// 冰面惯性回归测试:滑出冰块后必须保留惯性(空中几乎不衰减,地面缓慢收住) const handlers = {}; const addL = (t, fn) => { (handlers[t] = handlers[t] || []).push(fn); }; globalThis.addEventListener = addL; globalThis.window = { addEventListener: addL }; const key = (type, code) => (handlers[type] || []).forEach(fn => fn({ code, preventDefault() { }, repeat: false })); const down = c => key('keydown', c); const up = c => key('keyup', c); const { Level } = await import('../js/level.js'); const { Player, PHY } = await import('../js/player.js'); const { Input } = await import('../js/input.js'); const W = 44; // 地板 row 11:冰面 col1..6,之后 tail(普通地面或空) function grid(tail) { const g = []; g.push('#'.repeat(W)); for (let y = 1; y <= 10; y++) { g.push((y === 10 ? '#S' + '.'.repeat(W - 3) : '#' + '.'.repeat(W - 2)) + '#'); } g.push('#' + '%'.repeat(6) + tail + '#'); g.push('#'.repeat(W)); g.push('#'.repeat(W)); return g; } let fail = 0; const err = m => { console.log(' ✗ ' + m); fail++; }; function run(tail, label, releaseAt = 1e9, jumpAt = 1e9) { const L = new Level({ id: 'ice', name: 'ICE', type: 'jump', width: W, grid: grid(tail) }); const P = new Player(L); for (let i = 0; i < 10; i++) { L.update(1, P, null); P.update(1); Input.endFrame(); } down('ArrowRight'); const log = []; for (let i = 0; i < 90; i++) { if (i === releaseAt) up('ArrowRight'); if (i === jumpAt) down('ShiftLeft'); if (i === jumpAt + 1) up('ShiftLeft'); L.update(1, P, null); P.update(1); Input.endFrame(); log.push({ f: i, x: +P.x.toFixed(1), vx: +P.vx.toFixed(2), y: +P.y.toFixed(1), g: P.grounded, sl: P.sliding, ice: P.grounded && L.iceAtBottom(P.x, P.y, P.w, P.h), }); } up('ArrowRight'); console.log(`\n=== ${label} ===`); console.log('帧 x vx 地 滑 冰'); let crossAt = -1; for (const r of log) { const cross = !r.ice && log.find(o => o.f === r.f - 1)?.ice; if (cross && crossAt < 0) { crossAt = r.f; console.log('--- 离开冰面 ---'); } if (r.f % 3 === 0 || cross) console.log(`${String(r.f).padStart(3)} ${String(r.x).padStart(6)} ${String(r.vx).padStart(6)} ${r.g ? 'Y' : '.'} ${r.sl ? 'Y' : '.'} ${r.ice ? 'Y' : '.'}`); } const off = log.filter(r => r.f >= crossAt && crossAt >= 0); const dist = off.length ? Math.max(...off.map(r => r.x)) - off[crossAt === 0 ? 0 : 0].x : 0; console.log(`离冰时 vx=${off[0]?.vx ?? 0},离冰后位移=${dist.toFixed(1)}px`); return { log, crossAt, off }; } // A:一直按住右键冲出冰面 —— 惯性要把 4.05 平滑收敛到正常走速,不能瞬间刹停也不能一直超速 { const { off } = run('='.repeat(34), 'A 冰面 -> 普通地面(一直按住右键)'); const v0 = off[0].vx, v10 = off[10]?.vx ?? 0, v30 = off[30]?.vx ?? 0; if (v0 < PHY.HSPD) err(`A 离冰瞬间就丢了速度 vx=${v0}`); if (v10 < 2) err(`A 离冰 10 帧后速度掉太快 vx=${v10}(应仍在滑行)`); if (Math.abs(v30) > PHY.HSPD + 0.01) err(`A 离冰 30 帧后仍超速 vx=${v30}(应收敛回 ${PHY.HSPD})`); } // B:松手靠惯性滑出到普通地面 —— 地面摩擦收住,但不能一帧刹死 { const { off } = run('='.repeat(34), 'B 冰面 -> 普通地面(第30帧松开方向键)', 30); const v0 = off[0].vx, v5 = off[5]?.vx ?? 0; if (v5 <= 0) err(`B 离冰 5 帧内就刹死了(v0=${v0} v5=${v5})`); if (v5 > v0) err(`B 松手后速度反而上升`); } // C:滑出冰块边缘掉下去 —— 空中必须几乎不衰减,能一路飞出去 { const { off } = run('.'.repeat(34), 'C 冰面 -> 悬空(第30帧松开后滑出边缘)', 30); const air = off.filter(r => !r.g); if (air.length < 5) { err('C 没掉下去(场景构造失败)'); } else { const k = Math.min(10, air.length - 1); const v0 = air[0].vx, vk = air[k].vx; if (vk < v0 - 0.5) err(`C 空中惯性衰减过快:${v0} -> ${vk}(${k} 帧)`); else console.log(` ✓ 空中 ${k} 帧后仍保留 vx=${vk}(起 ${v0})`); } } // D:冰面上滑行中起跳 —— 空中保持滑行速度 { const { off } = run('.'.repeat(34), 'D 冰面滑行中起跳(第30帧松开 + 第34帧跳)', 30, 34); const v0 = off[0]?.vx ?? 0, v12 = off[12]?.vx ?? 0; if (v0 < 2) err(`D 起跳时速度太小 vx=${v0}`); if (v12 < v0 - 0.6) err(`D 跳跃后空中丢失惯性:${v0} -> ${v12}`); else console.log(` ✓ 起跳后 12 帧仍保留 vx=${v12}(起 ${v0})`); } console.log(fail ? `\n❌ ${fail} 项失败` : '\n✅ 冰面惯性全部通过'); process.exit(fail ? 1 : 0);