| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072 | // Tractor and Square states/****************************** MENU ****************************/var stairsRight, stairsLeft;var menuSquareOne={    create: function() {                // Creating sound variable        var beepSound = game.add.audio('sound_beep');                // Reading dictionary        var words = game.cache.getJSON('dictionary');                  // Menu options          //information label        m_info = game.add.text(14, 53, "", { font: "20px Arial", fill: "#330000", align: "center" });          // Return to language button        // Remove language icon ::Igor        m_world = game.add.sprite(10, 10, 'about');         m_world.inputEnabled = true;        m_world.input.useHandCursor = true;        m_world.events.onInputDown.add(showInfo);        m_world.events.onInputOver.add(this.showOption, {message: words.menu_world});        m_world.events.onInputOut.add(this.showOption, {message: ""});                  // Return to menu button        m_list = game.add.sprite(60, 10, 'list');         m_list.inputEnabled = true;        m_list.input.useHandCursor = true;        m_list.events.onInputDown.add(this.loadState, {state: "menu", beep: beepSound});        m_list.events.onInputOver.add(this.showOption, {message: words.menu_list});        m_list.events.onInputOut.add(this.showOption, {message: ""});                // Setting title        var style = { font: '28px Arial', fill: '#00804d'};        var title = game.add.text(860, 40, words.game_menu_title, style);        title.anchor.setTo(1, 0.5);                //Showing Games and Levels        var maxHeight = 120; //Max height of a stair        var stairHeight = 40; //height growth of a stair        var stairWidth = 100; //Width of a stair        var startStair = 320;        var startSymbol = 150;        var startSquare = (startSymbol/2)+startStair+stairWidth*3;                 //First stairs, plus, 3 levels, blue square        var blueSquare = game.add.graphics(startSquare, 175);            blueSquare.anchor.setTo(0.5,0.5);            blueSquare.lineStyle(2, 0x31314e);            blueSquare.beginFill(0xefeff5);            blueSquare.drawRect(0, 0, 80, 40);            blueSquare.endFill();        var bplus = game.add.sprite(startSymbol, 195, 'h_arrow');            bplus.frame = 0;            bplus.scale.setTo(0.7);            bplus.anchor.setTo(0.5,0.5);                var stairsPlus = [];        for(var i=1;i<=3;i++){            //stair            var x1 = startStair+(stairWidth*(i-1));            var y1 = 135+maxHeight-i*stairHeight;            var x2 = stairWidth;//x1 + 40;            var y2 = stairHeight*i;//y1 + 24;                        stairsPlus[i] = game.add.graphics(0, 0);            stairsPlus[i].lineStyle(1, 0xFFFFFF, 1);            stairsPlus[i].beginFill(0x99b3ff);            stairsPlus[i].drawRect(x1, y1, x2, y2);            stairsPlus[i].endFill();                        //event            stairsPlus[i].inputEnabled = true;            stairsPlus[i].input.useHandCursor = true;            stairsPlus[i].events.onInputDown.add(this.loadMap, {beep: beepSound, difficulty: i, operator: 'Plus' });            stairsPlus[i].events.onInputOver.add(function (item) { item.alpha=0.5; }, this);            stairsPlus[i].events.onInputOut.add(function (item) { item.alpha=1; }, this);            //label            var xl = x1+stairWidth/2; //x label            var yl = y1+(stairHeight*i)/2; //y label            var label = game.add.text(xl, yl, i, { font: '25px Arial', fill: '#ffffff', align: 'center' });                label.anchor.setTo(0.5, 0.4);        }                //Second stairs, minus, 5 levels, red Square        var redSquare = game.add.graphics(startSquare, 330);            redSquare.anchor.setTo(0.5,0.5);            redSquare.lineStyle(2, 0xb30000);            redSquare.beginFill(0xefeff5);            redSquare.drawRect(0, 0, 80, 40);            redSquare.endFill();        var rminus = game.add.sprite(startSymbol, 350, 'h_arrow');            rminus.frame = 5;            rminus.scale.setTo(0.7);            rminus.scale.x *= -1;            rminus.anchor.setTo(0.5,0.5);                var stairsMinus = [];        for(var i=1;i<=3;i++){            //stair            var x1 = startStair+(stairWidth*(i-1));            var y1 = 285+maxHeight-i*stairHeight;            var x2 = stairWidth;//x1 + 40;            var y2 = stairHeight*i;//y1 + 24;                        stairsMinus[i] = game.add.graphics(0, 0);            stairsMinus[i].lineStyle(1, 0xFFFFFF, 1);            stairsMinus[i].beginFill(0xff6666);            stairsMinus[i].drawRect(x1, y1, x2, y2);            stairsMinus[i].endFill();                        //event            stairsMinus[i].inputEnabled = true;            stairsMinus[i].input.useHandCursor = true;            stairsMinus[i].events.onInputDown.add(this.loadMap, {beep: beepSound, difficulty: i, operator: 'Minus' });            stairsMinus[i].events.onInputOver.add(function (item) { item.alpha=0.5; }, this);            stairsMinus[i].events.onInputOut.add(function (item) { item.alpha=1; }, this);            //label            var xl = x1+stairWidth/2; //x label            var yl = y1+(stairHeight*i)/2; //y label            var label = game.add.text(xl, yl, i, { font: '25px Arial', fill: '#ffffff', align: 'center' });                label.anchor.setTo(0.5, 0.4);        }                // ::Igor        //this.beep.play();        onePosition = 0; //Map position        oneMove = true; //Move no next point        oneDifficulty  = jogo.difficulty; //Number of difficulty (1 to 5)        oneOperator = jogo.operator;        oneLabel = (jogo.label == 'true');        game.state.start('mapSOne');        /// ::Igor            },        //Navigation functions,        showOption: function(){        m_info.text = this.message;    },            loadState: function(){        this.beep.play();        game.state.start(this.state);    },            //MapLoading function    loadMap: function(){        this.beep.play();        onePosition = 0; //Map position        oneMove = true; //Move no next point        oneDifficulty  = this.difficulty; //Number of difficulty (1 to 5)        oneOperator = this.operator; //Operator of game        if(onePosition<5){            game.state.start('mapSOne');        }else{            game.state.start('unofinal');        }    }    };/****************************** MAP ****************************/var mapSquareOne={    create: function() {                        // Creating sound variable        beepSound = game.add.audio('sound_beep');                // Reading dictionary        var words = game.cache.getJSON('dictionary');        // Background        game.add.image(0, 40, 'bgmap');                if(oneMenu){            // Menu options              //information label            m_info = game.add.text(14, 53, "", { font: "20px Arial", fill: "#330000", align: "center" });              // Return to language button            // Remove language icon ::Igor            m_world = game.add.sprite(10, 10, 'about');             m_world.inputEnabled = true;            m_world.input.useHandCursor = true;            m_world.events.onInputDown.add(showInfo);            m_world.events.onInputOver.add(this.showOption, {message: words.menu_world});            m_world.events.onInputOut.add(this.showOption, {message: ""});              // Return to menu button            m_list = game.add.sprite(60, 10, 'list');             m_list.inputEnabled = true;            m_list.input.useHandCursor = true;            m_list.events.onInputDown.add(this.loadState, {state: "menu", beep: beepSound});            m_list.events.onInputOver.add(this.showOption, {message: words.menu_list});            m_list.events.onInputOut.add(this.showOption, {message: ""});              // Return to diffculty            m_back = game.add.sprite(110, 10, 'back');             m_back.inputEnabled = true;            m_back.input.useHandCursor = true;            m_back.events.onInputDown.add(this.loadState, {state: "menuSOne", beep: beepSound});            m_back.events.onInputOver.add(this.showOption, {message: words.menu_back});            m_back.events.onInputOut.add(this.showOption, {message: ""});        }                // Styles for labels        var stylePlace = { font: '26px Arial', fill: '#ffffff', align: 'center'};        var styleMenu = { font: '30px Arial', fill: '#000000', align: 'center'};                // Progress bar        var percentText = onePosition*20;        var percentBlocks = onePosition;        for(var p=1;p<=percentBlocks;p++){            var block = game.add.image(680+(p-1)*30, 10, 'block');            block.scale.setTo(2, 1); //Scaling to double width        }        game.add.text(840, 10, percentText+'%', styleMenu);        game.add.text(670, 10, words.difficulty + ' ' + oneDifficulty, styleMenu).anchor.setTo(1,0);        game.add.image(680, 10, 'pgbar');                 //Road        this.points = {        'x': [ 90, 204, 318, 432, 546, 660 ],        'y': [ 486, 422, 358, 294, 230, 166 ]        };          //Garage        var garage = game.add.image(this.points.x[0], this.points.y[0], 'garage');        garage.scale.setTo(0.4);        garage.anchor.setTo(0.5, 1);         //Farm        var farm = game.add.image(this.points.x[5], this.points.y[5], 'farm');        farm.scale.setTo(0.6);        farm.anchor.setTo(0.1, 0.7);                 //Trees and Rocks        this.rocks = {             'x': [156, 275, 276, 441, 452, 590, 712],             'y': [309, 543, 259, 156, 419, 136, 316]        }        this.r_types = [1, 1, 2, 1, 2, 2, 2];                for(var i=0; i<this.r_types.length; i++){            if(this.r_types[i]==1){                var sprite = game.add.image(this.rocks.x[i], this.rocks.y[i], 'rock');                sprite.scale.setTo(0.32);                sprite.anchor.setTo(0.5, 0.95);            }else if(this.r_types[i]==2){                var sprite = game.add.image(this.rocks.x[i], this.rocks.y[i], 'birch');                sprite.scale.setTo(0.4);                sprite.anchor.setTo(0.5, 0.95);            }        }        this.trees = {             'x': [105, 214, 354, 364, 570, 600, 740, 779],             'y': [341, 219, 180, 520, 550, 392, 488, 286]        }        this.t_types = [2, 4, 3, 4, 1, 2, 4, 4];                for(var i=0; i<this.t_types.length; i++){            var sprite = game.add.image(this.trees.x[i], this.trees.y[i], 'tree'+this.t_types[i]);            sprite.scale.setTo(0.6);            sprite.anchor.setTo(0.5, 0.95);        }                // places        for (var p = 1; p < this.points.x.length -1; p++){            var place;            if(p<onePosition)                	place = game.add.image(this.points.x[p], this.points.y[p], 'place_b');            else if (oneMove && p==onePosition)                	place = game.add.image(this.points.x[p], this.points.y[p], 'place_b');            else                    place = game.add.image(this.points.x[p], this.points.y[p], 'place_a');            place.anchor.setTo(0.5, 0.5);            place.scale.setTo(0.3);            var sign = game.add.image(this.points.x[p]-20, this.points.y[p]-60, 'sign');            sign.anchor.setTo(0.5, 1);            sign.scale.setTo(0.4);            if(p>0 && p<this.points.x.length-1){                var text = game.add.text(this.points.x[p]-23, this.points.y[p]-84, p, stylePlace);                text.anchor.setTo(0.35, 0.5);            }        }        // tractor start position        this.tractor = game.add.sprite(this.points.x[onePosition], this.points.y[onePosition], 'tractor');        this.tractor.anchor.setTo(0.5, 1);        this.tractor.scale.setTo(0.5);        game.physics.arcade.enable(this.tractor);        var walk = this.tractor.animations.add('walk',[0,1,2,3,4]);        this.tractor.animations.play('walk', 5, true);        this.tractor.angle -= 10;                // Delay to next level        this.count = 0;        this.wait = 60;            },    update: function() {                // Wait 2 seconds before moving or staring a game        this.count ++;        if(this.count<=this.wait) return;                // If movement is stopped or position is 6 (final), load game        if(onePosition==6){            oneMove = false;        }        if(!oneMove){            this.loadGame();        }                // If momevent is enabled, move to next point from actual        if(oneMove){            game.physics.arcade.moveToXY(                this.tractor,                 this.points.x[onePosition+1],                this.points.y[onePosition+1],                100            );                        // I tractor reached the end, stop movement            if(Math.ceil(this.tractor.x)==this.points.x[onePosition+1] || Math.ceil(this.tractor.y)==this.points.y[onePosition+1]){                oneMove=false;                onePosition += 1; //Update position            }        }    },        //Navigation functions,        showOption: function(){        m_info.text = this.message;    },            loadState: function(){        this.beep.play();        game.state.start(this.state);    },            //MapLoading function    loadGame: function(){        beepSound.play();        if(onePosition<5){            game.state.start('gameSOne');        }else{            game.state.start('endSOne');        }    }};/****************************** GAME ****************************/var clicked, hideLabels, animate, checkCollide, result, move, moveCounter, moveEnd, hasFigure;var startX, tractor, arrow;var maxBlocks, blocks, numBlocks, curBlock, blockDirection, blockDistance, blockLabel, blockSeparator;var blockWidth, endPosition, blockIndex;var floorBlocks, floorIndex, floorCount, floorClicked;var arrowPlace, fractionClicked, fractionIndex;var okImg, errorImg;var curFloor;var detail;var gameSquareOne={    create: function() {                  // ::Igor        if (conta == true) {            start[iterator] = Math.floor(Date.now()/1000);            conta = false;        }                //timer        totalTime = 0;        timer = game.time.create(false);        timer.loop(1000, this.updateCounter, this);        timer.start();        detail="";                // Creating sound variable        beepSound = game.add.audio('sound_beep');        okSound = game.add.audio('sound_ok');        errorSound = game.add.audio('sound_error');                // Reading dictionary        var words = game.cache.getJSON('dictionary');        // Background        game.add.image(0, 0, 'bgimage');                //Clouds        game.add.image(300, 100, 'cloud');        game.add.image(660, 80, 'cloud');        game.add.image(110, 85, 'cloud').scale.setTo(0.8);                        // Styles for labels        var stylePlace = { font: '26px Arial', fill: '#400080', align: 'center'};        var styleLabel = { font: '26px Arial', fill: '#000080', align: 'center'};        var styleFraction = { font: '15px Arial', fill: '#000080', align: 'center'};        var styleMenu = { font: '30px Arial', fill: '#000000', align: 'center'};                //Floor and road        var startX = 170; //Initial tractor and place position        if(oneOperator=='Minus') startX = 730;        startX = startX; //Workaround for initial position inside update        var blockWidth = 80; //Width of blocks and floor spaces        var blockHeight = 40; //Height of blocks and floor spaces        for(var i=0;i<9;i++){            game.add.image(i*100, 501, 'floor');        }                        //Control variables        clicked = false; //Floor blocks or apilled blocks clicked        hideLabels = false; //Labels of blocks        animate = false; //Start move animation        checkCollide = false; //Check if tractor fon't any block left or floor hole        result = false; //Game is correct        move = false; //Continue tractor animation        moveCounter = 0; //Move counter        moveEnd = 140; //Move end counter                        //tractor        var tractorAlign = -80;        if(oneOperator=='Minus'){            tractorAlign *= -1;        }         tractor = game.add.sprite(startX+tractorAlign, 445, 'tractor');        tractor.anchor.setTo(0.5, 0.5);        tractor.scale.setTo(0.8);        tractor.animations.add('right',[0,1,2,3,4]);        if(oneOperator=='Minus'){            tractor.scale.x *= -1;        }                 //generator        //Blocks and fractions        console.log("pos " +onePosition);        maxBlocks = onePosition+4; //Maximum blocks        if(oneType=='B' || oneOperator=='Mixed') maxBlocks = 10;        blocks = game.add.group(); //Fraction arrays (apilled)        numBlocks = game.rnd.integerInRange(onePosition+2, maxBlocks); //Number of blocks        console.log("num " + numBlocks+", min " + (onePosition+2) + ", max " + maxBlocks);        curBlock = 0; //Actual index block        blockDirection = []; //Directions right(plus), left (minus)        blockDistance = []; //Displacement distance of the blocks        blockLabel = game.add.group(); //Labels of the blocks        blockSeparator = game.add.group(); //Separator of the labels        //blockAngle = []; //Angles of blocks        //blockTraceColor = []; //Trace colors        endPosition = startX; //Ending position, accumulative        if(oneOperator=='Minus') endPosition -= blockWidth;        else endPosition += blockWidth;        //Game A exclusive variables         floorBlocks = game.add.group(); //Selectable floor blocks        floorIndex = -1; //Selected floor block        floorCount = 8; //Number of floor blocks        floorClicked = false; //If clicked portion of floor        curFloor = -1;        //Game B exclusive variables        arrowPlace = startX; //Fixed place for help arrow        if(oneOperator=='Minus') arrowPlace  -= blockWidth;        else arrowPlace += blockWidth;        fractionClicked = false; //If clicked a fraction (game B)        fractionIndex = -1; //Index of clicked fraction (game B)                hasFigure = false;        for(var p=0;p<numBlocks;p++){            var portion = game.rnd.integerInRange(1, oneDifficulty); //Portion of the square, according to difficulty            if(portion==3) detail+= "4,";            else detail += portion+",";                        if(portion==oneDifficulty) hasFigure = true;            var direction = '';            var lineColor = '';                        if(oneOperator=='Plus'){                direction = 'Right';                    lineColor = 0x31314e;            }else if(oneOperator=='Minus'){                direction = 'Left';                lineColor = 0xb30000;            }                        var block = game.add.graphics(startX, 460-p*blockHeight);                block.anchor.setTo(0.5, 0.5);                block.lineStyle(2, lineColor);                block.beginFill(0xefeff5);                        blockDirection[p] = direction;            if(portion==1){                block.drawRect(0, 0, blockWidth, blockHeight);                                blockDistance.push(blockWidth);                //blockAngle.push(360);                if(oneLabel){                    var labelX = startX;                    if(oneOperator=='Minus') labelX -= (15+blockWidth);                    else labelX += blockWidth+15;                    var label = game.add.text(labelX, 480-p*blockHeight, portion , styleLabel);                    label.anchor.setTo(0.5, 0.5);                    blockLabel.add(label);                }            }else{                if(portion==3) portion = 4;                var distance = blockWidth/portion;                                block.drawRect(0, 0, distance, blockHeight);                                blockDistance.push(distance);                if(oneLabel){                    var labelX = startX;                    if(oneOperator=='Minus') labelX -= (15+distance);                    else labelX += 15+distance;                    var separator = game.add.sprite(labelX, 480-p*blockHeight, 'separator');                    separator.scale.setTo(0.6);                    separator.anchor.setTo(0.5, 0.5);                    blockSeparator.add(separator);                    var label = game.add.text(labelX, 483-p*blockHeight, '1\n'+portion , styleFraction);                    label.anchor.setTo(0.5, 0.5);                    blockLabel.add(label);                }            }            if(direction=='Right'){                endPosition += Math.floor(blockWidth/portion);            }else if(direction=='Left'){                endPosition -= Math.floor(blockWidth/portion);                block.scale.x *= -1;            }            block.endFill();                        //If game is type B, (select fractions, adding event)            if(oneType=='B'){                block.alpha = 0.5;                block.inputEnabled = true;                block.input.useHandCursor = true;                block.events.onInputDown.add(this.clickSquare, {indice: p});                block.events.onInputOver.add(this.overSquare, {indice: p});                block.events.onInputOut.add(this.outSquare, {indice: p});            }                        blocks.add(block);        }                //Calculate next block        if(blockDirection[curBlock]=='Right'){            nextEnd = startX+blockDistance[curBlock];        }else{            nextEnd = startX-blockDistance[curBlock];        }                //If end position is out of bounds, restart        if(!hasFigure) game.state.start('gameSOne');                if (oneOperator=='Plus' && (endPosition<(startX+blockWidth) || endPosition>(startX+8*blockWidth))){            game.state.start('gameSOne');        }else if (oneOperator=='Minus' && (endPosition>(startX) || endPosition<(startX-(8*blockWidth)))){            game.state.start('gameSOne');        }                //If game is type B, selectiong a random block floor place        if(oneType=='B'){            var end = game.rnd.integerInRange(1, numBlocks);            for(var i=0;i<end;i++){                if(blockDirection[i]=='Right')                    arrowPlace += blockDistance[i];                else if(blockDirection[i]=='Left')                    arrowPlace -= blockDistance[i];            }        }                //Selectable floor        floorCount = 8*oneDifficulty;                var widFloor = blockWidth/oneDifficulty;        if(oneDifficulty==3){            floorCount = 8*4;            widFloor = blockWidth/4;        }                for(var i = 0; i<floorCount; i++){            var posX = startX;                        if(oneOperator=='Minus') posX -= (blockWidth + i*widFloor);            else posX += (blockWidth + i*widFloor);                        if(oneType=='B'){                if(oneOperator=='Minus'){                    if(posX<=arrowPlace){                        floorCount = i+1;                        floorIndex = i-1;                        break;                    }                }else{                    if(posX>=arrowPlace){                        floorCount = i+1;                        floorIndex = i-1;                        break;                    }                }            }            var block = game.add.graphics(posX, 500);                block.anchor.setTo(0.5, 0);                block.lineStyle(0.2, 0xffffff);                block.beginFill(0x000000);                block.drawRect(0, 0, widFloor, blockHeight);                block.endFill();            if(oneOperator=='Minus') block.scale.x *= -1;                        if(oneType=="A"){                block.alpha = 0.5;                block.inputEnabled = true;                block.input.useHandCursor = true;                block.events.onInputDown.add(this.clickSquare, {indice: i});                block.events.onInputOver.add(this.overSquare, {indice: i});                block.events.onInputOut.add(this.outSquare, {indice: i});            }                        floorBlocks.add(block);             }                for(var i=0;i<=8;i++){            var posX = startX;            if(oneOperator=='Minus')posX -= ((9-i)*blockWidth);            else posX+=((i+1)*blockWidth);                        game.add.text(posX, 560, i , stylePlace).anchor.setTo(0.5, 0.5);         }                if(oneMenu){            // Menu options              //information label            m_info = game.add.text(14, 53, "", { font: "20px Arial", fill: "#330000", align: "center" });              // Return to language button            // Remove language icon ::Igor            m_world = game.add.sprite(10, 10, 'about');             m_world.inputEnabled = true;            m_world.input.useHandCursor = true;            m_world.events.onInputDown.add(showInfo);            m_world.events.onInputOver.add(this.showOption, {message: words.menu_world});            m_world.events.onInputOut.add(this.showOption, {message: ""});              // Return to menu button            m_list = game.add.sprite(60, 10, 'list');             m_list.inputEnabled = true;            m_list.input.useHandCursor = true;            m_list.events.onInputDown.add(this.loadState, {state: "menu", beep: beepSound});            m_list.events.onInputOver.add(this.showOption, {message: words.menu_list});            m_list.events.onInputOut.add(this.showOption, {message: ""});              // Return to diffculty            m_back = game.add.sprite(110, 10, 'back');             m_back.inputEnabled = true;            m_back.input.useHandCursor = true;            m_back.events.onInputDown.add(this.loadState, {state: "menuSOne", beep: beepSound});            m_back.events.onInputOver.add(this.showOption, {message: words.menu_back});            m_back.events.onInputOut.add(this.showOption, {message: ""});        }         // Help button        /*        m_help = game.add.sprite(160, 10, 'help');        m_help.inputEnabled = true;        m_help.input.useHandCursor = true;        m_help.events.onInputDown.add(this.viewHelp, {beep: this.beepSound});        m_help.events.onInputOver.add(this.showOption, {message: words.menu_help});        m_help.events.onInputOut.add(this.showOption, {message: ""});        */        //ok and error images        okImg = game.add.image(game.world.centerX, game.world.centerY, 'h_ok');        okImg.anchor.setTo(0.5);        okImg.alpha = 0;        errorImg = game.add.image(game.world.centerX, game.world.centerY, 'h_error');        errorImg.anchor.setTo(0.5);        errorImg.alpha = 0;                 //Help arrow        arrow = game.add.sprite(this.arrowPlace, 480, 'down');        arrow.anchor.setTo(0.5, 0.5);        if(oneType=="B")            arrow.alpha = 0;        else if(oneType=="A")            arrow.alpha = 0.5;    },        updateCounter: function() {        totalTime++;    },        overSquare: function(){        if(!clicked){            if(oneType=="A"){                for(var i=0;i<floorCount;i++){                    if(i<=this.indice){                        floorBlocks.children[i].alpha = 1;                    }else{                        floorBlocks.children[i].alpha = 0.5;                    }                }                floorIndex = this.indice;            }else if(oneType=="B"){                                for(var i=0;i<numBlocks;i++){                    if(i<=this.indice){                        blocks.children[i].alpha = 1;                    }else{                        blocks.children[i].alpha = 0.5;                    }                }                blockIndex = this.indice;            }        }    },    outSquare: function(){        if(!clicked){            if(oneType=="A"){                for(var i=0;i<floorCount;i++){                    floorBlocks.children[i].alpha = 0.5;                }                floorIndex = -1;            }else if(oneType=="B"){                for(var i=0;i<=this.indice;i++){                    blocks.children[i].alpha = 0.5;                }                blockIndex = -1;            }        }    },        clickSquare: function(){        if(!clicked && !move){                        if(oneType=='A'){                    arrow.alpha = 1;                clicked = true;                animate = true;                beepSound.play();                                tractor.animations.play('right', 5, true);                                if(oneLabel){ //Hiding labels                    blockLabel.visible = false;                    blockSeparator.visible = false;                }                                //cleaning path                if(oneOperator=='Minus'){                    for(var i=0; i< floorCount; i++){                        if(i>floorIndex){                            floorBlocks.children[i].alpha = 0;                        }                    }                }else{                    for(var i=0; i< floorCount; i++){                        if(i>floorIndex){                            floorBlocks.children[i].alpha = 0;                        }                    }                }                                    blockIndex = numBlocks - 1;            }else if(oneType=='B'){ //Delete unselected blocks                var minusBlocks = 0;                for(var i=0;i<numBlocks;i++){                    if(i<=blockIndex){                        blocks.children[i].alpha = 1;                    }else{                        blocks.children[i].visible = false; //Delete unselected block                        minusBlocks +=1; //number of blocks to reduce                    }                }                numBlocks -= minusBlocks; //Final reduced blocks                                arrow.alpha = 1;                clicked = true;                animate = true;                beepSound.play();                tractor.animations.play('right', 5, true);                if(oneLabel){ //Hiding labels                    blockLabel.visible = false;                    blockSeparator.visible = false;                }            }        }    },    postScore: function (){                // ::Igor        var fi = 0;        if (result == true) { // Correct student's result:            hits[onePosition - 1] ++;            end[onePosition - 1] = Math.floor(Date.now()/1000);            conta = true;            if (onePosition == 4) {                fi = 1;            }        } else { // Error student's result:            errors[onePosition - 1] ++;        }        iterator = onePosition;        sendResults(fi);                /*var abst = "numBlocks:"+numBlocks+", valBlocks: " + detail+" blockIndex: " + blockIndex + ", floorIndex: " + floorIndex;                var hr = new XMLHttpRequest();        // Create some variables we need to send to our PHP file        var url = "resource/cn/save.php";        var vars = "s_ip="+hip+"&s_name="+name+"&s_lang="+lang+"&s_game="+oneShape+"&s_mode="+oneType;        vars += "&s_oper="+oneOperator+"&s_leve="+oneDifficulty+"&s_posi="+onePosition+"&s_resu="+result+"&s_time="+totalTime+"&s_deta="+abst;                hr.open("POST", url, true);        hr.setRequestHeader("Content-type", "application/x-www-form-urlencoded");        hr.onreadystatechange = function() {            console.log(hr);            if(hr.readyState == 4 && hr.status == 200) {                var return_data = hr.responseText;                console.log(return_data);            }        }        // Send the data to PHP now... and wait for response to update the status div        hr.send(vars); // Actually execute the request        console.log("processing...");*/            },               update: function() {                        if(!clicked){            if(!move){                if(oneType=='A'){                    //Follow mouse                    if (game.physics.arcade.distanceToPointer(arrow, game.input.activePointer) > 8){                        var xPos = game.input.mousePointer.x;                        arrow.x = xPos;                    }                                    }            }        }                //Start animation        if(animate){            if(blockDirection[curBlock]=='Right'){                tractor.x+=2;            }else if(blockDirection[curBlock]=='Left'){                tractor.x-=2;            }                                    for(var i=0;i<numBlocks;i++){ //Moving every block                if(blockDirection[curBlock]=='Right'){                    blocks.children[i].x +=2;                }else{                    blocks.children[i].x -=2;                }            }                        var extra = 80-blockDistance[curBlock];                        if(blockDirection[curBlock]=='Right'){                if(blocks.children[curBlock].x>=nextEnd+extra){                    blocks.children[curBlock].alpha = 0;                    blocks.y += 40;                    curBlock +=1;                    nextEnd += blockDistance[curBlock];                    for(var i=0; i<=floorIndex; i++ ){                        if(floorBlocks.children[i].x<(blocks.children[curBlock-1].x+blockDistance[curBlock-1])){                            floorBlocks.children[i].alpha = 0.2;                            curFloor = i;                        }                    }                }            }else if(blockDirection[curBlock]=='Left'){                if(blocks.children[curBlock].x<=(nextEnd-extra)){                    blocks.children[curBlock].alpha = 0;                    blocks.y += 40;                    curBlock+=1;                    nextEnd -= blockDistance[curBlock];                    for(var i=0; i<=floorIndex; i++ ){                        if(floorBlocks.children[i].x>(blocks.children[curBlock-1].x-blockDistance[curBlock-1])){                            floorBlocks.children[i].alpha = 0.2;                            curFloor = i;                        }                    }                }            }                        if( curBlock>blockIndex || curFloor>=floorIndex){ //Final position                animate= false;                checkCollide = true;            }               }                //Check if tractor has blocks left or floor holes        if(checkCollide){            tractor.animations.stop();            timer.stop();            //Check left blocks            var resultBlock = true;            for(var i=0; i<=blockIndex; i++){                if(blocks.children[i].alpha==1) resultBlock = false;            }                        //check floor Holes            var resultFloor = true;            for(var i=0; i<=floorIndex; i++){                if(floorBlocks.children[i].alpha==1) resultFloor = false;            }                                    if(resultBlock && resultFloor){                result = true;            }else{                result = false;            }            this.postScore();            move = true;            checkCollide = false;        }                //Continue moving animation        if(move){                        if(moveCounter==0){                if(result){                    tractor.animations.play('right', 6, true);                    okSound.play();                    okImg.alpha = 1;                }else{                    errorSound.play();                    errorImg.alpha = 1;                }            }                        moveCounter += 1;                        if(result){                if(oneOperator=='Minus'){                    tractor.x -=2;                }else{                    tractor.x +=2;                }            }                        if(moveCounter>=moveEnd){                if(result){                    oneMove = true;                }else{                    oneMove = false;                }                game.state.start('mapSOne');            }        }            },        //Navigation functions,        showOption: function(){        m_info.text = this.message;    },            loadState: function(){        this.beep.play();        game.state.start(this.state);    },            viewHelp: function(){        if(!clicked){            var pointer;            if(oneType=='A'){                var pointer = game.add.image(endPosition, 490, 'pointer');            }else{                var pointer = game.add.image(blocks.children[endIndex-1].x, blocks.children[endIndex-1].y-blockSize/2, 'pointer');            }            pointer.anchor.setTo(0.5, 0);            pointer.alpha = 0.7;        }    }    };/****************************** END ****************************/var endSquareOne={    create: function() {                  // Creating sound variable        this.beepSound = game.add.audio('sound_beep');        this.okSound = game.add.audio('sound_ok');        this.errorSound = game.add.audio('sound_error');                // Reading dictionary        var words = game.cache.getJSON('dictionary');        // Background        game.add.image(0, 0, 'bgimage');                //Clouds        game.add.image(300, 100, 'cloud');        game.add.image(660, 80, 'cloud');        game.add.image(110, 85, 'cloud').scale.setTo(0.8);                // Styles for labels        var stylePlace = { font: '26px Arial', fill: '#400080', align: 'center'};        var styleLabel = { font: '26px Arial', fill: '#000080', align: 'center'};        var styleMenu = { font: '30px Arial', fill: '#000000', align: 'center'};                //Floor        for(var i=0;i<9;i++){            game.add.image(i*100, 501, 'floor');        }                // Progress bar        for(var p=1;p<=5;p++){            var block = game.add.image(680+(p-1)*30, 10, 'block');            block.scale.setTo(2, 1); //Scaling to double width        }        game.add.text(830, 10, '100%', styleMenu);        game.add.text(670, 10, words.difficulty + ' ' + oneDifficulty, styleMenu).anchor.setTo(1,0);        game.add.image(680, 10, 'pgbar');                //Farm and trees        game.add.sprite(650, 260 , 'farm').scale.setTo(1.1);        game.add.sprite(30, 280 , 'tree4');        game.add.sprite(360, 250 , 'tree2');                //tractor        this.tractor = game.add.sprite(0, 490 , 'tractor');        this.tractor.anchor.setTo(0.5,0.5);        this.tractor.scale.setTo(0.8);                    this.tractor.animations.add('right',[0,1,2,3,4]);        this.tractor.animations.play('right', 5, true);            },    update: function() {        if(this.tractor.x<=700){            this.tractor.x += 2;        }else{            if(oneMenu){                // REDIRECIONAR AQUI!! ::Igor                if (redir == true) {                    this.tractor.animations.stop();                    finish_redirect();                    redir = false;                }            }else{                this.tractor.animations.stop();            }        }    },        verPrincipal: function(){        game.state.start('welcome');    },        verMenu: function(){        if(oneMenu){            game.state.start('menu');        }    }        };
 |