japanese-drum-game/public/src/js/game.js
2018-10-01 10:33:43 +03:00

429 lines
12 KiB
JavaScript

class Game{
constructor(controller, selectedSong, songData){
this.controller = controller
this.selectedSong = selectedSong
this.songData = songData
this.elapsedTime = {}
this.currentCircle = 0
this.combo = 0
this.rules = new GameRules(this)
this.globalScore = {
points: 0,
good: 0,
ok: 0,
bad: 0,
maxCombo: 0,
drumroll: 0,
gauge: 0,
title: selectedSong.title,
difficulty: this.rules.difficulty
}
this.HPGain = 100 / this.songData.circles.filter(circle => {
var type = circle.getType()
return type === "don" || type === "ka" || type === "daiDon" || type === "daiKa"
}).length
this.paused = false
this.started = false
this.mainMusicPlaying = false
this.elapsedTimeSincePause = 0
this.musicFadeOut = 0
this.fadeOutStarted = false
this.currentTimingPoint = 0
this.offsetTime = 0
assets.songs.forEach(song => {
if(song.id == selectedSong.folder){
this.mainAsset = song.sound
}
})
}
run(){
this.timeForDistanceCircle = 2500
this.initTiming()
}
initTiming(){
// Date when the chrono is started (before the game begins)
this.offsetDate = new Date()
this.offsetTime = Math.max(0, this.timeForDistanceCircle - this.songData.circles[0].ms) |0
this.setElapsedTime(-this.offsetTime)
// The real start for the game will start when chrono will reach 0
this.startDate = new Date()
this.startDate.setMilliseconds(this.startDate.getMilliseconds() + this.offsetTime)
}
update(){
// Main operations
this.updateTime()
this.checkTiming()
this.updateCirclesStatus()
this.checkPlays()
// Event operations
this.whenFadeoutMusic()
this.whenLastCirclePlayed()
}
getCircles(){
return this.songData.circles
}
updateCirclesStatus(){
var circles = this.songData.circles
circles.forEach(circle => {
if(!circle.getPlayed()){
var ms = this.getElapsedTime().ms
var type = circle.getType()
var drumrollNotes = type === "balloon" || type === "drumroll" || type === "daiDrumroll"
var endTime = circle.getEndTime() + (drumrollNotes ? 0 : this.rules.bad)
if(ms >= circle.getMS()){
if(drumrollNotes && !circle.rendaPlayed){
circle.rendaPlayed = true
if(this.rules.difficulty === "easy"){
assets.sounds["renda"].stop()
assets.sounds["renda"].play()
}
}
}
if(ms > endTime){
if(!this.controller.autoPlayEnabled){
if(drumrollNotes){
circle.played(-1, false)
this.updateCurrentCircle()
if(this.controller.multiplayer === 1){
p2.send("drumroll", {
pace: (ms - circle.getMS()) / circle.timesHit
})
}
}else{
var currentScore = 0
circle.played(-1, type === "daiDon" || type === "daiKa")
this.controller.displayScore(currentScore, true)
this.updateCurrentCircle()
this.updateCombo(currentScore)
this.updateGlobalScore(currentScore, 1)
if(this.controller.multiplayer === 1){
p2.send("note", {
score: -1
})
}
}
}
}
}
})
}
setHPGain(gain){
this.HPGain = gain
}
checkPlays(){
var circles = this.songData.circles
var circle = circles[this.currentCircle]
if(circle && this.controller.autoPlayEnabled){
return this.controller.autoPlay(circle)
}
var keys = this.controller.getKeys()
var kbd = this.controller.getBindings()
var don_l = keys[kbd["don_l"]] && !this.controller.isWaiting(kbd["don_l"], "score")
var don_r = keys[kbd["don_r"]] && !this.controller.isWaiting(kbd["don_r"], "score")
var ka_l = keys[kbd["ka_l"]] && !this.controller.isWaiting(kbd["ka_l"], "score")
var ka_r = keys[kbd["ka_r"]] && !this.controller.isWaiting(kbd["ka_r"], "score")
if(don_l && don_r){
this.checkKey([kbd["don_l"], kbd["don_r"]], circle, "daiDon")
}else if(don_l){
this.checkKey([kbd["don_l"]], circle, "don")
}else if(don_r){
this.checkKey([kbd["don_r"]], circle, "don")
}
if(ka_l && ka_r){
this.checkKey([kbd["ka_l"], kbd["ka_r"]], circle, "daiKa")
}else if(ka_l){
this.checkKey([kbd["ka_l"]], circle, "ka")
}else if(ka_r){
this.checkKey([kbd["ka_r"]], circle, "ka")
}
}
checkKey(keyCodes, circle, check){
if(circle && !circle.getPlayed()){
if(!this.checkScore(circle, check)){
return
}
}
keyCodes.forEach(keyCode => {
this.controller.waitForKeyup(keyCode, "score")
})
}
checkScore(circle, check){
var ms = this.getElapsedTime().ms
var type = circle.getType()
var keysDon = check === "don" || check === "daiDon"
var keysKa = check === "ka" || check === "daiKa"
var keyDai = check === "daiDon" || check === "daiKa"
var typeDon = type === "don" || type === "daiDon"
var typeKa = type === "ka" || type === "daiKa"
var typeDai = type === "daiDon" || type === "daiKa"
var keyTime = this.controller.getKeyTime()
var currentTime = keysDon ? keyTime["don"] : keyTime["ka"]
var relative = currentTime - circle.getMS()
if(typeDon || typeKa){
if(-this.rules.bad >= relative || relative >= this.rules.bad){
return true
}
var score = 0
if(keysDon && typeDon || keysKa && typeKa){
if(typeDai && !keyDai){
if(!circle.daiFailed){
circle.daiFailed = ms
return false
}else if(ms < circle.daiFailed + this.rules.daiLeniency){
return false
}
}
var circleStatus = -1
relative = Math.abs(relative)
if(relative < this.rules.good){
circleStatus = 450
}else if(relative < this.rules.ok){
circleStatus = 230
}else if(relative < this.rules.bad){
circleStatus = 0
}
if(circleStatus === 230 || circleStatus === 450){
score = circleStatus
}
this.controller.displayScore(score)
}else{
this.controller.displayScore(score, true)
}
this.updateCombo(score)
this.updateGlobalScore(score, typeDai && keyDai ? 2 : 1, circle.gogoTime)
this.updateCurrentCircle()
circle.played(score, score === 0 ? typeDai : keyDai)
if(this.controller.multiplayer == 1){
p2.send("note", {
score: score,
ms: circle.getMS() - currentTime,
dai: typeDai ? keyDai ? 2 : 1 : 0
})
}
}else{
if(circle.getMS() > currentTime || currentTime > circle.getEndTime()){
return true
}
if(keysDon && type === "balloon"){
this.checkBalloon(circle)
if(check === "daiDon" && !circle.getPlayed()){
this.checkBalloon(circle)
}
}else if((keysDon || keysKa) && (type === "drumroll" || type === "daiDrumroll")){
this.checkDrumroll(circle)
if(keyDai){
this.checkDrumroll(circle)
}
}
}
return true
}
checkBalloon(circle){
if(circle.timesHit >= circle.requiredHits - 1){
var score = 5000
this.updateCurrentCircle()
circle.hit()
circle.played(score)
if(this.controller.multiplayer == 1){
p2.send("drumroll", {
pace: (this.getElapsedTime().ms - circle.getMS()) / circle.timesHit
})
}
}else{
var score = 300
circle.hit()
}
this.globalScore.drumroll ++
this.globalScore.points += score
}
checkDrumroll(circle){
var dai = circle.getType() === "daiDrumroll"
var score = 100
circle.hit()
var keyTime = this.controller.getKeyTime()
if(circle.getType() === "drumroll"){
var sound = keyTime["don"] > keyTime["ka"] ? "don" : "ka"
}else{
var sound = keyTime["don"] > keyTime["ka"] ? "daiDon" : "daiKa"
}
var circleAnim = new Circle({
id: 0,
start: this.getElapsedTime().ms,
type: sound,
txt: "",
speed: circle.speed,
gogoTime: circle.gogoTime
})
circleAnim.played(score, dai)
circleAnim.animate()
this.controller.view.drumroll.push(circleAnim)
this.globalScore.drumroll++
this.globalScore.points += score * (dai ? 2 : 1)
}
whenLastCirclePlayed(){
var circles = this.songData.circles
var lastCircle = circles[circles.length - 1]
var ms = this.getElapsedTime().ms
if(!this.fadeOutStarted && ms >= lastCircle.getEndTime() + 2000){
this.fadeOutStarted = ms
}
}
whenFadeoutMusic(){
var started = this.fadeOutStarted
if(started){
var ms = this.getElapsedTime().ms
if(this.musicFadeOut === 0){
if(this.controller.multiplayer === 1){
p2.send("gameresults", this.getGlobalScore())
}
this.musicFadeOut++
}else if(this.musicFadeOut === 1 && ms >= started + 1600){
this.controller.gameEnded()
p2.send("gameend")
this.musicFadeOut++
}else if(this.musicFadeOut === 2 && (ms >= started + 8600 && ms >= this.controller.mainAsset.duration * 1000 + 250)){
this.controller.displayResults()
this.musicFadeOut++
}else if(this.musicFadeOut === 3 && (ms >= started + 9600 && ms >= this.controller.mainAsset.duration * 1000 + 1250)){
if(this.controller.scoresheet){
this.controller.scoresheet.startRedraw()
}
this.controller.clean()
}
}
}
checkTiming(){
if(this.songData.timingPoints[this.currentTimingPoint + 1]){
if(this.getElapsedTime().ms >= this.songData.timingPoints[this.currentTimingPoint + 1].start){
this.currentTimingPoint++
}
}
}
playMainMusic(){
var ms = this.getElapsedTime().ms
if(!this.mainMusicPlaying && (!this.fadeOutStarted || ms<this.fadeOutStarted + 1600)){
if(this.controller.multiplayer !== 2){
this.mainAsset.play((ms < 0 ? -ms : 0) / 1000, false, Math.max(0, ms / 1000))
}
this.mainMusicPlaying = true
}
}
togglePause(){
if(!this.paused){
assets.sounds["pause"].play()
this.paused = true
this.latestDate = new Date()
this.mainAsset.stop()
this.mainMusicPlaying = false
}else{
assets.sounds["cancel"].play()
this.paused = false
var currentDate = new Date()
this.elapsedTimeSincePause = this.elapsedTimeSincePause + currentDate.getTime() - this.latestDate.getTime()
}
}
isPaused(){
return this.paused
}
getElapsedTime(){
// Current time in ms from the beginning of the song
return this.elapsedTime
}
setElapsedTime(time){
this.elapsedTime.ms = time
this.elapsedTime.sec = (this.elapsedTime.ms / 1000 |0) % 60
this.elapsedTime.min = (this.elapsedTime.ms / 1000 / 60 |0) % 60
this.elapsedTime.hour = (this.elapsedTime.ms / 1000 / 60 / 60 |0) % 60
}
updateTime(){
// Refreshed date
var currentDate = new Date()
var ms = this.getElapsedTime().ms
if(ms >= 0 && !this.started){
this.startDate = new Date()
this.elapsedTimeSincePause = 0
this.setElapsedTime(this.getAccurateTime())
this.started = true
}else if(ms < 0 || ms >= 0 && this.started){
this.setElapsedTime(this.getAccurateTime())
}
}
getAccurateTime(){
if(this.isPaused()){
return this.getElapsedTime().ms
}else{
var currentDate = new Date()
return currentDate.getTime() - this.startDate.getTime() - this.elapsedTimeSincePause
}
}
getCircles(){
return this.songData.circles
}
getSongData(){
return this.songData
}
updateCurrentCircle(){
this.currentCircle++
}
getCurrentCircle(){
return this.currentCircle
}
updateCombo(score){
if(score !== 0){
this.combo++
}else{
this.combo = 0
}
if(this.combo > this.globalScore.maxCombo){
this.globalScore.maxCombo = this.combo
}
if(this.combo === 50 || this.combo > 0 && this.combo % 100 === 0 && this.combo <= 1400){
this.controller.playSoundMeka("combo-" + this.combo)
}
this.controller.view.updateCombo(this.combo)
}
getCombo(){
return this.combo
}
getGlobalScore(){
return this.globalScore
}
updateGlobalScore(score, multiplier, gogoTime){
// Circle score
switch(score){
case 450:
this.globalScore.good++
break
case 230:
this.globalScore.ok++
break
case 0:
this.globalScore.bad++
break
}
// Gauge update
if(score !== 0){
this.globalScore.gauge += this.HPGain
}else if(this.globalScore.gauge - this.HPGain > 0){
this.globalScore.gauge -= this.HPGain
}else{
this.globalScore.gauge = 0
}
// Points update
score += Math.max(0, Math.floor((Math.min(this.combo, 100) - 1) / 10) * 100)
if(gogoTime){
multiplier *= 1.2
}
this.globalScore.points += Math.floor(score * multiplier / 10) * 10
}
}