return pile
return null
+in_your_hand = (card) ->
+ return (not (card.pile?)) and ((transform_y card.y) < (card_height * 0.8))
+
uninstantiate_card = (card) ->
show_message "uninstantiate card #{card.number}"
card.view.remove()
else
card_class = 'your_card'
+ if in_your_hand card
+ card_class = "#{card_class} your_hand"
+
if card.z > top_card_z
top_card_z = card.z
# instantiate cards in play
for card in state.cards
delete card.view
- instantiate_card card unless card.pile?
unless piles?
piles = [ # global
update_pile_views()
+# also makes sure all non-piled cards are instantiated FIXME rename
update_pile_views = ->
ps = {}
for card in state.cards
uninstantiate_card card
else
ps[card.pile] = { total: 1, top_card: card, top_z: card.z }
+ else
+ # not in a pile
+ instantiate_card card unless card.view?
for pile in piles
# where should the caption be?
state = window.game_model.new me
state.on 'move', (agent, card, x, y, z, pile) ->
update_pile_views()
+ if state.cards[card].view? # the card is visible
+ # show it face down if it's in the other player's hand
+ state.cards[card].view.toggleClass 'your_hand', in_your_hand state.cards[card]
+
if agent is me
tell_server ['move', agent, card, x, y, z, pile]
else