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ModuleWeb/SRC/public/js/memory.js

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;(function( window ) {
'use strict';
/**
* Extend object function
*
*/
function extend( a, b ) {
for( var key in b ) {
if( b.hasOwnProperty( key ) ) {
a[key] = b[key];
}
}
return a;
}
/**
* Shuffle array function
*
*/
function shuffle(o) {
for(var j, x, i = o.length; i; j = parseInt(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x);
return o;
};
/**
* Memory constructor
*
*/
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function Memory( options, level ) {
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this.options = extend( {}, this.options );
extend( this.options, options );
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this._init(level);
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}
/**
* Memory _init - initialise Memory
*
* Creates all the game content areas, adds the id's and classes, and gets
* ready for game setup.
*/
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Memory.prototype._init = function(level) {
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this.game = document.createElement("div");
this.game.id = "mg";
this.game.className = "mg";
document.getElementById(this.options.wrapperID).appendChild(this.game);
this.gameWrapper = document.createElement("div");
this.gameWrapper.id = "mg__wrapper";
this.gameWrapper.className = "mg__wrapper";
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this.gameContents = document.createElement("div");
this.gameContents.id = "mg__contents";
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this.gameWrapper.appendChild(this.gameContents);
this.gameMessages = document.createElement("div");
this.gameMessages.id = "mg__onend";
this.gameMessages.className = "mg__onend";
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this._setupGame(level);
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};
/**
* Memory _setupGame - Sets up the game
*
* We're caching all game related variables, and by default, displaying the
* meta info bar and start screen HTML.
*
* A NOTE ABOUT GAME STATES:
*
* There are 4 game states in total, governed by the variable this.gameState.
* Each game state allows for a certain series of functions to be performed.
* The gameStates are as follows:
*
* 1 : default, allows user to choose level
* 2 : set when user chooses level, and game is in play
* 3 : game is finished
*/
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Memory.prototype._setupGame = function(level) {
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var self = this;
this.gameState = 1;
this.cards = shuffle(this.options.cards);
this.card1 = "";
this.card2 = "";
this.card1id = "";
this.card2id = "";
this.card1flipped = false;
this.card2flipped = false;
this.flippedTiles = 0;
this.chosenLevel = "";
this.numMoves = 0;
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this._setupGameWrapper(level);
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}
/**
* Memory _setupGameWrapper
*
* This function sets up the game wrapper, which is where the actual memory
* tiles will reside and where all the game play happens.
*/
Memory.prototype._setupGameWrapper = function(levelNode) {
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this.level = levelNode;
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this.gameContents.className = "mg__contents mg__level-"+this.level;
this.game.appendChild(this.gameWrapper);
this.chosenLevel = this.level;
this._renderTiles();
};
/**
* Memory _renderTiles
*
* This renders the actual tiles with content. A few thing happen here:
*
* 1. Calculate grid X and Y based on user level selection
* 2. Calculate num tiles
* 3. Create new cards array based on level, and draw cards from original array
* 4. Shuffle the new cards array
* 5. Cards get distributed into tiles
* 6. gamePlay function gets triggered, taking care of all the game play action.
*/
Memory.prototype._renderTiles = function() {
if(this.level == 1) {this.gridX = 2; this.gridY= 2; }
else if(this.level == 2) {this.gridX = 3; this.gridY= 2; }
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else { this.gridX = 2; this.gridY=4 ; }
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// this.gridY = this.gridX ;
this.numTiles = this.gridX * this.gridY;
//this.halfNumTiles = this.gridX;
this.halfNumTiles = this.numTiles/2;
this.newCards = [];
for ( var i = 0; i < this.halfNumTiles; i++ ) {
this.newCards.push(this.cards[i], this.cards[i]);
}
this.newCards = shuffle(this.newCards);
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this.tilesHTML = '';
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var n = 0;
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for ( var i = 0; i < this.numTiles; i++ ) {
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n = n + 1;
if(this.level == 3 && n == 5 ){n = 9}
if(this.level == 2 && n == 4 ){n = 7}
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this.tilesHTML += '<div class="mg__tile mg__tile-' + n + '">\
<div class="mg__tile--inner" data-id="' + this.newCards[i]["id"] + '">\
<span class="mg__tile--outside"></span>\
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<span class="mg__tile--inside" style="background-image:url(' + this.newCards[i]["img"] + ');"></span>';
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this.tilesHTML +='</div>';
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/* if(this.level == 1 && n == 2){
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this.tilesHTML +="</tr><tr>";
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}*/
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this.tilesHTML +="</div>";
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}
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this.gameContents.innerHTML = this.tilesHTML;
this.gameState = 2;
this.options.onGameStart();
this._gamePlay();
}
/**
* Memory _gamePlay
*
* Now that all the HTML is set up, the game is ready to be played. In this
* function, we loop through all the tiles (goverend by the .mg__tile--inner)
* class, and for each tile, we run the _gamePlayEvents function.
*/
Memory.prototype._gamePlay = function() {
var tiles = document.querySelectorAll(".mg__tile--inner");
for (var i = 0, len = tiles.length; i < len; i++) {
var tile = tiles[i];
this._gamePlayEvents(tile);
};
};
/**
* Memory _gamePlayEvents
*
* This function takes care of the "events", which is basically the clicking
* of tiles. Tiles need to be checked if flipped or not, flipped if possible,
* and if zero, one, or two cards are flipped. When two cards are flipped, we
* have to check for matches and mismatches. The _gameCardsMatch and
* _gameCardsMismatch functions perform two separate sets of functions, and are
* thus separated below.
*/
Memory.prototype._gamePlayEvents = function(tile) {
var self = this;
tile.addEventListener( "click", function(e) {
if (!this.classList.contains("flipped")) {
if (self.card1flipped === false && self.card2flipped === false) {
this.classList.add("flipped");
self.card1 = this;
self.card1id = this.getAttribute("data-id");
self.card1flipped = true;
} else if( self.card1flipped === true && self.card2flipped === false ) {
this.classList.add("flipped");
self.card2 = this;
self.card2id = this.getAttribute("data-id");
self.card2flipped = true;
if ( self.card1id == self.card2id ) {
self._gameCardsMatch();
} else {
self._gameCardsMismatch();
}
}
}
});
}
/**
* Memory _gameCardsMatch
*
* This function runs if the cards match. The "correct" class is added briefly
* which fades in a background green colour. The times set on the two timeout
* functions are chosen based on transition values in the CSS. The "flip" has
* a 0.3s transition, so the "correct" class is added 0.3s later, shown for
* 1.2s, then removed. The cards remain flipped due to the activated "flip"
* class from the gamePlayEvents function.
*/
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"document"in self&&("classList"in document.createElement("_")?!function(){"use strict";var a=document.createElement("_");if(a.classList.add("c1","c2"),!a.classList.contains("c2")){var b=function(a){var b=DOMTokenList.prototype[a];DOMTokenList.prototype[a]=function(a){var c,d=arguments.length;for(c=0;d>c;c++)a=arguments[c],b.call(this,a)}};b("add"),b("remove")}if(a.classList.toggle("c3",!1),a.classList.contains("c3")){var c=DOMTokenList.prototype.toggle;DOMTokenList.prototype.toggle=function(a,b){return 1 in arguments&&!this.contains(a)==!b?b:c.call(this,a)}}a=null}():!function(a){"use strict";if("Element"in a){var b="classList",c="prototype",d=a.Element[c],e=Object,f=String[c].trim||function(){return this.replace(/^\s+|\s+$/g,"")},g=Array[c].indexOf||function(a){for(var b=0,c=this.length;c>b;b++)if(b in this&&this[b]===a)return b;return-1},h=function(a,b){this.name=a,this.code=DOMException[a],this.message=b},i=function(a,b){if(""===b)throw new h("SYNTAX_ERR","An invalid or illegal string was specified");if(/\s/.test(b))throw new h("INVALID_CHARACTER_ERR","String contains an invalid character");return g.call(a,b)},j=function(a){for(var b=f.call(a.getAttribute("class")||""),c=b?b.split(/\s+/):[],d=0,e=c.length;e>d;d++)this.push(c[d]);this._updateClassName=function(){a.setAttribute("class",this.toString())}},k=j[c]=[],l=function(){return new j(this)};if(h[c]=Error[c],k.item=function(a){return this[a]||null},k.contains=function(a){return a+="",-1!==i(this,a)},k.add=function(){var a,b=arguments,c=0,d=b.length,e=!1;do a=b[c]+"",-1===i(this,a)&&(this.push(a),e=!0);while(++c<d);e&&this._updateClassName()},k.remove=function(){var a,b,c=arguments,d=0,e=c.length,f=!1;do for(a=c[d]+"",b=i(this,a);-1!==b;)this.splice(b,1),f=!0,b=i(this,a);while(++d<e);f&&this._updateClassName()},k.toggle=function(a,b){a+="";var c=this.contains(a),d=c?b!==!0&&"remove":b!==!1&&"add";return d&&this[d](a),b===!0||b===!1?b:!c},k.toString=function(){return this.join(" ")},e.defineProperty){var m={get:l,enumerable:!0,configurable:!0};try{e.defineProperty(d,b,m)}catch(n){-2146823252===n.number&&(m.enumerable=!1,e.defineProperty(d,b,m))}}else e[c].__defineGetter__&&d.__defineGetter__(b,l)}}(self));
Memory.prototype._gameCardsMatch = function() {
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// cache this
var self = this;
// add correct class
window.setTimeout( function(){
self.card1.classList.add("correct");
self.card2.classList.add("correct");
}, 300 );
// remove correct class and reset vars
window.setTimeout( function(){
self.card1.classList.remove("correct");
self.card2.classList.remove("correct");
self._gameResetVars();
self.flippedTiles = self.flippedTiles + 2;
if (self.flippedTiles == self.numTiles) {
self._winGame();
}
}, 1500 );
// plus one on the move counter
this._gameCounterPlusOne();
};
/**
* Memory _gameCardsMismatch
*
* This function runs if the cards mismatch. If the cards mismatch, we leave
* them flipped for a little while so the user can see and remember what cards
* they actually are. Then after that slight delay, we removed the flipped
* class so they flip back over, and reset the vars.
*/
Memory.prototype._gameCardsMismatch = function() {
// cache this
var self = this;
// remove "flipped" class and reset vars
window.setTimeout( function(){
self.card1.classList.remove("flipped");
self.card2.classList.remove("flipped");
self._gameResetVars();
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}, 500 );
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// plus one on the move counter
this._gameCounterPlusOne();
};
/**
* Memory _gameResetVars
*
* For each turn, some variables are updated for reference. After the turn is
* over, we need to reset these variables and get ready for the next turn.
* This function handles all of that.
*/
Memory.prototype._gameResetVars = function() {
this.card1 = "";
this.card2 = "";
this.card1id = "";
this.card2id = "";
this.card1flipped = false;
this.card2flipped = false;
}
/**
* Memory _gameCounterPlusOne
*
* Each turn, the user completes 1 "move". The obective of memory is to
* complete the game in as few moves as possible. Users need to know how many
* moves they've had so far, so this function updates that number and updates
* the HTML also.
*/
Memory.prototype._gameCounterPlusOne = function() {
this.numMoves = this.numMoves + 1;
this.moveCounterUpdate = document.getElementById("mg__meta--moves").innerHTML = this.numMoves;
};
/**
* Memory _clearGame
*
* This function clears the game wrapper, by removing it from the game div. It
* allows us to rerun setupGame, and clears the air for other info like
* victory messages etc.
*/
Memory.prototype._clearGame = function() {
if (this.gameWrapper.parentNode !== null) this.game.removeChild(this.gameWrapper);
if (this.gameMessages.parentNode !== null) this.game.removeChild(this.gameMessages);
}
/**
* Memoray _winGame
*
* You won the game! This function runs the "onGameEnd" callback, which by
* default clears the game div entirely and shows a "play again" button.
*/
Memory.prototype._winGame = function() {
var self = this;
if (this.options.onGameEnd() === false) {
this._clearGame();
document.getElementById("mg__onend--restart").addEventListener( "click", function(e) {
self.resetGame();
});
} else {
// run callback
this.options.onGameEnd();
}
}
/**
* Memory resetGame
*
* This function resets the game. It can run at the end of the game when the
* user is presented the option to play again, or at any time like a reset
* button. It is a public function, and can be used in whatever custom calls
* in your markup.
*/
Memory.prototype.resetGame = function() {
this._clearGame();
this._setupGame();
};
/**
* Add Memory to global namespace
*/
window.Memory = Memory;
})( window );