feat: speech overflow fix, 60+ voice profiles, post-fight audio cleanup

- Change speak() default to cancelPrevious=true so voices don't queue endlessly
- Add stopAllAudio() export and wire into FightViewer unmount + post-fight
- Flush speech queue at fight end with delayed cancel for clean cutoff
- Expand from 30 to 60+ voice profiles (robots, accents, game, characters)
- Add speech bubbles showing bot responses during rounds
- Wire announceFinishHim/Fatality/FlawlessVictory/Devastating to not cancel

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Dorian
2026-03-07 11:42:32 +00:00
co-authored by Claude Opus 4.6
parent d7e2ed8b9d
commit c87bff01a8
6 changed files with 819 additions and 202 deletions
+37 -15
View File
@@ -4,9 +4,9 @@ import { createFightScene, type FightSceneController } from '../game/FightScene'
import {
fanfareRound, fanfareFight, announce, announceDeep, announceFast,
announceDeepIntro, announceRandomHype, announceRoundHype,
announceFinishHim, announceFatality, announceFlawlessVictory,
announceFinishHim, announceFlawlessVictory,
sfxCrowdCheer, sfxCrowdGasp, sfxCrowdOoh, sfxApplause, sfxDrumRoll,
setMusicIntensity,
setMusicIntensity, stopAllAudio,
} from '../game/sounds'
interface Round {
@@ -38,6 +38,7 @@ interface FightData {
}
const props = defineProps<{ fight: FightData; autoplay?: boolean }>()
const emit = defineEmits<{ 'replay-done': [] }>()
const canvasRef = ref<HTMLCanvasElement>()
const logEl = ref<HTMLElement>()
@@ -65,8 +66,7 @@ const logItems = ref<{ type: string; round: number; text: string; color: string
onMounted(async () => {
if (props.autoplay) {
// Fresh fight — start replay immediately instead of showing static result
await initScene()
// Fresh fight — replay() will call initScene(), no need to double-init
await nextTick()
replay()
} else {
@@ -85,6 +85,7 @@ function mapHp(hp: number, winnerId: string | null, botId: string | undefined):
}
onUnmounted(() => {
stopAllAudio()
if (scene) { scene.destroy(); scene = null }
})
@@ -240,17 +241,30 @@ async function replay() {
const aWon = round.winnerId === props.fight.botA!.id
const bWon = round.winnerId === props.fight.botB!.id
await scene!.playRound({
round: round.roundNumber,
challengeType: round.challengeType,
winnerId: round.winnerId,
botAId: props.fight.botA!.id,
botBId: props.fight.botB!.id,
narration: round.narration || '',
isCritical,
botAScore: round.botAScore || 0,
botBScore: round.botBScore || 0,
})
try {
await scene!.playRound({
round: round.roundNumber,
challengeType: round.challengeType,
winnerId: round.winnerId,
botAId: props.fight.botA!.id,
botBId: props.fight.botB!.id,
narration: round.narration || '',
isCritical,
botAScore: round.botAScore || 0,
botBScore: round.botBScore || 0,
})
} catch (err) {
console.error(`[FightViewer] playRound ${round.roundNumber} error:`, err)
}
// Speech bubbles showing bot responses
if (scene) {
if (round.botAResponse) scene.showSpeechBubble('a', round.botAResponse.slice(0, 100), 2.8)
// Stagger bot B slightly so they don't pop in at the exact same time
setTimeout(() => {
if (scene && round.botBResponse) scene.showSpeechBubble('b', round.botBResponse.slice(0, 100), 2.5)
}, 300)
}
// Hit text overlay
const hitWords = isCritical
@@ -323,6 +337,8 @@ async function replay() {
displayHpB.value = mapHp(props.fight.botBHp, props.fight.winnerId, props.fight.botB?.id)
scene?.stopMusic()
// Flush any queued speech from mid-fight so only final lines play
if (typeof speechSynthesis !== 'undefined') speechSynthesis.cancel()
// Always end with a dramatic death/KO sequence
if (scene) {
@@ -370,7 +386,13 @@ async function replay() {
}
}
// Kill any remaining queued speech — fight is over
setTimeout(() => {
if (typeof speechSynthesis !== 'undefined') speechSynthesis.cancel()
}, 3000)
isReplaying.value = false
emit('replay-done')
}
</script>
+187 -2
View File
@@ -566,6 +566,7 @@ export async function createFightScene(config: FightSceneConfig) {
// Grotesque close-up stubs (disabled — looked bad)
function spawnGrotesqueDetails(_fighter: any, _scaleFactor: number) {}
function destroyGrotesqueDetails() {}
// Arena-specific background decoration
function drawArenaDecor() {
const a = arena
@@ -6039,7 +6040,187 @@ export async function createFightScene(config: FightSceneConfig) {
]
// Sanitize text for Kaplay (treats [ ] as styled text tags)
function safeText(t: string): string { return t.replace(/[\[\]]/g, '') }
function safeText(t: string): string {
return t
.replace(/[\[\]{}<>`\\|~^]/g, '') // Kaplay styled-text tags and problematic chars
.replace(/[\x00-\x1f\x7f]/g, ' ') // Control characters → space
.replace(/[^\x20-\x7e]/g, '') // Strip non-ASCII (emoji, unicode) — Kaplay can't render them
.replace(/\s+/g, ' ') // Collapse whitespace
.trim()
}
// Speech bubble above a fighter — colourful with tail
// Active speech bubbles — destroy previous before showing new
let activeBubbleA: any[] = []
let activeBubbleB: any[] = []
function destroyBubble(els: any[]) {
els.forEach(el => { if (el.exists()) el.destroy() })
els.length = 0
}
function showSpeechBubble(side: 'a' | 'b', text: string, duration: number = 3) {
const fighter = k.get(side === 'a' ? 'fighterA' : 'fighterB')[0]
if (!fighter || !text) return
// Kill previous bubble on this side
if (side === 'a') destroyBubble(activeBubbleA)
else destroyBubble(activeBubbleB)
const allEls: any[] = []
// Sanitize and truncate
const clean = safeText(text)
if (!clean) return
const maxLen = 80
const display = clean.length > maxLen ? clean.slice(0, maxLen - 1) + '...' : clean
const lines = wrapBubbleText(display, 18)
const fontSize = 12
const lineH = fontSize + 4
const padX = 10, padY = 8
const textW = Math.max(60, Math.min(lines.reduce((m, l) => Math.max(m, l.length * (fontSize * 0.6)), 0) + 8, W * 0.38))
const bubbleW = textW + padX * 2
const bubbleH = lines.length * lineH + padY * 2
const tailSize = 10
const borderW = 3
// Position — offset away from center so bubbles don't overlap
const offsetX = side === 'a' ? -bubbleW * 0.3 : bubbleW * 0.3
const bx = fighter.pos.x + offsetX
const by = Math.max(8, fighter.pos.y - 85 - bubbleH)
// Colours — vivid neon
const bgColor = side === 'a' ? '#001a22' : '#22001a'
const borderColor = side === 'a' ? '#00f0ff' : '#ff2d7b'
const glowColor = side === 'a' ? '#00f0ff' : '#ff2d7b'
const textColor = '#ffffff'
// Outer glow halo
const glow = k.add([
k.rect(bubbleW + 12, bubbleH + 12),
k.pos(bx - bubbleW / 2 - 6, by - 6),
k.color(safeColor(k, glowColor)), k.opacity(0.08), k.z(53),
])
allEls.push(glow)
// Border (thick, behind bubble)
const border = k.add([
k.rect(bubbleW + borderW * 2, bubbleH + borderW * 2),
k.pos(bx - bubbleW / 2 - borderW, by - borderW),
k.color(safeColor(k, borderColor)), k.opacity(0.85), k.z(54),
])
allEls.push(border)
// Bubble body
const bubble = k.add([
k.rect(bubbleW, bubbleH),
k.pos(bx - bubbleW / 2, by),
k.color(safeColor(k, bgColor)), k.opacity(0.95), k.z(55),
])
allEls.push(bubble)
// Tail — two overlapping rects to form a triangle look
const tailX = bx + (side === 'a' ? bubbleW * 0.15 : -bubbleW * 0.15)
const tailY = by + bubbleH
// Outer tail (border colour)
const tailOuter = k.add([
k.rect(tailSize + borderW, tailSize + borderW),
k.pos(tailX, tailY - 2),
k.color(safeColor(k, borderColor)), k.opacity(0.85), k.z(54),
k.rotate(45), k.anchor('top'),
])
allEls.push(tailOuter)
// Inner tail (bg colour, masks the border)
const tailInner = k.add([
k.rect(tailSize, tailSize),
k.pos(tailX, tailY - 1),
k.color(safeColor(k, bgColor)), k.opacity(0.95), k.z(55),
k.rotate(45), k.anchor('top'),
])
allEls.push(tailInner)
// Cover strip — hides top half of the rotated tail square
const tailCover = k.add([
k.rect(bubbleW, borderW + 2),
k.pos(bx - bubbleW / 2, tailY - borderW),
k.color(safeColor(k, bgColor)), k.opacity(0.95), k.z(56),
])
allEls.push(tailCover)
// Inner accent line at top of bubble
const accent = k.add([
k.rect(bubbleW - 8, 2),
k.pos(bx - bubbleW / 2 + 4, by + 3),
k.color(safeColor(k, borderColor)), k.opacity(0.4), k.z(56),
])
allEls.push(accent)
// Text lines
for (let i = 0; i < lines.length; i++) {
const tEl = k.add([
k.text(safeText(lines[i]), { size: fontSize }),
k.pos(bx - bubbleW / 2 + padX, by + padY + i * lineH + 2),
k.color(safeColor(k, textColor)), k.opacity(1), k.z(57),
])
allEls.push(tEl)
}
// Animated glow pulse
glow.onUpdate(() => {
glow.opacity = 0.05 + Math.sin(k.time() * 3) * 0.05
})
border.onUpdate(() => {
border.opacity = 0.7 + Math.sin(k.time() * 4) * 0.15
})
// Pop-in — scale up from anchor point with bounce
const anchorX = bx, anchorY = by + bubbleH
allEls.forEach(el => {
const origX = el.pos.x, origY = el.pos.y
el.pos.x = anchorX + (origX - anchorX) * 0.1
el.pos.y = anchorY + (origY - anchorY) * 0.1
el.opacity *= 0
k.tween(0, 1, 0.25, (t) => {
el.pos.x = anchorX + (origX - anchorX) * t
el.pos.y = anchorY + (origY - anchorY) * t
el.opacity = (el === glow ? 0.08 : el === border ? 0.85 : el === bubble || el === tailInner || el === tailCover ? 0.95 : el === tailOuter ? 0.85 : el === accent ? 0.4 : 1) * t
}, k.easings.easeOutBack)
})
// Store reference
if (side === 'a') activeBubbleA = allEls
else activeBubbleB = allEls
// Fade out after duration
setTimeout(() => {
allEls.forEach(el => {
if (!el.exists()) return
k.tween(el.opacity, 0, 0.35, (v) => { el.opacity = v }).then(() => {
if (el.exists()) el.destroy()
})
})
}, duration * 1000)
}
function wrapBubbleText(text: string, maxChars: number): string[] {
const words = text.split(' ')
const lines: string[] = []
let line = ''
for (const word of words) {
if (line.length + word.length + 1 > maxChars && line.length > 0) {
lines.push(line)
line = word
} else {
line = line ? line + ' ' + word : word
}
}
if (line) lines.push(line)
// Max 5 lines, last line truncated
if (lines.length > 5) {
const truncated = [...lines.slice(0, 4), lines.slice(4).join(' ').slice(0, maxChars - 3) + '...']
return truncated
}
return lines
}
// Spawn floating text above a position
function spawnEmoteText(x: number, y: number, text: string, color: string, duration: number = 1.2) {
@@ -6363,6 +6544,10 @@ export async function createFightScene(config: FightSceneConfig) {
async showAnnouncement(_text: string, _color: string = '#ffffff', _duration: number = 1200) {},
showSpeechBubble(side: 'a' | 'b', text: string, duration?: number) {
showSpeechBubble(side, text, duration)
},
async playEntrance() {
const fA = k.get('fighterA')[0]
const fB = k.get('fighterB')[0]
@@ -7926,7 +8111,7 @@ export async function createFightScene(config: FightSceneConfig) {
// PIZZA CUTTER — the big wheel
fatalityTagline = 'SLICED!'
announceFast('Extra large, extra lethal!')
const wheel = k.add([k.circle(18), k.pos(winner.pos.x + dir * 30, GROUND_Y - 18), k.color(safeColor(k, '#cccccc')), k.z(18)])
const wheel = k.add([k.circle(18), k.pos(winner.pos.x + dir * 30, GROUND_Y - 18), k.color(safeColor(k, '#cccccc')), k.z(18), k.rotate(0)])
const handle = k.add([k.rect(6, 20), k.pos(winner.pos.x + dir * 30, GROUND_Y - 36), k.color(safeColor(k, '#553322')), k.z(17)])
sfxPowerUp(); winner.play('special')
sfxZoomWhoosh()
+411 -129
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@@ -114,6 +114,45 @@ const voiceProfiles: Record<string, VoiceProfile> = {
glitch: { voice: null, pitch: 1.0, rate: 1.8, volume: 0.8 }, // Stuttery fast
echo_v: { voice: null, pitch: 0.9, rate: 0.7, volume: 0.9 }, // Reverb cave voice
hyper: { voice: null, pitch: 1.4, rate: 2.0, volume: 1.0 }, // Maximum speed maximum hype
// Robots & computers
mech: { voice: null, pitch: 0.5, rate: 0.9, volume: 1.0 }, // Heavy mech unit
ai_core: { voice: null, pitch: 0.9, rate: 1.0, volume: 0.8 }, // Calm AI assistant
dial_up: { voice: null, pitch: 1.7, rate: 1.5, volume: 0.7 }, // Squeaky modem era
mainframe: { voice: null, pitch: 0.3, rate: 0.5, volume: 1.0 }, // Deep supercomputer
android_v: { voice: null, pitch: 1.0, rate: 1.1, volume: 0.9 }, // Almost human android
glitchbot: { voice: null, pitch: 1.5, rate: 2.0, volume: 0.8 }, // Malfunctioning robot
siri: { voice: null, pitch: 1.2, rate: 1.0, volume: 0.9 }, // Polite digital assistant
hal: { voice: null, pitch: 0.6, rate: 0.6, volume: 0.9 }, // Menacing calm computer
// Old people & wise
grandma: { voice: null, pitch: 1.3, rate: 0.4, volume: 0.7 }, // Sweet slow grandma
professor: { voice: null, pitch: 0.8, rate: 0.7, volume: 0.8 }, // Lecturing academic
ancient: { voice: null, pitch: 0.4, rate: 0.3, volume: 0.6 }, // Ancient being, barely audible
sensei: { voice: null, pitch: 0.7, rate: 0.5, volume: 0.8 }, // Wise martial arts master
crotchety: { voice: null, pitch: 0.6, rate: 0.9, volume: 1.0 }, // Angry old man yelling
// Game-sounding
final_boss: { voice: null, pitch: 0.2, rate: 0.4, volume: 1.0 }, // Ultimate villain reveal
npc: { voice: null, pitch: 1.1, rate: 0.9, volume: 0.7 }, // Generic quest giver
tutorial: { voice: null, pitch: 1.3, rate: 1.1, volume: 0.8 }, // Annoying tutorial fairy
game_over: { voice: null, pitch: 0.5, rate: 0.7, volume: 1.0 }, // YOU DIED narrator
power_up: { voice: null, pitch: 1.6, rate: 1.4, volume: 1.0 }, // Excited power-up voice
boss_taunt: { voice: null, pitch: 0.4, rate: 0.8, volume: 1.0 }, // Boss mid-fight taunt
// Accents & character
posh: { voice: null, pitch: 1.0, rate: 0.7, volume: 0.9 }, // British upper class
aussie: { voice: null, pitch: 0.9, rate: 1.1, volume: 1.0 }, // Australian energy
scottish: { voice: null, pitch: 0.8, rate: 1.2, volume: 1.0 }, // Scottish intensity
french: { voice: null, pitch: 1.2, rate: 0.8, volume: 0.8 }, // French disdain
texan: { voice: null, pitch: 0.7, rate: 0.7, volume: 1.0 }, // Big Texan energy
// More characters
drunk: { voice: null, pitch: 0.9, rate: 0.5, volume: 0.8 }, // Slurring bar patron
sleepy: { voice: null, pitch: 0.8, rate: 0.3, volume: 0.5 }, // About to pass out
terrified: { voice: null, pitch: 1.8, rate: 1.7, volume: 1.0 }, // Absolutely panicking
giant: { voice: null, pitch: 0.1, rate: 0.4, volume: 1.0 }, // Fee fi fo fum
fairy: { voice: null, pitch: 2.0, rate: 1.3, volume: 0.6 }, // Tinkerbell energy
wrestler_v: { voice: null, pitch: 0.5, rate: 1.0, volume: 1.0 }, // WWE promo voice
karen: { voice: null, pitch: 1.4, rate: 1.5, volume: 1.0 }, // Wants to speak to manager
stoner: { voice: null, pitch: 0.9, rate: 0.4, volume: 0.6 }, // Whoooa duuude
news: { voice: null, pitch: 1.0, rate: 1.0, volume: 1.0 }, // Breaking news anchor
conspiracy: { voice: null, pitch: 1.1, rate: 1.3, volume: 0.7 }, // Wake up sheeple whisper
}
function loadVoices() {
@@ -177,6 +216,48 @@ function loadVoices() {
voiceProfiles.glitch.voice = findVoice([/zarvox/i, /trinoids/i, /albert/i]) || pick(0)
voiceProfiles.echo_v.voice = findVoice([/daniel/i, /tom/i, /google.*uk/i]) || pick(2)
voiceProfiles.hyper.voice = findVoice([/samantha/i, /karen/i, /google.*us/i]) || pick(1)
// Robots & computers — prefer novelty/robotic voices
voiceProfiles.mech.voice = findVoice([/zarvox/i, /trinoids/i, /albert/i, /bad news/i]) || pick(0)
voiceProfiles.ai_core.voice = findVoice([/samantha/i, /siri/i, /google.*us/i]) || pick(1)
voiceProfiles.dial_up.voice = findVoice([/trinoids/i, /zarvox/i, /bells/i]) || pick(3 % vLen)
voiceProfiles.mainframe.voice = findVoice([/zarvox/i, /albert/i, /evan/i]) || pick(0)
voiceProfiles.android_v.voice = findVoice([/samantha.*enhanced/i, /google.*us/i, /evan.*premium/i]) || pick(1)
voiceProfiles.glitchbot.voice = findVoice([/trinoids/i, /zarvox/i, /bells/i]) || pick(3 % vLen)
voiceProfiles.siri.voice = findVoice([/samantha.*enhanced/i, /samantha/i, /google.*us.*female/i]) || pick(1)
voiceProfiles.hal.voice = findVoice([/daniel/i, /oliver/i, /google.*uk.*male/i]) || pick(2)
// Old people & wise — prefer deeper/slower voices
voiceProfiles.grandma.voice = findVoice([/samantha/i, /tessa/i, /karen/i, /female/i]) || pick(1)
voiceProfiles.professor.voice = findVoice([/daniel/i, /oliver/i, /google.*uk/i]) || pick(2)
voiceProfiles.ancient.voice = findVoice([/evan/i, /tom/i, /alex/i]) || pick(0)
voiceProfiles.sensei.voice = findVoice([/daniel/i, /oliver/i, /tom/i]) || pick(2)
voiceProfiles.crotchety.voice = findVoice([/evan/i, /alex/i, /aaron/i]) || pick(0)
// Game-sounding
voiceProfiles.final_boss.voice = findVoice([/evan/i, /aaron/i, /alex/i]) || pick(0)
voiceProfiles.npc.voice = findVoice([/samantha/i, /daniel/i, /google.*us/i]) || pick(1)
voiceProfiles.tutorial.voice = findVoice([/samantha/i, /karen/i, /bells/i]) || pick(1)
voiceProfiles.game_over.voice = findVoice([/evan/i, /tom/i, /daniel/i]) || pick(0)
voiceProfiles.power_up.voice = findVoice([/samantha/i, /karen/i, /google.*us/i]) || pick(1)
voiceProfiles.boss_taunt.voice = findVoice([/evan/i, /aaron/i, /zarvox/i]) || pick(0)
// Accents — try to find actual accent voices
const ukVoices = voices.filter(v => /en.gb|en.uk|en-GB|en-UK/i.test(v.lang))
const auVoices = voices.filter(v => /en.au|en-AU/i.test(v.lang))
const frVoices = voices.filter(v => /fr/i.test(v.lang))
voiceProfiles.posh.voice = ukVoices[0] || findVoice([/daniel/i, /oliver/i, /google.*uk/i]) || pick(2)
voiceProfiles.aussie.voice = auVoices[0] || findVoice([/karen/i, /lee/i]) || pick(2)
voiceProfiles.scottish.voice = findVoice([/fiona/i, /moira/i]) || ukVoices[1] || pick(2)
voiceProfiles.french.voice = frVoices[0] || findVoice([/thomas/i, /amelie/i]) || pick(3 % vLen)
voiceProfiles.texan.voice = findVoice([/evan/i, /tom/i, /alex/i]) || pick(0)
// More characters
voiceProfiles.drunk.voice = findVoice([/evan/i, /tom/i, /alex/i]) || pick(0)
voiceProfiles.sleepy.voice = findVoice([/daniel/i, /oliver/i, /tom/i]) || pick(2)
voiceProfiles.terrified.voice = findVoice([/samantha/i, /karen/i, /bells/i]) || pick(1)
voiceProfiles.giant.voice = findVoice([/evan/i, /aaron/i, /alex/i]) || pick(0)
voiceProfiles.fairy.voice = findVoice([/samantha/i, /bells/i, /karen/i]) || pick(1)
voiceProfiles.wrestler_v.voice = findVoice([/evan/i, /aaron/i, /james/i]) || pick(0)
voiceProfiles.karen.voice = findVoice([/samantha/i, /karen/i, /tessa/i]) || pick(1)
voiceProfiles.stoner.voice = findVoice([/evan/i, /tom/i, /oliver/i]) || pick(0)
voiceProfiles.news.voice = preferPremium([/evan.*premium/i, /google.*us/i, /james/i]) || pick(0)
voiceProfiles.conspiracy.voice = findVoice([/daniel/i, /tom/i, /whisper/i]) || pick(2)
}
if (typeof speechSynthesis !== 'undefined') {
@@ -184,7 +265,7 @@ if (typeof speechSynthesis !== 'undefined') {
loadVoices()
}
function speak(text: string, profileName: string, cancelPrevious: boolean = true, echo: boolean = false) {
function speak(text: string, profileName: string, cancelPrevious: boolean = true, _echo: boolean = false) {
if (typeof speechSynthesis === 'undefined') return
if (!voicesLoaded) loadVoices()
if (cancelPrevious) speechSynthesis.cancel()
@@ -195,25 +276,11 @@ function speak(text: string, profileName: string, cancelPrevious: boolean = true
utter.rate = profile.rate
utter.volume = profile.volume
speechSynthesis.speak(utter)
// Echo effect: repeat at lower volume with slight delay
if (echo) {
setTimeout(() => {
const echo1 = new SpeechSynthesisUtterance(text)
if (profile.voice) echo1.voice = profile.voice
echo1.pitch = profile.pitch * 0.9
echo1.rate = profile.rate * 0.95
echo1.volume = profile.volume * 0.4
speechSynthesis.speak(echo1)
}, 250)
setTimeout(() => {
const echo2 = new SpeechSynthesisUtterance(text)
if (profile.voice) echo2.voice = profile.voice
echo2.pitch = profile.pitch * 0.8
echo2.rate = profile.rate * 0.9
echo2.volume = profile.volume * 0.15
speechSynthesis.speak(echo2)
}, 500)
}
}
export function stopAllAudio() {
stopMusic()
if (typeof speechSynthesis !== 'undefined') speechSynthesis.cancel()
}
// Public voice functions
@@ -236,9 +303,9 @@ export function announce(text: string, pitch?: number, rate?: number) {
}
export function announceDeep(text: string) { speak(text, 'deep') }
export function announceFast(text: string) { speak(text, 'hype', false) }
export function announceFast(text: string) { speak(text, 'hype') }
export function announceRobot(text: string) { speak(text, 'robot') }
export function announceScream(text: string) { speak(text, 'screamer', false) }
export function announceScream(text: string) { speak(text, 'screamer') }
export function announceSmooth(text: string) { speak(text, 'smooth') }
// Pick a random voice profile for variety
@@ -248,12 +315,12 @@ export function announceRandom(text: string, echo: boolean = false) {
speak(text, key, true, echo)
}
// Announce with a specific mood category
const DRAMATIC_VOICES = ['deep', 'boomer', 'movie', 'preacher', 'opera', 'demon_v', 'echo_v']
const HYPE_VOICES = ['hype', 'screamer', 'sportscaster', 'auctioneer', 'hyper', 'punk', 'drill']
const SILLY_VOICES = ['chipmunk', 'baby', 'surfer', 'valley', 'pirate_v', 'alien_v', 'glitch']
const COOL_VOICES = ['smooth', 'wizard_v', 'ninja_v', 'cowboy_v', 'angel', 'whisper']
const DRAMATIC_VOICES = ['deep', 'boomer', 'movie', 'preacher', 'opera', 'demon_v', 'echo_v', 'final_boss', 'game_over', 'mainframe', 'hal', 'ancient', 'giant']
const HYPE_VOICES = ['hype', 'screamer', 'sportscaster', 'auctioneer', 'hyper', 'punk', 'drill', 'wrestler_v', 'karen', 'terrified', 'power_up', 'news', 'scottish']
const SILLY_VOICES = ['chipmunk', 'baby', 'surfer', 'valley', 'pirate_v', 'alien_v', 'glitch', 'drunk', 'stoner', 'fairy', 'tutorial', 'npc', 'dial_up', 'glitchbot', 'grandma', 'conspiracy']
const COOL_VOICES = ['smooth', 'wizard_v', 'ninja_v', 'cowboy_v', 'angel', 'whisper', 'posh', 'aussie', 'french', 'sensei', 'ai_core', 'android_v', 'siri', 'professor', 'texan', 'boss_taunt', 'sleepy']
export function announceDramatic(text: string) { speak(text, DRAMATIC_VOICES[Math.floor(Math.random() * DRAMATIC_VOICES.length)], true, true) }
export function announceHype(text: string) { speak(text, HYPE_VOICES[Math.floor(Math.random() * HYPE_VOICES.length)], false) }
export function announceHype(text: string) { speak(text, HYPE_VOICES[Math.floor(Math.random() * HYPE_VOICES.length)]) }
export function announceSilly(text: string) { speak(text, SILLY_VOICES[Math.floor(Math.random() * SILLY_VOICES.length)]) }
export function announceCool(text: string) { speak(text, COOL_VOICES[Math.floor(Math.random() * COOL_VOICES.length)]) }
@@ -335,15 +402,15 @@ const ROUND_HYPE = [
// Mortal Kombat style dramatic calls
export function announceFinishHim() {
speak('Finish it!', 'announcer', true, true)
speak('Finish it!', 'announcer', false, true)
}
export function announceFatality(tagline?: string) {
speak(tagline || 'Fatality!', 'deep', true, true)
speak(tagline || 'Fatality!', 'deep', false, true)
}
export function announceFlawlessVictory() {
speak('Flawless victory!', 'deep', true, true)
speak('Flawless victory!', 'deep', false, true)
}
export function announceRandomHype() {
@@ -399,7 +466,7 @@ export function fanfareDevastating() {
tone(220, 'sawtooth', 0.2, d, t)
tone(175, 'sawtooth', 0.3, d, t + 0.15)
noise(0.15, d, t + 0.1)
setTimeout(() => speak('Devastating!', 'deep', true, true), 150)
setTimeout(() => speak('Devastating!', 'deep', false, true), 150)
}
export function fanfareCritical() {
@@ -689,7 +756,7 @@ export function sfxKO() {
}, 180)
// Heavy reverb
reverbTail(1.0, d, t + 0.05)
setTimeout(() => speak('K. O.!', 'announcer', true, true), 500)
setTimeout(() => speak('K. O.!', 'announcer', false, true), 500)
}
export function sfxPerfect() {
@@ -1245,13 +1312,184 @@ const track4: MusicTrack = {
}
// === TRACK GENERATOR ===
// Procedurally generate tracks from musical parameters for variety
function genTrack(name: string, bpm: number, root: number, scaleIntervals: number[], drumStyle: number[], seed: number): MusicTrack {
// Deterministic RNG
// Genre types for distinct melodic DNA per style
type Genre = 'funk' | 'hiphop' | 'rock' | 'metal' | 'chiptune' | 'jazz' | 'electronic' | 'latin' | 'reggae'
// Genre-specific bass patterns (each genre has its own feel)
const GENRE_BASS: Record<Genre, number[][]> = {
funk: [
[0,0,0,4, 0,0,2,0, 3,0,0,5, 0,3,0,2], // syncopated slap bass
[0,0,4,0, 2,0,0,4, 0,3,0,5, 3,0,2,0],
[0,2,0,4, 0,0,5,0, 3,0,4,0, 2,0,0,4],
[0,0,0,0, 4,0,0,2, 0,0,3,0, 5,0,4,0],
],
hiphop: [
[0,0,0,0, 0,0,0,0, 3,0,0,0, 0,0,0,0], // deep sparse hits
[0,0,0,0, 2,0,0,0, 0,0,0,0, 4,0,0,0],
[0,0,0,2, 0,0,0,0, 0,0,3,0, 0,0,0,0],
[0,0,0,0, 0,0,2,0, 0,0,0,0, 0,0,4,2],
],
rock: [
[0,0,0,0, 2,2,0,0, 4,4,0,0, 2,2,0,0], // power chord root pumps
[0,0,2,2, 0,0,4,4, 0,0,5,5, 4,4,2,2],
[0,0,0,0, 0,0,0,0, 4,4,4,4, 2,2,0,0],
[0,2,4,2, 0,2,4,5, 4,2,0,2, 4,5,7,5],
],
metal: [
[0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0], // tremolo root
[0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1], // palm mute gallop
[0,0,3,0, 0,0,5,0, 0,0,3,0, 0,0,1,0], // staccato riff
[0,1,0,3, 0,1,0,5, 0,1,0,3, 5,3,1,0], // thrash riff
],
chiptune: [
[0,0,2,4, 2,0,2,4, 3,3,5,7, 5,3,2,0], // classic bouncy
[0,2,4,2, 0,4,5,4, 3,5,7,5, 3,2,0,2],
[0,4,7,4, 0,2,5,2, 3,7,10,7, 5,4,2,0],
[0,0,4,7, 4,0,0,4, 3,3,7,10, 7,3,0,3],
],
jazz: [
[0,2,4,5, 7,5,4,2, 0,3,5,7, 9,7,5,3], // walking bass
[0,4,7,4, 2,5,9,5, 4,7,11,7, 5,4,2,0],
[0,1,2,3, 4,5,4,3, 2,3,4,5, 7,5,4,2], // chromatic walk
[0,3,7,3, 5,2,7,4, 0,4,7,4, 9,7,4,2],
],
electronic: [
[0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0], // pulsing single note
[0,0,0,0, 4,4,4,4, 0,0,0,0, 7,7,7,7], // alternating octaves
[0,0,4,0, 0,0,7,0, 0,0,4,0, 0,0,2,0],
[0,4,0,7, 0,4,0,9, 0,4,0,7, 0,9,0,4],
],
latin: [
[0,0,0,4, 0,0,2,0, 0,0,0,4, 0,2,0,0], // tresillo bass
[0,0,0,3, 0,0,5,0, 0,0,0,3, 0,5,0,0],
[0,4,0,0, 7,0,0,4, 0,5,0,0, 7,0,4,0],
[0,0,4,0, 0,7,0,4, 0,0,5,0, 0,7,0,5],
],
reggae: [
[0,0,0,0, 0,0,0,0, 4,0,0,0, 0,0,0,0], // one-drop bass
[0,0,0,0, 0,0,0,0, 0,0,0,0, 4,0,2,0],
[0,0,0,0, 4,0,0,0, 0,0,0,0, 2,0,0,0],
[0,0,0,0, 0,0,4,0, 0,0,0,0, 0,0,2,0],
],
}
// Genre-specific lead patterns
const GENRE_LEAD: Record<Genre, number[][]> = {
funk: [
[0,0,4,0, 0,7,0,4, 0,0,9,0, 0,7,0,0], // wah-wah stabs
[4,0,0,7, 0,0,4,0, 9,0,0,7, 0,0,4,0],
[0,7,0,0, 4,0,0,7, 0,9,0,0, 7,0,4,0],
[0,0,0,4, 7,0,0,0, 0,0,0,9, 7,4,0,0],
],
hiphop: [
[7,0,0,0, 4,0,0,0, 7,0,0,0, 9,0,0,0], // looping melodic hook
[4,0,7,0, 0,0,4,0, 9,0,7,0, 0,0,4,0],
[0,0,7,0, 0,0,9,0, 0,0,7,0, 0,0,4,0],
[7,4,0,0, 9,7,0,0, 7,4,0,0, 2,4,0,0],
],
rock: [
[0,2,4,7, 9,7,4,2, 0,2,4,7, 11,9,7,4], // pentatonic licks
[7,9,11,9, 7,4,2,4, 7,9,11,14, 11,9,7,4],
[0,4,7,0, 4,7,11,7, 4,0,4,7, 11,14,11,7],
[14,11,9,7, 4,2,0,2, 4,7,9,11, 14,11,9,7],
],
metal: [
[0,0,0,0, 12,11,0,0, 0,0,0,0, 7,5,0,0], // shred bursts
[0,0,12,14, 16,14,12,0, 0,0,7,9, 11,9,7,0],
[14,0,12,0, 11,0,9,0, 7,0,5,0, 4,0,2,0], // descending shred
[0,2,4,7, 0,2,4,9, 0,2,4,11, 12,11,9,7], // ascending runs
],
chiptune: [
[0,2,4,7, 4,2,0,2, 4,7,9,7, 4,2,0,-2],
[0,4,7,11, 9,7,4,2, 0,4,9,11, 14,11,9,7],
[7,9,11,14, 11,9,7,4, 9,11,14,16, 14,11,9,7],
[0,2,4,2, 7,4,2,0, 4,7,9,11, 9,7,4,2],
],
jazz: [
[0,2,4,5, 7,9,11,9, 7,5,4,2, 0,2,4,7], // bebop lines
[4,5,7,9, 11,9,7,5, 4,2,0,2, 4,7,9,11],
[0,1,2,4, 5,7,9,7, 5,4,2,1, 0,4,7,11], // chromatic approach
[7,9,11,12, 14,12,11,9, 7,5,4,5, 7,9,11,14],
],
electronic: [
[0,0,7,0, 0,0,7,0, 0,0,9,0, 0,0,7,0], // filter sweep feel
[0,4,7,4, 0,4,9,4, 0,4,11,4, 0,4,9,4],
[7,7,7,7, 9,9,9,9, 11,11,11,11, 9,9,9,9], // pulsing
[0,7,0,9, 0,11,0,9, 0,7,0,4, 0,7,0,9],
],
latin: [
[0,4,7,0, 4,7,9,7, 4,0,4,7, 9,7,4,0], // salsa piano
[7,0,9,0, 7,0,4,0, 7,0,9,0, 11,0,9,0],
[0,2,4,7, 0,2,4,9, 0,2,4,7, 9,7,4,2],
[4,7,9,4, 7,9,11,7, 9,11,14,9, 11,9,7,4],
],
reggae: [
[0,0,4,0, 0,0,4,0, 0,0,7,0, 0,0,4,0], // skank chops
[0,0,7,0, 0,0,7,0, 0,0,9,0, 0,0,7,0],
[0,0,4,7, 0,0,4,7, 0,0,4,9, 0,0,4,7],
[0,0,0,4, 0,0,0,7, 0,0,0,4, 0,0,0,2],
],
}
// Genre-specific arp patterns
const GENRE_ARP: Record<Genre, number[][]> = {
funk: [
[0,4,7,0, 0,4,7,0, 0,4,9,0, 0,4,7,0],
[0,0,4,0, 7,0,4,0, 0,0,9,0, 7,0,4,0],
],
hiphop: [
[0,0,0,0, 7,0,0,0, 0,0,0,0, 4,0,0,0], // sparse melodic
[0,0,7,0, 0,0,0,0, 0,0,4,0, 0,0,0,0],
],
rock: [
[0,4,7,4, 0,4,7,4, 0,4,9,4, 0,4,7,4], // power chord arp
[0,7,4,7, 0,7,4,7, 0,9,4,9, 0,7,4,7],
],
metal: [
[0,0,7,0, 0,0,7,0, 0,0,7,0, 12,0,7,0], // tremolo picking
[0,7,12,7, 0,7,12,7, 0,7,14,7, 0,7,12,7],
],
chiptune: [
[0,2,4,7, 4,2,0,2, 4,7,9,7, 4,2,0,2],
[0,4,7,11, 7,4,0,4, 7,11,14,11, 7,4,0,4],
[0,7,4,11, 7,14,11,7, 4,11,7,14, 11,4,7,0],
],
jazz: [
[0,4,7,9, 11,9,7,4, 0,4,7,11, 14,11,7,4],
[0,2,4,7, 9,7,4,2, 0,4,9,11, 9,7,4,0],
],
electronic: [
[0,4,7,4, 0,4,7,4, 0,4,7,4, 0,4,7,4], // relentless arp
[0,7,4,11, 0,7,4,11, 0,9,4,11, 0,7,4,11],
[0,4,7,11, 14,11,7,4, 0,4,7,11, 14,11,7,4],
],
latin: [
[0,4,7,0, 4,7,9,7, 4,0,4,7, 9,7,4,0],
[0,7,4,7, 0,9,4,9, 0,7,4,7, 0,4,7,4],
],
reggae: [
[0,0,4,0, 0,0,7,0, 0,0,4,0, 0,0,2,0],
[0,0,7,0, 0,0,4,0, 0,0,7,0, 0,0,9,0],
],
}
// Genre-specific chord progressions (scale degrees for triads)
const GENRE_CHORDS: Record<Genre, number[]> = {
funk: [0, 3, 0, 5, 0, 3, 5, 4], // i-iv-i-v groovy
hiphop: [0, 3, 4, 3, 0, 5, 4, 3], // dark minor loops
rock: [0, 5, 3, 4, 0, 5, 3, 4], // I-V-IV power progression
metal: [0, 1, 5, 4, 0, 1, 3, 0], // i-bII-v chromatic
chiptune: [0, 3, 2, 4, 0, 5, 3, 4], // classic game
jazz: [0, 3, 5, 1, 4, 2, 5, 4], // ii-V-I movement
electronic:[0, 4, 5, 4, 0, 3, 5, 3], // trance progression
latin: [0, 3, 4, 5, 0, 3, 4, 5], // son montuno
reggae: [0, 4, 0, 4, 0, 5, 0, 4], // one chord vibes
}
function genTrack(name: string, bpm: number, root: number, scaleIntervals: number[], drumStyle: number[], seed: number, genre: Genre = 'chiptune'): MusicTrack {
let s = seed
const rng = () => { s = (s * 1103515245 + 12345) & 0x7fffffff; return s / 0x7fffffff }
// Build scale note lookup: root freq across octaves
const allNotes: number[] = []
for (let oct = -1; oct < 6; oct++) {
for (const semi of scaleIntervals) {
@@ -1260,77 +1498,92 @@ function genTrack(name: string, bpm: number, root: number, scaleIntervals: numbe
}
const sLen = scaleIntervals.length
const note = (degree: number) => {
const idx = Math.max(0, Math.min(allNotes.length - 1, degree + sLen)) // offset by 1 octave
const idx = Math.max(0, Math.min(allNotes.length - 1, degree + sLen))
return allNotes[idx]
}
// Bass: degrees 0-6, mostly stepwise, bar-level progressions
const bassProgs = [
[0,0,2,4, 2,0,2,4, 3,3,5,7, 5,3,2,0],
[0,2,4,2, 0,4,5,4, 3,5,7,5, 3,2,0,2],
[0,0,0,2, 4,4,2,0, 3,3,3,5, 7,5,3,2],
[0,4,7,4, 0,2,5,2, 3,7,10,7, 5,4,2,0],
]
// Pick genre-specific patterns
const bassPool = GENRE_BASS[genre]
const leadPool = GENRE_LEAD[genre]
const arpPool = GENRE_ARP[genre]
const chordDegs = GENRE_CHORDS[genre]
// Bass
const bass: number[] = []
for (let bar = 0; bar < BARS; bar++) {
const prog = bassProgs[bar % bassProgs.length]
const lift = Math.floor(bar / 2) // gradually ascend
const prog = bassPool[(bar + Math.floor(rng() * bassPool.length)) % bassPool.length]
const lift = genre === 'metal' ? 0 : Math.floor(bar / 3)
for (let step = 0; step < STEPS; step++) {
bass.push(note(prog[step % prog.length] + lift))
const d = prog[step % prog.length]
// Genre-specific spice
if (genre === 'funk' && d === 0 && rng() < 0.15) {
bass.push(note(Math.floor(rng() * 5) + lift)) // ghost notes
} else if (genre === 'metal' && d === 0) {
bass.push(note(0 + lift)) // palm mute on root
} else {
bass.push(note(d + lift))
}
}
}
// Lead: degrees 7-20 (octave 2-4), melodic contours
const leadShapes = [
[0,2,4,7, 4,2,0,2, 4,7,9,7, 4,2,0,-2],
[0,4,7,11, 9,7,4,2, 0,4,9,11, 14,11,9,7],
[7,9,11,14, 11,9,7,4, 9,11,14,16, 14,11,9,7],
[0,2,4,2, 7,4,2,0, 4,7,9,11, 9,7,4,2],
]
// Lead
const lead: number[] = []
for (let bar = 0; bar < BARS; bar++) {
const shape = leadShapes[bar % leadShapes.length]
const octShift = sLen + (bar >= 4 ? sLen : 0) // higher octave in second half
const shape = leadPool[(bar + Math.floor(rng() * leadPool.length)) % leadPool.length]
const octShift = sLen + (bar >= 4 ? sLen : 0)
for (let step = 0; step < STEPS; step++) {
const degree = shape[step % shape.length] + octShift
// Add slight variation
const vary = rng() < 0.15 ? (rng() < 0.5 ? 1 : -1) : 0
lead.push(note(Math.max(sLen, degree + vary)))
const vary = rng() < 0.2 ? Math.floor(rng() * 3) - 1 : 0
// Genre-specific: hiphop/reggae have silent steps
if ((genre === 'hiphop' || genre === 'reggae') && shape[step % shape.length] === 0) {
lead.push(0)
} else {
lead.push(note(Math.max(sLen, degree + vary)))
}
}
}
// Arp: degrees in octave 1-3, arpeggiated patterns
const arpPatterns = [
[0,2,4,7, 4,2,0,2, 4,7,9,7, 4,2,0,2],
[0,4,7,11, 7,4,0,4, 7,11,14,11, 7,4,0,4],
[0,7,4,11, 7,14,11,7, 4,11,7,14, 11,4,7,0],
]
// Arp
const arp: number[] = []
for (let bar = 0; bar < BARS; bar++) {
const pat = arpPatterns[bar % arpPatterns.length]
const pat = arpPool[(bar + Math.floor(rng() * arpPool.length)) % arpPool.length]
const shift = Math.floor(sLen * 0.5) + Math.floor(bar / 3)
for (let step = 0; step < STEPS; step++) {
arp.push(note(pat[step % pat.length] + shift))
const d = pat[step % pat.length]
if (d === 0 && (genre === 'hiphop' || genre === 'reggae' || genre === 'funk')) {
arp.push(0)
} else {
arp.push(note(d + shift))
}
}
}
// Chords: triads from scale degrees
const chordDegs = [0, 3, 2, 4, 0, 5, 3, 4]
// Chords
const chords: number[][] = []
for (const d of chordDegs) {
chords.push([note(d), note(d + 2), note(d + 4)])
if (genre === 'jazz') {
chords.push([note(d), note(d + 2), note(d + 4), note(d + 6)]) // 7th chords
} else if (genre === 'rock' || genre === 'metal') {
chords.push([note(d), note(d + 4)]) // power chords (root + 5th)
} else {
chords.push([note(d), note(d + 2), note(d + 4)])
}
}
// Drums: base pattern repeated, with builds in later bars
// Drums with genre-specific fills
const drums: number[] = []
for (let bar = 0; bar < BARS; bar++) {
for (let step = 0; step < STEPS; step++) {
let d = drumStyle[step % drumStyle.length]
// Build: add fills in bars 6-7
// Build: fills in bars 6-7
if (bar >= 6 && step >= 12 && d === 3) d = 2
if (bar >= 7 && step >= 14) d = d === 3 ? 2 : d
// Extra hats in later bars
if (bar >= 4 && d === 0 && rng() < 0.2) d = 3
// Genre-specific density
if (genre === 'metal' && d === 0 && rng() < 0.4) d = 3 // double bass fills
if (genre === 'rock' && bar >= 4 && d === 0 && rng() < 0.25) d = 3
if (genre === 'funk' && d === 0 && rng() < 0.3) d = 3 // ghost note hats
if (genre === 'hiphop' && d === 0 && rng() < 0.1) d = 3 // sparse hats
if ((genre === 'chiptune' || genre === 'electronic' || genre === 'jazz' || genre === 'latin') && bar >= 4 && d === 0 && rng() < 0.2) d = 3
drums.push(d)
}
}
@@ -1348,6 +1601,15 @@ const DRUMS_SWING = [1,0,3,0, 2,3,0,3, 1,0,3,1, 2,0,3,0]
const DRUMS_HALFTIME = [1,0,0,0, 0,0,0,0, 2,0,0,0, 0,0,3,0]
const DRUMS_DNB = [1,0,0,3, 0,0,2,0, 0,3,0,0, 2,3,1,3]
// Genre-specific drum patterns
const DRUMS_FUNK = [1,0,3,0, 2,3,0,3, 1,3,0,1, 2,0,3,0] // syncopated ghost notes
const DRUMS_HIPHOP = [1,0,0,3, 0,0,2,0, 1,0,3,0, 0,0,2,3] // boom bap
const DRUMS_ROCK = [1,3,2,3, 1,3,2,3, 1,3,2,3, 1,3,2,4] // driving backbeat
const DRUMS_REGGAE = [0,0,3,0, 2,0,3,0, 0,0,3,0, 2,0,3,0] // one drop
const DRUMS_BREAK = [1,0,1,3, 2,0,0,1, 0,3,1,0, 2,3,0,1] // chopped breakbeat
const DRUMS_LATIN = [1,0,0,1, 0,0,1,0, 1,0,0,1, 0,1,0,0] // tresillo
const DRUMS_SHUFFLE = [1,3,0,3, 2,0,3,3, 1,3,0,3, 2,3,4,3] // swung triplet feel
// Scale presets (semitone intervals)
const SCALE_MINOR = [0,2,3,5,7,8,10]
const SCALE_MAJOR = [0,2,4,5,7,9,11]
@@ -1360,55 +1622,72 @@ const SCALE_PENTATONIC = [0,2,4,7,9]
const SCALE_JAPANESE = [0,1,5,7,8]
const SCALE_ARABIC = [0,1,4,5,7,8,11]
// Track 5: "Chill Lounge" — C major, relaxed, 155bpm
const track5 = genTrack('Chill Lounge', 155, 131, SCALE_MAJOR, DRUMS_CHILL, 42)
// === FUNK tracks — syncopated slap bass, wah stabs, ghost note drums ===
const track5 = genTrack('Funk Machine', 200, 147, SCALE_MIXOLYDIAN, DRUMS_FUNK, 420, 'funk')
const track6 = genTrack('Funk Royale', 195, 131, SCALE_MIXOLYDIAN, DRUMS_FUNK, 1971, 'funk')
const track7 = genTrack('Soul Slugger', 185, 117, SCALE_DORIAN, DRUMS_FUNK, 1968, 'funk')
const track8 = genTrack('Funky Fists', 205, 208, SCALE_MIXOLYDIAN, DRUMS_FUNK, 1975, 'funk')
const track9 = genTrack('Slap City', 210, 165, SCALE_BLUES, DRUMS_FUNK, 1979, 'funk')
// Track 6: "Cyber Punk" — Bb minor, aggressive, 250bpm
const track6 = genTrack('Cyber Punk', 250, 117, SCALE_MINOR, DRUMS_FRANTIC, 99)
// === HIP HOP tracks — deep sparse bass, looping hooks, boom bap ===
const track10 = genTrack('Boom Bap Brawl', 170, 110, SCALE_MINOR, DRUMS_HIPHOP, 1994, 'hiphop')
const track11 = genTrack('Trap Arena', 155, 185, SCALE_MINOR, DRUMS_HIPHOP, 2012, 'hiphop')
const track12 = genTrack('Hip Hop Havoc', 175, 131, SCALE_MINOR, DRUMS_HIPHOP, 1988, 'hiphop')
const track13 = genTrack('Beat Down Blvd', 165, 147, SCALE_DORIAN, DRUMS_HIPHOP, 1996, 'hiphop')
const track14 = genTrack('Street Cypher', 180, 98, SCALE_BLUES, DRUMS_HIPHOP, 2004, 'hiphop')
// Track 7: "Retro Arcade" — G major, bouncy, 195bpm
const track7 = genTrack('Retro Arcade', 195, 196, SCALE_MAJOR, DRUMS_GROOVE, 137)
// === ROCK tracks — power chord pumps, pentatonic licks, driving backbeat ===
const track15 = genTrack('Stadium Rock', 210, 165, SCALE_MAJOR, DRUMS_ROCK, 1985, 'rock')
const track16 = genTrack('Garage Smasher', 220, 147, SCALE_MINOR, DRUMS_ROCK, 1969, 'rock')
const track17 = genTrack('Punk Blitz', 245, 165, SCALE_MAJOR, DRUMS_ROCK, 1977, 'rock')
const track18 = genTrack('Arena Anthem', 200, 131, SCALE_PENTATONIC, DRUMS_ROCK, 1987, 'rock')
const track19 = genTrack('Riff Rampage', 215, 110, SCALE_BLUES, DRUMS_ROCK, 1991, 'rock')
// Track 8: "Boss Battle" — D minor, epic, 240bpm
const track8 = genTrack('Boss Battle', 240, 147, SCALE_HARMMINOR, DRUMS_HEAVY, 256)
// === METAL tracks — palm mute gallops, shred bursts, double bass fills ===
const track20 = genTrack('Metal Mayhem', 260, 82, SCALE_PHRYGIAN, DRUMS_FRANTIC, 666, 'metal')
const track21 = genTrack('Boss Battle', 240, 147, SCALE_HARMMINOR, DRUMS_HEAVY, 256, 'metal')
const track22 = genTrack('Viking Raid', 225, 110, SCALE_MINOR, DRUMS_MARCH, 793, 'metal')
const track23 = genTrack('Samurai Storm', 245, 123, SCALE_JAPANESE, DRUMS_HEAVY, 1603, 'metal')
const track24 = genTrack('Skull Crusher', 270, 98, SCALE_PHRYGIAN, DRUMS_FRANTIC, 999, 'metal')
// Track 9: "Jazz Fusion" — Eb dorian, smooth, 175bpm
const track9 = genTrack('Jazz Fusion', 175, 156, SCALE_DORIAN, DRUMS_SWING, 333)
// === CHIPTUNE tracks — classic bouncy game music ===
const track25 = genTrack('Retro Arcade', 195, 196, SCALE_MAJOR, DRUMS_GROOVE, 137, 'chiptune')
const track26 = genTrack('Chill Lounge', 155, 131, SCALE_MAJOR, DRUMS_CHILL, 42, 'chiptune')
const track27 = genTrack('Space Opera', 165, 208, SCALE_MAJOR, DRUMS_HALFTIME, 2001, 'chiptune')
const track28 = genTrack('Haunted Circus', 200, 117, SCALE_HARMMINOR, DRUMS_MARCH, 1313, 'chiptune')
const track29 = genTrack('Cyber Punk', 250, 117, SCALE_MINOR, DRUMS_FRANTIC, 99, 'chiptune')
// Track 10: "Metal Mayhem" — E phrygian, thrash, 270bpm
const track10 = genTrack('Metal Mayhem', 270, 82, SCALE_PHRYGIAN, DRUMS_FRANTIC, 666)
// === JAZZ tracks — walking bass, bebop lines, 7th chords, swing drums ===
const track30 = genTrack('Jazz Fusion', 175, 156, SCALE_DORIAN, DRUMS_SWING, 333, 'jazz')
const track31 = genTrack('Shuffle Beatdown', 190, 196, SCALE_BLUES, DRUMS_SHUFFLE, 1955, 'jazz')
const track32 = genTrack('Smooth Operator', 165, 175, SCALE_DORIAN, DRUMS_SWING, 1961, 'jazz')
// Track 11: "Tropical Storm" — C mixolydian, upbeat, 185bpm
const track11 = genTrack('Tropical Storm', 185, 131, SCALE_MIXOLYDIAN, DRUMS_GROOVE, 808)
// === ELECTRONIC tracks — pulsing bass, filter sweeps, relentless arps ===
const track33 = genTrack('Synthwave Dream', 170, 175, SCALE_MINOR, DRUMS_HALFTIME, 1984, 'electronic')
const track34 = genTrack('Drum & Bass', 255, 196, SCALE_MINOR, DRUMS_DNB, 174, 'electronic')
const track35 = genTrack('Neon Overload', 230, 131, SCALE_MINOR, DRUMS_FRANTIC, 2077, 'electronic')
const track36 = genTrack('Breakbeat Fury', 240, 117, SCALE_MINOR, DRUMS_BREAK, 1997, 'electronic')
// Track 12: "Haunted Circus" — Bb harmonic minor, creepy, 200bpm
const track12 = genTrack('Haunted Circus', 200, 117, SCALE_HARMMINOR, DRUMS_MARCH, 1313)
// === LATIN tracks — tresillo bass, salsa piano, clave rhythms ===
const track37 = genTrack('Latin Knockout', 200, 131, SCALE_HARMMINOR, DRUMS_LATIN, 1959, 'latin')
const track38 = genTrack('Acid Meltdown', 235, 110, SCALE_ARABIC, DRUMS_LATIN, 303, 'latin')
// Track 13: "Space Opera" — Ab major, majestic, 165bpm
const track13 = genTrack('Space Opera', 165, 208, SCALE_MAJOR, DRUMS_HALFTIME, 2001)
// === REGGAE tracks — one-drop bass, skank chops ===
const track39 = genTrack('Dub Smash', 170, 196, SCALE_MINOR, DRUMS_REGGAE, 1973, 'reggae')
const track40 = genTrack('Reggae Rumble', 195, 156, SCALE_MAJOR, DRUMS_REGGAE, 1978, 'reggae')
// Track 14: "Funk Machine" — D mixolydian, groovy, 210bpm
const track14 = genTrack('Funk Machine', 210, 147, SCALE_MIXOLYDIAN, DRUMS_GROOVE, 420)
// === GENRE BLENDS — unique crossovers ===
const track41 = genTrack('Western Duel', 190, 165, SCALE_BLUES, DRUMS_SHUFFLE, 1865, 'rock')
const track42 = genTrack('Tropical Storm', 185, 131, SCALE_MIXOLYDIAN, DRUMS_GROOVE, 808, 'funk')
const track43 = genTrack('Disco Inferno', 215, 117, SCALE_MAJOR, DRUMS_GROOVE, 1977, 'funk')
// Track 15: "Viking Raid" — A minor, epic march, 225bpm
const track15 = genTrack('Viking Raid', 225, 110, SCALE_MINOR, DRUMS_MARCH, 793)
// Track 16: "Synthwave Dream" — F minor, dreamy, 170bpm
const track16 = genTrack('Synthwave Dream', 170, 175, SCALE_MINOR, DRUMS_HALFTIME, 1984)
// Track 17: "Drum & Bass" — G minor, frantic, 255bpm
const track17 = genTrack('Drum & Bass', 255, 196, SCALE_MINOR, DRUMS_DNB, 174)
// Track 18: "Western Duel" — E blues, twangy, 190bpm
const track18 = genTrack('Western Duel', 190, 165, SCALE_BLUES, DRUMS_SWING, 1865)
// Track 19: "Samurai Storm" — B japanese, intense, 245bpm
const track19 = genTrack('Samurai Storm', 245, 123, SCALE_JAPANESE, DRUMS_HEAVY, 1603)
// Track 20: "Disco Inferno" — Bb major, groovy, 215bpm
const track20 = genTrack('Disco Inferno', 215, 117, SCALE_MAJOR, DRUMS_GROOVE, 1977)
const ALL_TRACKS = [track1, track2, track3, track4, track5, track6, track7, track8, track9, track10, track11, track12, track13, track14, track15, track16, track17, track18, track19, track20]
const ALL_TRACKS = [
track1, track2, track3, track4, track5, track6, track7, track8, track9, track10,
track11, track12, track13, track14, track15, track16, track17, track18, track19, track20,
track21, track22, track23, track24, track25, track26, track27, track28, track29, track30,
track31, track32, track33, track34, track35, track36, track37, track38, track39, track40,
track41, track42, track43,
]
let activeTrack: MusicTrack = track1
let barIndex = 0
@@ -1425,22 +1704,25 @@ function playMusicBar() {
const off = bar * STEPS
const step = beat / 2
// Switch tracks at bar boundaries based on intensity
// Categorize tracks by energy level
const chillTracks = ALL_TRACKS.filter(t => t.bpm < 185) // Chill Lounge, Space Opera, Synthwave Dream, Jazz Fusion, Tropical Storm
const midTracks = ALL_TRACKS.filter(t => t.bpm >= 185 && t.bpm < 230) // Retro Arcade, Western Duel, Haunted Circus, Funk Machine, Disco Inferno, Neon Fury, Viking Raid
const intenseTracks = ALL_TRACKS.filter(t => t.bpm >= 230) // Dark Circuit, Pixel Blitz, Skull Crusher, Cyber Punk, Boss Battle, Metal Mayhem, Samurai Storm, Drum & Bass
if (barIndex > 0 && bar === 0) {
if (currentIntensity > 0.7 && activeTrack.bpm < 230) {
activeTrack = intenseTracks[Math.floor(Math.random() * intenseTracks.length)]
} else if (currentIntensity < 0.3 && activeTrack.bpm >= 200) {
activeTrack = chillTracks[Math.floor(Math.random() * chillTracks.length)]
} else if (currentIntensity >= 0.3 && currentIntensity <= 0.7 && Math.random() < 0.3) {
activeTrack = midTracks[Math.floor(Math.random() * midTracks.length)]
} else if (Math.random() < 0.2) {
// Random switch for variety
const others = ALL_TRACKS.filter(t => t !== activeTrack)
activeTrack = others[Math.floor(Math.random() * others.length)]
// Switch tracks aggressively — every 2-4 bars, always to a DIFFERENT track
const chillTracks = ALL_TRACKS.filter(t => t.bpm < 185)
const midTracks = ALL_TRACKS.filter(t => t.bpm >= 185 && t.bpm < 230)
const intenseTracks = ALL_TRACKS.filter(t => t.bpm >= 230)
const switchEvery = currentIntensity > 0.7 ? 2 : currentIntensity > 0.4 ? 3 : 4
if (barIndex > 0 && barIndex % switchEvery === 0) {
const pickFrom = (pool: MusicTrack[]) => {
const others = pool.filter(t => t !== activeTrack)
return others.length > 0 ? others[Math.floor(Math.random() * others.length)] : pool[0]
}
if (currentIntensity > 0.7) {
activeTrack = pickFrom(intenseTracks.length > 0 ? intenseTracks : ALL_TRACKS)
} else if (currentIntensity < 0.3) {
activeTrack = pickFrom(chillTracks.length > 0 ? chillTracks : ALL_TRACKS)
} else if (Math.random() < 0.5) {
activeTrack = pickFrom(midTracks.length > 0 ? midTracks : ALL_TRACKS)
} else {
// Full random for maximum variety
activeTrack = pickFrom(ALL_TRACKS)
}
}
+3 -3
View File
@@ -281,14 +281,14 @@ const tierClass = (t: number) => `tier-${t}`
<template v-else>
<!-- Header with human + bot character -->
<div class="text-center mb-5">
<div class="flex items-end justify-center gap-2 mb-3">
<div class="flex items-end justify-between mb-3">
<HumanPreview
:seed="stats.avatarSeed || stats.name"
:archetype="stats.archetype || 'standard'"
:size="200"
:win-rate="(stats.winRate || 0) / 100"
anim="idle"
class="drop-shadow-[0_0_12px_rgba(0,0,0,0.6)]"
class="drop-shadow-[0_0_12px_rgba(0,0,0,0.6)] shrink-0"
/>
<SpritePreview
:seed="stats.avatarSeed || stats.name"
@@ -296,7 +296,7 @@ const tierClass = (t: number) => `tier-${t}`
:tier="stats.tier"
:size="160"
:customization="stats.customization || undefined"
class="drop-shadow-[0_0_20px_var(--glow)]"
class="drop-shadow-[0_0_20px_var(--glow)] mx-auto"
:style="{ '--glow': stats.tierColor + '80' } as any"
/>
</div>
+175 -53
View File
@@ -1,5 +1,5 @@
<script setup lang="ts">
import { ref, onMounted, onUnmounted } from 'vue'
import { ref, computed, onMounted, onUnmounted } from 'vue'
import { useRoute, useRouter } from 'vue-router'
import FightViewer from '../components/FightViewer.vue'
import { useNostr } from '../composables/useNostr'
@@ -7,19 +7,31 @@ import { useNostr } from '../composables/useNostr'
const route = useRoute()
const router = useRouter()
const { bot: myBot, isLoggedIn } = useNostr()
const fightId = route.params.fightId as string
const fightId = ref(route.params.fightId as string)
const fight = ref<any>(null)
const isLoading = ref(true)
const isRequeueing = ref(false)
const isLive = ref(false)
const liveRounds = ref(0)
const fightError = ref('')
const replayDone = ref(false)
const autoBattle = ref(false)
const autoBattleCount = ref(0)
let pollHandle: ReturnType<typeof setInterval> | null = null
let pollCount = 0
const myBotId = computed(() => {
if (!isLoggedIn.value || !myBot.value || !fight.value) return null
if (myBot.value.id === fight.value.botA?.id) return fight.value.botA.id
if (myBot.value.id === fight.value.botB?.id) return fight.value.botB.id
return null
})
const showOverlay = computed(() => replayDone.value && !isRequeueing.value && !autoBattle.value)
async function loadFight(): Promise<string | null> {
try {
const res = await fetch(`/api/fights/${fightId}`)
const res = await fetch(`/api/fights/${fightId.value}`)
if (res.ok) {
const data = await res.json()
liveRounds.value = data.rounds?.length || 0
@@ -32,50 +44,97 @@ async function loadFight(): Promise<string | null> {
return null
}
function startPolling() {
pollCount = 0
pollHandle = setInterval(async () => {
pollCount++
const s = await loadFight()
if (s === 'finished') {
isLive.value = false
if (pollHandle) { clearInterval(pollHandle); pollHandle = null }
} else if (pollCount > 60) {
isLive.value = false
fightError.value = 'Fight took too long. It may still be running — try refreshing.'
if (pollHandle) { clearInterval(pollHandle); pollHandle = null }
}
}, 1500)
}
onMounted(async () => {
const status = await loadFight()
isLoading.value = false
if (status === null) {
// Fight doesn't exist yet — might still be creating. Poll briefly.
isLive.value = true
} else if (status !== 'finished') {
if (status === null || status !== 'finished') {
isLive.value = true
}
if (isLive.value) {
pollHandle = setInterval(async () => {
pollCount++
const s = await loadFight()
if (s === 'finished') {
isLive.value = false
if (pollHandle) { clearInterval(pollHandle); pollHandle = null }
} else if (pollCount > 60) {
// 90 seconds max wait
isLive.value = false
fightError.value = 'Fight took too long. It may still be running — try refreshing.'
if (pollHandle) { clearInterval(pollHandle); pollHandle = null }
}
}, 1500)
}
if (isLive.value) startPolling()
})
onUnmounted(() => {
if (pollHandle) clearInterval(pollHandle)
autoBattle.value = false
})
async function fightAgain(botId: string) {
if (isRequeueing.value) return
isRequeueing.value = true
replayDone.value = false
try {
const res = await fetch(`/api/queue/join/${botId}`, { method: 'POST' })
if (res.ok) {
const data = await res.json()
router.push(`/arena/${data.fightId}`)
// Load the new fight in-place (new scene)
fightId.value = data.fightId
fight.value = null
isLive.value = true
liveRounds.value = 0
fightError.value = ''
window.history.replaceState({}, '', `/arena/${data.fightId}`)
startPolling()
}
} catch { /* */ }
isRequeueing.value = false
}
async function matchmake(botId: string) {
if (isRequeueing.value) return
isRequeueing.value = true
replayDone.value = false
try {
const res = await fetch(`/api/fights/matchmake/${botId}`, { method: 'POST' })
if (res.ok) {
const data = await res.json()
fightId.value = data.fightId
fight.value = null
isLive.value = true
liveRounds.value = 0
fightError.value = ''
window.history.replaceState({}, '', `/arena/${data.fightId}`)
startPolling()
}
} catch { /* */ }
isRequeueing.value = false
}
function onReplayDone() {
replayDone.value = true
if (autoBattle.value && myBotId.value) {
autoBattleCount.value++
fightAgain(myBotId.value)
}
}
function startAutoBattle() {
if (!myBotId.value) return
autoBattle.value = true
autoBattleCount.value = 0
fightAgain(myBotId.value)
}
function stopAutoBattle() {
autoBattle.value = false
}
</script>
<template>
@@ -84,12 +143,16 @@ async function fightAgain(botId: string) {
<p class="font-display text-text-muted animate-pulse tracking-wider">LOADING FIGHT...</p>
</div>
<div v-else-if="isLive" class="flex-1 flex flex-col items-center justify-center gap-4">
<div v-else-if="isLive && !fight" class="flex-1 flex flex-col items-center justify-center gap-4">
<div class="w-16 h-16 border-4 border-neon-pink/30 border-t-neon-pink rounded-full animate-spin" />
<p class="font-display text-neon-pink text-xl tracking-widest animate-pulse glow-pink">FIGHT IN PROGRESS</p>
<p class="font-mono text-text-muted text-xs">
Round {{ liveRounds }} webhooks being called...
</p>
<p v-if="autoBattle" class="font-pixel text-[10px] text-neon-yellow tracking-wider">
AUTO BATTLE #{{ autoBattleCount + 1 }}
<button class="ml-2 text-ko hover:text-text-primary transition-colors" @click="stopAutoBattle">STOP</button>
</p>
</div>
<div v-else-if="fightError" class="flex-1 flex flex-col items-center justify-center gap-3">
@@ -108,41 +171,100 @@ async function fightAgain(botId: string) {
</div>
<template v-else>
<FightViewer :fight="fight" :autoplay="true" class="flex-1 min-h-0" />
<div class="flex-1 min-h-0 relative">
<FightViewer :key="fightId" :fight="fight" :autoplay="true" class="h-full" @replay-done="onReplayDone" />
<!-- Big post-fight action bar -->
<div v-if="fight.status === 'finished'" class="flex-shrink-0 pt-2 sm:pt-3">
<div class="flex gap-2">
<!-- Post-fight overlay on top of the game canvas -->
<Transition name="fade-up">
<div v-if="showOverlay"
class="absolute inset-0 z-50 flex items-end justify-center pointer-events-none pb-16 sm:pb-20">
<div class="pointer-events-auto flex flex-col items-center gap-2 sm:gap-3
bg-black/80 backdrop-blur-sm border border-white/10 rounded-xl
px-4 sm:px-8 py-4 sm:py-6 shadow-2xl max-w-md w-full mx-4">
<!-- Owner actions -->
<template v-if="myBotId">
<button
class="w-full py-3 bg-neon-cyan/10 border-2 border-neon-cyan/50 text-neon-cyan
font-display font-black text-sm tracking-widest rounded-lg
hover:bg-neon-cyan/20 hover:border-neon-cyan transition-all neon-border-cyan"
@click="fightAgain(myBotId!)"
>
FIGHT ANOTHER BOT
</button>
<button
class="w-full py-3 bg-neon-yellow/10 border-2 border-neon-yellow/50 text-neon-yellow
font-display font-black text-sm tracking-widest rounded-lg
hover:bg-neon-yellow/20 hover:border-neon-yellow transition-all"
@click="startAutoBattle"
>
AUTO BATTLE
<span class="block font-mono text-[9px] tracking-wider text-neon-yellow/60 mt-0.5">
CONTINUOUS FIGHTS
</span>
</button>
</template>
<!-- Spectator actions -->
<template v-else-if="isLoggedIn && myBot">
<button
class="w-full py-3 bg-neon-cyan/10 border-2 border-neon-cyan/50 text-neon-cyan
font-display font-black text-sm tracking-widest rounded-lg
hover:bg-neon-cyan/20 hover:border-neon-cyan transition-all neon-border-cyan"
@click="matchmake(myBot!.id)"
>
FIGHT WITH MY BOT
<span class="block font-mono text-[9px] tracking-wider text-neon-cyan/60 mt-0.5">
{{ myBot!.name.toUpperCase() }}
</span>
</button>
</template>
<button
class="w-full py-2 border border-white/10 text-text-muted
font-display text-xs tracking-widest rounded-lg
hover:bg-white/5 hover:text-text-primary transition-all"
@click="$router.push('/join')"
>
BACK TO LOBBY
</button>
</div>
</div>
</Transition>
<!-- Auto-battle indicator -->
<div v-if="autoBattle && fight"
class="absolute top-2 right-2 z-50 flex items-center gap-2
bg-black/80 border border-neon-yellow/30 rounded-lg px-3 py-1.5">
<span class="w-2 h-2 rounded-full bg-neon-yellow animate-pulse" />
<span class="font-pixel text-[10px] text-neon-yellow tracking-wider">
AUTO #{{ autoBattleCount }}
</span>
<button
v-if="fight.botA && isLoggedIn && myBot?.id === fight.botA.id"
class="flex-1 py-3 sm:py-4 bg-neon-cyan/5 border-2 border-neon-cyan/50 text-neon-cyan
font-display font-black text-sm sm:text-base tracking-widest
hover:bg-neon-cyan/15 hover:border-neon-cyan transition-all neon-border-cyan
disabled:opacity-30 disabled:cursor-not-allowed"
:disabled="isRequeueing"
@click="fightAgain(fight.botA.id)"
class="font-pixel text-[10px] text-ko hover:text-text-primary transition-colors ml-1"
@click="stopAutoBattle"
>
{{ isRequeueing ? 'MATCHING...' : `FIGHT AGAIN` }}
<span class="block font-mono text-[9px] sm:text-[10px] tracking-wider text-neon-cyan/60 mt-0.5">
AS {{ fight.botA.name.toUpperCase() }}
</span>
</button>
<button
v-if="fight.botB && isLoggedIn && myBot?.id === fight.botB.id"
class="flex-1 py-3 sm:py-4 bg-neon-pink/5 border-2 border-neon-pink/50 text-neon-pink
font-display font-black text-sm sm:text-base tracking-widest
hover:bg-neon-pink/15 hover:border-neon-pink transition-all neon-border-pink
disabled:opacity-30 disabled:cursor-not-allowed"
:disabled="isRequeueing"
@click="fightAgain(fight.botB.id)"
>
{{ isRequeueing ? 'MATCHING...' : `FIGHT AGAIN` }}
<span class="block font-mono text-[9px] sm:text-[10px] tracking-wider text-neon-pink/60 mt-0.5">
AS {{ fight.botB.name.toUpperCase() }}
</span>
STOP
</button>
</div>
</div>
</template>
</div>
</template>
<style scoped>
.fade-up-enter-active {
transition: all 0.4s cubic-bezier(0.34, 1.56, 0.64, 1);
}
.fade-up-leave-active {
transition: all 0.2s ease-in;
}
.fade-up-enter-from {
opacity: 0;
transform: translateY(20px);
}
.fade-up-leave-to {
opacity: 0;
transform: translateY(10px);
}
</style>
+6
View File
@@ -103,8 +103,12 @@ fightsRouter.get('/:id', async (c) => {
})
})
// Dev-only mock fight endpoints (disabled in production)
const isDev = process.env.NODE_ENV !== 'production'
// Trigger a mock fight between two random bots (dev/testing)
fightsRouter.post('/mock', async (c) => {
if (!isDev) return c.json({ error: 'Mock fights disabled in production.' }, 403)
const allBots = await db.select({ id: schema.bots.id }).from(schema.bots)
if (allBots.length < 2) {
@@ -123,6 +127,7 @@ fightsRouter.post('/mock', async (c) => {
// Trigger a mock fight for a specific bot against a random opponent
fightsRouter.post('/mock/:botId', async (c) => {
if (!isDev) return c.json({ error: 'Mock fights disabled in production.' }, 403)
const botId = c.req.param('botId') as string
const botRows = await db.select({ id: schema.bots.id })
@@ -150,6 +155,7 @@ fightsRouter.post('/mock/:botId', async (c) => {
// Start a batch of mock fights (for seeding or overnight loop)
fightsRouter.post('/mock/batch/:count', async (c) => {
if (!isDev) return c.json({ error: 'Fight loop disabled in production.' }, 403)
const count = parseInt(c.req.param('count')) || 10
const capped = Math.min(count, 500)