Make game display, still nothing happens when clicking on the cards in the hand
This commit is contained in:
parent
07cf48e857
commit
d3d8ca8816
13 changed files with 348 additions and 263 deletions
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@ -7,7 +7,7 @@
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<link rel="stylesheet" href="../skin.css" type="text/css"/>
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</head>
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<body>
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<div id="game">
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<div id="game" class="on">
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<div id="them">
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<ul class="hand"></ul>
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<ul class="kasu"></ul>
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@ -1,21 +1,16 @@
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import Hanafuda;
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import * as Dom from UnitJS.Dom;
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function Card(name) {
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var value = Hanafuda.Card[name];
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var dom = Dom.make('li', {
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class: [
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"card",
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"value" + Hanafuda.getValue(this.value),
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"month" + this.value.flower
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]
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});
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return {
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value: value,
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dom: dom
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};
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}
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return {
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make: Card
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};
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function Card(name) {
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var value = Hanafuda.Card[name];
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return {
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value: value,
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dom: Dom.make('li', {
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class: ["card", "value" + value.monthOffset, "month" + value.flower]
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})
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};
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}
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@ -1,28 +1,34 @@
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import * as Card from GUI.Card;
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import * as State from GUI.Screen.Game.State;
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function HandCard() {
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Card.apply(this, arguments);
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}
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HandCard.prototype.onClick = 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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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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};
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return {
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make: HandCard
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};
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HandCard.prototype.setSelected = setSelected;
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function HandCard(name) {
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var card = Card.make(name);
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card.onClick = onClick;
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return card;
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HandCard.prototype.play = function() {
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var matching = matchingInRiver(this.value);
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if(matching.length > 1) {
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this.setSelected(true);
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} else {
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play({play: this.name});
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}
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function onClick() {
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return function() {
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if(State.state.playing && State.state.step == "ToPlay") {
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if(State.getSelected() != undefined) {
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State.select(false);
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} else {
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play();
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}
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}
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};
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}
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function play() {
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var matching = State.matchingInRiver(card.value);
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if(matching.length > 1) {
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State.select(card);
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} else {
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State.play({play: card.name});
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}
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}
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}
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@ -1,4 +1,9 @@
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import * as Card from GUI.Card;
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import * as State from GUI.Screen.Game.State;
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return {
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make: RiverCard
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};
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function RiverCard(name) {
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var card = Card.make(name);
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@ -10,25 +15,18 @@ function RiverCard(name) {
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function onClick() {
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return function() {
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if(candidate) {
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var withCard = selected.name;
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selected.setSelected(false);
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play(
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status.step == 'ToPlay' ? {capture: [withCard, card.name]} : {choose: card.name}
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var withCard = State.getSelected().name;
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State.select(false);
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State.play(
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State.state.step == 'ToPlay' ?
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{capture: [withCard, card.name]} : {choose: card.name}
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);
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}
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};
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}
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function setCandidate() {
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function setCandidate(yes) {
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candidate = yes;
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card.dom.classList.toggle("candidate", yes);
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}
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}
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RiverCard.prototype.onClick = function() {
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var card = this;
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};
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return {
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make: RiverCard
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};
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@ -1,14 +1,13 @@
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import * as Card from GUI.Card;
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function TurnedCard(name) {
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var card = Card.make(name);
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card.dom.id = "turned";
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deck.appendChild(this.dom);
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}
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TurnedCard.prototype.onClick = Card.prototype.onClick;
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TurnedCard.prototype.setSelected = setSelected;
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import dom from GUI.Screen.Game.State;
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return {
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make: TurnedCard
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};
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function TurnedCard(name) {
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var card = Card.make(name);
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card.dom.id = "turned";
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dom.deck.appendChild(card.dom);
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return card;
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}
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@ -1,74 +1,77 @@
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import * as Card from GUI.Card;
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import * as HandCard from GUI.Card.HandCard;
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import * as RiverCard from GUI.Card.RiverCard;
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import * as TurnedCard from GUI.Card.TurnedCard;
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import * as Screen from GUI.Screen;
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import {animate, catchUp, delay, getQueue} from GUI.Screen.Game.Animation;
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import {dom, init as initState, select, sets, state} from GUI.Screen.Game.State;
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import Hanafuda;
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import I18n;
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import Messaging;
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import players from Room;
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import * as Screen from GUI.Screen;
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import Save;
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import Session;
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import StatusHandler;
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import * as Async from UnitJS.Async;
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import * as Dom from UnitJS.Dom;
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import * as Fun from UnitJS.Fun;
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var deck = document.getElementById("deck");
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var rest = document.getElementById("rest");
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var status = {
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dom: document.getElementById("status"),
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game: null,
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playing: false,
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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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var selected = null;
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var turnedCard = null;
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var queue = [];
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return {
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init: init
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}
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function init(state) {
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sets = buildSets();
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window.addEventListener('focus', runQueue);
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function init(gameID) {
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initState();
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initMessageHandlers();
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Async.run(
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Async.bind(
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getSavedState(gameID),
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function(state) {
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return Async.sequence(
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startSession(),
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setGame({tag: "Game", state: state, logs: []})
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);
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}
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)
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);
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}
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function fail(errorCode) {
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return function(f) {
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Screen.dialog({
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text: I18n.get(errorCode),
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answers: [
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{label: 'backToMain', action: function() {window.location = '..';}}
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]
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});
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}
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}
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function getSavedState(gameID) {
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var gameState = Save.get('games.state.Game#' + gameID);
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return gameState != undefined ? Async.wrap(gameState) : fail('gameNotFound');
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}
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function startSession() {
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var name = Save.get('player.name');
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if(name != undefined) {
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Session.start(name);
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return Async.wrap();
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} else {
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return fail('noNameToPlay');
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}
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}
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function initMessageHandlers() {
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window.addEventListener('focus', catchUp);
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Messaging.addEventListener(["Game"], function(o) {
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queue.push(handleGameMessage(o));
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if(document.hasFocus() && queue.length == 1) {
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runQueue();
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delay(handleGameMessage(o));
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if(document.hasFocus() && getQueue().length == 1) {
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catchUp();
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} else {
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StatusHandler.set("♪");
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}
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});
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Async.run(setGame({tag: "Game", state: state, logs: []}));
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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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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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var length = queue.length;
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Async.run.apply(null, queue.concat(
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Async.apply(function() {
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queue = queue.slice(length);
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runQueue();
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})
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));
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}
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}
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function handleGameMessage(o) {
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setStatus(o.state);
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setCaptures(o.state);
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[
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[sets.river, o.state.public.river, RiverCard],
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[sets.you.hand, o.state.playerHand, HandCard]
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[sets.river, o.state.public.river, RiverCard.make],
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[sets.you.hand, o.state.playerHand, HandCard.make]
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].forEach(function(args) {setCardSet.apply(null, args)});
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setTheirCards(o.state);
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handleStep(o)(f);
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function handleStep(o) {
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return function(f) {
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handleTurnedCard(o, f);
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if(status.step == "Scored") {
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if(status.playing) {
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if(state.step == "Scored") {
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if(state.playing) {
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askKoikoi(o, f);
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} else {
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theyScored(o, f);
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}
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} else if (status.step == "Over") {
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} else if (state.step == "Over") {
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gameEnd(o, f);
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} else {
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f();
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@ -114,10 +117,10 @@ function handleStep(o) {
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}
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function handleTurnedCard(o, f) {
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if(status.step == "Turned") {
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if(state.step == "Turned") {
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setTurned(o.state.public.step.contents);
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} else {
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if(status.step == "ToPlay" && o.state.public.playing == o.state.public.oyake) {
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if(state.step == "ToPlay" && o.state.public.playing == o.state.public.oyake) {
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rest.className = ["card", "turn" + o.state.public.turns].join(' ');
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}
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if(deck.lastChild.id != "rest") {
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@ -134,7 +137,6 @@ function askKoikoi(o, 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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}
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function theyScored(o, f) {
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@ -176,114 +178,26 @@ function applyDiff(o) {
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);
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}
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function animate(movement) {
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return Async.bind(
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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 || new TurnedCard(card.name);
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turnedCard = null;
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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 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 = 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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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 Async.sequence(
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Async.wait(10),
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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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Async.wait(1000),
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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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Messaging.send({
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tag: "Play",
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move: move,
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onGame: status.game
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});
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}
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function matchingInRiver(card) {
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return Fun.mapFilter(
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Fun.of(sets.river.card),
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Fun.defined
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)(Hanafuda.sameMonth(card).map(Fun.proj('name')));
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}
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function setStatus(game) {
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Dom.clear(status.dom);
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status.game = game;
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status.step = game.public.step.tag;
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if(game.public.month != status.month) {
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status.month = game.public.month;
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Dom.clear(dom.status);
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state.game = game;
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state.step = game.public.step.tag;
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if(game.public.month != state.month) {
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state.month = game.public.month;
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}
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status.dom.appendChild(
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Dom.make('li', {textContent: I18n.get('monthFlower')(I18n.get(status.month))})
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dom.status.appendChild(
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Dom.make('li', {textContent: I18n.get('monthFlower')(I18n.get(state.month))})
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);
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var turn = null;
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status.playing = Session.is(game.public.playing);
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if(status.playing) {
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sets.you.hand.dom.classList.toggle("yourTurn", status.step == "ToPlay");
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state.playing = Session.is(game.public.playing);
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if(state.playing) {
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sets.you.hand.dom.classList.toggle("yourTurn", state.step == "ToPlay");
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turn = I18n.get("yourTurn");
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} else {
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sets.you.hand.dom.classList.remove("yourTurn");
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turn = I18n.get('playing')(players.get(game.public.playing));
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}
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status.dom.appendChild(Dom.make('li', {textContent: turn}));
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dom.status.appendChild(Dom.make('li', {textContent: turn}));
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}
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function setCaptures(game) {
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@ -296,7 +210,7 @@ function setCaptures(game) {
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Dom.clear(byClass[family.class]);
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});
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game.public.players[key].meld.forEach(function(cardName) {
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var card = new Card(cardName);
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var card = Card.make(cardName);
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byClass[card.value.family.class].appendChild(card.dom);
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});
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}
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@ -307,7 +221,7 @@ function setCardSet(set, cardNames, constructor) {
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set.card = {};
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Dom.clear(set.dom);
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cardNames.forEach(function(cardName) {
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var card = new constructor(cardName);
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var card = constructor(cardName);
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set.card[cardName] = card;
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set.dom.appendChild(card.dom);
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});
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@ -315,7 +229,7 @@ function setCardSet(set, cardNames, constructor) {
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function setTheirCards(game) {
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var turnsTheyPlayed = Math.floor(
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(game.public.turns + (Session.is(game.public.oyake) ? 0 : 1)) / 2
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(game.public.gameState.turns + (Session.is(game.public.oyake) ? 0 : 1)) / 2
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);
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Dom.clear(sets.them.hand.dom);
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for(var i = 0; i < 8 - turnsTheyPlayed; i++) {
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@ -324,20 +238,8 @@ function setTheirCards(game) {
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}
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||||
function setTurned(cardName) {
|
||||
turnedCard = new TurnedCard(cardName);
|
||||
if(status.playing) {
|
||||
selected = turnedCard;
|
||||
showCandidates(Hanafuda.Card[cardName], true);
|
||||
state.turnedCard = TurnedCard.make(cardName);
|
||||
if(state.playing) {
|
||||
select(turnedCard);
|
||||
}
|
||||
}
|
||||
|
||||
function showCandidates(card, yes) {
|
||||
matchingInRiver(card).forEach(function(riverCard) {riverCard.setCandidate(yes);});
|
||||
}
|
||||
|
||||
function setSelected(yes) {
|
||||
selected = yes ? this : null;
|
||||
this.dom.classList.toggle('selected', yes);
|
||||
showCandidates(this.value, yes);
|
||||
}
|
||||
|
||||
|
|
106
js/GUI/Screen/Game/Animation.js
Normal file
106
js/GUI/Screen/Game/Animation.js
Normal file
|
@ -0,0 +1,106 @@
|
|||
import * as Card from GUI.Card;
|
||||
import * as State from GUI.Screen.Game.State;
|
||||
import * as Async from UnitJS.Async;
|
||||
import * as Dom from UnitJS.Dom;
|
||||
|
||||
var queue = [];
|
||||
|
||||
return {
|
||||
animate: animate,
|
||||
catchUp: catchUp,
|
||||
delay: delay,
|
||||
getQueue: getQueue
|
||||
};
|
||||
|
||||
function animate(movement) {
|
||||
return Async.bind(
|
||||
Async.apply(function() {
|
||||
var card;
|
||||
var movingCards = [];
|
||||
var side = (State.state.playing) ? 'you' : 'them';
|
||||
var dest = State.sets.river;
|
||||
if(movement.captures != undefined) {
|
||||
card = Card.make(movement.played);
|
||||
dest = State.sets[side];
|
||||
movingCards.push([State.sets.river, dest, Card.make(movement.captures)]);
|
||||
} else {
|
||||
card = RiverCard.make(movement.played);
|
||||
}
|
||||
if(movement.source == 'Hand') {
|
||||
movingCards.push([State.sets[side].hand, dest, card]);
|
||||
} else {
|
||||
var cardSet = {};
|
||||
cardSet[card.name] = State.state.turnedCard || TurnedCard.make(card.name);
|
||||
State.state.turnedCard = null;
|
||||
movingCards.push([{card: cardSet, dom: State.dom.deck}, dest, card]);
|
||||
}
|
||||
return movingCards;
|
||||
}),
|
||||
function(movingCards) {
|
||||
return Async.parallel.apply(null,
|
||||
movingCards.map(function(args) { return moveCard.apply(null, args); })
|
||||
);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
function catchUp() {
|
||||
if(queue.length > 0) {
|
||||
var length = queue.length;
|
||||
Async.run.apply(null, queue.concat(
|
||||
Async.apply(function() {
|
||||
queue = queue.slice(length);
|
||||
catchUp();
|
||||
})
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
function delay(animation) {
|
||||
queue.push(animation);
|
||||
}
|
||||
|
||||
function getQueue() {
|
||||
return queue;
|
||||
}
|
||||
|
||||
function insertCard(toSet, card) {
|
||||
if(toSet.dom != undefined) {
|
||||
toSet.card[card.name] = card;
|
||||
toSet.dom.appendChild(card.dom);
|
||||
} else {
|
||||
insertCard(toSet[card.value.family.class], card);
|
||||
}
|
||||
}
|
||||
|
||||
function moveCard(fromSet, toSet, card) {
|
||||
var from, originalCard;
|
||||
var slot = Dom.make('li', {class: ['card', 'slot']});
|
||||
if (fromSet.card[card.name] != undefined) {
|
||||
originalCard = fromSet.card[card.name].dom;
|
||||
delete fromSet.card[card.name];
|
||||
} else {
|
||||
originalCard = fromSet.dom.children[fromSet.dom.children.length - 1];
|
||||
}
|
||||
from = originalCard.getBoundingClientRect();
|
||||
fromSet.dom.replaceChild(slot, originalCard);
|
||||
card.dom.style.visibility = 'hidden';
|
||||
insertCard(toSet, card);
|
||||
var to = card.dom.getBoundingClientRect();
|
||||
card.dom.style.left = (from.left - to.left) + 'px';
|
||||
card.dom.style.top = (from.top - to.top) + 'px';
|
||||
card.dom.classList.add('moving');
|
||||
card.dom.style.visibility = null;
|
||||
return Async.sequence(
|
||||
Async.wait(10),
|
||||
Async.apply(function() {
|
||||
card.dom.style.left = 0;
|
||||
card.dom.style.top = 0;
|
||||
}),
|
||||
Async.wait(1000),
|
||||
Async.apply(function() {
|
||||
fromSet.dom.removeChild(slot);
|
||||
card.dom.classList.remove('moving');
|
||||
})
|
||||
);
|
||||
}
|
84
js/GUI/Screen/Game/State.js
Normal file
84
js/GUI/Screen/Game/State.js
Normal file
|
@ -0,0 +1,84 @@
|
|||
import Messaging;
|
||||
|
||||
var dom = {
|
||||
deck: document.getElementById('deck'),
|
||||
rest: document.getElementById('rest'),
|
||||
status: document.getElementById('status')
|
||||
};
|
||||
var selected;
|
||||
var sets = {};
|
||||
var state = {
|
||||
game: null,
|
||||
playing: false,
|
||||
step: null,
|
||||
month: null,
|
||||
turnedCard: null,
|
||||
};
|
||||
|
||||
return {
|
||||
dom: dom,
|
||||
getSelected: getSelected,
|
||||
init: init,
|
||||
matchingInRiver: matchingInRiver,
|
||||
play: play,
|
||||
select: select,
|
||||
sets: sets,
|
||||
state: state
|
||||
};
|
||||
|
||||
function init() {
|
||||
buildSets();
|
||||
}
|
||||
|
||||
function buildSets() {
|
||||
['river', 'you', 'them'].forEach(function(id) {
|
||||
var setDom = document.getElementById(id);
|
||||
if(setDom.tagName.toLowerCase() == 'ul') {
|
||||
sets[id] = {card: null, dom: setDom};
|
||||
} else {
|
||||
sets[id] = {};
|
||||
for(var i = 0; i < setDom.children.length; i++) {
|
||||
if(setDom.children[i].tagName.toLowerCase() == 'ul') {
|
||||
var child = setDom.children[i].className;
|
||||
sets[id][child] = {card: {}, dom: setDom.children[i]};
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function getSelected() {
|
||||
return selected;
|
||||
}
|
||||
|
||||
function matchingInRiver(card) {
|
||||
return Fun.mapFilter(
|
||||
Fun.of(sets.river.card),
|
||||
Fun.defined
|
||||
)(Hanafuda.sameMonth(card).map(Fun.proj('name')));
|
||||
}
|
||||
|
||||
function play(move) {
|
||||
Messaging.send({
|
||||
tag: "Play",
|
||||
move: move,
|
||||
onGame: state.game
|
||||
});
|
||||
}
|
||||
|
||||
function showCandidates(card, yes) {
|
||||
matchingInRiver(card).forEach(
|
||||
function(riverCard) {riverCard.setCandidate(yes);}
|
||||
);
|
||||
}
|
||||
|
||||
function select(cardOrFalse) {
|
||||
if(typeof cardOrFalse == 'object') {
|
||||
selected = cardOrFalse;
|
||||
}
|
||||
selected.dom.classList.toggle('selected', !!cardOrFalse);
|
||||
showCandidates(selected.value, !!cardOrFalse);
|
||||
if(cardOrFalse === false) {
|
||||
selected = null;
|
||||
}
|
||||
}
|
|
@ -41,6 +41,7 @@ var Card = Object.freeze(
|
|||
id: i,
|
||||
family: findFamily(name, i),
|
||||
flower: Math.floor(i / 4),
|
||||
monthOffset: i % 4,
|
||||
name: name
|
||||
};
|
||||
return o;
|
||||
|
@ -51,7 +52,6 @@ return {
|
|||
Flower: Flower,
|
||||
Family: Family,
|
||||
Card: Card,
|
||||
getValue: getValue,
|
||||
sameMonth: sameMonth
|
||||
};
|
||||
|
||||
|
@ -67,11 +67,6 @@ function findFamily(name, i) {
|
|||
}
|
||||
}
|
||||
|
||||
function getValue(card) {
|
||||
var first = 4 * card.flower;
|
||||
return card.id - first;
|
||||
}
|
||||
|
||||
function sameMonth(card) {
|
||||
var first = 4 * card.flower;
|
||||
return [0,1,2,3].map(function(i) {return Card[CardNames[first + i]];});
|
||||
|
|
15
js/Main.js
15
js/Main.js
|
@ -1,24 +1,11 @@
|
|||
import I18n;
|
||||
import * as Screen from GUI.Screen;
|
||||
import * as Login from GUI.Screen.Login;
|
||||
import * as Hall from GUI.Screen.Hall;
|
||||
import * as Game from GUI.Screen.Game;
|
||||
import Save;
|
||||
|
||||
var gamePath = window.location.pathname.match(/\/game\/([0-9A-Fa-f]+)/);
|
||||
|
||||
if(gamePath) {
|
||||
var gameState = Save.get('games.state.Game#' + gamePath[1]);
|
||||
if(gameState != undefined) {
|
||||
Game.init(gameState);
|
||||
} else {
|
||||
Screen.dialog({
|
||||
text: I18n.get('gameNotFound'),
|
||||
answers: [
|
||||
{label: 'backToMain', action: function() {window.location = '..';}}
|
||||
]
|
||||
});
|
||||
}
|
||||
Game.init(gamePath[1])
|
||||
} else {
|
||||
Login.init();
|
||||
Hall.init();
|
||||
|
|
|
@ -9,8 +9,9 @@ var s = 1000; /* ms */
|
|||
var keepAlivePeriod = 20;
|
||||
var reconnectDelay = 1;
|
||||
var routes = {callbacks: [], children: {}};
|
||||
var messagesQueue = [];
|
||||
var wsHandlers = {
|
||||
open: [function() {on = true; reconnectDelay = 1}, ping],
|
||||
open: [function() {on = true; reconnectDelay = 1}, catchUp, ping],
|
||||
close: [function() {on = false;}, reconnect]
|
||||
};
|
||||
|
||||
|
@ -79,9 +80,19 @@ function messageListener(event) {
|
|||
};
|
||||
|
||||
function send(o) {
|
||||
ws.send(JSON.stringify(o));
|
||||
o.direction = 'client > server';
|
||||
log(o);
|
||||
if(isOn()) {
|
||||
ws.send(JSON.stringify(o));
|
||||
o.direction = 'client > server';
|
||||
log(o);
|
||||
} else {
|
||||
messagesQueue.push(o);
|
||||
}
|
||||
}
|
||||
|
||||
function catchUp() {
|
||||
var messages = messagesQueue;
|
||||
messagesQueue = [];
|
||||
messagesQueue.forEach(send);
|
||||
}
|
||||
|
||||
function log(message) {
|
||||
|
|
|
@ -28,6 +28,7 @@ return {
|
|||
return "This month's flower is the " + flower;
|
||||
},
|
||||
noGames: "No games being played",
|
||||
noNameToPlay: "Your name isn't set, how about choosing one first ?",
|
||||
notFound: "No one goes by that name",
|
||||
notYet: "Not yet",
|
||||
ok: "Ok",
|
||||
|
@ -88,6 +89,7 @@ return {
|
|||
return "C'est le mois des " + flower;
|
||||
},
|
||||
noGames: "Aucune partie en cours",
|
||||
noNameToPlay: "Et si on commençait par aller choisir un nom pour jouer",
|
||||
notFound: "Personne ne s'appelle comme ça",
|
||||
notYet: "Pas pour l'instant",
|
||||
ok: "Ok",
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
}
|
||||
|
||||
#game .card {
|
||||
background: url("/cards.jpg") no-repeat;
|
||||
background: url("../skin/cards.jpg") no-repeat;
|
||||
background-size: 400% 1300%;
|
||||
display: inline-block;
|
||||
border-radius: 0.5em;
|
||||
|
|
Loading…
Reference in a new issue