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Taiko Web
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nanahira
Taiko Web
Commits
5a115040
Commit
5a115040
authored
Oct 25, 2018
by
Bui
Committed by
GitHub
Oct 25, 2018
Browse files
Options
Browse Files
Download
Plain Diff
Merge pull request #60 from LoveEevee/view-rewrite
View: Rewrite
parents
ab2e3d24
378e2753
Changes
18
Hide whitespace changes
Inline
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Showing
18 changed files
with
1511 additions
and
967 deletions
+1511
-967
public/src/css/game.css
public/src/css/game.css
+9
-2
public/src/js/assets.js
public/src/js/assets.js
+3
-12
public/src/js/canvasasset.js
public/src/js/canvasasset.js
+2
-3
public/src/js/canvascache.js
public/src/js/canvascache.js
+18
-5
public/src/js/canvasdraw.js
public/src/js/canvasdraw.js
+254
-43
public/src/js/controller.js
public/src/js/controller.js
+20
-11
public/src/js/debug.js
public/src/js/debug.js
+4
-0
public/src/js/element.js
public/src/js/element.js
+0
-49
public/src/js/game.js
public/src/js/game.js
+4
-6
public/src/js/keyboard.js
public/src/js/keyboard.js
+1
-1
public/src/js/loadsong.js
public/src/js/loadsong.js
+1
-1
public/src/js/scalablecanvas.js
public/src/js/scalablecanvas.js
+0
-42
public/src/js/scoresheet.js
public/src/js/scoresheet.js
+21
-14
public/src/js/songselect.js
public/src/js/songselect.js
+143
-90
public/src/js/view.js
public/src/js/view.js
+994
-655
public/src/js/viewassets.js
public/src/js/viewassets.js
+37
-30
public/src/views/game.html
public/src/views/game.html
+0
-1
templates/index.html
templates/index.html
+0
-2
No files found.
public/src/css/game.css
View file @
5a115040
#game
{
width
:
100%
;
height
:
100%
;
position
:
a
sb
olute
;
position
:
a
bs
olute
;
overflow
:
hidden
;
background-size
:
cover
;
background-position
:
center
;
}
#game
.default-bg
{
background-size
:
calc
(
100vh
/
720
*
512
);
...
...
@@ -70,7 +71,7 @@
#touch-buttons
{
display
:
none
;
position
:
absolute
;
top
:
6.5
vh
;
top
:
8
vh
;
right
:
2vh
;
opacity
:
0.5
;
z-index
:
5
;
...
...
@@ -79,6 +80,12 @@
width
:
12.5vmin
;
height
:
12.5vmin
;
}
.portrait
#touch-buttons
{
top
:
11vh
;
}
.touchp2
#touch-buttons
{
top
:
-1.9vh
;
}
.touch-visible
#touch-drum
,
.touch-visible
#touch-buttons
{
display
:
block
;
...
...
public/src/js/assets.js
View file @
5a115040
...
...
@@ -2,20 +2,11 @@ var assets = {
"
img
"
:
[
"
title-screen.png
"
,
"
logo-big.png
"
,
"
don-0.png
"
,
"
don-1.png
"
,
"
big-don-0.png
"
,
"
big-don-1.png
"
,
"
notes.png
"
,
"
notes_drumroll.png
"
,
"
notes_hit.png
"
,
"
balloon.png
"
,
"
taiko.png
"
,
"
taiko-key-blue.png
"
,
"
taiko-key-red.png
"
,
"
hp-bar-bg.png
"
,
"
hp-bar-colour.png
"
,
"
score-0.png
"
,
"
score-0-b.png
"
,
"
score-230.png
"
,
"
score-450.png
"
,
"
dancing-don.gif
"
,
"
bg-pattern-1.png
"
,
"
muzu_easy.png
"
,
...
...
public/src/js/canvasasset.js
View file @
5a115040
...
...
@@ -27,6 +27,7 @@ class CanvasAsset{
}
else
{
frame
=
this
.
mod
(
this
.
animation
,
index
)
}
this
.
ctx
.
save
()
var
pos
=
this
.
position
(
frame
)
if
(
this
.
image
){
this
.
ctx
.
drawImage
(
this
.
image
,
...
...
@@ -35,9 +36,7 @@ class CanvasAsset{
pos
.
x
,
pos
.
y
,
pos
.
w
,
pos
.
h
)
}
if
(
pos
.
callback
){
pos
.
callback
()
}
this
.
ctx
.
restore
()
}
}
mod
(
length
,
index
){
...
...
public/src/js/canvascache.js
View file @
5a115040
class
CanvasCache
{
constructor
(
w
,
h
,
scale
){
this
.
canvas
=
document
.
createElement
(
"
canvas
"
)
this
.
ctx
=
this
.
canvas
.
getContext
(
"
2d
"
)
this
.
map
=
new
Map
()
if
(
w
){
this
.
resize
(
w
,
h
,
scale
)
}
}
resize
(
w
,
h
,
scale
){
this
.
map
.
clear
()
if
(
this
.
canvas
){
this
.
map
.
clear
()
}
else
{
this
.
map
=
new
Map
()
this
.
canvas
=
document
.
createElement
(
"
canvas
"
)
this
.
ctx
=
this
.
canvas
.
getContext
(
"
2d
"
)
}
this
.
scale
=
scale
this
.
x
=
0
this
.
y
=
0
...
...
@@ -20,8 +23,11 @@ class CanvasCache{
this
.
canvas
.
height
=
this
.
h
*
this
.
scale
this
.
ctx
.
scale
(
this
.
scale
,
this
.
scale
)
}
get
(
config
,
callback
){
get
(
config
,
callback
,
setOnly
){
var
img
=
this
.
map
.
get
(
config
.
id
)
if
(
img
&&
setOnly
||
!
img
&&
!
callback
){
return
}
var
saved
=
false
if
(
!
img
){
var
w
=
config
.
w
...
...
@@ -50,6 +56,10 @@ class CanvasCache{
callback
(
this
.
ctx
)
}
if
(
setOnly
){
this
.
ctx
.
restore
()
return
}
var
z
=
this
.
scale
config
.
ctx
.
drawImage
(
this
.
canvas
,
img
.
x
*
z
|
0
,
img
.
y
*
z
|
0
,
img
.
w
*
z
|
0
,
img
.
h
*
z
|
0
,
...
...
@@ -59,6 +69,9 @@ class CanvasCache{
this
.
ctx
.
restore
()
}
}
set
(
config
,
callback
){
return
this
.
get
(
config
,
callback
,
true
)
}
clean
(){
delete
this
.
map
delete
this
.
ctx
...
...
public/src/js/canvasdraw.js
View file @
5a115040
...
...
@@ -39,6 +39,13 @@
this
.
crownPath
=
new
Path2D
(
"
m82 21c0-4 3-6 5.5-6 2.5 0 5.5 2 5.5 6 0 4-3 6-5.5 6C85 27 82 25 82 21ZM41.5 6c0-4 3-6 5.5-6 2.5 0 5.5 2 5.5 6 0 4-3 6-5.5 6-2.5 0-5.5-2-5.5-6zM1 21C1 17 4 15 6.5 15 9 15 12 17 12 21 12 25 9 27 6.5 27 4 27 1 25 1 21Zm12 46h68l2 11H11ZM13 62 5 18 29 34 47 6 65 34 89 18 81 62Z
"
)
this
.
soulPath
=
new
Path2D
(
"
m37 29c1-4 7 2 7 4 0 1-2 2-4 2-1 0-1-4-3-6zm-4-7c3 1 5 3 4 5-1 2-3 3-3 4 3-2 5-2 5-2 0 0-1 3-5 5-4 3-5-1-3-4 2-3 3-6 0-7zm-3 8c1 3-5 10 8 7 6-1 2-4 2-4 5 1 7 3 7 5 0 3-8 4-12 4-4 0-9-2-9-5 0 0 0-6-1-8 0-3 3-3 5 1zM20 23h8C27 27 20 44 9 42 18 36 23 28 21 26 19 24 20 23 20 23Zm0-6c4-2 9-4 14-2v2c-5 0-9 1-14 2zm8-7v12h-4c2-1 1-9-1-10zm-6 12c3 0 10-2 10-2 0 0 1-10 0-10-5 1-8 3-12 3 0 0 2 5 2 9zm0-12c0 0 6-1 9-3 3-2 9 3 8 6-1 3-2 6-4 9-2 2-15 2-15 2-1 0-3-7-2-11zM21 0c8 0 10 3 8 5 0 0-6 7-15 10C22 8 23 3 23 3 23 1 21 0 21 0ZM5 9c-1 3 2 6 4 6 5-1 13-6 4-7-3 0-5 5-8 1zm7 17c2-1 4-1 6 1 2 2 1 6-2 6-1 0-2-2-2-2-1-2-3-4-2-5zm2 4c-3 2-4 5-5 6-1 1-4 2-6-2-1-2 0-3 2-5l4-4c0-1-1 0-4 1-2 1-5-2-4-4 2-5 1 0 3-1 6-4 9-5 11-3 2 2 0 3-2 5-1 1-3 4-4 6 0 1 3-1 4-2
"
)
this
.
optionsPath
=
{
shadow
:
new
Path2D
(
"
M4-1V8H9V0l1-1 3 6v4l-4 5v10l4 5v4l-2 4-2 1V30H4L5 37 3 38 0 33V29L4 24V14L0 9V5L3 0Z
"
),
main
:
new
Path2D
(
"
M4 0V8H9V0h1l3 5v4l-4 5v10l4 5v4l-3 5H9V30H4v8H3L0 33V29L4 24V14L0 9V5L3 0Z
"
)
}
this
.
regex
=
{
comma
:
/
[
,.
]
/
,
ideographicComma
:
/
[
、。
]
/
,
...
...
@@ -76,11 +83,25 @@
var
h
=
config
.
h
var
r
=
config
.
radius
ctx
.
beginPath
()
ctx
.
arc
(
x
+
r
,
y
+
r
,
r
,
Math
.
PI
,
Math
.
PI
*
1.5
)
ctx
.
arc
(
x
+
w
-
r
,
y
+
r
,
r
,
Math
.
PI
*
1.5
,
0
)
ctx
.
arc
(
x
+
w
-
r
,
y
+
h
-
r
,
r
,
0
,
Math
.
PI
/
2
)
ctx
.
arc
(
x
+
r
,
y
+
h
-
r
,
r
,
Math
.
PI
/
2
,
Math
.
PI
)
ctx
.
lineTo
(
x
,
y
+
r
)
this
.
roundedCorner
(
ctx
,
x
,
y
,
r
,
0
)
this
.
roundedCorner
(
ctx
,
x
+
w
,
y
,
r
,
1
)
this
.
roundedCorner
(
ctx
,
x
+
w
,
y
+
h
,
r
,
2
)
this
.
roundedCorner
(
ctx
,
x
,
y
+
h
,
r
,
3
)
ctx
.
closePath
()
}
roundedCorner
(
ctx
,
x
,
y
,
r
,
rotation
){
var
pi
=
Math
.
PI
switch
(
rotation
){
case
0
:
return
ctx
.
arc
(
x
+
r
,
y
+
r
,
r
,
pi
,
pi
/
-
2
)
case
1
:
return
ctx
.
arc
(
x
-
r
,
y
+
r
,
r
,
pi
/
-
2
,
0
)
case
2
:
return
ctx
.
arc
(
x
-
r
,
y
-
r
,
r
,
0
,
pi
/
2
)
case
3
:
return
ctx
.
arc
(
x
+
r
,
y
-
r
,
r
,
pi
/
2
,
pi
)
}
}
songFrame
(
config
){
...
...
@@ -428,6 +449,9 @@
}
ctx
.
translate
(
config
.
x
,
config
.
y
)
if
(
config
.
scale
){
ctx
.
scale
(
config
.
scale
[
0
],
config
.
scale
[
1
])
}
var
scale
=
1
if
(
config
.
width
&&
drawnWidth
>
config
.
width
){
scale
=
config
.
width
/
drawnWidth
...
...
@@ -438,7 +462,13 @@
ctx
.
textAlign
=
"
center
"
for
(
let
layer
of
layers
){
var
savedLayer
=
false
var
action
=
"
strokeText
"
if
(
layer
.
scale
){
savedLayer
=
true
ctx
.
save
()
ctx
.
scale
(
layer
.
scale
[
0
],
layer
.
scale
[
1
])
}
if
(
layer
.
outline
){
ctx
.
strokeStyle
=
layer
.
outline
ctx
.
lineJoin
=
"
round
"
...
...
@@ -452,7 +482,10 @@
action
=
"
fillText
"
}
if
(
layer
.
shadow
){
ctx
.
save
()
if
(
!
savedLayer
){
savedLayer
=
true
ctx
.
save
()
}
this
.
shadow
({
ctx
:
ctx
,
fill
:
"
rgba(0, 0, 0,
"
+
(
1
/
(
layer
.
shadow
[
3
]
||
2
))
+
"
)
"
,
...
...
@@ -501,7 +534,7 @@
}
offsetX
+=
symbol
.
w
*
mul
}
if
(
layer
.
shadow
){
if
(
savedLayer
){
ctx
.
restore
()
}
}
...
...
@@ -538,42 +571,59 @@
diffOptionsIcon
(
config
){
var
ctx
=
config
.
ctx
ctx
.
save
()
ctx
.
translate
(
config
.
x
-
21
,
config
.
y
-
21
)
var
drawLine
=
y
=>
{
ctx
.
beginPath
()
ctx
.
moveTo
(
12
,
y
)
ctx
.
arc
(
20.5
,
25
,
8.5
,
Math
.
PI
,
Math
.
PI
*
2
,
true
)
ctx
.
lineTo
(
29
,
18
)
ctx
.
stroke
()
}
var
drawTriangle
=
noFill
=>
{
ctx
.
beginPath
()
ctx
.
moveTo
(
29
,
5
)
ctx
.
lineTo
(
21
,
19
)
ctx
.
lineTo
(
37
,
19
)
ctx
.
closePath
()
if
(
!
noFill
){
ctx
.
fill
()
if
(
config
.
iconName
===
"
back
"
){
ctx
.
translate
(
config
.
x
-
21
,
config
.
y
-
21
)
var
drawLine
=
y
=>
{
ctx
.
beginPath
()
ctx
.
moveTo
(
12
,
y
)
ctx
.
arc
(
20.5
,
25
,
8.5
,
Math
.
PI
,
Math
.
PI
*
2
,
true
)
ctx
.
lineTo
(
29
,
18
)
ctx
.
stroke
()
}
var
drawTriangle
=
noFill
=>
{
ctx
.
beginPath
()
ctx
.
moveTo
(
29
,
5
)
ctx
.
lineTo
(
21
,
19
)
ctx
.
lineTo
(
37
,
19
)
ctx
.
closePath
()
if
(
!
noFill
){
ctx
.
fill
()
}
}
ctx
.
strokeStyle
=
"
#000
"
ctx
.
lineWidth
=
12
drawLine
(
9
)
ctx
.
lineWidth
=
5
drawTriangle
(
true
)
ctx
.
stroke
()
ctx
.
lineWidth
=
7
ctx
.
fillStyle
=
"
#fff
"
ctx
.
strokeStyle
=
"
#fff
"
drawLine
(
11
)
drawTriangle
()
ctx
.
translate
(
-
1.5
,
-
0.5
)
ctx
.
fillStyle
=
"
#23a6e1
"
ctx
.
strokeStyle
=
"
#23a6e1
"
ctx
.
globalCompositeOperation
=
"
darken
"
drawLine
(
11
)
drawTriangle
()
}
else
if
(
config
.
iconName
===
"
options
"
){
ctx
.
translate
(
config
.
x
,
config
.
y
)
ctx
.
rotate
(
-
55
*
Math
.
PI
/
180
)
ctx
.
translate
(
-
6
,
-
20
)
ctx
.
strokeStyle
=
"
#000
"
ctx
.
lineWidth
=
6
ctx
.
stroke
(
this
.
optionsPath
.
main
)
ctx
.
translate
(
-
2
,
2
)
ctx
.
stroke
(
this
.
optionsPath
.
main
)
ctx
.
fillStyle
=
"
#7e7c76
"
ctx
.
fill
(
this
.
optionsPath
.
shadow
)
ctx
.
translate
(
2
,
-
2
)
ctx
.
fillStyle
=
"
#d9d6ce
"
ctx
.
fill
(
this
.
optionsPath
.
main
)
}
ctx
.
strokeStyle
=
"
#000
"
ctx
.
lineWidth
=
12
drawLine
(
9
)
ctx
.
lineWidth
=
5
drawTriangle
(
true
)
ctx
.
stroke
()
ctx
.
lineWidth
=
7
ctx
.
fillStyle
=
"
#fff
"
ctx
.
strokeStyle
=
"
#fff
"
drawLine
(
11
)
drawTriangle
()
ctx
.
translate
(
-
1.5
,
-
0.5
)
ctx
.
fillStyle
=
"
#23a6e1
"
ctx
.
strokeStyle
=
"
#23a6e1
"
ctx
.
globalCompositeOperation
=
"
darken
"
drawLine
(
11
)
drawTriangle
()
ctx
.
restore
()
}
...
...
@@ -676,9 +726,13 @@
ctx
.
scale
(
1
/
mul
,
1
/
mul
)
}
ctx
.
fillStyle
=
ctx
.
createPattern
(
config
.
img
,
"
repeat
"
)
ctx
.
beginPath
()
ctx
.
rect
(
config
.
x
*
mul
,
config
.
y
*
mul
,
config
.
w
*
mul
,
config
.
h
*
mul
)
ctx
.
translate
(
config
.
dx
,
config
.
dy
)
if
(
config
.
shape
){
config
.
shape
(
ctx
,
mul
)
}
else
{
ctx
.
beginPath
()
ctx
.
rect
(
config
.
x
*
mul
,
config
.
y
*
mul
,
config
.
w
*
mul
,
config
.
h
*
mul
)
}
ctx
.
translate
(
config
.
dx
*
mul
,
config
.
dy
*
mul
)
ctx
.
fill
()
ctx
.
restore
()
...
...
@@ -692,6 +746,9 @@
if
(
config
.
scale
){
ctx
.
scale
(
config
.
scale
,
config
.
scale
)
}
if
(
config
.
align
===
"
center
"
){
ctx
.
translate
(
config
.
score
===
"
bad
"
?
-
49
/
2
:
-
23
/
2
,
0
)
}
ctx
.
strokeStyle
=
"
#000
"
ctx
.
lineWidth
=
7
if
(
config
.
score
===
"
good
"
){
...
...
@@ -790,6 +847,160 @@
ctx
.
restore
()
}
gauge
(
config
){
var
ctx
=
config
.
ctx
ctx
.
save
()
ctx
.
translate
(
config
.
x
,
config
.
y
)
if
(
config
.
scale
){
ctx
.
scale
(
config
.
scale
,
config
.
scale
)
}
ctx
.
translate
(
-
788
,
0
)
var
firstTop
=
config
.
multiplayer
?
0
:
30
var
secondTop
=
config
.
multiplayer
?
0
:
8
var
cleared
=
config
.
percentage
-
1
/
50
>=
config
.
clear
var
gaugeW
=
14
*
50
var
gaugeClear
=
gaugeW
*
config
.
clear
var
gaugeFilled
=
gaugeW
*
config
.
percentage
ctx
.
fillStyle
=
"
#000
"
ctx
.
beginPath
()
if
(
config
.
scoresheet
){
ctx
.
moveTo
(
-
4
,
26
)
ctx
.
lineTo
(
gaugeClear
-
4
,
26
)
this
.
roundedCorner
(
ctx
,
gaugeClear
-
4
,
4
,
13
,
0
)
this
.
roundedCorner
(
ctx
,
760
,
4
,
13
,
1
)
ctx
.
lineTo
(
760
,
56
)
ctx
.
lineTo
(
-
4
,
56
)
}
else
if
(
config
.
multiplayer
){
ctx
.
moveTo
(
gaugeClear
-
7
,
27
)
ctx
.
lineTo
(
788
,
27
)
ctx
.
lineTo
(
788
,
52
)
this
.
roundedCorner
(
ctx
,
gaugeClear
-
7
,
52
,
18
,
3
)
}
else
{
ctx
.
moveTo
(
gaugeClear
-
7
,
24
)
this
.
roundedCorner
(
ctx
,
gaugeClear
-
7
,
0
,
18
,
0
)
ctx
.
lineTo
(
788
,
0
)
ctx
.
lineTo
(
788
,
24
)
}
ctx
.
fill
()
if
(
gaugeFilled
<=
gaugeClear
){
ctx
.
fillStyle
=
"
#680000
"
var
x
=
Math
.
max
(
0
,
gaugeFilled
-
5
)
ctx
.
fillRect
(
x
,
firstTop
,
gaugeClear
-
x
+
2
,
22
)
}
if
(
gaugeFilled
>
0
){
var
w
=
Math
.
min
(
gaugeClear
+
1
,
gaugeFilled
-
4
)
ctx
.
fillStyle
=
"
#ff3508
"
ctx
.
fillRect
(
0
,
firstTop
+
2
,
w
,
20
)
ctx
.
fillStyle
=
"
#ff9e94
"
ctx
.
fillRect
(
0
,
firstTop
,
w
,
3
)
}
if
(
gaugeFilled
<
gaugeW
-
4
){
ctx
.
fillStyle
=
"
#684c00
"
var
x
=
Math
.
max
(
gaugeClear
+
9
,
gaugeFilled
-
gaugeClear
+
9
)
ctx
.
fillRect
(
x
,
secondTop
,
gaugeW
-
4
-
x
,
44
)
}
if
(
gaugeFilled
>
gaugeClear
+
14
){
var
w
=
Math
.
min
(
gaugeW
-
4
,
gaugeFilled
-
gaugeClear
-
14
)
ctx
.
fillStyle
=
"
#ff0
"
ctx
.
fillRect
(
gaugeClear
+
9
,
secondTop
+
2
,
w
,
42
)
ctx
.
fillStyle
=
"
#fff
"
ctx
.
fillRect
(
gaugeClear
+
9
,
secondTop
,
w
,
3
)
}
ctx
.
fillStyle
=
cleared
?
"
#ff0
"
:
"
#684c00
"
ctx
.
beginPath
()
if
(
config
.
multiplayer
){
this
.
roundedCorner
(
ctx
,
gaugeClear
,
secondTop
+
44
,
10
,
3
)
ctx
.
lineTo
(
gaugeClear
,
secondTop
)
ctx
.
lineTo
(
gaugeClear
+
10
,
secondTop
)
}
else
{
ctx
.
moveTo
(
gaugeClear
,
secondTop
+
44
)
this
.
roundedCorner
(
ctx
,
gaugeClear
,
secondTop
,
10
,
0
)
ctx
.
lineTo
(
gaugeClear
+
10
,
secondTop
+
44
)
}
ctx
.
fill
()
if
(
cleared
){
ctx
.
save
()
ctx
.
clip
()
ctx
.
fillStyle
=
"
#fff
"
ctx
.
fillRect
(
gaugeClear
,
secondTop
,
10
,
3
)
ctx
.
restore
()
}
ctx
.
strokeStyle
=
"
rgba(0, 0, 0, 0.16)
"
ctx
.
beginPath
()
ctx
.
lineWidth
=
5
for
(
var
i
=
0
;
i
<
49
;
i
++
){
var
x
=
14
+
i
*
14
-
ctx
.
lineWidth
/
2
if
(
i
===
26
){
ctx
.
stroke
()
ctx
.
beginPath
()
ctx
.
lineWidth
=
4
}
ctx
.
moveTo
(
x
,
x
<
gaugeClear
?
firstTop
:
secondTop
)
ctx
.
lineTo
(
x
,
x
<
gaugeClear
?
firstTop
+
22
:
secondTop
+
44
)
}
ctx
.
stroke
()
this
.
layeredText
({
ctx
:
ctx
,
text
:
"
クリア
"
,
fontSize
:
18
,
fontFamily
:
config
.
font
,
x
:
gaugeClear
-
6
,
y
:
config
.
multiplayer
?
22
:
11
,
letterSpacing
:
-
2
},
[
{
scale
:
[
1.1
,
1.01
],
outline
:
"
#000
"
,
letterBorder
:
6
},
{
scale
:
[
1.11
,
1
],
fill
:
cleared
?
"
#fff
"
:
"
#737373
"
}
])
ctx
.
restore
()
}
soul
(
config
){
var
ctx
=
config
.
ctx
ctx
.
save
()
ctx
.
translate
(
config
.
x
,
config
.
y
)
if
(
config
.
scale
){
ctx
.
scale
(
config
.
scale
,
config
.
scale
)
}
ctx
.
translate
(
-
23
,
-
21
)
ctx
.
fillStyle
=
config
.
cleared
?
"
#fff
"
:
"
#737373
"
ctx
.
fill
(
this
.
soulPath
)
ctx
.
restore
()
}
slot
(
ctx
,
x
,
y
,
size
){
var
mul
=
size
/
106
ctx
.
save
()
ctx
.
globalAlpha
=
0.7
ctx
.
globalCompositeOperation
=
"
screen
"
ctx
.
fillStyle
=
"
#444544
"
ctx
.
beginPath
()
ctx
.
arc
(
x
,
y
,
26
*
mul
,
0
,
Math
.
PI
*
2
)
ctx
.
fill
()
ctx
.
lineWidth
=
3
ctx
.
strokeStyle
=
"
#9c9e9c
"
ctx
.
beginPath
()
ctx
.
arc
(
x
,
y
,
33.5
*
mul
,
0
,
Math
.
PI
*
2
)
ctx
.
stroke
()
ctx
.
lineWidth
=
3.5
ctx
.
strokeStyle
=
"
#5d5e5d
"
ctx
.
beginPath
()
ctx
.
arc
(
x
,
y
,
51.5
*
mul
,
0
,
Math
.
PI
*
2
)
ctx
.
stroke
()
ctx
.
restore
()
}
alpha
(
amount
,
ctx
,
callback
){
if
(
amount
>=
1
){
return
callback
(
ctx
)
...
...
public/src/js/controller.js
View file @
5a115040
...
...
@@ -81,6 +81,17 @@ class Controller{
if
(
this
.
syncWith
){
this
.
syncWith
.
mainLoop
()
}
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
()
}
}
})
}
var
ms
=
this
.
game
.
elapsedTime
...
...
@@ -104,10 +115,6 @@ class Controller{
this
.
view
.
refresh
()
}
this
.
keyboard
.
checkMenuKeys
()
if
(
this
.
scoresheet
){
this
.
scoresheet
.
redraw
()
}
}
}
togglePauseMenu
(){
...
...
@@ -117,11 +124,13 @@ class Controller{
gameEnded
(){
var
score
=
this
.
getGlobalScore
()
var
vp
if
(
score
.
bad
===
0
){
vp
=
"
fullcombo
"
this
.
playSoundMeka
(
"
fullcombo
"
,
1.350
)
}
else
if
(
score
.
gauge
>=
50
){
vp
=
"
clear
"
if
(
Math
.
round
(
score
.
gauge
/
2
)
-
1
>=
25
){
if
(
score
.
bad
===
0
){
vp
=
"
fullcombo
"
this
.
playSoundMeka
(
"
fullcombo
"
,
1.350
)
}
else
{
vp
=
"
clear
"
}
}
else
{
vp
=
"
fail
"
}
...
...
@@ -132,8 +141,8 @@ class Controller{
this
.
scoresheet
=
new
Scoresheet
(
this
,
this
.
getGlobalScore
(),
this
.
multiplayer
)
}
}
displayScore
(
score
,
notPlayed
){
this
.
view
.
displayScore
(
score
,
notPlayed
)
displayScore
(
score
,
notPlayed
,
bigNote
){
this
.
view
.
displayScore
(
score
,
notPlayed
,
bigNote
)
}
songSelection
(
fadeIn
){
if
(
!
fadeIn
){
...
...
public/src/js/debug.js
View file @
5a115040
...
...
@@ -117,6 +117,10 @@ class Debug{
break
}
}
if
(
game
.
mainMusicPlaying
){
game
.
mainMusicPlaying
=
false
game
.
mainAsset
.
stop
()
}
}
this
.
autoplayCheckbox
.
checked
=
this
.
controller
.
autoPlayEnabled
}
...
...
public/src/js/element.js
deleted
100644 → 0
View file @
ab2e3d24
function
element
(){
var
parent
var
lasttag
var
createdtag
var
toreturn
=
{}
for
(
var
i
=
0
;
i
<
arguments
.
length
;
i
++
){
var
current
=
arguments
[
i
]
if
(
current
){
if
(
current
.
nodeType
){
parent
=
lasttag
=
current
}
else
if
(
Array
.
isArray
(
current
)){
lasttag
=
parent
for
(
var
j
=
0
;
j
<
current
.
length
;
j
++
){
if
(
current
[
j
]){
if
(
j
==
0
&&
typeof
current
[
j
]
==
"
string
"
){
var
tagname
=
current
[
0
].
split
(
"
#
"
)
lasttag
=
createdtag
=
document
.
createElement
(
tagname
[
0
])
if
(
tagname
[
1
]){
toreturn
[
tagname
[
1
]]
=
createdtag
}
}
else
if
(
current
[
j
].
constructor
==
Object
){
if
(
lasttag
){
for
(
var
value
in
current
[
j
]){
if
(
value
!=
"
style
"
&&
value
in
lasttag
){
lasttag
[
value
]
=
current
[
j
][
value
]
}
else
{
lasttag
.
setAttribute
(
value
,
current
[
j
][
value
])
}
}
}
}
else
{
var
returned
=
element
(
lasttag
,
current
[
j
])
for
(
var
k
in
returned
){
toreturn
[
k
]
=
returned
[
k
]
}
}
}
}
}
else
if
(
current
){
createdtag
=
document
.
createTextNode
(
current
)
}
if
(
parent
&&
createdtag
){
parent
.
appendChild
(
createdtag
)
}
createdtag
=
0
}
}
return
toreturn
}
public/src/js/game.js
View file @
5a115040
...
...
@@ -116,9 +116,6 @@ class Game{
}
}
}
setHPGain
(
gain
){
this
.
HPGain
=
gain
}
checkPlays
(){
var
circles
=
this
.
songData
.
circles
var
circle
=
circles
[
this
.
currentCircle
]
...
...
@@ -200,14 +197,15 @@ class Game{
if
(
circleStatus
===
230
||
circleStatus
===
450
){
score
=
circleStatus
}
this
.
controller
.
displayScore
(
score
)
circle
.
played
(
score
,
score
===
0
?
typeDai
:
keyDai
)
this
.
controller
.
displayScore
(
score
,
false
,
typeDai
&&
keyDai
)
}
else
{
this
.
controller
.
displayScore
(
score
,
true
)
circle
.
played
(
-
1
,
typeDai
)
this
.
controller
.
displayScore
(
score
,
true
,
false
)
}
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
,
...
...
public/src/js/keyboard.js
View file @
5a115040
...
...
@@ -111,7 +111,7 @@ class Keyboard{
this
.
controller
.
togglePauseMenu
()
for
(
var
key
in
this
.
keyTime
){
this
.
keys
[
key
]
=
null
this
.
keyTime
[
key
]
=
null
this
.
keyTime
[
key
]
=
-
Infinity
}
})
var
moveMenuMinus
=
()
=>
{
...
...
public/src/js/loadsong.js
View file @
5a115040
...
...
@@ -94,7 +94,7 @@ class loadSong{
this
.
clean
()
loader
.
changePage
(
"
game
"
)
var
taikoGame1
=
new
Controller
(
this
.
selectedSong
,
this
.
songData
,
false
,
1
,
this
.
touchEnabled
)
var
taikoGame2
=
new
Controller
(
this
.
selectedSong2
,
this
.
song2Data
,
true
,
2
)
var
taikoGame2
=
new
Controller
(
this
.
selectedSong2
,
this
.
song2Data
,
true
,
2
,
this
.
touchEnabled
)
taikoGame1
.
run
(
taikoGame2
)
}
})
...
...
public/src/js/scalablecanvas.js
deleted
100644 → 0
View file @
ab2e3d24
class
ScalableCanvas
{
constructor
(
id
,
width
,
height
,
noStyle
){
var
oldCanvas
=
document
.
getElementById
(
id
)
if
(
oldCanvas
){
this
.
canvas
=
oldCanvas
}
else
{
this
.
canvas
=
document
.
createElement
(
"
canvas
"
)
this
.
canvas
.
id
=
id
}
this
.
ctx
=
this
.
canvas
.
getContext
(
"
2d
"
)
this
.
rescale
()
this
.
resize
(
width
,
height
,
noStyle
)
}
resize
(
width
,
height
,
noStyle
){
if
(
width
!=
this
.
width
||
height
!=
this
.
height
){
this
.
width
=
width
this
.
height
=
height
this
.
scaledWidth
=
width
*
this
.
scale
this
.
canvas
.
width
=
this
.
scaledWidth
this
.
scaledHeight
=
height
*
this
.
scale
this
.
canvas
.
height
=
this
.
scaledHeight
if
(
noStyle
||
this
.
scale
==
1
){
if
(
this
.
canvas
.
style
.
width
){
this
.
canvas
.
style
.
width
=
""
}
if
(
this
.
canvas
.
style
.
height
){
this
.
canvas
.
style
.
height
=
""
}
}
else
{
this
.
canvas
.
style
.
width
=
width
+
"
px
"
this
.
canvas
.
style
.
height
=
height
+
"
px
"
}
}
}
rescale
(){
var
scale
=
window
.
devicePixelRatio
||
1
if
(
scale
!=
this
.
scale
){
this
.
ctx
.
scale
(
scale
,
scale
)
this
.
scale
=
scale
}
}
}
\ No newline at end of file
public/src/js/scoresheet.js
View file @
5a115040
...
...
@@ -416,16 +416,25 @@ class Scoresheet{
results
=
p2
.
results
ctx
.
translate
(
0
,
p2Offset
)
}
ctx
.
drawImage
(
assets
.
image
[
"
hp-bar-bg
"
],
552
,
120
,
688
,
48
)
var
gauge
=
results
.
gauge
/
100
if
(
gauge
>
0
){
ctx
.
drawImage
(
assets
.
image
[
"
hp-bar-colour
"
],
0
,
0
,
650
*
gauge
,
40
,
557
,
127
,
635
*
gauge
,
37
,
)
}
var
gaugePercent
=
Math
.
round
(
results
.
gauge
/
2
)
/
50
var
w
=
712
this
.
draw
.
gauge
({
ctx
:
ctx
,
x
:
558
+
w
,
y
:
116
,
clear
:
25
/
50
,
percentage
:
gaugePercent
,
font
:
this
.
font
,
scale
:
w
/
788
,
scoresheet
:
true
})
this
.
draw
.
soul
({
ctx
:
ctx
,
x
:
1215
,
y
:
144
,
scale
:
36
/
42
,
cleared
:
gaugePercent
-
1
/
50
>=
25
/
50
})
}
ctx
.
restore
()
}
...
...
@@ -441,10 +450,8 @@ class Scoresheet{
results
=
p2
.
results
}
var
crownType
=
null
if
(
results
.
bad
===
"
0
"
){
crownType
=
"
gold
"
}
else
if
(
results
.
gauge
>=
50
){
crownType
=
"
silver
"
if
(
Math
.
round
(
results
.
gauge
/
2
)
-
1
>=
25
){
crownType
=
results
.
bad
===
"
0
"
?
"
gold
"
:
"
silver
"
}
if
(
crownType
!==
null
){
noCrownResultWait
=
0
;
...
...
public/src/js/songselect.js
View file @
5a115040
...
...
@@ -156,6 +156,21 @@ class SongSelect{
letterBorder
:
12
}
this
.
diffOptions
=
[{
text
:
"
もどる
"
,
fill
:
"
#efb058
"
,
iconName
:
"
back
"
,
iconFill
:
"
#f7d39c
"
,
letterSpacing
:
4
},
{
text
:
"
演奏オプション
"
,
fill
:
"
#b2e442
"
,
iconName
:
"
options
"
,
iconFill
:
"
#d9f19f
"
,
letterSpacing
:
0
}]
this
.
optionsList
=
[
"
なし
"
,
"
オート
"
,
"
ネットプレイ
"
]
this
.
draw
=
new
CanvasDraw
()
this
.
songTitleCache
=
new
CanvasCache
()
this
.
selectTextCache
=
new
CanvasCache
()
...
...
@@ -185,7 +200,7 @@ class SongSelect{
this
.
playBgm
(
false
)
}
if
(
"
selectedDiff
"
in
localStorage
){
this
.
selectedDiff
=
Math
.
min
(
Math
.
max
(
0
,
localStorage
[
"
selectedDiff
"
]
|
0
),
4
)
this
.
selectedDiff
=
Math
.
min
(
Math
.
max
(
0
,
localStorage
[
"
selectedDiff
"
]
|
0
),
this
.
diffOptions
.
length
+
3
)
}
this
.
songSelect
=
document
.
getElementById
(
"
song-select
"
)
...
...
@@ -202,7 +217,8 @@ class SongSelect{
ura
:
0
,
moveHover
:
null
,
locked
:
true
,
hasPointer
:
false
hasPointer
:
false
,
options
:
0
}
this
.
songSelecting
=
{
speed
:
800
,
...
...
@@ -218,6 +234,8 @@ class SongSelect{
"
8
"
:
[
"
a
"
],
"
37
"
:
[
"
l
"
,
"
lb
"
,
"
lt
"
,
"
lsl
"
],
"
39
"
:
[
"
r
"
,
"
rb
"
,
"
rt
"
,
"
lsr
"
],
"
38
"
:
[
"
u
"
,
"
lsu
"
],
"
40
"
:
[
"
d
"
,
"
lsd
"
],
"
ctrl
"
:
[
"
y
"
],
"
shift
"
:
[
"
x
"
]
})
...
...
@@ -259,10 +277,14 @@ class SongSelect{
// Enter, Space, F, J
cancel
:
code
==
27
||
code
==
8
,
// Esc, Backspace
left
:
code
==
68
,
left
:
code
==
37
||
code
==
68
,
// Left, D
right
:
code
==
75
right
:
code
==
39
||
code
==
75
,
// Right, K
up
:
code
==
38
,
// Up
down
:
code
==
40
// Down
}
if
(
key
.
cancel
&&
event
){
event
.
preventDefault
()
...
...
@@ -281,8 +303,10 @@ class SongSelect{
if
(
key
.
confirm
){
if
(
this
.
selectedDiff
===
0
){
this
.
toSongSelect
()
}
else
if
(
this
.
selectedDiff
===
1
){
this
.
toOptions
(
1
)
}
else
{
this
.
toLoadSong
(
this
.
selectedDiff
-
1
,
modifiers
.
shift
,
modifiers
.
ctrl
)
this
.
toLoadSong
(
this
.
selectedDiff
-
this
.
diffOptions
.
length
,
modifiers
.
shift
,
modifiers
.
ctrl
)
}
}
else
if
(
key
.
cancel
){
this
.
toSongSelect
()
...
...
@@ -290,6 +314,8 @@ class SongSelect{
this
.
moveToDiff
(
-
1
)
}
else
if
(
key
.
right
){
this
.
moveToDiff
(
1
)
}
else
if
(
this
.
selectedDiff
===
1
&&
(
key
.
up
||
key
.
down
)){
this
.
toOptions
(
key
.
up
?
-
1
:
1
)
}
}
}
...
...
@@ -319,20 +345,21 @@ class SongSelect{
}
}
else
if
(
this
.
state
.
screen
===
"
difficulty
"
){
var
moveBy
=
this
.
diffSelMouse
(
mouse
.
x
,
mouse
.
y
)
if
(
moveBy
===
0
||
mouse
.
x
<
55
||
mouse
.
x
>
967
||
mouse
.
y
<
40
||
mouse
.
y
>
540
){
if
(
mouse
.
x
<
55
||
mouse
.
x
>
967
||
mouse
.
y
<
40
||
mouse
.
y
>
540
){
this
.
toSongSelect
()
}
else
if
(
moveBy
===
0
){
this
.
selectedDiff
=
0
this
.
toSongSelect
()
}
else
if
(
moveBy
===
5
){
}
else
if
(
moveBy
===
1
){
this
.
toOptions
(
1
)
}
else
if
(
moveBy
===
this
.
diffOptions
.
length
+
4
){
this
.
state
.
ura
=
!
this
.
state
.
ura
assets
.
sounds
[
"
ka
"
].
play
()
if
(
this
.
selectedDiff
===
5
&&
!
this
.
state
.
ura
){
if
(
this
.
selectedDiff
===
this
.
diffOptions
.
length
+
4
&&
!
this
.
state
.
ura
){
this
.
state
.
move
=
-
1
}
}
else
if
(
moveBy
!==
null
){
this
.
toLoadSong
(
moveBy
-
1
,
shift
,
ctrl
,
touch
)
this
.
toLoadSong
(
moveBy
-
this
.
diffOptions
.
length
,
shift
,
ctrl
,
touch
)
}
}
}
...
...
@@ -393,12 +420,12 @@ class SongSelect{
}
diffSelMouse
(
x
,
y
){
if
(
this
.
state
.
locked
===
0
){
if
(
100
<
x
&&
x
<
160
&&
120
<
y
&&
y
<
420
){
return
0
if
(
95
<
x
&&
x
<
239
&&
118
<
y
&&
y
<
422
){
return
Math
.
floor
((
x
-
95
)
/
((
239
-
95
)
/
2
))
}
else
if
(
422
<
x
&&
x
<
922
&&
95
<
y
&&
y
<
524
){
var
moveBy
=
Math
.
floor
((
x
-
422
)
/
((
922
-
422
)
/
5
))
+
1
var
moveBy
=
Math
.
floor
((
x
-
422
)
/
((
922
-
422
)
/
5
))
+
this
.
diffOptions
.
length
var
currentSong
=
this
.
songs
[
this
.
selectedSong
]
if
(
this
.
state
.
ura
&&
moveBy
===
4
||
currentSong
.
stars
[
moveBy
-
1
]){
if
(
this
.
state
.
ura
&&
moveBy
===
this
.
diffOptions
+
3
||
currentSong
.
stars
[
moveBy
-
this
.
diffOptions
.
length
]){
return
moveBy
}
}
...
...
@@ -451,8 +478,8 @@ class SongSelect{
this
.
state
.
locked
=
true
this
.
state
.
moveHover
=
null
this
.
state
.
ura
=
0
if
(
this
.
selectedDiff
===
5
){
this
.
selectedDiff
=
4
if
(
this
.
selectedDiff
===
this
.
diffOptions
.
length
+
4
){
this
.
selectedDiff
=
this
.
diffOptions
.
length
+
3
}
assets
.
sounds
[
"
don
"
].
play
()
...
...
@@ -497,11 +524,22 @@ class SongSelect{
assets
.
sounds
[
"
don
"
].
play
()
localStorage
[
"
selectedSong
"
]
=
this
.
selectedSong
localStorage
[
"
selectedDiff
"
]
=
difficulty
+
1
localStorage
[
"
selectedDiff
"
]
=
difficulty
+
this
.
diffOptions
.
length
if
(
difficulty
===
3
&&
this
.
state
.
ura
){
difficulty
=
4
}
var
autoplay
=
false
var
multiplayer
=
false
if
(
this
.
state
.
options
===
1
){
autoplay
=
true
}
else
if
(
this
.
state
.
options
===
2
){
multiplayer
=
true
}
else
if
(
shift
){
autoplay
=
shift
}
else
{
multiplayer
=
ctrl
}
new
loadSong
({
"
title
"
:
selectedSong
.
title
,
...
...
@@ -510,7 +548,12 @@ class SongSelect{
"
category
"
:
selectedSong
.
category
,
"
type
"
:
selectedSong
.
type
,
"
offset
"
:
selectedSong
.
offset
},
shift
,
ctrl
,
touch
)
},
autoplay
,
multiplayer
,
touch
)
}
toOptions
(
moveBy
){
assets
.
sounds
[
"
ka
"
].
play
()
this
.
selectedDiff
=
1
this
.
state
.
options
=
this
.
mod
(
this
.
optionsList
.
length
,
this
.
state
.
options
+
moveBy
)
}
toTitleScreen
(){
assets
.
sounds
[
"
cancel
"
].
play
()
...
...
@@ -745,25 +788,25 @@ class SongSelect{
do
{
if
(
hasUra
&&
this
.
state
.
move
>
0
){
this
.
selectedDiff
+=
this
.
state
.
move
if
(
this
.
selectedDiff
>
5
){
if
(
this
.
selectedDiff
>
this
.
diffOptions
.
length
+
4
){
this
.
state
.
ura
=
!
this
.
state
.
ura
if
(
this
.
state
.
ura
){
this
.
selectedDiff
=
previousSelection
===
4
?
5
:
previousSelection
this
.
selectedDiff
=
previousSelection
===
this
.
diffOptions
.
length
+
3
?
this
.
diffOptions
.
length
+
4
:
previousSelection
break
}
else
{
this
.
state
.
move
=
-
1
}
}
}
else
{
this
.
selectedDiff
=
this
.
mod
(
6
,
this
.
selectedDiff
+
this
.
state
.
move
)
this
.
selectedDiff
=
this
.
mod
(
this
.
diffOptions
.
length
+
5
,
this
.
selectedDiff
+
this
.
state
.
move
)
}
}
while
(
this
.
selectedDiff
!==
0
&&
!
currentSong
.
stars
[
this
.
selectedDiff
-
1
]
||
this
.
selectedDiff
===
4
&&
this
.
state
.
ura
||
this
.
selectedDiff
===
5
&&
!
this
.
state
.
ura
this
.
selectedDiff
>=
this
.
diffOptions
.
length
&&
!
currentSong
.
stars
[
this
.
selectedDiff
-
this
.
diffOptions
.
length
]
||
this
.
selectedDiff
===
this
.
diffOptions
.
length
+
3
&&
this
.
state
.
ura
||
this
.
selectedDiff
===
this
.
diffOptions
.
length
+
4
&&
!
this
.
state
.
ura
)
this
.
state
.
move
=
0
}
else
if
(
!
currentSong
.
stars
[
this
.
selectedDiff
-
1
]){
}
else
if
(
this
.
selectedDiff
<
0
||
this
.
selectedDiff
>=
this
.
diffOptions
.
length
&&
!
currentSong
.
stars
[
this
.
selectedDiff
-
this
.
diffOptions
.
length
]){
this
.
selectedDiff
=
0
}
}
...
...
@@ -897,70 +940,80 @@ class SongSelect{
})
var
opened
=
1
var
songSel
=
false
var
_x
=
x
+
62
var
_y
=
y
+
67
ctx
.
fillStyle
=
"
#efb058
"
ctx
.
lineWidth
=
5
this
.
draw
.
roundedRect
({
ctx
:
ctx
,
x
:
_x
-
28
,
y
:
_y
,
w
:
56
,
h
:
298
,
radius
:
24
})
ctx
.
fill
()
ctx
.
stroke
()
ctx
.
fillStyle
=
"
#f7d39c
"
ctx
.
beginPath
()
ctx
.
arc
(
_x
,
_y
+
28
,
20
,
0
,
Math
.
PI
*
2
)
ctx
.
fill
()
this
.
draw
.
diffOptionsIcon
({
ctx
:
ctx
,
x
:
_x
,
y
:
_y
+
28
})
this
.
draw
.
verticalText
({
ctx
:
ctx
,
text
:
"
もどる
"
,
x
:
_x
,
y
:
_y
+
57
,
width
:
56
,
height
:
220
,
fill
:
"
#fff
"
,
outline
:
"
#000
"
,
outlineSize
:
this
.
songAsset
.
letterBorder
,
letterBorder
:
4
,
fontSize
:
28
,
fontFamily
:
this
.
font
,
letterSpacing
:
4
})
var
highlight
=
0
if
(
this
.
state
.
moveHover
===
0
){
highlight
=
2
}
else
if
(
this
.
selectedDiff
===
0
){
highlight
=
1
}
if
(
highlight
){
this
.
draw
.
highlight
({
for
(
var
i
=
0
;
i
<
this
.
diffOptions
.
length
;
i
++
){
var
_x
=
x
+
62
+
i
*
72
var
_y
=
y
+
67
ctx
.
fillStyle
=
this
.
diffOptions
[
i
].
fill
ctx
.
lineWidth
=
5
this
.
draw
.
roundedRect
({
ctx
:
ctx
,
x
:
_x
-
32
,
y
:
_y
-
3
,
w
:
64
,
h
:
304
,
animate
:
highlight
===
1
,
animateMS
:
this
.
state
.
moveMS
,
opacity
:
highlight
===
2
?
0.8
:
1
,
x
:
_x
-
28
,
y
:
_y
,
w
:
56
,
h
:
298
,
radius
:
24
})
if
(
this
.
selectedDiff
===
0
){
this
.
draw
.
diffCursor
({
ctx
.
fill
()
ctx
.
stroke
()
ctx
.
fillStyle
=
this
.
diffOptions
[
i
].
iconFill
ctx
.
beginPath
()
ctx
.
arc
(
_x
,
_y
+
28
,
20
,
0
,
Math
.
PI
*
2
)
ctx
.
fill
()
this
.
draw
.
diffOptionsIcon
({
ctx
:
ctx
,
x
:
_x
,
y
:
_y
+
28
,
iconName
:
this
.
diffOptions
[
i
].
iconName
})
var
text
=
this
.
diffOptions
[
i
].
text
if
(
this
.
diffOptions
[
i
].
iconName
===
"
options
"
&&
(
this
.
selectedDiff
===
i
||
this
.
state
.
options
!==
0
)){
text
=
this
.
optionsList
[
this
.
state
.
options
]
}
this
.
draw
.
verticalText
({
ctx
:
ctx
,
text
:
text
,
x
:
_x
,
y
:
_y
+
57
,
width
:
56
,
height
:
220
,
fill
:
"
#fff
"
,
outline
:
"
#000
"
,
outlineSize
:
this
.
songAsset
.
letterBorder
,
letterBorder
:
4
,
fontSize
:
28
,
fontFamily
:
this
.
font
,
letterSpacing
:
this
.
diffOptions
[
i
].
letterSpacing
})
var
highlight
=
0
if
(
this
.
state
.
moveHover
===
i
){
highlight
=
2
}
else
if
(
this
.
selectedDiff
===
i
){
highlight
=
1
}
if
(
highlight
){
this
.
draw
.
highlight
({
ctx
:
ctx
,
font
:
this
.
font
,
x
:
_x
,
y
:
_y
-
45
x
:
_x
-
32
,
y
:
_y
-
3
,
w
:
64
,
h
:
304
,
animate
:
highlight
===
1
,
animateMS
:
this
.
state
.
moveMS
,
opacity
:
highlight
===
2
?
0.8
:
1
,
radius
:
24
})
if
(
this
.
selectedDiff
===
i
&&
!
this
.
touchEnabled
){
this
.
draw
.
diffCursor
({
ctx
:
ctx
,
font
:
this
.
font
,
x
:
_x
,
y
:
_y
-
45
})
}
}
}
}
...
...
@@ -1057,8 +1110,8 @@ class SongSelect{
})
}
}
var
currentDiff
=
this
.
selectedDiff
-
1
if
(
this
.
selectedDiff
===
5
){
var
currentDiff
=
this
.
selectedDiff
-
this
.
diffOptions
.
length
if
(
this
.
selectedDiff
===
4
+
this
.
diffOptions
.
length
){
currentDiff
=
3
}
if
(
i
===
currentSong
.
p2Cursor
){
...
...
@@ -1074,12 +1127,12 @@ class SongSelect{
}
if
(
!
songSel
){
var
highlight
=
0
if
(
this
.
state
.
moveHover
-
1
===
i
){
if
(
this
.
state
.
moveHover
-
this
.
diffOptions
.
length
===
i
){
highlight
=
2
}
else
if
(
currentDiff
===
i
){
highlight
=
1
}
if
(
currentDiff
===
i
){
if
(
currentDiff
===
i
&&
!
this
.
touchEnabled
){
this
.
draw
.
diffCursor
({
ctx
:
ctx
,
font
:
this
.
font
,
...
...
public/src/js/view.js
View file @
5a115040
class
View
{
constructor
(
controller
,
bg
,
songTitle
,
songDifficulty
){
class
View
{
constructor
(
controller
){
this
.
controller
=
controller
this
.
bg
=
bg
this
.
songTitle
=
songTitle
this
.
songDifficulty
=
songDifficulty
this
.
canvas
=
document
.
getElementById
(
"
canvas
"
)
this
.
ctx
=
this
.
canvas
.
getContext
(
"
2d
"
)
this
.
pauseMenu
=
document
.
getElementById
(
"
pause-menu
"
)
this
.
cursor
=
document
.
getElementById
(
"
cursor
"
)
this
.
gameDiv
=
document
.
getElementById
(
"
game
"
)
var
docW
=
document
.
body
.
offsetWidth
var
docH
=
document
.
body
.
offsetHeight
if
(
this
.
controller
.
multiplayer
===
2
){
this
.
canvas
=
new
ScalableCanvas
(
"
canvas-p2
"
,
docW
,
docH
/
3
*
2
)
this
.
canvas
.
canvas
.
style
.
position
=
"
absolute
"
this
.
canvas
.
canvas
.
style
.
top
=
"
33%
"
this
.
gameDiv
.
appendChild
(
this
.
canvas
.
canvas
)
}
else
{
this
.
canvas
=
new
ScalableCanvas
(
"
canvas
"
,
docW
,
docH
)
this
.
portraitClass
=
false
this
.
touchp2Class
=
false
this
.
currentScore
=
{
ms
:
-
Infinity
,
type
:
0
}
this
.
winW
=
this
.
canvas
.
scaledWidth
this
.
winH
=
this
.
canvas
.
scaledHeight
if
(
this
.
controller
.
multiplayer
===
2
){
this
.
winH
=
this
.
winH
/
2
*
3
this
.
noteFace
=
{
small
:
0
,
big
:
3
}
this
.
ctx
=
this
.
canvas
.
ctx
this
.
taikoSquareW
=
this
.
winW
/
4
this
.
slotX
=
this
.
taikoSquareW
+
100
this
.
currentScore
=
0
this
.
special
=
""
this
.
scoreDispCount
=
-
1
this
.
scoreOpacity
=
1
this
.
lastMeasure
=
0
this
.
currentTimingPoint
=
0
//Distance to be done by the circle
this
.
distanceForCircle
=
this
.
winW
-
this
.
slotX
this
.
currentCircleFace
=
0
this
.
currentDonFace
=
0
this
.
currentBigDonFace
=
1
this
.
nextBeat
=
0
this
.
gogoTime
=
0
this
.
gogoTimeStarted
=
-
Infinity
this
.
drumroll
=
[]
this
.
beatInterval
=
this
.
controller
.
parsedSongData
.
beatInfo
.
beatInterval
this
.
font
=
"
TnT, Meiryo, sans-serif
"
this
.
draw
=
new
CanvasDraw
()
this
.
assets
=
new
ViewAssets
(
this
)
this
.
titleCache
=
new
CanvasCache
()
this
.
comboCache
=
new
CanvasCache
()
this
.
multiplayer
=
this
.
controller
.
multiplayer
this
.
touchEnabled
=
this
.
controller
.
touchEnabled
this
.
touch
=
-
Infinity
if
(
this
.
controller
.
touchEnabled
){
this
.
touchEnabled
=
true
this
.
touchDrumDiv
=
document
.
getElementById
(
"
touch-drum
"
)
this
.
touchDrumImg
=
document
.
getElementById
(
"
touch-drum-img
"
)
this
.
gameDiv
.
classList
.
add
(
"
touch-visible
"
)
document
.
getElementById
(
"
version
"
).
classList
.
add
(
"
version-hide
"
)
pageEvents
.
add
(
this
.
canvas
.
canvas
,
"
touchstart
"
,
this
.
ontouch
.
bind
(
this
))
if
(
this
.
multiplayer
!==
2
){
pageEvents
.
add
(
window
,
"
resize
"
,
()
=>
{
if
(
this
.
controller
.
game
.
isPaused
()){
this
.
refresh
()
setTimeout
(
this
.
refresh
.
bind
(
this
),
100
)
}
})
this
.
touchFullBtn
=
document
.
getElementById
(
"
touch-full-btn
"
)
pageEvents
.
add
(
this
.
touchFullBtn
,
"
touchend
"
,
toggleFullscreen
)
if
(
!
fullScreenSupported
){
this
.
touchFullBtn
.
style
.
display
=
"
none
"
if
(
this
.
controller
.
touchEnabled
){
this
.
touchDrumDiv
=
document
.
getElementById
(
"
touch-drum
"
)
this
.
touchDrumImg
=
document
.
getElementById
(
"
touch-drum-img
"
)
this
.
gameDiv
.
classList
.
add
(
"
touch-visible
"
)
document
.
getElementById
(
"
version
"
).
classList
.
add
(
"
version-hide
"
)
pageEvents
.
add
(
this
.
canvas
,
"
touchstart
"
,
this
.
ontouch
.
bind
(
this
))
this
.
touchFullBtn
=
document
.
getElementById
(
"
touch-full-btn
"
)
pageEvents
.
add
(
this
.
touchFullBtn
,
"
touchend
"
,
toggleFullscreen
)
if
(
!
fullScreenSupported
){
this
.
touchFullBtn
.
style
.
display
=
"
none
"
}
this
.
touchPauseBtn
=
document
.
getElementById
(
"
touch-pause-btn
"
)
pageEvents
.
add
(
this
.
touchPauseBtn
,
"
touchend
"
,
()
=>
{
this
.
controller
.
togglePauseMenu
()
})
if
(
this
.
multiplayer
){
this
.
touchPauseBtn
.
style
.
display
=
"
none
"
}
}
this
.
touchPauseBtn
=
document
.
getElementById
(
"
touch-pause-btn
"
)
pageEvents
.
add
(
this
.
touchPauseBtn
,
"
touchend
"
,
()
=>
{
this
.
controller
.
togglePauseMenu
()
})
}
}
run
(){
this
.
ctx
.
font
=
"
normal 14pt TnT, Meiryo, sans-serif
"
this
.
setBackground
()
if
(
this
.
controller
.
multiplayer
!==
2
){
var
gameSong
=
document
.
getElementsByClassName
(
"
game-song
"
)[
0
]
gameSong
.
appendChild
(
document
.
createTextNode
(
this
.
songTitle
))
gameSong
.
setAttribute
(
"
alt
"
,
this
.
songTitle
)
}
this
.
lastMousemove
=
this
.
controller
.
getElapsedTime
()
pageEvents
.
mouseAdd
(
this
,
this
.
onmousemove
.
bind
(
this
))
this
.
refresh
()
}
setBackground
(){
var
gameDiv
=
document
.
getElementById
(
"
game
"
)
var
selectedSong
=
this
.
controller
.
selectedSong
if
(
selectedSong
.
defaultBg
){
var
categories
=
{
"
J-POP
"
:
0
,
"
アニメ
"
:
1
,
"
ボーカロイド™曲
"
:
2
,
"
バラエティ
"
:
3
,
"
クラシック
"
:
4
,
"
ゲームミュージック
"
:
5
,
"
ナムコオリジナル
"
:
6
refresh
(){
var
ctx
=
this
.
ctx
var
winW
=
innerWidth
var
winH
=
lastHeight
if
(
winW
/
32
>
winH
/
9
){
winW
=
winH
/
9
*
32
}
this
.
portrait
=
winW
<
winH
var
touchMultiplayer
=
this
.
touchEnabled
&&
this
.
multiplayer
&&
!
this
.
portrait
this
.
pixelRatio
=
window
.
devicePixelRatio
||
1
winW
*=
this
.
pixelRatio
winH
*=
this
.
pixelRatio
if
(
this
.
portrait
){
var
ratioX
=
winW
/
720
var
ratioY
=
winH
/
1280
}
else
{
var
ratioX
=
winW
/
1280
var
ratioY
=
winH
/
720
}
var
ratio
=
(
ratioX
<
ratioY
?
ratioX
:
ratioY
)
if
(
this
.
winW
!==
winW
||
this
.
winH
!==
winH
){
this
.
winW
=
winW
this
.
winH
=
winH
this
.
ratio
=
ratio
if
(
this
.
multiplayer
!==
2
){
this
.
canvas
.
width
=
winW
this
.
canvas
.
height
=
winH
ctx
.
scale
(
ratio
,
ratio
)
this
.
canvas
.
style
.
width
=
(
winW
/
this
.
pixelRatio
)
+
"
px
"
this
.
canvas
.
style
.
height
=
(
winH
/
this
.
pixelRatio
)
+
"
px
"
this
.
titleCache
.
resize
(
640
,
80
,
ratio
)
}
var
catId
=
7
if
(
selectedSong
.
category
in
categories
){
catId
=
categories
[
selectedSong
.
category
]
this
.
fillComboCache
()
}
else
if
(
this
.
multiplayer
!==
2
){
ctx
.
clearRect
(
0
,
0
,
winW
/
ratio
,
winH
/
ratio
)
}
winW
/=
ratio
winH
/=
ratio
var
ms
=
this
.
getMS
()
if
(
this
.
portrait
){
var
frameTop
=
winH
/
2
-
1280
/
2
var
frameLeft
=
winW
/
2
-
720
/
2
}
else
{
var
frameTop
=
winH
/
2
-
720
/
2
var
frameLeft
=
winW
/
2
-
1280
/
2
}
if
(
this
.
multiplayer
===
2
){
frameTop
+=
this
.
multiplayer
===
2
?
165
:
176
}
if
(
touchMultiplayer
){
if
(
!
this
.
touchp2Class
){
this
.
touchp2Class
=
true
this
.
gameDiv
.
classList
.
add
(
"
touchp2
"
)
}
this
.
bg
=
assets
.
image
[
"
bg_genre_
"
+
catId
].
src
gameDiv
.
classList
.
add
(
"
default-bg
"
)
frameTop
-=
90
}
else
if
(
this
.
touchp2Class
){
this
.
touchp2Class
=
false
this
.
gameDiv
.
classList
.
remove
(
"
touchp2
"
)
}
gameDiv
.
style
.
backgroundImage
=
"
url('
"
+
this
.
bg
+
"
')
"
}
positionning
(){
var
docW
=
document
.
body
.
offsetWidth
var
docH
=
document
.
body
.
offsetHeight
this
.
canvas
.
rescale
()
if
(
this
.
controller
.
multiplayer
===
2
){
docH
=
docH
/
3
*
2
}
this
.
canvas
.
resize
(
docW
,
docH
)
this
.
winW
=
this
.
canvas
.
scaledWidth
this
.
winH
=
this
.
canvas
.
scaledHeight
if
(
this
.
controller
.
multiplayer
===
2
){
this
.
winH
=
this
.
winH
/
2
*
3
}
this
.
barY
=
0.25
*
this
.
winH
this
.
barH
=
0.23
*
this
.
winH
this
.
lyricsBarH
=
0.2
*
this
.
barH
this
.
taikoSquareW
=
this
.
winW
/
4
this
.
taikoH
=
this
.
barH
this
.
taikoW
=
this
.
taikoH
/
1.2
this
.
taikoX
=
this
.
taikoSquareW
*
0.76
-
this
.
taikoW
/
2
this
.
taikoY
=
this
.
barY
+
5
this
.
slotX
=
this
.
taikoSquareW
+
this
.
barH
*
0.5
this
.
scoreSquareW
=
this
.
taikoSquareW
*
0.55
this
.
scoreSquareH
=
this
.
barH
*
0.25
this
.
circleSize
=
this
.
barH
*
0.18
this
.
bigCircleSize
=
this
.
circleSize
*
(
5
/
3
)
this
.
circleY
=
this
.
barY
+
(
this
.
barH
-
this
.
lyricsBarH
)
/
2
this
.
lyricsSize
=
this
.
lyricsBarH
*
0.6
var
HPBarRatio
=
703
/
51
this
.
HPBarW
=
this
.
taikoSquareW
*
2.475
this
.
HPBarH
=
this
.
barH
*
0.35
if
(
this
.
HPBarW
/
this
.
HPBarH
>
HPBarRatio
){
this
.
HPBarW
=
this
.
HPBarH
*
HPBarRatio
ctx
.
save
()
ctx
.
translate
(
0
,
frameTop
)
this
.
drawGogoTime
()
if
(
!
touchMultiplayer
){
this
.
assets
.
drawAssets
(
"
background
"
)
}
if
(
this
.
multiplayer
!==
2
){
this
.
titleCache
.
get
({
ctx
:
ctx
,
x
:
winW
-
(
touchMultiplayer
&&
fullScreenSupported
?
750
:
650
),
y
:
touchMultiplayer
?
75
:
10
,
w
:
640
,
h
:
80
,
id
:
"
title
"
},
ctx
=>
{
this
.
draw
.
layeredText
({
ctx
:
ctx
,
text
:
this
.
controller
.
selectedSong
.
title
,
fontSize
:
40
,
fontFamily
:
this
.
font
,
x
:
620
,
y
:
20
,
width
:
600
,
align
:
"
right
"
},
[
{
outline
:
"
#000
"
,
letterBorder
:
10
},
{
fill
:
"
#fff
"
}
])
})
}
var
score
=
this
.
controller
.
getGlobalScore
()
var
gaugePercent
=
Math
.
round
(
score
.
gauge
/
2
)
/
50
if
(
this
.
multiplayer
===
2
){
var
scoreImg
=
"
bg_score_p2
"
var
scoreFill
=
"
#6bbec0
"
}
else
{
var
scoreImg
=
"
bg_score_p1
"
var
scoreFill
=
"
#fa4529
"
}
if
(
this
.
portrait
){
// Portrait
if
(
!
this
.
portraitClass
){
this
.
portraitClass
=
true
this
.
gameDiv
.
classList
.
add
(
"
portrait
"
)
}
this
.
slotPos
=
{
x
:
66
,
y
:
frameTop
+
375
,
size
:
100
,
paddingLeft
:
0
}
this
.
scorePos
=
{
x
:
363
,
y
:
frameTop
+
(
this
.
multiplayer
===
2
?
520
:
227
)}
var
animPos
=
{
x1
:
this
.
slotPos
.
x
+
13
,
y1
:
this
.
slotPos
.
y
+
(
this
.
multiplayer
===
2
?
27
:
-
27
),
x2
:
winW
-
38
,
y2
:
frameTop
+
(
this
.
multiplayer
===
2
?
484
:
293
)
}
var
taikoPos
=
{
x
:
19
,
y
:
frameTop
+
(
this
.
multiplayer
===
2
?
464
:
184
),
w
:
111
,
h
:
130
}
ctx
.
fillStyle
=
"
#000
"
ctx
.
fillRect
(
0
,
this
.
multiplayer
===
2
?
306
:
288
,
winW
,
this
.
multiplayer
===
1
?
184
:
183
)
ctx
.
beginPath
()
if
(
this
.
multiplayer
===
2
){
ctx
.
moveTo
(
0
,
467
)
ctx
.
lineTo
(
384
,
467
)
ctx
.
lineTo
(
384
,
512
)
ctx
.
lineTo
(
184
,
560
)
ctx
.
lineTo
(
0
,
560
)
}
else
{
ctx
.
moveTo
(
0
,
217
)
ctx
.
lineTo
(
184
,
217
)
ctx
.
lineTo
(
384
,
265
)
ctx
.
lineTo
(
384
,
309
)
ctx
.
lineTo
(
0
,
309
)
}
ctx
.
fill
()
// Left side
ctx
.
fillStyle
=
scoreFill
var
leftSide
=
(
ctx
,
mul
)
=>
{
ctx
.
beginPath
()
if
(
this
.
multiplayer
===
2
){
ctx
.
moveTo
(
0
,
468
*
mul
)
ctx
.
lineTo
(
380
*
mul
,
468
*
mul
)
ctx
.
lineTo
(
380
*
mul
,
512
*
mul
)
ctx
.
lineTo
(
184
*
mul
,
556
*
mul
)
ctx
.
lineTo
(
0
,
556
*
mul
)
}
else
{
ctx
.
moveTo
(
0
,
221
*
mul
)
ctx
.
lineTo
(
184
*
mul
,
221
*
mul
)
ctx
.
lineTo
(
380
*
mul
,
265
*
mul
)
ctx
.
lineTo
(
380
*
mul
,
309
*
mul
)
ctx
.
lineTo
(
0
,
309
*
mul
)
}
}
leftSide
(
ctx
,
1
)
ctx
.
fill
()
ctx
.
globalAlpha
=
0.5
this
.
draw
.
pattern
({
ctx
:
ctx
,
img
:
assets
.
image
[
scoreImg
],
shape
:
leftSide
,
dx
:
0
,
dy
:
45
,
scale
:
1.55
})
ctx
.
globalAlpha
=
1
// Score background
ctx
.
fillStyle
=
"
#000
"
ctx
.
beginPath
()
if
(
this
.
multiplayer
===
2
){
this
.
draw
.
roundedCorner
(
ctx
,
184
,
512
,
20
,
0
)
ctx
.
lineTo
(
384
,
512
)
this
.
draw
.
roundedCorner
(
ctx
,
384
,
560
,
12
,
2
)
ctx
.
lineTo
(
184
,
560
)
}
else
{
ctx
.
moveTo
(
184
,
217
)
this
.
draw
.
roundedCorner
(
ctx
,
384
,
217
,
12
,
1
)
ctx
.
lineTo
(
384
,
265
)
this
.
draw
.
roundedCorner
(
ctx
,
184
,
265
,
20
,
3
)
}
ctx
.
fill
()
// Difficulty
var
badgeImg
=
assets
.
image
[
"
muzu_
"
+
this
.
controller
.
selectedSong
.
difficulty
]
var
badgeW
=
badgeImg
.
width
/
badgeImg
.
height
*
53
ctx
.
drawImage
(
badgeImg
,
157
-
badgeW
/
2
,
this
.
multiplayer
===
2
?
497
:
228
,
badgeW
,
53
)
// Badges
if
(
this
.
controller
.
autoPlayEnabled
&&
!
this
.
controller
.
multiplayer
){
this
.
ctx
.
drawImage
(
assets
.
image
[
"
badge_auto
"
],
183
,
this
.
multiplayer
===
2
?
490
:
265
,
23
,
23
)
}
// Gauge
ctx
.
fillStyle
=
"
#000
"
ctx
.
beginPath
()
var
gaugeX
=
winW
-
788
*
0.7
-
32
if
(
this
.
multiplayer
===
2
){
ctx
.
moveTo
(
gaugeX
,
464
)
ctx
.
lineTo
(
winW
,
464
)
ctx
.
lineTo
(
winW
,
489
)
this
.
draw
.
roundedCorner
(
ctx
,
gaugeX
,
489
,
12
,
3
)
}
else
{
this
.
draw
.
roundedCorner
(
ctx
,
gaugeX
,
288
,
12
,
0
)
ctx
.
lineTo
(
winW
,
288
)
ctx
.
lineTo
(
winW
,
314
)
ctx
.
lineTo
(
gaugeX
,
314
)
}
ctx
.
fill
()
this
.
draw
.
gauge
({
ctx
:
ctx
,
x
:
winW
,
y
:
this
.
multiplayer
===
2
?
468
:
273
,
clear
:
25
/
50
,
percentage
:
gaugePercent
,
font
:
this
.
font
,
scale
:
0.7
,
multiplayer
:
this
.
multiplayer
===
2
})
this
.
draw
.
soul
({
ctx
:
ctx
,
x
:
winW
-
40
,
y
:
this
.
multiplayer
===
2
?
484
:
293
,
scale
:
0.75
,
cleared
:
gaugePercent
-
1
/
50
>=
25
/
50
})
// Note bar
ctx
.
fillStyle
=
"
#2c2a2c
"
ctx
.
fillRect
(
0
,
314
,
winW
,
122
)
ctx
.
fillStyle
=
"
#847f84
"
ctx
.
fillRect
(
0
,
440
,
winW
,
24
)
}
else
{
this
.
HPBarH
=
this
.
HPBarW
/
HPBarRatio
}
this
.
HPBarX
=
this
.
winW
-
this
.
HPBarW
this
.
HPBarY
=
this
.
barY
-
this
.
HPBarH
this
.
HPbarColX
=
this
.
HPBarX
+
this
.
HPBarW
*
0.008
this
.
HPbarColY
=
this
.
HPBarY
+
this
.
HPBarH
*
0.14
this
.
HPBarColMaxW
=
this
.
HPBarW
*
0.925
this
.
HPBarColH
=
this
.
HPBarH
*
0.8
var
diffRatio
=
176
/
120
this
.
diffH
=
this
.
winH
*
0.16
this
.
diffW
=
this
.
diffH
*
diffRatio
this
.
diffX
=
this
.
taikoX
*
0.10
this
.
diffY
=
this
.
taikoY
*
1.05
+
this
.
taikoH
*
0.19
// Landscape
if
(
this
.
portraitClass
){
this
.
portraitClass
=
false
this
.
gameDiv
.
classList
.
remove
(
"
portrait
"
)
}
this
.
slotPos
=
{
x
:
413
,
y
:
frameTop
+
257
,
size
:
106
,
paddingLeft
:
332
}
this
.
scorePos
=
{
x
:
155
,
y
:
frameTop
+
(
this
.
multiplayer
===
2
?
318
:
193
)
}
var
animPos
=
{
x1
:
this
.
slotPos
.
x
+
14
,
y1
:
this
.
slotPos
.
y
+
(
this
.
multiplayer
===
2
?
29
:
-
29
),
x2
:
winW
-
55
,
y2
:
frameTop
+
(
this
.
multiplayer
===
2
?
378
:
165
)
}
var
taikoPos
=
{
x
:
179
,
y
:
frameTop
+
190
,
w
:
138
,
h
:
162
}
ctx
.
fillStyle
=
"
#000
"
ctx
.
fillRect
(
0
,
184
,
winW
,
this
.
multiplayer
===
1
?
177
:
176
)
ctx
.
beginPath
()
if
(
this
.
multiplayer
===
2
){
ctx
.
moveTo
(
328
,
351
)
ctx
.
lineTo
(
winW
,
351
)
ctx
.
lineTo
(
winW
,
385
)
this
.
draw
.
roundedCorner
(
ctx
,
328
,
385
,
10
,
3
)
}
else
{
ctx
.
moveTo
(
328
,
192
)
this
.
draw
.
roundedCorner
(
ctx
,
328
,
158
,
10
,
0
)
ctx
.
lineTo
(
winW
,
158
)
ctx
.
lineTo
(
winW
,
192
)
}
ctx
.
fill
()
// Gauge
this
.
draw
.
gauge
({
ctx
:
ctx
,
x
:
winW
,
y
:
this
.
multiplayer
===
2
?
357
:
135
,
clear
:
25
/
50
,
percentage
:
gaugePercent
,
font
:
this
.
font
,
multiplayer
:
this
.
multiplayer
===
2
})
this
.
draw
.
soul
({
ctx
:
ctx
,
x
:
winW
-
57
,
y
:
this
.
multiplayer
===
2
?
378
:
165
,
cleared
:
gaugePercent
-
1
/
50
>=
25
/
50
})
// Note bar
ctx
.
fillStyle
=
"
#2c2a2c
"
ctx
.
fillRect
(
332
,
192
,
winW
-
332
,
130
)
ctx
.
fillStyle
=
"
#847f84
"
ctx
.
fillRect
(
332
,
326
,
winW
-
332
,
26
)
// Left side
ctx
.
fillStyle
=
scoreFill
ctx
.
fillRect
(
0
,
192
,
328
,
160
)
ctx
.
globalAlpha
=
0.5
this
.
draw
.
pattern
({
ctx
:
ctx
,
img
:
assets
.
image
[
scoreImg
],
x
:
0
,
y
:
192
,
w
:
328
,
h
:
160
,
dx
:
0
,
dy
:
45
,
scale
:
1.55
})
ctx
.
globalAlpha
=
1
// Difficulty
var
badgeImg
=
assets
.
image
[
"
muzu_
"
+
this
.
controller
.
selectedSong
.
difficulty
]
var
badgeW
=
badgeImg
.
width
/
badgeImg
.
height
*
120
ctx
.
drawImage
(
badgeImg
,
87
-
badgeW
/
2
,
this
.
multiplayer
===
2
?
194
:
232
,
badgeW
,
120
)
// Badges
if
(
this
.
controller
.
autoPlayEnabled
&&
!
this
.
controller
.
multiplayer
){
this
.
ctx
.
drawImage
(
assets
.
image
[
"
badge_auto
"
],
125
,
235
,
34
,
34
)
}
// Score background
ctx
.
fillStyle
=
"
#000
"
ctx
.
beginPath
()
if
(
this
.
multiplayer
===
2
){
ctx
.
moveTo
(
0
,
312
)
this
.
draw
.
roundedCorner
(
ctx
,
176
,
312
,
20
,
1
)
ctx
.
lineTo
(
176
,
353
)
ctx
.
lineTo
(
0
,
353
)
}
else
{
ctx
.
moveTo
(
0
,
191
)
ctx
.
lineTo
(
176
,
191
)
this
.
draw
.
roundedCorner
(
ctx
,
176
,
232
,
20
,
2
)
ctx
.
lineTo
(
0
,
232
)
}
ctx
.
fill
()
}
ctx
.
restore
()
animPos
.
w
=
animPos
.
x2
-
animPos
.
x1
animPos
.
h
=
animPos
.
y1
-
animPos
.
y2
this
.
animateBezier
=
[{
// 427, 228
x
:
animPos
.
x1
,
y
:
animPos
.
y1
},
{
// 560, 10
x
:
animPos
.
x1
+
animPos
.
w
/
6
,
y
:
animPos
.
y1
-
animPos
.
h
*
(
this
.
multiplayer
===
2
?
2.5
:
3.5
)
},
{
// 940, -150
x
:
animPos
.
x2
-
animPos
.
w
/
3
,
y
:
animPos
.
y2
-
animPos
.
h
*
(
this
.
multiplayer
===
2
?
3.5
:
5
)
},
{
// 1225, 165
x
:
animPos
.
x2
,
y
:
animPos
.
y2
}]
var
touchTop
=
frameTop
+
(
touchMultiplayer
?
135
:
0
)
this
.
touchDrum
=
(()
=>
{
var
sw
=
842
var
sh
=
340
var
x
=
0
var
y
=
this
.
barY
+
this
.
barH
+
5
var
paddingTop
=
this
.
barH
*
0.1
var
w
=
this
.
winW
var
maxH
=
this
.
winH
-
(
this
.
barY
+
this
.
barH
+
5
)
var
y
=
this
.
portrait
?
touchTop
+
477
:
touchTop
+
36
5
var
paddingTop
=
13
var
w
=
winW
var
maxH
=
winH
-
y
var
h
=
maxH
-
paddingTop
if
(
w
/
h
>=
sw
/
sh
){
w
=
h
/
sh
*
sw
x
=
(
this
.
winW
-
w
)
/
2
x
=
(
winW
-
w
)
/
2
y
+=
paddingTop
}
else
{
h
=
w
/
sw
*
sh
...
...
@@ -179,326 +514,316 @@ class View{
x
:
x
,
y
:
y
,
w
:
w
,
h
:
h
}
})()
this
.
touchCircle
=
(()
=>
{
return
{
x
:
this
.
winW
/
2
,
y
:
this
.
winH
+
this
.
touchDrum
.
h
*
0.1
,
rx
:
this
.
touchDrum
.
w
/
2
-
this
.
touchDrum
.
h
*
0.03
,
ry
:
this
.
touchDrum
.
h
*
1.07
}
})()
}
refresh
(){
this
.
positionning
()
this
.
distanceForCircle
=
this
.
winW
-
this
.
slotX
this
.
touchCircle
=
{
x
:
winW
/
2
,
y
:
winH
+
this
.
touchDrum
.
h
*
0.1
,
rx
:
this
.
touchDrum
.
w
/
2
-
this
.
touchDrum
.
h
*
0.03
,
ry
:
this
.
touchDrum
.
h
*
1.07
}
this
.
ctx
.
clearRect
(
0
,
0
,
this
.
canvas
.
scaledWidth
,
this
.
canvas
.
scaledHeight
)
if
(
this
.
multiplayer
!==
2
){
this
.
mouseIdle
()
this
.
drawTouch
()
}
// Draw
this
.
assets
.
drawAssets
(
"
background
"
)
this
.
drawBar
()
this
.
drawSlot
()
this
.
drawHPBar
()
this
.
assets
.
drawAssets
(
"
bar
"
)
this
.
drawMeasures
()
this
.
drawScore
()
this
.
drawCircles
(
this
.
controller
.
getCircles
())
this
.
drawCircles
(
this
.
drumroll
)
this
.
drawTaikoSquare
()
this
.
drawDifficulty
()
this
.
drawPressedKeys
()
this
.
drawCombo
()
this
.
drawGlobalScore
()
this
.
updateDonFaces
()
this
.
drawGogoTime
()
this
.
mouseIdle
()
if
(
!
this
.
touchEnabled
){
this
.
assets
.
drawAssets
(
"
foreground
"
)
// Score
ctx
.
save
()
ctx
.
font
=
"
30px
"
+
this
.
font
ctx
.
fillStyle
=
"
#fff
"
ctx
.
strokeStyle
=
"
#fff
"
ctx
.
lineWidth
=
0.3
ctx
.
textAlign
=
"
center
"
ctx
.
textBaseline
=
"
top
"
var
glyph
=
29
var
pointsText
=
score
.
points
.
toString
().
split
(
""
)
ctx
.
translate
(
this
.
scorePos
.
x
,
this
.
scorePos
.
y
)
ctx
.
scale
(
0.7
,
1
)
for
(
var
i
in
pointsText
){
var
x
=
glyph
*
(
i
-
pointsText
.
length
+
1
)
ctx
.
strokeText
(
pointsText
[
i
],
x
,
0
)
ctx
.
fillText
(
pointsText
[
i
],
x
,
0
)
}
this
.
drawTouch
()
//this.drawTime()
}
updateDonFaces
(){
var
ms
=
this
.
controller
.
getElapsedTime
()
while
(
ms
>=
this
.
nextBeat
){
this
.
nextBeat
+=
this
.
beatInterval
if
(
this
.
controller
.
getCombo
()
>=
50
){
var
face
=
Math
.
floor
(
ms
/
this
.
beatInterval
)
%
2
this
.
currentBigDonFace
=
face
this
.
currentDonFace
=
face
}
else
{
this
.
currentBigDonFace
=
1
this
.
currentDonFace
=
0
ctx
.
restore
()
// Bar pressed keys
var
keyTime
=
this
.
controller
.
getKeyTime
()
var
sound
=
keyTime
[
"
don
"
]
>
keyTime
[
"
ka
"
]
?
"
don
"
:
"
ka
"
var
padding
=
this
.
slotPos
.
paddingLeft
var
mul
=
this
.
slotPos
.
size
/
106
var
barY
=
this
.
slotPos
.
y
-
65
*
mul
var
barH
=
130
*
mul
if
(
this
.
gogoTime
||
ms
<=
this
.
gogoTimeStarted
+
100
){
var
grd
=
ctx
.
createLinearGradient
(
0
,
0
,
this
.
winW
,
0
)
grd
.
addColorStop
(
0
,
"
#512a2c
"
)
grd
.
addColorStop
(
0.46
,
"
#6f2a2d
"
)
grd
.
addColorStop
(
0.76
,
"
#8a4763
"
)
grd
.
addColorStop
(
1
,
"
#2c2a2c
"
)
ctx
.
fillStyle
=
grd
if
(
!
this
.
touchEnabled
){
var
alpha
=
Math
.
min
(
100
,
ms
-
this
.
gogoTimeStarted
)
/
100
if
(
!
this
.
gogoTime
){
alpha
=
1
-
alpha
}
ctx
.
globalAlpha
=
alpha
}
ctx
.
fillRect
(
padding
,
barY
,
winW
-
padding
,
barH
)
}
}
drawHPBar
(){
var
z
=
this
.
canvas
.
scale
var
bottomSquareX
=
this
.
taikoSquareW
var
borderSize
=
this
.
HPBarH
*
0.2
this
.
ctx
.
fillStyle
=
"
#000
"
this
.
ctx
.
beginPath
()
// Right hand black square
this
.
ctx
.
fillRect
(
this
.
HPBarX
+
this
.
HPBarW
-
this
.
HPBarY
*
0.2
,
this
.
HPBarY
,
this
.
HPBarW
*
0.2
,
this
.
HPBarH
)
this
.
ctx
.
fillRect
(
bottomSquareX
+
borderSize
,
this
.
HPBarY
+
0.435
*
this
.
HPBarH
,
this
.
winW
-
bottomSquareX
-
borderSize
,
this
.
HPBarH
/
2
+
2
*
z
)
this
.
ctx
.
fillRect
(
bottomSquareX
,
this
.
HPBarY
+
0.68
*
this
.
HPBarH
,
this
.
HPBarW
*
0.8
,
this
.
HPBarH
/
4
+
2
*
z
)
this
.
ctx
.
arc
(
bottomSquareX
+
borderSize
,
this
.
HPBarY
+
0.435
*
this
.
HPBarH
+
borderSize
,
borderSize
,
0
,
Math
.
PI
*
2
)
this
.
ctx
.
fill
()
this
.
ctx
.
closePath
()
if
(
keyTime
[
sound
]
>
ms
-
200
){
var
gradients
=
{
"
don
"
:
[
"
#f54c25
"
,
"
#232323
"
],
"
ka
"
:
[
"
#75cee9
"
,
"
#232323
"
]
}
var
grd
=
ctx
.
createLinearGradient
(
0
,
0
,
this
.
winW
,
0
)
grd
.
addColorStop
(
0
,
gradients
[
sound
][
0
])
grd
.
addColorStop
(
1
,
gradients
[
sound
][
1
])
ctx
.
fillStyle
=
grd
ctx
.
globalAlpha
=
1
-
(
ms
-
keyTime
[
sound
])
/
200
ctx
.
fillRect
(
padding
,
barY
,
winW
-
padding
,
barH
)
}
ctx
.
globalAlpha
=
1
this
.
ctx
.
fillOpacity
=
0.5
this
.
ctx
.
drawImage
(
assets
.
image
[
"
hp-bar-bg
"
],
this
.
HPBarX
,
this
.
HPBarY
,
this
.
HPBarW
,
this
.
HPBarH
)
this
.
ctx
.
fillOpacity
=
1
var
hpBar
=
this
.
getHP
()
this
.
ctx
.
drawImage
(
assets
.
image
[
"
hp-bar-colour
"
],
0
,
0
,
Math
.
max
(
1
,
hpBar
.
imgW
),
40
,
this
.
HPbarColX
,
this
.
HPbarColY
,
hpBar
.
canvasW
,
this
.
HPBarColH
// Taiko
ctx
.
drawImage
(
assets
.
image
[
"
taiko
"
],
0
,
0
,
138
,
162
,
taikoPos
.
x
,
taikoPos
.
y
,
taikoPos
.
w
,
taikoPos
.
h
)
}
getHP
(){
var
circles
=
this
.
controller
.
getCircles
()
var
currentCircle
=
this
.
controller
.
getCurrentCircle
()
var
gauge
=
this
.
controller
.
getGlobalScore
().
gauge
var
width
=
Math
.
floor
(
gauge
*
650
/
1000
)
*
10
return
{
imgW
:
width
,
canvasW
:
width
/
650
*
this
.
HPBarColMaxW
}
}
drawMeasures
(){
var
measures
=
this
.
controller
.
parsedSongData
.
measures
var
currentTime
=
this
.
controller
.
getElapsedTime
()
measures
.
forEach
((
measure
,
index
)
=>
{
var
timeForDistance
=
this
.
posToMs
(
this
.
distanceForCircle
,
measure
.
speed
)
if
(
currentTime
>=
measure
.
ms
-
timeForDistance
&&
currentTime
<=
measure
.
ms
+
350
){
this
.
drawMeasure
(
measure
)
// Taiko pressed keys
var
kbd
=
this
.
controller
.
getBindings
()
var
keys
=
[
"
ka_l
"
,
"
ka_r
"
,
"
don_l
"
,
"
don_r
"
]
for
(
var
i
=
0
;
i
<
keys
.
length
;
i
++
){
var
keyMS
=
ms
-
keyTime
[
kbd
[
keys
[
i
]]]
if
(
keyMS
<
130
){
if
(
keyMS
>
70
&&
!
this
.
touchEnabled
){
ctx
.
globalAlpha
=
this
.
draw
.
easeOut
(
1
-
(
keyMS
-
70
)
/
60
)
}
ctx
.
drawImage
(
assets
.
image
[
"
taiko
"
],
0
,
162
*
(
i
+
1
),
138
,
162
,
taikoPos
.
x
,
taikoPos
.
y
,
taikoPos
.
w
,
taikoPos
.
h
)
}
})
}
drawMeasure
(
measure
){
var
z
=
this
.
canvas
.
scale
var
currentTime
=
this
.
controller
.
getElapsedTime
()
var
measureX
=
this
.
slotX
+
this
.
msToPos
(
measure
.
ms
-
currentTime
,
measure
.
speed
)
this
.
ctx
.
strokeStyle
=
"
#bab8b8
"
this
.
ctx
.
lineWidth
=
2
this
.
ctx
.
beginPath
()
this
.
ctx
.
moveTo
(
measureX
,
this
.
barY
+
5
*
z
)
this
.
ctx
.
lineTo
(
measureX
,
this
.
barY
+
this
.
barH
-
this
.
lyricsBarH
-
5
*
z
)
this
.
ctx
.
closePath
()
this
.
ctx
.
stroke
()
}
drawCombo
(){
}
ctx
.
globalAlpha
=
1
// Combo
var
scoreMS
=
ms
-
this
.
currentScore
.
ms
var
comboCount
=
this
.
controller
.
getCombo
()
if
(
comboCount
>=
10
){
var
comboX
=
this
.
taikoX
+
this
.
taikoW
/
2
var
comboY
=
this
.
barY
+
this
.
barH
/
2
var
fontSize
=
this
.
taikoH
*
0.4
this
.
ctx
.
font
=
"
normal
"
+
fontSize
+
"
px TnT, Meiryo, sans-serif
"
this
.
ctx
.
textAlign
=
"
center
"
this
.
ctx
.
strokeStyle
=
"
#000
"
this
.
ctx
.
lineWidth
=
fontSize
/
10
var
glyph
=
this
.
ctx
.
measureText
(
"
0
"
).
width
var
comboText
=
comboCount
.
toString
().
split
(
""
)
var
mul
=
this
.
portrait
?
0.8
:
1
var
comboX
=
taikoPos
.
x
+
taikoPos
.
w
/
2
var
comboY
=
taikoPos
.
y
+
taikoPos
.
h
*
0.09
var
comboScale
=
0
if
(
this
.
currentScore
!==
0
&&
scoreMS
<
100
){
comboScale
=
this
.
draw
.
fade
(
scoreMS
/
100
)
}
var
glyphW
=
51
var
glyphH
=
64
var
letterSpacing
=
(
comboText
.
length
>=
4
?
38
:
42
)
*
mul
var
orange
=
comboCount
>=
100
?
"
1
"
:
"
0
"
var
w
=
glyphW
*
mul
var
h
=
glyphH
*
mul
*
(
1
+
comboScale
/
8
)
for
(
var
i
in
comboText
){
var
textX
=
comboX
+
glyph
*
(
i
-
(
comboText
.
length
-
1
)
/
2
)
if
(
comboCount
>=
100
){
var
grd
=
this
.
ctx
.
createLinearGradient
(
textX
-
glyph
*
0.2
,
comboY
-
fontSize
*
0.8
,
textX
+
glyph
*
0.2
,
comboY
-
fontSize
*
0.2
)
grd
.
addColorStop
(
0
,
"
#f00
"
)
grd
.
addColorStop
(
1
,
"
#fe0
"
)
this
.
ctx
.
fillStyle
=
grd
}
else
{
this
.
ctx
.
fillStyle
=
"
#fff
"
}
this
.
strokeFillText
(
comboText
[
i
],
textX
,
comboY
)
var
textX
=
comboX
+
letterSpacing
*
(
i
-
(
comboText
.
length
-
1
)
/
2
)
this
.
comboCache
.
get
({
ctx
:
ctx
,
x
:
textX
-
w
/
2
,
y
:
comboY
+
glyphH
*
mul
-
h
,
w
:
w
,
h
:
h
,
id
:
orange
+
"
combo
"
+
comboText
[
i
]
})
}
var
fontSize
=
this
.
taikoH
*
0.12
if
(
comboCount
>=
100
){
var
grd
=
this
.
ctx
.
createLinearGradient
(
0
,
comboY
+
fontSize
*
0.5
,
0
,
comboY
+
fontSize
*
1.5
)
grd
.
addColorStop
(
0
,
"
#f00
"
)
grd
.
addColorStop
(
1
,
"
#fe0
"
)
this
.
ctx
.
fillStyle
=
grd
var
fontSize
=
24
*
mul
var
comboTextY
=
taikoPos
.
y
+
taikoPos
.
h
*
0.63
if
(
orange
===
"
1
"
){
var
grd
=
ctx
.
createLinearGradient
(
0
,
comboTextY
-
fontSize
*
0.6
,
0
,
comboTextY
+
fontSize
*
0.1
)
grd
.
addColorStop
(
0
,
"
#ff2000
"
)
grd
.
addColorStop
(
0.5
,
"
#ffc321
"
)
grd
.
addColorStop
(
1
,
"
#ffedb7
"
)
ctx
.
fillStyle
=
grd
}
else
{
this
.
ctx
.
fillStyle
=
"
#fff
"
ctx
.
fillStyle
=
"
#fff
"
}
this
.
ctx
.
font
=
"
normal
"
+
fontSize
+
"
px TnT, Meiryo, sans-serif
"
this
.
ctx
.
lineWidth
=
fontSize
/
5
this
.
strokeFillText
(
"
コンボ
"
,
comboX
,
comboY
+
fontSize
*
1.5
)
this
.
scoreDispCount
++
ctx
.
font
=
fontSize
+
"
px
"
+
this
.
font
ctx
.
lineWidth
=
7
*
mul
ctx
.
textAlign
=
"
center
"
ctx
.
strokeText
(
"
コンボ
"
,
comboX
,
comboTextY
)
ctx
.
fillText
(
"
コンボ
"
,
comboX
,
comboTextY
)
}
}
strokeFillText
(
text
,
x
,
y
){
this
.
ctx
.
strokeText
(
text
,
x
,
y
)
this
.
ctx
.
fillText
(
text
,
x
,
y
)
}
drawGlobalScore
(){
// Draw score square
this
.
ctx
.
fillStyle
=
"
#000
"
this
.
ctx
.
beginPath
()
this
.
ctx
.
fillRect
(
0
,
this
.
barY
,
this
.
scoreSquareW
,
this
.
scoreSquareH
-
10
)
this
.
ctx
.
fillRect
(
0
,
this
.
barY
,
this
.
scoreSquareW
-
10
,
this
.
scoreSquareH
)
this
.
ctx
.
arc
(
this
.
scoreSquareW
-
10
,
this
.
barY
+
this
.
scoreSquareH
-
10
,
10
,
0
,
Math
.
PI
*
2
)
this
.
ctx
.
fill
()
this
.
ctx
.
closePath
()
var
fontSize
=
0.7
*
this
.
scoreSquareH
// Draw score text
this
.
ctx
.
font
=
"
normal
"
+
fontSize
+
"
px TnT, Meiryo, sans-serif
"
this
.
ctx
.
fillStyle
=
"
#fff
"
this
.
ctx
.
textAlign
=
"
center
"
var
glyph
=
this
.
ctx
.
measureText
(
"
0
"
).
width
var
pointsText
=
this
.
controller
.
getGlobalScore
().
points
.
toString
().
split
(
""
)
for
(
var
i
in
pointsText
){
this
.
ctx
.
fillText
(
pointsText
[
i
],
this
.
scoreSquareW
-
30
+
glyph
*
(
i
-
pointsText
.
length
+
1
),
this
.
barY
+
this
.
scoreSquareH
*
0.7
)
}
}
drawPressedKeys
(){
var
ms
=
this
.
controller
.
getElapsedTime
()
var
keyTime
=
this
.
controller
.
getKeyTime
()
var
kbd
=
this
.
controller
.
getBindings
()
if
(
keyTime
[
kbd
[
"
ka_l
"
]]
>
ms
-
150
){
var
elemW
=
0.45
*
this
.
taikoW
this
.
ctx
.
globalAlpha
=
Math
.
min
(
1
,
4
-
(
ms
-
keyTime
[
kbd
[
"
ka_l
"
]])
/
37.5
)
this
.
ctx
.
drawImage
(
assets
.
image
[
"
taiko-key-blue
"
],
0
,
0
,
68
,
124
,
this
.
taikoX
+
this
.
taikoW
*
0.05
,
this
.
taikoY
+
this
.
taikoH
*
0.03
,
elemW
,
124
/
68
*
elemW
)
}
if
(
keyTime
[
kbd
[
"
don_l
"
]]
>
ms
-
150
){
var
elemW
=
0.35
*
this
.
taikoW
this
.
ctx
.
globalAlpha
=
Math
.
min
(
1
,
4
-
(
ms
-
keyTime
[
kbd
[
"
don_l
"
]])
/
37.5
)
this
.
ctx
.
drawImage
(
assets
.
image
[
"
taiko-key-red
"
],
0
,
0
,
53
,
100
,
this
.
taikoX
+
this
.
taikoW
*
0.15
,
this
.
taikoY
+
this
.
taikoH
*
0.09
,
elemW
,
100
/
53
*
elemW
// Slot
this
.
draw
.
slot
(
ctx
,
this
.
slotPos
.
x
,
this
.
slotPos
.
y
,
this
.
slotPos
.
size
)
// Measures
ctx
.
save
()
ctx
.
rect
(
this
.
slotPos
.
paddingLeft
,
0
,
winW
-
this
.
slotPos
.
paddingLeft
,
winH
)
ctx
.
clip
()
this
.
drawMeasures
()
ctx
.
restore
()
// Go go time fire
this
.
assets
.
drawAssets
(
"
bar
"
)
// Hit notes shadow
if
(
scoreMS
<
300
&&
this
.
currentScore
.
type
){
var
fadeOut
=
scoreMS
>
120
&&
!
this
.
touchEnabled
if
(
fadeOut
){
ctx
.
globalAlpha
=
1
-
(
scoreMS
-
120
)
/
180
}
var
scoreId
=
this
.
currentScore
.
type
===
230
?
0
:
1
if
(
this
.
currentScore
.
bigNote
){
scoreId
+=
2
}
ctx
.
drawImage
(
assets
.
image
[
"
notes_hit
"
],
0
,
128
*
scoreId
,
128
,
128
,
this
.
slotPos
.
x
-
64
,
this
.
slotPos
.
y
-
64
,
128
,
128
)
if
(
fadeOut
){
ctx
.
globalAlpha
=
1
}
}
if
(
keyTime
[
kbd
[
"
don_r
"
]]
>
ms
-
150
){
var
elemW
=
0.35
*
this
.
taikoW
this
.
ctx
.
globalAlpha
=
Math
.
min
(
1
,
4
-
(
ms
-
keyTime
[
kbd
[
"
don_r
"
]])
/
37.5
)
this
.
ctx
.
drawImage
(
assets
.
image
[
"
taiko-key-red
"
],
53
,
0
,
53
,
100
,
this
.
taikoX
+
this
.
taikoW
*
0.15
+
elemW
,
this
.
taikoY
+
this
.
taikoH
*
0.09
,
elemW
,
100
/
53
*
elemW
)
// Future notes
this
.
updateNoteFaces
()
ctx
.
save
()
ctx
.
rect
(
this
.
slotPos
.
paddingLeft
,
0
,
winW
-
this
.
slotPos
.
paddingLeft
,
winH
)
ctx
.
clip
()
this
.
drawCircles
(
this
.
controller
.
getCircles
())
ctx
.
restore
()
// Hit notes explosion
// Good, OK, Bad
if
(
scoreMS
<
300
){
var
mul
=
this
.
slotPos
.
size
/
106
var
scores
=
{
"
0
"
:
"
bad
"
,
"
230
"
:
"
ok
"
,
"
450
"
:
"
good
"
}
var
yOffset
=
scoreMS
<
70
?
scoreMS
*
(
13
/
70
)
:
0
var
fadeOut
=
scoreMS
>
250
&&
!
this
.
touchEnabled
if
(
fadeOut
){
ctx
.
globalAlpha
=
1
-
(
scoreMS
-
250
)
/
50
}
this
.
draw
.
score
({
ctx
:
ctx
,
score
:
scores
[
this
.
currentScore
.
type
],
x
:
this
.
slotPos
.
x
,
y
:
this
.
slotPos
.
y
-
98
*
mul
-
yOffset
,
scale
:
1.35
*
mul
,
align
:
"
center
"
})
if
(
fadeOut
){
ctx
.
globalAlpha
=
1
}
}
if
(
keyTime
[
kbd
[
"
ka_r
"
]]
>
ms
-
150
){
var
elemW
=
0.45
*
this
.
taikoW
this
.
ctx
.
globalAlpha
=
Math
.
min
(
1
,
4
-
(
ms
-
keyTime
[
kbd
[
"
ka_r
"
]])
/
37.5
)
this
.
ctx
.
drawImage
(
assets
.
image
[
"
taiko-key-blue
"
],
68
,
0
,
68
,
124
,
this
.
taikoX
+
this
.
taikoW
*
0.05
+
elemW
,
this
.
taikoY
+
this
.
taikoH
*
0.03
,
elemW
,
124
/
68
*
elemW
)
// Animating notes
this
.
drawAnimatedCircles
(
this
.
controller
.
getCircles
())
this
.
drawAnimatedCircles
(
this
.
drumroll
)
// Go-go time fireworks
if
(
!
this
.
touchEnabled
&&
!
this
.
portrait
&&
!
this
.
multiplayer
){
this
.
assets
.
drawAssets
(
"
foreground
"
)
}
this
.
ctx
.
globalAlpha
=
1
}
displayScore
(
score
,
notPlayed
){
this
.
currentScore
=
score
this
.
special
=
notPlayed
?
"
-b
"
:
""
this
.
scoreDispCount
=
0
this
.
scoreOpacity
=
1
}
drawScore
(){
if
(
this
.
scoreDispCount
>=
0
&&
this
.
scoreDispCount
<=
20
){
this
.
ctx
.
globalAlpha
=
this
.
scoreOpacity
var
scoreIMG
=
assets
.
image
[
"
score-
"
+
this
.
currentScore
+
this
.
special
]
this
.
ctx
.
drawImage
(
scoreIMG
,
this
.
slotX
-
this
.
barH
/
2
,
this
.
barY
+
(
this
.
barH
-
this
.
lyricsBarH
)
/
2
-
this
.
barH
/
2
,
this
.
barH
,
this
.
barH
)
this
.
scoreDispCount
++
if
(
this
.
scoreOpacity
-
0.1
>=
0
&&
this
.
currentScore
!=
0
){
this
.
scoreOpacity
-=
0.1
setBackground
(){
var
gameDiv
=
document
.
getElementById
(
"
game
"
)
var
selectedSong
=
this
.
controller
.
selectedSong
var
bg
=
"
/songs/
"
+
selectedSong
.
folder
+
"
/bg.png
"
if
(
selectedSong
.
defaultBg
){
var
categories
=
{
"
J-POP
"
:
0
,
"
アニメ
"
:
1
,
"
ボーカロイド™曲
"
:
2
,
"
バラエティ
"
:
3
,
"
クラシック
"
:
4
,
"
ゲームミュージック
"
:
5
,
"
ナムコオリジナル
"
:
6
}
}
else
if
(
this
.
scoreDispCount
===
21
){
this
.
scoreDispCount
=
-
1
var
catId
=
7
if
(
selectedSong
.
category
in
categories
){
catId
=
categories
[
selectedSong
.
category
]
}
bg
=
assets
.
image
[
"
bg_genre_
"
+
catId
].
src
gameDiv
.
classList
.
add
(
"
default-bg
"
)
}
this
.
ctx
.
globalAlpha
=
1
gameDiv
.
style
.
backgroundImage
=
"
url('
"
+
bg
+
"
')
"
}
posToMs
(
pos
,
speed
){
return
140
/
this
.
circleSize
*
pos
/
speed
drawMeasures
(){
var
measures
=
this
.
controller
.
parsedSongData
.
measures
var
ms
=
this
.
getMS
()
var
mul
=
this
.
slotPos
.
size
/
106
var
distanceForCircle
=
this
.
winW
/
this
.
ratio
-
this
.
slotPos
.
x
var
measureY
=
this
.
slotPos
.
y
-
65
*
mul
var
measureH
=
130
*
mul
measures
.
forEach
(
measure
=>
{
var
timeForDistance
=
this
.
posToMs
(
distanceForCircle
,
measure
.
speed
)
if
(
ms
>=
measure
.
ms
-
timeForDistance
&&
ms
<=
measure
.
ms
+
350
){
var
measureX
=
this
.
slotPos
.
x
+
this
.
msToPos
(
measure
.
ms
-
ms
,
measure
.
speed
)
this
.
ctx
.
strokeStyle
=
"
#bdbdbd
"
this
.
ctx
.
lineWidth
=
3
this
.
ctx
.
beginPath
()
this
.
ctx
.
moveTo
(
measureX
,
measureY
)
this
.
ctx
.
lineTo
(
measureX
,
measureY
+
measureH
)
this
.
ctx
.
stroke
()
}
})
}
msToPos
(
ms
,
speed
){
return
speed
/
(
140
/
this
.
circleSize
)
*
ms
updateNoteFaces
(){
var
ms
=
this
.
getMS
()
while
(
ms
>=
this
.
nextBeat
){
this
.
nextBeat
+=
this
.
beatInterval
if
(
this
.
controller
.
getCombo
()
>=
50
){
var
face
=
Math
.
floor
(
ms
/
this
.
beatInterval
)
%
2
this
.
noteFace
=
{
small
:
face
,
big
:
face
+
2
}
}
else
{
this
.
noteFace
=
{
small
:
0
,
big
:
3
}
}
}
}
drawCircles
(
circles
){
var
distanceForCircle
=
this
.
winW
/
this
.
ratio
-
this
.
slotPos
.
x
var
ms
=
this
.
controller
.
getElapsedTime
()
for
(
var
i
=
circles
.
length
;
i
--
;){
var
circle
=
circles
[
i
]
var
ms
=
this
.
controller
.
getElapsedTime
()
var
speed
=
circle
.
getSpeed
()
var
timeForDistance
=
this
.
posToMs
(
this
.
distanceForCircle
+
this
.
bigCircleS
ize
/
2
,
speed
)
var
timeForDistance
=
this
.
posToMs
(
distanceForCircle
+
this
.
slotPos
.
s
ize
/
2
,
speed
)
var
startingTime
=
circle
.
getMS
()
-
timeForDistance
var
finishTime
=
circle
.
getEndTime
()
+
this
.
posToMs
(
this
.
slot
X
-
this
.
taikoSquareW
+
this
.
bigCircleSize
*
3
,
speed
)
var
finishTime
=
circle
.
getEndTime
()
+
this
.
posToMs
(
this
.
slot
Pos
.
x
-
this
.
slotPos
.
paddingLeft
+
this
.
slotPos
.
size
*
2
,
speed
)
if
(
circle
.
getPlayed
()
<=
0
||
circle
.
getScore
()
===
0
){
if
(
ms
>=
startingTime
&&
ms
<=
finishTime
&&
circle
.
getPlayed
()
!==
-
1
){
this
.
drawCircle
(
circle
)
}
}
else
if
(
!
circle
.
isAnimated
()){
// Start animation to
HP bar
// Start animation to
gauge
circle
.
animate
(
ms
)
}
if
(
ms
>=
circle
.
ms
&&
!
circle
.
gogoChecked
){
...
...
@@ -507,28 +832,27 @@ class View{
}
circle
.
gogoChecked
=
true
}
}
}
drawAnimatedCircles
(
circles
){
var
ms
=
this
.
controller
.
getElapsedTime
()
for
(
var
i
=
0
;
i
<
circles
.
length
;
i
++
){
var
circle
=
circles
[
i
]
if
(
circle
.
isAnimated
()){
var
animT
=
circle
.
getAnimT
()
var
animationDuration
=
400
if
(
ms
<=
animT
+
animationDuration
){
var
curveDistance
=
this
.
HPBarX
+
this
.
HPBarW
-
this
.
slotX
-
this
.
HPBarColH
/
2
var
animPoint
=
(
ms
-
animT
)
/
animationDuration
var
bezierPoint
=
this
.
calcBezierPoint
(
this
.
easeOut
(
animPoint
),
[{
x
:
this
.
slotX
+
this
.
circleSize
*
0.4
,
y
:
this
.
circleY
-
this
.
circleSize
*
0.8
},
{
x
:
this
.
slotX
+
curveDistance
*
0.15
,
y
:
this
.
barH
*
0.5
},
{
x
:
this
.
slotX
+
curveDistance
*
0.35
,
y
:
0
},
{
x
:
this
.
slotX
+
curveDistance
,
y
:
this
.
HPbarColY
+
this
.
HPBarColH
/
2
}])
if
(
ms
<
animT
+
490
){
var
animPoint
=
(
ms
-
animT
)
/
490
var
bezierPoint
=
this
.
calcBezierPoint
(
this
.
draw
.
easeOut
(
animPoint
),
this
.
animateBezier
)
this
.
drawCircle
(
circle
,
{
x
:
bezierPoint
.
x
,
y
:
bezierPoint
.
y
})
}
else
{
}
else
if
(
ms
<
animT
+
810
){
var
pos
=
this
.
animateBezier
[
3
]
this
.
drawCircle
(
circle
,
pos
,
(
ms
-
animT
-
490
)
/
160
)
}
else
{
circle
.
endAnimation
()
}
}
...
...
@@ -536,6 +860,7 @@ class View{
}
calcBezierPoint
(
t
,
data
){
var
at
=
1
-
t
data
=
data
.
slice
()
for
(
var
i
=
1
;
i
<
data
.
length
;
i
++
){
for
(
var
k
=
0
;
k
<
data
.
length
-
i
;
k
++
){
...
...
@@ -547,11 +872,14 @@ class View{
}
return
data
[
0
]
}
easeOut
(
pos
){
return
Math
.
sin
(
Math
.
PI
/
2
*
pos
)
}
drawCircle
(
circle
,
circlePos
){
var
z
=
this
.
canvas
.
scale
drawCircle
(
circle
,
circlePos
,
fade
){
var
ctx
=
this
.
ctx
var
mul
=
this
.
slotPos
.
size
/
106
var
bigCircleSize
=
106
*
mul
/
2
var
circleSize
=
70
*
mul
/
2
var
lyricsSize
=
20
*
mul
var
fill
,
size
,
faceID
var
type
=
circle
.
getType
()
var
ms
=
this
.
controller
.
getElapsedTime
()
...
...
@@ -560,54 +888,57 @@ class View{
var
animated
=
circle
.
isAnimated
()
var
speed
=
circle
.
getSpeed
()
var
played
=
circle
.
getPlayed
()
var
drumroll
=
0
var
endX
=
0
if
(
!
circlePos
){
circlePos
=
{
x
:
this
.
slot
X
+
this
.
msToPos
(
circleMs
-
ms
,
speed
),
y
:
this
.
circleY
x
:
this
.
slot
Pos
.
x
+
this
.
msToPos
(
circleMs
-
ms
,
speed
),
y
:
this
.
slotPos
.
y
}
}
if
(
animated
){
var
currentDonFace
=
0
var
currentBigDonFace
=
1
var
noteFace
=
{
small
:
0
,
big
:
3
}
}
else
{
var
currentDonFace
=
this
.
currentDonFace
var
currentBigDonFace
=
this
.
currentBigDonFace
var
noteFace
=
this
.
noteFace
}
if
(
type
===
"
don
"
||
type
===
"
daiDon
"
&&
played
===
1
){
fill
=
"
#f34728
"
size
=
this
.
circleSize
faceID
=
"
don-
"
+
currentDonFace
size
=
circleSize
faceID
=
noteFace
.
small
}
else
if
(
type
===
"
ka
"
||
type
===
"
daiKa
"
&&
played
===
1
){
fill
=
"
#65bdbb
"
size
=
this
.
circleSize
faceID
=
"
don-
"
+
currentDonFace
size
=
circleSize
faceID
=
noteFace
.
small
}
else
if
(
type
===
"
daiDon
"
){
fill
=
"
#f34728
"
size
=
this
.
bigCircleSize
faceID
=
"
big-don-
"
+
currentBigDonFace
size
=
bigCircleSize
faceID
=
noteFace
.
big
}
else
if
(
type
===
"
daiKa
"
){
fill
=
"
#65bdbb
"
size
=
this
.
bigCircleSize
faceID
=
"
big-don-
"
+
currentBigDonFace
size
=
bigCircleSize
faceID
=
noteFace
.
big
}
else
if
(
type
===
"
balloon
"
){
if
(
animated
){
fill
=
"
#f34728
"
size
=
this
.
bigCircleSize
*
0.8
faceID
=
"
big-don-
"
+
currentBigDonFace
size
=
bigCircleSize
*
0.8
faceID
=
noteFace
.
big
}
else
{
fill
=
"
#f87700
"
size
=
this
.
circleSize
faceID
=
"
don-
"
+
currentDonFace
size
=
circleSize
faceID
=
noteFace
.
small
var
h
=
size
*
1.8
if
(
circleMs
<
ms
&&
ms
<=
endTime
){
circlePos
.
x
=
this
.
slot
X
circlePos
.
x
=
this
.
slot
Pos
.
x
}
else
if
(
ms
>
endTime
){
circlePos
.
x
=
this
.
slot
X
+
this
.
msToPos
(
endTime
-
ms
,
speed
)
circlePos
.
x
=
this
.
slot
Pos
.
x
+
this
.
msToPos
(
endTime
-
ms
,
speed
)
}
this
.
ctx
.
drawImage
(
assets
.
image
[
"
balloon
"
],
circlePos
.
x
+
size
-
3
,
circlePos
.
y
-
h
/
2
,
ctx
.
drawImage
(
assets
.
image
[
"
balloon
"
],
circlePos
.
x
+
size
-
4
,
circlePos
.
y
-
h
/
2
+
2
,
h
/
61
*
115
,
h
)
...
...
@@ -615,188 +946,165 @@ class View{
}
else
if
(
type
===
"
drumroll
"
||
type
===
"
daiDrumroll
"
){
fill
=
"
#f3b500
"
if
(
type
==
"
drumroll
"
){
size
=
this
.
circleSize
faceID
=
"
don-
"
+
currentDonFace
size
=
circleSize
faceID
=
noteFace
.
small
}
else
{
size
=
this
.
bigCircleSize
faceID
=
"
big-don-
"
+
currentBigDonFace
size
=
bigCircleSize
faceID
=
noteFace
.
big
}
var
endX
=
this
.
msToPos
(
endTime
-
circleMs
,
speed
)
this
.
ctx
.
fillStyle
=
fill
this
.
ctx
.
strokeStyle
=
"
#1f1a17
"
this
.
ctx
.
lineWidth
=
this
.
lyricsSize
/
10
this
.
ctx
.
beginPath
()
this
.
ctx
.
moveTo
(
circlePos
.
x
,
circlePos
.
y
-
size
)
this
.
ctx
.
lineTo
(
circlePos
.
x
+
endX
,
circlePos
.
y
-
size
)
this
.
ctx
.
arc
(
circlePos
.
x
+
endX
,
circlePos
.
y
,
size
,
-
Math
.
PI
/
2
,
Math
.
PI
/
2
)
this
.
ctx
.
lineTo
(
circlePos
.
x
,
circlePos
.
y
+
size
)
this
.
ctx
.
fill
()
this
.
ctx
.
stroke
()
}
// Main circle
this
.
ctx
.
fillStyle
=
fill
this
.
ctx
.
beginPath
()
this
.
ctx
.
arc
(
circlePos
.
x
,
circlePos
.
y
,
size
,
0
,
Math
.
PI
*
2
)
this
.
ctx
.
closePath
()
this
.
ctx
.
fill
()
// Face on circle
this
.
ctx
.
drawImage
(
assets
.
image
[
faceID
],
circlePos
.
x
-
size
-
2
,
circlePos
.
y
-
size
-
4
,
size
*
2
+
5
,
size
*
2
+
6
)
if
(
!
circle
.
isAnimated
()){
// Text
this
.
ctx
.
font
=
"
normal bold
"
+
this
.
lyricsSize
+
"
px Kozuka
"
this
.
ctx
.
textAlign
=
"
center
"
this
.
ctx
.
strokeStyle
=
"
#000
"
this
.
ctx
.
lineWidth
=
this
.
lyricsSize
/
5
this
.
ctx
.
fillStyle
=
"
#fff
"
this
.
strokeFillText
(
circle
.
getText
(),
circlePos
.
x
,
this
.
barY
+
this
.
barH
-
this
.
lyricsBarH
*
0.3
)
}
}
togglePauseMenu
(){
if
(
this
.
controller
.
game
.
isPaused
()){
this
.
pauseMenu
.
style
.
display
=
"
block
"
this
.
lastMousemove
=
this
.
controller
.
getElapsedTime
()
this
.
cursorHidden
=
false
this
.
mouseIdle
()
}
else
{
this
.
pauseMenu
.
style
.
display
=
""
endX
=
this
.
msToPos
(
endTime
-
circleMs
,
speed
)
drumroll
=
endX
>
50
?
2
:
1
ctx
.
fillStyle
=
fill
ctx
.
strokeStyle
=
"
#000
"
ctx
.
lineWidth
=
3
ctx
.
beginPath
()
ctx
.
moveTo
(
circlePos
.
x
,
circlePos
.
y
-
size
+
1.5
)
ctx
.
arc
(
circlePos
.
x
+
endX
,
circlePos
.
y
,
size
-
1.5
,
Math
.
PI
/
-
2
,
Math
.
PI
/
2
)
ctx
.
lineTo
(
circlePos
.
x
,
circlePos
.
y
+
size
-
1.5
)
ctx
.
fill
()
ctx
.
stroke
()
}
}
drawDifficulty
(){
this
.
ctx
.
drawImage
(
assets
.
image
[
"
muzu_
"
+
this
.
songDifficulty
],
this
.
diffX
,
this
.
diffY
,
this
.
diffW
,
this
.
diffH
)
if
(
this
.
controller
.
autoPlayEnabled
&&
!
this
.
controller
.
multiplayer
){
this
.
ctx
.
drawImage
(
assets
.
image
[
"
badge_auto
"
],
this
.
diffX
+
this
.
diffW
*
0.71
,
this
.
diffY
+
this
.
diffH
*
0.01
,
this
.
diffH
*
0.3
,
this
.
diffH
*
0.3
if
(
!
fade
||
fade
<
1
){
// Main circle
ctx
.
fillStyle
=
fill
ctx
.
beginPath
()
ctx
.
arc
(
circlePos
.
x
,
circlePos
.
y
,
size
-
1
,
0
,
Math
.
PI
*
2
)
ctx
.
fill
()
// Face on circle
var
drawSize
=
size
if
(
faceID
<
2
){
drawSize
*=
bigCircleSize
/
circleSize
}
ctx
.
drawImage
(
assets
.
image
[
drumroll
?
"
notes_drumroll
"
:
"
notes
"
],
0
,
172
*
faceID
,
172
,
172
,
circlePos
.
x
-
drawSize
-
4
,
circlePos
.
y
-
drawSize
-
4
,
drawSize
*
2
+
8
,
drawSize
*
2
+
8
)
}
this
.
ctx
.
drawImage
(
assets
.
image
.
taiko
,
this
.
taikoX
,
this
.
taikoY
,
this
.
taikoW
,
this
.
taikoH
)
}
drawTime
(){
var
z
=
this
.
canvas
.
scale
var
ms
=
this
.
controller
.
getElapsedTime
()
var
sign
=
Math
.
sign
(
ms
)
<
0
?
"
-
"
:
""
ms
=
Math
.
abs
(
ms
)
+
(
sign
===
"
-
"
?
1000
:
0
)
var
time
=
{
sec
:
Math
.
floor
(
ms
/
1000
)
%
60
,
min
:
Math
.
floor
(
ms
/
1000
/
60
)
%
60
,
hour
:
Math
.
floor
(
ms
/
1000
/
60
/
60
)
%
60
if
(
fade
&&
!
this
.
touchEnabled
){
ctx
.
globalAlpha
=
this
.
draw
.
easeOut
(
fade
<
1
?
fade
:
2
-
fade
)
ctx
.
fillStyle
=
"
#fff
"
ctx
.
beginPath
()
ctx
.
arc
(
circlePos
.
x
,
circlePos
.
y
,
size
-
1
,
0
,
Math
.
PI
*
2
)
ctx
.
fill
()
ctx
.
globalAlpha
=
1
}
if
(
!
circle
.
isAnimated
()){
// Text
var
text
=
circle
.
getText
()
var
textX
=
circlePos
.
x
var
textY
=
circlePos
.
y
+
83
*
mul
ctx
.
font
=
lyricsSize
+
"
px Kozuka
"
ctx
.
textBaseline
=
"
middle
"
ctx
.
textAlign
=
"
center
"
if
(
drumroll
===
2
){
var
longText
=
text
.
split
(
"
ー
"
)
text
=
longText
[
0
]
var
text0Width
=
ctx
.
measureText
(
longText
[
0
]).
width
var
text1Width
=
ctx
.
measureText
(
longText
[
1
]).
width
}
ctx
.
fillStyle
=
"
#fff
"
ctx
.
strokeStyle
=
"
#000
"
ctx
.
lineWidth
=
5
ctx
.
strokeText
(
text
,
textX
,
textY
)
if
(
drumroll
===
2
){
ctx
.
strokeText
(
longText
[
1
],
textX
+
endX
,
textY
)
ctx
.
lineWidth
=
4
var
x1
=
textX
+
text0Width
/
2
var
x2
=
textX
+
endX
-
text1Width
/
2
ctx
.
beginPath
()
ctx
.
moveTo
(
x1
,
textY
-
2
)
ctx
.
lineTo
(
x2
,
textY
-
2
)
ctx
.
lineTo
(
x2
,
textY
+
1
)
ctx
.
lineTo
(
x1
,
textY
+
1
)
ctx
.
closePath
()
ctx
.
stroke
()
ctx
.
fill
()
}
ctx
.
strokeStyle
=
"
#fff
"
ctx
.
lineWidth
=
0.5
ctx
.
strokeText
(
text
,
textX
,
textY
)
ctx
.
fillText
(
text
,
textX
,
textY
)
if
(
drumroll
){
ctx
.
strokeText
(
longText
[
1
],
textX
+
endX
,
textY
)
ctx
.
fillText
(
longText
[
1
],
textX
+
endX
,
textY
)
}
}
this
.
ctx
.
globalAlpha
=
0.7
this
.
ctx
.
fillStyle
=
"
#000
"
this
.
ctx
.
fillRect
(
this
.
winW
-
110
*
z
,
this
.
winH
-
60
*
z
,
this
.
winW
,
this
.
winH
)
this
.
ctx
.
globalAlpha
=
1
this
.
ctx
.
fillStyle
=
"
#fff
"
var
formatedH
=
(
"
0
"
+
time
.
hour
).
slice
(
-
2
)
var
formatedM
=
(
"
0
"
+
time
.
min
).
slice
(
-
2
)
var
formatedS
=
(
"
0
"
+
time
.
sec
).
slice
(
-
2
)
this
.
ctx
.
font
=
"
normal
"
+
(
this
.
barH
/
12
)
+
"
px Kozuka
"
this
.
ctx
.
textAlign
=
"
right
"
this
.
ctx
.
fillText
(
sign
+
formatedH
+
"
:
"
+
formatedM
+
"
:
"
+
formatedS
,
this
.
winW
-
10
*
z
,
this
.
winH
-
30
*
z
)
this
.
ctx
.
fillText
(
sign
+
Math
.
floor
(
ms
),
this
.
winW
-
10
*
z
,
this
.
winH
-
10
*
z
)
}
drawBar
(){
this
.
ctx
.
strokeStyle
=
"
#000
"
this
.
ctx
.
fillStyle
=
"
#232323
"
this
.
ctx
.
lineWidth
=
1
0
this
.
ctx
.
beginPath
()
this
.
ctx
.
rect
(
0
,
this
.
barY
,
this
.
winW
,
this
.
barH
)
this
.
ctx
.
closePath
()
this
.
ctx
.
fill
()
fillComboCache
(){
var
fontSize
=
58
var
letterSpacing
=
fontSize
*
0.67
var
glyphW
=
5
0
var
glyphH
=
64
var
textX
=
11
var
textY
=
5
var
letterBorder
=
fontSize
*
0.15
var
ms
=
this
.
controller
.
getElapsedTime
()
var
keyTime
=
this
.
controller
.
getKeyTime
()
var
sound
=
keyTime
[
"
don
"
]
>
keyTime
[
"
ka
"
]
?
"
don
"
:
"
ka
"
if
(
this
.
gogoTime
||
ms
<=
this
.
gogoTimeStarted
+
100
){
var
grd
=
this
.
ctx
.
createLinearGradient
(
0
,
this
.
barY
,
this
.
winW
,
this
.
barH
)
grd
.
addColorStop
(
0
,
"
#512a2c
"
)
grd
.
addColorStop
(
0.46
,
"
#6f2a2d
"
)
grd
.
addColorStop
(
0.76
,
"
#8a4763
"
)
grd
.
addColorStop
(
1
,
"
#2c2a2c
"
)
this
.
ctx
.
fillStyle
=
grd
this
.
ctx
.
rect
(
0
,
this
.
barY
,
this
.
winW
,
this
.
barH
)
var
alpha
=
Math
.
min
(
100
,
this
.
controller
.
getElapsedTime
()
-
this
.
gogoTimeStarted
)
/
100
if
(
!
this
.
gogoTime
){
alpha
=
1
-
alpha
this
.
comboCache
.
resize
((
glyphW
+
1
)
*
20
,
glyphH
+
1
,
this
.
ratio
)
for
(
var
orange
=
0
;
orange
<
2
;
orange
++
){
for
(
var
i
=
0
;
i
<
10
;
i
++
){
this
.
comboCache
.
set
({
w
:
glyphW
,
h
:
glyphH
,
id
:
orange
+
"
combo
"
+
i
},
ctx
=>
{
ctx
.
scale
(
0.9
,
1
)
if
(
orange
){
var
grd
=
ctx
.
createLinearGradient
(
(
glyphW
-
glyphH
)
/
2
,
0
,
(
glyphW
+
glyphH
)
/
2
,
glyphH
)
grd
.
addColorStop
(
0.3
,
"
#ff2000
"
)
grd
.
addColorStop
(
0.5
,
"
#ffc321
"
)
grd
.
addColorStop
(
0.6
,
"
#ffedb7
"
)
grd
.
addColorStop
(
0.8
,
"
#ffffce
"
)
var
fill
=
grd
}
else
{
var
fill
=
"
#fff
"
}
this
.
draw
.
layeredText
({
ctx
:
ctx
,
text
:
i
.
toString
(),
fontSize
:
fontSize
,
fontFamily
:
this
.
font
,
x
:
textX
,
y
:
textY
},
[
{
x
:
-
2
,
y
:
-
1
,
outline
:
"
#000
"
,
letterBorder
:
letterBorder
},
{
x
:
3.5
,
y
:
1.5
},
{
x
:
3
,
y
:
1
},
{},
{
x
:
-
2
,
y
:
-
1
,
fill
:
"
#fff
"
},
{
x
:
3.5
,
y
:
1.5
,
fill
:
fill
},
{
x
:
3
,
y
:
1
,
fill
:
"
rgba(0, 0, 0, 0.5)
"
},
{
fill
:
fill
}
])
})
}
this
.
ctx
.
globalAlpha
=
alpha
this
.
ctx
.
fill
()
this
.
ctx
.
globalAlpha
=
1
}
if
(
keyTime
[
sound
]
>
ms
-
200
){
var
gradients
=
{
"
don
"
:
[
"
#f54c25
"
,
"
#232323
"
],
"
ka
"
:
[
"
#75cee9
"
,
"
#232323
"
]
}
var
grd
=
this
.
ctx
.
createLinearGradient
(
0
,
this
.
barY
,
this
.
winW
,
this
.
barH
)
grd
.
addColorStop
(
0
,
gradients
[
sound
][
0
])
grd
.
addColorStop
(
1
,
gradients
[
sound
][
1
])
this
.
ctx
.
fillStyle
=
grd
this
.
ctx
.
rect
(
0
,
this
.
barY
,
this
.
winW
,
this
.
barH
)
this
.
ctx
.
globalAlpha
=
1
-
(
ms
-
keyTime
[
sound
])
/
200
this
.
ctx
.
fill
()
this
.
ctx
.
globalAlpha
=
1
}
this
.
ctx
.
stroke
()
// Lyrics bar
this
.
ctx
.
fillStyle
=
"
#888888
"
this
.
ctx
.
beginPath
()
this
.
ctx
.
rect
(
0
,
this
.
barY
+
this
.
barH
-
this
.
lyricsBarH
,
this
.
winW
,
this
.
lyricsBarH
)
this
.
ctx
.
closePath
()
this
.
ctx
.
fill
()
this
.
ctx
.
stroke
()
}
drawSlot
(){
// Main circle
this
.
ctx
.
fillStyle
=
"
#6f6f6e
"
this
.
ctx
.
beginPath
()
this
.
ctx
.
arc
(
this
.
slotX
,
this
.
circleY
,
this
.
circleSize
-
0.2
*
this
.
circleSize
,
0
,
2
*
Math
.
PI
)
this
.
ctx
.
closePath
()
this
.
ctx
.
fill
()
// Big stroke circle
this
.
ctx
.
strokeStyle
=
"
#9e9f9f
"
this
.
ctx
.
lineWidth
=
3
this
.
ctx
.
beginPath
()
this
.
ctx
.
arc
(
this
.
slotX
,
this
.
circleY
,
this
.
circleSize
,
0
,
2
*
Math
.
PI
)
this
.
ctx
.
closePath
()
this
.
ctx
.
stroke
()
// Bigger stroke circle
this
.
ctx
.
strokeStyle
=
"
#6f6f6e
"
this
.
ctx
.
lineWidth
=
3
this
.
ctx
.
beginPath
()
this
.
ctx
.
arc
(
this
.
slotX
,
this
.
circleY
,
this
.
bigCircleSize
,
0
,
2
*
Math
.
PI
)
this
.
ctx
.
closePath
()
this
.
ctx
.
stroke
()
}
drawTaikoSquare
(){
// Taiko square
this
.
ctx
.
lineWidth
=
7
this
.
ctx
.
fillStyle
=
"
#ff3c00
"
this
.
ctx
.
strokeStyle
=
"
#000
"
this
.
ctx
.
beginPath
()
this
.
ctx
.
rect
(
0
,
this
.
barY
,
this
.
taikoSquareW
,
this
.
barH
)
this
.
ctx
.
fill
()
this
.
ctx
.
closePath
()
this
.
ctx
.
stroke
()
this
.
globalAlpha
=
0
this
.
comboCache
.
get
({
ctx
:
this
.
ctx
,
x
:
0
,
y
:
0
,
w
:
54
,
h
:
77
,
id
:
"
combo0
"
})
this
.
globalAlpha
=
1
}
toggleGogoTime
(
circle
){
this
.
gogoTime
=
circle
.
gogoTime
...
...
@@ -823,7 +1131,7 @@ class View{
}
}
drawGogoTime
(){
var
ms
=
this
.
controller
.
getElapsedTime
()
var
ms
=
this
.
getMS
()
if
(
this
.
gogoTime
){
var
circles
=
this
.
controller
.
parsedSongData
.
circles
...
...
@@ -837,7 +1145,9 @@ class View{
}
}
else
{
var
animation
=
this
.
assets
.
don
.
getAnimation
()
if
(
animation
===
"
gogo
"
||
this
.
controller
.
getGlobalScore
().
gauge
>=
50
&&
animation
===
"
normal
"
){
var
gauge
=
this
.
controller
.
getGlobalScore
().
gauge
var
cleared
=
Math
.
round
(
gauge
/
2
)
-
1
>=
25
if
(
animation
===
"
gogo
"
||
cleared
&&
animation
===
"
normal
"
||
!
cleared
&&
animation
===
"
clear
"
){
this
.
assets
.
don
.
normalAnimation
()
}
if
(
ms
>=
this
.
gogoTimeStarted
+
100
){
...
...
@@ -864,12 +1174,38 @@ class View{
don
.
setAnimationEnd
(
length
,
don
.
normalAnimation
)
}
}
displayScore
(
score
,
notPlayed
,
bigNote
){
if
(
!
notPlayed
){
this
.
currentScore
.
ms
=
this
.
getMS
()
this
.
currentScore
.
type
=
score
this
.
currentScore
.
bigNote
=
bigNote
}
}
posToMs
(
pos
,
speed
){
var
circleSize
=
70
*
this
.
slotPos
.
size
/
106
/
2
return
140
/
circleSize
*
pos
/
speed
}
msToPos
(
ms
,
speed
){
var
circleSize
=
70
*
this
.
slotPos
.
size
/
106
/
2
return
speed
/
(
140
/
circleSize
)
*
ms
}
togglePauseMenu
(){
if
(
this
.
controller
.
game
.
isPaused
()){
this
.
pauseMenu
.
style
.
display
=
"
block
"
this
.
lastMousemove
=
this
.
controller
.
getElapsedTime
()
this
.
cursorHidden
=
false
this
.
mouseIdle
()
}
else
{
this
.
pauseMenu
.
style
.
display
=
""
}
}
drawTouch
(){
if
(
this
.
touchEnabled
){
var
ms
=
this
.
controller
.
getElapsedTime
()
var
ms
=
this
.
getMS
()
var
mul
=
this
.
ratio
/
this
.
pixelRatio
var
drumWidth
=
this
.
touchDrum
.
w
/
this
.
canvas
.
scale
var
drumHeight
=
this
.
touchDrum
.
h
/
this
.
canvas
.
scale
var
drumWidth
=
this
.
touchDrum
.
w
*
mul
var
drumHeight
=
this
.
touchDrum
.
h
*
mul
if
(
drumHeight
!==
this
.
touchDrumHeight
||
drumWidth
!==
this
.
touchDrumWidth
){
this
.
touchDrumWidth
=
drumWidth
this
.
touchDrumHeight
=
drumHeight
...
...
@@ -890,9 +1226,8 @@ class View{
ontouch
(
event
){
for
(
let
touch
of
event
.
changedTouches
){
event
.
preventDefault
()
var
scale
=
this
.
canvas
.
scale
var
pageX
=
touch
.
pageX
*
scale
var
pageY
=
touch
.
pageY
*
scale
var
pageX
=
touch
.
pageX
*
this
.
pixelRatio
var
pageY
=
touch
.
pageY
*
this
.
pixelRatio
var
c
=
this
.
touchCircle
var
pi
=
Math
.
PI
...
...
@@ -947,26 +1282,30 @@ class View{
this
.
beatInterval
=
beatMS
this
.
assets
.
changeBeatInterval
(
beatMS
)
}
getMS
(){
return
this
.
controller
.
getElapsedTime
()
}
clean
(){
pageEvents
.
mouseRemove
(
this
)
if
(
this
.
controller
.
multiplayer
===
2
){
if
(
this
.
canvas
){
this
.
canvas
.
canvas
.
parentNode
.
removeChild
(
this
.
canvas
.
canvas
)
this
.
draw
.
clean
()
this
.
assets
.
clean
()
this
.
titleCache
.
clean
()
this
.
comboCache
.
clean
()
if
(
this
.
multiplayer
!==
2
){
pageEvents
.
remove
(
window
,
"
resize
"
)
if
(
this
.
touchEnabled
){
pageEvents
.
remove
(
this
.
canvas
,
"
touchstart
"
)
pageEvents
.
remove
(
this
.
touchFullBtn
,
"
touchend
"
)
pageEvents
.
remove
(
this
.
touchPauseBtn
,
"
touchend
"
)
this
.
gameDiv
.
classList
.
remove
(
"
touch-visible
"
)
document
.
getElementById
(
"
version
"
).
classList
.
remove
(
"
version-hide
"
)
delete
this
.
touchDrumDiv
delete
this
.
touchDrumImg
delete
this
.
touchFullBtn
delete
this
.
touchPauseBtn
}
}
else
{
this
.
cursor
.
parentNode
.
removeChild
(
this
.
cursor
)
}
if
(
this
.
touchEnabled
){
pageEvents
.
remove
(
this
.
canvas
.
canvas
,
"
touchstart
"
)
pageEvents
.
remove
(
this
.
touchFullBtn
,
"
touchend
"
)
pageEvents
.
remove
(
this
.
touchPauseBtn
,
"
touchend
"
)
this
.
gameDiv
.
classList
.
remove
(
"
touch-visible
"
)
document
.
getElementById
(
"
version
"
).
classList
.
remove
(
"
version-hide
"
)
delete
this
.
touchDrumDiv
delete
this
.
touchDrumImg
delete
this
.
touchFullBtn
delete
this
.
touchPauseBtn
}
pageEvents
.
mouseRemove
(
this
)
delete
this
.
pauseMenu
delete
this
.
cursor
delete
this
.
gameDiv
...
...
public/src/js/viewassets.js
View file @
5a115040
...
...
@@ -9,17 +9,17 @@ class ViewAssets{
var
imgw
=
360
var
imgh
=
184
var
scale
=
165
var
w
=
(
this
.
view
.
barH
*
imgw
)
/
scale
var
h
=
(
this
.
view
.
barH
*
imgh
)
/
scale
var
w
=
imgw
var
h
=
imgh
return
{
sx
:
Math
.
floor
(
frame
/
10
)
*
imgw
,
sy
:
(
frame
%
10
)
*
imgh
,
sy
:
(
frame
%
10
)
*
imgh
+
1
,
sw
:
imgw
,
sh
:
imgh
,
x
:
this
.
view
.
taikoSquareW
-
w
+
this
.
view
.
barH
*
0.2
,
y
:
this
.
view
.
barY
-
h
,
sh
:
imgh
-
1
,
x
:
view
.
portrait
?
-
60
:
0
,
y
:
view
.
portrait
?
(
view
.
multiplayer
===
2
?
560
:
35
)
:
(
view
.
multiplayer
===
2
?
360
:
2
)
,
w
:
w
,
h
:
h
h
:
h
-
1
}
})
this
.
don
.
addFrames
(
"
normal
"
,
[
...
...
@@ -41,7 +41,7 @@ class ViewAssets{
var
length
=
this
.
don
.
getAnimationLength
(
"
gogo
"
)
this
.
don
.
setUpdateSpeed
(
4
/
length
)
this
.
don
.
setAnimation
(
"
gogo
"
)
}
else
if
(
this
.
controller
.
getGlobalScore
().
gauge
>=
50
){
}
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
)
...
...
@@ -58,31 +58,31 @@ class ViewAssets{
this
.
fire
=
this
.
createAsset
(
"
bar
"
,
frame
=>
{
var
imgw
=
360
var
imgh
=
370
var
scale
=
1
75
var
ms
=
this
.
controller
.
getElapsedTime
()
var
scale
=
1
30
var
ms
=
this
.
view
.
getMS
()
var
elapsed
=
ms
-
this
.
view
.
gogoTimeStarted
var
mul
=
this
.
view
.
slotPos
.
size
/
106
var
barH
=
130
*
mul
if
(
this
.
view
.
gogoTime
){
var
grow
=
3
-
Math
.
min
(
200
,
elapsed
)
/
100
this
.
ctx
.
globalAlpha
=
Math
.
min
(
200
,
elapsed
)
/
200
}
else
{
var
grow
=
1
-
Math
.
min
(
100
,
elapsed
)
/
100
}
var
w
=
(
this
.
view
.
barH
*
imgw
)
/
scale
*
grow
var
h
=
(
this
.
view
.
barH
*
imgh
)
/
scale
*
grow
var
w
=
(
barH
*
imgw
)
/
scale
*
grow
var
h
=
(
barH
*
imgh
)
/
scale
*
grow
this
.
ctx
.
globalCompositeOperation
=
"
lighter
"
return
{
sx
:
frame
*
imgw
,
sy
:
0
,
sw
:
imgw
,
sh
:
imgh
,
x
:
this
.
view
.
slot
X
-
w
/
2
,
y
:
this
.
view
.
circleY
-
h
/
2
,
x
:
this
.
view
.
slot
Pos
.
x
-
w
/
2
,
y
:
this
.
view
.
slotPos
.
y
-
h
/
2
,
w
:
w
,
h
:
h
,
callback
:
()
=>
{
this
.
ctx
.
globalCompositeOperation
=
"
source-over
"
this
.
ctx
.
globalAlpha
=
1
}
h
:
h
}
})
this
.
fire
.
addFrames
(
"
normal
"
,
7
,
"
fire_anim
"
)
...
...
@@ -93,15 +93,17 @@ class ViewAssets{
var
imgw
=
230
var
imgh
=
460
var
scale
=
165
var
w
=
(
this
.
view
.
barH
*
imgw
)
/
scale
var
h
=
(
this
.
view
.
barH
*
imgh
)
/
scale
var
w
=
imgw
var
h
=
imgh
var
winW
=
this
.
view
.
winW
/
this
.
view
.
ratio
var
winH
=
this
.
view
.
winH
/
this
.
view
.
ratio
return
{
sx
:
Math
.
floor
(
frame
/
4
)
*
imgw
,
sy
:
(
frame
%
4
)
*
imgh
,
sw
:
imgw
,
sh
:
imgh
,
x
:
this
.
view
.
winW
/
4
*
i
-
w
/
2
*
(
i
/
2
),
y
:
this
.
view
.
winH
-
h
,
x
:
winW
/
4
*
i
-
w
/
2
*
(
i
/
2
),
y
:
winH
-
h
,
w
:
w
,
h
:
h
}
...
...
@@ -118,17 +120,22 @@ class ViewAssets{
return
asset
}
drawAssets
(
layer
){
if
(
this
.
controller
.
multiplayer
!==
2
||
layer
===
"
bar
"
){
this
.
allAssets
.
forEach
(
asset
=>
{
if
(
layer
===
asset
.
layer
){
asset
.
draw
()
}
})
}
this
.
allAssets
.
forEach
(
asset
=>
{
if
(
layer
===
asset
.
layer
){
asset
.
draw
()
}
})
}
changeBeatInterval
(
beatMS
,
initial
){
this
.
allAssets
.
forEach
(
asset
=>
{
asset
.
changeBeatInterval
(
beatMS
,
initial
)
})
}
clean
(){
delete
this
.
ctx
delete
this
.
don
delete
this
.
fire
delete
this
.
fireworks
delete
this
.
allAssets
}
}
public/src/views/game.html
View file @
5a115040
<div
id=
"game"
>
<h3
alt=
""
class=
"stroke-sub game-song"
></h3>
<div
id=
"touch-drum"
>
<img
id=
"touch-drum-img"
src=
"/assets/img/touch_drum.png"
>
</div>
...
...
templates/index.html
View file @
5a115040
...
...
@@ -39,8 +39,6 @@
<script
src=
"/src/js/mekadon.js?{{version.commit_short}}"
></script>
<script
src=
"/src/js/gamepad.js?{{version.commit_short}}"
></script>
<script
src=
"/src/js/tutorial.js?{{version.commit_short}}"
></script>
<script
src=
"/src/js/scalablecanvas.js?{{version.commit_short}}"
></script>
<script
src=
"/src/js/element.js?{{version.commit_short}}"
></script>
<script
src=
"/src/js/soundbuffer.js?{{version.commit_short}}"
></script>
<script
src=
"/src/js/p2.js?{{version.commit_short}}"
></script>
<script
src=
"/src/js/canvasasset.js?{{version.commit_short}}"
></script>
...
...
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