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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/balloon
- * Theme : flying in a balloon
- * Concept : 'How much the kid has to walk to get to the balloon?'
- * Represent fractions as : circles/arcs
- *
- * Game modes can be :
- *
- * a : Player can place balloon position
- * Place balloon 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 balloon)
- *
- * 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,
- balloon: undefined,
- basket: undefined,
- walkedPath: undefined,
- /**
- * Main code
- */
- create: function () {
- this.ui = {
- help: undefined,
- message: undefined,
- continue: {
- // modal: undefined,
- button: undefined,
- text: undefined,
- },
- };
- this.road = {
- x: 150,
- y: context.canvas.height - game.image['floor_grass'].width * 1.5,
- width: 1620,
- };
- this.walkedPath = [];
- const pointWidth = (game.sprite['map_place'].width / 2) * 0.45;
- const distanceBetweenPoints =
- (context.canvas.width - this.road.x * 2 - pointWidth) / 5; // Distance between road points
- const y0 = this.road.y + 20;
- const x0 =
- gameOperation === 'minus'
- ? context.canvas.width - this.road.x - pointWidth / 2
- : this.road.x + pointWidth / 2; // Initial 'x' coordinate for the kid and the baloon
- const diameter =
- game.math.getRadiusFromCircunference(distanceBetweenPoints) * 2;
- this.circles = {
- diameter: diameter, // (Fixed) Circles Diameter
- cur: 0, // Current circle index
- list: [], // Circle objects
- };
- this.control = {
- 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 inside ballon's basket
- 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,
- 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.renderRoad(validPath);
- const [restart, balloonX] = this.utils.renderCircles(validPath);
- this.restart = restart;
- this.utils.renderCharacters(validPath, balloonX);
- 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 inside the basket
- if (self.control.checkAnswer) {
- self.utils.checkAnswerHandler();
- }
- // Starts balloon flying animation
- if (self.animation.animateBalloon) {
- self.utils.animateBalloonHandler();
- }
- game.render.all();
- },
- utils: {
- // RENDERS
- renderRoad: function (validPath) {
- const directionModifier = gameOperation === 'minus' ? -1 : 1;
- for (let i = 0; i <= 5; i++) {
- // place
- game.add
- .sprite(
- validPath.x0 +
- i * validPath.distanceBetweenPoints * directionModifier,
- validPath.y0,
- 'map_place',
- 0,
- 0.45
- )
- .anchor(0.5, 0.5);
- // circle behind number
- game.add.geom
- .circle(
- validPath.x0 +
- i * validPath.distanceBetweenPoints * directionModifier,
- validPath.y0 + 60,
- 60,
- undefined,
- 0,
- colors.white,
- 0.8
- )
- .anchor(0, 0.25);
- // number
- game.add.text(
- validPath.x0 +
- i * validPath.distanceBetweenPoints * directionModifier,
- validPath.y0 + 60,
- i * directionModifier,
- {
- ...textStyles.h2_,
- font: 'bold ' + textStyles.h2_.font,
- fill: directionModifier === 1 ? colors.green : colors.red,
- }
- );
- }
- 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 balloonX = context.canvas.width / 2;
- const directionModifier = gameOperation === 'minus' ? -1 : 1;
- const fractionX =
- validPath.x0 - (self.circles.diameter - 10) * 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,
- },
- };
- const 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
- 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' : Balloon 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 balloon place
- balloonX = validPath.x0;
- self.control.correctIndex = game.math.randomInRange(
- self.control.numberOfPlusFractions,
- self.circles.list.length
- );
- for (let i = 0; i < self.control.correctIndex; i++) {
- balloonX +=
- self.circles.list[i].info.distance *
- self.circles.list[i].info.direc;
- }
- finalPosition = balloonX;
- // 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, balloonX];
- },
- renderCharacters: function (validPath, balloonX) {
- // 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;
- }
- // BALLOON
- self.balloon = game.add.image(
- balloonX,
- validPath.y0 - 295,
- 'balloon',
- 1.5,
- 0.5
- );
- self.balloon.alpha = 0.5;
- self.balloon.anchor(0.5, 0.5);
- self.basket = game.add.image(
- balloonX,
- validPath.y0 - 95,
- 'balloon_basket',
- 1.5
- );
- self.basket.alpha = 0.8;
- self.basket.anchor(0.5, 0.5);
- },
- 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 () {
- let validCircles = self.circles.list;
- if (gameMode === 'b') {
- validCircles = [];
- for (let i = 0; i <= self.control.selectedIndex; i++) {
- validCircles.push(self.circles.list[i]);
- }
- }
- const font = textStyles.fraction;
- font.fill = colors.green;
- const nominators = [];
- const denominators = [];
- const renderList = [];
- 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;
- // 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 list
- for (let i in validCircles) {
- const curFraction = validCircles[i].info.fraction;
- const curFractionString = curFraction.labels[0].name;
- let curFractionSign = i !== '0' ? '+' : '';
- if (curFraction.labels[1].name === '-') {
- curFractionSign = '-';
- font.fill = colors.red;
- }
- const fractionText = game.add.text(
- x0 + i * offsetX + offsetX / 2,
- curFractionString === '1' ? y0 + 40 : y0,
- curFractionString,
- font
- );
- fractionText.lineHeight = 70;
- renderList.push(
- game.add.text(x0 + i * offsetX, y0 + 35, curFractionSign, font)
- );
- renderList.push(fractionText);
- renderList.push(
- game.add.text(
- x0 + offsetX / 2 + i * offsetX,
- y0,
- curFractionString === '1' ? '' : '_',
- font
- )
- );
- nominators.push(curFraction.nominator);
- denominators.push(curFraction.denominator);
- }
- // Setup for fraction operation with least common multiple
- font.fill = colors.black;
- const updatedNominators = [];
- const mmc = game.math.mmcArray(denominators);
- let resultNominator = 0;
- for (let i in nominators) {
- const temp = nominators[i] * (mmc / denominators[i]);
- updatedNominators.push(temp);
- resultNominator += temp;
- }
- const resultNominatorUnsigned =
- resultNominator < 0 ? -resultNominator : resultNominator;
- const resultAux = resultNominator / mmc;
- const result =
- ('' + resultAux).length > 4 ? resultAux.toFixed(2) : resultAux;
- // Fraction operation with least common multiple
- nextX = x0 + validCircles.length * offsetX + 20;
- // Fraction result
- renderList.push(game.add.text(nextX, y0 + 35, '=', font));
- font.align = 'center';
- nextX += offsetX;
- if (result < 0) {
- nextX -= 30;
- renderList.push(game.add.text(nextX, y0 + 35, '-', font));
- nextX += 60;
- }
- const fractionResult = game.add.text(
- nextX,
- mmc === 1 || resultNominatorUnsigned === 0 ? y0 + 40 : y0,
- mmc === 1 || resultNominatorUnsigned === 0
- ? resultNominatorUnsigned
- : resultNominatorUnsigned + '\n' + mmc,
- font
- );
- fractionResult.lineHeight = 70;
- renderList.push(fractionResult);
- const fractionLine = game.add.geom.line(
- nextX,
- y0 + 15,
- nextX + 60,
- y0 + 15,
- 4,
- colors.black,
- mmc === 1 || resultNominatorUnsigned === 0 ? 0 : 1
- );
- fractionLine.anchor(0.5, 0);
- renderList.push(fractionLine);
- // Fraction result simplified setup
- const mdcAux = game.math.mdc(resultNominator, mmc);
- const mdc = mdcAux < 0 ? -mdcAux : mdcAux;
- if (mdc !== 1 && resultNominatorUnsigned !== 0) {
- // alert(mdc + ' ' + resultNominatorUnsigned);
- nextX += offsetX;
- renderList.push(game.add.text(nextX, y0 + 35, '=', font));
- nextX += offsetX;
- renderList.push(
- game.add.text(nextX - 50, y0 + 35, result > 0 ? '' : '-', font)
- );
- renderList.push(
- game.add.text(nextX, y0, resultNominatorUnsigned / mdc, font)
- );
- renderList.push(game.add.text(nextX, y0 + 70, mmc / mdc, font));
- const fractionLine = game.add.geom.line(
- nextX,
- y0 + 15,
- nextX + 60,
- y0 + 15,
- 4,
- colors.black
- );
- fractionLine.anchor(0.5, 0);
- renderList.push(fractionLine);
- }
- // Decimal result
- let resultWidth = '_'.length * 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: () => {
- 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.basket, 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 () {
- if (self.animation.counter < 130) {
- self.animation.counter++;
- self.balloon.y -= 2;
- self.basket.y -= 2;
- if (self.control.isCorrect) self.kid.y -= 2;
- }
- if (self.animation.counter === 130) {
- 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.y;
- // 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.balloon.x = cur;
- self.basket.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.balloon.alpha = 1;
- self.basket.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;
- });
- }
- });
- }
- },
- },
- 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 isValid =
- y > 150 && x >= self.road.x && x <= self.road.x + self.road.width;
- if (isValid) self.utils.clickCircleHandler(x);
- }
- // 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;
- // GAME MODE A : balloon follow mouse
- if (gameMode === 'a' && !self.control.hasClicked) {
- if (
- game.math.distanceToPointer(x, self.balloon.x, y, self.balloon.y) > 8
- ) {
- self.balloon.x = x;
- self.basket.x = x;
- }
- 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 +
- ' balloonX: ' +
- self.basket.x +
- ', selIndex: ' +
- self.control.selectedIndex;
- // FOR MOODLE
- sendToDatabase(data);
- },
- },
- };
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