multiplier ring (fixes #153)
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66
src/components/multiplier-ring.js
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66
src/components/multiplier-ring.js
Normal file
@@ -0,0 +1,66 @@
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const COMBO_PROGRESS_MAP = {
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0: 0,
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1: 0.5,
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2: 0,
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3: 0.25,
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4: 0.5,
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5: 0.75,
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6: 0,
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7: 0.125,
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8: 0.25,
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9: 0.375,
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10: 0.5,
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11: 0.625,
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12: 0.75,
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13: 0.875
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};
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/*
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* Combo needed total for multiplier level:
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*
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* 0 - 1x
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* 2 - 2x
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* 6 - 4x
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* 14 - 8x
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*/
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AFRAME.registerComponent('multiplier-ring', {
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dependencies: ['geometry', 'material'],
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schema: {
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combo: {default: 0},
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multiplier: {default: 1}
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},
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init: function () {
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this.animationSet = {from: undefined, to: undefined};
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this.progress = this.el.getObject3D('mesh').material.uniforms.progress;
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// Set up animation.
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this.el.setAttribute('animation', {
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property: 'components.material.material.uniforms.progress.value',
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dur: 100,
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autoplay: false
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});
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},
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update: function () {
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this.updateRing();
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},
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updateRing: function () {
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const data = this.data;
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const el = this.el;
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const progress = this.progress;
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if (data.multiplier === 8) {
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progress.value = 1;
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return;
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}
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const animationSet = this.animationSet;
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animationSet.from = progress.value;
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animationSet.to = COMBO_PROGRESS_MAP[data.combo];
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el.setAttribute('animation', animationSet);
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el.components.animation.beginAnimation();
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}
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});
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@@ -123,9 +123,16 @@ AFRAME.registerState({
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state.score.score += Math.floor(payload.score * state.score.multiplier);
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state.score.multiplier = state.score.combo >= 8
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? 8
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: 2 * Math.floor(Math.log2(state.score.combo));
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// Might be a math formula for this, but the multiplier system is easy reduced.
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if (state.score.combo < 2) {
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state.score.multiplier = 1;
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} else if (state.score.combo < 6) {
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state.score.multiplier = 2;
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} else if (state.score.combo < 14) {
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state.score.multiplier = 4;
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} else {
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state.score.multiplier = 8;
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}
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},
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beatmiss: state => {
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@@ -498,8 +505,12 @@ function difficultyComparator (a, b) {
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function takeDamage (state) {
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if (!state.isPlaying) { return; }
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/*
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state.score.combo = 0;
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state.score.multiplier = Math.ceil(state.score.multiplier / 2);
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state.score.multiplier = state.score.multiplier > 1
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? Math.ceil(state.score.multiplier / 2)
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: 1;
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*/
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if (AFRAME.utils.getUrlParameter('godmode')) { return; }
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state.damage++;
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checkGameOver(state);
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@@ -21,8 +21,8 @@
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<a-entity
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id="combo"
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mixin="scoreText"
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bind__text="value: score.combo"
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text="width: 1"
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bind__text="value: 'COMBO\n' + score.combo"
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text="width: 1; lineHeight: 40"
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position="-1.8 1.2 -4"
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scale="5 5 5">
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</a-entity>
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@@ -36,11 +36,11 @@
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scale="5 5 5">
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</a-entity>
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<!-- TODO: Hook up material.progress to multiplier progress. -->
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<a-entity
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id="multiplierRing"
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bind__multiplier-ring="combo: score.combo; multiplier: score.multiplier"
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geometry="primitive: plane; width: 0.5; height: 0.5"
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material="shader: ring; transparent: true; color: #88A; radiusInner: 0.7; progress: 1"
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material="shader: ring; transparent: true; color: #88A; radiusInner: 0.7; progress: 0"
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position="0 0.17 0"></a-entity>
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</a-entity>
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</a-entity>
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