h5p-memory-game/memory-game.js

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H5P.MemoryGame = (function (EventDispatcher, $) {
// We don't want to go smaller than 100px per card(including the required margin)
var CARD_MIN_SIZE = 100; // PX
var CARD_STD_SIZE = 116; // PX
var STD_FONT_SIZE = 16; // PX
var LIST_PADDING = 1; // EMs
var numInstances = 0;
/**
* Memory Game Constructor
*
* @class H5P.MemoryGame
* @extends H5P.EventDispatcher
* @param {Object} parameters
* @param {Number} id
*/
function MemoryGame(parameters, id) {
/** @alias H5P.MemoryGame# */
var self = this;
// Initialize event inheritance
EventDispatcher.call(self);
var flipped, timer, counter, popup, $bottom, $taskComplete, $feedback, $wrapper, maxWidth, numCols, audioCard;
var cards = [];
var flipBacks = []; // Que of cards to be flipped back
var numFlipped = 0;
var removed = 0;
numInstances++;
// Add defaults
parameters = $.extend(true, {
l10n: {
cardTurns: 'Card turns',
timeSpent: 'Time spent',
feedback: 'Good work!',
tryAgain: 'Reset',
closeLabel: 'Close',
label: 'Memory Game. Find the matching cards.',
done: 'All of the cards have been found.',
cardPrefix: 'Card %num: ',
cardUnturned: 'Unturned.',
cardMatched: 'Match found.'
}
}, parameters);
/**
* Check if these two cards belongs together.
*
* @private
* @param {H5P.MemoryGame.Card} card
* @param {H5P.MemoryGame.Card} mate
* @param {H5P.MemoryGame.Card} correct
*/
var check = function (card, mate, correct) {
if (mate !== correct) {
// Incorrect, must be scheduled for flipping back
flipBacks.push(card);
flipBacks.push(mate);
// Wait for next click to flip them back…
if (numFlipped > 2) {
// or do it straight away
processFlipBacks();
}
return;
}
// Update counters
numFlipped -= 2;
removed += 2;
var isFinished = (removed === cards.length);
// Remove them from the game.
card.remove(!isFinished);
mate.remove();
var desc = card.getDescription();
if (desc !== undefined) {
// Pause timer and show desciption.
timer.pause();
var imgs = [card.getImage()];
if (card.hasTwoImages) {
imgs.push(mate.getImage());
}
popup.show(desc, imgs, cardStyles ? cardStyles.back : undefined, function (refocus) {
if (isFinished) {
// Game done
card.makeUntabbable();
finished();
}
else {
// Popup is closed, continue.
timer.play();
if (refocus) {
card.setFocus();
}
}
});
}
else if (isFinished) {
// Game done
card.makeUntabbable();
finished();
}
};
/**
* Game has finished!
* @private
*/
var finished = function () {
timer.stop();
$taskComplete.show();
$feedback.addClass('h5p-show'); // Announce
$bottom.focus();
// Create and trigger xAPI event 'completed'
var completedEvent = self.createXAPIEventTemplate('completed');
completedEvent.setScoredResult(1, 1, self, true, true);
completedEvent.data.statement.result.duration = 'PT' + (Math.round(timer.getTime() / 10) / 100) + 'S';
self.trigger(completedEvent);
if (parameters.behaviour && parameters.behaviour.allowRetry) {
// Create retry button
var retryButton = createButton('reset', parameters.l10n.tryAgain || 'Reset', function () {
// Trigger handler (action)
retryButton.classList.add('h5p-memory-transout');
setTimeout(function () {
// Remove button on nextTick to get transition effect
$wrapper[0].removeChild(retryButton);
}, 300);
resetGame();
});
retryButton.classList.add('h5p-memory-transin');
setTimeout(function () {
// Remove class on nextTick to get transition effectupd
retryButton.classList.remove('h5p-memory-transin');
}, 0);
// Same size as cards
retryButton.style.fontSize = (parseFloat($wrapper.children('ul')[0].style.fontSize) * 0.75) + 'px';
$wrapper[0].appendChild(retryButton); // Add to DOM
}
};
/**
* Shuffle the cards and restart the game!
* @private
*/
var resetGame = function () {
// Reset cards
removed = 0;
// Remove feedback
$feedback[0].classList.remove('h5p-show');
$taskComplete.hide();
// Reset timer and counter
timer.reset();
counter.reset();
// Randomize cards
H5P.shuffleArray(cards);
setTimeout(function () {
// Re-append to DOM after flipping back
for (var i = 0; i < cards.length; i++) {
cards[i].reAppend();
}
for (var j = 0; j < cards.length; j++) {
cards[j].reset();
}
// Scale new layout
$wrapper.children('ul').children('.h5p-row-break').removeClass('h5p-row-break');
maxWidth = -1;
self.trigger('resize');
cards[0].setFocus();
}, 600);
};
/**
* Game has finished!
* @private
*/
var createButton = function (name, label, action) {
var buttonElement = document.createElement('div');
buttonElement.classList.add('h5p-memory-' + name);
buttonElement.innerHTML = label;
buttonElement.setAttribute('role', 'button');
buttonElement.tabIndex = 0;
buttonElement.addEventListener('click', function () {
action.apply(buttonElement);
}, false);
buttonElement.addEventListener('keypress', function (event) {
if (event.which === 13 || event.which === 32) { // Enter or Space key
event.preventDefault();
action.apply(buttonElement);
}
}, false);
return buttonElement;
};
/**
* Adds card to card list and set up a flip listener.
*
* @private
* @param {H5P.MemoryGame.Card} card
* @param {H5P.MemoryGame.Card} mate
*/
var addCard = function (card, mate) {
card.on('flip', function () {
if (audioCard) {
audioCard.stopAudio();
}
// Always return focus to the card last flipped
for (var i = 0; i < cards.length; i++) {
cards[i].makeUntabbable();
}
card.makeTabbable();
popup.close();
self.triggerXAPI('interacted');
// Keep track of time spent
timer.play();
// Keep track of the number of flipped cards
numFlipped++;
// Announce the card unless it's the last one and it's correct
var isMatched = (flipped === mate);
var isLast = ((removed + 2) === cards.length);
card.updateLabel(isMatched, !(isMatched && isLast));
if (flipped !== undefined) {
var matie = flipped;
// Reset the flipped card.
flipped = undefined;
setTimeout(function () {
check(card, matie, mate);
}, 800);
}
else {
if (flipBacks.length > 1) {
// Turn back any flipped cards
processFlipBacks();
}
// Keep track of the flipped card.
flipped = card;
}
// Count number of cards turned
counter.increment();
});
card.on('audioplay', function () {
if (audioCard) {
audioCard.stopAudio();
}
audioCard = card;
});
card.on('audiostop', function () {
audioCard = undefined;
});
/**
* Create event handler for moving focus to the next or the previous
* card on the table.
*
* @private
* @param {number} direction +1/-1
* @return {function}
*/
var createCardChangeFocusHandler = function (direction) {
return function () {
// Locate next card
for (var i = 0; i < cards.length; i++) {
if (cards[i] === card) {
// Found current card
var nextCard, fails = 0;
do {
fails++;
nextCard = cards[i + (direction * fails)];
if (!nextCard) {
return; // No more cards
}
}
while (nextCard.isRemoved());
card.makeUntabbable();
nextCard.setFocus();
return;
}
}
};
};
// Register handlers for moving focus to next and previous card
card.on('next', createCardChangeFocusHandler(1));
card.on('prev', createCardChangeFocusHandler(-1));
/**
* Create event handler for moving focus to the first or the last card
* on the table.
*
* @private
* @param {number} direction +1/-1
* @return {function}
*/
var createEndCardFocusHandler = function (direction) {
return function () {
var focusSet = false;
for (var i = 0; i < cards.length; i++) {
var j = (direction === -1 ? cards.length - (i + 1) : i);
if (!focusSet && !cards[j].isRemoved()) {
cards[j].setFocus();
focusSet = true;
}
else if (cards[j] === card) {
card.makeUntabbable();
}
}
};
};
// Register handlers for moving focus to first and last card
card.on('first', createEndCardFocusHandler(1));
card.on('last', createEndCardFocusHandler(-1));
cards.push(card);
};
/**
* Will flip back two and two cards
*/
var processFlipBacks = function () {
flipBacks[0].flipBack();
flipBacks[1].flipBack();
flipBacks.splice(0, 2);
numFlipped -= 2;
};
/**
* @private
*/
var getCardsToUse = function () {
var numCardsToUse = (parameters.behaviour && parameters.behaviour.numCardsToUse ? parseInt(parameters.behaviour.numCardsToUse) : 0);
if (numCardsToUse <= 2 || numCardsToUse >= parameters.cards.length) {
// Use all cards
return parameters.cards;
}
// Pick random cards from pool
var cardsToUse = [];
var pickedCardsMap = {};
var numPicket = 0;
while (numPicket < numCardsToUse) {
var pickIndex = Math.floor(Math.random() * parameters.cards.length);
if (pickedCardsMap[pickIndex]) {
continue; // Already picked, try again!
}
cardsToUse.push(parameters.cards[pickIndex]);
pickedCardsMap[pickIndex] = true;
numPicket++;
}
return cardsToUse;
};
var cardStyles, invertShades;
if (parameters.lookNFeel) {
// If the contrast between the chosen color and white is too low we invert the shades to create good contrast
invertShades = (parameters.lookNFeel.themeColor &&
getContrast(parameters.lookNFeel.themeColor) < 1.7 ? -1 : 1);
var backImage = (parameters.lookNFeel.cardBack ? H5P.getPath(parameters.lookNFeel.cardBack.path, id) : null);
cardStyles = MemoryGame.Card.determineStyles(parameters.lookNFeel.themeColor, invertShades, backImage);
}
// Initialize cards.
var cardsToUse = getCardsToUse();
for (var i = 0; i < cardsToUse.length; i++) {
var cardParams = cardsToUse[i];
if (MemoryGame.Card.isValid(cardParams)) {
// Create first card
var cardTwo, cardOne = new MemoryGame.Card(cardParams.image, id, cardParams.imageAlt, parameters.l10n, cardParams.description, cardStyles, cardParams.audio);
if (MemoryGame.Card.hasTwoImages(cardParams)) {
// Use matching image for card two
cardTwo = new MemoryGame.Card(cardParams.match, id, cardParams.matchAlt, parameters.l10n, cardParams.description, cardStyles, cardParams.matchAudio);
cardOne.hasTwoImages = cardTwo.hasTwoImages = true;
}
else {
// Add two cards with the same image
cardTwo = new MemoryGame.Card(cardParams.image, id, cardParams.imageAlt, parameters.l10n, cardParams.description, cardStyles, cardParams.audio);
}
// Add cards to card list for shuffeling
addCard(cardOne, cardTwo);
addCard(cardTwo, cardOne);
}
}
H5P.shuffleArray(cards);
/**
* Attach this game's html to the given container.
*
* @param {H5P.jQuery} $container
*/
self.attach = function ($container) {
this.triggerXAPI('attempted');
// TODO: Only create on first attach!
$wrapper = $container.addClass('h5p-memory-game').html('');
if (invertShades === -1) {
$container.addClass('h5p-invert-shades');
}
// Add cards to list
var $list = $('<ul/>', {
role: 'application',
'aria-labelledby': 'h5p-intro-' + numInstances
});
for (var i = 0; i < cards.length; i++) {
cards[i].appendTo($list);
}
if ($list.children().length) {
cards[0].makeTabbable();
$('<div/>', {
id: 'h5p-intro-' + numInstances,
'class': 'h5p-memory-hidden-read',
html: parameters.l10n.label,
appendTo: $container
});
$list.appendTo($container);
$bottom = $('<div/>', {
'class': 'h5p-programatically-focusable',
tabindex: '-1',
appendTo: $container
});
$taskComplete = $('<div/>', {
'class': 'h5p-memory-complete h5p-memory-hidden-read',
html: parameters.l10n.done,
appendTo: $bottom
});
$feedback = $('<div class="h5p-feedback">' + parameters.l10n.feedback + '</div>').appendTo($bottom);
// Add status bar
var $status = $('<dl class="h5p-status">' +
'<dt>' + parameters.l10n.timeSpent + ':</dt>' +
'<dd class="h5p-time-spent"><time role="timer" datetime="PT0M0S">0:00</time><span class="h5p-memory-hidden-read">.</span></dd>' +
'<dt>' + parameters.l10n.cardTurns + ':</dt>' +
'<dd class="h5p-card-turns">0<span class="h5p-memory-hidden-read">.</span></dd>' +
'</dl>').appendTo($bottom);
timer = new MemoryGame.Timer($status.find('time')[0]);
counter = new MemoryGame.Counter($status.find('.h5p-card-turns'));
popup = new MemoryGame.Popup($container, parameters.l10n);
$container.click(function () {
popup.close();
});
}
else {
const $foo = $('<div/>')
.text('No card was added to the memory game!')
.appendTo($list);
$list.appendTo($container);
}
};
/**
* Will try to scale the game so that it fits within its container.
* Puts the cards into a grid layout to make it as square as possible
* which improves the playability on multiple devices.
*
* @private
*/
var scaleGameSize = function () {
// Check how much space we have available
var $list = $wrapper.children('ul');
var newMaxWidth = parseFloat(window.getComputedStyle($list[0]).width);
if (maxWidth === newMaxWidth) {
return; // Same size, no need to recalculate
}
else {
maxWidth = newMaxWidth;
}
// Get the card holders
var $elements = $list.children();
if ($elements.length < 4) {
return; // No need to proceed
}
// Determine the optimal number of columns
var newNumCols = Math.ceil(Math.sqrt($elements.length));
// Do not exceed the max number of columns
var maxCols = Math.floor(maxWidth / CARD_MIN_SIZE);
if (newNumCols > maxCols) {
newNumCols = maxCols;
}
if (numCols !== newNumCols) {
// We need to change layout
numCols = newNumCols;
// Calculate new column size in percentage and round it down (we don't
// want things sticking out…)
var colSize = Math.floor((100 / numCols) * 10000) / 10000;
$elements.css('width', colSize + '%').each(function (i, e) {
if (i === numCols) {
$(e).addClass('h5p-row-break');
}
});
}
// Calculate how much one percentage of the standard/default size is
var onePercentage = ((CARD_STD_SIZE * numCols) + STD_FONT_SIZE) / 100;
var paddingSize = (STD_FONT_SIZE * LIST_PADDING) / onePercentage;
var cardSize = (100 - paddingSize) / numCols;
var fontSize = (((maxWidth * (cardSize / 100)) * STD_FONT_SIZE) / CARD_STD_SIZE);
// We use font size to evenly scale all parts of the cards.
$list.css('font-size', fontSize + 'px');
popup.setSize(fontSize);
// due to rounding errors in browsers the margins may vary a bit…
};
if (parameters.behaviour && parameters.behaviour.useGrid && cardsToUse.length) {
self.on('resize', scaleGameSize);
}
}
// Extends the event dispatcher
MemoryGame.prototype = Object.create(EventDispatcher.prototype);
MemoryGame.prototype.constructor = MemoryGame;
/**
* Determine color contrast level compared to white(#fff)
*
* @private
* @param {string} color hex code
* @return {number} From 1 to Infinity.
*/
var getContrast = function (color) {
return 255 / ((parseInt(color.substr(1, 2), 16) * 299 +
parseInt(color.substr(3, 2), 16) * 587 +
parseInt(color.substr(5, 2), 16) * 144) / 1000);
};
return MemoryGame;
})(H5P.EventDispatcher, H5P.jQuery);