Add animations and fix behaviour

This commit is contained in:
LoveEevee 2019-02-20 23:48:21 +03:00
parent 76e56736f7
commit c72b5a742c
10 changed files with 344 additions and 128 deletions

View File

@ -11,6 +11,7 @@ class CanvasCache{
this.map = new Map()
this.canvas = document.createElement("canvas")
this.ctx = this.canvas.getContext("2d")
document.body.appendChild(this.canvas)
}
this.scale = scale
this.x = 0

View File

@ -268,6 +268,9 @@
easeOut(pos){
return Math.sin(Math.PI / 2 * pos)
}
easeOutBack(pos){
return Math.sin(Math.PI / 1.74 * pos) * 1.03
}
easeInOut(pos){
return (Math.cos(Math.PI * pos) - 1) / -2
}
@ -572,7 +575,7 @@
}
if(symbol.ura){
ctx.font = (30 * mul) + "px Meiryo, sans-serif"
ctx.textBaseline = "center"
ctx.textBaseline = "middle"
ctx.beginPath()
ctx.arc(currentX, currentY + (17 * mul), (18 * mul), 0, Math.PI * 2)
if(action === "stroke"){
@ -581,7 +584,7 @@
}else if(action === "fill"){
ctx.strokeStyle = config.fill
ctx.lineWidth = 2.5 * mul
ctx.fillText(symbol.text, currentX, currentY)
ctx.fillText(symbol.text, currentX, currentY + (17 * mul))
}
ctx.stroke()
}else{
@ -788,7 +791,7 @@
}
if(symbol.ura){
ctx.font = (30 * mul) + "px Meiryo, sans-serif"
ctx.textBaseline = "center"
ctx.textBaseline = "middle"
ctx.beginPath()
ctx.arc(currentX, currentY + (17 * mul), (18 * mul), 0, Math.PI * 2)
if(action === "strokeText"){

View File

@ -116,7 +116,9 @@ class Debug{
this.branchReset(null, true)
}
var measures = this.controller.parsedSongData.measures
var measures = this.controller.parsedSongData.measures.filter((measure, i, array) => {
return i === 0 || Math.abs(measure.ms - array[i - 1].ms) > 0.01
})
this.measureNumSlider.setMinMax(0, measures.length - 1)
if(this.measureNum && measures.length > this.measureNum){
var measureMS = measures[this.measureNum].ms
@ -197,7 +199,9 @@ class Debug{
var game = this.controller.game
var name = this.branchSelect.value
game.branch = name === "auto" ? false : name
game.branchSet = false
game.branchSet = name === "auto"
var selectedOption = this.branchSelect.selectedOptions[0]
this.branchSelect.style.background = selectedOption.style.background
if(this.restartCheckbox.checked && !noRestart){
this.restartSong()
}

View File

@ -28,8 +28,8 @@ class Game{
this.musicFadeOut = 0
this.fadeOutStarted = false
this.currentTimingPoint = 0
this.sectionNotes = []
this.sectionDrumroll = 0
this.branchNames = ["normal", "advanced", "master"]
this.resetSection()
assets.songs.forEach(song => {
if(song.id == selectedSong.folder){
@ -77,7 +77,7 @@ class Game{
var index = 0
for(var i = startIndex; i < circles.length; i++){
var circle = circles[i]
if((!circle.branch || circle.branch.active) && !circle.isPlayed){
if(circle && (!circle.branch || circle.branch.active) && !circle.isPlayed){
var type = circle.type
var drumrollNotes = type === "balloon" || type === "drumroll" || type === "daiDrumroll"
var endTime = circle.endTime + (drumrollNotes ? 0 : this.rules.bad)
@ -100,6 +100,9 @@ class Game{
if(ms > endTime){
if(!this.controller.autoPlayEnabled){
if(drumrollNotes){
if(circle.section && circle.timesHit === 0){
this.resetSection()
}
circle.played(-1, false)
this.updateCurrentCircle()
if(this.controller.multiplayer === 1){
@ -112,6 +115,9 @@ class Game{
p2.send("drumroll", value)
}
}else{
if(circle.section){
this.resetSection()
}
var currentScore = 0
circle.played(-1, type === "daiDon" || type === "daiKa")
this.sectionNotes.push(0)
@ -137,47 +143,62 @@ class Game{
}
var branches = this.songData.branches
if(branches){
if(this.controller.multiplayer === 2 || this.branch){
var parent = this.controller.multiplayer === 2 ? p2 : this
var view = this.controller.view
if(view.branch !== parent.branch){
view.branchAnimate = {
ms: ms,
fromBranch: view.branch
var force = this.controller.multiplayer === 2 ? p2 : this
var measures = this.songData.measures
if(this.controller.multiplayer === 2 || force.branch){
if(!force.branchSet){
force.branchSet = true
if(branches.length){
this.setBranch(branches[0], force.branch)
}
view.branch = parent.branch
}
if(!parent.branchSet){
parent.branchSet = true
for(var i = 0; i < branches.length; i++){
this.setBranch(branches[i], parent.branch)
var view = this.controller.view
var currentMeasure = view.branch
for(var i = measures.length; i--;){
var measure = measures[i]
if(measure.nextBranch && measure.ms <= ms){
currentMeasure = measure.nextBranch.active
}
}
if(view.branch !== currentMeasure){
view.branchAnimate = {
ms: ms,
fromBranch: view.branch
}
view.branch = currentMeasure
}
}
}else{
var measures = this.songData.measures
for(var i = 0; i < measures.length; i++){
var measure = measures[i]
if(measure.ms > ms){
break
}else if(measure.nextBranch && !measure.gameChecked){
measure.gameChecked = true
var branch = measure.nextBranch
if(branch.type){
if(branch.type === "drumroll"){
}
for(var i = 0; i < measures.length; i++){
var measure = measures[i]
if(measure.ms > ms){
break
}else if(measure.nextBranch && !measure.gameChecked){
measure.gameChecked = true
var branch = measure.nextBranch
if(branch.type){
var accuracy = 0
if(branch.type === "drumroll"){
if(force.branch){
var accuracy = Math.max(0, branch.requirement[force.branch])
}else{
var accuracy = this.sectionDrumroll
}
}else if(this.sectionNotes.length !== 0){
if(force.branch){
var accuracy = Math.max(0, Math.min(100, branch.requirement[force.branch]))
}else{
var accuracy = this.sectionNotes.reduce((a, b) => a + b) / this.sectionNotes.length * 100
}
if(accuracy >= branch.requirement[1]){
this.setBranch(branch, "master")
}else if(accuracy >= branch.requirement[0]){
this.setBranch(branch, "advanced")
}else{
this.setBranch(branch, "normal")
}
}else if(this.controller.multiplayer === 1){
p2.send("branch", "normal")
}
if(accuracy >= branch.requirement.master){
this.setBranch(branch, "master")
}else if(accuracy >= branch.requirement.advanced){
this.setBranch(branch, "advanced")
}else{
this.setBranch(branch, "normal")
}
}else if(this.controller.multiplayer === 1){
p2.send("branch", "normal")
}
}
}
@ -273,6 +294,9 @@ class Game{
this.updateCombo(score)
this.updateGlobalScore(score, typeDai && keyDai ? 2 : 1, circle.gogoTime)
this.updateCurrentCircle()
if(circle.section){
this.resetSection()
}
this.sectionNotes.push(score === 450 ? 1 : (score === 230 ? 0.5 : 0))
if(this.controller.multiplayer === 1){
var value = {
@ -327,6 +351,9 @@ class Game{
var ms = this.elapsedTime
var dai = circle.type === "daiDrumroll"
var score = 100
if(circle.section && circle.timesHit === 0){
this.resetSection()
}
circle.hit(keysKa)
var keyTime = this.controller.getKeyTime()
if(circle.type === "drumroll"){
@ -347,9 +374,7 @@ class Game{
circleAnim.animate(ms)
this.view.drumroll.push(circleAnim)
this.globalScore.drumroll++
if(this.controller.multiplayer !== 2){
this.sectionDrumroll++
}
this.sectionDrumroll++
this.globalScore.points += score * (dai ? 2 : 1)
this.view.setDarkBg(false)
}
@ -473,10 +498,6 @@ class Game{
do{
var circle = circles[++this.currentCircle]
}while(circle && circle.branch && !circle.branch.active)
if(circle && circle.section){
this.sectionNotes = []
this.sectionDrumroll = 0
}
}
getCurrentCircle(){
return this.currentCircle
@ -530,16 +551,59 @@ class Game{
}
this.globalScore.points += Math.floor(score * multiplier / 10) * 10
}
setBranch(branch, name){
var names = ["normal", "advanced", "master"]
for(var i in names){
if(names[i] in branch){
branch[names[i]].active = names[i] === name
setBranch(currentBranch, activeName){
var pastActive = currentBranch.active
var ms = currentBranch.ms
for(var i = 0; i < this.songData.branches.length; i++){
var branch = this.songData.branches[i]
if(branch.ms >= ms){
var relevantName = activeName
var req = branch.requirement
var noNormal = req.advanced <= 0
var noAdvanced = req.master <= 0 || req.advanced >= req.master || branch.type === "accuracy" && req.advanced > 100
var noMaster = branch.type === "accuracy" && req.master > 100
if(relevantName === "normal" && noNormal){
relevantName = noAdvanced ? "master" : "advanced"
}
if(relevantName === "advanced" && noAdvanced){
relevantName = noMaster ? "normal" : "master"
}
if(relevantName === "master" && noMaster){
relevantName = noAdvanced ? "normal" : "advanced"
}
for(var j in this.branchNames){
var name = this.branchNames[j]
if(name in branch){
branch[name].active = name === relevantName
}
}
if(branch === currentBranch){
activeName = relevantName
}
branch.active = relevantName
}
}
branch.active = name
var circles = this.songData.circles
var circle = circles[this.currentCircle]
if(!circle || circle.branch === currentBranch[pastActive]){
var ms = this.elapsedTime
var closestCircle = circles.findIndex(circle => {
return (!circle.branch || circle.branch.active) && circle.endTime >= ms
})
if(closestCircle !== -1){
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", name)
p2.send("branch", activeName)
}
}
resetSection(){
this.sectionNotes = []
this.sectionDrumroll = 0
}
}

View File

@ -106,7 +106,9 @@ pageEvents.keyAdd(debugObj, "all", "down", event => {
}else if(debugObj.state === "minimised"){
debugObj.debug.restore()
}else{
debugObj.debug = new Debug()
try{
debugObj.debug = new Debug()
}catch(e){}
}
}
if(event.keyCode === 82 && debugObj.debug && debugObj.controller){

View File

@ -8,6 +8,9 @@ class Mekadon{
play(circle){
var type = circle.type
if((type === "balloon" || type === "drumroll" || type === "daiDrumroll") && this.getMS() > circle.endTime){
if(circle.section && circle.timesHit === 0){
this.game.resetSection()
}
circle.played(-1, false)
this.game.updateCurrentCircle()
}
@ -96,6 +99,9 @@ class Mekadon{
this.game.updateGlobalScore(score, keyDai ? 2 : 1, circle.gogoTime)
this.game.updateCurrentCircle()
circle.played(score, keyDai)
if(circle.section){
this.game.resetSection()
}
this.game.sectionNotes.push(score === 450 ? 1 : (score === 230 ? 0.5 : 0))
}
this.lastHit = ms

View File

@ -137,7 +137,7 @@
var branchObj = {}
var currentBranch = false
var branchSettings = {}
var branchPushed = false
var branchFirstMeasure = false
var sectionBegin = true
var currentMeasure = []
@ -157,8 +157,10 @@
originalMS: ms,
speed: speed,
visible: barLine,
branch: currentBranch
branch: currentBranch,
branchFirst: branchFirstMeasure
})
branchFirstMeasure = false
if(currentMeasure.length){
for(var i = 0; i < currentMeasure.length; i++){
var note = currentMeasure[i]
@ -222,14 +224,14 @@
gogo = false
break
case "bpmchange":
bpm = parseFloat(value)
bpm = parseFloat(value) || bpm
break
case "scroll":
scroll = parseFloat(value)
scroll = parseFloat(value) || scroll
break
case "measure":
var [numerator, denominator] = value.split("/")
measure = numerator / denominator * 4
measure = numerator / denominator * 4 || measure
break
case "delay":
ms += (parseFloat(value) || 0) * 1000
@ -243,7 +245,7 @@
case "branchstart":
branch = true
currentBranch = false
branchPushed = false
branchFirstMeasure = true
branchSettings = {
ms: ms,
gogo: gogo,
@ -255,26 +257,45 @@
if(!this.branches){
this.branches = []
}
var req = {
advanced: parseFloat(value[1]) || 0,
master: parseFloat(value[2]) || 0
}
if(req.advanced > 0){
var active = req.master > 0 ? "normal" : "master"
}else{
var active = req.master > 0 ? "advanced" : "master"
}
branchObj = {
ms: ms,
originalMS: ms,
type: value[0].toLowerCase() === "r" ? "drumroll" : "perfect",
requirement: [
parseFloat(value[1]),
parseFloat(value[2])
]
active: active,
type: value[0].trim().toLowerCase() === "r" ? "drumroll" : "accuracy",
requirement: req
}
this.branches.push(branchObj)
if(this.measures.length === 1 && branchObj.type === "drumroll"){
for(var i = circles.length; i--;){
var circle = circles[i]
if(circle.endTime && circle.type === "drumroll" || circle.type === "daiDrumroll" || circle.type === "balloon"){
this.measures.push({
ms: circle.endTime,
originalMS: circle.endTime,
speed: circle.bpm * circle.scroll / 60,
visible: false,
branch: circle.branch
})
break
}
}
}
if(this.measures.length !== 0){
this.measures[this.measures.length - 1].nextBranch = branchObj
}
break
case "branchend":
branch = false
currentBranch = false
if(this.measures.length !== 0){
this.measures[this.measures.length - 1].nextBranch = {
ms: ms,
originalMS: ms,
active: "normal"
}
}
break
case "section":
sectionBegin = true
@ -283,37 +304,19 @@
}
break
case "n": case "e": case "m":
if(!branchPushed){
branchPushed = true
this.branches.push(branchObj)
if(this.measures.length === 1 && branchObj.type === "drumroll"){
for(var i = circles.length; i--;){
var circle = circles[i]
if(circle.endTime && circle.type === "drumroll" || circle.type === "daiDrumroll" || circle.type === "balloon"){
this.measures.push({
ms: circle.endTime,
originalMS: circle.endTime,
speed: circle.bpm * circle.scroll / 60,
visible: false,
branch: circle.branch
})
break
}
}
}
if(this.measures.length !== 0){
this.measures[this.measures.length - 1].nextBranch = branchObj
}
if(!branch){
break
}
ms = branchSettings.ms
gogo = branchSettings.gogo
bpm = branchSettings.bpm
scroll = branchSettings.scroll
sectionBegin = branchSettings.sectionBegin
branchFirstMeasure = true
var branchName = name === "m" ? "master" : (name === "e" ? "advanced" : "normal")
currentBranch = {
name: branchName,
active: branchName === "normal"
active: branchName === branchObj.active
}
branchObj[branchName] = currentBranch
break
@ -432,6 +435,7 @@
if(this.branches){
circles.sort((a, b) => a.ms > b.ms ? 1 : -1)
this.measures.sort((a, b) => a.ms > b.ms ? 1 : -1)
circles.forEach((circle, i) => circle.id = i + 1)
}
return circles

View File

@ -54,6 +54,11 @@
this.good = "良"
this.ok = "可"
this.bad = "不可"
this.branch = {
"normal": "普通譜面",
"advanced": "玄人譜面",
"master": "達人譜面"
}
this.pauseOptions = [
"演奏をつづける",
"はじめからやりなおす",
@ -136,7 +141,7 @@ function StringsEn(){
this.normal = "Normal"
this.hard = "Hard"
this.oni = "Extreme"
this.songBranch = "Forked Paths"
this.songBranch = "Diverge Notes"
this.sessionStart = "Begin an Online Session!"
this.sessionEnd = "End Online Session"
this.loading = "Loading..."
@ -156,6 +161,11 @@ function StringsEn(){
this.good = "GOOD"
this.ok = "OK"
this.bad = "BAD"
this.branch = {
"normal": "Normal",
"advanced": "Professional",
"master": "Master"
}
this.pauseOptions = [
"Continue",
"Retry",
@ -238,7 +248,7 @@ function StringsCn(){
this.normal = "普通"
this.hard = "困难"
this.oni = "魔王"
this.songBranch = "有分数分支"
this.songBranch = "有谱面分歧"
this.sessionStart = "开始在线会话!"
this.sessionEnd = "结束在线会话"
this.loading = "加载中..."
@ -258,6 +268,11 @@ function StringsCn(){
this.good = "良"
this.ok = "可"
this.bad = "不可"
this.branch = {
"normal": "一般谱面",
"advanced": "进阶谱面",
"master": "达人谱面"
}
this.pauseOptions = [
"继续演奏",
"从头开始",
@ -340,7 +355,7 @@ function StringsTw(){
this.normal = "普通"
this.hard = "困難"
this.oni = "魔王"
this.songBranch = "有分數分支"
this.songBranch = "有譜面分歧"
this.sessionStart = "開始多人模式!"
this.sessionEnd = "結束多人模式"
this.loading = "讀取中..."
@ -360,6 +375,11 @@ function StringsTw(){
this.good = "良"
this.ok = "可"
this.bad = "不可"
this.branch = {
"normal": "一般譜面",
"advanced": "進階譜面",
"master": "達人譜面"
}
this.pauseOptions = [
"繼續演奏",
"從頭開始",
@ -462,6 +482,11 @@ function StringsKo(){
this.good = "얼쑤"
this.ok = "좋다"
this.bad = "에구"
this.branch = {
"normal": "보통 악보",
"advanced": "현인 악보",
"master": "달인 악보"
}
this.pauseOptions = [
"연주 계속하기",
"처음부터 다시",

View File

@ -82,9 +82,24 @@
fromBranch: "normal"
}
this.branchMap = {
"normal": "rgba(0, 0, 0, 0)",
"advanced": "rgba(29, 129, 189, 0.4)",
"master": "rgba(230, 29, 189, 0.4)"
"normal": {
"bg": "rgba(0, 0, 0, 0)",
"text": "#d3d3d3",
"stroke": "#393939",
"shadow": "#000"
},
"advanced": {
"bg": "rgba(29, 129, 189, 0.4)",
"text": "#94d7e7",
"stroke": "#315973",
"shadow": "#082031"
},
"master": {
"bg": "rgba(230, 29, 189, 0.4)",
"text": "#f796ef",
"stroke": "#7e2e6e",
"shadow": "#3e0836"
}
}
}
@ -97,6 +112,7 @@
this.titleCache = new CanvasCache()
this.comboCache = new CanvasCache()
this.pauseCache = new CanvasCache()
this.branchCache = new CanvasCache()
this.multiplayer = this.controller.multiplayer
@ -144,7 +160,8 @@
}
this.setDonBg()
this.lastMousemove = this.controller.game.getAccurateTime()
this.startTime = this.controller.game.getAccurateTime()
this.lastMousemove = this.startTime
pageEvents.mouseAdd(this, this.onmousemove.bind(this))
this.refresh()
@ -174,6 +191,7 @@
}
var ratio = (ratioX < ratioY ? ratioX : ratioY)
var resized = false
if(this.winW !== winW || this.winH !== winH){
this.winW = winW
this.winH = winH
@ -193,6 +211,7 @@
}
this.fillComboCache()
this.setDonBgHeight()
resized = true
}else if(this.controller.game.paused && !document.hasFocus()){
return
}else if(this.multiplayer !== 2){
@ -681,7 +700,7 @@
}
ctx.restore()
// Bar pressed keys
// Branch background
var keyTime = this.controller.getKeyTime()
var sound = keyTime["don"] > keyTime["ka"] ? "don" : "ka"
var padding = this.slotPos.paddingLeft
@ -689,12 +708,78 @@
var barY = this.slotPos.y - 65 * mul
var barH = 130 * mul
if(this.branchAnimate && ms <= this.branchAnimate.ms + 300){
var alpha = Math.max(0, (ms - this.branchAnimate.ms) / 300)
ctx.globalAlpha = 1 - alpha
ctx.fillStyle = this.branchMap[this.branchAnimate.fromBranch].bg
ctx.fillRect(padding, barY, winW - padding, barH)
ctx.globalAlpha = alpha
}
if(this.branch){
ctx.fillStyle = this.branchMap[this.branch].bg
ctx.fillRect(padding, barY, winW - padding, barH)
ctx.globalAlpha = 1
}
// Current branch text
if(this.branch){
if(resized){
this.fillBranchCache()
}
var textW = Math.floor(260 * mul)
var textH = Math.floor(barH)
var textX = winW - textW
var oldOffset = 0
var newOffset = 0
var elapsed = ms - this.startTime
if(elapsed < 250){
textX = winW
}else if(elapsed < 500){
textX += (1 - this.draw.easeOutBack((elapsed - 250) / 250)) * textW
}
if(this.branchAnimate && ms - this.branchAnimate.ms < 310 && ms >= this.branchAnimate.ms){
var fromBranch = this.branchAnimate.fromBranch
var elapsed = ms - this.branchAnimate.ms
var reverse = fromBranch === "master" || fromBranch === "advanced" && this.branch === "normal" ? -1 : 1
if(elapsed < 65){
oldOffset = elapsed / 65 * 12 * mul * reverse
ctx.globalAlpha = 1
var newAlpha = 0
}else if(elapsed < 215){
var animPoint = (elapsed - 65) / 150
oldOffset = (12 - animPoint * 48) * mul * reverse
newOffset = (36 - animPoint * 48) * mul * reverse
ctx.globalAlpha = this.draw.easeIn(1 - animPoint)
var newAlpha = this.draw.easeIn(animPoint)
}else{
newOffset = (1 - (elapsed - 215) / 95) * -12 * mul * reverse
ctx.globalAlpha = 0
var newAlpha = 1
}
this.branchCache.get({
ctx: ctx,
x: textX, y: barY + oldOffset,
w: textW, h: textH,
id: fromBranch
})
ctx.globalAlpha = newAlpha
}
this.branchCache.get({
ctx: ctx,
x: textX, y: barY + newOffset,
w: textW, h: textH,
id: this.branch
})
ctx.globalAlpha = 1
}
// Go go time background
if(this.gogoTime || ms <= this.gogoTimeStarted + 100){
var grd = ctx.createLinearGradient(padding, 0, winW, 0)
grd.addColorStop(0, "#512a2c")
grd.addColorStop(0.46, "#6f2a2d")
grd.addColorStop(0.76, "#8a4763")
grd.addColorStop(1, "#2c2a2c")
grd.addColorStop(0, "rgba(255, 0, 0, 0.16)")
grd.addColorStop(0.45, "rgba(255, 0, 0, 0.28)")
grd.addColorStop(0.77, "rgba(255, 83, 157, 0.4)")
grd.addColorStop(1, "rgba(255, 83, 157, 0)")
ctx.fillStyle = grd
if(!this.touchEnabled){
var alpha = Math.min(100, ms - this.gogoTimeStarted) / 100
@ -705,18 +790,8 @@
}
ctx.fillRect(padding, barY, winW - padding, barH)
}
if(this.branchAnimate && ms <= this.branchAnimate.ms + 300){
var alpha = Math.max(0, (ms - this.branchAnimate.ms) / 300)
ctx.globalAlpha = 1 - alpha
ctx.fillStyle = this.branchMap[this.branchAnimate.fromBranch]
ctx.fillRect(padding, barY, winW - padding, barH)
ctx.globalAlpha = alpha
}
if(this.branch){
ctx.fillStyle = this.branchMap[this.branch]
ctx.fillRect(padding, barY, winW - padding, barH)
ctx.globalAlpha = 1
}
// Bar pressed keys
if(keyTime[sound] > ms - 130){
var gradients = {
"don": "255, 0, 0",
@ -814,6 +889,7 @@
ctx.lineWidth = 7 * mul
ctx.textAlign = "center"
ctx.miterLimit = 1
ctx.strokeStyle = "#000"
ctx.strokeText(strings.combo, comboX, comboTextY)
ctx.miterLimit = 10
ctx.fillText(strings.combo, comboX, comboTextY)
@ -1128,7 +1204,7 @@
var finishTime = measure.ms + this.posToMs(this.slotPos.x - this.slotPos.paddingLeft + 3, measure.speed)
if(measure.visible && (!measure.branch || measure.branch.active) && ms >= startingTime && ms <= finishTime){
var measureX = this.slotPos.x + this.msToPos(measure.ms - ms, measure.speed)
this.ctx.strokeStyle = "#bdbdbd"
this.ctx.strokeStyle = measure.branchFirst ? "#ff0" : "#bdbdbd"
this.ctx.lineWidth = 3
this.ctx.beginPath()
this.ctx.moveTo(measureX, measureY)
@ -1137,9 +1213,9 @@
}
if(this.multiplayer !== 2 && ms >= measure.ms && measure.nextBranch && !measure.viewChecked && measure.gameChecked){
measure.viewChecked = true
this.branchAnimate = {
ms: ms,
fromBranch: this.branch
if(measure.nextBranch.active !== this.branch){
this.branchAnimate.ms = ms
this.branchAnimate.fromBranch = this.branch
}
this.branch = measure.nextBranch.active
}
@ -1468,6 +1544,37 @@
})
this.globalAlpha = 1
}
fillBranchCache(){
var mul = this.slotPos.size / 106
var textW = Math.floor(260 * mul)
var barH = Math.floor(130 * mul)
var branchNames = this.controller.game.branchNames
var textX = textW - 33 * mul
var textY = 63 * mul
var fontSize = (strings.id === "en" ? 33 : (strings.id === "ko" ? 38 : 43)) * mul
this.branchCache.resize((textW + 1), (barH + 1) * 3, this.ratio)
for(var i in branchNames){
this.branchCache.set({
w: textW,
h: barH,
id: branchNames[i]
}, ctx => {
var currentMap = this.branchMap[branchNames[i]]
ctx.font = this.draw.bold(this.font) + fontSize + "px " + this.font
ctx.lineJoin = "round"
ctx.miterLimit = 1
ctx.textAlign = "right"
ctx.textBaseline = "middle"
ctx.lineWidth = 8 * mul
ctx.strokeStyle = currentMap.shadow
ctx.strokeText(strings.branch[branchNames[i]], textX, textY + 4 * mul)
ctx.strokeStyle = currentMap.stroke
ctx.strokeText(strings.branch[branchNames[i]], textX, textY)
ctx.fillStyle = currentMap.text
ctx.fillText(strings.branch[branchNames[i]], textX, textY)
})
}
}
toggleGogoTime(circle){
this.gogoTime = circle.gogoTime
this.gogoTimeStarted = circle.ms

View File

@ -13,10 +13,10 @@
<div>Branch:</div>
<div class="branch-select select">
<span class="reset">x</span><select>
<option value="auto" selected>Auto</option>
<option value="normal">Normal</option>
<option value="advanced">Advanced</option>
<option value="master">Master</option>
<option value="auto" selected style="background:#fff">Auto</option>
<option value="normal" style="background:#ccc">Normal</option>
<option value="advanced" style="background:#bdf">Professional</option>
<option value="master" style="background:#ebf">Master</option>
</select>
</div>
</div>