taiko-web/public/src/js/canvasasset.js
KatieFrogs 1db4eb6710 ImportSongs: Add plugin support
- Files with filenames that end with .taikoweb.js can be imported and run to add custom functionality to the game
- The plugin file is a javascript module script that should have a class in the default export
- Currently supported methods in the class: name (string), load, start, stop, unload (functions)
- The class can be extended from the Patch class to add automatic patching of variables and functions
- Here are some of the plugins I made: https://github.com/KatieFrogs/taiko-web-plugins
2022-02-11 17:28:22 +03:00

152 lines
3.5 KiB
JavaScript

class CanvasAsset{
constructor(...args){
this.init(...args)
}
init(view, layer, position){
this.ctx = view.ctx
this.view = view
this.position = position
this.animationFrames = {}
this.speed = 1000 / 60
this.animationStart = 0
this.layer = layer
this.beatInterval = 468.75
}
draw(){
if(this.animation){
var u = (a, b) => typeof a === "undefined" ? b : a
var frame = 0
var ms = this.view.getMS()
var beatInterval = this.frameSpeed ? 1000 / 60 : this.beatInterval
if(this.animationEnd){
if(ms > this.animationStart + this.animationEnd.frameCount * this.speed * beatInterval){
this.animationEnd.callback()
this.animationEnd = false
return this.draw()
}
}
var index = Math.floor((ms - this.animationStart) / (this.speed * beatInterval))
if(Array.isArray(this.animation)){
frame = this.animation[this.mod(this.animation.length, index)]
}else{
frame = this.mod(this.animation, index)
}
this.ctx.save()
var pos = this.position(frame)
if(this.image){
this.ctx.drawImage(this.image,
u(pos.sx, pos.x), u(pos.sy, pos.y),
u(pos.sw, pos.w), u(pos.sh, pos.h),
pos.x, pos.y, pos.w, pos.h
)
}
this.ctx.restore()
}
}
mod(length, index){
return ((index % length) + length) % length
}
addFrames(name, frames, image, don){
var framesObj = {
frames: frames,
don: don
}
if(don){
var img = assets.image[image + "_a"]
var cache1 = new CanvasCache()
var cache2 = new CanvasCache()
var w = img.width
var h = img.height
cache1.resize(w, h, 1)
cache2.resize(w, h, 1)
cache1.set({
w: w, h: h, id: "1"
}, ctx => {
ctx.drawImage(assets.image[image + "_b1"], 0, 0)
ctx.globalCompositeOperation = "source-atop"
ctx.fillStyle = don.body_fill
ctx.fillRect(0, 0, w, h)
})
cache2.set({
w: w, h: h, id: "2"
}, ctx => {
ctx.drawImage(assets.image[image + "_b2"], 0, 0)
ctx.globalCompositeOperation = "source-atop"
ctx.fillStyle = don.face_fill
ctx.fillRect(0, 0, w, h)
ctx.globalCompositeOperation = "source-over"
cache1.get({
ctx: ctx,
x: 0, y: 0, w: w, h: h,
id: "1"
})
ctx.drawImage(img, 0, 0)
})
cache1.clean()
framesObj.cache = cache2
framesObj.image = cache2.canvas
}else if(image){
framesObj.image = assets.image[image]
}
this.animationFrames[name] = framesObj
}
setAnimation(name){
var framesObj = this.animationFrames[name]
this.animationName = name
if(framesObj){
this.animation = framesObj.frames
if(framesObj.image){
this.image = framesObj.image
}
this.don = framesObj.don
}else{
this.animation = false
}
}
getAnimation(){
return this.animationName
}
getAnimationLength(name){
var frames = this.animationFrames[name].frames
if(Array.isArray(frames)){
return frames.length
}else{
return frames
}
}
setUpdateSpeed(speed, frameSpeed){
this.speed = speed
this.frameSpeed = frameSpeed
}
setAnimationStart(ms){
this.animationStart = ms
}
setAnimationEnd(frameCount, callback){
if(typeof frameCount === "undefined"){
this.animationEnd = false
}else{
this.animationEnd = {
frameCount: frameCount,
callback: callback
}
}
}
changeBeatInterval(beatMS, initial){
if(!initial && !this.frameSpeed){
var ms = this.view.getMS()
this.animationStart = ms - (ms - this.animationStart) / this.beatInterval * beatMS
}
this.beatInterval = beatMS
}
clean(){
for(var i in this.animationFrames){
var frame = this.animationFrames[i]
if(frame.cache){
frame.cache.clean()
}
}
}
}