fix: 修复了冰块惯性问题和死亡效果

This commit is contained in:
cancerai committed 2026-10-22 19:43:01 +08:00
1 parent 47a462be01
commit 4b3dfd635b
15 files changed
+633 -38

No files matched your search

+32 -12
View File
@@ -6,6 +6,7 @@ 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 { clamp } from './util.js';
@@ -13,6 +14,16 @@ 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;
@@ -40,6 +51,7 @@ function startLevel(data, idx = -1) {
G.deaths = 0; G.ms = 0; G.hudTick = 0;
G.state = 'playing';
UI.showGame();
showTouch();
UI.toast('');
if (data.hint) UI.toast(data.hint);
}
@@ -58,9 +70,17 @@ function suicide() {
G.player.kill();
}
/** 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;
@@ -76,10 +96,10 @@ 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'); }
function toTitle() { G.state = 'menu'; UI.show('scr-title'); }
function pause() { if (G.state === 'playing') { G.state = 'paused'; UI.show('scr-pause'); } }
function resume() { if (G.state === 'paused') { G.state = 'playing'; UI.showGame(); } }
function toLevels() { G.state = 'menu'; UI.show('scr-levels'); Touch.hide(); }
function toTitle() { G.state = 'menu'; UI.show('scr-title'); Touch.hide(); }
function pause() { if (G.state === 'playing') { G.state = 'paused'; UI.show('scr-pause'); Touch.hide(); } }
function resume() { if (G.state === 'paused') { G.state = 'playing'; UI.showGame(); showTouch(); } }
// ---------------- 更新 ----------------
function update() {
@@ -94,7 +114,8 @@ function update() {
for (const b of L.bosses) b.update(1, P);
P.update(1);
// 刚从死亡中复活:镜头立刻对准重生点,别慢慢飘过去
if (wasDead && !P.dead) G.cam.snapTo(P, L);
if (P.justRespawned || (wasDead && !P.dead)) G.cam.snapTo(P, L);
P.justRespawned = false;
G.cam.update(L, P, 1);
G.ms += STEP;
G.time++;
@@ -105,6 +126,7 @@ function update() {
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);
}
@@ -126,11 +148,6 @@ function render() {
ctx.restore();
L.drawOverlay(ctx, C, t);
UI.toast(L.toast || '');
// 死亡时的血色闪烁
if (P.dead) {
ctx.fillStyle = 'rgba(200,0,40,.18)';
ctx.fillRect(0, 0, W, H);
}
} else {
drawTitleBg(t);
}
@@ -188,7 +205,7 @@ UI.init({
play: (lv) => startLevel(lv, lv.builtin === false ? -1 : (lv.index ?? -1)),
levels: toLevels,
help: () => UI.show('scr-help'),
editor: () => { G.state = 'editor'; UI.show('scr-editor'); Editor.open(); },
editor: () => { G.state = 'editor'; UI.show('scr-editor'); Touch.hide(); Editor.open(); },
back: toTitle,
resume,
restart: () => { restart(); },
@@ -210,8 +227,11 @@ const unlock = () => { unlockAudio(); removeEventListener('pointerdown', unlock)
addEventListener('pointerdown', unlock);
addEventListener('keydown', unlock);
// 移动端虚拟手柄
Touch.init({ pause, suicide, shoot });
UI.show('scr-title');
requestAnimationFrame(loop);
// 调试钩子
window.__IW = { G, LEVELS, Save, startLevel };
window.__IW = { G, LEVELS, Save, startLevel, pause, resume, restart, suicide };