castle-web-cli 0.4.114 → 0.4.116
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/agent-prompts.js +2 -2
- package/dist/agent.d.ts +9 -9
- package/dist/agent.js +590 -589
- package/dist/castleJson.d.ts +7 -0
- package/dist/castleJson.js +10 -0
- package/dist/editorConfig.d.ts +34 -0
- package/dist/editorConfig.js +125 -0
- package/dist/ide.js +245 -120
- package/dist/imports.d.ts +10 -0
- package/dist/imports.js +149 -17
- package/dist/init.d.ts +3 -0
- package/dist/init.js +113 -88
- package/dist/install.d.ts +1 -1
- package/dist/install.js +26 -24
- package/dist/serve.js +16 -0
- package/dist/shell/assets/index-DiPlPGyg.js +144 -0
- package/dist/shell/assets/index-Y6cJRRCX.css +1 -0
- package/dist/shell/index.html +2 -2
- package/dist/unsupportedMedia.d.ts +1 -0
- package/dist/unsupportedMedia.js +54 -0
- package/dist/vitePlugins.js +13 -20
- package/kits/basic-2d/castle.json +1 -1
- package/kits/basic-2d/editors/behaviorRegistry.js +5 -7
- package/kits/physics-2d/CLAUDE.md +65 -34
- package/kits/physics-2d/{physics/behaviors → behaviors}/AnalogStick.jsx +3 -3
- package/kits/physics-2d/behaviors/Collider.jsx +1 -1
- package/kits/physics-2d/{physics/behaviors → behaviors}/Draggable.jsx +3 -3
- package/kits/physics-2d/{physics/behaviors → behaviors}/Joints.jsx +5 -5
- package/kits/physics-2d/{physics/behaviors → behaviors}/RigidBody.jsx +2 -2
- package/kits/physics-2d/{physics/behaviors → behaviors}/Slingshot.jsx +3 -3
- package/kits/physics-2d/behaviors/Sound.jsx +152 -0
- package/kits/physics-2d/behaviors/Sprite.jsx +112 -42
- package/kits/physics-2d/behaviors/Tone.jsx +83 -0
- package/kits/physics-2d/behaviors/Video.jsx +111 -0
- package/kits/physics-2d/behaviors/tint.js +24 -9
- package/kits/physics-2d/blueprints/ball.scene +1 -1
- package/kits/physics-2d/blueprints/block.scene +1 -1
- package/kits/physics-2d/blueprints/cauldron.scene +1 -1
- package/kits/physics-2d/blueprints/crate.scene +1 -1
- package/kits/physics-2d/castle.json +74 -4
- package/kits/physics-2d/docs/pxart-format.md +537 -51
- package/kits/physics-2d/editors/BlueprintLibrary.jsx +7 -3
- package/kits/physics-2d/editors/ImageViewer.jsx +206 -0
- package/kits/physics-2d/editors/MediaPlayer.jsx +57 -0
- package/kits/physics-2d/editors/PxArtEditor.jsx +1794 -65
- package/kits/physics-2d/editors/SceneEditor.jsx +7 -3
- package/kits/physics-2d/editors/SingleEditor.jsx +8 -0
- package/kits/physics-2d/editors/behaviorRegistry.js +5 -7
- package/kits/physics-2d/editors/brushFit.js +535 -0
- package/kits/physics-2d/editors/brushShapes.js +140 -0
- package/kits/physics-2d/editors/mediaFile.js +31 -0
- package/kits/physics-2d/editors/mediaViewer.module.css +128 -0
- package/kits/physics-2d/editors/pathOverlay.js +340 -0
- package/kits/physics-2d/editors/pathTools.js +1906 -0
- package/kits/physics-2d/editors/pixelCanvas.js +13 -0
- package/kits/physics-2d/editors/pixelEditorChrome.jsx +2 -2
- package/kits/physics-2d/editors/pixelGeometry.js +4 -2
- package/kits/physics-2d/editors/pixelInspector.jsx +410 -37
- package/kits/physics-2d/editors/pxArtEditorModel.js +172 -16
- package/kits/physics-2d/editors/pxArtTimeline.jsx +163 -43
- package/kits/physics-2d/editors/pxArtTimeline.module.css +31 -5
- package/kits/physics-2d/engine/ScenePlayer.jsx +1 -0
- package/kits/physics-2d/engine/art.js +105 -0
- package/kits/physics-2d/engine/assets.js +12 -4
- package/kits/physics-2d/engine/audioContext.js +34 -0
- package/kits/physics-2d/engine/blueprint.js +3 -3
- package/kits/physics-2d/engine/collider.js +28 -17
- package/kits/physics-2d/engine/files.js +77 -1
- package/kits/physics-2d/engine/liveReload.js +1 -1
- package/kits/physics-2d/engine/media.js +212 -0
- package/kits/physics-2d/{physics → engine/physics}/PhysicsSystem.js +1 -1
- package/kits/physics-2d/{physics → engine/physics}/jointArt.js +3 -4
- package/kits/physics-2d/{physics → engine/physics}/matterBridge.js +2 -9
- package/kits/physics-2d/engine/pxart.js +153 -35
- package/kits/physics-2d/engine/pxartPath.js +1356 -0
- package/kits/physics-2d/engine/pxartSmooth.js +276 -125
- package/kits/physics-2d/engine/scene.js +12 -0
- package/kits/physics-2d/engine/tone.js +112 -0
- package/kits/physics-2d/engine/ui.jsx +22 -1
- package/kits/physics-2d/engine/ui.module.css +36 -12
- package/kits/physics-2d/package-lock.json +1 -1
- package/kits/physics-2d/scripts/draw.mjs +7 -7
- package/kits/physics-2d/scripts/import-svg.mjs +1231 -0
- package/kits/physics-2d/scripts/svg-emission-guide.md +92 -0
- package/kits/physics-2d/systems/media.js +34 -0
- package/kits/physics-2d/systems/physics.js +12 -3
- package/package.json +1 -1
- package/dist/shell/assets/index-CqpY1xZR.js +0 -144
- package/dist/shell/assets/index-DCwVFL5u.css +0 -1
- package/kits/physics-2d/physics/index.js +0 -26
- /package/kits/physics-2d/drawings/{block.pxart → block.sprite} +0 -0
- /package/kits/physics-2d/drawings/{cauldron.pxart → cauldron.sprite} +0 -0
- /package/kits/physics-2d/drawings/{joint-rope.pxart → joint-rope.sprite} +0 -0
- /package/kits/physics-2d/{physics → engine/physics}/controls.js +0 -0
- /package/kits/physics-2d/{physics → engine/physics}/joints.js +0 -0
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@@ -7,71 +7,38 @@
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// the normal 1px/cell `renderSpriteFrame`.
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//
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// This is a LOCAL, per-pixel kernel filter — the same shape of algorithm as
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// Animal Crossing's actual smoothing (xBRZ-style template matching), not
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// global
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//
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//
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//
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// which isn't fixable by tuning since the run detection itself is the
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// problem. This version never looks past a pixel's immediate 3x3
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// neighborhood, so there is no run/regularity detection to mis-fire — it
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// physically cannot flatten a curve, because it has no notion of a curve at
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// all, only of each corner in isolation.
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//
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// Approach, per source pixel P:
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// 1. Composite the frame normally (`renderSpriteFrame` — this already
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// handles layer visibility/opacity/blend), then read back the native
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// resolution raster. Regions are exact-RGBA-equality color runs, same as
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// before.
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// 2. Supersample: P gets its own `scale` x `scale` block of the output
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// canvas (plain grid subdivision — every output pixel belongs to
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// exactly one source pixel's block, so there is no possibility of a
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// gap or overlap between neighboring pixels' rendering).
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// 3. Fill P's whole block with its own color, then independently classify
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// each of P's 4 corners against ONLY the 3 pixels touching that corner
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// (2 edge-adjacent neighbors + 1 diagonal) and, for genuine convex
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// corners, paint a `cornerRadius`-sized quarter-circle "cut" over that
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// corner revealing the relevant neighbor's color (see `cornerFill`).
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// Because every pixel only ever paints within its OWN block, this recoloring
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// can never create a gap: it's the same guarantee a supersampled nearest-
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// neighbor render already has, just with a softened corner instead of a hard
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// one.
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//
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// Kept as a sibling of pxart.js (rather than inside it) so the format
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// parser/serializer stays focused on the on-disk shape.
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// Animal Crossing's actual smoothing (xBRZ-style template matching), not a
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// global vectorization pass. Under `renderer: "vector"`,
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// `renderSmoothCompositeFrame` paints each path layer's shape stack
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// analytically into the supersampled canvas (even-odd fills + 1-cell-wide
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// round-cap strokes) in painter's order.
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// ============================================================================
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import {
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import {
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MAX_CORNER_RADIUS,
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colorForKeyV2,
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isVectorRenderer,
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paletteLookup,
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renderSpriteFrame,
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resolveCell,
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} from './pxart';
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import { absoluteSegment, normalizeSubpath } from './pxartPath.js';
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export const DEFAULT_SMOOTH_SCALE = 8;
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// Fallback only for a caller that omits `cornerRadius` entirely; every real
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// caller passes the sprite's own file-level `cornerRadius` value (see
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// docs/pxart-format.md and Sprite.jsx/PxArtEditor.jsx), which is how the
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// corner radius ends up being a portable, per-sprite part of the format
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// rather than a fixed constant every smooth sprite is stuck with.
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const FALLBACK_CORNER_RADIUS = 0.25;
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/** Render one frame
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* supersampled into `canvas` (sized to width*scale x height*scale). Reuses
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* `renderSpriteFrame` for compositing (layers, opacity, visibility, blend),
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* so those keep working unchanged. `cornerRadius` is in native-pixel units,
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* clamped to `MAX_CORNER_RADIUS` (two cuts on the same edge must not
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* overlap). */
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/** Render one frame with locally corner-rounded fills. */
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export function renderSmoothSpriteFrame(
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sprite,
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frameIndex,
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canvas,
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{ scale = DEFAULT_SMOOTH_SCALE, cornerRadius = FALLBACK_CORNER_RADIUS } = {}
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{ scale = DEFAULT_SMOOTH_SCALE, cornerRadius = FALLBACK_CORNER_RADIUS } = {},
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) {
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const clampedRadius = Math.min(MAX_CORNER_RADIUS, Math.max(0, cornerRadius));
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const
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const ctx = canvas.getContext('2d');
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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const target = setupScaledCanvas(canvas, sprite.resolution, scale);
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const { ctx, width, height } = target;
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const native = document.createElement('canvas');
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renderSpriteFrame(sprite, frameIndex, native);
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// color" to every classification below, same as the old mask's treatment
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// of out-of-canvas/transparent as background.
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if (x < 0 || x >= width || y < 0 || y >= height) return null;
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const i = (y * width + x) * 4;
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ctx.
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// same kind of convex corner as an opaque pixel poking out of a
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// background — it needs to cut (and round) its OWN corners the same way,
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// or an enclosed 1px hole would stay a hard square forever (its opaque
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// neighbors never round toward it, by the same-neighbor rule below).
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ctx.imageSmoothingEnabled = false;
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for (let x = 0; x < width; x++) {
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drawPixelBlock(ctx, colorAt, x, y, scale, colorAt(x, y), clampedRadius);
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}
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ctx.restore();
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}
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// shape stack analytically at supersample; pixel layers use maximum corner
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// smoothing. Layer visibility and opacity remain authoritative.
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export function renderSmoothCompositeFrame(
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sprite,
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frameIndex,
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canvas,
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{ scale = DEFAULT_SMOOTH_SCALE } = {},
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) {
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const target = setupScaledCanvas(canvas, sprite.resolution, scale);
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const lookup = paletteLookup(sprite.palette);
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for (const layer of sprite.layers) {
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const resolved = resolveCell(layer, frameIndex);
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ctx.globalAlpha = Math.min(1, Math.max(0, layer.opacity));
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drawScaledLayer(ctx, sprite, layer, resolved, frameIndex, {
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cornerRadius: MAX_CORNER_RADIUS,
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});
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}
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}
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/**
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* Draw one resolved layer into `ctx` at `scale`. A path layer renders
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* through the corner kernel at `cornerRadius`.
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*/
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function drawScaledLayer(
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{ scale, width, height, lookup, analyticPath, cornerRadius },
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) {
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if (analyticPath && layer.kind === 'path' && resolved.path) {
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const layerCanvas = renderScaledPathCell(resolved.path, width, height, scale, lookup);
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ctx.drawImage(layerCanvas, Math.round(resolved.x * scale), Math.round(resolved.y * scale));
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return;
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}
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const layerCanvas = document.createElement('canvas');
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const single = { ...sprite, layers: [{ ...layer, visible: true, opacity: 1 }] };
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renderSmoothSpriteFrame(single, frameIndex, layerCanvas, { scale, cornerRadius });
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ctx.drawImage(layerCanvas, 0, 0);
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}
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/** Finish render of one (layer, frame) cell — path layers analytic under the
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export function renderSmoothLayerCell(
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{ scale = DEFAULT_SMOOTH_SCALE } = {},
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) {
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const vector = isVectorRenderer(sprite.renderer);
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const radius = sprite.cornerRadius ?? 0;
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const { width, height } = sprite.resolution;
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const lookup = paletteLookup(sprite.palette);
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const target = setupScaledCanvas(canvas, sprite.resolution, scale);
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ctx.globalAlpha = Math.min(1, Math.max(0, layer.opacity ?? 1));
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drawScaledLayer(ctx, sprite, layer, resolved, frameIndex, {
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});
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ctx.globalAlpha = prevAlpha;
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}
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function setupScaledCanvas(canvas, resolution, scale) {
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const { width, height } = resolution;
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canvas.width = Math.max(1, Math.round(width * scale));
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canvas.height = Math.max(1, Math.round(height * scale));
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/**
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* strokes as 1-cell-wide analytic strokes with round caps/joins along the
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* true curves, shapes in stack order.
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*/
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}
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}
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}
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return any ? geometry : null;
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}
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}
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|
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// the pre-segment form has no `start`, so reading it raw drew nothing at all
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// — art that baked correctly at Pixel vanished at the smooth finishes.
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|
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|
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|
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|
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} else {
|
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|
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|
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|
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|
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c1[0] * scale,
|
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c1[1] * scale,
|
|
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|
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c2[0] * scale,
|
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c2[1] * scale,
|
|
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to[0] * scale,
|
|
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|
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to[1] * scale
|
|
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|
+
);
|
|
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|
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}
|
|
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|
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from = seg.to;
|
|
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|
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}
|
|
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|
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if (sub.closed) geometry.closePath();
|
|
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|
+
return true;
|
|
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|
+
}
|
|
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|
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|
|
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|
// ---------------------------------------------------------------------------
|
|
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|
// per-pixel local corner kernel
|
|
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259
|
// ---------------------------------------------------------------------------
|
|
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260
|
|
|
110
261
|
const NO_CUT = undefined;
|
|
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262
|
|
|
112
|
-
|
|
113
|
-
|
|
114
|
-
|
|
115
|
-
// `cornerFill`). Uses ONLY the 3x3 neighborhood of (x, y) — genuinely local,
|
|
116
|
-
// unlike the old global loop trace.
|
|
117
|
-
function drawPixelBlock(ctx, colorAt, x, y, color, cornerRadius) {
|
|
263
|
+
function drawPixelBlock(ctx, colorAt, x, y, scale, color, cornerRadius) {
|
|
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|
+
const px = x * scale;
|
|
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|
+
const py = y * scale;
|
|
118
266
|
const north = colorAt(x, y - 1);
|
|
119
267
|
const south = colorAt(x, y + 1);
|
|
120
268
|
const west = colorAt(x - 1, y);
|
|
@@ -129,20 +277,19 @@ function drawPixelBlock(ctx, colorAt, x, y, color, cornerRadius) {
|
|
|
129
277
|
|
|
130
278
|
if (color) {
|
|
131
279
|
ctx.fillStyle = rgbaFillStyle(color);
|
|
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|
-
ctx.fillRect(
|
|
280
|
+
ctx.fillRect(px, py, scale, scale);
|
|
133
281
|
}
|
|
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282
|
|
|
135
283
|
if (cornerRadius <= 0) return;
|
|
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|
+
const r = cornerRadius * scale;
|
|
136
285
|
for (const [corner, reveal] of cuts) {
|
|
137
286
|
if (reveal === NO_CUT) continue;
|
|
138
287
|
ctx.beginPath();
|
|
139
|
-
tracePixelWedge(ctx, corner,
|
|
288
|
+
tracePixelWedge(ctx, corner, px, py, scale, r);
|
|
140
289
|
if (reveal === null) {
|
|
141
|
-
// Revealing transparency: clip to the wedge and clear it, rather than
|
|
142
|
-
// fill it, since there's no color to paint.
|
|
143
290
|
ctx.save();
|
|
144
291
|
ctx.clip();
|
|
145
|
-
ctx.clearRect(
|
|
292
|
+
ctx.clearRect(px, py, scale, scale);
|
|
146
293
|
ctx.restore();
|
|
147
294
|
} else {
|
|
148
295
|
ctx.fillStyle = rgbaFillStyle(reveal);
|
|
@@ -151,72 +298,76 @@ function drawPixelBlock(ctx, colorAt, x, y, color, cornerRadius) {
|
|
|
151
298
|
}
|
|
152
299
|
}
|
|
153
300
|
|
|
154
|
-
// Classify one corner of pixel `color`, given its two edge-adjacent
|
|
155
|
-
// neighbors (`a`, `b`) and its diagonal neighbor (`g`). Returns the neighbor
|
|
156
|
-
// color to reveal at that corner's rounded cut, or `NO_CUT` to leave the
|
|
157
|
-
// corner sharp:
|
|
158
|
-
// - `a` or `b` matches `color`: either a flat/interior corner, or (when
|
|
159
|
-
// they don't BOTH match) a straight edge passing by rather than a real
|
|
160
|
-
// corner. Either way, nothing to round from P's side — a matching
|
|
161
|
-
// neighbor's OWN corner classification (evaluated independently, when
|
|
162
|
-
// IT is P) is what rounds the opposite case; the physical wedge that
|
|
163
|
-
// gets cut always lives entirely inside whichever pixel's corner is
|
|
164
|
-
// convex, so there's no double-handling.
|
|
165
|
-
// - neither `a` nor `b` matches, but `g` DOES: a diagonal touch between
|
|
166
|
-
// two same-colored pixels (the "checkerboard" case). Left uncut, so a
|
|
167
|
-
// smoothed diagonal stroke doesn't get visually pinched off at every
|
|
168
|
-
// step.
|
|
169
|
-
// - neither `a`, `b`, nor `g` matches, and `a` and `b` are THE SAME color:
|
|
170
|
-
// a genuine, unambiguous convex corner of P's own region touching one
|
|
171
|
-
// other region. Cut it, revealing that color.
|
|
172
|
-
// - neither `a`, `b`, nor `g` matches, and `a` and `b` DIFFER: three (or
|
|
173
|
-
// four, counting `g`) distinct colors meet at this exact point — e.g. a
|
|
174
|
-
// "T" where one region's straight edge is crossed by the boundary
|
|
175
|
-
// between two others. Left uncut. Rounding here would have to guess
|
|
176
|
-
// which of `a`/`b` "wins", and since the pixel on the OTHER side of
|
|
177
|
-
// that guess is classifying this same point independently — and would
|
|
178
|
-
// guess differently — a pair of pixels each revealing the OTHER's
|
|
179
|
-
// color produces a little criss-crossed notch instead of one clean
|
|
180
|
-
// curve. Leaving every pixel at a 3+-way point sharp keeps it a single
|
|
181
|
-
// consistent (if unrounded) vertex.
|
|
182
301
|
function cornerFill(color, a, b, g) {
|
|
183
302
|
if (a === color || b === color) return NO_CUT;
|
|
184
303
|
if (g === color) return NO_CUT;
|
|
185
304
|
return a === b ? a : NO_CUT;
|
|
186
305
|
}
|
|
187
306
|
|
|
188
|
-
// `color` is always a `"r,g,b,a"` string (0-255 channels, alpha 0-255) —
|
|
189
|
-
// see `colorAt` — never the transparent sentinel (only opaque colors ever
|
|
190
|
-
// reach this function as `color`, only ever as `reveal`).
|
|
191
307
|
function rgbaFillStyle(color) {
|
|
192
308
|
const [r, g, b, a] = color.split(',').map(Number);
|
|
193
309
|
return `rgba(${r}, ${g}, ${b}, ${a / 255})`;
|
|
194
310
|
}
|
|
195
311
|
|
|
196
|
-
|
|
197
|
-
|
|
198
|
-
|
|
199
|
-
|
|
200
|
-
|
|
201
|
-
|
|
202
|
-
|
|
203
|
-
|
|
312
|
+
/** Display-resolution ghost of native cells using the same corner kernel as placed pixels. */
|
|
313
|
+
export function renderSmoothCellsPreview(
|
|
314
|
+
ctx,
|
|
315
|
+
cells,
|
|
316
|
+
color,
|
|
317
|
+
{ scale, cornerRadius, alpha = 1 } = {},
|
|
318
|
+
) {
|
|
319
|
+
if (!cells?.length || !scale || cornerRadius <= 0) return;
|
|
320
|
+
const clampedRadius = Math.min(MAX_CORNER_RADIUS, Math.max(0, cornerRadius));
|
|
321
|
+
const cellSet = new Set(cells.map((c) => `${c.x},${c.y}`));
|
|
322
|
+
const rgba = cssColorToRgbaString(color, alpha);
|
|
323
|
+
const colorAt = (x, y) => (cellSet.has(`${x},${y}`) ? rgba : null);
|
|
324
|
+
|
|
325
|
+
ctx.save();
|
|
326
|
+
ctx.imageSmoothingEnabled = false;
|
|
327
|
+
ctx.globalAlpha = 1;
|
|
328
|
+
for (const { x, y } of cells) {
|
|
329
|
+
drawPixelBlock(ctx, colorAt, x, y, scale, rgba, clampedRadius);
|
|
330
|
+
}
|
|
331
|
+
ctx.restore();
|
|
332
|
+
}
|
|
333
|
+
|
|
334
|
+
function cssColorToRgbaString(color, alpha = 1) {
|
|
335
|
+
let r = 255;
|
|
336
|
+
let g = 255;
|
|
337
|
+
let b = 255;
|
|
338
|
+
if (typeof color === 'string' && color.startsWith('#')) {
|
|
339
|
+
const h = color.slice(1);
|
|
340
|
+
if (h.length === 3) {
|
|
341
|
+
r = parseInt(h[0] + h[0], 16);
|
|
342
|
+
g = parseInt(h[1] + h[1], 16);
|
|
343
|
+
b = parseInt(h[2] + h[2], 16);
|
|
344
|
+
} else if (h.length >= 6) {
|
|
345
|
+
r = parseInt(h.slice(0, 2), 16);
|
|
346
|
+
g = parseInt(h.slice(2, 4), 16);
|
|
347
|
+
b = parseInt(h.slice(4, 6), 16);
|
|
348
|
+
}
|
|
349
|
+
}
|
|
350
|
+
const a = Math.round(Math.min(1, Math.max(0, alpha)) * 255);
|
|
351
|
+
return `${r},${g},${b},${a}`;
|
|
352
|
+
}
|
|
353
|
+
|
|
354
|
+
function tracePixelWedge(ctx, corner, px, py, cell, r) {
|
|
204
355
|
if (corner === 'TL') {
|
|
205
|
-
ctx.moveTo(
|
|
206
|
-
ctx.lineTo(
|
|
207
|
-
ctx.arcTo(
|
|
356
|
+
ctx.moveTo(px, py);
|
|
357
|
+
ctx.lineTo(px + r, py);
|
|
358
|
+
ctx.arcTo(px, py, px, py + r, r);
|
|
208
359
|
} else if (corner === 'TR') {
|
|
209
|
-
ctx.moveTo(
|
|
210
|
-
ctx.lineTo(
|
|
211
|
-
ctx.arcTo(
|
|
360
|
+
ctx.moveTo(px + cell, py);
|
|
361
|
+
ctx.lineTo(px + cell, py + r);
|
|
362
|
+
ctx.arcTo(px + cell, py, px + cell - r, py, r);
|
|
212
363
|
} else if (corner === 'BL') {
|
|
213
|
-
ctx.moveTo(
|
|
214
|
-
ctx.lineTo(
|
|
215
|
-
ctx.arcTo(
|
|
364
|
+
ctx.moveTo(px, py + cell);
|
|
365
|
+
ctx.lineTo(px, py + cell - r);
|
|
366
|
+
ctx.arcTo(px, py + cell, px + r, py + cell, r);
|
|
216
367
|
} else {
|
|
217
|
-
ctx.moveTo(
|
|
218
|
-
ctx.lineTo(
|
|
219
|
-
ctx.arcTo(
|
|
368
|
+
ctx.moveTo(px + cell, py + cell);
|
|
369
|
+
ctx.lineTo(px + cell - r, py + cell);
|
|
370
|
+
ctx.arcTo(px + cell, py + cell, px + cell, py + cell - r, r);
|
|
220
371
|
}
|
|
221
372
|
ctx.closePath();
|
|
222
373
|
}
|
|
@@ -61,6 +61,15 @@ export class SceneRuntime {
|
|
|
61
61
|
return system;
|
|
62
62
|
}
|
|
63
63
|
|
|
64
|
+
// Tear this runtime down for good: the player is unmounting, or the editor
|
|
65
|
+
// left play mode. `reset` is for "start this scene over" and runs on every
|
|
66
|
+
// load; this is "nothing of this runtime should still be happening", which is
|
|
67
|
+
// the difference that matters to a system holding something the browser keeps
|
|
68
|
+
// doing on its own -- a playing sound outlives its scene otherwise.
|
|
69
|
+
dispose() {
|
|
70
|
+
for (const system of this.systems) system.dispose?.(this);
|
|
71
|
+
}
|
|
72
|
+
|
|
64
73
|
load(sceneData) {
|
|
65
74
|
// Reset registered systems (e.g. physics) so a reload/restart/scene
|
|
66
75
|
// transition starts from the authored layout -- otherwise a system holding
|
|
@@ -611,6 +620,9 @@ function drawDotGrid(ctx, gridSize = 25, viewport = DEFAULT_VIEWPORT, camera = {
|
|
|
611
620
|
// represented separately by the DOM SelectionOverlay's solid white box, so a
|
|
612
621
|
// Sprite-backed actor never shows this box, selected or not.
|
|
613
622
|
function shouldDrawEditPlaceholder(actor, sprites) {
|
|
623
|
+
// A Video draws its own picture into the box, so the actor is not sprite-less
|
|
624
|
+
// in the sense this box is for.
|
|
625
|
+
if (actor?.components?.Video?.file) return false;
|
|
614
626
|
const sprite = actor?.components?.Sprite;
|
|
615
627
|
if (!sprite || !sprite.file) return true;
|
|
616
628
|
const resolved = sprites?.[sprite.file];
|
|
@@ -0,0 +1,112 @@
|
|
|
1
|
+
// A synthesized note: one oscillator through an attack/release envelope. This
|
|
2
|
+
// is the sound a deck can make with no audio file at all -- a blip on a pickup,
|
|
3
|
+
// a beep on a wrong answer -- and it costs nothing to ship.
|
|
4
|
+
//
|
|
5
|
+
// Deliberately one voice and two envelope stages, matching what the classic
|
|
6
|
+
// Castle editor's "tone" sample offers. Anything richer is an instrument, and an
|
|
7
|
+
// instrument belongs in a music system, not here.
|
|
8
|
+
|
|
9
|
+
import { getAudioContext, resumeAudioContext } from './audioContext';
|
|
10
|
+
|
|
11
|
+
export const WAVEFORMS = ['square', 'sawtooth', 'sine', 'triangle', 'noise'];
|
|
12
|
+
|
|
13
|
+
// Voices currently sounding, so play mode can be silenced on Stop.
|
|
14
|
+
const voices = new Set();
|
|
15
|
+
|
|
16
|
+
// MIDI note number to Hz. 69 is A440, 12 notes to the octave.
|
|
17
|
+
export function noteToFrequency(note) {
|
|
18
|
+
const midi = Number.isFinite(note) ? note : 60;
|
|
19
|
+
return 440 * Math.pow(2, (midi - 69) / 12);
|
|
20
|
+
}
|
|
21
|
+
|
|
22
|
+
// A short burst of white noise, made once and reused. Noise is the one waveform
|
|
23
|
+
// an oscillator can't produce, and it's what a percussive hit wants.
|
|
24
|
+
let noiseBuffer = null;
|
|
25
|
+
function getNoiseBuffer(ctx) {
|
|
26
|
+
if (noiseBuffer && noiseBuffer.sampleRate === ctx.sampleRate) return noiseBuffer;
|
|
27
|
+
const frames = Math.floor(ctx.sampleRate * 2);
|
|
28
|
+
const buffer = ctx.createBuffer(1, frames, ctx.sampleRate);
|
|
29
|
+
const data = buffer.getChannelData(0);
|
|
30
|
+
for (let i = 0; i < frames; i++) data[i] = Math.random() * 2 - 1;
|
|
31
|
+
noiseBuffer = buffer;
|
|
32
|
+
return buffer;
|
|
33
|
+
}
|
|
34
|
+
|
|
35
|
+
function makeSource(ctx, waveform, frequency) {
|
|
36
|
+
if (waveform === 'noise') {
|
|
37
|
+
const source = ctx.createBufferSource();
|
|
38
|
+
source.buffer = getNoiseBuffer(ctx);
|
|
39
|
+
source.loop = true;
|
|
40
|
+
return source;
|
|
41
|
+
}
|
|
42
|
+
const osc = ctx.createOscillator();
|
|
43
|
+
osc.type = WAVEFORMS.includes(waveform) ? waveform : 'square';
|
|
44
|
+
osc.frequency.value = frequency;
|
|
45
|
+
return osc;
|
|
46
|
+
}
|
|
47
|
+
|
|
48
|
+
// Play one note. Returns `{ stop, finished }` -- `finished` resolves when the
|
|
49
|
+
// release has run out, so a caller can wait for it the way a Sound can.
|
|
50
|
+
export function playTone({ note = 60, waveform = 'square', attack = 0, release = 0.4, volume = 1, pan = 0 } = {}) {
|
|
51
|
+
const ctx = getAudioContext();
|
|
52
|
+
if (!ctx) return { stop() {}, finished: Promise.resolve() };
|
|
53
|
+
resumeAudioContext();
|
|
54
|
+
|
|
55
|
+
const level = Number.isFinite(volume) ? Math.min(1, Math.max(0, volume)) : 1;
|
|
56
|
+
const rise = Math.max(0, Number.isFinite(attack) ? attack : 0);
|
|
57
|
+
// A note with no release at all clicks; give it a floor short enough to still
|
|
58
|
+
// read as instant.
|
|
59
|
+
const fall = Math.max(0.01, Number.isFinite(release) ? release : 0.4);
|
|
60
|
+
const start = ctx.currentTime;
|
|
61
|
+
const end = start + rise + fall;
|
|
62
|
+
|
|
63
|
+
const source = makeSource(ctx, waveform, noteToFrequency(note));
|
|
64
|
+
const gain = ctx.createGain();
|
|
65
|
+
gain.gain.setValueAtTime(0, start);
|
|
66
|
+
gain.gain.linearRampToValueAtTime(level, start + rise);
|
|
67
|
+
gain.gain.linearRampToValueAtTime(0, end);
|
|
68
|
+
|
|
69
|
+
let tail = gain;
|
|
70
|
+
if (pan && ctx.createStereoPanner) {
|
|
71
|
+
const panner = ctx.createStereoPanner();
|
|
72
|
+
panner.pan.value = Math.min(1, Math.max(-1, pan));
|
|
73
|
+
gain.connect(panner);
|
|
74
|
+
tail = panner;
|
|
75
|
+
}
|
|
76
|
+
source.connect(gain);
|
|
77
|
+
tail.connect(ctx.destination);
|
|
78
|
+
source.start(start);
|
|
79
|
+
source.stop(end);
|
|
80
|
+
|
|
81
|
+
const voice = { source, gain };
|
|
82
|
+
voices.add(voice);
|
|
83
|
+
const finished = new Promise((resolve) => {
|
|
84
|
+
source.addEventListener('ended', () => {
|
|
85
|
+
voices.delete(voice);
|
|
86
|
+
resolve();
|
|
87
|
+
});
|
|
88
|
+
});
|
|
89
|
+
return {
|
|
90
|
+
stop() {
|
|
91
|
+
voices.delete(voice);
|
|
92
|
+
try {
|
|
93
|
+
source.stop();
|
|
94
|
+
} catch {
|
|
95
|
+
// Already stopped -- nothing to do.
|
|
96
|
+
}
|
|
97
|
+
},
|
|
98
|
+
finished,
|
|
99
|
+
};
|
|
100
|
+
}
|
|
101
|
+
|
|
102
|
+
// Silence every sounding note. Play mode ending must not leave one ringing.
|
|
103
|
+
export function stopAllTones() {
|
|
104
|
+
for (const voice of voices) {
|
|
105
|
+
try {
|
|
106
|
+
voice.source.stop();
|
|
107
|
+
} catch {
|
|
108
|
+
// Already stopped.
|
|
109
|
+
}
|
|
110
|
+
}
|
|
111
|
+
voices.clear();
|
|
112
|
+
}
|