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Repository Guidelines
项目结构与模块组织
本仓库是 Cocos Creator 3.8.8 小游戏项目。主入口在 assets/main.ts,主场景是 assets/main.scene。页面与弹窗组件集中在 assets/prefabs/,命名通常为 PageXxx.ts、PassModal.ts。公共逻辑位于 assets/scripts/:core/ 放页面基类与视图管理,utils/ 放 SDK、鉴权、存储、网络等工具,config/ 放接口配置,types/ 放类型定义。静态资源在 assets/resources/,编辑器配置在 settings/v2/packages/,设计说明在 docs/ 与根目录分析文档中。
构建、调试与开发命令
先运行 npm install,同步 minigame-api-typings 依赖。日常开发主要通过 Cocos Creator 编辑器完成:使用 3.8.8 打开仓库,点击 Play 预览,使用 Project > Build 或 Cmd+B 构建小游戏包。若编辑器已生成 temp/tsconfig.cocos.json,可执行 npx tsc --noEmit 做一次 TypeScript 静态检查。
代码风格与命名约定
项目使用 TypeScript,当前代码统一为 4 空格缩进。组件类、页面类、管理器类使用 PascalCase,实例属性与私有方法使用 camelCase / _camelCase,管理器统一使用 XxxManager 后缀。新增页面、预制体、脚本请保持同名,例如 PageLevel.prefab 对应 PageLevel.ts。优先把复用逻辑放入 assets/scripts/utils/ 或 assets/scripts/core/,不要把业务代码散落到场景脚本中。Cocos 资源的 .meta 文件必须一并提交。
测试与验证
仓库当前未配置 Jest、Vitest 一类自动化测试。提交前至少完成三项验证:1. 编辑器预览主流程可进入页面;2. 目标平台构建成功;3. 涉及微信能力时,在真机或开发者工具验证登录、分享、隐私授权等流程。若修改接口或体力/关卡逻辑,补充手动验证步骤到 PR 描述。
好友分享挑战链路
当前好友分享挑战是独立于普通闯关的一条链路,核心入口和数据流如下。
- 选题入口在首页
PageHome,点击PK按钮后进入PageWriteLevels,不是从普通PageLevel内发起。assets/prefabs/PageHome.ts PageWriteLevels会通过CompletedLevelsManager.fetch()拉取当前用户“已通关关卡”列表,只允许从这些题里选题;当前规则要求必须选满6关才能预览或正式创建分享。assets/prefabs/PageWriteLevels.ts assets/prefabs/PageWriteLevels.ts- 预览按钮只做本地预览:把
selectedIndices和shareTitle传给PagePreviewLevels,后者再从CompletedLevelsManager缓存中按索引读取答案、提示和封面图展示,不会请求后端。assets/prefabs/PageWriteLevels.ts assets/prefabs/PagePreviewLevels.ts - 正式分享时,
PageWriteLevels会把选中索引转成levelIds,调用ShareManager.createShare(title, levelIds)命中POST /share创建挑战,服务端返回shareCode。assets/prefabs/PageWriteLevels.ts assets/scripts/utils/ShareManager.ts - 创建成功后,页面会尝试补充一次发起者头像昵称信息,再调用
WxSDK.shareAppMessage发起微信转发;真正落到分享卡片上的关键信息只有标题和query=shareCode=xxx,没有把题目内容塞进 query。assets/prefabs/PageWriteLevels.ts assets/scripts/utils/ShareManager.ts - 被分享用户从微信卡片进入小游戏时,启动页
PageLoading通过WxSDK.getShareCodeFromLaunch()读取启动参数。如果拿到shareCode且登录成功,会先调用ShareManager.joinShare(code)命中加入分享接口,再跳过首页直接打开PageLevel,并带上params.shareMode = true。assets/PageLoading.ts assets/scripts/utils/WxSDK.ts ShareManager.joinShare()会把服务端返回的分享关卡列表转成运行时RuntimeLevelConfig[],缓存到内存里;这里不会再走普通闯关的AuthManager.nextLevel/LevelDataManager/enterLevel链路,首关图片会被预加载,后续关卡按需懒加载。assets/scripts/utils/ShareManager.ts assets/scripts/utils/ShareManager.tsPageLevel在shareMode下会把_shareLevelIndex置为0,进入_enterAndInitLevel()时直接从ShareManager.ensureShareLevelReady(index)取当前题配置,跳过普通模式里的StaminaManager.enterLevel(),因此分享挑战不消耗体力,也不依赖普通闯关的 enter 接口回填答案和提示。assets/prefabs/PageLevel.ts assets/prefabs/PageLevel.ts- 分享挑战里的作答判定仍然完全在
PageLevel.onSubmitAnswer()本地完成,即把用户输入与当前config.answer做字符串相等比较;答对后走成功弹窗和下一题,答错后走错误弹窗。assets/prefabs/PageLevel.ts - 分享模式通关后只会上报
POST /share/progress,参数是shareCode + levelId + passed + timeSpent。当前代码只在答对时调用,超时和答错不会上报失败结果,所以服务端拿到的是“成功通关进度”,不是完整作答事件流。assets/prefabs/PageLevel.ts assets/scripts/utils/ShareManager.ts - 分享模式切下一题时只是
_shareLevelIndex++,直到分享题单做完后清掉ShareManager的内存态并replace('PageHome')返回首页。中途从超时弹窗回首页,也会先清理分享态。assets/prefabs/PageLevel.ts assets/prefabs/PageLevel.ts
已知约束与缺口
PageLevel的分享模式标题显示的是“第 1 关、第 2 关”这种分享内序号,不是原题库真实关卡号。assets/prefabs/PageLevel.tsPassModal和TimeoutModal里的分享按钮仍然发的是普通level=...query,不是shareCode挑战链路;这两处分享目前不能把用户重新带回当前好友挑战,只是普通分享文案。assets/prefabs/PassModal.ts assets/prefabs/TimeoutModal.tsShareManager.joinShare()构造RuntimeLevelConfig时没有填timeLimit,而PageLevel会用config.timeLimit ?? 60兜底,所以分享题当前统一按 60 秒处理,除非后端后续补字段、前端同步接入。assets/scripts/utils/ShareManager.ts assets/prefabs/PageLevel.tsPagePreviewLevels和PageWriteLevels的选题/预览都依赖“索引对应同一份 completed list”的前提。如果列表数据在两个页面生命周期之间发生变化,按索引取题会有错位风险,更稳妥的做法其实是直接传levelIds或完整快照。assets/prefabs/PageWriteLevels.ts assets/prefabs/PagePreviewLevels.ts
提交与 Pull Request 规范
Git 历史采用 Conventional Commits,且摘要多为中文,例如 feat: 支持分享关卡通关上报、fix: 修复关卡排序、docs: 添加设计文档。请继续使用 feat:、fix:、perf:、docs: 前缀,首行聚焦单一变更。PR 需说明改动范围、影响页面或模块、验证方式;涉及 UI 请附截图或录屏,涉及微信环境差异请写明复现条件与平台。
$CMEM mp-xieyingeng 2026-05-13 8:12am GMT+8
Legend: 🎯session 🔴bugfix 🟣feature 🔄refactor ✅change 🔵discovery ⚖️decision Format: ID TIME TYPE TITLE Fetch details: get_observations([IDs]) | Search: mem-search skill
Stats: 47 obs (10,663t read) | 538,681t work | 98% savings
Apr 24, 2026
101 8:46a 🟣 Live label display format updated to X/Y format 114 6:40p 🟣 Dynamic Input Layout Initialization in PageLevel Prefab 115 6:41p 🟣 Dynamic Punch Block Layout for PageLevel.prefab 116 " 🔵 Layout Component Configuration for Input and Punch Blocks 119 6:42p 🟣 Dynamic Input Blocks and Punch Layout System Implemented 121 " 🟣 PageLevel Prefab Updated with punchLayout Property 122 " 🔄 Cleanup After Dynamic Block Refactoring 124 " ✅ TypeScript Compilation Check in Progress 126 6:43p ✅ TypeScript Compilation Check Extended 127 " 🔄 Complete Diff of PageLevel.ts Dynamic Block System 128 " 🔵 PageLevel.prefab Changes Not Persisted 129 6:44p 🟣 PageLevel Prefab Correctly Updated with punchLayout 130 " ✅ TypeScript Compilation Blocked - Permission Required 133 6:45p 🔄 Extracted getPunchBlockLabel Helper Method 134 " 🔄 Template Node Hiding Logic Improved 136 6:48p ⚖️ TypeScript diagnostics disabled, using IDE/linter instead 138 " 🔄 PageLevel 输入方式从单框改为逐字格子 139 " 🔄 谐音梗展示从 Label 改为动态 Block 节点 140 " ✅ PageLevel.prefab 布局位置微调 165 8:08p 🟣 PageLevel input layout simplified to single-character boxes with auto-distribution 167 8:09p 🔵 PageLevel.ts input block structure and callback stubs discovered 168 " 🟣 Auto-distribute characters across input boxes and auto-submit on completion implemented 169 " 🔴 PageLevel.ts node cleanup now calls removeFromParent before destroy 170 8:10p 🔄 PageLevel.ts full diff: single EditBox replaced with per-character block system 171 " 🔴 distributeInputText() wrapped in try/finally to guarantee flag reset 179 8:23p ✅ Game011_3.ttf font relocated from resources/ to dedicated fonts/ bundle directory 180 " 🟣 PageLoading.ts now loads fonts as a dynamic bundle after level data, before UI 181 " 🔄 AssetManager import switched to type-only import in PageLoading.ts 182 8:31p 🟣 PageLevel input UX improvement: full-string editing support 183 " 🟣 PageLevel input UX: full-string editing implemented 186 8:34p 🔴 PageLevel: clear input text on wrong answer 187 8:35p 🟣 PageLevel: delay pass modal to show punchline 189 8:36p 🔄 PageLevel: level completion reporting made fire-and-forget 191 8:45p 🔴 PageLevel: punchline block cleanup improved 192 8:46p 🟣 PageLevel.ts TitleLevel Label variable reserved 193 8:47p 🔵 PageLevel.ts level number tracking mechanism discovered 195 " 🟣 PageLevel.ts TitleLevel dynamic label update implemented 196 8:53p 🔵 PageLevel punchline not updated from enterLevel API 198 " 🔴 LevelDataManager updateLevelDetails now includes punchline 199 " 🔴 PageLevel punchline flow and empty state layout fixed 200 8:54p 🔴 LevelDataManager preserves existing punchline when enter returns null 203 9:06p 🟣 PageLevel.ts 新增图片描述标签绑定字段 205 9:07p 🟣 PageLevel.ts 图片描述标签字段对接完成 206 9:09p ✅ PageLevel.ts 回退图片描述标签字段命名 208 9:11p 🟣 LevelDataManager 增加图片描述字段存储 214 9:40p 🟣 拼图游戏关卡内 Punch Layout 显隐控制 216 " 🟣 PageLevel.ts punchline 显隐控制逻辑对接完成
Access 539k tokens of past work via get_observations([IDs]) or mem-search skill.