round2: 看门狗礼仪F1(不重播/单句升级/idle-skip) + 分档归因F2 + 交接count-in/answer F3 + 教学看表现F4-F5 + 警报去叠F6 + 回绕F7 + 开场瘦身F8 + 10句新语音 + 测试全绿(6playtest零改动+guide52断言+资产终检)
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@@ -352,7 +352,14 @@ export class EscapeGame extends Game {
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if (nx < 0 || nx > 2 || ny < 0 || ny > 2) {
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this.audio.play('sfx/wall');
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vibrate('error');
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this._playVoice('voice/wall'); // 每次撞墙都播(取消一次性限制)
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// F2.3(round2):撞墙反馈接既有 guide_blunt_<dir> 方向句(纯逻辑接线,
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// 资产 v1 已有)——「那边是墙」之后补一句方位("手指贴着屏幕,向上推一下"),
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// 噪音环境下听不出墙音方向时也知道刚才顶到的是哪边。排在本句播完之后;
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// 被下一次滑动打断则自然作废(不迟到误导)。
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const dir = dy < 0 ? 'up' : dy > 0 ? 'down' : dx < 0 ? 'left' : 'right';
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this._playVoice('voice/wall', {
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onComplete: () => this._playVoice(`voice/guide_blunt_${dir}`),
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});
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this._wallBumps++; // 向导层:连续撞墙 = 卡关信号(_checkStuck 提前一级)
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return;
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}
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