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e1.js
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e1.js
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class e1 extends Phaser.Scene {
constructor() {
super({key: "e1"});
}
//load images 464, 378
preload(){
this.load.image('bg','assets/bg.png');
this.load.image('shop','assets/shop.png');
//pet
this.load.spritesheet('char','assets/pet_sheet.png',{
frameWidth: 464, frameHeight: 378
});
//work objects
this.load.spritesheet('a_obj','assets/a_obj.png',{
frameWidth: 261, frameHeight: 364
});
this.load.spritesheet('b_obj','assets/b_obj.png',{
frameWidth: 261, frameHeight: 364
});
this.load.spritesheet('c_obj','assets/c_obj.png',{
frameWidth: 261, frameHeight: 364
});
//work results
this.load.image('r_good','assets/r_good.png');
this.load.image('r_ok','assets/r_ok.png');
this.load.image('r_bad','assets/r_bad.png');
//buttons
this.load.image('b_feed','assets/b_feed.png');
this.load.image('b_shop','assets/b_shop.png');
this.load.image('b_work','assets/b_work.png');
//meter
this.load.image('happy','assets/happy.png');
}
//load assets
create(){
let pos = 0;
let frame = 2;
let coins = 0;
console.log(coins);
let meter = this.add.image(pos,100,'happy'); //draw meter
this.image = this.add.image(375,550,'bg'); //draw bg
let pet = this.add.sprite(375,750,'char'); //draw pet (sad)
pet.setFrame(frame);
//feed
const FEED_PRESS = this.add.image(187,1000,'b_feed')
.setInteractive()
.on('pointerdown', () => { //change pos of meter / swtich frames
pos += 10;
meter.destroy();
meter = this.add.image(pos,100,'happy').setDepth(-1);
pet.setFrame(this.frameChange(pos));
console.log("new coin amount: " + coins);
});
//shop
const SHOP_PRESS = this.add.image(374,1000,'b_shop')
.setInteractive()
.on('pointerdown', () => {
const SHOP = this.add.image(374,500,'shop')
.setInteractive()
.on('pointerdown', () => {
SHOP.destroy();
});
});
//work
const WORK_PRESS = this.add.image(562,1000,'b_work')
.setInteractive()
.on('pointerdown', () => {
//coins += this.work();
console.log(this.work());
});
//frame = this.updateHappy(pos);
}
//change frame of pet
frameChange(pos){
//emotion thresholds
let mid = 175;
let happy = 350
//return frame
if(pos <= mid)
return 2;
else if(pos <= happy)
return 1;
else
return 0;
}
work(){
//points added
let ptsAdded = 0;
let result;
let cardChoice;
//card positions
const POS1 = 100;
const POS2 = 374;
const POS3 = 650;
let posArray = [POS1, POS2, POS3];
//card choices
let a_frame = Math.floor(Math.random() * 4);
let b_frame = Math.floor(Math.random() * 4);
let c_frame = Math.floor(Math.random() * 4);
//shuffle cards
posArray = this.shuffle(posArray);
//pick cards
let a_card = this.add.sprite(posArray[0], 500, 'a_obj')
.setFrame(a_frame)
.setInteractive()
.on('pointerdown', () => {
ptsAdded = 2;
result = this.image = this.add.image(200,325,'r_good');
this.destroyCards(a_card, b_card, c_card, result);
return ptsAdded;
});
let b_card = this.add.sprite(posArray[1], 500, 'b_obj')
.setFrame(b_frame)
.setInteractive()
.on('pointerdown', () => {
ptsAdded = 1;
result = this.image = this.add.image(200,325,'r_ok');
this.destroyCards(a_card, b_card, c_card, result);
console.log("returning " + ptsAdded);
return ptsAdded;
});
let c_card = this.add.sprite(posArray[2], 500, 'c_obj')
.setFrame(c_frame)
.setInteractive()
.on('pointerdown', () => {
ptsAdded = -1;
result = this.image = this.add.image(200,325,'r_bad');
this.destroyCards(a_card, b_card, c_card, result);
console.log("returning " + ptsAdded);
return ptsAdded;
});
}
//when card is clicked
destroyCards(cardA,cardB,cardC,result) {
this.wait(3000);
cardA.destroy();
cardB.destroy();
cardC.destroy();
//result.destroy();
}
//shuffle array (adapted from https://bost.ocks.org/mike/shuffle/)
shuffle(arr) {
let counter = arr.length;
// While there are elements in the array
while (counter > 0) {
// Pick a random index
let index = Math.floor(Math.random() * counter);
// Decrease counter by 1
counter--;
// And swap the last element with it
let temp = arr[counter];
arr[counter] = arr[index];
arr[index] = temp;
}
return arr;
}
//wait function
wait(ms) {
console.log("start wait");
this.time.addEvent({
delay: ms,
callback: ()=>{
//wait x ms
console.log("waiting");
},
loop: false
});
console.log("end wait");
}
}