fea: 添加设置功能
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// 设置:用户名 + 手机虚拟手柄按钮的自定义(位置/大小,拖动调整)
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import { Save } from './save.js';
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// 每个可自定义的手柄按钮:key 对应 touch.js 里的 data-touch,
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// 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)
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const BUTTONS = [
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{ key: 'left', label: '◀', shape: 'round', def: { cx: 12, cy: 80, size: 62 } },
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{ key: 'right', label: '▶', shape: 'round', def: { cx: 24, cy: 80, size: 62 } },
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{ key: 'jump', label: '跳', shape: 'jump', def: { cx: 88, cy: 84, size: 94 } },
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{ key: 'shoot', label: '🔫', shape: 'item', label2: '射击', def: { cx: 79, cy: 72, size: 54 } },
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{ key: 'down', label: '▼', shape: 'item', label2: '下蹲', def: { cx: 90, cy: 72, size: 54 } },
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{ key: 'pause', label: '❚❚', shape: 'sm', def: { cx: 81, cy: 58, size: 42 } },
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{ key: 'suicide', label: '↺', shape: 'sm', def: { cx: 90, cy: 58, size: 42 } },
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];
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const clone = (o) => JSON.parse(JSON.stringify(o));
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const DEFAULT_TOUCH = {};
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BUTTONS.forEach(b => { DEFAULT_TOUCH[b.key] = clone(b.def); });
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const makeDefaults = () => ({ username: '', touch: clone(DEFAULT_TOUCH) });
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// 工作副本(未点「确定」前不落盘,点「返回」即丢弃)
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let work = makeDefaults();
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let wrap = null;
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const els = {};
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/** 读取/补全存档里的设置对象(保证 touch 字段齐全) */
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function meta() {
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if (!Save.data.settings) Save.data.settings = { username: '' };
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if (!Save.data.settings.touch) Save.data.settings.touch = clone(DEFAULT_TOUCH);
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return Save.data.settings;
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}
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/** 把某个按钮按 p={cx,cy,size} 绝对定位(百分比定位 + 像素边长) */
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function place(el, p) {
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el.style.left = p.cx + '%';
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el.style.top = p.cy + '%';
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el.style.width = p.size + 'px';
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el.style.height = p.size + 'px';
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}
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/** 把当前存档布局应用到真正的 #touch 手柄按钮(游戏内生效) */
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function apply() {
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const t = meta().touch;
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for (const b of BUTTONS) {
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const el = document.querySelector(`#touch [data-touch="${b.key}"]`);
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if (!el) continue;
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const p = t[b.key];
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if (!p) continue;
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el.style.left = p.cx + '%';
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el.style.top = p.cy + '%';
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el.style.width = p.size + 'px';
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el.style.height = p.size + 'px';
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}
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}
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/** 标题界面显示当前用户名 */
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function showUsername() {
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const el = document.getElementById('title-user');
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if (el) el.textContent = '玩家:' + (meta().username || '无名氏');
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}
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export const Settings = {
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init() {
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wrap = document.getElementById('touch-preview');
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work = clone(meta());
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this.build();
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showUsername();
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apply();
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},
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/** 构建设置界面里的可拖拽手柄预览(克隆 #touch 的按钮形状) */
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build() {
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if (!wrap) return;
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wrap.querySelectorAll('.tc-btn').forEach(n => n.remove());
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for (const b of BUTTONS) {
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const el = document.createElement('div');
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el.className = 'tc-btn tc-' + b.shape;
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el.innerHTML = `<span>${b.label}</span>` + (b.label2 ? `<span class="lbl">${b.label2}</span>` : '');
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const h = document.createElement('div');
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h.className = 'tc-rsz';
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el.appendChild(h);
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wrap.appendChild(el);
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els[b.key] = el;
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place(el, work.touch[b.key]);
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wire(el, h, b.key);
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}
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},
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/** 打开设置界面:从存档同步工作副本与输入框 */
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enter() {
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const s = meta();
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work = { username: s.username || '', touch: clone(s.touch) };
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const inp = document.getElementById('set-username');
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if (inp) inp.value = work.username;
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this.build();
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},
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/** 确定:保存用户名与手柄布局到存档 */
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confirm() {
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const s = meta();
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const inp = document.getElementById('set-username');
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work.username = (inp ? inp.value : '').trim().slice(0, 16);
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s.username = work.username;
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s.touch = clone(work.touch);
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Save.flush();
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showUsername();
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apply();
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},
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/** 恢复默认:布局与用户名全部回到出厂值(仅影响工作副本,需点确定才落盘) */
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reset() {
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work = makeDefaults();
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const inp = document.getElementById('set-username');
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if (inp) inp.value = '';
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this.build();
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},
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/** 供调试 / 测试使用 */
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_state() { return work; },
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_els() { return els; },
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};
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/** 给单个预览按钮绑定「拖动移动」与「右下角缩放」 */
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function wire(el, handle, key) {
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let mode = null; // 'move' | 'resize'
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let rect = null; // 预览区矩形(按下时记录)
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let lastX = 0, lastY = 0; // 上一帧指针(相对位移用)
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let startSize = 0, startDist = 1, cx0 = 0, cy0 = 0; // 缩放用:按下时按钮中心与指针距离
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// 按下:只记录基准,不重算绝对坐标 —— 避免任何「按下即跳角」
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const begin = (e, m) => {
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e.preventDefault();
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try { (m === 'resize' ? handle : el).setPointerCapture(e.pointerId); } catch (_) { }
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mode = m;
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rect = wrap.getBoundingClientRect();
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const W = rect.width || 1, H = rect.height || 1;
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const p = work.touch[key];
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lastX = e.clientX; lastY = e.clientY;
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if (m === 'resize') {
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cx0 = rect.left + p.cx / 100 * W;
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cy0 = rect.top + p.cy / 100 * H;
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startSize = p.size;
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startDist = Math.max(1, Math.hypot(e.clientX - cx0, e.clientY - cy0));
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}
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};
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// 移动:用「相对上一帧的位移」累加,第一帧必然停在正确位置
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const drag = (e) => {
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if (!mode || !rect) return;
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const p = work.touch[key];
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if (mode === 'move') {
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const W = rect.width || 1, H = rect.height || 1;
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const dx = (e.clientX - lastX) / W * 100; // 像素位移 → 百分比
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const dy = (e.clientY - lastY) / H * 100;
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lastX = e.clientX; lastY = e.clientY;
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p.cx = Math.max(3, Math.min(97, p.cx + dx));
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p.cy = Math.max(3, Math.min(97, p.cy + dy));
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} else {
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const d = Math.max(1, Math.hypot(e.clientX - cx0, e.clientY - cy0));
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p.size = Math.max(24, Math.min(160, startSize * (d / startDist)));
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}
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place(el, p);
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};
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const end = (e) => {
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if (mode) { try { (mode === 'resize' ? handle : el).releasePointerCapture(e.pointerId); } catch (_) { } }
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mode = null;
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};
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el.addEventListener('pointerdown', (e) => { if (e.target === handle) return; begin(e, 'move'); });
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handle.addEventListener('pointerdown', (e) => { e.stopPropagation(); begin(e, 'resize'); });
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el.addEventListener('pointermove', drag);
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handle.addEventListener('pointermove', drag);
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el.addEventListener('pointerup', end);
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handle.addEventListener('pointerup', end);
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el.addEventListener('pointercancel', end);
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handle.addEventListener('pointercancel', end);
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}
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