feat(airport): add inbound dispatch prototype and landing effects

This commit is contained in:
toshiocn
2026-10-26 16:11:11 +08:00
parent f40efb8ba9
commit 10962babe3
10 changed files with 1581 additions and 39 deletions
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import { hexPoints, position, trackPoints } from '../../src/path-math.js';
import { apronDistance, bayNormal, boardRadius, trayHull, waitingPose } from '../airport/core.js';
import { checkRelocate, COLORS, Inbound, SIDES, catalog } from './core.js';
import { LEVELS } from './levels.js';
const $ = id => document.getElementById(id);
const canvas = $('board'), ctx = canvas.getContext('2d');
const view = { dpr: 1, w: 1, h: 1, ox: 0, oy: 0, size: 1 };
let index = Math.max(0, Math.min(LEVELS.length - 1, (Number(new URLSearchParams(location.search).get('level')) || 1) - 1));
let game, mouths, preview, previewSteps, selected, anim, feedback, poses;
function load(next) {
index = (next + LEVELS.length) % LEVELS.length;
game = new Inbound(LEVELS[index]);
mouths = catalog(LEVELS[index]);
preview = game.state.dial;
previewSteps = 0;
selected = null;
anim = feedback = null;
history.replaceState(null, '', `?level=${index + 1}`);
sync();
draw();
}
function sync() {
const level = LEVELS[index];
$('level-title').textContent = `第 ${index + 1} 关 · ${level.name}`;
$('notice').textContent = level.lesson;
$('stars').textContent = String(game.state.stars);
$('standard').textContent = `/ ${level.standard}`;
const done = game.state.planes.filter(plane => plane.state === 'parked').length;
$('progress').textContent = `${done} / ${game.state.planes.length}`;
$('confirm').disabled = previewSteps === 0 || !!anim;
$('confirm').textContent = previewSteps === 0 ? '确认这一转' : `确认 ${Math.abs(previewSteps)} 格`;
$('undo').disabled = !game.history.length || !!anim;
$('left').disabled = $('right').disabled = !!anim;
const plane = game.state.planes.find(item => item.id === selected);
$('relocate').hidden = !plane || plane.state !== 'parked' || !!anim;
$('preview-note').textContent = previewSteps
? '这是预览。确认才计星。进场仍按已经确认的缺口。'
: '缺口和刻度差几格,转之前就能数。预览不计星。';
}
function resize() {
const rect = canvas.getBoundingClientRect();
view.dpr = Math.min(devicePixelRatio || 1, 2);
view.w = Math.max(1, rect.width);
view.h = Math.max(1, rect.height);
canvas.width = Math.round(view.w * view.dpr);
canvas.height = Math.round(view.h * view.dpr);
draw();
}
function worldPoint(event) {
const rect = canvas.getBoundingClientRect();
return { x: (event.clientX - rect.left - view.ox) / view.size, y: (event.clientY - rect.top - view.oy) / view.size };
}
function poseOf(plane) {
if (anim?.planeId === plane.id) return anim.pose;
if (plane.state === 'waiting') {
const shaped = game.state.planes.map(item => ({ ...item, kind: 'arrival' }));
return waitingPose({ ...plane, kind: 'arrival' }, shaped, boardRadius(LEVELS[index].cells));
}
const at = position(plane.q, plane.r);
return { x: at.x, y: at.y, angle: plane.dir * Math.PI / 3 };
}
function line(points, color, width) {
if (!points || points.length < 2) return;
ctx.beginPath();
ctx.moveTo(points[0].x, points[0].y);
for (const point of points.slice(1)) ctx.lineTo(point.x, point.y);
ctx.strokeStyle = color;
ctx.lineWidth = width;
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
ctx.stroke();
}
function circle(x, y, r, fill, stroke) {
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI * 2);
if (fill) { ctx.fillStyle = fill; ctx.fill(); }
if (stroke) { ctx.strokeStyle = stroke; ctx.lineWidth = 0.06; ctx.stroke(); }
}
function label(text, x, y, size, color) {
ctx.fillStyle = color;
ctx.font = `700 ${size}px 'Resource Han Rounded','PingFang SC',sans-serif`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(text, x, y);
}
function sample(points, t) {
const lengths = [0];
for (let i = 1; i < points.length; i++) lengths.push(lengths.at(-1) + Math.hypot(points[i].x - points[i - 1].x, points[i].y - points[i - 1].y));
const target = lengths.at(-1) * t, at = lengths.findIndex(length => length >= target);
const i = Math.max(1, at);
const span = lengths[i] - lengths[i - 1] || 1;
const u = (target - lengths[i - 1]) / span;
const a = points[i - 1], b = points[i];
return { x: a.x + (b.x - a.x) * u, y: a.y + (b.y - a.y) * u, angle: Math.atan2(b.x - a.x, -(b.y - a.y)) };
}
function draw() {
const level = LEVELS[index];
ctx.setTransform(view.dpr, 0, 0, view.dpr, 0, 0);
ctx.clearRect(0, 0, view.w, view.h);
const radius = boardRadius(level.cells);
const reach = apronDistance(radius) + 1.15;
view.size = Math.min(view.w, view.h) / (reach * 2);
view.ox = view.w / 2;
view.oy = view.h / 2;
ctx.translate(view.ox, view.oy);
ctx.scale(view.size, view.size);
const hull = trayHull(level.cells);
let hullR = 0;
for (const point of hull) hullR = Math.max(hullR, Math.hypot(point.x, point.y));
const ringR = hullR + 0.55;
ctx.beginPath();
hull.forEach((point, i) => i ? ctx.lineTo(point.x, point.y + 0.12) : ctx.moveTo(point.x, point.y + 0.12));
ctx.closePath();
ctx.fillStyle = '#E6DDD6';
ctx.fill();
ctx.beginPath();
hull.forEach((point, i) => i ? ctx.lineTo(point.x, point.y) : ctx.moveTo(point.x, point.y));
ctx.closePath();
ctx.fillStyle = '#FFFFFF';
ctx.fill();
for (const cell of level.cells) {
const at = position(cell.q, cell.r);
const pts = hexPoints(at.x, at.y, 0.9);
ctx.beginPath();
pts.forEach((point, i) => i ? ctx.lineTo(point.x, point.y) : ctx.moveTo(point.x, point.y));
ctx.closePath();
ctx.fillStyle = '#F8E7DC';
ctx.fill();
}
for (const cell of level.cells) {
const at = position(cell.q, cell.r);
for (let dir = 0; dir < 6; dir++) {
const other = cell.tracks[dir];
if (dir >= other) continue;
line(trackPoints(at.x, at.y, 0.92, dir, other), '#96707B', 0.09);
}
}
for (let side = 0; side < 6; side++) {
const normal = bayNormal(side);
const distance = apronDistance(radius) + 0.72;
label(SIDES[side], normal.x * distance, normal.y * distance, 0.32, '#A98590');
}
for (const mouth of mouths) {
const color = COLORS[mouth.stand.color].color;
const previewOpen = mouth.tick === preview;
const committedOpen = mouth.tick === game.state.dial;
line(mouth.arrivalPoints, previewOpen ? '#F7C948' : 'rgba(150,112,123,.35)', previewOpen ? 0.16 : 0.07);
const gate = mouth.arrivalPoints[0];
circle(gate.x, gate.y, committedOpen ? 0.22 : 0.16, previewOpen ? color : '#FFFFFF', color);
}
ctx.beginPath();
ctx.arc(0, 0, ringR, 0, Math.PI * 2);
ctx.strokeStyle = '#E6DDD6';
ctx.lineWidth = 0.08;
ctx.stroke();
for (let seat = 0; seat < 6; seat++) {
const angle = -Math.PI / 2 + seat * Math.PI / 3;
circle(Math.cos(angle) * ringR, Math.sin(angle) * ringR, 0.1, '#F5EFE7', '#E6DDD6');
}
const groups = new Map();
for (const mouth of mouths) {
if (!groups.has(mouth.tick)) groups.set(mouth.tick, []);
groups.get(mouth.tick).push(mouth);
}
for (const [tick, group] of groups) {
const angle = -Math.PI / 2 + tick * Math.PI / 3;
group.forEach((mouth, slot) => {
const shift = (slot - (group.length - 1) / 2) * 0.28;
const x = Math.cos(angle) * ringR + Math.cos(angle + Math.PI / 2) * shift;
const y = Math.sin(angle) * ringR + Math.sin(angle + Math.PI / 2) * shift;
const gate = mouth.arrivalPoints[0];
line([{ x, y }, gate], COLORS[mouth.stand.color].color, 0.035);
circle(x, y, 0.28, COLORS[mouth.stand.color].color, '#FFFFFF');
});
}
const notchAngle = -Math.PI / 2 + preview * Math.PI / 3;
const nx = Math.cos(notchAngle) * (ringR + 0.42), ny = Math.sin(notchAngle) * (ringR + 0.42);
ctx.save();
ctx.translate(nx, ny);
ctx.rotate(notchAngle + Math.PI / 2);
ctx.beginPath();
ctx.moveTo(0, -0.38);
ctx.lineTo(0.26, 0.22);
ctx.lineTo(-0.26, 0.22);
ctx.closePath();
ctx.fillStyle = previewSteps ? '#E07416' : '#5A3A44';
ctx.fill();
ctx.restore();
if (preview !== game.state.dial) {
const held = -Math.PI / 2 + game.state.dial * Math.PI / 3;
circle(Math.cos(held) * ringR, Math.sin(held) * ringR, 0.12, '#5A3A44');
}
for (const stand of level.stands) {
const at = position(stand.q, stand.r), color = COLORS[stand.color].color;
const occupied = game.state.planes.some(plane => plane.state === 'parked' && plane.q === stand.q && plane.r === stand.r && anim?.planeId !== plane.id);
if (occupied) continue;
ctx.beginPath();
hexPoints(at.x, at.y, 0.62).forEach((point, i) => i ? ctx.lineTo(point.x, point.y) : ctx.moveTo(point.x, point.y));
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
circle(at.x, at.y, 0.36, '#FFFFFF');
label(COLORS[stand.color].name[0], at.x, at.y, 0.34, color);
}
if (feedback && performance.now() < feedback.until) {
line(feedback.travel, '#F0663A', 0.14);
const tip = feedback.travel.at(-1);
line([{ x: tip.x - 0.16, y: tip.y - 0.16 }, { x: tip.x + 0.16, y: tip.y + 0.16 }], '#F0663A', 0.08);
line([{ x: tip.x - 0.16, y: tip.y + 0.16 }, { x: tip.x + 0.16, y: tip.y - 0.16 }], '#F0663A', 0.08);
}
poses = [];
for (const plane of game.state.planes) {
if (plane.state === 'parked' && anim?.planeId !== plane.id) {
const ray = checkRelocate(level, game.state, plane.id);
if (ray.points) line(ray.points, plane.id === selected ? COLORS[plane.color].color : 'rgba(90,58,68,.35)', plane.id === selected ? 0.1 : 0.05);
}
const pose = poseOf(plane);
poses.push({ id: plane.id, ...pose });
drawPlane(plane, pose);
}
}
function drawPlane(plane, pose) {
const color = COLORS[plane.color].color;
ctx.save();
ctx.translate(pose.x, pose.y);
ctx.rotate(pose.angle || 0);
ctx.fillStyle = color;
ctx.beginPath();
ctx.moveTo(0, -0.62);
ctx.lineTo(0.16, -0.2);
ctx.lineTo(0.55, 0.05);
ctx.lineTo(0.16, 0.12);
ctx.lineTo(0.12, 0.42);
ctx.lineTo(0, 0.28);
ctx.lineTo(-0.12, 0.42);
ctx.lineTo(-0.16, 0.12);
ctx.lineTo(-0.55, 0.05);
ctx.lineTo(-0.16, -0.2);
ctx.closePath();
ctx.fill();
ctx.restore();
if (plane.state === 'parked' && anim?.planeId !== plane.id) {
circle(pose.x + 0.42, pose.y + 0.36, 0.18, '#E07416');
label('P', pose.x + 0.42, pose.y + 0.36, 0.22, '#FFFFFF');
}
if (plane.id === selected) circle(pose.x, pose.y, 0.78, null, '#5A3A44');
}
function frame(now) {
if (!anim) return;
const t = Math.min(1, (now - anim.start) / anim.duration);
const eased = t * t * (3 - 2 * t);
anim.pose = sample(anim.points, eased);
draw();
if (t < 1) requestAnimationFrame(frame);
else finishAnim();
}
function finishAnim() {
anim = null;
sync();
draw();
if (game.won) openResult();
}
function play(points, planeId) {
anim = { points, planeId, start: performance.now(), duration: 720, pose: points[0] };
sync();
requestAnimationFrame(frame);
}
function fail(result, planeId) {
selected = planeId;
if (result.travel) feedback = { travel: result.travel, until: performance.now() + 900 };
$('notice').textContent = result.status === 'blocked' ? '被挡住了。只标第一个阻挡,不计星。' : '这条边现在没有开着的同色口。';
draw();
}
function onPlane(id) {
if (anim || game.won) return;
const plane = game.state.planes.find(item => item.id === id);
if (plane.state === 'parked') {
selected = id;
const ray = checkRelocate(LEVELS[index], game.state, id);
sync();
$('notice').textContent = ray.sideName ? `调边会落到${ray.sideName}。这条射线不随转改变。` : LEVELS[index].lesson;
draw();
return;
}
if (previewSteps) {
sync();
$('notice').textContent = '先确认这一转,或转回原位。预览不能进场。';
return;
}
const result = game.act({ type: 'land', id });
if (result.status !== 'land') { fail(result, id); return; }
selected = null;
const from = waitingPose({ ...plane, kind: 'arrival', state: 'waiting' }, [{ ...plane, kind: 'arrival', state: 'waiting' }], boardRadius(LEVELS[index].cells));
play([from, ...result.mouth.arrivalPoints], id);
sync();
}
function turn(direction) {
if (anim) return;
preview = (preview + direction + 6) % 6;
previewSteps += direction;
if (previewSteps === 0) preview = game.state.dial;
sync();
draw();
}
function confirm() {
if (!previewSteps || anim) return;
game.act({ type: 'confirm', dial: preview, steps: Math.abs(previewSteps) });
previewSteps = 0;
preview = game.state.dial;
sync();
draw();
}
function relocate() {
if (anim || !selected) return;
const before = game.state.planes.find(plane => plane.id === selected);
const result = game.act({ type: 'relocate', id: selected });
if (result.status !== 'relocate') { fail(result, selected); return; }
const end = waitingPose({ id: before.id, kind: 'arrival', state: 'waiting', side: result.side }, [{ id: before.id, kind: 'arrival', state: 'waiting', side: result.side }], boardRadius(LEVELS[index].cells));
selected = null;
play([...result.points, end], before.id);
sync();
}
function openResult() {
const level = LEVELS[index];
$('result-copy').textContent = `提交 ${game.state.stars} / 标准 ${level.standard}。${level.lesson}`;
$('next').hidden = index === LEVELS.length - 1;
$('result').showModal();
}
$('left').onclick = () => turn(-1);
$('right').onclick = () => turn(1);
$('confirm').onclick = confirm;
$('undo').onclick = () => { game.act({ type: 'undo' }); preview = game.state.dial; previewSteps = 0; selected = null; sync(); draw(); };
$('restart').onclick = () => load(index);
$('relocate').onclick = relocate;
$('levels').onclick = () => $('menu').showModal();
$('help-open').onclick = () => $('help').showModal();
$('next').onclick = () => { $('result').close(); load(index + 1); };
$('retry').onclick = () => { $('result').close(); load(index); };
document.querySelectorAll('[data-close]').forEach(button => button.onclick = () => button.closest('dialog').close());
const list = $('level-list');
LEVELS.forEach((level, i) => {
const button = document.createElement('button');
button.textContent = `${i + 1} ${level.name}`;
button.onclick = () => { $('menu').close(); load(i); };
list.append(button);
});
canvas.addEventListener('pointerdown', event => {
const at = worldPoint(event);
const hit = poses?.find(pose => Math.hypot(pose.x - at.x, pose.y - at.y) < 0.9);
if (hit) onPlane(hit.id);
});
new ResizeObserver(resize).observe(canvas);
load(index);
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// Inbound dial. A turn moves a notch on a 6-mark ring. It does not slide tracks
// under aircraft, and it does not call rotateBoard. Mouths are fixed world
// objects: open iff mouth.tick === dial.
import { opposite, trace } from '../../src/core.js';
import { pathPoints, position, sweepPath, PORTS } from '../../src/path-math.js';
import { visualSide, SIDES } from '../airport/core.js';
export { SIDES };
export const COLORS = {
0: { name: '草莓', color: '#EE5398' },
8: { name: '可可', color: '#B5806A' },
};
const boardOf = level => ({ cells: level.cells });
const clone = value => structuredClone(value);
function departure(level, q, r, dir) {
const route = trace(boardOf(level), { id: 'probe', q, r, dir }, [], true);
if (route.status !== 'exit') return { status: route.status, route, points: pathPoints(route) };
const last = route.steps.at(-1);
return { status: 'exit', route, points: pathPoints(route), side: visualSide(last.q, last.r, last.exit), exitDir: last.exit };
}
export function catalog(level) {
return level.mouths.map(mouth => {
const stand = level.stands.find(item => item.id === mouth.standId);
const inbound = departure(level, stand.q, stand.r, mouth.departDir);
const parkedDir = opposite(mouth.departDir);
const outbound = departure(level, stand.q, stand.r, parkedDir);
return {
...mouth,
stand,
side: inbound.side,
sideName: SIDES[inbound.side],
parkedDir,
exitSide: outbound.side,
exitSideName: SIDES[outbound.side],
arrivalPoints: [...inbound.points].reverse(),
departPoints: outbound.points,
cells: inbound.route.steps.length,
};
});
}
export function createState(level) {
return {
dial: level.dial,
stars: 0,
planes: level.arrivals.map(plane => ({
id: plane.id, color: plane.color, side: plane.side, state: 'waiting',
q: null, r: null, dir: null, standId: null, mouthId: null,
})),
};
}
const parked = state => state.planes.filter(plane => plane.state === 'parked');
const obstacles = planes => planes.map(plane => ({ ...position(plane.q, plane.r), id: plane.id }));
export function checkLanding(level, state, planeId) {
const plane = state.planes.find(item => item.id === planeId);
if (!plane || plane.state !== 'waiting') return { status: 'invalid' };
const mouths = catalog(level).filter(mouth => mouth.tick === state.dial && mouth.side === plane.side && mouth.stand.color === plane.color);
if (!mouths.length) return { status: 'no-route', plane };
const taken = new Set(parked(state).map(item => `${item.q},${item.r}`));
const free = mouths.filter(mouth => !taken.has(`${mouth.stand.q},${mouth.stand.r}`));
if (!free.length) return { status: 'no-stand', plane };
const blocks = obstacles(parked(state));
const legal = [], blocked = [];
for (const mouth of free) {
const hit = sweepPath(mouth.arrivalPoints, blocks);
if (!hit) legal.push(mouth);
else blocked.push({ mouth, blocker: hit.blocker, point: hit.point, travel: hit.points });
}
if (legal.length > 1) return { status: 'ambiguous', plane, candidates: legal };
if (legal.length === 1) return { status: 'land', plane, mouth: legal[0] };
if (blocked.length === 1) return { status: 'blocked', plane, ...blocked[0] };
return { status: 'ambiguous', plane, candidates: blocked };
}
export function checkRelocate(level, state, planeId) {
const plane = state.planes.find(item => item.id === planeId);
if (!plane || plane.state !== 'parked') return { status: 'invalid' };
const outbound = departure(level, plane.q, plane.r, plane.dir);
if (outbound.status !== 'exit') return { status: 'no-route', plane };
const end = outbound.points.at(-1), port = PORTS[outbound.exitDir];
const swept = [...outbound.points, { x: end.x + port.x * 4, y: end.y + port.y * 4 }];
const hit = sweepPath(swept, obstacles(parked(state).filter(item => item.id !== plane.id)));
if (hit) return { status: 'blocked', plane, blocker: hit.blocker, point: hit.point, travel: hit.points, side: outbound.side };
return { status: 'relocate', plane, side: outbound.side, sideName: SIDES[outbound.side], points: outbound.points };
}
function applyLanding(state, check) {
const next = clone(state);
const plane = next.planes.find(item => item.id === check.plane.id);
plane.state = 'parked';
plane.q = check.mouth.stand.q;
plane.r = check.mouth.stand.r;
plane.dir = check.mouth.parkedDir;
plane.standId = check.mouth.standId;
plane.mouthId = check.mouth.id;
plane.side = null;
next.stars += 1;
return next;
}
function applyRelocate(state, check) {
const next = clone(state);
const plane = next.planes.find(item => item.id === check.plane.id);
plane.state = 'waiting';
plane.side = check.side;
plane.q = plane.r = plane.dir = plane.standId = plane.mouthId = null;
next.stars += 1;
return next;
}
export function transition(level, state, action) {
if (action.type === 'confirm') {
const dial = action.dial, steps = action.steps;
if (!Number.isInteger(dial) || dial < 0 || dial > 5 || !Number.isInteger(steps) || steps < 1) return { commit: false, result: { status: 'invalid' } };
const next = clone(state);
next.dial = dial;
next.stars += steps;
return { commit: true, state: next, result: { status: 'confirmed', dial, steps } };
}
if (action.type === 'land') {
const check = checkLanding(level, state, action.id);
if (check.status !== 'land') return { commit: false, result: check };
return { commit: true, state: applyLanding(state, check), result: check };
}
if (action.type === 'relocate') {
const check = checkRelocate(level, state, action.id);
if (check.status !== 'relocate') return { commit: false, result: check };
return { commit: true, state: applyRelocate(state, check), result: check };
}
return { commit: false, result: { status: 'invalid' } };
}
export function isWon(state) {
return state.planes.length > 0 && state.planes.every(plane => plane.state === 'parked');
}
export class Inbound {
constructor(level) {
this.level = level;
this.state = createState(level);
this.history = [];
}
get won() { return isWon(this.state); }
act(action) {
if (action.type === 'undo') {
if (!this.history.length) return { status: 'invalid' };
this.state = this.history.pop();
return { status: 'undone' };
}
const outcome = transition(this.level, this.state, action);
if (!outcome.commit) return outcome.result;
this.history.push(clone(this.state));
this.state = outcome.state;
return { ...outcome.result, won: this.won, stars: this.state.stars };
}
}
export function validateInbound(level) {
const issues = [];
const mouths = catalog(level);
for (const mouth of mouths) {
if (mouth.side === undefined) issues.push(`${mouth.id} 没有出口`);
if (mouth.cells < 1 || mouth.cells > 5) issues.push(`${mouth.id} 路径 ${mouth.cells} 格,超出 1–5`);
}
for (let dial = 0; dial < 6; dial++) {
const groups = new Map();
for (const mouth of mouths.filter(item => item.tick === dial)) {
const group = `${mouth.side}:${mouth.stand.color}`;
groups.set(group, (groups.get(group) || 0) + 1);
}
for (const [group, count] of groups) if (count > 1) issues.push(`朝向 ${dial} ${group} 有 ${count} 个口`);
}
const seen = new Set();
for (const mouth of mouths) {
const signature = `${mouth.side}:${mouth.tick}:${mouth.standId}`;
if (seen.has(signature)) issues.push(`重复口 ${signature}`);
seen.add(signature);
}
return issues;
}
// What a reader can count before touching preview. Independent of dial mutation.
export function reading(level, dial) {
return catalog(level).map(mouth => ({
id: mouth.id,
side: mouth.sideName,
tick: mouth.tick,
open: mouth.tick === dial,
right: (mouth.tick - dial + 6) % 6,
left: (dial - mouth.tick + 6) % 6,
exitSide: mouth.exitSideName,
cells: mouth.cells,
}));
}
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<!doctype html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
<meta name="theme-color" content="#F5EFE7">
<title>进场调度 · 刻度环试玩</title>
<link rel="stylesheet" href="./style.css">
</head>
<body>
<main class="inbound">
<header class="topbar">
<button class="icon-button" id="levels" aria-label="选择关卡">关</button>
<div><p class="eyebrow">进场调度 · 试玩</p><h1 id="level-title">第 1 关</h1></div>
<button class="icon-button" id="help-open" aria-label="怎么读刻度">?</button>
</header>
<section class="status" aria-label="进度">
<div><span>提交</span><strong id="stars">0</strong><small id="standard">/ 1</small></div>
<div><span>停好</span><strong id="progress">0 / 1</strong></div>
</section>
<p class="notice" id="notice" role="status"></p>
<section class="airspace" id="airspace">
<canvas id="board" aria-label="固定机场、进场口和刻度环"></canvas>
</section>
<div class="controls">
<button id="left" class="turn">左转一格</button>
<button id="confirm" class="confirm" disabled>确认这一转</button>
<button id="right" class="turn">右转一格</button>
</div>
<p class="preview-note" id="preview-note">缺口和刻度差几格,转之前就能数。预览不计星。</p>
<footer>
<button id="undo">撤销</button>
<button id="relocate" hidden>调边</button>
<button id="restart">重来</button>
</footer>
</main>
<dialog id="menu">
<button class="close" data-close aria-label="关闭">×</button>
<h2>六关竖切</h2>
<div id="level-list"></div>
</dialog>
<dialog id="help">
<button class="close" data-close aria-label="关闭">×</button>
<h2>刻度环</h2>
<ol>
<li>棋盘、轨道、飞机都不转。转的是环上的缺口。</li>
<li>每个口固定在一条边上。环上同色的点是它的刻度。</li>
<li>缺口盖住刻度,这个口才开。差几格,转之前数。</li>
<li>左右转是预览,不计星。确认才写入,跨几格计几星。</li>
<li>点场外飞机进场。点已停飞机,再按调边。调边落到已经画出的出口边,转不改变它。</li>
</ol>
</dialog>
<dialog id="result">
<h2>全部到位</h2>
<p id="result-copy"></p>
<div class="dialog-actions">
<button id="next" class="confirm">下一关</button>
<button id="retry" class="turn">再打一次</button>
</div>
</dialog>
<script type="module" src="./app.js"></script>
</body>
</html>
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import { hexagon } from '../../src/core.js';
const board = () => hexagon(2);
// Mouths are fixed. departDir is the heading whose reverse is the arrival.
// Parked heading is the opposite, so 调边 follows a different ray.
export const LEVELS = [
{
id: 'in-1', name: '口已经开了', standard: 1, dial: 0,
lesson: '这个口已经开了,点进来就停好。',
cells: board(),
stands: [{ id: 'cocoa', q: 1, r: -1, color: 8 }],
mouths: [{ id: 'cocoa-right', standId: 'cocoa', departDir: 2, tick: 0 }],
arrivals: [{ id: 'cocoa', color: 8, side: 1 }],
solution: [{ type: 'land', id: 'cocoa' }],
},
{
id: 'in-2', name: '转一下才通', standard: 2, dial: 0,
lesson: '我转这一格,是为了让缺口盖住这个口。',
cells: board(),
stands: [{ id: 'berry', q: 1, r: -1, color: 0 }],
mouths: [{ id: 'berry-up', standId: 'berry', departDir: 0, tick: 1 }],
arrivals: [{ id: 'berry', color: 0, side: 0 }],
solution: [{ type: 'confirm', dial: 1, steps: 1 }, { type: 'land', id: 'berry' }],
},
{
id: 'in-3', name: '一转两口', standard: 2, dial: 0,
lesson: '这一转打开了我的口,也关掉了对面。',
cells: board(),
stands: [{ id: 'cocoa', q: 0, r: 0, color: 8 }],
mouths: [
{ id: 'cocoa-right', standId: 'cocoa', departDir: 1, tick: 0 },
{ id: 'cocoa-left', standId: 'cocoa', departDir: 4, tick: 5 },
],
arrivals: [{ id: 'cocoa', color: 8, side: 4 }],
solution: [{ type: 'confirm', dial: 5, steps: 1 }, { type: 'land', id: 'cocoa' }],
},
{
id: 'in-4', name: '谁先停', standard: 2, dial: 0,
lesson: '先停那架会挡住另一架,所以要换顺序。',
cells: board(),
stands: [
{ id: 'cocoa', q: 0, r: -1, color: 8 },
{ id: 'berry', q: 1, r: -2, color: 0 },
],
mouths: [
{ id: 'cocoa-up', standId: 'cocoa', departDir: 1, tick: 0 },
{ id: 'berry-right', standId: 'berry', departDir: 2, tick: 0 },
],
arrivals: [
{ id: 'cocoa', color: 8, side: 0 },
{ id: 'berry', color: 0, side: 1 },
],
solution: [{ type: 'land', id: 'cocoa' }, { type: 'land', id: 'berry' }],
},
{
id: 'in-5', name: '两架各自进', standard: 3, dial: 0,
lesson: '我转是为了打开这两个口,但还是要一架一架点进来。',
cells: board(),
stands: [
{ id: 'berry', q: 1, r: -1, color: 0 },
{ id: 'cocoa', q: 0, r: 0, color: 8 },
],
mouths: [
{ id: 'berry-right', standId: 'berry', departDir: 2, tick: 1 },
{ id: 'cocoa-left', standId: 'cocoa', departDir: 4, tick: 1 },
],
arrivals: [
{ id: 'berry', color: 0, side: 1 },
{ id: 'cocoa', color: 8, side: 4 },
],
solution: [
{ type: 'confirm', dial: 1, steps: 1 },
{ type: 'land', id: 'berry' },
{ type: 'land', id: 'cocoa' },
],
},
{
id: 'in-6', name: '先停是为了换边', standard: 5, dial: 0,
lesson: '我先停是为了换到那条边,再转开口进来。',
cells: board(),
stands: [
{ id: 'berry', q: 1, r: -1, color: 0 },
{ id: 'cocoa', q: 0, r: -1, color: 8 },
],
mouths: [
{ id: 'berry-up', standId: 'berry', departDir: 0, tick: 0 },
{ id: 'berry-down', standId: 'berry', departDir: 3, tick: 1 },
{ id: 'cocoa-right', standId: 'cocoa', departDir: 2, tick: 1 },
],
arrivals: [
{ id: 'berry', color: 0, side: 0 },
{ id: 'cocoa', color: 8, side: 1 },
],
solution: [
{ type: 'land', id: 'berry' },
{ type: 'relocate', id: 'berry' },
{ type: 'confirm', dial: 1, steps: 1 },
{ type: 'land', id: 'cocoa' },
{ type: 'land', id: 'berry' },
],
},
];
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