Merge pull request 'Feature/Sound, mangling and minification' (#6) from Feature/Sound-mangling-and-minification into main
Reviewed-on: #6
This commit is contained in:
commit
71c8129f37
20 changed files with 1097 additions and 85 deletions
234
src/components/Music.ts
Normal file
234
src/components/Music.ts
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import { Component } from '../core/Component.ts';
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import { ComponentType } from '../core/Constants.ts';
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import type { Sequence } from '../core/Music.ts';
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/**
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* Component for managing background music and sound effects.
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*/
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export class Music extends Component {
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sequences: Map<string, Sequence>;
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currentSequence: Sequence | null;
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activeSequences: Set<Sequence>;
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volume: number;
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enabled: boolean;
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private sequenceChain: string[];
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private currentChainIndex: number;
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private sequenceVolumes: Map<Sequence, number>;
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constructor() {
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super(ComponentType.MUSIC);
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this.sequences = new Map();
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this.currentSequence = null;
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this.activeSequences = new Set();
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this.volume = 0.5;
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this.enabled = true;
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this.sequenceChain = [];
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this.currentChainIndex = 0;
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this.sequenceVolumes = new Map();
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}
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/**
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* Add a music sequence.
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* @param name - Unique identifier for the sequence
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* @param sequence - The sequence instance
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*/
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addSequence(name: string, sequence: Sequence): void {
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this.sequences.set(name, sequence);
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if (sequence.gain) {
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sequence.gain.gain.value = this.volume;
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}
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}
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/**
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* Play a sequence by name.
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* @param name - The sequence identifier
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*/
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playSequence(name: string): void {
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if (!this.enabled) return;
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const sequence = this.sequences.get(name);
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if (sequence) {
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this.stop();
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this.currentSequence = sequence;
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if (sequence.gain) {
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sequence.gain.gain.value = this.volume;
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}
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sequence.play();
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}
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}
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/**
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* Play multiple sequences simultaneously (polyphony).
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* @param sequenceConfigs - Array of configs with name, optional delay in beats, and optional loop
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*/
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playSequences(sequenceConfigs: Array<{ name: string; delay?: number; loop?: boolean }>): void {
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if (!this.enabled || sequenceConfigs.length === 0) return;
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const firstSeq = this.sequences.get(sequenceConfigs[0].name);
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if (!firstSeq || !firstSeq.ac) return;
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const ac = firstSeq.ac;
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const when = ac.currentTime;
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const tempo = firstSeq.tempo || 120;
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sequenceConfigs.forEach((config) => {
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const sequence = this.sequences.get(config.name);
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if (!sequence) return;
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if (config.loop !== undefined) {
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sequence.loop = config.loop;
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}
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if (sequence.gain) {
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sequence.gain.gain.value = this.volume;
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}
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const delaySeconds = config.delay ? (60 / tempo) * config.delay : 0;
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sequence.play(when + delaySeconds);
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this.activeSequences.add(sequence);
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if (!this.currentSequence) {
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this.currentSequence = sequence;
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}
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});
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}
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/**
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* Chain multiple sequences together in order (sequential playback).
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* @param sequenceNames - Array of sequence names to play in order
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*/
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chainSequences(sequenceNames: string[]): void {
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if (!this.enabled || sequenceNames.length === 0) return;
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this.stop();
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this.sequenceChain = sequenceNames;
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this.currentChainIndex = 0;
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this.playNextInChain();
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}
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/**
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* Play the next sequence in the chain.
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*/
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private playNextInChain(): void {
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if (!this.enabled || this.sequenceChain.length === 0) return;
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const seqName = this.sequenceChain[this.currentChainIndex];
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const sequence = this.sequences.get(seqName);
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if (!sequence) return;
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this.currentSequence = sequence;
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sequence.loop = false;
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if (sequence.gain) {
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sequence.gain.gain.value = this.volume;
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}
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sequence.play();
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if (sequence.osc) {
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const nextIndex = (this.currentChainIndex + 1) % this.sequenceChain.length;
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sequence.osc.onended = () => {
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if (this.enabled) {
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this.currentChainIndex = nextIndex;
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this.playNextInChain();
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}
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};
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}
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}
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/**
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* Stop current playback.
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*/
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stop(): void {
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this.activeSequences.forEach((seq) => {
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seq.stop();
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});
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this.activeSequences.clear();
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if (this.currentSequence) {
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this.currentSequence.stop();
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this.currentSequence = null;
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}
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}
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/**
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* Set the volume (0.0 to 1.0).
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* @param volume - Volume level
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*/
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setVolume(volume: number): void {
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this.volume = Math.max(0, Math.min(1, volume));
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if (this.currentSequence && this.currentSequence.gain) {
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this.currentSequence.gain.gain.value = this.volume;
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}
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this.sequences.forEach((seq) => {
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if (seq.gain) {
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seq.gain.gain.value = this.volume;
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}
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});
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}
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/**
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* Enable or disable music playback.
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* @param enabled - Whether music should be enabled
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*/
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setEnabled(enabled: boolean): void {
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this.enabled = enabled;
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if (!enabled) {
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this.stop();
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}
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}
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/**
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* Pause all active sequences by setting their gain to 0.
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*/
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pause(): void {
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this.activeSequences.forEach((seq) => {
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if (seq.gain) {
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const currentVolume = seq.gain.gain.value;
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this.sequenceVolumes.set(seq, currentVolume);
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seq.gain.gain.value = 0;
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}
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});
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if (this.currentSequence && this.currentSequence.gain) {
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const currentVolume = this.currentSequence.gain.gain.value;
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this.sequenceVolumes.set(this.currentSequence, currentVolume);
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this.currentSequence.gain.gain.value = 0;
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}
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this.sequences.forEach((seq) => {
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if (seq.gain && seq.gain.gain.value > 0) {
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const currentVolume = seq.gain.gain.value;
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this.sequenceVolumes.set(seq, currentVolume);
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seq.gain.gain.value = 0;
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}
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});
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}
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/**
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* Resume all active sequences by restoring their volume.
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*/
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resume(): void {
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this.activeSequences.forEach((seq) => {
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if (seq.gain) {
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const savedVolume = this.sequenceVolumes.get(seq);
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if (savedVolume !== undefined) {
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seq.gain.gain.value = savedVolume;
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} else {
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seq.gain.gain.value = this.volume;
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}
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}
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});
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if (this.currentSequence && this.currentSequence.gain) {
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const savedVolume = this.sequenceVolumes.get(this.currentSequence);
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if (savedVolume !== undefined) {
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this.currentSequence.gain.gain.value = savedVolume;
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} else {
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this.currentSequence.gain.gain.value = this.volume;
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}
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}
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this.sequences.forEach((seq) => {
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if (seq.gain) {
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const savedVolume = this.sequenceVolumes.get(seq);
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if (savedVolume !== undefined) {
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seq.gain.gain.value = savedVolume;
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}
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}
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});
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}
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}
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73
src/components/SoundEffects.ts
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73
src/components/SoundEffects.ts
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@ -0,0 +1,73 @@
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import { Component } from '../core/Component.ts';
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import { ComponentType } from '../core/Constants.ts';
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import type { Sequence } from '../core/Music.ts';
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/**
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* Component for managing sound effects.
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* Sound effects are short, one-shot audio sequences.
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*/
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export class SoundEffects extends Component {
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sounds: Map<string, Sequence>;
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volume: number;
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enabled: boolean;
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audioContext: AudioContext | null;
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constructor(audioContext?: AudioContext) {
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super(ComponentType.SOUND_EFFECTS);
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this.sounds = new Map();
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this.volume = 0.15; // Reduced default volume
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this.enabled = true;
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this.audioContext = audioContext || null;
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}
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/**
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* Add a sound effect sequence.
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* @param name - Unique identifier for the sound
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* @param sequence - The sequence instance (should be short, non-looping)
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*/
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addSound(name: string, sequence: Sequence): void {
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sequence.loop = false; // SFX should never loop
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this.sounds.set(name, sequence);
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if (sequence.gain) {
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sequence.gain.gain.value = this.volume;
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}
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}
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/**
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* Play a sound effect by name.
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* @param name - The sound identifier
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*/
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play(name: string): void {
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if (!this.enabled) return;
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const sound = this.sounds.get(name);
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if (sound) {
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sound.stop();
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if (sound.gain) {
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sound.gain.gain.value = this.volume;
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}
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sound.play();
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}
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}
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/**
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* Set the volume (0.0 to 1.0).
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* @param volume - Volume level
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*/
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setVolume(volume: number): void {
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this.volume = Math.max(0, Math.min(1, volume));
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this.sounds.forEach((seq) => {
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if (seq.gain) {
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seq.gain.gain.value = this.volume;
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}
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});
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}
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/**
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* Enable or disable sound effects.
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* @param enabled - Whether sound effects should be enabled
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*/
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setEnabled(enabled: boolean): void {
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this.enabled = enabled;
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}
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}
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156
src/config/MusicConfig.ts
Normal file
156
src/config/MusicConfig.ts
Normal file
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@ -0,0 +1,156 @@
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import { Sequence } from '../core/Music.ts';
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import type { Music } from '../components/Music.ts';
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import type { MusicSystem } from '../systems/MusicSystem.ts';
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/**
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* Configure and setup background music.
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* @param music - Music component instance
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* @param audioCtx - AudioContext instance
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*/
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export function setupMusic(music: Music, audioCtx: AudioContext): void {
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const tempo = 132;
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const lead = new Sequence(audioCtx, tempo, [
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'F4 e',
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'Ab4 e',
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'C5 e',
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'F5 e',
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'C5 e',
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'Ab4 e',
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'F4 e',
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'C4 e',
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'F4 e',
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'Ab4 e',
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'C5 e',
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'F5 e',
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'C5 e',
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'Ab4 e',
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'F4 e',
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'C4 e',
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'G4 e',
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'Bb4 e',
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'D5 e',
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'G5 e',
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'D5 e',
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'Bb4 e',
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'G4 e',
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'D4 e',
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'F4 e',
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'Ab4 e',
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'C5 e',
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'F5 e',
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'C5 e',
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'Ab4 e',
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'F4 e',
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'C4 e',
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]);
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lead.staccato = 0.1;
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lead.smoothing = 0.3;
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lead.waveType = 'triangle';
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|
lead.loop = true;
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|
if (lead.gain) {
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|
lead.gain.gain.value = 0.8;
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|
}
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music.addSequence('lead', lead);
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const harmony = new Sequence(audioCtx, tempo, [
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'C4 e',
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'Eb4 e',
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'F4 e',
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|
'Ab4 e',
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|
'F4 e',
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|
'Eb4 e',
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'C4 e',
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'Ab3 e',
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|
'C4 e',
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|
'Eb4 e',
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|
'F4 e',
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|
'Ab4 e',
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|
'F4 e',
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|
'Eb4 e',
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|
'C4 e',
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'Ab3 e',
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|
'D4 e',
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|
'F4 e',
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|
'G4 e',
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|
'Bb4 e',
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|
'G4 e',
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|
'F4 e',
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|
'D4 e',
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|
'Bb3 e',
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|
'C4 e',
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|
'Eb4 e',
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|
'F4 e',
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|
'Ab4 e',
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|
'F4 e',
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|
'Eb4 e',
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'C4 e',
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'Ab3 e',
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|
]);
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harmony.staccato = 0.15;
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harmony.smoothing = 0.4;
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harmony.waveType = 'triangle';
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harmony.loop = true;
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|
if (harmony.gain) {
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harmony.gain.gain.value = 0.6;
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}
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|
music.addSequence('harmony', harmony);
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|
const bass = new Sequence(audioCtx, tempo, [
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'F2 q',
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'C3 q',
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||||||
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'F2 q',
|
||||||
|
'C3 q',
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||||||
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'G2 q',
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'D3 q',
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||||||
|
'G2 q',
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||||||
|
'D3 q',
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||||||
|
'F2 q',
|
||||||
|
'C3 q',
|
||||||
|
'F2 q',
|
||||||
|
'C3 q',
|
||||||
|
]);
|
||||||
|
bass.staccato = 0.05;
|
||||||
|
bass.smoothing = 0.5;
|
||||||
|
bass.waveType = 'triangle';
|
||||||
|
bass.loop = true;
|
||||||
|
if (bass.gain) {
|
||||||
|
bass.gain.gain.value = 0.7;
|
||||||
|
}
|
||||||
|
if (bass.bass) {
|
||||||
|
bass.bass.gain.value = 4;
|
||||||
|
bass.bass.frequency.value = 80;
|
||||||
|
}
|
||||||
|
music.addSequence('bass', bass);
|
||||||
|
|
||||||
|
music.playSequences([
|
||||||
|
{ name: 'lead', loop: true },
|
||||||
|
{ name: 'harmony', loop: true },
|
||||||
|
{ name: 'bass', loop: true },
|
||||||
|
]);
|
||||||
|
music.setVolume(0.02);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Setup music event handlers for canvas interaction.
|
||||||
|
* @param music - Music component instance
|
||||||
|
* @param musicSystem - MusicSystem instance
|
||||||
|
* @param canvas - Canvas element
|
||||||
|
*/
|
||||||
|
export function setupMusicHandlers(
|
||||||
|
music: Music,
|
||||||
|
musicSystem: MusicSystem,
|
||||||
|
canvas: HTMLCanvasElement
|
||||||
|
): void {
|
||||||
|
canvas.addEventListener('click', () => {
|
||||||
|
musicSystem.resumeAudioContext();
|
||||||
|
if (music.enabled && music.activeSequences.size === 0) {
|
||||||
|
music.playSequences([
|
||||||
|
{ name: 'lead', loop: true },
|
||||||
|
{ name: 'harmony', loop: true },
|
||||||
|
{ name: 'bass', loop: true },
|
||||||
|
]);
|
||||||
|
}
|
||||||
|
canvas.focus();
|
||||||
|
});
|
||||||
|
}
|
||||||
35
src/config/SFXConfig.ts
Normal file
35
src/config/SFXConfig.ts
Normal file
|
|
@ -0,0 +1,35 @@
|
||||||
|
import { Sequence } from '../core/Music.ts';
|
||||||
|
import type { SoundEffects } from '../components/SoundEffects.ts';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Configure and setup sound effects.
|
||||||
|
* @param sfx - SoundEffects component instance
|
||||||
|
* @param ac - AudioContext instance
|
||||||
|
*/
|
||||||
|
export function setupSFX(sfx: SoundEffects, ac: AudioContext): void {
|
||||||
|
const attackSound = new Sequence(ac, 120, ['C5 s']);
|
||||||
|
attackSound.staccato = 0.8;
|
||||||
|
sfx.addSound('attack', attackSound);
|
||||||
|
|
||||||
|
const absorbSound = new Sequence(ac, 120, ['G4 e']);
|
||||||
|
absorbSound.staccato = 0.5;
|
||||||
|
sfx.addSound('absorb', absorbSound);
|
||||||
|
|
||||||
|
const skillSound = new Sequence(ac, 120, ['A4 e']);
|
||||||
|
skillSound.staccato = 0.6;
|
||||||
|
sfx.addSound('skill', skillSound);
|
||||||
|
|
||||||
|
const damageSound = new Sequence(ac, 120, ['F4 s']);
|
||||||
|
damageSound.staccato = 0.8;
|
||||||
|
sfx.addSound('damage', damageSound);
|
||||||
|
|
||||||
|
const shootSound = new Sequence(ac, 120, ['C5 s']);
|
||||||
|
shootSound.staccato = 0.9;
|
||||||
|
sfx.addSound('shoot', shootSound);
|
||||||
|
|
||||||
|
const impactSound = new Sequence(ac, 120, ['G4 s']);
|
||||||
|
impactSound.staccato = 0.7;
|
||||||
|
sfx.addSound('impact', impactSound);
|
||||||
|
|
||||||
|
sfx.setVolume(0.02);
|
||||||
|
}
|
||||||
|
|
@ -30,6 +30,8 @@ export enum ComponentType {
|
||||||
STEALTH = 'Stealth',
|
STEALTH = 'Stealth',
|
||||||
INTENT = 'Intent',
|
INTENT = 'Intent',
|
||||||
INVENTORY = 'Inventory',
|
INVENTORY = 'Inventory',
|
||||||
|
MUSIC = 'Music',
|
||||||
|
SOUND_EFFECTS = 'SoundEffects',
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
@ -79,4 +81,6 @@ export enum SystemName {
|
||||||
SKILL = 'SkillSystem',
|
SKILL = 'SkillSystem',
|
||||||
STEALTH = 'StealthSystem',
|
STEALTH = 'StealthSystem',
|
||||||
HEALTH_REGEN = 'HealthRegenerationSystem',
|
HEALTH_REGEN = 'HealthRegenerationSystem',
|
||||||
|
MUSIC = 'MusicSystem',
|
||||||
|
SOUND_EFFECTS = 'SoundEffectsSystem',
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -143,7 +143,7 @@ export class Engine {
|
||||||
| undefined;
|
| undefined;
|
||||||
const gameState = menuSystem ? menuSystem.getGameState() : GameState.PLAYING;
|
const gameState = menuSystem ? menuSystem.getGameState() : GameState.PLAYING;
|
||||||
const isPaused = [GameState.PAUSED, GameState.START, GameState.GAME_OVER].includes(gameState);
|
const isPaused = [GameState.PAUSED, GameState.START, GameState.GAME_OVER].includes(gameState);
|
||||||
const unskippedSystems = [SystemName.MENU, SystemName.UI, SystemName.RENDER];
|
const unskippedSystems = [SystemName.MENU, SystemName.UI, SystemName.RENDER, SystemName.MUSIC];
|
||||||
|
|
||||||
this.systems.forEach((system) => {
|
this.systems.forEach((system) => {
|
||||||
if (isPaused && !unskippedSystems.includes(system.name as SystemName)) {
|
if (isPaused && !unskippedSystems.includes(system.name as SystemName)) {
|
||||||
|
|
|
||||||
|
|
@ -11,7 +11,6 @@ export class Entity {
|
||||||
private components: Map<string, Component>;
|
private components: Map<string, Component>;
|
||||||
active: boolean;
|
active: boolean;
|
||||||
|
|
||||||
// Optional dynamic properties for specific entity types
|
|
||||||
owner?: number;
|
owner?: number;
|
||||||
startX?: number;
|
startX?: number;
|
||||||
startY?: number;
|
startY?: number;
|
||||||
|
|
|
||||||
|
|
@ -11,6 +11,9 @@ export enum Events {
|
||||||
SKILL_LEARNED = 'skills:learned',
|
SKILL_LEARNED = 'skills:learned',
|
||||||
ATTACK_PERFORMED = 'combat:attack_performed',
|
ATTACK_PERFORMED = 'combat:attack_performed',
|
||||||
SKILL_COOLDOWN_STARTED = 'skills:cooldown_started',
|
SKILL_COOLDOWN_STARTED = 'skills:cooldown_started',
|
||||||
|
ABSORPTION = 'absorption:absorbed',
|
||||||
|
PROJECTILE_CREATED = 'projectile:created',
|
||||||
|
PROJECTILE_IMPACT = 'projectile:impact',
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
|
||||||
269
src/core/Music.ts
Normal file
269
src/core/Music.ts
Normal file
|
|
@ -0,0 +1,269 @@
|
||||||
|
/**
|
||||||
|
* Note class - represents a single musical note
|
||||||
|
*/
|
||||||
|
export class Note {
|
||||||
|
frequency: number;
|
||||||
|
duration: number;
|
||||||
|
|
||||||
|
constructor(str: string) {
|
||||||
|
const couple = str.split(/\s+/);
|
||||||
|
this.frequency = Note.getFrequency(couple[0]) || 0;
|
||||||
|
this.duration = Note.getDuration(couple[1]) || 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert a note name (e.g. 'A4') to a frequency (e.g. 440.00)
|
||||||
|
*/
|
||||||
|
static getFrequency(name: string): number {
|
||||||
|
const enharmonics = 'B#-C|C#-Db|D|D#-Eb|E-Fb|E#-F|F#-Gb|G|G#-Ab|A|A#-Bb|B-Cb';
|
||||||
|
const middleC = 440 * Math.pow(Math.pow(2, 1 / 12), -9);
|
||||||
|
const octaveOffset = 4;
|
||||||
|
const num = /(\d+)/;
|
||||||
|
const offsets: Record<string, number> = {};
|
||||||
|
|
||||||
|
enharmonics.split('|').forEach((val, i) => {
|
||||||
|
val.split('-').forEach((note) => {
|
||||||
|
offsets[note] = i;
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
const couple = name.split(num);
|
||||||
|
const distance = offsets[couple[0]] ?? 0;
|
||||||
|
const octaveDiff = parseInt(couple[1] || String(octaveOffset), 10) - octaveOffset;
|
||||||
|
const freq = middleC * Math.pow(Math.pow(2, 1 / 12), distance);
|
||||||
|
return freq * Math.pow(2, octaveDiff);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert a duration string (e.g. 'q') to a number (e.g. 1)
|
||||||
|
*/
|
||||||
|
static getDuration(symbol: string): number {
|
||||||
|
const numeric = /^[0-9.]+$/;
|
||||||
|
if (numeric.test(symbol)) {
|
||||||
|
return parseFloat(symbol);
|
||||||
|
}
|
||||||
|
return symbol
|
||||||
|
.toLowerCase()
|
||||||
|
.split('')
|
||||||
|
.reduce((prev, curr) => {
|
||||||
|
return (
|
||||||
|
prev +
|
||||||
|
(curr === 'w'
|
||||||
|
? 4
|
||||||
|
: curr === 'h'
|
||||||
|
? 2
|
||||||
|
: curr === 'q'
|
||||||
|
? 1
|
||||||
|
: curr === 'e'
|
||||||
|
? 0.5
|
||||||
|
: curr === 's'
|
||||||
|
? 0.25
|
||||||
|
: 0)
|
||||||
|
);
|
||||||
|
}, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sequence class - manages playback of musical sequences
|
||||||
|
*/
|
||||||
|
export class Sequence {
|
||||||
|
ac: AudioContext;
|
||||||
|
tempo: number;
|
||||||
|
loop: boolean;
|
||||||
|
smoothing: number;
|
||||||
|
staccato: number;
|
||||||
|
notes: Note[];
|
||||||
|
gain: GainNode;
|
||||||
|
bass: BiquadFilterNode | null;
|
||||||
|
mid: BiquadFilterNode | null;
|
||||||
|
treble: BiquadFilterNode | null;
|
||||||
|
waveType: OscillatorType | 'custom';
|
||||||
|
customWave?: [Float32Array, Float32Array];
|
||||||
|
osc: OscillatorNode | null;
|
||||||
|
|
||||||
|
constructor(ac?: AudioContext, tempo = 120, arr?: (Note | string)[]) {
|
||||||
|
this.ac = ac || new AudioContext();
|
||||||
|
this.tempo = tempo;
|
||||||
|
this.loop = true;
|
||||||
|
this.smoothing = 0;
|
||||||
|
this.staccato = 0;
|
||||||
|
this.notes = [];
|
||||||
|
this.bass = null;
|
||||||
|
this.mid = null;
|
||||||
|
this.treble = null;
|
||||||
|
this.osc = null;
|
||||||
|
this.waveType = 'square';
|
||||||
|
this.gain = this.ac.createGain();
|
||||||
|
this.createFxNodes();
|
||||||
|
if (arr) {
|
||||||
|
this.push(...arr);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create gain and EQ nodes, then connect them
|
||||||
|
*/
|
||||||
|
createFxNodes(): void {
|
||||||
|
const eq: Array<[string, number]> = [
|
||||||
|
['bass', 100],
|
||||||
|
['mid', 1000],
|
||||||
|
['treble', 2500],
|
||||||
|
];
|
||||||
|
let prev: AudioNode = this.gain;
|
||||||
|
|
||||||
|
eq.forEach((config) => {
|
||||||
|
const filter = this.ac.createBiquadFilter();
|
||||||
|
filter.type = 'peaking';
|
||||||
|
filter.frequency.value = config[1];
|
||||||
|
prev.connect(filter);
|
||||||
|
prev = filter;
|
||||||
|
|
||||||
|
if (config[0] === 'bass') {
|
||||||
|
this.bass = filter;
|
||||||
|
} else if (config[0] === 'mid') {
|
||||||
|
this.mid = filter;
|
||||||
|
} else if (config[0] === 'treble') {
|
||||||
|
this.treble = filter;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
prev.connect(this.ac.destination);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Accepts Note instances or strings (e.g. 'A4 e')
|
||||||
|
*/
|
||||||
|
push(...notes: (Note | string)[]): this {
|
||||||
|
notes.forEach((note) => {
|
||||||
|
this.notes.push(note instanceof Note ? note : new Note(note));
|
||||||
|
});
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create a custom waveform
|
||||||
|
*/
|
||||||
|
createCustomWave(real: number[], imag?: number[]): void {
|
||||||
|
if (!imag) {
|
||||||
|
imag = real;
|
||||||
|
}
|
||||||
|
this.waveType = 'custom';
|
||||||
|
this.customWave = [new Float32Array(real), new Float32Array(imag)];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Recreate the oscillator node (happens on every play)
|
||||||
|
*/
|
||||||
|
createOscillator(): this {
|
||||||
|
this.stop();
|
||||||
|
this.osc = this.ac.createOscillator();
|
||||||
|
|
||||||
|
if (this.customWave) {
|
||||||
|
this.osc.setPeriodicWave(this.ac.createPeriodicWave(this.customWave[0], this.customWave[1]));
|
||||||
|
} else {
|
||||||
|
this.osc.type = this.waveType === 'custom' ? 'square' : this.waveType;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (this.gain) {
|
||||||
|
this.osc.connect(this.gain);
|
||||||
|
}
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Schedule a note to play at the given time
|
||||||
|
*/
|
||||||
|
scheduleNote(index: number, when: number): number {
|
||||||
|
const duration = (60 / this.tempo) * this.notes[index].duration;
|
||||||
|
const cutoff = duration * (1 - (this.staccato || 0));
|
||||||
|
|
||||||
|
this.setFrequency(this.notes[index].frequency, when);
|
||||||
|
|
||||||
|
if (this.smoothing && this.notes[index].frequency) {
|
||||||
|
this.slide(index, when, cutoff);
|
||||||
|
}
|
||||||
|
|
||||||
|
this.setFrequency(0, when + cutoff);
|
||||||
|
return when + duration;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get the next note
|
||||||
|
*/
|
||||||
|
getNextNote(index: number): Note {
|
||||||
|
return this.notes[index < this.notes.length - 1 ? index + 1 : 0];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* How long do we wait before beginning the slide?
|
||||||
|
*/
|
||||||
|
getSlideStartDelay(duration: number): number {
|
||||||
|
return duration - Math.min(duration, (60 / this.tempo) * this.smoothing);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Slide the note at index into the next note
|
||||||
|
*/
|
||||||
|
slide(index: number, when: number, cutoff: number): this {
|
||||||
|
const next = this.getNextNote(index);
|
||||||
|
const start = this.getSlideStartDelay(cutoff);
|
||||||
|
this.setFrequency(this.notes[index].frequency, when + start);
|
||||||
|
this.rampFrequency(next.frequency, when + cutoff);
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Set frequency at time
|
||||||
|
*/
|
||||||
|
setFrequency(freq: number, when: number): this {
|
||||||
|
if (this.osc) {
|
||||||
|
this.osc.frequency.setValueAtTime(freq, when);
|
||||||
|
}
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Ramp to frequency at time
|
||||||
|
*/
|
||||||
|
rampFrequency(freq: number, when: number): this {
|
||||||
|
if (this.osc) {
|
||||||
|
this.osc.frequency.linearRampToValueAtTime(freq, when);
|
||||||
|
}
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Run through all notes in the sequence and schedule them
|
||||||
|
*/
|
||||||
|
play(when?: number): this {
|
||||||
|
const startTime = typeof when === 'number' ? when : this.ac.currentTime;
|
||||||
|
|
||||||
|
this.createOscillator();
|
||||||
|
if (this.osc) {
|
||||||
|
this.osc.start(startTime);
|
||||||
|
|
||||||
|
let currentTime = startTime;
|
||||||
|
this.notes.forEach((_note, i) => {
|
||||||
|
currentTime = this.scheduleNote(i, currentTime);
|
||||||
|
});
|
||||||
|
|
||||||
|
this.osc.stop(currentTime);
|
||||||
|
this.osc.onended = this.loop ? () => this.play(currentTime) : null;
|
||||||
|
}
|
||||||
|
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Stop playback
|
||||||
|
*/
|
||||||
|
stop(): this {
|
||||||
|
if (this.osc) {
|
||||||
|
this.osc.onended = null;
|
||||||
|
this.osc.disconnect();
|
||||||
|
this.osc = null;
|
||||||
|
}
|
||||||
|
return this;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -1,57 +1,58 @@
|
||||||
/**
|
/**
|
||||||
* Simple 5x7 Matrix Pixel Font data.
|
* Simple 5x7 Matrix Pixel Font data.
|
||||||
* Each character is represented by an array of 7 integers, where each integer is a 5-bit mask.
|
* Each character is represented by an array of 7 integers, where each integer is a 5-bit mask.
|
||||||
|
* Using Map for better minification/mangling support.
|
||||||
*/
|
*/
|
||||||
const FONT_DATA: Record<string, number[]> = {
|
const FONT_DATA = new Map<string, readonly number[]>([
|
||||||
A: [0x0e, 0x11, 0x11, 0x1f, 0x11, 0x11, 0x11],
|
['A', [0x0e, 0x11, 0x11, 0x1f, 0x11, 0x11, 0x11]],
|
||||||
B: [0x1e, 0x11, 0x11, 0x1e, 0x11, 0x11, 0x1e],
|
['B', [0x1e, 0x11, 0x11, 0x1e, 0x11, 0x11, 0x1e]],
|
||||||
C: [0x0e, 0x11, 0x11, 0x10, 0x11, 0x11, 0x0e],
|
['C', [0x0e, 0x11, 0x11, 0x10, 0x11, 0x11, 0x0e]],
|
||||||
D: [0x1e, 0x11, 0x11, 0x11, 0x11, 0x11, 0x1e],
|
['D', [0x1e, 0x11, 0x11, 0x11, 0x11, 0x11, 0x1e]],
|
||||||
E: [0x1f, 0x10, 0x10, 0x1e, 0x10, 0x10, 0x1f],
|
['E', [0x1f, 0x10, 0x10, 0x1e, 0x10, 0x10, 0x1f]],
|
||||||
F: [0x1f, 0x10, 0x10, 0x1e, 0x10, 0x10, 0x10],
|
['F', [0x1f, 0x10, 0x10, 0x1e, 0x10, 0x10, 0x10]],
|
||||||
G: [0x0f, 0x10, 0x10, 0x17, 0x11, 0x11, 0x0f],
|
['G', [0x0f, 0x10, 0x10, 0x17, 0x11, 0x11, 0x0f]],
|
||||||
H: [0x11, 0x11, 0x11, 0x1f, 0x11, 0x11, 0x11],
|
['H', [0x11, 0x11, 0x11, 0x1f, 0x11, 0x11, 0x11]],
|
||||||
I: [0x0e, 0x04, 0x04, 0x04, 0x04, 0x04, 0x0e],
|
['I', [0x0e, 0x04, 0x04, 0x04, 0x04, 0x04, 0x0e]],
|
||||||
J: [0x07, 0x02, 0x02, 0x02, 0x02, 0x12, 0x0c],
|
['J', [0x07, 0x02, 0x02, 0x02, 0x02, 0x12, 0x0c]],
|
||||||
K: [0x11, 0x12, 0x14, 0x18, 0x14, 0x12, 0x11],
|
['K', [0x11, 0x12, 0x14, 0x18, 0x14, 0x12, 0x11]],
|
||||||
L: [0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x1f],
|
['L', [0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x1f]],
|
||||||
M: [0x11, 0x1b, 0x15, 0x15, 0x11, 0x11, 0x11],
|
['M', [0x11, 0x1b, 0x15, 0x15, 0x11, 0x11, 0x11]],
|
||||||
N: [0x11, 0x11, 0x19, 0x15, 0x13, 0x11, 0x11],
|
['N', [0x11, 0x11, 0x19, 0x15, 0x13, 0x11, 0x11]],
|
||||||
O: [0x0e, 0x11, 0x11, 0x11, 0x11, 0x11, 0x0e],
|
['O', [0x0e, 0x11, 0x11, 0x11, 0x11, 0x11, 0x0e]],
|
||||||
P: [0x1e, 0x11, 0x11, 0x1e, 0x10, 0x10, 0x10],
|
['P', [0x1e, 0x11, 0x11, 0x1e, 0x10, 0x10, 0x10]],
|
||||||
Q: [0x0e, 0x11, 0x11, 0x11, 0x15, 0x12, 0x0d],
|
['Q', [0x0e, 0x11, 0x11, 0x11, 0x15, 0x12, 0x0d]],
|
||||||
R: [0x1e, 0x11, 0x11, 0x1e, 0x14, 0x12, 0x11],
|
['R', [0x1e, 0x11, 0x11, 0x1e, 0x14, 0x12, 0x11]],
|
||||||
S: [0x0e, 0x11, 0x10, 0x0e, 0x01, 0x11, 0x0e],
|
['S', [0x0e, 0x11, 0x10, 0x0e, 0x01, 0x11, 0x0e]],
|
||||||
T: [0x1f, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04],
|
['T', [0x1f, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04]],
|
||||||
U: [0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x0e],
|
['U', [0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x0e]],
|
||||||
V: [0x11, 0x11, 0x11, 0x11, 0x11, 0x0a, 0x04],
|
['V', [0x11, 0x11, 0x11, 0x11, 0x11, 0x0a, 0x04]],
|
||||||
W: [0x11, 0x11, 0x11, 0x15, 0x15, 0x1b, 0x11],
|
['W', [0x11, 0x11, 0x11, 0x15, 0x15, 0x1b, 0x11]],
|
||||||
X: [0x11, 0x11, 0x0a, 0x04, 0x0a, 0x11, 0x11],
|
['X', [0x11, 0x11, 0x0a, 0x04, 0x0a, 0x11, 0x11]],
|
||||||
Y: [0x11, 0x11, 0x0a, 0x04, 0x04, 0x04, 0x04],
|
['Y', [0x11, 0x11, 0x0a, 0x04, 0x04, 0x04, 0x04]],
|
||||||
Z: [0x1f, 0x01, 0x02, 0x04, 0x08, 0x10, 0x1f],
|
['Z', [0x1f, 0x01, 0x02, 0x04, 0x08, 0x10, 0x1f]],
|
||||||
'0': [0x0e, 0x11, 0x13, 0x15, 0x19, 0x11, 0x0e],
|
['0', [0x0e, 0x11, 0x13, 0x15, 0x19, 0x11, 0x0e]],
|
||||||
'1': [0x04, 0x0c, 0x04, 0x04, 0x04, 0x04, 0x0e],
|
['1', [0x04, 0x0c, 0x04, 0x04, 0x04, 0x04, 0x0e]],
|
||||||
'2': [0x0e, 0x11, 0x01, 0x02, 0x04, 0x08, 0x1f],
|
['2', [0x0e, 0x11, 0x01, 0x02, 0x04, 0x08, 0x1f]],
|
||||||
'3': [0x1f, 0x02, 0x04, 0x02, 0x01, 0x11, 0x0e],
|
['3', [0x1f, 0x02, 0x04, 0x02, 0x01, 0x11, 0x0e]],
|
||||||
'4': [0x02, 0x06, 0x0a, 0x12, 0x1f, 0x02, 0x02],
|
['4', [0x02, 0x06, 0x0a, 0x12, 0x1f, 0x02, 0x02]],
|
||||||
'5': [0x1f, 0x10, 0x1e, 0x01, 0x01, 0x11, 0x0e],
|
['5', [0x1f, 0x10, 0x1e, 0x01, 0x01, 0x11, 0x0e]],
|
||||||
'6': [0x06, 0x08, 0x10, 0x1e, 0x11, 0x11, 0x0e],
|
['6', [0x06, 0x08, 0x10, 0x1e, 0x11, 0x11, 0x0e]],
|
||||||
'7': [0x1f, 0x01, 0x02, 0x04, 0x08, 0x08, 0x08],
|
['7', [0x1f, 0x01, 0x02, 0x04, 0x08, 0x08, 0x08]],
|
||||||
'8': [0x0e, 0x11, 0x11, 0x0e, 0x11, 0x11, 0x0e],
|
['8', [0x0e, 0x11, 0x11, 0x0e, 0x11, 0x11, 0x0e]],
|
||||||
'9': [0x0e, 0x11, 0x11, 0x0f, 0x01, 0x02, 0x0c],
|
['9', [0x0e, 0x11, 0x11, 0x0f, 0x01, 0x02, 0x0c]],
|
||||||
':': [0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00],
|
[':', [0x00, 0x04, 0x00, 0x00, 0x00, 0x04, 0x00]],
|
||||||
'.': [0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00],
|
['.', [0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00]],
|
||||||
',': [0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x08],
|
[',', [0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x08]],
|
||||||
'!': [0x04, 0x04, 0x04, 0x04, 0x04, 0x00, 0x04],
|
['!', [0x04, 0x04, 0x04, 0x04, 0x04, 0x00, 0x04]],
|
||||||
'?': [0x0e, 0x11, 0x01, 0x02, 0x04, 0x00, 0x04],
|
['?', [0x0e, 0x11, 0x01, 0x02, 0x04, 0x00, 0x04]],
|
||||||
'+': [0x00, 0x04, 0x04, 0x1f, 0x04, 0x04, 0x00],
|
['+', [0x00, 0x04, 0x04, 0x1f, 0x04, 0x04, 0x00]],
|
||||||
'-': [0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x00],
|
['-', [0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x00]],
|
||||||
'/': [0x01, 0x02, 0x04, 0x08, 0x10, 0x10, 0x10],
|
['/', [0x01, 0x02, 0x04, 0x08, 0x10, 0x10, 0x10]],
|
||||||
'(': [0x02, 0x04, 0x04, 0x04, 0x04, 0x04, 0x02],
|
['(', [0x02, 0x04, 0x04, 0x04, 0x04, 0x04, 0x02]],
|
||||||
')': [0x08, 0x04, 0x04, 0x04, 0x04, 0x04, 0x08],
|
[')', [0x08, 0x04, 0x04, 0x04, 0x04, 0x04, 0x08]],
|
||||||
' ': [0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00],
|
[' ', [0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00]],
|
||||||
'|': [0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04],
|
['|', [0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04]],
|
||||||
};
|
]);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Utility class for rendering text using a custom pixel font.
|
* Utility class for rendering text using a custom pixel font.
|
||||||
|
|
@ -80,7 +81,8 @@ export const PixelFont = {
|
||||||
|
|
||||||
const chars = text.toUpperCase().split('');
|
const chars = text.toUpperCase().split('');
|
||||||
chars.forEach((char) => {
|
chars.forEach((char) => {
|
||||||
const glyph = FONT_DATA[char] || FONT_DATA['?'];
|
const glyph = FONT_DATA.get(char) || FONT_DATA.get('?');
|
||||||
|
if (!glyph) return;
|
||||||
for (let row = 0; row < 7; row++) {
|
for (let row = 0; row < 7; row++) {
|
||||||
for (let col = 0; col < 5; col++) {
|
for (let col = 0; col < 5; col++) {
|
||||||
if ((glyph[row] >> (4 - col)) & 1) {
|
if ((glyph[row] >> (4 - col)) & 1) {
|
||||||
|
|
|
||||||
49
src/main.ts
49
src/main.ts
|
|
@ -15,6 +15,8 @@ import { MenuSystem } from './systems/MenuSystem.ts';
|
||||||
import { RenderSystem } from './systems/RenderSystem.ts';
|
import { RenderSystem } from './systems/RenderSystem.ts';
|
||||||
import { UISystem } from './systems/UISystem.ts';
|
import { UISystem } from './systems/UISystem.ts';
|
||||||
import { VFXSystem } from './systems/VFXSystem.ts';
|
import { VFXSystem } from './systems/VFXSystem.ts';
|
||||||
|
import { MusicSystem } from './systems/MusicSystem.ts';
|
||||||
|
import { SoundEffectsSystem } from './systems/SoundEffectsSystem.ts';
|
||||||
|
|
||||||
import { Position } from './components/Position.ts';
|
import { Position } from './components/Position.ts';
|
||||||
import { Velocity } from './components/Velocity.ts';
|
import { Velocity } from './components/Velocity.ts';
|
||||||
|
|
@ -30,9 +32,13 @@ import { AI } from './components/AI.ts';
|
||||||
import { Absorbable } from './components/Absorbable.ts';
|
import { Absorbable } from './components/Absorbable.ts';
|
||||||
import { SkillProgress } from './components/SkillProgress.ts';
|
import { SkillProgress } from './components/SkillProgress.ts';
|
||||||
import { Intent } from './components/Intent.ts';
|
import { Intent } from './components/Intent.ts';
|
||||||
|
import { Music } from './components/Music.ts';
|
||||||
|
import { SoundEffects } from './components/SoundEffects.ts';
|
||||||
|
|
||||||
import { EntityType, ComponentType } from './core/Constants.ts';
|
import { EntityType, ComponentType } from './core/Constants.ts';
|
||||||
import type { Entity } from './core/Entity.ts';
|
import type { Entity } from './core/Entity.ts';
|
||||||
|
import { setupMusic, setupMusicHandlers } from './config/MusicConfig.ts';
|
||||||
|
import { setupSFX } from './config/SFXConfig.ts';
|
||||||
|
|
||||||
const canvas = document.getElementById('game-canvas') as HTMLCanvasElement;
|
const canvas = document.getElementById('game-canvas') as HTMLCanvasElement;
|
||||||
if (!canvas) {
|
if (!canvas) {
|
||||||
|
|
@ -42,6 +48,8 @@ if (!canvas) {
|
||||||
|
|
||||||
engine.addSystem(new MenuSystem(engine));
|
engine.addSystem(new MenuSystem(engine));
|
||||||
engine.addSystem(new InputSystem());
|
engine.addSystem(new InputSystem());
|
||||||
|
engine.addSystem(new MusicSystem());
|
||||||
|
engine.addSystem(new SoundEffectsSystem());
|
||||||
engine.addSystem(new PlayerControllerSystem());
|
engine.addSystem(new PlayerControllerSystem());
|
||||||
engine.addSystem(new StealthSystem());
|
engine.addSystem(new StealthSystem());
|
||||||
engine.addSystem(new AISystem());
|
engine.addSystem(new AISystem());
|
||||||
|
|
@ -143,17 +151,50 @@ if (!canvas) {
|
||||||
}
|
}
|
||||||
}, 5000);
|
}, 5000);
|
||||||
|
|
||||||
|
const musicSystem = engine.systems.find((s) => s.name === 'MusicSystem') as
|
||||||
|
| MusicSystem
|
||||||
|
| undefined;
|
||||||
|
if (musicSystem) {
|
||||||
|
const musicEntity = engine.createEntity();
|
||||||
|
const music = new Music();
|
||||||
|
const audioCtx = musicSystem.getAudioContext();
|
||||||
|
|
||||||
|
setupMusic(music, audioCtx);
|
||||||
|
musicEntity.addComponent(music);
|
||||||
|
setupMusicHandlers(music, musicSystem, canvas);
|
||||||
|
|
||||||
|
const sfxSystem = engine.systems.find((s) => s.name === 'SoundEffectsSystem') as
|
||||||
|
| SoundEffectsSystem
|
||||||
|
| undefined;
|
||||||
|
if (sfxSystem) {
|
||||||
|
const sfxEntity = engine.createEntity();
|
||||||
|
const sfx = new SoundEffects(audioCtx);
|
||||||
|
setupSFX(sfx, audioCtx);
|
||||||
|
sfxEntity.addComponent(sfx);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
canvas.addEventListener('click', () => {
|
||||||
|
canvas.focus();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
canvas.focus();
|
canvas.focus();
|
||||||
engine.start();
|
engine.start();
|
||||||
|
|
||||||
interface WindowWithGame {
|
interface WindowWithGame {
|
||||||
gameEngine?: Engine;
|
gameEngine?: Engine;
|
||||||
player?: Entity;
|
player?: Entity;
|
||||||
|
music?: Music;
|
||||||
}
|
}
|
||||||
(window as WindowWithGame).gameEngine = engine;
|
(window as WindowWithGame).gameEngine = engine;
|
||||||
(window as WindowWithGame).player = player;
|
(window as WindowWithGame).player = player;
|
||||||
|
if (musicSystem) {
|
||||||
canvas.addEventListener('click', () => {
|
const musicEntity = engine.getEntities().find((e) => e.hasComponent(ComponentType.MUSIC));
|
||||||
canvas.focus();
|
if (musicEntity) {
|
||||||
});
|
const music = musicEntity.getComponent<Music>(ComponentType.MUSIC);
|
||||||
|
if (music) {
|
||||||
|
(window as WindowWithGame).music = music;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,6 @@
|
||||||
import { Skill } from '../Skill.ts';
|
import { Skill } from '../Skill.ts';
|
||||||
import { ComponentType, SystemName, EntityType } from '../../core/Constants.ts';
|
import { ComponentType, SystemName, EntityType } from '../../core/Constants.ts';
|
||||||
|
import { Events } from '../../core/EventBus.ts';
|
||||||
import { Position } from '../../components/Position.ts';
|
import { Position } from '../../components/Position.ts';
|
||||||
import { Velocity } from '../../components/Velocity.ts';
|
import { Velocity } from '../../components/Velocity.ts';
|
||||||
import { Sprite } from '../../components/Sprite.ts';
|
import { Sprite } from '../../components/Sprite.ts';
|
||||||
|
|
@ -89,6 +90,12 @@ export class SlimeGun extends Skill {
|
||||||
projectile.maxRange = this.range;
|
projectile.maxRange = this.range;
|
||||||
projectile.lifetime = this.range / this.speed + 1.0;
|
projectile.lifetime = this.range / this.speed + 1.0;
|
||||||
|
|
||||||
|
engine.emit(Events.PROJECTILE_CREATED, {
|
||||||
|
x: startX,
|
||||||
|
y: startY,
|
||||||
|
angle: shootAngle,
|
||||||
|
});
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -33,7 +33,8 @@ export class AISystem extends System {
|
||||||
const playerController = this.engine.systems.find(
|
const playerController = this.engine.systems.find(
|
||||||
(s) => s.name === SystemName.PLAYER_CONTROLLER
|
(s) => s.name === SystemName.PLAYER_CONTROLLER
|
||||||
) as PlayerControllerSystem | undefined;
|
) as PlayerControllerSystem | undefined;
|
||||||
const player = playerController ? playerController.getPlayerEntity() : null;
|
const player = playerController?.getPlayerEntity();
|
||||||
|
if (!player) return;
|
||||||
const playerPos = player?.getComponent<Position>(ComponentType.POSITION);
|
const playerPos = player?.getComponent<Position>(ComponentType.POSITION);
|
||||||
const config = GameConfig.AI;
|
const config = GameConfig.AI;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -143,6 +143,8 @@ export class AbsorptionSystem extends System {
|
||||||
vfxSystem.createAbsorption(entityPos.x, entityPos.y);
|
vfxSystem.createAbsorption(entityPos.x, entityPos.y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
this.engine.emit(Events.ABSORPTION, { entity });
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
|
||||||
76
src/systems/MusicSystem.ts
Normal file
76
src/systems/MusicSystem.ts
Normal file
|
|
@ -0,0 +1,76 @@
|
||||||
|
import { System } from '../core/System.ts';
|
||||||
|
import { SystemName, ComponentType, GameState } from '../core/Constants.ts';
|
||||||
|
import type { Entity } from '../core/Entity.ts';
|
||||||
|
import type { Engine } from '../core/Engine.ts';
|
||||||
|
import type { Music } from '../components/Music.ts';
|
||||||
|
import type { MenuSystem } from './MenuSystem.ts';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* System responsible for managing background music playback.
|
||||||
|
*/
|
||||||
|
export class MusicSystem extends System {
|
||||||
|
private audioContext: AudioContext | null;
|
||||||
|
private wasPaused: boolean;
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
super(SystemName.MUSIC);
|
||||||
|
this.requiredComponents = [ComponentType.MUSIC];
|
||||||
|
this.priority = 5;
|
||||||
|
this.audioContext = null;
|
||||||
|
this.wasPaused = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Initialize the audio context when system is added to engine.
|
||||||
|
*/
|
||||||
|
init(engine: Engine): void {
|
||||||
|
super.init(engine);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Process music entities - ensures audio context exists and handles pause/resume.
|
||||||
|
*/
|
||||||
|
process(_deltaTime: number, entities: Entity[]): void {
|
||||||
|
const menuSystem = this.engine.systems.find((s) => s.name === SystemName.MENU) as
|
||||||
|
| MenuSystem
|
||||||
|
| undefined;
|
||||||
|
const gameState = menuSystem ? menuSystem.getGameState() : GameState.PLAYING;
|
||||||
|
const isPaused = gameState === GameState.PAUSED;
|
||||||
|
|
||||||
|
entities.forEach((entity) => {
|
||||||
|
const music = entity.getComponent<Music>(ComponentType.MUSIC);
|
||||||
|
if (!music) return;
|
||||||
|
|
||||||
|
if (!this.audioContext) {
|
||||||
|
this.audioContext = new AudioContext();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isPaused && !this.wasPaused) {
|
||||||
|
music.pause();
|
||||||
|
this.wasPaused = true;
|
||||||
|
} else if (!isPaused && this.wasPaused) {
|
||||||
|
music.resume();
|
||||||
|
this.wasPaused = false;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get or create the shared audio context.
|
||||||
|
*/
|
||||||
|
getAudioContext(): AudioContext {
|
||||||
|
if (!this.audioContext) {
|
||||||
|
this.audioContext = new AudioContext();
|
||||||
|
}
|
||||||
|
return this.audioContext;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Resume audio context (required after user interaction).
|
||||||
|
*/
|
||||||
|
resumeAudioContext(): void {
|
||||||
|
if (this.audioContext && this.audioContext.state === 'suspended') {
|
||||||
|
this.audioContext.resume();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -75,6 +75,12 @@ export class ProjectileSystem extends System {
|
||||||
if (targetHealthComp) {
|
if (targetHealthComp) {
|
||||||
targetHealthComp.takeDamage(damage);
|
targetHealthComp.takeDamage(damage);
|
||||||
|
|
||||||
|
this.engine.emit(Events.PROJECTILE_IMPACT, {
|
||||||
|
x: position.x,
|
||||||
|
y: position.y,
|
||||||
|
damage,
|
||||||
|
});
|
||||||
|
|
||||||
const vfxSystem = this.engine.systems.find((s) => s.name === SystemName.VFX) as
|
const vfxSystem = this.engine.systems.find((s) => s.name === SystemName.VFX) as
|
||||||
| VFXSystem
|
| VFXSystem
|
||||||
| undefined;
|
| undefined;
|
||||||
|
|
|
||||||
|
|
@ -179,7 +179,6 @@ export class RenderSystem extends System {
|
||||||
let frames = spriteData[sprite.animationState as string] || spriteData[AnimationState.IDLE];
|
let frames = spriteData[sprite.animationState as string] || spriteData[AnimationState.IDLE];
|
||||||
|
|
||||||
if (!frames || !Array.isArray(frames)) {
|
if (!frames || !Array.isArray(frames)) {
|
||||||
// Fallback to default slime animation if data structure is unexpected
|
|
||||||
frames = SpriteLibrary[EntityType.SLIME][AnimationState.IDLE];
|
frames = SpriteLibrary[EntityType.SLIME][AnimationState.IDLE];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -414,28 +413,24 @@ export class RenderSystem extends System {
|
||||||
*/
|
*/
|
||||||
drawGlowEffect(sprite: Sprite): void {
|
drawGlowEffect(sprite: Sprite): void {
|
||||||
const ctx = this.ctx;
|
const ctx = this.ctx;
|
||||||
const time = Date.now() * 0.001; // Time in seconds for pulsing
|
const time = Date.now() * 0.001;
|
||||||
const pulse = 0.5 + Math.sin(time * 3) * 0.3; // Pulsing between 0.2 and 0.8
|
const pulse = 0.5 + Math.sin(time * 3) * 0.3;
|
||||||
const baseRadius = Math.max(sprite.width, sprite.height) / 2;
|
const baseRadius = Math.max(sprite.width, sprite.height) / 2;
|
||||||
const glowRadius = baseRadius + 4 + pulse * 2;
|
const glowRadius = baseRadius + 4 + pulse * 2;
|
||||||
|
|
||||||
// Create radial gradient for soft glow
|
|
||||||
const gradient = ctx.createRadialGradient(0, 0, baseRadius, 0, 0, glowRadius);
|
const gradient = ctx.createRadialGradient(0, 0, baseRadius, 0, 0, glowRadius);
|
||||||
gradient.addColorStop(0, `rgba(255, 255, 255, ${0.4 * pulse})`);
|
gradient.addColorStop(0, `rgba(255, 255, 255, ${0.4 * pulse})`);
|
||||||
gradient.addColorStop(0.5, `rgba(0, 230, 255, ${0.3 * pulse})`);
|
gradient.addColorStop(0.5, `rgba(0, 230, 255, ${0.3 * pulse})`);
|
||||||
gradient.addColorStop(1, 'rgba(0, 230, 255, 0)');
|
gradient.addColorStop(1, 'rgba(0, 230, 255, 0)');
|
||||||
|
|
||||||
// Draw multiple layers for a softer glow effect
|
|
||||||
ctx.save();
|
ctx.save();
|
||||||
ctx.globalCompositeOperation = 'screen';
|
ctx.globalCompositeOperation = 'screen';
|
||||||
|
|
||||||
// Outer glow layer
|
|
||||||
ctx.fillStyle = gradient;
|
ctx.fillStyle = gradient;
|
||||||
ctx.beginPath();
|
ctx.beginPath();
|
||||||
ctx.arc(0, 0, glowRadius, 0, Math.PI * 2);
|
ctx.arc(0, 0, glowRadius, 0, Math.PI * 2);
|
||||||
ctx.fill();
|
ctx.fill();
|
||||||
|
|
||||||
// Inner bright core
|
|
||||||
const innerGradient = ctx.createRadialGradient(0, 0, 0, 0, 0, baseRadius * 0.6);
|
const innerGradient = ctx.createRadialGradient(0, 0, 0, 0, 0, baseRadius * 0.6);
|
||||||
innerGradient.addColorStop(0, `rgba(255, 255, 255, ${0.6 * pulse})`);
|
innerGradient.addColorStop(0, `rgba(255, 255, 255, ${0.6 * pulse})`);
|
||||||
innerGradient.addColorStop(1, 'rgba(0, 230, 255, 0)');
|
innerGradient.addColorStop(1, 'rgba(0, 230, 255, 0)');
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,7 @@
|
||||||
import { System } from '../core/System.ts';
|
import { System } from '../core/System.ts';
|
||||||
import { SkillRegistry } from '../skills/SkillRegistry.ts';
|
import { SkillRegistry } from '../skills/SkillRegistry.ts';
|
||||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||||
|
import { Events } from '../core/EventBus.ts';
|
||||||
import type { Entity } from '../core/Entity.ts';
|
import type { Entity } from '../core/Entity.ts';
|
||||||
import type { Skills } from '../components/Skills.ts';
|
import type { Skills } from '../components/Skills.ts';
|
||||||
import type { Intent } from '../components/Intent.ts';
|
import type { Intent } from '../components/Intent.ts';
|
||||||
|
|
@ -55,6 +56,7 @@ export class SkillSystem extends System {
|
||||||
if (skills) {
|
if (skills) {
|
||||||
skills.setCooldown(skillId, skill.cooldown);
|
skills.setCooldown(skillId, skill.cooldown);
|
||||||
}
|
}
|
||||||
|
this.engine.emit(Events.SKILL_COOLDOWN_STARTED, { skillId });
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
105
src/systems/SoundEffectsSystem.ts
Normal file
105
src/systems/SoundEffectsSystem.ts
Normal file
|
|
@ -0,0 +1,105 @@
|
||||||
|
import { System } from '../core/System.ts';
|
||||||
|
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||||
|
import { Events } from '../core/EventBus.ts';
|
||||||
|
import type { Entity } from '../core/Entity.ts';
|
||||||
|
import type { Engine } from '../core/Engine.ts';
|
||||||
|
import type { SoundEffects } from '../components/SoundEffects.ts';
|
||||||
|
import type { MusicSystem } from './MusicSystem.ts';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* System responsible for managing sound effects playback.
|
||||||
|
* Follows ECS pattern: system processes entities with SoundEffects component.
|
||||||
|
* Listens to game events and plays appropriate sound effects.
|
||||||
|
*/
|
||||||
|
export class SoundEffectsSystem extends System {
|
||||||
|
private sfxEntity: Entity | null;
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
super(SystemName.SOUND_EFFECTS);
|
||||||
|
this.requiredComponents = [ComponentType.SOUND_EFFECTS];
|
||||||
|
this.priority = 5;
|
||||||
|
this.sfxEntity = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Initialize event listeners when system is added to engine.
|
||||||
|
*/
|
||||||
|
init(engine: Engine): void {
|
||||||
|
super.init(engine);
|
||||||
|
|
||||||
|
this.engine.on(Events.ATTACK_PERFORMED, () => {
|
||||||
|
this.playSound('attack');
|
||||||
|
});
|
||||||
|
|
||||||
|
this.engine.on(Events.DAMAGE_DEALT, () => {
|
||||||
|
this.playSound('damage');
|
||||||
|
});
|
||||||
|
|
||||||
|
this.engine.on(Events.ABSORPTION, () => {
|
||||||
|
this.playSound('absorb');
|
||||||
|
});
|
||||||
|
|
||||||
|
this.engine.on(Events.SKILL_LEARNED, () => {
|
||||||
|
this.playSound('skill');
|
||||||
|
});
|
||||||
|
|
||||||
|
this.engine.on(Events.SKILL_COOLDOWN_STARTED, () => {
|
||||||
|
this.playSound('skill');
|
||||||
|
});
|
||||||
|
|
||||||
|
this.engine.on(Events.PROJECTILE_CREATED, () => {
|
||||||
|
this.playSound('shoot');
|
||||||
|
});
|
||||||
|
|
||||||
|
this.engine.on(Events.PROJECTILE_IMPACT, () => {
|
||||||
|
this.playSound('impact');
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Process sound effect entities - ensures audio context is available.
|
||||||
|
*/
|
||||||
|
process(_deltaTime: number, entities: Entity[]): void {
|
||||||
|
entities.forEach((entity) => {
|
||||||
|
const sfx = entity.getComponent<SoundEffects>(ComponentType.SOUND_EFFECTS);
|
||||||
|
if (!sfx) return;
|
||||||
|
|
||||||
|
if (!this.sfxEntity) {
|
||||||
|
this.sfxEntity = entity;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!sfx.audioContext) {
|
||||||
|
const musicSystem = this.engine.systems.find((s) => s.name === SystemName.MUSIC) as
|
||||||
|
| MusicSystem
|
||||||
|
| undefined;
|
||||||
|
if (musicSystem) {
|
||||||
|
sfx.audioContext = musicSystem.getAudioContext();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Play a sound effect from any entity with SoundEffects component.
|
||||||
|
* @param soundName - The name of the sound to play
|
||||||
|
*/
|
||||||
|
playSound(soundName: string): void {
|
||||||
|
if (this.sfxEntity) {
|
||||||
|
const sfx = this.sfxEntity.getComponent<SoundEffects>(ComponentType.SOUND_EFFECTS);
|
||||||
|
if (sfx) {
|
||||||
|
sfx.play(soundName);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const entities = this.engine.getEntities();
|
||||||
|
for (const entity of entities) {
|
||||||
|
const sfx = entity.getComponent<SoundEffects>(ComponentType.SOUND_EFFECTS);
|
||||||
|
if (sfx) {
|
||||||
|
this.sfxEntity = entity;
|
||||||
|
sfx.play(soundName);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -4,12 +4,14 @@ export default defineConfig({
|
||||||
build: {
|
build: {
|
||||||
minify: 'terser',
|
minify: 'terser',
|
||||||
terserOptions: {
|
terserOptions: {
|
||||||
|
ecma: 2020,
|
||||||
compress: {
|
compress: {
|
||||||
drop_console: true,
|
drop_console: true,
|
||||||
drop_debugger: true,
|
drop_debugger: true,
|
||||||
},
|
},
|
||||||
mangle: {
|
mangle: {
|
||||||
toplevel: true,
|
toplevel: true,
|
||||||
|
properties: true,
|
||||||
},
|
},
|
||||||
format: {
|
format: {
|
||||||
comments: false,
|
comments: false,
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue