Feature/Gameloop enhancements #17
6 changed files with 720 additions and 5 deletions
23
index.html
23
index.html
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@ -96,6 +96,20 @@
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z-index: 100;
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z-index: 100;
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font-family: 'Courier New', monospace;
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font-family: 'Courier New', monospace;
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}
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}
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#soundStatus {
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position: absolute;
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top: 20px;
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right: 100px;
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font-size: 20px;
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cursor: pointer;
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z-index: 100;
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user-select: none;
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opacity: 0.8;
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transition: opacity 0.2s;
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}
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#soundStatus:hover {
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opacity: 1;
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}
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#perfMonitor {
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#perfMonitor {
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position: absolute;
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position: absolute;
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top: 60px;
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top: 60px;
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@ -125,6 +139,11 @@
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top: 10px;
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top: 10px;
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right: 10px;
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right: 10px;
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}
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}
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#soundStatus {
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top: 10px;
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right: 60px;
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font-size: 18px;
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}
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#perfMonitor {
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#perfMonitor {
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top: 40px;
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top: 40px;
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right: 10px;
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right: 10px;
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@ -144,6 +163,8 @@
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<div id="version">v<span id="versionNumber">-</span></div>
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<div id="version">v<span id="versionNumber">-</span></div>
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<div id="soundStatus" title="Sound ON (Press M to mute)">🔊</div>
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<div id="perfMonitor">
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<div id="perfMonitor">
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<div><span class="label">FPS:</span> <span id="fps">60</span></div>
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<div><span class="label">FPS:</span> <span id="fps">60</span></div>
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<div><span class="label">Frame:</span> <span id="frameTime">16.7</span>ms</div>
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<div><span class="label">Frame:</span> <span id="frameTime">16.7</span>ms</div>
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@ -159,7 +180,7 @@
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<div id="instructions">
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<div id="instructions">
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<p><strong>Controls:</strong> WASD or Arrow Keys to move | Touch and drag to move (mobile) | Collect yellow coins | Avoid red obstacles!</p>
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<p><strong>Controls:</strong> WASD or Arrow Keys to move | Touch and drag to move (mobile) | Collect yellow coins | Avoid red obstacles!</p>
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<p style="margin-top: 5px; font-size: 11px; opacity: 0.7;">Press "T" or shake device to toggle performance monitor</p>
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<p style="margin-top: 5px; font-size: 11px; opacity: 0.7;">Press "T" to toggle performance monitor | Press "M" to toggle sound</p>
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</div>
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</div>
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<script type="module">
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<script type="module">
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21
src/components/SoundEvent.js
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21
src/components/SoundEvent.js
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@ -0,0 +1,21 @@
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/**
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* SoundEvent component - represents a sound that should be played
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* Entities can add this component to trigger sounds, which SoundSystem will process
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*/
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export class SoundEvent {
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/**
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* @param {string} type - Sound type: 'coin', 'damage', 'powerup', 'combo', 'health', 'gameover', 'highscore'
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* @param {number} [value] - Optional value (e.g., combo multiplier)
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*/
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constructor(type, value = null) {
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/** @type {string} Sound event type */
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this.type = type;
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/** @type {number|null} Optional value for the sound (e.g., combo multiplier) */
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this.value = value;
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/** @type {boolean} Whether this event has been processed */
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this.processed = false;
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}
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}
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@ -13,6 +13,7 @@ import { CollisionSystem } from '../systems/CollisionSystem.js';
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import { InvincibilitySystem } from '../systems/InvincibilitySystem.js';
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import { InvincibilitySystem } from '../systems/InvincibilitySystem.js';
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import { ParticleSystem } from '../systems/ParticleSystem.js';
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import { ParticleSystem } from '../systems/ParticleSystem.js';
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import { PowerUpSystem } from '../systems/PowerUpSystem.js';
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import { PowerUpSystem } from '../systems/PowerUpSystem.js';
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import { SoundSystem } from '../systems/SoundSystem.js';
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import { RenderSystem } from '../systems/RenderSystem.js';
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import { RenderSystem } from '../systems/RenderSystem.js';
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// Components
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// Components
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@ -21,6 +22,7 @@ import { Health } from '../components/Health.js';
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import { Invincibility } from '../components/Invincibility.js';
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import { Invincibility } from '../components/Invincibility.js';
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import { CoinType } from '../components/CoinType.js';
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import { CoinType } from '../components/CoinType.js';
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import { PowerUp } from '../components/PowerUp.js';
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import { PowerUp } from '../components/PowerUp.js';
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import { SoundEvent } from '../components/SoundEvent.js';
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/**
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/**
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* Main Game class - manages the game loop and coordinates all systems.
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* Main Game class - manages the game loop and coordinates all systems.
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@ -248,6 +250,10 @@ export class Game {
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});
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});
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this.world.addSystem(this.collisionSystem);
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this.world.addSystem(this.collisionSystem);
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// Sound system (processes SoundEvent components)
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this.soundSystem = new SoundSystem();
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this.world.addSystem(this.soundSystem);
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// Rendering (must be last to sync transforms)
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// Rendering (must be last to sync transforms)
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this.world.addSystem(new RenderSystem(this.scene));
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this.world.addSystem(new RenderSystem(this.scene));
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}
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}
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@ -306,6 +312,14 @@ export class Game {
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const coinType = this.world.getComponent(coinEntity, CoinType);
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const coinType = this.world.getComponent(coinEntity, CoinType);
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const coinPosition = coinTransform ? coinTransform.position.clone() : null;
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const coinPosition = coinTransform ? coinTransform.position.clone() : null;
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// Emit sound event BEFORE destroying the entity
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const soundEntity = this.world.createEntity();
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if (coinType && coinType.type === 'health') {
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this.world.addComponent(soundEntity, new SoundEvent('health'));
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} else {
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this.world.addComponent(soundEntity, new SoundEvent('coin'));
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}
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// Remove coin
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// Remove coin
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this.entityFactory.destroyEntity(coinEntity);
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this.entityFactory.destroyEntity(coinEntity);
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const index = this.coins.indexOf(coinEntity);
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const index = this.coins.indexOf(coinEntity);
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@ -354,11 +368,19 @@ export class Game {
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if (timeSinceLastCoin <= GameConfig.COMBO_TIME_WINDOW && this.lastCoinTime > 0) {
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if (timeSinceLastCoin <= GameConfig.COMBO_TIME_WINDOW && this.lastCoinTime > 0) {
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// Maintain combo
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// Maintain combo
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const oldMultiplier = this.comboMultiplier;
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this.comboMultiplier = Math.min(
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this.comboMultiplier = Math.min(
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this.comboMultiplier + 1,
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this.comboMultiplier + 1,
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GameConfig.COMBO_MULTIPLIER_MAX
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GameConfig.COMBO_MULTIPLIER_MAX
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);
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);
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this.comboTimer = GameConfig.COMBO_TIME_WINDOW;
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this.comboTimer = GameConfig.COMBO_TIME_WINDOW;
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// Emit combo sound event if multiplier increased
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if (this.comboMultiplier > oldMultiplier) {
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// Create temporary entity for combo sound
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const comboEntity = this.world.createEntity();
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this.world.addComponent(comboEntity, new SoundEvent('combo', this.comboMultiplier));
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}
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} else {
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} else {
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// Reset combo
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// Reset combo
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this.comboMultiplier = 1;
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this.comboMultiplier = 1;
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@ -377,6 +399,9 @@ export class Game {
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if (this.score > this.highScore) {
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if (this.score > this.highScore) {
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this.highScore = this.score;
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this.highScore = this.score;
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this.saveHighScore(this.highScore);
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this.saveHighScore(this.highScore);
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// Emit high score sound event
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const highScoreEntity = this.world.createEntity();
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this.world.addComponent(highScoreEntity, new SoundEvent('highscore'));
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}
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}
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this.updateUI();
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this.updateUI();
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@ -415,6 +440,10 @@ export class Game {
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invincibility.activate(powerUp.duration);
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invincibility.activate(powerUp.duration);
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}
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}
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}
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}
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// Emit power-up sound event
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const powerUpSoundEntity = this.world.createEntity();
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this.world.addComponent(powerUpSoundEntity, new SoundEvent('powerup'));
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}
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}
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// Emit particles
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// Emit particles
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@ -502,6 +531,10 @@ export class Game {
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this.comboMultiplier = 1;
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this.comboMultiplier = 1;
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this.comboTimer = 0;
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this.comboTimer = 0;
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// Emit damage sound event
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const damageSoundEntity = this.world.createEntity();
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this.world.addComponent(damageSoundEntity, new SoundEvent('damage'));
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this.updateUI();
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this.updateUI();
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if (isDead) {
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if (isDead) {
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@ -570,6 +603,10 @@ export class Game {
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newHighScoreEl.style.display = 'none';
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newHighScoreEl.style.display = 'none';
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}
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}
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// Emit game over sound event
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const gameOverEntity = this.world.createEntity();
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this.world.addComponent(gameOverEntity, new SoundEvent('gameover'));
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document.getElementById('gameOver').style.display = 'block';
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document.getElementById('gameOver').style.display = 'block';
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}
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}
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@ -624,6 +661,10 @@ export class Game {
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if (e.key.toLowerCase() === 't') {
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if (e.key.toLowerCase() === 't') {
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this.togglePerformanceMonitor();
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this.togglePerformanceMonitor();
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}
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}
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// Toggle sound with 'M' key
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if (e.key.toLowerCase() === 'm') {
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this.toggleSound();
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}
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});
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});
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// Shake detection for mobile
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// Shake detection for mobile
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@ -658,6 +699,28 @@ export class Game {
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// Load version
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// Load version
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this.loadVersion();
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this.loadVersion();
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// Setup sound status click handler
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const soundStatusEl = document.getElementById('soundStatus');
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if (soundStatusEl) {
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soundStatusEl.addEventListener('click', async () => {
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this.toggleSound();
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});
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}
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// Initialize sound system on first click anywhere
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document.addEventListener('click', () => {
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if (this.soundSystem && this.soundSystem.isEnabled()) {
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console.log('Sound system ready, state:', this.soundSystem.getState());
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// Start background music after initialization
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if (this.soundSystem.isEnabled()) {
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this.soundSystem.startBackgroundMusic().catch(err => {
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console.warn('Failed to start background music:', err);
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});
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}
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}
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}, { once: true });
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}
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}
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/**
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/**
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@ -675,6 +738,31 @@ export class Game {
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}
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}
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}
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}
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/**
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* Toggle sound on/off
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*/
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toggleSound() {
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if (this.soundSystem) {
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const enabled = this.soundSystem.toggle();
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const soundStatusEl = document.getElementById('soundStatus');
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if (soundStatusEl) {
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soundStatusEl.textContent = enabled ? '🔊' : '🔇';
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soundStatusEl.title = enabled ? 'Sound ON (Press M to mute)' : 'Sound OFF (Press M to unmute)';
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}
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// Start/stop background music based on sound state
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if (enabled) {
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this.soundSystem.startBackgroundMusic().catch(err => {
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console.warn('Failed to start background music:', err);
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});
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} else {
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this.soundSystem.stopBackgroundMusic();
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}
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console.log('Sound', enabled ? 'enabled' : 'disabled');
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}
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}
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/**
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/**
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* Handle device motion for shake detection
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* Handle device motion for shake detection
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* @param {DeviceMotionEvent} event
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* @param {DeviceMotionEvent} event
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@ -851,6 +939,9 @@ export class Game {
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const health = this.world.getComponent(this.playerEntity, Health);
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const health = this.world.getComponent(this.playerEntity, Health);
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if (health && health.currentHealth < health.maxHealth) {
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if (health && health.currentHealth < health.maxHealth) {
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health.heal(GameConfig.HEALTH_REGEN_AMOUNT);
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health.heal(GameConfig.HEALTH_REGEN_AMOUNT);
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// Emit health regen sound event
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const healthRegenEntity = this.world.createEntity();
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this.world.addComponent(healthRegenEntity, new SoundEvent('health'));
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this.updateUI();
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this.updateUI();
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}
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}
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this.healthRegenTimer = 0;
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this.healthRegenTimer = 0;
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@ -4,7 +4,7 @@
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*/
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*/
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export const GameConfig = {
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export const GameConfig = {
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// Gameplay
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// Gameplay
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OBSTACLE_DAMAGE: 3, // Increased from 1 to balance invincibility frames and health regen
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OBSTACLE_DAMAGE: 5, // Increased from 3 - obstacles should be more dangerous
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COIN_SCORE: 10,
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COIN_SCORE: 10,
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HEALTH_REGEN_INTERVAL: 10, // Heal 1 HP every 10 seconds
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HEALTH_REGEN_INTERVAL: 10, // Heal 1 HP every 10 seconds
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HEALTH_REGEN_AMOUNT: 1,
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HEALTH_REGEN_AMOUNT: 1,
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@ -15,7 +15,7 @@ export const GameConfig = {
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COMBO_BASE_SCORE: 10, // Base score per coin
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COMBO_BASE_SCORE: 10, // Base score per coin
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// Invincibility
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// Invincibility
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INVINCIBILITY_DURATION: 1.5, // Seconds of invincibility after damage
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INVINCIBILITY_DURATION: 0.8, // Reduced from 1.5 to 0.8 seconds - shorter invincibility window
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INVINCIBILITY_FLASH_RATE: 0.1, // Seconds between flash toggles
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INVINCIBILITY_FLASH_RATE: 0.1, // Seconds between flash toggles
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// Screen Shake
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// Screen Shake
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@ -1,8 +1,6 @@
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import { System } from '../ecs/System.js';
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import { System } from '../ecs/System.js';
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import { PowerUp } from '../components/PowerUp.js';
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import { PowerUp } from '../components/PowerUp.js';
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import { Transform } from '../components/Transform.js';
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import { Transform } from '../components/Transform.js';
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import { Velocity } from '../components/Velocity.js';
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import { PlayerTag } from '../components/Tags.js';
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import { GameConfig } from '../game/GameConfig.js';
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import { GameConfig } from '../game/GameConfig.js';
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/**
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/**
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584
src/systems/SoundSystem.js
Normal file
584
src/systems/SoundSystem.js
Normal file
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@ -0,0 +1,584 @@
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import { System } from '../ecs/System.js';
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import { SoundEvent } from '../components/SoundEvent.js';
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/**
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* SoundSystem - Lightweight sound system using Web Audio API (no external dependencies)
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* Generates simple procedural sound effects
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* Follows ECS pattern: processes SoundEvent components from entities
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*/
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export class SoundSystem extends System {
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constructor() {
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super();
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/** @type {AudioContext|null} Web Audio API context */
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this.audioContext = null;
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/** @type {boolean} Whether sound is enabled */
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this.enabled = true;
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/** @type {boolean} Whether audio context is initialized */
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this.initialized = false;
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/** @type {OscillatorNode[]} Active background music oscillators */
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this.bgMusicOscillators = [];
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/** @type {GainNode|null} Background music gain node */
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this.bgMusicGain = null;
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/** @type {boolean} Whether background music is playing */
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this.bgMusicPlaying = false;
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/** @type {number} Background music volume (0-1) */
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this.bgMusicVolume = 0.25; // Increased from 0.15 for better audibility
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// Initialize on first user interaction (browser requirement)
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this.initOnInteraction();
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}
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/**
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* Called when system is added to world
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*/
|
||||||
|
init() {
|
||||||
|
if (this.enabled && !this.bgMusicPlaying) {
|
||||||
|
this.startBackgroundMusic().catch(err => {
|
||||||
|
console.warn('Failed to auto-start background music:', err);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Update - processes SoundEvent components
|
||||||
|
* @param {number} _deltaTime - Time since last frame (not used for sound events)
|
||||||
|
*/
|
||||||
|
update(_deltaTime) {
|
||||||
|
// Process all SoundEvent components
|
||||||
|
const soundEvents = this.getEntities(SoundEvent);
|
||||||
|
|
||||||
|
for (const entityId of soundEvents) {
|
||||||
|
const soundEvent = this.getComponent(entityId, SoundEvent);
|
||||||
|
|
||||||
|
if (soundEvent && !soundEvent.processed) {
|
||||||
|
// Play the appropriate sound based on type
|
||||||
|
this.playSoundEvent(soundEvent);
|
||||||
|
|
||||||
|
// Mark as processed and remove component
|
||||||
|
soundEvent.processed = true;
|
||||||
|
this.world.removeComponent(entityId, SoundEvent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Play a sound event
|
||||||
|
* @param {SoundEvent} soundEvent - The sound event to play
|
||||||
|
*/
|
||||||
|
playSoundEvent(soundEvent) {
|
||||||
|
if (!this.enabled) return;
|
||||||
|
|
||||||
|
// All sound methods are async, handle them properly
|
||||||
|
const playSound = async (soundMethod) => {
|
||||||
|
try {
|
||||||
|
await soundMethod();
|
||||||
|
} catch (error) {
|
||||||
|
// Silently ignore sound errors
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
switch (soundEvent.type) {
|
||||||
|
case 'coin':
|
||||||
|
playSound(() => this.playCoinCollect());
|
||||||
|
break;
|
||||||
|
case 'damage':
|
||||||
|
playSound(() => this.playDamage());
|
||||||
|
break;
|
||||||
|
case 'powerup':
|
||||||
|
playSound(() => this.playPowerUp());
|
||||||
|
break;
|
||||||
|
case 'combo':
|
||||||
|
playSound(() => this.playCombo(soundEvent.value || 1));
|
||||||
|
break;
|
||||||
|
case 'health':
|
||||||
|
playSound(() => this.playHealthRegen());
|
||||||
|
break;
|
||||||
|
case 'gameover':
|
||||||
|
playSound(() => this.playGameOver());
|
||||||
|
break;
|
||||||
|
case 'highscore':
|
||||||
|
playSound(() => this.playHighScore());
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
console.warn('Unknown sound event type:', soundEvent.type);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Initialize audio context on first user interaction
|
||||||
|
*/
|
||||||
|
initOnInteraction() {
|
||||||
|
const initAudio = async () => {
|
||||||
|
if (!this.initialized) {
|
||||||
|
try {
|
||||||
|
this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
|
||||||
|
this.initialized = true;
|
||||||
|
|
||||||
|
// Resume if suspended
|
||||||
|
if (this.audioContext.state === 'suspended') {
|
||||||
|
await this.audioContext.resume();
|
||||||
|
}
|
||||||
|
} catch (error) {
|
||||||
|
console.warn('Web Audio API not supported:', error);
|
||||||
|
this.enabled = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// Initialize on any user interaction
|
||||||
|
['click', 'touchstart', 'keydown', 'mousedown'].forEach(event => {
|
||||||
|
document.addEventListener(event, initAudio, { once: true });
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Ensure audio context is initialized and resumed
|
||||||
|
* @returns {boolean} True if audio is ready (synchronous check)
|
||||||
|
*/
|
||||||
|
ensureInitialized() {
|
||||||
|
if (!this.enabled) return false;
|
||||||
|
|
||||||
|
// Create audio context if it doesn't exist
|
||||||
|
if (!this.audioContext) {
|
||||||
|
try {
|
||||||
|
this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
|
||||||
|
this.initialized = true;
|
||||||
|
} catch (error) {
|
||||||
|
console.warn('Failed to create audio context:', error);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Try to resume if suspended (non-blocking - will resume on next interaction if needed)
|
||||||
|
if (this.audioContext.state === 'suspended') {
|
||||||
|
this.audioContext.resume().then(() => {
|
||||||
|
console.log('Audio context resumed');
|
||||||
|
}).catch(error => {
|
||||||
|
console.warn('Failed to resume audio context:', error);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
return this.initialized && this.enabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Play a tone
|
||||||
|
* @param {number} frequency - Frequency in Hz
|
||||||
|
* @param {number} duration - Duration in seconds
|
||||||
|
* @param {string} type - Waveform type ('sine', 'square', 'sawtooth', 'triangle')
|
||||||
|
* @param {number} [volume=0.3] - Volume (0-1)
|
||||||
|
*/
|
||||||
|
async playTone(frequency, duration, type = 'sine', volume = 0.3) {
|
||||||
|
const ready = this.ensureInitialized();
|
||||||
|
if (!ready || !this.audioContext) return;
|
||||||
|
|
||||||
|
try {
|
||||||
|
const oscillator = this.audioContext.createOscillator();
|
||||||
|
const gainNode = this.audioContext.createGain();
|
||||||
|
|
||||||
|
oscillator.connect(gainNode);
|
||||||
|
gainNode.connect(this.audioContext.destination);
|
||||||
|
|
||||||
|
oscillator.frequency.value = frequency;
|
||||||
|
oscillator.type = type;
|
||||||
|
|
||||||
|
// Envelope: quick attack, sustain, quick release
|
||||||
|
const now = this.audioContext.currentTime;
|
||||||
|
gainNode.gain.setValueAtTime(0, now);
|
||||||
|
gainNode.gain.linearRampToValueAtTime(volume, now + 0.01);
|
||||||
|
gainNode.gain.setValueAtTime(volume, now + duration * 0.7);
|
||||||
|
gainNode.gain.exponentialRampToValueAtTime(0.001, now + duration);
|
||||||
|
|
||||||
|
oscillator.start(now);
|
||||||
|
oscillator.stop(now + duration);
|
||||||
|
} catch (error) {
|
||||||
|
console.warn('Failed to play tone:', error);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Play a coin collection sound - metallic clinking like real coins
|
||||||
|
*/
|
||||||
|
async playCoinCollect() {
|
||||||
|
// Metallic clink using multiple harmonics via playTone
|
||||||
|
// Main coin "clink" - high frequency
|
||||||
|
await this.playTone(800, 0.15, 'sine', 0.3);
|
||||||
|
await this.playTone(1200, 0.15, 'sine', 0.2);
|
||||||
|
await this.playTone(1600, 0.15, 'sine', 0.1);
|
||||||
|
|
||||||
|
// Second coin clink slightly delayed for "clinking" effect
|
||||||
|
setTimeout(() => {
|
||||||
|
if (this.enabled) {
|
||||||
|
this.playTone(1000, 0.1, 'sine', 0.25).catch(() => { });
|
||||||
|
}
|
||||||
|
}, 30);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Play a damage sound - "ouch" like human exclamation
|
||||||
|
*/
|
||||||
|
async playDamage() {
|
||||||
|
await this.playTone(300, 0.2, 'sine', 0.4);
|
||||||
|
await this.playTone(600, 0.2, 'sine', 0.3);
|
||||||
|
await this.playTone(800, 0.2, 'sawtooth', 0.2);
|
||||||
|
|
||||||
|
// Add a quick "uh" sound at the end
|
||||||
|
setTimeout(() => {
|
||||||
|
if (this.enabled) {
|
||||||
|
this.playTone(250, 0.1, 'sine', 0.2).catch(() => { });
|
||||||
|
}
|
||||||
|
}, 100);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Play a power-up sound
|
||||||
|
*/
|
||||||
|
playPowerUp() {
|
||||||
|
// Ascending arpeggio
|
||||||
|
const notes = [440, 554.37, 659.25, 783.99]; // A, C#, E, G
|
||||||
|
notes.forEach((freq, i) => {
|
||||||
|
setTimeout(() => {
|
||||||
|
if (this.enabled) {
|
||||||
|
this.playTone(freq, 0.15, 'sine', 0.25).catch(() => { });
|
||||||
|
}
|
||||||
|
}, i * 80);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Play a combo sound (higher multiplier = more notes)
|
||||||
|
* @param {number} multiplier - Combo multiplier
|
||||||
|
*/
|
||||||
|
playCombo(multiplier) {
|
||||||
|
const baseFreq = 440;
|
||||||
|
const notes = Math.min(multiplier, 5);
|
||||||
|
|
||||||
|
for (let i = 0; i < notes; i++) {
|
||||||
|
setTimeout(() => {
|
||||||
|
if (this.enabled) {
|
||||||
|
const freq = baseFreq * (1 + i * 0.2);
|
||||||
|
this.playTone(freq, 0.1, 'sine', 0.15).catch(() => { });
|
||||||
|
}
|
||||||
|
}, i * 50);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Play a health regeneration sound
|
||||||
|
*/
|
||||||
|
playHealthRegen() {
|
||||||
|
// Gentle ascending tone
|
||||||
|
this.playTone(330, 0.2, 'sine', 0.15).catch(() => { });
|
||||||
|
setTimeout(() => {
|
||||||
|
if (this.enabled) {
|
||||||
|
this.playTone(392, 0.2, 'sine', 0.15).catch(() => { });
|
||||||
|
}
|
||||||
|
}, 100);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Play a game over sound
|
||||||
|
*/
|
||||||
|
playGameOver() {
|
||||||
|
// Descending sad tone
|
||||||
|
const notes = [440, 392, 349, 294]; // A, G, F, D
|
||||||
|
notes.forEach((freq, i) => {
|
||||||
|
setTimeout(() => {
|
||||||
|
if (this.enabled) {
|
||||||
|
this.playTone(freq, 0.3, 'sine', 0.3).catch(() => { });
|
||||||
|
}
|
||||||
|
}, i * 150);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Play a new high score sound
|
||||||
|
*/
|
||||||
|
playHighScore() {
|
||||||
|
// Triumphant ascending scale
|
||||||
|
const notes = [523.25, 659.25, 783.99, 987.77]; // C, E, G, B
|
||||||
|
notes.forEach((freq, i) => {
|
||||||
|
setTimeout(() => {
|
||||||
|
if (this.enabled) {
|
||||||
|
this.playTone(freq, 0.2, 'sine', 0.3).catch(() => { });
|
||||||
|
}
|
||||||
|
}, i * 100);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Toggle sound on/off
|
||||||
|
* @returns {boolean} New enabled state
|
||||||
|
*/
|
||||||
|
toggle() {
|
||||||
|
this.enabled = !this.enabled;
|
||||||
|
return this.enabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Set sound enabled state
|
||||||
|
* @param {boolean} enabled
|
||||||
|
*/
|
||||||
|
setEnabled(enabled) {
|
||||||
|
this.enabled = enabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Check if sound is enabled
|
||||||
|
* @returns {boolean}
|
||||||
|
*/
|
||||||
|
isEnabled() {
|
||||||
|
return this.enabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get audio context state for debugging
|
||||||
|
* @returns {string} Audio context state
|
||||||
|
*/
|
||||||
|
getState() {
|
||||||
|
if (!this.audioContext) return 'not initialized';
|
||||||
|
return this.audioContext.state;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Test sound - plays a simple tone to verify audio works
|
||||||
|
*/
|
||||||
|
async testSound() {
|
||||||
|
console.log('Testing sound system...');
|
||||||
|
console.log('Audio context state:', this.getState());
|
||||||
|
await this.playTone(440, 0.2, 'sine', 0.5);
|
||||||
|
console.log('Test sound played');
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Start background music - animated looping OST
|
||||||
|
*/
|
||||||
|
async startBackgroundMusic() {
|
||||||
|
if (this.bgMusicPlaying) {
|
||||||
|
console.log('Background music already playing');
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const ready = this.ensureInitialized();
|
||||||
|
if (!ready || !this.audioContext) {
|
||||||
|
console.warn('Cannot start background music: audio context not ready, state:', this.getState());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
try {
|
||||||
|
this.bgMusicPlaying = true;
|
||||||
|
console.log('Starting background music, audio context state:', this.audioContext.state);
|
||||||
|
|
||||||
|
// Create gain node for background music volume control
|
||||||
|
this.bgMusicGain = this.audioContext.createGain();
|
||||||
|
this.bgMusicGain.gain.value = this.bgMusicVolume * 0.5;
|
||||||
|
this.bgMusicGain.connect(this.audioContext.destination);
|
||||||
|
|
||||||
|
// Electronic/EDM style music
|
||||||
|
// Simple chord progression: C - Am - F - G (I - vi - IV - V - classic electronic progression)
|
||||||
|
const chordProgression = [
|
||||||
|
[130.81, 164.81, 196], // C major (C, E, G)
|
||||||
|
[220, 261.63, 329.63], // Am (A, C, E)
|
||||||
|
[174.61, 220, 261.63], // F major (F, A, C)
|
||||||
|
[196, 246.94, 293.66] // G major (G, B, D)
|
||||||
|
];
|
||||||
|
|
||||||
|
// Electronic melody notes (higher octave, pentatonic for catchy hook)
|
||||||
|
const melodyNotes = [523.25, 587.33, 659.25, 698.46, 783.99, 880, 987.77, 1046.5]; // C5 to C6 - bright electronic range
|
||||||
|
|
||||||
|
// Bass line for electronic feel (lower octave)
|
||||||
|
const bassNotes = [65.41, 73.42, 82.41, 87.31, 98, 110, 123.47]; // C2 to B2
|
||||||
|
|
||||||
|
const playChord = (chord, startTime, duration) => {
|
||||||
|
chord.forEach((freq, index) => {
|
||||||
|
const osc = this.audioContext.createOscillator();
|
||||||
|
const gain = this.audioContext.createGain();
|
||||||
|
|
||||||
|
// Use sawtooth for electronic/analog synth feel
|
||||||
|
osc.type = 'sawtooth';
|
||||||
|
osc.frequency.value = freq;
|
||||||
|
osc.connect(gain);
|
||||||
|
gain.connect(this.bgMusicGain);
|
||||||
|
|
||||||
|
// Very bright, energetic attack for happy feel
|
||||||
|
gain.gain.setValueAtTime(0, startTime);
|
||||||
|
gain.gain.linearRampToValueAtTime(0.5, startTime + 0.1); // Very fast, bright attack
|
||||||
|
gain.gain.setValueAtTime(0.5, startTime + duration - 0.2);
|
||||||
|
gain.gain.linearRampToValueAtTime(0, startTime + duration);
|
||||||
|
|
||||||
|
osc.start(startTime);
|
||||||
|
osc.stop(startTime + duration);
|
||||||
|
|
||||||
|
this.bgMusicOscillators.push(osc);
|
||||||
|
});
|
||||||
|
};
|
||||||
|
|
||||||
|
const playMelody = (note, startTime, duration) => {
|
||||||
|
const osc = this.audioContext.createOscillator();
|
||||||
|
const gain = this.audioContext.createGain();
|
||||||
|
|
||||||
|
osc.type = 'square'; // Square wave for electronic lead
|
||||||
|
osc.frequency.value = note;
|
||||||
|
osc.connect(gain);
|
||||||
|
gain.connect(this.bgMusicGain);
|
||||||
|
|
||||||
|
// Very energetic, bouncy attack for happy melody
|
||||||
|
gain.gain.setValueAtTime(0, startTime);
|
||||||
|
gain.gain.linearRampToValueAtTime(0.4, startTime + 0.05); // Very quick, bright attack
|
||||||
|
gain.gain.setValueAtTime(0.4, startTime + duration - 0.05);
|
||||||
|
gain.gain.linearRampToValueAtTime(0, startTime + duration);
|
||||||
|
|
||||||
|
osc.start(startTime);
|
||||||
|
osc.stop(startTime + duration);
|
||||||
|
|
||||||
|
this.bgMusicOscillators.push(osc);
|
||||||
|
};
|
||||||
|
|
||||||
|
// Electronic bass line
|
||||||
|
const playBass = (note, startTime, duration) => {
|
||||||
|
const osc = this.audioContext.createOscillator();
|
||||||
|
const gain = this.audioContext.createGain();
|
||||||
|
|
||||||
|
osc.type = 'square'; // Square wave for electronic bass
|
||||||
|
osc.frequency.value = note;
|
||||||
|
osc.connect(gain);
|
||||||
|
gain.connect(this.bgMusicGain);
|
||||||
|
|
||||||
|
// Punchy bass envelope
|
||||||
|
gain.gain.setValueAtTime(0, startTime);
|
||||||
|
gain.gain.linearRampToValueAtTime(0.4, startTime + 0.02);
|
||||||
|
gain.gain.setValueAtTime(0.4, startTime + duration - 0.05);
|
||||||
|
gain.gain.exponentialRampToValueAtTime(0.001, startTime + duration);
|
||||||
|
|
||||||
|
osc.start(startTime);
|
||||||
|
osc.stop(startTime + duration);
|
||||||
|
|
||||||
|
this.bgMusicOscillators.push(osc);
|
||||||
|
};
|
||||||
|
|
||||||
|
// Loop function - creates 8 second loop (fast electronic tempo)
|
||||||
|
const loopDuration = 8; // seconds - fast electronic tempo
|
||||||
|
let nextLoopTime = this.audioContext.currentTime;
|
||||||
|
|
||||||
|
const scheduleLoop = () => {
|
||||||
|
if (!this.bgMusicPlaying || !this.audioContext) return;
|
||||||
|
|
||||||
|
const startTime = nextLoopTime;
|
||||||
|
|
||||||
|
// Play chord progression (4 chords, 2 seconds each - fast electronic tempo)
|
||||||
|
chordProgression.forEach((chord, chordIndex) => {
|
||||||
|
const chordStart = startTime + (chordIndex * 2);
|
||||||
|
playChord(chord, chordStart, 1.9);
|
||||||
|
});
|
||||||
|
|
||||||
|
// Electronic bass line (pulsing rhythm)
|
||||||
|
const bassPattern = [
|
||||||
|
{ note: bassNotes[0], time: 0, duration: 0.3 }, // C - kick
|
||||||
|
{ note: bassNotes[0], time: 0.5, duration: 0.2 }, // C
|
||||||
|
{ note: bassNotes[2], time: 1.0, duration: 0.3 }, // E
|
||||||
|
{ note: bassNotes[0], time: 1.5, duration: 0.2 }, // C
|
||||||
|
{ note: bassNotes[3], time: 2.0, duration: 0.3 }, // F
|
||||||
|
{ note: bassNotes[0], time: 2.5, duration: 0.2 }, // C
|
||||||
|
{ note: bassNotes[4], time: 3.0, duration: 0.3 }, // G
|
||||||
|
{ note: bassNotes[0], time: 3.5, duration: 0.2 }, // C
|
||||||
|
{ note: bassNotes[2], time: 4.0, duration: 0.3 }, // E
|
||||||
|
{ note: bassNotes[0], time: 4.5, duration: 0.2 }, // C
|
||||||
|
{ note: bassNotes[3], time: 5.0, duration: 0.3 }, // F
|
||||||
|
{ note: bassNotes[0], time: 5.5, duration: 0.2 }, // C
|
||||||
|
{ note: bassNotes[4], time: 6.0, duration: 0.3 }, // G
|
||||||
|
{ note: bassNotes[0], time: 6.5, duration: 0.2 }, // C
|
||||||
|
{ note: bassNotes[2], time: 7.0, duration: 0.3 } // E
|
||||||
|
];
|
||||||
|
|
||||||
|
bassPattern.forEach(({ note, time, duration }) => {
|
||||||
|
playBass(note, startTime + time, duration);
|
||||||
|
});
|
||||||
|
|
||||||
|
// Play melody over chords (simpler pattern)
|
||||||
|
const melodyPattern = [
|
||||||
|
{ note: melodyNotes[0], time: 0.5, duration: 1 },
|
||||||
|
{ note: melodyNotes[2], time: 2, duration: 1 },
|
||||||
|
{ note: melodyNotes[4], time: 4.5, duration: 1 },
|
||||||
|
{ note: melodyNotes[3], time: 6, duration: 1 },
|
||||||
|
{ note: melodyNotes[5], time: 8.5, duration: 1.5 },
|
||||||
|
{ note: melodyNotes[4], time: 10.5, duration: 1 },
|
||||||
|
{ note: melodyNotes[2], time: 12, duration: 1.5 },
|
||||||
|
{ note: melodyNotes[0], time: 14, duration: 1.5 }
|
||||||
|
];
|
||||||
|
|
||||||
|
melodyPattern.forEach(({ note, time, duration }) => {
|
||||||
|
playMelody(note, startTime + time, duration);
|
||||||
|
});
|
||||||
|
|
||||||
|
// Schedule next loop
|
||||||
|
nextLoopTime += loopDuration;
|
||||||
|
|
||||||
|
// Schedule next loop before current one ends (schedule 2 seconds before end)
|
||||||
|
const timeUntilNext = (nextLoopTime - this.audioContext.currentTime) * 1000 - 2000;
|
||||||
|
|
||||||
|
if (timeUntilNext > 0) {
|
||||||
|
setTimeout(() => {
|
||||||
|
if (this.bgMusicPlaying && this.audioContext) {
|
||||||
|
scheduleLoop();
|
||||||
|
}
|
||||||
|
}, timeUntilNext);
|
||||||
|
} else {
|
||||||
|
// If we're behind, schedule immediately
|
||||||
|
scheduleLoop();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// Start first loop immediately
|
||||||
|
scheduleLoop();
|
||||||
|
|
||||||
|
console.log('Background music started, audio context state:', this.audioContext.state);
|
||||||
|
console.log('Background music volume:', this.bgMusicVolume);
|
||||||
|
} catch (error) {
|
||||||
|
console.warn('Failed to start background music:', error);
|
||||||
|
this.bgMusicPlaying = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Stop background music
|
||||||
|
*/
|
||||||
|
stopBackgroundMusic() {
|
||||||
|
this.bgMusicPlaying = false;
|
||||||
|
|
||||||
|
// Stop all oscillators
|
||||||
|
this.bgMusicOscillators.forEach(osc => {
|
||||||
|
try {
|
||||||
|
osc.stop();
|
||||||
|
} catch (e) {
|
||||||
|
// Oscillator might already be stopped
|
||||||
|
}
|
||||||
|
});
|
||||||
|
this.bgMusicOscillators = [];
|
||||||
|
|
||||||
|
if (this.bgMusicGain) {
|
||||||
|
this.bgMusicGain.disconnect();
|
||||||
|
this.bgMusicGain = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log('Background music stopped');
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Set background music volume
|
||||||
|
* @param {number} volume - Volume (0-1)
|
||||||
|
*/
|
||||||
|
setBackgroundMusicVolume(volume) {
|
||||||
|
this.bgMusicVolume = Math.max(0, Math.min(1, volume));
|
||||||
|
if (this.bgMusicGain) {
|
||||||
|
this.bgMusicGain.gain.value = this.bgMusicVolume;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue