342 lines
10 KiB
JavaScript
342 lines
10 KiB
JavaScript
import {BEAT_WARMUP_OFFSET, BEAT_WARMUP_SPEED, BEAT_WARMUP_TIME} from '../constants/beat';
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import utils from '../utils';
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/**
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* Load beat data (all the beats and such).
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*/
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AFRAME.registerComponent('beat-loader', {
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dependencies: ['stage-colors'],
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schema: {
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beatAnticipationTime: {default: 2.0},
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beatSpeed: {default: 4.0},
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beatWarmupTime: {default: BEAT_WARMUP_TIME / 1000},
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beatWarmupSpeed: {default: BEAT_WARMUP_SPEED},
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challengeId: {type: 'string'}, // If clicked play.
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difficulty: {type: 'string'},
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isPlaying: {default: false},
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menuSelectedChallengeId: {type: 'string'}
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},
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orientationsHumanized: [
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'up',
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'down',
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'left',
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'right',
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'upleft',
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'upright',
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'downleft',
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'downright'
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],
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horizontalPositions: [-0.75, -0.25, 0.25, 0.75],
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horizontalPositionsHumanized: {
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0: 'left',
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1: 'middleleft',
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2: 'middleright',
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3: 'right'
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},
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positionHumanized: {
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topLeft: {layer: 2, index: 0},
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topCenterLeft: {layer: 2, index: 1},
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topCenterRight: {layer: 2, index: 2},
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topRight: {layer: 2, index: 3},
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middleLeft: {layer: 1, index: 0},
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middleCenterLeft: {layer: 1, index: 1},
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middleCenterRight: {layer: 1, index: 2},
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middleRight: {layer: 1, index: 3},
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bottomLeft: {layer: 0, index: 0},
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bottomCenterLeft: {layer: 0, index: 1},
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bottomCenterRight: {layer: 0, index: 2},
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bottomRight: {layer: 0, index: 3},
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},
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verticalPositionsHumanized: {
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0: 'bottom',
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1: 'middle',
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2: 'top'
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},
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init: function () {
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this.audioAnalyserEl = document.getElementById('audioanalyser');
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this.beatData = null;
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this.beatDataProcessed = false;
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this.beatContainer = document.getElementById('beatContainer');
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this.beatsTime = undefined;
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this.beatsPreloadTime = 0;
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this.beatsPreloadTimeTotal =
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(this.data.beatAnticipationTime + this.data.beatWarmupTime) * 1000;
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this.bpm = undefined;
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this.xhr = null;
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this.stageColors = this.el.components['stage-colors'];
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this.twister = document.getElementById('twister');
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this.leftStageLasers = document.getElementById('leftStageLasers');
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this.rightStageLasers = document.getElementById('rightStageLasers');
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this.el.addEventListener('cleargame', this.clearBeats.bind(this));
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},
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update: function (oldData) {
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const data = this.data;
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// Start playing.
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if (!oldData.challengeId && data.challengeId && this.beatData) {
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this.processBeats();
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return;
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}
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if (!data.menuSelectedChallengeId || !data.difficulty) { return; }
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// Prefetch beats.
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if (data.menuSelectedChallengeId !== oldData.menuSelectedChallengeId ||
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data.difficulty !== oldData.difficulty) {
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this.fetchBeats();
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}
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},
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/**
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* XHR. Beat data is prefetched when user selects a menu challenge, and stored away
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* to be processed later.
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*/
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fetchBeats: function () {
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var el = this.el;
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if (this.xhr) { this.xhr.abort(); }
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// Load beats.
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let url = utils.getS3FileUrl(this.data.menuSelectedChallengeId,
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`${this.data.difficulty}.json`);
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const xhr = this.xhr = new XMLHttpRequest();
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el.emit('beatloaderstart');
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console.log(`[beat-loader] Fetching ${url}...`);
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xhr.open('GET', url);
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xhr.addEventListener('load', () => {
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this.beatData = JSON.parse(xhr.responseText);
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this.beatDataProcessed = false;
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this.xhr = null;
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this.el.sceneEl.emit('beatloaderfinish', null, false);
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});
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xhr.send();
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},
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/**
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* Load the beat data into the game.
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*/
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processBeats: function () {
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// Reset variables used during playback.
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// Beats spawn ahead of the song and get to the user in sync with the music.
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this.beatsTime = 0;
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this.beatsPreloadTime = 0;
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this.beatData._events.sort(lessThan);
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this.beatData._obstacles.sort(lessThan);
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this.beatData._notes.sort(lessThan);
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this.bpm = this.beatData._beatsPerMinute;
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// Some events have negative time stamp to initialize the stage.
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const events = this.beatData._events;
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if (events.length && events[0]._time < 0) {
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for (let i = 0; events[i]._time < 0; i++) {
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this.generateEvent(events[i]);
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}
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}
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this.beatDataProcessed = true;
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console.log('[beat-loader] Finished processing beat data.');
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},
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/**
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* Generate beats and stuff according to timestamp.
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*/
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tick: function (time, delta) {
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if (!this.data.isPlaying || !this.data.challengeId || !this.beatData) { return; }
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const prevBeatsTime = this.beatsTime;
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if (this.beatsPreloadTime === undefined) {
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// Get current song time.
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const song = this.el.components.song;
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if (!song.isPlaying) { return; }
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this.beatsTime = (song.getCurrentTime() + this.data.beatAnticipationTime) * 1000;
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if (this.beatsTime <= this.beatsPreloadTimeTotal) { return; }
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} else {
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// Song is not playing and is preloading beats, use maintained beat time.
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this.beatsTime = this.beatsPreloadTime;
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}
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// Load in stuff scheduled between the last timestamp and current timestamp.
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// Beats.
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const beatsTime = this.beatsTime;
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const bpm = this.beatData._beatsPerMinute;
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const msPerBeat = 1000 * 60 / this.beatData._beatsPerMinute;
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const notes = this.beatData._notes;
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for (let i = 0; i < notes.length; ++i) {
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let noteTime = notes[i]._time * msPerBeat;
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if (noteTime > prevBeatsTime && noteTime <= beatsTime) {
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notes[i].time = noteTime;
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this.generateBeat(notes[i]);
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}
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}
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// Walls.
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const obstacles = this.beatData._obstacles;
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for (let i = 0; i < obstacles.length; ++i) {
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let noteTime = obstacles[i]._time * msPerBeat;
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if (noteTime > prevBeatsTime && noteTime <= beatsTime) {
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this.generateWall(obstacles[i]);
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}
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}
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// Stage events.
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const events = this.beatData._events;
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for (let i = 0; i < events.length; ++i) {
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let noteTime = events[i]._time * msPerBeat;
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if (noteTime > prevBeatsTime && noteTime <= beatsTime) {
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this.generateEvent(events[i]);
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}
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}
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if (this.beatsPreloadTime === undefined) { return; }
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if (this.beatsPreloadTime >= this.beatsPreloadTimeTotal) {
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// Finished preload.
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this.el.sceneEl.emit('beatloaderpreloadfinish', null, false);
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this.beatsPreloadTime = undefined;
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} else {
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// Continue preload.
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this.beatsPreloadTime += delta;
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}
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},
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generateBeat: (function () {
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const beatObj = {};
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// Beats arrive at sword stroke distance synced with the music.
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const swordOffset = 1.5;
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return function (noteInfo) {
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var beatEl;
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var color;
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const data = this.data;
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// if (Math.random() < 0.8) noteInfo._type = 3; // just to DEBUG MINES!
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var type = noteInfo._cutDirection === 8 ? 'dot' : 'arrow';
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color = noteInfo._type === 0 ? 'red' : 'blue';
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if (noteInfo._type === 3) {
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type = 'mine';
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color = undefined;
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}
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beatEl = this.requestBeat(type, color);
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if (!beatEl) { return; }
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// Apply sword offset. Blocks arrive on beat in front of the user.
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beatObj.anticipationPosition = -data.beatAnticipationTime * data.beatSpeed - swordOffset;
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beatObj.color = color;
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beatObj.cutDirection = this.orientationsHumanized[noteInfo._cutDirection];
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beatObj.horizontalPosition = this.horizontalPositionsHumanized[noteInfo._lineIndex];
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beatObj.speed = this.data.beatSpeed;
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beatObj.type = type;
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beatObj.verticalPosition = this.verticalPositionsHumanized[noteInfo._lineLayer],
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beatObj.warmupPosition = -data.beatWarmupTime * data.beatWarmupSpeed;
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beatEl.setAttribute('beat', beatObj);
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beatEl.components.beat.updatePosition();
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beatEl.play();
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beatEl.components.beat.onGenerate();
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};
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})(),
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generateWall: function (wallInfo) {
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var el = this.el.sceneEl.components.pool__wall.requestEntity();
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const data = this.data;
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var speed = this.data.beatSpeed;
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if (!el) { return; }
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const durationSeconds = 60 * (wallInfo._duration / this.bpm);
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el.setAttribute('wall', 'speed', speed);
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el.object3D.position.set(
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this.horizontalPositions[wallInfo._lineIndex],
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1.30,
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-(this.data.beatAnticipationTime * speed)
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);
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el.object3D.scale.set(wallInfo._width * 0.30, 2.5, durationSeconds * speed);
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el.play();
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},
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generateEvent: function (event) {
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switch(event._type) {
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case 0:
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this.stageColors.setColor('fog', event._value);
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this.stageColors.setColor('sky', event._value);
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this.stageColors.setColor('backglow', event._value);
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break;
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case 1:
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this.stageColors.setColor('tunnelNeon', event._value);
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break;
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case 2:
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this.stageColors.setColor('leftStageLaser0', event._value);
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this.stageColors.setColor('leftStageLaser1', event._value);
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this.stageColors.setColor('leftStageLaser2', event._value);
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break;
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case 3:
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this.stageColors.setColor('rightStageLaser0', event._value);
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this.stageColors.setColor('rightStageLaser1', event._value);
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this.stageColors.setColor('rightStageLaser2', event._value);
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break;
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case 4:
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this.stageColors.setColor('floor', event._value);
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this.stageColors.setColor('stageNeon', event._value);
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break;
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case 8:
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this.twister.components.twister.pulse(event._value);
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break;
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case 9:
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// zoom was a bit disturbing
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this.twister.components.twister.pulse(event._value);
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break;
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case 12:
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this.leftStageLasers.components['stage-lasers'].pulse(event._value);
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break;
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case 13:
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this.rightStageLasers.components['stage-lasers'].pulse(event._value);
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break;
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}
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},
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requestBeat: function (type, color) {
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var beatPoolName = 'pool__beat-' + type;
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var pool;
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if (color) { beatPoolName += '-' + color; }
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pool = this.el.sceneEl.components[beatPoolName];
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if (!pool) {
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console.warn('Pool ' + beatPoolName + ' unavailable');
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return;
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}
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return pool.requestEntity();
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},
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/**
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* Restart by returning all beats to pool.
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*/
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clearBeats: function () {
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this.beatsPreloadTime = 0;
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this.beatsTime = 0;
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for (let i = 0; i < this.beatContainer.children.length; i++) {
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let child = this.beatContainer.children[i];
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if (child.components.beat) {
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child.components.beat.returnToPool(true);
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}
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if (child.components.wall) {
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child.components.wall.returnToPool(true);
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}
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}
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},
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});
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function lessThan (a, b) { return a._time - b._time; }
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