/* * 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; }; export class DropAndFusionGame extends EventEmitter<{ changeScore: (newScore: number) => void; changeCombo: (newCombo: number) => void; changeStock: (newStock: { id: string; mono: Mono }[]) => void; changeHolding: (newHolding: { id: string; mono: Mono } | null) => void; dropped: () => void; fusioned: (x: number, y: number, scoreDelta: number) => void; monoAdded: (mono: Mono) => void; gameOver: () => void; }> { 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 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 = {}; private monoTextureUrls: Record = {}; private sfxVolume = 1; /** * 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 holding: { id: string; mono: Mono } | null = null; 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[]; sfxVolume?: number; }) { super(); this.gameWidth = opts.width; this.gameHeight = opts.height; this.monoDefinitions = opts.monoDefinitions; if (opts.sfxVolume) { this.sfxVolume = opts.sfxVolume; } this.engine = Matter.Engine.create({ constraintIterations: 2 * this.PHYSICS_QUALITY_FACTOR, positionIterations: 6 * this.PHYSICS_QUALITY_FACTOR, velocityIterations: 4 * this.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); // eslint-disable-next-line @typescript-eslint/no-unnecessary-condition } 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; // 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 const pan = ((newX / this.gameWidth) - 0.5) * 2; sound.playUrl('/client-assets/drop-and-fusion/bubble2.mp3', { volume: this.sfxVolume, pan, playbackRate: 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.playUrl({ // type: 'syuilo/bubble2', // volume: this.sfxVolume, //}); } } 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) { // 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 const vol = ((Math.min(maxCollisionEnergyForSound, energy - minCollisionEnergyForSound) / maxCollisionEnergyForSound) / 4) * this.sfxVolume; 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.playUrl('/client-assets/drop-and-fusion/poi1.mp3', { volume: vol, pan, playbackRate: 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 setSfxVolume(volume: number) { this.sfxVolume = volume; } 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 head = 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 - (head.mono.size / 2), Math.max(this.PLAYAREA_MARGIN + (head.mono.size / 2), _x)); const body = this.createBody(head.mono, x, 50 + head.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', head.mono); // 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 const pan = ((x / this.gameWidth) - 0.5) * 2; sound.playUrl('/client-assets/drop-and-fusion/poi2.mp3', { volume: this.sfxVolume, pan, }); } public hold() { if (this.isGameOver) return; if (this.holding) { const head = this.stock.shift()!; this.stock.unshift(this.holding); this.holding = head; this.emit('changeHolding', this.holding); this.emit('changeStock', this.stock); } else { const head = this.stock.shift()!; this.holding = head; 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('changeHolding', this.holding); this.emit('changeStock', this.stock); } sound.playUrl('/client-assets/drop-and-fusion/hold.mp3', { volume: this.sfxVolume, }); } 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); } }