activities_memory_MemoryGame.js

/**
 *  File    : activities/memory/MemoryGame.js
 *  Created : 04/06/2015
 *  By      : Francesc Busquets <francesc@gmail.com>
 *
 *  JClic.js
 *  An HTML5 player of JClic activities
 *  https://projectestac.github.io/jclic.js
 *
 *  @source https://github.com/projectestac/jclic.js
 *
 *  @license EUPL-1.2
 *  @licstart
 *  (c) 2000-2020 Educational Telematic Network of Catalonia (XTEC)
 *
 *  Licensed under the EUPL, Version 1.1 or -as soon they will be approved by
 *  the European Commission- subsequent versions of the EUPL (the "Licence");
 *  You may not use this work except in compliance with the Licence.
 *
 *  You may obtain a copy of the Licence at:
 *  https://joinup.ec.europa.eu/software/page/eupl
 *
 *  Unless required by applicable law or agreed to in writing, software
 *  distributed under the Licence is distributed on an "AS IS" basis, WITHOUT
 *  WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
 *  Licence for the specific language governing permissions and limitations
 *  under the Licence.
 *  @licend
 *  @module
 */

import $ from 'jquery';
import { Activity, ActivityPanel } from '../../Activity';
import ActiveBoxGrid from '../../boxes/ActiveBoxGrid';
import BoxBag from '../../boxes/BoxBag';
import BoxConnector from '../../boxes/BoxConnector';
import { Rectangle, Point } from '../../AWT';
import Rectangular from '../../shapers/Rectangular';

/**
 * This class of {@link module:Activity.Activity Activity} shows a panel with duplicate {@link module:boxes/ActiveBox.ActiveBox ActiveBox} objects initially
 * hidden and shuffled. To complete the activity, all object pairs must be found. Only two objects
 * are revealed in every move, so the user must remember the content of each cell.
 *
 * The cell pairs can have identical content, defined in the `primary` {@link module:boxes/ActiveBagContent.ActiveBagContent ActiveBagContent} of
 * the activity, or two different contents. In this case, the `secondary` bag elements will have
 * content related to each `primary` element.
 * @extends module:Activity.Activity
 */
export class MemoryGame extends Activity {
  /**
   * MemoryGame constructor
   * @param {module:project/JClicProject.JClicProject} project - The {@link module:project/JClicProject.JClicProject JClicProject} to which this activity belongs
   */
  constructor(project) {
    super(project);
  }

  /**
   * Retrieves the minimum number of actions needed to solve this activity.
   * @override
   * @returns {number}
   */
  getMinNumActions() {
    return this.abc.primary.getNumCells();
  }

  /**
   * Whether or not the activity uses random to shuffle internal components
   * @override
   * @returns {boolean}
   */
  hasRandom() {
    return true;
  }

  /**
   * When `true`, the activity must always be shuffled
   * @override
   * @returns {boolean}
   */
  shuffleAlways() {
    return true;
  }
}

/**
 * The {@link module:Activity.ActivityPanel ActivityPanel} where {@link module:activities/memory/MemoryGame.MemoryGame MemoryGame} activities are played.
 * @extends module:Activity.ActivityPanel
 */
export class MemoryGamePanel extends ActivityPanel {
  /**
   * MemoryGamePanel constructor
   * @param {module:Activity.Activity} act - The {@link module:Activity.Activity Activity} to which this Panel belongs
   * @param {module:JClicPlayer.JClicPlayer} ps - Any object implementing the methods defined in the
   * [PlayStation](http://projectestac.github.io/jclic/apidoc/edu/xtec/jclic/PlayStation.html) Java interface.
   * @param {external:jQuery} [$div] - The jQuery DOM element where this Panel will deploy
   */
  constructor(act, ps, $div) {
    super(act, ps, $div);
  }

  /**
   * Miscellaneous cleaning operations
   * @override
   */
  clear() {
    if (this.bg) {
      this.bg.end();
      this.bg = null;
    }
  }

  /**
   * Prepares the visual components of the activity
   * @override
   */
  buildVisualComponents() {
    if (this.firstRun)
      super.buildVisualComponents();
    this.clear();

    const
      abcA = this.act.abc['primary'],
      abcB = this.act.abc['secondary'];

    if (abcA) {
      if (abcA.image)
        abcA.setImgContent(this.act.project.mediaBag, null, false);
      if (abcB && abcB.image)
        abcB.setImgContent(this.act.project.mediaBag, null, false);
      if (this.act.acp !== null) {
        const contentKit = [abcA];
        if (abcB)
          contentKit.push(abcB);
        this.act.acp.generateContent(abcA.nch, abcA.ncw, contentKit, false);
      }

      let ncw = abcA.ncw, nch = abcA.nch;
      if (this.act.boxGridPos === 'AB' || this.act.boxGridPos === 'BA')
        ncw *= 2;
      else
        nch *= 2;

      this.bg = new ActiveBoxGrid(null, this, abcA.style,
        this.act.margin, this.act.margin,
        abcA.w * ncw, abcA.h * nch, new Rectangular(ncw, nch));

      const nc = abcA.getNumCells();
      this.bg.setBorder(abcA.border);
      this.bg.setContent(abcA, null, 0, 0, nc);
      this.bg.setContent(abcB ? abcB : abcA, null, 0, nc, nc);
      for (let i = 0; i < 2; i++) {
        for (let j = 0; j < nc; j++) {
          const bx = this.bg.getActiveBox(i * nc + j);
          bx.idAss = j;
          bx.setInactive(true);
        }
      }
      this.bg.setVisible(true);
    }
  }

  /**
   * Basic initialization procedure
   * @override
   */
  initActivity() {
    super.initActivity();

    if (!this.firstRun)
      this.buildVisualComponents();
    else
      this.firstRun = false;

    if (this.bg) {
      this.shuffle([this.bg], true, true);
      this.invalidate().update();
      this.setAndPlayMsg('initial', 'start');
      this.playing = true;
    }
  }

  /**
   * Updates the graphic content of this panel.
   * This method will be called from {@link module:AWT.Container#update} when needed.
   * @override
   * @param {module:AWT.Rectangle} dirtyRegion - Specifies the area to be updated. When `null`,
   * it's the whole panel.
   */
  updateContent(dirtyRegion) {
    super.updateContent(dirtyRegion);
    if (this.bg && this.$canvas) {
      const
        canvas = this.$canvas.get(-1),
        ctx = canvas.getContext('2d');
      if (!dirtyRegion)
        dirtyRegion = new Rectangle(0, 0, canvas.width, canvas.height);
      ctx.clearRect(dirtyRegion.pos.x, dirtyRegion.pos.y, dirtyRegion.dim.width, dirtyRegion.dim.height);
      this.bg.update(ctx, dirtyRegion);
    }
    return this;
  }

  /**
   * Sets the real dimension of this panel.
   * @override
   * @param {module:AWT.Dimension} preferredMaxSize - The maximum surface available for the activity panel
   * @returns {module:AWT.Dimension}
   */
  setDimension(preferredMaxSize) {
    if (!this.bg || this.getBounds().equals(preferredMaxSize))
      return preferredMaxSize;
    return BoxBag.layoutSingle(preferredMaxSize, this.bg, this.act.margin);
  }

  /**
   * Sets the size and position of this activity panel
   * @override
   * @param {module:AWT.Rectangle} rect
   */
  setBounds(rect) {
    if (this.$canvas)
      this.$canvas.remove();

    super.setBounds(rect);
    if (this.bg) {
      // Create the main canvas
      this.$canvas = $(`<canvas width="${rect.dim.width}" height="${rect.dim.height}"/>`).css({
        position: 'absolute',
        top: 0,
        left: 0
      });
      this.$div.append(this.$canvas);

      // Create a [BoxConnector](BoxConnector.html) and attach it to the canvas context
      this.bc = new BoxConnector(this, this.$canvas);

      // Repaint all
      this.invalidate().update();
    }
  }

  /**
   * Builds the accessible components needed for this ActivityPanel
   * This method is called when all main elements are placed and visible, when the activity is ready
   * to start or when resized.
   * @override
   */
  buildAccessibleComponents() {
    if (this.$canvas && this.accessibleCanvas && this.bg) {
      super.buildAccessibleComponents();
      this.bg.setCellAttr('accessibleAlwaysActive', true);
      this.bg.buildAccessibleElements(this.$canvas, this.$div, 'mousedown');
    }
  }

  /**
   * Main handler used to process mouse, touch, keyboard and edit events
   * @override
   * @param {external:Event} event - The HTML event to be processed
   * @returns {boolean} - When this event handler returns `false`, jQuery will stop its
   * propagation through the DOM tree. See: {@link http://api.jquery.com/on}
   */
  processEvent(event) {
    if (this.bc && this.playing) {
      //
      // The [AWT.Point](AWT.html#Point) where the mouse or touch event has been originated
      let p = null;
      //
      // Two [ActiveBox](ActiveBox.html) pointers used for the [BoxConnector](BoxConnector.html)
      // `origin` and `dest` points.
      let bx1, bx2,
        // Array to be filled with actions to be executed at the end of event processing
        delayedActions = [];
      //
      // _touchend_ event don't provide pageX nor pageY information
      if (event.type === 'touchend')
        p = this.bc.active ? this.bc.dest.clone() : new Point();
      else {
        // Touch events can have more than one touch, so `pageX` must be obtained from `touches[0]`
        const
          x = event.originalEvent && event.originalEvent.touches ? event.originalEvent.touches[0].pageX : event.pageX,
          y = event.originalEvent && event.originalEvent.touches ? event.originalEvent.touches[0].pageY : event.pageY;
        p = new Point(x - this.$div.offset().left, y - this.$div.offset().top);
      }

      // Flag for tracking `mouseup` events
      let up = false;
      switch (event.type) {
        case 'touchcancel':
          // Canvel movement
          if (this.bc.active)
            this.bc.end();
          break;

        case 'mouseup':
        case 'touchend':
          // Don't consider drag moves below 3 pixels. Can be a "trembling click"
          if (this.bc.active && p.distanceTo(this.bc.origin) <= 3)
            break;

          up = true;
        /* falls through */
        case 'touchstart':
        case 'mousedown':
          if (!this.bc.active) {
            // New pairing starts
            //
            // Pairings can never start with a `mouseup` event
            if (up)
              break;

            this.ps.stopMedia(1);
            //
            // Find the ActiveBox behind the clicked point
            bx1 = this.bg ? this.bg.findActiveBox(p) : null;
            if (bx1 && bx1.idAss !== -1) {
              // Play cell media or event sound
              if (!bx1.playMedia(this.ps, delayedActions))
                this.playEvent('click');
              bx1.setInactive(false);
              // Start the [BoxConnector](BoxConnector.html)
              this.update();
              if (this.act.dragCells)
                this.bc.begin(p, bx1);
              else
                this.bc.begin(p);
            }
          } else {
            this.ps.stopMedia(1);
            // Pairing completed
            //
            // Find the active boxes behind `bc.origin` and `p`
            if (this.act.dragCells)
              bx1 = this.bc.bx;
            else
              bx1 = this.bg ? this.bg.findActiveBox(this.bc.origin) : null;
            this.bc.end();
            bx2 = this.bg ? this.bg.findActiveBox(p) : null;
            //
            // Check if the pairing was OK
            if (bx1 && bx1.idAss !== -1 && bx2 && bx2.idAss !== -1) {
              if (bx1 !== bx2) {
                let ok = false;
                if (bx1.idAss === bx2.idAss ||
                  bx1.getContent().isEquivalent(bx2.getContent(), true)) {
                  ok = true;
                  bx1.idAss = -1;
                  bx1.setInactive(false);
                  bx2.idAss = -1;
                  bx2.setInactive(false);
                } else {
                  bx1.setInactive(true);
                  if (this.act.dragCells)
                    bx2.setInactive(true);
                  else {
                    bx2.setInactive(false);
                    // Start the [BoxConnector](BoxConnector.html)
                    this.update();
                    if (this.act.dragCells)
                      this.bc.begin(p, bx1);
                    else
                      this.bc.begin(p);
                  }
                }
                let m = bx2.playMedia(this.ps, delayedActions);
                if (this.bg) {
                  const cellsAtPlace = this.bg.countCellsWithIdAss(-1);
                  this.ps.reportNewAction(this.act, 'MATCH', bx1.getDescription(), bx2.getDescription(), ok, cellsAtPlace / 2);
                  if (ok && cellsAtPlace === this.bg.getNumCells())
                    this.finishActivity(true);
                  else if (!m)
                    this.playEvent(ok ? 'actionOk' : 'actionError');
                }
              } else {
                this.playEvent('CLICK');
                bx1.setInactive(true);
              }
            } else if (bx1 !== null)
              bx1.setInactive(true);

            this.invalidate().update();
          }
          break;

        case 'mousemove':
        case 'touchmove':
          this.bc.moveTo(p);
          break;
      }
      delayedActions.forEach(action => action());
      event.preventDefault();
    }
  }
}

Object.assign(MemoryGamePanel.prototype, {
  /**
   * The {@link module:boxes/ActiveBoxbag.ActiveBoxBag ActiveBoxBag} containing the information to be displayed.
   * @name module:activities/memory/MemoryGame.MemoryGamePanel#bg
   * @type {module:boxes/ActiveBoxBag.ActiveBoxBag} */
  bg: null,
  /**
   * The {@link module:boxes/BoxConnector.BoxConnector BoxConnector} used to reveal pairs of cells
   * @name module:activities/memory/MemoryGame.MemoryGamePanel#bc
   * @type {module:boxes/BoxConnector.BoxConnector} */
  bc: null,
  /**
   * List of mouse, touch and keyboard events intercepted by this panel
   * @override
   * @name module:activities/memory/MemoryGame.MemoryGamePanel#events
   * @type {string[]} */
  events: ['mousedown', 'mouseup', 'mousemove', 'touchstart', 'touchend', 'touchmove', 'touchcancel'],
});

/**
 * Panel class associated to this type of activity: {@link module:activities/memory/MemoryGame.MemoryGamePanel MemoryGamePanel}
 * @type {class} */
MemoryGame.Panel = MemoryGamePanel;

// Register activity class
export default Activity.registerClass('@memory.MemoryGame', MemoryGame);