ui buttons

This commit is contained in:
Alexander Popov 2021-07-07 00:04:35 +03:00
parent 769fe3ea9a
commit 62ecfa9058
Signed by: iiiypuk
GPG Key ID: 398FC73478D97286
4 changed files with 45 additions and 12 deletions

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@ -1,9 +1,11 @@
## TODO: ## TODO:
- info widget
- finish game image - finish game image
- desktop (landscape) orientation - desktop (landscape) orientation
- change quest animation - change quest animation
- button hover animation - button hover animation
- make docs/ - make docs/
- make quests editor
## Done ## Done
- background music [c814f77] - background music [c814f77]

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@ -3,5 +3,5 @@
"gameVersion": [0, 0, 1], "gameVersion": [0, 0, 1],
"debug": true, "debug": true,
"loaderWidth": 200, "loaderWidth": 200,
"music": { "src": "music.mp3", "autoplay": true } "music": "music.mp3"
} }

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@ -16,9 +16,10 @@ 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 = { game: {}, finish: {} }; let areas = { splash: {}, game: {}, finish: {} };
let images = {}; let images = {};
let buttons = {}; let buttons = {};
let buttonsUi = {};
let music = {}; let music = {};
// Init ------------------------------------------------- // Init -------------------------------------------------
@ -56,10 +57,11 @@ window.onload = function() {
game.finish = false; game.finish = false;
game.currentQuest = 0; game.currentQuest = 0;
shuffle(gameData.questions); // shuffle quests // shuffle quests and first quest answers
shuffle(gameData.questions[game.currentQuest].answer); // shuffle first quest answers shuffle(gameData.questions);
shuffle(gameData.questions[game.currentQuest].answer);
// присваем всем квестам статус не выполнен // set all quest status 'not answered'
gameData.questions.forEach(element => element.status = null); gameData.questions.forEach(element => element.status = null);
// set areas sizes // set areas sizes
@ -91,10 +93,25 @@ window.onload = function() {
// TODO: add areas for landscape mode // TODO: add areas for landscape mode
} }
// click by buttons?! // click by buttons
canvas.addEventListener('click', function(evt) { canvas.addEventListener('click', function(evt) {
let mousePos = getMousePos(canvas, evt); let mousePos = getMousePos(canvas, evt);
if (game.loadedState) {
for (const [key, value] of Object.entries(buttonsUi)) {
if (isInside(mousePos, value)) {
// Music button
if (key == "uiMusic") {
music.music.suspend();
if (music.music.state == "suspended") {
music.music.resume();
}
}
}
}
}
for (const [key, value] of Object.entries(buttons)) { for (const [key, value] of Object.entries(buttons)) {
if (!game.finish && key != undefined) { if (!game.finish && key != undefined) {
if (isInside(mousePos, value)) { if (isInside(mousePos, value)) {
@ -164,6 +181,11 @@ function update() {
answerButtonsArray.forEach(function callback(value, index) { answerButtonsArray.forEach(function callback(value, index) {
value.data = gameData.questions[game.currentQuest].answer[index]; value.data = gameData.questions[game.currentQuest].answer[index];
}); });
buttonsUi.uiMusic = { x: areas.game.btnUi.x, y: areas.game.btnUi.y, w: areas.game.btnUi.h, h: areas.game.btnUi };
buttonsUi.uiInfo = { x: areas.game.btnUi.x, y: areas.game.btnUi.y, w: areas.game.btnUi.h, h: areas.game.btnUi.h };
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 };
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 };
} }
if (game.finish) { if (game.finish) {
@ -254,6 +276,16 @@ function draw() {
answerButtonsArray.forEach(function callback(value) { answerButtonsArray.forEach(function callback(value) {
context.fillText(value.data, cW / 2, value.y + 35); context.fillText(value.data, cW / 2, value.y + 35);
}); });
// draw UI buttons
context.fillStyle = "purple";
context.strokeStyle = "navy";
context.lineWidth = 2;
for (const [key, value] of Object.entries(buttonsUi)) {
context.fillRect(value.x, value.y, value.w, value.h);
context.strokeRect(value.x, value.y, value.w, value.h);
}
} }
// render result game ------------------------------- // render result game -------------------------------
@ -300,6 +332,7 @@ function draw() {
context.fillStyle = "white"; context.fillStyle = "white";
context.fillText(buttons.btnRestart.data, cW / 2, buttons.btnRestart.y + 43); 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";

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@ -1,19 +1,17 @@
export function playMusic(config, music) { export function playMusic(config, music) {
let request = new XMLHttpRequest(); let request = new XMLHttpRequest();
request.open("GET", `assets/sfx/${config.music.src}`, true); request.open("GET", `assets/sfx/${config.music}`, true);
request.responseType = "arraybuffer"; request.responseType = "arraybuffer";
request.onload = function() { request.onload = function() {
music.decodeAudioData(request.response, onDecoded); music.decodeAudioData(request.response, onDecoded);
} }
function onDecoded(buffer) { function onDecoded(buffer) {
var bufferSource = music.createBufferSource(); let bufferSource = music.createBufferSource();
bufferSource.buffer = buffer; bufferSource.buffer = buffer;
bufferSource.connect(music.destination); bufferSource.connect(music.destination);
bufferSource.loop = true; bufferSource.loop = true;
if (config.music.autoplay)
bufferSource.start(); bufferSource.start();
} }