/****************************** * 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, control: undefined, animation: undefined, tractor: undefined, stck: undefined, floor: undefined, help: undefined, message: undefined, continue: undefined, /** * Main code */ create: function () { this.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: 4, 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 }; const truckWidth = 201; 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, }; const divisor = gameDifficulty == 3 ? 4 : gameDifficulty; // Make sure valid divisors are 1, 2 and 4 (not 3) 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) selectedX: undefined, correctX: undefined, // 'x' coordinate of CORRECT 'floor' block correctXA: undefined, // Temporary variable correctXB: undefined, // Temporary variable }; let lineColor = undefined; let fillColor = undefined; if (gameOperation === 'minus') { lineColor = colors.red; fillColor = colors.redLight; } else { lineColor = colors.green; fillColor = colors.greenLight; } this.restart = this.utils.renderStackedBlocks( this.control.direc, lineColor, fillColor, this.control.lineWidth, divisor ); this.utils.renderFloorBlocks( this.control.direc, lineColor, this.control.lineWidth, divisor ); this.utils.renderCharacters(); this.utils.renderUI(this.control.direc); 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.animateTruck) { self.utils.animateTruck(); } // Check answer after animation ends if (self.control.checkAnswer) { self.utils.checkAnswer(); } // Starts tractor moving animation if (self.animation.animateEnding) { self.utils.animateEnding(); } game.render.all(); }, utils: { // RENDER /** * Create stacked blocks for the level in create() * * @returns {boolean} */ renderStackedBlocks: function ( 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 self.floor.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()) self.floor.correctXA += curBlockWidth * direc; const curBlock = game.add.geom.rect( self.default.x0, self.default.y0 - i * self.default.height, curBlockWidth, self.default.height, lineColor, lineWidth, fillColor, 1 ); 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.alpha = 0.5; 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; if (curDivisor === 1) { font = textStyles.h2_; curFractionItems = [ { x: x, y: self.default.y0 - i * y - 20, text: gameOperation === 'minus' ? '-1' : '1', }, ]; } else { font = textStyles.p_; curFractionItems = [ { x: x, y: self.default.y0 - i * y - 10, text: curDivisor, }, { x: x, y: self.default.y0 - i * y - 40, 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' ? '-' : '', }, ]; } font = { ...font, font: 'bold ' + font.font, fill: lineColor }; const fractionPartsList = []; for (let cur in curFractionItems) { fractionPartsList.push( game.add.text( curFractionItems[cur].x, curFractionItems[cur].y, curFractionItems[cur].text, font ) ); } curBlock.fraction = { labels: fractionPartsList }; } } // 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' && (self.floor.correctXA < self.default.x0 + self.default.width || self.floor.correctXA > self.default.x0 + 8 * self.default.width)) || (gameOperation == 'minus' && (self.floor.correctXA < self.default.x0 - 8 * self.default.width || self.floor.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; }, /** * Create floor blocks for the level in create() */ renderFloorBlocks: function (direc, lineColor, lineWidth, divisor) { 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 self.floor.correctXB = self.default.x0 + self.default.width * direc; for (let i = 0; i <= self.stack.correctIndex; i++) { self.floor.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 >= self.floor.correctXA) || (gameOperation == 'minus' && curX <= self.floor.correctXA) ) { self.floor.correctIndex = i - 1; // Set index of correct floor block flag = false; } } if (gameMode == 'b') { if ( (gameOperation == 'plus' && curX >= self.floor.correctXB) || (gameOperation == 'minus' && curX <= self.floor.correctXB) ) { total = i; break; } } // Create floor block const curBlock = game.add.geom.rect( curX, self.default.y0, blockWidth, self.default.height - 20, lineColor, lineWidth, colors.blueBgInsideLevel, 1 ); 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.alpha = 0.5; 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 = self.floor.correctXA; else if (gameMode == 'b') self.floor.correctX = self.floor.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; game.add.geom .circle(x, y, 60, undefined, 0, colors.white, 0.8) .anchor(0, 0.25); game.add.text( gameOperation === 'minus' ? x - 2 : x, y, gameOperation === 'minus' ? -i : i, { ...textStyles.h3_, font: 'bold ' + textStyles.h3_.font, fill: lineColor, } ); } }, renderCharacters: function () { 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; } }, renderUI: function (direc) { // Help pointer self.help = game.add.image(0, 0, 'pointer', 1.7, 0); if (gameMode === 'b') self.help.anchor(0.25, 0.7); else self.help.anchor(0.2, 0); // Selection Arrow if (gameMode == 'a') { self.arrow = game.add.image( self.default.x0 + self.default.width * direc, self.default.y0, 'arrow_down', 1.5 ); self.arrow.anchor(0.5, 1); self.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'); self.message = []; self.message.push( game.add.text( context.canvas.width / 2, 170, treatedMessage[0], textStyles.h1_ ) ); self.message.push( game.add.text( context.canvas.width / 2, 220, treatedMessage[1], textStyles.h1_ ) ); // continue button self.continue.modal = game.add.geom.rect( 0, 0, context.canvas.width, context.canvas.height, undefined, 0, colors.white, 0 ); self.continue.button = game.add.geom.rect( context.canvas.width / 2, context.canvas.height / 2 + 200, 300, 100, undefined, 0, colors.green, 0 ); self.continue.button.anchor(0.5, 0.5); self.continue.text = game.add.text( context.canvas.width / 2, context.canvas.height / 2 + 16 + 200, game.lang.continue, textStyles.btn ); self.continue.text.alpha = 0; }, // UPDATE animateTruck: () => { const stack = self.stack; const floor = self.floor; // Move self.tractor.x += self.animation.speed; 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 - stack.list[stack.curIndex].width) * self.control.direc; const hasPassedCurBlock = (gameOperation == 'plus' && stack.list[0].x >= stack.curBlockEndX + curBlockExtra) || (gameOperation == 'minus' && stack.list[0].x <= stack.curBlockEndX + curBlockExtra); if (hasPassedCurBlock) { const endAnimation = self.utils.lowerBlocksHandler(stack, floor); if (!endAnimation) { self.animation.animateTruck = false; self.control.checkAnswer = true; } } }, lowerBlocksHandler: (stack, floor) => { floor.curIndex += stack.list[stack.curIndex].blockValue; const tooManyStackBlocks = floor.curIndex > floor.selectedIndex; if (tooManyStackBlocks) { return false; } // fill floor for (let i = 0; i <= floor.curIndex; i++) { floor.list[i].alpha = 0.5; } // lower blocks stack.list.forEach((block) => { block.y += self.default.height; }); // hide current block stack.list[stack.curIndex].alpha = 0; const isLastFloorBlock = floor.curIndex === floor.selectedIndex; const notEnoughStackBlocks = stack.curIndex === stack.list.length - 1; if (isLastFloorBlock || notEnoughStackBlocks) { return false; } // update stack blocks stack.curIndex++; stack.curBlockEndX += stack.list[stack.curIndex].width * self.control.direc; return true; }, checkAnswer: () => { game.timer.stop(); game.animation.stop(self.tractor.animation[0]); self.control.isCorrect = gameMode === 'a' ? self.floor.selectedIndex === self.floor.correctIndex : self.stack.selectedIndex === self.stack.correctIndex; // Give feedback to player and turns on sprite animation if (self.control.isCorrect) { game.animation.play(self.tractor.animation[0]); game.add .image( context.canvas.width / 2, context.canvas.height / 2, 'answer_correct' ) .anchor(0.5, 0.5); if (audioStatus) game.audio.okSound.play(); completedLevels++; // Increases number os finished levels if (isDebugMode) console.log('Completed Levels: ' + completedLevels); } else { game.add .image( context.canvas.width / 2, context.canvas.height / 2, 'answer_wrong' ) .anchor(0.5, 0.5); if (audioStatus) game.audio.errorSound.play(); } self.fetch.postScore(); // AFTER CHECK ANSWER self.control.checkAnswer = false; self.animation.animateEnding = true; }, animateEnding: () => { // 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; // WHEN REACHED END POSITION calls map state if (self.count >= 140) { // If CORRECT ANSWER, player goes to next level in map if (self.control.isCorrect) canGoToNextMapPosition = true; else canGoToNextMapPosition = false; game.state.start('map'); } }, // INFORMATION /** * Display correct answer */ showAnswer: function () { if (!self.control.hasClicked) { // On gameMode (a) if (gameMode == 'a') { const aux = self.floor.list[0]; self.help.x = self.floor.correctX - (aux.width / 2) * self.control.direc; self.help.y = self.default.y0; // On gameMode (b) } else { const aux = self.stack.list[self.stack.correctIndex]; self.help.x = aux.x + (aux.width / 2) * self.control.direc; self.help.y = aux.y; } self.help.alpha = 0.7; } }, showEndInfo: function () { let color; //let text; if (self.control.isCorrect) { color = colors.green; //text = game.lang.continue; } else { color = colors.red; //text = game.lang.retry; } self.continue.modal.alpha = 0.25; // self.continue.text.name = text; self.continue.text.alpha = 1; self.continue.button.fillColor = color; self.continue.button.alpha = 1; }, // HANDLERS /** * Function called by self.events.onInputDown() when player clicks on a valid rectangle. */ clickSquareHandler: function (clickedIndex, curSet) { if (!self.control.hasClicked && !self.animation.animateEnding) { document.body.style.cursor = 'auto'; // Play beep sound if (audioStatus) game.audio.popSound.play(); // Hide labels if (showFractions) { self.stack.list.forEach((block) => { block.fraction.labels.forEach((lbl) => { lbl.alpha = 0; }); }); } // Hide solution pointer if (self.help != undefined) self.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.arrow.alpha = 1; } else { // update list size self.stack.list.length = curSet.selectedIndex + 1; } self.floor.selectedX = self.floor.list[self.floor.selectedIndex].x + self.floor.list[0].width * self.control.direc; // Turn tractor animation on game.animation.play(self.tractor.animation[0]); self.animation.animateTruck = 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 */ overSquareHandler: function (cur) { if (!self.control.hasClicked) { document.body.style.cursor = 'pointer'; // On gameMode (a) if (gameMode == 'a') { for (let i in self.floor.list) { self.floor.list[i].alpha = i <= cur.blockIndex ? 1 : 0.5; } // Saves the index of the selected 'floor' block self.floor.selectedIndex = cur.blockIndex; // On gameMode (b) } else { for (let i in self.stack.list) { self.stack.list[i].alpha = i <= cur.blockIndex ? 0.5 : 0.2; } // Saves the index of the selected 'stack' block self.stack.selectedIndex = cur.blockIndex; } } }, /** * Function called by self.events.onInputOver() when cursos is out of a valid rectangle */ outSquareHandler: function () { if (!self.control.hasClicked) { document.body.style.cursor = 'auto'; // On game mode (a) if (gameMode == 'a') { for (let i in self.floor.list) { self.floor.list[i].alpha = 0.5; // Back to normal } self.floor.selectedIndex = undefined; // On game mode (b) } else { for (let i in self.stack.list) { self.stack.list[i].alpha = 0.5; // Back to normal } self.stack.selectedIndex = undefined; } } }, }, events: { /** * Called by mouse click event * * @param {object} mouseEvent contains the mouse click coordinates */ onInputDown: function (mouseEvent) { const x = game.math.getMouse(mouseEvent).x; const y = game.math.getMouse(mouseEvent).y; 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.clickSquareHandler(+i, curSet); break; } } navigation.onInputDown(x, y); game.render.all(); }, /** * Called by mouse move event * * @param {object} mouseEvent contains the mouse move coordinates */ onInputOver: function (mouseEvent) { const x = game.math.getMouse(mouseEvent).x; const y = game.math.getMouse(mouseEvent).y; let flagA = false; let flagB = false; if (gameMode == 'a') { // Make arrow follow mouse if (!self.control.hasClicked && !self.animation.animateEnding) { if ( game.math.distanceToPointer(self.arrow.x, x, self.arrow.y, y) > 8 ) { self.arrow.x = x < 250 ? 250 : x; // Limits the arrow left position to 250 } } self.floor.list.forEach((cur) => { if (game.math.isOverIcon(x, y, cur)) { flagA = true; self.utils.overSquareHandler(cur); } }); if (!flagA) self.utils.outSquareHandler('a'); } if (gameMode == 'b') { self.stack.list.forEach((cur) => { if (game.math.isOverIcon(x, y, cur)) { flagB = true; self.utils.overSquareHandler(cur); } }); if (!flagB) self.utils.outSquareHandler('b'); } 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: function () { // 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); }, }, };