# 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
+piles = null
-message = (txt) ->
- # FIXME implement chat box or something
+window.log = []
+show_message = (txt) ->
+ window.log.push txt
+ if window.log.length > 20
+ window.log.shift()
+ return
# timeout function with args in convenient order
timeout = (ms, func) -> setTimeout func, ms
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
+
+uninstantiate_card = (card) ->
+ show_message "uninstantiate card #{card.number}"
+ card.view.remove()
+ delete card.view
+
instantiate_card = (card) ->
+ show_message "instantiate card #{card.number}"
+ if card.view
+ die.a.horrible.death()
+
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'
+
+ if card.z > top_card_z
+ top_card_z = 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>"
+ card.view = view
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()
+ if card.pile?
+ delete card.pile
+ update_pile_views()
view.bind 'dragstop', (event, ui) ->
p = view.position()
- state.move state.agent, card.number, p.left, p.top
- card.view = view
+ 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
error_lag = 3
cache: false
data: {
agent: state.agent
- game: 'test' # FIXME, and it the /get call too
+ game: 'test' # FIXME, and in the /get call too
messages: JSON.stringify(messages)
}
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
}
type: 'GET'
dataType: 'json'
error: (xhr, status, error) ->
- message "Network error, you might want to refresh. Trying again in #{error_lag} seconds. (Status: #{status}, Error: #{error})"
+ show_message "Network error, you might want to refresh. Trying again in #{error_lag} seconds. (Status: #{status}, Error: #{error})"
timeout error_lag * 1000, poll_for_updates
error_lag *= 2
success: (data, status, xhr) ->
error_lag = 3
}
+n_cards = (count) ->
+ return "#{count} cards" unless count is 1
+ return "1 card"
+
+initialize_cards = () ->
+ show_message 'initialize_cards'
+ $('.card').remove()
+ top_card_z = 0
+ # instantiate cards in play
+ for card in state.cards
+ delete card.view
+ instantiate_card card unless card.pile?
+
+ unless piles?
+ piles = [ # global
+ {key: 'p2_draw', x: transform_x(140), y: transform_y(20), name: "Draw Pile"}
+ {key: 'p2_discard', x: transform_x(20), y: transform_y(20), name: "Discard Pile"}
+ {key: 'p1_draw', x: transform_x(140), y: transform_y(flip_y(20)), name: "Draw Pile"}
+ {key: 'p1_discard', x: transform_x(20), y: transform_y(flip_y(20)), name: "Discard Pile"}
+ ]
+ for pile in piles
+ pile.$blank = new_blank_card pile.x, pile.y
+ pile.$caption = $ $ "<div class=\"pile_caption\"><div>#{pile.name}:</div><div class=\"n_cards\">#{n_cards 0}</div></div>"
+
+ update_pile_views()
+
+update_pile_views = ->
+ ps = {}
+ for card in state.cards
+ if card.pile?
+ if ps[card.pile]?
+ ps[card.pile].total += 1
+ if card.z > ps[card.pile].top_z
+ if ps[card.pile].top_card.view?
+ uninstantiate_card ps[card.pile].top_card
+ ps[card.pile].top_card = card
+ ps[card.pile].top_z = card.z
+ else
+ ps[card.pile] = { total: 1, top_card: card, top_z: card.z }
+
+ for pile in piles
+ # where should the caption be?
+ if ps[pile.key]?
+ unless ps[pile.key].top_card.view?
+ ps[pile.key].top_card.x = pile.x
+ ps[pile.key].top_card.y = pile.y
+ instantiate_card ps[pile.key].top_card
+ caption_dest = ps[pile.key].top_card.view
+ else
+ caption_dest = pile.$blank
+ if caption_dest isnt pile.caption_loc
+ pile.$caption.detach()
+ caption_dest.append pile.$caption
+ pile.caption_loc = caption_dest
+
+ # update caption to show correct number of cards in the pile
+ card_count = 0
+ card_count = ps[pile.key].total if ps[pile.key]?
+ pile.$caption.children('.n_cards').html n_cards card_count
+
+
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) ->
- # FIXME add/handle pile argument
+ state.on 'move', (agent, card, x, y, z, pile) ->
+ update_pile_views()
if agent is me
- tell_server ['move', agent, card, x, y]
+ tell_server ['move', agent, card, x, y, z, pile]
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()