X-Git-Url: https://jasonwoof.com/gitweb/?a=blobdiff_plain;f=client.coffee;h=967917da0ba60935a0c7c27dd4e9b53165c6e970;hb=9f3c815c1cc9fa0b68771487362065bd8df9a17e;hp=da53a242f18e05db60f8542ba3987893a0d0431f;hpb=e39c3d01d9c40b425168f1f8dcb2d9ddef975808;p=peach-cgt.git
diff --git a/client.coffee b/client.coffee
index da53a24..967917d 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
@@ -29,39 +35,67 @@ 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
-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) ->
- 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}
"
- view.data card.number
+ card.view = view
button_box = $ $ ''
flip_button = new_button "flip over"
mark_button = new_button "mark"
@@ -80,10 +114,20 @@ 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
@@ -104,7 +148,7 @@ 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'
@@ -127,7 +171,7 @@ 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) ->
@@ -141,51 +185,69 @@ n_cards = (count) ->
return "1 card"
initialize_cards = () ->
- # clear everything
+ show_message 'initialize_cards'
$('.card').remove()
- $('.blank_card').remove()
-
+ top_card_z = 0
# instantiate cards in play
for card in state.cards
- instantiate_card card unless card.pile
-
- # build piles
- piles = [
- {key: 'p2_draw', x: transform_x(140), y: transform_y(20), name: "Draw Pile"}
- {key: 'p2_discard', x: transform_x(20), y: transform_y(20), name: "Discard Pile"}
- {key: 'p1_draw', x: transform_x(140), y: transform_y(flip_y(20)), name: "Draw Pile"}
- {key: 'p1_discard', x: transform_x(20), y: transform_y(flip_y(20)), name: "Discard Pile"}
- ]
- for pile in piles
- manage_pile = (pile) ->
- pile.$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 = $caption
- if top?
- top.x = pile.x
- top.y = pile.y
- instantiate_card top
- view = top.view
+ delete card.view
+
+ unless piles?
+ piles = [ # global
+ {key: 'p2_draw', x: 140, y: 20, name: "Draw Pile"}
+ {key: 'p2_discard', x: 20, y: 20, name: "Discard Pile"}
+ {key: 'p1_draw', x: flip_x(140), y: flip_y(20), name: "Draw Pile"}
+ {key: 'p1_discard', x: flip_x(20), y: flip_y(20), name: "Discard Pile"}
+ ]
+ for pile in piles
+ if pile.key.substr(0, 2) is state.agent
+ css_class = 'my_card'
else
- view = pile.$blank
+ css_class = 'your_card'
+ pile.$blank = new_blank_card pile.x, pile.y, css_class
+ pile.$caption = $ $ "#{pile.name}:
#{n_cards 0}
"
- view.append $caption
+ update_pile_views()
- if top?
- pile.drag_handler = view.bind 'dragstart', ->
- pile.$caption.remove()
- delete top.pile
- state.piles[pile.key].shift()
- manage_pile pile
- # FIXME make sure this state change is sent
- # FIXME handle this message coming in
+# 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?
- manage_pile pile
+ 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
init = ->
@@ -198,20 +260,28 @@ 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) ->
+ 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]
+ 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) ->
@@ -227,7 +297,9 @@ init = ->
$ ->
$table = $ '#table'
+ table_width = $table.width()
table_height = $table.height()
+ card_width = $('#loading-card').outerWidth()
card_height = $('#loading-card').outerHeight()
init()