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

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JavaScript
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class ViewAssets{
constructor(view){
this.view = view
this.controller = this.view.controller
this.allAssets = []
this.beatInterval = this.view.beatInterval
this.ctx = this.view.ctx
this.don = this.createAsset("background", frame => {
var imgw = 360
var imgh = 184
var scale = 165
var w = (this.view.barH * imgw) / scale
var h = (this.view.barH * imgh) / scale
return {
sx: Math.floor(frame / 10) * imgw,
sy: (frame % 10) * imgh,
sw: imgw,
sh: imgh,
x: this.view.taikoSquareW - w + this.view.barH * 0.2,
y: this.view.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")
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this.don.addFrames("gogo", [
42,43,43,44,45,46,47,48,49,50,51,52,53,54,
55,0 ,1 ,2 ,3 ,4 ,5 ,6 ,7 ,8 ,9 ,11,12,13,
14,14,15,16,17,18,19,20,21,22,23,24,25,26,
27,28,29,30,31,32,33,34,35,36,37,38,39,40,41
], "don_anim_gogo")
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this.don.addFrames("gogostart", 27, "don_anim_gogostart")
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this.don.normalAnimation = () => {
if(this.view.gogoTime){
var length = this.don.getAnimationLength("gogo")
this.don.setUpdateSpeed(this.beatInterval / (length / 4))
this.don.setAnimation("gogo")
}else{
this.don.setAnimationStart(0)
this.don.setUpdateSpeed(this.beatInterval / 16)
this.don.setAnimation("normal")
}
}
this.don.normalAnimation()
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this.fire = this.createAsset("bar", frame => {
var imgw = 360
var imgh = 370
var scale = 175
var ms = this.controller.getElapsedTime().ms
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var elapsed = ms - this.view.gogoTimeStarted
if(this.view.gogoTime){
var grow = 3 - Math.min(200, elapsed) / 100
this.ctx.globalAlpha = Math.min(200, elapsed) / 200
}else{
var grow = 1 - Math.min(100, elapsed) / 100
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}
var w = (this.view.barH * imgw) / scale * grow
var h = (this.view.barH * imgh) / scale * grow
this.ctx.globalCompositeOperation = "lighter"
return {
sx: frame * imgw,
sy: 0,
sw: imgw,
sh: imgh,
x: this.view.slotX - w / 2,
y: this.view.circleY - h / 2,
w: w,
h: h,
callback: () => {
this.ctx.globalCompositeOperation = "source-over"
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this.ctx.globalAlpha = 1
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}
}
})
this.fire.addFrames("normal", 7, "fire_anim")
this.fire.setUpdateSpeed(this.beatInterval / 8)
this.fireworks = []
for(let i = 0; i < 5 ; i++){
var fireworksAsset = this.createAsset("foreground", frame => {
var imgw = 230
var imgh = 460
var scale = 165
var w = (this.view.barH * imgw) / scale
var h = (this.view.barH * imgh) / scale
return {
sx: Math.floor(frame / 4) * imgw,
sy: (frame % 4) * imgh,
sw: imgw,
sh: imgh,
x: this.view.winW / 4 * i - w / 2 * (i / 2),
y: this.view.winH - h,
w: w,
h: h
}
})
fireworksAsset.addFrames("normal", 30, "fireworks_anim")
fireworksAsset.setUpdateSpeed(this.beatInterval / 16)
this.fireworks.push(fireworksAsset)
}
}
createAsset(layer, position){
var asset = new CanvasAsset(this.view, layer, position)
this.allAssets.push(asset)
return asset
}
drawAssets(layer){
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if(this.controller.multiplayer !== 2 || layer === "bar"){
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this.allAssets.forEach(asset => {
if(layer === asset.layer){
asset.draw()
}
})
}
}
}