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2
.gitignore
vendored
2
.gitignore
vendored
@ -1,4 +1,2 @@
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node_modules/
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node_modules/
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package-lock.json
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package-lock.json
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app/dist
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app/assets
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58
ENGINE_INFO_RU.txt
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58
ENGINE_INFO_RU.txt
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@ -0,0 +1,58 @@
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# Welcome
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...
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## Переменные движка
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-- DEBUG
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Тип: bool
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В зависимости от значения в консоль будет выхлоп данных для отладки.
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Значение берётся из файла конфигурации `config.json` и устанавливается при инициализации переменной.
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-- canvas
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Переменная ссылатся на HTML объект canvas.
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Значение устанавливается в функции `window.onload = function()`
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-- context
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Значение устанавливается в функции `window.onload = function()`
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-- cW
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Значение устанавливается в функции `window.onload = function()`
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-- cH
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Значение устанавливается в функции `window.onload = function()`
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-- landscape_orientation
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Хранит значение ориентации экрана.
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Значение устанавливается в функции `window.onload = function()` в true, если ширина canvas больше или равна высоте canvas, в протином случает false.
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-- images
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Объект со всеми изображениями квестов
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-- game
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В переменной хранятся все данные игрового процесса (сцены, текущий квест, кол-во ответов и прочее).
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-- game.loaded
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Тип: bool
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Состояние загрузки игры.
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Значение false будет до тех пор, пока не будут загружены все шрифты, изображение (возможно что-то ещё).
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-- game.currentQuest
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Индекс текущего квеста.
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-- game.finish
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Тип: bool
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Устанавливается значение true, когда игрок ответил на все вопросы.
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## Главные функции движка
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-- window.onload = function()
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Инициализирующая функция, в которой устанавливаются значения переменных движка
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-- gameLoop(timeStamp)
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-- update()
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-- draw()
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9
TODO.md
9
TODO.md
@ -1,5 +1,10 @@
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- add quest progress
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- loading all quest images with loading
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- splash (loading) screen
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- change quest animation
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- change quest animation
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- button hover animation
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- button hover animation
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- splash (loading) screen
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- make docs/
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- make docs/
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- google: if webpack mode production remove DEBUG code
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## done
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- add quest progress [aac38ec]
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2
app/.gitignore
vendored
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2
app/.gitignore
vendored
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dist/
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assets/images/*.jpg
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BIN
app/assets/logo.png
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BIN
app/assets/logo.png
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Binary file not shown.
After Width: | Height: | Size: 9.6 KiB |
@ -1,8 +1,5 @@
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{
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{
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"gameName": "quizEngine",
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"gameName": "quizEngine",
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"gameVersion": [0, 0, 1],
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"gameVersion": [0, 0, 1],
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"debug": true
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"scene": {
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"backGradient": ["#2f80ff", "#3ccbff"]
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}
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}
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}
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// функции рисоввания
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// функции рисоввания
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export function clearContext(canvas, config) {
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export function clearContext(canvas) {
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// var:canvas -- канвас, на котором рисуем
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// var:canvas -- канвас, на котором рисуем
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// var:config -- используется для получения цветов фона градиента сцены
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let cW = canvas.width;
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let cW = canvas.width;
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let cH = canvas.height;
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let cH = canvas.height;
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let context = canvas.getContext('2d');
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let context = canvas.getContext('2d');
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let graBack = context.createLinearGradient(cW / 2, 0, cW / 2, cH);
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let graBack = context.createLinearGradient(cW / 2, 0, cW / 2, cH);
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graBack.addColorStop(0, config.scene.backGradient[0]);
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// graBack.addColorStop(0, config.scene.backGradient[0]);
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graBack.addColorStop(1, config.scene.backGradient[1]);
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// graBack.addColorStop(1, config.scene.backGradient[1]);
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context.fillStyle = graBack;
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// context.fillStyle = graBack;
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context.fillStyle = "#444444";
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context.fillRect(0, 0, cW, cH);
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context.fillRect(0, 0, cW, cH);
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}
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}
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// функции игры
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// функции игры
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export function loadingLogo(imagesArray) {
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// FIXME: возможно потом просто удалить функцию, если будет реализован imageLoader
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let imgLogo = new Image();
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imgLogo.src = 'assets/logo.png';
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imagesArray.logo = imgLogo;
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}
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export function clickAnswer(questions, game, answer) {
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export function clickAnswer(questions, game, answer) {
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if (questions[game.questIndex].rightAnswer.toLowerCase() == answer.toLowerCase()) {
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if (questions[game.questIndex].rightAnswer.toLowerCase() == answer.toLowerCase()) {
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questions[game.questIndex].status = true;
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questions[game.questIndex].status = true;
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@ -18,9 +26,9 @@ export function clickAnswer(questions, game, answer) {
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}
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}
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}
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}
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export function shuffleQuestAnswer(answers) {
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export function shuffle(array) {
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for (let i = answers.length - 1; i > 0; i--) {
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for (let i = array.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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const j = Math.floor(Math.random() * (i + 1));
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[answers[i], answers[j]] = [answers[j], answers[i]];
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[array[i], array[j]] = [array[j], array[i]];
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}
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}
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}
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}
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242
app/js/index.bak.js
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242
app/js/index.bak.js
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'use strict';
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import config from '../config.json'; // game configuration
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import gameData from '../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 { clickAnswer, shuffleQuestAnswer } from './game.js';
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// Engine variables -------------------------------------
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let DEBUG = true;
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let canvas = null; // canvas id
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let context = null; // context id
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let cW = null; // canvas with
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let cH = null; // canvas height
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let orientation = null; // screen orientation
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let button = null; // buttons array
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let area = null; // game areas (buttons, images, etc.)
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let game = null;
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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');
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context = canvas.getContext('2d');
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cW = canvas.width;
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cH = canvas.height;
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// set screen orientation by carculate canvas width&height
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if (cW >= cH) { orientation = true; }
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else { orientation = false; }
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if (DEBUG) {
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console.log(`Loaded ${gameData.length} quests.`);
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}
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game = {
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// TODO: change quest by script
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questIndex: 0,
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quest: null,
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questImage: null,
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totalRightAnswers: 0, // количество правильных ответов
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scene: null,
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};
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shuffleQuestAnswer(gameData); // shuffle quest
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game.quest = gameData[game.questIndex];
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shuffleQuestAnswer(gameData[game.questIndex].answer); // shuffle first quest answers
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// присваем всем квестам статус не выполнен
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gameData.forEach(element => element.status = null);
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if (!orientation) {
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area = {
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answerButtons: { x: 10, y: cH - 340, w: cW - 20, h: 250 },
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questionLabel: { x: 10, y: cH - 340 - 80, w: cW - 20, h: 70 },
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uiButtons: { x: 10, y: cH - 80, w: cW - 20, h: 70 },
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questProgress: { x: 10, y: 10, w: cW - 20, h: 20 },
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}
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area.image = { x: 10, y: area.questProgress.y + area.questProgress.h + 10,
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w: cW - 20, h: area.questionLabel.y - area.questProgress.y - (area.questProgress.h * 2) };
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}
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// TODO: add areas for landscape mode
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button = {
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info: { x: 10, y: cH - 80, w: 70, h: 70 },
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sfx: { x: cW - 80, y: cH - 80, w: 70, h: 70 },
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// TODO: change data: to null
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answerButtons: [
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{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
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{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
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{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
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{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
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],
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}
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button.answerButtons.forEach(function callback(value, index, array) {
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if (index == 0)
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array[index].y = area.answerButtons.y;
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else
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array[index].y = array[index - 1].y + value.h + 15;
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});
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canvas.addEventListener('click', function(evt) {
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let mousePos = getMousePos(canvas, evt);
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// click info button
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if (isInside(mousePos, button.info)) {
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console.log("info");
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}
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// click sfx button
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if (isInside(mousePos, button.sfx)) {
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console.log("sfx");
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}
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// click by first answer button
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if (isInside(mousePos, button.answerButtons[0])) {
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clickAnswer(gameData, game, button.answerButtons[0].data);
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}
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// click by second answer button
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if (isInside(mousePos, button.answerButtons[1])) {
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clickAnswer(gameData, game, button.answerButtons[1].data);
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}
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// click by third answer button
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if (isInside(mousePos, button.answerButtons[2])) {
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clickAnswer(gameData, game, button.answerButtons[2].data);
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}
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// click by four answer button
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if (isInside(mousePos, button.answerButtons[3])) {
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clickAnswer(gameData, game, button.answerButtons[3].data);
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}
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}, false);
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window.requestAnimationFrame(gameLoop);
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};
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// GameLoop ---------------------------------------------
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function gameLoop(timeStamp) {
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update();
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draw();
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window.requestAnimationFrame(gameLoop);
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}
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// Game update func -------------------------------------
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function update() {
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// Update answer buttons label
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button.answerButtons.forEach(function callback(value, index) {
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value.data = game.quest.answer[index];
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});
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}
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// Draw to canvas func ----------------------------------
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function draw() {
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clearContext(canvas, config); // flush?! canvas
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// draw question label
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context.font = "32px Ubuntu";
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context.textAlign = "center";
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context.fillStyle = "white";
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context.fillText(game.quest.question, cW / 2, area.questionLabel.y + 30);
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// draw answer buttons
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context.fillStyle = "purple";
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context.strokeStyle = "navy";
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context.lineWidth = 2;
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for (let i = 0; i <= button.answerButtons.length - 1; i++) {
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context.fillRect(button.answerButtons[i].x, button.answerButtons[i].y,
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button.answerButtons[i].w, button.answerButtons[i].h);
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context.strokeRect(button.answerButtons[i].x, button.answerButtons[i].y,
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button.answerButtons[i].w, button.answerButtons[i].h);
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}
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// draw answer button label
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context.font = "32px Ubuntu";
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context.textAlign = "center";
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context.fillStyle = "white";
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button.answerButtons.forEach(function callback(value) {
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context.fillText(value.data, cW / 2, value.y + 35);
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});
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// draw image
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game.questImage = new Image();
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game.questImage.src = 'assets/images/' + game.quest.image;
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// carculate image ratio by area.image size
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if (game.questImage.width >= game.questImage.height) {
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if (game.questImage.height > area.image.h) {
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let ratio = game.questImage.width / area.image.w;
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let newImageW = area.image.w / ratio;
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let newImageH = area.image.h;
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context.drawImage(game.questImage, getCenterH(cW, newImageW), area.image.y,
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newImageW, newImageH);
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}
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else {
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// TODO: draw image center
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// TODO: add option to sizeUp images to engine config
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}
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}
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else {
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let ratio = game.questImage.height / area.image.h;
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let newImageW = area.image.w / ratio;
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context.drawImage(game.questImage, getCenterH(cW, newImageW), area.image.y,
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newImageW, area.image.h);
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}
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// draw progress bar
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let sizeProgressItem = area.questProgress.w / gameData.length;
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context.strokeStyle = "black";
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for (let i = 0; i < gameData.length; i++) {
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// change progress item color by status answer
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switch (gameData[i].status) {
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case null:
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context.fillStyle = "gray";
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break;
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case true:
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context.fillStyle = "green";
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break;
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case false:
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context.fillStyle = "red";
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break;
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}
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context.fillRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
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context.strokeRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
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}
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// UI ------------------------------------------
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// TODO: переписать это всё г*
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context.fillStyle = "red";
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context.strokeStyle = "navy";
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context.lineWidth = 2;
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||||||
|
context.fillRect(button.info.x, button.info.y, button.info.w, button.info.h); // info button
|
||||||
|
context.strokeRect(button.info.x, button.info.y, button.info.w, button.info.h); // info button
|
||||||
|
context.fillRect(button.sfx.x, button.sfx.y, button.sfx.w, button.sfx.h); // sfx button
|
||||||
|
context.strokeRect(button.sfx.x, button.sfx.y, button.sfx.w, button.sfx.h); // sfx button
|
||||||
|
|
||||||
|
// draw game areas
|
||||||
|
if (DEBUG) {
|
||||||
|
context.strokeStyle = "red";
|
||||||
|
context.lineWidth = 2;
|
||||||
|
|
||||||
|
// answer buttons area
|
||||||
|
if (orientation)
|
||||||
|
// TODO: draw answer buttons area by landscape
|
||||||
|
console.log('TODO: draw answer buttons area by landscape');
|
||||||
|
else
|
||||||
|
for (const [key, value] of Object.entries(area)) {
|
||||||
|
context.strokeRect(value.x, value.y, value.w, value.h);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
315
app/js/index.js
315
app/js/index.js
@ -5,18 +5,20 @@ import gameData from '../gameData.json'; // game data
|
|||||||
|
|
||||||
import { getMousePos, isInside } from './buttons.js';
|
import { getMousePos, isInside } from './buttons.js';
|
||||||
import { clearContext, getCenterH, getCenterV } from './draw.js';
|
import { clearContext, getCenterH, getCenterV } from './draw.js';
|
||||||
import { clickAnswer, shuffleQuestAnswer } from './game.js';
|
import { loadingLogo, clickAnswer, shuffle } from './game.js';
|
||||||
|
|
||||||
// Engine variables -------------------------------------
|
// Engine variables -------------------------------------
|
||||||
let DEBUG = true;
|
const DEBUG = config.debug;
|
||||||
let canvas = null; // canvas id
|
let canvas = null; // canvas id
|
||||||
let context = null; // context id
|
let context = null; // context id
|
||||||
let cW = null; // canvas with
|
let cW = null; // canvas with
|
||||||
let cH = null; // canvas height
|
let cH = null; // canvas height
|
||||||
let orientation = null; // screen orientation
|
let landscape_orientation = null; // canvas orientation
|
||||||
let button = null; // buttons array
|
let game = {}; // main game variable
|
||||||
let area = null; // game areas (buttons, images, etc.)
|
let areas = null;
|
||||||
let game = null;
|
let images = {};
|
||||||
|
let buttons = {};
|
||||||
|
|
||||||
|
|
||||||
// Init -------------------------------------------------
|
// Init -------------------------------------------------
|
||||||
window.onload = function() {
|
window.onload = function() {
|
||||||
@ -25,87 +27,50 @@ window.onload = function() {
|
|||||||
context = canvas.getContext('2d');
|
context = canvas.getContext('2d');
|
||||||
cW = canvas.width;
|
cW = canvas.width;
|
||||||
cH = canvas.height;
|
cH = canvas.height;
|
||||||
|
if (DEBUG)
|
||||||
|
console.log(`Canvas size ${cW} x ${cH}`);
|
||||||
|
|
||||||
// set screen orientation by carculate canvas width&height
|
// set screen orientation by carculate canvas width & height
|
||||||
if (cW >= cH) { orientation = true; }
|
if (cW >= cH) { landscape_orientation = true; }
|
||||||
else { orientation = false; }
|
else { landscape_orientation = false; }
|
||||||
|
if (DEBUG)
|
||||||
|
console.log(landscape_orientation ? "Canvas orientation set to landscape" : "Canvas orientation set to portrait");
|
||||||
|
|
||||||
if (DEBUG) {
|
loadingLogo(images);
|
||||||
console.log(`Loaded ${gameData.length} quests.`);
|
|
||||||
}
|
|
||||||
|
|
||||||
game = {
|
game.loadedState = false;
|
||||||
// TODO: change quest by script
|
game.finish = false;
|
||||||
questIndex: 0,
|
game.currentQuest = 0;
|
||||||
quest: null,
|
|
||||||
questImage: null,
|
shuffle(gameData); // shuffle quests
|
||||||
totalRightAnswers: 0, // количество правильных ответов
|
shuffle(gameData[game.currentQuest].answer); // shuffle first quest answers
|
||||||
scene: null,
|
|
||||||
};
|
|
||||||
shuffleQuestAnswer(gameData); // shuffle quest
|
|
||||||
game.quest = gameData[game.questIndex];
|
|
||||||
shuffleQuestAnswer(gameData[game.questIndex].answer); // shuffle first quest answers
|
|
||||||
|
|
||||||
// присваем всем квестам статус не выполнен
|
// присваем всем квестам статус не выполнен
|
||||||
gameData.forEach(element => element.status = null);
|
gameData.forEach(element => element.status = null);
|
||||||
|
|
||||||
if (!orientation) {
|
if (!landscape_orientation) {
|
||||||
area = {
|
areas = {
|
||||||
answerButtons: { x: 10, y: cH - 340, w: cW - 20, h: 250 },
|
btnAnswer: { x: 10, y: cH - 340, w: cW - 20, h: 250 },
|
||||||
questionLabel: { x: 10, y: cH - 340 - 80, w: cW - 20, h: 70 },
|
labelQuestion: { x: 10, y: cH - 340 - 80, w: cW - 20, h: 70 },
|
||||||
uiButtons: { x: 10, y: cH - 80, w: cW - 20, h: 70 },
|
btnUi: { x: 10, y: cH - 80, w: cW - 20, h: 70 },
|
||||||
questProgress: { x: 10, y: 10, w: cW - 20, h: 20 },
|
questProgress: { x: 10, y: 10, w: cW - 20, h: 20 },
|
||||||
}
|
}
|
||||||
area.image = { x: 10, y: area.questProgress.y + area.questProgress.h + 10,
|
areas.questImage = { x: 10, y: areas.questProgress.y + areas.questProgress.h + 10,
|
||||||
w: cW - 20, h: area.questionLabel.y - area.questProgress.y - (area.questProgress.h * 2) };
|
w: cW - 20, h: areas.labelQuestion.y - areas.questProgress.y - (areas.questProgress.h * 2) };
|
||||||
}
|
}
|
||||||
// TODO: add areas for landscape mode
|
// TODO: add areas for landscape mode
|
||||||
|
|
||||||
button = {
|
|
||||||
info: { x: 10, y: cH - 80, w: 70, h: 70 },
|
|
||||||
sfx: { x: cW - 80, y: cH - 80, w: 70, h: 70 },
|
|
||||||
// TODO: change data: to null
|
|
||||||
answerButtons: [
|
|
||||||
{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
|
|
||||||
{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
|
|
||||||
{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
|
|
||||||
{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
|
|
||||||
],
|
|
||||||
}
|
|
||||||
|
|
||||||
button.answerButtons.forEach(function callback(value, index, array) {
|
|
||||||
if (index == 0)
|
|
||||||
array[index].y = area.answerButtons.y;
|
|
||||||
else
|
|
||||||
array[index].y = array[index - 1].y + value.h + 15;
|
|
||||||
});
|
|
||||||
|
|
||||||
canvas.addEventListener('click', function(evt) {
|
canvas.addEventListener('click', function(evt) {
|
||||||
let mousePos = getMousePos(canvas, evt);
|
let mousePos = getMousePos(canvas, evt);
|
||||||
|
|
||||||
// bet inscrease
|
// if (isInside(mousePos, button.info)) {
|
||||||
if (isInside(mousePos, button.info)) {
|
// console.log("info");
|
||||||
console.log("info");
|
// }
|
||||||
}
|
|
||||||
|
|
||||||
// click by first answer button
|
for (const [key, value] of Object.entries(buttons)) {
|
||||||
if (isInside(mousePos, button.answerButtons[0])) {
|
if (isInside(mousePos, value)) {
|
||||||
clickAnswer(gameData, game, button.answerButtons[0].data);
|
console.log(`click on ${key}`);
|
||||||
}
|
}
|
||||||
|
|
||||||
// click by second answer button
|
|
||||||
if (isInside(mousePos, button.answerButtons[1])) {
|
|
||||||
clickAnswer(gameData, game, button.answerButtons[1].data);
|
|
||||||
}
|
|
||||||
|
|
||||||
// click by third answer button
|
|
||||||
if (isInside(mousePos, button.answerButtons[2])) {
|
|
||||||
clickAnswer(gameData, game, button.answerButtons[2].data);
|
|
||||||
}
|
|
||||||
|
|
||||||
// click by four answer button
|
|
||||||
if (isInside(mousePos, button.answerButtons[3])) {
|
|
||||||
clickAnswer(gameData, game, button.answerButtons[3].data);
|
|
||||||
}
|
}
|
||||||
}, false);
|
}, false);
|
||||||
|
|
||||||
@ -123,114 +88,138 @@ function gameLoop(timeStamp) {
|
|||||||
|
|
||||||
// Game update func -------------------------------------
|
// Game update func -------------------------------------
|
||||||
function update() {
|
function update() {
|
||||||
// Update answer buttons label
|
// progressBar %percentage updater
|
||||||
button.answerButtons.forEach(function callback(value, index) {
|
// and set gameStateLoaded true
|
||||||
value.data = game.quest.answer[index];
|
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.btnAnswer.y;
|
||||||
|
else
|
||||||
|
array[index].y = array[index - 1].y + value.h + 15;
|
||||||
|
});
|
||||||
|
|
||||||
|
// Update answer buttons label
|
||||||
|
answerButtonsArray.forEach(function callback(value, index) {
|
||||||
|
value.data = gameData[game.currentQuest].answer[index];
|
||||||
|
});
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw to canvas func ----------------------------------
|
// Draw to canvas func ----------------------------------
|
||||||
function draw() {
|
function draw() {
|
||||||
clearContext(canvas, config); // flush?! canvas
|
clearContext(canvas); // clean canvas
|
||||||
|
|
||||||
// draw question label
|
// render splash screen -----------------------------
|
||||||
context.font = "32px Ubuntu";
|
if (!game.loadedState) {
|
||||||
context.textAlign = "center";
|
// TODO: change if(! to NaN check
|
||||||
context.fillStyle = "white";
|
if (!game.loadingProgress) {
|
||||||
context.fillText(game.quest.question, cW / 2, area.questionLabel.y + 30);
|
game.loadingProgress = 0;
|
||||||
|
|
||||||
// draw answer buttons
|
|
||||||
context.fillStyle = "purple";
|
|
||||||
context.strokeStyle = "navy";
|
|
||||||
context.lineWidth = 2;
|
|
||||||
|
|
||||||
for (let i = 0; i <= button.answerButtons.length - 1; i++) {
|
|
||||||
context.fillRect(button.answerButtons[i].x, button.answerButtons[i].y,
|
|
||||||
button.answerButtons[i].w, button.answerButtons[i].h);
|
|
||||||
context.strokeRect(button.answerButtons[i].x, button.answerButtons[i].y,
|
|
||||||
button.answerButtons[i].w, button.answerButtons[i].h);
|
|
||||||
}
|
|
||||||
|
|
||||||
// draw answer button label
|
|
||||||
context.font = "32px Ubuntu";
|
|
||||||
context.textAlign = "center";
|
|
||||||
context.fillStyle = "white";
|
|
||||||
|
|
||||||
button.answerButtons.forEach(function callback(value) {
|
|
||||||
context.fillText(value.data, cW / 2, value.y + 35);
|
|
||||||
});
|
|
||||||
|
|
||||||
// draw image
|
|
||||||
game.questImage = new Image();
|
|
||||||
game.questImage.src = 'assets/images/' + game.quest.image;
|
|
||||||
|
|
||||||
// carculate image ratio by area.image size
|
|
||||||
if (game.questImage.width >= game.questImage.height) {
|
|
||||||
if (game.questImage.height > area.image.h) {
|
|
||||||
let ratio = game.questImage.width / area.image.w;
|
|
||||||
let newImageW = area.image.w / ratio;
|
|
||||||
let newImageH = area.image.h;
|
|
||||||
|
|
||||||
context.drawImage(game.questImage, getCenterH(cW, newImageW), area.image.y,
|
|
||||||
newImageW, newImageH);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
// TODO: draw image center
|
|
||||||
// TODO: add option to sizeUp images to engine config
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
let ratio = game.questImage.height / area.image.h;
|
|
||||||
let newImageW = area.image.w / ratio;
|
|
||||||
|
|
||||||
context.drawImage(game.questImage, getCenterH(cW, newImageW), area.image.y,
|
|
||||||
newImageW, area.image.h);
|
|
||||||
}
|
|
||||||
|
|
||||||
// draw progress bar
|
|
||||||
let sizeProgressItem = area.questProgress.w / gameData.length;
|
|
||||||
|
|
||||||
context.strokeStyle = "black";
|
|
||||||
|
|
||||||
for (let i = 0; i < gameData.length; i++) {
|
|
||||||
// change progress item color by status answer
|
|
||||||
switch (gameData[i].status) {
|
|
||||||
case null:
|
|
||||||
context.fillStyle = "gray";
|
|
||||||
break;
|
|
||||||
case true:
|
|
||||||
context.fillStyle = "green";
|
|
||||||
break;
|
|
||||||
case false:
|
|
||||||
context.fillStyle = "red";
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
context.fillRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
|
context.drawImage(images.logo, getCenterH(cW, images.logo.width), getCenterV(cH, images.logo.height));
|
||||||
context.strokeRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
|
|
||||||
|
// TODO: check loadedState to final loading game
|
||||||
|
context.strokeStyle = "black";
|
||||||
|
context.lineWidth = 2;
|
||||||
|
context.fillStyle = "yellow";
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
context.fillRect(50, progressBarHeight, ((cW - 100) / 100 * game.loadingProgress), 20);
|
||||||
|
context.strokeRect(50, progressBarHeight, cW - 100, 20);
|
||||||
}
|
}
|
||||||
|
|
||||||
// UI ------------------------------------------
|
// render game --------------------------------------
|
||||||
// TODO: переписать это всё г*
|
if (!game.finish && game.loadedState) {
|
||||||
context.fillStyle = "red";
|
// draw progress bar
|
||||||
context.strokeStyle = "navy";
|
let sizeProgressItem = areas.questProgress.w / gameData.length;
|
||||||
context.lineWidth = 2;
|
|
||||||
context.fillRect(button.info.x, button.info.y, button.info.w, button.info.h); // info button
|
|
||||||
context.strokeRect(button.info.x, button.info.y, button.info.w, button.info.h); // info button
|
|
||||||
context.fillRect(button.sfx.x, button.sfx.y, button.sfx.w, button.sfx.h); // sfx button
|
|
||||||
context.strokeRect(button.sfx.x, button.sfx.y, button.sfx.w, button.sfx.h); // sfx button
|
|
||||||
|
|
||||||
// draw game areas
|
context.strokeStyle = "black";
|
||||||
if (DEBUG) {
|
|
||||||
context.strokeStyle = "red";
|
for (let i = 0; i < gameData.length; i++) {
|
||||||
|
// change progress item color by status answer
|
||||||
|
switch (gameData[i].status) {
|
||||||
|
case null:
|
||||||
|
context.fillStyle = "gray";
|
||||||
|
break;
|
||||||
|
case true:
|
||||||
|
context.fillStyle = "green";
|
||||||
|
break;
|
||||||
|
case false:
|
||||||
|
context.fillStyle = "red";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
context.fillRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
|
||||||
|
context.strokeRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
|
||||||
|
}
|
||||||
|
|
||||||
|
// draw question label
|
||||||
|
context.font = "32px Ubuntu";
|
||||||
|
context.textAlign = "center";
|
||||||
|
context.fillStyle = "white";
|
||||||
|
context.fillText(gameData[game.currentQuest].question, cW / 2, areas.labelQuestion.y + 30);
|
||||||
|
|
||||||
|
// draw answer buttons
|
||||||
|
context.fillStyle = "purple";
|
||||||
|
context.strokeStyle = "navy";
|
||||||
context.lineWidth = 2;
|
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 Ubuntu";
|
||||||
|
context.textAlign = "center";
|
||||||
|
context.fillStyle = "white";
|
||||||
|
|
||||||
|
answerButtonsArray.forEach(function callback(value) {
|
||||||
|
context.fillText(value.data, cW / 2, value.y + 35);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
// render result game -------------------------------
|
||||||
|
if (game.finish) {
|
||||||
|
//
|
||||||
|
}
|
||||||
|
|
||||||
|
// draw game areas ----------------------------------
|
||||||
|
if (DEBUG && !game.finish && game.loadedState) {
|
||||||
|
context.strokeStyle = "red";
|
||||||
|
context.lineWidth = 1;
|
||||||
|
|
||||||
// answer buttons area
|
// answer buttons area
|
||||||
if (orientation)
|
if (landscape_orientation)
|
||||||
// TODO: draw answer buttons area by landscape
|
// TODO: draw answer buttons area by landscape
|
||||||
console.log('TODO: draw answer buttons area by landscape');
|
console.log('TODO: draw answer buttons area by landscape');
|
||||||
else
|
else
|
||||||
for (const [key, value] of Object.entries(area)) {
|
for (const [key, value] of Object.entries(areas)) {
|
||||||
context.strokeRect(value.x, value.y, value.w, value.h);
|
context.strokeRect(value.x, value.y, value.w, value.h);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user