refactor(frontend): extract game engine from vue component
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@ -117,12 +117,9 @@ SPDX-License-Identifier: AGPL-3.0-only
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</template>
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<script lang="ts" setup>
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import * as Matter from 'matter-js';
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import { onDeactivated, ref, shallowRef } from 'vue';
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import { EventEmitter } from 'eventemitter3';
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import * as Misskey from 'misskey-js';
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import { definePageMetadata } from '@/scripts/page-metadata.js';
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import * as sound from '@/scripts/sound.js';
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import MkRippleEffect from '@/components/MkRippleEffect.vue';
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import * as os from '@/os.js';
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import MkNumber from '@/components/MkNumber.vue';
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@ -136,19 +133,7 @@ import { useInterval } from '@/scripts/use-interval.js';
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import MkSelect from '@/components/MkSelect.vue';
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import { apiUrl } from '@/config.js';
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import { $i } from '@/account.js';
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type Mono = {
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id: string;
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level: number;
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size: number;
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shape: 'circle' | 'rectangle';
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score: number;
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dropCandidate: boolean;
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sfxPitch: number;
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img: string;
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imgSize: number;
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spriteScale: number;
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};
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import { DropAndFusionGame, Mono } from '@/scripts/drop-and-fusion-engine.js';
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const containerEl = shallowRef<HTMLElement>();
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const canvasEl = shallowRef<HTMLCanvasElement>();
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@ -382,7 +367,6 @@ const SQUARE_MONOS: Mono[] = [{
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const GAME_WIDTH = 450;
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const GAME_HEIGHT = 600;
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const PHYSICS_QUALITY_FACTOR = 16; // 低いほどパフォーマンスが高いがガタガタして安定しなくなる、逆に高すぎても何故か不安定になる
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let viewScaleX = 1;
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let viewScaleY = 1;
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@ -398,373 +382,7 @@ const gameOver = ref(false);
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const gameStarted = ref(false);
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const highScore = ref<number | null>(null);
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class Game extends EventEmitter<{
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changeScore: (newScore: number) => void;
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changeCombo: (newCombo: number) => void;
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changeStock: (newStock: { id: string; mono: Mono }[]) => void;
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dropped: () => void;
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fusioned: (x: number, y: number, scoreDelta: number) => void;
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monoAdded: (mono: Mono) => void;
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gameOver: () => void;
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}> {
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private COMBO_INTERVAL = 1000;
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public readonly DROP_INTERVAL = 500;
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public readonly PLAYAREA_MARGIN = 25;
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private STOCK_MAX = 4;
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private loaded = false;
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private engine: Matter.Engine;
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private render: Matter.Render;
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private runner: Matter.Runner;
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private overflowCollider: Matter.Body;
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private isGameOver = false;
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private monoDefinitions: Mono[] = [];
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private monoTextures: Record<string, Blob> = {};
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private monoTextureUrls: Record<string, string> = {};
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/**
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* フィールドに出ていて、かつ合体の対象となるアイテム
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*/
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private activeBodyIds: Matter.Body['id'][] = [];
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private latestDroppedBodyId: Matter.Body['id'] | null = null;
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private latestDroppedAt = 0;
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private latestFusionedAt = 0;
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private stock: { id: string; mono: Mono }[] = [];
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private _combo = 0;
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private get combo() {
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return this._combo;
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}
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private set combo(value: number) {
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this._combo = value;
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this.emit('changeCombo', value);
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}
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private _score = 0;
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private get score() {
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return this._score;
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}
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private set score(value: number) {
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this._score = value;
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this.emit('changeScore', value);
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}
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private comboIntervalId: number | null = null;
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constructor(opts: {
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monoDefinitions: Mono[];
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}) {
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super();
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this.monoDefinitions = opts.monoDefinitions;
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this.engine = Matter.Engine.create({
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constraintIterations: 2 * PHYSICS_QUALITY_FACTOR,
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positionIterations: 6 * PHYSICS_QUALITY_FACTOR,
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velocityIterations: 4 * PHYSICS_QUALITY_FACTOR,
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gravity: {
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x: 0,
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y: 1,
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},
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timing: {
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timeScale: 2,
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},
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enableSleeping: false,
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});
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this.render = Matter.Render.create({
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engine: this.engine,
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canvas: canvasEl.value,
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options: {
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width: GAME_WIDTH,
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height: GAME_HEIGHT,
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background: 'transparent', // transparent to hide
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wireframeBackground: 'transparent', // transparent to hide
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wireframes: false,
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showSleeping: false,
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pixelRatio: Math.max(2, window.devicePixelRatio),
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},
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});
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Matter.Render.run(this.render);
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this.runner = Matter.Runner.create();
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Matter.Runner.run(this.runner, this.engine);
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this.engine.world.bodies = [];
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//#region walls
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const WALL_OPTIONS: Matter.IChamferableBodyDefinition = {
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isStatic: true,
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friction: 0.7,
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slop: 1.0,
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render: {
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strokeStyle: 'transparent',
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fillStyle: 'transparent',
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},
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};
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const thickness = 100;
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Matter.Composite.add(this.engine.world, [
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Matter.Bodies.rectangle(GAME_WIDTH / 2, GAME_HEIGHT + (thickness / 2) - this.PLAYAREA_MARGIN, GAME_WIDTH, thickness, WALL_OPTIONS),
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Matter.Bodies.rectangle(GAME_WIDTH + (thickness / 2) - this.PLAYAREA_MARGIN, GAME_HEIGHT / 2, thickness, GAME_HEIGHT, WALL_OPTIONS),
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Matter.Bodies.rectangle(-((thickness / 2) - this.PLAYAREA_MARGIN), GAME_HEIGHT / 2, thickness, GAME_HEIGHT, WALL_OPTIONS),
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]);
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//#endregion
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this.overflowCollider = Matter.Bodies.rectangle(GAME_WIDTH / 2, 0, GAME_WIDTH, 200, {
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isStatic: true,
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isSensor: true,
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render: {
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strokeStyle: 'transparent',
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fillStyle: 'transparent',
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},
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});
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Matter.Composite.add(this.engine.world, this.overflowCollider);
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// fit the render viewport to the scene
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Matter.Render.lookAt(this.render, {
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min: { x: 0, y: 0 },
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max: { x: GAME_WIDTH, y: GAME_HEIGHT },
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});
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}
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private createBody(mono: Mono, x: number, y: number) {
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const options: Matter.IBodyDefinition = {
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label: mono.id,
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//density: 0.0005,
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density: mono.size / 1000,
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restitution: 0.2,
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frictionAir: 0.01,
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friction: 0.7,
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frictionStatic: 5,
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slop: 1.0,
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//mass: 0,
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render: {
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sprite: {
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texture: mono.img,
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xScale: (mono.size / mono.imgSize) * mono.spriteScale,
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yScale: (mono.size / mono.imgSize) * mono.spriteScale,
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},
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},
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};
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if (mono.shape === 'circle') {
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return Matter.Bodies.circle(x, y, mono.size / 2, options);
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} else if (mono.shape === 'rectangle') {
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return Matter.Bodies.rectangle(x, y, mono.size, mono.size, options);
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} else {
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throw new Error('unrecognized shape');
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}
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}
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private fusion(bodyA: Matter.Body, bodyB: Matter.Body) {
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const now = Date.now();
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if (this.latestFusionedAt > now - this.COMBO_INTERVAL) {
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this.combo++;
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} else {
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this.combo = 1;
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}
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this.latestFusionedAt = now;
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// TODO: 単に位置だけでなくそれぞれの動きベクトルも融合する
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const newX = (bodyA.position.x + bodyB.position.x) / 2;
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const newY = (bodyA.position.y + bodyB.position.y) / 2;
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Matter.Composite.remove(this.engine.world, [bodyA, bodyB]);
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this.activeBodyIds = this.activeBodyIds.filter(x => x !== bodyA.id && x !== bodyB.id);
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const currentMono = this.monoDefinitions.find(y => y.id === bodyA.label)!;
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const nextMono = this.monoDefinitions.find(x => x.level === currentMono.level + 1);
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if (nextMono) {
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const body = this.createBody(nextMono, newX, newY);
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Matter.Composite.add(this.engine.world, body);
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// 連鎖してfusionした場合の分かりやすさのため少し間を置いてからfusion対象になるようにする
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window.setTimeout(() => {
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this.activeBodyIds.push(body.id);
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}, 100);
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const comboBonus = 1 + ((this.combo - 1) / 5);
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const additionalScore = Math.round(currentMono.score * comboBonus);
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this.score += additionalScore;
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const pan = ((newX / GAME_WIDTH) - 0.5) * 2;
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sound.playRaw('syuilo/bubble2', 1, pan, nextMono.sfxPitch);
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this.emit('monoAdded', nextMono);
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this.emit('fusioned', newX, newY, additionalScore);
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} else {
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//const VELOCITY = 30;
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//for (let i = 0; i < 10; i++) {
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// const body = createBody(FRUITS.find(x => x.level === (1 + Math.floor(Math.random() * 3)))!, x + ((Math.random() * VELOCITY) - (VELOCITY / 2)), y + ((Math.random() * VELOCITY) - (VELOCITY / 2)));
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// Matter.Composite.add(world, body);
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// bodies.push(body);
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//}
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//sound.playRaw({
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// type: 'syuilo/bubble2',
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// volume: 1,
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//});
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}
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}
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private gameOver() {
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this.isGameOver = true;
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Matter.Runner.stop(this.runner);
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this.emit('gameOver');
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}
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/** テクスチャをすべてキャッシュする */
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private async loadMonoTextures() {
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async function loadSingleMonoTexture(mono: Mono, game: Game) {
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// Matter-js内にキャッシュがある場合はスキップ
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if (game.render.textures[mono.img]) return;
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console.log('loading', mono.img);
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let src = mono.img;
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// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
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if (game.monoTextureUrls[mono.img]) {
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src = game.monoTextureUrls[mono.img];
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// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
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} else if (game.monoTextures[mono.img]) {
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src = URL.createObjectURL(game.monoTextures[mono.img]);
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game.monoTextureUrls[mono.img] = src;
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} else {
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const res = await fetch(mono.img);
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const blob = await res.blob();
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game.monoTextures[mono.img] = blob;
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src = URL.createObjectURL(blob);
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game.monoTextureUrls[mono.img] = src;
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}
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const image = new Image();
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image.src = src;
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game.render.textures[mono.img] = image;
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}
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return Promise.all(this.monoDefinitions.map(x => loadSingleMonoTexture(x, this)));
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}
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public start() {
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if (!this.loaded) throw new Error('game is not loaded yet');
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for (let i = 0; i < this.STOCK_MAX; i++) {
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this.stock.push({
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id: Math.random().toString(),
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mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(Math.random() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
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});
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}
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this.emit('changeStock', this.stock);
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// TODO: fusion予約状態のアイテムは光らせるなどの演出をすると楽しそう
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let fusionReservedPairs: { bodyA: Matter.Body; bodyB: Matter.Body }[] = [];
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const minCollisionEnergyForSound = 2.5;
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const maxCollisionEnergyForSound = 9;
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const soundPitchMax = 4;
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const soundPitchMin = 0.5;
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Matter.Events.on(this.engine, 'collisionStart', (event) => {
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for (const pairs of event.pairs) {
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const { bodyA, bodyB } = pairs;
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if (bodyA.id === this.overflowCollider.id || bodyB.id === this.overflowCollider.id) {
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if (bodyA.id === this.latestDroppedBodyId || bodyB.id === this.latestDroppedBodyId) {
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continue;
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}
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this.gameOver();
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break;
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}
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const shouldFusion = (bodyA.label === bodyB.label) && !fusionReservedPairs.some(x => x.bodyA.id === bodyA.id || x.bodyA.id === bodyB.id || x.bodyB.id === bodyA.id || x.bodyB.id === bodyB.id);
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if (shouldFusion) {
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if (this.activeBodyIds.includes(bodyA.id) && this.activeBodyIds.includes(bodyB.id)) {
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this.fusion(bodyA, bodyB);
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} else {
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fusionReservedPairs.push({ bodyA, bodyB });
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window.setTimeout(() => {
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fusionReservedPairs = fusionReservedPairs.filter(x => x.bodyA.id !== bodyA.id && x.bodyB.id !== bodyB.id);
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this.fusion(bodyA, bodyB);
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}, 100);
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}
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} else {
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const energy = pairs.collision.depth;
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if (energy > minCollisionEnergyForSound) {
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const vol = (Math.min(maxCollisionEnergyForSound, energy - minCollisionEnergyForSound) / maxCollisionEnergyForSound) / 4;
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const pan = ((((bodyA.position.x + bodyB.position.x) / 2) / GAME_WIDTH) - 0.5) * 2;
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const pitch = soundPitchMin + ((soundPitchMax - soundPitchMin) * (1 - (Math.min(10, energy) / 10)));
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sound.playRaw('syuilo/poi1', vol, pan, pitch);
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}
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}
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}
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});
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this.comboIntervalId = window.setInterval(() => {
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if (this.latestFusionedAt < Date.now() - this.COMBO_INTERVAL) {
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this.combo = 0;
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}
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}, 500);
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}
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public async load() {
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await this.loadMonoTextures();
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this.loaded = true;
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}
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public getTextureImageUrl(mono: Mono) {
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// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
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if (this.monoTextureUrls[mono.img]) {
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return this.monoTextureUrls[mono.img];
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// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
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} else if (this.monoTextures[mono.img]) {
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// Gameクラス内にキャッシュがある場合はそれを使う
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const out = URL.createObjectURL(this.monoTextures[mono.img]);
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this.monoTextureUrls[mono.img] = out;
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return out;
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} else {
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return mono.img;
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}
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}
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public getActiveMonos() {
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return this.engine.world.bodies.map(x => this.monoDefinitions.find((mono) => mono.id === x.label)!).filter(x => x !== undefined);
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}
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public drop(_x: number) {
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if (this.isGameOver) return;
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if (Date.now() - this.latestDroppedAt < this.DROP_INTERVAL) {
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return;
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}
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const st = this.stock.shift()!;
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this.stock.push({
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id: Math.random().toString(),
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mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(Math.random() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
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});
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this.emit('changeStock', this.stock);
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const x = Math.min(GAME_WIDTH - this.PLAYAREA_MARGIN - (st.mono.size / 2), Math.max(this.PLAYAREA_MARGIN + (st.mono.size / 2), _x));
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const body = this.createBody(st.mono, x, 50 + st.mono.size / 2);
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Matter.Composite.add(this.engine.world, body);
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this.activeBodyIds.push(body.id);
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this.latestDroppedBodyId = body.id;
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this.latestDroppedAt = Date.now();
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this.emit('dropped');
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this.emit('monoAdded', st.mono);
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const pan = ((x / GAME_WIDTH) - 0.5) * 2;
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sound.playRaw('syuilo/poi2', 1, pan);
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}
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public dispose() {
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if (this.comboIntervalId) window.clearInterval(this.comboIntervalId);
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Matter.Render.stop(this.render);
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Matter.Runner.stop(this.runner);
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Matter.World.clear(this.engine.world, false);
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Matter.Engine.clear(this.engine);
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}
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}
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let game: Game;
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let game: DropAndFusionGame;
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let containerElRect: DOMRect | null = null;
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function onClick(ev: MouseEvent) {
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@ -885,10 +503,17 @@ async function start() {
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highScore.value = null;
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}
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game = new Game(gameMode.value === 'normal' ? {
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monoDefinitions: NORAML_MONOS,
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} : {
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monoDefinitions: SQUARE_MONOS,
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game = new DropAndFusionGame({
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width: GAME_WIDTH,
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height: GAME_HEIGHT,
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canvas: canvasEl.value!,
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...(
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gameMode.value === 'normal' ? {
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monoDefinitions: NORAML_MONOS,
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} : {
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monoDefinitions: SQUARE_MONOS,
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}
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),
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});
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attachGameEvents();
|
||||
os.promiseDialog(game.load(), () => {
|
||||
|
|
|
@ -0,0 +1,396 @@
|
|||
/*
|
||||
* SPDX-FileCopyrightText: syuilo and other misskey contributors
|
||||
* SPDX-License-Identifier: AGPL-3.0-only
|
||||
*/
|
||||
|
||||
import { EventEmitter } from 'eventemitter3';
|
||||
import * as Matter from 'matter-js';
|
||||
import * as sound from '@/scripts/sound.js';
|
||||
|
||||
export type Mono = {
|
||||
id: string;
|
||||
level: number;
|
||||
size: number;
|
||||
shape: 'circle' | 'rectangle';
|
||||
score: number;
|
||||
dropCandidate: boolean;
|
||||
sfxPitch: number;
|
||||
img: string;
|
||||
imgSize: number;
|
||||
spriteScale: number;
|
||||
};
|
||||
|
||||
const PHYSICS_QUALITY_FACTOR = 16; // 低いほどパフォーマンスが高いがガタガタして安定しなくなる、逆に高すぎても何故か不安定になる
|
||||
|
||||
export class DropAndFusionGame extends EventEmitter<{
|
||||
changeScore: (newScore: number) => void;
|
||||
changeCombo: (newCombo: number) => void;
|
||||
changeStock: (newStock: { id: string; mono: Mono }[]) => void;
|
||||
dropped: () => void;
|
||||
fusioned: (x: number, y: number, scoreDelta: number) => void;
|
||||
monoAdded: (mono: Mono) => void;
|
||||
gameOver: () => void;
|
||||
}> {
|
||||
private COMBO_INTERVAL = 1000;
|
||||
public readonly DROP_INTERVAL = 500;
|
||||
public readonly PLAYAREA_MARGIN = 25;
|
||||
private STOCK_MAX = 4;
|
||||
private loaded = false;
|
||||
private engine: Matter.Engine;
|
||||
private render: Matter.Render;
|
||||
private runner: Matter.Runner;
|
||||
private overflowCollider: Matter.Body;
|
||||
private isGameOver = false;
|
||||
|
||||
private gameWidth: number;
|
||||
private gameHeight: number;
|
||||
private monoDefinitions: Mono[] = [];
|
||||
private monoTextures: Record<string, Blob> = {};
|
||||
private monoTextureUrls: Record<string, string> = {};
|
||||
|
||||
/**
|
||||
* フィールドに出ていて、かつ合体の対象となるアイテム
|
||||
*/
|
||||
private activeBodyIds: Matter.Body['id'][] = [];
|
||||
|
||||
private latestDroppedBodyId: Matter.Body['id'] | null = null;
|
||||
|
||||
private latestDroppedAt = 0;
|
||||
private latestFusionedAt = 0;
|
||||
private stock: { id: string; mono: Mono }[] = [];
|
||||
|
||||
private _combo = 0;
|
||||
private get combo() {
|
||||
return this._combo;
|
||||
}
|
||||
private set combo(value: number) {
|
||||
this._combo = value;
|
||||
this.emit('changeCombo', value);
|
||||
}
|
||||
|
||||
private _score = 0;
|
||||
private get score() {
|
||||
return this._score;
|
||||
}
|
||||
private set score(value: number) {
|
||||
this._score = value;
|
||||
this.emit('changeScore', value);
|
||||
}
|
||||
|
||||
private comboIntervalId: number | null = null;
|
||||
|
||||
constructor(opts: {
|
||||
canvas: HTMLCanvasElement;
|
||||
width: number;
|
||||
height: number;
|
||||
monoDefinitions: Mono[];
|
||||
}) {
|
||||
super();
|
||||
|
||||
this.gameWidth = opts.width;
|
||||
this.gameHeight = opts.height;
|
||||
this.monoDefinitions = opts.monoDefinitions;
|
||||
|
||||
this.engine = Matter.Engine.create({
|
||||
constraintIterations: 2 * PHYSICS_QUALITY_FACTOR,
|
||||
positionIterations: 6 * PHYSICS_QUALITY_FACTOR,
|
||||
velocityIterations: 4 * PHYSICS_QUALITY_FACTOR,
|
||||
gravity: {
|
||||
x: 0,
|
||||
y: 1,
|
||||
},
|
||||
timing: {
|
||||
timeScale: 2,
|
||||
},
|
||||
enableSleeping: false,
|
||||
});
|
||||
|
||||
this.render = Matter.Render.create({
|
||||
engine: this.engine,
|
||||
canvas: opts.canvas,
|
||||
options: {
|
||||
width: this.gameWidth,
|
||||
height: this.gameHeight,
|
||||
background: 'transparent', // transparent to hide
|
||||
wireframeBackground: 'transparent', // transparent to hide
|
||||
wireframes: false,
|
||||
showSleeping: false,
|
||||
pixelRatio: Math.max(2, window.devicePixelRatio),
|
||||
},
|
||||
});
|
||||
|
||||
Matter.Render.run(this.render);
|
||||
|
||||
this.runner = Matter.Runner.create();
|
||||
Matter.Runner.run(this.runner, this.engine);
|
||||
|
||||
this.engine.world.bodies = [];
|
||||
|
||||
//#region walls
|
||||
const WALL_OPTIONS: Matter.IChamferableBodyDefinition = {
|
||||
isStatic: true,
|
||||
friction: 0.7,
|
||||
slop: 1.0,
|
||||
render: {
|
||||
strokeStyle: 'transparent',
|
||||
fillStyle: 'transparent',
|
||||
},
|
||||
};
|
||||
|
||||
const thickness = 100;
|
||||
Matter.Composite.add(this.engine.world, [
|
||||
Matter.Bodies.rectangle(this.gameWidth / 2, this.gameHeight + (thickness / 2) - this.PLAYAREA_MARGIN, this.gameWidth, thickness, WALL_OPTIONS),
|
||||
Matter.Bodies.rectangle(this.gameWidth + (thickness / 2) - this.PLAYAREA_MARGIN, this.gameHeight / 2, thickness, this.gameHeight, WALL_OPTIONS),
|
||||
Matter.Bodies.rectangle(-((thickness / 2) - this.PLAYAREA_MARGIN), this.gameHeight / 2, thickness, this.gameHeight, WALL_OPTIONS),
|
||||
]);
|
||||
//#endregion
|
||||
|
||||
this.overflowCollider = Matter.Bodies.rectangle(this.gameWidth / 2, 0, this.gameWidth, 200, {
|
||||
isStatic: true,
|
||||
isSensor: true,
|
||||
render: {
|
||||
strokeStyle: 'transparent',
|
||||
fillStyle: 'transparent',
|
||||
},
|
||||
});
|
||||
Matter.Composite.add(this.engine.world, this.overflowCollider);
|
||||
|
||||
// fit the render viewport to the scene
|
||||
Matter.Render.lookAt(this.render, {
|
||||
min: { x: 0, y: 0 },
|
||||
max: { x: this.gameWidth, y: this.gameHeight },
|
||||
});
|
||||
}
|
||||
|
||||
private createBody(mono: Mono, x: number, y: number) {
|
||||
const options: Matter.IBodyDefinition = {
|
||||
label: mono.id,
|
||||
//density: 0.0005,
|
||||
density: mono.size / 1000,
|
||||
restitution: 0.2,
|
||||
frictionAir: 0.01,
|
||||
friction: 0.7,
|
||||
frictionStatic: 5,
|
||||
slop: 1.0,
|
||||
//mass: 0,
|
||||
render: {
|
||||
sprite: {
|
||||
texture: mono.img,
|
||||
xScale: (mono.size / mono.imgSize) * mono.spriteScale,
|
||||
yScale: (mono.size / mono.imgSize) * mono.spriteScale,
|
||||
},
|
||||
},
|
||||
};
|
||||
if (mono.shape === 'circle') {
|
||||
return Matter.Bodies.circle(x, y, mono.size / 2, options);
|
||||
} else if (mono.shape === 'rectangle') {
|
||||
return Matter.Bodies.rectangle(x, y, mono.size, mono.size, options);
|
||||
} else {
|
||||
throw new Error('unrecognized shape');
|
||||
}
|
||||
}
|
||||
|
||||
private fusion(bodyA: Matter.Body, bodyB: Matter.Body) {
|
||||
const now = Date.now();
|
||||
if (this.latestFusionedAt > now - this.COMBO_INTERVAL) {
|
||||
this.combo++;
|
||||
} else {
|
||||
this.combo = 1;
|
||||
}
|
||||
this.latestFusionedAt = now;
|
||||
|
||||
// TODO: 単に位置だけでなくそれぞれの動きベクトルも融合する
|
||||
const newX = (bodyA.position.x + bodyB.position.x) / 2;
|
||||
const newY = (bodyA.position.y + bodyB.position.y) / 2;
|
||||
|
||||
Matter.Composite.remove(this.engine.world, [bodyA, bodyB]);
|
||||
this.activeBodyIds = this.activeBodyIds.filter(x => x !== bodyA.id && x !== bodyB.id);
|
||||
|
||||
const currentMono = this.monoDefinitions.find(y => y.id === bodyA.label)!;
|
||||
const nextMono = this.monoDefinitions.find(x => x.level === currentMono.level + 1);
|
||||
|
||||
if (nextMono) {
|
||||
const body = this.createBody(nextMono, newX, newY);
|
||||
Matter.Composite.add(this.engine.world, body);
|
||||
|
||||
// 連鎖してfusionした場合の分かりやすさのため少し間を置いてからfusion対象になるようにする
|
||||
window.setTimeout(() => {
|
||||
this.activeBodyIds.push(body.id);
|
||||
}, 100);
|
||||
|
||||
const comboBonus = 1 + ((this.combo - 1) / 5);
|
||||
const additionalScore = Math.round(currentMono.score * comboBonus);
|
||||
this.score += additionalScore;
|
||||
|
||||
const pan = ((newX / this.gameWidth) - 0.5) * 2;
|
||||
sound.playRaw('syuilo/bubble2', 1, pan, nextMono.sfxPitch);
|
||||
|
||||
this.emit('monoAdded', nextMono);
|
||||
this.emit('fusioned', newX, newY, additionalScore);
|
||||
} else {
|
||||
//const VELOCITY = 30;
|
||||
//for (let i = 0; i < 10; i++) {
|
||||
// const body = createBody(FRUITS.find(x => x.level === (1 + Math.floor(Math.random() * 3)))!, x + ((Math.random() * VELOCITY) - (VELOCITY / 2)), y + ((Math.random() * VELOCITY) - (VELOCITY / 2)));
|
||||
// Matter.Composite.add(world, body);
|
||||
// bodies.push(body);
|
||||
//}
|
||||
//sound.playRaw({
|
||||
// type: 'syuilo/bubble2',
|
||||
// volume: 1,
|
||||
//});
|
||||
}
|
||||
}
|
||||
|
||||
private gameOver() {
|
||||
this.isGameOver = true;
|
||||
Matter.Runner.stop(this.runner);
|
||||
this.emit('gameOver');
|
||||
}
|
||||
|
||||
/** テクスチャをすべてキャッシュする */
|
||||
private async loadMonoTextures() {
|
||||
async function loadSingleMonoTexture(mono: Mono, game: DropAndFusionGame) {
|
||||
// Matter-js内にキャッシュがある場合はスキップ
|
||||
if (game.render.textures[mono.img]) return;
|
||||
console.log('loading', mono.img);
|
||||
|
||||
let src = mono.img;
|
||||
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
|
||||
if (game.monoTextureUrls[mono.img]) {
|
||||
src = game.monoTextureUrls[mono.img];
|
||||
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
|
||||
} else if (game.monoTextures[mono.img]) {
|
||||
src = URL.createObjectURL(game.monoTextures[mono.img]);
|
||||
game.monoTextureUrls[mono.img] = src;
|
||||
} else {
|
||||
const res = await fetch(mono.img);
|
||||
const blob = await res.blob();
|
||||
game.monoTextures[mono.img] = blob;
|
||||
src = URL.createObjectURL(blob);
|
||||
game.monoTextureUrls[mono.img] = src;
|
||||
}
|
||||
|
||||
const image = new Image();
|
||||
image.src = src;
|
||||
game.render.textures[mono.img] = image;
|
||||
}
|
||||
|
||||
return Promise.all(this.monoDefinitions.map(x => loadSingleMonoTexture(x, this)));
|
||||
}
|
||||
|
||||
public start() {
|
||||
if (!this.loaded) throw new Error('game is not loaded yet');
|
||||
|
||||
for (let i = 0; i < this.STOCK_MAX; i++) {
|
||||
this.stock.push({
|
||||
id: Math.random().toString(),
|
||||
mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(Math.random() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
|
||||
});
|
||||
}
|
||||
this.emit('changeStock', this.stock);
|
||||
|
||||
// TODO: fusion予約状態のアイテムは光らせるなどの演出をすると楽しそう
|
||||
let fusionReservedPairs: { bodyA: Matter.Body; bodyB: Matter.Body }[] = [];
|
||||
|
||||
const minCollisionEnergyForSound = 2.5;
|
||||
const maxCollisionEnergyForSound = 9;
|
||||
const soundPitchMax = 4;
|
||||
const soundPitchMin = 0.5;
|
||||
|
||||
Matter.Events.on(this.engine, 'collisionStart', (event) => {
|
||||
for (const pairs of event.pairs) {
|
||||
const { bodyA, bodyB } = pairs;
|
||||
if (bodyA.id === this.overflowCollider.id || bodyB.id === this.overflowCollider.id) {
|
||||
if (bodyA.id === this.latestDroppedBodyId || bodyB.id === this.latestDroppedBodyId) {
|
||||
continue;
|
||||
}
|
||||
this.gameOver();
|
||||
break;
|
||||
}
|
||||
const shouldFusion = (bodyA.label === bodyB.label) && !fusionReservedPairs.some(x => x.bodyA.id === bodyA.id || x.bodyA.id === bodyB.id || x.bodyB.id === bodyA.id || x.bodyB.id === bodyB.id);
|
||||
if (shouldFusion) {
|
||||
if (this.activeBodyIds.includes(bodyA.id) && this.activeBodyIds.includes(bodyB.id)) {
|
||||
this.fusion(bodyA, bodyB);
|
||||
} else {
|
||||
fusionReservedPairs.push({ bodyA, bodyB });
|
||||
window.setTimeout(() => {
|
||||
fusionReservedPairs = fusionReservedPairs.filter(x => x.bodyA.id !== bodyA.id && x.bodyB.id !== bodyB.id);
|
||||
this.fusion(bodyA, bodyB);
|
||||
}, 100);
|
||||
}
|
||||
} else {
|
||||
const energy = pairs.collision.depth;
|
||||
if (energy > minCollisionEnergyForSound) {
|
||||
const vol = (Math.min(maxCollisionEnergyForSound, energy - minCollisionEnergyForSound) / maxCollisionEnergyForSound) / 4;
|
||||
const pan = ((((bodyA.position.x + bodyB.position.x) / 2) / this.gameWidth) - 0.5) * 2;
|
||||
const pitch = soundPitchMin + ((soundPitchMax - soundPitchMin) * (1 - (Math.min(10, energy) / 10)));
|
||||
sound.playRaw('syuilo/poi1', vol, pan, pitch);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
this.comboIntervalId = window.setInterval(() => {
|
||||
if (this.latestFusionedAt < Date.now() - this.COMBO_INTERVAL) {
|
||||
this.combo = 0;
|
||||
}
|
||||
}, 500);
|
||||
}
|
||||
|
||||
public async load() {
|
||||
await this.loadMonoTextures();
|
||||
this.loaded = true;
|
||||
}
|
||||
|
||||
public getTextureImageUrl(mono: Mono) {
|
||||
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
|
||||
if (this.monoTextureUrls[mono.img]) {
|
||||
return this.monoTextureUrls[mono.img];
|
||||
|
||||
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
|
||||
} else if (this.monoTextures[mono.img]) {
|
||||
// Gameクラス内にキャッシュがある場合はそれを使う
|
||||
const out = URL.createObjectURL(this.monoTextures[mono.img]);
|
||||
this.monoTextureUrls[mono.img] = out;
|
||||
return out;
|
||||
} else {
|
||||
return mono.img;
|
||||
}
|
||||
}
|
||||
|
||||
public getActiveMonos() {
|
||||
return this.engine.world.bodies.map(x => this.monoDefinitions.find((mono) => mono.id === x.label)!).filter(x => x !== undefined);
|
||||
}
|
||||
|
||||
public drop(_x: number) {
|
||||
if (this.isGameOver) return;
|
||||
if (Date.now() - this.latestDroppedAt < this.DROP_INTERVAL) {
|
||||
return;
|
||||
}
|
||||
const st = this.stock.shift()!;
|
||||
this.stock.push({
|
||||
id: Math.random().toString(),
|
||||
mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(Math.random() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
|
||||
});
|
||||
this.emit('changeStock', this.stock);
|
||||
|
||||
const x = Math.min(this.gameWidth - this.PLAYAREA_MARGIN - (st.mono.size / 2), Math.max(this.PLAYAREA_MARGIN + (st.mono.size / 2), _x));
|
||||
const body = this.createBody(st.mono, x, 50 + st.mono.size / 2);
|
||||
Matter.Composite.add(this.engine.world, body);
|
||||
this.activeBodyIds.push(body.id);
|
||||
this.latestDroppedBodyId = body.id;
|
||||
this.latestDroppedAt = Date.now();
|
||||
this.emit('dropped');
|
||||
this.emit('monoAdded', st.mono);
|
||||
const pan = ((x / this.gameWidth) - 0.5) * 2;
|
||||
sound.playRaw('syuilo/poi2', 1, pan);
|
||||
}
|
||||
|
||||
public dispose() {
|
||||
if (this.comboIntervalId) window.clearInterval(this.comboIntervalId);
|
||||
Matter.Render.stop(this.render);
|
||||
Matter.Runner.stop(this.runner);
|
||||
Matter.World.clear(this.engine.world, false);
|
||||
Matter.Engine.clear(this.engine);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue