/*************************************************************** * LInE - Free Education, Private Data - http://www.usp.br/line * * This file handles all the game mechanics. **************************************************************/ /** * Variable that handles game mechanics. * * @namespace */ const game = { image: {}, // [Not directly used] Holds cached reference to media. sprite: {}, // [Not directly used] Holds cached reference to media. audio: {}, // Holds cached reference to media - game.audio..play() plays that audio once. lang: {}, // Holds language dictionary in a key-value format - game.lang. returns . /** * Handles game states.
* * When a state is associated with an object * it can accessed using game.state.start('state name').
* That way the object can use the especial functions: preload(), create() and update(); * that behave according to the following rules:
* - preload() : first function to run when a state is called. Loads media. Runs only once. (is optional)
* - create() : called right after preload(). Where the main code goes. Runs only once. (must exist)
* - update() : called right after create(). Is iteratively called by 'game loop' until going to next state. (is optional) * * @namespace */ state: { // [Not directly used] List of game states. list: [], // [Not directly used] name: undefined, // progressBar progressBar: undefined, progressBarLabel: undefined, /** * Create new state.
* * After a state is created, the object associated with that state * can be called using game.state.start('state name') * * @param {string} name state name * @param {object} obj object that should be called when accessing the state */ add: function (name, obj) { game.state.list[name] = obj; }, /** * Start new state. * * Will look for the state's preload() to load the files for the current state. * If there is no preload, will call create(). * * @param {string} name state name */ start: function (name) { document.body.style.cursor = 'auto'; // Set cursor to default game.loop.stop(); // Stop last game loop game.event.clear(); // Clears last event queue game.animation.clear(); // Clears last animation queue game.loadedCur = 0; // Clears last state's number of loaded media game.loadedMax = 0; // Clears last state's expected loaded media game.state.name = name; // Updates state name navigation.list = []; self = game.state.list[name]; // Updates self to current state if (self.preload) { game.render.clear(); // Clears render queue // IF there's media to be loaded, creates progress bar game.add.geom.rect( 0, 0, context.canvas.width, context.canvas.height, colors.blueBg, 1 ); game.add.geom.rect( context.canvas.width / 2 - 500 / 2, context.canvas.height / 2 - 40 / 2, 500, 40, colors.white, 1 ); game.state.progressBar = game.add.geom.rect( context.canvas.width / 2 - 500 / 2, context.canvas.height / 2, 40, 40, colors.blue, 0.4 ); game.state.progressBar.anchor(0, 0.5); game.state.progressBarLabel = game.add.text( context.canvas.width / 2, context.canvas.height / 2 + 80, 'Loading...', textStyles.h2_ ); // Calls state's preload() to load the state's media self.preload(); } else { game.state.create(); } }, /** * [Not directly used] Encapsulate create() function in the current state. */ create: function () { game.render.clear(); // Clears render queue, removing 'progress bar' if preload() was called if (!self.create) { console.error( "Game error: The state called does not have a 'create' function. Unable to continue." ); } else { self.create(); // Calls create() game.render.all(); // After create() ends, renders media on canvas if (self?.restart) { // If needed, restart state game.state.start(game.state.name); } else { if (self.update) game.loop.start(self); // Calls update() if it exists } } }, }, loadHandler: { cur: 0, // [Not directly used] CURRENT number of cached media (on current state) max: 0, // [Not directly used] EXPECTED number of cached media (on current state) // [Not directly used] media type and status information type: { lang: { isLoading: false, cached: 0, length: 0 }, audio: { isLoading: false, cached: 0, length: 0 }, image: { isLoading: false, cached: 0, length: 0 }, sprite: { isLoading: false, cached: 0, length: 0 }, }, /** [Not directly used] Removes the urls that are already in the cache. * * @param {string[]} unfilteredUrls array of urls * @param {object} mediaCategory media category * * @returns {string[]} array of uncached urls */ getUncachedUrlsOnly: function (unfilteredUrls, mediaCategory) { const uncachedUrls = []; unfilteredUrls.forEach((url) => { if (mediaCategory[url[0]] === undefined) uncachedUrls.push(url); }); return uncachedUrls; }, /** [Not directly used] Informs ONE media file was loaded to cache.
* * After ALL FILES of the SAME CATEGORY are cached, calls game.load.cachedAllInOneMediaType() * * @param {String} mediaType media category (to update the cached files from that category) */ cachedOneFile: function (mediaType) { const length = game.loadHandler.type[mediaType].length; // Update progress bar on loading screen if (length - 1 !== 0) { // if (game.state..progressBarLabel?.name) { // game.state..progressBarLabel.name = `${game.loadHandler.cur + 1}/${ // game.loadHandler.max // }`; // } game.state.progressBar.width = (500 / game.loadHandler.max) * game.loadHandler.cur; game.render.all(); game.loadHandler.cur++; // console.log(game.loadHandler.cur, game.loadHandler.max); } // If reached last index of current media array if (game.loadHandler.type[mediaType].cached >= length - 1) { // Resets load manager game.loadHandler.type[mediaType].isLoading = false; game.loadHandler.type[mediaType].cached = 0; game.loadHandler.type[mediaType].length = 0; // Informs game.loadHandler.cachedAllInOneMediaType(); } else { // Updates game.loadHandler.type[mediaType].cached++; } }, /** [Not directly used] Informs ALL MEDIA files from the SAME CATEGORY are cached.
* * After ALL CATEGORIES of media are cached, calls create() via game.state.
* ATTENTION: Do not call create() directly. */ cachedAllInOneMediaType: function () { // Checks if finished loading ALL media categories let endPreload = true; for (let key in game.loadHandler.type) { if (game.loadHandler.type[key].isLoading) { endPreload = false; break; } } // If flag doesnt change, all media is cached if (endPreload) { game.loadHandler.cur = 0; game.loadHandler.max = 0; game.state.create(); } }, }, /** * Loads media files to cache.
* * IMPORTANT: Must ONLY be used inside the function preload(), * as it calls create() after all media is cached. * * @see /js/globals.js for the list of media urls (var url) * * @namespace */ load: { /** * Loads language file to cache using Fetch API and * saves its content as dictionary on game.lang. * * @param {string} url url for the selected language */ lang: function (url) { game.loadHandler.type.lang.isLoading = true; game.loadHandler.type.lang.cached = 0; game.lang = {}; // Clear previously loaded language fetch(url, { mode: 'same-origin' }) .then((response) => response.text()) .then((text) => { const lines = text.split('\n'); game.loadHandler.type.lang.length = lines.length; game.loadHandler.max += lines.length; lines.forEach((line) => { try { const msg = line.split('='); if (msg.length !== 2) throw Error('Game error: sintax error in i18y file'); game.lang[msg[0].trim()] = msg[1].trim(); } catch (error) { console.error(error.message); } game.loadHandler.cachedOneFile('lang'); }); }) .catch((error) => { console.error(error); }); }, /** * Loads audio files to cache using Fetch API * saves references in game.audio. * * @param {string[]} urls audio urls for the current state */ audio: function (urls) { game.loadHandler.type.audio.isLoading = true; game.loadHandler.type.audio.cached = 0; urls = game.loadHandler.getUncachedUrlsOnly(urls, game.audio); game.loadHandler.type.audio.length = urls.length; if (urls.length == 0) { game.loadHandler.cachedOneFile('audio'); } else { game.loadHandler.max += urls.length; urls.forEach((url) => { fetch(url[1][1], { mode: 'same-origin' }) .then((response) => response.blob()) .then((data) => { game.audio[url[0]] = new Audio(URL.createObjectURL(data)); game.loadHandler.cachedOneFile('audio'); }) .catch((error) => { console.error(error); }); }); } }, /** * Loads image files to cache using HTMLImageElement * saves references in game.image. * * @param {string[]} urls image urls for the current state */ image: function (urls) { game.loadHandler.type.image.isLoading = true; game.loadHandler.type.image.cached = 0; urls = game.loadHandler.getUncachedUrlsOnly(urls, game.image); game.loadHandler.type.image.length = urls.length; if (urls.length == 0) { game.loadHandler.cachedOneFile('image'); } else { game.loadHandler.max += urls.length; urls.forEach((url) => { const img = new Image(); img.onload = () => { game.image[url[0]] = img; game.loadHandler.cachedOneFile('image'); }; img.onerror = () => { console.error( 'Game error: image "' + url[0] + '" not found in sourse files.' ); game.image[url[0]] = img; img.src = fallbackImgUrl; game.loadHandler.cachedOneFile('image'); }; img.src = url[1]; }); } }, /** * Loads image files that contains spritesheets to cache using HTMLImageElement * saves references in game.sprite. * * @param {string[]} urls spritesheet urls for the current state */ sprite: function (urls) { game.loadHandler.type.sprite.isLoading = true; game.loadHandler.type.sprite.cached = 0; urls = game.loadHandler.getUncachedUrlsOnly(urls, game.sprite); game.loadHandler.type.sprite.length = urls.length; if (urls.length == 0) { game.loadHandler.cachedOneFile('sprite'); } else { game.loadHandler.max += urls.length; urls.forEach((url) => { try { const img = new Image(); img.onload = () => { game.sprite[url[0]] = img; game.loadHandler.cachedOneFile('sprite'); }; img.onerror = () => { console.error('Game error: sprite not found'); game.sprite[url[0]] = img; img.src = fallbackImgUrl; img.frames = 1; game.loadHandler.cachedOneFile('sprite'); }; img.src = url[1]; img.frames = url[2]; } catch (error) { console.error(error); } }); } }, }, /** * Adds new media to the 'media queue' (game.render.queue).
* * All queued media will be rendered on canvas when game.render.all() is called. * * @namespace */ add: { /** * Adds image to media queue. * * @param {number} x x coordinate for the figure * @param {number} y y coordinate for the figure * @param {string} img name of the cached image * @param {undefined|number} scale scale for the image (default = 1) * @param {undefined|number} alpha level of transparency, from 0 (invisible) to 1 (100% visible) (default = 1) * * @returns {object} a reference to the created image. */ image: function (x, y, img, scale, alpha) { if (x == undefined || y == undefined || img == undefined) console.error('Game error: missing parameters.'); else if (game.image[img] == undefined) console.error('Game error: image not found in cache: ' + img + '.'); else { const med = { typeOfMedia: 'image', name: img, x: x || game.add.default.x, y: y || game.add.default.y, _xWithAnchor: x || game.add.default._xWithAnchor, _yWithAnchor: y || game.add.default._yWithAnchor, xAnchor: game.add.default.xAnchor, yAnchor: game.add.default.yAnchor, shadow: game.add.default.shadow, shadowColor: game.add.default.shadowColor, shadowBlur: game.add.default.shadowBlur, alpha: alpha != undefined ? alpha : game.add.default.alpha, scale: scale || game.add.default.scale, width: game.image[img].width, height: game.image[img].height, anchor: function (xAnchor, yAnchor) { this.xAnchor = xAnchor; this.yAnchor = yAnchor; }, get xWithAnchor() { return this.x - this.width * this.scale * this.xAnchor; }, get yWithAnchor() { return this.y - this.height * this.scale * this.yAnchor; }, }; med.initialScale = med.scale; game.render.queue.push(med); return med; } }, /** * Adds spritesheet to media queue.
* A spritesheet is an image that can be cropped to show only one 'frame' at a time. * * @param {number} x x coordinate for the figure * @param {number} y Y coordinate for the figure * @param {string} img name of the cached spritesheet * @param {undefined|number} curFrame current frame (default = 0) * @param {undefined|number} scale scale for the spritesheet (default = 1) * @param {undefined|number} alpha level of transparency, from 0 (invisible) to 1 (100% visible) (default = 1) * * @returns {object} a reference to the created sprite. */ sprite: function (x, y, img, curFrame, scale, alpha) { if (x == undefined || y == undefined || img == undefined) console.error('Game error: missing parameters.'); else if (game.sprite[img] == undefined) console.error('Game error: sprite not found in cache: ' + img + '.'); else { const med = { typeOfMedia: 'sprite', name: img, x: x || game.add.default.x, y: y || game.add.default.y, _xWithAnchor: x || game.add.default._xWithAnchor, _yWithAnchor: y || game.add.default._yWithAnchor, xAnchor: game.add.default.xAnchor, yAnchor: game.add.default.yAnchor, shadow: game.add.default.shadow, shadowColor: game.add.default.shadowColor, shadowBlur: game.add.default.shadowBlur, alpha: alpha != undefined ? alpha : game.add.default.alpha, scale: scale || game.add.default.scale, width: game.sprite[img].width / game.sprite[img].frames, // Frame width height: game.sprite[img].height, // Frame height curFrame: curFrame || 0, anchor: function (xAnchor, yAnchor) { this.xAnchor = xAnchor; this.yAnchor = yAnchor; }, get xWithAnchor() { return this.x - this.width * this.scale * this.xAnchor; }, get yWithAnchor() { return this.y - this.height * this.scale * this.yAnchor; }, }; med.initialScale = med.scale; game.render.queue.push(med); return med; } }, /** * Adds text to media queue. * * @param {number} x x coordinate for the figure * @param {number} y y coordinate for the figure * @param {string} text text to be displayed on screen * @param {object} style object containing font, color and align for the text * @param {object|undefined} lineHeight space between current and next paragraph * * @returns {object} a reference to the created text. */ text: function (x, y, text, style, lineHeight) { if ( x == undefined || y == undefined || text == undefined || style == undefined ) { console.error('Game error: missing parameters.'); } else { const med = { typeOfMedia: 'text', name: style?.increaseLetterSpacing ? text.split('').join(String.fromCharCode(8202)) : text, x: x || game.add.default.x, y: y || game.add.default.y, _xWithAnchor: x || game.add.default._xWithAnchor, _yWithAnchor: y || game.add.default._yWithAnchor, xAnchor: game.add.default.xAnchor, yAnchor: game.add.default.yAnchor, shadow: game.add.default.shadow, shadowColor: game.add.default.shadowColor, shadowBlur: game.add.default.shadowBlur, alpha: game.add.default.alpha, font: style.font || game.add.default.font, fill: style.fill || game.add.default.fill, align: style.align || game.add.default.align, lineHeight: lineHeight || game.add.default.lineHeight, anchor: function () { console.error("Game error: there's no anchor for text."); }, set style(style) { this.font = style.font; this.fill = style.fill; this.align = style.align; }, get xWithAnchor() { return this.x; }, get yWithAnchor() { return this.y; }, }; game.render.queue.push(med); return med; } }, /** * Adds geometric shapes. * @namespace */ geom: { /** * Adds rectangle to media queue. * * @param {number} x x coordinate for top left corner of the rectangle * @param {number} y y coordinate for top left corner of the rectangle * @param {number} width rectangle width (default = 50) * @param {undefined|number} height rectangle height (default = 50) * @param {undefined|string} lineColor stroke color (default = black) * @param {undefined|number} lineWidth stroke width (default = 1px) * @param {undefined|string} fillColor fill color (default = no fill) * @param {undefined|number} alpha level of transparency, from 0 (invisible) to 1 (100% visible)) (default = 1) * * @returns {object} a reference to the created rectangle. */ rect: function ( x, y, width, height, fillColor, alpha, lineColor, lineWidth ) { if (x == undefined || y == undefined || width == undefined) console.error('Game error: missing parameters.'); else { const med = { typeOfMedia: 'rect', x: x || game.add.default.x, y: y || game.add.default.y, _xWithAnchor: x || game.add.default._xWithAnchor, _yWithAnchor: y || game.add.default._yWithAnchor, xAnchor: game.add.default.xAnchor, yAnchor: game.add.default.yAnchor, shadow: game.add.default.shadow, shadowColor: game.add.default.shadowColor, shadowBlur: game.add.default.shadowBlur, alpha: alpha != undefined ? alpha : game.add.default.alpha, scale: game.add.default.scale, width: 0, height: 0, lineColor: lineColor || game.add.default.lineColor, lineWidth: 0, fillColor: fillColor || game.add.default.fillColor, anchor: function (xAnchor, yAnchor) { this.xAnchor = xAnchor; this.yAnchor = yAnchor; }, get xWithAnchor() { return this.x - this.width * this.scale * this.xAnchor; }, get yWithAnchor() { return this.y - this.height * this.scale * this.yAnchor; }, }; med.initialScale = med.scale; if (width != 0) { med.width = width || game.add.default.width; } if (height != 0) { med.height = height || width || game.add.default.height; } if (lineWidth != 0) { med.lineWidth = lineWidth || game.add.default.lineWidth; } game.render.queue.push(med); return med; } }, /** * Adds line to media queue. * * @param {number} x x coordinate for top left corner of the rectangle * @param {number} y y coordinate for top left corner of the rectangle * @param {number} width rectangle width (default = 50) * @param {undefined|number} lineWidth stroke width (default = 1px) * @param {undefined|string} lineColor stroke color (default = black) * @param {undefined|number} alpha level of transparency, from 0 (invisible) to 1 (100% visible)) (default = 1) * * @returns {object} a reference to the created rectangle. */ line: function (x0, y0, x1, y1, lineWidth, lineColor, alpha) { if (x0 == undefined || y0 == undefined) console.error('Game error: missing parameters.'); else { const med = { typeOfMedia: 'line', x0: x0 || game.add.default.x, y0: y0 || game.add.default.y, x1: x1 || x0 + 50, y1: y1 || y0, x0Anchor: 0, y0Anchor: 0, x1Anchor: 0, y1Anchor: 0, shadow: game.add.default.shadow, shadowColor: game.add.default.shadowColor, shadowBlur: game.add.default.shadowBlur, alpha: alpha != undefined ? alpha : game.add.default.alpha, width: 0, lineColor: lineColor || game.add.default.lineColor, lineWidth: lineWidth || 1, anchor: function (xAnchor, yAnchor) { this.x0Anchor = xAnchor; this.y0Anchor = yAnchor; this.x1Anchor = xAnchor; this.y1Anchor = yAnchor; }, get x0WithAnchor() { return this.x0 - this.width * this.x0Anchor; }, get y0WithAnchor() { return this.y0 - this.width * this.y0Anchor; }, get x1WithAnchor() { return this.x1 - this.width * this.x1Anchor; }, get y1WithAnchor() { return this.y1 - this.width * this.y1Anchor; }, }; const width = (med.x1 - x0) * (med.x1 - x0) + (med.y1 - y0) * (med.y1 - y0); med.width = Math.sqrt(width); game.render.queue.push(med); return med; } }, /** * Adds circle to media queue. * * @param {number} x x coordinate for the circle center * @param {number} y y coordinate for the circle center * @param {number} diameter circle diameter (default = 50) * @param {undefined|string} lineColor stroke color (default = black) * @param {undefined|number} lineWidth stroke width (default = 1px) * @param {undefined|string} fillColor fill color (default = no fill) * @param {undefined|number} alpha level of transparency, from 0 (invisible) to 1 (100% visible)) (default = 1) * * @returns {object} a reference to the created circle. */ circle: function ( x, y, diameter, lineColor, lineWidth, fillColor, alpha ) { if (x == undefined || y == undefined || diameter == undefined) console.error('Game error: missing parameters.'); else { const med = { typeOfMedia: 'arc', x: x || game.add.default.x, y: y || game.add.default.y, _xWithAnchor: x || game.add.default._xWithAnchor, _yWithAnchor: y || game.add.default._yWithAnchor, xAnchor: game.add.default.xAnchor, yAnchor: game.add.default.yAnchor, shadow: game.add.default.shadow, shadowColor: game.add.default.shadowColor, shadowBlur: game.add.default.shadowBlur, alpha: alpha != undefined ? alpha : game.add.default.alpha, scale: game.add.default.scale, diameter: 0, width: 0, height: 0, angleStart: 0, angleEnd: 2 * Math.PI, counterclockwise: game.add.default.counterclockwise, lineColor: lineColor || game.add.default.lineColor, lineWidth: 0, fillColor: fillColor || game.add.default.fillColor, anchor: function (xAnchor, yAnchor) { this.xAnchor = xAnchor; this.yAnchor = yAnchor; }, get xWithAnchor() { return this.x - this.width * this.scale * this.xAnchor; }, get yWithAnchor() { return this.y - this.height * this.scale * this.yAnchor; }, }; med.initialScale = med.scale; if (diameter != 0) { med.diameter = diameter || game.add.default.diameter; med.width = med.height = med.diameter; } if (lineWidth != 0) { med.lineWidth = lineWidth || game.add.default.lineWidth; } game.render.queue.push(med); return med; } }, /** * Adds arc to media queue. * * @param {number} x x coordinate for the arc center * @param {number} y y coordinate for the arc center * @param {number} diameter arc diameter * @param {number} angleStart angle to start the arc * @param {number} angleEnd angle to end the arc * @param {undefined|boolean} counterclockwise if true, arc is created counterclockwise (default = false) * @param {undefined|string} lineColor stroke color (default = black) * @param {undefined|number} lineWidth stroke width (default = 1px) * @param {undefined|string} fillColor fill color (default = no fill) * @param {undefined|number} alpha level of transparency, from 0 (invisible) to 1 (100% visible)) (default = 1) * * @returns {object} a reference to the created arc. */ arc: function ( x, y, diameter, angleStart, angleEnd, counterclockwise, lineColor, lineWidth, fillColor, alpha ) { if ( x == undefined || y == undefined || diameter == undefined || angleStart == undefined || angleEnd == undefined ) console.error('Game error: missing parameters.'); else { const med = { typeOfMedia: 'arc', x: x || game.add.default.x, y: y || game.add.default.y, _xWithAnchor: x || game.add.default._xWithAnchor, _yWithAnchor: y || game.add.default._yWithAnchor, xAnchor: game.add.default.xAnchor, yAnchor: game.add.default.yAnchor, shadow: game.add.default.shadow, shadowColor: game.add.default.shadowColor, shadowBlur: game.add.default.shadowBlur, alpha: alpha != undefined ? alpha : game.add.default.alpha, scale: game.add.default.scale, diameter: 0, width: 0, height: 0, angleStart: angleStart || 0, angleEnd: angleEnd || 2 * Math.PI, counterclockwise: counterclockwise || game.add.default.counterclockwise, lineColor: lineColor || game.add.default.lineColor, lineWidth: 0, fillColor: fillColor || game.add.default.fillColor, anchor: function (xAnchor, yAnchor) { this.xAnchor = xAnchor; this.yAnchor = yAnchor; }, get xWithAnchor() { return this.x - this.width * this.scale * this.xAnchor; }, get yWithAnchor() { return this.y - this.height * this.scale * this.yAnchor; }, }; med.initialScale = med.scale; if (diameter != 0) { med.diameter = diameter || game.add.default.diameter; med.width = med.height = med.diameter; } if (lineWidth != 0) { med.lineWidth = lineWidth || game.add.default.lineWidth; } game.render.queue.push(med); return med; } }, }, /** * [Not directly used] Default values for the media properties. */ default: { // Used in: all types of media. x: 0, y: 0, _xWithAnchor: 0, _yWithAnchor: 0, xAnchor: 0, yAnchor: 0, shadow: false, shadowColor: '#0075c5', shadowBlur: 20, alpha: 1, // Used in: image, sprite, square, circle. scale: 1, // Used in: text. font: '14px Arial,sans-serif', fill: '#000', align: 'center', lineHeight: 50, // Used in: square, circle (image and sprite have width and height, but do not have default values). width: 50, height: 50, lineColor: '#000', lineWidth: 0, // No line fillColor: '#fff', // white fill // Used in: circle. diameter: 50, counterclockwise: false, }, }, /** * Renders media on current screen. { switch (cur.typeOfMedia) { case 'image': this.image(cur); break; case 'sprite': this.sprite(cur); break; case 'text': this.text(cur); break; case 'rect': this.geom.rect(cur); break; case 'line': this.geom.line(cur); break; case 'arc': this.geom.arc(cur); break; } }); }, /** * Clears media queue (used when changing states). */ clear: function () { game.render.queue = []; }, }, /** * Math functions. * * @namespace */ math: { /** * Returns a random integer in a range (inclusive for min and max). * * @param {number} min smaller integer * @param {number} max larger integer * * @returns {number} random integer in range */ randomInRange: function (min, max) { min = Math.ceil(min); max = Math.floor(max); return Math.floor(Math.random() * (max - min + 1) + min); }, /** * Returns a random divisor for a given number. * * @param {number} number number * * @returns {number} random divisor for that number */ randomDivisor: function (number) { const validDivisors = []; // If 'number' can be divided by 'i', add to list of 'validDivisors' for (let i = 2; i < number; i++) { if (number % i == 0) validDivisors.push(i); } const randIndex = game.math.randomInRange(0, validDivisors.length - 1); return validDivisors[randIndex]; }, /** * Converts degree to radian. * * @param {number} degree number in degrees * * @returns {number} its radian equivalent */ degreeToRad: function (degree) { return (degree * Math.PI) / 180; }, getRadiusFromCircunference: function (circunference) { return circunference / (2 * Math.PI); }, /** * Returns distance from the center of an icon to mouse/pointer (radius). * * @param {number} xMouse mouse x coordinate * @param {number} xIcon icon x coordinate * @param {number} yMouse mouse y coordinate * @param {number} yIcon icon y coordinate * * @returns {number} distance between the two icons */ distanceToPointer: function (xMouse, xIcon, yMouse, yIcon) { const a = Math.max(xMouse, xIcon) - Math.min(xMouse, xIcon); const b = Math.max(yMouse, yIcon) - Math.min(yMouse, yIcon); return Math.sqrt(a * a + b * b); }, mdc: function (num1, num2) { if (num2 === 0) return num1; return game.math.mdc(num2, num1 % num2); }, mmcArray: (input) => { if (toString.call(input) !== '[object Array]') return false; var len, a, b; len = input.length; if (!len) { return null; } a = input[0]; for (var i = 1; i < len; i++) { b = input[i]; a = game.math.mmcTwoNumbers(a, b); } return a; }, mmcTwoNumbers: (num1, num2) => { var resto, x, y; x = num1; y = num2; while (resto != 0) { resto = x % y; x = y; y = resto; } return (num1 * num2) / x; }, getFractionFromDecimal: function (fraction) { const len = fraction.toString().length - 2; let denominator = Math.pow(10, len); let numerator = fraction * denominator; const divisor = game.math.greatestCommonDivisor(numerator, denominator); numerator /= divisor; denominator /= divisor; return { string: Math.floor(numerator) + '/' + Math.floor(denominator), numerator: Math.floor(numerator), denominator: Math.floor(denominator), }; }, /** * Checks if pointer/mouse is over (rectangular) icon. * * @param {number} xMouse contains the mouse x coordinate * @param {number} yMouse contains the mouse y coordinate * @param {object} icon icon * * @returns {boolean} true if cursor is over icon */ isOverIcon: function (xMouse, yMouse, icon) { const x = xMouse, y = yMouse, cur = icon; return ( y >= cur.yWithAnchor && y <= cur.yWithAnchor + cur.height * cur.scale && x >= cur.xWithAnchor && x <= cur.xWithAnchor + cur.width * cur.scale ); }, /** * Checks if 2 images overlap * * @param {object} imageA image 1 * @param {object} imageB image 2 * * @returns {boolean} true if there is overlap */ isOverlap: function (imageA, imageB) { const xA = imageA.x; const xB = imageB.x; // Consider it comming from both sides return !(Math.abs(xA - xB) > 14); }, /** * Get mouse position coordinates * * @param {object} mouseEvent * @returns {object} x and y mouse coordinates */ getMouse: function (mouseEvent) { const c = context.canvas.getBoundingClientRect(); const canvas_scale = context.canvas.width / parseFloat(c.width); return { x: (mouseEvent.clientX - c.left) * canvas_scale, y: (mouseEvent.clientY - c.top) * canvas_scale, }; }, /** * Calculate spacing for icons on the menu screen * * @param {number} width width of the desirable part of the screen * @param {number} numberOfIcons number or icons to be put on the screen * * @returns {number} correct spacing between icons */ getOffset: function (width, numberOfIcons) { return width / (numberOfIcons + 1); }, /** * Converts a given time in seconds (number) to the format HH:MM:SS (string) * * @param {number} s time in seconds * * @returns {string} time in the format HH:MM:SS */ convertTime: function (s) { let h = 0, m = 0; if (s > 1200) { h = s / 1200; s = s % 1200; } if (s > 60) { m = s / 60; s = s % 60; } h = '' + h; m = '' + m; s = '' + s; if (h.length < 2) h = '0' + h; if (m.length < 2) m = '0' + m; if (s.length < 2) s = '0' + s; return h + ':' + m + ':' + s; }, }, /** * Timer used to get the time spent to complete a game. * * @namespace */ timer: { // [Not directly used] Start time. _start: 0, // [Not directly used] End time. end: 0, // Elapsed time. elapsed: 0, /** * Reset values and start timer. */ start: function () { game.timer._start = game.timer.end = game.timer.elapsed = 0; game.timer._start = new Date().getTime(); }, /** * Stop timer and set elapsed time. */ stop: function () { if (game.timer._start != 0 && game.timer.end == 0) { // If timer has started but not finished game.timer.end = new Date().getTime(); game.timer.elapsed = Math.floor( (game.timer.end - game.timer._start) / 1000 ); } }, }, /** * Handles pointer events.
* * @namespace */ event: { // [Not directly used] List of events in current state. list: [], /** * Adds new event to current state. * * @param {string} name event name, can be: 'click' or 'mousemove' * @param {function} func function to be called when event is triggered */ add: function (name, func) { context.canvas.addEventListener(name, func); game.event.list.push([name, func]); }, /** [Not directly used] Clears list of events. Called before moving to new state. */ clear: function () { game.event.list.forEach((cur) => { context.canvas.removeEventListener(cur[0], cur[1]); }); game.event.list = []; }, }, /** [Not directly used] Handles 'game loop'.
* * After the media queue is filled in create(), the 'game loop' starts. * It calls update() iteratively, re-rendering the screen every time.
* * The 'game loop' is stoped by leaving the current state. * * @namespace */ loop: { // [Not directly used] Holds animation event. id: undefined, // [Not directly used] State that called the loop. curState: undefined, // [Not directly used] Loop status, can be: 'on', 'ending' or 'off'. status: 'off', // [Not directly used] waitingToStart: undefined, // [Not directly used] startTime: 0, // [Not directly used] 1000: 1 second | 60: expected frames per second. duration: 1000 / 60, /** [Not directly used] Starts game loop. * * @param {object} state current state */ start: function (state) { if (game.loop.status == 'off') { game.loop.curState = state; game.loop.startTime = new Date().getTime(); game.loop.status = 'on'; game.loop.id = requestAnimationFrame(game.loop.run); } else { // If 'game.loop.status' is either 'on' or 'ending' game.loop.waitingToStart = state; if (game.loop.status == 'on') game.loop.stop(); } }, /** * [Not directly used] Stops game loop. */ stop: function () { if (game.loop.status == 'on') game.loop.status = 'ending'; }, /** * [Not directly used] Executes game loop. * * This code will run on each iteration of the game loop. */ run: function () { if (game.loop.status != 'on') { game.loop.clear(); } else { const timestamp = new Date().getTime(); const runtime = timestamp - game.loop.startTime; if (runtime >= game.loop.duration) { // Calls state's update() game.loop.curState.update(); // Updates state's animation game.animation.run(); } game.loop.id = requestAnimationFrame(game.loop.run); // Loop } }, /** * [Not directly used] Resets game loop values. */ clear: function () { if (game.loop.id != undefined) { cancelAnimationFrame(game.loop.id); // Cancel animation event game.loop.id = undefined; // Clears object that holds animation event game.loop.curState = undefined; // Clears object that holds current state game.loop.status = 'off'; // Inform animation must end (read in game.loop.run()) } if (game.loop.waitingToStart != undefined) { const temp = game.loop.waitingToStart; game.loop.waitingToStart = undefined; game.loop.start(temp); } }, }, /** * Handles spritesheet animation.
* It iterates through the spritesheet frames inside the animation queue. * Called by game loop. * * @namespace */ animation: { // [Not directly used] Animation queue for the current state. queue: [], // [Not directly used] count: 0, /** * Plays animation. * * @param {string} name animation name (identifier) */ play: function (name) { let newAnimation; // Gets first object in the 'render queue' with that animation name for (let i in game.render.queue) { if ( game.render.queue[i].animation != undefined && game.render.queue[i].animation[0] == name ) { newAnimation = game.render.queue[i]; break; } } // If found, saves object in the 'animation queue' if (newAnimation != undefined) game.animation.queue.push(newAnimation); }, /** * Stops animation. * * @param {string} name animation name */ stop: function (name) { // Removes all with that name from the 'animation queue' game.animation.queue.forEach((cur) => { if (cur.animation[0] == name) { game.animation.queue.splice(cur, 1); } }); }, /** * [Not directly used] Executes animation. */ run: function () { game.animation.queue.forEach((character) => { if ( !character.animation[2] || game.animation.count % character.animation[2] == 0 ) { const i = character.animation[1].indexOf(character.curFrame); if (i == -1) { // Frame not found if (isDebugMode) console.error('Game error: animation frame not found.'); } else if (i < character.animation[1].length - 1) { // Go to next frame character.curFrame = character.animation[1][i + 1]; } else { character.curFrame = character.animation[1][0]; // If last frame, restart } } }); game.animation.count++; }, /** * [Not directly used] Clears animation queue. */ clear: function () { // Resets animation counter game.animation.count = 0; // Clears property 'animation' from objects in game.render.queue game.render.queue.forEach((cur) => { if (cur.animation != undefined) { delete cur.animation; } }); // Clears animation queue game.animation.queue = []; }, }, };