/** * MAIN MENU STATE: main menu - player can select the game he wants to play * * @namespace */ const menuState = { /** * Preloads media for current state */ preload: function () { // LOADING MEDIA game.load.image(url.menu.image); }, /** * Main code */ create: function () { // BACKGROUND game.add.graphic.rect(0, 0, 900, 600, undefined, 0, colors.blueBckg, 1); for (let i = 0; i < defaultWidth / 100; i++) { game.add.image(i * 100, 501, 'floor'); } // LABELS // Overtitle: Welcome, ! game.add.text(defaultWidth / 2, 40, game.lang.welcome + ', ' + playerName + '!', textStyles.h4_brown); // Title : Select a game game.add.text(defaultWidth / 2, 80, game.lang.menu_title, textStyles.h1_green); // Subtitle : this.lbl_game = game.add.text(defaultWidth / 2, 110, '', textStyles.h2_blue_2); // NAVIGATION ICONS // Loads navigation icons navigationIcons.func_addIcons( false, false, false, true, true, false, false); // -------------------- GAME ICONS this.menuIcons = []; const offset = defaultWidth / (info.gameType.length + 1); for (let i = 0, x = offset; i < info.gameType.length; i++, x += offset) { const icon = game.add.image(x, defaultHeight / 2 - 70, info.gameTypeUrl[i], 1); icon.anchor(0.5, 0.5); icon.gameShape = info.gameShape[i]; icon.gameType = info.gameType[i]; this.menuIcons.push(icon); } // EVENTS game.event.add('click', this.func_onInputDown); game.event.add('mousemove', this.func_onInputOver); }, /* EVENTS */ /** * Called by mouse click event * * @param {object} mouseEvent contains the mouse click coordinates */ func_onInputDown: function (mouseEvent) { const x = mouseEvent.offsetX, y = mouseEvent.offsetY; // Check menu icons for (let i in self.menuIcons) { // If mouse is within the bounds of an icon if (game.math.isOverIcon(x, y, self.menuIcons[i])) { // Click first valid icon self.func_load(self.menuIcons[i]); break; } } // Check navigation icons navigationIcons.func_onInputDown(x, y); }, /** * Called by mouse move event * * @param {object} mouseEvent contains the mouse move coordinates */ func_onInputOver: function (mouseEvent) { const x = mouseEvent.offsetX, y = mouseEvent.offsetY; let flag = false; // Check menu icons self.menuIcons.forEach(cur => { if (game.math.isOverIcon(x, y, cur)) { cur.scale = 1.08; self.func_showTitle(cur); flag = true; } else { cur.scale = 1; } }); if (flag) { document.body.style.cursor = 'pointer'; } else { self.func_clearTitle(); document.body.style.cursor = 'auto'; } // Check navigation icons navigationIcons.func_onInputOver(x, y); game.render.all(); }, /* GAME FUNCTIONS */ /** * Saves info from selected game and goes to next state * * @param {object} icon clicked icon */ func_load: function (icon) { if (audioStatus) game.audio.beepSound.play(); gameShape = icon.gameShape; gameTypeString = icon.gameType; switch (gameTypeString) { case 'squareOne': gameType = squareOne; break; case 'squareTwo': gameType = squareTwo; break; case 'circleOne': gameType = circleOne; break; default: console.error('Game error: the name of the game is not valid'); } self.menuIcons = self.lbl_game.name; game.state.start('customMenu'); }, /** * Display the name of the game on screen * * @param {object} icon icon for the game */ func_showTitle: function (icon) { let title; switch (icon.gameShape) { case 'circle': title = game.lang.circle_name; break; case 'square': title = game.lang.square_name; break; } const type = icon.gameType.substring(icon.gameType.length - 3); switch (type) { case 'One': title += ' I'; break; case 'Two': title += ' II'; break; } self.lbl_game.name = title; }, /** * Remove the name of the game from screen */ func_clearTitle: function () { self.lbl_game.name = ''; }, }; /** * SECUNDARY MENU STATE: player can select level, sublevel and difficulty * * @namespace */ const customMenuState = { /** * Preloads media for current state */ preload: function () { // LOADING MEDIA game.load.sprite(url[gameTypeString].sprite); game.load.image(url[gameTypeString].image); }, /** * Main code */ create: function () { let x, y, width, height, offsetH, offsetW; const iconScale = 0.5; // Background color game.add.graphic.rect(0, 0, 900, 600, undefined, 0, colors.blueBckg, 1); // Floor for (let i = 0; i < defaultWidth / 100; i++) { game.add.image(i * 100, 501, 'floor'); } // LABELS // Add Title : Select a game game.add.text(defaultWidth / 2, 80, game.lang.custom_game, textStyles.h1_green); // Selected game game.add.text(defaultWidth / 2, 40, menuState.menuIcons, textStyles.h4_brown); // Loads animation icons navigationIcons.func_addIcons( true, false, false, true, true, 'menu', false); this.menuIcons = []; offsetW = 600 / 6; x = 150; y = 200; height = 280; width = 5; // Label 'Level' game.add.text(x + offsetW, y, game.lang.level, textStyles.h2_blue_2); // Label 'Sublevel' const sublevelLabel = game.add.text(x + 3 * offsetW, y, game.lang.sublevel, textStyles.h2_blue_2); // Label 'Difficulty' game.add.text(x + 5 * offsetW, y, game.lang.difficulty, textStyles.h2_blue_2); // Horizontal line game.add.graphic.rect(x, y + 10, 600, width, undefined, 0, colors.blueMenuLine).anchor(0, 0.5); // Vertical line game.add.graphic.rect(x + 2 * offsetW, y - 25, width, height, undefined, 0, colors.blueMenuLine).anchor(0.5, 0); game.add.graphic.rect(x + 4 * offsetW, y - 25, width, height, undefined, 0, colors.blueMenuLine).anchor(0.5, 0); // --------------------------- TURN ON/OFF FRACTION LABELS if (gameTypeString == 'squareTwo') { sublevelLabel.alpha = 0.3; } else { // Horizontal line game.add.graphic.rect(x + 4 * offsetW, y + 136, 200, width, undefined, 0, colors.blueMenuLine).anchor(0, 0.5); // Label 'Show Fractions' game.add.text(x + 5 * offsetW, y + 102, game.lang.show, textStyles.h4_blue_2); game.add.text(x + 5 * offsetW, y + 102 + 24, game.lang.title, textStyles.h2_blue_2); const frame = (fractionLabel) ? 1 : 0; // Selection box y += 40; const selectionBox = game.add.sprite(x + 5 * offsetW, y + 102 + 24 - 2, 'select', frame, 0.1); selectionBox.anchor(0.5, 0.5); selectionBox.iconType = 'selectionBox'; selectionBox.originalScale = 0.1; this.menuIcons.push(selectionBox); } // ---------------------------- LEVEL ICONS offsetH = this.func_getOffset(height, info[gameTypeString].levelType.length); x = 150 + offsetW; y = 270; for (let i = 0; i < info[gameTypeString].levelTypeUrl.length; i++, y += offsetH) { const icon = game.add.image(x, y, info[gameTypeString].levelTypeUrl[i], iconScale, 1); icon.anchor(0.5, 0.5); icon.levelType = info[gameTypeString].levelType[i]; icon.iconType = 'level'; icon.originalScale = iconScale; if (i == 0) { levelType = icon.levelType; icon.shadow = true; } this.menuIcons.push(icon); } // ---------------------------- SUBLEVEL ICONS offsetH = this.func_getOffset(height, info[gameTypeString].sublevelType.length); if (gameTypeString != 'squareTwo') x += 2 * offsetW; y = 270; let icon; let aux = []; aux['squareOne'] = [ ['sublevel_right', 'Plus'], ['sublevel_left', 'Minus'] ]; aux['circleOne'] = [ ['sublevel_right', 'Plus'], ['sublevel_left', 'Minus'], ['sublevel_mixed', 'Mixed'] ]; aux['squareTwo'] = [ // ['sublevel_top', 'A'], ['sublevel_bottom', 'B'], ['sublevel_top', 'C'], ]; // Placing sublevel icons for (let i = 0; i < aux[gameTypeString].length; i++, y += offsetH) { icon = game.add.image(x, y, aux[gameTypeString][i][0], iconScale); icon.anchor(0.5, 0.5); icon.alpha = 1; icon.sublevelType = aux[gameTypeString][i][1]; icon.iconType = 'sublevel'; icon.originalScale = iconScale; if (i == 0) { sublevelType = icon.sublevelType; icon.shadow = true; } this.menuIcons.push(icon); } // --------------------------- DIFFICULTY ICONS x = (gameTypeString == 'squareOne') ? 600 : 570; y = 235; for (let i = 0; i < info[gameTypeString].gameDifficulty; i++) { // Parameters const curX = x + (30 + 10) * i; // Difficulty menuIcons const icon = game.add.graphic.rect(curX, y, 30, 30, undefined, 0, colors.green, 1); icon.anchor(0.5, 0.5); icon.difficulty = i + 1; icon.iconType = 'difficulty'; icon.originalScale = 1; if (i == 0) { gameDifficulty = icon.difficulty; icon.shadow = true; } this.menuIcons.push(icon); // Difficulty numbers game.add.text(curX, y + 7, i + 1, textStyles.h4_white); } // -------------- ENTER ICON x = defaultWidth - 100; y = defaultHeight - 110; const enterIcon = game.add.image(x, y, 'bush'); enterIcon.anchor(0.5, 0.5); enterIcon.iconType = 'enter'; enterIcon.originalScale = 0.9; this.menuIcons.push(enterIcon); game.add.text(x, y, game.lang.continue.toUpperCase(), textStyles.p_white); // EVENTS game.event.add('click', this.func_onInputDown); game.event.add('mousemove', this.func_onInputOver); }, /* GAME FUNCTIONS */ /** * Saves information selected by the player * * @param {object} icon selected icon */ func_load: function (icon) { if (audioStatus) game.audio.beepSound.play(); const type = icon.iconType; switch (type) { case 'level': levelType = icon.levelType; break; case 'sublevel': sublevelType = icon.sublevelType; break; case 'difficulty': gameDifficulty = icon.difficulty; break; case 'selectionBox': if (icon.curFrame == 0) { icon.curFrame = 1; fractionLabel = true; } else { icon.curFrame = 0; fractionLabel = false; } game.render.all(); break; case 'enter': if (debugMode) console.log('Game State: ' + gameTypeString + ', ' + levelType); mapPosition = 0; // Map position mapMove = true; // Move no next point completedLevels = 0; // Reset the game progress when entering a new level game.state.start('map'); break; } }, /** * Calculate spacing for icons on the menu screen * * @param {number} width width of the available part of the screen * @param {number} numberOfIcons number or icons to be put on the screen * @returns {number} */ func_getOffset: function (width, numberOfIcons) { return width / (numberOfIcons + 1); }, /* EVENTS */ /** * Called by mouse click event * * @param {object} mouseEvent contains the mouse click coordinates */ func_onInputDown: function (mouseEvent) { const x = mouseEvent.offsetX, y = mouseEvent.offsetY; let overIcon; // Check if clicked on an icon for (let i in self.menuIcons) { if (game.math.isOverIcon(x, y, self.menuIcons[i])) { overIcon = i; break; } } // Update gui if (overIcon) { document.body.style.cursor = 'pointer'; self.menuIcons.forEach(cur => { if (cur.iconType == self.menuIcons[overIcon].iconType) { if (cur == self.menuIcons[overIcon]) { cur.shadow = true; } else { cur.shadow = false; } } }); self.func_load(self.menuIcons[overIcon]); } else document.body.style.cursor = 'auto'; navigationIcons.func_onInputDown(x, y); game.render.all(); }, /** * Called by mouse move event * * @param {object} mouseEvent contains the mouse move coordinates */ func_onInputOver: function (mouseEvent) { const x = mouseEvent.offsetX, y = mouseEvent.offsetY; let overIcon; // Check if pointer is over an icon for (let i in self.menuIcons) { if (game.math.isOverIcon(x, y, self.menuIcons[i])) { overIcon = i; break; } } // Update gui if (overIcon) { document.body.style.cursor = 'pointer'; self.menuIcons.forEach(cur => { if (cur.iconType == self.menuIcons[overIcon].iconType) { if (cur == self.menuIcons[overIcon]) { cur.scale = cur.originalScale * 1.1; } else { cur.scale = cur.originalScale; } } }); } else { self.menuIcons.forEach(cur => { cur.scale = cur.originalScale; }); document.body.style.cursor = 'auto'; } // Check navigation icons navigationIcons.func_onInputOver(x, y); game.render.all(); }, }