/******************************
* This file holds game states.
******************************/
/** [MAP STATE] Screen that shows the 4 generated levels in a map (and the level where the player is currently in).
*
* @namespace
*/
const mapState = {
/**
* Main code
*/
create: function () {
// Background color
game.add.geom.rect(0, 0, defaultWidth, defaultHeight, undefined, 0, colors.blueBckg, 1);
// Map
game.add.image(0, 40, 'bgmap');
// Calls function that loads navigation icons
// FOR MOODLE
if (moodle) {
navigationIcons.add(
false, false, false, // Left icons
false, false, // Right icons
false, false);
} else {
navigationIcons.add(
true, true, false, // Left icons
false, false, // Right icons
'customMenu', false);
}
// Progress bar
const percentText = 4 * 25;
if (completedLevels >= 4) game.add.geom.rect(660, 10, 4 * 37.5, 35, undefined, 0, colors.intenseGreen, 0.5);
else game.add.geom.rect(660, 10, completedLevels * 37.5, 35, undefined, 0, colors.yellow, 0.9);
game.add.geom.rect(661, 11, 149, 34, colors.blue, 3, undefined, 1); // Box
game.add.text(820, 38, percentText + '%', textStyles.h2_blue).align = 'left';
game.add.text(650, 38, game.lang.difficulty + ' ' + gameDifficulty, textStyles.h2_blue).align = 'right';
// Map positions
this.points = {
x: [90, 204, 318, 432, 546, 660],
y: [486, 422, 358, 294, 230, 166]
};
if (gameTypeString == 'squareOne') {
// Garage
game.add.image(this.points.x[0], this.points.y[0], 'garage', 0.4).anchor(0.5, 1);
// Farm
game.add.image(this.points.x[5], this.points.y[5], 'farm', 0.6).anchor(0.1, 0.7);
} else {
// House
game.add.image(this.points.x[0], this.points.y[0], 'house', 0.7).anchor(0.7, 0.8);
// School
game.add.image(this.points.x[5], this.points.y[5], 'school', 0.35).anchor(0.2, 0.7);
}
// Rocks and bushes
const rocks = {
x: [156, 275, 276, 441, 452, 590, 712],
y: [309, 543, 259, 156, 419, 136, 316],
type: [1, 1, 2, 1, 2, 2, 2]
};
for (let i in rocks.type) {
if (rocks.type[i] == 1) {
game.add.image(rocks.x[i], rocks.y[i], 'rock', 0.32).anchor(0.5, 0.95);
} else {
game.add.image(rocks.x[i], rocks.y[i], 'bush', 0.4).anchor(0.5, 0.95);
}
}
// Trees
const trees = {
x: [105, 214, 354, 364, 570, 600, 740, 779],
y: [341, 219, 180, 520, 550, 392, 488, 286],
type: [2, 4, 3, 4, 1, 2, 4, 4]
};
for (let i in trees.type) {
game.add.image(trees.x[i], trees.y[i], 'tree' + trees.type[i], 0.6).anchor(0.5, 0.95);
}
// Map positions
for (let i = 1; i < this.points.x.length - 1; i++) {
const aux = (i < mapPosition || (mapMove && i == mapPosition)) ? 'place_on' : 'place_off';
// Map road positions - game levels
game.add.image(this.points.x[i], this.points.y[i], aux, 0.3).anchor(0.5, 0.5);
// Map road signs - game level number
game.add.image(this.points.x[i] - 20, this.points.y[i] - 60, 'sign', 0.4).anchor(0.5, 1);
game.add.text(this.points.x[i] - 20, this.points.y[i] - 79, i, textStyles.h2_white);
}
// Game Character
if (gameTypeString == 'squareOne') {
if (gameOperation == 'Plus') {
this.character = game.add.sprite(this.points.x[mapPosition], this.points.y[mapPosition], 'tractor', 0, 0.5);
this.character.animation = ['green_tractor', [0, 1, 2, 3, 4], 3];
} else {
this.character = game.add.sprite(this.points.x[mapPosition], this.points.y[mapPosition], 'tractor', 10, 0.5);
this.character.animation = ['red_tractor', [10, 11, 12, 13, 14], 3];
}
this.character.rotate = -30; // 25 anticlock
} else {
this.character = game.add.sprite(this.points.x[mapPosition], this.points.y[mapPosition], 'kid_run', 0, 0.4);
this.character.animation = ['kid', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10], 3];
}
this.character.anchor(0.5, 1);
game.animation.play(this.character.animation[0]);
this.count = 0;
const speed = 60;
const xA = this.points.x[mapPosition];
const yA = this.points.y[mapPosition];
const xB = this.points.x[mapPosition + 1];
const yB = this.points.y[mapPosition + 1];
self.speedX = (xB - xA) / speed;
self.speedY = (yA - yB) / speed;
game.event.add('click', this.onInputDown);
game.event.add('mousemove', this.onInputOver);
},
/**
* Game loop
*/
update: function () {
let endUpdate = false;
self.count++;
if (self.count > 60) { // Wait 1 second before moving or staring a game
if (mapMove) { // Move character on screen for 1 second
self.character.x += self.speedX;
self.character.y -= self.speedY;
if (Math.ceil(self.character.x) >= self.points.x[mapPosition + 1]) { // Reached next map position
mapMove = false;
mapPosition++; // Set new next position
}
}
if (!mapMove) {
endUpdate = true;
}
}
game.render.all();
if (endUpdate) {
game.animation.stop(self.character.animation[0]);
self.loadGame();
}
},
/**
* Calls game state
*/
loadGame: function () {
if (audioStatus) game.audio.beepSound.play();
if (mapPosition <= 4) game.state.start('' + gameTypeString);
else game.state.start('end');
},
/**
* Called by mouse click event
*
* @param {object} mouseEvent contains the mouse click coordinates
*/
onInputDown: function (mouseEvent) {
navigationIcons.onInputDown(mouseEvent.offsetX, mouseEvent.offsetY);
},
/**
* Called by mouse move event
*
* @param {object} mouseEvent contains the mouse move coordinates
*/
onInputOver: function (mouseEvent) {
navigationIcons.onInputOver(mouseEvent.offsetX, mouseEvent.offsetY);
}
};
/** [ENDING STATE] Ending screen shown when the player has completed all 4 levels and therefore completed the game.
*
* @namespace
*/
const endState = {
/**
* Main code
*/
create: function () {
self.preAnimate = false;
self.animate = true;
// Background color
game.add.geom.rect(0, 0, defaultWidth, defaultHeight, undefined, 0, colors.blueBckg, 1);
// Background
game.add.image(0, 0, 'bgimage');
// Clouds
game.add.image(300, 100, 'cloud');
game.add.image(660, 80, 'cloud');
game.add.image(110, 85, 'cloud', 0.8);
// Floor
for (let i = 0; i < 9; i++) { game.add.image(i * 100, defaultHeight - 100, 'floor'); }
// Progress bar
game.add.geom.rect(660, 10, 4 * 37.5, 35, undefined, 0, colors.intenseGreen, 0.5); // Progress
game.add.geom.rect(661, 11, 149, 34, colors.blue, 3, undefined, 1); // Box
game.add.text(820, 38, '100%', textStyles.h2_blue).align = 'left';
game.add.text(650, 38, game.lang.difficulty + ' ' + gameDifficulty, textStyles.h2_blue).align = 'right';
game.add.image(360, 545, 'tree4', 0.7).anchor(0, 1);
// Level character
switch (gameTypeString) {
case 'circleOne':
this.preAnimate = true;
this.animate = false;
// School
game.add.image(600, 222, 'school', 0.7);
// Kid
this.character = game.add.sprite(0, -152, 'kid_run', 0, 0.7);
this.character.anchor(0.5, 0.5);
this.character.animation = ['move', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], 3];
// Balloon
this.balloon = game.add.image(0, -260, 'balloon');
this.balloon.anchor(0.5, 0.5);
this.basket = game.add.image(0, -150, 'balloon_basket');
this.basket.anchor(0.5, 0.5);
break;
case 'squareTwo':
// School
game.add.image(600, 222, 'school', 0.7);
// Kid
this.character = game.add.sprite(0, 460, 'kid_run', 6, 0.7);
this.character.anchor(0.5, 0.5);
this.character.animation = ['move', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], 3];
break;
case 'squareOne':
// Farm
game.add.image(650, 260, 'farm', 1.1);
// Tractor
this.character = game.add.sprite(0, 490, 'tractor', 0, 0.7);
this.character.anchor(0.5, 0.5);
if (gameOperation == 'Plus') {
this.character.animation = ['move', [0, 1, 2, 3, 4], 4];
} else {
this.character.curFrame = 10;
this.character.animation = ['move', [10, 11, 12, 13, 14], 4];
}
break;
}
if (this.animate) game.animation.play(this.character.animation[0]);
game.add.image(30, 585, 'tree4', 0.85).anchor(0, 1);
},
/**
* Game loop
*/
update: function () {
// Balloon falling
if (self.preAnimate) {
if (self.character.y < 460) {
self.balloon.y += 2;
self.basket.y += 2;
self.character.y += 2;
self.balloon.x++;
self.basket.x++;
self.character.x++;
} else {
self.preAnimate = false;
self.animate = true;
game.animation.play(self.character.animation[0]);
}
}
// Character running
if (self.animate) {
if (self.character.x <= 700) {
self.character.x += 2;
} else {
self.animate = false;
game.animation.stop(self.character.animation[0]);
// FOR MOODLE
if (!moodle) {
completedLevels = 0;
game.state.start('menu');
}
}
}
game.render.all();
}
};