state = null
server_url = null
top_card_z = 0 # css z-index of front-most card
+$pile_captions = {}
show_message = (txt) -> txt
# FIXME implement chat box or something
# 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 table_height - card_height - y
+ 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
if card.owner is state.agent
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>"
+ view.data card.number
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
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
+ # 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) ->
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]