Implement state-aware music transitions for title, biome gameplay, death, and restart

This commit is contained in:
OpenClaw Engineer 2026-03-14 20:42:00 -05:00
parent ef70c6324d
commit 2f07d74c78
2 changed files with 120 additions and 10 deletions

View File

@ -43,8 +43,13 @@ LAN test URL (from another device on your network):
- Music defaults to **OFF** when no preference exists in localStorage.
- Toggle preference key: `dinoLand.musicEnabled` (`'1'` on, `'0'` off).
- First user click on the music toggle resumes/unlocks Web Audio and starts procedural background music when turned ON.
- Turning music OFF performs a short fade to mute.
- First user click on the music toggle resumes/unlocks Web Audio and starts procedural music when turned ON.
- Music state is context-aware:
- **Title/start screen** uses title music profile.
- **Gameplay** switches profile by biome (Plains, Desert, Jungle, Snow, and Lava mapped to the Volcano profile).
- **Death screen** switches to death music profile.
- **Restart/respawn to start screen** returns to title profile.
- Turning music OFF performs a short fade to mute; turning back ON fades in the current state profile.
## Quick verification checklist

View File

@ -97,7 +97,9 @@ const musicState = {
schedulerId: null,
nextNoteTime: 0,
step: 0,
started: false
started: false,
mode: 'title',
profile: 'title'
};
const MUSIC_STEP_SECONDS = 0.24;
@ -105,12 +107,64 @@ const MUSIC_SCHEDULE_AHEAD_SECONDS = 0.6;
const MUSIC_LOOKAHEAD_MS = 80;
const MUSIC_ON_GAIN = 0.06;
const MUSIC_SEQUENCE = [
[220, 277.18, 329.63],
[246.94, 311.13, 369.99],
[196, 246.94, 293.66],
[174.61, 220, 261.63]
];
const MUSIC_PROFILES = {
title: {
sequence: [
[196, 246.94, 293.66],
[174.61, 220, 261.63],
[164.81, 207.65, 246.94],
[174.61, 220, 261.63]
]
},
gameplay_plains: {
sequence: [
[220, 277.18, 329.63],
[246.94, 311.13, 369.99],
[196, 246.94, 293.66],
[174.61, 220, 261.63]
]
},
gameplay_desert: {
sequence: [
[164.81, 196, 246.94],
[174.61, 220, 261.63],
[196, 233.08, 293.66],
[174.61, 220, 261.63]
]
},
gameplay_jungle: {
sequence: [
[246.94, 311.13, 369.99],
[261.63, 329.63, 392.0],
[220, 277.18, 329.63],
[233.08, 293.66, 349.23]
]
},
gameplay_snow: {
sequence: [
[196, 246.94, 293.66],
[220, 277.18, 329.63],
[174.61, 220, 261.63],
[196, 246.94, 293.66]
]
},
gameplay_volcano: {
sequence: [
[138.59, 174.61, 207.65],
[146.83, 185, 220],
[130.81, 164.81, 196],
[123.47, 155.56, 185]
]
},
death: {
sequence: [
[130.81, 155.56, 185],
[123.47, 146.83, 174.61],
[110, 138.59, 164.81],
[98, 123.47, 146.83]
]
}
};
function ensureAudioCtx() {
if (!audioCtx) audioCtx = new (window.AudioContext || window.webkitAudioContext)();
@ -147,12 +201,55 @@ function scheduleMusicNote(frequency, time, duration = MUSIC_STEP_SECONDS * 0.95
osc.stop(time + duration + 0.03);
}
function resolveMusicProfile() {
return MUSIC_PROFILES[musicState.profile] || MUSIC_PROFILES.title;
}
function normalizeBiomeMusicKey(name) {
const raw = String(name || '').toLowerCase();
if (raw === 'lava') return 'volcano';
if (raw === 'volcano') return 'volcano';
if (raw === 'plains' || raw === 'desert' || raw === 'jungle' || raw === 'snow') return raw;
return 'plains';
}
function setMusicMode(mode, profile) {
if (!profile || !MUSIC_PROFILES[profile]) return;
const profileChanged = musicState.profile !== profile;
musicState.mode = mode;
musicState.profile = profile;
if (profileChanged) {
musicState.step = 0;
}
}
function updateMusicForGameState(force = false) {
let nextMode = 'title';
let nextProfile = 'title';
if (state.dead) {
nextMode = 'death';
nextProfile = 'death';
} else if (state.running) {
nextMode = 'gameplay';
const focusX = state.player.x + state.player.width * 0.5;
const biome = getBiomeAt(focusX);
const biomeKey = normalizeBiomeMusicKey(biome.name);
nextProfile = `gameplay_${biomeKey}`;
}
if (force || musicState.mode !== nextMode || musicState.profile !== nextProfile) {
setMusicMode(nextMode, nextProfile);
}
}
function runMusicScheduler() {
if (!musicState.started || !audioCtx) return;
const ctx = audioCtx;
while (musicState.nextNoteTime < ctx.currentTime + MUSIC_SCHEDULE_AHEAD_SECONDS) {
const chord = MUSIC_SEQUENCE[musicState.step % MUSIC_SEQUENCE.length];
const profile = resolveMusicProfile();
const chord = profile.sequence[musicState.step % profile.sequence.length];
const root = chord[0];
const third = chord[1];
const fifth = chord[2];
@ -176,6 +273,7 @@ function startMusicIfNeeded() {
musicState.started = true;
musicState.nextNoteTime = ctx.currentTime + 0.05;
musicState.step = 0;
updateMusicForGameState(true);
runMusicScheduler();
musicState.schedulerId = window.setInterval(runMusicScheduler, MUSIC_LOOKAHEAD_MS);
}
@ -388,6 +486,7 @@ if (musicToggleEl) {
musicEnabled = nextEnabled;
persistMusicEnabled(musicEnabled);
refreshMusicToggleUi();
updateMusicForGameState(true);
setMusicEnabledAudio(musicEnabled);
});
}
@ -414,6 +513,7 @@ startFormEl.addEventListener('submit', (e) => {
deathScreenEl.classList.add('hidden');
state.running = true;
startErrorEl.textContent = '';
updateMusicForGameState(true);
if (musicEnabled) {
resumeAudioContext().then((resumed) => {
@ -437,6 +537,7 @@ function restartToStartScreen() {
passwordEl.value = '';
startErrorEl.textContent = '';
startScreenEl.classList.remove('hidden');
updateMusicForGameState(true);
}
restartBtnEl.addEventListener('click', restartToStartScreen);
@ -765,6 +866,7 @@ async function kill(reason) {
state.running = false;
state.dead = true;
state.deadReason = reason;
updateMusicForGameState(true);
finalScoreEl.textContent = `Final Score: ${state.score}${reason}`;
await populateLeaderboard();
deathScreenEl.classList.remove('hidden');
@ -972,6 +1074,8 @@ function tick(ts) {
const dt = Math.min((ts - state.lastTs) / 1000, 0.05);
state.lastTs = ts;
updateMusicForGameState();
if (state.running) {
state.hitCooldown = Math.max(0, state.hitCooldown - dt);
updatePlayer(dt);
@ -1007,5 +1111,6 @@ function tick(ts) {
requestAnimationFrame((ts) => {
state.lastTs = ts;
updateHeartsUI();
updateMusicForGameState(true);
requestAnimationFrame(tick);
});