Feature/Sound, mangling and minification #6
16 changed files with 739 additions and 14 deletions
88
src/components/Music.ts
Normal file
88
src/components/Music.ts
Normal file
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@ -0,0 +1,88 @@
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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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volume: number;
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enabled: boolean;
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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.volume = 0.5;
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this.enabled = true;
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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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* Stop current playback.
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*/
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stop(): void {
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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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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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@ -30,6 +30,8 @@ export enum ComponentType {
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STEALTH = 'Stealth',
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INTENT = 'Intent',
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INVENTORY = 'Inventory',
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MUSIC = 'Music',
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SOUND_EFFECTS = 'SoundEffects',
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}
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/**
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@ -79,4 +81,6 @@ export enum SystemName {
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SKILL = 'SkillSystem',
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STEALTH = 'StealthSystem',
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HEALTH_REGEN = 'HealthRegenerationSystem',
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MUSIC = 'MusicSystem',
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SOUND_EFFECTS = 'SoundEffectsSystem',
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}
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@ -11,7 +11,6 @@ export class Entity {
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private components: Map<string, Component>;
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active: boolean;
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// Optional dynamic properties for specific entity types
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owner?: number;
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startX?: number;
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startY?: number;
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@ -11,6 +11,9 @@ export enum Events {
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SKILL_LEARNED = 'skills:learned',
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ATTACK_PERFORMED = 'combat:attack_performed',
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SKILL_COOLDOWN_STARTED = 'skills:cooldown_started',
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ABSORPTION = 'absorption:absorbed',
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PROJECTILE_CREATED = 'projectile:created',
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PROJECTILE_IMPACT = 'projectile:impact',
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}
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/**
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269
src/core/Music.ts
Normal file
269
src/core/Music.ts
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@ -0,0 +1,269 @@
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/**
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* Note class - represents a single musical note
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*/
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export class Note {
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frequency: number;
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duration: number;
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constructor(str: string) {
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const couple = str.split(/\s+/);
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this.frequency = Note.getFrequency(couple[0]) || 0;
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this.duration = Note.getDuration(couple[1]) || 0;
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}
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/**
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* Convert a note name (e.g. 'A4') to a frequency (e.g. 440.00)
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*/
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static getFrequency(name: string): number {
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const enharmonics = 'B#-C|C#-Db|D|D#-Eb|E-Fb|E#-F|F#-Gb|G|G#-Ab|A|A#-Bb|B-Cb';
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const middleC = 440 * Math.pow(Math.pow(2, 1 / 12), -9);
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const octaveOffset = 4;
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const num = /(\d+)/;
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const offsets: Record<string, number> = {};
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enharmonics.split('|').forEach((val, i) => {
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val.split('-').forEach((note) => {
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offsets[note] = i;
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});
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});
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const couple = name.split(num);
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const distance = offsets[couple[0]] ?? 0;
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const octaveDiff = parseInt(couple[1] || String(octaveOffset), 10) - octaveOffset;
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const freq = middleC * Math.pow(Math.pow(2, 1 / 12), distance);
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return freq * Math.pow(2, octaveDiff);
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}
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/**
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* Convert a duration string (e.g. 'q') to a number (e.g. 1)
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*/
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static getDuration(symbol: string): number {
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const numeric = /^[0-9.]+$/;
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if (numeric.test(symbol)) {
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return parseFloat(symbol);
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}
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return symbol
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.toLowerCase()
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.split('')
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.reduce((prev, curr) => {
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return (
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prev +
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(curr === 'w'
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? 4
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: curr === 'h'
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? 2
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: curr === 'q'
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? 1
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: curr === 'e'
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? 0.5
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: curr === 's'
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? 0.25
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: 0)
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);
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}, 0);
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}
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}
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/**
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* Sequence class - manages playback of musical sequences
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*/
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export class Sequence {
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ac: AudioContext;
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tempo: number;
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loop: boolean;
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smoothing: number;
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staccato: number;
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notes: Note[];
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gain: GainNode;
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bass: BiquadFilterNode | null;
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mid: BiquadFilterNode | null;
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treble: BiquadFilterNode | null;
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waveType: OscillatorType | 'custom';
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customWave?: [Float32Array, Float32Array];
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osc: OscillatorNode | null;
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constructor(ac?: AudioContext, tempo = 120, arr?: (Note | string)[]) {
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this.ac = ac || new AudioContext();
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this.tempo = tempo;
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this.loop = true;
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this.smoothing = 0;
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this.staccato = 0;
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this.notes = [];
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this.bass = null;
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this.mid = null;
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this.treble = null;
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this.osc = null;
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this.waveType = 'square';
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this.gain = this.ac.createGain();
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this.createFxNodes();
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if (arr) {
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this.push(...arr);
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}
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}
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/**
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* Create gain and EQ nodes, then connect them
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*/
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createFxNodes(): void {
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const eq: Array<[string, number]> = [
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['bass', 100],
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['mid', 1000],
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['treble', 2500],
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];
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let prev: AudioNode = this.gain;
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eq.forEach((config) => {
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const filter = this.ac.createBiquadFilter();
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filter.type = 'peaking';
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filter.frequency.value = config[1];
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prev.connect(filter);
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prev = filter;
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if (config[0] === 'bass') {
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this.bass = filter;
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} else if (config[0] === 'mid') {
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this.mid = filter;
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} else if (config[0] === 'treble') {
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this.treble = filter;
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}
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});
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prev.connect(this.ac.destination);
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}
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/**
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* Accepts Note instances or strings (e.g. 'A4 e')
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*/
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push(...notes: (Note | string)[]): this {
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notes.forEach((note) => {
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this.notes.push(note instanceof Note ? note : new Note(note));
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});
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return this;
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}
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/**
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* Create a custom waveform
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*/
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createCustomWave(real: number[], imag?: number[]): void {
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if (!imag) {
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imag = real;
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}
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this.waveType = 'custom';
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this.customWave = [new Float32Array(real), new Float32Array(imag)];
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}
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/**
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* Recreate the oscillator node (happens on every play)
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*/
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createOscillator(): this {
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this.stop();
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this.osc = this.ac.createOscillator();
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if (this.customWave) {
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this.osc.setPeriodicWave(this.ac.createPeriodicWave(this.customWave[0], this.customWave[1]));
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} else {
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this.osc.type = this.waveType === 'custom' ? 'square' : this.waveType;
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}
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if (this.gain) {
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this.osc.connect(this.gain);
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}
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return this;
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}
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/**
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* Schedule a note to play at the given time
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*/
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scheduleNote(index: number, when: number): number {
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const duration = (60 / this.tempo) * this.notes[index].duration;
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const cutoff = duration * (1 - (this.staccato || 0));
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this.setFrequency(this.notes[index].frequency, when);
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if (this.smoothing && this.notes[index].frequency) {
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this.slide(index, when, cutoff);
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}
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this.setFrequency(0, when + cutoff);
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return when + duration;
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}
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/**
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* Get the next note
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*/
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getNextNote(index: number): Note {
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return this.notes[index < this.notes.length - 1 ? index + 1 : 0];
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}
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/**
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* How long do we wait before beginning the slide?
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*/
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getSlideStartDelay(duration: number): number {
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return duration - Math.min(duration, (60 / this.tempo) * this.smoothing);
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}
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/**
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* Slide the note at index into the next note
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*/
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slide(index: number, when: number, cutoff: number): this {
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const next = this.getNextNote(index);
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const start = this.getSlideStartDelay(cutoff);
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this.setFrequency(this.notes[index].frequency, when + start);
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this.rampFrequency(next.frequency, when + cutoff);
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return this;
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}
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/**
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* Set frequency at time
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*/
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setFrequency(freq: number, when: number): this {
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if (this.osc) {
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this.osc.frequency.setValueAtTime(freq, when);
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}
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return this;
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}
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/**
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* Ramp to frequency at time
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*/
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rampFrequency(freq: number, when: number): this {
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if (this.osc) {
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this.osc.frequency.linearRampToValueAtTime(freq, when);
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}
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return this;
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}
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/**
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* Run through all notes in the sequence and schedule them
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*/
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play(when?: number): this {
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const startTime = typeof when === 'number' ? when : this.ac.currentTime;
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this.createOscillator();
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if (this.osc) {
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this.osc.start(startTime);
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let currentTime = startTime;
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this.notes.forEach((_note, i) => {
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currentTime = this.scheduleNote(i, currentTime);
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});
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this.osc.stop(currentTime);
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this.osc.onended = this.loop ? () => this.play(currentTime) : null;
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}
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return this;
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}
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/**
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* Stop playback
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*/
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stop(): this {
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if (this.osc) {
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this.osc.onended = null;
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this.osc.disconnect();
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this.osc = null;
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}
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return this;
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}
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}
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@ -81,7 +81,8 @@ export const PixelFont = {
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const chars = text.toUpperCase().split('');
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chars.forEach((char) => {
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const glyph = FONT_DATA.get(char) || FONT_DATA.get('?')!;
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const glyph = FONT_DATA.get(char) || FONT_DATA.get('?');
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if (!glyph) return;
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for (let row = 0; row < 7; row++) {
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for (let col = 0; col < 5; col++) {
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if ((glyph[row] >> (4 - col)) & 1) {
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119
src/main.ts
119
src/main.ts
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@ -15,6 +15,8 @@ import { MenuSystem } from './systems/MenuSystem.ts';
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import { RenderSystem } from './systems/RenderSystem.ts';
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import { UISystem } from './systems/UISystem.ts';
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import { VFXSystem } from './systems/VFXSystem.ts';
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import { MusicSystem } from './systems/MusicSystem.ts';
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import { SoundEffectsSystem } from './systems/SoundEffectsSystem.ts';
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import { Position } from './components/Position.ts';
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import { Velocity } from './components/Velocity.ts';
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@ -30,8 +32,11 @@ import { AI } from './components/AI.ts';
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import { Absorbable } from './components/Absorbable.ts';
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import { SkillProgress } from './components/SkillProgress.ts';
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import { Intent } from './components/Intent.ts';
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import { Music } from './components/Music.ts';
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import { SoundEffects } from './components/SoundEffects.ts';
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import { EntityType, ComponentType } from './core/Constants.ts';
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import { Sequence } from './core/Music.ts';
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import type { Entity } from './core/Entity.ts';
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const canvas = document.getElementById('game-canvas') as HTMLCanvasElement;
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|
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@ -42,6 +47,8 @@ if (!canvas) {
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engine.addSystem(new MenuSystem(engine));
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engine.addSystem(new InputSystem());
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engine.addSystem(new MusicSystem());
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engine.addSystem(new SoundEffectsSystem());
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engine.addSystem(new PlayerControllerSystem());
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engine.addSystem(new StealthSystem());
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engine.addSystem(new AISystem());
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|
|
@ -143,17 +150,121 @@ if (!canvas) {
|
|||
}
|
||||
}, 5000);
|
||||
|
||||
const musicSystem = engine.systems.find((s) => s.name === 'MusicSystem') as
|
||||
| MusicSystem
|
||||
| undefined;
|
||||
if (musicSystem) {
|
||||
const musicEntity = engine.createEntity();
|
||||
const music = new Music();
|
||||
const ac = musicSystem.getAudioContext();
|
||||
|
||||
const bgMusic = new Sequence(ac, 140, [
|
||||
'C4 e',
|
||||
'E4 e',
|
||||
'G4 q',
|
||||
'C5 e',
|
||||
'G4 e',
|
||||
'E4 q',
|
||||
'A3 e',
|
||||
'C4 e',
|
||||
'E4 q',
|
||||
'A4 e',
|
||||
'E4 e',
|
||||
'C4 q',
|
||||
'F3 e',
|
||||
'A3 e',
|
||||
'C4 q',
|
||||
'F4 e',
|
||||
'C4 e',
|
||||
'A3 q',
|
||||
'G3 e',
|
||||
'B3 e',
|
||||
'D4 q',
|
||||
'G4 e',
|
||||
'D4 e',
|
||||
'B3 q',
|
||||
]);
|
||||
bgMusic.loop = true;
|
||||
bgMusic.staccato = 0.2;
|
||||
bgMusic.smoothing = 0.4;
|
||||
bgMusic.waveType = 'triangle';
|
||||
music.addSequence('background', bgMusic);
|
||||
music.setVolume(0.02);
|
||||
musicEntity.addComponent(music);
|
||||
|
||||
canvas.addEventListener('click', () => {
|
||||
musicSystem.resumeAudioContext();
|
||||
if (music.enabled && !music.currentSequence) {
|
||||
music.playSequence('background');
|
||||
}
|
||||
canvas.focus();
|
||||
});
|
||||
|
||||
setTimeout(() => {
|
||||
musicSystem.resumeAudioContext();
|
||||
if (music.enabled) {
|
||||
music.playSequence('background');
|
||||
}
|
||||
}, 1000);
|
||||
|
||||
const sfxSystem = engine.systems.find((s) => s.name === 'SoundEffectsSystem') as
|
||||
| SoundEffectsSystem
|
||||
| undefined;
|
||||
if (sfxSystem) {
|
||||
const sfxEntity = engine.createEntity();
|
||||
const sfx = new SoundEffects(ac);
|
||||
|
||||
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);
|
||||
|
||||
sfxEntity.addComponent(sfx);
|
||||
}
|
||||
} else {
|
||||
canvas.addEventListener('click', () => {
|
||||
canvas.focus();
|
||||
});
|
||||
}
|
||||
|
||||
canvas.focus();
|
||||
engine.start();
|
||||
|
||||
interface WindowWithGame {
|
||||
gameEngine?: Engine;
|
||||
player?: Entity;
|
||||
music?: Music;
|
||||
}
|
||||
(window as WindowWithGame).gameEngine = engine;
|
||||
(window as WindowWithGame).player = player;
|
||||
|
||||
canvas.addEventListener('click', () => {
|
||||
canvas.focus();
|
||||
});
|
||||
if (musicSystem) {
|
||||
const musicEntity = engine.getEntities().find((e) => e.hasComponent(ComponentType.MUSIC));
|
||||
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 { ComponentType, SystemName, EntityType } from '../../core/Constants.ts';
|
||||
import { Events } from '../../core/EventBus.ts';
|
||||
import { Position } from '../../components/Position.ts';
|
||||
import { Velocity } from '../../components/Velocity.ts';
|
||||
import { Sprite } from '../../components/Sprite.ts';
|
||||
|
|
@ -89,6 +90,12 @@ export class SlimeGun extends Skill {
|
|||
projectile.maxRange = this.range;
|
||||
projectile.lifetime = this.range / this.speed + 1.0;
|
||||
|
||||
engine.emit(Events.PROJECTILE_CREATED, {
|
||||
x: startX,
|
||||
y: startY,
|
||||
angle: shootAngle,
|
||||
});
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -33,7 +33,8 @@ export class AISystem extends System {
|
|||
const playerController = this.engine.systems.find(
|
||||
(s) => s.name === SystemName.PLAYER_CONTROLLER
|
||||
) as PlayerControllerSystem | undefined;
|
||||
const player = playerController ? playerController.getPlayerEntity() : null;
|
||||
const player = playerController?.getPlayerEntity();
|
||||
if (!player) return;
|
||||
const playerPos = player?.getComponent<Position>(ComponentType.POSITION);
|
||||
const config = GameConfig.AI;
|
||||
|
||||
|
|
|
|||
|
|
@ -143,6 +143,8 @@ export class AbsorptionSystem extends System {
|
|||
vfxSystem.createAbsorption(entityPos.x, entityPos.y);
|
||||
}
|
||||
}
|
||||
|
||||
this.engine.emit(Events.ABSORPTION, { entity });
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
|||
59
src/systems/MusicSystem.ts
Normal file
59
src/systems/MusicSystem.ts
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SystemName, ComponentType } 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';
|
||||
|
||||
/**
|
||||
* System responsible for managing background music playback.
|
||||
*/
|
||||
export class MusicSystem extends System {
|
||||
private audioContext: AudioContext | null;
|
||||
|
||||
constructor() {
|
||||
super(SystemName.MUSIC);
|
||||
this.requiredComponents = [ComponentType.MUSIC];
|
||||
this.priority = 5;
|
||||
this.audioContext = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize the audio context when system is added to engine.
|
||||
*/
|
||||
init(engine: Engine): void {
|
||||
super.init(engine);
|
||||
}
|
||||
|
||||
/**
|
||||
* Process music entities - currently just ensures audio context exists.
|
||||
*/
|
||||
process(_deltaTime: number, entities: Entity[]): void {
|
||||
entities.forEach((entity) => {
|
||||
const music = entity.getComponent<Music>(ComponentType.MUSIC);
|
||||
if (!music) return;
|
||||
|
||||
if (!this.audioContext) {
|
||||
this.audioContext = new AudioContext();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 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) {
|
||||
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
|
||||
| VFXSystem
|
||||
| undefined;
|
||||
|
|
|
|||
|
|
@ -179,7 +179,6 @@ export class RenderSystem extends System {
|
|||
let frames = spriteData[sprite.animationState as string] || spriteData[AnimationState.IDLE];
|
||||
|
||||
if (!frames || !Array.isArray(frames)) {
|
||||
// Fallback to default slime animation if data structure is unexpected
|
||||
frames = SpriteLibrary[EntityType.SLIME][AnimationState.IDLE];
|
||||
}
|
||||
|
||||
|
|
@ -414,28 +413,24 @@ export class RenderSystem extends System {
|
|||
*/
|
||||
drawGlowEffect(sprite: Sprite): void {
|
||||
const ctx = this.ctx;
|
||||
const time = Date.now() * 0.001; // Time in seconds for pulsing
|
||||
const pulse = 0.5 + Math.sin(time * 3) * 0.3; // Pulsing between 0.2 and 0.8
|
||||
const time = Date.now() * 0.001;
|
||||
const pulse = 0.5 + Math.sin(time * 3) * 0.3;
|
||||
const baseRadius = Math.max(sprite.width, sprite.height) / 2;
|
||||
const glowRadius = baseRadius + 4 + pulse * 2;
|
||||
|
||||
// Create radial gradient for soft glow
|
||||
const gradient = ctx.createRadialGradient(0, 0, baseRadius, 0, 0, glowRadius);
|
||||
gradient.addColorStop(0, `rgba(255, 255, 255, ${0.4 * pulse})`);
|
||||
gradient.addColorStop(0.5, `rgba(0, 230, 255, ${0.3 * pulse})`);
|
||||
gradient.addColorStop(1, 'rgba(0, 230, 255, 0)');
|
||||
|
||||
// Draw multiple layers for a softer glow effect
|
||||
ctx.save();
|
||||
ctx.globalCompositeOperation = 'screen';
|
||||
|
||||
// Outer glow layer
|
||||
ctx.fillStyle = gradient;
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, glowRadius, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
|
||||
// Inner bright core
|
||||
const innerGradient = ctx.createRadialGradient(0, 0, 0, 0, 0, baseRadius * 0.6);
|
||||
innerGradient.addColorStop(0, `rgba(255, 255, 255, ${0.6 * pulse})`);
|
||||
innerGradient.addColorStop(1, 'rgba(0, 230, 255, 0)');
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SkillRegistry } from '../skills/SkillRegistry.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import { Events } from '../core/EventBus.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Skills } from '../components/Skills.ts';
|
||||
import type { Intent } from '../components/Intent.ts';
|
||||
|
|
@ -55,6 +56,7 @@ export class SkillSystem extends System {
|
|||
if (skills) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue