# 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
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"
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
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
}
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
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
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]
$ ->
$table = $ '#table'
+ table_height = $table.height()
+ card_height = $('#loading-card').outerHeight()
+
init()