added docstring to the game.js file
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@ -73,6 +73,11 @@ function showEmotionAndCulpritChoicesView() {
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showFirstClassElement("emotion_and_culprit_choices");
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showFirstClassElement("emotion_and_culprit_choices");
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}
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}
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/**
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* Parse the gamedata object to retreive the room in which the npc passed as parameter is
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* located and the second npc located in the same room. When the passed npc is alone in the
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* room, a npc is choosen at random as the returned partener
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*/
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function getNpcLocationAndPartner(npcid) {
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function getNpcLocationAndPartner(npcid) {
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const data = {};
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const data = {};
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const npcidInt = parseInt(npcid);
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const npcidInt = parseInt(npcid);
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@ -96,6 +101,11 @@ function getNpcLocationAndPartner(npcid) {
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return data;
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return data;
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}
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}
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/**
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* Parse the gamedata object to retreive the room in which the npc passed as parameter is
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* located and the second npc located in the same room. When the passed npc is alone in the
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* room, a npc is choosen at random as the returned partener
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*/
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function disableCulpritButtons(culprit_choices_element, selected_suspect) {
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function disableCulpritButtons(culprit_choices_element, selected_suspect) {
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let childrenCulpritChoicesElement = culprit_choices_element.children;
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let childrenCulpritChoicesElement = culprit_choices_element.children;
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@ -112,12 +122,16 @@ function disableCulpritButtons(culprit_choices_element, selected_suspect) {
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}
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}
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}
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}
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/**
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* Return the npc designed as the "culprit" of the crime, the culprit
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* is determined by being the only npc alone in a room.
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*/
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function getCulprit() {
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function getCulprit() {
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let culprit = null;
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let culprit = null;
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Object.values(gameData["rooms"]).forEach(element => {
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Object.values(gameData["rooms"]).forEach(room => {
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if (element['npcs'].length === 1) {
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if (room['npcs'].length === 1) {
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culprit = element['npcs'][0];
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culprit = room['npcs'][0];
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return;
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return;
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}
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}
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});
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});
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@ -125,16 +139,31 @@ function getCulprit() {
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return culprit;
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return culprit;
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}
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}
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async function askTypeOneQuestion() {
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/**
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askQuestion(npcLocationAndPartner => gameData["npcs"][currentNpc]["QA_1"].replace(
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* handler for the function call "askQuestion" for a type_zero question
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"{NPC}", gameData["npcs"][npcLocationAndPartner["partner"]]["name"]));
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* also known as "Where were you ?"
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}
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*/
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async function askTypeZeroQuestion() {
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async function askTypeZeroQuestion() {
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askQuestion(npcLocationAndPartner => gameData["npcs"][currentNpc]["QA_0"].replace(
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askQuestion(npcLocationAndPartner => gameData["npcs"][currentNpc]["QA_0"].replace(
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"{SALLE}", npcLocationAndPartner["room"]));
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"{SALLE}", npcLocationAndPartner["room"]));
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}
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}
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/**
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* handler for the function call "askQuestion" for a type_one question
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* also known as "With who were you with ?"
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*/
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async function askTypeOneQuestion() {
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askQuestion(npcLocationAndPartner => gameData["npcs"][currentNpc]["QA_1"].replace(
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"{NPC}", gameData["npcs"][npcLocationAndPartner["partner"]]["name"]));
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}
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/**
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* This function primary goal is to display the answer to the question the player
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* asked to a npc.
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* It parses the gamedata object to retreive the answer of the npc
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* and fill the variables left in the string accordingly to the type of the question.
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* Then it fetches the reacion of the npc and diplays it all.
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*/
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async function askQuestion(buildAnswer) {
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async function askQuestion(buildAnswer) {
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unsetQuestionButtonsListeners();
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unsetQuestionButtonsListeners();
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@ -157,6 +186,9 @@ async function askQuestion(buildAnswer) {
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setQuestionButtonsListeners();
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setQuestionButtonsListeners();
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}
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}
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/**
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* This function sends the player's answers to the server
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*/
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async function sendAnswers() {
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async function sendAnswers() {
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const selections = document.getElementsByClassName("suspect_emotion_chooser");
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const selections = document.getElementsByClassName("suspect_emotion_chooser");
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@ -172,6 +204,10 @@ async function sendAnswers() {
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return await makeAPIRequest("submitAnswers", data);
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return await makeAPIRequest("submitAnswers", data);
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}
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}
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/**
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* Show the screen in which the player fill the emotion of each npc
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* then decide on which npc is the culprit.
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*/
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function renderAnswerSelectionPanel() {
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function renderAnswerSelectionPanel() {
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npcsIds.forEach(element => {
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npcsIds.forEach(element => {
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const suspect = document.createElement("div");
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const suspect = document.createElement("div");
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@ -211,6 +247,9 @@ function renderAnswerSelectionPanel() {
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});
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});
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}
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}
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/**
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* Show the screen in which the player asks auestions to the npcs
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*/
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function renderInterrogation() {
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function renderInterrogation() {
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document.getElementById("QA_0").textContent = gameData["questions"]["QA_0"];
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document.getElementById("QA_0").textContent = gameData["questions"]["QA_0"];
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document.getElementById("QA_1").textContent = gameData["questions"]["QA_1"];
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document.getElementById("QA_1").textContent = gameData["questions"]["QA_1"];
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@ -242,6 +281,13 @@ function renderInterrogation() {
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});
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});
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}
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}
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/**
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* Initialize the websocket for this page, its primary use is to
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* show the final page once it receive the event that all player have finished
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* it parses the payload send by the server containing the other players
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* nicknames and scores.
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*/
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function initSock() {
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function initSock() {
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const socket = io({
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const socket = io({
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auth : {
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auth : {
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@ -320,6 +366,11 @@ function initSock() {
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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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/**
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* This function retreive the initial gamedata of the game
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* containing all of the needed textual ressources to make
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* the game playable
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*/
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async function setGameData() {
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async function setGameData() {
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const response = await makeAPIRequest("getGameData");
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const response = await makeAPIRequest("getGameData");
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