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SoundGame/web/rhythm/index.html
T

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HTML

<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="utf-8">
<!-- viewport 锁缩放,viewport-fit=cover 适配刘海屏 -->
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no, viewport-fit=cover">
<title>节拍行者 · SoundGame Web</title>
<link rel="stylesheet" href="../engine/style.css">
</head>
<body>
<!-- 全屏根元素:手势全屏捕获层,封面图放里面 -->
<div id="game-root">
<img class="cover" src="cover.png" alt="">
</div>
<!-- 标准接线:遮罩解锁音频 → game.start() → 接管手势 -->
<script type="module">
import { WebAudioEngine } from '../engine/audio.js';
import { attachGestures } from '../engine/gesture.js';
import { RhythmGame } from './game.js';
async function main() {
const root = document.getElementById('game-root');
const audio = new WebAudioEngine('audio/');
const game = new RhythmGame(audio, root);
await audio.showStartOverlay({ cover: 'cover.png', text: '轻触开始' });
// 走到这里 AudioContext 已解锁,可以出声了
game.start();
// immediateTap:单击是演奏输入(kick),按下立即回调,不等 300ms
// 双击窗关闭;若第二下构成双击,引擎补发 doubletap 改判(多打一下
// kick 无害)。其他游戏勿开——每次按下都会先发 tap。
attachGestures(root, (g) => game.onGesture(g), { immediateTap: true });
// 切后台 AudioContext 会被系统挂起,回前台时恢复(节拍时钟基于
// ctx.currentTime,挂起期间时钟也停,回前台后排程自然续上)
document.addEventListener('visibilitychange', () => {
if (!document.hidden) audio.unlock();
});
}
main();
</script>
</body>
</html>