X-Git-Url: https://jasonwoof.com/gitweb/?a=blobdiff_plain;ds=sidebyside;f=client.coffee;h=0ec59d6f0bb2e4b98e6feaabbef33d08ff5708ae;hb=2ee5beec5872de8d6c96179676eca1208b3f418e;hp=e263dfb0890210b587dec5e0715cbefe20f9d1dc;hpb=89e6048a552a90df061f10d78a836358d6782b01;p=peach-cgt.git
diff --git a/client.coffee b/client.coffee
index e263dfb..0ec59d6 100644
--- a/client.coffee
+++ b/client.coffee
@@ -1,16 +1,29 @@
+###
+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
+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
-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
-}
+# timeout function with args in convenient order
+timeout = (ms, func) -> setTimeout func, ms
unless Array::shuffle?
Array::shuffle = ->
@@ -24,32 +37,388 @@ unless Array::shuffle?
@[top] = tmp
return
-add_card = (text, x, y) ->
- card = $ $ "
#{text}
"
- $table.append card
- card.draggable()
- card.bind 'dragstop', (event, ui) ->
- p = card.position()
- card.children().html("(#{p.left}, #{p.top})")
- # FIXME tell server
+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 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 = []
+
+ show_message "#{server_url}set"
+ $.ajax "#{server_url}set", {
+ cache: false
+ data: {
+ agent: state.agent
+ game: state.slug
+ 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=#{state.slug}", {
+ 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
+ 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 = ->
- 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
- 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
+ is_new_game = false
+ if window.location.hash? and window.location.hash.length > 0
+ 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'
+ 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 $ " Here's the address for the other player in this game with you: #{server_url}##{game}_#{other_player}
"
+
+ state = window.game_model.new game, 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()
+
+ # 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'
- init()
+ table_width = $table.width()
+ table_height = $table.height()
+ card_width = $('#loading_card').outerWidth()
+ card_height = $('#loading_card').outerHeight()
+ init()