commit 1b6a0d265a00a24b7686da7bcb6fbcc7699e1dc2 Author: Brandon Rozek Date: Sun May 16 12:44:00 2021 -0400 Uploaded of Math I/O Graph Game diff --git a/GameData.js b/GameData.js new file mode 100644 index 0000000..6e7ba95 --- /dev/null +++ b/GameData.js @@ -0,0 +1,290 @@ +/* + GameData.js- Stores level data + Goal points (x,y) are made through the respective level functions and saved + Transformation data is saved here. + + Random algorithm works like this: + Math.floor(Math.random() * (end - start + 1) + start); + and for lists.... + myArray[Math.floor(Math.random() * myArray.length)]; + + Game.Level keeps track of players progress + Game.LastX/Game.LastY keeps track of points for responsive.js + TransformTimes/SubLevel keeps track of Transformation levels +*/ +Game = { + TransformTimes: 4, + Score: 0, + SubLevel: 1, + fStretch: function () { + myChoices = [-2, -1, -0.5, 0.5, 1, 2]; + return myChoices[Math.floor(Math.random() * myChoices.length)]; + } +}; + +Game.Tutorial = { + fGoalX: function () { + return Math.floor((Math.random() * 6) + 2); + }, + fGoalY: function () { + return Math.floor((Math.random() * 5) + 2); + } +}; + +Game.Coordinate = { + fGoalX1: function () { + return Math.floor((Math.random() * 5) + 3); + }, + fGoalY1: function () { + return Math.floor((Math.random() * 3) + 1); + } +}; + +Game.Linear = { + fGoalX1: function () { + return Math.floor((Math.random() * 7) + 2); + }, + fGoalY1: function () { + return Math.floor((Math.random() * 6) + 2); + }, + fGoalX2: function () { + X2 = Math.floor((Math.random() * 7) + 2); + if (X2 == this.GoalX1) { + this.fGoalX2(); + } + return X2; + }, + fGoalY2: function () { + return Math.floor((Math.random() * 6) + 2); + } +}; + +Game.StandLinear = { + fGoalX1: function () { + return Math.floor((Math.random() * 7) + 2); + }, + fGoalY1: function () { + return Math.floor((Math.random() * 6) + 2); + }, + fGoalX2: function () { + X2 = Math.floor((Math.random() * 7) + 2); + if (X2 == this.GoalX1) { + this.fGoalX2(); + } + return X2; + }, + fGoalY2: function () { + return Math.floor((Math.random() * 6) + 2); + } +}; + +Game.SimpleQuad = { + fGoalX: function () { + return Math.floor((Math.random() * 5) + 3); + }, + fGoalY: function () { + return Math.floor((Math.random() * 3) + 1); + } +}; + +Game.StandardQuad = { + fGoalX1: function () { + return Math.floor((Math.random() * 5) + 3); + }, + fGoalY1: function () { + return Math.floor((Math.random() * 3) + 1); + }, + fGoalX2: function () { + return this.GoalX1 + Math.floor((Math.random() * 2) + 1); + }, + fGoalY2: function () { + return this.GoalY1 + Math.floor((Math.random() * 4) + 1); + } +}; + +Game.GeneralQuad = { + fGoalX1: function () { + return Math.floor((Math.random() * 5) + 3); + }, + fGoalY1: function () { + return Math.floor((Math.random() * 3) + 1); + }, + fGoalX2: function () { + return this.GoalX1 + Math.floor((Math.random() * 2) + 1); + }, + fGoalY2: function () { + return this.GoalY1 + Math.floor((Math.random() * 4) + 1); + } +}; + +Game.ZeroQuad = { + fGoalX1: function () { + return Math.floor((Math.random() * 5) + 3); + }, + fGoalX2: function () { + return this.GoalX1 + Math.floor((Math.random() * 2) + 1); + }, + GoalY1: 0, + GoalY2: 0 +}; + +Game.LinearTransformations = { + Level1: { + fGoalX1: function () { + return Math.floor((Math.random() * 7) + 2); + }, + fGoalY1: function () { + return Math.floor((Math.random() * 4) + 2); + }, + fGoalX2: function () { + X2 = Math.floor((Math.random() * 7) + 2); + if (X2 == this.GoalX1) { + this.fGoalX2(); + } + return X2; + }, + fGoalY2: function () { + return Math.floor((Math.random() * 4) + 2); + }, + fVerticalShift: function () { + return Math.floor((Math.random() * 5) - 2); + } + }, + + Level2: { + fGoalX1: function () { + return Math.floor((Math.random() * 6) + 2); + }, + fGoalY1: function () { + return Math.floor(Math.random() * 7); + }, + fGoalX2: function () { + X2 = Math.floor((Math.random() * 6) + 2); + if (X2 == this.GoalX1) { + this.fGoalX2(); + } + return X2; + }, + fGoalY2: function () { + return Math.floor(Math.random() * 7); + }, + fHorizontalShift: function () { + return Math.floor((Math.random() * 5) - 2); + } + }, + + Level3: { + fGoalX1: function () { + return Math.floor((Math.random() * 6) + 2); + }, + fGoalY1: function () { + return Math.floor(Math.random() * 7); + }, + fGoalX2: function () { + X2 = Math.floor((Math.random() * 6) + 2); + if (X2 == this.GoalX1) { + this.fGoalX2(); + } + return X2; + }, + fGoalY2: function () { + return Math.floor(Math.random() * 7); + } + }, + + Level4: { + fGoalX1: function () { + return Math.floor((Math.random() * 6) + 2); + }, + fGoalY1: function () { + return Math.floor((Math.random() * 4) + 2); + }, + fGoalX2: function () { + X2 = Math.floor((Math.random() * 6) + 2); + if (X2 == this.GoalX1) { + this.fGoalX2(); + } + return X2; + }, + fGoalY2: function () { + return Math.floor((Math.random() * 4) + 2); + }, + fVerticalShift: function () { + return Math.floor((Math.random() * 5) - 2); + }, + fHorizontalShift: function () { + return Math.floor((Math.random() * 5) - 2); + } + } +}; + +Game.QuadTransformations = { + Level1: { + fGoalX1: function () { + return Math.floor((Math.random() * 5) + 3); + }, + fGoalY1: function () { + return Math.floor((Math.random() * 3) + 1); + }, + fGoalX2: function () { + return this.GoalX1 + Math.floor((Math.random() * 2) + 1); + }, + fGoalY2: function () { + return this.GoalY1 + Math.floor((Math.random() * 4) + 1); + }, + fVerticalShift: function () { + return Math.floor((Math.random() * 5) - 2); + } + }, + Level2: { + fGoalX1: function () { + return Math.floor((Math.random() * 5) + 3); + }, + fGoalY1: function () { + return Math.floor((Math.random() * 3) + 1); + }, + fGoalX2: function () { + return this.GoalX1 + Math.floor((Math.random() * 2) + 1); + }, + fGoalY2: function () { + return this.GoalY1 + Math.floor((Math.random() * 4) + 1); + }, + fHorizontalShift: function () { + return Math.floor((Math.random() * 5) - 2); + } + }, + Level3: { + fGoalX1: function () { + return Math.floor((Math.random() * 5) + 3); + }, + fGoalY1: function () { + return Math.floor((Math.random() * 3) + 1); + }, + fGoalX2: function () { + return this.GoalX1 + Math.floor((Math.random() * 2) + 1); + }, + fGoalY2: function () { + return this.GoalY1 + Math.floor((Math.random() * 4) + 1); + } + }, + Level4: { + fGoalX1: function () { + return Math.floor((Math.random() * 5) + 3); + }, + fGoalY1: function () { + return Math.floor((Math.random() * 3) + 1); + }, + fGoalX2: function () { + return this.GoalX1 + Math.floor((Math.random() * 2) + 1); + }, + fGoalY2: function () { + return this.GoalY1 + Math.floor((Math.random() * 4) + 1); + }, + fVerticalShift: function () { + return Math.floor((Math.random() * 5) - 2); + }, + fHorizontalShift: function () { + return Math.floor((Math.random() * 5) - 2); + } + } +}; \ No newline at end of file diff --git a/Graph.js b/Graph.js new file mode 100644 index 0000000..0ae0951 --- /dev/null +++ b/Graph.js @@ -0,0 +1,179 @@ +function Graph(config) { + // user defined properties + this.minX = config.minX; + this.minY = config.minY; + this.maxX = config.maxX; + this.maxY = config.maxY; + this.unitsPerTick = config.unitsPerTick; + this.centerY = config.centerY; /*center x and y is the "origin" of the graph relative to canvas location*/ + this.centerX = config.centerX; + // constants + this.canvas = document.getElementById('myCanvas'); + this.tickSize = 20; + // relationships + this.context = this.canvas.getContext('2d'); + this.rangeX = this.maxX - this.minX; + this.rangeY = this.maxY - this.minY; + this.unitX = this.canvas.width / this.rangeX; + this.unitY = this.canvas.height / this.rangeY; + this.iteration = (this.maxX - this.minX) / 1000; + this.scaleX = this.canvas.width / this.rangeX; + this.scaleY = this.canvas.height / this.rangeY; + this.XmaxUnit; + this.XminUnit; + // draw x and y axis + this.drawXAxis(); + this.drawYAxis(); + this.drawGrid(); +} + +Graph.prototype.drawXAxis = function () { + var context = this.context; + context.save(); + context.beginPath(); + context.moveTo(0, this.centerY); + context.lineTo(this.canvas.width, this.centerY); + context.strokeStyle = 'green'; + context.lineWidth = 2; + context.stroke(); + context.restore(); +}; + +Graph.prototype.drawYAxis = function () { + var context = this.context; + context.save(); + context.beginPath(); + context.moveTo(this.centerX, 0); + context.lineTo(this.centerX, this.canvas.height); + context.strokeStyle = 'green'; + context.lineWidth = 2; + context.stroke(); + context.restore(); +}; + +Graph.prototype.drawGrid = function () { + var context = this.context; + context.save(); + context.beginPath(); + context.strokeStyle = '#8c8c8c'; + context.fillStyle = '#000000'; + context.lineWidth = 2; + + // Sets up x coordinate tick marks + var xPosIncrement = this.unitsPerTick * this.unitX; + var xPos, unit; + context.font = '12pt Ubuntu'; + context.textAlign = 'left'; + context.textBaseline = 'top'; + + // draws vertical lines before x = 0 + xPos = this.centerX - xPosIncrement; + unit = -1 * this.unitsPerTick; + while (xPos > 0) { + context.moveTo(xPos, this.centerY - this.tickSize / 2); + context.lineTo(xPos, this.canvas.height); + context.lineTo(xPos, -this.canvas.height); + context.stroke(); + context.fillText(unit, xPos, this.centerY + this.tickSize / 2 + 3); + unit -= this.unitsPerTick; + xPos = Math.round(xPos - xPosIncrement); + this.XminUnit = unit; + } + if (this.XminUnit === undefined) { + this.XminUnit = -1; + } + + // draws vertical lines after x = 0 + xPos = this.centerX + xPosIncrement; + unit = this.unitsPerTick; + while (xPos < this.canvas.width) { + context.moveTo(xPos, this.centerY - this.tickSize / 2); + context.lineTo(xPos, this.canvas.height); + context.lineTo(xPos, -this.canvas.height); + context.stroke(); + context.fillText(unit, xPos, this.centerY + this.tickSize / 2 + 3); + unit += this.unitsPerTick; + xPos = Math.round(xPos + xPosIncrement); + this.XmaxUnit = unit; + } + + // Sets up Y coordinate tick marks + var yPosIncrement = this.unitsPerTick * this.unitY; + var yPos, unit; + context.font = '12pt Ubuntu'; + context.textAlign = 'right'; + context.textBaseline = 'bottom'; + // draws horizontal lines after y = 0 + yPos = this.centerY - yPosIncrement; + unit = this.unitsPerTick; + while (yPos > 0) { + context.moveTo(this.centerX - this.tickSize / 2, yPos); + context.lineTo(this.canvas.width, yPos); + context.lineTo(-this.canvas.width, yPos); + context.stroke(); + context.fillText(unit, this.centerX - this.tickSize / 2 - 3, yPos); + unit += this.unitsPerTick; + yPos = Math.round(yPos - yPosIncrement); + } + + // draws horizontal lines before y = 0 + yPos = this.centerY + yPosIncrement; + unit = -1 * this.unitsPerTick; + while (yPos < this.canvas.height) { + context.moveTo(this.centerX - this.tickSize / 2, yPos); + context.lineTo(this.canvas.width, yPos); + context.lineTo(-this.canvas.width, yPos); + context.stroke(); + context.fillText(unit, this.centerX - this.tickSize / 2 - 3, yPos); + unit -= this.unitsPerTick; + yPos = Math.round(yPos + yPosIncrement); + } + context.restore(); +}; + +Graph.prototype.drawEquation = function (equation) { + var context = this.context; + context.save(); + this.transformContext(); + context.beginPath(); + context.moveTo(this.XminUnit, equation(this.XminUnit)); + for (var x = this.XminUnit + this.iteration; x <= this.XmaxUnit; x += this.iteration) { + context.lineTo(x, equation(x)); + } + context.restore(); + context.lineJoin = 'round'; + context.lineWidth = 1; + context.strokeStyle = 'red'; + context.stroke(); + context.restore(); +}; + +Graph.prototype.drawPoint = function (goalx, goaly) { + var context = this.context; + context.save(); + this.transformContext(); + context.beginPath(); + var c = document.getElementById("myCanvas"); + var img = document.getElementById("balloon"); + context.drawImage(img, goalx - 0.32, goaly - 0.48, 0.64, 0.96); + context.stroke(); + context.restore(); +}; + +//sets context to origin +Graph.prototype.transformContext = function () { + var context = this.context; + this.context.translate(this.centerX, this.centerY); + context.scale(this.scaleX, -this.scaleY); +}; + +Graph.prototype.reset = function () { + var context = this.context; + context.save(); + context.fillStyle = 'white'; + context.fillRect(0, 0, myCanvas.width, myCanvas.height); + this.drawXAxis(); + this.drawYAxis(); + this.drawGrid(); + context.restore(); +}; \ No newline at end of file diff --git a/Input.js b/Input.js new file mode 100644 index 0000000..6d711b6 --- /dev/null +++ b/Input.js @@ -0,0 +1,507 @@ +/* + Input.js- Receives input and checks answer + At the end of the code it says the following + $(document).ready(Game.Start) Which runs the Start function when page is loaded + + Core functions + -------------- + Game.Start() - Prepares game and checks to see if browser is compatible + First it hides all the elements of the DOM that is not needed at the momment + Then it checks if the browser is compatible + If not then it shows an error message + If so then it calls the startEvents function + One of which that calls the GameStart function when play button is pressed + + Game.startEvents() - Starts events necessary + Shows the menu + Adds event listeners one of which calls the GameStart function when clicked [Play] + + Game.GameStart() - Prepares DOM for canvas game + Hides elements + Calls the PlayLevel function [in another file] which eventually leads to the check function + + Game.Check() - Checks answer and prepares for future level progression + Turns off submit button event listener then calls a switch statement + Switch statement takes Game.Type as it's argument and uses it to decide which equation function checks + If win then calls afterLevel(true) if lost then it calls afterLevel(false) + + Game.afterLevel(win) - Takes win as an input and displays whether player won or not + Creates variable containing text for message box + Hides input + If the person won... + Increases their score by 10 + Displays win message + Calls Reset(true) + If not... + Subtracts their score by 5 + Displays lose message + Calsl Reset(false) + + Game.Reset(win) - takes win as an input and prepares for the next level + Resets the graph + Removes the message + Increases sublevel just in case it's a transformation level + Calls PlayLevel(Game.Type, x) + x is... + if Game.Type is Linear/Quadratic Transformations then it's Game.TransformationTimes + if not then it's (times-1) + Turns on Submit button + + Etc functions + ------------------ + All equation functions are the same, takes goal as input + Obtains variables needed + Graphs the equation + Returns y for given goal [x] + + Game.PreventAlpha(e) - Prevents any other thing than numbers and "/"s to be inputted + Takes an event as it's argument and prevents non numerical keys except for '/' + If enter is pressed will simulate Submit button click + Contains key/char codes and checks when key is pressed to see if it's one of the permitted + + Game.Fix(str) - Allows fractional input + Takes a string as a argument + Checks if "/" is detected + If so.. + It takes the string before the / and divides it by the string after it + If not.. + Just returns the number form of the string + + Game.TimeSet() - Allows for the time to be set + if nChoice is not a number + Gives you div to select time + + Game.RunTimer() - Runs the timer + Subtracts the time by 1 + if time is 0 + stops timer + if transformation level + stops when 4 levels are completed +*/ +var timed; + +Game.Start = function () { + Game.Type = "Tutorial"; + $('.input').hide(); + $('#myCanvas').hide(); + $('#End').hide(); + $('#Menu').hide(); + $('#timeInput').hide(); + $("#timer").hide(); + $('#exit').hide(); + if (navigator.userAgent.indexOf("MSIE 8.0") != -1) { + document.getElementById("NotSuported").hidden = false; + } else { + document.getElementById("NotSuported").hidden = true; + $(window).on('resize', Game.Responsive.start); + Game.startEvents(); + } +}; + +Game.startEvents = function () { + $('#Menu').show(); + $('#Play').on('click', Game.GameStart); + $('.topic').on('click', function (event) { + Game.Type = event.target.id.substring(0, event.target.id.length - 5); + $("li").toggleClass('clicked', false); + $(event.target).toggleClass('clicked'); + }); + $("#nchoice").on('change', Game.TimeSet); +}; + +Game.GameStart = function () { + $(".topic").off(); + $('#Play').off(); + $('#nchoice').off(); + ntime = $('#nchoice').val() == "time" ? 1 : Number($('#nchoice').val()); + if (timed) { + window.seconds = Number($('#sec').val()); + window.minutes = Number($('#min').val()); + window.totalTime = seconds + minutes * 60; + $('#secOut').text((seconds < 10) ? ("0" + String(seconds)) : String(seconds)); + $('#minOut').text(String(window.minutes)); + $("#timer").show(); + window.timeRun = window.setInterval(Game.RunTimer, 1000); + } else { + /////////// + window.totalTime = undefined; + } + $('#Menu').hide(); + $('#myCanvas').show(); + $('#End').show(); + $('#exit').show(); + Game.PlayLevel(ntime); +}; + +Game.TimeSet = function () { + window.totalTime = undefined; + if (isNaN($("#nchoice").val())) { + timed = true; + // '\' characters below are necessary for formatting cleanly + $("label").before('
\ + \ + \ +
'); + } else { + $("#timeInput").remove(); + timed = false; + } +}; +//////////changed to accomodate pause for exit button +Game.RunTimer = function () { + /////// cases with called arguments as the paused setting, or just the start + if (arguments[0] == true){ + window.clearInterval(window.timeRun); + } else if (arguments[0] == false){ + window.timeRun = window.setInterval(Game.RunTimer, 1000); + } else { + window.totalTime -= 1; + window.seconds = window.totalTime - Math.floor(window.totalTime / 60) * 60; + window.minutes = Math.floor(window.totalTime / 60); + $('#secOut').text((seconds < 10) ? ("0" + String(seconds)) : String(seconds)); + $('#minOut').text(String(window.minutes)); + if (window.totalTime === 0) { + window.clearInterval(window.timeRun); + Reset(true); + } else if (Game.Type == "LinearTransformations" || Game.Type == "QuadTransformations") { + if (Game.TransformTimes == 0) { + window.clearInterval(window.timeRun); + Reset(true); + } + } + } +}; + +Game.PreventAlpha = function (e) { + if (e.keyCode == 13) { + $('.Submit').click(); + } + var acceptChars = ['1', '2', '3', '4', '5', '6', '7', '8', '9', '0', '/', '-', '.']; + var acceptCodes = [0, 13, 8, 37, 38, 39, 40, 33, 34]; + if (e.shiftKey){ + e.preventDefault(); + } else { + if (acceptChars.indexOf(String.fromCharCode(e.which)) === -1 && acceptCodes.indexOf(e.which) === -1) { + e.preventDefault(); + } + } +}; + +Game.Exit = function () { + /////// + if (Game.Type == "GeneralQuad"){ + var divType = "GenaralQuad"; + } else if ( Game.Type == "QuadTransformations"){ + divType = "StandardQuad"; + } else if (Game.Type == "LinearTransformations"){ + divType = "Linear"; + } else { + divType = Game.Type; + } + if (arguments.length === 0) { + var exit = "

Are you sure you want to quit?

"; + ////////pause timer + Game.RunTimer(true); + $('#End').after(exit); + $('#quit').on('click', function () { Game.Exit(true); }) + $('#resume').on('click', function () { Game.Exit(false); }) + ///////// + $('#myCanvas').hide(); + + $('#' + divType).hide(); + } + else { + if (arguments[0] == true) { + $('.msg').remove(); + $('.Submit').off(); + + Game.PlayLevel(0); + } + if (arguments[0] == false) { + $('.msg').remove(); + ///////// resume timer + Game.RunTimer(false); + ///////// + $('#myCanvas').show(); + $('#' + divType).show(); + } + $('#quit').off(); + $('#resume').off(); + } +}; + +Game.Check = function () { + $('.Submit').off() + $('input').off(); + $('#exit').off(); + switch (Game.Type) { + case "Tutorial": + Game.TutorialEquation(Game.LastX); + if (Game.TutorialEquation(Game.LastX) == Game.LastY) { + Game.afterLevel(true); + } else { + Game.afterLevel(false); + } + break; + case "Coordinate": + x = Game.Fix($('#X0').val()); + y = Game.Fix($('#Y0').val()); + if (x == Game.LastX && y == Game.LastY) { + Game.afterLevel(true); + } else { + Game.afterLevel(false); + } + break; + case "Linear": + Game.LinearEquation(Game.LastX); + if (Game.LinearEquation(Game.LastX) == Game.LastY && Game.LinearEquation(Game.LastX2) == Game.LastY2) { + Game.afterLevel(true); + } else { + Game.afterLevel(false); + } + break; + case "StandLinear": + Game.StandLinearEquation(Game.LastX); + if (Game.StandLinearEquation(Game.LastX) == Game.LastY && Game.StandLinearEquation(Game.LastX2) == Game.LastY2) { + Game.afterLevel(true); + } else { + Game.afterLevel(false); + } + break; + case "SimpleQuad": + Game.SimpleQuadEquation(Game.LastX); + if (Game.SimpleQuadEquation(Game.LastX) == Game.LastY) { + Game.afterLevel(true); + } else { + Game.afterLevel(false); + } + break; + case "StandardQuad": + Game.StandardQuadEquation(Game.LastX); + if (Game.StandardQuadEquation(Game.LastX) == Game.LastY && Game.StandardQuadEquation(Game.LastX2) == Game.LastY2) { + Game.afterLevel(true); + } else { + Game.afterLevel(false); + } + break; + case "GeneralQuad": + Game.GenearalQuadEquation(Game.LastX); + if (Game.GenearalQuadEquation(Game.LastX) == Game.LastY && Game.GenearalQuadEquation(Game.LastX2) == Game.LastY2) { + Game.afterLevel(true); + } else { + Game.afterLevel(false); + } + break; + case "ZeroQuad": + Game.ZeroQuadEquation(Game.LastX); + if (Game.ZeroQuadEquation(Game.LastX) == Game.LastY && Game.ZeroQuadEquation(Game.LastX2) == Game.LastY2) { + Game.afterLevel(true); + } else { + Game.afterLevel(false); + } + break; + case "LinearTransformations": + Game.LinearEquation(Game.LastX); + if (Game.LinearEquation(Game.LastX) == Game.LastY && Game.LinearEquation(Game.LastX2) == Game.LastY2) { + Game.afterLevel(true); + } else { + Game.afterLevel(false); + } + break; + case "QuadTransformations": + Game.StandardQuadEquation(Game.LastX); + if (Game.StandardQuadEquation(Game.LastX) == Game.LastY && Game.StandardQuadEquation(Game.LastX2) == Game.LastY2) { + Game.afterLevel(true); + } else { + Game.afterLevel(false); + } + break; + } +}; + +Game.afterLevel = function (win) { + winText = "

You win!

"; + loseText = "

You lose...

"; + $('#exit').hide(); + $('.input').hide(); + $('.Shifts').remove(); + if (win) { + Game.Score += 10; + $('#End').after(winText); + $('#reset').click(function () { + Game.Reset(true); + }); + } else { + Game.Score -= 5; + $('#End').after(loseText); + $('#reset').click(function () { + Game.Reset(false); + }); + } +}; + +Game.Reset = function (win) { + myGraph.reset(); + $('.msg').remove(); + Game.SubLevel += 1; + Game.TransformTimes -= 1; + if (timed) { + if (window.totalTime == 0) { + times = 0; + $('.input').hide(); + timed == false; + } else if (window.totalTime == undefined) { + times -= 1; + timed == false; + } else { + times = 1; + } + } else if (Game.Type == "LinearTransformations" || Game.Type == "QuadTransformations") { + times = Game.TransformTimes; + } else { + times -= 1; + } + Game.PlayLevel(times); +}; + +Game.Fix = function (str) { + if (isNaN(str)) { + if (str.indexOf('/') != -1) { + return Number(str.substring(0, str.indexOf('/'))) / Number(str.substring(str.indexOf('/') + 1)); + } + } else { + return Number(str); + } +}; + + +/*Equations*/ + +Game.TutorialEquation = function (goal) { + m = Game.Fix($("#m1").val()); + b = Game.Fix($("#b1").val()); + myGraph.drawEquation(function (x) { + return m * x + b; + }); + return m * goal + b; +}; + +Game.LinearEquation = function (goal) { + rise = Game.Fix($('#rise').val()); + run = Game.Fix($('#run').val()); + b = Game.Fix($('#b2').val()); + hShift = 0; + stretch = 1; + Game.Transformations(); + myGraph.drawEquation(function (x) { + return stretch * (rise / run) * (x + hShift) + b; + }); + return stretch * (rise / run) * (goal + hShift) + b; +}; +Game.StandLinearEquation = function (goal) { + a = Game.Fix($('#a0').val()); + b = Game.Fix($('#b0').val()); + c = Game.Fix($('#c0').val()); + myGraph.drawEquation(function (x) { + return (c - a * x) / b; + }); + return (c - a * goal) / b; +}; +Game.SimpleQuadEquation = function (goal) { + h = Game.Fix($('#h1').val()); + k = Game.Fix($('#k1').val()); + myGraph.drawEquation(function (x) { + return ((x - h) * (x - h)) + k; + }); + return ((goal - h) * (goal - h)) + k; +}; + +Game.StandardQuadEquation = function (goal) { + a = Game.Fix($('#a').val()); + h = Game.Fix($('#h2').val()); + k = Game.Fix($('#k2').val()); + hShift = 0; + stretch = 1; + Game.Transformations(); + myGraph.drawEquation(function (x) { + return a * stretch * ((x - h + hShift) * (x - h + hShift)) + k; + }); + return a * stretch * ((goal - h + hShift) * (goal - h + hShift)) + k; +}; + +Game.GenearalQuadEquation = function (goal) { + a = Game.Fix($('#a2').val()); + b = Game.Fix($('#b3').val()); + c = Game.Fix($('#c').val()); + myGraph.drawEquation(function (x) { + return a * (x * x) + b * x + c; + }); + return a * (goal * goal) + b * goal + c; +}; + +Game.ZeroQuadEquation = function (goal) { + X1 = Game.Fix($('#X1').val()); + X2 = Game.Fix($('#X2').val()); + myGraph.drawEquation(function (x) { + return (x - X1) * (x - X2); + }); + return (goal - X1) * (goal - X2); +}; + +Game.Transformations = function () { + if (Game.Type == "LinearTransformations") { + switch (Game.SubLevel) { + case 1: + b += Game.LinearTransformations.Level1.VerticalShift; + break; + case 2: + hShift = Game.LinearTransformations.Level2.HorizontalShift; + break; + case 3: + stretch = Game.LinearTransformations.Level3.Stretch; + break; + case 4: + b += Game.LinearTransformations.Level4.VerticalShift; + hShift = Game.LinearTransformations.Level4.HorizontalShift; + stretch = Game.LinearTransformations.Level4.Stretch; + break; + } + } + if (Game.Type == "QuadTransformations") { + switch (Game.SubLevel) { + case 1: + k += Game.QuadTransformations.Level1.VerticalShift; + break; + case 2: + hShift = Game.QuadTransformations.Level2.HorizontalShift; + break; + case 3: + stretch = Game.QuadTransformations.Level3.Stretch; + break; + case 4: + k += Game.QuadTransformations.Level4.VerticalShift; + hShift = Game.QuadTransformations.Level4.HorizontalShift; + stretch = Game.QuadTransformations.Level4.Stretch; + break; + } + + } + +}; + +$(document).ready(Game.Start); \ No newline at end of file diff --git a/PlayLevel.js b/PlayLevel.js new file mode 100644 index 0000000..15f67e8 --- /dev/null +++ b/PlayLevel.js @@ -0,0 +1,245 @@ +/* + PlayLevel.js- single function code that sets up/shows levels + Takes 1 argument: ntimes + + when times = 0 or when game is over + it shows your score and then resets everything so it can show the menu + + Otherwise uses switch statement to check Game.Type + Sets up appropriate points [and shifts if applicable] + Calls appropriate event listeners for buttons + Starts +*/ +Game.PlayLevel = function (ntimes) { + times = ntimes; + if (times == 0) { + $('#End').after("

Your Score: " + Game.Score + "

"); + $('#Last').on('click', function () { + $('#endText').remove(); + myGraph.reset(); + Game.LastX = undefined; + Game.LastY = undefined; + Game.LastX2 = undefined; + Game.LastY2 = undefined; + Game.Score = 0; + Game.SubLevel = 1; + Game.TransformTimes = 4; + $('#myCanvas').hide(); + $('.input').hide(); + $('#End').hide(); + $('#timer').hide(); + $('#exit').hide(); + Game.startEvents(); + }); + } else { + $('#exit').show(); + switch (Game.Type) { + case "Tutorial": + $('#Tutorial').show(); + Game.LastX = Game.Tutorial.fGoalX(); + Game.LastY = Game.Tutorial.fGoalY(); + Game.LastX2 = undefined; + Game.LastY2 = undefined; + break; + case "Coordinate": + $('#Coordinate').show(); + Game.LastX = Game.Coordinate.fGoalX1(); + Game.LastY = Game.Coordinate.fGoalY1(); + Game.LastX2 = undefined; + Game.LastY2 = undefined; + break; + case "Linear": + $('#Linear').show(); + Game.Linear.GoalX1 = Game.Linear.fGoalX1(); + Game.Linear.GoalY1 = Game.Linear.fGoalY1(); + Game.LastX = Game.Linear.GoalX1 + Game.LastY = Game.Linear.GoalY1 + Game.Linear.GoalX2 = Game.Linear.fGoalX2(); + Game.Linear.GoalY2 = Game.Linear.fGoalY2(); + Game.LastX2 = Game.Linear.GoalX2 + Game.LastY2 = Game.Linear.GoalY2 + break; + case "StandLinear": + $('#StandLinear').show(); + Game.StandLinear.GoalX1 = Game.StandLinear.fGoalX1(); + Game.StandLinear.GoalY1 = Game.StandLinear.fGoalY1(); + Game.LastX = Game.StandLinear.GoalX1; + Game.LastY = Game.StandLinear.GoalY1; + Game.StandLinear.GoalX2 = Game.StandLinear.fGoalX2(); + Game.StandLinear.GoalY2 = Game.StandLinear.fGoalY2(); + Game.LastX2 = Game.StandLinear.GoalX2; + Game.LastY2 = Game.StandLinear.GoalY2; + break; + case "SimpleQuad": + $('#SimpleQuad').show(); + Game.LastX = Game.SimpleQuad.fGoalX(); + Game.LastY = Game.SimpleQuad.fGoalY(); + Game.LastX2 = undefined; + Game.LastY2 = undefined; + break; + case "StandardQuad": + $('#StandardQuad').show(); + Game.StandardQuad.GoalX1 = Game.StandardQuad.fGoalX1(); + Game.StandardQuad.GoalY1 = Game.StandardQuad.fGoalY1(); + Game.LastX = Game.StandardQuad.GoalX1; + Game.LastY = Game.StandardQuad.GoalY1; + Game.StandardQuad.GoalX2 = Game.StandardQuad.fGoalX2(); + Game.StandardQuad.GoalY2 = Game.StandardQuad.fGoalY2(); + Game.LastX2 = Game.StandardQuad.GoalX2; + Game.LastY2 = Game.StandardQuad.GoalY2; + break; + case "GeneralQuad": + $('#GenaralQuad').show(); + Game.GeneralQuad.GoalX1 = Game.GeneralQuad.fGoalX1(); + Game.GeneralQuad.GoalY1 = Game.GeneralQuad.fGoalY1(); + Game.LastX = Game.GeneralQuad.GoalX1; + Game.LastY = Game.GeneralQuad.GoalY1; + Game.GeneralQuad.GoalX2 = Game.GeneralQuad.fGoalX2(); + Game.GeneralQuad.GoalY2 = Game.GeneralQuad.fGoalY2(); + Game.LastX2 = Game.GeneralQuad.GoalX2; + Game.LastY2 = Game.GeneralQuad.GoalY2; + break; + case "ZeroQuad": + $('#ZeroQuad').show(); + Game.ZeroQuad.GoalX1 = Game.ZeroQuad.fGoalX1(); + Game.LastX = Game.ZeroQuad.GoalX1; + Game.LastY = Game.ZeroQuad.GoalY1; + Game.ZeroQuad.GoalX2 = Game.ZeroQuad.fGoalX2(); + Game.LastX2 = Game.ZeroQuad.GoalX2; + Game.LastY2 = Game.ZeroQuad.GoalY2; + break; + + case "LinearTransformations": + $('#Linear').show(); + switch (Game.SubLevel) { + case 1: + Game.LinearTransformations.Level1.VerticalShift = Game.LinearTransformations.Level1.fVerticalShift(); + Sign = (Game.LinearTransformations.Level1.VerticalShift >= 0) ? "+" : ""; + $('#b2').after("" + Sign + Game.LinearTransformations.Level1.VerticalShift + ""); + Game.LinearTransformations.Level1.GoalX1 = Game.LinearTransformations.Level1.fGoalX1(); + Game.LinearTransformations.Level1.GoalY1 = Game.LinearTransformations.Level1.fGoalY1(); + Game.LastX = Game.LinearTransformations.Level1.GoalX1; + Game.LastY = Game.LinearTransformations.Level1.GoalY1; + Game.LinearTransformations.Level1.GoalX2 = Game.LinearTransformations.Level1.fGoalX2(); + Game.LinearTransformations.Level1.GoalY2 = Game.LinearTransformations.Level1.fGoalY2(); + Game.LastX2 = Game.LinearTransformations.Level1.GoalX2; + Game.LastY2 = Game.LinearTransformations.Level1.GoalY2; + break; + case 2: + Game.LinearTransformations.Level2.HorizontalShift = Game.LinearTransformations.Level2.fHorizontalShift(); + Sign = (Game.LinearTransformations.Level2.HorizontalShift >= 0) ? "+" : ""; + $('#run').after(" ( "); + $('#Horizontal').after("" + Sign + Game.LinearTransformations.Level2.HorizontalShift + ")"); + Game.LinearTransformations.Level2.GoalX1 = Game.LinearTransformations.Level2.fGoalX1(); + Game.LinearTransformations.Level2.GoalY1 = Game.LinearTransformations.Level2.fGoalY1(); + Game.LastX = Game.LinearTransformations.Level2.GoalX1; + Game.LastY = Game.LinearTransformations.Level2.GoalY1; + Game.LinearTransformations.Level2.GoalX2 = Game.LinearTransformations.Level2.fGoalX2(); + Game.LinearTransformations.Level2.GoalY2 = Game.LinearTransformations.Level2.fGoalY2(); + Game.LastX2 = Game.LinearTransformations.Level2.GoalX2; + Game.LastY2 = Game.LinearTransformations.Level2.GoalY2; + break; + case 3: + Game.LinearTransformations.Level3.Stretch = Game.fStretch(); + $('#rise').before("" + Game.LinearTransformations.Level3.Stretch + " * "); + Game.LinearTransformations.Level3.GoalX1 = Game.LinearTransformations.Level3.fGoalX1(); + Game.LinearTransformations.Level3.GoalY1 = Game.LinearTransformations.Level3.fGoalY1(); + Game.LastX = Game.LinearTransformations.Level3.GoalX1; + Game.LastY = Game.LinearTransformations.Level3.GoalY1; + Game.LinearTransformations.Level3.GoalX2 = Game.LinearTransformations.Level3.fGoalX2(); + Game.LinearTransformations.Level3.GoalY2 = Game.LinearTransformations.Level3.fGoalY2(); + Game.LastX2 = Game.LinearTransformations.Level3.GoalX2; + Game.LastY2 = Game.LinearTransformations.Level3.GoalY2; + break; + case 4: + Game.LinearTransformations.Level4.HorizontalShift = Game.LinearTransformations.Level4.fHorizontalShift(); + Game.LinearTransformations.Level4.VerticalShift = Game.LinearTransformations.Level4.fVerticalShift(); + var SignV = (Game.LinearTransformations.Level4.VerticalShift >= 0) ? "+" : ""; + $('#b2').after("" + SignV + Game.LinearTransformations.Level4.VerticalShift + ""); + var SignH = (Game.LinearTransformations.Level4.HorizontalShift >= 0) ? "+" : ""; + $('#run').after(" ( "); + $('#Horizontal').after("" + SignH + Game.LinearTransformations.Level4.HorizontalShift + ")"); + Game.LinearTransformations.Level4.Stretch = Game.fStretch(); + $('#rise').before("" + Game.LinearTransformations.Level4.Stretch + " * "); + Game.LinearTransformations.Level4.GoalX1 = Game.LinearTransformations.Level4.fGoalX1(); + Game.LinearTransformations.Level4.GoalY1 = Game.LinearTransformations.Level4.fGoalY1(); + Game.LastX = Game.LinearTransformations.Level4.GoalX1; + Game.LastY = Game.LinearTransformations.Level4.GoalY1; + Game.LinearTransformations.Level4.GoalX2 = Game.LinearTransformations.Level4.fGoalX2(); + Game.LinearTransformations.Level4.GoalY2 = Game.LinearTransformations.Level4.fGoalY2(); + Game.LastX2 = Game.LinearTransformations.Level4.GoalX2; + Game.LastY2 = Game.LinearTransformations.Level4.GoalY2; + break; + } + break; + case "QuadTransformations": + $('#StandardQuad').show(); + switch (Game.SubLevel) { + case 1: + Game.QuadTransformations.Level1.VerticalShift = Game.QuadTransformations.Level1.fVerticalShift(); + Sign = (Game.QuadTransformations.Level1.VerticalShift >= 0) ? "+" : ""; + $('#k2').after("" + Sign + Game.QuadTransformations.Level1.VerticalShift + ""); + Game.QuadTransformations.Level1.GoalX1 = Game.QuadTransformations.Level1.fGoalX1(); + Game.QuadTransformations.Level1.GoalY1 = Game.QuadTransformations.Level1.fGoalY1(); + Game.LastX = Game.QuadTransformations.Level1.GoalX1; + Game.LastY = Game.QuadTransformations.Level1.GoalY1; + Game.QuadTransformations.Level1.GoalX2 = Game.QuadTransformations.Level1.fGoalX2(); + Game.QuadTransformations.Level1.GoalY2 = Game.QuadTransformations.Level1.fGoalY2(); + Game.LastX2 = Game.QuadTransformations.Level1.GoalX2; + Game.LastY2 = Game.QuadTransformations.Level1.GoalY2; + break; + case 2: + Game.QuadTransformations.Level2.HorizontalShift = Game.QuadTransformations.Level2.fHorizontalShift(); + Sign = (Game.QuadTransformations.Level2.HorizontalShift >= 0) ? "+" : ""; + $('#h2').after("" + Sign + Game.QuadTransformations.Level2.HorizontalShift + ""); + Game.QuadTransformations.Level2.GoalX1 = Game.QuadTransformations.Level2.fGoalX1(); + Game.QuadTransformations.Level2.GoalY1 = Game.QuadTransformations.Level2.fGoalY1(); + Game.LastX = Game.QuadTransformations.Level2.GoalX1; + Game.LastY = Game.QuadTransformations.Level2.GoalY1; + Game.QuadTransformations.Level2.GoalX2 = Game.QuadTransformations.Level2.fGoalX2(); + Game.QuadTransformations.Level2.GoalY2 = Game.QuadTransformations.Level2.fGoalY2(); + Game.LastX2 = Game.QuadTransformations.Level2.GoalX2; + Game.LastY2 = Game.QuadTransformations.Level2.GoalY2; + break; + case 3: + Game.QuadTransformations.Level3.Stretch = Game.fStretch(); + $('#a').before("" + Game.QuadTransformations.Level3.Stretch + " * "); + Game.QuadTransformations.Level3.GoalX1 = Game.QuadTransformations.Level3.fGoalX1(); + Game.QuadTransformations.Level3.GoalY1 = Game.QuadTransformations.Level3.fGoalY1(); + Game.LastX = Game.QuadTransformations.Level3.GoalX1; + Game.LastY = Game.QuadTransformations.Level3.GoalY1; + Game.QuadTransformations.Level3.GoalX2 = Game.QuadTransformations.Level3.fGoalX2(); + Game.QuadTransformations.Level3.GoalY2 = Game.QuadTransformations.Level3.fGoalY2(); + Game.LastX2 = Game.QuadTransformations.Level3.GoalX2; + Game.LastY2 = Game.QuadTransformations.Level3.GoalY2; + break; + case 4: + Game.QuadTransformations.Level4.HorizontalShift = Game.QuadTransformations.Level4.fHorizontalShift(); + Game.QuadTransformations.Level4.VerticalShift = Game.QuadTransformations.Level4.fVerticalShift(); + Game.QuadTransformations.Level4.Stretch = Game.fStretch(); + SignH = (Game.QuadTransformations.Level4.HorizontalShift >= 0) ? "+" : ""; + SignV = (Game.QuadTransformations.Level4.VerticalShift >= 0) ? "+" : ""; + $('#a').before("" + Game.QuadTransformations.Level4.Stretch + " * "); + $('#h2').after("" + SignH + Game.QuadTransformations.Level4.HorizontalShift + ""); + $('#k2').after("" + SignV + Game.QuadTransformations.Level4.VerticalShift + ""); + Game.QuadTransformations.Level4.GoalX1 = Game.QuadTransformations.Level4.fGoalX1(); + Game.QuadTransformations.Level4.GoalY1 = Game.QuadTransformations.Level4.fGoalY1(); + Game.LastX = Game.QuadTransformations.Level4.GoalX1; + Game.LastY = Game.QuadTransformations.Level4.GoalY1; + Game.QuadTransformations.Level4.GoalX2 = Game.QuadTransformations.Level4.fGoalX2(); + Game.QuadTransformations.Level4.GoalY2 = Game.QuadTransformations.Level4.fGoalY2(); + Game.LastX2 = Game.QuadTransformations.Level4.GoalX2; + Game.LastY2 = Game.QuadTransformations.Level4.GoalY2; + break; + } + break; + } + $(".Submit").on('click', Game.Check); + $('input[type=text]').on('keypress', Game.PreventAlpha); + $('input[type=text]').on('focus', function () { + $(this).val(""); + }); + $('#exit').on('click', function () { Game.Exit(); }); + Game.Responsive.start(); + } +}; \ No newline at end of file diff --git a/Responsive.js b/Responsive.js new file mode 100644 index 0000000..5c87363 --- /dev/null +++ b/Responsive.js @@ -0,0 +1,77 @@ +/* + Responsive.js- Handles responsiveness of website + + Game.Responsive.start()- Initiates Responsive functions + Initiates canvas, inputs, and menu functions + Draws the appropriate graph for the level + Draws points for level + + Game.Responsive.canvas() - Adjusts canvas on resize + Changes width and height to window + + Game.Responsive.inputs() - Adjusts input boxes on resize + Changes it to what seems as an appropriate size + + Game.Responsive.menu() - Adjusts menu div on resize + Sets it to window size [Bug] + + ---- Draggable div functions ----- + Game.Responsive.mouseUp() - removes event listener on mouseup + + Game.Responsive.mouseDown(e) - prepares for div move + stores drag offset from orriginal div + calls divMouse function + + Game.Responsive.divMove(e) - moves the div + targets div + moves the div according to "offset" variable +*/ +Game.Responsive = { + canvas: function () { + document.getElementById('myCanvas').width = window.innerWidth; + document.getElementById('myCanvas').height = window.innerHeight; + }, + inputs: function () { + $('.input').width(window.innerWidth / 2.8); + $('.input').height(window.innerHeight / 10); + }, + menu: function () { + document.getElementById('Menu').width = window.innerWidth; + document.getElementById('Menu').height = window.innerHeight; + }, + start: function () { + Game.Responsive.canvas(); + Game.Responsive.inputs(); + Game.Responsive.menu(); + myGraph = {}; + myGraph = new Graph({ + centerY: (Game.Type != "ZeroQuad") ? window.innerHeight - 60 : window.innerHeight / 2, + centerX: 30, + minX: 0, + minY: 0, + maxX: window.innerWidth / (window.innerHeight / 10), + maxY: 10, + unitsPerTick: 1 + }); + myGraph.drawPoint(Game.LastX, Game.LastY); + myGraph.drawPoint(Game.LastX2, Game.LastY2); + } +}; + +Game.Responsive.mouseUp = function () { + window.removeEventListener('mousemove', Game.Responsive.divMove, true); +}; + +Game.Responsive.mouseDown = function (e) { + target = (e.target || e.srcElement).id; + var div = document.getElementById(target); + offY = e.clientY - parseInt(div.offsetTop); + offX = e.clientX - parseInt(div.offsetLeft); + window.addEventListener('mousemove', Game.Responsive.divMove, true); +}; + +Game.Responsive.divMove = function (e) { + var div = document.getElementById(target); + div.style.top = (e.clientY - offY) + 'px'; + div.style.left = (e.clientX - offX) + 'px'; +}; \ No newline at end of file diff --git a/StyleSheet.css b/StyleSheet.css new file mode 100644 index 0000000..53ff080 --- /dev/null +++ b/StyleSheet.css @@ -0,0 +1,190 @@ +@font-face { + font-family: Ubuntu; + font-style: normal; + src: url(UbuntuMono-R.ttf); +} +@font-face { + font-family: Ubuntu; + font-weight: bold; + src: url(Ubuntu-M.ttf); +} +@font-face { + font-family: Ubuntu; + font-style: thin; + src: url(Ubuntu-L.ttf); +} +body { + margin: 0px; + padding: 0px; +} +canvas { + display: block; +} +div.input { + z-index: 2; + position: fixed; + top: 6%; + left: 6%; + right: 0%; + text-align:center; + font-family: Ubuntu, Verdana sans-serif; + font-style: normal; + font-size: 1.5em; + background-color:rgba(134, 238, 238, 0.6); + border-color:#BFBFBF; + border-radius: 15px; + border-width:medium; + padding: 5px; +} +input[type=text] { + font-family: Ubuntu; + padding: 3px; + font-size: 0.8em; + margin: 10px; + width: 10%; +} +/********Changed********/ + input[type=submit] { + font-family: Ubuntu; + border-radius: 20px; + padding: 10px; + background: #73B9FF; + border: none; +} + +div.msg { + z-index: 2; + position: fixed; + margin-left: auto; + margin-right: auto; + bottom: 50%; + top: 50%; + left: 0%; + right: 0%; + text-align:center; + width: 300px; + height: 150px; + background-color:rgba(134, 238, 238, 0.6); + border-color:#BFBFBF; + border-width:medium; + box-shadow:0px 0px 10px rgba(78, 78, 78, 0.89); + border-radius: 15px; + font-family: Ubuntu, Verdana sans-serif; + font-style: bold; +} + +#Menu { + font-family: Ubuntu; + font-size: 30px; + text-align: center; +} + +.notice{ + font-size: 15px; +} +li:hover:not(.clicked){ + font-weight: bold; + text-shadow: 0px 0px 3px rgba(26, 10, 255, 1); +} + +#topics{ + list-style-type: none; +} +html{ + height:100%; + background-image: -webkit-gradient( + linear, + left top, + left bottom, + color-stop(0.1, #FFFFFF), + color-stop(0.71, #C0B8FF), + color-stop(0.86, #31A338) +); +background-image: -o-linear-gradient(bottom, #FFFFFF 10%, #C0B8FF 71%, #31A338 86%); +background-image: -moz-linear-gradient(bottom, #FFFFFF 10%, #C0B8FF 71%, #31A338 86%); +background-image: -webkit-linear-gradient(bottom, #FFFFFF 10%, #C0B8FF 71%, #31A338 86%); +background-image: -ms-linear-gradient(bottom, #FFFFFF 10%, #C0B8FF 71%, #31A338 86%); +background-image: linear-gradient(to bottom, #FFFFFF 10%, #C0B8FF 71%, #31A338 86%); +} +#Play{ + font-size: 25px; + margin-top: 20px; + padding-right: 20px; + padding-left: 20px; +} +input[type=submit]:hover{ + background-color: #D6EBFF; + font-weight: bold; +} +.clicked { + font-weight: bold; + text-shadow: 0px 0px 3px rgba(26, 10, 255, 1); + +} +label{ + position: relative; +} +select{ + background: none; + font-family: Ubuntu; + font-weight: bold; + font-size: 20px; + width: 140px; + padding:12px; + text-align: center; + border: 3px solid #86eeee; + border-radius: 5px; + appearance: none; + -webkit-appearance: none; + -moz-appearance: none; +} +label:after{ + content: "\25bc"; + font-size: 13px; + position: absolute; + right: 11px; + top: 13px; + pointer-events:none; +} +#timer{ + z-index: 2; + position: fixed; + top: 6%; + right: 6%; + text-align:center; + color: red; + font-family: Ubuntu, Verdana sans-serif; + font-weight: bold; + font-size: 2em; + background-color:rgba(134, 238, 238, 0.6); + border-color:#000000; + border-radius: 15px; + border-width:2px; + padding: 10px; + width: 150px; +} +.time { + display: inline; +} +#exit { + z-index: 2; + position: absolute; + top: 6%; + left: 1%; + margin-top:-30px; + margin-right:-30px; + cursor:pointer; + color: #fff; + border: 1px solid #AEAEAE; + border-radius: 30px; + background-color: #be5056; + font-family: Ubuntu; + font-size: 25px; + display: inline-block; + line-height: 0px; + padding: 14px 6px; +} +#exit:hover { + font-weight: bold; + background-color: #cc8589; +} \ No newline at end of file diff --git a/Test.js b/Test.js new file mode 100644 index 0000000..2e9a790 --- /dev/null +++ b/Test.js @@ -0,0 +1,447 @@ +/* + Test.js- Automates testing [Black Box Testing Style] + Expects Elements to be shown and score to be equal to 15 (25 if transformations) + + Test.Errors - An array that contains all the errors once tests are ran. + + Test.Multiple(choice, times) - Runs [choice] test [times] times + Basically works as: if option run option.test + Displays errors at end using Test.DisplayErrors function + + Test.All() - Runs all tests + Runs each test once + Displays errors at end using Test.DisplayErrors function + + Test.DisplayErrors() + if no errors + Displays "All tests passed" + if errors + Shows errors + Says how many errors there are + + ------Simulation Testing [Not going into detail with simulatePlay()]------- + simulatePlay() - Wins 2 levels and loses 1, then checks if score equals 15 + unless it's a transformation level then checks if score = 25 + + Test.Menu() - Checks Menu + If menu, + topics, + nchoice, + or play is undefined or not shown error is raised + Simulates clicks with clickTest function + ClickTest() - Simulates topics being clicked + if topic cannot be clicked then error is raised + + Test.[insert level name]() - Checks [level name] + Gets into said level + If canvas or input isn't defined or shown then an error is raised + Simulates level using simulatePlay function +*/ + +var Test = new Object(); + +Test.Errors = [] + +Test.Menu = function () { + menu = (document.getElementById('Menu') == undefined || $("#Menu").is(':hidden')) ? false : true; + topics = (document.getElementById('topics') == undefined || $("#topics").is(':hidden')) ? false : true; + nchoice = (document.getElementById('nchoice') == undefined || $("#nchoice").is(':hidden')) ? false : true; + play = (document.getElementById('Play') == undefined || $("#Play").is(':hidden')) ? false : true; + if (!menu) { Test.Errors.push("Expected menu to be shown."); } + if (!topics) { Test.Errors.push("Expected topics to be shown.") } + if (!nchoice) { Test.Errors.push("Expected number of times option to be shown.") } + if (!play) { Test.Errors.push("Expected Play button to be shown.") } + //--------Start ClickTest-------// + length = $("#topics").children().length + for (i = 1; i <= length; i++) { + item = '#topics li:nth-child(' + i + ')' + $(item).click() + if (!$(item).hasClass("clicked")) { + id = $(item).attr('id'); + Test.Errors.push(id + " cannot be clicked"); + } + } +} +Test.Tutorial = function () { + $('#TutorialTopic').click(); + $('#Play').click(); + Canvas = (document.getElementById('myCanvas') == undefined || $("#myCanvas").is(':hidden')) ? false : true; + Tutorial = (document.getElementById('Tutorial') == undefined || $("#Tutorial").is(':hidden')) ? false : true; + if (!myCanvas) { Test.Errors.push("[Tutorial] Expected canvas to be shown."); } + if (!Tutorial) { Test.Errors.push("[Tutorial] Expected input to be shown."); } + //-----Start Game Simulation-----// + $('#m1').val(0); + $('#b1').val(Game.LastY); + $('.Submit').click(); + $('#reset').click(); + $('#m1').val(0); + $('#b1').val(Game.LastY); + $('.Submit').click(); + $('#reset').click(); + $('#m1').val(0); + $('#b1').val(Game.LastY - 1); + $('.Submit').click(); + if (Game.Score != 15) { + Test.Errors.push("[Tutorial] The scoring system was incorrect: \n" + "Expected 15, instead got: " + Game.Score); + } + $('#reset').click(); + $('#Last').click(); +} + +Test.Coordinate = function() { + $('#CoordinateTopic').click(); + $('#Play').click(); + Canvas = (document.getElementById('myCanvas') == undefined || $("#myCanvas").is(':hidden')) ? false : true; + Coordinate = (document.getElementById('Coordinate') == undefined || $("#Coordinate").is(':hidden')) ? false : true; + if (!myCanvas) { Test.Errors.push("[Coordinate] Expected canvas to be shown."); } + if (!Coordinate) { Test.Errors.push("[Coordinate] Expected input to be shown."); } + //-----Start Game Simulation----// + $('#X0').val(Game.LastX); + $('#Y0').val(Game.LastY); + $('.Submit').click(); + $('#reset').click(); + $('#X0').val(Game.LastX); + $('#Y0').val(Game.LastY); + $('.Submit').click(); + $('#reset').click(); + $('#X0').val(Game.LastX); + $('#Y0').val(Game.LastY - 1); + $('.Submit').click(); + if (Game.Score != 15) { + Test.Errors.push("[Coordinate] The scoring system was incorrect: \n" + "Expected 15, instead got: " + Game.Score); + } + $('#reset').click(); + $('#Last').click(); +} + +Test.Linear = function () { + $('#LinearTopic').click(); + $('#Play').click(); + Canvas = (document.getElementById('myCanvas') == undefined || $("#myCanvas").is(':hidden')) ? false : true; + Linear = (document.getElementById('Linear') == undefined || $("#Linear").is(':hidden')) ? false : true; + if (!myCanvas) { Test.Errors.push("[Linear] Expected canvas to be shown."); } + if (!Linear) { Test.Errors.push("[Linear] Expected input to be shown."); } + //-----Start Game Simulation----// + m = (Game.LastY2 - Game.LastY) / (Game.LastX2 - Game.LastX); + b = Game.LastY - (m * Game.LastX); + $('#rise').val(m); + $('#run').val(1); + $('#b2').val(b); + $('.Submit').click(); + $('#reset').click(); + m = (Game.LastY2 - Game.LastY) / (Game.LastX2 - Game.LastX); + b = Game.LastY - (m * Game.LastX); + $('#rise').val(m); + $('#run').val(1); + $('#b2').val(b); + $('.Submit').click(); + $('#reset').click(); + m = (Game.LastY2 - Game.LastY) / (Game.LastX2 - Game.LastX); + b = Game.LastY - (m * Game.LastX); + $('#rise').val(m); + $('#run').val(1); + $('#b2').val(b - 1); + $('.Submit').click(); + if (Game.Score != 15) { + Test.Errors.push("[Linear] The scoring system was incorrect: \n" + "Expected 15, instead got: " + Game.Score); + } + $('#reset').click(); + $('#Last').click(); +} + +Test.StandLinear = function () { + $('#StandLinearTopic').click(); + $('#Play').click(); + Canvas = (document.getElementById('myCanvas') == undefined || $("#myCanvas").is(':hidden')) ? false : true; + StandLinear = (document.getElementById('StandLinear') == undefined || $("#StandLinear").is(':hidden')) ? false : true; + if (!myCanvas) { Test.Errors.push("[StandLinear] Expected canvas to be shown."); } + if (!StandLinear) { Test.Errors.push("[StandLinear] Expected input to be shown."); } + //----Simulate Game Play-----// + a = (Game.LastY2 - Game.LastY); + b = (Game.LastX2 - Game.LastX); + m = a / b + c = (Game.LastY - (m * Game.LastX)) * b + $('#a0').val(-1 * a); + $('#b0').val(b); + $('#c0').val(c); + $('.Submit').click(); + $('#reset').click(); + a = (Game.LastY2 - Game.LastY); + b = (Game.LastX2 - Game.LastX); + m = a / b + c = (Game.LastY - (m * Game.LastX)) * b + $('#a0').val(-1 * a); + $('#b0').val(b); + $('#c0').val(c); + $('.Submit').click(); + $('#reset').click(); + a = (Game.LastY2 - Game.LastY); + b = (Game.LastX2 - Game.LastX); + m = a / b + c = (Game.LastY - (m * Game.LastX)) * b + $('#a0').val(-1 * a); + $('#b0').val(b); + $('#c0').val(c - 1); + $('.Submit').click(); + if (Game.Score != 15) { + Test.Errors.push("[StandLinear] The scoring system was incorrect: \n" + "Expected 15, instead got: " + Game.Score); + } + $('#reset').click(); + $('#Last').click(); +} + +Test.LinearTransformations = function () { + $('#LinearTransformationsTopic').click(); + $('#Play').click(); + Canvas = (document.getElementById('myCanvas') == undefined || $("#myCanvas").is(':hidden')) ? false : true; + Linear = (document.getElementById('Linear') == undefined || $("#Linear").is(':hidden')) ? false : true; + if (!myCanvas) { Test.Errors.push("[LinearTransformations] Expected canvas to be shown."); } + if (!Linear) { Test.Errors.push("[LinearTransformations] Expected input to be shown."); } + //----Simulate Game Play----// + m = (Game.LastY2 - Game.LastY) / (Game.LastX2 - Game.LastX); + b = Game.LastY - (m * Game.LastX); + $('#rise').val(m); + $('#run').val(1); + $('#b2').val(b - Game.LinearTransformations.Level1.VerticalShift); + $('.Submit').click(); + if (Game.Score != 10) { alert("") } + $('#reset').click(); + m = (Game.LastY2 - Game.LastY) / (Game.LastX2 - Game.LastX); + b = Game.LastY - m * (Game.LastX + Game.LinearTransformations.Level2.HorizontalShift); + $('#rise').val(m); + $('#run').val(1); + $('#b2').val(b); + $('.Submit').click(); + $('#reset').click(); + m = (Game.LastY2 - Game.LastY) / (Game.LastX2 - Game.LastX); + b = Game.LastY - (m * Game.LastX) + $('#rise').val(m * (1 / Game.LinearTransformations.Level3.Stretch)); + $('#run').val(1); + $('#b2').val(b); + $('.Submit').click(); + $('#reset').click(); + $('#rise').val(0); + $('#run').val(1); + $('#b2').val(-20); + $('.Submit').click(); + if (Game.Score != 25) { + Test.Errors.push("[LinearTransformations] The scoring system was incorrect: \n" + "Expected 25, instead got: " + Game.Score); + } + $('#reset').click(); + $('#Last').click(); +} + +Test.SimpleQuad = function () { + $('#SimpleQuadTopic').click(); + $('#Play').click(); + Canvas = (document.getElementById('myCanvas') == undefined || $("#myCanvas").is(':hidden')) ? false : true; + SimpleQuad = (document.getElementById('SimpleQuad') == undefined || $("#SimpleQuad").is(':hidden')) ? false : true; + if (!myCanvas) { Test.Errors.push("[SimpleQuad] Expected canvas to be shown."); } + if (!SimpleQuad) { Test.Errors.push("[SimpleQuad] Expected input to be shown."); } + //------Simulate Game Play------// + $('#h1').val(Game.LastX); + $('#k1').val(Game.LastY); + $('.Submit').click(); + $('#reset').click(); + $('#h1').val(Game.LastX); + $('#k1').val(Game.LastY); + $('.Submit').click(); + $('#reset').click(); + $('#h1').val(Game.LastX); + $('#k1').val(Game.LastY - 1); + $('.Submit').click(); + if (Game.Score != 15) { + Test.Errors.push("[SimpleQuad] The scoring system was incorrect: \n" + "Expected 15, instead got: " + Game.Score); + } + $('#reset').click(); + $('#Last').click(); +} + +Test.StandardQuad = function () { + $('#StandardQuadTopic').click(); + $('#Play').click(); + Canvas = (document.getElementById('myCanvas') == undefined || $("#myCanvas").is(':hidden')) ? false : true; + StandardQuad = (document.getElementById('StandardQuad') == undefined || $("#StandardQuad").is(':hidden')) ? false : true; + if (!myCanvas) { Test.Errors.push("[StandardQuad] Expected canvas to be shown."); } + if (!StandardQuad) { Test.Errors.push("[StandardQuad] Expected input to be shown."); } + //------Simulate Game Play------// + n = Game.LastX2 - Game.LastX; + a = (Game.LastY2 - Game.LastY) / (n * n); + $('#a').val(a); + $('#h2').val(Game.LastX); + $('#k2').val(Game.LastY); + $('.Submit').click(); + $('#reset').click(); + n = Game.LastX2 - Game.LastX; + a = (Game.LastY2 - Game.LastY) / (n * n); + $('#a').val(a); + $('#h2').val(Game.LastX); + $('#k2').val(Game.LastY); + $('.Submit').click(); + $('#reset').click(); + n = Game.LastX2 - Game.LastX; + a = (Game.LastY2 - Game.LastY) / (n * n); + $('#a').val(a); + $('#h2').val(Game.LastX); + $('#k2').val(Game.LastY - 1); + $('.Submit').click(); + if (Game.Score != 15) { + Test.Errors.push("[StandardQuad] The scoring system was incorrect: \n" + "Expected 15, instead got: " + Game.Score); + } + $('#reset').click(); + $('#Last').click(); +} + +Test.GeneralQuad = function () { + $('#GeneralQuadTopic').click(); + $('#Play').click(); + Canvas = (document.getElementById('myCanvas') == undefined || $("#myCanvas").is(':hidden')) ? false : true; + GeneralQuad = (document.getElementById('GenaralQuad') == undefined || $("#GenaralQuad").is(':hidden')) ? false : true; + if (!myCanvas) { Test.Errors.push("[GeneralQuad] Expected canvas to be shown."); } + if (!GeneralQuad) { Test.Errors.push("[GeneralQuad] Expected input to be shown."); } + //-------Simulate Game Play-------// + n = Game.LastX2 - Game.LastX; + a = (Game.LastY2 - Game.LastY) / (n * n); + b = -2 * a * Game.LastX; + c = a * Game.LastX * Game.LastX + Game.LastY + $('#a2').val(a); + $('#b3').val(b); + $('#c').val(c); + $('.Submit').click(); + $('#reset').click(); + n = Game.LastX2 - Game.LastX; + a = (Game.LastY2 - Game.LastY) / (n * n); + b = -2 * a * Game.LastX; + c = a * Game.LastX * Game.LastX + Game.LastY + $('#a2').val(a); + $('#b3').val(b); + $('#c').val(c); + $('.Submit').click(); + $('#reset').click(); + n = Game.LastX2 - Game.LastX; + a = (Game.LastY2 - Game.LastY) / (n * n); + b = -2 * a * Game.LastX; + c = a * Game.LastX * Game.LastX + Game.LastY + $('#a2').val(a); + $('#b3').val(b); + $('#c').val(c - 1); + $('.Submit').click(); + if (Game.Score != 15) { + Test.Errors.push("[GeneralQuad] The scoring system was incorrect: \n" + "Expected 15, instead got: " + Game.Score); + } + $('#reset').click(); + $('#Last').click(); +} + +Test.ZeroQuad = function () { + $('#ZeroQuadTopic').click(); + $('#Play').click(); + Canvas = (document.getElementById('myCanvas') == undefined || $("#myCanvas").is(':hidden')) ? false : true; + ZeroQuad = (document.getElementById('ZeroQuad') == undefined || $("#ZeroQuad").is(':hidden')) ? false : true; + if (!myCanvas) { Test.Errors.push("[ZeroQuad] Expected canvas to be shown."); } + if (!ZeroQuad) { Test.Errors.push("[ZeroQuad] Expected input to be shown."); } + //-----Simulate Game Play-----// + $('#X1').val(Game.LastX); + $('#X2').val(Game.LastX2); + $('.Submit').click(); + $('#reset').click(); + $('#X1').val(Game.LastX); + $('#X2').val(Game.LastX2); + $('.Submit').click(); + $('#reset').click(); + $('#X1').val(Game.LastX); + $('#X2').val(Game.LastX2 + 1); + $('.Submit').click(); + $('#reset').click(); + if (Game.Score != 15) { + Test.Errors.push("[ZeroQuad] The scoring system was incorrect: \n" + "Expected 15, instead got: " + Game.Score); + } + $('#reset').click(); + $('#Last').click(); +} + +Test.QuadTransformations = function () { + $('#QuadTransformationsTopic').click(); + $('#Play').click(); + Canvas = (document.getElementById('myCanvas') == undefined || $("#myCanvas").is(':hidden')) ? false : true; + QuadTransformations = (document.getElementById('StandardQuad') == undefined || $("#StandardQuad").is(':hidden')) ? false : true; + if (!myCanvas) { Test.Errors.push("[QuadTransformations] Expected canvas to be shown."); } + if (!QuadTransformations) { Test.Errors.push("[QuadTransformations] Expected input to be shown."); } + //----Simulate Game Play-----// + n = Game.LastX2 - Game.LastX; + a = (Game.LastY2 - Game.LastY) / (n * n); + $('#a').val(a); + $('#h2').val(Game.LastX); + $('#k2').val(Game.LastY - Game.QuadTransformations.Level1.VerticalShift); + $('.Submit').click(); + $('#reset').click(); + n = Game.LastX2 - Game.LastX; + a = (Game.LastY2 - Game.LastY) / (n * n); + $('#a').val(a); + $('#h2').val(Game.LastX + Game.QuadTransformations.Level2.HorizontalShift); + $('#k2').val(Game.LastY); + $('.Submit').click(); + $('#reset').click(); + n = Game.LastX2 - Game.LastX; + a = (Game.LastY2 - Game.LastY) / (n * n); + $('#a').val(a * (1 / Game.QuadTransformations.Level3.Stretch)); + $('#h2').val(Game.LastX); + $('#k2').val(Game.LastY); + $('.Submit').click(); + $('#reset').click(); + $('#a').val(-10); + $('#h2').val(1000); + $('#k2').val(-50); + $('.Submit').click(); + if (Game.Score != 25) { + Test.Errors.push("[QuadTransformations] The scoring system was incorrect: \n" + "Expected 25, instead got: " + Game.Score); + } + $('#reset').click(); + $('#Last').click(); +} + +Test.Multiple = function (choice, times) { + for (i = 0; i < times; i++) { + switch (choice.toUpperCase()) { + case "MENU": Test.Menu(); break; + case "TUTORIAL": Test.Tutorial(); break; + case "COORDINATE": Test.Coordinate(); break; + case "LINEAR": Test.Linear(); break; + case "STANDLINEAR": Test.StandLinear(); break; + case "LINEARTRANSFORMATIONS": Test.LinearTransformations(); break; + case "SIMPLEQUAD": Test.SimpleQuad(); break; + case "STANDARDQUAD": Test.StandardQuad(); break; + case "GENERALQUAD": Test.GeneralQuad(); break; + case "ZEROQUAD": Test.ZeroQuad(); break; + case "QUADTRANSFORMATIONS": Test.QuadTransformations(); break; + } + } + Test.DisplayErrors(); +} + +Test.All = function () { + Test.Menu(); + Test.Tutorial(); + Test.Coordinate(); + Test.Linear(); + Test.StandLinear() + Test.LinearTransformations(); + Test.SimpleQuad(); + Test.StandardQuad(); + Test.GeneralQuad(); + Test.ZeroQuad(); + Test.QuadTransformations(); + Test.DisplayErrors(); +} + +Test.DisplayErrors = function () { + if (Test.Errors.length > 0) { + for (i = 0; i < Test.Errors.length; i++) { + console.error(Test.Errors[i]); + } + console.warn("Of all tests, " + Test.Errors.length + " have failed."); + } + if (Test.Errors.length == 0) { + console.log("All tests passed"); + } +} \ No newline at end of file diff --git a/Ubuntu-L.ttf b/Ubuntu-L.ttf new file mode 100644 index 0000000..7b7ac7d Binary files /dev/null and b/Ubuntu-L.ttf differ diff --git a/Ubuntu-M.ttf b/Ubuntu-M.ttf new file mode 100644 index 0000000..443ec8b Binary files /dev/null and b/Ubuntu-M.ttf differ diff --git a/UbuntuMono-R.ttf b/UbuntuMono-R.ttf new file mode 100644 index 0000000..fdd309d Binary files /dev/null and b/UbuntuMono-R.ttf differ diff --git a/balloon.png b/balloon.png new file mode 100644 index 0000000..8c1e198 Binary files /dev/null and b/balloon.png differ diff --git a/index.html b/index.html new file mode 100644 index 0000000..00c53dd --- /dev/null +++ b/index.html @@ -0,0 +1,99 @@ + + + + + + + Graph Game + + + + + + + + +

Your Browser is not compatible with the Canvas tag. Please use Chrome, Firefox, or IE 9 or above.

+
( + , + ) + +
+
Y = + X + + + +
+
Y = + / + X + + + +
+
+ X + + Y = + + +
+
Y = ( X - + )^2 + + + +
+
Y = + ( X - + )^2 + + + +
+
Y = + X^2 + + X + + + +
+
Y = (X - + ) (X - + ) + +
+
Exit
+
+

:

+
+
+ + + + + + + + + \ No newline at end of file diff --git a/jquery.js b/jquery.js new file mode 100644 index 0000000..73f33fb --- /dev/null +++ b/jquery.js @@ -0,0 +1,4 @@ +/*! jQuery v1.11.0 | (c) 2005, 2014 jQuery Foundation, Inc. | jquery.org/license */ +!function(a,b){"object"==typeof module&&"object"==typeof module.exports?module.exports=a.document?b(a,!0):function(a){if(!a.document)throw new Error("jQuery requires a window with a document");return b(a)}:b(a)}("undefined"!=typeof window?window:this,function(a,b){var c=[],d=c.slice,e=c.concat,f=c.push,g=c.indexOf,h={},i=h.toString,j=h.hasOwnProperty,k="".trim,l={},m="1.11.0",n=function(a,b){return new n.fn.init(a,b)},o=/^[\s\uFEFF\xA0]+|[\s\uFEFF\xA0]+$/g,p=/^-ms-/,q=/-([\da-z])/gi,r=function(a,b){return b.toUpperCase()};n.fn=n.prototype={jquery:m,constructor:n,selector:"",length:0,toArray:function(){return d.call(this)},get:function(a){return null!=a?0>a?this[a+this.length]:this[a]:d.call(this)},pushStack:function(a){var 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