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removing new game that is in progress during refactor (temporary)

lairaalmas há 1 ano atrás
pai
commit
83cf98561b
4 ficheiros alterados com 404 adições e 404 exclusões
  1. 2 2
      index.html
  2. 338 338
      src/js/games/scaleOne.js
  3. 62 62
      src/js/globals/globals_control.js
  4. 2 2
      src/js/globals/globals_debug.js

+ 2 - 2
index.html

@@ -54,7 +54,7 @@
     <script src="src/js/games/circleOne.js"></script>
     <script src="src/js/games/squareOne.js"></script>
     <script src="src/js/games/squareTwo.js"></script>
-    <script src="src/js/games/scaleOne.js"></script>
+    <!-- <script src="src/js/games/scaleOne.js"></script> -->
     <script src="src/js/moodle/studentReport.js"></script> <!-- FOR MOODLE -->
     <script src="src/js/moodle/integrationFunctions.js"></script> <!-- FOR MOODLE -->
     <script src="src/js/gameMechanics.js"></script>
@@ -87,7 +87,7 @@
       game.state.add('squareOne', squareOne);
       game.state.add('circleOne', circleOne);
       game.state.add('squareTwo', squareTwo);
-      game.state.add('scaleOne', scaleOne);
+      // game.state.add('scaleOne', scaleOne);
 
       game.state.add('studentReport', studentReport); // FOR MOODLE
 

+ 338 - 338
src/js/games/scaleOne.js

@@ -1,338 +1,338 @@
-/******************************
- * This file holds game states.
- ******************************/
-
-/** [GAME STATE]
- *
- *  ...
- *
- * @namespace
- */
-const scaleOne = {
-  /**
-   * Main code
-   */
-  create: function () {
-    this.control = {
-      scale: {
-        x0: (context.canvas.width / 3) * 2,
-        y0: context.canvas.height - 128,
-        rotation: 0,
-      },
-      icicles: { x0: 100, y0: 197, coordinates: undefined },
-    };
-    this.control.icicles.coordinates = [
-      { x: this.control.icicles.x0, y: this.control.icicles.y0 },
-      { x: this.control.icicles.x0 + 160, y: this.control.icicles.y0 },
-      { x: this.control.icicles.x0 + 160 * 2, y: this.control.icicles.y0 },
-      { x: this.control.icicles.x0, y: this.control.icicles.y0 + 160 * 1.5 },
-      {
-        x: this.control.icicles.x0 + 160,
-        y: this.control.icicles.y0 + 160 * 1.5,
-      },
-      {
-        x: this.control.icicles.x0 + 160 * 2,
-        y: this.control.icicles.y0 + 160 * 1.5,
-      },
-    ];
-    this.scale = {
-      base: null,
-      top: null,
-      plate_left: null,
-      plate_right: null,
-    };
-
-    this.icicles = [];
-    this.icicleFractions = [];
-
-    renderBackground('scale');
-
-    // Calls function that loads navigation icons
-
-    // FOR MOODLE
-    if (moodle) {
-      navigationIcons.add(
-        false,
-        false,
-        false, // Left icons
-        true,
-        false, // Right icons
-        false,
-        false
-      );
-    } else {
-      navigationIcons.add(
-        true,
-        true,
-        true, // Left icons
-        true,
-        false, // Right icons
-        'customMenu',
-        this.viewHelp
-      );
-    }
-
-    this.renderList.scale();
-    this.renderList.icicles();
-
-    // teste
-
-    this.iciclesIA = game.add.sprite(
-      this.control.scale.x0 + 260,
-      100, // this.scale.top.y - 180,
-      'floor_snow',
-      2,
-      2
-    );
-    this.iciclesIA.anchor(0.5, 0.5);
-
-    this.iciclesIAFractions = game.add.text(
-      this.control.scale.x0 + 260,
-      100 + 40, // this.scale.top.y - 180,
-      '1/2',
-      textStyles.h2_blue
-    );
-
-    this.iciclesIAControl = {
-      counter: 0,
-      direction: 'initial',
-      index: 0,
-    };
-
-    //game.timer.start(); // Set a timer for the current level (used in postScore())
-    game.event.add('click', this.onInputDown);
-    game.event.add('mousemove', this.onInputOver);
-  },
-
-  renderList: {
-    scale: () => {
-      // base of the scale
-      self.scale.base = game.add.image(
-        self.control.scale.x0,
-        self.control.scale.y0,
-        'scale_base',
-        2
-      );
-
-      // top of the scale
-      self.scale.top = game.add.image(
-        self.control.scale.x0,
-        self.control.scale.y0 - 170,
-        'scale_arm',
-        2
-      );
-      self.scale.top.rotate = self.control.scale.rotate;
-
-      // left plate
-      self.scale.plate_left = game.add.image(
-        self.control.scale.x0 - 258,
-        self.scale.top.y - 30,
-        'scale_plate',
-        2
-      );
-
-      // right plate
-      self.scale.plate_right = game.add.image(
-        self.control.scale.x0 + 258,
-        self.scale.top.y - 30,
-        'scale_plate',
-        2
-      );
-
-      for (let item in self.scale) {
-        if (self.scale[item] !== null) self.scale[item].anchor(0.5, 1);
-      }
-    },
-    icicles: () => {
-      for (let i = 0; i < self.control.icicles.coordinates.length; i++) {
-        const icicle = game.add.sprite(
-          self.control.icicles.coordinates[i].x,
-          self.control.icicles.coordinates[i].y,
-          'floor_snow',
-          2,
-          2
-        );
-        const fractionTop = game.add.text(
-          self.control.icicles.coordinates[i].x + 65,
-          self.control.icicles.coordinates[i].y + 120,
-          '1',
-          textStyles.h2_blue
-        );
-        const fractionLine = game.add.text(
-          self.control.icicles.coordinates[i].x + 65,
-          self.control.icicles.coordinates[i].y + 120 + 3,
-          '__',
-          textStyles.h2_blue
-        );
-        const fractionBottom = game.add.text(
-          self.control.icicles.coordinates[i].x + 65,
-          self.control.icicles.coordinates[i].y + 120 * 1.4,
-          '2',
-          textStyles.h2_blue
-        );
-
-        self.icicles.push(icicle);
-        // self.icicleFractions.push({
-        //   fractionTop,
-        //   fractionLine,
-        //   fractionBottom,
-        // });
-        // self.icicleFractions.push({
-        //   fractionTop: fractionTop,
-        //   fractionLine: fractionLine,
-        //   fractionBottom: fractionBottom,
-        // });
-      }
-    },
-  },
-  animationList: {
-    initial: () => {
-      const rotationOffset = 10 / 3;
-      // lower icicle
-      if (self.iciclesIA.y < self.scale.top.y - 180) {
-        moveList([self.iciclesIA, self.iciclesIAFractions], 0, 15);
-      }
-      // make balance tend to the right
-      else if (self.iciclesIAControl.counter <= 3) {
-        moveList(
-          [self.iciclesIA, self.iciclesIAFractions, self.scale.plate_right],
-          0,
-          15
-        );
-        moveList([self.scale.plate_left], 0, -3);
-        self.scale.top.rotate = 10 / 3;
-
-        self.iciclesIAControl.counter++;
-      } else {
-        if (self.iciclesIAControl.counter > 59) {
-          self.iciclesIAControl.counter = 0;
-          self.iciclesIAControl.direction = 'left';
-        }
-        self.iciclesIAControl.counter++;
-      }
-    },
-
-    scaleLeft: () => {
-      // const rotationOffset = 10 / 5;
-      // const distancia = 9 * 5; // 45
-
-      if (self.iciclesIAControl.counter <= 9) {
-        moveList(
-          [self.iciclesIA, self.iciclesIAFractions, self.scale.plate_right],
-          0,
-          -5
-        );
-        moveList([self.scale.plate_left], 0, 5);
-        self.scale.top.rotate = -10 / 3;
-
-        self.iciclesIAControl.counter++;
-      } else {
-        if (self.iciclesIAControl.counter > 59) {
-          self.iciclesIAControl.counter = 0;
-          self.iciclesIAControl.direction = 'right';
-        }
-        self.iciclesIAControl.counter++;
-      }
-    },
-
-    scaleRight: () => {
-      //const rotationOffset = 10 / 5;
-
-      if (self.iciclesIAControl.counter <= 9) {
-        moveList(
-          [self.iciclesIA, self.iciclesIAFractions, self.scale.plate_right],
-          0,
-          5
-        );
-        moveList([self.scale.plate_left], 0, -5);
-        self.scale.top.rotate = 10 / 3;
-
-        self.iciclesIAControl.counter++;
-      } else {
-        if (self.iciclesIAControl.counter > 59) {
-          self.iciclesIAControl.counter = 0;
-          self.iciclesIAControl.direction = 'left';
-        }
-        self.iciclesIAControl.counter++;
-      }
-    },
-  },
-
-  /**
-   * Game loop
-   */
-  update: function () {
-    if (self.iciclesIAControl.direction === 'initial') {
-      self.animationList.initial();
-    }
-
-    if (self.iciclesIAControl.direction === 'left') {
-      self.animationList.scaleLeft();
-    }
-
-    if (self.iciclesIAControl.direction === 'right') {
-      self.animationList.scaleRight();
-    }
-
-    game.render.all();
-  },
-
-  /**
-   * Function called by self.onInputOver() when cursor is over a valid rectangle
-   *
-   * @param {object} cur rectangle the cursor is over
-   */
-  overIcicleHandler: function (cur) {
-    for (let i in self.icicles) {
-      if (i === cur.index) {
-        self.icicles[i].scale = 1.2;
-      }
-    }
-  },
-
-  /**
-   * Called by mouse click event
-   *
-   * @param {object} mouseEvent contains the mouse click coordinates
-   */
-  onInputDown: function (mouseEvent) {
-    const x = game.math.getMouse(mouseEvent).x;
-    const y = game.math.getMouse(mouseEvent).y;
-
-    navigationIcons.onInputDown(x, y);
-    game.render.all();
-  },
-
-  /**
-   * Called by mouse move event
-   *
-   * @param {object} mouseEvent contains the mouse move coordinates
-   */
-  onInputOver: function (mouseEvent) {
-    const x = game.math.getMouse(mouseEvent).x;
-    const y = game.math.getMouse(mouseEvent).y;
-
-    self.icicles.forEach((icicle) => {
-      if (game.math.isOverIcon(x, y, icicle)) {
-        self.overIcicleHandler(icicle);
-      }
-    });
-
-    navigationIcons.onInputOver(x, y);
-    game.render.all();
-  },
-
-  /**
-   * Display correct answer
-   */
-  viewHelp: function () {},
-
-  /**
-   * Saves players data after level ends - to be sent to database <br>
-   *
-   * Attention: the 'line_' prefix data table must be compatible to data table fields (MySQL server)
-   *
-   * @see /php/save.php
-   */
-  postScore: function () {},
-};
+// /******************************
+//  * This file holds game states.
+//  ******************************/
+
+// /** [GAME STATE]
+//  *
+//  *  ...
+//  *
+//  * @namespace
+//  */
+// const scaleOne = {
+//   /**
+//    * Main code
+//    */
+//   create: function () {
+//     this.control = {
+//       scale: {
+//         x0: (context.canvas.width / 3) * 2,
+//         y0: context.canvas.height - 128,
+//         rotation: 0,
+//       },
+//       icicles: { x0: 100, y0: 197, coordinates: undefined },
+//     };
+//     this.control.icicles.coordinates = [
+//       { x: this.control.icicles.x0, y: this.control.icicles.y0 },
+//       { x: this.control.icicles.x0 + 160, y: this.control.icicles.y0 },
+//       { x: this.control.icicles.x0 + 160 * 2, y: this.control.icicles.y0 },
+//       { x: this.control.icicles.x0, y: this.control.icicles.y0 + 160 * 1.5 },
+//       {
+//         x: this.control.icicles.x0 + 160,
+//         y: this.control.icicles.y0 + 160 * 1.5,
+//       },
+//       {
+//         x: this.control.icicles.x0 + 160 * 2,
+//         y: this.control.icicles.y0 + 160 * 1.5,
+//       },
+//     ];
+//     this.scale = {
+//       base: null,
+//       top: null,
+//       plate_left: null,
+//       plate_right: null,
+//     };
+
+//     this.icicles = [];
+//     this.icicleFractions = [];
+
+//     renderBackground('scale');
+
+//     // Calls function that loads navigation icons
+
+//     // FOR MOODLE
+//     if (moodle) {
+//       navigationIcons.add(
+//         false,
+//         false,
+//         false, // Left icons
+//         true,
+//         false, // Right icons
+//         false,
+//         false
+//       );
+//     } else {
+//       navigationIcons.add(
+//         true,
+//         true,
+//         true, // Left icons
+//         true,
+//         false, // Right icons
+//         'customMenu',
+//         this.viewHelp
+//       );
+//     }
+
+//     this.renderList.scale();
+//     this.renderList.icicles();
+
+//     // teste
+
+//     this.iciclesIA = game.add.sprite(
+//       this.control.scale.x0 + 260,
+//       100, // this.scale.top.y - 180,
+//       'floor_snow',
+//       2,
+//       2
+//     );
+//     this.iciclesIA.anchor(0.5, 0.5);
+
+//     this.iciclesIAFractions = game.add.text(
+//       this.control.scale.x0 + 260,
+//       100 + 40, // this.scale.top.y - 180,
+//       '1/2',
+//       textStyles.h2_blue
+//     );
+
+//     this.iciclesIAControl = {
+//       counter: 0,
+//       direction: 'initial',
+//       index: 0,
+//     };
+
+//     //game.timer.start(); // Set a timer for the current level (used in postScore())
+//     game.event.add('click', this.onInputDown);
+//     game.event.add('mousemove', this.onInputOver);
+//   },
+
+//   renderList: {
+//     scale: () => {
+//       // base of the scale
+//       self.scale.base = game.add.image(
+//         self.control.scale.x0,
+//         self.control.scale.y0,
+//         'scale_base',
+//         2
+//       );
+
+//       // top of the scale
+//       self.scale.top = game.add.image(
+//         self.control.scale.x0,
+//         self.control.scale.y0 - 170,
+//         'scale_arm',
+//         2
+//       );
+//       self.scale.top.rotate = self.control.scale.rotate;
+
+//       // left plate
+//       self.scale.plate_left = game.add.image(
+//         self.control.scale.x0 - 258,
+//         self.scale.top.y - 30,
+//         'scale_plate',
+//         2
+//       );
+
+//       // right plate
+//       self.scale.plate_right = game.add.image(
+//         self.control.scale.x0 + 258,
+//         self.scale.top.y - 30,
+//         'scale_plate',
+//         2
+//       );
+
+//       for (let item in self.scale) {
+//         if (self.scale[item] !== null) self.scale[item].anchor(0.5, 1);
+//       }
+//     },
+//     icicles: () => {
+//       for (let i = 0; i < self.control.icicles.coordinates.length; i++) {
+//         const icicle = game.add.sprite(
+//           self.control.icicles.coordinates[i].x,
+//           self.control.icicles.coordinates[i].y,
+//           'floor_snow',
+//           2,
+//           2
+//         );
+//         const fractionTop = game.add.text(
+//           self.control.icicles.coordinates[i].x + 65,
+//           self.control.icicles.coordinates[i].y + 120,
+//           '1',
+//           textStyles.h2_blue
+//         );
+//         const fractionLine = game.add.text(
+//           self.control.icicles.coordinates[i].x + 65,
+//           self.control.icicles.coordinates[i].y + 120 + 3,
+//           '__',
+//           textStyles.h2_blue
+//         );
+//         const fractionBottom = game.add.text(
+//           self.control.icicles.coordinates[i].x + 65,
+//           self.control.icicles.coordinates[i].y + 120 * 1.4,
+//           '2',
+//           textStyles.h2_blue
+//         );
+
+//         self.icicles.push(icicle);
+//         // self.icicleFractions.push({
+//         //   fractionTop,
+//         //   fractionLine,
+//         //   fractionBottom,
+//         // });
+//         // self.icicleFractions.push({
+//         //   fractionTop: fractionTop,
+//         //   fractionLine: fractionLine,
+//         //   fractionBottom: fractionBottom,
+//         // });
+//       }
+//     },
+//   },
+//   animationList: {
+//     initial: () => {
+//       const rotationOffset = 10 / 3;
+//       // lower icicle
+//       if (self.iciclesIA.y < self.scale.top.y - 180) {
+//         moveList([self.iciclesIA, self.iciclesIAFractions], 0, 15);
+//       }
+//       // make balance tend to the right
+//       else if (self.iciclesIAControl.counter <= 3) {
+//         moveList(
+//           [self.iciclesIA, self.iciclesIAFractions, self.scale.plate_right],
+//           0,
+//           15
+//         );
+//         moveList([self.scale.plate_left], 0, -3);
+//         self.scale.top.rotate = 10 / 3;
+
+//         self.iciclesIAControl.counter++;
+//       } else {
+//         if (self.iciclesIAControl.counter > 59) {
+//           self.iciclesIAControl.counter = 0;
+//           self.iciclesIAControl.direction = 'left';
+//         }
+//         self.iciclesIAControl.counter++;
+//       }
+//     },
+
+//     scaleLeft: () => {
+//       // const rotationOffset = 10 / 5;
+//       // const distancia = 9 * 5; // 45
+
+//       if (self.iciclesIAControl.counter <= 9) {
+//         moveList(
+//           [self.iciclesIA, self.iciclesIAFractions, self.scale.plate_right],
+//           0,
+//           -5
+//         );
+//         moveList([self.scale.plate_left], 0, 5);
+//         self.scale.top.rotate = -10 / 3;
+
+//         self.iciclesIAControl.counter++;
+//       } else {
+//         if (self.iciclesIAControl.counter > 59) {
+//           self.iciclesIAControl.counter = 0;
+//           self.iciclesIAControl.direction = 'right';
+//         }
+//         self.iciclesIAControl.counter++;
+//       }
+//     },
+
+//     scaleRight: () => {
+//       //const rotationOffset = 10 / 5;
+
+//       if (self.iciclesIAControl.counter <= 9) {
+//         moveList(
+//           [self.iciclesIA, self.iciclesIAFractions, self.scale.plate_right],
+//           0,
+//           5
+//         );
+//         moveList([self.scale.plate_left], 0, -5);
+//         self.scale.top.rotate = 10 / 3;
+
+//         self.iciclesIAControl.counter++;
+//       } else {
+//         if (self.iciclesIAControl.counter > 59) {
+//           self.iciclesIAControl.counter = 0;
+//           self.iciclesIAControl.direction = 'left';
+//         }
+//         self.iciclesIAControl.counter++;
+//       }
+//     },
+//   },
+
+//   /**
+//    * Game loop
+//    */
+//   update: function () {
+//     if (self.iciclesIAControl.direction === 'initial') {
+//       self.animationList.initial();
+//     }
+
+//     if (self.iciclesIAControl.direction === 'left') {
+//       self.animationList.scaleLeft();
+//     }
+
+//     if (self.iciclesIAControl.direction === 'right') {
+//       self.animationList.scaleRight();
+//     }
+
+//     game.render.all();
+//   },
+
+//   /**
+//    * Function called by self.onInputOver() when cursor is over a valid rectangle
+//    *
+//    * @param {object} cur rectangle the cursor is over
+//    */
+//   overIcicleHandler: function (cur) {
+//     for (let i in self.icicles) {
+//       if (i === cur.index) {
+//         self.icicles[i].scale = 1.2;
+//       }
+//     }
+//   },
+
+//   /**
+//    * Called by mouse click event
+//    *
+//    * @param {object} mouseEvent contains the mouse click coordinates
+//    */
+//   onInputDown: function (mouseEvent) {
+//     const x = game.math.getMouse(mouseEvent).x;
+//     const y = game.math.getMouse(mouseEvent).y;
+
+//     navigationIcons.onInputDown(x, y);
+//     game.render.all();
+//   },
+
+//   /**
+//    * Called by mouse move event
+//    *
+//    * @param {object} mouseEvent contains the mouse move coordinates
+//    */
+//   onInputOver: function (mouseEvent) {
+//     const x = game.math.getMouse(mouseEvent).x;
+//     const y = game.math.getMouse(mouseEvent).y;
+
+//     self.icicles.forEach((icicle) => {
+//       if (game.math.isOverIcon(x, y, icicle)) {
+//         self.overIcicleHandler(icicle);
+//       }
+//     });
+
+//     navigationIcons.onInputOver(x, y);
+//     game.render.all();
+//   },
+
+//   /**
+//    * Display correct answer
+//    */
+//   viewHelp: function () {},
+
+//   /**
+//    * Saves players data after level ends - to be sent to database <br>
+//    *
+//    * Attention: the 'line_' prefix data table must be compatible to data table fields (MySQL server)
+//    *
+//    * @see /php/save.php
+//    */
+//   postScore: function () {},
+// };

+ 62 - 62
src/js/globals/globals_control.js

@@ -458,66 +458,66 @@ const gameList = [
       },
     },
   },
-  {
-    gameName: 'scaleOne',
-    gameMode: ['a'],
-    gameOperation: ['plus'],
-    gameDifficulty: 1,
-    // info
-    gameShape: 'noShape',
-    assets: {
-      menu: {
-        gameNameBtn: 'game_3',
-        // infoBox
-      },
-      customMenu: {
-        gameModeBtn: ['mode_6'],
-        gameOperationBtn: ['operation_equals'],
-        // infoBox
-      },
-      map: {
-        characterAnimation: (operation) => {
-          return operation === 'plus'
-            ? ['green_tractor', [0, 1, 2, 3, 4], 3]
-            : ['red_tractor', [10, 11, 12, 13, 14], 3];
-        },
-        character: (operation) => {
-          let char;
-          if (operation == 'plus') {
-            char = game.add.sprite(
-              self.points.x[curMapPosition],
-              self.points.y[curMapPosition],
-              'tractor',
-              0,
-              0.75
-            );
-          }
-          if (operation === 'minus') {
-            char = game.add.sprite(
-              self.points.x[curMapPosition],
-              self.points.y[curMapPosition],
-              'tractor',
-              10,
-              0.75
-            );
-          }
-          char.rotate = -30; // 25 anticlock
-          return char;
-        },
-        startBuilding: () => {
-          return game.add
-            .image(self.points.x[0], self.points.y[0], 'garage', 0.6)
-            .anchor(0.5, 1);
-        },
-        endBuilding: () => {
-          return game.add
-            .image(self.points.x[5], self.points.y[5], 'farm', 0.9)
-            .anchor(0.4, 0.7);
-        },
-      },
-      end: {
-        // TODO
-      },
-    },
-  },
+  // {
+  //   gameName: 'scaleOne',
+  //   gameMode: ['a'],
+  //   gameOperation: ['plus'],
+  //   gameDifficulty: 1,
+  //   // info
+  //   gameShape: 'noShape',
+  //   assets: {
+  //     menu: {
+  //       gameNameBtn: 'game_3',
+  //       // infoBox
+  //     },
+  //     customMenu: {
+  //       gameModeBtn: ['mode_6'],
+  //       gameOperationBtn: ['operation_equals'],
+  //       // infoBox
+  //     },
+  //     map: {
+  //       characterAnimation: (operation) => {
+  //         return operation === 'plus'
+  //           ? ['green_tractor', [0, 1, 2, 3, 4], 3]
+  //           : ['red_tractor', [10, 11, 12, 13, 14], 3];
+  //       },
+  //       character: (operation) => {
+  //         let char;
+  //         if (operation == 'plus') {
+  //           char = game.add.sprite(
+  //             self.points.x[curMapPosition],
+  //             self.points.y[curMapPosition],
+  //             'tractor',
+  //             0,
+  //             0.75
+  //           );
+  //         }
+  //         if (operation === 'minus') {
+  //           char = game.add.sprite(
+  //             self.points.x[curMapPosition],
+  //             self.points.y[curMapPosition],
+  //             'tractor',
+  //             10,
+  //             0.75
+  //           );
+  //         }
+  //         char.rotate = -30; // 25 anticlock
+  //         return char;
+  //       },
+  //       startBuilding: () => {
+  //         return game.add
+  //           .image(self.points.x[0], self.points.y[0], 'garage', 0.6)
+  //           .anchor(0.5, 1);
+  //       },
+  //       endBuilding: () => {
+  //         return game.add
+  //           .image(self.points.x[5], self.points.y[5], 'farm', 0.9)
+  //           .anchor(0.4, 0.7);
+  //       },
+  //     },
+  //     end: {
+  //       // TODO
+  //     },
+  //   },
+  // },
 ];

+ 2 - 2
src/js/globals/globals_debug.js

@@ -1,8 +1,8 @@
 const isDebugMode = true;
 
 const debugState = {
-  lang: { status: true, lang: 'pt_BR' },
-  name: { status: true, name: 'Username' },
+  lang: { status: false, lang: 'pt_BR' },
+  name: { status: false, name: 'Username' },
   menu: { status: false, id: 1 },
   customMenu: {
     status: false,