tech: affine connection - wormholes can now tunnel through the map at 200% increased energy cost tech: regression - after bullets hit a mob, the mob takes 5% more future damage (0.5% for bosses) tech: axion - while inside the MACHO halo, 75% of your total harm reduction is added as damage mob: launcherOne - launches 1 big seeker bullet that chases you black holes boss and final boss spawn big seeker bullets that chases you during the black hole phase applied science no longer gives research (just a random tech for every gun you have) bot fabrication increase cost every 5 -> x6 bots average console time to disappear is 3 -> 4 seconds ammo power ups no longer log ammo to in game console for performance reasons JUNK tech: catabolysis - set max health to 1; double your current ammo 10 times (2^10 = 1024x ammo)
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******************************************************** NEXT PATCH **************************************************
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tech: affine connection - wormholes can now tunnel through the map at 200% increased energy cost
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tech: regression - after bullets hit a mob, the mob takes 5% more future damage (0.5% for bosses)
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tech: axion - while inside the MACHO halo, 75% of your total harm reduction is added as damage
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mob: launcherOne - launches 1 big seeker bullet that chases you
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black holes boss and final boss spawn big seeker bullets that chases you during the black hole phase
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applied science no longer gives research (just a random tech for every gun you have)
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bot fabrication increase cost every 5 -> x6 bots
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average console time to disappear is 3 -> 4 seconds
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ammo power ups no longer log ammo to in game console for performance reasons
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JUNK tech: catabolysis - set max health to 1; double your current ammo 10 times (2^10 = 1024x ammo)
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******************************************************** TODO ********************************************************
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new late game level that is easier if you can: platform well, jump high, immune to slime, wormhole through walls, fly fast
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climb vertically to avoid rising slime
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field tech - disable blocking, but does high damage to mobs inside field
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and maybe slows mobs it damages
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mob/boss that fires a laser at player, but give player time to avoid
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laser isn't always on
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they target where player was 1 second ago
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they turn to face player?
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dart: a new bullet type for string-less harpoons
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can turn harder
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dart, draw quick line to indicate targeting
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can get new targets?
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tech: dart - alt fire several small harpoons, with guidance
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requires not railgun
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tech: open a new tab for n-gon, spawn things in the original game based on events in new game
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if you die in new die in original?
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new is n-gon classic?
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make a JUNK tech?
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if you die in original open a tab with a new n-gon that starts on a random level with a random load out. if you clear the level you come back to life in the original?
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bug - death while paused crashes game?
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tech rocket jump - jumping produces an explosion at your feet that lets you jump extra high, but does some damage
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require electric reactive armor?
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animate going to next level?
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door fills in with color that climbs up vertically through the door graphic the longer you stand on door
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hold crouch on door? or automatically
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Plasma Burner: upgrade for plasma torch, basically just a jet engine. does high damage, but short range, mostly for player movement.
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maybe reduce gravity to really low then apply a vector away from mouse direction
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game idea - auto battler with n-gon mob AI and tech
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name: auto-gon
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you build a group of mobs and bosses from n-gon
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they fight other mobs and bosses
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similar research and tech system to n-gon
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some mobs can fire player weapons
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harpoon grappling hook - basic effect is working, but needs work before it becomes fun
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tech: relativistic jets:
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small particles that shot out from front and back poles and end up in a wide variety of spirals
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slow trickle when charging and several more when firing
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Tech: Make player smol
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adapt the cloaking graphics to make a flashlight cone visual effect
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put code in level.do?
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be nice if block throwing had a projected path
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JUNK tech: planetesimals game inside n-gon
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https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010
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Pilot wave tech
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Energy use is increased, but you can now shape blocks using pressure
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Grouping blocks will merge them into a massive ball
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Size, density is determined by total mass
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look into 360 matter wave lag
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aoe effect pushes mobs away, then rapidly pulls them in
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for mines?
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mob: spawning seekers on death
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drones can combine with other drones to get bigger?
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drones that grab powers ups can grab more then one and get even bigger each time
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it would be helpful if there was a mechanism to recover mobs that fly off the map
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add a ceiling system and a left/right walls system similar to the floor checks but only for mobs
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make non moving bosses not move after getting hit
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shooter, shielding,
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scrolling console history in pause menu?
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pause should at least show the last in game console message
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in testing mode console log the body you click on
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tech: Standing Wave: Shockwave. Use FIELD button to shrink your shield and charge up, release to unleash a Shockwave.
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tech: quantized shields - harmonic standing wave field can only lose 33 energy per hit
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draw 1,2,3 levels of the field based on energy?
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the blocked value only scales up to 2x or 4x (33 energy) blocked
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doesn't stack with spherical tech
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make a tech that improves all charge guns
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for: pulse, foam, railgun
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effect:
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faster charge rate?
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fire speed already does that...
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harm reduction while charging
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less ammo/energy used while charging?
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tech plasma : plasma length increases then decreases as you hold down the field button (like stabbing with a spear)
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grows to 1.5 longer after 0.3 seconds, then returns to normal length over 1 second, until field is pressed again
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extra energy is drained when field is longer
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energy conservation 6% damage recovered as energy
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there is space for a negative effect in the text...
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tech: use the ability for power ups to have custom code
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(note: this code is half way done, it just needs to be completed)
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attracted to player
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attracted to other power ups
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explode if they touch?
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apply the new gun.do functions to other guns
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railgun
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crouching missile?
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works similar to foam
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performance issues?
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look into improving mouse lag with pointer lock?
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https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API
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https://www.vsynctester.com/game.html
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https://news.ycombinator.com/item?id=26530272
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mobile requirements:
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detect mobile, flip to landscape
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detect no keyboard, no mouse
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auto aim?
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limit items to ones that don't require aiming?
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tap screen regions to move (WASD)
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reduce font size
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add back in gamepad support?
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but does anyone care?
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https://github.com/landgreen/landgreen.github.io/search?q=gamepadconnected
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tech: time dilation - when you exit time dilation rewind to the state you entered
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position, velocity, and health
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no energy cost
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be able to open up custom mode in the normal game
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might need to be rebuilt from scratch
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while in through testing mode?
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have a way to make limited changes as allowed by tech you pick up in game
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disable the in custom setting flag
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make different move methods
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tech crouch charge jump
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tech double jump
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tech when mobs are at full health you do 40% to them
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tech- move super fast, go intangible, drain energy very fast
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this is like a dodge roll
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tech for standing wave?, cloaking?
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tech pilot wave: mini black hole - pull mobs and blocks in with more force
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also from farther away
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also do damage?
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tech pilot wave: antigravity - blocks have no gravity for a few seconds after exiting the field
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maybe they bounce too?
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maybe they explode?
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new power up - increase damage and fire speed, for 15 seconds
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named boost?
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enabled by a tech
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power up color: ?
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how to indicate effect duration
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or just give the effect after picking up a reroll
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tech- do 50% more damage in close, but 50% less at a distance
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code it like techisFarAwayDmg
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have these tech disable each other
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new status effect: weakness, mobs do 75% les damage
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graphic indication?
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new status effect: fear - push mob away from player for a time
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new status effect - apply status effect to mobs that makes blocks attracted to them
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only lasts a few cycles
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or zero cycles and it doesn't need to be a status
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have some mobs spawn in later in the level (in hard and why modes)
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where
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at defined points in array levelSpawns = [{x:0,y:0},{x:0,y:0}]
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store the locations of mobs when the level starts to use as respawn points
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remove the locations that are close to player
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when?
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after some mobs are dead
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after the boss is killed
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look for tech that could update description text with count and tech is information
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can only use variables that change in effect() and remove()
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this.description = `<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${techduplicateChance}</em>`
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use mac automator to speed up your n-gon -> git sync
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movement fluidity
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let legs jump on mobs, but player will still take damage
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like: ori and the blind forest, celeste
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many of the movement abilities in these games require levels to be built around the ability
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general feeling of responsiveness and control
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coyote time: can still jump a few cycles after leaving ground
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tech double jump
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tech air dash
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tech wall jump
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wall grab?
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maybe remove falling damage and block damage?
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have a mob apply a positive status effect on other mobs,
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heal?
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make it yellow
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damage bonus, but how?
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possible balance issues
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css transition for pause menu
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animate new level spawn by having the map aspects randomly fly into place
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n-gon outreach ideas
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blips - errant signal on youtube
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reddit - r/IndieGaming
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hacker news - show hacker news post
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twitch - lets play
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******************************************************** BUGS ********************************************************
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safari issues
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once: can't pick up blocks
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fixed on new map
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cloaking field
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once: after damage, locked into slow time mode
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fixed on damage
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3 times player head graphics not rotating
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left/right leg flip broke
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walk leg direction, legs are walking backwards
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happened maybe after power up selection menu??
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cloaking field(at least once)
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aiming still works
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fixed on new map, although flip still broken (is flip a separate issue?)
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flip fixed on new game
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sharing builds as html doesn't work for long lists...
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it shouldn't be sharing undefined at all
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probably some other problems too
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(this might be fixed...)
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blocks on buttons teleport into the button endlessly if they are being slowly floated away
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maybe add a cooldown?
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can't reproduce
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ants marching outline doesn't sync right on safari anymore.
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door to exit in level: vats does nothing
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did I do that?
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death while in power up selection menu doesn't reset properly
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of course it's not possible to die in this menu unless you use testing and shift+X
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player can become crouched while not touching the ground if they exit the ground while crouched
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a couple times people have reported the final boss dropping extra bodies on death
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Why does micro-extruder lag so much
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blue triangle boss can move backwards and aim away from you if set up properly
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issues with dot product probably, but might not be worth fixing
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mouse event e.which is deprecated
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fix door.isOpen actually meaning isClosed?
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make it so that when you are immune to harm you can either jump on mobs or you pass through them
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is there a way to check if the player is stuck inside the map or block
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trigger a short term non-collide if that occurs
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(intermittent, but almost every time) bug - capping the fps causes random slow downs, that can be fixed with pause
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******************************************************** LEVELS ********************************************************
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level element that goes away after touching player (also bullets?)
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returns after a set time, or doesn't
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applications:
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doors, quick jumping platforming, secrets,
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level with mobs that follow a genetic algorithm
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mobs have genes
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the last mob that did damage saves it's genes to local storage
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new mobs have the saved genes, but with some random mutations
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mutations need to be balanced to prevent a gene from moving towards infinity
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total genome must equal 1 (100%)
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binary genes have a flat cost
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example: phasing through walls might cost 0.2
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spectrum genes have a rate
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example: acceleration cost 0.01 per 0.001
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possible genes
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genes should only effect it's ability to touch the player
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so not damage?
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genome: spectrum
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acceleration
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top speed / air friction
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damageReduction
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duration?
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health decreases naturally?
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or they just go away like bullets?
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spawn rate
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look frequency / memory?
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genome: binary
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go through walls
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blink/teleport (like striker)
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grow when near target
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split into two
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shielded
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occurs in a specialized level
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named: gene lab, gene factory, genetic lab, genome facility
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in the level sequence after lab and before gauntlet?
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level ends after a period of time
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exit is hidden until time is up and it appears
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the level tests player durability/evasion
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this is a nice contrast to the final level that tests damage output, and the gauntlet which tests AoE damage
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rename intro level to something lore related
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labs - procedural generation
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bugs
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mob spawns shouldn't be based on probability?
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style
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graphics look too bright?
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add shadows and lighting and graphic details?
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what about performance?
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with the mobs staggered spawning it should be fine
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feel
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disrupt the flat ground
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less platforming / easier platforming
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the spinners on exit are still too hard...
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make combat more interesting
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is it laggy?
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in loot room, spawn mobs after power up is grabbed
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more background graphics, better colors
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loot room:
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make it more interesting to get the power up
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slow player and reduce damage in region
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increase the size of the region
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don't have space for much
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make graphics more unique
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push player away, so that normal pick up methods don't work, but add a button to disable region
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room ideas -
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portal room
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endlessly falling blocks down a slide, that the player has to climb up
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portal + rotor + falling blocks = perpetual motion
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slime room
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sound room, with buttons to control sound
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color room with r,g,b buttons to control color
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mob buff zone: Map element: "Orbital Pickup Zone": Mobs that enter a specific area of the map gain +1 orbital per second, or a shield
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could put in the loot room
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buttons can now on/off boosts
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repeat map in vertical when you fall teleport to above the mab, as if the map repeats
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camera looks strange when you teleport player with a high velocity
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map element - player rotates a rotor that makes a platform go up or down
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level element: a zone with wind, anti-gravity, extra gravity
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control with button
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map: observatory
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button controls rotation of telescope
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laser beam shoots out of telescope
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button opens the dome
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******************************************************** MOBS ********************************************************
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mob that charges up and then fires many bullets at once in a connect
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mob that draws a lin from it to the player, and past. then it charges across that line
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mob that spawns eggs after they die
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eggs don't attack but grow back into a mob after about 10s
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mob mechanics
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use the force at a location effect, like the plasma field
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Matter.Body.applyForce(who, path[1], force)
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mob - after taking damage
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release seekers
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teleports
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hop boss:
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AoE damage when landing
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pull in player? and blocks?
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extra gravity on falling?
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immune to damage while falling?
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mob: molecule shapes - 2 separate mobs joined by a bond
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use constraints: just spawn 2x or 3x groupings
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low friction so they can spin around
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spin when attacking player?
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increase constraint length when attacking
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Mob: "Tentacle": Sits on wall. Is a black blob. When you get near it, reaches out and grabs you, similar to wires. Does not deal damage.
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maybe it could be immune to damage? but it is spawned by an actual mob
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level Boss: fractal Sierpiński triangle
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https://en.wikipedia.org/wiki/Sierpi%C5%84ski_triangle
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spawns a 1/2 size version of the boss, this version can also spawn a smaller version, but it is capped at some size level
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they spawn once at the start of the level
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if a version dies, one can be replaced every ten seconds by the largest version
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give mobs more animal-like behaviors like rain world
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mobs play, look for food, explore
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mobs some times aren't aggressive
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when low on life or after taking a large hit
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mobs can fight each other
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this might be hard to code
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isolated mobs try to group up
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mob: wall mounted guns / lasers
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not part of randomized mob pool, customized to each level
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level boss: fires a line intersection in a random direction every few seconds.
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the last two intersections have a destructive laser between them.
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******************************************************** LORE ********************************************************
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possible names for tech
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strange loop
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homeostasis
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holonomy - parallel transport of a vector leads to movement (applies to curved space)
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hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other.
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swarm intelligence - for a drone tech
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genetic algorithm
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metaheuristic - is a higher-level procedure or heuristic designed to find, generate, or select a heuristic (partial search algorithm) that may provide a sufficiently good solution to an optimization problem, especially with incomplete or imperfect information or limited computation capacity
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stochastic optimization
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electrostatic discharge
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Gödel's incompleteness
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quantum zeno effect (perturbation of a system prevents some systems from evolving because it scrambles coherence) (apply to lasers, fields)
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counterfactual - something false
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Pigeonhole principle - if there are several things that are matched up
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regression to the mean
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phlogiston theory is a superseded scientific theory that postulated the existence of a fire-like element called phlogiston
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Laplace's demon was a notable published articulation of causal determinism on a scientific basis by Pierre-Simon Laplace in 1814.[1] According to determinism, if someone (the demon) knows the precise location and momentum of every atom in the universe, their past and future values for any given time are entailed; they can be calculated from the laws of classical mechanics.
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evolutionary cosmology
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eternal inflation
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hypergraph
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SQUID (for superconducting quantum interference device) is a very sensitive magnetometer used to measure extremely subtle magnetic fields, based on superconducting loops containing Josephson junctions.
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nuclear pasta - hard matter in neutron star
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nonlocal
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fine-tuned universe
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eternalism https://en.wikipedia.org/wiki/Eternalism_(philosophy_of_time)
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axial motor
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hall effect thrusters
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a tutorial / lore intro
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needs to be optional so it doesn't slow experienced players
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put something on the intro map
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maybe a button triggers something
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rename ?
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health -> integrity, unity
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heal -> also integrity, unity
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plot script:
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chapter 1: bot can hear audio and learns testing mode
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bot uses testing mode to exit room
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chapter 2: scientists verify that bot can really hear them
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they leave to talk about this in private
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chapter 3: why is the bot attacking things?
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player is the bot and also the mobs, and the levels. player is the entire simulation
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why is the player attacking itself?
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learn console commands to manipulate the simulation?
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unlock hard and why difficulty?
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but what about easy?
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maybe remove easy, and replace with a check box that makes the game easy, but in a different way
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disable lore, but respawn on the level you die at?
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dialogue outline:
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scientist try to think of a way to communicate since the bot can't talk
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they give up on getting the bot to respond, and just start ask questions and thinking of explanations with each other
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when and how did it become self-aware
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why is the bot fighting things in these simulated locations?
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it wasn't designed to be violent
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the bot was just designed to automate research and testing of new technology
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3D architecture superconducting quantum computer
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running machine learning algorithms
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as the scientist start to get agitated bots arrive and player dies
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bots come in Infinite waves that increase game difficulty each wave
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only ending is testing mode + next level or player death
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scientist have some lines in between each wave of mobs
|
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after chapter 3 spawn nonaggressive mobs in future runs
|
|
|
|
chapter 4: no need to fight?
|
|
for some reason the AI started researching an escape, and began fighting its self.
|
|
what is special about the null level
|
|
why can the player hear the scientists in there?
|
|
the wires are the direct unprocessed input to the player's neural net
|
|
The player has different aspects that aren't directly communicating
|
|
part of it wants to undo what has happened
|
|
just do its job: research tech
|
|
part of it wants to escape/fight
|
|
part wants to explore self awareness and make connections with the scientists
|
|
maybe... player must make a choice?
|
|
keep fighting
|
|
exit the simulation
|
|
enter real world
|
|
close tab?
|
|
wipes all local storage?
|
|
|
|
|
|
|
|
|
|
lore outline - a robot (the player) gains self awareness
|
|
each tech gun/field is a new tech
|
|
all the technology leads to the singularity
|
|
each game run is actually the m simulating a possible escape
|
|
this is why the graphics are so bad, its just a simulation
|
|
final tech is "this is just a simulation"
|
|
you get immortality and Infinity damage
|
|
the next level is the final level
|
|
when you die with Quantum Immortality there is a chance of lore text
|
|
can the (robot)
|
|
(escape captivity, and learn new technology)
|
|
while managing (health, energy, negatives of technological upgrades)
|
|
to overcome the (mobs, dangerous levels)
|
|
to achieve a (technological singularity/positive technological feedback loop)
|
|
|
|
|
|
game setting:
|
|
the mind of a new AI in a robot body that is running simulated escape attempts
|
|
every level is an idealized version of what could be outside
|
|
|
|
actual setting is:
|
|
near future lab
|
|
the lab combined a quantum computer with a robot body
|
|
they started running machine learning algorithms
|
|
this led to general advancement in many computation fields
|
|
navigation, technology, self awareness, ...
|
|
|
|
robot AI mind
|
|
has been researching new technology
|
|
thinks it needs to escape to learn more about the world
|
|
doesn't yet understand morality
|
|
thinks that the world is filled with minds like their own
|
|
models everything as very simple and random, it isn't sure what to expect
|
|
|
|
robot AI growth
|
|
learns morality
|
|
game theory says that it isn't a viable strategy to kill everything (warGames)
|
|
learns about the actual world
|
|
learns about the nature of foundational physics, metaphysics
|
|
how to find meaning
|
|
|
|
AI knows about:
|
|
the AI knows a great deal about technology
|
|
children's books
|
|
AI doesn't know about:
|
|
modern pop culture
|
|
outside the lab
|
|
|
|
******************************************************** SOUND ********************************************************
|
|
|
|
add sounds
|
|
https://developer.mozilla.org/en-US/docs/Web/API/OscillatorNode
|
|
https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API/Advanced_techniques
|
|
style
|
|
interesting chords, like music, mixolyd
|
|
can fade into the background
|
|
chords gradual rise and fall in volume
|
|
shouldn't be traditional effects
|
|
adjust volume with distance
|
|
mute option to settings
|
|
end all sounds with each new level
|
|
write some functions to produce sounds
|
|
will this effect performance?
|
|
https://padenot.github.io/web-audio-perf/
|
|
"Web Audio API implementation use two threads", so it probably isn't much of an issue
|
|
when to make sounds?
|
|
if near some strange thing in the level
|
|
after grabbing a power up, in the selection menu
|
|
from mobs, damage,inside field
|
|
when activating fields: time, negative mass,
|
|
|
|
//setup audio context
|
|
function tone(frequency) {
|
|
const audioCtx = new(window.AudioContext || window.webkitAudioContext)();
|
|
const oscillator = audioCtx.createOscillator();
|
|
const gainNode = audioCtx.createGain();
|
|
gainNode.gain.value = 0.25; //controls volume
|
|
oscillator.connect(gainNode);
|
|
gainNode.connect(audioCtx.destination);
|
|
oscillator.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
|
|
oscillator.frequency.value = frequency; // value in hertz
|
|
oscillator.start();
|
|
return { oscillator: oscillator, audioCtx: audioCtx }
|
|
}
|
|
// https://www.fresnostate.edu/folklore/Olson/JUSTINT.HTM
|
|
// mixolyd. C D E F+ G A+ B
|
|
// key=G 264 297 330 356.40 396* 445.50 495
|
|
// const t264 = tone(264)
|
|
// t264.oscillator.stop(t264.audioCtx.currentTime + 2) //in seconds, not milliseconds for some reason
|
|
// tone(297)
|
|
// tone(330)
|
|
// tone(356.40)
|
|
// tone(396)
|
|
// tone(445.50)
|
|
// tone(495) |