diff --git a/project/functions.js b/project/functions.js index 247a002..c7b8fb4 100644 --- a/project/functions.js +++ b/project/functions.js @@ -284,10 +284,11 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = }, "afterBattle": function (enemyId, x, y) { // 战斗结束后触发的事件 - - var enemy = core.material.enemys[enemyId]; + // 获得战斗伤害信息 + var damageInfo = core.getDamageInfo(enemyId, null, x, y) || {}; + var enemy = damageInfo.enemyInfo; var special = enemy.special; - + console.log(enemy) // 播放战斗音效和动画 // 默认播放的动画;你也可以使用 var animate = "hand"; // 默认动画 @@ -306,8 +307,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = if (x != null && y != null) core.drawAnimate(animate, x, y); else core.drawHeroAnimate(animate); - // 获得战斗伤害信息 - var damageInfo = core.getDamageInfo(enemyId, null, x, y) || {}; + // 战斗伤害 var damage = damageInfo.damage; // 当前战斗回合数,可用于战后所需的判定 @@ -757,7 +757,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = hero_def = core.getRealStatusOrDefault(hero, "def"), hero_mdef = core.getRealStatusOrDefault(hero, "mdef"), hero_speed = core.getRealStatusOrDefault(hero, "speed"); - + var mon_id = core.getEnemyValue(enemy, "id", x, y, floorId), + mon_name = core.getEnemyValue(enemy, "name", x, y, floorId); var mon_hp = core.getEnemyValue(enemy, "hp", x, y, floorId), mon_atk = core.getEnemyValue(enemy, "atk", x, y, floorId), mon_def = core.getEnemyValue(enemy, "def", x, y, floorId), @@ -877,6 +878,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = // 也可以按需增加各种自定义内容 return { + id: mon_id, + name: mon_name, hp: Math.floor(mon_hp), atk: Math.floor(mon_atk), def: Math.floor(mon_def), @@ -1135,6 +1138,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a = turn: Math.floor(hero_turn), mon_turn: Math.floor(mon_turn), damage: Math.floor(damage), + enemyInfo: enemyInfo }; /*TODO:怪物手册的修改(需要修改这里return的内容以及一些战后判断) 1. 显示怪物是魔攻还是物攻(在怪物名字上做颜色变化,物攻是黄色,魔攻是蓝色) diff --git a/project/plugins.js b/project/plugins.js index a81e473..bca9629 100644 --- a/project/plugins.js +++ b/project/plugins.js @@ -4741,10 +4741,12 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = this._timer++; }; + // 申请并描绘canvas PopSprite.prototype.requestCanvas = function () { core.createCanvas(this._symbol, this._x, this._y, this._width, this._height, this._z); - var canvas = core.ui.getContextByName(this._symbol); + + var canvas = core.getContextByName(this._symbol) canvas.font = this._fontSize + 'px ' + this._font; // 动态设置字体大小 canvas.fillStyle = this._fontColor; // 动态设置字体颜色 canvas.strokeStyle = this._outlineColor; // 动态设置描边颜色 @@ -4760,13 +4762,14 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = var textRect = uiContext.measureText(this._text); this._width = textRect.width + 4; this._height = this._fontSize * 1.4 + 4; // 动态设置高度 - this._z = uiContext.canvas.style.zIndex ? uiContext.canvas.style.zIndex + PopSprite._count : PopSprite._baseZOrder + PopSprite._count; + this._z = uiContext.canvas.style.zIndex ? Number(uiContext.canvas.style.zIndex) + PopSprite._count : PopSprite._baseZOrder + PopSprite._count; this._symbol = 'popSprite' + PopSprite._count++; this._alive = true; this._vx = this._speedX; // 使用传入的水平速度 this._vy = this._speedY; // 使用传入的垂直速度 this._floorY = this._y + PopSprite._floorDis; this._timer = 0; + }; // 判断是否存活 @@ -4774,287 +4777,289 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = return this._alive; }; + + // 释放 PopSprite.prototype.dispose = function () { this._alive = false; - core.deleteCanvas(this._symbol); + core.deleteCanvas(this._symbol, ); }; }, "编辑器显伤": function () { - // 在此增加新插件 - /////// 用户设置 /////// - // 将__enable置为false将关闭插件 - var __enable = true; - // 魔防攻速之类的属性可以在这里加 ['atk', 'def', 'mdef'] - var heroStatus = ["atk", "def", "mdef", "hp"]; - // saveHero为true 将会把每次造塔测试时的角色数据存下来 否则会读取初始属性 - // 用不着可以关了 节约缓存空间 (虽然根本没多少 还没一个存档大 - // 也可以手动清理 控制台输入core.removeLocalStorage('editorHero')即可 - var saveHero = true; + // 在此增加新插件 + /////// 用户设置 /////// + // 将__enable置为false将关闭插件 + var __enable = true; + // 魔防攻速之类的属性可以在这里加 ['atk', 'def', 'mdef'] + var heroStatus = ["atk", "def", "mdef", "hp"]; + // saveHero为true 将会把每次造塔测试时的角色数据存下来 否则会读取初始属性 + // 用不着可以关了 节约缓存空间 (虽然根本没多少 还没一个存档大 + // 也可以手动清理 控制台输入core.removeLocalStorage('editorHero')即可 + var saveHero = true; - // 下为具体实现 懒得写注释了 大概就是写HTML然后注册交互 - if (!__enable || main.mode != "editor") return; - core.plugin.initEditorDamage = false; - if (heroStatus.length >= 4 && !editor.isMobile) - editor.dom.mid2.style.top = 650 + 30 * (heroStatus.length - 3) + "px"; - editor.statusRatio = core.getLocalStorage("statusRatio", 1); - editor.saveHero = saveHero; - editor._heroStatus = heroStatus; - editor.dom.mapEdit.appendChild(core.canvas.damage.canvas); - var HTML = - ""; + // 下为具体实现 懒得写注释了 大概就是写HTML然后注册交互 + if (!__enable || main.mode != "editor") return; + core.plugin.initEditorDamage = false; + if (heroStatus.length >= 4 && !editor.isMobile) + editor.dom.mid2.style.top = 650 + 30 * (heroStatus.length - 3) + "px"; + editor.statusRatio = core.getLocalStorage("statusRatio", 1); + editor.saveHero = saveHero; + editor._heroStatus = heroStatus; + editor.dom.mapEdit.appendChild(core.canvas.damage.canvas); + var HTML = + ""; - //if (heroStatus.length >= 4 && !editor.isMobile) editor.dom.mid2.style.top = 650 + 30 * (heroStatus.length - 3) + 'px'; - heroStatus.forEach(function (status) { - var id = status + "set", - id2 = status + "add", - id3 = status + "rec", - id4 = status + "help"; - HTML += - "
"; - }); - document.getElementById("viewportButtons").innerHTML = HTML; - ["set", "add", "rec", "help"].forEach(function (e) { - heroStatus.forEach(function (status) { - editor.dom[status + e] = document.getElementById(status + e); - }); - }); - var _hasItem = core.items.hasItem; - core.items.hasItem = function (itemId) { - if (itemId == "book" && main.mode == "editor") return true; - return _hasItem.call(core.items, itemId); - }; - if (main.mode == "editor") { - var applyList = [ - "getDamageString", - "nextCriticals", - "getEnemyInfo", - "getEnemyValue", - ]; - applyList.forEach(function (name) { - var func = core.enemys[name]; - core.enemys[name] = function () { - var args = - arguments.length === 1 - ? [arguments[0]] - : Array.apply(null, arguments); - if (typeof args[0] == "string") args[0] = core.enemys.enemys[args[0]]; - return func.apply(core.enemys, args); - }; - }); - } + //if (heroStatus.length >= 4 && !editor.isMobile) editor.dom.mid2.style.top = 650 + 30 * (heroStatus.length - 3) + 'px'; + heroStatus.forEach(function (status) { + var id = status + "set", + id2 = status + "add", + id3 = status + "rec", + id4 = status + "help"; + HTML += + "
"; + }); + document.getElementById("viewportButtons").innerHTML = HTML; + ["set", "add", "rec", "help"].forEach(function (e) { + heroStatus.forEach(function (status) { + editor.dom[status + e] = document.getElementById(status + e); + }); + }); + var _hasItem = core.items.hasItem; + core.items.hasItem = function (itemId) { + if (itemId == "book" && main.mode == "editor") return true; + return _hasItem.call(core.items, itemId); + }; + if (main.mode == "editor") { + var applyList = [ + "getDamageString", + "nextCriticals", + "getEnemyInfo", + "getEnemyValue", + ]; + applyList.forEach(function (name) { + var func = core.enemys[name]; + core.enemys[name] = function () { + var args = + arguments.length === 1 ? + [arguments[0]] : + Array.apply(null, arguments); + if (typeof args[0] == "string") args[0] = core.enemys.enemys[args[0]]; + return func.apply(core.enemys, args); + }; + }); + } - ////// 获得勇士属性 ////// - core.control.getStatus = function (name) { - if (!core.status.hero) return null; - if (name == "x" || name == "y" || name == "direction") - return this.getHeroLoc(name); - /*if ( main.mode == 'editor' && !core.hasFlag('__statistics__')) { + ////// 获得勇士属性 ////// + core.control.getStatus = function (name) { + if (!core.status.hero) return null; + if (name == "x" || name == "y" || name == "direction") + return this.getHeroLoc(name); + /*if ( main.mode == 'editor' && !core.hasFlag('__statistics__')) { return data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.firstData.hero[name]; }*/ - return core.status.hero[name]; - }; + return core.status.hero[name]; + }; - core.control.updateDamage = function (floorId, ctx) { - floorId = floorId || core.status.floorId; - if (!floorId || core.status.gameOver) return; - var onMap = ctx == null; - if (main.mode == "editor") { - ctx = core.canvas.damage; - core.updateCheckBlock(); - core.clearMap(ctx); - if (editor.uivalues.bigmap) return; - } + core.control.updateDamage = function (floorId, ctx) { + floorId = floorId || core.status.floorId; + if (!floorId || core.status.gameOver) return; + var onMap = ctx == null; + if (main.mode == "editor") { + ctx = core.canvas.damage; + core.updateCheckBlock(); + core.clearMap(ctx); + if (editor.uivalues.bigmap) return; + } - // 没有怪物手册 - if (!core.hasItem("book")) return; - core.status.damage.posX = core.bigmap.posX; - core.status.damage.posY = core.bigmap.posY; - if (!onMap) { - var width = core.floors[floorId].width, - height = core.floors[floorId].height; - // 地图过大的缩略图不绘制显伤 - if (width * height > core.bigmap.threshold) return; - } - this._updateDamage_damage(floorId, onMap); - this._updateDamage_extraDamage(floorId, onMap); - this.drawDamage(ctx); - }; + // 没有怪物手册 + if (!core.hasItem("book")) return; + core.status.damage.posX = core.bigmap.posX; + core.status.damage.posY = core.bigmap.posY; + if (!onMap) { + var width = core.floors[floorId].width, + height = core.floors[floorId].height; + // 地图过大的缩略图不绘制显伤 + if (width * height > core.bigmap.threshold) return; + } + this._updateDamage_damage(floorId, onMap); + this._updateDamage_extraDamage(floorId, onMap); + this.drawDamage(ctx); + }; - core.control.drawDamage = function (ctx) { - if ( - core.status.gameOver || - !core.status.damage /* || main.mode != 'play'*/ - ) - return; - var onMap = false; - if (ctx == null) { - ctx = core.canvas.damage; - core.clearMap("damage"); - onMap = true; - } + core.control.drawDamage = function (ctx) { + if ( + core.status.gameOver || + !core.status.damage /* || main.mode != 'play'*/ + ) + return; + var onMap = false; + if (ctx == null) { + ctx = core.canvas.damage; + core.clearMap("damage"); + onMap = true; + } - if (onMap && core.bigmap.v2) { - // 检查是否需要重算... - if ( - Math.abs(core.bigmap.posX - core.status.damage.posX) >= - core.bigmap.extend - 1 || - Math.abs(core.bigmap.posY - core.status.damage.posY) >= - core.bigmap.extend - 1 - ) { - return this.updateDamage(); - } - } - return this._drawDamage_draw(ctx, onMap); - }; + if (onMap && core.bigmap.v2) { + // 检查是否需要重算... + if ( + Math.abs(core.bigmap.posX - core.status.damage.posX) >= + core.bigmap.extend - 1 || + Math.abs(core.bigmap.posY - core.status.damage.posY) >= + core.bigmap.extend - 1 + ) { + return this.updateDamage(); + } + } + return this._drawDamage_draw(ctx, onMap); + }; - ////// 以x,y的形式返回每个点的事件 ////// - core.maps.getMapBlocksObj = function (floorId, noCache) { - floorId = floorId || core.status.floorId; - if ( - core.status.mapBlockObjs[floorId] && - !noCache && - main.mode != "editor" - ) - return core.status.mapBlockObjs[floorId]; + ////// 以x,y的形式返回每个点的事件 ////// + core.maps.getMapBlocksObj = function (floorId, noCache) { + floorId = floorId || core.status.floorId; + if ( + core.status.mapBlockObjs[floorId] && + !noCache && + main.mode != "editor" + ) + return core.status.mapBlockObjs[floorId]; - var obj = {}; - core.extractBlocks(floorId); - core.status.maps[floorId].blocks.forEach(function (block) { - obj[block.x + "," + block.y] = block; - }); - core.status.mapBlockObjs[floorId] = obj; - return obj; - }; + var obj = {}; + core.extractBlocks(floorId); + core.status.maps[floorId].blocks.forEach(function (block) { + obj[block.x + "," + block.y] = block; + }); + core.status.mapBlockObjs[floorId] = obj; + return obj; + }; - this.bignum = function (num, defaultValue) { - if (num == null || num == "") return defaultValue; - num = num + ""; - var list = { - w: 1e4, - e: 1e8, - z: 1e12, - j: 1e16, - g: 1e20, - }; - // 浮点数问题 - function checkFloat(num) { - if (!core.isset(num)) return 0; - num = num + ""; - var index = num.indexOf("."); - if (index < 0) return 0; - else return num.slice(index + 1).length; - } - var index = num.search(/w|e|z|j|g/); - if (index <= 0) { - num = parseInt(num); - if (core.isset(num)) return num; - else { - alert("不正确的输入"); - return defaultValue; - } - } - for (; index > 0; index = num.search(/w|e|z|j|g/)) { - var p = num[index], - q = list[p], - n = num.slice(0, index), - m = Math.pow(10, checkFloat(n)); - num = (n * m * q) / m + num.slice(index + 1); - } - return parseInt(num); - }; + this.bignum = function (num, defaultValue) { + if (num == null || num == "") return defaultValue; + num = num + ""; + var list = { + w: 1e4, + e: 1e8, + z: 1e12, + j: 1e16, + g: 1e20, + }; + // 浮点数问题 + function checkFloat(num) { + if (!core.isset(num)) return 0; + num = num + ""; + var index = num.indexOf("."); + if (index < 0) return 0; + else return num.slice(index + 1).length; + } + var index = num.search(/w|e|z|j|g/); + if (index <= 0) { + num = parseInt(num); + if (core.isset(num)) return num; + else { + alert("不正确的输入"); + return defaultValue; + } + } + for (; index > 0; index = num.search(/w|e|z|j|g/)) { + var p = num[index], + q = list[p], + n = num.slice(0, index), + m = Math.pow(10, checkFloat(n)); + num = (n * m * q) / m + num.slice(index + 1); + } + return parseInt(num); + }; - this.updateEditorDamage = function (noSave) { - core.updateDamage(); - heroStatus.forEach(function (status) { - editor.dom[status + "set"].value = core.status.hero[status]; - }); - if (!noSave && editor.saveHero) - core.setLocalStorage("editorHero", core.status.hero); - }; + this.updateEditorDamage = function (noSave) { + core.updateDamage(); + heroStatus.forEach(function (status) { + editor.dom[status + "set"].value = core.status.hero[status]; + }); + if (!noSave && editor.saveHero) + core.setLocalStorage("editorHero", core.status.hero); + }; - var _resizeMap = core.maps.resizeMap; - core.maps.resizeMap = function (floorId) { - _resizeMap.call(core.maps, floorId); - if (!core.plugin.initEditorDamage && main.mode == "editor") { - core.plugin.initEditorDamage = true; - var editorHero = core.getLocalStorage("editorHero"); - if (editorHero && saveHero) core.status.hero = editorHero; - else core.removeLocalStorage("editorHero"); - editor._heroStatus.forEach(function (e) { - editor.dom[e + "set"].onchange = function () { - var status = this.id.slice(0, -3); - core.status.hero[status] = core.bignum( - this.value, - core.status.hero[status] - ); - core.updateEditorDamage(); - }; - editor.dom[e + "add"].onclick = function () { - var status = this.id.slice(0, -3); - core.status.hero[status] += editor.statusRatio; - core.updateEditorDamage(); - }; - editor.dom[e + "rec"].onclick = function () { - var status = this.id.slice(0, -3); - core.status.hero[status] -= editor.statusRatio; - core.updateEditorDamage(); - }; - editor.dom[e + "help"].onclick = function () { - var status = this.id.slice(0, -4), - name = core.getStatusLabel(status); - var ratio = parseInt( - prompt( - "当前属性:" + - name + - "\n现在的点击按钮变化值:" + - editor.statusRatio + - ",请输入按下一次+/-按钮的属性变化量,可以写4w 10.2e这种字母缩写" - ) - ); - if (!core.isset(ratio)) { - printe("不合法的输入"); - return; - } - editor.statusRatio = ratio; - core.setLocalStorage("statusRatio", ratio); - }; - }); - var _updateMap = editor.updateMap; - editor.updateMap = function () { - _updateMap.call(editor); - core.updateEditorDamage(true); - }; - editor.mode.onmode = function (mode, callback) { - if (editor_mode.mode != mode) { - if (mode === "save") { - editor_mode.doActionList( - editor_mode.mode, - editor_mode.actionList, - function () { - if (callback) callback(); - core.updateEditorDamage(); - } - ); - } - if (editor_mode.mode === "nextChange" && mode) - editor_mode.showMode(mode); - if (mode !== "save") editor_mode.mode = mode; - editor_mode.actionList = []; - } - }; - } - }; - }, + var _resizeMap = core.maps.resizeMap; + core.maps.resizeMap = function (floorId) { + _resizeMap.call(core.maps, floorId); + if (!core.plugin.initEditorDamage && main.mode == "editor") { + core.plugin.initEditorDamage = true; + var editorHero = core.getLocalStorage("editorHero"); + if (editorHero && saveHero) core.status.hero = editorHero; + else core.removeLocalStorage("editorHero"); + editor._heroStatus.forEach(function (e) { + editor.dom[e + "set"].onchange = function () { + var status = this.id.slice(0, -3); + core.status.hero[status] = core.bignum( + this.value, + core.status.hero[status] + ); + core.updateEditorDamage(); + }; + editor.dom[e + "add"].onclick = function () { + var status = this.id.slice(0, -3); + core.status.hero[status] += editor.statusRatio; + core.updateEditorDamage(); + }; + editor.dom[e + "rec"].onclick = function () { + var status = this.id.slice(0, -3); + core.status.hero[status] -= editor.statusRatio; + core.updateEditorDamage(); + }; + editor.dom[e + "help"].onclick = function () { + var status = this.id.slice(0, -4), + name = core.getStatusLabel(status); + var ratio = parseInt( + prompt( + "当前属性:" + + name + + "\n现在的点击按钮变化值:" + + editor.statusRatio + + ",请输入按下一次+/-按钮的属性变化量,可以写4w 10.2e这种字母缩写" + ) + ); + if (!core.isset(ratio)) { + printe("不合法的输入"); + return; + } + editor.statusRatio = ratio; + core.setLocalStorage("statusRatio", ratio); + }; + }); + var _updateMap = editor.updateMap; + editor.updateMap = function () { + _updateMap.call(editor); + core.updateEditorDamage(true); + }; + editor.mode.onmode = function (mode, callback) { + if (editor_mode.mode != mode) { + if (mode === "save") { + editor_mode.doActionList( + editor_mode.mode, + editor_mode.actionList, + function () { + if (callback) callback(); + core.updateEditorDamage(); + } + ); + } + if (editor_mode.mode === "nextChange" && mode) + editor_mode.showMode(mode); + if (mode !== "save") editor_mode.mode = mode; + editor_mode.actionList = []; + } + }; + } + }; +}, "手册区分特殊属性": function () { // 在此增加新插件 this.arrsame = function (Arraya, Arrayb) { @@ -9130,8 +9135,8 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = }; }, "音频系统": function () { - // 在此增加新插件 - /*首先,在造塔群下载所需的库文件,然后放置在塔目录下的 libs/thirdparty 或其他目录下,之后在 index.html 的最后加上下面这几行: + // 在此增加新插件 + /*首先,在造塔群下载所需的库文件,然后放置在塔目录下的 libs/thirdparty 或其他目录下,之后在 index.html 的最后加上下面这几行: @@ -9139,2083 +9144,2081 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = */ - // 将__enable置为false将关闭插件 - let __enable = true; - if (!__enable || main.mode === "editor") return; - const { OggOpusDecoderWebWorker } = window["ogg-opus-decoder"]; - const { OggVorbisDecoderWebWorker } = window["ogg-vorbis-decoder"]; - const { CodecParser } = window.CodecParser; - const { Transition, linear } = core.plugin.animate; - - const audio = new Audio(); - const AudioStatus = { - Playing: 0, - Pausing: 1, - Paused: 2, - Stoping: 3, - Stoped: 4, - }; - const supportMap = new Map(); - const AudioType = { - Mp3: "audio/mpeg", - Wav: 'audio/wav; codecs="1"', - Flac: "audio/flac", - Opus: 'audio/ogg; codecs="opus"', - Ogg: 'audio/ogg; codecs="vorbis"', - Aac: "audio/aac", - }; - /** - * 检查一种音频类型是否能被播放 - * @param type 音频类型 AudioType - */ - function isAudioSupport(type) { - if (supportMap.has(type)) return supportMap.get(type); - else { - const support = audio.canPlayType(type); - const canPlay = support === "maybe" || support === "probably"; - supportMap.set(type, canPlay); - return canPlay; - } - } - - const typeMap = new Map([ - ["ogg", AudioType.Ogg], - ["mp3", AudioType.Mp3], - ["wav", AudioType.Wav], - ["flac", AudioType.Flac], - ["opus", AudioType.Opus], - ["aac", AudioType.Aac], - ]); - - /** - * 根据文件名拓展猜测其类型 - * @param file 文件名 string - */ - function guessTypeByExt(file) { - const ext = /\.[a-zA-Z\d]+$/.exec(file); - if (!ext?.[0]) return ""; - const type = ext[0].slice(1); - return typeMap.get(type.toLocaleLowerCase()) ?? ""; - } - - isAudioSupport(AudioType.Ogg); - isAudioSupport(AudioType.Mp3); - isAudioSupport(AudioType.Wav); - isAudioSupport(AudioType.Flac); - isAudioSupport(AudioType.Opus); - isAudioSupport(AudioType.Aac); - - function isNil(value) { - return value === void 0 || value === null; - } - - function sleep(time) { - return new Promise((res) => setTimeout(res, time)); - } - class AudioEffect { - constructor(ac) {} - /** - * 连接至其他效果器 - * @param target 目标输入 IAudioInput - * @param output 当前效果器输出通道 Number - * @param input 目标效果器的输入通道 Number - */ - connect(target, output, input) { - this.output.connect(target.input, output, input); - } - - /** - * 与其他效果器取消连接 - * @param target 目标输入 IAudioInput - * @param output 当前效果器输出通道 Number - * @param input 目标效果器的输入通道 Number - */ - disconnect(target, output, input) { - if (!target) { - if (!isNil(output)) { - this.output.disconnect(output); - } else { - this.output.disconnect(); - } - } else { - if (!isNil(output)) { - if (!isNil(input)) { - this.output.disconnect(target.input, output, input); - } else { - this.output.disconnect(target.input, output); - } - } else { - this.output.disconnect(target.input); - } - } - } - } - - class StereoEffect extends AudioEffect { - constructor(ac) { - super(ac); - const panner = ac.createPanner(); - this.input = panner; - this.output = panner; - } - - /** - * 设置音频朝向,x正方形水平向右,y正方形垂直于地面向上,z正方向垂直屏幕远离用户 - * @param x 朝向x坐标 Number - * @param y 朝向y坐标 Number - * @param z 朝向z坐标 Number - */ - setOrientation(x, y, z) { - this.output.orientationX.value = x; - this.output.orientationY.value = y; - this.output.orientationZ.value = z; - } - /** - * 设置音频位置,x正方形水平向右,y正方形垂直于地面向上,z正方向垂直屏幕远离用户 - * @param x 位置x坐标 Number - * @param y 位置y坐标 Number - * @param z 位置z坐标 Number - */ - setPosition(x, y, z) { - this.output.positionX.value = x; - this.output.positionY.value = y; - this.output.positionZ.value = z; - } - end() {} - - start() {} - } - class VolumeEffect extends AudioEffect { - constructor(ac) { - super(ac); - const gain = ac.createGain(); - this.input = gain; - this.output = gain; - } - - /** - * 设置音量大小 - * @param volume 音量大小 Number - */ - setVolume(volume) { - this.output.gain.value = volume; - } - - /** - * 获取音量大小 Number - */ - getVolume() { - return this.output.gain.value; - } - - end() {} - - start() {} - } - class ChannelVolumeEffect extends AudioEffect { - /** 所有的音量控制节点 */ - - constructor(ac) { - super(ac); - /** 所有的音量控制节点 */ - this.gain = []; - const splitter = ac.createChannelSplitter(); - const merger = ac.createChannelMerger(); - this.output = merger; - this.input = splitter; - for (let i = 0; i < 6; i++) { - const gain = ac.createGain(); - splitter.connect(gain, i); - gain.connect(merger, 0, i); - this.gain.push(gain); - } - } - - /** - * 设置某个声道的音量大小 - * @param channel 要设置的声道,可填0-5 Number - * @param volume 这个声道的音量大小 Number - */ - setVolume(channel, volume) { - if (!this.gain[channel]) return; - this.gain[channel].gain.value = volume; - } - - /** - * 获取某个声道的音量大小,可填0-5 - * @param channel 要获取的声道 Number - */ - getVolume(channel) { - if (!this.gain[channel]) return 0; - return this.gain[channel].gain.value; - } - - end() {} - - start() {} - } - class DelayEffect extends AudioEffect { - constructor(ac) { - super(ac); - - const delay = ac.createDelay(); - this.input = delay; - this.output = delay; - } - - /** - * 设置延迟时长 - * @param delay 延迟时长,单位秒 Number - */ - setDelay(delay) { - this.output.delayTime.value = delay; - } - - /** - * 获取延迟时长 - */ - getDelay() { - return this.output.delayTime.value; - } - - end() {} - - start() {} - } - class EchoEffect extends AudioEffect { - constructor(ac) { - super(ac); - /** 当前增益 */ - this.gain = 0.5; - /** 是否正在播放 */ - this.playing = false; - const delay = ac.createDelay(); - const gain = ac.createGain(); - gain.gain.value = 0.5; - delay.delayTime.value = 0.05; - delay.connect(gain); - gain.connect(delay); - /** 延迟节点 */ - this.delay = delay; - /** 反馈增益节点 */ - this.gainNode = gain; - - this.input = gain; - this.output = gain; - } - - /** - * 设置回声反馈增益大小 - * @param gain 增益大小,范围 0-1,大于等于1的视为0.5,小于0的视为0 Number - */ - setFeedbackGain(gain) { - const resolved = gain >= 1 ? 0.5 : gain < 0 ? 0 : gain; - this.gain = resolved; - if (this.playing) this.gainNode.gain.value = resolved; - } - - /** - * 设置回声间隔时长 - * @param delay 回声时长,范围 0.01-Infinity,小于0.01的视为0.01 Number - */ - setEchoDelay(delay) { - const resolved = delay < 0.01 ? 0.01 : delay; - this.delay.delayTime.value = resolved; - } - - /** - * 获取反馈节点增益 - */ - getFeedbackGain() { - return this.gain; - } - - /** - * 获取回声间隔时长 - */ - getEchoDelay() { - return this.delay.delayTime.value; - } - - end() { - this.playing = false; - const echoTime = Math.ceil(Math.log(0.001) / Math.log(this.gain)) + 10; - sleep(this.delay.delayTime.value * echoTime).then(() => { - if (!this.playing) this.gainNode.gain.value = 0; - }); - } - - start() { - this.playing = true; - this.gainNode.gain.value = this.gain; - } - } - - class StreamLoader { - constructor(url) { - /** 传输目标 Set*/ - this.target = new Set(); - this.loading = false; - } - - /** - * 将加载流传递给字节流读取对象 - * @param reader 字节流读取对象 IStreamReader - */ - pipe(reader) { - if (this.loading) { - console.warn( - "Cannot pipe new StreamReader object when stream is loading." - ); - return; - } - this.target.add(reader); - reader.piped(this); - return this; - } - - async start() { - if (this.loading) return; - this.loading = true; - const response = await window.fetch(this.url); - const stream = response.body; - if (!stream) { - console.error("Cannot get reader when fetching '" + this.url + "'."); - return; - } - // 获取读取器 - this.stream = stream; - const reader = response.body?.getReader(); - const targets = [...this.target]; - - await Promise.all(targets.map((v) => v.start(stream, this, response))); - if (reader && reader.read) { - // 开始流传输 - while (true) { - const { value, done } = await reader.read(); - await Promise.all( - targets.map((v) => v.pump(value, done, response)) - ); - if (done) break; - } - } else { - // 如果不支持流传输 - const buffer = await response.arrayBuffer(); - const data = new Uint8Array(buffer); - await Promise.all(targets.map((v) => v.pump(data, true, response))); - } - - this.loading = false; - targets.forEach((v) => v.end(true)); - - // - } - - cancel(reason) { - if (!this.stream) return; - this.stream.cancel(reason); - this.loading = false; - this.target.forEach((v) => v.end(false, reason)); - } - } - const fileSignatures = [ - [AudioType.Mp3, [0x49, 0x44, 0x33]], - [AudioType.Ogg, [0x4f, 0x67, 0x67, 0x53]], - [AudioType.Wav, [0x52, 0x49, 0x46, 0x46]], - [AudioType.Flac, [0x66, 0x4c, 0x61, 0x43]], - [AudioType.Aac, [0xff, 0xf1]], - [AudioType.Aac, [0xff, 0xf9]], - ]; - const oggHeaders = [ - [AudioType.Opus, [0x4f, 0x70, 0x75, 0x73, 0x48, 0x65, 0x61, 0x64]], - ]; - - function checkAudioType(data) { - let audioType = ""; - // 检查头文件获取音频类型,仅检查前256个字节 - const toCheck = data.slice(0, 256); - for (const [type, value] of fileSignatures) { - if (value.every((v, i) => toCheck[i] === v)) { - audioType = type; - break; - } - } - if (audioType === AudioType.Ogg) { - // 如果是ogg的话,进一步判断是不是opus - for (const [key, value] of oggHeaders) { - const has = toCheck.some((_, i) => { - return value.every((v, ii) => toCheck[i + ii] === v); - }); - if (has) { - audioType = key; - break; - } - } - } - - return audioType; - } - class AudioDecoder { - /** - * 注册一个解码器 - * @param type 要注册的解码器允许解码的类型 - * @param decoder 解码器对象 - */ - static registerDecoder(type, decoder) { - if (!this.decoderMap) this.decoderMap = new Map(); - if (this.decoderMap.has(type)) { - console.warn( - "Audio stream decoder for audio type '" + - type + - "' has already existed." - ); - return; - } - - this.decoderMap.set(type, decoder); - } - - /** - * 解码音频数据 - * @param data 音频文件数据 - * @param player AudioPlayer实例 - */ - static async decodeAudioData(data, player) { - // 检查头文件获取音频类型,仅检查前256个字节 - const toCheck = data.slice(0, 256); - const type = checkAudioType(data); - if (type === "") { - console.error( - "Unknown audio type. Header: '" + - [...toCheck] - .map((v) => v.toString().padStart(2, "0")) - .join(" ") - .toUpperCase() + - "'" - ); - return null; - } - if (isAudioSupport(type)) { - if (data.buffer instanceof ArrayBuffer) { - return player.ac.decodeAudioData(data.buffer); - } else { - return null; - } - } else { - const Decoder = this.decoderMap.get(type); - if (!Decoder) { - return null; - } else { - const decoder = new Decoder(); - await decoder.create(); - const decodedData = await decoder.decode(data); - if (!decodedData) return null; - const buffer = player.ac.createBuffer( - decodedData.channelData.length, - decodedData.channelData[0].length, - decodedData.sampleRate - ); - decodedData.channelData.forEach((v, i) => { - buffer.copyToChannel(v, i); - }); - decoder.destroy(); - return buffer; - } - } - } - } - - class VorbisDecoder { - /** - * 创建音频解码器 - */ - async create() { - this.decoder = new OggVorbisDecoderWebWorker(); - await this.decoder.ready; - } - /** - * 摧毁这个解码器 - */ - destroy() { - this.decoder?.free(); - } - /** - * 解码流数据 - * @param data 流数据 - */ - - async decode(data) { - return this.decoder?.decode(data); - } - /** - * 解码整个文件 - * @param data 文件数据 - */ - async decodeAll(data) { - return this.decoder?.decodeFile(data); - } - /** - * 当音频解码完成后,会调用此函数,需要返回之前还未解析或未返回的音频数据。调用后,该解码器将不会被再次使用 - */ - async flush() { - return this.decoder?.flush(); - } - } - - class OpusDecoder { - /** - * 创建音频解码器 - */ - async create() { - this.decoder = new OggOpusDecoderWebWorker(); - await this.decoder.ready; - } - /** - * 摧毁这个解码器 - */ - destroy() { - this.decoder?.free(); - } - /** - * 解码流数据 - * @param data 流数据 - */ - async decode(data) { - return this.decoder?.decode(data); - } - /** - * 解码整个文件 - * @param data 文件数据 - */ - async decodeAll(data) { - return this.decoder?.decodeFile(data); - } - /** - * 当音频解码完成后,会调用此函数,需要返回之前还未解析或未返回的音频数据。调用后,该解码器将不会被再次使用 - */ - async flush() { - return await this.decoder?.flush(); - } - } - const mimeTypeMap = { - [AudioType.Aac]: "audio/aac", - [AudioType.Flac]: "audio/flac", - [AudioType.Mp3]: "audio/mpeg", - [AudioType.Ogg]: "application/ogg", - [AudioType.Opus]: "application/ogg", - [AudioType.Wav]: "application/ogg", - }; - - function isOggPage(data) { - return !isNil(data.isFirstPage); - } - class AudioStreamSource { - constructor(context) { - this.output = context.createBufferSource(); - /** 是否已经完全加载完毕 */ - this.loaded = false; - /** 是否正在播放 */ - this.playing = false; - /** 已经缓冲了多长时间,如果缓冲完那么跟歌曲时长一致 */ - this.buffered = 0; - /** 已经缓冲的采样点数量 */ - this.bufferedSamples = 0; - /** 歌曲时长,加载完毕之前保持为 0 */ - this.duration = 0; - /** 在流传输阶段,至少缓冲多长时间的音频之后才开始播放,单位秒 */ - this.bufferPlayDuration = 1; - /** 音频的采样率,未成功解析出之前保持为 0 */ - this.sampleRate = 0; - //是否循环播放 - this.loop = false; - /** 上一次播放是从何时开始的 */ - this.lastStartWhen = 0; - /** 开始播放时刻 */ - this.lastStartTime = 0; - /** 上一次播放的缓存长度 */ - this.lastBufferSamples = 0; - - /** 是否已经获取到头文件 */ - this.headerRecieved = false; - /** 音频类型 */ - this.audioType = ""; - /** 每多长时间组成一个缓存 Float32Array */ - this.bufferChunkSize = 10; - /** 缓存音频数据,每 bufferChunkSize 秒钟组成一个 Float32Array,用于流式解码 */ - this.audioData = []; - - this.errored = false; - this.ac = context; - } - /** 当前已经播放了多长时间 */ - get currentTime() { - return this.ac.currentTime - this.lastStartTime + this.lastStartWhen; - } - /** - * 设置每个缓存数据的大小,默认为10秒钟一个缓存数据 - * @param size 每个缓存数据的时长,单位秒 - */ - setChunkSize(size) { - if (this.controller?.loading || this.loaded) return; - this.bufferChunkSize = size; - } - - piped(controller) { - this.controller = controller; - } - - async pump(data, done) { - if (!data || this.errored) return; - if (!this.headerRecieved) { - // 检查头文件获取音频类型,仅检查前256个字节 - const toCheck = data.slice(0, 256); - this.audioType = checkAudioType(data); - if (!this.audioType) { - console.error( - "Unknown audio type. Header: '" + - [...toCheck] - .map((v) => v.toString(16).padStart(2, "0")) - .join(" ") - .toUpperCase() + - "'" - ); - return; - } - // 创建解码器 - const Decoder = AudioDecoder.decoderMap.get(this.audioType); - if (!Decoder) { - this.errored = true; - console.error( - "Cannot decode stream source type of '" + - this.audioType + - "', since there is no registered decoder for that type." - ); - return Promise.reject( - `Cannot decode stream source type of '${this.audioType}', since there is no registered decoder for that type.` - ); - } - this.decoder = new Decoder(); - // 创建数据解析器 - const mime = mimeTypeMap[this.audioType]; - const parser = new CodecParser(mime); - this.parser = parser; - await this.decoder.create(); - this.headerRecieved = true; - } - - const decoder = this.decoder; - const parser = this.parser; - if (!decoder || !parser) { - this.errored = true; - return Promise.reject( - "No parser or decoder attached in this AudioStreamSource" - ); - } - - await this.decodeData(data, decoder, parser); - if (done) await this.decodeFlushData(decoder, parser); - this.checkBufferedPlay(); - } - - /** - * 检查采样率,如果还未解析出采样率,那么将设置采样率,如果当前采样率与之前不同,那么发出警告 - */ - checkSampleRate(info) { - for (const one of info) { - const frame = isOggPage(one) ? one.codecFrames[0] : one; - if (frame) { - const rate = frame.header.sampleRate; - if (this.sampleRate === 0) { - this.sampleRate = rate; - break; - } else { - if (rate !== this.sampleRate) { - console.warn("Sample rate in stream audio must be constant."); - } - } - } - } - } - - /** - * 解析音频数据 - */ - async decodeData(data, decoder, parser) { - // 解析音频数据 - const audioData = await decoder.decode(data); - if (!audioData) return; - // @ts-expect-error 库类型声明错误 - const audioInfo = [...parser.parseChunk(data)]; - - // 检查采样率 - this.checkSampleRate(audioInfo); - // 追加音频数据 - this.appendDecodedData(audioData, audioInfo); - } - - /** - * 解码剩余数据 - */ - async decodeFlushData(decoder, parser) { - const audioData = await decoder.flush(); - if (!audioData) return; - // @ts-expect-error 库类型声明错误 - const audioInfo = [...parser.flush()]; - - this.checkSampleRate(audioInfo); - this.appendDecodedData(audioData, audioInfo); - } - - /** - * 追加音频数据 - */ - appendDecodedData(data, info) { - const channels = data.channelData.length; - if (channels === 0) return; - if (this.audioData.length !== channels) { - this.audioData = []; - for (let i = 0; i < channels; i++) { - this.audioData.push([]); - } - } - // 计算出应该放在哪 - const chunk = this.sampleRate * this.bufferChunkSize; - const sampled = this.bufferedSamples; - const pushIndex = Math.floor(sampled / chunk); - const bufferIndex = sampled % chunk; - const dataLength = data.channelData[0].length; - let buffered = 0; - let nowIndex = pushIndex; - let toBuffer = bufferIndex; - while (buffered < dataLength) { - const rest = toBuffer !== 0 ? chunk - bufferIndex : chunk; - - for (let i = 0; i < channels; i++) { - const audioData = this.audioData[i]; - if (!audioData[nowIndex]) { - audioData.push(new Float32Array(chunk)); - } - const toPush = data.channelData[i].slice(buffered, buffered + rest); - - audioData[nowIndex].set(toPush, toBuffer); - } - buffered += rest; - nowIndex++; - toBuffer = 0; - } - - this.buffered += - info.reduce((prev, curr) => prev + curr.duration, 0) / 1000; - this.bufferedSamples += info.reduce( - (prev, curr) => prev + curr.samples, - 0 - ); - } - - /** - * 检查已缓冲内容,并在未开始播放时播放 - */ - checkBufferedPlay() { - if (this.playing || this.sampleRate === 0) return; - const played = this.lastBufferSamples / this.sampleRate; - const dt = this.buffered - played; - if (this.loaded) { - this.playAudio(played); - return; - } - if (dt < this.bufferPlayDuration) return; - - this.lastBufferSamples = this.bufferedSamples; - // 需要播放 - this.mergeBuffers(); - if (!this.buffer) return; - if (this.playing) this.output.stop(); - this.createSourceNode(this.buffer); - this.output.loop = false; - this.output.start(0, played); - this.lastStartTime = this.ac.currentTime; - this.playing = true; - this.output.addEventListener("ended", () => { - this.playing = false; - this.checkBufferedPlay(); - }); - } - - mergeBuffers() { - const buffer = this.ac.createBuffer( - this.audioData.length, - this.bufferedSamples, - this.sampleRate - ); - const chunk = this.sampleRate * this.bufferChunkSize; - const bufferedChunks = Math.floor(this.bufferedSamples / chunk); - const restLength = this.bufferedSamples % chunk; - for (let i = 0; i < this.audioData.length; i++) { - const audio = this.audioData[i]; - const data = new Float32Array(this.bufferedSamples); - for (let j = 0; j < bufferedChunks; j++) { - data.set(audio[j], chunk * j); - } - if (restLength !== 0) { - data.set( - audio[bufferedChunks].slice(0, restLength), - chunk * bufferedChunks - ); - } - - buffer.copyToChannel(data, i, 0); - } - this.buffer = buffer; - } - - async start() { - delete this.buffer; - this.headerRecieved = false; - this.audioType = ""; - this.errored = false; - this.buffered = 0; - this.sampleRate = 0; - this.bufferedSamples = 0; - this.duration = 0; - this.loaded = false; - if (this.playing) this.output.stop(); - this.playing = false; - this.lastStartTime = this.ac.currentTime; - } - - end(done, reason) { - if (done && this.buffer) { - this.loaded = true; - delete this.controller; - this.mergeBuffers(); - - this.duration = this.buffered; - this.audioData = []; - this.decoder?.destroy(); - delete this.decoder; - delete this.parser; - } else { - console.warn( - "Unexpected end when loading stream audio, reason: '" + - (reason ?? "") + - "'" - ); - } - } - - playAudio(when) { - if (!this.buffer) return; - this.lastStartTime = this.ac.currentTime; - if (this.playing) this.output.stop(); - if (this.route.status !== AudioStatus.Playing) { - this.route.status = AudioStatus.Playing; - } - this.createSourceNode(this.buffer); - this.output.start(0, when); - this.playing = true; - - this.output.addEventListener("ended", () => { - this.playing = false; - if (this.route.status === AudioStatus.Playing) { - this.route.status = AudioStatus.Stoped; - } - if (this.loop && !this.output.loop) this.play(0); - }); - } - /** - * 开始播放这个音频源 - */ - play(when) { - if (this.playing || this.errored) return; - if (this.loaded && this.buffer) { - this.playing = true; - this.playAudio(when); - } else { - this.controller?.start(); - } - } - - createSourceNode(buffer) { - if (!this.target) return; - const node = this.ac.createBufferSource(); - node.buffer = buffer; - if (this.playing) this.output.stop(); - this.playing = false; - this.output = node; - node.connect(this.target.input); - node.loop = this.loop; - } - /** - * 停止播放这个音频源 - * @returns 音频暂停的时刻 number - */ - stop() { - if (this.playing) this.output.stop(); - this.playing = false; - return this.ac.currentTime - this.lastStartTime; - } - /** - * 连接到音频路由图上,每次调用播放的时候都会执行一次 - * @param target 连接至的目标 IAudioInput - */ - connect(target) { - this.target = target; - } - /** - * 设置是否循环播放 - * @param loop 是否循环 boolean) - */ - setLoop(loop) { - this.loop = loop; - } - } - class AudioElementSource { - constructor(context) { - const audio = new Audio(); - audio.preload = "none"; - this.output = context.createMediaElementSource(audio); - this.audio = audio; - this.ac = context; - audio.addEventListener("play", () => { - this.playing = true; - if (this.route.status !== AudioStatus.Playing) { - this.route.status = AudioStatus.Playing; - } - }); - audio.addEventListener("ended", () => { - this.playing = false; - if (this.route.status === AudioStatus.Playing) { - this.route.status = AudioStatus.Stoped; - } - }); - } - get duration() { - return this.audio.duration; - } - get currentTime() { - return this.audio.currentTime; - } - /** - * 设置音频源的路径 - * @param url 音频路径 - */ - setSource(url) { - this.audio.src = url; - } - - play(when = 0) { - if (this.playing) return; - this.audio.currentTime = when; - this.audio.play(); - } - - stop() { - this.audio.pause(); - this.playing = false; - if (this.route.status === AudioStatus.Playing) { - this.route.status = AudioStatus.Stoped; - } - return this.audio.currentTime; - } - - connect(target) { - this.output.connect(target.input); - } - - setLoop(loop) { - this.audio.loop = loop; - } - } - class AudioBufferSource { - constructor(context) { - this.output = context.createBufferSource(); - /** 是否循环 */ - this.loop = false; - /** 上一次播放是从何时开始的 */ - this.lastStartWhen = 0; - /** 播放开始时刻 */ - this.lastStartTime = 0; - this.duration = 0; - this.ac = context; - } - get currentTime() { - return this.ac.currentTime - this.lastStartTime + this.lastStartWhen; - } - - /** - * 设置音频源数据 - * @param buffer 音频源,可以是未解析的 ArrayBuffer,也可以是已解析的 AudioBuffer - */ - async setBuffer(buffer) { - if (buffer instanceof ArrayBuffer) { - this.buffer = await this.ac.decodeAudioData(buffer); - } else { - this.buffer = buffer; - } - this.duration = this.buffer.duration; - } - - play(when) { - if (this.playing || !this.buffer) return; - this.playing = true; - this.lastStartTime = this.ac.currentTime; - if (this.route.status !== AudioStatus.Playing) { - this.route.status = AudioStatus.Playing; - } - this.createSourceNode(this.buffer); - this.output.start(0, when); - this.output.addEventListener("ended", () => { - this.playing = false; - if (this.route.status === AudioStatus.Playing) { - this.route.status = AudioStatus.Stoped; - } - if (this.loop && !this.output.loop) this.play(0); - }); - } - - createSourceNode(buffer) { - if (!this.target) return; - const node = this.ac.createBufferSource(); - node.buffer = buffer; - this.output = node; - node.connect(this.target.input); - node.loop = this.loop; - } - - stop() { - this.output.stop(); - return this.ac.currentTime - this.lastStartTime; - } - - connect(target) { - this.target = target; - } - - setLoop(loop) { - this.loop = loop; - } - } - class AudioPlayer { - constructor() { - /** 音频播放上下文 */ - this.ac = new AudioContext(); - /** 音量节点 */ - this.gain = this.ac.createGain(); - this.gain.connect(this.ac.destination); - this.audioRoutes = new Map(); - } - /** - * 解码音频数据 - * @param data 音频数据 - */ - decodeAudioData(data) { - return AudioDecoder.decodeAudioData(data, this); - } - /** - * 设置音量 - * @param volume 音量 - */ - setVolume(volume) { - this.gain.gain.value = volume; - } - - /** - * 获取音量 - */ - getVolume() { - return this.gain.gain.value; - } - - /** - * 创建一个音频源 - * @param Source 音频源类 - */ - createSource(Source) { - return new Source(this.ac); - } - - /** - * 创建一个兼容流式音频源,可以与流式加载相结合,主要用于处理 opus ogg 不兼容的情况 - */ - createStreamSource() { - return new AudioStreamSource(this.ac); - } - - /** - * 创建一个通过 audio 元素播放的音频源 - */ - createElementSource() { - return new AudioElementSource(this.ac); - } - - /** - * 创建一个通过 AudioBuffer 播放的音频源 - */ - createBufferSource() { - return new AudioBufferSource(this.ac); - } - - /** - * 获取音频目的地 - */ - getDestination() { - return this.gain; - } - - /** - * 创建一个音频效果器 - * @param Effect 效果器类 - */ - createEffect(Effect) { - return new Effect(this.ac); - } - - /** - * 创建一个修改音量的效果器 - * ```txt - * |----------| - * Input ----> | GainNode | ----> Output - * |----------| - * ``` - */ - createVolumeEffect() { - return new VolumeEffect(this.ac); - } - - /** - * 创建一个立体声效果器 - * ```txt - * |------------| - * Input ----> | PannerNode | ----> Output - * |------------| - * ``` - */ - createStereoEffect() { - return new StereoEffect(this.ac); - } - - /** - * 创建一个修改单个声道音量的效果器 - * ```txt - * |----------| - * -> | GainNode | \ - * |--------------| / |----------| -> |------------| - * Input ----> | SplitterNode | ...... | MergerNode | ----> Output - * |--------------| \ |----------| -> |------------| - * -> | GainNode | / - * |----------| - * ``` - */ - createChannelVolumeEffect() { - return new ChannelVolumeEffect(this.ac); - } - - /** - * 创建一个延迟效果器 - * |-----------| - * Input ----> | DelayNode | ----> Output - * |-----------| - */ - createDelay() { - return new DelayEffect(this.ac); - } - - /** - * 创建一个回声效果器 - * ```txt - * |----------| - * Input ----> | GainNode | ----> Output - * ^ |----------| | - * | | - * | |------------| ↓ - * |-- | Delay Node | <-- - * |------------| - * ``` - */ - createEchoEffect() { - return new EchoEffect(this.ac); - } - - /** - * 创建一个音频播放路由 - * @param source 音频源 - */ - createRoute(source) { - return new AudioRoute(source, this); - } - - /** - * 添加一个音频播放路由,可以直接被播放 - * @param id 这个音频播放路由的名称 - * @param route 音频播放路由对象 - */ - addRoute(id, route) { - if (!this.audioRoutes) this.audioRoutes = new Map(); - if (this.audioRoutes.has(id)) { - console.warn( - "Audio route with id of '" + - id + - "' has already existed. New route will override old route." - ); - } - this.audioRoutes.set(id, route); - } - - /** - * 根据名称获取音频播放路由对象 - * @param id 音频播放路由的名称 - */ - getRoute(id) { - return this.audioRoutes.get(id); - } - /** - * 移除一个音频播放路由 - * @param id 要移除的播放路由的名称 - */ - removeRoute(id) { - this.audioRoutes.delete(id); - } - /** - * 播放音频 - * @param id 音频名称 - * @param when 从音频的哪个位置开始播放,单位秒 - */ - play(id, when) { - const route = this.getRoute(id); - if (!route) { - console.warn( - "Cannot play audio route '" + - id + - "', since there is not added route named it." - ); - return; - } - - route.play(when); - } - - /** - * 暂停音频播放 - * @param id 音频名称 - * @returns 当音乐真正停止时兑现 - */ - pause(id) { - const route = this.getRoute(id); - if (!route) { - console.warn( - "Cannot pause audio route '" + - id + - "', since there is not added route named it." - ); - return; - } - return route.pause(); - } - - /** - * 停止音频播放 - * @param id 音频名称 - * @returns 当音乐真正停止时兑现 - */ - stop(id) { - const route = this.getRoute(id); - if (!route) { - console.warn( - "Cannot stop audio route '" + - id + - "', since there is not added route named it." - ); - return; - } - return route.stop(); - } - - /** - * 继续音频播放 - * @param id 音频名称 - */ - resume(id) { - const route = this.getRoute(id); - if (!route) { - console.warn( - "Cannot pause audio route '" + - id + - "', since there is not added route named it." - ); - return; - } - route.resume(); - } - - /** - * 设置听者位置,x正方向水平向右,y正方向垂直于地面向上,z正方向垂直屏幕远离用户 - * @param x 位置x坐标 - * @param y 位置y坐标 - * @param z 位置z坐标 - */ - setListenerPosition(x, y, z) { - const listener = this.ac.listener; - listener.positionX.value = x; - listener.positionY.value = y; - listener.positionZ.value = z; - } - - /** - * 设置听者朝向,x正方向水平向右,y正方向垂直于地面向上,z正方向垂直屏幕远离用户 - * @param x 朝向x坐标 - * @param y 朝向y坐标 - * @param z 朝向z坐标 - */ - setListenerOrientation(x, y, z) { - const listener = this.ac.listener; - listener.forwardX.value = x; - listener.forwardY.value = y; - listener.forwardZ.value = z; - } - - /** - * 设置听者头顶朝向,x正方向水平向右,y正方向垂直于地面向上,z正方向垂直屏幕远离用户 - * @param x 头顶朝向x坐标 - * @param y 头顶朝向y坐标 - * @param z 头顶朝向z坐标 - */ - setListenerUp(x, y, z) { - const listener = this.ac.listener; - listener.upX.value = x; - listener.upY.value = y; - listener.upZ.value = z; - } - } - class AudioRoute { - constructor(source, player) { - source.route = this; - this.output = source.output; - - /** 效果器路由图 */ - this.effectRoute = []; - - /** 结束时长,当音频暂停或停止时,会经过这么长时间之后才真正终止播放,期间可以做音频淡入淡出等效果 */ - this.endTime = 0; - /** 暂停时播放了多长时间 */ - this.pauseCurrentTime = 0; - /** 当前播放状态 */ - this.player = player; - this.status = AudioStatus.Stoped; - - this.shouldStop = false; - /** - * 每次暂停或停止时自增,用于判断当前正在处理的情况。 - * 假如暂停后很快播放,然后很快暂停,那么需要根据这个来判断实际是否应该执行暂停后操作 - */ - this.stopIdentifier = 0; - /** 暂停时刻 */ - this.pauseTime = 0; - this.source = source; - this.source.player = player; - } - /** 音频时长,单位秒 */ - get duration() { - return this.source.duration; - } - /** 当前播放了多长时间,单位秒 */ - get currentTime() { - if (this.status === AudioStatus.Paused) { - return this.pauseCurrentTime; - } else { - return this.source.currentTime; - } - } - set currentTime(time) { - this.source.stop(); - this.source.play(time); - } - /** - * 设置结束时间,暂停或停止时,会经过这么长时间才终止音频的播放,这期间可以做一下音频淡出的效果。 - * @param time 暂停或停止时,经过多长时间之后才会结束音频的播放 - */ - setEndTime(time) { - this.endTime = time; - } - - /** - * 当音频播放时执行的函数,可以用于音频淡入效果 - * @param fn 音频开始播放时执行的函数 - */ - onStart(fn) { - this.audioStartHook = fn; - } - - /** - * 当音频暂停或停止时执行的函数,可以用于音频淡出效果 - * @param fn 音频在暂停或停止时执行的函数,不填时表示取消这个钩子。 - * 包含两个参数,第一个参数是结束时长,第二个参数是当前音频播放路由对象 - */ - onEnd(fn) { - this.audioEndHook = fn; - } - - /** - * 开始播放这个音频 - * @param when 从音频的什么时候开始播放,单位秒 - */ - async play(when = 0) { - if (this.status === AudioStatus.Playing) return; - this.link(); - await this.player.ac.resume(); - if (this.effectRoute.length > 0) { - const first = this.effectRoute[0]; - this.source.connect(first); - const last = this.effectRoute.at(-1); - last.connect({ input: this.player.getDestination() }); - } else { - this.source.connect({ input: this.player.getDestination() }); - } - this.source.play(when); - this.status = AudioStatus.Playing; - this.pauseTime = 0; - this.audioStartHook?.(this); - this.startAllEffect(); - if (this.status !== AudioStatus.Playing) { - this.status = AudioStatus.Playing; - } - } - - /** - * 暂停音频播放 - */ - async pause() { - if (this.status !== AudioStatus.Playing) return; - this.status = AudioStatus.Pausing; - this.stopIdentifier++; - const identifier = this.stopIdentifier; - if (this.audioEndHook) { - this.audioEndHook(this.endTime, this); - await sleep(this.endTime); - } - if ( - this.status !== AudioStatus.Pausing || - this.stopIdentifier !== identifier - ) { - return; - } - this.pauseCurrentTime = this.source.currentTime; - const time = this.source.stop(); - this.pauseTime = time; - if (this.shouldStop) { - this.status = AudioStatus.Stoped; - this.endAllEffect(); - - this.shouldStop = false; - } else { - this.status = AudioStatus.Paused; - this.endAllEffect(); - } - this.endAllEffect(); - } - - /** - * 继续音频播放 - */ - resume() { - if (this.status === AudioStatus.Playing) return; - if ( - this.status === AudioStatus.Pausing || - this.status === AudioStatus.Stoping - ) { - this.audioStartHook?.(this); - - return; - } - if (this.status === AudioStatus.Paused) { - this.play(this.pauseTime); - } else { - this.play(0); - } - this.status = AudioStatus.Playing; - this.pauseTime = 0; - this.audioStartHook?.(this); - this.startAllEffect(); - } - - /** - * 停止音频播放 - */ - async stop() { - if (this.status !== AudioStatus.Playing) { - if (this.status === AudioStatus.Pausing) { - this.shouldStop = true; - } - return; - } - this.status = AudioStatus.Stoping; - this.stopIdentifier++; - const identifier = this.stopIdentifier; - if (this.audioEndHook) { - this.audioEndHook(this.endTime, this); - await sleep(this.endTime); - } - if ( - this.status !== AudioStatus.Stoping || - this.stopIdentifier !== identifier - ) { - return; - } - this.source.stop(); - this.status = AudioStatus.Stoped; - this.pauseTime = 0; - this.endAllEffect(); - } - - /** - * 添加效果器 - * @param effect 要添加的效果,可以是数组,表示一次添加多个 - * @param index 从哪个位置开始添加,如果大于数组长度,那么加到末尾,如果小于0,那么将会从后面往前数。默认添加到末尾 - */ - addEffect(effect, index) { - if (isNil(index)) { - if (effect instanceof Array) { - this.effectRoute.push(...effect); - } else { - this.effectRoute.push(effect); - } - } else { - if (effect instanceof Array) { - this.effectRoute.splice(index, 0, ...effect); - } else { - this.effectRoute.splice(index, 0, effect); - } - } - this.setOutput(); - if (this.source.playing) this.link(); - } - - /** - * 移除一个效果器 - * @param effect 要移除的效果 - */ - removeEffect(effect) { - const index = this.effectRoute.indexOf(effect); - if (index === -1) return; - this.effectRoute.splice(index, 1); - effect.disconnect(); - this.setOutput(); - if (this.source.playing) this.link(); - } - - setOutput() { - const effect = this.effectRoute.at(-1); - if (!effect) this.output = this.source.output; - else this.output = effect.output; - } - - /** - * 连接音频路由图 - */ - link() { - this.effectRoute.forEach((v) => v.disconnect()); - this.effectRoute.forEach((v, i) => { - const next = this.effectRoute[i + 1]; - if (next) { - v.connect(next); - } - }); - } - - startAllEffect() { - this.effectRoute.forEach((v) => v.start()); - } - - endAllEffect() { - this.effectRoute.forEach((v) => v.end()); - } - } - - const audioPlayer = new AudioPlayer(); - - class BgmController { - constructor(player) { - this.mainGain = player.createVolumeEffect(); - this.player = player; - /** bgm音频名称的前缀 */ - this.prefix = "bgms."; - /** 每个 bgm 的音量控制器 */ - this.gain = new Map(); - - /** 正在播放的 bgm */ - this.playingBgm = ""; - /** 是否正在播放 */ - this.playing = false; - - /** 是否已经启用 */ - this.enabled = true; - /** 是否屏蔽所有的音乐切换 */ - this.blocking = false; - /** 渐变时长 */ - this.transitionTime = 2000; - } - - /** - * 设置音频渐变时长 - * @param time 渐变时长 - */ - setTransitionTime(time) { - this.transitionTime = time; - for (const [, value] of this.gain) { - value.transition.time(time); - } - } - - /** - * 屏蔽音乐切换 - */ - blockChange() { - this.blocking = true; - } - - /** - * 取消屏蔽音乐切换 - */ - unblockChange() { - this.blocking = false; - } - - /** - * 设置总音量大小 - * @param volume 音量大小 - */ - setVolume(volume) { - this.mainGain.setVolume(volume); - this._volume = volume; - } - /** - * 获取总音量大小 - */ - getVolume() { - return this.mainGain.getVolume(); - } - /** - * 设置是否启用 - * @param enabled 是否启用 - */ - setEnabled(enabled) { - if (enabled) this.resume(); - else this.stop(); - this.enabled = enabled; - } - - /** - * 设置 bgm 音频名称的前缀 - */ - setPrefix(prefix) { - this.prefix = prefix; - } - - getId(name) { - return `${this.prefix}${name}`; - } - - /** - * 根据 bgm 名称获取其 AudioRoute 实例 - * @param id 音频名称 - */ - get(id) { - return this.player.getRoute(this.getId(id)); - } - - /** - * 添加一个 bgm - * @param id 要添加的 bgm 的名称 - * @param url 指定 bgm 的加载地址 - */ - addBgm(id, url = `project/bgms/${id}`) { - const type = guessTypeByExt(id); - if (!type) { - console.warn( - "Unknown audio extension name: '" + - id.split(".").slice(0, -1).join(".") + - "'" - ); - return; - } - const gain = this.player.createVolumeEffect(); - if (isAudioSupport(type)) { - const source = audioPlayer.createElementSource(); - source.setSource(url); - source.setLoop(true); - const route = new AudioRoute(source, audioPlayer); - route.addEffect([gain, this.mainGain]); - audioPlayer.addRoute(this.getId(id), route); - this.setTransition(id, route, gain); - } else { - const source = audioPlayer.createStreamSource(); - const stream = new StreamLoader(url); - stream.pipe(source); - source.setLoop(true); - const route = new AudioRoute(source, audioPlayer); - route.addEffect([gain, this.mainGain]); - audioPlayer.addRoute(this.getId(id), route); - this.setTransition(id, route, gain); - } - } - - /** - * 移除一个 bgm - * @param id 要移除的 bgm 的名称 - */ - removeBgm(id) { - this.player.removeRoute(this.getId(id)); - const gain = this.gain.get(id); - gain?.transition.ticker.destroy(); - this.gain.delete(id); - } - - setTransition(id, route, gain) { - const transition = new Transition(); - transition - .time(this.transitionTime) - .mode(linear()) - .transition("volume", 0); - - const tick = () => { - gain.setVolume(transition.value.volume); - }; - - /** - * @param expect 在结束时应该是正在播放还是停止 - */ - const setTick = async (expect) => { - transition.ticker.remove(tick); - transition.ticker.add(tick); - const identifier = route.stopIdentifier; - await sleep(this.transitionTime + 500); - if (route.status === expect && identifier === route.stopIdentifier) { - transition.ticker.remove(tick); - if (route.status === AudioStatus.Playing) { - gain.setVolume(1); - } else { - gain.setVolume(0); - } - } - }; - - route.onStart(async () => { - transition.transition("volume", 1); - setTick(AudioStatus.Playing); - }); - route.onEnd(() => { - transition.transition("volume", 0); - setTick(AudioStatus.Paused); - }); - route.setEndTime(this.transitionTime); - - this.gain.set(id, { effect: gain, transition }); - } - - /** - * 播放一个 bgm - * @param id 要播放的 bgm 名称 - */ - play(id, when) { - if (this.blocking) return; - if (id !== this.playingBgm && this.playingBgm) { - this.player.pause(this.getId(this.playingBgm)); - } - this.playingBgm = id; - if (!this.enabled) return; - this.player.play(this.getId(id), when); - this.playing = true; - } - - /** - * 继续当前的 bgm - */ - resume() { - if (this.blocking || !this.enabled || this.playing) return; - if (this.playingBgm) { - this.player.resume(this.getId(this.playingBgm)); - } - this.playing = true; - } - - /** - * 暂停当前的 bgm - */ - pause() { - if (this.blocking || !this.enabled) return; - if (this.playingBgm) { - this.player.pause(this.getId(this.playingBgm)); - } - this.playing = false; - } - - /** - * 停止当前的 bgm - */ - stop() { - if (this.blocking || !this.enabled) return; - if (this.playingBgm) { - this.player.stop(this.getId(this.playingBgm)); - } - this.playing = false; - } - } - const bgmController = new BgmController(audioPlayer); - - class SoundPlayer { - constructor(player) { - /** 每个音效的唯一标识符 */ - this.num = 0; - this.enabled = true; - this.gain = player.createVolumeEffect(); - /** 每个音效的数据 */ - this.buffer = new Map(); - /** 所有正在播放的音乐 */ - this.playing = new Set(); - this.player = player; - } - /** - * 设置是否启用音效 - * @param enabled 是否启用音效 - */ - setEnabled(enabled) { - if (!enabled) this.stopAllSounds(); - this.enabled = enabled; - } - - /** - * 设置音量大小 - * @param volume 音量大小 - */ - setVolume(volume) { - this.gain.setVolume(volume); - } - /** - * 获取音量大小 - */ - getVolume() { - return this.gain.getVolume(); - } - /** - * 添加一个音效 - * @param id 音效名称 - * @param data 音效的Uint8Array数据 - */ - async add(id, data) { - const buffer = await this.player.decodeAudioData(data); - if (!buffer) { - console.warn( - "Cannot decode sound '" + - id + - "', since audio file may not supported by 2.b." - ); - return; - } - this.buffer.set(id, buffer); - } - - /** - * 播放一个音效 - * @param id 音效名称 - * @param position 音频位置,[0, 0, 0]表示正中心,x轴指向水平向右,y轴指向水平向上,z轴指向竖直向上 - * @param orientation 音频朝向,[0, 1, 0]表示朝向前方 - */ - play(id, position = [0, 0, 0], orientation = [1, 0, 0]) { - if (!this.enabled || !id) return -1; - const buffer = this.buffer.get(id); - if (!buffer) { - console.warn( - "Cannot play sound '" + - id + - "', since there is no added data named it." - ); - return -1; - } - const soundNum = this.num++; - - const source = this.player.createBufferSource(); - source.setBuffer(buffer); - const route = this.player.createRoute(source); - const stereo = this.player.createStereoEffect(); - stereo.setPosition(position[0], position[1], position[2]); - stereo.setOrientation(orientation[0], orientation[1], orientation[2]); - route.addEffect([stereo, this.gain]); - this.player.addRoute(`sounds.${soundNum}`, route); - route.play(); - source.output.addEventListener("ended", () => { - this.playing.delete(soundNum); - }); - this.playing.add(soundNum); - return soundNum; - } - - /** - * 停止一个音效 - * @param num 音效的唯一 id - */ - stop(num) { - const id = `sounds.${num}`; - const route = this.player.getRoute(id); - if (route) { - route.stop(); - this.player.removeRoute(id); - this.playing.delete(num); - } - } - - /** - * 停止播放所有音效 - */ - stopAllSounds() { - this.playing.forEach((v) => { - const id = `sounds.${v}`; - const route = this.player.getRoute(id); - if (route) { - route.stop(); - this.player.removeRoute(id); - } - }); - this.playing.clear(); - } - } - const soundPlayer = new SoundPlayer(audioPlayer); - - function loadAllBgm() { - const data = data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d; - for (const bgm of data.main.bgms) { - bgmController.addBgm(bgm); - } - } - loadAllBgm(); - AudioDecoder.registerDecoder(AudioType.Ogg, VorbisDecoder); - AudioDecoder.registerDecoder(AudioType.Opus, OpusDecoder); - - core.plugin.audioSystem = { - AudioType, - AudioDecoder, - AudioStatus, - checkAudioType, - isAudioSupport, - audioPlayer, - soundPlayer, - bgmController, - guessTypeByExt, - BgmController, - SoundPlayer, - EchoEffect, - DelayEffect, - ChannelVolumeEffect, - VolumeEffect, - StereoEffect, - AudioEffect, - AudioPlayer, - AudioRoute, - AudioStreamSource, - AudioElementSource, - AudioBufferSource, - loadAllBgm, - StreamLoader, - }; - //bgm相关复写 - control.prototype.playBgm = (bgm, when) => { - bgm = core.getMappedName(bgm); - bgmController.play(bgm, when); - core.setMusicBtn(); - }; - control.prototype.pauseBgm = () => { - bgmController.pause(); - core.setMusicBtn(); - }; - - control.prototype.resumeBgm = function () { - bgmController.resume(); - core.setMusicBtn(); - }; - control.prototype.checkBgm = function () { - core.playBgm(bgmController.playingBgm || main.startBgm); - }; - control.prototype.triggerBgm = function () { - core.musicStatus.bgmStatus = !core.musicStatus.bgmStatus; - if (bgmController.playing) bgmController.pause(); - else bgmController.resume(); - core.setMusicBtn(); - core.setLocalStorage("bgmStatus", core.musicStatus.bgmStatus); - }; - //sound相关复写 - control.prototype.playSound = function ( - sound, - _pitch, - callback, - position, - orientation - ) { - if (main.mode != "play" || !core.musicStatus.soundStatus) return; - const name = core.getMappedName(sound); - const num = soundPlayer.play(name, position, orientation); - const route = audioPlayer.getRoute(`sounds.${num}`); - if (!route) { - callback?.(); - return -1; - } else { - sleep(route.duration * 1000).then(() => callback?.()); - return num; - } - }; - control.prototype.stopSound = function (id) { - if (isNil(id)) { - soundPlayer.stopAllSounds(); - } else { - soundPlayer.stop(id); - } - }; - control.prototype.getPlayingSounds = function () { - return [...soundPlayer.playing]; - }; - //sound加载复写 - loader.prototype._loadOneSound_decodeData = function (name, data) { - if (data instanceof Blob) { - var blobReader = new zip.BlobReader(data); - blobReader.init(function () { - blobReader.readUint8Array(0, blobReader.size, function (uint8) { - //core.loader._loadOneSound_decodeData(name, uint8.buffer); - soundPlayer.add(name, uint8); - }); - }); - return; - } - if (data instanceof ArrayBuffer) { - const uint8 = new Uint8Array(data); - soundPlayer.add(name, uint8); - } - }; - //音量控制复写 - soundPlayer.setVolume( - core.musicStatus.userVolume * core.musicStatus.designVolume - ); - bgmController.setVolume( - core.musicStatus.userVolume * core.musicStatus.designVolume - ); - actions.prototype._clickSwitchs_sounds_userVolume = function (delta) { - var value = Math.round(Math.sqrt(100 * core.musicStatus.userVolume)); - if (value == 0 && delta < 0) return; - core.musicStatus.userVolume = core.clamp( - Math.pow(value + delta, 2) / 100, - 0, - 1 - ); - //audioContext 音效 不受designVolume 影响 - if (core.musicStatus.gainNode != null) - core.musicStatus.gainNode.gain.value = core.musicStatus.userVolume; - soundPlayer.setVolume( - core.musicStatus.userVolume * core.musicStatus.designVolume - ); - bgmController.setVolume( - core.musicStatus.userVolume * core.musicStatus.designVolume - ); - core.setLocalStorage("userVolume", core.musicStatus.userVolume); - core.playSound("确定"); - core.ui._drawSwitchs_sounds(); - }; - }, + // 将__enable置为false将关闭插件 + let __enable = true; + if (!__enable || main.mode === "editor") return; + const { OggOpusDecoderWebWorker } = window["ogg-opus-decoder"]; + const { OggVorbisDecoderWebWorker } = window["ogg-vorbis-decoder"]; + const { CodecParser } = window.CodecParser; + const { Transition, linear } = core.plugin.animate; + + const audio = new Audio(); + const AudioStatus = { + Playing: 0, + Pausing: 1, + Paused: 2, + Stoping: 3, + Stoped: 4, + }; + const supportMap = new Map(); + const AudioType = { + Mp3: "audio/mpeg", + Wav: 'audio/wav; codecs="1"', + Flac: "audio/flac", + Opus: 'audio/ogg; codecs="opus"', + Ogg: 'audio/ogg; codecs="vorbis"', + Aac: "audio/aac", + }; + /** + * 检查一种音频类型是否能被播放 + * @param type 音频类型 AudioType + */ + function isAudioSupport(type) { + if (supportMap.has(type)) return supportMap.get(type); + else { + const support = audio.canPlayType(type); + const canPlay = support === "maybe" || support === "probably"; + supportMap.set(type, canPlay); + return canPlay; + } + } + + const typeMap = new Map([ + ["ogg", AudioType.Ogg], + ["mp3", AudioType.Mp3], + ["wav", AudioType.Wav], + ["flac", AudioType.Flac], + ["opus", AudioType.Opus], + ["aac", AudioType.Aac], + ]); + + /** + * 根据文件名拓展猜测其类型 + * @param file 文件名 string + */ + function guessTypeByExt(file) { + const ext = /\.[a-zA-Z\d]+$/.exec(file); + if (!ext?.[0]) return ""; + const type = ext[0].slice(1); + return typeMap.get(type.toLocaleLowerCase()) ?? ""; + } + + isAudioSupport(AudioType.Ogg); + isAudioSupport(AudioType.Mp3); + isAudioSupport(AudioType.Wav); + isAudioSupport(AudioType.Flac); + isAudioSupport(AudioType.Opus); + isAudioSupport(AudioType.Aac); + + function isNil(value) { + return value === void 0 || value === null; + } + + function sleep(time) { + return new Promise((res) => setTimeout(res, time)); + } + class AudioEffect { + constructor(ac) {} + /** + * 连接至其他效果器 + * @param target 目标输入 IAudioInput + * @param output 当前效果器输出通道 Number + * @param input 目标效果器的输入通道 Number + */ + connect(target, output, input) { + this.output.connect(target.input, output, input); + } + + /** + * 与其他效果器取消连接 + * @param target 目标输入 IAudioInput + * @param output 当前效果器输出通道 Number + * @param input 目标效果器的输入通道 Number + */ + disconnect(target, output, input) { + if (!target) { + if (!isNil(output)) { + this.output.disconnect(output); + } else { + this.output.disconnect(); + } + } else { + if (!isNil(output)) { + if (!isNil(input)) { + this.output.disconnect(target.input, output, input); + } else { + this.output.disconnect(target.input, output); + } + } else { + this.output.disconnect(target.input); + } + } + } + } + + class StereoEffect extends AudioEffect { + constructor(ac) { + super(ac); + const panner = ac.createPanner(); + this.input = panner; + this.output = panner; + } + + /** + * 设置音频朝向,x正方形水平向右,y正方形垂直于地面向上,z正方向垂直屏幕远离用户 + * @param x 朝向x坐标 Number + * @param y 朝向y坐标 Number + * @param z 朝向z坐标 Number + */ + setOrientation(x, y, z) { + this.output.orientationX.value = x; + this.output.orientationY.value = y; + this.output.orientationZ.value = z; + } + /** + * 设置音频位置,x正方形水平向右,y正方形垂直于地面向上,z正方向垂直屏幕远离用户 + * @param x 位置x坐标 Number + * @param y 位置y坐标 Number + * @param z 位置z坐标 Number + */ + setPosition(x, y, z) { + this.output.positionX.value = x; + this.output.positionY.value = y; + this.output.positionZ.value = z; + } + end() {} + + start() {} + } + class VolumeEffect extends AudioEffect { + constructor(ac) { + super(ac); + const gain = ac.createGain(); + this.input = gain; + this.output = gain; + } + + /** + * 设置音量大小 + * @param volume 音量大小 Number + */ + setVolume(volume) { + this.output.gain.value = volume; + } + + /** + * 获取音量大小 Number + */ + getVolume() { + return this.output.gain.value; + } + + end() {} + + start() {} + } + class ChannelVolumeEffect extends AudioEffect { + /** 所有的音量控制节点 */ + + constructor(ac) { + super(ac); + /** 所有的音量控制节点 */ + this.gain = []; + const splitter = ac.createChannelSplitter(); + const merger = ac.createChannelMerger(); + this.output = merger; + this.input = splitter; + for (let i = 0; i < 6; i++) { + const gain = ac.createGain(); + splitter.connect(gain, i); + gain.connect(merger, 0, i); + this.gain.push(gain); + } + } + + /** + * 设置某个声道的音量大小 + * @param channel 要设置的声道,可填0-5 Number + * @param volume 这个声道的音量大小 Number + */ + setVolume(channel, volume) { + if (!this.gain[channel]) return; + this.gain[channel].gain.value = volume; + } + + /** + * 获取某个声道的音量大小,可填0-5 + * @param channel 要获取的声道 Number + */ + getVolume(channel) { + if (!this.gain[channel]) return 0; + return this.gain[channel].gain.value; + } + + end() {} + + start() {} + } + class DelayEffect extends AudioEffect { + constructor(ac) { + super(ac); + + const delay = ac.createDelay(); + this.input = delay; + this.output = delay; + } + + /** + * 设置延迟时长 + * @param delay 延迟时长,单位秒 Number + */ + setDelay(delay) { + this.output.delayTime.value = delay; + } + + /** + * 获取延迟时长 + */ + getDelay() { + return this.output.delayTime.value; + } + + end() {} + + start() {} + } + class EchoEffect extends AudioEffect { + constructor(ac) { + super(ac); + /** 当前增益 */ + this.gain = 0.5; + /** 是否正在播放 */ + this.playing = false; + const delay = ac.createDelay(); + const gain = ac.createGain(); + gain.gain.value = 0.5; + delay.delayTime.value = 0.05; + delay.connect(gain); + gain.connect(delay); + /** 延迟节点 */ + this.delay = delay; + /** 反馈增益节点 */ + this.gainNode = gain; + + this.input = gain; + this.output = gain; + } + + /** + * 设置回声反馈增益大小 + * @param gain 增益大小,范围 0-1,大于等于1的视为0.5,小于0的视为0 Number + */ + setFeedbackGain(gain) { + const resolved = gain >= 1 ? 0.5 : gain < 0 ? 0 : gain; + this.gain = resolved; + if (this.playing) this.gainNode.gain.value = resolved; + } + + /** + * 设置回声间隔时长 + * @param delay 回声时长,范围 0.01-Infinity,小于0.01的视为0.01 Number + */ + setEchoDelay(delay) { + const resolved = delay < 0.01 ? 0.01 : delay; + this.delay.delayTime.value = resolved; + } + + /** + * 获取反馈节点增益 + */ + getFeedbackGain() { + return this.gain; + } + + /** + * 获取回声间隔时长 + */ + getEchoDelay() { + return this.delay.delayTime.value; + } + + end() { + this.playing = false; + const echoTime = Math.ceil(Math.log(0.001) / Math.log(this.gain)) + 10; + sleep(this.delay.delayTime.value * echoTime).then(() => { + if (!this.playing) this.gainNode.gain.value = 0; + }); + } + + start() { + this.playing = true; + this.gainNode.gain.value = this.gain; + } + } + + class StreamLoader { + constructor(url) { + /** 传输目标 Set*/ + this.target = new Set(); + this.loading = false; + } + + /** + * 将加载流传递给字节流读取对象 + * @param reader 字节流读取对象 IStreamReader + */ + pipe(reader) { + if (this.loading) { + console.warn( + "Cannot pipe new StreamReader object when stream is loading." + ); + return; + } + this.target.add(reader); + reader.piped(this); + return this; + } + + async start() { + if (this.loading) return; + this.loading = true; + const response = await window.fetch(this.url); + const stream = response.body; + if (!stream) { + console.error("Cannot get reader when fetching '" + this.url + "'."); + return; + } + // 获取读取器 + this.stream = stream; + const reader = response.body?.getReader(); + const targets = [...this.target]; + + await Promise.all(targets.map((v) => v.start(stream, this, response))); + if (reader && reader.read) { + // 开始流传输 + while (true) { + const { value, done } = await reader.read(); + await Promise.all( + targets.map((v) => v.pump(value, done, response)) + ); + if (done) break; + } + } else { + // 如果不支持流传输 + const buffer = await response.arrayBuffer(); + const data = new Uint8Array(buffer); + await Promise.all(targets.map((v) => v.pump(data, true, response))); + } + + this.loading = false; + targets.forEach((v) => v.end(true)); + + // + } + + cancel(reason) { + if (!this.stream) return; + this.stream.cancel(reason); + this.loading = false; + this.target.forEach((v) => v.end(false, reason)); + } + } + const fileSignatures = [ + [AudioType.Mp3, [0x49, 0x44, 0x33]], + [AudioType.Ogg, [0x4f, 0x67, 0x67, 0x53]], + [AudioType.Wav, [0x52, 0x49, 0x46, 0x46]], + [AudioType.Flac, [0x66, 0x4c, 0x61, 0x43]], + [AudioType.Aac, [0xff, 0xf1]], + [AudioType.Aac, [0xff, 0xf9]], + ]; + const oggHeaders = [ + [AudioType.Opus, [0x4f, 0x70, 0x75, 0x73, 0x48, 0x65, 0x61, 0x64]], + ]; + + function checkAudioType(data) { + let audioType = ""; + // 检查头文件获取音频类型,仅检查前256个字节 + const toCheck = data.slice(0, 256); + for (const [type, value] of fileSignatures) { + if (value.every((v, i) => toCheck[i] === v)) { + audioType = type; + break; + } + } + if (audioType === AudioType.Ogg) { + // 如果是ogg的话,进一步判断是不是opus + for (const [key, value] of oggHeaders) { + const has = toCheck.some((_, i) => { + return value.every((v, ii) => toCheck[i + ii] === v); + }); + if (has) { + audioType = key; + break; + } + } + } + + return audioType; + } + class AudioDecoder { + /** + * 注册一个解码器 + * @param type 要注册的解码器允许解码的类型 + * @param decoder 解码器对象 + */ + static registerDecoder(type, decoder) { + if (!this.decoderMap) this.decoderMap = new Map(); + if (this.decoderMap.has(type)) { + console.warn( + "Audio stream decoder for audio type '" + + type + + "' has already existed." + ); + return; + } + + this.decoderMap.set(type, decoder); + } + + /** + * 解码音频数据 + * @param data 音频文件数据 + * @param player AudioPlayer实例 + */ + static async decodeAudioData(data, player) { + // 检查头文件获取音频类型,仅检查前256个字节 + const toCheck = data.slice(0, 256); + const type = checkAudioType(data); + if (type === "") { + console.error( + "Unknown audio type. Header: '" + [...toCheck] + .map((v) => v.toString().padStart(2, "0")) + .join(" ") + .toUpperCase() + + "'" + ); + return null; + } + if (isAudioSupport(type)) { + if (data.buffer instanceof ArrayBuffer) { + return player.ac.decodeAudioData(data.buffer); + } else { + return null; + } + } else { + const Decoder = this.decoderMap.get(type); + if (!Decoder) { + return null; + } else { + const decoder = new Decoder(); + await decoder.create(); + const decodedData = await decoder.decode(data); + if (!decodedData) return null; + const buffer = player.ac.createBuffer( + decodedData.channelData.length, + decodedData.channelData[0].length, + decodedData.sampleRate + ); + decodedData.channelData.forEach((v, i) => { + buffer.copyToChannel(v, i); + }); + decoder.destroy(); + return buffer; + } + } + } + } + + class VorbisDecoder { + /** + * 创建音频解码器 + */ + async create() { + this.decoder = new OggVorbisDecoderWebWorker(); + await this.decoder.ready; + } + /** + * 摧毁这个解码器 + */ + destroy() { + this.decoder?.free(); + } + /** + * 解码流数据 + * @param data 流数据 + */ + + async decode(data) { + return this.decoder?.decode(data); + } + /** + * 解码整个文件 + * @param data 文件数据 + */ + async decodeAll(data) { + return this.decoder?.decodeFile(data); + } + /** + * 当音频解码完成后,会调用此函数,需要返回之前还未解析或未返回的音频数据。调用后,该解码器将不会被再次使用 + */ + async flush() { + return this.decoder?.flush(); + } + } + + class OpusDecoder { + /** + * 创建音频解码器 + */ + async create() { + this.decoder = new OggOpusDecoderWebWorker(); + await this.decoder.ready; + } + /** + * 摧毁这个解码器 + */ + destroy() { + this.decoder?.free(); + } + /** + * 解码流数据 + * @param data 流数据 + */ + async decode(data) { + return this.decoder?.decode(data); + } + /** + * 解码整个文件 + * @param data 文件数据 + */ + async decodeAll(data) { + return this.decoder?.decodeFile(data); + } + /** + * 当音频解码完成后,会调用此函数,需要返回之前还未解析或未返回的音频数据。调用后,该解码器将不会被再次使用 + */ + async flush() { + return await this.decoder?.flush(); + } + } + const mimeTypeMap = { + [AudioType.Aac]: "audio/aac", + [AudioType.Flac]: "audio/flac", + [AudioType.Mp3]: "audio/mpeg", + [AudioType.Ogg]: "application/ogg", + [AudioType.Opus]: "application/ogg", + [AudioType.Wav]: "application/ogg", + }; + + function isOggPage(data) { + return !isNil(data.isFirstPage); + } + class AudioStreamSource { + constructor(context) { + this.output = context.createBufferSource(); + /** 是否已经完全加载完毕 */ + this.loaded = false; + /** 是否正在播放 */ + this.playing = false; + /** 已经缓冲了多长时间,如果缓冲完那么跟歌曲时长一致 */ + this.buffered = 0; + /** 已经缓冲的采样点数量 */ + this.bufferedSamples = 0; + /** 歌曲时长,加载完毕之前保持为 0 */ + this.duration = 0; + /** 在流传输阶段,至少缓冲多长时间的音频之后才开始播放,单位秒 */ + this.bufferPlayDuration = 1; + /** 音频的采样率,未成功解析出之前保持为 0 */ + this.sampleRate = 0; + //是否循环播放 + this.loop = false; + /** 上一次播放是从何时开始的 */ + this.lastStartWhen = 0; + /** 开始播放时刻 */ + this.lastStartTime = 0; + /** 上一次播放的缓存长度 */ + this.lastBufferSamples = 0; + + /** 是否已经获取到头文件 */ + this.headerRecieved = false; + /** 音频类型 */ + this.audioType = ""; + /** 每多长时间组成一个缓存 Float32Array */ + this.bufferChunkSize = 10; + /** 缓存音频数据,每 bufferChunkSize 秒钟组成一个 Float32Array,用于流式解码 */ + this.audioData = []; + + this.errored = false; + this.ac = context; + } + /** 当前已经播放了多长时间 */ + get currentTime() { + return this.ac.currentTime - this.lastStartTime + this.lastStartWhen; + } + /** + * 设置每个缓存数据的大小,默认为10秒钟一个缓存数据 + * @param size 每个缓存数据的时长,单位秒 + */ + setChunkSize(size) { + if (this.controller?.loading || this.loaded) return; + this.bufferChunkSize = size; + } + + piped(controller) { + this.controller = controller; + } + + async pump(data, done) { + if (!data || this.errored) return; + if (!this.headerRecieved) { + // 检查头文件获取音频类型,仅检查前256个字节 + const toCheck = data.slice(0, 256); + this.audioType = checkAudioType(data); + if (!this.audioType) { + console.error( + "Unknown audio type. Header: '" + [...toCheck] + .map((v) => v.toString(16).padStart(2, "0")) + .join(" ") + .toUpperCase() + + "'" + ); + return; + } + // 创建解码器 + const Decoder = AudioDecoder.decoderMap.get(this.audioType); + if (!Decoder) { + this.errored = true; + console.error( + "Cannot decode stream source type of '" + + this.audioType + + "', since there is no registered decoder for that type." + ); + return Promise.reject( + `Cannot decode stream source type of '${this.audioType}', since there is no registered decoder for that type.` + ); + } + this.decoder = new Decoder(); + // 创建数据解析器 + const mime = mimeTypeMap[this.audioType]; + const parser = new CodecParser(mime); + this.parser = parser; + await this.decoder.create(); + this.headerRecieved = true; + } + + const decoder = this.decoder; + const parser = this.parser; + if (!decoder || !parser) { + this.errored = true; + return Promise.reject( + "No parser or decoder attached in this AudioStreamSource" + ); + } + + await this.decodeData(data, decoder, parser); + if (done) await this.decodeFlushData(decoder, parser); + this.checkBufferedPlay(); + } + + /** + * 检查采样率,如果还未解析出采样率,那么将设置采样率,如果当前采样率与之前不同,那么发出警告 + */ + checkSampleRate(info) { + for (const one of info) { + const frame = isOggPage(one) ? one.codecFrames[0] : one; + if (frame) { + const rate = frame.header.sampleRate; + if (this.sampleRate === 0) { + this.sampleRate = rate; + break; + } else { + if (rate !== this.sampleRate) { + console.warn("Sample rate in stream audio must be constant."); + } + } + } + } + } + + /** + * 解析音频数据 + */ + async decodeData(data, decoder, parser) { + // 解析音频数据 + const audioData = await decoder.decode(data); + if (!audioData) return; + // @ts-expect-error 库类型声明错误 + const audioInfo = [...parser.parseChunk(data)]; + + // 检查采样率 + this.checkSampleRate(audioInfo); + // 追加音频数据 + this.appendDecodedData(audioData, audioInfo); + } + + /** + * 解码剩余数据 + */ + async decodeFlushData(decoder, parser) { + const audioData = await decoder.flush(); + if (!audioData) return; + // @ts-expect-error 库类型声明错误 + const audioInfo = [...parser.flush()]; + + this.checkSampleRate(audioInfo); + this.appendDecodedData(audioData, audioInfo); + } + + /** + * 追加音频数据 + */ + appendDecodedData(data, info) { + const channels = data.channelData.length; + if (channels === 0) return; + if (this.audioData.length !== channels) { + this.audioData = []; + for (let i = 0; i < channels; i++) { + this.audioData.push([]); + } + } + // 计算出应该放在哪 + const chunk = this.sampleRate * this.bufferChunkSize; + const sampled = this.bufferedSamples; + const pushIndex = Math.floor(sampled / chunk); + const bufferIndex = sampled % chunk; + const dataLength = data.channelData[0].length; + let buffered = 0; + let nowIndex = pushIndex; + let toBuffer = bufferIndex; + while (buffered < dataLength) { + const rest = toBuffer !== 0 ? chunk - bufferIndex : chunk; + + for (let i = 0; i < channels; i++) { + const audioData = this.audioData[i]; + if (!audioData[nowIndex]) { + audioData.push(new Float32Array(chunk)); + } + const toPush = data.channelData[i].slice(buffered, buffered + rest); + + audioData[nowIndex].set(toPush, toBuffer); + } + buffered += rest; + nowIndex++; + toBuffer = 0; + } + + this.buffered += + info.reduce((prev, curr) => prev + curr.duration, 0) / 1000; + this.bufferedSamples += info.reduce( + (prev, curr) => prev + curr.samples, + 0 + ); + } + + /** + * 检查已缓冲内容,并在未开始播放时播放 + */ + checkBufferedPlay() { + if (this.playing || this.sampleRate === 0) return; + const played = this.lastBufferSamples / this.sampleRate; + const dt = this.buffered - played; + if (this.loaded) { + this.playAudio(played); + return; + } + if (dt < this.bufferPlayDuration) return; + + this.lastBufferSamples = this.bufferedSamples; + // 需要播放 + this.mergeBuffers(); + if (!this.buffer) return; + if (this.playing) this.output.stop(); + this.createSourceNode(this.buffer); + this.output.loop = false; + this.output.start(0, played); + this.lastStartTime = this.ac.currentTime; + this.playing = true; + this.output.addEventListener("ended", () => { + this.playing = false; + this.checkBufferedPlay(); + }); + } + + mergeBuffers() { + const buffer = this.ac.createBuffer( + this.audioData.length, + this.bufferedSamples, + this.sampleRate + ); + const chunk = this.sampleRate * this.bufferChunkSize; + const bufferedChunks = Math.floor(this.bufferedSamples / chunk); + const restLength = this.bufferedSamples % chunk; + for (let i = 0; i < this.audioData.length; i++) { + const audio = this.audioData[i]; + const data = new Float32Array(this.bufferedSamples); + for (let j = 0; j < bufferedChunks; j++) { + data.set(audio[j], chunk * j); + } + if (restLength !== 0) { + data.set( + audio[bufferedChunks].slice(0, restLength), + chunk * bufferedChunks + ); + } + + buffer.copyToChannel(data, i, 0); + } + this.buffer = buffer; + } + + async start() { + delete this.buffer; + this.headerRecieved = false; + this.audioType = ""; + this.errored = false; + this.buffered = 0; + this.sampleRate = 0; + this.bufferedSamples = 0; + this.duration = 0; + this.loaded = false; + if (this.playing) this.output.stop(); + this.playing = false; + this.lastStartTime = this.ac.currentTime; + } + + end(done, reason) { + if (done && this.buffer) { + this.loaded = true; + delete this.controller; + this.mergeBuffers(); + + this.duration = this.buffered; + this.audioData = []; + this.decoder?.destroy(); + delete this.decoder; + delete this.parser; + } else { + console.warn( + "Unexpected end when loading stream audio, reason: '" + + (reason ?? "") + + "'" + ); + } + } + + playAudio(when) { + if (!this.buffer) return; + this.lastStartTime = this.ac.currentTime; + if (this.playing) this.output.stop(); + if (this.route.status !== AudioStatus.Playing) { + this.route.status = AudioStatus.Playing; + } + this.createSourceNode(this.buffer); + this.output.start(0, when); + this.playing = true; + + this.output.addEventListener("ended", () => { + this.playing = false; + if (this.route.status === AudioStatus.Playing) { + this.route.status = AudioStatus.Stoped; + } + if (this.loop && !this.output.loop) this.play(0); + }); + } + /** + * 开始播放这个音频源 + */ + play(when) { + if (this.playing || this.errored) return; + if (this.loaded && this.buffer) { + this.playing = true; + this.playAudio(when); + } else { + this.controller?.start(); + } + } + + createSourceNode(buffer) { + if (!this.target) return; + const node = this.ac.createBufferSource(); + node.buffer = buffer; + if (this.playing) this.output.stop(); + this.playing = false; + this.output = node; + node.connect(this.target.input); + node.loop = this.loop; + } + /** + * 停止播放这个音频源 + * @returns 音频暂停的时刻 number + */ + stop() { + if (this.playing) this.output.stop(); + this.playing = false; + return this.ac.currentTime - this.lastStartTime; + } + /** + * 连接到音频路由图上,每次调用播放的时候都会执行一次 + * @param target 连接至的目标 IAudioInput + */ + connect(target) { + this.target = target; + } + /** + * 设置是否循环播放 + * @param loop 是否循环 boolean) + */ + setLoop(loop) { + this.loop = loop; + } + } + class AudioElementSource { + constructor(context) { + const audio = new Audio(); + audio.preload = "none"; + this.output = context.createMediaElementSource(audio); + this.audio = audio; + this.ac = context; + audio.addEventListener("play", () => { + this.playing = true; + if (this.route.status !== AudioStatus.Playing) { + this.route.status = AudioStatus.Playing; + } + }); + audio.addEventListener("ended", () => { + this.playing = false; + if (this.route.status === AudioStatus.Playing) { + this.route.status = AudioStatus.Stoped; + } + }); + } + get duration() { + return this.audio.duration; + } + get currentTime() { + return this.audio.currentTime; + } + /** + * 设置音频源的路径 + * @param url 音频路径 + */ + setSource(url) { + this.audio.src = url; + } + + play(when = 0) { + if (this.playing) return; + this.audio.currentTime = when; + this.audio.play(); + } + + stop() { + this.audio.pause(); + this.playing = false; + if (this.route.status === AudioStatus.Playing) { + this.route.status = AudioStatus.Stoped; + } + return this.audio.currentTime; + } + + connect(target) { + this.output.connect(target.input); + } + + setLoop(loop) { + this.audio.loop = loop; + } + } + class AudioBufferSource { + constructor(context) { + this.output = context.createBufferSource(); + /** 是否循环 */ + this.loop = false; + /** 上一次播放是从何时开始的 */ + this.lastStartWhen = 0; + /** 播放开始时刻 */ + this.lastStartTime = 0; + this.duration = 0; + this.ac = context; + } + get currentTime() { + return this.ac.currentTime - this.lastStartTime + this.lastStartWhen; + } + + /** + * 设置音频源数据 + * @param buffer 音频源,可以是未解析的 ArrayBuffer,也可以是已解析的 AudioBuffer + */ + async setBuffer(buffer) { + if (buffer instanceof ArrayBuffer) { + this.buffer = await this.ac.decodeAudioData(buffer); + } else { + this.buffer = buffer; + } + this.duration = this.buffer.duration; + } + + play(when) { + if (this.playing || !this.buffer) return; + this.playing = true; + this.lastStartTime = this.ac.currentTime; + if (this.route.status !== AudioStatus.Playing) { + this.route.status = AudioStatus.Playing; + } + this.createSourceNode(this.buffer); + this.output.start(0, when); + this.output.addEventListener("ended", () => { + this.playing = false; + if (this.route.status === AudioStatus.Playing) { + this.route.status = AudioStatus.Stoped; + } + if (this.loop && !this.output.loop) this.play(0); + }); + } + + createSourceNode(buffer) { + if (!this.target) return; + const node = this.ac.createBufferSource(); + node.buffer = buffer; + this.output = node; + node.connect(this.target.input); + node.loop = this.loop; + } + + stop() { + this.output.stop(); + return this.ac.currentTime - this.lastStartTime; + } + + connect(target) { + this.target = target; + } + + setLoop(loop) { + this.loop = loop; + } + } + class AudioPlayer { + constructor() { + /** 音频播放上下文 */ + this.ac = new AudioContext(); + /** 音量节点 */ + this.gain = this.ac.createGain(); + this.gain.connect(this.ac.destination); + this.audioRoutes = new Map(); + } + /** + * 解码音频数据 + * @param data 音频数据 + */ + decodeAudioData(data) { + return AudioDecoder.decodeAudioData(data, this); + } + /** + * 设置音量 + * @param volume 音量 + */ + setVolume(volume) { + this.gain.gain.value = volume; + } + + /** + * 获取音量 + */ + getVolume() { + return this.gain.gain.value; + } + + /** + * 创建一个音频源 + * @param Source 音频源类 + */ + createSource(Source) { + return new Source(this.ac); + } + + /** + * 创建一个兼容流式音频源,可以与流式加载相结合,主要用于处理 opus ogg 不兼容的情况 + */ + createStreamSource() { + return new AudioStreamSource(this.ac); + } + + /** + * 创建一个通过 audio 元素播放的音频源 + */ + createElementSource() { + return new AudioElementSource(this.ac); + } + + /** + * 创建一个通过 AudioBuffer 播放的音频源 + */ + createBufferSource() { + return new AudioBufferSource(this.ac); + } + + /** + * 获取音频目的地 + */ + getDestination() { + return this.gain; + } + + /** + * 创建一个音频效果器 + * @param Effect 效果器类 + */ + createEffect(Effect) { + return new Effect(this.ac); + } + + /** + * 创建一个修改音量的效果器 + * ```txt + * |----------| + * Input ----> | GainNode | ----> Output + * |----------| + * ``` + */ + createVolumeEffect() { + return new VolumeEffect(this.ac); + } + + /** + * 创建一个立体声效果器 + * ```txt + * |------------| + * Input ----> | PannerNode | ----> Output + * |------------| + * ``` + */ + createStereoEffect() { + return new StereoEffect(this.ac); + } + + /** + * 创建一个修改单个声道音量的效果器 + * ```txt + * |----------| + * -> | GainNode | \ + * |--------------| / |----------| -> |------------| + * Input ----> | SplitterNode | ...... | MergerNode | ----> Output + * |--------------| \ |----------| -> |------------| + * -> | GainNode | / + * |----------| + * ``` + */ + createChannelVolumeEffect() { + return new ChannelVolumeEffect(this.ac); + } + + /** + * 创建一个延迟效果器 + * |-----------| + * Input ----> | DelayNode | ----> Output + * |-----------| + */ + createDelay() { + return new DelayEffect(this.ac); + } + + /** + * 创建一个回声效果器 + * ```txt + * |----------| + * Input ----> | GainNode | ----> Output + * ^ |----------| | + * | | + * | |------------| ↓ + * |-- | Delay Node | <-- + * |------------| + * ``` + */ + createEchoEffect() { + return new EchoEffect(this.ac); + } + + /** + * 创建一个音频播放路由 + * @param source 音频源 + */ + createRoute(source) { + return new AudioRoute(source, this); + } + + /** + * 添加一个音频播放路由,可以直接被播放 + * @param id 这个音频播放路由的名称 + * @param route 音频播放路由对象 + */ + addRoute(id, route) { + if (!this.audioRoutes) this.audioRoutes = new Map(); + if (this.audioRoutes.has(id)) { + console.warn( + "Audio route with id of '" + + id + + "' has already existed. New route will override old route." + ); + } + this.audioRoutes.set(id, route); + } + + /** + * 根据名称获取音频播放路由对象 + * @param id 音频播放路由的名称 + */ + getRoute(id) { + return this.audioRoutes.get(id); + } + /** + * 移除一个音频播放路由 + * @param id 要移除的播放路由的名称 + */ + removeRoute(id) { + this.audioRoutes.delete(id); + } + /** + * 播放音频 + * @param id 音频名称 + * @param when 从音频的哪个位置开始播放,单位秒 + */ + play(id, when) { + const route = this.getRoute(id); + if (!route) { + console.warn( + "Cannot play audio route '" + + id + + "', since there is not added route named it." + ); + return; + } + + route.play(when); + } + + /** + * 暂停音频播放 + * @param id 音频名称 + * @returns 当音乐真正停止时兑现 + */ + pause(id) { + const route = this.getRoute(id); + if (!route) { + console.warn( + "Cannot pause audio route '" + + id + + "', since there is not added route named it." + ); + return; + } + return route.pause(); + } + + /** + * 停止音频播放 + * @param id 音频名称 + * @returns 当音乐真正停止时兑现 + */ + stop(id) { + const route = this.getRoute(id); + if (!route) { + console.warn( + "Cannot stop audio route '" + + id + + "', since there is not added route named it." + ); + return; + } + return route.stop(); + } + + /** + * 继续音频播放 + * @param id 音频名称 + */ + resume(id) { + const route = this.getRoute(id); + if (!route) { + console.warn( + "Cannot pause audio route '" + + id + + "', since there is not added route named it." + ); + return; + } + route.resume(); + } + + /** + * 设置听者位置,x正方向水平向右,y正方向垂直于地面向上,z正方向垂直屏幕远离用户 + * @param x 位置x坐标 + * @param y 位置y坐标 + * @param z 位置z坐标 + */ + setListenerPosition(x, y, z) { + const listener = this.ac.listener; + listener.positionX.value = x; + listener.positionY.value = y; + listener.positionZ.value = z; + } + + /** + * 设置听者朝向,x正方向水平向右,y正方向垂直于地面向上,z正方向垂直屏幕远离用户 + * @param x 朝向x坐标 + * @param y 朝向y坐标 + * @param z 朝向z坐标 + */ + setListenerOrientation(x, y, z) { + const listener = this.ac.listener; + listener.forwardX.value = x; + listener.forwardY.value = y; + listener.forwardZ.value = z; + } + + /** + * 设置听者头顶朝向,x正方向水平向右,y正方向垂直于地面向上,z正方向垂直屏幕远离用户 + * @param x 头顶朝向x坐标 + * @param y 头顶朝向y坐标 + * @param z 头顶朝向z坐标 + */ + setListenerUp(x, y, z) { + const listener = this.ac.listener; + listener.upX.value = x; + listener.upY.value = y; + listener.upZ.value = z; + } + } + class AudioRoute { + constructor(source, player) { + source.route = this; + this.output = source.output; + + /** 效果器路由图 */ + this.effectRoute = []; + + /** 结束时长,当音频暂停或停止时,会经过这么长时间之后才真正终止播放,期间可以做音频淡入淡出等效果 */ + this.endTime = 0; + /** 暂停时播放了多长时间 */ + this.pauseCurrentTime = 0; + /** 当前播放状态 */ + this.player = player; + this.status = AudioStatus.Stoped; + + this.shouldStop = false; + /** + * 每次暂停或停止时自增,用于判断当前正在处理的情况。 + * 假如暂停后很快播放,然后很快暂停,那么需要根据这个来判断实际是否应该执行暂停后操作 + */ + this.stopIdentifier = 0; + /** 暂停时刻 */ + this.pauseTime = 0; + this.source = source; + this.source.player = player; + } + /** 音频时长,单位秒 */ + get duration() { + return this.source.duration; + } + /** 当前播放了多长时间,单位秒 */ + get currentTime() { + if (this.status === AudioStatus.Paused) { + return this.pauseCurrentTime; + } else { + return this.source.currentTime; + } + } + set currentTime(time) { + this.source.stop(); + this.source.play(time); + } + /** + * 设置结束时间,暂停或停止时,会经过这么长时间才终止音频的播放,这期间可以做一下音频淡出的效果。 + * @param time 暂停或停止时,经过多长时间之后才会结束音频的播放 + */ + setEndTime(time) { + this.endTime = time; + } + + /** + * 当音频播放时执行的函数,可以用于音频淡入效果 + * @param fn 音频开始播放时执行的函数 + */ + onStart(fn) { + this.audioStartHook = fn; + } + + /** + * 当音频暂停或停止时执行的函数,可以用于音频淡出效果 + * @param fn 音频在暂停或停止时执行的函数,不填时表示取消这个钩子。 + * 包含两个参数,第一个参数是结束时长,第二个参数是当前音频播放路由对象 + */ + onEnd(fn) { + this.audioEndHook = fn; + } + + /** + * 开始播放这个音频 + * @param when 从音频的什么时候开始播放,单位秒 + */ + async play(when = 0) { + if (this.status === AudioStatus.Playing) return; + this.link(); + await this.player.ac.resume(); + if (this.effectRoute.length > 0) { + const first = this.effectRoute[0]; + this.source.connect(first); + const last = this.effectRoute.at(-1); + last.connect({ input: this.player.getDestination() }); + } else { + this.source.connect({ input: this.player.getDestination() }); + } + this.source.play(when); + this.status = AudioStatus.Playing; + this.pauseTime = 0; + this.audioStartHook?.(this); + this.startAllEffect(); + if (this.status !== AudioStatus.Playing) { + this.status = AudioStatus.Playing; + } + } + + /** + * 暂停音频播放 + */ + async pause() { + if (this.status !== AudioStatus.Playing) return; + this.status = AudioStatus.Pausing; + this.stopIdentifier++; + const identifier = this.stopIdentifier; + if (this.audioEndHook) { + this.audioEndHook(this.endTime, this); + await sleep(this.endTime); + } + if ( + this.status !== AudioStatus.Pausing || + this.stopIdentifier !== identifier + ) { + return; + } + this.pauseCurrentTime = this.source.currentTime; + const time = this.source.stop(); + this.pauseTime = time; + if (this.shouldStop) { + this.status = AudioStatus.Stoped; + this.endAllEffect(); + + this.shouldStop = false; + } else { + this.status = AudioStatus.Paused; + this.endAllEffect(); + } + this.endAllEffect(); + } + + /** + * 继续音频播放 + */ + resume() { + if (this.status === AudioStatus.Playing) return; + if ( + this.status === AudioStatus.Pausing || + this.status === AudioStatus.Stoping + ) { + this.audioStartHook?.(this); + + return; + } + if (this.status === AudioStatus.Paused) { + this.play(this.pauseTime); + } else { + this.play(0); + } + this.status = AudioStatus.Playing; + this.pauseTime = 0; + this.audioStartHook?.(this); + this.startAllEffect(); + } + + /** + * 停止音频播放 + */ + async stop() { + if (this.status !== AudioStatus.Playing) { + if (this.status === AudioStatus.Pausing) { + this.shouldStop = true; + } + return; + } + this.status = AudioStatus.Stoping; + this.stopIdentifier++; + const identifier = this.stopIdentifier; + if (this.audioEndHook) { + this.audioEndHook(this.endTime, this); + await sleep(this.endTime); + } + if ( + this.status !== AudioStatus.Stoping || + this.stopIdentifier !== identifier + ) { + return; + } + this.source.stop(); + this.status = AudioStatus.Stoped; + this.pauseTime = 0; + this.endAllEffect(); + } + + /** + * 添加效果器 + * @param effect 要添加的效果,可以是数组,表示一次添加多个 + * @param index 从哪个位置开始添加,如果大于数组长度,那么加到末尾,如果小于0,那么将会从后面往前数。默认添加到末尾 + */ + addEffect(effect, index) { + if (isNil(index)) { + if (effect instanceof Array) { + this.effectRoute.push(...effect); + } else { + this.effectRoute.push(effect); + } + } else { + if (effect instanceof Array) { + this.effectRoute.splice(index, 0, ...effect); + } else { + this.effectRoute.splice(index, 0, effect); + } + } + this.setOutput(); + if (this.source.playing) this.link(); + } + + /** + * 移除一个效果器 + * @param effect 要移除的效果 + */ + removeEffect(effect) { + const index = this.effectRoute.indexOf(effect); + if (index === -1) return; + this.effectRoute.splice(index, 1); + effect.disconnect(); + this.setOutput(); + if (this.source.playing) this.link(); + } + + setOutput() { + const effect = this.effectRoute.at(-1); + if (!effect) this.output = this.source.output; + else this.output = effect.output; + } + + /** + * 连接音频路由图 + */ + link() { + this.effectRoute.forEach((v) => v.disconnect()); + this.effectRoute.forEach((v, i) => { + const next = this.effectRoute[i + 1]; + if (next) { + v.connect(next); + } + }); + } + + startAllEffect() { + this.effectRoute.forEach((v) => v.start()); + } + + endAllEffect() { + this.effectRoute.forEach((v) => v.end()); + } + } + + const audioPlayer = new AudioPlayer(); + + class BgmController { + constructor(player) { + this.mainGain = player.createVolumeEffect(); + this.player = player; + /** bgm音频名称的前缀 */ + this.prefix = "bgms."; + /** 每个 bgm 的音量控制器 */ + this.gain = new Map(); + + /** 正在播放的 bgm */ + this.playingBgm = ""; + /** 是否正在播放 */ + this.playing = false; + + /** 是否已经启用 */ + this.enabled = true; + /** 是否屏蔽所有的音乐切换 */ + this.blocking = false; + /** 渐变时长 */ + this.transitionTime = 2000; + } + + /** + * 设置音频渐变时长 + * @param time 渐变时长 + */ + setTransitionTime(time) { + this.transitionTime = time; + for (const [, value] of this.gain) { + value.transition.time(time); + } + } + + /** + * 屏蔽音乐切换 + */ + blockChange() { + this.blocking = true; + } + + /** + * 取消屏蔽音乐切换 + */ + unblockChange() { + this.blocking = false; + } + + /** + * 设置总音量大小 + * @param volume 音量大小 + */ + setVolume(volume) { + this.mainGain.setVolume(volume); + this._volume = volume; + } + /** + * 获取总音量大小 + */ + getVolume() { + return this.mainGain.getVolume(); + } + /** + * 设置是否启用 + * @param enabled 是否启用 + */ + setEnabled(enabled) { + if (enabled) this.resume(); + else this.stop(); + this.enabled = enabled; + } + + /** + * 设置 bgm 音频名称的前缀 + */ + setPrefix(prefix) { + this.prefix = prefix; + } + + getId(name) { + return `${this.prefix}${name}`; + } + + /** + * 根据 bgm 名称获取其 AudioRoute 实例 + * @param id 音频名称 + */ + get(id) { + return this.player.getRoute(this.getId(id)); + } + + /** + * 添加一个 bgm + * @param id 要添加的 bgm 的名称 + * @param url 指定 bgm 的加载地址 + */ + addBgm(id, url = `project/bgms/${id}`) { + const type = guessTypeByExt(id); + if (!type) { + console.warn( + "Unknown audio extension name: '" + + id.split(".").slice(0, -1).join(".") + + "'" + ); + return; + } + const gain = this.player.createVolumeEffect(); + if (isAudioSupport(type)) { + const source = audioPlayer.createElementSource(); + source.setSource(url); + source.setLoop(true); + const route = new AudioRoute(source, audioPlayer); + route.addEffect([gain, this.mainGain]); + audioPlayer.addRoute(this.getId(id), route); + this.setTransition(id, route, gain); + } else { + const source = audioPlayer.createStreamSource(); + const stream = new StreamLoader(url); + stream.pipe(source); + source.setLoop(true); + const route = new AudioRoute(source, audioPlayer); + route.addEffect([gain, this.mainGain]); + audioPlayer.addRoute(this.getId(id), route); + this.setTransition(id, route, gain); + } + } + + /** + * 移除一个 bgm + * @param id 要移除的 bgm 的名称 + */ + removeBgm(id) { + this.player.removeRoute(this.getId(id)); + const gain = this.gain.get(id); + gain?.transition.ticker.destroy(); + this.gain.delete(id); + } + + setTransition(id, route, gain) { + const transition = new Transition(); + transition + .time(this.transitionTime) + .mode(linear()) + .transition("volume", 0); + + const tick = () => { + gain.setVolume(transition.value.volume); + }; + + /** + * @param expect 在结束时应该是正在播放还是停止 + */ + const setTick = async (expect) => { + transition.ticker.remove(tick); + transition.ticker.add(tick); + const identifier = route.stopIdentifier; + await sleep(this.transitionTime + 500); + if (route.status === expect && identifier === route.stopIdentifier) { + transition.ticker.remove(tick); + if (route.status === AudioStatus.Playing) { + gain.setVolume(1); + } else { + gain.setVolume(0); + } + } + }; + + route.onStart(async () => { + transition.transition("volume", 1); + setTick(AudioStatus.Playing); + }); + route.onEnd(() => { + transition.transition("volume", 0); + setTick(AudioStatus.Paused); + }); + route.setEndTime(this.transitionTime); + + this.gain.set(id, { effect: gain, transition }); + } + + /** + * 播放一个 bgm + * @param id 要播放的 bgm 名称 + */ + play(id, when) { + if (this.blocking) return; + if (id !== this.playingBgm && this.playingBgm) { + this.player.pause(this.getId(this.playingBgm)); + } + this.playingBgm = id; + if (!this.enabled) return; + this.player.play(this.getId(id), when); + this.playing = true; + } + + /** + * 继续当前的 bgm + */ + resume() { + if (this.blocking || !this.enabled || this.playing) return; + if (this.playingBgm) { + this.player.resume(this.getId(this.playingBgm)); + } + this.playing = true; + } + + /** + * 暂停当前的 bgm + */ + pause() { + if (this.blocking || !this.enabled) return; + if (this.playingBgm) { + this.player.pause(this.getId(this.playingBgm)); + } + this.playing = false; + } + + /** + * 停止当前的 bgm + */ + stop() { + if (this.blocking || !this.enabled) return; + if (this.playingBgm) { + this.player.stop(this.getId(this.playingBgm)); + } + this.playing = false; + } + } + const bgmController = new BgmController(audioPlayer); + + class SoundPlayer { + constructor(player) { + /** 每个音效的唯一标识符 */ + this.num = 0; + this.enabled = true; + this.gain = player.createVolumeEffect(); + /** 每个音效的数据 */ + this.buffer = new Map(); + /** 所有正在播放的音乐 */ + this.playing = new Set(); + this.player = player; + } + /** + * 设置是否启用音效 + * @param enabled 是否启用音效 + */ + setEnabled(enabled) { + if (!enabled) this.stopAllSounds(); + this.enabled = enabled; + } + + /** + * 设置音量大小 + * @param volume 音量大小 + */ + setVolume(volume) { + this.gain.setVolume(volume); + } + /** + * 获取音量大小 + */ + getVolume() { + return this.gain.getVolume(); + } + /** + * 添加一个音效 + * @param id 音效名称 + * @param data 音效的Uint8Array数据 + */ + async add(id, data) { + const buffer = await this.player.decodeAudioData(data); + if (!buffer) { + console.warn( + "Cannot decode sound '" + + id + + "', since audio file may not supported by 2.b." + ); + return; + } + this.buffer.set(id, buffer); + } + + /** + * 播放一个音效 + * @param id 音效名称 + * @param position 音频位置,[0, 0, 0]表示正中心,x轴指向水平向右,y轴指向水平向上,z轴指向竖直向上 + * @param orientation 音频朝向,[0, 1, 0]表示朝向前方 + */ + play(id, position = [0, 0, 0], orientation = [1, 0, 0]) { + if (!this.enabled || !id) return -1; + const buffer = this.buffer.get(id); + if (!buffer) { + console.warn( + "Cannot play sound '" + + id + + "', since there is no added data named it." + ); + return -1; + } + const soundNum = this.num++; + + const source = this.player.createBufferSource(); + source.setBuffer(buffer); + const route = this.player.createRoute(source); + const stereo = this.player.createStereoEffect(); + stereo.setPosition(position[0], position[1], position[2]); + stereo.setOrientation(orientation[0], orientation[1], orientation[2]); + route.addEffect([stereo, this.gain]); + this.player.addRoute(`sounds.${soundNum}`, route); + route.play(); + source.output.addEventListener("ended", () => { + this.playing.delete(soundNum); + }); + this.playing.add(soundNum); + return soundNum; + } + + /** + * 停止一个音效 + * @param num 音效的唯一 id + */ + stop(num) { + const id = `sounds.${num}`; + const route = this.player.getRoute(id); + if (route) { + route.stop(); + this.player.removeRoute(id); + this.playing.delete(num); + } + } + + /** + * 停止播放所有音效 + */ + stopAllSounds() { + this.playing.forEach((v) => { + const id = `sounds.${v}`; + const route = this.player.getRoute(id); + if (route) { + route.stop(); + this.player.removeRoute(id); + } + }); + this.playing.clear(); + } + } + const soundPlayer = new SoundPlayer(audioPlayer); + + function loadAllBgm() { + const data = data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d; + for (const bgm of data.main.bgms) { + bgmController.addBgm(bgm); + } + } + loadAllBgm(); + AudioDecoder.registerDecoder(AudioType.Ogg, VorbisDecoder); + AudioDecoder.registerDecoder(AudioType.Opus, OpusDecoder); + + core.plugin.audioSystem = { + AudioType, + AudioDecoder, + AudioStatus, + checkAudioType, + isAudioSupport, + audioPlayer, + soundPlayer, + bgmController, + guessTypeByExt, + BgmController, + SoundPlayer, + EchoEffect, + DelayEffect, + ChannelVolumeEffect, + VolumeEffect, + StereoEffect, + AudioEffect, + AudioPlayer, + AudioRoute, + AudioStreamSource, + AudioElementSource, + AudioBufferSource, + loadAllBgm, + StreamLoader, + }; + //bgm相关复写 + control.prototype.playBgm = (bgm, when) => { + bgm = core.getMappedName(bgm); + bgmController.play(bgm, when); + core.setMusicBtn(); + }; + control.prototype.pauseBgm = () => { + bgmController.pause(); + core.setMusicBtn(); + }; + + control.prototype.resumeBgm = function () { + bgmController.resume(); + core.setMusicBtn(); + }; + control.prototype.checkBgm = function () { + core.playBgm(bgmController.playingBgm || main.startBgm); + }; + control.prototype.triggerBgm = function () { + core.musicStatus.bgmStatus = !core.musicStatus.bgmStatus; + if (bgmController.playing) bgmController.pause(); + else bgmController.resume(); + core.setMusicBtn(); + core.setLocalStorage("bgmStatus", core.musicStatus.bgmStatus); + }; + //sound相关复写 + control.prototype.playSound = function ( + sound, + _pitch, + callback, + position, + orientation + ) { + if (main.mode != "play" || !core.musicStatus.soundStatus) return; + const name = core.getMappedName(sound); + const num = soundPlayer.play(name, position, orientation); + const route = audioPlayer.getRoute(`sounds.${num}`); + if (!route) { + callback?.(); + return -1; + } else { + sleep(route.duration * 1000).then(() => callback?.()); + return num; + } + }; + control.prototype.stopSound = function (id) { + if (isNil(id)) { + soundPlayer.stopAllSounds(); + } else { + soundPlayer.stop(id); + } + }; + control.prototype.getPlayingSounds = function () { + return [...soundPlayer.playing]; + }; + //sound加载复写 + loader.prototype._loadOneSound_decodeData = function (name, data) { + if (data instanceof Blob) { + var blobReader = new zip.BlobReader(data); + blobReader.init(function () { + blobReader.readUint8Array(0, blobReader.size, function (uint8) { + //core.loader._loadOneSound_decodeData(name, uint8.buffer); + soundPlayer.add(name, uint8); + }); + }); + return; + } + if (data instanceof ArrayBuffer) { + const uint8 = new Uint8Array(data); + soundPlayer.add(name, uint8); + } + }; + //音量控制复写 + soundPlayer.setVolume( + core.musicStatus.userVolume * core.musicStatus.designVolume + ); + bgmController.setVolume( + core.musicStatus.userVolume * core.musicStatus.designVolume + ); + actions.prototype._clickSwitchs_sounds_userVolume = function (delta) { + var value = Math.round(Math.sqrt(100 * core.musicStatus.userVolume)); + if (value == 0 && delta < 0) return; + core.musicStatus.userVolume = core.clamp( + Math.pow(value + delta, 2) / 100, + 0, + 1 + ); + //audioContext 音效 不受designVolume 影响 + if (core.musicStatus.gainNode != null) + core.musicStatus.gainNode.gain.value = core.musicStatus.userVolume; + soundPlayer.setVolume( + core.musicStatus.userVolume * core.musicStatus.designVolume + ); + bgmController.setVolume( + core.musicStatus.userVolume * core.musicStatus.designVolume + ); + core.setLocalStorage("userVolume", core.musicStatus.userVolume); + core.playSound("确定"); + core.ui._drawSwitchs_sounds(); + }; +}, "自定义常用事件": function () { // editorBlocklyconfigPlus.js // 自訂常見事件模板插件 @@ -16865,45 +16868,74 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = boss8.style.transform = "translate(-50%,-50%)"; const ctx8 = boss8.getContext("2d"); main.dom.boss8 = boss8; + const { imagelighter } = core.plugin.utils - boss.onclick = function (e) { - try { - e.preventDefault(); - if (core.isPlaying()) return false; - const left = core.dom.gameGroup.offsetLeft; - const top = core.dom.gameGroup.offsetTop; - const px = Math.floor((e.clientX - left) / core.domStyle.scale), - py = Math.floor((e.clientY - top) / core.domStyle.scale); - if (core.domStyle.isVertical) { - core.ui.boss.click(1248 - py * 3, px * 3) - } else { - core.ui.boss.click(px * 3, py * 3); + function getClick() { + + return new Promise(resolve => { + function handleBossClick(e) { + try { + e.preventDefault(); + if (!core.isPlaying()) return false; + + const left = core.dom.gameGroup.offsetLeft; + const top = core.dom.gameGroup.offsetTop; + const px = Math.floor((e.clientX - left) / core.domStyle.scale), + py = Math.floor((e.clientY - top) / core.domStyle.scale); + + + let x, y; + if (core.domStyle.isVertical) { + x = py * 3; + y = 1248 - px * 3; + + } else { + x = px * 3; + y = py * 3; + } + core.ui.boss.click(x, y); + + if (x > 1050 && x < 1450 && y > 250 && y < 390 && !core.ui.boss.show && core.ui.boss.hasEnemy()) { + // 移除事件监听器 + boss.removeEventListener('click', handleBossClick); + resolve("普通攻击") //有小怪时点击普通攻击 + return; // 退出函数 + } + if (x > 850 && x < 1250 && y > 250 && y < 390 && !core.ui.boss.show && !core.ui.boss.hasEnemy()) { + // 移除事件监听器 + boss.removeEventListener('click', handleBossClick); + resolve("普通攻击") //无小怪时点击普通攻击 + return; // 退出函数 + } + } catch (ee) { + main.log(ee); + } } - - } catch (ee) { - main.log(ee); - } - }; + boss.addEventListener('click', handleBossClick); + }) + } const { sleep } = core.plugin.utils class Boss { constructor() { //绘制需要的变量 + this.enemyfarme = 0 this.bg = "bg_3512.webp"; this.heroImage = "tati_310101.webp" - this.hero = { hp: 1000, atk: 100, def: 100, spell: 100, speed: 10, mdef: 10 } + this.hero = { id: "hero", name: "凯伊姆", hp: 1000, atk: 150, def: 100, spell: 100, speed: 10, mdef: 10 } this.boss = { name: "菲奥奈", id: "angel", image: "tati_050143.webp", hp: 1000, atk: 200, def: 100, speed: 10, mdef: 10, skill: ['普通攻击', '重斩'], index: 0 } + this.enemy = [] this.enemy = [ - { name: "小蝙蝠", id: "bat", image: "tati_020125a.webp", hp: 1000, atk: 100, def: 100, speed: 10, mdef: 10, skill: ['普通攻击', '重斩'], index: 0 }, - { name: "红蝙蝠", id: "redBat", image: "tati_050301.webp", hp: 1000, atk: 100, def: 100, speed: 10, mdef: 10, skill: ['普通攻击', '重斩'], index: 0 }, + { name: "小蝙蝠", id: "bat", image: "tati_020125a.webp", hp: 1000, atk: 100, def: 20, speed: 10, mdef: 10, skill: ['普通攻击', '重斩'], index: 0 }, + { name: "红蝙蝠", id: "redBat", image: "tati_050301.webp", hp: 1000, atk: 100, def: 120, speed: 10, mdef: 10, skill: ['普通攻击', '重斩'], index: 0 }, { name: "大蝙蝠", id: "bigBat", image: "tati_120101.webp", hp: 1000, atk: 100, def: 100, speed: 10, mdef: 10, skill: ['普通攻击', '重斩'], index: 0 }, { name: "绿色史莱姆", id: "greenSlime", image: "tati_340115.webp", hp: 1000, atk: 100, def: 100, speed: 10, mdef: 10, skill: ['普通攻击', '重斩'], index: 0 }, { name: "红色史莱姆", id: "redSlime", image: "tati_430101.webp", hp: 1000, atk: 100, def: 100, speed: 10, mdef: 10, skill: ['普通攻击', '重斩'], index: 0 }, { name: "黑色史莱姆", id: "blackSlime", image: "tati_440101.webp", hp: 1000, atk: 100, def: 100, speed: 10, mdef: 10, skill: ['普通攻击', '重斩'], index: 0 }, ] this.selection = "boss" - this.herobuff = ["sword1:1", "fly:30"] - this.bossbuff = ["fly:2", "book:12"] + this.herobuff = [{ id: 'sword1', count: 1 }, { id: 'fly', count: 30 }] + this.bossbuff = [{ id: 'fly', count: 2 }, { id: 'book', count: 12, hp: 100 }] this.enemybuff = [ [], [], @@ -16918,11 +16950,189 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = this.skillShow = { //技能说明 "普通攻击": "常规攻击形式,伤害为自身攻击-对手防御" } + this.turn = 0; this.playingAnimate = new Set(); this.playerTurn = false this.show = false } + buffshow(a) { //buff说明(均未实装,之后改为实际需要的buff) + let text = "" + switch (a.id) { + case "sword1": + text = `\r[rgb(30,66,30)]剑气:\r造成伤害提升\r[red]${10*a.count}%\r` + break; + case "fly": + text = `羽翼守护:接下来\r[gold]${a.count}回合\r不受速度差值影响` + break; + case "book": + text = `恢复之书:接下来\r[#000033]${a.count}回合\r,每回合行动时回复\r[green]${a.hp}\r点生命` + break; + + } + return text + } + shake(hero) { + let time = 0, + farme = 0; + + const xlist = [Math.random() * 40 + 10, Math.random() * -40 - 10, 0] + return new Promise(resolve => { + core.registerAnimationFrame("shake", true, (temptime) => { + if (temptime - time > 1000 / 60) { + time = temptime + + const x = xlist[Math.floor(farme / 5) % 3] + if (hero) { + const img = imagelighter(core.material.images.images[this.heroImage]) + core.clearMap(ctx2) + if (core.domStyle.isVertical) { + ctx2.canvas.width = 1248; + ctx2.canvas.height = 2028; + ctx2.save(); //保存设置 + ctx2.translate(1248, 0); //重新定位右上角为基准 + ctx2.rotate(Math.PI / 2); //旋转90度 + } else { + ctx2.canvas.width = 2028; + ctx2.canvas.height = 1248; + } + + core.drawImage(ctx2, img, x, 168, 750, 1080) + ctx2.restore(); + } else { + core.clearMap(ctx3) + if (core.domStyle.isVertical) { + ctx3.canvas.width = 1248; + ctx3.canvas.height = 2028; + ctx3.save(); //保存设置 + ctx3.translate(1248, 0); //重新定位右上角为基准 + ctx3.rotate(Math.PI / 2); //旋转90度 + } else { + ctx3.canvas.width = 2028; + ctx3.canvas.height = 1248; + } + if (this.selection === "boss" || this.selection === "") { + const img = imagelighter(core.material.images.images[this.boss.image]) + core.drawImage(ctx3, img, 1400 + x, 168, 750, 1080) + } else { + const img = imagelighter(core.material.images.images[this.enemy[this.selection].image]) + core.drawImage(ctx3, img, 1400 + x, 168, 750, 1080) + } + + ctx3.restore(); + } + farme++ + if (farme > 30) { + core.unregisterAnimationFrame("shake") + + this.drawhero() + this.drawboss() + resolve() + } + + } + }) + }) + } + popDamage(damage, onhero) { + if (core.domStyle.isVertical) { + ctx.canvas.width = 1248; + ctx.canvas.height = 2028; + ctx.save(); //保存设置 + ctx.translate(1248, 0); //重新定位右上角为基准 + ctx.rotate(Math.PI / 2); //旋转90度 + } else { + ctx.canvas.width = 2028; + ctx.canvas.height = 1248; + } + let color = "#FFFFFF" + if (typeof damage === "number") { + color = damage < 0 ? '#22FF44' : 'lightcoral' + } + let farme = 0, + time = 0; + let posx = onhero ? 300 : 1800 + const speed = 9 + return new Promise(resolve => { + core.registerAnimationFrame("popDamageonboss", true, (temptime) => { + if (temptime - time > 1000 / 60) { + time = temptime + core.clearMap(ctx) + core.setTextAlign(ctx, "center") + core.fillBoldText1(ctx, damage, posx, 800 - speed * farme, color, "#000000", 6, "bold 72px Arial") + farme++ + ctx2.restore(); + if (farme > 30) { + core.unregisterAnimationFrame("popDamageonboss") + + core.clearMap(ctx) + resolve() + } + } + }) + }) + } + async skill(sk, a, b) { //a为发起方属性,sk为技能名 + let damage = 0 + switch (sk) { //所有技能效果及动画写在这里 + + case "普通攻击": + damage = Math.max(a.atk - b.def, 0) //基础伤害 + damage = Math.floor(damage * a.speed / b.speed) //速度比值伤害加成 + b.hp -= damage //承受伤害 + if (b.id === "hero") core.status.hero.statistics.battleDamage += damage; //数据统计记录伤害 + if (damage === 0) damage = "抵抗" + + switch (a.id) { //根据id选取不同的特效 + case "hero": + this.popDamage(damage, false) + if (damage > 0 && typeof damage !== "string") this.shake(false) + await this.playanimate("sword", 1800, 800) + break + case "angel": + this.popDamage(damage, true) + if (damage > 0 && typeof damage !== "string") this.shake(true) + await this.playanimate("sword", 350, 800) //播放动画sword + + break; + case "bat": + this.popDamage(damage, true) + if (damage > 0 && typeof damage !== "string") this.shake(true) + await this.playanimate("sword", 350, 800) //播放动画sword + + break; + case "redBat": + this.popDamage(damage, true) + if (damage > 0 && typeof damage !== "string") this.shake(true) + await this.playanimate("Fire01", 350, 800) //播放动画Fire01 + break; + case "bigBat": + this.popDamage(damage, true) + if (damage > 0 && typeof damage !== "string") this.shake(true) + await this.playanimate("Fire02", 350, 800) //播放动画Fire02 + break; + case "greenSlime": + this.popDamage(damage, true) + if (damage > 0 && typeof damage !== "string") this.shake(true) + await this.playanimate("005-Attack03", 350, 800) //播放动画005-Attack03 + break; + case "redSlime": + this.popDamage(damage, true) + if (damage > 0 && typeof damage !== "string") this.shake(true) + await this.playanimate("012-Heal01", 350, 800) //播放动画012-Heal01 + break; + case "blackSlime": + this.popDamage(damage, true) + if (damage > 0 && typeof damage !== "string") this.shake(true) + await this.playanimate("sword", 350, 800) //播放动画sword + break; + + } + break; //下面写其余技能 + + } + await sleep(500) //等待1000ms + } click(px, py) { //点击效果 @@ -16939,37 +17149,178 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = return sx <= x && x <= dx && sy <= y && y <= dy; }; const pos = [px, py]; - if (!this.playerTurn || main.replayChecking || core.isReplaying()) return + if (main.replayChecking || core.isReplaying()) return const enemyStatusBox = makeBox([50, 50], [1900, 200]), heroStatusBox = makeBox([600, 920], [900, 300]), bossBox = makeBox([800, 300], [100, 150]), enemyBox = makeBox([700, 500], [300, 300]), imageBox = makeBox([1500, 250], [550, 1000]); - let enemy = true; - this.enemy.forEach(v => { if (v.hp > 0) enemy = false }) if (this.show) { //清除展示画面 this.show = !this.show + core.clearMap(ctx8) } else { - if (inRect(pos, enemyStatusBox) && this.selection !== "" && enemy) { //绘制怪物详情 + if (inRect(pos, enemyStatusBox) && this.selection !== "" && this.selection !== "boss" && this.hasEnemy()) { //绘制怪物详情 this.show = !this.show + this.moreShow(this.selection) - } else if (inRect(pos, enemyStatusBox) && !enemy) { //绘制boss详情 + } else if (inRect(pos, enemyStatusBox) && (!this.hasEnemy() || this.selection === "boss")) { //绘制boss详情 this.show = !this.show + this.moreShow("boss") } else if (inRect(pos, heroStatusBox)) { //绘制勇士详情 this.show = !this.show + this.moreShow("hero") - } else if (inRect(pos, bossBox) && enemy) { //切换selection为boss + } else if (inRect(pos, bossBox) && this.hasEnemy()) { //切换selection为boss this.selection = 'boss' this.update() - } else if (inRect(pos, enemyBox) && enemy) { //绘制勇士详情 - this.selection = Math.floor((px - 700) / 3) + Math.floor((py - 500) / 150) * 3 - this.update() + } else if (inRect(pos, enemyBox) && this.hasEnemy()) { //切换selection为enemy + const symbol = Math.floor((px - 700) / 100) + Math.floor((py - 500) / 150) * 3 + + if (this.enemy[symbol] && this.enemy[symbol].hp > 0) { + this.selection = symbol + this.update() + + } } } } + drawchoose() { + if (core.domStyle.isVertical) { + ctx7.canvas.width = 1248; + ctx7.canvas.height = 2028; + ctx7.save(); //保存设置 + ctx7.translate(1248, 0); //重新定位右上角为基准 + ctx7.rotate(Math.PI / 2); //旋转90度 + } else { + ctx7.canvas.width = 2028; + ctx7.canvas.height = 1248; + } + boss7.style.display = "block" + core.clearMap(ctx7) + if (this.hasEnemy()) { + core.drawWindowSkin("winskin.webp", ctx7, 1050, 250, 400, 660, null, null, null, 3) + core.fillBoldText1(ctx7, "普通攻击", 1120, 350, "#FFFFFF", "#000000", 6, "bold 64px Verdana") + core.drawLine(ctx7, 1050, 390, 1450, 390, "#FFFFFF", 6) + } else { + core.drawWindowSkin("winskin.webp", ctx7, 850, 250, 400, 660, null, null, null, 3) + core.fillBoldText1(ctx7, "普通攻击", 920, 350, "#FFFFFF", "#000000", 6, "bold 64px Verdana") + core.drawLine(ctx7, 850, 390, 1250, 390, "#FFFFFF", 6) + } + + } + moreShow(select) { + + if (core.domStyle.isVertical) { + ctx8.canvas.width = 1248; + ctx8.canvas.height = 2028; + ctx8.save(); //保存设置 + ctx8.translate(1248, 0); //重新定位右上角为基准 + ctx8.rotate(Math.PI / 2); //旋转90度 + } else { + ctx8.canvas.width = 2028; + ctx8.canvas.height = 1248; + } + core.clearMap(ctx8) + core.fillRect(ctx8, 100, 100, 1800, 1000, "rgba(0,0,0,0.7)") + core.drawWindowSkin("winskin.webp", ctx8, 100, 100, 1800, 1000, null, null, null, 3) + let posy = 200 + switch (select) { + case "hero": + //勇士技能/buff + core.fillBoldText1(ctx8, this.hero.name, 1000, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + posy += 100 + if (this.herobuff.length === 0) { + core.fillBoldText1(ctx8, "当前无特殊状态", 200, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + posy += 100 + } else { + this.herobuff.forEach(v => { + core.drawTextContent(ctx8, this.buffshow(v), { + left: 200, + top: posy, + bold: true, + color: "#FFFFFF", + align: "left", + fontSize: 48, + time: 0, + font: "Verdana", + maxWidth: 1600, + }); + posy += 100 + }) + } + posy += 50 + core.fillBoldText1(ctx8, "技能说明", 1000, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + posy += 100 + core.fillBoldText1(ctx8, "普通攻击:" + this.skillShow["普通攻击"], 200, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + break; + case "boss": + core.fillBoldText1(ctx8, this.boss.name, 1000, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + posy += 100 + //boss技能/buff + if (this.bossbuff.length === 0) { + core.fillBoldText1(ctx8, "当前无特殊状态", 200, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + posy += 100 + } else { + this.bossbuff.forEach(v => { + core.drawTextContent(ctx8, this.buffshow(v), { + left: 200, + top: posy, + bold: true, + color: "#FFFFFF", + align: "left", + fontSize: 48, + time: 0, + font: "Verdana", + maxWidth: 1600, + }); + posy += 100 + }) + } + posy += 50 + core.fillBoldText1(ctx8, "当前技能", 1000, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + posy += 100 + core.fillBoldText1(ctx8, this.boss.skill[this.boss.index] + this.skillShow[this.boss.skill[this.boss.index]], 200, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + break; + default: + const enemy = this.enemy[select] + const enemybuff = this.enemybuff[select] + core.fillBoldText1(ctx8, enemy.name, 1000, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + posy += 100 + if (enemybuff.length === 0) { + core.fillBoldText1(ctx8, "当前无特殊状态", 200, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + posy += 100 + } else { + enemybuff.forEach(v => { + core.drawTextContent(ctx8, this.buffshow(v), { + left: 200, + top: posy, + bold: true, + color: "#FFFFFF", + align: "left", + fontSize: 48, + time: 0, + font: "Verdana", + maxWidth: 1600, + }); + posy += 100 + }) + } + posy += 50 + core.fillBoldText1(ctx8, "当前技能", 1000, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + posy += 100 + core.fillBoldText1(ctx8, enemy.skill[enemy.index] + this.skillShow[enemy.skill[enemy.index]], 200, posy, "#FFFFFF", "#000000", 6, "bold 48px Verdana") + break; + } + ctx8.restore() + } + hasEnemy() { + let enemy = false; + this.enemy.forEach(v => { if (v.hp > 0) enemy = true }) + return enemy + } async bossStart() { boss.style.display = "block" this.selection = "boss" @@ -17009,25 +17360,22 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = for (const v of fightList) { switch (v[0]) { case 'hero': - await this.playanimate("sword", 1800, 800) //播放动画sword - await sleep(200) //等待200ms + this.drawchoose() + const skill = await getClick() + let select = this.boss + if (this.selection !== "" && this.selection !== "boss") select = this.enemy[this.selection] + this.skill(skill, this.hero, select) + + core.clearMap(ctx7) break; case 'boss': if (this.boss.hp > 0) { this.selection = "boss" this.update() - await sleep(200) //等待200ms - switch (this.boss.skill[this.boss.index]) { //这里写boss技能的效果 - case "普通攻击": - damage = Math.max(this.boss.atk - this.hero.def, 0) //基础伤害 - damage = Math.floor(damage * this.boss.speed / this.hero.speed) //速度比值伤害加成 - this.hero.hp -= damage //承受伤害 - core.status.hero.statistics.battleDamage += damage; //数据统计记录伤害 - await this.playanimate("sword", 350, 800) //播放动画sword - await sleep(200) //等待200ms - break; + await sleep(500) //等待500ms + //这里写boss技能的效果 + this.skill(this.boss.skill[this.boss.index], this.boss, this.hero) - } this.boss.index++ if (this.boss.index >= this.boss.skill.length) this.boss.index = 0 } @@ -17037,48 +17385,15 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = if (enemy.hp > 0) { this.selection = v[0] this.update() - await sleep(200) //等待200ms - - switch (enemy.skill[enemy.index]) { //这里写boss召唤物(小怪)的技能效果 - case "普通攻击": - damage = Math.max(enemy.atk - this.hero.def, 0) //基础伤害 - damage = Math.floor(damage * enemy.speed / enemy.speed) //速度比值伤害加成 - this.hero.hp -= damage //承受伤害 - core.status.hero.statistics.battleDamage += damage; //数据统计记录伤害 - - switch (enemy.id) { //根据怪物id选取不同的特效 - - case "bat": - await this.playanimate("sword", 350, 800) //播放动画sword - - break; - case "redBat": - await this.playanimate("Fire01", 350, 800) //播放动画Fire01 - break; - case "bigBat": - await this.playanimate("Fire02", 350, 800) //播放动画Fire02 - break; - case "greenSlime": - await this.playanimate("005-Attack03", 350, 800) //播放动画005-Attack03 - break; - case "redSlime": - await this.playanimate("012-Heal01", 350, 800) //播放动画012-Heal01 - break; - case "blackSlime": - await this.playanimate("sword", 350, 800) //播放动画sword - break; - - } - await sleep(200) //等待200ms - break; - } + await sleep(500) //等待500ms + this.skill(enemy.skill[enemy.index], enemy, this.hero) enemy.index++ if (enemy.index >= enemy.skill.length) enemy.index = 0 } break; } - await sleep(200) + await sleep(1000) this.selection = "" this.update() @@ -17146,14 +17461,14 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = } drawenemy() { let block, - time = 0, - farme = 0; + time = 0; + boss5.style.display = 'block' core.registerAnimationFrame('enemyanimate', true, (temptime) => { if (temptime - time > 1000 / 60) { time = temptime - farme += 1 - let animate = Math.floor(farme / 30), + this.enemyfarme += 1 + let animate = Math.floor(this.enemyfarme / 30), posx = 700, posy = 500; core.clearMap(ctx5) @@ -17167,9 +17482,8 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = ctx5.canvas.width = 2028; ctx5.canvas.height = 1248; } - let enemy = false - this.enemy.forEach(v => { if (v.hp > 0) enemy = true }) - if (enemy) { + + if (this.hasEnemy()) { core.drawWindowSkin("winskin.webp", ctx5, 650, 250, 400, 660, null, null, null, 3) if (this.selection === "boss") core.strokeRect(ctx5, 800, 300, 100, 150, "yellow", 6) @@ -17607,12 +17921,12 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = let posx = 980 this.herobuff.forEach(v => { if (v) { - const a = v.split(":") - core.drawIcon(ctx4, a[0], posx, 950, 64, 64) + + core.drawIcon(ctx4, v.id, posx, 950, 64, 64) core.setTextAlign(ctx4, "right") core.fillBoldText1( ctx4, - a[1], + v.count, posx + 50, 1000, "#FFFFFF", @@ -17624,9 +17938,8 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = posx += 80 } }) - let enemy = true; - this.enemy.forEach(v => { if (v.hp > 0) enemy = false }) - if (this.selection === "boss" || enemy) { + + if (this.selection === "boss" || !this.hasEnemy()) { core.drawWindowSkin("winskin.webp", ctx4, 50, 50, 1900, 200, null, null, null, 3) core.fillBoldText1( ctx4, @@ -17723,12 +18036,12 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = let posx = 600 this.bossbuff.forEach(v => { if (v) { - const a = v.split(":") - core.drawIcon(ctx4, a[0], posx, 80, 64, 64) + + core.drawIcon(ctx4, v.id, posx, 80, 64, 64) core.setTextAlign(ctx4, "right") core.fillBoldText1( ctx4, - a[1], + v.count, posx + 50, 130, "#FFFFFF", @@ -17837,12 +18150,12 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = let posx = 600 this.enemybuff[this.selection].forEach(v => { if (v) { - const a = v.split(":") - core.drawIcon(ctx4, a[0], posx, 80, 64, 64) + + core.drawIcon(ctx4, v.id, posx, 80, 64, 64) core.setTextAlign(ctx4, "right") core.fillBoldText1( ctx4, - a[1], + v.count, posx + 50, 130, "#FFFFFF", @@ -17960,12 +18273,12 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = let posx = 980 this.herobuff.forEach(v => { if (v) { - const a = v.split(":") - core.drawIcon(ctx4, a[0], posx, 950 + posy, 64, 64) + + core.drawIcon(ctx4, v.id, posx, 950 + posy, 64, 64) core.setTextAlign(ctx4, "right") core.fillBoldText1( ctx4, - a[1], + v.count, posx + 50, 1000 + posy, "#FFFFFF", @@ -18053,12 +18366,12 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = let posx = 600 this.bossbuff.forEach(v => { if (v) { - const a = v.split(":") - core.drawIcon(ctx4, a[0], posx, 80 - posy / 2, 64, 64) + + core.drawIcon(ctx4, v.id, posx, 80 - posy / 2, 64, 64) core.setTextAlign(ctx4, "right") core.fillBoldText1( ctx4, - a[1], + v.count, posx + 50, 130 - posy / 2, "#FFFFFF", @@ -18146,12 +18459,12 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 = let posx = 600 this.enemybuff[this.selection].forEach(v => { if (v) { - const a = v.split(":") - core.drawIcon(ctx4, a[0], posx, 80 - posy / 2, 64, 64) + + core.drawIcon(ctx4, v.id, posx, 80 - posy / 2, 64, 64) core.setTextAlign(ctx4, "right") core.fillBoldText1( ctx4, - a[1], + v.count, posx + 50, 130 - posy / 2, "#FFFFFF",