obus/python/static/js/controller.js

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JavaScript
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2022-02-10 18:46:25 +01:00
/**
* Soundeffects
*/
const sounds = {
strike: new Audio("/static/sounds/strike.mp3"),
};
/**
* State
*/
const state = {
// Segment display used for telling the remaining time.
display: null,
// Current game state.
gamestate: null,
// Estimated timeout date when the timer should be stopped.
estimatedTimeout: new Date(),
// Amount of strikes (wrong answers) the player has made.
strikes: 0,
};
/**
* Play a given audio file
* @param {Audio} sound Audio object containing a sound.
*/
function playSound(sound) {
sound.load();
sound.play();
}
/**
* Update the modules.
* @param {Array} List of puzzles
*/
function updateModules(puzzles) {
// Delete the modules when the game is inactive or in info mode.
if (state.gamestate == "INACTIVE" || state.gamestate == "INFO") {
document.getElementById("modules").innerHTML = "";
return;
}
const modulesElement = document.getElementById("modules");
// Update the modules.
const modules = [];
for (const puzzle of puzzles) {
const moduleElement = document.createElement("div");
moduleElement.textContent = puzzle.address;
// State: Solved
if (puzzle.solved === true) {
moduleElement.className = "solved";
}
// State: Unsolved
if (puzzle.solved === false) {
moduleElement.className = "unsolved";
}
// State: Needy
if (puzzle.solved === null) {
moduleElement.className = "needy";
}
modules.push(moduleElement);
}
modulesElement.replaceChildren(...modules);
}
/**
* Initialize the game state.
*/
function initializeGameState() {
updateGameState();
setInterval(updateGameState, 500);
}
/**
* Update the game state.
*/
function updateGameState() {
fetch("/status.json")
.then((res) => res.json())
.then((data) => {
// Update the game state
state.gamestate = data.gamestate;
document.getElementById("gamestate").innerHTML = state.gamestate;
// Reset the strike amount if the game is not running anymore.
if (state.gamestate != "GAME") {
state.strikeAmount = 0;
}
if (state.gamestate === "GAME") {
// Update the estimated timeout date
state.estimatedTimeout = new Date(
new Date().getTime() + data.timeleft * 1000
);
// Calculate the ew total amount of strikes for all puzzles.
const newStrikes = data.puzzles
.map((p) => p.strikes)
.reduce((a, b) => a + b, 0);
// Play a "buzzer" sound when a strike is made.
if (state.strikes < newStrikes) {
playSound(sounds.strike);
}
// Update the total amount of strikes
state.strikes = newStrikes;
}
// Update the modules
updateModules(data.puzzles);
});
}
/**
* When the start button is clicked.
*/
function onStartButtonClick() {
fetch("/start");
}
/**
* When the restart button is clicked.
*/
function onRestartButtonClick() {
fetch("/restart");
}
/**
* Initialize the segment display.
*/
function initializeSegmentDisplay() {
display = new SegmentDisplay("display");
display.pattern = "##:##.#";
display.displayAngle = 0;
display.digitHeight = 100;
display.digitWidth = display.digitHeight / 2;
display.digitDistance = display.digitHeight / 10;
display.segmentWidth = display.digitHeight / 10;
display.segmentDistance = display.digitHeight / 100;
display.segmentCount = 7;
display.cornerType = 1;
display.colorOn = "#24dd22";
display.colorOff = "#1b4105";
display.draw();
// Update the segment
setInterval(updateSegmentDisplay, 100);
}
/**
* Update the segment display with the latest game data.
*/
function updateSegmentDisplay() {
// Do not update the timer when the game is not running.
if (state.gamestate != "GAME" || !state.estimatedTimeout) {
return;
}
const timeLeft = (state.estimatedTimeout - new Date()) / 1000;
// Set the display to 0 when there is no time left.
if (timeLeft <= 0) {
display.setValue("00:00.0");
return;
}
const integral = Math.floor(timeLeft);
const fractional = timeLeft - integral;
const minutes = Math.floor(integral / 60);
const seconds = integral % 60;
const minutesStr = String(minutes).padStart(2, "0");
const secondsStr = String(seconds).padStart(2, "0");
const fractionalStr = String(Math.floor(fractional * 10)).padStart(1, "0");
display.setValue(`${minutesStr}:${secondsStr}.${fractionalStr}`);
}
/**
* When the window is loaded.
*/
window.addEventListener("load", () => {
// Initiliaz the game state.
initializeGameState();
// Initialize the segment display.
initializeSegmentDisplay();
});