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4
TODO.md
4
TODO.md
@ -1,12 +1,12 @@
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## TODO:
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- check min canvas sizes
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- game session max quests
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- sfx
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- rewrite playMusic() func
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- add sfx&music loader
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- draw button and other elements func
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- info widget
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- desktop (landscape) orientation
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- change quest animation
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- button hover animation
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- make docs/
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- make quests editor
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- make conrova build
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branch-info.md
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branch-info.md
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## Переосмысление
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> 1. Движок отвечает только за логику
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> рисование, кнопок и прочей шелухи на стороне разработчика игры
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Есть три состояние игры
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1. LOADING
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2. GAME
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3. FINISH
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1. **LOADING** - Состояние игры, когда загружаются все ресурсы и происходит инициализация игры.
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В этот момент рисуется прогресс-бар с процессом загрузки
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2. **GAME** - Состояние, когда происходит сам игровой процесс.
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В этот момент игрок может взаимодействовать с элементами
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3. **FINISH** - тоже игровое состояние, но в этом состоянии отображается результат игры,
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В этом состоянии, допустимо нажать **RESTART**, в следствии чего сбрасывается состояние игры
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и процесс GAME запускается сначала
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49
js/areas.js
49
js/areas.js
@ -1,49 +0,0 @@
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import config from './config.json';
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import * as Draw from './draw.js'
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/**
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* Устанавливает размеры и положение зон для отрисовки
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* @param {Object} canvas
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* @param {Bool} landscape_orientation текущая ориентация игры
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* @param {Image} logoImage логотип
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* @return {Object} список зон
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*/
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export function setAreas(canvas, landscape_orientation, logoImage) {
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let areasArray = null;
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let cW = canvas.width;
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let cH = canvas.height;
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areasArray = { splash: {}, game: {}, finish: {} };
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if (!landscape_orientation) {
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areasArray.game = {
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btnAnswer: { x: 10, y: cH - 340, w: cW - 20, h: 250 },
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labelQuestion: { x: 10, y: cH - 340 - 80, w: cW - 20, h: 70 },
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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 },
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}
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areasArray.game.questImage = { x: 10, y: areasArray.game.questProgress.y + areasArray.game.questProgress.h + 10,
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w: cW - 20, h: areasArray.game.labelQuestion.y - areasArray.game.questProgress.y - (areasArray.game.questProgress.h * 2) };
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let progressBarHeight = cH - (Draw.getCenterV(cH, logoImage.height) + logoImage.height) > 301 ?
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Draw.getCenterV(cH, logoImage.height) + logoImage.height + 70 : cH - 70;
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areasArray.splash = {
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border: { x: Draw.getCenterH(cW, config.loaderWidth), y: progressBarHeight, w: config.loaderWidth, h: 20 },
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pointer: { position: 0, direction: true },
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}
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areasArray.finish.labelFinishGameName = { x: 10, y: 60, w: cW - 20, h: 30 };
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areasArray.finish.labelTotalAnswerPercent = { x: 10, y: Draw.getCenterV(cH, 80), w: cW - 20, h: 80 };
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areasArray.finish.labelTotalAnswerRight = { x: 10, y: areasArray.finish.labelTotalAnswerPercent.y - 70, w: cW - 20, h: 60 };
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areasArray.finish.labelTotalInfo = { x: 10, y: areasArray.finish.labelTotalAnswerPercent.y + areasArray.finish.labelTotalAnswerPercent.h + 10, w: cW - 20, h: 90 };
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areasArray.finish.image = { x: 10, y: areasArray.finish.labelFinishGameName.y + areasArray.finish.labelFinishGameName.h + 10, w: cW - 20, h: areasArray.finish.labelTotalAnswerRight.y - 20 - areasArray.finish.labelFinishGameName.y - areasArray.finish.labelFinishGameName.h };
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}
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else {
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// TODO: add areas for landscape mode
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}
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return areasArray;
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}
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// функции обработки кнопок
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/**
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* Возвращает координаты позичии курсора
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* @param {Object} canvas canvas с которого считывается позиция курсора
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"gameVersion": [0, 0, 1],
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"debug": true,
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"lang": "en-us",
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"loaderWidth": 200,
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"loader": {"w": 200, "h": 20},
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"colors": {
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"back": "#2f3542",
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"strokeSize": 1.5,
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js/draw.js
28
js/draw.js
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// функции рисоввания
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/**
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* Очищает область рисования
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* @param {Object} canvas canvas object
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* @param {String} color строка с цветом (HEX, либо имя, либо rgba, etc)
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*/
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@ -65,31 +64,6 @@ export function getCenterV(canvasHeight, objectHeight) {
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return canvasHeight / 2 - objectHeight / 2;
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}
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export function drawGameAreas(context, areas) {
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context.strokeStyle = "#ff0000";
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context.lineWidth = 1;
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for (const [key, value] of Object.entries(areas)) {
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context.strokeRect(value.x, value.y, value.w, value.h);
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}
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}
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export function drawInfo(canvas, landscape_orientation) {
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let cW = canvas.width;
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let cH = canvas.height;
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let context = canvas.getContext('2d');
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console.log("INFO");
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context.fillStyle = 'rgba(0,0,0,.8)';
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context.fillRect(0, 0, cW, cH);
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// if(!landscape_orientation) {
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context.fillStyle = '#000000';
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context.fillRect(80, 80, cW - 160, cH - 160);
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// }
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}
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/**
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* Рисует полосу прогресса с визуализацией правильных и неправильных ответов
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* @param {} context
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}
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}
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//
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/**
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* Функция возвращает ориентацию игры в зависимости от размера canvas
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* @param {Object} canvas canvas object
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'Set game orientation to landscape' :
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'Set game orientation to portrait');
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return landscape_orientation;
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return landscape_orientation; // true = land | false = port
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}
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// функции игры
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import { shuffle } from './engine.js';
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/**
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js/index.js
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js/index.js
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import * as Buttons from './buttons.js';
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import * as Draw from './draw.js';
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import * as Music from './music.js';
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import * as Areas from './areas.js';
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import * as Game from './game.js';
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// Engine variables -------------------------------------
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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 landscape_orientation = null; // canvas orientation
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let game = {}; // main game variable
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let areas = null;
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let images = {};
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let buttons = {};
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let buttonsUi = {};
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let music = {};
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// Engine init ------------------------------------------
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// ------------------------------------------------------
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window.onload = function() {
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// set html page language
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document.documentElement.lang = config.lang;
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// set html body background-color
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document.body.style.background = config.colors.back;
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game.orientation = null;
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game.appearanceAplha = 0;
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game.loadedState = false;
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game.finish = false;
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game.currentQuest = 0;
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game.loader = null;
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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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cH = canvas.height;
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if (DEBUG)
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console.log(`Canvas size ${cW} x ${cH}`);
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game.orientation = Engine.setOrientation(canvas);
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// set screen orientation by carculate canvas width & height
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landscape_orientation = Engine.setOrientation(canvas)
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// loading Logo image
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let imageLogo = new Image();
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imageLogo.src = "assets/logo.png";
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images.logo = imageLogo;
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// set game loading progress bar
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game.loader = { x: Draw.getCenterH(cW, config.loader.w),
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y: cH - config.loader.h - 100 };
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game.loader.pointer = 0;
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game.loader.direction = true;
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let loadingImages = [];
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loadingImages.push(gameData.result.notPassed, gameData.result.passed);
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music.music = new AudioContext() || new webkitAudioContext();
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Music.playMusic(config, music.music);
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game.showAlpha = null;
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game.showInfo = false;
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game.loadedState = false;
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game.finish = false;
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game.currentQuest = 0;
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// shuffle quests and first quest answers
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Engine.shuffle(gameData.questions);
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gameData.questions.forEach(quest => {
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// set all quest status 'not answered'
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gameData.questions.forEach(element => element.status = null);
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// set areas sizes
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areas = Areas.setAreas(canvas, landscape_orientation, images.logo);
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// hover by buttons
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canvas.addEventListener('mousemove', e => {
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let mousePos = Buttons.getMousePos(canvas, e);
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@ -147,6 +149,7 @@ window.onload = function() {
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// GameLoop ---------------------------------------------
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// ------------------------------------------------------
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function gameLoop(timeStamp) {
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update();
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draw();
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}
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// Game update func -------------------------------------
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// ------------------------------------------------------
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function update() {
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if (game.showAlpha >= 0) {
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game.showAlpha -= 0.01;
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// appearance effect --------------------------------
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if (game.appearanceAplha >= 0) {
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game.appearanceAplha -= 0.01;
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}
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if (!game.loadedState) {
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if (areas.splash.pointer.position < areas.splash.border.w - 50 && areas.splash.pointer.direction) {
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areas.splash.pointer.position += 1;
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}
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else areas.splash.pointer.direction = false;
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if (game.loader.pointer < config.loader.w - 50 && game.loader.direction)
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game.loader.pointer += 1;
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else game.loader.direction = false;
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if (!areas.splash.pointer.direction) {
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if (areas.splash.pointer.position <= 0)
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areas.splash.pointer.direction = true;
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if (!game.loader.direction) {
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if (game.loader.pointer <= 0) game.loader.direction = true;
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areas.splash.pointer.position -= 1;
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game.loader.pointer -= 1;
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}
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console.log(game.loader.pointer);
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}
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// game ---------------------------------------------
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if (game.loadedState && !game.finish) {
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buttons.answerButton0 = { x: Draw.getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
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buttons.answerButton1 = { x: Draw.getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
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buttons.answerButton2 = { x: Draw.getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
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buttons.answerButton3 = { x: Draw.getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
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let answerButtonsArray = [buttons.answerButton0, buttons.answerButton1,
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buttons.answerButton2, buttons.answerButton3];
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answerButtonsArray.forEach(function callback(value, index, array) {
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if (index == 0)
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array[index].y = areas.game.btnAnswer.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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// Update answer buttons label
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answerButtonsArray.forEach(function callback(value, index) {
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value.data = gameData.questions[game.currentQuest].answer[index];
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});
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buttonsUi.uiInfo = { x: areas.game.btnUi.x, y: areas.game.btnUi.y, w: areas.game.btnUi.h, h: areas.game.btnUi.h };
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buttonsUi.uiMusic = { x: areas.game.btnUi.w + areas.game.btnUi.x - areas.game.btnUi.h, y: areas.game.btnUi.y, w: areas.game.btnUi.h, h: areas.game.btnUi.h };
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buttonsUi.uiSfx = { x: areas.game.btnUi.w + areas.game.btnUi.x - (areas.game.btnUi.h * 2) - 10, y: areas.game.btnUi.y, w: areas.game.btnUi.h, h: areas.game.btnUi.h };
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// NOTE: put your code here
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}
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// finish game --------------------------------------
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if (game.finish) {
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delete buttons.answerButton0;
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delete buttons.answerButton1;
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delete buttons.answerButton2;
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delete buttons.answerButton3;
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buttons.btnRestart = { x: Draw.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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// NOTE: put your code here
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}
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}
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// Draw to canvas func ----------------------------------
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// ------------------------------------------------------
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function draw() {
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Draw.clearContext(canvas, config.colors.back); // clean canvas
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@ -218,133 +199,27 @@ function draw() {
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if (!game.loadedState) {
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context.drawImage(images.logo, Draw.getCenterH(cW, images.logo.width), Draw.getCenterV(cH, images.logo.height));
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context.font = "32px Yanone Kaffeesatz";
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context.textAlign = "center";
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context.fillStyle = "white";
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context.fillStyle = config.colors.buttonFill;
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context.strokeStyle = config.colors.buttonStroke;
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context.lineWidth = config.colors.strokeSize;
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context.fillRect(areas.splash.pointer.position + areas.splash.border.x, areas.splash.border.y, 50, areas.splash.border.h);
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context.strokeRect(areas.splash.border.x, areas.splash.border.y,
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areas.splash.border.w, areas.splash.border.h);
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context.fillRect(game.loader.x + game.loader.pointer, game.loader.y, 50, config.loader.h);
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context.strokeRect(game.loader.x, game.loader.y, config.loader.w, config.loader.h);
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}
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// render game --------------------------------------
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if (!game.finish && game.loadedState) {
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// draw progress bar
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Draw.drawProgressBar(context, areas.game.questProgress, config.colors, gameData.questions);
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// draw quest image
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Draw.placeImage(canvas, areas.game.questImage,
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gameData.questions[game.currentQuest].image, config.colors);
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// draw question label
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Draw.drawQuestionLabel(canvas, areas.game.labelQuestion, gameData.questions[game.currentQuest].question);
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// draw answer buttons
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context.fillStyle = config.colors.buttonFill;
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context.strokeStyle = config.colors.buttonStroke;
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context.lineWidth = config.colors.strokeSize;
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let answerButtonsArray = [buttons.answerButton0, buttons.answerButton1,
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buttons.answerButton2, buttons.answerButton3];
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answerButtonsArray.forEach(function(btn) {
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context.fillRect(btn.x, btn.y, btn.w, btn.h);
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context.strokeRect(btn.x, btn.y, btn.w, btn.h);
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});
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// draw answer button label
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context.font = "32px Yanone Kaffeesatz";
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context.textAlign = "center";
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context.fillStyle = config.colors.buttonFont;
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answerButtonsArray.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 UI buttons
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context.fillStyle = config.colors.buttonFill;
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context.strokeStyle = config.colors.buttonStroke;
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context.lineWidth = config.colors.strokeSize;
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for (const [key, value] of Object.entries(buttonsUi)) {
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context.fillRect(value.x, value.y, value.w, value.h);
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context.strokeRect(value.x, value.y, value.w, value.h);
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}
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// NOTE: put your code here
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}
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// render result game -------------------------------
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if (game.finish) {
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// draw game name label
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context.font = "32px Yanone Kaffeesatz";
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context.textAlign = "center";
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context.fillStyle = "white";
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context.fillText(config['gameName'], cW / 2, areas.finish.labelFinishGameName.y + 25);
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/// draw finish game image
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let rightAnswer = 0;
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gameData.questions.forEach(element => element.status ? rightAnswer += 1 : null);
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let rightAnswerPercentage = Math.ceil(rightAnswer / gameData.questions.length * 100);
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let i = new Image();
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if (rightAnswerPercentage >= gameData.result.minRightAnswer) {
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i.src = `assets/images/${gameData.result.passed}`
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}
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else {
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i.src = `assets/images/${gameData.result.notPassed}`
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}
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|
||||
context.drawImage(i, Draw.getCenterH(cW, i.width), areas.finish.image.y + areas.finish.image.h - i.height);
|
||||
|
||||
// draw labelTotalAnswerRight
|
||||
context.font = "50px Yanone Kaffeesatz";
|
||||
context.fillText(`Результат: ${rightAnswer} из ${gameData.questions.length} ответов верны`, cW / 2, areas.finish.labelTotalAnswerRight.y + 45);
|
||||
|
||||
|
||||
// draw labelTotalAnswerPercent
|
||||
context.font = "75px Yanone Kaffeesatz";
|
||||
context.fillText(`Выполнено на ${rightAnswerPercentage}%`, cW / 2, areas.finish.labelTotalAnswerPercent.y + 65);
|
||||
|
||||
// labelTotalInfo
|
||||
context.font = "50px Yanone Kaffeesatz";
|
||||
let resultInfo = null;
|
||||
|
||||
for (const [key, value] of Object.entries(gameData.answerResult)) {
|
||||
if (key <= rightAnswerPercentage) {
|
||||
resultInfo = value;
|
||||
}
|
||||
}
|
||||
|
||||
context.fillText(resultInfo, cW / 2, areas.finish.labelTotalInfo.y + 55);
|
||||
|
||||
// draw btnRestart
|
||||
context.fillStyle = config.colors.buttonFill;
|
||||
context.strokeStyle = config.colors.buttonStroke;
|
||||
context.fillRect(buttons.btnRestart.x, buttons.btnRestart.y, buttons.btnRestart.w, buttons.btnRestart.h);
|
||||
context.strokeRect(buttons.btnRestart.x, buttons.btnRestart.y, buttons.btnRestart.w, buttons.btnRestart.h);
|
||||
|
||||
context.font = "32px Yanone Kaffeesatz";
|
||||
context.textAlign = "center";
|
||||
context.fillStyle = config.colors.buttonFont;
|
||||
context.fillText(buttons.btnRestart.data, cW / 2, buttons.btnRestart.y + 43);
|
||||
}
|
||||
|
||||
// draw game areas ----------------------------------
|
||||
if (DEBUG && !game.finish && game.loadedState) {
|
||||
Draw.drawGameAreas(context, areas.game);
|
||||
}
|
||||
else if (DEBUG && game.finish) {
|
||||
Draw.drawGameAreas(context, areas.finish);
|
||||
// NOTE: put your code here
|
||||
}
|
||||
|
||||
// draw alpha animation -----------------------------
|
||||
if (game.showAlpha != null) {
|
||||
context.fillStyle = `rgba(0,0,0,${game.showAlpha})`;
|
||||
if (game.appearanceAplha != null) {
|
||||
context.fillStyle = `rgba(0,0,0,${game.appearanceAplha})`;
|
||||
context.fillRect(0, 0, cW, cH);
|
||||
}
|
||||
|
||||
// draw info window [indev] -------------------------
|
||||
if (game.showInfo) {
|
||||
Draw.drawInfo(canvas, landscape_orientation);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user