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save card number in jquery card object (card.view)
[peach-cgt.git] / client.coffee
index 177f3b4..da53a24 100644 (file)
@@ -1,9 +1,13 @@
 # globals
 $table = null
+table_height = 0
+card_height = 0
 state = null
 server_url = null
+top_card_z = 0 # css z-index of front-most card
+$pile_captions = {}
 
-message = (txt) ->
+show_message = (txt) -> txt
        # FIXME implement chat box or something
 
 # timeout function with args in convenient order
@@ -23,11 +27,41 @@ unless Array::shuffle?
 
 new_button = (text) -> $ $ "<div class=\"button\">#{text}</div>"
 
+# 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_y = (y) -> table_height - card_height - y
+transform_x = (x) -> x
+transform_y = (y) ->
+       return y unless state.agent is 'p2'
+       return flip_y y
+
+next_card_z = -> return top_card_z += 1
+
+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>"
+       $table.append view
+       return view
+
 instantiate_card = (card) ->
        text = card.text
-       x = card.x
-       y = card.y
-       view = $ $ "<div class=\"card\" style=\"left: #{x}px; top: #{y}px\"><span class=\"cardtext\">#{text}</span></div>"
+       if card.owner is state.agent
+               card_class = 'my_card'
+       else
+               card_class = 'your_card'
+
+       # 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>"
+       view.data card.number
        button_box = $ $ '<div/>'
        flip_button = new_button "flip over"
        mark_button = new_button "mark"
@@ -43,10 +77,12 @@ instantiate_card = (card) ->
        if card.flipped
                view.addClass 'flipped'
        $table.append view
-       view.draggable stack: '.card'
+       view.draggable containment: '#table', grid: [20, 20]
+       view.bind 'dragstart', (event, ui) ->
+               view.css 'z-index': card.z = next_card_z()
        view.bind 'dragstop', (event, ui) ->
                p = view.position()
-               state.move state.agent, card.number, p.left, p.top
+               state.move state.agent, card.number, transform_x(p.left), transform_y(p.top), card.z
        card.view = view
 
 error_lag = 3
@@ -74,13 +110,13 @@ send_updates = ->
                type: 'POST'
                dataType: 'json'
                error: (xhr, status, error) ->
-                       message "Network error while sending, you might want to refresh. Trying again in #{error_lag} seconds. (Status: #{status}, Error: #{error})"
+                       show_message "Network error while sending, you might want to refresh. Trying again in #{error_lag} seconds. (Status: #{status}, Error: #{error})"
                        for message in messages
                                outgoing_messages.unshift message
                        timeout error_lag * 1000, send_updates
                        error_lag *= 2
                success: (data, status, xhr) ->
-                       message "update sent"
+                       show_message "update sent"
                        error_lag = 3
        }
 
@@ -100,6 +136,58 @@ poll_for_updates = ->
                        error_lag = 3
        }
 
+n_cards = (count) ->
+       return "#{count} cards" unless count is 1
+       return "1 card"
+
+initialize_cards = () ->
+       # clear everything
+       $('.card').remove()
+       $('.blank_card').remove()
+
+       # instantiate cards in play
+       for card in state.cards
+               instantiate_card card unless card.pile
+
+       # build piles
+       piles = [
+               {key: 'p2_draw', x: transform_x(140), y: transform_y(20), name: "Draw Pile"}
+               {key: 'p2_discard', x: transform_x(20), y: transform_y(20), name: "Discard Pile"}
+               {key: 'p1_draw', x: transform_x(140), y: transform_y(flip_y(20)), name: "Draw Pile"}
+               {key: 'p1_discard', x: transform_x(20), y: transform_y(flip_y(20)), name: "Discard Pile"}
+       ]
+       for pile in piles
+               manage_pile = (pile) ->
+                       pile.$blank = new_blank_card pile.x, pile.y
+                       count = 0
+                       top = null
+                       if state.piles[pile.key]?.length
+                               count = state.piles[pile.key].length
+                               top = state.piles[pile.key][0]
+                       $caption = $ $ "<div class=\"pile_caption\"><div>#{pile.name}:</div><div class=\"n_cards\">#{n_cards count}</div></div>"
+                       pile.$caption = $caption
+                       if top?
+                               top.x = pile.x
+                               top.y = pile.y
+                               instantiate_card top
+                               view = top.view
+                       else
+                               view = pile.$blank
+
+                       view.append $caption
+
+                       if top?
+                               pile.drag_handler = view.bind 'dragstart', ->
+                                       pile.$caption.remove()
+                                       delete top.pile
+                                       state.piles[pile.key].shift()
+                                       manage_pile pile
+                                       # FIXME make sure this state change is sent
+                                       # FIXME handle this message coming in
+
+               manage_pile pile
+
+
 init = ->
        if window.location.hash? and window.location.hash.length > 0
                me = window.location.hash.substr 1
@@ -110,12 +198,14 @@ init = ->
                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
-                       state.cards[card].view.animate { left: "#{x}px", top: "#{y}px"}, 800
+                       # 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
        state.on 'mark', (agent, card, state) ->
                @cards[card].view.toggleClass 'marked', state
                if agent is me
@@ -125,10 +215,7 @@ init = ->
                if agent is me
                        tell_server ['flip', agent, card, state]
        state.on 'set_cards', (agent, cards) ->
-               # FIXME add agent arg and tell server if it's not us
-               $('.card').remove()
-               for card in cards
-                       instantiate_card card
+               initialize_cards()
                if agent is me
                        tell_server ['set_cards', agent, cards]
 
@@ -140,4 +227,7 @@ init = ->
 
 $ ->
        $table = $ '#table'
+       table_height = $table.height()
+       card_height = $('#loading-card').outerHeight()
+
        init()