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- /******************************
- * This file holds game states.
- ******************************/
- /** [GAME STATE]
- *
- * ..squareOne... = gameType
- * ..../...\.....
- * ...A.....B.... = gameMode
- * .....\./......
- * ......|.......
- * ...../.\......
- * .Plus...Minus. = gameOperation
- * .....\./......
- * ......|.......
- * ....1,2,3..... = gameDifficulty
- *
- * Character : tractor
- * Theme : farm
- * Concept : Player associates 'blocks carried by the tractor' and 'floor spaces to be filled by them'
- * Represent fractions as : blocks/rectangles
- *
- * Game modes can be :
- *
- * A : Player can select # of 'floor blocks' (hole in the ground)
- * Selects size of hole to be made in the ground (to fill with the blocks in front of the truck)
- * B : Player can select # of 'stacked blocks' (in front of the truck)
- * Selects number of blocks in front of the truck (to fill the hole on the ground)
- *
- * Operations can be :
- *
- * Plus : addition of fractions
- * Represented by : tractor going to the right (floor positions 0..8)
- * Minus : subtraction of fractions
- * Represented by: tractor going to the left (floor positions 8..0)
- *
- * @namespace
- */
- const squareOne = {
- /**
- * Main code
- */
- create: function () {
- // CONTROL VARIABLES
- this.checkAnswer = false; // When true allows game to run 'check answer' code in update
- this.animate = false; // When true allows game to run 'tractor animation' code in update (turns animation of the moving tractor ON/OFF)
- this.animateEnding = false; // When true allows game to run 'tractor ending animation' code in update (turns 'ending' animation of the moving tractor ON/OFF)
- this.hasClicked = false; // Checks if player 'clicked' on a block
- this.result = false; // Checks player 'answer'
- this.count = 0; // An 'x' position counter used in the tractor animation
- this.divisorsList = ''; // Hold the divisors for each fraction on stacked blocks (created for postScore())
- this.direc_level = (gameOperation == 'Minus') ? -1 : 1; // Will be multiplied to values to easily change tractor direction when needed
- this.animationSpeed = 2 * this.direc_level; // X distance in which the tractor moves in each iteration of the animation
- // GAME VARIABLES
- this.defaultBlockWidth = 80; // Base block width
- this.defaultBlockHeight = 40; // Base block height
- this.startX = (gameOperation == 'Minus') ? 730 : 170; // Initial 'x' coordinate for the tractor and stacked blocks
- // 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'); }
- // Calls function that loads navigation icons
- // FOR MOODLE
- if (moodle) {
- navigationIcons.add(
- false, false, false, // Left icons
- true, false, // Right icons
- false, false
- );
- } else {
- navigationIcons.add(
- true, true, true, // Left icons
- true, false, // Right icons
- 'customMenu', this.viewHelp
- );
- }
- // TRACTOR
- this.tractor = game.add.sprite(this.startX, 445, 'tractor', 0, 0.8);
- if (gameOperation == 'Plus') {
- this.tractor.anchor(1, 0.5);
- this.tractor.animation = ['move', [0, 1, 2, 3, 4], 4];
- } else {
- this.tractor.anchor(0, 0.5);
- this.tractor.animation = ['move', [5, 6, 7, 8, 9], 4];
- this.tractor.curFrame = 5;
- }
- // STACKED BLOCKS variables
- this.stck = {
- blocks: [], // Group of 'stacked' block objects
- labels: [], // Group of fraction labels on the side of 'stacked' blocks
- index: undefined, // (gameMode 'B') index of 'stacked' block selected by player
- // Control variables for animation
- curIndex: 0, // (needs to be 0)
- curBlockEnd: undefined,
- // Correct values
- correctIndex: undefined, // (gameMode 'B') index of the CORRECT 'stacked' block
- };
- // FLOOR BLOCKS variables
- this.floor = {
- blocks: [], // Group of 'floor' block objects
- index: undefined, // (gameMode 'A') index of 'floor' block selected by player
- // Control variables for animation
- curIndex: -1, // (needs to be -1)
- // Correct values
- correctIndex: undefined, // (gameMode 'A') index of the CORRECT 'floor' block
- correctX: undefined, // 'x' coordinate of CORRECT 'floor' block
- correctXA: undefined, // Temporary variable
- correctXB: undefined, // Temporary variable
- };
- // CREATING STACKED BLOCKS
- this.restart = this.createStckBlocks();
- // CREATING FLOOR BLOCKS
- this.createFloorBlocks();
- // SELECTION ARROW
- if (gameMode == 'A') {
- this.arrow = game.add.image(this.startX + this.defaultBlockWidth * this.direc_level, 480, 'arrow_down');
- this.arrow.anchor(0.5, 0.5);
- this.arrow.alpha = 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 () {
- // AFTER PLAYER SELECTION
- // Starts tractor moving animation
- if (self.animate) {
- const stck = self.stck;
- const floor = self.floor;
- // MANAGE HORIZONTAL MOVEMENT
- // Move 'tractor'
- self.tractor.x += self.animationSpeed;
- // Move 'stacked blocks'
- for (let i in stck.blocks) {
- stck.blocks[i].x += self.animationSpeed;
- }
- // MANAGE BLOCKS AND FLOOR GAPS
- // If block is 1/n (not 1/1) there's an extra block space to go through before the start of next block
- const restOfCurBlock = (self.defaultBlockWidth - stck.blocks[stck.curIndex].width) * self.direc_level;
- // Check if block falls
- if ((gameOperation == 'Plus' && stck.blocks[0].x >= (stck.curBlockEnd + restOfCurBlock)) ||
- (gameOperation == 'Minus' && stck.blocks[0].x <= (stck.curBlockEnd + restOfCurBlock))) {
- let lowerBlock = true;
- const curEnd = stck.blocks[0].x + stck.blocks[stck.curIndex].width * self.direc_level;
- // If current index is (A) last stacked index (correct index - fixed)
- // If current index is (B) selected stacked index
- if (stck.curIndex == stck.index) {
- // floor.index : (A) selected floor index
- // floor.index : (B) last floor index (correct index - fixed)
- const selectedEnd = floor.blocks[floor.index].x + floor.blocks[0].width * self.direc_level;
- // (A) last stacked block (fixed) doesnt fit selected gap AKA NOT ENOUGH FLOOR BLOCKS (DOESNT CHECK TOO MANY)
- // (B) selected stacked index doesnt fit last floor gap (fixed) AKA TOO MANY STACKED BLOCKS (DOESNT CHECK NOT ENOUGH)
- if ((gameOperation == 'Plus' && curEnd > selectedEnd) || (gameOperation == 'Minus' && curEnd < selectedEnd)) {
- lowerBlock = false;
- }
- } else {
- // Update to next block end
- stck.curBlockEnd += stck.blocks[stck.curIndex + 1].width * self.direc_level;
- }
- // Fill floor gap
- if (lowerBlock) {
- // Until (A) selected floor index
- // Until (B) last floor index (correct index - fixed)
- // Updates floor index to be equivalent to stacked index (and change alpha so floor appears to be filled)
- for (let i = 0; i <= floor.index; i++) {
- if ((gameOperation == 'Plus' && floor.blocks[i].x < curEnd) || (gameOperation == 'Minus' && floor.blocks[i].x > curEnd)) {
- floor.blocks[i].alpha = 0.2;
- floor.curIndex = i;
- }
- }
- // Lower
- stck.blocks[stck.curIndex].alpha = 0;
- stck.blocks.forEach(cur => { cur.y += self.defaultBlockHeight - 2; }); // Lower stacked blocks
- }
- stck.curIndex++;
- }
- // WHEN REACHED END POSITION
- if (stck.curIndex > stck.index || floor.curIndex == floor.index) {
- self.animate = false;
- self.checkAnswer = true;
- }
- }
- // When animation ends check answer
- if (self.checkAnswer) {
- game.timer.stop();
- game.animation.stop(self.tractor.animation[0]);
- if (gameMode == 'A') {
- self.result = self.floor.index == self.floor.correctIndex;
- } else {
- self.result = self.stck.index == self.stck.correctIndex;
- }
- // Give feedback to player and turns on sprite animation
- if (self.result) { // Correct answer
- game.animation.play(self.tractor.animation[0]);
- // Displays feedback image and sound
- game.add.image(defaultWidth / 2, defaultHeight / 2, 'ok').anchor(0.5, 0.5);
- if (audioStatus) game.audio.okSound.play();
- completedLevels++; // Increases number os finished levels
- if (debugMode) console.log('Completed Levels: ' + completedLevels);
- } else { // Incorrect answer
- // Displays feedback image and sound
- game.add.image(defaultWidth / 2, defaultHeight / 2, 'error').anchor(0.5, 0.5);
- if (audioStatus) game.audio.errorSound.play();
- }
- self.postScore();
- // AFTER CHECK ANSWER
- self.checkAnswer = false;
- self.animateEnding = true;
- }
- // Starts 'ending' tractor moving animation
- if (self.animateEnding) {
- // ANIMATE ENDING
- self.count++;
- // If CORRECT ANSWER runs final tractor animation (else tractor desn't move, just wait)
- if (self.result) self.tractor.x += self.animationSpeed;
- // WHEN REACHED END POSITION calls map state
- if (self.count >= 140) {
- // If CORRECT ANSWER, player goes to next level in map
- if (self.result) mapMove = true;
- else mapMove = false;
- game.state.start('map');
- }
- }
- game.render.all();
- },
- /**
- * Function called by self.onInputOver() when cursor is over a valid rectangle
- *
- * @param {object} cur rectangle the cursor is over
- */
- overSquare: function (cur) {
- if (!self.hasClicked) {
- document.body.style.cursor = 'pointer';
- // On gameMode A
- if (gameMode == 'A') {
- for (let i in self.floor.blocks) {
- self.floor.blocks[i].alpha = (i <= cur.index) ? 1 : 0.5;
- }
- // Saves the index of the selected 'floor' block
- self.floor.index = cur.index;
- // On gameMode B
- } else {
- for (let i in self.stck.blocks) {
- self.stck.blocks[i].alpha = (i <= cur.index) ? 0.5 : 0.2;
- }
- // Saves the index of the selected 'stack' block
- self.stck.index = cur.index;
- }
- }
- },
- /**
- * Function called by self.onInputOver() when cursos is out of a valid rectangle
- */
- outSquare: function () {
- if (!self.hasClicked) {
- document.body.style.cursor = 'auto';
- // On game mode A
- if (gameMode == 'A') {
- for (let i in self.floor.blocks) {
- self.floor.blocks[i].alpha = 0.5; // Back to normal
- }
- self.floor.index = -1;
- // On game mode B
- } else {
- for (let i in self.stck.blocks) {
- self.stck.blocks[i].alpha = 0.5; // Back to normal
- }
- self.stck.index = -1;
- }
- }
- },
- /**
- * Function called by self.onInputDown() when player clicks on a valid rectangle.
- */
- clickSquare: function () {
- if (!self.hasClicked && !self.animateEnding) {
- document.body.style.cursor = 'auto';
- // On gameMode A
- if (gameMode == 'A') {
- // Turns selection arrow completely visible
- self.arrow.alpha = 1;
- // Make the unselected blocks invisible (look like there's only the ground)
- for (let i in self.floor.blocks) {
- // (SELECTION : self.FLOOR.index)
- if (i > self.floor.index) self.floor.blocks[i].alpha = 0; // Make unselected 'floor' blocks invisible
- }
- // (FIXED : self.STCK.index) save the 'stacked' blocks index
- self.stck.index = self.stck.blocks.length - 1;
- // On gameMode B
- } else {
- for (let i in self.stck.blocks) {
- // (FIXED : self.STCK.index)
- if (i > self.stck.index) self.stck.blocks[i].alpha = 0; // Make unselected 'stacked' blocks invisible
- }
- // (SELECTION : self.FLOOR.index) save the 'floor' blocks index to compare to the stacked index in update
- self.floor.index = self.floor.blocks.length - 1;
- // Save the updated total stacked blocks to compare in update
- self.stck.blocks.length = self.stck.index + 1;
- }
- // Play beep sound
- if (audioStatus) game.audio.beepSound.play();
- // Hide labels
- if (fractionLabel) {
- self.stck.labels.forEach(cur => {
- cur.forEach(cur => { cur.alpha = 0; });
- });
- }
- // Hide solution pointer
- if (self.help != undefined) self.help.alpha = 0;
- // Turn tractir animation on
- game.animation.play(self.tractor.animation[0]);
- self.hasClicked = true;
- self.animate = true;
- }
- },
- /**
- * Create stacked blocks for the level in create()
- *
- * @returns {boolean}
- */
- createStckBlocks: function () {
- let hasBaseDifficulty = false; // Will be true after next for loop if level has at least one '1/difficulty' fraction (if false, restart)
- const max = (gameMode == 'B') ? 10 : mapPosition + 4; // Maximum number of stacked blocks for the level
- const total = game.math.randomInRange(mapPosition + 2, max); // Current number of stacked blocks for the level
- self.floor.correctXA = self.startX + self.defaultBlockWidth * self.direc_level;
- for (let i = 0; i < total; i++) { // For each stacked block
- let divisor = game.math.randomInRange(1, gameDifficulty); // Set divisor for fraction
- if (divisor == gameDifficulty) hasBaseDifficulty = true;
- if (divisor == 3) divisor = 4; // Make sure valid divisors are 1, 2 and 4 (not 3)
- self.divisorsList += divisor + ','; // List of divisors (for postScore())
- const curBlockWidth = self.defaultBlockWidth / divisor; // Current width is a fraction of the default
- self.floor.correctXA += curBlockWidth * self.direc_level;
- // Create stacked block (close to tractor)
- const lineColor = (gameOperation == 'Minus') ? colors.red : colors.darkBlue;
- const lineSize = 2;
- const block = game.add.geom.rect(
- self.startX,
- 462 - i * (self.defaultBlockHeight - lineSize),
- curBlockWidth - lineSize,
- self.defaultBlockHeight - lineSize,
- lineColor,
- lineSize,
- colors.white,
- 1);
- const anchor = (gameOperation == 'Minus') ? 1 : 0;
- block.anchor(anchor, 0);
- // If game is type B, adding events to stacked blocks
- if (gameMode == 'B') {
- block.alpha = 0.5;
- block.index = i;
- }
- self.stck.blocks.push(block);
- // If 'show fractions' is turned on, create labels that display the fractions on the side of each block
- if (fractionLabel) {
- const x = self.startX + (curBlockWidth + 15) * self.direc_level;
- const y = self.defaultBlockHeight - lineSize;
- const label = [];
- if (divisor == 1) {
- label[0] = game.add.text(x, 488 - i * y, divisor, textStyles.h2_blue);
- } else {
- label[0] = game.add.text(x, 479 - i * y + 16, divisor, textStyles.p_blue);
- label[1] = game.add.text(x, 479 - i * y, '1', textStyles.p_blue);
- label[2] = game.add.text(x, 479 - i * y, '_', textStyles.p_blue);
- }
- // Add current label to group of labels
- self.stck.labels.push(label);
- }
- }
- // Will be used as a counter in update, adding in the width of each stacked block to check if the end matches the floor selected position
- self.stck.curBlockEnd = self.startX + self.stck.blocks[0].width * self.direc_level;
- let restart = false;
- // Check for errors (level too easy for its difficulty or end position out of bounds)
- if (!hasBaseDifficulty ||
- (gameOperation == 'Plus' && (self.floor.correctXA < (self.startX + self.defaultBlockWidth) ||
- self.floor.correctXA > (self.startX + 8 * self.defaultBlockWidth))) ||
- (gameOperation == 'Minus' && (self.floor.correctXA < (self.startX - (8 * self.defaultBlockWidth)) ||
- self.floor.correctXA > (self.startX - self.defaultBlockWidth)))
- ) {
- restart = true; // If any error is found restart the level
- }
- if (debugMode) console.log('Stacked blocks: ' + total + ' (min: ' + (mapPosition + 2) + ', max: ' + max + ')');
- return restart;
- },
- /**
- * Create floor blocks for the level in create()
- */
- createFloorBlocks: function () { // For each floor block
- const divisor = (gameDifficulty == 3) ? 4 : gameDifficulty; // Make sure valid divisors are 1, 2 and 4 (not 3)
- let total = 8 * divisor; // Number of floor blocks
- const blockWidth = self.defaultBlockWidth / divisor; // Width of each floor block
- // If game is type B, selectiong a random floor x position
- if (gameMode == 'B') {
- self.stck.correctIndex = game.math.randomInRange(0, (self.stck.blocks.length - 1)); // Correct stacked index
- self.floor.correctXB = self.startX + self.defaultBlockWidth * self.direc_level;
- for (let i = 0; i <= self.stck.correctIndex; i++) {
- self.floor.correctXB += self.stck.blocks[i].width * self.direc_level; // Equivalent x position on the floor
- }
- }
- let flag = true;
- for (let i = 0; i < total; i++) { // For each floor block
- // 'x' coordinate for floor block
- const x = self.startX + (self.defaultBlockWidth + i * blockWidth) * self.direc_level;
- if (flag && gameMode == 'A') {
- if ((gameOperation == 'Plus' && x >= self.floor.correctXA) || (gameOperation == 'Minus' && x <= self.floor.correctXA)) {
- self.floor.correctIndex = i - 1; // Set index of correct floor block
- flag = false;
- }
- }
- if (gameMode == 'B') {
- if ((gameOperation == 'Plus' && x >= self.floor.correctXB) || (gameOperation == 'Minus' && x <= self.floor.correctXB)) {
- total = i;
- break;
- }
- }
- // Create floor block
- const lineSize = 0.9;
- const block = game.add.geom.rect(
- x,
- 462 + self.defaultBlockHeight - lineSize,
- blockWidth - lineSize,
- self.defaultBlockHeight - lineSize,
- colors.blueBckg,
- lineSize,
- colors.blueBckgInsideLevel,
- 1);
- const anchor = (gameOperation == 'Minus') ? 1 : 0;
- block.anchor(anchor, 0);
- // If game is type A, adding events to floor blocks
- if (gameMode == 'A') {
- block.alpha = 0.5;
- block.index = i;
- }
- // Add current label to group of labels
- self.floor.blocks.push(block);
- }
- if (gameMode == 'A') self.floor.correctX = self.floor.correctXA;
- else if (gameMode == 'B') self.floor.correctX = self.floor.correctXB;
- // Creates labels on the floor to display the numbers
- for (let i = 1; i < 10; i++) {
- const x = self.startX + (i * self.defaultBlockWidth * self.direc_level);
- game.add.text(x, 462 + self.defaultBlockHeight + 58, i - 1, textStyles.h2_blue);
- }
- },
- /**
- * Display correct answer
- */
- viewHelp: function () {
- if (!self.hasClicked) {
- // On gameMode A
- if (gameMode == 'A') {
- const aux = self.floor.blocks[0];
- self.help.x = self.floor.correctX - aux.width / 2 * self.direc_level;
- self.help.y = 501;
- // On gameMode B
- } else {
- const aux = self.stck.blocks[self.stck.correctIndex];
- self.help.x = aux.x + aux.width / 2 * self.direc_level;
- self.help.y = aux.y;
- }
- 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;
- if (gameMode == 'A') {
- self.floor.blocks.forEach(cur => {
- if (game.math.isOverIcon(x, y, cur)) self.clickSquare(cur);
- });
- } else {
- self.stck.blocks.forEach(cur => {
- if (game.math.isOverIcon(x, y, cur)) self.clickSquare(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 flagA = false;
- let flagB = false;
- if (gameMode == 'A') {
- // Make arrow follow mouse
- if (!self.hasClicked && !self.animateEnding) {
- if (game.math.distanceToPointer(self.arrow.x, x, self.arrow.y, y) > 8) {
- self.arrow.x = (x < 250) ? 250 : x; // Limits the arrow left position to 250
- }
- }
- self.floor.blocks.forEach(cur => {
- if (game.math.isOverIcon(x, y, cur)) {
- flagA = true;
- self.overSquare(cur);
- }
- });
- if (!flagA) self.outSquare('A');
- }
- if (gameMode == 'B') {
- self.stck.blocks.forEach(cur => {
- if (game.math.isOverIcon(x, y, cur)) {
- flagB = true;
- self.overSquare(cur);
- }
- });
- if (!flagB) self.outSquare('B');
- }
- 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/save.php
- */
- 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='
- + 'numBlocks:' + self.stck.blocks.length
- + ', valBlocks: ' + self.divisorsList // Ends in ','
- + ' blockIndex: ' + self.stck.index
- + ', floorIndex: ' + self.floor.index;
- // FOR MOODLE
- sendToDB(data);
- }
- };
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