/* let gameCircleOne = { create: function(){}, update: function(){}, ---------------------------- end of phaser functions func_overCircle: function(){}, func_outCircle: function(){}, func_clickCircle: function(){}, func_setPlace: function(){}, func_checkOverlap: function(_,_){} //func_getRndDivisor: function(){} func_viewHelp: function(){}, func_postScore: function(){}, func_updateCounter: function(){}, }; GAME LEVELS - CIRCLE I & II: balloon level Name of game state : 'circleOne' Shape : circle Character : kid/balloon Theme : flying a balloon Concept : 'How much the kid has to walk to get to the balloon?' Represent fractions as : circles # of different difficulties for each level : 5 Levels can be : 'A' or 'B' (in variable 'levelType') A : Player can place balloon position Place balloon in position (so the kid can get to it) B : Player can select # of circles Selects number of circles (that represent distance kid needs to walk to get to the balloon) Sublevels can be : 'Plus', 'Minus' or 'Mixed' (in variable 'sublevelType') Plus : addition of fractions Represented by : kid going to the right (floor positions 0..5) Minus : subtraction of fractions Represented by: kid going to the left (floor positions 5..0) Mixed : Mix addition and subtraction of fractions in same Represented by: kid going to the left (floor positions 0..5) */ let gameCircleOne = { create: function () { // CONTROL VARIABLES self = this; // saves a reference to gameSquareOne : to be used in functions called by phaser events this.checkAnswer = false; //Check kid inside ballon's basket this.animate = false; //Start move animation this.animateEnding = false; //Start ballon fly animation this.animateCounter = 0; //Fly counter this.hasClicked = false; //Air ballon positioned this.result = false; //Game is correct let hasBaseDifficulty = false; //If has level figure this.divisorsList = ""; this.DIREC_LEVEL = (sublevelType == 'Minus') ? -1 : 1; // Will be multiplied to values to easily change kid direction when needed // GAME VARIABLES this.circleSize = 60; // Base circle width and height const startX = (sublevelType == 'Minus') ? 66 + 5 * 156 : 66; // Initial 'x' coordinate for the kid and the baloon // BACKGROUND AND KID // Add background image game.add.image(0, 0, 'bgimage'); // Add clouds game.add.image(300, 100, 'cloud'); game.add.image(660, 80, 'cloud'); game.add.image(110, 85, 'cloud').scale.setTo(0.8); // Add floor of grass for (let i = 0; i < 9; i++) { game.add.image(i * 100, 501, 'floor'); } // Road const road = game.add.image(47, 515, 'road'); road.scale.setTo(1.01, 0.94); if (levelType == 'A') { road.inputEnabled = true; road.events.onInputDown.add(this.func_setPlace); //enabling input for tablets } // Road points const placeDistance = 156; //Distance between places for (let p = 0; p <= 5; p++) {// Places const place = game.add.image(66 + p * placeDistance, 526, 'place_a'); place.anchor.setTo(0.5); place.scale.setTo(0.3); game.add.text(66 + p * placeDistance, 560, p, textStyles.valueLabelBlue1).anchor.setTo(0.5); } // Calls function that loads navigation icons iconSettings.func_addIcons(true, true, true, true, true, true, false, 'difficulty', this.func_viewHelp); //trace this.trace = this.add.bitmapData(this.game.width, this.game.height); this.trace.addToWorld(); this.trace.clear(); // CIRCLES AND FRACTIONS this.circles = game.add.group(); //Fraction arrays this.curCircle = 0; //Actual index circle this.circleDirection = []; //Directions right(plus), left (minus) this.circleDistance = []; //Displacement distance of the circles this.circleAngle = []; //Angles of circles this.circleTraceColor = []; //Trace colors this.endPosition = startX; //Ending position, accumulative this.circleLabel = game.add.group(); //Labels of the circles this.fractionLines = game.add.group(); // line in the center of fraction //Maximum circles according to difficulty const maxCircles = (levelType == 'B' || sublevelType == 'Mixed') ? 6 : mapPosition + 1; this.numCircles = game.rnd.integerInRange(mapPosition, maxCircles); //Number of circles //Game B exclusive variables this.balloonPlace = this.game.world.centerX; //Fixed place for ballon (game B) this.fractionIndex = -1; //Index of clicked fraction (game B) this.numPlus = game.rnd.integerInRange(1, this.numCircles - 1); // CREATING CIRCLES for (let i = 0; i < this.numCircles; i++) { // Set divisor of fraction for the current circle (depends on difficulty) const divisor = game.rnd.integerInRange(1, levelDifficulty); // will validate that level isnt too easy (has at least one '1/difficulty' fraction) if (divisor == levelDifficulty) hasBaseDifficulty = true; // Add this divisor to the list of divisors (for func_postScore) this.divisorsList += divisor + ","; let direction = ''; let lineColor = ''; if (sublevelType == 'Mixed') { if (i <= this.numPlus) { direction = 'Right'; lineColor = colors.darkBlue; } else { direction = 'Left'; lineColor = colors.red; } } else if (sublevelType == 'Plus') { direction = 'Right'; lineColor = colors.darkBlue; } else if (sublevelType == 'Minus') { direction = 'Left'; lineColor = colors.red; } this.circleTraceColor[i] = lineColor; const circle = game.add.graphics(startX, 490 - i * this.circleSize); circle.anchor.setTo(0.5, 0.5); circle.lineStyle(2, lineColor); circle.beginFill(colors.lightBlue); if (direction == 'Right') circle.scale.y *= -1; this.circleDirection[i] = direction; if (divisor == 1) { circle.drawCircle(0, 0, this.circleSize); this.circleDistance.push(placeDistance); this.circleAngle.push(360); if (levelLabel) { const x = startX + 65 * this.DIREC_LEVEL; const label = game.add.text(x, 490 - i * this.circleSize, divisor, textStyles.valueLabelBlue1); label.anchor.setTo(0.5, 0.5); this.circleLabel.add(label); } } else { const distance = 360 / divisor + 5; circle.arc(0, 0, this.circleSize / 2, game.math.degToRad(distance), 0, true); this.circleDistance.push(Math.floor(placeDistance / divisor)); this.circleAngle.push(distance); if (levelLabel) { const x = startX + 65 * this.DIREC_LEVEL; const label = game.add.text(x, 488 - i * this.circleSize, '1\n' + divisor, textStyles.valueLabelBlue1); label.anchor.setTo(0.5, 0.5); this.circleLabel.add(label); // Sprite that serves as line in the middle of a fraction const fractionLine = game.add.sprite(x, 485 - i * this.circleSize, 'fractionLine'); fractionLine.anchor.setTo(0.5, 0.5); this.fractionLines.add(fractionLine); } } if (direction == 'Right') this.endPosition += Math.floor(placeDistance / divisor); else if (direction == 'Left') this.endPosition -= Math.floor(placeDistance / divisor); circle.endFill(); circle.angle += 90; //If game is type B, (select fractions, adding event) if (levelType == 'B') { circle.alpha = 0.5; circle.inputEnabled = true; circle.input.useHandCursor = true; circle.events.onInputDown.add(this.func_clickCircle, { index: i }); circle.events.onInputOver.add(this.func_overCircle, { index: i }); circle.events.onInputOut.add(this.func_outCircle, { index: i }); } this.circles.add(circle); } //Calculate next circle if (this.circleDirection[this.curCircle] == 'Right') this.nextEnd = startX + this.circleDistance[this.curCircle]; else this.nextEnd = startX - this.circleDistance[this.curCircle]; //If game is type B, selectiong a random balloon place if (levelType == 'B') { this.balloonPlace = startX; this.endIndex = game.rnd.integerInRange(this.numPlus, this.numCircles); for (let j = 0; j < this.endIndex; j++) { if (this.circleDirection[j] == 'Right') this.balloonPlace += this.circleDistance[j]; else if (this.circleDirection[j] == 'Left') this.balloonPlace -= this.circleDistance[j]; } if (this.balloonPlace < 66 || this.balloonPlace > 66 + 5 * placeDistance || !hasBaseDifficulty) { game.state.start('gameCircleOne'); } } //If end position is out of bounds, restart if (this.endPosition < 66 || this.endPosition > 66 + 3 * 260 || !hasBaseDifficulty) { game.state.start('gameCircleOne'); } //kid this.kid_walk = game.add.sprite(startX, 495 - this.numCircles * this.circleSize, 'kid_walk'); this.kid_walk.anchor.setTo(0.5, 0.8); this.kid_walk.scale.setTo(0.8); this.kid_walk.animations.add('right', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]); this.kid_walk.animations.add('left', [23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12]); if (sublevelType == 'Minus') { this.kid_walk.animations.play('left', 6, true); this.kid_walk.animations.stop(); } // BALLOON this.balloon = game.add.sprite(this.balloonPlace, 350, 'balloon'); this.balloon.anchor.setTo(0.5, 0.5); this.balloon.alpha = 0.5; this.basket = game.add.sprite(this.balloonPlace, 472, 'balloon_basket'); this.basket.anchor.setTo(0.5, 0.5); // OUTPUT ICONS // Ok image this.okImg = game.add.image(game.world.centerX, game.world.centerY, 'h_ok'); this.okImg.anchor.setTo(0.5); this.okImg.visible = false; // Error image this.errorImg = game.add.image(game.world.centerX, game.world.centerY, 'h_error'); this.errorImg.anchor.setTo(0.5); this.errorImg.visible = false; // TIMER // Set a timer for the current level this.totalTime = 0; this.timer = game.time.create(false); this.timer.loop(1000, this.func_updateCounter, this); this.timer.start(); }, update: function () { // if player clicked if (game.input.activePointer.isDown && !this.animateEnding && !this.hasClicked) { // Game wont consider click if clicking on navigation icons if (levelType == 'A' && game.input.mousePointer.y > 60) { this.balloon.x = game.input.mousePointer.x; this.basket.x = game.input.mousePointer.x; // Balloon is completely visible this.balloon.alpha = 1; if (audioStatus) sound.beepSound.play(); // Turn on kid animation if (this.circleDirection[this.curCircle] == 'Right') { this.kid_walk.animations.play('right', 6, true); } else { this.kid_walk.animations.play('left', 6, true); } //Hiding labels if (levelLabel) { this.circleLabel.visible = false; this.fractionLines.visible = false; } this.hasClicked = true; this.animate = true; } } // while player not clicked : track mouse to move baloon according to its position if (levelType == "A" && !this.hasClicked && !this.animateEnding) { if (game.physics.arcade.distanceToPointer(this.balloon, game.input.activePointer) > 8) { this.balloon.x = game.input.mousePointer.x; this.basket.x = game.input.mousePointer.x; } } //Start animation if (this.animate) { // create line on the ground and move kid let color; if (this.circleDirection[this.curCircle] == 'Right') { this.kid_walk.x += 2; color = 'rgba(0, 51, 153, 1)'; } else if (this.circleDirection[this.curCircle] == 'Left') { this.kid_walk.x -= 2; color = 'rgba(179, 0, 0, 1)'; } this.trace.rect(this.kid_walk.x, 526, 2, 2, color); //Moving every circle for (let i = 0; i < this.numCircles; i++) { if (this.circleDirection[this.curCircle] == 'Right') this.circles.children[i].x += 2; else this.circles.children[i].x -= 2; } this.circleAngle[this.curCircle] -= 4.6; this.circles.children[this.curCircle].clear(); this.circles.children[this.curCircle].lineStyle(2, this.circleTraceColor[this.curCircle]); this.circles.children[this.curCircle].beginFill(colors.lightBlue); this.circles.children[this.curCircle].arc(0, 0, this.circleSize / 2, game.math.degToRad(this.circleAngle[this.curCircle]), 0, true); this.circles.children[this.curCircle].endFill(); if ((this.circleDirection[this.curCircle] == 'Right' && this.circles.children[this.curCircle].x >= this.nextEnd) || (this.circleDirection[this.curCircle] == 'Left' && this.circles.children[this.curCircle].x <= this.nextEnd) ) { this.circles.children[this.curCircle].visible = false; this.circles.y += this.circleSize; this.kid_walk.y += this.circleSize; this.curCircle += 1; if (this.circleDirection[this.curCircle] == 'Right') { this.nextEnd += this.circleDistance[this.curCircle]; this.kid_walk.animations.play('right', 6, true); } else if (this.circleDirection[this.curCircle] == 'Left') { this.nextEnd -= this.circleDistance[this.curCircle]; this.kid_walk.animations.play('left', 6, true); } } if (this.curCircle == this.numCircles) { //Final position this.animate = false; this.checkAnswer = true; } } //Check if kid is inside the basket if (this.checkAnswer) { this.kid_walk.animations.stop(); this.timer.stop(); if (this.func_checkOverlap(this.basket, this.kid_walk)) { this.kid_walk.frame = (this.kid_walk.frame < 12) ? 24 : 25; this.result = true; if (audioStatus) sound.okSound.play(); this.okImg.visible = true; completedLevels++; if (debugMode) console.log("completedLevels = " + completedLevels); } else { this.result = false; if (audioStatus) sound.errorSound.play(); this.errorImg.visible = true; } this.func_postScore(); this.animateEnding = true; this.checkAnswer = false; } // balloon flying animation if (this.animateEnding) { this.animateCounter++; this.balloon.y -= 2; this.basket.y -= 2; if (this.result) this.kid_walk.y -= 2; if (this.animateCounter >= 140) { if (this.result) mapCanMove = true; else mapCanMove = false; game.state.start('map'); } } }, // in levelType 'B' func_overCircle: function () { if (!self.hasClicked) { for (let i = 0; i < self.numCircles; i++) { self.circles.children[i].alpha = (i <= this.index) ? 1 : 0.5; } } }, // in levelType 'B' func_outCircle: function () { if (!self.hasClicked) { for (let i = 0; i <= this.index; i++) { self.circles.children[i].alpha = 0.5; } } }, // in levelType 'B' func_clickCircle: function () { if (!self.hasClicked) { let minusCircles = 0; for (let i = 0; i < self.numCircles; i++) { if (i <= this.index) { self.fractionIndex = this.index; self.circles.children[i].alpha = 1; } else { self.circles.children[i].visible = false; //Delete unselected circle minusCircles += 1; //number of circles to reduce self.kid_walk.y += self.circleSize; // Lower kid to selected circle } } self.numCircles -= minusCircles; //Final reduced circles self.balloon.alpha = 1; if (audioStatus) sound.beepSound.play(); if (self.circleDirection[self.curCircle] == 'Right') { self.kid_walk.animations.play('right', 6, true); } else { self.kid_walk.animations.play('left', 6, true); } if (levelLabel) { //Hiding labels self.circleLabel.visible = false; self.fractionLines.visible = false; } self.hasClicked = true; self.animate = true; } }, func_setPlace: function () { if (!self.hasClicked) { self.balloon.x = game.input.x; self.basket.x = game.input.x; self.balloon.alpha = 1; if (audioStatus) sound.beepSound.play(); if (self.circleDirection[self.curCircle] == 'Right') { self.kid_walk.animations.play('right', 6, true); } else { self.kid_walk.animations.play('left', 6, true); } if (levelLabel) { //Hiding labels self.circleLabel.visible = false; self.fractionLines.visible = false; } self.hasClicked = true; self.animate = true; } }, func_checkOverlap: function (spriteA, spriteB) { const xA = spriteA.x; const xB = spriteB.x; if (Math.abs(xA - xB) > 14) return false; else return true; }, func_viewHelp: function () { if (!self.hasClicked) { let pointer; if (levelType == 'A') { pointer = game.add.image(self.endPosition, 490, 'pointer'); } else { pointer = game.add.image(self.circles.children[self.endIndex - 1].x, self.circles.children[self.endIndex - 1].y - self.circleSize / 2, 'pointer'); } pointer.anchor.setTo(0.5, 0); pointer.alpha = 0.7; } }, // Game information func_updateCounter: function () { this.totalTime++; }, func_postScore: function () { const abst = "numCircles:" + this.numCircles + ", valCircles: " + this.divisorsList + " balloonX: " + this.basket.x + ", selIndex: " + this.fractionIndex; let hr = new XMLHttpRequest(); // Create some variables we need to send to our PHP file const url = "php/save.php"; let vars = "s_ip=" + hip + "&s_name=" + playerName + "&s_lang=" + langString + "&s_game=" + levelShape + "&s_mode=" + levelType; vars += "&s_oper=" + sublevelType + "&s_leve=" + levelDifficulty + "&s_posi=" + mapPosition + "&s_resu=" + this.result + "&s_time=" + this.totalTime + "&s_deta=" + abst; hr.open("POST", url, true); hr.setRequestHeader("Content-type", "application/x-www-form-urlencoded"); hr.onreadystatechange = function () { if (debugMode) console.log(hr); if (hr.readyState == 4 && hr.status == 200) { let return_data = hr.responseText; if (debugMode) console.log(return_data); } } // Send the data to PHP now... and wait for response to update the status div hr.send(vars); // Actually execute the request if (debugMode) console.log("processing..."); if (debugMode) console.log(vars); } };