211 lines
6.2 KiB
JavaScript
211 lines
6.2 KiB
JavaScript
'use strict';
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import config from '../config.json'; // game configuration
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import gameData from '../gameData.json'; // game data
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import { getMousePos, isInside } from './buttons.js';
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import { clearContext, getCenterH, getCenterV } from './draw.js';
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import { clickAnswer, shuffleQuestAnswer } from './game.js';
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// Engine variables -------------------------------------
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let DEBUG = true;
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let canvas = null; // canvas id
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let context = null; // context id
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let cW = null; // canvas with
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let cH = null; // canvas height
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let orientation = null; // screen orientation
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let button = null; // buttons array
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let area = null; // game areas (buttons, images, etc.)
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let game = null;
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// 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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context = canvas.getContext('2d');
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cW = canvas.width;
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cH = canvas.height;
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// set screen orientation by carculate canvas width&height
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if (cW >= cH) { orientation = true; }
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else { orientation = false; }
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if (DEBUG) {
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console.log(`Loaded ${gameData.length} quests.`);
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}
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game = {
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// TODO: change quest by script
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questIndex: 0,
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quest: null,
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totalRightAnswers: 0, // количество правильных ответов
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scene: null,
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};
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game.quest = gameData[game.questIndex];
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shuffleQuestAnswer(gameData[game.questIndex].answer);
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// присваем всем квестам статус не выполнен
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gameData.forEach(element => element.status = null);
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if (!orientation) {
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area = {
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answerButtons: { x: 10, y: cH - 340, w: cW - 20, h: 250 },
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questionLabel: { x: 10, y: cH - 340 - 80, w: cW - 20, h: 70 },
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uiButtons: { 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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}
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// TODO: add areas for landscape mode
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button = {
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info: { x: 10, y: cH - 80, w: 70, h: 70 },
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sfx: { x: cW - 80, y: cH - 80, w: 70, h: 70 },
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// TODO: change data: to null
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answerButtons: [
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{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
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{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
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{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
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{ x: getCenterH(cW, cW / 1.5), y: 0, w: cW / 1.5, h: 50, data: null },
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],
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}
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button.answerButtons.forEach(function callback(value, index, array) {
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if (index == 0)
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array[index].y = area.answerButtons.y;
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else
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array[index].y = array[index - 1].y + value.h + 15;
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});
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canvas.addEventListener('click', function(evt) {
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let mousePos = getMousePos(canvas, evt);
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// bet inscrease
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if (isInside(mousePos, button.info)) {
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console.log("info");
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}
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// click by first answer button
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if (isInside(mousePos, button.answerButtons[0])) {
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clickAnswer(gameData, game, button.answerButtons[0].data);
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}
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// click by second answer button
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if (isInside(mousePos, button.answerButtons[1])) {
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clickAnswer(gameData, game, button.answerButtons[1].data);
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}
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// click by third answer button
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if (isInside(mousePos, button.answerButtons[2])) {
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clickAnswer(gameData, game, button.answerButtons[2].data);
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}
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// click by four answer button
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if (isInside(mousePos, button.answerButtons[3])) {
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clickAnswer(gameData, game, button.answerButtons[3].data);
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}
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}, false);
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window.requestAnimationFrame(gameLoop);
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};
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// GameLoop ---------------------------------------------
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function gameLoop(timeStamp) {
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update();
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draw();
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window.requestAnimationFrame(gameLoop);
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}
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// Game update func -------------------------------------
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function update() {
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// Update answer buttons label
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button.answerButtons.forEach(function callback(value, index) {
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value.data = game.quest.answer[index];
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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); // flush?! canvas
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// draw question label
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context.font = "32px Ubuntu";
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context.textAlign = "center";
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context.fillStyle = "white";
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context.fillText(game.quest.question, cW / 2, area.questionLabel.y + 30);
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// draw answer buttons
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context.fillStyle = "purple";
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context.strokeStyle = "navy";
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context.lineWidth = 2;
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for (let i = 0; i <= button.answerButtons.length - 1; i++) {
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context.fillRect(button.answerButtons[i].x, button.answerButtons[i].y,
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button.answerButtons[i].w, button.answerButtons[i].h);
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context.strokeRect(button.answerButtons[i].x, button.answerButtons[i].y,
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button.answerButtons[i].w, button.answerButtons[i].h);
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}
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// draw answer button label
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context.font = "32px Ubuntu";
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context.textAlign = "center";
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context.fillStyle = "white";
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button.answerButtons.forEach(function callback(value) {
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context.fillText(value.data, cW / 2, value.y + 35);
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});
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// draw progress bar
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let sizeProgressItem = area.questProgress.w / gameData.length;
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context.strokeStyle = "black";
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// for (const [key, value] of Object.entries(area)) {
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// context.strokeRect(value.x, value.y, value.w, value.h);
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// }
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for (let i = 0; i < gameData.length; i++) {
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// change progress item color by status answer
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switch (gameData[i].status) {
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case null:
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context.fillStyle = "gray";
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break;
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case true:
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context.fillStyle = "green";
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break;
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case false:
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context.fillStyle = "red";
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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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// UI ------------------------------------------
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// TODO: переписать это всё г*
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context.fillStyle = "red";
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context.strokeStyle = "navy";
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context.lineWidth = 2;
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context.fillRect(button.info.x, button.info.y, button.info.w, button.info.h); // info button
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context.strokeRect(button.info.x, button.info.y, button.info.w, button.info.h); // info button
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context.fillRect(button.sfx.x, button.sfx.y, button.sfx.w, button.sfx.h); // sfx button
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context.strokeRect(button.sfx.x, button.sfx.y, button.sfx.w, button.sfx.h); // sfx button
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// draw game areas
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if (DEBUG) {
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context.strokeStyle = "red";
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context.lineWidth = 2;
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// answer buttons area
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if (orientation)
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// TODO: draw answer buttons area by landscape
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console.log('TODO: draw answer buttons area by landscape');
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else
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for (const [key, value] of Object.entries(area)) {
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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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}
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