squareOne.js 42 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400
  1. /******************************
  2. * This file holds game states.
  3. ******************************/
  4. /** [GAME STATE]
  5. *
  6. * ..squareOne... = gameName
  7. * ..../...\.....
  8. * ...a.....b.... = gameMode
  9. * .....\./......
  10. * ......|.......
  11. * ...../.\......
  12. * .plus...minus. = gameOperation
  13. * .....\./......
  14. * ......|.......
  15. * ....1,2,3..... = gameDifficulty
  16. *
  17. * Character : tractor
  18. * Theme : farm
  19. * Concept : Player associates 'blocks carried by the tractor' and 'floor spaces to be filled by them'
  20. * Represent fractions as : blocks/rectangles
  21. *
  22. * Game modes can be :
  23. *
  24. * a : Player can select # of 'floor blocks' (hole in the ground)
  25. * Selects size of hole to be made in the ground (to fill with the blocks in front of the truck)
  26. * b : Player can select # of 'stacked blocks' (in front of the truck)
  27. * Selects number of blocks in front of the truck (to fill the hole on the ground)
  28. *
  29. * Operations can be :
  30. *
  31. * plus : addition of fractions
  32. * Represented by : tractor going to the right (floor positions 0..8)
  33. * minus : subtraction of fractions
  34. * Represented by: tractor going to the left (floor positions 8..0)
  35. *
  36. * @namespace
  37. */
  38. const squareOne = {
  39. control: undefined, // level related data
  40. default: undefined, // level related default values
  41. ui: undefined, // graphic elements
  42. animation: undefined, // animation control
  43. tractor: undefined,
  44. stack: undefined, // stack blocks info
  45. floor: undefined, // floor blocks info
  46. /**
  47. * Main code
  48. */
  49. create: function () {
  50. const truckWidth = 201;
  51. const divisor = gameDifficulty == 3 ? 4 : gameDifficulty; // Make sure valid divisors are 1, 2 and 4 (not 3)
  52. let lineColor = undefined;
  53. let fillColor = undefined;
  54. if (gameOperation === 'minus') {
  55. lineColor = colors.red;
  56. fillColor = colors.redLight;
  57. } else {
  58. lineColor = colors.green;
  59. fillColor = colors.greenLight;
  60. }
  61. this.ui = {
  62. arrow: undefined,
  63. help: undefined,
  64. message: undefined,
  65. continue: {
  66. // modal: undefined,
  67. button: undefined,
  68. text: undefined,
  69. },
  70. };
  71. this.control = {
  72. direc: gameOperation == 'minus' ? -1 : 1, // Will be multiplied to values to easily change tractor direction when needed
  73. divisorsList: '', // Hold the divisors for each fraction on stacked blocks (created for postScore())
  74. lineWidth: 3,
  75. hasClicked: false, // Checks if player 'clicked' on a block
  76. checkAnswer: false, // When true allows game to run 'check answer' code in update
  77. isCorrect: false, // Checks player 'answer'
  78. count: 0, // An 'x' position counter used in the tractor animation
  79. };
  80. this.animation = {
  81. animateTractor: false, // When true allows game to run 'tractor animation' code in update (turns animation of the moving tractor ON/OFF)
  82. animateEnding: false, // When true allows game to run 'tractor ending animation' code in update (turns 'ending' animation of the moving tractor ON/OFF)
  83. speed: 2 * this.control.direc, // X distance in which the tractor moves in each iteration of the animation
  84. };
  85. this.default = {
  86. width: 172, // Base block width,
  87. height: 70, // Base block height
  88. x0:
  89. gameOperation == 'minus'
  90. ? context.canvas.width - truckWidth
  91. : truckWidth, // Initial 'x' coordinate for the tractor and stacked blocks
  92. y0: context.canvas.height - game.image['floor_grass'].width * 1.5,
  93. };
  94. this.default.arrowX0 =
  95. self.default.x0 + self.default.width * self.control.direc;
  96. this.default.arrowXEnd =
  97. self.default.arrowX0 + self.default.width * self.control.direc * 8;
  98. renderBackground();
  99. // FOR MOODLE
  100. if (moodle) {
  101. navigation.add.right(['audio']);
  102. } else {
  103. navigation.add.left(['back', 'menu', 'show_answer'], 'customMenu');
  104. navigation.add.right(['audio']);
  105. }
  106. this.stack = {
  107. list: [],
  108. /**
  109. * (a) all blocks (fixed) (random)
  110. * (b) (updates) user selection
  111. */
  112. selectedIndex: undefined,
  113. /**
  114. * (a) UNDEFINED
  115. * (b) subsection of blocks (fixed) (random)
  116. */
  117. correctIndex: undefined,
  118. /**
  119. * (a/b) (updates) cur index (for animation/check control)
  120. *
  121. * initial value: 0
  122. */
  123. curIndex: 0,
  124. /**
  125. * (a/b) (updates) end of current stack block x coord
  126. */
  127. curBlockEndX: undefined,
  128. };
  129. this.floor = {
  130. list: [],
  131. /**
  132. * (a) (updates) user selection
  133. * (b) subsection of floor blocks (fixed) (generated)
  134. */
  135. selectedIndex: undefined,
  136. /**
  137. * (a) correct floor index - equiv to all in STACK
  138. * (b) UNDEFINED
  139. */
  140. correctIndex: undefined,
  141. /**
  142. * (a/b) (updates) cur index (for animation/check control)
  143. *
  144. * initial value: -1
  145. */
  146. curIndex: -1,
  147. /**
  148. * (a) correct floor x coord - equiv to all in STACK
  149. * (b) generated floor x coord - equiv to correct in STACK (fixed) (generated)
  150. */
  151. correctX: undefined,
  152. };
  153. let [restart, correctXA] = this.utils.renderStackedBlocks(
  154. this.control.direc,
  155. lineColor,
  156. fillColor,
  157. this.control.lineWidth,
  158. divisor
  159. );
  160. this.utils.renderFloorBlocks(
  161. this.control.direc,
  162. lineColor,
  163. this.control.lineWidth,
  164. divisor,
  165. correctXA
  166. );
  167. this.utils.renderCharacters();
  168. this.utils.renderMainUI();
  169. this.restart = restart;
  170. if (!this.restart) {
  171. game.timer.start(); // Set a timer for the current level (used in postScore())
  172. game.event.add('click', this.events.onInputDown);
  173. game.event.add('mousemove', this.events.onInputOver);
  174. }
  175. },
  176. /**
  177. * Game loop
  178. */
  179. update: function () {
  180. // Starts tractor animation
  181. if (self.animation.animateTractor) {
  182. self.utils.animateTractorHandler();
  183. }
  184. // Check answer after animation ends
  185. if (self.control.checkAnswer) {
  186. self.utils.checkAnswerHandler();
  187. }
  188. // Starts tractor moving animation
  189. if (self.animation.animateEnding) {
  190. self.utils.animateEndingHandler();
  191. }
  192. game.render.all();
  193. },
  194. utils: {
  195. // RENDER
  196. /**
  197. * Create stacked blocks for the level in create()
  198. */
  199. renderStackedBlocks: (direc, lineColor, fillColor, lineWidth, divisor) => {
  200. let restart = false;
  201. let hasBaseDifficulty = false; // Will be true after next for loop if level has at least one '1/difficulty' fraction (if false, restart)
  202. const max = gameMode == 'b' ? 10 : curMapPosition + 4; // Maximum # of stacked blocks for the level
  203. const total = game.math.randomInRange(curMapPosition + 2, max); // Total # of stacked blocks for the level
  204. const renderLabels = (curDivisor, x, y, i, curBlock) => {
  205. let font, curFractionItems;
  206. const fractionPartsList = [];
  207. if (curDivisor === 1) {
  208. font = textStyles.h2_;
  209. curFractionItems = [
  210. {
  211. x: x,
  212. y: self.default.y0 - i * y - 20,
  213. text: '1',
  214. },
  215. {
  216. x: x - 25,
  217. y: self.default.y0 - i * y - 27,
  218. text: gameOperation === 'minus' ? '-' : '',
  219. },
  220. null,
  221. ];
  222. } else {
  223. font = textStyles.p_;
  224. curFractionItems = [
  225. {
  226. x: x,
  227. y: self.default.y0 - i * y - 40,
  228. text: '1\n' + curDivisor,
  229. },
  230. {
  231. x: x - 25,
  232. y: self.default.y0 - i * y - 27,
  233. text: gameOperation === 'minus' ? '-' : '',
  234. },
  235. {
  236. x0: x,
  237. y: self.default.y0 - i * y - 35,
  238. x1: x + 25,
  239. lineWidth: 2,
  240. color: lineColor,
  241. },
  242. ];
  243. }
  244. font = { ...font, font: 'bold ' + font.font, fill: lineColor };
  245. for (let i = 0; i < 2; i++) {
  246. const item = game.add.text(
  247. curFractionItems[i].x,
  248. curFractionItems[i].y,
  249. curFractionItems[i].text,
  250. font
  251. );
  252. item.lineHeight = 30;
  253. fractionPartsList.push(item);
  254. }
  255. if (curFractionItems[2]) {
  256. const line = game.add.geom.line(
  257. curFractionItems[2].x0,
  258. curFractionItems[2].y,
  259. curFractionItems[2].x1,
  260. curFractionItems[2].y,
  261. curFractionItems[2].lineWidth,
  262. curFractionItems[2].color
  263. );
  264. line.anchor(0.5, 0);
  265. fractionPartsList.push(line);
  266. } else {
  267. fractionPartsList.push(null);
  268. }
  269. curBlock.fraction = {
  270. labels: fractionPartsList,
  271. nominator: direc,
  272. denominator: curDivisor,
  273. };
  274. if (!showFractions) {
  275. curBlock.fraction.labels.forEach((label) => {
  276. if (label) label.alpha = 0;
  277. });
  278. }
  279. };
  280. const shouldRestart = (hasBaseDifficulty, correctXA) => {
  281. if (
  282. !hasBaseDifficulty ||
  283. (gameOperation == 'plus' &&
  284. (correctXA < self.default.x0 + self.default.width ||
  285. correctXA > self.default.x0 + 8 * self.default.width)) ||
  286. (gameOperation == 'minus' &&
  287. (correctXA < self.default.x0 - 8 * self.default.width ||
  288. correctXA > self.default.x0 - self.default.width))
  289. )
  290. return true;
  291. return false;
  292. };
  293. let correctXA = self.default.x0 + self.default.width * direc; // Equivalent x coordinate on the floor
  294. // Render blocks
  295. for (let i = 0; i < total; i++) {
  296. let curDivisor = game.math.randomInRange(1, gameDifficulty); // Set divisor for current fraction
  297. if (curDivisor === gameDifficulty) hasBaseDifficulty = true;
  298. if (curDivisor === 3) curDivisor = 4; // Make sure valid divisors are 1, 2 and 4 (not 3)
  299. const curBlockWidth = self.default.width / curDivisor; // Current width is a fraction of the default
  300. self.control.divisorsList += curDivisor + ','; // Documenting list of divisors (for postScore())
  301. correctXA += curBlockWidth * direc;
  302. const curBlock = game.add.geom.rect(
  303. self.default.x0,
  304. self.default.y0 - i * self.default.height - lineWidth,
  305. curBlockWidth,
  306. self.default.height,
  307. fillColor,
  308. 1,
  309. lineColor,
  310. lineWidth
  311. );
  312. curBlock.anchor(gameOperation === 'minus' ? 1 : 0, 1);
  313. curBlock.blockValue = divisor / curDivisor;
  314. // If game mode is (b), add events to stacked blocks
  315. if (gameMode === 'b') curBlock.blockIndex = i;
  316. // Add to stack blocks list
  317. self.stack.list.push(curBlock);
  318. // If 'show fractions' is turned on, create labels that display the fractions on the side of each block
  319. const x = self.default.x0 + (curBlockWidth + 40) * direc;
  320. const y = self.default.height + 1;
  321. renderLabels(curDivisor, x, y, i, curBlock);
  322. }
  323. // Computer generated correct stack index
  324. if (gameMode === 'a') self.stack.selectedIndex = total - 1;
  325. // 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
  326. // initial value is end of current block
  327. self.stack.curBlockEndX =
  328. self.default.x0 + self.stack.list[0].width * direc;
  329. // Check for errors (level too easy for its difficulty or end position out of bounds)
  330. restart = shouldRestart(hasBaseDifficulty, correctXA);
  331. if (isDebugMode) {
  332. console.log(
  333. `------------------------------
  334. \nGame Map Position: ${curMapPosition}
  335. \n------------------------ setup stack
  336. \nMin blocks (curMapPosition + 2): ${curMapPosition + 2}
  337. ${
  338. gameMode === 'a'
  339. ? `\nMax blocks (A mode) (curMapPosition + 4): ${
  340. curMapPosition + 4
  341. }`
  342. : '\nMax blocks (B mode): 10'
  343. }
  344. \nTotal blocks (random min..max): ${total}
  345. \nPossible divisors (random 1..gameDifficulty / if 3 then 4): 1..${
  346. gameDifficulty == 3 ? 4 : gameDifficulty
  347. }
  348. \n(Checks if has 1/diff or floor x is out of bounds)
  349. `
  350. );
  351. if (restart) console.log('Error during level setup. Retrying...');
  352. else console.log('Successfull level setup!');
  353. }
  354. return [restart, correctXA];
  355. },
  356. /**
  357. * Create floor blocks for the level in create()
  358. */
  359. renderFloorBlocks: (direc, lineColor, lineWidth, divisor, correctXA) => {
  360. let correctXB = 0;
  361. let total = 8 * divisor; // Number of floor blocks
  362. const blockWidth = self.default.width / divisor; // Width of each floor block
  363. const renderLabels = () => {
  364. for (let i = 0; i <= 8; i++) {
  365. const x = self.default.x0 + (i + 1) * self.default.width * direc;
  366. const y = self.default.y0 + self.default.height + 45 - 65;
  367. let numberX = x;
  368. let numberText = i;
  369. let numberCircleSize = 45;
  370. let numberFont = {
  371. ...textStyles.h3_,
  372. fill: lineColor,
  373. font: 'bold ' + textStyles.h3_.font,
  374. };
  375. if (gameOperation === 'minus') {
  376. numberX = i !== 0 ? x - 2 : x;
  377. numberText = -i;
  378. numberCircleSize = 45;
  379. numberFont.font = 'bold ' + textStyles.h4_.font;
  380. }
  381. game.add.geom
  382. .circle(x, y, numberCircleSize, undefined, 0, colors.white, 1)
  383. .anchor(0, 0.25);
  384. game.add.text(numberX, y + 2, numberText, numberFont);
  385. }
  386. };
  387. // If game is type (b), select a random floor x position
  388. if (gameMode === 'b') {
  389. self.stack.correctIndex = game.math.randomInRange(
  390. 0,
  391. self.stack.list.length - 1
  392. ); // Correct stacked index
  393. correctXB = self.default.x0 + self.default.width * direc;
  394. for (let i = 0; i <= self.stack.correctIndex; i++) {
  395. correctXB += self.stack.list[i].width * direc; // Equivalent x position on the floor
  396. }
  397. }
  398. // Render floor blocks
  399. for (let i = 0, shouldUpdateIndex = true; i < total; i++) {
  400. const curX =
  401. self.default.x0 + (self.default.width + i * blockWidth) * direc;
  402. // If game is type (a), iterate until find equivalent floor index
  403. if (gameMode === 'a' && shouldUpdateIndex) {
  404. if (
  405. (gameOperation == 'plus' && curX >= correctXA) ||
  406. (gameOperation == 'minus' && curX <= correctXA)
  407. ) {
  408. self.floor.correctIndex = i - 1; // Set index of correct floor block
  409. shouldUpdateIndex = false;
  410. }
  411. }
  412. // If game is type (b), stop iterating after find equivalent floor block
  413. if (gameMode === 'b') {
  414. if (
  415. (gameOperation == 'plus' && curX >= correctXB) ||
  416. (gameOperation == 'minus' && curX <= correctXB)
  417. ) {
  418. total = i;
  419. break;
  420. }
  421. }
  422. // Render floor block
  423. const curBlock = game.add.geom.rect(
  424. curX,
  425. self.default.y0,
  426. blockWidth,
  427. self.default.height + 10,
  428. colors.blueBgInsideLevel,
  429. 1,
  430. colors.gray,
  431. lineWidth
  432. );
  433. const anchor = gameOperation == 'minus' ? 1 : 0;
  434. curBlock.anchor(anchor, 0);
  435. curBlock.blockValue = 1;
  436. // If game is type (a), add events to floor blocks
  437. if (gameMode === 'a') {
  438. curBlock.fillColor = 'transparent';
  439. curBlock.blockIndex = i;
  440. }
  441. // Add current block to list
  442. self.floor.list.push(curBlock);
  443. }
  444. if (gameMode === 'b') {
  445. self.floor.selectedIndex = total - 1; // Computer generated correct floor index
  446. self.floor.correctX = correctXB;
  447. } else {
  448. self.floor.correctX = correctXA;
  449. }
  450. // Creates labels on the floor to display the numbers
  451. renderLabels();
  452. if (isDebugMode) {
  453. console.log(
  454. `------------------------ setup floor
  455. \nDivisor (gameDifficulty / if 3 then 4): ${divisor}
  456. ${
  457. gameMode === 'a'
  458. ? `\nTotal blocks (A) (divisor * 8): ${divisor} * 8 = ${
  459. divisor * 8
  460. }`
  461. : `\nTotal blocks (B) (((equiv. to stack))): ${self.floor.list.length}`
  462. }
  463. ${
  464. gameMode === 'a'
  465. ? `\nCorrect index (A) (((equival. to stack))): ${self.floor.correctIndex}`
  466. : ''
  467. }
  468. `
  469. );
  470. }
  471. },
  472. renderCharacters: () => {
  473. self.tractor = game.add.sprite(
  474. self.default.x0,
  475. self.default.y0,
  476. 'tractor',
  477. 0,
  478. 1
  479. );
  480. if (gameOperation == 'plus') {
  481. self.tractor.anchor(1, 1);
  482. self.tractor.animation = ['move', [0, 1, 2, 3, 4], 4];
  483. } else {
  484. self.tractor.anchor(0, 1);
  485. self.tractor.animation = ['move', [5, 6, 7, 8, 9], 4];
  486. self.tractor.curFrame = 5;
  487. }
  488. },
  489. renderMainUI: () => {
  490. // Help pointer
  491. self.ui.help = game.add.image(0, 0, 'pointer', 1.7, 0);
  492. if (gameMode === 'b') self.ui.help.anchor(0.25, 0.7);
  493. else self.ui.help.anchor(0.2, 0);
  494. // Selection Arrow
  495. if (gameMode === 'a') {
  496. self.ui.arrow = game.add.image(
  497. self.default.arrowX0,
  498. self.default.y0,
  499. 'arrow_down',
  500. 1.5
  501. );
  502. self.ui.arrow.anchor(0.5, 1);
  503. self.ui.arrow.alpha = 0.5;
  504. }
  505. // Intro text
  506. const correctMessage =
  507. gameMode === 'a'
  508. ? game.lang.squareOne_intro_a
  509. : game.lang.squareOne_intro_b;
  510. const treatedMessage = correctMessage.split('\\n');
  511. const font = textStyles.h1_;
  512. self.ui.message = [];
  513. self.ui.message.push(
  514. game.add.text(
  515. context.canvas.width / 2,
  516. 170,
  517. treatedMessage[0] + '\n' + treatedMessage[1],
  518. font
  519. )
  520. );
  521. },
  522. renderOperationUI_new: () => {
  523. /**
  524. *
  525. * (DOING)
  526. * if game mode A:
  527. * - left: (1) selected floor position (user selection)
  528. * - right: (2) expected floor position equivalent to the stack of blocks (pre-set)
  529. *
  530. * (TODO)
  531. * if game mode B:
  532. * - left: (3) floor position equivalent to the stack of blocks (user selection)
  533. * - right: (4) generated floor position (pre-set)
  534. */
  535. const divisor = gameDifficulty == 3 ? 4 : gameDifficulty;
  536. const renderFloorFractions = (lastIndex, divisor, msg) => {
  537. if (gameMode === 'a') {
  538. const operator = gameOperation === 'minus' ? '-' : '+';
  539. const index = lastIndex;
  540. const blocks = index + 1;
  541. const valueReal = blocks / divisor;
  542. const valueFloor = Math.floor(valueReal);
  543. const valueRest = valueReal - valueFloor;
  544. let fracNomin = (fracDenomin = fracLine = '');
  545. // adds sign on the left of the equation
  546. if (gameOperation === 'minus') {
  547. fracNomin += ' ';
  548. fracDenomin += ' ';
  549. fracLine += operator;
  550. }
  551. // 1 _ _
  552. if (valueFloor) {
  553. fracNomin += ' ';
  554. fracDenomin += ' ';
  555. fracLine += valueFloor;
  556. }
  557. // _ + _
  558. if (valueFloor && valueRest) {
  559. fracNomin += ' ';
  560. fracDenomin += ' ';
  561. fracLine += operator;
  562. }
  563. // _ _ 1/5
  564. if (valueRest) {
  565. fracNomin += `${valueRest * divisor}`;
  566. fracDenomin += `${divisor}`;
  567. fracLine += '-';
  568. }
  569. // console.log(msg);
  570. // console.log(`i: ${index} | #: ${blocks} | real: ${valueReal}`);
  571. // console.log(`frac: ${fracNomin}`);
  572. // console.log(`frac: ${fracLine}`);
  573. // console.log(`frac: ${fracDenomin}`);
  574. return [fracNomin, fracDenomin, fracLine, valueReal];
  575. }
  576. };
  577. const renderStackFractions = (lastIndex, msg) => {
  578. if (gameMode === 'a') {
  579. const operator = gameOperation === 'minus' ? '-' : '+';
  580. const index = lastIndex;
  581. const blocks = index + 1;
  582. const nominators = [];
  583. const denominators = [];
  584. const values = [];
  585. let valueReal = 0;
  586. let fracNomin = (fracDenomin = fracLine = '');
  587. for (let i = 0; i < blocks; i++) {
  588. const m = self.stack.list[i].fraction.denominator || 1;
  589. const temp = self.stack.list[i].fraction.nominator || 0;
  590. const n = gameOperation === 'minus' ? -temp : +temp;
  591. const nm = n / m;
  592. nominators[i] = n + 0;
  593. denominators[i] = m + 0;
  594. values[i] = nm;
  595. valueReal += nm;
  596. }
  597. for (let i = 0; i < blocks; i++) {
  598. const valueReal = values[i];
  599. const valueFloor = Math.floor(valueReal);
  600. const valueRest = valueReal - valueFloor;
  601. if (i > 0 || gameOperation === 'minus') {
  602. fracNomin += ' ';
  603. fracDenomin += ' ';
  604. fracLine += operator;
  605. }
  606. if (valueFloor && !valueRest) {
  607. fracNomin += ' ';
  608. fracDenomin += ' ';
  609. fracLine += valueFloor;
  610. }
  611. if (valueRest) {
  612. fracNomin += `${nominators[i]}`;
  613. fracDenomin += `${denominators[i]}`;
  614. fracLine += '-';
  615. }
  616. }
  617. // console.log(msg);
  618. // console.log(`i: ${index} | #: ${blocks}`);
  619. // console.log(`frac: ${fracNomin}`);
  620. // console.log(`frac: ${fracLine}`);
  621. // console.log(`frac: ${fracDenomin}`);
  622. return [fracNomin, fracDenomin, fracLine, valueReal];
  623. }
  624. };
  625. // Initial setup
  626. const font = textStyles.fraction;
  627. font.fill = colors.black;
  628. const padding = 100;
  629. const offsetX = 100;
  630. const widthOfChar = 35;
  631. const x0 = padding;
  632. const y0 = context.canvas.height / 3;
  633. let nextX = x0;
  634. const cardHeight = 400;
  635. const cardX = x0 - padding;
  636. const cardY = y0;
  637. const renderList = [];
  638. // Render Card
  639. const card = game.add.geom.rect(
  640. cardX,
  641. cardY,
  642. 0,
  643. cardHeight,
  644. colors.blueLight,
  645. 0.5,
  646. colors.blueDark,
  647. 8
  648. );
  649. card.id = 'card';
  650. card.anchor(0, 0.5);
  651. renderList.push(card);
  652. // Fraction setup
  653. console.clear();
  654. const [floorNominators, floorDenominators, floorLines, floorValue] =
  655. renderFloorFractions(
  656. self.floor.selectedIndex,
  657. divisor,
  658. 'LEFT SIDE - a fração escolhida no chão é...\n\n'
  659. );
  660. renderFloorFractions(
  661. self.floor.correctIndex,
  662. divisor,
  663. '\n\nRIGHT SIDE 1 - a fração CORRETA no chão é...\n\n'
  664. );
  665. const [stackNominators, stackDenominators, stackLines, stackValue] =
  666. renderStackFractions(
  667. self.stack.selectedIndex,
  668. '\n\nRIGHT SIDE 2 - a fração CORRETA na stack é...\n\n'
  669. );
  670. // Render left part of the operation
  671. const nom = game.add.text(
  672. x0 + offsetX / 2,
  673. y0,
  674. floorNominators,
  675. font,
  676. 60
  677. );
  678. const denom = game.add.text(
  679. x0 + offsetX / 2,
  680. y0 + 70,
  681. floorDenominators,
  682. font,
  683. 60
  684. );
  685. const lines = game.add.text(
  686. x0 + offsetX / 2,
  687. y0 + 35,
  688. floorLines,
  689. font,
  690. 60
  691. );
  692. renderList.push(nom);
  693. renderList.push(denom);
  694. renderList.push(lines);
  695. // Render middle sign
  696. nextX = x0 + (floorNominators.length + 2) * widthOfChar;
  697. font.fill = colors.green;
  698. let comparisonSign = '=';
  699. if (floorValue != stackValue) {
  700. font.fill = colors.red;
  701. let leftSideIsLarger = floorValue > stackValue;
  702. if (gameOperation === 'minus') leftSideIsLarger = !leftSideIsLarger;
  703. comparisonSign = leftSideIsLarger ? '>' : '<';
  704. }
  705. renderList.push(game.add.text(nextX, y0 + 35, comparisonSign, font));
  706. // Right part of the operation
  707. font.fill = colors.black;
  708. const fractionRes1 = game.add.text(
  709. nextX + offsetX / 2,
  710. y0,
  711. stackNominators,
  712. font,
  713. 60
  714. );
  715. const fractionRes2 = game.add.text(
  716. nextX + offsetX / 2,
  717. y0 + 70,
  718. stackDenominators,
  719. font,
  720. 60
  721. );
  722. const fractionRes3 = game.add.text(
  723. nextX + offsetX / 2,
  724. y0 + 35,
  725. stackLines,
  726. font,
  727. 60
  728. );
  729. renderList.push(fractionRes1);
  730. renderList.push(fractionRes2);
  731. renderList.push(fractionRes3);
  732. const resultWidth = (stackNominators.length + 2) * widthOfChar;
  733. const cardWidth = nextX - x0 + resultWidth + padding * 2;
  734. card.width = cardWidth;
  735. const endSignX = (context.canvas.width - cardWidth) / 2 + cardWidth;
  736. // Center Card
  737. moveList(renderList, (context.canvas.width - cardWidth) / 2, 0);
  738. self.fractionOperationUI = renderList;
  739. return endSignX;
  740. },
  741. renderOperationUI: () => {
  742. let validBlocks = [];
  743. const lastValidIndex =
  744. gameMode === 'a' ? self.stack.curIndex : self.stack.selectedIndex;
  745. for (let i = 0; i <= lastValidIndex; i++) {
  746. validBlocks.push(self.stack.list[i]);
  747. }
  748. const font = textStyles.fraction;
  749. font.fill = colors.green;
  750. const nominators = [];
  751. const denominators = [];
  752. const renderList = [];
  753. const padding = 100;
  754. const offsetX = 100;
  755. const widthOfChar = 35;
  756. const x0 = padding;
  757. const y0 = context.canvas.height / 3;
  758. let nextX = x0;
  759. const cardHeight = 400;
  760. const cardX = x0 - padding;
  761. const cardY = y0; // + cardHeight / 4;
  762. // Card
  763. const card = game.add.geom.rect(
  764. cardX,
  765. cardY,
  766. 0,
  767. cardHeight,
  768. colors.blueLight,
  769. 0.5,
  770. colors.blueDark,
  771. 8
  772. );
  773. card.id = 'card';
  774. card.anchor(0, 0.5);
  775. renderList.push(card);
  776. // Fraction list
  777. for (let i in validBlocks) {
  778. const curFraction = validBlocks[i].fraction;
  779. const curFractionString = curFraction.labels[0].name;
  780. let curFractionSign = i !== '0' ? '+' : '';
  781. if (curFraction.labels[1].name === '-') {
  782. curFractionSign = '-';
  783. font.fill = colors.red;
  784. }
  785. const fraction = game.add.text(
  786. x0 + i * offsetX + offsetX / 2,
  787. curFractionString === '1' ? y0 + 40 : y0,
  788. curFractionString,
  789. font,
  790. 60
  791. );
  792. fraction.lineHeight = 70;
  793. renderList.push(
  794. game.add.text(x0 + i * offsetX, y0 + 35, curFractionSign, font)
  795. );
  796. renderList.push(fraction);
  797. renderList.push(
  798. game.add.text(
  799. x0 + offsetX / 2 + i * offsetX,
  800. y0,
  801. curFractionString === '1' ? '' : '_',
  802. font
  803. )
  804. );
  805. nominators.push(curFraction.nominator);
  806. denominators.push(curFraction.denominator);
  807. }
  808. // Setup for fraction operation with least common multiple
  809. font.fill = colors.black;
  810. const updatedNominators = [];
  811. const mmc = game.math.mmcArray(denominators);
  812. let resultNominator = 0;
  813. for (let i in nominators) {
  814. const temp = nominators[i] * (mmc / denominators[i]);
  815. updatedNominators.push(temp);
  816. resultNominator += temp;
  817. }
  818. const resultNominatorUnsigned =
  819. resultNominator < 0 ? -resultNominator : resultNominator;
  820. const resultAux = resultNominator / mmc;
  821. const result =
  822. ('' + resultAux).length > 4 ? resultAux.toFixed(2) : resultAux;
  823. // Fraction operation with least common multiple
  824. nextX = x0 + validBlocks.length * offsetX + 20;
  825. // Fraction result
  826. renderList.push(game.add.text(nextX, y0 + 35, '=', font));
  827. font.align = 'center';
  828. nextX += offsetX;
  829. if (result < 0) {
  830. nextX += 60;
  831. renderList.push(game.add.text(nextX - 80, y0 + 35, '-', font));
  832. nextX -= 30;
  833. }
  834. const fractionResult = game.add.text(
  835. nextX,
  836. mmc === 1 || resultNominatorUnsigned === 0 ? y0 + 40 : y0,
  837. mmc === 1 || resultNominatorUnsigned === 0
  838. ? resultNominatorUnsigned
  839. : resultNominatorUnsigned + '\n' + mmc,
  840. font
  841. );
  842. fractionResult.lineHeight = 70;
  843. renderList.push(fractionResult);
  844. const fractionLine = game.add.geom.line(
  845. nextX,
  846. y0 + 15,
  847. nextX + 60,
  848. y0 + 15,
  849. 4,
  850. colors.black,
  851. mmc === 1 || resultNominatorUnsigned === 0 ? 0 : 1
  852. );
  853. fractionLine.anchor(0.5, 0);
  854. renderList.push(fractionLine);
  855. // Fraction result simplified setup
  856. const mdcAux = game.math.mdc(resultNominator, mmc);
  857. const mdc = mdcAux < 0 ? -mdcAux : mdcAux;
  858. if (mdc !== 1 && resultNominatorUnsigned !== 0) {
  859. nextX += offsetX;
  860. renderList.push(game.add.text(nextX, y0 + 35, '=', font));
  861. nextX += offsetX;
  862. renderList.push(
  863. game.add.text(nextX - 50, y0 + 35, result > 0 ? '' : '-', font)
  864. );
  865. renderList.push(
  866. game.add.text(nextX, y0, resultNominatorUnsigned / mdc, font)
  867. );
  868. renderList.push(game.add.text(nextX, y0 + 70, mmc / mdc, font));
  869. const fractionLine = game.add.geom.line(
  870. nextX,
  871. y0 + 15,
  872. nextX + 60,
  873. y0 + 15,
  874. 4,
  875. colors.black
  876. );
  877. fractionLine.anchor(0.5, 0);
  878. renderList.push(fractionLine);
  879. }
  880. // Decimal result
  881. let resultWidth = '_'.length * widthOfChar;
  882. const cardWidth = nextX - x0 + resultWidth + padding * 2;
  883. card.width = cardWidth;
  884. const endSignX = (context.canvas.width - cardWidth) / 2 + cardWidth;
  885. // Center Card
  886. moveList(renderList, (context.canvas.width - cardWidth) / 2, 0);
  887. self.fractionOperationUI = renderList;
  888. return endSignX;
  889. },
  890. renderEndUI: () => {
  891. let btnColor = colors.green;
  892. let btnText = game.lang.continue;
  893. if (!self.control.isCorrect) {
  894. btnColor = colors.red;
  895. btnText = game.lang.retry;
  896. }
  897. // continue button
  898. self.ui.continue.button = game.add.geom.rect(
  899. context.canvas.width / 2,
  900. context.canvas.height / 2 + 100,
  901. 450,
  902. 100,
  903. btnColor
  904. );
  905. self.ui.continue.button.anchor(0.5, 0.5);
  906. self.ui.continue.text = game.add.text(
  907. context.canvas.width / 2,
  908. context.canvas.height / 2 + 16 + 100,
  909. btnText,
  910. textStyles.btn
  911. );
  912. },
  913. // UPDATE HANDLERS
  914. animateTractorHandler: () => {
  915. // Move
  916. self.tractor.x += self.animation.speed;
  917. self.stack.list.forEach((block) => (block.x += self.animation.speed));
  918. // If the current block is 1/n (not 1/1) we need to consider the
  919. // extra space the truck needs to pass after the blocks falls but
  920. // before reaching the next block
  921. const curBlockExtra =
  922. (self.default.width - self.stack.list[self.stack.curIndex].width) *
  923. self.control.direc;
  924. const canLowerBlocks =
  925. (gameOperation == 'plus' &&
  926. self.stack.list[0].x >= self.stack.curBlockEndX + curBlockExtra) ||
  927. (gameOperation == 'minus' &&
  928. self.stack.list[0].x <= self.stack.curBlockEndX + curBlockExtra);
  929. if (canLowerBlocks) {
  930. const endAnimation = self.utils.lowerBlocksHandler();
  931. if (!endAnimation) {
  932. self.animation.animateTractor = false;
  933. self.control.checkAnswer = true;
  934. }
  935. }
  936. },
  937. lowerBlocksHandler: () => {
  938. self.floor.curIndex += self.stack.list[self.stack.curIndex].blockValue;
  939. const tooManyStackBlocks = self.floor.curIndex > self.floor.selectedIndex;
  940. if (tooManyStackBlocks) return false;
  941. // fill floor
  942. for (let i = 0; i <= self.floor.curIndex; i++) {
  943. self.floor.list[i].fillColor = 'transparent';
  944. }
  945. // lower blocks
  946. self.stack.list.forEach((block) => {
  947. block.y += self.default.height;
  948. });
  949. // hide current block
  950. self.stack.list[self.stack.curIndex].alpha = 0;
  951. const isLastFloorBlock = self.floor.curIndex === self.floor.selectedIndex;
  952. const notEnoughStackBlocks =
  953. self.stack.curIndex === self.stack.list.length - 1;
  954. if (isLastFloorBlock || notEnoughStackBlocks) return false;
  955. // update stack blocks
  956. self.stack.curIndex++;
  957. self.stack.curBlockEndX +=
  958. self.stack.list[self.stack.curIndex].width * self.control.direc;
  959. return true;
  960. },
  961. checkAnswerHandler: () => {
  962. game.timer.stop();
  963. game.animation.stop(self.tractor.animation[0]);
  964. if (gameMode === 'a') self.ui.arrow.alpha = 0;
  965. self.control.isCorrect =
  966. gameMode === 'a'
  967. ? self.floor.selectedIndex === self.floor.correctIndex
  968. : self.stack.selectedIndex === self.stack.correctIndex;
  969. // TODO: remove this when finish updatng feedback msg
  970. const x =
  971. gameMode === 'a'
  972. ? self.utils.renderOperationUI_new()
  973. : self.utils.renderOperationUI();
  974. // Give feedback to player and turns on sprite animation
  975. if (self.control.isCorrect) {
  976. completedLevels++; // Increases number os finished levels
  977. if (audioStatus) game.audio.okSound.play();
  978. game.animation.play(self.tractor.animation[0]);
  979. game.add
  980. .image(x + 50, context.canvas.height / 3, 'answer_correct')
  981. .anchor(0.5, 0.5);
  982. if (isDebugMode) console.log('Completed Levels: ' + completedLevels);
  983. } else {
  984. if (audioStatus) game.audio.errorSound.play();
  985. game.add
  986. .image(x, context.canvas.height / 3, 'answer_wrong')
  987. .anchor(0.5, 0.5);
  988. }
  989. self.fetch.postScore();
  990. self.control.checkAnswer = false;
  991. self.animation.animateEnding = true;
  992. },
  993. animateEndingHandler: () => {
  994. // ANIMATE ENDING
  995. self.control.count++;
  996. // If CORRECT ANSWER runs final tractor animation (else tractor desn't move, just wait)
  997. if (self.control.isCorrect) self.tractor.x += self.animation.speed;
  998. if (self.control.count === 100) {
  999. self.utils.renderEndUI();
  1000. self.control.showEndInfo = true;
  1001. if (self.control.isCorrect) canGoToNextMapPosition = true;
  1002. else canGoToNextMapPosition = false;
  1003. }
  1004. },
  1005. endLevel: () => {
  1006. game.state.start('map');
  1007. },
  1008. // INFORMATION
  1009. /**
  1010. * Display correct answer
  1011. */
  1012. showAnswer: () => {
  1013. if (!self.control.hasClicked) {
  1014. // On gameMode (a)
  1015. if (gameMode === 'a') {
  1016. const aux = self.floor.list[0];
  1017. self.ui.help.x =
  1018. self.floor.correctX - (aux.width / 2) * self.control.direc;
  1019. self.ui.help.y = self.default.y0;
  1020. // On gameMode (b)
  1021. } else {
  1022. const aux = self.stack.list[self.stack.correctIndex];
  1023. self.ui.help.x = aux.x + (aux.width / 2) * self.control.direc;
  1024. self.ui.help.y = aux.y;
  1025. }
  1026. self.ui.help.alpha = 0.7;
  1027. }
  1028. },
  1029. // EVENT HANDLERS
  1030. /**
  1031. * Function called by self.events.onInputDown() when player clicks on a valid rectangle.
  1032. */
  1033. clickHandler: (clickedIndex, curSet) => {
  1034. if (!self.control.hasClicked && !self.animation.animateEnding) {
  1035. document.body.style.cursor = 'auto';
  1036. // Play beep sound
  1037. if (audioStatus) game.audio.popSound.play();
  1038. // Disable show answer nav icon
  1039. navigation.disableIcon(navigation.showAnswerIcon);
  1040. // Hide intro message
  1041. self.ui.message[0].alpha = 0;
  1042. // Hide labels
  1043. if (showFractions) {
  1044. self.stack.list.forEach((block) => {
  1045. block.fraction.labels.forEach((lbl) => {
  1046. if (lbl) lbl.alpha = 0;
  1047. });
  1048. });
  1049. }
  1050. // Hide solution pointer
  1051. if (self.ui.help != undefined) self.ui.help.alpha = 0;
  1052. // Hide unselected blocks
  1053. for (let i = curSet.list.length - 1; i > clickedIndex; i--) {
  1054. curSet.list[i].alpha = 0;
  1055. }
  1056. // Save selected index
  1057. curSet.selectedIndex = clickedIndex;
  1058. if (gameMode === 'a') {
  1059. self.ui.arrow.alpha = 0;
  1060. } else {
  1061. // update list size
  1062. self.stack.list.length = curSet.selectedIndex + 1;
  1063. }
  1064. // Turn tractor animation on
  1065. game.animation.play(self.tractor.animation[0]);
  1066. self.animation.animateTractor = true;
  1067. self.control.hasClicked = true;
  1068. }
  1069. },
  1070. /**
  1071. * Function called by self.events.onInputOver() when cursor is over a valid rectangle
  1072. *
  1073. * @param {object} cur rectangle the cursor is over
  1074. */
  1075. overHandler: (cur) => {
  1076. if (!self.control.hasClicked) {
  1077. document.body.style.cursor = 'pointer';
  1078. if (gameMode === 'a') {
  1079. for (let i in self.floor.list) {
  1080. self.floor.list[i].fillColor =
  1081. i <= cur.blockIndex ? colors.blueBgInsideLevel : 'transparent';
  1082. }
  1083. self.floor.selectedIndex = cur.blockIndex;
  1084. } else {
  1085. for (let i in self.stack.list) {
  1086. const alpha = i <= cur.blockIndex ? 1 : 0.4;
  1087. self.stack.list[i].alpha = alpha;
  1088. if (showFractions) {
  1089. self.stack.list[i].fraction.labels.forEach((lbl) => {
  1090. if (lbl) lbl.alpha = alpha;
  1091. });
  1092. }
  1093. }
  1094. self.stack.selectedIndex = cur.blockIndex;
  1095. }
  1096. }
  1097. },
  1098. /**
  1099. * Function called by self.events.onInputOver() when cursos is out of a valid rectangle
  1100. */
  1101. outHandler: () => {
  1102. if (!self.control.hasClicked) {
  1103. document.body.style.cursor = 'auto';
  1104. if (gameMode === 'a') {
  1105. for (let i in self.floor.list) {
  1106. self.floor.list[i].fillColor = 'transparent';
  1107. }
  1108. self.floor.selectedIndex = undefined;
  1109. } else {
  1110. for (let i in self.stack.list) {
  1111. self.stack.list[i].alpha = 1;
  1112. if (showFractions) {
  1113. self.stack.list[i].fraction.labels.forEach((lbl) => {
  1114. if (lbl) lbl.alpha = 1;
  1115. });
  1116. }
  1117. }
  1118. self.stack.selectedIndex = undefined;
  1119. }
  1120. }
  1121. },
  1122. },
  1123. events: {
  1124. /**
  1125. * Called by mouse click event
  1126. *
  1127. * @param {object} mouseEvent contains the mouse click coordinates
  1128. */
  1129. onInputDown: (mouseEvent) => {
  1130. const x = game.math.getMouse(mouseEvent).x;
  1131. const y = game.math.getMouse(mouseEvent).y;
  1132. // click blocks
  1133. const curSet = gameMode == 'a' ? self.floor : self.stack;
  1134. for (let i in curSet.list) {
  1135. if (game.math.isOverIcon(x, y, curSet.list[i])) {
  1136. self.utils.clickHandler(+i, curSet);
  1137. break;
  1138. }
  1139. }
  1140. // Continue button
  1141. if (self.control.showEndInfo) {
  1142. if (game.math.isOverIcon(x, y, self.ui.continue.button)) {
  1143. if (audioStatus) game.audio.popSound.play();
  1144. self.utils.endLevel();
  1145. }
  1146. }
  1147. navigation.onInputDown(x, y);
  1148. game.render.all();
  1149. },
  1150. /**
  1151. * Called by mouse move event
  1152. *
  1153. * @param {object} mouseEvent contains the mouse move coordinates
  1154. */
  1155. onInputOver: (mouseEvent) => {
  1156. const x = game.math.getMouse(mouseEvent).x;
  1157. const y = game.math.getMouse(mouseEvent).y;
  1158. let isOverFloor = false;
  1159. let isOverStack = false;
  1160. if (gameMode === 'a') {
  1161. self.floor.list.forEach((cur) => {
  1162. // hover floor blocks
  1163. if (game.math.isOverIcon(x, y, cur)) {
  1164. isOverFloor = true;
  1165. self.utils.overHandler(cur);
  1166. }
  1167. // move arrow
  1168. if (
  1169. !self.control.hasClicked &&
  1170. !self.animation.animateEnding &&
  1171. game.math.isOverIcon(x, self.default.y0, cur)
  1172. ) {
  1173. self.ui.arrow.x = x;
  1174. }
  1175. });
  1176. if (!isOverFloor) self.utils.outHandler('a');
  1177. }
  1178. if (gameMode === 'b') {
  1179. // hover stack blocks
  1180. self.stack.list.forEach((cur) => {
  1181. if (game.math.isOverIcon(x, y, cur)) {
  1182. isOverStack = true;
  1183. self.utils.overHandler(cur);
  1184. }
  1185. });
  1186. if (!isOverStack) self.utils.outHandler('b');
  1187. }
  1188. // Continue button
  1189. if (self.control.showEndInfo) {
  1190. if (game.math.isOverIcon(x, y, self.ui.continue.button)) {
  1191. // If pointer is over icon
  1192. document.body.style.cursor = 'pointer';
  1193. self.ui.continue.button.scale =
  1194. self.ui.continue.button.initialScale * 1.1;
  1195. self.ui.continue.text.style = textStyles.btnLg;
  1196. } else {
  1197. // If pointer is not over icon
  1198. document.body.style.cursor = 'auto';
  1199. self.ui.continue.button.scale =
  1200. self.ui.continue.button.initialScale * 1;
  1201. self.ui.continue.text.style = textStyles.btn;
  1202. }
  1203. }
  1204. navigation.onInputOver(x, y);
  1205. game.render.all();
  1206. },
  1207. },
  1208. fetch: {
  1209. /**
  1210. * Saves players data after level ends - to be sent to database <br>
  1211. *
  1212. * Attention: the 'line_' prefix data table must be compatible to data table fields (MySQL server)
  1213. *
  1214. * @see /php/save.php
  1215. */
  1216. postScore: () => {
  1217. // Creates string that is going to be sent to db
  1218. const data =
  1219. '&line_game=' +
  1220. gameShape +
  1221. '&line_mode=' +
  1222. gameMode +
  1223. '&line_oper=' +
  1224. gameOperation +
  1225. '&line_leve=' +
  1226. gameDifficulty +
  1227. '&line_posi=' +
  1228. curMapPosition +
  1229. '&line_resu=' +
  1230. self.control.isCorrect +
  1231. '&line_time=' +
  1232. game.timer.elapsed +
  1233. '&line_deta=' +
  1234. 'numBlocks:' +
  1235. self.stack.list.length +
  1236. ', valBlocks: ' +
  1237. self.control.divisorsList + // Ends in ','
  1238. ' blockIndex: ' +
  1239. self.stack.selectedIndex +
  1240. ', floorIndex: ' +
  1241. self.floor.selectedIndex;
  1242. // FOR MOODLE
  1243. sendToDatabase(data);
  1244. },
  1245. },
  1246. };