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import Game from "./class-game.js";
/**
* RPSGame class.
*/
class RPSGame extends Game {
#choices = ["rock", "paper", "scissors"];
#buttons = { rock: "", paper: "", scissors: "", newGame: "" };
#p1Scoring = { name: "", value: "" };
#p2Scoring = { name: "", value: "" };
#messages = "";
#messageIterator;
#timeoutId;
/**
* Initialize a new RPSGame instance.
* @param {Object[]} players - An array of player object.
* @param {String} players[].username - The player username.
* @param {Boolean} players[].ia - True to set the player as an IA.
* @param {Object} buttons - The buttons HTMLElement.
* @param {HTMLElement} buttons.rock - Button Element for rock choice.
* @param {HTMLElement} buttons.paper - Button Element for paper choice.
* @param {HTMLElement} buttons.scissors - Button Element for scissors choice.
* @param {HTMLElement} buttons.newGame - Button Element to start new game.
* @param {Object} p1Scoring - The player 1 scoring display.
* @param {HTMLElement} p1Scoring.name - Element to display player 1 name.
* @param {HTMLElement} p1Scoring.value - Element to display player 1 score.
* @param {Object} p2Scoring - The player 2 scoring display.
* @param {HTMLElement} p2Scoring.name - Element to display player 2 name.
* @param {HTMLElement} p2Scoring.value - Element to display player 2 score.
* @param {HTMLElement} messages - Element to display turn/game results.
*/
constructor(
players,
buttons = { rock: "", paper: "", scissors: "", newGame: "" },
p1Scoring = { name: "", value: "" },
p2Scoring = { name: "", value: "" },
messages
) {
super("Rock Paper Scissors", players);
this.#buttons = buttons;
this.#p1Scoring = p1Scoring;
this.#p2Scoring = p2Scoring;
this.#messages = messages;
}
get messages() {
return this.#messages;
}
set messageIterator(generator) {
this.#messageIterator = generator;
}
get messageIterator() {
return this.#messageIterator;
}
#updatePlayers() {
this.#p1Scoring.name.textContent = this.getPlayer(1).username;
this.#p2Scoring.name.textContent = this.getPlayer(2).username;
}
#updateScore() {
this.#p1Scoring.value.textContent = this.getPlayer(1).score;
this.#p2Scoring.value.textContent = this.getPlayer(2).score;
}
async #createMessage(msg, delay = 0) {
return new Promise(
(resolve) =>
(this.#timeoutId = setTimeout(() => {
resolve(msg);
}, delay))
);
}
async *#generateMessages() {
let msg;
msg = yield await this.#createMessage("New game, let's play!");
while (this.state === "running") {
for (let index = 0; index < this.getPlayersNumber(); index++) {
if (this.getCurrentPlayer().ia) {
msg = yield this.#createMessage(
`${this.getCurrentPlayer().username} is playing...`,
this.isFirstTurn() ? 1200 : 200
);
} else {
msg = yield this.#createMessage(
`${this.getCurrentPlayer().username}'s turn...`,
this.isFirstTurn() ? 1200 : 900
);
}
}
msg = yield this.#createMessage(
msg,
this.getCurrentPlayer().ia ? 1000 : 500
);
if (!this.isGameOver()) {
msg = yield this.#createMessage("New round...", 1500);
}
}
const winnersList = this.gameWinners.map((winner) => winner.username);
const losersList = this.gameLosers.map((loser) => loser.username);
msg = yield this.#createMessage(
`Winner: ${winnersList.join(", ")} / Loser: ${losersList.join(", ")}`
);
}
async printNextMessage(msg = null) {
if (!this.messageIterator) {
this.messageIterator = this.#generateMessages();
}
this.messages.textContent = await this.messageIterator
.next(msg)
.then((object) => object.value);
}
async #setTurnIssue() {
const choices = `${this.getPlayer(1).choice}-${this.getPlayer(2).choice}`;
let turnWinner;
let turnLoser;
let even = false;
let msg;
switch (choices) {
case "rock-paper":
case "paper-scissors":
case "scissors-rock":
turnWinner = this.getPlayer(2);
turnLoser = this.getPlayer(1);
break;
case "paper-rock":
case "rock-scissors":
case "scissors-paper":
turnWinner = this.getPlayer(1);
turnLoser = this.getPlayer(2);
break;
default:
even = true;
break;
}
if (!even) {
this.turnWinners = [turnWinner];
this.turnLosers = [turnLoser];
turnWinner.score++;
msg = `${turnWinner.username} wins! ${turnWinner.choice} beats ${turnLoser.choice}.`;
} else {
msg = `No winner. ${this.getPlayer(1).choice} equals to ${
this.getPlayer(2).choice
}.`;
}
await this.printNextMessage(msg);
this.#updateScore();
await this.printNextMessage();
}
async #getIAAction() {
if (this.currentTurn % 2 === 0) {
await this.#setTurnIssue();
this.turn.next();
await this.printNextMessage();
if (!this.isGameOver()) {
this.getCurrentPlayer().choice = this.getRandomChoice(this.#choices);
}
} else {
this.turn.next();
await this.printNextMessage();
this.getCurrentPlayer().choice = this.getRandomChoice(this.#choices);
await this.#setTurnIssue();
}
this.turn.next();
await this.printNextMessage();
}
async listen() {
for (const [name, element] of Object.entries(this.#buttons)) {
element.addEventListener("click", async (event) => {
event.preventDefault();
switch (name) {
case "rock":
case "paper":
case "scissors":
if (this.state === "running") {
this.setPlayerChoice(name);
if (this.currentTurn % 2 === 0) {
await this.#setTurnIssue();
}
if (this.getNextPlayer().ia) {
await this.#getIAAction();
} else {
this.turn.next();
await this.printNextMessage();
}
}
break;
case "newGame":
this.messageIterator = null;
clearTimeout(this.#timeoutId);
await this.launch();
default:
break;
}
});
}
}
async launch() {
super.launch();
this.#updatePlayers();
this.#updateScore();
await this.printNextMessage();
await this.printNextMessage();
if (this.getCurrentPlayer().ia) {
this.getCurrentPlayer().choice = this.getRandomChoice(this.#choices);
this.turn.next();
await this.printNextMessage();
}
}
async init() {
await this.launch();
this.listen();
}
}
export default RPSGame;
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