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- /******************************
- * 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 <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=' + 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);
- }
- };
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