quizEngine/js/index.js

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JavaScript
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'use strict';
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import config from '../app/config.json'; // game configuration
import gameData from '../app/gameData.json'; // game data
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import { getMousePos, isInside } from './buttons.js';
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import { clearContext, getCenterH, getCenterV } from './draw.js';
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import { loadingLogo, checkAnswer, shuffle, restartGame } from './game.js';
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// Engine variables -------------------------------------
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const DEBUG = config.debug;
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let canvas = null; // canvas id
let context = null; // context id
let cW = null; // canvas with
let cH = null; // canvas height
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let landscape_orientation = null; // canvas orientation
let game = {}; // main game variable
let areas = { game: {}, finish: {} };
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let images = {};
let buttons = {};
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// Init -------------------------------------------------
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window.onload = function() {
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// init canvas id and sizes
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canvas = document.getElementById('game');
context = canvas.getContext('2d');
cW = canvas.width;
cH = canvas.height;
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if (DEBUG)
console.log(`Canvas size ${cW} x ${cH}`);
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// set screen orientation by carculate canvas width & height
if (cW >= cH) { landscape_orientation = true; }
else { landscape_orientation = false; }
if (DEBUG)
console.log(landscape_orientation ? "Canvas orientation set to landscape" : "Canvas orientation set to portrait");
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loadingLogo(images);
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game.loadedState = false;
game.finish = false;
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game.currentQuest = 0;
shuffle(gameData); // shuffle quests
shuffle(gameData.questions[game.currentQuest].answer); // shuffle first quest answers
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// присваем всем квестам статус не выполнен
gameData.questions.forEach(element => element.status = null);
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// set areas sizes
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if (!landscape_orientation) {
areas.game = {
// { x: 0, y: 0, w: 0, h: 0 }
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btnAnswer: { x: 10, y: cH - 340, w: cW - 20, h: 250 },
labelQuestion: { x: 10, y: cH - 340 - 80, w: cW - 20, h: 70 },
btnUi: { x: 10, y: cH - 80, w: cW - 20, h: 70 },
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questProgress: { x: 10, y: 10, w: cW - 20, h: 20 },
}
areas.game.questImage = { x: 10, y: areas.game.questProgress.y + areas.game.questProgress.h + 10,
w: cW - 20, h: areas.game.labelQuestion.y - areas.game.questProgress.y - (areas.game.questProgress.h * 2) };
areas.finish.labelFinishGameName = { x: 10, y: 60, w: cW - 20, h: 30 };
areas.finish.labelTotalAnswerPercent = { x: 10, y: getCenterV(cH, 80), w: cW - 20, h: 80 };
areas.finish.labelTotalAnswerRight = { x: 10, y: areas.finish.labelTotalAnswerPercent.y - 70, w: cW - 20, h: 60 };
areas.finish.labelTotalInfo = { x: 10, y: areas.finish.labelTotalAnswerPercent.y + areas.finish.labelTotalAnswerPercent.h + 10, w: cW - 20, h: 90 };
}
else {
// TODO: add areas for landscape mode
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}
// click by buttons?!
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canvas.addEventListener('click', function(evt) {
let mousePos = getMousePos(canvas, evt);
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for (const [key, value] of Object.entries(buttons)) {
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if (!game.finish && key != undefined) {
if (isInside(mousePos, value)) {
checkAnswer(gameData.questions[game.currentQuest], value.data);
if (game.currentQuest < gameData.questions.length - 1) {
game.currentQuest += 1;
}
else game.finish = true;
}
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}
}
if (game.finish && buttons.btnRestart != undefined) {
if (isInside(mousePos, buttons.btnRestart)) {
restartGame(game, gameData.questions);
delete buttons.btnRestart;
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}
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}
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}, false);
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window.requestAnimationFrame(gameLoop);
};
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// GameLoop ---------------------------------------------
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function gameLoop(timeStamp) {
update();
draw();
window.requestAnimationFrame(gameLoop);
}
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// Game update func -------------------------------------
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function update() {
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// progressBar %percentage updater
// and set gameStateLoaded true
if (!game.loadedState && game.loadingProgress <= 99) {
// TODO: реализовать функционал проверки загрузки изображений and fonts
if (DEBUG) game.loadingProgress += 10; // FIXME: костыль
else game.loadingProgress += 1;
}
else if (game.loadingProgress == 100)
game.loadedState = true;
if (game.loadedState && !game.finish) {
buttons.answerButton0 = { x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
buttons.answerButton1 = { x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
buttons.answerButton2 = { x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
buttons.answerButton3 = { x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
let answerButtonsArray = [buttons.answerButton0, buttons.answerButton1,
buttons.answerButton2, buttons.answerButton3];
answerButtonsArray.forEach(function callback(value, index, array) {
if (index == 0)
array[index].y = areas.game.btnAnswer.y;
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else
array[index].y = array[index - 1].y + value.h + 15;
});
// Update answer buttons label
answerButtonsArray.forEach(function callback(value, index) {
value.data = gameData.questions[game.currentQuest].answer[index];
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});
}
if (game.finish) {
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delete buttons.answerButton0;
delete buttons.answerButton1;
delete buttons.answerButton2;
delete buttons.answerButton3;
buttons.btnRestart = { x: getCenterH(cW, cW / 1.5), y: areas.finish.labelTotalInfo.y + areas.finish.labelTotalInfo.h + 20, w: cW / 1.5, h: 70, data: "Ответить на вопросы заново" };
}
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}
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// Draw to canvas func ----------------------------------
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function draw() {
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clearContext(canvas); // clean canvas
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// render splash screen -----------------------------
if (!game.loadedState) {
// TODO: change if(! to NaN check
if (!game.loadingProgress) {
game.loadingProgress = 0;
}
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context.drawImage(images.logo, getCenterH(cW, images.logo.width), getCenterV(cH, images.logo.height));
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// TODO: check loadedState to final loading game
context.strokeStyle = "black";
context.lineWidth = 2;
context.fillStyle = "yellow";
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// FIXME: translate to English
// если расстояние от нижнего края картинки до конца канваса меньше ???
// то рисуем прогрессбар от нижнего края
// если больше, то на расстояние от картинки
let progressBarHeight = cH - (getCenterV(cH, images.logo.height) + images.logo.height) > 301 ?
getCenterV(cH, images.logo.height) + images.logo.height + 70 : cH - 70;
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context.fillRect(50, progressBarHeight, ((cW - 100) / 100 * game.loadingProgress), 20);
context.strokeRect(50, progressBarHeight, cW - 100, 20);
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}
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// render game --------------------------------------
if (!game.finish && game.loadedState) {
// draw progress bar
let sizeProgressItem = areas.game.questProgress.w / gameData.questions.length;
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context.strokeStyle = "black";
for (let i = 0; i < gameData.questions.length; i++) {
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// change progress item color by status answer
switch (gameData.questions[i].status) {
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case null:
context.fillStyle = "gray";
break;
case true:
context.fillStyle = "green";
break;
case false:
context.fillStyle = "red";
break;
}
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context.fillRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
context.strokeRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
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}
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// draw question label
context.font = "32px Yanone Kaffeesatz";
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context.textAlign = "center";
context.fillStyle = "white";
context.fillText(gameData.questions[game.currentQuest].question, cW / 2, areas.game.labelQuestion.y + 30);
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// draw answer buttons
context.fillStyle = "purple";
context.strokeStyle = "navy";
context.lineWidth = 2;
let answerButtonsArray = [buttons.answerButton0, buttons.answerButton1,
buttons.answerButton2, buttons.answerButton3];
answerButtonsArray.forEach(function(btn) {
context.fillRect(btn.x, btn.y, btn.w, btn.h);
context.strokeRect(btn.x, btn.y, btn.w, btn.h);
});
// draw answer button label
context.font = "32px Yanone Kaffeesatz";
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context.textAlign = "center";
context.fillStyle = "white";
answerButtonsArray.forEach(function callback(value) {
context.fillText(value.data, cW / 2, value.y + 35);
});
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}
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// render result game -------------------------------
if (game.finish) {
// draw game name label
context.font = "32px Yanone Kaffeesatz";
context.textAlign = "center";
context.fillStyle = "white";
context.fillText(config['gameName'], cW / 2, areas.finish.labelFinishGameName.y + 25);
// draw labelTotalAnswerRight :FIXME:
let rightAnswer = 0;
gameData.questions.forEach(element => element.status ? rightAnswer += 1 : null);
context.font = "50px Yanone Kaffeesatz";
context.fillText(`Вы ответили правильно на ${rightAnswer} из ${gameData.questions.length} вопросов`, cW / 2, areas.finish.labelTotalAnswerRight.y + 45);
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// draw labelTotalAnswerPercent
let rightAnswerPercentage = Math.ceil(rightAnswer / gameData.questions.length * 100);
context.font = "75px Yanone Kaffeesatz";
context.fillText(`${rightAnswerPercentage}%`, cW / 2, areas.finish.labelTotalAnswerPercent.y + 65);
// labelTotalInfo
context.font = "50px Yanone Kaffeesatz";
let resultInfo = null;
// for (let i = gameData.answerResult.length - 1; i >= 0; i--) {
// if (rightAnswerPercentage > gameData.answerResult[i]) {
// resultInfo = gameData.answerResult[i];
// }
// }
for (const [key, value] of Object.entries(gameData.answerResult)) {
if (key <= rightAnswerPercentage) {
resultInfo = value;
}
}
context.fillText(resultInfo, cW / 2, areas.finish.labelTotalInfo.y + 55);
// draw btnRestart
context.fillStyle = "purple";
context.strokeStyle = "navy";
context.fillRect(buttons.btnRestart.x, buttons.btnRestart.y, buttons.btnRestart.w, buttons.btnRestart.h);
context.strokeRect(buttons.btnRestart.x, buttons.btnRestart.y, buttons.btnRestart.w, buttons.btnRestart.h);
context.font = "32px Yanone Kaffeesatz";
context.textAlign = "center";
context.fillStyle = "white";
context.fillText(buttons.btnRestart.data, cW / 2, buttons.btnRestart.y + 43);
}
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// draw game areas ----------------------------------
if (DEBUG && !game.finish && game.loadedState) {
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context.strokeStyle = "red";
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context.lineWidth = 1;
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if (landscape_orientation)
// TODO: draw areas by landscape
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console.log('TODO: draw answer buttons area by landscape');
else
for (const [key, value] of Object.entries(areas.game)) {
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context.strokeRect(value.x, value.y, value.w, value.h);
}
}
else if (DEBUG && game.finish) {
context.strokeStyle = "red";
context.lineWidth = 1;
if (landscape_orientation)
// TODO: draw areas by landscape
console.log('TODO: draw answer buttons area by landscape');
else
for (const [key, value] of Object.entries(areas.finish)) {
context.strokeRect(value.x, value.y, value.w, value.h);
}
}
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}