class Game{ constructor(...args){ this.init(...args) } init(controller, selectedSong, songData){ this.controller = controller this.selectedSong = selectedSong this.songData = songData this.elapsedTime = 0 this.currentCircle = -1 this.currentEvent = 0 this.updateCurrentCircle() this.combo = 0 this.rules = new GameRules(this) this.globalScore = { points: 0, good: 0, ok: 0, bad: 0, maxCombo: 0, drumroll: 0, gauge: 0, title: selectedSong.title, difficulty: this.rules.difficulty } var combo = this.songData.circles.filter(circle => { var type = circle.type return (type === "don" || type === "ka" || type === "daiDon" || type === "daiKa") && (!circle.branch || circle.branch.active) }).length this.soulPoints = this.rules.soulPoints(combo) this.paused = false this.started = false this.mainMusicPlaying = false this.musicFadeOut = 0 this.fadeOutStarted = false this.currentTimingPoint = 0 this.branchNames = ["normal", "advanced", "master"] this.resetSection() this.gameLagSync = !this.controller.touchEnabled && !(/Firefox/.test(navigator.userAgent)) assets.songs.forEach(song => { if(song.id == selectedSong.folder){ this.mainAsset = song.sound } }) } run(){ this.timeForDistanceCircle = 2500 this.initTiming() this.view = this.controller.view } initTiming(){ // Date when the chrono is started (before the game begins) var firstCircle = this.songData.circles[0] if(this.controller.calibrationMode){ var offsetTime = 0 }else{ var offsetTime = Math.max(0, this.timeForDistanceCircle - (firstCircle ? firstCircle.ms : 0)) |0 } if(this.controller.multiplayer){ var syncWith = this.controller.syncWith var syncCircles = syncWith.game.songData.circles var syncOffsetTime = Math.max(0, this.timeForDistanceCircle - syncCircles[0].ms) |0 offsetTime = Math.max(offsetTime, syncOffsetTime) } this.elapsedTime = -offsetTime // The real start for the game will start when chrono will reach 0 this.startDate = Date.now() + offsetTime } update(){ this.updateTime() // Main operations this.updateCirclesStatus() this.checkPlays() // Event operations this.whenFadeoutMusic() if(this.controller.multiplayer !== 2){ this.whenLastCirclePlayed() } } getCircles(){ return this.songData.circles } updateCirclesStatus(){ var nextSet = false var ms = this.elapsedTime var circles = this.songData.circles var startIndex = this.currentCircle === 0 ? 0 : this.currentCircle - 1 var index = 0 for(var i = startIndex; i < circles.length; i++){ var circle = circles[i] 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) + this.controller.audioLatency if(ms >= circle.ms + this.controller.audioLatency){ if(drumrollNotes && !circle.rendaPlayed && ms < endTime + this.controller.audioLatency){ circle.rendaPlayed = true if(this.rules.difficulty === "easy"){ assets.sounds["v_renda" + this.controller.snd].stop() this.controller.playSound("v_renda") } } } if(circle.daiFailed && (ms >= circle.daiFailed.ms + this.rules.daiLeniency || ms > endTime)){ this.checkScore(circle, circle.daiFailed.check) }else 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){ var value = { pace: (ms - circle.ms - this.controller.audioLatency) / circle.timesHit } if(type === "drumroll" || type === "daiDrumroll"){ value.kaAmount = circle.timesKa / circle.timesHit } p2.send("drumroll", value) } }else{ this.skipNote(circle) this.updateCurrentCircle() } } }else if(!this.controller.autoPlayEnabled && !nextSet){ nextSet = true this.currentCircle = i } if(index++ > 1){ break } } } var branches = this.songData.branches if(branches){ 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) } 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){ if(!this.branchStatic){ view.branchAnimate = { ms: ms, fromBranch: view.branch } } this.branchStatic = false view.branch = currentMeasure } } } 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.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") } } if(this.controller.lyrics){ if(!measure.branch){ this.controller.lyrics.branch = null }else if(measure.branch.active){ this.controller.lyrics.branch = measure.branch.name } } } } } if(this.controller.lyrics){ this.controller.lyrics.update(ms) } } fixNoteStream(keysDon){ var circleIsNote = circle => { var type = circle.type return type === "don" || type === "ka" || type === "daiDon" || type === "daiKa" } var correctNote = circle => { var type = circle.type return keysDon ? (type === "don" || type === "daiDon") : (type === "ka" || type === "daiKa") } var ms = this.elapsedTime var circles = this.songData.circles for(var i = this.currentCircle + 1; i < circles.length; i++){ var circle = circles[i] var relative = ms - circle.ms - this.controller.audioLatency if(!circle.branch || circle.branch.active){ if((!circleIsNote(circle) || relative < -this.rules.bad)){ break }else if(Math.abs(relative) < this.rules.ok && correctNote(circle)){ for(var j = this.currentCircle; j < i; j++){ var circle = circles[j] if(circle && !circle.branch || circle.branch.active){ this.skipNote(circles[j]) } } this.currentCircle = i return circles[i] } } } } skipNote(circle){ if(circle.section){ this.resetSection() } circle.played(-1, circle.type === "daiDon" || circle.type === "daiKa") this.sectionNotes.push(0) this.controller.displayScore(0, true) this.updateCombo(0) this.updateGlobalScore(0, 1) if(this.controller.multiplayer === 1){ p2.send("note", { score: -1 }) } } checkPlays(){ var circles = this.songData.circles var circle = circles[this.currentCircle] if(this.controller.autoPlayEnabled){ while(circle && this.controller.autoPlay(circle)){ circle = circles[this.currentCircle] } return } var keys = this.controller.getKeys() var don_l = keys["don_l"] && !this.controller.isWaiting("don_l", "score") var don_r = keys["don_r"] && !this.controller.isWaiting("don_r", "score") var ka_l = keys["ka_l"] && !this.controller.isWaiting("ka_l", "score") var ka_r = keys["ka_r"] && !this.controller.isWaiting("ka_r", "score") var checkDon = () => { if(don_l && don_r){ this.checkKey(["don_l", "don_r"], circle, "daiDon") }else if(don_l){ this.checkKey(["don_l"], circle, "don") }else if(don_r){ this.checkKey(["don_r"], circle, "don") } } var checkKa = () => { if(ka_l && ka_r){ this.checkKey(["ka_l", "ka_r"], circle, "daiKa") }else if(ka_l){ this.checkKey(["ka_l"], circle, "ka") }else if(ka_r){ this.checkKey(["ka_r"], circle, "ka") } } var keyTime = this.controller.getKeyTime() if(keyTime["don"] >= keyTime["ka"]){ checkDon() checkKa() }else{ checkKa() checkDon() } } checkKey(keyCodes, circle, check){ if(circle && !circle.isPlayed){ if(!this.checkScore(circle, check)){ return } } keyCodes.forEach(keyCode => { this.controller.waitForKeyup(keyCode, "score") }) } checkScore(circle, check){ var ms = this.elapsedTime var type = circle.type var keysDon = check === "don" || check === "daiDon" var keysKa = check === "ka" || check === "daiKa" var keyDai = check === "daiDon" || check === "daiKa" var typeDon = type === "don" || type === "daiDon" var typeKa = type === "ka" || type === "daiKa" var typeDai = type === "daiDon" || type === "daiKa" var keyTime = this.controller.getKeyTime() var currentTime = circle.daiFailed ? circle.daiFailed.ms : keysDon ? keyTime["don"] : keyTime["ka"] var relative = currentTime - circle.ms - this.controller.audioLatency if(relative >= this.rules.ok){ var fixedNote = this.fixNoteStream(keysDon) if(fixedNote){ return this.checkScore(fixedNote, check) } } if(typeDon || typeKa){ if(-this.rules.bad >= relative || relative >= this.rules.bad){ return true } var score = 0 if(keysDon && typeDon || keysKa && typeKa){ var circleStatus = -1 relative = Math.abs(relative) if(relative < this.rules.good){ circleStatus = 450 }else if(relative < this.rules.ok){ circleStatus = 230 }else if(relative < this.rules.bad){ circleStatus = 0 } if(typeDai && !keyDai){ if(this.controller.easierBigNotes){ // Taiko Force Lv5 can't hit both Dons at the same time, so dai offered keyDai = true }else if(!circle.daiFailed){ circle.daiFailed = { ms: ms, status: circleStatus, check: check } return false }else if(ms < circle.daiFailed.ms + this.rules.daiLeniency){ return false }else{ circleStatus = circle.daiFailed.status } } if(circleStatus === 230 || circleStatus === 450){ score = circleStatus } circle.played(score, score === 0 ? typeDai : keyDai) this.controller.displayScore(score, false, typeDai && keyDai) }else{ var keyTime = this.controller.getKeyTime() var keyTimeRelative = Math.abs(keyTime.don - keyTime.ka) if(Math.abs(relative) >= (keyTimeRelative <= 25 ? this.rules.bad : this.rules.good)){ return 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() if(circle.section){ this.resetSection() } this.sectionNotes.push(score === 450 ? 1 : (score === 230 ? 0.5 : 0)) if(this.controller.multiplayer === 1){ var value = { score: score, ms: circle.ms - currentTime - this.controller.audioLatency, dai: typeDai ? (keyDai ? 2 : 1) : 0 } if((!keysDon || !typeDon) && (!keysKa || !typeKa)){ value.reverse = true } p2.send("note", value) } }else{ if(circle.ms + this.controller.audioLatency > currentTime || currentTime > circle.endTime + this.controller.audioLatency){ return true } if(keysDon && type === "balloon"){ this.checkBalloon(circle) if(check === "daiDon" && !circle.isPlayed){ this.checkBalloon(circle) } }else if((keysDon || keysKa) && (type === "drumroll" || type === "daiDrumroll")){ this.checkDrumroll(circle, keysKa) if(keyDai){ this.checkDrumroll(circle, keysKa) } } } return true } checkBalloon(circle){ if(circle.timesHit >= circle.requiredHits - 1){ var score = 5000 this.updateCurrentCircle() circle.hit() circle.played(score) if(this.controller.multiplayer == 1){ p2.send("drumroll", { pace: (this.elapsedTime - circle.ms + this.controller.audioLatency) / circle.timesHit }) } }else{ var score = 300 circle.hit() } this.globalScore.drumroll++ this.sectionDrumroll++ this.globalScore.points += score this.view.setDarkBg(false) } checkDrumroll(circle, keysKa){ 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"){ var sound = keyTime["don"] > keyTime["ka"] ? "don" : "ka" }else{ var sound = keyTime["don"] > keyTime["ka"] ? "daiDon" : "daiKa" } var circleAnim = new Circle({ id: 0, start: ms, type: sound, txt: "", speed: circle.speed, gogoTime: circle.gogoTime, fixedPos: document.hasFocus() }) circleAnim.played(score, dai) circleAnim.animate(ms) this.view.drumroll.push(circleAnim) this.globalScore.drumroll++ this.sectionDrumroll++ this.globalScore.points += score * (dai ? 2 : 1) this.view.setDarkBg(false) } getLastCircle(circles){ for(var i = circles.length; i--;){ return circles[i] } } whenLastCirclePlayed(){ var ms = this.elapsedTime if(!this.lastCircle){ var circles = this.songData.circles var circle = this.getLastCircle(circles) this.lastCircle = circle ? circle.endTime : 0 if(this.controller.multiplayer){ var syncWith = this.controller.syncWith var syncCircles = syncWith.game.songData.circles circle = this.getLastCircle(syncCircles) var syncLastCircle = circle ? circle.endTime : 0 if(syncLastCircle > this.lastCircle){ this.lastCircle = syncLastCircle } } } if(!this.fadeOutStarted && ms >= this.lastCircle + 2000 + this.controller.audioLatency){ this.fadeOutStarted = ms if(this.controller.multiplayer){ this.controller.syncWith.game.fadeOutStarted = ms } } } whenFadeoutMusic(){ var started = this.fadeOutStarted if(started){ var ms = this.elapsedTime var duration = this.mainAsset ? this.mainAsset.duration : 0 var musicDuration = duration * 1000 - this.controller.offset if(this.musicFadeOut === 0){ if(this.controller.multiplayer === 1){ var obj = this.getGlobalScore() obj.name = account.loggedIn ? account.displayName : null p2.send("gameresults", obj) } this.musicFadeOut++ }else if(this.musicFadeOut === 1 && ms >= started + 1600){ this.controller.gameEnded() if(!p2.session && this.controller.multiplayer === 1){ p2.send("gameend") } this.musicFadeOut++ }else if(this.musicFadeOut === 2 && (ms >= Math.max(started + 8600, Math.min(started + 8600 + 5000, musicDuration + 250)))){ this.controller.displayResults() this.musicFadeOut++ }else if(this.musicFadeOut === 3 && (ms >= Math.max(started + 9600, Math.min(started + 9600 + 5000, musicDuration + 1250)))){ this.controller.clean() if(this.controller.scoresheet){ this.controller.scoresheet.startRedraw() } } } } playMainMusic(){ var ms = this.elapsedTime + this.controller.offset if(!this.mainMusicPlaying && (!this.fadeOutStarted || ms < this.fadeOutStarted + 1600)){ if(this.calibrationState === "audio"){ var beatInterval = this.controller.view.beatInterval var startAt = ms % beatInterval var duration = this.mainAsset.duration * 1000 if(startAt < duration){ this.mainAsset.playLoop(0, false, startAt / 1000, 0, beatInterval / 1000) }else{ this.mainAsset.playLoop((startAt - duration) / 1000, false, 0, 0, beatInterval / 1000) } }else if(this.controller.multiplayer !== 2 && this.mainAsset){ this.mainAsset.play((ms < 0 ? -ms : 0) / 1000, false, Math.max(0, ms / 1000)) } this.mainMusicPlaying = true } } togglePause(forcePause, pauseMove, noSound){ if(!this.paused){ if(forcePause === false){ return } if(!noSound){ this.controller.playSound("se_pause", 0, true) } this.paused = true this.latestDate = Date.now() if(this.mainAsset){ this.mainAsset.stop() } this.mainMusicPlaying = false this.view.pauseMove(pauseMove || 0, true) this.view.gameDiv.classList.add("game-paused") this.view.lastMousemove = this.view.getMS() this.view.cursorHidden = false pageEvents.send("pause") }else if(!forcePause){ if(forcePause !== false && this.calibrationState && ["audioHelp", "audioComplete", "videoHelp", "videoComplete", "results"].indexOf(this.calibrationState) !== -1){ return } if(this.calibrationState === "audioHelp" || this.calibrationState === "videoHelp"){ this.calibrationState = this.calibrationState === "audioHelp" ? "audio" : "video" this.controller.view.pauseOptions = strings.pauseOptions this.controller.playSound("se_don", 0, true) }else if(!noSound){ this.controller.playSound("se_cancel", 0, true) } this.paused = false var currentDate = Date.now() this.startDate += currentDate - this.latestDate this.sndTime = currentDate - snd.buffer.getTime() * 1000 this.view.gameDiv.classList.remove("game-paused") this.view.pointer() pageEvents.send("unpause", currentDate - this.latestDate) } } isPaused(){ return this.paused } updateTime(){ // Refreshed date var ms = this.elapsedTime if(ms >= 0 && !this.started){ this.startDate = Date.now() this.elapsedTime = this.getAccurateTime() this.started = true this.sndTime = this.startDate - snd.buffer.getTime() * 1000 }else if(ms < 0 || ms >= 0 && this.started){ var currentDate = Date.now() if(this.gameLagSync){ var sndTime = currentDate - snd.buffer.getTime() * 1000 var lag = sndTime - this.sndTime if(Math.abs(lag) >= 50){ this.startDate += lag this.sndTime = sndTime pageEvents.send("game-lag", lag) } } this.elapsedTime = currentDate - this.startDate } } getAccurateTime(){ if(this.isPaused()){ return this.elapsedTime }else{ return Date.now() - this.startDate } } getCircles(){ return this.songData.circles } updateCurrentCircle(){ var circles = this.songData.circles do{ var circle = circles[++this.currentCircle] }while(circle && (circle.branch && !circle.branch.active)) } getCurrentCircle(){ return this.currentCircle } updateCombo(score){ if(score !== 0){ this.combo++ }else{ this.combo = 0 } if(this.combo > this.globalScore.maxCombo){ this.globalScore.maxCombo = this.combo } if(this.combo === 50 || this.combo > 0 && this.combo % 100 === 0 && this.combo <= 5000){ this.controller.playSound("v_combo_" + this.combo) } if (this.songData.scoremode == 2 && this.combo > 0 && this.combo % 100 == 0) { this.globalScore.points += 10000; } this.view.updateCombo(this.combo) } getCombo(){ return this.combo } getGlobalScore(){ return this.globalScore } updateGlobalScore(score, multiplier, gogoTime){ // Circle score switch(score){ case 450: this.globalScore.good++ this.globalScore.gauge += this.soulPoints.good break case 230: this.globalScore.ok++ this.globalScore.gauge += this.soulPoints.ok break case 0: this.globalScore.bad++ this.globalScore.gauge += this.soulPoints.bad break } if (this.songData.scoremode) { switch (score) { case 450: score = this.songData.scoreinit; break; case 230: score = Math.floor(this.songData.scoreinit / 2); break; } } // Gauge update if(this.globalScore.gauge < 0){ this.globalScore.gauge = 0 }else if(this.globalScore.gauge > 10000){ this.globalScore.gauge = 10000 } // Points update if (this.songData.scoremode == 2) { var diff_mul = 0; if (this.combo >= 100) { diff_mul = 8; } else if (this.combo >= 50) { diff_mul = 4; } else if (this.combo >= 30) { diff_mul = 2; } else if (this.combo >= 10) { diff_mul = 1; } score += this.songData.scorediff * diff_mul; } else { score += Math.max(0, Math.floor((Math.min(this.combo, 100) - 1) / 10) * (this.songData.scoremode ? this.songData.scorediff : 100)); } if(gogoTime){ multiplier *= 1.2 } this.globalScore.points += Math.floor(score * multiplier / 10) * 10 } 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 } } 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 + this.controller.audioLatency >= ms }) if(closestCircle !== -1){ this.currentCircle = closestCircle } } if(this.controller.multiplayer === 1){ p2.send("branch", activeName) } } resetSection(){ this.sectionNotes = [] this.sectionDrumroll = 0 } clearKeyTime(){ var keyboard = this.controller.keyboard for(var key in keyboard.keyTime){ keyboard.keys[key] = null keyboard.keyTime[key] = -Infinity } } calibration(){ var view = this.controller.view if(!this.calibrationState){ this.controller.parsedSongData.measures = [] this.calibrationProgress = { audio: 0, video: 0, requirement: 40 } this.calibrationReset("audio", true) } var progress = this.calibrationProgress var state = this.calibrationState switch(state){ case "audio": case "video": if(state === "audio" && !this.mainAsset){ this.mainAsset = assets.sounds["se_calibration"] this.mainMusicPlaying = false } if(progress.hit >= progress.requirement){ var reduced = 0 for(var i = 2; i < progress.offsets.length; i++){ reduced += progress.offsets[i] } progress[state] = Math.max(0, Math.round(reduced / progress.offsets.length - 2)) this.calibrationState += "Complete" view.pauseOptions = [] this.clearKeyTime() this.togglePause(true, 1) this.mainAsset = null } break case "audioComplete": case "videoComplete": if(Date.now() - this.latestDate > 3000){ var audioComplete = this.calibrationState === "audioComplete" this.controller.playSound("se_pause", 0, true) if(audioComplete){ this.calibrationReset("video") }else{ view.pauseOptions = [ strings.calibration.retryPrevious, strings.calibration.finish ] } this.calibrationState = audioComplete ? "videoHelp" : "results" } break } } calibrationHit(ms){ var progress = this.calibrationProgress var beatInterval = this.controller.view.beatInterval var current = Math.floor((ms + 100) / beatInterval) if(current !== progress.last){ var offset = ((ms + 100) % beatInterval) - 100 var offsets = progress.offsets if(offsets.length >= progress.requirement){ offsets.shift() } offsets.push(offset) progress.hit++ progress.last = current this.globalScore.gauge = 10000 / (progress.requirement / progress.hit) } } calibrationReset(to, togglePause){ var view = this.controller.view this.songData.circles = [] view.pauseOptions = [ to === "audio" ? strings.calibration.back : strings.calibration.retryPrevious, strings.calibration.start ] this.calibrationState = to + "Help" var progress = this.calibrationProgress progress.offsets = [] progress.hit = 0 progress.last = null this.globalScore.gauge = 0 if(to === "video"){ this.clearKeyTime() this.initTiming() this.latestDate = this.startDate this.elapsedTime = 0 view.ms = 0 } if(togglePause){ this.togglePause(true, 1, true) }else{ view.pauseMove(1, true) } } }