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5cb4c299a3
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5cb4c299a3 | ||
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108fcf3d31 | ||
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6220f44cf0 |
9 changed files with 128 additions and 39 deletions
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@ -1,3 +1,10 @@
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import { Container } from "pixi.js";
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let maxZIndex = 0; // heretic method to bring dragged sprite to the front,
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// will technically overflow if you play long enough,
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// it is also shitty because if you externally use zIndex on the sprites in the same container, it may not bring to front
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// clean solution would be to make a draggable container class
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function onDragMove(node, event, shift = { x: 0, y: 0 }) {
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// shift is a tuple representing the shift between the coords of the node and the pointer
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const dragPoint = event.global;
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@ -43,6 +50,7 @@ function onDragStart(node, onDrop, event) {
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node.on("pointerupoutside", () => onDragEnd(node, onDrop));
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node.parent.eventMode =
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node.parent.eventMode == "dynamic" ? "dynamic" : "static";
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node.zIndex = ++maxZIndex;
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const dragShift = node.parent.toLocal(event.global.clone(), null);
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dragShift.x -= node.x;
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dragShift.y -= node.y;
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@ -10,6 +10,9 @@ export class CleanupHS extends Game {
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this._elementCount = this._difficulty * 6;
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this._elementsPlaced = 0;
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this._items = [];
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this._scree_w = width;
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this._scree_h = height;
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this.gameContainer.layout = {
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width: "100%",
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@ -31,6 +34,18 @@ export class CleanupHS extends Game {
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trashcan.layout = { objectFit: "contain" };
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shelf.layout = { objectFit: "contain" };
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this.gameContainer.addChild(this.trashLandingZone);
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this.gameContainer.addChild(this.shelfLandingZone);
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}
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start() {
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super.start();
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}
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reset() {
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super.reset();
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this._elementsPlaced = 0;
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this._items = [];
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for (let i = 0; i < this._elementCount; i++) {
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@ -46,7 +61,7 @@ export class CleanupHS extends Game {
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this._items.push(item);
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// non dynamic sizes for now
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const w = width * 0.04;
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const w = this._scree_w * 0.04;
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item.sprite.width = w;
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item.sprite.height = w;
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makeDragable(item.sprite, (node) => {
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@ -54,13 +69,8 @@ export class CleanupHS extends Game {
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});
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this.gameContainer.addChild(item.sprite);
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}
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this.gameContainer.addChild(this.trashLandingZone);
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this.gameContainer.addChild(this.shelfLandingZone);
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}
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reset() {}
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_onItemDrop(item) {
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console.log("dropped", item.type);
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@ -48,13 +48,13 @@ export class Fridge extends Game {
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this.gameContainer.addChild(fridgeContainer);
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this.gameContainer.addChild(bottleContainer);
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const bottles = [];
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this.bottles = [];
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this._dropZones = [];
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const widthPercent = 0.12;
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this.gameContainer.on("layout", (event) => {
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const layoutBox = event.computedLayout;
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for (const bottle of bottles) {
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for (const bottle of this.bottles) {
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const width = layoutBox.width * widthPercent;
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bottle.width = width;
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bottle.height = width; // aspectRatio = 1
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@ -95,14 +95,27 @@ export class Fridge extends Game {
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}
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});
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this.gameContainer.addChild(newBottle);
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bottles.push(newBottle);
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newBottle.x = 800;
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newBottle.y = 0;
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this.bottles.push(newBottle);
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}
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}
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reset() {}
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reset() {
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super.reset();
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this._bottlePlaced = 0;
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for (const zone of this._dropZones) {
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zone.full = false;
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}
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for (const bottle of this.bottles) {
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bottle.x = 800;
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bottle.y = 0;
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}
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}
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start() {
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super.start();
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}
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_onBottleDrop(bottle) {
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console.log("dropped at", bottle.position);
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@ -9,11 +9,19 @@ export class Game {
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}
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/* should reset the game to its initial position*/
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reset() {}
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reset() {
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this.won = false;
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}
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_win() {
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this.win = true;
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console.log("game won");
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/* start the game */
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start() {
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this.reset();
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}
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/* status indicates if its a win or a loss */
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end(status) {
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this.win = status;
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console.log(status ? "game won" : "game lost");
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// we probably want to call a callback here
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}
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}
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@ -2,3 +2,4 @@ export { Fridge } from "./fridge.js";
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export { Opinator } from "./opinator.js";
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export { SmartMonday } from "./smartMonday.js";
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export { CleanupHS } from "./cleanupHS.js";
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export { TimedGame } from "./timedGame.js";
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@ -1,5 +1,4 @@
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import { Application, Assets, Container, Sprite } from "pixi.js";
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import { backgroundLayout } from "../common";
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import { Game } from "./game";
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export class Opinator extends Game {
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@ -8,33 +7,31 @@ export class Opinator extends Game {
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this._inMove = false; // indicates if player has grabed the wire (is mouse down)
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this._currentScore = 0;
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this._pixelGoalScore = undefined;
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this._goalScore = 10 * this._difficulty; // goal to match, measured in play area, 10 = moving the mouse on the equivalent of 10 play areas
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this._goalScore = 8 * this._difficulty; // goal to match, measured in play area, 10 = moving the mouse on the equivalent of 10 play areas
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this._lastMousePos = undefined; // use to compute the travelled distance
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const backgroundSprite = Sprite.from("opinator");
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this._backgroundSprite = Sprite.from("opinator");
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this._pixelGoalScore = backgroundSprite.width * this._goalScore; // beware of resize mid game
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this._backgroundSprite.eventMode = "static";
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backgroundSprite.eventMode = "static";
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backgroundSprite.on("pointerdown", (event) => {
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this._backgroundSprite.on("pointerdown", (event) => {
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console.log("Opinator grabbed");
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this._inMove = true;
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this._lastMousePos = event.client.clone();
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});
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backgroundSprite.on("pointerupoutside", () => {
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this._backgroundSprite.on("pointerupoutside", () => {
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console.log("Opinator released");
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this._inMove = false;
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this._lastMousePos = undefined;
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});
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backgroundSprite.on("pointerup", () => {
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this._backgroundSprite.on("pointerup", () => {
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console.log("Opinator released");
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this._inMove = false;
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this._lastMousePos = undefined;
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});
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backgroundSprite.on("mousemove", (event) => {
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this._backgroundSprite.on("mousemove", (event) => {
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if (this._inMove && !this.won) {
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const newMousePos = event.client;
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const progress = Math.sqrt(
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@ -56,10 +53,18 @@ export class Opinator extends Game {
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} //else ignore, not enough move to get some distance
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}
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});
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backgroundSprite.layout = { objectFit: "contain" };
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this._backgroundSprite.layout = { objectFit: "contain" };
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this.gameContainer.layout = { width: "100%", height: "100%" };
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this.gameContainer.addChild(backgroundSprite);
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this.gameContainer.addChild(this._backgroundSprite);
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}
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reset() {}
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reset() {
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super.reset();
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this._currentScore = 0;
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this._pixelGoalScore = this._backgroundSprite.width * this._goalScore; // beware of resize mid game
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}
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start() {
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super.start();
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}
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}
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@ -1,22 +1,36 @@
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import { Application, Assets, Container, Sprite, Rectangle } from "pixi.js";
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import { Game } from "./game";
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import { TimedGame } from "./timedGame";
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import { KeyBoardListener } from "../common";
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export class SmartMonday extends Game {
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export class SmartMonday extends TimedGame {
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constructor() {
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super();
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super(10000); // 10 chars per second
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this._goal = 100 * this._difficulty; // number of characters
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this._currentString = "";
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this.timeout = 1000 * (this._goal / 10); // 10 chars per second
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const handle = KeyBoardListener.onKeyDown((event) => {
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this._currentString = "";
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this._keyEventHandle = undefined;
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}
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reset() {
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super.reset();
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this._currentString = "";
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}
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start() {
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super.start();
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this._keyEventHandle = KeyBoardListener.onKeyDown((event) => {
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this._currentString += event.key;
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console.log("current text", this._currentString);
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if (this._currentString.length >= this._goal) {
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this._win();
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this.end(true);
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}
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});
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}
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reset() {}
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end(status) {
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super.end(status);
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KeyBoardListener.offKeyDown(this._keyEventHandle);
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}
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}
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28
src/games/timedGame.js
Normal file
28
src/games/timedGame.js
Normal file
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@ -0,0 +1,28 @@
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import { Game } from "./game";
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export class TimedGame extends Game {
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constructor(time) {
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super();
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this._timeoutId = undefined;
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this.timeout = time;
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}
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start() {
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super.start();
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this._timeoutId = setInterval(() => {
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console.log("time end");
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this.end(this._win);
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}, this.timeout);
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}
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reset() {
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super.reset();
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clearTimeout(this._timeoutId);
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this._timeoutId = undefined;
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}
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end(status) {
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super.end(status);
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clearTimeout(this._timeoutId);
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}
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}
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@ -102,8 +102,10 @@ function switchToGame(gameContainer, newGame) {
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const cleanupHS = new CleanupHS(root.width, root.height);
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//gameContainter.addChild(fridge.gameContainer);
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//gameContainter.addChild(opinator.gameContainer);
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//gameContainter.addChild(smartMonday.gameContainer);
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gameContainter.addChild(cleanupHS.gameContainer);
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gameContainter.addChild(smartMonday.gameContainer);
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//gameContainter.addChild(cleanupHS.gameContainer);
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root.addChild(gameContainter);
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smartMonday.start();
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})();
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