Änderungen: - Hinzufügung neuer Modelle für TaxiMapTile, TaxiStreetName und TaxiMapTileStreet zur Unterstützung der Tile- und Straßennamen-Logik. - Anpassung der TaxiMap- und TaxiMapService-Logik zur Verwaltung von Tiles und Straßennamen. - Implementierung von Methoden zur Upsert-Logik für Tiles und Straßennamen in der TaxiMapService. - Verbesserung der Benutzeroberfläche in TaxiToolsView.vue zur Anzeige und Bearbeitung von Straßennamen und zusätzlichen Elementen. Diese Anpassungen verbessern die Funktionalität und Benutzererfahrung im Taxi-Minispiel erheblich, indem sie eine detailliertere Verwaltung von Karten und Straßennamen ermöglichen.
201 lines
5.8 KiB
JavaScript
201 lines
5.8 KiB
JavaScript
// Moderne MotorSound-Lib mit Web Audio API (AudioWorklet statt ScriptProcessor)
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// Geschwindigkeitsabhängiges Motorgeräusch für Taxi-Spiel
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class MotorSound {
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constructor(context, generator) {
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this.context = context;
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this.generator = generator;
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this.speed = 0.6; // incoming control value (0.3..1.5)
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this.isPlaying = false;
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this.currentFrame = 0;
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this.workletNode = null;
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this.gainNode = null;
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this.data = null;
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this.sampleRate = context.sampleRate || 44100;
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this.step = 1; // table index increment per sample, derived from target frequency
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this.regenerate();
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}
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async init() {
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// Verwende ScriptProcessor für bessere Kompatibilität
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console.log('Initialisiere MotorSound mit ScriptProcessor');
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// Kleinere Buffergröße für geringere Latenz
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this.workletNode = this.context.createScriptProcessor(256);
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this.workletNode.onaudioprocess = this.process.bind(this);
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// Filter-Kette für motorähnlicheren Klang
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this.lowShelf = this.context.createBiquadFilter();
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this.lowShelf.type = 'lowshelf';
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this.lowShelf.frequency.value = 150;
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this.lowShelf.gain.value = 6;
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this.lowPass = this.context.createBiquadFilter();
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this.lowPass.type = 'lowpass';
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this.lowPass.frequency.value = 1200;
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this.lowPass.Q.value = 0.5;
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this.gainNode = this.context.createGain();
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this.gainNode.gain.setValueAtTime(0.25, this.context.currentTime);
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// Verbindung: script -> lowshelf -> lowpass -> gain
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this.workletNode.connect(this.lowShelf);
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this.lowShelf.connect(this.lowPass);
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this.lowPass.connect(this.gainNode);
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console.log('MotorSound ScriptProcessor initialisiert');
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}
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start() {
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if (!this.gainNode) return;
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if (this.context.state === 'suspended') {
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this.context.resume().catch(() => {});
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}
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this.gainNode.connect(this.context.destination);
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this.isPlaying = true;
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}
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stop() {
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if (!this.gainNode || !this.gainNode.context) return;
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try {
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this.gainNode.disconnect(this.context.destination);
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} catch (_) {
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// bereits disconnected
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}
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this.isPlaying = false;
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}
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regenerate() {
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this.data = this.generator.generate();
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console.log('MotorSound Daten regeneriert, Länge:', this.data.length);
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}
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setVolume(volume) {
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if (this.gainNode) this.gainNode.gain.value = volume;
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}
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setGenerator(generator) {
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this.generator = generator;
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this.regenerate();
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}
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setSpeed(speed) {
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// speed erwartet ca. 0.3..1.5 (von Spiel geliefert). Normiere auf 0..1
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const normalized = Math.max(0, Math.min(1, (speed - 0.3) / 1.2));
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// Ziel-Frequenz für Motorgrundton (Hz)
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const freq = 40 + normalized * 160; // 40..200 Hz
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// Tabellen-Schritt für gewünschte Frequenz
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this.step = (freq * this.data.length) / this.sampleRate;
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}
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process(event) {
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if (!this.data || this.data.length === 0) return;
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const output = event.outputBuffer;
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const ch0 = output.getChannelData(0);
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const ch1 = output.numberOfChannels > 1 ? output.getChannelData(1) : ch0;
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for (let i = 0; i < ch0.length; ++i) {
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this.currentFrame += this.step;
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const index = Math.floor(this.currentFrame) % this.data.length;
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const sample = this.data[index] * 0.9; // etwas dämpfen
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ch0[i] = sample;
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ch1[i] = sample;
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}
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this.currentFrame %= this.data.length;
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}
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}
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class LinearGenerator {
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constructor() {
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this.dataLength = 1024;
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}
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pushLinear(data, toValue, toPosition) {
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const lastPosition = data.length - 1;
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const lastValue = data.pop();
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const positionDiff = toPosition - lastPosition;
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const step = (toValue - lastValue) / positionDiff;
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for (let i = 0; i < positionDiff; i++) {
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data.push(lastValue + step * i);
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}
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return data;
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}
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generate() {
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const data = [];
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let lastValue = 1;
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data.push(lastValue);
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for (let i = 0.05; i < 1; i += Math.random() / 8 + 0.01) {
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const nextPosition = Math.floor(i * this.dataLength);
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const nextValue = Math.random() * 2 - 1;
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this.pushLinear(data, nextValue, nextPosition);
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}
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this.pushLinear(data, 1, this.dataLength);
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return data;
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}
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}
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class NoiseGenerator {
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constructor() {
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this.dataLength = 4096;
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this.linearLength = 30;
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this.smoothness = 3;
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}
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generate() {
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const data = [];
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let lastValue = 0.5;
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data.push(lastValue);
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for (let i = 1; i <= this.dataLength - this.linearLength; i++) {
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lastValue += (Math.random() - 0.5) / this.smoothness;
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lastValue = Math.min(1, lastValue);
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lastValue = Math.max(-1, lastValue);
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data.push(lastValue);
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}
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const step = (0.5 - lastValue) / this.linearLength;
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for (let j = 0; j < this.linearLength; j++) {
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data.push(lastValue + step * j);
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}
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data.push(0.5);
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return data;
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}
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}
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class CanvasGenerator {
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constructor() {
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this.canvas = document.createElement('canvas');
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this.canvas.width = 1024;
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this.canvas.height = 1;
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this.ctx = this.canvas.getContext('2d');
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}
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getRandomGradient() {
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const gradient = this.ctx.createLinearGradient(0, 0, this.canvas.width, 0);
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gradient.addColorStop(0, "rgba(0, 0, 0, 255)");
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for (let i = 0.05; i < 1; i += Math.random() / 8 + 0.01) {
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gradient.addColorStop(i, "rgba(0, 0, 0," + Math.random() + ")");
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}
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gradient.addColorStop(1, "rgba(0, 0, 0, 255)");
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return gradient;
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}
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generate() {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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this.ctx.fillStyle = this.getRandomGradient();
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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const imageData = this.ctx.getImageData(0, 0, this.canvas.width, 1).data;
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const data = [];
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for (let i = 3, len = imageData.length; i < len; i += 4) {
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data.push(imageData[i] / 128 - 1);
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}
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return data;
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}
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}
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export { MotorSound, LinearGenerator, NoiseGenerator, CanvasGenerator };
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