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nanahira
Taiko Web
Commits
41afc2a9
Commit
41afc2a9
authored
Mar 05, 2020
by
LoveEevee
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Game: Improve gauge
parent
09c212df
Changes
7
Hide whitespace changes
Inline
Side-by-side
Showing
7 changed files
with
94 additions
and
42 deletions
+94
-42
public/src/js/canvasdraw.js
public/src/js/canvasdraw.js
+2
-2
public/src/js/controller.js
public/src/js/controller.js
+1
-1
public/src/js/game.js
public/src/js/game.js
+8
-10
public/src/js/gamerules.js
public/src/js/gamerules.js
+44
-0
public/src/js/scoresheet.js
public/src/js/scoresheet.js
+18
-13
public/src/js/view.js
public/src/js/view.js
+8
-7
public/src/js/viewassets.js
public/src/js/viewassets.js
+13
-9
No files found.
public/src/js/canvasdraw.js
View file @
41afc2a9
...
...
@@ -1347,10 +1347,10 @@
var
secondTop
=
config
.
multiplayer
?
0
:
8
config
.
percentage
=
Math
.
max
(
0
,
Math
.
min
(
1
,
config
.
percentage
))
var
cleared
=
config
.
percentage
-
1
/
50
>=
config
.
clear
var
cleared
=
config
.
percentage
>=
config
.
clear
var
gaugeW
=
14
*
50
var
gaugeClear
=
gaugeW
*
config
.
clear
var
gaugeClear
=
gaugeW
*
(
config
.
clear
-
1
/
50
)
var
gaugeFilled
=
gaugeW
*
config
.
percentage
ctx
.
fillStyle
=
"
#000
"
...
...
public/src/js/controller.js
View file @
41afc2a9
...
...
@@ -171,7 +171,7 @@ class Controller{
gameEnded
(){
var
score
=
this
.
getGlobalScore
()
var
vp
if
(
Math
.
round
(
score
.
gauge
/
2
)
-
1
>=
25
){
if
(
this
.
game
.
rules
.
clearReached
(
score
.
gauge
)
){
if
(
score
.
bad
===
0
){
vp
=
"
fullcombo
"
this
.
playSound
(
"
v_fullcombo
"
,
1.350
)
...
...
public/src/js/game.js
View file @
41afc2a9
...
...
@@ -18,10 +18,11 @@ class Game{
title
:
selectedSong
.
title
,
difficulty
:
this
.
rules
.
difficulty
}
this
.
HPGain
=
100
/
this
.
songData
.
circles
.
filter
(
circle
=>
{
var
combo
=
this
.
songData
.
circles
.
filter
(
circle
=>
{
var
type
=
circle
.
type
return
(
type
===
"
don
"
||
type
===
"
ka
"
||
type
===
"
daiDon
"
||
type
===
"
daiKa
"
)
&&
(
!
circle
.
branch
||
circle
.
branch
.
active
)
}).
length
this
.
soulPoints
=
this
.
rules
.
soulPoints
(
combo
)
this
.
paused
=
false
this
.
started
=
false
this
.
mainMusicPlaying
=
false
...
...
@@ -628,12 +629,15 @@ class Game{
switch
(
score
){
case
450
:
this
.
globalScore
.
good
++
this
.
globalScore
.
gauge
+=
this
.
soulPoints
.
good
break
case
230
:
this
.
globalScore
.
ok
++
this
.
globalScore
.
gauge
+=
this
.
soulPoints
.
ok
break
case
0
:
this
.
globalScore
.
bad
++
this
.
globalScore
.
gauge
+=
this
.
soulPoints
.
bad
break
}
if
(
this
.
songData
.
scoremode
)
{
...
...
@@ -647,12 +651,10 @@ class Game{
}
}
// Gauge update
if
(
score
!==
0
){
this
.
globalScore
.
gauge
+=
this
.
HPGain
}
else
if
(
this
.
globalScore
.
gauge
-
this
.
HPGain
>
0
){
this
.
globalScore
.
gauge
-=
this
.
HPGain
}
else
{
if
(
this
.
globalScore
.
gauge
<
0
){
this
.
globalScore
.
gauge
=
0
}
else
if
(
this
.
globalScore
.
gauge
>
10000
){
this
.
globalScore
.
gauge
=
10000
}
// Points update
if
(
this
.
songData
.
scoremode
==
2
)
{
...
...
@@ -719,10 +721,6 @@ class Game{
this
.
currentCircle
=
closestCircle
}
}
this
.
HPGain
=
100
/
this
.
songData
.
circles
.
filter
(
circle
=>
{
var
type
=
circle
.
type
return
(
type
===
"
don
"
||
type
===
"
ka
"
||
type
===
"
daiDon
"
||
type
===
"
daiKa
"
)
&&
(
!
circle
.
branch
||
circle
.
branch
.
active
)
}).
length
if
(
this
.
controller
.
multiplayer
===
1
){
p2
.
send
(
"
branch
"
,
activeName
)
}
...
...
public/src/js/gamerules.js
View file @
41afc2a9
...
...
@@ -18,7 +18,51 @@ class GameRules{
this
.
bad
=
13
/
2
*
frame
break
}
switch
(
this
.
difficulty
){
case
"
easy
"
:
this
.
gaugeClear
=
30
/
50
break
case
"
normal
"
:
case
"
hard
"
:
this
.
gaugeClear
=
35
/
50
break
case
"
oni
"
:
case
"
ura
"
:
this
.
gaugeClear
=
40
/
50
break
}
this
.
daiLeniency
=
2
*
frame
}
soulPoints
(
combo
){
var
good
,
ok
,
bad
switch
(
this
.
difficulty
){
case
"
easy
"
:
good
=
Math
.
floor
(
10000
/
combo
*
1.575
)
ok
=
Math
.
floor
(
good
*
0.75
)
bad
=
Math
.
ceil
(
good
*
-
2
)
break
case
"
normal
"
:
good
=
Math
.
floor
(
10000
/
combo
/
0.7
)
ok
=
Math
.
floor
(
good
*
0.75
)
bad
=
Math
.
ceil
(
good
/
-
0.75
)
break
case
"
hard
"
:
good
=
Math
.
floor
(
10000
/
combo
*
1.5
)
ok
=
Math
.
floor
(
good
*
0.75
)
bad
=
Math
.
ceil
(
good
/
-
0.8
)
break
case
"
oni
"
:
case
"
ura
"
:
good
=
Math
.
floor
(
10000
/
combo
/
0.7
)
ok
=
Math
.
floor
(
good
*
0.5
)
bad
=
Math
.
ceil
(
good
*
-
1.6
)
break
}
return
{
good
:
good
,
ok
:
ok
,
bad
:
bad
}
}
clearReached
(
gauge
){
var
gaugePercent
=
Math
.
round
(
gauge
/
200
)
/
50
return
gaugePercent
>=
this
.
gaugeClear
}
}
public/src/js/scoresheet.js
View file @
41afc2a9
...
...
@@ -319,15 +319,18 @@ class Scoresheet{
var
elapsed
=
0
}
var
gaugePercent
=
Math
.
round
(
this
.
results
.
gauge
/
2
)
/
50
var
gaugePercent
=
Math
.
round
(
this
.
results
.
gauge
/
200
)
/
50
var
gaugeClear
=
[
this
.
controller
.
game
.
rules
.
gaugeClear
]
if
(
players
===
2
){
var
gauge2
=
Math
.
round
(
p2
.
results
.
gauge
/
2
)
/
50
if
(
gauge2
>
gaugePercent
){
gaugePercent
=
gauge2
gaugeClear
.
push
(
this
.
controller
.
syncWith
.
game
.
rules
.
gaugeClear
)
}
var
failedOffset
=
gaugePercent
>=
gaugeClear
[
0
]
?
0
:
-
2000
if
(
players
===
2
){
var
gauge2
=
Math
.
round
(
p2
.
results
.
gauge
/
200
)
/
50
if
(
gauge2
>
gaugePercent
&&
failedOffset
!==
0
&&
gauge2
>=
gaugeClear
[
1
]){
failedOffset
=
0
}
}
var
gaugeClear
=
25
/
50
var
failedOffset
=
gaugePercent
>=
gaugeClear
?
0
:
-
2000
if
(
elapsed
>=
3100
+
failedOffset
){
for
(
var
p
=
0
;
p
<
players
;
p
++
){
ctx
.
save
()
...
...
@@ -335,8 +338,8 @@ class Scoresheet{
if
(
p
===
1
){
results
=
p2
.
results
}
var
resultGauge
=
Math
.
round
(
results
.
gauge
/
2
)
/
50
var
clear
=
resultGauge
>=
gaugeClear
var
resultGauge
=
Math
.
round
(
results
.
gauge
/
2
00
)
/
50
var
clear
=
resultGauge
>=
gaugeClear
[
p
]
if
(
p
===
1
||
!
this
.
multiplayer
&&
clear
){
ctx
.
translate
(
0
,
290
)
}
...
...
@@ -570,7 +573,7 @@ class Scoresheet{
if
(
this
.
tetsuoHanaClass
){
this
.
tetsuoHana
.
classList
.
remove
(
this
.
tetsuoHanaClass
)
}
this
.
tetsuoHanaClass
=
gaugePercent
>=
gaugeClear
?
"
dance
"
:
"
failed
"
this
.
tetsuoHanaClass
=
this
.
controller
.
game
.
rules
.
clearReached
(
this
.
results
.
gauge
)
?
"
dance
"
:
"
failed
"
this
.
tetsuoHana
.
classList
.
add
(
this
.
tetsuoHanaClass
)
}
}
...
...
@@ -589,25 +592,26 @@ class Scoresheet{
results
=
p2
.
results
ctx
.
translate
(
0
,
p2Offset
)
}
var
gaugePercent
=
Math
.
round
(
results
.
gauge
/
2
)
/
50
var
gaugePercent
=
Math
.
round
(
results
.
gauge
/
2
00
)
/
50
var
w
=
712
this
.
draw
.
gauge
({
ctx
:
ctx
,
x
:
558
+
w
,
y
:
116
,
clear
:
25
/
50
,
clear
:
gaugeClear
[
p
]
,
percentage
:
gaugePercent
,
font
:
this
.
font
,
scale
:
w
/
788
,
scoresheet
:
true
,
blue
:
p
===
1
})
var
rules
=
p
===
0
?
this
.
controller
.
game
.
rules
:
this
.
controller
.
syncWith
.
game
.
rules
this
.
draw
.
soul
({
ctx
:
ctx
,
x
:
1215
,
y
:
144
,
scale
:
36
/
42
,
cleared
:
gaugePercent
-
1
/
50
>=
25
/
50
cleared
:
rules
.
clearReached
(
results
.
gauge
)
})
}
})
...
...
@@ -625,7 +629,8 @@ class Scoresheet{
results
=
p2
.
results
}
var
crownType
=
null
if
(
Math
.
round
(
results
.
gauge
/
2
)
-
1
>=
25
){
var
rules
=
p
===
0
?
this
.
controller
.
game
.
rules
:
this
.
controller
.
syncWith
.
game
.
rules
if
(
rules
.
clearReached
(
results
.
gauge
)){
crownType
=
results
.
bad
===
"
0
"
?
"
gold
"
:
"
silver
"
}
if
(
crownType
!==
null
){
...
...
public/src/js/view.js
View file @
41afc2a9
...
...
@@ -17,6 +17,7 @@
this
.
songBg
=
document
.
getElementById
(
"
songbg
"
)
this
.
songStage
=
document
.
getElementById
(
"
song-stage
"
)
this
.
rules
=
this
.
controller
.
game
.
rules
this
.
portraitClass
=
false
this
.
touchp2Class
=
false
this
.
darkDonBg
=
false
...
...
@@ -347,7 +348,7 @@
}
var
score
=
this
.
controller
.
getGlobalScore
()
var
gaugePercent
=
Math
.
round
(
score
.
gauge
/
2
)
/
50
var
gaugePercent
=
Math
.
round
(
score
.
gauge
/
2
00
)
/
50
if
(
this
.
multiplayer
===
2
){
var
scoreImg
=
"
bg_score_p2
"
...
...
@@ -497,7 +498,7 @@
ctx
:
ctx
,
x
:
winW
,
y
:
this
.
multiplayer
===
2
?
468
:
273
,
clear
:
25
/
50
,
clear
:
this
.
rules
.
gaugeClear
,
percentage
:
gaugePercent
,
font
:
this
.
font
,
scale
:
0.7
,
...
...
@@ -509,7 +510,7 @@
x
:
winW
-
40
,
y
:
this
.
multiplayer
===
2
?
484
:
293
,
scale
:
0.75
,
cleared
:
gaugePercent
-
1
/
50
>=
25
/
50
cleared
:
this
.
rules
.
clearReached
(
score
.
gauge
)
})
// Note bar
...
...
@@ -572,7 +573,7 @@
ctx
:
ctx
,
x
:
winW
,
y
:
this
.
multiplayer
===
2
?
357
:
135
,
clear
:
25
/
50
,
clear
:
this
.
rules
.
gaugeClear
,
percentage
:
gaugePercent
,
font
:
this
.
font
,
multiplayer
:
this
.
multiplayer
===
2
,
...
...
@@ -582,7 +583,7 @@
ctx
:
ctx
,
x
:
winW
-
57
,
y
:
this
.
multiplayer
===
2
?
378
:
165
,
cleared
:
gaugePercent
-
1
/
50
>=
25
/
50
cleared
:
this
.
rules
.
clearReached
(
score
.
gauge
)
})
// Note bar
...
...
@@ -1881,8 +1882,8 @@
}
}
else
{
var
animation
=
this
.
assets
.
don
.
getAnimation
()
var
gauge
=
this
.
controller
.
getGlobalScore
().
gauge
var
cleared
=
Math
.
round
(
gauge
/
2
)
-
1
>=
25
var
score
=
this
.
controller
.
getGlobalScore
()
var
cleared
=
this
.
rules
.
clearReached
(
score
.
gauge
)
if
(
animation
===
"
gogo
"
||
cleared
&&
animation
===
"
normal
"
||
!
cleared
&&
animation
===
"
clear
"
){
this
.
assets
.
don
.
normalAnimation
()
}
...
...
public/src/js/viewassets.js
View file @
41afc2a9
...
...
@@ -42,16 +42,20 @@ class ViewAssets{
var
length
=
this
.
don
.
getAnimationLength
(
"
gogo
"
)
this
.
don
.
setUpdateSpeed
(
4
/
length
)
this
.
don
.
setAnimation
(
"
gogo
"
)
}
else
if
(
Math
.
round
(
this
.
controller
.
getGlobalScore
().
gauge
/
2
)
-
1
>=
25
){
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
"
)
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
"
)
...
...
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