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tweak game
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a0976772b3
commit
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@ -7,7 +7,7 @@ SPDX-License-Identifier: AGPL-3.0-only
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<MkStickyContainer>
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<MkStickyContainer>
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<template #header><MkPageHeader/></template>
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<template #header><MkPageHeader/></template>
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<MkSpacer :contentMax="800">
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<MkSpacer :contentMax="800">
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<div class="_gaps_s" :class="$style.root" style="margin: 0 auto;" :style="{ maxWidth: GAME_WIDTH + 'px' }">
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<div class="_gaps_s" :class="$style.root" style="margin: 0 auto; max-width: 600px;">
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<div style="display: flex;">
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<div style="display: flex;">
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<div :class="$style.frame" style="flex: 1; margin-right: 10px;">
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<div :class="$style.frame" style="flex: 1; margin-right: 10px;">
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<div :class="$style.frameInner">
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<div :class="$style.frameInner">
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@ -221,10 +221,10 @@ class Game extends EventEmitter<{
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private COMBO_INTERVAL = 1000;
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private COMBO_INTERVAL = 1000;
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public readonly DROP_INTERVAL = 500;
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public readonly DROP_INTERVAL = 500;
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private PLAYAREA_MARGIN = 25;
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private PLAYAREA_MARGIN = 25;
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private STOCK_MAX = 4;
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private engine: Matter.Engine;
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private engine: Matter.Engine;
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private render: Matter.Render;
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private render: Matter.Render;
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private runner: Matter.Runner;
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private runner: Matter.Runner;
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private detector: Matter.Detector;
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private overflowCollider: Matter.Body;
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private overflowCollider: Matter.Body;
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private isGameOver = false;
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private isGameOver = false;
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@ -286,7 +286,7 @@ class Game extends EventEmitter<{
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wireframeBackground: 'transparent', // transparent to hide
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wireframeBackground: 'transparent', // transparent to hide
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wireframes: false,
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wireframes: false,
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showSleeping: false,
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showSleeping: false,
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pixelRatio: window.devicePixelRatio,
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pixelRatio: Math.max(2, window.devicePixelRatio),
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},
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},
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});
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});
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@ -295,8 +295,6 @@ class Game extends EventEmitter<{
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this.runner = Matter.Runner.create();
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this.runner = Matter.Runner.create();
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Matter.Runner.run(this.runner, this.engine);
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Matter.Runner.run(this.runner, this.engine);
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this.detector = Matter.Detector.create();
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this.engine.world.bodies = [];
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this.engine.world.bodies = [];
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//#region walls
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//#region walls
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@ -412,7 +410,7 @@ class Game extends EventEmitter<{
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}
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}
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public start() {
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public start() {
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for (let i = 0; i < 4; i++) {
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for (let i = 0; i < this.STOCK_MAX; i++) {
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this.stock.push({
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this.stock.push({
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id: Math.random().toString(),
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id: Math.random().toString(),
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fruit: FRUITS.filter(x => x.available)[Math.floor(Math.random() * FRUITS.filter(x => x.available).length)],
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fruit: FRUITS.filter(x => x.available)[Math.floor(Math.random() * FRUITS.filter(x => x.available).length)],
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@ -423,8 +421,8 @@ class Game extends EventEmitter<{
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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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// 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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let fusionReservedPairs: { bodyA: Matter.Body; bodyB: Matter.Body }[] = [];
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const minCollisionDepthForSound = 2.5;
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const minCollisionEnergyForSound = 2.5;
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const maxCollisionDepthForSound = 9;
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const maxCollisionEnergyForSound = 9;
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const soundPitchMax = 4;
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const soundPitchMax = 4;
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const soundPitchMin = 0.5;
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const soundPitchMin = 0.5;
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@ -451,8 +449,8 @@ class Game extends EventEmitter<{
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}
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}
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} else {
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} else {
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const energy = pairs.collision.depth;
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const energy = pairs.collision.depth;
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if (energy > minCollisionDepthForSound) {
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if (energy > minCollisionEnergyForSound) {
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const vol = (Math.min(maxCollisionDepthForSound, energy - minCollisionDepthForSound) / maxCollisionDepthForSound) / 4;
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const vol = (Math.min(maxCollisionEnergyForSound, energy - minCollisionEnergyForSound) / maxCollisionEnergyForSound) / 4;
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const pan = ((((bodyA.position.x + bodyB.position.x) / 2) / GAME_WIDTH) - 0.5) * 2;
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const pan = ((((bodyA.position.x + bodyB.position.x) / 2) / GAME_WIDTH) - 0.5) * 2;
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const pitch = soundPitchMin + ((soundPitchMax - soundPitchMin) * (1 - (Math.min(10, energy) / 10)));
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const pitch = soundPitchMin + ((soundPitchMax - soundPitchMin) * (1 - (Math.min(10, energy) / 10)));
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sound.playRaw('syuilo/poi1', vol, pan, pitch);
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sound.playRaw('syuilo/poi1', vol, pan, pitch);
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@ -700,7 +698,6 @@ definePageMetadata({
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width: 100%;
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width: 100%;
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// なんかiOSでちらつく
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// なんかiOSでちらつく
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//filter: drop-shadow(0 6px 16px #0007);
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//filter: drop-shadow(0 6px 16px #0007);
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border-radius: 16px;
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pointer-events: none;
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pointer-events: none;
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user-select: none;
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user-select: none;
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}
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}
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@ -710,7 +707,8 @@ definePageMetadata({
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display: block;
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display: block;
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z-index: 1;
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z-index: 1;
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margin-top: -50px;
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margin-top: -50px;
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max-width: 100%;
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width: 100% !important;
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height: auto !important;
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pointer-events: none;
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pointer-events: none;
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user-select: none;
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user-select: none;
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}
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}
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