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# 2026-10-21
## 修完 j2 VERTICAL HELL(最后一个不可达关卡)
- 新增 `js/levels/needle.js` 的 `well()`:之字踏石竖井生成器(每级升 2 格、台阶宽 5 且相邻两级重叠 2 格、顶台与上层地板同高相接、靠地板侧井壁底部留 3 格入口)。
- 用 `well()` 重写 j2 的四段竖井(右-左-右-左),并修正:
- L1 地板改成 cols 2..57(不覆盖右井内腔),L2/L4 地板改成 cols 9..65(盖住右井井底)。
- L1/L3 的压顶垂刺改成 cols 10..54,避开左井 x2..9(之前垂刺正好挡住井内起跳)。
- L2 刺毯缩短到 col 56,让右井底部 cols 57..65 净空可以站位起跳。
## 找到可达性 BFS 的建模 bug(关键)
`tools/lib-reach.mjs` 的 `jump()` 里水平方向被墙挡住时把 `vx` 永久清零了,而真实 `js/player.js` 是「本帧没推动、下一帧按住方向键 vx 仍是 ±3」。
这导致所有「贴着墙上升、越过台面边缘后再横移」的路线全部丢失——j2 的竖井就是靠这条路线过的。改成不清零后 j2 状态数 451 → 1268,全关通过。
## 统一诊断工具参数
`reach()` 的 `RELSET` 默认值 `[0,8,14]` 与 `solve.mjs` 的 `[0,4,8,14]` 不一致,`reach-diag.mjs` 会输出误导性结果。提取 `DEF_DJ`/`DEF_REL` 并让 `reach-diag.mjs` 也读 `DJ`/`REL` 环境变量。
## 降低「重复跳跃套路」+ 加密
- `jump.js` 顶部的 `carpet()` 从固定「每 4 格一缺口」改成 **4/3 格交替**(跳 3 格 / 跳 4 格轮换),所有复用它的关卡一起变节奏,全关仍可达。
- 加密低密度关卡:j1 加上下夹缝+对刺门+垂刺;j5 加夹缝/对刺门/浮块区压顶;j7 每层改用交替刺毯+两端留落脚净空+压顶垂刺;j4 加宽冰坑+压顶垂刺;j8 收尾段加垂刺。
- 踩坑:j7 层两端必须留 2 格净空(上一层是二段跳跃入的),否则落点正好在刺上;j5 浮块区压顶只能放在 R-9(R-7 会让高块单跳就撞死)。
- 刺密度:j1 3.8% / j2 10.7% / j3 6.2% / j4 4.2% / j5 4.1% / j6 11.6% / j7 6.2% / j8 4.7% / j9 8.2% / j10 9.2%。
## 验证
check / solve / save-test / key-test / smoke / dom-smoke 全部通过;`http://localhost:8123/` 上 index.html 与各模块均 200。
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# iwanna(IWBT C 同人网页游戏)项目长期笔记
## 物理与判定(像素级跳刺的核心)
- 物理常量写在 `js/player.js` 的 `PHY`,全部对齐 IWBT 官方:GRAV 0.4 / MAXFALL 9 / JUMP 8.5 / DJUMP 7.6 / HSPD 3,松手即停、无惯性、可变跳跃高度。
- 玩家判定盒 **11×21**(`Player` 构造函数里 `this.w = 11; this.h = 21`)。改这里会同时影响 `level.js` 的 `spawn` 偏移和全部可达性工具。
- 刺判定盒在 `js/level.js` 的 `spikeBox()`,已按刺尖收紧(上刺 y+8 起、左右刺 x+5 起等),留出像素级擦弹窗口。`T.KILLER` 必须有兜底 return,否则 `deadlyRect` 会在坑向关崩溃。
## 关卡设计硬规则(都踩过坑)
- `tools/solve.mjs` 是唯一权威:改完任何地图必须跑到「✅ 所有关卡终点与存档点均可达」。
- 之字竖井用 `needle.js` 的 `well(xL, xR, topRow, botRow, floorSide)`:每级升 2 格、台阶宽 5 且两级重叠 2 格、顶台与上层地板**同高相接**、靠地板侧井壁从 topRow+1 到 botRow-4(底部留 3 格入口)。
- 台阶**不能铺满井宽**(会变成 1 格高封闭走廊,跳不起来)。
- 顶台**不能压在地板洞口正上方**(会把井封死)——曾因此 j2 整关不可达。
- 完整四向钻石(上下左右刺齐全)在矩形判定盒下横向**无解**,只能当装饰;要「跳穿门」必须用 `vgap`(上下夹缝)或 `hgap`(左右夹缝)。
- 垂刺(压顶)与落脚点的关系:单跳最高 ~86px、二段跳 ~158px。压顶刺放在落脚点上方 5 行 = 单跳安全/二段必死;放太近(3~4 行)会让单跳也撞死。冰面上**不要**加压顶垂刺(滑行无法控制跳跃高度,实测 j8 直接不可达)。
- 刺毯缺口最远只能 3 连刺(跳 4 格 ≈128px,已是单跳极限);需要更远必须用二段跳,但压顶垂刺会禁止二段跳。
## 工具链
- `tools/lib-reach.mjs` 是 solve / reach-diag 的**共享 BFS 核心**,改建模只改这一处。
- 关键修正:跳跃水平方向被墙挡住时**不能把 vx 永久清零**(真实 `player.js` 里按住方向键下一帧会恢复)。清零会丢失「贴墙上升→越过台面→横移」这条经典路线,曾导致整个 j2 竖井判为不可达。
- `reach()` 默认 DJSET/RELSET 必须与 `solve.mjs` 的 `DJ`/`REL` 环境变量一致,否则诊断和求解结果对不上。
- 其余:`check.mjs` 格式校验、`save-test.mjs` 存档点、`key-test.mjs` 按键语义(R=回存档点 / Backspace=整关重来)、`smoke.mjs`、`dom-smoke.mjs`。
- 本地预览:`python3 -m http.server 8123`(ES module 必须走 HTTP,file:// 打不开)。
## 关卡现状(23 关)
跳刺 j1~j10(68×52 ~ 150×44,刺密度 3.8%~11.6%)、耐久 e1~e4、boss b1~b3(可达性求解跳过)、坑向 r1~r4。
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@@ -203,7 +203,7 @@ export class Level {
// 出生点 // 出生点
const sp = this.entities.find(e => e.type === 'spawn'); const sp = this.entities.find(e => e.type === 'spawn');
this.spawn = sp this.spawn = sp
? { x: sp.x + sp.w / 2 - 7, y: sp.y + sp.h - 18 } ? { 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 }); : (this.spawnExtra ? { x: this.spawnExtra[0] * TILE, y: this.spawnExtra[1] * TILE } : { x: 40, y: 40 });
// 总苹果数 / 存档点数 // 总苹果数 / 存档点数
this.totalApples = this.entities.filter(e => e.type === 'apple').length; this.totalApples = this.entities.filter(e => e.type === 'apple').length;
@@ -610,11 +610,14 @@ 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) { function spikeBox(t, tx, ty) {
const x = tx * TILE, y = ty * TILE; const x = tx * TILE, y = ty * TILE;
if (t === T.SPIKE_U) return { x: x + 4, y: y + 11, w: TILE - 8, h: TILE - 12 }; 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 + 4, y: y + 2, w: TILE - 8, h: TILE - 11 }; 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 + 3, y: y + 4, w: TILE - 12, h: TILE - 8 }; 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
return { x: x + 9, y: y + 4, w: TILE - 12, h: TILE - 8 }; 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)
} }
export { spikeBox }; export { spikeBox };
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// 跳刺(Needle)关卡 —— 10 关 // 跳刺(Needle)10 关 —— IWBT 经典密集针刺风格
// 设计基调:地图尽可能大、落脚点尽可能小、存档点尽可能稀疏。 // 设计语法(已经 tools/solve.mjs 验证):
// 物理上限(改动前务必记住): // 刺毯缺口每 4 格一个(单跳节奏);钻石中心 = 地板上方 2~3 格;
// 平跳水平 ≈ 4 格(127px),二段跳 ≈ 6 格(206px) // 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;
// 单跳上升 ≈ 2.8 格(90px),二段跳上升 ≈ 5 格(162px) // 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)。
// 天花板刺放在「平台行 -5」:允许完整单跳、二段跳必死 → 只能走 4 格以内的坑
import { Grid } from './kit.js'; import { Grid } from './kit.js';
import { vgap, hgap, diamond, spikeRun, block, corner, ceil, wall, well } from './needle.js';
/** 落脚台序列:run(起始列, 起始宽, [[间隙, 台宽], ...]) => [{x,w}, ...] */ // 刺毯:从 x0 起 n 格留落脚缺口。
function run(x0, w0, specs) { // 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;
const out = [{ x: x0, w: w0 }]; // 最远仍是 3 连刺(单跳极限),配合压顶垂刺时二段跳必死。
let x = x0 + w0; const carpet = (m, x0, y, n, gaps = []) => {
for (const [g, w] of specs) { x += g; out.push({ x, w }); x += w; } const g = [];
return out; let i = 3, k = 0;
} while (i < n) { g.push(i); i += (k++ % 2 === 0 ? 4 : 3); }
const putAll = (m, row, pads, ch = '#') => pads.forEach(p => m.rect(p.x, row, p.w, 1, ch)); return spikeRun(m, x0, y, n, '^', g.concat(gaps));
};
/** 竖井:在 [x0,x1] 列范围内交错上行,每级上升 2 格、横移 step 列 */ export const JUMP_LEVELS = [
function shaft(m, rowBottom, rowTop, x0, x1, step = 6, w = 2) { // ============================================================ j1 刺巷
const out = [];
let row = rowBottom, x = x0, dir = 1;
while (row >= rowTop) {
m.rect(x, row, w, 1, '#');
out.push({ x, row });
row -= 2;
const nx = x + dir * step;
if (nx < x0 || nx + w - 1 > x1) dir = -dir;
else x = nx;
}
return out;
}
export default [
// ================= 1 =================
{ {
id: 'j1', name: 'SPIKE ALLEY', type: 'jump', diff: 2, bg: 'jump', id: 'j1', name: 'SPIKE ALLEY', cn: '刺巷', type: 'jump', diff: 2,
width: 104, hint: '刺海长廊。落脚点越来越小,坑越来越宽。104 格,只有三个存档点。', 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: (() => { grid: (() => {
const W = 104, H = 20, R = 17; const W = 104, H = 26, R = 22;
const m = new Grid(W, H); const m = new Grid(W, H);
m.border(); m.border('#');
m.hline(18, 1, W - 2, '^'); // 刺海 m.rect(1, R, W - 2, 1, '#'); // 主地板
const pads = run(2, 6, [ // --- x1-9 起步 ---
[4, 2], [4, 2], [4, 2], [5, 2], [5, 1],
[4, 1], [5, 1], [6, 1], [5, 2], [4, 1],
]);
putAll(m, R, pads);
// 尽头接竖井,终点在半空
const sp = shaft(m, 15, 5, 72, 96, 6, 2);
for (let r = 7; r < 16; r += 3) { m.set(70, r, '>'); m.set(98, r, '<'); }
const top = sp[sp.length - 1];
m.set(3, R - 1, 'S'); m.set(3, R - 1, 'S');
m.set(pads[3].x, R - 1, 'G'); m.set(8, R - 1, 'G');
m.set(pads[7].x, R - 1, 'G'); // --- x10-26 刺毯(单跳节奏,垂刺压顶禁二段,两道上下夹缝)---
m.set(sp[1].x, sp[1].row - 1, 'G'); carpet(m, 10, R - 1, 17);
m.set(sp[3].x, sp[3].row - 1, 'G'); ceil(m, 10, 26, R - 6);
m.set(top.x, top.row - 1, 'X'); 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]);
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(); return m.out();
})(), })(),
}, },
// ================= 2 ================= // ============================================================ j2 垂直地狱
{ {
id: 'j2', name: 'VERTICAL HELL', type: 'jump', diff: 3, bg: 'jump', id: 'j2', name: 'VERTICAL HELL', cn: '垂直地狱', type: 'jump', diff: 3,
width: 68, hint: '68×52 的高塔。每级上升 2 格、横移 6 格,头顶还悬着掉刺。', 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: (() => { grid: (() => {
const W = 68, H = 52; const W = 68, H = 52;
const m = new Grid(W, H); const m = new Grid(W, H);
m.border(); m.border('#');
m.hline(H - 2, 1, W - 2, '^'); // ---- L0 地板 row 48(向右:刺毯 + 三道上下夹缝)----
let row = H - 3, x = 4, dir = 1; m.rect(1, 48, 66, 1, '#');
const pads = []; m.set(3, 47, 'S');
while (row >= 5) { carpet(m, 5, 47, 50);
m.rect(x, row, 2, 1, '#'); ceil(m, 5, 54, 43);
pads.push({ x, row }); vgap(m, 16, 46); vgap(m, 30, 46); vgap(m, 46, 46);
row -= 2; m.set(11, 47, 'G'); m.set(39, 47, 'G');
const nx = x + dir * 6; // ---- 右井 x58..65:L0 → L1(井底 3 格敞口,之字每级升 2 格)----
if (nx + 1 > W - 8) dir = -1; else if (nx < 4) dir = 1; else x = nx; 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
for (let r = 10; r < H - 4; r += 3) { m.set(1, r, '>'); m.set(W - 2, r, '<'); } // ---- L1 地板 row 40(向左;垂刺避开左井 x2..9)----
pads.forEach((p, i) => { if (i % 3 === 1 && p.row - 6 > 2) m.set(p.x, p.row - 6, 'D'); }); m.rect(2, 40, 56, 1, '#');
pads.forEach((p, i) => { if (i > 0 && i % 6 === 0) m.set(p.x, p.row - 1, 'G'); }); carpet(m, 10, 39, 44);
m.set(5, H - 4, 'S'); ceil(m, 10, 54, 35);
const top = pads[pads.length - 1]; vgap(m, 42, 38); vgap(m, 26, 38); vgap(m, 12, 38);
m.set(top.x, top.row - 1, 'X'); 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);
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);
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);
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(); return m.out();
})(), })(),
}, },
// ================= 3 ================= // ============================================================ j3 钢丝
{ {
id: 'j3', name: 'TIGHTROPE', type: 'jump', diff: 4, bg: 'jump', id: 'j3', name: 'TIGHTROPE', cn: '钢丝', type: 'jump', diff: 3,
width: 140, hint: '140 格的一格宽钢丝,头顶全是刺:只能单跳,二段跳必死。三个存档点。', 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: (() => { grid: (() => {
const W = 140, H = 22, R = 17; const W = 132, H = 24, R = 20;
const m = new Grid(W, H); const m = new Grid(W, H);
m.border(); m.border('#');
m.hline(18, 1, W - 2, '^'); m.rect(1, R, W - 2, 1, '#'); // 基座
const pads = run(2, 5, Array.from({ length: 14 }, () => [4, 1])); spikeRun(m, 4, R - 1, W - 6, '^'); // 刺海
putAll(m, R, pads); // 钢丝柱(顶可站 1 格),高矮错落、间距 3~5
m.hline(R - 5, 8, 78, 'v'); // 天花板刺 const cols = [
const sp = shaft(m, 15, 5, 80, 108, 6, 2); [4, 18], [8, 17], [12, 19], [15, 17], [19, 18], [23, 16], [27, 19],
[7, 10].forEach(r => m.set(78, r, '>')); [30, 17], [34, 18], [38, 16], [42, 19], [46, 17], [50, 15], [54, 18],
[7, 10, 13].forEach(r => m.set(110, r, '<')); [58, 17], [62, 19], [66, 16], [70, 18], [74, 17], [78, 19], [82, 15],
const top = sp[sp.length - 1]; [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'); m.set(3, R - 1, 'S');
m.set(pads[4].x, R - 1, 'G'); // --- x6-30 冰面刺坑 ---
m.set(pads[10].x, R - 1, 'G'); for (const [a, b] of [[7, 10], [13, 16], [19, 22], [25, 29]])
m.set(sp[1].x, sp[1].row - 1, 'G'); for (let x = a; x <= b; x++) { m.set(x, R, '.'); m.set(x, R + 1, '^'); }
m.set(sp[3].x, sp[3].row - 1, 'G'); ceil(m, 6, 24, R - 5); // 压顶垂刺:冰面上禁二段跳
m.set(top.x, top.row - 1, 'X'); 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(); return m.out();
})(), })(),
}, },
// ================= 4 ================= // ============================================================ j5 关口
{ {
id: 'j4', name: 'ICE NEEDLES', type: 'jump', diff: 4, bg: 'jump', id: 'j5', name: 'THE GAUNTLET', cn: '关口', type: 'jump', diff: 4,
width: 130, hint: '前半段冰面打滑、坑有五格宽;后半段一格宽冰柱悬在刺海上——头顶有刺,只能单跳。', hint: '移动平台跨刺海,炮台点名,矮洞与钻石阵穿插。',
width: 122,
grid: (() => { grid: (() => {
const W = 130, H = 24, R = 19; const W = 122, H = 28, R = 24;
const m = new Grid(W, H); const m = new Grid(W, H);
m.border(); m.border('#');
m.hline(20, 1, W - 2, '^'); m.rect(1, R, W - 2, 1, '#');
m.rect(2, R, 6, 1, '%'); m.set(3, R - 1, 'S');
[{ x: 13, w: 6 }, { x: 24, w: 6 }, { x: 35, w: 6 }, { x: 46, w: 5 }] // --- x5-22 热身刺毯(三道上下夹缝)---
.forEach(s => m.rect(s.x, R, s.w, 1, '%')); carpet(m, 5, R - 1, 17);
const pads = run(56, 4, Array.from({ length: 8 }, () => [4, 1])); ceil(m, 5, 21, R - 6);
putAll(m, R, pads); vgap(m, 9, R - 2); vgap(m, 15, R - 2); vgap(m, 21, R - 2);
m.hline(R - 5, 56, 100, 'v'); m.set(7, R - 1, 'G');
const sp = shaft(m, 17, 5, 103, 126, 6, 2); // --- x23-49 移动平台跨海 ---
[8, 11].forEach(r => m.set(101, r, '>')); for (let x = 23; x <= 49; x++) { m.set(x, R, '.'); m.set(x, R + 1, '^'); }
[8, 11, 14, 17].forEach(r => m.set(128, r, '<')); m.set(50, R - 1, 'G');
const top = sp[sp.length - 1]; // --- x51-72 矮洞 + 炮台 ---
m.set(4, R - 1, 'S'); m.rect(51, R - 4, 22, 1, '#'); // 顶 row 20
m.set(14, R - 1, 'G'); carpet(m, 52, R - 1, 20, [0]);
m.set(36, R - 1, 'G'); hgap(m, 57, R - 1); hgap(m, 64, R - 1); hgap(m, 70, R - 1);
m.set(pads[4].x, R - 1, 'G'); m.set(56, R - 5, 'O');
m.set(sp[2].x, sp[2].row - 1, 'G'); m.set(52, R - 1, 'G');
m.set(top.x, top.row - 1, 'X'); // --- x73-97 浮块跨刺海 + 交叉火力 ---
return m.out(); 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');
// ================= 5 ================= m.set(95, R - 1, 'G');
{ // --- x98-118 钻石收尾 ---
id: 'j5', name: 'THE GAUNTLET', type: 'jump', diff: 5, bg: 'jump', carpet(m, 98, R - 1, 20, [0, 1, 19]);
width: 120, hint: '两格宽的移动平台横跨刺海,旁边还有炮台点名。等它靠岸,别抢。', ceil(m, 98, 117, R - 6);
grid: (() => { vgap(m, 101, R - 2); vgap(m, 106, R - 2); vgap(m, 111, R - 2); vgap(m, 116, R - 2);
const W = 120, H = 24, R = 19; m.set(98, R - 1, 'G');
const m = new Grid(W, H); m.set(119, R - 1, 'G');
m.border(); m.set(120, R - 1, 'X');
m.hline(20, 1, W - 2, '^');
[{ x: 2, w: 6 }, { x: 24, w: 3 }, { x: 46, w: 3 }, { x: 68, w: 3 }, { x: 90, w: 3 }]
.forEach(s => m.rect(s.x, R, s.w, 1, '#'));
[35, 57, 79].forEach(x => m.rect(x, R, 1, 1, '#'));
[30, 52, 74, 86].forEach(x => m.set(x, R - 3, 'O'));
const sp = shaft(m, 17, 5, 96, 116, 6, 2);
for (let r = 9; r < 18; r += 3) { m.set(94, r, '>'); m.set(118, r, '<'); }
const top = sp[sp.length - 1];
m.set(4, R - 1, 'S');
m.set(25, R - 1, 'G');
m.set(47, R - 1, 'G');
m.set(69, R - 1, 'G');
m.set(sp[2].x, sp[2].row - 1, 'G');
m.set(top.x, top.row - 1, 'X');
return m.out(); return m.out();
})(), })(),
movers: [ movers: [
{ x: 10, y: 19, w: 2, h: 1, path: [[10, 19], [22, 19]], speed: 1.5 }, { x: 25, y: 22, w: 2, h: 1, path: [[25, 22], [35, 22]], speed: 1.6 },
{ x: 29, y: 19, w: 2, h: 1, path: [[29, 19], [44, 19]], speed: 1.7 }, { x: 39, y: 20, w: 2, h: 1, path: [[39, 20], [47, 20]], speed: 1.9 },
{ x: 51, y: 19, w: 2, h: 1, path: [[51, 19], [66, 19]], speed: 1.9 },
{ x: 73, y: 19, w: 2, h: 1, path: [[73, 19], [88, 19]], speed: 2.1 },
], ],
turrets: [ turrets: [
{ dir: 'left', period: 70, speed: 2.6, offset: 0 }, { dir: 'left', period: 70, speed: 2.8, offset: 0 },
{ dir: 'left', period: 62, speed: 2.8, offset: 20 }, { dir: 'left', period: 62, speed: 3.0, offset: 24 },
{ dir: 'left', period: 58, speed: 3.0, offset: 40 }, { dir: 'left', period: 66, speed: 2.7, offset: 40 },
{ dir: 'left', period: 54, speed: 3.2, offset: 10 },
], ],
}, },
// ================= 6 ================= // ============================================================ j6 针刺教堂
{ {
id: 'j6', name: 'NEEDLE CATHEDRAL', type: 'jump', diff: 5, bg: 'jump', id: 'j6', name: 'NEEDLE CATHEDRAL', cn: '针刺教堂', type: 'jump', diff: 5,
width: 132, hint: '下层长廊 → 竖井爬 9 层 → 上层长廊横穿回去。132×34,五个存档点。', 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: (() => { grid: (() => {
const W = 132, H = 34; const W = 132, H = 36;
const m = new Grid(W, H); const m = new Grid(W, H);
m.border(); m.border('#');
m.hline(H - 2, 1, W - 2, '^'); // ============ L0 底层(地板 row 30)============
// --- 下层长廊 row 29(列 2..86)--- m.rect(1, 30, W - 2, 1, '#');
const low = run(2, 6, [ m.set(3, 29, 'S');
[4, 2], [4, 2], [4, 1], [5, 1], [4, 2], [5, 1], carpet(m, 5, 29, 116);
[4, 1], [5, 2], [4, 1], [5, 1], [4, 2], [5, 1], ceil(m, 5, 120, 24);
[4, 3], 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);
putAll(m, 29, low); block(m, 88, 29, 2); block(m, 112, 29, 2);
m.hline(30, 1, W - 2, '^'); m.set(11, 29, 'G'); m.set(55, 29, 'G'); m.set(95, 29, 'G');
// --- 竖井:列 88..120,row 27 → 11 --- // ============ 右井 x122-129 → L1(左墙底部留 3 格入口)============
const sp = shaft(m, 27, 11, 88, 120, 6, 2); m.vline(122, 17, 26, '#'); m.vline(129, 16, 29, '#');
for (let r = 12; r < 28; r += 4) { m.set(86, r, '>'); m.set(122, r, '<'); } block(m, 124, 27, 2); block(m, 126, 24, 2); block(m, 124, 21, 2); block(m, 126, 18, 2);
// --- 上层长廊 row 11,从竖井顶往左横穿 --- wall(m, 129, 26, 26, '<'); wall(m, 122, 23, 23, '>'); wall(m, 129, 20, 20, '<');
const up = []; // ============ L1 中层(地板 row 16,向左折返,延伸到两侧井底)============
let x = sp[sp.length - 1].x; m.rect(1, 16, 122, 1, '#');
while (x > 6) { m.rect(x, 11, 2, 1, '#'); up.push(x); x -= 6; } carpet(m, 9, 15, 112);
m.hline(12, 6, 84, '^'); // 上层地板刺(避开竖井列) ceil(m, 9, 118, 10);
m.hline(6, 6, 84, 'v'); // 上层天花板刺 vgap(m, 108, 14); vgap(m, 82, 14); vgap(m, 56, 14); vgap(m, 30, 14);
m.rect(2, 11, 6, 1, '#'); hgap(m, 95, 15); hgap(m, 43, 15);
m.set(4, 10, 'X'); block(m, 69, 15, 2); block(m, 17, 15, 2);
m.set(4, 28, 'S'); m.set(113, 15, 'G'); m.set(63, 15, 'G'); m.set(21, 15, 'G');
m.set(low[3].x, 28, 'G'); // ============ 左井 x2-7 → L2(右墙底部留 3 格入口,桥接块接 L2 地板边)============
m.set(low[7].x, 28, 'G'); m.vline(8, 9, 12, '#');
m.set(low[11].x, 28, 'G'); block(m, 4, 13, 2); block(m, 2, 10, 2); block(m, 4, 7, 2);
m.set(sp[3].x, sp[3].row - 1, 'G'); block(m, 6, 7, 2); // 桥
m.set(up[3], 10, 'G'); wall(m, 8, 11, 11, '<'); wall(m, 2, 10, 10, '>');
m.set(up[8], 10, 'G'); // ============ 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(); return m.out();
})(), })(),
}, },
// ================= 7 ================= // ============================================================ j7 天降刺
{ {
id: 'j7', name: 'SKY SPIKES', type: 'jump', diff: 5, bg: 'jump', id: 'j7', name: 'SKY SPIKES', cn: '天降刺', type: 'jump', diff: 4,
width: 72, hint: '72×52。两格宽的平台、六格横移,每两级就有一个平台只有一格宽,两边墙上全是刺。', hint: '之字爬塔,每层头顶悬着掉落刺。走近就掉。别停。',
width: 72,
grid: (() => { grid: (() => {
const W = 72, H = 52; const W = 72, H = 52;
const m = new Grid(W, H); const m = new Grid(W, H);
m.border(); m.border('#');
m.hline(H - 2, 1, W - 2, '^'); m.rect(1, 48, W - 2, 1, '#');
let row = H - 3, x = 4, dir = 1; m.set(3, 47, 'S');
const pads = []; // 6 层之字平台:每层刺毯 + 钻石 + 掉落刺
while (row >= 5) { const tiers = [
const w = (pads.length % 4 === 3) ? 1 : 2; { y: 44, x0: 4, x1: 30 }, { y: 38, x0: 34, x1: 62 },
m.rect(x, row, w, 1, '#'); { y: 32, x0: 6, x1: 34 }, { y: 26, x0: 38, x1: 64 },
pads.push({ x, row }); { y: 20, x0: 8, x1: 36 }, { y: 14, x0: 40, x1: 64 },
row -= 2; ];
const nx = x + dir * 6; for (const t of tiers) {
if (nx + 1 > W - 8) dir = -1; else if (nx < 4) dir = 1; else x = nx; 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);
} }
for (let r = 8; r < H - 4; r += 2) { m.set(1, r, '>'); m.set(W - 2, r, '<'); } // 层间连接块(升 2 格,落点对准缺口)
pads.forEach((p, i) => { if (i % 2 === 0 && p.row - 5 > 2) m.set(p.x, p.row - 5, 'D'); }); block(m, 32, 46, 2);
pads.forEach((p, i) => { if (i > 0 && i % 5 === 0) m.set(p.x, p.row - 1, 'G'); }); block(m, 32, 42, 2); block(m, 34, 40, 2);
m.set(5, H - 4, 'S'); block(m, 32, 36, 2); block(m, 30, 34, 2);
const top = pads[pads.length - 1]; block(m, 36, 30, 2); block(m, 38, 28, 2);
m.set(top.x, top.row - 1, 'X'); 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(); return m.out();
})(), })(),
}, },
// ================= 8 ================= // ============================================================ j8 三重威胁
{ {
id: 'j8', name: 'TRIPLE THREAT', type: 'jump', diff: 5, bg: 'jump', id: 'j8', name: 'TRIPLE THREAT', cn: '三重威胁', type: 'jump', diff: 4,
width: 130, hint: '冰 → 24 格长的塌陷浮桥 → 一格宽钢丝 → 单向平台直上。四连击。', 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: (() => { grid: (() => {
const W = 130, H = 26, R = 21; const W = 130, H = 26, R = 22;
const m = new Grid(W, H); const m = new Grid(W, H);
m.border(); m.border('#');
m.hline(22, 1, W - 2, '^'); m.rect(1, R, W - 2, 1, '#');
// 1) 冰面 m.set(3, R - 1, 'S');
m.rect(2, R, 6, 1, '%'); // --- x1-34 冰面段 ---
[{ x: 13, w: 6 }, { x: 24, w: 6 }, { x: 35, w: 5 }].forEach(s => m.rect(s.x, R, s.w, 1, '%')); m.rect(1, R, 36, 1, '%');
// 2) 消失浮桥 for (const [a, b] of [[7, 9], [13, 15], [19, 21], [26, 29]])
m.rect(41, R, 24, 1, 'V'); for (let x = a; x <= b; x++) { m.set(x, R, '.'); m.set(x, R + 1, '^'); }
// 3) 一格宽钢丝(顶刺,只能单跳) vgap(m, 11, R - 2); vgap(m, 17, R - 2); vgap(m, 24, R - 2); vgap(m, 30, R - 2);
const pads = run(69, 3, [[4, 1], [4, 1], [4, 1], [4, 1], [4, 1]]); m.set(11, R - 1, 'G'); m.set(32, R - 1, 'G');
putAll(m, R, pads); // --- x38-74 塌陷浮桥(桥下刺海)---
m.hline(R - 5, 69, 92, 'v'); for (let x = 38; x <= 74; x++) { m.set(x, R, '.'); m.set(x, R + 1, '^'); }
// 4) 单向平台直上 for (let x = 38; x <= 74; x++) m.set(x, R - 3, 'V');
const sp = shaft(m, 19, 7, 96, 124, 6, 2); m.set(46, R - 4, '^'); m.set(50, R - 4, '^'); m.set(54, R - 4, '^');
const top = sp[sp.length - 1]; m.set(58, R - 4, '^'); m.set(62, R - 4, '^'); m.set(66, R - 4, '^'); m.set(70, R - 4, '^');
m.set(4, R - 1, 'S'); ceil(m, 40, 72, R - 9); // 垂刺限高
m.set(14, R - 1, 'G'); m.set(51, R - 4, 'G');
m.set(36, R - 1, 'G'); // --- x76-100 单向台攀爬 ---
m.set(pads[2].x, R - 1, 'G'); for (let x = 76; x <= 99; x++) { m.set(x, R, '.'); m.set(x, R + 1, '^'); }
m.set(sp[2].x, sp[2].row - 1, 'G'); m.set(78, R - 2, '-'); m.set(79, R - 2, '-');
m.set(top.x, top.row - 1, 'X'); m.set(83, R - 4, '-'); m.set(84, R - 4, '-');
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);
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(); return m.out();
})(), })(),
}, },
// ================= 9 ================= // ============================================================ j9 樱花
{ {
id: 'j9', name: 'CHERRY BLOSSOM', type: 'jump', diff: 5, bg: 'jump', id: 'j9', name: 'CHERRY BLOSSOM', cn: '樱花', type: 'jump', diff: 5,
width: 128, hint: '苹果挂在钢丝之间的空中。不拿能通关,拿了才算完整——你会为它死很多次。', 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: (() => { grid: (() => {
const W = 128, H = 34; const W = 128, H = 34;
const m = new Grid(W, H); const m = new Grid(W, H);
m.border(); m.border('#');
m.hline(H - 2, 1, W - 2, '^'); // ============ L0 下层(地板 row 28)============
// 下层长廊 row 29(列 2..84) m.rect(1, 28, W - 2, 1, '#');
const low = run(2, 6, [ m.set(3, 27, 'S');
[4, 2], [5, 1], [4, 1], [5, 2], [4, 1], [5, 1], [4, 2], [5, 1], [4, 1], carpet(m, 5, 27, 116);
[5, 2], [4, 1], [5, 2], [4, 1], ceil(m, 5, 120, 22);
]); vgap(m, 14, 26); vgap(m, 38, 26);
putAll(m, 29, low); vgap(m, 86, 26); vgap(m, 110, 26);
m.hline(30, 1, W - 2, '^'); block(m, 26, 27, 2); block(m, 50, 27, 2);
// 竖井:列 88..118,row 27 → 13 block(m, 74, 27, 2); block(m, 98, 27, 2);
const sp = shaft(m, 27, 13, 88, 118, 6, 2); m.set(11, 27, 'G'); m.set(55, 27, 'G'); m.set(95, 27, 'G');
for (let r = 14; r < 28; r += 4) { m.set(86, r, '>'); m.set(120, r, '<'); } // 井口前净空(否则刺毯把竖井入口封死)
// 上层钢丝 row 11,从竖井顶往左 m.set(117, 27, '.'); m.set(118, 27, '.'); m.set(119, 27, '.'); m.set(120, 27, '.');
const up = []; // 苹果 1:钻石缝中央
let x = sp[sp.length - 1].x; m.set(62, 26, 'F');
while (x > 8) { m.rect(x, 11, 1, 1, '#'); up.push(x); x -= 4; } // ============ 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.hline(12, 8, 84, '^'); m.rect(60, 24, 16, 1, '#');
m.hline(6, 8, 84, 'v'); [63, 66, 69, 72, 75].forEach(x => m.set(x, 27, '.'));
m.rect(2, 11, 6, 1, '#'); // 苹果 2:矮洞里(跳跃途中拾取)
// 苹果挂在钢丝之间的空中(要跳过去才拿得到) m.set(66, 26, 'F');
[3, 7, 11].forEach(i => { if (up[i]) m.set(up[i] - 2, 8, 'F'); }); // ============ 右井 x120-126 → L1(左墙底部留 3 格入口)============
m.set(4, 10, 'X'); m.vline(119, 15, 24, '#'); m.vline(126, 14, 27, '#');
m.set(4, 28, 'S'); block(m, 121, 25, 2); block(m, 124, 22, 2); block(m, 121, 19, 2); block(m, 124, 16, 2);
m.set(low[3].x, 28, 'G'); wall(m, 126, 24, 24, '<'); wall(m, 119, 21, 21, '>'); wall(m, 126, 18, 18, '<');
m.set(low[6].x, 28, 'G'); // ============ L1 上层(地板 row 14,向左折返,延伸到井底)============
m.set(sp[3].x, sp[3].row - 1, 'G'); m.rect(2, 14, 118, 1, '#');
m.set(up[4], 10, 'G'); carpet(m, 9, 13, 108);
m.set(up[9], 10, 'G'); 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(); return m.out();
})(), })(),
}, },
// ================= 10 ================= // ============================================================ j10 毕业
{ {
id: 'j10', name: 'FINAL NEEDLE', type: 'jump', diff: 5, bg: 'jump', id: 'j10', name: 'FINAL NEEDLE', cn: '毕业针刺', type: 'jump', diff: 5,
width: 150, hint: '150×40。冰 → 钢丝 → 移动平台 → 竖井 → 钢丝。跳刺的毕业考,祝你活着出去。', 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: (() => { grid: (() => {
const W = 150, H = 40; const W = 150, H = 44;
const m = new Grid(W, H); const m = new Grid(W, H);
m.border(); m.border('#');
m.hline(H - 2, 1, W - 2, '^'); // row 38 刺海 // ============ L0 刺毯长廊(地板 row 38,向右)============
// 1) 冰面 row 35 m.rect(1, 38, W - 2, 1, '#');
m.rect(2, 35, 6, 1, '%'); m.set(3, 37, 'S');
[{ x: 13, w: 6 }, { x: 24, w: 6 }, { x: 35, w: 5 }, { x: 45, w: 5 }] carpet(m, 5, 37, 134);
.forEach(s => m.rect(s.x, 35, s.w, 1, '%')); ceil(m, 5, 138, 32);
m.hline(36, 1, W - 2, '^'); vgap(m, 20, 36); vgap(m, 48, 36); vgap(m, 76, 36);
// 2) 钢丝 row 35(顶刺,只能单跳) vgap(m, 104, 36); vgap(m, 128, 36);
const w1 = run(54, 4, [[4, 1], [4, 1], [4, 1], [4, 1], [4, 1], [4, 1], [4, 1]]); block(m, 34, 37, 2); block(m, 62, 37, 2);
putAll(m, 35, w1); block(m, 90, 37, 2); block(m, 118, 37, 2);
m.hline(30, 54, 92, 'v'); m.set(11, 37, 'G'); m.set(59, 37, 'G'); m.set(107, 37, 'G');
// 3) 移动平台跨刺海 // ============ 右井 A x140-147 → L1(左墙底部留 3 格入口)============
m.rect(97, 35, 4, 1, '#'); m.vline(139, 29, 34, '#'); m.vline(147, 28, 37, '#');
m.rect(118, 35, 4, 1, '#'); block(m, 141, 35, 2); block(m, 144, 32, 2); block(m, 141, 29, 2); block(m, 144, 26, 2);
// 4) 竖井 列 118..144,row 33 → 9 wall(m, 147, 34, 34, '<'); wall(m, 139, 31, 31, '>');
const sp = shaft(m, 33, 9, 118, 144, 6, 2); // ============ L1 冰面层(地板 row 28,向左,延伸到井底)============
for (let r = 10; r < 34; r += 4) { m.set(116, r, '>'); m.set(146, r, '<'); } m.rect(2, 28, 138, 1, '%');
// 5) 上层钢丝 row 7,往左到终点 carpet(m, 11, 27, 126);
const w2 = []; m.set(136, 27, '.'); m.set(137, 27, '.'); m.set(138, 27, '.'); // 井 A 出口落点净空
let x = sp[sp.length - 1].x - 2; ceil(m, 11, 136, 22);
while (x > 8) { m.rect(x, 7, 1, 1, '#'); w2.push(x); x -= 4; } vgap(m, 116, 26); vgap(m, 88, 26); vgap(m, 60, 26); vgap(m, 32, 26);
m.hline(8, 6, 114, '^'); block(m, 102, 27, 2); block(m, 74, 27, 2); block(m, 46, 27, 2);
m.hline(2, 6, 114, 'v'); m.set(121, 27, 'G'); m.set(69, 27, 'G'); m.set(23, 27, 'G');
m.rect(2, 7, 6, 1, '#'); // ============ 左井 B x2-8 → L2(右墙底部留 3 格入口)============
m.set(4, 6, 'X'); m.vline(8, 17, 24, '#');
m.set(4, 34, 'S'); block(m, 4, 25, 2); block(m, 2, 22, 2); block(m, 4, 19, 2); block(m, 5, 17, 2);
m.set(14, 34, 'G'); wall(m, 8, 21, 21, '<'); wall(m, 2, 20, 20, '>'); wall(m, 8, 18, 18, '<');
m.set(36, 34, 'G'); // ============ L2 矮洞层(地板 row 16,向右,延伸到井 C 底)============
m.set(w1[3].x, 34, 'G'); m.rect(8, 16, 138, 1, '#');
m.set(98, 34, 'G'); m.rect(10, 12, 128, 1, '#'); // 矮洞顶(3 格高洞)
m.set(sp[4].x, sp[4].row - 1, 'G'); carpet(m, 10, 15, 128);
m.set(w2[5], 6, 'G'); m.set(8, 15, '.'); m.set(9, 15, '.'); // 井 B 出口净空
m.set(w2[12], 6, 'G'); 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, '#'));
// 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(); return m.out();
})(), })(),
movers: [
{ x: 104, y: 35, w: 2, h: 1, path: [[104, 35], [116, 35]], speed: 2.0 },
],
}, },
]; ];
export default JUMP_LEVELS;
+79
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@@ -0,0 +1,79 @@
// 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 };
+2 -1
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@@ -21,7 +21,8 @@ export const PHY = {
export class Player { export class Player {
constructor(level) { constructor(level) {
this.level = level; this.level = level;
this.w = 14; this.h = 18; // 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); this.reset(true);
} }
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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>
+154
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@@ -0,0 +1,154 @@
// 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 = 0.4, MAXFALL = 9, JUMP = 8.5, DJUMP = 7.6, HSPD = 3;
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;
while (t++ < 240) {
if (djump && !used && t === djump) { vy = -DJUMP; used = true; }
if (flip && t === flip) vx = -vx;
if (rel && t === rel && vy < -3) vy = -3;
vy = Math.min(vy + GRAV, MAXFALL);
// 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 + GRAV, 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];
export const DEF_REL = [0, 4, 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 };
const key = s => `${Math.round(s.fx / 6)},${Math.round(s.fy / 6)}`;
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;
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;
}
+20 -99
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@@ -1,110 +1,31 @@
// 诊断:打印可达站立点的最大 x(按行),找出断连位置 // 诊断:打印可达站立点范围(按行),找出断连位置
const handlers = {}; // 用法: node reach-diag.mjs <levelId>
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); }; import { setupGlobals, reach, TILE } from './lib-reach.mjs';
globalThis.addEventListener = addL; setupGlobals();
globalThis.window = { addEventListener: addL };
const { LEVELS } = await import('../js/levels/index.js'); const { LEVELS } = await import('../js/levels/index.js');
const { Level } = await import('../js/level.js'); const { Level } = await import('../js/level.js');
const TILE = 32, PW = 14, PH = 18;
const GRAV = 0.4, MAXFALL = 9, JUMP = 8.5, DJUMP = 7.6, HSPD = 3;
function solidAt(L, br, 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(L, br, fx, fy) {
if (fx < 0 || fx + PW > L.pxW) return false;
if (solidAt(L, br, fx, fy - PH, PW, PH, false)) return false;
if (!solidAt(L, br, fx, fy - PH + 1, PW, PH, true, fy - 1)) return false;
if (L.deadlyRect(fx, fy - PH, PW, PH)) return false;
return true;
}
function jump(L, br, fx, fy, vx0, djump, flip) {
let x = fx, y = fy - PH, vy = -JUMP, vx = vx0, t = 0, used = false;
while (t++ < 240) {
if (djump && !used && t === djump) { vy = -DJUMP; used = true; }
if (flip && t === flip) vx = -vx;
vy = Math.min(vy + GRAV, MAXFALL);
if (vx !== 0) { const nx = x + vx; if (!solidAt(L, br, nx, y, PW, PH, false)) x = nx; else vx = 0; }
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); const ny = y + dy * m;
if (!solidAt(L, br, 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 (y > L.pxH + 120 || y < -240) return null;
if (landed) return { fx: x, fy: y + PH };
}
return null;
}
function fall(L, br, fx, fy, dir) {
let x = fx + dir * 3, y = fy - PH, vy = 0, t = 0;
if (solidAt(L, br, x, y, PW, PH, false)) return null;
while (t++ < 400) {
vy = Math.min(vy + GRAV, MAXFALL);
let rem = Math.abs(vy), landed = false;
while (rem > 0.0001) {
const m = Math.min(1, rem); const ny = y + m;
if (!solidAt(L, br, x, ny, PW, PH, true, y + PH)) { y = ny; rem -= m; }
else { landed = true; break; }
}
if (L.deadlyRect(x, y, PW, PH)) return null;
if (y > L.pxH + 120) return null;
if (landed) return { fx: x, fy: y + PH };
}
return null;
}
const id = process.argv[2] || 'j6'; const id = process.argv[2] || 'j6';
const d = LEVELS.find(l => l.id === id); const d = LEVELS.find(l => l.id === id);
const L = new Level(d); const L = new Level(d);
const br = [];
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;
for (const m of L.movers) {
const xs = m.path.map(p => p.x).concat([m.x]), ys = m.path.map(p => p.y).concat([m.y]);
const x0 = Math.min(...xs), x1 = Math.max(...xs) + m.w, y0 = Math.min(...ys), y1 = Math.max(...ys) + m.h;
br.push({ x: x0, y: y0, w: x1 - x0, h: y1 - y0 });
}
let sx = L.spawn.x, sy = L.spawn.y + PH, start = null;
for (let k = 0; k < 400; k++) { if (canStand(L, br, sx, sy + k)) { start = { fx: sx, fy: sy + k }; break; } if (sy + k > L.pxH) break; }
const key = s => `${Math.round(s.fx / 6)},${Math.round(s.fy / 6)}`;
const seen = new Set([key(start)]); const q = [start]; let n = 0;
const byRow = new Map(); const byRow = new Map();
const note = s => { const DJSET = (process.env.DJ || '0,6,12,18,24,30').split(',').map(Number);
const r = Math.round(s.fy / TILE); const RELSET = (process.env.REL || '0,4,8,14').split(',').map(Number);
const cur = byRow.get(r) || { max: -1, min: 1e9 }; const r = reach(L, {
byRow.set(r, { max: Math.max(cur.max, s.fx), min: Math.min(cur.min, s.fx) }); DJSET, RELSET,
}; onState: s => {
note(start); const row = Math.round(s.fy / TILE);
while (q.length && n < 40000) { const cur = byRow.get(row) || { max: -1, min: 1e9 };
const s = q.shift(); n++; byRow.set(row, { max: Math.max(cur.max, s.fx), min: Math.min(cur.min, s.fx) });
for (const d2 of [-HSPD, HSPD]) { },
const nx = s.fx + d2; });
if (canStand(L, br, nx, s.fy)) { const ns = { fx: nx, fy: s.fy }; const k = key(ns); if (!seen.has(k)) { seen.add(k); q.push(ns); note(ns); } }
} console.log(`${id} ${d.name} ${L.w}x${L.h} 状态=${r.states}${r.err ? ' ERR:' + r.err : ''}`);
for (const d2 of [-1, 1]) { const r = fall(L, br, s.fx, s.fy, d2); if (r && canStand(L, br, r.fx, r.fy)) { const k = key(r); if (!seen.has(k)) { seen.add(k); q.push(r); note(r); } } } [...byRow.keys()].sort((a, b) => b - a).forEach(row => {
for (const vx of [-HSPD, 0, HSPD]) for (const dj of [0, 6, 12, 18, 24, 30]) { const v = byRow.get(row);
const r = jump(L, br, s.fx, s.fy, vx, dj, 0); console.log(` row ${String(row).padStart(2)} (y=${row * TILE}): x ${(v.min / TILE).toFixed(1)} .. ${(v.max / TILE).toFixed(1)} 格`);
if (r && canStand(L, br, r.fx, r.fy)) { const k = key(r); if (!seen.has(k)) { seen.add(k); q.push(r); note(r); } }
if (vx !== 0) { const r2 = jump(L, br, s.fx, s.fy, vx, dj, 22); if (r2 && canStand(L, br, r2.fx, r2.fy)) { const k = key(r2); if (!seen.has(k)) { seen.add(k); q.push(r2); note(r2); } } }
}
}
console.log(`${id} ${d.name} ${L.w}x${L.h} 可达站立行数=${byRow.size} 状态=${seen.size}`);
[...byRow.keys()].sort((a, b) => b - a).forEach(r => {
const v = byRow.get(r);
console.log(` row ${String(r).padStart(2)} (y=${r * TILE}): x ${(v.min / TILE).toFixed(1)} .. ${(v.max / TILE).toFixed(1)} 格`);
}); });
// 打印目标
for (const e of L.entities) if (e.type === 'goal' || e.type === 'save') 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}`); console.log(` ${e.type}#${e.no ?? ''} at col ${e.tx}, row ${e.ty}`);
+15 -185
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@@ -1,195 +1,25 @@
// 可达性求解器:用真实物理常量做 BFS,验证终点 / 存档点能否到达 // 可达性求解器:验证每关终点 / 存档点 / 苹果能否到达
const handlers = {}; // 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
const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); }; import { setupGlobals, reach, makeTargets } from './lib-reach.mjs';
globalThis.addEventListener = addL; setupGlobals();
globalThis.window = { addEventListener: addL };
const { LEVELS } = await import('../js/levels/index.js'); const { LEVELS } = await import('../js/levels/index.js');
const { Level } = await import('../js/level.js');
// 可用 DJ=0,12,24 收紧二段跳时机选项,检验关卡是不是只有"某一帧"能过
const DJSET = (process.env.DJ || '0,6,12,18,24,30').split(',').map(Number); const DJSET = (process.env.DJ || '0,6,12,18,24,30').split(',').map(Number);
const TILE = 32, PW = 14, PH = 18; const RELSET = (process.env.REL || '0,4,8,14').split(',').map(Number);
const GRAV = 0.4, MAXFALL = 9, JUMP = 8.5, DJUMP = 7.6, HSPD = 3;
// ---- 碰撞(单向平台:只有下落且上一帧还在平台面之上才挡)----
function solidAt(L, br, 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;
}
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;
/** 站立位置 (fx,fy)=脚底中心左端;返回是否合法 */
function canStand(L, br, fx, fy) {
if (fx < 0 || fx + PW > L.pxW) return false;
if (solidAt(L, br, fx, fy - PH, PW, PH, false)) return false;
if (!solidAt(L, br, fx, fy - PH + 1, PW, PH, true, fy - 1)) return false;
if (L.deadlyRect(fx, fy - PH, PW, PH)) return false;
return true;
}
/** 模拟一次跳跃:返回 {fx,fy} 落点 或 null;途中记录是否碰到目标 */
function jump(L, br, fx, fy, vx0, djump, flip, targets) {
let x = fx, y = fy - PH;
let vy = -JUMP, vx = vx0, t = 0, used = false;
while (t++ < 240) {
if (djump && !used && t === djump) { vy = -DJUMP; used = true; }
if (flip && t === flip) vx = -vx;
vy = Math.min(vy + GRAV, MAXFALL);
if (vx !== 0) {
const nx = x + vx;
if (!solidAt(L, br, nx, y, PW, PH, false)) x = nx; else vx = 0;
}
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);
const ny = y + dy * m;
if (!solidAt(L, br, 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;
}
/** 走下平台:原地自由落体 */
function fall(L, br, fx, fy, dir, targets) {
let x = fx + dir * 3, y = fy - PH, vy = 0, t = 0;
if (solidAt(L, br, x, y, PW, PH, false)) return null;
while (t++ < 400) {
vy = Math.min(vy + GRAV, MAXFALL);
const prevBottom = y + PH;
let rem = Math.abs(vy), landed = false;
while (rem > 0.0001) {
const m = Math.min(1, rem);
const ny = y + m;
if (!solidAt(L, br, 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;
}
function solve(d) {
const L = new Level(d);
const br = [];
// 水:视为可站立的表面(游泳近似)
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:整条路径当作桥(乐观)
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 });
}
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, rect: { x: e.x, y: e.y, w: e.w, h: e.h }, hit: false });
}
// 起点:从出生点往下找落脚点
let sx = L.spawn.x, sy = L.spawn.y + PH;
let start = null;
for (let k = 0; k < 400; k++) {
if (canStand(L, br, 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 400px 内找不到落脚点', targets };
const key = s => `${Math.round(s.fx / 6)},${Math.round(s.fy / 6)}`;
const seen = new Set([key(start)]);
const q = [start];
let n = 0, steps = 0;
// 起跳时就检查一次(原地也算到过)
while (q.length && n < 40000) {
const s = q.shift(); n++;
const box = { x: s.fx, y: s.fy - PH, w: PW, h: PH };
for (const tg of targets) if (!tg.hit && overlap(box, tg.rect)) tg.hit = true;
// 走路
for (const d2 of [-HSPD, HSPD]) {
const nx = s.fx + d2;
if (canStand(L, br, nx, s.fy)) {
const ns = { fx: nx, fy: s.fy };
const k = key(ns);
if (!seen.has(k)) { seen.add(k); q.push(ns); }
}
}
// 走下悬崖
for (const d2 of [-1, 1]) {
const r = fall(L, br, s.fx, s.fy, d2, targets);
steps++;
if (r && canStand(L, br, r.fx, r.fy)) {
const k = key(r);
if (!seen.has(k)) { seen.add(k); q.push(r); }
}
}
// 跳跃(含二段跳时机 / 空中转向)
for (const vx of [-HSPD, 0, HSPD]) {
for (const dj of DJSET) {
const r = jump(L, br, s.fx, s.fy, vx, dj, 0, targets);
steps++;
if (r && canStand(L, br, r.fx, r.fy)) {
const k = key(r);
if (!seen.has(k)) { seen.add(k); q.push(r); }
}
if (vx !== 0) {
const r2 = jump(L, br, s.fx, s.fy, vx, dj, 22, targets);
steps++;
if (r2 && canStand(L, br, r2.fx, r2.fy)) {
const k = key(r2);
if (!seen.has(k)) { seen.add(k); q.push(r2); }
}
}
}
}
}
return { states: seen.size, steps, targets };
}
// ---------------- 运行 ----------------
let fail = 0; let fail = 0;
console.log('=== 可达性求解 ==='); console.log(`=== 可达性求解 (DJ=${DJSET} REL=${RELSET}) ===`);
for (const d of LEVELS) { for (const d of LEVELS) {
if (d.type === 'boss') { console.log(` ${d.id.padEnd(3)} ${d.name.padEnd(17)} (BOSS 关跳过)`); continue; } if (d.type === 'boss') { console.log(` ${d.id.padEnd(3)} ${d.name.padEnd(17)} (BOSS 关跳过)`); continue; }
let r; let r;
try { r = solve(d); } try {
catch (e) { console.log(` ✗ ${d.id} 求解异常: ${e.message}`); fail++; continue; } 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; } if (r.err) { console.log(` ✗ ${d.id.padEnd(3)} ${d.name.padEnd(17)} ${r.err}`); fail++; continue; }
const goal = r.targets.find(t => t.type === 'goal'); const goal = r.targets.find(t => t.type === 'goal');
@@ -197,11 +27,11 @@ for (const d of LEVELS) {
const apples = r.targets.filter(t => t.type === 'apple'); const apples = r.targets.filter(t => t.type === 'apple');
const okSave = saves.filter(s => s.hit).length; const okSave = saves.filter(s => s.hit).length;
const okApple = apples.filter(a => a.hit).length; const okApple = apples.filter(a => a.hit).length;
const badSave = saves.filter(s => !s.hit).map(s => `#${s.idx}`); const badSave = saves.filter(s => !s.hit).map(s => `#${s.no ?? s.idx}`);
const flag = goal && goal.hit ? ' ' : '✗'; const flag = goal && goal.hit ? ' ' : '✗';
if (!goal || !goal.hit) fail++; if (!goal || !goal.hit) fail++;
if (badSave.length) 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${r.states} 模拟${r.steps})`); 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'); 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); process.exit(fail ? 1 : 0);