work n new tracing game

This commit is contained in:
2023-09-23 17:27:47 +05:30
parent 8c88aea0a9
commit e492d23d70
5 changed files with 265 additions and 21 deletions

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---
import Layout from "../../layouts/Layout.astro";
---
<Layout title="Guided Letter Tracing Game">
<main>
<div>
</div>
<script is:inline src="/assets/js/phaser_3.60.0.js"></script>
</main>
</Layout>
<script is:inline>
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
scene: {
create: create,
update: update
}
};
const game = new Phaser.Game(config);
let predefinedPath;
let dragGraphics;
let isDragging = false;
function create() {
// Define the predefined path (letter 'A' in this example)
predefinedPath = new Phaser.Curves.Path(100, 300);
predefinedPath.lineTo(300, 100);
predefinedPath.lineTo(500, 300);
predefinedPath.moveTo(200, 200);
predefinedPath.lineTo(400, 200);
// Create graphics for the predefined path (letter 'A' in this example)
const graphics = this.add.graphics();
graphics.lineStyle(2, 0x00ff00); // Green color for the predefined path
predefinedPath.draw(graphics);
dragGraphics = this.add.graphics();
this.input.on('pointerdown', startDragging);
this.input.on('pointerup', stopDragging);
this.input.on('pointermove', dragWithinPath);
}
function calculateSpacedPoints(curve, spacing) {
const spacedPoints = [];
for (let t = 0; t <= 1; t += spacing) {
const point = curve.getPoint(t);
spacedPoints.push({ x: point.x, y: point.y });
}
return spacedPoints;
}
function dragWithinPath(pointer) {
if (isDragging) {
const dragX = pointer.x;
const dragY = pointer.y;
// Check if the dragged point is inside the predefined path
const isInsidePath = predefinedPath.contains(dragX, dragY);
if (isInsidePath) {
// Draw a line to represent the dragged path
dragGraphics.lineTo(dragX, dragY);
dragGraphics.strokePath();
}
}
}
function startDragging(pointer) {
if (!isDragging && predefinedPath) {
const spacing = 0.02; // Adjust this value as needed
const distanceThreshold = 10; // Adjust this value as needed
let isNearPath = false;
// Iterate through the curves of the predefined path
for (let i = 0; i < predefinedPath.curves.length; i++) {
const curve = predefinedPath.curves[i];
const spacedPoints = calculateSpacedPoints(curve, spacing);
// Check if the pointer is within a certain distance to any of the spaced points
for (let j = 0; j < spacedPoints.length; j++) {
const point = spacedPoints[j];
const distance = Phaser.Math.Distance.Between(point.x, point.y, pointer.x, pointer.y);
if (distance < distanceThreshold) {
isNearPath = true;
break;
}
}
if (isNearPath) {
break;
}
}
if (isNearPath) {
isDragging = true;
dragGraphics.clear();
dragGraphics.lineStyle(4, 0xff0000); // Red color for the dragging path
dragGraphics.beginPath();
dragGraphics.moveTo(pointer.x, pointer.y);
}
}
}
function stopDragging() {
if (isDragging) {
isDragging = false;
isDraggingInsidePath = false; // Reset the flag when dragging stops
dragGraphics.closePath();
}
}
function dragWithinPath(pointer) {
if (isDragging) {
// TODO: Fill the dragged area within the predefined path with red color
// You can add the logic to fill the dragged area within the predefined path with red color here.
// The logic will depend on how you want to fill the area.
// For simplicity, you can just draw a line as shown below:
dragGraphics.lineTo(pointer.x, pointer.y);
dragGraphics.strokePath();
}
}
function update() {
// TODO: Update any game logic if needed
}
</script>

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---
import Layout from "../../layouts/Layout.astro";
---
<Layout title="Guided Letter Tracing Game">
<main>
<div>
</div>
<script is:inline src="/assets/js/phaser_3.60.0.js"></script>
</main>
</Layout>
<script is:inline>
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
scene: {
create: create,
update: update
}
};
const game = new Phaser.Game(config);
let predefinedPath;
let dragGraphics;
let isDragging = false;
let polygon;
function create() {
// Define the predefined path (letter 'A' in this example)
predefinedPath = new Phaser.Curves.Path(100, 300);
predefinedPath.lineTo(300, 100);
predefinedPath.lineTo(500, 300);
predefinedPath.moveTo(200, 200);
predefinedPath.lineTo(400, 200);
// Create graphics for the predefined path (letter 'A' in this example)
const graphics = this.add.graphics();
graphics.lineStyle(2, 0x00ff00); // Green color for the predefined path
predefinedPath.draw(graphics);
// Create a polygon from the predefined path points
polygon = new Phaser.Geom.Polygon(predefinedPath.curves.flatMap(curve => calculateSpacedPoints(curve, 0.02)));
dragGraphics = this.add.graphics();
this.input.on('pointerdown', startDragging);
this.input.on('pointerup', stopDragging);
this.input.on('pointermove', dragWithinPath);
}
function calculateSpacedPoints(curve, spacing) {
const spacedPoints = [];
for (let t = 0; t <= 1; t += spacing) {
const point = curve.getPoint(t);
spacedPoints.push({ x: point.x, y: point.y });
}
return spacedPoints;
}
function isInsidePath(x, y) {
const pathBounds = predefinedPath.getBounds();
return pathBounds.contains(x, y);
}
function dragWithinPath(pointer) {
if (isDragging) {
const dragX = pointer.x;
const dragY = pointer.y;
// Check if the dragged point is within the predefined path
const isInside = isInsidePath(dragX, dragY);
if (isInside) {
// Draw a line to represent the dragged path
dragGraphics.lineStyle(4, 0xff0000); // Set red color for the dragging path
dragGraphics.lineTo(dragX, dragY);
dragGraphics.strokePath();
} else {
// If dragged point is outside the predefined path, stop dragging
stopDragging();
}
}
}
function startDragging(pointer) {
if (!isDragging && predefinedPath) {
isDragging = true;
// dragGraphics.clear();
dragGraphics.lineStyle(4, 0xff0000); // Red color for the dragging path
dragGraphics.beginPath();
dragGraphics.moveTo(pointer.x, pointer.y);
}
}
function stopDragging() {
if (isDragging) {
isDragging = false;
dragGraphics.closePath();
}
}
function update() {
// TODO: Update any game logic if needed
}
</script>