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Vanilla JS web game with modular architecture: - data-loader: champion data fetching, seeded random selection - game-engine: mode-agnostic state machine with localStorage persistence - classic-mode: 7-attribute comparison logic (gender, genre, range, resource, region, lane, year) - ui-renderer: search autocomplete, colored feedback grid, stats display - Dark theme responsive UI with Data Dragon CDN champion images
165 lines
4.0 KiB
JavaScript
165 lines
4.0 KiB
JavaScript
// Mode-agnostic game state machine with localStorage persistence
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const STORAGE_KEY_PREFIX = "loldle_";
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/**
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* Create a new game instance
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* @param {Object} config
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* @param {Object} config.target - Target champion to guess
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* @param {Function} config.compareFn - (guess, target) => comparison results
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* @param {number} config.maxGuesses - Max allowed guesses (0 = unlimited)
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* @param {string} config.mode - "daily" or "unlimited"
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* @param {string} config.seed - Seed string for daily mode
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*/
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export function createGame(config) {
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const { target, compareFn, maxGuesses = 6, mode = "daily", seed = "" } = config;
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// Try to restore saved state for daily mode
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const saved = loadState(mode, seed);
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if (saved && saved.targetName === target.name) {
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return {
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target,
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compareFn,
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maxGuesses,
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mode,
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seed,
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guesses: saved.guesses,
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results: saved.results,
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isOver: saved.isOver,
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isWon: saved.isWon,
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};
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}
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return {
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target,
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compareFn,
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maxGuesses,
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mode,
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seed,
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guesses: [],
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results: [],
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isOver: false,
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isWon: false,
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};
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}
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/**
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* Submit a guess and return comparison result
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* @returns {Object|null} Comparison result, or null if game is over
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*/
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export function submitGuess(game, champion) {
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if (game.isOver) return null;
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// Prevent duplicate guesses
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if (game.guesses.some((g) => g.name === champion.name)) return null;
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const result = game.compareFn(champion, game.target);
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game.guesses.push(champion);
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game.results.push(result);
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// Check win
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if (champion.name === game.target.name) {
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game.isWon = true;
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game.isOver = true;
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}
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// Check loss (only if maxGuesses > 0)
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else if (game.maxGuesses > 0 && game.guesses.length >= game.maxGuesses) {
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game.isOver = true;
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}
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saveState(game);
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return result;
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}
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/** Get names of already-guessed champions */
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export function getGuessedNames(game) {
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return game.guesses.map((g) => g.name);
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}
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/** Save game state to localStorage */
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function saveState(game) {
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const key = getStorageKey(game.mode, game.seed);
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const data = {
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targetName: game.target.name,
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guesses: game.guesses,
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results: game.results,
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isOver: game.isOver,
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isWon: game.isWon,
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timestamp: Date.now(),
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};
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try {
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localStorage.setItem(key, JSON.stringify(data));
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} catch {
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// Storage full or unavailable — silently ignore
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}
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}
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/** Load saved game state from localStorage */
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function loadState(mode, seed) {
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const key = getStorageKey(mode, seed);
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try {
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const raw = localStorage.getItem(key);
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if (!raw) return null;
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return JSON.parse(raw);
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} catch {
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return null;
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}
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}
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/** Build storage key based on mode */
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function getStorageKey(mode, seed) {
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if (mode === "daily") {
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return `${STORAGE_KEY_PREFIX}daily_${seed}`;
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}
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return `${STORAGE_KEY_PREFIX}unlimited_current`;
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}
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/** Clear unlimited mode saved state (for new game) */
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export function clearUnlimitedState() {
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try {
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localStorage.removeItem(`${STORAGE_KEY_PREFIX}unlimited_current`);
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} catch {
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// Ignore
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}
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}
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/** Save unlimited mode stats (wins, total games, guess distribution) */
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export function saveUnlimitedStats(game) {
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if (game.mode !== "unlimited" || !game.isOver) return;
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const key = `${STORAGE_KEY_PREFIX}unlimited_stats`;
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let stats;
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try {
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stats = JSON.parse(localStorage.getItem(key)) || createEmptyStats();
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} catch {
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stats = createEmptyStats();
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}
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stats.gamesPlayed++;
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if (game.isWon) {
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stats.gamesWon++;
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const guessCount = game.guesses.length;
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stats.guessDistribution[guessCount] = (stats.guessDistribution[guessCount] || 0) + 1;
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}
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stats.lastPlayed = Date.now();
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try {
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localStorage.setItem(key, JSON.stringify(stats));
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} catch {
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// Ignore
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}
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}
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/** Load unlimited stats */
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export function loadUnlimitedStats() {
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try {
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return JSON.parse(localStorage.getItem(`${STORAGE_KEY_PREFIX}unlimited_stats`)) || createEmptyStats();
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} catch {
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return createEmptyStats();
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}
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}
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function createEmptyStats() {
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return { gamesPlayed: 0, gamesWon: 0, guessDistribution: {}, lastPlayed: null };
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}
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