+# globals
$table = null
+table_height = 0
+card_height = 0
+state = null
+server_url = null
-state = {
- card_types: [
- {text: "Rusty Camel"}
- {text: "Angry Ocelot"}
- {text: "Unruly Parsnip"}
- ],
- # values are indexes into card_types array
- my_cards: [0, 0, 0, 1, 1, 2],
- your_cards: [0, 1, 1, 2, 2, 2],
- auto_shuffle: true
-}
+show_message = (txt) -> txt
+ # FIXME implement chat box or something
+
+# timeout function with args in convenient order
+timeout = (ms, func) -> setTimeout func, ms
unless Array::shuffle?
Array::shuffle = ->
new_button = (text) -> $ $ "<div class=\"button\">#{text}</div>"
-add_card = (text, x, y) ->
- card = $ $ "<div class=\"card\" style=\"left: #{x}px; top: #{y}px\"><span class=\"cardtext\">#{text}</span></div>"
+# 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
+transform_x = (x) -> x
+transform_y = (y) ->
+ return y unless state.agent is 'p2'
+ return table_height - card_height - y
+
+instantiate_card = (card) ->
+ text = card.text
+ view = $ $ "<div class=\"card\" style=\"left: #{transform_x(card.x)}px; top: #{transform_y(card.y)}px\"><span class=\"cardtext\">#{text}</span></div>"
button_box = $ $ '<div/>'
flip_button = new_button "flip over"
mark_button = new_button "mark"
flip_button.bind 'click', ->
- card.toggleClass 'flipped'
- # FIXME tell server
+ state.flip state.agent, card.number, ! view.hasClass 'flipped'
mark_button.bind 'click', ->
- card.toggleClass 'marked'
- # FIXME tell server
+ state.mark state.agent, card.number, ! view.hasClass 'marked'
button_box.append flip_button
button_box.append mark_button
- card.append button_box
- $table.append card
- card.draggable stack: '.card'
- card.bind 'dragstop', (event, ui) ->
- p = card.position()
- # FIXME tell server (p.left, p.top)
+ view.append button_box
+ if card.marked
+ view.addClass 'marked'
+ if card.flipped
+ view.addClass 'flipped'
+ $table.append view
+ view.draggable stack: '.card'
+ view.bind 'dragstop', (event, ui) ->
+ p = view.position()
+ state.move state.agent, card.number, transform_x(p.left), transform_y(p.top)
+ card.view = view
+
+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 it 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) ->
+ 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
+ }
init = ->
- if state.auto_shuffle
- state.my_cards.shuffle()
- state.your_cards.shuffle() # FIXME have the server or other player do this
- state.auto_shuffle = false
- # FIXME tell server
- left = 15
- top = 450
- for card in state.my_cards
- add_card state.card_types[card].text, left, top
- left += 120
- left = 15
- top = 250
- for card in state.your_cards
- add_card state.card_types[card].text, left, top
- left += 120
+ 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) ->
+ # FIXME add/handle pile argument
+ if agent is me
+ tell_server ['move', agent, card, x, y]
+ else
+ state.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 agent is me
+ tell_server ['mark', agent, card, state]
+ state.on 'flip', (agent, card, state) ->
+ @cards[card].view.toggleClass 'flipped', state
+ if agent is me
+ tell_server ['flip', agent, card, state]
+ state.on 'set_cards', (agent, cards) ->
+ # FIXME add agent arg and tell server if it's not us
+ $('.card').remove()
+ for card in cards
+ instantiate_card card
+ if agent is me
+ tell_server ['set_cards', agent, cards]
+
+ # timeout so browser will stop showing that we're loading
+ timeout 1, poll_for_updates
+ timeout 2, ->
+ # ask for initial state
+ tell_server ['send_state', state.agent]
$ ->
$table = $ '#table'
- init()
+ table_height = $table.height()
+ card_height = $('#loading-card').outerHeight()
+ init()