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- /******************************
- * This file holds game states.
- ******************************/
- /** [BOOT STATE] First state called. Loads media. <br>
- *
- * @namespace
- */
- const bootState = {
- /**
- * Preloads media for current state
- */
- preload: function () {
- // LOADING MEDIA
- game.load.audio(url.boot.audio);
- game.load.image(url.boot.image);
- game.load.sprite(url.boot.sprite);
- },
- /**
- * Main code
- */
- create: function () {
- // Calls first screen seen by the player
- // FOR MOODLE
- if (moodle) {
- loadLangState.firstTime = false;
- const moodleLang = iLMparameters.lang;
- switch (moodleLang) {
- case 'en': langString = 'en_US'; break;
- case 'pt': langString = 'pt_BR'; break;
- case 'fr': langString = 'fr_FR'; break;
- case 'es': langString = 'es_PE'; break;
- case 'it': langString = 'it_IT'; break;
- default: langString = 'en_US';
- }
- game.state.start('loadLang');
- } else {
- game.state.start('lang');
- }
- }
- };
- /** [LANGUAGE STATE] Screen that asks the user to select the language for the game text.
- *
- * @namespace
- */
- const langState = {
- /**
- * Main code
- */
- create: function () {
- // Background color
- game.add.geom.rect(0, 0, defaultWidth, defaultHeight, colors.white, 0, colors.blueBckg, 1);
- // Parameters for the elements on the screen
- this.listOfFlags = [];
- this.langs = {
- text: ['FRAÇÕES ', 'FRAZIONI ', 'FRACTIONS ', 'FRACCIONES ', 'FRACTIONS '], // Language names
- flag: ['flag_BR', 'flag_IT', 'flag_US', 'flag_PE', 'flag_FR'], // Icon names
- lang: ['pt_BR', 'it_IT', 'en_US', 'es_PE', 'fr_FR'], // Parameters sent for language object
- x: [-220, -220, -220, 200, 200],
- y: [-180, 0, 180, -100, 100]
- };
- // Create elements on screen
- for (let i in this.langs.flag) {
- // Add text for language names
- game.add.text(defaultWidth / 2 + this.langs.x[i], defaultHeight / 2 + this.langs.y[i], this.langs.text[i], textStyles.h2_green).align = 'right';
- // Add icons for flags
- const flag = game.add.image(defaultWidth / 2 + this.langs.x[i] + 100, defaultHeight / 2 + this.langs.y[i], this.langs.flag[i]);
- flag.anchor(0.5, 0.5);
- this.listOfFlags.push(flag);
- }
- game.event.add('click', this.onInputDown);
- game.event.add('mousemove', this.onInputOver);
- },
- /**
- * Calls state that loads selected language
- *
- * @param {string} selectedLang language selected by player
- */
- setLang: function (selectedLang) {
- // Saves language name e.g 'pt_BR'
- langString = selectedLang;
- // Calls loading screen
- game.state.start('loadLang');
- },
- /**
- * Called by mouse click event
- *
- * @param {object} mouseEvent contains the mouse click coordinates
- */
- onInputDown: function (mouseEvent) {
- const x = mouseEvent.offsetX;
- const y = mouseEvent.offsetY;
- self.listOfFlags.forEach(cur => {
- if (game.math.isOverIcon(x, y, cur)) {
- for (let i in self.langs.flag) {
- if (self.langs.flag[i] == cur.name) {
- self.setLang(self.langs.lang[i]);
- break;
- }
- }
- }
- });
- },
- /**
- * 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;
- self.listOfFlags.forEach(cur => {
- if (game.math.isOverIcon(x, y, cur)) {
- flag = true;
- cur.scale = cur.scale = 1.05;
- } else {
- cur.scale = cur.scale = 1;
- }
- });
- if (flag) document.body.style.cursor = 'pointer';
- else document.body.style.cursor = 'auto';
- game.render.all();
- }
- };
- /** [LOADING LANGUAGE STATE] Loads the selected language.
- *
- * @namespace
- */
- const loadLangState = {
- /**
- * Preloads media for current state
- */
- preload: function () {
- // LOADING MEDIA : selected language
- game.load.lang('assets/lang/' + langString);
- },
- /**
- * Main code
- */
- create: function () {
- if (debugMode) console.log('Language: ' + langString);
- // Make sure to only ask for player name on the first time oppening the game
- if (this.firstTime == undefined) {
- this.firstTime = false;
- game.state.start('name'); // First time opening ifractions ('language' >> 'name' >> 'menu')
- } else {
- game.state.start('menu'); // If changing language during the game ('language' >> >> 'menu')
- }
- }
- };
- /** [NAME STATE] Screen that asks for the user's name.
- *
- * @namespace
- */
- const nameState = {
- /**
- * Main code
- */
- create: function () {
- // Background color
- game.add.geom.rect(0, 0, defaultWidth, defaultHeight, colors.white, 0, colors.blueBckg, 1);
- // Set title and warning text
- game.add.text(defaultWidth / 2, defaultHeight / 2 - 100, game.lang.insert_name, textStyles.h1_green);
- this.warningEmptyName = game.add.text(defaultWidth / 2, defaultHeight / 2 - 70, '', textStyles.h4_brown);
- // Set 'ok' button that gets player's information
- this.okBtn = game.add.geom.rect(defaultWidth / 2 - 84, defaultHeight / 2 + 70, 168, 60, undefined, 0, colors.gray, 0.6);
- // Set button Text
- game.add.text(defaultWidth / 2 + 1, defaultHeight / 2 + 112, game.lang.ready, textStyles.h1_white);
- // Makes text field visible
- document.getElementById('textbox').style.visibility = 'visible';
- // Does the same as the button click when the player presses 'enter'
- document.getElementById('textbox-content').addEventListener('keypress', function (e) {
- const keycode = e.key || e.code;
- if (keycode == 'Enter') {
- if (self.checkEmptyName()) self.saveName();
- game.render.all(); // Can show empty name
- }
- });
- game.event.add('click', this.onInputDown);
- game.event.add('mousemove', this.onInputOver);
- },
- /**
- * Checks if player entered name in text box
- *
- * @returns {boolean} false is textBox is emptys
- */
- checkEmptyName: function () {
- // If text field is empty displays error message
- if (document.getElementById('textbox-content').value == '') {
- self.warningEmptyName.name = game.lang.empty_name;
- return false;
- }
- return true;
- },
- /**
- * Saves player name and calls next state
- */
- saveName: function () {
- // Saves player's input in global variable 'playerName'
- playerName = document.getElementById('textbox-content').value;
- // Hides and clears text field
- document.getElementById('textbox').style.visibility = 'hidden';
- document.getElementById('textbox-content').value = '';
- if (audioStatus) game.audio.beepSound.play();
- if (debugMode) console.log('Username: ' + playerName);
- // FOR MOODLE
- // Calls 'menu' state
- if (!moodle) game.state.start('menu');
- },
- /**
- * Called by mouse click event
- *
- * @param {object} mouseEvent contains the mouse click coordinates
- */
- onInputDown: function (mouseEvent) {
- const x = mouseEvent.offsetX;
- const y = mouseEvent.offsetY;
- const cur = self.okBtn;
- if (game.math.isOverIcon(x, y, cur)) {
- if (self.checkEmptyName()) {
- self.saveName();
- }
- }
- 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;
- const cur = self.okBtn;
- if (game.math.isOverIcon(x, y, cur)) {
- document.body.style.cursor = 'pointer';
- cur.alpha = 0.4;
- } else {
- document.body.style.cursor = 'auto';
- cur.alpha = 0.6;
- }
- game.render.all();
- }
- };
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