preMenu.js 11 KB

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  1. /*
  2. var langState = {
  3. create: function(){},
  4. --------------------------------------- end of phaser functions
  5. func_setLang: function(){} //calls loadState
  6. };
  7. var loadState = {
  8. preload: function(){},
  9. create: function(){} //calls nameState
  10. -------------------------------------- end of phaser functions
  11. };
  12. var nameState = {
  13. create: function(){},
  14. ------------------------------------------------ end of phaser functions
  15. func_checkEmptyName: function(){}
  16. func_savename: function(){} //calls menu.js -> menuState
  17. };
  18. var buttonSettings = {
  19. func_addButtons: function(_,_,_,_,_,_,_,_,_){},
  20. loadState: function(){}
  21. };
  22. */
  23. // "choose language" screen
  24. var langState = {
  25. create: function() {
  26. // AUX
  27. var style = { font: '28px Arial', fill: '#00804d', align: 'center' };
  28. //AUDIO
  29. beepSound = game.add.audio('sound_beep'); // game sound
  30. okSound = game.add.audio('sound_ok'); // correct answer sound
  31. errorSound = game.add.audio('sound_error'); // wrong answer sound
  32. //BACKGROUND
  33. game.stage.backgroundColor = '#cce5ff';
  34. // LANGUAGES
  35. //pt_BR
  36. var title1 = game.add.text(this.game.world.centerX - 220, this.game.world.centerY - 100, 'FRAÇÕES ', style);
  37. title1.anchor.setTo(1, 0.5);
  38. var flag1 = game.add.sprite(this.game.world.centerX - 120, this.game.world.centerY - 100, 'flag_BR');
  39. flag1.anchor.setTo(0.5, 0.5);
  40. flag1.inputEnabled = true;
  41. flag1.input.useHandCursor = true;
  42. flag1.events.onInputDown.add(this.func_setLang,{lang:'pt_BR'});
  43. flag1.events.onInputOver.add(function(){ flag1.scale.setTo(1.05) });
  44. flag1.events.onInputOut.add(function(){ flag1.scale.setTo(1) });
  45. //es_PE
  46. var title2 = game.add.text(this.game.world.centerX + 200, this.game.world.centerY - 100, 'FRACCIONES ', style);
  47. title2.anchor.setTo(1, 0.5);
  48. var flag2 = game.add.sprite(this.game.world.centerX + 300, this.game.world.centerY - 100, 'flag_PE');
  49. flag2.anchor.setTo(0.5, 0.5);
  50. flag2.inputEnabled = true;
  51. flag2.input.useHandCursor = true;
  52. flag2.events.onInputDown.add(this.func_setLang,{lang:'es_PE'});
  53. flag2.events.onInputOver.add(function(){ flag2.scale.setTo(1.05) });
  54. flag2.events.onInputOut.add(function(){ flag2.scale.setTo(1) });
  55. //en_US
  56. var title3 = game.add.text(this.game.world.centerX - 220, this.game.world.centerY + 100, 'FRACTIONS ', style);
  57. title3.anchor.setTo(1, 0.5);
  58. var flag3 = game.add.sprite(this.game.world.centerX - 120, this.game.world.centerY + 100, 'flag_US');
  59. flag3.anchor.setTo(0.5, 0.5);
  60. flag3.inputEnabled = true;
  61. flag3.input.useHandCursor = true;
  62. flag3.events.onInputDown.add(this.func_setLang,{lang:'en_US'});
  63. flag3.events.onInputOver.add(function(){ flag3.scale.setTo(1.05) });
  64. flag3.events.onInputOut.add(function(){ flag3.scale.setTo(1) });
  65. //fr_FR
  66. var title4 = game.add.text(this.game.world.centerX + 200, this.game.world.centerY + 100, 'FRACTIONS ', style);
  67. title4.anchor.setTo(1, 0.5);
  68. var flag4 = game.add.sprite(this.game.world.centerX + 300, this.game.world.centerY + 100, 'flag_FR');
  69. flag4.anchor.setTo(0.5, 0.5);
  70. flag4.inputEnabled = true;
  71. flag4.input.useHandCursor = true;
  72. flag4.events.onInputDown.add(this.func_setLang,{lang:'fr_FR'});
  73. flag4.events.onInputOver.add(function(){ flag4.scale.setTo(1.05) });
  74. flag4.events.onInputOut.add(function(){ flag4.scale.setTo(1) });
  75. },
  76. func_setLang: function(){
  77. //set language
  78. lang = this.lang;
  79. //start resource loading
  80. game.state.start('load');
  81. }
  82. };
  83. // "loading" screen and load json dictionary
  84. var loadState = {
  85. preload: function() {
  86. // Displaying the progress bar
  87. var progressBar = game.add.sprite(game.world.centerX, game.world.centerY, 'progressBar');
  88. progressBar.anchor.setTo(0.5, 0.5);
  89. game.load.setPreloadSprite(progressBar);
  90. // Loading dictionary
  91. game.load.json('dictionary', 'assets/languages/'+lang+'.json');
  92. },
  93. create: function() {
  94. // gets selected language from json
  95. lang = game.cache.getJSON('dictionary');
  96. if(firstTime==true){ // select language screen - first time opening ifractions
  97. firstTime = false;
  98. game.state.start('name'); // go to select name screen, then menu
  99. }else{ // changing language during the game
  100. game.state.start('menu'); // go to menu
  101. }
  102. }
  103. };
  104. // "username" screen
  105. var nameState = {
  106. create: function() {
  107. // AUX
  108. var style = { font: '30px Arial', fill: '#00804d', align: 'center' };
  109. var styleName = { font: '44px Arial', fill: '#000000', align: 'center' };
  110. // title
  111. var title = game.add.text(this.game.world.centerX, this.game.world.centerY - 100, lang.insert_name, style);
  112. title.anchor.setTo(0.5);
  113. var errorEmptyName = game.add.text(this.game.world.centerX, this.game.world.centerY - 70, "", {font: '18px Arial', fill: '#330000', align: 'center'});
  114. errorEmptyName.anchor.setTo(0.5);
  115. // "READY" button
  116. var btn = game.add.graphics(this.game.world.centerX - 84, this.game.world.centerY + 70);
  117. btn.lineStyle(1, 0x293d3d);
  118. btn.beginFill(0x3d5c5c);
  119. btn.drawRect(0, 0, 168, 60);
  120. btn.alpha = 0.5;
  121. btn.endFill();
  122. btn.inputEnabled = true;
  123. btn.input.useHandCursor = true;
  124. btn.events.onInputDown.add(this.func_checkEmptyName,{errorEmptyName: errorEmptyName});
  125. btn.events.onInputOver.add(function(){ btn.alpha=0.4 });
  126. btn.events.onInputOut.add(function(){ btn.alpha=0.5 });
  127. var ready = game.add.text(this.game.world.centerX + 1, this.game.world.centerY + 102, lang.ready, { font: '34px Arial', fill: '#f0f5f5', align: 'center' });
  128. ready.anchor.setTo(0.5);
  129. document.getElementById("text-field-div").style.visibility = "visible";
  130. document.getElementById("name_id").addEventListener('keypress', function(e){
  131. var keycode = e.keycode ? e.keycode : e.which;
  132. //se apertar enter vai para ready, assim como o botão
  133. if(keycode == 13){
  134. nameState["func_checkEmptyName"]();
  135. }
  136. });
  137. },
  138. func_checkEmptyName: function() {
  139. if(document.getElementById("name_id").value!=""){
  140. nameState["func_savename"]();
  141. this.errorEmptyName.setText("");
  142. }else{
  143. this.errorEmptyName.setText(lang.empty_name);
  144. }
  145. },
  146. func_savename: function() {
  147. // saves the typed name on username variable
  148. username = document.getElementById("name_id").value;
  149. if(debugMode) console.log("user is" + username);
  150. document.getElementById("text-field-div").style.visibility = "hidden";
  151. //clears the text field again
  152. document.getElementById("name_id").value = "";
  153. if(audioStatus){
  154. beepSound.play();
  155. }
  156. game.state.start('menu');
  157. }
  158. };
  159. var buttonSettings = {
  160. func_addButtons: function(left, right, b0Esq, b1Esq, b2Esq, b0Dir, b1Dir, phase, helpBtn){
  161. var m_info_right, m_info_left;
  162. var m_world, m_menu, m_back, m_help, m_audio;
  163. var xEsq = 10;
  164. var xDir = (game.world.width - 50 - 10);
  165. if(left == 1){
  166. m_info_left = game.add.text(xEsq, 53, "", { font: "20px Arial", fill: "#330000", align: "center" });
  167. }
  168. if(right == 1){
  169. m_info_right = game.add.text(xDir+50, 53, "", { font: "20px Arial", fill: "#330000", align: "right" });
  170. m_info_right.anchor.setTo(1,0.02);
  171. }
  172. //left buttons
  173. if(b0Esq == 1){
  174. // Return to diffculty
  175. m_back = game.add.sprite(xEsq, 10, 'back');
  176. m_back.inputEnabled = true;
  177. m_back.input.useHandCursor = true;
  178. m_back.events.onInputDown.add(this.loadState, {state: phase, beep: beepSound});
  179. m_back.events.onInputOver.add(function(){ m_info_left.text = lang.menu_back});
  180. m_back.events.onInputOut.add(function(){ m_info_left.text = ""});
  181. xEsq+=50;
  182. }
  183. if(b1Esq == 1){
  184. // Return to menu button
  185. m_list = game.add.sprite(xEsq, 10, 'list');
  186. m_list.inputEnabled = true;
  187. m_list.input.useHandCursor = true;
  188. m_list.events.onInputDown.add(this.loadState, {state: "menu", beep: beepSound});
  189. m_list.events.onInputOver.add(function(){ m_info_left.text = lang.menu_list});
  190. m_list.events.onInputOut.add(function(){ m_info_left.text = ""});
  191. xEsq+=50;
  192. }
  193. if(b2Esq == 1){
  194. // Help button
  195. m_help = game.add.sprite(xEsq, 10, 'help');
  196. m_help.inputEnabled = true;
  197. m_help.input.useHandCursor = true;
  198. m_help.events.onInputDown.add(helpBtn, {beep: beepSound});
  199. m_help.events.onInputOver.add(function(){ m_info_left.text = lang.menu_help});
  200. m_help.events.onInputOut.add(function(){ m_info_left.text = ""});
  201. xEsq+=50;
  202. }
  203. //rightButtons
  204. if(b0Dir == 1){
  205. m_audio = game.add.sprite(xDir, 10, 'audio');
  206. audioStatus ? m_audio.frame = 0 : m_audio.frame = 1;
  207. m_audio.inputEnabled = true;
  208. m_audio.input.useHandCursor = true;
  209. m_audio.events.onInputDown.add(function(){ if(audioStatus){ audioStatus=false; m_audio.frame = 1; }else{ audioStatus=true; m_audio.frame = 0; }});
  210. m_audio.events.onInputOver.add(function(){ m_info_right.text = lang.audio });
  211. m_audio.events.onInputOut.add(function(){ m_info_right.text = "" });
  212. xDir-=50;
  213. }
  214. if(b1Dir == 1){
  215. // Return to language button
  216. m_world = game.add.sprite(xDir, 10, 'world');
  217. m_world.inputEnabled = true;
  218. m_world.input.useHandCursor = true;
  219. m_world.events.onInputDown.add(this.loadState, {state: "language", beep: beepSound});
  220. m_world.events.onInputOver.add(function(){ m_info_right.text = lang.menu_world });
  221. m_world.events.onInputOut.add(function(){ m_info_right.text = "" });
  222. xDir-=50;
  223. }
  224. },
  225. loadState: function(){
  226. if(audioStatus){
  227. this.beep.play();
  228. }
  229. game.state.start(this.state);
  230. }
  231. };