circleOne.js 39 KB

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  1. /******************************
  2. * This file holds game states.
  3. ******************************/
  4. /** [GAME STATE]
  5. *
  6. * .....circleOne.... = gameName
  7. * ....../...\.......
  8. * .....a.....b...... = gameMode
  9. * .......\./........
  10. * ........|.........
  11. * ....../.|.\.......
  12. * .plus.minus.mixed. = gameOperation
  13. * ......\.|./.......
  14. * ........|.........
  15. * ......1,2,3....... = gameDifficulty
  16. *
  17. * Character : kid/kite
  18. * Theme : getting the kite on the floor
  19. * Concept : 'How much the kid has to walk to get to the kite?'
  20. * Represent fractions as : circles/arcs
  21. *
  22. * Game modes can be :
  23. *
  24. * a : Player can place kite position
  25. * Place kite in position (so the kid can get to it)
  26. * b : Player can select # of circles
  27. * Selects number of circles (that represent distance kid needs to walk to get to the kite)
  28. *
  29. * Operations can be :
  30. *
  31. * plus : addition of fractions
  32. * Represented by : kid going to the right (floor positions 0..5)
  33. * minus : subtraction of fractions
  34. * Represented by: kid going to the left (floor positions 5..0)
  35. * mixed : Mix addition and subtraction of fractions in same
  36. * Represented by: kid going to the left (floor positions 0..5)
  37. *
  38. * @namespace
  39. */
  40. const circleOne = {
  41. ui: undefined,
  42. control: undefined,
  43. animation: undefined,
  44. road: undefined,
  45. circles: undefined,
  46. kid: undefined,
  47. kite: undefined,
  48. kite_line: undefined,
  49. walkedPath: undefined,
  50. /**
  51. * Main code
  52. */
  53. create: function () {
  54. this.ui = {
  55. help: undefined,
  56. message: undefined,
  57. continue: {
  58. // modal: undefined,
  59. button: undefined,
  60. text: undefined,
  61. },
  62. };
  63. const roadMapper = () => {
  64. const _pointWidth = (game.sprite['map_place'].width / 2) * 0.45;
  65. const defaultX = 150;
  66. const defaultY =
  67. context.canvas.height - game.image['floor_grass'].width * 1.5;
  68. const defaultWidth = 1620;
  69. // Initial 'x' coordinate for the kid and the kite
  70. const x =
  71. gameOperation === 'minus'
  72. ? context.canvas.width - defaultX - _pointWidth / 2
  73. : defaultX + _pointWidth / 2;
  74. const y = defaultY;
  75. const width = defaultWidth - _pointWidth;
  76. const _divisions = 5;
  77. const _subdivisions = gameDifficulty === 3 ? 4 : gameDifficulty;
  78. const numberOfBlocks = _divisions * _subdivisions;
  79. return { x, y, width, numberOfBlocks, defaultX, defaultY, defaultWidth };
  80. };
  81. this.road = roadMapper();
  82. const blocksMapper = () => {
  83. let width = this.road.width / this.road.numberOfBlocks;
  84. if (gameOperation === 'minus') width = -width;
  85. const height = 50;
  86. return { width, height, list: [], cur: undefined };
  87. };
  88. this.blocks = blocksMapper();
  89. this.walkedPath = [];
  90. const pointWidth = (game.sprite['map_place'].width / 2) * 0.45;
  91. const distanceBetweenPoints =
  92. (context.canvas.width - this.road.defaultX * 2 - pointWidth) / 5; // Distance between road points
  93. const y0 = this.road.defaultY + 20;
  94. const x0 = this.road.x;
  95. this.circles = {
  96. diameter: game.math.getRadiusFromCircunference(distanceBetweenPoints) * 2, // (Fixed) Circles Diameter
  97. cur: 0, // Current circle index
  98. list: [], // Circle objects
  99. };
  100. this.control = {
  101. directionModifier: gameOperation === 'minus' ? -1 : 1,
  102. correctX: x0, // Correct position (accumulative)
  103. nextX: undefined, // Next point position
  104. divisorsList: '', // used in postScore (Accumulative)
  105. hasClicked: false, // Checks if user has clicked
  106. checkAnswer: false, // Check kid on top of kiteline
  107. isCorrect: false, // Informs answer is correct
  108. showEndInfo: false,
  109. endSignX: undefined,
  110. curWalkedPath: 0,
  111. // mode 'b' exclusive
  112. correctIndex: undefined,
  113. selectedIndex: -1, // Index of clicked circle (game (b))
  114. numberOfPlusFractions: undefined,
  115. };
  116. const walkOffsetX = 2;
  117. const walksPerDistanceBetweenPoints = distanceBetweenPoints / walkOffsetX;
  118. this.animation = {
  119. list: {
  120. left: undefined,
  121. right: undefined,
  122. },
  123. invertDirection: undefined,
  124. animateKid: false,
  125. animateKite: false, // TODO
  126. counter: undefined,
  127. walkOffsetX,
  128. angleOffset: 360 / walksPerDistanceBetweenPoints,
  129. };
  130. renderBackground('farmRoad');
  131. // Calls function that loads navigation icons
  132. // FOR MOODLE
  133. if (moodle) {
  134. navigation.add.right(['audio']);
  135. } else {
  136. navigation.add.left(['back', 'menu', 'show_answer'], 'customMenu');
  137. navigation.add.right(['audio']);
  138. }
  139. const validPath = { x0, y0, distanceBetweenPoints };
  140. this.utils.renderRoadBlocks();
  141. this.utils.renderRoad(validPath);
  142. const [restart, kiteX] = this.utils.renderCircles(validPath);
  143. this.restart = restart;
  144. this.utils.renderCharacters(validPath, kiteX);
  145. this.utils.renderMainUI();
  146. if (!this.restart) {
  147. game.timer.start(); // Set a timer for the current level (used in postScore())
  148. game.event.add('click', this.events.onInputDown);
  149. game.event.add('mousemove', this.events.onInputOver);
  150. }
  151. },
  152. /**
  153. * Game loop
  154. */
  155. update: function () {
  156. // Starts kid animation
  157. if (self.animation.animateKid) {
  158. self.utils.animateKidHandler();
  159. }
  160. // Check if kid is on top of kite line
  161. if (self.control.checkAnswer) {
  162. self.utils.checkAnswerHandler();
  163. }
  164. // Starts kite moving animation
  165. if (self.animation.animateKite) {
  166. self.utils.animateKiteHandler();
  167. }
  168. game.render.all();
  169. },
  170. utils: {
  171. renderRoadBlocks: function () {
  172. for (let i = 0; i < self.road.numberOfBlocks; i++) {
  173. const block = game.add.geom.rect(
  174. self.road.x + i * self.blocks.width,
  175. self.road.y,
  176. self.blocks.width, // If gameOperation is minus, block width is negative
  177. self.blocks.height,
  178. 'transparent',
  179. 0.5,
  180. colors.red,
  181. 2
  182. );
  183. block.info = { index: i };
  184. self.blocks.list.push(block);
  185. }
  186. },
  187. // RENDERS
  188. renderRoad: function (validPath) {
  189. const offset = 40;
  190. for (let i = 0; i <= 5; i++) {
  191. // Gray place
  192. game.add
  193. .sprite(
  194. validPath.x0 +
  195. i *
  196. validPath.distanceBetweenPoints *
  197. self.control.directionModifier,
  198. validPath.y0,
  199. 'map_place',
  200. 0,
  201. 0.45
  202. )
  203. .anchor(0.5, 0.5);
  204. // White circle behind number
  205. const curX =
  206. validPath.x0 +
  207. i * validPath.distanceBetweenPoints * self.control.directionModifier;
  208. game.add.geom
  209. .circle(
  210. curX,
  211. validPath.y0 + 60 + offset,
  212. 60,
  213. undefined,
  214. 0,
  215. colors.white,
  216. 0.8
  217. )
  218. .anchor(0, 0.25);
  219. game.add.geom.rect(
  220. curX,
  221. validPath.y0 + 60 - 28,
  222. 4,
  223. 25,
  224. colors.white,
  225. 0.8,
  226. undefined,
  227. 0
  228. );
  229. // Number
  230. game.add.text(
  231. curX,
  232. validPath.y0 + 60 + offset,
  233. i * self.control.directionModifier,
  234. {
  235. ...textStyles.h2_,
  236. font: 'bold ' + textStyles.h2_.font,
  237. fill: gameOperation === 'minus' ? colors.red : colors.green,
  238. }
  239. );
  240. }
  241. self.utils.renderWalkedPath(
  242. validPath.x0 - 1,
  243. validPath.y0 - 5,
  244. gameOperation === 'minus' ? colors.red : colors.green
  245. );
  246. },
  247. renderWalkedPath: function (x, y, color) {
  248. const path = game.add.geom.rect(x, y, 1, 1, 'transparent', 1, color, 4);
  249. self.walkedPath.push(path);
  250. return path;
  251. },
  252. renderCircles: function (validPath) {
  253. let restart = false;
  254. let hasBaseDifficulty = false;
  255. let kiteX = context.canvas.width / 2;
  256. const fractionX =
  257. validPath.x0 -
  258. (self.circles.diameter - 10) * self.control.directionModifier;
  259. const font = {
  260. ...textStyles.h2_,
  261. font: 'bold ' + textStyles.h2_.font,
  262. };
  263. // Number of circles
  264. const max = gameOperation === 'mixed' ? 6 : curMapPosition + 1;
  265. const min =
  266. curMapPosition === 1 && (gameOperation === 'mixed' || gameMode === 'b')
  267. ? 2
  268. : curMapPosition; // Mixed level has at least 2 fractions
  269. const total = game.math.randomInRange(min, max); // Total number of circles
  270. // For mode 'b'
  271. self.control.numberOfPlusFractions = game.math.randomInRange(
  272. 1,
  273. total - 1
  274. );
  275. for (let i = 0; i < total; i++) {
  276. let curDirection = undefined;
  277. let curLineColor = undefined;
  278. let curFillColor = undefined;
  279. let curAngleDegree = undefined;
  280. let curIsCounterclockwise = undefined;
  281. let curFractionItems = undefined;
  282. let curCircle = undefined;
  283. const curCircleInfo = {
  284. direction: undefined,
  285. direc: undefined,
  286. distance: undefined,
  287. angle: undefined,
  288. fraction: {
  289. labels: [],
  290. nominator: undefined,
  291. denominator: undefined,
  292. },
  293. };
  294. let curDivisor = game.math.randomInRange(1, gameDifficulty); // Set fraction 'divisor' (depends on difficulty)
  295. if (curDivisor === gameDifficulty) hasBaseDifficulty = true; // True if after for ends has at least 1 '1/difficulty' fraction
  296. curDivisor = curDivisor === 3 ? 4 : curDivisor; // Turns 1/3 into 1/4 fractions
  297. self.control.divisorsList += curDivisor + ','; // Add this divisor to the list of divisors (for postScore())
  298. // Set each circle direction
  299. switch (gameOperation) {
  300. case 'plus':
  301. curDirection = 'right';
  302. break;
  303. case 'minus':
  304. curDirection = 'left';
  305. break;
  306. case 'mixed':
  307. curDirection =
  308. i < self.control.numberOfPlusFractions ? 'right' : 'left';
  309. break;
  310. }
  311. curCircleInfo.direction = curDirection;
  312. // Set each circle visual info
  313. if (curDirection === 'right') {
  314. curIsCounterclockwise = true;
  315. curLineColor = colors.green;
  316. curFillColor = colors.greenLight;
  317. curCircleInfo.direc = 1;
  318. } else {
  319. curIsCounterclockwise = false;
  320. curLineColor = colors.red;
  321. curFillColor = colors.redLight;
  322. curCircleInfo.direc = -1;
  323. }
  324. font.fill = curLineColor;
  325. const curCircleY =
  326. validPath.y0 -
  327. 5 -
  328. self.circles.diameter / 2 -
  329. i * self.circles.diameter;
  330. // Draw circles
  331. if (curDivisor === 1) {
  332. curAngleDegree = 360;
  333. curCircle = game.add.geom.circle(
  334. validPath.x0,
  335. curCircleY,
  336. self.circles.diameter,
  337. curLineColor,
  338. 3,
  339. curFillColor,
  340. 1
  341. );
  342. curCircle.counterclockwise = curIsCounterclockwise;
  343. curCircleInfo.angleDegree = curAngleDegree;
  344. curFractionItems = [
  345. {
  346. x: fractionX,
  347. y: curCircleY + 10,
  348. text: '1',
  349. },
  350. {
  351. x: fractionX - 25,
  352. y: curCircleY + 10,
  353. text: curDirection === 'left' ? '-' : '',
  354. },
  355. null,
  356. ];
  357. } else {
  358. curAngleDegree = 360 / curDivisor;
  359. if (curDirection === 'right') curAngleDegree = 360 - curAngleDegree; // counterclockwise equivalent
  360. curCircle = game.add.geom.arc(
  361. validPath.x0,
  362. curCircleY,
  363. self.circles.diameter,
  364. 0,
  365. game.math.degreeToRad(curAngleDegree),
  366. curIsCounterclockwise,
  367. curLineColor,
  368. 3,
  369. curFillColor,
  370. 1
  371. );
  372. curCircleInfo.angleDegree = curAngleDegree;
  373. curFractionItems = [
  374. {
  375. x: fractionX,
  376. y: curCircleY - 2,
  377. text: `1\n${curDivisor}`,
  378. },
  379. {
  380. x: fractionX - 35,
  381. y: curCircleY + 15,
  382. text: curDirection === 'left' ? '-' : '',
  383. },
  384. {
  385. x0: fractionX,
  386. y0: curCircleY + 2,
  387. x1: fractionX + 25,
  388. y1: curCircleY + 2,
  389. lineWidth: 2,
  390. color: curLineColor,
  391. },
  392. ];
  393. }
  394. for (let i = 0; i < 2; i++) {
  395. const item = game.add.text(
  396. curFractionItems[i].x,
  397. curFractionItems[i].y,
  398. curFractionItems[i].text,
  399. font
  400. );
  401. item.lineHeight = 37;
  402. curCircleInfo.fraction.labels.push(item);
  403. }
  404. if (curFractionItems[2]) {
  405. const line = game.add.geom.line(
  406. curFractionItems[2].x0,
  407. curFractionItems[2].y0,
  408. curFractionItems[2].x1,
  409. curFractionItems[2].y1,
  410. curFractionItems[2].lineWidth,
  411. curFractionItems[2].color
  412. );
  413. line.anchor(0.5, 0);
  414. curCircleInfo.fraction.labels.push(line);
  415. } else {
  416. curCircleInfo.fraction.labels.push(null);
  417. }
  418. curCircleInfo.fraction.nominator = curCircleInfo.direc;
  419. curCircleInfo.fraction.denominator = curDivisor;
  420. if (!showFractions) {
  421. curCircleInfo.fraction.labels.forEach((label) => {
  422. if (label) label.alpha = 0;
  423. });
  424. }
  425. curCircle.rotate = 90;
  426. // If game is type (b) (select fractions)
  427. if (gameMode === 'b') {
  428. curCircle.index = i;
  429. }
  430. curCircleInfo.distance = Math.floor(
  431. validPath.distanceBetweenPoints / curDivisor
  432. );
  433. // Add to the list
  434. curCircle.info = curCircleInfo;
  435. self.circles.list.push(curCircle);
  436. self.control.correctX +=
  437. Math.floor(validPath.distanceBetweenPoints / curDivisor) *
  438. curCircle.info.direc;
  439. }
  440. // Restart if
  441. // Does not have at least one fraction of type 1/difficulty
  442. if (!hasBaseDifficulty) {
  443. restart = true;
  444. }
  445. // Calculate next circle
  446. self.control.nextX =
  447. validPath.x0 +
  448. self.circles.list[0].info.distance * self.circles.list[0].info.direc;
  449. let isBeforeMin = (isAfterMax = false);
  450. let finalPosition = Number(self.control.correctX.toFixed(1));
  451. const extraPixels = gameOperation === 'mixed' ? 5 : 0;
  452. // Restart if
  453. // In Game mode 'a' and 'b' : Kite position is out of bounds
  454. if (gameOperation === 'minus') {
  455. isBeforeMin = finalPosition > validPath.x0;
  456. isAfterMax =
  457. finalPosition < validPath.x0 - 5 * validPath.distanceBetweenPoints;
  458. } else {
  459. isBeforeMin = finalPosition - extraPixels <= validPath.x0;
  460. isAfterMax =
  461. finalPosition > validPath.x0 + 5 * validPath.distanceBetweenPoints;
  462. }
  463. if (isBeforeMin || isAfterMax) restart = true;
  464. if (gameMode === 'b') {
  465. // If game is type (b), select a random kite place
  466. kiteX = validPath.x0;
  467. self.control.correctIndex = game.math.randomInRange(
  468. self.control.numberOfPlusFractions,
  469. self.circles.list.length
  470. );
  471. for (let i = 0; i < self.control.correctIndex; i++) {
  472. kiteX +=
  473. self.circles.list[i].info.distance *
  474. self.circles.list[i].info.direc;
  475. }
  476. finalPosition = kiteX;
  477. self.blocks.list.forEach((cur) => {
  478. self.utils.fillCurrentBlock(kiteX, cur.x, cur);
  479. if (self.utils.isOverBlock(kiteX, cur.x, cur.width, cur))
  480. self.blocks.cur = cur;
  481. });
  482. // Restart if
  483. // In Game mode 'b' : Top circle position is out of bounds (when on the ground)
  484. if (gameOperation === 'minus') {
  485. isBeforeMin = finalPosition > validPath.x0;
  486. isAfterMax =
  487. finalPosition < validPath.x0 - 5 * validPath.distanceBetweenPoints;
  488. } else {
  489. isBeforeMin = finalPosition < validPath.x0;
  490. isAfterMax =
  491. finalPosition > validPath.x0 + 5 * validPath.distanceBetweenPoints;
  492. }
  493. if (isBeforeMin || isAfterMax) restart = true;
  494. }
  495. return [restart, kiteX];
  496. },
  497. renderCharacters: function (validPath, kiteX) {
  498. // KID
  499. self.kid = game.add.sprite(
  500. validPath.x0,
  501. validPath.y0 - 32 - self.circles.list.length * self.circles.diameter,
  502. 'kid_walking',
  503. 0,
  504. 1.2
  505. );
  506. self.kid.anchor(0.5, 0.8);
  507. self.animation.list.right = [
  508. 'right',
  509. [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11],
  510. 4,
  511. ];
  512. self.animation.list.left = [
  513. 'left',
  514. [23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12],
  515. 4,
  516. ];
  517. if (gameOperation === 'minus') {
  518. self.kid.animation = self.animation.list.left;
  519. self.kid.curFrame = 23;
  520. } else {
  521. self.kid.animation = self.animation.list.right;
  522. }
  523. // KITE
  524. self.kite = game.add.image(kiteX, validPath.y0 - 295, 'kite', 1.8, 0.5);
  525. self.kite.alpha = 0.5;
  526. self.kite.anchor(0, 0.5);
  527. self.kite_line = game.add.image(kiteX, validPath.y0 - 30, 'kite_line', 2);
  528. self.kite_line.alpha = 0.8;
  529. self.kite_line.anchor(0.5, 0);
  530. if (gameMode === 'b') {
  531. self.kite_line.alpha = 1;
  532. self.kite.alpha = 1;
  533. }
  534. },
  535. renderMainUI: function () {
  536. // Help pointer
  537. self.ui.help = game.add.image(0, 0, 'pointer', 2, 0);
  538. // Intro text
  539. const correctMessage =
  540. gameMode === 'a'
  541. ? game.lang.circleOne_intro_a
  542. : game.lang.circleOne_intro_b;
  543. const treatedMessage = correctMessage.split('\\n');
  544. self.ui.message = [];
  545. self.ui.message.push(
  546. game.add.text(
  547. context.canvas.width / 2,
  548. 170,
  549. treatedMessage[0] + '\n' + treatedMessage[1],
  550. textStyles.h1_
  551. )
  552. );
  553. },
  554. renderOperationUI: function () {
  555. /**
  556. * if game mode A:
  557. * - left: selected kite position (user selection)
  558. * - right: correct sum of stack of arcs (pre-set)
  559. *
  560. * if game mode B:
  561. * - left: line created from the stack of arcs (user selection)
  562. * - right: baloon position (pre-set)
  563. */
  564. const renderFloorFractions = (lastIndex) => {
  565. const divisor = gameDifficulty == 3 ? 4 : gameDifficulty;
  566. const operator = gameOperation === 'minus' ? '-' : '+';
  567. const index = lastIndex;
  568. const blocks = index + 1;
  569. const valueReal = blocks / divisor;
  570. const valueFloor = Math.floor(valueReal);
  571. const valueRest = valueReal - valueFloor;
  572. let fracNomin = (fracDenomin = fracLine = '');
  573. // Adds sign on the left of the equation
  574. if (gameOperation === 'minus') {
  575. fracNomin += ' ';
  576. fracDenomin += ' ';
  577. fracLine += operator;
  578. }
  579. // 1 _ _
  580. if (valueFloor) {
  581. fracNomin += ' ';
  582. fracDenomin += ' ';
  583. fracLine += valueFloor;
  584. }
  585. // _ + _
  586. if (valueFloor && valueRest) {
  587. fracNomin += ' ';
  588. fracDenomin += ' ';
  589. fracLine += operator;
  590. }
  591. // _ _ 1/5
  592. if (valueRest) {
  593. fracNomin += `${valueRest * divisor}`;
  594. fracDenomin += `${divisor}`;
  595. fracLine += '-';
  596. }
  597. return [fracNomin, fracDenomin, fracLine, valueReal];
  598. };
  599. const renderStackFractions = (lastIndex) => {
  600. const index = lastIndex;
  601. const blocks = index + 1;
  602. const nominators = [];
  603. const denominators = [];
  604. const values = [];
  605. let valueReal = 0;
  606. let fracNomin = (fracDenomin = fracLine = '');
  607. for (let i = 0; i < blocks; i++) {
  608. const m = self.circles.list[i].info.fraction.denominator || 1;
  609. const temp = self.circles.list[i].info.fraction.nominator || 0;
  610. const n = temp < 0 ? -temp : +temp;
  611. const nm = n / m;
  612. nominators[i] = n + 0;
  613. denominators[i] = m + 0;
  614. values[i] = nm;
  615. if (gameOperation === 'mixed')
  616. valueReal = temp < 0 ? valueReal - nm : valueReal + nm;
  617. else valueReal += nm;
  618. }
  619. for (let i = 0; i < blocks; i++) {
  620. const valueReal = values[i];
  621. const valueFloor = Math.floor(valueReal);
  622. const valueRest = valueReal - valueFloor;
  623. const operator =
  624. self.circles.list[i].info.fraction.nominator < 0 ? '-' : '+';
  625. if (i > 0 || gameOperation === 'minus') {
  626. fracNomin += ' ';
  627. fracDenomin += ' ';
  628. fracLine += operator;
  629. }
  630. if (valueFloor && !valueRest) {
  631. fracNomin += ' ';
  632. fracDenomin += ' ';
  633. fracLine += valueFloor;
  634. }
  635. if (valueRest) {
  636. fracNomin += `${nominators[i]}`;
  637. fracDenomin += `${denominators[i]}`;
  638. fracLine += '-';
  639. }
  640. }
  641. return [fracNomin, fracDenomin, fracLine, valueReal];
  642. };
  643. // Initial setup
  644. const font = textStyles.fraction;
  645. font.fill = colors.black;
  646. const padding = 100;
  647. const offsetX = 100;
  648. const widthOfChar = 35;
  649. const x0 = padding;
  650. const y0 = context.canvas.height / 3;
  651. let nextX = x0;
  652. const cardHeight = 400;
  653. const cardX = x0 - padding;
  654. const cardY = y0;
  655. const renderList = [];
  656. // Render Card
  657. const card = game.add.geom.rect(
  658. cardX,
  659. cardY,
  660. 0,
  661. cardHeight,
  662. colors.blueLight,
  663. 0.5,
  664. colors.blueDark,
  665. 8
  666. );
  667. card.id = 'card';
  668. card.anchor(0, 0.5);
  669. renderList.push(card);
  670. // Fraction setup
  671. const [floorNominators, floorDenominators, floorLines, floorValue] =
  672. renderFloorFractions(self.blocks.cur.info.index);
  673. const [stackNominators, stackDenominators, stackLines, stackValue] =
  674. renderStackFractions(self.circles.cur - 1);
  675. const renderFloorOperationLine = (x) => {
  676. font.fill = colors.black;
  677. const floorNom = game.add.text(
  678. x + offsetX / 2,
  679. y0,
  680. floorNominators,
  681. font,
  682. 60
  683. );
  684. const floorDenom = game.add.text(
  685. x + offsetX / 2,
  686. y0 + 70,
  687. floorDenominators,
  688. font,
  689. 60
  690. );
  691. const floorLin = game.add.text(
  692. x + offsetX / 2,
  693. y0 + 35,
  694. floorLines,
  695. font,
  696. 60
  697. );
  698. renderList.push(floorNom);
  699. renderList.push(floorDenom);
  700. renderList.push(floorLin);
  701. };
  702. const renderStackOperationLine = (x) => {
  703. font.fill = colors.black;
  704. const stackNom = game.add.text(
  705. x + offsetX / 2,
  706. y0,
  707. stackNominators,
  708. font,
  709. 60
  710. );
  711. const stackDenom = game.add.text(
  712. x + offsetX / 2,
  713. y0 + 70,
  714. stackDenominators,
  715. font,
  716. 60
  717. );
  718. const stackLin = game.add.text(
  719. x + offsetX / 2,
  720. y0 + 35,
  721. stackLines,
  722. font,
  723. 60
  724. );
  725. renderList.push(stackNom);
  726. renderList.push(stackDenom);
  727. renderList.push(stackLin);
  728. };
  729. // Render LEFT part of the operation
  730. if (gameMode === 'a') renderFloorOperationLine(x0);
  731. else renderStackOperationLine(x0);
  732. let curNominators = gameMode === 'a' ? floorNominators : stackNominators;
  733. nextX = x0 + (curNominators.length + 2) * widthOfChar;
  734. // Render middle sign - equal by default
  735. font.fill = colors.green;
  736. let comparisonSign = '=';
  737. // Render middle sign - if not equal
  738. if (floorValue != stackValue) {
  739. font.fill = colors.red;
  740. let leftSideIsLarger = floorValue > stackValue;
  741. if (gameMode === 'b') leftSideIsLarger = !leftSideIsLarger;
  742. if (gameOperation === 'minus') leftSideIsLarger = !leftSideIsLarger;
  743. comparisonSign = leftSideIsLarger ? '>' : '<';
  744. }
  745. renderList.push(game.add.text(nextX, y0 + 35, comparisonSign, font));
  746. // Render RIGHT part of the operationf
  747. if (gameMode === 'a') renderStackOperationLine(nextX);
  748. else renderFloorOperationLine(nextX);
  749. curNominators = gameMode === 'a' ? stackNominators : floorNominators;
  750. const resultWidth = (curNominators.length + 2) * widthOfChar;
  751. const cardWidth = nextX - x0 + resultWidth + padding * 2;
  752. card.width = cardWidth;
  753. const endSignX = (context.canvas.width - cardWidth) / 2 + cardWidth;
  754. // Center Card
  755. moveList(renderList, (context.canvas.width - cardWidth) / 2, 0);
  756. self.fractionOperationUI = renderList;
  757. return endSignX;
  758. },
  759. renderEndUI: function () {
  760. let btnColor = colors.green;
  761. let btnText = game.lang.continue;
  762. if (!self.control.isCorrect) {
  763. btnColor = colors.red;
  764. btnText = game.lang.retry;
  765. }
  766. // continue button
  767. self.ui.continue.button = game.add.geom.rect(
  768. context.canvas.width / 2,
  769. context.canvas.height / 2 + 100,
  770. 450,
  771. 100,
  772. btnColor
  773. );
  774. self.ui.continue.button.anchor(0.5, 0.5);
  775. self.ui.continue.text = game.add.text(
  776. context.canvas.width / 2,
  777. context.canvas.height / 2 + 16 + 100,
  778. btnText,
  779. textStyles.btn
  780. );
  781. },
  782. // UPDATE
  783. animateKidHandler: function () {
  784. let canLowerCircles = undefined;
  785. let curCircle = self.circles.list[self.circles.cur];
  786. let curDirec = curCircle.info.direc;
  787. // Move
  788. self.circles.list.forEach((circle) => {
  789. circle.x += self.animation.walkOffsetX * curDirec;
  790. });
  791. self.kid.x += self.animation.walkOffsetX * curDirec;
  792. self.walkedPath[self.control.curWalkedPath].width +=
  793. self.animation.walkOffsetX * curDirec;
  794. // Update arc
  795. curCircle.info.angleDegree += self.animation.angleOffset * curDirec;
  796. curCircle.angleEnd = game.math.degreeToRad(curCircle.info.angleDegree);
  797. // When finish current circle
  798. if (curCircle.info.direction === 'right') {
  799. canLowerCircles = curCircle.x >= self.control.nextX;
  800. } else if (curCircle.info.direction === 'left') {
  801. canLowerCircles = curCircle.x <= self.control.nextX;
  802. // If just changed from 'right' to 'left' inform to change direction of kid animation
  803. if (
  804. self.animation.invertDirection === undefined &&
  805. self.circles.cur > 0 &&
  806. self.circles.list[self.circles.cur - 1].info.direction === 'right'
  807. ) {
  808. self.animation.invertDirection = true;
  809. }
  810. }
  811. // Change direction of kid animation
  812. if (self.animation.invertDirection) {
  813. self.animation.invertDirection = false;
  814. game.animation.stop(self.kid.animation[0]);
  815. self.kid.animation = self.animation.list.left;
  816. self.kid.curFrame = 23;
  817. game.animation.play('left');
  818. self.control.curWalkedPath = 1;
  819. self.utils.renderWalkedPath(
  820. curCircle.x,
  821. self.walkedPath[0].y + 8,
  822. colors.red
  823. );
  824. }
  825. if (canLowerCircles) {
  826. // Hide current circle
  827. curCircle.alpha = 0;
  828. // Lowers kid and other circles
  829. self.circles.list.forEach((circle) => {
  830. circle.y += self.circles.diameter;
  831. });
  832. self.kid.y += self.circles.diameter;
  833. self.circles.cur++; // Update index of current circle
  834. if (self.circles.list[self.circles.cur]) {
  835. curCircle = self.circles.list[self.circles.cur];
  836. curDirec = curCircle.info.direc;
  837. self.control.nextX += curCircle.info.distance * curDirec; // Update next position
  838. }
  839. }
  840. // When finish all circles (final position)
  841. if (
  842. self.circles.cur === self.circles.list.length ||
  843. curCircle.alpha === 0
  844. ) {
  845. self.animation.animateKid = false;
  846. self.control.checkAnswer = true;
  847. }
  848. },
  849. checkAnswerHandler: function () {
  850. game.timer.stop();
  851. game.animation.stop(self.kid.animation[0]);
  852. self.control.isCorrect = game.math.isOverlap(self.kite_line, self.kid);
  853. const x = self.utils.renderOperationUI();
  854. if (self.control.isCorrect) {
  855. completedLevels++;
  856. // self.kid.curFrame = self.kid.curFrame < 12 ? 24 : 25;
  857. // console.log(self.kid);
  858. self.kid.alpha = 0;
  859. const kidStanding = game.add.sprite(
  860. self.kid.x,
  861. self.kid.y,
  862. 'kid_standing',
  863. 5,
  864. 1.2
  865. );
  866. kidStanding.anchor(0.5, 0.8);
  867. self.kid = kidStanding;
  868. self.kid.alpha = 1;
  869. self.kite_line.alpha = 0;
  870. self.kite.x += 25;
  871. self.kite.y -= 40;
  872. if (audioStatus) game.audio.okSound.play();
  873. game.add
  874. .image(x + 50, context.canvas.height / 3, 'answer_correct')
  875. .anchor(0.5, 0.5);
  876. if (isDebugMode) console.log('Completed Levels: ' + completedLevels);
  877. } else {
  878. if (audioStatus) game.audio.errorSound.play();
  879. game.add
  880. .image(x, context.canvas.height / 3, 'answer_wrong')
  881. .anchor(0.5, 0.5);
  882. }
  883. self.fetch.postScore();
  884. self.control.checkAnswer = false;
  885. self.animation.counter = 0;
  886. self.animation.animateKite = true;
  887. },
  888. animateKiteHandler: function () {
  889. self.animation.counter++;
  890. if (!self.control.isCorrect) {
  891. self.kite.y -= 2;
  892. self.kite_line.y -= 2;
  893. }
  894. if (self.animation.counter % 40 === 0) {
  895. const kiteMovement = self.animation.counter % 80 === 0 ? -3 : 3;
  896. self.kite.y += kiteMovement;
  897. }
  898. if (self.animation.counter === 100) {
  899. self.utils.renderEndUI();
  900. self.control.showEndInfo = true;
  901. if (self.control.isCorrect) canGoToNextMapPosition = true;
  902. else canGoToNextMapPosition = false;
  903. }
  904. },
  905. endLevel: function () {
  906. game.state.start('map');
  907. },
  908. // INFORMATION
  909. /**
  910. * Show correct answer
  911. */
  912. showAnswer: function () {
  913. if (!self.control.hasClicked) {
  914. // On gameMode (a)
  915. if (gameMode === 'a') {
  916. self.ui.help.x = self.control.correctX - 20;
  917. self.ui.help.y = self.road.defaultY;
  918. // On gameMode (b)
  919. } else {
  920. self.ui.help.x = self.circles.list[self.control.correctIndex - 1].x;
  921. self.ui.help.y = self.circles.list[self.control.correctIndex - 1].y; // - self.circles.diameter / 2;
  922. }
  923. self.ui.help.alpha = 1;
  924. }
  925. },
  926. // HANDLERS
  927. /**
  928. * (in gameMode 'b') Function called when player clicked over a valid circle
  929. *
  930. * @param {number|object} cur clicked circle
  931. */
  932. clickCircleHandler: function (cur) {
  933. if (!self.control.hasClicked) {
  934. // On gameMode (a)
  935. if (gameMode === 'a') {
  936. self.kite.x = cur;
  937. self.kite_line.x = cur;
  938. }
  939. // On gameMode (b)
  940. if (gameMode === 'b') {
  941. document.body.style.cursor = 'auto';
  942. for (let i in self.circles.list) {
  943. if (i <= cur.index) {
  944. self.circles.list[i].alpha = 1; // Keep selected circle
  945. self.control.selectedIndex = cur.index;
  946. } else {
  947. self.circles.list[i].alpha = 0; // Hide unselected circle
  948. self.kid.y += self.circles.diameter; // Lower kid to selected circle
  949. }
  950. }
  951. }
  952. if (audioStatus) game.audio.popSound.play();
  953. // Hide fractions
  954. if (showFractions) {
  955. self.circles.list.forEach((circle) => {
  956. circle.info.fraction.labels.forEach((labelPart) => {
  957. if (labelPart) labelPart.alpha = 0;
  958. });
  959. });
  960. }
  961. // Hide solution pointer
  962. if (self.ui.help != undefined) self.ui.help.alpha = 0;
  963. self.ui.message[0].alpha = 0;
  964. navigation.disableIcon(navigation.showAnswerIcon);
  965. self.kite.alpha = 1;
  966. self.kite_line.alpha = 1;
  967. self.walkedPath[self.control.curWalkedPath].alpha = 1;
  968. self.control.hasClicked = true;
  969. self.animation.animateKid = true;
  970. game.animation.play(self.kid.animation[0]);
  971. }
  972. },
  973. /**
  974. * (in gameMode 'b') Function called when cursor is over a valid circle
  975. *
  976. * @param {object} cur circle the cursor is over
  977. */
  978. overCircleHandler: function (cur) {
  979. if (!self.control.hasClicked) {
  980. document.body.style.cursor = 'pointer';
  981. for (let i in self.circles.list) {
  982. const alpha = i <= cur.index ? 1 : 0.4;
  983. self.circles.list[i].alpha = alpha;
  984. if (showFractions) {
  985. self.circles.list[i].info.fraction.labels.forEach((lbl) => {
  986. if (lbl) lbl.alpha = alpha;
  987. });
  988. }
  989. }
  990. }
  991. },
  992. /**
  993. * (in gameMode 'b') Function called when cursor leaves a valid circle
  994. */
  995. outCircleHandler: function () {
  996. if (!self.control.hasClicked) {
  997. document.body.style.cursor = 'auto';
  998. const alpha = 1;
  999. self.circles.list.forEach((circle) => {
  1000. circle.alpha = alpha;
  1001. if (showFractions) {
  1002. circle.info.fraction.labels.forEach((lbl) => {
  1003. if (lbl) lbl.alpha = alpha;
  1004. });
  1005. }
  1006. });
  1007. }
  1008. },
  1009. /** TODO */
  1010. isOverBlock: function (x, blockX, blockWidth) {
  1011. if (
  1012. ((gameOperation === 'plus' || gameOperation === 'mixed') &&
  1013. x >= blockX &&
  1014. x < blockX + blockWidth) ||
  1015. (gameOperation === 'minus' && x <= blockX && x > blockX + blockWidth)
  1016. )
  1017. return true;
  1018. return false;
  1019. },
  1020. /** TODO */
  1021. isOverRoad: function (x, y, roadX, roadWidth) {
  1022. if (y > 150) {
  1023. if (
  1024. ((gameOperation === 'plus' || gameOperation === 'mixed') &&
  1025. x >= roadX &&
  1026. x < roadX + roadWidth) ||
  1027. (gameOperation === 'minus' &&
  1028. x <= roadX &&
  1029. x > roadX + roadWidth * self.control.directionModifier)
  1030. )
  1031. return true;
  1032. }
  1033. return false;
  1034. },
  1035. /** TODO */
  1036. fillCurrentBlock: function (x, blockX, block) {
  1037. block.fillColor =
  1038. ((gameOperation === 'plus' || gameOperation === 'mixed') &&
  1039. x > blockX) ||
  1040. (gameOperation === 'minus' && x < blockX)
  1041. ? colors.red
  1042. : 'transparent';
  1043. },
  1044. },
  1045. events: {
  1046. /**
  1047. * Called by mouse click event
  1048. *
  1049. * @param {object} mouseEvent contains the mouse click coordinates
  1050. */
  1051. onInputDown: function (mouseEvent) {
  1052. const x = game.math.getMouse(mouseEvent).x;
  1053. const y = game.math.getMouse(mouseEvent).y;
  1054. // GAME MODE A : click road
  1055. if (gameMode === 'a') {
  1056. const isValidX = self.utils.isOverRoad(
  1057. x,
  1058. y,
  1059. self.road.x,
  1060. self.road.width
  1061. );
  1062. if (isValidX) {
  1063. self.utils.clickCircleHandler(
  1064. self.blocks.cur.x + self.blocks.cur.width
  1065. );
  1066. document.body.style.cursor = 'auto';
  1067. }
  1068. }
  1069. // GAME MODE B : click circle
  1070. if (gameMode === 'b') {
  1071. self.circles.list.forEach((circle) => {
  1072. const isValid =
  1073. game.math.distanceToPointer(
  1074. x,
  1075. circle.xWithAnchor,
  1076. y,
  1077. circle.yWithAnchor
  1078. ) <=
  1079. (circle.diameter / 2) * circle.scale;
  1080. if (isValid) self.utils.clickCircleHandler(circle);
  1081. });
  1082. }
  1083. // Continue button
  1084. if (self.control.showEndInfo) {
  1085. if (game.math.isOverIcon(x, y, self.ui.continue.button)) {
  1086. if (audioStatus) game.audio.popSound.play();
  1087. self.utils.endLevel();
  1088. }
  1089. }
  1090. navigation.onInputDown(x, y);
  1091. game.render.all();
  1092. },
  1093. /**
  1094. * Called by mouse move event
  1095. *
  1096. * @param {object} mouseEvent contains the mouse move coordinates
  1097. */
  1098. onInputOver: function (mouseEvent) {
  1099. const x = game.math.getMouse(mouseEvent).x;
  1100. const y = game.math.getMouse(mouseEvent).y;
  1101. let isOverCircle = false;
  1102. if (gameMode === 'a' && !self.control.hasClicked) {
  1103. const isValidX = self.utils.isOverRoad(
  1104. x,
  1105. y,
  1106. self.road.x,
  1107. self.road.width
  1108. );
  1109. if (isValidX) {
  1110. // GAME MODE A : kite follow mouse
  1111. self.blocks.cur = self.blocks.list[0];
  1112. self.blocks.list.forEach((cur) => {
  1113. self.utils.fillCurrentBlock(x, cur.x, cur);
  1114. if (self.utils.isOverBlock(x, cur.x, cur.width, cur))
  1115. self.blocks.cur = cur;
  1116. });
  1117. const newX = self.blocks.cur.x + self.blocks.cur.width;
  1118. self.kite.x = newX;
  1119. self.kite_line.x = newX;
  1120. document.body.style.cursor = 'pointer';
  1121. } else {
  1122. document.body.style.cursor = 'auto';
  1123. }
  1124. }
  1125. // GAME MODE B : hover circle
  1126. if (gameMode === 'b' && !self.control.hasClicked) {
  1127. self.circles.list.forEach((circle) => {
  1128. const isValid =
  1129. game.math.distanceToPointer(
  1130. x,
  1131. circle.xWithAnchor,
  1132. y,
  1133. circle.yWithAnchor
  1134. ) <=
  1135. (circle.diameter / 2) * circle.scale;
  1136. if (isValid) {
  1137. self.utils.overCircleHandler(circle);
  1138. isOverCircle = true;
  1139. }
  1140. });
  1141. if (!isOverCircle) self.utils.outCircleHandler();
  1142. }
  1143. // Continue button
  1144. if (self.control.showEndInfo) {
  1145. if (game.math.isOverIcon(x, y, self.ui.continue.button)) {
  1146. // If pointer is over icon
  1147. document.body.style.cursor = 'pointer';
  1148. self.ui.continue.button.scale =
  1149. self.ui.continue.button.initialScale * 1.1;
  1150. self.ui.continue.text.style = textStyles.btnLg;
  1151. } else {
  1152. // If pointer is not over icon
  1153. document.body.style.cursor = 'auto';
  1154. self.ui.continue.button.scale =
  1155. self.ui.continue.button.initialScale * 1;
  1156. self.ui.continue.text.style = textStyles.btn;
  1157. }
  1158. }
  1159. navigation.onInputOver(x, y);
  1160. game.render.all();
  1161. },
  1162. },
  1163. fetch: {
  1164. /**
  1165. * Saves players data after level ends - to be sent to database <br>
  1166. *
  1167. * Attention: the 'line_' prefix data table must be compatible to data table fields (MySQL server)
  1168. *
  1169. * @see /php/squareOne.js
  1170. */
  1171. postScore: function () {
  1172. // Creates string that is going to be sent to db
  1173. const data =
  1174. '&line_game=' +
  1175. gameShape +
  1176. '&line_mode=' +
  1177. gameMode +
  1178. '&line_oper=' +
  1179. gameOperation +
  1180. '&line_leve=' +
  1181. gameDifficulty +
  1182. '&line_posi=' +
  1183. curMapPosition +
  1184. '&line_resu=' +
  1185. self.control.isCorrect +
  1186. '&line_time=' +
  1187. game.timer.elapsed +
  1188. '&line_deta=' +
  1189. 'numCircles:' +
  1190. self.circles.list.length +
  1191. ', valCircles: ' +
  1192. self.control.divisorsList +
  1193. ' kiteX: ' +
  1194. self.kite_line.x +
  1195. ', selIndex: ' +
  1196. self.control.selectedIndex;
  1197. // FOR MOODLE
  1198. sendToDatabase(data);
  1199. },
  1200. },
  1201. };