164 lines
4.2 KiB
JavaScript

// game.js — round management, timer, submit
const TOTAL_ROUNDS = 3;
const ROUND_DURATION = 60; // seconds
/** @type {import('./countries.js').Country[]} */
let roundCountries = [];
let currentRound = 0;
/** @type {number[]} */
let scores = [];
let timerInterval = null;
let timeLeft = ROUND_DURATION;
// ── DOM refs
const elCountryName = document.getElementById("country-name");
const elCountryHint = document.getElementById("country-hint");
const elRoundNum = document.getElementById("round-num");
const elTimerNum = document.getElementById("timer-num");
const elTimerBar = document.getElementById("timer-bar");
const elTimerWrap = document.querySelector(".game-timer");
const elBtnClear = document.getElementById("btn-clear");
const elBtnSubmit = document.getElementById("btn-submit");
// ── Init
/** Load countries and start the first round. */
async function initGame() {
await Countries.loadCountries();
roundCountries = Countries.getRandomCountries(TOTAL_ROUNDS);
currentRound = 0;
scores = [];
startRound();
}
// ── Round
/** Set up UI and timer for the current round. */
function startRound() {
const country = roundCountries[currentRound];
elRoundNum.textContent = currentRound + 1;
elCountryName.textContent = country.name;
elCountryHint.textContent = country.hint || "";
if (typeof window.updateRoundPips === "function") {
window.updateRoundPips(currentRound + 1);
}
document.getElementById("canvas-wrap")?.classList.remove("has-drawing");
Drawing.clear();
Drawing.setCities(country.cities || []);
timeLeft = ROUND_DURATION;
updateTimerUI();
clearInterval(timerInterval);
timerInterval = setInterval(tickTimer, 1000);
elBtnSubmit.disabled = false;
elBtnSubmit.textContent =
currentRound < TOTAL_ROUNDS - 1
? "Submit & Next Round →"
: "Submit & See Results →";
}
/** Decrement timer by one second and auto-submit when time runs out. */
function tickTimer() {
timeLeft--;
updateTimerUI();
if (timeLeft <= 0) {
clearInterval(timerInterval);
submitRound(true);
}
}
/**
* Sync timer bar width and apply urgency CSS classes.
* Uses `.timer--warning` and `.timer--danger` instead of inline styles.
*/
function updateTimerUI() {
elTimerNum.textContent = timeLeft;
elTimerBar.style.width = `${(timeLeft / ROUND_DURATION) * 100}%`;
elTimerWrap.classList.toggle("timer--danger", timeLeft <= 10);
elTimerWrap.classList.toggle(
"timer--warning",
timeLeft > 10 && timeLeft <= 20,
);
}
/**
* Submit the current round, record the score, and advance or finish.
* @param {boolean} [auto=false] - True when triggered by timer expiry.
*/
function submitRound(auto = false) {
clearInterval(timerInterval);
elBtnSubmit.disabled = true;
const points = Drawing.getPoints();
const score = Scoring.calculateScore(points);
scores.push(score);
if (typeof window.updateScoreDisplay === "function") {
window.updateScoreDisplay(currentRound, score);
}
showScoreFeedback(score);
setTimeout(
() => {
if (currentRound < TOTAL_ROUNDS - 1) {
currentRound++;
startRound();
} else {
finishGame();
}
},
auto ? 400 : 1200,
);
}
/**
* Briefly display the score grade overlay on the canvas.
* @param {number} score
*/
function showScoreFeedback(score) {
const grade = Scoring.getGrade(score);
const el = document.getElementById("score-feedback");
el.textContent = `${score}% ${grade.label}`;
el.style.color = grade.color;
el.style.opacity = "1";
el.style.transform = "translateY(0)";
setTimeout(() => {
el.style.opacity = "0";
el.style.transform = "translateY(-10px)";
}, 900);
}
/** Persist game state, update leaderboard, and navigate to results. */
function finishGame() {
const totalScore = scores.reduce((sum, s) => sum + s, 0);
const state = {
currentRound: TOTAL_ROUNDS,
scores,
totalScore,
countries: roundCountries.map((c) => c.name),
};
Storage.saveGameState(state);
Storage.saveLeaderboard({
name: Storage.getPlayerName(),
totalScore,
scores,
date: new Date().toISOString(),
});
location.href = "results.html";
}
// ── Events
elBtnClear.addEventListener("click", () => Drawing.clear());
elBtnSubmit.addEventListener("click", () => submitRound(false));
// ── Boot
window.addEventListener("DOMContentLoaded", initGame);