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}"
+
+ return top_card_z
-bring_card_to_front = (card) ->
- card.view.css "z-index": next_card_z()
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>"
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
$('.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
+ $('#deck_designer').remove()
unless piles?
piles = [ # global
update_pile_views()
+# also makes sure all non-piled cards are instantiated
update_pile_views = ->
ps = {}
for card in state.cards
uninstantiate_card card
else
ps[card.pile] = { total: 1, top_card: card, top_z: card.z }
+ else
+ # not in a pile
+ instantiate_card card unless card.view?
for pile in piles
# where should the caption be?
card_count = ps[pile.key].total if ps[pile.key]?
pile.$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\">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
+ 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
state = window.game_model.new 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 use the z from the server
- 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, init_card_designer
timeout 1, poll_for_updates
timeout 2, ->
# ask for initial state
$table = $ '#table'
table_width = $table.width()
table_height = $table.height()
- card_width = $('#loading-card').outerWidth()
- card_height = $('#loading-card').outerHeight()
+ card_width = $('#loading_card').outerWidth()
+ card_height = $('#loading_card').outerHeight()
init()