import { attachBoardViewport } from './board-viewport.js';
import { TapQueue } from './tap-queue.js';
import { exitTiming } from './exit-animation.js';
import { PIGMENTS, LEVEL_THEMES, themeForScore, MOTION, themeWithColors } from './design-tokens.js';
import { unlockAudio, playSound, toggleSound, soundEnabled } from './audio.js';
import { icon, installUI, decorateUI } from './ui.js';
import { Game, analyze, available, clone, generateLevel, hexagon, key, random, randomTracks, rotateTracks, rotateBoard, canRotate, solveRotations, trace, validateLevel } from './core.js';
import { CAMPAIGN_VERSIONS, campaignVersion } from './campaign-versions.js';
import { selectedCampaign, readCampaignProgress, writeCampaignProgress } from './campaign-progress.js';
import { layout, hitCell } from './geometry.js';
import { TILE_ATLAS } from './sprites.js';
import { CanvasPainter, COLORS, drawScene } from './renderer.js';
const taps=new TapQueue();
const $=id=>document.getElementById(id);
const canvas=$('board'),ctx=canvas.getContext('2d'),painter=new CanvasPainter(ctx);
let boardViewport;
let progressStorage;try{progressStorage=window.localStorage;}catch{}
let saveUnavailable=!progressStorage;
let campaign=selectedCampaign(progressStorage),LEVELS=campaign.levels;
const sessionProgress=new Map();
const saved=readCampaignProgress(progressStorage,campaign);
let completed=new Set(saved.completed),current=saved.current;
let game=new Game(LEVELS[current]),mode='play',trial=false,draft=null,editHistory=[],tool='tile',direction=1,color=0,selected=null,path=null,hint=null,animation=null,rotationAnimation=null,shake=null,toastTimer,view,width=0,height=0,frame=0;
let helpUsed=false;
let activeTheme=null;
const requestedTheme=LEVEL_THEMES.find(t=>t.id===new URLSearchParams(location.search).get('theme'));
function applyTheme(score){
activeTheme=mode==='edit'||trial?null:themeWithColors(requestedTheme||themeForScore(score),Number(new URLSearchParams(location.search).get('colors'))||7);
const theme=activeTheme||LEVEL_THEMES[0];
document.body.style.setProperty('--color-background',theme.background);
document.body.style.setProperty('--scene-ink',theme.ink);
$('theme-caption').textContent=activeTheme?`${requestedTheme?'配色预览':theme.label} · ${theme.name}`:'自由配色 · 12 色棋子库';
}
let hitSoundTimer;
document.addEventListener('pointerdown',unlockAudio,{passive:true});
document.addEventListener('click',e=>{if(e.target.closest('button'))playSound('tap');});
const reduced=matchMedia('(prefers-reduced-motion: reduce)').matches;
const metricLabels={bends:['平均弯道',22],longestRoute:['最多弯道',12],dependencies:['解锁依赖',18],blocked:['初始阻挡',28],sweptBlockers:['侧面阻挡',12],rotation:['必要旋转',8]};
let chapters=campaign.chapters,chapterSize=campaign.chapterSize;
const escapeHtml=s=>String(s).replace(/[&<>"']/g,c=>({'&':'&','<':'<','>':'>','"':'"',"'":'''}[c]));
function persist(){const progress={current,completed:[...completed]};sessionProgress.set(campaign.id,progress);saveUnavailable=!writeCampaignProgress(progressStorage,campaign,progress);if(saveUnavailable)toast('浏览器未允许保存,进度仅保留在当前页面');}
function switchCampaign(id){
const next=campaignVersion(id);if(next.id===campaign.id)return;
persist();
campaign=next;LEVELS=campaign.levels;chapters=campaign.chapters;chapterSize=campaign.chapterSize;
const progress=sessionProgress.get(campaign.id)||readCampaignProgress(progressStorage,campaign);
completed=new Set(progress.completed);startLevel(progress.current);
}
function bars(a){return Object.entries(metricLabels).filter(([k])=>Number.isFinite(a.parts[k])).map(([k,[label,max]])=>`
${label} ${a.parts[k].toFixed(0)}/${max}
`).join('');}
function renderMap(){
$('map-button').ariaLabel=`选择关卡,当前 ${campaign.id}`;
$('level-list').innerHTML=chapters.map((ch,c)=>`${String(c+1).padStart(2,'0')} / ${escapeHtml(ch)}
${LEVELS.slice(c*chapterSize,(c+1)*chapterSize).map((l,j)=>{const i=c*chapterSize+j;return `${String(i+1).padStart(2,'0')} `;}).join('')}
`).join('');
$('progress-label').textContent=`${completed.size} / ${LEVELS.length}`;$('campaign-progress').style.width=`${completed.size/LEVELS.length*100}%`;
}
function rotationHint(direction){
const turn=direction===1?'右':'左',exits=available(rotateBoard(game.level,direction),game.tiles).length;
return exits?`免费${turn}转 60°,${exits} 枚棋子的出口就打开了`:`先免费${turn}转 60°,再继续观察路线`;
}
function renderStats(){
const editing=mode==='edit',level=editing?draft:game.initialLevel,a=analyze(level);
applyTheme(a.score);
$('level-name').textContent=level.name;$('level-eyebrow').textContent=editing?'YOUR CREATION':trial?'PLAYTEST':`LEVEL ${String(current+1).padStart(2,'0')}`;
$('breadcrumb').textContent=editing?'关卡工坊 / 自由创作':trial?'关卡工坊 / 试玩中':`第 ${Math.floor(current/chapterSize)+1} 章 / ${level.chapterName||chapters[Math.floor(current/chapterSize)]}`;
$('moves-title').textContent=editing?'离场额度':trial?'可用额度':'待解棋子';$('remaining-title').textContent=editing?'已放置':'待离场';
$('moves').textContent=editing?level.moveLimit:trial?game.moves:game.tiles.length;$('remaining').innerHTML=`${editing?level.tiles.length:game.tiles.length} / ${editing?level.cells.length:level.tiles.length} `;
$('mini-caption').innerHTML=editing?'MAKE YOUR OWN WAY ↗':'FOLLOW THE FLOW ↗';
$('difficulty-label').textContent=`${a.label} · ${a.score}`;$('score-value').textContent=a.score;$('score-name').textContent=a.label;$('score-bars').innerHTML=bars(a);$('score-summary').textContent=`观察难度 ${a.score}/100 · ${level.tiles.length} 枚棋子 · 约 ${a.workload.estimatedSeconds} 秒体验(估算,无计时限制)`;
$('undo-button').disabled=game.history.length===0||!!animation||!!rotationAnimation;
$('orientation-title').textContent=editing?'最少旋转':'底盘朝向';$('orientation').innerHTML=editing?`${a.rotations}次 `:`${game.orientation*60}° `;
for(const id of ['rotate-left','rotate-right'])$(id).disabled=!!animation||!!rotationAnimation||game.won||game.lost||!canRotate(game.level)||game.level.rotationEnabled===false;
$('hint-button').disabled=!!animation||!!rotationAnimation||game.won;
$('instruction').innerHTML=` ${editing?({tile:'点击空格放置棋子;点击已有棋子更新方向和配色',rotate:'点击棋子,将箭头顺时针旋转 60°',track:'点击格子,循环切换 15 种轨道连接', 'rotate-track':'点击底板,整体旋转轨道 60°',erase:'点击棋子,将它从关卡中移除',inspect:'点击棋子,查看完整移动路线'}[tool]):(game.won?'所有棋子都找到出口了!':game.lost?'撤销操作,或返回工坊调整关卡':available(game.level,game.tiles).length?(!trial&&level.lesson?escapeHtml(level.lesson):'点击箭头离场 · 左右旋转免费,慢慢观察'):'暂时没有出口 · 可以继续免费旋转,观察路线')}`;
if(!editing&&!animation&&!rotationAnimation&&!game.won&&game.moves>0&&!available(game.level,game.tiles).length){
const solution=solveRotations({...game.level,tiles:game.tiles,moveLimit:game.moves});
const action=solution.actions[0];
if(solution.solvable&&action?.type==='rotate'){
const right=action.direction===1;
$(right?'rotate-right':'rotate-left').classList.add('hinted');
$('instruction').textContent=rotationHint(action.direction);
}else if(solution.reachable){$('instruction').textContent='离场额度少于剩余棋子 · 返回工坊增加额度';}
}
if(editing){$('editor-valid').textContent=level.tiles.length===0?'○ 等待放置棋子':a.exhausted?'… 尚未确定可解性':a.solvable?'✓ 已验证可解':'! 关卡暂不可解';$('editor-valid').classList.toggle('error',!a.solvable&&!a.exhausted&&level.tiles.length>0);$('editor-score').innerHTML=`${a.score}/100 `;$('editor-analysis-text').textContent=`观察难度 ${a.score}/100 · ${a.free} 枚可直接离场 · 最少 ${a.rotations} 次旋转。工作量 ${a.minimumActions??'—'} 次操作,参考 ${a.workload.estimatedSeconds} 秒(估算)。仅成功离场使用 1 额度,旋转与试探免费${a.exhausted?' · 搜索达到上限,尚未确定':!a.reachable?' · 存在无法避开的碰撞或闭环':!a.solvable?' · 离场额度不足':''}。`;$('editor-bars').innerHTML=bars(a);$('trial-button').disabled=!level.tiles.length;$('editor-undo').disabled=!editHistory.length;}
}
function resize(){const rect=canvas.getBoundingClientRect();width=rect.width;height=rect.height;const dpr=Math.min(devicePixelRatio||1,3);canvas.width=Math.round(width*dpr);canvas.height=Math.round(height*dpr);ctx.setTransform(dpr,0,0,dpr,0,0);const base=layout((mode==='edit'?draft:game.level).cells,width,height);view=boardViewport?boardViewport.camera.fit(base,width,height):base;boardViewport?.update();draw();}
function draw(now=performance.now()){
if(!view)return;
ctx.clearRect(0,0,width,height);
const state={selected:mode==='edit'?selected:null,path,hint,reduced,theme:activeTheme,queued:taps.ids};
if(animation){const progress=Math.min(1,(now-animation.start)/animation.duration);state.animation={route:animation.route,progress};if(progress>=1){animation=null;renderStats();}}
if(rotationAnimation){const t=Math.min(1,(now-rotationAnimation.start)/rotationAnimation.duration);state.boardAngle=-rotationAnimation.direction*Math.PI/3*(1-(1-Math.pow(1-t,3)));if(t>=1){rotationAnimation=null;renderStats();}}
if(shake){const t=(now-shake.start)/550;if(t>=1)shake=null;else{state.shake=shake.id;state.shakeTime=t;}}
drawScene(painter,mode==='edit'?draft:game.level,mode==='edit'?draft.tiles:game.tiles,view,state);
if(!animation&&!rotationAnimation){
const next=taps.take(game.tiles);
if(next&&mode==='play'&&!$('info-dialog').open){playTile(next);return;}
finish();
}
if(animation||rotationAnimation||shake){cancelAnimationFrame(frame);frame=requestAnimationFrame(draw);}
}
function toast(message,duration=3200){$('board-toast').textContent=message;$('board-toast').classList.add('visible');clearTimeout(toastTimer);toastTimer=setTimeout(()=>$('board-toast').classList.remove('visible'),duration);}
function showLesson(){if(mode==='play'&&!trial&&game.initialLevel.lesson)toast(game.initialLevel.lesson,6500);}
function resetEffects(preserveTaps=false){if(!preserveTaps)taps.clear();clearTimeout(hitSoundTimer);if($('result').open)$('result').close();clearTimeout(toastTimer);$('board-toast').classList.remove('visible');$('board-toast').textContent='';animation=null;rotationAnimation=null;for(const id of ['rotate-left','rotate-right'])$(id).classList.remove('hinted');shake=null;path=null;hint=null;cancelAnimationFrame(frame);$('result').hidden=true;}
function startLevel(i){if(!Number.isInteger(i)||i<0||i>=LEVELS.length)return;boardViewport?.camera.reset();current=i;trial=false;mode='play';game=new Game(LEVELS[i]);helpUsed=false;resetEffects();applyMode();persist();renderMap();renderStats();resize();showLesson();}
function applyMode(){const edit=mode==='edit';document.body.classList.toggle('editing',edit);$('play-tab').classList.toggle('active',!edit);$('edit-tab').classList.toggle('active',edit);$('play-inspector').hidden=edit;$('editor-panel').hidden=!edit;$('game-tools').hidden=edit;$('editor-board-tools').hidden=!edit;$('return-editor').hidden=!trial;$('map-button').hidden=edit;$('rotation-controls').hidden=edit;}
function enterEditor(){
if(!draft){draft=clone(game.level);draft.id='custom';draft.name='我的第一条轨迹';editHistory=[];}
mode='edit';trial=false;resetEffects();applyMode();syncEditor();renderStats();resize();
}
function syncEditor(){$('editor-name').value=draft.name;$('editor-moves').value=draft.moveLimit;$('editor-radius').value=String(Math.max(...draft.cells.map(c=>Math.max(Math.abs(c.q),Math.abs(c.r),Math.abs(c.q+c.r)))));}
function checkpoint(){editHistory.push(clone(draft));if(editHistory.length>100)editHistory.shift();}
function changed(){resetEffects();renderStats();resize();}
function openResult(){ $('result').hidden=false;$('result').showModal();playSound(game.won?'win':'lose');}
$('result').addEventListener('cancel',e=>e.preventDefault());
function finish(){
if($('result').open)return;
if(mode==='edit'||animation||rotationAnimation)return;
if(game.won){
if(!trial){completed.add(current);persist();renderMap();}
$('result').innerHTML=`${icon('star')}${icon('star')}${icon('star')}
A LITTLE MOMENT OF JOY
${trial?'这条轨迹,通了!':'每一条路,都被你解开了!'} ${game.level.tiles.length} 枚棋子全部找到出口 一条接一条,你清空了整片棋盘。${helpUsed?' 在提示的陪伴下完成':''}
${trial?'返回关卡工坊':current===LEVELS.length-1?'完成旅程 · 回到第一关':'下一段轨迹'} 再走一遍 `;
openResult();$('next-level').onclick=()=>trial?enterEditor():startLevel((current+1)%LEVELS.length);$('replay-level').onclick=restart;
}else if(game.lost){
$('result').innerHTML=`${icon('track')}
${game.moves<=0?'这份关卡的离场额度不足':'轨迹暂时打了个结'} ${game.moves<=0?'仍有棋子等待离场,可以返回工坊增加额度。旋转和试探都没有扣除额度。':'剩余棋子的路线被阻挡,或轨道形成了闭环。'}
${trial?'返回编辑关卡':game.history.length?'撤销上一步':'重新开始'} 重新开始 `;openResult();$('recover').onclick=()=>trial?enterEditor():game.history.length?undo():restart();$('retry').onclick=restart;
}
}
function restart(){game=new Game(game.initialLevel);helpUsed=false;resetEffects();renderStats();draw();finish();showLesson();}
function undo(){if(animation||rotationAnimation)return;if(game.undo()){resetEffects();renderStats();draw();toast('已回到上一次操作前,可以继续观察');}}
function playTile(tile){
if(animation||rotationAnimation){
if(taps.add(tile.id,animation?.route.tile.id)){draw();}
return;
}
resetEffects(true);const before=new Set(available(game.level,game.tiles).map(t=>t.id)),route=game.tap(tile.id);
if(route.status==='exit'){
playSound('exit');animation={route,start:performance.now(),duration:reduced?100:exitTiming(route).duration};
const opened=available(game.level,game.tiles).filter(t=>!before.has(t.id));
if(opened.length){hint=opened[0].id;toast(`移开这一枚,${opened.length} 枚棋子的路通了!`);}
}
else if(route.status==='blocked'||route.status==='loop'){
taps.clear();path=null;
if(route.travelPoints){animation={route,start:performance.now(),duration:reduced?150:MOTION.collisionMs};hitSoundTimer=setTimeout(()=>playSound('hit'),(reduced?150:MOTION.collisionMs)*.42);}else shake={id:tile.id,start:performance.now()};
const blocker=game.tiles.find(t=>t.id===route.blocker),blockerCanExit=blocker&&trace(game.level,blocker,game.tiles).status==='exit';
toast(route.status==='loop'?'这条路线形成闭环 · 试探免费,可以转动底盘换条路':blockerCanExit?'前方棋子挡住了路线 · 可以先移走它':'前方棋子也在等出口 · 试探免费,可以转盘换条路');
}
renderStats();draw();if(!animation)finish();
}
const matchings=[];
function enumerate(ports,map=[]){if(!ports.length){matchings.push([...map]);return;}const a=ports[0];for(let i=1;ip!==a&&p!==b),next);}}
enumerate([0,1,2,3,4,5]);
function editCell(cell){
selected={q:cell.q,r:cell.r};const tile=draft.tiles.find(t=>t.q===cell.q&&t.r===cell.r);
$('selection-info').textContent=`坐标 (${cell.q}, ${cell.r}) · 连接 ${cell.tracks.map((v,i)=>it!==tile);
if(tool==='track'){const index=matchings.findIndex(m=>m.every((p,i)=>p===cell.tracks[i]));cell.tracks=[...matchings[(index+1)%matchings.length]];}
if(tool==='rotate-track')cell.tracks=rotateTracks(cell.tracks);
$('selection-info').textContent=`坐标 (${cell.q}, ${cell.r}) · 连接 ${cell.tracks.map((v,i)=>it.id)),result=game.rotate(direction);
if(result.status!=='rotated'){toast(result.status==='rotation-disabled'?'这个底板不支持整盘旋转':'当前无法旋转');return;}
playSound('rotate');
const after=available(game.level,game.tiles),opened=after.filter(t=>!before.has(t.id));
if(opened.length){hint=opened[0].id;toast(`转一转,${opened.length} 枚棋子的出口打开了!`);}
else if(!after.length)toast('路线换好了 · 可以继续免费旋转,慢慢观察');
rotationAnimation={direction,start:performance.now(),duration:reduced?100:MOTION.rotationMs};
renderStats();draw();
}
$('rotate-left').onclick=()=>rotateGame(-1);$('rotate-right').onclick=()=>rotateGame(1);
boardViewport=attachBoardViewport(canvas,{changed:resize,tap:({x,y})=>{
if(!view)return;const cell=hitCell((mode==='edit'?draft:game.level).cells,view,x,y);
if(!cell)return;if(mode==='edit')editCell(cell);else{const tile=game.tiles.find(t=>t.q===cell.q&&t.r===cell.r);if(tile)playTile(tile);}
},drag:(start,end)=>{
if(mode==='edit'||!view||Math.hypot(start.x-view.ox,start.y-view.oy)<=width*.28)return;
let delta=Math.atan2(end.y-view.oy,end.x-view.ox)-Math.atan2(start.y-view.oy,start.x-view.ox);
if(delta>Math.PI)delta-=Math.PI*2;if(delta<-Math.PI)delta+=Math.PI*2;
if(Math.abs(delta)>.18)rotateGame(delta>0?1:-1);
}});
$('level-list').onclick=e=>{const b=e.target.closest('[data-level]');if(b)startLevel(Number(b.dataset.level));};
$('play-tab').onclick=()=>{if(mode==='edit'||trial)startLevel(current);};$('edit-tab').onclick=enterEditor;$('workshop-link').onclick=enterEditor;
$('undo-button').onclick=undo;$('reset-button').onclick=restart;
$('hint-button').onclick=()=>{
if(animation||rotationAnimation)return;
resetEffects();helpUsed=true;
const solution=solveRotations({...game.level,tiles:game.tiles,moveLimit:game.moves});
if(!solution.reachable){toast(solution.exhausted?'路线较复杂,暂未找到提示':'当前关卡无法避开所有碰撞,请撤销或重新编辑');return;}
if(!solution.solvable){toast(`还有 ${solution.minimumMoves} 枚棋子,需要在工坊增加离场额度`);return;}
const action=solution.actions[0];if(!action)return;
if(action.type==='rotate'){$(action.direction===1?'rotate-right':'rotate-left').classList.add('hinted');toast(rotationHint(action.direction));}
else{const tile=game.tiles.find(t=>t.id===action.id);hint=tile.id;path=trace(game.level,tile,game.tiles);toast('这枚棋子沿途不会碰撞,可以离场');}
draw();
};
$('tool-palette').onclick=e=>{const b=e.target.closest('[data-tool]');if(!b)return;tool=b.dataset.tool;document.querySelectorAll('[data-tool]').forEach(x=>x.classList.toggle('active',x===b));path=null;hint=null;renderStats();draw();};
$('directions').innerHTML=['↑','↗','↘','↓','↙','↖'].map((s,i)=>`${icon('arrow',`style="transform:rotate(${i*60}deg)"`)} `).join('');
$('directions').onclick=e=>{const b=e.target.closest('[data-direction]');if(!b)return;direction=Number(b.dataset.direction);document.querySelectorAll('[data-direction]').forEach(x=>x.classList.toggle('active',x===b));};
$('swatches').innerHTML=COLORS.map((c,i)=>` `).join('');
$('swatches').onclick=e=>{const b=e.target.closest('[data-color]');if(!b)return;color=Number(b.dataset.color);document.querySelectorAll('[data-color]').forEach(x=>x.classList.toggle('active',x===b));};
$('editor-name').onchange=()=>{checkpoint();draft.name=$('editor-name').value.trim()||'未命名轨迹';syncEditor();changed();};
$('editor-moves').onchange=()=>{checkpoint();draft.moveLimit=Math.max(1,Math.min(999,Math.round(Number($('editor-moves').value)||1)));syncEditor();changed();};
$('editor-radius').onchange=()=>{checkpoint();const cells=hexagon(Number($('editor-radius').value)),old=new Map(draft.cells.map(c=>[key(c.q,c.r),c]));draft.cells=cells.map(c=>old.get(key(c.q,c.r))||c);const keys=new Set(cells.map(c=>key(c.q,c.r)));draft.tiles=draft.tiles.filter(t=>keys.has(key(t.q,t.r)));selected=null;changed();};
function rotateDraft(direction){if(!canRotate(draft)){toast('不规则底板不能整体旋转');return;}checkpoint();draft=rotateBoard(draft,direction);changed();}
$('editor-turn-left').onclick=()=>rotateDraft(-1);$('editor-turn-right').onclick=()=>rotateDraft(1);
$('editor-undo').onclick=()=>{if(!editHistory.length)return;draft=editHistory.pop();selected=null;syncEditor();changed();};
$('generate-button').onclick=()=>{checkpoint();const radius=Number($('editor-radius').value);draft=rotateBoard(generateLevel(Math.floor(Math.random()*1e8),radius,radius===2?13:27,.7),1);draft.moveLimit=draft.tiles.length+12;draft.name='偶遇的轨迹';draft.id='custom';selected=null;syncEditor();changed();toast('已生成,并通过旋转与碰撞规则验证');};
$('blank-button').onclick=()=>{checkpoint();const radius=Number($('editor-radius').value);draft={version:1,id:'custom',name:'一条新的轨迹',cells:hexagon(radius),tiles:[],moveLimit:30};selected=null;syncEditor();changed();};
$('trial-button').onclick=()=>{const errors=validateLevel(draft);if(errors.length){toast(errors[0]);return;}mode='play';trial=true;game=new Game(draft);helpUsed=false;resetEffects();applyMode();renderStats();resize();finish();window.scrollTo({top:0,behavior:reduced?'instant':'smooth'});};
$('return-editor').onclick=enterEditor;
$('save-button').onclick=()=>{try{localStorage.setItem('hex-trails-draft',JSON.stringify(draft));toast('关卡已保存到此浏览器');}catch{toast('本机存储不可用,请导出 JSON 保存');}};
$('load-button').onclick=()=>{try{const data=localStorage.getItem('hex-trails-draft');if(!data){toast('还没有本机存档');return;}loadDraft(JSON.parse(data));toast('已读取本机关卡');}catch(e){toast(`读取失败:${e.message}`);}};
function loadDraft(data){const errors=validateLevel(data);if(errors.length)throw new Error(errors.join(';'));checkpoint();draft=clone(data);selected=null;syncEditor();changed();}
$('export-button').onclick=()=>{const errors=validateLevel(draft);if(errors.length){toast(errors[0]);return;}const blob=new Blob([JSON.stringify(draft,null,2)],{type:'application/json'}),url=URL.createObjectURL(blob),a=document.createElement('a');a.href=url;a.download='hex-trails-level.json';a.click();setTimeout(()=>URL.revokeObjectURL(url),1000);toast('已导出通用 JSON 关卡');};
$('import-button').onclick=()=>$('import-file').click();
$('import-file').onchange=async e=>{const file=e.target.files[0];if(!file)return;try{if(file.size>200000)throw new Error('文件不能超过 200 KB');loadDraft(JSON.parse(await file.text()));toast('导入成功,已重新计算可解性与难度');}catch(error){showDialog(`IMPORT CHECK
这份关卡需要调整 ${escapeHtml(error.message)}
当前编辑内容已保留。
`);}e.target.value='';};
function showDialog(html){taps.clear();$('dialog-content').innerHTML=html;decorateUI();if(!$('info-dialog').open)$('info-dialog').showModal();}
$('info-dialog').querySelector('.dialog-close').onclick=()=>$('info-dialog').close();
$('info-dialog').onclick=e=>{if(e.target===$('info-dialog')){const r=e.target.getBoundingClientRect();if(e.clientXr.right||e.clientYr.bottom)e.target.close();}};
function showScore(){const level=mode==='edit'?draft:game.initialLevel,a=analyze(level);showDialog(`OBSERVE & ENJOY
观察难度与游玩节奏 ${a.score}/100 · ${a.label} ,反映读懂路线和解开依赖所需的观察。棋盘大小、棋子总数和旋转额度都不加难度分。
${bars(a)}初始有 ${a.free} 枚棋子可以直接离场。工作量为 ${level.tiles.length} 次成功离场,加上最少 ${a.rotations} 次免费旋转;共 ${a.minimumActions??'—'} 次操作,参考时长约 ${a.workload.estimatedSeconds} 秒。大棋盘可以简单而充实,小棋盘也可以更需要观察。
平均弯道 22 分:平均转弯数 ÷ 4;最多弯道 12 分:单条路线最多转弯数 ÷ 8。 解锁依赖 18 分:解锁波次按棋子数量归一化。 初始阻挡比例 28 分;仅由侧面擦碰形成的阻挡比例 12 分。 必要旋转 8 分:最少旋转数 ÷ 3。各项分别封顶。 分数和时长都是设计估计,尚未经真人试玩校准。参考时长不是倒计时。${a.exhausted?'搜索尚未确定这份关卡能否完成。':!a.reachable?'这份关卡存在无法解开的路线,需要调整。':!a.solvable?'这份关卡的成功离场额度不足,需要在工坊增加。':'所有路线已验证可解。'}
`);}
$('score-help').onclick=showScore;$('difficulty-button').onclick=showScore;
function showHelp(){showDialog(`音效:${soundEnabled()?'开':'关'} `+'HOW TO PLAY
观察、转一转,路就通了 ① 观察箭头与路线 点击棋子,它会沿轨道出发,遇到弯道自动转向。找到出口,就能离场。
② 自由转动底盘 按左右按钮,或沿棋盘边缘拖动,每次旋转 60°。左右旋转都免费,次数不限。上层棋子位置和箭头不动,底下的轨道转到新位置。
③ 试一试,看清阻挡 棋子有宽度,遇到另一枚棋子或擦到它的侧面,会退回原位。试探不扣额度;可以移开挡路的棋子,或转动底盘观察另一条路。
④ 解开整片棋盘 让所有棋子找到出口即可完成,没有倒计时,也不评价尝试次数。撤销可以完整回到上一次操作前。自定义关卡的额度只计成功离场,每枚 1 额度。
提示能找到安全棋子,也会指出下一次旋转方向。每关使用主题色库中的少量棋子颜色,颜色不改变规则。
');}
$('dialog-content').addEventListener('click',e=>{
if(e.target.closest('#sound-toggle')){toggleSound();$('sound-toggle').textContent=`音效:${soundEnabled()?'开':'关'}`;}
const pick=e.target.closest('[data-pick]');if(pick){$('info-dialog').close();startLevel(Number(pick.dataset.pick));}
});
$('dialog-content').addEventListener('change',e=>{if(e.target.id==='campaign-version'){switchCampaign(e.target.value);showMapDialog();$('campaign-version').focus();}});
for(const b of document.querySelectorAll('.help-trigger'))b.onclick=showHelp;
function showMapDialog(){
showDialog(`CHOOSE YOUR NEXT TRAIL
挑一关,慢慢解开 关卡版本${CAMPAIGN_VERSIONS.map(c=>`${c.id} · ${c.name} · ${c.levels.length} 关 `).join('')} ${campaign.description}${campaign.id} · 已完成 ${completed.size} / ${LEVELS.length} 关 · ${chapters.length} 章
${LEVELS.map((l,i)=>`${completed.has(i)?icon('star'):''}${String(i+1).padStart(2,'0')}${analyze(l).label} `).join('')}
${saveUnavailable?'浏览器未允许保存:各版本进度仅在本页临时保留,刷新后会丢失。':'各版本分别保存通关进度与上次选关。'}切换版本会重新开始该版本上次选择的关卡。
`);
}
$('map-button').onclick=showMapDialog;
const atlas=new Image();atlas.onload=()=>{painter.atlas=atlas;draw();};atlas.onerror=()=>toast('棋子图片加载失败,已切换基础绘制');atlas.src=TILE_ATLAS;
new ResizeObserver(resize).observe(canvas);
applyMode();renderMap();renderStats();resize();
installUI();
if(new URLSearchParams(location.search).get('editor')==='1')enterEditor();else showLesson();