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- /******************************
- * This file holds game states.
- ******************************/
- /** [GAME STATE]
- *
- * .....circleOne.... = gameName
- * ....../...\.......
- * .....a.....b...... = gameMode
- * .......\./........
- * ........|.........
- * ....../.|.\.......
- * .plus.minus.mixed. = gameOperation
- * ......\.|./.......
- * ........|.........
- * ......1,2,3....... = gameDifficulty
- *
- * Character : kid/kite
- * Theme : getting the kite on the floor
- * Concept : 'How much the kid has to walk to get to the kite?'
- * Represent fractions as : circles/arcs
- *
- * Game modes can be :
- *
- * a : Player can place kite position
- * Place kite in position (so the kid can get to it)
- * b : Player can select # of circles
- * Selects number of circles (that represent distance kid needs to walk to get to the kite)
- *
- * Operations can be :
- *
- * plus : addition of fractions
- * Represented by : kid going to the right (floor positions 0..5)
- * minus : subtraction of fractions
- * Represented by: kid going to the left (floor positions 5..0)
- * mixed : Mix addition and subtraction of fractions in same
- * Represented by: kid going to the left (floor positions 0..5)
- *
- * @namespace
- */
- const circleOne = {
- ui: undefined,
- control: undefined,
- animation: undefined,
- road: undefined,
- circles: undefined,
- kid: undefined,
- kite: undefined,
- kite_line: undefined,
- walkedPath: undefined,
- /**
- * Main code
- */
- create: function () {
- this.ui = {
- help: undefined,
- message: undefined,
- continue: {
- // modal: undefined,
- button: undefined,
- text: undefined,
- },
- };
- const roadMapper = () => {
- const _pointWidth = (game.sprite['map_place'].width / 2) * 0.45;
- const defaultX = 150;
- const defaultY =
- context.canvas.height - game.image['floor_grass'].width * 1.5;
- const defaultWidth = 1620;
- // Initial 'x' coordinate for the kid and the baloon
- const x =
- gameOperation === 'minus'
- ? context.canvas.width - defaultX - _pointWidth / 2
- : defaultX + _pointWidth / 2;
- const y = defaultY;
- const width = defaultWidth - _pointWidth;
- const _divisions = 5;
- const _subdivisions = gameDifficulty === 3 ? 4 : gameDifficulty;
- const numberOfBlocks = _divisions * _subdivisions;
- return { x, y, width, numberOfBlocks, defaultX, defaultY, defaultWidth };
- };
- this.road = roadMapper();
- const blocksMapper = () => {
- let width = this.road.width / this.road.numberOfBlocks;
- if (gameOperation === 'minus') width = -width;
- const height = 50;
- return { width, height, list: [], cur: undefined };
- };
- this.blocks = blocksMapper();
- this.walkedPath = [];
- const pointWidth = (game.sprite['map_place'].width / 2) * 0.45;
- const distanceBetweenPoints =
- (context.canvas.width - this.road.defaultX * 2 - pointWidth) / 5; // Distance between road points
- const y0 = this.road.defaultY + 20;
- const x0 = this.road.x;
- this.circles = {
- diameter: game.math.getRadiusFromCircunference(distanceBetweenPoints) * 2, // (Fixed) Circles Diameter
- cur: 0, // Current circle index
- list: [], // Circle objects
- };
- this.control = {
- directionModifier: gameOperation === 'minus' ? -1 : 1,
- correctX: x0, // Correct position (accumulative)
- nextX: undefined, // Next point position
- divisorsList: '', // used in postScore (Accumulative)
- hasClicked: false, // Checks if user has clicked
- checkAnswer: false, // Check kid on top of kiteline
- isCorrect: false, // Informs answer is correct
- showEndInfo: false,
- endSignX: undefined,
- curWalkedPath: 0,
- // mode 'b' exclusive
- correctIndex: undefined,
- selectedIndex: -1, // Index of clicked circle (game (b))
- numberOfPlusFractions: undefined,
- };
- const walkOffsetX = 2;
- const walksPerDistanceBetweenPoints = distanceBetweenPoints / walkOffsetX;
- this.animation = {
- list: {
- left: undefined,
- right: undefined,
- },
- invertDirection: undefined,
- animateKid: false,
- animateBalloon: false, // TODO
- counter: undefined,
- walkOffsetX,
- angleOffset: 360 / walksPerDistanceBetweenPoints,
- };
- renderBackground('farmRoad');
- // Calls function that loads navigation icons
- // FOR MOODLE
- if (moodle) {
- navigation.add.right(['audio']);
- } else {
- navigation.add.left(['back', 'menu', 'show_answer'], 'customMenu');
- navigation.add.right(['audio']);
- }
- const validPath = { x0, y0, distanceBetweenPoints };
- this.utils.renderRoadBlocks();
- this.utils.renderRoad(validPath);
- const [restart, kiteX] = this.utils.renderCircles(validPath);
- this.restart = restart;
- this.utils.renderCharacters(validPath, kiteX);
- this.utils.renderMainUI();
- if (!this.restart) {
- game.timer.start(); // Set a timer for the current level (used in postScore())
- game.event.add('click', this.events.onInputDown);
- game.event.add('mousemove', this.events.onInputOver);
- }
- },
- /**
- * Game loop
- */
- update: function () {
- // Starts kid animation
- if (self.animation.animateKid) {
- self.utils.animateKidHandler();
- }
- // Check if kid is on top of kite line
- if (self.control.checkAnswer) {
- self.utils.checkAnswerHandler();
- }
- // Starts balloon flying animation
- if (self.animation.animateBalloon) {
- self.utils.animateBalloonHandler();
- }
- game.render.all();
- },
- utils: {
- renderRoadBlocks: function () {
- for (let i = 0; i < self.road.numberOfBlocks; i++) {
- const block = game.add.geom.rect(
- self.road.x + i * self.blocks.width,
- self.road.y,
- self.blocks.width, // If gameOperation is minus, block width is negative
- self.blocks.height,
- 'transparent',
- 0.5,
- colors.red,
- 2
- );
- block.info = { index: i };
- self.blocks.list.push(block);
- }
- },
- // RENDERS
- renderRoad: function (validPath) {
- const offset = 40;
- for (let i = 0; i <= 5; i++) {
- // Gray place
- game.add
- .sprite(
- validPath.x0 +
- i *
- validPath.distanceBetweenPoints *
- self.control.directionModifier,
- validPath.y0,
- 'map_place',
- 0,
- 0.45
- )
- .anchor(0.5, 0.5);
- // White circle behind number
- const curX =
- validPath.x0 +
- i * validPath.distanceBetweenPoints * self.control.directionModifier;
- game.add.geom
- .circle(
- curX,
- validPath.y0 + 60 + offset,
- 60,
- undefined,
- 0,
- colors.white,
- 0.8
- )
- .anchor(0, 0.25);
- game.add.geom.rect(
- curX,
- validPath.y0 + 60 - 28,
- 4,
- 25,
- colors.white,
- 0.8,
- undefined,
- 0
- );
- // Number
- game.add.text(
- curX,
- validPath.y0 + 60 + offset,
- i * self.control.directionModifier,
- {
- ...textStyles.h2_,
- font: 'bold ' + textStyles.h2_.font,
- fill: gameOperation === 'minus' ? colors.red : colors.green,
- }
- );
- }
- self.utils.renderWalkedPath(
- validPath.x0 - 1,
- validPath.y0 - 5,
- gameOperation === 'minus' ? colors.red : colors.green
- );
- },
- renderWalkedPath: function (x, y, color) {
- const path = game.add.geom.rect(x, y, 1, 1, 'transparent', 1, color, 4);
- self.walkedPath.push(path);
- return path;
- },
- renderCircles: function (validPath) {
- let restart = false;
- let hasBaseDifficulty = false;
- let kiteX = context.canvas.width / 2;
- const fractionX =
- validPath.x0 -
- (self.circles.diameter - 10) * self.control.directionModifier;
- const font = {
- ...textStyles.h2_,
- font: 'bold ' + textStyles.h2_.font,
- };
- // Number of circles
- const max = gameOperation === 'mixed' ? 6 : curMapPosition + 1;
- const min =
- curMapPosition === 1 && (gameOperation === 'mixed' || gameMode === 'b')
- ? 2
- : curMapPosition; // Mixed level has at least 2 fractions
- const total = game.math.randomInRange(min, max); // Total number of circles
- // For mode 'b'
- self.control.numberOfPlusFractions = game.math.randomInRange(
- 1,
- total - 1
- );
- for (let i = 0; i < total; i++) {
- let curDirection = undefined;
- let curLineColor = undefined;
- let curFillColor = undefined;
- let curAngleDegree = undefined;
- let curIsCounterclockwise = undefined;
- let curFractionItems = undefined;
- let curCircle = undefined;
- const curCircleInfo = {
- direction: undefined,
- direc: undefined,
- distance: undefined,
- angle: undefined,
- fraction: {
- labels: [],
- nominator: undefined,
- denominator: undefined,
- },
- };
- let curDivisor = game.math.randomInRange(1, gameDifficulty); // Set fraction 'divisor' (depends on difficulty)
- if (curDivisor === gameDifficulty) hasBaseDifficulty = true; // True if after for ends has at least 1 '1/difficulty' fraction
- curDivisor = curDivisor === 3 ? 4 : curDivisor; // Turns 1/3 into 1/4 fractions
- self.control.divisorsList += curDivisor + ','; // Add this divisor to the list of divisors (for postScore())
- // Set each circle direction
- switch (gameOperation) {
- case 'plus':
- curDirection = 'right';
- break;
- case 'minus':
- curDirection = 'left';
- break;
- case 'mixed':
- curDirection =
- i < self.control.numberOfPlusFractions ? 'right' : 'left';
- break;
- }
- curCircleInfo.direction = curDirection;
- // Set each circle visual info
- if (curDirection === 'right') {
- curIsCounterclockwise = true;
- curLineColor = colors.green;
- curFillColor = colors.greenLight;
- curCircleInfo.direc = 1;
- } else {
- curIsCounterclockwise = false;
- curLineColor = colors.red;
- curFillColor = colors.redLight;
- curCircleInfo.direc = -1;
- }
- font.fill = curLineColor;
- const curCircleY =
- validPath.y0 -
- 5 -
- self.circles.diameter / 2 -
- i * self.circles.diameter;
- // Draw circles
- if (curDivisor === 1) {
- curAngleDegree = 360;
- curCircle = game.add.geom.circle(
- validPath.x0,
- curCircleY,
- self.circles.diameter,
- curLineColor,
- 3,
- curFillColor,
- 1
- );
- curCircle.counterclockwise = curIsCounterclockwise;
- curCircleInfo.angleDegree = curAngleDegree;
- curFractionItems = [
- {
- x: fractionX,
- y: curCircleY + 10,
- text: '1',
- },
- {
- x: fractionX - 25,
- y: curCircleY + 10,
- text: curDirection === 'left' ? '-' : '',
- },
- null,
- ];
- } else {
- curAngleDegree = 360 / curDivisor;
- if (curDirection === 'right') curAngleDegree = 360 - curAngleDegree; // counterclockwise equivalent
- curCircle = game.add.geom.arc(
- validPath.x0,
- curCircleY,
- self.circles.diameter,
- 0,
- game.math.degreeToRad(curAngleDegree),
- curIsCounterclockwise,
- curLineColor,
- 3,
- curFillColor,
- 1
- );
- curCircleInfo.angleDegree = curAngleDegree;
- curFractionItems = [
- {
- x: fractionX,
- y: curCircleY - 2,
- text: `1\n${curDivisor}`,
- },
- {
- x: fractionX - 35,
- y: curCircleY + 15,
- text: curDirection === 'left' ? '-' : '',
- },
- {
- x0: fractionX,
- y0: curCircleY + 2,
- x1: fractionX + 25,
- y1: curCircleY + 2,
- lineWidth: 2,
- color: curLineColor,
- },
- ];
- }
- for (let i = 0; i < 2; i++) {
- const item = game.add.text(
- curFractionItems[i].x,
- curFractionItems[i].y,
- curFractionItems[i].text,
- font
- );
- item.lineHeight = 37;
- curCircleInfo.fraction.labels.push(item);
- }
- if (curFractionItems[2]) {
- const line = game.add.geom.line(
- curFractionItems[2].x0,
- curFractionItems[2].y0,
- curFractionItems[2].x1,
- curFractionItems[2].y1,
- curFractionItems[2].lineWidth,
- curFractionItems[2].color
- );
- line.anchor(0.5, 0);
- curCircleInfo.fraction.labels.push(line);
- } else {
- curCircleInfo.fraction.labels.push(null);
- }
- curCircleInfo.fraction.nominator = curCircleInfo.direc;
- curCircleInfo.fraction.denominator = curDivisor;
- if (!showFractions) {
- curCircleInfo.fraction.labels.forEach((label) => {
- if (label) label.alpha = 0;
- });
- }
- curCircle.rotate = 90;
- // If game is type (b) (select fractions)
- if (gameMode === 'b') {
- curCircle.index = i;
- }
- curCircleInfo.distance = Math.floor(
- validPath.distanceBetweenPoints / curDivisor
- );
- // Add to the list
- curCircle.info = curCircleInfo;
- self.circles.list.push(curCircle);
- self.control.correctX +=
- Math.floor(validPath.distanceBetweenPoints / curDivisor) *
- curCircle.info.direc;
- }
- // Restart if
- // Does not have at least one fraction of type 1/difficulty
- if (!hasBaseDifficulty) {
- restart = true;
- }
- // Calculate next circle
- self.control.nextX =
- validPath.x0 +
- self.circles.list[0].info.distance * self.circles.list[0].info.direc;
- let isBeforeMin = (isAfterMax = false);
- let finalPosition = self.control.correctX;
- // Restart if
- // In Game mode 'a' and 'b' : Kite position is out of bounds
- if (gameOperation === 'minus') {
- isBeforeMin = finalPosition > validPath.x0;
- isAfterMax =
- finalPosition < validPath.x0 - 5 * validPath.distanceBetweenPoints;
- } else {
- isBeforeMin = finalPosition < validPath.x0;
- isAfterMax =
- finalPosition > validPath.x0 + 5 * validPath.distanceBetweenPoints;
- }
- if (isBeforeMin || isAfterMax) restart = true;
- if (gameMode === 'b') {
- // If game is type (b), select a random kite place
- kiteX = validPath.x0;
- self.control.correctIndex = game.math.randomInRange(
- self.control.numberOfPlusFractions,
- self.circles.list.length
- );
- for (let i = 0; i < self.control.correctIndex; i++) {
- kiteX +=
- self.circles.list[i].info.distance *
- self.circles.list[i].info.direc;
- }
- finalPosition = kiteX;
- self.blocks.list.forEach((cur) => {
- self.utils.fillCurrentBlock(kiteX, cur.x, cur);
- if (self.utils.isOverBlock(kiteX, cur.x, cur.width, cur))
- self.blocks.cur = cur;
- });
- // Restart if
- // In Game mode 'b' : Top circle position is out of bounds (when on the ground)
- if (gameOperation === 'minus') {
- isBeforeMin = finalPosition > validPath.x0;
- isAfterMax =
- finalPosition < validPath.x0 - 5 * validPath.distanceBetweenPoints;
- } else {
- isBeforeMin = finalPosition < validPath.x0;
- isAfterMax =
- finalPosition > validPath.x0 + 5 * validPath.distanceBetweenPoints;
- }
- if (isBeforeMin || isAfterMax) restart = true;
- }
- return [restart, kiteX];
- },
- renderCharacters: function (validPath, kiteX) {
- // KID
- self.kid = game.add.sprite(
- validPath.x0,
- validPath.y0 - 32 - self.circles.list.length * self.circles.diameter,
- 'kid_walking',
- 0,
- 1.2
- );
- self.kid.anchor(0.5, 0.8);
- self.animation.list.right = [
- 'right',
- [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11],
- 4,
- ];
- self.animation.list.left = [
- 'left',
- [23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12],
- 4,
- ];
- if (gameOperation === 'minus') {
- self.kid.animation = self.animation.list.left;
- self.kid.curFrame = 23;
- } else {
- self.kid.animation = self.animation.list.right;
- }
- // KITE
- self.kite = game.add.image(kiteX, validPath.y0 - 295, 'kite', 1.8, 0.5);
- self.kite.alpha = 0.5;
- self.kite.anchor(0, 0.5);
- self.kite_line = game.add.image(kiteX, validPath.y0 - 30, 'kite_line', 2);
- self.kite_line.alpha = 0.8;
- self.kite_line.anchor(0.5, 0);
- },
- renderMainUI: function () {
- // Help pointer
- self.ui.help = game.add.image(0, 0, 'pointer', 2, 0);
- // Intro text
- const correctMessage =
- gameMode === 'a'
- ? game.lang.circleOne_intro_a
- : game.lang.circleOne_intro_b;
- const treatedMessage = correctMessage.split('\\n');
- self.ui.message = [];
- self.ui.message.push(
- game.add.text(
- context.canvas.width / 2,
- 170,
- treatedMessage[0] + '\n' + treatedMessage[1],
- textStyles.h1_
- )
- );
- },
- renderOperationUI: function () {
- /**
- * if game mode A:
- * - left: selected kite position (user selection)
- * - right: correct sum of stack of arcs (pre-set)
- *
- * if game mode B:
- * - left: line created from the stack of arcs (user selection)
- * - right: baloon position (pre-set)
- */
- const renderFloorFractions = (lastIndex) => {
- const divisor = gameDifficulty == 3 ? 4 : gameDifficulty;
- 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 += `${divisor}`;
- fracLine += '-';
- }
- return [fracNomin, fracDenomin, fracLine, valueReal];
- };
- const renderStackFractions = (lastIndex) => {
- const operator = gameOperation === 'minus' ? '-' : '+';
- const index = lastIndex;
- const blocks = index + 1;
- const nominators = [];
- const denominators = [];
- const values = [];
- let valueReal = 0;
- let fracNomin = (fracDenomin = fracLine = '');
- for (let i = 0; i < blocks; i++) {
- const m = self.circles.list[i].info.fraction.denominator || 1;
- const temp = self.circles.list[i].info.fraction.nominator || 0;
- const n = gameOperation === 'minus' ? -temp : +temp;
- const nm = n / m;
- nominators[i] = n + 0;
- denominators[i] = m + 0;
- values[i] = nm;
- valueReal += nm;
- }
- for (let i = 0; i < blocks; i++) {
- const valueReal = values[i];
- const valueFloor = Math.floor(valueReal);
- const valueRest = valueReal - valueFloor;
- if (i > 0 || gameOperation === 'minus') {
- fracNomin += ' ';
- fracDenomin += ' ';
- fracLine += operator;
- }
- if (valueFloor && !valueRest) {
- fracNomin += ' ';
- fracDenomin += ' ';
- fracLine += valueFloor;
- }
- if (valueRest) {
- fracNomin += `${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
- const [floorNominators, floorDenominators, floorLines, floorValue] =
- renderFloorFractions(self.blocks.cur.info.index);
- const [stackNominators, stackDenominators, stackLines, stackValue] =
- renderStackFractions(self.circles.cur - 1);
- 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 operationf
- 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;
- },
- renderEndUI: function () {
- let btnColor = colors.green;
- let btnText = game.lang.continue;
- if (!self.control.isCorrect) {
- btnColor = colors.red;
- btnText = game.lang.retry;
- }
- // continue button
- self.ui.continue.button = game.add.geom.rect(
- context.canvas.width / 2,
- context.canvas.height / 2 + 100,
- 450,
- 100,
- btnColor
- );
- self.ui.continue.button.anchor(0.5, 0.5);
- self.ui.continue.text = game.add.text(
- context.canvas.width / 2,
- context.canvas.height / 2 + 16 + 100,
- btnText,
- textStyles.btn
- );
- },
- // UPDATE
- animateKidHandler: function () {
- let canLowerCircles = undefined;
- let curCircle = self.circles.list[self.circles.cur];
- let curDirec = curCircle.info.direc;
- // Move
- self.circles.list.forEach((circle) => {
- circle.x += self.animation.walkOffsetX * curDirec;
- });
- self.kid.x += self.animation.walkOffsetX * curDirec;
- self.walkedPath[self.control.curWalkedPath].width +=
- self.animation.walkOffsetX * curDirec;
- // Update arc
- curCircle.info.angleDegree += self.animation.angleOffset * curDirec;
- curCircle.angleEnd = game.math.degreeToRad(curCircle.info.angleDegree);
- // When finish current circle
- if (curCircle.info.direction === 'right') {
- canLowerCircles = curCircle.x >= self.control.nextX;
- } else if (curCircle.info.direction === 'left') {
- canLowerCircles = curCircle.x <= self.control.nextX;
- // If just changed from 'right' to 'left' inform to change direction of kid animation
- if (
- self.animation.invertDirection === undefined &&
- self.circles.cur > 0 &&
- self.circles.list[self.circles.cur - 1].info.direction === 'right'
- ) {
- self.animation.invertDirection = true;
- }
- }
- // Change direction of kid animation
- if (self.animation.invertDirection) {
- self.animation.invertDirection = false;
- game.animation.stop(self.kid.animation[0]);
- self.kid.animation = self.animation.list.left;
- self.kid.curFrame = 23;
- game.animation.play('left');
- self.control.curWalkedPath = 1;
- self.utils.renderWalkedPath(
- curCircle.x,
- self.walkedPath[0].y + 8,
- colors.red
- );
- }
- if (canLowerCircles) {
- // Hide current circle
- curCircle.alpha = 0;
- // Lowers kid and other circles
- self.circles.list.forEach((circle) => {
- circle.y += self.circles.diameter;
- });
- self.kid.y += self.circles.diameter;
- self.circles.cur++; // Update index of current circle
- if (self.circles.list[self.circles.cur]) {
- curCircle = self.circles.list[self.circles.cur];
- curDirec = curCircle.info.direc;
- self.control.nextX += curCircle.info.distance * curDirec; // Update next position
- }
- }
- // When finish all circles (final position)
- if (
- self.circles.cur === self.circles.list.length ||
- curCircle.alpha === 0
- ) {
- self.animation.animateKid = false;
- self.control.checkAnswer = true;
- }
- },
- checkAnswerHandler: function () {
- game.timer.stop();
- game.animation.stop(self.kid.animation[0]);
- self.control.isCorrect = game.math.isOverlap(self.kite_line, self.kid);
- const x = self.utils.renderOperationUI();
- if (self.control.isCorrect) {
- completedLevels++;
- self.kid.curFrame = self.kid.curFrame < 12 ? 24 : 25;
- if (audioStatus) game.audio.okSound.play();
- game.add
- .image(x + 50, context.canvas.height / 3, 'answer_correct')
- .anchor(0.5, 0.5);
- if (isDebugMode) console.log('Completed Levels: ' + completedLevels);
- } else {
- if (audioStatus) game.audio.errorSound.play();
- game.add
- .image(x, context.canvas.height / 3, 'answer_wrong')
- .anchor(0.5, 0.5);
- }
- self.fetch.postScore();
- self.control.checkAnswer = false;
- self.animation.counter = 0;
- self.animation.animateBalloon = true;
- },
- animateBalloonHandler: function () {
- self.animation.counter++;
- self.kite.y -= 2;
- self.kite_line.y -= 2;
- if (self.control.isCorrect) self.kid.y -= 2;
- if (self.animation.counter === 100) {
- self.utils.renderEndUI();
- self.control.showEndInfo = true;
- if (self.control.isCorrect) canGoToNextMapPosition = true;
- else canGoToNextMapPosition = false;
- }
- },
- endLevel: function () {
- game.state.start('map');
- },
- // INFORMATION
- /**
- * Show correct answer
- */
- showAnswer: function () {
- if (!self.control.hasClicked) {
- // On gameMode (a)
- if (gameMode === 'a') {
- self.ui.help.x = self.control.correctX - 20;
- self.ui.help.y = self.road.defaultY;
- // On gameMode (b)
- } else {
- self.ui.help.x = self.circles.list[self.control.correctIndex - 1].x;
- self.ui.help.y = self.circles.list[self.control.correctIndex - 1].y; // - self.circles.diameter / 2;
- }
- self.ui.help.alpha = 1;
- }
- },
- // HANDLERS
- /**
- * (in gameMode 'b') Function called when player clicked over a valid circle
- *
- * @param {number|object} cur clicked circle
- */
- clickCircleHandler: function (cur) {
- if (!self.control.hasClicked) {
- // On gameMode (a)
- if (gameMode === 'a') {
- self.kite.x = cur;
- self.kite_line.x = cur;
- }
- // On gameMode (b)
- if (gameMode === 'b') {
- document.body.style.cursor = 'auto';
- for (let i in self.circles.list) {
- if (i <= cur.index) {
- self.circles.list[i].alpha = 1; // Keep selected circle
- self.control.selectedIndex = cur.index;
- } else {
- self.circles.list[i].alpha = 0; // Hide unselected circle
- self.kid.y += self.circles.diameter; // Lower kid to selected circle
- }
- }
- }
- if (audioStatus) game.audio.popSound.play();
- // Hide fractions
- if (showFractions) {
- self.circles.list.forEach((circle) => {
- circle.info.fraction.labels.forEach((labelPart) => {
- if (labelPart) labelPart.alpha = 0;
- });
- });
- }
- // Hide solution pointer
- if (self.ui.help != undefined) self.ui.help.alpha = 0;
- self.ui.message[0].alpha = 0;
- navigation.disableIcon(navigation.showAnswerIcon);
- self.kite.alpha = 1;
- self.kite_line.alpha = 1;
- self.walkedPath[self.control.curWalkedPath].alpha = 1;
- self.control.hasClicked = true;
- self.animation.animateKid = true;
- game.animation.play(self.kid.animation[0]);
- }
- },
- /**
- * (in gameMode 'b') Function called when cursor is over a valid circle
- *
- * @param {object} cur circle the cursor is over
- */
- overCircleHandler: function (cur) {
- if (!self.control.hasClicked) {
- document.body.style.cursor = 'pointer';
- for (let i in self.circles.list) {
- const alpha = i <= cur.index ? 1 : 0.4;
- self.circles.list[i].alpha = alpha;
- if (showFractions) {
- self.circles.list[i].info.fraction.labels.forEach((lbl) => {
- if (lbl) lbl.alpha = alpha;
- });
- }
- }
- }
- },
- /**
- * (in gameMode 'b') Function called when cursor leaves a valid circle
- */
- outCircleHandler: function () {
- if (!self.control.hasClicked) {
- document.body.style.cursor = 'auto';
- const alpha = 1;
- self.circles.list.forEach((circle) => {
- circle.alpha = alpha;
- if (showFractions) {
- circle.info.fraction.labels.forEach((lbl) => {
- if (lbl) lbl.alpha = alpha;
- });
- }
- });
- }
- },
- /** TODO */
- isOverBlock: function (x, blockX, blockWidth) {
- if (
- ((gameOperation === 'plus' || gameOperation === 'mixed') &&
- x >= blockX &&
- x < blockX + blockWidth) ||
- (gameOperation === 'minus' && x <= blockX && x > blockX + blockWidth)
- )
- return true;
- return false;
- },
- /** TODO */
- isOverRoad: function (x, y, roadX, roadWidth) {
- if (y > 150) {
- if (
- ((gameOperation === 'plus' || gameOperation === 'mixed') &&
- x >= roadX &&
- x < roadX + roadWidth) ||
- (gameOperation === 'minus' &&
- x <= roadX &&
- x > roadX + roadWidth * self.control.directionModifier)
- )
- return true;
- }
- return false;
- },
- /** TODO */
- fillCurrentBlock: function (x, blockX, block) {
- block.fillColor =
- ((gameOperation === 'plus' || gameOperation === 'mixed') &&
- x > blockX) ||
- (gameOperation === 'minus' && x < blockX)
- ? colors.red
- : 'transparent';
- },
- },
- events: {
- /**
- * Called by mouse click event
- *
- * @param {object} mouseEvent contains the mouse click coordinates
- */
- onInputDown: function (mouseEvent) {
- const x = game.math.getMouse(mouseEvent).x;
- const y = game.math.getMouse(mouseEvent).y;
- // GAME MODE A : click road
- if (gameMode === 'a') {
- const isValidX = self.utils.isOverRoad(
- x,
- y,
- self.road.x,
- self.road.width
- );
- if (isValidX) {
- self.utils.clickCircleHandler(
- self.blocks.cur.x + self.blocks.cur.width
- );
- document.body.style.cursor = 'auto';
- }
- }
- // GAME MODE B : click circle
- if (gameMode === 'b') {
- self.circles.list.forEach((circle) => {
- const isValid =
- game.math.distanceToPointer(
- x,
- circle.xWithAnchor,
- y,
- circle.yWithAnchor
- ) <=
- (circle.diameter / 2) * circle.scale;
- if (isValid) self.utils.clickCircleHandler(circle);
- });
- }
- // Continue button
- if (self.control.showEndInfo) {
- if (game.math.isOverIcon(x, y, self.ui.continue.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: function (mouseEvent) {
- const x = game.math.getMouse(mouseEvent).x;
- const y = game.math.getMouse(mouseEvent).y;
- let isOverCircle = false;
- if (gameMode === 'a' && !self.control.hasClicked) {
- const isValidX = self.utils.isOverRoad(
- x,
- y,
- self.road.x,
- self.road.width
- );
- if (isValidX) {
- // GAME MODE A : kite follow mouse
- self.blocks.cur = self.blocks.list[0];
- self.blocks.list.forEach((cur) => {
- self.utils.fillCurrentBlock(x, cur.x, cur);
- if (self.utils.isOverBlock(x, cur.x, cur.width, cur))
- self.blocks.cur = cur;
- });
- const newX = self.blocks.cur.x + self.blocks.cur.width;
- self.kite.x = newX;
- self.kite_line.x = newX;
- document.body.style.cursor = 'pointer';
- } else {
- document.body.style.cursor = 'auto';
- }
- }
- // GAME MODE B : hover circle
- if (gameMode === 'b' && !self.control.hasClicked) {
- self.circles.list.forEach((circle) => {
- const isValid =
- game.math.distanceToPointer(
- x,
- circle.xWithAnchor,
- y,
- circle.yWithAnchor
- ) <=
- (circle.diameter / 2) * circle.scale;
- if (isValid) {
- self.utils.overCircleHandler(circle);
- isOverCircle = true;
- }
- });
- if (!isOverCircle) self.utils.outCircleHandler();
- }
- // Continue button
- if (self.control.showEndInfo) {
- if (game.math.isOverIcon(x, y, self.ui.continue.button)) {
- // If pointer is over icon
- document.body.style.cursor = 'pointer';
- self.ui.continue.button.scale =
- self.ui.continue.button.initialScale * 1.1;
- self.ui.continue.text.style = textStyles.btnLg;
- } else {
- // If pointer is not over icon
- document.body.style.cursor = 'auto';
- self.ui.continue.button.scale =
- self.ui.continue.button.initialScale * 1;
- self.ui.continue.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/squareOne.js
- */
- postScore: function () {
- // 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=' +
- 'numCircles:' +
- self.circles.list.length +
- ', valCircles: ' +
- self.control.divisorsList +
- ' kiteX: ' +
- self.kite_line.x +
- ', selIndex: ' +
- self.control.selectedIndex;
- // FOR MOODLE
- sendToDatabase(data);
- },
- },
- };
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