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",