render finish scene

separate areas
add fonts
This commit is contained in:
Alexander Popov 2021-07-06 05:36:07 +03:00
parent 26b7774a49
commit 39bec459bf
Signed by: iiiypuk
GPG Key ID: 398FC73478D97286
8 changed files with 127 additions and 50 deletions

View File

@ -1,5 +1,6 @@
- loading all quest images with loading - loading all quest images with loading
- splash (loading) screen - splash (loading) screen
- several correct answer
- change quest animation - change quest animation
- button hover animation - button hover animation
- make docs/ - make docs/

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1,20 +1,27 @@
[ {
{ "questions": [
"question": "Выбери вариант МОСТ", {
"image": "image_land.jpg", "question": "Выбери вариант МОСТ",
"answer": [ "Мост", "Рудник", "Река", "Солнце" ], "image": "image_land.jpg",
"rightAnswer": "мост" "answer": [ "Мост", "Рудник", "Река", "Солнце" ],
}, "rightAnswer": "мост"
{ },
"question": "Что горит?", {
"image": "image_port.jpg", "question": "Что горит?",
"answer": [ "Вода", "Огонь", "Ветер", "Земля" ], "image": "image_port.jpg",
"rightAnswer": "ОгоНЬ" "answer": [ "Вода", "Огонь", "Ветер", "Земля" ],
}, "rightAnswer": "ОгоНЬ"
{ },
"question": "t замерзания воды?", {
"image": "image_land.jpg", "question": "t замерзания воды?",
"answer": [ "0", "-1", "1", "-10" ], "image": "image_land.jpg",
"rightAnswer": "0" "answer": [ "0", "-1", "1", "-10" ],
"rightAnswer": "0"
}
],
"answerResult": {
"100": "100%. Ты милаха!",
"60": "Больше половины, красава.",
"0": "0%. Ты вообще нихуя не сечёшь"
} }
] }

View File

@ -1,7 +1,26 @@
@font-face {
font-family: 'Yanone Kaffeesatz';
src: url('YanoneKaffeesatz-Bold.woff2') format('woff2'),
url('YanoneKaffeesatz-Bold.woff') format('woff');
font-weight: bold;
font-style: normal;
font-display: swap;
}
@font-face {
font-family: 'Yanone Kaffeesatz';
src: url('YanoneKaffeesatz-Regular.woff2') format('woff2'),
url('YanoneKaffeesatz-Regular.woff') format('woff');
font-weight: normal;
font-style: normal;
font-display: swap;
}
html { height: 100%; } html { height: 100%; }
body { body {
background-color: #6E5967; background-color: #6E5967;
font-family: 'Yanone Kaffeesatz';
padding: 0; padding: 0;
margin: 0; margin: 0;
height: 100%; height: 100%;

View File

@ -15,7 +15,7 @@ let cW = null; // canvas with
let cH = null; // canvas height let cH = null; // canvas height
let landscape_orientation = null; // canvas orientation let landscape_orientation = null; // canvas orientation
let game = {}; // main game variable let game = {}; // main game variable
let areas = null; let areas = { game: {}, finish: {} };
let images = {}; let images = {};
let buttons = {}; let buttons = {};
@ -39,42 +39,45 @@ window.onload = function() {
loadingLogo(images); loadingLogo(images);
game.loadedState = false; game.loadedState = false;
game.finish = true; // BUG: for test (default: false) game.finish = false;
game.currentQuest = 0; game.currentQuest = 0;
shuffle(gameData); // shuffle quests shuffle(gameData); // shuffle quests
shuffle(gameData[game.currentQuest].answer); // shuffle first quest answers shuffle(gameData.questions[game.currentQuest].answer); // shuffle first quest answers
// присваем всем квестам статус не выполнен // присваем всем квестам статус не выполнен
gameData.forEach(element => element.status = null); gameData.questions.forEach(element => element.status = null);
// set areas sizes
if (!landscape_orientation) { if (!landscape_orientation) {
areas = { areas.game = {
// { x: 0, y: 0, w: 0, h: 0 } // { x: 0, y: 0, w: 0, h: 0 }
btnAnswer: { x: 10, y: cH - 340, w: cW - 20, h: 250 }, btnAnswer: { x: 10, y: cH - 340, w: cW - 20, h: 250 },
labelQuestion: { x: 10, y: cH - 340 - 80, w: cW - 20, h: 70 }, labelQuestion: { x: 10, y: cH - 340 - 80, w: cW - 20, h: 70 },
btnUi: { 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 },
} }
areas.questImage = { x: 10, y: areas.questProgress.y + areas.questProgress.h + 10, areas.game.questImage = { x: 10, y: areas.game.questProgress.y + areas.game.questProgress.h + 10,
w: cW - 20, h: areas.labelQuestion.y - areas.questProgress.y - (areas.questProgress.h * 2) }; w: cW - 20, h: areas.game.labelQuestion.y - areas.game.questProgress.y - (areas.game.questProgress.h * 2) };
areas.labelFinishGameName = { x: 10, y: 60, w: cW - 20, h: 30 }; areas.finish.labelFinishGameName = { x: 10, y: 60, w: cW - 20, h: 30 };
areas.labelTotalAnswerPercent = { x: 10, y: getCenterV(cH, 80), w: cW - 20, h: 80 }; areas.finish.labelTotalAnswerPercent = { x: 10, y: getCenterV(cH, 80), w: cW - 20, h: 80 };
areas.labelTotalAnswerRight = { x: 10, y: areas.labelTotalAnswerPercent.y - 70, w: cW - 20, h: 60 }; areas.finish.labelTotalAnswerRight = { x: 10, y: areas.finish.labelTotalAnswerPercent.y - 70, w: cW - 20, h: 60 };
areas.labelTotalInfo = { x: 10, y: areas.labelTotalAnswerPercent.y + areas.labelTotalAnswerPercent.h + 10, w: cW - 20, h: 90 } areas.finish.labelTotalInfo = { x: 10, y: areas.finish.labelTotalAnswerPercent.y + areas.finish.labelTotalAnswerPercent.h + 10, w: cW - 20, h: 90 };
areas.btnRestart = { x: getCenterH(cW, cW / 2.5), y: areas.labelTotalInfo.y + areas.labelTotalInfo.h + 20, w: cW / 2.5, h: 70 }; }
else {
// TODO: add areas for landscape mode
} }
// TODO: add areas for landscape mode
// click by buttons?!
canvas.addEventListener('click', function(evt) { canvas.addEventListener('click', function(evt) {
let mousePos = getMousePos(canvas, evt); let mousePos = getMousePos(canvas, evt);
for (const [key, value] of Object.entries(buttons)) { for (const [key, value] of Object.entries(buttons)) {
if (isInside(mousePos, value)) { if (isInside(mousePos, value)) {
checkAnswer(gameData[game.currentQuest], value.data); checkAnswer(gameData.questions[game.currentQuest], value.data);
if (game.currentQuest < gameData.length - 1) { if (game.currentQuest < gameData.questions.length - 1) {
game.currentQuest += 1; game.currentQuest += 1;
} }
else game.finish = true; else game.finish = true;
@ -117,16 +120,20 @@ function update() {
answerButtonsArray.forEach(function callback(value, index, array) { answerButtonsArray.forEach(function callback(value, index, array) {
if (index == 0) if (index == 0)
array[index].y = areas.btnAnswer.y; array[index].y = areas.game.btnAnswer.y;
else else
array[index].y = array[index - 1].y + value.h + 15; array[index].y = array[index - 1].y + value.h + 15;
}); });
// Update answer buttons label // Update answer buttons label
answerButtonsArray.forEach(function callback(value, index) { answerButtonsArray.forEach(function callback(value, index) {
value.data = gameData[game.currentQuest].answer[index]; value.data = gameData.questions[game.currentQuest].answer[index];
}); });
} }
if (game.finish) {
buttons.btnRestart = { x: getCenterH(cW, cW / 1.5), y: areas.finish.labelTotalInfo.y + areas.finish.labelTotalInfo.h + 20, w: cW / 1.5, h: 70, data: "Ответить на вопросы заново" };
}
} }
// Draw to canvas func ---------------------------------- // Draw to canvas func ----------------------------------
@ -161,13 +168,13 @@ function draw() {
// render game -------------------------------------- // render game --------------------------------------
if (!game.finish && game.loadedState) { if (!game.finish && game.loadedState) {
// draw progress bar // draw progress bar
let sizeProgressItem = areas.questProgress.w / gameData.length; let sizeProgressItem = areas.game.questProgress.w / gameData.questions.length;
context.strokeStyle = "black"; context.strokeStyle = "black";
for (let i = 0; i < gameData.length; i++) { for (let i = 0; i < gameData.questions.length; i++) {
// change progress item color by status answer // change progress item color by status answer
switch (gameData[i].status) { switch (gameData.questions[i].status) {
case null: case null:
context.fillStyle = "gray"; context.fillStyle = "gray";
break; break;
@ -184,10 +191,10 @@ function draw() {
} }
// draw question label // draw question label
context.font = "32px Ubuntu"; context.font = "32px Yanone Kaffeesatz";
context.textAlign = "center"; context.textAlign = "center";
context.fillStyle = "white"; context.fillStyle = "white";
context.fillText(gameData[game.currentQuest].question, cW / 2, areas.labelQuestion.y + 30); context.fillText(gameData.questions[game.currentQuest].question, cW / 2, areas.game.labelQuestion.y + 30);
// draw answer buttons // draw answer buttons
context.fillStyle = "purple"; context.fillStyle = "purple";
@ -203,7 +210,7 @@ function draw() {
}); });
// draw answer button label // draw answer button label
context.font = "32px Ubuntu"; context.font = "32px Yanone Kaffeesatz";
context.textAlign = "center"; context.textAlign = "center";
context.fillStyle = "white"; context.fillStyle = "white";
@ -214,9 +221,54 @@ function draw() {
// render result game ------------------------------- // render result game -------------------------------
if (game.finish) { if (game.finish) {
// // draw game name label
} context.font = "32px Yanone Kaffeesatz";
context.textAlign = "center";
context.fillStyle = "white";
context.fillText(config['gameName'], cW / 2, areas.finish.labelFinishGameName.y + 25);
// draw labelTotalAnswerRight :FIXME:
let rightAnswer = 0;
gameData.questions.forEach(element => element.status ? rightAnswer += 1 : null);
context.font = "50px Yanone Kaffeesatz";
context.fillText(`Вы ответили правильно на ${rightAnswer} из ${gameData.questions.length} вопросов`, cW / 2, areas.finish.labelTotalAnswerRight.y + 45);
// draw labelTotalAnswerPercent
let rightAnswerPercentage = Math.ceil(rightAnswer / gameData.questions.length * 100);
context.font = "75px Yanone Kaffeesatz";
context.fillText(`${rightAnswerPercentage}%`, cW / 2, areas.finish.labelTotalAnswerPercent.y + 65);
// labelTotalInfo
context.font = "50px Yanone Kaffeesatz";
let resultInfo = null;
// for (let i = gameData.answerResult.length - 1; i >= 0; i--) {
// if (rightAnswerPercentage > gameData.answerResult[i]) {
// resultInfo = gameData.answerResult[i];
// }
// }
for (const [key, value] of Object.entries(gameData.answerResult)) {
if (key <= rightAnswerPercentage) {
resultInfo = value;
}
}
context.fillText(resultInfo, cW / 2, areas.finish.labelTotalInfo.y + 55);
// draw btnRestart
context.fillStyle = "purple";
context.strokeStyle = "navy";
context.fillRect(buttons.btnRestart.x, buttons.btnRestart.y, buttons.btnRestart.w, buttons.btnRestart.h);
context.strokeRect(buttons.btnRestart.x, buttons.btnRestart.y, buttons.btnRestart.w, buttons.btnRestart.h);
context.font = "32px Yanone Kaffeesatz";
context.textAlign = "center";
context.fillStyle = "white";
context.fillText(buttons.btnRestart.data, cW / 2, buttons.btnRestart.y + 43);
}
// draw game areas ---------------------------------- // draw game areas ----------------------------------
if (DEBUG && !game.finish && game.loadedState) { if (DEBUG && !game.finish && game.loadedState) {
context.strokeStyle = "red"; context.strokeStyle = "red";
@ -226,7 +278,7 @@ function draw() {
// TODO: draw areas by landscape // TODO: draw areas 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(areas)) { for (const [key, value] of Object.entries(areas.game)) {
context.strokeRect(value.x, value.y, value.w, value.h); context.strokeRect(value.x, value.y, value.w, value.h);
} }
} }
@ -234,14 +286,12 @@ function draw() {
context.strokeStyle = "red"; context.strokeStyle = "red";
context.lineWidth = 1; context.lineWidth = 1;
let finishAreas = [areas.labelFinishGameName, areas.labelTotalAnswerRight,
areas.labelTotalAnswerPercent, areas.labelTotalInfo, areas.btnRestart];
if (landscape_orientation) if (landscape_orientation)
// TODO: draw areas by landscape // TODO: draw areas by landscape
console.log('TODO: draw answer buttons area by landscape'); console.log('TODO: draw answer buttons area by landscape');
else else
finishAreas.forEach(element => for (const [key, value] of Object.entries(areas.finish)) {
context.strokeRect(element.x, element.y, element.w, element.h)); context.strokeRect(value.x, value.y, value.w, value.h);
}
} }
} }