enhance(drop-and-fusion): リプレイの倍速再生対応
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@ -103,7 +103,11 @@ SPDX-License-Identifier: AGPL-3.0-only
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<div v-if="replaying" style="display: flex;">
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<div :class="$style.frame" style="flex: 1; margin-right: 10px;">
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<div :class="$style.frameInner">
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<div class="_buttonsCenter">
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<MkButton @click="endReplay"><i class="ti ti-player-stop"></i> END REPLAY</MkButton>
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<MkButton :primary="replayPlaybackRate === 2" @click="replayPlaybackRate = replayPlaybackRate === 2 ? 1 : 2"><i class="ti ti-player-track-next"></i> x2</MkButton>
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<MkButton :primary="replayPlaybackRate === 4" @click="replayPlaybackRate = replayPlaybackRate === 4 ? 1 : 4"><i class="ti ti-player-track-next"></i> x4</MkButton>
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</div>
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</div>
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</div>
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</div>
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@ -437,10 +441,15 @@ const gameStarted = ref(false);
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const highScore = ref<number | null>(null);
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const showConfig = ref(false);
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const replaying = ref(false);
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const replayPlaybackRate = ref(1);
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const mute = ref(false);
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const bgmVolume = ref(defaultStore.state.dropAndFusion.bgmVolume);
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const sfxVolume = ref(defaultStore.state.dropAndFusion.sfxVolume);
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watch(replayPlaybackRate, (newValue) => {
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game.replayPlaybackRate = newValue;
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});
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function onClick(ev: MouseEvent) {
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if (!containerElRect) return;
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if (replaying.value) return;
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@ -493,6 +502,7 @@ function end() {
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game.dispose();
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isGameOver.value = false;
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replaying.value = false;
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replayPlaybackRate.value = 1;
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currentPick.value = null;
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dropReady.value = true;
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stock.value = [];
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@ -44,7 +44,7 @@ export class DropAndFusionGame extends EventEmitter<{
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gameOver: () => void;
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}> {
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private PHYSICS_QUALITY_FACTOR = 16; // 低いほどパフォーマンスが高いがガタガタして安定しなくなる、逆に高すぎても何故か不安定になる
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private COMBO_INTERVAL = 1000;
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private COMBO_INTERVAL = 60; // frame
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public readonly DROP_INTERVAL = 500;
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public readonly PLAYAREA_MARGIN = 25;
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private STOCK_MAX = 4;
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@ -76,7 +76,7 @@ export class DropAndFusionGame extends EventEmitter<{
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private latestDroppedBodyId: Matter.Body['id'] | null = null;
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private latestDroppedAt = 0;
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private latestFusionedAt = 0;
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private latestFusionedAt = 0; // frame
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private stock: { id: string; mono: Mono }[] = [];
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private holding: { id: string; mono: Mono } | null = null;
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@ -100,6 +100,8 @@ export class DropAndFusionGame extends EventEmitter<{
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private comboIntervalId: number | null = null;
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public replayPlaybackRate = 1;
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constructor(opts: {
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canvas: HTMLCanvasElement;
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width: number;
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@ -219,13 +221,12 @@ export class DropAndFusionGame extends EventEmitter<{
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}
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private fusion(bodyA: Matter.Body, bodyB: Matter.Body) {
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const now = Date.now();
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if (this.latestFusionedAt > now - this.COMBO_INTERVAL) {
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if (this.latestFusionedAt > this.frame - this.COMBO_INTERVAL) {
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this.combo++;
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} else {
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this.combo = 1;
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}
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this.latestFusionedAt = now;
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this.latestFusionedAt = this.frame;
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// TODO: 単に位置だけでなくそれぞれの動きベクトルも融合する?
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const newX = (bodyA.position.x + bodyB.position.x) / 2;
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@ -390,15 +391,13 @@ export class DropAndFusionGame extends EventEmitter<{
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}
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});
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this.comboIntervalId = window.setInterval(() => {
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if (this.latestFusionedAt < Date.now() - this.COMBO_INTERVAL) {
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this.combo = 0;
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}
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}, 500);
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if (logs) {
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const playTick = () => {
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for (let i = 0; i < this.replayPlaybackRate; i++) {
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this.frame++;
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if (this.latestFusionedAt < this.frame - this.COMBO_INTERVAL) {
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this.combo = 0;
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}
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const log = logs.find(x => x.frame === this.frame - 1);
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if (log) {
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switch (log.operation) {
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@ -428,6 +427,7 @@ export class DropAndFusionGame extends EventEmitter<{
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});
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Matter.Engine.update(this.engine, this.TICK_DELTA);
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}
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if (!this.isGameOver) {
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this.tickRaf = window.requestAnimationFrame(playTick);
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@ -446,6 +446,9 @@ export class DropAndFusionGame extends EventEmitter<{
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private tick() {
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this.frame++;
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if (this.latestFusionedAt < this.frame - this.COMBO_INTERVAL) {
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this.combo = 0;
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}
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this.tickCallbackQueue = this.tickCallbackQueue.filter(x => {
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if (x.frame === this.frame) {
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x.callback();
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