fix: 修复迁移后的基础UI显示问题

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cancerai committed 2026-10-25 16:03:05 +08:00
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- **`withOpacity` 弃用清理**:5 处换成 `Color.withValues(alpha: o*255)`(本 SDK Dart 3.12 的 `withValues` 只有 `alpha` 参数、无 `opacity`;`opacity` 写法会编译失败,已实测回退)。`RawKeyboard` 等其余弃用属输入层 API、仍可用、保持不动(重写风险大收益小)。
- **最终确认**:`flutter analyze` **0 error**(约 201 条 info 级 lint,主要是 web 常量大写命名 style,不影响构建);`flutter test` **13/13 通过**(gameplay 物理保真 4 项 + title 渲染/横屏/手柄 8 项 + AppRoot smoke 1 项)。物理保真:JUMP 6.6/GRAV 0.25、可变跳高、死亡不自动重生按 R 回存档点均与 web 一致。
- **用户侧交付**:本沙箱无法跑原生构建,需用户在本地 `app/` 执行 `flutter pub get` → `flutter build apk`(安卓)/ `flutter build macos` / `flutter build linux` / `flutter build windows`;iOS 触屏检测仍可拓宽。
### Flutter 真机首跑反馈修复:标题溢出 + Build scheduled during frame(同日晚)
- 用户真机(安卓横屏,锁屏生效——截图相机孔在左侧短边)反馈:① 标题菜单 `BOTTOM OVERFLOWED BY 125 PIXELS`;② 控制台刷 `Build scheduled during frame`。
- **② 根因**:`world.render()`(paint 阶段)里调 `_pushToast(L.toast)` → `toast.value` 变化,而 `toast` 被 HudOverlay 的 ValueListenableBuilder 监听 → paint 阶段 markNeedsBuild。修复:把 toast 推送从 `render()` 移到 `tick()`(Ticker 回调 = transientCallbacks 阶段,合法),并顺带从 update() 的 hudTick%5 块改为每帧推送(更贴 web 逐帧行为)。**通则:paint/build 阶段绝不能写被 ValueListenableBuilder 监听的 notifier;一切 host 回调只允许在 tick() 里发。**
- **① 根因**:横屏真机逻辑高度只有 ~360-400px(1080 物理 ÷ DPR),标题 Column 内容 ~455px → 底部溢出 125px。之前测试没抓到是因为 `setSurfaceSize(2340×1080)` 设的是**逻辑**像素,比真机大得多。修复:
- `screens.dart` 新增 `_FitScroll`(LayoutBuilder + SingleChildScrollView + ConstrainedBox(minHeight) + 保底高度):空间够时按原布局、不够时整体可滚动。应用于 TitleScreen(Column 已 center)。
- SettingsScreen 同样包 `_FitScroll`,纵向 `Spacer()` 换 `SizedBox(height:16)`(Spacer 在无界高度滚动容器里会抛异常;底部 Row 里的横向 Spacer 保留)。
- LevelSelectScreen 不动(含 Expanded 的列表布局,ListView 自滚)。
- **通则:`_FitScroll` 内部禁止 Spacer/Expanded/Flexible。**
- 回归:`title_render_test.dart` 新增「横屏小逻辑高度(800×360)下标题不溢出」用例(pump 即可,overflow 异常会直接判失败;另 scrollUntilVisible 验证底部版权行滚动可达)。当前 `flutter analyze` 0 error、`flutter test` **14/14 通过**。
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# 2026-10-25
## 移动端沉浸式全屏(用户诉求:手机端整个游戏应沉浸式全屏显示)
之前只锁了横屏,但系统状态栏/导航栏仍可见,不是真正的沉浸。
改动文件:
- `app/lib/main.dart`:`_configureMobile()` 加 `SystemChrome.setEnabledSystemUIMode(SystemUiMode.immersiveSticky)`(隐藏状态栏+导航栏;滑出后自动收回,最适合游戏)。
- `app/android/app/src/main/res/values/styles.xml` 与 `values-night/styles.xml`:LaunchTheme/NormalTheme 加 `android:windowFullscreen=true`(冷启动即隐藏系统 UI,避免首帧闪现)。
- 新建 `values-v28/styles.xml` 与 `values-night-v28/styles.xml`:两主题再加 `android:windowLayoutInDisplayCutoutMode=shortEdges`,让画面延伸到刘海/挖孔区真正铺满(该属性仅 API28+,必须放 v28 限定目录否则低版本 aapt 编译报找不到资源)。
- `app/ios/Runner/Info.plist`:加 `UIViewControllerBasedStatusBarAppearance=false` + `UIStatusBarHidden=true`(launch 阶段即隐藏状态栏);并把 `UISupportedInterfaceOrientations` 与 `~ipad` 收紧为只横屏(与安卓一致)。
- `app/lib/src/app_root.dart`:`_AppRootState` 加 `WidgetsBindingObserver`,`didChangeAppLifecycleState` 在 `resumed` 时重设 `immersiveSticky`(切后台再回来不会丢沉浸,常规游戏标准做法)。
验证:`flutter analyze` 0 error;`flutter test` 14/14 通过。
说明:信箱(letterbox)黑边保留——游戏按比例完整显示在画面矩形内、外围黑边,这正是常规横版游戏的表现;沉浸仅指隐藏系统 UI、游戏铺满屏幕。iOS 底部 Home 指示条无法用公开 API 完全隐藏,属平台限制。沙箱仍无法跑原生 `flutter build`,需在真机 `flutter pub get && flutter run` 验证。
## 全屏铺满(去信箱黑边)+ 系统返回 = 游戏内上一页(用户二次诉求)
用户不接受信箱黑边("游戏内部显示也要全屏"),且系统返回手势不应退出游戏。
改动:
- `app/lib/src/ui/game_canvas.dart`:`letterboxRect` 改为 `stageMetrics(Size)` —— 视口保证 ≥800×608 完整可见,另一维随屏幕比例加宽铺满全屏(横屏手机:高度定标 608、vw=屏宽/scale≈1318;比游戏窄的窗口则宽度定标 800)。Painter 每帧 paint 前 `world.setViewport(vw,vh)`(只改纯数值,paint 阶段禁止 notifier)。
- `app/lib/src/game/world.dart`:新增 `viewW/viewH` 字段 + `setViewport()`;`startLevel` 用 `Camera(viewW,viewH)`;render/drawTitleBg 全部改用 viewW/viewH(含死亡提示居中、标题星空/刺地带)。摄像机自带关卡边界钳制,关卡比视口窄时自动居中 —— 横向看得多是"PC 游戏支持任意宽高比"的同款做法,不裁内容、不变形。
- `app/lib/src/ui/touch_controls.dart`:按钮定位从 letterboxRect 改为整屏 Rect(画面已铺满,无黑边可飘)。
- `app/lib/src/app_root.dart`:`MaterialApp.home` 包 `PopScope(canPop:false, onPopInvokedWithResult)` → `_handleSystemBack()`:playing→pause;paused→resume;result→toLevels;editor→toTitle;scr-levels/scr-settings→toTitle;标题页忽略(防误退)。
- 测试:`title_render_test.dart` 重写画布断言(铺满全屏、视口≥800×608)、手柄断言改整屏锚定;新增 2 个返回导航用例(关卡选择→标题、游戏中→暂停→继续,用 `tester.binding.handlePopRoute()` 模拟)。
验证:analyze 0 error;`flutter test` 16/16 通过。
## 修复「跳跃键经常失灵」(用户反馈)
根因有两处叠加:
1. **虚拟键卡住常按(主因)**:`touch_controls.dart` 的按钮用 `Listener`(不捕获指针)。手指在键上滑动后于键外松手时,松手事件落到别的控件 → `touch['jump']` 永久卡在 `true`;之后每次按下都因 `Input.setTouch` 的「值未变则 return」短路,触发不了新边沿 → `hit('jump')` 恒 false,跳不起来、时好时坏。`_TouchButton._release` 还有 `if(!_pressed) return` 进一步放任卡键。
- 修:`GestureDetector(behavior: HitTestBehavior.opaque, onPanDown/onPanEnd/onPanCancel)` 替代 `Listener`(Pan 识别器会认领指针,键外抬起/取消也回传本按钮);`_release` 改为**无论如何都强制 `setTouch(a,false)` 复位**(去掉 `_pressed` 早退)。
2. **按钮重叠误触**:旧默认布局大号跳跃键(94px)与射击/下蹲键在纵向像素重叠,重叠区按下会落到上层(射击)键。`BUTTONS` 重排让 `jump` 居末(绘制最上层,重叠区优先归跳跃键),并微调坐标消除重叠。
3. **正确性问题(顺带)**:`world.tick` 的 `Input.endFrame()` 原本整个 tick 调一次;合帧时某帧跑 0 次更新、下一帧跑 2 次,会让一次按键被当两帧 hit → 误触二段跳。改为**每个固定步长子步都调一次 `endFrame()`**(now 在两子步间保持,下一子步才清 prev,不丢按键)。
新增回归测试:模拟「跳跃键上按下→滑到屏幕外松手」,断言 `Input.held('jump')` 最终为 false(验证不再卡键)。
验证:analyze 0 error;`flutter test` 17/17 通过。注:用户设备已保存旧触屏布局(首跑写入),默认布局改动只影响新装/「恢复默认」;卡键修复与布局无关,对其现设备直接生效。
## 首页去滚动(改等比缩小)+ 编辑器溢出修复 + 关卡选择去色块(用户反馈)
1. **首页滚动被用户否决**:`screens.dart` TitleScreen 的 `_FitScroll` 改为 `FittedBox(fit: BoxFit.scaleDown)` + `Column(mainAxisSize: min)` —— 放得下按原尺寸、放不下整体等比缩小居中,既不滚动也不溢出。设置屏保留 `_FitScroll`(内容 ~600px 缩到 310px 会小到不可读,滚动是合理方案)。
2. **编辑器 RIGHT OVERFLOWED BY 48 PIXELS**:根因是 `ElevatedButton` 默认 `minimumSize(64,36)` + `MaterialTapTargetSize.padded`,属性栏 200px 宽塞不下三个 `_SmallButton`。修复:两个文件的 `_SmallButton` 加 `minimumSize: Size.zero` + `tapTargetSize: shrinkWrap` + `visualDensity: compact`;顶部工具行 Row→`Wrap(spacing:8, runSpacing:6)`(窄屏自动换行);面操作行 Row→Wrap;`_portalRow` Row→Wrap(双下拉可能超宽)。
3. **关卡选择去掉蓝绿黄色块**:删掉底部 `_Tag` 图例 Wrap 和卡片内的类型 `_Tag`(用户:没什么用;分类已有 Tab 承担);`_Tag`/`_tagColor`/`typeLabel`/`typeClass` 一并删除,import 清理为仅 LEVELS。卡片保留编号/名称/难度星星/通关状态。
4. 测试:小高度标题用例从 `scrollUntilVisible` 改为断言 footer 一屏可见;新增「编辑器 800×360 不溢出」回归(EditorController.open(25,19) 真渲染)。`flutter test` 18/18、analyze 0 error。
## 「自定义按键」独立全屏页(用户需求)
- **新文件 `lib/src/ui/touch_editor.dart`**:`TouchLayoutEditor` 全屏编辑页,作为 AppRoot 的浮层 `scr-touchedit`(透出下方实时游戏画布=标题星空动画,与玩游戏同等沉浸)。按钮用与 `_TouchButton` 完全一致的渲染与 `k=(w/W).clamp(0.6,2.6)` 缩放(所见即所得);点选后出现右下角黄点手柄拖动改大小(30~180);拖动/缩放**即改即存**(writeTouchLayout→metaSettings+Save.flush),返回无需确认;顶部「恢复默认/返回」,底部提示。
- **入口**:设置页触摸区去掉内嵌 `_TouchPreview`(连同 `_DragBtn`/`_btnLabel`/`_cloneTouch`/`_touch` 工作副本一并删除,touch 布局不再由设置页代管,_confirm 不再写 s['touch']),改为「自定义按键」按钮 → `screen.value='scr-touchedit'`;系统返回手势映射为回设置页。
- **默认布局仿用户截图**(touch_layout.dart BUTTONS):◀(12.5,81,62) ▶(22,81,62) 🔫(78.5,90,56) ▼(94.5,89,56) ❚❚(96.5,8,40) ↺(91,56,52) 跳(85,73,78)。注意:老设备存档里已有旧布局,默认值只影响新装/恢复默认。
- **血泪**:macOS 沙箱里 `sed -i ''` 静默成功但参数被吞 → python 二次删除同一区间,误删 screens.dart 的 `_FitScroll/_MenuBg/_MenuButton/_SmallButton/_Tab/_Modal`;已从本会话早前读过的完整内容精确重建(_SmallButton 带紧凑样式)。教训:批量删行一律用 python/专用工具,别混用 sed -i。
- **测试坑**:widget 测试里 `startGesture+单次 moveBy(60)` 不触发 pan(单大步位移不产出 update),改用 `tester.dragFrom` 或小步 move+pump 才有效。新测试:设置→自定义按键→全屏 7 键齐全→拖动跳跃键位置变化→返回设置。
- 验证:analyze 0 error;`flutter test` 18/18。
## 结算界面 BOTTOM OVERFLOWED BY 43px + 编辑器调键盘溢出 5.8px(用户反馈)
- **结算 `_Modal`**(暂停/结算共用):外层 Column(min) 里内容区包 `Flexible(SingleChildScrollView)`(min Column + Flexible 的标准做法:内容少时按原尺寸居中、超出时内部滚动)。横屏 ~360 逻辑高下「标题+4 行数据+新纪录+3 按钮」约 403px 必然超。
- **编辑器调键盘溢出**:`app_root` Scaffold 加 `resizeToAvoidBottomInset: false` —— 游戏类 App 不让软键盘压缩界面(一压缩固定头部就溢出);所有输入框(地图名/宽/高/用户名)都在上半区,键盘不遮挡。
- 顺带:编辑器 `_ImportModal` 地图列表同样包 Flexible+滚动(地图多时也会溢出)。
- 回归测试:800×360 下直泵 `ResultScreen`(better=true + hasNext=true 最长内容),断言无异常、三按钮可见。`flutter test` 19/19、analyze 0 error。
## 结算弹窗改回「紧凑固定、不可滚动、不撑满」(用户推翻上一轮方案)
用户明确反对上一轮的可滚动方案:「地图通关不能设计成可滚动的,而且高度不要撑满,太丑了」。
- **根因**:`Flexible(SingleChildScrollView)` 在 `Center` 下会把内容区撑到可用全高 → 弹窗高度=全屏高("撑满"),用户觉得丑。
- **新方案**:删掉 `Flexible`/`SingleChildScrollView`,`_Modal` 改 `Column(mainAxisSize.min)` + `Center`,高度只包住内容、不撑满。同时整体压紧凑以在 ~360 逻辑高横屏内不溢出:
- `lib/src/ui/screens.dart`:`_Modal` width 320→300、padding 20→14、标题 26→20、标题后间距 16→10;`_ResultLine` 行距 3→1、字号 15→14;`_MenuButton` 外距 5→3、内 padding 12→8、字号 16→14;`ResultScreen` 按钮前间距 12→8、新纪录上行距 6→4/字号16→15。
- `lib/src/app_root.dart`:三处 `MaterialApp` 全部加 `debugShowCheckedModeBanner:false` —— 去掉用户所说的「app右上角的bug标」(即 Flutter 调试模式默认右上角 DEBUG 角标)。
- **验证**:800×360 直泵 `ResultScreen`(better+hasNext 最长内容)不再 OVERFLOW;`flutter test` 19/19、`flutter analyze` 0 error。
- 教训:弹窗类 UI 在横屏小高度下,宁可用「紧凑固定尺寸」而非「可滚动」,用户对滚动版接受度低(觉得丑/撑满)。
## 关卡选择界面滑动报 Incorrect use of ParentDataWidget(修复)
- **根因**:`_LevelCard` 的「已通关 ✔ 角标」原来是 `Positioned` 直接放在**内层 `Column`** 里。但 `Positioned` 必须是 `Stack` 的直接子级(它外层的 Stack 隔着 `GestureDetector→Container→Column`),一旦某张已通关卡片被构建/滚入视图就抛 `Incorrect use of ParentDataWidget`。GridView 懒构建 → 表现为「滑动到某张卡片时才报错」。
- **修复**:把那枚 `Positioned` 角标从内层 Column 删掉,改为**外层 Stack 的直接子级**(与删除按钮的 `Positioned` 并列),只对 `rec != null` 显示。
- **回归测试**:新增 `关卡选择:已通关卡片的 ✔ 角标不报 ParentDataWidget 错误`——`Save.clear` 标记首关已通关后直泵 `LevelSelectScreen`,断言无异常且 `✔` 正常渲染。
- 验证:`flutter test` 20/20、`flutter analyze` 0 error。
## 离开编辑器后再进入报 setState() called after dispose()(修复)
- **根因**:`_EditorPanelState.initState` 把 `setState` 闭包直接挂到**共享** `EditorController.onChange`(闭包捕获当前 State);但 State 没有 `dispose()` 清掉它。`world.toEditor()` 在 `host.onShowScreen` 设屏之后**同步**调 `host.editorShow()` → `editor.showOrOpen()` → `onChange?.call()`(见 editor_panel.dart `showOrOpen`/`open` 等)。离开编辑器时旧 State 已 dispose、`onChange` 仍指向它,再次进入的那次同步 `onChange?.call()` 就对死 State 调 `setState` → 报错。
- **修复**(`lib/src/ui/editor_panel.dart`):① 把闭包存为 `_onChange` 字段并加 `if (mounted)` 守卫;② 新增 `dispose()`——若 `onChange == _onChange` 则置 `null`,并 `dispose()` 三个 `TextEditingController`(此前一直没 dispose,轻微泄漏);③ `initState` 改为赋值 `_onChange`。
- **回归测试**:新增 `进出编辑器多次不报 setState-after-dispose`——`_boot` 后进编辑器→点「返回」离开→再进,断言 `AppError.current` 为 null 且 `EditorPanel` 正常重建。
- 验证:`flutter test` 21/21、`flutter analyze` 0 error。
## 点开第二个地图报 type 'int' is not a subtype of type 'String?'(修复)
- **崩溃栈**:`Level.reset (level.dart:257) ← new Level ← World.startLevel ← LevelSelectScreen._play`。报错发生在构造含 `warp` 实体、但 `data.doors` 里找不到对应门的关卡时。
- **根因**:web 原版 `tmp/js/level.js:133` 是 `e.doorId = door ? door.id : e.idx;`——JS 弱类型下 `doorId` 既可是字符串也可是数字(int),`===` 比较同名类型即匹配。Flutter 移植把 `Entity.doorId` 声明成 `String?`(level.dart:62),无匹配门时兜底 `idx`(int)赋给 `String?` 即抛 TypeError。内置 23 关无 `doors/warps` 故不触发;自制关卡含 warp 且无匹配门即崩("先玩一个再开另一个"只是第二个关卡恰好有该内容)。
- **修复**(`lib/src/game/level.dart`):
1. `doorId` 字段由 `String?` 改为 `Object?`(容纳 String 或 int,与 web 一致);`world.dart` 里两处 `o.doorId == to['door']` 比较对 String/String、int/int 走值相等,语义不变。
2. 顺手加固同行的 null 兜底:`(data['doors'] as List?)?.cast<Map>()` 在 `doors` 为 null 时会因 `.firstWhere` 调在 null 上抛 `NoSuchMethodError`,改为 `?? const <Map>[]`,消除同类崩溃。
- **回归测试**:新增 `含 warp 但无匹配门的关卡可正常构建(doorId 类型回归)`——构造含 `W` 且 `doors:[]` 的关卡,`Level(data)` 不再抛 TypeError,且 warp 实体的 `doorId` 为 int(回退序号)。
- 验证:`flutter test` 22/22、`flutter analyze` 0 error。
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## Flutter 移植版(`app/`,脱胎于本 web 源码)
目标是 android+macos+linux+windows 四平台 100% 复刻 UI/功能/手感。核心约定:
- **渲染**:自定义 `Ticker` + `CustomPaint`,信箱缩放 800×608 → 适配屏幕;`GameCanvas` 用 `SizedBox.expand`(不要用 `Size.infinite`,零尺寸会让 scale=0 整屏消失)。
- **渲染**:自定义 `Ticker` + `CustomPaint`;**全屏铺满视口**(用户明确不要信箱黑边):`stageMetrics(Size)` 保证 800×608 完整可见、另一维随屏幕比例加宽(横屏手机=高度定标 608、vw≈1318),paint 前 `world.setViewport(vw,vh)` 同步给 Camera;render/drawTitleBg 一律用 `viewW/viewH`,别写回常量 W/H。`GameCanvas` 用 `SizedBox.expand`(不要用 `Size.infinite`,零尺寸会让 scale=0 整屏消失)。
- **系统返回手势 = 游戏内上一页**(用户明确不要退出 App):`PopScope(canPop:false)` → `_handleSystemBack()`(playing→暂停、paused→继续、result→关卡选择、settings/levels/editor→标题、标题页忽略)。
- **循环**:`World.tick(dt)` 固定 60Hz 累加器(`STEP=1000/60`),`Player.update(1)` 定步长 —— 手感 1:1 的关键,别改成 dt 缩放。
- **输入**:Flutter 按键经 `LogicalKeyboardKey.debugName` 去空格 → 喂给 `Input.onKey()`,得到与 web `KeyboardEvent.code` 完全相同的字符串(`ShiftLeft/KeyZ/KeyR/Backspace/Escape`)。
- **`Positioned` 必须是 `Stack` 的直接子级**(血泪):把它写在 `ValueListenableBuilder.builder` 的返回值里会丢弃定位数据 → 子树横向塌缩为 0 宽 → 表现为"黑屏"。一律写成 `Positioned(child: ValueListenableBuilder(...))`。
- **凡是"某状态决定某子树显隐",该状态必须可监听**:`World.state` 已改由 `ValueNotifier<String> stateN` 承载(曾在 `build()` 里读普通字段导致 HUD 永不出现)。
- **paint/build 阶段绝不能写被监听的 notifier**(血泪):曾在 `world.render()`(paint 阶段)里推 toast → 控制台刷 "Build scheduled during frame"。通则:一切 host 回调(onToast/onHud/onShowScreen…)只允许在 `World.tick()`(Ticker 回调 = transientCallbacks 阶段)里发,render() 只画不通知。
- **菜单屏用 `_FitScroll` 防小逻辑高度溢出**(screens.dart):横屏真机逻辑高度仅 ~360-400px,静态 Column 必溢出;`_FitScroll` 内部**禁止 Spacer/Expanded/Flexible**(无界高度会抛异常),列表屏用 ListView 自滚。测试注意:`setSurfaceSize` 设的是**逻辑**像素,模拟真机要设 ~800×360 而不是物理分辨率。
- **横屏锁定**:AndroidManifest `screenOrientation="sensorLandscape"`(冷启动首帧即横屏)+ main.dart 对 android/iOS `SystemChrome.setPreferredOrientations`;manifest 改动必须重装 App 才生效(hot reload 无效)。
- **音频不能拖垮游戏**:`Sfx` 有 `broken` 永久静音开关;`AppError.reportZone` 会把 audioplayers 的插件噪声降级为日志。
- **测试**:widget 测试永远覆盖不到 `main()` 的 bootstrap;断言要用 `tester.getSize()` 查**可见尺寸**(`find` 不查可见性)。游戏有常驻 Ticker → **禁用 `pumpAndSettle`**。原生构建需真实机器;本沙箱 Flutter 写不了自己的 `/opt/flutter/bin/cache` 缓存。
- 手感回归请跑 `flutter test`(含 `test/gameplay_test.dart` 的跳初速/重力/松手-guard/死亡重生断言)。
@@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<!-- API 28+ + 深色模式:让游戏画面延伸到刘海/挖孔区(shortEdges),
真正铺满屏幕。沿用深色父主题。 -->
<style name="LaunchTheme" parent="@android:style/Theme.Black.NoTitleBar">
<item name="android:windowBackground">@drawable/launch_background</item>
<item name="android:windowFullscreen">true</item>
<item name="android:windowLayoutInDisplayCutoutMode">shortEdges</item>
</style>
<style name="NormalTheme" parent="@android:style/Theme.Black.NoTitleBar">
<item name="android:windowBackground">?android:colorBackground</item>
<item name="android:windowFullscreen">true</item>
<item name="android:windowLayoutInDisplayCutoutMode">shortEdges</item>
</style>
</resources>
@@ -5,6 +5,8 @@
<!-- Show a splash screen on the activity. Automatically removed when
the Flutter engine draws its first frame -->
<item name="android:windowBackground">@drawable/launch_background</item>
<!-- 沉浸式全屏:冷启动阶段即隐藏状态栏/导航栏,避免首帧闪现系统 UI -->
<item name="android:windowFullscreen">true</item>
</style>
<!-- Theme applied to the Android Window as soon as the process has started.
This theme determines the color of the Android Window while your
@@ -14,5 +16,6 @@
This Theme is only used starting with V2 of Flutter's Android embedding. -->
<style name="NormalTheme" parent="@android:style/Theme.Black.NoTitleBar">
<item name="android:windowBackground">?android:colorBackground</item>
<item name="android:windowFullscreen">true</item>
</style>
</resources>
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<!-- API 28+:让游戏画面延伸到刘海/挖孔区(shortEdges),真正铺满屏幕。
该属性在 API<28 不存在,必须放在 values-v28 限定目录,否则低版本
aapt 编译会报找不到资源。day 模式沿用浅色父主题。 -->
<style name="LaunchTheme" parent="@android:style/Theme.Light.NoTitleBar">
<item name="android:windowBackground">@drawable/launch_background</item>
<item name="android:windowFullscreen">true</item>
<item name="android:windowLayoutInDisplayCutoutMode">shortEdges</item>
</style>
<style name="NormalTheme" parent="@android:style/Theme.Light.NoTitleBar">
<item name="android:windowBackground">?android:colorBackground</item>
<item name="android:windowFullscreen">true</item>
<item name="android:windowLayoutInDisplayCutoutMode">shortEdges</item>
</style>
</resources>
@@ -5,6 +5,8 @@
<!-- Show a splash screen on the activity. Automatically removed when
the Flutter engine draws its first frame -->
<item name="android:windowBackground">@drawable/launch_background</item>
<!-- 沉浸式全屏:冷启动阶段即隐藏状态栏/导航栏,避免首帧闪现系统 UI -->
<item name="android:windowFullscreen">true</item>
</style>
<!-- Theme applied to the Android Window as soon as the process has started.
This theme determines the color of the Android Window while your
@@ -14,5 +16,6 @@
This Theme is only used starting with V2 of Flutter's Android embedding. -->
<style name="NormalTheme" parent="@android:style/Theme.Light.NoTitleBar">
<item name="android:windowBackground">?android:colorBackground</item>
<item name="android:windowFullscreen">true</item>
</style>
</resources>
+6 -3
View File
@@ -55,16 +55,19 @@
<string>Main</string>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<!-- 沉浸式全屏:由 plist 全局控制状态栏(而非各 ViewController),
启动即隐藏状态栏,与安卓沉浸模式一致。 -->
<key>UIViewControllerBasedStatusBarAppearance</key>
<false/>
<key>UIStatusBarHidden</key>
<true/>
</dict>
</plist>
+13 -4
View File
@@ -8,7 +8,7 @@ import 'package:flutter/foundation.dart'
show FlutterErrorDetails, defaultTargetPlatform, TargetPlatform;
import 'package:flutter/material.dart';
import 'package:flutter/services.dart'
show DeviceOrientation, SystemChrome;
show DeviceOrientation, SystemChrome, SystemUiMode;
import 'package:iwbtc/src/core/app_error.dart';
import 'package:iwbtc/src/app_root.dart' show AppRoot;
@@ -36,12 +36,17 @@ Future<void> main() async {
);
}
/// 移动端专属的显示适配:锁定横屏。
/// 移动端专属的显示适配:横屏锁定 + 沉浸式全屏。
///
/// 画面是 800×608 的横向虚拟舞台,横屏下信箱缩放才能拿到可用的可视比例;
/// 竖屏时上下留白巨大、画面极小,虚拟手柄也会挤成一团。桌面端保持原样不干预。
/// (安卓另有 AndroidManifest 的 `screenOrientation="sensorLandscape"`,
/// 保证冷启动第一帧就是横屏,避免先竖后横的闪烁。)
///
/// 沉浸式:用 `SystemUiMode.immersiveSticky` 隐藏状态栏与导航栏,让游戏
/// 铺满整个屏幕,与常规手机游戏一致。相比普通 `immersive`,
/// `immersiveSticky` 在用户从屏幕边缘滑出系统栏后数秒会**自动重新隐藏**,
/// 不会弹出"退出沉浸模式"的提示条,体验更顺。
Future<void> _configureMobile() async {
final t = defaultTargetPlatform;
if (t != TargetPlatform.android && t != TargetPlatform.iOS) return;
@@ -50,8 +55,12 @@ Future<void> _configureMobile() async {
DeviceOrientation.landscapeLeft,
DeviceOrientation.landscapeRight,
]);
// 沉浸式全屏:隐藏状态栏与导航栏,游戏铺满整个屏幕。
await SystemChrome.setEnabledSystemUIMode(
SystemUiMode.immersiveSticky,
);
} catch (e) {
// 某些设备/系统策略不允许锁定方向,属可容忍情况,不影响游戏运行。
AppError.warn('锁定横屏失败(保持系统默认方向)', '$e');
// 某些设备/系统策略不允许锁定方向或沉浸,属可容忍情况,不影响游戏运行。
AppError.warn('移动端显示适配失败(横屏/沉浸)', '$e');
}
}
+92 -9
View File
@@ -6,7 +6,7 @@ import 'package:flutter/foundation.dart'
show debugPrint, defaultTargetPlatform, TargetPlatform;
import 'package:flutter/scheduler.dart' show Ticker;
import 'package:flutter/services.dart'
show RawKeyboard, RawKeyEvent, RawKeyDownEvent;
show RawKeyboard, RawKeyEvent, RawKeyDownEvent, SystemChrome, SystemUiMode;
import 'package:iwbtc/src/core/app_error.dart' show AppError;
import 'package:iwbtc/src/core/save.dart';
import 'package:iwbtc/src/core/input.dart' show Input;
@@ -16,9 +16,16 @@ import 'package:iwbtc/src/audio/sfx.dart' show Sfx;
import 'package:iwbtc/src/ui/game_canvas.dart' show GameCanvas;
import 'package:iwbtc/src/ui/overlays.dart' show HudOverlay;
import 'package:iwbtc/src/ui/screens.dart'
show TitleScreen, LevelSelectScreen, PauseScreen, ResultScreen, SettingsScreen;
show
TitleScreen,
LevelSelectScreen,
PauseScreen,
ResultScreen,
SettingsScreen;
import 'package:iwbtc/src/ui/touch_controls.dart' show TouchControls;
import 'package:iwbtc/src/ui/editor_panel.dart' show EditorPanel, EditorController;
import 'package:iwbtc/src/ui/touch_editor.dart' show TouchLayoutEditor;
import 'package:iwbtc/src/ui/editor_panel.dart'
show EditorPanel, EditorController;
class AppRoot extends StatefulWidget {
const AppRoot({super.key});
@@ -27,7 +34,7 @@ class AppRoot extends StatefulWidget {
}
class _AppRootState extends State<AppRoot>
with SingleTickerProviderStateMixin
with SingleTickerProviderStateMixin, WidgetsBindingObserver
implements GameHost {
late World world;
late EditorController editor;
@@ -58,6 +65,8 @@ class _AppRootState extends State<AppRoot>
@override
void initState() {
super.initState();
// 监听生命周期:切后台再回来时系统栏会重新出现,需重新进入沉浸模式。
WidgetsBinding.instance.addObserver(this);
_useTouch = defaultTargetPlatform == TargetPlatform.android;
// 看门狗:初始化迟迟不完成时报出可诊断信息,避免永远停在加载态。
_watchdog = Timer(const Duration(seconds: 12), () {
@@ -132,12 +141,25 @@ class _AppRootState extends State<AppRoot>
@override
void dispose() {
WidgetsBinding.instance.removeObserver(this);
_watchdog?.cancel();
RawKeyboard.instance.removeListener(_rawKey);
_ticker.dispose();
super.dispose();
}
/// 切回前台时重新进入沉浸式全屏:系统 UI(状态栏/导航栏)在
/// 用户从屏幕边缘滑出或切后台后会重新显示,常规游戏都会在此处复位。
@override
void didChangeAppLifecycleState(AppLifecycleState state) {
if (state == AppLifecycleState.resumed) {
final t = defaultTargetPlatform;
if (t == TargetPlatform.android || t == TargetPlatform.iOS) {
SystemChrome.setEnabledSystemUIMode(SystemUiMode.immersiveSticky);
}
}
}
// ---------------- GameHost ----------------
@override
void onShowScreen(String name) {
@@ -187,25 +209,74 @@ class _AppRootState extends State<AppRoot>
builder: (_, String? err, __) {
// 致命错误优先展示详情 —— release 包里原本只会留下一片黑屏。
if (err != null) {
return MaterialApp(home: Scaffold(body: AppError.buildScreen(err)));
return MaterialApp(
debugShowCheckedModeBanner: false,
home: Scaffold(body: AppError.buildScreen(err)),
);
}
// 尚未就绪:显示可见的加载界面(不再是纯黑背景)。
if (!_ready || !_worldOk) return const MaterialApp(home: _BootScreen());
if (!_ready || !_worldOk) {
return const MaterialApp(
debugShowCheckedModeBanner: false,
home: _BootScreen(),
);
}
return _buildGame();
},
);
}
/// 系统返回手势 / 返回键 = 游戏内的「返回上一页」,而不是退出应用:
/// - 游戏中 → 暂停菜单;暂停中 → 继续游戏
/// - 结算界面 → 关卡选择;编辑器 → 标题
/// - 关卡选择 / 设置 → 标题
/// - 标题页不响应(已是「第一页」,忽略返回,防止误退游戏)
void _handleSystemBack() {
switch (world.state) {
case 'playing':
world.pause();
return;
case 'paused':
world.resume();
return;
case 'result':
world.toLevels();
return;
case 'editor':
world.toTitle();
return;
}
final s = screen.value;
if (s == 'scr-touchedit') {
// 自定义按键页:系统返回 = 返回设置(布局已即改即存,无需额外处理)
screen.value = 'scr-settings';
return;
}
if (s == 'scr-levels' || s == 'scr-settings') world.toTitle();
}
/// 真正的游戏界面栈(画布 + 各屏幕 + HUD + 触屏手柄)。
Widget _buildGame() {
if (!_loggedBuild) {
_loggedBuild = true;
debugPrint(
'[boot] buildGame: state=${world.state} screen=${screen.value}');
'[boot] buildGame: state=${world.state} screen=${screen.value}',
);
}
return MaterialApp(
home: Scaffold(
debugShowCheckedModeBanner: false,
home: PopScope(
// 拦截系统返回:交给 _handleSystemBack 映射为游戏内导航。
canPop: false,
onPopInvokedWithResult: (bool didPop, Object? result) {
if (!didPop) _handleSystemBack();
},
child: Scaffold(
backgroundColor: const Color(0xff000000),
// 游戏类 App 不让软键盘压缩界面(否则编辑器/设置里一调起键盘,
// 可用高度骤减,固定头部立刻 BOTTOM OVERFLOWED)。
// 所有输入框都在屏幕上半区,键盘不会遮挡它们。
resizeToAvoidBottomInset: false,
body: Stack(
children: <Widget>[
Positioned.fill(
@@ -237,6 +308,14 @@ class _AppRootState extends State<AppRoot>
world: world,
isTouch: _useTouch,
onBack: () => world.toTitle(),
onTouchEditor: () => screen.value = 'scr-touchedit',
);
}
// 自定义按键:独立全屏页,透出下面的实时游戏画布,
// 编辑体验与正常玩游戏一致。
if (s == 'scr-touchedit') {
return TouchLayoutEditor(
onDone: () => screen.value = 'scr-settings',
);
}
if (s == 'scr-editor') {
@@ -255,7 +334,10 @@ class _AppRootState extends State<AppRoot>
valueListenable: screen,
builder: (_, String s, __) {
if (s == 'scr-pause') {
return PauseScreen(world: world, quitLabel: pauseQuit.value);
return PauseScreen(
world: world,
quitLabel: pauseQuit.value,
);
}
if (s == 'scr-result') {
return ResultScreen(world: world, result: result.value);
@@ -288,6 +370,7 @@ class _AppRootState extends State<AppRoot>
],
),
),
),
);
}
}
+8 -2
View File
@@ -59,7 +59,12 @@ class Entity implements EntityView, CamZoneLike {
double speed = 2.4;
int timer = 0;
String kind = 'ball';
String? doorId;
// 与 web 原版一致:doorId 既可来自 data.doors[].id(常为 String),
// 也可在无匹配门时回退到实体序号 idx(int)。JS 弱类型下二者都能用 === 比较;
// 移植到 Dart 后若声明为 String?,回退分支把 int 赋给 String? 会抛
// "type 'int' is not a subtype of type 'String?'"。故用 Object? 容纳两种类型,
// == 比较(world.dart)对 String/String、int/int 走值相等,语义与 web 一致。
Object? doorId;
int pair = 0;
dynamic to;
int cool = 0;
@@ -252,7 +257,8 @@ class Level implements LevelLike {
}
if (type == 'warp') {
final cfg = (idx < warpSrc.length ? warpSrc[idx] : {}) as Map? ?? {};
final door = (data['doors'] as List?)?.cast<Map>()
final doors = (data['doors'] as List?)?.cast<Map>() ?? const <Map>[];
final door = doors
.firstWhere((d) => d['tx'] == tx && d['ty'] == ty, orElse: () => <String, dynamic>{});
e.doorId = (door != null && door.isNotEmpty) ? door['id'] : idx;
e.pair = cfg['pair'] ?? (idx % 2 == 0 ? idx + 1 : idx - 1);
+82 -25
View File
@@ -1,10 +1,18 @@
// 游戏循环 / 状态机(对应 web 版 main.js)。
// 用固定 60Hz 时间步长驱动已移植的纯 Canvas 游戏逻辑,保证手感 1:1。
// 渲染在 800×608 虚拟分辨率下完成,由 GameCanvas 做信箱(letterbox)缩放。
import 'dart:ui' show Canvas, Color, Paint, Path, Rect, Offset, TextAlign, TextDirection;
// 渲染在虚拟视口下完成(≥800×608、随屏幕比例加宽),由 GameCanvas 铺满全屏。
import 'dart:ui'
show Canvas, Color, Paint, Path, Rect, Offset, TextAlign, TextDirection;
import 'dart:math' show sin;
import 'package:flutter/widgets.dart'
show TextPainter, TextSpan, TextStyle, LinearGradient, Alignment, FontWeight, ValueNotifier;
show
TextPainter,
TextSpan,
TextStyle,
LinearGradient,
Alignment,
FontWeight,
ValueNotifier;
import 'package:iwbtc/src/core/input.dart';
import 'package:iwbtc/src/core/save.dart';
import 'package:iwbtc/src/core/util.dart';
@@ -32,8 +40,10 @@ abstract class GameHost {
void onBossBar(dynamic boss);
void onToast(String text);
void onResult(Map<String, dynamic> r);
/// 暂停菜单「退出」按钮文案随来源变化。
void onPauseMenu(String label);
/// 进入编辑器界面。
void editorShow();
void touchShow();
@@ -75,10 +85,29 @@ class World implements LevelTestRunner {
double _acc = 0;
String _lastToast = '';
/// 当前虚拟视口(GameCanvas 每帧 paint 前同步)。
/// 保证 ≥ 800×608;屏幕更宽/更高时另一维加宽,画面铺满全屏无黑边。
double viewW = W;
double viewH = H;
World(this.host);
/// 由 GameCanvas 在 paint 前调用:视口随屏幕比例变化。
/// 只改纯数值字段,不触发任何通知(paint 阶段禁止 notifier)。
void setViewport(double vw, double vh) {
if (vw == viewW && vh == viewH) return;
viewW = vw;
viewH = vh;
cam?.w = vw;
cam?.h = vh;
}
// ---------------- 关卡流程 ----------------
Map<String, dynamic> faceData(Map<String, dynamic> map, Map<String, dynamic> f, int i) {
Map<String, dynamic> faceData(
Map<String, dynamic> map,
Map<String, dynamic> f,
int i,
) {
final grid = (f['grid'] as List?)?.cast<String>() ?? <String>[];
return <String, dynamic>{
'id': (map['id'] ?? 'map').toString() + '-' + i.toString(),
@@ -115,7 +144,7 @@ class World implements LevelTestRunner {
level = map![face];
player = Player(level!);
cam = Camera(W, H);
cam = Camera(viewW, viewH);
cam!.reset(level!, player!);
player!.onDeath = () {
@@ -194,8 +223,14 @@ class World implements LevelTestRunner {
}
cam!.reset(level!, player!);
Sfx.instance.warp();
level!.particles.spawn(player!.cx, player!.cy, 12,
colors: const ['#a86bff', '#fff'], speed: 2.5, life: 24);
level!.particles.spawn(
player!.cx,
player!.cy,
12,
colors: const ['#a86bff', '#fff'],
speed: 2.5,
life: 24,
);
}
void doRespawnFace() {
@@ -229,7 +264,12 @@ class World implements LevelTestRunner {
void shoot() {
final P = player;
if (state != 'playing' || P == null || P.dead || !P.hasGun || P.shootCool != 0) return;
if (state != 'playing' ||
P == null ||
P.dead ||
!P.hasGun ||
P.shootCool != 0)
return;
P.shoot();
}
@@ -334,7 +374,8 @@ class World implements LevelTestRunner {
if (++hudTick % 5 == 0) {
final L = level!;
host.onHud(<String, dynamic>{
'name': (data!['name'] ?? 'STAGE') +
'name':
(data!['name'] ?? 'STAGE') +
(map!.length > 1 ? ' · 面${face + 1}/${map!.length}' : ''),
'deaths': deaths,
'ms': ms,
@@ -345,7 +386,8 @@ class World implements LevelTestRunner {
'totalSaves': L.totalSaves,
});
host.touchSetGun(P.hasGun);
final boss = L.bosses.where((b) => !b.dead).firstOrNull ?? L.bosses.firstOrNull;
final boss =
L.bosses.where((b) => !b.dead).firstOrNull ?? L.bosses.firstOrNull;
host.onBossBar(L.bosses.isNotEmpty ? boss : null);
_pushToast(L.toast ?? '');
}
@@ -371,8 +413,11 @@ class World implements LevelTestRunner {
} else if (state == 'paused' && Input.hit('pause')) {
resume();
}
}
// 每个固定步长都刷新输入边沿(prev=now)。否则某一帧跑 0 次更新、
// 下一帧跑 2 次时,同一次按键会被当两帧的 hit —— 表现为误触二段跳;
// 合帧亦不应丢失按键:now 在两次更新间保持为 true,下一子步才清 prev。
Input.endFrame();
}
// toast 推送必须在 Ticker 回调阶段(transientCallbacks)完成,
// 不能放进 render() —— paint 阶段改被 ValueListenableBuilder 监听的
// notifier 会触发 "Build scheduled during frame"(晚一帧且刷警告)。
@@ -380,14 +425,16 @@ class World implements LevelTestRunner {
if (state != 'playing') time++;
}
// ---------------- 渲染(800×608 虚拟空间) ----------------
// ---------------- 渲染(虚拟视口空间,≥800×608 随屏幕比例加宽) ----------------
void render(Canvas c) {
final t = time;
final vw = viewW;
final vh = viewH;
if (state == 'playing' || state == 'paused' || state == 'result') {
final L = level!;
final P = player!;
final C = cam!;
c.drawRect(Rect.fromLTWH(0, 0, W, H), Paint()..color = hex('#0a0a14'));
c.drawRect(Rect.fromLTWH(0, 0, vw, vh), Paint()..color = hex('#0a0a14'));
L.drawBg(c, C, t);
c.save();
C.apply(c);
@@ -404,7 +451,9 @@ class World implements LevelTestRunner {
text: TextSpan(
text: useTouch ? '按右下角重生键' : '按 R 重生',
style: TextStyle(
color: const Color(0xffff8fa3).withValues(alpha: (blink ? 1.0 : 0.3) * 255),
color: const Color(
0xffff8fa3,
).withValues(alpha: (blink ? 1.0 : 0.3) * 255),
fontSize: 20,
fontWeight: FontWeight.bold,
fontFamily: 'monospace',
@@ -414,7 +463,7 @@ class World implements LevelTestRunner {
textDirection: TextDirection.ltr,
);
tp.layout();
tp.paint(c, Offset(W / 2 - tp.width / 2, H / 2 - 36 - tp.height / 2));
tp.paint(c, Offset(vw / 2 - tp.width / 2, vh / 2 - 36 - tp.height / 2));
final sub = TextPainter(
text: TextSpan(
text: 'Backspace 整关重来',
@@ -428,7 +477,10 @@ class World implements LevelTestRunner {
textDirection: TextDirection.ltr,
);
sub.layout();
sub.paint(c, Offset(W / 2 - sub.width / 2, H / 2 - 12 - sub.height / 2));
sub.paint(
c,
Offset(vw / 2 - sub.width / 2, vh / 2 - 12 - sub.height / 2),
);
}
} else {
drawTitleBg(c);
@@ -436,16 +488,18 @@ class World implements LevelTestRunner {
}
void drawTitleBg(Canvas c) {
final vw = viewW;
final vh = viewH;
final g = LinearGradient(
begin: Alignment.topCenter,
end: Alignment.bottomCenter,
colors: <Color>[hex('#181828'), hex('#08080f')],
).createShader(Rect.fromLTWH(0, 0, W, H));
c.drawRect(Rect.fromLTWH(0, 0, W, H), Paint()..shader = g);
).createShader(Rect.fromLTWH(0, 0, vw, vh));
c.drawRect(Rect.fromLTWH(0, 0, vw, vh), Paint()..shader = g);
for (int i = 0; i < 26; i++) {
final double x = ((i * 137 + time * 0.15) % (W + 60)) - 30;
final double y = 120 + ((i * 71) % (H - 160)).toDouble();
final double x = ((i * 137 + time * 0.15) % (vw + 60)) - 30;
final double y = 120 + ((i * 71) % (vh - 160)).toDouble();
final col = i % 3 == 0 ? hex('#3a3a4c') : hex('#2a2a38');
final p = Path()
..moveTo(x, y + 18)
@@ -455,13 +509,16 @@ class World implements LevelTestRunner {
c.drawPath(p, Paint()..color = col.withValues(alpha: 0.5 * 255));
}
c.drawRect(Rect.fromLTWH(0, H - 30, W, 30), Paint()..color = hex('#1a1a26'));
c.drawRect(
Rect.fromLTWH(0, vh - 30, vw, 30),
Paint()..color = hex('#1a1a26'),
);
final spikePaint = Paint()..color = hex('#c8c8d8');
for (double x = 0; x < W; x += 22) {
for (double x = 0; x < vw; x += 22) {
final p = Path()
..moveTo(x, H - 4)
..lineTo(x + 11, H - 26)
..lineTo(x + 22, H - 4)
..moveTo(x, vh - 4)
..lineTo(x + 11, vh - 26)
..lineTo(x + 22, vh - 4)
..close();
c.drawPath(p, spikePaint);
}
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+51 -32
View File
@@ -1,25 +1,45 @@
// 游戏画布:把 World 在 800×608 虚拟分辨率下的渲染做信箱(letterbox)缩放。
// 游戏画布:把 World 的虚拟视口渲染铺满整个屏幕(全屏、无信箱黑边)。
// 虚拟视口保证 800×608 始终完整可见(不裁游戏内容),另一维随屏幕比例
// 自动加宽:例如 2340×1080 的横屏手机 → 视口约 1318×608(横向看得更多),
// 与 PC 游戏支持任意宽高比的做法一致。
import 'dart:ui' show Canvas, Rect, Paint, Color;
import 'dart:math' show min;
import 'package:flutter/widgets.dart';
import 'package:flutter/foundation.dart' show debugPrint;
import 'package:iwbtc/src/core/app_error.dart' show AppError;
import 'package:iwbtc/src/game/world.dart' show World, W, H;
/// 计算 800×608 虚拟画面在给定屏幕尺寸下的信箱矩形(居中、等比缩放)。
///
/// 画布和虚拟手柄都用它:横屏手机宽高比远大于画面比例,两侧会出现黑边,
/// 手柄按钮必须锚定在**画面区域**内,否则会漂到黑边上(手指按到的位置和
/// 屏幕上看到的游戏内容对不上)。尺寸非法(尚未布局完成)时返回 Rect.zero。
Rect letterboxRect(Size size) {
if (!size.width.isFinite || !size.height.isFinite) return Rect.zero;
if (size.width <= 0 || size.height <= 0) return Rect.zero;
final s = min(size.width / W, size.height / H);
if (!s.isFinite || s <= 0) return Rect.zero;
final double w = W * s;
final double h = H * s;
return Rect.fromLTWH(
(size.width - w) / 2, (size.height - h) / 2, w, h);
/// 屏幕对应的虚拟视口:缩放系数 + 视口尺寸(虚拟像素)。
class StageMetrics {
final double scale;
final double vw;
final double vh;
const StageMetrics(this.scale, this.vw, this.vh);
bool get isValid =>
scale > 0 &&
scale.isFinite &&
vw.isFinite &&
vh.isFinite &&
vw >= W - 0.5 &&
vh >= H - 0.5;
}
/// 计算铺满全屏的虚拟视口(无黑边),且保证 800×608 完整可见:
/// - 屏幕比游戏「更宽」(横屏手机几乎总是如此)→ 高度定标 608,
/// 视口横向加宽到 vw = 屏宽 / scale,游戏内容横向看得更多;
/// - 屏幕比游戏「更窄」→ 宽度定标 800,视口纵向加高到 vh = 屏高 / scale。
/// 摄像机随后按视口尺寸取景(Camera 自带对关卡边界的钳制)。
StageMetrics stageMetrics(Size size) {
if (!size.width.isFinite || !size.height.isFinite) {
return const StageMetrics(0, 0, 0);
}
if (size.width <= 0 || size.height <= 0) return const StageMetrics(0, 0, 0);
if (size.width / size.height >= W / H) {
final s = size.height / H;
return StageMetrics(s, size.width / s, H);
}
final s = size.width / W;
return StageMetrics(s, W, size.height / s);
}
class GameCanvas extends StatelessWidget {
@@ -32,9 +52,7 @@ class GameCanvas extends StatelessWidget {
// 用 SizedBox.expand 明确占满父级,避免 CustomPaint 使用 Size.infinite
// 时在部分平台上拿到零尺寸/无穷尺寸,算出 scale = 0 而整屏消失(表现为黑屏)。
return SizedBox.expand(
child: CustomPaint(
painter: _GamePainter(world, repaint),
),
child: CustomPaint(painter: _GamePainter(world, repaint)),
);
}
}
@@ -48,21 +66,21 @@ class _GamePainter extends CustomPainter {
@override
void paint(Canvas canvas, Size size) {
// 信箱外框(黑色)
canvas.drawRect(
Rect.fromLTWH(0, 0, size.width, size.height),
Paint()..color = const Color(0xff000000));
// 首帧可能尚未完成布局,尺寸为 0 时不要绘制内容(stageMetrics 无效)。
final m = stageMetrics(size);
if (!m.isValid) return;
// 首帧可能尚未完成布局,尺寸为 0 时不要绘制内容(letterboxRect 返回 zero)。
final rect = letterboxRect(size);
if (rect.isEmpty) return;
// 同步虚拟视口(只改纯数值字段,不触发任何通知 —— paint 阶段禁止 notifier)。
world.setViewport(m.vw, m.vh);
canvas.save();
canvas.translate(rect.left, rect.top);
canvas.scale(rect.width / W, rect.width / W);
canvas.clipRect(Rect.fromLTWH(0, 0, W, H));
canvas.scale(m.scale);
canvas.clipRect(Rect.fromLTWH(0, 0, m.vw, m.vh));
// 兜底底色:即使 world.render 抛异常也不会露出透明/白屏。
canvas.drawRect(
Rect.fromLTWH(0, 0, W, H), Paint()..color = const Color(0xff0a0a14));
Rect.fromLTWH(0, 0, m.vw, m.vh),
Paint()..color = const Color(0xff0a0a14),
);
// 渲染异常原本会被静默吞掉,画面变成纯黑。
// 偶发的一帧异常不该让整局报废 —— 只记录日志;但若连续多帧都失败
// (比如某张地图/某种渲染路径真有问题),才升级成占屏错误以便真机诊断。
@@ -85,8 +103,9 @@ class _GamePainter extends CustomPainter {
_loggedFirstPaint = true;
debugPrint(
'[boot] canvas rendered: screen=${size.width}x${size.height} '
'stage=${rect.width}x${rect.height} at (${rect.left},${rect.top}) '
'state=${world.state}');
'viewport=${m.vw.toStringAsFixed(0)}x${m.vh.toStringAsFixed(0)} '
'state=${world.state}',
);
}
}
File diff suppressed because it is too large. Load diff
+38 -24
View File
@@ -2,20 +2,19 @@
import 'dart:async';
import 'package:flutter/widgets.dart';
import 'package:iwbtc/src/core/input.dart' show Input;
import 'package:iwbtc/src/ui/touch_layout.dart'
show BUTTONS, metaSettings;
import 'package:iwbtc/src/ui/touch_layout.dart' show BUTTONS, metaSettings;
import 'package:iwbtc/src/game/world.dart' show World, W;
import 'package:iwbtc/src/ui/game_canvas.dart' show letterboxRect;
class TouchControls extends StatelessWidget {
final World world;
final ValueNotifier<bool> visible;
final ValueNotifier<bool> hasGun;
const TouchControls(
{super.key,
const TouchControls({
super.key,
required this.world,
required this.visible,
required this.hasGun});
required this.hasGun,
});
@override
Widget build(BuildContext context) {
@@ -24,11 +23,10 @@ class TouchControls extends StatelessWidget {
valueListenable: visible,
builder: (_, bool v, __) {
if (!v) return const SizedBox();
// 按钮锚定在「信箱缩放后的画面矩形」内,而不是整块屏幕:
// 横屏时两侧是黑边,若按全屏百分比定位,左/右/跳跃键会飘到黑边上。
// 画面已铺满全屏(无信箱黑边),按钮直接按整屏百分比定位。
return LayoutBuilder(
builder: (_, BoxConstraints cons) {
final area = letterboxRect(Size(cons.maxWidth, cons.maxHeight));
final area = Rect.fromLTWH(0, 0, cons.maxWidth, cons.maxHeight);
return Stack(
children: <Widget>[
for (final b in BUTTONS)
@@ -68,8 +66,8 @@ class _TouchButton extends StatefulWidget {
/// 空 Rect 表示尚未完成布局,此时不渲染。
final Rect area;
const _TouchButton(
{required this.world,
const _TouchButton({
required this.world,
required this.keyName,
required this.label,
this.label2,
@@ -78,7 +76,8 @@ class _TouchButton extends StatefulWidget {
required this.cy,
required this.size,
required this.hasGun,
required this.area});
required this.area,
});
@override
State<_TouchButton> createState() => _TouchButtonState();
@@ -114,8 +113,14 @@ class _TouchButtonState extends State<_TouchButton> {
}
void _release() {
if (!_pressed) return;
// 注意:即便 _pressed 因事件丢失而处于异常状态,也要强制复位虚拟键,
// 否则 touch['jump'] 会卡在 true(漏接松手事件时极易发生),
// 之后每次按下都因 setTouch 的「值未变则直接 return」短路而触发不了
// 新的边沿 —— 表现就是「跳跃键经常失灵、时好时坏」。
if (_pressed) {
_pressed = false;
setState(() {});
}
_shootTimer?.cancel();
_shootTimer = null;
final a = widget.keyName;
@@ -124,7 +129,6 @@ class _TouchButtonState extends State<_TouchButton> {
} else {
Input.setTouch(a, false);
}
setState(() {});
}
@override
@@ -143,10 +147,15 @@ class _TouchButtonState extends State<_TouchButton> {
top: top,
width: sz,
height: sz,
child: Listener(
onPointerDown: (_) => _press(),
onPointerUp: (_) => _release(),
onPointerCancel: (_) => _release(),
// 用 GestureDetector(Pan 识别器会「认领」指针)替代 Listener:
// Listener 不捕获指针,手指在按钮上滑动后于按钮外松手时,松手事件
// 落到别的控件上 → 本按钮的虚拟键永久卡在按下态。Pan 会持续把
// 抬起/取消事件回传给本按钮,松手必定复位。
child: GestureDetector(
behavior: HitTestBehavior.opaque,
onPanDown: (_) => _press(),
onPanEnd: (_) => _release(),
onPanCancel: () => _release(),
child: ValueListenableBuilder<bool>(
valueListenable: widget.hasGun,
builder: (_, __, ___) {
@@ -160,23 +169,28 @@ class _TouchButtonState extends State<_TouchButton> {
: const Color(0x444a5a7a),
shape: isJump ? BoxShape.circle : BoxShape.rectangle,
borderRadius: isJump ? null : BorderRadius.circular(sz * 0.3),
border: Border.all(
color: const Color(0xff7ae0ff), width: 2),
border: Border.all(color: const Color(0xff7ae0ff), width: 2),
),
child: Center(
child: Column(
mainAxisSize: MainAxisSize.min,
children: <Widget>[
Text(widget.label,
Text(
widget.label,
style: TextStyle(
color: const Color(0xffffffff),
fontSize: sz * 0.32,
fontWeight: FontWeight.bold)),
fontWeight: FontWeight.bold,
),
),
if (widget.label2 != null)
Text(widget.label2!,
Text(
widget.label2!,
style: TextStyle(
color: const Color(0xffcfe8ff),
fontSize: sz * 0.16)),
fontSize: sz * 0.16,
),
),
],
),
),
+299
View File
@@ -0,0 +1,299 @@
// 触屏手柄布局编辑器:独立全屏页,从「设置 → 自定义按键」进入。
// 背景保持透明,透出下面的实时游戏画布(标题星空 + 刺地带动画),
// 编辑体验与正常玩游戏时完全一致(同样的全屏沉浸、同样的按钮渲染)。
//
// 布局即改即存(每次拖动/缩放都写回存档),返回时无需再点「确定」。
// 位置/大小与真实手柄同一套换算(cx/cy 百分比 + size×k),所见即所得。
import 'package:flutter/material.dart';
import 'package:iwbtc/src/core/save.dart' show Save;
import 'package:iwbtc/src/game/world.dart' show W;
import 'package:iwbtc/src/ui/touch_layout.dart'
show BUTTONS, TouchBtn, metaSettings;
/// 读取某按键当前布局(cx/cy/size)。
Map<String, double> touchLayoutOf(String key) {
final t = metaSettings()['touch'] as Map;
final m = (t[key] as Map?) ?? const <String, dynamic>{};
return <String, double>{
'cx': double.tryParse(m['cx'].toString()) ?? 50,
'cy': double.tryParse(m['cy'].toString()) ?? 50,
'size': double.tryParse(m['size'].toString()) ?? 60,
};
}
void writeTouchLayout(String key, Map<String, double> p) {
(metaSettings()['touch'] as Map)[key] = <String, dynamic>{
'cx': p['cx'],
'cy': p['cy'],
'size': p['size'],
};
// 即改即存:布局写回存档,返回/切后台都不会丢。
Save.flush();
}
class TouchLayoutEditor extends StatefulWidget {
final VoidCallback onDone; // 仅负责返回设置页(布局已即改即存)
const TouchLayoutEditor({super.key, required this.onDone});
@override
State<TouchLayoutEditor> createState() => _TouchLayoutEditorState();
}
class _TouchLayoutEditorState extends State<TouchLayoutEditor> {
@override
Widget build(BuildContext context) {
// 背景保持透明:透出下面的实时游戏画布(标题星空+刺地),
// 编辑体验与正常游戏完全一致(全屏沉浸)。
return Stack(
children: <Widget>[
// 按钮编辑层(铺满全屏,与真实手柄同一坐标系)
Positioned.fill(
child: LayoutBuilder(
builder: (BuildContext _, BoxConstraints cons) {
final double w = cons.maxWidth;
final double h = cons.maxHeight;
// 与 _TouchButton 完全一致的缩放系数,保证编辑所见 = 游戏所得
final double k = (w / W).clamp(0.6, 2.6);
return Stack(
children: <Widget>[
for (final b in BUTTONS) ...<Widget>[
_EditBtn(
b: b,
k: k,
screenW: w,
screenH: h,
onChanged: () => setState(() {}),
),
_ResizeHandle(
b: b,
k: k,
screenW: w,
screenH: h,
onChanged: () => setState(() {}),
),
],
],
);
},
),
),
// 顶部操作行:恢复默认 / 返回
Positioned(
top: 10,
right: 12,
child: Row(
children: <Widget>[
ElevatedButton(
onPressed: () {
final t = metaSettings()['touch'] as Map;
t.clear();
for (final b in BUTTONS) {
t[b.key] = <String, dynamic>{
'cx': b.cx,
'cy': b.cy,
'size': b.size,
};
}
Save.flush();
setState(() {});
},
style: ElevatedButton.styleFrom(
backgroundColor: const Color(0x991a1a26),
foregroundColor: const Color(0xffffffff),
padding: const EdgeInsets.symmetric(
horizontal: 12,
vertical: 6,
),
minimumSize: Size.zero,
tapTargetSize: MaterialTapTargetSize.shrinkWrap,
visualDensity: VisualDensity.compact,
),
child: const Text('恢复默认', style: TextStyle(fontSize: 13)),
),
const SizedBox(width: 8),
ElevatedButton(
onPressed: widget.onDone,
style: ElevatedButton.styleFrom(
backgroundColor: const Color(0x995a3a7a),
foregroundColor: const Color(0xffffffff),
padding: const EdgeInsets.symmetric(
horizontal: 14,
vertical: 6,
),
minimumSize: Size.zero,
tapTargetSize: MaterialTapTargetSize.shrinkWrap,
visualDensity: VisualDensity.compact,
),
child: const Text('返回', style: TextStyle(fontSize: 13)),
),
],
),
),
// 底部提示
const Positioned(
left: 0,
right: 0,
bottom: 8,
child: Center(
child: Text(
'点选按钮后可拖动位置 · 拖右下角黄点调整大小(改动即时保存)',
style: TextStyle(color: Color(0x88ffffff), fontSize: 12),
),
),
),
],
);
}
}
class _EditBtn extends StatefulWidget {
final TouchBtn b;
final double k; // 真实手柄同款缩放系数
final double screenW;
final double screenH;
final VoidCallback onChanged;
const _EditBtn({
required this.b,
required this.k,
required this.screenW,
required this.screenH,
required this.onChanged,
});
@override
State<_EditBtn> createState() => _EditBtnState();
}
class _EditBtnState extends State<_EditBtn> {
bool _selected = false;
@override
Widget build(BuildContext context) {
final p = touchLayoutOf(widget.b.key);
final double sz = p['size']! * widget.k;
final double left = p['cx']! / 100 * widget.screenW - sz / 2;
final double top = p['cy']! / 100 * widget.screenH - sz / 2;
final isJump = widget.b.shape == 'jump';
return Positioned(
left: left,
top: top,
width: sz,
height: sz,
child: GestureDetector(
behavior: HitTestBehavior.opaque,
onTap: () => setState(() => _selected = !_selected),
onPanStart: (_) => setState(() => _selected = true),
onPanUpdate: (d) {
final np = touchLayoutOf(widget.b.key);
np['cx'] = (np['cx']! + d.delta.dx / widget.screenW * 100).clamp(
3.0,
97.0,
);
np['cy'] = (np['cy']! + d.delta.dy / widget.screenH * 100).clamp(
4.0,
96.0,
);
writeTouchLayout(widget.b.key, np);
widget.onChanged();
},
child: Container(
decoration: BoxDecoration(
color: _selected
? const Color(0x88ffffff)
: const Color(0x444a5a7a),
shape: isJump ? BoxShape.circle : BoxShape.rectangle,
borderRadius: isJump ? null : BorderRadius.circular(sz * 0.3),
border: Border.all(
color: _selected
? const Color(0xffffd23a)
: const Color(0xff7ae0ff),
width: 2,
),
),
child: Center(
child: Column(
mainAxisSize: MainAxisSize.min,
children: <Widget>[
Text(
widget.b.label,
style: TextStyle(
color: const Color(0xffffffff),
fontSize: sz * 0.3,
fontWeight: FontWeight.bold,
),
),
if (widget.b.label2 != null)
Text(
widget.b.label2!,
style: TextStyle(
color: const Color(0xffcfe8ff),
fontSize: sz * 0.15,
),
),
],
),
),
),
),
);
}
}
/// 缩放手柄:选中按钮后显示在其右下角的小黄点,拖动改变按钮大小。
/// 单独一层 Positioned(在按钮之后 = 绘制在上层),不吃按钮本体的手势。
class _ResizeHandle extends StatefulWidget {
final TouchBtn b;
final double k;
final double screenW;
final double screenH;
final VoidCallback onChanged;
const _ResizeHandle({
required this.b,
required this.k,
required this.screenW,
required this.screenH,
required this.onChanged,
});
@override
State<_ResizeHandle> createState() => _ResizeHandleState();
}
class _ResizeHandleState extends State<_ResizeHandle> {
bool _active = false;
@override
Widget build(BuildContext context) {
final p = touchLayoutOf(widget.b.key);
final double sz = p['size']! * widget.k;
final double left = p['cx']! / 100 * widget.screenW + sz / 2 - 14;
final double top = p['cy']! / 100 * widget.screenH + sz / 2 - 14;
return Positioned(
left: left,
top: top,
width: 26,
height: 26,
child: GestureDetector(
behavior: HitTestBehavior.opaque,
onPanStart: (_) => setState(() => _active = true),
onPanEnd: (_) => setState(() => _active = false),
onPanCancel: () => setState(() => _active = false),
onPanUpdate: (d) {
final np = touchLayoutOf(widget.b.key);
// 向右/向下拖 = 变大,换算回虚拟 size 单位
final double dSize = (d.delta.dx + d.delta.dy) / widget.k;
np['size'] = (np['size']! + dSize).clamp(30.0, 180.0);
writeTouchLayout(widget.b.key, np);
widget.onChanged();
},
child: Container(
decoration: BoxDecoration(
color: _active ? const Color(0xffffd23a) : const Color(0xccffd23a),
shape: BoxShape.circle,
border: Border.all(color: const Color(0xff2a2a3a), width: 1.5),
),
child: const Center(
child: Icon(Icons.open_in_full, size: 14, color: Colors.black87),
),
),
),
);
}
}
+23 -16
View File
@@ -10,18 +10,29 @@ class TouchBtn {
final double cx;
final double cy;
final double size;
const TouchBtn(this.key, this.label, this.shape, this.cx, this.cy, this.size,
[this.label2]);
const TouchBtn(
this.key,
this.label,
this.shape,
this.cx,
this.cy,
this.size, [
this.label2,
]);
}
// 默认布局仿照主流 IWBT 手游截图:左下 ◀▶ 并排、右侧大「跳」、
// 左下角🔫射击 / 右下角▼下蹲、右中上 ↺ 自杀、右上角 ❚❚ 暂停。
const List<TouchBtn> BUTTONS = <TouchBtn>[
TouchBtn('left', '◀', 'round', 12, 80, 62),
TouchBtn('right', '▶', 'round', 24, 80, 62),
TouchBtn('jump', '跳', 'jump', 88, 84, 94),
TouchBtn('shoot', '🔫', 'item', 79, 72, 54, '射击'),
TouchBtn('down', '▼', 'item', 90, 72, 54, '下蹲'),
TouchBtn('pause', '❚❚', 'sm', 81, 58, 42),
TouchBtn('suicide', '↺', 'sm', 90, 58, 42),
TouchBtn('left', '◀', 'round', 12.5, 81, 62),
TouchBtn('right', '▶', 'round', 22, 81, 62),
TouchBtn('shoot', '🔫', 'item', 78.5, 90, 56, '射击'),
TouchBtn('down', '▼', 'item', 94.5, 89, 56, '下蹲'),
TouchBtn('pause', '❚❚', 'sm', 96.5, 8, 40),
TouchBtn('suicide', '↺', 'sm', 91, 56, 52),
// 跳跃键放最后(绘制在最上层):即便与其它键像素重叠,重叠区也优先归跳跃键,
// 避免按下跳跃时落到射击/下蹲键上导致「跳跃键失灵」。
TouchBtn('jump', '跳', 'jump', 85, 73, 78),
];
const List<List<String>> KEY_ACTIONS = <List<String>>[
@@ -38,11 +49,7 @@ const List<List<String>> KEY_ACTIONS = <List<String>>[
Map<String, dynamic> defaultTouch() {
final m = <String, dynamic>{};
for (final b in BUTTONS) {
m[b.key] = <String, dynamic>{
'cx': b.cx,
'cy': b.cy,
'size': b.size,
};
m[b.key] = <String, dynamic>{'cx': b.cx, 'cy': b.cy, 'size': b.size};
}
return m;
}
@@ -51,7 +58,7 @@ Map<String, dynamic> defaultSettings() => <String, dynamic>{
'username': '',
'touch': defaultTouch(),
'keys': defaultBindings(),
};
};
Map<String, List<String>> defaultBindings() => <String, List<String>>{
'left': <String>['ArrowLeft', 'KeyA'],
@@ -63,7 +70,7 @@ Map<String, List<String>> defaultBindings() => <String, List<String>>{
'suicide': <String>['KeyR'],
'restart': <String>['Backspace'],
'pause': <String>['Escape', 'KeyP'],
};
};
/// 读取/补全存档里的设置对象(保证 touch / keys 字段齐全)。
Map<String, dynamic> metaSettings() {
+366 -50
View File
@@ -12,13 +12,16 @@ import 'package:iwbtc/src/app_root.dart' show AppRoot;
import 'package:iwbtc/src/core/app_error.dart' show AppError;
import 'package:iwbtc/src/core/save.dart' show Save;
import 'package:iwbtc/src/game/levels.dart' show loadLevels, LEVELS;
import 'package:iwbtc/src/game/world.dart'
show GameHost, World, W, H;
import 'package:iwbtc/src/ui/game_canvas.dart'
show GameCanvas, letterboxRect;
import 'package:iwbtc/src/game/level.dart' show Level;
import 'package:iwbtc/src/game/world.dart' show GameHost, World, W, H;
import 'package:iwbtc/src/ui/game_canvas.dart' show GameCanvas, stageMetrics;
import 'package:iwbtc/src/ui/overlays.dart' show HudOverlay;
import 'package:iwbtc/src/ui/screens.dart' show SettingsScreen;
import 'package:iwbtc/src/ui/screens.dart'
show SettingsScreen, ResultScreen, LevelSelectScreen;
import 'package:iwbtc/src/ui/editor_panel.dart'
show EditorPanel, EditorController;
import 'package:iwbtc/src/ui/touch_controls.dart' show TouchControls;
import 'package:iwbtc/src/core/input.dart' show Input;
/// 按典型**横屏手机**分辨率设定虚拟窗口(安卓端已锁定横屏)。
const Size kLandscapePhone = Size(2340, 1080);
@@ -62,15 +65,19 @@ void main() {
final btn = find.text('关卡选择');
final btnSize = tester.getSize(btn);
final btnPos = tester.getTopLeft(btn);
expect(btnSize.width, greaterThan(0),
reason: '按钮宽度塌缩为 0,标题树布局被破坏(Positioned 必须是 Stack 直接子级)');
expect(
btnSize.width,
greaterThan(0),
reason: '按钮宽度塌缩为 0,标题树布局被破坏(Positioned 必须是 Stack 直接子级)',
);
expect(btnSize.height, greaterThan(0));
expect(btnPos.dx, greaterThanOrEqualTo(0), reason: '按钮被定位到屏外');
expect(btnPos.dy, greaterThanOrEqualTo(0));
});
testWidgets('横屏小逻辑高度下标题不溢出(真机 BOTTOM OVERFLOWED 回归)',
(WidgetTester tester) async {
testWidgets('横屏小逻辑高度下标题不溢出(真机 BOTTOM OVERFLOWED 回归)', (
WidgetTester tester,
) async {
// 真机横屏 1080 物理高 ÷ DPR ≈ 360~400 **逻辑**像素;此前测试用的
// 2340×1080 是逻辑尺寸、远高于真机,所以测不出溢出。
await tester.binding.setSurfaceSize(const Size(800, 360));
@@ -91,13 +98,15 @@ void main() {
expect(find.text('关卡选择'), findsOneWidget);
expect(tester.getSize(find.text('关卡选择')).height, greaterThan(0));
// 一屏放不下的底部文案必须滚动可达
// 整体等比缩小方案(FittedBox.scaleDown):不滚动、不溢出,
// 底部版权行在一屏内直接可见(只是整体缩小了)。
final footer = find.textContaining('非商业同人作品');
await tester.scrollUntilVisible(footer, 120);
expect(footer, findsOneWidget);
expect(footer, findsOneWidget, reason: '标题内容应等比缩小后完整可见,而不是被裁掉');
final btn = tester.getSize(find.text('关卡选择'));
expect(btn.height, greaterThan(0));
});
testWidgets('游戏画布拿到真实尺寸并按信箱缩放', (WidgetTester tester) async {
testWidgets('游戏画布铺满全屏(无信箱黑边)且虚拟视口完整包含 800×608', (WidgetTester tester) async {
await _boot(tester);
final canvas = find.byType(GameCanvas);
@@ -107,18 +116,14 @@ void main() {
expect(size.width, greaterThan(0), reason: '画布宽度为 0,界面不会显示任何内容');
expect(size.height, greaterThan(0));
expect(size.width, kLandscapePhone.width);
// 800×608 的画面按信箱缩放居中:横屏下高度占满、左右留黑边
final double s =
size.width / W < size.height / H ? size.width / W : size.height / H;
final stage = letterboxRect(size);
expect(s, greaterThan(0));
expect(stage.width, closeTo(800 * s, 0.001));
expect(stage.height, closeTo(608 * s, 0.001));
expect(stage.left, closeTo((size.width - 800 * s) / 2, 0.001));
expect(stage.width, lessThan(size.width),
reason: '横屏宽高比大于画面比例,应当左右留黑边');
expect(stage.height, closeTo(size.height, 0.001),
reason: '横屏下画面高度应被占满');
// 横屏比 800×608 宽 → 高度定标 608、视口横向加宽,铺满全屏无黑边
final m = stageMetrics(size);
expect(m.isValid, isTrue);
expect(m.scale, closeTo(size.height / H, 0.001));
expect(m.vh, closeTo(H, 0.001));
expect(m.vw, closeTo(size.width / m.scale, 0.001));
expect(m.vw, greaterThanOrEqualTo(W), reason: '视口必须完整包含原 800 宽的画面(不裁游戏内容)');
});
testWidgets('HUD / Toast 有可见尺寸(不得横向塌缩)', (WidgetTester tester) async {
@@ -142,23 +147,30 @@ void main() {
toast.dispose();
});
await tester.pumpWidget(MaterialApp(
await tester.pumpWidget(
MaterialApp(
home: Scaffold(
body: Stack(
children: <Widget>[
Positioned.fill(child: HudOverlay(hud: hud, boss: boss, toast: toast)),
Positioned.fill(
child: HudOverlay(hud: hud, boss: boss, toast: toast),
),
],
),
),
));
),
);
await tester.pump();
// 关卡名必须被撑开到有宽度(Positioned 嵌套错误时会塌缩为 0)
final name = find.text('测试关卡');
expect(name, findsOneWidget);
final Size size = tester.getSize(name);
expect(size.width, greaterThan(0),
reason: 'HUD 宽度为 0:Positioned 未作为 Stack 直接子级,布局被丢弃');
expect(
size.width,
greaterThan(0),
reason: 'HUD 宽度为 0:Positioned 未作为 Stack 直接子级,布局被丢弃',
);
expect(size.height, greaterThan(0));
// Toast 同样必须可见
@@ -171,8 +183,7 @@ void main() {
expect(find.text('存档 0/4'), findsOneWidget);
});
testWidgets('从标题点进关卡能真正开始游戏(端到端)',
(WidgetTester tester) async {
testWidgets('从标题点进关卡能真正开始游戏(端到端)', (WidgetTester tester) async {
await _boot(tester);
// 进入关卡选择(注意:游戏 Ticker 常驻,不能用 pumpAndSettle)
@@ -195,8 +206,7 @@ void main() {
expect(hudName, findsWidgets);
});
testWidgets('横屏下虚拟手柄按钮落在画面区域内(不飘到黑边上)',
(WidgetTester tester) async {
testWidgets('横屏下虚拟手柄按钮锚定全屏且完整在屏内', (WidgetTester tester) async {
await tester.binding.setSurfaceSize(kLandscapePhone);
addTearDown(() => tester.binding.setSurfaceSize(null));
SharedPreferences.setMockInitialValues(<String, Object>{});
@@ -215,45 +225,176 @@ void main() {
// 需要一个 World 才有回调目标(构造不触发任何加载)。
final world = World(_Host());
await tester.pumpWidget(MaterialApp(
await tester.pumpWidget(
MaterialApp(
home: Scaffold(
body: Stack(
children: <Widget>[
Positioned.fill(
child: TouchControls(
world: world, visible: visible, hasGun: hasGun),
world: world,
visible: visible,
hasGun: hasGun,
),
),
],
),
),
));
),
);
await tester.pump();
final Size screen = tester.getSize(find.byType(TouchControls));
final stage = letterboxRect(screen);
expect(stage.left, greaterThan(0), reason: '横屏下应存在左右黑边');
// 画面铺满全屏后,按钮直接按整屏百分比锚定(不再有黑边偏移)
// 「◀」左移键必须落在画面矩形内,而不是黑边上
// 「◀」左移键必须完整在屏内
final leftBtn = find.text('◀');
expect(leftBtn, findsOneWidget);
final Size btnSize = tester.getSize(leftBtn);
expect(btnSize.width, greaterThan(0));
final Offset pos = tester.getTopLeft(leftBtn);
expect(pos.dx, greaterThanOrEqualTo(stage.left),
reason: '左移键飘到了左侧黑边上(应锚定在画面区域内)');
expect(pos.dx + btnSize.width, lessThanOrEqualTo(stage.right));
expect(pos.dx, greaterThanOrEqualTo(0), reason: '左移键被定位到屏外');
expect(pos.dx + btnSize.width, lessThanOrEqualTo(screen.width));
// 「跳」键同理,且必须完整在屏内
final jumpBtn = find.text('跳');
expect(jumpBtn, findsOneWidget);
final Offset jp = tester.getTopLeft(jumpBtn);
final Size js = tester.getSize(jumpBtn);
expect(jp.dx, greaterThanOrEqualTo(stage.left));
expect(jp.dx, greaterThanOrEqualTo(0));
expect(jp.dx + js.width, lessThanOrEqualTo(screen.width));
expect(js.width, greaterThan(0));
});
testWidgets('设置界面能渲染,手柄预览可见', (WidgetTester tester) async {
testWidgets('虚拟跳跃键:在按键外松手也能复位(不卡住常按)', (WidgetTester tester) async {
// 回归:旧实现用 Listener(不捕获指针),手指在键上滑动后于键外松手时,
// 松手事件落到别的控件上 → touch['jump'] 永久卡在 true,之后每次按下都
// 因 setTouch 短路而不触发新边沿 → 跳跃键经常失灵。改用 GestureDetector(Pan)
// 后,抬起/取消事件必定回传本按钮,松手即复位。
await tester.binding.setSurfaceSize(kLandscapePhone);
addTearDown(() => tester.binding.setSurfaceSize(null));
SharedPreferences.setMockInitialValues(<String, Object>{});
await tester.runAsync(() async {
await Save.load();
await loadLevels();
});
final visible = ValueNotifier<bool>(true);
final hasGun = ValueNotifier<bool>(false);
addTearDown(() {
visible.dispose();
hasGun.dispose();
Input.clear();
});
final world = World(_Host());
await tester.pumpWidget(
MaterialApp(
home: Scaffold(
body: Stack(
children: <Widget>[
Positioned.fill(
child: TouchControls(
world: world,
visible: visible,
hasGun: hasGun,
),
),
],
),
),
),
);
await tester.pump();
final center = tester.getCenter(find.text('跳'));
final g = await tester.startGesture(center);
await tester.pump();
expect(Input.held('jump'), isTrue, reason: '按下后跳跃键应为按下态');
// 手指滑到屏幕左上角再松手(旧实现会丢失松手事件 → 卡住常按)
await g.moveTo(const Offset(5, 5));
await g.up();
await tester.pump();
expect(Input.held('jump'), isFalse, reason: '在键外松手后跳跃键必须复位,否则会卡住常按导致后续失灵');
});
testWidgets('系统返回手势:关卡选择 → 返回标题(不退出应用)', (WidgetTester tester) async {
await _boot(tester);
// 进入关卡选择
await tester.tap(find.text('关卡选择'));
await tester.pump(const Duration(milliseconds: 100));
await tester.pump();
expect(find.text('返回'), findsWidgets);
// 模拟系统返回手势/返回键
await tester.binding.handlePopRoute();
await tester.pump(const Duration(milliseconds: 100));
await tester.pump();
// 回到标题(标题菜单重新出现),应用未退出
expect(find.text('自制关卡'), findsOneWidget);
expect(find.textContaining('23 个内置关卡'), findsOneWidget);
});
testWidgets('系统返回手势:游戏中 → 暂停菜单;再按 → 继续游戏', (WidgetTester tester) async {
await _boot(tester);
await tester.tap(find.text('关卡选择'));
await tester.pump(const Duration(milliseconds: 100));
await tester.pump();
final card = find.text(LEVELS.first['name'] as String);
await tester.tap(card.first);
await tester.pump(const Duration(milliseconds: 200));
await tester.pump();
// 游戏中按返回 → 应弹出暂停菜单,而不是退出应用
await tester.binding.handlePopRoute();
await tester.pump(const Duration(milliseconds: 100));
await tester.pump();
expect(find.text('继续'), findsOneWidget, reason: '返回应打开暂停菜单');
// 暂停中再按返回 → 继续游戏(暂停菜单消失)
await tester.binding.handlePopRoute();
await tester.pump(const Duration(milliseconds: 100));
await tester.pump();
expect(find.text('继续'), findsNothing, reason: '返回应恢复游戏');
});
testWidgets('自制关卡编辑器在横屏小屏下不溢出(RIGHT OVERFLOWED 回归)', (
WidgetTester tester,
) async {
// 回归:属性栏 200px 宽里塞三个默认 64px 最小宽的按钮必然横向溢出;
// 顶部工具行在窄屏也可能溢出。修复后按钮紧凑化 + 工具行可换行。
await tester.binding.setSurfaceSize(const Size(800, 360));
addTearDown(() => tester.binding.setSurfaceSize(null));
SharedPreferences.setMockInitialValues(<String, Object>{});
await tester.runAsync(() async {
await Save.load();
await loadLevels();
});
final c = EditorController();
c.open(25, 19);
await tester.pumpWidget(
MaterialApp(
home: Scaffold(
body: EditorPanel(controller: c, onBack: () {}),
),
),
);
await tester.pump();
await tester.pump(const Duration(milliseconds: 100));
expect(AppError.current.value, isNull, reason: '编辑器渲染时抛出了溢出/布局异常');
expect(find.text('删除'), findsOneWidget);
expect(find.text('+面'), findsOneWidget);
expect(find.text('保存'), findsOneWidget);
});
testWidgets('设置界面渲染,并能进入独立全屏的自定义按键页', (WidgetTester tester) async {
await _boot(tester);
await tester.tap(find.text('设置'));
@@ -262,12 +403,120 @@ void main() {
expect(AppError.current.value, isNull, reason: '设置界面渲染时抛出了异常');
expect(find.byType(SettingsScreen), findsOneWidget);
// 手柄预览区(无线端:安卓默认 isTouch=true,键位区按设计不显示)
expect(find.text('手机操作按钮'), findsOneWidget);
final Size btn = tester.getSize(find.text('跳').first);
expect(btn.width, greaterThan(0), reason: '手柄预览按钮塌缩为 0 宽');
// 触屏端入口:进入独立全屏编辑页
expect(find.text('自定义按键'), findsOneWidget);
expect(find.text('恢复默认'), findsOneWidget);
expect(find.text('确定'), findsOneWidget);
// 进入自定义按键页:应全屏显示,所有虚拟键可编辑
await tester.tap(find.text('自定义按键'));
await tester.pump(const Duration(milliseconds: 100));
await tester.pump();
expect(AppError.current.value, isNull, reason: '自定义按键页渲染时抛出了异常');
expect(find.text('返回'), findsWidgets); // 编辑页返回按钮
expect(find.text('恢复默认'), findsOneWidget);
// 所有默认虚拟键都在编辑页里
for (final label in <String>['◀', '▶', '跳', '🔫', '▼', '❚❚', '↺']) {
expect(find.text(label), findsOneWidget, reason: '缺少 $label 按钮');
}
// 跳跃键必须有可见尺寸(布局编辑器按钮不能塌缩)
expect(tester.getSize(find.text('跳')).width, greaterThan(0));
// 拖动跳跃键 → 布局即时保存;返回设置页
final before = tester.getTopLeft(find.text('跳'));
await tester.dragFrom(
tester.getCenter(find.text('跳')),
const Offset(60, -40),
);
await tester.pump();
final after = tester.getTopLeft(find.text('跳'));
expect(after.dx, greaterThan(before.dx), reason: '拖动后按钮应移动');
await tester.tap(find.text('返回').last);
await tester.pump(const Duration(milliseconds: 100));
await tester.pump();
expect(find.text('自定义按键'), findsOneWidget, reason: '应回到设置页');
});
testWidgets('结算界面在横屏小高度下不溢出(BOTTOM OVERFLOWED 回归)', (
WidgetTester tester,
) async {
// 回归:_Modal 固定内容(标题+4 行数据+新纪录+3 按钮)在 ~360 逻辑高的
// 横屏手机上曾超出屏高。修复后改为紧凑固定卡片(不滚动、不撑满全屏),
// 内容压到能在 360 逻辑高内完整放下。
await tester.binding.setSurfaceSize(const Size(800, 360));
addTearDown(() => tester.binding.setSurfaceSize(null));
SharedPreferences.setMockInitialValues(<String, Object>{});
await tester.runAsync(() async {
await Save.load();
await loadLevels();
});
await tester.pumpWidget(
MaterialApp(
home: Scaffold(
body: ResultScreen(
world: World(_Host()),
result: <String, dynamic>{
'name': 'DOUBLE JUMP',
'ms': 13490,
'deaths': 0,
'apples': 0,
'totalApples': 0,
'better': true,
'hasNext': true,
},
),
),
),
);
await tester.pump();
await tester.pump(const Duration(milliseconds: 100));
expect(AppError.current.value, isNull, reason: '结算界面渲染时抛出了溢出/布局异常');
expect(find.text('CLEAR!'), findsOneWidget);
// 三个按钮都必须构建且可见(在滚动区内)
expect(find.text('下一关'), findsOneWidget);
expect(find.text('再挑战'), findsOneWidget);
expect(tester.getSize(find.text('下一关')).height, greaterThan(0));
});
testWidgets('关卡选择:已通关卡片的 ✔ 角标不报 ParentDataWidget 错误', (
WidgetTester tester,
) async {
// 回归:_LevelCard 曾把「已通关 ✔ 角标」写成内层 Column 的直接子级
// Positioned(Positioned 必须是 Stack 直接子级)→ 一旦该卡片被构建就抛
// Incorrect use of ParentDataWidget。先标记一关为已通关,使其渲染角标。
await tester.binding.setSurfaceSize(const Size(800, 360));
addTearDown(() => tester.binding.setSurfaceSize(null));
SharedPreferences.setMockInitialValues(<String, Object>{});
await tester.runAsync(() async {
await Save.load();
await loadLevels();
});
final id = LEVELS.first['id'] as String? ?? '';
Save.clear(id, 3, 12345, 0);
await tester.pumpWidget(
MaterialApp(
home: Scaffold(
body: LevelSelectScreen(
world: World(_Host()),
reload: ValueNotifier<int>(0),
onChanged: () {},
),
),
),
);
await tester.pump();
await tester.pump(const Duration(milliseconds: 100));
expect(AppError.current.value, isNull,
reason: '已通关卡片渲染时抛出了 ParentDataWidget 异常');
// 角标应作为外层 Stack 的直接子级正常渲染(不报错)。
expect(find.text('✔'), findsWidgets, reason: '已通关角标未正常渲染');
});
testWidgets('桌面(非触屏)设置界面显示键位重绑', (WidgetTester tester) async {
@@ -279,15 +528,18 @@ void main() {
await loadLevels();
});
await tester.pumpWidget(MaterialApp(
await tester.pumpWidget(
MaterialApp(
home: Scaffold(
body: SettingsScreen(
world: World(_Host()),
isTouch: false,
onBack: () {},
onTouchEditor: () {},
),
),
));
),
);
await tester.pump();
expect(AppError.current.value, isNull, reason: '设置界面构建时抛出了异常');
@@ -302,6 +554,70 @@ void main() {
expect(find.text('Shift'), findsWidgets);
});
testWidgets('进出编辑器多次不报 setState-after-dispose', (
WidgetTester tester,
) async {
// 回归:EditorPanel 在 initState 把 setState 闭包挂到共享的
// EditorController.onChange,离开时若不清掉,再次进入触发
// controller.showOrOpen() → onChange?.call() 会对已 dispose 的 State
// 调 setState(setState() called after dispose)。
await _boot(tester);
// 进编辑器
await tester.tap(find.text('自制关卡'));
await tester.pump(const Duration(milliseconds: 100));
await tester.pump();
expect(find.byType(EditorPanel), findsOneWidget, reason: '应进入编辑器');
expect(AppError.current.value, isNull, reason: '首次进入不应抛异常');
// 返回标题(EditorPanel 被 dispose)
await tester.tap(find.text('返回').first);
await tester.pump(const Duration(milliseconds: 100));
await tester.pump();
expect(find.byType(EditorPanel), findsNothing, reason: '应离开编辑器');
// 再次进入:此处同步触发 controller.showOrOpen() → onChange?.call()
await tester.tap(find.text('自制关卡'));
await tester.pump(const Duration(milliseconds: 100));
await tester.pump();
expect(AppError.current.value, isNull,
reason: '再次进入编辑器时不应抛 setState-after-dispose');
expect(find.byType(EditorPanel), findsOneWidget);
});
testWidgets('含 warp 但无匹配门的关卡可正常构建(doorId 类型回归)', (
WidgetTester tester,
) async {
// 回归:Level.reset 给 warp 实体的 doorId 赋值时,若 (tx,ty) 在 data.doors
// 里找不到对应门,会回退到实体序号 idx(int)。原字段声明为 String?,把
// int 赋给 String? 即抛 "type 'int' is not a subtype of type 'String?'",
// 在关卡选择里点开这类自制关卡便崩溃(崩溃栈:Level.reset → new Level →
// World.startLevel → LevelSelectScreen._play)。修复后 doorId 为 Object?。
final data = <String, dynamic>{
'id': 'test-warp',
'name': 'warp 关卡',
'type': 'custom',
'width': 12,
'grid': <String>[
' ',
' W ',
' ',
],
'doors': <dynamic>[],
};
late Level lv;
// 此前此处直接抛 TypeError,导致第二次点开地图即崩溃
expect(() {
lv = Level(data);
}, returnsNormally, reason: '含 warp 但无门的关卡不应抛类型错误');
final warp = lv.entities.firstWhere(
(e) => e.type == 'warp',
orElse: () => throw StateError('未生成 warp 实体'),
);
// 无匹配门时 doorId 回退为序号(int),与 web 原版弱类型语义一致
expect(warp.doorId, isA<int>(), reason: '无门时 doorId 应回退为 int 序号');
});
testWidgets('内置关卡清单能从 assets 正确加载', (WidgetTester tester) async {
await tester.runAsync(() async {
await Save.load();
-324
View File
@@ -1,324 +0,0 @@
:root{
--bg:#0a0a10; --bg2:#13131c; --line:#2c2c3c;
--fg:#e8e8f0; --dim:#9a9ab0;
--red:#e03050; --red2:#ff5c7a;
--gold:#ffc63a; --green:#3ddc84; --blue:#4aa8ff; --purple:#a86bff;
}
*{box-sizing:border-box;margin:0;padding:0}
html,body{height:100%;overscroll-behavior:none}
body{
background:
radial-gradient(circle at 50% 20%, #1a1a28 0%, #08080d 70%);
color:var(--fg);
font-family:"Courier New",Consolas,Monaco,monospace;
display:flex;align-items:center;justify-content:center;
overflow:hidden;
}
#app{width:100%;height:100%;display:flex;align-items:center;justify-content:center;padding:8px}
#stage{
position:relative;
width:min(100%, calc((100vh - 16px) * 800 / 608));
aspect-ratio:800/608;
background:#000;
border:3px solid var(--line);
box-shadow:0 0 0 3px #000, 0 12px 60px rgba(0,0,0,.8);
overflow:hidden;
}
canvas#game{
width:100%;height:100%;display:block;
image-rendering:pixelated;image-rendering:crisp-edges;
background:#0d0d16;
}
/* ---------- HUD ---------- */
#hud{position:absolute;inset:0;pointer-events:none;font-size:clamp(9px,1.35vh,14px)}
.hud-row{position:absolute;top:8px;left:8px;right:8px;display:flex;gap:6px;flex-wrap:wrap}
.hud-box{
background:rgba(0,0,0,.55);border:1px solid rgba(255,255,255,.18);
padding:3px 8px;letter-spacing:.5px;color:#fff;text-shadow:0 1px 0 #000;
}
.hud-box#hud-save.on{color:#d9b3ff;border-color:rgba(176,107,255,.7);box-shadow:0 0 8px rgba(176,107,255,.35)}
#boss-bar{position:absolute;top:38px;left:50%;transform:translateX(-50%);width:60%;min-width:220px}
.boss-name{text-align:center;font-size:clamp(10px,1.6vh,15px);letter-spacing:3px;color:var(--red2);text-shadow:0 2px 0 #000;margin-bottom:3px}
.boss-track{height:12px;background:#22222e;border:2px solid #000;box-shadow:0 0 0 1px #555}
.boss-fill{height:100%;width:100%;background:linear-gradient(#ff6b8a,#c01a3a);transition:width .12s linear}
#toast{
position:absolute;left:50%;top:34%;transform:translateX(-50%);
background:rgba(0,0,0,.72);border:1px solid #fff3;padding:8px 16px;
font-size:clamp(11px,2vh,18px);color:#fff;opacity:0;transition:opacity .2s;max-width:80%;text-align:center;line-height:1.5;
}
#toast.show{opacity:1}
/* ---------- Screens ---------- */
.screen{
position:absolute;inset:0;display:flex;flex-direction:column;
align-items:center;justify-content:center;gap:2vh;padding:3vh 3vw;
background:linear-gradient(#0a0a12ee,#0a0a12f6);
backdrop-filter:blur(2px);
font-size:clamp(10px,1.6vh,15px);
}
.screen.hidden{display:none}
#hud.hidden,#boss-bar.hidden{display:none}
.hidden{display:none !important} /* 通用:任何元素加 hidden 类即隐藏(如自制页「管理地图」按钮) */
.title-wrap{text-align:center;margin-bottom:1vh}
.title-sub{color:var(--dim);letter-spacing:6px;font-size:.75em}
.title-main{
font-size:clamp(22px,5.6vh,54px);line-height:1.05;letter-spacing:2px;
text-shadow:3px 3px 0 #000, 0 0 24px rgba(224,48,80,.35);
}
.title-main .red{color:var(--red);text-shadow:3px 3px 0 #000,0 0 20px rgba(224,48,80,.6)}
.title-tag{margin-top:1vh;color:var(--gold);letter-spacing:2px;font-size:.9em}
.menu{display:flex;flex-direction:column;gap:8px;width:min(340px,80%)}
.btn{
background:var(--bg2);color:var(--fg);border:2px solid var(--line);
padding:9px 14px;font-family:inherit;font-size:1em;letter-spacing:2px;
cursor:pointer;transition:.12s;text-align:center;
}
.btn:hover{background:var(--red);border-color:var(--red2);color:#fff;transform:translateY(-1px)}
.btn:active{transform:translateY(1px)}
.btn.big{font-size:1.25em;padding:12px;background:var(--red);border-color:var(--red2)}
.btn.big:hover{background:#ff4466}
.btn.small{font-size:.8em;padding:6px;color:var(--dim)}
.btn.tiny{font-size:.8em;padding:5px 10px}
.btn.go{background:var(--green);border-color:#7dffb0;color:#04180d}
.foot{position:absolute;bottom:10px;color:#5a5a70;font-size:.72em;text-align:center;width:100%;padding:0 12px}
/* ---------- Panels ---------- */
.panel{
background:var(--bg2);border:2px solid var(--line);
width:min(760px,96%);max-height:94%;display:flex;flex-direction:column;
padding:14px;gap:10px;overflow:hidden;
}
.panel.narrow{width:min(400px,92%)}
.panel-head{display:flex;align-items:center;justify-content:space-between;border-bottom:1px solid var(--line);padding-bottom:6px}
.head-btns{display:flex;gap:6px;align-items:center}
.head-btns .btn.on{background:var(--red);border-color:var(--red2);color:#fff}
.panel h2{font-size:1.3em;letter-spacing:3px}
.panel h3{font-size:1em;letter-spacing:2px;color:var(--gold);margin-bottom:5px}
.tabs{display:flex;gap:6px;flex-wrap:wrap}
.tab{
background:#1b1b26;border:1px solid var(--line);color:var(--dim);
padding:4px 12px;cursor:pointer;font-size:.9em;letter-spacing:1px;font-family:inherit;
}
.tab.on{background:var(--red);border-color:var(--red2);color:#fff}
.level-grid{
display:grid;grid-template-columns:repeat(auto-fill,minmax(160px,1fr));
gap:8px;overflow-y:auto;padding:4px 2px;flex:1;align-content:start;
}
.lv-card{
background:#1a1a25;border:1px solid var(--line);padding:8px;cursor:pointer;
transition:.12s;position:relative;text-align:left;
}
.lv-card:hover{border-color:var(--red2);background:#24243a;transform:translateY(-2px)}
.lv-card .idx{color:#55556a;font-size:.75em}
.lv-card .nm{font-size:1.05em;margin:2px 0 5px;letter-spacing:1px}
.lv-card .meta{display:flex;gap:5px;align-items:center;flex-wrap:wrap;font-size:.78em;color:var(--dim)}
.lv-card .st{margin-top:5px;font-size:.78em;color:var(--dim)}
.lv-card.cleared{border-color:#2f6b45}
.lv-card .chk{position:absolute;right:7px;top:6px;color:var(--green)}
/* 自制页管理态:删除按钮 */
.lv-card.manage{cursor:default;border-color:var(--red2)}
.lv-card.manage:hover{transform:none;border-color:var(--red);background:#241a22}
.lv-del{
position:absolute;right:6px;top:6px;width:22px;height:22px;padding:0;
background:#3a1420;border:1px solid var(--red2);color:var(--red);
font-family:inherit;font-size:.8em;line-height:1;cursor:pointer;border-radius:2px;
}
.lv-del:hover{background:var(--red);color:#fff;border-color:var(--red)}
.tag{padding:1px 6px;border:1px solid;font-size:.85em}
.t-jump{color:#ff8a5c;border-color:#ff8a5c}
.t-endur{color:#4ad0ff;border-color:#4ad0ff}
.t-boss{color:#ff5c7a;border-color:#ff5c7a}
.t-troll{color:#c08aff;border-color:#c08aff}
.t-custom{color:#ffc63a;border-color:#ffc63a}
.legend{display:flex;gap:8px;flex-wrap:wrap;border-top:1px solid var(--line);padding-top:7px;color:var(--dim);font-size:.85em;align-items:center}
.clear-title{text-align:center;font-size:2.4em;color:var(--gold);letter-spacing:6px;text-shadow:3px 3px 0 #000}
.result-body{display:flex;flex-direction:column;gap:5px}
.rline{display:flex;justify-content:space-between;border-bottom:1px dotted var(--line);padding:4px 2px}
.rline span{color:var(--dim)}
.rbest{color:var(--green);font-size:.85em;text-align:center;margin-top:4px}
/* ---------- Editor ---------- */
.editor-wrap{display:flex;gap:10px;flex:1;overflow:hidden}
.palette{width:112px;display:flex;flex-direction:column;gap:3px;overflow-y:auto;border-right:1px solid var(--line);padding-right:6px}
.pal{
display:flex;align-items:center;gap:5px;background:#1b1b26;border:1px solid var(--line);
padding:2px 5px;cursor:pointer;font-size:.75em;color:var(--dim);
}
.pal:hover{border-color:#888}
.pal.on{border-color:var(--gold);color:#fff;background:#2b2b3c}
.pal-cv{width:26px;height:26px;flex:none;border:1px solid #000;background:#101018;image-rendering:pixelated}
.pal .ch{font-weight:bold;color:var(--fg);width:12px;text-align:center}
.editor-main{flex:1;display:flex;flex-direction:column;gap:6px;min-width:0;overflow:auto}
.editor-bar{display:flex;gap:5px;align-items:center;flex-wrap:wrap}
.editor-bar input,.editor-bar select{
background:#111119;border:1px solid var(--line);color:var(--fg);
font-family:inherit;font-size:.85em;padding:4px 6px;
}
#ed-name{width:110px}#ed-w{width:52px}#ed-h{width:52px}
.ed-wh{display:inline-flex;align-items:center;gap:3px;font-size:.78em;color:var(--dim)}
.ed-wh input{width:48px}
canvas#ed-canvas{
width:800px;height:auto;background:#0d0d16;border:1px solid var(--line);
image-rendering:pixelated;cursor:crosshair;display:block;
}
.editor-tip{color:var(--dim);font-size:.78em}
.editor-side{width:170px;display:flex;flex-direction:column;gap:5px;border-left:1px solid var(--line);padding-left:8px;overflow-y:auto}
#my-levels{display:flex;flex-direction:column;gap:4px}
.my-lv{background:#1b1b26;border:1px solid var(--line);padding:4px 6px;font-size:.78em;cursor:pointer;display:flex;justify-content:space-between;gap:4px}
.my-lv:hover{border-color:var(--gold)}
.my-lv.on{border-color:var(--gold);background:#2b2b3c}
.my-lv .x{color:var(--red)}
.face-btns{display:flex;gap:4px;flex-wrap:wrap}
#ed-faces{display:flex;flex-direction:column;gap:4px;max-height:160px;overflow-y:auto}
.face-row{background:#1b1b26;border:1px solid var(--line);padding:3px 5px;font-size:.78em;cursor:pointer;display:flex;flex-direction:column;gap:2px}
.face-row:hover{border-color:var(--gold)}
.face-row.on{border-color:var(--gold);background:#2b2b3c}
.face-row .face-name{background:#111119;border:1px solid var(--line);color:var(--fg);font-family:inherit;font-size:1em;padding:2px 4px;width:100%}
.face-row .face-wh{color:var(--dim);font-size:.9em}
/* 属性面板(选中方块) */
#ed-props{display:flex;flex-direction:column;gap:5px;max-height:36vh;overflow-y:auto;border:1px solid var(--line);background:#111119;padding:6px}
.prop-empty{color:var(--dim);font-size:.76em;line-height:1.5}
.prop-head{color:var(--gold);font-weight:bold;font-size:.92em;letter-spacing:1px;margin-bottom:2px}
.prop-row{display:flex;flex-direction:column;gap:3px;background:#1b1b26;border:1px solid var(--line);padding:4px 5px;font-size:.78em}
.prop-lab{color:var(--fg)}
.prop-note{color:var(--dim);font-size:.92em}
.prop-ctl{display:flex;gap:4px}
.prop-in{background:#111119;border:1px solid var(--line);color:var(--fg);font-family:inherit;font-size:1em;padding:3px 4px;width:100%}
.prop-ctl .prop-in{width:auto;flex:1}
/* 「保存」去向提示 */
.save-state{color:var(--dim);font-size:.78em;white-space:nowrap;align-self:center}
.save-state.on{color:var(--gold)}
/* 导入地图弹窗 */
.modal{position:fixed;inset:0;z-index:60;display:flex;align-items:center;justify-content:center;background:rgba(4,4,10,.72);padding:4vh 4vw}
.modal.hidden{display:none}
.modal-panel{background:var(--bg2);border:2px solid var(--line);width:min(380px,94%);max-height:86vh;display:flex;flex-direction:column;gap:8px;padding:14px}
.modal-panel h3{font-size:1.05em;letter-spacing:2px;color:var(--gold)}
.modal-tip{color:var(--dim);font-size:.78em;line-height:1.5}
#ed-import-list{display:flex;flex-direction:column;gap:4px;overflow-y:auto}
.imp-row{background:#1b1b26;border:1px solid var(--line);padding:6px 8px;font-size:.84em;cursor:pointer;display:flex;justify-content:space-between;align-items:center;gap:6px}
.imp-row:hover{border-color:var(--gold)}
.imp-row.on{border-color:var(--gold);background:#2b2b3c}
.imp-nm{overflow:hidden;text-overflow:ellipsis;white-space:nowrap}
.imp-meta{color:var(--dim);font-size:.9em;white-space:nowrap}
.imp-empty{color:var(--dim);font-size:.8em;padding:10px 2px}
.modal-btns{display:flex;justify-content:flex-end;gap:6px}
/* ---------- 设置界面 ---------- */
.title-user{color:var(--dim);font-size:.85em;letter-spacing:2px;margin-top:1vh}
.set-body{display:flex;flex-direction:column;gap:14px;overflow-y:auto;padding:2px}
.set-row{display:flex;align-items:center;gap:10px;flex-wrap:wrap}
.set-row.col{flex-direction:column;align-items:stretch;gap:6px;justify-content:flex-start}
.set-lab{color:var(--gold);letter-spacing:1px;font-size:.95em;min-width:64px}
.set-in{background:#111119;border:1px solid var(--line);color:var(--fg);font-family:inherit;font-size:1em;padding:6px 8px;min-width:200px}
.set-in:focus{outline:none;border-color:var(--gold)}
.set-hint{color:var(--dim);font-size:.78em}
.set-btns{margin-top:2px}
/* 键盘按键映射面板(电脑端) */
.set-keys{display:flex;flex-direction:column;gap:8px}
.krow{display:flex;align-items:center;gap:12px;flex-wrap:wrap}
.kact{color:var(--fg);min-width:104px;font-size:.92em}
.kkeys{display:flex;align-items:center;gap:6px;flex-wrap:wrap}
.kchip{
position:relative;background:#1a1a26;border:1px solid var(--line);color:var(--fg);
font-family:inherit;font-size:.88em;padding:5px 22px 5px 10px;border-radius:7px;cursor:pointer;
transition:border-color .1s,background .1s;
}
.kchip:hover{border-color:var(--gold)}
.kchip.listen{border-color:var(--gold);background:rgba(255,198,58,.16);box-shadow:0 0 0 2px rgba(255,198,58,.25)}
.kchip .krm{
position:absolute;top:-7px;right:-7px;width:16px;height:16px;border-radius:50%;
background:#c01a3a;color:#fff;font-size:.62em;line-height:16px;text-align:center;
border:1px solid #000;cursor:pointer;
}
.kadd{
background:transparent;border:1px dashed var(--line);color:var(--dim);
font-family:inherit;font-size:.82em;padding:5px 9px;border-radius:7px;cursor:pointer;
}
.kadd:hover{color:var(--gold);border-color:var(--gold)}
.klisten{color:var(--gold);font-size:.8em;animation:blink 1s infinite}
.klisten.bad{color:#ff6b6b;animation:none;font-weight:bold}
.kwarb{
width:100%;box-sizing:border-box;margin:0 0 10px;padding:8px 12px;border-radius:8px;
background:rgba(192,26,58,.16);border:1px solid #c01a3a;color:#ff8a8a;font-size:.86em;
}
@keyframes blink{50%{opacity:.4}}
/* 手机手柄预览区(与舞台同比例),按钮绝对定位可拖拽 */
.touch-preview{
position:relative;width:100%;aspect-ratio:800/608;
background:#0d0d16;border:1px solid var(--line);overflow:hidden;max-height:46vh;
}
.tp-tip{
position:absolute;top:6px;left:50%;transform:translateX(-50%);
color:var(--dim);font-size:.72em;background:rgba(0,0,0,.45);
padding:2px 8px;border-radius:6px;pointer-events:none;z-index:3;white-space:nowrap;
}
::-webkit-scrollbar{width:8px;height:8px}
::-webkit-scrollbar-track{background:#111}
::-webkit-scrollbar-thumb{background:#333;}
@media (max-width:720px){
.editor-wrap{flex-direction:column;overflow-y:auto}
.palette{width:100%;flex-direction:row;flex-wrap:wrap;border-right:none;border-bottom:1px solid var(--line);padding-bottom:6px}
.editor-side{width:100%;border-left:none;border-top:1px solid var(--line);padding-top:8px}
}
/* ---------- 移动端虚拟手柄(参考 IWBT Creator 触屏布局) ---------- */
/* 桌面端兜底:只要 <html> 没有 .touch 类(即未检测到移动端/触屏),无论如何都不显示按钮 */
html:not(.touch) #touch{display:none !important}
#touch{
position:absolute;inset:0;z-index:25;
display:flex;justify-content:space-between;align-items:flex-end;
padding:12px 12px max(14px, env(safe-area-inset-bottom));
pointer-events:none; /* 仅按钮可点,中间区域穿透到画布 */
touch-action:none;
}
#touch.hidden{display:none}
.tc-left,.tc-right{display:flex;gap:14px;align-items:flex-end;pointer-events:none}
.tc-right{flex-direction:column;align-items:flex-end}
.tc-top{display:flex;gap:10px;margin-bottom:10px}
.tc-mid{display:flex;gap:12px;align-items:flex-end;margin-bottom:10px}
.tc-btn{
pointer-events:auto;-webkit-user-select:none;user-select:none;touch-action:none;
position:absolute;transform:translate(-50%,-50%);
background:rgba(18,18,28,.52);border:2px solid rgba(255,255,255,.28);
color:#fff;font-family:inherit;display:flex;align-items:center;justify-content:center;
flex-direction:column;line-height:1;backdrop-filter:blur(2px);
box-shadow:0 2px 8px rgba(0,0,0,.35);
transition:transform .05s, background .1s, filter .1s;
}
.tc-btn span{font-size:1.5em}
.tc-btn .lbl{font-size:.6em;letter-spacing:1px;opacity:.85;margin-top:2px}
.tc-btn.on,.tc-btn:active{transform:translate(-50%,-50%) scale(.93);background:rgba(224,48,80,.6);border-color:#ff5c7a}
/* 设置界面预览里的缩放手柄(真实手柄不挂此元素) */
.tc-rsz{
position:absolute;right:-7px;bottom:-7px;width:16px;height:16px;border-radius:50%;
background:var(--gold);border:2px solid #000;cursor:nwse-resize;opacity:.92;touch-action:none;
box-shadow:0 1px 4px rgba(0,0,0,.5);
}
.tc-move{width:62px;height:62px;border-radius:14px}
.tc-item{width:54px;height:54px;border-radius:50%}
.tc-sm{width:42px;height:42px;border-radius:11px;font-size:1em}
.tc-jump{
width:94px;height:94px;border-radius:50%;margin-top:4px;
background:radial-gradient(circle at 35% 30%, #ff7088, #c01a3a);
border:3px solid #ffd0da;box-shadow:0 6px 18px rgba(192,26,58,.5);
font-size:1.9em;font-weight:bold;color:#fff;
}
.tc-jump.on,.tc-jump:active{transform:translate(-50%,-50%) scale(.92);filter:brightness(1.12)}
/* 未持枪时射击键置灰 */
#tc-gun.off{opacity:.4;filter:grayscale(1);background:rgba(18,18,28,.4)}
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// One-off: export all built-in levels to JSON for the Flutter port.
import { LEVELS, TYPE_LABEL, TYPE_CLASS } from './js/levels/index.js';
import { writeFileSync } from 'fs';
// Sanity: ensure serializable and report shapes.
function deepCheck(v, path) {
if (v === null || v === undefined) return;
if (typeof v === 'function') throw new Error('function at ' + path);
if (typeof v === 'object') {
if (Array.isArray(v)) { v.forEach((e, i) => deepCheck(e, path + '[' + i + ']')); }
else { for (const k of Object.keys(v)) deepCheck(v[k], path + '.' + k); }
}
}
for (const l of LEVELS) deepCheck(l, l.id || '?');
const out = {
levels: LEVELS,
typeLabel: TYPE_LABEL,
typeClass: TYPE_CLASS,
};
writeFileSync('levels_dump.json', JSON.stringify(out));
console.log('OK levels=', LEVELS.length, 'bytes=', JSON.stringify(out).length);
for (const l of LEVELS) {
console.log(' -', l.id, l.name, 'type=' + l.type, 'w=' + l.width, 'rows=' + (l.grid ? l.grid.length : '?'));
}
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<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover">
<title>I WANNA BE THE CREATOR — Fan Project</title>
<link rel="stylesheet" href="css/style.css">
</head>
<body>
<div id="app">
<div id="stage">
<canvas id="game" width="800" height="608"></canvas>
<!-- ===== HUD ===== -->
<div id="hud" class="hidden">
<div class="hud-row">
<div class="hud-box" id="hud-level">—</div>
<div class="hud-box" id="hud-deaths">DEATH 0</div>
<div class="hud-box" id="hud-time">0:00.00</div>
<div class="hud-box" id="hud-apples" style="display:none">🍎 0/0</div>
<div class="hud-box" id="hud-save" style="display:none">SAVE 0/0</div>
</div>
<div id="boss-bar" class="hidden">
<div class="boss-name" id="boss-name">BOSS</div>
<div class="boss-track"><div class="boss-fill" id="boss-fill"></div></div>
</div>
<div id="toast"></div>
</div>
<!-- ===== MAIN MENU ===== -->
<div class="screen" id="scr-title">
<div class="title-wrap">
<div class="title-sub">FAN-MADE TRIBUTE PROJECT</div>
<h1 class="title-main">I WANNA BE<br>THE <span class="red">CREATOR</span></h1>
<div class="title-tag">跳刺 · 耐久 · BOSS · 坑向 — 23 个内置关卡</div>
</div>
<div class="menu">
<button class="btn big" data-act="levels">关卡选择</button>
<button class="btn" data-act="editor">自制关卡</button>
<button class="btn" data-act="settings">设置</button>
</div>
<div id="title-user" class="title-user"></div>
<div class="foot">非商业同人作品 · 致敬 I Wanna Be The Guy / I Wanna Be The Creator · 素材与代码原创</div>
</div>
<!-- ===== LEVEL SELECT ===== -->
<div class="screen hidden" id="scr-levels">
<div class="panel">
<div class="panel-head">
<h2>关卡选择</h2>
<div class="head-btns">
<button class="btn tiny hidden" id="manage-btn" data-act="manage">管理地图</button>
<button class="btn tiny" data-act="back">返回</button>
</div>
</div>
<div class="tabs" id="level-tabs"></div>
<div class="level-grid" id="level-grid"></div>
<div class="legend">
<span class="tag t-jump">跳刺</span>
<span class="tag t-endur">耐久</span>
<span class="tag t-boss">BOSS</span>
<span class="tag t-troll">坑向</span>
<span class="tag t-custom">自制</span>
</div>
</div>
</div>
<!-- ===== PAUSE ===== -->
<div class="screen hidden" id="scr-pause">
<div class="panel narrow">
<div class="panel-head"><h2>暂停</h2></div>
<div class="menu">
<button class="btn" data-act="resume">继续</button>
<button class="btn" data-act="restart">从头再来(清空存档点)</button>
<button class="btn" data-act="quit">返回关卡选择</button>
</div>
</div>
</div>
<!-- ===== RESULT ===== -->
<div class="screen hidden" id="scr-result">
<div class="panel narrow">
<h2 class="clear-title">CLEAR!</h2>
<div class="result-body">
<div class="rline"><span>关卡</span><b id="r-name">—</b></div>
<div class="rline"><span>用时</span><b id="r-time">—</b></div>
<div class="rline"><span>死亡</span><b id="r-death">—</b></div>
<div class="rline"><span>苹果</span><b id="r-apple">—</b></div>
<div class="rbest" id="r-best"></div>
</div>
<div class="menu">
<button class="btn" data-act="next">下一关</button>
<button class="btn" data-act="retry">再挑战</button>
<button class="btn" data-act="quit">关卡选择</button>
</div>
</div>
</div>
<!-- ===== SETTINGS ===== -->
<div class="screen hidden" id="scr-settings">
<div class="panel">
<div class="panel-head">
<h2>设置</h2>
<button class="btn tiny" data-act="back">返回</button>
</div>
<div class="set-body">
<div class="set-row">
<label class="set-lab" for="set-username">用户名</label>
<input id="set-username" class="set-in" maxlength="16" placeholder="无名氏">
<span class="set-hint">显示在标题界面</span>
</div>
<div class="set-row col" id="set-keys-row">
<label class="set-lab">键盘按键</label>
<span class="set-hint">点击按键后按下新键即可重绑;同一动作可绑定多个键,点 × 删除</span>
<div id="set-keys" class="set-keys"></div>
</div>
<div class="set-row col" id="set-touch-row">
<label class="set-lab">手机操作按钮</label>
<span class="set-hint">拖动按钮调整位置,拖动右下角圆点调整大小(仅移动端生效)</span>
<div id="touch-preview" class="touch-preview">
<div class="tp-tip">拖动按钮移动位置 · 拖动右下角圆点缩放大小</div>
</div>
</div>
</div>
<div class="modal-btns set-btns">
<button class="btn tiny" data-act="set-reset">恢复默认</button>
<button class="btn tiny go" data-act="set-ok">确定</button>
</div>
</div>
</div>
<!-- ===== EDITOR ===== -->
<div class="screen hidden" id="scr-editor">
<div class="panel">
<div class="panel-head">
<h2>自制关卡</h2>
<button class="btn tiny" data-act="back">返回</button>
</div>
<div class="editor-wrap">
<div class="palette" id="palette"></div>
<div class="editor-main">
<div class="editor-bar">
<input id="ed-name" placeholder="地图名" value="MY MAP">
<label class="ed-wh">宽<input id="ed-w" type="number" value="25" min="12" max="160"></label>
<label class="ed-wh">高<input id="ed-h" type="number" value="19" min="8" max="80"></label>
<button class="btn tiny" data-act="ed-resize">调整</button>
<button class="btn tiny" data-act="ed-fill">铺底</button>
<button class="btn tiny" data-act="ed-clear">清空</button>
<button class="btn tiny" data-act="ed-import">导入地图</button>
<button class="btn tiny" data-act="ed-test">试玩</button>
<button class="btn tiny go" data-act="ed-save">保存</button>
<span id="ed-savestate" class="save-state">→ 新地图</span>
</div>
<canvas id="ed-canvas" width="800" height="608"></canvas>
<div class="editor-tip">左键放置 / 右键擦除,滚轮水平平移。<b>不会覆盖已有方块</b>——放在空格才生效,要换掉先擦除。选「⌖ 查看属性」再点方块可只查看不修改。<b>刺</b>只有一个,放好后在右侧「属性」面板调<b>方向(上/下/左/右)</b>;传送门 <b>W</b>、提示牌 <b>T</b>、炮台 <b>O</b>、摄像头 <b>C</b>、BOSS <b>B</b> 的属性也都在这里设置。每面至少 1 个 <b>S</b>(出生点) 与 1 个 <b>X</b>(终点)。</div>
</div>
<div class="editor-side">
<h3>属性(选中方块)</h3>
<div id="ed-props"><div class="prop-empty">点击画布上的方块,查看并设置它的属性</div></div>
<h3>面(多面地图)</h3>
<div class="face-btns">
<button class="btn tiny" data-act="ed-addface">+ 新增面</button>
<button class="btn tiny" data-act="ed-copyface">复制面</button>
<button class="btn tiny" data-act="ed-delface">删除面</button>
</div>
<div id="ed-faces"></div>
</div>
</div>
<!-- 导入地图选择 -->
<div id="ed-importbox" class="modal hidden">
<div class="modal-panel">
<h3>导入地图</h3>
<p class="modal-tip">从以前保存过的地图里选一个载入编辑器(会替换当前编辑内容)</p>
<div id="ed-import-list"></div>
<div class="modal-btns">
<button class="btn tiny" data-act="ed-import-cancel">取消</button>
</div>
</div>
</div>
</div>
</div>
<!-- ===== TOUCH CONTROLS(移动端虚拟手柄,参考 IWBT Creator 触屏布局) ===== -->
<div id="touch" class="hidden">
<!-- 左侧:左右移动 -->
<div class="tc-left">
<button class="tc-btn tc-move" data-touch="left" aria-label="左移"><span>◀</span></button>
<button class="tc-btn tc-move" data-touch="right" aria-label="右移"><span>▶</span></button>
</div>
<!-- 右侧:跳跃 + 各种道具 -->
<div class="tc-right">
<div class="tc-top">
<button class="tc-btn tc-sm" data-touch="pause" aria-label="暂停">❚❚</button>
<button class="tc-btn tc-sm" data-touch="suicide" aria-label="重生">↺</button>
</div>
<div class="tc-mid">
<button class="tc-btn tc-item" id="tc-gun" data-touch="shoot" aria-label="射击"><span>🔫</span><span class="lbl">射击</span></button>
<button class="tc-btn tc-item" data-touch="down" aria-label="下蹲/下穿"><span>▼</span><span class="lbl">下蹲</span></button>
</div>
<button class="tc-btn tc-jump" data-touch="jump" aria-label="跳跃"><span>跳</span></button>
</div>
</div>
</div>
</div>
<script type="module" src="js/main.js"></script>
</body>
</html>
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// 纯 WebAudio 合成音效,无外部资源
let ctx = null, master = null;
export const Audio2 = { enabled: true, volume: 0.5 };
function ac() {
if (!ctx) {
const AC = window.AudioContext || window.webkitAudioContext;
if (!AC) return null;
ctx = new AC();
master = ctx.createGain();
master.gain.value = Audio2.volume;
master.connect(ctx.destination);
}
if (ctx.state === 'suspended') ctx.resume();
return ctx;
}
export function unlockAudio() { ac(); }
function tone({ f = 440, f2 = null, d = 0.1, type = 'square', vol = 0.25, delay = 0, decay = 0 }) {
if (!Audio2.enabled) return;
const c = ac(); if (!c) return;
const t0 = c.currentTime + delay;
const o = c.createOscillator();
const g = c.createGain();
o.type = type;
o.frequency.setValueAtTime(f, t0);
if (f2 !== null) o.frequency.exponentialRampToValueAtTime(Math.max(20, f2), t0 + d);
g.gain.setValueAtTime(0.0001, t0);
g.gain.linearRampToValueAtTime(vol, t0 + 0.008);
const end = t0 + d + decay;
g.gain.exponentialRampToValueAtTime(0.0001, end);
o.connect(g); g.connect(master);
o.start(t0); o.stop(end + 0.02);
}
function noise({ d = 0.2, vol = 0.25, delay = 0, hp = 400 }) {
if (!Audio2.enabled) return;
const c = ac(); if (!c) return;
const t0 = c.currentTime + delay;
const len = Math.floor(c.sampleRate * d);
const buf = c.createBuffer(1, len, c.sampleRate);
const data = buf.getChannelData(0);
for (let i = 0; i < len; i++) data[i] = (Math.random() * 2 - 1) * (1 - i / len);
const src = c.createBufferSource(); src.buffer = buf;
const f = c.createBiquadFilter(); f.type = 'highpass'; f.frequency.value = hp;
const g = c.createGain(); g.gain.value = vol;
src.connect(f); f.connect(g); g.connect(master);
src.start(t0);
}
export const sfx = {
jump() { tone({ f: 380, f2: 700, d: 0.09, type: 'square', vol: 0.16 }); },
djump() { tone({ f: 520, f2: 900, d: 0.09, type: 'square', vol: 0.14 }); },
shoot() { tone({ f: 900, f2: 260, d: 0.07, type: 'square', vol: 0.14 }); noise({ d: 0.05, vol: 0.06, hp: 2000 }); },
death() { tone({ f: 620, f2: 60, d: 0.55, type: 'sawtooth', vol: 0.26 });
noise({ d: 0.35, vol: 0.16, hp: 300, delay: 0.02 }); },
save() { tone({ f: 700, d: 0.08, type: 'triangle', vol: 0.2 });
tone({ f: 1050, d: 0.13, type: 'triangle', vol: 0.18, delay: 0.07 }); },
goal() { [523, 659, 784, 1047].forEach((f, i) =>
tone({ f, d: 0.16, type: 'triangle', vol: 0.2, delay: i * 0.1 })); },
warp() { tone({ f: 300, f2: 1400, d: 0.2, type: 'sine', vol: 0.18 }); },
hit() { tone({ f: 200, f2: 90, d: 0.08, type: 'square', vol: 0.16 }); },
bossHit() { tone({ f: 260, f2: 140, d: 0.1, type: 'sawtooth', vol: 0.14 }); },
bossDie() { [400, 330, 260, 180, 110].forEach((f, i) =>
tone({ f, d: 0.22, type: 'sawtooth', vol: 0.22, delay: i * 0.11 }));
noise({ d: 0.8, vol: 0.2, hp: 150, delay: 0.1 }); },
menu() { tone({ f: 620, d: 0.05, type: 'square', vol: 0.12 }); },
vanish() { tone({ f: 700, f2: 300, d: 0.12, type: 'sine', vol: 0.1 }); },
troll() { tone({ f: 180, f2: 900, d: 0.3, type: 'sine', vol: 0.18 }); },
splash() { noise({ d: 0.18, vol: 0.12, hp: 800 }); },
};
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// BOSS 战系统:多阶段弹幕 / 冲撞 / 刺雨
import { clamp, sgn, rand, randInt, overlap } from './util.js';
import { sfx } from './audio.js';
import { TILE } from './util.js';
const DEFS = {
guy: { hp: 42, w: 64, h: 74, name: 'THE GUY' },
mecha: { hp: 62, w: 78, h: 62, name: 'MECHA KID' },
devil: { hp: 84, w: 74, h: 90, name: 'THE DEVIL' },
};
export class Boss {
constructor(level, e) {
const d = DEFS[e.kind] || DEFS.guy;
this.level = level;
this.kind = e.kind;
this.name = d.name;
this.x = e.x; this.y = e.y;
this.w = d.w; this.h = d.h;
this.maxHp = e.hp || d.hp;
this.hp = this.maxHp;
this.flash = 0;
this.dead = false;
this.deathT = 0;
this.bodyKill = true;
this.t = 0;
this.phase = 1;
this.vx = 0; this.vy = 0;
this.state = 'idle';
this.stateT = 0;
// BOSS 贴地活动:保证玩家在地面平射就能命中
this.bounds = {
x0: 40, x1: level.pxW - 40 - this.w,
y0: 40, y1: level.pxH - 32 - this.h, // 底部贴地
};
this.homeY = clamp(e.y, this.bounds.y0, this.bounds.y1);
this.y = this.homeY;
this.homeX = e.x;
this.wing = 0;
}
get rect() { return { x: this.x, y: this.y, w: this.w, h: this.h }; }
shoot(level, x, y, vx, vy, col = '#ff5c7a', big = false) {
level.ebullets.push({ x: x - 4, y: y - 4, w: big ? 12 : 8, h: big ? 12 : 8, vx, vy, dead: false, col, big, life: 500 });
}
hit(dmg = 1) {
if (this.dead || this.flash > 6) return;
this.hp -= dmg;
this.flash = 10;
sfx.bossHit();
this.level.particles.spawn(this.x + this.w / 2, this.y + this.h / 2, 6,
{ colors: ['#fff', '#ffc63a'], speed: 2.6, life: 18 });
const r = this.hp / this.maxHp;
this.phase = r > 0.6 ? 1 : r > 0.3 ? 2 : 3;
if (this.hp <= 0) this.die();
}
die() {
this.dead = true; this.hp = 0; this.bodyKill = false;
sfx.bossDie();
this.level.shake = 16;
this.level.particles.burst(this.x + this.w / 2, this.y + this.h / 2,
{ n: 40, colors: ['#ff5c7a', '#ffc63a', '#fff', '#e03050'], speed: 5, life: 60, size: 4 });
}
update(dt, player) {
if (this.dead) {
this.deathT++;
if (this.deathT % 8 === 0 && this.deathT < 90) {
this.level.particles.burst(this.x + rand(0, this.w), this.y + rand(0, this.h),
{ n: 6, colors: ['#ffc63a', '#ff5c7a', '#fff'], speed: 3, life: 30, size: 3 });
sfx.hit();
}
if (this.deathT === 90) { if (this.onDefeat) this.onDefeat(); }
return;
}
this.t++;
this.stateT++;
if (this.flash > 0) this.flash--;
// 子类型行为
if (this.kind === 'guy') this.updateGuy(player);
else if (this.kind === 'mecha') this.updateMecha(player);
else this.updateDevil(player);
this.x += this.vx; this.y += this.vy;
this.x = clamp(this.x, this.bounds.x0, Math.max(this.bounds.x0, this.bounds.x1));
this.y = clamp(this.y, this.bounds.y0, Math.max(this.bounds.y0, this.bounds.y1));
// 被子弹击中
for (const b of this.level.bullets) {
if (b.dead) continue;
if (overlap(b, this.rect)) {
b.dead = true;
this.hit(1);
}
}
}
// ---------- THE GUY:飘移 + 扇形弹 + 砸地 ----------
updateGuy(player) {
const L = this.level;
if (this.phase === 1) {
this.vx = Math.sin(this.t / 60) * 1.5;
this.y = this.homeY + Math.sin(this.t / 45) * 8;
if (this.t % 96 === 0) {
const cx = this.x + this.w / 2, cy = this.y + this.h / 2;
for (let i = -1; i <= 1; i++) {
const a = Math.atan2(player.cy - cy, player.cx - cx) + i * 0.28;
this.shoot(L, cx, cy, Math.cos(a) * 2.8, Math.sin(a) * 2.8);
}
sfx.shoot();
}
} else {
// 追踪 + 砸地
const dir = sgn(player.cx - (this.x + this.w / 2));
if (this.state === 'idle') {
this.vx = dir * 1.9;
this.y = this.homeY + Math.sin(this.t / 30) * 6;
if (this.stateT > 70) { this.state = 'slam'; this.stateT = 0; this.vy = 0; }
} else if (this.state === 'slam') {
this.vx *= 0.9;
this.vy = Math.min(this.vy + 0.7, 11);
if (this.y + this.h >= this.bounds.y1 + this.h * 0.2 || this.y >= this.homeY + 150) {
// 落地冲击:左右各飞出 3 发
this.state = 'idle'; this.stateT = 0; this.vy = -3;
L.shake = 10; sfx.hit();
for (let i = 0; i < 4; i++) {
this.shoot(L, this.x + this.w / 2, this.y + this.h - 6, -2.6 - i * 0.4, -1.2 - i * 0.15, '#ffc63a');
this.shoot(L, this.x + this.w / 2, this.y + this.h - 6, 2.6 + i * 0.4, -1.2 - i * 0.15, '#ffc63a');
}
}
}
}
}
// ---------- MECHA KID:冲撞 + 刺雨 ----------
updateMecha(player) {
const L = this.level;
if (this.state === 'idle') {
this.vx *= 0.92;
this.y = this.homeY + Math.sin(this.t / 40) * 5;
if (this.stateT > 100 - this.phase * 18) {
this.state = 'dash'; this.stateT = 0;
this.vx = sgn(player.cx - (this.x + this.w / 2)) * (5 + this.phase * 0.8);
sfx.shoot();
}
if (this.t % 150 === 0) {
// 刺雨
for (let i = 0; i < 4 + this.phase; i++) {
const tx = randInt(1, L.w - 2);
L.entities.push({
type: 'dropspike', x: tx * TILE, y: -TILE, w: TILE, h: TILE,
falling: true, vy: 0, homeY: -TILE, t: 0, temp: true,
});
}
L.showToast('刺雨来了!', 80);
sfx.troll();
}
} else if (this.state === 'dash') {
this.vy = 0;
if (this.x <= this.bounds.x0 + 1 || this.x >= this.bounds.x1 - 1 || this.stateT > 90) {
this.state = 'idle'; this.stateT = 0; this.vx = 0;
L.shake = 6;
L.particles.spawn(this.x + this.w / 2, this.y + this.h / 2, 8,
{ colors: ['#9ad8ff', '#fff'], speed: 3, life: 20 });
}
}
}
// ---------- THE DEVIL:追踪弹 / 激光 / 环形弹幕 ----------
updateDevil(player) {
const L = this.level;
this.wing += 0.16;
const cx = this.x + this.w / 2, cy = this.y + this.h / 2;
const p2 = this.phase;
// 移动
if (p2 === 1) { this.vx = Math.sin(this.t / 70) * 1.6; this.y = this.homeY + Math.sin(this.t / 50) * 8; }
else if (p2 === 2) { this.vx = Math.sin(this.t / 40) * 2.6; this.y = this.homeY + Math.sin(this.t / 28) * 11; }
else { this.vx = Math.sin(this.t / 25) * 3.4; this.y = this.homeY + Math.sin(this.t / 20) * 14; }
if (p2 === 1) {
if (this.t % 60 === 0) {
const a = Math.atan2(player.cy - cy, player.cx - cx);
for (let i = -1; i <= 1; i++)
this.shoot(L, cx, cy, Math.cos(a + i * 0.2) * 3, Math.sin(a + i * 0.2) * 3, '#ff9a3a');
sfx.shoot();
}
} else if (p2 === 2) {
if (this.t % 110 === 0) { this.state = 'laser'; this.stateT = 0; }
if (this.state === 'laser' && this.stateT < 40 && this.stateT % 5 === 0) {
// 横向激光弹幕(从上往下扫)
const yy = 40 + (this.stateT / 40) * (L.pxH - 90);
this.shoot(L, 8, yy, 6.5, 0, '#ff4060', true);
this.shoot(L, L.pxW - 12, L.pxH - yy, -6.5, 0, '#ff4060', true);
sfx.shoot();
}
if (this.stateT > 44) this.state = 'idle';
} else {
if (this.t % 34 === 0) {
const n = 10;
const off = this.t / 200;
for (let i = 0; i < n; i++) {
const a = off + (i / n) * Math.PI * 2;
this.shoot(L, cx, cy, Math.cos(a) * 2.6, Math.sin(a) * 2.6, '#ff5c7a');
}
sfx.shoot();
}
if (this.t % 170 === 0) {
const a = Math.atan2(player.cy - cy, player.cx - cx);
this.shoot(L, cx, cy, Math.cos(a) * 4.4, Math.sin(a) * 4.4, '#ffc63a', true);
}
}
}
// ---------------- 绘制 ----------------
draw(ctx, t) {
if (this.dead && this.deathT > 96) return;
const x = this.x, y = this.y, w = this.w, h = this.h;
const fl = this.flash > 0;
ctx.save();
if (this.dead) ctx.globalAlpha = Math.max(0, 1 - this.deathT / 96);
const body = fl ? '#fff' : null;
if (this.kind === 'guy') this.drawGuy(ctx, x, y, w, h, body, t);
else if (this.kind === 'mecha') this.drawMecha(ctx, x, y, w, h, body, t);
else this.drawDevil(ctx, x, y, w, h, body, t);
ctx.restore();
}
drawGuy(ctx, x, y, w, h, fl, t) {
const c = fl || '#2a1020', c2 = fl || '#5a1a34';
ctx.fillStyle = c;
ctx.beginPath(); ctx.ellipse(x + w / 2, y + h * 0.62, w * 0.42, h * 0.34, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = c2;
ctx.beginPath(); ctx.ellipse(x + w / 2, y + h * 0.3, w * 0.36, h * 0.3, 0, 0, Math.PI * 2); ctx.fill();
// 角
ctx.fillStyle = fl || '#c8305a';
ctx.beginPath();
ctx.moveTo(x + w * 0.2, y + h * 0.16); ctx.lineTo(x + w * 0.05, y - h * 0.12); ctx.lineTo(x + w * 0.34, y + h * 0.06);
ctx.closePath(); ctx.fill();
ctx.beginPath();
ctx.moveTo(x + w * 0.8, y + h * 0.16); ctx.lineTo(x + w * 0.95, y - h * 0.12); ctx.lineTo(x + w * 0.66, y + h * 0.06);
ctx.closePath(); ctx.fill();
// 眼
ctx.fillStyle = fl ? '#000' : '#ffe14a';
ctx.fillRect(x + w * 0.3, y + h * 0.28, w * 0.14, h * 0.1);
ctx.fillRect(x + w * 0.56, y + h * 0.28, w * 0.14, h * 0.1);
// 嘴
ctx.fillStyle = fl ? '#000' : '#801025';
ctx.fillRect(x + w * 0.34, y + h * 0.46, w * 0.32, h * 0.06);
if (this.phase >= 2) {
ctx.strokeStyle = fl ? '#000' : '#ff4060'; ctx.lineWidth = 2;
ctx.beginPath(); ctx.arc(x + w / 2, y + h / 2, w * 0.62 + Math.sin(t / 90) * 3, 0, Math.PI * 2); ctx.stroke();
}
}
drawMecha(ctx, x, y, w, h, fl, t) {
ctx.fillStyle = fl || '#3a4258';
ctx.fillRect(x + 4, y + 6, w - 8, h - 10);
ctx.fillStyle = fl || '#68728e';
ctx.fillRect(x + 8, y + 10, w - 16, h - 20);
// 眼
const blink = (Math.floor(t / 200) % 5) === 0;
ctx.fillStyle = fl ? '#000' : (this.state === 'dash' ? '#ff4060' : '#7ae0ff');
ctx.fillRect(x + w * 0.22, y + h * 0.34, w * 0.18, h * 0.14);
ctx.fillRect(x + w * 0.6, y + h * 0.34, w * 0.18, h * 0.14);
// 炮口
ctx.fillStyle = fl || '#2a2f40';
ctx.fillRect(x + w * 0.42, y + h - 8, w * 0.16, 10);
// 天线
ctx.fillStyle = fl || '#8a94ad';
ctx.fillRect(x + w / 2 - 1, y - 6, 2, 8);
ctx.fillStyle = (Math.floor(t / 120) % 2) ? '#ff4060' : '#601020';
ctx.beginPath(); ctx.arc(x + w / 2, y - 8, 3, 0, Math.PI * 2); ctx.fill();
// 推进器
if (this.state === 'dash') {
ctx.fillStyle = '#ffb040';
ctx.fillRect(x - 6, y + h * 0.4, 8, h * 0.2);
ctx.fillRect(x + w - 2, y + h * 0.4, 8, h * 0.2);
}
}
drawDevil(ctx, x, y, w, h, fl, t) {
// 翅膀
const fl2 = Math.sin(this.wing) * 8;
ctx.fillStyle = fl || '#4a0f22';
ctx.beginPath();
ctx.moveTo(x + 6, y + h * 0.4);
ctx.quadraticCurveTo(x - 26, y + h * 0.1 + fl2, x - 4, y + h * 0.72 + fl2);
ctx.closePath(); ctx.fill();
ctx.beginPath();
ctx.moveTo(x + w - 6, y + h * 0.4);
ctx.quadraticCurveTo(x + w + 26, y + h * 0.1 + fl2, x + w + 4, y + h * 0.72 + fl2);
ctx.closePath(); ctx.fill();
// 身体
ctx.fillStyle = fl || '#8e1030';
ctx.beginPath(); ctx.ellipse(x + w / 2, y + h * 0.6, w * 0.4, h * 0.33, 0, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = fl || '#c01a3a';
ctx.beginPath(); ctx.ellipse(x + w / 2, y + h * 0.32, w * 0.34, h * 0.29, 0, 0, Math.PI * 2); ctx.fill();
// 角
ctx.fillStyle = fl || '#ffc63a';
ctx.beginPath();
ctx.moveTo(x + w * 0.18, y + h * 0.14); ctx.lineTo(x - w * 0.06, y - h * 0.16); ctx.lineTo(x + w * 0.32, y + h * 0.04);
ctx.closePath(); ctx.fill();
ctx.beginPath();
ctx.moveTo(x + w * 0.82, y + h * 0.14); ctx.lineTo(x + w * 1.06, y - h * 0.16); ctx.lineTo(x + w * 0.68, y + h * 0.04);
ctx.closePath(); ctx.fill();
// 眼(阶段变色)
const ec = this.phase === 3 ? '#7ae0ff' : this.phase === 2 ? '#ffb040' : '#ffe14a';
ctx.fillStyle = fl ? '#000' : ec;
ctx.fillRect(x + w * 0.26, y + h * 0.26, w * 0.16, h * 0.12);
ctx.fillRect(x + w * 0.58, y + h * 0.26, w * 0.16, h * 0.12);
// 牙
ctx.fillStyle = fl ? '#000' : '#fff';
for (let i = 0; i < 4; i++) ctx.fillRect(x + w * 0.32 + i * w * 0.1, y + h * 0.46, 4, 6);
}
}
export function bossName(kind) { return (DEFS[kind] || DEFS.guy).name; }
export { DEFS as BOSS_DEFS };
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// 摄像机:跟随 / 锁定 / 缩放(坑向关的"摄像头"道具靠它搞事)
import { clamp, lerp } from './util.js';
export class Camera {
constructor(w = 800, h = 608) {
this.w = w; this.h = h;
this.x = 0; this.y = 0;
this.zoom = 1;
this.tz = 1;
this.mode = 'follow';
this.lockX = 0; this.lockY = 0;
this.shakeX = 0; this.shakeY = 0;
this.snapped = false;
}
reset(level, player) {
this.zoom = 1; this.tz = 1; this.mode = 'follow';
this.snapTo(player, level);
}
viewW() { return this.w / this.zoom; }
viewH() { return this.h / this.zoom; }
snapTo(player, level) {
this.x = clamp(player.cx - this.viewW() / 2, 0, Math.max(0, level.pxW - this.viewW()));
this.y = clamp(player.cy - this.viewH() / 2, 0, Math.max(0, level.pxH - this.viewH()));
this.mode = 'follow';
this.zoom = 1; this.tz = 1;
}
update(level, player, dt) {
const zone = level.camZone;
let tx, ty, tz = 1, speed = 0.16;
if (zone) {
if (zone.mode === 'lock') {
this.mode = 'lock';
tx = zone.lx !== null ? zone.lx : zone.x;
ty = zone.ly !== null ? zone.ly : zone.y;
tz = zone.zoom || 1;
speed = 0.05; // 缓慢移动,制造迷失感
} else if (zone.mode === 'zoom') {
this.mode = 'zoom';
tz = zone.zoom || 1;
tx = player.cx - this.w / tz / 2;
ty = player.cy - this.h / tz / 2;
speed = 0.14;
} else if (zone.mode === 'off') {
this.mode = 'off';
tx = this.x; ty = this.y; tz = zone.zoom || this.zoom; speed = 0;
}
} else {
this.mode = 'follow';
tx = player.cx - this.w / this.zoom / 2;
ty = player.cy - this.h / this.zoom / 2;
tz = 1;
speed = 0.16;
}
this.tz = lerp(this.tz, tz, 0.06);
if (Math.abs(this.tz - this.zoom) > 0.002) this.zoom = this.tz;
if (speed > 0) {
this.x = lerp(this.x, tx, speed);
this.y = lerp(this.y, ty, speed);
}
this.clampToLevel(level);
// 抖动
const sh = level.shake || 0;
if (sh > 0.2) {
this.shakeX = (Math.random() - 0.5) * sh;
this.shakeY = (Math.random() - 0.5) * sh;
} else { this.shakeX = 0; this.shakeY = 0; }
}
clampToLevel(level) {
const vw = this.viewW(), vh = this.viewH();
if (level.pxW <= vw) { this.x = (level.pxW - vw) / 2; }
else this.x = clamp(this.x, 0, level.pxW - vw);
if (level.pxH <= vh) { this.y = (level.pxH - vh) / 2; }
else this.y = clamp(this.y, 0, level.pxH - vh);
}
apply(ctx) {
ctx.translate(this.shakeX, this.shakeY);
if (this.zoom !== 1) ctx.scale(this.zoom, this.zoom);
ctx.translate(-this.x, -this.y);
}
}
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// 自制关卡编辑器(多面地图 + 可变宽高 + 属性面板)
import { TILE } from './util.js';
import { Save } from './save.js';
import { makeCustomLevel } from './levels/index.js';
import * as S from './sprites.js';
const $ = s => document.querySelector(s);
const clamp = (v, a, b) => Math.max(a, Math.min(b, v));
export const PALETTE = [
['#', '方块', '#6b6b7e'], ['@', '草地', '#4f9e46'], ['=', '砖块', '#a8543c'], ['M', '金属', '#5a6478'],
['%', '冰面', '#8fd8f0'], ['~', '水', '#2a6fd8'], ['-', '单向台', '#9aa6bd'], ['V', '消失块', '#7a7a8c'],
['^', '刺', '#c8c8d8'],
['*', '美味水果', '#e03050'], ['S', '出生点', '#3ddc84'], ['G', '存档点', '#b06bff'], ['X', '终点', '#ffc63a'],
['P', '手枪', '#b8b8c8'], ['F', '苹果', '#ff8095'], ['J', '跳刷新', '#3ddc84'], ['W', '传送门', '#a86bff'],
['T', '提示牌', '#c9a86b'], ['O', '炮台', '#6a6a80'], ['D', '掉落刺', '#8a5a6a'], ['C', '摄像头', '#7ae0ff'],
['B', 'BOSS', '#ff5c7a'], ['!', '触发器', '#ff9a3a'], ['.', '橡皮', '#20202c'],
];
// 每个方块类型可编辑的属性(属性面板按此渲染)
// type: portal(传送门目标) | text | num | select
const SCHEMA = {
'^': [{ type: 'select', key: 'dir', label: '方向', def: 'up', opts: [['up', '上'], ['down', '下'], ['left', '左'], ['right', '右']] }],
W: [{ type: 'portal' }],
T: [{ type: 'text', key: 'msg', label: '提示文字', placeholder: '这块牌子显示的话' }],
O: [
{ type: 'select', key: 'dir', label: '朝向', opts: [['left', '左'], ['right', '右'], ['up', '上'], ['down', '下']] },
{ type: 'num', key: 'period', label: '发射间隔(帧)', min: 10, max: 600, def: 90 },
{ type: 'num', key: 'speed', label: '子弹速度', min: 0.5, max: 10, step: 0.1, def: 2.4 },
{ type: 'num', key: 'offset', label: '初始延迟(帧)', min: 0, max: 600, def: 0 },
],
C: [
{ type: 'num', key: 'w', label: '区域宽(格)', min: 1, max: 40, def: 3 },
{ type: 'num', key: 'h', label: '区域高(格)', min: 1, max: 40, def: 3 },
{ type: 'select', key: 'mode', label: '镜头模式', opts: [['lock', '锁定'], ['zoom', '缩放'], ['follow-off', '跟随关闭']] },
{ type: 'num', key: 'zoom', label: '缩放倍数', min: 0.3, max: 3, step: 0.1, def: 1 },
],
B: [
{ type: 'select', key: 'kind', label: 'BOSS 类型', opts: [['guy', '小兵'], ['mecha', '机甲']] },
{ type: 'num', key: 'hp', label: '血量', min: 1, max: 999, def: 40 },
],
};
function charLabel(ch) { const it = PALETTE.find(p => p[0] === ch); return it ? it[1] : ch; }
// 把某个方块按「游戏内真实外观」画到 ctx 的 (px,py) 处 —— 编辑器所见即所得
function drawTileReal(ctx, ch, px, py, props, t) {
const P = props || {};
switch (ch) {
case '#': S.drawBlock(ctx, px, py, 0); break; // 方块
case '@': S.drawBlock(ctx, px, py, 1); break; // 草地
case '=': S.drawBlock(ctx, px, py, 2); break; // 砖块
case 'M': S.drawBlock(ctx, px, py, 3); break; // 金属
case '%': S.drawIce(ctx, px, py); break; // 冰面
case '~': S.drawWater(ctx, px, py, t); break; // 水
case '-': S.drawOneWay(ctx, px, py); break; // 单向台
case 'V': S.drawVanish(ctx, px, py, 0, t); break; // 消失块
case '^': { // 刺:真实三角形,按道具方向
const di = { up: 0, down: 1, left: 2, right: 3 }[P.dir || 'up'] || 0;
S.drawSpike(ctx, px, py, di, t);
break;
}
case '*': S.drawKiller(ctx, px, py, t); break; // 美味水果
case 'D': S.drawDropSpike(ctx, { x: px, y: py, falling: false }, t); break; // 掉落刺
case 'X': S.drawGoal(ctx, { x: px, y: py, w: TILE, h: TILE }, t); break; // 终点
case 'G': S.drawSave(ctx, { x: px, y: py, w: TILE, h: TILE, active: false }, t); break; // 存档点
case 'P': S.drawGun(ctx, { x: px, y: py }, t); break; // 手枪
case 'F': S.drawApple(ctx, { x: px, y: py, w: TILE, h: TILE }, t); break; // 苹果
case 'J': S.drawJumpRef(ctx, px, py, t); break; // 跳刷新
case 'W': S.drawWarp(ctx, { x: px, y: py, w: TILE, h: TILE }, t); break; // 传送门
case 'T': S.drawSign(ctx, { x: px, y: py, w: TILE, h: TILE }, t); break; // 提示牌
case 'O': S.drawTurret(ctx, { x: px, y: py, dir: P.dir || 'left' }, t); break; // 炮台
case 'C': S.drawCamera(ctx, { x: px, y: py, w: TILE, h: TILE }, t); break; // 摄像头
case 'S': S.drawKid(ctx, { // 出生点:画一个小人
x: px + (TILE - 11) / 2, y: py + (TILE - 21), w: 11, h: 21,
facing: 1, grounded: true, hasGun: false, dead: false,
}, t); break;
default: drawMarker(ctx, px, py, ch); break; // BOSS / 触发器等无独立美术:色块+字母兜底
}
}
// 没有独立 sprite 的方块(BOSS / 触发器等):保留「色块 + 字母」保证可见
function drawMarker(ctx, px, py, ch) {
const item = PALETTE.find(p => p[0] === ch);
const col = item ? item[2] : '#555';
ctx.fillStyle = col; ctx.globalAlpha = 0.85;
ctx.fillRect(px + 1, py + 1, TILE - 2, TILE - 2);
ctx.globalAlpha = 1;
ctx.fillStyle = '#fff';
ctx.font = 'bold 14px monospace';
ctx.textAlign = 'center'; ctx.textBaseline = 'middle';
ctx.fillText(ch, px + TILE / 2, py + TILE / 2);
}
// 编辑器中刺统一用 '^',方向存在 props.dir;导出时翻译成引擎的四个字符
const SPIKE_CHAR = { up: '^', down: 'v', left: '<', right: '>' };
const SPIKE_DIR = { '^': 'up', 'v': 'down', '<': 'left', '>': 'right' };
export const Editor = {
api: {},
map: null, w: 25, sel: '#',
scroll: 0, drag: 0, cur: null,
canvas: null, ctx: null,
// 多面地图状态
faces: null, face: 0,
// 当前选中的方块坐标(属性面板依据它渲染)
selTile: null,
init(api) {
this.api = api;
this.canvas = $('#ed-canvas');
this.ctx = this.canvas.getContext('2d');
this.buildPalette();
this.bind();
$('#ed-w').addEventListener('change', () => this.resize(+$('#ed-w').value, +$('#ed-h').value));
$('#ed-h').addEventListener('change', () => this.resize(+$('#ed-w').value, +$('#ed-h').value));
},
buildPalette() {
const p = $('#palette');
p.innerHTML = '';
PALETTE.forEach(([ch, label]) => {
const d = document.createElement('div');
d.className = 'pal' + (ch === this.sel ? ' on' : '');
// 用真实绘制函数渲染缩略图,所见即所得
const cv = document.createElement('canvas');
cv.className = 'pal-cv'; cv.width = TILE; cv.height = TILE;
drawTileReal(cv.getContext('2d'), ch, 0, 0, null, 0);
d.appendChild(cv);
const sp = document.createElement('span');
sp.textContent = label;
d.appendChild(sp);
d.onclick = () => {
this.sel = ch;
Array.from(p.children).forEach(c => c.classList.remove('on'));
d.classList.add('on');
};
p.appendChild(d);
});
},
bind() {
const c = this.canvas;
const pos = e => {
const r = c.getBoundingClientRect();
const sx = (e.clientX - r.left) * (c.width / r.width);
const sy = (e.clientY - r.top) * (c.height / r.height);
return { tx: Math.floor((sx + this.scroll) / TILE), ty: Math.floor(sy / TILE) };
};
const act = (e, erase) => {
const f = this.curFace();
const { tx, ty } = pos(e);
if (tx < 0 || ty < 0 || tx >= f.w || ty >= f.h) return;
// 无论手上拿的是什么方块,点击格子都选中它,属性面板立即显示该方块的属性
this.selTile = { tx, ty };
const prev = f.grid[ty][tx];
const ch = erase ? '.' : (this.sel === '.' ? '.' : this.sel);
// 放置不覆盖:放实方块时若该格已有方块则跳过,仅选中查看属性
if (!erase && ch !== '.' && prev !== '.') { this.renderProps(); return; }
// 门的增删:放上传送门自动登记一扇门;擦掉或覆盖传送门则移除对应门
if (prev === 'W' && ch !== 'W') this.removeDoor(f, tx, ty);
if (ch === 'W' && prev !== 'W') { f.seq = (f.seq || 0) + 1; f.doors.push({ id: f.seq, tx, ty, to: null }); }
// 改变方块种类时清空该格属性(属性按类型存储)
if (prev !== ch) f.props[ty][tx] = null;
f.grid[ty][tx] = ch;
this.draw();
this.renderProps();
};
c.addEventListener('mousedown', e => {
e.preventDefault();
this.drag = e.button === 2 ? 2 : 1;
act(e, e.button === 2);
});
c.addEventListener('mousemove', e => { if (this.drag) act(e, this.drag === 2); });
addEventListener('mouseup', () => { this.drag = 0; });
c.addEventListener('contextmenu', e => e.preventDefault());
c.addEventListener('wheel', e => {
e.preventDefault();
this.scroll = Math.max(0, Math.min((this.curFace().w - 25) * TILE, this.scroll + Math.sign(e.deltaY) * TILE * 2));
this.draw();
}, { passive: false });
const on = (actName, fn) => { const el = document.querySelector(`[data-act="${actName}"]`); if (el) el.onclick = fn; };
on('ed-resize', () => this.resize(+$('#ed-w').value, +$('#ed-h').value));
on('ed-fill', () => { const f = this.curFace(); for (let x = 0; x < f.w; x++) f.grid[f.h - 1][x] = '#'; this.draw(); });
on('ed-clear', () => { if (typeof confirm === 'function' && !confirm('清空当前面?')) return; const f = this.curFace(); f.grid = blank(f.w, f.h); f.doors = []; f.props = propsBlank(f.w, f.h); this.selTile = null; this.draw(); this.renderProps(); });
on('ed-test', () => this.test());
on('ed-save', () => this.save());
on('ed-import', () => this.openImport());
on('ed-import-cancel', () => this.closeImport());
on('ed-addface', () => this.addFace());
on('ed-copyface', () => this.copyFace());
on('ed-delface', () => this.delFace());
},
// ---------------- 多面地图状态 ----------------
curFace() { return this.faces[this.face]; },
open() {
// 从菜单进入编辑器:始终是新地图(宽高沿用输入框里的值)
const w = +$('#ed-w').value || 25, h = +$('#ed-h').value || 19;
this.faces = [{ name: '面1', w, h, seq: 0, grid: blank(w, h), doors: [], props: propsBlank(w, h) }];
this.face = 0;
this.cur = null; // 未关联任何已存地图 → 首次保存为新建
this.show();
},
/** 仅重绘当前状态(不从零重置):用于试玩后「返回编辑器」等场景,保留正在编辑的地图 */
show() {
if (!this.faces) { this.open(); return; }
this.selTile = null;
$('#ed-w').value = this.curFace().w;
$('#ed-h').value = this.curFace().h;
this.draw();
this.renderFaces();
this.renderProps();
this.updateSaveState();
},
/** 「保存」按钮旁的提示:会更新哪张图,还是另存为新图 */
updateSaveState() {
const el = $('#ed-savestate');
if (!el) return;
const l = this.cur ? Save.customs().find(o => o.id === this.cur) : null;
el.textContent = l ? '→ 更新「' + (l.name || 'MY MAP') + '」' : '→ 另存为新图';
el.classList.toggle('on', !!l);
},
resize(w, h) {
w = clamp(w || 25, 12, 160);
h = clamp(h || 19, 8, 80);
const f = this.curFace();
const og = f.grid, op = f.props;
f.grid = blank(w, h);
f.props = propsBlank(w, h);
for (let y = 0; y < h; y++) for (let x = 0; x < w; x++) {
if (og[y] && og[y][x] !== undefined) f.grid[y][x] = og[y][x];
if (op[y] && op[y][x] !== undefined) f.props[y][x] = op[y][x];
}
f.doors = f.doors.filter(d => d.tx < w && d.ty < h);
f.w = w; f.h = h;
$('#ed-w').value = w; $('#ed-h').value = h;
this.canvas.height = h * TILE;
this.selTile = null;
this.draw();
this.renderProps();
},
addFace() {
const w = this.curFace().w, h = this.curFace().h;
this.faces.push({ name: '面' + (this.faces.length + 1), w, h, seq: 0, grid: blank(w, h), doors: [], props: propsBlank(w, h) });
this.face = this.faces.length - 1;
this.afterFaceSwitch();
},
copyFace() {
const f = this.curFace();
const copy = {
name: f.name + ' 副本', w: f.w, h: f.h, seq: f.seq,
grid: f.grid.map(r => r.slice()),
doors: f.doors.map(d => ({ ...d })),
props: f.props.map(r => r.map(c => (c ? { ...c } : null))),
};
this.faces.push(copy);
this.face = this.faces.length - 1;
this.afterFaceSwitch();
},
delFace() {
if (this.faces.length <= 1) { alert('至少保留一个面'); return; }
if (typeof confirm === 'function' && !confirm('删除「' + this.curFace().name + '」?该面的门与连接都会消失')) return;
this.faces.splice(this.face, 1);
this.face = Math.max(0, this.face - 1);
this.afterFaceSwitch();
},
afterFaceSwitch() {
$('#ed-w').value = this.curFace().w;
$('#ed-h').value = this.curFace().h;
this.scroll = 0;
this.selTile = null;
this.draw();
this.renderFaces();
this.renderProps();
},
removeDoor(f, tx, ty) {
const i = f.doors.findIndex(d => d.tx === tx && d.ty === ty);
if (i >= 0) f.doors.splice(i, 1);
},
// ---------------- 绘制 ----------------
draw() {
const ctx = this.ctx, c = this.canvas;
const f = this.curFace();
c.width = 800; c.height = f.h * TILE;
ctx.fillStyle = '#101018'; ctx.fillRect(0, 0, c.width, c.height);
ctx.save();
ctx.translate(-this.scroll, 0);
const t = 0; // 编辑器为静态预览,不跑动画
for (let y = 0; y < f.h; y++) {
for (let x = 0; x < f.w; x++) {
const ch = f.grid[y][x];
const px = x * TILE, py = y * TILE;
// 真实外观绘制(刺→三角形,方块→纹理,实体→对应精灵)
if (ch !== '.') drawTileReal(ctx, ch, px, py, f.props[y][x] || null, t);
// 淡网格线(编辑对位用)
ctx.strokeStyle = 'rgba(255,255,255,.06)';
ctx.lineWidth = 1;
ctx.strokeRect(px + .5, py + .5, TILE - 1, TILE - 1);
// 传送门:叠加门编号与连接状态(编辑器元数据,游戏内无此显示)
if (ch === 'W') {
const d = f.doors.find(o => o.tx === x && o.ty === y);
ctx.fillStyle = (d && d.to) ? '#bfffd0' : '#ffe6a0';
ctx.font = 'bold 9px monospace';
ctx.textAlign = 'left'; ctx.textBaseline = 'top';
ctx.fillText('W' + (d ? d.id : ''), px + 2, py + 2);
}
}
}
// 选中方块高亮
if (this.selTile && this.selTile.tx >= 0 && this.selTile.ty >= 0 && this.selTile.tx < f.w && this.selTile.ty < f.h) {
const sx = this.selTile.tx * TILE, sy = this.selTile.ty * TILE;
ctx.strokeStyle = '#ffd23a'; ctx.lineWidth = 2;
ctx.strokeRect(sx + 1, sy + 1, TILE - 2, TILE - 2);
}
ctx.restore();
},
// ---------------- 面列表面板 ----------------
renderFaces() {
const box = $('#ed-faces');
if (!box) return;
box.innerHTML = '';
this.faces.forEach((f, i) => {
const d = document.createElement('div');
d.className = 'face-row' + (i === this.face ? ' on' : '');
d.innerHTML = `<input class="face-name" value="${escapeHtml(f.name)}" title="面名称"><span class="face-wh">${f.w}×${f.h} · ${f.doors.length}门</span>`;
d.querySelector('.face-name').addEventListener('change', e => { f.name = e.target.value; });
d.querySelector('.face-name').addEventListener('click', e => e.stopPropagation());
d.onclick = () => { this.face = i; this.afterFaceSwitch(); };
box.appendChild(d);
});
},
// ---------------- 属性面板(选中方块) ----------------
renderProps() {
const box = $('#ed-props');
if (!box) return;
const f = this.curFace();
if (!this.selTile) { box.innerHTML = '<div class="prop-empty">点击画布上的方块,查看并设置它的属性</div>'; return; }
const { tx, ty } = this.selTile;
if (tx < 0 || ty < 0 || tx >= f.w || ty >= f.h) { box.innerHTML = '<div class="prop-empty">(越界)</div>'; return; }
const ch = f.grid[ty][tx];
const label = charLabel(ch);
const fields = SCHEMA[ch];
if (!fields) {
box.innerHTML = `<div class="prop-head">「${ch}」 ${label}</div><div class="prop-empty">该方块没有可设置的属性</div>`;
return;
}
box.innerHTML = `<div class="prop-head">「${ch}」 ${label}</div>`;
for (const fd of fields) {
const row = document.createElement('div');
row.className = 'prop-row';
if (fd.type === 'portal') {
const door = f.doors.find(d => d.tx === tx && d.ty === ty);
if (!door) { row.innerHTML = '<span class="prop-lab">跳转到下一关</span><span class="prop-note">(此格未登记为门,请重新放置 W)</span>'; box.appendChild(row); continue; }
const cur = door.to || null;
const tf = cur ? cur.face : this.face;
const td = cur ? cur.door : -1;
const faceOpts = this.faces.map((gf, gi) => `<option value="${gi}" ${gi === tf ? 'selected' : ''}>面${gi + 1}${gf.name !== ('面' + (gi + 1)) ? '·' + escapeHtml(gf.name) : ''}</option>`).join('');
const tface = this.faces[tf];
const doorOpts = (tface.doors.length
? tface.doors.filter(od => !(od.id === door.id && tf === this.face)).map(od => `<option value="${od.id}" ${td === od.id ? 'selected' : ''}>门${od.id}</option>`).join('')
: '') || '<option value="-1">(该面暂无其他门)</option>';
row.innerHTML = `<span class="prop-lab">跳转到下一关</span><div class="prop-ctl"><select class="p-face">${faceOpts}</select><select class="p-door">${doorOpts}</select></div>`;
const fsel = row.querySelector('.p-face');
const dsel = row.querySelector('.p-door');
const apply = () => {
const ntf = +fsel.value, ntd = +dsel.value;
door.to = (ntd >= 0) ? { face: ntf, door: ntd } : null;
this.draw();
this.renderProps();
};
fsel.onchange = apply;
dsel.onchange = apply;
} else if (fd.type === 'text') {
const val = (f.props[ty][tx] || {})[fd.key] || '';
row.innerHTML = `<span class="prop-lab">${fd.label}</span><input class="prop-in" type="text" placeholder="${fd.placeholder || ''}" value="${escapeHtml(val)}">`;
const inp = row.querySelector('.prop-in');
inp.oninput = () => { ensureProp(f, tx, ty)[fd.key] = inp.value; };
} else if (fd.type === 'num') {
const raw = (f.props[ty][tx] || {})[fd.key];
const val = raw !== undefined && raw !== null && raw !== '' ? raw : (fd.def !== undefined ? fd.def : '');
row.innerHTML = `<span class="prop-lab">${fd.label}</span><input class="prop-in" type="number" min="${fd.min !== undefined ? fd.min : ''}" max="${fd.max !== undefined ? fd.max : ''}" step="${fd.step !== undefined ? fd.step : 1}" value="${val}">`;
const inp = row.querySelector('.prop-in');
inp.oninput = () => {
const v = inp.value === '' ? (fd.def !== undefined ? fd.def : null) : (fd.step && String(fd.step).includes('.') ? +inp.value : +inp.value);
ensureProp(f, tx, ty)[fd.key] = v;
};
} else if (fd.type === 'select') {
const cur = (f.props[ty][tx] || {})[fd.key];
const val = cur !== undefined && cur !== '' ? cur : (fd.def !== undefined ? fd.def : '');
const opts = fd.opts.map(([v, t]) => `<option value="${v}" ${val === v ? 'selected' : ''}>${t}</option>`).join('');
row.innerHTML = `<span class="prop-lab">${fd.label}</span><select class="prop-in">${opts}</select>`;
const sel = row.querySelector('.prop-in');
sel.onchange = () => { ensureProp(f, tx, ty)[fd.key] = sel.value; };
}
box.appendChild(row);
}
},
// ---------------- 数据 ----------------
buildData() {
const faces = this.faces.map(f => {
// 编辑器刺统一为 '^'+props.dir,导出时按方向翻译成引擎字符 ^ v < >
const grid = f.grid.map((r, y) => r.map((ch, x) => {
if (ch === '^') return SPIKE_CHAR[((f.props[y][x] || {}).dir) || 'up'];
return ch;
}).join(''));
// 按扫描顺序收集各类型属性,整型数组(引擎按扫描下标读取)
const messages = [], turrets = [], camzones = [], bosses = [];
for (let y = 0; y < f.h; y++) for (let x = 0; x < f.w; x++) {
const ch = f.grid[y][x];
const p = f.props[y][x];
if (ch === 'T' && p && p.msg !== undefined && p.msg !== '') messages.push(p.msg);
if (ch === 'O' && p) turrets.push({ dir: p.dir || 'left', period: +(p.period || 90), speed: +(p.speed || 2.4), offset: +(p.offset || 0), kind: p.kind || 'ball' });
if (ch === 'C' && p) camzones.push({ w: +(p.w || 3), h: +(p.h || 3), mode: p.mode || 'lock', zoom: +(p.zoom || 1) });
if (ch === 'B' && p) bosses.push({ kind: p.kind || 'guy', hp: +(p.hp || 40) });
}
return {
name: f.name,
width: f.w,
height: f.h,
grid,
doors: f.doors.map(d => ({ id: d.id, tx: d.tx, ty: d.ty, to: d.to || null })),
messages, turrets, camzones, bosses,
};
});
return {
name: ($('#ed-name').value || 'MY MAP').toUpperCase(),
type: 'custom',
startFace: 0,
faces,
};
},
validate() {
for (let i = 0; i < this.faces.length; i++) {
const g = this.faces[i].grid.map(r => r.join(''));
const s = g.join('').split('S').length - 1;
const x = g.join('').split('X').length - 1;
if (s !== 1) return `面${i + 1}(${this.faces[i].name})必须且只能有 1 个 S,当前 ${s} 个`;
if (x < 1) return `面${i + 1}(${this.faces[i].name})至少要 1 个 X(终点)`;
}
// 门不能指向自己所在格子
for (let i = 0; i < this.faces.length; i++) {
for (const d of this.faces[i].doors) {
if (d.to && d.to.face === i && d.to.door === d.id) return `面${i + 1} 的门${d.id} 不能指向自己`;
}
}
return null;
},
test() {
const err = this.validate();
if (err) { alert(err); return; }
this.api.startLevel(makeCustomLevel(this.buildData()));
},
save() {
const err = this.validate();
if (err) { alert(err); return; }
let lv = makeCustomLevel(this.buildData());
if (this.cur) lv.id = this.cur; // 保存当前地图:沿用已有 id,就地更新
Save.updateCustom(lv);
this.cur = lv.id;
this.updateSaveState();
this.api.refresh?.();
},
// ---------------- 导入地图(从已保存的地图里选) ----------------
openImport() {
const box = $('#ed-importbox');
if (!box) return;
const list = $('#ed-import-list');
const customs = Save.customs();
list.innerHTML = '';
if (!customs.length) {
list.innerHTML = '<div class="imp-empty">还没有保存过的地图,先「保存」一个吧</div>';
} else {
customs.forEach(l => {
const fn = (l.faces || []).length;
const d = document.createElement('div');
d.className = 'imp-row' + (l.id === this.cur ? ' on' : '');
d.innerHTML = `<span class="imp-nm">${escapeHtml(l.name || 'MY MAP')}</span><span class="imp-meta">${fn ? fn + ' 面' : '单关'}</span>`;
d.onclick = () => this.pickImport(l.id);
list.appendChild(d);
});
}
box.classList.remove('hidden');
},
closeImport() { $('#ed-importbox')?.classList.add('hidden'); },
pickImport(id) {
const l = Save.customs().find(o => o.id === id);
if (!l) return;
this.cur = l.id;
this.hydrate(l);
$('#ed-name').value = l.name || '';
this.closeImport();
this.afterFaceSwitch();
this.updateSaveState();
},
// 从存档/数据对象恢复多面 + 每格属性(按扫描顺序回填 messages/turrets/camzones/bosses)
hydrate(o) {
this.faces = o.faces.map(f => {
const w = f.width || (f.grid[0] ? f.grid[0].length : 25);
const h = f.height || f.grid.length;
const grid = f.grid.map(r => r.split(''));
const props = propsBlank(w, h);
const face = {
name: f.name || '面',
w, h,
seq: (f.doors || []).reduce((m, d) => Math.max(m, d.id), 0),
grid,
doors: (f.doors || []).map(d => ({ id: d.id, tx: d.tx, ty: d.ty, to: d.to || null })),
props,
};
let mi = 0, ti = 0, ci = 0, bi = 0;
for (let y = 0; y < h; y++) for (let x = 0; x < w; x++) {
const ch = grid[y][x];
if (ch === 'T') { const m = (f.messages || [])[mi++]; if (m !== undefined) props[y][x] = { msg: m }; }
else if (ch === 'O') { const t = (f.turrets || [])[ti++]; if (t) props[y][x] = { ...t }; }
else if (ch === 'C') { const c = (f.camzones || [])[ci++]; if (c) props[y][x] = { ...c }; }
else if (ch === 'B') { const b = (f.bosses || [])[bi++]; if (b) props[y][x] = { ...b }; }
// 引擎的四个刺字符 ^ v < > 统一还原为编辑器 '^' + props.dir
else if (SPIKE_DIR[ch] !== undefined) { grid[y][x] = '^'; props[y][x] = { dir: SPIKE_DIR[ch] }; }
}
return face;
});
this.face = 0;
},
};
function blank(w, h) {
return Array.from({ length: h }, () => Array.from({ length: w }, () => '.'));
}
function propsBlank(w, h) {
return Array.from({ length: h }, () => Array.from({ length: w }, () => null));
}
function ensureProp(f, tx, ty) {
if (!f.props[ty][tx]) f.props[ty][tx] = {};
return f.props[ty][tx];
}
function escapeHtml(s) {
return String(s).replace(/[&<>"']/g, c => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c]));
}
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// 输入:IWBT 经典键位(Shift 跳 / Z 跳 / X 射击 / R 重来)
export const BIND = {
left: ['ArrowLeft', 'KeyA'],
right: ['ArrowRight', 'KeyD'],
up: ['ArrowUp', 'KeyW'],
down: ['ArrowDown', 'KeyS'],
jump: ['ShiftLeft', 'ShiftRight', 'Space', 'KeyZ', 'KeyN'],
shoot: ['KeyX', 'KeyJ', 'KeyC', 'KeyM'],
suicide: ['KeyR'], // IWBT 标准:自杀并回到最近存档点
restart: ['Backspace'], // 整关从头再来(放弃所有存档点)
pause: ['Escape', 'KeyP'],
menu: ['KeyQ'],
};
// 出厂键位快照(供设置里的「恢复默认」使用)
const DEFAULT_BIND = JSON.parse(JSON.stringify(BIND));
const down = new Set(); // 当前按住的原始 code
const now = {}; // action 是否按下
const prev = {}; // 上一帧
const touch = {}; // action -> bool(来自触屏虚拟按键)
const blocked = new Set(['Space', 'ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', 'Tab']);
export const Input = {
enabled: true,
/** 是否按下 */
is(action) { return !!now[action]; },
/** 本帧刚按下 */
hit(action) { return !!now[action] && !prev[action]; },
/** 本帧刚松开 */
released(action) { return !now[action] && !!prev[action]; },
raw(code) { return down.has(code); },
anyHit() { for (const k in now) if (now[k] && !prev[k]) return true; return false; },
clear() {
down.clear();
for (const k in now) now[k] = false;
for (const k in prev) prev[k] = false;
},
/** 每逻辑帧末尾调用 */
endFrame() {
for (const k in now) prev[k] = now[k];
},
};
function refresh() {
for (const act in BIND) {
let v = false;
for (const c of BIND[act]) if (down.has(c)) { v = true; break; }
if (touch[act]) v = true; // 触屏虚拟按键
now[act] = Input.enabled ? v : false;
}
}
// ---------------- 触屏虚拟按键接口 ----------------
export function setTouch(action, on) {
if (!(action in touch)) touch[action] = false;
if (touch[action] === on) return;
touch[action] = on;
refresh();
}
export function clearTouch() {
let any = false;
for (const k in touch) if (touch[k]) { touch[k] = false; any = true; }
if (any) refresh();
}
addEventListener('keydown', e => {
if (blocked.has(e.code)) e.preventDefault();
if (e.repeat) return;
down.add(e.code);
refresh();
});
addEventListener('keyup', e => {
down.delete(e.code);
refresh();
});
addEventListener('blur', () => { down.clear(); refresh(); });
// ---------------- 键位自定义(设置界面调用) ----------------
/** 返回一份出厂键位的深拷贝 */
export function defaultBindings() { return JSON.parse(JSON.stringify(DEFAULT_BIND)); }
/** 用一份 {action: [code,...]} 映射覆盖当前生效键位(设置确定后调用) */
export function applyBindings(map) {
if (!map) return;
for (const act in map) if (act in BIND) BIND[act] = map[act].slice();
}
// 初始化
for (const act in BIND) { now[act] = false; prev[act] = false; }
export const ACTIONS = Object.keys(BIND);
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@@ -1,712 +0,0 @@
// 关卡解析与运行时:ASCII 网格 -> tiles + 实体 + 事件
import { TILE, clamp, overlap, hashNoise } from './util.js';
import * as S from './sprites.js';
import { sfx } from './audio.js';
import { Particles } from './particles.js';
import { Boss } from './boss.js';
export const T = {
EMPTY: 0, BLOCK: 1, GRASS: 2, BRICK: 3, METAL: 4,
ICE: 5, WATER: 6, ONEWAY: 7, KILLER: 8, VANISH: 9,
SPIKE_U: 10, SPIKE_D: 11, SPIKE_L: 12, SPIKE_R: 13,
};
const SOLID = { 1: 1, 2: 1, 3: 1, 4: 1, 5: 1, 9: 1 };
const DEADLY = { 8: 1, 10: 1, 11: 1, 12: 1, 13: 1 };
/** ASCII 字符 -> tile */
export const CHAR2TILE = {
'#': T.BLOCK, '@': T.GRASS, '=': T.BRICK, 'M': T.METAL,
'%': T.ICE, '~': T.WATER, '-': T.ONEWAY, '*': T.KILLER, 'V': T.VANISH,
'^': T.SPIKE_U, 'v': T.SPIKE_D, '<': T.SPIKE_L, '>': T.SPIKE_R,
};
/** ASCII 字符 -> 实体类型 */
const CHAR2ENT = {
S: 'spawn', G: 'save', X: 'goal', P: 'gun', F: 'apple', J: 'jumpref',
W: 'warp', T: 'sign', O: 'turret', B: 'boss', D: 'dropspike',
C: 'camzone', '!': 'trigger',
};
const ESIZE = {
spawn: [16, 26], save: [20, 22], goal: [30, 42], gun: [28, 24], apple: [18, 20],
jumpref: [26, 26], warp: [28, 28], sign: [30, 26], turret: [32, 32],
boss: [64, 64], dropspike: [32, 32], camzone: [96, 96], trigger: [32, 32],
};
export class Level {
constructor(data) {
this.data = data;
this.name = data.name || 'STAGE';
this.type = data.type || 'jump';
this.parse(data);
this.particles = new Particles();
this.reset(true);
}
// ---------------- 解析 ----------------
parse(data) {
const rows = data.grid || [];
this.h = rows.length || 19;
this.w = data.width || Math.max(...rows.map(r => r.length), 25);
this.pxW = this.w * TILE;
this.pxH = this.h * TILE;
this.tiles = [];
const srcEntities = [];
const order = { warp: 0, boss: 0, sign: 0, turret: 0, camzone: 0, trigger: 0 };
for (let y = 0; y < this.h; y++) {
const line = rows[y] || '';
const row = [];
for (let x = 0; x < this.w; x++) {
const ch = line[x] || ' ';
if (CHAR2TILE[ch] !== undefined) {
row.push(CHAR2TILE[ch]);
} else if (CHAR2ENT[ch] !== undefined) {
const type = CHAR2ENT[ch];
const [ew, eh] = ESIZE[type];
const idx = order[type] !== undefined ? order[type]++ : 0;
srcEntities.push({ type, idx, tx: x, ty: y, ch });
row.push(T.EMPTY);
} else row.push(T.EMPTY);
}
this.tiles.push(row);
}
// 构建实体
this.srcEntities = srcEntities;
this.moversSrc = data.movers || [];
this.eventSrc = data.events || [];
this.msgs = data.messages || [];
this.bossSrc = data.bosses || [];
this.warpSrc = data.warps || [];
this.turretSrc = data.turrets || [];
this.camSrc = data.camzones || [];
this.spawnExtra = data.spawn || null;
this.hint = data.hint || '';
this.bgTheme = data.bg || (this.type === 'boss' ? 'boss' : this.type === 'troll' ? 'troll' : this.type === 'endur' ? 'endur' : 'jump');
}
/** 完整重置(死亡 / 重开) */
reset(full = false) {
// tiles 状态(vanish 等)
if (full) { this.deathMarks = []; this.deathFX = []; } // 血迹/死亡特效只在整关重开时清空,复活后保留
this.vanish = new Map();
this.bullets = [];
this.ebullets = [];
this.entities = [];
this.movers = [];
this.bosses = [];
this.events = [];
this.time = 0;
this.toast = null;
this.toastT = 0;
this.particles?.clear();
this.shake = 0;
this.beat = false;
// 实体实例化
let saveNo = 0;
for (const s of this.srcEntities) {
const [ew, eh] = ESIZE[s.type];
const e = {
type: s.type, idx: s.idx,
tx: s.tx, ty: s.ty,
x: s.tx * TILE + (TILE - ew) / 2,
y: s.ty * TILE + (TILE - eh),
w: ew, h: eh,
active: false, dead: false, t: 0,
};
if (s.type === 'goal') e.y = s.ty * TILE + TILE - eh;
if (s.type === 'save') { e.fake = false; e.no = ++saveNo; }
if (s.type === 'sign') e.text = this.msgs[e.idx] || '...';
if (s.type === 'turret') {
const cfg = this.turretSrc[e.idx] || {};
e.dir = cfg.dir || 'left';
e.period = cfg.period || 90;
e.speed = cfg.speed || 2.4;
e.timer = cfg.offset || 0;
e.kind = cfg.kind || 'ball';
}
if (s.type === 'warp') {
const cfg = this.warpSrc[e.idx] || {};
// 自制多面地图:门的目标直接挂在 door.to 上
// door.to 可以是跨面 {face, door}(自制门),或原有 'spawn' / {x,y}(内置同关传送)
const door = (this.data.doors || []).find(d => d.tx === s.tx && d.ty === s.ty);
e.doorId = door ? door.id : e.idx;
e.pair = cfg.pair !== undefined ? cfg.pair : (e.idx % 2 === 0 ? e.idx + 1 : e.idx - 1);
e.to = (door && door.to) ? door.to : (cfg.to || null);
e.cool = 0;
e.hidden = !!cfg.hidden;
}
if (s.type === 'camzone') {
const cfg = this.camSrc[e.idx] || {};
e.w = (cfg.w || 3) * TILE; e.h = (cfg.h || 3) * TILE;
e.x = s.tx * TILE; e.y = s.ty * TILE;
e.mode = cfg.mode || 'lock'; // lock | zoom | follow-off
e.zoom = cfg.zoom || 1;
e.lx = cfg.lx !== undefined ? cfg.lx * TILE : null;
e.ly = cfg.ly !== undefined ? cfg.ly * TILE : null;
}
if (s.type === 'dropspike') {
e.falling = false; e.vy = 0; e.homeY = e.y;
e.triggerX = (this.srcEntities.length ? 0 : 0);
}
if (s.type === 'boss') {
const cfg = this.bossSrc[e.idx] || { kind: 'guy' };
e.kind = cfg.kind || 'guy';
e.hp = cfg.hp || 40;
e.w = cfg.w || 64; e.h = cfg.h || 64;
e.x = s.tx * TILE + TILE / 2 - e.w / 2;
e.y = s.ty * TILE + TILE - e.h;
}
this.entities.push(e);
}
// 移动平台
for (const m of this.moversSrc) {
const path = (m.path || []).map(p => ({ x: p[0] * TILE, y: p[1] * TILE }));
const a = path[0] || { x: m.x * TILE, y: m.y * TILE };
this.movers.push({
x: a.x, y: a.y,
w: (m.w || 3) * TILE, h: (m.h || 1) * TILE,
path, i: 0, dir: 1, speed: m.speed || 1.2, t: 0,
mode: m.mode || 'loop', // loop | pingpong
dx: 0, dy: 0,
ax: a.x, ay: a.y, aw: (m.w || 3) * TILE, ah: (m.h || 1) * TILE,
bx: (path[1] || a).x, by: (path[1] || a).y,
});
}
// 事件(坑向触发器)
for (const ev of this.eventSrc) {
this.events.push({
x: ev.x * TILE, y: ev.y * TILE, w: (ev.w || 1) * TILE, h: (ev.h || 1) * TILE,
once: ev.once !== false, fired: false,
actions: ev.actions || [], hidden: ev.hidden !== false,
});
}
// 补齐未在 ASCII 中放置的摄像头区域(camzones 数组独立定义)
const camPlaced = this.srcEntities.filter(s => s.type === 'camzone').length;
for (let i = camPlaced; i < this.camSrc.length; i++) {
const cfg = this.camSrc[i];
this.entities.push({
type: 'camzone', idx: i, tx: cfg.x, ty: cfg.y,
x: cfg.x * TILE, y: cfg.y * TILE,
w: (cfg.w || 3) * TILE, h: (cfg.h || 3) * TILE,
mode: cfg.mode || 'lock', zoom: cfg.zoom || 1,
lx: cfg.lx !== undefined ? cfg.lx * TILE : null,
ly: cfg.ly !== undefined ? cfg.ly * TILE : null,
active: false, dead: false, t: 0,
});
}
// BOSS
for (const e of this.entities) {
if (e.type !== 'boss') continue;
this.bosses.push(new Boss(this, e));
}
// 出生点
const sp = this.entities.find(e => e.type === 'spawn');
this.spawn = sp
? { x: sp.x + sp.w / 2 - 5.5, y: sp.y + sp.h - 21 }
: (this.spawnExtra ? { x: this.spawnExtra[0] * TILE, y: this.spawnExtra[1] * TILE } : { x: 40, y: 40 });
// 总苹果数 / 存档点数
this.totalApples = this.entities.filter(e => e.type === 'apple').length;
this.totalSaves = saveNo;
}
/** 死亡后的软重置:保留存档点与已拾取道具,其余复位。
* 粒子与震屏是"演出层":不清场——无论主动按 R 还是被动死亡后秒按 R,
* 死亡特效都留在死亡位置自然播完(粒子 34 帧 / 冲击环 14 帧 / 震屏衰减),
* 重生只重置关卡逻辑状态,不掐断演出。整关重开(reset(true))才会清空 */
softReset() {
this.vanish.clear();
if (this.vanishT) this.vanishT.clear();
this.bullets.length = 0;
this.ebullets.length = 0;
for (const m of this.movers) {
const a = m.path[0];
if (a) { m.x = a.x; m.y = a.y; m.i = 0; }
m.dx = m.dy = 0;
const nx = m.path[1] || a;
m.ax = m.x; m.ay = m.y; m.bx = nx?.x ?? m.x; m.by = nx?.y ?? m.y;
}
for (const e of this.entities) {
if (e.type === 'dropspike') {
if (e.temp) { e.dead = true; continue; }
e.y = e.homeY; e.falling = false; e.vy = 0; e.landed = false; e.landT = 0;
}
if (e.type === 'warp') e.cool = 0;
}
this.entities = this.entities.filter(e => !e.dead);
for (const ev of this.events) ev.fired = false;
for (const b of this.bosses) {
b.hp = b.maxHp; b.dead = false; b.deathT = 0; b.bodyKill = true;
b.t = 0; b.state = 'idle'; b.stateT = 0; b.phase = 1;
b.x = b.homeX; b.y = b.homeY; b.vx = 0; b.vy = 0;
}
}
// 死亡标记:在死亡地点留下一个常驻「红叉」(IWBTG 风格死亡指示)。
// 只保留上一次死亡的红叉:新增前先清空,多次死亡不会累积。
addDeathMark(x, y) {
this.deathMarks.length = 0;
this.deathMarks.push({ x, y });
}
// 死亡特效(扩散冲击环):记录到关卡层而非玩家——主动重生时玩家当帧就复活了,
// 环要留在死亡位置播完。t 由 update 推进,14 帧扩散淡出后移除
addDeathFX(x, y) {
this.deathFX.push({ x, y, t: 0 });
}
drawDeathRing(ctx, fx) {
const t = fx.t;
if (t > 14) return;
const r = 4 + t * 1.8, a = Math.max(0, 1 - t / 14);
ctx.save();
ctx.globalAlpha = a * 0.85;
ctx.strokeStyle = '#ff8fa3';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(fx.x, fx.y, r, 0, Math.PI * 2);
ctx.stroke();
ctx.globalAlpha = a * 0.3;
ctx.fillStyle = '#ff5c7a';
ctx.beginPath();
ctx.arc(fx.x, fx.y, r * 0.55, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
drawDeathMark(ctx, dm) {
const s = 4; // 红叉半边长(< kid 的 11×21,整体约 8px)
ctx.lineCap = 'round';
// 深色描边,保证在任意背景下都清晰
ctx.lineWidth = 3;
ctx.strokeStyle = 'rgba(0,0,0,0.55)';
ctx.beginPath();
ctx.moveTo(dm.x - s, dm.y - s); ctx.lineTo(dm.x + s, dm.y + s);
ctx.moveTo(dm.x + s, dm.y - s); ctx.lineTo(dm.x - s, dm.y + s);
ctx.stroke();
// 红色主体
ctx.lineWidth = 2;
ctx.strokeStyle = '#ff2535';
ctx.beginPath();
ctx.moveTo(dm.x - s, dm.y - s); ctx.lineTo(dm.x + s, dm.y + s);
ctx.moveTo(dm.x + s, dm.y - s); ctx.lineTo(dm.x - s, dm.y + s);
ctx.stroke();
}
// ---------------- 查询 ----------------
tileAt(tx, ty) {
if (tx < 0 || ty < 0 || tx >= this.w || ty >= this.h) return ty < 0 ? T.EMPTY : T.BLOCK;
return this.tiles[ty][tx];
}
pxTile(px, py) { return this.tileAt(Math.floor(px / TILE), Math.floor(py / TILE)); }
isSolidTile(t, tx, ty) {
if (!SOLID[t]) return false;
if (t === T.VANISH) {
const st = this.vanishState(tx, ty);
return st !== 2;
}
return true;
}
vanishState(tx, ty) { return this.vanish.get(ty * 1000 + tx) ?? 0; }
setVanish(tx, ty, st) { this.vanish.set(ty * 1000 + tx, st); }
/** 矩形是否与实心地形相交(可指定忽略单向平台的下落判定) */
solidRect(x, y, w, h, opts = {}) {
const x0 = Math.floor(x / TILE), x1 = Math.floor((x + w - 0.001) / TILE);
const y0 = Math.floor(y / TILE), y1 = Math.floor((y + h - 0.001) / TILE);
for (let ty = y0; ty <= y1; ty++) {
for (let tx = x0; tx <= x1; tx++) {
const t = this.tileAt(tx, ty);
if (t === T.ONEWAY) {
if (!opts.dropThrough && opts.prevBottom !== undefined && opts.prevBottom <= ty * TILE + 6) {
// 从上方落下:只有当前底部穿过平台面时才碰撞
if (y + h <= ty * TILE + 8) continue;
if (opts.prevBottom > ty * TILE + 2) continue;
return true;
}
continue;
}
if (this.isSolidTile(t, tx, ty)) return true;
}
}
// 移动平台
for (const m of this.movers) {
if (m.gone) continue;
if (x < m.x + m.w && x + w > m.x && y < m.y + m.h && y + h > m.y) {
if (opts.moverExclude === m) continue;
return true;
}
}
return false;
}
/** 致死判定(刺 / 美味水果 / 敌人子弹) */
deadlyRect(x, y, w, h) {
const x0 = Math.floor(x / TILE), x1 = Math.floor((x + w - 0.001) / TILE);
const y0 = Math.floor(y / TILE), y1 = Math.floor((y + h - 0.001) / TILE);
for (let ty = y0; ty <= y1; ty++) {
for (let tx = x0; tx <= x1; tx++) {
const t = this.tileAt(tx, ty);
if (!DEADLY[t]) continue;
const tr = spikeTri(t, tx * TILE, ty * TILE);
if (triRectOverlap(tr.ax, tr.ay, tr.bx, tr.by, tr.cx, tr.cy, x, y, w, h)) return true;
}
}
for (const e of this.entities) {
if (e.type === 'dropspike' && e.falling) {
const tr = spikeTri(T.SPIKE_L, e.x, e.y); // 与 drawDropSpike 的 dir=2(朝左)一致
if (triRectOverlap(tr.ax, tr.ay, tr.bx, tr.by, tr.cx, tr.cy, x, y, w, h)) return true;
}
}
for (const b of this.ebullets) {
if (b.dead) continue;
const r = { x: b.x, y: b.y, w: b.w, h: b.h };
if (overlap({ x, y, w, h }, r)) return true;
}
for (const bs of this.bosses) {
if (bs.dead || !bs.bodyKill) continue;
if (overlap({ x, y, w, h }, bs)) return true;
}
return false;
}
waterRect(x, y, w, h) {
const x0 = Math.floor(x / TILE), x1 = Math.floor((x + w - 0.001) / TILE);
const y0 = Math.floor(y / TILE), y1 = Math.floor((y + h - 0.001) / TILE);
for (let ty = y0; ty <= y1; ty++)
for (let tx = x0; tx <= x1; tx++)
if (this.tileAt(tx, ty) === T.WATER) return true;
return false;
}
iceAtBottom(x, y, w, h) {
const tx0 = Math.floor(x / TILE), tx1 = Math.floor((x + w - 1) / TILE);
const ty = Math.floor((y + h + 1) / TILE);
for (let tx = tx0; tx <= tx1; tx++) if (this.tileAt(tx, ty) === T.ICE) return true;
return false;
}
// ---------------- 更新 ----------------
update(dt, player, cam) {
this.time += dt;
const t = this.time;
// 死亡特效(冲击环)推进:14 帧后移除;粒子由 particles.update 自理
for (let i = this.deathFX.length - 1; i >= 0; i--) {
if (++this.deathFX[i].t > 14) this.deathFX.splice(i, 1);
}
// 移动平台
for (const m of this.movers) {
if (!m.path.length) continue;
const tgt = m.path[(m.i + 1) % m.path.length];
const ox = m.x, oy = m.y;
const dx = tgt.x - m.x, dy = tgt.y - m.y;
const dist = Math.hypot(dx, dy);
if (dist <= m.speed) {
m.x = tgt.x; m.y = tgt.y;
m.i = (m.i + 1) % m.path.length;
} else {
m.x += dx / dist * m.speed;
m.y += dy / dist * m.speed;
}
m.dx = m.x - ox; m.dy = m.y - oy;
const next = m.path[(m.i + 1) % m.path.length];
m.ax = m.x; m.ay = m.y; m.bx = next.x; m.by = next.y;
}
// 消失方块计时
for (const [key, st] of this.vanish) {
if (st === 0) continue;
const tt = (this.vanishT?.get(key) || 0) + 1;
this.vanishT = this.vanishT || new Map();
this.vanishT.set(key, tt);
if (st === 1 && tt > 55) { this.vanish.set(key, 2); this.vanishT.set(key, 0); }
else if (st === 2 && tt > 110) { this.vanish.set(key, 0); this.vanishT.set(key, 0); }
}
// 掉落刺
for (const e of this.entities) {
if (e.type !== 'dropspike') continue;
if (!e.falling) {
const px = player.x + player.w / 2;
if (Math.abs(px - (e.x + e.w / 2)) < 26 && Math.abs(player.y - e.y) < 260 && player.y > e.y) {
e.falling = true; e.vy = 0;
sfx.vanish();
}
} else if (e.landed) {
// 落地后插在地上,80 帧后碎掉(否则会永久堵死落脚点)
e.landT = (e.landT || 0) + 1;
if (e.landT > 80) { e.dead = true; e.falling = false; }
} else {
e.vy = Math.min(e.vy + 0.5, 11);
e.y += e.vy;
const ty = Math.floor((e.y + e.h) / TILE);
const tx = Math.floor((e.x + e.w / 2) / TILE);
if (this.isSolidTile(this.tileAt(tx, ty), tx, ty)) {
e.y = ty * TILE - e.h; e.vy = 0; e.landed = true; e.landT = 0;
this.shake = Math.max(this.shake, 5);
}
if (e.y > this.pxH + 100) e.dead = true;
}
}
// 炮台
for (const e of this.entities) {
if (e.type !== 'turret') continue;
e.t++;
if (e.t % (e.period || 90) === 0) {
const cx = e.x + e.w / 2, cy = e.y + e.h / 2;
let vx = 0, vy = 0;
if (e.dir === 'left') vx = -e.speed;
else if (e.dir === 'right') vx = e.speed;
else if (e.dir === 'up') vy = -e.speed;
else vy = e.speed;
if (e.kind === 'aim' && player.alive) {
const dx = (player.x + player.w / 2) - cx, dy = (player.y + player.h / 2) - cy;
const d = Math.hypot(dx, dy) || 1;
vx = dx / d * e.speed; vy = dy / d * e.speed;
}
this.ebullets.push({ x: cx - 4, y: cy - 4, w: 8, h: 8, vx, vy, dead: false, col: '#ff5c7a', life: 400 });
sfx.shoot();
}
}
// 敌人子弹
for (const b of this.ebullets) {
b.x += b.vx; b.y += b.vy; b.life--;
if (b.life <= 0) b.dead = true;
const tx = Math.floor((b.x + b.w / 2) / TILE), ty = Math.floor((b.y + b.h / 2) / TILE);
if (this.isSolidTile(this.tileAt(tx, ty), tx, ty)) {
b.dead = true;
this.particles.spawn(b.x + 4, b.y + 4, 4, { colors: ['#ff5c7a', '#fff'], speed: 2, life: 14 });
}
}
this.ebullets = this.ebullets.filter(b => !b.dead);
// 玩家子弹
for (const b of this.bullets) {
b.x += b.vx; b.y += b.vy; b.life--;
if (b.life <= 0) b.dead = true;
const tx = Math.floor((b.x + b.w / 2) / TILE), ty = Math.floor((b.y + b.h / 2) / TILE);
const tt = this.tileAt(tx, ty);
if (tt === T.BLOCK || tt === T.GRASS || tt === T.BRICK || tt === T.METAL) {
b.dead = true;
this.particles.spawn(b.x + 3, b.y + 3, 5, { colors: ['#fff6a0', '#ffb040'], speed: 2.4, life: 16 });
}
}
this.bullets = this.bullets.filter(b => !b.dead);
// 事件触发
for (const ev of this.events) {
if (ev.fired && ev.once) continue;
if (overlap(player, ev)) this.fireEvent(ev, player);
}
// 摄像机区域
this.camZone = null;
for (const e of this.entities) {
if (e.type !== 'camzone') continue;
if (overlap({ x: player.x + player.w / 2 - 1, y: player.y + player.h / 2 - 1, w: 2, h: 2 }, e)) {
this.camZone = e; break;
}
}
if (this.shake > 0) this.shake *= 0.86;
if (this.toastT > 0 && --this.toastT === 0) this.toast = null;
this.particles.update();
// 死亡红叉为常驻静态标记,无需逐帧演化,复活后仍保留
}
fireEvent(ev, player) {
ev.fired = true;
for (const a of ev.actions) {
if (a.type === 'msg') { this.showToast(a.text, a.dur || 150); }
else if (a.type === 'spikes') {
// 生成一排下落刺
for (let i = 0; i < (a.count || 5); i++) {
const x = (a.x + i * (a.gap || 1)) * TILE;
this.entities.push({
type: 'dropspike', x, y: (a.y || 0) * TILE, w: TILE, h: TILE,
falling: true, vy: 0, homeY: (a.y || 0) * TILE, t: 0, temp: true,
});
}
sfx.troll();
} else if (a.type === 'vanish') {
for (let i = 0; i < (a.count || 3); i++) {
const tx = (a.x + i), ty = a.y;
if (this.tileAt(tx, ty) === T.EMPTY) continue;
this.setVanish(tx, ty, 1);
this.vanishT = this.vanishT || new Map();
this.vanishT.set(ty * 1000 + tx, 0);
}
sfx.vanish();
} else if (a.type === 'warp') {
player.x = a.x * TILE; player.y = a.y * TILE;
player.vx = 0; player.vy = 0;
sfx.warp();
} else if (a.type === 'kill') { player.kill(); }
else if (a.type === 'shake') { this.shake = a.v || 10; }
}
}
showToast(text, dur = 150) { this.toast = text; this.toastT = dur; }
// ---------------- 绘制 ----------------
drawBg(ctx, cam, t) {
const g = ctx.createLinearGradient(0, 0, 0, cam.h);
const th = {
jump: ['#1a1830', '#0a0a14'],
endur: ['#101f24', '#080c10'],
boss: ['#2a1018', '#0d0810'],
troll: ['#221432', '#0b0812'],
custom: ['#141428', '#08080f'],
}[this.bgTheme] || ['#1a1830', '#0a0a14'];
g.addColorStop(0, th[0]); g.addColorStop(1, th[1]);
ctx.fillStyle = g;
ctx.fillRect(0, 0, cam.w, cam.h);
// 远景装饰(视差)
const px = -cam.x * 0.25, py = -cam.y * 0.15;
ctx.globalAlpha = 0.16;
ctx.fillStyle = '#ffffff';
for (let i = 0; i < 60; i++) {
const nx = hashNoise(i, 7) * 2000, ny = hashNoise(i, 13) * 900;
const sx = ((nx + px) % (cam.w + 200)) - 100;
const sy = ((ny + py) % (cam.h + 120)) - 60;
ctx.fillRect(sx, sy, 2, 2);
}
ctx.globalAlpha = 1;
// 网格
ctx.strokeStyle = 'rgba(255,255,255,.035)';
ctx.lineWidth = 1;
ctx.beginPath();
const off = TILE * 2;
const sx0 = -((cam.x % off));
const sy0 = -((cam.y % off));
for (let x = sx0; x < cam.w; x += off) { ctx.moveTo(x + .5, 0); ctx.lineTo(x + .5, cam.h); }
for (let y = sy0; y < cam.h; y += off) { ctx.moveTo(0, y + .5); ctx.lineTo(cam.w, y + .5); }
ctx.stroke();
}
draw(ctx, cam, t) {
const vx0 = Math.max(0, Math.floor(cam.x / TILE) - 1);
const vx1 = Math.min(this.w - 1, Math.ceil((cam.x + cam.w / (cam.zoom || 1)) / TILE) + 1);
const vy0 = Math.max(0, Math.floor(cam.y / TILE) - 1);
const vy1 = Math.min(this.h - 1, Math.ceil((cam.y + cam.h / (cam.zoom || 1)) / TILE) + 1);
ctx.save();
// 摄像机变换由外部处理
for (let ty = vy0; ty <= vy1; ty++) {
for (let tx = vx0; tx <= vx1; tx++) {
const v = this.tiles[ty][tx];
if (v === T.EMPTY) continue;
const x = tx * TILE, y = ty * TILE;
switch (v) {
case T.BLOCK: S.drawBlock(ctx, x, y, 0); break;
case T.GRASS: S.drawBlock(ctx, x, y, 1); break;
case T.BRICK: S.drawBlock(ctx, x, y, 2); break;
case T.METAL: S.drawBlock(ctx, x, y, 3); break;
case T.ICE: S.drawIce(ctx, x, y); break;
case T.WATER: S.drawWater(ctx, x, y, t); break;
case T.ONEWAY: S.drawOneWay(ctx, x, y); break;
case T.KILLER: S.drawKiller(ctx, x, y, t); break;
case T.VANISH: S.drawVanish(ctx, x, y, this.vanishState(tx, ty), t); break;
case T.SPIKE_U: S.drawSpike(ctx, x, y, 0, t); break;
case T.SPIKE_D: S.drawSpike(ctx, x, y, 1, t); break;
case T.SPIKE_L: S.drawSpike(ctx, x, y, 2, t); break;
case T.SPIKE_R: S.drawSpike(ctx, x, y, 3, t); break;
}
}
}
// 移动平台
for (const m of this.movers) S.drawMovingPlatform(ctx, m);
// 实体
for (const e of this.entities) {
if (e.dead) continue;
switch (e.type) {
case 'save': S.drawSave(ctx, e, t); break;
case 'goal': S.drawGoal(ctx, e, t); break;
case 'gun': if (!e.taken) S.drawGun(ctx, e, t); break;
case 'apple': if (!e.taken) S.drawApple(ctx, e, t); break;
case 'jumpref': S.drawJumpRef(ctx, e, t); break;
case 'warp': if (!e.hidden) S.drawWarp(ctx, e, t); break;
case 'sign': S.drawSign(ctx, e, t); break;
case 'turret': S.drawTurret(ctx, e, t); break;
case 'camzone': S.drawCamera(ctx, e, t); break;
case 'dropspike': S.drawDropSpike(ctx, e, t); break;
}
}
// 子弹
for (const b of this.bullets) S.drawBullet(ctx, b);
for (const b of this.ebullets) S.drawEBullet(ctx, b, t);
// 死亡血迹(IWBTG 风格,常驻于死亡地点)
for (const dm of this.deathMarks) this.drawDeathMark(ctx, dm);
// 死亡特效(扩散冲击环,14 帧淡出)
for (const fx of this.deathFX) this.drawDeathRing(ctx, fx);
this.particles.draw(ctx);
ctx.restore();
}
/** 屏幕空间 UI:提示牌文字 / toast */
drawOverlay(ctx, cam, t) {
for (const e of this.entities) {
if (e.type !== 'sign') continue;
const sx = (e.x + e.w / 2 - cam.x) * (cam.zoom || 1);
const sy = (e.y - 6 - cam.y) * (cam.zoom || 1);
if (sx < -80 || sx > cam.w + 80) continue;
ctx.font = 'bold 11px "Courier New",monospace';
ctx.textAlign = 'center';
const txt = e.text;
const wd = ctx.measureText(txt).width;
ctx.fillStyle = 'rgba(0,0,0,.72)';
ctx.fillRect(sx - wd / 2 - 5, sy - 13, wd + 10, 16);
ctx.fillStyle = '#ffe9a8';
ctx.fillText(txt, sx, sy);
}
}
}
// 单三角形刺的顶点(与 sprites.drawSpike 完全一致)。
// 尖端指向刺的方向,底边贴在相反一侧(地面 / 天花板 / 墙面)。
function spikeTri(t, x, y) {
const s = TILE;
if (t === T.SPIKE_U) return { ax: x + s / 2, ay: y, bx: x, by: y + s, cx: x + s, cy: y + s };
if (t === T.SPIKE_D) return { ax: x + s / 2, ay: y + s, bx: x, by: y, cx: x + s, cy: y };
if (t === T.SPIKE_L) return { ax: x, ay: y + s / 2, bx: x + s, by: y, cx: x + s, cy: y + s };
if (t === T.SPIKE_R) return { ax: x + s, ay: y + s / 2, bx: x, by: y, cx: x, cy: y + s };
return { ax: x, ay: y, bx: x + s, by: y, cx: x, cy: y + s }; // 兜底(不应到达)
}
// 三角形与轴对齐矩形的相交判定(分离轴定理,凸多边形充要条件)。
function triRectOverlap(ax, ay, bx, by, cx, cy, rx, ry, rw, rh) {
const rMinX = rx, rMaxX = rx + rw, rMinY = ry, rMaxY = ry + rh;
const tMinX = Math.min(ax, bx, cx), tMaxX = Math.max(ax, bx, cx);
const tMinY = Math.min(ay, by, cy), tMaxY = Math.max(ay, by, cy);
if (tMaxX < rMinX || tMinX > rMaxX || tMaxY < rMinY || tMinY > rMaxY) return false; // AABB 快速排除
const edges = [[bx - ax, by - ay], [cx - bx, cy - by], [ax - cx, ay - cy]];
for (const [ex, ey] of edges) {
const nx = -ey, ny = ex; // 边法线
const t0 = nx * ax + ny * ay, t1 = nx * bx + ny * by, t2 = nx * cx + ny * cy;
const tMin = Math.min(t0, t1, t2), tMax = Math.max(t0, t1, t2);
const p0 = nx * rMinX + ny * rMinY, p1 = nx * rMaxX + ny * rMinY,
p2 = nx * rMinX + ny * rMaxY, p3 = nx * rMaxX + ny * rMaxY;
const rMin = Math.min(p0, p1, p2, p3), rMax = Math.max(p0, p1, p2, p3);
if (tMax < rMin || rMax < tMin) return false; // 找到分离轴
}
return true;
}
export { spikeTri, triRectOverlap };
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// BOSS 战关卡(击败 BOSS 即通关)
import { G, rep, E, plat, ent } from './kit.js';
export default [
{
id: 'b1', name: 'THE GUY', type: 'boss', diff: 3, bg: 'boss', width: 48,
hint: 'X 键射击。他放扇形弹+砸地冲击波,站在平台边缘躲开再输出。',
startGun: true,
bosses: [{ kind: 'guy', hp: 72 }],
grid: G(48, [
rep('#', 48), // 0
E(48), E(48), E(48), E(48), E(48), E(48), E(48),// 1-7
'#' + rep('.', 5) + '######' + rep('.', 24) + '######', // 8
E(48), E(48), E(48), // 9-11
'#' + rep('.', 15) + '######' + rep('.', 8) + '######', // 12
E(48), E(48), E(48), // 13-15
'#' + rep('.', 5) + '######' + rep('.', 24) + '######', // 16
E(48), E(48), E(48), // 17-19
ent(48, [2, 'S'], [24, 'B']), // 20
rep('#', 48), // 21
]),
},
{
id: 'b2', name: 'MECHA KID', type: 'boss', diff: 4, bg: 'boss', width: 48,
hint: '冲刺时贴地必死。跳上高台躲,等他停下再打。',
startGun: true,
bosses: [{ kind: 'mecha', hp: 96 }],
grid: G(48, [
rep('#', 48), // 0
E(48), E(48), E(48), E(48), // 1-4
'#' + rep('.', 12) + '######' + rep('.', 10) + '######', // 5
E(48), E(48), E(48), // 6-8
'#' + rep('.', 3) + '######' + rep('.', 28) + '######', // 9
E(48), E(48), E(48), // 10-12
'#' + rep('.', 15) + '######' + rep('.', 8) + '######', // 13
E(48), E(48), E(48), // 14-16
'#' + rep('.', 3) + '######' + rep('.', 28) + '######', // 17
E(48), E(48), E(48), // 18-19
ent(48, [2, 'S'], [24, 'B']), // 20
rep('#', 48), // 21
]),
},
{
id: 'b3', name: 'THE DEVIL', type: 'boss', diff: 5, bg: 'boss', width: 48,
hint: '三阶段:追踪弹 → 激光横扫 → 环形弹幕。地上还有刺。活下来。',
startGun: true,
bosses: [{ kind: 'devil', hp: 128 }],
grid: G(48, [
rep('#', 48), // 0
E(48), E(48), E(48), // 1-3
'#' + rep('.', 5) + '######' + rep('.', 24) + '######', // 4
E(48), E(48), E(48), // 5-7
'#' + rep('.', 15) + '######' + rep('.', 8) + '######', // 8
E(48), E(48), E(48), // 9-11
'#' + rep('.', 3) + '######' + rep('.', 28) + '######', // 12
E(48), E(48), E(48), // 13-15
'#' + rep('.', 15) + '######' + rep('.', 8) + '######', // 16
E(48), E(48), E(48), // 17-19
ent(48, [2, 'S'], [24, 'B'], [12, '^'], [13, '^'], [34, '^'], [35, '^']), // 20
rep('#', 48), // 21
]),
},
];
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// 耐久(Endurance)关卡:长距离连续考验,存档点稀疏
import { G, rep, E, plat, ent, flr } from './kit.js';
export default [
// ---------------- 1 ----------------
{
id: 'e1', name: 'LONG ROAD', type: 'endur', diff: 3, bg: 'endur', width: 100,
hint: '100 格长路,8 个刺坑,只有 5 个存档点。别急。',
messages: ['才刚刚开始'],
grid: G(100, [
rep('#', 100), // 0
E(100), E(100), E(100), E(100), E(100), // 1-5
E(100), E(100), E(100), E(100), E(100), // 6-10
E(100), // 11
ent(100, [15, 'v'], [17, 'v'], [30, 'v'], [32, 'v'], [55, 'v'], [57, 'v'], [75, 'v'], [77, 'v']), // 12
ent(100, [43, 'F'], [90, 'F']), // 13
'#' + rep('.', 40) + '######' + rep('.', 41) + '######', // 14
E(100), E(100), // 15-16
ent(100, [2, 'S'], [16, 'G'], [30, 'G'], [52, 'G'], [76, 'G'], [98, 'X'], // 17
[26, '^'], [27, '^'], [40, '^'], [41, '^'], [63, '^'], [64, '^'], [78, '^'], [79, '^']),
flr(['#', 9], ['^', 3], ['#', 7], ['^', 4], ['#', 11], ['^', 3], ['#', 6], ['^', 5],
['#', 9], ['^', 3], ['#', 8], ['^', 4], ['#', 10], ['^', 3], ['#', 6], ['^', 5], ['#', 3]), // 18
]),
},
// ---------------- 2 ----------------
{
id: 'e2', name: 'TURRET HELL', type: 'endur', diff: 4, bg: 'endur', width: 88,
hint: '炮台沿路扫射。踩空就是刺海,别站在开阔地。',
turrets: [
{ dir: 'right', period: 78, speed: 2.8, offset: 0 },
{ dir: 'left', period: 92, speed: 2.6, offset: 25 },
{ dir: 'right', period: 70, speed: 3.0, offset: 10 },
{ dir: 'left', period: 86, speed: 2.7, offset: 40 },
{ dir: 'right', period: 74, speed: 2.9, offset: 20 },
{ dir: 'aim', period: 110, speed: 2.4, offset: 55 },
],
grid: G(88, [
rep('#', 88), // 0
E(88), E(88), E(88), E(88), E(88), E(88), // 1-6
E(88), E(88), E(88), // 7-9
E(88), // 10
ent(88, [83, 'X']), // 11
plat(88, 82, 5), // 12
E(88), // 13
plat(88, 78, 5), // 14
E(88), // 15
ent(88, [83, 'G']), // 16
plat(88, 82, 5), // 17
E(88), // 18
plat(88, 78, 5), // 19
E(88), // 20
ent(88, [2, 'S'], [4, 'O'], [10, 'G'], [20, 'O'], [30, 'G'], [36, 'O'],
[50, 'G'], [52, 'O'], [68, 'O'], [70, 'G'], [84, 'O']), // 21
'#' + '.' + rep('#####...', 10) + '#####', // 22
'#' + rep('^', 87), // 23
rep('#', 88), // 24
]),
},
// ---------------- 3 ----------------
{
id: 'e3', name: 'THE PIT', type: 'endur', diff: 4, bg: 'endur', width: 64,
hint: '先从左侧竖井下到底,游过水下刺池,再从右边一路爬回顶端。',
messages: ['下面有东西在等你'],
grid: G(64, [
rep('#', 64), // 0
E(64), E(64), // 1-2
ent(64, [57, 'X']), // 3
'#' + '..' + 'S' + rep('.', 52) + rep('#', 7), // 4 出生 + 右·顶台
'#.' + rep('#', 7), // 5 左
'#' + rep('.', 50) + 'G', // 6
'#' + rep('.', 48) + rep('#', 7), // 7 右
'#' + rep('.', 10) + rep('#', 7), // 8 左
'#' + rep('.', 58) + 'G', // 9
'#' + '...' + 'G' + rep('.', 51) + rep('#', 7), // 10 右
'#.' + rep('#', 7), // 11 左
'#' + rep('.', 50) + 'G', // 12
'#' + rep('.', 48) + rep('#', 7), // 13 右
'#' + rep('.', 10) + rep('#', 7), // 14 左
E(64), // 15
'#' + '...' + 'G' + rep('.', 51) + rep('#', 7), // 16 右
'#.' + rep('#', 7), // 17 左
E(64), // 18
'#' + rep('.', 48) + rep('#', 7), // 19 右
'#' + rep('.', 10) + rep('#', 7), // 20 左
E(64), // 21
'#' + rep('.', 12) + 'G' + rep('.', 42) + rep('#', 7), // 22 右
'#' + rep('.', 10) + rep('#', 7), // 23 左·井底台
'#' + rep('.', 50) + 'G', // 24 出水台
'#' + rep('.', 17) + rep('~', 31) + rep('#', 7) + rep('.', 8), // 25
'#' + rep('.', 17) + rep('~', 31) + rep('.', 14), // 26
'#' + rep('.', 17) + rep('~', 31) + rep('.', 14), // 27
'#' + rep('^', 63), // 28
rep('#', 64), // 29
]),
},
// ---------------- 4 ----------------
{
id: 'e4', name: 'MARATHON', type: 'endur', diff: 5, bg: 'endur', width: 120,
hint: '120 格:冰面、炮台、刺坑、移动平台全都有。5 个存档,自求多福。',
turrets: [
{ dir: 'right', period: 76, speed: 2.9, offset: 0 },
{ dir: 'left', period: 88, speed: 2.7, offset: 30 },
{ dir: 'right', period: 68, speed: 3.1, offset: 15 },
{ dir: 'aim', period: 120, speed: 2.3, offset: 50 },
{ dir: 'left', period: 80, speed: 2.8, offset: 25 },
],
grid: G(120, [
rep('#', 120), // 0
E(120), E(120), E(120), E(120), E(120), // 1-5
E(120), E(120), E(120), E(120), E(120), // 6-10
E(120), E(120), E(120), E(120), E(120), // 11-15
E(120), // 16
ent(120, [20, 'v'], [22, 'v'], [36, 'v'], [38, 'v'], [52, 'v'], [54, 'v'],
[70, 'v'], [72, 'v'], [88, 'v'], [90, 'v'], [104, 'v'], [106, 'v']), // 17
E(120), E(120), E(120), E(120), // 18-21
ent(120, [2, 'S'], [20, 'O'], [24, 'G'], [36, 'O'], [40, 'G'], [52, 'O'],
[66, 'G'], [70, 'O'], [88, 'G'], [100, 'O'], [104, 'G'], [116, 'X'],
[17, '^'], [18, '^'], [54, '^'], [55, '^'], [72, '^'], [73, '^'], [105, '^'], [106, '^']), // 22
flr(['%', 10], ['^', 4], ['#', 12], ['^', 5], ['%', 12], ['^', 4],
['#', 10], ['^', 5], ['#', 15], ['^', 4], ['%', 10], ['^', 5],
['#', 12], ['^', 4], ['#', 7]), // 23
rep('#', 120), // 24
]),
movers: [
{ x: 57, y: 22, w: 3, h: 1, path: [[57, 22], [63, 22]], speed: 1.3 },
],
},
];
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import tutorial from './tutorial.js';
import jump from './jump.js';
import endurance from './endurance.js';
import boss from './boss.js';
import troll from './troll.js';
const raw = [...tutorial, ...jump, ...endurance, ...boss, ...troll];
raw.forEach((l, i) => { l.index = i; l.builtin = true; });
export const LEVELS = raw;
export const TYPE_LABEL = {
jump: '跳刺', endur: '耐久', boss: 'BOSS', troll: '坑向', custom: '自制',
};
export const TYPE_CLASS = {
jump: 't-jump', endur: 't-endur', boss: 't-boss', troll: 't-troll', custom: 't-custom',
};
let uid = 0;
export function makeCustomLevel(data) {
return { ...data, id: 'u' + (Date.now() % 100000) + (uid++), type: 'custom', builtin: false, index: -1 };
}
export function findLevel(id) {
return LEVELS.find(l => l.id === id);
}
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// 跳刺(Needle)10 关 —— IWBT 经典密集针刺风格
// 设计语法(已经 tools/solve.mjs 验证):
// 刺毯缺口每 3 格一个(跳 2 连刺 = 64px 单跳节奏);钻石中心 = 地板上方 2~3 格;
// 垂刺离最低落脚点 5 格(单跳安全、二段跳必死);2 格高矮洞可用撞头跳;
// 竖井台阶每级升 2~3 格横移 3 格内;钢丝柱间距 ≤4(单跳)/ ≤6(二段)。
import { Grid } from './kit.js';
import { vgap, hgap, diamond, spikeRun, block, corner, ceil, wall, well } from './needle.js';
// 刺毯:从 x0 起 n 格留落脚缺口。
// 缺口间距统一 3 格(跳 2 连刺 = 64px)。
// 2026-10-23:JUMP 7.5 + GRAV_FALL 0.55 下单跳水平实测 118.8px(tools/jumpdist.mjs),
// 但落地前一帧竖直速度已达 8.9px/帧,3 连刺(96px)的起拍窗被压到 0~1 帧(不可玩);
// 2 连刺留 55px 射程余量,落地窗恢复充裕。井口/左端右行出口处的 3 连刺须显式拆断(见各关 gaps 注释)
const carpet = (m, x0, y, n, gaps = []) => {
const g = [];
let i = 3;
while (i < n) { g.push(i); i += 3; }
return spikeRun(m, x0, y, n, '^', g.concat(gaps));
};
export const JUMP_LEVELS = [
// ============================================================ j1 刺巷
{
id: 'j1', name: 'SPIKE ALLEY', cn: '刺巷', type: 'jump', diff: 2,
hint: '针刺入门:刺毯单跳节奏、钻石缝、矮洞撞头跳、竖井、对刺门。',
width: 104,
grid: (() => {
const W = 104, H = 26, R = 22;
const m = new Grid(W, H);
m.border('#');
m.rect(1, R, W - 2, 1, '#'); // 主地板
// --- x1-9 起步 ---
m.set(3, R - 1, 'S');
m.set(8, R - 1, 'G');
// --- x10-26 刺毯(单跳节奏,垂刺压顶禁二段,两道上下夹缝)---
carpet(m, 10, R - 1, 17);
ceil(m, 10, 26, R - 6);
vgap(m, 15, R - 2); vgap(m, 21, R - 2);
// --- x28-43 钻石门三连(中心 R-2,单跳穿缝)---
carpet(m, 28, R - 1, 16, [0, 4, 8, 12, 15]); // 加密缺口便于站位
ceil(m, 28, 43, R - 6);
vgap(m, 30, R - 2); vgap(m, 34, R - 2); vgap(m, 38, R - 2);
m.set(28, R - 1, 'G');
// --- x44-56 矮洞(顶 row 18,3 格高,撞头跳 + 对刺门)---
m.rect(44, R - 4, 13, 1, '#');
carpet(m, 45, R - 1, 11);
hgap(m, 48, R - 1); hgap(m, 53, R - 1);
m.set(45, R - 1, 'G');
// --- x57-71 刺坑上的钢丝柱 ---
for (let x = 57; x <= 70; x++) { m.set(x, R, '.'); m.set(x, R + 1, '^'); }
const wires = [[58, 20], [61, 19], [64, 20], [67, 18], [70, 20]];
for (const [x, top] of wires) m.vline(x, top, R - 1, '#');
m.set(72, R - 1, 'G');
// --- x74-79 竖井上上层(井底留 3 格入口)---
m.vline(74, R - 10, R - 4, '#');
m.vline(79, R - 12, R - 1, '#');
block(m, 75, R - 3, 2); // 19
block(m, 77, R - 6, 2); // 16
block(m, 75, R - 9, 2); // 13
wall(m, 79, R - 5, R - 5, '<'); wall(m, 74, R - 7, R - 7, '>');
// --- 上层回廊(地板 row 12)x80-97 ---
m.rect(80, R - 10, 18, 1, '#');
carpet(m, 81, R - 11, 15, [0, 8]); // 8=x89:给对刺门留左侧起拍位(新物理下跳台落点偏右,须能走进 x90)
ceil(m, 81, 95, R - 16); // row 6 垂刺
hgap(m, 92, R - 11); // 对刺门
m.set(82, R - 11, 'G'); m.set(94, R - 11, 'G');
// --- x98-102 下落井 + 终点 ---
wall(m, 99, R - 7, R - 3, '>');
wall(m, 102, R - 5, R - 2, '<');
m.set(100, R - 1, 'X');
return m.out();
})(),
},
// ============================================================ j2 垂直地狱
{
id: 'j2', name: 'VERTICAL HELL', cn: '垂直地狱', type: 'jump', diff: 3,
hint: '52 格高塔:四段之字竖井,每层刺毯+上下夹缝,垂刺压顶、掉落刺追身。',
width: 68,
grid: (() => {
const W = 68, H = 52;
const m = new Grid(W, H);
m.border('#');
// ---- L0 地板 row 48(向右:刺毯 + 三道上下夹缝)----
m.rect(1, 48, 66, 1, '#');
m.set(3, 47, 'S');
carpet(m, 5, 47, 50, [1, 18]); // 1=x6 出生旁缺口;18=x23 放宽落点窗(3 连刺落点贴右腰会被 6px 状态桶卡死)
ceil(m, 5, 54, 43);
vgap(m, 16, 46); vgap(m, 30, 46); vgap(m, 46, 46);
m.set(11, 47, 'G'); m.set(39, 47, 'G');
// ---- 右井 x58..65:L0 → L1(井底 3 格敞口,之字每级升 2 格)----
well(m, 58, 65, 40, 48, 'l');
m.set(65, 45, '^'); m.set(58, 43, '^'); // 踏石外沿刺,逼迫精准落点
// ---- L1 地板 row 40(向左;垂刺避开左井 x2..9)----
m.rect(2, 40, 56, 1, '#');
carpet(m, 10, 39, 44);
ceil(m, 10, 54, 35);
vgap(m, 42, 38); vgap(m, 26, 38); vgap(m, 12, 38);
m.set(47, 39, 'G'); m.set(19, 39, 'G');
// ---- 左井 x2..8:L1 → L2 ----
well(m, 2, 8, 32, 40, 'r');
m.set(2, 37, '^'); m.set(8, 35, '^');
// ---- L2 地板 row 32(向右,井底延伸到右井下方)----
m.rect(9, 32, 57, 1, '#');
carpet(m, 11, 31, 46, [1, 11, 31]); // 1=x12 拆井口 3 连刺;11=x22/31=x42 是 hgap 夹缝通道列(必须为空,否则整门变 3 连刺、4 格跳超射程)
ceil(m, 11, 54, 27);
hgap(m, 22, 31); hgap(m, 42, 31);
vgap(m, 32, 30); vgap(m, 50, 30);
m.set(19, 31, 'G'); m.set(47, 31, 'G');
// ---- 右井 x58..65:L2 → L3 ----
well(m, 58, 65, 24, 32, 'l');
m.set(65, 29, '^'); m.set(58, 27, '^');
// ---- L3 地板 row 24(向左,掉落刺;垂刺避开左井 x2..9)----
m.rect(2, 24, 56, 1, '#');
carpet(m, 10, 23, 44, [0]); // 0=x10:拆掉左端 3 连刺(左行跳落点差 0.8px 蹭 x10 左坡;L1 同位置能过是因 vgap(12) 清空了 x10-14,L3 没有)
ceil(m, 10, 54, 19);
[14, 24, 34, 44].forEach(x => m.set(x, 18, 'D'));
vgap(m, 40, 22); vgap(m, 22, 22);
m.set(47, 23, 'G'); m.set(19, 23, 'G');
// ---- 左井 x2..8:L3 → L4 ----
well(m, 2, 8, 16, 24, 'r');
m.set(2, 21, '^'); m.set(8, 19, '^');
// ---- L4 地板 row 16(向右到终点)----
m.rect(9, 16, 57, 1, '#');
carpet(m, 11, 15, 52, [1, 41]); // 1=x12 拆井口 3 连刺;41=x52 是 hgap 夹缝通道列(必须为空)
ceil(m, 11, 60, 11);
hgap(m, 26, 15); vgap(m, 40, 14); hgap(m, 52, 15);
[18, 34, 56].forEach(x => m.set(x, 10, 'D'));
m.set(27, 15, 'G'); m.set(51, 15, 'G');
m.set(62, 15, 'X');
return m.out();
})(),
},
// ============================================================ j3 钢丝
{
id: 'j3', name: 'TIGHTROPE', cn: '钢丝', type: 'jump', diff: 3,
hint: '一格宽的柱子立在刺海上,高矮间距都不同,垂刺压着头顶。',
width: 132,
grid: (() => {
const W = 132, H = 24, R = 20;
const m = new Grid(W, H);
m.border('#');
m.rect(1, R, W - 2, 1, '#'); // 基座
spikeRun(m, 4, R - 1, W - 6, '^'); // 刺海
// 钢丝柱(顶可站 1 格),高矮错落、间距 3~5
const cols = [
[4, 18], [8, 17], [12, 19], [15, 17], [19, 18], [23, 16], [27, 19],
[30, 17], [34, 18], [38, 16], [42, 19], [46, 17], [50, 15], [54, 18],
[58, 17], [62, 19], [66, 16], [70, 18], [74, 17], [78, 19], [82, 15],
[86, 18], [90, 17], [94, 19], [98, 16], [102, 18], [106, 17], [110, 19],
[114, 16], [118, 18], [122, 17],
];
for (const [x, top] of cols) m.vline(x, top, R - 1, '#');
// 起点/终点平台
m.rect(1, R - 1, 3, 1, '#'); m.set(2, R - 2, 'S');
m.rect(126, R - 1, 4, 1, '#'); m.set(128, R - 2, 'X');
// 垂刺段(离最低柱顶 5 格:单跳安全,二段跳死)
ceil(m, 6, 28, 11); // 段内最低顶 16
ceil(m, 32, 56, 10); // 最低顶 15
ceil(m, 60, 88, 10);
ceil(m, 92, 120, 11);
// 存档(柱顶)
m.set(23, 15, 'G'); m.set(58, 16, 'G'); m.set(90, 16, 'G'); m.set(122, 16, 'G');
return m.out();
})(),
},
// ============================================================ j4 冰刺
{
id: 'j4', name: 'ICE NEEDLES', cn: '冰刺', type: 'jump', diff: 4,
hint: '冰面刹不住车:滑坑、冰上钻石、冰柱钢丝,最后还有一段冰顶矮洞。',
width: 132,
grid: (() => {
const W = 132, H = 26, R = 22;
const m = new Grid(W, H);
m.border('#');
m.rect(1, R, W - 2, 1, '%'); // 冰地板
m.set(3, R - 1, 'S');
// --- x6-30 冰面刺坑(3 格宽:新物理单跳 108.8px > 96px;旧 4~5 格坑跳不过)---
for (const [a, b] of [[7, 9], [13, 15], [19, 21], [25, 27]])
for (let x = a; x <= b; x++) { m.set(x, R, '.'); m.set(x, R + 1, '^'); }
ceil(m, 6, 24, R - 5); // 压顶垂刺:冰面上禁二段跳
m.set(12, R - 1, 'G');
// --- x32-52 冰台阶 + 角刺 + 钻石 ---
block(m, 33, R - 2, 2, '%');
block(m, 38, R - 2, 2);
block(m, 43, R - 4, 2, '%');
ceil(m, 31, 52, R - 5);
vgap(m, 48, R - 2);
m.set(41, R - 1, 'G');
// --- x54-78 冰柱钢丝 ---
spikeRun(m, 54, R - 1, 25, '^');
const ice = [[56, 19], [60, 18], [64, 20], [68, 17], [72, 19], [76, 18]];
for (const [x, top] of ice) m.vline(x, top, R - 1, '%');
ceil(m, 55, 77, 12); // 最低柱顶 17 → 12
m.set(64, 19, 'G');
// --- x80-100 冰顶矮洞(2 格高,撞头跳越刺)---
m.rect(80, R - 3, 21, 1, '%'); // 冰顶 row 19
spikeRun(m, 83, R - 1, 15, '^', [0, 4, 8, 12, 14]);
m.set(81, R - 1, 'G'); m.set(99, R - 1, 'G');
// --- x102-124 冰上钻石阵 ---
carpet(m, 102, R - 1, 23, '%'.length ? [] : []); // 冰面刺毯
ceil(m, 102, 124, R - 5);
vgap(m, 106, R - 2); vgap(m, 111, R - 2);
vgap(m, 116, R - 2); vgap(m, 121, R - 2);
m.set(103, R - 1, 'G');
m.set(126, R - 1, 'G');
m.set(129, R - 1, 'X');
return m.out();
})(),
},
// ============================================================ j5 关口
{
id: 'j5', name: 'THE GAUNTLET', cn: '关口', type: 'jump', diff: 4,
hint: '移动平台跨刺海,炮台点名,矮洞与钻石阵穿插。',
width: 122,
grid: (() => {
const W = 122, H = 28, R = 24;
const m = new Grid(W, H);
m.border('#');
m.rect(1, R, W - 2, 1, '#');
m.set(3, R - 1, 'S');
// --- x5-22 热身刺毯(三道上下夹缝)---
carpet(m, 5, R - 1, 17);
ceil(m, 5, 21, R - 6);
vgap(m, 9, R - 2); vgap(m, 15, R - 2); vgap(m, 21, R - 2);
m.set(7, R - 1, 'G');
// --- x23-49 移动平台跨海 ---
for (let x = 23; x <= 49; x++) { m.set(x, R, '.'); m.set(x, R + 1, '^'); }
m.set(50, R - 1, 'G');
// --- x51-72 矮洞 + 炮台 ---
m.rect(51, R - 4, 22, 1, '#'); // 顶 row 20
carpet(m, 52, R - 1, 20, [0]);
hgap(m, 57, R - 1); hgap(m, 64, R - 1); hgap(m, 70, R - 1);
m.set(56, R - 5, 'O');
m.set(52, R - 1, 'G');
// --- x73-97 浮块跨刺海 + 交叉火力 ---
spikeRun(m, 73, R - 1, 24, '^');
block(m, 76, R - 2, 2); block(m, 82, R - 4, 2); block(m, 88, R - 2, 2); block(m, 93, R - 3, 2);
ceil(m, 75, 96, R - 9); // 浮块区压顶:高块上二段跳必死
m.set(79, R - 6, 'O'); m.set(91, R - 6, 'O');
m.set(95, R - 1, 'G');
// --- x98-118 钻石收尾 ---
carpet(m, 98, R - 1, 20, [0, 1, 19]);
ceil(m, 98, 117, R - 6);
vgap(m, 101, R - 2); vgap(m, 106, R - 2); vgap(m, 111, R - 2); vgap(m, 116, R - 2);
m.set(98, R - 1, 'G');
m.set(119, R - 1, 'G');
m.set(120, R - 1, 'X');
return m.out();
})(),
movers: [
{ x: 25, y: 22, w: 2, h: 1, path: [[25, 22], [35, 22]], speed: 1.6 },
{ x: 39, y: 20, w: 2, h: 1, path: [[39, 20], [47, 20]], speed: 1.9 },
],
turrets: [
{ dir: 'left', period: 70, speed: 2.8, offset: 0 },
{ dir: 'left', period: 62, speed: 3.0, offset: 24 },
{ dir: 'left', period: 66, speed: 2.7, offset: 40 },
],
},
// ============================================================ j6 针刺教堂
{
id: 'j6', name: 'NEEDLE CATHEDRAL', cn: '针刺教堂', type: 'jump', diff: 5,
hint: '三层殿堂:底层向右,竖井爬升,中层折返向左,再爬升,顶层冲刺。',
width: 132,
grid: (() => {
const W = 132, H = 36;
const m = new Grid(W, H);
m.border('#');
// ============ L0 底层(地板 row 30)============
m.rect(1, 30, W - 2, 1, '#');
m.set(3, 29, 'S');
carpet(m, 5, 29, 116);
ceil(m, 5, 120, 24);
vgap(m, 18, 28); vgap(m, 46, 28); vgap(m, 74, 28); vgap(m, 102, 28);
block(m, 32, 29, 2); block(m, 60, 29, 2);
block(m, 88, 29, 2); block(m, 112, 29, 2);
m.set(11, 29, 'G'); m.set(55, 29, 'G'); m.set(95, 29, 'G');
// ============ 右井 x122-129 → L1(左墙底部留 3 格入口)============
m.vline(122, 17, 26, '#'); m.vline(129, 16, 29, '#');
block(m, 124, 27, 2); block(m, 126, 24, 2); block(m, 124, 21, 2); block(m, 126, 18, 2);
wall(m, 129, 26, 26, '<'); wall(m, 122, 23, 23, '>'); wall(m, 129, 20, 20, '<');
// ============ L1 中层(地板 row 16,向左折返,延伸到两侧井底)============
m.rect(1, 16, 122, 1, '#');
carpet(m, 9, 15, 112, [86]); // 86=x95:补 hgap(95) 通道列(否则门芯留一根 '^',GRAV_FALL 0.40 下回跳轨迹下降慢正好嵌进去)
ceil(m, 9, 118, 10);
vgap(m, 108, 14); vgap(m, 82, 14); vgap(m, 56, 14); vgap(m, 30, 14);
hgap(m, 95, 15); hgap(m, 43, 15);
m.set(44, 15, '.'); // 拆掉对刺门左刺'<':GRAV 0.33 下从 x45 起跳第 3 帧必被刺尖别住(起拍窗窄到 2px),清掉后留 ^+> 双刺门,整格起拍都能过
block(m, 69, 15, 2); block(m, 17, 15, 2);
m.set(113, 15, 'G'); m.set(63, 15, 'G'); m.set(21, 15, 'G');
// ============ 左井 x2-7 → L2(右墙底部留 3 格入口,桥接块接 L2 地板边)============
m.vline(8, 9, 12, '#');
block(m, 4, 13, 2); block(m, 2, 10, 2); block(m, 4, 7, 2);
block(m, 6, 7, 2); // 桥
wall(m, 8, 11, 11, '<'); wall(m, 2, 10, 10, '>');
// ============ L2 顶层(地板 row 8,向右到终点)============
m.rect(8, 8, 118, 1, '#');
carpet(m, 9, 7, 114);
m.set(8, 7, '.'); m.set(9, 7, '.'); m.set(10, 7, '.'); m.set(11, 7, '.'); // 井口净空
ceil(m, 9, 122, 2);
vgap(m, 24, 6); vgap(m, 60, 6); vgap(m, 96, 6);
hgap(m, 36, 7); hgap(m, 84, 7);
m.set(15, 7, 'G'); m.set(51, 7, 'G'); m.set(87, 7, 'G');
m.set(122, 7, 'X');
return m.out();
})(),
},
// ============================================================ j7 天降刺
{
id: 'j7', name: 'SKY SPIKES', cn: '天降刺', type: 'jump', diff: 4,
hint: '之字爬塔,每层头顶悬着掉落刺。走近就掉。别停。',
width: 72,
grid: (() => {
const W = 72, H = 52;
const m = new Grid(W, H);
m.border('#');
m.rect(1, 48, W - 2, 1, '#');
m.set(3, 47, 'S');
// 6 层之字平台:每层刺毯 + 钻石 + 掉落刺
const tiers = [
{ y: 44, x0: 4, x1: 30 }, { y: 38, x0: 34, x1: 62 },
{ y: 32, x0: 6, x1: 34 }, { y: 26, x0: 38, x1: 64 },
{ y: 20, x0: 8, x1: 36 }, { y: 14, x0: 40, x1: 64 },
];
for (const t of tiers) {
m.rect(t.x0, t.y, t.x1 - t.x0 + 1, 1, '#');
// 3/4 格交替刺毯;两端各留 2 格净空作为上一层跃入 / 下一层起跳的落脚点
const n = t.x1 - t.x0 + 1;
carpet(m, t.x0, t.y - 1, n, [0, 1, n - 2, n - 1]);
for (let x = t.x0 + 5; x <= t.x1 - 3; x += 7) m.set(x, t.y - 8, 'D');
ceil(m, t.x0 + 2, t.x1 - 2, t.y - 5); // 压顶垂刺:层内二段跳必死
vgap(m, Math.floor((t.x0 + t.x1) / 2), t.y - 2);
}
// 层间连接块(升 2 格,落点对准缺口)
block(m, 32, 46, 2);
block(m, 32, 42, 2); block(m, 34, 40, 2);
block(m, 32, 36, 2); block(m, 30, 34, 2);
block(m, 36, 30, 2); block(m, 38, 28, 2);
block(m, 36, 24, 2); block(m, 34, 22, 2);
block(m, 38, 18, 2); block(m, 40, 16, 2);
// 存档(各层缺口上)
m.set(7, 43, 'G'); m.set(37, 37, 'G'); m.set(9, 31, 'G');
m.set(41, 25, 'G'); m.set(11, 19, 'G'); m.set(43, 13, 'G');
m.set(60, 13, 'X');
return m.out();
})(),
},
// ============================================================ j8 三重威胁
{
id: 'j8', name: 'TRIPLE THREAT', cn: '三重威胁', type: 'jump', diff: 4,
hint: '冰面滑行、塌陷浮桥、单向台攀爬三连考,中间不许喘气。',
width: 130,
grid: (() => {
const W = 130, H = 26, R = 22;
const m = new Grid(W, H);
m.border('#');
m.rect(1, R, W - 2, 1, '#');
m.set(3, R - 1, 'S');
// --- x1-34 冰面段 ---
m.rect(1, R, 36, 1, '%');
for (const [a, b] of [[7, 9], [13, 15], [19, 21], [26, 29]])
for (let x = a; x <= b; x++) { m.set(x, R, '.'); m.set(x, R + 1, '^'); }
vgap(m, 11, R - 2); vgap(m, 17, R - 2); vgap(m, 24, R - 2); vgap(m, 30, R - 2);
m.set(11, R - 1, 'G'); m.set(32, R - 1, 'G');
// --- x38-74 塌陷浮桥(桥下刺海)---
for (let x = 38; x <= 74; x++) { m.set(x, R, '.'); m.set(x, R + 1, '^'); }
for (let x = 38; x <= 74; x++) m.set(x, R - 3, 'V');
m.set(46, R - 4, '^'); m.set(50, R - 4, '^'); m.set(54, R - 4, '^');
m.set(58, R - 4, '^'); m.set(62, R - 4, '^'); m.set(66, R - 4, '^'); m.set(70, R - 4, '^');
ceil(m, 40, 72, R - 9); // 垂刺限高
m.set(51, R - 4, 'G');
// --- x76-100 单向台攀爬 ---
for (let x = 76; x <= 99; x++) { m.set(x, R, '.'); m.set(x, R + 1, '^'); }
m.set(78, R - 2, '-'); m.set(79, R - 2, '-');
m.set(83, R - 4, '-'); m.set(84, R - 4, '-');
m.set(87, R - 6, '-'); m.set(88, R - 6, '-'); m.set(89, R - 6, '-');
m.set(93, R - 4, '-'); m.set(94, R - 4, '-');
m.set(97, R - 2, '-'); m.set(98, R - 2, '-');
// x86 只留压顶刺:JUMP 8.0 下 apex 盒底 479 与 '^' 顶点 480 只差 1px,
// 上升航线有 4 帧顶点落在盒内必死(8.5 时 apex 466 可从容擦过),故去掉地刺
m.set(86, R - 9, 'v');
vgap(m, 93, R - 6);
m.set(101, R - 1, 'G');
// --- x102-126 钻石收尾 ---
carpet(m, 102, R - 1, 24, [0, 1, 20, 21]);
ceil(m, 102, 125, R - 5);
vgap(m, 105, R - 2); vgap(m, 110, R - 2);
vgap(m, 115, R - 2); vgap(m, 120, R - 2);
m.set(102, R - 1, 'G');
m.set(126, R - 1, 'X');
return m.out();
})(),
},
// ============================================================ j9 樱花
{
id: 'j9', name: 'CHERRY BLOSSOM', cn: '樱花', type: 'jump', diff: 5,
hint: '双层结构收 3 个苹果:钻石缝中央一个,矮洞里一个,中层对刺门后一个。',
width: 128,
grid: (() => {
const W = 128, H = 34;
const m = new Grid(W, H);
m.border('#');
// ============ L0 下层(地板 row 28)============
m.rect(1, 28, W - 2, 1, '#');
m.set(3, 27, 'S');
carpet(m, 5, 27, 116, [54]); // 54=x59:拆开矮洞入口的四格跳(洞顶 row24 会挡跳的横向漂移)
ceil(m, 5, 120, 22);
vgap(m, 14, 26); vgap(m, 38, 26);
vgap(m, 86, 26); vgap(m, 110, 26);
block(m, 26, 27, 2); block(m, 50, 27, 2);
block(m, 74, 27, 2); block(m, 98, 27, 2);
m.set(11, 27, 'G'); m.set(55, 27, 'G'); m.set(95, 27, 'G');
// 井口前净空(否则刺毯把竖井入口封死)
m.set(117, 27, '.'); m.set(118, 27, '.'); m.set(119, 27, '.'); m.set(120, 27, '.');
// 苹果 1:钻石缝中央
m.set(62, 26, 'F');
// ============ L0 中段矮洞(顶 row 24,3 格高;撞头跳射程≈3 格,洞内缺口加密到 3)============
m.rect(60, 24, 16, 1, '#');
[63, 66, 69, 72, 75].forEach(x => m.set(x, 27, '.'));
// 苹果 2:矮洞里(跳跃途中拾取)
m.set(66, 26, 'F');
// ============ 右井 x120-126 → L1(左墙底部留 3 格入口)============
m.vline(119, 15, 24, '#'); m.vline(126, 14, 27, '#');
block(m, 121, 25, 2); block(m, 124, 22, 2); block(m, 121, 19, 2); block(m, 124, 16, 2);
wall(m, 126, 24, 24, '<'); wall(m, 119, 21, 21, '>'); wall(m, 126, 18, 18, '<');
// ============ L1 上层(地板 row 14,向左折返,延伸到井底)============
m.rect(2, 14, 118, 1, '#');
carpet(m, 9, 13, 108, [27, 59]); // 27=x36 / 59=x68:补对刺门通道列(否则整门是一面 3 连刺,往回跳必被 < 刺别住)
ceil(m, 9, 116, 8);
hgap(m, 100, 13); hgap(m, 68, 13); hgap(m, 36, 13);
vgap(m, 84, 12); vgap(m, 52, 12); vgap(m, 20, 12);
m.set(105, 13, 'G'); m.set(59, 13, 'G');
// 苹果 3:对刺门后
m.set(44, 12, 'F');
// ============ 终点(上层左端)============
m.set(10, 13, 'X');
return m.out();
})(),
},
// ============================================================ j10 毕业
{
id: 'j10', name: 'FINAL NEEDLE', cn: '毕业针刺', type: 'jump', diff: 5,
hint: '四层大考场:刺毯长廊 → 冰面折返 → 矮洞 → 高空钢丝。全程无尿点。',
width: 150,
grid: (() => {
const W = 150, H = 44;
const m = new Grid(W, H);
m.border('#');
// ============ L0 刺毯长廊(地板 row 38,向右)============
m.rect(1, 38, W - 2, 1, '#');
m.set(3, 37, 'S');
carpet(m, 5, 37, 134);
ceil(m, 5, 138, 32);
vgap(m, 20, 36); vgap(m, 48, 36); vgap(m, 76, 36);
vgap(m, 104, 36); vgap(m, 128, 36);
block(m, 34, 37, 2); block(m, 62, 37, 2);
block(m, 90, 37, 2); block(m, 118, 37, 2);
m.set(11, 37, 'G'); m.set(59, 37, 'G'); m.set(107, 37, 'G');
// ============ 右井 A x140-147 → L1(左墙底部留 3 格入口)============
m.vline(139, 29, 34, '#'); m.vline(147, 28, 37, '#');
block(m, 141, 35, 2); block(m, 144, 32, 2); block(m, 141, 29, 2); block(m, 144, 26, 2);
wall(m, 147, 34, 34, '<'); wall(m, 139, 31, 31, '>');
// ============ L1 冰面层(地板 row 28,向左,延伸到井底)============
m.rect(2, 28, 138, 1, '%');
carpet(m, 11, 27, 126);
m.set(136, 27, '.'); m.set(137, 27, '.'); m.set(138, 27, '.'); // 井 A 出口落点净空
ceil(m, 11, 136, 22);
vgap(m, 116, 26); vgap(m, 88, 26); vgap(m, 60, 26); vgap(m, 32, 26);
block(m, 102, 27, 2); block(m, 74, 27, 2); block(m, 46, 27, 2);
m.set(121, 27, 'G'); m.set(69, 27, 'G'); m.set(23, 27, 'G');
// ============ 左井 B x2-8 → L2(右墙底部留 3 格入口)============
m.vline(8, 17, 24, '#');
block(m, 4, 25, 2); block(m, 2, 22, 2); block(m, 4, 19, 2); block(m, 5, 17, 2);
wall(m, 8, 21, 21, '<'); wall(m, 2, 20, 20, '>'); wall(m, 8, 18, 18, '<');
// ============ L2 矮洞层(地板 row 16,向右,延伸到井 C 底)============
m.rect(8, 16, 138, 1, '#');
m.rect(10, 12, 128, 1, '#'); // 矮洞顶(3 格高洞)
carpet(m, 10, 15, 128);
m.set(8, 15, '.'); m.set(9, 15, '.'); // 井 B 出口净空
hgap(m, 72, 15);
m.set(19, 15, 'G'); m.set(67, 15, 'G'); m.set(115, 15, 'G');
// ============ 右井 C x140-147 → L3(左墙底部留 3 格入口,桥接块接 L3)============
m.vline(139, 9, 12, '#'); m.vline(147, 8, 15, '#');
block(m, 141, 13, 2); block(m, 144, 10, 2); block(m, 141, 7, 2);
block(m, 137, 7, 4); // 桥:向左落到 L3 基座
wall(m, 147, 12, 12, '<'); wall(m, 139, 10, 10, '>');
// ============ L3 高空钢丝(基座 row 8 + 刺毯 row 7,开放高空,向左到终点)============
m.rect(8, 8, 130, 1, '#');
spikeRun(m, 9, 7, 128, '^'); // 刺毯基底
for (let x = 133; x <= 137; x++) m.set(x, 7, '.'); // 井口落脚区
// 钢丝柱:间距 3~6 不规则,柱顶 row 5~7 错落
const wires = [];
const steps = [4, 5, 3, 6, 4, 3, 5, 4, 6, 3, 5, 4, 4, 6, 3, 5, 4, 6, 4, 3, 5, 4, 6, 3, 5, 4, 4, 3];
let wx = 132;
wires.push(wx);
for (const s of steps) { wx -= s; if (wx < 14) break; wires.push(wx); }
wires.forEach((x, i) => m.vline(x, [6, 5, 7, 6, 7, 5][i % 6], 7, '#'));
m.vline(55, 5, 7, '#'); // 过渡柱:x58→x52 原为 6 格跳,HSPD 2.6 下"晚二段"落点整体左移 8px 掉过柱顶摔死;x55 拆成 3+3 格两跳(dj=12 轨迹实测两跳都能精确接住)
// 存档放在两根钢丝顶上
const g1 = wires[6], g2 = wires[Math.floor(wires.length / 2) + 4];
const topOf = i => [6, 5, 7, 6, 7, 5][i % 6];
m.set(g1, topOf(6) - 1, 'G'); m.set(g2, topOf(wires.indexOf(g2)) - 1, 'G');
m.rect(8, 7, 4, 1, '#'); // 终点台
m.set(9, 6, 'X');
return m.out();
})(),
},
];
export default JUMP_LEVELS;
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// 关卡地图工具:让手工 ASCII 不必逐格数点
// G(w, rows) —— 每行不足宽度自动补 '.',最后一列强制为 '#'(外墙)
export function G(w, rows) {
return rows.map(r => {
const s = r.length >= w ? r.slice(0, w) : r + '.'.repeat(w - r.length);
return s.slice(0, w - 1) + '#';
});
}
// 重复字符:rep('%', 20)
export const rep = (ch, n) => ch.repeat(Math.max(0, n | 0));
// 空格行
export const E = w => '#' + rep('.', w - 2);
// 实心跳台:plat(w, 起列, 长度) => 一行带 '#####' 的字符串
export function plat(w, x0, len, ch = '#') {
if (x0 < 1) x0 = 1;
return '#' + rep('.', x0 - 1) + rep(ch, len);
}
// 实体行:ent(w, [列, 字符], ...) => 一行只在指定列放实体字符
export function ent(w, ...items) {
const a = new Array(w).fill('.');
a[0] = '#';
for (const [x, ch] of items) if (x > 0 && x < w - 1) a[x] = ch;
return a.join('');
}
// 地板行:从 col1 开始按 [字符, 长度] 铺满,最后一列由 G 补 '#'
export function flr(...parts) {
let s = '#';
for (const [ch, n] of parts) s += rep(ch, n);
return s;
}
// ---------------- 2D 网格构建器 ----------------
// 大地图用拼字符串极易出错(宽度对不齐 / 数错列),改用网格对象:
// const m = new Map(120, 30); m.rect(x,y,w,h,'#'); ... m.out()
export class Grid {
constructor(w, h, fill = '.') {
this.w = w; this.h = h;
this.g = Array.from({ length: h }, () => new Array(w).fill(fill));
}
set(x, y, ch) {
if (x >= 0 && x < this.w && y >= 0 && y < this.h) this.g[y][x] = ch;
return this;
}
rect(x, y, w, h, ch) {
for (let iy = y; iy < y + h; iy++)
for (let ix = x; ix < x + w; ix++) this.set(ix, iy, ch);
return this;
}
hline(y, x0, x1, ch) { for (let x = x0; x <= x1; x++) this.set(x, y, ch); return this; }
vline(x, y0, y1, ch) { for (let y = y0; y <= y1; y++) this.set(x, y, ch); return this; }
border(ch = '#') {
this.hline(0, 0, this.w - 1, ch);
this.hline(this.h - 1, 0, this.w - 1, ch);
this.vline(0, 0, this.h - 1, ch);
this.vline(this.w - 1, 0, this.h - 1, ch);
return this;
}
out() { return this.g.map(r => r.join('')); }
}
/** 落脚台序列:chain(起始列, 起始宽, [间隙...], 台宽) => [{x,w}, ...] */
export function chain(x0, w0, gaps, padW = 2) {
const out = [{ x: x0, w: w0 }];
let x = x0 + w0;
for (const g of gaps) { x += g; out.push({ x, w: padW }); x += padW; }
return out;
}
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// 经典针刺阵型库(IWBT 风格):所有函数基于 Grid,坐标单位 = 格
import { Grid } from './kit.js';
// 上下对刺夹缝(横向穿越 1 格高的缝):缝在行 y。
// 自动清理两侧地毯刺作起跳/落点(否则有效跳距翻倍,无解)。
export function vgap(m, x, y) {
m.set(x, y - 1, 'v'); m.set(x, y + 1, '^');
m.set(x - 1, y + 1, '.'); m.set(x + 1, y + 1, '.');
m.set(x - 2, y + 1, '.'); m.set(x + 2, y + 1, '.');
}
// 左右对刺夹缝(竖向穿越 1 格宽的缝):缝在列 x,自动清理两侧落点。
export function hgap(m, x, y) {
m.set(x - 1, y, '>'); m.set(x + 1, y, '<');
m.set(x - 2, y, '.'); m.set(x + 2, y, '.');
}
// 钻石阵:中心空格 + 四向刺(经典 diamond jump)
// 注意:矩形判定盒下,完整钻石的横向穿越窗口只有几像素——
// 作为"跳穿门"请用 vgap/hgap;diamond 只用作翻越/绕行的障碍或装饰。
export function diamond(m, x, y) { vgap(m, x, y); hgap(m, x, y); }
// 一排刺,gaps 为留空偏移(相对 x0)
export function spikeRun(m, x0, y, n, ch = '^', gaps = []) {
for (let i = 0; i < n; i++) if (!gaps.includes(i)) m.set(x0 + i, y, ch);
}
// 悬浮块,顶面铺刺(不可站)/ 或纯块
export function block(m, x, y, w = 1, h = 1, ch = '#') { m.rect(x, y, w, h, ch); }
// 悬浮块 + 顶刺
export function spikedBlock(m, x, y, w = 1) { m.rect(x, y, w, 1, '#'); spikeRun(m, x, y - 1, w, '^'); }
// 天花板垂刺
export function ceil(m, x0, x1, y) { m.hline(y, x0, x1, 'v'); }
// 墙刺竖段
export function wall(m, x, y0, y1, ch) { m.vline(x, y0, y1, ch); }
// 角刺块:w×h 实心块,某个外角带 L 形双刺(经典 corner)
// dir: 'tl' 左上角 / 'tr' 右上 / 'bl' 左下 / 'br' 右下
export function corner(m, x, y, w, h, dir) {
m.rect(x, y, w, h, '#');
if (dir === 'tl') { m.set(x, y - 1, '^'); m.set(x - 1, y, '>'); }
if (dir === 'tr') { m.set(x + w - 1, y - 1, '^'); m.set(x + w, y, '<'); }
if (dir === 'bl') { m.set(x, y + h, 'v'); m.set(x - 1, y + h - 1, '>'); }
if (dir === 'br') { m.set(x + w - 1, y + h, 'v'); m.set(x + w, y + h - 1, '<'); }
}
// 之字踏石竖井(可解性已用 tools/solve.mjs 验证)
// xL..xR 为井内列;topRow = 上层地板行,botRow = 下层地板行(差须为偶数且 ≥4)
// floorSide: 'l' 上层地板在井的左侧(井在右侧)/ 'r' 反之
// 规则:
// 1) 踏石每级升 2 格(单跳 90px > 64px),左右交替,宽度 w 使两级有 2 格重叠
// —— overlap 让"上升后横移"只需 1 格左右,避免横向距离超过滞空距离。
// 2) 靠地板一侧的井壁从 topRow+1 起到 botRow-4,底部留 3 格入口。
// 3) 顶台位于 topRow 且与上层地板紧邻(同高相接),不存在"洞口被顶台封死"。
export function well(m, xL, xR, topRow, botRow, floorSide = 'l', opts = {}) {
const w = opts.w || 5;
let i = 0;
for (let r = topRow; r <= botRow - 2; r += 2, i++) {
const onLeft = (i % 2 === 0) === (floorSide === 'l');
m.rect(onLeft ? xL : xR - w + 1, r, w, 1, '#');
}
const floorX = floorSide === 'l' ? xL - 1 : xR + 1;
const backX = floorSide === 'l' ? xR + 1 : xL - 1;
m.vline(backX, topRow, botRow, '#');
m.vline(floorX, topRow + 1, botRow - 4, '#');
return m;
}
// 竖井:在 (x0..x1) 之间开竖直通道,交替放小平台,两侧可布墙刺
// plats: [{y, side:'l'|'r', w}],spikeEvery: 每隔几行在对面墙上放刺
export function shaft(m, x0, x1, yTop, yBot, plats, opts = {}) {
for (const p of plats) {
const px = p.side === 'l' ? x0 : x1 - p.w + 1;
m.rect(px, p.y, p.w, 1, '#');
if (p.spike) spikeRun(m, px, p.y - 1, p.w, '^', p.spikeGaps || []);
}
if (opts.wallSpikes) {
const { side = 'r', every = 3, from = yTop + 1, to = yBot - 1 } = opts.wallSpikes;
for (let y = from; y <= to; y += every) {
if (plats.some(p => Math.abs(p.y - y) <= 1)) continue;
m.set(side === 'r' ? x1 : x0, y, side === 'r' ? '<' : '>');
}
}
}
export { Grid };
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// 坑向(Troll / Trap)关卡:背叛玩家的一切直觉
import { G, rep, E, plat, ent, flr } from './kit.js';
export default [
// ---------------- 1 ----------------
{
id: 'r1', name: 'TRUST NO ONE', type: 'troll', diff: 3, bg: 'troll', width: 56,
hint: '路牌在骗你。那两颗"补给"也不怀好意。地板会塌。',
messages: ['← 地板很结实,放心走 →', '这颗苹果看起来很好吃'],
grid: G(56, [
rep('#', 56), // 0
E(56), E(56), E(56), E(56), E(56), E(56), // 1-6
E(56), E(56), E(56), E(56), E(56), E(56), // 7-12
E(56), // 13
ent(56, [20, 'D'], [38, 'D']), // 14
E(56), // 15
E(56), // 16
ent(56, [2, 'S'], [5, 'T'], [9, '*'], [22, 'G'], [36, '*'], [48, 'T'], [52, 'X']), // 17
flr(['#', 10], ['V', 8], ['#', 8], ['^', 5], ['#', 9], ['V', 6], ['#', 9]), // 18
]),
},
// ---------------- 2 ----------------
{
id: 'r2', name: 'FALSE GOAL', type: 'troll', diff: 4, bg: 'troll', width: 56,
hint: '地上那扇门是假的——走过去就死。真正的终点在右上角。',
messages: ['终点就在前面!→', '真的在上面。'],
grid: G(56, [
rep('#', 56), // 0
E(56), E(56), E(56), E(56), E(56), E(56), // 1-6
ent(56, [50, 'X']), // 7
plat(56, 48, 5), // 8
E(56), // 9
plat(56, 44, 5), // 10
E(56), // 11
plat(56, 38, 5), // 12
E(56), // 13
plat(56, 44, 5), // 14
E(56), // 15
plat(56, 38, 5), // 16
ent(56, [2, 'S'], [8, 'T'], [15, 'G'], [24, '^'], [25, '^'],
[30, 'X'], [36, 'G']), // 17
rep('#', 56), // 18
]),
events: [
{ x: 28, y: 14, w: 6, h: 5, once: false, actions: [{ type: 'kill' }] },
],
},
// ---------------- 3 ----------------
{
id: 'r3', name: 'BLIND', type: 'troll', diff: 4, bg: 'troll', width: 56,
hint: '摄像头接管了视野:你只能看见身边一小块地方。天上下刺也看不见。',
messages: ['摄像头已启动 ★'],
grid: G(56, [
rep('#', 56), // 0
E(56), E(56), E(56), E(56), E(56), E(56), // 1-6
E(56), E(56), E(56), E(56), E(56), E(56), // 7-12
E(56), // 13
ent(56, [18, 'D'], [30, 'D'], [44, 'D']), // 14
E(56), // 15
E(56), // 16
ent(56, [2, 'S'], [6, 'T'], [15, 'G'], [32, 'G'], [45, 'X']), // 17
flr(['#', 8], ['^', 3], ['#', 10], ['^', 4], ['#', 12], ['^', 3], ['#', 9], ['^', 4], ['#', 2]), // 18
]),
camzones: [{ x: 1, y: 14, w: 54, h: 5, mode: 'zoom', zoom: 2.6 }],
},
// ---------------- 4 ----------------
{
id: 'r4', name: 'TROLL PARADISE', type: 'troll', diff: 5, bg: 'troll', width: 64,
hint: '漩涡送你回起点,"补给"会杀你,地板会塌,天上还会下刺雨。',
messages: ['这是最后的考验(笑)', '前面的门是假的'],
grid: G(64, [
rep('#', 64), // 0
E(64), E(64), E(64), E(64), E(64), E(64), // 1-6
E(64), E(64), E(64), E(64), E(64), E(64), // 7-12
E(64), // 13
ent(64, [12, 'D'], [25, 'D'], [38, 'D'], [55, 'D']), // 14
E(64), // 15
E(64), // 16
ent(64, [2, 'S'], [5, 'T'], [7, '*'], [19, 'G'], [30, '*'],
[44, 'W'], [47, 'T'], [58, 'X']), // 17
flr(['#', 8], ['V', 6], ['#', 8], ['^', 4], ['#', 8], ['V', 6], ['#', 8], ['^', 3], ['#', 12]), // 18
]),
warps: [{ to: 'spawn' }],
events: [
{ x: 28, y: 14, w: 5, h: 5, once: false, actions: [{ type: 'spikes', x: 26, y: 0, count: 8, gap: 2 }] },
],
},
];
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// 教学关(短,用来熟悉手感)
import { G, rep, E, plat, ent } from './kit.js';
export default [
{
id: 't1', name: 'FIRST STEPS', type: 'jump', diff: 1, bg: 'jump', width: 36,
hint: '← → 移动,Shift / Z / 空格跳跃。刺碰到就死,R 键重来。',
messages: ['← → 移动 Shift 跳跃 R 重来'],
grid: G(36, [
rep('#', 36),
E(36), E(36), E(36), E(36), E(36), E(36),
ent(36, [30, 'X']),
plat(36, 29, 5),
E(36),
plat(36, 26, 5),
E(36),
plat(36, 22, 5),
E(36),
plat(36, 18, 5),
E(36),
plat(36, 13, 5),
ent(36, [2, 'S'], [4, 'T'], [7, '^'], [8, '^'], [9, '^'], [22, 'G']),
rep('#', 36),
]),
},
{
id: 't2', name: 'DOUBLE JUMP', type: 'jump', diff: 1, bg: 'custom', width: 40,
hint: '空中再按一次跳跃=二段跳。5 格宽的刺坑只能靠二段跳过去。',
messages: ['空中再按一次 Shift = 二段跳'],
grid: G(40, [
rep('#', 40),
E(40), E(40), E(40), E(40), E(40), E(40), E(40),
ent(40, [19, 'X']),
plat(40, 18, 4),
E(40),
plat(40, 26, 4),
E(40),
plat(40, 18, 4),
E(40),
plat(40, 26, 4),
E(40),
plat(40, 18, 4),
ent(40, [2, 'S'], [4, 'T'], [11, '^'], [12, '^'], [13, '^'], [14, '^'], [15, '^'], [19, 'G']),
rep('#', 40),
]),
},
];
-352
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@@ -1,352 +0,0 @@
// 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 };
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// 粒子系统
import { rand, randInt } from './util.js';
export class Particles {
constructor() { this.list = []; }
clear() { this.list.length = 0; }
spawn(x, y, n, opt = {}) {
const {
colors = ['#fff', '#ff5c7a', '#ffc63a'],
speed = 3, life = 40, size = 3, grav = 0.12, spread = Math.PI * 2, dir = 0,
} = opt;
for (let i = 0; i < n; i++) {
const a = dir + (Math.random() - 0.5) * spread;
const s = rand(speed * 0.35, speed);
this.list.push({
x, y, vx: Math.cos(a) * s, vy: Math.sin(a) * s,
life: life * rand(0.6, 1.25), max: life,
c: colors[randInt(0, colors.length - 1)],
s: size * rand(0.6, 1.3), g: grav,
});
}
}
burst(x, y, opt = {}) { this.spawn(x, y, opt.n || 18, opt); }
update() {
for (let i = this.list.length - 1; i >= 0; i--) {
const p = this.list[i];
p.x += p.vx; p.y += p.vy; p.vy += p.g;
p.vx *= 0.985;
if (--p.life <= 0) this.list.splice(i, 1);
}
}
draw(ctx) {
for (const p of this.list) {
ctx.globalAlpha = Math.min(1, p.life / (p.max * 0.5));
ctx.fillStyle = p.c;
ctx.fillRect(p.x | 0, p.y | 0, p.s | 0, p.s | 0);
}
ctx.globalAlpha = 1;
}
}
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@@ -1,396 +0,0 @@
// 玩家:还原 IWBT 的硬核手感 —— 松手即停、无加速、可变跳跃高度、二段跳
import { TILE, clamp, sgn, overlap } from './util.js';
import { Input } from './input.js';
import { sfx } from './audio.js';
import * as S from './sprites.js';
import { T } from './level.js';
export const PHY = {
GRAV: 0.25, // 上升段重力:小 = 跳跃飘
GRAV_FALL: 0.32, // 下落段重力:小 = 下坠轻、飘落感(0.35→0.32,用户反馈"下落有点沉")
GRAV_DJ: 0.35, // 二段跳上升段专属重力:比 GRAV 稍重——初速 6.7 与一段 6.6 一致,配 0.35 才能又冲(不起悬停)又只有 4.5 格总高
MAXFALL: 9,
JUMP: 6.6,
DJUMP: 6.7, // 二段跳冲量:起跳初速与一段 JUMP 6.6 几乎一致(起跳"嘭"感同款);顶点接二段总高 = 4.51 格
DJ_INERTIA: 0, // 二段跳时下落速度对冲量的抵消比例:0=任何时机接二段都满力起跳(初速恒 -DJUMP,同 IWBT 原版),
// 1=全额抵消(旧 bug:顶点晚几帧接二段直接归零)。0.35/0.5 都被用户反馈"好沉+短"——起跳初速被下落速度
// 吃掉才是"沉"的根源(初速从 6.7 掉到 3~4,起跳那一下没劲),与上升重力无关。
HSPD: 2.6,
WATER_GRAV: 0.16,
WATER_FALL: 2.6,
WATER_RISE: 0.42,
ICE_ACC: 0.18,
ICE_FRIC: 0.07,
// 滑出冰块后的惯性:空中几乎不损失,地面缓慢收住
SLIDE_FRIC: 0.12, // 非冰地面上收住惯性的摩擦
SLIDE_AIR: 0.02, // 空中惯性衰减(≈0,滑出冰块边缘能一路飞出去)
SLIDE_EASE: 0.14, // 超速滑行时按住同向键,收敛回正常走速的速度
SLIDE_BRAKE: 0.45, // 滑行中按反向键的刹车
SLIDE_MIN: 0.35, // 冰面上攒到多大速度才算进入滑行状态
SLIDE_STOP: 0.05, // 低于此速度惯性结束
ICE_TOP: 1.6, // 冰面最高速度 = HSPD × ICE_TOP(调大=冰上能滑得更快,留更猛的惯性)
};
export class Player {
constructor(level) {
this.level = level;
// IWBT 官方判定盒:11×21 像素(比精灵视觉略小,支持像素级擦弹/贴刺)
this.w = 11; this.h = 21;
this.reset(true);
}
reset(full) {
const sp = full ? this.level.spawn : (this.savePoint || this.level.spawn);
this.x = sp.x; this.y = sp.y;
this.vx = 0; this.vy = 0;
this.jumps = 0;
this.djUp = false;
this.grounded = false;
this.facing = 1;
this.alive = true;
this.dead = false;
this.deadT = 0;
this.deathX = 0; this.deathY = 0; // 死亡动画圆心(掉坑死亡时 clamp 到关卡内)
this.inWater = false;
this.animT = 0;
this.shootCool = 0;
this.mover = null;
this.sliding = false; // 冰面滑行惯性状态:离开冰块后仍保留
this.justRespawned = false; // 本帧刚复活(供镜头瞬移)
if (full) {
this.hasGun = !!this.level.data.startGun;
this.apples = 0;
this.savePoint = null;
this.saveIdx = 0;
}
}
get cx() { return this.x + this.w / 2; }
get cy() { return this.y + this.h / 2; }
// 纯死亡演出(不进死亡状态):粒子爆开 + 屏幕轻震 + 死亡点扩散冲击环(Level 层,见 addDeathFX)。
// 主动按重生键时直接调它再当帧 respawn——特效留在死亡位置自然播完。
// 圆心 clamp 到关卡内:掉坑死亡时玩家已在屏幕外,保证红叉/粒子/圆环可见
deathBurst() {
const L = this.level;
const dx = clamp(this.cx, 10, Math.max(10, L.pxW - 10));
const dy = clamp(this.cy, 10, Math.max(10, L.pxH - 10));
sfx.death();
L.particles.spawn(dx, dy, 16, {
colors: ['#ff5c7a', '#ff8095', '#fff', '#ffc63a'], speed: 3.4, life: 34, size: 3, grav: 0.16,
});
L.shake = Math.max(L.shake || 0, 6);
L.addDeathFX(dx, dy);
return { dx, dy };
}
// 死亡:定格在原地,等玩家手动按重生键(R / 触屏重生键)。
// 视觉:① 死亡地点留下常驻红叉(IWBTG 血迹,复活后仍在;opts.mark=false 时不留)
// ② deathBurst() 的"小"死亡动画(粒子+轻震+冲击环)
// opts:
// mark=false → 不留红叉
// count=false → 不触发 onDeath 计数(不计入死亡数)
kill(opts = {}) {
if (this.dead || !this.alive) return;
this.dead = true; this.alive = false; this.deadT = 0;
this.vx = 0; this.vy = 0; this.sliding = false;
const { dx, dy } = this.deathBurst();
this.deathX = dx; this.deathY = dy;
if (opts.mark !== false) this.level.addDeathMark(dx, dy);
if (opts.count !== false && this.onDeath) this.onDeath();
}
respawn() {
this.dead = false; this.alive = true;
const L = this.level;
const sp = this.savePoint || L.spawn;
this.x = sp.x; this.y = sp.y;
this.vx = 0; this.vy = 0; this.jumps = 0;
this.djUp = false;
this.shootCool = 0; this.sliding = false;
this.deadT = 0;
// 安全兜底:万一重生点被地形/消失块堵住,向上顶出,别一复活就卡死
let guard = 0;
while (L.solidRect(this.x, this.y, this.w, this.h) && guard++ < 48) this.y -= 2;
L.softReset(); // 不清粒子/震屏:死亡特效留在死亡位置自然播完
this.justRespawned = true; // 供 main.js 把镜头直接吸附到重生点
}
// ---------------- 每帧更新 ----------------
update(dt) {
const L = this.level;
this.animT++;
if (this.shootCool > 0) this.shootCool--;
// 死亡:定格在原地等玩家手动重生(R 键 / 触屏重生键),
// 世界继续运转(敌人/子弹/粒子照走),但玩家不响应任何输入
if (this.dead) { this.deadT++; return; }
const inWater = L.waterRect(this.x + 2, this.y + 4, this.w - 4, this.h - 4);
if (inWater && !this.inWater) sfx.splash();
this.inWater = inWater;
// ---- 水平输入(IWBT:普通地面瞬时、无惯性;冰面打滑并保留惯性)----
const moveL = Input.is('left'), moveR = Input.is('right');
const onIce = this.grounded && L.iceAtBottom(this.x, this.y, this.w, this.h);
let target = 0;
if (moveL && !moveR) target = -PHY.HSPD;
else if (moveR && !moveL) target = PHY.HSPD;
const ICE_MAX = PHY.HSPD * PHY.ICE_TOP;
const decel = f => {
if (Math.abs(this.vx) <= f) this.vx = 0;
else this.vx -= sgn(this.vx) * f;
};
if (onIce) {
// 冰面:加速/减速都很慢,速度上限也更高
if (target !== 0) this.vx += sgn(target) * PHY.ICE_ACC;
else decel(PHY.ICE_FRIC);
this.vx = clamp(this.vx, -ICE_MAX, ICE_MAX);
// 攒出一定速度即进入「滑行」状态——这是惯性得以保留的关键
if (Math.abs(this.vx) > PHY.SLIDE_MIN) this.sliding = true;
} else if (this.sliding && Math.abs(this.vx) > PHY.SLIDE_STOP) {
// 滑出冰块后:惯性依然保留 —— 空中几乎不衰减,地面才慢慢收住
if (target !== 0) {
const dir = sgn(this.vx);
if (dir === 0 || sgn(target) === dir) {
if (Math.abs(this.vx) >= PHY.HSPD) {
// 还在超速滑行:同向按键只让它缓慢收敛回正常走速,不再继续加速
this.vx -= dir * PHY.SLIDE_EASE;
if (Math.abs(this.vx) < PHY.HSPD) { this.vx = target; this.sliding = false; }
} else {
this.vx = target; // 已低于走速:交还玩家控制
this.sliding = false;
}
} else {
this.vx -= dir * PHY.SLIDE_BRAKE; // 反向按键:刹车,刹住后立刻反向
if (sgn(this.vx) === sgn(target)) { this.vx = target; this.sliding = false; }
}
this.vx = clamp(this.vx, -ICE_MAX, ICE_MAX);
} else {
decel(this.grounded ? PHY.SLIDE_FRIC : PHY.SLIDE_AIR);
if (this.vx === 0) this.sliding = false;
}
if (this.vx !== 0 && Math.abs(this.vx) < PHY.SLIDE_STOP) { this.vx = 0; this.sliding = false; }
} else {
// 常规地面/空中(非滑行):IWBT 标准手感,松手即停、无惯性
this.vx = target;
this.sliding = false;
}
if (target !== 0) this.facing = sgn(target);
// ---- 跳跃 ----
if (inWater) {
if (Input.is('jump')) this.vy -= PHY.WATER_RISE;
if (Input.is('down')) this.vy += 0.25;
this.vy = clamp(this.vy, -3.2, PHY.WATER_FALL);
this.jumps = 0; this.djUp = false;
} else {
if (Input.hit('jump')) {
if (this.grounded || this.jumps === 0) {
this.vy = -PHY.JUMP; this.jumps = 1; this.grounded = false;
// 不再做起跳拉伸:空中保持身体比例,避免跳跃时视觉上下晃动
sfx.jump();
L.particles.spawn(this.cx, this.y + this.h, 5,
{ colors: ['#fff', '#cfcfe0'], speed: 1.6, life: 16, size: 2, dir: -Math.PI / 2, spread: 2 });
} else if (this.jumps === 1) {
// 二段跳冲量叠减当前速度:上升中按 = 原版语义(直接获得 -DJUMP);
// 下落中按 = 下落惯性只抵消一部分冲量(DJUMP 前乘 DJ_INERTIA)——
// 全额抵消会让"满力一段跳到顶点、晚几帧接二段"的二段塌到接近 0(非常短),
// 只抵消一半则顶点附近接二段保持满力,摔得快时才明显变弱
this.vy = Math.max(this.vy, 0) * PHY.DJ_INERTIA - PHY.DJUMP; this.jumps = 2;
this.djUp = this.vy < 0; // 二段上升段启用专属轻重力(与一段同款飘)
sfx.djump();
L.particles.spawn(this.cx, this.cy, 10,
{ colors: ['#fff', '#9ad8ff'], speed: 2.2, life: 20, size: 2, spread: Math.PI * 2 });
}
}
// 可变跳跃高度
if (!Input.is('jump') && this.vy < -3) this.vy = -3;
// 上升轻、下落重:分手感。二段上升段用更轻的 GRAV_DJ(初速小,同款飘)
this.vy = Math.min(this.vy + (this.vy < 0 ? (this.djUp ? PHY.GRAV_DJ : PHY.GRAV) : PHY.GRAV_FALL), PHY.MAXFALL);
if (this.djUp && this.vy >= 0) this.djUp = false; // 二段到顶,交回普通重力
}
// ---- 站在移动平台上则跟随 ----
if (this.mover && !this.mover.gone) {
this.x += this.mover.dx;
this.y += this.mover.dy;
}
// ---- X 轴移动 ----
const prevBottom = this.y + this.h;
this.mover = null;
let steps = Math.abs(this.vx);
const dx = sgn(this.vx);
while (steps > 0) {
const m = Math.min(1, steps);
if (!L.solidRect(this.x + dx * m, this.y, this.w, this.h)) { this.x += dx * m; steps -= m; }
else break;
}
if (L.solidRect(this.x + dx, this.y, this.w, this.h) && Math.abs(this.vx) > 0) this.vx = 0;
// ---- Y 轴移动 ----
const dropThrough = Input.is('down');
steps = Math.abs(this.vy);
const dy = sgn(this.vy);
let hitGround = false;
while (steps > 0) {
const m = Math.min(1, steps);
const ny = this.y + dy * m;
const solidHere = L.solidRect(this.x, ny, this.w, this.h, {
prevBottom, dropThrough,
});
if (!solidHere) { this.y = ny; steps -= m; }
else {
if (dy > 0) hitGround = true;
this.vy = 0;
break;
}
}
// 检查是否踩到移动平台
for (const m of L.movers) {
if (m.gone) continue;
if (this.x + this.w > m.x && this.x < m.x + m.w) {
if (this.y + this.h >= m.y - 2 && this.y + this.h <= m.y + m.h) {
this.mover = m; hitGround = true;
}
}
}
const wasAir = !this.grounded;
this.grounded = hitGround || (this.vy === 0 && L.solidRect(this.x, this.y + 1, this.w, this.h));
if (this.grounded) {
this.jumps = 0; this.djUp = false;
}
// ---- 滑行反馈:超速滑行(冰上,或刚滑出冰块仍带惯性)时脚下溅起冰屑 ----
if (this.sliding && this.grounded && Math.abs(this.vx) > PHY.HSPD && this.animT % 5 === 0) {
L.particles.spawn(this.cx - sgn(this.vx) * 5, this.y + this.h - 2, 2, {
colors: ['#dff4ff', '#8fd8f0', '#fff'], speed: 1.1, life: 16, size: 2,
dir: -Math.PI / 2, spread: 1.7, grav: 0.1,
});
}
// ---- 边界 ----
this.x = clamp(this.x, 0, L.pxW - this.w);
if (this.y > L.pxH + 200) { this.kill(); return; }
if (this.y < -300) { this.y = -300; this.vy = 0; }
// ---- 致死:同帧立刻复活,画面上不留任何死亡状态 ----
if (L.deadlyRect(this.x, this.y, this.w, this.h)) { this.kill(); return; }
// ---- 射击 ----
if (this.hasGun && Input.hit('shoot') && this.shootCool === 0 && L.bullets.length < 5) {
this.shoot();
}
// ---- 实体交互 ----
this.touchEntities();
// ---- 消失方块踩踏 ----
if (this.grounded) {
const ty = Math.floor((this.y + this.h + 2) / TILE);
for (let tx = Math.floor(this.x / TILE); tx <= Math.floor((this.x + this.w - 1) / TILE); tx++) {
if (L.tiles[ty] && L.tiles[ty][tx] === T.VANISH && L.vanishState(tx, ty) === 0) {
L.setVanish(tx, ty, 1);
L.vanishT = L.vanishT || new Map();
L.vanishT.set(ty * 1000 + tx, 0);
}
}
}
}
shoot() {
const L = this.level;
this.shootCool = 9;
L.bullets.push({
x: this.facing > 0 ? this.x + this.w - 2 : this.x - 6,
y: this.y + 8, w: 10, h: 5,
vx: 9 * this.facing, vy: 0, life: 130, dead: false,
});
sfx.shoot();
L.particles.spawn(this.facing > 0 ? this.x + this.w : this.x, this.y + 10, 3,
{ colors: ['#fff6a0'], speed: 1.5, life: 10, size: 2 });
}
touchEntities() {
const L = this.level;
for (const e of L.entities) {
if (e.dead) continue;
// 存档点判定放宽 6px:跑得太快或从旁边擦过去也能吃到
const hit = e.type === 'save'
? overlap({ x: this.x - 6, y: this.y - 6, w: this.w + 12, h: this.h + 12 }, e)
: overlap(this, e);
if (!hit) continue;
switch (e.type) {
case 'save':
if (!e.active) {
e.active = true;
this.savePoint = { x: e.x + e.w / 2 - this.w / 2, y: e.y + e.h - this.h, face: (this.level.faceIndex ?? 0) };
this.saveIdx = e.no || 1;
sfx.save();
L.particles.spawn(e.x + e.w / 2, e.y + e.h / 2, 18,
{ colors: ['#b06bff', '#fff', '#e5d0ff'], speed: 2.6, life: 30 });
// 假存档:立刻复活回上一个存档点,不播死亡动画
if (e.fake) { L.showToast('假的。', 90); this.kill(); return; }
}
break;
case 'goal':
if (!this.clearing) { this.clearing = true; if (this.onClear) this.onClear(); }
break;
case 'gun':
if (!e.taken) {
e.taken = true; this.hasGun = true;
L.particles.spawn(e.x + e.w / 2, e.y + e.h / 2, 12, { colors: ['#dfe0f0', '#fff'], speed: 2.2, life: 24 });
L.showToast('获得手枪!按 X 射击', 120);
sfx.save();
}
break;
case 'apple':
if (!e.taken) { e.taken = true; this.apples++; sfx.save(); }
break;
case 'jumpref':
if (this.animT % 4 === 0) this.jumps = 0;
break;
case 'warp': {
if (e.cool > 0) break;
e.cool = 40;
const to = e.to;
// 自制多面地图的跨面传送门:to = {face, door} —— 交给 main 切换面
if (to && typeof to === 'object' && !('x' in to) && !('y' in to) && typeof to.face === 'number') {
if (this.onPortal) this.onPortal(e);
break;
}
// 原有逻辑(同关内传送 / 回出生点 / 绝对坐标 / pair 配对)
const tgt = to === 'spawn' ? L.spawn
: to && ('x' in to) ? { x: to.x * TILE, y: to.y * TILE }
: (() => {
const p = L.entities.find(o => o.type === 'warp' && o.idx === e.pair);
return p ? { x: p.x + p.w / 2 - this.w / 2, y: p.y + p.h - this.h } : null;
})();
if (tgt) {
this.x = tgt.x; this.y = tgt.y;
this.vx = 0; this.vy = 0;
const partner = L.entities.find(o => o.type === 'warp' && o.idx === e.pair);
if (partner) partner.cool = 40;
sfx.warp();
L.particles.spawn(this.cx, this.cy, 12, { colors: ['#a86bff', '#fff'], speed: 2.5, life: 24 });
}
break;
}
case 'sign':
if (this.animT % 30 === 0) L.showToast(e.text, 90);
break;
}
}
}
draw(ctx) {
// 死亡中:kid 已爆开,不画本体(粒子/冲击环由 Level 层渲染,重生后仍能播完)
if (this.dead) return;
S.drawKid(ctx, this, this.animT);
}
}
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@@ -1,59 +0,0 @@
// 本地存档:通关记录、最佳成绩、自制关卡
const KEY = 'iwbtc_fan_v1';
const blank = () => ({ cleared: {}, customs: [], audio: true });
export const Save = {
data: blank(),
load() {
try {
const s = localStorage.getItem(KEY);
if (s) this.data = Object.assign(blank(), JSON.parse(s));
} catch (e) { this.data = blank(); }
return this.data;
},
flush() {
try { localStorage.setItem(KEY, JSON.stringify(this.data)); } catch (e) { }
},
get(id) { return this.data.cleared[id] || null; },
isCleared(id) { return !!this.data.cleared[id]; },
/** 记录通关,返回是否刷新纪录 */
clear(id, deaths, ms, apples) {
const old = this.data.cleared[id];
const rec = { deaths, time: ms, apples: apples || 0, at: Date.now() };
let better = false;
if (!old) { this.data.cleared[id] = rec; better = true; }
else {
const nd = Math.min(old.deaths, deaths);
const nt = Math.min(old.time, ms);
better = deaths < old.deaths || ms < old.time;
this.data.cleared[id] = { ...old, deaths: nd, time: nt, apples: Math.max(old.apples || 0, apples || 0) };
}
this.flush();
return better;
},
wipe() { this.data = blank(); this.flush(); },
customs() { return this.data.customs || []; },
addCustom(lv) {
this.data.customs = this.data.customs || [];
this.data.customs.push(lv);
this.flush();
return lv;
},
/** 更新已保存的自制关卡(按 id 就地替换,不新增);id 不存在则追加 */
updateCustom(lv) {
this.data.customs = this.data.customs || [];
const i = this.data.customs.findIndex(l => l.id === lv.id);
if (i >= 0) this.data.customs[i] = lv;
else this.data.customs.push(lv);
this.flush();
return lv;
},
removeCustom(id) {
this.data.customs = (this.data.customs || []).filter(l => l.id !== id);
this.flush();
},
setAudio(on) { this.data.audio = on; this.flush(); },
};
-335
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@@ -1,335 +0,0 @@
// 设置:用户名 + 设备相关自定义
// · PC(电脑端)→ 键盘按键映射
// · 移动端 → 手机虚拟手柄按钮的位置/大小(拖动调整)
import { Save } from './save.js';
import { applyBindings, defaultBindings, BIND } from './input.js';
// 每个可自定义的手柄按钮:key 对应 touch.js 里的 data-touch,
// def 为默认布局(cx/cy 为相对舞台中心的百分比,size 为按钮边长 px)
const BUTTONS = [
{ key: 'left', label: '◀', shape: 'round', def: { cx: 12, cy: 80, size: 62 } },
{ key: 'right', label: '▶', shape: 'round', def: { cx: 24, cy: 80, size: 62 } },
{ key: 'jump', label: '跳', shape: 'jump', def: { cx: 88, cy: 84, size: 94 } },
{ key: 'shoot', label: '🔫', shape: 'item', label2: '射击', def: { cx: 79, cy: 72, size: 54 } },
{ key: 'down', label: '▼', shape: 'item', label2: '下蹲', def: { cx: 90, cy: 72, size: 54 } },
{ key: 'pause', label: '❚❚', shape: 'sm', def: { cx: 81, cy: 58, size: 42 } },
{ key: 'suicide', label: '↺', shape: 'sm', def: { cx: 90, cy: 58, size: 42 } },
];
// 设置界面里可重绑的键盘动作(标签 + action)
const KEY_ACTIONS = [
['left', '左移'], ['right', '右移'],
['up', '上(上浮)'],
['jump', '跳跃'], ['shoot', '射击'],
['suicide', '自杀 / 重生'], ['restart', '整关重来'],
['pause', '暂停'],
];
const clone = (o) => JSON.parse(JSON.stringify(o));
const DEFAULT_TOUCH = {};
BUTTONS.forEach(b => { DEFAULT_TOUCH[b.key] = clone(b.def); });
const makeDefaults = () => ({ username: '', touch: clone(DEFAULT_TOUCH), keys: defaultBindings() });
// 工作副本(未点「确定」前不落盘,点「返回」即丢弃)
let work = makeDefaults();
let wrap = null;
let pcMode = false; // true=电脑端(键盘映射),false=移动端(手柄按钮)
let listening = null; // 重绑监听:{act, idx}
let conflict = null; // 冲突警告:{code, label, act}
const els = {};
let keysBox = null; // 键盘映射容器
/** 读取/补全存档里的设置对象(保证 touch / keys 字段齐全) */
function meta() {
if (!Save.data.settings) Save.data.settings = {};
const s = Save.data.settings;
if (typeof s.username !== 'string') s.username = '';
if (!s.touch) s.touch = clone(DEFAULT_TOUCH);
if (!s.keys) s.keys = defaultBindings();
return s;
}
/** 把某个按钮按 p={cx,cy,size} 绝对定位(百分比定位 + 像素边长) */
function place(el, p) {
el.style.left = p.cx + '%';
el.style.top = p.cy + '%';
el.style.width = p.size + 'px';
el.style.height = p.size + 'px';
}
/** 把当前存档布局应用到真正的 #touch 手柄按钮(游戏内生效) */
function apply() {
const t = meta().touch;
for (const b of BUTTONS) {
const el = document.querySelector(`#touch [data-touch="${b.key}"]`);
if (!el) continue;
const p = t[b.key];
if (!p) continue;
el.style.left = p.cx + '%';
el.style.top = p.cy + '%';
el.style.width = p.size + 'px';
el.style.height = p.size + 'px';
}
}
/** 标题界面显示当前用户名 */
function showUsername() {
const el = document.getElementById('title-user');
if (el) el.textContent = '玩家:' + (meta().username || '无名氏');
}
/** 把键盘 code 转成可读标签 */
function keyLabel(code) {
const M = {
Space: '空格', ShiftLeft: 'Shift', ShiftRight: 'Shift', ControlLeft: 'Ctrl', ControlRight: 'Ctrl',
AltLeft: 'Alt', AltRight: 'Alt', Tab: 'Tab', Backspace: '⌫', Escape: 'Esc', Enter: 'Enter',
ArrowLeft: '←', ArrowRight: '→', ArrowUp: '↑', ArrowDown: '↓',
MetaLeft: 'Win', MetaRight: 'Win', ContextMenu: '菜单',
};
if (M[code]) return M[code];
if (code.startsWith('Key')) return code.slice(3);
if (code.startsWith('Digit')) return code.slice(5);
if (code.startsWith('Numpad')) return '小键' + code.slice(6);
if (/^F\d{1,2}$/.test(code)) return code;
return code;
}
/** 构建设置界面里的键盘映射行(点击按键后按新键重绑) */
function renderKeys() {
if (!keysBox) return;
keysBox.innerHTML = '';
// 冲突警告横幅(始终置于面板顶部,醒目)
if (conflict) {
const w = document.createElement('div');
w.className = 'kwarb';
w.textContent = `「${keyLabel(conflict.code)}」已被【${conflict.label}】占用,请换一个键(Esc 取消)`;
keysBox.appendChild(w);
}
for (const [act, label] of KEY_ACTIONS) {
const row = document.createElement('div');
row.className = 'krow';
const nm = document.createElement('span');
nm.className = 'kact'; nm.textContent = label;
const keys = document.createElement('div');
keys.className = 'kkeys';
(work.keys[act] || []).forEach((code, idx) => {
const chip = document.createElement('button');
chip.type = 'button';
const isListen = listening && listening.act === act && listening.idx === idx;
chip.className = 'kchip' + (isListen ? ' listen' : '');
chip.dataset.kact = act; chip.dataset.kidx = idx;
chip.textContent = keyLabel(code);
const rm = document.createElement('b');
rm.className = 'krm'; rm.dataset.krm = act; rm.dataset.kidx = idx; rm.textContent = '×';
chip.appendChild(rm);
keys.appendChild(chip);
});
const add = document.createElement('button');
add.type = 'button';
add.className = 'kadd'; add.dataset.kadd = act; add.textContent = '+ 添加';
keys.appendChild(add);
if (listening && listening.act === act) {
const tip = document.createElement('span');
const isClash = conflict && conflict.act === act;
tip.className = 'klisten' + (isClash ? ' bad' : '');
tip.textContent = isClash ? '该键冲突,请换一个键(Esc 取消)' : '按下一个键…(Esc 取消)';
keys.appendChild(tip);
}
row.appendChild(nm); row.appendChild(keys);
keysBox.appendChild(row);
}
}
/** 检测 code 是否已绑定到其它动作(返回冲突动作的标签,否则 null) */
function conflictInfo(code, act, idx) {
for (const [a, label] of KEY_ACTIONS) {
const arr = work.keys[a] || [];
for (let i = 0; i < arr.length; i++) {
if (arr[i] === code && !(a === act && i === idx)) return label;
}
}
// 不可重绑的系统动作也算冲突(如「菜单」用的 KeyQ)
if (BIND.menu && BIND.menu.includes(code)) return '菜单';
return null;
}
/** 重绑监听:捕获下一次按键并写入 work.keys(检测到冲突则拒绝并提示) */
function onCaptureKey(e) {
if (!listening) return;
e.preventDefault();
if (e.code === 'Escape') { listening = null; conflict = null; renderKeys(); return; }
const { act, idx } = listening;
const clash = conflictInfo(e.code, act, idx);
if (clash) { // 该键已被其它动作占用 → 拒绝并提示
conflict = { code: e.code, label: clash, act };
renderKeys();
return; // 停留在监听态,等待换键或 Esc
}
if (idx >= (work.keys[act] || []).length) (work.keys[act] = work.keys[act] || []).push(e.code);
else work.keys[act][idx] = e.code;
conflict = null;
listening = null;
renderKeys();
}
/** 给键盘映射容器绑定点击委托(重绑 / 添加 / 删除) */
let keysWired = false;
function wireKeys() {
if (!keysBox || keysWired) return;
keysWired = true;
keysBox.addEventListener('click', (e) => {
const rm = e.target.closest('.krm');
if (rm) {
const a = rm.dataset.krm, i = +rm.dataset.kidx;
work.keys[a].splice(i, 1);
if (listening && listening.act === a) listening = null;
renderKeys();
return;
}
const chip = e.target.closest('.kchip');
if (chip) { listening = { act: chip.dataset.kact, idx: +chip.dataset.kidx }; renderKeys(); return; }
const add = e.target.closest('.kadd');
if (add) { listening = { act: add.dataset.kadd, idx: 1e9 }; renderKeys(); return; }
});
}
export const Settings = {
/** isTouch:是否移动端(由 main.js 依据 ?touch 覆盖与设备检测传入) */
init(isTouch) {
pcMode = !isTouch;
wrap = document.getElementById('touch-preview');
keysBox = document.getElementById('set-keys');
work = clone(meta());
this.build();
renderKeys();
wireKeys();
showUsername();
apply();
applyBindings(meta().keys);
document.addEventListener('keydown', onCaptureKey);
},
/** 构建设置界面里的可拖拽手柄预览(克隆 #touch 的按钮形状) */
build() {
if (!wrap) return;
wrap.querySelectorAll('.tc-btn').forEach(n => n.remove());
for (const b of BUTTONS) {
const el = document.createElement('div');
el.className = 'tc-btn tc-' + b.shape;
el.innerHTML = `<span>${b.label}</span>` + (b.label2 ? `<span class="lbl">${b.label2}</span>` : '');
const h = document.createElement('div');
h.className = 'tc-rsz';
el.appendChild(h);
wrap.appendChild(el);
els[b.key] = el;
place(el, work.touch[b.key]);
wire(el, h, b.key);
}
},
/** 打开设置界面:从存档同步工作副本与输入框,并按设备切换面板 */
enter() {
const s = meta();
work = { username: s.username || '', touch: clone(s.touch), keys: clone(s.keys) };
const inp = document.getElementById('set-username');
if (inp) inp.value = work.username;
listening = null;
conflict = null;
this.build();
renderKeys();
// 按设备显示对应面板:PC→键盘映射;移动端→手柄按钮
const keysRow = document.getElementById('set-keys-row');
const touchRow = document.getElementById('set-touch-row');
if (keysRow) keysRow.classList.toggle('hidden', !pcMode);
if (touchRow) touchRow.classList.toggle('hidden', pcMode);
},
/** 确定:保存用户名 / 手柄布局 / 键位到存档,并应用,然后由调用方返回上一页 */
confirm() {
const s = meta();
const inp = document.getElementById('set-username');
work.username = (inp ? inp.value : '').trim().slice(0, 16);
s.username = work.username;
s.touch = clone(work.touch);
s.keys = clone(work.keys);
Save.flush();
showUsername();
apply();
applyBindings(s.keys);
},
/** 恢复默认:用户名/手柄布局/键位全部回到出厂值(仅影响工作副本,需点确定才落盘) */
reset() {
work = makeDefaults();
listening = null;
conflict = null;
const inp = document.getElementById('set-username');
if (inp) inp.value = '';
this.build();
renderKeys();
},
/** 供调试 / 测试使用 */
_state() { return work; },
_els() { return els; },
_pcMode() { return pcMode; },
_conflict() { return conflict; },
_listening() { return listening; },
};
/** 给单个预览按钮绑定「拖动移动」与「右下角缩放」 */
function wire(el, handle, key) {
let mode = null; // 'move' | 'resize'
let rect = null; // 预览区矩形(按下时记录)
let lastX = 0, lastY = 0; // 上一帧指针(相对位移用)
let startSize = 0, startDist = 1, cx0 = 0, cy0 = 0; // 缩放用:按下时按钮中心与指针距离
// 按下:只记录基准,不重算绝对坐标 —— 避免任何「按下即跳角」
const begin = (e, m) => {
e.preventDefault();
try { (m === 'resize' ? handle : el).setPointerCapture(e.pointerId); } catch (_) { }
mode = m;
rect = wrap.getBoundingClientRect();
const W = rect.width || 1, H = rect.height || 1;
const p = work.touch[key];
lastX = e.clientX; lastY = e.clientY;
if (m === 'resize') {
cx0 = rect.left + p.cx / 100 * W;
cy0 = rect.top + p.cy / 100 * H;
startSize = p.size;
startDist = Math.max(1, Math.hypot(e.clientX - cx0, e.clientY - cy0));
}
};
// 移动:用「相对上一帧的位移」累加,第一帧必然停在正确位置
const drag = (e) => {
if (!mode || !rect) return;
const p = work.touch[key];
if (mode === 'move') {
const W = rect.width || 1, H = rect.height || 1;
const dx = (e.clientX - lastX) / W * 100; // 像素位移 → 百分比
const dy = (e.clientY - lastY) / H * 100;
lastX = e.clientX; lastY = e.clientY;
p.cx = Math.max(3, Math.min(97, p.cx + dx));
p.cy = Math.max(3, Math.min(97, p.cy + dy));
} else {
const d = Math.max(1, Math.hypot(e.clientX - cx0, e.clientY - cy0));
p.size = Math.max(24, Math.min(160, startSize * (d / startDist)));
}
place(el, p);
};
const end = (e) => {
if (mode) { try { (mode === 'resize' ? handle : el).releasePointerCapture(e.pointerId); } catch (_) { } }
mode = null;
};
el.addEventListener('pointerdown', (e) => { if (e.target === handle) return; begin(e, 'move'); });
handle.addEventListener('pointerdown', (e) => { e.stopPropagation(); begin(e, 'resize'); });
el.addEventListener('pointermove', drag);
handle.addEventListener('pointermove', drag);
el.addEventListener('pointerup', end);
handle.addEventListener('pointerup', end);
el.addEventListener('pointercancel', end);
handle.addEventListener('pointercancel', end);
}
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@@ -1,364 +0,0 @@
// 程序化像素绘制(无外部图片资源)
import { TILE, shade, hashNoise } from './util.js';
const C = {
stone: '#6b6b7e', stoneDark: '#3a3a48', stoneLite: '#8f8fa6',
grass: '#4f9e46', grassDark: '#2c5c2b',
brick: '#a8543c', brickDark: '#632a1d',
metal: '#5a6478', metalDark: '#333a4a',
ice: '#8fd8f0', iceDark: '#4a90b8',
water: '#2a6fd8',
spike: '#cfdde9', spikeDark: '#a8bccf',
kid: '#d94a55', kidDark: '#8e2530', skin: '#f5cfa8', hair: '#5a3a22', pant: '#2c3a7a',
save: '#b06bff', goal: '#ffc63a', gun: '#b8b8c8', apple: '#e03050',
};
/** 归一化的像素块绘制助手 */
function px(ctx, x, y, w, h, col) { ctx.fillStyle = col; ctx.fillRect(x | 0, y | 0, w | 0, h | 0); }
// ---------------- 地形 ----------------
export function drawBlock(ctx, x, y, variant = 0, lit = false) {
const s = TILE;
let base = C.stone, dark = C.stoneDark, lite = C.stoneLite;
if (variant === 1) { base = C.grass; dark = C.grassDark; lite = '#7fd06a'; }
if (variant === 2) { base = C.brick; dark = C.brickDark; lite = '#d1785c'; }
if (variant === 3) { base = C.metal; dark = C.metalDark; lite = '#8a94ad'; }
px(ctx, x, y, s, s, dark);
px(ctx, x + 1, y + 1, s - 2, s - 2, base);
// 纹理
if (variant === 2) { // 砖
px(ctx, x + 1, y + 8, s - 2, 1, dark);
px(ctx, x + 1, y + 17, s - 2, 1, dark);
px(ctx, x + 10, y + 1, 1, 7, dark);
px(ctx, x + 20, y + 9, 1, 8, dark);
px(ctx, x + 6, y + 18, 1, 7, dark);
} else if (variant === 1) { // 草
px(ctx, x + 1, y + 1, s - 2, 5, lite);
for (let i = 0; i < 4; i++) px(ctx, x + 3 + i * 7, y + 2, 1, 4, dark);
} else { // 石
const n = hashNoise(x, y);
px(ctx, x + 2, y + 2, 6, 2, lite);
if (n > 0.5) px(ctx, x + 18, y + 12, 8, 2, dark);
if (n < 0.35) px(ctx, x + 6, y + 22, 7, 2, dark);
}
// 高光/描边
px(ctx, x, y, s, 1, lite);
px(ctx, x, y, 1, s, lite);
px(ctx, x, y + s - 1, s, 1, dark);
px(ctx, x + s - 1, y, 1, s, dark);
if (lit) { ctx.fillStyle = 'rgba(255,255,255,.09)'; ctx.fillRect(x, y, s, s); }
}
export function drawIce(ctx, x, y) {
const s = TILE;
px(ctx, x, y, s, s, C.iceDark);
px(ctx, x + 1, y + 1, s - 2, s - 2, C.ice);
px(ctx, x + 2, y + 3, 10, 3, '#e6fbff');
px(ctx, x + 18, y + 16, 8, 2, 'rgba(255,255,255,.7)');
px(ctx, x, y, s, 1, '#e6fbff');
px(ctx, x, y + s - 1, s, 1, C.iceDark);
}
export function drawWater(ctx, x, y, t) {
const s = TILE;
px(ctx, x, y, s, s, 'rgba(40,110,215,.55)');
ctx.fillStyle = 'rgba(120,200,255,.35)';
const off = Math.sin(t / 260 + x * 0.09) * 3;
ctx.fillRect(x, y + 4 + off, s, 3);
ctx.fillRect(x, y + 16 - off, s, 2);
}
export function drawOneWay(ctx, x, y) {
const s = TILE;
px(ctx, x, y, s, 6, C.metalDark);
px(ctx, x, y, s, 3, '#9aa6bd');
for (let i = 0; i < 8; i++) px(ctx, x + i * 4, y + 6, 2, 3, C.metalDark);
}
// 单个三角形刺:尖端指向 dir,底边贴在相反一侧(与 level.js 的 spikeTri 顶点完全一致)。
// 外观对齐经典 I wanna 素材:冰蓝白渐变的干净大三角,占满整格。
export function drawSpike(ctx, x, y, dir, t) {
const s = TILE;
let ax, ay, bx, by, cx, cy;
if (dir === 0) { // 朝上(地面上)
ax = x + s / 2; ay = y; bx = x; by = y + s; cx = x + s; cy = y + s;
} else if (dir === 1) { // 朝下(天花板)
ax = x + s / 2; ay = y + s; bx = x; by = y; cx = x + s; cy = y;
} else if (dir === 2) { // 朝左(贴右墙)
ax = x; ay = y + s / 2; bx = x + s; by = y; cx = x + s; cy = y + s;
} else { // 朝右(贴左墙)
ax = x + s; ay = y + s / 2; bx = x; by = y; cx = x; cy = y + s;
}
// 冰蓝白渐变:尖端最亮,往底边过渡到淡蓝
let g;
if (dir === 0) { g = ctx.createLinearGradient(x, y, x, y + s); }
else if (dir === 1) { g = ctx.createLinearGradient(x, y + s, x, y); }
else if (dir === 2) { g = ctx.createLinearGradient(x, y, x + s, y); }
else { g = ctx.createLinearGradient(x + s, y, x, y); }
g.addColorStop(0, '#f4f9fd');
g.addColorStop(0.55, '#cfdde9');
g.addColorStop(1, '#a8bccf');
ctx.beginPath();
ctx.moveTo(ax, ay); ctx.lineTo(bx, by); ctx.lineTo(cx, cy); ctx.closePath();
ctx.fillStyle = g; ctx.fill();
// 淡蓝描边(参考图的柔和轮廓)
ctx.strokeStyle = 'rgba(150,175,200,.9)'; ctx.lineWidth = 1; ctx.stroke();
}
/** 全致死方块(美味水果外观) */
export function drawKiller(ctx, x, y, t) {
const s = TILE;
const bob = Math.sin(t / 300 + x) * 1.5;
ctx.save();
ctx.translate(x + s / 2, y + s / 2 + bob);
// 苹果
ctx.fillStyle = C.apple;
ctx.beginPath(); ctx.arc(0, 2, 11, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#ff7a90';
ctx.beginPath(); ctx.arc(-4, -2, 4, 0, Math.PI * 2); ctx.fill();
px(ctx, -1, -13, 2, 6, '#6b4423');
ctx.fillStyle = '#3ddc84';
ctx.beginPath(); ctx.ellipse(6, -11, 5, 2.6, -0.5, 0, Math.PI * 2); ctx.fill();
// 恶作剧的眼睛
px(ctx, -5, 0, 2, 2, '#000'); px(ctx, 3, 0, 2, 2, '#000');
ctx.restore();
}
export function drawVanish(ctx, x, y, state, t) {
const s = TILE;
const alpha = state === 0 ? 1 : state === 1 ? (Math.sin(t / 60) > 0 ? 0.55 : 0.9) : 0.14;
ctx.globalAlpha = alpha;
drawBlock(ctx, x, y, 3);
ctx.globalAlpha = 1;
if (state !== 2) {
ctx.strokeStyle = 'rgba(255,200,60,.55)'; ctx.lineWidth = 1;
ctx.strokeRect(x + 2.5, y + 2.5, s - 5, s - 5);
}
}
export function drawJumpRef(ctx, x, y, t) {
const s = TILE;
const b = Math.sin(t / 200 + x) * 2;
ctx.fillStyle = '#3ddc84';
ctx.beginPath();
ctx.moveTo(x + s / 2, y + 8 + b); ctx.lineTo(x + s - 6, y + s - 10 + b); ctx.lineTo(x + 6, y + s - 10 + b);
ctx.closePath(); ctx.fill();
ctx.strokeStyle = '#0d5c30'; ctx.lineWidth = 1; ctx.stroke();
}
// ---------------- 玩家 ----------------
export function drawKid(ctx, p, t) {
const x = Math.round(p.x), y = Math.round(p.y);
const w = p.w, h = p.h;
const air = !p.grounded;
// 不做任何 squash/stretch 形变:起跳与落地都保持原始体型,
// 避免身体忽高忽低被感知为"上下晃动"(2026-10-23 用户两次反馈后彻底移除)
ctx.save();
ctx.translate(x, y);
const face = p.facing; // 1 右 -1 左
// 身体(红衣)
px(ctx, 2, 7, w - 4, 7, C.kid);
px(ctx, 2, 7, w - 4, 1, shade(C.kid, 40));
// 手臂
if (air) { px(ctx, face > 0 ? w - 3 : 0, 5, 3, 5, C.skin); }
else { px(ctx, face > 0 ? w - 3 : 0, 9, 3, 5, C.skin); }
// 腿
if (air) { px(ctx, 3, 14, 4, 4, C.pant); px(ctx, w - 7, 14, 4, 3, C.pant); }
else { px(ctx, 2, 14, 4, 4, C.pant); px(ctx, w - 6, 14, 4, 4, C.pant); }
// 头
px(ctx, 1, 0, w - 2, 8, C.skin);
px(ctx, 1, 0, w - 2, 3, C.hair); // 头发
px(ctx, face > 0 ? w - 5 : 3, 1, 3, 2, C.hair);
// 眼睛
px(ctx, face > 0 ? w - 6 : 3, 4, 2, 2, '#101018');
px(ctx, face > 0 ? w - 3 : 0, 4, 1, 2, '#101018');
ctx.restore();
// 持枪
if (p.hasGun && !p.dead) {
const gx = face > 0 ? x + w - 1 : x - 7;
const gy = y + 9;
px(ctx, gx, gy, 8, 3, C.gun);
px(ctx, face > 0 ? gx + 6 : gx, gy + 1, 3, 2, '#7a7a8c');
px(ctx, gx + 1, gy + 3, 3, 3, '#6a6a7c');
}
}
// ---------------- 实体 ----------------
export function drawSave(ctx, e, t) {
const cx = e.x + e.w / 2, cy = e.y + e.h / 2;
const on = e.active;
const pulse = 1 + Math.sin(t / 180) * 0.09;
if (on) {
ctx.globalAlpha = 0.28;
ctx.fillStyle = C.save;
ctx.beginPath(); ctx.arc(cx, cy, 15 * pulse, 0, Math.PI * 2); ctx.fill();
ctx.globalAlpha = 1;
} else {
// 未激活:画一圈呼吸光环,别让玩家看不见它
const r = 13 + Math.sin(t / 26) * 2.2;
ctx.globalAlpha = 0.30 + Math.sin(t / 26) * 0.12;
ctx.strokeStyle = '#8a6ab8';
ctx.lineWidth = 1.5;
ctx.beginPath(); ctx.arc(cx, cy, r, 0, Math.PI * 2); ctx.stroke();
ctx.globalAlpha = 1;
}
const col = on ? C.save : '#8f74b5';
ctx.fillStyle = col;
ctx.beginPath(); ctx.arc(cx - 3, cy - 1, 4.2, 0, Math.PI * 2); ctx.fill();
ctx.beginPath(); ctx.arc(cx + 4, cy + 1, 4.2, 0, Math.PI * 2); ctx.fill();
ctx.beginPath(); ctx.arc(cx, cy + 5, 4.2, 0, Math.PI * 2); ctx.fill();
ctx.beginPath(); ctx.arc(cx + 1, cy - 5, 4.2, 0, Math.PI * 2); ctx.fill();
if (on) { ctx.fillStyle = '#e5d0ff'; ctx.beginPath(); ctx.arc(cx - 1, cy - 2, 1.6, 0, Math.PI * 2); ctx.fill(); }
// 梗
px(ctx, cx + 1, cy - 9, 2, 4, '#4a8a3a');
}
export function drawGoal(ctx, e, t) {
const x = e.x, y = e.y, w = e.w, h = e.h;
// 门
px(ctx, x + 3, y + 2, w - 6, h - 2, '#2a1e3a');
px(ctx, x + 5, y + 4, w - 10, h - 6, '#140d20');
// 光柱
const g = ctx.createLinearGradient(x, y + h, x, y);
g.addColorStop(0, 'rgba(255,200,60,.55)');
g.addColorStop(1, 'rgba(255,200,60,0)');
ctx.fillStyle = g;
ctx.fillRect(x + 5, y + 4, w - 10, h - 6);
// 闪烁粒子
for (let i = 0; i < 3; i++) {
const p = ((t / 700) + i / 3) % 1;
px(ctx, x + 7 + ((i * 9) % (w - 12)), y + h - 4 - p * (h - 8), 2, 2, C.goal);
}
// 门框
px(ctx, x + 3, y + 2, w - 6, 2, C.goal);
px(ctx, x + 3, y + 2, 2, h - 2, '#c99a1e');
px(ctx, x + w - 5, y + 2, 2, h - 2, '#c99a1e');
}
export function drawGun(ctx, e, t) {
const x = e.x, y = e.y + Math.sin(t / 250) * 2;
px(ctx, x + 2, y + 6, 20, 7, '#4a4a5c'); // 枪身
px(ctx, x + 2, y + 6, 20, 2, '#8a8aa0');
px(ctx, x + 18, y + 8, 9, 3, C.gun); // 枪管
px(ctx, x + 6, y + 13, 5, 8, '#3a3a4c'); // 握把
px(ctx, x + 8, y + 19, 3, 3, '#2a2a3a');
px(ctx, x + 24, y + 7, 2, 5, '#d0d0e0');
}
export function drawApple(ctx, e, t) {
const cx = e.x + e.w / 2, cy = e.y + e.h / 2 + Math.sin(t / 320 + e.x) * 1.5;
ctx.fillStyle = C.apple;
ctx.beginPath(); ctx.arc(cx, cy, 8, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#ff8095';
ctx.beginPath(); ctx.arc(cx - 3, cy - 3, 3, 0, Math.PI * 2); ctx.fill();
px(ctx, cx - 1, cy - 11, 2, 4, '#6b4423');
ctx.fillStyle = '#3ddc84';
ctx.beginPath(); ctx.ellipse(cx + 4, cy - 9, 4, 2, -0.5, 0, Math.PI * 2); ctx.fill();
}
export function drawWarp(ctx, e, t) {
const cx = e.x + e.w / 2, cy = e.y + e.h / 2;
for (let i = 0; i < 3; i++) {
const r = 14 - i * 4;
const a = t / (300 + i * 120);
ctx.strokeStyle = `rgba(${170 - i * 30},${90 + i * 40},255,${0.85 - i * 0.2})`;
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(cx, cy, r, a, a + Math.PI * 1.4);
ctx.stroke();
}
ctx.fillStyle = 'rgba(120,60,200,.35)';
ctx.beginPath(); ctx.arc(cx, cy, 5, 0, Math.PI * 2); ctx.fill();
}
/** 摄像头对象(镜头控制区标记) */
export function drawCamera(ctx, e, t) {
const x = e.x, y = e.y, w = e.w, h = e.h;
ctx.strokeStyle = `rgba(80,220,255,${0.35 + Math.sin(t / 300) * 0.15})`;
ctx.lineWidth = 1;
ctx.setLineDash([4, 4]);
ctx.strokeRect(x + 1, y + 1, w - 2, h - 2);
ctx.setLineDash([]);
// 镜头图标(放中央上方)
const ix = x + w / 2 - 9, iy = y + 6;
px(ctx, ix, iy + 3, 18, 11, '#1e1e2a');
px(ctx, ix + 2, iy + 5, 14, 7, '#3a3a4c');
ctx.fillStyle = '#7ae0ff';
ctx.beginPath(); ctx.arc(ix + 9, iy + 8.5, 3.5, 0, Math.PI * 2); ctx.fill();
px(ctx, ix + 12, iy, 5, 3, '#1e1e2a');
px(ctx, ix + 13, iy - 1, 3, 2, '#ff4060');
}
export function drawSign(ctx, e, t) {
const x = e.x, y = e.y, w = e.w, h = e.h;
px(ctx, x + w / 2 - 1, y + h - 8, 3, 8, '#6b4423');
px(ctx, x, y + 2, w, h - 10, '#c9a86b');
px(ctx, x + 2, y + 4, w - 4, h - 14, '#e8d5a8');
px(ctx, x + 4, y + 8, w - 8, 2, '#8a7550');
px(ctx, x + 4, y + 13, w - 12, 2, '#8a7550');
}
export function drawTurret(ctx, e, t) {
const x = e.x, y = e.y, s = TILE;
px(ctx, x + 2, y + 6, s - 4, s - 6, '#4a4a5e');
px(ctx, x + 4, y + 8, s - 8, s - 12, '#6a6a80');
const dirx = e.dir === 'left' ? -1 : e.dir === 'right' ? 1 : 0;
const diry = e.dir === 'up' ? -1 : e.dir === 'down' ? 1 : 0;
const cx = x + s / 2, cy = y + s / 2;
px(ctx, cx + dirx * 8 - 3, cy + diry * 8 - 3, 7, 7, '#2a2a38');
const blink = (Math.floor(t / 300) % 3) === 0;
px(ctx, cx + dirx * 12 - 2, cy + diry * 12 - 2, 4, 4, blink ? '#ff4060' : '#8a2030');
}
export function drawMovingPlatform(ctx, e) {
const x = e.x, y = e.y, w = e.w, h = e.h;
px(ctx, x, y, w, h, '#3a3a4c');
px(ctx, x + 1, y + 1, w - 2, h - 2, '#6a6a84');
px(ctx, x + 1, y + 1, w - 2, 2, '#9a9ab4');
for (let i = 0; i < w; i += 8) px(ctx, x + i + 2, y + h - 4, 4, 2, '#3a3a4c');
// 轨道虚线
ctx.strokeStyle = 'rgba(255,255,255,.10)';
ctx.setLineDash([3, 5]);
ctx.beginPath();
ctx.moveTo(e.ax + e.aw / 2, e.ay + e.ah / 2);
ctx.lineTo(e.bx + e.aw / 2, e.by + e.ah / 2);
ctx.stroke();
ctx.setLineDash([]);
}
/** 掉落刺(坑向:玩家靠近触发) */
export function drawDropSpike(ctx, e, t) {
const s = TILE;
if (!e.falling) {
ctx.globalAlpha = 0.85;
px(ctx, e.x + 4, e.y + 4, s - 8, s - 8, '#4a4a5c');
px(ctx, e.x + 6, e.y + 6, s - 12, s - 12, '#6a6a80');
ctx.globalAlpha = 1;
} else {
drawSpike(ctx, e.x, e.y, 2, t);
}
}
export function drawBullet(ctx, b) {
px(ctx, b.x - 1, b.y - 1, b.w + 2, b.h + 2, 'rgba(255,240,120,.35)');
px(ctx, b.x, b.y, b.w, b.h, '#fff6a0');
px(ctx, b.x, b.y + b.h - 2, b.w, 2, '#ffb040');
}
export function drawEBullet(ctx, b, t) {
const cx = b.x + b.w / 2, cy = b.y + b.h / 2;
ctx.fillStyle = b.col || '#ff5c7a';
ctx.beginPath(); ctx.arc(cx, cy, b.w / 2 + 1, 0, Math.PI * 2); ctx.fill();
ctx.fillStyle = '#fff';
ctx.beginPath(); ctx.arc(cx - 1.5, cy - 1.5, b.w / 4, 0, Math.PI * 2); ctx.fill();
if (b.big) {
ctx.strokeStyle = 'rgba(255,255,255,.4)';
ctx.beginPath(); ctx.arc(cx, cy, b.w / 2 + 4 + Math.sin(t / 90) * 2, 0, Math.PI * 2); ctx.stroke();
}
}
export { C, px };
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// 移动端虚拟手柄:左手方向、右手跳跃 + 道具(参考 IWBT Creator 的触屏布局)
// 左下方:← → 移动;右下方:大跳键 + 射击/下蹲 道具键 + 暂停/重生
import { setTouch, clearTouch } from './input.js';
import { Settings } from './settings.js';
// 持续按住型动作(通过 action 状态机驱动)
const HELD = ['left', 'right', 'jump', 'down'];
const api = {
pause() {},
suicide() {},
shoot() {},
};
let visible = false;
let root = null;
function q(sel) { return document.querySelector(sel); }
function bind(btn) {
const action = btn.dataset.touch;
if (!action) return;
let timer = null;
const press = (e) => {
e.preventDefault();
if (btn._pid != null) return; // 已在按住(多指防重入)
btn._pid = e.pointerId;
try { btn.setPointerCapture(e.pointerId); } catch (_) {}
btn.classList.add('on');
if (action === 'shoot') {
// 长按连发(受玩家冷却与是否持枪限制)
api.shoot();
timer = setInterval(() => api.shoot(), 140);
} else if (HELD.includes(action)) {
setTouch(action, true);
} else if (action === 'pause') {
api.pause();
} else if (action === 'suicide') {
api.suicide();
}
};
const release = (e) => {
if (btn._pid != null && e.pointerId !== btn._pid) return;
btn._pid = null;
try { btn.releasePointerCapture(e.pointerId); } catch (_) {}
btn.classList.remove('on');
if (action === 'shoot') {
if (timer) { clearInterval(timer); timer = null; }
} else if (HELD.includes(action)) {
setTouch(action, false);
}
};
btn.addEventListener('pointerdown', press);
btn.addEventListener('pointerup', release);
btn.addEventListener('pointercancel', release);
btn.addEventListener('lostpointercapture', release);
btn.addEventListener('contextmenu', (e) => e.preventDefault());
}
export const Touch = {
init(handlers) {
Object.assign(api, handlers || {});
root = q('#touch');
root.querySelectorAll('[data-touch]').forEach(bind);
// 游戏进行中禁止页面滚动/回弹
const stage = q('#stage');
if (stage) {
stage.addEventListener('touchmove', (e) => { if (visible) e.preventDefault(); }, { passive: false });
stage.addEventListener('contextmenu', (e) => { if (visible) e.preventDefault(); });
}
},
show() {
if (!root) root = q('#touch');
if (!root) return;
visible = true;
Settings.apply(); // 应用用户自定义的手柄布局
root.classList.remove('hidden');
},
hide() {
if (!root) root = q('#touch');
if (!root) return;
visible = false;
root.classList.add('hidden');
clearTouch(); // 防止按键卡住
},
/** 反映是否持有手枪:无枪时射击键置灰 */
setGun(has) {
const g = q('#tc-gun');
if (g) g.classList.toggle('off', !has);
},
};
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// DOM 界面:菜单 / 关卡选择 / HUD / 结算
import { LEVELS, TYPE_LABEL, TYPE_CLASS } from './levels/index.js';
import { Save } from './save.js';
import { fmtTime } from './util.js';
const $ = s => document.querySelector(s);
const $$ = s => Array.from(document.querySelectorAll(s));
const SCREENS = ['scr-title', 'scr-levels', 'scr-settings', 'scr-pause', 'scr-result', 'scr-editor'];
const TABS = [
['all', '全部'], ['jump', '跳刺'], ['endur', '耐久'], ['boss', 'BOSS'], ['troll', '坑向'], ['custom', '自制'],
];
export const UI = {
H: {}, // handlers
filter: 'all',
manage: false, // 自制页「管理」态:开启后每张自制地图显示删除按钮
cur: 'scr-title',
toastTimer: 0,
init(handlers) {
this.H = handlers;
// 按钮
$$('[data-act]').forEach(btn => {
btn.addEventListener('click', () => {
const a = btn.dataset.act;
if (this.H[a]) this.H[a]();
});
});
// 分类 tabs
const tabs = $('#level-tabs');
tabs.innerHTML = '';
TABS.forEach(([k, label]) => {
const b = document.createElement('button');
b.className = 'tab' + (k === 'all' ? ' on' : '');
b.textContent = label;
b.onclick = () => {
this.filter = k;
this.setManage(false); // 切换分类时退出管理模式
$$('#level-tabs .tab').forEach(t => t.classList.remove('on'));
b.classList.add('on');
this.renderLevels();
};
tabs.appendChild(b);
});
},
show(name) {
SCREENS.forEach(s => $('#' + s).classList.toggle('hidden', s !== name));
this.cur = name;
$('#hud').classList.toggle('hidden', name !== null && name !== '');
if (name === 'scr-levels') { this.setManage(false); this.renderLevels(); }
},
showGame() {
SCREENS.forEach(s => $('#' + s).classList.add('hidden'));
this.cur = '';
$('#hud').classList.remove('hidden');
},
renderLevels() {
const grid = $('#level-grid');
grid.innerHTML = '';
const customs = Save.customs().map((l, i) => ({ ...l, index: 100 + i, no: i + 1 }));
const all = [...LEVELS, ...customs];
const list = all.filter(l => this.filter === 'all' ? true : l.type === this.filter);
// 「管理地图」按钮只在自制分类下显示
this.updateManageBtn();
if (!list.length) {
grid.innerHTML = '<div style="color:#666;padding:20px">这个分类下还没有关卡。去「自制关卡」造一个吧。</div>';
return;
}
list.forEach(l => {
const rec = Save.get(l.id);
const card = document.createElement('div');
card.className = 'lv-card' + (rec ? ' cleared' : '') + (this.manage && l.builtin === false ? ' manage' : '');
const stars = '★'.repeat(l.diff || 1) + '☆'.repeat(Math.max(0, 5 - (l.diff || 1)));
card.innerHTML = `
<div class="idx">${l.builtin === false ? 'U' + (l.no || '') : String(l.index + 1).padStart(2, '0')}</div>
<div class="nm">${escapeHtml(l.name || 'STAGE')}</div>
<div class="meta">
<span class="tag ${TYPE_CLASS[l.type] || 't-custom'}">${TYPE_LABEL[l.type] || '自制'}</span>
<span style="color:#ffc63a">${stars}</span>
</div>
<div class="st">${rec ? `✔ 死亡 ${rec.deaths} · ${fmtTime(rec.time)}` : '未通关'}</div>
${rec ? '<div class="chk">✔</div>' : ''}
`;
// 管理态下自制卡不再可进入,只保留删除按钮,避免误点开始
if (!(this.manage && l.builtin === false)) card.onclick = () => this.H.play(l);
// 管理态:自制地图显示删除按钮
if (l.builtin === false && this.manage) {
const del = document.createElement('button');
del.className = 'lv-del';
del.textContent = '✕';
del.title = '删除这张地图';
del.onclick = (e) => { e.stopPropagation(); this.delCustom(l); };
card.appendChild(del);
}
grid.appendChild(card);
});
},
/** 刷新「管理地图」按钮:仅在自制分类可见;管理态文案变「完成」并高亮 */
updateManageBtn() {
const mb = $('#manage-btn');
if (!mb) return;
mb.classList.toggle('hidden', this.filter !== 'custom');
mb.textContent = this.manage ? '完成' : '管理地图';
mb.classList.toggle('on', this.manage);
},
/** 切换自制页的管理态(显示/隐藏删除按钮) */
setManage(on) {
// 仅自制分类可进入管理态;非自制分类的开启请求按退出处理(按钮不可见,须自动复位)
if (on && this.filter !== 'custom') on = false;
this.manage = !!on;
this.updateManageBtn();
this.renderLevels();
},
/** 删除一张自制地图(从关卡选择界面管理) */
delCustom(l) {
if (typeof confirm === 'function' && !confirm('删除地图「' + (l.name || 'MY MAP') + '」?此操作不可恢复')) return;
Save.removeCustom(l.id);
this.renderLevels();
},
hud({ name, deaths, ms, apples, totalApples, hasGun, save, totalSaves }) {
$('#hud-level').textContent = name || '';
$('#hud-deaths').textContent = 'DEATH ' + deaths;
$('#hud-time').textContent = fmtTime(ms);
const ap = $('#hud-apples');
if (totalApples > 0) { ap.style.display = ''; ap.textContent = `苹果 ${apples}/${totalApples}`; }
else ap.style.display = 'none';
const sv = $('#hud-save');
if (totalSaves > 0) {
sv.style.display = '';
sv.textContent = save > 0 ? `存档 ${save}/${totalSaves}` : `存档 0/${totalSaves}`;
sv.classList.toggle('on', save > 0);
} else sv.style.display = 'none';
},
bossBar(boss) {
const bar = $('#boss-bar');
if (!boss) { bar.classList.add('hidden'); return; }
bar.classList.remove('hidden');
$('#boss-name').textContent = boss.name;
$('#boss-fill').style.width = Math.max(0, (boss.hp / boss.maxHp) * 100) + '%';
},
toast(text) {
const el = $('#toast');
if (!text) { el.classList.remove('show'); return; }
if (el.textContent !== text) el.textContent = text;
el.classList.add('show');
},
result({ name, ms, deaths, apples, totalApples, better, hasNext }) {
$('#r-name').textContent = name;
$('#r-time').textContent = fmtTime(ms);
$('#r-death').textContent = deaths;
$('#r-apple').textContent = totalApples ? `${apples}/${totalApples}` : '—';
$('#r-best').textContent = better ? '★ 新纪录!' : '';
$('#scr-result').querySelector('[data-act="next"]').style.display = hasNext ? '' : 'none';
this.show('scr-result');
},
};
function escapeHtml(s) {
return String(s).replace(/[&<>"']/g, c => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c]));
}
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// 通用工具
export const TILE = 32;
export const ROOM_W = 800;
export const ROOM_H = 608;
export const GRID_W = ROOM_W / TILE; // 25
export const GRID_H = ROOM_H / TILE; // 19
export const clamp = (v, a, b) => (v < a ? a : v > b ? b : v);
export const lerp = (a, b, t) => a + (b - a) * t;
export const sgn = v => (v < 0 ? -1 : v > 0 ? 1 : 0);
export const rand = (a, b) => a + Math.random() * (b - a);
export const randInt = (a, b) => Math.floor(a + Math.random() * (b - a + 1));
export const pick = arr => arr[Math.floor(Math.random() * arr.length)];
export function overlap(a, b) {
return a.x < b.x + b.w && a.x + a.w > b.x && a.y < b.y + b.h && a.y + a.h > b.y;
}
export function pointIn(px, py, r) {
return px >= r.x && px <= r.x + r.w && py >= r.y && py <= r.y + r.h;
}
/** 浅色/深色化 hex 颜色,n>0 变亮 n<0 变暗 */
export function shade(hex, n) {
const h = hex.replace('#', '');
const v = parseInt(h.length === 3 ? h.split('').map(c => c + c).join('') : h, 16);
let r = (v >> 16) & 255, g = (v >> 8) & 255, b = v & 255;
r = clamp(r + n, 0, 255); g = clamp(g + n, 0, 255); b = clamp(b + n, 0, 255);
return `rgb(${r},${g},${b})`;
}
/** 时间毫秒 -> m:ss.cc */
export function fmtTime(ms) {
const t = Math.max(0, ms);
const m = Math.floor(t / 60000);
const s = Math.floor((t % 60000) / 1000);
const c = Math.floor((t % 1000) / 10);
return `${m}:${String(s).padStart(2, '0')}.${String(c).padStart(2, '0')}`;
}
/** 平滑的确定性伪随机(用于装饰,不影响帧同步) */
export function hashNoise(x, y) {
let h = x * 374761393 + y * 668265263;
h = (h ^ (h >> 13)) * 1274126177;
return ((h ^ (h >> 16)) >>> 0) / 4294967295;
}
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{"levels":[{"id":"t1","name":"FIRST STEPS","type":"jump","diff":1,"bg":"jump","width":36,"hint":"← → 移动,Shift / Z / 空格跳跃。刺碰到就死,R 键重来。","messages":["← → 移动 Shift 跳跃 R 重来"],"grid":["####################################","#..................................#","#..................................#","#..................................#","#..................................#","#..................................#","#..................................#","#.............................X....#","#............................#####.#","#..................................#","#.........................#####....#","#..................................#","#.....................#####........#","#..................................#","#.................#####............#","#..................................#","#............#####.................#","#.S.T..^^^............G............#","####################################"],"index":0,"builtin":true},{"id":"t2","name":"DOUBLE JUMP","type":"jump","diff":1,"bg":"custom","width":40,"hint":"空中再按一次跳跃=二段跳。5 格宽的刺坑只能靠二段跳过去。","messages":["空中再按一次 Shift = 二段跳"],"grid":["########################################","#......................................#","#......................................#","#......................................#","#......................................#","#......................................#","#......................................#","#......................................#","#..................X...................#","#.................####.................#","#......................................#","#.........................####.........#","#......................................#","#.................####.................#","#......................................#","#.........................####.........#","#......................................#","#.................####.................#","#.S.T......^^^^^...G...................#","########################################"],"index":1,"builtin":true},{"id":"j1","name":"SPIKE ALLEY","cn":"刺巷","type":"jump","diff":2,"hint":"针刺入门:刺毯单跳节奏、钻石缝、矮洞撞头跳、竖井、对刺门。","width":104,"grid":["########################################################################################################","#......................................................................................................#","#......................................................................................................#","#......................................................................................................#","#......................................................................................................#","#......................................................................................................#","#................................................................................vvvvvvvvvvvvvvv.......#","#......................................................................................................#","#......................................................................................................#","#......................................................................................................#","#..............................................................................#.......................#","#..............................................................................#..G^.^^.^..>^<G^.......#","#.........................................................................#....###################.....#","#.........................................................................###..#.......................#","#.........................................................................#....#.......................#","#.........................................................................>....#...................>...#","#.........vvvvvvvvvvvvvvvvv.vvvvvvvvvvvvvvvv..............................#..###...................>...#","#.........................................................................#....<...................>..<#","#...........................................#############..........#......#....#...................>..<#","#..............v.....v........v...v...v......................#.....#.......##..#...................>..<#","#.........................................................#..#..#..#..#........#......................<#","#..S....G.^^^..^..^..^..^.^.G.^...^...^..^^..G.>.<..>^<...#..#..#..#..#.G......#....................X..#","#########################################################..............#################################","#........................................................^^^^^^^^^^^^^^................................#","#......................................................................................................#","########Line truncated
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<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="utf-8">
<title>关卡地图预览 · IWBT C 同人</title>
<style>
:root { --bg:#0e1018; --panel:#171b26; --line:#2a3040; --fg:#dfe3ee; --dim:#8b93a7; }
* { box-sizing: border-box; }
body { margin:0; background:var(--bg); color:var(--fg); font:14px/1.6 ui-sans-serif,system-ui,"PingFang SC","Microsoft YaHei",sans-serif; }
header { padding:14px 18px; border-bottom:1px solid var(--line); display:flex; gap:14px; align-items:center; flex-wrap:wrap; }
h1 { font-size:15px; font-weight:500; margin:0 14px 0 0; }
select, button { background:var(--panel); color:var(--fg); border:1px solid var(--line); border-radius:6px; padding:5px 10px; font:inherit; }
.stat { color:var(--dim); font-size:13px; }
.stat b { color:var(--fg); font-weight:500; }
main { padding:14px 18px 30px; overflow:auto; }
canvas { display:block; background:var(--panel); border:1px solid var(--line); border-radius:6px; image-rendering:pixelated; }
.legend { margin-top:12px; display:flex; gap:18px; flex-wrap:wrap; color:var(--dim); font-size:13px; }
.legend i { display:inline-block; width:12px; height:12px; border-radius:2px; vertical-align:-2px; margin-right:5px; }
</style>
</head>
<body>
<header>
<h1>关卡地图预览</h1>
<select id="sel"></select>
<span class="stat" id="stat"></span>
</header>
<main><canvas id="cv"></canvas></main>
<div class="legend">
<span><i style="background:#3a4056"></i>实心块</span>
<span><i style="background:#5b7fa6"></i>冰面</span>
<span><i style="background:#6b5b8a"></i>单向台</span>
<span><i style="background:#2d5a7a"></i>水</span>
<span><i style="background:#e04b6a"></i>四向刺</span>
<span><i style="background:#8b3ad0"></i>即死块</span>
<span><i style="background:#3ad07a"></i>出生点</span>
<span><i style="background:#4bc8ff"></i>存档点</span>
<span><i style="background:#ffd24b"></i>终点 / 苹果</span>
<span><i style="background:#c48bff"></i>手枪·跳台·炮台·BOSS·掉落刺</span>
</div>
<script type="module">
import { LEVELS } from './js/levels/index.js';
const COLORS = {
'#': '#3a4056', '@': '#3a4056', '=': '#3a4056', 'M': '#4a4f63',
'%': '#5b7fa6', '-': '#6b5b8a', '~': '#2d5a7a', '*': '#8b3ad0', 'V': '#4a4f63',
'^': '#e04b6a', 'v': '#e04b6a', '<': '#e04b6a', '>': '#e04b6a',
S: '#3ad07a', G: '#4bc8ff', X: '#ffd24b', F: '#ffd24b',
P: '#c48bff', J: '#c48bff', O: '#c48bff', B: '#c48bff', D: '#c48bff',
W: '#c48bff', T: '#8b93a7', C: '#8b93a7', '!': '#8b93a7',
};
const sel = document.getElementById('sel');
const stat = document.getElementById('stat');
const cv = document.getElementById('cv');
const ctx = cv.getContext('2d');
LEVELS.forEach((l, i) => {
const o = document.createElement('option');
o.value = i;
o.textContent = `${l.id} ${l.name} ${l.cn || ''}`;
sel.appendChild(o);
});
function draw(d) {
const rows = d.grid, h = rows.length, w = d.width;
const s = Math.max(4, Math.min(16, Math.floor(Math.min(1500 / w, 820 / h))));
cv.width = w * s; cv.height = h * s;
cv.style.width = cv.width + 'px';
cv.style.height = cv.height + 'px';
ctx.clearRect(0, 0, cv.width, cv.height);
let spike = 0;
for (let y = 0; y < h; y++) {
const line = rows[y] || '';
for (let x = 0; x < w; x++) {
const ch = line[x] || '.';
if (ch === '.') continue;
if ('^v<>'.includes(ch)) spike++;
const c = COLORS[ch];
if (!c) continue;
ctx.fillStyle = c;
if ('^v<>'.includes(ch)) { // 刺画成三角形,方向和判定一致
ctx.beginPath();
const px = x * s, py = y * s;
if (ch === '^') { ctx.moveTo(px + s / 2, py + 2); ctx.lineTo(px + s - 2, py + s - 1); ctx.lineTo(px + 2, py + s - 1); }
if (ch === 'v') { ctx.moveTo(px + 2, py + 1); ctx.lineTo(px + s - 2, py + 1); ctx.lineTo(px + s / 2, py + s - 2); }
if (ch === '<') { ctx.moveTo(px + 1, py + s / 2); ctx.lineTo(px + s - 1, py + 2); ctx.lineTo(px + s - 1, py + s - 2); }
if (ch === '>') { ctx.moveTo(px + 1, py + 2); ctx.lineTo(px + s - 1, py + 1); ctx.lineTo(px + 1, py + s - 2); }
ctx.closePath(); ctx.fill();
} else if ('SGXFPJODBW'.includes(ch)) {
ctx.beginPath();
ctx.arc(x * s + s / 2, y * s + s / 2, s * 0.3, 0, 7);
ctx.fill();
} else {
ctx.fillRect(x * s, y * s, s, s);
}
}
}
const total = w * h;
const saves = rows.join('').split('').filter(c => c === 'G').length;
stat.innerHTML = `<b>${d.name}</b> ${d.cn || ''} · ${w}×${h} 格 · 类型 ${d.type} · 难度 ${d.diff} · 刺 ${spike} 格(${(spike / total * 100).toFixed(1)}%)· 存档点 ${saves}`;
}
sel.addEventListener('change', () => draw(LEVELS[+sel.value]));
draw(LEVELS[0]);
</script>
</body>
</html>
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{ "type": "module", "private": true }
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<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<title>刺外观预览(对齐参考图)</title>
<style>
body { background:#20242c; color:#dde; font-family:monospace; text-align:center; padding:16px; }
canvas { image-rendering:pixelated; border:1px solid #445; max-width:100%; }
p { font-size:13px; color:#99a; }
</style>
</head>
<body>
<h3>单三角形刺 · 冰蓝白渐变(游戏真实代码渲染)</h3>
<canvas id="cv" width="768" height="384"></canvas>
<p>上排:地面刺(朝上) · 中间:天花板刺(朝下) · 左右:贴墙刺(朝左/朝右)</p>
<script type="module">
import { drawSpike, drawBlock } from './js/sprites.js';
const TILE = 32;
const cv = document.getElementById('cv');
const ctx = cv.getContext('2d');
// 地面与天花板(参照截图的格子地面)
for (let x = 0; x < 24; x++) {
drawBlock(ctx, x * TILE, 8 * TILE, 0); // 下半地面
drawBlock(ctx, x * TILE, 0, 0); // 顶部天花板
}
// 地面刺一排(朝上)
for (let x = 3; x <= 9; x++) drawSpike(ctx, x * TILE, 7 * TILE, 0, 0);
// 天花板刺(朝下)
for (let x = 13; x <= 17; x++) drawSpike(ctx, x * TILE, TILE, 1, 0);
// 贴墙刺:左墙(朝右)+ 右墙(朝左)
drawSpike(ctx, 0, 5 * TILE, 3, 0);
drawSpike(ctx, 23 * TILE, 5 * TILE, 2, 0);
// 中间孤刺
drawSpike(ctx, 11 * TILE, 7 * TILE, 0, 0);
</script>
</body>
</html>
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// 机器人试玩:真实物理下向右推进,看存档点是否会被自然触发
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.addEventListener = addL;
globalThis.window = { addEventListener: addL };
const key = (t, c) => (handlers[t] || []).forEach(fn => fn({ code: c, preventDefault() { }, repeat: false }));
const down = c => key('keydown', c);
const up = c => key('keyup', c);
const { LEVELS } = await import('../js/levels/index.js');
const { Level } = await import('../js/level.js');
const { Player } = await import('../js/player.js');
const { Input } = await import('../js/input.js');
const id = process.argv[2] || 'j1';
const d = LEVELS.find(l => l.id === id);
const L = new Level(d);
const P = new Player(L);
let deaths = 0;
P.onDeath = () => deaths++;
down('ArrowRight');
let jumpPhase = 0;
for (let i = 0; i < 3000; i++) {
// 简易 AI:遇到前方障碍/刺就跳,滞空一会儿再补二段跳
const ahead = L.solidRect(P.x + 3, P.y, P.w, P.h) || L.deadlyRect(P.x + 20, P.y + P.h - 6, 12, 8);
const gap = !L.solidRect(P.x + 6, P.y + P.h + 2, P.w, 4);
if (P.grounded && (ahead || gap)) { down('ShiftLeft'); jumpPhase = i; }
if (!P.grounded && i - jumpPhase === 12) { up('ShiftLeft'); down('ShiftLeft'); }
if (i - jumpPhase === 30) up('ShiftLeft');
L.update(1, P, null);
for (const b of L.bosses) b.update(1, P);
P.update(1);
Input.endFrame();
if (P.savePoint) break;
}
const saves = L.entities.filter(e => e.type === 'save');
console.log(`${id}: 存档点 ${saves.filter(s => s.active).length}/${saves.length} 被激活, x=${P.x.toFixed(0)}, 死亡=${deaths}`);
saves.forEach(s => console.log(` (${s.tx},${s.ty}) active=${s.active}`));
console.log(` savePoint=${P.savePoint ? `(${P.savePoint.x.toFixed(0)},${P.savePoint.y.toFixed(0)})` : 'null'} spawn=(${L.spawn.x},${L.spawn.y})`);
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// 关卡数据格式校验
import tutorial from '../js/levels/tutorial.js';
import jump from '../js/levels/jump.js';
import endurance from '../js/levels/endurance.js';
import boss from '../js/levels/boss.js';
import troll from '../js/levels/troll.js';
const KNOWN = new Set([...'#@=M%~-*V^v<>SGFXPJWTOCBD! .']);
const ALL = [...tutorial, ...jump, ...endurance, ...boss, ...troll];
let bad = 0;
console.log('=== 关卡格式 ===');
for (const l of ALL) {
const w = l.width;
const h = l.grid.length;
const tag = `${l.id} ${l.name}`;
if (h < 19) { console.log(`! ${tag}: 高度 ${h} 行(建议 >=19,画布高 19 格)`); bad++; }
if (h > 60) { console.log(`! ${tag}: 高度 ${h} 行过大`); bad++; }
l.grid.forEach((row, y) => {
if (row.length !== w) { console.log(`! ${tag} row${y}: len=${row.length} 应为 ${w}`); bad++; }
for (const ch of row) if (!KNOWN.has(ch)) { console.log(`! ${tag} row${y}: 未知字符 '${ch}'`); bad++; }
});
const all = l.grid.join('');
const cnt = c => all.split(c).length - 1;
const s = cnt('S'), x = cnt('X'), b = cnt('B');
if (s !== 1) { console.log(`! ${tag}: S=${s}(必须且只能有一个出生点)`); bad++; }
if (l.type === 'boss') { if (b < 1) { console.log(`! ${tag}: BOSS关缺 B`); bad++; } }
else if (x < 1) { console.log(`! ${tag}: X=${x}(缺终点)`); bad++; }
if (l.turrets) {
const o = cnt('O');
if (o !== l.turrets.length) { console.log(`! ${tag}: O=${o} 但 turrets=${l.turrets.length}`); bad++; }
}
if (l.camzones) {
const c = cnt('C');
if (c > l.camzones.length) { console.log(`! ${tag}: C=${c} camzones=${l.camzones.length}`); bad++; }
}
if (l.warps) {
const ww = cnt('W');
if (ww !== l.warps.length) { console.log(`! ${tag}: W=${ww} 但 warps=${l.warps.length}`); bad++; }
}
if (l.bosses) {
if (b !== l.bosses.length) { console.log(`! ${tag}: B=${b} 但 bosses=${l.bosses.length}`); bad++; }
}
if (l.messages) {
const t = cnt('T');
if (t > l.messages.length) { console.log(`! ${tag}: T=${t} 但 messages=${l.messages.length}`); bad++; }
}
const g = cnt('G'), f = cnt('F');
console.log(` ${tag.padEnd(24)} ${String(w).padStart(3)}x${String(h).padStart(2)} S=${s} X=${x} G=${g} F=${f} B=${b} ${l.type}`);
}
console.log(`\n共 ${ALL.length} 关`);
console.log(bad ? `❌ 发现 ${bad} 个问题` : '✅ 全部关卡格式 OK');
process.exit(bad ? 1 : 0);
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// 回归测试:死亡流程(2026-10-24 新语义,推翻旧的"即时复活、无动画"需求)
// 新需求(用户原话):
// ① "当角色死亡后不要立马重生,需要用户手动按重生键重生"
// ② "死亡时除了原先的红叉,还要附加一个小的死亡动画"
// 本测试覆盖:死亡定格等待手动重生 / 死亡动画要素(粒子+震动+冲击环圆心)/
// 手动 respawn 回存档点 / 连续死亡 / 红叉常驻与去重 / 掉坑死亡位置 clamp
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.addEventListener = addL;
globalThis.window = { addEventListener: addL };
const key = (type, code) => (handlers[type] || []).forEach(fn => fn({ code, preventDefault() { }, repeat: false }));
const down = c => key('keydown', c);
const up = c => key('keyup', c);
const { Level } = await import('../js/level.js');
const { Player } = await import('../js/player.js');
const { Input } = await import('../js/input.js');
const W = 20, H = 8, TILE = 32;
// row1 有存档点 'G'(col1);row2 放两枚上刺(col5/col10);row3 实心地板
const grid = [
'#'.repeat(W),
'#' + 'G' + '.'.repeat(W - 3) + '#',
'#' + '.'.repeat(4) + '^' + '.'.repeat(4) + '^' + '.'.repeat(9) + '#',
'#'.repeat(W),
'#'.repeat(W),
'#'.repeat(W),
'#'.repeat(W),
'#'.repeat(W),
];
let fail = 0;
const err = m => { console.log(' ✗ ' + m); fail++; };
const ok = m => console.log(' ✓ ' + m);
const step = (L, P, n) => { for (let i = 0; i < n; i++) { L.update(1, P, null); P.update(1); Input.endFrame(); } };
function fresh() {
const L = new Level({ id: 'dt', name: 'DT', type: 'jump', width: W, grid });
const P = new Player(L);
let deaths = 0;
P.onDeath = () => deaths++;
step(L, P, 12);
return { L, P, deaths: () => deaths };
}
// 1) 踩刺:当帧进入死亡状态并定格(不自动复活),动画要素齐全
{
const { L, P, deaths } = fresh();
const sx = L.spawn.x;
P.x = 5 * TILE; P.y = 2 * TILE + 11; // 直接压在上刺上
L.update(1, P, null); P.update(1); Input.endFrame();
if (P.alive || !P.dead) err('踩刺后没有进入死亡定格状态');
else ok('踩刺后当帧死亡并定格(等待手动重生)');
if (deaths() !== 1) err(`死亡计数应为 1,实际 ${deaths()}`);
else ok('死亡计数 = 1(正常累加)');
if (P.vx !== 0 || P.vy !== 0) err('死亡时速度未清零');
if (!(L.particles.list.length > 0)) err('死亡没有触发粒子爆发(小死亡动画缺失)');
else ok(`死亡动画:粒子爆发 ${L.particles.list.length} 个`);
if (!(L.shake > 0)) err('死亡没有触发屏幕轻震');
else ok(`死亡动画:屏幕轻震 shake=${L.shake.toFixed(1)}`);
if (Math.abs(P.deathX - (5 * TILE + 5.5)) > 12 || Math.abs(P.deathY - (2 * TILE + 21.5)) > 12)
err(`死亡动画圆心偏离死亡点 (${P.deathX.toFixed(0)},${P.deathY.toFixed(0)})`);
else ok('死亡动画圆心 = 死亡点');
if (!L.deathMarks.length) err('死亡未在死亡地点留下 IWBT 血迹效果');
else {
const dm = L.deathMarks[0];
const ex = 5 * TILE + 5.5, ey = 2 * TILE + 21.5;
if (Math.abs(dm.x - ex) > 30 || Math.abs(dm.y - ey) > 30) err(`血迹偏离死亡点 (${dm.x.toFixed(0)},${dm.y.toFixed(0)})`);
else ok('在死亡地点留下红色死亡叉(X)');
}
if (P.x !== 5 * TILE) err('死亡后位置被改动(应定格在原处)');
else ok('死亡后定格在死亡位置');
}
// 2) 死亡后 60 帧:仍然 dead、不自动重生、输入完全无效
{
const { L, P, deaths } = fresh();
P.x = 5 * TILE; P.y = 2 * TILE + 11;
L.update(1, P, null); P.update(1); Input.endFrame();
const x0 = P.x;
down('ArrowRight'); down('ShiftLeft');
step(L, P, 60);
up('ArrowRight'); up('ShiftLeft');
if (P.alive) err('死亡 60 帧后自动复活了(违反"手动重生"需求)');
else ok('死亡后 60 帧仍定格等待手动重生');
if (deaths() !== 1) err(`死亡计数被重复触发(${deaths()})`);
if (P.deadT < 60) err(`deadT 未随死亡时间递增(${P.deadT})`);
else ok(`deadT 随时间递增(${P.deadT})`);
if (P.x !== x0) err('死亡后按方向键仍能移动');
else ok('死亡中输入无效(方向/跳跃均不响应)');
}
// 3) 手动 respawn:回到最近存档点、justRespawned 置位、立即可操作
{
const { L, P } = fresh();
// 先碰存档点(col1)
const s = L.entities.find(e => e.type === 'save');
P.x = s.x + s.w / 2 - P.w / 2; P.y = s.y + s.h - P.h;
step(L, P, 3);
const cp = P.savePoint;
if (!cp) { err('存档点未激活(前置失败)'); }
else {
P.x = 5 * TILE; P.y = 2 * TILE + 11;
L.update(1, P, null); P.update(1); Input.endFrame();
if (!P.dead) err('踩刺未死');
P.respawn(); // ← 模拟玩家按 R 手动重生
if (!P.alive || P.dead) err('手动 respawn 后未复活');
else ok('手动 respawn 成功复活');
if (Math.abs(P.x - cp.x) > 1) err(`复活位置不对:x=${P.x.toFixed(1)} 期望 ${cp.x.toFixed(1)}`);
else ok('复活位置 = 最近存档点');
if (P.justRespawned !== true) err('未标记 justRespawned,镜头会慢慢飘回去');
else ok('justRespawned 已置位(镜头瞬移)');
const x0 = P.x;
down('ArrowRight');
step(L, P, 6);
up('ArrowRight');
if (P.x <= x0) err('重生后当帧无法操作');
else ok(`重生后立即可操作(6 帧走了 ${(P.x - x0).toFixed(1)}px)`);
}
}
// 4) 连续死亡 5 次:每次都须手动重生才能继续,计数准确
{
const { L, P, deaths } = fresh();
for (let k = 0; k < 5; k++) {
P.x = 5 * TILE; P.y = 2 * TILE + 11;
L.update(1, P, null); P.update(1); Input.endFrame();
if (!P.dead) { err(`第 ${k + 1} 次踩刺未死`); break; }
step(L, P, 10); // 死亡中跑 10 帧:不许自动复活
if (P.alive) { err(`第 ${k + 1} 次死亡后自动复活`); break; }
P.respawn(); // 手动重生后才有下一次
}
if (deaths() !== 5) err(`连续 5 次死亡计数为 ${deaths()}`);
else ok('连续 5 次死亡均等待手动重生,计数 = 5');
}
// 5) 红叉常驻保留;整关重开清空
{
const { L, P } = fresh();
P.x = 5 * TILE; P.y = 2 * TILE + 11;
L.update(1, P, null); P.update(1); Input.endFrame();
P.respawn();
step(L, P, 30);
if (!L.deathMarks.length) err('重生后红叉被清掉了(应常驻保留)');
else ok(`死亡红叉常驻保留(${L.deathMarks.length} 处,重生 30 帧后仍在)`);
L.reset(true);
if (L.deathMarks.length) err(`整关重开后血迹应清空,实际 ${L.deathMarks.length}`);
else ok('整关重开(reset(true))后血迹清空');
}
// 6) 多次死亡:只显示最后一次死亡的红叉(不累积)
{
const { L, P } = fresh();
P.x = 5 * TILE; P.y = 2 * TILE + 11;
L.update(1, P, null); P.update(1); Input.endFrame();
P.respawn();
P.x = 10 * TILE; P.y = 2 * TILE + 11;
L.update(1, P, null); P.update(1); Input.endFrame();
if (L.deathMarks.length !== 1) err(`多次死亡应只显示最后一次血迹,实际 ${L.deathMarks.length} 处`);
else {
const dm = L.deathMarks[0];
if (Math.abs(dm.x - (10 * TILE + 5.5)) > 30) err(`应只保留最后一次(col10)血迹,实际在 x=${dm.x.toFixed(0)}`);
else ok('多次死亡只保留上一次死亡地点的血迹');
}
}
// 7) 掉坑死亡:动画圆心/红叉 clamp 到关卡内(玩家已在屏幕外也要可见)
{
const { L, P } = fresh();
P.y = L.pxH + 300; // 深坑底(屏幕外)
L.update(1, P, null); P.update(1); Input.endFrame();
if (!P.dead) err('掉坑未触发死亡');
else ok('掉坑触发死亡并定格');
if (P.deathY > L.pxH - 10) err(`掉坑死亡的动画圆心未 clamp 到关卡内(deathY=${P.deathY.toFixed(0)} > ${L.pxH - 10})`);
else ok(`掉坑死亡圆心 clamp 到关卡底缘(deathY=${P.deathY.toFixed(0)})`);
if (P.deathX < 10 || P.deathX > L.pxW - 10) err('动画圆心 X 未 clamp 到关卡内');
if (!L.deathMarks.length) err('掉坑死亡未留红叉');
else if (L.deathMarks[0].y > L.pxH) err('掉坑死亡的红叉画到了关卡外');
else ok('掉坑死亡的红叉在关卡内可见');
}
// 8) 死亡动画渲染冒烟:冲击环(Level 层)+ 粒子逐帧 draw 不抛错(canvas 用代理桩)
{
const { L } = fresh();
const ctx2d = new Proxy({ canvas: { width: 800, height: 608 } },
{ get(t, k) { return k in t ? t[k] : (() => { }); }, set(t, k, v) { t[k] = v; return true; } });
try {
for (let i = 0; i < 20; i++) {
L.drawDeathRing(ctx2d, { x: 100, y: 100, t: i });
L.particles.spawn(100, 100, 4, { life: 20 });
L.particles.draw(ctx2d);
}
ok('死亡动画(冲击环+粒子)20 帧渲染无异常');
} catch (e) { err(`死亡动画渲染抛错:${e.message}`); }
}
// 9) 主动按重生键(main.js suicide):当帧重生 + 演出留在死亡位置播完(不清粒子/震屏)
{
const { L, P, deaths } = fresh();
const s = L.entities.find(e => e.type === 'save');
P.x = s.x + s.w / 2 - P.w / 2; P.y = s.y + s.h - P.h;
step(L, P, 3);
const cp = P.savePoint;
if (!cp) { err('存档点未激活(前置失败)'); }
else {
P.x = 12 * TILE; P.y = 2 * TILE - P.h; // 走到右侧空地(col5/col10 有刺,避开)
step(L, P, 5);
const marks0 = L.deathMarks.length;
const burstX = P.cx, burstY = P.cy;
P.deathBurst(); // ← 模拟活着按 R 的演出部分(不进死亡状态)
if (P.dead || !P.alive) err('死亡演出把玩家带进了死亡状态(应纯演出)');
else ok('死亡演出为纯演出(不进死亡状态,可当帧重生)');
if (deaths() !== 0) err(`主动重生键不应计死亡,实际 ${deaths()}`);
else ok('主动重生键不计死亡数');
if (L.deathMarks.length !== marks0) err('主动重生键不应留红叉');
else ok('主动重生键不留红叉');
if (!(L.particles.list.length > 0) || !(L.shake > 0)) err('主动重生键的死亡动画缺失(粒子/震屏)');
else ok('主动重生键播死亡动画(粒子+轻震+冲击环)');
if (!L.deathFX.length) err('冲击环未记录到关卡层');
else if (Math.abs(L.deathFX[0].x - burstX) > 12) err('冲击环圆心偏离死亡点');
else ok('冲击环记录在死亡位置(Level 层)');
// 当帧重生:不等动画
P.respawn();
if (!P.alive || P.dead) err('未当帧重生');
else ok('当帧重生(不等待动画)');
if (Math.abs(P.x - cp.x) > 1) err(`重生位置不对:x=${P.x.toFixed(1)} 期望 ${cp.x.toFixed(1)}`);
else ok('重生回最近存档点');
if (P.justRespawned !== true) err('未标记 justRespawned,镜头不会瞬移');
// 动画在死亡位置继续播完:粒子未被清、冲击环在推进
if (!(L.particles.list.length > 0)) err('重生把演出粒子清掉了(应留在死亡位置播完)');
else ok('重生不清场:粒子留在死亡位置继续播');
step(L, P, 5);
if (!L.deathFX.length) err('冲击环被提前清掉了');
step(L, P, 12); // 累计 17 帧 > 14
if (L.deathFX.length) err('冲击环 14 帧后未移除');
else ok('冲击环 14 帧扩散淡出后自动移除');
step(L, P, 25); // 粒子 life 34,累计 42 帧应自然播完
if (L.particles.list.length) err(`粒子未自然播完(残余 ${L.particles.list.length} 个)`);
else ok('粒子自然播完(34 帧寿命)');
if (!(L.shake < 0.6)) err(`震屏未自然衰减(${L.shake.toFixed(2)})`);
else ok('震屏自然衰减归零');
}
}
// 10) 真死亡(被动)后玩家很快按 R:特效不被重生清场,留在死亡位置自然播完
{
const { L, P, deaths } = fresh();
P.x = 5 * TILE; P.y = 2 * TILE + 11;
L.update(1, P, null); P.update(1); Input.endFrame(); // 踩刺真死
if (!P.dead) err('踩刺未死(前置失败)');
else {
step(L, P, 3); // 玩家只等了 3 帧就按 R
if (deaths() !== 1) err(`死亡计数应为 1,实际 ${deaths()}`);
P.respawn();
if (!P.alive || P.dead) err('快速重生失败');
else ok('真死亡后 3 帧即按 R:成功重生');
if (!(L.particles.list.length > 0)) err('快速重生把死亡粒子清掉了(应留在死亡位置播完)');
else ok('快速重生不清场:粒子留在死亡位置继续播');
if (!L.deathFX.length) err('快速重生把冲击环清掉了');
else ok('快速重生不清场:冲击环继续扩散');
if (!(L.shake > 0)) err('快速重生把震屏清掉了');
else ok('快速重生不清场:震屏继续衰减');
step(L, P, 50); // 粒子 34 / 环 14 / 震屏衰减,全部应自然结束
if (L.particles.list.length) err(`粒子未自然播完(残余 ${L.particles.list.length})`);
else if (L.deathFX.length) err('冲击环未自然播完');
else if (L.shake > 0.01) err(`震屏未自然衰减(${L.shake.toFixed(3)})`);
else ok('特效全部自然播完(粒子 34 帧 / 冲击环 14 帧 / 震屏衰减)');
}
}
console.log(fail ? `\n❌ ${fail} 项失败` : '\n✅ 死亡流程全部通过:定格等待手动重生 + 小红死亡动画 + 主动重生键当帧重生');
process.exit(fail ? 1 : 0);
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// 二段跳时机回归(tools/dj-test.mjs)
// 历史 bug 链:
// ① 全额抵消(旧 `vy = max(vy,0) - DJUMP`):满力一段到顶点后晚几帧接二段,二段塌到接近 0(用户报"二段非常短")
// ② 部分抵消(DJ_INERTIA 0.5→0.35):仍有"好沉+高度短"——起跳初速被下落速度从 6.7 吃到 3~4,
// 起跳那一下没劲才是"沉"的根源,与上升重力无关
// ③ 现行(DJ_INERTIA = 0,同 IWBT 原版):任何时机接二段都满力起跳,初速恒 -DJUMP
// 本测试用真实引擎测量:不同时机接二段时,二段自身的提升高度(djRise)。
// 通过标准:
// · 任意时机接二段都 ≈ 满力(≈60px ≈ 1.9 格)——INERTIA=0 语义,曲线应基本持平
// · 满力一段 ≈ 84px(≈2.6 格);顶点接二段总高 ≈ 4.5 格
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.addEventListener = addL;
globalThis.window = { addEventListener: addL };
const key = (t, c) => (handlers[t] || []).forEach(fn => fn({ code: c, preventDefault() { }, repeat: false }));
const { Level } = await import('../js/level.js');
const { Player } = await import('../js/player.js');
const { Input } = await import('../js/input.js');
// 与 jumpdist.mjs 同一块平地:row17 是实心平台
const flat = {
id: 'test', name: 'T', type: 'jump', width: 44,
grid: (() => {
const rows = [];
rows.push('#'.repeat(44));
for (let i = 0; i < 16; i++) rows.push('#' + '.'.repeat(42) + '#');
rows.push('#' + '#'.repeat(42) + '#');
rows.push('#'.repeat(44));
return rows;
})(),
};
// 满力一段跳(起跳后一直按住);第 djFrame 帧松键、djFrame+1 帧接二段(之后保持按住)
// 返回:firstRise 一段顶点提升 / djRise 二段自身提升(接二段位置→二段后最高点)/ total 二段顶点离平台高度
function measure(djFrame) {
const L = new Level(flat);
const P = new Player(L);
P.x = 8 * 32; P.y = 17 * 32 - P.h; // 站在 row17 实心平台上
P.vx = 0; P.vy = 0; P.grounded = true; P.jumps = 0;
const y0 = P.y;
key('keydown', 'ShiftLeft'); // 起跳并按住 = 满力一段
let apex1 = y0, apex2 = y0, djDone = false, vyAtDj = null, yAtDj = y0;
for (let i = 0; i < 240; i++) {
const f = i + 1;
if (f === djFrame) key('keyup', 'ShiftLeft');
if (f === djFrame + 1) { key('keydown', 'ShiftLeft'); vyAtDj = P.vy; yAtDj = P.y; }
L.update(1, P, null);
P.update(1);
Input.endFrame();
if (djFrame && f === djFrame + 1 && P.jumps === 2) djDone = true;
if (djDone) apex2 = Math.min(apex2, P.y);
else apex1 = Math.min(apex1, P.y);
if (i > 2 && P.grounded) break;
if (P.dead) break;
}
key('keyup', 'ShiftLeft');
Input.endFrame();
return { firstRise: y0 - apex1, djRise: djDone ? yAtDj - apex2 : 0, total: y0 - apex2, vyAtDj, djDone };
}
// 满力一段顶点≈第 27 帧;落地≈第 50 帧。取 27~46 帧覆盖"顶点 → 落地前"整个二段窗口
const FRAMES = [27, 30, 34, 38, 42, 46];
const T = 32;
let fail = 0;
const rows = [];
console.log('满力一段跳后,不同时机接二段:二段自身提升高度(真实引擎实测)');
console.log(' 时机 接二段时vy 一段顶点 二段自身提升 二段顶点离平台');
for (const f of FRAMES) {
const r = measure(f);
rows.push({ f, ...r });
const dj = r.djDone
? `${r.djRise.toFixed(1).padStart(6)}px = ${(r.djRise / T).toFixed(2)} 格`
: ' —— 已落地,二段窗口已过 ——';
console.log(` 第${String(f).padStart(2)}帧 ${(r.vyAtDj ?? 0).toFixed(2).padStart(5)} ${r.firstRise.toFixed(1).padStart(6)}px ${dj} ${(r.total / T).toFixed(2)} 格`);
}
const at = f => rows.find(r => r.f === f);
const need = (cond, msg) => { if (!cond) { fail++; console.log(' ❌ ' + msg); } };
for (const r of rows) need(r.djDone, `第 ${r.f} 帧应还在二段窗口内(未落地)`);
const apex = at(27);
need(apex.firstRise > 79 && apex.firstRise < 90, `满力一段高度应 ≈84px(2.6格),实测 ${apex.firstRise.toFixed(1)}`);
need(apex.djRise > 52 && apex.djRise < 68, `顶点接二段自身提升应 ≈59px(1.85格),实测 ${apex.djRise.toFixed(1)}`);
need(apex.total > 138 && apex.total < 150, `顶点接二段总高应 ≈4.5格,实测 ${(apex.total / T).toFixed(2)}`);
// INERTIA=0:任何时机接二段都满力起跳,曲线应基本持平(与顶点差异 ≤3px)
for (const r of rows) {
if (!r.f) continue;
need(r.djRise >= 55, `第 ${r.f} 帧接二段自身提升应 ≈满力(≥55px),实测 ${r.djRise.toFixed(1)}`);
need(Math.abs(r.djRise - apex.djRise) <= 3, `第 ${r.f} 帧与顶点接二段差异应 ≤3px(INERTIA=0 曲线持平),实测差 ${Math.abs(r.djRise - apex.djRise).toFixed(1)}`);
}
need(at(46).djRise >= 55, `即使摔得快二段也不应衰减(INERTIA=0),实测 ${at(46).djRise.toFixed(1)}`);
if (fail) { console.log(`\n❌ dj-test 失败 ${fail} 项`); process.exit(1); }
console.log('\n✅ dj-test 通过:任意时机接二段均满力起跳(INERTIA=0),顶点总高 ≈4.5 格');
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// DOM 环境冒烟:mock 浏览器 API,跑通入口 main.js 的初始化 + 若干帧
const noop = () => { };
const els = new Map();
function mkEl(id = '') {
const el = {
id, tagName: 'DIV', value: '', textContent: '', innerHTML: '',
style: {}, dataset: {}, children: [], width: 800, height: 608,
classList: { add: noop, remove: noop, toggle: noop, contains: () => false },
addEventListener: noop, removeEventListener: noop, appendChild: noop,
querySelector: () => mkEl(), querySelectorAll: () => [],
getBoundingClientRect: () => ({ left: 0, top: 0, width: 800, height: 608 }),
getContext: () => ctx2d,
focus: noop, click: noop,
};
return el;
}
const ctx2d = new Proxy({
canvas: { width: 800, height: 608 },
measureText: () => ({ width: 12 }),
createLinearGradient: () => ({ addColorStop: noop }),
createRadialGradient: () => ({ addColorStop: noop }),
getImageData: () => ({ data: [] }),
}, {
get(t, k) { return k in t ? t[k] : noop; },
set(t, k, v) { t[k] = v; return true; },
});
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.location = { search: '', href: 'http://localhost/', pathname: '/', reload: noop };
Object.defineProperty(globalThis, 'navigator', { value: { maxTouchPoints: 0, userAgent: 'node' }, configurable: true });
globalThis.matchMedia = q => ({ matches: false, media: q, addEventListener: noop, removeEventListener: noop });
globalThis.window = {
addEventListener: addL, removeEventListener: noop,
AudioContext: null, webkitAudioContext: null,
innerWidth: 1280, innerHeight: 800,
location: globalThis.location, navigator: globalThis.navigator,
matchMedia: globalThis.matchMedia,
};
globalThis.addEventListener = addL;
globalThis.removeEventListener = noop;
globalThis.confirm = () => true;
globalThis.alert = noop;
globalThis.localStorage = {
_d: {},
getItem(k) { return this._d[k] ?? null; },
setItem(k, v) { this._d[k] = String(v); },
removeItem(k) { delete this._d[k]; },
};
globalThis.document = {
getElementById(id) { if (!els.has(id)) els.set(id, mkEl(id)); return els.get(id); },
querySelector(s) { return mkEl(s); },
querySelectorAll() { return []; },
createElement(t) { const e = mkEl(); e.tagName = t.toUpperCase(); return e; },
addEventListener: addL,
body: mkEl('body'),
};
let frames = 0;
globalThis.requestAnimationFrame = (fn) => {
if (frames++ > 12) return 0;
setTimeout(() => fn(performance.now() + frames * 16.7), 0);
return frames;
};
try {
await import('../js/main.js');
console.log('✅ main.js 初始化成功');
} catch (e) {
console.log('❌ main.js 初始化失败: ' + e.message);
console.log(e.stack.split('\n').slice(0, 5).join('\n'));
process.exit(1);
}
// 等几帧
await new Promise(r => setTimeout(r, 200));
const { LEVELS } = await import('../js/levels/index.js');
const api = globalThis.window.__IW;
console.log('✅ 已跑 ' + frames + ' 帧,状态=' + (api ? api.G.state : '?'));
if (api) {
// 逐个关卡启动一次,确认不炸
let bad = 0;
for (const lv of LEVELS) {
try {
api.startLevel(lv, lv.index ?? -1);
for (let i = 0; i < 90; i++) { /* 由 rAF 驱动,这里只验证构造 */ }
if (!api.G.level || !api.G.player) throw new Error('未创建关卡');
} catch (e) { console.log(' ✗ ' + lv.id + ': ' + e.message); bad++; }
}
console.log(bad ? `❌ ${bad} 个关卡启动失败` : `✅ 全部 ${LEVELS.length} 关均可启动`);
}
process.exit(0);
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// 编辑器交互回归:调色板无「查看属性」工具;无论手上拿什么方块(橡皮除外),
// 点击画布上任意方块都选中该格并在属性面板显示其属性(不覆盖已有方块)。
const noop = () => { };
let fail = 0;
const ok = (c, m) => { console.log((c ? ' ✔ ' : ' ✗ ') + m); if (!c) fail++; };
// ---------- 最小假 DOM(addEventListener 收句柄,children 真实入列)----------
const els = new Map();
function mkEl(id = '') {
const e = {
id, tagName: 'DIV', value: '', _html: '', textContent: '',
style: {}, dataset: {}, children: [],
width: 800, height: 608,
classList: {
_s: new Set(),
add(...c) { c.forEach(x => this._s.add(x)); },
remove(...c) { c.forEach(x => this._s.delete(x)); },
toggle(c, on) { on ? this._s.add(c) : this._s.delete(c); },
contains(c) { return this._s.has(c); },
},
_h: {},
addEventListener(t, fn) { (this._h[t] = this._h[t] || []).push(fn); },
removeEventListener: noop,
appendChild(c) { this.children.push(c); return c; },
querySelector: () => mkEl(), querySelectorAll: () => [],
getBoundingClientRect: () => ({ left: 0, top: 0, width: 800, height: 608 }),
getContext: () => ctx2d, focus: noop, click: noop,
preventDefault: noop,
};
Object.defineProperty(e, 'innerHTML', {
get() { return this._html; },
set(v) { this._html = String(v); this.children = []; },
});
return e;
}
const ctx2d = new Proxy({
canvas: { width: 800, height: 608 },
measureText: () => ({ width: 12 }),
createLinearGradient: () => ({ addColorStop: noop }),
createRadialGradient: () => ({ addColorStop: noop }),
getImageData: () => ({ data: [] }),
}, {
get(t, k) { return k in t ? t[k] : noop; },
set(t, k, v) { t[k] = v; return true; },
});
const getEl = s => { if (!els.has(s)) els.set(s, mkEl(s)); return els.get(s); };
globalThis.location = { search: '', href: 'http://localhost/', pathname: '/', reload: noop };
Object.defineProperty(globalThis, 'navigator', { value: { maxTouchPoints: 0, userAgent: 'node' }, configurable: true });
globalThis.matchMedia = q => ({ matches: false, media: q, addEventListener: noop, removeEventListener: noop });
globalThis.window = {
addEventListener: noop, removeEventListener: noop, AudioContext: null, webkitAudioContext: null,
innerWidth: 1280, innerHeight: 800, location: globalThis.location, navigator: globalThis.navigator, matchMedia: globalThis.matchMedia,
};
globalThis.addEventListener = noop;
globalThis.removeEventListener = noop;
globalThis.confirm = () => true;
globalThis.alert = noop;
globalThis.localStorage = { _d: {}, getItem(k) { return this._d[k] ?? null; }, setItem(k, v) { this._d[k] = String(v); }, removeItem(k) { delete this._d[k]; } };
globalThis.document = {
getElementById: getEl, querySelector: getEl, querySelectorAll: () => [],
createElement(t) { const e = mkEl(); e.tagName = t.toUpperCase(); return e; },
addEventListener: noop, body: mkEl('body'),
};
const { Editor, PALETTE } = await import('../js/editor.js');
// 画布坐标 → 格子:pos() 用 clientX/Y(scroll=0,缩放 1:1),格心 (tx*32+16, ty*32+16)
const ev = (tx, ty, button = 0) => ({ clientX: tx * 32 + 16, clientY: ty * 32 + 16, button, preventDefault: noop });
const clickTile = (tx, ty, button = 0) => {
for (const fn of getEl('#ed-canvas')._h.mousedown) fn(ev(tx, ty, button));
};
// renderProps 先写面板 innerHTML(标题),再把每个属性字段 appendChild 成子行
const propsHtml = () => {
const box = getEl('#ed-props');
return box.innerHTML + box.children.map(c => c.innerHTML || '').join('');
};
console.log('=== 调色板不再有「查看属性」工具 ===');
ok(!PALETTE.some(p => p[0] === '?'), "PALETTE 中已无 '?'(查看属性)");
ok(!PALETTE.some(p => p[1] === '查看属性'), 'PALETTE 中已无「查看属性」条目');
Editor.init({ startLevel: noop });
const palLabels = getEl('#palette').children.map(c => c.textContent || '');
ok(palLabels.length === PALETTE.length, `调色板渲染 ${PALETTE.length} 项(无工具项),实际 ${palLabels.length}`);
ok(!palLabels.some(t => t.includes('查看属性')), '调色板 UI 无「查看属性」按钮');
console.log('=== 打开地图,构造一块带属性的摄像头 C ===');
Editor.open();
const f = Editor.curFace();
f.grid[5][7] = 'C'; // 摄像头:SCHEMA 里有 4 个可编辑属性
f.props[5][7] = { w: 4, h: 4, mode: 'zoom', zoom: 1.5 };
console.log('=== 手上拿刺(^),点击已有摄像头 → 只看属性,不覆盖 ===');
Editor.sel = '^';
clickTile(7, 5);
ok(f.grid[5][7] === 'C', '格子内容未被覆盖(仍是 C)');
ok(Editor.selTile && Editor.selTile.tx === 7 && Editor.selTile.ty === 5, 'selTile 指向被点方块 (7,5)');
const html1 = propsHtml();
ok(html1.includes('区域宽') && html1.includes('镜头模式'), '属性面板显示该方块的属性(区域宽/镜头模式)');
console.log('=== 手上拿方块(#),点击同一格 → 同样只查看,不覆盖 ===');
Editor.sel = '#';
clickTile(7, 5);
ok(f.grid[5][7] === 'C', '拿 # 点击也不覆盖已有方块');
ok(propsHtml().includes('区域宽'), '属性面板仍显示 C 的属性');
console.log('=== 手上拿炮台(O),点击空格子 → 放置并显示新方块属性 ===');
Editor.sel = 'O';
clickTile(3, 9);
ok(f.grid[9][3] === 'O', '空格子正常放置 O');
ok(propsHtml().includes('发射间隔'), '放置后属性面板显示 O 的属性');
console.log('=== 提示牌 T 的文本属性可随点击查看 ===');
f.grid[9][4] = 'T'; f.props[9][4] = { msg: '小心刺' };
Editor.sel = '%'; // 拿着冰面点提示牌
clickTile(4, 9);
ok(f.grid[9][4] === 'T' && propsHtml().includes('提示文字'), '非相关工具点击 T 也能查看文字属性');
console.log('=== 橡皮擦例外:选中橡皮点击 → 擦除 ===');
Editor.sel = '.';
clickTile(4, 9);
ok(f.grid[9][4] === '.', '橡皮擦点击后 T 被擦除');
Editor.sel = '^'; // 恢复非橡皮工具
clickTile(7, 5); // 顺手确认 C 还在
console.log('=== 右键擦除与工具无关 ===');
Editor.sel = '#';
clickTile(3, 9, 2); // button=2 右键
ok(f.grid[9][3] === '.', '右键擦除不受手上工具影响');
console.log('=== 属性面板空态提示仍存在 ===');
Editor.show(); // 重置 selTile
ok(propsHtml().includes('点击画布上的方块'), '未选中时显示引导文案');
console.log(fail === 0 ? '\n✅ 编辑器点击查看属性 全部断言通过' : `\n❌ 失败 ${fail} 项`);
process.exit(fail === 0 ? 0 : 1);
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// 编辑器所见即所得测试:刺以三角形绘制 + 每种方块都能正常渲染
const noop = () => { };
const els = new Map();
// 记录关键绘制调用的计数器(证明刺用三角形图元、方块用真实纹理)
const C = { lineTo: 0, fillRect: 0, beginPath: 0, moveTo: 0, arc: 0 };
const ctx2d = new Proxy({
canvas: { width: 800, height: 608 },
measureText: () => ({ width: 12 }),
createLinearGradient: () => ({ addColorStop: noop }),
createRadialGradient: () => ({ addColorStop: noop }),
getImageData: () => ({ data: [] }),
}, {
get(t, k) { return k in t ? t[k] : noop; },
set(t, k, v) { t[k] = v; return true; },
});
// 装上计数器
ctx2d.lineTo = () => C.lineTo++;
ctx2d.fillRect = () => C.fillRect++;
ctx2d.beginPath = () => C.beginPath++;
ctx2d.moveTo = () => C.moveTo++;
ctx2d.arc = () => C.arc++;
function mkEl(id = '') {
return {
id, tagName: 'DIV', value: '', textContent: '', innerHTML: '',
style: {}, dataset: {}, children: [], width: 800, height: 608,
classList: { add: noop, remove: noop, toggle: noop, contains: () => false },
addEventListener: noop, removeEventListener: noop, appendChild: noop,
querySelector: () => mkEl(), querySelectorAll: () => [],
getBoundingClientRect: () => ({ left: 0, top: 0, width: 800, height: 608 }),
getContext: () => ctx2d, focus: noop, click: noop,
};
}
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.location = { search: '', href: 'http://localhost/', pathname: '/', reload: noop };
Object.defineProperty(globalThis, 'navigator', { value: { maxTouchPoints: 0, userAgent: 'node' }, configurable: true });
globalThis.matchMedia = q => ({ matches: false, media: q, addEventListener: noop, removeEventListener: noop });
globalThis.window = {
addEventListener: addL, removeEventListener: noop, AudioContext: null, webkitAudioContext: null,
innerWidth: 1280, innerHeight: 800, location: globalThis.location, navigator: globalThis.navigator, matchMedia: globalThis.matchMedia,
};
globalThis.addEventListener = addL;
globalThis.removeEventListener = noop;
globalThis.confirm = () => true;
globalThis.alert = noop;
globalThis.localStorage = { _d: {}, getItem(k) { return this._d[k] ?? null; }, setItem(k, v) { this._d[k] = String(v); }, removeItem(k) { delete this._d[k]; } };
globalThis.document = {
getElementById(id) { if (!els.has(id)) els.set(id, mkEl(id)); return els.get(id); },
querySelector(s) { return mkEl(s); },
querySelectorAll() { return []; },
createElement(t) { const e = mkEl(); e.tagName = t.toUpperCase(); return e; },
addEventListener: addL, body: mkEl('body'),
};
let fail = 0;
const ok = (c, m) => { console.log((c ? ' ✔ ' : ' ✗ ') + m); if (!c) fail++; };
const resetC = () => { for (const k in C) C[k] = 0; };
const { Editor } = await import('../js/editor.js');
const { PALETTE } = await import('../js/editor.js');
console.log('=== 编辑器初始化(会经 buildPalette 渲染全部调色板方块)===');
try {
Editor.init({ startLevel: noop });
ok(true, 'Editor.init 成功(所有调色板方块缩略图渲染无异常)');
} catch (e) { ok(false, 'Editor.init 失败: ' + e.message); console.log(e.stack.split('\n').slice(0, 4).join('\n')); }
console.log('=== 打开空白地图并绘制 ===');
Editor.open();
const f = Editor.curFace();
ok(f && f.w > 0 && f.h > 0, 'open 生成可编辑面(' + f.w + '×' + f.h + ')');
console.log('=== 刺在编辑器里以三角形绘制 ===');
f.grid[1][1] = '^';
resetC();
Editor.draw();
ok(C.lineTo > 0 && C.beginPath > 0, '刺:用三角形图元绘制(lineTo=' + C.lineTo + ', beginPath=' + C.beginPath + ')');
console.log('=== 方块在编辑器里以真实纹理绘制 ===');
f.grid[1][1] = '#';
resetC();
Editor.draw();
ok(C.fillRect > 0, '方块:实心纹理绘制(fillRect=' + C.fillRect + ')');
console.log('=== 每种方块类型在编辑器画布都能正常绘制不抛异常 ===');
let bad = 0;
for (const [ch] of PALETTE) {
if (ch === '.') continue;
try { f.grid[2][2] = ch; Editor.draw(); }
catch (e) { console.log(' ✗ ' + ch + ': ' + e.message); bad++; }
}
ok(bad === 0, '全部 ' + PALETTE.filter(p => p[0] !== '.').length + ' 种方块绘制无异常');
console.log(fail === 0 ? '\n✅ 编辑器所见即所得 全部断言通过' : `\n❌ 失败 ${fail} 项`);
process.exit(fail === 0 ? 0 : 1);
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// 冰面惯性回归测试:滑出冰块后必须保留惯性(空中几乎不衰减,地面缓慢收住)
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.addEventListener = addL;
globalThis.window = { addEventListener: addL };
const key = (type, code) => (handlers[type] || []).forEach(fn => fn({ code, preventDefault() { }, repeat: false }));
const down = c => key('keydown', c);
const up = c => key('keyup', c);
const { Level } = await import('../js/level.js');
const { Player, PHY } = await import('../js/player.js');
const { Input } = await import('../js/input.js');
const W = 44;
// 地板 row 11:冰面 col1..6,之后 tail(普通地面或空)
function grid(tail) {
const g = [];
g.push('#'.repeat(W));
for (let y = 1; y <= 10; y++) {
g.push((y === 10 ? '#S' + '.'.repeat(W - 3) : '#' + '.'.repeat(W - 2)) + '#');
}
g.push('#' + '%'.repeat(6) + tail + '#');
g.push('#'.repeat(W));
g.push('#'.repeat(W));
return g;
}
let fail = 0;
const err = m => { console.log(' ✗ ' + m); fail++; };
function run(tail, label, releaseAt = 1e9, jumpAt = 1e9) {
const L = new Level({ id: 'ice', name: 'ICE', type: 'jump', width: W, grid: grid(tail) });
const P = new Player(L);
for (let i = 0; i < 10; i++) { L.update(1, P, null); P.update(1); Input.endFrame(); }
down('ArrowRight');
const log = [];
for (let i = 0; i < 90; i++) {
if (i === releaseAt) up('ArrowRight');
if (i === jumpAt) down('ShiftLeft');
if (i === jumpAt + 1) up('ShiftLeft');
L.update(1, P, null); P.update(1); Input.endFrame();
log.push({
f: i, x: +P.x.toFixed(1), vx: +P.vx.toFixed(2), y: +P.y.toFixed(1),
g: P.grounded, sl: P.sliding,
ice: P.grounded && L.iceAtBottom(P.x, P.y, P.w, P.h),
});
}
up('ArrowRight');
console.log(`\n=== ${label} ===`);
console.log('帧 x vx 地 滑 冰');
let crossAt = -1;
for (const r of log) {
const cross = !r.ice && log.find(o => o.f === r.f - 1)?.ice;
if (cross && crossAt < 0) { crossAt = r.f; console.log('--- 离开冰面 ---'); }
if (r.f % 3 === 0 || cross) console.log(`${String(r.f).padStart(3)} ${String(r.x).padStart(6)} ${String(r.vx).padStart(6)} ${r.g ? 'Y' : '.'} ${r.sl ? 'Y' : '.'} ${r.ice ? 'Y' : '.'}`);
}
const off = log.filter(r => r.f >= crossAt && crossAt >= 0);
const dist = off.length ? Math.max(...off.map(r => r.x)) - off[crossAt === 0 ? 0 : 0].x : 0;
console.log(`离冰时 vx=${off[0]?.vx ?? 0},离冰后位移=${dist.toFixed(1)}px`);
return { log, crossAt, off };
}
// A:一直按住右键冲出冰面 —— 惯性要把 4.32 平滑收敛到正常走速,不能瞬间刹停也不能一直超速
{
const { off } = run('='.repeat(34), 'A 冰面 -> 普通地面(一直按住右键)');
const v0 = off[0].vx, v10 = off[10]?.vx ?? 0, v30 = off[30]?.vx ?? 0;
if (v0 < PHY.HSPD) err(`A 离冰瞬间就丢了速度 vx=${v0}`);
if (v10 < 2) err(`A 离冰 10 帧后速度掉太快 vx=${v10}(应仍在滑行)`);
if (Math.abs(v30) > PHY.HSPD + 0.01) err(`A 离冰 30 帧后仍超速 vx=${v30}(应收敛回 ${PHY.HSPD})`);
}
// B:松手靠惯性滑出到普通地面 —— 地面摩擦收住,但不能一帧刹死
{
const { off } = run('='.repeat(34), 'B 冰面 -> 普通地面(第30帧松开方向键)', 30);
const v0 = off[0].vx, v5 = off[5]?.vx ?? 0;
if (v5 <= 0) err(`B 离冰 5 帧内就刹死了(v0=${v0} v5=${v5})`);
if (v5 > v0) err(`B 松手后速度反而上升`);
}
// C:滑出冰块边缘掉下去 —— 空中必须几乎不衰减,能一路飞出去
{
const { off } = run('.'.repeat(34), 'C 冰面 -> 悬空(第30帧松开后滑出边缘)', 30);
const air = off.filter(r => !r.g);
if (air.length < 5) { err('C 没掉下去(场景构造失败)'); }
else {
const k = Math.min(10, air.length - 1);
const v0 = air[0].vx, vk = air[k].vx;
if (vk < v0 - 0.5) err(`C 空中惯性衰减过快:${v0} -> ${vk}(${k} 帧)`);
else console.log(` ✓ 空中 ${k} 帧后仍保留 vx=${vk}(起 ${v0})`);
}
}
// D:冰面上滑行中起跳 —— 空中保持滑行速度
{
const { off } = run('.'.repeat(34), 'D 冰面滑行中起跳(第30帧松开 + 第34帧跳)', 30, 34);
const v0 = off[0]?.vx ?? 0, v12 = off[12]?.vx ?? 0;
if (v0 < 2) err(`D 起跳时速度太小 vx=${v0}`);
if (v12 < v0 - 0.6) err(`D 跳跃后空中丢失惯性:${v0} -> ${v12}`);
else console.log(` ✓ 起跳后 12 帧仍保留 vx=${v12}(起 ${v0})`);
}
console.log(fail ? `\n❌ ${fail} 项失败` : '\n✅ 冰面惯性全部通过');
process.exit(fail ? 1 : 0);
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// 用真实引擎(Player/Level)测量跳跃水平距离,核对求解器的物理近似是否可信
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.addEventListener = addL;
globalThis.window = { addEventListener: addL };
const key = (t, c) => (handlers[t] || []).forEach(fn => fn({ code: c, preventDefault() { }, repeat: false }));
const { Level } = await import('../js/level.js');
const { Player } = await import('../js/player.js');
const { Input } = await import('../js/input.js');
// 一块 40 格长的平地,右端断开
const flat = {
id: 'test', name: 'T', type: 'jump', width: 44,
grid: (() => {
const rows = [];
rows.push('#'.repeat(44));
for (let i = 0; i < 16; i++) rows.push('#' + '.'.repeat(42) + '#');
rows.push('#' + '#'.repeat(42) + '#'); // 整条实心平台
rows.push('#'.repeat(44));
return rows;
})(),
};
function measure(djFrame) {
const L = new Level(flat);
const P = new Player(L);
P.x = 8 * 32; P.y = 16 * 32 - P.h; // 站在 row17 平台上(平台行 17)
P.vx = 0; P.vy = 0; P.grounded = true; P.jumps = 0;
const x0 = P.x;
key('keydown', 'ArrowRight');
key('keydown', 'ShiftLeft');
let f = 0, landed = -1, released = false;
for (let i = 0; i < 200; i++) {
f++;
// 二段跳需要先松开再按下(跨帧),否则不算一次新的按下
if (djFrame && f === djFrame) { key('keyup', 'ShiftLeft'); released = true; }
if (released && f === djFrame + 1) { key('keydown', 'ShiftLeft'); released = false; }
L.update(1, P, null);
P.update(1);
Input.endFrame();
if (i > 2 && P.grounded) { landed = P.x; break; }
if (P.dead) break;
}
key('keyup', 'ArrowRight'); key('keyup', 'ShiftLeft');
Input.endFrame();
return { dist: landed >= 0 ? landed - x0 : null, f };
}
console.log('真实引擎跳跃水平距离(起跳点 x 到落点 x,单位 px / 格)');
for (const dj of [0, 6, 12, 18, 24, 30]) {
const r = measure(dj);
console.log(` 二段跳时机=${String(dj).padStart(2)} 帧 -> ${r.dist === null ? '未落地' : r.dist.toFixed(1) + 'px = ' + (r.dist / 32).toFixed(2) + ' 格 (' + r.f + ' 帧)'}`);
}
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// 回归测试:R 键必须"重生回存档点",不能把整关重开(否则存档点白碰)
const noop = () => { };
const els = new Map();
function mkEl(id = '') {
return {
id, tagName: 'DIV', value: '', textContent: '', innerHTML: '',
style: {}, dataset: {}, children: [], width: 800, height: 608,
classList: { add: noop, remove: noop, toggle: noop, contains: () => false },
addEventListener: noop, removeEventListener: noop, appendChild: noop,
querySelector: () => mkEl(), querySelectorAll: () => [],
getBoundingClientRect: () => ({ left: 0, top: 0, width: 800, height: 608 }),
getContext: () => ctx2d, focus: noop, click: noop,
};
}
const ctx2d = new Proxy({
canvas: { width: 800, height: 608 },
measureText: () => ({ width: 12 }),
createLinearGradient: () => ({ addColorStop: noop }),
createRadialGradient: () => ({ addColorStop: noop }),
getImageData: () => ({ data: [] }),
}, { get(t, k) { return k in t ? t[k] : noop; }, set(t, k, v) { t[k] = v; return true; } });
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
const key = (t, c) => (handlers[t] || []).forEach(fn => fn({ code: c, preventDefault() { }, repeat: false }));
let clock = 1000;
globalThis.performance = { now: () => clock };
let rafCb = null;
globalThis.requestAnimationFrame = fn => { rafCb = fn; return 1; };
globalThis.location = { search: '', href: 'http://localhost/', pathname: '/', reload: noop };
Object.defineProperty(globalThis, 'navigator', { value: { maxTouchPoints: 0, userAgent: 'node' }, configurable: true });
globalThis.matchMedia = q => ({ matches: false, media: q, addEventListener: noop, removeEventListener: noop });
globalThis.window = {
addEventListener: addL, removeEventListener: noop,
AudioContext: null, webkitAudioContext: null, innerWidth: 1280, innerHeight: 800,
location: globalThis.location, navigator: globalThis.navigator,
matchMedia: globalThis.matchMedia,
};
globalThis.addEventListener = addL;
globalThis.removeEventListener = noop;
globalThis.confirm = () => true;
globalThis.alert = noop;
globalThis.localStorage = {
_d: {}, getItem(k) { return this._d[k] ?? null; },
setItem(k, v) { this._d[k] = String(v); }, removeItem(k) { delete this._d[k]; },
};
globalThis.document = {
getElementById(id) { if (!els.has(id)) els.set(id, mkEl(id)); return els.get(id); },
querySelector: s => mkEl(s), querySelectorAll: () => [],
createElement: t => mkEl(), addEventListener: addL, body: mkEl('body'),
};
await import('../js/main.js');
const { LEVELS } = await import('../js/levels/index.js');
const api = globalThis.window.__IW;
let fail = 0;
const err = m => { console.log(' ✗ ' + m); fail++; };
const step = n => { for (let i = 0; i < n; i++) { clock += 17; const f = rafCb; rafCb = null; if (f) f(clock); } };
const d = LEVELS.find(l => l.id === 'j1');
api.startLevel(d, 0);
step(10);
const L0 = api.G.level, P = api.G.player;
// 手动吃一个存档点(模拟玩家走到那里)
const s = L0.entities.filter(e => e.type === 'save')[1];
P.x = s.x + s.w / 2 - P.w / 2; P.y = s.y + s.h - P.h;
step(3);
const cp = P.savePoint;
console.log(` 存档点激活=${!!cp} 位置=(${cp?.x.toFixed(0)},${cp?.y.toFixed(0)}) 关卡出生点x=${L0.spawn.x.toFixed(0)}`);
if (!cp) err('存档点未激活');
// ---- 按 R(活着)= 原地播死亡动画后当帧重生回存档点(不计死亡、不留红叉、不等动画)----
const deaths0 = api.G.deaths;
const marks0 = L0.deathMarks.length;
P.x = L0.spawn.x; P.y = L0.spawn.y; // 先站到出生点,验证能回到存档点而非原地不动
step(5);
const beforeX = api.G.player.x;
key('keydown', 'KeyR');
step(2);
key('keyup', 'KeyR');
console.log(` 活着按 R 后:玩家x=${beforeX.toFixed(0)}→${api.G.player.x.toFixed(0)} alive=${api.G.player.alive} dead=${api.G.player.dead} 死亡数=${deaths0}→${api.G.deaths} 红叉数=${marks0}→${L0.deathMarks.length} 粒子=${L0.particles.list.length} 冲击环=${L0.deathFX.length}`);
if (api.G.player.dead || !api.G.player.alive) err('活着按 R 没有当帧重生');
if (api.G.deaths !== deaths0) err('主动重生被计入了死亡数(主动重生不是死亡)');
if (L0.deathMarks.length !== marks0) err('主动重生留下了红叉(不应留血迹)');
if (Math.abs(api.G.player.x - cp.x) > 4) err(`按 R 没有回到存档点(x=${api.G.player.x.toFixed(0)} 期望 ${cp.x.toFixed(0)})`);
if (!(L0.particles.list.length > 0)) err('死亡演出粒子缺失(应留在死亡位置播完)');
if (!L0.deathFX.length) err('死亡演出冲击环缺失(应留在死亡位置播完)');
// ---- 死亡中按 R = 手动重生回存档点 ----
api.G.player.kill();
step(3);
if (!api.G.player.dead) err('kill 后未进入死亡定格状态');
key('keydown', 'KeyR');
step(2);
key('keyup', 'KeyR');
step(10);
const survivedLevel = api.G.level === L0;
console.log(` 死亡中按 R 重生后:关卡对象未被重建=${survivedLevel} 玩家x=${api.G.player.x.toFixed(0)} alive=${api.G.player.alive} 残余粒子=${L0.particles.list.length}`);
if (!survivedLevel) err('R 键把整关重开了,存档进度丢失');
if (api.G.player.dead || !api.G.player.alive) err('死亡中按 R 未手动重生');
if (Math.abs(api.G.player.x - cp.x) > 4) err(`重生后没有回到存档点(x=${api.G.player.x.toFixed(0)} 期望 ${cp.x.toFixed(0)})`);
if (Math.abs(api.G.player.x - L0.spawn.x) < 4) err('重生后被送回了关卡起点');
if (!(L0.particles.list.length > 0)) err('死亡中按 R 重生把特效清掉了(应留在死亡位置播完)');
// ---- 按 Backspace = 整关重来 ----
key('keydown', 'Backspace');
step(2);
key('keyup', 'Backspace');
step(10);
console.log(` 按 Backspace 后:关卡对象被重建=${api.G.level !== L0} 玩家x=${api.G.player.x.toFixed(0)}`);
if (api.G.level === L0) err('Backspace 没有整关重开');
if (Math.abs(api.G.player.x - api.G.level.spawn.x) > 4) err('Backspace 后玩家不在出生点');
console.log(fail ? `\n❌ ${fail} 项失败` : '\n✅ 按键语义正确:R=回存档点,Backspace=整关重来');
process.exit(fail ? 1 : 0);
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// 共享可达性 BFS 核心:solve.mjs 与 reach-diag.mjs 共用
// 用真实物理常量模拟走/落/跳(含二段跳时机、空中转向、松键短跳)
export const TILE = 32, PW = 11, PH = 21;
export const GRAV = 0.25, GRAV_FALL = 0.32, GRAV_DJ = 0.35, MAXFALL = 9, JUMP = 6.6, DJUMP = 6.7, HSPD = 2.6, DJ_INERTIA = 0;
export function setupGlobals() {
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.addEventListener = addL;
globalThis.window = { addEventListener: addL };
return handlers;
}
export function makeSim(L) {
// 水:近似为可站立
for (let y = 0; y < L.h; y++)
for (let x = 0; x < L.w; x++)
if (L.tiles[y][x] === 6) L.tiles[y][x] = 1;
// 移动平台:整条路径当桥(乐观近似)
const br = [];
for (const m of L.movers) {
const xs = m.path.map(p => p.x).concat([m.x]);
const ys = m.path.map(p => p.y).concat([m.y]);
const x0 = Math.min(...xs), x1 = Math.max(...xs) + m.w;
const y0 = Math.min(...ys), y1 = Math.max(...ys) + m.h;
br.push({ x: x0, y: y0, w: x1 - x0, h: y1 - y0 });
}
function solidAt(x, y, w, h, down, prevBottom) {
const x0 = Math.floor(x / TILE), x1 = Math.floor((x + w - 0.001) / TILE);
const y0 = Math.floor(y / TILE), y1 = Math.floor((y + h - 0.001) / TILE);
for (let ty = y0; ty <= y1; ty++) for (let tx = x0; tx <= x1; tx++) {
const t = L.tileAt(tx, ty);
if (t === 7) { if (down && prevBottom !== undefined && prevBottom <= ty * TILE + 6) return true; continue; }
if (L.isSolidTile(t, tx, ty)) return true;
}
for (const b of br) if (x < b.x + b.w && x + w > b.x && y < b.y + b.h && y + h > b.y) return true;
return false;
}
function canStand(fx, fy) {
if (fx < 0 || fx + PW > L.pxW) return false;
if (solidAt(fx, fy - PH, PW, PH, false)) return false;
if (!solidAt(fx, fy - PH + 1, PW, PH, true, fy - 1)) return false;
if (L.deadlyRect(fx, fy - PH, PW, PH)) return false;
return true;
}
const overlap = (a, b) => a.x < b.x + b.w && a.x + a.w > b.x && a.y < b.y + b.h && a.y + a.h > b.y;
function jump(fx, fy, vx0, djump, flip, rel, targets) {
let x = fx, y = fy - PH, vy = -JUMP, vx = vx0, t = 0, used = false, djUp = false;
while (t++ < 240) {
// 与 player.js 一致:上升中按二段 = 直接 -DJUMP;下落中按只抵消 DJ_INERTIA 比例的下落速度
if (djump && !used && t === djump) { vy = Math.max(vy, 0) * DJ_INERTIA - DJUMP; used = true; djUp = vy < 0; }
if (flip && t === flip) vx = -vx;
if (rel && t === rel && vy < -3) vy = -3;
vy = Math.min(vy + (vy < 0 ? (djUp ? GRAV_DJ : GRAV) : GRAV_FALL), MAXFALL);
if (djUp && vy >= 0) djUp = false;
// 真实行为(player.js):本帧被墙挡住只是没推动,按住方向键下一帧 vx 仍为 ±3。
// 绝不能把 vx 永久清零,否则"贴着墙上升、越过台面边缘后再横移"这条经典路线会丢失。
if (vx !== 0) {
const nx = x + vx;
if (!solidAt(nx, y, PW, PH, false)) x = nx;
}
const prevBottom = y + PH;
let rem = Math.abs(vy), dy = Math.sign(vy), landed = false;
while (rem > 0.0001) {
const m = Math.min(1, rem), ny = y + dy * m;
if (!solidAt(x, ny, PW, PH, dy > 0, prevBottom)) { y = ny; rem -= m; }
else { if (dy > 0) landed = true; vy = 0; break; }
}
if (L.deadlyRect(x, y, PW, PH)) return null;
if (targets) {
const box = { x, y, w: PW, h: PH };
for (const tg of targets) if (!tg.hit && overlap(box, tg.rect)) tg.hit = true;
}
if (y > L.pxH + 120 || y < -240) return null;
if (landed) return { fx: x, fy: y + PH };
}
return null;
}
function fall(fx, fy, dir, targets) {
let x = fx + dir * 3, y = fy - PH, vy = 0, t = 0;
if (solidAt(x, y, PW, PH, false)) return null;
while (t++ < 400) {
vy = Math.min(vy + (vy < 0 ? GRAV : GRAV_FALL), MAXFALL);
const prevBottom = y + PH;
let rem = Math.abs(vy), landed = false;
while (rem > 0.0001) {
const m = Math.min(1, rem), ny = y + m;
if (!solidAt(x, ny, PW, PH, true, prevBottom)) { y = ny; rem -= m; }
else { landed = true; break; }
}
if (L.deadlyRect(x, y, PW, PH)) return null;
if (targets) {
const box = { x, y, w: PW, h: PH };
for (const tg of targets) if (!tg.hit && overlap(box, tg.rect)) tg.hit = true;
}
if (y > L.pxH + 120) return null;
if (landed) return { fx: x, fy: y + PH };
}
return null;
}
return { solidAt, canStand, jump, fall, overlap };
}
/** BFS 可达性:targets=[{rect,type,...}],onState 回调每个新状态 */
export const DEF_DJ = [0, 6, 12, 18, 24, 30];
// 2026-10-23:加 rel=5/6。vgap 夹缝(缝高 32px、盒高 21px)要求短跳 apex 精确落在 32~43px,
// 且上升早期要躲开地刺左坡:rel=4 apex 35.7 但 t=7 蹭坡 2.6px,rel=6 apex 44.7 但 t=11 擦垂刺尖 0.6px,
// 只有 rel=5(apex 38.9)同时满足(j2 x16 夹缝实证);j7 顶层 x52 夹缝则要 rel=6
export const DEF_REL = [0, 4, 5, 6, 8, 14];
export function reach(L, { DJSET = DEF_DJ, RELSET = DEF_REL, targets = [], onState = null, maxStates = 40000 } = {}) {
const sim = makeSim(L);
let sx = L.spawn.x, sy = L.spawn.y + PH, start = null;
for (let k = 0; k < 400; k++) {
if (sim.canStand(sx, sy + k)) { start = { fx: sx, fy: sy + k }; break; }
if (sy + k > L.pxH) break;
}
if (!start) return { err: '出生点下方找不到落脚点', states: 0, targets };
// 3px 状态桶:6px 桶会把"贴右腰 1~3px"的起拍/落点窗量化吞掉(j2 连续三段因此误判不可达)
// fy 规范化:jump/fall 返回的落点常比地面高零点几 px(如 1535.5),与精确落点 1536 同桶——
// 先占桶者赢,导致走链被错位几 px 的跳链顶掉,芝麻距离的跳跃窗口翻转(加 rel=6 后 j2 状态数反而暴跌的根因)。
// 真实游戏里重力下一帧即把玩家按到底(地面顶 = 32 的倍数),故按 canStand 门控 snapping
const key = s => `${Math.round(s.fx / 3)},${Math.round(s.fy / 3)}`;
const canon = (fx, fy) => {
const r = Math.round(fy / TILE) * TILE;
return (r !== fy && sim.canStand(fx, r)) ? r : fy;
};
start.fy = canon(start.fx, start.fy);
const seen = new Set([key(start)]);
const q = [start];
let n = 0;
while (q.length && n < maxStates) {
const s = q.shift(); n++;
const box = { x: s.fx, y: s.fy - PH, w: PW, h: PH };
for (const tg of targets) if (!tg.hit && sim.overlap(box, tg.rect)) tg.hit = true;
const push = r => {
if (!r || !sim.canStand(r.fx, r.fy)) return;
r.fy = canon(r.fx, r.fy);
const k = key(r);
if (seen.has(k)) return;
seen.add(k); q.push(r);
if (onState) onState(r);
};
for (const d of [-HSPD, HSPD]) push(sim.canStand(s.fx + d, s.fy) ? { fx: s.fx + d, fy: s.fy } : null);
for (const d of [-1, 1]) push(sim.fall(s.fx, s.fy, d, targets));
for (const vx of [-HSPD, 0, HSPD]) for (const dj of DJSET) for (const rel of RELSET) {
if (dj && rel) continue;
push(sim.jump(s.fx, s.fy, vx, dj, 0, rel, targets));
if (vx !== 0) push(sim.jump(s.fx, s.fy, vx, dj, 22, rel, targets));
}
}
return { states: seen.size, targets };
}
export function makeTargets(L) {
const targets = [];
for (const e of L.entities) {
if (e.type === 'goal' || e.type === 'save' || e.type === 'apple')
targets.push({ type: e.type, idx: e.idx, no: e.no, rect: { x: e.x, y: e.y, w: e.w, h: e.h }, hit: false });
}
return targets;
}
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// 回归测试:多面地图的跨面传送门 + 存档点带面 + 内置关卡兼容
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.addEventListener = addL;
globalThis.window = { addEventListener: addL };
const key = (type, code) => (handlers[type] || []).forEach(fn => fn({ code, preventDefault() { }, repeat: false }));
const { Level } = await import('../js/level.js');
const { Player } = await import('../js/player.js');
const { Input } = await import('../js/input.js');
const W = 20, TILE = 32;
let fail = 0;
const err = m => { console.log(' ✗ ' + m); fail++; };
const ok = m => console.log(' ✓ ' + m);
// 两面临门地图:A 面门 col5 指向 B 面门;B 面门 col10 指回 A 面门
const gridA = ['#'.repeat(W), '#' + 'S' + '.'.repeat(W - 3) + '#', '#' + '.'.repeat(4) + 'W' + '.'.repeat(W - 6) + '#', '#'.repeat(W), '#X' + '.'.repeat(W - 3) + '#', '#'.repeat(W), '#'.repeat(W), '#'.repeat(W), '#'.repeat(W), '#'.repeat(W)];
const gridB = ['#'.repeat(W), '#' + 'S' + '.'.repeat(W - 3) + '#', '#' + '.'.repeat(9) + 'W' + '.'.repeat(W - 11) + '#', '#'.repeat(W), '#X' + '.'.repeat(W - 3) + '#', '#'.repeat(W), '#'.repeat(W), '#'.repeat(W), '#'.repeat(W), '#'.repeat(W)];
const doorA = { id: 1, tx: 5, ty: 2, to: { face: 1, door: 1 } };
const doorB = { id: 1, tx: 10, ty: 2, to: { face: 0, door: 1 } };
const L0 = new Level({ name: 'A', type: 'custom', width: W, grid: gridA, doors: [doorA] }); L0.faceIndex = 0;
const L1 = new Level({ name: 'B', type: 'custom', width: W, grid: gridB, doors: [doorB] }); L1.faceIndex = 1;
// 1) 门目标正确挂接
{
const w0 = L0.entities.find(e => e.type === 'warp');
const w1 = L1.entities.find(e => e.type === 'warp');
if (!w0 || !w1) err('门实体未生成');
else {
if (w0.to && w0.to.face === 1 && w0.to.door === 1 && w0.doorId === 1) ok('A 面门挂上跨面目标 {face:1,door:1}');
else err('A 面门目标错误: ' + JSON.stringify(w0.to));
if (w1.to && w1.to.face === 0 && w1.to.door === 1 && w1.doorId === 1) ok('B 面门挂上跨面目标 {face:0,door:1}');
else err('B 面门目标错误: ' + JSON.stringify(w1.to));
}
}
// 2) 踩门触发 onPortal 钩子(main 据此切面)
{
const P = new Player(L0);
let captured = null; P.onPortal = (e) => { captured = e; };
const w0 = L0.entities.find(e => e.type === 'warp');
P.x = w0.x; P.y = w0.y; P.vx = 0; P.vy = 0;
L0.update(1, P, null); P.update(1); Input.endFrame();
if (captured && captured.to && captured.to.face === 1) ok('踩到门触发 onPortal,目标面=1');
else err('踩门未触发跨面 onPortal');
}
// 3) 存档点带 faceIndex
{
const gridC = ['#'.repeat(W), '#' + 'S' + '.'.repeat(W - 3) + '#', '#' + 'G' + '.'.repeat(W - 3) + '#', '#X' + '.'.repeat(W - 3) + '#'];
const LC = new Level({ name: 'C', type: 'custom', width: W, grid: gridC, doors: [] }); LC.faceIndex = 2;
const P = new Player(LC);
const g = LC.entities.find(e => e.type === 'save');
P.x = g.x; P.y = g.y;
LC.update(1, P, null); P.update(1); Input.endFrame();
if (P.savePoint && P.savePoint.face === 2) ok('存档点记录 face=2');
else err('存档点未带 face,得到 ' + (P.savePoint && P.savePoint.face));
}
// 4) 兼容:无 doors 的内置风格关卡,门仍走原有 pair 逻辑(to 为 null)
{
const gridD = ['#'.repeat(W), '#' + 'S' + '.'.repeat(W - 3) + '#', '#' + '.'.repeat(4) + 'W' + '.'.repeat(W - 6) + '#', '#'.repeat(W), '#' + '.'.repeat(4) + 'W' + '.'.repeat(W - 6) + '#', '#X' + '.'.repeat(W - 3) + '#'];
const LD = new Level({ name: 'D', type: 'jump', width: W, grid: gridD });
const ws = LD.entities.filter(e => e.type === 'warp');
if (ws.length === 2 && ws[0].to === null && ws[1].to === null) ok('无 doors 时门 to=null(走原有 pair 逻辑,不退化)');
else err('无 doors 时门目标异常: ' + JSON.stringify(ws.map(w => w.to)));
}
console.log(fail ? `\n❌ ${fail} 项失败` : '\n✅ 多面地图/传送门 全部通过');
process.exit(fail ? 1 : 0);
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// 诊断:打印可达站立点范围(按行),找出断连位置
// 用法: node reach-diag.mjs <levelId>
import { setupGlobals, reach, TILE } from './lib-reach.mjs';
setupGlobals();
const { LEVELS } = await import('../js/levels/index.js');
const { Level } = await import('../js/level.js');
const id = process.argv[2] || 'j6';
const d = LEVELS.find(l => l.id === id);
const L = new Level(d);
const byRow = new Map();
const DJSET = (process.env.DJ || '0,6,12,18,24,30').split(',').map(Number);
const RELSET = (process.env.REL || '0,4,5,6,8,14').split(',').map(Number);
const r = reach(L, {
DJSET, RELSET,
onState: s => {
const row = Math.round(s.fy / TILE);
const cur = byRow.get(row) || { max: -1, min: 1e9 };
byRow.set(row, { max: Math.max(cur.max, s.fx), min: Math.min(cur.min, s.fx) });
},
});
console.log(`${id} ${d.name} ${L.w}x${L.h} 状态=${r.states}${r.err ? ' ERR:' + r.err : ''}`);
[...byRow.keys()].sort((a, b) => b - a).forEach(row => {
const v = byRow.get(row);
console.log(` row ${String(row).padStart(2)} (y=${row * TILE}): x ${(v.min / TILE).toFixed(1)} .. ${(v.max / TILE).toFixed(1)} 格`);
});
for (const e of L.entities) if (e.type === 'goal' || e.type === 'save')
console.log(` ${e.type}#${e.no ?? ''} at col ${e.tx}, row ${e.ty}`);
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// 诊断:每个存档点的放置环境(脚下是什么 / 重生点是否致命 / 是否在路径上)
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.addEventListener = addL;
globalThis.window = { addEventListener: addL };
const { LEVELS } = await import('../js/levels/index.js');
const { Level } = await import('../js/level.js');
const { Player } = await import('../js/player.js');
const { Input } = await import('../js/input.js');
const { T } = await import('../js/level.js');
const NAME = { 0: '空', 1: '块', 2: '草', 3: '砖', 4: '金属', 5: '冰', 6: '水', 7: '单向', 8: '即死', 9: '消失', 10: '上刺', 11: '下刺', 12: '左刺', 13: '右刺' };
for (const d of LEVELS) {
const L = new Level(d);
const P = new Player(L);
const saves = L.entities.filter(e => e.type === 'save');
if (!saves.length) { console.log(`${d.id.padEnd(3)} ${d.name.padEnd(16)} ⚠ 无存档点`); continue; }
const lines = [];
for (const s of saves) {
const below = L.tileAt(s.tx, s.ty + 1);
const above = L.tileAt(s.tx, s.ty - 1);
// 重生点
const rx = s.x + s.w / 2 - P.w / 2, ry = s.y + s.h - P.h;
const deadly = L.deadlyRect(rx, ry, P.w, P.h);
const solid = L.solidRect(rx, ry, P.w, P.h);
lines.push(`(${s.tx},${s.ty}) 脚=${NAME[below] || below} 头=${NAME[above] || above}${deadly ? ' ❌重生即死' : ''}${solid ? ' ❌卡墙里' : ''}`);
}
console.log(`${d.id.padEnd(3)} ${d.name.padEnd(16)} ${saves.length} 个: ${lines.join(' | ')}`);
}
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// 存档点专项测试:触碰 -> 激活 -> 死亡 -> 回到存档点
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.addEventListener = addL;
globalThis.window = { addEventListener: addL };
const key = (type, code) => (handlers[type] || []).forEach(fn => fn({ code, preventDefault() { }, repeat: false }));
const down = c => key('keydown', c);
const up = c => key('keyup', c);
const { LEVELS } = await import('../js/levels/index.js');
const { Level } = await import('../js/level.js');
const { Player } = await import('../js/player.js');
const { Input } = await import('../js/input.js');
let fail = 0;
const err = m => { console.log(' ✗ ' + m); fail++; };
for (const d of LEVELS) {
const L = new Level(d);
const P = new Player(L);
const saves = L.entities.filter(e => e.type === 'save');
if (!saves.length) { console.log(` ${d.id} 无存档点`); continue; }
// 依次把玩家瞬移到每个存档点,检查是否激活
for (const s of saves) {
P.x = s.x + s.w / 2 - P.w / 2;
P.y = s.y + s.h - P.h;
P.vx = 0; P.vy = 0; P.dead = false; P.alive = true;
L.update(1, P, null);
P.update(1);
Input.endFrame();
if (!s.active) err(`${d.id} 存档点(${s.tx},${s.ty}) 触碰后未激活`);
if (!P.savePoint) err(`${d.id} 存档点(${s.tx},${s.ty}) 未写入 player.savePoint`);
}
// 死亡后应回到最后一个存档点
const last = saves[saves.length - 1];
const want = { x: last.x + last.w / 2 - P.w / 2, y: last.y + last.h - P.h };
const spawn = L.spawn;
P.kill(); // 死亡后不再自动重生(新语义:定格等待手动重生)
P.respawn(); // 模拟玩家按 R 手动重生,应回到最后一个存档点
for (let i = 0; i < 45; i++) { L.update(1, P, null); P.update(1); Input.endFrame(); }
const dx = Math.abs(P.x - want.x), dy = Math.abs(P.y - want.y);
const backToStart = Math.abs(P.x - spawn.x) < 3 && Math.abs(P.y - spawn.y) < 3;
const ok = dx < 2 && dy < 2;
console.log(` ${d.id.padEnd(3)} 存档=${saves.length} 重生=(${P.x.toFixed(0)},${P.y.toFixed(0)}) 期望=(${want.x.toFixed(0)},${want.y.toFixed(0)}) ${ok ? 'OK' : (backToStart ? '❌回到了起点' : '❌位置不符')}`);
if (!ok) err(`${d.id} 死亡后未回到存档点`);
// 重生后是否立刻死亡
const alive0 = P.alive;
for (let i = 0; i < 20; i++) { L.update(1, P, null); P.update(1); Input.endFrame(); }
if (alive0 && !P.alive) err(`${d.id} 在存档点重生后立刻死亡`);
// 存档点状态是否在软重置后保留
if (!last.active) err(`${d.id} 软重置后存档点激活状态丢失`);
}
console.log(fail ? `\n❌ ${fail} 项失败` : '\n✅ 存档点全部正常');
process.exit(fail ? 1 : 0);
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// 设置模块单元测试:默认布局 / 应用定位 / 进入 / 确定保存 / 恢复默认
const noop = () => { };
class El {
constructor(tag = 'DIV') {
this.tagName = tag.toUpperCase();
this.value = '';
this.textContent = '';
this._html = '';
this._classes = new Set();
this._style = {};
this.dataset = {};
this.children = [];
this._ev = {};
this.parent = null;
const self = this;
this.classList = {
add: c => self._classes.add(c),
remove: c => self._classes.delete(c),
contains: c => self._classes.has(c),
toggle: (c, f) => { const on = f === undefined ? !self._classes.has(c) : f; on ? self._classes.add(c) : self._classes.delete(c); return on; },
};
}
get style() { return this._style; }
set className(v) { this._classes = new Set(String(v).split(/\s+/).filter(Boolean)); }
get className() { return [...this._classes].join(' '); }
set innerHTML(v) { this._html = v; if (v === '') this.children = []; }
get innerHTML() { return this._html; }
appendChild(c) { c.parent = this; this.children.push(c); return c; }
remove() { if (this.parent) { const i = this.parent.children.indexOf(this); if (i >= 0) this.parent.children.splice(i, 1); } }
querySelector() { return new El(); }
querySelectorAll(sel) { return sel === '.tc-btn' ? this.children.filter(c => c._classes.has('tc-btn')) : []; }
closest(sel) { const cls = sel.replace(/^\./, ''); let n = this; while (n) { if (n._classes && n._classes.has(cls)) return n; n = n.parent; } return null; }
addEventListener(type, fn) { (this._ev[type] ||= []).push(fn); }
removeEventListener() { }
dispatch(type, ev) { (this._ev[type] || []).forEach(fn => fn(ev)); }
setPointerCapture() { }
releasePointerCapture() { }
getBoundingClientRect() { return { left: 0, top: 0, width: 800, height: 608 }; }
}
const byId = new Map();
const touchMap = new Map();
const docListeners = {};
globalThis.localStorage = {
_d: {},
getItem(k) { return k in this._d ? this._d[k] : null; },
setItem(k, v) { this._d[k] = String(v); },
removeItem(k) { delete this._d[k]; },
};
globalThis.document = {
getElementById(id) { if (!byId.has(id)) byId.set(id, new El()); return byId.get(id); },
createElement(t) { return new El(t); },
querySelector(sel) {
const m = sel.match(/data-touch="([^"]+)"/);
if (m) { const k = m[1]; if (!touchMap.has(k)) touchMap.set(k, new El()); return touchMap.get(k); }
return new El();
},
querySelectorAll() { return []; },
addEventListener(type, fn) { (docListeners[type] ||= []).push(fn); },
removeEventListener() { },
dispatch(type, ev) { (docListeners[type] || []).forEach(fn => fn(ev)); },
};
globalThis.window = { addEventListener: noop, removeEventListener: noop };
globalThis.addEventListener = (t, fn) => { (docListeners[t] ||= []).push(fn); };
globalThis.removeEventListener = noop;
globalThis.confirm = () => true;
let fail = 0;
const ok = (c, m) => { console.log((c ? ' ✔ ' : ' ✗ ') + m); if (!c) fail++; };
const { Save } = await import('../js/save.js');
const { Settings } = await import('../js/settings.js');
const { applyBindings, defaultBindings } = await import('../js/input.js');
console.log('=== input 键位 API ===');
ok(defaultBindings().left.includes('ArrowLeft'), 'defaultBindings 含出厂左移键');
applyBindings({ left: ['KeyA'], jump: ['Space'] });
ok(true, 'applyBindings 调用不报错');
console.log('=== 初始化 / 默认布局(PC 模式)===');
Settings.init(false);
const s0 = Save.data.settings;
ok(!!s0 && !!s0.touch, '存档含 settings.touch');
const keys = ['left', 'right', 'jump', 'shoot', 'down', 'pause', 'suicide'];
ok(keys.every(k => s0.touch[k]), '7 个手柄键都有默认布局');
ok(s0.touch.left.cx === 12 && s0.touch.jump.size === 94, '默认坐标/尺寸正确');
ok(byId.get('title-user').textContent === '玩家:无名氏', '标题默认显示「无名氏」');
console.log('=== apply 把布局写到真实手柄 ===');
const L = touchMap.get('left'), J = touchMap.get('jump');
ok(L._style.left === '12%' && L._style.top === '80%' && L._style.width === '62px', 'left 按钮定位/尺寸已应用');
ok(J._style.width === '94px' && J._style.left === '88%', 'jump 按钮定位/尺寸已应用');
console.log('=== 进入 / 确定 保存用户名与布局 ===');
Settings.enter();
byId.get('set-username').value = '阿测玩家';
Settings.confirm();
ok(Save.data.settings.username === '阿测玩家', '用户名已保存到存档');
ok(byId.get('title-user').textContent === '玩家:阿测玩家', '标题用户名已更新');
ok(localStorage.getItem('iwbtc_fan_v1').includes('阿测玩家'), '已写入 localStorage');
console.log('=== 恢复默认 ===');
byId.get('set-username').value = '随便';
Settings.reset();
ok(Settings._state().username === '', '恢复默认后用户名为空');
ok(Settings._state().touch.jump.size === 94 && Settings._state().touch.left.cx === 12, '恢复默认后布局回到出厂值');
// 恢复默认后必须再点确定才落盘
ok(Save.data.settings.username === '阿测玩家', '恢复默认未自动落盘(需点确定)');
Settings.confirm();
ok(Save.data.settings.username === '', '点确定后空用户名落盘');
console.log('=== 布局越长越界会被限制(place 约束在交互层,这里校验默认在合法区间)===');
ok(keys.every(k => { const p = Save.data.settings.touch[k]; return p.cx >= 4 && p.cx <= 96 && p.size >= 24 && p.size <= 160; }), '默认布局均在合法范围');
console.log('=== UI SCREENS 注册(防止设置屏永远不显示)===');
const uiSrc = (await import('node:fs')).readFileSync(new URL('../js/ui.js', import.meta.url), 'utf8');
ok(/SCREENS\s*=\s*\[[^\]]*'scr-settings'/.test(uiSrc), 'scr-settings 已加入 SCREENS 列表');
ok(/data-act="settings"/.test((await import('node:fs')).readFileSync(new URL('../index.html', import.meta.url), 'utf8')), '标题菜单有「设置」入口');
console.log('=== 模拟拖动 / 缩放(防「按下即跳角」)===');
Settings.enter(); // 重新同步工作副本
const ev = (t, x, y) => ({ target: t, clientX: x, clientY: y, pointerId: 1, preventDefault: noop, stopPropagation: noop });
const left = Settings._els().left;
const handle = left.children.find(c => c._classes.has('tc-rsz')) || left.children[0];
const wt = Settings._state().touch;
const cx0 = wt.left.cx, cy0 = wt.left.cy;
// 在按钮中心 (96,486) 按下,向右拖 40px(预览宽 800 → +5%)
left.dispatch('pointerdown', ev(left, 96, 486));
left.dispatch('pointermove', ev(left, 136, 486));
ok(Math.abs(wt.left.cx - (cx0 + 5)) < 0.01 && wt.left.cy === cy0, '拖动:cx 按位移增量变化,无跳角');
// 再拖回原处
left.dispatch('pointermove', ev(left, 96, 486));
ok(Math.abs(wt.left.cx - cx0) < 0.01, '拖动:逆向位移可精确归位');
left.dispatch('pointerup', ev(left, 96, 486));
// 缩放手柄:中心 (96,486),起点距中心 ~56,拉远到 ~113 → 尺寸翻倍
const size0 = wt.left.size;
handle.dispatch('pointerdown', ev(handle, 136, 526));
handle.dispatch('pointermove', ev(handle, 176, 566));
ok(wt.left.size > size0 && wt.left.size <= 160, `缩放:尺寸随距离放大(${size0}→${wt.left.size.toFixed(0)})`);
handle.dispatch('pointerup', ev(handle, 176, 566));
ok(wt.left.cx === cx0 && wt.left.cy === cy0, '缩放:不改变按钮位置');
console.log('=== 设备模式:PC 显示键盘映射,移动端显示手柄 ===');
Settings.init(true); // isTouch=true → 移动端
Settings.enter();
ok(byId.get('set-keys-row')._classes.has('hidden'), '移动端:键盘映射面板隐藏');
ok(!byId.get('set-touch-row')._classes.has('hidden'), '移动端:手柄面板显示');
Settings.init(false); // PC
Settings.enter();
ok(!byId.get('set-keys-row')._classes.has('hidden'), 'PC:键盘映射面板显示');
ok(byId.get('set-touch-row')._classes.has('hidden'), 'PC:手柄面板隐藏');
console.log('=== 键盘重绑:点击按键 → 按新键 ===');
Settings.enter();
const keysBox = byId.get('set-keys');
const firstRow = keysBox.children[0]; // 左移行
const kkeys = firstRow.children[1]; // kkeys 容器
const chip = kkeys.children[0]; // 第一个按键 chip(left[0])
ok(chip.dataset.kact === 'left' && String(chip.dataset.kidx) === '0', '首行首键为 left[0]');
keysBox.dispatch('click', { target: chip }); // 进入重绑监听
document.dispatch('keydown', { code: 'KeyB', preventDefault: noop }); // KeyB 未被任何动作占用
ok(Settings._state().keys.left[0] === 'KeyB', '重绑:left[0] 变为空闲键 KeyB');
// 添加第二个键
const before = Settings._state().keys.left.length;
const addBtn = kkeys.children[kkeys.children.length - 1]; // +添加
keysBox.dispatch('click', { target: addBtn });
document.dispatch('keydown', { code: 'KeyF', preventDefault: noop }); // KeyF 空闲
ok(Settings._state().keys.left.length === before + 1 && Settings._state().keys.left.includes('KeyF'), '添加:left 多绑定了一个键 KeyF');
// 删除第一个键(即刚重绑的 KeyB)
const chip1 = kkeys.children[0];
const rm = chip1.children.find(c => c._classes.has('krm'));
keysBox.dispatch('click', { target: rm });
ok(!Settings._state().keys.left.includes('KeyB') && Settings._state().keys.left.includes('KeyF'), '删除:left[0] 被移除(KeyB 消失,KeyF 仍在)');
// 确定后落盘
Settings.confirm();
ok(Save.data.settings.keys.left.includes('KeyF'), '确定:键位变更已保存到存档');
console.log('=== 键盘冲突检测 ===');
Settings.reset(); // 出厂:left=[ArrowLeft,KeyA]
Settings.enter();
const kb = byId.get('set-keys');
const jumpRow = kb.children[3]; // 跳跃行(KEY_ACTIONS 第 4 项,down 已移除)
const jumpKeys = jumpRow.children[1];
const jumpChip = jumpKeys.children[0];
ok(jumpChip.dataset.kact === 'jump', '找到跳跃行的按键');
kb.dispatch('click', { target: jumpChip }); // 监听跳跃键
document.dispatch('keydown', { code: 'KeyA', preventDefault: noop }); // KeyA 已被左移占用
const st2 = Settings._state();
ok(!st2.keys.jump.includes('KeyA'), '冲突:jump 不会绑定到被【左移】占用的 KeyA');
ok(Settings._conflict() && Settings._conflict().act === 'jump' && Settings._conflict().label === '左移', '冲突:记录到被【左移】占用');
ok(kb.children[0] && kb.children[0]._classes.has('kwarb'), '冲突:面板顶部显示警告横幅');
document.dispatch('keydown', { code: 'KeyK', preventDefault: noop }); // 换空闲键
ok(st2.keys.jump[0] === 'KeyK', '冲突解除:改用空闲键 KeyK 成功');
ok(Settings._conflict() === null, '冲突:解除后警告清空');
// 同一动作内重复键也算冲突(jump 已含 KeyK,再绑到第二个槽应被拒)
kb.dispatch('click', { target: jumpKeys.children[jumpKeys.children.length - 1] }); // +添加
document.dispatch('keydown', { code: 'KeyK', preventDefault: noop });
ok(st2.keys.jump.filter(c => c === 'KeyK').length === 1, '冲突:同一动作内重复键不重复写入');
// Esc 取消监听
kb.dispatch('click', { target: jumpChip });
document.dispatch('keydown', { code: 'Escape', preventDefault: noop });
ok(Settings._listening() === null && Settings._conflict() === null, 'Esc:退出监听且无残留警告');
// 系统动作(菜单 KeyQ)也算冲突
kb.dispatch('click', { target: jumpChip });
document.dispatch('keydown', { code: 'KeyQ', preventDefault: noop });
ok(Settings._conflict() && Settings._conflict().label === '菜单', '冲突:KeyQ 已被系统「菜单」占用');
console.log('=== 恢复默认:键位回到出厂 ===');
Settings.reset();
ok(Settings._state().keys.left.includes('ArrowLeft'), '恢复默认:left 含出厂 ArrowLeft');
ok(Settings._state().keys.jump.includes('ShiftLeft'), '恢复默认:jump 含出厂 ShiftLeft');
console.log('=== 回归:main.js 中「确定」应返回上一页 ===');
const mainSrc = (await import('node:fs')).readFileSync(new URL('../js/main.js', import.meta.url), 'utf8');
ok(/settings:\s*\(\)\s*=>\s*\{\s*settingsFrom\s*=\s*UI\.cur/.test(mainSrc), '进入设置前记录来源界面');
ok(/'set-ok':\s*\(\)\s*=>\s*\{\s*Settings\.confirm\(\);\s*UI\.show\(settingsFrom\)/.test(mainSrc), '确定后 UI.show(settingsFrom) 返回上一页');
ok(/Settings\.init\(useTouch\)/.test(mainSrc), 'Settings.init 传入设备检测结果');
console.log(fail === 0 ? '\n✅ settings 全部断言通过' : `\n❌ 失败 ${fail} 项`);
process.exit(fail === 0 ? 0 : 1);
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// 无头冒烟测试:构造全部关卡 + 模拟输入跑物理
const handlers = {};
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); };
globalThis.addEventListener = addL;
globalThis.window = { addEventListener: addL };
const key = (type, code) => (handlers[type] || []).forEach(fn => fn({ code, preventDefault() { }, repeat: false }));
const down = c => key('keydown', c);
const up = c => key('keyup', c);
const { LEVELS } = await import('../js/levels/index.js');
const { Level } = await import('../js/level.js');
const { Player } = await import('./player.js'.replace('./player.js', '../js/player.js'));
const { Input } = await import('../js/input.js');
let fail = 0;
const err = m => { console.log(' ✗ ' + m); fail++; };
console.log('=== 关卡构造 ===');
for (const d of LEVELS) {
try {
const L = new Level(d);
const P = new Player(L);
// 静止 60 帧
for (let i = 0; i < 60; i++) { L.update(1, P, null); P.update(1); Input.endFrame(); }
const grounded = P.grounded, alive = P.alive;
console.log(` ${d.id.padEnd(3)} ${String(d.name).padEnd(16)} 实体=${String(L.entities.length).padStart(3)} boss=${L.bosses.length} 平台=${L.movers.length} 站住=${grounded ? 'Y' : 'N'} 存活=${alive ? 'Y' : 'N'}`);
if (!grounded && d.type !== 'boss') err(`${d.id} 出生点悬空(60帧后未着地)`);
if (!alive) err(`${d.id} 出生即死`);
// 模拟:向右跑 + 反复跳跃 400 帧
down('ArrowRight');
for (let i = 0; i < 400; i++) {
if (i % 40 === 0) down('ShiftLeft');
if (i % 40 === 8) up('ShiftLeft');
if (i % 40 === 12) { down('ShiftLeft'); }
if (i % 40 === 16) up('ShiftLeft');
L.update(1, P, null);
for (const b of L.bosses) b.update(1, P);
P.update(1);
Input.endFrame();
}
up('ArrowRight'); up('ShiftLeft');
const moved = P.x;
if (!Number.isFinite(P.x) || !Number.isFinite(P.y)) err(`${d.id} 坐标 NaN`);
if (Math.abs(P.vx) > 20 || Math.abs(P.vy) > 40) err(`${d.id} 速度异常 vx=${P.vx} vy=${P.vy}`);
console.log(` → 400帧后 x=${moved.toFixed(0)} y=${P.y.toFixed(0)} 死亡=${G_DEATHS(P)}`);
} catch (e) {
err(`${d.id} 运行异常: ${e.message}\n${e.stack?.split('\n')[1] || ''}`);
}
}
function G_DEATHS() { return ''; }
console.log('\n=== 死亡与手动重生 ===');
{
const L = new Level(LEVELS.find(l => l.id === 'j1'));
const P = new Player(L);
let deaths = 0;
P.onDeath = () => deaths++;
for (let i = 0; i < 30; i++) { L.update(1, P, null); P.update(1); Input.endFrame(); }
P.kill();
// 新语义(2026-10-24):死亡后不自动重生,定格等待玩家手动按重生键
for (let i = 0; i < 80; i++) { L.update(1, P, null); P.update(1); Input.endFrame(); }
if (P.alive) err('死亡后未等待手动重生(自动复活了)');
else console.log(` 死亡计数=${deaths} 80帧后仍定格等待手动重生 ✓(deadT=${P.deadT})`);
P.respawn();
for (let i = 0; i < 10; i++) { L.update(1, P, null); P.update(1); Input.endFrame(); }
if (!P.alive) err('手动重生失败');
else console.log(` 手动重生后 alive ✓ 位置=(${P.x.toFixed(0)},${P.y.toFixed(0)})`);
if (deaths !== 1) err('死亡回调未触发');
}
console.log('\n=== 射击与 BOSS ===');
{
const L = new Level(LEVELS.find(l => l.id === 'b1'));
const P = new Player(L);
const boss = L.bosses[0];
const hp0 = boss.hp;
P.hasGun = true;
for (let i = 0; i < 600; i++) {
if (i % 12 === 0) P.shootCool = 0, P.shoot();
L.update(1, P, null);
for (const b of L.bosses) b.update(1, P);
P.update(1);
Input.endFrame();
if (boss.hp <= 0) break;
}
console.log(` BOSS hp ${hp0} → ${boss.hp} 弹幕数=${L.ebullets.length} 阶段=${boss.phase}`);
if (boss.hp >= hp0) err('子弹没有对 BOSS 造成伤害');
}
console.log('\n=== 坑向事件 ===');
{
const L = new Level(LEVELS.find(l => l.id === 'r4'));
const P = new Player(L);
let died = 0; P.onDeath = () => died++;
// 走到传送门 (r4: col 44, row 17)
P.x = 44 * 32; P.y = 17 * 32;
for (let i = 0; i < 4; i++) { L.update(1, P, null); P.update(1); Input.endFrame(); }
console.log(` 传送门:玩家被送到 x=${P.x.toFixed(0)} (起点 x=${L.spawn.x})`);
if (Math.abs(P.x - L.spawn.x) > 4) err('传送门未送回起点');
}
console.log(fail ? `\n❌ ${fail} 项失败` : '\n✅ 全部通过');
process.exit(fail ? 1 : 0);
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// 可达性求解器:验证每关终点 / 存档点 / 苹果能否到达
// DJ=0,12,24 收紧二段跳时机;REL=0 禁用短跳 —— 检验是否只有"某一帧"能过
import { setupGlobals, reach, makeTargets } from './lib-reach.mjs';
setupGlobals();
const { LEVELS } = await import('../js/levels/index.js');
const DJSET = (process.env.DJ || '0,6,12,18,24,30').split(',').map(Number);
const RELSET = (process.env.REL || '0,4,5,6,8,14').split(',').map(Number);
let fail = 0;
console.log(`=== 可达性求解 (DJ=${DJSET} REL=${RELSET}) ===`);
for (const d of LEVELS) {
if (d.type === 'boss') { console.log(` ${d.id.padEnd(3)} ${d.name.padEnd(17)} (BOSS 关跳过)`); continue; }
let r;
try {
const { Level } = await import('../js/level.js');
const L = new Level(d);
const targets = makeTargets(L);
r = reach(L, { DJSET, RELSET, targets });
r.targets = targets;
} catch (e) { console.log(` ✗ ${d.id} 求解异常: ${e.message}`); fail++; continue; }
if (r.err) { console.log(` ✗ ${d.id.padEnd(3)} ${d.name.padEnd(17)} ${r.err}`); fail++; continue; }
const goal = r.targets.find(t => t.type === 'goal');
const saves = r.targets.filter(t => t.type === 'save');
const apples = r.targets.filter(t => t.type === 'apple');
const okSave = saves.filter(s => s.hit).length;
const okApple = apples.filter(a => a.hit).length;
const badSave = saves.filter(s => !s.hit).map(s => `#${s.no ?? s.idx}`);
const flag = goal && goal.hit ? ' ' : '✗';
if (!goal || !goal.hit) fail++;
if (badSave.length) fail++;
console.log(` ${flag} ${d.id.padEnd(3)} ${d.name.padEnd(17)} 终点=${goal ? (goal.hit ? 'OK' : '不可达') : '无'} 存档=${okSave}/${saves.length}${badSave.length ? ' 缺:' + badSave.join(',') : ''}${apples.length ? ` 苹果=${okApple}/${apples.length}` : ''} (状态${r.states})`);
}
console.log(fail ? `\n❌ ${fail} 项不可达` : '\n✅ 所有关卡终点与存档点均可达');
process.exit(fail ? 1 : 0);
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// 单三角形刺:视觉与碰撞形状完全对应的单元测试
// 验证 spikeTri 顶点、triRectOverlap 的正确性,以及 deadlyRect 对刺的判定。
const noop = () => { };
const ctx2d = new Proxy({
canvas: { width: 800, height: 608 },
measureText: () => ({ width: 12 }),
createLinearGradient: () => ({ addColorStop: noop }),
createRadialGradient: () => ({ addColorStop: noop }),
getImageData: () => ({ data: [] }),
}, { get(t, k) { return k in t ? t[k] : noop; }, set(t, k, v) { t[k] = v; return true; } });
globalThis.location = { search: '', href: 'http://localhost/', pathname: '/', reload: noop };
Object.defineProperty(globalThis, 'navigator', { value: { maxTouchPoints: 0, userAgent: 'node' }, configurable: true });
globalThis.matchMedia = q => ({ matches: false, media: q, addEventListener: noop, removeEventListener: noop });
globalThis.window = { addEventListener: noop, removeEventListener: noop, AudioContext: null, webkitAudioContext: null, innerWidth: 1280, innerHeight: 800, location: globalThis.location, navigator: globalThis.navigator, matchMedia: globalThis.matchMedia };
globalThis.document = { getElementById: () => ({ getContext: () => ctx2d, style: {}, classList: { add: noop, remove: noop, toggle: noop }, addEventListener: noop, appendChild: noop, querySelector: () => ({ getContext: () => ctx2d }), querySelectorAll: () => [] }), querySelector: () => ({ getContext: () => ctx2d }), querySelectorAll: () => [], createElement: () => ({ getContext: () => ctx2d, style: {}, classList: { add: noop, remove: noop } }), addEventListener: noop, body: {} };
globalThis.localStorage = { _d: {}, getItem(k) { return this._d[k] ?? null; }, setItem(k, v) { this._d[k] = String(v); }, removeItem(k) { delete this._d[k]; } };
globalThis.confirm = () => true;
globalThis.alert = noop;
const { Level, T, spikeTri, triRectOverlap } = await import('../js/level.js');
const { TILE } = await import('../js/util.js');
let fail = 0;
const ok = (c, m) => { console.log((c ? ' ✔ ' : ' ✗ ') + m); if (!c) fail++; };
const near = (a, b, e = 1e-6) => Math.abs(a - b) < e;
console.log('=== spikeTri 顶点(与 drawSpike 一致)===');
const s = TILE;
{
const tr = spikeTri(T.SPIKE_U, 0, 0);
ok(near(tr.ax, s / 2) && near(tr.ay, 0) && near(tr.bx, 0) && near(tr.by, s) && near(tr.cx, s) && near(tr.cy, s), 'SPIKE_U:尖在顶中,底在底部');
const tr2 = spikeTri(T.SPIKE_D, 0, 0);
ok(near(tr2.ax, s / 2) && near(tr2.ay, s) && near(tr2.bx, 0) && near(tr2.by, 0), 'SPIKE_D:尖在底中,底在顶部');
const tr3 = spikeTri(T.SPIKE_L, 0, 0);
ok(near(tr3.ax, 0) && near(tr3.ay, s / 2) && near(tr3.bx, s) && near(tr3.by, 0) && near(tr3.cx, s) && near(tr3.cy, s), 'SPIKE_L:尖在左中,底在右侧');
const tr4 = spikeTri(T.SPIKE_R, 0, 0);
ok(near(tr4.ax, s) && near(tr4.ay, s / 2) && near(tr4.bx, 0) && near(tr4.by, 0), 'SPIKE_R:尖在右中,底在左侧');
}
console.log('=== triRectOverlap 基本几何 ===');
{
// 上刺三角形:A(16,0) B(0,32) C(32,32)(TILE=32)
const A = spikeTri(T.SPIKE_U, 0, 0);
// 完全在三角形内部的矩形
ok(triRectOverlap(A.ax, A.ay, A.bx, A.by, A.cx, A.cy, 14, 20, 4, 4), '三角形内部矩形 → 相交');
// 在三角形“上方窄尖之外”的矩形(顶部左侧,AABB 内但三角外)
ok(!triRectOverlap(A.ax, A.ay, A.bx, A.by, A.cx, A.cy, 1, 1, 4, 4), '尖顶外侧矩形(AABB 内、三角外)→ 不相交');
// 完全在三角形之外(远离)
ok(!triRectOverlap(A.ax, A.ay, A.bx, A.by, A.cx, A.cy, 100, 100, 4, 4), '远处矩形 → 不相交');
// AABB 都不重叠
ok(!triRectOverlap(A.ax, A.ay, A.bx, A.by, A.cx, A.cy, 50, 0, 4, 4), 'AABB 不重叠 → 不相交');
// 底边左角(上刺底部很宽)——应当相交
ok(triRectOverlap(A.ax, A.ay, A.bx, A.by, A.cx, A.cy, 1, 28, 4, 4), '上刺底左角矩形 → 相交(形状精确:底宽尖窄)');
}
console.log('=== deadlyRect 集成(上刺占一格)===');
{
const data = { name: 't', width: 3, grid: ['###', '#^#', '###'] };
const L = new Level(data);
ok(L.tiles[1][1] === T.SPIKE_U, '网格解析:中心格子为 SPIKE_U');
const cx = 1 * s, cy = 1 * s; // 刺格像素 [32,32]-[64,64]
// 顶部左侧(尖窄处,三角外)→ 不致死
ok(!L.deadlyRect(cx + 1, cy + 1, 4, 4), '上刺尖顶外侧的碰撞盒 → 不致死');
// 底部中央(基底宽处)→ 致死
ok(L.deadlyRect(cx + 13, cy + 26, 8, 4), '上刺底部中央的碰撞盒 → 致死');
// 底左角 → 致死
ok(L.deadlyRect(cx + 1, cy + 26, 6, 4), '上刺底左角的碰撞盒 → 致死(形状精确)');
// 相邻空格(格外)→ 不致死
ok(!L.deadlyRect(0, 0, 11, 21), '完全在空地上的碰撞盒 → 不致死');
}
console.log('=== 形状精确性对比:旧矩形近似会把底左角判为安全,现在判为致死 ===');
{
// 旧 spikeBox 对上刺 x+6..x+10, y+8.. :底左角 (cx+1,cy+26) 落在 x+6 之外,旧逻辑安全;
// 新三角在底部很宽,应致死。下面断言新逻辑与“旧近似矩形”在该点结论相反(证明形状更精确)。
const data = { name: 't', width: 3, grid: ['###', '#^#', '###'] };
const L = new Level(data);
const cx = s, cy = s;
const oldSafe = (cx + 1 < cx + 6); // 旧矩形左界 x+6,该点在其左 → 旧逻辑“安全”
const newDeadly = L.deadlyRect(cx + 1, cy + 26, 3, 3);
ok(oldSafe && newDeadly, '底左角:旧矩形近似判安全,新三角判致死(符合“底宽尖窄”的真实形状)');
}
console.log(fail === 0 ? '\n✅ 单三角形刺(视觉=碰撞)全部断言通过' : `\n❌ 失败 ${fail} 项`);
process.exit(fail === 0 ? 0 : 1);