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kidgo/js/main.js
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// 入口:游戏循环 / 状态机
import { LEVELS, findLevel } from './levels/index.js';
import { Level } from './level.js';
import { Player } from './player.js';
import { Camera } from './camera.js';
import { Input } from './input.js';
import { UI } from './ui.js';
import { Save } from './save.js';
import { Touch } from './touch.js';
import { sfx, unlockAudio, Audio2 } from './audio.js';
import { Editor } from './editor.js';
import { clamp } from './util.js';
const W = 800, H = 608;
const STEP = 1000 / 60;
// 移动端检测:触屏设备自动启用虚拟手柄;?touch=1 强制开启,?touch=0 强制关闭(桌面调试用)
// 判定条件:① 是移动端(存在 ontouchstart)/ 支持触屏(maxTouchPoints>0)/ 粗指针(触屏笔或手指)
// 只有命中才给 <html> 加 .touch 类;CSS 里 html:not(.touch) #touch 会强制隐藏,桌面端永远不显示按钮
const _qp = new URLSearchParams(location.search);
const _force = _qp.get('touch');
const _isTouch = ('ontouchstart' in window) || navigator.maxTouchPoints > 0 || matchMedia('(pointer: coarse)').matches;
const useTouch = _force === '1' || (_force !== '0' && _isTouch);
if (useTouch) document.documentElement.classList.add('touch');
function showTouch() { if (useTouch) Touch.show(); }
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d', { alpha: false });
ctx.imageSmoothingEnabled = false;
const G = {
state: 'menu', // menu | playing | paused | result | editor
level: null, player: null, cam: null,
data: null, idx: -1,
deaths: 0, ms: 0, hudTick: 0,
time: 0,
lastLevelId: null,
};
// ---------------- 关卡流程 ----------------
function startLevel(data, idx = -1) {
unlockAudio();
G.data = data; G.idx = idx; G.lastLevelId = data.id;
G.level = new Level(data);
G.player = new Player(G.level);
G.cam = new Camera(W, H);
G.cam.reset(G.level, G.player);
G.player.onDeath = () => { G.deaths++; };
G.player.onClear = () => finish();
G.level.bosses.forEach(b => { b.onDefeat = () => finish(); });
G.deaths = 0; G.ms = 0; G.hudTick = 0;
G.state = 'playing';
UI.showGame();
showTouch();
UI.toast('');
if (data.hint) UI.toast(data.hint);
}
/** 整关从头再来:保留死亡数,丢弃所有存档点进度 */
function restart() {
if (!G.data) return;
const d = G.deaths;
startLevel(G.data, G.idx);
G.deaths = d; // 死亡数不重置
}
/** 自杀(IWBT 的 R 键):死后自动回到最近的存档点 */
function suicide() {
if (!G.player || G.state !== 'playing') return;
G.player.kill();
}
/** 触屏射击:仅在持枪、未死亡且游戏进行中时发射(受玩家自身冷却限制) */
function shoot() {
const P = G.player;
if (G.state !== 'playing' || !P || !P.alive || !P.hasGun || P.shootCool !== 0) return;
P.shoot();
}
function finish() {
if (G.state !== 'playing') return;
G.state = 'result';
Touch.hide();
sfx.goal();
const apples = G.player.apples || 0;
const total = G.level.totalApples || 0;
const better = Save.clear(G.data.id, G.deaths, G.ms, apples);
const hasNext = G.idx >= 0 && G.idx + 1 < LEVELS.length;
UI.result({
name: G.data.name, ms: G.ms, deaths: G.deaths,
apples, totalApples: total, better, hasNext,
});
}
function nextLevel() {
if (G.idx >= 0 && G.idx + 1 < LEVELS.length) startLevel(LEVELS[G.idx + 1], G.idx + 1);
else toLevels();
}
function toLevels() { G.state = 'menu'; UI.show('scr-levels'); Touch.hide(); }
function toTitle() { G.state = 'menu'; UI.show('scr-title'); Touch.hide(); }
function pause() { if (G.state === 'playing') { G.state = 'paused'; UI.show('scr-pause'); Touch.hide(); } }
function resume() { if (G.state === 'paused') { G.state = 'playing'; UI.showGame(); showTouch(); } }
// ---------------- 更新 ----------------
function update() {
const L = G.level, P = G.player;
// R = 自杀回存档点;Backspace = 整关重开
if (Input.hit('suicide')) { suicide(); return; }
if (Input.hit('restart')) { restart(); return; }
if (Input.hit('pause')) { pause(); return; }
const wasDead = P.dead;
L.update(1, P, G.cam);
for (const b of L.bosses) b.update(1, P);
P.update(1);
// 刚从死亡中复活:镜头立刻对准重生点,别慢慢飘过去
if (P.justRespawned || (wasDead && !P.dead)) G.cam.snapTo(P, L);
P.justRespawned = false;
G.cam.update(L, P, 1);
G.ms += STEP;
G.time++;
if (++G.hudTick % 5 === 0) {
UI.hud({
name: G.data.name, deaths: G.deaths, ms: G.ms,
apples: P.apples, totalApples: L.totalApples, hasGun: P.hasGun,
save: P.saveIdx || 0, totalSaves: L.totalSaves || 0,
});
Touch.setGun(P.hasGun);
const boss = L.bosses.find(b => !b.dead) || L.bosses[0];
UI.bossBar(L.bosses.length ? boss : null);
}
}
// ---------------- 渲染 ----------------
function render() {
const t = G.time;
if (G.state === 'playing' || G.state === 'paused' || G.state === 'result') {
const L = G.level, P = G.player, C = G.cam;
ctx.fillStyle = '#0a0a14';
ctx.fillRect(0, 0, W, H);
L.drawBg(ctx, C, t);
ctx.save();
C.apply(ctx);
L.draw(ctx, C, t);
for (const b of L.bosses) b.draw(ctx, t);
P.draw(ctx);
ctx.restore();
L.drawOverlay(ctx, C, t);
UI.toast(L.toast || '');
} else {
drawTitleBg(t);
}
}
function drawTitleBg(t) {
const g = ctx.createLinearGradient(0, 0, 0, H);
g.addColorStop(0, '#181828'); g.addColorStop(1, '#08080f');
ctx.fillStyle = g; ctx.fillRect(0, 0, W, H);
// 漂浮的刺
ctx.globalAlpha = 0.5;
for (let i = 0; i < 26; i++) {
const x = ((i * 137 + t * 0.15) % (W + 60)) - 30;
const y = 120 + ((i * 71) % (H - 160));
ctx.fillStyle = i % 3 === 0 ? '#3a3a4c' : '#2a2a38';
ctx.beginPath();
ctx.moveTo(x, y + 18); ctx.lineTo(x + 11, y); ctx.lineTo(x + 22, y + 18);
ctx.closePath(); ctx.fill();
}
ctx.globalAlpha = 1;
// 底部刺海
ctx.fillStyle = '#1a1a26';
ctx.fillRect(0, H - 30, W, 30);
ctx.fillStyle = '#c8c8d8';
for (let x = 0; x < W; x += 22) {
ctx.beginPath();
ctx.moveTo(x, H - 4); ctx.lineTo(x + 11, H - 26); ctx.lineTo(x + 22, H - 4);
ctx.closePath(); ctx.fill();
}
}
// ---------------- 主循环 ----------------
let last = performance.now(), acc = 0;
function loop(now) {
requestAnimationFrame(loop);
let dt = now - last; last = now;
if (dt > 200) dt = 200;
acc += dt;
let guard = 0;
while (acc >= STEP && guard++ < 6) {
acc -= STEP;
if (G.state === 'playing') update();
else if (G.state === 'paused' && Input.hit('pause')) resume();
Input.endFrame();
}
if (G.state !== 'playing') G.time++;
render();
}
// ---------------- 启动 ----------------
Save.load();
Audio2.enabled = Save.data.audio !== false;
UI.init({
play: (lv) => startLevel(lv, lv.builtin === false ? -1 : (lv.index ?? -1)),
levels: toLevels,
help: () => UI.show('scr-help'),
editor: () => { G.state = 'editor'; UI.show('scr-editor'); Touch.hide(); Editor.open(); },
back: toTitle,
resume,
restart: () => { restart(); },
quit: toLevels,
retry: () => startLevel(G.data, G.idx),
next: nextLevel,
wipe: () => {
if (confirm('确定清除所有通关记录与自制关卡?')) { Save.wipe(); UI.renderLevels(); }
},
});
Editor.init({
startLevel: (data) => startLevel(data, -1),
refresh: () => UI.renderLevels(),
});
// 首次交互解锁音频
const unlock = () => { unlockAudio(); removeEventListener('pointerdown', unlock); removeEventListener('keydown', unlock); };
addEventListener('pointerdown', unlock);
addEventListener('keydown', unlock);
// 移动端虚拟手柄
Touch.init({ pause, suicide, shoot });
UI.show('scr-title');
requestAnimationFrame(loop);
// 调试钩子
window.__IW = { G, LEVELS, Save, startLevel, pause, resume, restart, suicide };