generated from nhcarrigan/template
feat: initial prototype — core game systems (#30)
## Summary This PR represents the full v1 prototype, implementing the core game systems for Elysium. - Full idle/clicker RPG loop: resource collection, crafting, boss fights, exploration, and quests - Adventurer hiring with batch size selector and progressive tier cost scaling - Prestige, transcendence, and apotheosis systems with auto-prestige support - Character sheet, titles, leaderboards, companion system, and daily login bonuses - Auto-quest and auto-boss toggles - Discord webhook notifications on prestige/transcendence/apotheosis - Discord role awarded on apotheosis - Responsive design and overarching story/lore system - In-game sound effects and browser notifications for key events - Support link button in the resource bar - Full test coverage (100% on `apps/api` and `packages/types`) - CI pipeline: lint → build → test ## Closes Closes #1 Closes #2 Closes #3 Closes #4 Closes #5 Closes #6 Closes #7 Closes #8 Closes #9 Closes #10 Closes #11 Closes #12 Closes #13 Closes #14 Closes #16 Closes #19 Closes #20 Closes #21 Closes #22 Closes #23 Closes #24 Closes #25 Closes #26 Closes #27 Closes #29 ✨ This issue was created with help from Hikari~ 🌸 Co-authored-by: Naomi Carrigan <commits@nhcarrigan.com> Reviewed-on: #30 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #30.
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/**
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* @file Sound effect utilities using the Web Audio API.
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* @copyright nhcarrigan
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* @license Naomi's Public License
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* @author Naomi Carrigan
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*/
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type SoundEvent =
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| "achievement"
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| "apotheosis"
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| "bossVictory"
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| "prestige"
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| "questCompleted"
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| "questFailed"
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| "transcendence";
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interface SoundPattern {
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frequencies: Array<number>;
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gain: number;
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noteDuration: number;
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type: OscillatorType;
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}
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// eslint-disable-next-line @typescript-eslint/naming-convention -- intentional constant name
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const SOUND_PATTERNS: Record<SoundEvent, SoundPattern> = {
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achievement: {
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frequencies: [ 523, 659, 784, 1047 ],
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gain: 0.3,
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noteDuration: 0.12,
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type: "triangle",
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},
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apotheosis: {
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frequencies: [ 1047, 880, 784, 659, 523 ],
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gain: 0.35,
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noteDuration: 0.25,
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type: "sine",
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},
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bossVictory: {
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frequencies: [ 523, 784, 1047 ],
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gain: 0.4,
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noteDuration: 0.18,
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type: "square",
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},
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prestige: {
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frequencies: [ 392, 523, 659, 784 ],
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gain: 0.35,
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noteDuration: 0.15,
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type: "sawtooth",
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},
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questCompleted: {
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frequencies: [ 523, 659 ],
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gain: 0.25,
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noteDuration: 0.15,
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type: "sine",
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},
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questFailed: {
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frequencies: [ 392, 330, 261 ],
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gain: 0.25,
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noteDuration: 0.18,
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type: "triangle",
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},
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transcendence: {
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frequencies: [ 261, 329, 392, 523 ],
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gain: 0.3,
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noteDuration: 0.3,
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type: "sine",
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},
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};
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// eslint-disable-next-line @typescript-eslint/init-declarations -- lazily initialised on first use
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let audioContext: AudioContext | undefined;
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const getAudioContext = (): AudioContext => {
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if (audioContext === undefined) {
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audioContext = new AudioContext();
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}
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return audioContext;
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};
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/**
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* Plays a sound effect for a given game event using the Web Audio API.
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* @param event - The game event to play a sound for.
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*/
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const playSound = (event: SoundEvent): void => {
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try {
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const context = getAudioContext();
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const pattern = SOUND_PATTERNS[event];
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for (const [ index, frequency ] of pattern.frequencies.entries()) {
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const oscillator = context.createOscillator();
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const gainNode = context.createGain();
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oscillator.connect(gainNode);
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gainNode.connect(context.destination);
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oscillator.type = pattern.type;
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oscillator.frequency.value = frequency;
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const noteOffset = index * pattern.noteDuration;
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const startTime = context.currentTime + noteOffset;
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const endTime = startTime + pattern.noteDuration;
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gainNode.gain.setValueAtTime(0, startTime);
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gainNode.gain.linearRampToValueAtTime(pattern.gain, startTime + 0.01);
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gainNode.gain.linearRampToValueAtTime(0, endTime);
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oscillator.start(startTime);
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oscillator.stop(endTime);
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}
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} catch {
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// Silently ignore — audio may not be available in all environments
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}
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};
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export type { SoundEvent };
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export { playSound };
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