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script.ts
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script.ts
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// Enum para os estados das cartas
enum CardState {
Hidden,
Flipped,
Matched
}
// Interface para representar uma carta
interface Card {
value: number;
state: CardState;
id: number;
}
// Interface para o jogo
interface MemoryGame {
cards: Card[];
firstCard?: Card;
secondCard?: Card;
moves: number;
isRunning: boolean;
}
// Função utilitária para embaralhar o array
function shuffleArray(array: any[]): any[] {
return array.sort(() => Math.random() - 0.5);
}
class MemoryGameImpl implements MemoryGame {
cards: Card[] = [];
firstCard?: Card = undefined;
secondCard?: Card = undefined;
moves: number = 0;
isRunning: boolean = false;
timer: number = 0;
timerInterval: any;
constructor() {
this.initializeGame();
}
initializeGame() {
console.log("initializeGame")
const values = Array.from({ length: 8 }, (_, i) => i + 1); // Cria pares de 1 a 8
const allValues = [...values, ...values]; // Duplicar os valores
const shuffledValues = shuffleArray(allValues);
// Cria as cartas embaralhadas
this.cards = shuffledValues.map((value, index) => ({
value,
state: CardState.Hidden,
id: index
}));
this.render();
}
startTimer() {
console.log("startTimer")
const timerElement = document.getElementById('timer')!;
let seconds = 0;
this.timerInterval = setInterval(() => {
seconds++;
const minutes = Math.floor(seconds / 60);
const displaySeconds = seconds % 60;
timerElement.textContent = `${String(minutes).padStart(2, '0')}:${String(displaySeconds).padStart(2, '0')}`;
}, 1000);
}
stopTimer() {
console.log("stopTimer")
clearInterval(this.timerInterval);
}
flipCard(card: Card) {
console.log("flipCard")
if (card.state !== CardState.Hidden || this.firstCard && this.secondCard) return;
card.state = CardState.Flipped;
if (!this.firstCard) {
this.firstCard = card;
} else {
this.secondCard = card;
this.moves++;
document.getElementById('moves')!.textContent = this.moves.toString();
this.checkForMatch();
}
this.render();
}
checkForMatch() {
console.log("checkForMatch")
if (!this.firstCard || !this.secondCard) return;
if (this.firstCard.value === this.secondCard.value) {
this.firstCard.state = CardState.Matched;
this.secondCard.state = CardState.Matched;
this.resetSelectedCards();
} else {
setTimeout(() => {
this.firstCard!.state = CardState.Hidden;
this.secondCard!.state = CardState.Hidden;
this.resetSelectedCards();
this.render();
}, 1000);
}
}
resetSelectedCards() {
console.log("resetSelectedCards")
this.firstCard = undefined;
this.secondCard = undefined;
}
render() {
console.log("render")
const gameBoard = document.getElementById('game-board')!;
gameBoard.innerHTML = '';
this.cards.forEach(card => {
const cardElement = document.createElement('div');
cardElement.classList.add('card');
cardElement.setAttribute('data-id', card.id.toString());
if (card.state === CardState.Flipped || card.state === CardState.Matched) {
cardElement.classList.add('flipped');
cardElement.textContent = card.value.toString();
}
if (card.state === CardState.Matched) {
cardElement.classList.add('matched');
}
cardElement.addEventListener('click', () => this.flipCard(card));
gameBoard.appendChild(cardElement);
});
}
restartGame() {
console.log("restartGame")
this.stopTimer();
this.moves = 0;
document.getElementById('moves')!.textContent = '0';
document.getElementById('timer')!.textContent = '00:00';
this.initializeGame();
this.startTimer();
}
}
// Inicializando o jogo
const game = new MemoryGameImpl();
document.getElementById('restart')!.addEventListener('click', () => game.restartGame());
// Iniciar o cronômetro quando o jogo começa
game.startTimer();
console.log("Cheguei aqui")