统一跳一跳三维地块与落点判定

修正跳一跳长按起跳预测为真实脚点指向下一块顶面中心

统一前端指示器飞行动画与后端顶面 footprint 判定

调整 Three.js 方块贴图与角色顶面投影表现

补充跳一跳 UV 图集切片与运行态规则文档
This commit is contained in:
2026-06-12 22:42:39 +08:00
parent 6bdf84dc0d
commit 6ee55707e1
15 changed files with 1915 additions and 646 deletions

View File

@@ -6,6 +6,7 @@ import type {
} from '../../../packages/shared/src/contracts/jumpHop';
import {
buildJumpHopVisiblePlatforms,
getJumpHopCharacterTopFaceVisualPosition,
getJumpHopCharacterVisualPosition,
getJumpHopJumpFeedbackLabel,
getJumpHopLandingAssistVisualPosition,
@@ -40,7 +41,7 @@ test('跳一跳地块池按平台编号从 18 个素材中抽取而不是按类
expect(second?.imageSrc).toMatch(/^asset-/);
});
test('跳一跳可见平台窗口固定为 3 个并携带选中的地块素材', () => {
test('跳一跳可见平台窗口固定为当前块和下一个块并携带选中的地块素材', () => {
const path: JumpHopPath = {
seed: 'forest-tea',
difficulty: 'standard',
@@ -76,13 +77,12 @@ test('跳一跳可见平台窗口固定为 3 个并携带选中的地块素材',
const visible = buildJumpHopVisiblePlatforms(path, 1, tileAssets);
expect(visible).toHaveLength(3);
expect(visible).toHaveLength(2);
expect(visible[0]?.asset?.imageSrc).toMatch(/^asset-/);
expect(visible[1]?.asset?.imageSrc).toMatch(/^asset-/);
expect(visible[2]?.asset?.imageSrc).toMatch(/^asset-/);
});
test('跳一跳三块可见地块按下方中部上方展开且角色落在当前地块上', () => {
test('跳一跳当前块按目标方向偏向场地侧边且角色落在当前地块上', () => {
const path: JumpHopPath = {
seed: 'forest-tea',
difficulty: 'standard',
@@ -125,15 +125,103 @@ test('跳一跳三块可见地块按下方中部上方展开且角色落在当
expect(visible[0]?.screenY).toBeLessThanOrEqual(66);
expect(visible[1]?.screenY).toBeGreaterThanOrEqual(40);
expect(visible[1]?.screenY).toBeLessThan(visible[0]?.screenY ?? 0);
expect(visible[2]?.screenY).toBeLessThan(visible[1]?.screenY ?? 0);
expect(visible[2]?.screenY).toBeLessThanOrEqual(32);
expect(visible).toHaveLength(2);
expect(visible[0]?.screenX).toBeLessThan(50);
expect(visible[1]?.screenX).toBeGreaterThan(50);
expect(Math.abs((visible[1]?.screenX ?? 0) - (visible[0]?.screenX ?? 0))).toBeGreaterThan(5);
expect(Math.abs((visible[2]?.screenX ?? 0) - (visible[1]?.screenX ?? 0))).toBeGreaterThan(5);
expect(character?.screenX).toBeCloseTo(visible[0]?.screenX ?? 0, 1);
expect(character?.screenY).toBeCloseTo((visible[0]?.screenY ?? 0) - 3, 1);
expect(character?.screenY).toBeCloseTo(visible[0]?.screenY ?? 0, 1);
});
test('跳一跳可见地块按深度保留不同视觉尺寸', () => {
test('跳一跳目标地块始终显示在当前脚下块的正负 45 度方向', () => {
const path: JumpHopPath = {
seed: 'forest-tea',
difficulty: 'standard',
finishIndex: 999,
cameraPreset: 'portrait-isometric-9x16',
scoring: {
chargeToDistanceRatio: 0.004,
maxChargeMs: 900,
hitBonus: 20,
perfectBonus: 60,
},
platforms: [
platform(0, 0, 'start'),
platform(1.78, 1.78, 'normal'),
platform(0, 3.56, 'target'),
],
};
const stageSize = { width: 320, height: (320 * 16) / 9 };
const firstVisible = buildJumpHopVisiblePlatforms(path, 0, []);
const firstDx = Math.abs(
((firstVisible[1]!.screenX - firstVisible[0]!.screenX) / 100) *
stageSize.width,
);
const firstDy = Math.abs(
((firstVisible[1]!.screenY - firstVisible[0]!.screenY) / 100) *
stageSize.height,
);
expect(firstVisible[1]!.screenX).toBeGreaterThan(firstVisible[0]!.screenX);
expect(firstVisible[0]!.screenX).toBeLessThan(50);
expect(firstVisible[1]!.screenX).toBeGreaterThan(50);
expect(firstDx).toBeCloseTo(firstDy, 5);
const secondVisible = buildJumpHopVisiblePlatforms(path, 1, []);
const secondDx = Math.abs(
((secondVisible[1]!.screenX - secondVisible[0]!.screenX) / 100) *
stageSize.width,
);
const secondDy = Math.abs(
((secondVisible[1]!.screenY - secondVisible[0]!.screenY) / 100) *
stageSize.height,
);
expect(secondVisible[1]!.screenX).toBeLessThan(secondVisible[0]!.screenX);
expect(secondVisible[0]!.screenX).toBeGreaterThan(50);
expect(secondVisible[1]!.screenX).toBeLessThan(50);
expect(secondDx).toBeCloseTo(secondDy, 5);
});
test('跳一跳目标地块按真实距离在最小和当前最大间距之间投影', () => {
const path: JumpHopPath = {
seed: 'forest-tea',
difficulty: 'standard',
finishIndex: 999,
cameraPreset: 'portrait-isometric-9x16',
scoring: {
chargeToDistanceRatio: 0.004,
maxChargeMs: 900,
hitBonus: 20,
perfectBonus: 60,
},
platforms: [
platform(0, 0, 'start'),
platform(0.979, 0.979, 'normal'),
],
};
const stageSize = { width: 320, height: (320 * 16) / 9 };
const visible = buildJumpHopVisiblePlatforms(path, 0, []);
const dx = Math.abs(
((visible[1]!.screenX - visible[0]!.screenX) / 100) *
stageSize.width,
);
const dy = Math.abs(
((visible[1]!.screenY - visible[0]!.screenY) / 100) *
stageSize.height,
);
expect(visible[1]!.screenY).toBeGreaterThan(47);
expect(visible[1]!.screenY).toBeLessThan(64);
expect(Math.abs(visible[1]!.screenX - visible[0]!.screenX)).toBeLessThan(
30.3,
);
expect(dx).toBeCloseTo(dy, 5);
});
test('跳一跳可见地块不再按深度做倍率缩放', () => {
const path: JumpHopPath = {
seed: 'forest-tea',
difficulty: 'standard',
@@ -161,18 +249,14 @@ test('跳一跳可见地块按深度保留不同视觉尺寸', () => {
visible[1]!.platform,
visible[1]!.scale,
);
const previewSize = getJumpHopPlatformVisualSize(
visible[2]!.platform,
visible[2]!.scale,
);
expect(currentSize.width).toBeGreaterThan(targetSize.width);
expect(targetSize.width).toBeGreaterThan(previewSize.width);
expect(currentSize.height).toBeGreaterThan(targetSize.height);
expect(targetSize.height).toBeGreaterThan(previewSize.height);
expect(visible[0]?.scale).toBe(1);
expect(visible[1]?.scale).toBe(1);
expect(currentSize.width).toBe(targetSize.width);
expect(currentSize.height).toBe(targetSize.height);
});
test('跳一跳三维角色画布坐标与屏幕坐标同向映射到下方起始地块', () => {
test('跳一跳三维角色画布坐标按下一块方向偏向场地侧边', () => {
const path: JumpHopPath = {
seed: 'forest-tea',
difficulty: 'standard',
@@ -216,17 +300,17 @@ test('跳一跳三维角色画布坐标与屏幕坐标同向映射到下方起
height: 568,
});
expect(canvasPosition?.x).toBeGreaterThan(140);
expect(canvasPosition?.x).toBeLessThan(180);
expect(canvasPosition?.x).toBeGreaterThan(100);
expect(canvasPosition?.x).toBeLessThan(125);
expect(canvasPosition?.y).toBeGreaterThan(330);
expect(canvasPosition?.y).toBeLessThan(370);
});
test('跳一跳运行态当前地块视觉尺寸按原调参结果放大一倍', () => {
const size = getJumpHopPlatformVisualSize(platform(0, 0, 'start'), 1.08);
test('跳一跳运行态当前地块视觉尺寸使用真实规格', () => {
const size = getJumpHopPlatformVisualSize(platform(0, 0, 'start'), 1);
expect(size.width).toBeCloseTo(125.28, 2);
expect(size.height).toBeCloseTo(103.68, 2);
expect(size.width).toBeCloseTo(116, 2);
expect(size.height).toBeCloseTo(96, 2);
});
test('跳一跳落点预测按蓄力值沿下一地块中心方向投影', () => {
@@ -290,13 +374,13 @@ test('跳一跳落点预测按蓄力值沿下一地块中心方向投影', () =>
);
expect(fullAssist?.screenX).toBeCloseTo(target.screenX, 1);
expect(fullAssist?.screenY).toBeCloseTo(target.screenY - 3, 1);
expect(fullAssist?.screenY).toBeCloseTo(target.screenY, 1);
expect(halfAssist?.screenX).toBeCloseTo(
current.screenX + (target.screenX - current.screenX) / 2,
1,
);
expect(halfAssist?.screenY).toBeCloseTo(
current.screenY + (target.screenY - current.screenY) / 2 - 3,
current.screenY + (target.screenY - current.screenY) / 2,
1,
);
});
@@ -352,26 +436,144 @@ test('跳一跳落点预测忽略旧客户端拖拽方向', () => {
character,
stageSize,
fullDragDistance,
-999,
-999,
);
expect(assist?.screenX).toBeCloseTo(target.screenX, 1);
expect(assist?.screenY).toBeCloseTo(target.screenY - 3, 1);
expect(assist?.screenY).toBeCloseTo(target.screenY, 1);
expect(assist?.isOnTargetPlatform).toBe(true);
});
test('跳一跳落点预测用收缩后的视觉顶面 footprint 判断命中', () => {
test('跳一跳落点预测从角色真实脚点指向下一地块顶面中心', () => {
const path: JumpHopPath = {
seed: 'forest-tea',
difficulty: 'standard',
finishIndex: 999,
cameraPreset: 'portrait-isometric-9x16',
scoring: {
chargeToDistanceRatio: 0.004,
maxChargeMs: 900,
hitBonus: 20,
perfectBonus: 60,
},
platforms: [
platform(0, 0, 'start'),
platform(0.8, 1.2, 'normal'),
platform(-0.2, 2.4, 'target'),
],
};
const run = {
runId: 'run-1',
profileId: 'profile-1',
ownerUserId: 'user-1',
status: 'playing',
currentPlatformIndex: 1,
successfulJumpCount: 1,
durationMs: 0,
score: 1,
combo: 0,
path,
lastJump: {
chargeMs: 300,
jumpDistance: 1.0,
targetPlatformIndex: 1,
landedX: 0.72,
landedY: 1.16,
result: 'hit',
},
startedAtMs: 1000,
finishedAtMs: null,
} as const;
const visible = buildJumpHopVisiblePlatforms(path, 1, []);
const character = getJumpHopCharacterVisualPosition(run, visible);
const current = visible[0]!;
const target = visible[1]!;
const targetPosition = getJumpHopCharacterTopFaceVisualPosition(target);
const stageSize = { width: 320, height: 568 };
const targetWorldDistance = Math.hypot(
target.platform.x - run.lastJump.landedX,
target.platform.y - run.lastJump.landedY,
);
const fullDragDistance =
targetWorldDistance / path.scoring.chargeToDistanceRatio;
const fullAssist = getJumpHopLandingAssistVisualPosition(
run,
visible,
character,
stageSize,
fullDragDistance,
);
const halfAssist = getJumpHopLandingAssistVisualPosition(
run,
visible,
character,
stageSize,
fullDragDistance / 2,
);
expect(character?.screenX).not.toBeCloseTo(current.screenX, 1);
expect(fullAssist?.landedWorldX).toBeCloseTo(target.platform.x, 5);
expect(fullAssist?.landedWorldY).toBeCloseTo(target.platform.y, 5);
expect(fullAssist?.screenX).toBeCloseTo(targetPosition.screenX, 1);
expect(fullAssist?.screenY).toBeCloseTo(targetPosition.screenY, 1);
expect(fullAssist?.isOnTargetPlatform).toBe(true);
expect(halfAssist?.landedWorldX).toBeCloseTo(
(run.lastJump.landedX + target.platform.x) / 2,
5,
);
expect(halfAssist?.landedWorldY).toBeCloseTo(
(run.lastJump.landedY + target.platform.y) / 2,
5,
);
expect(halfAssist?.screenX).toBeCloseTo(
(character!.screenX + targetPosition.screenX) / 2,
1,
);
expect(halfAssist?.screenY).toBeCloseTo(
(character!.screenY + targetPosition.screenY) / 2,
1,
);
expect(halfAssist?.screenX).not.toBeCloseTo(
current.screenX + (target.screenX - current.screenX) / 2,
1,
);
});
test('跳一跳落点预测用完整视觉顶面 footprint 判断命中', () => {
const target = {
...platform(1, 0, 'normal'),
width: 2,
height: 0.6,
landingRadius: 0.2,
landingRadius: 10,
};
expect(isJumpHopLandingInsidePlatformFootprint(target, 1.6, 0)).toBe(true);
expect(isJumpHopLandingInsidePlatformFootprint(target, 1.8, 0)).toBe(false);
expect(isJumpHopLandingInsidePlatformFootprint(target, 1, 0.18)).toBe(false);
expect(isJumpHopLandingInsidePlatformFootprint(target, 1.99, 0)).toBe(true);
expect(isJumpHopLandingInsidePlatformFootprint(target, 2.01, 0)).toBe(false);
expect(isJumpHopLandingInsidePlatformFootprint(target, 1, 0.29)).toBe(true);
expect(isJumpHopLandingInsidePlatformFootprint(target, 1, 0.31)).toBe(false);
expect(isJumpHopLandingInsidePlatformFootprint(target, 1.6, 0.12)).toBe(true);
expect(isJumpHopLandingInsidePlatformFootprint(target, 1.7, 0.12)).toBe(false);
expect(
isJumpHopLandingInsidePlatformFootprint(
{ ...platform(0.8, 1.2, 'normal'), width: 2, height: 2 },
1.3,
1.6,
),
).toBe(true);
expect(
isJumpHopLandingInsidePlatformFootprint(
{ ...platform(0.8, 1.2, 'normal'), width: 2, height: 2 },
1.4,
1.8,
),
).toBe(false);
expect(
isJumpHopLandingInsidePlatformFootprint(
{ ...platform(0.8, 1.2, 'normal'), width: 2, height: 2 },
-0.19,
1.2,
),
).toBe(true);
});
test('跳一跳成功落地后保留真实落点偏移而不是吸附到地块中心', () => {
@@ -407,8 +609,8 @@ test('跳一跳成功落地后保留真实落点偏移而不是吸附到地块
chargeMs: 300,
jumpDistance: 1.0,
targetPlatformIndex: 1,
landedX: 0.52,
landedY: 0.78,
landedX: 0.72,
landedY: 1.16,
result: 'hit',
},
startedAtMs: 1000,
@@ -422,9 +624,9 @@ test('跳一跳成功落地后保留真实落点偏移而不是吸附到地块
const currentCenter = visible[0]!;
expect(character?.screenX).not.toBeCloseTo(currentCenter.screenX, 1);
expect(character?.screenY).not.toBeCloseTo(currentCenter.screenY - 3, 1);
expect(character?.screenY).not.toBeCloseTo(currentCenter.screenY, 1);
expect(character?.screenX).toBeLessThan(currentCenter.screenX);
expect(character?.screenY).toBeGreaterThan(currentCenter.screenY - 3);
expect(character?.screenY).toBeGreaterThan(currentCenter.screenY);
});
test('跳一跳运行态公开反馈不再展示旧 perfect 和通关语义', () => {