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ModuleWeb/SRC/public/js/memory.js

386 lines
15 KiB
JavaScript
Executable File

;(function( window ) {
// code inspiré de https://github.com/callmenick/Memory
/**
* Extend object function
*
*/
var partieRealise = 0;
function extend( a, b ) {
for( var key in b ) {
if( b.hasOwnProperty( key ) ) {
a[key] = b[key];
}
}
return a;
}
/**
* fonction qui va permettre de mélanger les cartes dans une array
*/
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;
};
/**
* Constructeur du Memory
*/
function Memory( options, level, nbcase, nbPartie ) {
this.options = extend( {}, this.options );
extend( this.options, options );
this._init(level, nbcase, nbPartie);
}
/**
* Memory _init - initialise Memory
*
*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) {
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";
this.gameContents = document.createElement("div");
this.gameContents.id = "mg__contents";
this.gameWrapper.appendChild(this.gameContents);
this.gameMessages = document.createElement("div");
this.gameMessages.id = "mg__onend";
this.gameMessages.className = "mg__onend";
this._setupGame(level,nbcase, nbPartie);
};
/**
* Memory _setupGame - on définit les paramètres du jeu
*
* Etats de la variable gameStates:
*
* 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) {
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;
var dateDebut = new Date();
this._setupGameWrapper(level, nbcase, nbPartie);
}
/**
* Memory _setupGameWrapper
*
*Cette fonction définit l'espace du jeu.
*/
Memory.prototype._setupGameWrapper = function(levelNode,nbcase,nbPartie) {
this.nbcase = nbcase;
this.level = levelNode;
this.gameContents.className = "mg__contents mg__level-"+this.level;
this.game.appendChild(this.gameWrapper);
this.chosenLevel = this.level;
this._renderTiles(nbPartie,nbcase);
};
/**
* Memory _renderTiles
*
* 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.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.newCards = [];
for ( var i = 0; i < this.halfNumTiles; i++ ) {
this.newCards.push(this.cards[i], this.cards[i]);
}
this.newCards = shuffle(this.newCards);
this.tilesHTML = '';
var n = 0;
for ( var i = 0; i < this.numTiles; i++ ) {
n = n + 1;
if(this.level == 3 && n == 5 ){n = 9}
if(this.level == 2 && n == 4 ){n = 7}
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>\
<span class="mg__tile--inside" style="background-image:url(' + this.newCards[i]["img"] + ');"></span>';
this.tilesHTML +='</div></div>';
}
this.gameContents.innerHTML = this.tilesHTML;
this.gameState = 2;
this.options.onGameStart();
this._gamePlay(this.level, nbPartie, nbcase);
}
}
/**
* Memory _gamePlay
*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) {
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,nbPartie,nbcase);
};
};
/**
* Memory _gamePlayEvents
*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) {
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(levelNode,nbPartie,nbcase);
} 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.
*/
"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, nbPartie,nbcase) {
// cache this
var self = this;
// on ajoute la classe correct
window.setTimeout( function(){
self.card1.classList.add("correct");
self.card2.classList.add("correct");
}, 300 );
// On supprime la classe correct et on réinitialiser les 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(levelNode,nbPartie,nbcase);
}
}, 500 );
// on incrémente les compteurs
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();
}, 500 );
// 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
* fonction lorsque l'utilisateur à gagné.
*/
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>';}
else if(levelNode == 2){this.gameMessages.innerHTML = '<img style="height: 270px;" src="/imgs/trophees/argent.png"><br>\
<button id="mg__onend--restart" class="mg__button"><span class="icon-spinner11"></span></button>';}
else if(levelNode == 3){this.gameMessages.innerHTML = '<img style="height: 270px;" src="/imgs/trophees/or.png"><br>\
<button id="mg__onend--restart" class="mg__button"><span class="icon-spinner11"></span></button>';}
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 temps = Math.ceil(((new Date()) - dateDebut)/60000);
var texteADire = (temps <= 1) ? "Bravo, tu as mis moins d'une minute." :
"Bravo, tu as mis "+temps+" minutes. ";;
responsiveVoice.speak(texteADire, "French Female");
this.game.appendChild(this.gameMessages);
document.getElementById("mg__onend--restart").addEventListener( "click", function(e) {
document.location.href="/memo";
});
} 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 );