nettoyage code et commentaire

This commit is contained in:
DonRenando 2015-03-24 11:56:50 +01:00
parent c4777017dc
commit 10425889a3
2 changed files with 146 additions and 194 deletions

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@ -1,6 +1,6 @@
var bits=60; // how many bits
var speed=33; // how fast - smaller is faster
var bangs=5; // how many can be launched simultaneously (note that using too many can slow the script down)
var bits=50; // how many bits
var speed=20; // how fast - smaller is faster
var bangs=4; // how many can be launched simultaneously (note that using too many can slow the script down)
var colours=new Array("#03f", "#f03", "#0e0", "#93f", "#0cf", "#f93", "#f0c");
// blue red green purple cyan orange pink

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@ -1,7 +1,6 @@
;(function( window ) {
//'use strict';
// code inspiré de https://github.com/callmenick/Memory
/**
* Extend object function
*
@ -18,8 +17,7 @@
}
/**
* Shuffle array function
*
* fonction qui va permettre de mélanger les cartes dans une array
*/
function shuffle(o) {
@ -28,8 +26,7 @@
};
/**
* Memory constructor
*
* Constructeur du Memory
*/
function Memory( options, level, nbcase, nbPartie ) {
@ -41,8 +38,7 @@
/**
* Memory _init - initialise Memory
*
* Creates all the game content areas, adds the id's and classes, and gets
* ready for game setup.
*Crée toutes les zones de contenu de jeu, ajoute les id et les classes, et se prépare pour la configuration de jeu.
*/
Memory.prototype._init = function(level,nbcase, nbPartie) {
@ -71,20 +67,13 @@
};
/**
* Memory _setupGame - Sets up the game
* Memory _setupGame - on définit les paramètres du jeu
*
* We're caching all game related variables, and by default, displaying the
* meta info bar and start screen HTML.
* Etats de la variable gameStates:
*
* 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
* 1 : par défaut,ça permet à l'utilisateur de choisir un niveau
* 2 : changer le niveau pendant que le joueur joue
* 3 : le jeu est fini
*/
Memory.prototype._setupGame = function(level, nbcase, nbPartie) {
@ -106,8 +95,7 @@
/**
* 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.
*Cette fonction définit l'espace du jeu.
*/
Memory.prototype._setupGameWrapper = function(levelNode,nbcase,nbPartie) {
@ -125,28 +113,21 @@
/**
* 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.
* Dans cette fonction nous définissons le niveau et le nombre de carte enregistré dans la base.
* On y créer une array ou on y met les carte. Puis on utilise la fonction shuffle pour mélaner et donc ne pas avoir toutes les cartes à la suite.
* Ensuite on affiche les cartes
* Puis on déclenche le jeu.
*/
Memory.prototype._renderTiles = function(nbPartie,nbcase) {
if(this.level == 1) {this.gridX = 2; this.gridY= 2; }
else if(this.level == 2) {this.gridX = 3; this.gridY= 2; }
else { this.gridX = 2; this.gridY=4 ; }
// this.gridY = this.gridX ;
this.numTiles = this.nbcase*2;
this.halfNumTiles = this.numTiles/2;
if (this.cards.length < this.halfNumTiles) { console.log("pas assez de carte"); document.getElementById("mg__contents").innerHTML="<img height='80px' src='/imgs/sad.png'><h1>Pas assez de cartes enregistrées par le référent </h1>";}
else {
//this.halfNumTiles = this.gridX;
this.newCards = [];
for ( var i = 0; i < this.halfNumTiles; i++ ) {
this.newCards.push(this.cards[i], this.cards[i]);
@ -163,13 +144,7 @@
<div class="mg__tile--inner" data-id="' + this.newCards[i]["id"] + '">\
<span class="mg__tile--outside"></span>\
<span class="mg__tile--inside" style="background-image:url(' + this.newCards[i]["img"] + ');"></span>';
this.tilesHTML +='</div>';
/* if(this.level == 1 && n == 2){
this.tilesHTML +="</tr><tr>";
}*/
this.tilesHTML +="</div>";
this.tilesHTML +='</div></div>';
}
this.gameContents.innerHTML = this.tilesHTML;
@ -181,10 +156,8 @@
/**
* 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.
*Maintenant que tout le HTML est mis en place, le jeu est prêt à être joué.
*Dans cette fonction, avec une boucle on ajoute les "tiles" avec la fonction gamePlayEvents.
*/
Memory.prototype._gamePlay = function(levelNode,nbPartie,nbcase) {
@ -197,13 +170,8 @@
/**
* 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.
*Cette fonction prend en charge les «événements», qui est essentiellement le clic sur les "tiles".
*Les "titles" sont verifié, savoir si ils sont retourné ou non et vérifier si les deux cartes retourné sont identiques.
*/
Memory.prototype._gamePlayEvents = function(tile,levelNode,nbPartie,nbcase) {
@ -248,13 +216,13 @@
// cache this
var self = this;
// add correct class
// on ajoute la classe correct
window.setTimeout( function(){
self.card1.classList.add("correct");
self.card2.classList.add("correct");
}, 300 );
// remove correct class and reset vars
// On supprime la classe correct et on réinitialiser les vars
window.setTimeout( function(){
self.card1.classList.remove("correct");
self.card2.classList.remove("correct");
@ -265,7 +233,7 @@
}
}, 500 );
// plus one on the move counter
// on incrémente les compteurs
this._gameCounterPlusOne();
};
@ -339,42 +307,26 @@
/**
* 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.
* fonction lorsque l'utilisateur à gagné.
*/
/*
Memory.prototype._winGame = function() {
var self = this;
if (this.options.onGameEnd() === false) {
this._clearGame();
alert("zoro 2");
document.location.href="/memo";
self.resetGame();
} else {
// run callback
this.options.onGameEnd();
//alert("coucou");
}
}
*/
Memory.prototype._winGame = function(levelNode, nbPartie, nbcase) {
var self = this;
this.level = levelNode;
partieRealise = partieRealise + 1 ;
if (partieRealise != nbPartie){
// Pour gagner une coupe il y a un certain nombre de partie à faire
this._clearGame();
this._init(this.level, nbcase, nbPartie);
}
else if (this.options.onGameEnd() === false) {
// si il a fini le jeu on le félicite et on lui rajoute aussi des feu d'artifice.
this._clearGame();
firework();
//firework2();
// on affiche la bonne coupe en fonction du niveau choisi
if(levelNode == 1){this.gameMessages.innerHTML = '<img style="height: 270px;" src="/imgs/trophees/bronze.png"><br>\
<button id="mg__onend--restart" class="mg__button"><span class="icon-spinner11"></span></button>';}
@ -387,14 +339,14 @@ Memory.prototype._winGame = function(levelNode, nbPartie, nbcase) {
else
{ this.gameMessages.innerHTML = '<h2 class="mg__onend--heading"><span class="icon-trophy"></span></h2>\
<button id="mg__onend--restart" class="mg__button"><span class="icon-spinner11"></span></button>';}
// en ajax on incrémente les coupes de l'utilisateur
var r = new XMLHttpRequest();
r.open("GET", "/setRecords" + "/" + levelNode, true);
r.send();
//http://translate.google.com/translate_tts?ie=UTF-8&q=bravo%2C%20tu%20as%20gagn%C3%A9&tl=fr
//http://translate.google.com/translate_tts?ie=UTF-8&q=bravo%2C%20tu%20as%20gagn%C3%A9&tl=fr&total=1&idx=0&textlen=18&client=t&prev=input
//une petite voix dit à l'utilisateur qu'il a gagné
var audio = new Audio();
var texte = 'http://translate.google.com/translate_tts?ie=UTF-8&q=bravo%2C%20tu%20as%20gagn%C3%A9&tl=fr';
audio.src =texte;