2020-05-09 14:45:23 +00:00
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/* typehints:start */
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import { Application } from "../application";
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import { Vector } from "../core/vector";
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import { GameRoot } from "../game/root";
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/* typehints:end */
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import { newEmptyMap, clamp } from "../core/utils";
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import { createLogger } from "../core/logging";
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2020-10-07 07:48:31 +00:00
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import { globalConfig } from "../core/config";
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2020-05-09 14:45:23 +00:00
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const logger = createLogger("sound");
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export const SOUNDS = {
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// Menu and such
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2020-05-19 09:08:28 +00:00
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uiClick: "ui_click",
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uiError: "ui_error",
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dialogError: "dialog_error",
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dialogOk: "dialog_ok",
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swishHide: "ui_swish_hide",
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swishShow: "ui_swish_show",
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badgeNotification: "badge_notification",
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levelComplete: "level_complete",
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2020-06-22 12:32:24 +00:00
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destroyBuilding: "destroy_building",
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2020-05-19 09:08:28 +00:00
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placeBuilding: "place_building",
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placeBelt: "place_belt",
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2020-09-28 12:45:53 +00:00
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copy: "copy",
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2020-05-09 14:45:23 +00:00
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};
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export const MUSIC = {
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2020-10-07 07:48:31 +00:00
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// The theme always depends on the standalone only, even if running the full
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// version in the browser
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theme: G_IS_STANDALONE ? "theme-full" : "theme-short",
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2020-05-23 10:26:04 +00:00
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menu: "menu",
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2020-05-09 14:45:23 +00:00
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};
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Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
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if (G_IS_STANDALONE || G_IS_DEV) {
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MUSIC.puzzle = "puzzle-full";
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}
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2020-05-09 14:45:23 +00:00
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export class SoundInstanceInterface {
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constructor(key, url) {
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this.key = key;
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this.url = url;
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}
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/** @returns {Promise<void>} */
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load() {
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abstract;
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return Promise.resolve();
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}
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play(volume) {
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abstract;
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}
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deinitialize() {}
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}
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export class MusicInstanceInterface {
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constructor(key, url) {
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this.key = key;
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this.url = url;
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}
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stop() {
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abstract;
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}
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2020-08-31 13:46:21 +00:00
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play(volume) {
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abstract;
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}
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setVolume(volume) {
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2020-05-09 14:45:23 +00:00
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abstract;
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}
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/** @returns {Promise<void>} */
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load() {
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abstract;
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return Promise.resolve();
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}
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/** @returns {boolean} */
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isPlaying() {
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abstract;
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return false;
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}
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deinitialize() {}
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}
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export class SoundInterface {
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constructor(app, soundClass, musicClass) {
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/** @type {Application} */
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this.app = app;
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this.soundClass = soundClass;
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this.musicClass = musicClass;
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/** @type {Object<string, SoundInstanceInterface>} */
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this.sounds = newEmptyMap();
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/** @type {Object<string, MusicInstanceInterface>} */
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this.music = newEmptyMap();
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/** @type {MusicInstanceInterface} */
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this.currentMusic = null;
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this.pageIsVisible = true;
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2020-08-31 13:46:21 +00:00
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this.musicVolume = 1.0;
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this.soundVolume = 1.0;
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2020-05-09 14:45:23 +00:00
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}
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/**
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* Initializes the sound
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* @returns {Promise<any>}
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*/
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initialize() {
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for (const soundKey in SOUNDS) {
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const soundPath = SOUNDS[soundKey];
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const sound = new this.soundClass(soundKey, soundPath);
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this.sounds[soundPath] = sound;
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}
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for (const musicKey in MUSIC) {
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const musicPath = MUSIC[musicKey];
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const music = new this.musicClass(musicKey, musicPath);
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this.music[musicPath] = music;
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}
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2020-08-31 13:46:21 +00:00
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this.musicVolume = this.app.settings.getAllSettings().musicVolume;
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this.soundVolume = this.app.settings.getAllSettings().soundVolume;
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2020-05-09 14:45:23 +00:00
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if (G_IS_DEV && globalConfig.debug.disableMusic) {
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2020-09-13 06:40:56 +00:00
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this.musicVolume = 0.0;
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2020-05-09 14:45:23 +00:00
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}
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return Promise.resolve();
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}
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/**
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* Pre-Loads the given sounds
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* @param {string} key
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* @returns {Promise<void>}
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*/
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loadSound(key) {
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if (this.sounds[key]) {
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return this.sounds[key].load();
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} else if (this.music[key]) {
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return this.music[key].load();
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} else {
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logger.error("Sound/Music by key not found:", key);
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return Promise.resolve();
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}
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}
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2020-05-19 09:08:28 +00:00
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/** Deinits the sound
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* @returns {Promise<void>}
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*/
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deinitialize() {
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const promises = [];
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for (const key in this.sounds) {
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promises.push(this.sounds[key].deinitialize());
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}
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for (const key in this.music) {
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promises.push(this.music[key].deinitialize());
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}
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2020-05-19 09:08:28 +00:00
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// @ts-ignore
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return Promise.all(...promises);
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2020-05-09 14:45:23 +00:00
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}
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2020-08-31 13:46:21 +00:00
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/**
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* Returns the music volume
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* @returns {number}
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*/
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getMusicVolume() {
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return this.musicVolume;
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}
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/**
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* Returns the sound volume
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* @returns {number}
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*/
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getSoundVolume() {
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return this.soundVolume;
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}
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/**
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* Sets the music volume
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* @param {number} volume
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*/
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setMusicVolume(volume) {
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this.musicVolume = clamp(volume, 0, 1);
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if (this.currentMusic) {
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this.currentMusic.setVolume(this.musicVolume);
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}
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}
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/**
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* Sets the sound volume
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* @param {number} volume
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*/
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setSoundVolume(volume) {
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this.soundVolume = clamp(volume, 0, 1);
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}
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2020-05-09 14:45:23 +00:00
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/**
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* Focus change handler, called by the pap
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* @param {boolean} pageIsVisible
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*/
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onPageRenderableStateChanged(pageIsVisible) {
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this.pageIsVisible = pageIsVisible;
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if (this.currentMusic) {
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if (pageIsVisible) {
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2020-09-13 06:40:56 +00:00
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if (!this.currentMusic.isPlaying()) {
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2020-08-31 13:46:21 +00:00
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this.currentMusic.play(this.musicVolume);
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2020-05-09 14:45:23 +00:00
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}
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} else {
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this.currentMusic.stop();
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}
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}
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}
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/**
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* @param {string} key
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*/
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playUiSound(key) {
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if (!this.sounds[key]) {
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logger.warn("Sound", key, "not found, probably not loaded yet");
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return;
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}
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2020-08-31 13:46:21 +00:00
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this.sounds[key].play(this.soundVolume);
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2020-05-09 14:45:23 +00:00
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}
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/**
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*
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* @param {string} key
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* @param {Vector} worldPosition
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* @param {GameRoot} root
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*/
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play3DSound(key, worldPosition, root) {
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if (!this.sounds[key]) {
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logger.warn("Music", key, "not found, probably not loaded yet");
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return;
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}
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2020-09-13 06:40:56 +00:00
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if (!this.pageIsVisible) {
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2020-05-09 14:45:23 +00:00
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return;
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}
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// hack, but works
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if (root.time.getIsPaused()) {
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return;
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}
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2020-08-31 13:46:21 +00:00
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let volume = this.soundVolume;
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if (!root.camera.isWorldPointOnScreen(worldPosition)) {
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2020-08-31 13:46:21 +00:00
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volume = this.soundVolume / 5; // In the old implementation this value was fixed to 0.2 => 20% of 1.0
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2020-05-09 14:45:23 +00:00
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}
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volume *= clamp(root.camera.zoomLevel / 3);
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this.sounds[key].play(clamp(volume));
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}
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/**
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* @param {string} key
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*/
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playThemeMusic(key) {
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const music = this.music[key];
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if (key !== null && !music) {
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logger.warn("Music", key, "not found");
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}
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if (this.currentMusic !== music) {
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if (this.currentMusic) {
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logger.log("Stopping", this.currentMusic.key);
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this.currentMusic.stop();
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}
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this.currentMusic = music;
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if (music && this.pageIsVisible) {
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logger.log("Starting", this.currentMusic.key);
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music.play(this.musicVolume);
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}
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}
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}
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}
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