Build and deploy of version 29030872

This commit is contained in:
Renan LE CARO 2025-03-13 08:53:02 +01:00
parent e14e958686
commit 57cb73128f
10 changed files with 2827 additions and 6487 deletions

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@ -31,4 +31,4 @@
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]
]

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@ -835,4 +835,4 @@
"bricks": "_W__W_WW__WW____________WW__WW_W__W_",
"svg": null
}
]
]

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@ -4,14 +4,13 @@ import _rawLevelsList from "./levels.json";
import _appVersion from "./version.json";
import { rawUpgrades } from "./rawUpgrades";
import _backgrounds from "./backgrounds.json";
const backgrounds = _backgrounds as string[]
const backgrounds = _backgrounds as string[];
const palette = _palette as Palette;
const rawLevelsList = _rawLevelsList as RawLevel[];
export const appVersion = _appVersion as string;
let levelIconHTMLCanvas = document.createElement("canvas");
const levelIconHTMLCanvasCtx = levelIconHTMLCanvas.getContext("2d", {
antialias: false,
@ -65,7 +64,7 @@ export const allLevels = rawLevelsList
.slice(0, level.size * level.size);
const icon = levelIconHTML(bricks, level.size, level.name, level.color);
icons[level.name] = icon;
let svg = level.svg!==null && backgrounds[level.svg]
let svg = level.svg !== null && backgrounds[level.svg];
if (!level.color && !svg) {
svg = backgrounds[hashCode(level.name) % backgrounds.length];
@ -94,13 +93,12 @@ export const upgrades = rawUpgrades.map((u) => ({
icon: icons["icon:" + u.id],
})) as Upgrade[];
function hashCode(string:string){
let hash = 0;
for (let i = 0; i < string.length; i++) {
let code = string.charCodeAt(i);
hash = ((hash<<5)-hash)+code;
hash = hash & hash; // Convert to 32bit integer
}
return Math.abs(hash);
function hashCode(string: string) {
let hash = 0;
for (let i = 0; i < string.length; i++) {
let code = string.charCodeAt(i);
hash = (hash << 5) - hash + code;
hash = hash & hash; // Convert to 32bit integer
}
return Math.abs(hash);
}

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@ -1,223 +1,235 @@
import {gameZoneWidthRoundedUp, isSettingOn, offsetX, offsetXRoundedDown} from "./game";
import {
gameZoneWidthRoundedUp,
isSettingOn,
offsetX,
offsetXRoundedDown,
} from "./game";
export const sounds = {
wallBeep: (pan: number) => {
if (!isSettingOn("sound")) return;
createSingleBounceSound(800, pixelsToPan(pan));
},
wallBeep: (pan: number) => {
if (!isSettingOn("sound")) return;
createSingleBounceSound(800, pixelsToPan(pan));
},
comboIncreaseMaybe: (combo: number, x: number, volume: number) => {
if (!isSettingOn("sound")) return;
let delta = 0;
if (!isNaN(lastComboPlayed)) {
if (lastComboPlayed < combo) delta = 1;
if (lastComboPlayed > combo) delta = -1;
}
playShepard(delta, pixelsToPan(x), volume);
lastComboPlayed = combo;
},
comboIncreaseMaybe: (combo: number, x: number, volume: number) => {
if (!isSettingOn("sound")) return;
let delta = 0;
if (!isNaN(lastComboPlayed)) {
if (lastComboPlayed < combo) delta = 1;
if (lastComboPlayed > combo) delta = -1;
}
playShepard(delta, pixelsToPan(x), volume);
lastComboPlayed = combo;
},
comboDecrease() {
if (!isSettingOn("sound")) return;
playShepard(-1, 0.5, 0.5);
},
coinBounce: (pan: number, volume: number) => {
if (!isSettingOn("sound")) return;
createSingleBounceSound(1200, pixelsToPan(pan), volume, 0.1, "triangle");
},
explode: (pan: number) => {
if (!isSettingOn("sound")) return;
createExplosionSound(pixelsToPan(pan));
},
lifeLost(pan:number){
if (!isSettingOn("sound")) return;
createShatteredGlassSound(pixelsToPan(pan))
},
comboDecrease() {
if (!isSettingOn("sound")) return;
playShepard(-1, 0.5, 0.5);
},
coinBounce: (pan: number, volume: number) => {
if (!isSettingOn("sound")) return;
createSingleBounceSound(1200, pixelsToPan(pan), volume, 0.1, "triangle");
},
explode: (pan: number) => {
if (!isSettingOn("sound")) return;
createExplosionSound(pixelsToPan(pan));
},
lifeLost(pan: number) {
if (!isSettingOn("sound")) return;
createShatteredGlassSound(pixelsToPan(pan));
},
coinCatch(pan: number) {
if (!isSettingOn("sound")) return;
createSingleBounceSound(900, pixelsToPan(pan), 0.8, 0.1, "triangle");
},
coinCatch(pan: number) {
if (!isSettingOn("sound")) return;
createSingleBounceSound(900, pixelsToPan(pan), 0.8, 0.1, "triangle");
},
};
// How to play the code on the leftconst context = new window.AudioContext();
let audioContext: AudioContext, audioRecordingTrack: MediaStreamAudioDestinationNode;
let audioContext: AudioContext,
audioRecordingTrack: MediaStreamAudioDestinationNode;
export function getAudioContext() {
if (!audioContext) {
if (!isSettingOn('sound')) return null
audioContext = new (window.AudioContext || window.webkitAudioContext)();
audioRecordingTrack = audioContext.createMediaStreamDestination();
}
return audioContext;
if (!audioContext) {
if (!isSettingOn("sound")) return null;
audioContext = new (window.AudioContext || window.webkitAudioContext)();
audioRecordingTrack = audioContext.createMediaStreamDestination();
}
return audioContext;
}
export function getAudioRecordingTrack() {
getAudioContext()
return audioRecordingTrack
getAudioContext();
return audioRecordingTrack;
}
function createSingleBounceSound(
baseFreq = 800,
pan = 0.5,
volume = 1,
duration = 0.1,
type: OscillatorType = "sine",
baseFreq = 800,
pan = 0.5,
volume = 1,
duration = 0.1,
type: OscillatorType = "sine",
) {
const context = getAudioContext();
if (!context) return
const oscillator = createOscillator(context, baseFreq, type);
const context = getAudioContext();
if (!context) return;
const oscillator = createOscillator(context, baseFreq, type);
// Create a gain node to control the volume
const gainNode = context.createGain();
oscillator.connect(gainNode);
// Create a gain node to control the volume
const gainNode = context.createGain();
oscillator.connect(gainNode);
// 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);
// Set up the gain envelope to simulate the impact and quick decay
gainNode.gain.setValueAtTime(0.8 * volume, context.currentTime); // Initial impact
gainNode.gain.exponentialRampToValueAtTime(
0.001,
context.currentTime + duration,
); // Quick decay
// Set up the gain envelope to simulate the impact and quick decay
gainNode.gain.setValueAtTime(0.8 * volume, context.currentTime); // Initial impact
gainNode.gain.exponentialRampToValueAtTime(
0.001,
context.currentTime + duration,
); // Quick decay
// Start the oscillator
oscillator.start(context.currentTime);
// Start the oscillator
oscillator.start(context.currentTime);
// Stop the oscillator after the decay
oscillator.stop(context.currentTime + duration);
// Stop the oscillator after the decay
oscillator.stop(context.currentTime + duration);
}
let noiseBuffer: AudioBuffer;
function getNoiseBuffer(context:AudioContext) {
function getNoiseBuffer(context: AudioContext) {
if (!noiseBuffer) {
const bufferSize = context.sampleRate * 2; // 2 seconds
noiseBuffer = context.createBuffer(1, bufferSize, context.sampleRate);
const output = noiseBuffer.getChannelData(0);
if (!noiseBuffer) {
const bufferSize = context.sampleRate * 2; // 2 seconds
noiseBuffer = context.createBuffer(1, bufferSize, context.sampleRate);
const output = noiseBuffer.getChannelData(0);
// Fill the buffer with random noise
for (let i = 0; i < bufferSize; i++) {
output[i] = Math.random() * 2 - 1;
}
// Fill the buffer with random noise
for (let i = 0; i < bufferSize; i++) {
output[i] = Math.random() * 2 - 1;
}
return noiseBuffer
}
return noiseBuffer;
}
function createExplosionSound(pan = 0.5) {
const context = getAudioContext();
if (!context) return
// Create an audio buffer
const context = getAudioContext();
if (!context) return;
// Create an audio buffer
// Create a noise source
const noiseSource = context.createBufferSource();
noiseSource.buffer = getNoiseBuffer(context);
// Create a noise source
const noiseSource = context.createBufferSource();
noiseSource.buffer = getNoiseBuffer(context);
// Create a gain node to control the volume
const gainNode = context.createGain();
noiseSource.connect(gainNode);
// 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
View file

@ -6,7 +6,7 @@ export type RawLevel = {
name: string;
size: number;
bricks: string;
svg: number|null;
svg: number | null;
color: string;
};
export type Level = {

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@ -1 +1 @@
"29028296"
"29030872"