cbt-game-engine
Version:
Platform-agnostic game engine for Interactive Autism Quiz Game
320 lines (307 loc) • 15.4 kB
JavaScript
;
var react = require('react');
/******************************************************************************
Copyright (c) Microsoft Corporation.
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
PERFORMANCE OF THIS SOFTWARE.
***************************************************************************** */
/* global Reflect, Promise, SuppressedError, Symbol, Iterator */
var __assign = function() {
__assign = Object.assign || function __assign(t) {
for (var s, i = 1, n = arguments.length; i < n; i++) {
s = arguments[i];
for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p];
}
return t;
};
return __assign.apply(this, arguments);
};
function __awaiter(thisArg, _arguments, P, generator) {
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
return new (P || (P = Promise))(function (resolve, reject) {
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
}
function __generator(thisArg, body) {
var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g = Object.create((typeof Iterator === "function" ? Iterator : Object).prototype);
return g.next = verb(0), g["throw"] = verb(1), g["return"] = verb(2), typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
function verb(n) { return function (v) { return step([n, v]); }; }
function step(op) {
if (f) throw new TypeError("Generator is already executing.");
while (g && (g = 0, op[0] && (_ = 0)), _) try {
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
if (y = 0, t) op = [op[0] & 2, t.value];
switch (op[0]) {
case 0: case 1: t = op; break;
case 4: _.label++; return { value: op[1], done: false };
case 5: _.label++; y = op[1]; op = [0]; continue;
case 7: op = _.ops.pop(); _.trys.pop(); continue;
default:
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
if (t[2]) _.ops.pop();
_.trys.pop(); continue;
}
op = body.call(thisArg, _);
} catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
}
}
typeof SuppressedError === "function" ? SuppressedError : function (error, suppressed, message) {
var e = new Error(message);
return e.name = "SuppressedError", e.error = error, e.suppressed = suppressed, e;
};
var useGameEngine = function (config, callbacks, platformServices) {
var _a = react.useState('idle'), gameState = _a[0], setGameState = _a[1];
var _b = react.useState(0), currentSegment = _b[0], setCurrentSegment = _b[1];
var _c = react.useState(config.defaultTimeLimit), timeLeft = _c[0], setTimeLeft = _c[1];
var _d = react.useState(false), isAudioPlaying = _d[0], setIsAudioPlaying = _d[1];
var _e = react.useState(false), isMicrophoneActive = _e[0], setIsMicrophoneActive = _e[1];
var _f = react.useState(null), error = _f[0], setError = _f[1];
var timerRef = react.useRef(null);
var mediaStreamRef = react.useRef(null);
// Calculate progress
var progress = {
currentSegment: currentSegment,
totalSegments: config.segments.length,
completedSegments: config.segments.filter(function (s) { return s.completed; }).length,
score: Math.round((config.segments.filter(function (s) { return s.completed; }).length / config.segments.length) * 100)
};
// Get current segment
var getCurrentSegment = react.useCallback(function () {
return config.segments[currentSegment];
}, [config.segments, currentSegment]);
// Clear timers and cleanup
var cleanup = react.useCallback(function () {
if (timerRef.current) {
clearInterval(timerRef.current);
timerRef.current = null;
}
if (mediaStreamRef.current) {
platformServices.microphone.stopListening(mediaStreamRef.current);
mediaStreamRef.current = null;
}
setIsMicrophoneActive(false);
setIsAudioPlaying(false);
}, [platformServices.microphone]);
// Text-to-speech function
var speakQuestion = react.useCallback(function (text) { return __awaiter(void 0, void 0, void 0, function () {
var error_1;
var _a, _b, _c;
return __generator(this, function (_d) {
switch (_d.label) {
case 0:
if (!platformServices.textToSpeech.isSupported()) {
(_a = callbacks.onError) === null || _a === void 0 ? void 0 : _a.call(callbacks, new Error('Text-to-speech not supported'), 'speakQuestion');
return [2 /*return*/, startListeningPhase()];
}
_d.label = 1;
case 1:
_d.trys.push([1, 3, , 4]);
setIsAudioPlaying(true);
(_b = callbacks.onQuestionAsked) === null || _b === void 0 ? void 0 : _b.call(callbacks, text, getCurrentSegment());
return [4 /*yield*/, platformServices.textToSpeech.speak(text)];
case 2:
_d.sent();
setIsAudioPlaying(false);
startListeningPhase();
return [3 /*break*/, 4];
case 3:
error_1 = _d.sent();
setIsAudioPlaying(false);
(_c = callbacks.onError) === null || _c === void 0 ? void 0 : _c.call(callbacks, error_1, 'speakQuestion');
startListeningPhase();
return [3 /*break*/, 4];
case 4: return [2 /*return*/];
}
});
}); }, [platformServices.textToSpeech, callbacks, getCurrentSegment]);
// Start listening phase
var startListeningPhase = react.useCallback(function () { return __awaiter(void 0, void 0, void 0, function () {
var segment, timeLimit, hasPermission, stream, error_2;
var _a, _b, _c;
return __generator(this, function (_d) {
switch (_d.label) {
case 0:
segment = getCurrentSegment();
timeLimit = segment.timeLimit || config.defaultTimeLimit;
setGameState('listening');
setTimeLeft(timeLimit);
setError(null);
(_a = callbacks.onListeningStart) === null || _a === void 0 ? void 0 : _a.call(callbacks, timeLimit, segment);
if (!(config.enableMicrophone && platformServices.microphone.isSupported())) return [3 /*break*/, 6];
_d.label = 1;
case 1:
_d.trys.push([1, 5, , 6]);
return [4 /*yield*/, platformServices.microphone.requestPermission()];
case 2:
hasPermission = _d.sent();
if (!hasPermission) return [3 /*break*/, 4];
return [4 /*yield*/, platformServices.microphone.startListening()];
case 3:
stream = _d.sent();
mediaStreamRef.current = stream;
setIsMicrophoneActive(true);
// Haptic feedback on mobile
(_b = platformServices.haptics) === null || _b === void 0 ? void 0 : _b.light();
_d.label = 4;
case 4: return [3 /*break*/, 6];
case 5:
error_2 = _d.sent();
(_c = callbacks.onError) === null || _c === void 0 ? void 0 : _c.call(callbacks, error_2, 'microphone');
setError('Microphone access denied');
return [3 /*break*/, 6];
case 6:
// Start countdown timer
timerRef.current = setInterval(function () {
setTimeLeft(function (prev) {
var _a;
var newTime = prev - 1;
(_a = callbacks.onListeningTick) === null || _a === void 0 ? void 0 : _a.call(callbacks, newTime, segment);
if (newTime <= 0) {
finishListening();
return 0;
}
return newTime;
});
}, 1000);
return [2 /*return*/];
}
});
}); }, [config, platformServices, callbacks, getCurrentSegment]);
// Finish listening phase
var finishListening = react.useCallback(function () {
var _a, _b, _c, _d;
var segment = getCurrentSegment();
cleanup();
(_a = callbacks.onListeningEnd) === null || _a === void 0 ? void 0 : _a.call(callbacks, segment);
setGameState('celebrating');
(_b = callbacks.onCelebrationStart) === null || _b === void 0 ? void 0 : _b.call(callbacks, segment);
// Haptic feedback for celebration
(_c = platformServices.haptics) === null || _c === void 0 ? void 0 : _c.medium();
// Track analytics
(_d = platformServices.analytics) === null || _d === void 0 ? void 0 : _d.trackEvent('segment_completed', {
segmentId: segment.id,
segmentNumber: currentSegment + 1
});
// Mark segment as completed
config.segments[currentSegment].completed = true;
// End celebration after specified duration
setTimeout(function () {
var _a, _b, _c;
setGameState('idle');
(_a = callbacks.onCelebrationEnd) === null || _a === void 0 ? void 0 : _a.call(callbacks, segment);
(_b = callbacks.onSegmentComplete) === null || _b === void 0 ? void 0 : _b.call(callbacks, segment, progress);
// Check if game is complete
if (currentSegment >= config.segments.length - 1) {
setGameState('completed');
(_c = callbacks.onGameComplete) === null || _c === void 0 ? void 0 : _c.call(callbacks, progress);
}
}, config.celebrationDuration);
}, [cleanup, callbacks, getCurrentSegment, config, currentSegment, progress, platformServices]);
// Start current segment
var startSegment = react.useCallback(function () {
var _a, _b;
var segment = getCurrentSegment();
setGameState('question');
setError(null);
(_a = callbacks.onSegmentStart) === null || _a === void 0 ? void 0 : _a.call(callbacks, segment, progress);
// Track analytics
(_b = platformServices.analytics) === null || _b === void 0 ? void 0 : _b.trackEvent('segment_started', {
segmentId: segment.id,
segmentNumber: currentSegment + 1
});
speakQuestion(segment.question);
}, [getCurrentSegment, callbacks, progress, platformServices, currentSegment, speakQuestion]);
// Move to next segment
var nextSegment = react.useCallback(function () {
if (currentSegment < config.segments.length - 1) {
setCurrentSegment(currentSegment + 1);
setGameState('idle');
setError(null);
}
}, [currentSegment, config.segments.length]);
// Reset game
var resetGame = react.useCallback(function () {
cleanup();
setCurrentSegment(0);
setGameState('idle');
setError(null);
// Reset all segments
config.segments.forEach(function (segment) {
segment.completed = false;
});
}, [cleanup, config.segments]);
// Skip current segment (for testing/debugging)
var skipSegment = react.useCallback(function () {
cleanup();
finishListening();
}, [cleanup, finishListening]);
// Cleanup on unmount
react.useEffect(function () {
return function () {
cleanup();
platformServices.textToSpeech.stop();
};
}, [cleanup, platformServices.textToSpeech]);
// Return game engine state and controls
var engineState = {
gameState: gameState,
currentSegment: currentSegment,
timeLeft: timeLeft,
progress: progress,
isAudioPlaying: isAudioPlaying,
isMicrophoneActive: isMicrophoneActive,
error: error
};
return __assign(__assign({}, engineState), { getCurrentSegment: getCurrentSegment,
// Controls
startSegment: startSegment, nextSegment: nextSegment, resetGame: resetGame, skipSegment: skipSegment,
// Utilities
canStartSegment: gameState === 'idle', canNextSegment: gameState === 'celebrating' && currentSegment < config.segments.length - 1, isGameComplete: gameState === 'completed', hasError: error !== null });
};
var createDefaultConfig = function () { return ({
segments: [
{
id: 1,
question: "What is this?",
animationFile: "apple.riv",
completed: false,
timeLimit: 3
},
{
id: 2,
question: "Can you name this object?",
animationFile: "apple.riv",
completed: false,
timeLimit: 3
}
],
defaultTimeLimit: 3,
enableMicrophone: true,
enableTextToSpeech: true,
celebrationDuration: 3000
}); };
var createSegment = function (id, question, animationFile, timeLimit) { return ({
id: id,
question: question,
animationFile: animationFile,
completed: false,
timeLimit: timeLimit
}); };
exports.createDefaultConfig = createDefaultConfig;
exports.createSegment = createSegment;
exports.useGameEngine = useGameEngine;
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