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
This commit is contained in:
yangxiangyuan
2026-08-08 22:31:33 +08:00
parent 4492b4106a
commit 91148fe064
17 changed files with 2690 additions and 22 deletions
@@ -0,0 +1,236 @@
/* ============================================================
* test_physics_balls_physics.js · 物理弹球 Web 复刻版 · 物理核心单元测试
* 运行:node dev_test_scripts/unit/test_physics_balls_physics.js
* 覆盖:静止不沉 / 能量不增 / 堆叠稳定 / 高速不穿透 / 休眠 / 碰撞流形 / 整局模拟无 NaN
* ============================================================ */
'use strict';
const fs = require('fs');
const path = require('path');
const vm = require('vm');
const LAB_DIR = path.join(__dirname, '..', '..', 'public', 'tools', 'thought_lab', 'labs', 'physics_balls');
function load(name, sandbox) {
const src = fs.readFileSync(path.join(LAB_DIR, name), 'utf-8');
vm.runInContext(src, sandbox, { filename: name });
}
// pb_game 运行时依赖 PBAudio,注入静音桩
const sandbox = {
console, Math, Date,
PBAudio: { fire() {}, hit() {}, wall() {}, breakBlock() {}, item() {}, over() {}, claim() {}, unlock() {} },
PBStorage: { getEscape() { return 50; } }
};
vm.createContext(sandbox);
load('pb_physics.js', sandbox);
load('pb_rules.js', sandbox);
load('pb_game.js', sandbox);
const P = sandbox.PBPhysics;
const R = sandbox.PBRules;
const G = sandbox.PBGame;
const P2 = P, G2 = G, R2 = R;
let pass = 0, fail = 0;
function t(name, fn) {
try { fn(); pass++; console.log(' ✓ ' + name); }
catch (e) { fail++; console.error(' ✗ ' + name + ' -> ' + e.message); }
}
function assert(cond, msg) { if (!cond) throw new Error(msg || 'assert failed'); }
function near(a, b, eps, msg) { if (Math.abs(a - b) > eps) throw new Error((msg || 'near') + `: ${a} vs ${b}`); }
const PHYS = R.PHYS;
console.log('== 物理弹球 物理核心单元测试 ==');
t('球落在静态地面上:5s 后静止且不沉陷', () => {
const ground = P.makeCircle({ shape: 'circle', x: 200, y: 1500, r: 1000, isStatic: true, friction: 0.3 });
const ball = P.makeCircle({ shape: 'circle', x: 200, y: 400, r: 7, friction: 0.2, restitution: 0.3 });
for (let i = 0; i < 360 * 5; i++) P.stepWorld([ground, ball], PHYS, 1 / 360, {});
const surf = 1500 - 1000;
assert(Math.abs(ball.y - (surf - 7)) < 3, 'ball y=' + ball.y + ' expect ~' + (surf - 7));
assert(ball.sleeping, 'ball should sleep');
});
t('能量不增:自由落体反弹后机械能 <= 初始', () => {
const ground = P.makeCircle({ shape: 'circle', x: 200, y: 1600, r: 1000, isStatic: true });
const ball = P.makeCircle({ shape: 'circle', x: 200, y: 300, r: 7, restitution: 0.5 });
const E0 = PHYS.g * (1600 - 1000 - 7 - 300);
let maxE = -1e9;
for (let i = 0; i < 360 * 3; i++) {
P.stepWorld([ground, ball], PHYS, 1 / 360, {});
const h = (600 - 7) - ball.y;
const E = PHYS.g * h + 0.5 * (ball.vx * ball.vx + ball.vy * ball.vy);
if (E > maxE) maxE = E;
}
assert(maxE <= E0 * 1.05, 'energy grew: ' + maxE + ' > ' + E0);
});
t('静态砖块受球撞击后位置不变(锁死固定)', () => {
const box = P.makePoly({ shape: 'poly', verts: P.boxVerts(30, 30), x: 200, y: 300, isStatic: true, friction: 0.35, restitution: 0.7 });
const ball = P.makeCircle({ shape: 'circle', x: 200, y: 250, r: 7, restitution: 0.7 });
ball.vy = 800;
let pairs = {};
for (let i = 0; i < 360; i++) pairs = P.stepWorld([box, ball], PHYS, 1 / 360, pairs).pairs;
assert(Math.abs(box.x - 200) < 0.01 && Math.abs(box.y - 300) < 0.01, 'static block moved');
// 球可能多次反弹后停在砖块顶部(物理正确),但不应穿透
assert(ball.y > 250, 'ball should not penetrate block, y=' + ball.y);
});
t('高速球不穿透薄墙(3600px/s)', () => {
const wall = P.makePoly({ shape: 'poly', verts: P.boxVerts(8, 400), x: 16, y: 400, angle: 0, isStatic: true });
const ball = P.makeCircle({ shape: 'circle', x: 300, y: 400, r: 7 });
ball.vx = -3600;
let pairs = {};
for (let i = 0; i < 360 * 2; i++) pairs = P.stepWorld([wall, ball], PHYS, 1 / 360, pairs).pairs;
assert(ball.x > 16 + 4, 'ball tunneled: x=' + ball.x);
});
t('circle-poly 流形法线方向正确(圆在多边形上方)', () => {
const box = P.makePoly({ shape: 'poly', verts: P.boxVerts(60, 20), x: 100, y: 100, isStatic: true });
const ball = P.makeCircle({ shape: 'circle', x: 100, y: 85, r: 7 });
const m = P.collide(ball, box);
assert(m, 'should collide');
// 法线 a→b:ball 是 a,box 是 b,法线应向下(ny>0)
assert(m.ny > 0.9, 'normal ny=' + m.ny);
});
t('poly-poly 接触产生流形(两方块叠放)', () => {
const a = P.makePoly({ shape: 'poly', verts: P.boxVerts(30, 30), x: 100, y: 100, isStatic: true });
const b = P.makePoly({ shape: 'poly', verts: P.boxVerts(30, 30), x: 100, y: 71 });
const m = P.collide(a, b);
assert(m, 'should collide');
assert(m.points.length >= 1, 'manifold points');
});
t('新接触事件:球撞静态块触发一次 event', () => {
const box = P.makePoly({ shape: 'poly', verts: P.boxVerts(30, 30), x: 200, y: 300, isStatic: true });
const ball = P.makeCircle({ shape: 'circle', x: 200, y: 100, r: 7 });
ball.vy = 800;
let pairs = {}, events = 0;
for (let i = 0; i < 360; i++) {
const res = P.stepWorld([box, ball], PHYS, 1 / 360, pairs);
pairs = res.pairs;
events += res.events.length;
}
assert(events >= 1, 'no hit event');
});
t('规则层:makeRow 的 hp 在回合区间内', () => {
for (let n = 1; n <= 30; n++) {
const [lo, hi] = R.hpRangeForTurn(n);
const row = R.makeRow(n, 700, 5);
row.forEach(d => {
if (d.item) return;
assert(d.hp >= lo && d.hp <= hi, 'hp out of range n=' + n);
});
}
});
t('规则层:两侧随机贴边(有封边也有留口,块不穿墙)', () => {
const WL = R.FIELD.wallL, WR = R.FIELD.wallR;
let leftClosed = 0, rightClosed = 0, leftOpen = 0, rightOpen = 0;
for (let n = 1; n <= 80; n++) {
const row = R.makeRow(n, 700, 5);
const hasL = row.some(d => !d.item && d.x <= WL + 26);
const hasR = row.some(d => !d.item && d.x >= WR - 26);
if (hasL) leftClosed++; else leftOpen++;
if (hasR) rightClosed++; else rightOpen++;
row.forEach(d => {
if (d.item) return;
assert(d.x >= WL + 19.5 && d.x <= WR - 19.5, 'block out of wall x=' + d.x);
});
}
assert(leftClosed > 10 && rightClosed > 10, 'sides never closed');
assert(leftOpen > 5 && rightOpen > 5, 'sides never open');
});
t('规则层:同行块严格无重叠(允许紧贴,含道具)', () => {
for (let n = 1; n <= 60; n++) {
const row = R.makeRow(n, 700, 5);
for (let i = 0; i < row.length; i++) {
for (let j = i + 1; j < row.length; j++) {
const a = row[i], b = row[j];
const ca = a.item ? 12 : R.boundRadius(a.shape);
const cb = b.item ? 12 : R.boundRadius(b.shape);
const d = Math.hypot(a.x - b.x, a.y - b.y);
assert(d >= ca + cb - 1e-6, 'overlap d=' + d.toFixed(1) + ' need>=' + (ca + cb).toFixed(1));
}
}
}
});
t('规则层:相邻行块也无重叠(行距52,含抖动)', () => {
for (let round = 0; round < 10; round++) {
const avoid = [], all = [];
for (let n = 1; n <= 6; n++) {
const y = 792 - (n - 1) * 52;
const row = R.makeRow(n, y, 5, avoid);
row.forEach(d => {
const cr = d.item ? 12 : R.boundRadius(d.shape);
avoid.push({ x: d.x, y: d.y, cr });
all.push({ x: d.x, y: d.y, cr });
});
}
for (let i = 0; i < all.length; i++)
for (let j = i + 1; j < all.length; j++) {
const d = Math.hypot(all[i].x - all[j].x, all[i].y - all[j].y);
assert(d >= all[i].cr + all[j].cr - 1e-6, 'cross-row overlap');
}
}
});
t('规则层:奖励球紧贴混排在卡片旁(>=80% 相邻)', () => {
let items = 0, adjacent = 0;
for (let n = 1; n <= 60; n++) {
const row = R.makeRow(n, 700, 5);
const blocks = row.filter(d => !d.item);
row.forEach(d => {
if (!d.item) return;
items++;
if (blocks.some(b => Math.hypot(b.x - d.x, b.y - d.y) < R.boundRadius(b.shape) + 12 + 8)) adjacent++;
});
}
assert(items > 10, 'too few items: ' + items);
assert(adjacent / items >= 0.8, 'adjacent ratio ' + (adjacent / items).toFixed(2));
});
t('游戏层:奖励球静态不滚落(3s 位置不变)', () => {
const g = G2.create();
G2.startGame(g);
const before = g.items.map(it => it.x.toFixed(1) + ',' + it.y.toFixed(1)).join('|');
for (let i = 0; i < 180; i++) G2.update(g, 1 / 60);
const after = g.items.map(it => it.x.toFixed(1) + ',' + it.y.toFixed(1)).join('|');
assert(before === after, 'items moved: ' + after);
});
t('整局模拟 20s:发射/回收/回合推进无 NaN 无异常', () => {
const g = G2.create();
G2.startGame(g);
g.aimAngle = 0.3;
let fired = 0;
for (let i = 0; i < 60 * 40; i++) {
if (g.state === 'aim' && g.queue.length && i % 60 === 0) { g.aimAngle = (Math.random() - 0.5) * 1.6; G2.fire(g); fired++; }
G2.update(g, 1 / 60);
if (g.state === 'over') break;
}
assert(fired >= 3, 'should fire several turns, fired=' + fired);
const all = g.blocks.concat(g.items, g.balls);
assert(all.every(b => isFinite(b.x) && isFinite(b.y) && isFinite(b.angle)), 'NaN bodies');
assert(g.turn >= 3, 'turns should advance, turn=' + g.turn);
});
t('回收机制:角落球进入输送带并回到队列', () => {
const g = G2.create();
G2.startGame(g);
// 手动塞一个球到左角落
const b = P2.makeCircle({ shape: 'circle', x: R2.FIELD.wallL + 10, y: 800, r: 7, tag: 'ball' });
b.data = { big: false };
g.balls.push(b);
g.state = 'fly';
for (let i = 0; i < 60 * 3; i++) G2.update(g, 1 / 60);
assert(g.recycle.length === 0 && g.balls.length === 0, 'ball should be recycled back to queue');
assert(g.queue.length >= 1, 'queue should get ball back');
});
console.log(`\n结果: ${pass} 通过, ${fail} 失败`);
process.exit(fail ? 1 : 0);