enhance(drop-and-fusion): some tweaks
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@ -1028,6 +1028,7 @@ definePageMetadata({
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bottom: 10px;
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padding: 6px 8px;
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color: #f00;
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font-weight: bold;
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background: #0008;
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border-radius: 6px;
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pointer-events: none;
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@ -157,6 +157,7 @@ export class DropAndFusionGame extends EventEmitter<{
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//#region walls
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const WALL_OPTIONS: Matter.IChamferableBodyDefinition = {
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label: '_wall_',
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isStatic: true,
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friction: 0.7,
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slop: 1.0,
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@ -254,12 +255,14 @@ export class DropAndFusionGame extends EventEmitter<{
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const additionalScore = Math.round(currentMono.score * comboBonus);
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this.score += additionalScore;
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// TODO: 効果音再生はコンポーネント側の責務なので移動する
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const pan = ((newX / this.gameWidth) - 0.5) * 2;
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// TODO: 効果音再生はコンポーネント側の責務なので移動するべき?
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const panV = newX - this.PLAYAREA_MARGIN;
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const panW = this.gameWidth - this.PLAYAREA_MARGIN - this.PLAYAREA_MARGIN;
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const pan = ((panV / panW) - 0.5) * 2;
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sound.playUrl('/client-assets/drop-and-fusion/bubble2.mp3', {
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volume: this.sfxVolume,
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pan,
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playbackRate: nextMono.sfxPitch,
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playbackRate: nextMono.sfxPitch * this.replayPlaybackRate,
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});
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this.emit('monoAdded', nextMono);
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@ -293,7 +296,7 @@ export class DropAndFusionGame extends EventEmitter<{
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this.tickRaf = null;
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this.emit('gameOver');
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// TODO: 効果音再生はコンポーネント側の責務なので移動する
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// TODO: 効果音再生はコンポーネント側の責務なので移動するべき?
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sound.playUrl('/client-assets/drop-and-fusion/gameover.mp3', {
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volume: this.sfxVolume,
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});
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@ -377,14 +380,19 @@ export class DropAndFusionGame extends EventEmitter<{
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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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// TODO: 効果音再生はコンポーネント側の責務なので移動する
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// TODO: 効果音再生はコンポーネント側の責務なので移動するべき?
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const vol = ((Math.min(maxCollisionEnergyForSound, energy - minCollisionEnergyForSound) / maxCollisionEnergyForSound) / 4) * this.sfxVolume;
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const pan = ((((bodyA.position.x + bodyB.position.x) / 2) / this.gameWidth) - 0.5) * 2;
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const panV =
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pairs.bodyA.label === '_wall_' ? bodyB.position.x - this.PLAYAREA_MARGIN :
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pairs.bodyB.label === '_wall_' ? bodyA.position.x - this.PLAYAREA_MARGIN :
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((bodyA.position.x + bodyB.position.x) / 2) - this.PLAYAREA_MARGIN;
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const panW = this.gameWidth - this.PLAYAREA_MARGIN - this.PLAYAREA_MARGIN;
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const pan = ((panV / panW) - 0.5) * 2;
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const pitch = soundPitchMin + ((soundPitchMax - soundPitchMin) * (1 - (Math.min(10, energy) / 10)));
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sound.playUrl('/client-assets/drop-and-fusion/poi1.mp3', {
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volume: vol,
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pan,
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playbackRate: pitch,
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playbackRate: pitch * this.replayPlaybackRate,
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});
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}
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}
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@ -518,11 +526,14 @@ export class DropAndFusionGame extends EventEmitter<{
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this.emit('dropped');
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this.emit('monoAdded', head.mono);
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// TODO: 効果音再生はコンポーネント側の責務なので移動する
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const pan = ((x / this.gameWidth) - 0.5) * 2;
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// TODO: 効果音再生はコンポーネント側の責務なので移動するべき?
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const panV = x - this.PLAYAREA_MARGIN;
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const panW = this.gameWidth - this.PLAYAREA_MARGIN - this.PLAYAREA_MARGIN;
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const pan = ((panV / panW) - 0.5) * 2;
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sound.playUrl('/client-assets/drop-and-fusion/poi2.mp3', {
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volume: this.sfxVolume,
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pan,
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playbackRate: this.replayPlaybackRate,
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});
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}
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@ -99,7 +99,6 @@ export async function loadAudio(url: string, options?: { useCache?: boolean; })
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}
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if (options?.useCache ?? true) {
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if (cache.has(url)) {
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if (_DEV_) console.log('use cache');
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return cache.get(url) as AudioBuffer;
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}
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}
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@ -128,7 +127,6 @@ export async function loadAudio(url: string, options?: { useCache?: boolean; })
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*/
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export function playMisskeySfx(operationType: OperationType) {
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const sound = defaultStore.state[`sound_${operationType}`];
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if (_DEV_) console.log('play', operationType, sound);
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if (sound.type == null || !canPlay) return;
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canPlay = false;
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