Passe le classement Memory en ligne (ASP.NET + SQL Server)
Le classement du jeu Memory était stocké en localStorage (visible d'un seul joueur, sur un seul poste). Il est désormais partagé en ligne via une API ASP.NET/SQL Server adaptée à l'hébergement bsite.net. - API scores.ashx (C#, compilée au vol par IIS) : lecture GET et enregistrement POST, création automatique de la table, ne conserve que le top 10 de chaque mode (facile / normal / difficile). - leaderboard.js : le classement passe par fetch vers l'API (états chargement/erreur/vide, surbrillance de la ligne du joueur). Les statistiques personnelles restent stockées localement. - memory-game.js : rafraîchit le classement après l'enregistrement (async). - Style .is-me pour la ligne du joueur courant. - web.config.example fourni ; le web.config réel (mot de passe) est ignoré.
This commit is contained in:
@@ -93,6 +93,13 @@
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overflow: hidden;
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}
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/* Ligne du joueur courant dans le classement */
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.rank-item.is-me {
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border-left-color: var(--amber-dark);
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background: linear-gradient(135deg, var(--amber-light), var(--white));
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box-shadow: 0 2px 8px rgba(186, 117, 23, 0.15);
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}
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.rank-top {
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display: flex;
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align-items: center;
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@@ -1,90 +1,114 @@
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/* ============================================
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LEADERBOARD & PLAYER STATISTICS
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============================================
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Le CLASSEMENT est désormais partagé EN LIGNE : tous les joueurs
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enregistrent leurs scores via l'API PHP (api/scores.php) et voient le
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même top 10 par mode de jeu.
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Les STATISTIQUES PERSONNELLES (« Vos statistiques ») restent stockées
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localement dans le navigateur du joueur, car le serveur ne conserve que
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le top 10 de chaque mode (et non l'historique complet de chacun).
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============================================ */
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/**
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* Manager du classement
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*/
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class LeaderboardManager {
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static KEY_LEADERBOARD = 'nextgn_leaderboard';
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static MAX_SCORES = 100;
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// Point d'entrée de l'API (relatif à memory.html) — ASP.NET + SQL Server
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static API_URL = 'api/scores.ashx';
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// Historique local des parties du joueur (pour ses stats perso)
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static KEY_HISTORY = 'nextgn_player_history';
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static MAX_HISTORY = 500;
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// Cache mémoire du dernier classement récupéré (par difficulté)
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static _cache = {};
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/**
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* Ajouter un score au classement
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* Enregistrer une partie :
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* - envoie le score au classement en ligne
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* - conserve la partie dans l'historique local (stats perso)
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* @returns {Promise<Object>} résultat de l'API ({ ok, isTop, rank } ou { ok:false })
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*/
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static addScore(gameData) {
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const scores = this.getAllScores();
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const newScore = {
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sessionId: generateUUID(),
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static async addScore(gameData) {
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const record = {
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playerName: getPlayerName(),
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userId: getUserId(),
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score: gameData.score,
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moves: gameData.moves,
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timeSeconds: gameData.duration,
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difficulty: gameData.difficulty,
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date: new Date().toISOString(),
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isPerfect: gameData.moves === DIFFICULTY_MODES[gameData.difficulty].paires,
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won: gameData.won !== false
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won: gameData.won !== false,
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date: new Date().toISOString()
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};
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scores.push(newScore);
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// Limiter à MAX_SCORES (garder les plus récents)
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if (scores.length > this.MAX_SCORES) {
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scores.sort((a, b) => new Date(b.date) - new Date(a.date));
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scores.splice(this.MAX_SCORES);
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}
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localStorage.setItem(this.KEY_LEADERBOARD, JSON.stringify(scores));
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DEBUG.log('Score added:', newScore);
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return newScore;
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}
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/**
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* Obtenir tous les scores
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*/
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static getAllScores() {
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// 1) Historique local (statistiques personnelles)
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this._recordLocalHistory(record);
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// 2) Classement en ligne
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try {
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const scores = JSON.parse(localStorage.getItem(this.KEY_LEADERBOARD)) || [];
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return scores;
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const res = await fetch(this.API_URL, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify(record)
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});
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const data = await res.json();
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DEBUG.log('Score submitted:', data);
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return data;
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} catch (e) {
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console.error('Leaderboard submit error:', e);
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return { ok: false, error: 'network' };
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}
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}
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/**
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* Ajouter la partie à l'historique local du joueur
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*/
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static _recordLocalHistory(record) {
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const history = this._getLocalHistory();
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history.push(record);
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if (history.length > this.MAX_HISTORY) {
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history.splice(0, history.length - this.MAX_HISTORY);
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}
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try {
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localStorage.setItem(this.KEY_HISTORY, JSON.stringify(history));
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} catch (e) {
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console.error('History save error:', e);
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}
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}
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/**
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* Historique local des parties du joueur
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*/
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static _getLocalHistory() {
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try {
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return JSON.parse(localStorage.getItem(this.KEY_HISTORY)) || [];
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} catch (e) {
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console.error('Leaderboard error:', e);
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return [];
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}
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}
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/**
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* Obtenir le classement (top X)
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* Récupérer le classement en ligne (top X) pour un mode donné.
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* @returns {Promise<Array>}
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*/
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static getLeaderboard(difficulty = 'all', limit = 10) {
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let scores = this.getAllScores();
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// Filtrer par difficulté
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if (difficulty !== 'all') {
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scores = scores.filter(s => s.difficulty === difficulty);
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static async getLeaderboard(difficulty = 'all', limit = 10) {
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const url = `${this.API_URL}?difficulty=${encodeURIComponent(difficulty)}&limit=${limit}`;
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const res = await fetch(url, { headers: { 'Accept': 'application/json' } });
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const data = await res.json();
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if (!data || data.ok !== true || !Array.isArray(data.scores)) {
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throw new Error('Réponse invalide du serveur');
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}
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// Trier par score (décroissant)
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scores.sort((a, b) => {
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if (b.score !== a.score) {
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return b.score - a.score;
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}
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// En cas d'égalité, par temps
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return a.timeSeconds - b.timeSeconds;
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});
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return scores.slice(0, limit);
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this._cache[difficulty] = data.scores;
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return data.scores;
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}
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/**
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* Obtenir les stats d'un joueur
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* Statistiques du joueur, calculées à partir de son historique LOCAL.
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*/
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static getPlayerStats(userId) {
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const scores = this.getAllScores().filter(s => s.userId === userId);
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static getPlayerStats() {
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const scores = this._getLocalHistory();
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if (scores.length === 0) {
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return {
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totalGames: 0,
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@@ -96,14 +120,14 @@ class LeaderboardManager {
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perfectGames: 0
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};
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}
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const bestScore = Math.max(...scores.map(s => s.score), 0);
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const totalScore = scores.reduce((a, b) => a + b.score, 0);
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const totalTime = scores.reduce((a, b) => a + b.timeSeconds, 0);
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const bestTime = Math.min(...scores.map(s => s.timeSeconds), Infinity);
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const perfectGames = scores.filter(s => s.isPerfect).length;
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const winRate = (perfectGames / scores.length) * 100;
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return {
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totalGames: scores.length,
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bestScore: bestScore,
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@@ -114,63 +138,37 @@ class LeaderboardManager {
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perfectGames: perfectGames
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};
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}
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/**
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* Obtenir le rang d'un score
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* Mettre à jour l'affichage du classement (asynchrone).
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*/
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static getPlayerRank(userId, difficulty = 'all') {
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const leaderboard = this.getLeaderboard(difficulty, Infinity);
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const rank = leaderboard.findIndex(s => s.userId === userId) + 1;
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return rank > 0 ? rank : null;
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}
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/**
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* Vérifier si c'est un nouveau record personnel
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*/
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static isPersonalRecord(userId, newScore) {
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const stats = this.getPlayerStats(userId);
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return newScore > stats.bestScore;
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}
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/**
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* Obtenir les statistiques globales
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*/
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static getGlobalStats() {
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const scores = this.getAllScores();
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if (scores.length === 0) {
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return {
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totalGames: 0,
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totalPlayers: 0,
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averageScore: 0,
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highestScore: 0,
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fastestCompletion: Infinity
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};
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}
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const uniquePlayers = new Set(scores.map(s => s.userId));
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const totalScore = scores.reduce((a, b) => a + b.score, 0);
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const highestScore = Math.max(...scores.map(s => s.score), 0);
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const fastestCompletion = Math.min(...scores.map(s => s.timeSeconds), Infinity);
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return {
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totalGames: scores.length,
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totalPlayers: uniquePlayers.size,
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averageScore: Math.round(totalScore / scores.length),
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highestScore: highestScore,
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fastestCompletion: fastestCompletion === Infinity ? 0 : fastestCompletion
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};
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}
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/**
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* Mettre à jour l'affichage du classement
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*/
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static updateDisplay(difficulty = 'all') {
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const leaderboard = this.getLeaderboard(difficulty, 10);
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static async updateDisplay(difficulty = 'all') {
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const leaderboardList = document.getElementById('leaderboard-list');
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if (!leaderboardList) return;
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// État de chargement
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leaderboardList.innerHTML = `
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<div class="empty-state">
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<div class="empty-state-icon">⏳</div>
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<div class="empty-state-text">Chargement du classement…</div>
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</div>
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`;
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let leaderboard;
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try {
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leaderboard = await this.getLeaderboard(difficulty, 10);
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} catch (e) {
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console.error('Leaderboard load error:', e);
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leaderboardList.innerHTML = `
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<div class="empty-state">
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<div class="empty-state-icon">⚠️</div>
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<div class="empty-state-text">Classement indisponible</div>
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<div class="empty-state-hint">Vérifiez votre connexion et réessayez.</div>
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</div>
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`;
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return;
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}
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if (leaderboard.length === 0) {
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leaderboardList.innerHTML = `
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<div class="empty-state">
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@@ -181,16 +179,20 @@ class LeaderboardManager {
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`;
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return;
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}
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const myUserId = getUserId();
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leaderboardList.innerHTML = '';
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leaderboard.forEach((score, index) => {
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const rankItem = document.createElement('div');
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rankItem.className = 'rank-item';
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if (score.userId === myUserId) {
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rankItem.classList.add('is-me');
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}
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const rankNumber = this.getRankDisplay(index);
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const medal = index < 3 ? `class="rank-number medal-${index + 1}"` : 'class="rank-number"';
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rankItem.innerHTML = `
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<div class="rank-top">
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<div ${medal}>${rankNumber}</div>
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@@ -205,96 +207,53 @@ class LeaderboardManager {
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</div>
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</div>
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`;
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leaderboardList.appendChild(rankItem);
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});
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analyticsManager.track('leaderboard_viewed', { filter: difficulty });
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if (typeof analyticsManager !== 'undefined') {
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analyticsManager.track('leaderboard_viewed', { filter: difficulty });
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}
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}
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/**
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* Mettre à jour les statistiques du joueur
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* Mettre à jour les statistiques du joueur (locales).
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*/
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static updatePlayerStats() {
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const userId = getUserId();
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const stats = this.getPlayerStats(userId);
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// Remplir les éléments HTML
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document.getElementById('total-games').textContent = stats.totalGames;
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document.getElementById('best-score').textContent = formatNumber(stats.bestScore);
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document.getElementById('best-time').textContent = stats.bestTime === Infinity ? '--' : formatTime(stats.bestTime);
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document.getElementById('win-rate').textContent = `${stats.winRate}%`;
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// Ajouter des classes pour animation si valeurs élevées
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if (stats.bestScore > 5000) {
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document.getElementById('best-score').parentElement.classList.add('high-value');
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const stats = this.getPlayerStats();
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const totalGamesEl = document.getElementById('total-games');
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const bestScoreEl = document.getElementById('best-score');
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const bestTimeEl = document.getElementById('best-time');
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const winRateEl = document.getElementById('win-rate');
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if (totalGamesEl) totalGamesEl.textContent = stats.totalGames;
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if (bestScoreEl) bestScoreEl.textContent = formatNumber(stats.bestScore);
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if (bestTimeEl) bestTimeEl.textContent = stats.bestTime === Infinity || stats.bestTime === 0 ? '--' : formatTime(stats.bestTime);
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if (winRateEl) winRateEl.textContent = `${stats.winRate}%`;
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if (bestScoreEl && stats.bestScore > 5000) {
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bestScoreEl.parentElement.classList.add('high-value');
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}
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if (stats.winRate >= 50) {
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document.getElementById('win-rate').parentElement.classList.add('high-value');
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if (winRateEl && stats.winRate >= 50) {
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winRateEl.parentElement.classList.add('high-value');
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}
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}
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/**
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* Afficher le rang du joueur
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* Effacer l'historique local du joueur (DEBUG).
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* N'affecte PAS le classement en ligne partagé.
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*/
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static updatePlayerRank(difficulty = 'all') {
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const userId = getUserId();
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const rank = this.getPlayerRank(userId, difficulty);
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if (rank) {
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const rankDisplay = document.getElementById('player-rank');
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if (rankDisplay) {
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rankDisplay.textContent = `Vous êtes #{rank}`;
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}
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}
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}
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/**
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* Afficher les statistiques globales
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*/
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static displayGlobalStats() {
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const globalStats = this.getGlobalStats();
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DEBUG.log('Global Statistics:', globalStats);
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return globalStats;
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}
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/**
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* Nettoyer les scores (DEBUG)
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*/
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static clearAll() {
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if (confirm('Êtes-vous ABSOLUMENT certain de vouloir supprimer TOUS les scores?')) {
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localStorage.removeItem(this.KEY_LEADERBOARD);
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this.updateDisplay();
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static clearLocalHistory() {
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if (confirm('Effacer VOS statistiques locales ? (le classement en ligne n\'est pas touché)')) {
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localStorage.removeItem(this.KEY_HISTORY);
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this.updatePlayerStats();
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DEBUG.log('✓ Tous les scores ont été supprimés');
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DEBUG.log('✓ Historique local effacé');
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return true;
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}
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return false;
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}
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/**
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* Exporter les scores en CSV
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*/
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static exportCSV() {
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const scores = this.getAllScores();
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let csv = 'Rang,Joueur,Score,Difficulté,Temps (s),Mouvements,Parfait,Date\n';
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scores.forEach((score, index) => {
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csv += `${index + 1},"${score.playerName}",${score.score},"${score.difficulty}",${score.timeSeconds},${score.moves},${score.isPerfect ? 'Oui' : 'Non'},"${score.date}"\n`;
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});
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const blob = new Blob([csv], { type: 'text/csv' });
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const url = URL.createObjectURL(blob);
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const link = document.createElement('a');
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link.href = url;
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link.download = `leaderboard-${new Date().toISOString().slice(0, 10)}.csv`;
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link.click();
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URL.revokeObjectURL(url);
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}
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/**
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* Obtenir l'affichage du rang (numéro ou médaille)
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*/
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@@ -302,7 +261,7 @@ class LeaderboardManager {
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const medals = ['🥇', '🥈', '🥉'];
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return medals[index] || `${index + 1}`;
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}
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/**
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* Échapper le HTML (sécurité)
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*/
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@@ -313,78 +272,11 @@ class LeaderboardManager {
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}
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}
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/**
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* Statistiques avancées
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*/
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class AdvancedStats {
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/**
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* Obtenir la distribution des scores par difficulté
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*/
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static getDistributionByDifficulty() {
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const scores = LeaderboardManager.getAllScores();
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const distribution = {};
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Object.keys(DIFFICULTY_MODES).forEach(difficulty => {
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distribution[difficulty] = scores.filter(s => s.difficulty === difficulty).length;
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});
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return distribution;
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}
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||||
/**
|
||||
* Obtenir la tendance temporelle
|
||||
*/
|
||||
static getTimelineTrend(days = 7) {
|
||||
const scores = LeaderboardManager.getAllScores();
|
||||
const now = new Date();
|
||||
const timeline = {};
|
||||
|
||||
for (let i = 0; i < days; i++) {
|
||||
const date = new Date(now);
|
||||
date.setDate(date.getDate() - i);
|
||||
const dateStr = date.toISOString().slice(0, 10);
|
||||
timeline[dateStr] = scores.filter(s => s.date.slice(0, 10) === dateStr).length;
|
||||
}
|
||||
|
||||
return timeline;
|
||||
}
|
||||
|
||||
/**
|
||||
* Obtenir la moyenne de temps par difficulté
|
||||
*/
|
||||
static getAverageTimeByDifficulty() {
|
||||
const scores = LeaderboardManager.getAllScores();
|
||||
const averages = {};
|
||||
|
||||
Object.keys(DIFFICULTY_MODES).forEach(difficulty => {
|
||||
const diffScores = scores.filter(s => s.difficulty === difficulty);
|
||||
if (diffScores.length > 0) {
|
||||
const totalTime = diffScores.reduce((a, b) => a + b.timeSeconds, 0);
|
||||
averages[difficulty] = Math.round(totalTime / diffScores.length);
|
||||
}
|
||||
});
|
||||
|
||||
return averages;
|
||||
}
|
||||
|
||||
/**
|
||||
* Taux de réussite global
|
||||
*/
|
||||
static getGlobalSuccessRate() {
|
||||
const scores = LeaderboardManager.getAllScores();
|
||||
if (scores.length === 0) return 0;
|
||||
|
||||
const perfectGames = scores.filter(s => s.isPerfect).length;
|
||||
return Math.round((perfectGames / scores.length) * 100);
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================
|
||||
// INITIALISATION
|
||||
// ============================================
|
||||
|
||||
// Exporter pour utilisation globale
|
||||
window.LeaderboardManager = LeaderboardManager;
|
||||
window.AdvancedStats = AdvancedStats;
|
||||
|
||||
DEBUG.log('Leaderboard Manager initialized');
|
||||
DEBUG.log('Leaderboard Manager initialized (online mode)');
|
||||
|
||||
@@ -347,12 +347,16 @@ class MemoryGameEngine {
|
||||
achievements: achievements.map(a => a.id)
|
||||
});
|
||||
|
||||
// Sauvegarder score
|
||||
// Sauvegarder le score (classement en ligne) puis rafraîchir l'affichage
|
||||
LeaderboardManager.addScore({
|
||||
...gameData,
|
||||
score: finalScore.totalScore
|
||||
}).then(() => {
|
||||
const activeFilter = document.querySelector('.tab-btn.active')?.getAttribute('data-filter') || 'all';
|
||||
LeaderboardManager.updateDisplay(activeFilter);
|
||||
LeaderboardManager.updatePlayerStats();
|
||||
});
|
||||
|
||||
|
||||
// Afficher modal victoire
|
||||
this.showVictoryModal(finalScore, achievements, isWon);
|
||||
}
|
||||
|
||||
@@ -292,10 +292,10 @@ function getRank(index) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Vérifier si le score est dans le top 10
|
||||
* Vérifier si le score est dans le top 10 (classement en ligne, asynchrone)
|
||||
*/
|
||||
function isTopScore(score, difficulty = 'all') {
|
||||
const scores = LeaderboardManager.getLeaderboard(difficulty, 10);
|
||||
async function isTopScore(score, difficulty = 'all') {
|
||||
const scores = await LeaderboardManager.getLeaderboard(difficulty, 10);
|
||||
return scores.some(s => s.score === score.score && s.userId === score.userId);
|
||||
}
|
||||
|
||||
@@ -318,57 +318,25 @@ function formatDate(isoDate) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Obtenir les statistiques d'un joueur
|
||||
* Obtenir les statistiques locales du joueur
|
||||
*/
|
||||
function getPlayerStatistics(userId) {
|
||||
const scores = LeaderboardManager.getAllScores().filter(s => s.userId === userId);
|
||||
|
||||
if (scores.length === 0) {
|
||||
return {
|
||||
totalGames: 0,
|
||||
bestScore: 0,
|
||||
averageScore: 0,
|
||||
averageTime: 0,
|
||||
bestTime: Infinity,
|
||||
winRate: 0,
|
||||
perfectGames: 0
|
||||
};
|
||||
}
|
||||
|
||||
const bestScore = Math.max(...scores.map(s => s.score), 0);
|
||||
const totalScore = scores.reduce((a, b) => a + b.score, 0);
|
||||
const totalTime = scores.reduce((a, b) => a + b.timeSeconds, 0);
|
||||
const bestTime = Math.min(...scores.map(s => s.timeSeconds), Infinity);
|
||||
const perfectGames = scores.filter(s => s.isPerfect).length;
|
||||
const winRate = (perfectGames / scores.length) * 100;
|
||||
|
||||
return {
|
||||
totalGames: scores.length,
|
||||
bestScore: bestScore,
|
||||
averageScore: Math.round(totalScore / scores.length),
|
||||
averageTime: Math.round(totalTime / scores.length),
|
||||
bestTime: bestTime === Infinity ? 0 : bestTime,
|
||||
winRate: Math.round(winRate),
|
||||
perfectGames: perfectGames
|
||||
};
|
||||
function getPlayerStatistics() {
|
||||
return LeaderboardManager.getPlayerStats();
|
||||
}
|
||||
|
||||
/**
|
||||
* Déboguer : afficher tous les scores en console
|
||||
* Déboguer : afficher l'historique local du joueur en console
|
||||
*/
|
||||
function debugScores() {
|
||||
console.table(LeaderboardManager.getAllScores());
|
||||
console.table(LeaderboardManager._getLocalHistory());
|
||||
}
|
||||
|
||||
/**
|
||||
* Déboguer : nettoyer tous les scores
|
||||
* Déboguer : effacer les statistiques locales du joueur
|
||||
* (le classement en ligne partagé n'est pas affecté)
|
||||
*/
|
||||
function clearAllScores() {
|
||||
if (confirm('Êtes-vous sûr de vouloir supprimer tous les scores?')) {
|
||||
localStorage.removeItem('nextgn_leaderboard');
|
||||
console.log('✓ Tous les scores ont été supprimés');
|
||||
location.reload();
|
||||
}
|
||||
LeaderboardManager.clearLocalHistory();
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user