(); ctx.restore(); this.label("当今", x, y - Math.max(scale * 0.038, 21), 10.5, CINNABAR, alpha * progress, "600"); } const stepName = `${index + 1 === 6 ? "终" : ["初", "二", "三", "四", "五"][index]}之气`; this.label(`${stepName} · ${qi.name}`, x, y + Math.max(scale * 0.03, 17), 11.5, current ? GOLD_BRIGHT : ELEMENT_COLORS[qi.element], alpha * progress * (current ? 1 : 0.85), current ? "600" : ""); if (current) this.label(STEP_RANGES[index], x, y + Math.max(scale * 0.052, 33), 10, DIM, alpha * progress); }); } drawCompletion(progress, now) { this.drawBackground(now); if (this.scene === "fortune") { this.drawFortune(11000 + progress * (FORTUNE_TOTAL - 11000), now); } else { this.drawHexagram(10800 + progress * (HEX_TOTAL - 10800), now); } } } global.HeavenLoadingCanvas = HeavenLoadingCanvas; })(window);