/**
* Represents an icon for muting and unmuting game sound effects, extending the DrawableObject class.
*/
class SoundsMuteIcon extends DrawableObject {
/**
* The image path for the muted icon.
* @type {string}
*/
mute = "img/Mute/2.png";
/**
* The image path for the non-muted icon.
* @type {string}
*/
nonMute = "img/Mute/1.png";
/**
* Indicates whether the sound effects are currently muted.
* @type {boolean}
*/
isMuted = false;
world;
/**
* Constructs a new SoundsMuteIcon, loads the correct icon based on the stored mute status in localStorage,
* sets up its position and dimensions, and attaches the necessary event listeners.
*/
constructor() {
super();
this.loadImage(this.nonMute);
this.updatePosition();
this.width = 70;
this.height = 70;
const storedSoundStatus = localStorage.getItem("soundMuted");
if (storedSoundStatus === "true") {
this.isMuted = true;
this.loadImage(this.mute);
}
this.addEventListener();
this.muteSound();
}
addEventListener() {
canvas.addEventListener("click", this.onClick.bind(this));
canvas.addEventListener("touchstart", this.onClick.bind(this), {
passive: false,
});
window.addEventListener("resize", this.updatePosition.bind(this));
}
/**
* Updates the position of the sound mute icon based on the current canvas size.
*/
updatePosition() {
this.x = canvas.width * 0.90;
this.y = canvas.height * 0.05;
}
/**
* Applies the mute setting to all game sound effects managed by the world's audio manager.
*/
muteSound() {
if (this.world) {
this.world.audioManager.jumpSound.setMute(this.isMuted);
this.world.audioManager.coinSound.setMute(this.isMuted);
this.world.audioManager.snoreSound.setMute(this.isMuted);
this.world.audioManager.bottleBrokenSound.setMute(this.isMuted);
this.world.audioManager.bottleCollectSound.setMute(this.isMuted);
this.world.audioManager.chickenHitSound.setMute(this.isMuted);
this.world.audioManager.characterHitSound.setMute(this.isMuted);
this.world.audioManager.buySound.setMute(this.isMuted);
this.world.audioManager.throwSound.setMute(this.isMuted);
}
}
/**
* Calculates the mouse or touch coordinates relative to the canvas.
*
* @param {MouseEvent | TouchEvent} event - The event triggered by user interaction.
* @returns {{mouseX: number, mouseY: number}} An object containing the calculated x and y coordinates.
*/
getMouseCoordinates(event) {
event.preventDefault();
const rect = canvas.getBoundingClientRect();
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
let mouseX, mouseY;
if (event.touches && event.touches.length > 0) {
mouseX = (event.touches[0].clientX - rect.left) * scaleX;
mouseY = (event.touches[0].clientY - rect.top) * scaleY;
} else {
mouseX = (event.clientX - rect.left) * scaleX;
mouseY = (event.clientY - rect.top) * scaleY;
}
return { mouseX, mouseY };
}
/**
* Checks if the provided coordinates are within the bounds of the sound mute icon.
* If they are, toggles the sound mute state.
*
* @param {number} mouseX - The x coordinate relative to the canvas.
* @param {number} mouseY - The y coordinate relative to the canvas.
*/
handleClick(mouseX, mouseY) {
if (
mouseX >= this.x &&
mouseX <= this.x + this.width &&
mouseY >= this.y &&
mouseY <= this.y + this.height
) {
this.toggleSound();
}
}
/**
* Handles click and touch events on the icon.
* Calculates the coordinates and processes the toggle sound action if conditions are met.
*
* @param {MouseEvent | TouchEvent} event - The user interaction event.
*/
onClick(event) {
const { mouseX, mouseY } = this.getMouseCoordinates(event);
this.handleClick(mouseX, mouseY);
}
/**
* Toggles the sound mute state, updates the icon image, stores the new status in localStorage,
* and applies the setting to all game sound effects.
*/
toggleSound() {
this.isMuted = !this.isMuted;
const newImage = this.isMuted ? this.mute : this.nonMute;
this.loadImage(newImage);
localStorage.setItem("soundMuted", this.isMuted.toString());
this.muteSound();
}
}