d
d
@ -172,7 +172,22 @@ button.level:active {
|
||||
cursor:pointer;
|
||||
background-position: center center;
|
||||
background-size:cover;
|
||||
line-height:100px;
|
||||
font-weight:bold;
|
||||
font-size:40px;
|
||||
}
|
||||
#imgRef:active {
|
||||
cursor:wait;
|
||||
}
|
||||
|
||||
.trophy-text {
|
||||
font-weight: bold;
|
||||
line-height: 40px;
|
||||
font-size: 25px;
|
||||
color: gold;
|
||||
display: inline-block;
|
||||
padding: 0 15px;
|
||||
height: 40px;
|
||||
border-radius: 50%;
|
||||
background: rgba(0, 0, 0, 0.7)
|
||||
}
|
||||
|
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 429 KiB |
Before Width: | Height: | Size: 548 B |
Before Width: | Height: | Size: 418 B |
Before Width: | Height: | Size: 288 B |
Before Width: | Height: | Size: 489 B |
Before Width: | Height: | Size: 519 B |
Before Width: | Height: | Size: 509 B |
Before Width: | Height: | Size: 606 B |
Before Width: | Height: | Size: 566 B |
BIN
SRC/public/imgs/avatar/4.jpg
Normal file
After Width: | Height: | Size: 617 KiB |
Before Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 27 KiB |
Before Width: | Height: | Size: 9.1 KiB |
Before Width: | Height: | Size: 18 KiB |
254
SRC/public/js/fire-work.js
Normal file
@ -0,0 +1,254 @@
|
||||
var SCREEN_WIDTH = window.innerWidth,
|
||||
SCREEN_HEIGHT = window.innerHeight,
|
||||
mousePos = {
|
||||
x: 400,
|
||||
y: 300
|
||||
},
|
||||
|
||||
// create canvas
|
||||
canvas = document.createElement('canvas'),
|
||||
context = canvas.getContext('2d'),
|
||||
particles = [],
|
||||
rockets = [],
|
||||
MAX_PARTICLES = 400,
|
||||
colorCode = 0;
|
||||
|
||||
|
||||
|
||||
// update mouse position
|
||||
window.addEventListener('mousemove', function(e) {
|
||||
e.preventDefault();
|
||||
mousePos = {
|
||||
x: e.clientX,
|
||||
y: e.clientY
|
||||
};
|
||||
});
|
||||
|
||||
// launch more rockets!!!
|
||||
window.addEventListener('mousedown', function(e) {
|
||||
for (var i = 0; i < 5; i++) {
|
||||
launchFrom(Math.random() * SCREEN_WIDTH * 2 / 3 + SCREEN_WIDTH / 6);
|
||||
}
|
||||
});
|
||||
|
||||
function launch() {
|
||||
launchFrom(mousePos.x);
|
||||
}
|
||||
|
||||
function launchFrom(x) {
|
||||
if (rockets.length < 10) {
|
||||
var rocket = new Rocket(x);
|
||||
rocket.explosionColor = Math.floor(Math.random() * 360 / 10) * 10;
|
||||
rocket.vel.y = Math.random() * -3 - 4;
|
||||
rocket.vel.x = Math.random() * 6 - 3;
|
||||
rocket.size = 8;
|
||||
rocket.shrink = 0.999;
|
||||
rocket.gravity = 0.01;
|
||||
rockets.push(rocket);
|
||||
}
|
||||
}
|
||||
|
||||
function loop() {
|
||||
// update screen size
|
||||
if (SCREEN_WIDTH != window.innerWidth) {
|
||||
canvas.width = SCREEN_WIDTH = window.innerWidth;
|
||||
}
|
||||
if (SCREEN_HEIGHT != window.innerHeight) {
|
||||
canvas.height = SCREEN_HEIGHT = window.innerHeight;
|
||||
}
|
||||
|
||||
// clear canvas
|
||||
context.fillStyle = "rgba(0, 0, 0, 0.05)";
|
||||
context.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
|
||||
var existingRockets = [];
|
||||
|
||||
for (var i = 0; i < rockets.length; i++) {
|
||||
// update and render
|
||||
rockets[i].update();
|
||||
rockets[i].render(context);
|
||||
|
||||
// calculate distance with Pythagoras
|
||||
var distance = Math.sqrt(Math.pow(mousePos.x - rockets[i].pos.x, 2) + Math.pow(mousePos.y - rockets[i].pos.y, 2));
|
||||
|
||||
// random chance of 1% if rockets is above the middle
|
||||
var randomChance = rockets[i].pos.y < (SCREEN_HEIGHT * 2 / 3) ? (Math.random() * 100 <= 1) : false;
|
||||
|
||||
/* Explosion rules
|
||||
- 80% of screen
|
||||
- going down
|
||||
- close to the mouse
|
||||
- 1% chance of random explosion
|
||||
*/
|
||||
if (rockets[i].pos.y < SCREEN_HEIGHT / 5 || rockets[i].vel.y >= 0 || distance < 50 || randomChance) {
|
||||
rockets[i].explode();
|
||||
} else {
|
||||
existingRockets.push(rockets[i]);
|
||||
}
|
||||
}
|
||||
|
||||
rockets = existingRockets;
|
||||
|
||||
var existingParticles = [];
|
||||
|
||||
for (var i = 0; i < particles.length; i++) {
|
||||
particles[i].update();
|
||||
|
||||
// render and save particles that can be rendered
|
||||
if (particles[i].exists()) {
|
||||
particles[i].render(context);
|
||||
existingParticles.push(particles[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// update array with existing particles - old particles should be garbage collected
|
||||
particles = existingParticles;
|
||||
|
||||
while (particles.length > MAX_PARTICLES) {
|
||||
particles.shift();
|
||||
}
|
||||
}
|
||||
|
||||
function Particle(pos) {
|
||||
this.pos = {
|
||||
x: pos ? pos.x : 0,
|
||||
y: pos ? pos.y : 0
|
||||
};
|
||||
this.vel = {
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
this.shrink = .97;
|
||||
this.size = 2;
|
||||
|
||||
this.resistance = 1;
|
||||
this.gravity = 0;
|
||||
|
||||
this.flick = false;
|
||||
|
||||
this.alpha = 1;
|
||||
this.fade = 0;
|
||||
this.color = 0;
|
||||
}
|
||||
|
||||
Particle.prototype.update = function() {
|
||||
// apply resistance
|
||||
this.vel.x *= this.resistance;
|
||||
this.vel.y *= this.resistance;
|
||||
|
||||
// gravity down
|
||||
this.vel.y += this.gravity;
|
||||
|
||||
// update position based on speed
|
||||
this.pos.x += this.vel.x;
|
||||
this.pos.y += this.vel.y;
|
||||
|
||||
// shrink
|
||||
this.size *= this.shrink;
|
||||
|
||||
// fade out
|
||||
this.alpha -= this.fade;
|
||||
};
|
||||
|
||||
Particle.prototype.render = function(c) {
|
||||
if (!this.exists()) {
|
||||
return;
|
||||
}
|
||||
|
||||
c.save();
|
||||
|
||||
c.globalCompositeOperation = 'lighter';
|
||||
|
||||
var x = this.pos.x,
|
||||
y = this.pos.y,
|
||||
r = this.size / 2;
|
||||
|
||||
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
|
||||
gradient.addColorStop(0.1, "rgba(255,255,255," + this.alpha + ")");
|
||||
gradient.addColorStop(0.8, "hsla(" + this.color + ", 100%, 50%, " + this.alpha + ")");
|
||||
gradient.addColorStop(1, "hsla(" + this.color + ", 100%, 50%, 0.1)");
|
||||
|
||||
c.fillStyle = gradient;
|
||||
|
||||
c.beginPath();
|
||||
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size : this.size, 0, Math.PI * 2, true);
|
||||
c.closePath();
|
||||
c.fill();
|
||||
|
||||
c.restore();
|
||||
};
|
||||
|
||||
Particle.prototype.exists = function() {
|
||||
return this.alpha >= 0.1 && this.size >= 1;
|
||||
};
|
||||
|
||||
function Rocket(x) {
|
||||
Particle.apply(this, [{
|
||||
x: x,
|
||||
y: SCREEN_HEIGHT}]);
|
||||
|
||||
this.explosionColor = 0;
|
||||
}
|
||||
|
||||
Rocket.prototype = new Particle();
|
||||
Rocket.prototype.constructor = Rocket;
|
||||
|
||||
Rocket.prototype.explode = function() {
|
||||
var count = Math.random() * 10 + 80;
|
||||
|
||||
for (var i = 0; i < count; i++) {
|
||||
var particle = new Particle(this.pos);
|
||||
var angle = Math.random() * Math.PI * 2;
|
||||
|
||||
// emulate 3D effect by using cosine and put more particles in the middle
|
||||
var speed = Math.cos(Math.random() * Math.PI / 2) * 15;
|
||||
|
||||
particle.vel.x = Math.cos(angle) * speed;
|
||||
particle.vel.y = Math.sin(angle) * speed;
|
||||
|
||||
particle.size = 10;
|
||||
|
||||
particle.gravity = 0.2;
|
||||
particle.resistance = 0.92;
|
||||
particle.shrink = Math.random() * 0.05 + 0.93;
|
||||
|
||||
particle.flick = true;
|
||||
particle.color = this.explosionColor;
|
||||
|
||||
particles.push(particle);
|
||||
}
|
||||
};
|
||||
|
||||
Rocket.prototype.render = function(c) {
|
||||
if (!this.exists()) {
|
||||
return;
|
||||
}
|
||||
|
||||
c.save();
|
||||
|
||||
c.globalCompositeOperation = 'lighter';
|
||||
|
||||
var x = this.pos.x,
|
||||
y = this.pos.y,
|
||||
r = this.size / 2;
|
||||
|
||||
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
|
||||
gradient.addColorStop(0.1, "rgba(255, 255, 255 ," + this.alpha + ")");
|
||||
gradient.addColorStop(1, "rgba(0, 0, 0, " + this.alpha + ")");
|
||||
|
||||
c.fillStyle = gradient;
|
||||
|
||||
c.beginPath();
|
||||
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size / 2 + this.size / 2 : this.size, 0, Math.PI * 2, true);
|
||||
c.closePath();
|
||||
c.fill();
|
||||
|
||||
c.restore();
|
||||
};
|
||||
|
||||
|
||||
document.body.appendChild(canvas);
|
||||
canvas.width = SCREEN_WIDTH;
|
||||
canvas.height = SCREEN_HEIGHT;
|
||||
setInterval(launch, 800);
|
||||
setInterval(loop, 1000 / 50);
|
Before Width: | Height: | Size: 148 KiB |
@ -4,7 +4,7 @@
|
||||
@section('content')
|
||||
<div style="text-align:center">
|
||||
|
||||
<div id="imgRef" style="background-image:url('{{ $ref -> image }}'); line-height:100px;font-weight:bold;">
|
||||
<div id="imgRef" style="background-image:url('{{ $ref -> image }}');">
|
||||
</div>
|
||||
<br>
|
||||
|
||||
@ -15,15 +15,18 @@
|
||||
<br>
|
||||
<div style="display:inline-block;">
|
||||
<img style="height:100px; vertical-align:middle;width:100px" src="{{ URL::to('imgs/trophees/bronze.png') }}"><br>
|
||||
{{$nbBronze}}
|
||||
<div class="trophy-text" style="color:chocolate;">{{$nbBronze}}</div>
|
||||
|
||||
</div>
|
||||
<div style="display:inline-block;">
|
||||
<img style="height:100px; vertical-align:middle;width:100px" src="{{ URL::to('imgs/trophees/argent.png') }}"><br>
|
||||
{{$nbArgent}}
|
||||
<div class="trophy-text" style="color:#c0c0c0;">{{$nbArgent}}</div>
|
||||
|
||||
</div>
|
||||
<div style="display:inline-block;">
|
||||
<img style="height:100px; vertical-align:middle;width:100px" src="{{ URL::to('imgs/trophees/or.png') }}"><br>
|
||||
{{$nbOr}}
|
||||
<div class="trophy-text" style="color:gold;">{{$nbOr}}</div>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@endsection
|
||||
|
@ -6,15 +6,49 @@
|
||||
<script type="text/javascript">
|
||||
|
||||
function getPieceWidth(w,h) {
|
||||
|
||||
//cas où l'image rentre dans l'écran, on ne fais rien
|
||||
if(h<y && w<x) {
|
||||
return w * ratioImage;
|
||||
}
|
||||
|
||||
//cas où l'image est plus large et haute, on prend le meilleur ratio pour pas redimensionner 2 fois
|
||||
|
||||
if(h/y > w/x) { //il faut redimensionner en hauteur
|
||||
console.log("il faut redimensionner en hauteur")
|
||||
return w * y/h * ratioImage;
|
||||
} else { //on redimensionne en largeur
|
||||
return x * ratioImage;
|
||||
}
|
||||
}
|
||||
|
||||
function getPieceHeight(w,h) {
|
||||
if(h<y && w<x) {
|
||||
return h * ratioImage;
|
||||
}
|
||||
|
||||
if(h/y > w/x) { //il faut redimensionner en hauteur
|
||||
return y * ratioImage;
|
||||
} else {
|
||||
return h * x/w * ratioImage;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*function getPieceWidthOld(w,h) {
|
||||
//if(h>w) {
|
||||
return w * (y * ratioImage)/h;
|
||||
//} else return x * ratioImage;
|
||||
}
|
||||
function getPieceHeight(w,h) {
|
||||
function getPieceHeightOld(w,h) {
|
||||
//if(h>w) {
|
||||
return y * ratioImage;
|
||||
//} else return h * (x * ratioImage)/w;
|
||||
}
|
||||
}*/
|
||||
function preload () {
|
||||
game.load.spritesheet('balls', '{{ URL::to('imgs/puzzle/balls.png') }}', 17, 17);
|
||||
game.load.image('trophy3', '{{ URL::to('imgs/trophees/or.png') }}');
|
||||
@ -61,19 +95,20 @@
|
||||
|
||||
}
|
||||
}
|
||||
dateDebut = new Date();
|
||||
}
|
||||
function drawGrid() {
|
||||
pieces.forEach(function(item){
|
||||
function drawGrid(idTab) {
|
||||
|
||||
var graphics = game.add.graphics();
|
||||
graphics.lineStyle(2, 0xff0000, 1);
|
||||
|
||||
graphics.moveTo(10, 10);
|
||||
graphics.lineTo(Math.floor(getPieceWidth(selection[idTab-1].width, selection[idTab-1].height)) + 10,
|
||||
10);
|
||||
|
||||
graphics.lineTo(Math.floor(getPieceWidth(selection[idTab-1].width, selection[idTab-1].height)) + 10,
|
||||
Math.floor(getPieceHeight(selection[idTab-1].width, selection[idTab-1].height)) + 10);
|
||||
|
||||
});
|
||||
var graphics = game.add.graphics(0, 0);
|
||||
graphics.lineStyle(1, 0xff0000, 1);
|
||||
graphics.moveTo(800, 0);
|
||||
graphics.lineTo(100, 0);
|
||||
graphics.lineTo(10,10);
|
||||
}
|
||||
function create () {
|
||||
this.button3 = this.add.button(0, 0, 'previous', changePage);
|
||||
@ -82,6 +117,8 @@
|
||||
|
||||
this.physics.startSystem(Phaser.Physics.ARCADE);
|
||||
createPiecesFor(1);
|
||||
drawGrid(1);
|
||||
dateDebut = new Date();
|
||||
}
|
||||
function changePage() {
|
||||
if (confirm('Quitter le jeu ?')) {
|
||||
@ -170,13 +207,13 @@
|
||||
if(piece.placed == true) cpt++
|
||||
});
|
||||
if(cpt==pieces.length) {
|
||||
pieces.forEach(function(item){item.input.draggable = false;});
|
||||
if(nbToPlay == currentPlayed)
|
||||
{
|
||||
var temps = Math.ceil(((new Date()) - dateDebut)/60000);
|
||||
var texteADire = (temps <= 1) ? "Bravo, tu as mis moins d'une minute." :
|
||||
"Bravo, tu as mis "+temps+" minutes. ";;
|
||||
responsiveVoice.speak(texteADire, "French Female");
|
||||
pieces.forEach(function(item){item.input.draggable = false;});
|
||||
if(nbToPlay == currentPlayed)
|
||||
{
|
||||
leftEmitter = game.add.emitter(50, 50);
|
||||
leftEmitter.bounce.setTo(0.8, 0.8);
|
||||
leftEmitter.setXSpeed(100, 200);
|
||||
@ -236,7 +273,8 @@
|
||||
}
|
||||
|
||||
var leftEmitter, rightEmitter;
|
||||
var w=window,d=document,e=d.documentElement,g=d.getElementsByTagName('body')[0],x=w.innerWidth||e.clientWidth||g.clientWidth,y=w.innerHeight||e.clientHeight||g.clientHeight;
|
||||
var x = window.innerWidth;
|
||||
var y = window.innerHeight;
|
||||
var pieces = null;
|
||||
var dateDebut = null;
|
||||
|
||||
|