class Scoresheet{ constructor(controller, results, multiplayer){ this.controller = controller this.results = {} for(var i in results){ this.results[i] = results[i].toString() } this.multiplayer = multiplayer this.canvas = document.getElementById("canvas") this.ctx = this.canvas.getContext("2d") this.font = "TnT, Meiryo, sans-serif" this.state = { screen: "fadeIn", screenMS: this.getMS(), startDelay: 3300, hasPointer: 0 } this.frame = 1000 / 60 this.numbers = "001122334455667788900112233445".split("") this.draw = new CanvasDraw() this.canvasCache = new CanvasCache() this.gamepad = new Gamepad({ "13": ["a", "b", "start", "ls", "rs"] }) this.redrawRunning = true this.redrawBind = this.redraw.bind(this) this.redraw() assets.sounds["results"].play() assets.sounds["bgm_result"].playLoop(3, false, 0, 0.847, 17.689) } keyDown(event, code){ if(!code){ if(event.repeat){ return } code = event.keyCode } var key = { confirm: code == 13 || code == 32 || code == 70 || code == 74, // Enter, Space, F, J cancel: code == 27 || code == 8 // Esc, Backspace } if(key.cancel && event){ event.preventDefault() } if(key.confirm || key.cancel){ 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 ms = this.getMS() var elapsed = ms - this.state.screenMS if(this.state.screen === "fadeIn" && elapsed >= this.state.startDelay){ this.state.screen = "scoresShown" this.state.screenMS = ms assets.sounds["note_don"].play() }else if(this.state.screen === "scoresShown" && elapsed >= 1000){ snd.musicGain.fadeOut(0.5) this.state.screen = "fadeOut" this.state.screenMS = ms assets.sounds["note_don"].play() } } startRedraw(){ this.redrawing = true requestAnimationFrame(this.redrawBind) this.winW = null this.winH = null pageEvents.keyAdd(this, "all", "down", this.keyDown.bind(this)) pageEvents.add(this.canvas, ["mousedown", "touchstart"], this.mouseDown.bind(this)) } redraw(){ if(!this.redrawRunning){ return } if(this.redrawing){ requestAnimationFrame(this.redrawBind) } var ms = this.getMS() this.gamepad.play((pressed, keyCode) => { if(pressed){ this.keyDown(false, keyCode) } }) if(!this.redrawRunning){ return } var ctx = this.ctx ctx.save() var winW = innerWidth var winH = lastHeight this.pixelRatio = window.devicePixelRatio || 1 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 = 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.canvasCache.resize(winW / ratio, 80 + 1, ratio) }else if(!document.hasFocus() && this.state.screen === "scoresShown"){ return }else{ ctx.clearRect(0, 0, winW / ratio, winH / ratio) } }else{ ctx.scale(ratio, ratio) } 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 && p2.results ? 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(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{ var elapsed = ms - this.state.screenMS - this.state.startDelay } if(elapsed >= 0){ if(this.state.hasPointer === 0){ this.state.hasPointer = 1 if(!this.state.pointerLocked){ this.canvas.style.cursor = "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: "成績発表", fontSize: 48, fontFamily: this.font, x: 23, y: 15, letterSpacing: 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.title, fontSize: 40, fontFamily: this.font, x: 1257, y: 20, 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 if(p === 1){ results = p2.results ctx.translate(0, p2Offset) } var imgScale = 1.35 ctx.drawImage(assets.image["muzu_" + results.difficulty], 276, 150, imgScale * 176, imgScale * 120 ) 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() ctx.font = "36px " + this.font ctx.textAlign = "right" ctx.fillStyle = "#fff" ctx.strokeStyle = "#000" ctx.lineWidth = 0.5 ctx.fillText("点", 788, 284) ctx.strokeText("点", 788, 284) this.draw.score({ ctx: ctx, score: "good", x: 823, y: 192 }) this.draw.score({ ctx: ctx, score: "ok", x: 823, y: 233 }) this.draw.score({ ctx: ctx, score: "bad", x: 823, y: 273 }) 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: "最大コンボ数", x: 1149, y: 193, fontSize: 29, fontFamily: this.font, align: "right", width: 215, letterSpacing: 1 }, [ {outline: "#000", letterBorder: 8}, {fill: grd} ]) this.draw.layeredText({ ctx: ctx, text: "連打数", x: 1150, y: 233, fontSize: 29, fontFamily: this.font, letterSpacing: 4, align: "right" }, [ {outline: "#000", letterBorder: 8}, {fill: "#ffc700"} ]) } ctx.restore() }) ctx.restore() } if(elapsed >= 800){ ctx.save() ctx.translate(frameLeft, frameTop) ctx.globalAlpha = Math.min(1, (elapsed - 800) / 500) for(var p = 0; p < players; p++){ var results = this.results if(p === 1){ 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, ) } } 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 if(p === 1){ results = p2.results } var crownType = null if(results.bad === "0"){ crownType = "gold" }else if(results.gauge >= 50){ crownType = "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("results_fullcombo" + (p === 1 ? "2" : ""), p) } } if(this.state.screen === "fadeIn" && elapsed >= 1650 && !this.state["crownPlayed" + p]){ this.state["crownPlayed" + p] = true this.playSound("results_crown", p) } this.draw.crown({ ctx: ctx, type: crownType, x: 395, y: 218, scale: crownScale, shine: shine, 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 = p === 0 ? this.results : p2.results 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 = p === 0 ? this.results : p2.results 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 if(p === 1){ results = p2.results 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.font 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.font, 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("results_countup", p, [0.1, false, 0, 0, 0.07]) } }else if(this.state["countup" + p]){ this.state["countup" + p] = false this.stopSound("results_countup", p) if(this.state.screen === "fadeIn"){ this.playSound("note_don", p) } } if(this.state.screen === "fadeIn" && elapsed >= this.state.fadeInEnd){ this.state.screen = "scoresShown" this.state.screenMS = this.getMS() } } ctx.restore() } if(this.state.screen === "fadeOut"){ ctx.save() if(this.state.hasPointer === 1){ this.state.hasPointer = 2 this.canvas.style.cursor = "" } var elapsed = ms - this.state.screenMS ctx.globalAlpha = Math.max(0, Math.min(1, elapsed / 1000)) ctx.fillStyle = "#000" ctx.fillRect(0, 0, winW, winH) ctx.restore() if(elapsed >= 1000){ this.clean() this.controller.songSelection(true, false, this.state.pointerLocked) } } 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 +new Date } clean(){ this.draw.clean() this.canvasCache.clean() assets.sounds["bgm_result"].stop() snd.musicGain.fadeIn() this.redrawRunning = false pageEvents.keyRemove(this, "all") pageEvents.remove(this.canvas, ["mousedown", "touchstart"]) delete this.ctx delete this.canvas } }