added support for changing volume of audio

This commit is contained in:
Joe Weaver 2021-04-02 17:14:39 -04:00
parent 760bdafe1c
commit 14c029e31f
41 changed files with 216 additions and 2745 deletions

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"height":20,
"id":1,
"name":"Foreground",
"opacity":1,
"properties":[
{
"name":"Collidable",
"type":"bool",
"value":false
},
{
"name":"Depth",
"type":"int",
"value":2
}],
"type":"tilelayer",
"visible":true,
"width":64,
"x":0,
"y":0
}],
"nextlayerid":5,
"nextobjectid":19,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.3.4",
"tileheight":16,
"tilesets":[
{
"columns":8,
"firstgid":1,
"image":"platformer.png",
"imageheight":128,
"imagewidth":128,
"margin":0,
"name":"platformer_tileset",
"spacing":0,
"tilecount":64,
"tileheight":16,
"tilewidth":16
}],
"tilewidth":16,
"type":"map",
"version":1.2,
"width":64
}

Binary file not shown.

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@ -1,71 +0,0 @@
import Idle from "./Idle";
import Jump from "./Jump";
import Walk from "./Walk";
import GameNode from "../../Wolfie2D/Nodes/GameNode";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import StateMachineAI from "../../Wolfie2D/AI/StateMachineAI";
import { HW4_Events } from "../hw4_enums";
import { EaseFunctionType } from "../../Wolfie2D/Utils/EaseFunctions";
export enum EnemyStates {
IDLE = "idle",
WALK = "walk",
JUMP = "jump",
PREVIOUS = "previous"
}
export default class EnemyController extends StateMachineAI {
owner: GameNode;
jumpy: boolean;
direction: Vec2 = Vec2.ZERO;
velocity: Vec2 = Vec2.ZERO;
speed: number = 200;
initializeAI(owner: GameNode, options: Record<string, any>){
this.owner = owner;
this.jumpy = options.jumpy ? options.jumpy : false;
this.receiver.subscribe(HW4_Events.PLAYER_MOVE);
if(this.jumpy){
this.receiver.subscribe(HW4_Events.PLAYER_JUMP);
this.speed = 100;
// Give the owner a tween for the jump
owner.tweens.add("jump", {
startDelay: 0,
duration: 300,
effects: [
{
property: "rotation",
resetOnComplete: true,
start: -3.14/8,
end: 3.14/8,
ease: EaseFunctionType.IN_OUT_SINE
}
],
reverseOnComplete: true,
});
}
let idle = new Idle(this, owner);
this.addState(EnemyStates.IDLE, idle);
let walk = new Walk(this, owner);
this.addState(EnemyStates.WALK, walk);
let jump = new Jump(this, owner);
this.addState(EnemyStates.JUMP, jump);
this.initialize(EnemyStates.IDLE);
}
changeState(stateName: string): void {
if(stateName === EnemyStates.JUMP){
this.stack.push(this.stateMap.get(stateName));
}
super.changeState(stateName);
}
update(deltaT: number): void {
super.update(deltaT);
}
}

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@ -1,31 +0,0 @@
import State from "../../Wolfie2D/DataTypes/State/State";
import StateMachine from "../../Wolfie2D/DataTypes/State/StateMachine";
import GameEvent from "../../Wolfie2D/Events/GameEvent";
import GameNode from "../../Wolfie2D/Nodes/GameNode";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import EnemyController from "./EnemyController";
export default abstract class EnemyState extends State {
owner: GameNode;
gravity: number = 1000;
parent: EnemyController
constructor(parent: StateMachine, owner: GameNode){
super(parent);
this.owner = owner;
}
handleInput(event: GameEvent): void {}
update(deltaT: number): void {
// Do gravity
this.parent.velocity.y += this.gravity*deltaT;
if(this.owner.onWall){
// Flip around
this.parent.direction.x *= -1;
(<AnimatedSprite>this.owner).invertX = !(<AnimatedSprite>this.owner).invertX;
}
}
}

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import GameEvent from "../../Wolfie2D/Events/GameEvent";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { HW4_Events } from "../hw4_enums";
import { EnemyStates } from "./EnemyController";
import OnGround from "./OnGround";
/**
* The idle enemy state. Enemies don't do anything until the player comes near them.
*/
export default class Idle extends OnGround {
onEnter(): void {
this.parent.speed = this.parent.speed;
(<AnimatedSprite>this.owner).animation.play("IDLE", true);
}
onExit(): Record<string, any> {
(<AnimatedSprite>this.owner).animation.stop();
return {};
}
handleInput(event: GameEvent) {
if(event.type === HW4_Events.PLAYER_MOVE){
let pos = event.data.get("position");
if(this.owner.position.x - pos.x < (64*10)){
this.finished(EnemyStates.WALK);
}
}
}
update(deltaT: number): void {
super.update(deltaT);
this.parent.velocity.x = 0;
this.owner.move(this.parent.velocity.scaled(deltaT));
}
}

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@ -1,34 +0,0 @@
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { EnemyStates } from "./EnemyController";
import EnemyState from "./EnemyState";
export default class Jump extends EnemyState {
onEnter(): void {
(<AnimatedSprite>this.owner).animation.play("JUMP", true);
(<AnimatedSprite>this.owner).tweens.play("jump", true);
this.gravity = 500;
}
update(deltaT: number): void {
super.update(deltaT);
if(this.owner.onGround){
this.finished(EnemyStates.PREVIOUS);
}
if(this.owner.onCeiling){
this.parent.velocity.y = 0;
}
this.parent.velocity.x += this.parent.direction.x * this.parent.speed/3.5 - 0.3*this.parent.velocity.x;
this.owner.move(this.parent.velocity.scaled(deltaT));
}
onExit(): Record<string, any> {
(<AnimatedSprite>this.owner).animation.stop();
(<AnimatedSprite>this.owner).tweens.stop("jump");
return {};
}
}

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import GameEvent from "../../Wolfie2D/Events/GameEvent";
import { EnemyStates } from "./EnemyController";
import EnemyState from "./EnemyState";
export default class OnGround extends EnemyState {
onEnter(): void {}
handleInput(event: GameEvent): void {
super.handleInput(event);
}
update(deltaT: number): void {
if(this.parent.velocity.y > 0){
this.parent.velocity.y = 0;
}
super.update(deltaT);
if(!this.owner.onGround && this.parent.jumpy && this.owner.active){
this.finished(EnemyStates.JUMP);
}
}
onExit(): Record<string, any> {
return {};
}
}

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@ -1,37 +0,0 @@
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { EnemyStates } from "./EnemyController";
import OnGround from "./OnGround";
export default class Walk extends OnGround {
time: number;
onEnter(): void {
if(this.parent.direction.isZero()){
this.parent.direction = new Vec2(-1, 0);
(<AnimatedSprite>this.owner).invertX = true;
}
(<AnimatedSprite>this.owner).animation.play("WALK", true);
this.time = Date.now();
}
update(deltaT: number): void {
super.update(deltaT);
if(this.parent.jumpy && (Date.now() - this.time > 500)){
this.finished(EnemyStates.JUMP);
this.parent.velocity.y = -300;
}
this.parent.velocity.x = this.parent.direction.x * this.parent.speed;
this.owner.move(this.parent.velocity.scaled(deltaT));
}
onExit(): Record<string, any> {
(<AnimatedSprite>this.owner).animation.stop();
return {};
}
}

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import StateMachineAI from "../../Wolfie2D/AI/StateMachineAI";
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Debug from "../../Wolfie2D/Debug/Debug";
import GameNode from "../../Wolfie2D/Nodes/GameNode";
import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
import OrthogonalTilemap from "../../Wolfie2D/Nodes/Tilemaps/OrthogonalTilemap";
import Fall from "./PlayerStates/Fall";
import Idle from "./PlayerStates/Idle";
import InAir from "./PlayerStates/InAir";
import Jump from "./PlayerStates/Jump";
import Run from "./PlayerStates/Run";
import Walk from "./PlayerStates/Walk";
export enum PlayerType {
PLATFORMER = "platformer",
TOPDOWN = "topdown"
}
export enum PlayerStates {
IDLE = "idle",
WALK = "walk",
RUN = "run",
JUMP = "jump",
FALL = "fall",
PREVIOUS = "previous"
}
export default class PlayerController extends StateMachineAI {
protected owner: GameNode;
velocity: Vec2 = Vec2.ZERO;
speed: number = 200;
MIN_SPEED: number = 200;
MAX_SPEED: number = 300;
tilemap: OrthogonalTilemap;
coin: Sprite;
initializeAI(owner: GameNode, options: Record<string, any>){
this.owner = owner;
this.initializePlatformer();
this.tilemap = this.owner.getScene().getTilemap(options.tilemap) as OrthogonalTilemap;
this.coin = this.owner.getScene().add.sprite("coin", "coinLayer");
this.coin.scale.set(2, 2);
}
initializePlatformer(): void {
this.speed = 400;
let idle = new Idle(this, this.owner);
this.addState(PlayerStates.IDLE, idle);
let walk = new Walk(this, this.owner);
this.addState(PlayerStates.WALK, walk);
let run = new Run(this, this.owner);
this.addState(PlayerStates.RUN, run);
let jump = new Jump(this, this.owner);
this.addState(PlayerStates.JUMP, jump);
let fall = new Fall(this, this.owner);
this.addState(PlayerStates.FALL, fall);
this.initialize(PlayerStates.IDLE);
}
changeState(stateName: string): void {
// If we jump or fall, push the state so we can go back to our current state later
// unless we're going from jump to fall or something
if((stateName === PlayerStates.JUMP || stateName === PlayerStates.FALL) && !(this.stack.peek() instanceof InAir)){
this.stack.push(this.stateMap.get(stateName));
}
super.changeState(stateName);
}
update(deltaT: number): void {
super.update(deltaT);
if(this.currentState instanceof Jump){
Debug.log("playerstate", "Player State: Jump");
} else if (this.currentState instanceof Walk){
Debug.log("playerstate", "Player State: Walk");
} else if (this.currentState instanceof Run){
Debug.log("playerstate", "Player State: Run");
} else if (this.currentState instanceof Idle){
Debug.log("playerstate", "Player State: Idle");
} else if(this.currentState instanceof Fall){
Debug.log("playerstate", "Player State: Fall");
}
}
}

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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import InAir from "./InAir";
export default class Fall extends InAir {
owner: AnimatedSprite;
onEnter(options: Record<string, any>): void {
this.owner.animation.play("FALL", true);
}
handleInput(event: GameEvent): void {}
onExit(): Record<string, any> {
this.owner.animation.stop();
return {};
}
}

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import Input from "../../../Wolfie2D/Input/Input";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { PlayerStates } from "../PlayerController";
import OnGround from "./OnGround";
export default class Idle extends OnGround {
owner: AnimatedSprite;
onEnter(options: Record<string, any>): void {
this.parent.speed = this.parent.MIN_SPEED;
this.owner.animation.play("IDLE", true);
}
update(deltaT: number): void {
super.update(deltaT);
let dir = this.getInputDirection();
if(!dir.isZero() && dir.y === 0){
if(Input.isPressed("run")){
this.finished(PlayerStates.RUN);
} else {
this.finished(PlayerStates.WALK);
}
}
this.parent.velocity.x = 0;
this.owner.move(this.parent.velocity.scaled(deltaT));
}
onExit(): Record<string, any> {
this.owner.animation.stop();
return {};
}
}

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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
import { PlayerStates } from "../PlayerController";
import PlayerState from "./PlayerState";
export default abstract class InAir extends PlayerState {
update(deltaT: number): void {
super.update(deltaT);
let dir = this.getInputDirection();
this.parent.velocity.x += dir.x * this.parent.speed/3.5 - 0.3*this.parent.velocity.x;
this.owner.move(this.parent.velocity.scaled(deltaT));
if(this.owner.onGround){
this.finished(PlayerStates.PREVIOUS);
}
}
}

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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { EaseFunctionType } from "../../../Wolfie2D/Utils/EaseFunctions";
import { HW4_Events } from "../../hw4_enums";
import { PlayerStates } from "../PlayerController";
import InAir from "./InAir";
export default class Jump extends InAir {
owner: AnimatedSprite;
onEnter(options: Record<string, any>): void {
this.owner.animation.play("JUMP", true);
}
handleInput(event: GameEvent): void {}
update(deltaT: number): void {
super.update(deltaT);
if(this.owner.onCeiling){
this.parent.velocity.y = 0;
}
// If we're falling, go to the fall state
if(this.parent.velocity.y >= 0){
this.finished(PlayerStates.FALL);
}
if(this.owner.collidedWithTilemap && this.owner.onCeiling){
// We collided with a tilemap above us. First, get the tile right above us
this.handleCoinblockCollision();
}
}
onExit(): Record<string, any> {
this.owner.animation.stop();
return {};
}
handleCoinblockCollision(){
let pos = this.owner.position.clone();
// Go up plus some extra
pos.y -= (this.owner.collisionShape.halfSize.y + 10);
pos.x -= 16;
let rowCol = this.parent.tilemap.getColRowAt(pos);
let tile1 = this.parent.tilemap.getTileAtRowCol(rowCol);
pos.x += 16;
rowCol = this.parent.tilemap.getColRowAt(pos);
let tile2 = this.parent.tilemap.getTileAtRowCol(rowCol);
pos.x += 16;
rowCol = this.parent.tilemap.getColRowAt(pos);
let tile3 = this.parent.tilemap.getTileAtRowCol(rowCol);
let t1 = tile1 === 17;
let t2 = tile2 === 17;
let t3 = tile3 === 17;
let air1 = tile1 === 0;
let air2 = tile2 === 0;
let air3 = tile3 === 0;
let majority = (t1 && t2) || (t1 && t3) || (t2 && t3) || (t1 && t2 && t3);
let minorityButAir = (t1 && air2 && air3) || (air1 && t2 && air3) || (air1 && air2 && t3);
// If coin block, change to empty coin block
if(majority || minorityButAir){
if(minorityButAir){
// Get the correct position
if(t1){
pos.x -= 32;
} else if(t2){
pos.x -= 16;
}
rowCol = this.parent.tilemap.getColRowAt(pos);
} else {
pos.x -= 16;
rowCol = this.parent.tilemap.getColRowAt(pos);
}
this.parent.tilemap.setTileAtRowCol(rowCol, 18);
this.emitter.fireEvent(HW4_Events.PLAYER_HIT_COIN_BLOCK);
let tileSize = this.parent.tilemap.getTileSize();
this.parent.coin.position.copy(rowCol.scale(tileSize.x, tileSize.y).add(tileSize.scaled(0.5)));
// Animate collision
this.parent.coin.tweens.add("coin", {
startDelay: 0,
duration: 300,
effects: [{
property: "positionY",
resetOnComplete: false,
start: this.parent.coin.position.y,
end: this.parent.coin.position.y - 2*tileSize.y,
ease: EaseFunctionType.OUT_SINE
},
{
property: "alpha",
resetOnComplete: false,
start: 1,
end: 0,
ease: EaseFunctionType.OUT_SINE
}]
});
this.parent.coin.tweens.play("coin");
}
}
}

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import GameEvent from "../../../Wolfie2D/Events/GameEvent";
import Input from "../../../Wolfie2D/Input/Input";
import Sprite from "../../../Wolfie2D/Nodes/Sprites/Sprite";
import MathUtils from "../../../Wolfie2D/Utils/MathUtils";
import PlayerState from "./PlayerState";
export default class OnGround extends PlayerState {
onEnter(options: Record<string, any>): void {}
handleInput(event: GameEvent): void {}
update(deltaT: number): void {
if(this.parent.velocity.y > 0){
this.parent.velocity.y = 0;
}
super.update(deltaT);
let direction = this.getInputDirection();
if(direction.x !== 0){
(<Sprite>this.owner).invertX = MathUtils.sign(direction.x) < 0;
}
if(Input.isJustPressed("jump")){
this.finished("jump");
this.parent.velocity.y = -500;
if(this.parent.velocity.x !== 0){
this.owner.tweens.play("flip");
}
} else if(!this.owner.onGround){
this.finished("jump");
}
}
onExit(): Record<string, any> {
return {};
}
}

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@ -1,30 +0,0 @@
import State from "../../../Wolfie2D/DataTypes/State/State";
import StateMachine from "../../../Wolfie2D/DataTypes/State/StateMachine";
import Vec2 from "../../../Wolfie2D/DataTypes/Vec2";
import Input from "../../../Wolfie2D/Input/Input";
import GameNode from "../../../Wolfie2D/Nodes/GameNode";
import PlayerController from "../PlayerController";
export default abstract class PlayerState extends State {
owner: GameNode;
gravity: number = 1000;
parent: PlayerController;
constructor(parent: StateMachine, owner: GameNode){
super(parent);
this.owner = owner;
}
getInputDirection(): Vec2 {
let direction = Vec2.ZERO;
direction.x = (Input.isPressed("left") ? -1 : 0) + (Input.isPressed("right") ? 1 : 0);
direction.y = (Input.isJustPressed("jump") ? -1 : 0);
return direction;
}
update(deltaT: number): void {
// Do gravity
this.parent.velocity.y += this.gravity*deltaT;
}
}

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@ -1,38 +0,0 @@
import Input from "../../../Wolfie2D/Input/Input";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { HW4_Events } from "../../hw4_enums";
import { PlayerStates } from "../PlayerController";
import OnGround from "./OnGround";
export default class Run extends OnGround {
owner: AnimatedSprite;
onEnter(options: Record<string, any>): void {
this.parent.speed = this.parent.MAX_SPEED;
this.owner.animation.play("WALK", true);
}
update(deltaT: number): void {
super.update(deltaT);
let dir = this.getInputDirection();
if(dir.isZero()){
this.finished(PlayerStates.IDLE);
} else {
if(!Input.isPressed("run")){
this.finished(PlayerStates.WALK);
}
}
this.parent.velocity.x = dir.x * this.parent.speed
this.emitter.fireEvent(HW4_Events.PLAYER_MOVE, {position: this.owner.position.clone()});
this.owner.move(this.parent.velocity.scaled(deltaT));
}
onExit(): Record<string, any> {
this.owner.animation.stop();
return {};
}
}

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@ -1,38 +0,0 @@
import Input from "../../../Wolfie2D/Input/Input";
import AnimatedSprite from "../../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import { HW4_Events } from "../../hw4_enums";
import { PlayerStates } from "../PlayerController";
import OnGround from "./OnGround";
export default class Walk extends OnGround {
owner: AnimatedSprite;
onEnter(options: Record<string, any>): void {
this.parent.speed = this.parent.MIN_SPEED;
this.owner.animation.play("WALK", true);
}
update(deltaT: number): void {
super.update(deltaT);
let dir = this.getInputDirection();
if(dir.isZero()){
this.finished(PlayerStates.IDLE);
} else {
if(Input.isPressed("run")){
this.finished(PlayerStates.RUN);
}
}
this.parent.velocity.x = dir.x * this.parent.speed
this.emitter.fireEvent(HW4_Events.PLAYER_MOVE, {position: this.owner.position.clone()});
this.owner.move(this.parent.velocity.scaled(deltaT));
}
onExit(): Record<string, any> {
this.owner.animation.stop();
return {};
}
}

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@ -1,362 +0,0 @@
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Input from "../../Wolfie2D/Input/Input";
import { TweenableProperties } from "../../Wolfie2D/Nodes/GameNode";
import { GraphicType } from "../../Wolfie2D/Nodes/Graphics/GraphicTypes";
import Rect from "../../Wolfie2D/Nodes/Graphics/Rect";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import Label from "../../Wolfie2D/Nodes/UIElements/Label";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import Scene from "../../Wolfie2D/Scene/Scene";
import Timer from "../../Wolfie2D/Timing/Timer";
import Color from "../../Wolfie2D/Utils/Color";
import { EaseFunctionType } from "../../Wolfie2D/Utils/EaseFunctions";
import EnemyController from "../Enemies/EnemyController";
import { HW4_Events } from "../hw4_enums";
import PlayerController from "../Player/PlayerController";
export default class GameLevel extends Scene {
// Every level will have a player, which will be an animated sprite
protected playerSpawn: Vec2;
protected player: AnimatedSprite;
// Labels for the UI
protected static coinCount: number = 0;
protected coinCountLabel: Label;
protected static livesCount: number = 3;
protected livesCountLabel: Label;
// Stuff to end the level and go to the next level
protected levelEndArea: Rect;
protected nextLevel: new (...args: any) => GameLevel;
protected levelEndTimer: Timer;
protected levelEndLabel: Label;
// Screen fade in/out for level start and end
protected levelTransitionTimer: Timer;
protected levelTransitionScreen: Rect;
startScene(): void {
// Do the game level standard initializations
this.initLayers();
this.initViewport();
this.initPlayer();
this.subscribeToEvents();
this.addUI();
// Initialize the timers
this.levelTransitionTimer = new Timer(500);
this.levelEndTimer = new Timer(3000, () => {
// After the level end timer ends, fade to black and then go to the next scene
this.levelTransitionScreen.tweens.play("fadeIn");
});
// Start the black screen fade out
this.levelTransitionScreen.tweens.play("fadeOut");
// Initially disable player movement
Input.disableInput();
}
updateScene(deltaT: number){
// Handle events and update the UI if needed
while(this.receiver.hasNextEvent()){
let event = this.receiver.getNextEvent();
switch(event.type){
case HW4_Events.PLAYER_HIT_COIN:
{
// Hit a coin
let coin;
if(event.data.get("node") === this.player.id){
// Other is coin, disable
coin = this.sceneGraph.getNode(event.data.get("other"));
} else {
// Node is coin, disable
coin = this.sceneGraph.getNode(event.data.get("node"));
}
// Remove from physics and scene
coin.active = false;
coin.visible = false;
// Increment our number of coins
this.incPlayerCoins(1);
}
break;
case HW4_Events.PLAYER_HIT_COIN_BLOCK:
{
// Hit a coin block, so increment our number of coins
this.incPlayerCoins(1);
}
break;
case HW4_Events.PLAYER_HIT_ENEMY:
{
let node = this.sceneGraph.getNode(event.data.get("node"));
let other = this.sceneGraph.getNode(event.data.get("other"));
if(node === this.player){
// Node is player, other is enemy
this.handlePlayerEnemyCollision(<AnimatedSprite>node, <AnimatedSprite>other);
} else {
// Other is player, node is enemy
this.handlePlayerEnemyCollision(<AnimatedSprite>other,<AnimatedSprite>node);
}
}
break;
case HW4_Events.ENEMY_DIED:
{
// An enemy finished its dying animation, hide it
let node = this.sceneGraph.getNode(event.data.get("owner"));
node.visible = false;
}
break;
case HW4_Events.PLAYER_ENTERED_LEVEL_END:
{
if(!this.levelEndTimer.hasRun() && this.levelEndTimer.isStopped()){
// The player has reached the end of the level
this.levelEndTimer.start();
this.levelEndLabel.tweens.play("slideIn");
}
}
break;
case HW4_Events.LEVEL_START:
{
// Re-enable controls
console.log("Enabling input");
Input.enableInput();
}
break;
case HW4_Events.LEVEL_END:
{
// Go to the next level
if(this.nextLevel){
console.log("Going to next level!");
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemy", "coin"],
collisions:
[
[0, 1, 1, 0],
[1, 0, 0, 1],
[1, 0, 0, 0],
[0, 1, 0, 0]
]
}
}
this.sceneManager.changeToScene(this.nextLevel, {}, sceneOptions);
}
}
break;
}
}
// If player falls into a pit, kill them off and reset their position
if(this.player.position.y > 100*64){
this.incPlayerLife(-1);
this.respawnPlayer();
}
}
protected initLayers(): void {
// Add a layer behind the tilemap for coinblock animation
this.addLayer("coinLayer", -50);
// Add a layer for UI
this.addUILayer("UI");
// Add a layer for players and enemies
this.addLayer("primary", 1);
}
protected initViewport(): void {
this.viewport.enableZoom();
this.viewport.setZoomLevel(2);
}
protected subscribeToEvents(){
this.receiver.subscribe([
HW4_Events.PLAYER_HIT_COIN,
HW4_Events.PLAYER_HIT_COIN_BLOCK,
HW4_Events.PLAYER_HIT_ENEMY,
HW4_Events.ENEMY_DIED,
HW4_Events.PLAYER_ENTERED_LEVEL_END,
HW4_Events.LEVEL_START,
HW4_Events.LEVEL_END
]);
}
protected addUI(){
// In-game labels
this.coinCountLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(80, 30), text: "Coins: " + GameLevel.coinCount});
this.coinCountLabel.textColor = Color.WHITE
this.coinCountLabel.font = "NoPixel";
this.livesCountLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(500, 30), text: "Lives: " + GameLevel.livesCount});
this.livesCountLabel.textColor = Color.WHITE
this.livesCountLabel.font = "NoPixel";
// End of level label (start off screen)
this.levelEndLabel = <Label>this.add.uiElement(UIElementType.LABEL, "UI", {position: new Vec2(-300, 200), text: "Level Complete"});
this.levelEndLabel.size.set(1200, 60);
this.levelEndLabel.borderRadius = 0;
this.levelEndLabel.backgroundColor = new Color(34, 32, 52);
this.levelEndLabel.textColor = Color.WHITE;
this.levelEndLabel.fontSize = 48;
this.levelEndLabel.font = "NoPixel";
// Add a tween to move the label on screen
this.levelEndLabel.tweens.add("slideIn", {
startDelay: 0,
duration: 1000,
effects: [
{
property: TweenableProperties.posX,
start: -300,
end: 300,
ease: EaseFunctionType.OUT_SINE
}
]
});
this.levelTransitionScreen = <Rect>this.add.graphic(GraphicType.RECT, "UI", {position: new Vec2(300, 200), size: new Vec2(600, 400)});
this.levelTransitionScreen.color = new Color(34, 32, 52);
this.levelTransitionScreen.alpha = 1;
this.levelTransitionScreen.tweens.add("fadeIn", {
startDelay: 0,
duration: 1000,
effects: [
{
property: TweenableProperties.alpha,
start: 0,
end: 1,
ease: EaseFunctionType.IN_OUT_QUAD
}
],
onEnd: HW4_Events.LEVEL_END
});
this.levelTransitionScreen.tweens.add("fadeOut", {
startDelay: 0,
duration: 1000,
effects: [
{
property: TweenableProperties.alpha,
start: 1,
end: 0,
ease: EaseFunctionType.IN_OUT_QUAD
}
],
onEnd: HW4_Events.LEVEL_START
});
}
protected initPlayer(): void {
// Add the player
this.player = this.add.animatedSprite("player", "primary");
this.player.scale.set(2, 2);
if(!this.playerSpawn){
console.warn("Player spawn was never set - setting spawn to (0, 0)");
this.playerSpawn = Vec2.ZERO;
}
this.player.position.copy(this.playerSpawn);
this.player.addPhysics();
this.player.addAI(PlayerController, {playerType: "platformer", tilemap: "Main"});
// Add triggers on colliding with coins or coinBlocks
this.player.setGroup("player");
// Add a tween animation for the player jump
this.player.tweens.add("flip", {
startDelay: 0,
duration: 500,
effects: [
{
property: "rotation",
start: 0,
end: 2*Math.PI,
ease: EaseFunctionType.IN_OUT_QUAD
}
]
});
this.viewport.follow(this.player);
}
protected addLevelEnd(startingTile: Vec2, size: Vec2): void {
this.levelEndArea = <Rect>this.add.graphic(GraphicType.RECT, "primary", {position: startingTile.add(size.scaled(0.5)).scale(32), size: size.scale(32)});
this.levelEndArea.addPhysics(undefined, undefined, false, true);
this.levelEndArea.setTrigger("player", HW4_Events.PLAYER_ENTERED_LEVEL_END, null);
this.levelEndArea.color = new Color(0, 0, 0, 0);
}
protected addEnemy(spriteKey: string, tilePos: Vec2, aiOptions: Record<string, any>): void {
let enemy = this.add.animatedSprite(spriteKey, "primary");
enemy.position.set(tilePos.x*32, tilePos.y*32);
enemy.scale.set(2, 2);
enemy.addPhysics();
enemy.addAI(EnemyController, aiOptions);
enemy.setGroup("enemy");
enemy.setTrigger("player", HW4_Events.PLAYER_HIT_ENEMY, null);
}
protected handlePlayerEnemyCollision(player: AnimatedSprite, enemy: AnimatedSprite) {
// Get the vector of the direction from the player to the enemy
let dir = player.position.dirTo(enemy.position);
if((<EnemyController>enemy.ai).jumpy){
// If it's a jumpy enemy, we want to hit it from the bottom
if(dir.dot(Vec2.UP) > 0.5){
enemy.disablePhysics();
enemy.tweens.stopAll();
enemy.animation.play("DYING", false, HW4_Events.ENEMY_DIED);
// Stop the player's jump for some feedback
(<PlayerController>player.ai).velocity.y = 0;
} else {
this.incPlayerLife(-1);
this.respawnPlayer();
}
} else {
// If not, we want to hit it from the top
if(dir.dot(Vec2.DOWN) > 0.5){
enemy.disablePhysics();
enemy.animation.play("DYING", false, HW4_Events.ENEMY_DIED);
// Give the player a slight jump boost
let playerVel = (<PlayerController>player.ai).velocity;
if(playerVel.y < 0){
// We're going up - unlikely, but still check
playerVel.y += 0.2*(<PlayerController>player.ai).velocity.y;
} else {
// We're going down, invert our bounce, but dampen it
playerVel.y = -0.5 * (<PlayerController>player.ai).velocity.y;
}
} else {
this.incPlayerLife(-1);
this.respawnPlayer();
}
}
}
protected incPlayerLife(amt: number): void {
GameLevel.livesCount += amt;
this.livesCountLabel.text = "Lives: " + GameLevel.livesCount;
}
protected incPlayerCoins(amt: number): void {
GameLevel.coinCount += amt;
this.coinCountLabel.text = "Coins: " + GameLevel.coinCount;
}
protected respawnPlayer(): void {
this.player.position.copy(this.playerSpawn);
}
}

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@ -1,51 +0,0 @@
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Debug from "../../Wolfie2D/Debug/Debug";
import GameLevel from "./GameLevel";
import Level2 from "./Level2";
export default class Level1 extends GameLevel {
loadScene(): void {
this.load.image("background", "hw4_assets/sprites/2bitbackground.png");
this.load.image("coin", "hw4_assets/sprites/coin.png");
this.load.tilemap("level1", "hw4_assets/tilemaps/level1.json");
this.load.spritesheet("player", "hw4_assets/spritesheets/platformPlayer.json");
this.load.spritesheet("hopper", "hw4_assets/spritesheets/hopper.json");
this.load.spritesheet("bunny", "hw4_assets/spritesheets/ghostBunny.json");
}
startScene(): void {
// Add a background layer and set the background image on it
this.addParallaxLayer("bg", new Vec2(0.25, 0), -100);
let bg = this.add.sprite("background", "bg");
bg.scale.set(2, 2);
bg.position.set(bg.boundary.halfSize.x, 76);
// Add the level 1 tilemap
this.add.tilemap("level1", new Vec2(2, 2));
this.viewport.setBounds(0, 0, 64*32, 20*32);
this.playerSpawn = new Vec2(5*32, 18*32);
// Do generic setup for a GameLevel
super.startScene();
this.addLevelEnd(new Vec2(58, 17), new Vec2(2, 2));
this.nextLevel = Level2;
// Add enemies of various types
for(let pos of [new Vec2(24, 18)]){
this.addEnemy("bunny", pos, {});
}
for(let pos of [new Vec2(51, 17)]){
this.addEnemy("hopper", pos, {jumpy: true});
}
}
updateScene(deltaT: number): void {
super.updateScene(deltaT);
Debug.log("playerpos", this.player.position.toString());
}
}

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@ -1,49 +0,0 @@
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import Debug from "../../Wolfie2D/Debug/Debug";
import GameLevel from "./GameLevel";
export default class Level2 extends GameLevel {
loadScene(): void {
this.load.image("background", "hw4_assets/sprites/2bitbackground.png");
this.load.image("coin", "hw4_assets/sprites/coin.png");
this.load.tilemap("level2", "hw4_assets/tilemaps/level2.json");
this.load.spritesheet("player", "hw4_assets/spritesheets/platformPlayer.json");
this.load.spritesheet("hopper", "hw4_assets/spritesheets/hopper.json");
this.load.spritesheet("bunny", "hw4_assets/spritesheets/ghostBunny.json");
}
startScene(): void {
console.log("Starting level2");
// Add a background layer and set the background image on it
this.addParallaxLayer("bg", new Vec2(0.25, 0), -100);
let bg = this.add.sprite("background", "bg");
bg.scale.set(2, 2);
bg.position.set(bg.boundary.halfSize.x, 96);
// Add the level 1 tilemap
this.add.tilemap("level2", new Vec2(2, 2));
this.viewport.setBounds(0, 0, 64*32, 20*32);
this.playerSpawn = new Vec2(5*32, 18*32);
// Do generic setup for a GameLevel
super.startScene();
this.addLevelEnd(new Vec2(58, 17), new Vec2(2, 2));
// Add enemies of various types
for(let pos of [new Vec2(24, 18)]){
this.addEnemy("bunny", pos, {});
}
for(let pos of [new Vec2(51, 17)]){
this.addEnemy("hopper", pos, {jumpy: true});
}
}
updateScene(deltaT: number): void {
super.updateScene(deltaT);
Debug.log("playerpos", this.player.position.toString());
}
}

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@ -1,63 +0,0 @@
import Vec2 from "../../Wolfie2D/DataTypes/Vec2";
import AnimatedSprite from "../../Wolfie2D/Nodes/Sprites/AnimatedSprite";
import Button from "../../Wolfie2D/Nodes/UIElements/Button";
import { UIElementType } from "../../Wolfie2D/Nodes/UIElements/UIElementTypes";
import Scene from "../../Wolfie2D/Scene/Scene";
import Color from "../../Wolfie2D/Utils/Color";
import Level1 from "./Level1";
export default class MainMenu extends Scene {
animatedSprite: AnimatedSprite;
loadScene(): void {}
startScene(): void {
this.addUILayer("Main");
let size = this.viewport.getHalfSize();
this.viewport.setFocus(size);
let playBtn = <Button>this.add.uiElement(UIElementType.BUTTON, "Main", {position: new Vec2(size.x, size.y), text: "Play Game"});
playBtn.setBackgroundColor(Color.GREEN);
playBtn.setPadding(new Vec2(50, 10));
playBtn.font = "NoPixel";
// When the play button is clicked, go to the next scene
playBtn.onClick = () => {
/*
Init the next scene with physics collisions:
ground player enemy coin
ground No -- -- --
player Yes No -- --
enemy Yes No No --
coin No Yes No No
Each layer becomes a number. In this case, 4 bits matter for each
ground: self - 0001, collisions - 0110
player: self - 0010, collisions - 1001
enemy: self - 0100, collisions - 0001
coin: self - 1000, collisions - 0010
*/
let sceneOptions = {
physics: {
groupNames: ["ground", "player", "enemy", "coin"],
collisions:
[
[0, 1, 1, 0],
[1, 0, 0, 1],
[1, 0, 0, 0],
[0, 1, 0, 0]
]
}
}
this.sceneManager.changeToScene(Level1, {}, sceneOptions);
}
}
updateScene(): void {}
}

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@ -1,11 +0,0 @@
export enum HW4_Events {
PLAYER_MOVE = "PlayerMove",
PLAYER_JUMP = "PlayerJump",
PLAYER_HIT_COIN = "PlayerHitCoin",
PLAYER_HIT_COIN_BLOCK = "PlayerHitCoinBlock",
PLAYER_HIT_ENEMY = "PlayerHitEnemy",
ENEMY_DIED = "EnemyDied",
PLAYER_ENTERED_LEVEL_END = "PlayerEnteredLevelEnd",
LEVEL_START = "LevelStart",
LEVEL_END = "LevelEnd",
}

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@ -64,6 +64,26 @@ export enum GameEventType {
*/
STOP_SOUND = "stop_sound",
/**
* Play Sound event. Has data: {key: string, loop: boolean, holdReference: boolean, channel: AudioChannelType }
*/
PLAY_SFX = "play_sfx",
/**
* Play Sound event. Has data: {key: string, loop: boolean, holdReference: boolean }
*/
PLAY_MUSIC = "play_music",
/**
* Mute audio channel event. Has data: {channel: AudioChannelType}
*/
MUTE_CHANNEL = "mute_channel",
/**
* Unmute audio channel event. Has data: {channel: AudioChannelType}
*/
UNMUTE_CHANNEL = "unmute_channel",
/**
* Encompasses all event types. Used for receivers only.
*/

View File

@ -10,6 +10,8 @@ export default class Slider extends UIElement {
protected value: number;
/** The color of the slider nib */
public nibColor: Color;
/** The size of the nib */
public nibSize: Vec2;
/** The color of the slider track */
public sliderColor: Color;
/** The reaction of this UIElement to a value change */
@ -17,14 +19,15 @@ export default class Slider extends UIElement {
/** The event propagated by this UIElement when value changes */
public onValueChangeEventId: string;
constructor(position: Vec2){
constructor(position: Vec2, initValue: number){
super(position);
this.value = 0;
this.value = initValue;
this.nibColor = Color.RED;
this.sliderColor = Color.BLACK;
this.backgroundColor = Color.TRANSPARENT;
this.borderColor = Color.TRANSPARENT;
this.nibSize = new Vec2(10, 20);
// Set a default size
this.size.set(200, 20);

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@ -88,14 +88,12 @@ export default class UIElementRenderer {
sliderSize.x, sliderSize.y, slider.borderRadius);
// Calculate the nib size and position
let nibSize = new Vec2(10, slider.size.y);
let x = MathUtils.lerp(slider.position.x - slider.size.x/2, slider.position.x + slider.size.x/2, slider.getValue());
let nibPosition = new Vec2(x, slider.position.y);
let x = MathUtils.lerp(-slider.size.x/2, slider.size.x/2, slider.getValue());
// Draw the nib
this.ctx.fillStyle = slider.nibColor.toString();
this.ctx.fillRoundedRect(-nibSize.x/2, -nibSize.y/2,
nibSize.x, nibSize.y, slider.borderRadius);
this.ctx.fillRoundedRect(x-slider.nibSize.x/2, -slider.nibSize.y/2,
slider.nibSize.x, slider.nibSize.y, slider.borderRadius);
// Reset the alpha
this.ctx.globalAlpha = previousAlpha;

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@ -180,7 +180,12 @@ export default class CanvasNodeFactory {
buildSlider(options: Record<string, any>): Slider {
this.checkIfPropExists("Slider", options, "position", Vec2, "Vec2");
return new Slider(options.position);
let initValue = 0;
if(options.value !== undefined){
initValue = options.value;
}
return new Slider(options.position, initValue);
}
buildTextInput(options: Record<string, any>): TextInput {

View File

@ -19,11 +19,23 @@ export default class AudioManager {
private audioCtx: AudioContext;
private gainNodes: Array<GainNode>;
private constructor(){
this.initAudio();
this.receiver = new Receiver();
this.receiver.subscribe([GameEventType.PLAY_SOUND, GameEventType.STOP_SOUND]);
this.receiver.subscribe([
GameEventType.PLAY_SOUND,
GameEventType.STOP_SOUND,
GameEventType.PLAY_MUSIC,
GameEventType.PLAY_SFX,
GameEventType.MUTE_CHANNEL,
GameEventType.UNMUTE_CHANNEL
]);
this.currentSounds = new Map();
this.gainNodes = new Array<GainNode>(MAX_AUDIO_CHANNELS);
this.initGainNodes();
}
/**
@ -50,6 +62,12 @@ export default class AudioManager {
}
}
private initGainNodes(): void {
for(let i = 0; i < MAX_AUDIO_CHANNELS; i++){
this.gainNodes[i] = this.audioCtx.createGain();
}
}
/**
* Returns the current audio context
* @returns The AudioContext
@ -73,7 +91,7 @@ export default class AudioManager {
* @param key The key of the loaded audio file to create a new sound for
* @returns The newly created AudioBuffer
*/
protected createSound(key: string): AudioBufferSourceNode {
protected createSound(key: string, holdReference: boolean, channel: AudioChannelType, options: Map<any>): AudioBufferSourceNode {
// Get audio buffer
let buffer = ResourceManager.getInstance().getAudio(key);
@ -83,8 +101,22 @@ export default class AudioManager {
// Tell the source which sound to play
source.buffer = buffer;
// Add any additional nodes
const nodes: Array<AudioNode> = [source];
// Do any additional nodes here?
// Of course, there aren't any supported yet...
// Add the gain node for this channel
nodes.push(this.gainNodes[channel]);
// Connect any nodes along the path
for(let i = 1; i < nodes.length; i++){
nodes[i-1].connect(nodes[i]);
}
// Connect the source to the context's destination
source.connect(this.audioCtx.destination);
nodes[nodes.length - 1].connect(this.audioCtx.destination);
return source;
}
@ -95,8 +127,8 @@ export default class AudioManager {
* @param loop A boolean for whether or not to loop the sound
* @param holdReference A boolean for whether or not we want to hold on to a reference of the audio node. This is good for playing music on a loop that will eventually need to be stopped.
*/
protected playSound(key: string, loop: boolean, holdReference: boolean): void {
let sound = this.createSound(key);
protected playSound(key: string, loop: boolean, holdReference: boolean, channel: AudioChannelType, options: Map<any>): void {
let sound = this.createSound(key, holdReference, channel, options);
if(loop){
sound.loop = true;
@ -121,22 +153,92 @@ export default class AudioManager {
}
}
protected muteChannel(channel: AudioChannelType){
this.gainNodes[channel].gain.setValueAtTime(0, this.audioCtx.currentTime);
}
protected unmuteChannel(channel: AudioChannelType){
this.gainNodes[channel].gain.setValueAtTime(1, this.audioCtx.currentTime);
}
/**
* Sets the volume of a channel using the GainNode for that channel. For more
* information on GainNodes, see https://developer.mozilla.org/en-US/docs/Web/API/GainNode
* @param channel The audio channel to set the volume for
* @param volume The volume of the channel. 0 is muted. Values below zero will be set to zero.
*/
static setVolume(channel: AudioChannelType, volume: number){
if(volume < 0){
volume = 0;
}
const am = AudioManager.getInstance();
am.gainNodes[channel].gain.setValueAtTime(volume, am.audioCtx.currentTime);
}
/**
* Returns the GainNode for this channel.
* Learn more about GainNodes here https://developer.mozilla.org/en-US/docs/Web/API/GainNode
* DON'T USE THIS UNLESS YOU KNOW WHAT YOU'RE DOING
* @param channel The channel
* @returns The GainNode for the specified channel
*/
getChannelGainNode(channel: AudioChannelType){
return this.gainNodes[channel];
}
update(deltaT: number): void {
// Play each audio clip requested
// TODO - Add logic to merge sounds if there are multiple of the same key
while(this.receiver.hasNextEvent()){
let event = this.receiver.getNextEvent();
if(event.type === GameEventType.PLAY_SOUND){
if(event.type === GameEventType.PLAY_SOUND || event.type === GameEventType.PLAY_MUSIC || event.type === GameEventType.PLAY_SFX){
let soundKey = event.data.get("key");
let loop = event.data.get("loop");
let holdReference = event.data.get("holdReference");
this.playSound(soundKey, loop, holdReference);
let channel = AudioChannelType.DEFAULT;
if(event.type === GameEventType.PLAY_MUSIC){
channel = AudioChannelType.MUSIC;
} else if(GameEventType.PLAY_SFX){
channel = AudioChannelType.SFX;
} else if(event.data.has("channel")){
channel = event.data.get("channel");
}
this.playSound(soundKey, loop, holdReference, channel, event.data);
}
if(event.type === GameEventType.STOP_SOUND){
let soundKey = event.data.get("key");
this.stopSound(soundKey);
}
if(event.type === GameEventType.MUTE_CHANNEL){
this.muteChannel(event.data.get("channel"));
}
if(event.type === GameEventType.UNMUTE_CHANNEL){
this.unmuteChannel(event.data.get("channel"));
}
}
}
}
export enum AudioChannelType {
DEFAULT = 0,
SFX = 1,
MUSIC = 2,
CUSTOM_1 = 3,
CUSTOM_2 = 4,
CUSTOM_3 = 5,
CUSTOM_4 = 6,
CUSTOM_5 = 7,
CUSTOM_6 = 8,
CUSTOM_7 = 9,
CUSTOM_8 = 10,
CUSTOM_9 = 11,
}
export const MAX_AUDIO_CHANNELS = 12;

71
src/demos/AudioDemo.ts Normal file
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@ -0,0 +1,71 @@
import Vec2 from "../Wolfie2D/DataTypes/Vec2";
import { GameEventType } from "../Wolfie2D/Events/GameEventType";
import Input from "../Wolfie2D/Input/Input";
import Label from "../Wolfie2D/Nodes/UIElements/Label";
import Slider from "../Wolfie2D/Nodes/UIElements/Slider";
import { UIElementType } from "../Wolfie2D/Nodes/UIElements/UIElementTypes";
import Scene from "../Wolfie2D/Scene/Scene";
import AudioManager, { AudioChannelType } from "../Wolfie2D/Sound/AudioManager";
import Color from "../Wolfie2D/Utils/Color";
export default class Test extends Scene {
loadScene(){
this.load.audio("song", "demo_assets/sounds/title.mp3");
this.load.audio("sfx", "demo_assets/sounds/jump.wav");
}
startScene(){
this.emitter.fireEvent(GameEventType.PLAY_MUSIC, {key: "song", loop: true, holdReference: true});
this.addLayer("Main");
// Initialize value to 1 (music is at max)
let slider = <Slider>this.add.uiElement(UIElementType.SLIDER, "Main", {position: new Vec2(600, 600), value: 1});
// UI Stuff
slider.size = new Vec2(200, 50);
slider.nibSize = new Vec2(30, 30);
slider.nibColor = Color.WHITE;
slider.sliderColor = Color.WHITE;
slider.onValueChange = (value: number) => {
// Use a non-linear value->volume function, since sound is wack
AudioManager.setVolume(AudioChannelType.MUSIC, value*value);
}
// Initialize value to 1 (music is at max)
let sfxslider = <Slider>this.add.uiElement(UIElementType.SLIDER, "Main", {position: new Vec2(600, 700), value: 1});
// UI Stuff
sfxslider.size = new Vec2(200, 50);
sfxslider.nibSize = new Vec2(30, 30);
sfxslider.nibColor = Color.WHITE;
sfxslider.sliderColor = Color.WHITE;
sfxslider.onValueChange = (value: number) => {
// Use a non-linear value->volume function, since sound is wack
AudioManager.setVolume(AudioChannelType.SFX, value*value);
}
(this.add.uiElement(UIElementType.LABEL, "Main", {position: new Vec2(600, 100), text: "1 - Play a sound"}) as Label).textColor = Color.WHITE;
(this.add.uiElement(UIElementType.LABEL, "Main", {position: new Vec2(600, 200), text: "2 - Mute music"}) as Label).textColor = Color.WHITE;
(this.add.uiElement(UIElementType.LABEL, "Main", {position: new Vec2(600, 300), text: "3 - Unmute music"}) as Label).textColor = Color.WHITE;
(this.add.uiElement(UIElementType.LABEL, "Main", {position: new Vec2(600, 400), text: "4 - Fade out music"}) as Label).textColor = Color.WHITE;
}
updateScene(deltaT: number){
if(Input.isKeyJustPressed("1")){
this.emitter.fireEvent(GameEventType.PLAY_SFX, {key: "sfx", loop: false, holdReference: false});
} else if(Input.isKeyJustPressed("2")){
this.emitter.fireEvent(GameEventType.MUTE_CHANNEL, {channel: AudioChannelType.MUSIC});
} else if(Input.isKeyJustPressed("3")){
this.emitter.fireEvent(GameEventType.UNMUTE_CHANNEL, {channel: AudioChannelType.MUSIC});
} else if(Input.isKeyJustPressed("4")){
// https://developer.mozilla.org/en-US/docs/Web/API/AudioParam
const am = AudioManager.getInstance();
const ctx = am.getAudioContext();
const gainNode = am.getChannelGainNode(AudioChannelType.MUSIC);
gainNode.gain.setTargetAtTime(0, ctx.currentTime, 0.5);
}
}
}

View File

@ -9,15 +9,7 @@ import default_scene from "./default_scene";
// Set up options for our game
let options = {
canvasSize: {x: 1200, y: 800}, // The size of the game
clearColor: {r: 34, g: 32, b: 52}, // The color the game clears to
inputs: [
{name: "left", keys: ["a"]},
{name: "right", keys: ["d"]},
{name: "jump", keys: ["w", "space"]},
{name: "run", keys: ["shift"]}
],
useWebGL: false, // Tell the game we want to use webgl
showDebug: false // Whether to show debug messages. You can change this to true if you want
clearColor: {r: 0, g: 0, b: 0}, // The color the game clears to
}
// Create a game with the options specified