quizEngine/js/index.js

385 lines
12 KiB
JavaScript

'use strict';
import config from '../app/config.json'; // game configuration
import gameData from '../app/gameData.json'; // game data
import { getMousePos, isInside } from './buttons.js';
import { clearContext, placeImage, getCenterH, getCenterV } from './draw.js';
import { playMusic } from './music.js';
import { imagePreloader, checkAnswer, shuffle, restartGame } from './game.js';
// Engine variables -------------------------------------
const DEBUG = config.debug;
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 = { splash: {}, game: {}, finish: {} };
let images = {};
let buttons = {};
let buttonsUi = {};
let music = {};
// Init -------------------------------------------------
window.onload = function() {
// init canvas id and sizes
canvas = document.getElementById('game');
context = canvas.getContext('2d');
cW = canvas.width;
cH = canvas.height;
if (DEBUG)
console.log(`Canvas size ${cW} x ${cH}`);
// set screen orientation by carculate canvas width & height
if (cW >= cH) { landscape_orientation = true; }
else { landscape_orientation = false; }
if (DEBUG)
console.log(landscape_orientation ? "Canvas orientation set to landscape" : "Canvas orientation set to portrait");
let imageLogo = new Image();
imageLogo.src = "assets/logo.png";
images.logo = imageLogo;
let questImages = [];
for (const [key, value] of Object.entries(gameData.questions)) {
questImages.push(value.image);
}
imagePreloader(questImages, function() {
game.loadedState = true;
game.showAlpha = 1;
});
music.music = new AudioContext() || new webkitAudioContext();
playMusic(config, music.music);
game.showAlpha = null;
game.loadedState = false;
game.finish = false;
game.currentQuest = 0;
// shuffle quests and first quest answers
shuffle(gameData.questions);
shuffle(gameData.questions[game.currentQuest].answer);
// set all quest status 'not answered'
gameData.questions.forEach(element => element.status = null);
// set areas sizes
if (!landscape_orientation) {
areas.game = {
// { x: 0, y: 0, w: 0, h: 0 }
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 },
}
areas.game.questImage = { x: 10, y: areas.game.questProgress.y + areas.game.questProgress.h + 10,
w: cW - 20, h: areas.game.labelQuestion.y - areas.game.questProgress.y - (areas.game.questProgress.h * 2) };
let progressBarHeight = cH - (getCenterV(cH, images.logo.height) + images.logo.height) > 301 ?
getCenterV(cH, images.logo.height) + images.logo.height + 70 : cH - 70;
areas.splash = {
border: { x: getCenterH(cW, config.loaderWidth), y: progressBarHeight, w: config.loaderWidth, h: 20 },
pointer: { position: 0, direction: true },
}
areas.finish.labelFinishGameName = { x: 10, y: 60, w: cW - 20, h: 30 };
areas.finish.labelTotalAnswerPercent = { x: 10, y: getCenterV(cH, 80), w: cW - 20, h: 80 };
areas.finish.labelTotalAnswerRight = { x: 10, y: areas.finish.labelTotalAnswerPercent.y - 70, w: cW - 20, h: 60 };
areas.finish.labelTotalInfo = { x: 10, y: areas.finish.labelTotalAnswerPercent.y + areas.finish.labelTotalAnswerPercent.h + 10, w: cW - 20, h: 90 };
}
else {
// TODO: add areas for landscape mode
}
// hover by buttons
canvas.addEventListener('mousemove', e => {
let mousePos = getMousePos(canvas, e);
for (const [key, value] of Object.entries(buttonsUi)) {
if (isInside(mousePos, value)) {
console.log("hover", key)
}
}
});
// click by buttons
canvas.addEventListener('click', e => {
let mousePos = getMousePos(canvas, e);
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)) {
if (!game.finish && key != undefined) {
if (isInside(mousePos, value)) {
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 (isInside(mousePos, buttons.btnRestart)) {
restartGame(game, gameData.questions);
delete buttons.btnRestart;
}
}
}, false);
window.requestAnimationFrame(gameLoop);
};
// GameLoop ---------------------------------------------
function gameLoop(timeStamp) {
update();
draw();
window.requestAnimationFrame(gameLoop);
}
// Game update func -------------------------------------
function update() {
if (game.showAlpha >= 0) {
game.showAlpha -= 0.01;
}
if (!game.loadedState) {
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 (!areas.splash.pointer.direction) {
if (areas.splash.pointer.position <= 0)
areas.splash.pointer.direction = true;
areas.splash.pointer.position -= 1;
}
}
if (game.loadedState && !game.finish) {
buttons.answerButton0 = { x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
buttons.answerButton1 = { x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
buttons.answerButton2 = { x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null };
buttons.answerButton3 = { x: 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 };
}
if (game.finish) {
delete buttons.answerButton0;
delete buttons.answerButton1;
delete buttons.answerButton2;
delete buttons.answerButton3;
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 ----------------------------------
function draw() {
clearContext(canvas, config.colors.back); // clean canvas
// render splash screen -----------------------------
if (!game.loadedState) {
context.drawImage(images.logo, getCenterH(cW, images.logo.width), getCenterV(cH, images.logo.height));
context.font = "32px Yanone Kaffeesatz";
context.textAlign = "center";
context.fillStyle = "white";
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) {
// draw progress bar
let sizeProgressItem = areas.game.questProgress.w / gameData.questions.length;
context.strokeStyle = "black";
for (let i = 0; i < gameData.questions.length; i++) {
// change progress item color by status answer
switch (gameData.questions[i].status) {
case null:
context.fillStyle = config.colors.answer.notPassed;
break;
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 quest image
let i = new Image();
i.src = `assets/images/${gameData.questions[game.currentQuest].image}`;
placeImage(canvas, areas.game.questImage, i);
// 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 answer buttons
context.fillStyle = "#2ed573";
context.strokeStyle = "#000000";
context.lineWidth = 2;
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 = "white";
answerButtonsArray.forEach(function callback(value) {
context.fillText(value.data, cW / 2, value.y + 35);
});
// draw UI buttons
context.fillStyle = "#2ed573";
context.strokeStyle = "#000000";
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 -------------------------------
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
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 (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 = "#2ed573";
context.strokeStyle = "#000000";
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 ----------------------------------
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);
}
}
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);
}
}
if (game.showAlpha != null) {
context.fillStyle = `rgba(0,0,0,${game.showAlpha})`;
context.fillRect(0, 0, cW, cH);
}
}