The server itself: repo now mirrors the machine it runs on, plus install.sh
The repository carried two different servers side by side - the early
`justrp` prototype with its Python auth API, and a snapshot of the real
one under `server-code/`. Only the second one is a server anyone should
start from, so the prototype is gone and the real one moved to the root.
Taken from the live box, so the UI is the finished version (the tokens,
the county-records sheets and the variable fonts landed after the last
snapshot was pushed):
resources/[rp]/ rp_db, rp_core, rp_session, rp_loading, rp_ui,
rp_selftest, rp_dbtest
bin/ supervise.sh (keep-alive + console FIFO), rcon, init script
etc/schema.sql accounts, characters, transactions, inventory, vehicles
assets/fonts/ the bundled subsets
docs/SERVER.md how it is put together, resource by resource
install.sh turns a clean Ubuntu/Debian box into this server in one
command: recommended FXServer build, MariaDB with the schema, resources,
server.cfg + a generated database password, boot entry (systemd or
init.d), then it waits for the Cfx registration. --name/--port/--db-name
let a second server live on the same machine. Tested end to end on a
spare install root: build 25770 fetched, schema applied, boot entry
written, FXServer started and stopped exactly where a wrong licence key
should stop it.
No secrets travel with it: the licence key and the database password live
in data/secrets.cfg on the machine, and .gitignore now names it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5
parent
80c1d75d2f
commit
71856b15e9
@@ -0,0 +1,567 @@
|
||||
/* ---------------------------------------------------------------------------
|
||||
Loading screen behaviour.
|
||||
|
||||
Three jobs:
|
||||
1. draw the city - a procedural night skyline flown over on canvas
|
||||
2. report progress - bound to the load events the game actually emits
|
||||
3. play ambience - synthesised in the browser, nothing is downloaded
|
||||
--------------------------------------------------------------------------- */
|
||||
|
||||
'use strict';
|
||||
|
||||
const $ = (id) => document.getElementById(id);
|
||||
|
||||
/* =========================================================================
|
||||
1. The city
|
||||
========================================================================= */
|
||||
|
||||
/* Small deterministic PRNG so the skyline is stable across a resize. */
|
||||
function rng(seed) {
|
||||
let s = seed >>> 0;
|
||||
return () => {
|
||||
s = (s * 1664525 + 1013904223) >>> 0;
|
||||
return s / 4294967296;
|
||||
};
|
||||
}
|
||||
|
||||
const SKY = {
|
||||
canvas: $('sky'),
|
||||
ctx: null,
|
||||
layers: [],
|
||||
w: 0,
|
||||
h: 0,
|
||||
dpr: 1,
|
||||
t0: performance.now(),
|
||||
};
|
||||
|
||||
/* Depth layers, far to near. Every layer is darker than the hazy sky behind
|
||||
it, which is what makes a silhouette read at all; the far ones are lifted
|
||||
towards the sky colour to stand in for atmosphere. `base` is the ground line
|
||||
as a fraction of the viewport, so near towers rise right through the frame.
|
||||
The difference in scroll rate is what reads as flight. */
|
||||
const LAYER_SPEC = [
|
||||
{ depth: 0.00, speed: 4, minW: 28, maxW: 66, minH: 0.09, maxH: 0.21, base: 0.76, tone: '#20263a', lit: 0.16, win: 0.30, haze: 0.17 },
|
||||
{ depth: 0.25, speed: 11, minW: 36, maxW: 90, minH: 0.13, maxH: 0.30, base: 0.83, tone: '#171c2b', lit: 0.20, win: 0.42, haze: 0.14 },
|
||||
{ depth: 0.50, speed: 24, minW: 50, maxW: 122, minH: 0.19, maxH: 0.42, base: 0.91, tone: '#10141f', lit: 0.24, win: 0.58, haze: 0.10 },
|
||||
{ depth: 0.75, speed: 50, minW: 74, maxW: 178, minH: 0.28, maxH: 0.62, base: 1.02, tone: '#090c14', lit: 0.26, win: 0.74, haze: 0.06 },
|
||||
{ depth: 1.00, speed: 100, minW: 104, maxW: 262, minH: 0.44, maxH: 0.98, base: 1.20, tone: '#04060b', lit: 0.19, win: 0.90, haze: 0.00 },
|
||||
];
|
||||
|
||||
function buildLayer(spec, index, w, h) {
|
||||
const cv = document.createElement('canvas');
|
||||
cv.width = Math.ceil(w * 2);
|
||||
cv.height = h;
|
||||
const c = cv.getContext('2d');
|
||||
const rand = rng(9173 + index * 7717);
|
||||
|
||||
const base = h * spec.base;
|
||||
const towers = [];
|
||||
|
||||
let x = -60;
|
||||
while (x < cv.width + 60) {
|
||||
const bw = spec.minW + rand() * (spec.maxW - spec.minW);
|
||||
const bh = h * (spec.minH + rand() * (spec.maxH - spec.minH));
|
||||
const top = base - bh;
|
||||
|
||||
c.fillStyle = spec.tone;
|
||||
c.fillRect(Math.round(x), Math.round(top), Math.ceil(bw), Math.ceil(h - top));
|
||||
|
||||
/* a hairline of sodium bounce along the roof edge */
|
||||
if (rand() < 0.55) {
|
||||
c.fillStyle = `rgba(255,159,69,${0.05 + spec.glow * 0.16})`;
|
||||
c.fillRect(Math.round(x), Math.round(top), Math.ceil(bw), 1);
|
||||
}
|
||||
|
||||
/* windows */
|
||||
const cell = 6 + spec.depth * 8;
|
||||
const pad = Math.max(2, cell * 0.34);
|
||||
for (let wy = top + pad * 2; wy < base - pad; wy += cell) {
|
||||
for (let wx = x + pad; wx < x + bw - pad; wx += cell) {
|
||||
if (rand() > spec.lit) continue;
|
||||
const warm = rand();
|
||||
/* mostly sodium/tungsten, a few cold offices; distant windows are
|
||||
dimmed so they read as depth rather than as static */
|
||||
const col = warm < 0.72
|
||||
? `rgba(255,${150 + Math.floor(rand() * 50)},${70 + Math.floor(rand() * 40)},${(0.35 + rand() * 0.5) * spec.win})`
|
||||
: `rgba(190,205,225,${(0.18 + rand() * 0.3) * spec.win})`;
|
||||
c.fillStyle = col;
|
||||
c.fillRect(Math.round(wx), Math.round(wy), Math.max(1, cell * 0.34), Math.max(1, cell * 0.42));
|
||||
}
|
||||
}
|
||||
|
||||
/* tall towers get an aviation light */
|
||||
if (bh > h * 0.5 && rand() < 0.5) {
|
||||
towers.push({ x: x + bw / 2, y: top - 2, phase: rand() * Math.PI * 2 });
|
||||
}
|
||||
|
||||
x += bw + 2 + rand() * 16;
|
||||
}
|
||||
|
||||
return { cv, spec, towers, base };
|
||||
}
|
||||
|
||||
function resizeSky() {
|
||||
const dpr = Math.min(window.devicePixelRatio || 1, 1.5);
|
||||
SKY.dpr = dpr;
|
||||
SKY.w = window.innerWidth;
|
||||
SKY.h = window.innerHeight;
|
||||
SKY.canvas.width = Math.floor(SKY.w * dpr);
|
||||
SKY.canvas.height = Math.floor(SKY.h * dpr);
|
||||
SKY.ctx = SKY.canvas.getContext('2d');
|
||||
SKY.ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
|
||||
SKY.layers = LAYER_SPEC.map((s, i) => buildLayer(s, i, SKY.w, SKY.h));
|
||||
}
|
||||
|
||||
function drawSky(now) {
|
||||
const { ctx, w, h } = SKY;
|
||||
if (!ctx) return;
|
||||
const t = (now - SKY.t0) / 1000;
|
||||
|
||||
/* Sky: light pollution rather than stars. It has to stay brighter than the
|
||||
buildings all the way down, otherwise there is no silhouette to see. */
|
||||
const g = ctx.createLinearGradient(0, 0, 0, h);
|
||||
g.addColorStop(0.00, '#080b14');
|
||||
g.addColorStop(0.34, '#121627');
|
||||
g.addColorStop(0.60, '#23202f');
|
||||
g.addColorStop(0.78, '#412c27');
|
||||
g.addColorStop(0.90, '#6b4527');
|
||||
g.addColorStop(1.00, '#8a5726');
|
||||
ctx.fillStyle = g;
|
||||
ctx.fillRect(0, 0, w, h);
|
||||
|
||||
/* the haze dome over downtown */
|
||||
const halo = ctx.createRadialGradient(w * 0.6, h * 0.9, 0, w * 0.6, h * 0.9, h * 0.85);
|
||||
halo.addColorStop(0, 'rgba(255,159,69,0.34)');
|
||||
halo.addColorStop(0.45, 'rgba(255,140,60,0.12)');
|
||||
halo.addColorStop(1, 'rgba(255,140,60,0)');
|
||||
ctx.fillStyle = halo;
|
||||
ctx.fillRect(0, 0, w, h);
|
||||
|
||||
/* a slow descent: everything drifts down and grows a touch over time */
|
||||
const descend = Math.sin(t * 0.06) * 10 + t * 0.9;
|
||||
|
||||
for (const layer of SKY.layers) {
|
||||
const { cv, spec } = layer;
|
||||
const span = cv.width / 2;
|
||||
let ox = -((t * spec.speed) % span);
|
||||
const oy = descend * (0.25 + spec.depth * 0.9);
|
||||
|
||||
ctx.globalAlpha = 1;
|
||||
ctx.drawImage(cv, ox, oy, cv.width, h);
|
||||
|
||||
/* aviation lights blink on their own phase */
|
||||
for (const tw of layer.towers) {
|
||||
const blink = Math.sin(t * 1.5 + tw.phase);
|
||||
if (blink < 0.72) continue;
|
||||
const px = tw.x + ox;
|
||||
const py = tw.y + oy - h * 0.06;
|
||||
ctx.fillStyle = `rgba(226,72,52,${(blink - 0.72) / 0.28})`;
|
||||
ctx.beginPath();
|
||||
ctx.arc(px, py, 1.6, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
if (px > span) {
|
||||
ctx.beginPath();
|
||||
ctx.arc(px - span, py, 1.6, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
|
||||
/* Aerial perspective: a warm veil laid over everything drawn so far, so
|
||||
each nearer layer sits in front of progressively more atmosphere. */
|
||||
if (spec.haze > 0) {
|
||||
ctx.fillStyle = `rgba(104,72,50,${spec.haze})`;
|
||||
ctx.fillRect(0, 0, w, h);
|
||||
}
|
||||
}
|
||||
ctx.globalAlpha = 1;
|
||||
}
|
||||
|
||||
/* =========================================================================
|
||||
2. Progress, bound to the game's own load events
|
||||
========================================================================= */
|
||||
|
||||
const Progress = {
|
||||
shown: 0,
|
||||
target: 0,
|
||||
step: 'Waiting for the game',
|
||||
|
||||
set(fraction, step) {
|
||||
if (typeof fraction === 'number' && isFinite(fraction)) {
|
||||
/* never let it walk backwards - it reads as a fault */
|
||||
this.target = Math.max(this.target, Math.min(1, Math.max(0, fraction)));
|
||||
}
|
||||
if (step) this.step = step;
|
||||
},
|
||||
|
||||
tick() {
|
||||
/* ease towards the real figure so long steps still feel alive */
|
||||
this.shown += (this.target - this.shown) * 0.08;
|
||||
const pct = Math.min(100, Math.round(this.shown * 100));
|
||||
$('bar').style.width = (this.shown * 100).toFixed(2) + '%';
|
||||
$('pct').firstChild.nodeValue = String(pct);
|
||||
if ($('step').textContent !== this.step) $('step').textContent = this.step;
|
||||
},
|
||||
};
|
||||
|
||||
/* Turns the game's internal init-function names into something a player can read. */
|
||||
const STEP_NAMES = {
|
||||
MAP: 'Loading the map',
|
||||
BEFORE_MAP_LOADED: 'Preparing the world',
|
||||
AFTER_MAP_LOADED: 'Placing the world',
|
||||
SESSION_INIT: 'Joining the session',
|
||||
INIT_BEFORE_MAP_LOADED: 'Starting up',
|
||||
INIT_AFTER_MAP_LOADED: 'Finishing up',
|
||||
INIT_SESSION: 'Joining the session',
|
||||
};
|
||||
|
||||
window.addEventListener('message', (event) => {
|
||||
const d = event.data || {};
|
||||
switch (d.eventName) {
|
||||
case 'loadProgress':
|
||||
Progress.set(d.loadFraction);
|
||||
break;
|
||||
|
||||
case 'startInitFunction':
|
||||
Progress.set(null, STEP_NAMES[d.type] || 'Starting up');
|
||||
break;
|
||||
|
||||
case 'initFunctionInvoking':
|
||||
if (typeof d.idx === 'number' && typeof d.count === 'number' && d.count > 0) {
|
||||
Progress.set(null, `${STEP_NAMES[d.type] || 'Starting up'} ${d.idx}/${d.count}`);
|
||||
}
|
||||
break;
|
||||
|
||||
case 'startDataFileEntries':
|
||||
Progress.set(null, `Streaming ${d.count} asset packs`);
|
||||
break;
|
||||
|
||||
case 'performMapLoadFunction':
|
||||
Progress.set(null, 'Building the map');
|
||||
break;
|
||||
|
||||
case 'startWarning':
|
||||
case 'onLogLine':
|
||||
if (d.message) Progress.set(null, String(d.message).slice(0, 70));
|
||||
break;
|
||||
|
||||
/* --- our own messages, sent from rp_ui once the client is running --- */
|
||||
case 'rp:rules':
|
||||
if (Array.isArray(d.rules) && d.rules.length) {
|
||||
Notices.load(d.rules);
|
||||
}
|
||||
break;
|
||||
|
||||
case 'rp:server':
|
||||
if (d.name) document.querySelector('.wordmark').textContent = d.name;
|
||||
if (d.serial) $('serial').textContent = d.serial;
|
||||
if (d.status) $('hostcount').textContent = d.status;
|
||||
break;
|
||||
|
||||
case 'rp:progress':
|
||||
Progress.set(d.fraction, d.step);
|
||||
break;
|
||||
|
||||
/* the world is ready: dissolve into the live camera behind us */
|
||||
case 'rp:handover':
|
||||
Progress.set(1, 'Ready');
|
||||
document.body.classList.add('handover');
|
||||
break;
|
||||
}
|
||||
});
|
||||
|
||||
/* =========================================================================
|
||||
3. Posted notices
|
||||
========================================================================= */
|
||||
|
||||
const Notices = {
|
||||
items: [
|
||||
{ title: 'Stay in character', body: 'Your character does not know what you know. Breaking character in the world is the fastest way to lose the story.' },
|
||||
{ title: 'Value your life', body: 'Act like the consequences are permanent. A gun in your face changes what you are willing to do.' },
|
||||
{ title: 'No random deathmatch', body: 'Violence needs a reason the other person can understand. Escalate, do not detonate.' },
|
||||
{ title: 'Do not power game', body: 'Give people a fair chance to react. Winning is not the point of a scene.' },
|
||||
{ title: 'Leave the scene alive', body: 'If you die, your character forgets the thirty minutes before it. No revenge from the grave.' },
|
||||
],
|
||||
i: 0,
|
||||
timer: null,
|
||||
|
||||
load(items) {
|
||||
this.items = items;
|
||||
this.i = 0;
|
||||
this.render();
|
||||
this.schedule();
|
||||
},
|
||||
|
||||
render() {
|
||||
const item = this.items[this.i % this.items.length];
|
||||
const title = $('noticeTitle');
|
||||
const body = $('noticeBody');
|
||||
|
||||
/* restart the entry animation by reflowing the nodes */
|
||||
title.style.animation = 'none';
|
||||
body.style.animation = 'none';
|
||||
void title.offsetWidth;
|
||||
title.style.animation = '';
|
||||
body.style.animation = '';
|
||||
|
||||
title.textContent = item.title;
|
||||
body.textContent = item.body;
|
||||
$('noticeIndex').textContent = `${(this.i % this.items.length) + 1} / ${this.items.length}`;
|
||||
},
|
||||
|
||||
schedule() {
|
||||
clearInterval(this.timer);
|
||||
this.timer = setInterval(() => {
|
||||
this.i += 1;
|
||||
this.render();
|
||||
}, 7600);
|
||||
},
|
||||
};
|
||||
|
||||
/* =========================================================================
|
||||
4. Ambience - synthesised, never downloaded
|
||||
========================================================================= */
|
||||
|
||||
class Ambience {
|
||||
constructor() {
|
||||
this.ctx = null;
|
||||
this.master = null;
|
||||
this.volume = 0.45;
|
||||
this.muted = false;
|
||||
this.started = false;
|
||||
}
|
||||
|
||||
/* A short noise burst with exponential decay makes a serviceable hall. */
|
||||
makeImpulse(seconds, decay) {
|
||||
const rate = this.ctx.sampleRate;
|
||||
const len = Math.floor(rate * seconds);
|
||||
const buf = this.ctx.createBuffer(2, len, rate);
|
||||
for (let ch = 0; ch < 2; ch++) {
|
||||
const data = buf.getChannelData(ch);
|
||||
for (let i = 0; i < len; i++) {
|
||||
data[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / len, decay);
|
||||
}
|
||||
}
|
||||
return buf;
|
||||
}
|
||||
|
||||
noiseBuffer(seconds) {
|
||||
const rate = this.ctx.sampleRate;
|
||||
const buf = this.ctx.createBuffer(1, rate * seconds, rate);
|
||||
const d = buf.getChannelData(0);
|
||||
let last = 0;
|
||||
for (let i = 0; i < d.length; i++) {
|
||||
/* brown-ish noise: closer to distant traffic than white hiss */
|
||||
const white = Math.random() * 2 - 1;
|
||||
last = (last + 0.02 * white) / 1.02;
|
||||
d[i] = last * 3.2;
|
||||
}
|
||||
return buf;
|
||||
}
|
||||
|
||||
start() {
|
||||
if (this.started) return;
|
||||
const Ctor = window.AudioContext || window.webkitAudioContext;
|
||||
if (!Ctor) return;
|
||||
this.ctx = new Ctor();
|
||||
this.started = true;
|
||||
|
||||
const ctx = this.ctx;
|
||||
this.master = ctx.createGain();
|
||||
this.master.gain.value = 0;
|
||||
this.master.connect(ctx.destination);
|
||||
|
||||
const verb = ctx.createConvolver();
|
||||
verb.buffer = this.makeImpulse(4.2, 2.6);
|
||||
const verbGain = ctx.createGain();
|
||||
verbGain.gain.value = 0.55;
|
||||
verb.connect(verbGain).connect(this.master);
|
||||
|
||||
const dry = ctx.createGain();
|
||||
dry.gain.value = 0.75;
|
||||
dry.connect(this.master);
|
||||
|
||||
const bus = ctx.createGain();
|
||||
bus.connect(dry);
|
||||
bus.connect(verb);
|
||||
|
||||
/* --- the pad: a minor triad that never quite resolves --------------- */
|
||||
const lp = ctx.createBiquadFilter();
|
||||
lp.type = 'lowpass';
|
||||
lp.frequency.value = 420;
|
||||
lp.Q.value = 0.7;
|
||||
lp.connect(bus);
|
||||
|
||||
const lfo = ctx.createOscillator();
|
||||
lfo.frequency.value = 0.031;
|
||||
const lfoAmt = ctx.createGain();
|
||||
lfoAmt.gain.value = 210;
|
||||
lfo.connect(lfoAmt).connect(lp.frequency);
|
||||
lfo.start();
|
||||
|
||||
[55, 82.41, 110, 130.81, 164.81].forEach((freq, i) => {
|
||||
const osc = ctx.createOscillator();
|
||||
osc.type = i % 2 ? 'sine' : 'triangle';
|
||||
osc.frequency.value = freq;
|
||||
osc.detune.value = (i - 2) * 4;
|
||||
|
||||
const g = ctx.createGain();
|
||||
g.gain.value = 0.16 / (1 + i * 0.35);
|
||||
|
||||
/* each voice breathes on its own slow cycle */
|
||||
const breath = ctx.createOscillator();
|
||||
breath.frequency.value = 0.017 + i * 0.009;
|
||||
const breathAmt = ctx.createGain();
|
||||
breathAmt.gain.value = g.gain.value * 0.6;
|
||||
breath.connect(breathAmt).connect(g.gain);
|
||||
breath.start();
|
||||
|
||||
osc.connect(g).connect(lp);
|
||||
osc.start();
|
||||
});
|
||||
|
||||
/* --- distant traffic ------------------------------------------------ */
|
||||
const noise = ctx.createBufferSource();
|
||||
noise.buffer = this.noiseBuffer(8);
|
||||
noise.loop = true;
|
||||
const nf = ctx.createBiquadFilter();
|
||||
nf.type = 'bandpass';
|
||||
nf.frequency.value = 240;
|
||||
nf.Q.value = 0.55;
|
||||
const ng = ctx.createGain();
|
||||
ng.gain.value = 0.09;
|
||||
noise.connect(nf).connect(ng).connect(bus);
|
||||
noise.start();
|
||||
|
||||
const wind = ctx.createOscillator();
|
||||
wind.frequency.value = 0.043;
|
||||
const windAmt = ctx.createGain();
|
||||
windAmt.gain.value = 130;
|
||||
wind.connect(windAmt).connect(nf.frequency);
|
||||
wind.start();
|
||||
|
||||
/* --- a siren, far away, every now and then -------------------------- */
|
||||
const siren = () => {
|
||||
if (!this.ctx || this.ctx.state === 'closed') return;
|
||||
const t = ctx.currentTime;
|
||||
const o = ctx.createOscillator();
|
||||
o.type = 'triangle';
|
||||
const g = ctx.createGain();
|
||||
const pan = ctx.createStereoPanner ? ctx.createStereoPanner() : null;
|
||||
g.gain.value = 0;
|
||||
o.frequency.setValueAtTime(620, t);
|
||||
o.frequency.linearRampToValueAtTime(880, t + 0.7);
|
||||
o.frequency.linearRampToValueAtTime(620, t + 1.4);
|
||||
g.gain.linearRampToValueAtTime(0.014, t + 0.6);
|
||||
g.gain.linearRampToValueAtTime(0.0, t + 2.6);
|
||||
if (pan) {
|
||||
pan.pan.value = Math.random() * 1.6 - 0.8;
|
||||
o.connect(g).connect(pan).connect(verb);
|
||||
} else {
|
||||
o.connect(g).connect(verb);
|
||||
}
|
||||
o.start(t);
|
||||
o.stop(t + 2.8);
|
||||
setTimeout(siren, 24000 + Math.random() * 40000);
|
||||
};
|
||||
setTimeout(siren, 12000 + Math.random() * 12000);
|
||||
|
||||
this.applyVolume(1.8);
|
||||
}
|
||||
|
||||
/* perceptual curve: a linear fader sounds wrong */
|
||||
applyVolume(rampSeconds) {
|
||||
if (!this.master) return;
|
||||
const target = this.muted ? 0 : Math.pow(this.volume, 2.2) * 0.9;
|
||||
const now = this.ctx.currentTime;
|
||||
this.master.gain.cancelScheduledValues(now);
|
||||
this.master.gain.setValueAtTime(this.master.gain.value, now);
|
||||
this.master.gain.linearRampToValueAtTime(target, now + (rampSeconds || 0.12));
|
||||
}
|
||||
|
||||
setVolume(v) {
|
||||
this.volume = Math.min(1, Math.max(0, v));
|
||||
if (this.volume > 0) this.muted = false;
|
||||
this.applyVolume();
|
||||
}
|
||||
|
||||
toggleMute() {
|
||||
this.muted = !this.muted;
|
||||
this.applyVolume();
|
||||
return this.muted;
|
||||
}
|
||||
}
|
||||
|
||||
const ambience = new Ambience();
|
||||
|
||||
function wireAudio() {
|
||||
const vol = $('vol');
|
||||
const volval = $('volval');
|
||||
const mute = $('mute');
|
||||
const hint = $('audiohint');
|
||||
|
||||
const saved = parseInt(window.localStorage.getItem('rp.volume') || '45', 10);
|
||||
vol.value = String(isFinite(saved) ? saved : 45);
|
||||
volval.textContent = vol.value;
|
||||
ambience.volume = Number(vol.value) / 100;
|
||||
|
||||
const tryStart = () => {
|
||||
ambience.start();
|
||||
if (ambience.ctx && ambience.ctx.state === 'suspended') {
|
||||
hint.hidden = false;
|
||||
return false;
|
||||
}
|
||||
hint.hidden = true;
|
||||
return true;
|
||||
};
|
||||
|
||||
/* Autoplay may be blocked; the first input of any kind releases it. */
|
||||
if (!tryStart()) {
|
||||
const release = () => {
|
||||
if (ambience.ctx) ambience.ctx.resume();
|
||||
hint.hidden = true;
|
||||
window.removeEventListener('pointerdown', release);
|
||||
window.removeEventListener('keydown', release);
|
||||
};
|
||||
window.addEventListener('pointerdown', release);
|
||||
window.addEventListener('keydown', release);
|
||||
}
|
||||
|
||||
vol.addEventListener('input', () => {
|
||||
volval.textContent = vol.value;
|
||||
ambience.setVolume(Number(vol.value) / 100);
|
||||
mute.classList.toggle('off', Number(vol.value) === 0);
|
||||
window.localStorage.setItem('rp.volume', vol.value);
|
||||
});
|
||||
|
||||
mute.addEventListener('click', () => {
|
||||
const muted = ambience.toggleMute();
|
||||
mute.classList.toggle('off', muted);
|
||||
});
|
||||
}
|
||||
|
||||
/* =========================================================================
|
||||
boot
|
||||
========================================================================= */
|
||||
|
||||
function serial() {
|
||||
const n = Math.floor(Math.random() * 9000 + 1000);
|
||||
const m = Math.floor(Math.random() * 900 + 100);
|
||||
return `${new Date().getFullYear()}-${n}${m}`;
|
||||
}
|
||||
|
||||
function frame(now) {
|
||||
drawSky(now);
|
||||
Progress.tick();
|
||||
requestAnimationFrame(frame);
|
||||
}
|
||||
|
||||
window.addEventListener('resize', resizeSky);
|
||||
|
||||
document.addEventListener('DOMContentLoaded', () => {
|
||||
$('serial').textContent = serial();
|
||||
resizeSky();
|
||||
Notices.render();
|
||||
Notices.schedule();
|
||||
wireAudio();
|
||||
requestAnimationFrame(frame);
|
||||
});
|
||||
Reference in New Issue
Block a user