/****************************** * 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 = { control: undefined, // level related data default: undefined, // level related default values ui: undefined, // graphic elements animation: undefined, // animation control tractor: undefined, stack: undefined, // stack blocks info floor: undefined, // floor blocks info /** * 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: [], /** * (a) all blocks (fixed) (random) * (b) (updates) user selection */ selectedIndex: undefined, /** * (a) UNDEFINED * (b) subsection of blocks (fixed) (random) */ correctIndex: undefined, /** * (a/b) (updates) cur index (for animation/check control) * * initial value: 0 */ curIndex: 0, /** * (a/b) (updates) end of current stack block x coord */ curBlockEndX: undefined, }; this.floor = { list: [], /** * (a) (updates) user selection * (b) subsection of floor blocks (fixed) (generated) */ selectedIndex: undefined, /** * (a) correct floor index - equiv to all in STACK * (b) UNDEFINED */ correctIndex: undefined, /** * (a/b) (updates) cur index (for animation/check control) * * initial value: -1 */ curIndex: -1, /** * (a) correct floor x coord - equiv to all in STACK * (b) correct floor x coord - equiv to correct in STACK (fixed) (generated) */ correctX: undefined, }; 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 # of stacked blocks for the level const total = game.math.randomInRange(curMapPosition + 2, max); // Total # of stacked blocks for the level const renderLabels = (curDivisor, x, y, i, curBlock) => { let font, curFractionItems; const fractionPartsList = []; if (curDivisor === 1) { font = textStyles.h2_; curFractionItems = [ { x: x, y: self.default.y0 - i * y - 20, text: '1', }, { x: x - 25, y: self.default.y0 - i * y - 27, text: gameOperation === 'minus' ? '-' : '', }, null, ]; } else { font = textStyles.p_; curFractionItems = [ { x: x, y: self.default.y0 - i * y - 40, text: '1\n' + curDivisor, }, { x: x - 25, y: self.default.y0 - i * y - 27, text: gameOperation === 'minus' ? '-' : '', }, { x0: x, y: self.default.y0 - i * y - 35, x1: x + 25, lineWidth: 2, color: lineColor, }, ]; } font = { ...font, font: 'bold ' + font.font, fill: lineColor }; for (let i = 0; i < 2; i++) { const item = game.add.text( curFractionItems[i].x, curFractionItems[i].y, curFractionItems[i].text, font ); item.lineHeight = 30; fractionPartsList.push(item); } if (curFractionItems[2]) { const line = game.add.geom.line( curFractionItems[2].x0, curFractionItems[2].y, curFractionItems[2].x1, curFractionItems[2].y, curFractionItems[2].lineWidth, curFractionItems[2].color ); line.anchor(0.5, 0); fractionPartsList.push(line); } else { fractionPartsList.push(null); } curBlock.fraction = { labels: fractionPartsList, nominator: direc, denominator: curDivisor, }; if (!showFractions) { curBlock.fraction.labels.forEach((label) => { if (label) label.alpha = 0; }); } }; const shouldRestart = (hasBaseDifficulty, correctXA) => { 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)) ) return true; return false; }; let correctXA = self.default.x0 + self.default.width * direc; // Equivalent x coordinate on the floor // Render blocks for (let i = 0; i < total; i++) { let curDivisor = game.math.randomInRange(1, gameDifficulty); // Set divisor for current 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 + ','; // Documenting 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), add events to stacked blocks if (gameMode === 'b') curBlock.blockIndex = i; // Add to stack blocks list self.stack.list.push(curBlock); // If 'show fractions' is turned on, create labels that display the fractions on the side of each block const x = self.default.x0 + (curBlockWidth + 40) * direc; const y = self.default.height + 1; renderLabels(curDivisor, x, y, i, curBlock); } // 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) restart = shouldRestart(hasBaseDifficulty, correctXA); if (isDebugMode) { console.log( `------------------------------ \nGame Map Position: ${curMapPosition} \n------------------------ setup stack \nMin blocks (curMapPosition + 2): ${curMapPosition + 2} ${ gameMode === 'a' ? `\nMax blocks (A mode) (curMapPosition + 4): ${ curMapPosition + 4 }` : '\nMax blocks (B mode): 10' } \nTotal blocks (random min..max): ${total} \nPossible divisors (random 1..gameDifficulty / if 3 then 4): 1..${ gameDifficulty == 3 ? 4 : gameDifficulty } \n(Checks if has 1/diff or floor x is out of bounds) ` ); if (restart) console.log('Error during level setup. Retrying...'); else console.log('Successfull level setup!'); } 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 const renderLabels = () => { 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); } }; // If game is type (b), select 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 } } // Render floor blocks for (let i = 0, shouldUpdateIndex = true; i < total; i++) { const curX = self.default.x0 + (self.default.width + i * blockWidth) * direc; // If game is type (a), iterate until find equivalent floor index if (gameMode === 'a' && shouldUpdateIndex) { if ( (gameOperation == 'plus' && curX >= correctXA) || (gameOperation == 'minus' && curX <= correctXA) ) { self.floor.correctIndex = i - 1; // Set index of correct floor block shouldUpdateIndex = false; } } // If game is type (b), stop iterating after find equivalent floor block if (gameMode === 'b') { if ( (gameOperation == 'plus' && curX >= correctXB) || (gameOperation == 'minus' && curX <= correctXB) ) { total = i; break; } } // Render 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), add events to floor blocks if (gameMode === 'a') { curBlock.fillColor = 'transparent'; curBlock.blockIndex = i; } // Add current block to list self.floor.list.push(curBlock); } if (gameMode === 'b') { self.floor.selectedIndex = total - 1; // Computer generated correct floor index self.floor.correctX = correctXB; } else { self.floor.correctX = correctXA; } // Creates labels on the floor to display the numbers renderLabels(); if (isDebugMode) { console.log( `------------------------ setup floor \nDivisor (gameDifficulty / if 3 then 4): ${divisor} ${ gameMode === 'a' ? `\nTotal blocks (A) (divisor * 8): ${divisor} * 8 = ${ divisor * 8 }` : `\nTotal blocks (B) (((equiv. to stack))): ${self.floor.list.length}` } ${ gameMode === 'a' ? `\nCorrect index (A) (((equival. to stack))): ${self.floor.correctIndex}` : '' } ` ); } }, 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; const curFractionString = curFraction.labels[0].name; let curFractionSign = i !== '0' ? '+' : ''; if (curFraction.labels[1].name === '-') { curFractionSign = '-'; font.fill = colors.red; } const fraction = game.add.text( x0 + i * offsetX + offsetX / 2, curFractionString === '1' ? y0 + 40 : y0, curFractionString, 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, curFractionString === '1' ? '' : '_', 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; // Fraction operation with least common multiple nextX = x0 + validBlocks.length * offsetX + 20; // Fraction result renderList.push(game.add.text(nextX, y0 + 35, '=', font)); font.align = 'center'; nextX += offsetX; if (result < 0) { nextX += 60; renderList.push(game.add.text(nextX - 80, y0 + 35, '-', font)); nextX -= 30; } const fractionResult = game.add.text( nextX, mmc === 1 || resultNominatorUnsigned === 0 ? y0 + 40 : y0, mmc === 1 || resultNominatorUnsigned === 0 ? resultNominatorUnsigned : resultNominatorUnsigned + '\n' + mmc, font ); fractionResult.lineHeight = 70; renderList.push(fractionResult); const fractionLine = game.add.geom.line( nextX, y0 + 15, nextX + 60, y0 + 15, 4, colors.black, mmc === 1 || resultNominatorUnsigned === 0 ? 0 : 1 ); fractionLine.anchor(0.5, 0); renderList.push(fractionLine); // Fraction result simplified setup const mdcAux = game.math.mdc(resultNominator, mmc); const mdc = mdcAux < 0 ? -mdcAux : mdcAux; if (mdc !== 1 && resultNominatorUnsigned !== 0) { 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)); const fractionLine = game.add.geom.line( nextX, y0 + 15, nextX + 60, y0 + 15, 4, colors.black ); fractionLine.anchor(0.5, 0); renderList.push(fractionLine); } // Decimal result 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) => { if (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; if (showFractions) { self.stack.list[i].fraction.labels.forEach((lbl) => { if (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; if (showFractions) { self.stack.list[i].fraction.labels.forEach((lbl) => { if (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); }, }, };