live试玩round1+round2修复: 引擎gesture新增tapcancel(immediateTap误判定回滚,默认关闭零行为变化)+ rhythm判定账簿/超时Miss复活/菜单1s去抖/正片下滑永不弹菜单 + space判定冷静期800ms/暂停恢复3颗缓冲/回大厅leaving收尾/hit_last在播标记 + storyline intro满播不掐/抉择25s兜底 + simon免费重听两层账 + escape教学链自动接播/90s高频零提示 + rpg擦伤零误报/tap不丢 + guide.test适配去抖期(语义不变)+ 文档同步(13号§9-§19/web-engine-api/README)。回归:storyline82/escape140/simon132/rhythm141/space155/rpg188/guide122共921断言全绿
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@@ -6,11 +6,16 @@
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* 的相同拍点用相同手势跟打。3 首曲目(90/105/120 BPM)解锁制:曲目 n 拿到 B 级
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* 以上解锁 n+1(localStorage 记解锁状态,已登录同步服务器)。
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*
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* 判定(施工契约 §2):
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* Perfect ±0.12s(手势乐器音 + inst_accent 亮音叠加)
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* Good ±0.25s(只播乐器音;蓝牙延迟由此吸收)
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* Miss 窗口内手势错 / 超时应答缺失:不播乐器音(错过=没出声)+ error 震动
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* tap 判定时刻 -0.30s(TAP_DELAY 引擎延迟补偿);tap Miss 超时放宽 TAP_DELAY+0.08
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* 判定(live round1 §13 校准版;03 文档 §2 契约的窗口放宽):
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* Perfect ±0.15s(手势乐器音 + inst_accent 亮音叠加)
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* Good ±0.35s(只播乐器音;蓝牙延迟与滑动/双击识别延迟由此吸收)
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* Miss 窗口内手势错 / 超时应答缺失:不播该音符的乐器音(错过=没出声)
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* + 闷镲 Miss 反馈音(inst_hat_l 降调 0.5× 复用,零新资产)+ error 震动;
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* 长按 = 死输入同款反馈(不判定不归属)
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* 判定时刻 = 触摸时刻(回调时刻 - 识别补偿):immediateTap(index.html 已
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* 开启,按下即发 tap)下 tap 补偿 0;旧引擎(双击窗 300ms)补偿 TAP_DELAY
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* 0.30s——运行证据自动闩锁回退(见 onGesture)。滑动补偿 SWIPE_DELAY 0.15s、
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* 双击 DOUBLE_DELAY 0.20s(识别都在 touchend);Miss 超时放宽 = 补偿 + 0.10
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* 计分:Perfect=2 / Good=1 / Miss=0;rate = 得分/(2×总音符);
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* 评级 S≥0.95 / A≥0.85 / B≥0.70 / C 其余。不掉血不中断,歌照唱完。
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*
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@@ -24,12 +29,32 @@
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*
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* 菜单(round2-review 全球约定):下滑呼出(模态暂停,BGM 断点续播)→
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* 单击循环 → 双击确认 → 上滑帮助。下滑与"下滑=低音 tom"冲突的折中:
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* 仅当无悬置/临近的 down 音符时下滑才呼出菜单(见 README)。
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* 仅当无悬置/临近的 down 音符时下滑才呼出菜单(见 README);临近窗口 =
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* 该 down 音符领奏响起(expected-4 拍)至判定死线(live round1 P0 加宽——
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* 旧 ±1s/+0.55s 窗口跟不上滑动识别延迟,踩点下滑曾必弹菜单);live round2
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* 续修:down 音符刚被超时拖死(识别延迟,REVIVE_WINDOW_S 内)同样算临近——
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* 下滑还在路上时音符被判死不再弹菜单(事件流实证 3/3:超时 Miss 先于下滑
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* 回调 2~114ms)。暂停真冻结(泵停 = 谱面/判定/定时动作全冻结,BGM 停源记
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* 断点);关菜单先停菜单语音链再恢复(菜单语音骑在恢复后领奏上是"菜单
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* 不暂停"感知的主因)。菜单打开 1s 去抖独占期(live round2 P1:演奏途中
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* 被弹菜单时,已在路上的手势不得穿透菜单直接确认——实测 0.6s"瞬穿")。
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*
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* immediateTap 兼容(引擎 opt-in,index.html 已开启,按下即发 tap):
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* 每次按下都先发 tap——滑动/双击/长按的触摸起点也会先出一声 tap。演奏
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* 阶段(tut/main)序曲 tap 出声(kick)但只认领 tap 音符(不抢归属不判
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* Miss);live round2 P0 判定治理:序曲 tap 判定记账,转滑动/长按(引擎
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* 补 tapcancel)或改判双击时按账撤销——声音已出收不回,判定/统计更正
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* 且不计 Miss;识别延迟把音符超时拖死而手势仍在路上的(同手势、超时类、
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* REVIVE_WINDOW_S 内、补偿 dt ≤ REVIVE_DT_S)复活改判。非演奏阶段
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* (intro/select/menu/end/leaving)tap 延迟 STRAY_TAP_MS 生效、期间来了
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* 其他手势或 tapcancel 即作废(否则选曲右滑会先误触发"选定曲目")。
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*
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* 状态 BGM(docs/design/10-feedback2-state-bgm.md §5):
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* 选曲界面 = bgm/menu(引擎层淡入 800ms);选定曲目 stopBgm(400) 后按既有
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* 网格起 track90/105/120(手动排程不变);暂停菜单保持静默(断点续播,
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* 不叠 menu pad);结算评级语音链播完后淡入 bgm/menu 800ms。
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* 不叠 menu pad);结算评级语音链播完后淡入 bgm/menu 800ms——且只在仍处
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* 结算态时起播,看门狗按链长缩放(live round1 P1:10s 看门狗曾早火把
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* menu pad 骑到语音链尾上;重开后过期 fire 会把 menu pad 漏进正片)。
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* 旁白跳过(docs/design/12-skip-and-longpress-ux.md §1.2):intro/tut/select/
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* end 阶段 voice 播放中单击 = audio.skipVoice()(跳下一句,链不断);
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* main 演奏阶段单击是演奏手势不跳(mid_song 短句按裁定不跳)。
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@@ -53,13 +78,25 @@
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import { Game } from '../engine/game.js';
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import { Guide } from '../engine/guide.js';
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import { vibrate } from '../engine/haptics.js';
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import { settings } from '../engine/settings.js';
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// ---- 判定与调度常量(03 文档 §2 施工契约) ----
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const PERFECT = 0.12;
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const GOOD = 0.25;
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const TAP_DELAY = 0.30;
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// ---- 判定与调度常量(live round1 §13:03 文档 §2 契约的窗口放宽版) ----
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const PERFECT = 0.15;
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const GOOD = 0.35;
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const TAP_DELAY = 0.30; // 旧引擎 tap 回调延迟(双击窗 300ms)补偿;immediateTap 下为 0
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const SWIPE_DELAY = 0.15; // 滑动识别在 touchend:补平均滑程(判定回到触摸时刻)
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const DOUBLE_DELAY = 0.20; // 双击识别在第二次 touchend:补首按到改判的间隔
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const STRAY_TAP_MS = 500; // immediateTap 序曲 tap 裁决窗(> 引擎 longpressMs 450,长按也能抢先作废)
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const MISS_SFX = 'sfx/inst_hat_l'; // Miss 反馈音:闭镲降调复用(闷镲),零新资产
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const MISS_RATE = 0.5;
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const LOOKAHEAD = 0.6;
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const PUMP_MS = 40;
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// ---- live round2 判定治理常量 ----
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const MENU_DEBOUNCE_MS = 1000; // 菜单独占去抖期:开菜单 1s 内不收任何手势(防"瞬穿")
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const TAPCANCEL_REVOKE_S = 0.6; // tapcancel 撤销窗(覆盖长按 450ms 成立点与滑动 slop 判定)
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const DOUBLE_REVOKE_S = 0.5; // 双击序曲 tap 撤销窗(双击窗 300ms + 两段触程余量)
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const REVIVE_WINDOW_S = 0.6; // 超时 Miss 可复活窗(识别延迟把音符拖死、手势还在路上)
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const REVIVE_DT_S = 0.5; // 复活判定时差上限(GOOD 0.35 + 慢滑/慢双击补偿误差 0.15)
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// ---- 手势 → 乐器音映射(03 文档 §4;accent 为 Perfect 叠加层) ----
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const INST = {
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@@ -131,10 +168,13 @@ const SONGS = [
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},
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];
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// 教学 3 步(T 组台词;T1 单底鼓 → T2 左右 → T3 三音带双击)
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// 教学 5 步(T 组台词 + 复用 gd_answer「现在跟着我打」——上/下滑无专属台词,
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// 零新语音资产;tut_3「最后一句」要保持为真,故上/下滑步插在其前)
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const TUT_STEPS = [
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{ voice: 'voice/tut_1', notes: [[1, 'tap']] },
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{ voice: 'voice/tut_2', notes: [[1, 'left'], [3, 'right']] },
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{ voice: 'voice/gd_answer', notes: [[1, 'up']] }, // 上滑 = 高通 tom
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{ voice: 'voice/gd_answer', notes: [[1, 'down']] }, // 下滑 = 低通 tom(下滑折中同款:临近时是演奏)
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{ voice: 'voice/tut_3', notes: [[1, 'tap'], [2, 'doubletap'], [3, 'tap']] },
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];
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@@ -176,18 +216,33 @@ export class RhythmGame extends Game {
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this._gdCountUsed = false; // G3:gd_count 每局(曲)恢复限 1 次
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this._answerArmed = false; // G1:gd_answer+turn 交接标记是否已在 _timed 里待响
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this._consecMiss = 0; // 连续 Miss 计数(向导 gd_miss:连 2 次提示一次)
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// immediateTap(引擎 opt-in,index.html 已开启,按下即发 tap):
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// true = tap 判定零补偿 + 非演奏阶段 tap 延迟 STRAY_TAP_MS 裁决(防序曲 tap
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// 误触发);运行证据自动闩锁回退 false(onGesture 双击闩锁,见注释)
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this._immediateTap = true;
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this._lastTapEventAt = -Infinity; // 最近一次 tap 事件(performance.now() ms,闩锁证据用)
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this._pendingTap = null; // 非演奏阶段延迟裁决的 tap / 教学期延迟裁决的跳句
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this._tutPassedAny = false; // 教学是否有任一步通过(零通过收尾换中性句,不夸"很好")
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this._leadBus = null; // 领奏总线(提示语音 ducking 作用于此)
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this._midDuckTimer = null;
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this._goingHome = false;
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this._voiceSeq = 0; // 语音链序号(_speakGuarded 滞留看门狗作废用,见该方法注释)
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this._tapJudg = []; // 序曲 tap 判定账簿(tapcancel/doubletap 到达时撤销,live round2 P0)
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this._menuOpenedAt = -Infinity; // 菜单打开时刻(performance.now ms,去抖独占期用)
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}
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// ---------------- 生命周期 ----------------
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start() {
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this.audio.prewarm([...ALL_SFX, 'voice/welcome', 'voice/welcome_back',
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'voice/tut_1', 'voice/select_hint', 'bgm/menu', ...SONGS.map((s) => s.bgm)]);
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'voice/tut_1', 'voice/select_hint', 'voice/mid_song', 'bgm/menu', ...SONGS.map((s) => s.bgm)]);
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const rid = ++this._runId;
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this._cleanup();
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this._tutRate = 1.0;
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this._tutSlowUsed = false; // G2:每教学局重新封顶
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this._gdCountUsed = false; // G3:每局(曲)恢复限 1 次
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this._tutPassedAny = false;
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this._goingHome = false;
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if (this._progress.tutorialDone) {
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// 二周目起:缩减开场 → 选曲
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this.phase = 'intro';
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@@ -209,6 +264,11 @@ export class RhythmGame extends Game {
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_cleanup() {
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if (this._timer) { clearInterval(this._timer); this._timer = null; }
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if (this._pendingTap) { clearTimeout(this._pendingTap); this._pendingTap = null; }
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if (this._midDuckTimer) { clearTimeout(this._midDuckTimer); this._midDuckTimer = null; }
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this._duckLeads(false);
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this._voiceSeq++; // 作废全部滞留语音链守卫
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this._tapJudg = []; // 序曲 tap 账簿随相位重置(跨相位不撤销)
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this._sched = [];
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this._timed = [];
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this._cues = [];
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@@ -249,7 +309,7 @@ export class RhythmGame extends Game {
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// ---------------- 节拍调度泵 ----------------
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/** 在绝对时间 when 播放 sfx(走引擎 sfx 总线,保持音量/duck 语义)。 */
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/** 在绝对时间 when 播放 sfx(走领奏总线 → 引擎 sfx 总线,保持音量/duck 语义)。 */
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async _scheduleSfx(id, when, volume = 1) {
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const buf = await this.audio._load(id);
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if (!buf || !this.audio.ctx) return;
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@@ -258,10 +318,70 @@ export class RhythmGame extends Game {
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const g = this.audio.ctx.createGain();
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g.gain.value = this.audio.sfxVolume * volume;
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src.connect(g);
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g.connect(this.audio._sfxBus);
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g.connect(this._leadBusNode());
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src.start(when);
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}
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/** 领奏总线(全部预排程音符经此接引擎 sfx 总线;提示语音期间整体 duck)。 */
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_leadBusNode() {
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if (!this._leadBus) {
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this._leadBus = this.audio.ctx.createGain();
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this._leadBus.connect(this.audio._sfxBus);
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}
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return this._leadBus;
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}
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/** 领奏 ducking(live round1 P2 提示语音压领奏):压到 1/4 / 恢复,200ms 渐变。 */
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_duckLeads(on) {
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if (!this.audio.ctx || !this._leadBus) return;
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const t = this.audio.ctx.currentTime;
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const g = this._leadBus.gain;
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g.cancelScheduledValues(t);
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g.setValueAtTime(g.value, t);
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g.linearRampToValueAtTime(on ? 0.25 : 1.0, t + 0.2);
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}
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/** mid_song 提示语音:播前把领奏 duck 到 1/4,语音播完(按buffer时长估算)恢复。 */
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async _playMidSong() {
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if (!this.audio.ctx) return;
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this._duckLeads(true);
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if (this._midDuckTimer) clearTimeout(this._midDuckTimer);
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const buf = await this.audio._load('voice/mid_song');
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const speed = settings.get().speed || 1;
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const ms = buf
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? Math.min(4500, Math.max(1200, (buf.duration / speed + 0.5) * 1000))
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: 2500; // 资产缺失兜底:固定时长后恢复
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this._midDuckTimer = setTimeout(() => this._duckLeads(false), ms);
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this.audio.play('voice/mid_song');
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}
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/** Miss 反馈音:闭镲降调 0.5×(闷掉的踩镲;复用现有资产,零新文件)。 */
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async _playMissSfx() {
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const buf = await this.audio._load(MISS_SFX);
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if (!buf || !this.audio.ctx) return;
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const src = this.audio.ctx.createBufferSource();
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src.buffer = buf;
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if (src.playbackRate) src.playbackRate.value = MISS_RATE;
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const g = this.audio.ctx.createGain();
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g.gain.value = this.audio.sfxVolume * 0.9;
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src.connect(g);
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g.connect(this.audio._sfxBus);
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src.start();
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}
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/** 手势识别补偿(判定时刻 = 回调时刻 - 补偿 ≈ 真实触摸时刻)。 */
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_compFor(g) {
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if (g === 'tap') return this._immediateTap ? 0 : TAP_DELAY;
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if (g === 'doubletap') return DOUBLE_DELAY;
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return SWIPE_DELAY; // 四向滑动
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}
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/** 当前阶段的秒/拍(教学计降速;无曲目上下文按曲目一)。 */
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_spb() {
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if (this.phase === 'tut') return (60 / SONGS[0].bpm) / this._tutRate;
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return this._song ? 60 / this._song.bpm : 60 / SONGS[0].bpm;
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}
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_pump(rid) {
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if (this._runId !== rid || !this.audio.ctx) return;
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const now = this.audio.ctx.currentTime;
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@@ -281,10 +401,10 @@ export class RhythmGame extends Game {
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}
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if (this.phase === 'main') {
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// Miss 超时检查:tap 指令回调天然晚 ~300ms 到达,放宽同样余量
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// Miss 超时检查:放宽 = 该手势的识别补偿 + 0.10s(补偿后仍超窗才判超时)
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for (const cue of this._cues) {
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if (cue.judged) continue;
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const margin = cue.gesture === 'tap' ? TAP_DELAY + 0.08 : 0.05;
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const margin = this._compFor(cue.gesture) + 0.10;
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if (now > cue.expected + GOOD + margin) this._applyMiss(cue);
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}
|
||||
if (now >= this._phaseEnd) this._finish(rid);
|
||||
@@ -309,6 +429,8 @@ export class RhythmGame extends Game {
|
||||
if (this._runId !== rid) return;
|
||||
this._tutIdx = idx;
|
||||
this._tutFails = 0;
|
||||
this._cues = []; // 步骤引导语音期间无 cue("语音播放中单击=跳句"的判定语境)
|
||||
this._tutAttempts = [];
|
||||
this._speakGuarded([TUT_STEPS[idx].voice], () => this._tutLead(rid));
|
||||
}
|
||||
|
||||
@@ -350,13 +472,12 @@ export class RhythmGame extends Game {
|
||||
return a && a.correct && Math.abs(a.dt) <= GOOD;
|
||||
});
|
||||
if (pass) {
|
||||
this._tutPassedAny = true;
|
||||
this._tutRate = 1.0; // G2:该步做对,恢复正常速度
|
||||
if (this._tutIdx + 1 < TUT_STEPS.length) {
|
||||
this._beginTutorial(rid, this._tutIdx + 1);
|
||||
} else {
|
||||
this._progress.tutorialDone = true;
|
||||
this._saveProgress();
|
||||
this._speakGuarded(['voice/tut_done'], () => this._startSong(rid, 0));
|
||||
this._finishTutorial(rid);
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -382,11 +503,7 @@ export class RhythmGame extends Game {
|
||||
// 同一步失败 2 次跳过,不卡流程(归因已在首次失败时给过,此处不再叠加)
|
||||
this._speakGuarded(['voice/retry_skip'], () => {
|
||||
if (this._tutIdx + 1 < TUT_STEPS.length) this._beginTutorial(rid, this._tutIdx + 1);
|
||||
else {
|
||||
this._progress.tutorialDone = true;
|
||||
this._saveProgress();
|
||||
this._speakGuarded(['voice/tut_done'], () => this._startSong(rid, 0));
|
||||
}
|
||||
else this._finishTutorial(rid);
|
||||
});
|
||||
return;
|
||||
}
|
||||
@@ -416,6 +533,18 @@ export class RhythmGame extends Game {
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 教学收尾:有任一步通过播 tut_done「很好,演出开始」;全程零通过换中性句
|
||||
* retry_skip(live round1 P2:零命中被夸"很好"出戏——台词文本不变,只改
|
||||
* 触发逻辑)。
|
||||
*/
|
||||
_finishTutorial(rid) {
|
||||
this._progress.tutorialDone = true;
|
||||
this._saveProgress();
|
||||
const line = this._tutPassedAny ? 'voice/tut_done' : 'voice/retry_skip';
|
||||
this._speakGuarded([line], () => this._startSong(rid, 0));
|
||||
}
|
||||
|
||||
// ---------------- 选曲 ----------------
|
||||
|
||||
_enterSelect(rid) {
|
||||
@@ -480,7 +609,8 @@ export class RhythmGame extends Game {
|
||||
this._cues.push({ gesture: g, expected: t + 4 * spb, judged: false, result: null, phrase: i });
|
||||
}
|
||||
if (i === midPhrase) {
|
||||
this._timed.push({ time: leadBarT0, fn: () => this.audio.play('voice/mid_song') });
|
||||
// 提示语音不压领奏(live round1 P2):经领奏总线 ducking 到 1/4
|
||||
this._timed.push({ time: leadBarT0, fn: () => this._playMidSong() });
|
||||
}
|
||||
if (i === 0) {
|
||||
// 向导层(round3 G1):每次进 main,首个应答窗口**前整整 1 小节**(= 领奏
|
||||
@@ -530,16 +660,75 @@ export class RhythmGame extends Game {
|
||||
|
||||
onGesture(g) {
|
||||
const rid = this._runId;
|
||||
// 旧引擎侦测闩锁:immediateTap 下双击前必有 ≤300ms 的序曲 tap(第一下按下即发);
|
||||
// 旧引擎的双击会取消挂起的单击——双击事件前 350ms 内必无 tap 事件。据此一次性
|
||||
// 回退旧补偿与旧路径(index.html 未开 immediateTap 时兜底;反过来不闩)。
|
||||
if (g === 'doubletap' && this._immediateTap
|
||||
&& performance.now() - this._lastTapEventAt > 350) {
|
||||
this._immediateTap = false;
|
||||
}
|
||||
if (g === 'tap') this._lastTapEventAt = performance.now();
|
||||
// tapcancel(引擎 immediateTap 补发:按下后转滑动/长按/触摸取消)——序曲 tap
|
||||
// 的声音已出收不回,但判定必须撤销且不计 Miss(live round2 P0:爆音不进判定链)。
|
||||
// 非演奏阶段的延迟裁决 tap 同步作废——比"后续手势到达才作废"更早(慢滑在
|
||||
// 500ms 裁决窗内超 slop 即撤,选曲慢滑不再误触发"选定曲目")。
|
||||
if (g === 'tapcancel') {
|
||||
if (this._pendingTap) { clearTimeout(this._pendingTap); this._pendingTap = null; }
|
||||
if (this._isPlayPhase()) this._revokeTaps(TAPCANCEL_REVOKE_S, 1);
|
||||
return;
|
||||
}
|
||||
// 双击序曲治理(tap+tap+doubletap 序列的判定归属):两次按下的序曲 tap
|
||||
// 判定(含可能误认领的命中)一并撤销后,本次双击再正常判定
|
||||
if (g === 'doubletap' && this._immediateTap && this._isPlayPhase()) {
|
||||
this._revokeTaps(DOUBLE_REVOKE_S, 2);
|
||||
}
|
||||
// immediateTap 序曲 tap 治理:非演奏阶段的 tap 可能是一次滑动/双击/长按的
|
||||
// 触摸起点——延迟 STRAY_TAP_MS 生效;窗口内来了任何其他手势说明那是序曲,
|
||||
// 作废这次 tap(窗口 > longpressMs 450ms,长按也能抢先作废;否则选曲界面
|
||||
// 右滑切歌会先误触发"选定曲目")
|
||||
if (g === 'tap' && this._immediateTap && !this._isPlayPhase()) {
|
||||
if (this._pendingTap) clearTimeout(this._pendingTap);
|
||||
this._pendingTap = setTimeout(() => {
|
||||
this._pendingTap = null;
|
||||
this._dispatch(rid, 'tap');
|
||||
}, STRAY_TAP_MS);
|
||||
return;
|
||||
}
|
||||
if (g !== 'tap' && this._pendingTap) {
|
||||
clearTimeout(this._pendingTap);
|
||||
this._pendingTap = null;
|
||||
}
|
||||
this._dispatch(rid, g);
|
||||
}
|
||||
|
||||
/** 演奏阶段(tap 是 kick 演奏输入,即刻生效不延迟裁决)。 */
|
||||
_isPlayPhase() {
|
||||
return this.phase === 'tut' || this.phase === 'main';
|
||||
}
|
||||
|
||||
/** 手势分派(onGesture 已完成序曲 tap 裁决与旧引擎闩锁)。 */
|
||||
_dispatch(rid, g) {
|
||||
switch (this.phase) {
|
||||
case 'tut':
|
||||
if (g === 'down') { // 下滑 = 跳过教学(T1-T3 均不含 down,无冲突)
|
||||
// 下滑折中(教学同款):临近 down 音符时是演奏,否则下滑 = 跳过教学
|
||||
if (g === 'down' && !this._downNotePending()) {
|
||||
this._progress.tutorialDone = true;
|
||||
this._saveProgress();
|
||||
this._speakGuarded(['voice/tut_skip'], () => this._startSong(rid, 0));
|
||||
return;
|
||||
}
|
||||
// 教学语音播放中单击 = 跳过本句(12 文档 §1.2);无语音时才是跟打手势
|
||||
if (this._trySkipVoice(g)) return;
|
||||
// 教学语音播放中单击 = 跳过本句(12 文档 §1.2);无语音时才是跟打手势。
|
||||
// immediateTap 下跳句延迟裁决(序曲 tap 不跳句),演奏部分照常即时处理
|
||||
if (g === 'tap' && this.audio.isVoicePlaying()) {
|
||||
if (!this._immediateTap) { this.audio.skipVoice(); return; }
|
||||
if (this._pendingTap) clearTimeout(this._pendingTap);
|
||||
this._pendingTap = setTimeout(() => {
|
||||
this._pendingTap = null;
|
||||
if (this._runId === rid && this.phase === 'tut' && this.audio.isVoicePlaying()) {
|
||||
this.audio.skipVoice();
|
||||
}
|
||||
}, STRAY_TAP_MS);
|
||||
}
|
||||
this._onTutGesture(g);
|
||||
return;
|
||||
case 'select':
|
||||
@@ -583,58 +772,176 @@ export class RhythmGame extends Game {
|
||||
_onTutGesture(g) {
|
||||
if (!INST[g] || !this.audio.ctx) return;
|
||||
this.audio.play(INST[g]);
|
||||
let t = this.audio.ctx.currentTime;
|
||||
if (g === 'tap') t -= TAP_DELAY;
|
||||
const t = this.audio.ctx.currentTime - this._compFor(g); // 判定回到触摸时刻
|
||||
let best = null;
|
||||
let bestDt = Infinity;
|
||||
for (const cue of this._cues) {
|
||||
const dt = Math.abs(t - cue.expected);
|
||||
if (dt < bestDt) { bestDt = dt; best = cue; }
|
||||
}
|
||||
if (best) {
|
||||
this._tutAttempts.push({ cue: best, gesture: g, dt: t - best.expected, correct: g === best.gesture });
|
||||
// tap 只认领 tap 音符的尝试(immediateTap 序曲 tap 不算"做错手势")
|
||||
if (best && (g !== 'tap' || best.gesture === 'tap')) {
|
||||
const att = { cue: best, gesture: g, dt: t - best.expected, correct: g === best.gesture };
|
||||
this._tutAttempts.push(att);
|
||||
if (g === 'tap') this._recordTapJudg(null, false, att); // tapcancel 可撤
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 序曲 tap 判定账簿(live round2 P0):immediateTap 下每次按下先发 tap,
|
||||
* 该 tap 的判定先记账;若本次按下最终转滑动/长按(引擎补 tapcancel)或
|
||||
* 改判双击(doubletap 到达),按账撤销——声音已出收不回,判定/统计必须
|
||||
* 更正且不计 Miss。cue=null 表示自由演奏(无判定可撤,仅登记供对账)。
|
||||
*/
|
||||
_recordTapJudg(cue, perfect, tutAttempt = null) {
|
||||
this._tapJudg.push({
|
||||
at: this.audio.ctx.currentTime, cue, perfect, tutAttempt,
|
||||
prevCombo: this._stats ? this._stats.combo : 0,
|
||||
prevConsec: this._consecMiss,
|
||||
});
|
||||
if (this._tapJudg.length > 8) this._tapJudg.shift();
|
||||
}
|
||||
|
||||
/** 撤销最近 maxCount 笔、账龄 ≤ maxAgeS 的 tap 判定(新→旧,超龄即停)。 */
|
||||
_revokeTaps(maxAgeS, maxCount = 1) {
|
||||
if (!this.audio.ctx) return;
|
||||
const now = this.audio.ctx.currentTime;
|
||||
let n = 0;
|
||||
for (let i = this._tapJudg.length - 1; i >= 0 && n < maxCount; i--) {
|
||||
const j = this._tapJudg[i];
|
||||
if (now - j.at > maxAgeS) break; // 账簿按时间升序,更旧的与本手势无关
|
||||
this._tapJudg.splice(i, 1);
|
||||
n++;
|
||||
if (j.tutAttempt) {
|
||||
const k = this._tutAttempts.indexOf(j.tutAttempt);
|
||||
if (k >= 0) this._tutAttempts.splice(k, 1);
|
||||
}
|
||||
if (j.cue && j.cue.judged && j.cue.result !== 'miss' && this._stats) {
|
||||
// 序曲 tap 曾认领的命中撤销:音符回到未判定(真不接则由超时 Miss 兜底)
|
||||
j.cue.judged = false;
|
||||
j.cue.result = null;
|
||||
if (j.perfect) this._stats.perfect--; else this._stats.good--;
|
||||
this._stats.combo = j.prevCombo;
|
||||
this._consecMiss = j.prevConsec;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 同手势音符刚被超时判 Miss(识别延迟把音符拖死、手势还在路上)——找最近
|
||||
* 一个 REVIVE_WINDOW_S 内 timeout 类 Miss 的同手势 cue;只认超时类(错手势
|
||||
* 类是真错误,不复活)。tap 不需要复活:immediateTap 下 tap 识别零延迟,
|
||||
* 回调晚于死线 = 触摸本身已晚(且序曲 tap 不得复活音符——双击序曲会误复活)。
|
||||
*/
|
||||
_recentTimeoutMiss(g) {
|
||||
if (!this.audio.ctx || g === 'tap') return null;
|
||||
const now = this.audio.ctx.currentTime;
|
||||
let best = null;
|
||||
let bestDt = Infinity;
|
||||
for (const cue of this._cues) {
|
||||
if (!cue.judged || cue.result !== 'miss' || cue.missKind !== 'timeout'
|
||||
|| cue.gesture !== g) continue;
|
||||
if (now - cue.missedAt > REVIVE_WINDOW_S) continue;
|
||||
const dt = Math.abs(now - cue.expected);
|
||||
if (dt < bestDt) { bestDt = dt; best = cue; }
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
/** 复活超时误判:统计回滚、音符回到未判定(闷镲 Miss 音已出收不回)。 */
|
||||
_reviveMiss(cue) {
|
||||
this._stats.miss--;
|
||||
this._stats.combo = cue.comboBefore;
|
||||
this._consecMiss = cue.consecBefore;
|
||||
cue.judged = false;
|
||||
cue.result = null;
|
||||
}
|
||||
|
||||
_onMainGesture(rid, g) {
|
||||
if (!this.audio.ctx) return;
|
||||
// 下滑折中:有悬置/临近的 down 音符时是演奏,否则呼出菜单
|
||||
if (g === 'down' && !this._downNotePending()) {
|
||||
this._openMenu(rid);
|
||||
return;
|
||||
// 长按 = 死输入给定义(live round1 P0):Miss 反馈音 + error 震动,不判定不归属
|
||||
if (g === 'longpress') { this._playMissSfx(); vibrate('error'); return; }
|
||||
if (g === 'longpressend') return;
|
||||
// 下滑折中:有悬置/临近的 down 音符时是演奏,否则呼出菜单。
|
||||
// live round2 P1 续修:down 音符刚被超时判 Miss(识别延迟拖死、下滑还在路上)
|
||||
// 同样算"临近"——旧版此时必弹菜单(round2 事件流 3/3 复现:超时 Miss 与下滑
|
||||
// 回调相差 2~114ms,_downNotePending 已判假)。aimed=true 期间下滑永不弹菜单。
|
||||
let downAimed = false;
|
||||
if (g === 'down') {
|
||||
downAimed = !!this._recentTimeoutMiss('down');
|
||||
if (!this._downNotePending() && !downAimed) {
|
||||
this._openMenu(rid);
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (!INST[g]) return;
|
||||
let t = this.audio.ctx.currentTime;
|
||||
if (g === 'tap') t -= TAP_DELAY; // 补偿引擎 tap 回调延迟
|
||||
const t = this.audio.ctx.currentTime - this._compFor(g); // 判定回到触摸时刻
|
||||
|
||||
// 归属:期望时刻最近的未判定音符(现版逻辑保留)
|
||||
// 归属①:同手势的最近未判定音符优先(防密集谱跨手势抢占——同句 0.5 拍相邻
|
||||
// 的两个异手势音符,按正确手势略偏时刻出手不得被邻音偷走判定)
|
||||
let best = null;
|
||||
let bestDt = Infinity;
|
||||
for (const cue of this._cues) {
|
||||
if (cue.judged) continue;
|
||||
if (cue.judged || cue.gesture !== g) continue;
|
||||
const dt = Math.abs(t - cue.expected);
|
||||
if (dt < bestDt) { bestDt = dt; best = cue; }
|
||||
}
|
||||
if (!best || bestDt > GOOD) {
|
||||
this.audio.play(INST[g]); // 窗口外自由演奏:出声音符但不判定
|
||||
if (best && bestDt <= GOOD) {
|
||||
// Perfect / Good:出手即播乐器音(演奏感),Perfect 叠 accent 亮音
|
||||
const perfect = bestDt <= PERFECT;
|
||||
this.audio.play(INST[g]);
|
||||
if (perfect) this.audio.play(ACCENT, { volume: 0.8 });
|
||||
if (g === 'tap') this._recordTapJudg(best, perfect);
|
||||
this._applyHit(best, perfect);
|
||||
return;
|
||||
}
|
||||
if (g !== best.gesture) {
|
||||
this._applyMiss(best); // 窗口内做错动作 = Miss(不播乐器音)
|
||||
// 归属①′(live round2 P0):同手势音符刚被超时拖死 → 复活改判。
|
||||
// 事件流实证:双击识别 +0.2s/滑动 +0.3s,超时死线 expected+0.60~0.65s 常在
|
||||
// 手势到达前几十 ms 先判 Miss;补偿后 dt 仍在 GOOD+0.15 内 = 触摸其实在线内
|
||||
const revive = this._recentTimeoutMiss(g);
|
||||
if (revive && Math.abs(t - revive.expected) <= REVIVE_DT_S) {
|
||||
this._reviveMiss(revive);
|
||||
const perfect = Math.abs(t - revive.expected) <= PERFECT;
|
||||
this.audio.play(INST[g]);
|
||||
if (perfect) this.audio.play(ACCENT, { volume: 0.8 });
|
||||
this._applyHit(revive, perfect);
|
||||
return;
|
||||
}
|
||||
// Perfect / Good:出手即播乐器音(演奏感),Perfect 叠 accent 亮音
|
||||
const perfect = bestDt <= PERFECT;
|
||||
this.audio.play(INST[g]);
|
||||
if (perfect) this.audio.play(ACCENT, { volume: 0.8 });
|
||||
this._applyHit(best, perfect);
|
||||
// 归属②:最近的异手势音符落在错手势窗(GOOD 的一半)内 = 窗口内做错动作
|
||||
// = Miss(不播该音符的乐器音)。tap 豁免——immediateTap 下每次滑动/双击的
|
||||
// 触摸起点先发序曲 tap,若认领异手势 Miss,每次滑动前那声 tap 都会把目标
|
||||
// 音符误判掉;真正的错手势 tap 由该音符超时自动 Miss 兜底(同样有 Miss 音)。
|
||||
// downAimed 同样豁免——冲着刚拖死的 down 音符去的下滑,不得顺杀邻音。
|
||||
let wrong = null;
|
||||
let wrongDt = Infinity;
|
||||
if (g !== 'tap' && !downAimed) {
|
||||
for (const cue of this._cues) {
|
||||
if (cue.judged || cue.gesture === g) continue;
|
||||
const dt = Math.abs(t - cue.expected);
|
||||
if (dt < wrongDt) { wrongDt = dt; wrong = cue; }
|
||||
}
|
||||
}
|
||||
if (wrong && wrongDt <= GOOD * 0.5) {
|
||||
this._applyMiss(wrong, 'wrong');
|
||||
return;
|
||||
}
|
||||
this.audio.play(INST[g]); // 窗口外自由演奏:出声音符但不判定
|
||||
if (g === 'tap') this._recordTapJudg(null, false);
|
||||
}
|
||||
|
||||
/** 当前有无悬置或临近(1s 内)的 down 应答音符。 */
|
||||
/**
|
||||
* 当前有无悬置或临近的 down 应答音符(live round1 P0 加宽:自该音符领奏响起
|
||||
* ——expected-4 拍,玩家已有出手理由——到判定死线之间都算临近。旧窗口
|
||||
* (expected-1s ~ +0.55s)跟不上滑动识别延迟:识别在 touchend,踩点下滑到达
|
||||
* 时音符常已被判超时,于是必弹菜单)。
|
||||
*/
|
||||
_downNotePending() {
|
||||
if (!this.audio.ctx) return false;
|
||||
const now = this.audio.ctx.currentTime;
|
||||
const spb = this._spb();
|
||||
return this._cues.some((cue) => !cue.judged && cue.gesture === 'down'
|
||||
&& cue.expected > now - GOOD - TAP_DELAY && cue.expected < now + 1.0);
|
||||
&& cue.expected > now - GOOD - SWIPE_DELAY - 0.10
|
||||
&& cue.expected - 4 * spb < now + 0.2);
|
||||
}
|
||||
|
||||
_applyHit(cue, perfect) {
|
||||
@@ -650,13 +957,22 @@ export class RhythmGame extends Game {
|
||||
this._checkPhraseAllPerfect(cue.phrase);
|
||||
}
|
||||
|
||||
_applyMiss(cue) {
|
||||
_applyMiss(cue, kind = 'timeout') {
|
||||
if (cue.judged) return;
|
||||
cue.judged = true;
|
||||
cue.result = 'miss';
|
||||
// 复活账(live round2 P0):超时类 Miss 可能是识别延迟拖死的误判——手势
|
||||
// 到达时若补偿时刻仍在线内则 _reviveMiss 回滚;kind=wrong 的真错误不复活
|
||||
cue.missKind = kind;
|
||||
cue.missedAt = this.audio.ctx ? this.audio.ctx.currentTime : 0;
|
||||
cue.comboBefore = this._stats.combo;
|
||||
cue.consecBefore = this._consecMiss;
|
||||
this._stats.miss++;
|
||||
this._stats.combo = 0;
|
||||
vibrate('error'); // 错过=没出声(不播乐器音),震动是唯一反馈
|
||||
// Miss 不再无声(live round1 P1):该音符的乐器音仍不播(错过=没出声),
|
||||
// 但给可区分的闷镲反馈音 + error 震动
|
||||
this._playMissSfx();
|
||||
vibrate('error');
|
||||
// 向导层(schemes §2):连续 2 次 Miss 播 gd_miss(同曲限 1 次;已震过 error,
|
||||
// skipHaptic 免重复震;voice 走 queue 插播,不顶 mid_song/结算链)
|
||||
this._consecMiss++;
|
||||
@@ -681,10 +997,14 @@ export class RhythmGame extends Game {
|
||||
if (this._runId !== rid) return;
|
||||
this.phase = 'menu';
|
||||
this._menuIdx = 0;
|
||||
this._menuOpenedAt = performance.now(); // 去抖独占期起点(live round2 P1 瞬穿)
|
||||
this.audio.setRateBoostEnabled(true); // 暂停期不是演奏期,恢复长按快进
|
||||
this.guide.state('menu'); // 状态签名:菜单(模态暂停)
|
||||
// 暂停:停泵、停 BGM(记断点),已排程的 ≤0.6s 音符自然播完
|
||||
// 暂停:停泵、停 BGM(记断点),已排程的 ≤0.6s 音符自然播完;
|
||||
// 提示语音 ducking 一并复位(恢复后领奏不再被压)
|
||||
if (this._timer) { clearInterval(this._timer); this._timer = null; }
|
||||
if (this._midDuckTimer) { clearTimeout(this._midDuckTimer); this._midDuckTimer = null; }
|
||||
this._duckLeads(false);
|
||||
this._resumeSeq++; // G3:作废还在等 gd_count 播完的旧恢复
|
||||
this._pauseAt = this.audio.ctx.currentTime;
|
||||
// 断点续播偏移只在 BGM 真在播时刷新(count-in 语音期间再开菜单时 BGM 未起,
|
||||
@@ -695,6 +1015,10 @@ export class RhythmGame extends Game {
|
||||
}
|
||||
|
||||
_onMenuGesture(rid, g) {
|
||||
// 去抖独占期(live round2 P1):菜单打开 1s 内不收任何手势——演奏途中被
|
||||
// 弹菜单时,玩家已经在路上的手势(双击/下滑)不得直接穿透菜单当成菜单
|
||||
// 操作(实测 menu_main 说明语音 0.6s 未读完菜单就被"确认"没了)
|
||||
if (performance.now() - this._menuOpenedAt < MENU_DEBOUNCE_MS) return;
|
||||
if (g === 'tap') {
|
||||
this._menuIdx = (this._menuIdx + 1) % MENU_ITEMS.length;
|
||||
this.audio.play(MENU_ITEMS[this._menuIdx]);
|
||||
@@ -712,6 +1036,9 @@ export class RhythmGame extends Game {
|
||||
if (this._runId !== rid) return;
|
||||
this.phase = 'main';
|
||||
this.audio.setRateBoostEnabled(false); // 回到演奏期
|
||||
// 关菜单先停菜单语音链(live round1 P0:menu_main/menu_resume 曾继续骑在
|
||||
// 恢复后的数拍与领奏上,是"菜单不暂停"感知的主因)
|
||||
this.audio.stopVoice();
|
||||
const token = ++this._resumeSeq; // G3:恢复令牌(语音等待期间再开菜单则作废)
|
||||
const resume = () => {
|
||||
if (this._runId !== rid || token !== this._resumeSeq) return;
|
||||
@@ -750,8 +1077,20 @@ export class RhythmGame extends Game {
|
||||
}
|
||||
|
||||
_goHome() {
|
||||
this.stop();
|
||||
window.location.href = '../';
|
||||
if (this._goingHome) return;
|
||||
this._goingHome = true;
|
||||
const rid = this._runId;
|
||||
this.phase = 'leaving'; // 收尾态:不再受理演奏/菜单手势(单击仍可跳确认句)
|
||||
// 先停谱面与 BGM(保留 voice 通道播确认句);确认句播完(或看门狗兜底)
|
||||
// 再跳大厅——live round1 P1:旧版无确认直接跳,玩家面对静默页面以为游戏死了
|
||||
if (this._timer) { clearInterval(this._timer); this._timer = null; }
|
||||
this._stopBgmSrc();
|
||||
this.audio.stopBgm(300);
|
||||
this._speakGuarded(['voice/menu_lobby'], () => {
|
||||
if (rid !== this._runId) return;
|
||||
this.stop();
|
||||
window.location.href = '../';
|
||||
}, 2000);
|
||||
}
|
||||
|
||||
// ---------------- 结算 ----------------
|
||||
@@ -820,8 +1159,13 @@ export class RhythmGame extends Game {
|
||||
ids.push('voice/restart');
|
||||
console.log('[RhythmGame] 结算:', this._stats, '评级:', grade.toUpperCase());
|
||||
// 10 文档 §5:曲目 BGM 已 0.6s 淡出,结算语音链播完后淡入 menu pad 800ms;
|
||||
// 链换 _speakGuarded(清点 §4.6 缺口):grade_* 等资产缺失也能起结算 BGM
|
||||
this._speakGuarded(ids, () => this.audio.play('bgm/menu', { fadeMs: 800 }));
|
||||
// 链换 _speakGuarded(清点 §4.6 缺口):grade_* 等资产缺失也能起结算 BGM。
|
||||
// live round1 P1:① 看门狗按链长缩放——固定 10s 曾比 grade+restart 链还短,
|
||||
// menu pad 骑到语音链尾上(报告 P3-15 同因);② 只在仍处结算态起播——
|
||||
// 重开/下一首后过期的看门狗 fire 不得把 menu pad 漏进正片
|
||||
this._speakGuarded(ids, () => {
|
||||
if (this.phase === 'end') this.audio.play('bgm/menu', { fadeMs: 800 });
|
||||
}, 5000 + ids.length * 7000);
|
||||
}
|
||||
|
||||
// ---------------- 进度存储 ----------------
|
||||
@@ -881,15 +1225,20 @@ export class RhythmGame extends Game {
|
||||
|
||||
// ---------------- 工具 ----------------
|
||||
|
||||
/** 语音串行链:自然播完才接下一句;被 stopVoice 打断则整条作废。 */
|
||||
_speak(ids, onDone) {
|
||||
/**
|
||||
* 语音串行链:自然播完才接下一句;被 stopVoice 打断则整条作废。
|
||||
* 链序号:每条新链(_chainSeq 缺省)分配新序号并作废更旧的链守卫
|
||||
* (见 _speakGuarded);链内续播沿用同一序号,不算"更新的链"。
|
||||
*/
|
||||
_speak(ids, onDone, _chainSeq) {
|
||||
if (!ids.length) { if (onDone) onDone(); return; }
|
||||
const rid = this._runId;
|
||||
const seq = _chainSeq ?? ++this._voiceSeq;
|
||||
const [head, ...rest] = ids;
|
||||
this.audio.play(head, {
|
||||
onComplete: () => {
|
||||
if (rid !== this._runId) return;
|
||||
this._speak(rest, onDone);
|
||||
this._speak(rest, onDone, seq);
|
||||
},
|
||||
});
|
||||
}
|
||||
@@ -897,16 +1246,23 @@ export class RhythmGame extends Game {
|
||||
/**
|
||||
* 带看门狗的语音链:链自然播完或 guardMs 超时(语音缺失/解码失败),
|
||||
* 二者先到先触发 onDone 且只触发一次——保证流程绝不卡死。
|
||||
* live round1 深修:看门狗只在"自己这条链仍是当前链"时才可 fire——
|
||||
* 链被顶掉/打断(stopVoice、更新的 _speak/_speakGuarded、_cleanup)后,
|
||||
* 滞留看门狗若照常在 guardMs 后 fire,会把 onDone(如 _tutLead)砸进
|
||||
* 毫不相干的相位(实测:教学纠正链被下滑跳教学顶掉后,10s 滞留看门狗
|
||||
* 把游戏从 main 拖回 tut)。
|
||||
*/
|
||||
_speakGuarded(ids, onDone, guardMs = 10000) {
|
||||
const rid = this._runId;
|
||||
const seq = ++this._voiceSeq; // 本守卫链的序号(先于 _speak 分配,盖过 _speak 内部沿用它)
|
||||
let fired = false;
|
||||
const fire = () => {
|
||||
if (fired || rid !== this._runId) return;
|
||||
if (seq !== this._voiceSeq) return; // 链已被更新的语音链取代:滞留看门狗作废
|
||||
fired = true;
|
||||
if (onDone) onDone();
|
||||
};
|
||||
this._speak(ids, fire);
|
||||
this._speak(ids, fire, seq);
|
||||
setTimeout(fire, guardMs);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user