to pc
This commit is contained in:
parent
2ae2a72dd3
commit
0a0ee24a2a
2
.gitignore
vendored
2
.gitignore
vendored
@ -1,4 +1,2 @@
|
||||
node_modules/
|
||||
package-lock.json
|
||||
app/dist
|
||||
app/assets
|
||||
|
58
ENGINE_INFO_RU.txt
Normal file
58
ENGINE_INFO_RU.txt
Normal file
@ -0,0 +1,58 @@
|
||||
# Welcome
|
||||
...
|
||||
|
||||
## Переменные движка
|
||||
|
||||
-- DEBUG
|
||||
Тип: bool
|
||||
|
||||
В зависимости от значения в консоль будет выхлоп данных для отладки.
|
||||
|
||||
Значение берётся из файла конфигурации `config.json` и устанавливается при инициализации переменной.
|
||||
|
||||
-- canvas
|
||||
Переменная ссылатся на HTML объект canvas.
|
||||
|
||||
Значение устанавливается в функции `window.onload = function()`
|
||||
|
||||
-- context
|
||||
Значение устанавливается в функции `window.onload = function()`
|
||||
|
||||
-- cW
|
||||
Значение устанавливается в функции `window.onload = function()`
|
||||
|
||||
-- cH
|
||||
Значение устанавливается в функции `window.onload = function()`
|
||||
|
||||
-- landscape_orientation
|
||||
Хранит значение ориентации экрана.
|
||||
|
||||
Значение устанавливается в функции `window.onload = function()` в true, если ширина canvas больше или равна высоте canvas, в протином случает false.
|
||||
|
||||
-- images
|
||||
Объект со всеми изображениями квестов
|
||||
|
||||
-- game
|
||||
В переменной хранятся все данные игрового процесса (сцены, текущий квест, кол-во ответов и прочее).
|
||||
|
||||
-- game.loaded
|
||||
Тип: bool
|
||||
Состояние загрузки игры.
|
||||
Значение false будет до тех пор, пока не будут загружены все шрифты, изображение (возможно что-то ещё).
|
||||
|
||||
-- game.currentQuest
|
||||
Индекс текущего квеста.
|
||||
|
||||
-- game.finish
|
||||
Тип: bool
|
||||
Устанавливается значение true, когда игрок ответил на все вопросы.
|
||||
|
||||
## Главные функции движка
|
||||
-- window.onload = function()
|
||||
Инициализирующая функция, в которой устанавливаются значения переменных движка
|
||||
|
||||
-- gameLoop(timeStamp)
|
||||
|
||||
-- update()
|
||||
|
||||
-- draw()
|
9
TODO.md
9
TODO.md
@ -1,5 +1,10 @@
|
||||
- add quest progress
|
||||
- loading all quest images with loading
|
||||
- splash (loading) screen
|
||||
- change quest animation
|
||||
- button hover animation
|
||||
- splash (loading) screen
|
||||
- make docs/
|
||||
|
||||
- google: if webpack mode production remove DEBUG code
|
||||
|
||||
## done
|
||||
- add quest progress [aac38ec]
|
||||
|
2
app/.gitignore
vendored
Normal file
2
app/.gitignore
vendored
Normal file
@ -0,0 +1,2 @@
|
||||
dist/
|
||||
assets/images/*.jpg
|
BIN
app/assets/logo.png
Normal file
BIN
app/assets/logo.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 9.6 KiB |
@ -1,8 +1,5 @@
|
||||
{
|
||||
"gameName": "quizEngine",
|
||||
"gameVersion": [0, 0, 1],
|
||||
|
||||
"scene": {
|
||||
"backGradient": ["#2f80ff", "#3ccbff"]
|
||||
}
|
||||
"debug": true
|
||||
}
|
||||
|
@ -1,17 +1,17 @@
|
||||
// функции рисоввания
|
||||
|
||||
export function clearContext(canvas, config) {
|
||||
export function clearContext(canvas) {
|
||||
// var:canvas -- канвас, на котором рисуем
|
||||
// var:config -- используется для получения цветов фона градиента сцены
|
||||
let cW = canvas.width;
|
||||
let cH = canvas.height;
|
||||
|
||||
let context = canvas.getContext('2d');
|
||||
|
||||
let graBack = context.createLinearGradient(cW / 2, 0, cW / 2, cH);
|
||||
graBack.addColorStop(0, config.scene.backGradient[0]);
|
||||
graBack.addColorStop(1, config.scene.backGradient[1]);
|
||||
context.fillStyle = graBack;
|
||||
// graBack.addColorStop(0, config.scene.backGradient[0]);
|
||||
// graBack.addColorStop(1, config.scene.backGradient[1]);
|
||||
// context.fillStyle = graBack;
|
||||
context.fillStyle = "#444444";
|
||||
context.fillRect(0, 0, cW, cH);
|
||||
}
|
||||
|
||||
|
@ -1,5 +1,13 @@
|
||||
// функции игры
|
||||
|
||||
export function loadingLogo(imagesArray) {
|
||||
// FIXME: возможно потом просто удалить функцию, если будет реализован imageLoader
|
||||
let imgLogo = new Image();
|
||||
imgLogo.src = 'assets/logo.png';
|
||||
|
||||
imagesArray.logo = imgLogo;
|
||||
}
|
||||
|
||||
export function clickAnswer(questions, game, answer) {
|
||||
if (questions[game.questIndex].rightAnswer.toLowerCase() == answer.toLowerCase()) {
|
||||
questions[game.questIndex].status = true;
|
||||
@ -18,9 +26,9 @@ export function clickAnswer(questions, game, answer) {
|
||||
}
|
||||
}
|
||||
|
||||
export function shuffleQuestAnswer(answers) {
|
||||
for (let i = answers.length - 1; i > 0; i--) {
|
||||
export function shuffle(array) {
|
||||
for (let i = array.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1));
|
||||
[answers[i], answers[j]] = [answers[j], answers[i]];
|
||||
[array[i], array[j]] = [array[j], array[i]];
|
||||
}
|
||||
}
|
||||
|
242
app/js/index.bak.js
Normal file
242
app/js/index.bak.js
Normal file
@ -0,0 +1,242 @@
|
||||
'use strict';
|
||||
|
||||
import config from '../config.json'; // game configuration
|
||||
import gameData from '../gameData.json'; // game data
|
||||
|
||||
import { getMousePos, isInside } from './buttons.js';
|
||||
import { clearContext, getCenterH, getCenterV } from './draw.js';
|
||||
import { clickAnswer, shuffleQuestAnswer } from './game.js';
|
||||
|
||||
// Engine variables -------------------------------------
|
||||
let DEBUG = true;
|
||||
let canvas = null; // canvas id
|
||||
let context = null; // context id
|
||||
let cW = null; // canvas with
|
||||
let cH = null; // canvas height
|
||||
let orientation = null; // screen orientation
|
||||
let button = null; // buttons array
|
||||
let area = null; // game areas (buttons, images, etc.)
|
||||
let game = null;
|
||||
|
||||
// Init -------------------------------------------------
|
||||
window.onload = function() {
|
||||
// init canvas id and sizes
|
||||
canvas = document.getElementById('game');
|
||||
context = canvas.getContext('2d');
|
||||
cW = canvas.width;
|
||||
cH = canvas.height;
|
||||
|
||||
// set screen orientation by carculate canvas width&height
|
||||
if (cW >= cH) { orientation = true; }
|
||||
else { orientation = false; }
|
||||
|
||||
if (DEBUG) {
|
||||
console.log(`Loaded ${gameData.length} quests.`);
|
||||
}
|
||||
|
||||
game = {
|
||||
// TODO: change quest by script
|
||||
questIndex: 0,
|
||||
quest: null,
|
||||
questImage: null,
|
||||
totalRightAnswers: 0, // количество правильных ответов
|
||||
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
|
||||
gameData.forEach(element => element.status = null);
|
||||
|
||||
if (!orientation) {
|
||||
area = {
|
||||
answerButtons: { x: 10, y: cH - 340, w: cW - 20, h: 250 },
|
||||
questionLabel: { x: 10, y: cH - 340 - 80, w: cW - 20, h: 70 },
|
||||
uiButtons: { x: 10, y: cH - 80, w: cW - 20, h: 70 },
|
||||
questProgress: { x: 10, y: 10, w: cW - 20, h: 20 },
|
||||
}
|
||||
area.image = { x: 10, y: area.questProgress.y + area.questProgress.h + 10,
|
||||
w: cW - 20, h: area.questionLabel.y - area.questProgress.y - (area.questProgress.h * 2) };
|
||||
}
|
||||
// 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) {
|
||||
let mousePos = getMousePos(canvas, evt);
|
||||
|
||||
// click info button
|
||||
if (isInside(mousePos, button.info)) {
|
||||
console.log("info");
|
||||
}
|
||||
|
||||
// click sfx button
|
||||
if (isInside(mousePos, button.sfx)) {
|
||||
console.log("sfx");
|
||||
}
|
||||
|
||||
// click by first answer button
|
||||
if (isInside(mousePos, button.answerButtons[0])) {
|
||||
clickAnswer(gameData, game, button.answerButtons[0].data);
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
window.requestAnimationFrame(gameLoop);
|
||||
};
|
||||
|
||||
|
||||
// GameLoop ---------------------------------------------
|
||||
function gameLoop(timeStamp) {
|
||||
update();
|
||||
draw();
|
||||
|
||||
window.requestAnimationFrame(gameLoop);
|
||||
}
|
||||
|
||||
// Game update func -------------------------------------
|
||||
function update() {
|
||||
// Update answer buttons label
|
||||
button.answerButtons.forEach(function callback(value, index) {
|
||||
value.data = game.quest.answer[index];
|
||||
});
|
||||
}
|
||||
|
||||
// Draw to canvas func ----------------------------------
|
||||
function draw() {
|
||||
clearContext(canvas, config); // flush?! canvas
|
||||
|
||||
// draw question label
|
||||
context.font = "32px Ubuntu";
|
||||
context.textAlign = "center";
|
||||
context.fillStyle = "white";
|
||||
context.fillText(game.quest.question, cW / 2, area.questionLabel.y + 30);
|
||||
|
||||
// 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.strokeRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
|
||||
}
|
||||
|
||||
// UI ------------------------------------------
|
||||
// TODO: переписать это всё г*
|
||||
context.fillStyle = "red";
|
||||
context.strokeStyle = "navy";
|
||||
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
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
259
app/js/index.js
259
app/js/index.js
@ -5,18 +5,20 @@ import gameData from '../gameData.json'; // game data
|
||||
|
||||
import { getMousePos, isInside } from './buttons.js';
|
||||
import { clearContext, getCenterH, getCenterV } from './draw.js';
|
||||
import { clickAnswer, shuffleQuestAnswer } from './game.js';
|
||||
import { loadingLogo, clickAnswer, shuffle } from './game.js';
|
||||
|
||||
// Engine variables -------------------------------------
|
||||
let DEBUG = true;
|
||||
const DEBUG = config.debug;
|
||||
let canvas = null; // canvas id
|
||||
let context = null; // context id
|
||||
let cW = null; // canvas with
|
||||
let cH = null; // canvas height
|
||||
let orientation = null; // screen orientation
|
||||
let button = null; // buttons array
|
||||
let area = null; // game areas (buttons, images, etc.)
|
||||
let game = null;
|
||||
let landscape_orientation = null; // canvas orientation
|
||||
let game = {}; // main game variable
|
||||
let areas = null;
|
||||
let images = {};
|
||||
let buttons = {};
|
||||
|
||||
|
||||
// Init -------------------------------------------------
|
||||
window.onload = function() {
|
||||
@ -25,87 +27,50 @@ window.onload = function() {
|
||||
context = canvas.getContext('2d');
|
||||
cW = canvas.width;
|
||||
cH = canvas.height;
|
||||
if (DEBUG)
|
||||
console.log(`Canvas size ${cW} x ${cH}`);
|
||||
|
||||
// set screen orientation by carculate canvas width & height
|
||||
if (cW >= cH) { orientation = true; }
|
||||
else { orientation = false; }
|
||||
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");
|
||||
|
||||
if (DEBUG) {
|
||||
console.log(`Loaded ${gameData.length} quests.`);
|
||||
}
|
||||
loadingLogo(images);
|
||||
|
||||
game = {
|
||||
// TODO: change quest by script
|
||||
questIndex: 0,
|
||||
quest: null,
|
||||
questImage: null,
|
||||
totalRightAnswers: 0, // количество правильных ответов
|
||||
scene: null,
|
||||
};
|
||||
shuffleQuestAnswer(gameData); // shuffle quest
|
||||
game.quest = gameData[game.questIndex];
|
||||
shuffleQuestAnswer(gameData[game.questIndex].answer); // shuffle first quest answers
|
||||
game.loadedState = false;
|
||||
game.finish = false;
|
||||
game.currentQuest = 0;
|
||||
|
||||
shuffle(gameData); // shuffle quests
|
||||
shuffle(gameData[game.currentQuest].answer); // shuffle first quest answers
|
||||
|
||||
// присваем всем квестам статус не выполнен
|
||||
gameData.forEach(element => element.status = null);
|
||||
|
||||
if (!orientation) {
|
||||
area = {
|
||||
answerButtons: { x: 10, y: cH - 340, w: cW - 20, h: 250 },
|
||||
questionLabel: { x: 10, y: cH - 340 - 80, w: cW - 20, h: 70 },
|
||||
uiButtons: { x: 10, y: cH - 80, w: cW - 20, h: 70 },
|
||||
if (!landscape_orientation) {
|
||||
areas = {
|
||||
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 },
|
||||
questProgress: { x: 10, y: 10, w: cW - 20, h: 20 },
|
||||
}
|
||||
area.image = { x: 10, y: area.questProgress.y + area.questProgress.h + 10,
|
||||
w: cW - 20, h: area.questionLabel.y - area.questProgress.y - (area.questProgress.h * 2) };
|
||||
areas.questImage = { x: 10, y: areas.questProgress.y + areas.questProgress.h + 10,
|
||||
w: cW - 20, h: areas.labelQuestion.y - areas.questProgress.y - (areas.questProgress.h * 2) };
|
||||
}
|
||||
// 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) {
|
||||
let mousePos = getMousePos(canvas, evt);
|
||||
|
||||
// bet inscrease
|
||||
if (isInside(mousePos, button.info)) {
|
||||
console.log("info");
|
||||
}
|
||||
// if (isInside(mousePos, button.info)) {
|
||||
// console.log("info");
|
||||
// }
|
||||
|
||||
// click by first answer button
|
||||
if (isInside(mousePos, button.answerButtons[0])) {
|
||||
clickAnswer(gameData, game, button.answerButtons[0].data);
|
||||
for (const [key, value] of Object.entries(buttons)) {
|
||||
if (isInside(mousePos, value)) {
|
||||
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);
|
||||
|
||||
@ -123,72 +88,72 @@ function gameLoop(timeStamp) {
|
||||
|
||||
// Game update func -------------------------------------
|
||||
function update() {
|
||||
// Update answer buttons label
|
||||
button.answerButtons.forEach(function callback(value, index) {
|
||||
value.data = game.quest.answer[index];
|
||||
// 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.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 ----------------------------------
|
||||
function draw() {
|
||||
clearContext(canvas, config); // flush?! canvas
|
||||
clearContext(canvas); // clean canvas
|
||||
|
||||
// draw question label
|
||||
context.font = "32px Ubuntu";
|
||||
context.textAlign = "center";
|
||||
context.fillStyle = "white";
|
||||
context.fillText(game.quest.question, cW / 2, area.questionLabel.y + 30);
|
||||
// render splash screen -----------------------------
|
||||
if (!game.loadedState) {
|
||||
// TODO: change if(! to NaN check
|
||||
if (!game.loadingProgress) {
|
||||
game.loadingProgress = 0;
|
||||
}
|
||||
|
||||
// draw answer buttons
|
||||
context.fillStyle = "purple";
|
||||
context.strokeStyle = "navy";
|
||||
context.drawImage(images.logo, getCenterH(cW, images.logo.width), getCenterV(cH, images.logo.height));
|
||||
|
||||
// TODO: check loadedState to final loading game
|
||||
context.strokeStyle = "black";
|
||||
context.lineWidth = 2;
|
||||
context.fillStyle = "yellow";
|
||||
|
||||
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);
|
||||
// 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);
|
||||
}
|
||||
|
||||
// render game --------------------------------------
|
||||
if (!game.finish && game.loadedState) {
|
||||
// draw progress bar
|
||||
let sizeProgressItem = area.questProgress.w / gameData.length;
|
||||
let sizeProgressItem = areas.questProgress.w / gameData.length;
|
||||
|
||||
context.strokeStyle = "black";
|
||||
|
||||
@ -210,27 +175,51 @@ function draw() {
|
||||
context.strokeRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
|
||||
}
|
||||
|
||||
// UI ------------------------------------------
|
||||
// TODO: переписать это всё г*
|
||||
context.fillStyle = "red";
|
||||
// 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.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) {
|
||||
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 = 2;
|
||||
context.lineWidth = 1;
|
||||
|
||||
// answer buttons area
|
||||
if (orientation)
|
||||
if (landscape_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)) {
|
||||
for (const [key, value] of Object.entries(areas)) {
|
||||
context.strokeRect(value.x, value.y, value.w, value.h);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user