/****************************** * This file holds game states. ******************************/ /** [CUSTOM MENU STATE] Screen where the user can customise the selected game - game mode, math operation, level of difficulty. * * @namespace */ const customMenuState = { /** * Preloads media for current state */ preload: function () { // LOADING MEDIA game.load.sprite(url[gameName].sprite); game.load.image(url[gameName].image); }, /** * Main code */ create: function () { // FOR MOODLE if (moodle && iLMparameters.iLM_PARAM_SendAnswer == 'false') { // Student role game.state.start('map'); } else { renderBackground(); // Overtitle : Selected game game.add.text( context.canvas.width / 2, 60, game.lang.game.toUpperCase() + ': ' + menuState.menuIcons, { ...textStyles.h3_, fill: colors.maroon } ); // Title : Customize the selected game game.add.text(context.canvas.width / 2, 120, game.lang.custom_game, { ...textStyles.h1_, fill: colors.green, }); // Loads navigation icons navigation.add.left(['back'], 'menu'); navigation.add.right(['audio', 'lang']); const curGame = gameList[gameId]; this.menuIcons = []; let offsetW = game.math.getOffset(getFrameInfo().width, 5); let offsetH = game.math.getOffset( getFrameInfo().height, curGame.gameMode.length ); let x = getFrameInfo().x; let y = getFrameInfo().y; this.renderSectionTitles(x, y, offsetW, offsetH); this.renderCheckBox(x, y, offsetW, offsetH); this.renderModeSection(x, y, offsetW, offsetH, curGame); this.renderOperationSection(x, y, offsetW, offsetH, curGame); this.renderDifficultySection(x, y, offsetW, offsetH, curGame); this.renderEnterSection(x, y); this.setInfoBoxes(); // ------------- EVENTS game.event.add('click', this.onInputDown); game.event.add('mousemove', this.onInputOver); if (isDebugMode && debugState.customMenu.skip) { // programmatically customize a game const { mode, operation, difficulty, label } = debugState.customMenu.getData(); gameMode = mode; gameOperation = operation; gameDifficulty = difficulty || 1; showFractions = label || true; curMapPosition = 0; // Map position canGoToNextMapPosition = true; // Move no next point completedLevels = 0; // Reset the game progress when entering a new level game.state.start('map'); } } }, /** * Saves information selected by the player * * @param {object} icon selected icon */ load: function (icon) { const type = icon.iconType; if (audioStatus) game.audio.popSound.play(); switch (type) { case 'gameMode': gameMode = icon.gameMode; break; case 'gameOperation': gameOperation = icon.gameOperation; break; case 'difficulty': gameDifficulty = icon.difficulty; break; case 'infoIcon': self.showInfoBox(icon); break; case 'selectionBox': if (icon.curFrame == 0) { icon.curFrame = 1; showFractions = true; } else { icon.curFrame = 0; showFractions = false; } game.render.all(); break; case 'enter': if (isDebugMode) { console.log( '------------------------------' + '\nGame Mode: ' + gameMode + '\nGame Operation: ' + gameOperation + '\nGame Difficulty: ' + gameDifficulty + '\nDisplay Fraction Labels: ' + showFractions + '\n------------------------------' ); } curMapPosition = 0; // Map position canGoToNextMapPosition = true; // Move no next point completedLevels = 0; // Reset the game progress when entering a new level game.state.start('map'); break; } }, /** * 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; 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) { // If has clicked on an icon document.body.style.cursor = 'pointer'; self.menuIcons.forEach((cur) => { if (cur.iconType == self.menuIcons[overIcon].iconType) { // If its in the same icon category if (cur == self.menuIcons[overIcon]) { // If its the clicked icon if (cur.iconType == 'gameMode' || cur.iconType == 'gameOperation') cur.curFrame = 1; else if (cur.iconType == 'difficulty') cur.curFrame = 0; } else { if (cur.iconType == 'gameMode' || cur.iconType == 'gameOperation') cur.curFrame = 0; else if (cur.iconType == 'difficulty') cur.curFrame = 1; } } }); self.load(self.menuIcons[overIcon]); } else document.body.style.cursor = 'auto'; 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 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) { // If pointer is over icon document.body.style.cursor = 'pointer'; self.menuIcons.forEach((cur) => { if (cur.iconType == self.menuIcons[overIcon].iconType) { // If its in the same icon category if (cur == self.menuIcons[overIcon]) { // If its the icon the pointer is over if (cur.iconType == 'enter') self.enterText.style = textStyles.btnLg; cur.scale = cur.initialScale * 1.1; } else { cur.scale = cur.initialScale; } } }); } else { // If pointer is not over icon if (self.enterText) self.enterText.style = textStyles.btn; self.menuIcons.forEach((cur) => { cur.scale = cur.initialScale; }); document.body.style.cursor = 'auto'; } // Check navigation icons navigation.onInputOver(x, y); game.render.all(); }, renderSectionTitles: function (x, y, offsetW, offsetH) { let infoIcon; // Label 'Game Modes' game.add.text(x + offsetW, y, game.lang.game_modes, textStyles.h2_); infoIcon = game.add.image(x + 2 * offsetW - 30, y - 20, 'info', 0.7, 0.8); infoIcon.anchor(0.5, 0.5); infoIcon.iconType = 'infoIcon'; infoIcon.id = 'gameMode'; self.menuIcons.push(infoIcon); // Label 'Operations' game.add.text(x + 3 * offsetW, y, game.lang.operations, textStyles.h2_); infoIcon = game.add.image(x + 4 * offsetW - 30, y - 20, 'info', 0.7, 0.8); infoIcon.anchor(0.5, 0.5); infoIcon.iconType = 'infoIcon'; infoIcon.id = 'gameOperation'; self.menuIcons.push(infoIcon); // Label 'Difficulties' game.add.text(x + 5 * offsetW, y, game.lang.difficulties, textStyles.h2_); infoIcon = game.add.image(x + 6 * offsetW - 30, y - 20, 'info', 0.7, 0.8); infoIcon.anchor(0.5, 0.5); infoIcon.iconType = 'infoIcon'; infoIcon.id = 'gameDifficulty'; self.menuIcons.push(infoIcon); gameList[gameId].assets.customMenu.auxiliarTitle(x, y, offsetW, offsetH); }, renderCheckBox: function (x, y, offsetW, offsetH) { y += 60; const frame = showFractions ? 1 : 0; const selectionBox = game.add.sprite( x + 5 * offsetW, y + offsetH + 90, 'select_input', frame, 1.4 ); selectionBox.anchor(0.5, 0.5); selectionBox.iconType = 'selectionBox'; self.menuIcons.push(selectionBox); }, renderModeSection: function (x, y, offsetW, offsetH, curGame) { x = getFrameInfo().x + offsetW; y = getFrameInfo().y + offsetH / 2; for ( let i = 0; i < curGame.assets.customMenu.gameModeBtn.length; i++, y += offsetH ) { const icon = game.add.sprite( x, y, curGame.assets.customMenu.gameModeBtn[i], 0, 1, 1 ); icon.anchor(0.5, 0.5); icon.gameMode = curGame.gameMode[i]; icon.iconType = 'gameMode'; if (i == 0) { gameMode = icon.gameMode; icon.curFrame = 1; } self.menuIcons.push(icon); } }, renderOperationSection: function (x, y, offsetW, offsetH, curGame) { x += 3 * offsetW; y = getFrameInfo().y + offsetH / 2; offsetH = game.math.getOffset( getFrameInfo().height, curGame.gameOperation.length - 1 ); let icon; // Placing math operation icons for (let i = 0; i < curGame.gameOperation.length; i++, y += offsetH) { icon = game.add.sprite( x, y, curGame.assets.customMenu.gameOperationBtn[i], 0, 1, 1 ); icon.anchor(0.5, 0.5); icon.gameOperation = curGame.gameOperation[i]; icon.iconType = 'gameOperation'; if (i == 0) { gameOperation = icon.gameOperation; icon.curFrame = 1; } self.menuIcons.push(icon); } }, renderDifficultySection: function (x, y, offsetW, offsetH, curGame) { x = getFrameInfo().x - 50 + 5 * offsetW; offsetH = game.math.getOffset( getFrameInfo().height, curGame.gameMode.length ); y = getFrameInfo().y + offsetH / 3; if (gameName != 'squareOne') x -= 40; for (let i = 0; i < curGame.gameDifficulty; i++) { // Parameters const curX = x + (50 + 10) * i; const icon = game.add.sprite(curX, y - 5, 'btn_square', 1, 0.8); icon.anchor(0.5, 0.5); icon.difficulty = i + 1; icon.iconType = 'difficulty'; if (i == 0) { gameDifficulty = icon.difficulty; icon.curFrame = 0; } self.menuIcons.push(icon); // Difficulty numbers game.add.text(curX, y + 7, i + 1, textStyles.h4_); } }, renderEnterSection: function (x, y) { // FOR MOODLE if (!moodle) { x = context.canvas.width - 150; y = context.canvas.height - 180; const enterIcon = game.add.image(x, y, 'bush', 2); enterIcon.anchor(0.5, 0.5); enterIcon.iconType = 'enter'; self.menuIcons.push(enterIcon); self.enterText = game.add.text(x, y, game.lang.continue, textStyles.btn); } }, setInfoBoxes: function () { // --------------------------- INFO BOX self.infoBox = document.querySelector('.ifr-modal'); // When the user clicks on the 'x', close the modal document.querySelector('.ifr-modal__closeButton').onclick = function () { self.infoBox.style.display = 'none'; }; // When the user clicks anywhere outside of the modal, close it window.onclick = function (event) { if (event.target == self.infoBox) { self.infoBox.style.display = 'none'; } }; self.gameOperationContent = { title: game.lang.operation_math, body: game.lang.infoBox_oper, img: `
${game.lang.plus} | ${game.lang.mixed} | ${game.lang.minus} | ${game.lang.equals} |