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Piles display and removing cards mostly working
[peach-cgt.git] / client.coffee
index a773c5d..f47f0a1 100644 (file)
@@ -5,9 +5,14 @@ card_height = 0
 state = null
 server_url = null
 top_card_z = 0 # css z-index of front-most card
+piles = null
 
-show_message = (txt) -> 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
@@ -28,24 +33,43 @@ 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 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
+
+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
        if card.owner is state.agent
                card_class = 'my_card'
        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>"
+       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"
@@ -61,12 +85,16 @@ 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()
+               if card.pile?
+                       delete card.pile
+               update_pile_views()
        view.bind 'dragstop', (event, ui) ->
-               top_card_z = parseInt view.css 'z-index'
                p = view.position()
-               state.move state.agent, card.number, transform_x(p.left), transform_y(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
 
@@ -87,7 +115,7 @@ send_updates = ->
                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'
@@ -110,7 +138,7 @@ poll_for_updates = ->
                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) ->
@@ -119,6 +147,67 @@ poll_for_updates = ->
                        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
@@ -129,11 +218,12 @@ init = ->
                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
+                       # 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) ->
@@ -145,10 +235,7 @@ 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]