+###
+Peach CGT -- Card Game Table simulator
+Copyright (C) 2011 Jason Woofenden
+Lincensed under AGPLv3. Source here: https://gitorious.org/peach-cgt
+###
+
# globals
$table = null
+table_width = 0
table_height = 0
+card_width = 0
card_height = 0
state = null
server_url = null
# 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) -> x
+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 = -> return top_card_z += 1
+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}"
-bring_card_to_front = (card) ->
- card.view.css "z-index": next_card_z()
+ return top_card_z
-new_blank_card = (x, y) ->
- view = $ $ "<div class=\"blank_card\" style=\"left: #{transform_x x}px; top: #{transform_y y}px; z-index: 0\"></div>"
+
+new_blank_card = (x, y, css_class) ->
+ view = $ $ "<div class=\"blank_card #{css_class}\" style=\"left: #{transform_x x}px; top: #{transform_y y}px; z-index: 0\"></div>"
$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()
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
if card.flipped
view.addClass 'flipped'
$table.append view
- view.draggable containment: '#table', grid: [20, 20]
+ view.draggable grid: [20, 20]
view.bind 'dragstart', (event, ui) ->
view.css 'z-index': card.z = next_card_z()
if card.pile?
update_pile_views()
view.bind 'dragstop', (event, ui) ->
p = view.position()
- pile = null # FIXME figure out what pile we moved to
- state.move state.agent, card.number, transform_x(p.left), transform_y(p.top), card.z, pile
+ 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
messages = outgoing_messages
outgoing_messages = []
- $.ajax "#{server_url}/set", {
+ show_message "#{server_url}set"
+ $.ajax "#{server_url}set", {
cache: false
data: {
agent: state.agent
- game: 'test' # FIXME, and in the /get call too
+ game: state.slug
messages: JSON.stringify(messages)
}
type: 'POST'
error_lag = 3
poll_for_updates = ->
- $.ajax "#{server_url}/get?agent=#{state.agent}&game=test", {
+ $.ajax "#{server_url}get?agent=#{state.agent}&game=#{state.slug}", {
cache: false
type: 'GET'
dataType: 'json'
$('.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
- instantiate_card card unless card.pile?
+
+ if hide_deck_designer
+ $('#deck_designer').remove()
unless piles?
piles = [ # global
- {key: 'p2_draw', x: transform_x(140), y: transform_y(20), name: "Draw Pile"}
- {key: 'p2_discard', x: transform_x(20), y: transform_y(20), name: "Discard Pile"}
- {key: 'p1_draw', x: transform_x(140), y: transform_y(flip_y(20)), name: "Draw Pile"}
- {key: 'p1_discard', x: transform_x(20), y: transform_y(flip_y(20)), name: "Discard Pile"}
+ {key: 'p2_draw', x: 140, y: 20, name: "Draw Pile"}
+ {key: 'p2_discard', x: 20, y: 20, name: "Discard Pile"}
+ {key: 'p1_draw', x: flip_x(140), y: flip_y(20), name: "Draw Pile"}
+ {key: 'p1_discard', x: flip_x(20), y: flip_y(20), name: "Discard Pile"}
]
for pile in piles
- pile.$blank = new_blank_card pile.x, pile.y
+ 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 = $ $ "<div class=\"pile_caption\"><div>#{pile.name}:</div><div class=\"n_cards\">#{n_cards 0}</div></div>"
update_pile_views()
+# also makes sure all non-piled cards are instantiated
update_pile_views = ->
ps = {}
for card in state.cards
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?
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 += "<br>#{card.type}"
+ if valumenous card.subtype
+ text += " • #{card.subtype}"
+ text += "<br>cost: #{card.cost} thresh: #{card.threshold}<br>"
+ text += card.rules
+
+ summary = text.replace(/<br>/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 = $ $ '<ul/>'
+ for key, card of possible_cards
+ view = $ $ "<li>#{card.summary}</li>"
+ 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 = $ $ "<div style=\"border: 1px solid black; margin: 0 auto 10px 10px; width: 40px; text-align: center\">Done</div>"
+ 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
+ flipped: true
+ }
+ cards.push card
+ cards.push $.extend {}, card # clone
+ cards.push $.extend {}, card # clone
+ cards.push $.extend {}, card # clone
+
+ # asign z-index in random order
+ cards.shuffle()
+ for card in cards
+ card.z = next_card_z()
+ show_message cards
+
+ # let server assign card numbers
+ tell_server ['new_cards', state.agent, cards]
+
+
+ container.append submit
+
+new_game_slug = ->
+ charset = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"
+ ret = ''
+ while ret.length < 10
+ ret += charset[Math.floor(Math.random() * charset.length)]
+ return ret
init = ->
+ is_new_game = false
if window.location.hash? and window.location.hash.length > 0
- me = window.location.hash.substr 1
- winloc = "#{window.location}"
+ winloc = window.location.toString()
server_url = winloc.substr 0, winloc.length - window.location.hash.length
+ game_agent = window.location.hash.substr 1
+ s = game_agent.split /_/g
+ if s.length isnt 2
+ window.location = server_url
+ # in case that doesn't cause a redirect:
+ timeout 20, init
+ return
+ game = s[0]
+ me = s[1]
else
me = 'p1'
- server_url = window.location
+ game = new_game_slug()
+ server_url = window.location.toString()
+ window.location.hash = "#{game}_#{me}" # TODO should I put a # at the beginning?
+ is_new_game = true
+
+ if me is 'p1'
+ other_player = 'p2'
+ else
+ me = 'p2'
+ other_player = 'p1'
+
+ $('#main_header').append $ " <span id=\"other_player_url\">Here's the address for the other player in this game with you: <code>#{server_url}##{game}_#{other_player}</code></span>"
- state = window.game_model.new me
+ state = window.game_model.new game, me
state.on 'move', (agent, card, x, y, z, pile) ->
- update_pile_views()
+ 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
- # FIXME should we use the z from the server? Should p1 use odd numbers and p2 even?
- bring_card_to_front state.cards[card]
- state.cards[card].view.animate { left: "#{transform_x x}px", top: "#{transform_y y}px"}, 800
+ 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) ->
- @cards[card].view.toggleClass 'marked', 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) ->
- @cards[card].view.toggleClass 'flipped', 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) ->
- initialize_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, poll_for_updates
- timeout 2, ->
+ # timeouts are so browser will stop showing that we're loading
+ if is_new_game
+ timeout 1, ->
+ tell_server ['new_game', state.slug, state.agent]
+ timeout 2, init_card_designer
+ timeout 3, poll_for_updates
+ timeout 4, ->
# ask for initial state
tell_server ['send_state', state.agent]
$ ->
$table = $ '#table'
+ table_width = $table.width()
table_height = $table.height()
- card_height = $('#loading-card').outerHeight()
+ card_width = $('#loading_card').outerWidth()
+ card_height = $('#loading_card').outerHeight()
init()