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pewi3.0

People in Ecosystems Watershed Integration v3

three.js WebGL implementation of pewi v2.0

improvements: object oriented implementation, improved calculation efficiency, 3D graphics, level-based educational tools, codex (scientific information) library,

page design outline:

 ./index.html
 draws the pewi workspace div but renders the loadingContainer and 
 startUpFrame over the workspace for navigation
 
 ./htmlFrames/startup.html
 onLoad this page plays a loading animation video and simultaneously calls on
 loader.js and mainFE.js to begin loading resources. navigation buttons to
 sandbox mode, play mode page, or utilities page will load further resources
 and the workspace when selected
 
 ./front-end/loader.js
 contains links to all necessary images/textures to load using a THREE.js 
 TextureLoader
 
 ./front-end/mainFE.js
 includes all generic functions to render the THREE.js scene in the workspace

 ./front-end/helpersFE.js
 contains all necessary functions to create/interact with a PEWI workspace 
 for the sandbox, levels, and multiplayer design modes
 
 ./back-end/helperObjects.js
 object-oriented backend script written for PEWI 2.0 which instantiates the 
 data structures for the Tile/Board/Total objects, and performs calculations
 
 ./back-end/mainBE.js and ./back-end/helperMethods.js
 two backend scripts which assist in loading/parsing data from watershed map
 .csv files
 
 ./htmlFrames/results.html and ./front-end/resultsDisplay.js
 generate an iFrame in the workspace to display tabular and graphical 
 results calculated via the backend scripts for the Totals object
 
 ./codex/*
 contains all necessary resources and scripts to create an iframe in the 
 workspace which provides a directory of information for the user to explore.
 new directory entries and links to resources are added via the main.dat file
 which are parsed and inserted with codexHelper.js
 
 ./front-end/gameLogic.js and ./front-end/Bird.js
 level objectives are monitored via frameRate in mainFE.js and gameLogic.js.
 Bird.js can add an animated flock of birds to the scene. Other animation 
 scripts are contained in helpersFE.js
   
 ./htmlFrames/uploadDownload.html
 rendered as an iframe in the workspace with options for upload and download 
 of PEWI maps with current land-use

 ./htmlFrames/credits.html
 rendered as an iframe in the workspace to display credits for the project

 ./htmlFrames/play.html
 rendered in an iframe over the static background image, contains
 cloud images that link to PEWI levels
 
 ./levels/*
 contains resources to support levels in PEWI. the level.dat file specifies
 the hierarchy of levels for the play.html page and points to level design
 files in the specs folder which are used with the main map (data.csv) or 
 accessory maps in the maps folder
 
 ./front-end/levelLoader.js
 scripts for parsing/loading data in the levels directory. links to the
 levels are generated when the play.html page loads and the level details are
 loaded when a level is selected
 
 ./htmlFrames/utilities.html
 rendered in an iframe over the static background image, contains
 three buttons which link to the level designer and mutliplayer design mode
      
 ./htmlFrames/levelDesigner.html
 opens a new window allowing a user to create a new level for pewi by 
 specifying objectives via score monitoring, animations for user feedback, 
 and guiding scripts.
 
 ./htmlFrames/multiDownload.html
 completes the creation of mutliplayer maps when the user presses the v key
 in the workspace after assigning areas to players in the mutliplayer mode

notes:

tileID starts at 1 but boardData[currentBoard].map is an array, so tileID 1
is stored at index 0 in boardData[currentBoard].map

add a stage/level to PEWI:

Use the level designer in the utilities page to create a new level
specifications file. Submit the form to download the file. Follow these steps
to add the level to PEWI:

1) Add the downloaded file to the pewi3/levels/specs directory

2) Open the level.dat file in pewi3/levels/levelResources/level.dat

3) If the level belongs in a new stage, create a line with "# " and the stage
   name. Example: "# The N-Factor"
   
4) Choose a stage to place the new level in and put a new line after the
   line with the stage's name such as: "# The N-Factor"
   
5) On the new line, add "@ " and the number/letter that should appear in the 
   cloud, add a comma "," and write the name of the file that was placed in
   the pewi3/levels/specs directory. Example: "@ 3,B3.txt"
   
6) Save the edited level.dat file in the pewi3/levels/levelResources folder

7) Open pewi and test out your new level.

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  • JavaScript 61.1%
  • HTML 32.2%
  • CSS 6.7%