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()
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
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
# instantiate cards in play
for card in state.cards
delete card.view
- instantiate_card card unless card.pile?
unless piles?
piles = [ # global
update_pile_views()
+# also makes sure all non-piled cards are instantiated
update_pile_views = ->
ps = {}
for card in state.cards
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?
state = window.game_model.new 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) ->