/**** * Classes ****/ var Button = Container.expand(function (text, options) { var self = Container.call(this); var buttonGraphics = self.attachAsset(options.assetName || 'button', { anchorX: options.anchorX || 0.5, anchorY: options.anchorY || 0.5 }); self.width = options.width || 200; self.height = options.height || 100; self.fill = options.fill || 0x00FF00; self.text = new Text2(text, { size: options.text && options.text.size || 50, fill: options.text && options.text.fill || "#000000" }); self.text.anchor.set(0.5, 0.5); self.addChild(self.text); self.x = options.x || 0; self.y = options.y || 0; self.on('down', function () { if (options.onClick) { options.onClick(); } }); }); // Assets will be automatically created and loaded by the LK engine based on usage in the game code. // GridCell class for individual letters in the grid var GridCell = Container.expand(function (letter, assetName) { var self = Container.call(this); var cellGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.width = cellGraphics.width; self.height = cellGraphics.height; self.clickable = true; //Indique si la cellule est cliquable self.wordFrom = ''; //Mot d'origine de la lettre self.letter = letter; self.policeSize = policeSize; var text = new Text2(letter.toUpperCase(), { size: self.policeSize, fill: "#000000" }); self.texte = text; self.texte.anchor.set(0.5, 0.5); self.addChild(self.texte); self.column = 0; //From 0 to gridColumns - 1 self.line = 0; //From 0 to gridLines - 1 self.columnFrom = 0; //Used in case of moving back to the main grid of a letter self.lineFrom = 0; self.setLetter = function (newLetter) { self.letter = newLetter; //self.texte.setText(newLetter.toUpperCase()); self.texte.setText(newLetter); self.texte.x = -10; self.texte.y = -10; }; self.setColorToLetter = function (color) { self.texte.setStyle({ fill: color }); }; self.onClickCell = function () { //Fonction appelée lors du click sur la cellule if (!self.clickable || self.letter == '') { return; } self.isClicked = true; }; self.isClicked = false; //Indique si la cellule a été cliquée }); // LettersGrid class for managing the grid of letters, same as WordGrid but with control of number of columns and lines var LettersGrid = Container.expand(function (columns, lines, assetName) { var self = Container.call(this); self.gridColumns = columns; self.gridLines = lines; var oneCell = new GridCell('', assetName); //Taille de reference self.oneCell = oneCell; self.width = oneCell.width * self.gridColumns; self.height = oneCell.height + oneCell.height * (self.gridLines - 1); self.clickable = true; //Indique si la grille est cliquable self.cells = []; self.emptyCells = []; //Liste des cellules vides self.words = []; //Liste des mots actuellement dans la grille self.initializeGrid = function () { for (var i = 0; i < self.gridLines; i++) { self.cells[i] = []; for (var j = 0; j < self.gridColumns; j++) { var cell = new GridCell('', assetName); cell.x = j * cell.width; cell.y = i * cell.height + cell.height / 2; self.addChild(cell); self.cells[i][j] = cell; cell.column = j; cell.line = i; cell.on('down', function () { //Fonction appelée lors du click sur la cellule this.onClickCell(); }); cell.clickable = self.clickable; self.emptyCells.push(cell); } } }; //Fin de la fonction initializeGrid self.resetGrid = function () { //Réinitialise la grille : remove all cells and repositionnement de la grille for (var i = 0; i < self.gridLines; i++) { for (var j = 0; j < self.gridColumns; j++) { self.removeChild(self.cells[i][j]); } } self.cells = []; self.emptyCells = []; self.gridColumns = 0; self.gridLines = 0; }; //Fin de la fonction resetGrid self.addCell = function (letter, assetName) { //Only when there is only one gridLine, add a cell to the grid with the given letter var cell = null; if (self.gridLines === 1) { cell = new GridCell(letter, assetName); cell.x = self.gridColumns * cell.width; cell.y = cell.height / 2; self.addChild(cell); self.cells[0][self.gridColumns] = cell; cell.column = self.gridColumns; cell.line = 0; cell.on('down', function () { //Fonction appelée lors du click sur la cellule this.onClickCell(); }); cell.clickable = self.clickable; if (letter === '') { self.emptyCells.push(cell); } self.gridColumns++; self.x -= cell.width / 2; //Repositionnement de la grille } return cell; }; //Fin de la fonction addCell self.removeCell = function (index) { //Only when there is only one gridLine, remove a cell from the grid at the given index if (self.gridLines === 1 && index >= 0 && index < self.gridColumns) { var cell = self.cells[0][index]; self.removeChild(cell); self.cells[0].splice(index, 1); self.gridColumns--; //Decale les cellules suivantes vers la gauche de une cellule for (var i = index; i < self.gridColumns; i++) { self.cells[0][i].x -= self.cells[0][i].width; self.cells[0][i].column = i; } self.x += cell.width / 2; //Repositionnement de la grille } }; //Fin de la fonction removeCell self.cellsPositions = function () { //Return the absolutes positions of the cells in the game var positions = []; for (var i = 0; i < self.gridLines; i++) { for (var j = 0; j < self.gridColumns; j++) { positions.push({ x: self.cells[i][j].x + self.x, y: self.cells[i][j].y + self.y }); } } return positions; }; //Fin de la fonction cellsPositions self.setLetter = function (column, line, letter) { // Set a letter in the grid at (column, line) if (column >= 0 && column < self.gridColumns && line >= 0 && line < self.gridLines) { self.cells[line][column].setLetter(letter); //Retrait de la cellule de la liste des cellules vides if (self.emptyCells.includes(self.cells[line][column]) && letter !== '') { self.emptyCells.splice(self.emptyCells.indexOf(self.cells[line][column]), 1); } else if (!self.emptyCells.includes(self.cells[line][column]) && letter === '') { self.emptyCells.push(self.cells[line][column]); } } }; //Fin de la fonction setLetter self.addRandomLetter = function (letter) { // Add a letter in a random empty cell using emptyCells list var added = false; if (self.emptyCells.length > 0) { var randomIndex = Math.floor(Math.random() * self.emptyCells.length); var cell = self.emptyCells[randomIndex]; cell.setLetter(letter); added = true; //Retrait de la cellule de la liste des cellules vides if (self.emptyCells.includes(cell)) { self.emptyCells.splice(self.emptyCells.indexOf(cell), 1); } } return added; }; //Fin de la fonction addRandomLetter self.removeLetter = function (column, line) { // Remove a letter from the grid at (column, line) if (column >= 0 && column < self.gridColumns && line >= 0 && line < self.gridLines) { self.cells[line][column].setLetter(''); //Ajout de la cellule à la liste des cellules vides if (!self.emptyCells.includes(self.cells[line][column])) { self.emptyCells.push(self.cells[line][column]); } } }; //Fin de la fonction removeLetter self.findNclickCell = function (letter) { //Trouve et clique sur la première cellule contenant la lettre letter for (var i = 0; i < self.gridLines; i++) { for (var j = 0; j < self.gridColumns; j++) { if (self.cells[i][j].letter === letter) { self.cells[i][j].onClickCell(); return; } } } }; //Fin de la fonction findNclickCell self.addWord = function (word) { // Add a word in the list of words self.words.push(word); }; //Fin de la fonction addWord self.removeWord = function (word) { // Remove a word from the list of words if (self.words.includes(word)) { self.words.splice(self.words.indexOf(word), 1); } }; //Fin de la fonction removeWord self.firstWord = function () { // Return the first word in the list of words var word = ''; for (var i = 0; i < self.gridColumns; i++) { word += self.cells[0][i].letter; } return word; }; //Fin de la fonction firstWord self.isFull = function () { for (var i = 0; i < self.gridLines; i++) { for (var j = 0; j < self.gridColumns; j++) { if (self.cells[i][j].letter === '') { return false; } } } return true; }; //Fin de la fonction isFull self.isEmpty = function () { for (var i = 0; i < self.gridLines; i++) { for (var j = 0; j < self.gridColumns; j++) { if (self.cells[i][j].letter !== '') { return false; } } } return true; }; //Fin de la fonction isEmpty self.colorWordCells = function (word, color) { //Colorie les cellules du mot word en couleur color for (var j = 0; j < self.gridLines; j++) { for (var k = 0; k < self.gridColumns; k++) { if (word.includes(self.cells[j][k].letter)) { self.cells[j][k].setColorToLetter(color); word = word.replace(self.cells[j][k].letter, ''); } } } }; //Fin de la fonction colorWordCells self.colorAllCells = function (color) { for (var i = 0; i < self.gridLines; i++) { for (var j = 0; j < self.gridColumns; j++) { self.cells[i][j].setColorToLetter(color); } } }; //Fin de la fonction colorAllCells }); /**** * Initialize Game ****/ //Fin de la classe LettersGrid var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ /**** * GAME DESCRIPTION: * Game Principle: * NAME: QUIZ COOL by Dalhem 2024 * -There is a board filled with letters, where the player selects letters from a partially filled grid. * -With these letters, the player forms a word that appears below the grid, then validates their word. * -If the word is among the main list, it is valid, and the player earns points. * -The score obtained is proportional to the length of the word. * -These letters move randomly within the grid to empty spaces. * -If the word is not valid, the letters forming the word are returned to their original position in the grid. * -A new word is selected from the main list, shuffled and randomly dispatched in the empty cells. * -If there is no more space in the grid, the game is over. * Game Areas: * The screen is divided into 5 main zones in the following descending order: 1. Score area: displays the player's score. 2. The grid: the letter grid (main grid). 3. Word area: displays the word formed by the player (word grid). 4. Validation area: button to validate the word or erase letters. 5. Options area (or advertisement). * Game Progression: * At the beginning of the game, the player choose a thema * Once the thema selected, the grid is almost empty, containing one shuffled word. * The player can choose a letter in the grid by clicking on it. * The chosen letter is added to the word area. * The player can validate the word or erase a letter by clicking on the letter in the word, which then returns to its place in the grid. * When the player thinks he has formed a word, he can validate it with the validate button located below the word area. * If the word is valid, the player earns points, and the score is updated. * If the word is not valid, the letters forming the word are returned to their original position in the grid. * A new word appears randomly within the grid to empty spaces. * If there is no more space in the grid, the game is over. ****/ // Button class for creating buttons in the game var namesList = ["PLANETES AND SATELLITES", "USA STATES", "EUROPEAN CAPITALES", "ANIMALS", "PERIODIC TABLE OF THE ELEMENTS", "VIDEO GAMES"]; //Liste des thèmes de jeu var backGroundsList = ["BackGroundPlanetesNSatellites", "BackGroundUSAStates", "BackGroundEuropeanCapitales", "BackGroundAnimals", "BackGroundPeriodic", "BackGroundGames"]; //Liste des assets de fond var usaStates = ["ALABAMA", "ALASKA", "ARIZONA", "ARKANSAS", "CALIFORNIA", "COLORADO", "CONNECTICUT", "DELAWARE", "FLORIDA", "GEORGIA", "HAWAII", "IDAHO", "ILLINOIS", "INDIANA", "IOWA", "KANSAS", "KENTUCKY", "LOUISIANA", "MAINE", "MARYLAND", "MASSACHUSETTS", "MICHIGAN", "MINNESOTA", "MISSISSIPPI", "MISSOURI", "MONTANA", "NEBRASKA", "NEVADA", "NEW-HAMPSHIRE", "NEW-JERSEY", "NEW-MEXICO", "NEW-YORK", "NORTH-CAROLINA", "NORTH-DAKOTA", "OHIO", "OKLAHOMA", "OREGON", "PENNSYLVANIA", "RHODE-ISLAND", "SOUTH-CAROLINA", "SOUTH-DAKOTA", "TENNESSEE", "TEXAS", "UTAH", "VERMONT", "VIRGINIA", "WASHINGTON", "WEST-VIRGINIA", "WISCONSIN", "WYOMING"]; var europeanCapitales = ["AMSTERDAM", "ANDORRA-LA-VELLA", "ANKARA", "ATHENS", "BELGRADE", "BERLIN", "BERN", "BRATISLAVA", "BRUSSELS", "BUCHAREST", "BUDAPEST", "CHISINAU", "COPENHAGEN", "DUBLIN", "HELSINKI", "KIEV", "LISBON", "LJUBLJANA", "LONDON", "LUXEMBOURG", "MADRID", "MINSK", "MONACO", "MOSCOW", "NICOSIA", "OSLO", "PARIS", "PODGORICA", "PRAGUE", "REYKJAVIK", "RIGA", "ROME", "SAN-MARINO", "SARAJEVO", "SKOPJE", "SOFIA", "STOCKHOLM", "TALLINN", "TBILISI", "TIRANA", "VADUZ", "VALLETTA", "VIENNA", "VILNIUS", "WARSAW", "ZAGREB"]; var planetesNsatellites = ["SUN", "MERCURY", "VENUS", "EARTH", "MOON", "MARS", "PHOBOS", "DEIMOS", "JUPITER", "IO", "EUROPA", "GANYMEDE", "CALLISTO", "SATURN", "TITAN", "MIMAS", "ENCELADUS", "TETHYS", "DIONE", "RHEA", "HYPERION", "LAPETUS", "PHOEBE", "URANUS", "PUCK", "MIRANDA", "ARIEL", "UMBRIEL", "TITANIA", "OBERON", "NEPTUNE", "TRITON", "PROTEUS", "NEREID", "PLUTO", "CHARON"]; var animals = ["AARDVARK", "ALBATROSS", "ALLIGATOR", "ALPACA", "ANT", "ANTEATER", "ANTELOPE", "APE", "ARMADILLO", "BABOON", "BADGER", "BAT", "BEAR", "BEAVER", "BEE", "BEETLE", "BISON", "BOAR", "BUFFALO", "BUTTERFLY", "CAMEL", "CANARY", "CAPYBARA", "CARIBOU", "CARP", "CAT", "CATERPILLAR", "CHEETAH", "CHICKEN", "CHIMPANZEE", "CHINCHILLA", "CHOUGH", "CLAM", "COBRA", "COCKROACH", "COD", "CORMORANT", "COYOTE", "CRAB", "CRANE", "CROCODILE", "CROW", "CURLEW", "DEER", "DINOSAUR", "DOG", "DOGFISH", "DOLPHIN", "DONKEY", "DOTTEREL", "DOVE", "DRAGONFLY", "DUCK", "DUGONG", "DUNLIN", "EAGLE", "ECHIDNA", "EEL", "ELAND", "ELEPHANT", "ELK", "EMU", "FALCON", "FERRET", "FINCH", "FISH", "FLAMINGO", "FLY", "FOX", "FROG", "GAUR", "GAZELLE", "GERBIL", "GIRAFFE", "GNAT", "GNU", "GOAT", "GOLDFINCH", "GOLDFISH", "GOOSE", "GORILLA", "GOSHAWK", "GRASSHOPPER", "GROUSE", "GUANACO", "GULL", "HAMSTER", "HARE", "HAWK", "HEDGEHOG", "HERON", "HERRING", "HIPPOPOTAMUS", "HORNET", "HORSE", "HUMMINGBIRD", "HYENA", "IBEX", "IBIS", "JACKAL", "JAGUAR", "JAY", "JELLYFISH", "KANGAROO", "KINGFISHER", "KOALA", "KOOKABURA", "KUDU", "LAPWING", "LARK", "LEMUR", "LEOPARD", "LION", "LLAMA", "LOBSTER", "LOCUST", "LORIS", "LOUSE", "LYREBIRD", "MAGPIE", "MALLARD", "MANATEE", "MANDRILL", "MANTIS", "MARTEN", "MEERKAT", "MINK", "MOLE", "MONKEY", "MOOSE", "MOSQUITO", "MOUSE", "MULE", "NARWHAL", "NEWT", "NIGHTINGALE", "OCTOPUS", "OKAPI", "OPOSSUM", "ORYX", "OSTRICH", "OTTER", "OWL", "OYSTER", "PANTHER", "PARROT", "PARTRIDGE", "PEAFOWL", "PELICAN", "PENGUIN", "PHEASANT", "PIG", "PIGEON", "PORCUPINE", "PORPOISE", "QUAIL", "QUELEA", "QUETZAL", "RABBIT", "RACCOON", "RAIL", "RAM", "RAT", "RAVEN", "REINDEER", "RHINOCEROS", "ROOK", "SALAMANDER", "SALMON", "SANDPIPER", "SARDINE", "SCORPION", "SEAHORSE", "SEAL", "SHARK", "SHEEP", "SHREW", "SKUNK", "SNAIL", "SNAKE", "SPARROW", "SPIDER", "SPOONBILL", "SQUID", "SQUIRREL", "STARLING", "STINGRAY", "STINKBUG", "STORK", "SWALLOW", "SWAN", "TAPIR", "TARSIER", "TERMITE", "TIGER", "TERN", "THRUSH", "TIGER", "TOAD", "TOUCAN", "TROUT", "TURKEY", "TURTLE", "VIPER", "VULTURE", "WALLABY", "WALRUS", "WASP", "WEASEL", "WHALE", "WILDCAT", "WOLF", "WOMBAT", "WOODCOCK", "WOODPECKER", "WORM", "WREN", "YAK", "ZEBRA"]; var periodic = ["HYDROGEN", "HELIUM", "LITHIUM", "BERYLLIUM", "BORON", "CARBON", "NITROGEN", "OXYGEN", "FLUORINE", "NEON", "SODIUM", "MAGNESIUM", "ALUMINIUM", "SILICON", "PHOSPHORUS", "SULFUR", "CHLORINE", "ARGON", "POTASSIUM", "CALCIUM", "SCANDIUM", "TITANIUM", "VANADIUM", "CHROMIUM", "MANGANESE", "IRON", "COBALT", "NICKEL", "COPPER", "ZINC", "GALLIUM", "GERMANIUM", "ARSENIC", "SELENIUM", "BROMINE", "KRYPTON", "RUBIDIUM", "STRONTIUM", "YTTRIUM", "ZIRCONIUM", "NIOBIUM", "MOLYBDENUM", "TECHNETIUM", "RUTHENIUM", "RHODIUM", "PALLADIUM", "SILVER", "CADMIUM", "INDIUM", "TIN", "ANTIMONY", "TELLURIUM", "IODINE", "XENON", "CESIUM", "BARIUM", "LANTHANUM", "CERIUM", "PRASEODYMIUM", "NEODYMIUM", "PROMETHIUM", "SAMARIUM", "EUROPIUM", "GADOLINIUM", "TERBIUM", "DYSPROSIUM", "HOLMIUM", "ERBIUM", "THULIUM", "YTTERBIUM", "LUTETIUM", "HAFNIUM", "TANTALUM", "TUNGSTEN", "RHENIUM", "OSMIUM", "IRIDIUM", "PLATINUM", "GOLD", "MERCURY", "THALLIUM", "LEAD", "BISMUTH", "POLONIUM", "ASTATINE", "RADON", "FRANCIUM", "RADIUM", "ACTINIUM", "THORIUM", "PROTACTINIUM", "URANIUM", "NEPTUNIUM", "PLUTONIUM", "AMERICIUM", "CURIUM", "BERKELIUM", "CALIFORNIUM", "EINSTEINIUM", "FERMIUM", "MENDELEVIUM", "NOBELIUM", "LAWRENCIUM", "RUTHERFORDIUM", "DUBNIUM", "SEABORGIUM", "BOHRIUM", "HASSIUM", "MEITNERIUM", "DARMSTADTIUM", "ROENTGENIUM", "COPERNICIUM", "NIHONIUM", "FLEROVIUM", "MOSCOVIUM", "LIVERMORIUM", "TENNESSINE", "OGANESSON"]; var videogames = ["FINAL-FANTASY", "THE-ELDER-SCROLLS", "WORLD-OF-WARCRAFT", "GUILD-WARS", "STAR-WARS", "BLACK-DESERT", "EVE", "RIFT", "TERA", "NEVERWINTER", "STAR-TREK", "LOTRO", "DC-UNIVERSE", "BLADE&SOUL", "ALBION", "RUNESCAPE", "SKYFORGE", "MAPLESTORY", "AION", "ARCHAGE", "VINDICTUS", "WARFRAME", "THE-SECRET-WORLD", "PLANETSIDE2", "DUNGEONS&DRAGONS", "STARCRAFT", "DIABLO", "MINECRAFT"]; var mainListsList = [planetesNsatellites, usaStates, europeanCapitales, animals, periodic, videogames]; //Liste des listes de mots principales var wordsMainList = []; // Initialize wordsMainList to an empty array var miniBackGrounds = []; var scoreTest = 0; // Define scoreTest variable var isScoreUpdatable = false; // Autorise ou pas la mise à jour du score var score = 100; var clueWord = ''; var costForLetter = 10; //Coût pour l'indice de la première lettre var costForWord = 5; //Coût pour l'indice du mot var costForDrop = 10; //Coût pour l'indice drop letter var rewardForLetter = 10; var rewardForEmpty = 50; /**** * Game zones and backgrounds ****/ var ScoreZone = { x: 0, y: 0, width: game.width, height: 200 * game.height / 2732 }; var MainZone = { x: 0, y: ScoreZone.height, width: game.width, height: game.height - 2 * ScoreZone.height }; var OptionsZone = { x: 0, y: game.height - ScoreZone.height, width: game.width, height: 200 * game.height / 2732 }; var backGroundScoreZone = LK.getAsset('ScoreZoneBackGround', { x: ScoreZone.x, y: ScoreZone.y, width: ScoreZone.width, height: ScoreZone.height }); game.addChild(backGroundScoreZone); var backGroundOptionsZone = LK.getAsset('OptionsZoneBackGround', { x: OptionsZone.x, y: OptionsZone.y, width: OptionsZone.width, height: OptionsZone.height }); game.addChild(backGroundOptionsZone); /**** * Score ****/ var scoreTestText = new Text2('0', { size: 30, fill: "#000000", anchorX: 0.5, anchorY: 0 }); LK.gui.topLeft.addChild(scoreTestText); var scoreText = new Text2(score, { size: 128, fill: "#554444", anchorX: 0.5, anchorY: 0 }); //LK.gui.top.addChild(scoreText); /**** * Main zone foreground ****/ var policeSize = 148; var mainGrid = null; var wordGrid = null; var wordGridWords = []; //Liste des mots deja formés var isGameStarted = false; //Indique si le jeu a commencé dans un thème var isThemaSelected = false; //Indique si un thème a été sélectionné var isHelpOn = false; //Indique si l'aide est activée var helpTextGrids = []; //Liste des grilles d'aide var isMGRefillrequired = false; //Indique si le remplissage de la grille principale est nécessaire var isWordValid = false; //Indique si le mot formé est valide var isWordInMainList = false; //Indique si le mot formé est dans la liste principale var areWordAndMainListFinished = false; //Indique si la liste principale et le mot formé sont terminés var isWordAlreadyFound = false; //Indique si le mot formé a déjà été trouvé var homeButton = null; var validateButton = null; var clueButtonLetter = null; var clueButtonWord = null; var clueButtonDrop = null; var animatingImageOn = false; //Drapeau indiquant qu'une image est a scrollscaller var imagesToScrollRescale = []; //Liste des images a scrollscaller setBackGroundImage('BackGroundImage', 0, 0, game.width, game.height); displayminiBackGrounds(); /**** * Functions ****/ //Fonction displayminiBackGrounds : permet d'afficher les miniatures des fonds et d'y associer un événement de click //Les assets de fond sont stockés dans la liste backGroundsList function displayminiBackGrounds() { var nbBoutons = backGroundsList.length; for (var i = 0; i < backGroundsList.length; i++) { if (mainListsList[i].length === 0) { continue; } var name = namesList[i]; imageBackGround = backGroundsList[i]; miniBackGrounds[i] = new Button('', { //assetName: backGroundsList[i], assetName: 'BackGroundNoImage', imageBackGround: backGroundsList[i], mainList: mainListsList[i], x: game.width / 2, y: ScoreZone.height + this.height / 2 + i * (MainZone.height - this.height / 2) / nbBoutons, width: game.width, height: (MainZone.height - this.height / 2) / nbBoutons, onClick: onClickMiniBackGround }); var oneCell = new GridCell('', 'cell'); // Define oneCell variable var nbWords = mainListsList[i].length; var nameGrid = makeNameGrid(name + "(" + nbWords + ")", 'cellWord'); nameGrid.y = miniBackGrounds[i].height / 2 - 2.5 * nameGrid.height; nameGrid.width = miniBackGrounds[i].width - 2 * oneCell.width; nameGrid.height = 2 * miniBackGrounds[i].height; nameGrid.x = -nameGrid.width / 2 + oneCell.width / 4; miniBackGrounds[i].addChild(nameGrid); game.addChild(miniBackGrounds[i]); setHelpButton('ButtonHelp'); } } //Fin de la fonction displayminiBackGrounds //Fonction onClickMiniBackGround : permet de sélectionner un thème de jeu function onClickMiniBackGround() { var mainList = this.mainList || []; if (!isThemaSelected) { var mainList = this.mainList; var backGround = this.imageBackGround; initGameThema(mainList, backGround); mainList = mainList || []; isThemaSelected = true; //On cache les miniatures des fonds for (var i = 0; i < miniBackGrounds.length; i++) { game.removeChild(miniBackGrounds[i]); } LK.gui.top.addChild(scoreText); } } //Fin de la fonction onClickMiniBackGround //Fonction initGameThema : permet d'initialiser le thème du jeu (liste des mots et image de fond) function initGameThema(mainList, backGround) { isGameStarted = false; isMGRefillrequired = false; isWordValid = false; setMainWordsList(mainList); setBackGroundImage(backGround, MainZone.x, MainZone.y, MainZone.width, MainZone.height); mainGrid = new LettersGrid(6, 6, 'cell'); mainGrid.initializeGrid(); mainGrid.x = game.width / 2 - mainGrid.width / 2 + mainGrid.width / (mainGrid.gridColumns + 4) - mainGrid.oneCell.width / 2; mainGrid.y = MainZone.height / 6 - mainGrid.oneCell.height / 2; game.addChild(mainGrid); initWordGrid(); setHomeButton('ButtonHome'); setValidateButton('buttonValidate'); setClueButtonFirstLetter('ButtonClueLetter'); setClueButtonWord('ButtonClueWord'); setClueButtonDrop('ButtonClueDrop'); } //Fin de la fonction initGameThema function updateScoreTest(nouveauScore) { scoreTestText.setText(nouveauScore); } //fin updateScoreTest function updateScore(nouveauScore) { if (nouveauScore < 0) { nouveauScore = 0; score = 0; } scoreText.setText(nouveauScore); } //fin updateScore //Fonction setMainWordsList : permet de définir la liste principale des mots function setMainWordsList(liste) { wordsMainList = liste; } //Fin de la fonction setMainWordsList //Fonction setBackGroundImage : permet de définir l'image de fond du jeu function setBackGroundImage(image, x, y, width, height) { backGroundImage = LK.getAsset(image, { x: x, y: y, width: width, height: height }); game.addChild(backGroundImage); } //Fin de la fonction setBackGroundImage //Fonction setHelpButton : permet de définir le bouton d'aide //Le bouton d'aide est situé en haut à droite de l'écran dans la zone score a cote du bouton home function setHelpButton(asset) { helpButton = new Button('', { assetName: asset, x: game.width - 300, y: 100, width: 200, height: 200, fill: "#00FF00", text: { size: 50, fill: "#000000" }, onClick: onClickHelpButton }); game.addChild(helpButton); } //Fin de la fonction setHelpButton //Fonction onClickHelpButton : permet d'afficher une aide //Affiche le backGround de l'aide et le texte d'aide avec displayText function onClickHelpButton() { //On cache les miniatures des fonds for (var i = 0; i < miniBackGrounds.length; i++) { game.removeChild(miniBackGrounds[i]); } //Si l'aide est déjà affichée, on la cache if (isHelpOn) { for (var i = 0; i < helpTextGrids.length; i++) { game.removeChild(helpTextGrids[i]); } helpTextGrids = []; isHelpOn = false; if (!isGameStarted) { //Si le jeu n'a pas commencé, on affiche les miniatures des fonds displayminiBackGrounds(); } return; } //setBackGroundImage('BackGroundHelp', MainZone.x, MainZone.y, MainZone.width, MainZone.height); helpTextGrids = displayText(game, "-QUIZZ COOL-\nChoose a thema\nGuess the names\n\nBUTTONS:\nHelp: displays on/off this\nHome: changes thema (keep score)\nYou may switch to earn money\nwith easier thema and come back\n\nCLUE BUTTONS (not free):\n-hightlights the first letter\n-hightlights a name\n-gives the letters\n\nSome more themas to come\nHave fun !!", 'cellWord', "#004400", 200, MainZone.y + MainZone.height / 8); game.removeChild(helpButton); isHelpOn = true; setHomeButton('ButtonHome'); } //Fin de la fonction onClickHelpButton //Fonction makeNameGrid : permet de créer une grille de lettres pour afficher un mot function makeNameGrid(word, assetName) { var grid = new LettersGrid(word.length, 1, assetName); grid.initializeGrid(); for (var i = 0; i < word.length; i++) { grid.setLetter(i, 0, word[i]); } return grid; } //Fin de la fonction makeNameGrid //Fonction displayText : permet d'afficher un texte en utilisant des NameGrid //Le texte est affiché dans la zone de jeu et une nouvelle NameGrid est créée pour chaque ligne function displayText(object, text, assetName, color, x, y) { var textsGrid = []; //Liste des NameGrids affichant le texte var nameGridRef = new LettersGrid(1, 1, assetName); var cellWidth = nameGridRef.oneCell.width; var cellHeight = nameGridRef.oneCell.height; var lines = text.split('\n'); var nbLines = lines.length; var maxCellsPerLine = Math.floor((MainZone.width - 4 * cellWidth) / cellWidth) * 2; for (var i = 0; i < nbLines; i++) { var nbCellsPerLine = Math.min(maxCellsPerLine, lines[i].length); var partialLines = []; for (var j = 0; j < lines[i].length; j += nbCellsPerLine) { partialLines.push(lines[i].substring(j, j + nbCellsPerLine)); } for (var j = 0; j < partialLines.length; j++) { var nameGrid = null; nameGrid = makeNameGrid(partialLines[j], assetName); nameGrid.x = x; nameGrid.y = y + i / 4 * cellHeight * 2 + j / 2 * cellHeight; nameGrid.width /= 2; nameGrid.height /= 2; nameGrid.colorAllCells(color); object.addChild(nameGrid); textsGrid.push(nameGrid); } } return textsGrid; } //Fin de la fonction displayText //Fonction onClickHomeButton : permet de retourner à l'accueil //On réinitialise les variables et on affiche les miniatures des fonds function onClickHomeButton() { if (isGameStarted) { //Si le jeu a commencé, on remet dans la mainList en cours les mots situées dans la mainGrid if (mainGrid) { for (var i = 0; i < mainGrid.words.length; i++) { if (!wordsMainList.includes(mainGrid.words[i])) { wordsMainList.push(mainGrid.words[i]); } } } } isGameStarted = false; isThemaSelected = false; isMGRefillrequired = false; isWordValid = false; isWordInMainList = false; wordsMainList = []; if (mainGrid) { mainGrid.resetGrid(); } if (isHelpOn) { //Si l'aide est affichée, on la cache for (var i = 0; i < helpTextGrids.length; i++) { game.removeChild(helpTextGrids[i]); } helpTextGrids = []; isHelpOn = false; } game.removeChild(mainGrid); game.removeChild(wordGrid); game.removeChild(homeButton); game.removeChild(validateButton); game.removeChild(clueButtonLetter); game.removeChild(clueButtonWord); game.removeChild(clueButtonDrop); game.removeChild(scoreText); displayminiBackGrounds(); } //Fin de la fonction onClickHomeButton //Fonction setHomeButton : permet de définir le bouton de retour à l'accueil //Situé en haut à droite de l'écran dans la zone score function setHomeButton(asset) { homeButton = new Button('', { assetName: asset, x: game.width - 100, y: 100, width: 200, height: 200, fill: "#00FF00", text: { size: 50, fill: "#000000" }, onClick: onClickHomeButton }); game.addChild(homeButton); } //Fin de la fonction setHomeButton //Fonction onClickValidateButton : permet de valider le mot formé par le joueur function onClickValidateButton() { var isValide = validateWord(mainGrid.words); if (isValide) { //On vide la grille des lettres formant le mot final apres x secondes LK.setTimeout(function () { var tableauFrom = wordGrid.cellsPositions(); for (var i = 0; i < tableauFrom.length; i++) { var ticks = Math.floor(Math.random() * 30) + 40; scrollCoins(1, 'RewardsCoin', tableauFrom[i].x, tableauFrom[i].y, 0, ticks, rewardForLetter, 'SoundRewardCoin', game.width / 2, MainZone.y - scoreText.height / 2); } if (isWordInMainList) { //Si le mot est dans la liste principale, on compense les lettres utilisées avec récompense for (var i = 0; i < wordGrid.gridColumns; i++) { mainGrid.setLetter(wordGrid.cells[0][i].columnFrom, wordGrid.cells[0][i].lineFrom, wordGrid.cells[0][i].letter); var cellWidth = mainGrid.oneCell.width; var cellHeight = mainGrid.oneCell.height; var xAbsCell = (wordGrid.cells[0][i].columnFrom + 1) * cellWidth + mainGrid.x - cellWidth; var yAbsCell = (wordGrid.cells[0][i].lineFrom + 1) * cellHeight + mainGrid.y - cellHeight / 2; scrollCoins(1, 'RewardsCoin', xAbsCell, yAbsCell, 60, 30, rewardForLetter, 'SoundRewardCoin', game.width / 2, MainZone.y - scoreText.height / 2); } isWordInMainList = false; } wordGrid.resetGrid(); initWordGrid(); }, 1000); if (mainGrid.isEmpty()) { scrollCoins(1, 'RewardsCoin', mainGrid.x + mainGrid.width / 2, mainGrid.y + mainGrid.height / 2, 0, 30, rewardForEmpty, 'SoundEmptyGrid', game.width / 2, MainZone.y - scoreText.height / 2); isMGRefillrequired = true; } if (mainGrid.isEmpty() && wordsMainList.length === 0) { //Si la grille principale est vide et qu'il n'y a plus de mots dans la liste principale, on a fini scrollCoins(1, 'RewardsCoin', mainGrid.x + mainGrid.width / 2, mainGrid.y + mainGrid.height / 2, 0, 30, rewardForEmpty * 2, 'SoundEmptyGrid', game.width / 2, MainZone.y - scoreText.height / 2); LK.setTimeout(function () { LK.getSound('SoundGridFinished').play(); areWordAndMainListFinished = true; }, 4000); } } else { //Le mot n'est pas valide, on remet les lettres dans la grille principale LK.setTimeout(function () { for (var i = 0; i < wordGrid.gridColumns; i++) { mainGrid.setLetter(wordGrid.cells[0][i].columnFrom, wordGrid.cells[0][i].lineFrom, wordGrid.cells[0][i].letter); } if (isWordAlreadyFound) { //Si le mot a déjà été trouvé, on ne remet pas d'autres lettres dans la grille principale isWordAlreadyFound = false; isMGRefillrequired = false; } else { isMGRefillrequired = true; } wordGrid.resetGrid(); initWordGrid(); }, 1000); } } //Fin de la fonction onClickValidateButton //Fonction setValidateButton : permet de définir le bouton de validation function setValidateButton(asset) { validateButton = new Button('', { assetName: asset, x: game.width / 2 + 50, y: wordGrid.y + wordGrid.height + 350, width: 300, height: 300, fill: "#00FF00", text: { size: 50, fill: "#000000" }, onClick: onClickValidateButton }); game.addChild(validateButton); } //Fin de la fonction setValidateButton //Fonction onClickClueButtonLetter : permet de donner un indice au joueur function onClickClueButtonLetter() { if (!wordGrid.isEmpty()) { //Si le joueur a déjà commencé à former un mot, on ne donne pas d'indice return; } if (mainGrid.words.length >= 1) { var randomIndex = Math.floor(Math.random() * mainGrid.words.length); var word = mainGrid.words[randomIndex]; var firstLetter = word[0]; var line = -1; var col = -1; var isFound = false; for (var i = 0; i < mainGrid.gridLines && !isFound; i++) { //On colorie la première lettre du mot pendant 2 secondes for (var j = 0; j < mainGrid.gridColumns && !isFound; j++) { if (mainGrid.cells[i][j].letter == firstLetter) { mainGrid.cells[i][j].setColorToLetter("#FF5500"); line = i; col = j; isFound = true; } } } LK.setTimeout(function () { if (mainGrid.cells[line] && mainGrid.cells[line][col]) { mainGrid.cells[line][col].setColorToLetter("#000000"); if (score >= costForLetter) { scrollCostCoins(clueButtonLetter.x, clueButtonLetter.y, 1, costForLetter); } else { score -= costForLetter; } } }, 3000); } } //Fin de la fonction onClickClueButtonLetter //Fonction setClueButtonFirstLetter : permet de définir le bouton d'indice function setClueButtonFirstLetter(asset) { clueButtonLetter = new Button('', { assetName: asset, x: game.width / 2 - 350, y: 150, // Set a default y position width: 200, height: 200, fill: "#00FF00", text: { size: 50, fill: "#000000" }, onClick: onClickClueButtonLetter }); clueButtonLetter.x = game.width - clueButtonLetter.width / 1.5; // Adjust x position after initialization clueButtonLetter.y = mainGrid.y + clueButtonLetter.height; // Adjust y position after initialization game.addChild(clueButtonLetter); } //Fin de la fonction setClueButtonFirstLetter //Fonction onClickClueButtonWord : permet de donner un indice au joueur (change la couleur des lettres d'un des mots au hasard) function onClickClueButtonWord() { if (!wordGrid.isEmpty()) { //Si le joueur a déjà commencé à former un mot, on ne donne pas d'indice return; } //On change la couleur des lettres d'un des mots au hasard de mainGrid.words if (mainGrid.words.length >= 1) { var randomIndex = Math.floor(Math.random() * mainGrid.words.length); var word = mainGrid.words[randomIndex]; var colors = ["#FF0000", "#55FF55", "#0000FF", "#FF00FF", "#00FFFF", "#FFFFFF"]; //Liste des couleurs : rouge, vert, bleu, magenta, cyan var randomColor = colors[Math.floor(Math.random() * colors.length)]; mainGrid.colorWordCells(word, randomColor); LK.setTimeout(function () { mainGrid.colorAllCells("#000000"); scrollCostCoins(clueButtonWord.x, clueButtonWord.y, word.length, costForWord); }, 5000); } } //Fin de la fonction onClickClueButtonWord //Fonction setClueButtonWord : permet de définir le bouton d'indice focus word function setClueButtonWord(asset) { clueButtonWord = new Button('', { assetName: asset, x: game.width / 2 - 350, y: mainGrid.y, // Set a default y position width: 200, height: 200, fill: "#00FF00", text: { size: 50, fill: "#000000" }, onClick: onClickClueButtonWord }); clueButtonWord.x = game.width - clueButtonWord.width / 1.5; // Adjust x position after initialization clueButtonWord.y = mainGrid.y + 3 * clueButtonWord.height; // Adjust y position after initialization game.addChild(clueButtonWord); } //Fin de la fonction setClueButtonWord //Fonction onClickClueButtonDrop : permet de donner un indice au joueur (drop letter) function onClickClueButtonDrop() { if (wordGrid.isEmpty() && clueWord == '') { //On prend un mot au hasard dans la liste principale et on clique sur les deux premières lettres if (mainGrid.words.length > 0) { var randomIndex = Math.floor(Math.random() * mainGrid.words.length); var word = mainGrid.words[randomIndex]; clueWord = word; //On garde le mot pour le prochain indice var firstLetter = word[0]; var secondLetter = word[1]; mainGrid.findNclickCell(firstLetter); LK.setTimeout(function () { mainGrid.findNclickCell(secondLetter); scrollCostCoins(clueButtonDrop.x, clueButtonDrop.y, 2, costForDrop); }, 100); } } else if (!wordGrid.isEmpty() && clueWord != '') { //On reconstitue le mot contenu dans wordGrid var word = wordGrid.firstWord(); var letterRank = wordGrid.gridColumns; if (word == clueWord.substring(0, letterRank)) { var letter = clueWord[letterRank]; //On descend la suite du mot mainGrid.findNclickCell(letter); if (word != clueWord) { scrollCostCoins(clueButtonDrop.x, clueButtonDrop.y, 1, letterRank * costForDrop); } else if (word == clueWord && word != '') { clueWord = ''; } } else { //On réinitialise les parametres de l'indice drop letter clueWord = ''; } } } //Fin de la fonction onClickClueButtonDrop //Fonction setClueButtonDrop : permet de définir le bouton d'indice drop letter function setClueButtonDrop(asset) { clueButtonDrop = new Button('', { assetName: asset, x: game.width / 2 - 350, y: mainGrid.y, // Set a default y position width: 200, height: 200, fill: "#00FF00", text: { size: 50, fill: "#000000" }, onClick: onClickClueButtonDrop }); clueButtonDrop.x = game.width - clueButtonDrop.width / 1.5; // Adjust x position after initialization clueButtonDrop.y = mainGrid.y + 5 * clueButtonDrop.height; // Adjust y position after initialization game.addChild(clueButtonDrop); } //Fin de la fonction setClueButtonDrop //Fonction initWordGrid : permet d'initialiser la grille des lettres formant le mot function initWordGrid() { //Initialise la grille des lettres formant le mot wordGrid = game.addChild(new LettersGrid(0, 1, 'cellWord')); wordGrid.initializeGrid(); wordGrid.x = game.width / 2 + 100; wordGrid.y = ScoreZone.height + mainGrid.height + 300 - wordGrid.oneCell.height; } //Fin de la fonction initWordGrid //Fonction pickAndShakeSingleWord : permet de choisir un mot dans la liste des mots et de le mélanger function pickAndShakeSingleWord() { if (wordsMainList.length == 0) { return { word: '', wordShuffled: '' }; } var randomIndex = Math.floor(Math.random() * wordsMainList.length); var word = wordsMainList[randomIndex]; if (!word) { return { word: '', wordShuffled: '' }; } var wordShuffled = word.split('').sort(function () { return 0.5 - Math.random(); }).join(''); wordsMainList.splice(randomIndex, 1); //Retire le mot de la liste principale pour ne pas le reprendre return { word: word, wordShuffled: wordShuffled }; } //Fin de la fonction pickAndShakeSingleWord //Fonction pickAndShakeWords : permet de choisir plusieurs mots dans la liste des mots et de les mélanger function pickAndShakeWords(numberOfWords) { var words = []; var wordsShuffeled = []; for (var i = 0; i < numberOfWords; i++) { var wordSingle = pickAndShakeSingleWord(); var word = wordSingle.word; var shuffledWord = wordSingle.wordShuffled; words.push(word); wordsShuffeled.push(shuffledWord); } return { words: words, wordsShuffeled: wordsShuffeled }; } //Fin de la fonction pickAndShakeWords //Fonction putRandomShuffledWordInGrid : permet de mettre un mot mélangé dans la grille principale function putRandomShuffledWordInGrid() { var word = pickAndShakeSingleWord().word; var isPossibleToAddletter = true; //Indique si le mot peut être ajouté dans la grille principale for (var i = 0; i < word.length && isPossibleToAddletter; i++) { isPossibleToAddletter = mainGrid.addRandomLetter(word[i]); } if (isPossibleToAddletter && word != '') { mainGrid.addWord(word); } return isPossibleToAddletter; } //Fin de la fonction putRandomShuffledWordInGrid //Fonction addCellLetterToWord : permet d'ajouter une cellule à la liste des lettres formant le mot situé sous la grille function addCellLetterToWord(letter) { var cellLetter = wordGrid.addCell(letter, 'cellWord'); return cellLetter; } //Fin de la fonction addCellLetterToWord //Fonction validateWord : permet de valider le mot formé par le joueur dans une liste de mots function validateWord(liste) { var word = wordGrid.firstWord(); var count = liste.filter(function (element) { return element === word; }).length; if (liste.includes(word)) { wordGridWords.push(word); mainGrid.removeWord(word); //Retire le mot de la grille principale isWordValid = true; } else if (wordsMainList.includes(word)) { isWordValid = true; isWordInMainList = true; wordGridWords.push(word); wordsMainList.splice(wordsMainList.indexOf(word), 1); //Retire le mot de la liste principale } else if (wordGridWords.includes(word)) { isWordAlreadyFound = true; isWordValid = false; } else { isWordValid = false; } wordGrid.colorAllCells(isWordValid ? "#00FF00" : "#FF0000"); return isWordValid; } //Fin de la fonction validateWord // Fonction pour créer une image à faire défiler et redimensionner function createImageToSrollRescale(asset, xFrom, yFrom) { var options = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : {}; // Création d'une nouvelle instance de l'image asset var assetToScrollRescale = LK.getAsset(asset, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, x: xFrom, y: yFrom }); var imageToScrollRescale = { animate: options.animate !== undefined ? options.animate : false, image: options.image !== undefined ? options.image : assetToScrollRescale, xToReach: options.xToReach !== undefined ? options.xToReach : 0, yToReach: options.yToReach !== undefined ? options.yToReach : 0, scaleToReach: options.scaleToReach !== undefined ? options.scaleToReach : 1.0, nbTicksBeforeStart: options.nbTicksBeforeStart !== undefined ? options.nbTicksBeforeStart : 0, nbTicksLeft: options.nbTicksLeft !== undefined ? options.nbTicksLeft : 0, isDestroyedOnEnd: options.isDestroyedOnEnd !== undefined ? options.isDestroyedOnEnd : false, valueToAddToScore: options.valueToAddToScore !== undefined ? options.valueToAddToScore : 0, soundOnEnd: options.soundOnEnd !== undefined ? options.soundOnEnd : '' }; game.addChild(assetToScrollRescale); return imageToScrollRescale; } //fin createImageToSrollRescale //Fonction createImages : permet de créer plusieurs images à scrollrescaler avec les même parametres //Chaque image est crée à l'emplacement donnée dans le tableauFrom composé de (x, y) function createImages(asset, tableauFrom, options) { for (var i = 0; i < tableauFrom.length; i++) { var image = createImageToSrollRescale(asset, tableauFrom[i].x, tableauFrom[i].y, options); imagesToScrollRescale.push(image); } } //fin createImages //Fonction scrollCostCoins : permet de faire défiler des pièces de monnaie function scrollCostCoins(xTo, yTo, nbCoins, valueToTakeFromScore) { for (var i = 0; i < nbCoins; i++) { var image = createImageToSrollRescale('CostCoin', game.width / 2, MainZone.y - scoreText.height / 2, { xToReach: xTo, yToReach: yTo, nbTicksLeft: 30 + i * 2, valueToAddToScore: -valueToTakeFromScore, soundOnEnd: 'SoundCostCoin', isDestroyedOnEnd: true, animate: true }); imagesToScrollRescale.push(image); } } //fin scrollCostCoins //Fonction scrollCoins : permet de faire défiler des pièces de monnaie function scrollCoins(nbCoins, asset, xFrom, yFrom, nbTicksBeforeStart, ticksLeft, valueToAddToScore, soundOnEnd, xTo, yTo) { for (var i = 0; i < nbCoins; i++) { var image = createImageToSrollRescale(asset, xFrom, yFrom, { xToReach: xTo, yToReach: yTo, nbTicksBeforeStart: nbTicksBeforeStart, nbTicksLeft: ticksLeft, valueToAddToScore: valueToAddToScore, soundOnEnd: soundOnEnd, isDestroyedOnEnd: true, animate: true }); imagesToScrollRescale.push(image); } } //fin scrollCoins //Fonction scrollRescaleImages permettant de faire défiler et redimensionner des images function scrollRescaleImages() { for (var i = 0; i < imagesToScrollRescale.length; i++) { if (imagesToScrollRescale[i].animate) { if (imagesToScrollRescale[i].nbTicksBeforeStart > 0) { imagesToScrollRescale[i].nbTicksBeforeStart -= 1; } else if (imagesToScrollRescale[i].nbTicksLeft == 0) { //On joue un son si soundOnEnd est défini if (imagesToScrollRescale[i].soundOnEnd != '') { LK.getSound(imagesToScrollRescale[i].soundOnEnd).play(); } //On ajoute la valeur à ajouter au score si valueToAddToScore est défini if (imagesToScrollRescale[i].valueToAddToScore != 0) { score += imagesToScrollRescale[i].valueToAddToScore; isScoreUpdatable = true; } //On détruit l'image si isDestroyedOnEnd est vrai var imageToDestroy = null; if (imagesToScrollRescale[i].isDestroyedOnEnd) { game.removeChild(imagesToScrollRescale[i].image); imageToDestroy = imagesToScrollRescale[i].image; } //On retire l'image du tableau si le nombre de ticks est nul imagesToScrollRescale.splice(i, 1); if (imageToDestroy) { imageToDestroy.destroy(); } } else { var x = imagesToScrollRescale[i].image.x; var y = imagesToScrollRescale[i].image.y; var scale = imagesToScrollRescale[i].image.scale.x; var xToReach = imagesToScrollRescale[i].xToReach; var yToReach = imagesToScrollRescale[i].yToReach; var scaleToReach = imagesToScrollRescale[i].scaleToReach; var nbTicksLeft = imagesToScrollRescale[i].nbTicksLeft; var dx = (xToReach - x) / nbTicksLeft; var dy = (yToReach - y) / nbTicksLeft; var dscale = (scaleToReach - scale) / nbTicksLeft; imagesToScrollRescale[i].image.x += dx; imagesToScrollRescale[i].image.y += dy; imagesToScrollRescale[i].image.scale.x += dscale; imagesToScrollRescale[i].image.scale.y += dscale; imagesToScrollRescale[i].nbTicksLeft -= 1; } } } } //fin scrollRescaleImages //Fonction longuestWord : permet de trouver le mot le plus long dans une liste de mots et de donner sa longueur function longuestWord(liste) { var longuest = ''; for (var i = 0; i < liste.length; i++) { if (liste[i].length > longuest.length) { longuest = liste[i]; } } return longuest.length; } //Fin de la fonction longuestWord /**** * Main loop ****/ game.update = function () { scoreTest = wordsMainList.length; updateScoreTest(scoreTest); //Choix du thème if (!isThemaSelected) { return; } //Mise à jour score if (isScoreUpdatable) { updateScore(score); isScoreUpdatable = false; } //Animation des images scrollRescaleImages(); //Recherche de la lettre cliquée dans la mainGrid et ajout de la lettre à la liste des lettres formant le mot for (var i = 0; i < mainGrid.gridLines; i++) { for (var j = 0; j < mainGrid.gridColumns; j++) { if (mainGrid.cells[i][j].isClicked) { var newCell = addCellLetterToWord(mainGrid.cells[i][j].letter); if (newCell) { newCell.columnFrom = j; newCell.lineFrom = i; } mainGrid.cells[i][j].isClicked = false; mainGrid.cells[i][j].setLetter(''); mainGrid.emptyCells.push(mainGrid.cells[i][j]); } } } //Recherche de la lettre cliquée dans la wordGrid et retour de la lettre à la mainGrid var indexCellToRemove = -1; for (var j = 0; j < wordGrid.gridColumns; j++) { if (wordGrid.cells[0][j].isClicked) { //Retour de la lettre à la grille principale var columnBack = wordGrid.cells[0][j].columnFrom; var lineBack = wordGrid.cells[0][j].lineFrom; mainGrid.setLetter(columnBack, lineBack, wordGrid.cells[0][j].letter); //Retrait de la lettre cliquée du mot wordGrid.cells[0][j].setLetter(''); wordGrid.cells[0][j].isClicked = false; indexCellToRemove = j; } } if (indexCellToRemove >= 0) { wordGrid.removeCell(indexCellToRemove); indexCellToRemove = -1; } //Affichage ou pas du bouton de validation if (validateButton) { if (wordGrid.isEmpty()) { validateButton.visible = false; } else { validateButton.visible = true; } } //Affichage ou pas des boutons d'indices if (!wordGrid.isEmpty()) { clueButtonLetter.visible = false; } else { clueButtonLetter.visible = true; } var notEnoughtMoneyForWord = longuestWord(mainGrid.words) * costForWord > score; if (notEnoughtMoneyForWord || !wordGrid.isEmpty()) { clueButtonWord.visible = false; } else { clueButtonWord.visible = true; } var word = wordGrid.firstWord(); var notEnoughtMoneyForDrop = longuestWord(mainGrid.words) * costForDrop > score; if (notEnoughtMoneyForDrop || clueWord == '' && !wordGrid.isEmpty() || word == clueWord && word != '') { clueButtonDrop.visible = false; } else { clueButtonDrop.visible = true; } if (wordGrid.isEmpty() && clueWord != '') { //On réinitialise les parametres de l'indice drop letter clueWord = ''; } //Autres actions à effectuer sans urgence if (LK.ticks % 10 == 0) { //Chargement initiale de la grille principale si nécessaire (vide): //mot(s) est choisi au hasard dans la liste principale, //il est mélangé et les lettres sont directement ajoutées à la grille principale avec la fonction addRandomLetter if (mainGrid.isEmpty() && !isGameStarted) { var wordsToBegin = pickAndShakeWords(1).words; for (var i = 0; i < wordsToBegin.length; i++) { var isPossibleToAddletter = true; for (var j = 0; j < wordsToBegin[i].length && isPossibleToAddletter; j++) { isPossibleToAddletter = mainGrid.addRandomLetter(wordsToBegin[i][j]); } if (isPossibleToAddletter) { mainGrid.addWord(wordsToBegin[i]); } } isGameStarted = true; isMGRefillrequired = false; } //Chargement d'un mot mélangé dans la grille principale si demandé (isMGRefillrequired = true) et fin de partie if (isMGRefillrequired) { if (!putRandomShuffledWordInGrid()) { LK.setTimeout(function () { LK.showGameOver(); }, 1000); } isMGRefillrequired = false; } //Fin d'une grille, retour à l'accueil en simulant un clic sur le bouton home if (areWordAndMainListFinished) { areWordAndMainListFinished = false; onClickHomeButton(); } } }; //Fin de la fonction update //Liste des mots en majuscule //var animaux = ["ORYCTEROPE", "ALBATROS", "ALLIGATOR", "ALPAGA", "FOURMI", "FOURMILIER", "ANTILOPE", "SINGE", "TATOU", "BABOUIN", "BLAIREAU", "OURS", "CASTOR", "ABEILLE", "SCARABEE", "BISON", "SANGLIER", "BUFFLE", "PAPILLON", "CHAMEAU", "CANARI", "CAPYBARA", "CARIBOU", "CARPE", "CHAT", "CHENILLE", "GUEPARD", "POULET", "CHIMPANZE", "CHINCHILLA", "CRAVE", "PALOURDE", "COBRA", "CAFARD", "MORUE", "CORMORAN", "COYOTE", "CRABE", "GRUE", "CROCODILE", "CORBEAU", "COURLIS", "CERF", "DINOSAURE", "CHIEN", "AIGLEFIN", "DAUPHIN", "ANE", "ECHANDE", "COLOMBE", "LIBELLULE", "CANARD", "DUGONG", "BECASSEAU", "AIGLE", "ECHIDNE", "ANGUILLE", "ELAND", "ELEPHANT", "ELAN", "EMEU", "FAUCON", "FUROT", "PINSON", "POISSON", "FLAMANT", "MOUCHE", "RENARD", "GRENOUILLE", "GAUR", "GAZELLE", "GERBILLE", "GIRAFE", "MOUSTIQUE", "GNU", "CHEVRE", "CHARDONNERET", "OIE", "GORILLE", "AUTOUR", "SAUTERELLE", "GELINOTTE", "GUANACO", "MOUETTE", "HAMSTER", "LIEVRE", "FAUCON", "HERISSON", "HERON", "HARENG", "HIPPOPOTAME", "FRELON", "CHEVAL", "COLIBRI", "HYENE", "BOUC", "IBIS", "CHACAL", "JAGUAR", "GEAI", "MEDUSE", "KANGOUROU", "KOALA", "KOOKABURRA", "KOUROU", "VANNEAU", "ALOUETTE", "LEMURIEN", "LEOPARD", "LION", "LAMA", "HOMARD", "CRIQUET", "LORIS", "POUX", "MENURE", "PIE", "COLVERT", "LAMANTIN", "MANDRILL", "MANTIS", "MARTRE", "SURICATE", "VISON", "TAUPE", "SINGE", "ORIGNAL", "MOUSTIQUE", "SOURIS", "MULET", "NARVAL", "TRITON", "ROSSIGNOL", "PIEUVRE", "OKAPI", "OPOSSUM", "ORYX", "AUTRUCHE", "LOUTRE", "HIBOU", "HUITRE", "PANTHERE", "PERROQUET", "PERDRIX", "PAON", "PELICAN", "PINGOUIN", "FAISAN", "COCHON", "PIGEON", "MARSOUIN", "CAILLE", "QUELEA", "QUETZAL", "LAPIN", "RALE", "BELIER", "RAT", "CORBEAU", "RENNE", "RHINOCEROS", "FREUX", "SALAMANDRE", "SAUMON", "BECASSE", "SARDINE", "SCORPION", "HIPPOCAMPE", "PHOQUE", "REQUIN", "MOUTON", "MUSARAIGNE", "MOUFETTE", "ESCARGOT", "SERPENT", "MOINEAU", "ARAIGNEE", "SPATULE", "CALMAR", "ECUREUIL", "ETOURNEAU", "RAIE", "PUNAISE", "CIGOGNE", "HIRONDELLE", "CYGNE", "TAPIR", "TARSIER", "TERMITE", "TIGRE", "STERNE", "GRIVE", "TIGRE", "CRAPAUD", "TOUCAN", "TRUITE", "DINDON", "TORTUE", "VIPERE", "VOLTURE", "WALLABY", "MORSE", "GUEPE", "BELETTE", "BALEINE", "CHAT SAUVAGE", "LOUP", "WOMBAT", "BECASSE", "PIVOINE", "VER", "ROITELET", "YACK", "ZEBRE"];
/****
* Classes
****/
var Button = Container.expand(function (text, options) {
var self = Container.call(this);
var buttonGraphics = self.attachAsset(options.assetName || 'button', {
anchorX: options.anchorX || 0.5,
anchorY: options.anchorY || 0.5
});
self.width = options.width || 200;
self.height = options.height || 100;
self.fill = options.fill || 0x00FF00;
self.text = new Text2(text, {
size: options.text && options.text.size || 50,
fill: options.text && options.text.fill || "#000000"
});
self.text.anchor.set(0.5, 0.5);
self.addChild(self.text);
self.x = options.x || 0;
self.y = options.y || 0;
self.on('down', function () {
if (options.onClick) {
options.onClick();
}
});
});
// Assets will be automatically created and loaded by the LK engine based on usage in the game code.
// GridCell class for individual letters in the grid
var GridCell = Container.expand(function (letter, assetName) {
var self = Container.call(this);
var cellGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.width = cellGraphics.width;
self.height = cellGraphics.height;
self.clickable = true; //Indique si la cellule est cliquable
self.wordFrom = ''; //Mot d'origine de la lettre
self.letter = letter;
self.policeSize = policeSize;
var text = new Text2(letter.toUpperCase(), {
size: self.policeSize,
fill: "#000000"
});
self.texte = text;
self.texte.anchor.set(0.5, 0.5);
self.addChild(self.texte);
self.column = 0; //From 0 to gridColumns - 1
self.line = 0; //From 0 to gridLines - 1
self.columnFrom = 0; //Used in case of moving back to the main grid of a letter
self.lineFrom = 0;
self.setLetter = function (newLetter) {
self.letter = newLetter;
//self.texte.setText(newLetter.toUpperCase());
self.texte.setText(newLetter);
self.texte.x = -10;
self.texte.y = -10;
};
self.setColorToLetter = function (color) {
self.texte.setStyle({
fill: color
});
};
self.onClickCell = function () {
//Fonction appelée lors du click sur la cellule
if (!self.clickable || self.letter == '') {
return;
}
self.isClicked = true;
};
self.isClicked = false; //Indique si la cellule a été cliquée
});
// LettersGrid class for managing the grid of letters, same as WordGrid but with control of number of columns and lines
var LettersGrid = Container.expand(function (columns, lines, assetName) {
var self = Container.call(this);
self.gridColumns = columns;
self.gridLines = lines;
var oneCell = new GridCell('', assetName); //Taille de reference
self.oneCell = oneCell;
self.width = oneCell.width * self.gridColumns;
self.height = oneCell.height + oneCell.height * (self.gridLines - 1);
self.clickable = true; //Indique si la grille est cliquable
self.cells = [];
self.emptyCells = []; //Liste des cellules vides
self.words = []; //Liste des mots actuellement dans la grille
self.initializeGrid = function () {
for (var i = 0; i < self.gridLines; i++) {
self.cells[i] = [];
for (var j = 0; j < self.gridColumns; j++) {
var cell = new GridCell('', assetName);
cell.x = j * cell.width;
cell.y = i * cell.height + cell.height / 2;
self.addChild(cell);
self.cells[i][j] = cell;
cell.column = j;
cell.line = i;
cell.on('down', function () {
//Fonction appelée lors du click sur la cellule
this.onClickCell();
});
cell.clickable = self.clickable;
self.emptyCells.push(cell);
}
}
}; //Fin de la fonction initializeGrid
self.resetGrid = function () {
//Réinitialise la grille : remove all cells and repositionnement de la grille
for (var i = 0; i < self.gridLines; i++) {
for (var j = 0; j < self.gridColumns; j++) {
self.removeChild(self.cells[i][j]);
}
}
self.cells = [];
self.emptyCells = [];
self.gridColumns = 0;
self.gridLines = 0;
}; //Fin de la fonction resetGrid
self.addCell = function (letter, assetName) {
//Only when there is only one gridLine, add a cell to the grid with the given letter
var cell = null;
if (self.gridLines === 1) {
cell = new GridCell(letter, assetName);
cell.x = self.gridColumns * cell.width;
cell.y = cell.height / 2;
self.addChild(cell);
self.cells[0][self.gridColumns] = cell;
cell.column = self.gridColumns;
cell.line = 0;
cell.on('down', function () {
//Fonction appelée lors du click sur la cellule
this.onClickCell();
});
cell.clickable = self.clickable;
if (letter === '') {
self.emptyCells.push(cell);
}
self.gridColumns++;
self.x -= cell.width / 2; //Repositionnement de la grille
}
return cell;
}; //Fin de la fonction addCell
self.removeCell = function (index) {
//Only when there is only one gridLine, remove a cell from the grid at the given index
if (self.gridLines === 1 && index >= 0 && index < self.gridColumns) {
var cell = self.cells[0][index];
self.removeChild(cell);
self.cells[0].splice(index, 1);
self.gridColumns--;
//Decale les cellules suivantes vers la gauche de une cellule
for (var i = index; i < self.gridColumns; i++) {
self.cells[0][i].x -= self.cells[0][i].width;
self.cells[0][i].column = i;
}
self.x += cell.width / 2; //Repositionnement de la grille
}
}; //Fin de la fonction removeCell
self.cellsPositions = function () {
//Return the absolutes positions of the cells in the game
var positions = [];
for (var i = 0; i < self.gridLines; i++) {
for (var j = 0; j < self.gridColumns; j++) {
positions.push({
x: self.cells[i][j].x + self.x,
y: self.cells[i][j].y + self.y
});
}
}
return positions;
}; //Fin de la fonction cellsPositions
self.setLetter = function (column, line, letter) {
// Set a letter in the grid at (column, line)
if (column >= 0 && column < self.gridColumns && line >= 0 && line < self.gridLines) {
self.cells[line][column].setLetter(letter);
//Retrait de la cellule de la liste des cellules vides
if (self.emptyCells.includes(self.cells[line][column]) && letter !== '') {
self.emptyCells.splice(self.emptyCells.indexOf(self.cells[line][column]), 1);
} else if (!self.emptyCells.includes(self.cells[line][column]) && letter === '') {
self.emptyCells.push(self.cells[line][column]);
}
}
}; //Fin de la fonction setLetter
self.addRandomLetter = function (letter) {
// Add a letter in a random empty cell using emptyCells list
var added = false;
if (self.emptyCells.length > 0) {
var randomIndex = Math.floor(Math.random() * self.emptyCells.length);
var cell = self.emptyCells[randomIndex];
cell.setLetter(letter);
added = true;
//Retrait de la cellule de la liste des cellules vides
if (self.emptyCells.includes(cell)) {
self.emptyCells.splice(self.emptyCells.indexOf(cell), 1);
}
}
return added;
}; //Fin de la fonction addRandomLetter
self.removeLetter = function (column, line) {
// Remove a letter from the grid at (column, line)
if (column >= 0 && column < self.gridColumns && line >= 0 && line < self.gridLines) {
self.cells[line][column].setLetter('');
//Ajout de la cellule à la liste des cellules vides
if (!self.emptyCells.includes(self.cells[line][column])) {
self.emptyCells.push(self.cells[line][column]);
}
}
}; //Fin de la fonction removeLetter
self.findNclickCell = function (letter) {
//Trouve et clique sur la première cellule contenant la lettre letter
for (var i = 0; i < self.gridLines; i++) {
for (var j = 0; j < self.gridColumns; j++) {
if (self.cells[i][j].letter === letter) {
self.cells[i][j].onClickCell();
return;
}
}
}
}; //Fin de la fonction findNclickCell
self.addWord = function (word) {
// Add a word in the list of words
self.words.push(word);
}; //Fin de la fonction addWord
self.removeWord = function (word) {
// Remove a word from the list of words
if (self.words.includes(word)) {
self.words.splice(self.words.indexOf(word), 1);
}
}; //Fin de la fonction removeWord
self.firstWord = function () {
// Return the first word in the list of words
var word = '';
for (var i = 0; i < self.gridColumns; i++) {
word += self.cells[0][i].letter;
}
return word;
}; //Fin de la fonction firstWord
self.isFull = function () {
for (var i = 0; i < self.gridLines; i++) {
for (var j = 0; j < self.gridColumns; j++) {
if (self.cells[i][j].letter === '') {
return false;
}
}
}
return true;
}; //Fin de la fonction isFull
self.isEmpty = function () {
for (var i = 0; i < self.gridLines; i++) {
for (var j = 0; j < self.gridColumns; j++) {
if (self.cells[i][j].letter !== '') {
return false;
}
}
}
return true;
}; //Fin de la fonction isEmpty
self.colorWordCells = function (word, color) {
//Colorie les cellules du mot word en couleur color
for (var j = 0; j < self.gridLines; j++) {
for (var k = 0; k < self.gridColumns; k++) {
if (word.includes(self.cells[j][k].letter)) {
self.cells[j][k].setColorToLetter(color);
word = word.replace(self.cells[j][k].letter, '');
}
}
}
}; //Fin de la fonction colorWordCells
self.colorAllCells = function (color) {
for (var i = 0; i < self.gridLines; i++) {
for (var j = 0; j < self.gridColumns; j++) {
self.cells[i][j].setColorToLetter(color);
}
}
}; //Fin de la fonction colorAllCells
});
/****
* Initialize Game
****/
//Fin de la classe LettersGrid
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
/****
* GAME DESCRIPTION:
* Game Principle:
* NAME: QUIZ COOL by Dalhem 2024
* -There is a board filled with letters, where the player selects letters from a partially filled grid.
* -With these letters, the player forms a word that appears below the grid, then validates their word.
* -If the word is among the main list, it is valid, and the player earns points.
* -The score obtained is proportional to the length of the word.
* -These letters move randomly within the grid to empty spaces.
* -If the word is not valid, the letters forming the word are returned to their original position in the grid.
* -A new word is selected from the main list, shuffled and randomly dispatched in the empty cells.
* -If there is no more space in the grid, the game is over.
* Game Areas:
* The screen is divided into 5 main zones in the following descending order:
1. Score area: displays the player's score.
2. The grid: the letter grid (main grid).
3. Word area: displays the word formed by the player (word grid).
4. Validation area: button to validate the word or erase letters.
5. Options area (or advertisement).
* Game Progression:
* At the beginning of the game, the player choose a thema
* Once the thema selected, the grid is almost empty, containing one shuffled word.
* The player can choose a letter in the grid by clicking on it.
* The chosen letter is added to the word area.
* The player can validate the word or erase a letter by clicking on the letter in the word, which then returns to its place in the grid.
* When the player thinks he has formed a word, he can validate it with the validate button located below the word area.
* If the word is valid, the player earns points, and the score is updated.
* If the word is not valid, the letters forming the word are returned to their original position in the grid.
* A new word appears randomly within the grid to empty spaces.
* If there is no more space in the grid, the game is over.
****/
// Button class for creating buttons in the game
var namesList = ["PLANETES AND SATELLITES", "USA STATES", "EUROPEAN CAPITALES", "ANIMALS", "PERIODIC TABLE OF THE ELEMENTS", "VIDEO GAMES"]; //Liste des thèmes de jeu
var backGroundsList = ["BackGroundPlanetesNSatellites", "BackGroundUSAStates", "BackGroundEuropeanCapitales", "BackGroundAnimals", "BackGroundPeriodic", "BackGroundGames"]; //Liste des assets de fond
var usaStates = ["ALABAMA", "ALASKA", "ARIZONA", "ARKANSAS", "CALIFORNIA", "COLORADO", "CONNECTICUT", "DELAWARE", "FLORIDA", "GEORGIA", "HAWAII", "IDAHO", "ILLINOIS", "INDIANA", "IOWA", "KANSAS", "KENTUCKY", "LOUISIANA", "MAINE", "MARYLAND", "MASSACHUSETTS", "MICHIGAN", "MINNESOTA", "MISSISSIPPI", "MISSOURI", "MONTANA", "NEBRASKA", "NEVADA", "NEW-HAMPSHIRE", "NEW-JERSEY", "NEW-MEXICO", "NEW-YORK", "NORTH-CAROLINA", "NORTH-DAKOTA", "OHIO", "OKLAHOMA", "OREGON", "PENNSYLVANIA", "RHODE-ISLAND", "SOUTH-CAROLINA", "SOUTH-DAKOTA", "TENNESSEE", "TEXAS", "UTAH", "VERMONT", "VIRGINIA", "WASHINGTON", "WEST-VIRGINIA", "WISCONSIN", "WYOMING"];
var europeanCapitales = ["AMSTERDAM", "ANDORRA-LA-VELLA", "ANKARA", "ATHENS", "BELGRADE", "BERLIN", "BERN", "BRATISLAVA", "BRUSSELS", "BUCHAREST", "BUDAPEST", "CHISINAU", "COPENHAGEN", "DUBLIN", "HELSINKI", "KIEV", "LISBON", "LJUBLJANA", "LONDON", "LUXEMBOURG", "MADRID", "MINSK", "MONACO", "MOSCOW", "NICOSIA", "OSLO", "PARIS", "PODGORICA", "PRAGUE", "REYKJAVIK", "RIGA", "ROME", "SAN-MARINO", "SARAJEVO", "SKOPJE", "SOFIA", "STOCKHOLM", "TALLINN", "TBILISI", "TIRANA", "VADUZ", "VALLETTA", "VIENNA", "VILNIUS", "WARSAW", "ZAGREB"];
var planetesNsatellites = ["SUN", "MERCURY", "VENUS", "EARTH", "MOON", "MARS", "PHOBOS", "DEIMOS", "JUPITER", "IO", "EUROPA", "GANYMEDE", "CALLISTO", "SATURN", "TITAN", "MIMAS", "ENCELADUS", "TETHYS", "DIONE", "RHEA", "HYPERION", "LAPETUS", "PHOEBE", "URANUS", "PUCK", "MIRANDA", "ARIEL", "UMBRIEL", "TITANIA", "OBERON", "NEPTUNE", "TRITON", "PROTEUS", "NEREID", "PLUTO", "CHARON"];
var animals = ["AARDVARK", "ALBATROSS", "ALLIGATOR", "ALPACA", "ANT", "ANTEATER", "ANTELOPE", "APE", "ARMADILLO", "BABOON", "BADGER", "BAT", "BEAR", "BEAVER", "BEE", "BEETLE", "BISON", "BOAR", "BUFFALO", "BUTTERFLY", "CAMEL", "CANARY", "CAPYBARA", "CARIBOU", "CARP", "CAT", "CATERPILLAR", "CHEETAH", "CHICKEN", "CHIMPANZEE", "CHINCHILLA", "CHOUGH", "CLAM", "COBRA", "COCKROACH", "COD", "CORMORANT", "COYOTE", "CRAB", "CRANE", "CROCODILE", "CROW", "CURLEW", "DEER", "DINOSAUR", "DOG", "DOGFISH", "DOLPHIN", "DONKEY", "DOTTEREL", "DOVE", "DRAGONFLY", "DUCK", "DUGONG", "DUNLIN", "EAGLE", "ECHIDNA", "EEL", "ELAND", "ELEPHANT", "ELK", "EMU", "FALCON", "FERRET", "FINCH", "FISH", "FLAMINGO", "FLY", "FOX", "FROG", "GAUR", "GAZELLE", "GERBIL", "GIRAFFE", "GNAT", "GNU", "GOAT", "GOLDFINCH", "GOLDFISH", "GOOSE", "GORILLA", "GOSHAWK", "GRASSHOPPER", "GROUSE", "GUANACO", "GULL", "HAMSTER", "HARE", "HAWK", "HEDGEHOG", "HERON", "HERRING", "HIPPOPOTAMUS", "HORNET", "HORSE", "HUMMINGBIRD", "HYENA", "IBEX", "IBIS", "JACKAL", "JAGUAR", "JAY", "JELLYFISH", "KANGAROO", "KINGFISHER", "KOALA", "KOOKABURA", "KUDU", "LAPWING", "LARK", "LEMUR", "LEOPARD", "LION", "LLAMA", "LOBSTER", "LOCUST", "LORIS", "LOUSE", "LYREBIRD", "MAGPIE", "MALLARD", "MANATEE", "MANDRILL", "MANTIS", "MARTEN", "MEERKAT", "MINK", "MOLE", "MONKEY", "MOOSE", "MOSQUITO", "MOUSE", "MULE", "NARWHAL", "NEWT", "NIGHTINGALE", "OCTOPUS", "OKAPI", "OPOSSUM", "ORYX", "OSTRICH", "OTTER", "OWL", "OYSTER", "PANTHER", "PARROT", "PARTRIDGE", "PEAFOWL", "PELICAN", "PENGUIN", "PHEASANT", "PIG", "PIGEON", "PORCUPINE", "PORPOISE", "QUAIL", "QUELEA", "QUETZAL", "RABBIT", "RACCOON", "RAIL", "RAM", "RAT", "RAVEN", "REINDEER", "RHINOCEROS", "ROOK", "SALAMANDER", "SALMON", "SANDPIPER", "SARDINE", "SCORPION", "SEAHORSE", "SEAL", "SHARK", "SHEEP", "SHREW", "SKUNK", "SNAIL", "SNAKE", "SPARROW", "SPIDER", "SPOONBILL", "SQUID", "SQUIRREL", "STARLING", "STINGRAY", "STINKBUG", "STORK", "SWALLOW", "SWAN", "TAPIR", "TARSIER", "TERMITE", "TIGER", "TERN", "THRUSH", "TIGER", "TOAD", "TOUCAN", "TROUT", "TURKEY", "TURTLE", "VIPER", "VULTURE", "WALLABY", "WALRUS", "WASP", "WEASEL", "WHALE", "WILDCAT", "WOLF", "WOMBAT", "WOODCOCK", "WOODPECKER", "WORM", "WREN", "YAK", "ZEBRA"];
var periodic = ["HYDROGEN", "HELIUM", "LITHIUM", "BERYLLIUM", "BORON", "CARBON", "NITROGEN", "OXYGEN", "FLUORINE", "NEON", "SODIUM", "MAGNESIUM", "ALUMINIUM", "SILICON", "PHOSPHORUS", "SULFUR", "CHLORINE", "ARGON", "POTASSIUM", "CALCIUM", "SCANDIUM", "TITANIUM", "VANADIUM", "CHROMIUM", "MANGANESE", "IRON", "COBALT", "NICKEL", "COPPER", "ZINC", "GALLIUM", "GERMANIUM", "ARSENIC", "SELENIUM", "BROMINE", "KRYPTON", "RUBIDIUM", "STRONTIUM", "YTTRIUM", "ZIRCONIUM", "NIOBIUM", "MOLYBDENUM", "TECHNETIUM", "RUTHENIUM", "RHODIUM", "PALLADIUM", "SILVER", "CADMIUM", "INDIUM", "TIN", "ANTIMONY", "TELLURIUM", "IODINE", "XENON", "CESIUM", "BARIUM", "LANTHANUM", "CERIUM", "PRASEODYMIUM", "NEODYMIUM", "PROMETHIUM", "SAMARIUM", "EUROPIUM", "GADOLINIUM", "TERBIUM", "DYSPROSIUM", "HOLMIUM", "ERBIUM", "THULIUM", "YTTERBIUM", "LUTETIUM", "HAFNIUM", "TANTALUM", "TUNGSTEN", "RHENIUM", "OSMIUM", "IRIDIUM", "PLATINUM", "GOLD", "MERCURY", "THALLIUM", "LEAD", "BISMUTH", "POLONIUM", "ASTATINE", "RADON", "FRANCIUM", "RADIUM", "ACTINIUM", "THORIUM", "PROTACTINIUM", "URANIUM", "NEPTUNIUM", "PLUTONIUM", "AMERICIUM", "CURIUM", "BERKELIUM", "CALIFORNIUM", "EINSTEINIUM", "FERMIUM", "MENDELEVIUM", "NOBELIUM", "LAWRENCIUM", "RUTHERFORDIUM", "DUBNIUM", "SEABORGIUM", "BOHRIUM", "HASSIUM", "MEITNERIUM", "DARMSTADTIUM", "ROENTGENIUM", "COPERNICIUM", "NIHONIUM", "FLEROVIUM", "MOSCOVIUM", "LIVERMORIUM", "TENNESSINE", "OGANESSON"];
var videogames = ["FINAL-FANTASY", "THE-ELDER-SCROLLS", "WORLD-OF-WARCRAFT", "GUILD-WARS", "STAR-WARS", "BLACK-DESERT", "EVE", "RIFT", "TERA", "NEVERWINTER", "STAR-TREK", "LOTRO", "DC-UNIVERSE", "BLADE&SOUL", "ALBION", "RUNESCAPE", "SKYFORGE", "MAPLESTORY", "AION", "ARCHAGE", "VINDICTUS", "WARFRAME", "THE-SECRET-WORLD", "PLANETSIDE2", "DUNGEONS&DRAGONS", "STARCRAFT", "DIABLO", "MINECRAFT"];
var mainListsList = [planetesNsatellites, usaStates, europeanCapitales, animals, periodic, videogames]; //Liste des listes de mots principales
var wordsMainList = []; // Initialize wordsMainList to an empty array
var miniBackGrounds = [];
var scoreTest = 0; // Define scoreTest variable
var isScoreUpdatable = false; // Autorise ou pas la mise à jour du score
var score = 100;
var clueWord = '';
var costForLetter = 10; //Coût pour l'indice de la première lettre
var costForWord = 5; //Coût pour l'indice du mot
var costForDrop = 10; //Coût pour l'indice drop letter
var rewardForLetter = 10;
var rewardForEmpty = 50;
/****
* Game zones and backgrounds
****/
var ScoreZone = {
x: 0,
y: 0,
width: game.width,
height: 200 * game.height / 2732
};
var MainZone = {
x: 0,
y: ScoreZone.height,
width: game.width,
height: game.height - 2 * ScoreZone.height
};
var OptionsZone = {
x: 0,
y: game.height - ScoreZone.height,
width: game.width,
height: 200 * game.height / 2732
};
var backGroundScoreZone = LK.getAsset('ScoreZoneBackGround', {
x: ScoreZone.x,
y: ScoreZone.y,
width: ScoreZone.width,
height: ScoreZone.height
});
game.addChild(backGroundScoreZone);
var backGroundOptionsZone = LK.getAsset('OptionsZoneBackGround', {
x: OptionsZone.x,
y: OptionsZone.y,
width: OptionsZone.width,
height: OptionsZone.height
});
game.addChild(backGroundOptionsZone);
/****
* Score
****/
var scoreTestText = new Text2('0', {
size: 30,
fill: "#000000",
anchorX: 0.5,
anchorY: 0
});
LK.gui.topLeft.addChild(scoreTestText);
var scoreText = new Text2(score, {
size: 128,
fill: "#554444",
anchorX: 0.5,
anchorY: 0
});
//LK.gui.top.addChild(scoreText);
/****
* Main zone foreground
****/
var policeSize = 148;
var mainGrid = null;
var wordGrid = null;
var wordGridWords = []; //Liste des mots deja formés
var isGameStarted = false; //Indique si le jeu a commencé dans un thème
var isThemaSelected = false; //Indique si un thème a été sélectionné
var isHelpOn = false; //Indique si l'aide est activée
var helpTextGrids = []; //Liste des grilles d'aide
var isMGRefillrequired = false; //Indique si le remplissage de la grille principale est nécessaire
var isWordValid = false; //Indique si le mot formé est valide
var isWordInMainList = false; //Indique si le mot formé est dans la liste principale
var areWordAndMainListFinished = false; //Indique si la liste principale et le mot formé sont terminés
var isWordAlreadyFound = false; //Indique si le mot formé a déjà été trouvé
var homeButton = null;
var validateButton = null;
var clueButtonLetter = null;
var clueButtonWord = null;
var clueButtonDrop = null;
var animatingImageOn = false; //Drapeau indiquant qu'une image est a scrollscaller
var imagesToScrollRescale = []; //Liste des images a scrollscaller
setBackGroundImage('BackGroundImage', 0, 0, game.width, game.height);
displayminiBackGrounds();
/****
* Functions
****/
//Fonction displayminiBackGrounds : permet d'afficher les miniatures des fonds et d'y associer un événement de click
//Les assets de fond sont stockés dans la liste backGroundsList
function displayminiBackGrounds() {
var nbBoutons = backGroundsList.length;
for (var i = 0; i < backGroundsList.length; i++) {
if (mainListsList[i].length === 0) {
continue;
}
var name = namesList[i];
imageBackGround = backGroundsList[i];
miniBackGrounds[i] = new Button('', {
//assetName: backGroundsList[i],
assetName: 'BackGroundNoImage',
imageBackGround: backGroundsList[i],
mainList: mainListsList[i],
x: game.width / 2,
y: ScoreZone.height + this.height / 2 + i * (MainZone.height - this.height / 2) / nbBoutons,
width: game.width,
height: (MainZone.height - this.height / 2) / nbBoutons,
onClick: onClickMiniBackGround
});
var oneCell = new GridCell('', 'cell'); // Define oneCell variable
var nbWords = mainListsList[i].length;
var nameGrid = makeNameGrid(name + "(" + nbWords + ")", 'cellWord');
nameGrid.y = miniBackGrounds[i].height / 2 - 2.5 * nameGrid.height;
nameGrid.width = miniBackGrounds[i].width - 2 * oneCell.width;
nameGrid.height = 2 * miniBackGrounds[i].height;
nameGrid.x = -nameGrid.width / 2 + oneCell.width / 4;
miniBackGrounds[i].addChild(nameGrid);
game.addChild(miniBackGrounds[i]);
setHelpButton('ButtonHelp');
}
} //Fin de la fonction displayminiBackGrounds
//Fonction onClickMiniBackGround : permet de sélectionner un thème de jeu
function onClickMiniBackGround() {
var mainList = this.mainList || [];
if (!isThemaSelected) {
var mainList = this.mainList;
var backGround = this.imageBackGround;
initGameThema(mainList, backGround);
mainList = mainList || [];
isThemaSelected = true;
//On cache les miniatures des fonds
for (var i = 0; i < miniBackGrounds.length; i++) {
game.removeChild(miniBackGrounds[i]);
}
LK.gui.top.addChild(scoreText);
}
} //Fin de la fonction onClickMiniBackGround
//Fonction initGameThema : permet d'initialiser le thème du jeu (liste des mots et image de fond)
function initGameThema(mainList, backGround) {
isGameStarted = false;
isMGRefillrequired = false;
isWordValid = false;
setMainWordsList(mainList);
setBackGroundImage(backGround, MainZone.x, MainZone.y, MainZone.width, MainZone.height);
mainGrid = new LettersGrid(6, 6, 'cell');
mainGrid.initializeGrid();
mainGrid.x = game.width / 2 - mainGrid.width / 2 + mainGrid.width / (mainGrid.gridColumns + 4) - mainGrid.oneCell.width / 2;
mainGrid.y = MainZone.height / 6 - mainGrid.oneCell.height / 2;
game.addChild(mainGrid);
initWordGrid();
setHomeButton('ButtonHome');
setValidateButton('buttonValidate');
setClueButtonFirstLetter('ButtonClueLetter');
setClueButtonWord('ButtonClueWord');
setClueButtonDrop('ButtonClueDrop');
} //Fin de la fonction initGameThema
function updateScoreTest(nouveauScore) {
scoreTestText.setText(nouveauScore);
} //fin updateScoreTest
function updateScore(nouveauScore) {
if (nouveauScore < 0) {
nouveauScore = 0;
score = 0;
}
scoreText.setText(nouveauScore);
} //fin updateScore
//Fonction setMainWordsList : permet de définir la liste principale des mots
function setMainWordsList(liste) {
wordsMainList = liste;
} //Fin de la fonction setMainWordsList
//Fonction setBackGroundImage : permet de définir l'image de fond du jeu
function setBackGroundImage(image, x, y, width, height) {
backGroundImage = LK.getAsset(image, {
x: x,
y: y,
width: width,
height: height
});
game.addChild(backGroundImage);
} //Fin de la fonction setBackGroundImage
//Fonction setHelpButton : permet de définir le bouton d'aide
//Le bouton d'aide est situé en haut à droite de l'écran dans la zone score a cote du bouton home
function setHelpButton(asset) {
helpButton = new Button('', {
assetName: asset,
x: game.width - 300,
y: 100,
width: 200,
height: 200,
fill: "#00FF00",
text: {
size: 50,
fill: "#000000"
},
onClick: onClickHelpButton
});
game.addChild(helpButton);
} //Fin de la fonction setHelpButton
//Fonction onClickHelpButton : permet d'afficher une aide
//Affiche le backGround de l'aide et le texte d'aide avec displayText
function onClickHelpButton() {
//On cache les miniatures des fonds
for (var i = 0; i < miniBackGrounds.length; i++) {
game.removeChild(miniBackGrounds[i]);
}
//Si l'aide est déjà affichée, on la cache
if (isHelpOn) {
for (var i = 0; i < helpTextGrids.length; i++) {
game.removeChild(helpTextGrids[i]);
}
helpTextGrids = [];
isHelpOn = false;
if (!isGameStarted) {
//Si le jeu n'a pas commencé, on affiche les miniatures des fonds
displayminiBackGrounds();
}
return;
}
//setBackGroundImage('BackGroundHelp', MainZone.x, MainZone.y, MainZone.width, MainZone.height);
helpTextGrids = displayText(game, "-QUIZZ COOL-\nChoose a thema\nGuess the names\n\nBUTTONS:\nHelp: displays on/off this\nHome: changes thema (keep score)\nYou may switch to earn money\nwith easier thema and come back\n\nCLUE BUTTONS (not free):\n-hightlights the first letter\n-hightlights a name\n-gives the letters\n\nSome more themas to come\nHave fun !!", 'cellWord', "#004400", 200, MainZone.y + MainZone.height / 8);
game.removeChild(helpButton);
isHelpOn = true;
setHomeButton('ButtonHome');
} //Fin de la fonction onClickHelpButton
//Fonction makeNameGrid : permet de créer une grille de lettres pour afficher un mot
function makeNameGrid(word, assetName) {
var grid = new LettersGrid(word.length, 1, assetName);
grid.initializeGrid();
for (var i = 0; i < word.length; i++) {
grid.setLetter(i, 0, word[i]);
}
return grid;
} //Fin de la fonction makeNameGrid
//Fonction displayText : permet d'afficher un texte en utilisant des NameGrid
//Le texte est affiché dans la zone de jeu et une nouvelle NameGrid est créée pour chaque ligne
function displayText(object, text, assetName, color, x, y) {
var textsGrid = []; //Liste des NameGrids affichant le texte
var nameGridRef = new LettersGrid(1, 1, assetName);
var cellWidth = nameGridRef.oneCell.width;
var cellHeight = nameGridRef.oneCell.height;
var lines = text.split('\n');
var nbLines = lines.length;
var maxCellsPerLine = Math.floor((MainZone.width - 4 * cellWidth) / cellWidth) * 2;
for (var i = 0; i < nbLines; i++) {
var nbCellsPerLine = Math.min(maxCellsPerLine, lines[i].length);
var partialLines = [];
for (var j = 0; j < lines[i].length; j += nbCellsPerLine) {
partialLines.push(lines[i].substring(j, j + nbCellsPerLine));
}
for (var j = 0; j < partialLines.length; j++) {
var nameGrid = null;
nameGrid = makeNameGrid(partialLines[j], assetName);
nameGrid.x = x;
nameGrid.y = y + i / 4 * cellHeight * 2 + j / 2 * cellHeight;
nameGrid.width /= 2;
nameGrid.height /= 2;
nameGrid.colorAllCells(color);
object.addChild(nameGrid);
textsGrid.push(nameGrid);
}
}
return textsGrid;
} //Fin de la fonction displayText
//Fonction onClickHomeButton : permet de retourner à l'accueil
//On réinitialise les variables et on affiche les miniatures des fonds
function onClickHomeButton() {
if (isGameStarted) {
//Si le jeu a commencé, on remet dans la mainList en cours les mots situées dans la mainGrid
if (mainGrid) {
for (var i = 0; i < mainGrid.words.length; i++) {
if (!wordsMainList.includes(mainGrid.words[i])) {
wordsMainList.push(mainGrid.words[i]);
}
}
}
}
isGameStarted = false;
isThemaSelected = false;
isMGRefillrequired = false;
isWordValid = false;
isWordInMainList = false;
wordsMainList = [];
if (mainGrid) {
mainGrid.resetGrid();
}
if (isHelpOn) {
//Si l'aide est affichée, on la cache
for (var i = 0; i < helpTextGrids.length; i++) {
game.removeChild(helpTextGrids[i]);
}
helpTextGrids = [];
isHelpOn = false;
}
game.removeChild(mainGrid);
game.removeChild(wordGrid);
game.removeChild(homeButton);
game.removeChild(validateButton);
game.removeChild(clueButtonLetter);
game.removeChild(clueButtonWord);
game.removeChild(clueButtonDrop);
game.removeChild(scoreText);
displayminiBackGrounds();
} //Fin de la fonction onClickHomeButton
//Fonction setHomeButton : permet de définir le bouton de retour à l'accueil
//Situé en haut à droite de l'écran dans la zone score
function setHomeButton(asset) {
homeButton = new Button('', {
assetName: asset,
x: game.width - 100,
y: 100,
width: 200,
height: 200,
fill: "#00FF00",
text: {
size: 50,
fill: "#000000"
},
onClick: onClickHomeButton
});
game.addChild(homeButton);
} //Fin de la fonction setHomeButton
//Fonction onClickValidateButton : permet de valider le mot formé par le joueur
function onClickValidateButton() {
var isValide = validateWord(mainGrid.words);
if (isValide) {
//On vide la grille des lettres formant le mot final apres x secondes
LK.setTimeout(function () {
var tableauFrom = wordGrid.cellsPositions();
for (var i = 0; i < tableauFrom.length; i++) {
var ticks = Math.floor(Math.random() * 30) + 40;
scrollCoins(1, 'RewardsCoin', tableauFrom[i].x, tableauFrom[i].y, 0, ticks, rewardForLetter, 'SoundRewardCoin', game.width / 2, MainZone.y - scoreText.height / 2);
}
if (isWordInMainList) {
//Si le mot est dans la liste principale, on compense les lettres utilisées avec récompense
for (var i = 0; i < wordGrid.gridColumns; i++) {
mainGrid.setLetter(wordGrid.cells[0][i].columnFrom, wordGrid.cells[0][i].lineFrom, wordGrid.cells[0][i].letter);
var cellWidth = mainGrid.oneCell.width;
var cellHeight = mainGrid.oneCell.height;
var xAbsCell = (wordGrid.cells[0][i].columnFrom + 1) * cellWidth + mainGrid.x - cellWidth;
var yAbsCell = (wordGrid.cells[0][i].lineFrom + 1) * cellHeight + mainGrid.y - cellHeight / 2;
scrollCoins(1, 'RewardsCoin', xAbsCell, yAbsCell, 60, 30, rewardForLetter, 'SoundRewardCoin', game.width / 2, MainZone.y - scoreText.height / 2);
}
isWordInMainList = false;
}
wordGrid.resetGrid();
initWordGrid();
}, 1000);
if (mainGrid.isEmpty()) {
scrollCoins(1, 'RewardsCoin', mainGrid.x + mainGrid.width / 2, mainGrid.y + mainGrid.height / 2, 0, 30, rewardForEmpty, 'SoundEmptyGrid', game.width / 2, MainZone.y - scoreText.height / 2);
isMGRefillrequired = true;
}
if (mainGrid.isEmpty() && wordsMainList.length === 0) {
//Si la grille principale est vide et qu'il n'y a plus de mots dans la liste principale, on a fini
scrollCoins(1, 'RewardsCoin', mainGrid.x + mainGrid.width / 2, mainGrid.y + mainGrid.height / 2, 0, 30, rewardForEmpty * 2, 'SoundEmptyGrid', game.width / 2, MainZone.y - scoreText.height / 2);
LK.setTimeout(function () {
LK.getSound('SoundGridFinished').play();
areWordAndMainListFinished = true;
}, 4000);
}
} else {
//Le mot n'est pas valide, on remet les lettres dans la grille principale
LK.setTimeout(function () {
for (var i = 0; i < wordGrid.gridColumns; i++) {
mainGrid.setLetter(wordGrid.cells[0][i].columnFrom, wordGrid.cells[0][i].lineFrom, wordGrid.cells[0][i].letter);
}
if (isWordAlreadyFound) {
//Si le mot a déjà été trouvé, on ne remet pas d'autres lettres dans la grille principale
isWordAlreadyFound = false;
isMGRefillrequired = false;
} else {
isMGRefillrequired = true;
}
wordGrid.resetGrid();
initWordGrid();
}, 1000);
}
} //Fin de la fonction onClickValidateButton
//Fonction setValidateButton : permet de définir le bouton de validation
function setValidateButton(asset) {
validateButton = new Button('', {
assetName: asset,
x: game.width / 2 + 50,
y: wordGrid.y + wordGrid.height + 350,
width: 300,
height: 300,
fill: "#00FF00",
text: {
size: 50,
fill: "#000000"
},
onClick: onClickValidateButton
});
game.addChild(validateButton);
} //Fin de la fonction setValidateButton
//Fonction onClickClueButtonLetter : permet de donner un indice au joueur
function onClickClueButtonLetter() {
if (!wordGrid.isEmpty()) {
//Si le joueur a déjà commencé à former un mot, on ne donne pas d'indice
return;
}
if (mainGrid.words.length >= 1) {
var randomIndex = Math.floor(Math.random() * mainGrid.words.length);
var word = mainGrid.words[randomIndex];
var firstLetter = word[0];
var line = -1;
var col = -1;
var isFound = false;
for (var i = 0; i < mainGrid.gridLines && !isFound; i++) {
//On colorie la première lettre du mot pendant 2 secondes
for (var j = 0; j < mainGrid.gridColumns && !isFound; j++) {
if (mainGrid.cells[i][j].letter == firstLetter) {
mainGrid.cells[i][j].setColorToLetter("#FF5500");
line = i;
col = j;
isFound = true;
}
}
}
LK.setTimeout(function () {
if (mainGrid.cells[line] && mainGrid.cells[line][col]) {
mainGrid.cells[line][col].setColorToLetter("#000000");
if (score >= costForLetter) {
scrollCostCoins(clueButtonLetter.x, clueButtonLetter.y, 1, costForLetter);
} else {
score -= costForLetter;
}
}
}, 3000);
}
} //Fin de la fonction onClickClueButtonLetter
//Fonction setClueButtonFirstLetter : permet de définir le bouton d'indice
function setClueButtonFirstLetter(asset) {
clueButtonLetter = new Button('', {
assetName: asset,
x: game.width / 2 - 350,
y: 150,
// Set a default y position
width: 200,
height: 200,
fill: "#00FF00",
text: {
size: 50,
fill: "#000000"
},
onClick: onClickClueButtonLetter
});
clueButtonLetter.x = game.width - clueButtonLetter.width / 1.5; // Adjust x position after initialization
clueButtonLetter.y = mainGrid.y + clueButtonLetter.height; // Adjust y position after initialization
game.addChild(clueButtonLetter);
} //Fin de la fonction setClueButtonFirstLetter
//Fonction onClickClueButtonWord : permet de donner un indice au joueur (change la couleur des lettres d'un des mots au hasard)
function onClickClueButtonWord() {
if (!wordGrid.isEmpty()) {
//Si le joueur a déjà commencé à former un mot, on ne donne pas d'indice
return;
}
//On change la couleur des lettres d'un des mots au hasard de mainGrid.words
if (mainGrid.words.length >= 1) {
var randomIndex = Math.floor(Math.random() * mainGrid.words.length);
var word = mainGrid.words[randomIndex];
var colors = ["#FF0000", "#55FF55", "#0000FF", "#FF00FF", "#00FFFF", "#FFFFFF"]; //Liste des couleurs : rouge, vert, bleu, magenta, cyan
var randomColor = colors[Math.floor(Math.random() * colors.length)];
mainGrid.colorWordCells(word, randomColor);
LK.setTimeout(function () {
mainGrid.colorAllCells("#000000");
scrollCostCoins(clueButtonWord.x, clueButtonWord.y, word.length, costForWord);
}, 5000);
}
} //Fin de la fonction onClickClueButtonWord
//Fonction setClueButtonWord : permet de définir le bouton d'indice focus word
function setClueButtonWord(asset) {
clueButtonWord = new Button('', {
assetName: asset,
x: game.width / 2 - 350,
y: mainGrid.y,
// Set a default y position
width: 200,
height: 200,
fill: "#00FF00",
text: {
size: 50,
fill: "#000000"
},
onClick: onClickClueButtonWord
});
clueButtonWord.x = game.width - clueButtonWord.width / 1.5; // Adjust x position after initialization
clueButtonWord.y = mainGrid.y + 3 * clueButtonWord.height; // Adjust y position after initialization
game.addChild(clueButtonWord);
} //Fin de la fonction setClueButtonWord
//Fonction onClickClueButtonDrop : permet de donner un indice au joueur (drop letter)
function onClickClueButtonDrop() {
if (wordGrid.isEmpty() && clueWord == '') {
//On prend un mot au hasard dans la liste principale et on clique sur les deux premières lettres
if (mainGrid.words.length > 0) {
var randomIndex = Math.floor(Math.random() * mainGrid.words.length);
var word = mainGrid.words[randomIndex];
clueWord = word; //On garde le mot pour le prochain indice
var firstLetter = word[0];
var secondLetter = word[1];
mainGrid.findNclickCell(firstLetter);
LK.setTimeout(function () {
mainGrid.findNclickCell(secondLetter);
scrollCostCoins(clueButtonDrop.x, clueButtonDrop.y, 2, costForDrop);
}, 100);
}
} else if (!wordGrid.isEmpty() && clueWord != '') {
//On reconstitue le mot contenu dans wordGrid
var word = wordGrid.firstWord();
var letterRank = wordGrid.gridColumns;
if (word == clueWord.substring(0, letterRank)) {
var letter = clueWord[letterRank];
//On descend la suite du mot
mainGrid.findNclickCell(letter);
if (word != clueWord) {
scrollCostCoins(clueButtonDrop.x, clueButtonDrop.y, 1, letterRank * costForDrop);
} else if (word == clueWord && word != '') {
clueWord = '';
}
} else {
//On réinitialise les parametres de l'indice drop letter
clueWord = '';
}
}
} //Fin de la fonction onClickClueButtonDrop
//Fonction setClueButtonDrop : permet de définir le bouton d'indice drop letter
function setClueButtonDrop(asset) {
clueButtonDrop = new Button('', {
assetName: asset,
x: game.width / 2 - 350,
y: mainGrid.y,
// Set a default y position
width: 200,
height: 200,
fill: "#00FF00",
text: {
size: 50,
fill: "#000000"
},
onClick: onClickClueButtonDrop
});
clueButtonDrop.x = game.width - clueButtonDrop.width / 1.5; // Adjust x position after initialization
clueButtonDrop.y = mainGrid.y + 5 * clueButtonDrop.height; // Adjust y position after initialization
game.addChild(clueButtonDrop);
} //Fin de la fonction setClueButtonDrop
//Fonction initWordGrid : permet d'initialiser la grille des lettres formant le mot
function initWordGrid() {
//Initialise la grille des lettres formant le mot
wordGrid = game.addChild(new LettersGrid(0, 1, 'cellWord'));
wordGrid.initializeGrid();
wordGrid.x = game.width / 2 + 100;
wordGrid.y = ScoreZone.height + mainGrid.height + 300 - wordGrid.oneCell.height;
} //Fin de la fonction initWordGrid
//Fonction pickAndShakeSingleWord : permet de choisir un mot dans la liste des mots et de le mélanger
function pickAndShakeSingleWord() {
if (wordsMainList.length == 0) {
return {
word: '',
wordShuffled: ''
};
}
var randomIndex = Math.floor(Math.random() * wordsMainList.length);
var word = wordsMainList[randomIndex];
if (!word) {
return {
word: '',
wordShuffled: ''
};
}
var wordShuffled = word.split('').sort(function () {
return 0.5 - Math.random();
}).join('');
wordsMainList.splice(randomIndex, 1); //Retire le mot de la liste principale pour ne pas le reprendre
return {
word: word,
wordShuffled: wordShuffled
};
} //Fin de la fonction pickAndShakeSingleWord
//Fonction pickAndShakeWords : permet de choisir plusieurs mots dans la liste des mots et de les mélanger
function pickAndShakeWords(numberOfWords) {
var words = [];
var wordsShuffeled = [];
for (var i = 0; i < numberOfWords; i++) {
var wordSingle = pickAndShakeSingleWord();
var word = wordSingle.word;
var shuffledWord = wordSingle.wordShuffled;
words.push(word);
wordsShuffeled.push(shuffledWord);
}
return {
words: words,
wordsShuffeled: wordsShuffeled
};
} //Fin de la fonction pickAndShakeWords
//Fonction putRandomShuffledWordInGrid : permet de mettre un mot mélangé dans la grille principale
function putRandomShuffledWordInGrid() {
var word = pickAndShakeSingleWord().word;
var isPossibleToAddletter = true; //Indique si le mot peut être ajouté dans la grille principale
for (var i = 0; i < word.length && isPossibleToAddletter; i++) {
isPossibleToAddletter = mainGrid.addRandomLetter(word[i]);
}
if (isPossibleToAddletter && word != '') {
mainGrid.addWord(word);
}
return isPossibleToAddletter;
} //Fin de la fonction putRandomShuffledWordInGrid
//Fonction addCellLetterToWord : permet d'ajouter une cellule à la liste des lettres formant le mot situé sous la grille
function addCellLetterToWord(letter) {
var cellLetter = wordGrid.addCell(letter, 'cellWord');
return cellLetter;
} //Fin de la fonction addCellLetterToWord
//Fonction validateWord : permet de valider le mot formé par le joueur dans une liste de mots
function validateWord(liste) {
var word = wordGrid.firstWord();
var count = liste.filter(function (element) {
return element === word;
}).length;
if (liste.includes(word)) {
wordGridWords.push(word);
mainGrid.removeWord(word); //Retire le mot de la grille principale
isWordValid = true;
} else if (wordsMainList.includes(word)) {
isWordValid = true;
isWordInMainList = true;
wordGridWords.push(word);
wordsMainList.splice(wordsMainList.indexOf(word), 1); //Retire le mot de la liste principale
} else if (wordGridWords.includes(word)) {
isWordAlreadyFound = true;
isWordValid = false;
} else {
isWordValid = false;
}
wordGrid.colorAllCells(isWordValid ? "#00FF00" : "#FF0000");
return isWordValid;
} //Fin de la fonction validateWord
// Fonction pour créer une image à faire défiler et redimensionner
function createImageToSrollRescale(asset, xFrom, yFrom) {
var options = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : {};
// Création d'une nouvelle instance de l'image asset
var assetToScrollRescale = LK.getAsset(asset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
x: xFrom,
y: yFrom
});
var imageToScrollRescale = {
animate: options.animate !== undefined ? options.animate : false,
image: options.image !== undefined ? options.image : assetToScrollRescale,
xToReach: options.xToReach !== undefined ? options.xToReach : 0,
yToReach: options.yToReach !== undefined ? options.yToReach : 0,
scaleToReach: options.scaleToReach !== undefined ? options.scaleToReach : 1.0,
nbTicksBeforeStart: options.nbTicksBeforeStart !== undefined ? options.nbTicksBeforeStart : 0,
nbTicksLeft: options.nbTicksLeft !== undefined ? options.nbTicksLeft : 0,
isDestroyedOnEnd: options.isDestroyedOnEnd !== undefined ? options.isDestroyedOnEnd : false,
valueToAddToScore: options.valueToAddToScore !== undefined ? options.valueToAddToScore : 0,
soundOnEnd: options.soundOnEnd !== undefined ? options.soundOnEnd : ''
};
game.addChild(assetToScrollRescale);
return imageToScrollRescale;
} //fin createImageToSrollRescale
//Fonction createImages : permet de créer plusieurs images à scrollrescaler avec les même parametres
//Chaque image est crée à l'emplacement donnée dans le tableauFrom composé de (x, y)
function createImages(asset, tableauFrom, options) {
for (var i = 0; i < tableauFrom.length; i++) {
var image = createImageToSrollRescale(asset, tableauFrom[i].x, tableauFrom[i].y, options);
imagesToScrollRescale.push(image);
}
} //fin createImages
//Fonction scrollCostCoins : permet de faire défiler des pièces de monnaie
function scrollCostCoins(xTo, yTo, nbCoins, valueToTakeFromScore) {
for (var i = 0; i < nbCoins; i++) {
var image = createImageToSrollRescale('CostCoin', game.width / 2, MainZone.y - scoreText.height / 2, {
xToReach: xTo,
yToReach: yTo,
nbTicksLeft: 30 + i * 2,
valueToAddToScore: -valueToTakeFromScore,
soundOnEnd: 'SoundCostCoin',
isDestroyedOnEnd: true,
animate: true
});
imagesToScrollRescale.push(image);
}
} //fin scrollCostCoins
//Fonction scrollCoins : permet de faire défiler des pièces de monnaie
function scrollCoins(nbCoins, asset, xFrom, yFrom, nbTicksBeforeStart, ticksLeft, valueToAddToScore, soundOnEnd, xTo, yTo) {
for (var i = 0; i < nbCoins; i++) {
var image = createImageToSrollRescale(asset, xFrom, yFrom, {
xToReach: xTo,
yToReach: yTo,
nbTicksBeforeStart: nbTicksBeforeStart,
nbTicksLeft: ticksLeft,
valueToAddToScore: valueToAddToScore,
soundOnEnd: soundOnEnd,
isDestroyedOnEnd: true,
animate: true
});
imagesToScrollRescale.push(image);
}
} //fin scrollCoins
//Fonction scrollRescaleImages permettant de faire défiler et redimensionner des images
function scrollRescaleImages() {
for (var i = 0; i < imagesToScrollRescale.length; i++) {
if (imagesToScrollRescale[i].animate) {
if (imagesToScrollRescale[i].nbTicksBeforeStart > 0) {
imagesToScrollRescale[i].nbTicksBeforeStart -= 1;
} else if (imagesToScrollRescale[i].nbTicksLeft == 0) {
//On joue un son si soundOnEnd est défini
if (imagesToScrollRescale[i].soundOnEnd != '') {
LK.getSound(imagesToScrollRescale[i].soundOnEnd).play();
}
//On ajoute la valeur à ajouter au score si valueToAddToScore est défini
if (imagesToScrollRescale[i].valueToAddToScore != 0) {
score += imagesToScrollRescale[i].valueToAddToScore;
isScoreUpdatable = true;
}
//On détruit l'image si isDestroyedOnEnd est vrai
var imageToDestroy = null;
if (imagesToScrollRescale[i].isDestroyedOnEnd) {
game.removeChild(imagesToScrollRescale[i].image);
imageToDestroy = imagesToScrollRescale[i].image;
}
//On retire l'image du tableau si le nombre de ticks est nul
imagesToScrollRescale.splice(i, 1);
if (imageToDestroy) {
imageToDestroy.destroy();
}
} else {
var x = imagesToScrollRescale[i].image.x;
var y = imagesToScrollRescale[i].image.y;
var scale = imagesToScrollRescale[i].image.scale.x;
var xToReach = imagesToScrollRescale[i].xToReach;
var yToReach = imagesToScrollRescale[i].yToReach;
var scaleToReach = imagesToScrollRescale[i].scaleToReach;
var nbTicksLeft = imagesToScrollRescale[i].nbTicksLeft;
var dx = (xToReach - x) / nbTicksLeft;
var dy = (yToReach - y) / nbTicksLeft;
var dscale = (scaleToReach - scale) / nbTicksLeft;
imagesToScrollRescale[i].image.x += dx;
imagesToScrollRescale[i].image.y += dy;
imagesToScrollRescale[i].image.scale.x += dscale;
imagesToScrollRescale[i].image.scale.y += dscale;
imagesToScrollRescale[i].nbTicksLeft -= 1;
}
}
}
} //fin scrollRescaleImages
//Fonction longuestWord : permet de trouver le mot le plus long dans une liste de mots et de donner sa longueur
function longuestWord(liste) {
var longuest = '';
for (var i = 0; i < liste.length; i++) {
if (liste[i].length > longuest.length) {
longuest = liste[i];
}
}
return longuest.length;
} //Fin de la fonction longuestWord
/****
* Main loop
****/
game.update = function () {
scoreTest = wordsMainList.length;
updateScoreTest(scoreTest);
//Choix du thème
if (!isThemaSelected) {
return;
}
//Mise à jour score
if (isScoreUpdatable) {
updateScore(score);
isScoreUpdatable = false;
}
//Animation des images
scrollRescaleImages();
//Recherche de la lettre cliquée dans la mainGrid et ajout de la lettre à la liste des lettres formant le mot
for (var i = 0; i < mainGrid.gridLines; i++) {
for (var j = 0; j < mainGrid.gridColumns; j++) {
if (mainGrid.cells[i][j].isClicked) {
var newCell = addCellLetterToWord(mainGrid.cells[i][j].letter);
if (newCell) {
newCell.columnFrom = j;
newCell.lineFrom = i;
}
mainGrid.cells[i][j].isClicked = false;
mainGrid.cells[i][j].setLetter('');
mainGrid.emptyCells.push(mainGrid.cells[i][j]);
}
}
}
//Recherche de la lettre cliquée dans la wordGrid et retour de la lettre à la mainGrid
var indexCellToRemove = -1;
for (var j = 0; j < wordGrid.gridColumns; j++) {
if (wordGrid.cells[0][j].isClicked) {
//Retour de la lettre à la grille principale
var columnBack = wordGrid.cells[0][j].columnFrom;
var lineBack = wordGrid.cells[0][j].lineFrom;
mainGrid.setLetter(columnBack, lineBack, wordGrid.cells[0][j].letter);
//Retrait de la lettre cliquée du mot
wordGrid.cells[0][j].setLetter('');
wordGrid.cells[0][j].isClicked = false;
indexCellToRemove = j;
}
}
if (indexCellToRemove >= 0) {
wordGrid.removeCell(indexCellToRemove);
indexCellToRemove = -1;
}
//Affichage ou pas du bouton de validation
if (validateButton) {
if (wordGrid.isEmpty()) {
validateButton.visible = false;
} else {
validateButton.visible = true;
}
}
//Affichage ou pas des boutons d'indices
if (!wordGrid.isEmpty()) {
clueButtonLetter.visible = false;
} else {
clueButtonLetter.visible = true;
}
var notEnoughtMoneyForWord = longuestWord(mainGrid.words) * costForWord > score;
if (notEnoughtMoneyForWord || !wordGrid.isEmpty()) {
clueButtonWord.visible = false;
} else {
clueButtonWord.visible = true;
}
var word = wordGrid.firstWord();
var notEnoughtMoneyForDrop = longuestWord(mainGrid.words) * costForDrop > score;
if (notEnoughtMoneyForDrop || clueWord == '' && !wordGrid.isEmpty() || word == clueWord && word != '') {
clueButtonDrop.visible = false;
} else {
clueButtonDrop.visible = true;
}
if (wordGrid.isEmpty() && clueWord != '') {
//On réinitialise les parametres de l'indice drop letter
clueWord = '';
}
//Autres actions à effectuer sans urgence
if (LK.ticks % 10 == 0) {
//Chargement initiale de la grille principale si nécessaire (vide):
//mot(s) est choisi au hasard dans la liste principale,
//il est mélangé et les lettres sont directement ajoutées à la grille principale avec la fonction addRandomLetter
if (mainGrid.isEmpty() && !isGameStarted) {
var wordsToBegin = pickAndShakeWords(1).words;
for (var i = 0; i < wordsToBegin.length; i++) {
var isPossibleToAddletter = true;
for (var j = 0; j < wordsToBegin[i].length && isPossibleToAddletter; j++) {
isPossibleToAddletter = mainGrid.addRandomLetter(wordsToBegin[i][j]);
}
if (isPossibleToAddletter) {
mainGrid.addWord(wordsToBegin[i]);
}
}
isGameStarted = true;
isMGRefillrequired = false;
}
//Chargement d'un mot mélangé dans la grille principale si demandé (isMGRefillrequired = true) et fin de partie
if (isMGRefillrequired) {
if (!putRandomShuffledWordInGrid()) {
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
isMGRefillrequired = false;
}
//Fin d'une grille, retour à l'accueil en simulant un clic sur le bouton home
if (areWordAndMainListFinished) {
areWordAndMainListFinished = false;
onClickHomeButton();
}
}
}; //Fin de la fonction update
//Liste des mots en majuscule
//var animaux = ["ORYCTEROPE", "ALBATROS", "ALLIGATOR", "ALPAGA", "FOURMI", "FOURMILIER", "ANTILOPE", "SINGE", "TATOU", "BABOUIN", "BLAIREAU", "OURS", "CASTOR", "ABEILLE", "SCARABEE", "BISON", "SANGLIER", "BUFFLE", "PAPILLON", "CHAMEAU", "CANARI", "CAPYBARA", "CARIBOU", "CARPE", "CHAT", "CHENILLE", "GUEPARD", "POULET", "CHIMPANZE", "CHINCHILLA", "CRAVE", "PALOURDE", "COBRA", "CAFARD", "MORUE", "CORMORAN", "COYOTE", "CRABE", "GRUE", "CROCODILE", "CORBEAU", "COURLIS", "CERF", "DINOSAURE", "CHIEN", "AIGLEFIN", "DAUPHIN", "ANE", "ECHANDE", "COLOMBE", "LIBELLULE", "CANARD", "DUGONG", "BECASSEAU", "AIGLE", "ECHIDNE", "ANGUILLE", "ELAND", "ELEPHANT", "ELAN", "EMEU", "FAUCON", "FUROT", "PINSON", "POISSON", "FLAMANT", "MOUCHE", "RENARD", "GRENOUILLE", "GAUR", "GAZELLE", "GERBILLE", "GIRAFE", "MOUSTIQUE", "GNU", "CHEVRE", "CHARDONNERET", "OIE", "GORILLE", "AUTOUR", "SAUTERELLE", "GELINOTTE", "GUANACO", "MOUETTE", "HAMSTER", "LIEVRE", "FAUCON", "HERISSON", "HERON", "HARENG", "HIPPOPOTAME", "FRELON", "CHEVAL", "COLIBRI", "HYENE", "BOUC", "IBIS", "CHACAL", "JAGUAR", "GEAI", "MEDUSE", "KANGOUROU", "KOALA", "KOOKABURRA", "KOUROU", "VANNEAU", "ALOUETTE", "LEMURIEN", "LEOPARD", "LION", "LAMA", "HOMARD", "CRIQUET", "LORIS", "POUX", "MENURE", "PIE", "COLVERT", "LAMANTIN", "MANDRILL", "MANTIS", "MARTRE", "SURICATE", "VISON", "TAUPE", "SINGE", "ORIGNAL", "MOUSTIQUE", "SOURIS", "MULET", "NARVAL", "TRITON", "ROSSIGNOL", "PIEUVRE", "OKAPI", "OPOSSUM", "ORYX", "AUTRUCHE", "LOUTRE", "HIBOU", "HUITRE", "PANTHERE", "PERROQUET", "PERDRIX", "PAON", "PELICAN", "PINGOUIN", "FAISAN", "COCHON", "PIGEON", "MARSOUIN", "CAILLE", "QUELEA", "QUETZAL", "LAPIN", "RALE", "BELIER", "RAT", "CORBEAU", "RENNE", "RHINOCEROS", "FREUX", "SALAMANDRE", "SAUMON", "BECASSE", "SARDINE", "SCORPION", "HIPPOCAMPE", "PHOQUE", "REQUIN", "MOUTON", "MUSARAIGNE", "MOUFETTE", "ESCARGOT", "SERPENT", "MOINEAU", "ARAIGNEE", "SPATULE", "CALMAR", "ECUREUIL", "ETOURNEAU", "RAIE", "PUNAISE", "CIGOGNE", "HIRONDELLE", "CYGNE", "TAPIR", "TARSIER", "TERMITE", "TIGRE", "STERNE", "GRIVE", "TIGRE", "CRAPAUD", "TOUCAN", "TRUITE", "DINDON", "TORTUE", "VIPERE", "VOLTURE", "WALLABY", "MORSE", "GUEPE", "BELETTE", "BALEINE", "CHAT SAUVAGE", "LOUP", "WOMBAT", "BECASSE", "PIVOINE", "VER", "ROITELET", "YACK", "ZEBRE"];
An empty cell.
Drapeau national des USA en fond d'un patchwork des États américains.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Une jeton de scrabble sans lettre.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Un bouton arrondi suggérant une validation mais sans texte écrit dessus.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A round button with a cyan interrogation mark.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A round cyan button with a yellow lamp bulb.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Planetes.
Remove the white square and the red lines.
A patchwork of european countries with the european unio flag in back ground.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A yellow coin wher we can see '+10' written on it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A red coin wher we can see '-10' written on it... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Patchwork of heads of plenty animals.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
The periodic table of the elements.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Patchwork de mots sur un fond cyan.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Patchwork of scene extracted from video games.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
It is written "COOL QUIZZ".
A cyan circle button with a home silhouette in the center. The button means "go back to start window". Avoid white color.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.