class Scoresheet{ constructor(...args){ this.init(...args) } init(controller, results, multiplayer, touchEnabled){ this.controller = controller this.resultsObj = results this.player = [multiplayer ? (p2.player === 1 ? 0 : 1) : 0] var player0 = this.player[0] this.results = [] this.results[player0] = {} this.rules = [] this.rules[player0] = this.controller.game.rules if(multiplayer){ this.player.push(p2.player === 2 ? 0 : 1) this.results[this.player[1]] = p2.results this.rules[this.player[1]] = this.controller.syncWith.game.rules } for(var i in results){ this.results[player0][i] = results[i] === null ? null : results[i].toString() } this.multiplayer = multiplayer this.touchEnabled = touchEnabled this.canvas = document.getElementById("canvas") this.ctx = this.canvas.getContext("2d") var resolution = settings.getItem("resolution") var noSmoothing = resolution === "low" || resolution === "lowest" if(noSmoothing){ this.ctx.imageSmoothingEnabled = false } if(resolution === "lowest"){ this.canvas.style.imageRendering = "pixelated" } this.game = document.getElementById("game") this.fadeScreen = document.createElement("div") this.fadeScreen.id = "fade-screen" this.game.appendChild(this.fadeScreen) this.font = strings.font this.numbersFont = "TnT, Meiryo, sans-serif" this.state = { screen: "fadeIn", screenMS: this.getMS(), startDelay: 3300, hasPointer: 0, scoreNext: false } this.frame = 1000 / 60 this.numbers = "001122334455667788900112233445".split("") this.draw = new CanvasDraw(noSmoothing) this.canvasCache = new CanvasCache(noSmoothing) this.nameplateCache = new CanvasCache(noSmoothing) this.keyboard = new Keyboard({ confirm: ["enter", "space", "esc", "don_l", "don_r"] }, this.keyDown.bind(this)) this.gamepad = new Gamepad({ confirm: ["a", "b", "start", "ls", "rs"] }, this.keyDown.bind(this)) this.difficulty = { "easy": 0, "normal": 1, "hard": 2, "oni": 3, "ura": 4 } this.scoreSaved = false this.redrawRunning = true this.redrawBind = this.redraw.bind(this) this.redraw() assets.sounds["v_results"].play() assets.sounds["bgm_result"].playLoop(3, false, 0, 0.847, 17.689) this.session = p2.session if(this.session){ if(p2.getMessage("songsel")){ this.toSongsel(true) } pageEvents.add(p2, "message", response => { if(response.type === "songsel"){ this.toSongsel(true) } }) } pageEvents.send("scoresheet", { selectedSong: controller.selectedSong, autoPlayEnabled: controller.autoPlayEnabled, multiplayer: multiplayer, touchEnabled: touchEnabled, results: this.results, p2results: multiplayer ? p2.results : null, keyboardEvents: controller.keyboard.keyboardEvents, gamepadEvents: controller.keyboard.gamepad.gamepadEvents, touchEvents: controller.view.touchEvents }) } keyDown(pressed){ if(pressed && this.redrawing){ this.toNext() } } mouseDown(event){ if(event.type === "touchstart"){ event.preventDefault() this.canvas.style.cursor = "" this.state.pointerLocked = true }else{ this.state.pointerLocked = false if(event.which !== 1){ return } } this.toNext() } toNext(){ var elapsed = this.getMS() - this.state.screenMS if(this.state.screen === "fadeIn" && elapsed >= this.state.startDelay){ this.toScoresShown() }else if(this.state.screen === "scoresShown" && elapsed >= 1000){ this.toSongsel() } } toScoresShown(){ if(!p2.session){ this.state.screen = "scoresShown" this.state.screenMS = this.getMS() this.controller.playSound("neiro_1_don", 0, true) } } toSongsel(fromP2){ if(!p2.session || fromP2){ snd.musicGain.fadeOut(0.5) this.state.screen = "fadeOut" this.state.screenMS = this.getMS() if(!fromP2){ this.controller.playSound("neiro_1_don", 0, true) } } } startRedraw(){ this.redrawing = true requestAnimationFrame(this.redrawBind) this.winW = null this.winH = null pageEvents.add(this.canvas, ["mousedown", "touchstart"], this.mouseDown.bind(this)) if(!this.multiplayer){ this.tetsuoHana = document.createElement("div") this.tetsuoHana.id = "tetsuohana" var flowersBg = "url('" + assets.image["results_flowers"].src + "')" var mikoshiBg = "url('" + assets.image["results_mikoshi"].src + "')" var tetsuoHanaBg = "url('" + assets.image["results_tetsuohana" + (debugObj.state === "closed" ? "" : "2")].src + "')" var id = ["flowers1", "flowers2", "mikoshi", "tetsuo", "hana"] var bg = [flowersBg, flowersBg, mikoshiBg, tetsuoHanaBg, tetsuoHanaBg] for(var i = 0; i < id.length; i++){ if(id[i] === "mikoshi"){ var divOut = document.createElement("div") divOut.id = id[i] + "-out" this.tetsuoHana.appendChild(divOut) }else{ var divOut = this.tetsuoHana } var div = document.createElement("div") div.id = id[i] var divIn = document.createElement("div") divIn.id = id[i] + "-in" divIn.style.backgroundImage = bg[i] div.appendChild(divIn) divOut.appendChild(div) } this.game.appendChild(this.tetsuoHana) } } redraw(){ if(!this.redrawRunning){ return } if(this.redrawing){ requestAnimationFrame(this.redrawBind) } var ms = this.getMS() if(!this.redrawRunning){ return } var ctx = this.ctx ctx.save() var winW = innerWidth var winH = lastHeight this.pixelRatio = window.devicePixelRatio || 1 var resolution = settings.getItem("resolution") if(resolution === "medium"){ this.pixelRatio *= 0.75 }else if(resolution === "low"){ this.pixelRatio *= 0.5 }else if(resolution === "lowest"){ this.pixelRatio *= 0.25 } winW *= this.pixelRatio winH *= this.pixelRatio var ratioX = winW / 1280 var ratioY = winH / 720 var ratio = (ratioX < ratioY ? ratioX : ratioY) if(this.redrawing){ if(this.winW !== winW || this.winH !== winH){ this.canvas.width = Math.max(1, winW) this.canvas.height = Math.max(1, winH) ctx.scale(ratio, ratio) this.canvas.style.width = (winW / this.pixelRatio) + "px" this.canvas.style.height = (winH / this.pixelRatio) + "px" this.canvasCache.resize(winW / ratio, 80 + 1, ratio) this.nameplateCache.resize(274, 134, ratio + 0.2) if(!this.multiplayer){ this.tetsuoHana.style.setProperty("--scale", ratio / this.pixelRatio) if(this.tetsuoHanaClass === "dance"){ this.tetsuoHana.classList.remove("dance", "dance2") setTimeout(()=>{ this.tetsuoHana.classList.add("dance2") },50) }else if(this.tetsuoHanaClass === "failed"){ this.tetsuoHana.classList.remove("failed") setTimeout(()=>{ this.tetsuoHana.classList.add("failed") },50) } } }else if(!document.hasFocus() && this.state.screen === "scoresShown"){ if(this.state["countup0"]){ this.stopSound("se_results_countup", 0) } if(this.state["countup1"]){ this.stopSound("se_results_countup", 1) } return }else{ ctx.clearRect(0, 0, winW / ratio, winH / ratio) } }else{ ctx.scale(ratio, ratio) if(!this.canvasCache.canvas){ this.canvasCache.resize(winW / ratio, 80 + 1, ratio) } if(!this.nameplateCache.canvas){ this.nameplateCache.resize(274, 67, ratio + 0.2) } } this.winW = winW this.winH = winH this.ratio = ratio winW /= ratio winH /= ratio var frameTop = winH / 2 - 720 / 2 var frameLeft = winW / 2 - 1280 / 2 var players = this.multiplayer ? 2 : 1 var p2Offset = 298 var bgOffset = 0 var elapsed = ms - this.state.screenMS if(this.state.screen === "fadeIn" && elapsed < 1000){ bgOffset = Math.min(1, this.draw.easeIn(1 - elapsed / 1000)) * (winH / 2) } if((this.state.screen !== "fadeIn" || elapsed >= 1000) && !this.scoreSaved){ this.saveScore() } if(bgOffset){ ctx.save() ctx.translate(0, -bgOffset) } this.draw.pattern({ ctx: ctx, img: assets.image["bg_score_p1"], x: 0, y: 0, w: winW, h: winH / 2, dx: frameLeft - 35, dy: frameTop + 17 }) ctx.fillStyle = "rgba(127, 28, 12, 0.5)" ctx.fillRect(0, winH / 2 - 12, winW, 12) ctx.fillStyle = "rgba(0, 0, 0, 0.25)" ctx.fillRect(0, winH / 2, winW, 20) if(bgOffset !== 0){ ctx.fillStyle = "#000" ctx.fillRect(0, winH / 2 - 2, winW, 2) } ctx.fillStyle = "#fa4529" ctx.fillRect(0, 0, winW, frameTop + 64) ctx.fillStyle = "#bf2900" ctx.fillRect(0, frameTop + 64, winW, 8) if(bgOffset){ ctx.restore() ctx.save() ctx.translate(0, bgOffset) } this.draw.pattern({ ctx: ctx, img: assets.image[this.multiplayer ? "bg_score_p2" : "bg_score_p1"], x: 0, y: winH / 2, w: winW, h: winH / 2, dx: frameLeft - 35, dy: frameTop - 17 }) ctx.fillStyle = this.multiplayer ? "rgba(138, 245, 247, 0.5)" : "rgba(249, 163, 149, 0.5)" ctx.fillRect(0, winH / 2, winW, 12) ctx.fillStyle = "#000" if(bgOffset === 0){ ctx.fillRect(0, winH / 2 - 2, winW, 4) }else{ ctx.fillRect(0, winH / 2, winW, 2) } ctx.fillStyle = this.multiplayer ? "#6bbec0" : "#fa4529" ctx.fillRect(0, winH - frameTop - 64, winW, frameTop + 64) ctx.fillStyle = this.multiplayer ? "rgba(160, 228, 229, 0.8)" : "rgba(255, 144, 116, 0.8)" ctx.fillRect(0, winH - frameTop - 72, winW, 7) ctx.fillStyle = this.multiplayer ? "#a8e0e0" : "#ff9b7a" ctx.fillRect(0, winH - frameTop - 66, winW, 2) if(bgOffset){ ctx.restore() } if(this.state.screen === "scoresShown" || this.state.screen === "fadeOut"){ var elapsed = Infinity }else if(this.redrawing){ var elapsed = ms - this.state.screenMS - this.state.startDelay }else{ var elapsed = 0 } var rules = this.controller.game.rules var failedOffset = rules.clearReached(this.results[this.player[0]].gauge) ? 0 : -2000 if(players === 2 && failedOffset !== 0){ var p2results = this.results[this.player[1]] if(p2results && this.controller.syncWith.game.rules.clearReached(p2results.gauge)){ failedOffset = 0 } } if(elapsed >= 3100 + failedOffset){ for(var p = 0; p < players; p++){ ctx.save() var results = this.results[p] if(!results){ continue } var clear = this.rules[p].clearReached(results.gauge) if(p === 1 || !this.multiplayer && clear){ ctx.translate(0, 290) } if(clear){ ctx.globalCompositeOperation = "lighter" } ctx.globalAlpha = Math.min(1, Math.max(0, (elapsed - (3100 + failedOffset)) / 500)) * 0.5 var grd = ctx.createLinearGradient(0, frameTop + 72, 0, frameTop + 368) grd.addColorStop(0, "#000") if(clear){ grd.addColorStop(1, "#ffffba") }else{ grd.addColorStop(1, "transparent") } ctx.fillStyle = grd ctx.fillRect(0, frameTop + 72, winW, 286) ctx.restore() } } if(elapsed >= 0){ if(this.state.hasPointer === 0){ this.state.hasPointer = 1 if(!this.state.pointerLocked){ this.canvas.style.cursor = this.session ? "" : "pointer" } } ctx.save() ctx.setTransform(1, 0, 0, 1, 0, 0) this.draw.alpha(Math.min(1, elapsed / 400), ctx, ctx => { ctx.scale(ratio, ratio) ctx.translate(frameLeft, frameTop) this.canvasCache.get({ ctx: ctx, x: 0, y: 0, w: winW, h: 80, id: "results" }, ctx => { this.draw.layeredText({ ctx: ctx, text: strings.results, fontSize: 48, fontFamily: this.font, x: 23, y: 15, letterSpacing: strings.id === "en" ? 0 : 3, forceShadow: true }, [ {x: -2, y: -2, outline: "#000", letterBorder: 22}, {}, {x: 2, y: 2, shadow: [2, 2, 7]}, {x: 2, y: 2, outline: "#ad1516", letterBorder: 10}, {x: -2, y: -2, outline: "#ff797b"}, {outline: "#f70808"}, {fill: "#fff", shadow: [-1, 1, 3, 1.5]} ]) this.draw.layeredText({ ctx: ctx, text: this.results[this.player[0]].title, fontSize: 40, fontFamily: this.font, x: 1257, y: 20, width: 600, align: "right", forceShadow: true }, [ {outline: "#000", letterBorder: 10, shadow: [1, 1, 3]}, {fill: "#fff"} ]) }) ctx.save() for(var p = 0; p < players; p++){ var results = this.results[p] if(!results){ continue } if(p === 1){ ctx.translate(0, p2Offset) } ctx.drawImage(assets.image["difficulty"], 0, 144 * this.difficulty[results.difficulty], 168, 143, 300, 150, 189, 162 ) var diff = results.difficulty var text = strings[diff === "ura" ? "oni" : diff] ctx.font = this.draw.bold(this.font) + "28px " + this.font ctx.textAlign = "center" ctx.textBaseline = "bottom" ctx.strokeStyle = "#000" ctx.fillStyle = "#fff" ctx.lineWidth = 9 ctx.miterLimit = 1 ctx.strokeText(text, 395, 308) ctx.fillText(text, 395, 308) ctx.miterLimit = 10 var defaultName = p === 0 ? strings.defaultName : strings.default2PName if(p === this.player[0]){ var name = account.loggedIn ? account.displayName : defaultName }else{ var name = results.name || defaultName } this.nameplateCache.get({ ctx: ctx, x: 259, y: 92, w: 273, h: 66, id: p.toString() + "p" + name, }, ctx => { this.draw.nameplate({ ctx: ctx, x: 3, y: 3, name: name, font: this.font, blue: p === 1 }) }) if(this.controller.autoPlayEnabled){ ctx.drawImage(assets.image["badge_auto"], 431, 311, 34, 34 ) } this.draw.roundedRect({ ctx: ctx, x: 532, y: 98, w: 728, h: 232, radius: 30, }) ctx.fillStyle = p === 1 ? "rgba(195, 228, 229, 0.8)" : "rgba(255, 224, 216, 0.8)" ctx.fill() this.draw.roundedRect({ ctx: ctx, x: 556, y: 237, w: 254, h: 70, radius: 15, }) ctx.fillStyle = "#000" ctx.fill() this.draw.roundedRect({ ctx: ctx, x: 559, y: 240, w: 248, h: 64, radius: 14, }) ctx.fillStyle = "#eec954" ctx.fill() this.draw.roundedRect({ ctx: ctx, x: 567, y: 248, w: 232, h: 48, radius: 6, }) ctx.fillStyle = "#000" ctx.fill() this.draw.layeredText({ ctx: ctx, text: strings.points, x: 792, y: strings.id === "ko" ? 260 : 253, fontSize: 36, fontFamily: this.font, align: "right", width: 36 }, [ {fill: "#fff"}, {outline: "#000", letterBorder: 0.5} ]) this.draw.score({ ctx: ctx, score: "good", x: 823, y: 192, results: true }) this.draw.score({ ctx: ctx, score: "ok", x: 823, y: 233, results: true }) this.draw.score({ ctx: ctx, score: "bad", x: 823, y: 273, results: true }) ctx.textAlign = "right" var grd = ctx.createLinearGradient(0, 0, 0, 30) grd.addColorStop(0.2, "#ff4900") grd.addColorStop(0.9, "#f7fb00") this.draw.layeredText({ ctx: ctx, text: strings.maxCombo, x: 1149, y: 193, fontSize: 29, fontFamily: this.font, align: "right", width: 154, letterSpacing: strings.id === "ja" ? 1 : 0 }, [ {outline: "#000", letterBorder: 8}, {fill: grd} ]) this.draw.layeredText({ ctx: ctx, text: strings.drumroll, x: 1150, y: 233, fontSize: 29, fontFamily: this.font, align: "right", width: 154, letterSpacing: strings.id === "ja" ? 4 : 0 }, [ {outline: "#000", letterBorder: 8}, {fill: "#ffc700"} ]) } ctx.restore() }) ctx.restore() } if(!this.multiplayer){ if(elapsed >= 400 && elapsed < 3100 + failedOffset){ if(this.tetsuoHanaClass !== "fadein"){ this.tetsuoHana.classList.add("fadein") this.tetsuoHanaClass = "fadein" } }else if(elapsed >= 3100 + failedOffset){ if(this.tetsuoHanaClass !== "dance" && this.tetsuoHanaClass !== "failed"){ if(this.tetsuoHanaClass){ this.tetsuoHana.classList.remove(this.tetsuoHanaClass) } this.tetsuoHanaClass = this.rules[this.player[0]].clearReached(this.results[this.player[0]].gauge) ? "dance" : "failed" this.tetsuoHana.classList.add(this.tetsuoHanaClass) } } } if(elapsed >= 800){ ctx.save() ctx.setTransform(1, 0, 0, 1, 0, 0) this.draw.alpha(Math.min(1, (elapsed - 800) / 500), ctx, ctx => { ctx.scale(ratio, ratio) ctx.translate(frameLeft, frameTop) for(var p = 0; p < players; p++){ var results = this.results[p] if(!results){ continue } if(p === 1){ ctx.translate(0, p2Offset) } var w = 712 this.draw.gauge({ ctx: ctx, x: 558 + w, y: p === 1 ? 124 : 116, clear: this.rules[p].gaugeClear, percentage: this.rules[p].gaugePercent(results.gauge), font: this.font, scale: w / 788, scoresheet: true, blue: p === 1, multiplayer: p === 1 }) this.draw.soul({ ctx: ctx, x: 1215, y: 144, scale: 36 / 42, cleared: this.rules[p].clearReached(results.gauge) }) } }) ctx.restore() } if(elapsed >= 1200){ ctx.save() ctx.setTransform(1, 0, 0, 1, 0, 0) var noCrownResultWait = -2000; for(var p = 0; p < players; p++){ var results = this.results[p] if(!results){ continue } var crownType = null if(this.rules[p].clearReached(results.gauge)){ crownType = results.bad === "0" ? "gold" : "silver" } if(crownType !== null){ noCrownResultWait = 0; var amount = Math.min(1, (elapsed - 1200) / 450) this.draw.alpha(this.draw.easeIn(amount), ctx, ctx => { ctx.save() ctx.scale(ratio, ratio) ctx.translate(frameLeft, frameTop) if(p === 1){ ctx.translate(0, p2Offset) } var crownScale = 1 var shine = 0 if(amount < 1){ crownScale = 2.8 * (1 - amount) + 0.9 }else if(elapsed < 1850){ crownScale = 0.9 + (elapsed - 1650) / 2000 }else if(elapsed < 2200){ shine = (elapsed - 1850) / 175 if(shine > 1){ shine = 2 - shine } } if(this.state.screen === "fadeIn" && elapsed >= 1200 && !this.state["fullcomboPlayed" + p]){ this.state["fullcomboPlayed" + p] = true if(crownType === "gold"){ this.playSound("v_results_fullcombo" + (p === 1 ? "2" : ""), p) } } if(this.state.screen === "fadeIn" && elapsed >= 1650 && !this.state["crownPlayed" + p]){ this.state["crownPlayed" + p] = true this.playSound("se_results_crown", p) } this.draw.crown({ ctx: ctx, type: crownType, x: 395, y: 218, scale: crownScale, shine: shine, whiteOutline: true, ratio: ratio }) ctx.restore() }) } } ctx.restore() } if(elapsed >= 2400 + noCrownResultWait){ ctx.save() ctx.translate(frameLeft, frameTop) var printNumbers = ["good", "ok", "bad", "maxCombo", "drumroll"] if(!this.state["countupTime0"]){ var times = {} var lastTime = 0 for(var p = 0; p < players; p++){ var results = this.results[p] if(!results){ continue } var currentTime = 3100 + noCrownResultWait + results.points.length * 30 * this.frame if(currentTime > lastTime){ lastTime = currentTime } } for(var i in printNumbers){ var largestTime = 0 for(var p = 0; p < players; p++){ var results = this.results[p] if(!results){ continue } times[printNumbers[i]] = lastTime + 500 var currentTime = lastTime + 500 + results[printNumbers[i]].length * 30 * this.frame if(currentTime > largestTime){ largestTime = currentTime } } lastTime = largestTime } this.state.fadeInEnd = lastTime for(var p = 0; p < players; p++){ this.state["countupTime" + p] = times } } for(var p = 0; p < players; p++){ var results = this.results[p] if(!results){ continue } if(p === 1){ ctx.translate(0, p2Offset) } ctx.save() this.state.countupShown = false var points = this.getNumber(results.points, 3100 + noCrownResultWait, elapsed) var scale = 1.3 ctx.font = "35px " + this.numbersFont ctx.translate(760, 286) ctx.scale(1 / scale, 1 * 1.1) ctx.textAlign = "center" ctx.fillStyle = "#fff" ctx.strokeStyle = "#fff" ctx.lineWidth = 0.5 for(var i = 0; i < points.length; i++){ ctx.translate(-23.3 * scale, 0) ctx.fillText(points[points.length - i - 1], 0, 0) ctx.strokeText(points[points.length - i - 1], 0, 0) } ctx.restore() if(!this.state["countupTime" + p]){ var times = {} var lastTime = 3100 + noCrownResultWait + results.points.length * 30 * this.frame + 1000 for(var i in printNumbers){ times[printNumbers[i]] = lastTime + 500 lastTime = lastTime + 500 + results[printNumbers[i]].length * 30 * this.frame } this.state["countupTime" + p] = times } for(var i in printNumbers){ var start = this.state["countupTime" + p][printNumbers[i]] this.draw.layeredText({ ctx: ctx, text: this.getNumber(results[printNumbers[i]], start, elapsed), x: 971 + 270 * Math.floor(i / 3), y: 196 + (40 * (i % 3)), fontSize: 26, fontFamily: this.numbersFont, letterSpacing: 1, align: "right" }, [ {outline: "#000", letterBorder: 9}, {fill: "#fff"} ]) } if(this.state.countupShown){ if(!this.state["countup" + p]){ this.state["countup" + p] = true this.loopSound("se_results_countup", p, [0.1, false, 0, 0, 0.07]) } }else if(this.state["countup" + p]){ this.state["countup" + p] = false this.stopSound("se_results_countup", p) if(this.state.screen === "fadeIn"){ this.playSound("neiro_1_don", p) } } if(this.state.screen === "fadeIn" && elapsed >= this.state.fadeInEnd){ this.state.screen = "scoresShown" this.state.screenMS = this.getMS() } } ctx.restore() } if(this.session && !this.state.scoreNext && this.state.screen === "scoresShown" && ms - this.state.screenMS >= 10000){ this.state.scoreNext = true if(p2.session){ p2.send("songsel") }else{ this.toSongsel(true) } } if(this.state.screen === "fadeOut"){ if(this.state.hasPointer === 1){ this.state.hasPointer = 2 this.canvas.style.cursor = "" } if(!this.fadeScreenBlack){ this.fadeScreenBlack = true this.fadeScreen.style.backgroundColor = "#000" } var elapsed = ms - this.state.screenMS if(elapsed >= 1000){ this.clean() this.controller.songSelection(true, this.showWarning) } } ctx.restore() } getNumber(score, start, elapsed){ var numberPos = Math.floor((elapsed - start) / this.frame) if(numberPos < 0){ return "" } var output = "" for(var i = 0; i < score.length; i++){ if(numberPos < 30 * (i + 1)){ this.state.countupShown = true return this.numbers[numberPos % 30] + output }else{ output = score[score.length - i - 1] + output } } return output } getSound(id, p){ return assets.sounds[id + (this.multiplayer ? "_p" + (p + 1) : "")] } playSound(id, p){ this.getSound(id, p).play() } loopSound(id, p, args){ this.getSound(id, p).playLoop(...args) } stopSound(id, p){ this.getSound(id, p).stop() } mod(length, index){ return ((index % length) + length) % length } getMS(){ return Date.now() } saveScore(){ if(this.controller.saveScore){ if(this.resultsObj.points < 0){ this.resultsObj.points = 0 } var title = this.controller.selectedSong.originalTitle var hash = this.controller.selectedSong.hash var difficulty = this.resultsObj.difficulty var oldScore = scoreStorage.get(hash, difficulty, true) var clearReached = this.controller.game.rules.clearReached(this.resultsObj.gauge) var crown = "" if(clearReached){ crown = this.resultsObj.bad === 0 ? "gold" : "silver" } if(!oldScore || oldScore.points <= this.resultsObj.points){ if(oldScore && (oldScore.crown === "gold" || oldScore.crown === "silver" && !crown)){ crown = oldScore.crown } this.resultsObj.crown = crown delete this.resultsObj.title delete this.resultsObj.difficulty delete this.resultsObj.gauge scoreStorage.add(hash, difficulty, this.resultsObj, true, title).catch(() => { this.showWarning = {name: "scoreSaveFailed"} }) }else if(oldScore && (crown === "gold" && oldScore.crown !== "gold" || crown && !oldScore.crown)){ oldScore.crown = crown scoreStorage.add(hash, difficulty, oldScore, true, title).catch(() => { this.showWarning = {name: "scoreSaveFailed"} }) } } this.scoreSaved = true } clean(){ this.keyboard.clean() this.gamepad.clean() this.draw.clean() this.canvasCache.clean() assets.sounds["bgm_result"].stop() snd.buffer.loadSettings() this.redrawRunning = false pageEvents.remove(this.canvas, ["mousedown", "touchstart"]) if(this.touchEnabled){ pageEvents.remove(document.getElementById("touch-full-btn"), "touchend") } if(this.session){ pageEvents.remove(p2, "message") } if(!this.multiplayer){ delete this.tetsuoHana } delete this.ctx delete this.canvas delete this.fadeScreen delete this.results delete this.rules } }