/****************************** * This file holds game states. ******************************/ /** [GAME STATE] * * ..squareOne... = gameName * ..../...\..... * ...a.....b.... = gameMode * .....\./...... * ......|....... * ...../.\...... * .plus...minus. = gameOperation * .....\./...... * ......|....... * ....1,2,3..... = gameDifficulty * * Character : tractor * Theme : farm * Concept : Player associates 'blocks carried by the tractor' and 'floor spaces to be filled by them' * Represent fractions as : blocks/rectangles * * Game modes can be : * * a : Player can select # of 'floor blocks' (hole in the ground) * Selects size of hole to be made in the ground (to fill with the blocks in front of the truck) * b : Player can select # of 'stacked blocks' (in front of the truck) * Selects number of blocks in front of the truck (to fill the hole on the ground) * * Operations can be : * * plus : addition of fractions * Represented by : tractor going to the right (floor positions 0..8) * minus : subtraction of fractions * Represented by: tractor going to the left (floor positions 8..0) * * @namespace */ const squareOne = { default: undefined, ui: undefined, control: undefined, animation: undefined, tractor: undefined, stack: undefined, floor: undefined, /** * Main code */ create: function () { const truckWidth = 201; const divisor = gameDifficulty == 3 ? 4 : gameDifficulty; // Make sure valid divisors are 1, 2 and 4 (not 3) let lineColor = undefined; let fillColor = undefined; if (gameOperation === 'minus') { lineColor = colors.red; fillColor = colors.redLight; } else { lineColor = colors.green; fillColor = colors.greenLight; } this.ui = { arrow: undefined, help: undefined, message: undefined, continue: { // modal: undefined, button: undefined, text: undefined, }, }; this.control = { direc: gameOperation == 'minus' ? -1 : 1, // Will be multiplied to values to easily change tractor direction when needed divisorsList: '', // Hold the divisors for each fraction on stacked blocks (created for postScore()) lineWidth: 3, hasClicked: false, // Checks if player 'clicked' on a block checkAnswer: false, // When true allows game to run 'check answer' code in update isCorrect: false, // Checks player 'answer' count: 0, // An 'x' position counter used in the tractor animation }; this.animation = { animateTractor: false, // When true allows game to run 'tractor animation' code in update (turns animation of the moving tractor ON/OFF) animateEnding: false, // When true allows game to run 'tractor ending animation' code in update (turns 'ending' animation of the moving tractor ON/OFF) speed: 2 * this.control.direc, // X distance in which the tractor moves in each iteration of the animation }; this.default = { width: 172, // Base block width, height: 70, // Base block height x0: gameOperation == 'minus' ? context.canvas.width - truckWidth : truckWidth, // Initial 'x' coordinate for the tractor and stacked blocks y0: context.canvas.height - game.image['floor_grass'].width * 1.5, }; this.default.arrowX0 = self.default.x0 + self.default.width * self.control.direc; this.default.arrowXEnd = self.default.arrowX0 + self.default.width * self.control.direc * 8; renderBackground(); // FOR MOODLE if (moodle) { navigation.add.right(['audio']); } else { navigation.add.left(['back', 'menu', 'show_answer'], 'customMenu'); navigation.add.right(['audio']); } this.stack = { list: [], selectedIndex: undefined, correctIndex: undefined, // (gameMode 'b') index of the CORRECT 'stacked' block curIndex: 0, // (needs to be 0) curBlockEndX: undefined, }; this.floor = { list: [], selectedIndex: undefined, correctIndex: undefined, // (gameMode 'a') index of the CORRECT 'floor' block curIndex: -1, // (needs to be -1) correctX: undefined, // 'x' coordinate of CORRECT 'floor' block }; let [restart, correctXA] = this.utils.renderStackedBlocks( this.control.direc, lineColor, fillColor, this.control.lineWidth, divisor ); this.utils.renderFloorBlocks( this.control.direc, lineColor, this.control.lineWidth, divisor, correctXA ); this.utils.renderCharacters(); this.utils.renderMainUI(); this.restart = restart; if (!this.restart) { game.timer.start(); // Set a timer for the current level (used in postScore()) game.event.add('click', this.events.onInputDown); game.event.add('mousemove', this.events.onInputOver); } }, /** * Game loop */ update: function () { // Starts tractor animation if (self.animation.animateTractor) { self.utils.animateTractorHandler(); } // Check answer after animation ends if (self.control.checkAnswer) { self.utils.checkAnswerHandler(); } // Starts tractor moving animation if (self.animation.animateEnding) { self.utils.animateEndingHandler(); } game.render.all(); }, utils: { // RENDER /** * Create stacked blocks for the level in create() */ renderStackedBlocks: (direc, lineColor, fillColor, lineWidth, divisor) => { let restart = false; let hasBaseDifficulty = false; // Will be true after next for loop if level has at least one '1/difficulty' fraction (if false, restart) const max = gameMode == 'b' ? 10 : curMapPosition + 4; // Maximum number of stacked blocks for the level const total = game.math.randomInRange(curMapPosition + 2, max); // Current number of stacked blocks for the level let correctXA = self.default.x0 + self.default.width * direc; for (let i = 0; i < total; i++) { let curFractionItems = undefined; let font = undefined; let curDivisor = game.math.randomInRange(1, gameDifficulty); // Set divisor for fraction if (curDivisor === gameDifficulty) hasBaseDifficulty = true; if (curDivisor === 3) curDivisor = 4; // Make sure valid divisors are 1, 2 and 4 (not 3) const curBlockWidth = self.default.width / curDivisor; // Current width is a fraction of the default self.control.divisorsList += curDivisor + ','; // List of divisors (for postScore()) correctXA += curBlockWidth * direc; const curBlock = game.add.geom.rect( self.default.x0, self.default.y0 - i * self.default.height - lineWidth, curBlockWidth, self.default.height, fillColor, 1, lineColor, lineWidth ); curBlock.anchor(gameOperation === 'minus' ? 1 : 0, 1); curBlock.blockValue = divisor / curDivisor; // If game mode is (b), adding events to stacked blocks if (gameMode == 'b') { curBlock.blockIndex = i; } self.stack.list.push(curBlock); // If 'show fractions' is turned on, create labels that display the fractions on the side of each block if (showFractions) { const x = self.default.x0 + (curBlockWidth + 40) * direc; const y = self.default.height + 1; if (curDivisor === 1) { font = textStyles.h2_; curFractionItems = [ { x: x, y: self.default.y0 - i * y - 20, text: '1', }, { x: x, y: self.default.y0 - i * y - 37, text: '', }, { x: x - 25, y: self.default.y0 - i * y - 27, text: gameOperation === 'minus' ? '-' : '', }, ]; } else { font = textStyles.p_; curFractionItems = [ { x: x, y: self.default.y0 - i * y - 40, text: '1\n' + curDivisor, }, { x: x, y: self.default.y0 - i * y - 37, text: '__', }, { x: x - 25, y: self.default.y0 - i * y - 27, text: gameOperation === 'minus' ? '-' : '', }, ]; } font = { ...font, font: 'bold ' + font.font, fill: lineColor }; const fractionPartsList = []; for (let cur in curFractionItems) { const fraction = game.add.text( curFractionItems[cur].x, curFractionItems[cur].y, curFractionItems[cur].text, font ); fraction.lineHeight = 30; fractionPartsList.push(fraction); } curBlock.fraction = { labels: fractionPartsList, nominator: direc, denominator: curDivisor, }; } } // Computer generated correct stack index if (gameMode === 'a') self.stack.selectedIndex = total - 1; // Will be used as a counter in update, adding in the width of each stacked block to check if the end matches the floor selected position // initial value is end of current block self.stack.curBlockEndX = self.default.x0 + self.stack.list[0].width * direc; // Check for errors (level too easy for its difficulty or end position out of bounds) if ( !hasBaseDifficulty || (gameOperation == 'plus' && (correctXA < self.default.x0 + self.default.width || correctXA > self.default.x0 + 8 * self.default.width)) || (gameOperation == 'minus' && (correctXA < self.default.x0 - 8 * self.default.width || correctXA > self.default.x0 - self.default.width)) ) { restart = true; // If any error is found restart the level } if (isDebugMode) console.log( 'Stacked blocks: ' + total + ' (min: ' + (curMapPosition + 2) + ', max: ' + max + ')' ); return [restart, correctXA]; }, /** * Create floor blocks for the level in create() */ renderFloorBlocks: (direc, lineColor, lineWidth, divisor, correctXA) => { let correctXB = 0; let total = 8 * divisor; // Number of floor blocks const blockWidth = self.default.width / divisor; // Width of each floor block // If game is type (b), selectiong a random floor x position if (gameMode == 'b') { self.stack.correctIndex = game.math.randomInRange( 0, self.stack.list.length - 1 ); // Correct stacked index correctXB = self.default.x0 + self.default.width * direc; for (let i = 0; i <= self.stack.correctIndex; i++) { correctXB += self.stack.list[i].width * direc; // Equivalent x position on the floor } } let flag = true; for (let i = 0; i < total; i++) { const curX = self.default.x0 + (self.default.width + i * blockWidth) * direc; if (flag && gameMode == 'a') { if ( (gameOperation == 'plus' && curX >= correctXA) || (gameOperation == 'minus' && curX <= correctXA) ) { self.floor.correctIndex = i - 1; // Set index of correct floor block flag = false; } } if (gameMode == 'b') { if ( (gameOperation == 'plus' && curX >= correctXB) || (gameOperation == 'minus' && curX <= correctXB) ) { total = i; break; } } // Create floor block const curBlock = game.add.geom.rect( curX, self.default.y0, blockWidth, self.default.height + 10, colors.blueBgInsideLevel, 1, colors.gray, lineWidth ); const anchor = gameOperation == 'minus' ? 1 : 0; curBlock.anchor(anchor, 0); curBlock.blockValue = 1; // If game is type (a), adding events to floor blocks if (gameMode == 'a') { curBlock.fillColor = 'transparent'; curBlock.blockIndex = i; } // Add current label to group of labels self.floor.list.push(curBlock); } // Computer generated correct floor index if (gameMode === 'b') self.floor.selectedIndex = total - 1; if (gameMode == 'a') self.floor.correctX = correctXA; else if (gameMode == 'b') self.floor.correctX = correctXB; // Creates labels on the floor to display the numbers for (let i = 0; i <= 8; i++) { const x = self.default.x0 + (i + 1) * self.default.width * direc; const y = self.default.y0 + self.default.height + 45 - 65; let numberX = x; let numberText = i; let numberCircleSize = 45; let numberFont = { ...textStyles.h3_, fill: lineColor, font: 'bold ' + textStyles.h3_.font, }; if (gameOperation === 'minus') { numberX = i !== 0 ? x - 2 : x; numberText = -i; numberCircleSize = 45; numberFont.font = 'bold ' + textStyles.h4_.font; } game.add.geom .circle(x, y, numberCircleSize, undefined, 0, colors.white, 1) .anchor(0, 0.25); game.add.text(numberX, y + 2, numberText, numberFont); } }, renderCharacters: () => { self.tractor = game.add.sprite( self.default.x0, self.default.y0, 'tractor', 0, 1 ); if (gameOperation == 'plus') { self.tractor.anchor(1, 1); self.tractor.animation = ['move', [0, 1, 2, 3, 4], 4]; } else { self.tractor.anchor(0, 1); self.tractor.animation = ['move', [5, 6, 7, 8, 9], 4]; self.tractor.curFrame = 5; } }, renderMainUI: () => { // Help pointer self.ui.help = game.add.image(0, 0, 'pointer', 1.7, 0); if (gameMode === 'b') self.ui.help.anchor(0.25, 0.7); else self.ui.help.anchor(0.2, 0); // Selection Arrow if (gameMode == 'a') { self.ui.arrow = game.add.image( self.default.arrowX0, self.default.y0, 'arrow_down', 1.5 ); self.ui.arrow.anchor(0.5, 1); self.ui.arrow.alpha = 0.5; } // Intro text const correctMessage = gameMode === 'a' ? game.lang.squareOne_intro_a : game.lang.squareOne_intro_b; const treatedMessage = correctMessage.split('\\n'); const font = textStyles.h1_; self.ui.message = []; self.ui.message.push( game.add.text( context.canvas.width / 2, 170, treatedMessage[0] + '\n' + treatedMessage[1], font ) ); }, renderOperationUI: () => { let validBlocks = []; const lastValidIndex = gameMode === 'a' ? self.stack.curIndex : self.stack.selectedIndex; for (let i = 0; i <= lastValidIndex; i++) { validBlocks.push(self.stack.list[i]); } const font = textStyles.fraction; font.fill = colors.green; const nominators = []; const denominators = []; const renderList = []; const padding = 100; const offsetX = 100; const widthOfChar = 35; const x0 = padding; const y0 = context.canvas.height / 3; let nextX = x0; const cardHeight = 400; const cardX = x0 - padding; const cardY = y0; // + cardHeight / 4; // Card const card = game.add.geom.rect( cardX, cardY, 0, cardHeight, colors.blueLight, 0.5, colors.blueDark, 8 ); card.id = 'card'; card.anchor(0, 0.5); renderList.push(card); // Fraction list for (let i in validBlocks) { const curFraction = validBlocks[i].fraction; let curFractionSign = '+'; if (curFraction.labels[2].name === '-') { curFractionSign = '-'; font.fill = colors.red; } const fraction = game.add.text( x0 + i * offsetX + offsetX / 2, y0, curFraction.labels[0].name, font, 60 ); fraction.lineHeight = 70; renderList.push( game.add.text(x0 + i * offsetX, y0 + 35, curFractionSign, font) ); renderList.push(fraction); renderList.push( game.add.text(x0 + offsetX / 2 + i * offsetX, y0, '_', font) ); nominators.push(curFraction.nominator); denominators.push(curFraction.denominator); } // Setup for fraction operation with least common multiple font.fill = colors.black; const updatedNominators = []; const mmc = game.math.mmcArray(denominators); let resultNominator = 0; for (let i in nominators) { const temp = nominators[i] * (mmc / denominators[i]); updatedNominators.push(temp); resultNominator += temp; } const resultNominatorUnsigned = resultNominator < 0 ? -resultNominator : resultNominator; const resultAux = resultNominator / mmc; const result = ('' + resultAux).length > 4 ? resultAux.toFixed(2) : resultAux; // let fracLine = ''; // const updatedNominatorsString = updatedNominators // .map((n) => { // const len = ('' + n).length; // for (let i = 0; i < len; i++) fracLine += '_'; // fracLine = n < 0 ? fracLine : fracLine + '_'; // return n >= 0 ? '+' + n : n; // }) // .join(''); // const fractionMiddleX = widthOfChar * (fracLine.length / 2); // Fraction operation with least common multiple nextX = x0 + validBlocks.length * offsetX + 20; // renderList.push(game.add.text(nextX, y0 + 35, '=', font)); // nextX += offsetX / 2; // renderList.push(game.add.text(nextX, y0, updatedNominatorsString, font)); // renderList.push( // game.add.text(nextX + fractionMiddleX, y0 + 70, mmc, font) // ); // renderList.push(game.add.text(nextX, y0, fracLine, font)); // Fraction result //nextX += fractionMiddleX * 2 + 50; renderList.push(game.add.text(nextX, y0 + 35, '=', font)); font.align = 'center'; nextX += offsetX + 40; renderList.push( game.add.text(nextX - 80, y0 + 35, result >= 0 ? '' : '-', font) ); renderList.push(game.add.text(nextX, y0, resultNominatorUnsigned, font)); renderList.push(game.add.text(nextX, y0 + 70, mmc, font)); renderList.push(game.add.text(nextX, y0, '___', font)); // Fraction result simplified setup const mdcAux = game.math.mdc(resultNominator, mmc); const mdc = mdcAux < 0 ? -mdcAux : mdcAux; if (mdc !== 1) { nextX += offsetX; renderList.push(game.add.text(nextX, y0 + 35, '=', font)); nextX += offsetX; renderList.push( game.add.text(nextX - 50, y0 + 35, result > 0 ? '' : '-', font) ); renderList.push( game.add.text(nextX, y0, resultNominatorUnsigned / mdc, font) ); renderList.push(game.add.text(nextX, y0 + 70, mmc / mdc, font)); renderList.push(game.add.text(nextX, y0, '__', font)); } // Decimal result // nextX += offsetX; // renderList.push(game.add.text(nextX, y0 + 35, '=', font)); // nextX += offsetX / 2; // renderList.push(game.add.text(nextX, y0 + 35, result, font)); //let resultWidth = ('' + result).length * widthOfChar; let resultWidth = '__'.length * widthOfChar; const cardWidth = nextX - x0 + resultWidth + padding * 2; card.width = cardWidth; const endSignX = (context.canvas.width - cardWidth) / 2 + cardWidth; // Center Card moveList(renderList, (context.canvas.width - cardWidth) / 2, 0); self.fractionOperationUI = renderList; return endSignX; }, renderEndUI: () => { let btnColor = colors.green; let btnText = game.lang.continue; if (!self.control.isCorrect) { btnColor = colors.red; btnText = game.lang.retry; } // continue button self.ui.continue.button = game.add.geom.rect( context.canvas.width / 2, context.canvas.height / 2 + 100, 450, 100, btnColor ); self.ui.continue.button.anchor(0.5, 0.5); self.ui.continue.text = game.add.text( context.canvas.width / 2, context.canvas.height / 2 + 16 + 100, btnText, textStyles.btn ); }, // UPDATE HANDLERS animateTractorHandler: () => { // Move self.tractor.x += self.animation.speed; self.stack.list.forEach((block) => (block.x += self.animation.speed)); // If the current block is 1/n (not 1/1) we need to consider the // extra space the truck needs to pass after the blocks falls but // before reaching the next block const curBlockExtra = (self.default.width - self.stack.list[self.stack.curIndex].width) * self.control.direc; const canLowerBlocks = (gameOperation == 'plus' && self.stack.list[0].x >= self.stack.curBlockEndX + curBlockExtra) || (gameOperation == 'minus' && self.stack.list[0].x <= self.stack.curBlockEndX + curBlockExtra); if (canLowerBlocks) { const endAnimation = self.utils.lowerBlocksHandler(); if (!endAnimation) { self.animation.animateTractor = false; self.control.checkAnswer = true; } } }, lowerBlocksHandler: () => { self.floor.curIndex += self.stack.list[self.stack.curIndex].blockValue; const tooManyStackBlocks = self.floor.curIndex > self.floor.selectedIndex; if (tooManyStackBlocks) return false; // fill floor for (let i = 0; i <= self.floor.curIndex; i++) { self.floor.list[i].fillColor = 'transparent'; } // lower blocks self.stack.list.forEach((block) => { block.y += self.default.height; }); // hide current block self.stack.list[self.stack.curIndex].alpha = 0; const isLastFloorBlock = self.floor.curIndex === self.floor.selectedIndex; const notEnoughStackBlocks = self.stack.curIndex === self.stack.list.length - 1; if (isLastFloorBlock || notEnoughStackBlocks) return false; // update stack blocks self.stack.curIndex++; self.stack.curBlockEndX += self.stack.list[self.stack.curIndex].width * self.control.direc; return true; }, checkAnswerHandler: () => { game.timer.stop(); game.animation.stop(self.tractor.animation[0]); if (gameMode === 'a') self.ui.arrow.alpha = 0; self.control.isCorrect = gameMode === 'a' ? self.floor.selectedIndex === self.floor.correctIndex : self.stack.selectedIndex === self.stack.correctIndex; const x = self.utils.renderOperationUI(); // Give feedback to player and turns on sprite animation if (self.control.isCorrect) { completedLevels++; // Increases number os finished levels if (audioStatus) game.audio.okSound.play(); game.animation.play(self.tractor.animation[0]); game.add .image(x + 50, context.canvas.height / 3, 'answer_correct') .anchor(0.5, 0.5); if (isDebugMode) console.log('Completed Levels: ' + completedLevels); } else { if (audioStatus) game.audio.errorSound.play(); game.add .image(x, context.canvas.height / 3, 'answer_wrong') .anchor(0.5, 0.5); } self.fetch.postScore(); self.control.checkAnswer = false; self.animation.animateEnding = true; }, animateEndingHandler: () => { // ANIMATE ENDING self.control.count++; // If CORRECT ANSWER runs final tractor animation (else tractor desn't move, just wait) if (self.control.isCorrect) self.tractor.x += self.animation.speed; if (self.control.count === 100) { self.utils.renderEndUI(); self.control.showEndInfo = true; if (self.control.isCorrect) canGoToNextMapPosition = true; else canGoToNextMapPosition = false; } }, endLevel: () => { game.state.start('map'); }, // INFORMATION /** * Display correct answer */ showAnswer: () => { if (!self.control.hasClicked) { // On gameMode (a) if (gameMode == 'a') { const aux = self.floor.list[0]; self.ui.help.x = self.floor.correctX - (aux.width / 2) * self.control.direc; self.ui.help.y = self.default.y0; // On gameMode (b) } else { const aux = self.stack.list[self.stack.correctIndex]; self.ui.help.x = aux.x + (aux.width / 2) * self.control.direc; self.ui.help.y = aux.y; } self.ui.help.alpha = 0.7; } }, // EVENT HANDLERS /** * Function called by self.events.onInputDown() when player clicks on a valid rectangle. */ clickHandler: (clickedIndex, curSet) => { if (!self.control.hasClicked && !self.animation.animateEnding) { document.body.style.cursor = 'auto'; // Play beep sound if (audioStatus) game.audio.popSound.play(); // Disable show answer nav icon navigation.disableIcon(navigation.showAnswerIcon); // Hide intro message self.ui.message[0].alpha = 0; // Hide labels if (showFractions) { self.stack.list.forEach((block) => { block.fraction.labels.forEach((lbl) => { lbl.alpha = 0; }); }); } // Hide solution pointer if (self.ui.help != undefined) self.ui.help.alpha = 0; // Hide unselected blocks for (let i = curSet.list.length - 1; i > clickedIndex; i--) { curSet.list[i].alpha = 0; } // Save selected index curSet.selectedIndex = clickedIndex; if (gameMode == 'a') { self.ui.arrow.alpha = 0; } else { // update list size self.stack.list.length = curSet.selectedIndex + 1; } // Turn tractor animation on game.animation.play(self.tractor.animation[0]); self.animation.animateTractor = true; self.control.hasClicked = true; } }, /** * Function called by self.events.onInputOver() when cursor is over a valid rectangle * * @param {object} cur rectangle the cursor is over */ overHandler: (cur) => { if (!self.control.hasClicked) { document.body.style.cursor = 'pointer'; if (gameMode === 'a') { for (let i in self.floor.list) { self.floor.list[i].fillColor = i <= cur.blockIndex ? colors.blueBgInsideLevel : 'transparent'; } self.floor.selectedIndex = cur.blockIndex; } else { for (let i in self.stack.list) { const alpha = i <= cur.blockIndex ? 1 : 0.4; self.stack.list[i].alpha = alpha; self.stack.list[i].fraction.labels.forEach((lbl) => { lbl.alpha = alpha; }); } self.stack.selectedIndex = cur.blockIndex; } } }, /** * Function called by self.events.onInputOver() when cursos is out of a valid rectangle */ outHandler: () => { if (!self.control.hasClicked) { document.body.style.cursor = 'auto'; if (gameMode === 'a') { for (let i in self.floor.list) { self.floor.list[i].fillColor = 'transparent'; } self.floor.selectedIndex = undefined; } else { for (let i in self.stack.list) { self.stack.list[i].alpha = 1; self.stack.list[i].fraction.labels.forEach((lbl) => { lbl.alpha = 1; }); } self.stack.selectedIndex = undefined; } } }, }, events: { /** * Called by mouse click event * * @param {object} mouseEvent contains the mouse click coordinates */ onInputDown: (mouseEvent) => { const x = game.math.getMouse(mouseEvent).x; const y = game.math.getMouse(mouseEvent).y; // click blocks const curSet = gameMode == 'a' ? self.floor : self.stack; for (let i in curSet.list) { if (game.math.isOverIcon(x, y, curSet.list[i])) { self.utils.clickHandler(+i, curSet); break; } } // Continue button if (self.control.showEndInfo) { if (game.math.isOverIcon(x, y, self.ui.continue.button)) { if (audioStatus) game.audio.popSound.play(); self.utils.endLevel(); } } navigation.onInputDown(x, y); game.render.all(); }, /** * Called by mouse move event * * @param {object} mouseEvent contains the mouse move coordinates */ onInputOver: (mouseEvent) => { const x = game.math.getMouse(mouseEvent).x; const y = game.math.getMouse(mouseEvent).y; let isOverFloor = false; let isOverStack = false; if (gameMode == 'a') { self.floor.list.forEach((cur) => { // hover floor blocks if (game.math.isOverIcon(x, y, cur)) { isOverFloor = true; self.utils.overHandler(cur); } // move arrow if ( !self.control.hasClicked && !self.animation.animateEnding && game.math.isOverIcon(x, self.default.y0, cur) ) { self.ui.arrow.x = x; } }); if (!isOverFloor) self.utils.outHandler('a'); } if (gameMode == 'b') { // hover stack blocks self.stack.list.forEach((cur) => { if (game.math.isOverIcon(x, y, cur)) { isOverStack = true; self.utils.overHandler(cur); } }); if (!isOverStack) self.utils.outHandler('b'); } // Continue button if (self.control.showEndInfo) { if (game.math.isOverIcon(x, y, self.ui.continue.button)) { // If pointer is over icon document.body.style.cursor = 'pointer'; self.ui.continue.button.scale = self.ui.continue.button.initialScale * 1.1; self.ui.continue.text.style = textStyles.btnLg; } else { // If pointer is not over icon document.body.style.cursor = 'auto'; self.ui.continue.button.scale = self.ui.continue.button.initialScale * 1; self.ui.continue.text.style = textStyles.btn; } } navigation.onInputOver(x, y); game.render.all(); }, }, fetch: { /** * Saves players data after level ends - to be sent to database
* * Attention: the 'line_' prefix data table must be compatible to data table fields (MySQL server) * * @see /php/save.php */ postScore: () => { // Creates string that is going to be sent to db const data = '&line_game=' + gameShape + '&line_mode=' + gameMode + '&line_oper=' + gameOperation + '&line_leve=' + gameDifficulty + '&line_posi=' + curMapPosition + '&line_resu=' + self.control.isCorrect + '&line_time=' + game.timer.elapsed + '&line_deta=' + 'numBlocks:' + self.stack.list.length + ', valBlocks: ' + self.control.divisorsList + // Ends in ',' ' blockIndex: ' + self.stack.selectedIndex + ', floorIndex: ' + self.floor.selectedIndex; // FOR MOODLE sendToDatabase(data); }, }, };