refactor: 使用flutter对原先的web项目重构,正在进行中

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cancerai committed 2026-10-25 00:06:51 +08:00
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// 入口:游戏循环 / 状态机
import { LEVELS, findLevel } from './levels/index.js';
import { Level } from './level.js';
import { Player } from './player.js';
import { Camera } from './camera.js';
import { Input } from './input.js';
import { UI } from './ui.js';
import { Save } from './save.js';
import { Touch } from './touch.js';
import { sfx, unlockAudio, Audio2 } from './audio.js';
import { Editor } from './editor.js';
import { Settings } from './settings.js';
import { clamp } from './util.js';
const W = 800, H = 608;
const STEP = 1000 / 60;
// 移动端检测:触屏设备自动启用虚拟手柄;?touch=1 强制开启,?touch=0 强制关闭(桌面调试用)
// 判定条件:① 是移动端(存在 ontouchstart)/ 支持触屏(maxTouchPoints>0)/ 粗指针(触屏笔或手指)
// 只有命中才给 <html> 加 .touch 类;CSS 里 html:not(.touch) #touch 会强制隐藏,桌面端永远不显示按钮
const _qp = new URLSearchParams(location.search);
const _force = _qp.get('touch');
const _isTouch = ('ontouchstart' in window) || navigator.maxTouchPoints > 0 || matchMedia('(pointer: coarse)').matches;
const useTouch = _force === '1' || (_force !== '0' && _isTouch);
if (useTouch) document.documentElement.classList.add('touch');
function showTouch() { if (useTouch) Touch.show(); }
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d', { alpha: false });
ctx.imageSmoothingEnabled = false;
const G = {
state: 'menu', // menu | playing | paused | result | editor
level: null, player: null, cam: null,
data: null, idx: -1,
map: null, face: 0, // 多面地图:map=各面 Level 数组,face=当前面下标
fromEditor: false, // 是否从编辑器「试玩」进入(决定暂停菜单末项去向)
deaths: 0, ms: 0, hudTick: 0,
time: 0,
lastLevelId: null,
};
// ---------------- 关卡流程 ----------------
// 把一张「面」的数据包装成 Level 可用的 data(门目标来自面自身的 doors)
function faceData(map, face, i) {
return {
id: (map.id || 'map') + '-' + i,
name: face.name || ('面' + (i + 1)),
type: 'custom',
width: face.width || (face.grid[0] ? face.grid[0].length : 25),
grid: face.grid,
doors: face.doors || [],
bg: 'custom', hint: '', messages: [],
};
}
function startLevel(data, idx = -1) {
unlockAudio();
G.data = data; G.idx = idx; G.lastLevelId = data.id;
// 自制多面地图:data.faces 存在则构建每面一个 Level;否则按传统单关处理
if (data.faces && data.faces.length) {
G.map = data.faces.map((f, i) => { const L = new Level(faceData(data, f, i)); L.faceIndex = i; return L; });
G.face = Math.max(0, Math.min(data.startFace || 0, G.map.length - 1));
} else {
G.map = [new Level(data)]; G.face = 0;
}
G.level = G.map[G.face];
G.player = new Player(G.level);
G.cam = new Camera(W, H);
G.cam.reset(G.level, G.player);
G.player.onDeath = () => { G.deaths++; };
G.player.onClear = () => finish();
G.player.onPortal = (e) => doPortal(e);
G.player.onRespawnFace = () => doRespawnFace();
G.level.bosses.forEach(b => { b.onDefeat = () => finish(); });
G.deaths = 0; G.ms = 0; G.hudTick = 0;
G.state = 'playing';
UI.showGame();
showTouch();
UI.toast('');
if (data.hint) UI.toast(data.hint);
}
// 把玩家放到某面某门上(不切面的同面传送也用)
function placeOnDoor(dest) {
const P = G.player;
P.x = dest.x + dest.w / 2 - P.w / 2;
P.y = dest.y + dest.h - P.h;
P.vx = 0; P.vy = 0; P.jumps = 0;
}
// 踩到门:e.to = {face, door}
function doPortal(e) {
const to = e.to;
const tp = Math.max(0, Math.min(G.map.length - 1, to.face | 0));
if (tp === G.face) {
const dest = G.map[tp].entities.find(o => o.type === 'warp' && o.doorId === to.door);
if (dest) { placeOnDoor(dest); dest.cool = 40; }
sfx.warp();
} else {
switchFace(tp, to.door);
}
}
// 切换到第 f 面,并落到该面的目标门上
function switchFace(f, doorId) {
G.face = f;
G.level = G.map[f];
G.level.reset(true); // 进入该面时重置其运行时
G.player.level = G.level;
const dest = G.level.entities.find(o => o.type === 'warp' && o.doorId === doorId);
if (dest) { placeOnDoor(dest); dest.cool = 40; }
else { const sp = G.level.spawn; G.player.x = sp.x; G.player.y = sp.y; G.player.vx = 0; G.player.vy = 0; }
G.cam.reset(G.level, G.player);
sfx.warp();
G.level.particles.spawn(G.player.cx, G.player.cy, 12, { colors: ['#a86bff', '#fff'], speed: 2.5, life: 24 });
}
// 复活回到存档点所在面(跨面)
function doRespawnFace() {
const sp = G.player.savePoint;
if (sp && typeof sp.face === 'number' && sp.face !== G.face) {
G.face = sp.face;
G.level = G.map[sp.face];
G.level.reset(true);
G.player.level = G.level;
G.cam.reset(G.level, G.player);
}
}
/** 整关从头再来:保留死亡数,丢弃所有存档点进度 */
function restart() {
if (!G.data) return;
const d = G.deaths;
startLevel(G.data, G.idx);
G.deaths = d; // 死亡数不重置
}
/** R 键 / 触屏重生键:直接重生回最近的存档点——死亡中按 = 立即复活;活着按 = 原地播死亡动画后当帧重生 */
function suicide() {
if (!G.player || G.state !== 'playing') return;
if (G.player.dead) G.player.respawn();
// 活着按:原地播死亡动画(粒子+轻震+冲击环),但不留红叉、不计死亡数,当帧就回存档点——
// 不等待,特效由 Level 层留在死亡位置自然播完(重生不清粒子/震屏)
else { G.player.deathBurst(); G.player.respawn(); }
}
/** 触屏射击:仅在持枪、未死亡且游戏进行中时发射(受玩家自身冷却限制) */
function shoot() {
const P = G.player;
if (G.state !== 'playing' || !P || !P.alive || !P.hasGun || P.shootCool !== 0) return;
P.shoot();
}
function finish() {
if (G.state !== 'playing') return;
G.state = 'result';
Touch.hide();
sfx.goal();
const apples = G.player.apples || 0;
const total = G.level.totalApples || 0;
const better = Save.clear(G.data.id, G.deaths, G.ms, apples);
const hasNext = G.idx >= 0 && G.idx + 1 < LEVELS.length;
UI.result({
name: G.data.name, ms: G.ms, deaths: G.deaths,
apples, totalApples: total, better, hasNext,
});
}
function nextLevel() {
if (G.idx >= 0 && G.idx + 1 < LEVELS.length) startLevel(LEVELS[G.idx + 1], G.idx + 1);
else toLevels();
}
function toLevels() { G.state = 'menu'; UI.show('scr-levels'); Touch.hide(); }
function toTitle() { G.state = 'menu'; UI.show('scr-title'); Touch.hide(); }
function toEditor() {
G.state = 'editor';
UI.show('scr-editor');
Touch.hide();
// 试玩后返回:保留正在编辑的地图;从未进过编辑器时才新建
if (Editor.faces) Editor.show(); else Editor.open();
}
function pause() {
if (G.state !== 'playing') return;
G.state = 'paused';
// 暂停菜单末项:从编辑器试玩进来 → 「返回编辑器」;否则 → 「返回关卡选择」
const q = document.querySelector('#scr-pause [data-act="quit"]');
if (q) q.textContent = G.fromEditor ? '返回编辑器' : '返回关卡选择';
UI.show('scr-pause');
Touch.hide();
}
function resume() { if (G.state === 'paused') { G.state = 'playing'; UI.showGame(); showTouch(); } }
// ---------------- 更新 ----------------
function update() {
const P = G.player;
// R = 重生回存档点;Backspace = 整关重开
if (Input.hit('suicide')) { suicide(); return; }
if (Input.hit('restart')) { restart(); return; }
if (Input.hit('pause')) { pause(); return; }
const wasDead = P.dead;
G.level.update(1, P, G.cam);
for (const b of G.level.bosses) b.update(1, P);
P.update(1);
// 刚从死亡中复活:若存档点在别的面,先切回该面,再镜头瞬移
if (P.justRespawned) {
if (P.savePoint && typeof P.savePoint.face === 'number' && P.savePoint.face !== G.face) doRespawnFace();
G.cam.snapTo(P, G.level);
P.justRespawned = false;
}
G.cam.update(G.level, P, 1);
G.ms += STEP;
G.time++;
if (++G.hudTick % 5 === 0) {
const L = G.level;
UI.hud({
name: G.data.name + (G.map.length > 1 ? ` · 面${G.face + 1}/${G.map.length}` : ''),
deaths: G.deaths, ms: G.ms,
apples: P.apples, totalApples: L.totalApples, hasGun: P.hasGun,
save: P.saveIdx || 0, totalSaves: L.totalSaves || 0,
});
Touch.setGun(P.hasGun);
const boss = L.bosses.find(b => !b.dead) || L.bosses[0];
UI.bossBar(L.bosses.length ? boss : null);
}
}
// ---------------- 渲染 ----------------
function render() {
const t = G.time;
if (G.state === 'playing' || G.state === 'paused' || G.state === 'result') {
const L = G.level, P = G.player, C = G.cam;
ctx.fillStyle = '#0a0a14';
ctx.fillRect(0, 0, W, H);
L.drawBg(ctx, C, t);
ctx.save();
C.apply(ctx);
L.draw(ctx, C, t);
for (const b of L.bosses) b.draw(ctx, t);
P.draw(ctx);
ctx.restore();
L.drawOverlay(ctx, C, t);
UI.toast(L.toast || '');
// 死亡中:提示手动重生(呼吸闪烁,不抢死亡动画镜头)
if (G.state === 'playing' && P.dead) {
const blink = Math.sin(t / 12) > -0.3;
ctx.save();
ctx.textAlign = 'center';
ctx.globalAlpha = blink ? 1 : 0.3;
ctx.fillStyle = '#ff8fa3';
ctx.font = 'bold 20px monospace';
ctx.fillText(useTouch ? '按右下角重生键' : '按 R 重生', W / 2, H / 2 - 36);
ctx.globalAlpha = 0.7;
ctx.fillStyle = '#a8a8c0';
ctx.font = '12px monospace';
ctx.fillText('Backspace 整关重来', W / 2, H / 2 - 12);
ctx.restore();
}
} else {
drawTitleBg(t);
}
}
function drawTitleBg(t) {
const g = ctx.createLinearGradient(0, 0, 0, H);
g.addColorStop(0, '#181828'); g.addColorStop(1, '#08080f');
ctx.fillStyle = g; ctx.fillRect(0, 0, W, H);
// 漂浮的刺
ctx.globalAlpha = 0.5;
for (let i = 0; i < 26; i++) {
const x = ((i * 137 + t * 0.15) % (W + 60)) - 30;
const y = 120 + ((i * 71) % (H - 160));
ctx.fillStyle = i % 3 === 0 ? '#3a3a4c' : '#2a2a38';
ctx.beginPath();
ctx.moveTo(x, y + 18); ctx.lineTo(x + 11, y); ctx.lineTo(x + 22, y + 18);
ctx.closePath(); ctx.fill();
}
ctx.globalAlpha = 1;
// 底部刺海
ctx.fillStyle = '#1a1a26';
ctx.fillRect(0, H - 30, W, 30);
ctx.fillStyle = '#c8c8d8';
for (let x = 0; x < W; x += 22) {
ctx.beginPath();
ctx.moveTo(x, H - 4); ctx.lineTo(x + 11, H - 26); ctx.lineTo(x + 22, H - 4);
ctx.closePath(); ctx.fill();
}
}
// ---------------- 主循环 ----------------
let last = performance.now(), acc = 0;
function loop(now) {
requestAnimationFrame(loop);
let dt = now - last; last = now;
if (dt > 200) dt = 200;
acc += dt;
let guard = 0;
while (acc >= STEP && guard++ < 6) {
acc -= STEP;
if (G.state === 'playing') update();
else if (G.state === 'paused' && Input.hit('pause')) resume();
Input.endFrame();
}
if (G.state !== 'playing') G.time++;
render();
}
// ---------------- 启动 ----------------
let settingsFrom = 'scr-title'; // 进入设置前的界面,确定后返回
Save.load();
Audio2.enabled = Save.data.audio !== false;
UI.init({
play: (lv) => { G.fromEditor = false; startLevel(lv, lv.builtin === false ? -1 : (lv.index ?? -1)); },
levels: toLevels,
manage: () => UI.setManage(!UI.manage),
editor: toEditor,
settings: () => { settingsFrom = UI.cur; Settings.enter(); UI.show('scr-settings'); },
'set-ok': () => { Settings.confirm(); UI.show(settingsFrom); },
'set-reset': () => Settings.reset(),
back: toTitle,
resume,
restart: () => { restart(); },
quit: () => (G.fromEditor ? toEditor() : toLevels()),
retry: () => startLevel(G.data, G.idx),
next: nextLevel,
wipe: () => {
if (confirm('确定清除所有通关记录与自制关卡?')) { Save.wipe(); UI.renderLevels(); }
},
});
Editor.init({
startLevel: (data) => { G.fromEditor = true; startLevel(data, -1); },
refresh: () => UI.renderLevels(),
});
// 首次交互解锁音频
const unlock = () => { unlockAudio(); removeEventListener('pointerdown', unlock); removeEventListener('keydown', unlock); };
addEventListener('pointerdown', unlock);
addEventListener('keydown', unlock);
// 移动端虚拟手柄
Touch.init({ pause, suicide, shoot });
Settings.init(useTouch);
UI.show('scr-title');
requestAnimationFrame(loop);
// 调试钩子
window.__IW = { G, LEVELS, Save, startLevel, pause, resume, restart, suicide };