render progress bar

This commit is contained in:
Alexander Popov 2021-07-04 22:59:09 +03:00
parent 9da0e3a9ae
commit aac38ecd7f
3 changed files with 113 additions and 37 deletions

View File

@ -10,5 +10,11 @@
"image": "image.png",
"answer": [ "Вода", "Огонь", "Ветер", "Земля" ],
"rightAnswer": "ОгоНЬ"
},
{
"question": "При скольки градусов замерзает вода?",
"image": "image.png",
"answer": [ "0", "-1", "1", "-10" ],
"rightAnswer": "0"
}
]

View File

@ -1,16 +1,16 @@
// функции игры
export function checkAnswer(question, answer) {
if (question.rightAnswer.toLowerCase() == answer.toLowerCase())
return true;
// передаёт следующий квест, либо возвращает окончание кввестов
export function nextQuest(questions, questIndex, answer) {
if (questions[questIndex].rightAnswer.toLowerCase() == answer.toLowerCase())
questions[questIndex].status = true;
else
questions[questIndex].status = false;
if (questIndex < questions.length - 1) {
return true;
}
else {
return false;
}
// передаёт следующий квест, либо возвращает окончание кввестов
export function nextQuest(questions, questIndex) {
if (questIndex < questions.length - 1) {
return questIndex += 1;
}
// TODO: make end quest return
}

View File

@ -5,7 +5,7 @@ import gameData from '../gameData.json'; // game data
import { getMousePos, isInside } from './buttons.js';
import { clearContext, getCenterH, getCenterV } from './draw.js';
import { checkAnswer, nextQuest } from './game.js';
import { nextQuest } from './game.js';
// Engine variables -------------------------------------
let DEBUG = true;
@ -38,15 +38,22 @@ window.onload = function() {
// TODO: change quest by script
questIndex: 0,
quest: null,
totalRightAnswers: 0, // количество правильных ответов
};
game.quest = gameData[game.questIndex];
// 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: 0, y: 0, w: 0, h: 0 },
questProgress: { x: 10, y: 10, w: cW - 20, h: 20 },
}
}
// TODO: add areas for landscape mode
button = {
info: { x: 10, y: cH - 80, w: 70, h: 70 },
@ -77,24 +84,62 @@ window.onload = function() {
// click by first answer button
if (isInside(mousePos, button.answerButtons[0])) {
if (checkAnswer(game.quest, button.answerButtons[0].data)) {
game.quest = gameData[nextQuest(gameData, game.questIndex)];
if (nextQuest(gameData, game.questIndex, button.answerButtons[0].data)) {
game.quest = gameData[game.questIndex += 1];
game.totalRightAnswers += 1;
if (DEBUG) {
console.log("Wow, right answer!!");
console.log(`Total right answers ${game.totalRightAnswers}.`)
}
}
else
console.log("quest ALL end");
}
// click by second answer button
if (isInside(mousePos, button.answerButtons[1])) {
console.log(checkAnswer(game.quest, button.answerButtons[1].data));
if (nextQuest(gameData, game.questIndex, button.answerButtons[1].data)) {
game.quest = gameData[game.questIndex += 1];
game.totalRightAnswers += 1;
if (DEBUG) {
console.log("Wow, right answer!!");
console.log(`Total right answers ${game.totalRightAnswers}.`)
}
}
else
console.log("quest ALL end");
}
// click by third answer button
if (isInside(mousePos, button.answerButtons[2])) {
console.log(checkAnswer(game.quest, button.answerButtons[2].data));
if (nextQuest(gameData, game.questIndex, button.answerButtons[2].data)) {
game.quest = gameData[game.questIndex += 1];
game.totalRightAnswers += 1;
if (DEBUG) {
console.log("Wow, right answer!!");
console.log(`Total right answers ${game.totalRightAnswers}.`)
}
}
else
console.log("quest ALL end");
}
// click by four answer button
if (isInside(mousePos, button.answerButtons[3])) {
console.log(checkAnswer(game.quest, button.answerButtons[3].data));
if (nextQuest(gameData, game.questIndex, button.answerButtons[3].data)) {
game.quest = gameData[game.questIndex += 1];
game.totalRightAnswers += 1;
if (DEBUG) {
console.log("Wow, right answer!!");
console.log(`Total right answers ${game.totalRightAnswers}.`)
}
}
else
console.log("quest ALL end");
}
}, false);
@ -122,21 +167,6 @@ function update() {
function draw() {
clearContext(canvas, config); // flush?! canvas
// 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);
}
}
// draw question label
context.font = "32px Ubuntu";
context.textAlign = "center";
@ -161,10 +191,35 @@ function draw() {
context.fillStyle = "white";
button.answerButtons.forEach(function callback(value) {
//
context.fillText(value.data, cW / 2, value.y + 35);
});
// draw progress bar
let sizeProgressItem = area.questProgress.w / gameData.length;
context.strokeStyle = "black";
// for (const [key, value] of Object.entries(area)) {
// context.strokeRect(value.x, value.y, value.w, value.h);
// }
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*
@ -175,4 +230,19 @@ function draw() {
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);
}
}
}