enhance(frontend): バブルゲームの諸々を修正・改良2 (#12948)

* (fix) ゲームが正常に終了するように

* (enhance) 効果音の音量を設定可能に

* (add) store

* (add) スクショにロゴの透かしを入れる

* Update packages/frontend/src/pages/drop-and-fusion.vue

Co-authored-by: まっちゃとーにゅ <17376330+u1-liquid@users.noreply.github.com>

* tweak

* tweak

* tweak

* tweak

* Update drop-and-fusion.vue

* tweak

* tweak

---------

Co-authored-by: syuilo <Syuilotan@yahoo.co.jp>
Co-authored-by: まっちゃとーにゅ <17376330+u1-liquid@users.noreply.github.com>
This commit is contained in:
かっこかり
2024-01-09 13:25:33 +09:00
committed by GitHub
parent 34088ecd27
commit 0d7f9308cc
18 changed files with 311 additions and 130 deletions

View File

@@ -20,17 +20,17 @@ export type Mono = {
spriteScale: number;
};
const PHYSICS_QUALITY_FACTOR = 16; // 低いほどパフォーマンスが高いがガタガタして安定しなくなる、逆に高すぎても何故か不安定になる
export class DropAndFusionGame extends EventEmitter<{
changeScore: (newScore: number) => void;
changeCombo: (newCombo: number) => void;
changeStock: (newStock: { id: string; mono: Mono }[]) => void;
changeHolding: (newHolding: { id: string; mono: Mono } | null) => void;
dropped: () => void;
fusioned: (x: number, y: number, scoreDelta: number) => void;
monoAdded: (mono: Mono) => void;
gameOver: () => void;
}> {
private PHYSICS_QUALITY_FACTOR = 16; // 低いほどパフォーマンスが高いがガタガタして安定しなくなる、逆に高すぎても何故か不安定になる
private COMBO_INTERVAL = 1000;
public readonly DROP_INTERVAL = 500;
public readonly PLAYAREA_MARGIN = 25;
@@ -48,6 +48,8 @@ export class DropAndFusionGame extends EventEmitter<{
private monoTextures: Record<string, Blob> = {};
private monoTextureUrls: Record<string, string> = {};
private sfxVolume = 1;
/**
* フィールドに出ていて、かつ合体の対象となるアイテム
*/
@@ -58,6 +60,7 @@ export class DropAndFusionGame extends EventEmitter<{
private latestDroppedAt = 0;
private latestFusionedAt = 0;
private stock: { id: string; mono: Mono }[] = [];
private holding: { id: string; mono: Mono } | null = null;
private _combo = 0;
private get combo() {
@@ -84,6 +87,7 @@ export class DropAndFusionGame extends EventEmitter<{
width: number;
height: number;
monoDefinitions: Mono[];
sfxVolume?: number;
}) {
super();
@@ -91,10 +95,14 @@ export class DropAndFusionGame extends EventEmitter<{
this.gameHeight = opts.height;
this.monoDefinitions = opts.monoDefinitions;
if (opts.sfxVolume) {
this.sfxVolume = opts.sfxVolume;
}
this.engine = Matter.Engine.create({
constraintIterations: 2 * PHYSICS_QUALITY_FACTOR,
positionIterations: 6 * PHYSICS_QUALITY_FACTOR,
velocityIterations: 4 * PHYSICS_QUALITY_FACTOR,
constraintIterations: 2 * this.PHYSICS_QUALITY_FACTOR,
positionIterations: 6 * this.PHYSICS_QUALITY_FACTOR,
velocityIterations: 4 * this.PHYSICS_QUALITY_FACTOR,
gravity: {
x: 0,
y: 1,
@@ -183,6 +191,7 @@ export class DropAndFusionGame extends EventEmitter<{
};
if (mono.shape === 'circle') {
return Matter.Bodies.circle(x, y, mono.size / 2, options);
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
} else if (mono.shape === 'rectangle') {
return Matter.Bodies.rectangle(x, y, mono.size, mono.size, options);
} else {
@@ -224,7 +233,11 @@ export class DropAndFusionGame extends EventEmitter<{
// TODO: 効果音再生はコンポーネント側の責務なので移動する
const pan = ((newX / this.gameWidth) - 0.5) * 2;
sound.playUrl('/client-assets/drop-and-fusion/bubble2.mp3', 1, pan, nextMono.sfxPitch);
sound.playUrl('/client-assets/drop-and-fusion/bubble2.mp3', {
volume: this.sfxVolume,
pan,
playbackRate: nextMono.sfxPitch,
});
this.emit('monoAdded', nextMono);
this.emit('fusioned', newX, newY, additionalScore);
@@ -237,7 +250,7 @@ export class DropAndFusionGame extends EventEmitter<{
//}
//sound.playUrl({
// type: 'syuilo/bubble2',
// volume: 1,
// volume: this.sfxVolume,
//});
}
}
@@ -323,10 +336,14 @@ export class DropAndFusionGame extends EventEmitter<{
const energy = pairs.collision.depth;
if (energy > minCollisionEnergyForSound) {
// TODO: 効果音再生はコンポーネント側の責務なので移動する
const vol = (Math.min(maxCollisionEnergyForSound, energy - minCollisionEnergyForSound) / maxCollisionEnergyForSound) / 4;
const vol = ((Math.min(maxCollisionEnergyForSound, energy - minCollisionEnergyForSound) / maxCollisionEnergyForSound) / 4) * this.sfxVolume;
const pan = ((((bodyA.position.x + bodyB.position.x) / 2) / this.gameWidth) - 0.5) * 2;
const pitch = soundPitchMin + ((soundPitchMax - soundPitchMin) * (1 - (Math.min(10, energy) / 10)));
sound.playUrl('/client-assets/drop-and-fusion/poi1.mp3', vol, pan, pitch);
sound.playUrl('/client-assets/drop-and-fusion/poi1.mp3', {
volume: vol,
pan,
playbackRate: pitch,
});
}
}
}
@@ -344,6 +361,10 @@ export class DropAndFusionGame extends EventEmitter<{
this.loaded = true;
}
public setSfxVolume(volume: number) {
this.sfxVolume = volume;
}
public getTextureImageUrl(mono: Mono) {
// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
if (this.monoTextureUrls[mono.img]) {
@@ -369,25 +390,53 @@ export class DropAndFusionGame extends EventEmitter<{
if (Date.now() - this.latestDroppedAt < this.DROP_INTERVAL) {
return;
}
const st = this.stock.shift()!;
const head = this.stock.shift()!;
this.stock.push({
id: Math.random().toString(),
mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(Math.random() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
});
this.emit('changeStock', this.stock);
const x = Math.min(this.gameWidth - this.PLAYAREA_MARGIN - (st.mono.size / 2), Math.max(this.PLAYAREA_MARGIN + (st.mono.size / 2), _x));
const body = this.createBody(st.mono, x, 50 + st.mono.size / 2);
const x = Math.min(this.gameWidth - this.PLAYAREA_MARGIN - (head.mono.size / 2), Math.max(this.PLAYAREA_MARGIN + (head.mono.size / 2), _x));
const body = this.createBody(head.mono, x, 50 + head.mono.size / 2);
Matter.Composite.add(this.engine.world, body);
this.activeBodyIds.push(body.id);
this.latestDroppedBodyId = body.id;
this.latestDroppedAt = Date.now();
this.emit('dropped');
this.emit('monoAdded', st.mono);
this.emit('monoAdded', head.mono);
// TODO: 効果音再生はコンポーネント側の責務なので移動する
const pan = ((x / this.gameWidth) - 0.5) * 2;
sound.playUrl('/client-assets/drop-and-fusion/poi2.mp3', 1, pan);
sound.playUrl('/client-assets/drop-and-fusion/poi2.mp3', {
volume: this.sfxVolume,
pan,
});
}
public hold() {
if (this.isGameOver) return;
if (this.holding) {
const head = this.stock.shift()!;
this.stock.unshift(this.holding);
this.holding = head;
this.emit('changeHolding', this.holding);
this.emit('changeStock', this.stock);
} else {
const head = this.stock.shift()!;
this.holding = head;
this.stock.push({
id: Math.random().toString(),
mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(Math.random() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
});
this.emit('changeHolding', this.holding);
this.emit('changeStock', this.stock);
}
sound.playUrl('/client-assets/drop-and-fusion/hold.mp3', {
volume: this.sfxVolume,
});
}
public dispose() {