# globals
$table = null
+table_width = 0
table_height = 0
+card_width = 0
card_height = 0
state = null
server_url = null
# 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
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>"
+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>"
$table.append view
return view
+find_pile = (x, y) ->
+ fudge = 40
+ for pile in piles
+ if -fudge < pile.x - x < fudge and -fudge < pile.y - y < fudge
+ return pile
+ return null
+
uninstantiate_card = (card) ->
show_message "uninstantiate card #{card.number}"
card.view.remove()
update_pile_views()
view.bind 'dragstop', (event, ui) ->
p = view.position()
- pile = null # FIXME figure out what pile we moved to
- state.move state.agent, card.number, transform_x(p.left), transform_y(p.top), card.z, pile
+ x = transform_x(p.left)
+ y = transform_y(p.top)
+ pile = find_pile x, y
+ if pile?
+ x = pile.x
+ y = pile.y
+ pile = pile.key
+ view.css {left: transform_x(x), top: transform_y(y)}
+ state.move state.agent, card.number, x, y, card.z, pile
error_lag = 3
unless piles?
piles = [ # global
- {key: 'p2_draw', x: transform_x(140), y: transform_y(20), name: "Draw Pile"}
- {key: 'p2_discard', x: transform_x(20), y: transform_y(20), name: "Discard Pile"}
- {key: 'p1_draw', x: transform_x(140), y: transform_y(flip_y(20)), name: "Draw Pile"}
- {key: 'p1_discard', x: transform_x(20), y: transform_y(flip_y(20)), name: "Discard Pile"}
+ {key: 'p2_draw', x: 140, y: 20, name: "Draw Pile"}
+ {key: 'p2_discard', x: 20, y: 20, name: "Discard Pile"}
+ {key: 'p1_draw', x: flip_x(140), y: flip_y(20), name: "Draw Pile"}
+ {key: 'p1_discard', x: flip_x(20), y: flip_y(20), name: "Discard Pile"}
]
for pile in piles
- pile.$blank = new_blank_card pile.x, pile.y
+ if pile.key.substr(0, 2) is state.agent
+ css_class = 'my_card'
+ else
+ css_class = 'your_card'
+ pile.$blank = new_blank_card pile.x, pile.y, css_class
pile.$caption = $ $ "<div class=\"pile_caption\"><div>#{pile.name}:</div><div class=\"n_cards\">#{n_cards 0}</div></div>"
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 }
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?
+ # 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
state.on 'mark', (agent, card, state) ->
$ ->
$table = $ '#table'
+ table_width = $table.width()
table_height = $table.height()
+ card_width = $('#loading-card').outerWidth()
card_height = $('#loading-card').outerHeight()
init()