work on tracing game
parent
4314342c42
commit
d77bbfe8ca
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@ -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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@ -89,22 +89,16 @@ import Layout from '../../layouts/Layout.astro';
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colorContainer.style.top = '10%';
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colorContainer.style.left = '20px';
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colorContainer.style.display = 'flex'; // Display color picker and buttons horizontally
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// Create the color picker
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const colorPicker = document.createElement('input');
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colorPicker.type = 'color';
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colorPicker.value = selectedColor;
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colorPicker.className = 'color-picker';
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colorPicker.style.marginTop = '-0px';
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colorPicker.style.marginRight = '15px';
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colorPicker.style.padding = '1px 1px';
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colorPicker.style.outline = 'none';
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colorPicker.style.width = '46px';
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colorPicker.style.height = '46px';
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colorPicker.style.border = '3px solid #05b3a4';
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colorPicker.style.backgroundColor = '#05b3a4';
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colorPicker.style.borderRadius = '50%';
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colorPicker.style.boxShadow = '5px 10px 30px #7c4c2390';
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colorPicker.style.marginTop = '-5px';
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colorPicker.style.marginRight = '5px';
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colorPicker.style.width = '45px';
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colorPicker.style.height = '48px';
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colorPicker.addEventListener('input', (event) => {
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if (!isErasing) {
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@ -116,8 +110,8 @@ import Layout from '../../layouts/Layout.astro';
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colorContainer.appendChild(colorPicker);
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const colors = ['#ff0000', '#00ff00', '#0000ff', '#ffff00', '#ff00ff', '#00ffff'];
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const buttonSize = 50;
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const buttonSpacing = 15;
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const buttonSize = 40;
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const buttonSpacing = 10;
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// Create a container div for the color buttons
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const colorButtonsContainer = document.createElement('div');
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@ -136,15 +130,13 @@ import Layout from '../../layouts/Layout.astro';
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button.style.backgroundColor = color;
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button.style.width = `${buttonSize}px`;
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button.style.height = `${buttonSize}px`;
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button.style.border = '3px solid #05b3a4';
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button.style.boxShadow = '5px 10px 30px #7c4c2390';
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button.style.borderRadius = '50%'
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button.style.border = 'none';
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button.style.marginRight = `${buttonSpacing}px`;
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button.addEventListener('click', () => {
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// Remove the mark from the previously selected button, if any
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if (selectedButton) {
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// Remove the border
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selectedButton.style.border = 'none'; // Remove the border
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}
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// Set the new selected color
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selectedColor = color;
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@ -168,24 +160,21 @@ import Layout from '../../layouts/Layout.astro';
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// Create a container div for both buttons
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const buttonsContainer = document.createElement('div');
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buttonsContainer.style.position = 'absolute';
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buttonsContainer.style.left = '20px';
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buttonsContainer.style.top = '17%';
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// buttonsContainer.style.left = `${window.innerWidth * 0.03}px`; // Position 5% from the left edge
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buttonsContainer.style.top = '15%';
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buttonsContainer.style.left = `${window.innerWidth * 0.03}px`; // Position 5% from the left edge
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document.body.appendChild(buttonsContainer);
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// Create the Clear button
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const clearButton = document.createElement('button');
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clearButton.innerHTML ='<i class="fa fa-remove" style="font-size:30px"></i>';
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clearButton.style.border = '3px solid blue';
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// clearButton.textContent = 'Clear';
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clearButton.style.color = 'blue';
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// clearButton.style.color = 'white';
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clearButton.style.marginRight = '10px';
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clearButton.style.padding = '5px 10px';
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clearButton.style.fontSize = '16px';
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clearButton.style.fontWeight = 'bold';
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clearButton.style.borderRadius = '50%';
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clearButton.style.boxShadow = '5px 10px 30px #7c4c2390';
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clearButton.style.boxShadow = '5px 20px 30px #7c4c2390';
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clearButton.addEventListener('click', () => {
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clearDrawing();
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});
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@ -195,9 +184,7 @@ import Layout from '../../layouts/Layout.astro';
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// eraserButton.textContent = 'Eraser';
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eraserButton.innerHTML = '<i class="fa fa-eraser" style="font-size:30px"></i>';
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eraserButton.style.color = '#7c4c23';
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eraserButton.style.border = '3px solid #7c4c23';
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// eraserButton.style.color = 'white';
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eraserButton.style.marginRight = '15px';
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eraserButton.style.padding = '5px 5px';
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eraserButton.style.fontSize = '16px';
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eraserButton.style.fontWeight = 'bold';
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@ -232,7 +219,6 @@ import Layout from '../../layouts/Layout.astro';
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slider.max = '80';
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slider.value = brushSize.toString();
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slider.className = 'slider';
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// slider.style.width = `${window.innerWidth / 2}px`;
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slider.addEventListener('input', (event) => {
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brushSize = parseInt(event.target.value);
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@ -10,80 +10,113 @@ 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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var 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: '#ffffff',
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parent: 'game-container',
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scene: {
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preload: preload,
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create: create
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}
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};
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const config = {
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width: 800,
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height: 600,
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scene: {
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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 colors = {
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hexColors: {
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white: 0xffffff,
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red: 0xff0000,
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yellow: 0xffff00,
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blue: 0x0000ff,
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green: 0x00ff00
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}
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};
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const { white, red, yellow, blue, green } = colors.hexColors;
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const { Vector2 } = Phaser.Math;
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const SPEED = 0.0005; // Adjust the speed as needed
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const pathPosition = new Vector2();
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const pathTangent = new Vector2();
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const distanceToPointer = new Vector2();
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const pathProjection = new Vector2();
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var game = new Phaser.Game(config);
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let t = 0.75;
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let path;
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let graphics;
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let sprite;
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var letter;
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var lastX;
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var lastY;
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var graphics;
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var isTracing = false;
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function create() {
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path = new Phaser.Curves.Path(50, 500);
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path.splineTo([164, 446, 274, 542, 412, 457, 522, 541, 664, 464]);
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// path.lineTo(700, 300);
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// path.lineTo(600, 350);
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path.ellipseTo(200, 100, 100, 250, false, 0);
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path.cubicBezierTo(222, 119, 308, 107, 208, 368);
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path.ellipseTo(60, 60, 0, 360, true);
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function preload() {
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this.load.image('letter', '/assets/A.png');
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}
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sprite = this.add.circle(0, 0, 16, red, 0.5);
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path.getPoint(t, pathPosition);
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sprite.copyPosition(pathPosition);
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function create() {
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// Add letter sprite to game
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letter = this.add.sprite(window.innerWidth / 2, window.innerHeight / 2, 'letter');
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// Set interactive property of letter sprite to true
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letter.setInteractive();
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// Add event listeners for mouse down and up events on letter sprite
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this.input.on('pointerdown', startTracing);
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this.input.on('pointerup', endTracing);
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}
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graphics = this.add.graphics();
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function startTracing(pointer) {
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// Set tracing flag to true
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isTracing = true;
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// Set last coordinates to current pointer coordinates
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lastX = pointer.x;
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lastY = pointer.y;
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// Set tint of letter sprite to indicate tracing has started
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letter.setTint(0xff0000);
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// Create graphics object and set line style
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graphics = this.add.graphics();
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graphics.lineStyle(10, 0xffffff);
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}
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this.input.on("pointerdown", startTracing);
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this.input.on("pointermove", continueTracing);
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this.input.on("pointerup", stopTracing);
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function endTracing() {
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// Set tracing flag to false
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isTracing = false;
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// Clear graphics object
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graphics.clear();
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// Reset tint of letter sprite to indicate tracing has ended
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letter.clearTint();
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}
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// this.add.text(300, 150, '👆 Press to move the ball', { font: 'large system-ui' });
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}
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function update() {
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const { activePointer } = this.input;
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path.getPoint(t, pathPosition);
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path.getTangent(t, pathTangent);
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distanceToPointer.set(activePointer.worldX, activePointer.worldY).subtract(pathPosition);
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const scalarProjection = distanceToPointer.dot(pathTangent);
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pathProjection.copy(pathTangent).scale(scalarProjection);
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sprite.copyPosition(pathPosition);
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graphics.clear();
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graphics.lineStyle(5, red);
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path.draw(graphics);
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draw(distanceToPointer, sprite, green);
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draw(pathProjection, sprite, yellow);
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if (activePointer.isDown) {
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t += scalarProjection * SPEED;
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}
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}
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function draw(vector, start, color) {
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graphics
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.lineStyle(10, color)
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.lineBetween(
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start.x,
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start.y,
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start.x + vector.x,
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start.y + vector.y
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);
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}
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function startTracing(pointer) {
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// Implement logic to start tracing
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// For example, set up a tracing path or drawing context
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// You can also add your logic to determine if the tracing is correct
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}
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function continueTracing(pointer) {
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// Implement logic to continue tracing
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// For example, draw the tracing path or update the drawing context
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}
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function stopTracing() {
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// Implement logic to stop tracing
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// For example, check if the tracing matches a predefined letter shape
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}
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// document.getElementById("version").textContent = "Phaser v" + Phaser.VERSION;
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const game = new Phaser.Game(config);
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function update() {
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// If tracing is in progress, draw line from last coordinates to current pointer coordinates
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if (isTracing) {
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graphics.beginPath();
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graphics.moveTo(lastX, lastY);
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graphics.lineTo(this.input.activePointer.x, this.input.activePointer.y);
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graphics.strokePath();
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lastX = this.input.activePointer.x;
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lastY = this.input.activePointer.y;
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}
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}
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</script>
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<style>
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</style>
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