/****************************** * This file holds game states. ******************************/ /** [GAME STATE] * * .....circleOne.... = gameType * ....../....\...... * .....A......B..... = gameMode * .......\./........ * ........|......... * ....../.|.\....... * .Plus.Minus.Mixed. = gameOperation * ......\.|./....... * ........|......... * ....1,2,3,4,5..... = 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 = { /** * Main code */ create: function () { // CONTROL VARIABLES this.availableAnimations = []; this.changeAnimationFrames = undefined; this.checkAnswer = false; // Check kid inside ballon's basket this.animate = false; // Start move animation this.animateEnding = false; // Start ballon fly animation this.hasClicked = false; // Air ballon positioned this.result = false; // Game is correct this.count = 0; this.divisorsList = ''; // Used in postScore() let hasBaseDifficulty = false; // Will validate that level isnt too easy (has at least one '1/difficulty' fraction) const startX = (gameOperation == 'Minus') ? 66 + 5 * 156 : 66; // Initial 'x' coordinate for the kid and the baloon this.correctX = startX; // Ending position, accumulative // BACKGROUND // Add background image game.add.image(0, 0, 'bgimage'); // Add clouds game.add.image(300, 100, 'cloud'); game.add.image(660, 80, 'cloud'); game.add.image(110, 85, 'cloud', 0.8); // Add floor of grass for (let i = 0; i < 9; i++) { game.add.image(i * 100, defaultHeight - 100, 'floor'); } // Road this.road = game.add.image(47, 515, 'road', 1.01, 0.94); // Road points const distanceBetweenPoints = 156; // Distance between road points for (let i = 0; i <= 5; i++) { game.add.image(66 + i * distanceBetweenPoints, 526, 'place_off', 0.3).anchor(0.5, 0.5); game.add.text(66 + i * distanceBetweenPoints, 560, i, textStyles.h2_blue); } this.trace = game.add.geom.rect(startX - 1, 526, 1, 1, undefined, 1); this.trace.alpha = 0; // Calls function that loads navigation icons // FOR MOODLE if (moodle) { navigationIcons.add( false, false, false, // Left buttons true, false, // Right buttons false, false ); } else { navigationIcons.add( true, true, true, // Left buttons true, false, // Right buttons 'customMenu', this.viewHelp ); } // CIRCLES AND FRACTIONS this.circles = { all: [], // Circles objects of current level label: [], // Fractions labels diameter: 60, // (Fixed) diameter for circles cur: 0, // Current circle index direction: [], // Circle direction : 'Right' (plus), 'Left' (minus) distance: [], // Fraction of distance between circles (used in walking animation) angle: [], // Angle in degrees : 90 / 180 / 270 / 360 lineColor: [], // Circle line colors (also used for tracing on floor) direc: [], // Can be : 1 or -1 : will be multiplied to values to easily change object direction when needed }; this.balloonPlace = defaultWidth / 2; // Balloon place // Number of circles const max = (gameOperation == 'Mixed' || gameMode == 'B') ? 6 : mapPosition + 1; const min = (gameOperation == 'Mixed' && mapPosition < 2) ? 2 : mapPosition; // Mixed level has at least 2 fractions const total = game.math.randomInRange(min, max); // Total number of circles // gameMode 'B' exclusive variables this.fractionIndex = -1; // Index of clicked circle (game B) this.numberOfPlusFractions = game.math.randomInRange(1, total - 1); // CIRCLES const levelDirection = (gameOperation == 'Minus') ? -1 : 1; const x = startX + 65 * levelDirection; for (let i = 0; i < total; i++) { const divisor = game.math.randomInRange(1, gameDifficulty); // Set fraction 'divisor' (depends on difficulty) if (divisor == gameDifficulty) hasBaseDifficulty = true; // True if after for ends has at least 1 '1/difficulty' fraction this.divisorsList += divisor + ','; // Add this divisor to the list of divisors (for postScore()) // Set each circle direction let direction; switch (gameOperation) { case 'Plus': direction = 'Right'; break; case 'Minus': direction = 'Left'; break; case 'Mixed': if (i < this.numberOfPlusFractions) direction = 'Right'; else direction = 'Left'; break; } this.circles.direction[i] = direction; // Set each circle color let lineColor, anticlockwise; if (direction == 'Right') { lineColor = colors.darkBlue; this.circles.direc[i] = 1; anticlockwise = true; } else { lineColor = colors.red; this.circles.direc[i] = -1; anticlockwise = false; } this.circles.lineColor[i] = lineColor; // Draw circles let circle, label = []; if (divisor == 1) { circle = game.add.geom.circle(startX, 490 - i * this.circles.diameter, this.circles.diameter, lineColor, 2, colors.white, 1); circle.anticlockwise = anticlockwise; this.circles.angle.push(360); if (fractionLabel) { label[0] = game.add.text(x, 490 - i * this.circles.diameter, divisor, textStyles.h2_blue); this.circles.label.push(label); } } else { let degree = 360 / divisor; if (direction == 'Right') degree = 360 - degree; // Anticlockwise equivalent circle = game.add.geom.arc(startX, 490 - i * this.circles.diameter, this.circles.diameter, 0, game.math.degreeToRad(degree), anticlockwise, lineColor, 2, colors.white, 1); this.circles.angle.push(degree); if (fractionLabel) { label[0] = game.add.text(x, 480 - i * this.circles.diameter + 32, divisor, textStyles.h4_blue); label[1] = game.add.text(x, 488 - i * this.circles.diameter, '1', textStyles.h4_blue); label[2] = game.add.text(x, 488 - i * this.circles.diameter, '___', textStyles.h4_blue); this.circles.label.push(label); } } circle.rotate = 90; // If game is type B (select fractions) if (gameMode == 'B') { circle.alpha = 0.5; circle.index = i; } this.circles.distance.push(Math.floor(distanceBetweenPoints / divisor)); this.circles.all.push(circle); this.correctX += Math.floor(distanceBetweenPoints / divisor) * this.circles.direc[i]; } // Calculate next circle this.nextX = startX + this.circles.distance[0] * this.circles.direc[0]; // Check if need to restart this.restart = false; // If top circle position is out of bounds (when on the ground) or game doesnt have base difficulty, restart if (this.correctX < 66 || this.correctX > 66 + 3 * 260 || !hasBaseDifficulty) { this.restart = true; } // If game is type B, selectiong a random balloon place if (gameMode == 'B') { this.balloonPlace = startX; this.endIndex = game.math.randomInRange(this.numberOfPlusFractions, this.circles.all.length); for (let i = 0; i < this.endIndex; i++) { this.balloonPlace += this.circles.distance[i] * this.circles.direc[i]; } // If balloon position is out of bounds, restart if (this.balloonPlace < 66 || this.balloonPlace > 66 + 5 * distanceBetweenPoints) { this.restart = true; } } // KID this.availableAnimations['Right'] = ['Right', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], 4]; this.availableAnimations['Left'] = ['Left', [23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12], 4]; this.kid = game.add.sprite(startX, 495 - this.circles.all.length * this.circles.diameter, 'kid_walk', 0, 0.8); this.kid.anchor(0.5, 0.8); if (gameOperation == 'Minus') { this.kid.animation = this.availableAnimations['Left']; this.kid.curFrame = 23; } else { this.kid.animation = this.availableAnimations['Right']; } // BALLOON this.balloon = game.add.image(this.balloonPlace, 350, 'balloon', 1, 0.5); this.balloon.alpha = 0.5; this.balloon.anchor(0.5, 0.5); this.basket = game.add.image(this.balloonPlace, 472, 'balloon_basket'); this.basket.anchor(0.5, 0.5); // Help pointer this.help = game.add.image(0, 0, 'help_pointer', 0.5); this.help.anchor(0.5, 0); this.help.alpha = 0; if (!this.restart) { game.timer.start(); // Set a timer for the current level (used in postScore()) game.event.add('click', this.onInputDown); game.event.add('mousemove', this.onInputOver); } }, /** * Game loop */ update: function () { self.count++; // Start animation if (self.animate) { let cur = self.circles.cur; let direc = self.circles.direc[cur]; if (self.count % 2 == 0) { // Lowers animation // Move kid self.kid.x += 2 * direc; // Move circles for (let i in self.circles.all) { self.circles.all[i].x += 2 * direc; } // Manage line on the floor self.trace.width += 2 * direc; self.trace.lineColor = self.circles.all[cur].lineColor; // Change angle of current arc self.circles.angle[cur] += 4.6 * direc; self.circles.all[cur].angleEnd = game.math.degreeToRad(self.circles.angle[cur]); // When finish current circle let lowerCircles; if (self.circles.direction[cur] == 'Right') { lowerCircles = self.circles.all[cur].x >= self.nextX; } else if (self.circles.direction[cur] == 'Left') { lowerCircles = self.circles.all[cur].x <= self.nextX; // If just changed from 'right' to 'left' inform to change direction of kid animation if (self.changeAnimationFrames == undefined && cur > 0 && self.circles.direction[cur - 1] == 'Right') { self.changeAnimationFrames = true; } } // Change direction of kid animation if (self.changeAnimationFrames) { self.changeAnimationFrames = false; game.animation.stop(self.kid.animation[0]); self.kid.animation = self.availableAnimations['Left']; self.kid.curFrame = 23; game.animation.play(self.kid.animation[0]); } if (lowerCircles) { self.circles.all[cur].alpha = 0; // Cicle disappear self.circles.all.forEach(cur => { cur.y += self.circles.diameter; // Lower circles }); self.kid.y += self.circles.diameter; // Lower kid self.circles.cur++; // Update current circle cur = self.circles.cur; direc = self.circles.direc[cur]; self.nextX += self.circles.distance[cur] * direc; // Update next position } // When finish all circles (final position) if (cur == self.circles.all.length || self.circles.all[cur].alpha == 0) { self.animate = false; self.checkAnswer = true; } } } // Check if kid is inside the basket if (self.checkAnswer) { game.timer.stop(); game.animation.stop(self.kid.animation[0]); if (self.checkOverlap(self.basket, self.kid)) { self.result = true; // Answer is correct self.kid.curFrame = (self.kid.curFrame < 12) ? 24 : 25; if (audioStatus) game.audio.okSound.play(); game.add.image(defaultWidth / 2, defaultHeight / 2, 'ok').anchor(0.5, 0.5); completedLevels++; if (debugMode) console.log('Completed Levels: ' + completedLevels); } else { self.result = false; // Answer is incorrect if (audioStatus) game.audio.errorSound.play(); game.add.image(defaultWidth / 2, defaultHeight / 2, 'error').anchor(0.5, 0.5); } self.postScore(); self.animateEnding = true; self.checkAnswer = false; self.count = 0; } // Balloon flying animation if (self.animateEnding) { self.balloon.y -= 2; self.basket.y -= 2; if (self.result) self.kid.y -= 2; if (self.count >= 140) { if (self.result) mapMove = true; else mapMove = false; game.state.start('map'); } } game.render.all(); }, /** * (in gameMode 'B') Function called when cursor is over a valid circle * * @param {object} cur circle the cursor is over */ overCircle: function (cur) { if (!self.hasClicked) { document.body.style.cursor = 'pointer'; for (let i in self.circles.all) { self.circles.all[i].alpha = (i <= cur.index) ? 1 : 0.5; } } }, /** * (in gameMode 'B') Function called when cursor is out of a valid circle */ outCircle: function () { if (!self.hasClicked) { document.body.style.cursor = 'auto'; self.circles.all.forEach(cur => { cur.alpha = 0.5; }); } }, /** * (in gameMode 'B') Function called when player clicked over a valid circle * * @param {number|object} cur clicked circle */ clicked: function (cur) { if (!self.hasClicked) { // On gameMode A if (gameMode == 'A') { self.balloon.x = cur; self.basket.x = cur; // On gameMode B } else if (gameMode == 'B') { document.body.style.cursor = 'auto'; for (let i in self.circles.all) { if (i <= cur.index) { self.circles.all[i].alpha = 1; // Keep selected circle self.fractionIndex = cur.index; } else { self.circles.all[i].alpha = 0; // Hide unselected circle self.kid.y += self.circles.diameter; // Lower kid to selected circle } } } if (audioStatus) game.audio.beepSound.play(); // Hide fractions if (fractionLabel) { self.circles.label.forEach(cur => { cur.forEach(cur => { cur.alpha = 0; }); }); } // Hide solution pointer if (self.help != undefined) self.help.alpha = 0; self.balloon.alpha = 1; self.trace.alpha = 1; self.hasClicked = true; self.animate = true; game.animation.play(this.kid.animation[0]); } }, /** * Checks if 2 images overlap * * @param {object} spriteA image 1 * @param {object} spriteB image 2 * * @returns {boolean} true if there is overlap */ checkOverlap: function (spriteA, spriteB) { const xA = spriteA.x; const xB = spriteB.x; // Consider it comming from both sides if (Math.abs(xA - xB) > 14) return false; else return true; }, /** * Display correct answer */ viewHelp: function () { if (!self.hasClicked) { // On gameMode A if (gameMode == 'A') { self.help.x = self.correctX; self.help.y = 490; // On gameMode B } else { self.help.x = self.circles.all[self.endIndex - 1].x; self.help.y = self.circles.all[self.endIndex - 1].y - self.circles.diameter / 2; } self.help.alpha = 0.7; } }, /** * Called by mouse click event * * @param {object} mouseEvent contains the mouse click coordinates */ onInputDown: function (mouseEvent) { const x = mouseEvent.offsetX; const y = mouseEvent.offsetY; // GAME MODE A : click road if (gameMode == 'A') { const cur = self.road; const valid = y > 60 && (x >= cur.xWithAnchor && x <= (cur.xWithAnchor + cur.width * cur.scale)); if (valid) self.clicked(x); } // GAME MODE B : click circle if (gameMode == 'B') { self.circles.all.forEach(cur => { const valid = game.math.distanceToPointer(x, cur.xWithAnchor, y, cur.yWithAnchor) <= (cur.diameter / 2) * cur.scale; if (valid) self.clicked(cur); }); } navigationIcons.onInputDown(x, y); game.render.all(); }, /** * Called by mouse move event * * @param {object} mouseEvent contains the mouse move coordinates */ onInputOver: function (mouseEvent) { const x = mouseEvent.offsetX; const y = mouseEvent.offsetY; let flag = false; // GAME MODE A : balloon follow mouse if (gameMode == 'A' && !self.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.hasClicked) { self.circles.all.forEach(cur => { const valid = game.math.distanceToPointer(x, cur.xWithAnchor, y, cur.yWithAnchor) <= (cur.diameter / 2) * cur.scale; if (valid) { self.overCircle(cur); flag = true; } }); if (!flag) self.outCircle(); } navigationIcons.onInputOver(x, y); game.render.all(); }, /** * Saves players data after level ends - to be sent to database
* * 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=' + mapPosition + '&line_resu=' + self.result + '&line_time=' + game.timer.elapsed + '&line_deta=' + 'numCircles:' + self.circles.all.length + ', valCircles: ' + self.divisorsList + ' balloonX: ' + self.basket.x + ', selIndex: ' + self.fractionIndex; // FOR MOODLE sendToDB(data); } };