class ViewAssets{ constructor(view){ this.view = view this.controller = this.view.controller this.allAssets = [] this.ctx = this.view.ctx // Background this.don = this.createAsset("background", frame => { var imgw = 360 var imgh = 184 var scale = 165 var w = imgw var h = imgh return { sx: Math.floor(frame / 10) * imgw, sy: (frame % 10) * imgh + 1, sw: imgw, sh: imgh - 1, x: view.portrait ? -60 : 0, y: view.portrait ? (view.multiplayer === 2 ? 560 : 35) : (view.multiplayer === 2 ? 360 : 2), w: w, h: h - 1 } }) 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.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") this.don.addFrames("gogostart", 27, "don_anim_gogostart") this.don.normalAnimation = () => { if(this.view.gogoTime){ var length = this.don.getAnimationLength("gogo") this.don.setUpdateSpeed(4 / length) this.don.setAnimation("gogo") }else{ var score = this.controller.getGlobalScore() var cleared = this.controller.game.rules.clearReached(score.gauge) if(cleared){ this.don.setAnimationStart(0) var length = this.don.getAnimationLength("clear") this.don.setUpdateSpeed(2 / length) this.don.setAnimation("clear") }else{ this.don.setAnimationStart(0) var length = this.don.getAnimationLength("normal") this.don.setUpdateSpeed(4 / length) this.don.setAnimation("normal") } } } this.don.addFrames("clear", 30, "don_anim_clear") this.don.normalAnimation() // Bar this.fire = this.createAsset("bar", frame => { var imgw = 360 var imgh = 370 var scale = 130 var ms = this.view.getMS() var elapsed = ms - this.view.gogoTimeStarted var mul = this.view.slotPos.size / 106 var barH = 130 * mul 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 } var w = (barH * imgw) / scale * grow var h = (barH * imgh) / scale * grow this.ctx.globalCompositeOperation = "lighter" return { sx: frame * imgw, sy: 0, sw: imgw, sh: imgh, x: this.view.slotPos.x - w / 2, y: this.view.slotPos.y - h / 2, w: w, h: h } }) this.fire.addFrames("normal", 7, "fire_anim") this.fire.setUpdateSpeed(1 / 8) // Notes this.explosion = this.createAsset("notes", frame => { var w = 222 var h = 222 var mul = this.view.slotPos.size / 106 this.ctx.globalCompositeOperation = "screen" var alpha = 1 if(this.explosion.type < 2){ if(frame < 2){ mul *= 1 - (frame + 1) * 0.2 }else if(frame > 9){ alpha = Math.max(0, 1 - (frame - 10) / 4) } }else if(frame > 5){ alpha = 0.5 } if(alpha < 1 && !this.controller.touchEnabled){ this.ctx.globalAlpha = alpha } return { sx: this.explosion.type * w, sy: Math.min(3, Math.floor(frame / 2)) * h, sw: w, sh: h, x: this.view.slotPos.x - w * mul / 2, y: this.view.slotPos.y - h * mul / 2, w: w * mul, h: h * mul } }) this.explosion.type = null this.explosion.addFrames("normal", 14, "notes_explosion") this.explosion.setUpdateSpeed(1, true) // Foreground 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 = imgw var h = imgh var winW = this.view.winW / this.view.ratio var winH = this.view.winH / this.view.ratio return { sx: Math.floor(frame / 4) * imgw, sy: (frame % 4) * imgh, sw: imgw, sh: imgh, x: winW / 4 * i - w / 2 * (i / 2), y: winH - h, w: w, h: h } }) fireworksAsset.addFrames("normal", 30, "fireworks_anim") fireworksAsset.setUpdateSpeed(1 / 16) this.fireworks.push(fireworksAsset) } this.changeBeatInterval(this.view.beatInterval, true) } createAsset(layer, position){ var asset = new CanvasAsset(this.view, layer, position) this.allAssets.push(asset) return asset } drawAssets(layer){ this.allAssets.forEach(asset => { if(layer === asset.layer){ asset.draw() } }) } changeBeatInterval(beatMS, initial){ this.allAssets.forEach(asset => { asset.changeBeatInterval(beatMS, initial) }) } clean(){ delete this.ctx delete this.don delete this.fire delete this.fireworks delete this.allAssets } }