draw quest image
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@@ -38,11 +38,13 @@ window.onload = function() {
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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);
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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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@@ -54,6 +56,8 @@ window.onload = function() {
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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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@@ -156,15 +160,38 @@ function draw() {
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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 (const [key, value] of Object.entries(area)) {
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// context.strokeRect(value.x, value.y, value.w, value.h);
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// }
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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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