@@ -0,0 +1,127 @@
> numberswipe-main@1.0.0 check
> npm run build && npm test && npm run smoke
> numberswipe-main@1.0.0 build
> node build.mjs
Built campaign-200-r2: 200 levels
> numberswipe-main@1.0.0 test
> node --test *.test.mjs
✔ 手机没有浏览器音频接口时,原生播放器仍能播放全部 36 步和六类反馈音 (5.9719ms)
✔ 关闭音效停止播放;再次开启会试听并保存偏好;后台中断停止所有播放器 (0.7505ms)
✔ 延迟通关音在静音或进入后台时取消,不在返回后突然播放 (49.8525ms)
✔ 音频错误可诊断,不再静默吞掉 (0.5119ms)
✔ 所有音频均为非静音 PCM;原版第13步比第1步高一个八度 (27.1585ms)
✔ 教学和组合规则用具体动作及奇偶例子解释,没有未解释的术语 (13.4334ms)
✔ 过关提示同步使用实际播放起点,非请求时间 (7.7487ms)
✔ 过关短句使用用户提供的3秒WAV,不与旧和弦叠加 (1.9568ms)
✔ jingle end, cancellation and playback error restore BGM without restarting (4.24ms)
✔ muted effects never duck BGM and unrelated effect errors cannot end jingle ducking (0.7256ms)
✔ hide and music preference do not revive playback through a late jingle callback (2.6609ms)
✔ BGMB is absent from the runtime manifest and music package (1.4668ms)
✔ merged irregular outlines retain holes and never draw internal unit edges (89.6057ms)
✔ all 200 boards fit four screen budgets with stable safe anchors and real shared entrances (910.9608ms)
✔ guides through every irregular block stay inside its occupied shape (38.2585ms)
✔ visited, conflicting and hinted category cells retain their material identity (13.1484ms)
✔ five font subsets match their manifest and fit the package budget (3.7437ms)
✔ upstream adapter fails closed if the inspected render seams change (0.8671ms)
✔ procedural cushion pixels preserve holes and light the upper bevel without a border (20.4011ms)
✔ visible glyph bounds are centered independently of font ascent and side bearings (1.3968ms)
✔ stage with zero depth casts alpha shadows without painting a solid backing (9.1895ms)
✔ native width-only TextMetrics still centers the rasterized glyph ink (2.4161ms)
✔ fixed channels remain anchored at their block centers after number enlargement (1096.8783ms)
✔ checkpoint ribbons trigger on correct arrival only and never duplicate per frame (3.4084ms)
✔ checkpoint pulse is small, centered in time and settles without looping (0.336ms)
✔ event batches preserve every landing and sequence but commit only highest audio and haptic (4.69ms)
✔ completion waits at most 120ms and ignores late audio callbacks (1.528ms)
✔ light haptics are limited, checkpoint replaces light, and completion adds only one delayed short pulse (0.7758ms)
✔ unsupported graded haptic falls back to one short pulse, never long vibration (0.9678ms)
✔ haptic disable, preview and lifecycle cancellation suppress delayed or expired work (0.5194ms)
✔ late failed haptic requests cannot revive old pulses and ungraded completion falls back once (0.3432ms)
✔ rectangles, concave shapes and hexagons require geometric inward distance without treating internal seams as walls (4.27ms)
✔ one high-speed native move records all intermediate cells and completion without duplicate final node (197.6697ms)
✔ legal but off-solution moves use public rules, while invalid clues only produce error (93.488ms)
✔ drag near a previous-block boundary cannot undo; deeper entry can, and undo button remains immediate (85.5951ms)
✔ tutorial, redraw, hint and restored saved routes do not generate player feedback (117.3508ms)
✔ pressure and rebound have bounded amplitude and duration (0.6393ms)
✔ interpolation cannot duplicate the same failed-cell event within one native movement (0.3588ms)
✔ nodes are driven by explicit events even when multiple arrive before rendering; at most two ribbons survive (47.8573ms)
✔ audio fast moves merge to latest pitch and completion stops the whole four-channel pool (2.7155ms)
✔ settings persist haptic preference independently and chapter cards always use three columns (104.3303ms)
✔ original audio is preserved and high pitches lose energy rather than growing sharper (11.5992ms)
✔ empty, partial and wrong routes reveal the first incomplete full segment (2.6982ms)
✔ completion hides the hint; repeat clicks cannot skip; undo and restart return to earlier segments (0.6567ms)
✔ all 200 levels reveal consecutive segments without changing the player path (1831.3425ms)
✔ hint draws skip player edges and mask visited cells on their own layer; compositing is restored (1.4713ms)
✔ parity is a segment anchor; colour is not; flow moves continuously across cells (0.5245ms)
✔ coral teaching ribbon preserves visited masks and offers direction in reduced motion (2.4201ms)
✔ hint rounds shared guide junctions and keeps separate runs disconnected (0.6225ms)
✔ 实际教学关动画:basic (5.4459ms)
✔ 实际教学关动画:walls (1.3921ms)
✔ 实际教学关动画:straight (2.2782ms)
✔ 实际教学关动画:vertical (7.57ms)
✔ 实际教学关动画:corner (2.7113ms)
✔ 实际教学关动画:colour (1.7488ms)
✔ 实际教学关动画:parity (0.644ms)
✔ 实际教学关动画:rhythm-door (0.75ms)
✔ 实际教学关动画:hex (0.6395ms)
✔ 实际教学关动画:unknown-start (1.3742ms)
✔ 200关的组合规则均能找到对应真实教学关 (166.655ms)
✔ 教学减速,结束停留1秒后自动循环 (3.3536ms)
✔ music loops independently, persists mute and cancels in background (4.7913ms)
✔ old arrows retain distance, rush to endpoint and fresh arrows move at base speed (0.8271ms)
✔ settings have exactly three independent preferences, and hint has its own cue (223.1428ms)
✔ actual fixed numeric node uses checkpoint pitch, final cell uses complete chord (248.4456ms)
✔ selected menu and BGMA loop are stereo PCM WAV with complete musical durations (15.0776ms)
✔ selected runtime WAVs retain the original durations after sample-rate adaptation (25.2474ms)
✔ gameplay ambient uses lower scene volume and keeps independent mute and resume behavior (0.4916ms)
✔ all 200 levels: valid numeric, parity and direction arrivals play checkpoint pitch; final arrival only completes (29009.0033ms)
✔ drag back and undo button both vibrate lightly; disabling vibration suppresses both (65.8824ms)
✔ haptic cadence is approximately 15 percent denser without changing light or medium grades (2.9116ms)
✔ regular and special scale settle at 90ms with a larger special peak (0.3386ms)
✔ rendered undo target and nonnumeric checkpoint animate immediately without adding ribbons (10.7241ms)
✔ quick undo cancels removed node rebound, including last-step removal (2.5595ms)
✔ first launch goes directly to gameplay (133.5197ms)
✔ resume unfinished route after exit from gameplay (247.5837ms)
✔ resume unfinished route after exit from selection (153.6188ms)
✔ completed level resumes next unfinished, including leaving from cleared screen (99.8722ms)
✔ replaying a cleared level does not replace the unfinished save (95.6296ms)
✔ legacy saves, malformed data and full completion have valid startup targets (68.3508ms)
✔ selection pages expose fifteen cards and fit phone safe areas (254.6395ms)
✔ hint-only frames reuse static UI, and player input invalidates it (63.1021ms)
✔ hint curves are cached and distance lookup is stable at boundaries (1.2907ms)
✔ new-mechanic lesson reuses the board while the continuous cursor advances (47.8203ms)
✔ BGMA stays continuous across level changes and completion redraws (2.0839ms)
✔ subpackage completion never plays a stale scene after hiding, muting, or clearing (0.5922ms)
✔ music load failure is silent and one real resume can retry; muted pending loads stay silent (0.4568ms)
✔ runtime uses supplied WAV hashes and ships music as a subpackage with a small main bundle (151.6511ms)
✔ title is centered and selection settings share the progress and level-range row (354.3931ms)
✔ completion ducks BGMA until jingle ends and next level never restarts it (120.0796ms)
✔ title artwork is a transparent, high resolution PNG packaged locally (7.1401ms)
✔ asynchronous native image load requests a repaint and draws the artwork without a font substitute (0.6299ms)
✔ artwork stays above progress pills and clear of settings; fifteen cards still fit all phone sizes (432.4844ms)
✔ undo button reverses seven played steps as 7,6,5,4,3,2,1 (266.8512ms)
✔ drag reverses seven played steps as 7,6,5,4,3,2,1 (181.5857ms)
✔ completion amplitude is reduced 15 percent while node, undo and restart volumes stay unchanged (1.6029ms)
✔ fast reverse coalesces to the latest descending pitch and cannot replay an old forward note (2.7327ms)
✔ all prepared routes match the immutable level hash and public rules (18.0142ms)
✔ entering next level draws the live board once and preserves the running BGMA player (1386.9742ms)
✔ next-board warming advances one item per frame and cancels on deadline, replacement or hide (0.7355ms)
✔ idle material warming never changes the player path or emits sound and vibration (36.9474ms)
ℹ tests 101
ℹ suites 0
ℹ pass 101
ℹ fail 0
ℹ cancelled 0
ℹ skipped 0
ℹ todo 0
ℹ duration_ms 29450.7015
> numberswipe-main@1.0.0 smoke
> node smoke.mjs
PASS 200/200: r2源文件哈希一致、唯一解、微信发布包触摸通关、撤销/重开/指路、存档/音效设置恢复、前后台切换。