2022-02-10 18:46:25 +01:00
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/**
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* Soundeffects
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*/
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const sounds = {
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strike: new Audio("/static/sounds/strike.mp3"),
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2022-02-10 20:45:57 +01:00
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alarm: new Audio("/static/sounds/alarm.mp3"),
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2022-02-10 18:46:25 +01:00
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};
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/**
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* State
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*/
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const state = {
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// Segment display used for telling the remaining time.
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display: null,
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// Current game state.
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gamestate: null,
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// Estimated timeout date when the timer should be stopped.
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estimatedTimeout: new Date(),
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// Amount of strikes (wrong answers) the player has made.
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strikes: 0,
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2022-02-10 20:45:57 +01:00
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// If the alarm has been played already
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alarmPlayed: false,
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2022-02-10 18:46:25 +01:00
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};
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/**
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* Play a given audio file
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* @param {Audio} sound Audio object containing a sound.
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*/
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function playSound(sound) {
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sound.load();
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sound.play();
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}
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/**
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* Update the modules.
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* @param {Array} List of puzzles
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*/
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function updateModules(puzzles) {
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// Delete the modules when the game is inactive or in info mode.
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if (state.gamestate == "INACTIVE" || state.gamestate == "INFO") {
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document.getElementById("modules").innerHTML = "";
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return;
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}
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const modulesElement = document.getElementById("modules");
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// Update the modules.
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const modules = [];
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for (const puzzle of puzzles) {
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const moduleElement = document.createElement("div");
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moduleElement.textContent = puzzle.address;
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// State: Solved
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if (puzzle.solved === true) {
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moduleElement.className = "solved";
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}
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// State: Unsolved
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if (puzzle.solved === false) {
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moduleElement.className = "unsolved";
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}
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// State: Needy
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if (puzzle.solved === null) {
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moduleElement.className = "needy";
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}
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modules.push(moduleElement);
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}
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modulesElement.replaceChildren(...modules);
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}
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/**
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* Initialize the game state.
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*/
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function initializeGameState() {
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updateGameState();
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setInterval(updateGameState, 500);
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}
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/**
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* Update the game state.
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*/
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function updateGameState() {
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fetch("/status.json")
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.then((res) => res.json())
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.then((data) => {
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// Update the game state
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state.gamestate = data.gamestate;
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document.getElementById("gamestate").innerHTML = state.gamestate;
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// Reset the strike amount if the game is not running anymore.
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if (state.gamestate != "GAME") {
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state.strikeAmount = 0;
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2022-02-10 20:45:57 +01:00
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state.alarmPlayed = false;
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2022-02-10 18:46:25 +01:00
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}
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if (state.gamestate === "GAME") {
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// Update the estimated timeout date
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state.estimatedTimeout = new Date(
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new Date().getTime() + data.timeleft * 1000
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);
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// Calculate the ew total amount of strikes for all puzzles.
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const newStrikes = data.puzzles
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.map((p) => p.strikes)
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.reduce((a, b) => a + b, 0);
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// Play a "buzzer" sound when a strike is made.
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if (state.strikes < newStrikes) {
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playSound(sounds.strike);
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}
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2022-02-10 20:45:57 +01:00
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// Play a "alarm" sound when the time is at 10 seconds.
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if (data.timeleft <= 20 && data.timeleft > 19 && !state.alarmPlayed) {
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playSound(sounds.alarm);
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state.alarmPlayed = true;
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}
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2022-02-10 18:46:25 +01:00
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// Update the total amount of strikes
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state.strikes = newStrikes;
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}
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2022-02-10 20:45:57 +01:00
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// Update the start/restart button visibility.
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const startButton = document.querySelector("#buttonStart");
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const restartButton = document.querySelector("#buttonRestart");
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startButton.disabled = state.gamestate !== "DISCOVER";
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restartButton.disabled = state.gamestate !== "GAMEOVER";
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2022-02-10 18:46:25 +01:00
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// Update the modules
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updateModules(data.puzzles);
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});
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}
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/**
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* When the start button is clicked.
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*/
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function onStartButtonClick() {
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fetch("/start");
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}
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/**
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* When the restart button is clicked.
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*/
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function onRestartButtonClick() {
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fetch("/restart");
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}
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/**
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* Initialize the segment display.
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*/
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function initializeSegmentDisplay() {
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display = new SegmentDisplay("display");
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display.pattern = "##:##.#";
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display.displayAngle = 0;
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display.digitHeight = 100;
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display.digitWidth = display.digitHeight / 2;
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display.digitDistance = display.digitHeight / 10;
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display.segmentWidth = display.digitHeight / 10;
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display.segmentDistance = display.digitHeight / 100;
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display.segmentCount = 7;
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display.cornerType = 1;
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2022-02-10 20:45:57 +01:00
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display.colorOn = "#ff0000";
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display.colorOff = "#ff000022";
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2022-02-10 18:46:25 +01:00
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display.draw();
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// Update the segment
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setInterval(updateSegmentDisplay, 100);
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}
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/**
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* Update the segment display with the latest game data.
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*/
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function updateSegmentDisplay() {
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// Do not update the timer when the game is not running.
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if (state.gamestate != "GAME" || !state.estimatedTimeout) {
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return;
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}
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const timeLeft = (state.estimatedTimeout - new Date()) / 1000;
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// Set the display to 0 when there is no time left.
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if (timeLeft <= 0) {
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display.setValue("00:00.0");
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return;
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}
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const integral = Math.floor(timeLeft);
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const fractional = timeLeft - integral;
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const minutes = Math.floor(integral / 60);
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const seconds = integral % 60;
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const minutesStr = String(minutes).padStart(2, "0");
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const secondsStr = String(seconds).padStart(2, "0");
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const fractionalStr = String(Math.floor(fractional * 10)).padStart(1, "0");
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display.setValue(`${minutesStr}:${secondsStr}.${fractionalStr}`);
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}
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/**
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* When the window is loaded.
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*/
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window.addEventListener("load", () => {
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// Initiliaz the game state.
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initializeGameState();
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// Initialize the segment display.
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initializeSegmentDisplay();
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});
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