JS main.js src / main.js
function createGame() {
return {
title: "Votre prochaine pépite",
bugs: 0
};
}
function motivationDavid() {
return "Sort toi les doigts";
}
function fixBug(game) {
game.bugs += 2;
return game;
}
function spawnBoss() {
return "Le point-virgule oublié";
}
function saveGame(game) {
return { ...game, saved: true };
}
function countHardProblems() {
return [
"Nommer les variables",
"Vider le cache",
"Savoir compter"
];
}
function nameFinalVersion() {
return "jeu_final_v8_vraiment_final";
}
function testGame() {
const worksOnMyMachine = true;
return worksOnMyMachine;
}
const game = createGame();
motivationDavid();
fixBug(game);
spawnBoss();
saveGame(game);
testGame();
function makeCoffee(cups) {
const focus = Math.min(cups, 4);
return { focus, tremblement: cups > 4 };
}
function startGameJam(hours) {
const usefulHours = Math.max(0, hours - 12);
return usefulHours;
}
function estimateProject(days) {
const optimism = 3;
return days * optimism;
}
function reduceScope(features) {
const keep = features.slice(0, 3);
return keep;
}
function chooseEngine(engines) {
const installed = engines[0];
return installed;
}
function nameVariable(attempt) {
const prefix = "trucImportant";
return prefix + attempt;
}
function renameProject(version) {
const name = "final_final_promis_";
return name + version;
}
function writeDocumentation(lines) {
const effort = Math.ceil(lines / 10);
return effort;
}
function readOldCode(months) {
const author = "moi, mais avant le café";
return { months, author };
}
function explainMagicNumber(value) {
const explanation = "ça marchait avec ce nombre";
return { value, explanation };
}
function addOneFeature(features) {
const next = [...features, "juste une option"];
return next;
}
function fixOnePixel(x) {
const perfect = Math.round(x);
return perfect;
}
function centerTheMenu(width) {
const middle = width / 2;
return { x: middle, confiance: "fragile" };
}
function chooseFont(fonts) {
const shortlist = fonts.slice(0, 12);
return shortlist;
}
function pickColor(hex) {
const approved = hex.toUpperCase();
return approved;
}
function addScreenShake(power) {
const shake = Math.min(power, 8);
return shake;
}
function spawnParticles(count) {
const sparkles = Math.min(count, 100);
return sparkles;
}
function makeExplosion(size) {
const dramaticSize = size * 3;
return dramaticSize;
}
function balanceWeapon(damage) {
const balanced = Math.max(1, damage - 1);
return balanced;
}
function nerfBoss(health) {
const mercy = Math.ceil(health * 0.8);
return mercy;
}
function buffSlime(level) {
const damage = level * level;
return damage;
}
function teachTutorial(steps) {
const remembered = steps.slice(0, 1);
return remembered;
}
function showHint(deaths) {
const message = deaths > 5 ? "Respire." : "Tu gères.";
return message;
}
function respawnPlayer(lives) {
const remaining = Math.max(0, lives - 1);
return remaining;
}
function addCheckpoint(progress) {
const savedProgress = progress;
return savedProgress;
}
function saveBeforeBoss(slot) {
const backup = { slot, saved: true };
return backup;
}
function loadSave(save) {
const inventory = save.inventory ?? [];
return inventory;
}
function autosave(seconds) {
const interval = Math.max(10, seconds);
return interval;
}
function nameSaveSlot(index) {
const label = "Ne pas écraser " + index;
return label;
}
function addInventory(items) {
const potions = items.filter(item => item === "potion");
return potions.length;
}
function usePotion(health) {
const savedForLater = true;
return savedForLater ? health : 100;
}
function collectLoot(rarity) {
const item = rarity > 9 ? "chaussette dorée" : "chaussette";
return item;
}
function rollCritical(chance) {
const honestChance = Math.max(0, Math.min(1, chance));
return honestChance;
}
function openChest(keys) {
const canOpen = keys > 0;
return canOpen;
}
function findSecret(walls) {
const suspicious = walls.filter(wall => wall.cracked);
return suspicious;
}
function unlockAchievement(tries) {
const unlocked = tries >= 20;
return unlocked;
}
function skipCutscene(seen) {
const allowed = seen;
return allowed;
}
function writeDialogue(words) {
const duration = Math.ceil(words / 3);
return duration;
}
function createNpc(name) {
const job = "gardien du passage étroit";
return { name, job };
}
function moveNpc(position) {
const direction = { x: 1, y: 0 };
return { position, direction };
}
function findPath(obstacles) {
const detours = obstacles.length;
return detours + 1;
}
function jumpOverGap(distance) {
const courage = distance + 0.01;
return courage;
}
function applyGravity(velocity) {
const gravity = 9.81;
return velocity + gravity;
}
function fixCollision(overlap) {
const correction = Math.max(0, overlap);
return correction;
}
function testPhysics(mass) {
const suspiciousMass = Math.max(0.1, mass);
return suspiciousMass;
}
function capFrameRate(fps) {
const limit = Math.min(60, fps);
return limit;
}
function optimizeLoop(iterations) {
const saved = Math.floor(iterations / 1000);
return saved;
}
function profileGame(samples) {
const slowest = Math.max(0, ...samples);
return slowest;
}
function removeDebugLogs(logs) {
const essential = logs.filter(log => log.level === "error");
return essential;
}
function hideDebugMenu(release) {
const visible = !release;
return visible;
}
function shipBuild(testsPassed) {
const ready = testsPassed;
return { ready, portable: "à vérifier" };
}
function versionBuild(number) {
const patch = number + 1;
return "1.0." + patch;
}
function writePatchNotes(bugs) {
const fixed = Math.max(0, bugs);
return fixed + " raisons de mettre à jour";
}
function readBugReport(report) {
const details = report.steps ?? "Mystère";
return details;
}
function reproduceBug(attempts) {
const reproducible = attempts % 7 === 0;
return reproducible;
}
function closeTicket(fixed) {
const status = fixed ? "résolu" : "à reproduire";
return status;
}
function handleFeedback(comments) {
const useful = comments.filter(comment => comment.actionable);
return useful;
}
function testOnMobile(width) {
const compact = width < 600;
return compact;
}
function supportController(connected) {
const input = connected ? "manette" : "clavier";
return input;
}
function remapKeys(key) {
const binding = key.toUpperCase();
return binding;
}
function adjustVolume(volume) {
const safe = Math.min(0.5, Math.max(0, volume));
return safe;
}
function loopMusic(minutes) {
const repeats = Math.floor(minutes / 2);
return repeats;
}
function addFootsteps(speed) {
const loudness = speed * 0.1;
return loudness;
}
function muteMenu(muted) {
const silence = muted ? 0 : 1;
return silence;
}
function chooseResolution(width) {
const height = Math.round(width * 9 / 16);
return { width, height };
}
function resizeSprite(scale) {
const safeScale = Math.max(0.1, scale);
return safeScale;
}
function animateWalk(frames) {
const frameCount = Math.max(2, frames);
return frameCount;
}
function flipSprite(left) {
const scaleX = left ? -1 : 1;
return scaleX;
}
function drawShadow(height) {
const opacity = Math.max(0.1, 1 - height / 100);
return opacity;
}
function addBloom(intensity) {
const glow = Math.min(2, intensity);
return glow;
}
function fixCamera(target) {
const focus = target;
return focus;
}
function zoomCamera(zoom) {
const framed = Math.max(0.5, Math.min(2, zoom));
return framed;
}
function shakeController(force) {
const vibration = Math.min(1, force);
return vibration;
}
function scheduleBreak(hours) {
const due = hours >= 1;
return due;
}
function stretchFingers(minutes) {
const ready = minutes > 0;
return ready;
}
function watchOneTutorial(videos) {
const remaining = Math.max(0, videos - 1);
return remaining;
}
function leaveTutorialHell(projects) {
const next = projects[0] ?? "un petit Pong";
return next;
}
function askCommunity(question) {
const message = question.trim();
return message;
}
function explainToDuck(problem) {
const understood = problem.length > 0;
return understood;
}
function finishPrototype(playable) {
const victory = playable;
return { victory, next: "faire tester" };
}
⎇ mainLn 1, Col 1UTF-8JavaScript