else
card_class = 'your_card'
- view = $ $ "<div class=\"card #{card_class}\" style=\"left: #{transform_x(card.x)}px; top: #{transform_y(card.y)}px; z-index: #{next_card_z()}\"><span class=\"cardtext\">#{text}</span></div>"
+ # 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()
+
+ view = $ $ "<div class=\"card #{card_class}\" style=\"left: #{transform_x(card.x)}px; top: #{transform_y(card.y)}px; z-index: #{card.z}\"><span class=\"cardtext\">#{text}</span></div>"
button_box = $ $ '<div/>'
flip_button = new_button "flip over"
mark_button = new_button "mark"
view.css 'z-index': card.z = next_card_z()
view.bind 'dragstop', (event, ui) ->
p = view.position()
- state.move state.agent, card.number, transform_x(p.left), transform_y(p.top)
+ state.move state.agent, card.number, transform_x(p.left), transform_y(p.top), card.z
card.view = view
error_lag = 3
server_url = window.location
state = window.game_model.new me
- state.on 'move', (agent, card, x, y) ->
+ state.on 'move', (agent, card, x, y, z) ->
# FIXME add/handle pile argument
if agent is me
- tell_server ['move', agent, card, x, y]
+ tell_server ['move', agent, card, x, y, z]
else
bring_card_to_front state.cards[card]
state.cards[card].view.animate { left: "#{transform_x x}px", top: "#{transform_y y}px"}, 800