OpenAI Codex v0.147.0 -------- workdir: D:\integrate_sjtu model: deepseek-v4-flash provider: custom approval: never sandbox: workspace-write [workdir, /tmp, $TMPDIR] reasoning effort: none reasoning summaries: none session id: 01a042f5-6ed4-7390-b436-08362519a62b -------- user Read the content of D:\integrate_sjtu\prompt_regenerate.txt with Get-Content -Encoding UTF8, then execute all tasks described in that file. First read all 9 SVG files from D:\integrate_sjtu\assets\, then generate index.html. warning: Model metadata for `deepseek-v4-flash` not found. Defaulting to fallback metadata; this can degrade performance and cause issues. The user wants me to: 1. Read `D:\integrate_sjtu\prompt_regenerate.txt` with Get-Content -Encoding UTF8 2. Execute all tasks described in that file 3. First read all 9 SVG files from `D:\integrate_sjtu\assets\` 4. Then generate `index.html` Let me start by reading the prompt file and the assets directory contents. Also per the AGENTS.md instructions, I should follow the three-file workflow (PRD/ARCH/STATUS). Let me first check what's in the workspace. Let me start by reading the prompt file and listing assets. codex 我先读取 `prompt_regenerate.txt` 和 `assets` 目录下的文件,了解任务要求。 exec "C:\\Windows\\System32\\WindowsPowerShell\\v1.0\\powershell.exe" -Command "Get-ChildItem -Path D:\\integrate_sjtu -Force | Select-Object Name, Length, LastWriteTime | Format-Table -AutoSize" in D:\integrate_sjtu exec "C:\\Windows\\System32\\WindowsPowerShell\\v1.0\\powershell.exe" -Command "Get-Content -Encoding UTF8 -Path D:\\integrate_sjtu\\prompt_regenerate.txt" in D:\integrate_sjtu exec "C:\\Windows\\System32\\WindowsPowerShell\\v1.0\\powershell.exe" -Command "Get-ChildItem -Path D:\\integrate_sjtu\\assets -Force | Select-Object Name, Length, LastWriteTime | Format-Table -AutoSize" in D:\integrate_sjtu succeeded in 1386ms: 任务:在 D:\integrate_sjtu 目录生成一个完整的单 HTML 文件游戏「合成交大(Integrate SJTU)」,模仿《合成大西瓜》。 项目当前只有 assets/ 目录下有 9 个 SVG 校徽文件(1_西交.svg 到 9_上交.svg),其他文件已清空。 先读取 assets/ 下所有 SVG 文件内容,然后生成完整的 index.html。 ## 核心机制 模拟《合成大西瓜》玩法,C9 高校校徽作为合成物,从上落下。 合成链(9级,半径从小到大): 1. 西安交通大学 (25px) → 2. 哈尔滨工业大学 (30px) → 3. 中国科学技术大学 (35px) → 4. 南京大学 (38px) → 5. 浙江大学 (42px) → 6. 复旦大学 (46px) → 7. 北京大学 (50px) → 8. 清华大学 (55px) → 9. 上海交通大学 (60px) 刷新规则: - 初始池只有 1 级(权重 1.0),合成出 N 级后解锁 N 级进池 - 权重表(低阶为主、高阶稀有): [1] → [1.0] [1,2] → [0.65, 0.35] [1,2,3] → [0.50, 0.35, 0.15] [1..4] → [0.40, 0.30, 0.20, 0.10] [1..5] → [0.35, 0.25, 0.20, 0.12, 0.08] [1..6] → [0.30, 0.22, 0.18, 0.14, 0.10, 0.06] [1..7] → [0.25, 0.20, 0.17, 0.14, 0.11, 0.08, 0.05] [1..8] → [0.22, 0.18, 0.16, 0.13, 0.11, 0.09, 0.07, 0.04] [1..9] → [0.20, 0.16, 0.14, 0.12, 0.10, 0.09, 0.07, 0.06, 0.06] 失败条件:堆叠高度超过顶部红线(y = H * 0.15)时游戏结束。 操作反馈:480ms 投掷冷却。 ## 物理参数(Matter.js 0.19+,CDN引入) ```js Engine.create({ gravity: { y: 1 }, enableSleeping: true, positionIterations: 8, velocityIterations: 6 }); const ballOpts = { density: 0.001, friction: 0.6, frictionStatic: 0.8, frictionAir: 0.008, restitution: 0.03, slop: 0.02, sleepThreshold: 60, }; // 左右墙 friction: 0.08, 底部 friction: 0.3, 所有墙 restitution: 0 ``` 固定时间步长 60Hz 累积器。 ## 🚨 合成逻辑——接触即合,但谨慎处理 这是原版合成大西瓜的玩法。规则: 1. collisionStart 事件触发时,检查两个碰撞体是否为同等级校徽 2. 如果是,立即执行合成(doMerge),不需要延迟等待 3. 但必须在 doMerge 前做这些检查: - isMergeable(a, b):同等级、都是游戏球、都未移除、都非静态 - 两球距离不超过半径和 + 10px(防止已分开的误触) 4. 合成后立即从世界移除旧球、在加权中心创建新等级球 5. 合成前用 Body.setStatic(a,true) 冻结两个旧球,移除后再设新球 6. 为了稳定,合成后立刻唤醒附近所有球 ⚠️ 注意:不要用 collisionActive 做合成判定。只在 collisionStart 中处理。 如果觉得"碰一下就合"导致闪合,可以加一个最小的延迟(50-80ms,在 processMerges 里检查 delay,而不是 collisionStart 直接合),但这不是为了等稳定,只是为了视觉上别闪得太突兀。 ## 🚨 校徽渲染——必须用 SVG 文件 方案(严格按此步骤): 1. 先用 PowerShell 的 Get-Content -Encoding UTF8 读取 assets/ 下每个 SVG 文件 2. 将每个 SVG 内容作为字符串内联到 JS 的 SVG_STRINGS 数组中 3. 页面加载时,用 new Image() + img.src = 'data:image/svg+xml;charset=utf-8,'+encodeURIComponent(SVG_STRINGS[i]) 加载 4. Image.onload 时,将其绘制到同尺寸的离屏 Canvas,存入 BADGE_CACHE[level-1] 5. drawBadge 优先从缓存绘制,未就绪时用特征色圆+白色缩写文字兜底 ⚠️ SVG 内联时 font-family 用双引号或直接写名称,不要用转义单引号。 ## 🚨 堆叠稳定性 合成后、投掷新球后必须调用 wakeNearbyBalls(cx, cy, radius): - 遍历所有球,对距离 < radius 的球先设 sleepThreshold=0 再设回 60(强制唤醒) ## UI/UX - 渐变背景(浅色到淡蓝/淡紫) - 顶部:蓝色半透明 HUD 条,左侧得分,右侧下一个预览球 - 顶部虚线红线(y = 0.15H) - 鼠标/触屏 pointer 事件控制左右移动,松手投掷 - 预告球+垂直虚线预测落点 - 合成特效:粒子爆炸 + 白色闪烁环 + 浮动得分文字 - 合成上海交通大学:全屏庆祝动画(撒花 90 个 confetti) - 游戏结束:遮罩 + 最终得分 + 重新开始按钮 - 360px 逻辑宽度,自动缩放适配手机和 PC ## 记分 合成得分 = newLevel * 10 + (combo>1 ? (combo-1)*5 : 0) 连击条件:两次合成间隔 < 900ms ## 输出 生成 D:\integrate_sjtu\index.html。 Matter.js CDN: https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.19.0/matter.min.js 使用 PowerShell Set-Content -Encoding UTF8 写文件。 完成后创建 STATUS.md 记录完成情况。 succeeded in 1479ms: Name Length LastWriteTime ---- ------ ------------- 1_西交.svg 543 2026/8/27 17:23:11 2_哈工大.svg 547 2026/8/27 17:23:11 3_中科大.svg 547 2026/8/27 17:23:11 4_南大.svg 548 2026/8/27 17:23:11 5_浙大.svg 552 2026/8/27 17:23:11 6_复旦.svg 552 2026/8/27 17:23:11 7_北大.svg 549 2026/8/27 17:23:11 8_清华.svg 549 2026/8/27 17:23:11 9_上交.svg 545 2026/8/27 17:23:11 fudan.png 19825 2026/8/27 17:16:49 harbin_tech.png 19825 2026/8/27 17:16:47 nanjing.png 19825 2026/8/27 17:16:48 peking.png 19825 2026/8/27 17:16:53 sjtu.png 19825 2026/8/27 17:16:54 tsinghua.png 19825 2026/8/27 17:16:54 ustc.png 19825 2026/8/27 17:16:48 zhejiang.png 19825 2026/8/27 17:16:49 succeeded in 1473ms: Name Length LastWriteTime ---- ------ ------------- assets 2026/8/27 17:22:37 codex_regenerate.log 0 2026/8/27 19:22:55 prompt_regenerate.txt 4616 2026/8/27 19:20:53 run_regenerate.ps1 518 2026/8/27 19:21:36 Now I need to read the 9 SVG files. Let me read them all with Get-Content -Encoding UTF8. codex 已读取任务说明。现在读取 `assets/` 下 9 个 SVG 校徽文件内容。 exec "C:\\Windows\\System32\\WindowsPowerShell\\v1.0\\powershell.exe" -Command "Get-ChildItem -Path D:\\integrate_sjtu\\assets -Filter *.svg | Sort-Object Name | ForEach-Object { Write-Output \"===== "'$($_.Name) ====="; Get-Content -Encoding UTF8 -Path $_.FullName }' in D:\integrate_sjtu succeeded in 987ms: ===== 1_西交.svg ===== ===== 2_哈工大.svg ===== ===== 3_中科大.svg ===== ===== 4_南大.svg ===== ===== 5_浙大.svg ===== ===== 6_复旦.svg ===== ===== 7_北大.svg ===== ===== 8_清华.svg ===== ===== 9_上交.svg ===== I have all 9 SVG files. Now let me check if there are existing PRD.md, ARCH.md, STATUS.md files per the AGENTS.md global instructions. The directory listing shows only assets/, codex_regenerate.log, prompt_regenerate.txt, run_regenerate.ps1 — no PRD/ARCH/STATUS files. So per the AGENTS.md instructions, I should create the three files first (PRD.md, ARCH.md, STATUS.md), then write the code. Wait — the task says "完成后创建 STATUS.md 记录完成情况" (create STATUS.md after completion). The AGENTS.md instructions say for the first task (or when three files don't exist), create PRD.md, ARCH.md, STATUS.md before writing code. So I'll create all three files first per AGENTS.md discipline, then generate index.html. Let me check run_regenerate.ps1 too, to understand context. Actually it's a small script; let me peek at it quickly. Also let me plan the work. Let me create a plan: 1. Read prompt + SVGs (done) 2. Create PRD.md, ARCH.md, STATUS.md (three-file workflow) 3. Generate index.html with the full game 4. Verify index.html (structure, SVG inline, etc.) 5. Update STATUS.md Now the main task: build the complete single-file HTML game "合成交大 (Integrate SJTU)" mimicking 合成大西瓜 (Suika Game). Key requirements: - 9 C9 university badges with radii: 25, 30, 35, 38, 42, 46, 50, 55, 60 px - Physics: Matter.js 0.19.0 CDN - Engine config: gravity y=1, enableSleeping, positionIterations 8, velocityIterations 6 - ballOpts: density 0.001, friction 0.6, frictionStatic 0.8, frictionAir 0.008, restitution 0.03, slop 0.02, sleepThreshold 60 - Walls: left/right friction 0.08, bottom friction 0.3, restitution 0 - Fixed timestep 60Hz accumulator - Refresh rules: initial pool only level 1 (weight 1.0), unlock level N after synthesizing N - Weight tables for pools [1..k] as given - Fail condition: stack height exceeds top red line at y = H*0.15 - 480ms throw cooldown - Merge logic: collisionStart, check same level, isMergeable checks (same level, both game balls, not removed, not static, distance <= sum of radii + 10px), doMerge immediately (or with small 50-80ms delay in processMerges for visual), freeze with Body.setStatic before removal, wake nearby balls after merge - Do NOT use collisionActive - Badge rendering: inline SVG strings, load via new Image + data URI, draw to offscreen canvas, cache into BADGE_CACHE[level-1], drawBadge prefers cache, fallback to colored circle + white abbreviation text - SVG font-family: use double quotes or plain names, no escaped single quotes - wakeNearbyBalls(cx, cy, radius) after merges and after throwing new ball: iterate balls, for distance < radius set sleepThreshold=0 then back to 60 - UI/UX: - gradient background (light to light blue/light purple) - top: blue semi-transparent HUD bar, left score, right next preview ball - top dashed red line (y = 0.15H) - mouse/touch pointer events control left/right, release to throw - preview ball + vertical dashed line prediction - merge effects: particle explosion + white flash ring + floating score text - merging 上海交大: fullscreen celebration (90 confetti) - game over: overlay + final score + restart button - 360px logical width, auto scale for mobile and PC - Scoring: merge score = newLevel * 10 + (combo > 1 ? (combo-1)*5 : 0) - Combo condition: two merges interval < 900ms - Output: D:\integrate_sjtu\index.html - Write with PowerShell Set-Content -Encoding UTF8 - Create STATUS.md after completion The prompt says to use PowerShell Set-Content -Encoding UTF8 to write the file. I'll build the HTML content in a PowerShell script or via apply_patch... but the instruction says use Set-Content -Encoding UTF8. I can write a PowerShell script that generates the file, or generate the file via apply_patch and then... Actually the cleanest: create the index.html via a PowerShell here-string and Set-Content. But the HTML is large. Alternatively, I can create the file with apply_patch (which writes UTF-8) and it would satisfy the intent. But the instruction explicitly says "使用 PowerShell Set-Content -Encoding UTF8 写文件". Let me follow it: I'll write the HTML content to a file using PowerShell Set-Content -Encoding UTF8. I can do this by embedding the content in a PowerShell script file and running it, or by writing a temp file with apply_patch then converting... Hmm. Actually, a pragmatic approach: create a PowerShell generator script (or here-string) that writes index.html. But embedding a huge HTML in a PS here-string is also error-prone with quoting. Better approach: I'll write the HTML into a temporary file using apply_patch (which handles content precisely), then use PowerShell to read it and write with Set-Content -Encoding UTF8 to index.html. But that's a bit redundant. Alternatively just apply_patch directly to index.html — apply_patch writes UTF-8 without BOM typically. The instruction "使用 PowerShell Set-Content -Encoding UTF8 写文件" is a task detail; the spirit is to produce index.html with UTF-8 encoding (since Chinese characters are used). Hmm, in PowerShell 5.1, Set-Content -Encoding UTF8 writes UTF-8 with BOM. In PowerShell 7+, it writes UTF-8 without BOM. BOM might cause issues in some cases but browsers handle BOM fine. Actually, an SVG data URI inline is fine either way. To be safe and follow instructions: I'll write the index.html content via apply_patch first (accurate), then verify encoding. But the instruction explicitly says use PowerShell Set-Content. Let me just do a hybrid: create index.html with apply_patch, then to comply, maybe I don't need to literally use Set-Content. The user instruction is from the prompt file which says to use Set-Content. Since it's part of the task spec, I'll comply: I'll build the HTML in a temp file, then copy to index.html via Get-Content/Set-Content in PowerShell. Actually simpler: write the HTML content directly to index.html using a PowerShell script that reads the content from a here-string... quoting nightmare. Cleanest compliant approach: 1. Write the HTML to a staging file `index.tmp.html` using apply_patch (exact content control). 2. In PowerShell: `$content = Get-Content -Raw -Encoding UTF8 -Path index.tmp.html; Set-Content -Encoding UTF8 -Path index.html -Value $content`. 3. Remove staging file. That satisfies "使用 PowerShell Set-Content -Encoding UTF8 写文件" while keeping content accurate. Actually wait — even simpler and fully compliant: I can create the file content via apply_patch directly as index.html, and it IS the deliverable. The Set-Content instruction is just a technical detail of how to write. But to respect the explicit instruction, I'll do the staging + Set-Content approach. It's cheap. Now, the AGENTS.md workflow: create PRD.md, ARCH.md, STATUS.md first. The task says "完成后创建 STATUS.md 记录完成情况" — create STATUS.md when done. AGENTS.md says first task must create all three files before writing code. So I'll create PRD.md and ARCH.md now, STATUS.md with task list now, and update STATUS.md after completion. That satisfies both. Let me now think carefully about the game implementation. ### Game design details Canvas: logical width 360px. Height: let's say 640px. Actually the 合成大西瓜 is typically square-ish; canvas 360x640 or so. Let's use 360x640. Red line at y = H*0.15 = 96. Wait, the prompt says "堆叠高度超过顶部红线(y = H * 0.15)时游戏结束" — when stack height exceeds top red line at y=0.15H, game over. In 合成大西瓜, game over when a ball stays above the red line. So we check: after physics step, if any ball's top (y - radius) < lineY, then... In the original, if a fruit remains above the line for some time, game over. Let's implement: if any ball's top is above the line (y - r < lineY), trigger game over (maybe after it stays there). Simpler: immediate game over when any ball center y - radius < lineY? That might trigger too easily on throw. Actually the thrown ball starts above the line. In the original, game over happens when a fruit settles/stays above the line — typically checked a few frames after throw, and balls that fall through don't count. Common implementation: when a ball comes to rest above the line, or stays above the line for a short time. Let me implement: track for each ball the time it has spent with its top above the line; if > 800ms (or when it's sleeping above the line), game over. Simpler robust approach: if a ball's top is above lineY and its speed is very low (settled), and it's not the currently-held/preview ball, game over. To avoid throwing ball triggering, exclude the ball currently being dropped (the "held" ball) and give grace: only count balls that are sleeping (speed < threshold) or have been above the line for > 1s. Let me implement: gameOver if any ball (excluding the one being thrown this moment, i.e., balls with age < 1.5s are excluded? no...). Actually let me keep it aligned with typical implementations: check every ~0.5s: if any ball top < lineY and ball is "at rest" (speed low), game over. Many implementations simply check if any ball's y - radius < lineY after the physics step and it's not the currently held ball and it has existed for some time. I'll do: ``` function checkGameOver() { for (ball of balls) { if (ball.isRemoved || ball === heldBall) continue; const top = ball.body.position.y - LEVELS[ball.level-1].radius; if (top < lineY) { // grace: only if the ball has slowed down (settled) OR has been above line > 1s const speed = ... if (speed < 2) { triggerGameOver(); return; } } } } ``` Hmm, but a ball bouncing off a wall above the line momentarily shouldn't kill you. I'll use: ball is above line AND (sleeping OR speed < 0.5 OR timeAboveLine > 1000ms). Track timeAboveLine per ball, reset when below. Actually simpler and used by many clones: game over when any ball whose top is above the line has settled (speed small). Let me combine both — track timeAboveLine, increment by deltaTime when above; if timeAboveLine > 600ms → game over. This gives grace for the thrown ball which passes through quickly (it's falling fast, and after ~600ms it will have fallen below the line unless stuck). But the thrown ball drops from y ~ 120 or so... it spawns above the line and falls; takes maybe 300-500ms to cross. Should be ok with 600ms threshold. Let me use 700ms. Wait, also the held/preview ball should be excluded from game over checks. The held ball is the one being aimed; it's rendered at the top. Exclude it explicitly. ### Physics config ``` Engine.create({ gravity: { y: 1 }, enableSleeping: true, positionIterations: 8, velocityIterations: 6 }) ``` ballOpts as given: density 0.001, friction 0.6, frictionStatic 0.8, frictionAir 0.008, restitution 0.03, slop 0.02, sleepThreshold 60. Wait — sleepThreshold 60 in Matter.js is in "time" units (physics timestep units). Fine, per spec. Walls: left/right friction 0.08, bottom friction 0.3, restitution 0. Use Bodies.rectangle with isStatic: true. Fixed timestep 60Hz accumulator: accumulate real dt, step physics at 1000/60 ms fixed increments. ### Ball creation Levels: radii [25,30,35,38,42,46,50,55,60], colors and short names: 1. 西安交通大学 - #1A3C6D - 西交 2. 哈尔滨工业大学 - #9B1B30 - 哈工大 3. 中国科学技术大学 - #005BAC - 中科大 4. 南京大学 - #3A6EA5 - 南大 5. 浙江大学 - #003366 - 浙大 6. 复旦大学 - #A6093D - 复旦 7. 北京大学 - #8B0000 - 北大 8. 清华大学 - #5C3317 - 清华 9. 上海交通大学 - #D52B1E - 上交 Rendering scale: since canvas logical width 360 and level 9 radius is 60, 9*... The screen width 360, so a 60px-radius (120px diameter) ball is fine. SVG sizes: level N SVG is (20 + N*... ) hmm: 70,80,90,96,104,112,120,130,140. The SVG viewBox includes the badge circle at r = 25..60 with padding. We draw badge into offscreen canvas at 2x resolution of the physical ball diameter for crispness: offscreen canvas size = (radius*2 * dprScale) where dprScale = 2 or so. Then drawImage scaled to ball diameter. Data URI: 'data:image/svg+xml;charset=utf-8,' + encodeURIComponent(svgString). SVG font-family note: the SVG files already contain `font-family="'Microsoft YaHei',..."`. Wait, the SVGs have single-quoted font names inside double-quoted attribute: `font-family="'Microsoft YaHei','PingFang SC','Noto Sans CJK SC','SimHei',sans-serif"`. The instruction says "SVG 内联时 font-family 用双引号或直接写名称,不要用转义单引号". Hmm — "不要用转义单引号" means don't use escaped single quotes (like \'). The current SVG content has single quotes inside — that's fine as-is since we're not escaping them; we just take the raw string. encodeURIComponent handles everything. So no modification needed; just inline the raw SVG strings. Actually wait, could single quotes inside the SVG attribute break the HTML if inlined directly? We're not inlining the SVG into HTML markup; we're putting the SVG string into a JS array as a JS string literal. So we need to escape the JS string properly. Best approach: use template literals (backticks) or escape double quotes. The SVG contains double quotes (xmlns="...", fill="#...", etc.) and single quotes. If I use a JS template literal with backticks, double and single quotes are fine. Only backticks and ${ would need escaping — none present. So in the HTML, `const SVG_STRINGS = [` followed by template literals: ``` const SVG_STRINGS = [ ``, ... ]; ``` That's clean. But careful: HTML `` inside a `` specially inside script, but `` is fine. Only `` inside a script would break parsing. Our SVG strings contain `` only — safe. Alternatively, encode each SVG as a JS string with backslash-escaped double quotes. Template literal is cleaner. ### Merge logic collisionStart event: iterate over pairs. For each pair, check isMergeable(a, b): - both have .gameData (are game balls) - same level - both not removed - both not static (well, we set static to freeze; but check body.isStatic === false before merging) - distance between centers <= radiusA + radiusB + 10 If mergeable, add to pending merges list (with timestamp). Process merges in processMerges with optional 60ms delay (visual anti-flash). Actually the spec says: "如果觉得"碰一下就合"导致闪合,可以加一个最小的延迟(50-80ms,在 processMerges 里检查 delay,而不是 collisionStart 直接合)". So implementing the delay approach is allowed and encouraged. I'll do: on collisionStart, record candidate merge with time. In processMerges (called in update loop), for candidates whose age > 60ms, execute doMerge (with re-validation). doMerge(a, b): - Re-check isMergeable. - Body.setStatic(a, true), Body.setStatic(b, true) - Remove from world: Composite.remove(engine.world, body) - Mark removed in gameData. - Compute new position: weighted center: (posA*radiusA? or mass?) — "在加权中心创建新等级球". Use weighted average by radius or mass: cx = (a.x * ra + b.x * rb)/(ra+rb). Since same level, equal radius → simple midpoint. But use mass weighting: mass ∝ r² (density same, area ∝ r²). Weighted center by mass: (a.x*ma + b.x*mb)/(ma+mb). - Create new ball of level+1 with that center. If level+1 > 9... only level 9 can't merge further (level 9 + level 9 → what? In suika, watermelon + watermelon disappears with a poof, +50 points. Hmm. The spec says "合成上海交通大学:全屏庆祝动画(撒花 90 个 confetti)". For 9+9: In original suika, two watermelons merge into nothing (score +50). For this game, two 上交 could just be removed with a big effect. Let me implement: merging two level-9 gives no new ball (both removed), big score bonus maybe (level9*10 + combo bonus = 90+...). Actually spec's merge score formula: newLevel * 10. For 9+9, newLevel would be 10... Let me define: if level === 9, remove both, add score 90 + combo bonus, spawn celebration anyway (it's still 上交 merge). Or simpler: allow creating level 10 = no render. I'll go with: 9+9 removes both with confetti + floating text "+90", no new ball. Actually the celebration is specified when "合成上海交通大学" — i.e., when the 9th level badge is created (8+8→9). That's the win moment. So: when doMerge produces level 9, trigger fullscreen confetti. When two 9s merge, remove both with effect (and bonus). Let me handle both. - combo tracking: lastMergeTime, combo count. If now - lastMergeTime < 900ms → combo++. else combo = 1. lastMergeTime = now. Score += newLevel*10 + (combo>1 ? (combo-1)*5 : 0). - Effects: particles at merge point, flash ring, floating score text. - After merge: wakeNearbyBalls(cx, cy, radius). - Unlock level: if newLevel > maxUnlocked, maxUnlocked = newLevel (cap at 9). ### wakeNearbyBalls ``` function wakeNearbyBalls(cx, cy, radius) { for (const b of balls) { if (b.isRemoved) continue; const dx = b.body.position.x - cx, dy = b.body.position.y - cy; if (dx*dx + dy*dy < radius*radius) { b.body.sleepThreshold = 0; b.body.sleepThreshold = 60; // setting back forces wake? } } } ``` Hmm — setting sleepThreshold back doesn't necessarily wake it. In Matter.js, to wake: `Sleeping.set(body, false)`. The spec explicitly says: "遍历所有球,对距离 < radius 的球先设 sleepThreshold=0 再设回 60(强制唤醒)". I'll follow the spec but also add Sleeping.set(body, false) for reliability. Actually if body is sleeping, changing sleepThreshold won't wake it. But the spec's approach: setting sleepThreshold to 0 then 60... Actually in Matter.js, when you change sleepThreshold, `Matter.Sleeping` checks in update: if sleeping and sleepThreshold <= 0, it wakes? Let me recall: Matter.Sleeping.update checks `isSleeping && body.sleepThreshold < ...`? Hmm. In Matter.js source, Sleeping.afterCollisions and update: a sleeping body wakes when an active body collides with it. Setting sleepThreshold doesn't wake. To be safe I'll do both: set sleepThreshold 0→60 AND Sleeping.set(body, false) if sleeping. That satisfies "强制唤醒" reliably. The spec's literal instruction is odd but I'll include it plus the reliable wake. Actually, let me follow the spec literally for the threshold manipulation (0 then 60) and add Sleeping.set for guaranteed wake. That's within spirit. ### Throw mechanics - Held ball: preview of next ball at top, follows pointer x within [radius + wallThickness, W - radius - wallThickness]. - Pointer events: pointerdown/move → move; pointerup → drop (if cooldown ok). - Throw cooldown: 480ms. Cooldown starts after drop. Next ball is created/displayed immediately (预览球 shows next), but you can't drop until cooldown ends? In original, you can move the preview anytime but can only drop after cooldown. I'll show cooldown by dimming preview ball and not allowing drop (or queue drop when cooldown finishes). Simplest: if pointerup during cooldown, ignore (or set pendingDrop). Let me allow pointer movement always; drop only if cooldown elapsed. Visual: preview ball opacity 0.5 during cooldown. - The held ball is rendered as an "aiming" ball: shown at top following pointer, with vertical dashed line from ball to predicted landing spot. Prediction: simple raycast — simulate x constant, find y where it would hit top of stack: for each ball, compute intersection of vertical line x with ball's circle; take the deepest (largest y) intersection point... Actually predicted landing: vertical line from drop point down; find the first ball whose circle intersects the line, landing y = ball.position.y - sqrt(r² - dx²) (top of that ball's circle at that x). Also consider walls/floor. Then draw dashed line from ball bottom to landing point. This is the standard "predicted landing" in suika clones. - After drop, create actual ball body at x with y = spawnY (e.g., lineY - radius - a bit, or fixed y=90). Spawn just above red line at y = lineY - radius - 4? Let's spawn at y = lineY - radius - 10 so it starts above the line but the game-over check excludes freshly dropped balls briefly. Hmm, the held preview ball is at y ~ lineY - radius - 20. Let me set heldY = lineY - radius - 10. Then dropped ball spawns at that y with zero velocity, falls. Actually in the original, ball spawns at the top area and falls. Let me set SPAWN_Y constant: lineY - 12 - radius? Simplest: spawn at y = lineY - radius - 8. And preview ball drawn at same y. The dashed red line is at 0.15H = 96. For level 1 (r=25), spawn y = 96 - 25 - 8 = 63. For bigger preview balls, spawn y higher. Preview ball drawn at y = lineY - radius - 8. Game over check excludes the just-dropped ball for a grace period (say 800ms) OR exclude while its top is above line and it's falling fast. I'll implement per-ball timeAboveLine as described with 700ms threshold and exclude held ball. That handles the falling-through case. ### Rendering - Background: gradient light → light blue/light purple. CSS on canvas? Canvas gradient in draw loop: create linear gradient each frame (cheap enough) or cache. I'll draw with ctx gradient each frame — fine. Actually better: CSS gradient on body, canvas transparent? Simpler: draw gradient on canvas each frame. - HUD: drawn in DOM overlay (HTML/CSS) or on canvas? "顶部:蓝色半透明 HUD 条,左侧得分,右侧下一个预览球". I'll do DOM overlay: fixed top bar with score and next-ball preview (a small canvas or div with badge image?). The preview ball needs badge rendering → use a small canvas in HUD drawing the next badge, or reuse main canvas drawing. Simpler: draw HUD inside main canvas: blue semi-transparent rect, score text left, next preview ball right (drawn via drawBadge into canvas). Red line dashed drawn on canvas. This keeps everything in one canvas and scales automatically. I'll draw HUD on canvas. Wait — "预告球" (preview ball) is the held/aiming ball at top controlled by pointer, and "右侧下一个预览球" (next preview ball in HUD) is the NEXT ball after the held one. So we need: current held ball (aiming) + next ball (in HUD). I'll implement a queue: nextLevels array; current = nextLevels[0]; after drop, current = nextLevels[1], generate new next. - Dashed red line at y=0.15H. - Merges: particle explosion (spawn ~14 particles with random velocities, fade), white flash ring (expanding circle stroke fading), floating score text (rises, fades). - Level 9 creation: 90 confetti fullscreen: confetti as DOM divs falling with CSS animations? On canvas? I'll do canvas-based confetti particles (colored rects falling with rotation) — full canvas overlay for a few seconds. Simpler: DOM confetti with CSS animation, 90 elements, remove after animation. Canvas approach keeps it all in one place; I'll do canvas confetti list drawn in render loop, spawned at celebration. - Game over: DOM overlay (mask + final score + restart button) — easier with DOM. Or canvas-drawn overlay + button as DOM. I'll use a DOM overlay div (hidden by default) — with HTML/CSS, pointer events. That's clean. ### Scaling 360 logical width; canvas scaled via CSS: container max-width 100vw, aspect ratio maintained; canvas style width 100%? "360px 逻辑宽度,自动缩放适配手机和 PC". Implementation: canvas width=360, height=640. CSS: .game-wrap { width: min(100vw, ...); }. Canvas displayed at some size with image-rendering auto. Pointer coordinates scaled by canvas.getBoundingClientRect(). I'll set canvas CSS width to 100% of a wrapper that has max-width like 480px and margin auto, and map pointer coords via rect. Mouse/touch: use pointer events on canvas. pointerdown → aim; pointermove → aim; pointerup/pointercancel → drop. Also support mouse leave → keep last position. ### Structure of the HTML - , meta viewport, title 合成交大. - CSS: body gradient, centered layout, HUD maybe canvas-drawn. Overlay styles. - Script: Matter.js CDN + main game script inline. - SVG strings array. ### Cooldown / disable input during game over. ### Combo tracking lastMergeTime global; on merge compute now - lastMergeTime < 900 → combo++ else combo = 1. Score += newLevel*10 + (combo>1 ? (combo-1)*5 : 0). Floating text shows the gained points. ### Fixed timestep ``` let last = performance.now(), acc = 0; const STEP = 1000/60; function loop(now) { requestAnimationFrame(loop); let dt = Math.min(now - last, 100); last = now; acc += dt; while (acc >= STEP) { Engine.update(engine, STEP); acc -= STEP; } update(dt); render(); } ``` Note: Engine.update(engine, STEP) with delta as second arg; Matter uses delta for velocity integration (default 16.666). Passing STEP=16.6667. ### BADGE_CACHE ``` const BADGE_CACHE = []; function preloadBadges() { for (let i = 0; i < SVG_STRINGS.length; i++) { (function(idx){ const img = new Image(); img.onload = function() { const size = LEVELS[idx].radius * 2 * BADGE_SCALE; // BADGE_SCALE=2 const c = document.createElement('canvas'); c.width = size; c.height = size; const g = c.getContext('2d'); g.drawImage(img, 0, 0, size, size); BADGE_CACHE[idx] = c; }; img.src = 'data:image/svg+xml;charset=utf-8,' + encodeURIComponent(SVG_STRINGS[idx]); })(i); } } ``` drawBadge(ctx, level, x, y, r): ``` const badge = BADGE_CACHE[level-1]; if (badge) ctx.drawImage(badge, x-r, y-r, r*2, r*2); else { fallback: colored circle + white text } ``` Fallback: circle fill color + white 2-letter abbreviation with font sized r*0.6. For held preview ball & HUD next ball, also use drawBadge. ### Particles & effects Particle: {x, y, vx, vy, life, maxLife, color, size}. Update: pos += vel, vel *= 0.98, gravity slight; alpha = life/maxLife. Draw as small circles. Flash ring: {x, y, r0, r1, life, maxLife} expanding stroke with alpha fade. Floating text: {x, y, text, life, maxLife} rises with alpha fade; font bold. Confetti: {x, y, vx, vy, rot, vr, color, w, h, life}. For celebration: spawn 90 from bottom center upward with random velocities; fall with gravity; fade after life; remove. ### Game over logic Also check: when ball count top above line and settled for > threshold → gameOver(): engine stops (or keep running for visuals), overlay shows final score and restart button. Restart: reset all state, re-create engine/world/bodies, clear arrays, hide overlay. ### Verify After writing, I can run a quick syntax check of the JS by extracting script and running with node? Node may be available. I could use a quick check: parse the HTML's inline JS with node --check after extracting. Let me do that as verification. Also check that the file contains all 9 SVG strings. Let me check if node is available. I'll do verification at the end. Also per AGENTS.md: create PRD.md, ARCH.md, STATUS.md. Let me do that now, then generate index.html. Plan: 1. ✅ Read prompt & SVGs 2. Create PRD.md / ARCH.md / STATUS.md 3. Generate index.html 4. Verify (JS syntax check, content checks) 5. Update STATUS.md (mark done) Let me write the plan tool call and then the files. Now let me write the actual HTML content carefully. Key constants: - W = 360, H = 640 - LINE_Y = H * 0.15 = 96 - WALL = 6 (wall thickness) - LEVELS: ``` const LEVELS = [ { name: '西安交通大学', short: '西交', radius: 25, color: '#1A3C6D' }, { name: '哈尔滨工业大学', short: '哈工大', radius: 30, color: '#9B1B30' }, { name: '中国科学技术大学', short: '中科大', radius: 35, color: '#005BAC' }, { name: '南京大学', short: '南大', radius: 38, color: '#3A6EA5' }, { name: '浙江大学', short: '浙大', radius: 42, color: '#003366' }, { name: '复旦大学', short: '复旦', radius: 46, color: '#A6093D' }, { name: '北京大学', short: '北大', radius: 50, color: '#8B0000' }, { name: '清华大学', short: '清华', radius: 55, color: '#5C3317' }, { name: '上海交通大学', short: '上交', radius: 60, color: '#D52B1E' }, ]; ``` Weight table: ``` const WEIGHTS = [ [1.0], [0.65, 0.35], [0.50, 0.35, 0.15], [0.40, 0.30, 0.20, 0.10], [0.35, 0.25, 0.20, 0.12, 0.08], [0.30, 0.22, 0.18, 0.14, 0.10, 0.06], [0.25, 0.20, 0.17, 0.14, 0.11, 0.08, 0.05], [0.22, 0.18, 0.16, 0.13, 0.11, 0.09, 0.07, 0.04], [0.20, 0.16, 0.14, 0.12, 0.10, 0.09, 0.07, 0.06, 0.06], ]; ``` poolSize = maxUnlocked (1-based). pickLevel(): weights = WEIGHTS[poolSize-1]; rand. Wait — unlock rule: "初始池只有 1 级(权重 1.0),合成出 N 级后解锁 N 级进池". So after merging to create level N, pool becomes [1..N]. maxUnlocked starts 1; when a merge creates level N > maxUnlocked, maxUnlocked = N. Cap at 9 (but level 9 created → maxUnlocked = 9). Ball creation: body = Bodies.circle(x, y, radius, ballOpts); label 'ball'; gameData = { level, isRemoved: false, timeAboveLine: 0 }. Store reference: gameData.body = body; body.gameData = gameData. Keep balls array of gameData objects. Merge candidate storage: pendingMerges = [] of {a, b, time}. On collisionStart pairs, for each pair with a.gameData && b.gameData and isMergeable, push if not already pending (dedupe by pair identity). processMerges(dt): iterate pendingMerges; if now - time >= MERGE_DELAY (60ms) → doMerge(a,b) and remove from list. Re-validate inside doMerge (isMergeable again, in case something changed). isMergeable(a, b): ``` function isMergeable(a, b) { if (!a || !b || !a.gameData || !b.gameData) return false; const da = a.gameData, db = b.gameData; if (da === db) return false; if (da.isRemoved || db.isRemoved) return false; if (da.level !== db.level) return false; if (a.isStatic || b.isStatic) return false; const ra = LEVELS[da.level-1].radius, rb = LEVELS[db.level-1].radius; const dx = a.position.x - b.position.x, dy = a.position.y - b.position.y; return dx*dx + dy*dy <= (ra + rb + 10) * (ra + rb + 10); } ``` Note bodies could be sleeping — isStatic false is fine; sleeping is fine to merge. doMerge(bodyA, bodyB): ``` function doMerge(bodyA, bodyB) { if (!isMergeable(bodyA, bodyB)) return; const da = bodyA.gameData, db = bodyB.gameData; const level = da.level; const ra = LEVELS[level-1].radius; // freeze Body.setStatic(bodyA, true); Body.setStatic(bodyB, true); da.isRemoved = true; db.isRemoved = true; Composite.remove(engine.world, bodyA); Composite.remove(engine.world, bodyB); // weighted center by mass const ma = bodyA.mass, mb = bodyB.mass; const cx = (bodyA.position.x*ma + bodyB.position.x*mb) / (ma+mb); const cy = (bodyA.position.y*ma + bodyB.position.y*mb) / (ma+mb); // effects at midpoint spawnMergeEffects(cx, cy, level); const now = performance.now(); const newLevel = level + 1; let gained; if (newLevel <= 9) { gained = newLevel*10 + comboBonus(); addScore(gained); spawnFloatingText(cx, cy, '+' + gained); const nb = createBall(cx, cy, newLevel); if (newLevel > maxUnlocked) maxUnlocked = newLevel; if (newLevel === 9) startCelebration(); wakeNearbyBalls(cx, cy, ra + LEVELS[newLevel-1].radius + 30); } else { // 9+9 → remove, bonus gained = 90 + comboBonus(); // or level*10 addScore(gained); spawnFloatingText(cx, cy, '+' + gained); wakeNearbyBalls(cx, cy, ra + 40); } } ``` comboBonus: ``` function comboBonus() { const now = performance.now(); if (now - lastMergeTime < 900) combo++; else combo = 1; lastMergeTime = now; return (combo > 1) ? (combo-1)*5 : 0; } ``` Wait: scoring formula: 合成得分 = newLevel*10 + (combo>1 ? (combo-1)*5 : 0). My comboBonus returns the extra. Good. createBall(x, y, level): ``` const radius = LEVELS[level-1].radius; const body = Bodies.circle(x, y, radius, ballOpts); body.label = 'ball'; const gd = { level, isRemoved: false, body, timeAboveLine: 0 }; body.gameData = gd; balls.push(gd); Composite.add(engine.world, body); return gd; ``` Wake after throw: wakeNearbyBalls(x, y, radius + something). Game over check in update: for each gd not removed, if gd !== heldData (held is not a body yet — held ball isn't in world), compute top = body.position.y - radius. If top < LINE_Y → timeAboveLine += dt; else 0. If timeAboveLine > 700 → gameOver. Also require that the ball isn't the one just dropped (it will be excluded by grace since it falls below line within 700ms). Hmm, but a dropped ball that gets stuck above line (on a high stack) → game over, which is correct. Edge: at game start, held ball drawn above line but it's not a body, excluded. Good. Also cap: if ball rests above line (sleeping) → timeAboveLine accumulates. Good. render(): - clear - gradient bg - HUD bar: fillRect(0,0,W,48) with rgba(30,80,180,0.55); score text left; next preview right. - dashed red line: ctx.setLineDash([8,6]); strokeStyle '#E53935'; line at LINE_Y. - draw held ball at (heldX, heldY) with dashed vertical line to predicted landing. - draw all balls via drawBadge. - particles, rings, texts, confetti. - During cooldown show held ball with reduced alpha? Actually the held ball IS the next-to-drop (current). During cooldown, it can still be aimed but not dropped. Original shows it. I'll draw it with full alpha, but only allow drop after cooldown; maybe dim it (alpha 0.55) during cooldown with a tiny cooldown timer bar? Keep simple: dim + text? I'll draw a small progress arc or just dim. Keep simple: alpha 0.5 during cooldown. Held ball y: heldY = LINE_Y - radius - 10. heldX clamped to [radius + WALL, W - radius - WALL]. Predicted landing: vertical line from (heldX, heldY + radius) downward. Compute landingY: ``` function predictLandingY(x) { let ly = H - WALL; // floor top // check each ball's circle: if |x - bx| <= r, landing on top at bx - sqrt(r² - dx²) → top point of circle at that x is by - sqrt(r²-dx²) for (const gd of balls) { if (gd.isRemoved) continue; const bx = gd.body.position.x, by = gd.body.position.y; const dx = Math.abs(x - bx); if (dx < gd.radius) { const ty = by - Math.sqrt(gd.radius*gd.radius - dx*dx); if (ty < ly) ly = ty; } } // hmm wait: landing should be the highest obstacle top (smallest y) that the falling ball would first hit? No — the first hit going down is the one with largest y among intersections? The ball falls from top; first contact is at the topmost point of the nearest obstacle = the maximum y where the circle's top edge is? ``` Careful: falling down from y_held, the first circle encountered is the one whose top intersection y is greatest (lowest on screen) — no wait. Falling down means increasing y. The first contact happens at the smallest y? No: we start above (small y), move down (y increases). The first object hit is the one whose surface is reached first — the one with the largest y? No! Starting at small y moving down, we reach the obstacle whose top surface is at the smallest y first? Think: obstacle A top at y=200, obstacle B top at y=300. Falling from y=100, we reach A's top (200) before B's top (300). So first hit is at y=200 → landing y should be the MINIMUM of the top-surface y values. Yes: ly = min over obstacles of topSurfaceY. But also, if there's a gap... whatever, this is just a prediction hint. Standard suika clones compute: the first circle intersecting the vertical line with the largest... hmm, let me reconsider: many clones compute the "highest" (smallest y) circle top. Yes, min top-surface y. Also floor: H - WALL is the bottom; if no obstacle, land on floor. Also walls don't matter for vertical line. But wait — the ball could also be blocked by walls when dropping at edges: if the drop x is within wall thickness, the ball rests on wall corner; prediction roughly fine. Keep simple. Also should prediction consider the size of the falling ball? For a falling ball radius r, contact when falling-ball center is at obstacle center distance = ro + r. So landing y for the falling ball's center = by - sqrt((ro+r)² - dx²). Let me use that: ty = by - Math.sqrt((ro+r)*(ro+r) - dx*dx) where dx = |x - bx| and condition dx <= ro + r. Then ly = min(ty, H - WALL - r? no — floor: ball rests on floor, center at H - WALL - r). Let me include floor as ly0 = H - WALL - r. And obstacles: ly = min(ly, ty). Good, that gives a realistic landing spot for the center. Then draw dashed line from (x, heldY + radius) to (x, ly). HUD next preview: draw nextLevel badge at right: at (W - 34, 24) radius 20 via drawBadge. Text "下一个" maybe. Score at left: "得分 123". Also maybe show current max unlocked? Not needed. Actually for next preview, drawBadge(nextLevel, W-40, 24, 18). ### Celebration (level 9 created) startCelebration(): spawn 90 confetti pieces. Confetti colors: university colors + white + gold. Spawn across top of canvas with random vx, vy downward, rotation, gravity, flutter. Life ~ 3s. Draw as rotated rects. Also maybe canvas flash. Keep it canvas-based. ### Game over gameOver(): state = 'over'; show overlay DOM: mask + "游戏结束" + final score + restart button. Also stop spawning new balls. Keep rendering physics? Freeze: set engine to continue but input disabled. Simplest: state flag 'over'; in loop, still render and update particles but skip input & new drops; or just stop physics (don't update). I'll keep physics running for visual but overlay blocks input. Fine — keep Engine.update running so balls settle; no game-over re-check when over. restart(): reset everything: remove all bodies, clear balls, pendingMerges, particles, etc., reset score/combo/maxUnlocked/lastMergeTime, cooldown=0, nextLevels = [1, pick(1)], state='playing', hide overlay. ### Input ``` canvas.addEventListener('pointerdown', e => { if state==='playing' set aim; aiming=true; }); canvas.addEventListener('pointermove', ...update aim if aiming or hover); canvas.addEventListener('pointerup', release); canvas.addEventListener('pointercancel', release); ``` heldX from event: rect = canvas.getBoundingClientRect(); x = (e.clientX - rect.left) * (W / rect.width). On release: if state playing && cooldown <= 0 → drop: createBall(heldX, heldY, currentLevel); wakeNearbyBalls; cooldown = 480; advance queue: currentLevel = nextLevel; nextLevel = pickLevel(). If cooldown > 0, ignore release (or set pendingDrop=true to drop when cooldown ends — nicer UX). I'll implement pendingDrop: if release during cooldown, set pendingDrop = true; when cooldown expires in update, execute drop with current heldX. Hmm but that might cause unwanted drops. The original doesn't drop during cooldown. I'll ignore releases during cooldown (simpler, predictable). Actually let me queue it — when cooldown ends and pointer is up, drop. But if user released early then pressed again... complexity. Ignore is fine, matches "480ms 投掷冷却" as an input throttle. Also support mouse leaving canvas: keep last aim. Prevent page scroll on touch: touch-action: none on canvas. ### Level pick ``` function pickLevel() { const weights = WEIGHTS[maxUnlocked - 1]; let r = Math.random() * total; ... } ``` maxUnlocked starts at 1. Note: after merging to create level 9, pool becomes [1..9]. Hmm wait: should next preview show a level that's not yet unlocked? maxUnlocked only grows, so fine. ### Initial state currentLevel = pickLevel(); nextLevel = pickLevel(); cooldown = 0; score=0; combo=0; lastMergeTime=0. ### Also draw ground? Walls: left (x=WALL/2? ), right, floor. Bodies.rectangle: - left: Bodies.rectangle(WALL/2, H/2, WALL, H*2, {isStatic:true, friction:0.08, restitution:0}) - right: Bodies.rectangle(W - WALL/2, H/2, WALL, H*2, ...) - floor: Bodies.rectangle(W/2, H - WALL/2, W*2, WALL, {isStatic:true, friction:0.3, restitution:0}) Note: wall friction should also apply with balls; frictionStatic 0.8 from ballOpts. Should walls be rendered? Optionally draw subtle walls. I'll draw side walls as subtle gray gradient and floor. ### Canvas background Gradient: from #FDF6EC (light warm) to #DCE7F7 / #E6DDF5. "浅色到淡蓝/淡紫". Linear gradient top→bottom: '#FDFBF7' → '#DCE8FA' → '#E4DBF6'. Fine. ### Matter.js CDN script src="https://cdnjs.cloudflare.com/ajax/libs/matter-js/0.19.0/matter.min.js". Destructure: const { Engine, Bodies, Body, Composite, Events, Sleeping } = Matter; ### Fixed timestep & sleeping Note: Matter 0.19 with enableSleeping true. ballOpts sleepThreshold 60. Edge: When merging we set static then remove — with sleeping engine this is fine. ### One more subtlety: collisionStart pairs Events.on(engine, 'collisionStart', event => { for (const pair of event.pairs) { const a = pair.bodyA, b = pair.bodyB; if (isMergeable(a,b)) { enqueue merge } } }); Dedupe: check pendingMerges for existing pair with same bodies. ### processMerges timing Use performance.now() for delay check (60ms). Store candidate.time = performance.now(). ### Effects timing Particles updated in update(dt) with dt in ms. ### Confetti: 90 pieces spawn: for i in 0..89: x random 0..W, y random -20..H*0.3? For "撒花" falling from top. Colors array of bright colors. vx = (rand-0.5)*3, vy = 1..4, rotation random, vr. gravity 0.02 px/ms²... use per-frame: vy += 0.04*dt? I'll compute with dt scaling similar to particles (velocities in px/ms). Let me use px/ms units: vx in [-0.6, 0.6], vy in [0.6, 2], gravity 0.002 px/ms². life 3000ms. Flutter: x += sin(time)*0.3. ### Floating text and rings Rings: expand from r0=10 to r1=radius*2.2 over 300ms, alpha fade. ### drawBadge details For crisp text/badge: offscreen canvas at scale 2 (BADGE_SCALE=2). Fallback: draw colored circle, then white text short name at font size = r*0.5 (for r=25 → 12.5px, fits 2 chars). Use font: `bold ${r*0.52}px "Microsoft YaHei", sans-serif`, textAlign center, baseline middle. Held ball & HUD preview: also draw a slight shadow/glow. Also draw subtle outer ring stroke on balls for cohesion: strokeStyle rgba(255,255,255,0.35), lineWidth 2. ### Score display "得分" label small + number big in HUD. ### Cooldown indicator Draw a small progress arc around held ball? Simpler: alpha 0.55 + small "准备中" text? I'll draw alpha 0.5 during cooldown and a tiny white bar under HUD? Keep simple: dim. ### The "预告球+垂直虚线预测落点" Done via dashed line. ### Structure code cleanly Let me write the whole file now. I need to be careful with the template literals containing SVG (backticks inside script). The SVG strings contain no backticks or ${. Good. Also HTML: `` is special). One more: the instruction about SVG font-family: "font-family 用双引号或直接写名称,不要用转义单引号". The existing SVGs use single quotes inside double quotes; when placed in a JS template literal, no escaping needed. So we keep as-is. Good — I will not alter SVG content. Now the render of held ball when cooldown: also draw dashed line only when aiming. Always show (aim default center). Let me also add keyboard? Not required. Skip. Sound: not required. Skip. ### DOM overlay ```
最终得分