205 lines
5.2 KiB
JavaScript
205 lines
5.2 KiB
JavaScript
// game.js - round management, timer, submit
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import { submitScore } from "./api.js";
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import { getRandomCountries, loadCountries } from "./countries.js";
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import { clear, getPoints, init as initDrawing, setCities } from "./drawing.js";
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import { calculateScore, getGrade } from "./scoring.js";
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import { getLobbyName, getPlayerName, saveGameState } from "./storage.js";
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const TOTAL_ROUNDS = 3;
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const ROUND_DURATION = 60; // seconds
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/** @type {import('./countries.js').Country[]} */
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let roundCountries = [];
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let currentRound = 0;
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/** @type {number[]} */
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let scores = [];
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let timerInterval = null;
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let timeLeft = ROUND_DURATION;
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let elCountryName;
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let elCountryHint;
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let elRoundNum;
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let elTimerNum;
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let elTimerBar;
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let elTimerWrap;
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let elBtnClear;
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let elBtnSubmit;
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/** Initialise DOM refs, drawing, events, countries, and the first round. */
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async function initGame() {
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elCountryName = document.getElementById("country-name");
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elCountryHint = document.getElementById("country-hint");
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elRoundNum = document.getElementById("round-num");
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elTimerNum = document.getElementById("timer-num");
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elTimerBar = document.getElementById("timer-bar");
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elTimerWrap = document.querySelector(".game-timer");
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elBtnClear = document.getElementById("btn-clear");
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elBtnSubmit = document.getElementById("btn-submit");
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const canvas = document.getElementById("draw-canvas");
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const wrap = document.getElementById("canvas-wrap");
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initDrawing(canvas);
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document.getElementById("player-name-display").textContent = getPlayerName();
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canvas.addEventListener("pointerdown", () => {
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wrap.classList.add("has-drawing");
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});
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elBtnClear.addEventListener("click", () => clear());
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elBtnSubmit.addEventListener("click", () => submitRound(false));
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await loadCountries();
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roundCountries = getRandomCountries(TOTAL_ROUNDS);
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currentRound = 0;
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scores = [];
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startRound();
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}
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/** Set up UI and timer for the current round. */
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function startRound() {
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const country = roundCountries[currentRound];
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elRoundNum.textContent = currentRound + 1;
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elCountryName.textContent = country.name;
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elCountryHint.textContent = country.hint || "";
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updateRoundPips(currentRound + 1);
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document.getElementById("canvas-wrap")?.classList.remove("has-drawing");
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setCities(country.cities || []);
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clear();
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timeLeft = ROUND_DURATION;
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updateTimerUI();
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clearInterval(timerInterval);
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timerInterval = setInterval(tickTimer, 1000);
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elBtnSubmit.disabled = false;
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elBtnSubmit.textContent =
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currentRound < TOTAL_ROUNDS - 1
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? "Submit & Next Round →"
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: "Submit & See Results →";
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}
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/** Decrement timer by one second and auto-submit when time runs out. */
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function tickTimer() {
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timeLeft--;
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updateTimerUI();
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if (timeLeft <= 0) {
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clearInterval(timerInterval);
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submitRound(true);
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}
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}
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/**
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* Sync timer bar width and apply urgency CSS classes.
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* Uses `.timer--warning` and `.timer--danger` instead of inline styles.
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*/
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function updateTimerUI() {
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elTimerNum.textContent = timeLeft;
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elTimerBar.style.width = `${(timeLeft / ROUND_DURATION) * 100}%`;
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elTimerWrap.classList.toggle("timer--danger", timeLeft <= 10);
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elTimerWrap.classList.toggle(
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"timer--warning",
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timeLeft > 10 && timeLeft <= 20,
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);
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}
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/**
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* Submit the current round, record the score, and advance or finish.
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* @param {boolean} [auto=false] - True when triggered by timer expiry.
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*/
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function submitRound(auto = false) {
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clearInterval(timerInterval);
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elBtnSubmit.disabled = true;
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const points = getPoints();
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const score = calculateScore(points);
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scores.push(score);
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updateScoreDisplay(currentRound, score);
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showScoreFeedback(score);
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setTimeout(
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() => {
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if (currentRound < TOTAL_ROUNDS - 1) {
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currentRound++;
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startRound();
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} else {
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finishGame();
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}
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},
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auto ? 400 : 1200,
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);
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}
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/**
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* Briefly display the score grade overlay on the canvas.
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* @param {number} score
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*/
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function showScoreFeedback(score) {
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const grade = getGrade(score);
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const el = document.getElementById("score-feedback");
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el.textContent = `${score}% ${grade.label}`;
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el.style.color = grade.color;
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el.style.opacity = "1";
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el.style.transform = "translateY(0)";
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setTimeout(() => {
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el.style.opacity = "0";
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el.style.transform = "translateY(-10px)";
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}, 900);
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}
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/** Persist game state, update leaderboard, and navigate to results. */
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async function finishGame() {
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const totalScore = scores.reduce((sum, s) => sum + s, 0);
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const state = {
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currentRound: TOTAL_ROUNDS,
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scores,
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totalScore,
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countries: roundCountries.map((c) => c.name),
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};
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saveGameState(state);
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try {
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await submitScore({
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lobbyName: getLobbyName(),
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playerName: getPlayerName(),
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totalScore,
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scores,
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countries: state.countries,
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});
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} catch (error) {
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console.warn("Could not submit score to backend.", error);
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}
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location.href = "results.html";
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}
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/** @param {number} round */
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function updateRoundPips(round) {
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for (let i = 1; i <= 3; i++) {
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const pip = document.getElementById(`pip-${i}`);
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pip.className = `round-pip${i < round ? " done" : ""}${
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i === round ? " active" : ""
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}`;
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}
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}
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/**
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* @param {number} roundIdx
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* @param {number} score
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*/
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function updateScoreDisplay(roundIdx, score) {
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const el = document.getElementById(`score-r${roundIdx + 1}`);
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if (el) {
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el.textContent = `${score}%`;
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el.classList.add("filled");
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}
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}
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window.addEventListener("DOMContentLoaded", initGame);
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