japanese-drum-game/public/src/js/controller.js
LoveEevee ff09cb83bd Add global offset
Adds new settings for controlling the note offset while playing. It can be either an actual offset (it is called "Audio Latency" in the settings) or just the visual offset ("Video Latency").
With higher audio latency it means you have to press the button sooner than what you hear, similarly with higher video latency it is sooner than what you see. By offsetting these events the game would play better, however, the sound effect of you hitting the drum would still play at the wrong time, the code cannot anticipate you to hit the drum in the future so to work around this issue a new option that disables drum sounds is also included.
These settings could be set through trial and error but it would be better to get the correct values through the automated latency calibration, where you can hit the drum as you hear sounds or see a blinking animation. I tried making one by measuring latency from user input, adding all the latency up, and dividing, but that gives unreliable results. I hope someone suggests to me what I should be doing during the calibration to get better results, as I cannot figure what to do on my own.
2019-11-28 09:04:40 +03:00

295 lines
7.1 KiB
JavaScript

class Controller{
constructor(selectedSong, songData, autoPlayEnabled, multiplayer, touchEnabled){
this.selectedSong = selectedSong
this.songData = songData
this.autoPlayEnabled = autoPlayEnabled
this.multiplayer = multiplayer
this.touchEnabled = touchEnabled
this.snd = this.multiplayer ? "_p" + this.multiplayer : ""
this.calibrationMode = selectedSong.folder === "calibration"
this.audioLatency = 0
this.videoLatency = 0
if(!this.calibrationMode){
var latency = settings.getItem("latency")
if(!autoPlayEnabled){
this.audioLatency = Math.round(latency.audio) || 0
}
this.videoLatency = Math.round(latency.video) || 0 + this.audioLatency
}
if(this.multiplayer !== 2){
loader.changePage("game", false)
}
if(selectedSong.type === "tja"){
this.parsedSongData = new ParseTja(songData, selectedSong.difficulty, selectedSong.stars, selectedSong.offset)
}else{
this.parsedSongData = new ParseOsu(songData, selectedSong.difficulty, selectedSong.stars, selectedSong.offset)
}
this.offset = this.parsedSongData.soundOffset
if(this.calibrationMode){
this.volume = 1
}else{
assets.songs.forEach(song => {
if(song.id == this.selectedSong.folder){
this.mainAsset = song.sound
this.volume = song.volume || 1
}
})
}
this.game = new Game(this, this.selectedSong, this.parsedSongData)
this.view = new View(this)
this.mekadon = new Mekadon(this, this.game)
this.keyboard = new GameInput(this)
this.drumSounds = settings.getItem("latency").drumSounds
this.playedSounds = {}
}
run(syncWith){
if(syncWith){
this.syncWith = syncWith
}
if(this.multiplayer !== 2){
snd.musicGain.setVolumeMul(this.volume)
}
this.game.run()
this.view.run()
if(this.multiplayer === 1){
syncWith.run(this)
syncWith.game.elapsedTime = this.game.elapsedTime
syncWith.game.startDate = this.game.startDate
}
requestAnimationFrame(() => {
this.startMainLoop()
if(!this.multiplayer){
debugObj.controller = this
if(debugObj.debug){
debugObj.debug.updateStatus()
}
}
})
}
startMainLoop(){
this.mainLoopRunning = true
this.gameLoop()
this.viewLoop()
if(this.multiplayer !== 2){
this.gameInterval = setInterval(this.gameLoop.bind(this), 1000 / 60)
pageEvents.send("game-start", {
selectedSong: this.selectedSong,
autoPlayEnabled: this.autoPlayEnabled,
multiplayer: this.multiplayer,
touchEnabled: this.touchEnabled
})
}
}
stopMainLoop(){
this.mainLoopRunning = false
if(this.game.mainAsset){
this.game.mainAsset.stop()
}
if(this.multiplayer !== 2){
clearInterval(this.gameInterval)
}
}
gameLoop(){
if(this.mainLoopRunning){
if(this.multiplayer === 1){
this.syncWith.game.elapsedTime = this.game.elapsedTime
this.syncWith.game.startDate = this.game.startDate
}
var ms = this.game.elapsedTime
if(this.game.musicFadeOut < 3){
this.keyboard.checkMenuKeys()
}
if(this.calibrationMode){
this.game.calibration()
}
if(!this.game.isPaused()){
this.keyboard.checkGameKeys()
if(ms < 0){
this.game.updateTime()
}else{
if(!this.calibrationMode){
this.game.update()
}
if(!this.mainLoopRunning){
return
}
this.game.playMainMusic()
}
}
if(this.multiplayer === 1){
this.syncWith.gameLoop()
}
}
}
viewLoop(){
if(this.mainLoopRunning){
if(this.multiplayer !== 2){
requestAnimationFrame(() => {
this.viewLoop()
if(this.multiplayer === 1){
this.syncWith.viewLoop()
}
if(this.scoresheet){
if(this.view.ctx){
this.view.ctx.save()
this.view.ctx.setTransform(1, 0, 0, 1, 0, 0)
}
this.scoresheet.redraw()
if(this.view.ctx){
this.view.ctx.restore()
}
}
})
}
this.view.refresh()
}
}
gameEnded(){
var score = this.getGlobalScore()
var vp
if(Math.round(score.gauge / 2) - 1 >= 25){
if(score.bad === 0){
vp = "fullcombo"
this.playSoundMeka("v_fullcombo", 1.350)
}else{
vp = "clear"
}
}else{
vp = "fail"
}
this.playSound("se_game" + vp)
}
displayResults(){
if(this.multiplayer !== 2){
this.scoresheet = new Scoresheet(this, this.getGlobalScore(), this.multiplayer, this.touchEnabled)
}
}
displayScore(score, notPlayed, bigNote){
this.view.displayScore(score, notPlayed, bigNote)
}
songSelection(fadeIn){
if(!fadeIn){
this.clean()
}
if(this.calibrationMode){
new SettingsView(this.touchEnabled, false, null, "latency")
}else{
new SongSelect(false, fadeIn, this.touchEnabled)
}
}
restartSong(){
this.clean()
if(this.multiplayer){
new LoadSong(this.selectedSong, false, true, this.touchEnabled)
}else{
new Promise(resolve => {
if(this.calibrationMode){
resolve()
}else{
var songObj = assets.songs.find(song => song.id === this.selectedSong.folder)
if(songObj.chart && songObj.chart !== "blank"){
var reader = new FileReader()
var promise = pageEvents.load(reader).then(event => {
this.songData = event.target.result.replace(/\0/g, "").split("\n")
resolve()
})
if(this.selectedSong.type === "tja"){
reader.readAsText(songObj.chart, "sjis")
}else{
reader.readAsText(songObj.chart)
}
}else{
resolve()
}
}
}).then(() => {
var taikoGame = new Controller(this.selectedSong, this.songData, this.autoPlayEnabled, false, this.touchEnabled)
taikoGame.run()
})
}
}
playSound(id, time, noSnd){
if(!this.drumSounds && (id === "neiro_1_don" || id === "neiro_1_ka" || id === "se_don" || id === "se_ka")){
return
}
var ms = Date.now() + (time || 0) * 1000
if(!(id in this.playedSounds) || ms > this.playedSounds[id] + 30){
assets.sounds[id + (noSnd ? "" : this.snd)].play(time)
this.playedSounds[id] = ms
}
}
playSoundMeka(soundID, time){
var meka = ""
if(this.autoPlayEnabled && !this.multiplayer){
meka = "_meka"
}
this.playSound(soundID + meka, time)
}
togglePause(forcePause, pauseMove, noSound){
if(this.multiplayer === 1){
this.syncWith.game.togglePause(forcePause, pauseMove, noSound)
}
this.game.togglePause(forcePause, pauseMove, noSound)
}
getKeys(){
return this.keyboard.getKeys()
}
setKey(pressed, name, ms){
return this.keyboard.setKey(pressed, name, ms)
}
getElapsedTime(){
return this.game.elapsedTime
}
getCircles(){
return this.game.getCircles()
}
getCurrentCircle(){
return this.game.getCurrentCircle()
}
isWaiting(key, type){
return this.keyboard.isWaiting(key, type)
}
waitForKeyup(key, type){
this.keyboard.waitForKeyup(key, type)
}
getKeyTime(){
return this.keyboard.getKeyTime()
}
getCombo(){
return this.game.getCombo()
}
getGlobalScore(){
return this.game.getGlobalScore()
}
autoPlay(circle){
if(this.multiplayer){
p2.play(circle, this.mekadon)
}else{
return this.mekadon.play(circle)
}
}
clean(){
if(this.multiplayer === 1){
this.syncWith.clean()
}
this.stopMainLoop()
this.keyboard.clean()
this.view.clean()
snd.buffer.loadSettings()
if(!this.multiplayer){
debugObj.controller = null
if(debugObj.debug){
debugObj.debug.updateStatus()
}
}
}
}