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main.js
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//Dummy JSON responses
let data = [
{
"response": {
"results": {
"win": 0,
"symbolIDs": [2, 5, 2, 1]
}
}
},
{
"response": {
"results": {
"win": 8,
"symbolIDs": [5, 5, 5, 1]
}
}
},
{
"response": {
"results": {
"win": 0,
"symbolIDs": [0, 3, 1, 4]
}
}
},
{
"response": {
"results": {
"win": 0,
"symbolIDs": [5, 4, 1, 1]
}
}
},
{
"response": {
"results": {
"win": 2,
"symbolIDs": [1, 1, 5, 3]
}
}
},
{
"response": {
"results": {
"win": 4,
"symbolIDs": [2, 2, 2, 3]
}
}
},
{
"response": {
"results": {
"win": 4,
"symbolIDs": [5, 5, 2, 2]
}
}
},
{
"response": {
"results": {
"win": 3,
"symbolIDs": [2, 2, 3, 5]
}
}
},
{
"response": {
"results": {
"win": 0,
"symbolIDs": [4, 5, 3, 5]
}
}
},
{
"response": {
"results": {
"win": 8,
"symbolIDs": [5, 5, 5, 3]
}
}
},
{
"response": {
"results": {
"win": 9,
"symbolIDs": [3, 3, 3, 3]
}
}
},
{
"response": {
"results": {
"win": 6,
"symbolIDs": [4, 4, 4, 5]
}
}
},
{
"response": {
"results": {
"win": 1,
"symbolIDs": [0, 0, 3, 5]
}
}
},
{
"response": {
"results": {
"win": 5,
"symbolIDs": [1, 1, 1, 2]
}
}
},
{
"response": {
"results": {
"win": 0,
"symbolIDs": [2, 5, 2, 2]
}
}
},
{
"response": {
"results": {
"win": 5,
"symbolIDs": [2, 2, 2, 5]
}
}
},
{
"response": {
"results": {
"win": 0,
"symbolIDs": [4, 3, 0, 5]
}
}
},
{
"response": {
"results": {
"win": 6,
"symbolIDs": [3, 3, 3, 0]
}
}
},
{
"response": {
"results": {
"win": 8,
"symbolIDs": [2, 2, 2, 2]
}
}
},
{
"response": {
"results": {
"win": 0,
"symbolIDs": [0, 1, 5, 4]
}
}
},
]
// simple application configuration
let config = {width: 1920, height: 1080}
//Global Variables
let app;
let spines = [];
let columns = [];
let labels = {};
let balance = 1000; //Not Secure
let stake = 1
// wait for DOM before creating application
window.addEventListener('load', function() {
//Create a Pixi Application
app = new PIXI.Application(config);
//Add the canvas that Pixi automatically created for you to the HTML document
document.body.appendChild(app.view);
//Preload needed assets - setup function is ran within after assets are loaded.
//Button presses have functions which are called on press.
preload();
})
function preload()
{
//Load spine data - ATLAS & PNG are loaded automatically with the JSON file.
console.log("Preloading starting...");
PIXI.Loader.shared.onProgress.add(loadProgressHandler);
PIXI.Loader.shared
.add('cherry', 'assets/symbols/symbol_00.json')
.add('lemon', 'assets/symbols/symbol_01.json')
.add('orange', 'assets/symbols/symbol_02.json')
.add('plum', 'assets/symbols/symbol_03.json')
.add('grapes', 'assets/symbols/symbol_04.json')
.add('watermelon', 'assets/symbols/symbol_05.json')
.load(setup);
}
function loadProgressHandler(loader, resource){
//Display the file being loaded
console.log("Loaded: " + resource.url);
}
function setup()
{
//Add Spine Animation types to spines array to be accessed elsewhere
for(let i = 0; i < 6; i++) //Amount of possible fruits
{
spines[i] = [];
let spineData;
//Switch case to load the needed spine data
switch(i)
{
case 0:
spineData = PIXI.Loader.shared.resources.cherry.spineData;
break;
case 1:
spineData = PIXI.Loader.shared.resources.lemon.spineData;
break;
case 2:
spineData = PIXI.Loader.shared.resources.orange.spineData;
break;
case 3:
spineData = PIXI.Loader.shared.resources.grapes.spineData;
break;
case 4:
spineData = PIXI.Loader.shared.resources.plum.spineData;
break;
case 5:
spineData = PIXI.Loader.shared.resources.watermelon.spineData;
break;
default:
console.log("Default selected for loading spine data.");
}
for(let j = 0; j < 4; j++) //Max amount of fruits at any given time
{
spines[i][j] = new PIXI.spine.Spine(spineData);
}
}
//Rectangles that repersent the four slot columns
let tempWidth = config.width / 5; //5 gives plenty of margin space
columns.push(new PIXI.Rectangle(tempWidth, config.height / 2));
columns.push(new PIXI.Rectangle(tempWidth * 2, config.height / 2));
columns.push(new PIXI.Rectangle(tempWidth * 3, config.height / 2));
columns.push(new PIXI.Rectangle(tempWidth * 4, config.height / 2));
//Setup Spin Button & stake adjustment buttons
labels["spinButton"] = new PIXI.Text("SPIN");
labels["spinButton"].interactive = true;
labels["spinButton"].on('pointerdown', spinSlots);
labels["stakeIncrease"] = new PIXI.Text("+");
labels["stakeIncrease"].interactive = true;
labels["stakeIncrease"].on('pointerdown', increaseSmallStake);
labels["stakeDecrease"] = new PIXI.Text("-");
labels["stakeDecrease"].interactive = true;
labels["stakeDecrease"].on('pointerdown', decreaseSmallStake);
labels["stakeBigIncrease"] = new PIXI.Text("+");
labels["stakeBigIncrease"].interactive = true;
labels["stakeBigIncrease"].on('pointerdown', increaseBigStake);
labels["stakeBigDecrease"] = new PIXI.Text("-");
labels["stakeBigDecrease"].interactive = true;
labels["stakeBigDecrease"].on('pointerdown', decreaseBigStake);
//Display Text
labels["balance"] = new PIXI.Text("Balance: " + balance);
labels["stake"] = new PIXI.Text("Stake Amount: " + stake);
labels["win"] = new PIXI.Text("");
//Make all labels base the same
for(const key of Object.keys(labels))
{
labels[key].style = {fill: "white", fontSize: 42};
}
labels["stakeBigIncrease"].style = {fill: "white", fontSize: 50};
labels["stakeBigDecrease"].style = {fill: "white", fontSize: 50};
//Labels positions
labels["stake"].position.set(config.width / 2 - labels["stake"].width / 2, config.height - 100);
labels["stakeIncrease"]. position.set(labels["stake"].position.x + labels["stake"].width + 100, labels["stake"].position.y);
labels["stakeDecrease"]. position.set(labels["stake"].position.x - 100, labels["stake"].position.y);
labels["stakeBigIncrease"]. position.set(labels["stake"].position.x + labels["stake"].width + 175, labels["stake"].position.y - 5);
labels["stakeBigDecrease"]. position.set(labels["stake"].position.x - 175, labels["stake"].position.y - 5);
labels["balance"].position.set(config.width / 2 - labels["balance"].width / 2, 75);
labels["spinButton"].position.set(config.width / 2 - labels["spinButton"].width / 2, config.height - 200);
//Adding all labels to stage
for(const key of Object.keys(labels))
{
app.stage.addChild(labels[key]);
}
}
function increaseSmallStake()
{
stake = parseFloat((stake + 0.2).toFixed(2));
labels["stake"].text = "Stake Amount: " + stake;
}
function decreaseSmallStake()
{
if(stake <= 0.2){stake = 0.2; /*min stake*/}
else{stake = parseFloat((stake - 0.2).toFixed(2));}
labels["stake"].text = "Stake Amount: " + stake;
}
function increaseBigStake()
{
stake = parseFloat((stake + 1).toFixed(2));
labels["stake"].text = "Stake Amount: " + stake;
}
function decreaseBigStake()
{
if(stake === 1){stake = 1; /*min stake*/}
else if (stake > 1){stake = parseFloat((stake - 1).toFixed(2));}
labels["stake"].text = "Stake Amount: " + stake;
}
function spinSlots()
{
disableButtons();
//Take stake from balance and display the new balance
balance = parseFloat((balance - stake).toFixed(2));
labels["balance"].text = "Balance: " + balance;
//Remove all sprites from screen
for(let i = 0; i < spines.length; i++)
{
for(let j = 0; j < spines[i].length; j++)
{
spines[i][j].state.setAnimation(0, 'static', true);
app.stage.removeChild(spines[i][j]);
}
}
//Randomly select response from dummy JSON
let response = data[Math.floor(Math.random() * data.length)].response.results;
//Add needed symbols to stage
let fruits = [0, 0, 0, 0, 0, 0];
for(let i = 0; i < response.symbolIDs.length; i++)
{
switch(response.symbolIDs[i]){
case 0:
spines[0][fruits[0]].state.setAnimation(0, 'static', true);
spines[0][fruits[0]].position.set(columns[i].x,columns[i].y);
app.stage.addChild(spines[0][fruits[0]]);
fruits[0] += 1;
break;
case 1:
spines[1][fruits[1]].state.setAnimation(0, 'static', true);
spines[1][fruits[1]].position.set(columns[i].x,columns[i].y);
app.stage.addChild(spines[1][fruits[1]]);
fruits[1] += 1;
break;
case 2:
spines[2][fruits[2]].state.setAnimation(0, 'static', true);
spines[2][fruits[2]].position.set(columns[i].x,columns[i].y);
app.stage.addChild(spines[2][fruits[2]]);
fruits[2] += 1;
break;
case 3:
spines[3][fruits[3]].state.setAnimation(0, 'static', true);
spines[3][fruits[3]].position.set(columns[i].x,columns[i].y);
app.stage.addChild(spines[3][fruits[3]]);
fruits[3] += 1;
break;
case 4:
spines[4][fruits[4]].state.setAnimation(0, 'static', true);
spines[4][fruits[4]].position.set(columns[i].x,columns[i].y);
app.stage.addChild(spines[4][fruits[4]]);
fruits[4] += 1;
break;
case 5:
spines[5][fruits[5]].state.setAnimation(0, 'static', true);
spines[5][fruits[5]].position.set(columns[i].x,columns[i].y);
app.stage.addChild(spines[5][fruits[5]]);
fruits[5] += 1;
break;
default:
console.log("Default selected for displaying slot results - Column " + i);
}
}
gsap.to(spines, {y: config.height / 2 - 50, duration: 0.5});
gsap.to(spines, {y: config.height / 2, duration: 0.5, delay: 0.5});
setTimeout(enableButtons, 1000);
//Add win to balance if there no win nothing will be added to the balance
if(response.win != 0)
{
let win = response.win * stake;
balance = parseFloat((balance + win).toFixed(2));
labels["balance"].text = "Balance: " + balance;
labels["win"].text = "You've Won!";
labels["win"].position.set(config.width / 2 - labels["win"].width / 2, 150)
gsap.to(labels["win"], {y: labels["win"].position.y + 20, duration: 0.5});
gsap.to(labels["win"], {y: labels["win"].position.y, duration: 0.5, delay: 0.5});
//make winning symbols animate
let winningSymbol = 0;
let previousBiggest = 0;
//Find the symbol that shows up the most
for(let i = 0; i < fruits.length; i++)
{
if(fruits[i] > previousBiggest)
{
previousBiggest = fruits[i];
}
}
winningSymbol = fruits.indexOf(previousBiggest);
//Play the win animation for the correct symbols
for(let j = 0; j < spines[winningSymbol].length; j++)
{
spines[winningSymbol][j].state.setAnimation(0, 'win', true);
}
}
else
{
labels["win"].text = "Better luck next time!";
labels["win"].position.set(config.width / 2 - labels["win"].width / 2, 150)
}
}
function enableButtons()
{
//interactivity readded for buttons after spin completion
for(const key of Object.keys(labels))
{
if(key != "balance" && key != "stake" && key != "win")
{
labels[key].interactive = true;
}
}
}
function disableButtons()
{
for(const key of Object.keys(labels))
{
labels[key].interactive = false;
}
}