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