danoniplus 44.5.22 → 44.5.24

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/js/danoni_main.js CHANGED
@@ -4,12 +4,12 @@
4
4
  *
5
5
  * Source by tickle
6
6
  * Created : 2018/10/08
7
- * Revised : 2026/08/12
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+ * Revised : 2026/09/13
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  *
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  * https://github.com/cwtickle/danoniplus
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  */
11
- const g_version = `Ver 44.5.22`;
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- const g_revisedDate = `2026/08/12`;
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+ const g_version = `Ver 44.5.24`;
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+ const g_revisedDate = `2026/09/13`;
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13
 
14
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  // カスタム用バージョン (danoni_custom.js 等で指定可)
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  let g_localVersion = ``;
@@ -134,6 +134,19 @@ let g_fps = 60;
134
134
  // プレイ画面再生時の内部スケジューリング用のマージン時間(100ms)
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  let g_scheduleLead = 0.1;
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136
 
137
+ // フレーム進行を音源クロック(AudioContext.currentTime)基準で補正するか
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+ // - false の場合は従来通り performance.now() 基準で動作
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+ let g_audioClockSync = true;
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+
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+ // 出力遅延(AudioContext.outputLatency)をタイミング補正に含めるか
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+ // - true にすると出力デバイス(有線/Bluetooth等)によらず同じAdjustmentが使えるが、
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+ // 既存のAdjustment設定値と互換性がなくなるため既定は false
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+ let g_audioLatencyCompensation = false;
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+
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+ // 次フレームまでの待機時間の上限(ms)
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+ // - 音源クロックが一時的に停止した際に待ち続けないようにするための保険
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+ let g_maxFrameWait = 50;
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+
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  // 譜面データの&区切りを有効にするか
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  let g_enableAmpersandSplit = true;
139
152
 
@@ -173,6 +186,9 @@ let g_maxScore = 1000000;
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  let g_gameOverFlg = false;
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  let g_finishFlg = true;
175
188
 
189
+ // 音源のAudioContext管理
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+ let g_sharedAudioContext = null;
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+
176
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  /** 共通オブジェクト */
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  const g_loadObj = {};
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  const g_rootObj = {};
@@ -2382,10 +2398,11 @@ const drawTitleResultMotion = _displayName =>
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  // WebAudioAPIでAudio要素風に再生するクラス
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  class AudioPlayer {
2384
2400
  constructor() {
2385
- this._context = new AudioContext();
2401
+ this._context = getSharedAudioContext();
2386
2402
  this._gain = this._context.createGain();
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  this._gain.connect(this._context.destination);
2388
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  this._startTime = 0;
2405
+ this._scheduledTime = 0;
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  this._fadeinPosition = 0;
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  this._eventListeners = {};
2391
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  this.playbackRate = 1;
@@ -2410,17 +2427,25 @@ class AudioPlayer {
2410
2427
  * - scheduleLead は安定した再生タイミングを確保するための内部マージン
2411
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  */
2412
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  play(_adjustmentTime = 0) {
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+ // AudioContextの時計は1回だけ読み、以降はその値を使い回す
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+ // - currentTimeはレンダークォンタム単位でしか進まないため、複数回読むと
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+ // 予約時刻と論理開始時刻が最大1クォンタム分ずれる
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+ const ctxNow = this._context.currentTime;
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+
2413
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  this._source = this._context.createBufferSource();
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  this._source.buffer = this._buffer;
2415
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  this._source.playbackRate.value = this.playbackRate;
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  this._source.connect(this._gain);
2417
2439
 
2418
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  // 実際の予約時刻(内部スケジューリング用のマージンを含む)
2419
- const startAt = this._context.currentTime + g_scheduleLead + _adjustmentTime;
2441
+ const startAt = ctxNow + g_scheduleLead + _adjustmentTime;
2420
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  this._source.start(startAt, this._fadeinPosition);
2421
2443
 
2422
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  // ゲーム側の論理的開始時刻(g_scheduleLead を含めない)
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- this._startTime = this._context.currentTime + _adjustmentTime;
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+ this._startTime = ctxNow + _adjustmentTime;
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+
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+ // 実際に音が鳴り始めるAudioContext上の時刻(フレーム同期の基準)
2448
+ this._scheduledTime = startAt;
2424
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  }
2425
2450
 
2426
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  pause() {
@@ -2448,6 +2473,26 @@ class AudioPlayer {
2448
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  return this._context.currentTime - this._startTime + this._fadeinPosition;
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  }
2450
2475
 
2476
+ /** AudioContextの現在時刻(秒) */
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+ get contextTime() {
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+ return this._context.currentTime;
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+ }
2480
+
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+ /** 実際に音が鳴り始めるAudioContext上の時刻(秒) */
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+ get scheduledTime() {
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+ return this._scheduledTime;
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+ }
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+
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+ /** 音が出力デバイスから実際に出るまでの遅延(秒) */
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+ get outputLatency() {
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+ return this._context.outputLatency || this._context.baseLatency || 0;
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+ }
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+
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+ /** AudioContextの状態(running / suspended / closed) */
2492
+ get contextState() {
2493
+ return this._context.state;
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+ }
2495
+
2451
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  set currentTime(_currentTime) {
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  this._fadeinPosition = _currentTime;
2453
2498
  }
@@ -2512,6 +2557,47 @@ class AudioPlayer {
2512
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  load() { }
2513
2558
  dispatchEvent() { }
2514
2559
  }
2560
+ // グローバルで1つだけ保持(遅延生成)
2561
+ const getSharedAudioContext = () => {
2562
+ if (!g_sharedAudioContext) {
2563
+ g_sharedAudioContext = new AudioContext();
2564
+ }
2565
+ // タブのバックグラウンド化等でsuspendedになることがあるため念のためresume
2566
+ if (g_sharedAudioContext.state === `suspended`) {
2567
+ g_sharedAudioContext.resume();
2568
+ }
2569
+ return g_sharedAudioContext;
2570
+ };
2571
+ /**
2572
+ * AudioContextのウォームアップ
2573
+ * - 生成直後・resume直後のAudioContextは出力デバイスの起動待ちのため、
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+ * しばらく currentTime が進まない(環境により数十〜数百ms)
2575
+ * - この状態で音源をスケジュールすると、起動に要した時間がそのまま
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+ * 音源と譜面のずれになるため、無音を1回鳴らして時計が動き出すまで待つ
2577
+ * @returns {Promise<void>}
2578
+ */
2579
+ const warmUpAudioContext = async () => {
2580
+ const ctx = getSharedAudioContext();
2581
+ if (ctx.state !== `running`) {
2582
+ await ctx.resume().catch(() => { });
2583
+ }
2584
+ if (ctx.state !== `running`) {
2585
+ return; // ジェスチャー未取得等でresumeできない場合は何もしない
2586
+ }
2587
+
2588
+ // 無音を1サンプルだけ鳴らして出力デバイスを起動させる
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+ const source = ctx.createBufferSource();
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+ source.buffer = ctx.createBuffer(1, 1, ctx.sampleRate);
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+ source.connect(ctx.destination);
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+ source.start();
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+
2594
+ // currentTimeが実際に進み始めるまで待機(最大500ms)
2595
+ const baseTime = ctx.currentTime;
2596
+ const limitTime = performance.now() + 500;
2597
+ while (ctx.currentTime === baseTime && performance.now() < limitTime) {
2598
+ await new Promise(resolve => setTimeout(resolve, 10));
2599
+ }
2600
+ };
2515
2601
 
2516
2602
  /**
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2603
  * クリップボードコピー関数
@@ -5645,7 +5731,7 @@ const pauseBGM = () => {
5645
5731
  g_audioForMS.load();
5646
5732
  }
5647
5733
  }
5648
- [`bgmLooped`, `bgmFadeIn`, `bgmFadeOut`].forEach(id => {
5734
+ [`bgmLooped`, `bgmFadeIn`, `bgmFadeOut`, `bgmRestart`].forEach(id => {
5649
5735
  if (g_stateObj[id]) {
5650
5736
  clearTimeout(g_stateObj[id]);
5651
5737
  g_stateObj[id] = null;
@@ -5770,7 +5856,8 @@ const playBGM = async (_num, _currentLoopNum = g_settings.musicLoopNum) => {
5770
5856
  g_audioForMS.currentTime = musicStart;
5771
5857
 
5772
5858
  if (isTitle()) {
5773
- setTimeout(() => {
5859
+ g_stateObj.bgmRestart = setTimeout(() => {
5860
+ g_stateObj.bgmRestart = null;
5774
5861
  fadeIn();
5775
5862
  if (encodeFlg) repeatBGM();
5776
5863
  }, FADE_DELAY_MS);
@@ -6052,8 +6139,8 @@ const makeWarningWindow = (_text = ``, { resetFlg = false, backBtnUse = false }
6052
6139
  * @param {string} [object._textColor='#000066']
6053
6140
  * @param {string} [object._pointerEvents=C_DIS_NONE]
6054
6141
  */
6055
- const makeInfoWindow = (_text, _animationName = ``, { _backColor = `#ccccff`, _textColor = `#000066`, _pointerEvents = C_DIS_NONE } = {}) => {
6056
- const lblWarning = setWindowStyle(`<p>${_text}</p>`, _backColor, _textColor, C_ALIGN_CENTER);
6142
+ const makeInfoWindow = (_text, _animationName = ``, { _backColor = `#ccccff`, _textColor = `#000066`, _pointerEvents = C_DIS_NONE, _x = g_btnX(), _y = 0 } = {}) => {
6143
+ const lblWarning = setWindowStyle(`<p>${_text}</p>`, _backColor, _textColor, C_ALIGN_CENTER, { _x, _y });
6057
6144
  lblWarning.style.pointerEvents = _pointerEvents;
6058
6145
 
6059
6146
  if (_animationName !== ``) {
@@ -9299,7 +9386,7 @@ const keyConfigInit = (_kcType = g_kcType) => {
9299
9386
  lnkColorType.textContent = `${getStgDetailName(g_colorType)}${g_localStorage.colorType === g_colorType ? ' *' : ''}`;
9300
9387
  if (_reloadFlg) {
9301
9388
  colorPickSprite.style.display = ([`Default`, `Type0`].includes(g_colorType) ? C_DIS_NONE : C_DIS_INHERIT);
9302
- g_keycons.colorCursorNum = g_keycons.colorCursorNum % Math.ceil(g_headerObj.setColor.length / g_limitObj.kcColorPickerNum);
9389
+ g_keycons.colorCursorNum = g_keycons.colorCursorNum % Math.ceil(g_dfColorObj.setColorInit.length / g_limitObj.kcColorPickerNum);
9303
9390
  changeColorPickers();
9304
9391
  }
9305
9392
  };
@@ -9326,14 +9413,14 @@ const keyConfigInit = (_kcType = g_kcType) => {
9326
9413
 
9327
9414
  // ColorPickerの切替
9328
9415
  createCss2Button(`lnkColorR`, `[${g_keycons.colorCursorNum + 1} /`, () => {
9329
- g_keycons.colorCursorNum = (g_keycons.colorCursorNum + 1) % Math.ceil(g_headerObj.setColor.length / g_limitObj.kcColorPickerNum);
9416
+ g_keycons.colorCursorNum = (g_keycons.colorCursorNum + 1) % Math.ceil(g_dfColorObj.setColorInit.length / g_limitObj.kcColorPickerNum);
9330
9417
  changeColorPickers();
9331
9418
  }, g_lblPosObj.lnkColorR, g_cssObj.button_Start),
9332
9419
 
9333
9420
  // 矢印の配色をフリーズアローへ反映
9334
9421
  createCss2Button(`lnkColorCopy`, `↓]`, () => {
9335
9422
  if (window.confirm(g_msgObj.colorCopyConfirm)) {
9336
- for (let j = 0; j < g_headerObj.setColor.length; j++) {
9423
+ for (let j = 0; j < g_dfColorObj.setColorInit.length; j++) {
9337
9424
  g_headerObj.frzColor[j] = g_headerObj[`frzColor${g_colorType}`][j] =
9338
9425
  fillArray(g_headerObj[`frzColor${g_colorType}`][j].length, g_headerObj[`setColor${g_colorType}`][j]);
9339
9426
  }
@@ -9819,6 +9906,7 @@ const setAudio = async (_url) => {
9819
9906
  g_currentPage = `loadingIos`;
9820
9907
  lblLoading.textContent = `Click to Start!`;
9821
9908
  divRoot.appendChild(makePlayButton(evt => {
9909
+ getSharedAudioContext().resume();
9822
9910
  g_currentPage = `loading`;
9823
9911
  resetKeyControl();
9824
9912
  divRoot.removeChild(evt.target);
@@ -10037,6 +10125,9 @@ const loadingScoreInit = async () => {
10037
10125
  // ユーザカスタムイベント
10038
10126
  g_customJsObj.loading.forEach(func => func());
10039
10127
 
10128
+ // 初回プレイ時に出力デバイスの起動待ちでずれるのを防ぐため、
10129
+ // メイン画面へ移行する前にAudioContextを起動させておく
10130
+ await warmUpAudioContext();
10040
10131
  mainInit();
10041
10132
  };
10042
10133
 
@@ -12297,6 +12388,7 @@ const mainInit = () => {
12297
12388
  let thisTime;
12298
12389
  let buffTime;
12299
12390
  let musicStartTime;
12391
+ let musicStartCtxTime;
12300
12392
  let musicStartFlg = false;
12301
12393
 
12302
12394
  g_inputKeyBuffer = {};
@@ -13469,14 +13561,32 @@ const mainInit = () => {
13469
13561
  }
13470
13562
 
13471
13563
  // 60fpsから遅延するため、その差分を取って次回のタイミングで遅れをリカバリする
13564
+ // - WebAudioAPI使用時は音源クロック(AudioContext.currentTime)を基準とする
13565
+ // performance.now()とAudioContextの時計は独立して進むため、後者を基準にしないと
13566
+ // 再生開始時のオフセットずれやsuspend/resumeによるずれを吸収できない
13472
13567
  thisTime = performance.now();
13473
13568
  buffTime = 0;
13474
- if (g_audio instanceof AudioPlayer || currentFrame >= musicStartFrame) {
13569
+ let holdFrame = false;
13570
+
13571
+ if (g_audio instanceof AudioPlayer && g_audioClockSync && musicStartCtxTime !== undefined) {
13572
+ if (g_audio.contextState === `running`) {
13573
+ buffTime = (g_audio.contextTime - musicStartCtxTime) * 1000
13574
+ - (currentFrame - musicStartFrame) * 1000 / g_fps;
13575
+ } else {
13576
+ // AudioContext停止中は音源も止まっているため、フレーム進行も止めて復帰を待つ
13577
+ getSharedAudioContext(); // suspended時はresumeを試行
13578
+ holdFrame = true;
13579
+ }
13580
+ } else if (g_audio instanceof AudioPlayer || currentFrame >= musicStartFrame) {
13475
13581
  buffTime = (thisTime - musicStartTime - (currentFrame - musicStartFrame) * 1000 / g_fps);
13476
13582
  }
13477
- g_scoreObj.frameNum++;
13478
- g_scoreObj.baseFrame++;
13479
- g_timeoutEvtId = setTimeout(flowTimeline, 1000 / g_fps - buffTime);
13583
+
13584
+ if (!holdFrame) {
13585
+ g_scoreObj.frameNum++;
13586
+ g_scoreObj.baseFrame++;
13587
+ }
13588
+ g_timeoutEvtId = setTimeout(flowTimeline, holdFrame ? g_maxFrameWait :
13589
+ Math.min(Math.max(1000 / g_fps - buffTime, 0), g_maxFrameWait));
13480
13590
  }
13481
13591
  };
13482
13592
  g_skinJsObj.main.forEach(func => func());
@@ -13489,6 +13599,11 @@ const mainInit = () => {
13489
13599
  const musicStartAdjustment = (g_headerObj.blankFrame - g_stateObj.decimalAdjustment + 1) / g_fps;
13490
13600
  musicStartTime = performance.now() + (musicStartAdjustment + g_scheduleLead) * 1000;
13491
13601
  g_audio.play(musicStartAdjustment);
13602
+
13603
+ // 音源クロック基準の開始時刻(フレーム進行の基準)
13604
+ // - g_audioLatencyCompensationが有効な場合は出力遅延分だけ表示を後ろへずらす
13605
+ musicStartCtxTime = g_audio.scheduledTime
13606
+ + (g_audioLatencyCompensation ? g_audio.outputLatency : 0);
13492
13607
  }
13493
13608
 
13494
13609
  g_timeoutEvtId = setTimeout(flowTimeline, 1000 / g_fps);
@@ -14995,15 +15110,20 @@ const resultInit = () => {
14995
15110
  } else {
14996
15111
  // Canvas の内容を PNG 画像として取得
14997
15112
  canvas.toBlob(async blob => {
14998
- await navigator.clipboard.write([
14999
- new ClipboardItem({
15000
- 'image/png': blob
15001
- })
15002
- ]);
15113
+ try {
15114
+ if (blob === null) {
15115
+ throw new Error(`Failed to create result image blob.`);
15116
+ }
15117
+ await navigator.clipboard.write([
15118
+ new ClipboardItem({ 'image/png': blob })
15119
+ ]);
15120
+ tmpDiv.removeChild(canvas);
15121
+ divRoot.removeChild(tmpDiv);
15122
+ makeInfoWindow(_msg, `leftToRightFade`);
15123
+ } catch {
15124
+ viewResultImage();
15125
+ }
15003
15126
  });
15004
- tmpDiv.removeChild(canvas);
15005
- divRoot.removeChild(tmpDiv);
15006
- makeInfoWindow(_msg, `leftToRightFade`);
15007
15127
  }
15008
15128
 
15009
15129
  } catch (err) {
@@ -5,7 +5,7 @@
5
5
  *
6
6
  * Source by tickle
7
7
  * Created : 2019/11/19
8
- * Revised : 2026/08/01 (v44.5.21)
8
+ * Revised : 2026/09/13 (v44.5.24)
9
9
  *
10
10
  * https://github.com/cwtickle/danoniplus
11
11
  */
@@ -1109,6 +1109,7 @@ const g_stateObj = {
1109
1109
  bgmLooped: null,
1110
1110
  bgmFadeIn: null,
1111
1111
  bgmFadeOut: null,
1112
+ bgmRestart: null,
1112
1113
  bgmTimeupdateEvtId: null,
1113
1114
  bgmMuteFlg: false,
1114
1115
 
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "danoniplus",
3
- "version": "44.5.22",
3
+ "version": "44.5.24",
4
4
  "description": "Dancing☆Onigiri (CW Edition) - Web-based Rhythm Game",
5
5
  "main": "./js/danoni_main.js",
6
6
  "jsdelivr": "./js/danoni_main.js",