307 lines
9.7 KiB
JavaScript
307 lines
9.7 KiB
JavaScript
// 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
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import { TILE, clamp, sgn, overlap } from './util.js';
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import { Input } from './input.js';
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import { sfx } from './audio.js';
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import * as S from './sprites.js';
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import { T } from './level.js';
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export const PHY = {
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GRAV: 0.4,
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MAXFALL: 9,
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JUMP: 8.5,
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DJUMP: 7.6,
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HSPD: 3,
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WATER_GRAV: 0.16,
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WATER_FALL: 2.6,
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WATER_RISE: 0.42,
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ICE_ACC: 0.18,
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ICE_FRIC: 0.07,
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};
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export class Player {
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constructor(level) {
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this.level = level;
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// 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)
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this.w = 11; this.h = 21;
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this.reset(true);
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}
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reset(full) {
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const sp = full ? this.level.spawn : (this.savePoint || this.level.spawn);
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this.x = sp.x; this.y = sp.y;
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this.vx = 0; this.vy = 0;
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this.jumps = 0;
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this.grounded = false;
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this.facing = 1;
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this.alive = true;
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this.dead = false;
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this.deadT = 0;
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this.squash = 1;
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this.inWater = false;
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this.animT = 0;
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this.shootCool = 0;
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this.mover = null;
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if (full) {
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this.hasGun = !!this.level.data.startGun;
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this.apples = 0;
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this.savePoint = null;
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this.saveIdx = 0;
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}
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}
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get cx() { return this.x + this.w / 2; }
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get cy() { return this.y + this.h / 2; }
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kill() {
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if (this.dead || !this.alive) return;
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this.dead = true; this.alive = false; this.deadT = 0;
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this.vx = 0; this.vy = 0;
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sfx.death();
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this.level.particles.burst(this.cx, this.cy, {
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n: 26, colors: ['#e03050', '#fff', '#ffc63a', '#8e2530'],
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speed: 4.5, life: 44, size: 4, grav: 0.18,
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});
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this.level.shake = 9;
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if (this.onDeath) this.onDeath();
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}
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respawn() {
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this.dead = false; this.alive = true;
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const L = this.level;
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const sp = this.savePoint || L.spawn;
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this.x = sp.x; this.y = sp.y;
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this.vx = 0; this.vy = 0; this.jumps = 0;
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this.squash = 1; this.shootCool = 0;
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// 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
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let guard = 0;
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while (L.solidRect(this.x, this.y, this.w, this.h) && guard++ < 48) this.y -= 2;
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L.softReset();
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}
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// ---------------- 每帧更新 ----------------
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update(dt) {
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const L = this.level;
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this.animT++;
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if (this.shootCool > 0) this.shootCool--;
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if (this.dead) {
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if (++this.deadT > 34) this.respawn();
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return;
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}
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const inWater = L.waterRect(this.x + 2, this.y + 4, this.w - 4, this.h - 4);
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if (inWater && !this.inWater) sfx.splash();
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this.inWater = inWater;
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// ---- 水平输入(IWBT:瞬时,无惯性)----
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const moveL = Input.is('left'), moveR = Input.is('right');
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const onIce = this.grounded && L.iceAtBottom(this.x, this.y, this.w, this.h);
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let target = 0;
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if (moveL && !moveR) target = -PHY.HSPD;
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else if (moveR && !moveL) target = PHY.HSPD;
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if (onIce) {
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// 冰面:打滑
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if (target !== 0) this.vx += sgn(target) * PHY.ICE_ACC;
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else {
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if (Math.abs(this.vx) < PHY.ICE_FRIC) this.vx = 0;
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else this.vx -= sgn(this.vx) * PHY.ICE_FRIC;
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}
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this.vx = clamp(this.vx, -PHY.HSPD * 1.35, PHY.HSPD * 1.35);
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} else {
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this.vx = target;
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}
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if (target !== 0) this.facing = sgn(target);
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// ---- 跳跃 ----
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if (inWater) {
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if (Input.is('jump')) this.vy -= PHY.WATER_RISE;
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if (Input.is('down')) this.vy += 0.25;
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this.vy = clamp(this.vy, -3.2, PHY.WATER_FALL);
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this.jumps = 0;
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} else {
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if (Input.hit('jump')) {
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if (this.grounded || this.jumps === 0) {
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this.vy = -PHY.JUMP; this.jumps = 1; this.grounded = false;
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this.squash = 1.28;
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sfx.jump();
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L.particles.spawn(this.cx, this.y + this.h, 5,
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{ colors: ['#fff', '#cfcfe0'], speed: 1.6, life: 16, size: 2, dir: -Math.PI / 2, spread: 2 });
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} else if (this.jumps === 1) {
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this.vy = -PHY.DJUMP; this.jumps = 2;
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this.squash = 1.22;
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sfx.djump();
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L.particles.spawn(this.cx, this.cy, 10,
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{ colors: ['#fff', '#9ad8ff'], speed: 2.2, life: 20, size: 2, spread: Math.PI * 2 });
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}
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}
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// 可变跳跃高度
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if (!Input.is('jump') && this.vy < -3) this.vy = -3;
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this.vy = Math.min(this.vy + PHY.GRAV, PHY.MAXFALL);
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}
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// ---- 站在移动平台上则跟随 ----
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if (this.mover && !this.mover.gone) {
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this.x += this.mover.dx;
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this.y += this.mover.dy;
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}
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// ---- X 轴移动 ----
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const prevBottom = this.y + this.h;
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this.mover = null;
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let steps = Math.abs(this.vx);
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const dx = sgn(this.vx);
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while (steps > 0) {
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const m = Math.min(1, steps);
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if (!L.solidRect(this.x + dx * m, this.y, this.w, this.h)) { this.x += dx * m; steps -= m; }
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else break;
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}
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if (L.solidRect(this.x + dx, this.y, this.w, this.h) && Math.abs(this.vx) > 0) this.vx = 0;
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// ---- Y 轴移动 ----
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const dropThrough = Input.is('down');
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steps = Math.abs(this.vy);
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const dy = sgn(this.vy);
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let hitGround = false;
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while (steps > 0) {
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const m = Math.min(1, steps);
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const ny = this.y + dy * m;
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const solidHere = L.solidRect(this.x, ny, this.w, this.h, {
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prevBottom, dropThrough,
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});
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if (!solidHere) { this.y = ny; steps -= m; }
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else {
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if (dy > 0) hitGround = true;
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this.vy = 0;
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break;
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}
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}
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// 检查是否踩到移动平台
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for (const m of L.movers) {
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if (m.gone) continue;
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if (this.x + this.w > m.x && this.x < m.x + m.w) {
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if (this.y + this.h >= m.y - 2 && this.y + this.h <= m.y + m.h) {
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this.mover = m; hitGround = true;
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}
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}
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}
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const wasAir = !this.grounded;
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this.grounded = hitGround || (this.vy === 0 && L.solidRect(this.x, this.y + 1, this.w, this.h));
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if (this.grounded) {
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if (wasAir) { this.squash = 0.72; }
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this.jumps = 0;
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}
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this.squash += (1 - this.squash) * 0.22;
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// ---- 边界 ----
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this.x = clamp(this.x, 0, L.pxW - this.w);
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if (this.y > L.pxH + 200) this.kill();
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if (this.y < -300) { this.y = -300; this.vy = 0; }
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// ---- 致死 ----
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if (L.deadlyRect(this.x, this.y, this.w, this.h)) this.kill();
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// ---- 射击 ----
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if (this.hasGun && Input.hit('shoot') && this.shootCool === 0 && L.bullets.length < 5) {
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this.shoot();
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}
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// ---- 实体交互 ----
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this.touchEntities();
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// ---- 消失方块踩踏 ----
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if (this.grounded) {
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const ty = Math.floor((this.y + this.h + 2) / TILE);
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for (let tx = Math.floor(this.x / TILE); tx <= Math.floor((this.x + this.w - 1) / TILE); tx++) {
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if (L.tiles[ty] && L.tiles[ty][tx] === T.VANISH && L.vanishState(tx, ty) === 0) {
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L.setVanish(tx, ty, 1);
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L.vanishT = L.vanishT || new Map();
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L.vanishT.set(ty * 1000 + tx, 0);
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}
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}
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}
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}
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shoot() {
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const L = this.level;
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this.shootCool = 9;
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L.bullets.push({
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x: this.facing > 0 ? this.x + this.w - 2 : this.x - 6,
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y: this.y + 8, w: 10, h: 5,
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vx: 9 * this.facing, vy: 0, life: 130, dead: false,
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});
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sfx.shoot();
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L.particles.spawn(this.facing > 0 ? this.x + this.w : this.x, this.y + 10, 3,
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{ colors: ['#fff6a0'], speed: 1.5, life: 10, size: 2 });
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}
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touchEntities() {
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const L = this.level;
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for (const e of L.entities) {
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if (e.dead) continue;
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// 存档点判定放宽 6px:跑得太快或从旁边擦过去也能吃到
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const hit = e.type === 'save'
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? overlap({ x: this.x - 6, y: this.y - 6, w: this.w + 12, h: this.h + 12 }, e)
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: overlap(this, e);
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if (!hit) continue;
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switch (e.type) {
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case 'save':
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if (!e.active) {
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e.active = true;
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this.savePoint = { x: e.x + e.w / 2 - this.w / 2, y: e.y + e.h - this.h };
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this.saveIdx = e.no || 1;
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sfx.save();
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L.particles.spawn(e.x + e.w / 2, e.y + e.h / 2, 18,
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{ colors: ['#b06bff', '#fff', '#e5d0ff'], speed: 2.6, life: 30 });
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if (e.fake) { L.showToast('假的。', 90); this.kill(); }
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}
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break;
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case 'goal':
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if (!this.clearing) { this.clearing = true; if (this.onClear) this.onClear(); }
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break;
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case 'gun':
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if (!e.taken) {
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e.taken = true; this.hasGun = true;
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L.particles.spawn(e.x + e.w / 2, e.y + e.h / 2, 12, { colors: ['#dfe0f0', '#fff'], speed: 2.2, life: 24 });
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L.showToast('获得手枪!按 X 射击', 120);
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sfx.save();
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}
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break;
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case 'apple':
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if (!e.taken) { e.taken = true; this.apples++; sfx.save(); }
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break;
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case 'jumpref':
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if (this.animT % 4 === 0) this.jumps = 0;
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break;
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case 'warp': {
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if (e.cool > 0) break;
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e.cool = 40;
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const tgt = e.to === 'spawn' ? L.spawn
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: e.to ? { x: e.to[0] * TILE, y: e.to[1] * TILE }
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: (() => {
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const p = L.entities.find(o => o.type === 'warp' && o.idx === e.pair);
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return p ? { x: p.x + p.w / 2 - this.w / 2, y: p.y + p.h - this.h } : null;
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})();
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if (tgt) {
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this.x = tgt.x; this.y = tgt.y;
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this.vx = 0; this.vy = 0;
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const partner = L.entities.find(o => o.type === 'warp' && o.idx === e.pair);
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if (partner) partner.cool = 40;
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sfx.warp();
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L.particles.spawn(this.cx, this.cy, 12, { colors: ['#a86bff', '#fff'], speed: 2.5, life: 24 });
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}
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break;
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}
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case 'sign':
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if (this.animT % 30 === 0) L.showToast(e.text, 90);
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break;
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}
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}
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}
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draw(ctx) {
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S.drawKid(ctx, this, this.animT);
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}
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}
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