mirror of
https://github.com/wassname/cardsforscience.git
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128 lines
4.0 KiB
JavaScript
128 lines
4.0 KiB
JavaScript
/** Manages the detector animation in the canvas of the detector pane **/
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var Detector = function(){
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return {
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elements: new GameObjects.Cards(),
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lastCards: new GameObjects.Cards(),
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incorrectCards: new GameObjects.Cards(),
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visible: true,
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width: 400,
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height: 400,
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ratio: 1,
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lastRender: 0,
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bubblr: undefined,
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init: function(game)
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{
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// deal first card
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this.lastCards.push(_.sample(game.elements));
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},
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/** When a user clicks the detector **/
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addEvent: function()
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{
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// this.bubblr.bubble(); // bubble for 500ms, TODO make one bubble
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},
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/** When a worker clicks the detector **/
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addEventExternal: function(numWorkers)
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{
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// this.bubblr.genBubbles(numWorkers);
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},
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/** Draw current events **/
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draw: function(duration)
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{
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// this.bubblr.bubble();
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},
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onDrop: function(event, ui, game){
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var self=this;
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console.debug('onDrop',arguments);
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var $draggable = angular.element(ui.draggable),
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$droppable = angular.element(event.target);
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// if the dragger came from the elements panels, clone it to here
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var newElement;
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if ($draggable.hasClass('element-store')){
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var elementStore = game.elements.filter(function(e){return e.key==$draggable.data('element');})[0];
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elementStore.state.amount-=1;
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newElement = angular.copy(elementStore);
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this.elements.push(newElement);
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}
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var observation = game.test
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console.log('intersectingElements', intersectingElements.length, observation);
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return observation;
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},
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/** Run an experiment depending on reactants and conditions **/
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experiment: function(options,game) {
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var inputs = options.inputs || [];
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var inputKeys = inputs.map(function(e){return e.key;});
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inputKeys.sort(); // this makes reaction be independant of order
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var result = game.testRules(inputKeys);
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if (result) {
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this.reaction(inputs,result.reactants,result.results, options.location, game);
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} else {
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result = {
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reactants: [],
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catalysts: [],
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conditions: [],
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results: [],
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inputs: inputKeys
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};
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}
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return result;
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},
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/** Remove reactants and make results with animations **/
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reaction: function(inputs,reactants,results,location,game){
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// remove reactants from detector
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for (var i = 0; i < reactants.length; i++) {
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// get the uuid from inputs
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var ingredient = inputs.filter(function(e){return e.key===reactants[i];})[0];
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var j = _.findIndex(this.elements,{uuid:ingredient.uuid});
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var removed = this.elements.splice(j,1);
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}
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// TODO use angular effects to remove in puff of fade
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// add results and discover them
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for (var i = 0; i < results.length; i++) {
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var resultKey = results[i];
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// make sure it's discovered
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var elementStore = game.elements.get(resultKey);
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if (!elementStore.state.discovered){
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// old discoveries are not interesting
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game.elements.map(function(e){e.state.interesting=false;});
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// a new discovery is interesting
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elementStore.state.interesting=true;
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elementStore.state.discovered=true;
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}
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// add new element to beaker
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var newElem = elementStore.spawn();
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newElem.state=location;
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this.elements.push(newElem);
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}
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// effects
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// this.bubblr.bubble();
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},
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};
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};
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