mirror of
https://codeberg.org/yeentown/barkey
synced 2024-11-25 00:05:12 +00:00
merge: upstream
This commit is contained in:
commit
4df3145993
11 changed files with 1209 additions and 988 deletions
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@ -9,6 +9,9 @@
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- Enhance: ハッシュタグ入力時に、本文の末尾の行に何も書かれていない場合は新たにスペースを追加しないように
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- Enhance: チャンネルノートのピン留めをノートのメニューからできるように
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- Enhance: 管理者の場合はAPI tokenの発行画面で管理機能に関する権限を付与できるように
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- Enhance: AiScriptを0.17.0に更新 [CHANGELOG](https://github.com/aiscript-dev/aiscript/blob/bb89d132b633a622d3cb0eff0d0cc7e476c0cfdd/CHANGELOG.md)
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- 配列の範囲外・非整数のインデックスへの代入が完全禁止になるので注意
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- Enhance: 絵文字ピッカー・オートコンプリートで、完全一致した絵文字を優先的に表示するように
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- Fix: ネイティブモードの絵文字がモノクロにならないように
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- Fix: v2023.12.0で追加された「モデレーターがユーザーのアイコンもしくはバナー画像を未設定状態にできる機能」が管理画面上で正しく表示されていない問題を修正
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- Fix: AiScriptの`readline`関数が不正な値を返すことがある問題のv2023.12.0時点での修正がPlay以外に適用されていないのを修正
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8
locales/index.d.ts
vendored
8
locales/index.d.ts
vendored
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@ -1242,6 +1242,14 @@ export interface Locale {
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"showReplay": string;
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"replay": string;
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"replaying": string;
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"_bubbleGame": {
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"howToPlay": string;
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"_howToPlay": {
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"section1": string;
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"section2": string;
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"section3": string;
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};
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};
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"_announcement": {
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"forExistingUsers": string;
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"forExistingUsersDescription": string;
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@ -1240,6 +1240,13 @@ showReplay: "リプレイを見る"
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replay: "リプレイ"
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replaying: "リプレイ中"
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_bubbleGame:
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howToPlay: "遊び方"
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_howToPlay:
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section1: "位置を調整してハコにモノを落とします。"
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section2: "同じ種類のモノがくっつくと別のモノに変化して、スコアが得られます。"
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section3: "モノがハコからあふれるとゲームオーバーです。ハコからあふれないようにしつつモノを融合させてハイスコアを目指そう!"
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_announcement:
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forExistingUsers: "既存ユーザーのみ"
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forExistingUsersDescription: "有効にすると、このお知らせ作成時点で存在するユーザーにのみお知らせが表示されます。無効にすると、このお知らせ作成後にアカウントを作成したユーザーにもお知らせが表示されます。"
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@ -25,7 +25,7 @@
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"@rollup/plugin-replace": "5.0.5",
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"@rollup/pluginutils": "5.1.0",
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"@sharkey/sfm-js": "0.24.4",
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"@syuilo/aiscript": "0.16.0",
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"@syuilo/aiscript": "0.17.0",
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"@phosphor-icons/web": "^2.0.3",
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"@twemoji/parser": "15.0.0",
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"@vitejs/plugin-vue": "5.0.2",
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@ -262,14 +262,23 @@ function emojiAutoComplete(query: string | null, emojiDb: EmojiDef[], max = 30):
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}
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const matched = new Map<string, EmojiScore>();
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// 完全一致(エイリアス込み)
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emojiDb.some(x => {
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if (x.name.toLowerCase() === query && !matched.has(x.aliasOf ?? x.name)) {
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matched.set(x.aliasOf ?? x.name, { emoji: x, score: query.length + 2 });
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}
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return matched.size === max;
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});
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// 前方一致(エイリアスなし)
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if (matched.size < max) {
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emojiDb.some(x => {
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if (x.name.toLowerCase().startsWith(query) && !x.aliasOf) {
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if (x.name.startsWith(query) && !x.aliasOf) {
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matched.set(x.name, { emoji: x, score: query.length + 1 });
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}
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return matched.size === max;
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});
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}
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// 前方一致(エイリアス込み)
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if (matched.size < max) {
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@ -221,6 +221,19 @@ watch(q, () => {
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}
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}
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} else {
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if (customEmojisMap.has(newQ)) {
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matches.add(customEmojisMap.get(newQ)!);
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}
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if (matches.size >= max) return matches;
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for (const emoji of emojis) {
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if (emoji.aliases.some(alias => alias === newQ)) {
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matches.add(emoji);
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if (matches.size >= max) break;
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}
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}
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if (matches.size >= max) return matches;
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for (const emoji of emojis) {
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if (emoji.name.startsWith(newQ)) {
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matches.add(emoji);
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1052
packages/frontend/src/pages/drop-and-fusion.game.vue
Normal file
1052
packages/frontend/src/pages/drop-and-fusion.game.vue
Normal file
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
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@ -33,6 +33,7 @@ type Log = {
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operation: 'surrender';
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};
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// TODO: インスタンスを作り直さなくてもゲームをリスタートできるようにする
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export class DropAndFusionGame extends EventEmitter<{
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changeScore: (newScore: number) => void;
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changeCombo: (newCombo: number) => void;
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@ -44,7 +45,7 @@ export class DropAndFusionGame extends EventEmitter<{
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gameOver: () => void;
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}> {
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private PHYSICS_QUALITY_FACTOR = 16; // 低いほどパフォーマンスが高いがガタガタして安定しなくなる、逆に高すぎても何故か不安定になる
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private COMBO_INTERVAL = 1000;
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private COMBO_INTERVAL = 60; // frame
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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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@ -76,7 +77,7 @@ export class DropAndFusionGame extends EventEmitter<{
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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 latestFusionedAt = 0; // frame
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private stock: { id: string; mono: Mono }[] = [];
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private holding: { id: string; mono: Mono } | null = null;
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@ -100,6 +101,8 @@ export class DropAndFusionGame extends EventEmitter<{
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private comboIntervalId: number | null = null;
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public replayPlaybackRate = 1;
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constructor(opts: {
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canvas: HTMLCanvasElement;
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width: number;
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@ -155,6 +158,7 @@ export class DropAndFusionGame extends EventEmitter<{
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//#region walls
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const WALL_OPTIONS: Matter.IChamferableBodyDefinition = {
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label: '_wall_',
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isStatic: true,
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friction: 0.7,
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slop: 1.0,
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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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if (this.latestFusionedAt > this.frame - 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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this.latestFusionedAt = this.frame;
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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 additionalScore = Math.round(currentMono.score * comboBonus);
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this.score += additionalScore;
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// TODO: 効果音再生はコンポーネント側の責務なので移動する
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const pan = ((newX / this.gameWidth) - 0.5) * 2;
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// TODO: 効果音再生はコンポーネント側の責務なので移動するべき?
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const panV = newX - this.PLAYAREA_MARGIN;
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const panW = this.gameWidth - this.PLAYAREA_MARGIN - this.PLAYAREA_MARGIN;
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const pan = ((panV / panW) - 0.5) * 2;
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sound.playUrl('/client-assets/drop-and-fusion/bubble2.mp3', {
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volume: this.sfxVolume,
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pan,
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playbackRate: nextMono.sfxPitch,
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playbackRate: nextMono.sfxPitch * this.replayPlaybackRate,
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});
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this.emit('monoAdded', nextMono);
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this.tickRaf = null;
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this.emit('gameOver');
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// TODO: 効果音再生はコンポーネント側の責務なので移動する
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// TODO: 効果音再生はコンポーネント側の責務なので移動するべき?
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sound.playUrl('/client-assets/drop-and-fusion/gameover.mp3', {
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volume: this.sfxVolume,
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});
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async function loadSingleMonoTexture(mono: Mono, game: DropAndFusionGame) {
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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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} else {
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const energy = pairs.collision.depth;
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if (energy > minCollisionEnergyForSound) {
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// TODO: 効果音再生はコンポーネント側の責務なので移動する
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// TODO: 効果音再生はコンポーネント側の責務なので移動するべき?
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const vol = ((Math.min(maxCollisionEnergyForSound, energy - minCollisionEnergyForSound) / maxCollisionEnergyForSound) / 4) * this.sfxVolume;
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const pan = ((((bodyA.position.x + bodyB.position.x) / 2) / this.gameWidth) - 0.5) * 2;
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const panV =
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pairs.bodyA.label === '_wall_' ? bodyB.position.x - this.PLAYAREA_MARGIN :
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pairs.bodyB.label === '_wall_' ? bodyA.position.x - this.PLAYAREA_MARGIN :
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((bodyA.position.x + bodyB.position.x) / 2) - this.PLAYAREA_MARGIN;
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const panW = this.gameWidth - this.PLAYAREA_MARGIN - this.PLAYAREA_MARGIN;
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const pan = ((panV / panW) - 0.5) * 2;
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const pitch = soundPitchMin + ((soundPitchMax - soundPitchMin) * (1 - (Math.min(10, energy) / 10)));
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sound.playUrl('/client-assets/drop-and-fusion/poi1.mp3', {
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volume: vol,
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pan,
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playbackRate: pitch,
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playbackRate: pitch * this.replayPlaybackRate,
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});
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}
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}
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}
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});
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this.comboIntervalId = window.setInterval(() => {
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if (this.latestFusionedAt < Date.now() - this.COMBO_INTERVAL) {
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this.combo = 0;
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}
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}, 500);
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if (logs) {
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const playTick = () => {
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for (let i = 0; i < this.replayPlaybackRate; i++) {
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this.frame++;
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if (this.latestFusionedAt < this.frame - this.COMBO_INTERVAL) {
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this.combo = 0;
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}
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const log = logs.find(x => x.frame === this.frame - 1);
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if (log) {
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switch (log.operation) {
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@ -428,6 +435,7 @@ export class DropAndFusionGame extends EventEmitter<{
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});
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Matter.Engine.update(this.engine, this.TICK_DELTA);
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}
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if (!this.isGameOver) {
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this.tickRaf = window.requestAnimationFrame(playTick);
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@ -446,6 +454,9 @@ export class DropAndFusionGame extends EventEmitter<{
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private tick() {
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this.frame++;
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if (this.latestFusionedAt < this.frame - this.COMBO_INTERVAL) {
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this.combo = 0;
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}
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this.tickCallbackQueue = this.tickCallbackQueue.filter(x => {
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if (x.frame === this.frame) {
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x.callback();
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@ -515,11 +526,14 @@ export class DropAndFusionGame extends EventEmitter<{
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this.emit('dropped');
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this.emit('monoAdded', head.mono);
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// TODO: 効果音再生はコンポーネント側の責務なので移動する
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const pan = ((x / this.gameWidth) - 0.5) * 2;
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// TODO: 効果音再生はコンポーネント側の責務なので移動するべき?
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const panV = x - this.PLAYAREA_MARGIN;
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const panW = this.gameWidth - this.PLAYAREA_MARGIN - this.PLAYAREA_MARGIN;
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const pan = ((panV / panW) - 0.5) * 2;
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sound.playUrl('/client-assets/drop-and-fusion/poi2.mp3', {
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volume: this.sfxVolume,
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pan,
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playbackRate: this.replayPlaybackRate,
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});
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}
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@ -99,7 +99,6 @@ export async function loadAudio(url: string, options?: { useCache?: boolean; })
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}
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if (options?.useCache ?? true) {
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if (cache.has(url)) {
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if (_DEV_) console.log('use cache');
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return cache.get(url) as AudioBuffer;
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}
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}
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@ -128,7 +127,6 @@ export async function loadAudio(url: string, options?: { useCache?: boolean; })
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*/
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export function playMisskeySfx(operationType: OperationType) {
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const sound = defaultStore.state[`sound_${operationType}`];
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if (_DEV_) console.log('play', operationType, sound);
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if (sound.type == null || !canPlay) return;
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canPlay = false;
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@ -697,8 +697,8 @@ importers:
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specifier: 0.24.4
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version: 0.24.4
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'@syuilo/aiscript':
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specifier: 0.16.0
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version: 0.16.0
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specifier: 0.17.0
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version: 0.17.0
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'@twemoji/parser':
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specifier: 15.0.0
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version: 15.0.0
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@ -7584,8 +7584,8 @@ packages:
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dev: false
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optional: true
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/@syuilo/aiscript@0.16.0:
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resolution: {integrity: sha512-CXvoWOq6kmOSUQtKv0IEf7Ebfkk5PO1LxAgLqgRRPgssPvDvINCXu/gFNXKdapkFMkmX+Gj8qjemKR1vnUS4ZA==}
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/@syuilo/aiscript@0.17.0:
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resolution: {integrity: sha512-3JtQ1rWJHMxQ3153zLCXMUOwrOgjPPYGBl0dPHhR0ohm4tn7okMQRugxMCT0t3YxByemb9FfiM6TUjd0tEGxdA==}
|
||||
dependencies:
|
||||
seedrandom: 3.0.5
|
||||
stringz: 2.1.0
|
||||
|
|
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