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9 changed files with 310 additions and 82 deletions

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@ -1,12 +1,12 @@
## TODO:
- check min canvas sizes
- game session max quests
- sfx
- rewrite playMusic() func
- add sfx&music loader
- draw button and other elements func
- info widget
- desktop (landscape) orientation
- change quest animation
- button hover animation
- make docs/
- make quests editor
- make conrova build

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@ -1,18 +0,0 @@
## Переосмысление
> 1. Движок отвечает только за логику
> рисование, кнопок и прочей шелухи на стороне разработчика игры
Есть три состояние игры
1. LOADING
2. GAME
3. FINISH
1. **LOADING** - Состояние игры, когда загружаются все ресурсы и происходит инициализация игры.
В этот момент рисуется прогресс-бар с процессом загрузки
2. **GAME** - Состояние, когда происходит сам игровой процесс.
В этот момент игрок может взаимодействовать с элементами
3. **FINISH** - тоже игровое состояние, но в этом состоянии отображается результат игры,
В этом состоянии, допустимо нажать **RESTART**, в следствии чего сбрасывается состояние игры
и процесс GAME запускается сначала

49
js/areas.js Normal file
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@ -0,0 +1,49 @@
import config from './config.json';
import * as Draw from './draw.js'
/**
* Устанавливает размеры и положение зон для отрисовки
* @param {Object} canvas
* @param {Bool} landscape_orientation текущая ориентация игры
* @param {Image} logoImage логотип
* @return {Object} список зон
*/
export function setAreas(canvas, landscape_orientation, logoImage) {
let areasArray = null;
let cW = canvas.width;
let cH = canvas.height;
areasArray = { splash: {}, game: {}, finish: {} };
if (!landscape_orientation) {
areasArray.game = {
btnAnswer: { x: 10, y: cH - 340, w: cW - 20, h: 250 },
labelQuestion: { x: 10, y: cH - 340 - 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 },
}
areasArray.game.questImage = { x: 10, y: areasArray.game.questProgress.y + areasArray.game.questProgress.h + 10,
w: cW - 20, h: areasArray.game.labelQuestion.y - areasArray.game.questProgress.y - (areasArray.game.questProgress.h * 2) };
let progressBarHeight = cH - (Draw.getCenterV(cH, logoImage.height) + logoImage.height) > 301 ?
Draw.getCenterV(cH, logoImage.height) + logoImage.height + 70 : cH - 70;
areasArray.splash = {
border: { x: Draw.getCenterH(cW, config.loaderWidth), y: progressBarHeight, w: config.loaderWidth, h: 20 },
pointer: { position: 0, direction: true },
}
areasArray.finish.labelFinishGameName = { x: 10, y: 60, w: cW - 20, h: 30 };
areasArray.finish.labelTotalAnswerPercent = { x: 10, y: Draw.getCenterV(cH, 80), w: cW - 20, h: 80 };
areasArray.finish.labelTotalAnswerRight = { x: 10, y: areasArray.finish.labelTotalAnswerPercent.y - 70, w: cW - 20, h: 60 };
areasArray.finish.labelTotalInfo = { x: 10, y: areasArray.finish.labelTotalAnswerPercent.y + areasArray.finish.labelTotalAnswerPercent.h + 10, w: cW - 20, h: 90 };
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 };
}
else {
// TODO: add areas for landscape mode
}
return areasArray;
}

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@ -1,3 +1,5 @@
// функции обработки кнопок
/**
* Возвращает координаты позичии курсора
* @param {Object} canvas canvas с которого считывается позиция курсора

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@ -1,17 +1,15 @@
{
"gameName": "Game Name",
"gameVersion": [1, 0, 0],
"gameName": "quizEngine",
"gameVersion": [0, 0, 1],
"debug": true,
"lang": "en-us",
"loader": {"w": 200, "h": 20},
"loaderWidth": 200,
"colors": {
"back": "#2f3542",
"strokeSize": 1.5,
"buttonFill": "#a4b0be",
"buttonStroke": "#191C23",
"buttonFont": "#000000",
"answer": {
"stroke": "#191C23",
"wrong": "#ff6b81",
@ -19,6 +17,5 @@
"notPassed": "#a4b0be"
}
},
"music": "music.mp3"
}

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@ -1,5 +1,6 @@
// функции рисоввания
/**
* Очищает область рисования
* @param {Object} canvas canvas object
* @param {String} color строка с цветом (HEX, либо имя, либо rgba, etc)
*/
@ -64,6 +65,31 @@ export function getCenterV(canvasHeight, objectHeight) {
return canvasHeight / 2 - objectHeight / 2;
}
export function drawGameAreas(context, areas) {
context.strokeStyle = "#ff0000";
context.lineWidth = 1;
for (const [key, value] of Object.entries(areas)) {
context.strokeRect(value.x, value.y, value.w, value.h);
}
}
export function drawInfo(canvas, landscape_orientation) {
let cW = canvas.width;
let cH = canvas.height;
let context = canvas.getContext('2d');
console.log("INFO");
context.fillStyle = 'rgba(0,0,0,.8)';
context.fillRect(0, 0, cW, cH);
// if(!landscape_orientation) {
context.fillStyle = '#000000';
context.fillRect(80, 80, cW - 160, cH - 160);
// }
}
/**
* Рисует полосу прогресса с визуализацией правильных и неправильных ответов
* @param {} context

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@ -1,21 +1,5 @@
import config from './config.json';
export function Init(gameObject) {
gameObject.orientation = null;
gameObject.appearanceAplha = 0;
gameObject.loadedState = false;
gameObject.finish = false;
gameObject.currentQuest = 0;
gameObject.loader = null;
// set html page language
document.documentElement.lang = config.lang;
// TODO: set html title
// set html body background-color
document.body.style.background = config.colors.back;
}
/**
* Функция, которая загружает изображения в документ
* и по завершению выполнятся callback() функция
@ -49,6 +33,7 @@ export function shuffle(array) {
}
}
//
/**
* Функция возвращает ориентацию игры в зависимости от размера canvas
* @param {Object} canvas canvas object
@ -65,5 +50,5 @@ export function setOrientation(canvas) {
'Set game orientation to landscape' :
'Set game orientation to portrait');
return landscape_orientation; // true = land | false = port
return landscape_orientation;
}

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@ -1,3 +1,5 @@
// функции игры
import { shuffle } from './engine.js';
/**

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@ -9,6 +9,7 @@ import * as Engine from './engine.js';
import * as Buttons from './buttons.js';
import * as Draw from './draw.js';
import * as Music from './music.js';
import * as Areas from './areas.js';
import * as Game from './game.js';
// Engine variables -------------------------------------
@ -17,14 +18,21 @@ let canvas = null; // canvas id
let context = null; // context id
let cW = null; // canvas with
let cH = null; // canvas height
let landscape_orientation = null; // canvas orientation
let game = {}; // main game variable
let areas = null;
let images = {};
let buttons = {};
let buttonsUi = {};
let music = {};
// Engine init ------------------------------------------
// ------------------------------------------------------
window.onload = function() {
Engine.Init(game);
// set html page language
document.documentElement.lang = config.lang;
// set html body background-color
document.body.style.background = config.colors.back;
// init canvas id and sizes
canvas = document.getElementById('game');
@ -33,19 +41,14 @@ window.onload = function() {
cH = canvas.height;
if (DEBUG)
console.log(`Canvas size ${cW} x ${cH}`);
game.orientation = Engine.setOrientation(canvas);
// loading Logo image
// set screen orientation by carculate canvas width & height
landscape_orientation = Engine.setOrientation(canvas)
let imageLogo = new Image();
imageLogo.src = "assets/logo.png";
images.logo = imageLogo;
// set game loading progress bar
game.loader = { x: Draw.getCenterH(cW, config.loader.w),
y: cH - config.loader.h - 100 };
game.loader.pointer = 0;
game.loader.direction = true;
let loadingImages = [];
loadingImages.push(gameData.result.notPassed, gameData.result.passed);
@ -62,6 +65,12 @@ window.onload = function() {
music.music = new AudioContext() || new webkitAudioContext();
Music.playMusic(config, music.music);
game.showAlpha = null;
game.showInfo = false;
game.loadedState = false;
game.finish = false;
game.currentQuest = 0;
// shuffle quests and first quest answers
Engine.shuffle(gameData.questions);
gameData.questions.forEach(quest => {
@ -71,18 +80,66 @@ window.onload = function() {
// set all quest status 'not answered'
gameData.questions.forEach(element => element.status = null);
// set areas sizes
areas = Areas.setAreas(canvas, landscape_orientation, images.logo);
// hover by buttons
canvas.addEventListener('mousemove', e => {
let mousePos = Buttons.getMousePos(canvas, e);
// NOTE: put your code here
for (const [key, value] of Object.entries(buttonsUi)) {
if (Buttons.isInside(mousePos, value)) {
console.log("hover", key)
}
}
}, false);
// click by buttons
canvas.addEventListener('click', e => {
let mousePos = Buttons.getMousePos(canvas, e);
// NOTE: put your code here
if (game.loadedState) {
for (const [key, value] of Object.entries(buttonsUi)) {
if (Buttons.isInside(mousePos, value)) {
// Music button
if (key == "uiMusic") {
music.music.suspend();
if (music.music.state == "suspended") {
music.music.resume();
}
}
// Info button
if (key == "uiInfo") {
game.showInfo = true;
}
}
}
}
for (const [key, value] of Object.entries(buttons)) {
if (!game.finish && key != undefined) {
if (Buttons.isInside(mousePos, value)) {
Game.checkAnswer(gameData.questions[game.currentQuest], value.data);
if (game.currentQuest < gameData.questions.length - 1) {
game.currentQuest += 1;
}
else {
game.finish = true;
game.showAlpha = 1;
}
}
}
}
if (game.finish && buttons.btnRestart != undefined) {
if (Buttons.isInside(mousePos, buttons.btnRestart)) {
Game.restartGame(game, gameData.questions);
delete buttons.btnRestart;
}
}
}, false);
window.requestAnimationFrame(gameLoop);
@ -90,7 +147,6 @@ window.onload = function() {
// GameLoop ---------------------------------------------
// ------------------------------------------------------
function gameLoop(timeStamp) {
update();
draw();
@ -99,39 +155,62 @@ function gameLoop(timeStamp) {
}
// Game update func -------------------------------------
// ------------------------------------------------------
function update() {
// appearance effect --------------------------------
if (game.appearanceAplha >= 0) {
game.appearanceAplha -= 0.01;
if (game.showAlpha >= 0) {
game.showAlpha -= 0.01;
}
// game loading -------------------------------------
if (!game.loadedState) {
if (game.loader.pointer < config.loader.w - 50 && game.loader.direction)
game.loader.pointer += 1;
else game.loader.direction = false;
if (areas.splash.pointer.position < areas.splash.border.w - 50 && areas.splash.pointer.direction) {
areas.splash.pointer.position += 1;
}
else areas.splash.pointer.direction = false;
if (!game.loader.direction) {
if (game.loader.pointer <= 0) game.loader.direction = true;
if (!areas.splash.pointer.direction) {
if (areas.splash.pointer.position <= 0)
areas.splash.pointer.direction = true;
game.loader.pointer -= 1;
areas.splash.pointer.position -= 1;
}
}
// game ---------------------------------------------
if (game.loadedState && !game.finish) {
// NOTE: put your code here
buttons.answerButton0 = { x: Draw.getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
buttons.answerButton1 = { x: Draw.getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
buttons.answerButton2 = { x: Draw.getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
buttons.answerButton3 = { x: Draw.getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
let answerButtonsArray = [buttons.answerButton0, buttons.answerButton1,
buttons.answerButton2, buttons.answerButton3];
answerButtonsArray.forEach(function callback(value, index, array) {
if (index == 0)
array[index].y = areas.game.btnAnswer.y;
else
array[index].y = array[index - 1].y + value.h + 15;
});
// Update answer buttons label
answerButtonsArray.forEach(function callback(value, index) {
value.data = gameData.questions[game.currentQuest].answer[index];
});
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 };
}
// finish game --------------------------------------
if (game.finish) {
// NOTE: put your code here
delete buttons.answerButton0;
delete buttons.answerButton1;
delete buttons.answerButton2;
delete buttons.answerButton3;
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" };
}
}
// Draw to canvas func ----------------------------------
// ------------------------------------------------------
function draw() {
Draw.clearContext(canvas, config.colors.back); // clean canvas
@ -139,27 +218,133 @@ function draw() {
if (!game.loadedState) {
context.drawImage(images.logo, Draw.getCenterH(cW, images.logo.width), Draw.getCenterV(cH, images.logo.height));
context.fillStyle = config.colors.buttonFill;
context.strokeStyle = config.colors.buttonStroke;
context.lineWidth = config.colors.strokeSize;
context.font = "32px Yanone Kaffeesatz";
context.textAlign = "center";
context.fillStyle = "white";
context.fillRect(game.loader.x + game.loader.pointer, game.loader.y, 50, config.loader.h);
context.strokeRect(game.loader.x, game.loader.y, config.loader.w, config.loader.h);
context.fillRect(areas.splash.pointer.position + areas.splash.border.x, areas.splash.border.y, 50, areas.splash.border.h);
context.strokeRect(areas.splash.border.x, areas.splash.border.y,
areas.splash.border.w, areas.splash.border.h);
}
// render game --------------------------------------
if (!game.finish && game.loadedState) {
// NOTE: put your code here
// draw progress bar
Draw.drawProgressBar(context, areas.game.questProgress, config.colors, gameData.questions);
// draw quest image
Draw.placeImage(canvas, areas.game.questImage,
gameData.questions[game.currentQuest].image, config.colors);
// draw question label
Draw.drawQuestionLabel(canvas, areas.game.labelQuestion, gameData.questions[game.currentQuest].question);
// draw answer buttons
context.fillStyle = config.colors.buttonFill;
context.strokeStyle = config.colors.buttonStroke;
context.lineWidth = config.colors.strokeSize;
let answerButtonsArray = [buttons.answerButton0, buttons.answerButton1,
buttons.answerButton2, buttons.answerButton3];
answerButtonsArray.forEach(function(btn) {
context.fillRect(btn.x, btn.y, btn.w, btn.h);
context.strokeRect(btn.x, btn.y, btn.w, btn.h);
});
// draw answer button label
context.font = "32px Yanone Kaffeesatz";
context.textAlign = "center";
context.fillStyle = config.colors.buttonFont;
answerButtonsArray.forEach(function callback(value) {
context.fillText(value.data, cW / 2, value.y + 35);
});
// draw UI buttons
context.fillStyle = config.colors.buttonFill;
context.strokeStyle = config.colors.buttonStroke;
context.lineWidth = config.colors.strokeSize;
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 -------------------------------
if (game.finish) {
// NOTE: put your code here
// 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 finish game image
let rightAnswer = 0;
gameData.questions.forEach(element => element.status ? rightAnswer += 1 : null);
let rightAnswerPercentage = Math.ceil(rightAnswer / gameData.questions.length * 100);
let i = new Image();
if (rightAnswerPercentage >= gameData.result.minRightAnswer) {
i.src = `assets/images/${gameData.result.passed}`
}
else {
i.src = `assets/images/${gameData.result.notPassed}`
}
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 ${rightAnswerPercentage}%`, cW / 2, areas.finish.labelTotalAnswerPercent.y + 65);
// labelTotalInfo
context.font = "50px Yanone Kaffeesatz";
let resultInfo = null;
for (const [key, value] of Object.entries(gameData.answerResult)) {
if (key <= rightAnswerPercentage) {
resultInfo = value;
}
}
context.fillText(resultInfo, cW / 2, areas.finish.labelTotalInfo.y + 55);
// draw btnRestart
context.fillStyle = config.colors.buttonFill;
context.strokeStyle = config.colors.buttonStroke;
context.fillRect(buttons.btnRestart.x, buttons.btnRestart.y, buttons.btnRestart.w, buttons.btnRestart.h);
context.strokeRect(buttons.btnRestart.x, buttons.btnRestart.y, buttons.btnRestart.w, buttons.btnRestart.h);
context.font = "32px Yanone Kaffeesatz";
context.textAlign = "center";
context.fillStyle = config.colors.buttonFont;
context.fillText(buttons.btnRestart.data, cW / 2, buttons.btnRestart.y + 43);
}
// draw game areas ----------------------------------
if (DEBUG && !game.finish && game.loadedState) {
Draw.drawGameAreas(context, areas.game);
}
else if (DEBUG && game.finish) {
Draw.drawGameAreas(context, areas.finish);
}
// draw alpha animation -----------------------------
if (game.appearanceAplha != null) {
context.fillStyle = `rgba(0,0,0,${game.appearanceAplha})`;
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);
}
}