// 玩家:还原 IWBT 的硬核手感 —— 松手即停、无加速、可变跳跃高度、二段跳 import { TILE, clamp, sgn, overlap } from './util.js'; import { Input } from './input.js'; import { sfx } from './audio.js'; import * as S from './sprites.js'; import { T } from './level.js'; export const PHY = { GRAV: 0.25, // 上升段重力:小 = 跳跃飘 GRAV_FALL: 0.32, // 下落段重力:小 = 下坠轻、飘落感(0.35→0.32,用户反馈"下落有点沉") GRAV_DJ: 0.35, // 二段跳上升段专属重力:比 GRAV 稍重——初速 6.7 与一段 6.6 一致,配 0.35 才能又冲(不起悬停)又只有 4.5 格总高 MAXFALL: 9, JUMP: 6.6, DJUMP: 6.7, // 二段跳冲量:起跳初速与一段 JUMP 6.6 几乎一致(起跳"嘭"感同款);顶点接二段总高 = 4.51 格 DJ_INERTIA: 0, // 二段跳时下落速度对冲量的抵消比例:0=任何时机接二段都满力起跳(初速恒 -DJUMP,同 IWBT 原版), // 1=全额抵消(旧 bug:顶点晚几帧接二段直接归零)。0.35/0.5 都被用户反馈"好沉+短"——起跳初速被下落速度 // 吃掉才是"沉"的根源(初速从 6.7 掉到 3~4,起跳那一下没劲),与上升重力无关。 HSPD: 2.6, WATER_GRAV: 0.16, WATER_FALL: 2.6, WATER_RISE: 0.42, ICE_ACC: 0.18, ICE_FRIC: 0.07, // 滑出冰块后的惯性:空中几乎不损失,地面缓慢收住 SLIDE_FRIC: 0.12, // 非冰地面上收住惯性的摩擦 SLIDE_AIR: 0.02, // 空中惯性衰减(≈0,滑出冰块边缘能一路飞出去) SLIDE_EASE: 0.14, // 超速滑行时按住同向键,收敛回正常走速的速度 SLIDE_BRAKE: 0.45, // 滑行中按反向键的刹车 SLIDE_MIN: 0.35, // 冰面上攒到多大速度才算进入滑行状态 SLIDE_STOP: 0.05, // 低于此速度惯性结束 ICE_TOP: 1.6, // 冰面最高速度 = HSPD × ICE_TOP(调大=冰上能滑得更快,留更猛的惯性) }; export class Player { constructor(level) { this.level = level; // IWBT 官方判定盒:11×21 像素(比精灵视觉略小,支持像素级擦弹/贴刺) this.w = 11; this.h = 21; this.reset(true); } reset(full) { const sp = full ? this.level.spawn : (this.savePoint || this.level.spawn); this.x = sp.x; this.y = sp.y; this.vx = 0; this.vy = 0; this.jumps = 0; this.djUp = false; this.grounded = false; this.facing = 1; this.alive = true; this.dead = false; this.deadT = 0; this.inWater = false; this.animT = 0; this.shootCool = 0; this.mover = null; this.sliding = false; // 冰面滑行惯性状态:离开冰块后仍保留 this.justRespawned = false; // 本帧刚复活(供镜头瞬移) if (full) { this.hasGun = !!this.level.data.startGun; this.apples = 0; this.savePoint = null; this.saveIdx = 0; } } get cx() { return this.x + this.w / 2; } get cy() { return this.y + this.h / 2; } // 死亡:不播任何死亡动画(无等待、无镜头演出),只留音效、死亡计数, // 以及在死亡地点落一处 IWBTG 风格的血迹(由 Level 常驻渲染,复活后仍在)。 kill() { if (this.dead || !this.alive) return; this.dead = true; this.alive = false; this.deadT = 0; this.vx = 0; this.vy = 0; this.sliding = false; sfx.death(); this.level.addDeathMark(this.cx, this.cy); if (this.onDeath) this.onDeath(); } respawn() { this.dead = false; this.alive = true; const L = this.level; const sp = this.savePoint || L.spawn; this.x = sp.x; this.y = sp.y; this.vx = 0; this.vy = 0; this.jumps = 0; this.djUp = false; this.shootCool = 0; this.sliding = false; this.deadT = 0; // 安全兜底:万一重生点被地形/消失块堵住,向上顶出,别一复活就卡死 let guard = 0; while (L.solidRect(this.x, this.y, this.w, this.h) && guard++ < 48) this.y -= 2; L.softReset(); this.justRespawned = true; // 供 main.js 把镜头直接吸附到重生点 } // ---------------- 每帧更新 ---------------- update(dt) { const L = this.level; this.animT++; if (this.shootCool > 0) this.shootCool--; // 上一帧/外部(R 键自杀、假存档)触发的死亡:立刻复活,不留死亡动画 if (this.dead) this.respawn(); const inWater = L.waterRect(this.x + 2, this.y + 4, this.w - 4, this.h - 4); if (inWater && !this.inWater) sfx.splash(); this.inWater = inWater; // ---- 水平输入(IWBT:普通地面瞬时、无惯性;冰面打滑并保留惯性)---- const moveL = Input.is('left'), moveR = Input.is('right'); const onIce = this.grounded && L.iceAtBottom(this.x, this.y, this.w, this.h); let target = 0; if (moveL && !moveR) target = -PHY.HSPD; else if (moveR && !moveL) target = PHY.HSPD; const ICE_MAX = PHY.HSPD * PHY.ICE_TOP; const decel = f => { if (Math.abs(this.vx) <= f) this.vx = 0; else this.vx -= sgn(this.vx) * f; }; if (onIce) { // 冰面:加速/减速都很慢,速度上限也更高 if (target !== 0) this.vx += sgn(target) * PHY.ICE_ACC; else decel(PHY.ICE_FRIC); this.vx = clamp(this.vx, -ICE_MAX, ICE_MAX); // 攒出一定速度即进入「滑行」状态——这是惯性得以保留的关键 if (Math.abs(this.vx) > PHY.SLIDE_MIN) this.sliding = true; } else if (this.sliding && Math.abs(this.vx) > PHY.SLIDE_STOP) { // 滑出冰块后:惯性依然保留 —— 空中几乎不衰减,地面才慢慢收住 if (target !== 0) { const dir = sgn(this.vx); if (dir === 0 || sgn(target) === dir) { if (Math.abs(this.vx) >= PHY.HSPD) { // 还在超速滑行:同向按键只让它缓慢收敛回正常走速,不再继续加速 this.vx -= dir * PHY.SLIDE_EASE; if (Math.abs(this.vx) < PHY.HSPD) { this.vx = target; this.sliding = false; } } else { this.vx = target; // 已低于走速:交还玩家控制 this.sliding = false; } } else { this.vx -= dir * PHY.SLIDE_BRAKE; // 反向按键:刹车,刹住后立刻反向 if (sgn(this.vx) === sgn(target)) { this.vx = target; this.sliding = false; } } this.vx = clamp(this.vx, -ICE_MAX, ICE_MAX); } else { decel(this.grounded ? PHY.SLIDE_FRIC : PHY.SLIDE_AIR); if (this.vx === 0) this.sliding = false; } if (this.vx !== 0 && Math.abs(this.vx) < PHY.SLIDE_STOP) { this.vx = 0; this.sliding = false; } } else { // 常规地面/空中(非滑行):IWBT 标准手感,松手即停、无惯性 this.vx = target; this.sliding = false; } if (target !== 0) this.facing = sgn(target); // ---- 跳跃 ---- if (inWater) { if (Input.is('jump')) this.vy -= PHY.WATER_RISE; if (Input.is('down')) this.vy += 0.25; this.vy = clamp(this.vy, -3.2, PHY.WATER_FALL); this.jumps = 0; this.djUp = false; } else { if (Input.hit('jump')) { if (this.grounded || this.jumps === 0) { this.vy = -PHY.JUMP; this.jumps = 1; this.grounded = false; // 不再做起跳拉伸:空中保持身体比例,避免跳跃时视觉上下晃动 sfx.jump(); L.particles.spawn(this.cx, this.y + this.h, 5, { colors: ['#fff', '#cfcfe0'], speed: 1.6, life: 16, size: 2, dir: -Math.PI / 2, spread: 2 }); } else if (this.jumps === 1) { // 二段跳冲量叠减当前速度:上升中按 = 原版语义(直接获得 -DJUMP); // 下落中按 = 下落惯性只抵消一部分冲量(DJUMP 前乘 DJ_INERTIA)—— // 全额抵消会让"满力一段跳到顶点、晚几帧接二段"的二段塌到接近 0(非常短), // 只抵消一半则顶点附近接二段保持满力,摔得快时才明显变弱 this.vy = Math.max(this.vy, 0) * PHY.DJ_INERTIA - PHY.DJUMP; this.jumps = 2; this.djUp = this.vy < 0; // 二段上升段启用专属轻重力(与一段同款飘) sfx.djump(); L.particles.spawn(this.cx, this.cy, 10, { colors: ['#fff', '#9ad8ff'], speed: 2.2, life: 20, size: 2, spread: Math.PI * 2 }); } } // 可变跳跃高度 if (!Input.is('jump') && this.vy < -3) this.vy = -3; // 上升轻、下落重:分手感。二段上升段用更轻的 GRAV_DJ(初速小,同款飘) this.vy = Math.min(this.vy + (this.vy < 0 ? (this.djUp ? PHY.GRAV_DJ : PHY.GRAV) : PHY.GRAV_FALL), PHY.MAXFALL); if (this.djUp && this.vy >= 0) this.djUp = false; // 二段到顶,交回普通重力 } // ---- 站在移动平台上则跟随 ---- if (this.mover && !this.mover.gone) { this.x += this.mover.dx; this.y += this.mover.dy; } // ---- X 轴移动 ---- const prevBottom = this.y + this.h; this.mover = null; let steps = Math.abs(this.vx); const dx = sgn(this.vx); while (steps > 0) { const m = Math.min(1, steps); if (!L.solidRect(this.x + dx * m, this.y, this.w, this.h)) { this.x += dx * m; steps -= m; } else break; } if (L.solidRect(this.x + dx, this.y, this.w, this.h) && Math.abs(this.vx) > 0) this.vx = 0; // ---- Y 轴移动 ---- const dropThrough = Input.is('down'); steps = Math.abs(this.vy); const dy = sgn(this.vy); let hitGround = false; while (steps > 0) { const m = Math.min(1, steps); const ny = this.y + dy * m; const solidHere = L.solidRect(this.x, ny, this.w, this.h, { prevBottom, dropThrough, }); if (!solidHere) { this.y = ny; steps -= m; } else { if (dy > 0) hitGround = true; this.vy = 0; break; } } // 检查是否踩到移动平台 for (const m of L.movers) { if (m.gone) continue; if (this.x + this.w > m.x && this.x < m.x + m.w) { if (this.y + this.h >= m.y - 2 && this.y + this.h <= m.y + m.h) { this.mover = m; hitGround = true; } } } const wasAir = !this.grounded; this.grounded = hitGround || (this.vy === 0 && L.solidRect(this.x, this.y + 1, this.w, this.h)); if (this.grounded) { this.jumps = 0; this.djUp = false; } // ---- 滑行反馈:超速滑行(冰上,或刚滑出冰块仍带惯性)时脚下溅起冰屑 ---- if (this.sliding && this.grounded && Math.abs(this.vx) > PHY.HSPD && this.animT % 5 === 0) { L.particles.spawn(this.cx - sgn(this.vx) * 5, this.y + this.h - 2, 2, { colors: ['#dff4ff', '#8fd8f0', '#fff'], speed: 1.1, life: 16, size: 2, dir: -Math.PI / 2, spread: 1.7, grav: 0.1, }); } // ---- 边界 ---- this.x = clamp(this.x, 0, L.pxW - this.w); if (this.y > L.pxH + 200) { this.kill(); if (this.dead) { this.respawn(); return; } } if (this.y < -300) { this.y = -300; this.vy = 0; } // ---- 致死:同帧立刻复活,画面上不留任何死亡状态 ---- if (L.deadlyRect(this.x, this.y, this.w, this.h)) { this.kill(); if (this.dead) { this.respawn(); return; } } // ---- 射击 ---- if (this.hasGun && Input.hit('shoot') && this.shootCool === 0 && L.bullets.length < 5) { this.shoot(); } // ---- 实体交互 ---- this.touchEntities(); // ---- 消失方块踩踏 ---- if (this.grounded) { const ty = Math.floor((this.y + this.h + 2) / TILE); for (let tx = Math.floor(this.x / TILE); tx <= Math.floor((this.x + this.w - 1) / TILE); tx++) { if (L.tiles[ty] && L.tiles[ty][tx] === T.VANISH && L.vanishState(tx, ty) === 0) { L.setVanish(tx, ty, 1); L.vanishT = L.vanishT || new Map(); L.vanishT.set(ty * 1000 + tx, 0); } } } // 兜底:本帧内任何环节致死(如假存档)都立刻复活 if (this.dead) this.respawn(); } shoot() { const L = this.level; this.shootCool = 9; L.bullets.push({ x: this.facing > 0 ? this.x + this.w - 2 : this.x - 6, y: this.y + 8, w: 10, h: 5, vx: 9 * this.facing, vy: 0, life: 130, dead: false, }); sfx.shoot(); L.particles.spawn(this.facing > 0 ? this.x + this.w : this.x, this.y + 10, 3, { colors: ['#fff6a0'], speed: 1.5, life: 10, size: 2 }); } touchEntities() { const L = this.level; for (const e of L.entities) { if (e.dead) continue; // 存档点判定放宽 6px:跑得太快或从旁边擦过去也能吃到 const hit = e.type === 'save' ? overlap({ x: this.x - 6, y: this.y - 6, w: this.w + 12, h: this.h + 12 }, e) : overlap(this, e); if (!hit) continue; switch (e.type) { case 'save': if (!e.active) { e.active = true; this.savePoint = { x: e.x + e.w / 2 - this.w / 2, y: e.y + e.h - this.h, face: (this.level.faceIndex ?? 0) }; this.saveIdx = e.no || 1; sfx.save(); L.particles.spawn(e.x + e.w / 2, e.y + e.h / 2, 18, { colors: ['#b06bff', '#fff', '#e5d0ff'], speed: 2.6, life: 30 }); // 假存档:立刻复活回上一个存档点,不播死亡动画 if (e.fake) { L.showToast('假的。', 90); this.kill(); if (this.dead) { this.respawn(); return; } } } break; case 'goal': if (!this.clearing) { this.clearing = true; if (this.onClear) this.onClear(); } break; case 'gun': if (!e.taken) { e.taken = true; this.hasGun = true; L.particles.spawn(e.x + e.w / 2, e.y + e.h / 2, 12, { colors: ['#dfe0f0', '#fff'], speed: 2.2, life: 24 }); L.showToast('获得手枪!按 X 射击', 120); sfx.save(); } break; case 'apple': if (!e.taken) { e.taken = true; this.apples++; sfx.save(); } break; case 'jumpref': if (this.animT % 4 === 0) this.jumps = 0; break; case 'warp': { if (e.cool > 0) break; e.cool = 40; const to = e.to; // 自制多面地图的跨面传送门:to = {face, door} —— 交给 main 切换面 if (to && typeof to === 'object' && !('x' in to) && !('y' in to) && typeof to.face === 'number') { if (this.onPortal) this.onPortal(e); break; } // 原有逻辑(同关内传送 / 回出生点 / 绝对坐标 / pair 配对) const tgt = to === 'spawn' ? L.spawn : to && ('x' in to) ? { x: to.x * TILE, y: to.y * TILE } : (() => { const p = L.entities.find(o => o.type === 'warp' && o.idx === e.pair); return p ? { x: p.x + p.w / 2 - this.w / 2, y: p.y + p.h - this.h } : null; })(); if (tgt) { this.x = tgt.x; this.y = tgt.y; this.vx = 0; this.vy = 0; const partner = L.entities.find(o => o.type === 'warp' && o.idx === e.pair); if (partner) partner.cool = 40; sfx.warp(); L.particles.spawn(this.cx, this.cy, 12, { colors: ['#a86bff', '#fff'], speed: 2.5, life: 24 }); } break; } case 'sign': if (this.animT % 30 === 0) L.showToast(e.text, 90); break; } } } draw(ctx) { S.drawKid(ctx, this, this.animT); } }