working principle of arithematic game

game-multiple-levels
Fabien Benetou 3 months ago
parent 0a0ceb8f28
commit 0741953057
  1. 68
      index.html

@ -8,7 +8,7 @@
<script src='dependencies/aframe-troika-text.min.js'></script>
<script src='dependencies/webdav.js'></script>
<script src="https://cdn.jsdelivr.net/gh/c-frame/aframe-extras@7.1.0/dist/aframe-extras.min.js"></script>
<script src="https://cdn.jsdelivr.net/gh/c-frame/aframe-physics-system@v4.2.2/dist/aframe-physics-system.min.js"></script>
<script src="https://cdn.jsdelivr.net/gh/c-frame/aframe-physics-system@v4.2.2/dist/aframe-physics-system.min.js"></script>
<script src='jxr-core.js?12345'></script>
<script src='jxr-postitnote.js?13235'></script>
</head>
@ -52,11 +52,12 @@ AFRAME.registerComponent('startfunctions', {
init: function(){
let untestedGames = ["checkers", "carcassone"]
addGame("voxelpaint")
addGame("simon")
addGame("physics-construct")
//addGame("voxelpaint")
//addGame("simon")
//addGame("physics-construct")
addGame("manipulable-arithemtic", true)
addGames()
//addGames()
}
})
@ -82,6 +83,7 @@ function addGame(gamename, visible="false"){
newEl.setAttribute("visible", visible)
newEl.classList.add( "game" )
AFRAME.scenes[0].appendChild(newEl)
return newEl
}
function addGames(){
@ -114,6 +116,59 @@ function showOnlyThisGame(name){
document.querySelector("["+name+"]").emit("reset")
}
//___________________________________________________________________________________________________________________________________
const fishTemplate = '<a-gltf-model onreleased="snapRightOf()" target scale=".001 .001 .001" src="../content/winterset/Fish.glb" position="0 1 -1"></a-gltf-model>'
const functionAdderTemplate = '<a-troika-text value="x" onreleased="snapRightOf()" target scale=".1 .1 .1" position="0.1 1 -1"></a-troika-text>'
const functionNumberTemplate = '<a-troika-text value="2" onreleased="snapRightOf()" target scale=".1 .1 .1" position="0.2 1 -1"></a-troika-text>'
AFRAME.registerComponent('manipulable-arithemtic', {
init: function(){
let generatorName = this.attrName
let el = this.el
let templatesToAdd = [ fishTemplate, functionAdderTemplate ]
let numbers = Array(10).fill(functionNumberTemplate)
let numbersEl = addFromTemplateList( numbers, el )
setTimeout( _ => { // should listen to the event instead...
numbersEl.map( (el,i) => {
el.children[0].setAttribute("value", i)
el.children[0].setAttribute("position", "0.2 "+(1+i/10)+" -1")
})
// convenient but creates an offset which isn't great for direct manipulation
}, 100)
addFromTemplateList( templatesToAdd, el )
let equation = []
AFRAME.scenes[0].addEventListener('snapped', event => {
// could then try to get entities which are at the same position aligned on the relative x-axis
let functionToApply = event.detail.snappedOn.getAttribute("value")
let value = event.detail.snappedEl.getAttribute("value")
if ( functionToApply == "x" && !isNaN(value)) applyMath( fishTemplate, functionToApply, Number(value))
})
// works but doesn't stack, i.e much put FISH x 2, where 2 is added on x, not on FISH
}
})
function addFromTemplateList( templates, parentEl){
let elements = []
templates.map( t => {
let newEl = document.createElement("a-entity")
newEl.innerHTML = t
parentEl.appendChild(newEl)
elements.push( newEl )
})
return elements
}
function applyMath( template, functionToApply, value ){
let templatesToAdd = Array(value).fill(template)
// always assuming functionToApply to be "x" for now AND that the number of things to apply to is 1! (to faciliate selection)
let elements = addFromTemplateList( templatesToAdd, AFRAME.scenes[0] )
setTimeout( _ => { // should listen to the event instead...
elements.map( el => el.children[0].object3D.translateX( .5 + Math.random()/10 ) )
// convenient but creates an offset which isn't great for direct manipulation
}, 100)
}
//___________________________________________________________________________________________________________________________________
AFRAME.registerComponent('throw-on-drop', {
init: function(){
@ -936,13 +991,14 @@ function snapMAB(){
}
function snapRightOf(){
// does NOT stack, should consider snapMAB instead, also making stacking optional with default parameter
let latest = selectedElements[selectedElements.length-1].element
let nearby = getClosestTargetElements( latest.getAttribute('position') )
if (nearby.length>0){
latest.setAttribute("rotation", AFRAME.utils.coordinates.stringify( nearby[0].el.getAttribute("rotation") ) )
latest.setAttribute("position", AFRAME.utils.coordinates.stringify( nearby[0].el.getAttribute("position") ) )
latest.object3D.translateX( 1/10 )
// somehow... works only the 2nd time, not the 1st?!
AFRAME.scenes[0].emit( 'snapped', {snappedOn: nearby[0].el, snappedEl: latest})
}
}

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