更新
This commit is contained in:
@@ -125,30 +125,28 @@
|
||||
</view>
|
||||
|
||||
<!-- Header HUD -->
|
||||
<view class="gg-header gg-glass" :style="headerStyle">
|
||||
<view class="gg-header" :style="headerStyle">
|
||||
<!-- 顶部导航与全局状态 -->
|
||||
<view class="gg-hud-nav" :style="navStyle">
|
||||
<!-- 左侧控制组 -->
|
||||
<!-- 左:返回 -->
|
||||
<view class="gg-hud-btn" hover-class="gg-hud-btn--pressed" @tap="goBack">
|
||||
<TongjiIcon name="chevron-left" size="md" color="#006c4b" />
|
||||
</view>
|
||||
|
||||
<!-- 绝对居中的关卡 -->
|
||||
<view class="gg-hud-level-center">
|
||||
<text class="gg-hud-level-text">第 {{ levelConfig.id }} 关</text>
|
||||
</view>
|
||||
|
||||
<!-- 右:声音 -->
|
||||
<view class="gg-hud-control-group">
|
||||
<view class="gg-hud-btn" hover-class="gg-hud-btn--pressed" @tap="goBack">
|
||||
<TongjiIcon name="chevron-left" size="md" color="#006c49" />
|
||||
</view>
|
||||
<view
|
||||
class="gg-hud-btn"
|
||||
:class="{ 'is-muted': !sfxEnabled }"
|
||||
hover-class="gg-hud-btn--pressed"
|
||||
@tap="onSoundToggle"
|
||||
>
|
||||
<TongjiIcon name="volume" size="md" :color="sfxEnabled ? '#006c49' : '#94a3b8'" />
|
||||
</view>
|
||||
</view>
|
||||
|
||||
<!-- 绝对居中的关卡与得分 -->
|
||||
<view class="gg-hud-level-center">
|
||||
<text class="gg-hud-level-text">第 {{ levelConfig.id }} 组</text>
|
||||
<view class="gg-hud-score" :class="{ 'is-pop': scoreAnimating }">
|
||||
<text class="gg-hud-score-val">{{ scoreText }}</text>
|
||||
<text class="gg-hud-score-unit">分</text>
|
||||
<TongjiIcon name="volume" size="md" :color="sfxEnabled ? '#006c4b' : '#94a3b8'" />
|
||||
</view>
|
||||
</view>
|
||||
</view>
|
||||
@@ -156,49 +154,40 @@
|
||||
|
||||
<!-- 主区:棋盘为主,辅助信息弱化 -->
|
||||
<view class="gg-main" :style="mainStyle">
|
||||
<!-- 次:仅展示上次消除的食物与含糖量 -->
|
||||
<view v-if="gamePhase === 'playing'" class="gg-hud-last-food">
|
||||
<view class="gg-hud-last-food-head">
|
||||
<text class="gg-hud-last-food-kicker">上次消除</text>
|
||||
<view
|
||||
v-if="lastClearedFood"
|
||||
class="gg-hud-last-food-chip"
|
||||
:class="'is-' + lastClearedFood.gi"
|
||||
>
|
||||
<text class="gg-hud-last-food-chip-dot"></text>
|
||||
<text class="gg-hud-last-food-chip-text">{{ lastClearedFood.giShort }}</text>
|
||||
</view>
|
||||
</view>
|
||||
<view
|
||||
v-if="lastClearedFood"
|
||||
class="gg-hud-last-food-card"
|
||||
:class="'is-' + lastClearedFood.gi"
|
||||
>
|
||||
<view class="gg-hud-last-food-icon" :class="'is-' + lastClearedFood.gi">
|
||||
<!-- 信息横幅:默认为玩法提示;消除后展示该食物的含糖与建议 -->
|
||||
<view
|
||||
v-if="gamePhase === 'playing'"
|
||||
class="gg-info-banner"
|
||||
:class="lastClearedFood ? 'is-food is-' + lastClearedFood.gi : ''"
|
||||
>
|
||||
<!-- 已消除:食物含糖 + 建议 -->
|
||||
<template v-if="lastClearedFood">
|
||||
<view class="gg-info-banner-icon is-food" :class="'is-' + lastClearedFood.gi">
|
||||
<FoodTileIcon :food="lastClearedFood.food" size="goal" />
|
||||
</view>
|
||||
<view class="gg-hud-last-food-body">
|
||||
<text class="gg-hud-last-food-name">{{ lastClearedFood.name }}</text>
|
||||
<view class="gg-hud-last-food-sugar-row">
|
||||
<view class="gg-hud-last-food-gi" :class="'is-' + lastClearedFood.gi">
|
||||
<text class="gg-hud-last-food-gi-text">含糖 {{ lastClearedFood.giShort }}</text>
|
||||
<view class="gg-info-banner-body">
|
||||
<view class="gg-info-food-head">
|
||||
<text class="gg-info-food-name">{{ lastClearedFood.name }}</text>
|
||||
<view class="gg-info-food-gi" :class="'is-' + lastClearedFood.gi">
|
||||
<text class="gg-info-food-gi-text">含糖{{ lastClearedFood.giShort }}</text>
|
||||
</view>
|
||||
<text class="gg-hud-last-food-sugar-hint">{{ lastClearedFood.eatHint }}</text>
|
||||
</view>
|
||||
<text class="gg-info-food-tip" :class="'is-' + lastClearedFood.gi">{{ lastClearedFood.tip }}</text>
|
||||
</view>
|
||||
</view>
|
||||
<view v-else class="gg-hud-last-food-placeholder">
|
||||
<view class="gg-hud-last-food-placeholder-dot" aria-hidden="true"></view>
|
||||
<text>三连消除后,这里显示食物名称与含糖量</text>
|
||||
</view>
|
||||
</template>
|
||||
<!-- 默认:玩法提示 -->
|
||||
<template v-else>
|
||||
<view class="gg-info-banner-icon">
|
||||
<TongjiIcon name="info" size="md" color="#ffffff" />
|
||||
</view>
|
||||
<view class="gg-info-banner-body">
|
||||
<text class="gg-info-banner-text"><text class="gg-info-banner-kw">认糖:</text>点击食物看含糖量 · 消除红色「高」即过关</text>
|
||||
</view>
|
||||
</template>
|
||||
</view>
|
||||
|
||||
<!-- 主:棋盘 -->
|
||||
<view class="gg-board-hero">
|
||||
<view v-if="gamePhase === 'playing'" class="gg-board-hint-inline">
|
||||
<text class="gg-hint-tag">认糖</text>
|
||||
<text class="gg-board-hint-text">点食物看含糖 · 消掉红色「高」即过关</text>
|
||||
</view>
|
||||
<view class="gg-board-stack" :style="boardStackStyle">
|
||||
<view class="gg-board-zone">
|
||||
<view v-if="hintTipVisible" class="gg-no-move-tip">
|
||||
@@ -265,8 +254,8 @@
|
||||
</view>
|
||||
</view>
|
||||
|
||||
<!-- 辅:道具栏(弱化) -->
|
||||
<view class="gg-footer gg-glass gg-footer--sub" :style="footerStyle">
|
||||
<!-- 辅:底部道具栏 -->
|
||||
<view class="gg-footer" :style="footerStyle">
|
||||
<view class="gg-boosters">
|
||||
<view
|
||||
v-for="booster in boosters"
|
||||
@@ -276,9 +265,11 @@
|
||||
:class="{ 'is-disabled': booster.count <= 0 }"
|
||||
@tap="onBooster(booster)"
|
||||
>
|
||||
<view class="gg-booster-count" :class="booster.countClass">{{ booster.count }}</view>
|
||||
<view class="gg-booster-icon">
|
||||
<TongjiIcon :name="booster.icon" size="xl" :color="booster.color" />
|
||||
<view class="gg-booster-tile">
|
||||
<view class="gg-booster-icon">
|
||||
<TongjiIcon :name="booster.icon" size="xl" :color="booster.color" />
|
||||
</view>
|
||||
<view class="gg-booster-count" :class="booster.countClass">{{ booster.count }}</view>
|
||||
</view>
|
||||
<text class="gg-booster-label">{{ booster.label }}</text>
|
||||
</view>
|
||||
@@ -336,8 +327,8 @@ const COL_AXES = Array.from({ length: COLS }, (_, i) => i)
|
||||
const BOARD_INSET_RPX = 4
|
||||
/** 棋盘与底部道具栏之间的安全间隙,避免最后一行被遮挡 */
|
||||
const BOARD_FOOTER_GAP_RPX = 28
|
||||
const GRID_PAD_RPX = 8
|
||||
const GRID_GAP_RPX = 8
|
||||
const GRID_PAD_RPX = 18
|
||||
const GRID_GAP_RPX = 14
|
||||
const SWAP_MS = 280
|
||||
const MATCH_MS = 400
|
||||
const GRAVITY_MS = 300
|
||||
@@ -360,6 +351,21 @@ const activeFoods = ref([])
|
||||
const sessionHighFood = ref(null)
|
||||
const goalDefs = ref([])
|
||||
|
||||
/** 解锁高糖三连所需的有效操作次数(约 8 步内才有机会消除红色) */
|
||||
const HIGH_UNLOCK_MOVES = 7
|
||||
/** 解锁前棋盘固定保留的高糖数量(<3 无法三连,故无法消除) */
|
||||
const HIGH_COUNT_LOCKED = 2
|
||||
/** 解锁后棋盘至少保留的高糖数量(够凑三连) */
|
||||
const HIGH_COUNT_UNLOCKED = 3
|
||||
/** 解锁后高糖数量上限,避免刷屏 */
|
||||
const HIGH_COUNT_MAX = 6
|
||||
/** 解锁后每次补格生成高糖的概率 */
|
||||
const HIGH_SPAWN_P = 0.16
|
||||
/** 非高糖棋子的最小种类数,保证棋盘有足够变化 */
|
||||
const MIN_NON_HIGH_TYPES = 4
|
||||
/** 本局玩家有效操作次数(成功消除的交换计为一次) */
|
||||
const playerMoves = ref(0)
|
||||
|
||||
function pickRandom(pool, n) {
|
||||
const arr = [...pool]
|
||||
for (let i = arr.length - 1; i > 0; i--) {
|
||||
@@ -379,13 +385,26 @@ function selectSessionFoods() {
|
||||
if (Array.isArray(fixedKeys) && fixedKeys.length) {
|
||||
const fixed = fixedKeys.map((k) => getFoodByKey(k)).filter(Boolean)
|
||||
const fixedHighs = fixed.filter((f) => f.gi === 'high')
|
||||
const fixedNonHighs = fixed.filter((f) => f.gi !== 'high')
|
||||
// 每关只允许一种高糖:从固定高糖里随机取 1 种
|
||||
const fixedHighPick = pickRandom(fixedHighs, 1)
|
||||
sessionHighFood.value = fixedHighPick[0] ? cloneFoodType(fixedHighPick[0]) : null
|
||||
|
||||
activeFoods.value = fixed
|
||||
warmUpFoodImgs(fixed)
|
||||
// 非高糖种类不足时,用随机低糖补足,保证棋盘有变化
|
||||
const nonHigh = [...fixedNonHighs]
|
||||
if (nonHigh.length < MIN_NON_HIGH_TYPES) {
|
||||
const used = new Set([...nonHigh, ...fixedHighPick].map((f) => f.key))
|
||||
const extraLows = FOOD_LIBRARY.filter((f) => f.gi === 'low' && !used.has(f.key))
|
||||
nonHigh.push(...pickRandom(extraLows, MIN_NON_HIGH_TYPES - nonHigh.length))
|
||||
}
|
||||
|
||||
const goalFoods = pickRandom(fixed, 2)
|
||||
const active = [...nonHigh, ...fixedHighPick]
|
||||
activeFoods.value = active
|
||||
warmUpFoodImgs(active)
|
||||
|
||||
// 收集目标从非高糖里挑(高糖以“消除即过关”驱动)
|
||||
const goalPool = nonHigh.length ? nonHigh : active
|
||||
const goalFoods = pickRandom(goalPool, Math.min(2, goalPool.length))
|
||||
const fixedTargets = levelConfig.value.goalTargets || [10, 12]
|
||||
goalDefs.value = goalFoods.map((f, i) => ({ key: f.key, food: cloneFoodType(f), target: fixedTargets[i] ?? 10 }))
|
||||
|
||||
@@ -659,10 +678,6 @@ const goalList = computed(() =>
|
||||
})
|
||||
)
|
||||
|
||||
const allGoalsDone = computed(() =>
|
||||
goalList.value.length > 0 && goalList.value.every((g) => g.done)
|
||||
)
|
||||
|
||||
const glucoseStatusText = computed(() => {
|
||||
if (glucoseLevel.value < 30) return '血糖偏低'
|
||||
if (glucoseLevel.value > 70) return '血糖过高'
|
||||
@@ -744,7 +759,15 @@ function updateGridMetrics() {
|
||||
|
||||
function randomFood() {
|
||||
const pool = activeFoods.value.length ? activeFoods.value : FOOD_LIBRARY
|
||||
const pick = pool[Math.floor(Math.random() * pool.length)]
|
||||
const highFood = sessionHighFood.value
|
||||
// 解锁后高糖才会随补格生成;解锁前一律生成非高糖,由 ensureHighPresence 控制高糖数量
|
||||
const afterUnlock = highFood && playerMoves.value >= HIGH_UNLOCK_MOVES
|
||||
if (afterUnlock && Math.random() < HIGH_SPAWN_P) {
|
||||
return cloneFoodType(highFood)
|
||||
}
|
||||
const nonHigh = pool.filter((f) => f.gi !== 'high')
|
||||
const src = nonHigh.length ? nonHigh : pool
|
||||
const pick = src[Math.floor(Math.random() * src.length)]
|
||||
return cloneFoodType(pick)
|
||||
}
|
||||
|
||||
@@ -759,6 +782,91 @@ function boardHasHighGiFood() {
|
||||
return false
|
||||
}
|
||||
|
||||
/** 该位置若变为高糖,是否会与现有高糖形成三连(注入时尽量避免,让玩家自己凑) */
|
||||
function wouldFormHighRun(r, c) {
|
||||
const isHigh = (rr, cc) => {
|
||||
const t = board.value[rr]?.[cc]
|
||||
return t && !t.isRemoved && t.type.gi === 'high'
|
||||
}
|
||||
let h = 1
|
||||
for (let cc = c - 1; cc >= 0 && isHigh(r, cc); cc--) h++
|
||||
for (let cc = c + 1; cc < COLS && isHigh(r, cc); cc++) h++
|
||||
if (h >= 3) return true
|
||||
let v = 1
|
||||
for (let rr = r - 1; rr >= 0 && isHigh(rr, c); rr--) v++
|
||||
for (let rr = r + 1; rr < ROWS && isHigh(rr, c); rr++) v++
|
||||
return v >= 3
|
||||
}
|
||||
|
||||
function shuffleInPlace(arr) {
|
||||
for (let i = arr.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[arr[i], arr[j]] = [arr[j], arr[i]]
|
||||
}
|
||||
return arr
|
||||
}
|
||||
|
||||
/**
|
||||
* 维持棋盘上高糖(红色)食物的数量,是“约 8 步才能消除红色”的核心:
|
||||
* - 解锁前(playerMoves < HIGH_UNLOCK_MOVES)固定保留 2 个,永远无法三连 → 无法消除;
|
||||
* - 解锁后至少保留 3 个(散开、避免直接成行),玩家凑三连即可消除过关;上限 HIGH_COUNT_MAX。
|
||||
* 高糖只在此注入/回收,randomFood 解锁前不生成高糖。
|
||||
*/
|
||||
function ensureHighPresence() {
|
||||
const highFood = sessionHighFood.value
|
||||
if (!highFood) return
|
||||
const before = playerMoves.value < HIGH_UNLOCK_MOVES
|
||||
const minTarget = before ? HIGH_COUNT_LOCKED : HIGH_COUNT_UNLOCKED
|
||||
const maxCap = before ? HIGH_COUNT_LOCKED : HIGH_COUNT_MAX
|
||||
|
||||
const highTiles = []
|
||||
const nonHighTiles = []
|
||||
for (let r = 0; r < ROWS; r++) {
|
||||
for (let c = 0; c < COLS; c++) {
|
||||
const t = board.value[r]?.[c]
|
||||
if (!t || t.isRemoved) continue
|
||||
if (t.type.gi === 'high') highTiles.push(t)
|
||||
else nonHighTiles.push(t)
|
||||
}
|
||||
}
|
||||
|
||||
if (highTiles.length < minTarget) {
|
||||
let need = minTarget - highTiles.length
|
||||
const candidates = shuffleInPlace([...nonHighTiles])
|
||||
// 优先选不会立即成三连的位置
|
||||
for (const t of candidates) {
|
||||
if (need <= 0) break
|
||||
if (t.type.gi === 'high') continue
|
||||
if (wouldFormHighRun(t.r, t.c)) continue
|
||||
t.type = cloneFoodType(highFood)
|
||||
need--
|
||||
}
|
||||
// 仍不够再放宽限制
|
||||
for (const t of candidates) {
|
||||
if (need <= 0) break
|
||||
if (t.type.gi === 'high') continue
|
||||
t.type = cloneFoodType(highFood)
|
||||
need--
|
||||
}
|
||||
bumpLayout()
|
||||
} else if (highTiles.length > maxCap) {
|
||||
const lowMidPool = activeFoods.value.filter((f) => f.gi !== 'high')
|
||||
let remove = highTiles.length - maxCap
|
||||
const shuffled = shuffleInPlace([...highTiles])
|
||||
for (const t of shuffled) {
|
||||
if (remove <= 0) break
|
||||
const repl = lowMidPool.length
|
||||
? lowMidPool[Math.floor(Math.random() * lowMidPool.length)]
|
||||
: null
|
||||
if (repl) {
|
||||
t.type = cloneFoodType(repl)
|
||||
remove--
|
||||
}
|
||||
}
|
||||
bumpLayout()
|
||||
}
|
||||
}
|
||||
|
||||
function wouldCreateInitialMatch(r, c, type, currentBoard, currentRow) {
|
||||
const key = type.key
|
||||
if (r >= 2 && currentBoard[r - 1][c]?.type.key === key && currentBoard[r - 2][c]?.type.key === key) {
|
||||
@@ -813,6 +921,8 @@ function initBoard() {
|
||||
}
|
||||
ensureBoardFull(next)
|
||||
commitBoard(next)
|
||||
// 注入本关唯一高糖(解锁前固定 2 个,无法三连)
|
||||
ensureHighPresence()
|
||||
startHintTimer()
|
||||
}
|
||||
|
||||
@@ -874,6 +984,7 @@ function setupLevel(levelId) {
|
||||
highClearAlertVisible.value = false
|
||||
clearedHighFoodName.value = ''
|
||||
lastClearedFood.value = null
|
||||
playerMoves.value = 0
|
||||
tileTouchStart = null
|
||||
clearDragPreview()
|
||||
selectSessionFoods()
|
||||
@@ -1467,6 +1578,7 @@ function recordLastClearedFood(groups) {
|
||||
gi,
|
||||
giShort: GI_SHORT[gi] || '低糖',
|
||||
eatHint: formatEatLabel(t),
|
||||
tip: getFoodTip(t),
|
||||
color: GI_COLOR[gi] || '#64748b',
|
||||
food: cloneFoodType(t)
|
||||
}
|
||||
@@ -1513,11 +1625,7 @@ function showLearnFx(groups) {
|
||||
|
||||
function checkGameEnd() {
|
||||
if (gamePhase.value !== 'playing') return
|
||||
// 无失败惩罚:认全目标或已消除场上全部高糖食物即通关
|
||||
if (allGoalsDone.value) {
|
||||
endGame('won', { reason: 'goals' })
|
||||
return
|
||||
}
|
||||
// 唯一通关条件:消除本关唯一的高糖(红色)食物
|
||||
if (sessionHighFood.value && !boardHasHighGiFood()) {
|
||||
endGame('won', {
|
||||
reason: 'high_cleared',
|
||||
@@ -1640,11 +1748,14 @@ async function processSwap(t1, t2, opts = {}) {
|
||||
const matches = findMatches()
|
||||
if (matches.length > 0) {
|
||||
movesLeft.value = Math.max(0, movesLeft.value - 1)
|
||||
playerMoves.value += 1
|
||||
const endedByHigh = await clearAndRefill()
|
||||
if (endedByHigh) {
|
||||
isProcessing.value = false
|
||||
return
|
||||
}
|
||||
// 按解锁进度维持高糖数量(到第 7 步起补到可消除的 3 个)
|
||||
ensureHighPresence()
|
||||
// 所有连消结束后,检查棋盘是否死锁并自动重排
|
||||
await reshuffleIfStuck()
|
||||
} else {
|
||||
@@ -1887,6 +1998,8 @@ async function onBooster(booster) {
|
||||
return
|
||||
}
|
||||
}
|
||||
// 恢复本关高糖数量,避免纤维清空高糖直接跳过“8 步”门槛
|
||||
ensureHighPresence()
|
||||
// fiber 改变了棋盘,保险检查是否死锁
|
||||
await reshuffleIfStuck()
|
||||
|
||||
@@ -2003,6 +2116,8 @@ async function onBooster(booster) {
|
||||
await delay(GRAVITY_MS)
|
||||
clearDropFlags()
|
||||
|
||||
// 维持本关高糖数量
|
||||
ensureHighPresence()
|
||||
// meal 自带洗牌已保证有解,但再做一次轻量检查保险
|
||||
await reshuffleIfStuck()
|
||||
|
||||
@@ -2051,7 +2166,7 @@ function initLayout() {
|
||||
paddingTop: `${paddingTop}px`,
|
||||
paddingLeft: '32rpx',
|
||||
paddingRight: '32rpx',
|
||||
paddingBottom: '10rpx'
|
||||
paddingBottom: '18rpx'
|
||||
}
|
||||
navStyle.value = {
|
||||
paddingRight: `${Math.max(0, headerPaddingRight - uni.upx2px(32))}px`
|
||||
@@ -2071,19 +2186,25 @@ function recalcBoardSize() {
|
||||
const query = uni.createSelectorQuery().in(instance?.proxy)
|
||||
query.select('.gg-header').boundingClientRect()
|
||||
query.select('.gg-footer').boundingClientRect()
|
||||
query.select('.gg-board-hero').boundingClientRect()
|
||||
query.exec((res) => {
|
||||
try {
|
||||
const sys = uni.getSystemInfoSync()
|
||||
const header = res?.[0]
|
||||
const footer = res?.[1]
|
||||
const hero = res?.[2]
|
||||
const headerBottom = Math.ceil(header?.bottom ?? header?.height ?? uni.upx2px(360))
|
||||
// 棋盘真正可用区从进度条/信息横幅之下(board-hero 顶部)算起
|
||||
const boardAreaTop = Math.ceil(hero?.top ?? headerBottom)
|
||||
// 底部道具栏较高,测量失败时用更保守的兜底高度,避免最后一行被遮挡
|
||||
const footerTop = Math.floor(footer?.top ?? (sys.windowHeight - uni.upx2px(300)))
|
||||
const inset = uni.upx2px(BOARD_INSET_RPX)
|
||||
const footerGap = uni.upx2px(BOARD_FOOTER_GAP_RPX)
|
||||
const zoneW = sys.windowWidth
|
||||
// gg-main 左右内边距各 20rpx,棋盘可用宽度需相应收窄
|
||||
const sidePad = uni.upx2px(20)
|
||||
const zoneW = sys.windowWidth - sidePad * 2
|
||||
// 预留底部安全间隙,棋盘不贴到道具栏
|
||||
const zoneH = Math.max(0, footerTop - headerBottom - footerGap)
|
||||
const zoneH = Math.max(0, footerTop - boardAreaTop - footerGap)
|
||||
|
||||
// 5 行 × 4 列:宽高分别约束,取较小单格像素
|
||||
cellSizePx.value = calcMaxCellSize(zoneW - inset * 2, zoneH - inset * 2)
|
||||
|
||||
Reference in New Issue
Block a user