japanese-drum-game/public/src/js/view.js

745 lines
20 KiB
JavaScript
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class View{
constructor(controller, bg, title, diff){
this.controller = controller
this.bg = bg
this.diff = diff
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this.pauseMenu = document.getElementById("pause-menu")
var docW = document.body.offsetWidth
var docH = document.body.offsetHeight
if(this.controller.multiplayer === 2){
this.canvas = new ScalableCanvas("canvas-p2", docW, docH / 3 * 2)
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this.canvas.canvas.style.position = "absolute"
this.canvas.canvas.style.top = "33%"
document.getElementById("game").appendChild(this.canvas.canvas)
}else{
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this.canvas = new ScalableCanvas("canvas", docW, docH)
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}
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this.winW = this.canvas.scaledWidth
this.winH = this.canvas.scaledHeight
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if(this.controller.multiplayer === 2){
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this.winH = this.winH / 2 * 3
}
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this.ctx = this.canvas.ctx
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this.taikoSquareW = this.winW / 4
this.slotX = this.taikoSquareW + 100
this.currentScore = 0
this.special = ""
this.scoreDispCount = -1
this.scoreOpacity = 1.0
this.lastMeasure = 0
this.currentTimingPoint = 0
//Distance to be done by the circle
this.distanceForCircle = this.winW - this.slotX
this.currentCircleFace = 0
this.currentDonFace = 0
this.currentBigDonFace = 1
this.nextBeat = 0
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this.songTitle = title
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this.songDifficulty = this.diff.split(".").slice(0, -1).join(".")
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this.drumroll = []
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this.beatInterval = this.controller.getSongData().beatInfo.beatInterval
this.assets = []
this.don = this.createAsset(frame => {
var imgw = 360
var imgh = 184
var scale = 165
var w = (this.barH * imgw) / scale
var h = (this.barH * imgh) / scale
return {
sx: 0,
sy: frame * imgh,
sw: imgw,
sh: imgh,
x: this.taikoSquareW - w + this.barH * 0.2,
y: this.barY - h,
w: w,
h: h
}
})
this.don.addFrames("normal", [
0 ,0 ,0 ,0 ,1 ,2 ,3 ,4 ,5 ,6 ,6 ,5 ,4 ,3 ,2 ,1 ,
0 ,0 ,0 ,0 ,1 ,2 ,3 ,4 ,5 ,6 ,6 ,5 ,4 ,3 ,2 ,1 ,
0 ,0 ,0 ,0 ,1 ,2 ,3 ,4 ,5 ,6 ,6 ,5 ,7 ,8 ,9 ,10,
11,11,11,11,10,9 ,8 ,7 ,13,12,12,13,14,15,16,17
], "don_anim_normal")
this.don.addFrames("10combo", 22, "don_anim_10combo")
this.don.setAnimation("normal")
this.don.setUpdateSpeed(this.beatInterval / 16)
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}
run(){
this.ctx.font = "normal 14pt TnT"
this.setBackground()
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var gameSong = document.getElementsByClassName("game-song")[0]
gameSong.appendChild(document.createTextNode(this.songTitle))
gameSong.setAttribute("alt", this.songTitle)
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this.refresh()
}
setBackground(){
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document.getElementById("game").style.backgroundImage = "url('" + this.bg + "')"
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}
positionning(){
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var docW = document.body.offsetWidth
var docH = document.body.offsetHeight
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this.canvas.rescale()
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if(this.controller.multiplayer == 2){
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docH = docH / 3 * 2
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}
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this.canvas.resize(docW, docH)
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this.winW = this.canvas.scaledWidth
this.winH = this.canvas.scaledHeight
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if(this.controller.multiplayer == 2){
this.winH = this.winH / 2 * 3
}
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this.barY = 0.25 * this.winH
this.barH = 0.23 * this.winH
this.lyricsBarH = 0.2 * this.barH
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this.taikoSquareW = this.winW / 4
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this.taikoH = this.barH
this.taikoW = this.taikoH / 1.2
this.taikoX = this.taikoSquareW * 0.76 - this.taikoW / 2
this.taikoY = this.barY + 5
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this.slotX = this.taikoSquareW + this.barH * 0.5
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this.scoreSquareW = this.taikoSquareW * 0.55
this.scoreSquareH = this.barH * 0.25
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this.circleSize = this.barH * 0.18
this.bigCircleSize = this.circleSize * (5 / 3)
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this.circleY = this.barY + (this.barH - this.lyricsBarH) / 2
this.lyricsSize = this.lyricsBarH * 0.6
var HPBarRatio = 703 / 51
this.HPBarW = this.taikoSquareW * 2.475
this.HPBarH = this.barH * 0.35
if(this.HPBarW/this.HPBarH > HPBarRatio){
this.HPBarW = this.HPBarH * HPBarRatio
}else{
this.HPBarH = this.HPBarW / HPBarRatio
}
this.HPBarX = this.winW - this.HPBarW
this.HPBarY = this.barY - this.HPBarH
this.HPbarColX = this.HPBarX + this.HPBarW * 0.008
this.HPbarColY = this.HPBarY + this.HPBarH * 0.14
this.HPBarColMaxW = this.HPBarW * 0.925
this.HPBarColH = this.HPBarH * 0.8
var diffRatio = 176 / 120
this.diffH = this.winH * 0.16
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this.diffW = this.diffH * diffRatio
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this.diffX = this.taikoX * 0.10
this.diffY = this.taikoY * 1.05 + this.taikoH * 0.19
}
refresh(){
this.positionning()
this.distanceForCircle = this.winW - this.slotX
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this.ctx.clearRect(0, 0, this.canvas.scaledWidth, this.canvas.scaledHeight)
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// Draw
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this.drawAssets()
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this.drawBar()
this.drawSlot()
this.drawMeasures()
this.drawHPBar()
this.drawScore()
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this.drawCircles(this.controller.getCircles())
this.drawCircles(this.drumroll)
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this.drawTaikoSquare()
this.drawDifficulty()
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this.drawPressedKeys()
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this.drawCombo()
this.drawGlobalScore()
this.updateDonFaces()
//this.drawTime()
}
updateDonFaces(){
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if(this.controller.getElapsedTime().ms >= this.nextBeat){
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this.nextBeat += this.beatInterval
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if(this.controller.getCombo() >= 50){
this.currentBigDonFace = (this.currentBigDonFace + 1) % 2
this.currentDonFace = (this.currentDonFace + 1) % 2
}
else{
this.currentBigDonFace = 1
this.currentDonFace = 0
}
}
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}
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drawHPBar(){
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var z = this.canvas.scale
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var bottomSquareX = this.taikoSquareW
var borderSize = this.HPBarH * 0.2
this.ctx.fillStyle = "#000"
this.ctx.beginPath()
// Right hand black square
this.ctx.fillRect(
this.HPBarX + this.HPBarW - this.HPBarY * 0.2,
this.HPBarY,
this.HPBarW * 0.2,
this.HPBarH
)
this.ctx.fillRect(
bottomSquareX + borderSize,
this.HPBarY + 0.435 * this.HPBarH,
this.winW - bottomSquareX - borderSize,
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this.HPBarH / 2 + 2 * z
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)
this.ctx.fillRect(
bottomSquareX,
this.HPBarY + 0.68 * this.HPBarH,
this.HPBarW * 0.8,
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this.HPBarH / 4 + 2 * z
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)
this.ctx.arc(
bottomSquareX+borderSize,
this.HPBarY+ 0.435 * this.HPBarH + borderSize,
borderSize,
0,
Math.PI * 2
)
this.ctx.fill()
this.ctx.closePath()
this.ctx.fillOpacity = 0.5
this.ctx.drawImage(assets.image["hp-bar-bg"],
this.HPBarX, this.HPBarY,
this.HPBarW, this.HPBarH
)
this.ctx.fillOpacity = 1
var hpBar = this.getHP()
this.ctx.drawImage(assets.image["hp-bar-colour"],
0, 0,
Math.max(1, hpBar.imgW), 40,
this.HPbarColX, this.HPbarColY,
hpBar.canvasW, this.HPBarColH
)
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}
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getHP(){
var circles = this.controller.getCircles()
var currentCircle = this.controller.getCurrentCircle()
var hp = this.controller.getGlobalScore().hp
var width = Math.floor(hp * 650 / 1000) * 10
return {
imgW: width,
canvasW: width / 650 * this.HPBarColMaxW
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}
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}
drawMeasures(){
var measures = this.controller.getSongData().measures
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var currentTime = this.controller.getElapsedTime().ms
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measures.forEach((measure, index)=>{
var timeForDistance = 70 / this.circleSize * this.distanceForCircle / measure.speed
if(
currentTime >= measure.ms - timeForDistance
&& currentTime <= measure.ms + 350
&& measure.nb == 0
){
this.drawMeasure(measure)
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}
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})
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}
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drawMeasure(measure){
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var z = this.canvas.scale
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var currentTime = this.controller.getElapsedTime().ms
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var measureX = this.slotX + measure.speed / (70 / this.circleSize) * (measure.ms - currentTime)
this.ctx.strokeStyle = "#bab8b8"
this.ctx.lineWidth = 2
this.ctx.beginPath()
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this.ctx.moveTo(measureX, this.barY + 5 * z)
this.ctx.lineTo(measureX, this.barY + this.barH - this.lyricsBarH - 5 * z)
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this.ctx.closePath()
this.ctx.stroke()
}
drawCombo(){
var comboCount = this.controller.getCombo()
if(comboCount >= 10){
var comboX = this.taikoX + this.taikoW / 2
var comboY = this.barY + this.barH / 2
var fontSize = this.taikoH * 0.4
this.ctx.font = "normal " + fontSize + "px TnT"
this.ctx.textAlign = "center"
this.ctx.strokeStyle = "#000"
this.ctx.lineWidth = fontSize / 10
var glyph = this.ctx.measureText("0").width
var comboText = this.controller.getCombo().toString().split("")
for(var i in comboText){
var textX = comboX + glyph * (i - (comboText.length - 1) / 2)
if(comboCount >= 100){
var grd = this.ctx.createLinearGradient(
textX - glyph * 0.2,
comboY - fontSize * 0.8,
textX + glyph * 0.2,
comboY - fontSize * 0.2
)
grd.addColorStop(0, "#f00")
grd.addColorStop(1, "#fe0")
this.ctx.fillStyle = grd
}else{
this.ctx.fillStyle = "#fff"
}
this.strokeFillText(comboText[i],
textX,
comboY
)
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}
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var fontSize = this.taikoH * 0.12
if(comboCount >= 100){
var grd = this.ctx.createLinearGradient(0, comboY + fontSize * 0.5, 0, comboY + fontSize * 1.5)
grd.addColorStop(0, "#f00")
grd.addColorStop(1, "#fe0")
this.ctx.fillStyle = grd
}else{
this.ctx.fillStyle = "#fff"
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}
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this.ctx.font = "normal " + fontSize + "px TnT"
this.ctx.lineWidth = fontSize / 5
this.strokeFillText("コンボ",
comboX,
comboY + fontSize * 1.5
)
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this.scoreDispCount++
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}
}
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strokeFillText(text, x, y){
this.ctx.strokeText(text, x, y)
this.ctx.fillText(text, x, y)
}
drawGlobalScore(){
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// Draw score square
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this.ctx.fillStyle="#000"
this.ctx.beginPath()
this.ctx.fillRect(0, this.barY, this.scoreSquareW, this.scoreSquareH - 10)
this.ctx.fillRect(0, this.barY, this.scoreSquareW - 10, this.scoreSquareH)
this.ctx.arc(
this.scoreSquareW - 10,
this.barY + this.scoreSquareH - 10,
10,
0,
Math.PI * 2
)
this.ctx.fill()
this.ctx.closePath()
var fontSize = 0.7 * this.scoreSquareH
// Draw score text
this.ctx.font = "normal " + fontSize + "px TnT"
this.ctx.fillStyle = "#fff"
this.ctx.textAlign = "center"
var glyph = this.ctx.measureText("0").width
var pointsText = this.controller.getGlobalScore().points.toString().split("")
for(var i in pointsText){
this.ctx.fillText(pointsText[i],
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this.scoreSquareW - 30 + glyph * (i - pointsText.length + 1),
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this.barY + this.scoreSquareH * 0.7
)
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}
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}
drawPressedKeys(){
var keys = this.controller.getKeys()
var kbd = this.controller.getBindings()
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if(keys[kbd["ka_l"]]){
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var elemW = 0.45 * this.taikoW
this.ctx.drawImage(assets.image["taiko-key-blue"],
0, 0, 68, 124,
this.taikoX + this.taikoW * 0.05,
this.taikoY + this.taikoH * 0.03,
elemW,
124 / 68 * elemW
)
}
if(keys[kbd["don_l"]]){
var elemW = 0.35 * this.taikoW
this.ctx.drawImage(assets.image["taiko-key-red"],
0, 0, 53, 100,
this.taikoX + this.taikoW * 0.15,
this.taikoY + this.taikoH * 0.09,
elemW,
100 / 53 * elemW
)
}
if(keys[kbd["don_r"]]){
var elemW = 0.35 * this.taikoW
this.ctx.drawImage(assets.image["taiko-key-red"],
53, 0, 53, 100,
this.taikoX + this.taikoW * 0.15 + elemW,
this.taikoY + this.taikoH * 0.09,
elemW,
100 / 53 * elemW
)
}
if(keys[kbd["ka_r"]]){
var elemW = 0.45 * this.taikoW
this.ctx.drawImage(assets.image["taiko-key-blue"],
68, 0, 68, 124,
this.taikoX + this.taikoW * 0.05 + elemW,
this.taikoY + this.taikoH * 0.03,
elemW,
124 / 68 * elemW
)
}
}
displayScore(score, notPlayed){
this.currentScore = score
this.special = notPlayed ? "-b" : ""
this.scoreDispCount = 0
this.scoreOpacity = 1
}
drawScore(){
if(this.scoreDispCount >= 0 && this.scoreDispCount <= 20){
this.ctx.globalAlpha = this.scoreOpacity
var scoreIMG = assets.image["score-" + this.currentScore + this.special]
this.ctx.drawImage(scoreIMG,
this.slotX - this.barH / 2,
this.barY + (this.barH - this.lyricsBarH) / 2 - this.barH / 2,
this.barH,
this.barH
)
this.scoreDispCount++
if(this.scoreOpacity - 0.1 >= 0 && this.currentScore != 0){
this.scoreOpacity -= 0.1
}
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}
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else if(this.scoreDispCount == 21){
this.scoreDispCount = -1
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}
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this.ctx.globalAlpha = 1
}
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posToMs(pos, speed){
return 70 / this.circleSize * pos / speed
}
msToPos(ms, speed){
return speed / (70 / this.circleSize) * ms
}
drawCircles(circles){
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for(var i = circles.length; i--;){
var circle = circles[i]
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var ms = this.controller.getElapsedTime().ms
var speed = circle.getSpeed()
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var timeForDistance = this.posToMs(this.distanceForCircle + this.bigCircleSize / 2, speed)
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var startingTime = circle.getMS() - timeForDistance
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var finishTime = circle.getEndTime() + this.posToMs(this.slotX - this.taikoSquareW + this.bigCircleSize / 2, speed)
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if(!circle.getPlayed() || circle.getScore() == 0){
if(ms >= startingTime && ms <= finishTime){
this.drawCircle(circle)
}
}else if(!circle.isAnimated()){
// Start animation to HP bar
circle.animate()
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}
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if(circle.isAnimated()){
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var animationDuration = 470
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if(ms <= finishTime + animationDuration){
var curveDistance = this.HPBarX + this.HPBarW - this.slotX
var bezierPoint = this.calcBezierPoint(circle.getAnimT(), [{
x: this.slotX + this.circleSize * 0.4,
y: this.circleY - this.circleSize * 0.8
}, {
x: this.slotX + curveDistance * 0.15,
y: this.barH * 0.5
}, {
x: this.slotX + curveDistance * 0.35,
y: 0
}, {
x: this.slotX + curveDistance,
y: this.HPbarColY
}])
this.drawCircle(circle, {x: bezierPoint.x, y: bezierPoint.y})
// Update animation frame
circle.incAnimT()
circle.incFrame()
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}
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else{
circle.endAnimation()
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}
}
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}
}
calcBezierPoint(t, data){
var at = 1 - t
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for(var i = 1; i < data.length; i++){
for(var k = 0; k < data.length - i; k++){
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data[k] = {
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x: data[k].x * at + data[k + 1].x * t,
y: data[k].y * at + data[k + 1].y * t
}
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}
}
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return data[0]
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}
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drawCircle(circle, circlePos){
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var z = this.canvas.scale
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var fill, size, faceID
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var type = circle.getType()
var ms = this.controller.getElapsedTime().ms
var circleMs = circle.getMS()
var endTime = circle.getEndTime()
var animated = circle.isAnimated()
var speed = circle.getSpeed()
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if(!circlePos){
circlePos = {
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x: this.slotX + this.msToPos(circleMs - ms, speed),
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y: this.circleY
}
}
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if(animated){
var currentDonFace = 0
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var currentBigDonFace = 1
}else{
var currentDonFace = this.currentDonFace
var currentBigDonFace = this.currentBigDonFace
}
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switch(type){
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case "don":
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fill = "#f34728"
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size = this.circleSize
faceID = "don-" + currentDonFace
break
case "ka":
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fill = "#65bdbb"
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size = this.circleSize
faceID = "don-" + currentDonFace
break
case "daiDon":
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fill = "#f34728"
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size = this.bigCircleSize
faceID = "big-don-" + currentBigDonFace
break
case "daiKa":
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fill = "#65bdbb"
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size = this.bigCircleSize
faceID = "big-don-" + currentBigDonFace
break
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case "balloon":
if(animated){
fill = "#f34728"
size = this.bigCircleSize * 0.8
faceID = "big-don-" + currentBigDonFace
break
}
fill = "#f87700"
size = this.circleSize
faceID = "don-" + currentDonFace
var h = size * 1.8
if(circleMs < ms && ms <= endTime){
circlePos.x = this.slotX
}else if(ms > endTime){
circlePos.x = this.slotX + this.msToPos(endTime - ms, speed)
}
this.ctx.drawImage(assets.image["balloon"],
circlePos.x + size - 3,
circlePos.y - h / 2,
h / 61 * 115,
h
)
break
case "drumroll":
case "daiDrumroll":
fill = "#f3b500"
if(type == "drumroll"){
size = this.circleSize
faceID = "don-" + currentDonFace
}else{
size = this.bigCircleSize
faceID = "big-don-" + currentBigDonFace
}
var endX = this.msToPos(endTime - circleMs, speed)
this.ctx.fillStyle = fill
this.ctx.strokeStyle = "#1f1a17"
this.ctx.lineWidth = this.lyricsSize / 10
this.ctx.beginPath()
this.ctx.moveTo(circlePos.x, circlePos.y - size)
this.ctx.lineTo(circlePos.x + endX, circlePos.y - size)
this.ctx.arc(circlePos.x + endX, circlePos.y, size, -Math.PI / 2, Math.PI / 2)
this.ctx.lineTo(circlePos.x, circlePos.y + size)
this.ctx.fill()
this.ctx.stroke()
break
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}
// Main circle
this.ctx.fillStyle = fill
this.ctx.beginPath()
this.ctx.arc(circlePos.x, circlePos.y, size, 0, Math.PI * 2)
this.ctx.closePath()
this.ctx.fill()
// Face on circle
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this.ctx.drawImage(assets.image[faceID],
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circlePos.x - size - 2,
circlePos.y - size - 4,
size * 2 + 5,
size * 2 + 6
)
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if(!circle.isAnimated()){
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// Text
this.ctx.font = "normal bold " + this.lyricsSize + "px Kozuka"
this.ctx.textAlign = "center"
this.ctx.strokeStyle = "#000"
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this.ctx.lineWidth = this.lyricsSize / 5
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this.ctx.fillStyle = "#fff"
this.strokeFillText(circle.getText(),
circlePos.x,
this.barY + this.barH - this.lyricsBarH * 0.3
)
}
}
togglePauseMenu(){
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if(this.controller.game.isPaused()){
this.pauseMenu.style.display = "block"
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}else{
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this.pauseMenu.style.display = ""
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}
}
drawDifficulty(){
this.ctx.drawImage(assets.image["muzu_" + this.songDifficulty],
this.diffX, this.diffY,
this.diffW, this.diffH
)
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this.ctx.drawImage(assets.image.taiko,
this.taikoX, this.taikoY,
this.taikoW, this.taikoH
)
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}
drawTime(){
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var z = this.canvas.scale
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var time = this.controller.getElapsedTime()
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this.ctx.globalAlpha = 0.7
this.ctx.fillStyle = "#000"
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this.ctx.fillRect(this.winW - 110 * z, this.winH - 60 * z, this.winW, this.winH)
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this.ctx.globalAlpha = 1
this.ctx.fillStyle = "#fff"
var formatedH = ("0" + time.hour).slice(-2)
var formatedM = ("0" + time.min).slice(-2)
var formatedS = ("0" + time.sec).slice(-2)
this.ctx.font = "normal " + (this.barH / 12) + "px Kozuka"
this.ctx.textAlign = "right"
this.ctx.fillText(formatedH + ":" + formatedM + ":" + formatedS,
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this.winW - 10 * z, this.winH - 30 * z
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)
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this.ctx.fillText(time.ms, this.winW - 10 * z, this.winH - 10 * z)
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}
drawBar(){
this.ctx.strokeStyle = "#000"
this.ctx.fillStyle = "#232323"
this.ctx.lineWidth = 10
this.ctx.beginPath()
this.ctx.rect(0, this.barY, this.winW, this.barH)
this.ctx.closePath()
this.ctx.fill()
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var currentTime = this.controller.getElapsedTime().ms
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var keyTime = this.controller.getKeyTime()
var sound = keyTime["don"] > keyTime["ka"] ? "don" : "ka"
if(keyTime[sound] > currentTime - 200){
var gradients = {
"don": ["#f54c25", "#232323"],
"ka": ["#75cee9", "#232323"]
}
var grd = this.ctx.createLinearGradient(0, this.barY, this.winW, this.barH)
grd.addColorStop(0, gradients[sound][0])
grd.addColorStop(1, gradients[sound][1])
this.ctx.fillStyle = grd
this.ctx.rect(0, this.barY, this.winW, this.barH)
this.ctx.globalAlpha = 1 - (currentTime - keyTime[sound]) / 200
this.ctx.fill()
this.ctx.globalAlpha = 1
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}
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this.ctx.stroke()
// Lyrics bar
this.ctx.fillStyle = "#888888"
this.ctx.beginPath()
this.ctx.rect(0, this.barY + this.barH - this.lyricsBarH, this.winW, this.lyricsBarH)
this.ctx.closePath()
this.ctx.fill()
this.ctx.stroke()
}
drawSlot(){
// Main circle
this.ctx.fillStyle = "#6f6f6e"
this.ctx.beginPath()
this.ctx.arc(this.slotX, this.circleY, this.circleSize - 0.2 * this.circleSize, 0, 2 * Math.PI)
this.ctx.closePath()
this.ctx.fill()
// Big stroke circle
this.ctx.strokeStyle = "#9e9f9f"
this.ctx.lineWidth = 3
this.ctx.beginPath()
this.ctx.arc(this.slotX, this.circleY, this.circleSize, 0, 2 * Math.PI)
this.ctx.closePath()
this.ctx.stroke()
// Bigger stroke circle
this.ctx.strokeStyle = "#6f6f6e"
this.ctx.lineWidth = 3
this.ctx.beginPath()
this.ctx.arc(this.slotX, this.circleY, this.bigCircleSize, 0, 2 * Math.PI)
this.ctx.closePath()
this.ctx.stroke()
}
drawTaikoSquare(){
// Taiko square
this.ctx.lineWidth = 7
this.ctx.fillStyle = "#ff3c00"
this.ctx.strokeStyle = "#000"
this.ctx.beginPath()
this.ctx.rect(0,this.barY, this.taikoSquareW,this.barH)
this.ctx.fill()
this.ctx.closePath()
this.ctx.stroke()
}
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createAsset(image, position){
var asset = new CanvasAsset(this, image, position)
this.assets.push(asset)
return asset
}
drawAssets(){
if(this.controller.multiplayer != 2){
this.assets.forEach(asset => {
asset.draw()
})
}
}
updateCombo(combo){
if(combo > 0 && combo % 10 == 0 && this.don.getAnimation() != "10combo"){
this.don.setAnimation("10combo")
var ms = this.controller.getElapsedTime().ms
this.don.setAnimationStart(ms)
var length = this.don.getAnimationLength("10combo")
this.don.setAnimationEnd(ms + length * this.don.speed, () => {
this.don.setAnimationStart(0)
this.don.setAnimation("normal")
})
}
}
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clean(){
delete this.pauseMenu
delete this.canvas
delete this.ctx
}
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}