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- /******************************
- * 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,
- challenge: {},
- explanation: {
- 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
- showChallenge: false, // When true, challenge modal is displayed (blocks interaction gated)
- showExplanation: false, // When true, explanation modal is displayed at end of level
- challengeAnsweredYes: null, // null = not yet answered, true = accepted challenge
- };
- 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) generated 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.restart = restart;
- this.utils.renderChallengeUI();
- // Events added now so challenge button is clickable; game block interaction gated by showChallenge flag
- 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;
- }
- },
- renderChallengeUI: () => {
- const cx = context.canvas.width / 2;
- const withNewlines = (s) => (s == null ? '' : String(s).replace(/\\n/g, '\n'));
- const FRAC_UNICODE = { 1: '1', 2: '\u00BD', 4: '\u00BC' };
- // challenge-card.png is 786×166px; scale to ~680px wide
- const ribbonScale = 0.87;
- const ribbonH = Math.round(166 * ribbonScale); // ≈ 144px
- const ribbonY = 30;
- // Challenge ribbon image at top center
- self.ui.challenge.image = game.add.image(cx, ribbonY, 'challenge-card', ribbonScale, 1);
- self.ui.challenge.image.anchor(0.5, 0);
- // Title overlaid on ribbon (nudged down slightly to visual center of ribbon)
- const ribbonCenterY = ribbonY + ribbonH / 2 + 2;
- self.ui.challenge.title = game.add.text(
- cx, ribbonCenterY,
- withNewlines(game.lang.s1_challenge_title),
- { ...textStyles.h2_, fill: colors.white, font: 'bold ' + textStyles.h2_.font }
- );
- self.ui.challenge.title.anchor(0.5, 0.5);
- // Subtitle lines below the ribbon
- const ribbonBottom = ribbonY + ribbonH;
- const subtitleLines = withNewlines(game.lang.s1_challenge_subtitle).split('\n');
- self.ui.challenge.subtitleTop = game.add.text(
- cx, ribbonBottom + 48,
- subtitleLines[0] || '',
- { ...textStyles.h4_, fill: colors.blueDark, font: 'bold ' + textStyles.h4_.font }
- );
- self.ui.challenge.subtitleTop.anchor(0.5, 0.5);
- self.ui.challenge.subtitleBottom = game.add.text(
- cx, ribbonBottom + 100,
- subtitleLines.slice(1).join('\n'),
- { ...textStyles.h3_, fill: colors.blue }
- );
- self.ui.challenge.subtitleBottom.anchor(0.5, 0.5);
- // "Blocos a carregar:" label above the stacked blocks
- const stackTopY = self.default.y0 - self.stack.list.length * self.default.height;
- // Center label over the block stack (x0 is the edge; blocks extend inward by direc)
- const labelX = self.default.x0 + self.default.width / 2 * self.control.direc;
- self.ui.challenge.blocksLabel = game.add.text(
- labelX, stackTopY - 50,
- withNewlines(game.lang.s1_blocks_label),
- { ...textStyles.h4_, fill: colors.blueDark, font: 'bold ' + textStyles.h4_.font }
- );
- self.ui.challenge.blocksLabel.anchor(0.5, 0.5);
- // question-mark-with-arrow.png is 1230×864px; scale 0.20 → 246×173px
- // Placed at the correct floor hole position, bottom of image at floor level
- const holeIdx = gameMode === 'b' ? self.floor.selectedIndex : self.floor.correctIndex;
- const correctFloorBlock = self.floor.list[holeIdx];
- const markerX = correctFloorBlock
- ? correctFloorBlock.x + (correctFloorBlock.width / 2) * (gameOperation === 'minus' ? -1 : 1)
- : cx;
- self.ui.challenge.holeMarker = game.add.image(
- markerX, self.default.y0 - 10,
- 'question-mark-with-arrow',
- 0.20, 1
- );
- self.ui.challenge.holeMarker.anchor(0.5, 1);
- // Question card – right half, moved up from center
- const cardW = 520; const cardH = 260;
- const cardX = cx + (gameOperation === 'minus' ? -200 : 200);
- const cardY = context.canvas.height / 2 - 80;
- self.ui.challenge.card = game.add.geom.rect(
- cardX, cardY, cardW, cardH, colors.white, 0.95, colors.blueMenuLine, 4
- );
- self.ui.challenge.card.anchor(0.5, 0.5);
- // Question text: use \n from lang file directly
- const questionWrapped = withNewlines(
- gameMode === 'a' ? (game.lang.s1_challenge_question_b || game.lang.s1_challenge_question) : game.lang.s1_challenge_question
- );
- const qLines = questionWrapped.split('\n').length;
- const qFontSize = qLines === 3 ? 30 : qLines > 3 ? 26 : 32;
- const qLineH = qLines >= 3 ? 34 : 40;
- const qOffsetY = qLines >= 3 ? -80 : -65;
- self.ui.challenge.question = game.add.text(
- cardX, cardY + qOffsetY,
- questionWrapped,
- { ...textStyles.h3_, fill: colors.blueDark, font: `bold ${qFontSize}px ${font.families.default}` },
- qLineH
- );
- self.ui.challenge.question.anchor(0.5, 0.5);
- // Fraction equation: "1 + ½ + ... =" as text, then circle — group centered at cardX
- // Show only the blocks that will fill the hole (0 → stack.correctIndex) in both modes
- const stackEndIdx = self.stack.correctIndex ?? (self.stack.list.length - 1);
- const equationParts = self.stack.list.slice(0, stackEndIdx + 1).map(block => {
- const den = block.fraction.denominator;
- return FRAC_UNICODE[den] ?? `1/${den}`;
- });
- const circleScale = 0.20;
- const circleR = 35;
- const gap = 10;
- const eqStyle = { ...textStyles.h3_, fill: colors.blueDark };
- const maxW = cardW - 80; // max group width before wrapping
- context.save();
- context.font = '38px Arial, sans-serif';
- const isMinus = gameOperation === 'minus';
- const eqSep = isMinus ? ' - ' : ' + ';
- const eqFirst = isMinus ? '-' + equationParts[0] : equationParts[0];
- const eqRest = equationParts.slice(1).join(eqSep);
- const eqBody = eqFirst + (eqRest ? eqSep + eqRest : '');
- const fullStr = eqBody + ' =';
- const fullW = context.measureText(fullStr).width;
- if (fullW + gap + circleR * 2 <= maxW) {
- // Single line — group centered at cardX
- const eqY = cardY + 42;
- const textX = cardX - gap / 2 - circleR;
- const circleX = cardX + fullW / 2 + gap / 2;
- self.ui.challenge.equation = game.add.text(textX, eqY, fullStr, eqStyle);
- self.ui.challenge.equationCircle = game.add.image(circleX, eqY - 14, 'circular-question', circleScale, 1);
- self.ui.challenge.equationCircle.anchor(0.5, 0.5);
- } else {
- // Two lines — split parts roughly in half
- const mid = Math.ceil(equationParts.length / 2);
- const line1Parts = isMinus
- ? '-' + equationParts[0] + (mid > 1 ? eqSep + equationParts.slice(1, mid).join(eqSep) : '')
- : equationParts.slice(0, mid).join(eqSep);
- const line1Str = line1Parts + eqSep.trimEnd();
- const line2Str = equationParts.slice(mid).join(eqSep) + ' =';
- const line2W = context.measureText(line2Str).width;
- const line1Y = cardY + 28;
- const line2Y = cardY + 68;
- // Both lines centered at cardX; circle goes right of line 2 text
- self.ui.challenge.equation = game.add.text(cardX, line1Y, line1Str, eqStyle);
- self.ui.challenge.equationLine2 = game.add.text(cardX, line2Y, line2Str, eqStyle);
- const line2CircleX = cardX + line2W / 2 + gap + circleR;
- self.ui.challenge.equationCircle = game.add.image(line2CircleX, line2Y - 14, 'circular-question', circleScale, 1);
- self.ui.challenge.equationCircle.anchor(0.5, 0.5);
- }
- context.restore();
- // Accept button – directly below the card
- const btnW = cardW; const btnH = 90;
- const btnY = cardY + cardH / 2 + 65;
- self.ui.challenge.button = game.add.geom.rect(cardX, btnY, btnW, btnH, '#e09800', 1);
- self.ui.challenge.button.anchor(0.5, 0.5);
- self.ui.challenge.buttonText = game.add.text(
- cardX, btnY + 14,
- withNewlines(game.lang.s1_challenge_accept),
- textStyles.btn
- );
- self.ui.challenge.buttonText.anchor(0.5, 0.5);
- self.control.showChallenge = true;
- },
- acceptChallenge: () => {
- self.control.challengeAnsweredYes = true;
- // Hide all challenge overlay elements
- Object.values(self.ui.challenge).forEach(el => {
- if (el && typeof el.alpha !== 'undefined') el.alpha = 0;
- });
- self.control.showChallenge = false;
- // Show main game UI (intro message, selection arrow)
- self.utils.renderMainUI();
- console.log('Starting game with config:');
- // Start timer now that challenge has been accepted
- if (!self.restart) {
- game.timer.start();
- }
- },
- 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: () => {
- /**
- *
- * if game mode A:
- * - left: (1) selected floor position (user selection)
- * - right: (2) expected floor position equivalent to the stack of blocks (pre-set)
- *
- * if game mode B:
- * - left: (3) floor position equivalent to the stack of blocks (user selection)
- * - right: (4) generated floor position (pre-set)
- */
- const divisor = gameDifficulty == 3 ? 4 : gameDifficulty;
- const renderFloorFractions = (lastIndex, divisor) => {
- const operator = gameOperation === 'minus' ? '-' : '+';
- const index = lastIndex;
- const blocks = index + 1;
- const valueReal = blocks / divisor;
- const valueFloor = Math.floor(valueReal);
- const valueRest = valueReal - valueFloor;
- let fracNomin = (fracDenomin = fracLine = '');
- // adds sign on the left of the equation
- if (gameOperation === 'minus') {
- fracNomin += ' ';
- fracDenomin += ' ';
- fracLine += operator;
- }
- // 1 _ _
- if (valueFloor) {
- fracNomin += ' ';
- fracDenomin += ' ';
- fracLine += valueFloor;
- }
- // _ + _
- if (valueFloor && valueRest) {
- fracNomin += ' ';
- fracDenomin += ' ';
- fracLine += operator;
- }
- // _ _ 1/5
- if (valueRest) {
- fracNomin += `${valueRest * divisor}`;
- fracDenomin += `${divisor}`;
- fracLine += '-';
- }
- return [fracNomin, fracDenomin, fracLine, valueReal];
- };
- const renderStackFractions = (lastIndex) => {
- const operator = gameOperation === 'minus' ? '-' : '+';
- const index = lastIndex;
- const blocks = index + 1;
- const nominators = [];
- const denominators = [];
- const values = [];
- let valueReal = 0;
- let fracNomin = (fracDenomin = fracLine = '');
- for (let i = 0; i < blocks; i++) {
- const m = self.stack.list[i].fraction.denominator || 1;
- const temp = self.stack.list[i].fraction.nominator || 0;
- const n = gameOperation === 'minus' ? -temp : +temp;
- const nm = n / m;
- nominators[i] = n + 0;
- denominators[i] = m + 0;
- values[i] = nm;
- valueReal += nm;
- }
- for (let i = 0; i < blocks; i++) {
- const valueReal = values[i];
- const valueFloor = Math.floor(valueReal);
- const valueRest = valueReal - valueFloor;
- if (i > 0 || gameOperation === 'minus') {
- fracNomin += ' ';
- fracDenomin += ' ';
- fracLine += operator;
- }
- if (valueFloor && !valueRest) {
- fracNomin += ' ';
- fracDenomin += ' ';
- fracLine += valueFloor;
- }
- if (valueRest) {
- fracNomin += `${nominators[i]}`;
- fracDenomin += `${denominators[i]}`;
- fracLine += '-';
- }
- }
- return [fracNomin, fracDenomin, fracLine, valueReal];
- };
- // Initial setup
- const font = textStyles.fraction;
- font.fill = colors.black;
- 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;
- const renderList = [];
- // Render 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 setup
- console.clear();
- const [floorNominators, floorDenominators, floorLines, floorValue] =
- renderFloorFractions(
- self.floor.selectedIndex,
- divisor
- // 'LEFT SIDE - a fração escolhida no chão é...\n\n'
- );
- renderFloorFractions(
- self.floor.correctIndex,
- divisor
- // '\n\nRIGHT SIDE 1 - a fração CORRETA no chão é...\n\n'
- );
- const [stackNominators, stackDenominators, stackLines, stackValue] =
- renderStackFractions(
- self.stack.selectedIndex
- // '\n\nRIGHT SIDE 2 - a fração CORRETA na stack é...\n\n'
- );
- const renderFloorOperationLine = (x) => {
- font.fill = colors.black;
- const floorNom = game.add.text(
- x + offsetX / 2,
- y0,
- floorNominators,
- font,
- 60
- );
- const floorDenom = game.add.text(
- x + offsetX / 2,
- y0 + 70,
- floorDenominators,
- font,
- 60
- );
- const floorLin = game.add.text(
- x + offsetX / 2,
- y0 + 35,
- floorLines,
- font,
- 60
- );
- renderList.push(floorNom);
- renderList.push(floorDenom);
- renderList.push(floorLin);
- };
- const renderStackOperationLine = (x) => {
- font.fill = colors.black;
- const stackNom = game.add.text(
- x + offsetX / 2,
- y0,
- stackNominators,
- font,
- 60
- );
- const stackDenom = game.add.text(
- x + offsetX / 2,
- y0 + 70,
- stackDenominators,
- font,
- 60
- );
- const stackLin = game.add.text(
- x + offsetX / 2,
- y0 + 35,
- stackLines,
- font,
- 60
- );
- renderList.push(stackNom);
- renderList.push(stackDenom);
- renderList.push(stackLin);
- };
- // Render LEFT part of the operation
- if (gameMode === 'a') renderFloorOperationLine(x0);
- else renderStackOperationLine(x0);
- let curNominators = gameMode === 'a' ? floorNominators : stackNominators;
- nextX = x0 + (curNominators.length + 2) * widthOfChar;
- // Render middle sign - equal by default
- font.fill = colors.green;
- let comparisonSign = '=';
- // Render middle sign - if not equal
- if (floorValue != stackValue) {
- font.fill = colors.red;
- let leftSideIsLarger = floorValue > stackValue;
- if (gameMode === 'b') leftSideIsLarger = !leftSideIsLarger;
- if (gameOperation === 'minus') leftSideIsLarger = !leftSideIsLarger;
- comparisonSign = leftSideIsLarger ? '>' : '<';
- }
- renderList.push(game.add.text(nextX, y0 + 35, comparisonSign, font));
- // Render RIGHT part of the operation
- if (gameMode === 'a') renderStackOperationLine(nextX);
- else renderFloorOperationLine(nextX);
- curNominators = gameMode === 'a' ? stackNominators : floorNominators;
- const resultWidth = (curNominators.length + 2) * 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;
- },
- renderExplanationUI: () => {
- const cx = context.canvas.width / 2;
- const cy = context.canvas.height / 2;
- const withNewlines = (s) => (s == null ? '' : String(s).replace(/\\n/g, '\n'));
- const FRAC_UNICODE = { 1: '1', 2: '\u00BD', 4: '\u00BC' };
- const divisor = gameDifficulty == 3 ? 4 : gameDifficulty;
- // CORRECT ANSWER: full explanation card — positions based on actual image dimensions
- const naturalW = game.image['end-tractor-game'].width;
- const naturalH = game.image['end-tractor-game'].height;
- const canvasW = context.canvas.width;
- const canvasH = context.canvas.height;
- const imgScale = Math.min((canvasW * 0.92) / naturalW, (canvasH * 0.92) / naturalH);
- const imgW = naturalW * imgScale;
- const imgH = naturalH * imgScale;
- const cardTop = cy - imgH / 2;
- const cardBottom = cy + imgH / 2;
- const cardLeft = cx - imgW / 2;
- // Background image — scaled to fit canvas
- const bgImg = game.add.image(cx, cy, 'end-tractor-game');
- bgImg.anchor(0.5, 0.5);
- bgImg.scale = imgScale;
- // Title overlaid on the image's top blue bar (no emoji — image already has magnifying glass)
- const titleText = withNewlines(
- gameMode === 'a' ? (game.lang.s1_explain_title_b || game.lang.s1_explain_title) : game.lang.s1_explain_title
- );
- game.add.text(cx + imgW * 0.04, cardTop + imgH * 0.07, titleText, {
- ...textStyles.h3_, fill: colors.white, font: 'bold ' + textStyles.h3_.font,
- });
- // Step labels below the image's built-in circles (image already draws 1 → 2 → 3)
- const stepTexts = [
- withNewlines(game.lang.s1_explain_step1),
- withNewlines(game.lang.s1_explain_step2),
- withNewlines(game.lang.s1_explain_step3),
- ];
- const stepFont = `24px ${font.families.default}`;
- const stepStyle = { ...textStyles.p_, fill: colors.blueDark, font: stepFont };
- const stepsLine1Y = cardTop + imgH * 0.245;
- const stepsLine2Y = stepsLine1Y + 26;
- // Positions centred under each circle in the background image
- const stepCenters = [
- cardLeft + imgW * 0.28,
- cardLeft + imgW * 0.50,
- cardLeft + imgW * 0.75,
- ];
- stepCenters.forEach((sx, idx) => {
- const lines = stepTexts[idx].split('\n');
- game.add.text(sx, stepsLine1Y, lines[0] || '', stepStyle);
- if (lines[1]) game.add.text(sx, stepsLine2Y, lines[1], stepStyle);
- });
- // Fraction equation — placed in the image's equation box area
- let holeNumerator = 0;
- const lastIdx = self.stack.correctIndex ?? (self.stack.list.length - 1);
- for (let i = 0; i <= lastIdx; i++) {
- holeNumerator += divisor / self.stack.list[i].fraction.denominator;
- }
- const holeSize = holeNumerator / divisor;
- const formatNum = (n) => {
- if (Number.isInteger(n)) return String(n);
- const whole = Math.floor(n);
- const frac = n - whole;
- const FRAC_MAP = { 0.25: '\u00BC', 0.5: '\u00BD', 0.75: '\u00BE' };
- return (whole ? whole + ' + ' : '') + (FRAC_MAP[Math.round(frac * 4) / 4] ?? n.toFixed(2).replace(/0+$/, ''));
- };
- const equationParts = self.stack.list.slice(0, lastIdx + 1).map(block => {
- return FRAC_UNICODE[block.fraction.denominator] ?? `1/${block.fraction.denominator}`;
- });
- const isMinus = gameOperation === 'minus';
- const eqSeparator = isMinus ? ' - ' : ' + ';
- const eqTerms = isMinus
- ? '-' + equationParts[0] + (equationParts.length > 1 ? eqSeparator + equationParts.slice(1).join(eqSeparator) : '')
- : equationParts.join(eqSeparator);
- // For minus: "-3 + ¾" → "-3 - ¾" so the sign stays consistent
- const resultStr = isMinus
- ? '-' + formatNum(holeSize).replace(' + ', ' e ')
- : formatNum(holeSize);
- const equationStr = eqTerms + ' = ' + resultStr;
- game.add.text(cx, cardTop + imgH * 0.355, equationStr, {
- ...textStyles.h3_, fill: colors.blueDark, font: 'bold ' + textStyles.h3_.font,
- });
- // Block bars — stacked upward from ground level, height proportional to fraction
- const groundY = cardTop + imgH * 0.72; // ground line where tractor sits
- const stackTopMin = cardTop + imgH * 0.44; // never go above equation box
- const maxStackH = groundY - stackTopMin; // available vertical space
- const barW = imgW * 0.055;
- const barsStartX = cardLeft + imgW * 0.30;
- const totalBlocks = lastIdx + 1;
- const fillColor = gameOperation === 'minus' ? colors.redLight : '#79d2a1';
- const borderColor = gameOperation === 'minus' ? colors.red : colors.green;
- // Calculate proportional heights, then scale down if they exceed available space
- const blocks = self.stack.list.slice(0, totalBlocks);
- const rawUnitH = Math.max(48, Math.min(80, maxStackH / holeSize));
- const rawHeights = blocks.map(b => Math.max(20, rawUnitH / b.fraction.denominator));
- const rawTotal = rawHeights.reduce((s, h) => s + h + 4, -4);
- const scale = rawTotal > maxStackH ? maxStackH / rawTotal : 1;
- const blockHeights = rawHeights.map(h => Math.max(10, h * scale));
- const totalStackH = blockHeights.reduce((s, h) => s + h + 4, -4);
- let curY = groundY - totalStackH;
- blocks.forEach((block, i) => {
- const bh = blockHeights[i];
- game.add.geom.rect(barsStartX, curY, barW, bh, fillColor, 0.8, borderColor, 2);
- const fracBase = FRAC_UNICODE[block.fraction.denominator] ?? `1/${block.fraction.denominator}`;
- const fracLabel = (isMinus ? '-' : '') + fracBase;
- game.add.text(barsStartX + barW + 20, curY + bh / 2 + 4, fracLabel, {
- ...textStyles.p_, fill: colors.blueDark, font: `20px ${font.families.default}`,
- });
- curY += bh + 4;
- });
- // Hole label — text only, centred over the image's built-in blue rounded rectangle
- const holeLabelCX = cardLeft + imgW * 0.675;
- const holeLabelCY = cardTop + imgH * 0.588;
- const holeLabelKey = gameMode === 'a' ? (game.lang.s1_hole_label_b || game.lang.s1_hole_label) : game.lang.s1_hole_label;
- const holeWords = (holeLabelKey || 'Hole of size').split(' ');
- const holeMid = Math.ceil(holeWords.length / 2);
- const holeLabelLine1 = holeWords.slice(0, holeMid).join(' ');
- const holeLabelLine2 = holeWords.slice(holeMid).join(' ');
- const holeLabelLine3 = (isMinus ? '-' : '') + formatNum(holeSize).replace(' + ', ' e ');
- const holeFont = `bold 24px ${font.families.default}`;
- const holeLineH = 24;
- game.add.text(holeLabelCX, holeLabelCY - holeLineH, holeLabelLine1, { ...textStyles.p_, fill: colors.white, font: holeFont });
- game.add.text(holeLabelCX, holeLabelCY, holeLabelLine2, { ...textStyles.p_, fill: colors.white, font: holeFont });
- game.add.text(holeLabelCX, holeLabelCY + holeLineH, holeLabelLine3, { ...textStyles.p_, fill: colors.white, font: holeFont });
- // Body text (up to 3 lines, compact spacing)
- const bodyKey = gameMode === 'a' ? (game.lang.s1_explain_body_b || game.lang.s1_explain_body) : game.lang.s1_explain_body;
- const bodyLines = withNewlines(bodyKey).split('\n');
- const bodyLineH = 30;
- const bodyGap = 14; // extra gap after first line
- const bodyStyle = { ...textStyles.p_, fill: colors.blueDark };
- const bodyMidY = cardBottom - imgH * 0.175;
- const totalH = (bodyLines.length - 1) * bodyLineH + (bodyLines.length > 1 ? bodyGap : 0);
- const bodyStartY = bodyMidY - totalH / 2;
- bodyLines.forEach((line, i) => {
- const y = bodyStartY + (i === 0 ? 0 : bodyGap + i * bodyLineH);
- game.add.text(cx, y, line, bodyStyle);
- });
- // Checkmark in the top-right corner of the card (~90px, scale = 90/256)
- const checkScale = imgH * 0.13 / 256;
- const checkImg = game.add.image(cardLeft + imgW - 16, cardTop + 16, 'answer_correct', checkScale);
- checkImg.anchor(1, 0);
- // Continue button (only reached on correct answer)
- const btnW = imgW * 0.38; const btnH = 62; const btnCY = cardBottom - imgH * 0.07;
- self.ui.explanation.button = game.add.geom.rect(cx, btnCY, btnW, btnH, colors.green);
- self.ui.explanation.button.anchor(0.5, 0.5);
- self.ui.explanation.text = game.add.text(cx, btnCY + 14, game.lang.continue, textStyles.btn);
- self.control.showExplanation = true;
- },
- renderEndUI: () => {
- const cx = context.canvas.width / 2;
- const cy = context.canvas.height / 2;
- let btnColor = colors.green;
- let btnText = game.lang.continue;
- if (!self.control.isCorrect) {
- btnColor = colors.red;
- btnText = game.lang.retry || 'Retry';
- }
- self.ui.explanation.button = game.add.geom.rect(
- cx, cy + 100, 450, 100, btnColor
- );
- self.ui.explanation.button.anchor(0.5, 0.5);
- self.ui.explanation.text = game.add.text(
- cx, cy + 16 + 100, btnText, textStyles.btn
- );
- self.control.showExplanation = true;
- },
- // 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 feedbackX = context.canvas.width * 0.75;
- const feedbackY = context.canvas.height / 3;
- // 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]);
- if (isDebugMode) console.log('Completed Levels: ' + completedLevels);
- } else {
- if (audioStatus) game.audio.errorSound.play();
- game.add.image(feedbackX, feedbackY, '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.isCorrect && self.control.count === 1) {
- self.utils.renderOperationUI();
- self.utils.renderEndUI();
- canGoToNextMapPosition = false;
- }
- if (self.control.isCorrect && self.control.count === 100) {
- self.utils.renderExplanationUI();
- canGoToNextMapPosition = true;
- }
- },
- 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 && !self.control.showChallenge) {
- 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;
- // Challenge modal: block all game interaction until accepted
- if (self.control.showChallenge) {
- if (game.math.isOverIcon(x, y, self.ui.challenge.button)) {
- if (audioStatus) game.audio.popSound.play();
- self.utils.acceptChallenge();
- }
- navigation.onInputDown(x, y);
- game.render.all();
- return;
- }
- // Hide intro message on first click after challenge acceptance
- if (!self.control.hasClicked && self.ui.message && self.ui.message[0]) {
- self.ui.message[0].alpha = 0;
- }
- // 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;
- }
- }
- // Explanation button
- if (self.control.showExplanation) {
- if (game.math.isOverIcon(x, y, self.ui.explanation.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 (!self.control.showChallenge) {
- 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');
- }
- }
- // Challenge accept button hover
- if (self.control.showChallenge && self.ui.challenge.button) {
- if (game.math.isOverIcon(x, y, self.ui.challenge.button)) {
- document.body.style.cursor = 'pointer';
- self.ui.challenge.button.scale = self.ui.challenge.button.initialScale * 1.1;
- self.ui.challenge.buttonText.style = textStyles.btnLg;
- } else {
- document.body.style.cursor = 'auto';
- self.ui.challenge.button.scale = self.ui.challenge.button.initialScale * 1;
- self.ui.challenge.buttonText.style = textStyles.btn;
- }
- }
- // Explanation button hover
- if (self.control.showExplanation) {
- if (game.math.isOverIcon(x, y, self.ui.explanation.button)) {
- document.body.style.cursor = 'pointer';
- self.ui.explanation.button.scale =
- self.ui.explanation.button.initialScale * 1.05;
- self.ui.explanation.text.style = textStyles.btnLg;
- } else {
- document.body.style.cursor = 'auto';
- self.ui.explanation.button.scale =
- self.ui.explanation.button.initialScale * 1;
- self.ui.explanation.text.style = textStyles.btn;
- }
- }
- navigation.onInputOver(x, y);
- game.render.all();
- },
- },
- fetch: {
- /**
- * 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: () => {
- // 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);
- },
- },
- };
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