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Copy pathscript.js
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979 lines (849 loc) · 29.2 KB
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// jeu
let GRID_SIZE = 6;
const wrapper = document.getElementById("game");
let grid = Array(GRID_SIZE * GRID_SIZE).fill(null);
// objectif
let goalReached = false;
// mode chrono
let chronoInterval = null;
let totalPlayTime = 0;
let last300Points = 0; // Pour suivre les paliers de 300 points
const TILE_DATA = [
{ value: 2, bg: "#e0f7fa", shadow: "#a0d9e2", color: "#555" },
{ value: 4, bg: "#b2ebf2", shadow: "#7ac5cf", color: "#555" },
{ value: 8, bg: "#81d4fa", shadow: "#4fa8cc", color: "#fff" },
{ value: 16, bg: "#4fc3f7", shadow: "#2898c8", color: "#fff" },
{ value: 32, bg: "#29b6f6", shadow: "#0a90cc", color: "#fff" },
{ value: 64, bg: "#039be5", shadow: "#0070aa", color: "#fff" },
{ value: 128, bg: "#0288d1", shadow: "#015f96", color: "#fff" },
{ value: 256, bg: "#0277bd", shadow: "#014d82", color: "#fff" },
{ value: 512, bg: "#01579b", shadow: "#00335a", color: "#fff" },
{ value: 1024, bg: "#002f6c", shadow: "#001535", color: "#fff" },
{ value: 2048, bg: "#001233", shadow: "#000814", color: "#fff" },
{ value: 4096, bg: "#4a148c", shadow: "#2a0852", color: "#fff" },
{ value: 8192, bg: "#311b92", shadow: "#1a0955", color: "#fff" },
{ value: 16384, bg: "#004d40", shadow: "#001f1a", color: "#fff" },
{ value: 32768, bg: "#1a237e", shadow: "#0b0f3b", color: "#fff" },
{ value: 65536, bg: "#000000", shadow: "#00d4ff", color: "#00d4ff" },
];
const sounds = {
move: new Audio("Assets/Sounds/move.wav"),
merge: new Audio("Assets/Sounds/merge.wav"),
win: new Audio("Assets/Sounds/win.wav"),
gameOver: new Audio("Assets/Sounds/game-over.wav"),
};
function initBackground() {
wrapper.innerHTML = "";
for (let i = 0; i < GRID_SIZE * GRID_SIZE; i++) {
const empty = document.createElement("div");
empty.classList.add("tile-empty");
empty.addEventListener("mousedown", (e) => {
if (!isDevMode || grid[i] !== null) return;
if (e.button === 0) {
const val = parseInt(document.getElementById("dev-value").value) || 2;
injectTile(i, val);
startHoldAction(() => {
if (grid[i] === null) injectTile(i, val);
});
}
});
wrapper.appendChild(empty);
}
}
function updateView() {
grid.forEach((tile, index) => {
if (!tile) return;
const x = index % GRID_SIZE;
const y = Math.floor(index / GRID_SIZE);
if (!tile.element) {
const newtile = document.createElement("div");
newtile.className = `tile tile-${tile.value} tile-new`;
const spanTexte = document.createElement("span");
spanTexte.textContent = tile.value;
newtile.appendChild(spanTexte);
newtile.addEventListener("contextmenu", (e) => e.preventDefault());
newtile.addEventListener("mousedown", (e) => {
if (isDevMode && e.button === 2) {
e.preventDefault();
// Fix : Récupérer dynamiquement l'index car la tuile a pu bouger
let currentIndex = grid.indexOf(tile);
if (currentIndex !== -1) {
newtile.remove();
grid[currentIndex] = null;
}
startHoldAction(() => {
let dynIndex = grid.indexOf(tile);
if (dynIndex !== -1 && grid[dynIndex] !== null) {
grid[dynIndex].element?.remove();
grid[dynIndex] = null;
}
});
} else if (!isDevMode && e.button === 0) {
newtile.classList.remove("animate-flip");
void newtile.offsetWidth; // Force reflow pour relancer l'animation
newtile.classList.add("animate-flip");
}
});
newtile.style.setProperty("--x", x);
newtile.style.setProperty("--y", y);
wrapper.appendChild(newtile);
tile.element = newtile;
} else {
tile.element.style.setProperty("--x", x);
tile.element.style.setProperty("--y", y);
tile.element.className = `tile tile-${tile.value}`;
tile.element.querySelector("span").textContent = tile.value;
if (tile.merged) {
tile.element.classList.add("tile-merged");
tile.merged = false;
}
}
});
}
function spawnTile() {
let emptyTiles = grid
.map((val, idx) => (val === null ? idx : null))
.filter((val) => val !== null);
if (emptyTiles.length === 0) return;
let randomIndex = emptyTiles[Math.floor(Math.random() * emptyTiles.length)];
grid[randomIndex] = {
value: Math.random() < 0.9 ? 2 : 4,
element: null,
merged: false,
};
updateView();
}
function slide(line, indices) {
let newLine = Array(GRID_SIZE).fill(null);
let j = 0;
for (let i = 0; i < line.length; i++) {
if (line[i] === null) continue;
// Check Fusion
if (
j > 0 &&
newLine[j - 1] !== null &&
newLine[j - 1].value === line[i].value &&
!newLine[j - 1].merged
) {
const oldTile = line[i];
const mergeValue = oldTile.value * 2;
newLine[j - 1].value = mergeValue;
newLine[j - 1].merged = true;
updateScore(mergeValue);
playSound("merge");
// Fix Visuel : Déplacer l'ancienne tuile vers sa cible avant de la détruire
const targetIdx = indices[j - 1];
const targetX = targetIdx % GRID_SIZE;
const targetY = Math.floor(targetIdx / GRID_SIZE);
if (oldTile.element) {
oldTile.element.style.setProperty("--x", targetX);
oldTile.element.style.setProperty("--y", targetY);
oldTile.element.style.zIndex = "1";
setTimeout(() => oldTile.element.remove(), 250);
}
} else {
newLine[j] = line[i];
j++;
}
}
return newLine;
}
let movingTimeout = null;
let moveCount = 0;
function move(direction) {
// Si un overlay de victoire ou de défaite est présent, on bloque les mouvements
if (
document.getElementById("win-overlay") ||
document.getElementById("game-over-overlay")
) {
return;
}
let oldGrid = JSON.stringify(grid.map((t) => (t ? t.value : null)));
for (let i = 0; i < GRID_SIZE; i++) {
let line = [];
let indices = [];
for (let j = 0; j < GRID_SIZE; j++) {
let idx =
direction === "left" || direction === "right"
? i * GRID_SIZE + j
: j * GRID_SIZE + i;
line.push(grid[idx]);
indices.push(idx);
}
if (direction === "right" || direction === "down") {
line.reverse();
indices.reverse();
}
let result = slide(line, indices);
if (direction === "right" || direction === "down") {
result.reverse();
indices.reverse(); // Restaurer l'ordre
}
indices.forEach((globalIdx, k) => {
grid[globalIdx] = result[k];
});
}
// Si le tableau a changé
if (oldGrid !== JSON.stringify(grid.map((t) => (t ? t.value : null)))) {
moveCount++;
playSound("move");
updateView();
grid.forEach((tile) => {
if (tile?.element) tile.element.classList.add("tile-moving");
});
clearTimeout(movingTimeout); // Fix Spam bug
movingTimeout = setTimeout(() => {
grid.forEach((tile) => {
if (tile?.element) tile.element.classList.remove("tile-moving");
});
}, 260);
setTimeout(() => {
spawnTile();
checkGameOver();
}, 150);
}
}
// Support mobile Swipe
let touchStartX = 0,
touchStartY = 0;
wrapper.addEventListener(
"touchstart",
(e) => {
touchStartX = e.changedTouches[0].screenX;
touchStartY = e.changedTouches[0].screenY;
},
{ passive: true },
);
wrapper.addEventListener(
"touchend",
(e) => {
let touchEndX = e.changedTouches[0].screenX;
let touchEndY = e.changedTouches[0].screenY;
let dx = touchEndX - touchStartX;
let dy = touchEndY - touchStartY;
if (Math.abs(dx) > Math.abs(dy)) {
if (dx > 40) moveAndStartTimer("right");
else if (dx < -40) moveAndStartTimer("left");
} else {
if (dy > 40) moveAndStartTimer("down");
else if (dy < -40) moveAndStartTimer("up");
}
},
{ passive: true },
);
// Support WASD et Flèches
window.addEventListener("keydown", (e) => {
if (e.target.tagName === "INPUT") return;
const validKeys = [
"ArrowUp",
"ArrowDown",
"ArrowLeft",
"ArrowRight",
"w",
"a",
"s",
"d",
"W",
"A",
"S",
"D",
];
if (validKeys.includes(e.key)) {
if (e.key.startsWith("Arrow")) e.preventDefault();
let dir = "";
if (e.key === "ArrowUp" || e.key.toLowerCase() === "w") dir = "up";
if (e.key === "ArrowDown" || e.key.toLowerCase() === "s") dir = "down";
if (e.key === "ArrowLeft" || e.key.toLowerCase() === "a") dir = "left";
if (e.key === "ArrowRight" || e.key.toLowerCase() === "d") dir = "right";
moveAndStartTimer(dir);
}
});
let holdTimeout = null;
let holdInterval = null;
function startHoldAction(callback) {
clearHoldAction();
holdTimeout = setTimeout(() => {
holdInterval = setInterval(callback, 120);
}, 350);
}
function clearHoldAction() {
clearTimeout(holdTimeout);
clearInterval(holdInterval);
holdTimeout = null;
holdInterval = null;
}
document.addEventListener("mouseup", clearHoldAction);
document.addEventListener("mouseleave", clearHoldAction);
wrapper.addEventListener("contextmenu", (e) => e.preventDefault());
let isDevMode = false;
let inputBuffer = "";
window.addEventListener("keydown", (e) => {
if (e.target.tagName === "INPUT") return;
inputBuffer += e.key.toLowerCase();
if (inputBuffer.length > 6) inputBuffer = inputBuffer.slice(-6);
if (inputBuffer.endsWith("h2o")) {
document.body.classList.toggle("show-debug");
inputBuffer = "";
}
if (inputBuffer.endsWith("visuel")) {
toggleVisuelMode();
inputBuffer = "";
}
});
const btnToggleDev = document.querySelector("#btnToggleDev");
function toggleDevMode() {
isDevMode = !isDevMode;
btnToggleDev.textContent = isDevMode ? "Mode Dev : ON" : "Mode Dev : OFF";
btnToggleDev.style.background = isDevMode ? "#4caf50" : "#fbc02d";
document.body.classList.toggle("dev-active", isDevMode);
}
function injectTile(index, value) {
grid[index] = { value, element: null, merged: false };
updateView();
}
function moveAndStartTimer(direction) {
const timeCheckbox = document.getElementById("toggle-timer");
if (timeCheckbox && timeCheckbox.checked) {
if (timerInterval === null) {
startTimer();
}
} else if (currentMode === "Chrono") {
startChronoTime();
} else {
stopTimer();
stopChronoTime();
}
move(direction);
}
// Logic Scores et Game Over
const score = document.getElementById("score-value");
const bestScore = document.getElementById("best-score-value");
let currentScore = 0;
let maxScore = parseInt(localStorage.getItem("bestScore")) || 0;
function updateScore(points) {
currentScore += points;
score.textContent = currentScore;
// Logique de bonus de temps (tous les 300 points) pour le mode chrono
if (currentMode === "Chrono") {
let currentThreshold = Math.floor(currentScore / 300);
if (currentThreshold > last300Points) {
let bonus = currentThreshold - last300Points;
let currentTime = parseInt(chronoTime.textContent);
chronoTime.textContent = currentTime + bonus; // Ajoute 1s par tranche de 300
last300Points = currentThreshold;
redTextChronoTime();
// effet visuel sur le chrono pour montrer le bonus
chronoTime.style.scale = "1.2";
setTimeout(() => (chronoTime.style.scale = "1.0"), 500);
}
}
score.classList.remove("score-pop");
void score.offsetWidth;
score.classList.add("score-pop");
setTimeout(() => score.classList.remove("score-pop"), 150);
if (currentScore > maxScore) {
maxScore = currentScore;
bestScore.textContent = maxScore;
score.classList.add("score-yellow", "score-big");
setTimeout(() => score.classList.remove("score-big"), 200);
localStorage.setItem("bestScore", maxScore);
}
}
function checkGameOver() {
const goalValue = document.getElementById("value-goal").textContent;
// 1. Vérification de la Victoire (Seulement si pas encore atteint)
if (goalValue !== "Infini" && !goalReached) {
const target = parseInt(goalValue);
if (grid.some((t) => t && t.value === target)) {
goalReached = true;
stopTimer(); // On arrête le timer pour l'overlay de victoire
triggerWin();
return; // On sort pour ne pas afficher le Game Over en même temps
}
}
// 2. Vérification de la défaite (TOUJOURS exécutée si on n'a pas gagné à cet instant)
// On vérifie s'il reste des cases vides
if (grid.some((t) => t === null)) return;
// On vérifie s'il reste des fusions possibles
let canMove = false;
for (let i = 0; i < GRID_SIZE; i++) {
for (let j = 0; j < GRID_SIZE; j++) {
let idx = i * GRID_SIZE + j;
let val = grid[idx].value;
if (j < GRID_SIZE - 1 && grid[idx + 1].value === val) canMove = true;
if (i < GRID_SIZE - 1 && grid[idx + GRID_SIZE].value === val)
canMove = true;
}
}
// 3. Si aucune case vide ET aucun mouvement possible : Game Over
if (!canMove) {
stopTimer(); // On arrete le timer peut importe si on a gagné ou pas avant
triggerGameOver();
}
}
function triggerGameOver() {
// Empêche de superposer plusieurs overlays si la fonction est appelée deux fois
if (document.getElementById("game-over-overlay")) return;
playSound("gameOver");
stopTimer();
stopChronoTime();
const currentTimeStr = `${timeMin} min, ${timeSec} sec`;
const totalSeconds = timeMin * 60 + timeSec;
const goal = document.getElementById("value-goal").textContent;
// Logique localStorage (inchangée)
const recordKey = `bestTime_goal_${goal}`;
let bestTime = localStorage.getItem(recordKey);
let isNewRecord = false;
if (!bestTime || totalSeconds < parseInt(bestTime)) {
localStorage.setItem(recordKey, totalSeconds);
bestTime = totalSeconds;
isNewRecord = true;
}
// Calcul propre du temps tenu pour le mode Chrono
// totalPlayTime est le compteur de secondes accumulées
const heldMin = Math.floor(totalPlayTime / 60);
const heldSec = totalPlayTime % 60;
const bestTimeDisplay = `${Math.floor(bestTime / 60)} min, ${bestTime % 60} sec`;
const overlay = document.createElement("div");
overlay.id = "game-over-overlay";
// Construction du contenu en respectant strictement votre style initial
overlay.innerHTML = `
<h2>Game Over</h2>
<p>Score final : ${currentScore}</p>
<p style="font-size: 15px; margin: -8px 0 20px; color: rgba(255,255,255,0.65);">${moveCount} mouvement${moveCount > 1 ? "s" : ""}</p>
${
currentMode === "Chrono"
? `
<p id="total-time-display" style="font-size: 14px; margin: -8px 0 20px; color: rgba(255,255,255,0.65);">
Temps tenu : ${heldMin} min, ${Math.floor(heldSec - 1)} sec
</p>`
: ""
}
<button id="restart-btn" onclick="animateAndRestart(this)">Rejouer</button>
`;
wrapper.appendChild(overlay);
}
const totalTime = document.getElementById("total-time");
function continueGame() {
const overlay = document.getElementById("win-overlay");
if (overlay) overlay.remove();
// On relance le timer SEULEMENT si la checkbox est cochée
const timeCheckbox = document.getElementById("toggle-timer");
if (timeCheckbox && timeCheckbox.checked) {
startTimer();
}
if (currentMode === "Chrono") {
startChronoTime();
}
}
function animateAndRestart(btn) {
// On ajoute la classe pour l'animation jelly et l'enfoncement
btn.classList.add("is-pressing");
// On attend un peu (400ms) pour laisser l'effet de gelée se stabiliser
setTimeout(() => {
restartGame(); // On relance la logique de réinitialisation
}, 450);
}
function restartGame() {
// 1. Nettoyage complet du plateau visuel
// C'est indispensable pour que les anciennes tuiles disparaissent
wrapper.innerHTML = "";
// 2. Réinitialisation de la logique (le tableau de données)
grid = Array(GRID_SIZE * GRID_SIZE).fill(null);
// 3. Réinitialisation des compteurs
currentScore = 0;
moveCount = 0;
goalReached = false;
score.textContent = currentScore; // Mise à jour de l'affichage du score
// 4. Réinitialisation du Timer
stopTimer();
timeMin = 0;
timeSec = 0;
updateTimerDisplay();
// 5. Suppression de l'écran de Game Over s'il existe
const overlay = document.getElementById("game-over-overlay");
if (overlay) {
overlay.remove();
}
// 6. Reinitialisation du Chrono
stopChronoTime();
chronoTime.textContent = "60";
totalPlayTime = 0;
last300Points = 0;
if (chronoTime.classList.contains("chrono-warning")) {
chronoTime.classList.remove("chrono-warning");
}
if (currentMode === "Chrono") {
// Le chrono se lancera au premier mouvement via moveAndStartTimer
}
// 7. Reconstruction du jeu
initBackground(); // Recrée les emplacements vides (le fond)
spawnTile(); // Ajoute la première tuile
spawnTile(); // Ajoute la deuxième tuile
}
score.textContent = currentScore;
bestScore.textContent = maxScore;
function toggleSettings() {
document.body.classList.toggle("settings-open");
}
// Timer Logic
const timeCheckbox = document.getElementById("toggle-timer");
const timeText = document.getElementById("time-txt");
const timeMinEl = document.getElementById("time-min");
const timeSecEl = document.getElementById("time-sec");
let timerInterval = null;
let timeMin = 0;
let timeSec = 0;
function updateTimerDisplay() {
timeMinEl.textContent = String(timeMin).padStart("0") + " min";
timeSecEl.textContent = String(timeSec).padStart("0") + " sec";
}
function startTimer() {
if (timerInterval !== null) return;
timerInterval = setInterval(() => {
timeSec += 1;
if (timeSec >= 60) {
timeSec = 0;
timeMin += 1;
}
updateTimerDisplay();
}, 1000);
}
function stopTimer() {
if (timerInterval === null) return;
clearInterval(timerInterval);
timerInterval = null;
}
function setTimerActive(active) {
timeText.style.display = active ? "block" : "none";
if (!active) {
stopTimer();
timeMin = 0;
timeSec = 0;
updateTimerDisplay();
}
}
if (timeCheckbox) {
timeCheckbox.addEventListener("change", (e) =>
setTimerActive(e.target.checked),
);
updateTimerDisplay();
setTimerActive(timeCheckbox.checked);
} else {
timeText.style.display = "none";
}
// Sound logic
const soundCheckbox = document.getElementById("toggle-sound"); // Variable globale pour suivre l'état du son
let isSoundEnabled = document.getElementById("toggle-sound").checked;
function setSoundActive(active) {
isSoundEnabled = active;
}
function playSound(soundName) {
if (isSoundEnabled && sounds[soundName]) {
// Reset du temps pour permettre des sons rapides successifs
sounds[soundName].currentTime = 0;
const playPromise = sounds[soundName].play();
// Gérer les cas où la lecture peut échouer
if (playPromise !== undefined) {
playPromise.catch((error) => {
console.warn(`Impossible de jouer le son "${soundName}":`, error);
});
}
}
}
// Optionnel : arrêter tous les sons si nécessaire
function setSoundStop() {
Object.values(sounds).forEach((audio) => {
audio.pause();
audio.currentTime = 0;
});
}
function resetBestScore() {
if (!confirm("Voulez-vous réinitialiser votre meilleur score ?")) return;
localStorage.removeItem("bestScore");
maxScore = 0;
bestScore.textContent = 0;
}
let vPossiblesOpen = false;
function vPossiblesDisplay() {
const el = document.getElementById("vPossibles");
vPossiblesOpen = !vPossiblesOpen;
if (vPossiblesOpen) {
el.style.display = "flex";
requestAnimationFrame(() =>
requestAnimationFrame(() => el.classList.add("visible")),
);
} else {
el.classList.remove("visible");
setTimeout(() => {
if (!vPossiblesOpen) el.style.display = "none";
}, 400);
}
}
document.addEventListener("DOMContentLoaded", () => {
const devValueInput = document.getElementById("dev-value");
const vPossiblesEl = document.getElementById("vPossibles");
vPossiblesEl.innerHTML = "";
TILE_DATA.forEach(({ value, bg, shadow, color }) => {
const btn = document.createElement("button");
btn.textContent = value;
btn.className = "tile-value-btn";
btn.style.setProperty("--tile-bg", bg);
btn.style.setProperty("--tile-shadow", shadow);
btn.style.setProperty("--tile-color", color);
btn.addEventListener("click", () => {
devValueInput.value = value;
document
.querySelectorAll(".tile-value-btn")
.forEach((b) => b.classList.remove("selected"));
btn.classList.add("selected");
});
vPossiblesEl.appendChild(btn);
});
});
let visuelMode = false;
let visuelPanel = null;
function toggleVisuelMode() {
visuelMode = !visuelMode;
if (visuelMode) showVisuelPanel();
else hideVisuelPanel();
}
function showVisuelPanel() {
if (visuelPanel) visuelPanel.remove();
visuelPanel = document.createElement("div");
visuelPanel.id = "visuel-panel";
const header = document.createElement("div");
header.id = "visuel-header";
header.innerHTML = `<span>🎨 Toutes les tuiles</span>`;
const closeBtn = document.createElement("button");
closeBtn.id = "visuel-close";
closeBtn.textContent = "✕";
closeBtn.addEventListener("click", toggleVisuelMode);
header.appendChild(closeBtn);
visuelPanel.appendChild(header);
const gridEl = document.createElement("div");
gridEl.id = "visuel-grid";
visuelPanel.appendChild(gridEl);
document.body.appendChild(visuelPanel);
requestAnimationFrame(() =>
requestAnimationFrame(() => visuelPanel.classList.add("visible")),
);
TILE_DATA.forEach(({ value, bg, shadow, color }) => {
const cell = document.createElement("div");
cell.className = "visuel-cell";
const tile = document.createElement("div");
tile.className = "visuel-tile";
tile.style.background = bg;
tile.style.color = color;
tile.style.boxShadow = `inset 0 -4px 0 ${shadow}, 0 8px 20px rgba(0,0,0,0.3)`;
tile.textContent = value >= 1000 ? value.toLocaleString() : value;
const info = document.createElement("div");
info.className = "visuel-info";
const log2 = Math.log2(value);
info.innerHTML = `<span class="visuel-val">${value.toLocaleString()}</span><span class="visuel-sub">2<sup>${log2}</sup>${value === 65536 ? " ✨" : ""}</span>`;
cell.appendChild(tile);
cell.appendChild(info);
gridEl.appendChild(cell);
tile.addEventListener("mouseenter", () => highlightTilesOnBoard(value));
tile.addEventListener("mouseleave", clearBoardHighlight);
});
}
function hideVisuelPanel() {
if (!visuelPanel) return;
visuelPanel.classList.remove("visible");
clearBoardHighlight();
setTimeout(() => {
visuelPanel?.remove();
visuelPanel = null;
}, 400);
}
function highlightTilesOnBoard(value) {
grid.forEach((tile) => {
if (!tile?.element) return;
if (tile.value === value) tile.element.classList.add("visuel-match");
else tile.element.classList.add("visuel-dim");
});
}
function clearBoardHighlight() {
grid.forEach((tile) => {
if (!tile?.element) return;
tile.element.classList.remove("visuel-match", "visuel-dim");
});
}
function changeGridSize() {
const leftValue = document.getElementById("value-grid-left");
const rightValue = document.getElementById("value-grid-right");
let currentSize = parseInt(leftValue.textContent);
if (currentSize < 8) {
currentSize += 2;
} else {
currentSize = 2;
}
leftValue.textContent = currentSize;
rightValue.textContent = currentSize;
GRID_SIZE = currentSize;
wrapper.style.setProperty("--grid-size", GRID_SIZE);
wrapper.style.gridTemplateColumns = `repeat(${GRID_SIZE}, 1fr)`;
wrapper.style.gridTemplateRows = `repeat(${GRID_SIZE}, 1fr)`;
restartGame();
}
function reduceHeaderTextSizeForTime(active) {
const headerScores = document.getElementById("header-scores");
if (active) {
headerScores.classList.add("small-header");
} else {
headerScores.classList.remove("small-header");
}
}
// Mise à jour de la logique existante pour appeler la fonction
if (timeCheckbox) {
timeCheckbox.addEventListener("change", (e) => {
const isActive = e.target.checked;
setTimerActive(isActive);
reduceHeaderTextSizeForTime(isActive); // Appel de la nouvelle fonction
});
// Initialisation au chargement
reduceHeaderTextSizeForTime(timeCheckbox.checked);
}
// mode normal : jeu de base
// mode chrono : 60 sec pour faire le meilleur score possible
// mode négatifs : des tuiles "négatives" apparaissent (ex: -2, -4) qui font perdre des points si fusionnées ou en gagner si inf à -8
// mode gravité : les tuiles sont soumises à une gravité constante vers le bas, les mouvements horizontaux sont donc impossibles et chaque minute, la gravité change de direction (bas, gauche, haut, droite)
// mode invisible : les tuiles sont invisibles et apparaissent au hasard sur la grille pendant 1 seconde toutes les 10 secondes sauf si aucun mouv n'a été fait entretemps
// mode zen : bonus de séries, de fusions consécutives, de mouvements rapides, pas de game over : il enlève une ou plusieurs tuiles génantes à chaque fusion ou tous les 30 sec, le but est de faire le meilleur score possible sans stress
// mode hard : combinaison de plusieurs modes (ex: chrono + négatifs + gravité) pour les joueurs expérimentés qui veulent un défi ultime
const MODES = [
"Normal",
"Chrono",
"Négatifs",
"Gravité",
"Invisible",
"Zen",
"Hard",
];
let currentMode = MODES[0];
function changeMode() {
restartGame();
let index = MODES.indexOf(currentMode);
currentMode = MODES[(index + 1) % MODES.length];
document.getElementById("value-mode").textContent = currentMode;
toggleChronoTimeDisplay(); // Affiche ou masque le chrono selon le mode
}
const chronoTime = document.getElementById("time-chronoMode");
let chronoTimeTotalSec = 0;
let chronoTimeTotalMin = 0;
function toggleChronoTimeDisplay() {
if (currentMode === "Chrono") {
chronoTime.style.display = "inline-block";
} else {
chronoTime.style.display = "none";
}
}
function startChronoTime() {
// On évite de lancer plusieurs intervalles en même temps
if (chronoInterval !== null) return;
chronoInterval = setInterval(() => {
let currentTime = parseInt(chronoTime.textContent);
totalPlayTime++;
if (
currentTime > 0 &&
!document.getElementById("game-over-overlay") &&
!document.getElementById("win-overlay")
) {
currentTime--;
chronoTime.textContent = currentTime;
redTextChronoTime();
toggleTotaldisplay();
} else {
// Le temps est écoulé !
stopChronoTime();
triggerGameOver();
}
}, 1000);
}
function stopChronoTime() {
if (chronoInterval !== null) {
clearInterval(chronoInterval);
chronoInterval = null;
}
}
function redTextChronoTime() {
// 1. Convertir en nombre pour une comparaison fiable
const timeValue = parseInt(chronoTime.textContent);
if (timeValue <= 10) {
// 2. Pour que l'animation se relance à chaque seconde, on retire et remet la classe "chrono-warning"
chronoTime.classList.remove("chrono-warning");
// Force le "reflow" pour que le navigateur détecte le changement
void chronoTime.offsetWidth;
chronoTime.classList.add("chrono-warning");
} else {
chronoTime.classList.remove("chrono-warning");
}
}
function toggleTotaldisplay() {
setInterval(() => {
chronoTimeTotalSec++;
if (chronoTimeTotalSec >= 60) {
chronoTimeTotalSec = 0;
chronoTimeTotalMin++;
}
}, 1000);
}
function changeGoal() {
const goalValue = document.getElementById("value-goal");
let currentGoal = goalValue.textContent;
let newGoal;
if (currentGoal === "65536") {
newGoal = "Infini"; // Si on est au max (65536), on passe à l'infini
} else if (currentGoal === "Infini") {
newGoal = 1024; // Si on est à l'infini, on revient à 1024
} else {
// Sinon, on multiplie par 2
newGoal = parseInt(currentGoal) * 2;
}
goalValue.textContent = newGoal;
restartGame();
}
function triggerWin() {
if (document.getElementById("win-overlay")) return;
playSound("win");
stopTimer();
const currentTimeStr = `${timeMin} min, ${timeSec} sec`;
const totalSeconds = timeMin * 60 + timeSec;
const goal = document.getElementById("value-goal").textContent;
// Gestion du Record de temps via localStorage
const recordKey = `bestTime_goal_${goal}`;
let bestTime = localStorage.getItem(recordKey);
let isNewRecord = false;
if (!bestTime || totalSeconds < parseInt(bestTime)) {
localStorage.setItem(recordKey, totalSeconds);
bestTime = totalSeconds;
isNewRecord = true;
}
const bestTimeDisplay = `${Math.floor(bestTime / 60)} min, ${bestTime % 60} sec`;
const overlay = document.createElement("div");
overlay.id = "win-overlay";
overlay.className = "game-over-overlay win-style"; // On réutilise le style de base
overlay.innerHTML = `
<h2 style="color: #4caf50;">Objectif Atteint !</h2>
<div class="stats-win">
<p>🏆 Score final : <strong>${currentScore}</strong></p>
<p>👣 Mouvements : <strong>${moveCount}</strong></p>
<p>⏱️ Temps : <strong>${currentTimeStr}</strong></p>
<p>🥇 Record (${goal}) : <strong>${bestTimeDisplay}</strong> ${isNewRecord ? "✨" : ""}</p>
</div>
<div class="win-buttons">
<button class="win-btn continue" onclick="this.parentElement.parentElement.remove()">Continuer</button>
<button class="win-btn restart" onclick="animateAndRestart(this)">Rejouer</button>
</div>
`;
wrapper.appendChild(overlay);
}
// Event listener pour le toggle son
soundCheckbox.addEventListener("change", (e) => {
setSoundActive(e.target.checked);
});
// Initialisation du jeu complet
initBackground();
spawnTile();
spawnTile();