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19 changed files with 506 additions and 242 deletions

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<html lang="fr">
<head>
<meta charset="UTF-8">
<title>Ma page</title>
<title>Echoes</title>
<style>
body { font-family: sans-serif; max-width: 520px; margin: 40px auto; padding: 0 20px; }
</style>
</head>
<body>
<h1>Bonjour !</h1>
<p>Ceci est une page statique servie par Express.</p>
<h1>Echoes</h1>
<p id="timerDisplay">Temps restant : --</p>
<canvas id="maze" width="490" height="490" style="border: 1px solid #333;"></canvas>
<input type="text" id="input" placeholder="message">
<button id="sendBtn">Envoyer</button>
<script src="/socket.io/socket.io.js"></script>
<script>
const socket = io();
let myRole = null;
console.log("Connecte au serveur, id :", socket.id);
socket.on("new_round", (startPos) => {
player.x = startPos.x;
player.y = startPos.y;
});
socket.on("role", (role) => {
console.log("Mon role :", role);
myRole = role;
if (role === "explorateur"){
canvas.style.display = "block";
render();
} else {
drawBlind();
}
});
socket.on("status", (msg) => console.log("Status :", msg));
document.getElementById("sendBtn").addEventListener("click", () => {
const text = document.getElementById("input").value;
socket.emit("message", text);
});
socket.on("message", (data) => {
console.log("message recu du partenaire :", data);
});
const maze = [
[1,1,1,1,1,1,1],
[1,0,0,0,1,0,1],
[1,0,1,0,1,0,1],
[1,0,1,0,1,0,1],
[1,0,1,1,1,0,1],
[1,0,0,0,0,0,1],
[1,1,2,1,1,2,1],
];
const canvas = document.getElementById("maze");
const ctx = canvas.getContext("2d");
const cellSize = 70;
const player = { x : 1, y : 1};
function drawBlind(){
ctx.fillStyle = "black";
ctx.fillRect(0,0, canvas.width, canvas.height);
}
function drawMaze(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let y = 0; y < maze.length; y++){
for (let x = 0; x < maze[y].length; x++){
if (maze[y][x] === 1)ctx.fillStyle = "#333";
else if (maze[y][x] === 2) ctx.fillStyle = "gold";
else ctx.fillStyle = "#eee";
ctx.fillRect(x * cellSize, y * cellSize, cellSize, cellSize);
}
}
}
function drawPlayer(){
ctx.fillStyle = "red";
ctx.beginPath();
ctx.arc(
player.x * cellSize + cellSize / 2,
player.y * cellSize + cellSize / 2,
cellSize / 3,
0, Math.PI * 2
);
ctx.fill();
}
function render(){
drawMaze();
drawPlayer();
}
function showGameOver(message){
document.getElementById("gameOverMessage").textContent = message;
document.getElementById("gameOverScreen").style.display = "block";
myRole = null;
}
document.addEventListener("keydown", (e) => {
if (myRole !== "explorateur") return;
let newX = player.x;
let newY = player.y;
if (e.key === "ArrowUp") newY--;
else if (e.key === "ArrowDown") newY++;
else if (e.key === "ArrowLeft") newX--;
else if (e.key === "ArrowRight") newX++;
else return;
if (maze[newY][newX] === 0 || maze[newY][newX] === 2){
player.x = newX;
player.y = newY;
render();
if (maze[newY][newX] === 2){
socket.emit("door_reached", { x: newX, y: newY});
}
}
});
socket.on("door_result", (result) => {
if (result.correct){
console.log("Bonne porte ! Victoire (pour cette manche).");
} else {
showGameOver("Mauvaise porte. Vous avez perdu.");
}
})
socket.on("victory", ()=> {
document.getElementById("victoryScreen").style.display = "block";
myRole = null;
});
</script>
<div id="gameOverScreen" style="display: none;">
<div id="gameOverScreen" style="display: none">
<h2>Partie terminee</h2>
<p id="gameOverMessage"></p>
</div>
<div id="victoryScreen" style="display: none;">
<h2>Victoire !</h2>
<p>Vous avez franchi les portes a temps.</p>
<p>Vous avec franchi les portes a temps.</p>
</div>
<script src="/socket.io/socket.io.js"></script>
<script type="module" src="js/main.js"></script>
</body>
</html>

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client/js/canvas.js Normal file
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/*
canvas.js
toute la logique de rendu visuel
*/
import { maze } from "./maze.js";
import { player } from "./player.js";
const canvas = document.getElementById("maze");
const ctx = canvas.getContext("2d");
const cellSize = 70;
export function drawMaze() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let y = 0; y < maze.length; y++) {
for (let x = 0; x < maze[y].length; x++) {
if (maze[y][x] === 1) ctx.fillStyle = "#333";
else if (maze[y][x] === 2) ctx.fillStyle = "gold";
else ctx.fillStyle = "#eee";
ctx.fillRect(x * cellSize, y * cellSize, cellSize, cellSize);
}
}
}
export function drawPlayer() {
ctx.fillStyle = "red";
ctx.beginPath();
ctx.arc(
player.x * cellSize + cellSize / 2,
player.y * cellSize + cellSize / 2,
cellSize / 3,
0, Math.PI * 2
);
ctx.fill();
}
export function drawBlind() {
ctx.fillStyle = "black";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
export function render() {
drawMaze();
drawPlayer();
}

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/*
guideVoice.js
Vocalise les instructions recues du serveur via la synthese vocale du navigateur
*/
let currentUtterance = null;
let voixChoisie = null;
let voixPretes = false;
let texteEnAttente = null;
const NOM_VOIX_PREFERE = "French (France)+female1";
function resoudreVoix() {
if (voixPretes) return; // deja fait, evite le travail en double
const voix = speechSynthesis.getVoices();
if (voix.length === 0) return; // toujours pas chargees
voixChoisie =
voix.find(v => v.name === NOM_VOIX_PREFERE) ||
voix.find(v => v.lang.startsWith("fr")) ||
voix[0];
voixPretes = true;
console.log("Voix sélectionnée:", voixChoisie?.name);
if (texteEnAttente) {
const texte = texteEnAttente;
texteEnAttente = null;
jouer(texte);
}
}
// Piste 1 : l'event, au cas ou il se declenche sur d'autres navigateurs
speechSynthesis.onvoiceschanged = resoudreVoix;
// Piste 2 : sondage en secours, car onvoiceschanged n'est pas fiable sur Firefox/LibreWolf
const intervalleSondage = setInterval(() => {
resoudreVoix();
if (voixPretes) clearInterval(intervalleSondage);
}, 200);
resoudreVoix(); // au cas ou les voix sont deja dispo au chargement du module
function jouer(texte) {
if (speechSynthesis.speaking) {
speechSynthesis.cancel();
}
currentUtterance = new SpeechSynthesisUtterance(texte);
currentUtterance.voice = voixChoisie;
currentUtterance.lang = "fr-FR";
currentUtterance.onstart = () => console.log("Lecture démarrée");
currentUtterance.onend = () => console.log("Lecture terminée");
currentUtterance.onerror = (e) => console.error("Erreur synthèse:", e.error, e);
speechSynthesis.speak(currentUtterance);
}
export function speakInstruction(texte) {
if (!voixPretes) {
console.log("Voix pas encore prêtes, mise en attente:", texte);
texteEnAttente = texte;
return;
}
jouer(texte);
}

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/*
main.js
point d'entree pour les scripts
*/
import { socket } from "./socket.js";
import { player } from "./player.js";
import { roleState } from "./role.js";
import { render, drawBlind } from "./canvas.js";
import { setupMovement } from "./movement.js";
import { showGameOver, showVictory, updateTimerDisplay } from "./ui.js";
import { speakInstruction} from "./guideVoice.js";
setupMovement();
socket.on("status", (msg) => console.log("Status: ", msg));
socket.on("role", (role) => {
roleState.current = role;
if (role === "explorateur") {
render();
} else {
drawBlind();
}
});
socket.on("new_round", (startPos) => {
player.x = startPos.x;
player.y = startPos.y;
});
socket.on("door_result", (result) => {
if (!result.correct){
roleState.current = null;
showGameOver("Mauvaise porte. Vous avez perdu.");
}
});
socket.on("timeout", () => {
roleState.current = null;
showGameOver("Temps ecoule. Vous avez perdu.");
});
socket.on("victory", () => {
roleState.current = null;
showVictory();
});
socket.on("timer", (timeLeft) => {
updateTimerDisplay(timeLeft);
});
socket.on("instruction", (data) => {
console.log("Payload recu", data);
speakInstruction(data.texte);
})

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/*
maze.js
1 = mur
0 = chemin
2 = porte
*/
export const maze = [
[1,1,1,1,1,1,1],
[1,0,0,0,1,0,1],
[1,0,1,0,1,0,1],
[1,0,1,0,1,0,1],
[1,0,1,1,1,0,1],
[1,0,0,0,0,0,1],
[1,1,2,1,1,2,1]
];

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client/js/movement.js Normal file
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/*
movement.js
ecoute les inputs clavier et annonce au serveur quand une porte est atteinte
*/
import { maze } from "./maze.js";
import { player } from "./player.js";
import { render } from "./canvas.js";
import { socket } from "./socket.js";
import { roleState } from "./role.js";
export function setupMovement() {
document.addEventListener("keydown", (e) => {
if (roleState.current !== "explorateur") return;
let newX = player.x;
let newY = player.y;
if (e.key === "ArrowUp") newY--;
else if (e.key === "ArrowDown") newY++;
else if (e.key === "ArrowLeft") newX--;
else if (e.key === "ArrowRight") newX++;
else return;
if (maze[newY][newX] === 0 || maze[newY][newX] === 2) {
player.x = newX;
player.y = newY;
render();
if (maze[newY][newX] === 2) {
socket.emit("door_reached", { x: newX, y: newY});
}
}
});
}

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/*
player.js
contient la position du joueur exporte pour que canvas puisse dessine le joueur et que les posiions soient updated
*/
export const player = { x: 1, y: 1};

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/*
role.js
un objet pour que la propriete current reste modifiable
*/
export const roleState = { current : null };

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/*
socket.js
*/
export const socket = io();

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/*
ui.js
toute les manipulation du DOM (ce qu'il y a en dehors du canvas)
*/
export function showGameOver(message) {
document.getElementById("gameOverMessage").textContent = message;
document.getElementById("gameOverScreen").style.display = "block";
}
export function showVictory() {
document.getElementById("victoryScreen").style.display = "block";
}
export function updateTimerDisplay(timeLeft) {
document.getElementById("timerDisplay").textContent = `Temps restant : ${timeLeft}s`;
}

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server/config.js Normal file
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/*
config.js
centralise les constante de reglage du jeu
*/
module.exports = {
PORT: process.env.PORT || 3000,
GAME_DURATION: 60,
DOORS_TO_WIN: 3,
};

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server/doorLogic.js Normal file
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/*
doorLogic.js
Sert a regrouper toute la logique autour des portes
*/
/*
c'est ici uniquement que la logique de victoire ou defaite est faite
*/
const { correctDoor, startPosition } = require("./maze");
const { DOORS_TO_WIN } = require("./config");
function handleDoorReached(wSS, socket, position) {
const pairState = socket.data.pairState;
if(!pairState || pairState.gameOver) return; // partie deja terminee
const partnerId = socket.data.partnerId;
const partnerSocket = wSS.sockets.sockets.get(partnerId);
const isCorrect = position.x === correctDoor.x && position.y === correctDoor.y;
if (!isCorrect){
pairState.gameOver = true;
const result = { correct: false };
socket.emit("door_result", result);
if (partnerSocket) partnerSocket.emit("door_result", result);
return;
}
pairState.doorsPassed++;
if (pairState.doorsPassed >= DOORS_TO_WIN) {
pairState.gameOver = true;
socket.emit("victory");
if (partnerSocket) partnerSocket.emit("victory");
return;
}
const temp = socket.data.role;
socket.data.role = partnerSocket.data.role;
partnerSocket.data.role = temp;
socket.emit("door_result", { correct: true});
socket.emit("new_round", startPosition);
socket.emit("role", socket.data.role);
if (partnerSocket) {
partnerSocket.emit("door_result", { correct: true });
partnerSocket.emit("new_round", startPosition);
partnerSocket.emit("role", partnerSocket.data.role);
}
}
module.exports = { handleDoorReached };

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server/gameState.js Normal file
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/*
gameState.js
Etat global du serveur (pas juste la partie entre deux joueurs)
On exporte l'objet plutot que la variable
*/
const gameState = {
waitingPlayer: null,
};
module.exports = gameState;

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/*
guideInstruction.js
sert a envoyer au client guide les instructions
*/
const INSTRUCTION_GUIDE = "instruction";
const INSTRUCTION_INTERVAL_MS = 5000;
function startInstructionLoop(wSS, socket, partnerSocket, pairState, getInstructionText) {
const interval = setInterval(() => {
if (pairState.gameOver) {
clearInterval(interval);
return;
}
const guideSocket = socket.data.role === "guide" ? socket : partnerSocket;
const texte = getInstructionText();
guideSocket.emit(INSTRUCTION_GUIDE, { texte });
}, INSTRUCTION_INTERVAL_MS);
return () => clearInterval(interval);
}
module.exports = { startInstructionLoop };

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/*
maze.js
le serveur sais ou sont les bonnes et mauvaises porte et compare la position envoyee par le joueur et la solution
possede aussi l'information du point de depart
*/
const correctDoor = { x: 2, y: 6};
const startPosition = { x: 1, y: 1 };
module.exports = { correctDoor, startPosition };
module.exports = { correctDoor, startPosition };

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"description": "",
"main": "index.js",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1"
"test": "echo \"Error: no test specified\" && exit 1",
"start": "node server.js"
},
"keywords": [],
"author": "",

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const express = require('express');
const path = require('path');
const http = require('http');
const { Server } = require('socket.io');
/*
server.js
Ce fichier sert principalement de point d'entree au programme serveur et a lancer tous les modules necessaires a son fonctionnement
*/
const express = require("express");
const path = require("path");
const http = require("http");
const { Server } = require("socket.io");
const { PORT } = require("./config");
const { registerSocketHandlers } = require("./socketHandler");
const app = express();
const server = http.createServer(app);
const io = new Server(server);
const PORT = process.env.PORT || 3000;
let waitingPlayer = null;
// Sert tous les fichiers du dossier "client"
app.use(express.static(path.join(__dirname, "..", "client")));
const correctDoor = { x : 2, y : 6};
const DOORS_TO_WIN = 3;
io.on("connection", (socket) => {
console.log("Un client s'est connecte : ${socket.id}");
if (waitingPlayer === null){
waitingPlayer = socket;
socket.emit("status", "En attente d'un second joueur...");
} else {
const partner = waitingPlayer;
waitingPlayer = null;
const socketIsGuide = Math.random() < 0.5;
const socketRole = socketIsGuide ? "guide" : "explorateur";
const partnerRole = socketIsGuide ? "explorateur" : "guide";
socket.data.partnerId = partner.id;
partner.data.partnerId = socket.id;
socket.emit("status", "Partie prete !");
partner.emit("status", "Partie prete !");
socket.data.role = socketRole;
partner.data.role = partnerRole;
const pairState = { gameOver: false, doorsPassed: 0};
socket.data.pairState = pairState;
partner.data.pairState = pairState;
socket.emit("role", socketRole);
partner.emit("role", partnerRole);
}
socket.on("message", (data) => {
const partnerId = socket.data.partnerId;
if (partnerId){
io.to(partnerId).emit("message", data);
}
});
socket.on("door_reached", (position) => {
const pairState = socket.data.pairState;
if (!pairState || pairState.gameOver) return;
const partnerId = socket.data.partnerId;
const partnerSocket = io.sockets.sockets.get(partnerId);
const isCorrect = position.x === correctDoor.x && position.y === correctDoor.y;
if (!isCorrect){
pairState.gameOver = true;
const result = { correct: false};
socket.emit("door_result", result);
if (partnerSocket) partnerSocket.emit("door_result", result);
return;
}
pairState.doorsPassed++;
if (pairState.doorsPassed >= DOORS_TO_WIN){
pairState.gameOver = true;
socket.emit("victory");
if (partnerSocket) partnerSocket.emit("victory");
return;
}
const temp = socket.data.role;
socket.data.role = partnerSocket.data.role;
partnerSocket.data.role = temp;
const startPos = { x: 1, y: 1};
console.log(pairState);
const result = {correct: isCorrect};
socket.emit("door_result", { correct: true});
socket.emit("new_round", startPos);
socket.emit("role", socket.data.role);
if (partnerSocket){
partnerSocket.emit("door_result", { correct: true });
partnerSocket.emit("new_round", startPos);
partnerSocket.emit("role", partnerSocket.data.role);
}
if (partnerId){
io.to(partnerId).emit("door_result", result);
}
});
socket.on("disconnect", () => {
console.log("Client deconnecte : ${socket.id}");
if (waitingPlayer === socket){
waitingPlayer = null;
}
});
});
io.on("connection", (socket) => registerSocketHandlers(io, socket));
server.listen(PORT, () => {
console.log(`Serveur démarré sur http://localhost:${PORT}`);

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/*
socketHandlers.js
Sert a regrouper tous ce qui passe dans une seule connexion
*/
const gameState = require("./gameState");
const { GAME_DURATION } = require("./config");
const { handleDoorReached } = require("./doorLogic");
const { startTimer } = require("./timer");
const { startInstructionLoop } = require("./guideInstruction");
function registerSocketHandlers(wSS, socket) {
console.log(`Un client s'est connecté : ${socket.id}`);
if (gameState.waitingPlayer === null) {
gameState.waitingPlayer = socket;
socket.emit("status", "En attente d'un second joueur...");
} else {
const partner = gameState.waitingPlayer;
gameState.waitingPlayer = null;
const socketIsGuide = Math.random() < 0.5;
const socketRole = socketIsGuide ? "guide" : "explorateur";
const partnerRole = socketIsGuide ? "explorateur" : "guide";
socket.data.role = socketRole;
partner.data.role = partnerRole;
socket.data.partnerId = partner.id;
partner.data.partnerId = socket.id;
// État partagé par référence entre les deux sockets de la paire
const pairState = { gameOver: false, doorsPassed: 0, timeLeft: GAME_DURATION };
socket.data.pairState = pairState;
partner.data.pairState = pairState;
socket.emit("role", socketRole);
partner.emit("role", partnerRole);
socket.emit("status", "Partie prête !");
partner.emit("status", "Partie prête !");
startTimer(socket, partner, pairState);
startInstructionLoop(wSS, socket , partner, pairState, () => {
return "Descendre de quatre cases, aller a droite de une case, descendre de 1 case";
});
}
socket.on("door_reached", (position) => handleDoorReached(wSS, socket, position));
socket.on("disconnect", () => {
console.log(`Client déconnecté : ${socket.id}`);
if (gameState.waitingPlayer === socket) {
gameState.waitingPlayer = null;
}
const partnerId = socket.data.partnerId;
if (partnerId) {
const partnerSocket = wSS.sockets.sockets.get(partnerId);
if (partnerSocket){
partnerSocket.emit("status", "Ton partenaire s'est deconnecte");
}
}
});
}
module.exports = { registerSocketHandlers };

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/*
timer.js
minuteur autoritaire cote serveur
*/
const { GAME_DURATION } = require("./config");
function startTimer(socket, partnerSocket, pairState) {
const interval = setInterval(() => {
if (pairState.gameOver) {
clearInterval(interval);
return;
}
pairState.timeLeft--;
socket.emit("timer", pairState.timeLeft);
partnerSocket.emit("timer", pairState.timeLeft);
if (pairState.timeLeft <= 0) {
pairState.gameOver = true;
socket.emit("timeout");
partnerSocket.emit("timeout");
clearInterval(interval);
}
}, 1000);
}
module.exports = { startTimer };