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nanahira
Taiko Web
Commits
01d0a810
Commit
01d0a810
authored
Sep 21, 2018
by
LoveEevee
Browse files
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Browse Files
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Plain Diff
Change note timing
parent
cd694b39
Changes
11
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Inline
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Showing
11 changed files
with
161 additions
and
120 deletions
+161
-120
public/index.html
public/index.html
+3
-1
public/src/js/circle.js
public/src/js/circle.js
+2
-9
public/src/js/controller.js
public/src/js/controller.js
+5
-3
public/src/js/game.js
public/src/js/game.js
+54
-40
public/src/js/gamepad.js
public/src/js/gamepad.js
+15
-6
public/src/js/gamerules.js
public/src/js/gamerules.js
+23
-0
public/src/js/keyboard.js
public/src/js/keyboard.js
+26
-25
public/src/js/mekadon.js
public/src/js/mekadon.js
+22
-32
public/src/js/p2.js
public/src/js/p2.js
+8
-1
public/src/js/view.js
public/src/js/view.js
+2
-2
public/src/views/titlescreen.html
public/src/views/titlescreen.html
+1
-1
No files found.
public/index.html
View file @
01d0a810
...
...
@@ -10,10 +10,11 @@
<!DOCTYPE html>
<html>
<meta
charset=
"UTF-8"
>
<head>
<meta
charset=
"utf-8"
>
<title>
太鼓の達人ウェブ - Taiko no Tatsujin Web
</title>
<link
rel=
"icon"
href=
"/assets/img/favicon.png"
type=
"image/png"
>
<meta
name=
"viewport"
content=
"width=device-width,initial-scale=1"
>
<link
rel=
"stylesheet"
href=
"/src/css/main.css"
/>
<link
rel=
"stylesheet"
href=
"/src/css/loader.css"
>
...
...
@@ -46,6 +47,7 @@
<script
src=
"/src/js/canvasasset.js"
></script>
<script
src=
"/src/js/pageevents.js"
></script>
<script
src=
"/src/js/viewassets.js"
></script>
<script
src=
"/src/js/gamerules.js"
></script>
</head>
<body>
...
...
public/src/js/circle.js
View file @
01d0a810
...
...
@@ -6,14 +6,13 @@ class Circle{
this
.
type
=
config
.
type
this
.
text
=
config
.
txt
this
.
speed
=
config
.
speed
this
.
endTime
=
config
.
endTime
||
this
.
ms
+
150
this
.
endTime
=
config
.
endTime
||
this
.
ms
this
.
isPlayed
=
0
this
.
animating
=
false
this
.
animT
=
0
this
.
score
=
0
this
.
lastFrame
=
this
.
ms
+
100
this
.
animationEnded
=
false
this
.
status
=
-
1
this
.
timesHit
=
0
this
.
requiredHits
=
config
.
requiredHits
||
0
this
.
rendaPlayed
=
false
...
...
@@ -47,12 +46,6 @@ class Circle{
incAnimT
(){
this
.
animT
+=
0.05
}
updateStatus
(
status
){
this
.
status
=
status
}
getStatus
(){
return
this
.
status
}
getPlayed
(){
return
this
.
isPlayed
}
...
...
@@ -64,7 +57,7 @@ class Circle{
}
played
(
score
,
big
){
this
.
score
=
score
this
.
isPlayed
=
big
?
2
:
1
this
.
isPlayed
=
score
<=
0
?
score
-
1
:
(
big
?
2
:
1
)
}
hit
(){
this
.
timesHit
++
...
...
public/src/js/controller.js
View file @
01d0a810
...
...
@@ -80,7 +80,10 @@ class Controller{
})
}
var
ms
=
this
.
game
.
getElapsedTime
().
ms
if
(
!
this
.
game
.
isPaused
()){
this
.
keyboard
.
checkGameKeys
()
if
(
ms
>=
0
&&
!
this
.
mainLoopStarted
){
this
.
mainLoopStarted
=
true
}
...
...
@@ -95,7 +98,6 @@ class Controller{
this
.
game
.
playMainMusic
()
}
this
.
view
.
refresh
()
this
.
keyboard
.
checkGameKeys
()
}
this
.
keyboard
.
checkMenuKeys
()
}
...
...
@@ -156,8 +158,8 @@ class Controller{
getKeys
(){
return
this
.
keyboard
.
getKeys
()
}
setKey
(
keyCode
,
down
){
return
this
.
keyboard
.
setKey
(
keyCode
,
down
)
setKey
(
keyCode
,
down
,
ms
){
return
this
.
keyboard
.
setKey
(
keyCode
,
down
,
ms
)
}
getBindings
(){
return
this
.
keyboard
.
getBindings
()
...
...
public/src/js/game.js
View file @
01d0a810
...
...
@@ -28,6 +28,8 @@ class Game{
this
.
fadeOutStarted
=
false
this
.
currentTimingPoint
=
0
this
.
offsetTime
=
0
this
.
rules
=
new
GameRules
(
this
)
assets
.
songs
.
forEach
(
song
=>
{
if
(
song
.
id
==
selectedSong
.
folder
){
this
.
mainAsset
=
song
.
sound
...
...
@@ -64,45 +66,33 @@ class Game{
var
circles
=
this
.
songData
.
circles
circles
.
forEach
(
circle
=>
{
if
(
!
circle
.
getPlayed
()){
var
currentTime
=
this
.
getElapsedTime
().
ms
var
startingTime
=
circle
.
getMS
()
-
this
.
timeForDistanceCircle
// At circle.getMS(), the circle fits the slot
var
hitTime
=
circle
.
getMS
()
var
endTime
=
circle
.
getEndTime
()
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
(
currentTime
>=
startingTime
&&
currentTime
<=
endTime
){
if
(
currentTime
>=
hitTime
-
50
&&
currentTime
<
hitTime
-
30
){
circle
.
updateStatus
(
0
)
}
else
if
(
currentTime
>=
hitTime
-
30
&&
currentTime
<
hitTime
){
circle
.
updateStatus
(
230
)
}
else
if
(
currentTime
>=
hitTime
&&
currentTime
<
endTime
){
circle
.
updateStatus
(
450
)
if
(
drumrollNotes
&&
!
circle
.
rendaPlayed
){
circle
.
rendaPlayed
=
true
if
(
this
.
controller
.
selectedSong
.
difficulty
===
"
easy
"
){
assets
.
sounds
[
"
renda
"
].
stop
()
assets
.
sounds
[
"
renda
"
].
play
()
}
if
(
ms
>=
circle
.
getMS
()){
if
(
drumrollNotes
&&
!
circle
.
rendaPlayed
){
circle
.
rendaPlayed
=
true
if
(
this
.
rules
.
difficulty
===
"
easy
"
){
assets
.
sounds
[
"
renda
"
].
stop
()
assets
.
sounds
[
"
renda
"
].
play
()
}
}
}
else
if
(
currentTime
>
endTime
){
}
if
(
ms
>
endTime
){
if
(
!
this
.
controller
.
autoPlayEnabled
){
if
(
drumrollNotes
){
circle
.
updateStatus
(
-
1
)
circle
.
played
(
0
,
false
)
circle
.
played
(
-
1
,
false
)
this
.
updateCurrentCircle
()
if
(
this
.
controller
.
multiplayer
===
1
){
p2
.
send
(
"
drumroll
"
,
{
pace
:
(
this
.
getElapsedTime
().
ms
-
circle
.
getMS
())
/
circle
.
timesHit
pace
:
(
ms
-
circle
.
getMS
())
/
circle
.
timesHit
})
}
}
else
{
circle
.
updateStatus
(
-
1
)
var
currentScore
=
0
circle
.
played
(
currentScore
,
type
===
"
daiDon
"
||
type
===
"
daiKa
"
)
circle
.
played
(
-
1
,
type
===
"
daiDon
"
||
type
===
"
daiKa
"
)
this
.
controller
.
displayScore
(
currentScore
,
true
)
this
.
updateCurrentCircle
()
this
.
updateCombo
(
currentScore
)
...
...
@@ -152,7 +142,7 @@ class Game{
}
}
checkKey
(
keyCodes
,
circle
,
check
){
if
(
circle
&&
!
circle
.
getPlayed
()
&&
circle
.
getStatus
()
!=
-
1
){
if
(
circle
&&
!
circle
.
getPlayed
()){
if
(
!
this
.
checkScore
(
circle
,
check
)){
return
}
...
...
@@ -172,18 +162,33 @@ class Game{
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
+
2000
/
60
){
}
else
if
(
ms
<
circle
.
daiFailed
+
this
.
rules
.
daiLeniency
){
return
false
}
}
var
circleStatus
=
circle
.
getStatus
()
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
}
...
...
@@ -198,19 +203,24 @@ class Game{
if
(
this
.
controller
.
multiplayer
==
1
){
p2
.
send
(
"
note
"
,
{
score
:
score
,
ms
:
circle
.
getMS
()
-
ms
,
ms
:
circle
.
getMS
()
-
currentTime
,
dai
:
typeDai
?
keyDai
?
2
:
1
:
0
})
}
}
else
if
(
keysDon
&&
type
==
"
balloon
"
){
this
.
checkBalloon
(
circle
)
if
(
check
===
"
daiDon
"
&&
!
circle
.
getPlayed
()){
this
.
checkBalloon
(
circle
)
}
else
{
if
(
circle
.
getMS
()
>
currentTime
||
currentTime
>
circle
.
getEndTime
()){
return
true
}
}
else
if
((
keysDon
||
keysKa
)
&&
(
type
===
"
drumroll
"
||
type
===
"
daiDrumroll
"
)){
this
.
checkDrumroll
(
circle
)
if
(
keyDai
){
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
...
...
@@ -261,7 +271,7 @@ class Game{
var
circles
=
this
.
songData
.
circles
var
lastCircle
=
circles
[
circles
.
length
-
1
]
var
ms
=
this
.
getElapsedTime
().
ms
if
(
!
this
.
fadeOutStarted
&&
ms
>=
lastCircle
.
getEndTime
()
+
19
00
){
if
(
!
this
.
fadeOutStarted
&&
ms
>=
lastCircle
.
getEndTime
()
+
20
00
){
this
.
fadeOutStarted
=
ms
}
}
...
...
@@ -329,17 +339,21 @@ class Game{
}
updateTime
(){
// Refreshed date
this
.
currentDate
=
new
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
.
currentDate
.
getTime
()
-
this
.
startDate
.
get
Time
())
this
.
setElapsedTime
(
this
.
getAccurate
Time
())
this
.
started
=
true
}
else
if
(
ms
<
0
||
ms
>=
0
&&
this
.
started
){
this
.
setElapsedTime
(
this
.
currentDate
.
getTime
()
-
this
.
startDate
.
getTime
()
-
this
.
elapsedTimeSincePause
)
this
.
setElapsedTime
(
this
.
getAccurateTime
()
)
}
}
getAccurateTime
(){
var
currentDate
=
new
Date
()
return
currentDate
.
getTime
()
-
this
.
startDate
.
getTime
()
-
this
.
elapsedTimeSincePause
}
getCircles
(){
return
this
.
songData
.
circles
}
...
...
public/src/js/gamepad.js
View file @
01d0a810
class
Gamepad
{
constructor
(
keyboard
){
this
.
keyboard
=
keyboard
this
.
game
=
this
.
keyboard
.
controller
.
game
var
kbd
=
keyboard
.
getBindings
()
this
.
gameBtn
=
{}
this
.
gameBtn
[
kbd
[
"
don_l
"
]]
=
[
"
u
"
,
"
d
"
,
"
l
"
,
"
r
"
]
...
...
@@ -28,9 +31,9 @@ class Gamepad{
"
guide
"
:
16
}
this
.
btn
=
{}
this
.
keyboard
=
keyboard
}
play
(
menuPlay
){
var
ms
=
this
.
game
.
getAccurateTime
()
if
(
"
getGamepads
"
in
navigator
){
var
gamepads
=
navigator
.
getGamepads
()
}
else
{
...
...
@@ -48,7 +51,7 @@ class Gamepad{
for
(
var
bind
in
bindings
){
for
(
var
name
in
bindings
[
bind
]){
if
(
btnName
===
this
.
b
[
bindings
[
bind
][
name
]]){
this
.
checkButton
(
gamepads
,
btnName
,
bind
)
this
.
checkButton
(
gamepads
,
btnName
,
bind
,
ms
)
break
buttonSearch
}
}
...
...
@@ -59,8 +62,9 @@ class Gamepad{
}
}
}
checkButton
(
gamepads
,
btnName
,
keyCode
){
checkButton
(
gamepads
,
btnName
,
keyCode
,
ms
){
var
button
=
false
for
(
var
i
=
0
;
i
<
gamepads
.
length
;
i
++
){
if
(
gamepads
[
i
]){
var
btn
=
gamepads
[
i
].
buttons
[
btnName
]
...
...
@@ -72,19 +76,24 @@ class Gamepad{
}
}
}
var
keys
=
this
.
keyboard
.
getKeys
()
var
pressed
=
!
this
.
btn
[
btnName
]
&&
button
var
released
=
this
.
btn
[
btnName
]
&&
!
button
if
(
pressed
){
this
.
btn
[
btnName
]
=
true
}
else
if
(
released
){
delete
this
.
btn
[
btnName
]
}
if
(
pressed
){
if
(
this
.
keyboard
.
getKeys
()
[
keyCode
]){
if
(
keys
[
keyCode
]){
this
.
keyboard
.
setKey
(
keyCode
,
false
)
}
this
.
keyboard
.
setKey
(
keyCode
,
true
)
}
else
if
(
!
button
&&
this
.
keyboard
.
getKeys
()[
keyCode
]){
this
.
keyboard
.
setKey
(
keyCode
,
true
,
ms
)
}
else
if
(
!
button
&&
keys
[
keyCode
]){
if
(
released
){
this
.
toRelease
[
keyCode
+
"
released
"
]
=
true
}
...
...
public/src/js/gamerules.js
0 → 100644
View file @
01d0a810
class
GameRules
{
constructor
(
game
){
this
.
difficulty
=
game
.
controller
.
selectedSong
.
difficulty
var
frame
=
1000
/
60
switch
(
this
.
difficulty
){
case
"
easy
"
:
case
"
normal
"
:
this
.
good
=
5
/
2
*
frame
this
.
ok
=
13
/
2
*
frame
this
.
bad
=
15
/
2
*
frame
break
case
"
hard
"
:
case
"
oni
"
:
this
.
good
=
3
/
2
*
frame
this
.
ok
=
9
/
2
*
frame
this
.
bad
=
13
/
2
*
frame
break
}
this
.
daiLeniency
=
2
*
frame
}
}
public/src/js/keyboard.js
View file @
01d0a810
class
Keyboard
{
constructor
(
controller
){
this
.
controller
=
controller
this
.
game
=
this
.
controller
.
game
this
.
kbd
=
{
"
don_l
"
:
86
,
// V
"
don_r
"
:
66
,
// B
...
...
@@ -19,12 +21,13 @@ class Keyboard{
}
this
.
gamepad
=
new
Gamepad
(
this
)
pageEvents
.
keyAdd
(
this
,
"
all
"
,
"
both
"
,
event
=>
{
if
(
event
.
keyCode
===
8
){
if
(
event
.
keyCode
===
8
){
// Disable back navigation when pressing backspace
event
.
preventDefault
()
}
if
(
this
.
buttonEnabled
(
event
.
keyCode
)){
this
.
setKey
(
event
.
keyCode
,
event
.
type
===
"
keydown
"
)
if
(
!
event
.
repeat
&&
this
.
buttonEnabled
(
event
.
keyCode
)){
var
ms
=
this
.
game
.
getAccurateTime
()
this
.
setKey
(
event
.
keyCode
,
event
.
type
===
"
keydown
"
,
ms
)
}
})
}
...
...
@@ -69,21 +72,20 @@ class Keyboard{
})
}
}
checkKey
(
keyCode
,
keyup
,
callback
){
if
(
this
.
keys
[
keyCode
]
&&
!
this
.
isWaiting
(
keyCode
,
keyup
)){
this
.
waitForKeyup
(
keyCode
,
keyup
)
checkKey
(
keyCode
,
type
,
callback
){
if
(
this
.
keys
[
keyCode
]
&&
!
this
.
isWaiting
(
keyCode
,
type
)){
this
.
waitForKeyup
(
keyCode
,
type
)
callback
()
}
}
checkKeySound
(
keyCode
,
sound
){
this
.
checkKey
(
keyCode
,
"
sound
"
,
()
=>
{
var
circles
=
this
.
controller
.
parsedSongData
.
circles
var
circle
=
circles
[
this
.
controller
.
g
ame
.
g
etCurrentCircle
()]
var
circles
=
this
.
controller
.
getCircles
()
var
circle
=
circles
[
this
.
controller
.
getCurrentCircle
()]
if
(
(
keyCode
===
this
.
kbd
[
"
don_l
"
]
||
keyCode
===
this
.
kbd
[
"
don_r
"
])
&&
circle
&&
!
circle
.
getPlayed
()
&&
circle
.
getStatus
()
!==
-
1
&&
circle
.
getType
()
===
"
balloon
"
&&
circle
.
requiredHits
-
circle
.
timesHit
<=
1
){
...
...
@@ -91,40 +93,39 @@ class Keyboard{
}
else
{
assets
.
sounds
[
"
note_
"
+
sound
].
play
()
}
var
ms
=
this
.
controller
.
getElapsedTime
().
ms
this
.
keyTime
[
keyCode
]
=
ms
this
.
keyTime
[
sound
]
=
ms
this
.
keyTime
[
sound
]
=
this
.
keyTime
[
keyCode
]
})
}
getKeys
(){
return
this
.
keys
}
setKey
(
keyCode
,
down
){
setKey
(
keyCode
,
down
,
ms
){
if
(
down
){
this
.
keys
[
keyCode
]
=
true
this
.
keyTime
[
keyCode
]
=
ms
}
else
{
delete
this
.
keys
[
keyCode
]
delete
this
.
waitKeyupScore
[
keyCode
]
delete
this
.
waitKeyupSound
[
keyCode
]
delete
this
.
waitKeyupMenu
[
keyCode
]
this
.
keys
[
keyCode
]
=
false
this
.
waitKeyupScore
[
keyCode
]
=
false
this
.
waitKeyupSound
[
keyCode
]
=
false
this
.
waitKeyupMenu
[
keyCode
]
=
false
}
}
isWaiting
(
key
,
type
){
isWaiting
(
key
Code
,
type
){
if
(
type
===
"
score
"
){
return
this
.
waitKeyupScore
[
key
]
return
this
.
waitKeyupScore
[
key
Code
]
}
else
if
(
type
===
"
sound
"
){
return
this
.
waitKeyupSound
[
key
]
return
this
.
waitKeyupSound
[
key
Code
]
}
else
if
(
type
===
"
menu
"
){
return
this
.
waitKeyupMenu
[
key
]
return
this
.
waitKeyupMenu
[
key
Code
]
}
}
waitForKeyup
(
key
,
type
){
waitForKeyup
(
key
Code
,
type
){
if
(
type
===
"
score
"
){
this
.
waitKeyupScore
[
key
]
=
true
this
.
waitKeyupScore
[
key
Code
]
=
true
}
else
if
(
type
===
"
sound
"
){
this
.
waitKeyupSound
[
key
]
=
true
this
.
waitKeyupSound
[
key
Code
]
=
true
}
else
if
(
type
===
"
menu
"
){
this
.
waitKeyupMenu
[
key
]
=
true
this
.
waitKeyupMenu
[
key
Code
]
=
true
}
}
getKeyTime
(){
...
...
public/src/js/mekadon.js
View file @
01d0a810
...
...
@@ -3,13 +3,11 @@ class Mekadon{
this
.
controller
=
controller
this
.
game
=
game
this
.
lr
=
false
this
.
keys
=
{}
this
.
lastHit
=
-
Infinity
}
play
(
circle
){
var
type
=
circle
.
getType
()
if
((
type
===
"
balloon
"
||
type
===
"
drumroll
"
||
type
===
"
daiDrumroll
"
)
&&
this
.
getMS
()
>
circle
.
getEndTime
()){
circle
.
updateStatus
(
-
1
)
circle
.
played
(
0
,
false
)
this
.
game
.
updateCurrentCircle
()
}
...
...
@@ -48,21 +46,29 @@ class Mekadon{
var
type
=
circle
.
getType
()
var
keyDai
=
false
var
playDai
=
!
dai
||
dai
===
2
var
drumrollNotes
=
type
===
"
balloon
"
||
type
===
"
drumroll
"
||
type
===
"
daiDrumroll
"
if
(
drumrollNotes
){
var
ms
=
this
.
getMS
()
}
else
{
var
ms
=
circle
.
getMS
()
}
if
(
type
==
"
daiDon
"
&&
playDai
){
this
.
setKey
(
kbd
[
"
don_l
"
])
this
.
setKey
(
kbd
[
"
don_r
"
])
this
.
setKey
(
kbd
[
"
don_l
"
]
,
ms
)
this
.
setKey
(
kbd
[
"
don_r
"
]
,
ms
)
this
.
lr
=
false
keyDai
=
true
}
else
if
(
type
==
"
don
"
||
type
==
"
daiDon
"
||
type
==
"
balloon
"
||
type
==
"
drumroll
"
||
type
==
"
daiDrumroll
"
){
this
.
setKey
(
this
.
lr
?
kbd
[
"
don_l
"
]
:
kbd
[
"
don_r
"
])
}
else
if
(
type
==
"
don
"
||
type
==
"
daiDon
"
||
drumrollNotes
){
this
.
setKey
(
this
.
lr
?
kbd
[
"
don_l
"
]
:
kbd
[
"
don_r
"
]
,
ms
)
this
.
lr
=
!
this
.
lr
}
else
if
(
type
==
"
daiKa
"
&&
playDai
){
this
.
setKey
(
kbd
[
"
ka_l
"
])
this
.
setKey
(
kbd
[
"
ka_r
"
])
this
.
setKey
(
kbd
[
"
ka_l
"
]
,
ms
)
this
.
setKey
(
kbd
[
"
ka_r
"
]
,
ms
)
this
.
lr
=
false
keyDai
=
true
}
else
if
(
type
==
"
ka
"
||
type
==
"
daiKa
"
){
this
.
setKey
(
this
.
lr
?
kbd
[
"
ka_l
"
]
:
kbd
[
"
ka_r
"
])
this
.
setKey
(
this
.
lr
?
kbd
[
"
ka_l
"
]
:
kbd
[
"
ka_r
"
]
,
ms
)
this
.
lr
=
!
this
.
lr
}
if
(
type
===
"
balloon
"
){
...
...
@@ -73,36 +79,20 @@ class Mekadon{
}
else
if
(
type
===
"
drumroll
"
||
type
===
"
daiDrumroll
"
){
this
.
game
.
checkDrumroll
(
circle
)
}
else
{
if
(
typeof
score
==
"
undefined
"
){
score
=
this
.
game
.
checkScore
(
circle
)
}
else
{
this
.
controller
.
displayScore
(
score
)
this
.
game
.
updateCombo
(
score
)
this
.
game
.
updateGlobalScore
(
score
,
keyDai
?
2
:
1
,
circle
.
gogoTime
)
this
.
game
.
updateCurrentCircle
()
}
circle
.
updateStatus
(
score
)
this
.
controller
.
displayScore
(
score
)
this
.
game
.
updateCombo
(
score
)
this
.
game
.
updateGlobalScore
(
score
,
keyDai
?
2
:
1
,
circle
.
gogoTime
)
this
.
game
.
updateCurrentCircle
()
circle
.
played
(
score
,
keyDai
)
}
this
.
lastHit
=
this
.
getMS
()
this
.
lastHit
=
ms
return
true
}
getMS
(){
return
this
.
controller
.
getElapsedTime
().
ms
}
setKey
(
keyCode
){
var
self
=
this
if
(
this
.
keys
[
keyCode
]){
clearTimeout
(
this
.
keys
[
keyCode
])
self
.
clearKey
(
keyCode
)
}
this
.
controller
.
setKey
(
keyCode
,
true
)
this
.
keys
[
keyCode
]
=
setTimeout
(
function
(){
self
.
clearKey
(
keyCode
)
},
100
)
}
clearKey
(
keyCode
){
setKey
(
keyCode
,
ms
){
this
.
controller
.
setKey
(
keyCode
,
false
)
delete
this
.
keys
[
keyCode
]
this
.
controller
.
setKey
(
keyCode
,
true
,
ms
)
}
}
public/src/js/p2.js
View file @
01d0a810
...
...
@@ -116,7 +116,14 @@ class P2Connection{
play
(
circle
,
mekadon
){
if
(
this
.
otherConnected
||
this
.
notes
.
length
>
0
){
var
type
=
circle
.
getType
()
if
(
type
===
"
balloon
"
||
type
===
"
drumroll
"
||
type
===
"
daiDrumroll
"
){
var
drumrollNotes
=
type
===
"
balloon
"
||
type
===
"
drumroll
"
||
type
===
"
daiDrumroll
"
if
(
drumrollNotes
&&
mekadon
.
getMS
()
>
circle
.
getEndTime
()){
circle
.
played
(
-
1
,
false
)
mekadon
.
game
.
updateCurrentCircle
()
}
if
(
drumrollNotes
){
mekadon
.
playDrumrollAt
(
circle
,
0
,
this
.
drumrollPace
)
}
else
if
(
this
.
notes
.
length
===
0
){
mekadon
.
play
(
circle
)
...
...
public/src/js/view.js
View file @
01d0a810
...
...
@@ -420,8 +420,8 @@ class View{
var
startingTime
=
circle
.
getMS
()
-
timeForDistance
var
finishTime
=
circle
.
getEndTime
()
+
this
.
posToMs
(
this
.
slotX
-
this
.
taikoSquareW
+
this
.
bigCircleSize
*
3
,
speed
)
if
(
!
circle
.
getPlayed
()
||
circle
.
getScore
()
===
0
){
if
(
ms
>=
startingTime
&&
ms
<=
finishTime
){
if
(
circle
.
getPlayed
()
<=
0
||
circle
.
getScore
()
===
0
){
if
(
ms
>=
startingTime
&&
ms
<=
finishTime
&&
circle
.
getPlayed
()
!==
-
1
){
this
.
drawCircle
(
circle
)
}
}
else
if
(
!
circle
.
isAnimated
()){
...
...
public/src/views/titlescreen.html
View file @
01d0a810
<div
id=
"title-screen"
>
<img
class=
"logo-big"
src=
"/assets/img/logo-big.png"
alt=
"太鼓の達人ウェブ"
>
<div
class=
"click-to-continue stroke-sub"
alt=
"Click or Press Enter!"
>
Click or Press Enter!
</
h2
>
<div
class=
"click-to-continue stroke-sub"
alt=
"Click or Press Enter!"
>
Click or Press Enter!
</
div
>
</div>
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