mirror of
https://github.com/tobspr/shapez.io.git
synced 2025-06-13 13:04:03 +00:00
* 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>
287 lines
6.8 KiB
JavaScript
287 lines
6.8 KiB
JavaScript
/* typehints:start */
|
|
import { Application } from "../application";
|
|
import { Vector } from "../core/vector";
|
|
import { GameRoot } from "../game/root";
|
|
/* typehints:end */
|
|
|
|
import { newEmptyMap, clamp } from "../core/utils";
|
|
import { createLogger } from "../core/logging";
|
|
import { globalConfig } from "../core/config";
|
|
|
|
const logger = createLogger("sound");
|
|
|
|
export const SOUNDS = {
|
|
// Menu and such
|
|
uiClick: "ui_click",
|
|
uiError: "ui_error",
|
|
dialogError: "dialog_error",
|
|
dialogOk: "dialog_ok",
|
|
swishHide: "ui_swish_hide",
|
|
swishShow: "ui_swish_show",
|
|
badgeNotification: "badge_notification",
|
|
|
|
levelComplete: "level_complete",
|
|
|
|
destroyBuilding: "destroy_building",
|
|
placeBuilding: "place_building",
|
|
placeBelt: "place_belt",
|
|
copy: "copy",
|
|
};
|
|
|
|
export const MUSIC = {
|
|
// The theme always depends on the standalone only, even if running the full
|
|
// version in the browser
|
|
theme: G_IS_STANDALONE ? "theme-full" : "theme-short",
|
|
menu: "menu",
|
|
};
|
|
|
|
if (G_IS_STANDALONE || G_IS_DEV) {
|
|
MUSIC.puzzle = "puzzle-full";
|
|
}
|
|
|
|
export class SoundInstanceInterface {
|
|
constructor(key, url) {
|
|
this.key = key;
|
|
this.url = url;
|
|
}
|
|
|
|
/** @returns {Promise<void>} */
|
|
load() {
|
|
abstract;
|
|
return Promise.resolve();
|
|
}
|
|
|
|
play(volume) {
|
|
abstract;
|
|
}
|
|
|
|
deinitialize() {}
|
|
}
|
|
|
|
export class MusicInstanceInterface {
|
|
constructor(key, url) {
|
|
this.key = key;
|
|
this.url = url;
|
|
}
|
|
|
|
stop() {
|
|
abstract;
|
|
}
|
|
|
|
play(volume) {
|
|
abstract;
|
|
}
|
|
|
|
setVolume(volume) {
|
|
abstract;
|
|
}
|
|
|
|
/** @returns {Promise<void>} */
|
|
load() {
|
|
abstract;
|
|
return Promise.resolve();
|
|
}
|
|
|
|
/** @returns {boolean} */
|
|
isPlaying() {
|
|
abstract;
|
|
return false;
|
|
}
|
|
|
|
deinitialize() {}
|
|
}
|
|
|
|
export class SoundInterface {
|
|
constructor(app, soundClass, musicClass) {
|
|
/** @type {Application} */
|
|
this.app = app;
|
|
|
|
this.soundClass = soundClass;
|
|
this.musicClass = musicClass;
|
|
|
|
/** @type {Object<string, SoundInstanceInterface>} */
|
|
this.sounds = newEmptyMap();
|
|
|
|
/** @type {Object<string, MusicInstanceInterface>} */
|
|
this.music = newEmptyMap();
|
|
|
|
/** @type {MusicInstanceInterface} */
|
|
this.currentMusic = null;
|
|
|
|
this.pageIsVisible = true;
|
|
|
|
this.musicVolume = 1.0;
|
|
this.soundVolume = 1.0;
|
|
}
|
|
|
|
/**
|
|
* Initializes the sound
|
|
* @returns {Promise<any>}
|
|
*/
|
|
initialize() {
|
|
for (const soundKey in SOUNDS) {
|
|
const soundPath = SOUNDS[soundKey];
|
|
const sound = new this.soundClass(soundKey, soundPath);
|
|
this.sounds[soundPath] = sound;
|
|
}
|
|
|
|
for (const musicKey in MUSIC) {
|
|
const musicPath = MUSIC[musicKey];
|
|
const music = new this.musicClass(musicKey, musicPath);
|
|
this.music[musicPath] = music;
|
|
}
|
|
|
|
this.musicVolume = this.app.settings.getAllSettings().musicVolume;
|
|
this.soundVolume = this.app.settings.getAllSettings().soundVolume;
|
|
|
|
if (G_IS_DEV && globalConfig.debug.disableMusic) {
|
|
this.musicVolume = 0.0;
|
|
}
|
|
|
|
return Promise.resolve();
|
|
}
|
|
|
|
/**
|
|
* Pre-Loads the given sounds
|
|
* @param {string} key
|
|
* @returns {Promise<void>}
|
|
*/
|
|
loadSound(key) {
|
|
if (this.sounds[key]) {
|
|
return this.sounds[key].load();
|
|
} else if (this.music[key]) {
|
|
return this.music[key].load();
|
|
} else {
|
|
logger.error("Sound/Music by key not found:", key);
|
|
return Promise.resolve();
|
|
}
|
|
}
|
|
|
|
/** Deinits the sound
|
|
* @returns {Promise<void>}
|
|
*/
|
|
deinitialize() {
|
|
const promises = [];
|
|
for (const key in this.sounds) {
|
|
promises.push(this.sounds[key].deinitialize());
|
|
}
|
|
for (const key in this.music) {
|
|
promises.push(this.music[key].deinitialize());
|
|
}
|
|
// @ts-ignore
|
|
return Promise.all(...promises);
|
|
}
|
|
|
|
/**
|
|
* Returns the music volume
|
|
* @returns {number}
|
|
*/
|
|
getMusicVolume() {
|
|
return this.musicVolume;
|
|
}
|
|
|
|
/**
|
|
* Returns the sound volume
|
|
* @returns {number}
|
|
*/
|
|
getSoundVolume() {
|
|
return this.soundVolume;
|
|
}
|
|
|
|
/**
|
|
* Sets the music volume
|
|
* @param {number} volume
|
|
*/
|
|
setMusicVolume(volume) {
|
|
this.musicVolume = clamp(volume, 0, 1);
|
|
if (this.currentMusic) {
|
|
this.currentMusic.setVolume(this.musicVolume);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets the sound volume
|
|
* @param {number} volume
|
|
*/
|
|
setSoundVolume(volume) {
|
|
this.soundVolume = clamp(volume, 0, 1);
|
|
}
|
|
|
|
/**
|
|
* Focus change handler, called by the pap
|
|
* @param {boolean} pageIsVisible
|
|
*/
|
|
onPageRenderableStateChanged(pageIsVisible) {
|
|
this.pageIsVisible = pageIsVisible;
|
|
if (this.currentMusic) {
|
|
if (pageIsVisible) {
|
|
if (!this.currentMusic.isPlaying()) {
|
|
this.currentMusic.play(this.musicVolume);
|
|
}
|
|
} else {
|
|
this.currentMusic.stop();
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param {string} key
|
|
*/
|
|
playUiSound(key) {
|
|
if (!this.sounds[key]) {
|
|
logger.warn("Sound", key, "not found, probably not loaded yet");
|
|
return;
|
|
}
|
|
this.sounds[key].play(this.soundVolume);
|
|
}
|
|
|
|
/**
|
|
*
|
|
* @param {string} key
|
|
* @param {Vector} worldPosition
|
|
* @param {GameRoot} root
|
|
*/
|
|
play3DSound(key, worldPosition, root) {
|
|
if (!this.sounds[key]) {
|
|
logger.warn("Music", key, "not found, probably not loaded yet");
|
|
return;
|
|
}
|
|
if (!this.pageIsVisible) {
|
|
return;
|
|
}
|
|
|
|
// hack, but works
|
|
if (root.time.getIsPaused()) {
|
|
return;
|
|
}
|
|
|
|
let volume = this.soundVolume;
|
|
if (!root.camera.isWorldPointOnScreen(worldPosition)) {
|
|
volume = this.soundVolume / 5; // In the old implementation this value was fixed to 0.2 => 20% of 1.0
|
|
}
|
|
volume *= clamp(root.camera.zoomLevel / 3);
|
|
this.sounds[key].play(clamp(volume));
|
|
}
|
|
|
|
/**
|
|
* @param {string} key
|
|
*/
|
|
playThemeMusic(key) {
|
|
const music = this.music[key];
|
|
if (key !== null && !music) {
|
|
logger.warn("Music", key, "not found");
|
|
}
|
|
if (this.currentMusic !== music) {
|
|
if (this.currentMusic) {
|
|
logger.log("Stopping", this.currentMusic.key);
|
|
this.currentMusic.stop();
|
|
}
|
|
this.currentMusic = music;
|
|
if (music && this.pageIsVisible) {
|
|
logger.log("Starting", this.currentMusic.key);
|
|
music.play(this.musicVolume);
|
|
}
|
|
}
|
|
}
|
|
}
|