/** * 《暗室》Web 版 R2 —— 3x3 黑暗房间网格密室逃脱(按 docs/design/01-escape-redesign.md 实现)。 * * 流程:start → REOPEN(二周目询问,可选)→ GUIDE(G0-G7 交互式引导,下滑可跳过) * → PLAY(自由探索 + 卡关三级提示计时器)→ ENDING → 单击重开 / 下滑菜单。 * * 手势映射(偏离全局默认,引导中讲清): * - 四向滑动:在相邻房间间移动,撞墙播闷响 + ERROR 震动 + wall 语音(每次都播) * - 单击:重播当前房间环境音 + 检查描述(储物间拾钥匙); * voice 播放中单击 = 跳过本句(audio.skipVoice(),链播继续,12 号文档)。 * 不可跳:引导 G0-G7(引导期单击是答题)、关键获得(found_key/ * unlock_cabinet/fix_box/escape 结算链)、L3 带路(stuck_*_3 + nav_*) * - 双击:使用物品(钥匙开柜 / 保险丝修电箱 / 通电后开大门); * 无可用目标时播报背包 + L2 级明示提示 * - 引导阶段下滑:跳过引导(G4 除外——G4 的答案就是下滑);ENDING 下滑:菜单 * * 状态 BGM(10 号文档):引导/探索 = bgm/drone;菜单 = bgm/menu(400ms); * 逃脱结算 = escape 语音链播完淡入 bgm/menu(volume 0.5,1500ms)。 * * 卡关检测:进展事件(拾钥匙/开柜/修电箱/首到关键房间/逃脱)重置计时; * 60s 无进展 L1 暗示(stuck_ask + stuck_*_1)、120s L2 明示(stuck_*_2)、 * 180s L3 带路(stuck_*_3 + 按当前坐标算路链播 nav_*,此后每 60s 重复)。 * * 语音 id 权威清单:docs/audio/round2-voice-ids.md(已删除的 n0–n9 数字拼接链、 * hint_ 四级提示、intro/tutorial 旧开场不再引用)。震动分工:滑动/点按的识别反馈由 gesture.js 内置,本层只发语义震动 * (error/success/warning/pickup)。 * * 房间布局(x: 0西..2东, y: 0北..2南): * (0,0) 电箱房·amb_power (1,0) 空房·amb_wind (2,0) 空房·amb_hum * (0,1) 空房·amb_hum (1,1) 起点·amb_drip (2,1) 铁柜房·amb_cabinet * (0,2) 储物间·amb_storage (1,2) 空房·amb_wind (2,2) 大门·amb_gate(通电后 amb_gate_live) */ import { Game } from '../engine/game.js'; import { Guide } from '../engine/guide.js'; import { vibrate } from '../engine/haptics.js'; const Phase = { REOPEN: 'REOPEN', // 二周目:上滑重听引导 / 单击直接开始 GUIDE: 'GUIDE', // G0-G7 交互式引导 PLAY: 'PLAY', ENDING: 'ENDING', MENU: 'MENU', }; const G = { UP: 'up', DOWN: 'down', LEFT: 'left', RIGHT: 'right', TAP: 'tap', DOUBLE_TAP: 'doubletap' }; // 谜题链阶段 → L3 带路目标房间坐标 const STAGES = { key: { target: [0, 2] }, // 找钥匙 → 储物间 cabinet: { target: [2, 1] }, // 开铁柜 → 铁柜房 box: { target: [0, 0] }, // 修电箱 → 电箱房 gate: { target: [2, 2] }, // 开大门 → 大门 }; // 关键房间:坐标 → { 环境音, 首次到达描述 voice } const KEY_ROOMS = { '0,2': { amb: 'sfx/amb_storage', room: 'voice/room_storage' }, '2,1': { amb: 'sfx/amb_cabinet', room: 'voice/room_cabinet' }, '0,0': { amb: 'sfx/amb_power', room: 'voice/room_power' }, '2,2': { amb: 'sfx/amb_gate', room: 'voice/room_gate' }, }; // 空房环境音轮换(弱化版风声/嗡鸣) const EMPTY_AMB = { '1,0': 'sfx/amb_wind', '0,1': 'sfx/amb_hum', '1,2': 'sfx/amb_wind', '2,0': 'sfx/amb_hum' }; const PREWARM_SFX = [ 'sfx/step', 'sfx/wall', 'sfx/pickup', 'sfx/unlock', 'sfx/door_creak', 'sfx/spark', 'sfx/power_on', 'sfx/gate_open', 'sfx/win_chime', 'sfx/amb_storage', 'sfx/amb_cabinet', 'sfx/amb_power', 'sfx/amb_gate', 'sfx/amb_gate_live', 'sfx/amb_drip', 'sfx/amb_wind', 'sfx/amb_hum', ]; const GUIDE_DONE_KEY = 'soundgame.escape.guideDone'; const STATS_KEY = 'soundgame.escape.stats'; const AUTH_KEY = 'soundgame.auth'; // 大厅登录写入(见 web/index.html) export class EscapeGame extends Game { constructor(audio, root) { super(audio, root); this.guide = new Guide(audio); // 全局向导层(guide='off' 时全部静默 no-op) this._session = 0; // 会话令牌:重开/跳过时使旧计时器与语音链回调失效 this._timers = []; this._stuckTimer = null; this._resetState(); this.phase = Phase.REOPEN; } _resetState() { this.x = 1; this.y = 1; this.hasKey = false; this.hasFuse = false; this.cabinetOpen = false; this.powerOn = false; this.visited = new Set(); // 首到关键房间记录(进展事件 + room_* 描述) this.startElapsedMs = 0; // 单击跳过:当前 voice 句是否可跳(每次 voice 播放时更新,见 _playVoice) this._voiceSkippable = false; // 引导状态 this.guideStep = 0; // 0..7 对应 G0..G7 this.guideSwipes = 0; // G2 撞墙计数 this.guideErrs = 0; // 当前步骤连续错误数 this._guideBusy = false; // 步骤推进语音播放中(忽略非跳过分手势) // 卡关检测 this._lastProgressAt = Date.now(); this._stuckShown = new Set(); // 当前进展段内已自动播过的级别 'L1'|'L2'|'L3' this._lastL3At = 0; this._wallBumps = 0; // 连续撞墙计数(向导层提前一级提示用) // 菜单 this._menuReturn = Phase.ENDING; this._menuIdx = 0; this._endingBgmStarted = false; // 结算 pad 是否已起(_escape 幂等守护) } // ---------- Game ---------- start() { this.audio.prewarm(PREWARM_SFX); this.audio.prewarm(['voice/g0_intro', 'voice/g1_move', 'voice/skip_hint', 'voice/reopen_prompt', 'voice/start_room', 'bgm/menu']); this._session++; this._clearTimers(); this._startStuckTimer(); this.audio.play('bgm/drone'); this.guide.state('explore'); // 状态签名:探索(与状态 BGM 同点) const guided = localStorage.getItem(GUIDE_DONE_KEY) === '1'; if (guided) { // 二周目:上滑重听引导 / 单击直接开始 this.phase = Phase.REOPEN; // 抉择前提示必须听完;播完给 turn cue(向导层:REOPEN 静默等待的"轮到你") this._playVoice('voice/reopen_prompt', { skippable: false, onComplete: () => this.guide.turn({}), }); } else { this._startGuide(); } } onGesture(g) { console.log('[EscapeGame] gesture:', g, 'phase=', this.phase, 'pos=', this.x, this.y); this.guide.disarm(); // 任何手势复位向导状态(guide=off 时 no-op) switch (this.phase) { case Phase.REOPEN: if (g === G.UP) { this.audio.stopVoice(); this._startGuide(); } else if (g === G.TAP) { this.audio.stopVoice(); this._enterPlay(true); } break; case Phase.GUIDE: this._onGuideGesture(g); break; case Phase.PLAY: this._onPlayGesture(g); break; case Phase.ENDING: if (g === G.TAP) this._restart(); else if (g === G.DOWN) this._openMenu(Phase.ENDING); break; case Phase.MENU: this._onMenuGesture(g); break; } } stop() { this._session++; this._clearTimers(); if (this._stuckTimer) { clearInterval(this._stuckTimer); this._stuckTimer = null; } this.audio.stopAll(); } // ---------- 引导(G0-G7) ---------- _startGuide() { this._session++; this._clearTimers(); this._resetState(); this.phase = Phase.GUIDE; this.guideStep = 0; this._speak(['voice/g0_intro'], null, { skippable: false }); } /** * 推进到引导第 step 步:播推进语音,播完才切换步骤号并解锁输入。 * 语音缺失时 20s 看门狗兜底推进,防卡死。 */ _advance(step, ids, onDone) { this._guideBusy = true; const s = this._session; const fromStep = this.guideStep; // 看门狗仅在仍停留在原步骤时兜底,防误触发后续步骤 const done = () => { if (s !== this._session) return; this.guideStep = step; this.guideErrs = 0; this.guideSwipes = 0; this._guideBusy = false; this.guide.turn({}); // turn cue:引导步骤解锁输入(W2 播完即静默,向导补标记) if (onDone) onDone(); }; this._timer(() => { if (this._guideBusy && this.guideStep === fromStep) done(); }, 20000); // 看门狗 // 引导句不可单击跳过(12 号文档:引导句即操作指令) if (ids && ids.length) this._speak(ids, done, { skippable: false }); else done(); } _onGuideGesture(g) { // 任何步骤可下滑跳过——G4 除外:该步的正确答案就是下滑(01 号文档"G4=下滑" // 与"任何步骤下滑跳过"冲突,以 13 号试玩标准为准:G4 下滑 = 作答,不可跳过) if (g === G.DOWN && this.guideStep !== 4) { this._skipGuide(); return; } if (this._guideBusy) return; // 推进语音播放中,忽略 switch (this.guideStep) { case 0: // G0:单击继续 if (g === G.TAP) this._advance(1, ['voice/g1_move', 'voice/skip_hint']); // skip_hint 首局插播一次 else if (this._isSwipe(g)) this._playVoice('voice/guide_offpath', { skippable: false }); // "先跟我走" break; case 1: // G1:任意滑动,走一小步 if (this._isSwipe(g)) { this.audio.play('sfx/step', { volume: 0.8 }); this._advance(2, ['voice/g1_done', 'voice/g2_wall']); } else this._guideWrong(null); break; case 2: // G2:再滑两下碰碰墙(引导期位置固定,滑动即撞墙反馈,每次都播 wall) if (this._isSwipe(g)) { this.audio.play('sfx/wall'); vibrate('error'); this.guideSwipes++; if (this.guideSwipes >= 2) this._advance(3, ['voice/wall', 'voice/g3_left']); else this._playVoice('voice/wall', { skippable: false }); } else this._guideWrong(null); break; case 3: // G3:向左滑 → (0,1) if (g === G.LEFT) { this.x = 0; this.y = 1; this.audio.play('sfx/step', { volume: 0.8 }); this._advance(4, ['voice/g4_down']); // g4_down 兼作 G3 反馈与 G4 指令 } else if (this._isSwipe(g)) this._guideWrong(G.LEFT); else this._guideWrong(null); break; case 4: // G4:向下滑 → (0,2) 储物间 if (g === G.DOWN) { this.x = 0; this.y = 2; this.audio.play('sfx/step', { volume: 0.8 }); this.visited.add('0,2'); this.audio.play('sfx/amb_storage', { volume: 0.9 }); this._advance(5, ['voice/g5_inspect']); } else if (this._isSwipe(g)) this._guideWrong(G.DOWN); else this._guideWrong(null); break; case 5: // G5:单击检查 → 拾得钥匙(谜题链第一环) if (g === G.TAP) { this.hasKey = true; this.audio.play('sfx/pickup'); vibrate('pickup'); this._advance(6, ['voice/g5_key', 'voice/g6_doubletap']); } else this._guideWrong(null); break; case 6: // G6:双击(用物品/查看背包的手势) if (g === G.DOUBLE_TAP) { this._advance(7, ['voice/inv_key', 'voice/g6_done', 'voice/g7_goal'], () => this._finishGuide()); } else this._guideWrong(null); break; default: // G7:等待 g7_goal 播完(_advance 的 onDone 驱动),手势忽略 break; } } _finishGuide() { try { localStorage.setItem(GUIDE_DONE_KEY, '1'); } catch (_) { /* 隐私模式 */ } this._enterPlay(false); } _skipGuide() { this._session++; // 作废进行中的引导语音链 this._clearTimers(); this.audio.stopVoice(); try { localStorage.setItem(GUIDE_DONE_KEY, '1'); } catch (_) { /* 隐私模式 */ } this._speak(['voice/guide_skip'], () => this._enterPlay(true), { skippable: false }); // 语音缺失兜底 this._timer(() => { if (this.phase === Phase.GUIDE) this._enterPlay(true); }, 5000); } /** * 引导纠错:expected 为期望的滑动方向(guide_wrong_),null 表示手势 * 类型错(guide_wrong_gesture)。同一步错 3 次给直白重述 * (guide_blunt_,仅方向步骤有)+ WARNING 震动。 */ _guideWrong(expected) { this.guideErrs++; if (this.guideErrs >= 3) { vibrate('warning'); this._playVoice(expected ? `voice/guide_blunt_${expected}` : 'voice/guide_wrong_gesture', { skippable: false }); this.guideErrs = 0; return; } vibrate('error'); this._playVoice(expected ? `voice/guide_wrong_${expected}` : 'voice/guide_wrong_gesture', { skippable: false }); } // ---------- 进入 / 重开 PLAY ---------- /** @param {boolean} announce 是否播 start_room(跳过引导/二周目直接进入时) */ _enterPlay(announce) { this._session++; this._clearTimers(); this.phase = Phase.PLAY; this.startElapsedMs = Date.now(); this._resetStuck(); if (announce) this._playVoice('voice/start_room'); this._playAmbient(); } _restart() { this._session++; this._clearTimers(); this.audio.stopVoice(); this._resetState(); this.phase = Phase.PLAY; this.startElapsedMs = Date.now(); this._resetStuck(); this.audio.play('bgm/drone'); this.guide.state('explore'); this._playVoice('voice/replay'); this._playAmbient(); } // ---------- 探索 ---------- _onPlayGesture(g) { switch (g) { case G.UP: this._move(0, -1); break; case G.DOWN: this._move(0, 1); break; case G.LEFT: this._move(-1, 0); break; case G.RIGHT: this._move(1, 0); break; case G.TAP: // voice 播放中:可跳句单击 = 跳过本句(链播继续);不可跳句(关键获得/ // L3 带路)单击 = 忽略——若照旧触发检查,800ms 后的描述会顶掉该句。 // 无 voice 时单击 = 原检查语义。 if (this.audio.isVoicePlaying()) { if (this._voiceSkippable) this.audio.skipVoice(); break; } this._inspect(); break; case G.DOUBLE_TAP: this._useItem(); break; } } _move(dx, dy) { const nx = this.x + dx; const ny = this.y + dy; if (nx < 0 || nx > 2 || ny < 0 || ny > 2) { this.audio.play('sfx/wall'); vibrate('error'); this._playVoice('voice/wall'); // 每次撞墙都播(取消一次性限制) this._wallBumps++; // 向导层:连续撞墙 = 卡关信号(_checkStuck 提前一级) return; } this.x = nx; this.y = ny; this.audio.play('sfx/step', { volume: 0.8 }); this._playAmbient(); // 首次到达关键房间:进展事件 + 房间描述 const key = `${nx},${ny}`; if (KEY_ROOMS[key] && !this.visited.has(key)) { this.visited.add(key); this._progressEvent(); this._playVoice(KEY_ROOMS[key].room); } } /** 当前房间环境音 id(大门通电后切 amb_gate_live)。 */ _ambientId() { const key = `${this.x},${this.y}`; if (key === '2,2' && this.powerOn) return 'sfx/amb_gate_live'; if (KEY_ROOMS[key]) return KEY_ROOMS[key].amb; if (key === '1,1') return 'sfx/amb_drip'; return EMPTY_AMB[key] || 'sfx/amb_wind'; } /** 进房间自动播环境音(每次都播,配合单击重听)。 */ _playAmbient() { this.audio.play(this._ambientId(), { volume: 0.9 }); } /** 单击 = 重播当前房间环境音 + 检查描述。 */ _inspect() { this._playAmbient(); const s = this._session; // skippable:found_key 是关键获得(不可跳),其余检查描述可跳 const describe = (id, skippable = true) => this._timer(() => { if (s === this._session) this._playVoice(id, { skippable }); }, 800); // 先让环境音进耳朵再播描述 const { x, y } = this; if (x === 0 && y === 2) { // 储物间 if (!this.hasKey && !this.cabinetOpen) { this.hasKey = true; this._progressEvent(); this.audio.play('sfx/pickup'); vibrate('pickup'); describe('voice/found_key', false); } else { describe('voice/empty_2'); } } else if (x === 2 && y === 1) { // 铁柜房 describe(this.cabinetOpen ? 'voice/empty_1' : 'voice/inspect_cabinet_locked'); } else if (x === 0 && y === 0) { // 电箱房 describe(this.powerOn ? 'voice/box_fixed' : 'voice/inspect_box_dead'); } else if (x === 2 && y === 2) { // 大门 describe(this.powerOn ? 'voice/inspect_gate_ready' : 'voice/inspect_gate'); } else if (x === 1 && y === 1) { describe('voice/start_room'); } else if (x === 1 && y === 0) { describe('voice/empty_1'); } else if (x === 0 && y === 1) { describe('voice/empty_2'); } else { describe('voice/empty_3'); // (1,2)、(2,0) } } _useItem() { const { x, y } = this; if (x === 2 && y === 1 && this.hasKey && !this.cabinetOpen) { // 钥匙开铁柜 -> 得保险丝(钥匙消耗) this.cabinetOpen = true; this.hasKey = false; this.hasFuse = true; this._progressEvent(); this.audio.play('sfx/unlock'); this.audio.play('sfx/door_creak', { volume: 0.7 }); vibrate('success'); this._playVoice('voice/unlock_cabinet', { skippable: false }); // 关键获得不可跳 } else if (x === 0 && y === 0 && this.hasFuse && !this.powerOn) { // 保险丝修电箱 -> 恢复供电(保险丝消耗) this.powerOn = true; this.hasFuse = false; this._progressEvent(); this.audio.play('sfx/spark'); this.audio.play('sfx/power_on', { volume: 0.8 }); vibrate('success'); this._playVoice('voice/fix_box', { skippable: false }); // 关键获得不可跳 } else if (x === 2 && y === 2 && this.powerOn) { // 通电后开大门 -> 逃脱 this._escape(); } else { // 兜底:ERROR 震动 + 背包/use_fail + L2 级明示(ui_deny 已退役) vibrate('error'); const inKeyRoom = `${x},${y}` in KEY_ROOMS; this._speak([ inKeyRoom ? 'voice/use_fail' : this._inventoryVoice(), `voice/stuck_${this._stage()}_2`, ]); } } _inventoryVoice() { if (this.hasKey && this.hasFuse) return 'voice/inv_both'; if (this.hasKey) return 'voice/inv_key'; if (this.hasFuse) return 'voice/inv_fuse'; return 'voice/inv_empty'; } /** 当前谜题链阶段:找钥匙 → 开铁柜 → 修电箱 → 开大门。 */ _stage() { if (!this.hasKey && !this.cabinetOpen) return 'key'; if (!this.cabinetOpen) return 'cabinet'; if (!this.powerOn) return 'box'; return 'gate'; } // ---------- 卡关检测与三级提示 ---------- _startStuckTimer() { if (this._stuckTimer) clearInterval(this._stuckTimer); this._stuckTimer = setInterval(() => this._checkStuck(), 5000); } _resetStuck() { this._lastProgressAt = Date.now(); this._stuckShown = new Set(); this._lastL3At = 0; this._wallBumps = 0; } /** 进展事件:重置卡关计时与已播级别。 */ _progressEvent() { this._resetStuck(); } _checkStuck() { if (this.phase !== Phase.PLAY) return; const idleMs = Date.now() - this._lastProgressAt; const stage = this._stage(); // 向导层(schemes §2):连续撞墙 ≥2 次是明确的卡关信号——向导 full 档时 // 三级阈值整体提前一级(L1 即刻、L2 60s、L3 120s);off/standard 保持原阈值。 const early = this._wallBumps >= 2 && this.guide.level() === 'full'; const T_L1 = early ? 0 : 60000; const T_L2 = early ? 60000 : 120000; const T_L3 = early ? 120000 : 180000; if (idleMs >= T_L3) { // L3 带路:首次或每 60s 重复,按当前坐标重算路线(带路语音不可单击跳过) if (!this._stuckShown.has('L3') || Date.now() - this._lastL3At >= 60000) { this._stuckShown.add('L3'); this._lastL3At = Date.now(); vibrate('warning'); this._speak([`voice/stuck_${stage}_3`, ...this._navVoices(STAGES[stage].target)], null, { skippable: false }); } } else if (idleMs >= T_L2 && !this._stuckShown.has('L2')) { this._stuckShown.add('L2'); vibrate('warning'); this._speak([`voice/stuck_${stage}_2`]); } else if (idleMs >= T_L1 && !this._stuckShown.has('L1')) { this._stuckShown.add('L1'); vibrate('warning'); this._speak(['voice/stuck_ask', `voice/stuck_${stage}_1`]); } } /** 从当前坐标到目标房间的导航语音(每轴一句,最多两句)。 */ _navVoices([tx, ty]) { const ids = []; const dx = tx - this.x; const dy = ty - this.y; if (dx !== 0) ids.push(dx < 0 ? 'voice/nav_left' : 'voice/nav_right'); if (dy !== 0) ids.push(dy < 0 ? 'voice/nav_up' : 'voice/nav_down'); return ids; } // ---------- 菜单 ---------- _openMenu(returnPhase) { this._menuReturn = returnPhase; this._menuIdx = 0; this.phase = Phase.MENU; // 状态 BGM:菜单 = bgm/menu(10 号文档,400ms crossfade;与结算 pad 同音量 0.5, // 同一首引擎不重启,关菜单回 ENDING 时无缝保持) this.audio.play('bgm/menu', { volume: 0.5, fadeMs: 400 }); this.guide.state('menu'); this._speak(['voice/menu_open', 'voice/menu_restart'], null, { skippable: false }); } _onMenuGesture(g) { const items = ['voice/menu_restart', 'voice/menu_home', 'voice/menu_back']; if (g === G.TAP) { this._menuIdx = (this._menuIdx + 1) % items.length; this._playVoice(items[this._menuIdx], { skippable: false }); } else if (g === G.UP) { this._playVoice('voice/help_ops', { skippable: false }); // 操作说明 } else if (g === G.DOWN) { this._closeMenu(); // 下滑 = 关闭菜单(13 号文档 §7.5 菜单约定) } else if (g === G.DOUBLE_TAP) { const sel = this._menuIdx; if (sel === 0) { this.phase = this._menuReturn; this._restart(); } // 重开:_restart 内切回 bgm/drone else if (sel === 1) this._goHome(); else this._closeMenu(); // "返回" } } /** 关闭菜单回到来源状态,并按来源恢复状态 BGM(ENDING 保持 menu pad)。 */ _closeMenu() { this.phase = this._menuReturn; if (this._menuReturn === Phase.ENDING) { // 返回结算:结算态 BGM 即 bgm/menu(同 id 引擎不重启,无缝保持) this.audio.play('bgm/menu', { volume: 0.5 }); } else { this.audio.play('bgm/drone'); // 关闭菜单切回主题曲 this.guide.state('explore'); } } _goHome() { this.stop(); window.location.href = '../'; } // ---------- 结局 ---------- _escape() { this.phase = Phase.ENDING; this._progressEvent(); vibrate('success'); this.audio.play('sfx/gate_open'); this.audio.play('sfx/win_chime', { volume: 0.8 }); this.audio.stopBgm(2500); this.guide.state('settle'); // 状态签名:结算(逃脱) this._endingBgmStarted = false; const totalSec = Math.floor((Date.now() - this.startElapsedMs) / 1000); this._saveEscape(totalSec); // 结算语音链(关键获得,不可跳);播完淡入 menu pad(10 号文档:volume 0.5,1500ms) this._speak(['voice/escape', this._timeBandVoice(totalSec), 'voice/again'], () => this._startEndingBgm(), { skippable: false }); // 语音资产缺失时链不推进,30s 兜底起结算 pad(escape+time_band+again 正常 ~10s 内播完) this._timer(() => this._startEndingBgm(), 30000); } /** 逃脱结算 BGM:drone 淡出后淡入 bgm/menu(幂等,仅在仍是结算态时生效)。 */ _startEndingBgm() { if (this._endingBgmStarted || this.phase !== Phase.ENDING) return; this._endingBgmStarted = true; this.audio.play('bgm/menu', { volume: 0.5, fadeMs: 1500 }); } /** 用时播报:4 段整句(time_band1..4),替代数字拼接。 */ _timeBandVoice(sec) { if (sec < 120) return 'voice/time_band1'; if (sec < 300) return 'voice/time_band2'; if (sec < 600) return 'voice/time_band3'; return 'voice/time_band4'; } // ---------- 进度存档 ---------- _loadStats() { try { return JSON.parse(localStorage.getItem(STATS_KEY)) || { escapes: 0, bestTimeSec: null }; } catch (_) { return { escapes: 0, bestTimeSec: null }; } } /** 逃脱成功:本地统计 + (已登录时)同步服务器。 */ _saveEscape(totalSec) { const stats = this._loadStats(); stats.escapes += 1; if (stats.bestTimeSec === null || totalSec < stats.bestTimeSec) stats.bestTimeSec = totalSec; try { localStorage.setItem(STATS_KEY, JSON.stringify(stats)); } catch (_) { /* 隐私模式 */ } const best = stats.bestTimeSec; const summary = `已逃脱 ${stats.escapes} 次 / 最快 ${Math.floor(best / 60)}:${String(best % 60).padStart(2, '0')}`; this._putProgress({ summary, escapes: stats.escapes, bestTimeSec: best, schema: 1, updatedAt: new Date().toISOString(), }); } /** PUT /api/progress(未登录/服务器不可达静默跳过)。 */ _putProgress(data) { try { const auth = JSON.parse(localStorage.getItem(AUTH_KEY)); if (!auth || !auth.token) return; fetch('/api/progress', { method: 'PUT', headers: { 'Content-Type': 'application/json', 'Authorization': 'Bearer ' + auth.token, }, body: JSON.stringify({ game: 'escape', data }), }).catch(() => { /* 离线静默 */ }); } catch (_) { /* 静默 */ } } // ---------- 工具 ---------- _isSwipe(g) { return g === G.UP || g === G.DOWN || g === G.LEFT || g === G.RIGHT; } /** 对白包装:登记本句是否允许单击跳过(12 号文档裁定表,默认可跳)。 */ _playVoice(id, { skippable = true, onComplete } = {}) { this._voiceSkippable = skippable; this.audio.play(id, { onComplete }); } /** 对白排队依次播放(onComplete 链式触发;被打断即作废整条链)。 */ _speak(ids, onDone, { skippable = true } = {}) { if (ids.length === 0) { if (onDone) onDone(); return; } const s = this._session; this._playVoice(ids[0], { skippable, onComplete: () => { if (s !== this._session) return; if (ids.length > 1) this._speak(ids.slice(1), onDone, { skippable }); else if (onDone) onDone(); }, }); } _timer(fn, ms) { const s = this._session; const id = setTimeout(() => { if (s === this._session) fn(); }, ms); this._timers.push(id); return id; } _clearTimers() { for (const id of this._timers) clearTimeout(id); this._timers.length = 0; } }