diff --git a/package1/planet/adventure.vue b/package1/planet/adventure.vue
index 6e58c4b..9a9a4cb 100644
--- a/package1/planet/adventure.vue
+++ b/package1/planet/adventure.vue
@@ -53,7 +53,7 @@
- 规则:点选未被压住的卡牌,底部槽内3张相同自动消除,槽满则失败。
+ 规则:点选未被压住的卡牌,底部槽内3张相同自动消除,宇宙垃圾2张会触发清理。
陷阱难度 · 剩余 {{remainingCount}} 张 · 当前可点 {{availableCount}} 张 · {{riskText}}
@@ -69,7 +69,7 @@
class="tile"
v-for="card in visibleCards"
:key="card.id"
- :class="{locked: isLocked(card), selected: card.selected}"
+ :class="card.className"
:style="card.style"
@tap="pickCard(card)">
{{card.icon}}
@@ -180,29 +180,19 @@
return Math.max(16, Math.min(100, Math.round((mine.score || 0) * 100 / top.score)))
},
visibleCards() {
- return this.cards.filter(item => !item.removed)
+ return this.cards.filter(item => !item.removed && !item.selected)
},
remainingCount() {
return this.cards.filter(item => !item.removed && !item.selected).length
},
availableCount() {
- return this.cards.filter(item => !item.removed && !item.selected && !this.isLocked(item)).length
+ return this.cards.filter(item => !item.removed && !item.selected && !item.locked).length
},
directComboCount() {
- const map = {}
- this.cards.forEach(item => {
- if (!item.removed && !item.selected && !this.isLocked(item)) {
- map[item.icon] = (map[item.icon] || 0) + 1
- }
- })
- return Object.keys(map).filter(k => map[k] >= 3).length
+ return this.collectDifficultyStats(this.cards.filter(item => !item.removed && !item.selected)).directComboCount
},
trapGroupCount() {
- const map = {}
- this.cards.forEach(item => {
- if (item.trap) map[item.icon] = true
- })
- return Object.keys(map).length
+ return this.collectDifficultyStats(this.cards).trapGroupCount
},
riskText() {
if (this.slots.length >= this.slotLimit - 1) return '危险:差1格就满'
@@ -276,23 +266,31 @@
this.playing = true
this.startTs = Date.now()
this.buildLevel()
+ if (!this.cards.length) this.buildLevel()
})
},
buildLevel() {
- const icons = ['🍔', '🥤', '📚', '🏀', '🎧', '🚲', '🍜', '📦', '☕', '🧋']
+ const icons = ['🍔', '🥤', '🥟', '🏀', '🎧', '🚲', '🍜', '🔥', '☕', '🍢']
+ const garbageIcons = ['🚀', '🪐', '🛸']
let cards = []
- for (let attempt = 0; attempt < 8; attempt++) {
+ for (let attempt = 0; attempt < 100; attempt++) {
const seed = this.levelSeed() + '_try_' + attempt
const positions = this.buildCardPositions(seed)
- cards = this.assignTrapLevelIcons(positions, icons, seed)
- if (cards.length) break
+ cards = this.assignTrapLayoutIcons(positions, icons, garbageIcons, seed)
+ if (cards.length && this.checkDifficultyMetrics(cards)) break
+ cards = []
+ }
+ if (!cards.length) {
+ cards = this.assignTrapLayoutIcons(this.buildCardPositions(this.levelSeed() + '_fallback'), icons, garbageIcons, this.levelSeed() + '_fallback', true)
}
if (!cards.length) {
- cards = this.assignSolvableIcons(this.buildFallbackPositions(), icons, this.levelSeed() + '_fallback')
+ cards = this.assignEmergencyIcons(this.buildCardPositions(this.levelSeed() + '_emergency'), icons, garbageIcons)
}
this.cards = cards
this.slots = []
this.moveCount = 0
+ this.normalizeCards(icons)
+ this.refreshCardState()
},
buildCardPositions(seed) {
const cards = []
@@ -305,10 +303,11 @@
const zone = template.zones[layer]
const col = i % zone.cols
const row = Math.floor(i / zone.cols)
- const dx = Math.floor(rand() * 18)
- const dy = Math.floor(rand() * 14)
+ const dx = Math.floor(rand() * 6)
+ const dy = Math.floor(rand() * 6)
const card = {
id: 'c' + idx,
+ order: idx,
icon: '',
layer,
x: zone.x + col * zone.gapX + (layer * zone.offsetX) + ((row % 2) * zone.stagger) + dx,
@@ -316,11 +315,12 @@
style: '',
removed: false,
selected: false,
- solutionStep: 0,
+ locked: false,
+ className: '',
trap: false,
keyCard: false
}
- card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${card.layer + 1};`
+ card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${this.cardZIndex(card)};`
cards.push(card)
idx++
}
@@ -356,173 +356,151 @@
hell: {
layerCounts: [36, 30, 24],
zones: [
- { x: 12, y: 16, cols: 6, gapX: 82, gapY: 72, offsetX: 10, offsetY: 22, stagger: 10 },
- { x: 86, y: 72, cols: 5, gapX: 70, gapY: 60, offsetX: 18, offsetY: 34, stagger: 16 },
- { x: 126, y: 112, cols: 4, gapX: 64, gapY: 54, offsetX: 22, offsetY: 38, stagger: 16 }
+ { x: 38, y: 18, cols: 6, gapX: 86, gapY: 82, offsetX: 0, offsetY: 0, stagger: 4 },
+ { x: 82, y: 58, cols: 5, gapX: 86, gapY: 82, offsetX: 0, offsetY: 0, stagger: 4 },
+ { x: 124, y: 98, cols: 4, gapX: 86, gapY: 82, offsetX: 0, offsetY: 0, stagger: 4 }
]
}
}
return templates[type] || templates.hell
},
- assignSolvableIcons(positions, icons, seed) {
- // 上线关卡不能随机发牌。这里先模拟一条真实可点击的消除路径,
- // 再按路径给三张牌分配同一图案,保证每日关卡至少存在一条解法。
- const rand = this.seededRandom(seed + '_solution')
- const remaining = positions.slice()
- const solutionGroups = []
- while (remaining.length) {
- const available = remaining.filter(card => !this.isBlockedIn(card, remaining))
- if (available.length < 3) return []
- const picked = this.pickSolutionTriple(available, rand)
- solutionGroups.push(picked)
- picked.forEach(card => {
- const idx = remaining.indexOf(card)
- if (idx >= 0) remaining.splice(idx, 1)
- })
- }
- const tripleIcons = []
- icons.forEach(icon => {
- for (let i = 0; i < 3; i++) tripleIcons.push(icon)
- })
- this.seededShuffle(tripleIcons, seed + '_icons')
- solutionGroups.forEach((group, step) => {
- const icon = tripleIcons[step]
- group.forEach(card => {
- card.icon = icon
- card.solutionStep = step + 1
- })
- })
- return positions
- },
- assignTrapLevelIcons(positions, icons, seed) {
- const rand = this.seededRandom(seed + '_trap')
+ assignTrapLayoutIcons(positions, icons, garbageIcons, seed, forceBuild) {
+ const rand = this.seededRandom(seed + '_layout')
const cards = positions.slice()
- const trapIcons = this.seededShuffle(icons.slice(), seed + '_trap_icons').slice(0, 4)
- const remaining = cards.slice()
- const groups = []
- const trapPlans = this.buildTrapPlans(cards, trapIcons, seed)
- if (trapPlans.length < 4) return []
-
- while (remaining.length) {
- const available = remaining.filter(card => !this.isBlockedIn(card, remaining))
- if (available.length < 3) return []
- const readyTrap = trapPlans.find(plan => {
- return !plan.used && plan.cards.every(card => remaining.indexOf(card) >= 0) && !this.isBlockedIn(plan.key, remaining)
- })
- const normalAvailable = available.filter(card => !card.reservedTrap)
- const picked = readyTrap ? readyTrap.cards : this.pickSolutionTriple(normalAvailable, rand)
- if (!picked || picked.length < 3) return []
- groups.push({
- cards: picked,
- trapIcon: readyTrap ? readyTrap.icon : ''
- })
- if (readyTrap) readyTrap.used = true
- picked.forEach(card => {
- const idx = remaining.indexOf(card)
- if (idx >= 0) remaining.splice(idx, 1)
- })
- }
-
- if (trapPlans.some(plan => !plan.used)) return []
- const trapIndexes = []
- groups.forEach((group, index) => {
- if (group.trapIcon) trapIndexes.push(index)
+ cards.forEach(card => {
+ card.icon = ''
+ card.trap = false
+ card.keyCard = false
+ card.garbage = false
})
- const groupIcons = this.buildPressureIconOrder(groups.length, icons, trapIcons, trapIndexes, seed)
- groups.forEach((group, step) => {
- const icon = group.trapIcon || groupIcons[step] || icons[step % icons.length]
- group.cards.forEach(card => {
+ const bottom = this.seededShuffle(cards.filter(card => card.layer === 0), seed + '_bottom')
+ const middle = this.seededShuffle(cards.filter(card => card.layer === 1), seed + '_middle')
+ const top = this.seededShuffle(cards.filter(card => card.layer === 2), seed + '_top')
+ const bottomCenter = this.seededShuffle(bottom.filter(card => this.isCenterCard(card)), seed + '_bottom_center')
+ const topOuter = this.seededShuffle(top.filter(card => !this.isCenterCard(card)), seed + '_top_outer')
+ const midOuter = this.seededShuffle(middle.filter(card => !this.isCenterCard(card)), seed + '_mid_outer')
+ const assigned = {}
+ const groupCount = Math.floor((cards.length - 6) / 3)
+ const trapCount = Math.max(10, Math.ceil(groupCount * 0.5))
+ for (let group = 0; group < groupCount; group++) {
+ const icon = icons[group % icons.length]
+ let chosen = []
+ if (group < trapCount) {
+ chosen = [
+ this.takeNext(topOuter, assigned) || this.takeNext(top, assigned) || this.takeAny(cards, assigned),
+ this.takeNext(midOuter, assigned) || this.takeNext(middle, assigned) || this.takeAny(cards, assigned),
+ this.takeNext(bottomCenter, assigned) || this.takeNext(bottom, assigned) || this.takeAny(cards, assigned)
+ ]
+ } else {
+ chosen = [
+ this.takeNext(top, assigned) || this.takeAny(cards, assigned),
+ this.takeNext(middle, assigned) || this.takeAny(cards, assigned),
+ this.takeNext(bottom, assigned) || this.takeAny(cards, assigned)
+ ]
+ }
+ if (chosen.some(card => !card)) {
+ if (!forceBuild) return []
+ break
+ }
+ chosen.forEach((card, index) => {
card.icon = icon
- card.solutionStep = step + 1
- if (group.trapIcon) {
- card.trap = true
- }
+ card.trap = group < trapCount
+ card.keyCard = group < trapCount && index === 2
+ assigned[card.id] = true
})
+ }
+ this.repositionKeyCovers(cards, seed)
+ const freeCards = cards.filter(card => !assigned[card.id])
+ const garbageCards = this.seededShuffle(freeCards.slice(), seed + '_garbage').slice(0, 6)
+ garbageCards.forEach((card, index) => {
+ card.icon = garbageIcons[Math.floor(index / 2) % garbageIcons.length]
+ card.garbage = true
+ assigned[card.id] = true
})
-
- cards.forEach(card => {
- card.reservedTrap = false
- card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${card.layer + 1};`
+ cards.forEach((card, index) => {
+ if (!card.icon) {
+ card.icon = icons[(index + Math.floor(rand() * icons.length)) % icons.length]
+ }
+ card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${this.cardZIndex(card)};`
})
return cards
},
- buildTrapPlans(cards, trapIcons, seed) {
- const startAvailable = cards.filter(card => !this.isBlockedIn(card, cards))
- const baitPool = this.seededShuffle(startAvailable.filter(card => !this.isCenterCard(card)), seed + '_bait')
- const keyPool = this.seededShuffle(cards.filter(card => card.layer === 0 && this.isCenterCard(card)), seed + '_key')
- const plans = []
- trapIcons.forEach(icon => {
- const baitA = baitPool.shift()
- const baitB = baitPool.shift()
- const key = keyPool.shift()
- if (!baitA || !baitB || !key) return
- ;[baitA, baitB, key].forEach(card => {
- card.reservedTrap = true
- card.trap = true
- })
- key.keyCard = true
- plans.push({
- icon,
- cards: [baitA, baitB, key],
- key,
- used: false
- })
+ assignEmergencyIcons(positions, icons, garbageIcons) {
+ positions.forEach((card, index) => {
+ card.icon = index < 6 ? garbageIcons[Math.floor(index / 2) % garbageIcons.length] : icons[Math.floor((index - 6) / 3) % icons.length]
+ card.trap = index >= 6 && index < 42
+ card.keyCard = card.trap && card.layer === 0 && this.isCenterCard(card)
+ card.garbage = index < 6
+ card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${this.cardZIndex(card)};`
})
- return plans
- },
- buildPressureIconOrder(count, icons, trapIcons, trapIndexes, seed) {
- const rand = this.seededRandom(seed + '_pressure')
- const safeIcons = icons.filter(icon => trapIcons.indexOf(icon) < 0)
- const order = new Array(count)
- trapIndexes.forEach((idx, i) => {
- order[idx] = trapIcons[i % trapIcons.length]
- })
- const usage = {}
- trapIcons.forEach(icon => {
- usage[icon] = 1
- })
- for (let i = 0; i < count; i++) {
- if (order[i]) continue
- const pool = i < 12 ? icons : safeIcons
- let icon = pool[i % pool.length]
- let guard = 0
- while ((usage[icon] || 0) >= 3 && guard < pool.length + icons.length) {
- icon = pool[(i + guard + 1) % pool.length]
- guard++
- }
- if ((usage[icon] || 0) >= 3) {
- icon = icons.find(item => (usage[item] || 0) < 3) || icons[i % icons.length]
+ return positions
+ },
+ repositionKeyCovers(cards, seed) {
+ const rand = this.seededRandom(seed + '_cover')
+ const keys = cards.filter(card => card.keyCard && card.layer === 0 && this.isCenterCard(card)).slice(0, 10)
+ const covers = this.seededShuffle(cards.filter(card => !card.keyCard && card.layer > 0), seed + '_cover_cards')
+ keys.forEach(key => {
+ for (let i = 0; i < 2; i++) {
+ const cover = covers.shift()
+ if (!cover) return
+ cover.x = key.x + (i === 0 ? 18 : -10) + Math.floor(rand() * 8)
+ cover.y = key.y + (i === 0 ? 18 : -10) + Math.floor(rand() * 8)
+ cover.style = `left:${cover.x}rpx;top:${cover.y}rpx;z-index:${this.cardZIndex(cover)};`
}
- order[i] = icon
- usage[icon] = (usage[icon] || 0) + 1
+ })
+ },
+ takeNext(pool, assigned) {
+ while (pool.length) {
+ const card = pool.shift()
+ if (!assigned[card.id]) return card
}
- for (let i = 0; i < order.length; i += 6) {
- const part = order.slice(i, i + 6)
- this.shuffleWithRandom(part, rand)
- for (let j = 0; j < part.length; j++) order[i + j] = part[j]
+ return null
+ },
+ takeAny(cards, assigned) {
+ for (let i = 0; i < cards.length; i++) {
+ if (!assigned[cards[i].id]) return cards[i]
+ }
+ return null
+ },
+ checkDifficultyMetrics(cards) {
+ const stats = this.collectDifficultyStats(cards)
+ return stats.visibleTypeCount >= 8 &&
+ stats.directComboCount <= 2 &&
+ stats.trapGroupCount >= 10 &&
+ stats.deepKeyCount >= 10
+ },
+ collectDifficultyStats(cards) {
+ const visible = cards.filter(card => !this.isBlockedIn(card, cards))
+ const typeMap = {}
+ const countMap = {}
+ visible.forEach(card => {
+ typeMap[card.icon] = true
+ countMap[card.icon] = (countMap[card.icon] || 0) + 1
+ })
+ const trapMap = {}
+ let deepKeyCount = 0
+ cards.forEach(card => {
+ if (card.trap && card.icon) trapMap[card.icon] = true
+ if (card.keyCard && card.layer === 0 && this.coverCount(card, cards) >= 2) deepKeyCount++
+ })
+ return {
+ visibleTypeCount: Object.keys(typeMap).length,
+ directComboCount: Object.keys(countMap).filter(icon => countMap[icon] >= 3 && !this.isGarbageIcon(icon)).length,
+ trapGroupCount: Object.keys(trapMap).length,
+ deepKeyCount
}
- return order
},
- isCenterCard(card) {
- return card.x >= 160 && card.x <= 400 && card.y >= 120 && card.y <= 440
+ coverCount(card, cards) {
+ return cards.filter(other => {
+ if (other.id === card.id || other.layer <= card.layer) return false
+ return this.isOverlap(card, other)
+ }).length
},
- pickSolutionTriple(available, rand) {
- const pool = available.slice()
- if (pool.length < 3) return []
- this.shuffleWithRandom(pool, rand)
- const first = pool.shift()
- pool.sort((a, b) => this.cardDistanceScore(b, first) - this.cardDistanceScore(a, first))
- const second = pool.shift()
- pool.sort((a, b) => {
- const bd = this.cardDistanceScore(b, first) + this.cardDistanceScore(b, second)
- const ad = this.cardDistanceScore(a, first) + this.cardDistanceScore(a, second)
- return bd - ad
- })
- const third = pool.shift()
- return [first, second, third]
+ isGarbageIcon(icon) {
+ return icon === '🚀' || icon === '🪐' || icon === '🛸'
},
- cardDistanceScore(a, b) {
- return Math.abs(a.x - b.x) + Math.abs(a.y - b.y) + Math.abs(a.layer - b.layer) * 60
+ isCenterCard(card) {
+ return card.x >= 160 && card.x <= 400 && card.y >= 120 && card.y <= 440
},
isBlockedIn(card, list) {
return list.some(other => {
@@ -531,7 +509,28 @@
})
},
isOverlap(a, b) {
- return Math.abs(a.x - b.x) < 66 && Math.abs(a.y - b.y) < 58
+ return Math.abs(a.x - b.x) < 74 && Math.abs(a.y - b.y) < 74
+ },
+ cardZIndex(card) {
+ return (card.layer || 0) * 1000 + (card.order || 0) + 1
+ },
+ normalizeCards(icons) {
+ this.cards.forEach((card, index) => {
+ if (!card.icon) card.icon = icons[index % icons.length]
+ card.locked = false
+ card.className = ''
+ card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${this.cardZIndex(card)};`
+ })
+ },
+ refreshCardState() {
+ this.cards.forEach(card => {
+ const locked = !card.removed && !card.selected && this.isLocked(card)
+ card.locked = locked
+ card.className = [
+ locked ? 'locked' : '',
+ card.selected ? 'selected' : ''
+ ].filter(Boolean).join(' ')
+ })
},
pickCard(card) {
if (this.cleared) {
@@ -542,12 +541,17 @@
this.tui.toast('先点击开始助推')
return
}
- if (card.removed || card.selected || this.isLocked(card)) return
+ this.refreshCardState()
+ if (card.removed || card.selected || card.locked) {
+ this.tui.toast('这张还被压住,先消上面的牌')
+ return
+ }
if (this.slots.length >= this.slotLimit) return
card.selected = true
this.slots.push(card)
this.moveCount++
this.tryClear(card.icon)
+ this.refreshCardState()
if (this.cards.every(item => item.removed || item.selected)) {
this.finishClear()
} else if (this.slots.length >= this.slotLimit) {
@@ -555,6 +559,20 @@
}
},
tryClear(icon) {
+ if (this.isGarbageIcon(icon)) {
+ const garbage = this.slots.filter(item => item.icon === icon)
+ if (garbage.length < 2) return
+ let removedGarbage = 0
+ this.slots = this.slots.filter(item => {
+ if (item.icon === icon && removedGarbage < 2) {
+ item.removed = true
+ removedGarbage++
+ return false
+ }
+ return true
+ })
+ return
+ }
const same = this.slots.filter(item => item.icon === icon)
if (same.length < 3) return
let removed = 0
@@ -608,6 +626,7 @@
if (this.cleared) return
this.playing = false
this.buildLevel()
+ if (!this.cards.length) this.buildLevel()
},
closeModal() {
this.modal.show = false
@@ -668,6 +687,7 @@
const row = Math.floor(i / 9)
const card = {
id: 'f' + idx,
+ order: idx,
icon: '',
layer,
x: 10 + col * 68 + (layer * 6),
@@ -675,9 +695,12 @@
style: '',
removed: false,
selected: false,
- solutionStep: 0
+ locked: false,
+ className: '',
+ trap: false,
+ keyCard: false
}
- card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${card.layer + 1};`
+ card.style = `left:${card.x}rpx;top:${card.y}rpx;z-index:${this.cardZIndex(card)};`
cards.push(card)
idx++
}
@@ -729,7 +752,10 @@
.board { margin-top: 22rpx; height: 620rpx; border-radius: 36rpx; background: linear-gradient(155deg, rgba(234,248,255,0.9), rgba(255,248,222,0.72)); position: relative; overflow: hidden; }
.tile { position: absolute; width: 76rpx; height: 76rpx; border-radius: 22rpx; background: #fff; display: flex; align-items: center; justify-content: center; box-shadow: 0 10rpx 22rpx rgba(66,99,94,0.12); border: 2rpx solid rgba(255,255,255,0.9); transition: transform .12s ease, opacity .12s ease; }
.tile text { font-size: 42rpx; }
- .tile.locked { opacity: .42; background: #F2F6F5; }
+ .tile.locked{
+ opacity:.82;
+ filter:grayscale(.15);
+ }
.tile.selected { opacity: 0; transform: scale(.5); pointer-events: none; }
.slot-wrap { margin-top: 24rpx; }
.slot-title { color: #6B817D; font-size: 24rpx; margin-bottom: 14rpx; }