Merge pull request #111 from ThomasRubini/jsDoc

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Thomas Rubini 2023-03-28 20:58:03 +02:00 committed by GitHub
commit f500347da6
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3 changed files with 103 additions and 11 deletions

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

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@ -60,7 +60,7 @@ function displayWaitingForHostMessage() {
* shown, by removing the hidden CSS class on the element.
* </p>
*
* @param {boolean} errorMessage the error message to show
* @param {string} errorMessage the error message to show
*/
function displayInvalidNickNameErrorMessage(errorMessage) {
let gameStartFailedElement = document.querySelector(".game_start_failed");
@ -105,6 +105,12 @@ function getMembers(){
}
// Join room functions
/**
* This function read the username join an already existing game,
* to do so it calls the joinGame endpoint with the aftermentioned
* username as parameter. If the request succeeds the lobby view
* is displayed.
*/
function joinRoom() {
if (isNickNameInvalid()) {
displayInvalidNickNameErrorMessage("Le nom saisi n'est pas valide.");
@ -223,13 +229,21 @@ function unsetListenerToCopyCodeButton() {
document.getElementById("invite_friends_button").removeEventListener("click", copyCode);
}
// Utility functions
/**
* This predicate asks the server is the current player is the owner of the
* room stored in the session cookie.
* @returns {boolean} true if the player is the owner of the game, false otherwise
*/
async function isRoomOwner() {
const response = await makeAPIRequest("isOwner");
return response["owner"];
}
/**
* This predicate asks the server is the current player has joined the
* room stored in the session cookie.
* @returns {boolean} true if the player has joined the game, false otherwise
*/
async function hasJoinedRoom() {
const response = await makeAPIRequest("hasJoined");
return response["joined"];
@ -317,6 +331,12 @@ function getRoomCode() {
return document.getElementById("game_id").value;
}
/**
* Initialize the websocket for this page, its primary use is to
* show in realtime players joining the room and to start the game
* of every player in the same time when the game owner starts the
* gane
*/
function initSock() {
const socket = io({
auth: {

View File

@ -108,6 +108,10 @@ function areInputsValid(checkRoomCode) {
return true;
}
/**
* Handler for the multiplayer room creation button
*/
function createMultiPlayerRoom() {
if (!areInputsValid(false)) {
return;
@ -118,6 +122,9 @@ function createMultiPlayerRoom() {
startGame();
}
/**
* Handler for the join room button
*/
function joinMultiPlayerRoom() {
if (!areInputsValid(true)) {
return;
@ -197,6 +204,10 @@ function changeTheme() {
}
}
/**
* This function launches a single player game. It sends the api request to
* create a game then it immediately start the game by sendind the startGame api
*/
async function startSoloGame(){
if (!areInputsValid(false)) {
@ -215,6 +226,10 @@ async function startSoloGame(){
})
}
/**
* This function creates a multiplayer game by sending the createGame api call
* then, if no error occured, redirects to the lobby page.
*/
async function startGame(){
username = document.getElementById("game_username").value;
let data = {}
@ -231,6 +246,12 @@ async function startGame(){
});
}
/**
* This function read the username and the room code in order to
* join an already existing game, to do so it calls the joinGame endpoint
* with the aftermentioned username and room code as parameter.
*/
async function joinGame(){
username = document.getElementById("game_username").value;
gameid = document.getElementById("game_room_code").value;