Animate turns by showing the cards movements
This commit is contained in:
parent
2a9b162324
commit
6b26ce72a1
5 changed files with 202 additions and 94 deletions
31
www/dom.js
31
www/dom.js
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@ -1,31 +0,0 @@
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function Dom() {
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return {
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clear: clear,
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make: make
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}
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function clear(elem) {
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while(elem.firstChild) {
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elem.removeChild(elem.firstChild);
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}
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}
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function make(tag, properties) {
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var e = document.createElement(tag);
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for(key in properties) {
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var value = properties[key];
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switch(key) {
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case "class":
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e.className = Array.isArray(value) ? value.join(' ') : value;
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break;;
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case "onClick":
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e.addEventListener("click", value);
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break;;
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default:
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e[key] = value;
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}
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}
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return e;
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}
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}
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11
www/game.css
11
www/game.css
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@ -96,6 +96,17 @@
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background-position-y: 91.7%;
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}
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#game .card.slot {
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background: none;
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border: 1px solid transparent;
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}
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#game .card.moving {
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position: relative;
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transition-property: left, top;
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transition-duration: 1s;
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}
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#game #rest {
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margin: 0;
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}
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248
www/game.js
248
www/game.js
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@ -7,58 +7,181 @@ function Game(modules) {
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step: null,
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month: null
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};
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var sets = {
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river: {
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card: null,
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dom: document.getElementById("river")
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},
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yourHand: {
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card: null,
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dom: document.getElementById("you").getElementsByClassName("hand")[0]
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},
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theirHand: {
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dom: document.getElementById("them").getElementsByClassName("hand")[0]
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}
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};
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var sets = buildSets();
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var selected = null;
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var queue = [];
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window.addEventListener('focus', runQueue);
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modules.messaging.addEventListener(["Game"], function(o) {
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setStatus(o.game);
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setCaptures(o.game);
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[
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['river', o.game.river, RiverCard],
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['yourHand', o.game.players[modules.session.getKey()].hand, HandCard]
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].forEach(function(args) {setCardSet.apply(null, args)});
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setTheirCards(o.game);
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if(status.step == "Turned") {
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setTurned(o.game.step.contents);
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} else {
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if(status.step == "ToPlay" && o.game.playing == o.game.oyake) {
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rest.className = ["card", "count" + o.game.deck].join(' ');
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}
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if(deck.lastChild.id != "rest") {
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deck.removeChild(deck.lastChild);
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}
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}
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if(status.step == "Scored") {
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if(status.playing) {
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modules.screen.dialog({
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text: modules.i18n.get('youScored'),
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answers: [
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{label: 'endRound', action: function() {play({koiKoi: false})}},
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{label: 'koikoi', action: function() {play({koiKoi: true});}}
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]
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});
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if(document.hasFocus()) {
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modules.async.run(handleGameMessage(o));
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} else {
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queue.push(handleGameMessage(o));
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}
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});
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function buildSets() {
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var sets = {};
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['river', 'you', 'them'].forEach(function(id) {
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var dom = document.getElementById(id);
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if(dom.tagName.toLowerCase() == 'ul') {
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sets[id] = {card: null, dom: dom};
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} else {
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modules.screen.dialog({
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text: modules.i18n.get('theyScored')(modules.room.name(o.game.playing)),
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answers: [
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{label: 'ok', action: function() {}}
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]
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});
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sets[id] = {};
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for(var i = 0; i < dom.children.length; i++) {
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if(dom.children[i].tagName.toLowerCase() == 'ul') {
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sets[id][dom.children[i].className] = {card: {}, dom: dom.children[i]};
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}
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}
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}
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});
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return sets;
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}
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function runQueue() {
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if(queue.length > 0) {
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modules.async.run.apply(null, queue.concat(
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modules.async.apply(function() {queue = [];})
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));
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}
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}
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function handleGameMessage(o) {
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if(o.game.deck == 24) {
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return o.logs.length > 0 ? modules.async.sequence(applyDiff(o), setGame(o)) : setGame(o);
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} else {
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return applyDiff(o);
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}
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}
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function setGame(o) {
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return function(f) {
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setStatus(o.game);
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setCaptures(o.game);
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[
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[sets.river, o.game.river, RiverCard],
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[sets.you.hand, o.game.players[modules.session.getKey()].hand, HandCard]
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].forEach(function(args) {setCardSet.apply(null, args)});
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setTheirCards(o.game);
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handleStep(o)(f);
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};
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}
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function handleStep(o) {
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return function(f) {
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if(status.step == "Turned") {
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setTurned(o.game.step.contents);
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} else {
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if(status.step == "ToPlay" && o.game.playing == o.game.oyake) {
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rest.className = ["card", "count" + o.game.deck].join(' ');
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}
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if(deck.lastChild.id != "rest") {
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deck.removeChild(deck.lastChild);
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}
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}
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if(status.step == "Scored") {
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if(status.playing) {
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modules.screen.dialog({
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text: modules.i18n.get('youScored'),
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answers: [
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{label: 'endRound', action: function() {play({koiKoi: false}); f();}},
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{label: 'koikoi', action: function() {play({koiKoi: true}); f();}}
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]
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});
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} else {
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modules.screen.dialog({
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text: modules.i18n.get('theyScored')(modules.room.name(o.game.playing)),
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answers: [
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{label: 'ok', action: f}
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]
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});
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}
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} else {
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f();
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}
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};
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}
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function applyDiff(o) {
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return modules.async.sequence.apply(null,
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o.logs.map(animate).concat(
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modules.async.apply(setStatus, o.game),
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handleStep(o)
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)
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);
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}
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function animate(movement) {
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return modules.async.bind(
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modules.async.apply(function() {
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var card;
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var movingCards = [];
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var side = (status.playing) ? 'you' : 'them';
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var dest = sets.river;
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if(movement.captures != undefined) {
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card = new Card(movement.played);
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dest = sets[side];
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movingCards.push([sets.river, dest, new Card(movement.captures)]);
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} else {
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card = new RiverCard(movement.played);
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}
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if(movement.source == 'Hand') {
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movingCards.push([sets[side].hand, dest, card]);
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} else {
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var cardSet = {};
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cardSet[card.name] = turnedCard(card.name);
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movingCards.push([{card: cardSet, dom: deck}, dest, card]);
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}
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return movingCards;
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}),
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function(movingCards) {
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return modules.async.parallel.apply(null,
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movingCards.map(function(args) { return moveCard.apply(null, args); })
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);
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}
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);
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}
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function moveCard(fromSet, toSet, card) {
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var from, originalCard;
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var slot = modules.dom.make('li', {class: ['card', 'slot']});
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if (fromSet.card[card.name] != undefined) {
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originalCard = fromSet.card[card.name].dom;
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delete fromSet.card[card.name];
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} else {
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var originalCard = fromSet.dom.children[fromSet.dom.children.length - 1];
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}
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});
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from = originalCard.getBoundingClientRect();
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fromSet.dom.replaceChild(slot, originalCard);
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card.dom.style.visibility = 'hidden';
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insertCard(toSet, card);
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var to = card.dom.getBoundingClientRect();
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card.dom.style.left = (from.left - to.left) + 'px';
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card.dom.style.top = (from.top - to.top) + 'px';
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card.dom.classList.add('moving');
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card.dom.style.visibility = null;
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return modules.async.sequence(
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modules.async.wait(10),
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modules.async.apply(function() {
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card.dom.style.left = 0;
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card.dom.style.top = 0;
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}),
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modules.async.wait(1000),
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modules.async.apply(function() {
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fromSet.dom.removeChild(slot);
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card.dom.classList.remove('moving');
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})
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);
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}
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function insertCard(toSet, card) {
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if(toSet.dom != undefined) {
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toSet.card[card.name] = card;
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toSet.dom.appendChild(card.dom);
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} else {
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insertCard(toSet[card.value.family.class], card);
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}
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}
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function play(move) {
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modules.messaging.send({
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@ -86,10 +209,10 @@ function Game(modules) {
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var turn = null;
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status.playing = modules.session.is(game.playing);
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if(status.playing) {
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sets.yourHand.dom.classList.toggle("yourTurn", status.step == "ToPlay");
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sets.you.hand.dom.classList.toggle("yourTurn", status.step == "ToPlay");
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turn = modules.i18n.get("yourTurn");
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} else {
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sets.yourHand.dom.classList.remove("yourTurn");
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sets.you.hand.dom.classList.remove("yourTurn");
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turn = modules.i18n.get('playing')(modules.room.name(game.playing));
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}
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status.dom.appendChild(modules.dom.make('li', {textContent: turn}));
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@ -111,9 +234,8 @@ function Game(modules) {
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}
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}
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function setCardSet(setName, cardNames, constructor) {
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function setCardSet(set, cardNames, constructor) {
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constructor = constructor || Card;
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var set = sets[setName];
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set.card = {};
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modules.dom.clear(set.dom);
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cardNames.forEach(function(cardName) {
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@ -127,16 +249,21 @@ function Game(modules) {
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var turnsTheyPlayed = Math.floor(
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(24 - game.deck + (modules.session.is(game.oyake) ? 0 : 1)) / 2
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);
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modules.dom.clear(sets.theirHand.dom);
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modules.dom.clear(sets.them.hand.dom);
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for(var i = 0; i < 8 - turnsTheyPlayed; i++) {
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sets.theirHand.dom.appendChild(modules.dom.make('li', {class: "card"}));
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sets.them.hand.dom.appendChild(modules.dom.make('li', {class: "card"}));
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}
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}
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function setTurned(cardName) {
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function turnedCard(cardName) {
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var card = new Card(cardName);
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card.dom.id = "turned";
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deck.appendChild(card.dom);
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return card;
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}
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function setTurned(cardName) {
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turnedCard(cardName);
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if(status.playing) {
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selected = cardName;
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showCandidates(modules.hanafuda.Card[selected], true);
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@ -173,6 +300,7 @@ function Game(modules) {
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if(card.candidate) {
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var withCard = selected;
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selected = null;
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showCandidates(card.value, false);
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play(
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status.step == 'ToPlay' ? {capture: [withCard, card.name]} : {choose: card.name}
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);
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@ -190,18 +318,16 @@ function Game(modules) {
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}
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HandCard.prototype.onClick = function() {
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if(status.playing && status.step == "ToPlay") {
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var card = this;
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return function() {
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var card = this;
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return function() {
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if(status.playing && status.step == "ToPlay") {
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if(selected != undefined) {
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sets.yourHand.card[selected].setSelected(false);
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sets.you.hand.card[selected].setSelected(false);
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} else {
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card.play();
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}
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};
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} else {
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return function() {};
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}
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}
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};
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};
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HandCard.prototype.setSelected = function(yes) {
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@ -3,7 +3,8 @@
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<head>
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<meta charset="utf-8">
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<title>KoiKoi</title>
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<script src="dom.js"></script>
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<script src="UnitJS/async.js"></script>
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<script src="UnitJS/dom.js"></script>
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<script src="translations.js"></script>
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<script src="i18n.js"></script>
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<script src="fun.js"></script>
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window.addEventListener('load', function() {
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var dom = Dom();
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var async = Async();
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var translations = Translations();
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var i18n = I18n({translations: translations});
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var fun = Fun();
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@ -9,7 +10,7 @@ window.addEventListener('load', function() {
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var room = Room({dom: dom, messaging: messaging, session: session, fun: fun});
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var login = Login({dom: dom, i18n: i18n, messaging: messaging, room: room, screen: screen, session: session});
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var hanafuda = Hanafuda({fun: fun});
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var game = Game({dom: dom, i18n: i18n, fun: fun, hanafuda: hanafuda, messaging: messaging, room: room, screen: screen, session: session});
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var game = Game({async: async, dom: dom, i18n: i18n, fun: fun, hanafuda: hanafuda, messaging: messaging, room: room, screen: screen, session: session});
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var domElems = {
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join: document.getElementById('login').join,
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