var errorEmptyName; /* var langState = { create: function(){}, --------------------------------------- end of phaser functions setLang: function(){} //calls loadState }; var loadState = { preload: function(){}, create: function(){} //calls nameState -------------------------------------- end of phaser functions }; var nameState = { create: function(){}, ------------------------------------------------ end of phaser functions nameIsEmpty: function(){} ready: function(){} //calls menu.js -> menuState }; var buttonSettings = { addButtons: function(_,_,_,_,_,_,_,_,_){}, loadState: function(){} }; */ // "choose language" screen var langState = { create: function() { game.stage.backgroundColor = '#cce5ff'; var style = { font: '28px Arial', fill: '#00804d', align: 'center' }; //pt_BR var title1 = game.add.text(this.game.world.centerX - 220, this.game.world.centerY - 100, 'FRAÇÕES ', style); title1.anchor.setTo(1, 0.5); var flag1 = game.add.sprite(this.game.world.centerX - 220, this.game.world.centerY - 100, 'flag_BR'); flag1.anchor.setTo(0, 0.5); flag1.inputEnabled = true; flag1.input.useHandCursor = true; flag1.events.onInputDown.add(this.setLang,{lang:'pt_BR'}); //es_PE var title2 = game.add.text(this.game.world.centerX + 200, this.game.world.centerY - 100, 'FRACCIONES ', style); title2.anchor.setTo(1, 0.5); var flag2 = game.add.sprite(this.game.world.centerX + 200, this.game.world.centerY - 100, 'flag_PE'); flag2.anchor.setTo(0, 0.5); flag2.inputEnabled = true; flag2.input.useHandCursor = true; flag2.events.onInputDown.add(this.setLang,{lang:'es_PE'}); //en_US var title3 = game.add.text(this.game.world.centerX - 220, this.game.world.centerY + 100, 'FRACTIONS ', style); title3.anchor.setTo(1, 0.5); var flag3 = game.add.sprite(this.game.world.centerX - 220, this.game.world.centerY + 100, 'flag_US'); flag3.anchor.setTo(0, 0.5); flag3.inputEnabled = true; flag3.input.useHandCursor = true; flag3.events.onInputDown.add(this.setLang,{lang:'en_US'}); //fr_FR var title4 = game.add.text(this.game.world.centerX + 200, this.game.world.centerY + 100, 'FRACTIONS ', style); title4.anchor.setTo(1, 0.5); var flag4 = game.add.sprite(this.game.world.centerX + 200, this.game.world.centerY + 100, 'flag_FR'); flag4.anchor.setTo(0, 0.5); flag4.inputEnabled = true; flag4.input.useHandCursor = true; flag4.events.onInputDown.add(this.setLang,{lang:'fr_FR'}); }, setLang: function(){ //set language lang = this.lang; //start resource loading game.state.start('load'); } }; // "loading" screen var loadState = { preload: function() { // Displaying the progress bar var progressBar = game.add.sprite(game.world.centerX, game.world.centerY, 'progressBar'); progressBar.anchor.setTo(0.5, 0.5); game.load.setPreloadSprite(progressBar); // Loading dictionary game.load.json('dictionary', 'assets/languages/'+lang+'.json'); }, create: function() { // gets selected language from json lang = game.cache.getJSON('dictionary'); audio_lang_aux = lang.audio_on; if(!nameStatus){ nameStatus = true; game.state.start('name'); }else{ game.state.start('menu'); } } }; // "username" screen var nameState = { create: function() { var style = { font: '30px Arial', fill: '#00804d', align: 'center' }; var styleName = { font: '44px Arial', fill: '#000000', align: 'center' }; // title var title = game.add.text(this.game.world.centerX, this.game.world.centerY - 100, lang.insert_name, style); title.anchor.setTo(0.5); // "READY" button var btn = game.add.graphics(this.game.world.centerX - 84, this.game.world.centerY + 70); btn.lineStyle(1, 0x293d3d); btn.beginFill(0x3d5c5c); btn.drawRect(0, 0, 168, 60); btn.alpha = 0.5; btn.endFill(); btn.inputEnabled = true; btn.input.useHandCursor = true; btn.events.onInputDown.add(this.nameIsEmpty, null); var ready = game.add.text(this.game.world.centerX + 1, this.game.world.centerY + 102, lang.ready, { font: '34px Arial', fill: '#f0f5f5', align: 'center' }); ready.anchor.setTo(0.5); errorEmptyName = game.add.text(this.game.world.centerX, this.game.world.centerY - 70, "", {font: '18px Arial', fill: '#330000', align: 'center'}); errorEmptyName.anchor.setTo(0.5); document.getElementById("text-field-div").style.visibility = "visible"; document.getElementById("name_id").addEventListener('keypress', function(e){ var keycode = e.keycode ? e.keycode : e.which; //se apertar enter vai para ready, assim como o botão if(keycode == 13){ nameState["nameIsEmpty"](); } }); }, nameIsEmpty: function() { if(document.getElementById("name_id").value!=""){ nameState["ready"](); errorEmptyName.setText(""); }else{ errorEmptyName.setText(lang.empty_name); } }, ready: function() { // saves the typed name on username variable username = document.getElementById("name_id").value; console.log("user is" + username); document.getElementById("text-field-div").style.visibility = "hidden"; //clears the text field again document.getElementById("name_id").value = ""; if(oneMenu){ //If menu, normal game // Go to the menu state game.state.start('menu'); }else{ //parameters game if(oneShape=="Circle"){ game.state.start("mapCOne"); }else if(oneShape=="Square"){ if(oneOperator=='Mixed'){ twoPosition = 0; twoMove = true; twoDifficulty = oneDifficulty; twoOperator= ""; twoLabel= false; twoShape = oneShape; twoType = oneType; twoMenu = false; game.state.start("mapSTwo"); }else{ game.state.start("mapSOne"); } } } } }; var m_info_right, m_info_left; var m_world, m_menu, m_back, m_help, m_audio; var buttonSettings = { addButtons: function(left, right, b0Esq, b1Esq, b2Esq, b0Dir, b1Dir, phase, helpBtn){ var xEsq = 10; var xDir = (game.world.width - 50 - 10); if(left == 1){ m_info_left = game.add.text(xEsq, 53, "", { font: "20px Arial", fill: "#330000", align: "center" }); } if(right == 1){ m_info_right = game.add.text(xDir+50, 53, "", { font: "20px Arial", fill: "#330000", align: "right" }); m_info_right.anchor.setTo(1,0.02); } //left buttons if(b0Esq == 1){ // Return to diffculty m_back = game.add.sprite(xEsq, 10, 'back'); m_back.inputEnabled = true; m_back.input.useHandCursor = true; m_back.events.onInputDown.add(this.loadState, {state: phase, beep: beepSound}); m_back.events.onInputOver.add(function(){ m_info_left.text = lang.menu_back}); m_back.events.onInputOut.add(function(){ m_info_left.text = ""}); xEsq+=50; } if(b1Esq == 1){ // Return to menu button m_list = game.add.sprite(xEsq, 10, 'list'); m_list.inputEnabled = true; m_list.input.useHandCursor = true; m_list.events.onInputDown.add(this.loadState, {state: "menu", beep: beepSound}); m_list.events.onInputOver.add(function(){ m_info_left.text = lang.menu_list}); m_list.events.onInputOut.add(function(){ m_info_left.text = ""}); xEsq+=50; } if(b2Esq == 1){ // Help button m_help = game.add.sprite(xEsq, 10, 'help'); m_help.inputEnabled = true; m_help.input.useHandCursor = true; m_help.events.onInputDown.add(helpBtn, {beep: beepSound}); m_help.events.onInputOver.add(function(){ m_info_left.text = lang.menu_help}); m_help.events.onInputOut.add(function(){ m_info_left.text = ""}); xEsq+=50; } //rightButtons if(b0Dir == 1){ m_audio = game.add.sprite(xDir, 10, 'audio'); audioStatus ? m_audio.frame = 0 : m_audio.frame = 1; m_audio.inputEnabled = true; m_audio.input.useHandCursor = true; m_audio.events.onInputDown.add(function(){ if(audioStatus){ audioStatus=false; m_audio.frame = 1; }else{ audioStatus=true; m_audio.frame = 0; }}); m_audio.events.onInputOver.add(function(){ m_info_right.text = lang.audio }); m_audio.events.onInputOut.add(function(){ m_info_right.text = "" }); xDir-=50; } if(b1Dir == 1){ // Return to language button m_world = game.add.sprite(xDir, 10, 'world'); m_world.inputEnabled = true; m_world.input.useHandCursor = true; m_world.events.onInputDown.add(this.loadState, {state: "language", beep: beepSound}); m_world.events.onInputOver.add(function(){ m_info_right.text = lang.menu_world }); m_world.events.onInputOut.add(function(){ m_info_right.text = "" }); xDir-=50; } }, loadState: function(){ if(audioStatus){ this.beep.play(); } game.state.start(this.state); } };