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showResult from '../game-screens/result-screen';\n+\n+\n+export default class Game {\n+  constructor(gameId) {\n+    this.id = gameId;\n+    this.level = INITIAL_STATE.level;\n+    this.lives = INITIAL_STATE.lives;\n+    this.time = INITIAL_STATE.time;\n+    this.points = INITIAL_STATE.points;\n+    this.answers = [];\n+    this.levels = generateLevels();\n+    this.stats = {\n+      time: 0,\n+      score: 0,\n+      bonusAnswers: 0,\n+      mistakes: 0,\n+    };\n+  }\n \n-Game.prototype.changeLevel = function (answerResult) {\n-  this.lives = answerResult.isRight ? this.lives : this.lives - 1;\n-  this.answers.push(answerResult);\n+  showResult() {\n+    throw new Error(`There's no showResult controller`);\n+  }\n \n-  if (this.lives === 0) {\n-    this.stopTimer();\n-    showResult(`fail-tries`);\n-  } else if (this.level === DEFAULT_GAME_PARAM.NUMBER_OF_LEVELS - 1) {\n-    this.writeStats();\n-    showResult(`success`, this);\n-  } else {\n-    showNextLevel(this, ++this.level);\n+  showNextLevel() {\n+    throw new Error(`There's no showNextLevel controller`);\n+  }\n+  onWrongAnswer() {\n+    throw new Error(`There's no onWrongAnswer controller`);\n   }\n-};\n \n-Game.prototype.startTimer = function () {\n-  this.gameTimer = setInterval(() =>{\n-    if (this.time === 0) {\n-      clearInterval(this.gameTimer);\n-      showResult(`fail-time`);\n+  changeLevel(answerResult) {\n+    if (!answerResult.isRight) {\n+      --this.lives;\n+      this.onWrongAnswer();\n     }\n-    this.time--;\n-  }, 1000);\n-};\n-Game.prototype.stopTimer = function () {\n-  clearInterval(this.gameTimer);\n-};\n-\n-Game.prototype.writeStats = function () {\n-  this.stopTimer();\n-\n-  this.stats = {\n-    time: this.time,\n-    ...getScore(this.answers, this.lives),\n-  };\n-};\n-\n-const getScore = (answersArr, lives) => {\n-  if (lives === 0 || answersArr.length !== DEFAULT_GAME_PARAM.NUMBER_OF_LEVELS) {\n-    return -1;\n-  }\n \n-  let bonusAnswers = 0;\n+    this.answers.push(answerResult);\n+    ++this.level;\n+\n+    if (this.lives === 0) {\n+      this.stopTimer();\n+      this.showResult(`fail-tries`);\n+    } else if (this.level === DEFAULT_GAME_PARAM.NUMBER_OF_LEVELS) {\n+      this.writeStats();\n+      this.showResult(`success`);\n+    } else {\n+      this.showNextLevel();\n+    }\n+  }\n \n-  let score = answersArr.reduce((totalScore, currentAnswer) => {\n-    if (currentAnswer.isRight) {\n-      if (currentAnswer.time < DEFAULT_GAME_PARAM.BONUS_TIME) {\n-        bonusAnswers++;\n-        return totalScore + DEFAULT_GAME_PARAM.BONUS_GRADE;\n-      } else {\n-        return totalScore + DEFAULT_GAME_PARAM.RIGHT_ANSWER_GRADE;\n+  startTimer() {\n+    this.gameTimer = setInterval(() =>{\n+      if (this.time === 0) {\n+        this.stopTimer();\n+        this.showResult(`fail-time`);\n       }\n+      this.time--;\n+    }, 1000);\n+  }\n+  stopTimer() {\n+    clearInterval(this.gameTimer);\n+  }\n+\n+  writeStats() {\n+    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DEFAULT_GAME_PARAM.FAIL_GRADE * (mistakes);\n \n-  return {score, bonusAnswers, mistakes};\n-};\n+    return {score, bonusAnswers, mistakes};\n+  }\n+\n+  getGlobalStats(globalStats) {\n+    const playerResult = {score: this.stats.score, gameId: this.id};\n+\n+    if (!globalStats.some((it) => it.gameId === this.id)) {\n+      globalStats.push(playerResult);\n+    }\n+    globalStats.sort((a, b) => b.score - a.score);\n \n-Game.prototype.getGlobalStats = function (globalStats) {\n-  const playerResult = {score: this.stats.score, gameId: this.id};\n+    const totalPlayersNumber = globalStats.length;\n+    const playerPlace = globalStats.findIndex((it) => it.gameId === this.id) + 1;\n+    const winPercentage = Math.round((totalPlayersNumber - playerPlace) * 100 / totalPlayersNumber);\n \n-  if (!globalStats.some((it) => it.gameId === this.id)) {\n-    globalStats.push(playerResult);\n+    return {\n+      playerPlace,\n+      totalPlayersNumber,\n+      winPercentage\n+    };\n   }\n-  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