config nombre de partie par coupe

This commit is contained in:
DonRenando 2015-03-23 15:01:12 +01:00
parent ca534cd237
commit 31d21de38a
3 changed files with 37 additions and 29 deletions

View File

@ -37,13 +37,15 @@ class GameController extends Controller {
$oes = $configjeu->oeuvres;
$params = json_decode($configjeu->parametres);
$bloc = $params->{"m".$niveau};
$nbParie = $params->{"mt"};
} else {
$nbParie = 1;
$oes = Oeuvre::orderByRaw("RAND()")->take(8)->get();
if($niveau == 1) {$bloc = 2;} elseif($niveau == 2){$bloc = 3;} else {$bloc = 4;}
}
return view('frontend/memo', ['oeuvres' => $oes, 'niveau' => $niveau, 'nbBloc'=>$bloc]);
return view('frontend/memo', ['oeuvres' => $oes, 'niveau' => $niveau, 'nbBloc'=>$bloc, 'nbPartie'=> $nbParie]);
}
@ -77,16 +79,16 @@ class GameController extends Controller {
$cookie = Cookie::get('trophee');
$values = json_decode($cookie);
if (!is_array($values))
$values = [0, 0, 0];
switch ($idTrophee) {
case '1':
$values[0] += 1;
break;
case '2':
$values[1] += 1;
break;
@ -94,7 +96,7 @@ class GameController extends Controller {
case '3':
$values[2] += 1;
break;
default:
break;
}

View File

@ -7,7 +7,7 @@
*
*/
var partieRealise = 0;
function extend( a, b ) {
for( var key in b ) {
if( b.hasOwnProperty( key ) ) {
@ -32,12 +32,10 @@
*
*/
function Memory( options, level, nbcase ) {
//console.log(nbcase);
//console.log("bob");
function Memory( options, level, nbcase, nbPartie ) {
this.options = extend( {}, this.options );
extend( this.options, options );
this._init(level, nbcase);
this._init(level, nbcase, nbPartie);
}
/**
@ -47,7 +45,8 @@
* ready for game setup.
*/
Memory.prototype._init = function(level,nbcase) {
Memory.prototype._init = function(level,nbcase, nbPartie) {
this.game = document.createElement("div");
this.game.id = "mg";
this.game.className = "mg";
@ -68,7 +67,7 @@
this.gameMessages.id = "mg__onend";
this.gameMessages.className = "mg__onend";
this._setupGame(level,nbcase);
this._setupGame(level,nbcase, nbPartie);
};
/**
@ -88,7 +87,7 @@
* 3 : game is finished
*/
Memory.prototype._setupGame = function(level, nbcase) {
Memory.prototype._setupGame = function(level, nbcase, nbPartie) {
var self = this;
this.gameState = 1;
this.cards = shuffle(this.options.cards);
@ -101,7 +100,7 @@
this.flippedTiles = 0;
this.chosenLevel = "";
this.numMoves = 0;
this._setupGameWrapper(level, nbcase);
this._setupGameWrapper(level, nbcase, nbPartie);
}
/**
@ -111,7 +110,7 @@
* tiles will reside and where all the game play happens.
*/
Memory.prototype._setupGameWrapper = function(levelNode,nbcase) {
Memory.prototype._setupGameWrapper = function(levelNode,nbcase,nbPartie) {
this.nbcase = nbcase;
this.level = levelNode;
this.gameContents.className = "mg__contents mg__level-"+this.level;
@ -119,7 +118,7 @@
this.chosenLevel = this.level;
this._renderTiles();
this._renderTiles(nbPartie,nbcase);
};
@ -136,7 +135,7 @@
* 6. gamePlay function gets triggered, taking care of all the game play action.
*/
Memory.prototype._renderTiles = function() {
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 ; }
@ -176,7 +175,7 @@
this.gameContents.innerHTML = this.tilesHTML;
this.gameState = 2;
this.options.onGameStart();
this._gamePlay(this.level);
this._gamePlay(this.level, nbPartie, nbcase);
}
}
@ -188,11 +187,11 @@
* class, and for each tile, we run the _gamePlayEvents function.
*/
Memory.prototype._gamePlay = function(levelNode) {
Memory.prototype._gamePlay = function(levelNode,nbPartie,nbcase) {
var tiles = document.querySelectorAll(".mg__tile--inner");
for (var i = 0, len = tiles.length; i < len; i++) {
var tile = tiles[i];
this._gamePlayEvents(tile,levelNode);
this._gamePlayEvents(tile,levelNode,nbPartie,nbcase);
};
};
@ -207,7 +206,7 @@
* thus separated below.
*/
Memory.prototype._gamePlayEvents = function(tile,levelNode) {
Memory.prototype._gamePlayEvents = function(tile,levelNode,nbPartie,nbcase) {
var self = this;
tile.addEventListener( "click", function(e) {
if (!this.classList.contains("flipped")) {
@ -222,7 +221,7 @@
self.card2id = this.getAttribute("data-id");
self.card2flipped = true;
if ( self.card1id == self.card2id ) {
self._gameCardsMatch(levelNode);
self._gameCardsMatch(levelNode,nbPartie,nbcase);
} else {
self._gameCardsMismatch();
}
@ -245,7 +244,7 @@
"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(levelNode) {
Memory.prototype._gameCardsMatch = function(levelNode, nbPartie,nbcase) {
// cache this
var self = this;
@ -262,7 +261,7 @@
self._gameResetVars();
self.flippedTiles = self.flippedTiles + 2;
if (self.flippedTiles == self.numTiles) {
self._winGame(levelNode);
self._winGame(levelNode,nbPartie,nbcase);
}
}, 500 );
@ -361,11 +360,17 @@
}
}
*/
Memory.prototype._winGame = function(levelNode) {
Memory.prototype._winGame = function(levelNode, nbPartie, nbcase) {
var self = this;
this.level = levelNode;
partieRealise = partieRealise + 1 ;
if (this.options.onGameEnd() === false) {
if (partieRealise != nbPartie){
this._clearGame();
this._init(this.level, nbcase, nbPartie);
}
else if (this.options.onGameEnd() === false) {
this._clearGame();
firework();
@ -386,10 +391,11 @@ else
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
var audio = new Audio();
var texte = 'http://translate.google.com/translate_tts?ie=UTF-8&q=bravo%2C%20tu%20as%20gagn%C3%A9%20en%20%22'+this.numMoves+'%22%20coups&tl=fr'
var texte = 'http://translate.google.com/translate_tts?ie=UTF-8&q=bravo%2C%20tu%20as%20gagn%C3%A9&tl=fr';
audio.src =texte;
audio.play();
this.game.appendChild(this.gameMessages);

View File

@ -40,7 +40,7 @@
cards : cards2,
onGameStart : function() { return false; },
onGameEnd : function() { return false; }
}, {{$niveau}}, {{$nbBloc}});
}, {{$niveau}}, {{$nbBloc}},{{$nbPartie}} );
</script>