/****************************** * This file holds game states. ******************************/ /** [GAME STATE] * * .squareTwo. = gameName * .../...\... * ..a.....b.. = gameMode * ....\./.... * .....|..... * ..equals... = gameOperation * .....|..... * .1,2,3,4,5. = gameDifficulty * * Character : kid * Theme : (not themed) * Concept : player select equivalent dividends for fractions with different divisors * Represent fractions as : subdivided rectangles * * Game modes can be : * * a : equivalence of fractions * top has more subdivisions * b : equivalence of fractions * bottom has more subdivisions * * Operations : * * equals : Player selects equivalent fractions of both blocks * * @namespace */ const squareTwo = { ui: undefined, control: undefined, blocks: undefined, /** * Main code */ create: function () { this.ui = { message: undefined, continue: { // modal: undefined, button: undefined, text: undefined, }, }; this.control = { blockWidth: 600, blockHeight: 75, isCorrect: false, showEndInfo: false, animationDelay: 0, startDelay: false, startEndAnimation: false, }; this.blocks = { top: { list: [], // List of block objects auxBlocks: [], // List of shadow under selection blocks fractions: [], // Fractions selectedAmount: 0, hasClicked: false, // Check if player clicked blocks from (a) animate: false, // Animate blocks from (a) warningText: undefined, label: undefined, }, bottom: { list: [], auxBlocks: [], fractions: [], selectedAmount: 0, hasClicked: false, animate: false, warningText: undefined, label: undefined, }, }; renderBackground(); // Calls function that loads navigation icons // FOR MOODLE if (moodle) { navigation.add.right(['audio']); } else { navigation.add.left(['back', 'menu'], 'customMenu'); navigation.add.right(['audio']); } // Add kid this.utils.renderCharacters(); this.utils.renderBlockSetup(); this.utils.renderMainUI(); 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 () { // Animate blocks if (self.blocks.top.animate || self.blocks.bottom.animate) { self.utils.moveBlocks(); } // If (a) and (b) are already clicked if ( !self.control.startDelay && !self.control.startEndAnimation && self.blocks.top.hasClicked && self.blocks.bottom.hasClicked ) { self.control.startDelay = true; } if (self.control.startDelay && !self.control.startEndAnimation) { self.utils.startDelayHandler(); } // Wait a bit and go to map state if (self.control.startEndAnimation) { self.utils.runEndAnimation(); } game.render.all(); }, utils: { // RENDERS renderBlockSetup: function () { // Coordinates for (a) and (b) let xA, xB, yA, yB; if (gameMode != 'b') { // Has more subdivisions on (b) xA = context.canvas.width / 2 - self.control.blockWidth / 2; yA = getFrameInfo().y + 100; xB = xA; yB = yA + 3 * self.control.blockHeight + 30; } else { // Has more subdivisions on (a) xB = context.canvas.width / 2 - self.control.blockWidth / 2; yB = getFrameInfo().y + 100; xA = xB; yA = yB + 3 * self.control.blockHeight + 30; } // Possible points for (a) const points = [2, 4, 6, 8, 9, 10, 12, 14, 15, 16, 18, 20]; // Random index for 'points' const randomIndex = game.math.randomInRange( (gameDifficulty - 1) * 2 + 1, (gameDifficulty - 1) * 2 + 3 ); // Number of subdivisions of (a) and (b) (blocks) const totalBlocksA = points[randomIndex]; const totalBlocksB = game.math.randomDivisor(totalBlocksA); const blockWidthA = self.control.blockWidth / totalBlocksA; const blockWidthB = self.control.blockWidth / totalBlocksB; if (isDebugMode) { console.log( `Difficulty: ${gameDifficulty}\ncur index: ${randomIndex}, (min index: ${ (gameDifficulty - 1) * 2 + 1 }, max index: ${ (gameDifficulty - 1) * 2 + 3 })\ntotal blocks a: ${totalBlocksA}, total blocks b: ${totalBlocksB}` ); } // (a) self.utils.renderBlocks( self.blocks.top, 'top', totalBlocksA, blockWidthA, colors.blueDark, colors.blueLight, xA, yA ); // (b) self.utils.renderBlocks( self.blocks.bottom, 'bottom', totalBlocksB, blockWidthB, colors.greenDark, colors.greenLight, xB, yB ); }, renderBlocks: function ( blocks, blockType, totalBlocks, blockWidth, lineColor, fillColor, x0, y0 ) { for (let i = 0; i < totalBlocks; i++) { // Blocks const curX = x0 + i * blockWidth; const curBlock = game.add.geom.rect( curX, y0, blockWidth, self.control.blockHeight, fillColor, 0.5, lineColor, 4 ); curBlock.position = blockType; curBlock.index = i; curBlock.finalX = x0; blocks.list.push(curBlock); // Auxiliar blocks (lower alpha) const alpha = showFractions ? 0.2 : 0; const curYAux = y0 + self.control.blockHeight + 10; const curAuxBlock = game.add.geom.rect( curX, curYAux, blockWidth, self.control.blockHeight, fillColor, alpha, lineColor, 1 ); blocks.auxBlocks.push(curAuxBlock); } // Label - number of blocks (on the right) let yLabel = y0 + self.control.blockHeight / 2 + 10; const xLabel = x0 + self.control.blockWidth + 35; const font = { ...textStyles.h4_, font: 'bold ' + textStyles.h4_.font, fill: lineColor, }; blocks.label = game.add.text(xLabel, yLabel, blocks.list.length, font); // 'selected blocks/fraction' label for (a) : at the bottom of (a) yLabel = y0 + self.control.blockHeight + 40; blocks.fractions[0] = game.add.text(xLabel, yLabel, '', font); blocks.fractions[1] = game.add.geom.line( xLabel, yLabel + 10, xLabel + 50, yLabel + 10, 2, lineColor ); blocks.fractions[1].anchor(0.5, 0); blocks.fractions[0].alpha = 0; blocks.fractions[1].alpha = 0; // Invalid selection text blocks.warningText = game.add.text( context.canvas.width / 2, y0 - 20, game.lang.s2_error_msg, { ...font, font: textStyles.h4_.font } ); blocks.warningText.alpha = 0; }, renderCharacters: function () { self.kidAnimation = game.add.sprite( 100, context.canvas.height - 128 * 1.5, 'kid_standing', 0, 1.2 ); self.kidAnimation.anchor(0.5, 0.7); self.kidAnimation.curFrame = 3; }, renderMainUI: () => { // Intro text const treatedMessage = game.lang.squareTwo_intro.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: () => { const uiList = [ ...self.blocks.top.list, ...self.blocks.bottom.list, ...self.blocks.top.fractions, ...self.blocks.bottom.fractions, ]; moveList(uiList, -400, 0); const font = textStyles.fraction; font.fill = colors.black; font.align = 'center'; const nominators = [ self.blocks.top.selectedAmount, self.blocks.bottom.selectedAmount, ]; const denominators = [ self.blocks.top.list.length, self.blocks.bottom.list.length, ]; const renderList = []; const padding = 100; const offsetX = 100; const cardHeight = 400; const x0 = padding + 400; const y0 = context.canvas.height / 2; let nextX = x0; const cardX = x0 - padding; const cardY = y0; // 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); renderList.push( game.add.text( nextX, y0, nominators[0] + '\n' + denominators[0], font, 70 ) ); const topFractionLine = game.add.geom.rect( nextX, y0 + 10, 100, 4, colors.black, 4 ); topFractionLine.anchor(0.5, 0); renderList.push(topFractionLine); font.fill = self.control.isCorrect ? colors.green : colors.red; nextX += offsetX; renderList.push( game.add.text(nextX, y0 + 35, self.control.isCorrect ? '=' : '≠', font) ); font.fill = colors.black; nextX += offsetX; renderList.push( game.add.text( nextX, y0, nominators[1] + '\n' + denominators[1], font, 70 ) ); const bottomFractionLine = game.add.geom.rect( nextX, y0 + 10, 100, 4, colors.black, 4 ); bottomFractionLine.anchor(0.5, 0); renderList.push(bottomFractionLine); //let resultWidth = ''.length * widthOfChar; const cardWidth = nextX - x0 + padding * 2; card.width = cardWidth; const endSignX = (context.canvas.width - cardWidth) / 2 + cardWidth + 400 + 50; // 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 + 400, context.canvas.height / 2 + 280, 450, 100, btnColor ); self.ui.continue.button.anchor(0.5, 0.5); self.ui.continue.text = game.add.text( context.canvas.width / 2 + 400, context.canvas.height / 2 + 16 + 280, btnText, textStyles.btn ); }, startDelayHandler: () => { self.control.animationDelay++; if (self.control.animationDelay === 50) { self.ui.message[0].alpha = 0; self.utils.checkAnswer(); self.control.animationDelay = 0; self.control.startEndAnimation = true; } }, // UPDATE moveBlocks: function () { ['top', 'bottom'].forEach((cur) => { if (self.blocks[cur].animate) { // Lower selected blocks for (let i = 0; i < self.blocks[cur].selectedAmount; i++) { self.blocks[cur].list[i].y += 2; } // After fully lowering blocks, set fraction value if (self.blocks[cur].list[0].y >= self.blocks[cur].auxBlocks[0].y) { self.blocks[cur].fractions[0].name = self.blocks[cur].selectedAmount + '\n' + self.blocks[cur].list.length; self.blocks[cur].animate = false; } } }); }, checkAnswer: function () { for (let block of self.blocks.top.auxBlocks) { block.alpha = 0; } for (let block of self.blocks.bottom.auxBlocks) { block.alpha = 0; } // After delay is over, check result //if (self.control.animationDelay > 50) { self.control.isCorrect = self.blocks.top.selectedAmount / self.blocks.top.list.length == self.blocks.bottom.selectedAmount / self.blocks.bottom.list.length; const x = self.utils.renderOperationUI(); if (self.control.isCorrect) { if (audioStatus) game.audio.okSound.play(); game.add .image(x + 50, context.canvas.height / 2, 'answer_correct') .anchor(0.5, 0.5); completedLevels++; if (isDebugMode) console.log('Completed Levels: ' + completedLevels); } else { if (audioStatus) game.audio.errorSound.play(); game.add .image(x, context.canvas.height / 2, 'answer_wrong') .anchor(0.5, 0.5); } self.fetch.postScore(); }, runEndAnimation: function () { self.control.animationDelay++; if (self.control.animationDelay === 100) { self.utils.renderEndUI(); self.control.showEndInfo = true; if (self.control.isCorrect) canGoToNextMapPosition = true; else canGoToNextMapPosition = false; } }, endLevel: function () { game.state.start('map'); }, // HANDLERS /** * Function called by self.onInputDown() when player clicked a valid rectangle. * * @param {object} curBlock clicked rectangle : can be self.blocks.top.list[i] or self.blocks.bottom.list[i] */ clickSquareHandler: function (curBlock) { const curSet = curBlock.position; if ( !self.blocks[curSet].hasClicked && curBlock.index != self.blocks[curSet].list.length - 1 ) { document.body.style.cursor = 'auto'; // Turn auxiliar blocks invisible for (let i in self.blocks[curSet].list) { if (i > curBlock.index) self.blocks[curSet].auxBlocks[i].alpha = 0; } // Turn value label invisible self.blocks[curSet].label.alpha = 0; if (audioStatus) game.audio.popSound.play(); // Save number of selected blocks self.blocks[curSet].selectedAmount = curBlock.index + 1; // Set fraction x position const newX = curBlock.finalX + self.blocks[curSet].selectedAmount * (self.control.blockWidth / self.blocks[curSet].list.length) + 40; self.blocks[curSet].fractions[0].x = newX; self.blocks[curSet].fractions[1].x = newX; self.blocks[curSet].fractions[0].name = `${curBlock.index + 1}\n${ self.blocks[curSet].list.length }`; self.blocks[curSet].fractions[1].alpha = 1; self.blocks[curSet].hasClicked = true; // Inform player have clicked in current block set self.blocks[curSet].animate = true; // Let it initiate animation } game.render.all(); }, /** * Function called by self.onInputOver() when cursor is over a valid rectangle. * * @param {object} curBlock rectangle the cursor is over : can be self.blocks.top.list[i] or self.blocks.bottom.list[i] */ overSquareHandler: function (curBlock) { const curSet = curBlock.position; if (!self.blocks[curSet].hasClicked) { // self.blocks.top.hasClicked || self.blocks.bottom.hasClicked // If over fraction 'n/n' shows warning message not allowing it if (curBlock.index == self.blocks[curSet].list.length - 1) { const otherSet = curSet == 'top' ? 'bottom' : 'top'; self.blocks[curSet].warningText.alpha = 1; self.blocks[otherSet].warningText.alpha = 0; self.utils.outSquareHandler(curSet); } else { document.body.style.cursor = 'pointer'; self.blocks.top.warningText.alpha = 0; self.blocks.bottom.warningText.alpha = 0; // Selected blocks become fully visible for (let i in self.blocks[curSet].list) { self.blocks[curSet].list[i].alpha = i <= curBlock.index ? 1 : 0.5; } self.blocks[curSet].fractions[0].name = curBlock.index + 1; // Nominator : selected blocks const newX = curBlock.finalX + (curBlock.index + 1) * (self.control.blockWidth / self.blocks[curSet].list.length) + 25; self.blocks[curSet].fractions[0].x = newX; self.blocks[curSet].fractions[1].x = newX; self.blocks[curSet].fractions[0].alpha = 1; } } }, /** * Function called (by self.onInputOver() and self.utils.overSquareHandler()) when cursor is out of a valid rectangle. * * @param {object} curSet set of rectangles : can be top (self.blocks.top) or bottom (self.blocks.bottom) */ outSquareHandler: function (curSet) { if (!self.blocks[curSet].hasClicked) { self.blocks[curSet].fractions[0].alpha = 0; self.blocks[curSet].fractions[1].alpha = 0; self.blocks[curSet].list.forEach((cur) => { cur.alpha = 0.5; }); } }, }, 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; // Click block in (a) self.blocks.top.list.forEach((cur) => { if (game.math.isOverIcon(x, y, cur)) self.utils.clickSquareHandler(cur); }); // Click block in (b) self.blocks.bottom.list.forEach((cur) => { if (game.math.isOverIcon(x, y, cur)) self.utils.clickSquareHandler(cur); }); // 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(); } } // Click navigation icons 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; // Mouse over (a) : show fraction self.blocks.top.list.forEach((cur) => { if (game.math.isOverIcon(x, y, cur)) { flagA = true; self.utils.overSquareHandler(cur); } }); if (!flagA) self.utils.outSquareHandler('top'); // Mouse over (b) : show fraction self.blocks.bottom.list.forEach((cur) => { if (game.math.isOverIcon(x, y, cur)) { flagB = true; self.utils.overSquareHandler(cur); } }); if (!flagB) self.utils.outSquareHandler('bottom'); if (!flagA && !flagB) document.body.style.cursor = 'auto'; // 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; } } // Mouse over navigation icons : show name 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=equal' + '&line_leve=' + gameDifficulty + '&line_posi=' + curMapPosition + '&line_resu=' + self.control.isCorrect + '&line_time=' + game.timer.elapsed + '&line_deta=' + 'numBlocksA: ' + self.blocks.top.list.length + ', valueA: ' + self.blocks.top.selectedAmount + ', numBlocksB: ' + self.blocks.bottom.list.length + ', valueB: ' + self.blocks.bottom.selectedAmount; // FOR MOODLE sendToDatabase(data); }, }, };