Compare commits

...

2 Commits

Author SHA1 Message Date
Dev 1 d77bbfe8ca work on tracing game 2023-09-05 16:24:27 +05:30
Dev 1 4314342c42 Desgine Modified 2023-09-04 22:13:50 +05:30
3 changed files with 109 additions and 102 deletions

View File

@ -33,7 +33,7 @@ const { title } = Astro.props;
font-family: Menlo, Monaco, Lucida Console, Liberation Mono, DejaVu Sans Mono,
Bitstream Vera Sans Mono, Courier New, monospace;
} */
body{
/* body{
font-family: quicksand;
animation: fadeInAnimation ease 6s;
animation-iteration-count: 1;
@ -46,5 +46,5 @@ const { title } = Astro.props;
100% {
opacity: 1;
}
}
} */
</style>

View File

@ -1,6 +1,5 @@
---
import Layout from '../layouts/Layout.astro';
import Card from '../components/Card.astro';
import MainHeader from '../components/MainHeader.vue';
import Footer from '../components/Footer.astro';
---
@ -8,43 +7,18 @@ import Footer from '../components/Footer.astro';
<Layout title="Welcome to Astro.">
<MainHeader />
<main>
<h1>Welcome to <span class="text-gradient">Astro</span></h1>
<p class="instructions">
<code>To get started, open the directory src/pages</code> in your project.<br />
<code>Code Challenge: Tweak the "Welcome to Astro" message above.</code>
</p>
<ul role="list" class="link-card-grid">
<Card
href="https://docs.astro.build/"
title="Documentation"
body="Learn how Astro works and explore the official API docs."
/>
<Card
href="https://astro.build/integrations/"
title="Integrations"
body="Supercharge your project with new frameworks and libraries."
/>
<Card
href="https://astro.build/themes/"
title="Themes"
body="Explore a galaxy of community-built starter themes."
/>
<Card
href="https://astro.build/chat/"
title="Community"
body="Come say hi to our amazing Discord community. ❤️"
/>
</ul>
<div>
<p class="text-center text-white py-96 text-8xl font-bold">Beanstalkedu Games</p>
</div>
</main>
<Footer />
</Layout>
<style>
main {
margin: auto;
padding: 1.5rem;
max-width: 60ch;
}
body{
background-color: #ffd3ea;
background-image: linear-gradient(315deg, #ffd3ea 0%, #403020 74%);
}
h1 {
font-size: 3rem;
font-weight: 800;

View File

@ -10,80 +10,113 @@ import Layout from '../../layouts/Layout.astro';
</main>
</Layout>
<script is:inline>
var config = {
type: Phaser.AUTO,
width: window.innerWidth,
height: window.innerHeight,
backgroundColor: '#ffffff',
parent: 'game-container',
scene: {
preload: preload,
create: create
}
};
const config = {
width: 800,
height: 600,
scene: {
create: create,
update: update
}
};
const colors = {
hexColors: {
white: 0xffffff,
red: 0xff0000,
yellow: 0xffff00,
blue: 0x0000ff,
green: 0x00ff00
}
};
const { white, red, yellow, blue, green } = colors.hexColors;
const { Vector2 } = Phaser.Math;
const SPEED = 0.0005; // Adjust the speed as needed
const pathPosition = new Vector2();
const pathTangent = new Vector2();
const distanceToPointer = new Vector2();
const pathProjection = new Vector2();
var game = new Phaser.Game(config);
let t = 0.75;
let path;
let graphics;
let sprite;
var letter;
var lastX;
var lastY;
var graphics;
var isTracing = false;
function create() {
path = new Phaser.Curves.Path(50, 500);
path.splineTo([164, 446, 274, 542, 412, 457, 522, 541, 664, 464]);
// path.lineTo(700, 300);
// path.lineTo(600, 350);
path.ellipseTo(200, 100, 100, 250, false, 0);
path.cubicBezierTo(222, 119, 308, 107, 208, 368);
path.ellipseTo(60, 60, 0, 360, true);
function preload() {
this.load.image('letter', '/assets/A.png');
}
sprite = this.add.circle(0, 0, 16, red, 0.5);
path.getPoint(t, pathPosition);
sprite.copyPosition(pathPosition);
function create() {
// Add letter sprite to game
letter = this.add.sprite(window.innerWidth / 2, window.innerHeight / 2, 'letter');
// Set interactive property of letter sprite to true
letter.setInteractive();
// Add event listeners for mouse down and up events on letter sprite
this.input.on('pointerdown', startTracing);
this.input.on('pointerup', endTracing);
}
graphics = this.add.graphics();
function startTracing(pointer) {
// Set tracing flag to true
isTracing = true;
// Set last coordinates to current pointer coordinates
lastX = pointer.x;
lastY = pointer.y;
// Set tint of letter sprite to indicate tracing has started
letter.setTint(0xff0000);
// Create graphics object and set line style
graphics = this.add.graphics();
graphics.lineStyle(10, 0xffffff);
}
this.input.on("pointerdown", startTracing);
this.input.on("pointermove", continueTracing);
this.input.on("pointerup", stopTracing);
function endTracing() {
// Set tracing flag to false
isTracing = false;
// Clear graphics object
graphics.clear();
// Reset tint of letter sprite to indicate tracing has ended
letter.clearTint();
}
// this.add.text(300, 150, '👆 Press to move the ball', { font: 'large system-ui' });
}
function update() {
const { activePointer } = this.input;
path.getPoint(t, pathPosition);
path.getTangent(t, pathTangent);
distanceToPointer.set(activePointer.worldX, activePointer.worldY).subtract(pathPosition);
const scalarProjection = distanceToPointer.dot(pathTangent);
pathProjection.copy(pathTangent).scale(scalarProjection);
sprite.copyPosition(pathPosition);
graphics.clear();
graphics.lineStyle(5, red);
path.draw(graphics);
draw(distanceToPointer, sprite, green);
draw(pathProjection, sprite, yellow);
if (activePointer.isDown) {
t += scalarProjection * SPEED;
}
}
function draw(vector, start, color) {
graphics
.lineStyle(10, color)
.lineBetween(
start.x,
start.y,
start.x + vector.x,
start.y + vector.y
);
}
function startTracing(pointer) {
// Implement logic to start tracing
// For example, set up a tracing path or drawing context
// You can also add your logic to determine if the tracing is correct
}
function continueTracing(pointer) {
// Implement logic to continue tracing
// For example, draw the tracing path or update the drawing context
}
function stopTracing() {
// Implement logic to stop tracing
// For example, check if the tracing matches a predefined letter shape
}
// document.getElementById("version").textContent = "Phaser v" + Phaser.VERSION;
const game = new Phaser.Game(config);
function update() {
// If tracing is in progress, draw line from last coordinates to current pointer coordinates
if (isTracing) {
graphics.beginPath();
graphics.moveTo(lastX, lastY);
graphics.lineTo(this.input.activePointer.x, this.input.activePointer.y);
graphics.strokePath();
lastX = this.input.activePointer.x;
lastY = this.input.activePointer.y;
}
}
</script>
<style>
</style>