feat: 新增物理弹球实验室及配套功能
1. 新增物理弹球游戏全套代码,包含物理引擎、规则、渲染、游戏逻辑、存档、音效、UI 2. 新增物理弹球相关调试与单元测试脚本 3. 优化私有剪贴上传功能:增加200MB上传限制与错误提示 4. 修复复古弹球桌的光滑面防粘附与休眠逻辑
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/* ============================================================
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* debug_physics_balls_stuck_escape.js · 物理弹球 · 卡球逃脱验证
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* 规则:球陷缝隙 0.5s 后横向滑出缺口继续下落;禁止向上弹射
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* ("必须落下后才能上去",唯一上升途径是底部输送带)。
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* 验证:1) 卡球能逃脱并下落/回收 2) 上升幅度 <=120px 3) 左右方向有随机性
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* 运行:node dev_test_scripts/debug/debug_physics_balls_stuck_escape.js
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* ============================================================ */
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'use strict';
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const fs = require('fs');
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const path = require('path');
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const vm = require('vm');
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const LAB = path.join(__dirname, '..', '..', 'public', 'tools', 'thought_lab', 'labs', 'physics_balls');
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const ctx = {
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Math,
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console,
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PBAudio: { fire() {}, hit() {}, wall() {}, item() {}, breakBlock() {}, over() {} },
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PBStorage: { getEscape() { return 50; } }
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};
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vm.createContext(ctx);
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for (const f of ['pb_physics.js', 'pb_rules.js', 'pb_game.js']) {
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vm.runInContext(fs.readFileSync(path.join(LAB, f), 'utf8'), ctx, { filename: f });
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}
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const P = ctx.PBPhysics, G = ctx.PBGame;
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// 跑 8s:成功 = 被回收 或 下落到 startY+200 以下;同时记录最小 y(上升幅度)
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function runScenario(setup, startY) {
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const g = G.create();
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g.state = 'fly';
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setup(g);
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let minY = 1e9, maxX = 0, minX = 1e9, outcome = 'stuck';
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for (let i = 0; i < 60 * 8; i++) {
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G.update(g, 1 / 60);
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if (!g.balls.length) { outcome = 'recycled'; break; }
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const b = g.balls[0];
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minY = Math.min(minY, b.y);
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maxX = Math.max(maxX, b.x);
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minX = Math.min(minX, b.x);
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if (b.y > startY + 200) { outcome = 'fell'; break; }
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}
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return { outcome, minY, spread: maxX - minX, g };
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}
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let ok = true;
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function check(name, res, startY) {
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const escaped = res.outcome !== 'stuck';
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const noLaunch = res.minY > startY - 120; // 不允许向上弹射超过 120px
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const pass = escaped && noLaunch;
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console.log((pass ? 'PASS ' : 'FAIL ') + name +
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' outcome=' + res.outcome + ' minY=' + (res.minY === 1e9 ? 'recycled' : res.minY.toFixed(1)) +
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' hSpread=' + res.spread.toFixed(0));
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ok = pass && ok;
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}
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// rest 默认 0.2:隔离"逃脱冲量本身",排除高弹块自然反弹的干扰
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const mkCircle = (g, x, y, r, rest) => {
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const b = P.makeCircle({ shape: 'circle', x, y, r, isStatic: true, friction: 0.35, restitution: rest === undefined ? 0.2 : rest, tag: 'block' });
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b.data = { hp: 99, shape: 'circle', r };
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g.blocks.push(b);
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};
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const mkBall = (g, x, y) => {
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const ball = P.makeCircle({ shape: 'circle', x, y, r: 7, friction: 0.08, restitution: 0.95, tag: 'ball' });
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ball.data = { big: false };
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g.balls.push(ball);
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};
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// 场景1:球静止放在两圆块谷地 → 应横向滑出后下落,不上天
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check('谷地卡球逃脱', runScenario((g) => {
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mkCircle(g, 180, 400, 22); mkCircle(g, 224, 400, 22);
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mkBall(g, 202, 381);
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}, 381), 381);
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// 场景2:球静止放在单块顶部 → 应被推离块顶后下落;且单接触不触发研磨(块 HP 不变)
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{
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const res = runScenario((g) => {
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mkCircle(g, 200, 400, 22);
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mkBall(g, 200, 371);
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}, 371);
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check('块顶停球逃脱', res, 371);
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const intact = res.g.blocks.length === 1 && res.g.blocks[0].data.hp === 99;
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console.log((intact ? 'PASS ' : 'FAIL ') + '单接触不研磨 hp=' + (res.g.blocks[0] ? res.g.blocks[0].data.hp : 'gone'));
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ok = intact && ok;
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}
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// 场景5:球楔入两低血块夹角 → 研磨快速打碎砖块、留出空间后下落
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{
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const res = runScenario((g) => {
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mkCircle(g, 180, 400, 22); mkCircle(g, 224, 400, 22);
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g.blocks.forEach(b => { b.data.hp = 8; });
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mkBall(g, 202, 381);
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}, 381);
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const ground = res.g.blocks.length === 0;
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const pass = ground && res.outcome !== 'stuck';
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console.log((pass ? 'PASS ' : 'FAIL ') + '夹角研磨开空间 outcome=' + res.outcome + ' blocksLeft=' + res.g.blocks.length);
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ok = pass && ok;
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}
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// 场景3:球停底部弧面(无砖块接触)→ 1.2s 后应被回收
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check('底部停球回收', runScenario((g) => {
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mkBall(g, 210, 790);
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}, 790), 790);
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// 场景4:单接触停球逃脱,横向方向应有随机性(左右都出现)
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{
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const dirs = [];
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for (let k = 0; k < 10; k++) {
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const g = G.create();
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g.state = 'fly';
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mkCircle(g, 200, 400, 22);
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mkBall(g, 200 + (Math.random() * 4 - 2), 371); // 真实落点总有微小偏移
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let firstVx = null;
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for (let i = 0; i < 60 * 3; i++) {
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G.update(g, 1 / 60);
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if (!g.balls.length) break;
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const b = g.balls[0];
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if (firstVx === null && Math.abs(b.vx) > 200) { firstVx = b.vx; break; }
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}
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if (firstVx !== null) dirs.push(firstVx > 0 ? 'R' : 'L');
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}
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const hasL = dirs.includes('L'), hasR = dirs.includes('R');
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const pass = dirs.length >= 6 && hasL && hasR;
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console.log((pass ? 'PASS ' : 'FAIL ') + '逃逸方向随机性 ' + dirs.join(''));
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ok = pass && ok;
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}
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process.exit(ok ? 0 : 1);
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