move all to other files
add namespaces fix BUG (shuffle first quest) make areas.js for set areas update placeImage()
This commit is contained in:
parent
187aa7bc4e
commit
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7
TODO.md
7
TODO.md
@ -1,14 +1,19 @@
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## TODO:
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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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- finish game image
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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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- make iOS & Android Web Application
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## DONE:
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- finish game image [187aa7b]
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- image border [108064b]
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- background music [c814f77]
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- several correct answer [498ab55]
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42
js/areas.js
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42
js/areas.js
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@ -0,0 +1,42 @@
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import config from '../app/config.json';
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import * as Draw from './draw.js'
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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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63
js/draw.js
63
js/draw.js
@ -10,9 +10,12 @@ export function clearContext(canvas, color) {
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context.fillRect(0, 0, cW, cH);
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}
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export function placeImage(canvas, area, image, colors) {
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export function placeImage(canvas, area, imageFile, colors) {
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let context = canvas.getContext('2d');
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let image = new Image();
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image.src = `assets/images/${imageFile}`;
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context.strokeStyle = colors.buttonStroke;
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context.lineWidth = colors.strokeSize;
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@ -45,3 +48,61 @@ export function getCenterH(canvasWidth, objectWidth) {
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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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export function drawProgressBar(context, area, colors, questions) {
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let sizeProgressItem = area.w / questions.length;
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context.strokeStyle = colors.strokeSize;
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for (let i = 0; i < questions.length; i++) {
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switch (questions[i].status) {
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case null:
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context.fillStyle = colors.answer.notPassed;
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break;
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case true:
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context.fillStyle = colors.answer.right;
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break;
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case false:
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context.fillStyle = colors.answer.wrong;
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break;
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}
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context.fillRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
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context.strokeRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
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}
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}
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export function drawQuestionLabel(canvas, area, questLabel) {
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let context = canvas.getContext('2d');
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context.font = '32px Yanone Kaffeesatz';
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context.textAlign = 'center';
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context.fillStyle = '#ffffff';
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context.fillText(questLabel, canvas.width / 2, area.y + 30);
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}
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21
js/engine.js
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21
js/engine.js
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export function imagePreloader(images, callback) {
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let counter = 0;
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function onLoad() {
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counter += 1;
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if (counter == images.length) callback();
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}
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for (let i of images) {
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let img = document.createElement('img');
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img.onload = img.onerror = onLoad;
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img.src = `assets/images/${i}`;
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}
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}
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export function shuffle(array) {
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for (let i = array.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[array[i], array[j]] = [array[j], array[i]];
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}
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}
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js/game.js
31
js/game.js
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// функции игры
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export function imagePreloader(images, callback) {
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let counter = 0;
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// norm
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function onLoad() {
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counter += 1;
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if (counter == images.length) callback();
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}
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let assetsDiv = document.getElementById("assets");
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for (let i of images) {
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let img = document.createElement('img');
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img.onload = img.onerror = onLoad;
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img.src = `assets/images/${i}`;
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}
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}
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import { shuffle } from './engine.js';
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export function checkAnswer(quest, answer) {
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if (Array.isArray(quest.rightAnswer)) {
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@ -40,16 +24,15 @@ export function checkAnswer(quest, answer) {
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}
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}
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export function shuffle(array) {
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for (let i = array.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[array[i], array[j]] = [array[j], array[i]];
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}
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}
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export function restartGame(game, quests) {
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// shuffle quests and answers order
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shuffle(quests);
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quests.forEach(quest => {
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shuffle(quest.answer);
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});
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quests.forEach(element => element.status = null);
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// set new game vars
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game.finish = false;
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game.currentQuest = 0;
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game.showAlpha = 1;
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158
js/index.js
158
js/index.js
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'use strict';
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// Import game configs and questsData -------------------
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import config from '../app/config.json'; // game configuration
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import gameData from '../app/gameData.json'; // game data
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import { getMousePos, isInside } from './buttons.js';
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import { clearContext, placeImage, getCenterH, getCenterV } from './draw.js';
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import { playMusic } from './music.js';
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import { imagePreloader, checkAnswer, shuffle, restartGame } from './game.js';
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// Import engine libs -----------------------------------
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import * as Engine from './engine.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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const DEBUG = config.debug;
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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 = { splash: {}, game: {}, finish: {} };
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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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// Init -------------------------------------------------
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// Engine init ------------------------------------------
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window.onload = function() {
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// init canvas id and sizes
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canvas = document.getElementById('game');
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loadingImages.push(value.image);
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}
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imagePreloader(loadingImages, function() {
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Engine.imagePreloader(loadingImages, function() {
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game.loadedState = true;
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game.showAlpha = 1;
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});
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// TODO: rewrite playMusic() func
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music.music = new AudioContext() || new webkitAudioContext();
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playMusic(config, music.music);
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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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shuffle(gameData.questions);
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shuffle(gameData.questions[game.currentQuest].answer);
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Engine.shuffle(gameData.questions);
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gameData.questions.forEach(quest => {
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Engine.shuffle(quest.answer);
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});
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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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if (!landscape_orientation) {
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areas.game = {
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// { x: 0, y: 0, w: 0, h: 0 }
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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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areas.game.questImage = { x: 10, y: areas.game.questProgress.y + areas.game.questProgress.h + 10,
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w: cW - 20, h: areas.game.labelQuestion.y - areas.game.questProgress.y - (areas.game.questProgress.h * 2) };
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let progressBarHeight = cH - (getCenterV(cH, images.logo.height) + images.logo.height) > 301 ?
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getCenterV(cH, images.logo.height) + images.logo.height + 70 : cH - 70;
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areas.splash = {
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border: { x: 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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areas.finish.labelFinishGameName = { x: 10, y: 60, w: cW - 20, h: 30 };
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areas.finish.labelTotalAnswerPercent = { x: 10, y: getCenterV(cH, 80), w: cW - 20, h: 80 };
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areas.finish.labelTotalAnswerRight = { x: 10, y: areas.finish.labelTotalAnswerPercent.y - 70, w: cW - 20, h: 60 };
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areas.finish.labelTotalInfo = { x: 10, y: areas.finish.labelTotalAnswerPercent.y + areas.finish.labelTotalAnswerPercent.h + 10, w: cW - 20, h: 90 };
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areas.finish.image = { x: 10, y: areas.finish.labelFinishGameName.y + areas.finish.labelFinishGameName.h + 10, w: cW - 20, h: areas.finish.labelTotalAnswerRight.y - 20 - areas.finish.labelFinishGameName.y - areas.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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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 = getMousePos(canvas, e);
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let mousePos = Buttons.getMousePos(canvas, e);
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for (const [key, value] of Object.entries(buttonsUi)) {
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if (isInside(mousePos, value)) {
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if (Buttons.isInside(mousePos, value)) {
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console.log("hover", key)
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}
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}
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});
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}, false);
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// click by buttons
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canvas.addEventListener('click', e => {
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let mousePos = getMousePos(canvas, e);
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let mousePos = Buttons.getMousePos(canvas, e);
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if (game.loadedState) {
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for (const [key, value] of Object.entries(buttonsUi)) {
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if (isInside(mousePos, value)) {
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if (Buttons.isInside(mousePos, value)) {
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// Music button
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if (key == "uiMusic") {
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music.music.suspend();
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@ -127,14 +108,19 @@ window.onload = function() {
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music.music.resume();
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}
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}
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// Info button
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if (key == "uiInfo") {
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game.showInfo = true;
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}
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}
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}
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}
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for (const [key, value] of Object.entries(buttons)) {
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if (!game.finish && key != undefined) {
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if (isInside(mousePos, value)) {
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checkAnswer(gameData.questions[game.currentQuest], value.data);
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if (Buttons.isInside(mousePos, value)) {
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Game.checkAnswer(gameData.questions[game.currentQuest], value.data);
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if (game.currentQuest < gameData.questions.length - 1) {
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game.currentQuest += 1;
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@ -148,8 +134,8 @@ window.onload = function() {
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}
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if (game.finish && buttons.btnRestart != undefined) {
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if (isInside(mousePos, buttons.btnRestart)) {
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restartGame(game, gameData.questions);
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if (Buttons.isInside(mousePos, buttons.btnRestart)) {
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Game.restartGame(game, gameData.questions);
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delete buttons.btnRestart;
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}
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}
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@ -188,10 +174,10 @@ function update() {
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}
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if (game.loadedState && !game.finish) {
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buttons.answerButton0 = { x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
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buttons.answerButton1 = { x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
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buttons.answerButton2 = { x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
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buttons.answerButton3 = { x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
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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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@ -219,17 +205,17 @@ function update() {
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delete buttons.answerButton2;
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delete buttons.answerButton3;
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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" };
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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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}
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}
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// Draw to canvas func ----------------------------------
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function draw() {
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clearContext(canvas, config.colors.back); // clean canvas
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Draw.clearContext(canvas, config.colors.back); // clean canvas
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// render splash screen -----------------------------
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if (!game.loadedState) {
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context.drawImage(images.logo, getCenterH(cW, images.logo.width), getCenterV(cH, images.logo.height));
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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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@ -243,38 +229,14 @@ function draw() {
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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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let sizeProgressItem = areas.game.questProgress.w / gameData.questions.length;
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context.strokeStyle = config.colors.answer.stroke;
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for (let i = 0; i < gameData.questions.length; i++) {
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// change progress item color by status answer
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switch (gameData.questions[i].status) {
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case null:
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context.fillStyle = config.colors.answer.notPassed;
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break;
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||||
case true:
|
||||
context.fillStyle = config.colors.answer.right;
|
||||
break;
|
||||
case false:
|
||||
context.fillStyle = config.colors.answer.wrong;
|
||||
break;
|
||||
}
|
||||
|
||||
context.fillRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
|
||||
context.strokeRect(10 + (i * sizeProgressItem), 10, sizeProgressItem, 20);
|
||||
}
|
||||
Draw.drawProgressBar(context, areas.game.questProgress, config.colors, gameData.questions);
|
||||
|
||||
// draw quest image
|
||||
let i = new Image();
|
||||
i.src = `assets/images/${gameData.questions[game.currentQuest].image}`;
|
||||
placeImage(canvas, areas.game.questImage, i, config.colors);
|
||||
Draw.placeImage(canvas, areas.game.questImage,
|
||||
gameData.questions[game.currentQuest].image, config.colors);
|
||||
|
||||
// draw question label
|
||||
context.font = "32px Yanone Kaffeesatz";
|
||||
context.textAlign = "center";
|
||||
context.fillStyle = "white";
|
||||
context.fillText(gameData.questions[game.currentQuest].question, cW / 2, areas.game.labelQuestion.y + 30);
|
||||
Draw.drawQuestionLabel(canvas, areas.game.labelQuestion, gameData.questions[game.currentQuest].question);
|
||||
|
||||
// draw answer buttons
|
||||
context.fillStyle = config.colors.buttonFill;
|
||||
@ -331,7 +293,7 @@ function draw() {
|
||||
i.src = `assets/images/${gameData.result.notPassed}`
|
||||
}
|
||||
|
||||
context.drawImage(i, getCenterH(cW, i.width), areas.finish.image.y + areas.finish.image.h - i.height);
|
||||
context.drawImage(i, Draw.getCenterH(cW, i.width), areas.finish.image.y + areas.finish.image.h - i.height);
|
||||
|
||||
// draw labelTotalAnswerRight
|
||||
context.font = "50px Yanone Kaffeesatz";
|
||||
@ -368,32 +330,20 @@ function draw() {
|
||||
|
||||
// draw game areas ----------------------------------
|
||||
if (DEBUG && !game.finish && game.loadedState) {
|
||||
context.strokeStyle = "red";
|
||||
context.lineWidth = 1;
|
||||
|
||||
if (landscape_orientation)
|
||||
// TODO: draw areas by landscape
|
||||
console.log('TODO: draw answer buttons area by landscape');
|
||||
else
|
||||
for (const [key, value] of Object.entries(areas.game)) {
|
||||
context.strokeRect(value.x, value.y, value.w, value.h);
|
||||
}
|
||||
Draw.drawGameAreas(context, areas.game);
|
||||
}
|
||||
else if (DEBUG && game.finish) {
|
||||
context.strokeStyle = "red";
|
||||
context.lineWidth = 1;
|
||||
|
||||
if (landscape_orientation)
|
||||
// TODO: draw areas by landscape
|
||||
console.log('TODO: draw answer buttons area by landscape');
|
||||
else
|
||||
for (const [key, value] of Object.entries(areas.finish)) {
|
||||
context.strokeRect(value.x, value.y, value.w, value.h);
|
||||
}
|
||||
Draw.drawGameAreas(context, areas.finish);
|
||||
}
|
||||
|
||||
// draw alpha animation -----------------------------
|
||||
if (game.showAlpha != null) {
|
||||
context.fillStyle = `rgba(0,0,0,${game.showAlpha})`;
|
||||
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