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- /******************************
- * This file holds game states.
- ******************************/
- /** [MAP STATE] Screen that shows the 4 generated levels in a map (and the level where the player is currently in).
- *
- * @namespace
- */
- const mapState = {
- /**
- * Main code
- */
- create: function () {
- // Background color
- game.add.geom.rect(
- 0,
- 0,
- context.canvas.width,
- context.canvas.height,
- undefined,
- 0,
- colors.blueBg,
- 1
- );
- // Calls function that loads navigation icons
- // FOR MOODLE
- if (moodle) {
- navigationIcons.add(
- false,
- false,
- false, // Left icons
- false,
- false, // Right icons
- false,
- false
- );
- } else {
- navigationIcons.add(
- true,
- true,
- false, // Left icons
- false,
- false, // Right icons
- 'customMenu',
- false
- );
- }
- this.points = {
- x: [90, 204, 318, 432, 546, 660],
- y: [486, 422, 358, 294, 230, 166],
- };
- const rocks = {
- x: [156, 275, 276, 441, 452, 590, 712],
- y: [309, 543, 259, 156, 419, 136, 316],
- type: [1, 1, 2, 1, 2, 2, 2],
- };
- const trees = {
- x: [105, 214, 354, 364, 570, 600, 740, 779],
- y: [341, 219, 180, 520, 550, 392, 488, 286],
- type: [2, 4, 3, 4, 1, 2, 4, 4],
- };
- const offsetH = gameFrame().y;
- const offsetW = gameFrame().x * 2.5;
- for (let i = 0, cur = this.points; i < cur.x.length; i++) {
- cur.x[i] += offsetW;
- cur.y[i] += offsetH;
- }
- for (let i = 0, cur = rocks; i < cur.x.length; i++) {
- cur.x[i] += offsetW;
- cur.y[i] += offsetH;
- }
- for (let i = 0, cur = trees; i < cur.x.length; i++) {
- cur.x[i] += offsetW;
- cur.y[i] += offsetH;
- }
- // Map
- game.add.image(offsetW, offsetH + 40, 'bgmap');
- // Progress bar
- const percentText = completedLevels * 25;
- if (completedLevels >= 4)
- game.add.geom.rect(
- context.canvas.width - 240,
- 10,
- 4 * 37.5,
- 35,
- undefined,
- 0,
- colors.greenNeon,
- 0.5
- );
- else
- game.add.geom.rect(
- context.canvas.width - 240,
- 10,
- completedLevels * 37.5,
- 35,
- undefined,
- 0,
- colors.yellow,
- 0.9
- );
- game.add.geom.rect(
- context.canvas.width - 240 + 1,
- 11,
- 149,
- 34,
- colors.blue,
- 3,
- undefined,
- 1
- ); // Box
- game.add.text(
- context.canvas.width - 240 + 160,
- 38,
- percentText + '%',
- textStyles.h2_blueDark
- ).align = 'left';
- game.add.text(
- context.canvas.width - 240 - 10,
- 38,
- game.lang.difficulty + ' ' + gameDifficulty,
- textStyles.h2_blueDark
- ).align = 'right';
- // Map positions
- if (gameType == 'squareOne') {
- // Garage
- game.add
- .image(this.points.x[0], this.points.y[0], 'garage', 0.4)
- .anchor(0.5, 1);
- // Farm
- game.add
- .image(this.points.x[5], this.points.y[5], 'farm', 0.6)
- .anchor(0.1, 0.7);
- } else {
- // House
- game.add
- .image(this.points.x[0], this.points.y[0], 'house', 0.7)
- .anchor(0.7, 0.8);
- // School
- game.add
- .image(this.points.x[5], this.points.y[5], 'school', 0.35)
- .anchor(0.2, 0.7);
- }
- // Rocks and bushes
- for (let i in rocks.type) {
- if (rocks.type[i] == 1) {
- game.add.image(rocks.x[i], rocks.y[i], 'rock', 0.32).anchor(0.5, 0.95);
- } else {
- game.add.image(rocks.x[i], rocks.y[i], 'bush', 0.4).anchor(0.5, 0.95);
- }
- }
- // Trees
- for (let i in trees.type) {
- game.add
- .image(trees.x[i], trees.y[i], 'tree' + trees.type[i], 0.6)
- .anchor(0.5, 0.95);
- }
- // Map positions
- for (let i = 1; i < this.points.x.length - 1; i++) {
- const aux =
- i < mapPosition || (mapMove && i == mapPosition)
- ? 'place_on'
- : 'place_off';
- // Map road positions - game levels
- game.add
- .image(this.points.x[i], this.points.y[i], aux, 0.3)
- .anchor(0.5, 0.5);
- // Map road signs - game level number
- game.add
- .image(this.points.x[i] - 20, this.points.y[i] - 60, 'sign', 0.4)
- .anchor(0.5, 1);
- game.add.text(
- this.points.x[i] - 20,
- this.points.y[i] - 79,
- i,
- textStyles.h2_white
- );
- }
- // Game Character
- if (gameType == 'squareOne') {
- if (gameOperation == 'Plus') {
- this.character = game.add.sprite(
- this.points.x[mapPosition],
- this.points.y[mapPosition],
- 'tractor',
- 0,
- 0.5
- );
- this.character.animation = ['green_tractor', [0, 1, 2, 3, 4], 3];
- } else {
- this.character = game.add.sprite(
- this.points.x[mapPosition],
- this.points.y[mapPosition],
- 'tractor',
- 10,
- 0.5
- );
- this.character.animation = ['red_tractor', [10, 11, 12, 13, 14], 3];
- }
- this.character.rotate = -30; // 25 anticlock
- } else {
- this.character = game.add.sprite(
- this.points.x[mapPosition],
- this.points.y[mapPosition],
- 'kid_run',
- 0,
- 0.4
- );
- this.character.animation = ['kid', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10], 3];
- }
- this.character.anchor(0.5, 1);
- game.animation.play(this.character.animation[0]);
- this.count = 0;
- const speed = 60;
- const xA = this.points.x[mapPosition];
- const yA = this.points.y[mapPosition];
- const xB = this.points.x[mapPosition + 1];
- const yB = this.points.y[mapPosition + 1];
- self.speedX = (xB - xA) / speed;
- self.speedY = (yA - yB) / speed;
- game.event.add('click', this.onInputDown);
- game.event.add('mousemove', this.onInputOver);
- },
- /**
- * Game loop
- */
- update: function () {
- let endUpdate = false;
- self.count++;
- if (self.count > 60) {
- // Wait 1 second before moving or staring a game
- if (mapMove) {
- // Move character on screen for 1 second
- self.character.x += self.speedX;
- self.character.y -= self.speedY;
- if (Math.ceil(self.character.x) >= self.points.x[mapPosition + 1]) {
- // Reached next map position
- mapMove = false;
- mapPosition++; // Set new next position
- }
- }
- if (!mapMove) {
- endUpdate = true;
- }
- }
- game.render.all();
- if (endUpdate) {
- game.animation.stop(self.character.animation[0]);
- self.loadGame();
- }
- },
- /**
- * Calls game state
- */
- loadGame: function () {
- if (mapPosition <= 4) game.state.start('' + gameType);
- else game.state.start('end');
- },
- /**
- * 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;
- navigationIcons.onInputDown(x, y);
- },
- /**
- * 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;
- navigationIcons.onInputOver(x, y);
- },
- };
- /** [ENDING STATE] Ending screen shown when the player has completed all 4 levels and therefore completed the game.
- *
- * @namespace
- */
- const endState = {
- /**
- * Main code
- */
- create: function () {
- self.preAnimate = false;
- self.animate = true;
- // Background color
- game.add.geom.rect(
- 0,
- 0,
- context.canvas.width,
- context.canvas.height,
- undefined,
- 0,
- colors.blueBg,
- 1
- );
- // Background
- game.add.image(0, 0, 'bgimage', 2.2);
- // Clouds
- game.add.image(640, 100, 'cloud');
- game.add.image(1280, 80, 'cloud');
- game.add.image(300, 85, 'cloud', 0.8);
- // Floor
- for (let i = 0; i < context.canvas.width / 100; i++) {
- game.add.image(i * 100, context.canvas.height - 100, 'floor');
- }
- // Progress bar
- game.add.geom.rect(
- 660,
- 10,
- 4 * 37.5,
- 35,
- undefined,
- 0,
- colors.greenNeon,
- 0.5
- ); // Progress
- game.add.geom.rect(661, 11, 149, 34, colors.blue, 3, undefined, 1); // Box
- game.add.text(820, 38, '100%', textStyles.h2_blueDark).align = 'left';
- game.add.text(
- 650,
- 38,
- game.lang.difficulty + ' ' + gameDifficulty,
- textStyles.h2_blueDark
- ).align = 'right';
- game.add.image(360, 545, 'tree4', 0.7).anchor(0, 1);
- // Level character
- switch (gameType) {
- case 'circleOne':
- this.preAnimate = true;
- this.animate = false;
- // School
- game.add.image(600, 222, 'school', 0.7);
- // Kid
- this.character = game.add.sprite(0, -152, 'kid_run', 0, 0.7);
- this.character.anchor(0.5, 0.5);
- this.character.animation = [
- 'move',
- [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11],
- 3,
- ];
- // Balloon
- this.balloon = game.add.image(0, -260, 'balloon');
- this.balloon.anchor(0.5, 0.5);
- this.basket = game.add.image(0, -150, 'balloon_basket');
- this.basket.anchor(0.5, 0.5);
- break;
- case 'squareTwo':
- // School
- game.add.image(600, 222, 'school', 0.7);
- // Kid
- this.character = game.add.sprite(0, 460, 'kid_run', 6, 0.7);
- this.character.anchor(0.5, 0.5);
- this.character.animation = [
- 'move',
- [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11],
- 3,
- ];
- break;
- case 'squareOne':
- // Farm
- game.add.image(650, 260, 'farm', 1.1);
- // Tractor
- this.character = game.add.sprite(0, 490, 'tractor', 0, 0.7);
- this.character.anchor(0.5, 0.5);
- if (gameOperation == 'Plus') {
- this.character.animation = ['move', [0, 1, 2, 3, 4], 4];
- } else {
- this.character.curFrame = 10;
- this.character.animation = ['move', [10, 11, 12, 13, 14], 4];
- }
- break;
- }
- if (this.animate) game.animation.play(this.character.animation[0]);
- game.add.image(30, 585, 'tree4', 0.85).anchor(0, 1);
- },
- /**
- * Game loop
- */
- update: function () {
- // Balloon falling
- if (self.preAnimate) {
- if (self.character.y < 460) {
- self.balloon.y += 2;
- self.basket.y += 2;
- self.character.y += 2;
- self.balloon.x++;
- self.basket.x++;
- self.character.x++;
- } else {
- self.preAnimate = false;
- self.animate = true;
- game.animation.play(self.character.animation[0]);
- }
- }
- // Character running
- if (self.animate) {
- if (self.character.x <= 700) {
- self.character.x += 2;
- } else {
- self.animate = false;
- game.animation.stop(self.character.animation[0]);
- // FOR MOODLE
- if (!moodle) {
- completedLevels = 0;
- game.state.start('menu');
- } else {
- // FOR MOODLE
- parent.location.reload(true);
- }
- }
- }
- game.render.all();
- },
- };
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