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iu-quiz-app/pages/courses/_course/play.vue

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Vue

<template>
<v-container v-if="selectedQuestion" fluid class="fill-height">
<GameResultDialog ref="resultDialog" :game="game" :course-id="courseID" />
<v-row dense>
<v-col cols="12">
<p class="text-h6 text-center">{{ game.player1name }} vs. {{ game.player2name || '?' }}</p>
</v-col>
<v-col cols="12">
<v-icon
v-for="oneIndex, zeroIndex in game.questionIds.length" :key="zeroIndex"
:color="dotColor(zeroIndex)"
>mdi-circle</v-icon>
</v-col>
<v-col cols="12">
<v-card class="d-flex align-center" height="250" :disabled="submittedAnswer === null" @click="nextQuestion">
<span class="flex-grow-1 text-h5 text--primary font-weight-medium text-center">{{ selectedQuestion.question }}</span>
</v-card>
</v-col>
<v-col v-for="answer, i in answersShuffled" :key="i" cols="6">
<v-card
:color="selectedQuestion.correctAnswer === answer ? answerColor : ''"
class="d-flex align-center"
height="150"
@click="submittedAnswer === null ? submitAnswer(answer) : nextQuestion()"
>
<div class="flex-grow-1 text-h6 text-center">{{ answer }}</div>
</v-card>
</v-col>
<v-col cols="12">
<v-progress-linear :value="(timeLeft / (timePerRound * 1000)) * 100" rounded height="20" color="primary" :style="progressBarTransition">
</v-progress-linear>
</v-col>
</v-row>
</v-container>
<v-container v-else fluid class="fill-height">
<v-card color="transparent" class="mx-auto">
<v-progress-circular indeterminate color="primary" size="64"></v-progress-circular>
</v-card>
</v-container>
</template>
<script>
import {
collection, doc, getDocs, getDoc, addDoc, updateDoc,
writeBatch, query, where, orderBy, limit, arrayUnion, arrayRemove, increment
} from 'firebase/firestore'
import _sampleSize from 'lodash-es/sampleSize'
import _shuffle from 'lodash-es/shuffle'
import _isEmpty from 'lodash-es/isEmpty'
import { ClosedEndedQuestionConverter, states } from '~/plugins/closed-ended-question'
import { Game, GameConverter } from '~/plugins/game'
export default {
name: 'PlayPage',
data() {
return {
courseID: undefined,
game: null,
questions: [],
selectedQuestion: null,
submittedAnswer: null,
timer: null,
timePerRound: 20, // in seconds
timeLeft: 0,
progressBarTransition: 'transition: 0.2s cubic-bezier(0.4, 0, 0.6, 1);'
}
},
computed: {
playerNumber () {
return this.game.player1id === this.$auth.currentUser.uid ? 1 : 2
},
unansweredQuestions () {
if (!_isEmpty(this.game)) {
const questionsAnswered = this.game[`player${this.playerNumber}answers`].map(q => q.frage)
return this.game.questions.filter(q => !questionsAnswered.includes(q.id))
}
return []
},
answersShuffled () {
// Ref: https://lodash.com/docs/#shuffle
return _shuffle(this.selectedQuestion.answers)
},
answerCorrect () {
return this.submittedAnswer === this.selectedQuestion.correctAnswer
},
answerColor () {
return this.submittedAnswer !== null ? `${ this.answerCorrect ? 'success' : 'error' }` : ''
}
},
created () {
this.courseID = this.$route.params.course
this.getQuestions().then(() => {
const gid = this.$store.state.user.gamesStarted.find(e => e.course === this.courseID)
if (gid && gid.game) {
this.resumeGame(gid.game)
} else {
// There's no game to resume. Find a game.
this.findGame()
}
})
},
beforeDestroy () {
// Automatically submit a wrong answer when the user leaves without answering the question
if (this.submittedAnswer === null) {
this.submitAnswer(-1)
}
},
methods: {
getQuestions () {
// Create a reference to the closed-ended questions collection of the currently selected course
const questionsRef = collection(this.$db, `kurse/${this.courseID}/fragenGeschlossen`).withConverter(ClosedEndedQuestionConverter)
// Create a query against the collection.
// Only questions with the status "approved" (=genehmigt) should be fetched from the database
const q = query(questionsRef, where('status', '==', states.approved))
// Execute the query
return getDocs(q).then((querySnapshot) => {
this.questions = []
querySnapshot.forEach((doc) => {
// Convert to ClosedEndedQuestion object
this.questions.push(doc.data())
})
}).catch((error) => {
// Failed to fetch questions from the database; display error message
this.$toast({ content: error, color: 'error' })
})
},
resumeGame (gameID) {
const ref = doc(this.$db, `kurse/${this.courseID}/spiele/${gameID}`).withConverter(GameConverter)
getDoc(ref).then((docSnap) => {
if (docSnap.exists()) {
// Convert to Game object
this.game = docSnap.data()
this.game.questions = this.questions.filter(q => this.game.questionIds.includes(q.id))
// Start the game
this.nextQuestion()
} else {
this.$toast({
content: 'Es wurde versucht ein begonnenes Spiel fortzusetzen, aber das Spiel wurde in der DB nicht gefunden...',
color: 'error'
})
}
}).catch((error) => {
// Failed to fetch game from the database; display error message
this.$toast({ content: error, color: 'error' })
})
},
findGame () {
// Create a reference to the games collection of the currently selected course
const questionsRef = collection(this.$db, `kurse/${this.courseID}/spiele`).withConverter(GameConverter)
// Find a game that is waiting for an opponent
const q = query(questionsRef,
where('spieler1id', '!=', this.$auth.currentUser.uid),
orderBy('spieler1id'),
where('spieler2id', '==', ''),
orderBy('erstellt'),
limit(1)
)
getDocs(q).then((querySnapshot) => {
if (!querySnapshot.empty) {
// Join the game
this.joinGame(querySnapshot.docs[0].data())
} else {
// No game in progress found; create a new one
this.createGame()
}
}).catch((error) => {
// Query failed; display error message
this.$toast({ content: error, color: 'error' })
})
},
joinGame (game) {
this.game = game
this.game.questions = this.questions.filter(q => game.questionIds.includes(q.id))
this.game.player2id = this.$auth.currentUser.uid
this.game.player2name = this.$store.state.user.displayName
this.game.player2answers = []
this.game.playerIds.push(this.game.player2id)
// Get a new write batch
const batch = writeBatch(this.$db)
// Update the users games in progress
const userRef = doc(this.$db, `benutzer/${this.$auth.currentUser.uid}`)
batch.update(userRef, {
spieleBegonnen: arrayUnion({ kurs: this.courseID, spiel: this.game.id })
})
this.$store.commit('addGameInProgress', { courseID: this.courseID, gameID: this.game.id })
// Set the updated information of the game
const gameRef = doc(this.$db, `kurse/${this.courseID}/spiele/${this.game.id}`).withConverter(GameConverter)
batch.set(gameRef, this.game, { merge: true })
// Commit the batch
batch.commit().then((empty) => {
// Start the game
this.nextQuestion()
})
.catch((error) => {
// Batch execution failed; display error message
this.$toast({ content: error, color: 'error' })
})
},
createGame () {
// Randomly pick 5 questions (or less) from the available questions
// Ref: https://lodash.com/docs/#sampleSize
const rndQuestions = _sampleSize(this.questions, 5)
const g = new Game(
null,
rndQuestions.map(q => q.id),
Date.now() / 1000, // Current UNIX timestamp in seconds
false,
this.$auth.currentUser.uid,
this.$store.state.user.displayName,
[],
'',
'',
[]
)
g.questions = rndQuestions
// Add a new document with a generated id
addDoc(collection(this.$db, `kurse/${this.courseID}/spiele`).withConverter(GameConverter), g)
.then((docRef) => {
// Successfully added a new game to the database.
this.game = g
this.game.id = docRef.id
// Update the users games in progress
const userRef = doc(this.$db, `benutzer/${this.$auth.currentUser.uid}`)
updateDoc(userRef, {
spieleBegonnen: arrayUnion({ kurs: this.courseID, spiel: this.game.id })
})
this.$store.commit('addGameInProgress', { courseID: this.courseID, gameID: this.game.id })
// Start the game
this.nextQuestion()
})
.catch((error) => {
// Failed to add a new game to the database; display error message
this.$toast({content: error, color: 'error'})
})
},
updateGame() {
// Get a new write batch
const batch = writeBatch(this.$db)
// Update the user's given answers for the current game
const gameRef = doc(this.$db, `kurse/${this.courseID}/spiele/${this.game.id}`)
batch.update(gameRef, {
[`spieler${this.playerNumber}antworten`]: arrayUnion({
frage: this.selectedQuestion.id,
antwort: this.submittedAnswer,
richtig: this.answerCorrect
})
})
// Increment the number of correct/incorrect answers given by the user by 1
const updateField = this.answerCorrect ? 'fragenRichtig' : 'fragenFalsch'
const userRef = doc(this.$db, `benutzer/${this.$auth.currentUser.uid}`)
batch.update(userRef, {
[`spiele.${this.courseID}.${updateField}`]: increment(1)
})
// Commit the batch
batch.commit().then((empty) => {
// Batch execution was successful
this.game[`player${this.playerNumber}answers`].push({
frage: this.selectedQuestion.id,
antwort: this.submittedAnswer,
richtig: this.answerCorrect
})
// Update user stats (correct/incorrect answers given) in store
this.$store.commit('addAnswerToStats', this.answerCorrect)
}).catch((error) => {
// Batch execution failed; display error message
this.$toast({content: error, color: 'error'})
})
},
submitAnswer (answer) {
clearInterval(this.timer)
this.submittedAnswer = answer
this.updateGame()
},
nextQuestion () {
if (_isEmpty(this.unansweredQuestions)) {
this.finishRound()
return
}
this.submittedAnswer = null
this.selectedQuestion = this.unansweredQuestions[0]
this.timeLeft = this.timePerRound * 1000 // convert sec to ms
const interval = 100 // in ms
// Hacky solution to disable v-progress-linear transition when resetting its value
this.progressBarTransition = 'transition: none;'
setTimeout(() => {
this.progressBarTransition = 'transition: 0.2s cubic-bezier(0.4, 0, 0.6, 1);'
}, 50)
// Activate the timer
this.timer = setInterval(() => {
this.timeLeft = this.timeLeft - interval
// Automatically submit a wrong answer when the time has run out
if (this.timeLeft < 0) {
this.submitAnswer(-1)
}
}, interval)
},
finishRound () {
const gameComplete = this.game.player2answers.length === this.game.questionIds.length
if (gameComplete) this.completeGame()
this.$store.commit('removeGameInProgress', this.courseID)
const ref = doc(this.$db, `benutzer/${this.$auth.currentUser.uid}`)
updateDoc(ref, {
spieleBegonnen: arrayRemove({ kurs: this.courseID, spiel: this.game.id })
}).then((empty) => {
if (!gameComplete) this.$router.push(`/courses/${this.courseID}`)
}).catch((error) => {
this.$toast({content: error, color: 'error'})
})
},
completeGame () {
this.game.completed = true
const result = this.game.getResult()
// Figure out which player won and which player lost, or if the game was a tie
let updateFieldPl1 = ''
let updateFieldPl2 = ''
if (result.tie) {
updateFieldPl1 = updateFieldPl2 = 'unentschieden'
} else {
updateFieldPl1 = result.winner === 1 ? 'gewonnen' : 'verloren'
updateFieldPl2 = result.winner === 2 ? 'gewonnen' : 'verloren'
}
// Show the results dialog
this.$refs.resultDialog.show = true
// Get a new write batch
const batch = writeBatch(this.$db)
// Increment the number of games won/lost/tie of player1 by 1
const refPl1 = doc(this.$db, `benutzer/${this.game.player1id}`)
batch.update(refPl1, { [`spiele.${this.courseID}.${updateFieldPl1}`]: increment(1) })
// Increment the number of games won/lost/tie of player2 by 1
const refPl2 = doc(this.$db, `benutzer/${this.game.player2id}`)
batch.update(refPl2, { [`spiele.${this.courseID}.${updateFieldPl2}`]: increment(1) })
// Set the game's "completed" field to true
const refGame = doc(this.$db, `kurse/${this.courseID}/spiele/${this.game.id}`)
batch.update(refGame, { abgeschlossen: true })
// Commit the batch
batch.commit().then((empty) => {
// Update user stats (wins/losses/ties) in store
this.$store.commit('addGameToStats', { won: result.winner === this.playerNumber, tie: result.tie })
}).catch((error) => {
// Batch execution failed; display error message
this.$toast({ content: error, color: 'error' })
})
},
dotColor (index) {
if (!this.game || index + 1 > this.game[`player${this.playerNumber}answers`].length) return ''
else {
const questionId = this.game[`player${this.playerNumber}answers`][index].frage
const answer = this.game[`player${this.playerNumber}answers`][index].antwort
const correct = answer === this.game.questions.find(q => q.id === questionId).correctAnswer
return correct ? 'success' : 'error'
}
}
}
}
</script>
<style scoped>
.v-card--disabled {
opacity: 0.87 !important; /* same as text--primary */
}
</style>