426 lines
15 KiB
JavaScript
Executable File
426 lines
15 KiB
JavaScript
Executable File
;(function( window ) {
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//'use strict';
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/**
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* Extend object function
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*
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*/
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function extend( a, b ) {
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for( var key in b ) {
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if( b.hasOwnProperty( key ) ) {
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a[key] = b[key];
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}
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}
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return a;
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}
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/**
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* Shuffle array function
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*
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*/
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function shuffle(o) {
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for(var j, x, i = o.length; i; j = parseInt(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x);
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return o;
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};
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/**
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* Memory constructor
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*
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*/
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function Memory( options, level, nbcase ) {
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//console.log(nbcase);
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//console.log("bob");
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this.options = extend( {}, this.options );
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extend( this.options, options );
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this._init(level, nbcase);
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}
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/**
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* Memory _init - initialise Memory
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*
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* Creates all the game content areas, adds the id's and classes, and gets
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* ready for game setup.
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*/
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Memory.prototype._init = function(level,nbcase) {
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this.game = document.createElement("div");
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this.game.id = "mg";
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this.game.className = "mg";
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document.getElementById(this.options.wrapperID).appendChild(this.game);
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this.gameWrapper = document.createElement("div");
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this.gameWrapper.id = "mg__wrapper";
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this.gameWrapper.className = "mg__wrapper";
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this.gameContents = document.createElement("div");
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this.gameContents.id = "mg__contents";
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this.gameWrapper.appendChild(this.gameContents);
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this.gameMessages = document.createElement("div");
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this.gameMessages.id = "mg__onend";
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this.gameMessages.className = "mg__onend";
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this._setupGame(level,nbcase);
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};
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/**
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* Memory _setupGame - Sets up the game
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*
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* We're caching all game related variables, and by default, displaying the
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* meta info bar and start screen HTML.
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*
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* A NOTE ABOUT GAME STATES:
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*
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* There are 4 game states in total, governed by the variable this.gameState.
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* Each game state allows for a certain series of functions to be performed.
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* The gameStates are as follows:
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*
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* 1 : default, allows user to choose level
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* 2 : set when user chooses level, and game is in play
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* 3 : game is finished
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*/
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Memory.prototype._setupGame = function(level, nbcase) {
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var self = this;
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this.gameState = 1;
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this.cards = shuffle(this.options.cards);
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this.card1 = "";
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this.card2 = "";
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this.card1id = "";
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this.card2id = "";
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this.card1flipped = false;
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this.card2flipped = false;
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this.flippedTiles = 0;
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this.chosenLevel = "";
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this.numMoves = 0;
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this._setupGameWrapper(level, nbcase);
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}
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/**
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* Memory _setupGameWrapper
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*
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* This function sets up the game wrapper, which is where the actual memory
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* tiles will reside and where all the game play happens.
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*/
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Memory.prototype._setupGameWrapper = function(levelNode,nbcase) {
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this.nbcase = nbcase;
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this.level = levelNode;
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this.gameContents.className = "mg__contents mg__level-"+this.level;
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this.game.appendChild(this.gameWrapper);
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this.chosenLevel = this.level;
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this._renderTiles();
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};
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/**
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* Memory _renderTiles
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*
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* This renders the actual tiles with content. A few thing happen here:
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*
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* 1. Calculate grid X and Y based on user level selection
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* 2. Calculate num tiles
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* 3. Create new cards array based on level, and draw cards from original array
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* 4. Shuffle the new cards array
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* 5. Cards get distributed into tiles
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* 6. gamePlay function gets triggered, taking care of all the game play action.
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*/
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Memory.prototype._renderTiles = function() {
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if(this.level == 1) {this.gridX = 2; this.gridY= 2; }
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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 ;
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this.numTiles = this.nbcase*2;
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this.halfNumTiles = this.numTiles/2;
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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>";}
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else {
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//this.halfNumTiles = this.gridX;
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this.newCards = [];
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for ( var i = 0; i < this.halfNumTiles; i++ ) {
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this.newCards.push(this.cards[i], this.cards[i]);
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}
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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;
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if(this.level == 3 && n == 5 ){n = 9}
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if(this.level == 2 && n == 4 ){n = 7}
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this.tilesHTML += '<div class="mg__tile mg__tile-' + n + '">\
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<div class="mg__tile--inner" data-id="' + this.newCards[i]["id"] + '">\
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<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;
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this.gameState = 2;
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this.options.onGameStart();
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this._gamePlay(this.level);
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}
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}
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/**
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* Memory _gamePlay
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*
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* Now that all the HTML is set up, the game is ready to be played. In this
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* function, we loop through all the tiles (goverend by the .mg__tile--inner)
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* class, and for each tile, we run the _gamePlayEvents function.
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*/
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Memory.prototype._gamePlay = function(levelNode) {
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var tiles = document.querySelectorAll(".mg__tile--inner");
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for (var i = 0, len = tiles.length; i < len; i++) {
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var tile = tiles[i];
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this._gamePlayEvents(tile,levelNode);
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};
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};
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/**
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* Memory _gamePlayEvents
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*
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* This function takes care of the "events", which is basically the clicking
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* of tiles. Tiles need to be checked if flipped or not, flipped if possible,
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* and if zero, one, or two cards are flipped. When two cards are flipped, we
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* have to check for matches and mismatches. The _gameCardsMatch and
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* _gameCardsMismatch functions perform two separate sets of functions, and are
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* thus separated below.
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*/
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Memory.prototype._gamePlayEvents = function(tile,levelNode) {
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var self = this;
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tile.addEventListener( "click", function(e) {
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if (!this.classList.contains("flipped")) {
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if (self.card1flipped === false && self.card2flipped === false) {
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this.classList.add("flipped");
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self.card1 = this;
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self.card1id = this.getAttribute("data-id");
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self.card1flipped = true;
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} else if( self.card1flipped === true && self.card2flipped === false ) {
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this.classList.add("flipped");
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self.card2 = this;
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self.card2id = this.getAttribute("data-id");
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self.card2flipped = true;
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if ( self.card1id == self.card2id ) {
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self._gameCardsMatch(levelNode);
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} else {
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self._gameCardsMismatch();
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}
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}
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}
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});
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}
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/**
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* Memory _gameCardsMatch
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*
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* This function runs if the cards match. The "correct" class is added briefly
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* which fades in a background green colour. The times set on the two timeout
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* functions are chosen based on transition values in the CSS. The "flip" has
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* a 0.3s transition, so the "correct" class is added 0.3s later, shown for
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* 1.2s, then removed. The cards remain flipped due to the activated "flip"
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* class from the gamePlayEvents function.
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*/
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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));
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Memory.prototype._gameCardsMatch = function(levelNode) {
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// cache this
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var self = this;
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// add correct class
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window.setTimeout( function(){
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self.card1.classList.add("correct");
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self.card2.classList.add("correct");
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}, 300 );
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// remove correct class and reset vars
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window.setTimeout( function(){
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self.card1.classList.remove("correct");
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self.card2.classList.remove("correct");
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self._gameResetVars();
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self.flippedTiles = self.flippedTiles + 2;
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if (self.flippedTiles == self.numTiles) {
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self._winGame(levelNode);
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}
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}, 500 );
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// plus one on the move counter
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this._gameCounterPlusOne();
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};
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/**
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* Memory _gameCardsMismatch
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*
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* This function runs if the cards mismatch. If the cards mismatch, we leave
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* them flipped for a little while so the user can see and remember what cards
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* they actually are. Then after that slight delay, we removed the flipped
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* class so they flip back over, and reset the vars.
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*/
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Memory.prototype._gameCardsMismatch = function() {
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// cache this
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var self = this;
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// remove "flipped" class and reset vars
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window.setTimeout( function(){
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self.card1.classList.remove("flipped");
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self.card2.classList.remove("flipped");
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self._gameResetVars();
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}, 500 );
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// plus one on the move counter
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this._gameCounterPlusOne();
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};
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/**
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* Memory _gameResetVars
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*
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* For each turn, some variables are updated for reference. After the turn is
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* over, we need to reset these variables and get ready for the next turn.
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* This function handles all of that.
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*/
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Memory.prototype._gameResetVars = function() {
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this.card1 = "";
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this.card2 = "";
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this.card1id = "";
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this.card2id = "";
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this.card1flipped = false;
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this.card2flipped = false;
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}
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/**
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* Memory _gameCounterPlusOne
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*
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* Each turn, the user completes 1 "move". The obective of memory is to
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* complete the game in as few moves as possible. Users need to know how many
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* moves they've had so far, so this function updates that number and updates
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* the HTML also.
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*/
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Memory.prototype._gameCounterPlusOne = function() {
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this.numMoves = this.numMoves + 1;
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//this.moveCounterUpdate = document.getElementById("mg__meta--moves").innerHTML = this.numMoves;
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};
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/**
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* Memory _clearGame
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*
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* This function clears the game wrapper, by removing it from the game div. It
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* allows us to rerun setupGame, and clears the air for other info like
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* victory messages etc.
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*/
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Memory.prototype._clearGame = function() {
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if (this.gameWrapper.parentNode !== null) this.game.removeChild(this.gameWrapper);
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if (this.gameMessages.parentNode !== null) this.game.removeChild(this.gameMessages);
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}
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/**
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* Memoray _winGame
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*
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* You won the game! This function runs the "onGameEnd" callback, which by
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* default clears the game div entirely and shows a "play again" button.
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*/
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/*
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Memory.prototype._winGame = function() {
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var self = this;
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if (this.options.onGameEnd() === false) {
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this._clearGame();
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alert("zoro 2");
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document.location.href="/memo";
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self.resetGame();
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} else {
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// run callback
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this.options.onGameEnd();
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//alert("coucou");
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}
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}
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*/
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Memory.prototype._winGame = function(levelNode) {
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var self = this;
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this.level = levelNode;
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if (this.options.onGameEnd() === false) {
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this._clearGame();
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firework();
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if(levelNode == 1){this.gameMessages.innerHTML = '<img style="height: 270px;" src="/imgs/trophees/bronze.png"><br>\
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<button id="mg__onend--restart" class="mg__button"><span class="icon-spinner11"></span></button>';}
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else if(levelNode == 2){this.gameMessages.innerHTML = '<img style="height: 270px;" src="/imgs/trophees/argent.png"><br>\
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<button id="mg__onend--restart" class="mg__button"><span class="icon-spinner11"></span></button>';}
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else if(levelNode == 3){this.gameMessages.innerHTML = '<img style="height: 270px;" src="/imgs/trophees/or.png"><br>\
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<button id="mg__onend--restart" class="mg__button"><span class="icon-spinner11"></span></button>';}
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else
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{ this.gameMessages.innerHTML = '<h2 class="mg__onend--heading"><span class="icon-trophy"></span></h2>\
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<button id="mg__onend--restart" class="mg__button"><span class="icon-spinner11"></span></button>';}
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var r = new XMLHttpRequest();
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r.open("GET", "/setRecords" + "/" + levelNode, true);
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r.send();
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var audio = new Audio();
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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'
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audio.src =texte;
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audio.play();
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this.game.appendChild(this.gameMessages);
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document.getElementById("mg__onend--restart").addEventListener( "click", function(e) {
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document.location.href="/memo";
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});
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} else {
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// run callback
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this.options.onGameEnd();
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}
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}
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/**
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* Memory resetGame
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*
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* This function resets the game. It can run at the end of the game when the
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* user is presented the option to play again, or at any time like a reset
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* button. It is a public function, and can be used in whatever custom calls
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* in your markup.
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*/
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Memory.prototype.resetGame = function() {
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this._clearGame();
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this._setupGame();
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};
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/**
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* Add Memory to global namespace
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*/
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window.Memory = Memory;
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})( window );
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