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	refactor(frontend): extract game engine from vue component
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					 2 changed files with 409 additions and 388 deletions
				
			
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			@ -117,12 +117,9 @@ SPDX-License-Identifier: AGPL-3.0-only
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</template>
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<script lang="ts" setup>
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import * as Matter from 'matter-js';
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import { onDeactivated, ref, shallowRef } from 'vue';
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import { EventEmitter } from 'eventemitter3';
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import * as Misskey from 'misskey-js';
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import { definePageMetadata } from '@/scripts/page-metadata.js';
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import * as sound from '@/scripts/sound.js';
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import MkRippleEffect from '@/components/MkRippleEffect.vue';
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import * as os from '@/os.js';
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import MkNumber from '@/components/MkNumber.vue';
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			@ -136,19 +133,7 @@ import { useInterval } from '@/scripts/use-interval.js';
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import MkSelect from '@/components/MkSelect.vue';
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import { apiUrl } from '@/config.js';
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import { $i } from '@/account.js';
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type Mono = {
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	id: string;
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	level: number;
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	size: number;
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	shape: 'circle' | 'rectangle';
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	score: number;
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	dropCandidate: boolean;
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	sfxPitch: number;
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	img: string;
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	imgSize: number;
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	spriteScale: number;
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};
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import { DropAndFusionGame, Mono } from '@/scripts/drop-and-fusion-engine.js';
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const containerEl = shallowRef<HTMLElement>();
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const canvasEl = shallowRef<HTMLCanvasElement>();
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			@ -382,7 +367,6 @@ const SQUARE_MONOS: Mono[] = [{
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const GAME_WIDTH = 450;
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const GAME_HEIGHT = 600;
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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
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let viewScaleX = 1;
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let viewScaleY = 1;
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			@ -398,373 +382,7 @@ const gameOver = ref(false);
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const gameStarted = ref(false);
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const highScore = ref<number | null>(null);
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class Game extends EventEmitter<{
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	changeScore: (newScore: number) => void;
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	changeCombo: (newCombo: number) => void;
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	changeStock: (newStock: { id: string; mono: Mono }[]) => void;
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	dropped: () => void;
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	fusioned: (x: number, y: number, scoreDelta: number) => void;
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	monoAdded: (mono: Mono) => void;
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	gameOver: () => void;
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}> {
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	private COMBO_INTERVAL = 1000;
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	public readonly DROP_INTERVAL = 500;
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	public readonly PLAYAREA_MARGIN = 25;
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	private STOCK_MAX = 4;
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	private loaded = false;
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	private engine: Matter.Engine;
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	private render: Matter.Render;
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	private runner: Matter.Runner;
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	private overflowCollider: Matter.Body;
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	private isGameOver = false;
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	private monoDefinitions: Mono[] = [];
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	private monoTextures: Record<string, Blob> = {};
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	private monoTextureUrls: Record<string, string> = {};
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	/**
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	 * フィールドに出ていて、かつ合体の対象となるアイテム
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	 */
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	private activeBodyIds: Matter.Body['id'][] = [];
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	private latestDroppedBodyId: Matter.Body['id'] | null = null;
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	private latestDroppedAt = 0;
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	private latestFusionedAt = 0;
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	private stock: { id: string; mono: Mono }[] = [];
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	private _combo = 0;
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	private get combo() {
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		return this._combo;
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	}
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	private set combo(value: number) {
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		this._combo = value;
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		this.emit('changeCombo', value);
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	}
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	private _score = 0;
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	private get score() {
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		return this._score;
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	}
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	private set score(value: number) {
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		this._score = value;
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		this.emit('changeScore', value);
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	}
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	private comboIntervalId: number | null = null;
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	constructor(opts: {
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		monoDefinitions: Mono[];
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	}) {
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		super();
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		this.monoDefinitions = opts.monoDefinitions;
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		this.engine = Matter.Engine.create({
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			constraintIterations: 2 * PHYSICS_QUALITY_FACTOR,
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			positionIterations: 6 * PHYSICS_QUALITY_FACTOR,
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			velocityIterations: 4 * PHYSICS_QUALITY_FACTOR,
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			gravity: {
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				x: 0,
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				y: 1,
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			},
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			timing: {
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				timeScale: 2,
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			},
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			enableSleeping: false,
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		});
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		this.render = Matter.Render.create({
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			engine: this.engine,
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			canvas: canvasEl.value,
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			options: {
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				width: GAME_WIDTH,
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				height: GAME_HEIGHT,
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				background: 'transparent', // transparent to hide
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				wireframeBackground: 'transparent', // transparent to hide
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				wireframes: false,
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				showSleeping: false,
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				pixelRatio: Math.max(2, window.devicePixelRatio),
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			},
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		});
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		Matter.Render.run(this.render);
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		this.runner = Matter.Runner.create();
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		Matter.Runner.run(this.runner, this.engine);
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		this.engine.world.bodies = [];
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		//#region walls
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		const WALL_OPTIONS: Matter.IChamferableBodyDefinition = {
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			isStatic: true,
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			friction: 0.7,
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			slop: 1.0,
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			render: {
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				strokeStyle: 'transparent',
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				fillStyle: 'transparent',
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			},
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		};
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		const thickness = 100;
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		Matter.Composite.add(this.engine.world, [
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			Matter.Bodies.rectangle(GAME_WIDTH / 2, GAME_HEIGHT + (thickness / 2) - this.PLAYAREA_MARGIN, GAME_WIDTH, thickness, WALL_OPTIONS),
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			Matter.Bodies.rectangle(GAME_WIDTH + (thickness / 2) - this.PLAYAREA_MARGIN, GAME_HEIGHT / 2, thickness, GAME_HEIGHT, WALL_OPTIONS),
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			Matter.Bodies.rectangle(-((thickness / 2) - this.PLAYAREA_MARGIN), GAME_HEIGHT / 2, thickness, GAME_HEIGHT, WALL_OPTIONS),
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		]);
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		//#endregion
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		this.overflowCollider = Matter.Bodies.rectangle(GAME_WIDTH / 2, 0, GAME_WIDTH, 200, {
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			isStatic: true,
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			isSensor: true,
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			render: {
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				strokeStyle: 'transparent',
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				fillStyle: 'transparent',
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			},
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		});
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		Matter.Composite.add(this.engine.world, this.overflowCollider);
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		// fit the render viewport to the scene
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		Matter.Render.lookAt(this.render, {
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			min: { x: 0, y: 0 },
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			max: { x: GAME_WIDTH, y: GAME_HEIGHT },
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		});
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	}
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	private createBody(mono: Mono, x: number, y: number) {
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		const options: Matter.IBodyDefinition = {
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			label: mono.id,
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			//density: 0.0005,
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			density: mono.size / 1000,
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			restitution: 0.2,
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			frictionAir: 0.01,
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			friction: 0.7,
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			frictionStatic: 5,
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			slop: 1.0,
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			//mass: 0,
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			render: {
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				sprite: {
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					texture: mono.img,
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					xScale: (mono.size / mono.imgSize) * mono.spriteScale,
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					yScale: (mono.size / mono.imgSize) * mono.spriteScale,
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				},
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			},
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		};
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		if (mono.shape === 'circle') {
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			return Matter.Bodies.circle(x, y, mono.size / 2, options);
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		} else if (mono.shape === 'rectangle') {
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			return Matter.Bodies.rectangle(x, y, mono.size, mono.size, options);
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		} else {
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			throw new Error('unrecognized shape');
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		}
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	}
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	private fusion(bodyA: Matter.Body, bodyB: Matter.Body) {
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		const now = Date.now();
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		if (this.latestFusionedAt > now - this.COMBO_INTERVAL) {
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			this.combo++;
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		} else {
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			this.combo = 1;
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		}
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		this.latestFusionedAt = now;
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		// TODO: 単に位置だけでなくそれぞれの動きベクトルも融合する
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		const newX = (bodyA.position.x + bodyB.position.x) / 2;
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		const newY = (bodyA.position.y + bodyB.position.y) / 2;
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		Matter.Composite.remove(this.engine.world, [bodyA, bodyB]);
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		this.activeBodyIds = this.activeBodyIds.filter(x => x !== bodyA.id && x !== bodyB.id);
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		const currentMono = this.monoDefinitions.find(y => y.id === bodyA.label)!;
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		const nextMono = this.monoDefinitions.find(x => x.level === currentMono.level + 1);
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		if (nextMono) {
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			const body = this.createBody(nextMono, newX, newY);
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			Matter.Composite.add(this.engine.world, body);
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			// 連鎖してfusionした場合の分かりやすさのため少し間を置いてからfusion対象になるようにする
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			window.setTimeout(() => {
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				this.activeBodyIds.push(body.id);
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			}, 100);
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			const comboBonus = 1 + ((this.combo - 1) / 5);
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			const additionalScore = Math.round(currentMono.score * comboBonus);
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			this.score += additionalScore;
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			const pan = ((newX / GAME_WIDTH) - 0.5) * 2;
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			sound.playRaw('syuilo/bubble2', 1, pan, nextMono.sfxPitch);
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			this.emit('monoAdded', nextMono);
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			this.emit('fusioned', newX, newY, additionalScore);
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		} else {
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			//const VELOCITY = 30;
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			//for (let i = 0; i < 10; i++) {
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			//	const body = createBody(FRUITS.find(x => x.level === (1 + Math.floor(Math.random() * 3)))!, x + ((Math.random() * VELOCITY) - (VELOCITY / 2)), y + ((Math.random() * VELOCITY) - (VELOCITY / 2)));
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			//	Matter.Composite.add(world, body);
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			//	bodies.push(body);
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			//}
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			//sound.playRaw({
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			//	type: 'syuilo/bubble2',
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			//	volume: 1,
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			//});
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		}
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	}
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	private gameOver() {
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		this.isGameOver = true;
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		Matter.Runner.stop(this.runner);
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		this.emit('gameOver');
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	}
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	/** テクスチャをすべてキャッシュする */
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	private async loadMonoTextures() {
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		async function loadSingleMonoTexture(mono: Mono, game: Game) {
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			// Matter-js内にキャッシュがある場合はスキップ
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			if (game.render.textures[mono.img]) return;
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			console.log('loading', mono.img);
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			let src = mono.img;
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			// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
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			if (game.monoTextureUrls[mono.img]) {
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				src = game.monoTextureUrls[mono.img];
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			// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
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			} else if (game.monoTextures[mono.img]) {
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				src = URL.createObjectURL(game.monoTextures[mono.img]);
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				game.monoTextureUrls[mono.img] = src;
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			} else {
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				const res = await fetch(mono.img);
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				const blob = await res.blob();
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				game.monoTextures[mono.img] = blob;
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				src = URL.createObjectURL(blob);
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				game.monoTextureUrls[mono.img] = src;
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			}
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			const image = new Image();
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			image.src = src;
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			game.render.textures[mono.img] = image;
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		}
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		return Promise.all(this.monoDefinitions.map(x => loadSingleMonoTexture(x, this)));
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	}
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	public start() {
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		if (!this.loaded) throw new Error('game is not loaded yet');
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		for (let i = 0; i < this.STOCK_MAX; i++) {
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			this.stock.push({
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				id: Math.random().toString(),
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				mono: this.monoDefinitions.filter(x => x.dropCandidate)[Math.floor(Math.random() * this.monoDefinitions.filter(x => x.dropCandidate).length)],
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			});
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		}
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		this.emit('changeStock', this.stock);
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		// TODO: fusion予約状態のアイテムは光らせるなどの演出をすると楽しそう
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		let fusionReservedPairs: { bodyA: Matter.Body; bodyB: Matter.Body }[] = [];
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		const minCollisionEnergyForSound = 2.5;
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		const maxCollisionEnergyForSound = 9;
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		const soundPitchMax = 4;
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		const soundPitchMin = 0.5;
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		Matter.Events.on(this.engine, 'collisionStart', (event) => {
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			for (const pairs of event.pairs) {
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				const { bodyA, bodyB } = pairs;
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				if (bodyA.id === this.overflowCollider.id || bodyB.id === this.overflowCollider.id) {
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					if (bodyA.id === this.latestDroppedBodyId || bodyB.id === this.latestDroppedBodyId) {
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						continue;
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					}
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					this.gameOver();
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					break;
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				}
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				const shouldFusion = (bodyA.label === bodyB.label) && !fusionReservedPairs.some(x => x.bodyA.id === bodyA.id || x.bodyA.id === bodyB.id || x.bodyB.id === bodyA.id || x.bodyB.id === bodyB.id);
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				if (shouldFusion) {
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					if (this.activeBodyIds.includes(bodyA.id) && this.activeBodyIds.includes(bodyB.id)) {
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						this.fusion(bodyA, bodyB);
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					} else {
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						fusionReservedPairs.push({ bodyA, bodyB });
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						window.setTimeout(() => {
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							fusionReservedPairs = fusionReservedPairs.filter(x => x.bodyA.id !== bodyA.id && x.bodyB.id !== bodyB.id);
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							this.fusion(bodyA, bodyB);
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						}, 100);
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					}
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		||||
				} else {
 | 
			
		||||
					const energy = pairs.collision.depth;
 | 
			
		||||
					if (energy > minCollisionEnergyForSound) {
 | 
			
		||||
						const vol = (Math.min(maxCollisionEnergyForSound, energy - minCollisionEnergyForSound) / maxCollisionEnergyForSound) / 4;
 | 
			
		||||
						const pan = ((((bodyA.position.x + bodyB.position.x) / 2) / GAME_WIDTH) - 0.5) * 2;
 | 
			
		||||
						const pitch = soundPitchMin + ((soundPitchMax - soundPitchMin) * (1 - (Math.min(10, energy) / 10)));
 | 
			
		||||
						sound.playRaw('syuilo/poi1', vol, pan, pitch);
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		});
 | 
			
		||||
 | 
			
		||||
		this.comboIntervalId = window.setInterval(() => {
 | 
			
		||||
			if (this.latestFusionedAt < Date.now() - this.COMBO_INTERVAL) {
 | 
			
		||||
				this.combo = 0;
 | 
			
		||||
			}
 | 
			
		||||
		}, 500);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public async load() {
 | 
			
		||||
		await this.loadMonoTextures();
 | 
			
		||||
		this.loaded = true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public getTextureImageUrl(mono: Mono) {
 | 
			
		||||
		// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
 | 
			
		||||
		if (this.monoTextureUrls[mono.img]) {
 | 
			
		||||
			return this.monoTextureUrls[mono.img];
 | 
			
		||||
 | 
			
		||||
		// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
 | 
			
		||||
		} else if (this.monoTextures[mono.img]) {
 | 
			
		||||
			// Gameクラス内にキャッシュがある場合はそれを使う
 | 
			
		||||
			const out = URL.createObjectURL(this.monoTextures[mono.img]);
 | 
			
		||||
			this.monoTextureUrls[mono.img] = out;
 | 
			
		||||
			return out;
 | 
			
		||||
		} else {
 | 
			
		||||
			return mono.img;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public getActiveMonos() {
 | 
			
		||||
		return this.engine.world.bodies.map(x => this.monoDefinitions.find((mono) => mono.id === x.label)!).filter(x => x !== undefined);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public drop(_x: number) {
 | 
			
		||||
		if (this.isGameOver) return;
 | 
			
		||||
		if (Date.now() - this.latestDroppedAt < this.DROP_INTERVAL) {
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
		const st = 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(GAME_WIDTH - 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);
 | 
			
		||||
		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);
 | 
			
		||||
		const pan = ((x / GAME_WIDTH) - 0.5) * 2;
 | 
			
		||||
		sound.playRaw('syuilo/poi2', 1, pan);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public dispose() {
 | 
			
		||||
		if (this.comboIntervalId) window.clearInterval(this.comboIntervalId);
 | 
			
		||||
		Matter.Render.stop(this.render);
 | 
			
		||||
		Matter.Runner.stop(this.runner);
 | 
			
		||||
		Matter.World.clear(this.engine.world, false);
 | 
			
		||||
		Matter.Engine.clear(this.engine);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
let game: Game;
 | 
			
		||||
let game: DropAndFusionGame;
 | 
			
		||||
let containerElRect: DOMRect | null = null;
 | 
			
		||||
 | 
			
		||||
function onClick(ev: MouseEvent) {
 | 
			
		||||
| 
						 | 
				
			
			@ -885,10 +503,17 @@ async function start() {
 | 
			
		|||
		highScore.value = null;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	game = new Game(gameMode.value === 'normal' ? {
 | 
			
		||||
		monoDefinitions: NORAML_MONOS,
 | 
			
		||||
	} : {
 | 
			
		||||
		monoDefinitions: SQUARE_MONOS,
 | 
			
		||||
	game = new DropAndFusionGame({
 | 
			
		||||
		width: GAME_WIDTH,
 | 
			
		||||
		height: GAME_HEIGHT,
 | 
			
		||||
		canvas: canvasEl.value!,
 | 
			
		||||
		...(
 | 
			
		||||
			gameMode.value === 'normal' ? {
 | 
			
		||||
				monoDefinitions: NORAML_MONOS,
 | 
			
		||||
			} : {
 | 
			
		||||
				monoDefinitions: SQUARE_MONOS,
 | 
			
		||||
			}
 | 
			
		||||
		),
 | 
			
		||||
	});
 | 
			
		||||
	attachGameEvents();
 | 
			
		||||
	os.promiseDialog(game.load(), () => {
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
							
								
								
									
										396
									
								
								packages/frontend/src/scripts/drop-and-fusion-engine.ts
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										396
									
								
								packages/frontend/src/scripts/drop-and-fusion-engine.ts
									
										
									
									
									
										Normal file
									
								
							| 
						 | 
				
			
			@ -0,0 +1,396 @@
 | 
			
		|||
/*
 | 
			
		||||
 * SPDX-FileCopyrightText: syuilo and other misskey contributors
 | 
			
		||||
 * SPDX-License-Identifier: AGPL-3.0-only
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
import { EventEmitter } from 'eventemitter3';
 | 
			
		||||
import * as Matter from 'matter-js';
 | 
			
		||||
import * as sound from '@/scripts/sound.js';
 | 
			
		||||
 | 
			
		||||
export type Mono = {
 | 
			
		||||
	id: string;
 | 
			
		||||
	level: number;
 | 
			
		||||
	size: number;
 | 
			
		||||
	shape: 'circle' | 'rectangle';
 | 
			
		||||
	score: number;
 | 
			
		||||
	dropCandidate: boolean;
 | 
			
		||||
	sfxPitch: number;
 | 
			
		||||
	img: string;
 | 
			
		||||
	imgSize: number;
 | 
			
		||||
	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;
 | 
			
		||||
	dropped: () => void;
 | 
			
		||||
	fusioned: (x: number, y: number, scoreDelta: number) => void;
 | 
			
		||||
	monoAdded: (mono: Mono) => void;
 | 
			
		||||
	gameOver: () => void;
 | 
			
		||||
}> {
 | 
			
		||||
	private COMBO_INTERVAL = 1000;
 | 
			
		||||
	public readonly DROP_INTERVAL = 500;
 | 
			
		||||
	public readonly PLAYAREA_MARGIN = 25;
 | 
			
		||||
	private STOCK_MAX = 4;
 | 
			
		||||
	private loaded = false;
 | 
			
		||||
	private engine: Matter.Engine;
 | 
			
		||||
	private render: Matter.Render;
 | 
			
		||||
	private runner: Matter.Runner;
 | 
			
		||||
	private overflowCollider: Matter.Body;
 | 
			
		||||
	private isGameOver = false;
 | 
			
		||||
 | 
			
		||||
	private gameWidth: number;
 | 
			
		||||
	private gameHeight: number;
 | 
			
		||||
	private monoDefinitions: Mono[] = [];
 | 
			
		||||
	private monoTextures: Record<string, Blob> = {};
 | 
			
		||||
	private monoTextureUrls: Record<string, string> = {};
 | 
			
		||||
 | 
			
		||||
	/**
 | 
			
		||||
	 * フィールドに出ていて、かつ合体の対象となるアイテム
 | 
			
		||||
	 */
 | 
			
		||||
	private activeBodyIds: Matter.Body['id'][] = [];
 | 
			
		||||
 | 
			
		||||
	private latestDroppedBodyId: Matter.Body['id'] | null = null;
 | 
			
		||||
 | 
			
		||||
	private latestDroppedAt = 0;
 | 
			
		||||
	private latestFusionedAt = 0;
 | 
			
		||||
	private stock: { id: string; mono: Mono }[] = [];
 | 
			
		||||
 | 
			
		||||
	private _combo = 0;
 | 
			
		||||
	private get combo() {
 | 
			
		||||
		return this._combo;
 | 
			
		||||
	}
 | 
			
		||||
	private set combo(value: number) {
 | 
			
		||||
		this._combo = value;
 | 
			
		||||
		this.emit('changeCombo', value);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	private _score = 0;
 | 
			
		||||
	private get score() {
 | 
			
		||||
		return this._score;
 | 
			
		||||
	}
 | 
			
		||||
	private set score(value: number) {
 | 
			
		||||
		this._score = value;
 | 
			
		||||
		this.emit('changeScore', value);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	private comboIntervalId: number | null = null;
 | 
			
		||||
 | 
			
		||||
	constructor(opts: {
 | 
			
		||||
		canvas: HTMLCanvasElement;
 | 
			
		||||
		width: number;
 | 
			
		||||
		height: number;
 | 
			
		||||
		monoDefinitions: Mono[];
 | 
			
		||||
	}) {
 | 
			
		||||
		super();
 | 
			
		||||
 | 
			
		||||
		this.gameWidth = opts.width;
 | 
			
		||||
		this.gameHeight = opts.height;
 | 
			
		||||
		this.monoDefinitions = opts.monoDefinitions;
 | 
			
		||||
 | 
			
		||||
		this.engine = Matter.Engine.create({
 | 
			
		||||
			constraintIterations: 2 * PHYSICS_QUALITY_FACTOR,
 | 
			
		||||
			positionIterations: 6 * PHYSICS_QUALITY_FACTOR,
 | 
			
		||||
			velocityIterations: 4 * PHYSICS_QUALITY_FACTOR,
 | 
			
		||||
			gravity: {
 | 
			
		||||
				x: 0,
 | 
			
		||||
				y: 1,
 | 
			
		||||
			},
 | 
			
		||||
			timing: {
 | 
			
		||||
				timeScale: 2,
 | 
			
		||||
			},
 | 
			
		||||
			enableSleeping: false,
 | 
			
		||||
		});
 | 
			
		||||
 | 
			
		||||
		this.render = Matter.Render.create({
 | 
			
		||||
			engine: this.engine,
 | 
			
		||||
			canvas: opts.canvas,
 | 
			
		||||
			options: {
 | 
			
		||||
				width: this.gameWidth,
 | 
			
		||||
				height: this.gameHeight,
 | 
			
		||||
				background: 'transparent', // transparent to hide
 | 
			
		||||
				wireframeBackground: 'transparent', // transparent to hide
 | 
			
		||||
				wireframes: false,
 | 
			
		||||
				showSleeping: false,
 | 
			
		||||
				pixelRatio: Math.max(2, window.devicePixelRatio),
 | 
			
		||||
			},
 | 
			
		||||
		});
 | 
			
		||||
 | 
			
		||||
		Matter.Render.run(this.render);
 | 
			
		||||
 | 
			
		||||
		this.runner = Matter.Runner.create();
 | 
			
		||||
		Matter.Runner.run(this.runner, this.engine);
 | 
			
		||||
 | 
			
		||||
		this.engine.world.bodies = [];
 | 
			
		||||
 | 
			
		||||
		//#region walls
 | 
			
		||||
		const WALL_OPTIONS: Matter.IChamferableBodyDefinition = {
 | 
			
		||||
			isStatic: true,
 | 
			
		||||
			friction: 0.7,
 | 
			
		||||
			slop: 1.0,
 | 
			
		||||
			render: {
 | 
			
		||||
				strokeStyle: 'transparent',
 | 
			
		||||
				fillStyle: 'transparent',
 | 
			
		||||
			},
 | 
			
		||||
		};
 | 
			
		||||
 | 
			
		||||
		const thickness = 100;
 | 
			
		||||
		Matter.Composite.add(this.engine.world, [
 | 
			
		||||
			Matter.Bodies.rectangle(this.gameWidth / 2, this.gameHeight + (thickness / 2) - this.PLAYAREA_MARGIN, this.gameWidth, thickness, WALL_OPTIONS),
 | 
			
		||||
			Matter.Bodies.rectangle(this.gameWidth + (thickness / 2) - this.PLAYAREA_MARGIN, this.gameHeight / 2, thickness, this.gameHeight, WALL_OPTIONS),
 | 
			
		||||
			Matter.Bodies.rectangle(-((thickness / 2) - this.PLAYAREA_MARGIN), this.gameHeight / 2, thickness, this.gameHeight, WALL_OPTIONS),
 | 
			
		||||
		]);
 | 
			
		||||
		//#endregion
 | 
			
		||||
 | 
			
		||||
		this.overflowCollider = Matter.Bodies.rectangle(this.gameWidth / 2, 0, this.gameWidth, 200, {
 | 
			
		||||
			isStatic: true,
 | 
			
		||||
			isSensor: true,
 | 
			
		||||
			render: {
 | 
			
		||||
				strokeStyle: 'transparent',
 | 
			
		||||
				fillStyle: 'transparent',
 | 
			
		||||
			},
 | 
			
		||||
		});
 | 
			
		||||
		Matter.Composite.add(this.engine.world, this.overflowCollider);
 | 
			
		||||
 | 
			
		||||
		// fit the render viewport to the scene
 | 
			
		||||
		Matter.Render.lookAt(this.render, {
 | 
			
		||||
			min: { x: 0, y: 0 },
 | 
			
		||||
			max: { x: this.gameWidth, y: this.gameHeight },
 | 
			
		||||
		});
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	private createBody(mono: Mono, x: number, y: number) {
 | 
			
		||||
		const options: Matter.IBodyDefinition = {
 | 
			
		||||
			label: mono.id,
 | 
			
		||||
			//density: 0.0005,
 | 
			
		||||
			density: mono.size / 1000,
 | 
			
		||||
			restitution: 0.2,
 | 
			
		||||
			frictionAir: 0.01,
 | 
			
		||||
			friction: 0.7,
 | 
			
		||||
			frictionStatic: 5,
 | 
			
		||||
			slop: 1.0,
 | 
			
		||||
			//mass: 0,
 | 
			
		||||
			render: {
 | 
			
		||||
				sprite: {
 | 
			
		||||
					texture: mono.img,
 | 
			
		||||
					xScale: (mono.size / mono.imgSize) * mono.spriteScale,
 | 
			
		||||
					yScale: (mono.size / mono.imgSize) * mono.spriteScale,
 | 
			
		||||
				},
 | 
			
		||||
			},
 | 
			
		||||
		};
 | 
			
		||||
		if (mono.shape === 'circle') {
 | 
			
		||||
			return Matter.Bodies.circle(x, y, mono.size / 2, options);
 | 
			
		||||
		} else if (mono.shape === 'rectangle') {
 | 
			
		||||
			return Matter.Bodies.rectangle(x, y, mono.size, mono.size, options);
 | 
			
		||||
		} else {
 | 
			
		||||
			throw new Error('unrecognized shape');
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	private fusion(bodyA: Matter.Body, bodyB: Matter.Body) {
 | 
			
		||||
		const now = Date.now();
 | 
			
		||||
		if (this.latestFusionedAt > now - this.COMBO_INTERVAL) {
 | 
			
		||||
			this.combo++;
 | 
			
		||||
		} else {
 | 
			
		||||
			this.combo = 1;
 | 
			
		||||
		}
 | 
			
		||||
		this.latestFusionedAt = now;
 | 
			
		||||
 | 
			
		||||
		// TODO: 単に位置だけでなくそれぞれの動きベクトルも融合する
 | 
			
		||||
		const newX = (bodyA.position.x + bodyB.position.x) / 2;
 | 
			
		||||
		const newY = (bodyA.position.y + bodyB.position.y) / 2;
 | 
			
		||||
 | 
			
		||||
		Matter.Composite.remove(this.engine.world, [bodyA, bodyB]);
 | 
			
		||||
		this.activeBodyIds = this.activeBodyIds.filter(x => x !== bodyA.id && x !== bodyB.id);
 | 
			
		||||
 | 
			
		||||
		const currentMono = this.monoDefinitions.find(y => y.id === bodyA.label)!;
 | 
			
		||||
		const nextMono = this.monoDefinitions.find(x => x.level === currentMono.level + 1);
 | 
			
		||||
 | 
			
		||||
		if (nextMono) {
 | 
			
		||||
			const body = this.createBody(nextMono, newX, newY);
 | 
			
		||||
			Matter.Composite.add(this.engine.world, body);
 | 
			
		||||
 | 
			
		||||
			// 連鎖してfusionした場合の分かりやすさのため少し間を置いてからfusion対象になるようにする
 | 
			
		||||
			window.setTimeout(() => {
 | 
			
		||||
				this.activeBodyIds.push(body.id);
 | 
			
		||||
			}, 100);
 | 
			
		||||
 | 
			
		||||
			const comboBonus = 1 + ((this.combo - 1) / 5);
 | 
			
		||||
			const additionalScore = Math.round(currentMono.score * comboBonus);
 | 
			
		||||
			this.score += additionalScore;
 | 
			
		||||
 | 
			
		||||
			const pan = ((newX / this.gameWidth) - 0.5) * 2;
 | 
			
		||||
			sound.playRaw('syuilo/bubble2', 1, pan, nextMono.sfxPitch);
 | 
			
		||||
 | 
			
		||||
			this.emit('monoAdded', nextMono);
 | 
			
		||||
			this.emit('fusioned', newX, newY, additionalScore);
 | 
			
		||||
		} else {
 | 
			
		||||
			//const VELOCITY = 30;
 | 
			
		||||
			//for (let i = 0; i < 10; i++) {
 | 
			
		||||
			//	const body = createBody(FRUITS.find(x => x.level === (1 + Math.floor(Math.random() * 3)))!, x + ((Math.random() * VELOCITY) - (VELOCITY / 2)), y + ((Math.random() * VELOCITY) - (VELOCITY / 2)));
 | 
			
		||||
			//	Matter.Composite.add(world, body);
 | 
			
		||||
			//	bodies.push(body);
 | 
			
		||||
			//}
 | 
			
		||||
			//sound.playRaw({
 | 
			
		||||
			//	type: 'syuilo/bubble2',
 | 
			
		||||
			//	volume: 1,
 | 
			
		||||
			//});
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	private gameOver() {
 | 
			
		||||
		this.isGameOver = true;
 | 
			
		||||
		Matter.Runner.stop(this.runner);
 | 
			
		||||
		this.emit('gameOver');
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/** テクスチャをすべてキャッシュする */
 | 
			
		||||
	private async loadMonoTextures() {
 | 
			
		||||
		async function loadSingleMonoTexture(mono: Mono, game: DropAndFusionGame) {
 | 
			
		||||
			// Matter-js内にキャッシュがある場合はスキップ
 | 
			
		||||
			if (game.render.textures[mono.img]) return;
 | 
			
		||||
			console.log('loading', mono.img);
 | 
			
		||||
 | 
			
		||||
			let src = mono.img;
 | 
			
		||||
			// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
 | 
			
		||||
			if (game.monoTextureUrls[mono.img]) {
 | 
			
		||||
				src = game.monoTextureUrls[mono.img];
 | 
			
		||||
			// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
 | 
			
		||||
			} else if (game.monoTextures[mono.img]) {
 | 
			
		||||
				src = URL.createObjectURL(game.monoTextures[mono.img]);
 | 
			
		||||
				game.monoTextureUrls[mono.img] = src;
 | 
			
		||||
			} else {
 | 
			
		||||
				const res = await fetch(mono.img);
 | 
			
		||||
				const blob = await res.blob();
 | 
			
		||||
				game.monoTextures[mono.img] = blob;
 | 
			
		||||
				src = URL.createObjectURL(blob);
 | 
			
		||||
				game.monoTextureUrls[mono.img] = src;
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			const image = new Image();
 | 
			
		||||
			image.src = src;
 | 
			
		||||
			game.render.textures[mono.img] = image;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		return Promise.all(this.monoDefinitions.map(x => loadSingleMonoTexture(x, this)));
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public start() {
 | 
			
		||||
		if (!this.loaded) throw new Error('game is not loaded yet');
 | 
			
		||||
 | 
			
		||||
		for (let i = 0; i < this.STOCK_MAX; i++) {
 | 
			
		||||
			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);
 | 
			
		||||
 | 
			
		||||
		// TODO: fusion予約状態のアイテムは光らせるなどの演出をすると楽しそう
 | 
			
		||||
		let fusionReservedPairs: { bodyA: Matter.Body; bodyB: Matter.Body }[] = [];
 | 
			
		||||
 | 
			
		||||
		const minCollisionEnergyForSound = 2.5;
 | 
			
		||||
		const maxCollisionEnergyForSound = 9;
 | 
			
		||||
		const soundPitchMax = 4;
 | 
			
		||||
		const soundPitchMin = 0.5;
 | 
			
		||||
 | 
			
		||||
		Matter.Events.on(this.engine, 'collisionStart', (event) => {
 | 
			
		||||
			for (const pairs of event.pairs) {
 | 
			
		||||
				const { bodyA, bodyB } = pairs;
 | 
			
		||||
				if (bodyA.id === this.overflowCollider.id || bodyB.id === this.overflowCollider.id) {
 | 
			
		||||
					if (bodyA.id === this.latestDroppedBodyId || bodyB.id === this.latestDroppedBodyId) {
 | 
			
		||||
						continue;
 | 
			
		||||
					}
 | 
			
		||||
					this.gameOver();
 | 
			
		||||
					break;
 | 
			
		||||
				}
 | 
			
		||||
				const shouldFusion = (bodyA.label === bodyB.label) && !fusionReservedPairs.some(x => x.bodyA.id === bodyA.id || x.bodyA.id === bodyB.id || x.bodyB.id === bodyA.id || x.bodyB.id === bodyB.id);
 | 
			
		||||
				if (shouldFusion) {
 | 
			
		||||
					if (this.activeBodyIds.includes(bodyA.id) && this.activeBodyIds.includes(bodyB.id)) {
 | 
			
		||||
						this.fusion(bodyA, bodyB);
 | 
			
		||||
					} else {
 | 
			
		||||
						fusionReservedPairs.push({ bodyA, bodyB });
 | 
			
		||||
						window.setTimeout(() => {
 | 
			
		||||
							fusionReservedPairs = fusionReservedPairs.filter(x => x.bodyA.id !== bodyA.id && x.bodyB.id !== bodyB.id);
 | 
			
		||||
							this.fusion(bodyA, bodyB);
 | 
			
		||||
						}, 100);
 | 
			
		||||
					}
 | 
			
		||||
				} else {
 | 
			
		||||
					const energy = pairs.collision.depth;
 | 
			
		||||
					if (energy > minCollisionEnergyForSound) {
 | 
			
		||||
						const vol = (Math.min(maxCollisionEnergyForSound, energy - minCollisionEnergyForSound) / maxCollisionEnergyForSound) / 4;
 | 
			
		||||
						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.playRaw('syuilo/poi1', vol, pan, pitch);
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		});
 | 
			
		||||
 | 
			
		||||
		this.comboIntervalId = window.setInterval(() => {
 | 
			
		||||
			if (this.latestFusionedAt < Date.now() - this.COMBO_INTERVAL) {
 | 
			
		||||
				this.combo = 0;
 | 
			
		||||
			}
 | 
			
		||||
		}, 500);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public async load() {
 | 
			
		||||
		await this.loadMonoTextures();
 | 
			
		||||
		this.loaded = true;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public getTextureImageUrl(mono: Mono) {
 | 
			
		||||
		// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
 | 
			
		||||
		if (this.monoTextureUrls[mono.img]) {
 | 
			
		||||
			return this.monoTextureUrls[mono.img];
 | 
			
		||||
 | 
			
		||||
		// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition
 | 
			
		||||
		} else if (this.monoTextures[mono.img]) {
 | 
			
		||||
			// Gameクラス内にキャッシュがある場合はそれを使う
 | 
			
		||||
			const out = URL.createObjectURL(this.monoTextures[mono.img]);
 | 
			
		||||
			this.monoTextureUrls[mono.img] = out;
 | 
			
		||||
			return out;
 | 
			
		||||
		} else {
 | 
			
		||||
			return mono.img;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public getActiveMonos() {
 | 
			
		||||
		return this.engine.world.bodies.map(x => this.monoDefinitions.find((mono) => mono.id === x.label)!).filter(x => x !== undefined);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public drop(_x: number) {
 | 
			
		||||
		if (this.isGameOver) return;
 | 
			
		||||
		if (Date.now() - this.latestDroppedAt < this.DROP_INTERVAL) {
 | 
			
		||||
			return;
 | 
			
		||||
		}
 | 
			
		||||
		const st = 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);
 | 
			
		||||
		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);
 | 
			
		||||
		const pan = ((x / this.gameWidth) - 0.5) * 2;
 | 
			
		||||
		sound.playRaw('syuilo/poi2', 1, pan);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public dispose() {
 | 
			
		||||
		if (this.comboIntervalId) window.clearInterval(this.comboIntervalId);
 | 
			
		||||
		Matter.Render.stop(this.render);
 | 
			
		||||
		Matter.Runner.stop(this.runner);
 | 
			
		||||
		Matter.World.clear(this.engine.world, false);
 | 
			
		||||
		Matter.Engine.clear(this.engine);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
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	Add table
		
		Reference in a new issue