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