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Merge pull request #75 from LoveEevee/view-add-note-explosions
View: Add note explosions
This commit is contained in:
commit
1f7adee012
@ -5,6 +5,7 @@ var assets = {
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"notes.png",
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"notes_drumroll.png",
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"notes_hit.png",
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"notes_explosion.png",
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"balloon.png",
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"taiko.png",
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"dancing-don.gif",
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@ -14,14 +14,16 @@ class CanvasAsset{
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var u = (a, b) => typeof a === "undefined" ? b : a
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var frame = 0
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var ms = this.controller.getElapsedTime()
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var beatInterval = this.frameSpeed ? 1000 / 60 : this.beatInterval
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if(this.animationEnd){
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if(ms > this.animationStart + this.animationEnd.frameCount * this.speed * this.beatInterval){
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if(ms > this.animationStart + this.animationEnd.frameCount * this.speed * beatInterval){
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this.animationEnd.callback()
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this.animationEnd = false
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return this.draw()
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}
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}
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var index = Math.floor((ms - this.animationStart) / (this.speed * this.beatInterval))
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var index = Math.floor((ms - this.animationStart) / (this.speed * beatInterval))
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if(Array.isArray(this.animation)){
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frame = this.animation[this.mod(this.animation.length, index)]
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}else{
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@ -74,8 +76,9 @@ class CanvasAsset{
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return frames
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}
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}
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setUpdateSpeed(speed){
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setUpdateSpeed(speed, frameSpeed){
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this.speed = speed
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this.frameSpeed = frameSpeed
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}
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setAnimationStart(ms){
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this.animationStart = ms
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@ -91,8 +94,8 @@ class CanvasAsset{
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}
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}
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changeBeatInterval(beatMS, initial){
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var ms = this.controller.getElapsedTime()
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if(!initial){
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if(!initial && !this.frameSpeed){
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var ms = this.controller.getElapsedTime()
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this.animationStart = ms - (ms - this.animationStart) / this.beatInterval * beatMS
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}
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this.beatInterval = beatMS
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@ -90,7 +90,7 @@ class Mekadon{
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}else if(type === "drumroll" || type === "daiDrumroll"){
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this.game.checkDrumroll(circle, score === 2)
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}else{
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this.controller.displayScore(score)
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this.controller.displayScore(score, false, keyDai)
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this.game.updateCombo(score)
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this.game.updateGlobalScore(score, keyDai ? 2 : 1, circle.gogoTime)
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this.game.updateCurrentCircle()
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@ -58,9 +58,8 @@
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if(this.controller.autoPlayEnabled){
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this.touchDrumDiv.style.display = "none"
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}else{
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pageEvents.add(this.canvas, "touchstart", this.ontouch.bind(this))
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}
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pageEvents.add(this.canvas, "touchstart", this.ontouch.bind(this))
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this.gameDiv.classList.add("touch-visible")
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document.getElementById("version").classList.add("version-hide")
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@ -727,7 +726,7 @@
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ctx.restore()
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// Hit notes explosion
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this.assets.drawAssets("notes")
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// Good, OK, Bad
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if(scoreMS < 300){
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@ -1319,6 +1318,16 @@
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this.currentScore.ms = this.getMS()
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this.currentScore.type = score
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this.currentScore.bigNote = bigNote
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if(score > 0){
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var explosion = this.assets.explosion
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explosion.type = (bigNote ? 0 : 2) + (score === 450 ? 0 : 1)
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explosion.setAnimation("normal")
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explosion.setAnimationStart(this.getMS())
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explosion.setAnimationEnd(bigNote ? 14 : 7, () => {
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explosion.setAnimation(false)
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})
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}
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}
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}
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posToMs(pos, speed){
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@ -1362,7 +1371,7 @@
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if(moveTo !== null){
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this.pauseConfirm(moveTo)
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}
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}else{
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}else if(!this.controller.autoPlayEnabled){
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var pageX = touch.pageX * this.pixelRatio
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var pageY = touch.pageY * this.pixelRatio
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@ -5,6 +5,7 @@ class ViewAssets{
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this.allAssets = []
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this.ctx = this.view.ctx
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// Background
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this.don = this.createAsset("background", frame => {
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var imgw = 360
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var imgh = 184
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@ -55,6 +56,8 @@ class ViewAssets{
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}
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this.don.addFrames("clear", 30, "don_anim_clear")
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this.don.normalAnimation()
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// Bar
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this.fire = this.createAsset("bar", frame => {
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var imgw = 360
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var imgh = 370
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@ -87,6 +90,42 @@ class ViewAssets{
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})
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this.fire.addFrames("normal", 7, "fire_anim")
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this.fire.setUpdateSpeed(1 / 8)
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// Notes
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this.explosion = this.createAsset("notes", frame => {
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var w = 222
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var h = 222
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var mul = this.view.slotPos.size / 106
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this.ctx.globalCompositeOperation = "screen"
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var alpha = 1
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if(this.explosion.type < 2){
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if(frame < 2){
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mul *= 1 - (frame + 1) * 0.2
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}else if(frame > 9){
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alpha = Math.max(0, 1 - (frame - 10) / 4)
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}
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}else if(frame > 5){
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alpha = 0.5
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}
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if(alpha < 1 && !this.controller.touchEnabled){
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this.ctx.globalAlpha = alpha
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}
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return {
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sx: this.explosion.type * w,
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sy: Math.min(3, Math.floor(frame / 2)) * h,
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sw: w,
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sh: h,
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x: this.view.slotPos.x - w * mul / 2,
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y: this.view.slotPos.y - h * mul / 2,
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w: w * mul,
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h: h * mul
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}
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})
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this.explosion.type = null
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this.explosion.addFrames("normal", 14, "notes_explosion")
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this.explosion.setUpdateSpeed(1, true)
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// Foreground
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this.fireworks = []
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for(let i = 0; i < 5 ; i++){
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var fireworksAsset = this.createAsset("foreground", frame => {
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@ -112,6 +151,7 @@ class ViewAssets{
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fireworksAsset.setUpdateSpeed(1 / 16)
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this.fireworks.push(fireworksAsset)
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}
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this.changeBeatInterval(this.view.beatInterval, true)
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}
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createAsset(layer, position){
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