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8 Commits
32b042b72c
...
dev
| Author | SHA1 | Date | |
|---|---|---|---|
| 84cd04a4cf | |||
| dab95812cc | |||
| ab4372c57c | |||
| d36c025cf2 | |||
| c4370815f2 | |||
| 4d57dfa233 | |||
| 45ad31d0ae | |||
| c709064062 |
@@ -2,146 +2,27 @@
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<html lang="fr">
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<head>
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<meta charset="UTF-8">
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<title>Ma page</title>
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<title>Echoes</title>
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<style>
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body { font-family: sans-serif; max-width: 520px; margin: 40px auto; padding: 0 20px; }
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</style>
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</head>
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<body>
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<h1>Bonjour !</h1>
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<p>Ceci est une page statique servie par Express.</p>
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<h1>Echoes</h1>
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<p id="timerDisplay">Temps restant : --</p>
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<canvas id="maze" width="490" height="490" style="border: 1px solid #333;"></canvas>
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<input type="text" id="input" placeholder="message">
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<button id="sendBtn">Envoyer</button>
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<script src="/socket.io/socket.io.js"></script>
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<script>
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const socket = io();
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let myRole = null;
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console.log("Connecte au serveur, id :", socket.id);
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socket.on("new_round", (startPos) => {
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player.x = startPos.x;
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player.y = startPos.y;
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});
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socket.on("role", (role) => {
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console.log("Mon role :", role);
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myRole = role;
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if (role === "explorateur"){
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canvas.style.display = "block";
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render();
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} else {
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drawBlind();
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}
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});
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socket.on("status", (msg) => console.log("Status :", msg));
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document.getElementById("sendBtn").addEventListener("click", () => {
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const text = document.getElementById("input").value;
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socket.emit("message", text);
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});
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socket.on("message", (data) => {
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console.log("message recu du partenaire :", data);
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});
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const maze = [
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[1,1,1,1,1,1,1],
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[1,0,0,0,1,0,1],
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[1,0,1,0,1,0,1],
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[1,0,1,0,1,0,1],
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[1,0,1,1,1,0,1],
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[1,0,0,0,0,0,1],
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[1,1,2,1,1,2,1],
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];
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const canvas = document.getElementById("maze");
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const ctx = canvas.getContext("2d");
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const cellSize = 70;
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const player = { x : 1, y : 1};
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function drawBlind(){
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ctx.fillStyle = "black";
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ctx.fillRect(0,0, canvas.width, canvas.height);
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}
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function drawMaze(){
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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for (let y = 0; y < maze.length; y++){
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for (let x = 0; x < maze[y].length; x++){
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if (maze[y][x] === 1)ctx.fillStyle = "#333";
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else if (maze[y][x] === 2) ctx.fillStyle = "gold";
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else ctx.fillStyle = "#eee";
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ctx.fillRect(x * cellSize, y * cellSize, cellSize, cellSize);
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}
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}
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}
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function drawPlayer(){
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ctx.fillStyle = "red";
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ctx.beginPath();
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ctx.arc(
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player.x * cellSize + cellSize / 2,
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player.y * cellSize + cellSize / 2,
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cellSize / 3,
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0, Math.PI * 2
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);
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ctx.fill();
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}
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function render(){
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drawMaze();
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drawPlayer();
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}
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function showGameOver(message){
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document.getElementById("gameOverMessage").textContent = message;
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document.getElementById("gameOverScreen").style.display = "block";
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myRole = null;
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}
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document.addEventListener("keydown", (e) => {
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if (myRole !== "explorateur") return;
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let newX = player.x;
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let newY = player.y;
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if (e.key === "ArrowUp") newY--;
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else if (e.key === "ArrowDown") newY++;
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else if (e.key === "ArrowLeft") newX--;
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else if (e.key === "ArrowRight") newX++;
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else return;
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if (maze[newY][newX] === 0 || maze[newY][newX] === 2){
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player.x = newX;
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player.y = newY;
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render();
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if (maze[newY][newX] === 2){
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socket.emit("door_reached", { x: newX, y: newY});
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}
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}
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});
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socket.on("door_result", (result) => {
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if (result.correct){
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console.log("Bonne porte ! Victoire (pour cette manche).");
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} else {
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showGameOver("Mauvaise porte. Vous avez perdu.");
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}
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})
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socket.on("victory", ()=> {
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document.getElementById("victoryScreen").style.display = "block";
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myRole = null;
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});
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</script>
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<div id="gameOverScreen" style="display: none;">
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<div id="gameOverScreen" style="display: none">
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<h2>Partie terminee</h2>
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<p id="gameOverMessage"></p>
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</div>
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<div id="victoryScreen" style="display: none;">
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<h2>Victoire !</h2>
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<p>Vous avez franchi les portes a temps.</p>
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<p>Vous avec franchi les portes a temps.</p>
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</div>
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</body>
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<script src="/socket.io/socket.io.js"></script>
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<script type="module" src="js/main.js"></script>
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</body>
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</html>
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48
client/js/canvas.js
Normal file
48
client/js/canvas.js
Normal file
@@ -0,0 +1,48 @@
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/*
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canvas.js
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toute la logique de rendu visuel
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*/
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import { maze } from "./maze.js";
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import { player } from "./player.js";
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const canvas = document.getElementById("maze");
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const ctx = canvas.getContext("2d");
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const cellSize = 70;
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export function drawMaze() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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for (let y = 0; y < maze.length; y++) {
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for (let x = 0; x < maze[y].length; x++) {
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if (maze[y][x] === 1) ctx.fillStyle = "#333";
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else if (maze[y][x] === 2) ctx.fillStyle = "gold";
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else ctx.fillStyle = "#eee";
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ctx.fillRect(x * cellSize, y * cellSize, cellSize, cellSize);
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}
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}
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}
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export function drawPlayer() {
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ctx.fillStyle = "red";
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ctx.beginPath();
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ctx.arc(
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player.x * cellSize + cellSize / 2,
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player.y * cellSize + cellSize / 2,
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cellSize / 3,
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0, Math.PI * 2
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);
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ctx.fill();
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}
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export function drawBlind() {
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ctx.fillStyle = "black";
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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}
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export function render() {
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drawMaze();
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drawPlayer();
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}
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69
client/js/guideVoice.js
Normal file
69
client/js/guideVoice.js
Normal file
@@ -0,0 +1,69 @@
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/*
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guideVoice.js
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Vocalise les instructions recues du serveur via la synthese vocale du navigateur
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*/
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let currentUtterance = null;
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let voixChoisie = null;
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let voixPretes = false;
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let texteEnAttente = null;
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const NOM_VOIX_PREFERE = "French (France)+female1";
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function resoudreVoix() {
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if (voixPretes) return; // deja fait, evite le travail en double
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const voix = speechSynthesis.getVoices();
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if (voix.length === 0) return; // toujours pas chargees
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voixChoisie =
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voix.find(v => v.name === NOM_VOIX_PREFERE) ||
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voix.find(v => v.lang.startsWith("fr")) ||
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voix[0];
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voixPretes = true;
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console.log("Voix sélectionnée:", voixChoisie?.name);
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if (texteEnAttente) {
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const texte = texteEnAttente;
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texteEnAttente = null;
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jouer(texte);
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}
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}
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// Piste 1 : l'event, au cas ou il se declenche sur d'autres navigateurs
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speechSynthesis.onvoiceschanged = resoudreVoix;
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// Piste 2 : sondage en secours, car onvoiceschanged n'est pas fiable sur Firefox/LibreWolf
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const intervalleSondage = setInterval(() => {
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resoudreVoix();
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if (voixPretes) clearInterval(intervalleSondage);
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}, 200);
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resoudreVoix(); // au cas ou les voix sont deja dispo au chargement du module
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function jouer(texte) {
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if (speechSynthesis.speaking) {
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speechSynthesis.cancel();
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}
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currentUtterance = new SpeechSynthesisUtterance(texte);
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currentUtterance.voice = voixChoisie;
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currentUtterance.lang = "fr-FR";
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currentUtterance.onstart = () => console.log("Lecture démarrée");
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currentUtterance.onend = () => console.log("Lecture terminée");
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currentUtterance.onerror = (e) => console.error("Erreur synthèse:", e.error, e);
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speechSynthesis.speak(currentUtterance);
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}
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export function speakInstruction(texte) {
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if (!voixPretes) {
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console.log("Voix pas encore prêtes, mise en attente:", texte);
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texteEnAttente = texte;
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return;
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}
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jouer(texte);
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}
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56
client/js/main.js
Normal file
56
client/js/main.js
Normal file
@@ -0,0 +1,56 @@
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/*
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main.js
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point d'entree pour les scripts
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*/
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import { socket } from "./socket.js";
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import { player } from "./player.js";
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import { roleState } from "./role.js";
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import { render, drawBlind } from "./canvas.js";
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import { setupMovement } from "./movement.js";
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import { showGameOver, showVictory, updateTimerDisplay } from "./ui.js";
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import { speakInstruction} from "./guideVoice.js";
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setupMovement();
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socket.on("status", (msg) => console.log("Status: ", msg));
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socket.on("role", (role) => {
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roleState.current = role;
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if (role === "explorateur") {
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render();
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} else {
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drawBlind();
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}
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});
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socket.on("new_round", (startPos) => {
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player.x = startPos.x;
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player.y = startPos.y;
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});
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socket.on("door_result", (result) => {
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if (!result.correct){
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roleState.current = null;
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showGameOver("Mauvaise porte. Vous avez perdu.");
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}
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});
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socket.on("timeout", () => {
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roleState.current = null;
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showGameOver("Temps ecoule. Vous avez perdu.");
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});
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socket.on("victory", () => {
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roleState.current = null;
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showVictory();
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});
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socket.on("timer", (timeLeft) => {
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updateTimerDisplay(timeLeft);
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});
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socket.on("instruction", (data) => {
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console.log("Payload recu", data);
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speakInstruction(data.texte);
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})
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16
client/js/maze.js
Normal file
16
client/js/maze.js
Normal file
@@ -0,0 +1,16 @@
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/*
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maze.js
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1 = mur
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0 = chemin
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2 = porte
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*/
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export const maze = [
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[1,1,1,1,1,1,1],
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[1,0,0,0,1,0,1],
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[1,0,1,0,1,0,1],
|
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[1,0,1,0,1,0,1],
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[1,0,1,1,1,0,1],
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[1,0,0,0,0,0,1],
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[1,1,2,1,1,2,1]
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];
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36
client/js/movement.js
Normal file
36
client/js/movement.js
Normal file
@@ -0,0 +1,36 @@
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/*
|
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movement.js
|
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|
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ecoute les inputs clavier et annonce au serveur quand une porte est atteinte
|
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*/
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import { maze } from "./maze.js";
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import { player } from "./player.js";
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import { render } from "./canvas.js";
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import { socket } from "./socket.js";
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import { roleState } from "./role.js";
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|
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export function setupMovement() {
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document.addEventListener("keydown", (e) => {
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if (roleState.current !== "explorateur") return;
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let newX = player.x;
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let newY = player.y;
|
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|
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if (e.key === "ArrowUp") newY--;
|
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else if (e.key === "ArrowDown") newY++;
|
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else if (e.key === "ArrowLeft") newX--;
|
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else if (e.key === "ArrowRight") newX++;
|
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else return;
|
||||
|
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if (maze[newY][newX] === 0 || maze[newY][newX] === 2) {
|
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player.x = newX;
|
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player.y = newY;
|
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render();
|
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|
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if (maze[newY][newX] === 2) {
|
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socket.emit("door_reached", { x: newX, y: newY});
|
||||
}
|
||||
}
|
||||
});
|
||||
}
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7
client/js/player.js
Normal file
7
client/js/player.js
Normal file
@@ -0,0 +1,7 @@
|
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/*
|
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player.js
|
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|
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contient la position du joueur exporte pour que canvas puisse dessine le joueur et que les posiions soient updated
|
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*/
|
||||
|
||||
export const player = { x: 1, y: 1};
|
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7
client/js/role.js
Normal file
7
client/js/role.js
Normal file
@@ -0,0 +1,7 @@
|
||||
/*
|
||||
role.js
|
||||
|
||||
un objet pour que la propriete current reste modifiable
|
||||
*/
|
||||
|
||||
export const roleState = { current : null };
|
||||
5
client/js/socket.js
Normal file
5
client/js/socket.js
Normal file
@@ -0,0 +1,5 @@
|
||||
/*
|
||||
socket.js
|
||||
*/
|
||||
|
||||
export const socket = io();
|
||||
18
client/js/ui.js
Normal file
18
client/js/ui.js
Normal file
@@ -0,0 +1,18 @@
|
||||
/*
|
||||
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`;
|
||||
}
|
||||
11
server/config.js
Normal file
11
server/config.js
Normal file
@@ -0,0 +1,11 @@
|
||||
/*
|
||||
config.js
|
||||
|
||||
centralise les constante de reglage du jeu
|
||||
*/
|
||||
|
||||
module.exports = {
|
||||
PORT: process.env.PORT || 3000,
|
||||
GAME_DURATION: 60,
|
||||
DOORS_TO_WIN: 3,
|
||||
};
|
||||
54
server/doorLogic.js
Normal file
54
server/doorLogic.js
Normal file
@@ -0,0 +1,54 @@
|
||||
/*
|
||||
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 };
|
||||
12
server/gameState.js
Normal file
12
server/gameState.js
Normal file
@@ -0,0 +1,12 @@
|
||||
/*
|
||||
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;
|
||||
27
server/guideInstruction.js
Normal file
27
server/guideInstruction.js
Normal file
@@ -0,0 +1,27 @@
|
||||
/*
|
||||
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 };
|
||||
12
server/maze.js
Normal file
12
server/maze.js
Normal file
@@ -0,0 +1,12 @@
|
||||
/*
|
||||
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 };
|
||||
@@ -4,7 +4,8 @@
|
||||
"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": "",
|
||||
|
||||
120
server/server.js
120
server/server.js
@@ -1,116 +1,24 @@
|
||||
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}`);
|
||||
|
||||
66
server/socketHandler.js
Normal file
66
server/socketHandler.js
Normal file
@@ -0,0 +1,66 @@
|
||||
/*
|
||||
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 };
|
||||
30
server/timer.js
Normal file
30
server/timer.js
Normal file
@@ -0,0 +1,30 @@
|
||||
/*
|
||||
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 };
|
||||
Reference in New Issue
Block a user