state = null
server_url = null
top_card_z = 0 # css z-index of front-most card
+$pile_captions = {}
show_message = (txt) -> txt
# FIXME implement chat box or something
# 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_y = (y) -> table_height - card_height - y
transform_x = (x) -> x
transform_y = (y) ->
return y unless state.agent is 'p2'
- return table_height - card_height - y
+ return flip_y y
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 = $ $ "<div class=\"blank_card\" style=\"left: #{transform_x x}px; top: #{transform_y y}px; z-index: 0\"></div>"
+ $table.append view
+ return view
+
instantiate_card = (card) ->
text = card.text
if card.owner is state.agent
error_lag = 3
}
+n_cards = (count) ->
+ return "#{count} cards" unless count is 1
+ return "1 card"
+
+initialize_cards = () ->
+ # clear everything
+ $('.card').remove()
+ $('.blank_card').remove()
+
+ # instantiate cards in play
+ for card in state.cards
+ instantiate_card card unless card.pile
+
+ # build piles
+ piles = [
+ {key: 'p2_draw', x: transform_x(160), y: transform_y(20), name: "Draw Pile"}
+ {key: 'p2_discard', x: transform_x(20), y: transform_y(20), name: "Discard Pile"}
+ {key: 'p1_draw', x: transform_x(160), y: transform_y(flip_y(20)), name: "Draw Pile"}
+ {key: 'p1_discard', x: transform_x(20), y: transform_y(flip_y(20)), name: "Discard Pile"}
+ ]
+ for pile in piles
+ pile.$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 = $ $ "<div class=\"pile_caption\"><div>#{pile.name}:</div><div class=\"n_cards\">#{n_cards count}</div></div>"
+ pile.$caption = $caption
+ if top?
+ top.x = pile.x
+ top.y = pile.y
+ instantiate_card top
+ top = top.view
+ else
+ top = pile.$blank
+
+ top.append $caption
+
+ #pile.drag_handler = top.bind 'dragstart', ->
+ # FIXME
+
+
init = ->
if window.location.hash? and window.location.hash.length > 0
me = window.location.hash.substr 1
if agent is me
tell_server ['move', agent, card, x, y, z]
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
state.on 'mark', (agent, card, state) ->
if agent is me
tell_server ['flip', agent, card, state]
state.on 'set_cards', (agent, cards) ->
- $('.card').remove()
- for card in cards
- instantiate_card card
+ initialize_cards()
if agent is me
tell_server ['set_cards', agent, cards]
timeout 4000, ->
test_game.set_cards 'server', [
{ text: "Wildabeast 2/2", x: 220, y: 200, owner: 'p2'}
- { text: "Wild beast 2/2", x: 360, y: 200, owner: 'p2'}
+ { text: "Boar 2/2", x: 360, y: 200, owner: 'p2', pile: 'p2_discard'}
{ text: "Angora bunny 1/1", x: 500, y: 200, owner: 'p2'}
{ text: "Ambulatory Cactus 2/1", x: 660, y: 200, owner: 'p2'}
{ text: "Ent 0/5", x: 800, y: 200, owner: 'p2'}
{ text: "Carnivore 2/1", x: 220, y: 420, owner: 'p1'}
{ text: "Herbivore 1/2", x: 360, y: 420, owner: 'p1'}
{ text: "Stone Wall 0/10", x: 500, y: 420, owner: 'p1'}
- { text: "Log 0/1", x: 660, y: 420, owner: 'p1'}
+ { text: "Log 0/1", x: 660, y: 420, owner: 'p1', pile: 'p1_draw'}
{ text: "Ent 0/5", x: 800, y: 420, owner: 'p1'}
]