function Controller(selectedSong, songData, autoPlayEnabled){ var _this = this; var _backgroundURL = "/songs/"+selectedSong.folder+"/bg.png"; var _songParser = new ParseSong(songData); //get file content var _songData = _songParser.getData(); var _game = new Game(this, selectedSong, _songData); var _view = new View(this, _backgroundURL, selectedSong.title, selectedSong.difficulty); var _mekadon = new Mekadon(this, _game); var _keyboard = new Keyboard(this); var _mainLoop; var _pauseMenu = false; this.run = function(){ _this.loadUIEvents(); _game.run(); _view.run(); _this.startMainLoop(); } this.loadUIEvents = function(){ $("#song-selection-butt").click(function(){ assets.sounds["don"].play(); _this.songSelection(); }); $("#restart-butt").click(function(){ assets.sounds["don"].play(); _this.restartSong(); }); $("#continue-butt").click(function(){ _this.togglePauseMenu(); }); } this.startMainLoop = function(){ var started=false; _mainLoop = setInterval(function(){ var ms = _game.getEllapsedTime().ms; if(ms<0){ //before starting game, offseting the circles _game.updateTime(); _view.refresh(); } else if(ms>=0 && !started){ //when music shall starts setTimeout(function(){ assets.sounds["main-music"].volume = 0.7; assets.sounds["main-music"].play(); }, _songData.generalInfo.audioWait); started=true; } if(started){ //Game start here if(!_game.isPaused()){ _game.update(); _view.refresh(); _keyboard.checkGameKeys(); } _keyboard.checkMenuKeys(); } }, 20); } this.getDistanceForCircle = function(){ return _view.getDistanceForCircle(); } this.togglePauseMenu = function(){ _this.togglePause(); _view.togglePauseMenu(); } this.displayResults = function(){ clearInterval(_mainLoop); var score = _this.getGlobalScore(); if (score.fail == 0) { vp = 'fullcombo'; setTimeout(function(){ assets.sounds['fullcombo'].play(); }, 1350); } else if (score.hp >= 50) { vp = 'clear'; } else { vp = 'fail'; } assets.sounds['game' + vp].play(); setTimeout(function(){ var scoresheet = new Scoresheet(_this, _this.getGlobalScore()); scoresheet.run(); }, 7000); } this.displayScore = function(score, notPlayed){ _view.displayScore(score, notPlayed); } this.fadeOutOver = function(){ _game.fadeOutOver(); _this.displayResults(); } this.getCurrentTimingPoint = function(){ return _game.getCurrentTimingPoint(); } this.songSelection = function(){ $("#main-music").remove(); $("#music-bg").remove(); clearInterval(_mainLoop); new SongSelect(); } this.restartSong = function(){ assets.sounds["main-music"].pause(); assets.sounds["main-music"].currentTime=0; clearInterval(_mainLoop); $("#screen").load("/src/views/game.html", function(){ var taikoGame = new Controller(selectedSong, songData, autoPlayEnabled); taikoGame.run(); }); } this.playSound = function(soundID){ _game.playSound(soundID); } this.pauseSound = function(soundID, stop){ _game.pauseSound(soundID, stop); } this.initTiming = function(){ _game.initTiming(); } this.setHitcircleSpeed = function(speed){ _view.setHitcircleSpeed(speed); } this.getHitcircleSpeed = function(){ return _game.getHitcircleSpeed(); } this.toggleMainMusic = function(){ _game.toggleMainMusic(); } this.togglePause = function(){ _game.togglePause(); } this.isPaused = function(){ return _game.isPaused(); } this.getKeys = function(){ return _keyboard.getKeys(); } this.setKey = function(keyCode, down){ return _keyboard.setKey(keyCode, down); } this.getSongData = function(){ return _game.getSongData(); } this.getEllapsedTime = function(){ return _game.getEllapsedTime(); } this.getCircles = function(){ return _game.getCircles(); } this.getCurrentCircle = function(){ return _game.getCurrentCircle(); } this.updateCurrentCircle = function(){ _game.updateCurrentCircle(); } this.isWaitingForKeyup = function(key, type){ return _keyboard.isWaitingForKeyup(key, type); } this.waitForKeyup = function(key, type){ _keyboard.waitForKeyup(key, type); } this.updateCombo = function(score){ _game.updateCombo(score); } this.getCombo = function(){ return _game.getCombo(); } this.getGlobalScore = function(){ return _game.getGlobalScore(); } this.updateGlobalScore = function(score){ _game.updateGlobalScore(score); } this.autoPlay = function(circle){ if(autoPlayEnabled){ if(circle && circle.getStatus() == 450){ _mekadon.play(circle) } return true } } }