X-Git-Url: https://jasonwoof.com/gitweb/?a=blobdiff_plain;f=client.coffee;h=139158db1c6824b5eda6458c5ed171c54ec2e1ec;hb=bb72a635150495387543c86077ccfcec853a5f11;hp=5a5341cfc79d1d4fc87d09e290a9f22dec6ddfbe;hpb=5e5f70bb208fb1f8a7e774ed5a172e78660be639;p=peach-cgt.git diff --git a/client.coffee b/client.coffee index 5a5341c..139158d 100644 --- a/client.coffee +++ b/client.coffee @@ -1,14 +1,20 @@ # globals $table = null +table_width = 0 table_height = 0 +card_width = 0 card_height = 0 state = null server_url = null top_card_z = 0 # css z-index of front-most card -$pile_captions = {} +piles = null -show_message = (txt) -> txt - # FIXME implement chat box or something +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 @@ -29,8 +35,11 @@ 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) -> 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 @@ -40,27 +49,45 @@ next_card_z = -> return top_card_z += 1 bring_card_to_front = (card) -> card.view.css "z-index": next_card_z() -new_blank_card = (x, y) -> - view = $ $ "
" +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' - # initial card state from server has z so that stacks come out with the right layers - if card.z? - if card.z > top_card_z - top_card_z = card.z - else - unless card.pile - card.z = next_card_z() + 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" @@ -79,10 +106,20 @@ instantiate_card = (card) -> 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() - state.move state.agent, card.number, transform_x(p.left), transform_y(p.top), card.z - card.view = view + 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 @@ -103,7 +140,7 @@ send_updates = -> cache: false data: { agent: state.agent - game: 'test' # FIXME, and it the /get call too + game: 'test' # FIXME, and in the /get call too messages: JSON.stringify(messages) } type: 'POST' @@ -126,7 +163,7 @@ poll_for_updates = -> 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})" + 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) -> @@ -140,42 +177,69 @@ n_cards = (count) -> return "1 card" initialize_cards = () -> - # clear everything + show_message 'initialize_cards' $('.card').remove() - $('.blank_card').remove() - + top_card_z = 0 # instantiate cards in play for card in state.cards - instantiate_card card unless card.pile - - # build piles - piles = [ - {key: 'p2_draw', x: transform_x(160), y: transform_y(20), name: "Draw Pile"} - {key: 'p2_discard', x: transform_x(20), y: transform_y(20), name: "Discard Pile"} - {key: 'p1_draw', x: transform_x(160), y: transform_y(flip_y(20)), name: "Draw Pile"} - {key: 'p1_discard', x: transform_x(20), y: transform_y(flip_y(20)), name: "Discard Pile"} - ] - for pile in piles - pile.$blank = new_blank_card pile.x, pile.y - count = 0 - top = null - if state.piles[pile.key]?.length - count = state.piles[pile.key].length - top = state.piles[pile.key][0] - $caption = $ $ "
#{pile.name}:
#{n_cards count}
" - pile.$caption = $caption - if top? - top.x = pile.x - top.y = pile.y - instantiate_card top - top = top.view + delete card.view + + unless piles? + piles = [ # global + {key: 'p2_draw', x: 140, y: 20, name: "Draw Pile"} + {key: 'p2_discard', x: 20, y: 20, name: "Discard Pile"} + {key: 'p1_draw', x: flip_x(140), y: flip_y(20), name: "Draw Pile"} + {key: 'p1_discard', x: flip_x(20), y: flip_y(20), name: "Discard Pile"} + ] + for pile in piles + if pile.key.substr(0, 2) is state.agent + css_class = 'my_card' + else + css_class = 'your_card' + pile.$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 FIXME rename +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 - top = pile.$blank + # not in a pile + instantiate_card card unless card.view? - top.append $caption + for pile in piles + # where should the caption be? + if ps[pile.key]? + unless ps[pile.key].top_card.view? + ps[pile.key].top_card.x = pile.x + ps[pile.key].top_card.y = pile.y + instantiate_card ps[pile.key].top_card + caption_dest = ps[pile.key].top_card.view + else + caption_dest = pile.$blank + if caption_dest isnt pile.caption_loc + pile.$caption.detach() + caption_dest.append pile.$caption + pile.caption_loc = caption_dest - #pile.drag_handler = top.bind 'dragstart', -> - # FIXME + # 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 init = -> @@ -188,12 +252,16 @@ init = -> server_url = window.location state = window.game_model.new me - state.on 'move', (agent, card, x, y, z) -> - # FIXME add/handle pile argument + state.on 'move', (agent, card, x, y, z, pile) -> + update_pile_views() + if state.cards[card].view? # the card is visible + # show it face down if it's in the other player's hand + state.cards[card].view.toggleClass 'your_hand', in_your_hand state.cards[card] + if agent is me - tell_server ['move', agent, card, x, y, z] + 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? + # 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 state.on 'mark', (agent, card, state) -> @@ -217,7 +285,9 @@ init = -> $ -> $table = $ '#table' + table_width = $table.width() table_height = $table.height() + card_width = $('#loading-card').outerWidth() card_height = $('#loading-card').outerHeight() init()