diff --git a/packages/frontend/src/pages/drop-and-fusion.vue b/packages/frontend/src/pages/drop-and-fusion.vue index 7f4a885b44..6014931562 100644 --- a/packages/frontend/src/pages/drop-and-fusion.vue +++ b/packages/frontend/src/pages/drop-and-fusion.vue @@ -7,7 +7,7 @@ SPDX-License-Identifier: AGPL-3.0-only -
+
@@ -221,10 +221,10 @@ class Game extends EventEmitter<{ private COMBO_INTERVAL = 1000; public readonly DROP_INTERVAL = 500; private PLAYAREA_MARGIN = 25; + private STOCK_MAX = 4; private engine: Matter.Engine; private render: Matter.Render; private runner: Matter.Runner; - private detector: Matter.Detector; private overflowCollider: Matter.Body; private isGameOver = false; @@ -286,7 +286,7 @@ class Game extends EventEmitter<{ wireframeBackground: 'transparent', // transparent to hide wireframes: false, showSleeping: false, - pixelRatio: window.devicePixelRatio, + pixelRatio: Math.max(2, window.devicePixelRatio), }, }); @@ -295,8 +295,6 @@ class Game extends EventEmitter<{ this.runner = Matter.Runner.create(); Matter.Runner.run(this.runner, this.engine); - this.detector = Matter.Detector.create(); - this.engine.world.bodies = []; //#region walls @@ -412,7 +410,7 @@ class Game extends EventEmitter<{ } public start() { - for (let i = 0; i < 4; i++) { + for (let i = 0; i < this.STOCK_MAX; i++) { this.stock.push({ id: Math.random().toString(), fruit: FRUITS.filter(x => x.available)[Math.floor(Math.random() * FRUITS.filter(x => x.available).length)], @@ -423,8 +421,8 @@ class Game extends EventEmitter<{ // TODO: fusion予約状態のアイテムは光らせるなどの演出をすると楽しそう let fusionReservedPairs: { bodyA: Matter.Body; bodyB: Matter.Body }[] = []; - const minCollisionDepthForSound = 2.5; - const maxCollisionDepthForSound = 9; + const minCollisionEnergyForSound = 2.5; + const maxCollisionEnergyForSound = 9; const soundPitchMax = 4; const soundPitchMin = 0.5; @@ -451,8 +449,8 @@ class Game extends EventEmitter<{ } } else { const energy = pairs.collision.depth; - if (energy > minCollisionDepthForSound) { - const vol = (Math.min(maxCollisionDepthForSound, energy - minCollisionDepthForSound) / maxCollisionDepthForSound) / 4; + if (energy > minCollisionEnergyForSound) { + const vol = (Math.min(maxCollisionEnergyForSound, energy - minCollisionEnergyForSound) / maxCollisionEnergyForSound) / 4; const pan = ((((bodyA.position.x + bodyB.position.x) / 2) / GAME_WIDTH) - 0.5) * 2; const pitch = soundPitchMin + ((soundPitchMax - soundPitchMin) * (1 - (Math.min(10, energy) / 10))); sound.playRaw('syuilo/poi1', vol, pan, pitch); @@ -700,7 +698,6 @@ definePageMetadata({ width: 100%; // なんかiOSでちらつく //filter: drop-shadow(0 6px 16px #0007); - border-radius: 16px; pointer-events: none; user-select: none; } @@ -710,7 +707,8 @@ definePageMetadata({ display: block; z-index: 1; margin-top: -50px; - max-width: 100%; + width: 100% !important; + height: auto !important; pointer-events: none; user-select: none; }