class Game{ constructor(controller, selectedSong, songData){ this.controller = controller this.selectedSong = selectedSong this.songData = songData this.elapsedTime = 0 this.currentCircle = 0 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 } this.HPGain = 100 / this.songData.circles.filter(circle => { var type = circle.getType() return type === "don" || type === "ka" || type === "daiDon" || type === "daiKa" }).length this.paused = false this.started = false this.mainMusicPlaying = false this.musicFadeOut = 0 this.fadeOutStarted = false this.currentTimingPoint = 0 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 offsetTime = Math.max(0, this.timeForDistanceCircle - this.songData.circles[0].ms) |0 this.elapsedTime = -offsetTime // The real start for the game will start when chrono will reach 0 this.startDate = +(new Date) + offsetTime } update(){ // Main operations this.updateTime() this.updateCirclesStatus() this.checkPlays() // Event operations this.whenFadeoutMusic() this.whenLastCirclePlayed() } getCircles(){ return this.songData.circles } updateCirclesStatus(){ var circles = this.songData.circles circles.forEach(circle => { if(!circle.getPlayed()){ var ms = this.elapsedTime var type = circle.getType() var drumrollNotes = type === "balloon" || type === "drumroll" || type === "daiDrumroll" var endTime = circle.getEndTime() + (drumrollNotes ? 0 : this.rules.bad) if(ms >= circle.getMS()){ if(drumrollNotes && !circle.rendaPlayed){ circle.rendaPlayed = true if(this.rules.difficulty === "easy"){ assets.sounds["renda" + this.controller.snd].stop() this.controller.playSound("renda") } } if(!circle.beatMSCopied){ if(this.view.beatInterval !== circle.beatMS){ this.view.changeBeatInterval(circle.beatMS) } circle.beatMSCopied = true } } if(ms > endTime){ if(!this.controller.autoPlayEnabled){ if(drumrollNotes){ circle.played(-1, false) this.updateCurrentCircle() if(this.controller.multiplayer === 1){ p2.send("drumroll", { pace: (ms - circle.getMS()) / circle.timesHit }) } }else{ var currentScore = 0 circle.played(-1, type === "daiDon" || type === "daiKa") this.controller.displayScore(currentScore, true) this.updateCurrentCircle() this.updateCombo(currentScore) this.updateGlobalScore(currentScore, 1) if(this.controller.multiplayer === 1){ p2.send("note", { score: -1 }) } } } } } }) } setHPGain(gain){ this.HPGain = gain } checkPlays(){ var circles = this.songData.circles var circle = circles[this.currentCircle] if(circle && this.controller.autoPlayEnabled){ return this.controller.autoPlay(circle) } var keys = this.controller.getKeys() var kbd = this.controller.getBindings() var don_l = keys[kbd["don_l"]] && !this.controller.isWaiting(kbd["don_l"], "score") var don_r = keys[kbd["don_r"]] && !this.controller.isWaiting(kbd["don_r"], "score") var ka_l = keys[kbd["ka_l"]] && !this.controller.isWaiting(kbd["ka_l"], "score") var ka_r = keys[kbd["ka_r"]] && !this.controller.isWaiting(kbd["ka_r"], "score") if(don_l && don_r){ this.checkKey([kbd["don_l"], kbd["don_r"]], circle, "daiDon") }else if(don_l){ this.checkKey([kbd["don_l"]], circle, "don") }else if(don_r){ this.checkKey([kbd["don_r"]], circle, "don") } if(ka_l && ka_r){ this.checkKey([kbd["ka_l"], kbd["ka_r"]], circle, "daiKa") }else if(ka_l){ this.checkKey([kbd["ka_l"]], circle, "ka") }else if(ka_r){ this.checkKey([kbd["ka_r"]], circle, "ka") } } checkKey(keyCodes, circle, check){ if(circle && !circle.getPlayed()){ if(!this.checkScore(circle, check)){ return } } keyCodes.forEach(keyCode => { this.controller.waitForKeyup(keyCode, "score") }) } checkScore(circle, check){ var ms = this.elapsedTime var type = circle.getType() 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 = keysDon ? keyTime["don"] : keyTime["ka"] var relative = currentTime - circle.getMS() if(typeDon || typeKa){ if(-this.rules.bad >= relative || relative >= this.rules.bad){ return true } var score = 0 if(keysDon && typeDon || keysKa && typeKa){ if(typeDai && !keyDai){ if(!circle.daiFailed){ circle.daiFailed = ms return false }else if(ms < circle.daiFailed + this.rules.daiLeniency){ return false } } 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(circleStatus === 230 || circleStatus === 450){ score = circleStatus } this.controller.displayScore(score) }else{ this.controller.displayScore(score, true) } 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, ms: circle.getMS() - currentTime, dai: typeDai ? keyDai ? 2 : 1 : 0 }) } }else{ if(circle.getMS() > currentTime || currentTime > circle.getEndTime()){ return true } if(keysDon && type === "balloon"){ this.checkBalloon(circle) if(check === "daiDon" && !circle.getPlayed()){ this.checkBalloon(circle) } }else if((keysDon || keysKa) && (type === "drumroll" || type === "daiDrumroll")){ this.checkDrumroll(circle) if(keyDai){ this.checkDrumroll(circle) } } } 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.getMS()) / circle.timesHit }) } }else{ var score = 300 circle.hit() } this.globalScore.drumroll ++ this.globalScore.points += score } checkDrumroll(circle){ var ms = this.elapsedTime var dai = circle.getType() === "daiDrumroll" var score = 100 circle.hit() var keyTime = this.controller.getKeyTime() if(circle.getType() === "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 }) circleAnim.played(score, dai) circleAnim.animate(ms) this.view.drumroll.push(circleAnim) this.globalScore.drumroll++ this.globalScore.points += score * (dai ? 2 : 1) } whenLastCirclePlayed(){ var circles = this.songData.circles var lastCircle = circles[circles.length - 1] var ms = this.elapsedTime if(!this.fadeOutStarted && ms >= lastCircle.getEndTime() + 2000){ this.fadeOutStarted = ms } } whenFadeoutMusic(){ var started = this.fadeOutStarted if(started){ var ms = this.elapsedTime var musicDuration = this.controller.mainAsset.duration * 1000 - this.controller.offset if(this.musicFadeOut === 0){ if(this.controller.multiplayer === 1){ p2.send("gameresults", this.getGlobalScore()) } this.musicFadeOut++ }else if(this.musicFadeOut === 1 && ms >= started + 1600){ this.controller.gameEnded() p2.send("gameend") this.musicFadeOut++ }else if(this.musicFadeOut === 2 && (ms >= started + 8600 && ms >= musicDuration + 250)){ this.controller.displayResults() this.musicFadeOut++ }else if(this.musicFadeOut === 3 && (ms >= started + 9600 && ms >= 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.controller.multiplayer !== 2){ this.mainAsset.play((ms < 0 ? -ms : 0) / 1000, false, Math.max(0, ms / 1000)) } this.mainMusicPlaying = true } } togglePause(){ if(!this.paused){ assets.sounds["pause"].play() this.paused = true this.latestDate = +new Date this.mainAsset.stop() this.mainMusicPlaying = false }else{ assets.sounds["cancel"].play() this.paused = false var currentDate = +new Date this.startDate += currentDate - this.latestDate this.sndTime = currentDate - snd.buffer.getTime() * 1000 } } isPaused(){ return this.paused } updateTime(){ // Refreshed date var ms = this.elapsedTime if(ms >= 0 && !this.started){ this.startDate = +new Date 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 = +new Date if(!this.controller.touchEnabled){ var sndTime = currentDate - snd.buffer.getTime() * 1000 var lag = sndTime - this.sndTime if(Math.abs(lag) >= 50){ this.startDate += lag this.sndTime = sndTime } } this.elapsedTime = currentDate - this.startDate } } getAccurateTime(){ if(this.isPaused()){ return this.elapsedTime }else{ return (+new Date) - this.startDate } } getCircles(){ return this.songData.circles } updateCurrentCircle(){ this.currentCircle++ } 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 <= 1400){ this.controller.playSoundMeka("combo-" + this.combo) } 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++ break case 230: this.globalScore.ok++ break case 0: this.globalScore.bad++ break } // Gauge update if(score !== 0){ this.globalScore.gauge += this.HPGain }else if(this.globalScore.gauge - this.HPGain > 0){ this.globalScore.gauge -= this.HPGain }else{ this.globalScore.gauge = 0 } // Points update score += Math.max(0, Math.floor((Math.min(this.combo, 100) - 1) / 10) * 100) if(gogoTime){ multiplier *= 1.2 } this.globalScore.points += Math.floor(score * multiplier / 10) * 10 } }