guided tracing game in conditions
This commit is contained in:
@@ -33,7 +33,7 @@ const { title } = Astro.props;
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font-family: Menlo, Monaco, Lucida Console, Liberation Mono, DejaVu Sans Mono,
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Bitstream Vera Sans Mono, Courier New, monospace;
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} */
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body{
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/* body{
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font-family: quicksand;
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animation: fadeInAnimation ease 6s;
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animation-iteration-count: 1;
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@@ -46,5 +46,5 @@ const { title } = Astro.props;
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100% {
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opacity: 1;
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}
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}
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} */
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</style>
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@@ -1,49 +1,29 @@
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<main>
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<div>
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<button onclick="useDiv()">Use Div</button>
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<div id="myDiv">
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This is the div to hide.
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</div>
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</div>
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</main>
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<script is:inline>
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const config = {
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type: Phaser.AUTO,
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width: 800, // Replace with your game width
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height: 600, // Replace with your game height
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scene: {
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preload: preload,
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create: create,
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update: update
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}
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};
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let usageCount = 0;
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const maxUsage = 3; // Change this to the desired limit
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const game = new Phaser.Game(config);
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function useDiv() {
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usageCount++;
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let snapshotButton;
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function preload() {
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// Load your game assets here
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if (usageCount >= maxUsage) {
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hideDiv();
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}
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}
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function create() {
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// Create your game objects and setup your scene
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// Create a button to take a snapshot
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snapshotButton = this.add.text(10, 10, 'Snapshot', { fontSize: '24px', fill: '#fff' });
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snapshotButton.setInteractive();
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snapshotButton.on('pointerdown', takeSnapshot, this);
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function hideDiv() {
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const divToHide = document.getElementById('myDiv');
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if (divToHide) {
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divToHide.style.display = 'none';
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}
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}
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function update() {
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// Update your game logic here
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}
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function takeSnapshot() {
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// Capture a snapshot of the game canvas
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game.renderer.snapshot(snapshot => {
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const snapshotImage = snapshot.image;
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// Create a temporary HTML anchor element for downloading
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const a = document.createElement('a');
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a.href = snapshotImage.src;
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a.download = 'snapshot.png';
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// Trigger a click event to download the snapshot
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a.dispatchEvent(new MouseEvent('click'));
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});
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}
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</script>
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@@ -9,100 +9,126 @@ import Layout from "../../layouts/Layout.astro";
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</main>
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</Layout>
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<script is:inline>
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const isMobile = window.innerWidth <= 768;
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const drawingZone = {
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x: isMobile ? 0 : window.innerWidth / 4,
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y: window.innerHeight / 4,
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width: isMobile ? window.innerWidth : window.innerWidth / 2,
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height: window.innerHeight / 2,
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};
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const config = {
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type: Phaser.AUTO,
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width: 800,
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height: 600,
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width: window.innerWidth,
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height: window.innerHeight,
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backgroundColor: 0xffffff,
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scene: {
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preload: preload,
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create: create,
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update: update
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}
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};
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const game = new Phaser.Game(config);
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const customWidth = window.innerWidth;
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const customHeight = window.innerHeight;
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let firstLayer, secondLayer, thirdLayer;
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let graphics;
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let predefinedPath;
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let dragGraphics;
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let isDragging = false;
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let polygon;
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function preload() {
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this.load.svg('letterA', '/assets/letter/a.svg');
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this.load.svg('layer1', '/assets/letter/a_l1.svg');
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this.load.svg('layer2', '/assets/letter/a_l2.svg');
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this.load.svg('layer3', '/assets/letter/a_l3.svg');
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this.load.audio('letterAAudio1', '/assets/audio/hook-arround-snake.mp3');
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this.load.audio('slantLeft', '/assets/audio/slant-left.mp3');
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this.load.audio('slantRight', '/assets/audio/slant-right.mp3');
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this.load.audio('slide', '/assets/audio/slide.mp3');
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}
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function create() {
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// Define the predefined path (letter 'A' in this example)
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predefinedPath = new Phaser.Curves.Path(100, 300);
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predefinedPath.lineTo(300, 100);
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predefinedPath.lineTo(500, 300);
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predefinedPath.moveTo(200, 200);
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predefinedPath.lineTo(400, 200);
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const firstScreen = this.add.image(customWidth / 2, customHeight / 2, 'letterA');
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// Create graphics for the predefined path (letter 'A' in this example)
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const graphics = this.add.graphics();
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graphics.lineStyle(2, 0x00ff00); // Green color for the predefined path
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predefinedPath.draw(graphics);
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// Create a polygon from the predefined path points
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polygon = new Phaser.Geom.Polygon(predefinedPath.curves.flatMap(curve => calculateSpacedPoints(curve, 0.02)));
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dragGraphics = this.add.graphics();
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this.input.on('pointerdown', startDragging);
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this.input.on('pointerup', stopDragging);
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this.input.on('pointermove', dragWithinPath);
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this.time.delayedCall(2000, () => {
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firstScreen.setVisible(false);
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showLayers.call(this);
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}, [], this);
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}
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function calculateSpacedPoints(curve, spacing) {
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const spacedPoints = [];
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function showLayers() {
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let textX, textY;
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for (let t = 0; t <= 1; t += spacing) {
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const point = curve.getPoint(t);
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spacedPoints.push({ x: point.x, y: point.y });
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}
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firstLayer = this.add.image(customWidth / 2, customHeight / 2, 'layer1');
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textX = isMobile ? customWidth / 3 : customWidth * 0.75;
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textY = isMobile ? customHeight / 5 : customHeight / 2;
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const firstTextLayer = this.add.text(textX, textY, '1. Slant Left').setTint(0x05b3a4);
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const slantLeftAudio = this.sound.add('slantLeft');
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slantLeftAudio.play();
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firstLayer.setDepth(1);
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firstLayer.setAlpha(0.5);
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firstLayer.setInteractive({ draggable: true });
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return spacedPoints;
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}
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secondLayer = this.add.image(customWidth / 2, customHeight / 2, 'layer2');
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textX = isMobile ? customWidth / 3 : customWidth * 0.75;
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const secondTextLayer = this.add.text(textX, textY, '2. Slant Right').setTint(0x05b3a4);
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const slantRightAudio = this.sound.add('slantRight');
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secondTextLayer.setVisible(false);
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secondLayer.setDepth(1);
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secondLayer.setAlpha(0.5);
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secondLayer.setInteractive({ draggable: true });
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secondLayer.setVisible(false);
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function isInsidePath(x, y) {
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const pathBounds = predefinedPath.getBounds();
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return pathBounds.contains(x, y);
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}
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thirdLayer = this.add.image(customWidth / 2, customHeight / 2, 'layer3');
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textX = isMobile ? customWidth / 3 : customWidth * 0.75;
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const thirdTextLayer = this.add.text(textX, textY, '3. Slide').setTint(0x05b3a4);
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const slideAudio = this.sound.add('slide');
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thirdTextLayer.setVisible(false);
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thirdLayer.setDepth(1.1);
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thirdLayer.setScale(1.15);
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thirdLayer.setAlpha(0.5);
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thirdLayer.setInteractive({ draggable: true });
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thirdLayer.setVisible(false);
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function dragWithinPath(pointer) {
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if (isDragging) {
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const dragX = pointer.x;
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const dragY = pointer.y;
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// Check if the dragged point is within the predefined path
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const isInside = isInsidePath(dragX, dragY);
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if (isInside) {
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// Draw a line to represent the dragged path
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dragGraphics.lineStyle(4, 0xff0000); // Set red color for the dragging path
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dragGraphics.lineTo(dragX, dragY);
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dragGraphics.strokePath();
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firstLayer.on('drag', (pointer) => {
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if (pointer.isDown) {
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firstTextLayer.setVisible(false);
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secondTextLayer.setVisible(true);
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slantRightAudio.play();
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secondLayer.setVisible(true);
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firstLayer.setAlpha(1);
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secondLayer.setAlpha(0.5);
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thirdLayer.setAlpha(0.5);
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} else {
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// If dragged point is outside the predefined path, stop dragging
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stopDragging();
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firstLayer.setAlpha(0.5);
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}
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}
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}
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});
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function startDragging(pointer) {
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if (!isDragging && predefinedPath) {
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isDragging = true;
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// dragGraphics.clear();
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dragGraphics.lineStyle(4, 0xff0000); // Red color for the dragging path
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dragGraphics.beginPath();
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dragGraphics.moveTo(pointer.x, pointer.y);
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}
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}
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secondLayer.on('drag', (pointer) => {
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if (pointer.isDown) {
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graphics = this.add.graphics();
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graphics.lineStyle(50, 0x5e17eb);
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secondTextLayer.setVisible(false);
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thirdTextLayer.setVisible(true);
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slideAudio.play();
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thirdLayer.setVisible(true);
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secondLayer.setAlpha(1);
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thirdLayer.setAlpha(0.5);
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} else {
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secondLayer.setAlpha(0.5);
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}
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});
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function stopDragging() {
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if (isDragging) {
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isDragging = false;
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dragGraphics.closePath();
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}
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thirdLayer.on('drag', (pointer) => {
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if (pointer.isDown) {
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thirdLayer.setAlpha(1);
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} else {
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thirdLayer.setAlpha(0.5);
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}
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});
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}
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function update() {
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// TODO: Update any game logic if needed
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// Update any game logic if needed
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}
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</script>
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146
src/pages/tracing/tracing4.astro
Normal file
146
src/pages/tracing/tracing4.astro
Normal file
@@ -0,0 +1,146 @@
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---
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import Layout from "../../layouts/Layout.astro";
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---
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<Layout title="Guided Letter Tracing Game">
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<main>
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<div>
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</div>
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<script is:inline src="/assets/js/phaser_3.60.0.js"></script>
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</main>
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</Layout>
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<script is:inline>
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const config = {
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type: Phaser.AUTO,
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width: window.innerWidth,
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height: window.innerHeight,
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backgroundColor: 0xffffff,
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scene: {
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preload: preload,
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create: create,
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update: update
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}
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};
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const game = new Phaser.Game(config);
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const customWidth = window.innerWidth;
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const customHeight = window.innerHeight;
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let predefinedPath;
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let dragGraphics;
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let isDragging = false;
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function preload() {
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this.load.svg('layer1', '/assets/a_l1.svg');
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this.load.svg('layer2', '/assets/a_l2.svg');
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this.load.svg('layer3', '/assets/a_l3.svg');
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}
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function create() {
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firstLayer = this.add.image(customWidth / 2, customHeight / 2, 'layer1');
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firstLayer.setDepth(1);
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firstLayer.setAlpha(0.5);
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firstLayer.setInteractive();
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secondLayer = this.add.image(customWidth / 2, customHeight / 2, 'layer2');
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secondLayer.setDepth(1);
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secondLayer.setAlpha(0.5);
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secondLayer.setInteractive();
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thirdLayer = this.add.image(customWidth / 2, customHeight / 2, 'layer3');
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thirdLayer.setDepth(1.1);
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thirdLayer.setScale(1.15);
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thirdLayer.setAlpha(0.5);
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thirdLayer.setInteractive();
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dragGraphics = this.add.graphics();
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this.input.on('pointerdown', startDragging);
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this.input.on('pointerup', stopDragging);
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this.input.on('pointermove', dragWithinPath);
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}
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function calculateSpacedPoints(curve, spacing) {
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const spacedPoints = [];
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for (let t = 0; t <= 1; t += spacing) {
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const point = curve.getPoint(t);
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spacedPoints.push({ x: point.x, y: point.y });
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}
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return spacedPoints;
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}
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function dragWithinPath(pointer) {
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if (isDragging) {
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const dragX = pointer.x;
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const dragY = pointer.y;
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// Check if the dragged point is inside the predefined path
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const isInsidePath = predefinedPath.contains(dragX, dragY);
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if (isInsidePath) {
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// Draw a line to represent the dragged path
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dragGraphics.lineTo(dragX, dragY);
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dragGraphics.strokePath();
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}
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}
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}
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function startDragging(pointer) {
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if (!isDragging && predefinedPath) {
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firstLayer.setAlpha(1);
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let isNearPath = false;
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// Iterate through the curves of the predefined path
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for (let i = 0; i < predefinedPath.curves.length; i++) {
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const curve = predefinedPath.curves[i];
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const spacedPoints = calculateSpacedPoints(curve, spacing);
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// Check if the pointer is within a certain distance to any of the spaced points
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for (let j = 0; j < spacedPoints.length; j++) {
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const point = spacedPoints[j];
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const distance = Phaser.Math.Distance.Between(point.x, point.y, pointer.x, pointer.y);
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if (distance < distanceThreshold) {
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isNearPath = true;
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break;
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}
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}
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if (isNearPath) {
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break;
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}
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}
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if (isNearPath) {
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isDragging = true;
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dragGraphics.clear();
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dragGraphics.beginPath();
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dragGraphics.moveTo(pointer.x, pointer.y);
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}
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}
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}
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function stopDragging() {
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if (isDragging) {
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isDragging = false;
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isDraggingInsidePath = false; // Reset the flag when dragging stops
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dragGraphics.closePath();
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}
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}
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function dragWithinPath(pointer) {
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if (isDragging) {
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// TODO: Fill the dragged area within the predefined path with red color
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// You can add the logic to fill the dragged area within the predefined path with red color here.
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// The logic will depend on how you want to fill the area.
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// For simplicity, you can just draw a line as shown below:
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dragGraphics.lineTo(pointer.x, pointer.y);
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dragGraphics.strokePath();
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}
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}
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function update() {
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// TODO: Update any game logic if needed
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}
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</script>
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Reference in New Issue
Block a user