File size: 51,386 Bytes
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// 主游戏类
class MagicPotGame {
    constructor() {
        this.canvas = document.getElementById('gameCanvas');
        this.ctx = this.canvas.getContext('2d');
        this.gameState = 'idle'; // idle, activated, cooking, overflowing, stopped
        this.currentFood = null;
        this.foodCount = 0;
        // this.particles = []; // 不再需要单独的粒子数组,使用particleSystem管理
        this.lastTime = 0;
        
        // 游戏配置
        this.config = {
            maxFoodCount: 100,           // 最大食物计数
            maxParticles: 150,           // 最大粒子数量
            maxAnimals: 8,               // 最大动物数量
            animalSpawnThreshold: 5,     // 动物出现阈值(降低到5以便更快测试)
            easterEggThreshold: 30,      // 彩蛋触发阈值
            particleSpawnRate: 1,        // 粒子生成速率(调整为1,降低食物生成速度)
            cookingDuration: 3000,       // 3秒烹饪时间
            cleanupInterval: 5000,       // 清理间隔(毫秒)
            maxGroundedParticles: 80     // 地面最大粒子数
        };
        
        // 初始化组件
        this.voice = new VoiceRecognition();
        this.keyboard = new KeyboardInputHandler();
        this.pot = new MagicPot(this.canvas.width / 2, this.canvas.height / 2 + 50);
        this.particleSystem = new ParticleSystem();
        this.animalSystem = new AnimalSystem(this.canvas);  // 传入Canvas引用
        this.textToImage = new TextToImageAPI();
        this.audio = window.audioManager;
        
        // 食物生成控制
        this.lastFoodSpawnTime = 0;
        this.foodSpawnInterval = 500; // 每500毫秒生成一次食物(显著降低生成速度)
        
        // 性能监控
        this.lastCleanupTime = 0;
        this.performanceStats = {
            particles: 0,
            animals: 0,
            fps: 0,
            lastFpsTime: 0,
            frameCount: 0
        };
        
        this.init();
    }
    
    init() {
        this.setupEventListeners();
        this.setupCanvas();
        this.gameLoop();
        this.updateUI();
        
        // 显示初始提示
        this.showDebug('游戏初始化完成,等待语音命令...');
        
        // 启动定期清理
        this.startPerformanceMonitoring();
    }
    
    setupEventListeners() {
        // 语音识别事件
        this.voice.onResult = (transcript) => {
            this.handleVoiceCommand(transcript);
        };
        
        this.voice.onError = (error) => {
            this.showDebug(`语音识别错误: ${error}`);
        };
        
        this.voice.onStatusChange = (status) => {
            this.updateVoiceStatus(status);
        };
        
        // 键盘输入事件
        this.keyboard.onCommand = (command) => {
            this.handleKeyboardCommand(command);
        };
        
         // 键盘调试快捷键
         document.addEventListener('keydown', (e) => {
             if (e.key === 'F12') {
                 this.toggleDebug();
             } else if (e.key === 'F11') {
                 this.testAudio();
             } else if (e.key === 'F10') {
                 this.toggleAudio();
             } else if (e.key === 'F9') {
                 e.preventDefault(); // 确保阻止浏览器默认行为
                 this.toggleKeyboardActivation();
             } else if (e.key === 'F8') {
                 this.toggleKeyboardPanel();
             } else if (e.key === 'F7') {
                 this.clearCommandHistory();
            } else if (e.key === 'F6') {
                this.restartVoice();
            } else if (e.key === 'F3') {
                this.manualActivateVoice();
             } else if (e.key === 'F5') {
                 this.resetKeyboardPanelPosition();
            } else if (e.key === 'F4') {
                this.adjustFoodSpawnSpeed();
            } else if (e.key === 'a' && e.altKey) {
                e.preventDefault();
                this.forceSpawnAnimal();
            }
         });
        
        // 音效按钮
        const audioButton = document.getElementById('audioButton');
        if (audioButton) {
            audioButton.addEventListener('click', () => {
                this.toggleAudio();
            });
            this.updateAudioButton();
        }
        
        // 语音激活按钮
        const voiceActivateButton = document.getElementById('voiceActivateButton');
        if (voiceActivateButton) {
            voiceActivateButton.addEventListener('click', () => {
                this.manualActivateVoice();
            });
            // 初始化按钮状态
            this.updateVoiceActivateButton();
        }
        
        // 帮助按钮
        const helpButton = document.getElementById('helpButton');
        if (helpButton) {
            helpButton.addEventListener('click', () => {
                this.showVoiceHelp();
            });
        }
        
        // 窗口大小调整
        window.addEventListener('resize', () => {
            this.resizeCanvas();
        });
    }
    
    setupCanvas() {
        // 设置高DPI显示
        const dpr = window.devicePixelRatio || 1;
        const rect = this.canvas.getBoundingClientRect();
        
        this.canvas.width = rect.width * dpr;
        this.canvas.height = rect.height * dpr;
        this.ctx.scale(dpr, dpr);
        
        this.canvas.style.width = rect.width + 'px';
        this.canvas.style.height = rect.height + 'px';
    }
    
    handleVoiceCommand(transcript) {
        const command = transcript.toLowerCase().trim();
        this.showDebug(`语音命令: "${command}"`);
        this.processCommand(command, '语音');
    }
    
    handleKeyboardCommand(command) {
        const normalizedCommand = command.toLowerCase().trim();
        this.showDebug(`键盘命令: "${command}"`);
        this.processCommand(normalizedCommand, '键盘');
    }
    
    processCommand(command, source) {
        // 统一的命令处理逻辑
        
        // 激活魔法锅 - 更灵活的匹配
        if (this.matchActivationCommand(command)) {
            this.activatePot();
            this.showDebug(`通过${source}激活魔法锅`);
            return;
        }
        
        // 停止烹饪 - 更灵活的匹配
        if (this.matchStopCommand(command)) {
            this.stopCooking();
            this.showDebug(`通过${source}停止烹饪`);
            return;
        }
        
        // 如果锅已激活,处理食物命令
        if (this.gameState === 'activated') {
            const foodName = this.extractFoodName(command);
            if (foodName) {
                this.startCooking(foodName);
                this.showDebug(`通过${source}开始烹饪: ${foodName}`);
            } else {
                this.showDebug(`未识别的食物: "${command}" (来源: ${source})`);
            }
        } else {
            // 如果锅未激活,提示用户先激活
            if (this.isValidFoodCommand(command)) {
                this.showDebug(`请先激活魔法锅再烹饪食物 (来源: ${source})`);
                this.showSpecialMessage('请先说 "cook cook cook pot" 激活魔法锅');
            }
        }
    }
    
    isValidFoodCommand(command) {
        // 检查是否是有效的食物命令
        const foods = [
            'apple', 'banana', 'orange', 'strawberry', 'watermelon', 'grape',
            'pizza', 'burger', 'bread', 'rice', 'noodles', 'cake', 'cookie',
            'cheese', 'fish', 'chicken', 'carrot', 'tomato', 'corn', 'broccoli',
            'potato', 'onion'
        ];
        
        return foods.some(food => command.includes(food));
    }
    
    matchActivationCommand(command) {
        // 多种激活命令的匹配模式
        const patterns = [
            /cook.*cook.*cook.*pot/,
            /cook.*pot.*cook.*cook/,
            /pot.*cook.*cook.*cook/,
            /cook\s+cook\s+cook\s+pot/,
            /cook.*three.*times.*pot/,
            /magic.*pot.*cook/
        ];
        
        return patterns.some(pattern => pattern.test(command));
    }
    
    matchStopCommand(command) {
        // 多种停止命令的匹配模式
        const patterns = [
            /stop.*stop.*stop.*pot/,
            /stop.*pot.*stop.*stop/,
            /pot.*stop.*stop.*stop/,
            /stop\s+stop\s+stop\s+pot/,
            /stop.*three.*times.*pot/,
            /magic.*pot.*stop/
        ];
        
        return patterns.some(pattern => pattern.test(command));
    }
    
    extractFoodName(command) {
        // 支持的食物列表
        const foods = [
            'apple', 'banana', 'orange', 'strawberry', 'watermelon', 'grape',
            'pizza', 'burger', 'bread', 'rice', 'noodles', 'cake', 'cookie',
            'cheese', 'fish', 'chicken', 'carrot', 'tomato', 'corn', 'broccoli',
            'potato', 'onion'
        ];
        
        // 在命令中查找食物名称
        for (const food of foods) {
            if (command.includes(food)) {
                return food;
            }
        }
        
        // 如果没有找到确切匹配,尝试模糊匹配
        for (const food of foods) {
            if (this.fuzzyMatch(command, food)) {
                return food;
            }
        }
        
        return null;
    }
    
    fuzzyMatch(text, target) {
        // 简单的模糊匹配算法
        const threshold = 0.7;
        const similarity = this.calculateSimilarity(text, target);
        return similarity >= threshold;
    }
    
    calculateSimilarity(str1, str2) {
        // 计算两个字符串的相似度
        const longer = str1.length > str2.length ? str1 : str2;
        const shorter = str1.length > str2.length ? str2 : str1;
        
        if (longer.length === 0) return 1.0;
        
        const distance = this.levenshteinDistance(longer, shorter);
        return (longer.length - distance) / longer.length;
    }
    
    levenshteinDistance(str1, str2) {
        // 计算编辑距离
        const matrix = [];
        
        for (let i = 0; i <= str2.length; i++) {
            matrix[i] = [i];
        }
        
        for (let j = 0; j <= str1.length; j++) {
            matrix[0][j] = j;
        }
        
        for (let i = 1; i <= str2.length; i++) {
            for (let j = 1; j <= str1.length; j++) {
                if (str2.charAt(i - 1) === str1.charAt(j - 1)) {
                    matrix[i][j] = matrix[i - 1][j - 1];
                } else {
                    matrix[i][j] = Math.min(
                        matrix[i - 1][j - 1] + 1,
                        matrix[i][j - 1] + 1,
                        matrix[i - 1][j] + 1
                    );
                }
            }
        }
        
        return matrix[str2.length][str1.length];
    }
    
    activatePot() {
        if (this.gameState === 'idle') {
            this.gameState = 'activated';
            this.pot.activate();
            this.updateUI();
            this.showDebug('魔法锅已激活!');
            this.showSpecialMessage('🪄 魔法锅已激活!\n现在说出食物名称开始烹饪');
            
            // 播放激活音效
            if (this.audio) {
                this.audio.playPotActivate();
            }
        }
    }
    
    async startCooking(foodName) {
        if (this.gameState !== 'activated') return;
        
        this.gameState = 'cooking';
        this.currentFood = foodName;
        this.pot.startCooking(foodName);
        this.updateUI();
        
        this.showDebug(`开始烹饪: ${foodName}`);
        
        // 播放烹饪音效
        if (this.audio) {
            this.audio.playCooking();
            // 烹饪过程中定期播放冒泡声
            this.cookingSoundInterval = setInterval(() => {
                if (this.gameState === 'cooking') {
                    this.audio.playCooking();
                }
            }, 1000);
        }
        
        try {
            // 生成食物和动物素材
            await this.generateAssets(foodName);
            
            // 烹饪完成,开始溢出
            setTimeout(() => {
                this.startOverflowing();
            }, this.config.cookingDuration);
            
        } catch (error) {
            this.showDebug(`生成素材失败: ${error.message}`);
            // 即使生成失败也继续游戏
            setTimeout(() => {
                this.startOverflowing();
            }, this.config.cookingDuration);
        }
    }
    
    async generateAssets(foodName) {
        // 显示生成进度
        this.updateCookingProgress(0);
        
        // 生成食物图片
        this.updateCookingProgress(30);
        const foodImage = await this.textToImage.generateFood(foodName);
        
        // 生成动物图片
        this.updateCookingProgress(60);
        const animalImage = await this.textToImage.generateAnimal(foodName);
        
        // 保存生成的素材
        this.pot.setFoodAssets(foodImage, animalImage);
        this.updateCookingProgress(100);
        
        this.showDebug(`素材生成完成: ${foodName}`);
    }
    
    startOverflowing() {
        this.gameState = 'overflowing';
        this.pot.startOverflowing();
        this.foodCount = 0; // 重置计数器开始计数
        this.updateUI();
        this.showDebug('食物开始涌出!');
        
        console.log(`开始溢出,食物计数重置为: ${this.foodCount}`);
        
        // 停止烹饪音效
        if (this.cookingSoundInterval) {
            clearInterval(this.cookingSoundInterval);
            this.cookingSoundInterval = null;
        }
    }
    
    stopCooking() {
        if (this.gameState === 'overflowing') {
            this.gameState = 'stopped';
            this.pot.stopOverflowing();
            this.updateUI();
            this.showDebug('停止烹饪');
            
            // 播放停止音效
            if (this.audio) {
                this.audio.playStopCooking();
            }
            
            // 停止烹饪音效
            if (this.cookingSoundInterval) {
                clearInterval(this.cookingSoundInterval);
                this.cookingSoundInterval = null;
            }
            
            // 显示统计信息
            this.showGameStats();
            
            // 5秒后重置游戏状态
            setTimeout(() => {
                this.resetGame();
            }, 5000);
        }
    }
    
    resetGame() {
        this.gameState = 'idle';
        this.currentFood = null;
        this.foodCount = 0;
        this.pot.reset();
        this.particleSystem.clear();
        this.animalSystem.clear();
        this.updateUI();
        this.showDebug('游戏已重置,可以重新开始');
    }
    
    showGameStats() {
        const stats = {
            food: this.currentFood,
            count: this.foodCount,
            animals: this.animalSystem.getAnimalCount(),
            particles: this.particleSystem.getParticleCount()
        };
        
        const message = `本轮统计:\n食物:${stats.food}\n数量:${stats.count}\n动物:${stats.animals}只`;
        this.showSpecialMessage(message);
        this.showDebug(`游戏统计: ${JSON.stringify(stats)}`);
    }
    
    gameLoop(currentTime = 0) {
        const deltaTime = currentTime - this.lastTime;
        this.lastTime = currentTime;
        
        this.update(deltaTime);
        this.render();
        
        // 性能监控和清理
        this.updatePerformanceStats(currentTime);
        this.performCleanupIfNeeded(currentTime);
        
        requestAnimationFrame((time) => this.gameLoop(time));
    }
    
    update(deltaTime) {
        // 更新魔法锅
        this.pot.update(deltaTime);
        
        // 更新粒子系统
        this.particleSystem.update(deltaTime);
        
        // 更新动物系统
        this.animalSystem.update(deltaTime);
        
        // 如果正在溢出,生成食物粒子(控制生成频率)
        if (this.gameState === 'overflowing') {
            const currentTime = Date.now();
            if (currentTime - this.lastFoodSpawnTime >= this.foodSpawnInterval) {
                this.spawnFoodParticles();
                this.lastFoodSpawnTime = currentTime;
                
                // 在生成食物粒子后立即检查动物生成
                this.checkAnimalSpawn();
                this.checkEasterEggs();
            }
        }
    }
    
    spawnFoodParticles() {
        // 检查是否达到最大粒子数量
        if (this.particleSystem.getParticleCount() >= this.config.maxParticles) {
            this.showDebug('已达到最大粒子数量,停止生成新粒子');
            return;
        }
        
        // 检查是否达到最大食物计数
        if (this.foodCount >= this.config.maxFoodCount) {
            this.showDebug('已达到最大食物数量,自动停止烹饪');
            this.stopCooking();
            return;
        }
        
        // 根据配置生成食物粒子
        const spawnCount = Math.min(
            this.config.particleSpawnRate,
            this.config.maxParticles - this.particleSystem.getParticleCount(),
            this.config.maxFoodCount - this.foodCount
        );
        
        for (let i = 0; i < spawnCount; i++) {
            const particle = this.particleSystem.createFoodParticle(
                this.pot.x, 
                this.pot.y - 50,
                this.currentFood
            );
            // 注意:粒子已经在 createFoodParticle 中添加到 particleSystem.particles 了
            // 这里不需要再添加到 this.particles
            this.foodCount++;
            
            console.log(`食物粒子已创建: ${this.currentFood}, 当前计数: ${this.foodCount}`);
            
            // 随机播放食物弹出音效
            if (this.audio && Math.random() < 0.3) {
                this.audio.playRandomFoodPop();
            }
        }
        
        // 更新UI显示
        this.updateUI();
    }
    
    checkAnimalSpawn() {
        // 更宽松的动物出现条件
        if (this.foodCount >= this.config.animalSpawnThreshold) {
            // 每2个食物就有机会出现动物,并且增加随机性
            if (this.foodCount % 2 === 0 && Math.random() < 0.3) {
                this.showDebug(`食物数量达到${this.foodCount},尝试生成动物`);
                this.spawnAnimal();
            }
        } else {
            // 调试信息:显示距离动物出现还需要多少食物
            if (this.foodCount % 2 === 0) {
                const remaining = this.config.animalSpawnThreshold - this.foodCount;
                this.showDebug(`还需要${remaining}个食物才能出现动物(当前:${this.foodCount})`);
            }
        }
    }
    
    checkEasterEggs() {
        // 草莓和西瓜的特殊彩蛋
        if ((this.currentFood === 'strawberry' || this.currentFood === 'watermelon') &&
            this.foodCount >= this.config.easterEggThreshold) {
            
            // 检查是否已经有小女孩了
            const hasGirl = this.animalSystem.animals.some(animal => animal.type === 'girl');
            
            if (!hasGirl && this.foodCount % 15 === 0) {
                this.spawnLittleGirl();
                this.showSpecialMessage('小女孩被美味的水果吸引过来了!');
            }
        }
        
        // 其他隐藏彩蛋
        this.checkSecretEasterEggs();
    }
    
    checkSecretEasterEggs() {
        // 特殊组合彩蛋
        if (this.foodCount === 100) {
            this.createCelebrationEffect();
            this.showSpecialMessage('恭喜!你制作了100个食物!');
        }
        
        // 特定食物的特殊效果
        if (this.currentFood === 'cake' && this.foodCount >= 20) {
            this.createBirthdayEffect();
        }
    }
    
    spawnAnimal() {
        // 检查是否达到最大动物数量
        if (this.animalSystem.getAnimalCount() >= this.config.maxAnimals) {
            this.showDebug('已达到最大动物数量,不再生成新动物');
            return;
        }
        
        // 检查当前食物是否已设置
        if (!this.currentFood) {
            this.showDebug('当前食物未设置,无法生成动物');
            return;
        }
        
        const side = Math.random() < 0.5 ? 'left' : 'right';
        console.log(`尝试生成动物: 食物类型=${this.currentFood}, 边=${side}, 当前动物数=${this.animalSystem.getAnimalCount()}`);
        
        const animal = this.animalSystem.createAnimal(this.currentFood, side);
        if (animal) {
            // 动物已经在 createAnimal 方法中添加到 animalSystem.animals 了
            this.showDebug(`🐾 小动物出现了!类型: ${animal.type}, 食物: ${this.currentFood}, 边: ${side}, 总数: ${this.animalSystem.getAnimalCount()}`);
            
            // 播放动物出现音效
            if (this.audio) {
                this.audio.playAnimalAppear();
            }
        } else {
            this.showDebug('❌ 动物生成失败');
        }
    }
    
    spawnLittleGirl() {
        const girl = this.animalSystem.createLittleGirl('right');
        if (girl) {
            // 小女孩已经在 createLittleGirl 方法中添加到 animalSystem.animals 了
            this.showDebug('小女孩出现了!');
            
            // 播放小女孩出现音效
            if (this.audio) {
                this.audio.playGirlAppear();
            }
            
            // 创建特殊效果
            this.particleSystem.createSparkleParticles(
                this.canvas.width - 100, 
                this.canvas.height - 100, 
                10
            );
        }
    }
    
    createCelebrationEffect() {
        // 播放庆祝音效
        if (this.audio) {
            this.audio.playCelebration();
        }
        
        // 创建庆祝烟花效果
        for (let i = 0; i < 5; i++) {
            setTimeout(() => {
                const x = Math.random() * this.canvas.width;
                const y = Math.random() * this.canvas.height * 0.5;
                this.particleSystem.createExplosionParticles(x, y, 15, '#FFD700');
                this.particleSystem.createExplosionParticles(x, y, 15, '#FF69B4');
            }, i * 500);
        }
    }
    
    createBirthdayEffect() {
        // 生日蛋糕特效
        const centerX = this.canvas.width / 2;
        const centerY = this.canvas.height / 2;
        
        this.particleSystem.createSparkleParticles(centerX, centerY, 20);
        this.showSpecialMessage('生日快乐!🎂');
    }
    
    showSpecialMessage(message) {
        // 显示特殊消息
        const messageDiv = document.createElement('div');
        messageDiv.textContent = message;
        messageDiv.style.cssText = `
            position: fixed;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            background: linear-gradient(45deg, #FF6B6B, #4ECDC4);
            color: white;
            padding: 20px 30px;
            border-radius: 15px;
            font-size: 18px;
            font-weight: bold;
            box-shadow: 0 8px 32px rgba(0,0,0,0.3);
            z-index: 10000;
            animation: specialMessage 3s ease-in-out forwards;
        `;
        
        document.body.appendChild(messageDiv);
        
        setTimeout(() => {
            if (messageDiv.parentNode) {
                messageDiv.parentNode.removeChild(messageDiv);
            }
        }, 3000);
    }
    
    render() {
        // 清空画布
        this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
        
        // 绘制背景
        this.renderBackground();
        
        // 绘制魔法锅
        this.pot.render(this.ctx);
        
        // 绘制粒子
        this.particleSystem.render(this.ctx);
        
        // 绘制动物
        this.animalSystem.render(this.ctx);
        
        // 绘制特效
        this.renderEffects();
    }
    
    renderBackground() {
        // 绘制渐变背景
        const gradient = this.ctx.createLinearGradient(0, 0, 0, this.canvas.height);
        gradient.addColorStop(0, '#87CEEB');
        gradient.addColorStop(1, '#98FB98');
        
        this.ctx.fillStyle = gradient;
        this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
        
        // 绘制装饰性元素
        this.renderDecorations();
    }
    
    renderDecorations() {
        // 绘制云朵
        this.ctx.fillStyle = 'rgba(255, 255, 255, 0.8)';
        this.drawCloud(100, 80, 60);
        this.drawCloud(300, 60, 40);
        this.drawCloud(500, 90, 50);
    }
    
    drawCloud(x, y, size) {
        this.ctx.beginPath();
        this.ctx.arc(x, y, size * 0.5, 0, Math.PI * 2);
        this.ctx.arc(x + size * 0.3, y, size * 0.6, 0, Math.PI * 2);
        this.ctx.arc(x + size * 0.6, y, size * 0.4, 0, Math.PI * 2);
        this.ctx.arc(x - size * 0.3, y, size * 0.4, 0, Math.PI * 2);
        this.ctx.fill();
    }
    
    renderEffects() {
        // 绘制魔法粒子效果
        if (this.gameState === 'activated' || this.gameState === 'cooking') {
            this.renderMagicSparkles();
        }
    }
    
    renderMagicSparkles() {
        const time = Date.now() * 0.005;
        this.ctx.fillStyle = '#FFD700';
        
        for (let i = 0; i < 5; i++) {
            const angle = (i / 5) * Math.PI * 2 + time;
            const radius = 80 + Math.sin(time + i) * 20;
            const x = this.pot.x + Math.cos(angle) * radius;
            const y = this.pot.y + Math.sin(angle) * radius;
            
            this.ctx.beginPath();
            this.ctx.arc(x, y, 3, 0, Math.PI * 2);
            this.ctx.fill();
        }
    }
    
    updateUI() {
        // 更新锅状态
        const potStatus = document.getElementById('potStatus');
        const statusIndicator = potStatus.querySelector('.status-indicator');
        
        statusIndicator.className = 'status-indicator';
        
        switch (this.gameState) {
            case 'idle':
                statusIndicator.textContent = '魔法锅休眠中';
                statusIndicator.classList.add('inactive');
                break;
            case 'activated':
                statusIndicator.textContent = '魔法锅已激活';
                statusIndicator.classList.add('active');
                break;
            case 'cooking':
                statusIndicator.textContent = '正在烹饪中...';
                statusIndicator.classList.add('cooking');
                break;
            case 'overflowing':
                statusIndicator.textContent = '食物涌出中!';
                statusIndicator.classList.add('overflowing');
                break;
            case 'stopped':
                statusIndicator.textContent = '烹饪已停止';
                statusIndicator.classList.add('inactive');
                break;
        }
        
        // 更新烹饪信息
        const cookingInfo = document.getElementById('cookingInfo');
        const currentFoodSpan = document.getElementById('currentFood');
        
        if (this.gameState === 'cooking' && this.currentFood) {
            cookingInfo.style.display = 'block';
            currentFoodSpan.textContent = this.currentFood;
        } else {
            cookingInfo.style.display = 'none';
        }
        
        // 更新食物计数器
        const foodCounter = document.getElementById('foodCounter');
        const foodCount = document.getElementById('foodCount');
        const foodEmoji = document.getElementById('foodEmoji');
        
        if (this.gameState === 'overflowing' || this.gameState === 'stopped') {
            foodCounter.style.display = 'block';
            foodCount.textContent = this.foodCount;
            foodEmoji.textContent = this.getFoodEmoji(this.currentFood);
        } else {
            foodCounter.style.display = 'none';
        }
        
        // 更新语音提示
        this.updateVoiceHints();
        
        // 更新性能监控
        this.updatePerformanceDisplay();
    }
    
    updateVoiceHints() {
        const foodHint = document.getElementById('foodHint');
        const stopHint = document.getElementById('stopHint');
        
        foodHint.style.display = this.gameState === 'activated' ? 'block' : 'none';
        stopHint.style.display = this.gameState === 'overflowing' ? 'block' : 'none';
    }
    
    updatePerformanceDisplay() {
        const performanceMonitor = document.getElementById('performanceMonitor');
        const particleCount = document.getElementById('particleCount');
        const animalCount = document.getElementById('animalCount');
        const fpsCount = document.getElementById('fpsCount');
        
        if (performanceMonitor && particleCount && animalCount && fpsCount) {
            const perfInfo = this.getPerformanceInfo();
            
            particleCount.textContent = perfInfo.particles;
            animalCount.textContent = perfInfo.animals;
            fpsCount.textContent = perfInfo.fps;
            
            // 根据游戏状态显示/隐藏性能监控
            const shouldShow = this.gameState === 'overflowing' || 
                             this.gameState === 'cooking' || 
                             perfInfo.particles > 50;
            
            performanceMonitor.style.display = shouldShow ? 'block' : 'none';
            
            // 性能警告颜色
            if (perfInfo.particles > this.config.maxParticles * 0.8) {
                particleCount.style.color = '#ff6b6b';
            } else {
                particleCount.style.color = '#ffffff';
            }
            
            if (perfInfo.animals > this.config.maxAnimals * 0.8) {
                animalCount.style.color = '#ff6b6b';
            } else {
                animalCount.style.color = '#ffffff';
            }
            
            if (perfInfo.fps < 30) {
                fpsCount.style.color = '#ff6b6b';
            } else if (perfInfo.fps < 45) {
                fpsCount.style.color = '#f39c12';
            } else {
                fpsCount.style.color = '#27ae60';
            }
        }
    }
    
    updateCookingProgress(progress) {
        const progressFill = document.getElementById('progressFill');
        if (progressFill) {
            progressFill.style.width = progress + '%';
        }
    }
    
    updateVoiceStatus(status) {
        const voiceStatus = document.getElementById('voiceStatus');
        const statusText = voiceStatus.querySelector('.status-text');
        
        switch (status) {
            case 'listening':
                statusText.textContent = '正在听取...';
                voiceStatus.style.background = '#e74c3c';
                break;
            case 'processing':
                statusText.textContent = '处理中...';
                voiceStatus.style.background = '#f39c12';
                break;
            case 'ready':
                statusText.textContent = '准备就绪';
                voiceStatus.style.background = '#4ecdc4';
                break;
            case 'error':
                statusText.textContent = '语音错误';
                voiceStatus.style.background = '#95a5a6';
                break;
        }
        
        // 更新语音激活按钮状态
        this.updateVoiceActivateButton();
    }
    
    getFoodEmoji(foodName) {
        const emojiMap = {
            'apple': '🍎',
            'banana': '🍌',
            'orange': '🍊',
            'strawberry': '🍓',
            'watermelon': '🍉',
            'grape': '🍇',
            'pizza': '🍕',
            'burger': '🍔',
            'cake': '🍰',
            'cookie': '🍪',
            'bread': '🍞',
            'cheese': '🧀'
        };
        
        return emojiMap[foodName] || '🍽️';
    }
    
    showDebug(message) {
        const debugLog = document.getElementById('debugLog');
        if (debugLog) {
            const time = new Date().toLocaleTimeString();
            const perfInfo = this.getPerformanceInfo();
            const perfText = `FPS:${perfInfo.fps} P:${perfInfo.particles} A:${perfInfo.animals} M:${perfInfo.memoryUsage}KB`;
            debugLog.innerHTML += `<div>[${time}] [${perfText}] ${message}</div>`;
            debugLog.scrollTop = debugLog.scrollHeight;
            
            // 限制调试日志行数
            const lines = debugLog.children;
            if (lines.length > 50) {
                for (let i = 0; i < 10; i++) {
                    debugLog.removeChild(lines[0]);
                }
            }
        }
        console.log(`[MagicPot] ${message}`);
    }
    
    toggleDebug() {
        const debugInfo = document.getElementById('debugInfo');
        debugInfo.style.display = debugInfo.style.display === 'none' ? 'block' : 'none';
    }
    
    resizeCanvas() {
        this.setupCanvas();
    }
    
    showVoiceHelp() {
        const helpContent = `
            <h3>🎤 语音命令帮助</h3>
            <div class="help-section">
                <h4>🪄 激活魔法锅</h4>
                <p>说出:"<strong>cook cook cook pot</strong>"</p>
                <p>其他可用命令:</p>
                <ul>
                    <li>"magic pot cook"</li>
                    <li>"cook three times pot"</li>
                </ul>
            </div>
            
            <div class="help-section">
                <h4>🍎 开始烹饪</h4>
                <p>魔法锅激活后,说出任何食物名称:</p>
                <ul>
                    <li><strong>水果:</strong>apple, banana, orange, strawberry, watermelon, grape</li>
                    <li><strong>主食:</strong>pizza, burger, bread, rice, noodles</li>
                    <li><strong>甜点:</strong>cake, cookie</li>
                    <li><strong>其他:</strong>cheese, fish, chicken</li>
                </ul>
            </div>
            
            <div class="help-section">
                <h4>🛑 停止烹饪</h4>
                <p>说出:"<strong>stop stop stop pot</strong>"</p>
                <p>其他可用命令:</p>
                <ul>
                    <li>"magic pot stop"</li>
                    <li>"stop three times pot"</li>
                </ul>
            </div>
            
            <div class="help-section">
                <h4>🎁 特殊彩蛋</h4>
                <ul>
                    <li><strong>草莓/西瓜:</strong>数量达到30个时,小女孩会出现</li>
                    <li><strong>生日蛋糕:</strong>制作蛋糕时有特殊庆祝效果</li>
                    <li><strong>百食庆祝:</strong>制作100个食物时有烟花效果</li>
                </ul>
            </div>
            
            <div class="help-section">
                <h4>🔊 音效控制</h4>
                <ul>
                    <li><strong>音效按钮:</strong>点击🔊按钮开关音效</li>
                    <li><strong>F10:</strong>快捷键切换音效开关</li>
                    <li><strong>F11:</strong>测试所有音效</li>
                </ul>
            </div>
            
            <div class="help-section">
                <h4>🎵 音效说明</h4>
                <ul>
                    <li><strong>激活音效:</strong>魔法锅激活时的神奇音调</li>
                    <li><strong>烹饪音效:</strong>烹饪过程中的冒泡声</li>
                    <li><strong>食物弹出:</strong>食物涌出时的弹跳声</li>
                    <li><strong>动物出现:</strong>小动物出现时的鸟叫声</li>
                    <li><strong>小女孩:</strong>小女孩出现时的铃声</li>
                    <li><strong>庆祝音效:</strong>达成成就时的号角声</li>
                </ul>
            </div>
            
            <div class="help-section">
                <h4>💡 使用技巧</h4>
                <ul>
                    <li>说话清晰,语速适中</li>
                    <li>确保浏览器已允许麦克风权限</li>
                    <li>在安静的环境中使用效果更佳</li>
                    <li>按F12可查看调试信息</li>
                    <li><strong>按F9激活/取消激活键盘面板</strong></li>
                    <li><strong>按F8显示/隐藏键盘面板</strong></li>
                    <li><strong>按F7清空命令历史</strong></li>
                    <li><strong>按F5重置面板位置</strong></li>
                    <li><strong>按F4调整食物生成速度</strong></li>
                    <li><strong>按Alt+A强制生成动物(调试)</strong></li>
                    <li>首次使用时点击任意按钮激活音频</li>
                </ul>
            </div>
            
            <div class="help-section">
                <h4>⌨️ 键盘输入调试</h4>
                <ul>
                    <li><strong>F9:</strong> 激活/取消激活键盘面板 ⭐</li>
                    <li><strong>Ctrl+K:</strong> 聚焦到输入框(自动激活)</li>
                    <li><strong>Ctrl+反引号:</strong> 切换输入面板</li>
                    <li><strong>数字键1-6:</strong> 快速执行常用命令</li>
                    <li><strong>↑↓方向键:</strong> 浏览命令历史</li>
                    <li><strong>Enter:</strong> 执行当前输入的命令</li>
                    <li><strong>Esc:</strong> 清空输入或取消激活</li>
                </ul>
                <p style="color: #f39c12; font-style: italic;">
                    💡 面板默认隐藏,按F9激活并显示面板后才能输入命令<br>
                    🖱️ 激活后可拖拽标题栏移动面板,按F5重置到右下角<br>
                    👁️ 按F8可手动显示/隐藏面板,取消激活时自动隐藏
                </p>
            </div>
        `;
        
        this.showModal('语音命令帮助', helpContent);
    }
    
    showModal(title, content) {
        // 创建模态框
        const modal = document.createElement('div');
        modal.className = 'help-modal';
        modal.innerHTML = `
            <div class="modal-overlay"></div>
            <div class="modal-content">
                <div class="modal-header">
                    <h2>${title}</h2>
                    <button class="modal-close">✕</button>
                </div>
                <div class="modal-body">
                    ${content}
                </div>
            </div>
        `;
        
        document.body.appendChild(modal);
        
        // 关闭按钮事件
        const closeBtn = modal.querySelector('.modal-close');
        const overlay = modal.querySelector('.modal-overlay');
        
        const closeModal = () => {
            modal.style.animation = 'modalFadeOut 0.3s ease-out forwards';
            setTimeout(() => {
                if (modal.parentNode) {
                    modal.parentNode.removeChild(modal);
                }
            }, 300);
        };
        
        closeBtn.addEventListener('click', closeModal);
        overlay.addEventListener('click', closeModal);
        
        // ESC键关闭
        const handleKeydown = (e) => {
            if (e.key === 'Escape') {
                closeModal();
                document.removeEventListener('keydown', handleKeydown);
            }
        };
        document.addEventListener('keydown', handleKeydown);
    }
    
    // 性能监控和优化方法
    startPerformanceMonitoring() {
        this.showDebug('性能监控已启动');
    }
    
    updatePerformanceStats(currentTime) {
        // 更新FPS
        this.performanceStats.frameCount++;
        if (currentTime - this.performanceStats.lastFpsTime >= 1000) {
            this.performanceStats.fps = this.performanceStats.frameCount;
            this.performanceStats.frameCount = 0;
            this.performanceStats.lastFpsTime = currentTime;
        }
        
        // 更新粒子和动物统计
        this.performanceStats.particles = this.particleSystem.getParticleCount();
        this.performanceStats.animals = this.animalSystem.getAnimalCount();
    }
    
    performCleanupIfNeeded(currentTime) {
        // 定期清理
        if (currentTime - this.lastCleanupTime >= this.config.cleanupInterval) {
            this.performMemoryCleanup();
            this.lastCleanupTime = currentTime;
        }
    }
    
    performMemoryCleanup() {
        const beforeParticles = this.particleSystem.getParticleCount();
        const beforeAnimals = this.animalSystem.getAnimalCount();
        
        // 清理地面上过多的粒子
        this.cleanupGroundedParticles();
        
        // 清理长时间存在的动物
        this.cleanupOldAnimals();
        
        // 清理无效的粒子
        this.particleSystem.cleanupInvalidParticles();
        
        const afterParticles = this.particleSystem.getParticleCount();
        const afterAnimals = this.animalSystem.getAnimalCount();
        
        if (beforeParticles !== afterParticles || beforeAnimals !== afterAnimals) {
            this.showDebug(`内存清理完成 - 粒子: ${beforeParticles}${afterParticles}, 动物: ${beforeAnimals}${afterAnimals}`);
        }
    }
    
    cleanupGroundedParticles() {
        const groundedParticles = this.particleSystem.particles.filter(p => 
            p.type === 'food' && p.isGrounded
        );
        
        if (groundedParticles.length > this.config.maxGroundedParticles) {
            // 移除最老的地面粒子
            const toRemove = groundedParticles.length - this.config.maxGroundedParticles;
            const oldestParticles = groundedParticles
                .sort((a, b) => a.lifeTime - b.lifeTime)
                .slice(0, toRemove);
            
            oldestParticles.forEach(particle => {
                const index = this.particleSystem.particles.indexOf(particle);
                if (index > -1) {
                    this.particleSystem.particles.splice(index, 1);
                }
            });
        }
    }
    
    cleanupOldAnimals() {
        // 移除长时间未活动的动物
        const oldAnimals = this.animalSystem.animals.filter(animal => 
            animal.lifeTime > 45 && animal.state !== 'eating'
        );
        
        oldAnimals.forEach(animal => {
            animal.shouldRemove = true;
        });
    }
    
    // 获取性能统计信息
    getPerformanceInfo() {
        return {
            fps: this.performanceStats.fps,
            particles: this.performanceStats.particles,
            animals: this.performanceStats.animals,
            foodCount: this.foodCount,
            gameState: this.gameState,
            memoryUsage: this.estimateMemoryUsage()
        };
    }
    
    estimateMemoryUsage() {
        // 粗略估算内存使用量(KB)
        const particleMemory = this.performanceStats.particles * 0.5; // 每个粒子约0.5KB
        const animalMemory = this.performanceStats.animals * 1; // 每个动物约1KB
        const baseMemory = 100; // 基础内存约100KB
        
        return Math.round(baseMemory + particleMemory + animalMemory);
    }
    
    // 强制生成动物(调试用)
    forceSpawnAnimal() {
        console.log('=== 强制生成动物调试 ===');
        console.log(`当前食物: ${this.currentFood}`);
        console.log(`食物数量: ${this.foodCount}`);
        console.log(`当前动物数: ${this.animalSystem.getAnimalCount()}`);
        console.log(`最大动物数: ${this.config.maxAnimals}`);
        console.log(`游戏状态: ${this.gameState}`);
        console.log(`Canvas尺寸: ${this.canvas.width}x${this.canvas.height}`);
        
        if (!this.currentFood) {
            this.showDebug('❌ 当前没有食物类型,无法生成动物');
            return;
        }
        
        if (this.animalSystem.getAnimalCount() >= this.config.maxAnimals) {
            this.showDebug(`❌ 已达到最大动物数量 ${this.config.maxAnimals},清理一些动物后再试`);
            // 清理一些老动物
            this.animalSystem.makeAllAnimalsLeave();
            return;
        }
        
        this.showDebug('🔧 强制尝试生成动物...');
        this.spawnAnimal();
        
        // 显示当前所有动物的状态
        setTimeout(() => {
            console.log('=== 当前动物状态 ===');
            this.animalSystem.animals.forEach((animal, index) => {
                console.log(`动物${index + 1}: ${animal.type}, 位置(${animal.x}, ${animal.y}), 状态: ${animal.state}, emoji: ${animal.emoji}`);
            });
        }, 100);
    }
    
    // 音效控制方法
    toggleAudio() {
        if (this.audio) {
            const newState = !this.audio.isEnabled;
            this.audio.setEnabled(newState);
            this.updateAudioButton();
            
            if (newState) {
                this.showDebug('音效已开启');
                // 播放测试音效
                setTimeout(() => {
                    this.audio.playPotActivate();
                }, 100);
            } else {
                this.showDebug('音效已关闭');
            }
        }
    }
    
    updateAudioButton() {
        const audioButton = document.getElementById('audioButton');
        if (audioButton && this.audio) {
            if (this.audio.isEnabled) {
                audioButton.textContent = '🔊';
                audioButton.classList.remove('muted');
                audioButton.title = '点击关闭音效';
            } else {
                audioButton.textContent = '🔇';
                audioButton.classList.add('muted');
                audioButton.title = '点击开启音效';
            }
        }
    }
    
    updateVoiceActivateButton() {
        const voiceActivateButton = document.getElementById('voiceActivateButton');
        if (voiceActivateButton && this.voice) {
            const status = this.voice.getStatus();
            
            // 移除所有状态类
            voiceActivateButton.classList.remove('active', 'disabled');
            
            if (!status.isSupported) {
                voiceActivateButton.classList.add('disabled');
                voiceActivateButton.title = '浏览器不支持语音识别';
                voiceActivateButton.textContent = '❌';
            } else if (status.isDisabled) {
                voiceActivateButton.classList.add('disabled');
                voiceActivateButton.title = '语音识别已禁用,点击重新激活';
                voiceActivateButton.textContent = '🔇';
            } else if (status.isListening) {
                voiceActivateButton.classList.add('active');
                voiceActivateButton.title = '语音识别运行中';
                voiceActivateButton.textContent = '🎤';
            } else {
                voiceActivateButton.title = '点击激活语音识别';
                voiceActivateButton.textContent = '🎤';
            }
        }
    }
    
     // 音效测试功能
     testAudio() {
         if (this.audio) {
             this.showDebug('开始音效测试...');
             this.audio.testAllSounds();
         }
     }
     
     // 重启语音识别
     restartVoice() {
         if (this.voice) {
             this.showDebug('手动重启语音识别系统');
             this.voice.restart();
         }
     }
     
     // 手动激活语音识别
     manualActivateVoice() {
         if (this.voice) {
             this.showDebug('手动激活语音识别');
             this.voice.manualActivate();
         }
     }
     
     // 切换键盘输入面板
     toggleKeyboardPanel() {
         if (this.keyboard) {
             this.keyboard.togglePanel();
             const stats = this.keyboard.getStats();
             this.showDebug(`键盘面板${stats.isCollapsed ? '已折叠' : '已展开'}`);
         }
     }
     
     // 清空命令历史
     clearCommandHistory() {
         if (this.keyboard) {
             this.keyboard.clearHistory();
             this.showDebug('键盘命令历史已清空');
         }
     }
     
     // 切换键盘面板激活状态
     toggleKeyboardActivation() {
         if (this.keyboard) {
             console.log('F9 pressed - toggling keyboard activation');
             this.keyboard.toggleActiveState();
             const stats = this.keyboard.getStats();
             
             // 激活时自动展开面板,取消激活时隐藏面板
             if (stats.isActive) {
                 this.keyboard.setPanelCollapsed(false);
                 this.showDebug('键盘面板已激活并显示');
             } else {
                 this.keyboard.setPanelCollapsed(true);
                 this.showDebug('键盘面板已取消激活并隐藏');
             }
             
             console.log('Keyboard activation state:', stats.isActive);
         } else {
             console.log('Keyboard handler not initialized');
         }
     }
     
     // 重置键盘面板位置
     resetKeyboardPanelPosition() {
         if (this.keyboard) {
             this.keyboard.resetPosition();
             this.showDebug('键盘面板位置已重置');
         }
     }
     
     // 调整食物生成速度
     adjustFoodSpawnSpeed() {
         // 循环切换生成速度:慢速(800ms) -> 中速(400ms) -> 快速(200ms) -> 超快(100ms)
         const speeds = [
             { interval: 800, rate: 1, name: '慢速' },
             { interval: 400, rate: 1, name: '中速' },
             { interval: 200, rate: 2, name: '快速' },
             { interval: 100, rate: 3, name: '超快' }
         ];
         
         // 找到当前速度的索引
         let currentIndex = speeds.findIndex(speed => speed.interval === this.foodSpawnInterval);
         if (currentIndex === -1) currentIndex = 0; // 默认慢速
         
         // 切换到下一个速度
         const nextIndex = (currentIndex + 1) % speeds.length;
         const newSpeed = speeds[nextIndex];
         
         this.foodSpawnInterval = newSpeed.interval;
         this.config.particleSpawnRate = newSpeed.rate;
         
         this.showDebug(`食物生成速度已调整为: ${newSpeed.name} (${newSpeed.interval}ms间隔)`);
         this.showSpecialMessage(`🍽️ 食物生成速度: ${newSpeed.name}`);
     }
     
     // 获取完整的调试信息
     getDebugInfo() {
         const info = {
             game: this.getPerformanceInfo(),
             voice: this.voice ? this.voice.getStatus() : null,
             keyboard: this.keyboard ? this.keyboard.getStats() : null
         };
         
         return info;
     }
 }
 
 // 游戏初始化
 document.addEventListener('DOMContentLoaded', () => {
     window.game = new MagicPotGame();
 });