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1db4eb6710
- Files with filenames that end with .taikoweb.js can be imported and run to add custom functionality to the game - The plugin file is a javascript module script that should have a class in the default export - Currently supported methods in the class: name (string), load, start, stop, unload (functions) - The class can be extended from the Patch class to add automatic patching of variables and functions - Here are some of the plugins I made: https://github.com/KatieFrogs/taiko-web-plugins
152 lines
3.5 KiB
JavaScript
152 lines
3.5 KiB
JavaScript
class CanvasAsset{
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constructor(...args){
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this.init(...args)
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}
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init(view, layer, position){
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this.ctx = view.ctx
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this.view = view
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this.position = position
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this.animationFrames = {}
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this.speed = 1000 / 60
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this.animationStart = 0
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this.layer = layer
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this.beatInterval = 468.75
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}
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draw(){
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if(this.animation){
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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.view.getMS()
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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 * 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 * 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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frame = this.mod(this.animation, index)
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}
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this.ctx.save()
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var pos = this.position(frame)
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if(this.image){
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this.ctx.drawImage(this.image,
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u(pos.sx, pos.x), u(pos.sy, pos.y),
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u(pos.sw, pos.w), u(pos.sh, pos.h),
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pos.x, pos.y, pos.w, pos.h
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)
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}
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this.ctx.restore()
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}
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}
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mod(length, index){
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return ((index % length) + length) % length
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}
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addFrames(name, frames, image, don){
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var framesObj = {
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frames: frames,
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don: don
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}
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if(don){
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var img = assets.image[image + "_a"]
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var cache1 = new CanvasCache()
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var cache2 = new CanvasCache()
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var w = img.width
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var h = img.height
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cache1.resize(w, h, 1)
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cache2.resize(w, h, 1)
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cache1.set({
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w: w, h: h, id: "1"
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}, ctx => {
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ctx.drawImage(assets.image[image + "_b1"], 0, 0)
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ctx.globalCompositeOperation = "source-atop"
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ctx.fillStyle = don.body_fill
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ctx.fillRect(0, 0, w, h)
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})
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cache2.set({
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w: w, h: h, id: "2"
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}, ctx => {
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ctx.drawImage(assets.image[image + "_b2"], 0, 0)
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ctx.globalCompositeOperation = "source-atop"
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ctx.fillStyle = don.face_fill
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ctx.fillRect(0, 0, w, h)
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ctx.globalCompositeOperation = "source-over"
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cache1.get({
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ctx: ctx,
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x: 0, y: 0, w: w, h: h,
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id: "1"
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})
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ctx.drawImage(img, 0, 0)
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})
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cache1.clean()
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framesObj.cache = cache2
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framesObj.image = cache2.canvas
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}else if(image){
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framesObj.image = assets.image[image]
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}
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this.animationFrames[name] = framesObj
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}
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setAnimation(name){
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var framesObj = this.animationFrames[name]
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this.animationName = name
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if(framesObj){
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this.animation = framesObj.frames
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if(framesObj.image){
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this.image = framesObj.image
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}
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this.don = framesObj.don
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}else{
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this.animation = false
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}
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}
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getAnimation(){
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return this.animationName
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}
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getAnimationLength(name){
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var frames = this.animationFrames[name].frames
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if(Array.isArray(frames)){
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return frames.length
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}else{
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return frames
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}
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}
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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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}
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setAnimationEnd(frameCount, callback){
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if(typeof frameCount === "undefined"){
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this.animationEnd = false
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}else{
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this.animationEnd = {
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frameCount: frameCount,
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callback: callback
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}
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}
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}
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changeBeatInterval(beatMS, initial){
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if(!initial && !this.frameSpeed){
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var ms = this.view.getMS()
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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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}
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clean(){
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for(var i in this.animationFrames){
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var frame = this.animationFrames[i]
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if(frame.cache){
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frame.cache.clean()
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}
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}
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}
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}
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