PretendYoureXyzzy/WebContent/js/cah.game.js

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/**
* Copyright (c) 2012, Andy Janata
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are permitted
* provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice, this list of conditions
* and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice, this list of
* conditions and the following disclaimer in the documentation and/or other materials provided
* with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY
* WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
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/**
* Game interface.
*
* @author ajanata
*/
/**
* Class to manage the game interface.
*
* @param {number}
* id The game id.
*
* @constructor
*/
cah.Game = function(id) {
/**
* The game id.
*
* @type {number}
* @private
*/
this.id_ = id;
/**
* The element for this game lobby.
*
* @type {HTMLDivElement}
* @private
*/
this.element_ = $("#game_template").clone()[0];
this.element_.id = "game_" + id;
$(this.element_).removeClass("hide");
/**
* The element for the scoreboard for this game.
*
* @type {HTMLDivElement}
* @private
*/
this.scoreboardElement_ = $("#scoreboard_template").clone()[0];
this.scoreboardElement_.id = "scoreboard_" + id;
$(this.scoreboardElement_).removeClass("hide");
/**
* User->value mapping of scorecards in the scoreboard.
*
* @type {Object}
* @private
*/
this.scoreCards_ = {};
/**
* The cards in the player's hand.
*
* @type {Array}
* @private
*/
this.hand_ = Array();
/**
* Map of id to card object arrays for round cards.
*
* @type {Object}
* @private
*/
this.roundCards_ = {};
/**
* The game's state.
*
* @type {cah.$.GameState}
* @private
*/
this.state_ = cah.$.GameState.LOBBY;
/**
* The black card on display.
*
* @type {cah.card.BlackCard}
* @private
*/
this.blackCard_ = null;
/**
* Selected card from the player's hand.
*
* @type {cah.card.WhiteCard}
* @private;
*/
this.handSelectedCard_ = null;
/**
* Selected card from the round's white cards.
*
* @type {cah.card.WhiteCard}
* @private;
*/
this.roundSelectedCard_ = null;
/**
* Card the player played this round.
*
* TODO make this an array when we support the multiple play blacks
*
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* TODO what, exactly, is this being used for, since multi-play seems to be working...
*
* @type {cah.card.WhiteCard}
* @private
*/
this.myPlayedCard_ = null;
/**
* The judge of the current round.
*
* @type {String}
* @private
*/
this.judge_ = null;
/**
* Scale factor for hand cards when zoomed out.
*
* @type {Number}
* @private
*/
this.handCardSmallScale_ = .35;
/**
* Scale factor for hand cards when zoomed in.
*
* @type {Number}
* @private
*/
this.handCardLargeScale_ = .6;
/**
* Size for hand cards when zoomed out.
*
* @type {Number}
* @private
*/
this.handCardSmallSize_ = 83;
/**
* Size for hand cards when zoomed in.
*
* @type {Number}
* @private
*/
this.handCardLargeSize_ = 142;
/**
* Scale factor for round cards when zoomed out.
*
* @type {Number}
* @private
*/
this.roundCardSmallScale_ = 1;
/**
* Scale factor for round cards when zoomed in.
*
* @type {Number}
* @private
*/
this.roundCardLargeScale_ = 1;
/**
* Size for round cards when zoomed out.
*
* @type {Number}
* @private
*/
this.roundCardSmallSize_ = 236;
/**
* Size for round cards when zoomed in.
*
* @type {Number}
* @private
*/
this.roundCardLargeSize_ = 236;
$("#leave_game").click(cah.bind(this, this.leaveGameClick_));
$("#start_game").click(cah.bind(this, this.startGameClick_));
$(".confirm_card", this.element_).click(cah.bind(this, this.confirmClick_));
$(window).on("resize.game_" + this.id_, cah.bind(this, this.windowResize_));
};
/**
* Load game data from the server and display the game lobby.
*
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* TODO reload round win state
*
* @param {number}
* gameId The game id.
*/
cah.Game.joinGame = function(gameId) {
cah.Ajax.build(cah.$.AjaxOperation.GET_GAME_INFO).withGameId(gameId).run();
cah.Ajax.build(cah.$.AjaxOperation.GET_CARDS).withGameId(gameId).run();
cah.GameList.instance.hide();
var game = new cah.Game(gameId);
cah.currentGames[gameId] = game;
game.insertIntoDocument();
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};
/**
* @return {HTMLDivElement} This object's element.
*/
cah.Game.prototype.getElement = function() {
return this.element_;
};
/**
* Set the black card on display.
*
* @param {Object}
* card Black card data from server.
*/
cah.Game.prototype.setBlackCard = function(card) {
this.blackCard_ = new cah.card.BlackCard(true, card[cah.$.BlackCardData.ID]);
this.blackCard_.setText(card[cah.$.BlackCardData.TEXT]);
this.blackCard_.setDraw(card[cah.$.BlackCardData.DRAW]);
this.blackCard_.setPick(card[cah.$.BlackCardData.PICK]);
if (1 != card[cah.$.BlackCardData.PICK] && this.judge_ != cah.nickname) {
cah.log.status("Play " + card[cah.$.BlackCardData.PICK]
+ " cards, in the order you wish them to be judged.");
}
$(".game_black_card", this.element_).empty().append(this.blackCard_.getElement());
};
/**
* Add multiple cards to the player's hand.
*
* @param {Array}
* cards The array of card objects sent from the server.
*/
cah.Game.prototype.dealtCards = function(cards) {
for ( var index in cards) {
var thisCard = cards[index];
var card = new cah.card.WhiteCard(true, thisCard[cah.$.WhiteCardData.ID]);
card.setText(thisCard[cah.$.WhiteCardData.TEXT]);
this.dealtCard(card);
}
};
/**
* Add a card to the player's hand.
*
* @param {cah.card.WhiteCard}
* card Card to add to hand.
*/
cah.Game.prototype.dealtCard = function(card) {
this.hand_.push(card);
var element = card.getElement();
$(".game_hand_cards", this.element_).append(element);
$(element).css("transform-origin", "0 0");
var data = {
card : card,
};
$(element).on("mouseenter.hand", data, cah.bind(this, this.handCardMouseEnter_)).on(
"mouseleave.hand", data, cah.bind(this, this.handCardMouseLeave_)).on("click.hand", data,
cah.bind(this, this.handCardClick_));
this.resizeHandCards_();
};
/**
* Remove a card from the hand.
*
* @param {cah.card.WhiteCard}
* card Card to remove.
*/
cah.Game.prototype.removeCardFromHand = function(card) {
var cardIndex = -1;
for ( var index in this.hand_) {
if (this.hand_[index] == card) {
cardIndex = index;
break;
}
}
if (cardIndex != -1) {
$(card.getElement()).css("width", "").css("height", "").css("transform-origin", "").css(
"z-index", "").css("-moz-transform", "").css("-ms-transform", "").css("-webkit-transform",
"").css("-o-transform", "").off(".hand");
this.hand_.splice(cardIndex, 1);
}
$(card.getElement(), $("game_hand_cards", this.element_)).remove();
this.resizeHandCards_();
};
/**
* Set the round white cards.
*
* @param {Array}
* cardSets Array of arrays of cah.$.WhiteCardData to display.
*/
cah.Game.prototype.setRoundWhiteCards = function(cardSets) {
for ( var setIndex in cardSets) {
var thisSet = Array();
for ( var index in cardSets[setIndex]) {
var cardData = cardSets[setIndex][index];
var card;
var id = cardData[cah.$.WhiteCardData.ID];
if (id >= 0) {
card = new cah.card.WhiteCard(true, id);
card.setText(cardData[cah.$.WhiteCardData.TEXT]);
} else {
card = new cah.card.WhiteCard();
}
thisSet.push(card);
}
this.addRoundWhiteCard_(thisSet);
}
};
/**
* Add a white card to the round white cards area.
*
* @param {Array}
* cards Array of cah.card.WhiteCard to add to area.
* @private
*/
cah.Game.prototype.addRoundWhiteCard_ = function(cards) {
var parentElem;
if (cards.length > 1) {
parentElem = $("#game_white_cards_binder_template").clone()[0];
parentElem.id = "";
$(parentElem).removeClass("hide");
$(".game_white_cards", this.element_).append(parentElem);
} else {
parentElem = $(".game_white_cards", this.element_)[0];
}
for ( var index in cards) {
var card = cards[index];
var element = card.getElement();
$(parentElem).append(element);
$(element).css("transform-origin", "0 0");
var data = {
card : card,
};
$(element).on("mouseenter.round", data, cah.bind(this, this.roundCardMouseEnter_)).on(
"mouseleave.round", data, cah.bind(this, this.roundCardMouseLeave_)).on("click.round",
data, cah.bind(this, this.roundCardClick_));
}
this.roundCards_[cards[0].getServerId()] = cards;
this.resizeRoundCards_();
};
/**
* Event handler for hand card mouse enter.
*
* @param e
* @private
*/
cah.Game.prototype.handCardMouseEnter_ = function(e) {
$(e.data.card.getElement()).css("z-index", "2").animate({
scale : this.handCardLargeScale_,
width : this.handCardLargeSize_,
}, {
duration : 200,
queue : false,
});
};
/**
* Event handler for hand card mouse leave.
*
* @param e
* @private
*/
cah.Game.prototype.handCardMouseLeave_ = function(e) {
$(e.data.card.getElement()).animate({
scale : this.handCardSmallScale_,
"z-index" : 1,
width : this.handCardSmallSize_,
}, {
duration : 200,
queue : false,
});
};
/**
* Event handler for round card mouse enter.
*
* @param e
* @private
*/
cah.Game.prototype.roundCardMouseEnter_ = function(e) {
$(e.data.card.getElement()).css("z-index", "2").animate({
scale : this.roundCardLargeScale_,
width : this.roundCardLargeSize_,
}, {
duration : 200,
queue : false,
});
};
/**
* Event handler for round card mouse leave.
*
* @param e
* @private
*/
cah.Game.prototype.roundCardMouseLeave_ = function(e) {
$(e.data.card.getElement()).animate({
scale : this.roundCardSmallScale_,
"z-index" : 1,
width : this.roundCardSmallSize_,
}, {
duration : 200,
queue : false,
});
};
/**
* Event handler for window resize.
*
* @private
*/
cah.Game.prototype.windowResize_ = function() {
this.resizeHandCards_();
this.resizeRoundCards_();
};
/**
* Resize cards in hand to fit window size and hand size.
*
* @private
*/
cah.Game.prototype.resizeHandCards_ = function() {
var elems = $(".game_hand_cards .card_holder", this.element_);
var ct = elems.length;
this.handCardSmallSize_ = ($(".game_hand_cards", this.element_).width() - 20) / (ct + 1);
if (this.handCardSmallSize_ > 150) {
this.handCardSmallSize_ = 150;
}
this.handCardLargeSize_ = this.handCardSmallSize_ * 1.8;
this.handCardSmallScale_ = this.handCardSmallSize_ / 236;
this.handCardLargeScale_ = this.handCardSmallScale_ * 1.8;
elems.width(this.handCardSmallSize_).height(this.handCardSmallSize_).animate({
scale : this.handCardSmallScale_,
}, {
duration : 0,
});
};
/**
* Resize cards in the round white cards are to fit window size and number of players.
*
* TODO This will need some more consideration when there are multiple cards played per player.
*
* @private
*/
cah.Game.prototype.resizeRoundCards_ = function() {
var elems = $(".game_white_cards .card_holder", this.element_);
var ct = elems.length;
// 30 by experiment in chrome.
$(".game_right_side", this.element_).width(
$(window).width() - $(".game_left_side", this.element_).width() - 30);
this.roundCardSmallSize_ = ($(".game_white_cards", this.element_).width() - 20 - $(
".game_left_side", this.element_).width())
/ ct;
if (this.roundCardSmallSize_ > 236) {
this.roundCardSmallSize_ = 236;
}
if (this.roundCardSmallSize_ < 118) {
this.roundCardSmallSize_ = 118;
}
var maxScale = 236 / this.roundCardSmallSize_;
var scale = maxScale < 1.8 ? maxScale : 1.8;
this.roundCardLargeSize_ = this.roundCardSmallSize_ * scale;
if (this.roundCardLargeSize_ > 236) {
this.roundCardLargeSize_ = 236;
}
this.roundCardSmallScale_ = this.roundCardSmallSize_ / 236;
this.roundCardLargeScale_ = this.roundCardSmallScale_ * scale;
if (this.roundCardLargeScale_ > maxScale) {
this.roundCardLargeScale_ = maxScale;
}
elems.width(this.roundCardSmallSize_).height(this.roundCardSmallSize_).animate({
scale : this.roundCardSmallScale_,
}, {
duration : 0,
});
};
cah.Game.prototype.insertIntoDocument = function() {
$("#main_holder").empty().append(this.element_);
$("#info_area").empty().append(this.scoreboardElement_);
$("#leave_game").show();
this.windowResize_();
// TODO display a loading animation
};
/**
* Update game status display.
*
* @param {Object}
* data Game data returned from server.
*/
cah.Game.prototype.updateGameStatus = function(data) {
if (data[cah.$.AjaxResponse.GAME_INFO][cah.$.GameInfo.HOST] == cah.nickname
&& data[cah.$.AjaxResponse.GAME_INFO][cah.$.GameInfo.STATE] == cah.$.GameState.LOBBY) {
$("#start_game").show();
} else {
$("#start_game").hide();
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}
if (data[cah.$.AjaxResponse.GAME_INFO][cah.$.GameInfo.STATE] == cah.$.GameState.PLAYING) {
$(".game_white_cards", this.element_).empty();
}
var playerInfos = data[cah.$.AjaxResponse.PLAYER_INFO];
for ( var index in playerInfos) {
this.updateUserStatus(playerInfos[index]);
}
};
/**
* Update a single player's info.
*
* @param {Object}
* playerInfo The PlayerInfo from the server.
*/
cah.Game.prototype.updateUserStatus = function(playerInfo) {
var playerName = playerInfo[cah.$.GamePlayerInfo.NAME];
var playerStatus = playerInfo[cah.$.GamePlayerInfo.STATUS];
var panel = this.scoreCards_[playerName];
if (!panel) {
// new score panel
panel = new cah.GameScorePanel(playerName);
$(this.scoreboardElement_).append(panel.getElement());
this.scoreCards_[playerName] = panel;
}
var oldStatus = panel.getStatus();
panel.update(playerInfo[cah.$.GamePlayerInfo.SCORE], playerStatus);
if (playerName == cah.nickname) {
$(".game_message", this.element_).text(cah.$.GamePlayerStatus_msg_2[playerStatus]);
if (playerStatus == cah.$.GamePlayerStatus.PLAYING && this.handSelectedCard_ != null) {
$(".confirm_card", this.element_).removeAttr("disabled");
} else if (playerStatus == cah.$.GamePlayerStatus.JUDGING && this.roundSelectedCard_ != null) {
$(".confirm_card", this.element_).removeAttr("disabled");
} else {
$(".confirm_card", this.element_).attr("disabled", "disabled");
}
if (playerStatus != cah.$.GamePlayerStatus.PLAYING) {
if (this.handSelectedCard_ != null) {
// we have a card selected, but we're changing state. this almost certainly is an
// out-of-order reception of events. remove it from hand, we don't need to do anything else
this.removeCardFromHand(this.handSelectedCard_);
}
this.handSelectedCard_ = null;
$(".selected", $(".game_hand", this.element_)).removeClass("selected");
}
if (playerStatus == cah.$.GamePlayerStatus.HOST) {
$("#start_game").show();
}
}
if (playerStatus == cah.$.GamePlayerStatus.JUDGE
|| playerStatus == cah.$.GamePlayerStatus.JUDGING) {
this.judge_ = playerName;
}
if (oldStatus == cah.$.GamePlayerStatus.PLAYING && playerStatus == cah.$.GamePlayerStatus.IDLE) {
// this player played a card. display a face-down white card in the area, or nothing if it is
// us. we put the card there when we get the acknowledgement from the server from playing.
// also, don't put the card up if we're already into judging state -- we already displayed all
// of the cards!
if (playerName != cah.nickname && this.state_ == cah.$.GameState.PLAYING) {
2012-02-01 22:26:20 +00:00
// TODO make this not suck for multiple selection. it only shows one card when they're done.
// TODO have some sort of way to know, from the server, how far along everybody is playing
// for multi-play
this.addRoundWhiteCard_(Array(new cah.card.WhiteCard()));
}
}
};
/**
* Round has completed. Update display of round cards to show winner.
*
* @param {Object}
* data Data from server.
*/
cah.Game.prototype.roundComplete = function(data) {
var cards = this.roundCards_[data[cah.$.LongPollResponse.WINNING_CARD]];
for ( var index in cards) {
var card = cards[index];
$(".card", card.getElement()).addClass("selected");
}
var scoreCard = this.scoreCards_[data[cah.$.LongPollResponse.ROUND_WINNER]];
$(scoreCard.getElement()).addClass("selected");
$(".confirm_card", this.element_).attr("disabled", "disabled");
cah.log.status("The next round will begin in "
+ (data[cah.$.LongPollResponse.INTERMISSION] / 1000) + " seconds.");
};
/**
* Notify the player that a deck has been reshuffled.
*
* @param {String}
* deck Deck name which has been reshuffled.
*/
cah.Game.prototype.reshuffle = function(deck) {
cah.log.status("The " + deck + " deck has been reshuffled.");
};
/**
* Notify the player that the judge has left the game and cards are being returned to hands.
*/
cah.Game.prototype.judgeLeft = function() {
cah.log
.status("The judge has left the game. Cards played this round are being returned to hands.");
};
/**
* Event handler for confirm selection button.
*
* @private
*/
cah.Game.prototype.confirmClick_ = function() {
if (this.judge_ == cah.nickname) {
if (this.roundSelectedCard_ != null) {
cah.Ajax.build(cah.$.AjaxOperation.JUDGE_SELECT).withGameId(this.id_).withCardId(
this.roundSelectedCard_.getServerId()).run();
}
} else {
if (this.handSelectedCard_ != null) {
cah.Ajax.build(cah.$.AjaxOperation.PLAY_CARD).withGameId(this.id_).withCardId(
this.handSelectedCard_.getServerId()).run();
}
}
};
/**
* Event handler for clicking on a card in the hand.
*
* @param e
* @private
*/
cah.Game.prototype.handCardClick_ = function(e) {
// judge can't select a card.
if (this.judge_ == cah.nickname) {
return;
}
// this player isn't in playing state
var scorecard = this.scoreCards_[cah.nickname];
if (scorecard && scorecard.getStatus() != cah.$.GamePlayerStatus.PLAYING) {
return;
}
/** @type {cah.card.WhiteCard} */
var card = e.data.card;
// remove style from existing selected card
if (this.handSelectedCard_) {
$(".card", this.handSelectedCard_.getElement()).removeClass("selected");
}
// if the user clicked on the same card, deselect it.
if (card == this.handSelectedCard_) {
this.handSelectedCard_ = null;
$(".confirm_card", this.element_).attr("disabled", "disabled");
} else {
this.handSelectedCard_ = card;
$(".card", card.getElement()).addClass("selected");
$(".confirm_card", this.element_).removeAttr("disabled");
}
};
/**
* Event handler for clicking on a card in the round.
*
* @param e
* @private
*/
cah.Game.prototype.roundCardClick_ = function(e) {
// this player isn't in judging state.
var scorecard = this.scoreCards_[cah.nickname];
if (scorecard && scorecard.getStatus() != cah.$.GamePlayerStatus.JUDGING) {
return;
}
/** @type {cah.card.WhiteCard} */
var card = e.data.card;
// remove style from existing selected card
if (this.roundSelectedCard_) {
$(".card", this.roundSelectedCard_.getElement()).removeClass("selected");
}
// if the user clicked on the same card, deselect it.
if (card == this.roundSelectedCard_) {
this.roundSelectedCard_ = null;
$(".confirm_card", this.element_).attr("disabled", "disabled");
} else {
this.roundSelectedCard_ = card;
$(".card", card.getElement()).addClass("selected");
$(".confirm_card", this.element_).removeAttr("disabled");
}
};
/**
* Event handler for leave game button.
*
* @private
*/
cah.Game.prototype.leaveGameClick_ = function() {
// TODO make sure everything cleans up right, I got an error when I tried to start a different
// game after leaving one
cah.Ajax.build(cah.$.AjaxOperation.LEAVE_GAME).withGameId(this.id_).run();
};
/**
* Event handler for start game button.
*
* @private
*/
cah.Game.prototype.startGameClick_ = function() {
// TODO make the button go disabled
cah.Ajax.build(cah.$.AjaxOperation.START_GAME).withGameId(this.id_).run();
};
cah.Game.prototype.startGameComplete = function() {
$("#start_game").hide();
};
cah.Game.prototype.playCardComplete = function() {
if (this.handSelectedCard_) {
$(".card", this.handSelectedCard_.getElement()).removeClass("selected");
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// TODO support for multiple play, though it seems to be working now...
this.myPlayedCard_ = this.handSelectedCard_;
this.removeCardFromHand(this.handSelectedCard_);
this.addRoundWhiteCard_(Array(this.handSelectedCard_));
this.handSelectedCard_ = null;
}
$(".confirm_card", this.element_).attr("disabled", "disabled");
};
/**
* Free resources used by this game and remove from the document.
*/
cah.Game.prototype.dispose = function() {
$(this.element_).remove();
$(this.scoreboardElement_).remove();
$("#leave_game").unbind().hide();
$("#start_game").unbind().hide();
$(window).off("resize.game_" + this.id_);
};
/**
* A player has joined the game.
*
* @param {String}
* player Player that joined.
*/
cah.Game.prototype.playerJoin = function(player) {
if (player != cah.nickname) {
cah.log.status(player + " has joined the game.");
this.refreshGameStatus();
} else {
cah.log.status("You have joined the game.");
}
};
/**
* A player has left the game.
*
* @param {String}
* player Player that left.
*/
cah.Game.prototype.playerLeave = function(player) {
if (player != cah.nickname) {
cah.log.status(player + " has left the game.");
this.refreshGameStatus();
} else {
cah.log.status("You have left the game.");
}
var scorecard = this.scoreCards_[player];
if (scorecard) {
$(scorecard.getElement()).remove();
}
delete this.scoreCards_[player];
};
/**
* Refresh game scoreboard, etc.
*/
cah.Game.prototype.refreshGameStatus = function() {
cah.Ajax.build(cah.$.AjaxOperation.GET_GAME_INFO).withGameId(this.id_).run();
};
/**
* The game state has changed.
*
* @param {Object}
* data Data from server.
*/
cah.Game.prototype.stateChange = function(data) {
this.state_ = data[cah.$.LongPollResponse.GAME_STATE];
$(".scorecard", this.scoreboardElement_).removeClass("selected");
switch (this.state_) {
case cah.$.GameState.LOBBY:
var handCount = this.hand_.length;
for ( var i = 0; i < handCount; i++) {
this.removeCardFromHand(this.hand_[0]);
}
this.handSelectedCard_ = null;
this.myPlayedCard_ = null;
this.judge_ = null;
$(".confirm_card", this.element_).attr("disabled", "disabled");
$(".game_black_card", this.element_).empty();
for ( var index in this.roundCards_) {
$(this.roundCards_[index]).off(".round");
}
this.roundCards_ = {};
$(".game_white_cards", this.element_).empty();
break;
case cah.$.GameState.PLAYING:
this.refreshGameStatus();
this.setBlackCard(data[cah.$.LongPollResponse.BLACK_CARD]);
break;
case cah.$.GameState.JUDGING:
$(".game_white_cards", this.element_).empty();
this.setRoundWhiteCards(data[cah.$.LongPollResponse.WHITE_CARDS]);
break;
default:
cah.log.error("Game " + this.id_ + " changed to unknown state " + this.state_);
return;
}
};
// ///////////////////////////////////////////////
/**
* Create a scoreboard panel for a player.
*
* @param {String}
* player Player name.
* @constructor
*/
cah.GameScorePanel = function(player) {
/**
* Player name.
*
* @type {String}
* @private
*/
this.player_ = player;
/**
* @type {HTMLDivElement}
* @private
*/
this.element_ = $("#scorecard_template").clone()[0];
$(this.element_).removeClass("hide");
/**
* The score on this scorecard.
*
* @type {number}
* @private
*/
this.score_ = 0;
/**
* The status of the player for this scorecard.
*
* @type {cah.$.GamePlayerStatus}
* @private
*/
this.status_ = cah.$.GamePlayerStatus.IDLE;
jQuery(".scorecard_player", this.element_).text(player);
this.update(this.score_, this.status_);
};
cah.GameScorePanel.prototype.getElement = function() {
return this.element_;
};
/**
* Update the score panel.
*
* TODO add some color for different statuses
*
* @param {number}
* score The player's score
* @param {cah.$.GamePlayerStatus}
* status The player's status.
*/
cah.GameScorePanel.prototype.update = function(score, status) {
this.score_ = score;
this.status_ = status;
$(".scorecard_score", this.element_).text(score);
$(".scorecard_status", this.element_).text(cah.$.GamePlayerStatus_msg[status]);
$(".scorecard_s", this.element_).text(score == 1 ? "" : "s");
};
/**
* @returns {cah.$.GamePlayerStatus} The status of the player represented by this panel.
*/
cah.GameScorePanel.prototype.getStatus = function() {
return this.status_;
};
/**
* confirm card as judge without selecting a round card did ... something
*
* don't always see your card after playing it
*/