# globals
$table = null
table_width = 0
table_height = 0
card_width = 0
card_height = 0
state = null
server_url = null
top_card_z = 0 # css z-index of front-most card
piles = null
window.log = []
show_message = (txt) ->
window.log.push txt
if window.log.length > 20
window.log.shift()
return
# timeout function with args in convenient order
timeout = (ms, func) -> setTimeout func, ms
unless Array::shuffle?
Array::shuffle = ->
return if @length is 0
top = @length
while --top
current = Math.floor(Math.random() * (top + 1))
tmp = @[current]
@[current] = @[top]
@[top] = tmp
return
new_button = (text) -> $ $ "
#{text}
"
# transform coordinates from client-side coords to server-side coords (or back)
# this makes it so p2 view everything upside down (mirrored), but still sends coords rightside up
flip_x = (x) -> table_width - card_width - x
flip_y = (y) -> table_height - card_height - y
transform_x = (x) ->
return x unless state.agent is 'p2'
return flip_x x
transform_y = (y) ->
return y unless state.agent is 'p2'
return flip_y y
next_card_z = ->
top_card_z += 1
# p1 gets even numbers, p2 gets odd numbers
if state.agent is 'p1'
top_card_z += top_card_z % 2
else
top_card_z += 1 - (top_card_z % 2)
show_message "new z: #{top_card_z}"
return top_card_z
new_blank_card = (x, y, css_class) ->
view = $ $ ""
$table.append view
return view
find_pile = (x, y) ->
fudge = 40
for pile in piles
if -fudge < pile.x - x < fudge and -fudge < pile.y - y < fudge
return pile
return null
in_your_hand = (card) ->
return (not (card.pile?)) and ((transform_y card.y) < (card_height * 0.8))
uninstantiate_card = (card) ->
show_message "uninstantiate card #{card.number}"
card.view.remove()
delete card.view
instantiate_card = (card) ->
show_message "instantiate card #{card.number}"
if card.view
die.a.horrible.death()
text = card.text
if card.owner is state.agent
card_class = 'my_card'
else
card_class = 'your_card'
if in_your_hand card
card_class = "#{card_class} your_hand"
if card.z > top_card_z
top_card_z = card.z
view = $ $ "#{text}
"
card.view = view
button_box = $ $ ''
flip_button = new_button "flip over"
mark_button = new_button "mark"
flip_button.bind 'click', ->
state.flip state.agent, card.number, ! view.hasClass 'flipped'
mark_button.bind 'click', ->
state.mark state.agent, card.number, ! view.hasClass 'marked'
button_box.append flip_button
button_box.append mark_button
view.append button_box
if card.marked
view.addClass 'marked'
if card.flipped
view.addClass 'flipped'
$table.append view
view.draggable containment: '#table', grid: [20, 20]
view.bind 'dragstart', (event, ui) ->
view.css 'z-index': card.z = next_card_z()
if card.pile?
delete card.pile
update_pile_views()
view.bind 'dragstop', (event, ui) ->
p = view.position()
x = transform_x(p.left)
y = transform_y(p.top)
pile = find_pile x, y
if pile?
x = pile.x
y = pile.y
pile = pile.key
view.css {left: transform_x(x), top: transform_y(y)}
state.move state.agent, card.number, x, y, card.z, pile
error_lag = 3
outgoing_messages = []
# message should be [agent, method, args...]
# don't forget the agent (state.agent)
tell_server = (message) ->
outgoing_messages.push message
send_updates()
send_updates = ->
return if outgoing_messages.length is 0
messages = outgoing_messages
outgoing_messages = []
$.ajax "#{server_url}/set", {
cache: false
data: {
agent: state.agent
game: 'test' # FIXME, and in the /get call too
messages: JSON.stringify(messages)
}
type: 'POST'
dataType: 'json'
error: (xhr, status, error) ->
show_message "Network error while sending, you might want to refresh. Trying again in #{error_lag} seconds. (Status: #{status}, Error: #{error})"
for message in messages
outgoing_messages.unshift message
timeout error_lag * 1000, send_updates
error_lag *= 2
success: (data, status, xhr) ->
show_message "update sent"
error_lag = 3
}
error_lag = 3
poll_for_updates = ->
$.ajax "#{server_url}/get?agent=#{state.agent}&game=test", {
cache: false
type: 'GET'
dataType: 'json'
error: (xhr, status, error) ->
show_message "Network error, you might want to refresh. Trying again in #{error_lag} seconds. (Status: #{status}, Error: #{error})"
timeout error_lag * 1000, poll_for_updates
error_lag *= 2
success: (data, status, xhr) ->
state.process_messages data
timeout 100, poll_for_updates
error_lag = 3
}
n_cards = (count) ->
return "#{count} cards" unless count is 1
return "1 card"
initialize_cards = () ->
show_message 'initialize_cards'
$('.card').remove()
top_card_z = 0
# instantiate cards in play
hide_deck_designer = false
for card in state.cards
if card.owner is state.agent
hide_deck_designer = true
delete card.view
if hide_deck_designer
$('#deck_designer').remove()
unless piles?
piles = [ # global
{key: 'p2_draw', x: 140, y: 20, name: "Draw Pile"}
{key: 'p2_discard', x: 20, y: 20, name: "Discard Pile"}
{key: 'p1_draw', x: flip_x(140), y: flip_y(20), name: "Draw Pile"}
{key: 'p1_discard', x: flip_x(20), y: flip_y(20), name: "Discard Pile"}
]
for pile in piles
if pile.key.substr(0, 2) is state.agent
css_class = 'my_card'
else
css_class = 'your_card'
pile.$blank = new_blank_card pile.x, pile.y, css_class
pile.$caption = $ $ "#{pile.name}:
#{n_cards 0}
"
update_pile_views()
# also makes sure all non-piled cards are instantiated
update_pile_views = ->
ps = {}
for card in state.cards
if card.pile?
if ps[card.pile]?
ps[card.pile].total += 1
if card.z > ps[card.pile].top_z
if ps[card.pile].top_card.view?
uninstantiate_card ps[card.pile].top_card
ps[card.pile].top_card = card
ps[card.pile].top_z = card.z
else if card.view
uninstantiate_card card
else
ps[card.pile] = { total: 1, top_card: card, top_z: card.z }
else
# not in a pile
instantiate_card card unless card.view?
for pile in piles
# where should the caption be?
if ps[pile.key]?
unless ps[pile.key].top_card.view?
ps[pile.key].top_card.x = pile.x
ps[pile.key].top_card.y = pile.y
instantiate_card ps[pile.key].top_card
caption_dest = ps[pile.key].top_card.view
else
caption_dest = pile.$blank
if caption_dest isnt pile.caption_loc
pile.$caption.detach()
caption_dest.append pile.$caption
pile.caption_loc = caption_dest
# update caption to show correct number of cards in the pile
card_count = 0
card_count = ps[pile.key].total if ps[pile.key]?
pile.$caption.children('.n_cards').html n_cards card_count
possible_cards = {}
valumenous = (val) -> return true unless val is '' or val is ' '
init_possible_cards = ->
for card in window.cs_cards
text = "#{card.cardname} (#{card.faction})"
if valumenous card.attack or valumenous card.defense
text += " #{card.attack}/#{card.defense}"
text += "
#{card.type}"
if valumenous card.subtype
text += " • #{card.subtype}"
text += "
cost: #{card.cost} thresh: #{card.threshold}
"
text += card.rules
summary = text.replace(/
/g, "\n")
possible_cards[card.id] = {id: card.id, text: text, summary: summary}
init_card_designer = ->
show_message 'init_card_designer'
cards_in_deck = {}
container = $ '#deck_designer'
init_possible_cards()
ul = $ $ ''
for key, card of possible_cards
view = $ $ "#{card.summary}"
view.data 'id', card.id
view.bind 'click', ->
$el = $ this
id = $el.data 'id'
if cards_in_deck[id]?
delete cards_in_deck[id]
value = false
else
value = true
cards_in_deck[id] = true
$el.toggleClass 'in_deck', value
ul.append view
container.append ul
submit = $ $ "Done
"
submit.bind 'click', ->
$('#deck_designer').remove()
show_message cards_in_deck
cards = []
for key, value of cards_in_deck
card = {
text: possible_cards[key].text
owner: state.agent
pile: "#{state.agent}_draw"
x: 0
y: 0
z: next_card_z()
flipped: true
}
cards.push card
cards.push card
cards.push card
cards.push card
cards.shuffle()
show_message cards
# let server assign card numbers
tell_server ['new_cards', state.agent, cards]
container.append submit
init = ->
if window.location.hash? and window.location.hash.length > 0
me = window.location.hash.substr 1
winloc = "#{window.location}"
server_url = winloc.substr 0, winloc.length - window.location.hash.length
else
me = 'p1'
server_url = window.location
state = window.game_model.new me
state.on 'move', (agent, card, x, y, z, pile) ->
if z > top_card_z
top_card_z = z
update_pile_views() # ensures instantiation of all visible cards
if @cards[card].view? # the card is visible
# show it face down if it's in the other player's hand
@cards[card].view.toggleClass 'your_hand', in_your_hand @cards[card]
if agent is me
tell_server ['move', agent, card, x, y, z, pile]
else
if @cards[card].view?
@cards[card].view.css "z-index": z
@cards[card].view.animate { left: "#{transform_x x}px", top: "#{transform_y y}px"}, 800
state.on 'mark', (agent, card, state) ->
if @cards[card].view?
@cards[card].view.toggleClass 'marked', state
if agent is me
tell_server ['mark', agent, card, state]
state.on 'flip', (agent, card, state) ->
if @cards[card].view?
@cards[card].view.toggleClass 'flipped', state
if agent is me
tell_server ['flip', agent, card, state]
state.on 'set_cards', (agent, cards) ->
if agent is me
tell_server ['set_cards', agent, cards]
initialize_cards()
state.on 'new_cards', (agent, cards) ->
initialize_cards()
# timeout so browser will stop showing that we're loading
timeout 1, init_card_designer
timeout 1, poll_for_updates
timeout 2, ->
# ask for initial state
tell_server ['send_state', state.agent]
$ ->
$table = $ '#table'
table_width = $table.width()
table_height = $table.height()
card_width = $('#loading_card').outerWidth()
card_height = $('#loading_card').outerHeight()
init()