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[peach-cgt.git] / client.coffee
index 3022adb..0ec59d6 100644 (file)
@@ -1,3 +1,9 @@
+###
+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
@@ -44,16 +50,34 @@ 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, css_class) ->
        view = $ $ "<div class=\"blank_card #{css_class}\" style=\"left: #{transform_x x}px; top: #{transform_y y}px; z-index: 0\"></div>"
        $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()
@@ -70,6 +94,9 @@ instantiate_card = (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
 
@@ -90,7 +117,7 @@ instantiate_card = (card) ->
        if card.flipped
                view.addClass 'flipped'
        $table.append view
-       view.draggable containment: '#table', grid: [20, 20]
+       view.draggable grid: [20, 20]
        view.bind 'dragstart', (event, ui) ->
                view.css 'z-index': card.z = next_card_z()
                if card.pile?
@@ -98,8 +125,15 @@ instantiate_card = (card) ->
                update_pile_views()
        view.bind 'dragstop', (event, ui) ->
                p = view.position()
-               pile = null # FIXME figure out what pile we moved to
-               state.move state.agent, card.number, transform_x(p.left), transform_y(p.top), card.z, pile
+               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
 
@@ -116,11 +150,12 @@ send_updates = ->
        messages = outgoing_messages
        outgoing_messages = []
 
-       $.ajax "#{server_url}/set", {
+       show_message "#{server_url}set"
+       $.ajax "#{server_url}set", {
                cache: false
                data: {
                        agent: state.agent
-                       game: 'test' # FIXME, and in the /get call too
+                       game: state.slug
                        messages: JSON.stringify(messages)
                }
                type: 'POST'
@@ -138,7 +173,7 @@ send_updates = ->
 
 error_lag = 3
 poll_for_updates = ->
-       $.ajax "#{server_url}/get?agent=#{state.agent}&game=test", {
+       $.ajax "#{server_url}get?agent=#{state.agent}&game=#{state.slug}", {
                cache: false
                type: 'GET'
                dataType: 'json'
@@ -161,9 +196,14 @@ 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
-               instantiate_card card unless card.pile?
+
+       if hide_deck_designer
+               $('#deck_designer').remove()
 
        unless piles?
                piles = [ # global
@@ -182,6 +222,7 @@ initialize_cards = () ->
 
        update_pile_views()
 
+# also makes sure all non-piled cards are instantiated
 update_pile_views = ->
        ps = {}
        for card in state.cards
@@ -193,8 +234,13 @@ update_pile_views = ->
                                                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?
@@ -216,41 +262,155 @@ update_pile_views = ->
                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 += "<br>#{card.type}"
+               if valumenous card.subtype
+                       text += " &bull; #{card.subtype}"
+               text += "<br>cost: #{card.cost} thresh: #{card.threshold}<br>"
+               text += card.rules
+
+               summary = text.replace(/<br>/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 = $ $ '<ul/>'
+       for key, card of possible_cards
+               view = $ $ "<li>#{card.summary}</li>"
+               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 = $ $ "<div style=\"border: 1px solid black; margin: 0 auto 10px 10px; width: 40px; text-align: center\">Done</div>"
+       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 = ->
+       is_new_game = false
        if window.location.hash? and window.location.hash.length > 0
-               me = window.location.hash.substr 1
-               winloc = "#{window.location}"
+               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'
-               server_url = window.location
+               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'
 
-       state = window.game_model.new me
+       $('#main_header').append $ " <span id=\"other_player_url\">Here's the address for the other player in this game with you: <code>#{server_url}##{game}_#{other_player}</code></span>"
+
+       state = window.game_model.new game, me
        state.on 'move', (agent, card, x, y, z, pile) ->
-               update_pile_views()
+               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
-                       # 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) ->
-               initialize_cards()
                if agent is me
                        tell_server ['set_cards', agent, cards]
+               initialize_cards()
+       state.on 'new_cards', (agent, cards) ->
+               initialize_cards()
 
-       # timeout so browser will stop showing that we're loading
-       timeout 1, poll_for_updates
-       timeout 2, ->
+       # 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]
 
@@ -258,7 +418,7 @@ $ ->
        $table = $ '#table'
        table_width = $table.width()
        table_height = $table.height()
-       card_width = $('#loading-card').outerWidth()
-       card_height = $('#loading-card').outerHeight()
+       card_width = $('#loading_card').outerWidth()
+       card_height = $('#loading_card').outerHeight()
 
        init()