SAE-A2-TruthInquiry/truthinquiry/static/js/game.js

527 lines
18 KiB
JavaScript

const INTRO_IMAGE_PATH = "/static/images/entrée-manoir.jpg";
const INTERROGATION_IMAGE_PATH = "/static/images/salle-interrogation.jpg";
const RESULTS_IMAGE_PATH = "/static/images/salle-resultats.jpg";
const NPC_REACTION_PATH = "/api/v1/getNpcReaction?npcid=";
const NPC_IMAGE_PATH = "/api/v1/getNpcImage?npcid=";
const NPC_FINAL_REACTION_PATH = "/api/v1/getReaction?uuid="
let npcsIds = [];
let gameData = {};
let currentNpc = null;
let username = null;
/*
* Set the current game background to the first element with the current_background CSS class.
*/
function setGameBackground(backgroundPath) {
document.querySelector(".current_background").style.backgroundImage = 'url("' + backgroundPath + '")';
}
/**
* Set listeners to introduction and interrogation navigation buttons.
*/
function setIntroductionAndInterrogationListeners() {
document.getElementById("introduction_next_btn")
.addEventListener("click", showInterrogationViewFromIntroduction);
document.getElementById("interrogation_suspect_previous_btn")
.addEventListener("click", goBackToInterrogation);
document.getElementById("interrogation_next_btn")
.addEventListener("click", showEmotionAndCulpritChoicesView);
}
/**
* Set listeners to questions buttons.
*/
function setQuestionButtonsListeners() {
document.getElementById("QA_0")
.addEventListener("click", askTypeZeroQuestion);
document.getElementById("QA_1")
.addEventListener("click", askTypeOneQuestion);
}
/**
* Unset listeners to questions buttons.
*/
function unsetQuestionButtonsListeners() {
document.getElementById("QA_0")
.removeEventListener("click", askTypeZeroQuestion);
document.getElementById("QA_1")
.removeEventListener("click", askTypeOneQuestion);
}
function setChatBoxButtonsListeners() {
document.getElementById("close_chat_button")
.addEventListener("click", closeChatBox);
document.getElementById("open_chat_button")
.addEventListener("click", openChatBox);
document.getElementById("chat_button_send")
.addEventListener("click", sendChatMessage);
}
/**
* Show the chat box.
*/
function openChatBox() {
document.getElementById("chatbox").style.display = "block";
}
/**
* Hide the chat box.
*/
function closeChatBox() {
document.getElementById("chatbox").style.display = "none";
}
/**
* Go back to interrogation view, by hiding the interrogation suspect view.
*/
function goBackToInterrogation() {
hideFirstClassElement("interrogation_suspect");
showFirstClassElement("interrogation");
}
/**
* Show the interrogation view from the introduction one and hide the interrogation one.
*/
function showInterrogationViewFromIntroduction() {
hideFirstClassElement("introduction");
showFirstClassElement("interrogation");
setGameBackground(INTERROGATION_IMAGE_PATH);
}
/**
* Show the emotion and culprit choices view and hide the interrogation one.
*/
function showEmotionAndCulpritChoicesView() {
hideFirstClassElement("interrogation");
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.
*
* <p>
* When the passed npc is alone in the room, a npc is chosen at random as the returned partener.
* </p>
*/
function getNpcLocationAndPartner(npcid) {
const data = {};
const npcidInt = parseInt(npcid);
for (const room in gameData["rooms"]) {
if (gameData["rooms"][room]["npcs"].includes(npcidInt)) {
data["room"] = gameData["rooms"][room]["name"];
if (gameData["rooms"][room]["npcs"].length === 1) {
do {
const random = Math.floor(Math.random() * npcsIds.length);
data["partner"] = npcsIds[random];
} while (data["partner"] === npcidInt);
} else {
data["partner"] = gameData["rooms"][room]["npcs"]
[gameData["rooms"][room]["npcs"][1] === npcidInt ? 0 : 1];
}
}
}
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.
*
* <p>
* When the passed npc is alone in the room, a npc is chosen at random as the returned partner.
* </p>
*/
function disableCulpritButtons(culprit_choices_element, selected_suspect) {
let childrenCulpritChoicesElement = culprit_choices_element.children;
for (let index = 0; index < childrenCulpritChoicesElement.length; index++) {
let child = childrenCulpritChoicesElement[index];
if (selected_suspect != child) {
const culpritButton = child.querySelector(".culprit_btn");
if (culpritButton === null) {
continue;
}
culpritButton.classList.add("hidden");
} else {
const culpritUncheckedIcon = child.querySelector(".culprit_unchecked_icon");
if (culpritUncheckedIcon === null) {
continue;
}
culpritUncheckedIcon.classList.add("hidden");
child.querySelector(".culprit_checked_icon").classList.remove("hidden");
child.querySelector(".culprit_btn").classList.add("culprit_btn_checked");
}
}
}
/**
* 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(room => {
if (room['npcs'].length === 1) {
culprit = room['npcs'][0];
return;
}
});
return culprit;
}
/**
* Handler for the function call {@link 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 {@link 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's primary goal is to display the answer to the question the player
* asked to a npc.
*
* <p>
* 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.
* </p>
*/
async function askQuestion(buildAnswer) {
unsetQuestionButtonsListeners();
document.querySelector(".suspect_answer").textContent = buildAnswer(
getNpcLocationAndPartner(currentNpc));
showFirstClassElement("suspect_answer");
document.getElementById("currentNpcPicure").src = NPC_REACTION_PATH + currentNpc;
//TODO: change this code which produces strange behaviors
// Sleep for 4 sec
await new Promise(r => setTimeout(r, 4000));
document.getElementById("currentNpcPicure").src = NPC_IMAGE_PATH + currentNpc;
hideFirstClassElement("suspect_answer");
document.querySelector(".suspect_answer").textContent = "";
setQuestionButtonsListeners();
}
/**
* Send the player's answers to the server.
*/
async function sendAnswers() {
const selections = document.getElementsByClassName("suspect_emotion_chooser");
const playerResponses = {};
for (let index = 0; index < selections.length; index++) {
select = selections[index];
playerResponses[select.id] = select.value;
}
const data = {};
data["responses"] = JSON.stringify(playerResponses);
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() {
const culpritChoices = document.getElementById("culprits_choices");
npcsIds.forEach(element => {
const suspect = document.createElement("li");
suspect.classList.add("suspect");
const suspectEmotionChooser = document.createElement("select");
suspectEmotionChooser.classList.add("suspect_emotion_chooser")
suspectEmotionChooser.setAttribute("id", element);
gameData["traits"].forEach(trait => {
const option = document.createElement("option");
option.value = trait;
option.text = trait;
suspectEmotionChooser.appendChild(option);
});
suspect.appendChild(suspectEmotionChooser);
const img = document.createElement('img');
img.classList.add("suspect_picture");
img.setAttribute("alt", "Image d'un suspect");
img.src = NPC_IMAGE_PATH + element;
suspect.appendChild(img);
const button = document.createElement("button");
button.classList.add("culprit_btn", "action_button");
button.appendChild(createCulpritSvgElement("culprit_checked_icon",
"M18.9 36.75 6.65 24.5l3.3-3.3 8.95 9L38 11.1l3.3 3.25Z", true));
button.appendChild(createCulpritSvgElement("culprit_unchecked_icon",
"M12.45 38.7 9.3 35.55 20.85 24 9.3 12.5l3.15-3.2L24 20.8 35.55 9.3l3.15 3.2L27.2 24l11.5 11.55-3.15 3.15L24 27.2Z",
false));
button.appendChild(document.createTextNode("Couplable"));
button.addEventListener("click", () => {
disableCulpritButtons(culpritChoices, suspect);
button.textContent = gameData["solo"] === true ? "Envoi des réponses\u00A0..." : "En attente des autres joueurs\u00A0...";
sendAnswers();
});
suspect.appendChild(button);
culpritChoices.appendChild(suspect);
});
}
/**
* Create a culprit SVG {@link Element}.
*
* @param {String} buttonCssClass the specific CSS class to add to the culprit button
* @param {String} pathAttributeValue the value of the path attribute of the SVG element generated
* @returns a svg {@link Element} with a culprit button depending of the custom CSS class, path
* attribute value and isHidden values
*/
function createCulpritSvgElement(buttonCssClass, pathAttributeValue, isHidden) {
const svgElement = document.createElementNS("http://www.w3.org/2000/svg", "svg");
svgElement.classList.add(buttonCssClass, "culprit_icon");
if (isHidden) {
svgElement.classList.add("hidden");
}
svgElement.setAttribute("viewBox", "0 0 48 48");
const pathElement = document.createElementNS("http://www.w3.org/2000/svg", "path");
pathElement.setAttribute("d", pathAttributeValue);
svgElement.appendChild(pathElement);
return svgElement;
}
/**
* Show the screen in which the player asks questions to the npcs.
*/
function renderInterrogation() {
if (gameData["solo"] === true) document.getElementById("open_chat_button").classList.add("hidden");
document.getElementById("QA_0").textContent = gameData["questions"]["QA_0"];
document.getElementById("QA_1").textContent = gameData["questions"]["QA_1"];
const interrogationSuspects = document.getElementById("interrogation_suspects");
npcsIds.forEach(npc_id => {
const suspect = document.createElement("li");
suspect.classList.add("suspect");
const name = document.createElement('p')
name.textContent = gameData['npcs'][npc_id]["name"]
name.classList.add("suspect_name");
suspect.appendChild(name);
const img = document.createElement('img');
img.id = "suspect_picture_of_" + npc_id
img.classList.add("suspect_picture");
img.setAttribute("alt", "Image d'un suspect");
img.src = NPC_IMAGE_PATH + npc_id;
img.addEventListener("click", () => {
// TODO remove this listener when we know the questions has already been asked;
currentNpc = npc_id;
document.getElementById("suspect_picture_of_" + npc_id).classList.add("gray");
document.getElementById("currentNpcPicure").src = NPC_IMAGE_PATH + npc_id;
hideFirstClassElement("interrogation");
showFirstClassElement("interrogation_suspect");
});
suspect.appendChild(img);
const button = document.createElement("button");
button.classList.add("ask_button", "action_button");
button.textContent = "Interroger";
button.addEventListener("click", () => {
// TODO remove this listener when we know the questions has already been asked;
currentNpc = npc_id;
document.getElementById("suspect_picture_of_" + npc_id).classList.add("gray");
document.getElementById("currentNpcPicure").src = NPC_IMAGE_PATH + npc_id;
hideFirstClassElement("interrogation");
showFirstClassElement("interrogation_suspect");
});
suspect.appendChild(button);
interrogationSuspects.appendChild(suspect);
});
}
function sendChatMessage(){
const message = document.getElementById("chat_message_box").value;
const data = {};
data["msg"] = message;
makeAPIRequest("chatMessage",data);
document.getElementById("chat_message_box").value = '';
}
function renderIntroduction(){
document.getElementById("username").textContent += username;
}
/**
* Initialize the websocket for this page, its primary use is to show the final page once it
* receives the event that all players have finished.
*
* <p>
* It parses the payload send by the server containing the other players
* nicknames and scores.
* </p>
*/
function initSock() {
const socket = io({
auth : {
game_id: gameData["game_id"]
}
});
socket.on("connect", () => {
console.log("Connected to the server!");
});
socket.on("gameprogress", username => {
console.log(username);
});
socket.on("chatMessage", message => {
const message_received = document.createElement("li");
message_received.classList.add("message");
message_received.textContent = message;
document.getElementById("message_list").appendChild(message_received);
});
socket.on("gamefinished", finalResults => {
hideFirstClassElement("emotion_and_culprit_choices");
const revealScoreElement = document.createElement("h2");
revealScoreElement.classList.add("reveal_score");
revealScoreElement.textContent = Object.values(finalResults["player"][username])
.filter(x => x == true).length + " / 5";
document.querySelector(".player_score").appendChild(revealScoreElement);
const playerListElement = document.querySelector(".players_list");
for (const player in finalResults["player"]) {
if (player === username) {
continue;
}
const playerNode = document.createElement("h3");
playerNode.classList.add("player_name_and_score");
const playerResultArray = Object.values(finalResults["player"][player]);
playerNode.textContent = "" + player + " : "
+ playerResultArray.filter(x => x == true).length;
playerListElement.appendChild(playerNode);
}
const culprit = getCulprit();
const culpritName = gameData["npcs"][culprit]["name"];
document.querySelector(".reveal_culprit_title").textContent += " " + culpritName;
const culpritElement = document.createElement("img");
culpritElement.classList.add("suspect_picture");
culpritElement.setAttribute("alt", "Image du ou de la coupable, " + culpritName);
culpritElement.src = NPC_IMAGE_PATH + culprit;
culpritElement.setAttribute("draggable", "false");
document.querySelector(".reveal_culprit")
.appendChild(culpritElement);
showFirstClassElement("results_game");
setGameBackground(RESULTS_IMAGE_PATH);
const suspectListElement = document.querySelector(".suspects_list");
npcsIds.filter(x => x != culprit)
.forEach(npcid => {
const suspect = document.createElement("div");
suspect.classList.add("summary_suspect");
const img = document.createElement("img");
img.classList.add("suspect_picture");
img.setAttribute("alt", "Image d'un suspect");
img.src = NPC_FINAL_REACTION_PATH + finalResults["npcs"][npcid]["uuid"];
suspect.appendChild(img);
const explain = document.createElement("div")
explain.classList.add("explain")
const emotionTitle = document.createElement("h2");
emotionTitle.classList.add("explain_suspect_emotion_title");
emotionTitle.textContent = "Ce suspect était "
+ finalResults["npcs"][npcid]["reaction"] + ".";
explain.appendChild(emotionTitle);
const emotionDesc = document.createElement("p");
emotionDesc.classList.add("explain_suspect_emotion_description");
emotionDesc.textContent = "Cette émotion se caractérise par "
+ finalResults["npcs"][npcid]["description"];
explain.appendChild(emotionDesc);
suspect.appendChild(explain)
suspectListElement.appendChild(suspect);
});
});
}
/**
* 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");
gameData = response["gamedata"];
username = response["username"];
npcsIds = Object.keys(gameData["npcs"]).sort(() => 0.5 - Math.random());
}
/**
* Initialize the game by setting the game data, initializing the socket, rendering the answer
* selection panel, rendering the interrogation view, setting questions buttons listeners,
* setting introduction and interrogation listeners, showing the introduction view and setting the
* introduction image as the game background.
*/
async function initGame() {
await setGameData();
initSock();
renderIntroduction();
renderAnswerSelectionPanel();
renderInterrogation();
setQuestionButtonsListeners()
setIntroductionAndInterrogationListeners();
setChatBoxButtonsListeners();
showFirstClassElement("introduction");
setGameBackground(INTRO_IMAGE_PATH);
}
initGame();