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>"
state = window.game_model.new 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 state.cards[card].view? # the card is visible
# show it face down if it's in the other player's hand
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 state.cards[card].view?
+ state.cards[card].view.css "z-index": z
+ state.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 state.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 state.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) ->