mirror of
https://gitlab.com/lecarore/breakout71.git
synced 2025-04-22 04:56:15 -04:00
Build and deploy of version 29030872
This commit is contained in:
parent
e14e958686
commit
57cb73128f
10 changed files with 2827 additions and 6487 deletions
|
@ -31,4 +31,4 @@
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|||
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]
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]
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5028
src/game.ts
5028
src/game.ts
File diff suppressed because it is too large
Load diff
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@ -835,4 +835,4 @@
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"bricks": "_W__W_WW__WW____________WW__WW_W__W_",
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"svg": null
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}
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]
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]
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@ -4,14 +4,13 @@ import _rawLevelsList from "./levels.json";
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import _appVersion from "./version.json";
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import { rawUpgrades } from "./rawUpgrades";
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import _backgrounds from "./backgrounds.json";
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const backgrounds = _backgrounds as string[]
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const backgrounds = _backgrounds as string[];
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const palette = _palette as Palette;
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const rawLevelsList = _rawLevelsList as RawLevel[];
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export const appVersion = _appVersion as string;
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let levelIconHTMLCanvas = document.createElement("canvas");
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const levelIconHTMLCanvasCtx = levelIconHTMLCanvas.getContext("2d", {
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antialias: false,
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@ -65,7 +64,7 @@ export const allLevels = rawLevelsList
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.slice(0, level.size * level.size);
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const icon = levelIconHTML(bricks, level.size, level.name, level.color);
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icons[level.name] = icon;
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let svg = level.svg!==null && backgrounds[level.svg]
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let svg = level.svg !== null && backgrounds[level.svg];
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if (!level.color && !svg) {
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svg = backgrounds[hashCode(level.name) % backgrounds.length];
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@ -94,13 +93,12 @@ export const upgrades = rawUpgrades.map((u) => ({
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icon: icons["icon:" + u.id],
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})) as Upgrade[];
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function hashCode(string:string){
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let hash = 0;
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for (let i = 0; i < string.length; i++) {
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let code = string.charCodeAt(i);
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hash = ((hash<<5)-hash)+code;
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hash = hash & hash; // Convert to 32bit integer
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}
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return Math.abs(hash);
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function hashCode(string: string) {
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let hash = 0;
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for (let i = 0; i < string.length; i++) {
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let code = string.charCodeAt(i);
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hash = (hash << 5) - hash + code;
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hash = hash & hash; // Convert to 32bit integer
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}
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return Math.abs(hash);
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}
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342
src/sounds.ts
342
src/sounds.ts
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import {gameZoneWidthRoundedUp, isSettingOn, offsetX, offsetXRoundedDown} from "./game";
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import {
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gameZoneWidthRoundedUp,
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isSettingOn,
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offsetX,
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offsetXRoundedDown,
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} from "./game";
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export const sounds = {
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wallBeep: (pan: number) => {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(800, pixelsToPan(pan));
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},
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wallBeep: (pan: number) => {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(800, pixelsToPan(pan));
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},
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comboIncreaseMaybe: (combo: number, x: number, volume: number) => {
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if (!isSettingOn("sound")) return;
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let delta = 0;
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if (!isNaN(lastComboPlayed)) {
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if (lastComboPlayed < combo) delta = 1;
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if (lastComboPlayed > combo) delta = -1;
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}
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playShepard(delta, pixelsToPan(x), volume);
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lastComboPlayed = combo;
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},
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comboIncreaseMaybe: (combo: number, x: number, volume: number) => {
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if (!isSettingOn("sound")) return;
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let delta = 0;
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if (!isNaN(lastComboPlayed)) {
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if (lastComboPlayed < combo) delta = 1;
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if (lastComboPlayed > combo) delta = -1;
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}
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playShepard(delta, pixelsToPan(x), volume);
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lastComboPlayed = combo;
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},
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comboDecrease() {
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if (!isSettingOn("sound")) return;
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playShepard(-1, 0.5, 0.5);
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},
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coinBounce: (pan: number, volume: number) => {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(1200, pixelsToPan(pan), volume, 0.1, "triangle");
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},
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explode: (pan: number) => {
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if (!isSettingOn("sound")) return;
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createExplosionSound(pixelsToPan(pan));
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},
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lifeLost(pan:number){
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if (!isSettingOn("sound")) return;
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createShatteredGlassSound(pixelsToPan(pan))
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},
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comboDecrease() {
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if (!isSettingOn("sound")) return;
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playShepard(-1, 0.5, 0.5);
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},
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coinBounce: (pan: number, volume: number) => {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(1200, pixelsToPan(pan), volume, 0.1, "triangle");
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},
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explode: (pan: number) => {
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if (!isSettingOn("sound")) return;
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createExplosionSound(pixelsToPan(pan));
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},
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lifeLost(pan: number) {
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if (!isSettingOn("sound")) return;
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createShatteredGlassSound(pixelsToPan(pan));
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},
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coinCatch(pan: number) {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(900, pixelsToPan(pan), 0.8, 0.1, "triangle");
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},
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coinCatch(pan: number) {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(900, pixelsToPan(pan), 0.8, 0.1, "triangle");
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},
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};
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// How to play the code on the leftconst context = new window.AudioContext();
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let audioContext: AudioContext, audioRecordingTrack: MediaStreamAudioDestinationNode;
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let audioContext: AudioContext,
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audioRecordingTrack: MediaStreamAudioDestinationNode;
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export function getAudioContext() {
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if (!audioContext) {
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if (!isSettingOn('sound')) return null
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audioContext = new (window.AudioContext || window.webkitAudioContext)();
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audioRecordingTrack = audioContext.createMediaStreamDestination();
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}
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return audioContext;
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if (!audioContext) {
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if (!isSettingOn("sound")) return null;
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audioContext = new (window.AudioContext || window.webkitAudioContext)();
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audioRecordingTrack = audioContext.createMediaStreamDestination();
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}
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return audioContext;
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}
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export function getAudioRecordingTrack() {
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getAudioContext()
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return audioRecordingTrack
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getAudioContext();
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return audioRecordingTrack;
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}
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function createSingleBounceSound(
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baseFreq = 800,
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pan = 0.5,
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volume = 1,
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duration = 0.1,
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type: OscillatorType = "sine",
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baseFreq = 800,
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pan = 0.5,
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volume = 1,
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duration = 0.1,
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type: OscillatorType = "sine",
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) {
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const context = getAudioContext();
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if (!context) return
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const oscillator = createOscillator(context, baseFreq, type);
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const context = getAudioContext();
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if (!context) return;
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const oscillator = createOscillator(context, baseFreq, type);
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// Create a gain node to control the volume
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const gainNode = context.createGain();
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oscillator.connect(gainNode);
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// Create a gain node to control the volume
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const gainNode = context.createGain();
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oscillator.connect(gainNode);
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// Create a stereo panner node for left-right panning
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const panner = context.createStereoPanner();
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panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime);
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gainNode.connect(panner);
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panner.connect(context.destination);
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panner.connect(audioRecordingTrack);
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// Create a stereo panner node for left-right panning
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const panner = context.createStereoPanner();
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panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime);
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gainNode.connect(panner);
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panner.connect(context.destination);
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panner.connect(audioRecordingTrack);
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// Set up the gain envelope to simulate the impact and quick decay
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gainNode.gain.setValueAtTime(0.8 * volume, context.currentTime); // Initial impact
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gainNode.gain.exponentialRampToValueAtTime(
|
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0.001,
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context.currentTime + duration,
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); // Quick decay
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// Set up the gain envelope to simulate the impact and quick decay
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gainNode.gain.setValueAtTime(0.8 * volume, context.currentTime); // Initial impact
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gainNode.gain.exponentialRampToValueAtTime(
|
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0.001,
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context.currentTime + duration,
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); // Quick decay
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// Start the oscillator
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oscillator.start(context.currentTime);
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// Start the oscillator
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oscillator.start(context.currentTime);
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// Stop the oscillator after the decay
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oscillator.stop(context.currentTime + duration);
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// Stop the oscillator after the decay
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oscillator.stop(context.currentTime + duration);
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}
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let noiseBuffer: AudioBuffer;
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function getNoiseBuffer(context:AudioContext) {
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function getNoiseBuffer(context: AudioContext) {
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if (!noiseBuffer) {
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const bufferSize = context.sampleRate * 2; // 2 seconds
|
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noiseBuffer = context.createBuffer(1, bufferSize, context.sampleRate);
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const output = noiseBuffer.getChannelData(0);
|
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if (!noiseBuffer) {
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const bufferSize = context.sampleRate * 2; // 2 seconds
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noiseBuffer = context.createBuffer(1, bufferSize, context.sampleRate);
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const output = noiseBuffer.getChannelData(0);
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// Fill the buffer with random noise
|
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for (let i = 0; i < bufferSize; i++) {
|
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output[i] = Math.random() * 2 - 1;
|
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}
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// Fill the buffer with random noise
|
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for (let i = 0; i < bufferSize; i++) {
|
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output[i] = Math.random() * 2 - 1;
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}
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return noiseBuffer
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}
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return noiseBuffer;
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}
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function createExplosionSound(pan = 0.5) {
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const context = getAudioContext();
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if (!context) return
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// Create an audio buffer
|
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const context = getAudioContext();
|
||||
if (!context) return;
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// Create an audio buffer
|
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// Create a noise source
|
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const noiseSource = context.createBufferSource();
|
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noiseSource.buffer = getNoiseBuffer(context);
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||||
// Create a noise source
|
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const noiseSource = context.createBufferSource();
|
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noiseSource.buffer = getNoiseBuffer(context);
|
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// Create a gain node to control the volume
|
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const gainNode = context.createGain();
|
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noiseSource.connect(gainNode);
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|
||||
// Create a gain node to control the volume
|
||||
const gainNode = context.createGain();
|
||||
noiseSource.connect(gainNode);
|
||||
// Create a filter to shape the explosion sound
|
||||
const filter = context.createBiquadFilter();
|
||||
filter.type = "lowpass";
|
||||
filter.frequency.setValueAtTime(1000, context.currentTime); // Set the initial frequency
|
||||
gainNode.connect(filter);
|
||||
|
||||
// Create a filter to shape the explosion sound
|
||||
const filter = context.createBiquadFilter();
|
||||
filter.type = "lowpass";
|
||||
filter.frequency.setValueAtTime(1000, context.currentTime); // Set the initial frequency
|
||||
gainNode.connect(filter);
|
||||
// Create a stereo panner node for left-right panning
|
||||
const panner = context.createStereoPanner();
|
||||
panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime); // pan 0 to 1 maps to -1 to 1
|
||||
|
||||
// Create a stereo panner node for left-right panning
|
||||
const panner = context.createStereoPanner();
|
||||
panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime); // pan 0 to 1 maps to -1 to 1
|
||||
// Connect filter to panner and then to the destination (speakers)
|
||||
filter.connect(panner);
|
||||
panner.connect(context.destination);
|
||||
panner.connect(audioRecordingTrack);
|
||||
|
||||
// Connect filter to panner and then to the destination (speakers)
|
||||
filter.connect(panner);
|
||||
panner.connect(context.destination);
|
||||
panner.connect(audioRecordingTrack);
|
||||
// Ramp down the gain to simulate the explosion's fade-out
|
||||
gainNode.gain.setValueAtTime(1, context.currentTime);
|
||||
gainNode.gain.exponentialRampToValueAtTime(0.01, context.currentTime + 1);
|
||||
|
||||
// Ramp down the gain to simulate the explosion's fade-out
|
||||
gainNode.gain.setValueAtTime(1, context.currentTime);
|
||||
gainNode.gain.exponentialRampToValueAtTime(0.01, context.currentTime + 1);
|
||||
// Lower the filter frequency over time to create the "explosive" effect
|
||||
filter.frequency.exponentialRampToValueAtTime(60, context.currentTime + 1);
|
||||
|
||||
// Lower the filter frequency over time to create the "explosive" effect
|
||||
filter.frequency.exponentialRampToValueAtTime(60, context.currentTime + 1);
|
||||
// Start the noise source
|
||||
noiseSource.start(context.currentTime);
|
||||
|
||||
// Start the noise source
|
||||
noiseSource.start(context.currentTime);
|
||||
|
||||
// Stop the noise source after the sound has played
|
||||
noiseSource.stop(context.currentTime + 1);
|
||||
// Stop the noise source after the sound has played
|
||||
noiseSource.stop(context.currentTime + 1);
|
||||
}
|
||||
|
||||
function pixelsToPan(pan: number) {
|
||||
return Math.max(0, Math.min(1, (pan - offsetXRoundedDown) / gameZoneWidthRoundedUp));
|
||||
return Math.max(
|
||||
0,
|
||||
Math.min(1, (pan - offsetXRoundedDown) / gameZoneWidthRoundedUp),
|
||||
);
|
||||
}
|
||||
|
||||
let lastComboPlayed = NaN,
|
||||
shepard = 6;
|
||||
shepard = 6;
|
||||
|
||||
function playShepard(delta: number, pan: number, volume: number) {
|
||||
const shepardMax = 11,
|
||||
factor = 1.05945594920268,
|
||||
baseNote = 392;
|
||||
shepard += delta;
|
||||
if (shepard > shepardMax) shepard = 0;
|
||||
if (shepard < 0) shepard = shepardMax;
|
||||
const shepardMax = 11,
|
||||
factor = 1.05945594920268,
|
||||
baseNote = 392;
|
||||
shepard += delta;
|
||||
if (shepard > shepardMax) shepard = 0;
|
||||
if (shepard < 0) shepard = shepardMax;
|
||||
|
||||
const play = (note: number) => {
|
||||
const freq = baseNote * Math.pow(factor, note);
|
||||
const diff = Math.abs(note - shepardMax * 0.5);
|
||||
const maxDistanceToIdeal = 1.5 * shepardMax;
|
||||
const vol = Math.max(0, volume * (1 - diff / maxDistanceToIdeal));
|
||||
createSingleBounceSound(freq, pan, vol);
|
||||
return freq.toFixed(2) + " at " + Math.floor(vol * 100) + "% diff " + diff;
|
||||
};
|
||||
const play = (note: number) => {
|
||||
const freq = baseNote * Math.pow(factor, note);
|
||||
const diff = Math.abs(note - shepardMax * 0.5);
|
||||
const maxDistanceToIdeal = 1.5 * shepardMax;
|
||||
const vol = Math.max(0, volume * (1 - diff / maxDistanceToIdeal));
|
||||
createSingleBounceSound(freq, pan, vol);
|
||||
return freq.toFixed(2) + " at " + Math.floor(vol * 100) + "% diff " + diff;
|
||||
};
|
||||
|
||||
play(1 + shepardMax + shepard);
|
||||
play(shepard);
|
||||
play(-1 - shepardMax + shepard);
|
||||
play(1 + shepardMax + shepard);
|
||||
play(shepard);
|
||||
play(-1 - shepardMax + shepard);
|
||||
}
|
||||
|
||||
function createShatteredGlassSound(pan:number) {
|
||||
const context = getAudioContext();
|
||||
if (!context) return
|
||||
const oscillators = [
|
||||
createOscillator(context, 3000, 'square'),
|
||||
createOscillator(context, 4500, 'square'),
|
||||
createOscillator(context, 6000, 'square')
|
||||
];
|
||||
const gainNode = context.createGain();
|
||||
const noiseSource = context.createBufferSource();
|
||||
noiseSource.buffer = getNoiseBuffer(context);
|
||||
function createShatteredGlassSound(pan: number) {
|
||||
const context = getAudioContext();
|
||||
if (!context) return;
|
||||
const oscillators = [
|
||||
createOscillator(context, 3000, "square"),
|
||||
createOscillator(context, 4500, "square"),
|
||||
createOscillator(context, 6000, "square"),
|
||||
];
|
||||
const gainNode = context.createGain();
|
||||
const noiseSource = context.createBufferSource();
|
||||
noiseSource.buffer = getNoiseBuffer(context);
|
||||
|
||||
oscillators.forEach(oscillator => oscillator.connect(gainNode));
|
||||
noiseSource.connect(gainNode);
|
||||
gainNode.gain.setValueAtTime(0.2, context.currentTime);
|
||||
oscillators.forEach(oscillator => oscillator.start());
|
||||
noiseSource.start();
|
||||
oscillators.forEach(oscillator => oscillator.stop(context.currentTime + 0.2));
|
||||
noiseSource.stop(context.currentTime + 0.2);
|
||||
gainNode.gain.exponentialRampToValueAtTime(0.001, context.currentTime + 0.2);
|
||||
oscillators.forEach((oscillator) => oscillator.connect(gainNode));
|
||||
noiseSource.connect(gainNode);
|
||||
gainNode.gain.setValueAtTime(0.2, context.currentTime);
|
||||
oscillators.forEach((oscillator) => oscillator.start());
|
||||
noiseSource.start();
|
||||
oscillators.forEach((oscillator) =>
|
||||
oscillator.stop(context.currentTime + 0.2),
|
||||
);
|
||||
noiseSource.stop(context.currentTime + 0.2);
|
||||
gainNode.gain.exponentialRampToValueAtTime(0.001, context.currentTime + 0.2);
|
||||
|
||||
// Create a stereo panner node for left-right panning
|
||||
const panner = context.createStereoPanner();
|
||||
panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime);
|
||||
gainNode.connect(panner);
|
||||
panner.connect(context.destination);
|
||||
panner.connect(audioRecordingTrack);
|
||||
|
||||
// Create a stereo panner node for left-right panning
|
||||
const panner = context.createStereoPanner();
|
||||
panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime);
|
||||
gainNode.connect(panner);
|
||||
panner.connect(context.destination);
|
||||
panner.connect(audioRecordingTrack);
|
||||
|
||||
gainNode.connect(panner);
|
||||
gainNode.connect(panner);
|
||||
}
|
||||
|
||||
// Helper function to create an oscillator with a specific frequency
|
||||
function createOscillator(context:AudioContext, frequency:number, type:OscillatorType) {
|
||||
const oscillator = context.createOscillator();
|
||||
oscillator.type =type
|
||||
oscillator.frequency.setValueAtTime(frequency, context.currentTime);
|
||||
return oscillator;
|
||||
}
|
||||
function createOscillator(
|
||||
context: AudioContext,
|
||||
frequency: number,
|
||||
type: OscillatorType,
|
||||
) {
|
||||
const oscillator = context.createOscillator();
|
||||
oscillator.type = type;
|
||||
oscillator.frequency.setValueAtTime(frequency, context.currentTime);
|
||||
return oscillator;
|
||||
}
|
||||
|
|
2
src/types.d.ts
vendored
2
src/types.d.ts
vendored
|
@ -6,7 +6,7 @@ export type RawLevel = {
|
|||
name: string;
|
||||
size: number;
|
||||
bricks: string;
|
||||
svg: number|null;
|
||||
svg: number | null;
|
||||
color: string;
|
||||
};
|
||||
export type Level = {
|
||||
|
|
|
@ -1 +1 @@
|
|||
"29028296"
|
||||
"29030872"
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue