fix: 优化跳跃和下落手感

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cancerai committed 2026-10-24 01:54:39 +08:00
1 parent ada64fe4be
commit afe2f64b9b
25 files changed
+1197 -188

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+76 -32
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@@ -2,12 +2,13 @@
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));
const PALETTE = [
['?', '查看属性', '#8a8a9a'], ['#', '方块', '#6b6b7e'], ['@', '草地', '#4f9e46'], ['=', '砖块', '#a8543c'], ['M', '金属', '#5a6478'],
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'],
@@ -42,10 +43,58 @@ const SCHEMA = {
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' };
const SPIKE_ARROW = { up: '↑', down: '↓', left: '←', right: '→' };
export const Editor = {
api: {},
@@ -70,10 +119,17 @@ export const Editor = {
buildPalette() {
const p = $('#palette');
p.innerHTML = '';
PALETTE.forEach(([ch, label, col]) => {
PALETTE.forEach(([ch, label]) => {
const d = document.createElement('div');
d.className = 'pal' + (ch === this.sel ? ' on' : '');
d.innerHTML = `<span class="sw" style="background:${col}"></span><span class="ch">${ch === '?' ? '⌖' : ch}</span><span>${label}</span>`;
// 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'));
@@ -95,13 +151,11 @@ export const Editor = {
const f = this.curFace();
const { tx, ty } = pos(e);
if (tx < 0 || ty < 0 || tx >= f.w || ty >= f.h) return;
// 选中该格(属性面板依据它渲染)
// 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 };
// 「查看属性」工具:只选中,不修改地图
if (this.sel === '?') { this.renderProps(); return; }
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(仍选中以便查看属性)
// 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);
@@ -240,34 +294,24 @@ export const Editor = {
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;
if (ch !== '.') {
let col = '#555';
const item = PALETTE.find(p => p[0] === ch);
if (item) col = item[2];
if (ch === 'W') { const d = f.doors.find(o => o.tx === x && o.ty === y); col = (d && d.to) ? '#3ddc84' : '#8a8a9a'; }
ctx.fillStyle = col;
ctx.globalAlpha = 0.85;
ctx.fillRect(px + 1, py + 1, TILE - 2, TILE - 2);
ctx.globalAlpha = 1;
}
ctx.strokeStyle = 'rgba(255,255,255,.07)';
// 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);
if (ch !== '.') {
ctx.fillStyle = '#fff';
ctx.font = 'bold 14px monospace';
ctx.textAlign = 'center'; ctx.textBaseline = 'middle';
if (ch === 'W') {
const d = f.doors.find(o => o.tx === x && o.ty === y);
ctx.fillText('W' + (d ? d.id : ''), px + TILE / 2, py + TILE / 2);
} else if (ch === '^') {
// 刺:用箭头直观显示方向
const dir = ((f.props[y][x] || {}).dir) || 'up';
ctx.fillText(SPIKE_ARROW[dir] || '↑', px + TILE / 2, py + TILE / 2);
} else ctx.fillText(ch, px + TILE / 2, py + TILE / 2);
// 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);
}
}
}
+13 -1
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@@ -1,5 +1,5 @@
// 输入:IWBT 经典键位(Shift 跳 / Z 跳 / X 射击 / R 重来)
const BIND = {
export const BIND = {
left: ['ArrowLeft', 'KeyA'],
right: ['ArrowRight', 'KeyD'],
up: ['ArrowUp', 'KeyW'],
@@ -12,6 +12,9 @@ const BIND = {
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
@@ -75,6 +78,15 @@ addEventListener('keyup', e => {
});
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);
+33 -14
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@@ -328,14 +328,14 @@ export class Level {
for (let tx = x0; tx <= x1; tx++) {
const t = this.tileAt(tx, ty);
if (!DEADLY[t]) continue;
const r = spikeBox(t, tx, ty);
if (x < r.x + r.w && x + w > r.x && y < r.y + r.h && y + h > r.y) return true;
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 r = spikeBox(T.SPIKE_U, e.x / TILE, e.y / TILE);
if (x < r.x + r.w && x + w > r.x && y < r.y + r.h && y + h > r.y) return true;
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) {
@@ -646,14 +646,33 @@ export class Level {
}
}
// 刺的判定盒:对齐齿尖、收窄到齿根之间(IWBT 三角形判定的矩形近似)。
// 配合 11×21 的玩家判定盒,可以像素级贴刺、穿对刺缝。
function spikeBox(t, tx, ty) {
const x = tx * TILE, y = ty * TILE;
if (t === T.SPIKE_U) return { x: x + 6, y: y + 8, w: TILE - 12, h: TILE - 8 }; // 齿尖 y+5,缝高 24
if (t === T.SPIKE_D) return { x: x + 6, y: y + 1, w: TILE - 12, h: TILE - 9 }; // 齿尖 y+27
if (t === T.SPIKE_L) return { x: x + 5, y: y + 6, w: TILE - 10, h: TILE - 12 }; // 齿尖 x+5,缝宽 22
if (t === T.SPIKE_R) return { x: x + 5, y: y + 6, w: TILE - 10, h: TILE - 12 }; // 齿尖 x+27
return { x: x + 6, y: y + 6, w: TILE - 12, h: TILE - 10 }; // KILLER(美味水果)
// 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)
}
export { spikeBox };
// 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 };
+24 -17
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@@ -1,18 +1,20 @@
// 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 4 格一个(单跳节奏);钻石中心 = 地板上方 2~3 格;
// 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。
// 缺口间距在 4/3 格之间交替(跳 3 格 / 跳 4 格轮换),避免整关都是"每 4 格一跳"的单一套路;
// 最远仍是 3 连刺(单跳极限),配合压顶垂刺时二段跳必死。
// 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, k = 0;
while (i < n) { g.push(i); i += (k++ % 2 === 0 ? 4 : 3); }
let i = 3;
while (i < n) { g.push(i); i += 3; }
return spikeRun(m, x0, y, n, '^', g.concat(gaps));
};
@@ -58,7 +60,7 @@ export const JUMP_LEVELS = [
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]);
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');
@@ -82,7 +84,7 @@ export const JUMP_LEVELS = [
// ---- 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);
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');
@@ -100,7 +102,7 @@ export const JUMP_LEVELS = [
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);
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);
@@ -110,7 +112,7 @@ export const JUMP_LEVELS = [
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);
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);
@@ -120,7 +122,7 @@ export const JUMP_LEVELS = [
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);
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'));
@@ -175,8 +177,8 @@ export const JUMP_LEVELS = [
m.border('#');
m.rect(1, R, W - 2, 1, '%'); // 冰地板
m.set(3, R - 1, 'S');
// --- x6-30 冰面刺坑 ---
for (const [a, b] of [[7, 10], [13, 16], [19, 22], [25, 29]])
// --- 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');
@@ -284,10 +286,11 @@ export const JUMP_LEVELS = [
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);
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)============
@@ -377,10 +380,13 @@ export const JUMP_LEVELS = [
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(88, R - 6, '-'); m.set(89, R - 6, '-');
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, '-');
vgap(m, 86, R - 8); vgap(m, 93, R - 6);
// 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]);
@@ -405,7 +411,7 @@ export const JUMP_LEVELS = [
// ============ L0 下层(地板 row 28)============
m.rect(1, 28, W - 2, 1, '#');
m.set(3, 27, 'S');
carpet(m, 5, 27, 116);
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);
@@ -427,7 +433,7 @@ export const JUMP_LEVELS = [
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);
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);
@@ -498,6 +504,7 @@ export const JUMP_LEVELS = [
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];
+4 -4
View File
@@ -290,6 +290,7 @@ function loop(now) {
}
// ---------------- 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;
@@ -297,10 +298,9 @@ UI.init({
play: (lv) => { G.fromEditor = false; startLevel(lv, lv.builtin === false ? -1 : (lv.index ?? -1)); },
levels: toLevels,
manage: () => UI.setManage(!UI.manage),
help: () => UI.show('scr-help'),
editor: toEditor,
settings: () => { Settings.enter(); UI.show('scr-settings'); },
'set-ok': () => Settings.confirm(),
settings: () => { settingsFrom = UI.cur; Settings.enter(); UI.show('scr-settings'); },
'set-ok': () => { Settings.confirm(); UI.show(settingsFrom); },
'set-reset': () => Settings.reset(),
back: toTitle,
resume,
@@ -325,7 +325,7 @@ addEventListener('keydown', unlock);
// 移动端虚拟手柄
Touch.init({ pause, suicide, shoot });
Settings.init();
Settings.init(useTouch);
UI.show('scr-title');
requestAnimationFrame(loop);
+26 -15
View File
@@ -6,11 +6,16 @@ import * as S from './sprites.js';
import { T } from './level.js';
export const PHY = {
GRAV: 0.4,
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: 8.5,
DJUMP: 7.6,
HSPD: 3,
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,
@@ -23,6 +28,7 @@ export const PHY = {
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 {
@@ -38,12 +44,12 @@ export class Player {
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.squash = 1;
this.inWater = false;
this.animT = 0;
this.shootCool = 0;
@@ -78,7 +84,8 @@ export class Player {
const sp = this.savePoint || L.spawn;
this.x = sp.x; this.y = sp.y;
this.vx = 0; this.vy = 0; this.jumps = 0;
this.squash = 1; this.shootCool = 0; this.sliding = false;
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;
@@ -107,7 +114,7 @@ export class Player {
if (moveL && !moveR) target = -PHY.HSPD;
else if (moveR && !moveL) target = PHY.HSPD;
const ICE_MAX = PHY.HSPD * 1.35;
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;
@@ -155,18 +162,22 @@ export class Player {
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.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;
this.squash = 1.28;
// 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) {
this.vy = -PHY.DJUMP; this.jumps = 2;
this.squash = 1.22;
// 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 });
@@ -174,7 +185,9 @@ export class Player {
}
// 可变跳跃高度
if (!Input.is('jump') && this.vy < -3) this.vy = -3;
this.vy = Math.min(this.vy + PHY.GRAV, PHY.MAXFALL);
// 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 ----
@@ -226,10 +239,8 @@ export class Player {
const wasAir = !this.grounded;
this.grounded = hitGround || (this.vy === 0 && L.solidRect(this.x, this.y + 1, this.w, this.h));
if (this.grounded) {
if (wasAir) { this.squash = 0.72; }
this.jumps = 0;
this.jumps = 0; this.djUp = false;
}
this.squash += (1 - this.squash) * 0.22;
// ---- 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) {
+168 -11
View File
@@ -1,5 +1,8 @@
// 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)
// 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)
@@ -13,21 +16,37 @@ const BUTTONS = [
{ 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) });
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 字段齐全) */
/** 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 = { username: '' };
if (!Save.data.settings.touch) Save.data.settings.touch = clone(DEFAULT_TOUCH);
return Save.data.settings;
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) */
@@ -59,13 +78,135 @@ function showUsername() {
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 = {
init() {
/** 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) */
@@ -86,38 +227,54 @@ export const Settings = {
}
},
/** 打开设置界面:从存档同步工作副本与输入框 */
/** 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) };
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:保存用户名与手柄布局到存档 */
/** 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: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) */
/** 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」 */
+28 -28
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@@ -8,7 +8,7 @@ const C = {
metal: '#5a6478', metalDark: '#333a4a',
ice: '#8fd8f0', iceDark: '#4a90b8',
water: '#2a6fd8',
spike: '#c8c8d8', spikeDark: '#5a5a6a',
spike: '#cfdde9', spikeDark: '#a8bccf',
kid: '#d94a55', kidDark: '#8e2530', skin: '#f5cfa8', hair: '#5a3a22', pant: '#2c3a7a',
save: '#b06bff', goal: '#ffc63a', gun: '#b8b8c8', apple: '#e03050',
};
@@ -77,33 +77,34 @@ export function drawOneWay(ctx, x, y) {
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;
const g = ctx.createLinearGradient(x, y, x, y + s);
// 底座
if (dir === 0) { // 朝上(在地面上)
px(ctx, x + 1, y + s - 7, s - 2, 7, C.spikeDark);
for (let i = 0; i < 3; i++) tri(ctx, x + 3 + i * 9, y + s - 6, x + 7.5 + i * 9, y + 5, x + 12 + i * 9, y + s - 6);
px(ctx, x + 1, y + s - 2, s - 2, 2, '#2a2a34');
} else if (dir === 1) { // 朝下(天花板)
px(ctx, x + 1, y, s - 2, 7, C.spikeDark);
for (let i = 0; i < 3; i++) tri(ctx, x + 3 + i * 9, y + 6, x + 7.5 + i * 9, y + s - 5, x + 12 + i * 9, y + 6);
px(ctx, x + 1, y, s - 2, 2, '#2a2a34');
} else if (dir === 2) { // 朝左(贴右墙)
px(ctx, x + s - 7, y + 1, 7, s - 2, C.spikeDark);
for (let i = 0; i < 3; i++) tri(ctx, x + s - 6, y + 3 + i * 9, x + 5, y + 7.5 + i * 9, x + s - 6, y + 12 + i * 9);
px(ctx, x + s - 2, y + 1, 2, s - 2, '#2a2a34');
} else { // 朝右(贴左墙)
px(ctx, x, y + 1, 7, s - 2, C.spikeDark);
for (let i = 0; i < 3; i++) tri(ctx, x + 6, y + 3 + i * 9, x + s - 5, y + 7.5 + i * 9, x + 6, y + 12 + i * 9);
px(ctx, x, y + 1, 2, s - 2, '#2a2a34');
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;
}
}
function tri(ctx, x1, y1, x2, y2, x3, y3) {
// 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(x1, y1); ctx.lineTo(x2, y2); ctx.lineTo(x3, y3); ctx.closePath();
ctx.fillStyle = C.spike; ctx.fill();
ctx.strokeStyle = '#8d8da0'; ctx.lineWidth = 1; ctx.stroke();
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) */
@@ -152,11 +153,10 @@ 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;
const sq = p.squash; // 1 正常
// 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 + w / 2, y + h);
ctx.scale(1 / sq, sq);
ctx.translate(-w / 2, -h);
ctx.translate(x, y);
const face = p.facing; // 1 右 -1 左
// 身体(红衣)
+1 -1
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@@ -6,7 +6,7 @@ import { fmtTime } from './util.js';
const $ = s => document.querySelector(s);
const $$ = s => Array.from(document.querySelectorAll(s));
const SCREENS = ['scr-title', 'scr-levels', 'scr-help', 'scr-settings', 'scr-pause', 'scr-result', 'scr-editor'];
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'],
];