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- /******************************
- * This file holds game states.
- ******************************/
- /** [GAME STATE]
- *
- * .squareTwo. = gameType
- * .../...\...
- * ..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 = {
- /**
- * Main code
- */
- create: function () {
- // CONTROL VARIABLES
- this.result = false; // Check if selected blocks are correct
- this.delay = 0; // Counter for game dalays
- this.endLevel = false;
- this.A = {
- blocks: [], // List of selection blocks
- auxBlocks: [], // List of shadow under selection blocks
- fractions: [], // Fraction numbers
- selected: 0, // Number of selected blocks for A
- hasClicked: false, // Check if player clicked blocks from A
- animate: false, // Animate blocks from A
- warningText: undefined,
- label: undefined,
- };
- this.B = {
- blocks: [],
- auxBlocks: [],
- fractions: [],
- selected: 0,
- hasClicked: false,
- animate: false,
- warningText: undefined,
- label: undefined,
- };
- // BACKGROUND AND KID
- // Add background image
- game.add.image(0, 0, 'bgimage', 2.2);
- // Add clouds
- game.add.image(640, 100, 'cloud');
- game.add.image(1280, 80, 'cloud');
- game.add.image(300, 85, 'cloud', 0.8);
- // Add floor of grass
- for (let i = 0; i < context.canvas.width / 100; i++) {
- game.add.image(i * 100, context.canvas.height - 100, 'floor');
- }
- // Calls function that loads navigation icons
- // FOR MOODLE
- if (moodle) {
- navigationIcons.add(
- false,
- false,
- false, // Left buttons
- true,
- false, // Right buttons
- false,
- false
- );
- } else {
- navigationIcons.add(
- true,
- true,
- false, // Left buttons
- true,
- false, // Right buttons
- 'customMenu',
- false
- );
- }
- // Add kid
- this.kidAnimation = game.add.sprite(
- 100,
- context.canvas.height - 128,
- 'kid_standing',
- 5,
- 0.8
- );
- this.kidAnimation.anchor(0.5, 0.7);
- // Width and Height of A and B
- this.figureWidth = 400;
- const figureHeight = 50;
- // Coordinates for A and B
- let xA, xB, yA, yB;
- if (gameMode != 'B') {
- // More subdivisions on B
- xA = context.canvas.width / 2 - this.figureWidth / 2;
- yA = gameFrame().y;
- xB = xA;
- yB = yA + 3 * figureHeight + 30;
- } else {
- // More subdivisions on A
- xB = context.canvas.width / 2 - this.figureWidth / 2;
- yB = gameFrame().y;
- xA = xB;
- yA = yB + 3 * figureHeight + 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);
- if (debugMode) {
- 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
- );
- }
- // CREATING TOP FIGURE (A)
- let blockWidth = this.figureWidth / totalBlocksA; // Width of each block in A
- let lineColor = colors.redDark;
- let fillColor = colors.redLight;
- // Create blocks
- for (let i = 0; i < totalBlocksA; i++) {
- const x = xA + i * blockWidth;
- // Blocks
- const block = game.add.geom.rect(
- x,
- yA,
- blockWidth,
- figureHeight,
- lineColor,
- 2,
- fillColor,
- 0.5
- );
- block.figure = 'A';
- block.index = i;
- block.finalX = xA;
- this.A.blocks.push(block);
- // Auxiliar blocks
- const alpha = fractionLabel ? 0.1 : 0;
- const yAux = yA + figureHeight + 10; // On the bottom of A
- const auxBlock = game.add.geom.rect(
- x,
- yAux,
- blockWidth,
- figureHeight,
- lineColor,
- 1,
- fillColor,
- alpha
- );
- this.A.auxBlocks.push(auxBlock);
- }
- // 'total blocks' label for A : on the side of A
- let xLabel = xA + this.figureWidth + 30;
- let yLabel = yA + figureHeight / 2;
- this.A.label = game.add.text(
- xLabel,
- yLabel,
- this.A.blocks.length,
- textStyles.h4_blueDark
- );
- // 'selected blocks/fraction' label for A : at the bottom of A
- yLabel = yA + figureHeight + 34;
- this.A.fractions[0] = game.add.text(
- xLabel,
- yLabel,
- '',
- textStyles.h4_blueDark
- );
- this.A.fractions[1] = game.add.text(
- xLabel,
- yLabel + 21,
- '',
- textStyles.h4_blueDark
- );
- this.A.fractions[2] = game.add.text(
- xLabel,
- yLabel,
- '___',
- textStyles.h4_blueDark
- );
- this.A.fractions[0].alpha = 0;
- this.A.fractions[1].alpha = 0;
- this.A.fractions[2].alpha = 0;
- // CREATING BOTTOM FIGURE (B)
- blockWidth = this.figureWidth / totalBlocksB; // Width of each block in B
- lineColor = colors.greenDark;
- fillColor = colors.greenLight;
- // Blocks and auxiliar blocks
- for (let i = 0; i < totalBlocksB; i++) {
- const x = xB + i * blockWidth;
- // Blocks
- const block = game.add.geom.rect(
- x,
- yB,
- blockWidth,
- figureHeight,
- lineColor,
- 2,
- fillColor,
- 0.5
- );
- block.figure = 'B';
- block.index = i;
- block.finalX = xB;
- this.B.blocks.push(block);
- // Auxiliar blocks
- const alpha = fractionLabel ? 0.1 : 0;
- const yAux = yB + figureHeight + 10; // On the bottom of B
- const auxBlock = game.add.geom.rect(
- x,
- yAux,
- blockWidth,
- figureHeight,
- lineColor,
- 1,
- fillColor,
- alpha
- );
- this.B.auxBlocks.push(auxBlock);
- }
- // Label block B
- xLabel = xB + this.figureWidth + 30;
- yLabel = yB + figureHeight / 2;
- this.B.label = game.add.text(
- xLabel,
- yLabel,
- this.B.blocks.length,
- textStyles.h4_blueDark
- );
- // Label fraction
- yLabel = yB + figureHeight + 34;
- this.B.fractions[0] = game.add.text(
- xLabel,
- yLabel,
- '',
- textStyles.h4_blueDark
- );
- this.B.fractions[1] = game.add.text(
- xLabel,
- yLabel + 21,
- '',
- textStyles.h4_blueDark
- );
- this.B.fractions[2] = game.add.text(
- xLabel,
- yLabel,
- '___',
- textStyles.h4_blueDark
- );
- this.B.fractions[0].alpha = 0;
- this.B.fractions[1].alpha = 0;
- this.B.fractions[2].alpha = 0;
- // Invalid selection text
- this.A.warningText = game.add.text(
- context.canvas.width / 2,
- context.canvas.height / 2 - 225,
- '',
- textStyles.h4_brown
- );
- this.B.warningText = game.add.text(
- context.canvas.width / 2,
- context.canvas.height / 2 - 45,
- '',
- textStyles.h4_brown
- );
- game.timer.start(); // Set a timer for the current level (used in postScore)
- game.event.add('click', this.onInputDown);
- game.event.add('mousemove', this.onInputOver);
- },
- /**
- * Game loop
- */
- update: function () {
- // Animate blocks
- if (self.A.animate || self.B.animate) {
- ['A', 'B'].forEach((cur) => {
- if (self[cur].animate) {
- // Lower selected blocks
- for (let i = 0; i < self[cur].selected; i++) {
- self[cur].blocks[i].y += 2;
- }
- // After fully lowering blocks, set fraction value
- if (self[cur].blocks[0].y >= self[cur].auxBlocks[0].y) {
- self[cur].fractions[0].name = self[cur].selected;
- self[cur].animate = false;
- }
- }
- });
- }
- // If A and B are already clicked
- if (self.A.hasClicked && self.B.hasClicked && !self.endLevel) {
- game.timer.stop();
- self.delay++;
- // After delay is over, check result
- if (self.delay > 50) {
- self.result =
- self.A.selected / self.A.blocks.length ==
- self.B.selected / self.B.blocks.length;
- // Fractions are equivalent : CORRECT
- if (self.result) {
- if (audioStatus) game.audio.okSound.play();
- game.add
- .image(context.canvas.width / 2, context.canvas.height / 2, 'ok')
- .anchor(0.5, 0.5);
- mapMove = true; // Allow character to move to next level in map state
- completedLevels++;
- if (debugMode) console.log('Completed Levels: ' + completedLevels);
- // Fractions are not equivalent : INCORRECT
- } else {
- if (audioStatus) game.audio.errorSound.play();
- game.add
- .image(context.canvas.width / 2, context.canvas.height / 2, 'error')
- .anchor(0.5, 0.5);
- mapMove = false; // Doesnt allow character to move to next level in map state
- }
- self.postScore();
- self.endLevel = true;
- // Reset delay values for next delay
- self.delay = 0;
- }
- }
- // Wait a bit and go to map state
- if (self.endLevel) {
- self.delay++;
- if (self.delay >= 80) {
- game.state.start('map');
- }
- }
- 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.A.blocks[i] or self.B.blocks[i]
- */
- overSquare: function (curBlock) {
- const curSet = curBlock.figure; // 'A' || 'B'
- if (!self[curSet].hasClicked) {
- // self.A.hasClicked || self.B.hasClicked
- // If over fraction 'n/n' shows warning message not allowing it
- if (curBlock.index == self[curSet].blocks.length - 1) {
- const otherSet = curSet == 'A' ? 'B' : 'A';
- self[curSet].warningText.name = game.lang.s2_error_msg;
- self[otherSet].warningText.name = '';
- self.outSquare(curSet);
- } else {
- document.body.style.cursor = 'pointer';
- self.A.warningText.name = '';
- self.B.warningText.name = '';
- // Selected blocks become fully visible
- for (let i in self[curSet].blocks) {
- self[curSet].blocks[i].alpha = i <= curBlock.index ? 1 : 0.5;
- }
- self[curSet].fractions[0].name = curBlock.index + 1; // Nominator : selected blocks
- self[curSet].fractions[1].name = self[curSet].blocks.length; // Denominator : total blocks
- const newX =
- curBlock.finalX +
- (curBlock.index + 1) *
- (self.figureWidth / self[curSet].blocks.length) +
- 25;
- self[curSet].fractions[0].x = newX;
- self[curSet].fractions[1].x = newX;
- self[curSet].fractions[2].x = newX;
- self[curSet].fractions[0].alpha = 1;
- }
- }
- },
- /**
- * Function called (by self.onInputOver() and self.overSquare()) when cursor is out of a valid rectangle.
- *
- * @param {object} curSet set of rectangles : can be top (self.A) or bottom (self.B)
- */
- outSquare: function (curSet) {
- if (!self[curSet].hasClicked) {
- self[curSet].fractions[0].alpha = 0;
- self[curSet].fractions[1].alpha = 0;
- self[curSet].fractions[2].alpha = 0;
- self[curSet].blocks.forEach((cur) => {
- cur.alpha = 0.5;
- });
- }
- },
- /**
- * Function called by self.onInputDown() when player clicked a valid rectangle.
- *
- * @param {object} curBlock clicked rectangle : can be self.A.blocks[i] or self.B.blocks[i]
- */
- clickSquare: function (curBlock) {
- const curSet = curBlock.figure; // 'A' || 'B'
- if (
- !self[curSet].hasClicked &&
- curBlock.index != self[curSet].blocks.length - 1
- ) {
- document.body.style.cursor = 'auto';
- // Turn auxiliar blocks invisible
- for (let i in self[curSet].blocks) {
- if (i > curBlock.index) self[curSet].auxBlocks[i].alpha = 0;
- }
- // Turn value label invisible
- self[curSet].label.alpha = 0;
- if (audioStatus) game.audio.popSound.play();
- // Save number of selected blocks
- self[curSet].selected = curBlock.index + 1;
- // Set fraction x position
- const newX =
- curBlock.finalX +
- self[curSet].selected *
- (self.figureWidth / self[curSet].blocks.length) +
- 25;
- self[curSet].fractions[0].x = newX;
- self[curSet].fractions[1].x = newX;
- self[curSet].fractions[2].x = newX;
- self[curSet].fractions[1].alpha = 1;
- self[curSet].fractions[2].alpha = 1;
- self[curSet].hasClicked = true; // Inform player have clicked in current block set
- self[curSet].animate = true; // Let it initiate animation
- }
- game.render.all();
- },
- /**
- * 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.A.blocks.forEach((cur) => {
- if (game.math.isOverIcon(x, y, cur)) self.clickSquare(cur);
- });
- // Click block in B
- self.B.blocks.forEach((cur) => {
- if (game.math.isOverIcon(x, y, cur)) self.clickSquare(cur);
- });
- // Click navigation icons
- navigationIcons.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.A.blocks.forEach((cur) => {
- if (game.math.isOverIcon(x, y, cur)) {
- flagA = true;
- self.overSquare(cur);
- }
- });
- if (!flagA) self.outSquare('A');
- // Mouse over B : show fraction
- self.B.blocks.forEach((cur) => {
- if (game.math.isOverIcon(x, y, cur)) {
- flagB = true;
- self.overSquare(cur);
- }
- });
- if (!flagB) self.outSquare('B');
- if (!flagA && !flagB) document.body.style.cursor = 'auto';
- // Mouse over navigation icons : show name
- navigationIcons.onInputOver(x, y);
- game.render.all();
- },
- /**
- * Saves players data after level ends - to be sent to database. <br>
- *
- * 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=' +
- mapPosition +
- '&line_resu=' +
- self.result +
- '&line_time=' +
- game.timer.elapsed +
- '&line_deta=' +
- 'numBlocksA: ' +
- self.A.blocks.length +
- ', valueA: ' +
- self.A.selected +
- ', numBlocksB: ' +
- self.B.blocks.length +
- ', valueB: ' +
- self.B.selected;
- // FOR MOODLE
- sendToDB(data);
- },
- };
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