PretendYoureXyzzy/WebContent/js/cah.game.js

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2012-02-06 22:00:24 +00:00
/*
* 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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/**
* Class to manage the game interface.
*
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* @author Andy Janata (ajanata@socialgamer.net)
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* @param {Number}
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* id The game id.
* @constructor
*/
cah.Game = function(id) {
/**
* The game id.
*
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* @type {Number}
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* @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");
/**
* The element for the chat room for this game
*
* @type {HTMLDivElement}
* @private
*/
this.chatElement_ = $("#tab-global").clone()[0];
this.chatElement_.id = "tab-chat-game_" + this.id_;
$(".chat_submit", this.chatElement_).click(chatsubmit_click(this.id_, this.chatElement_));
$(".chat", this.chatElement_).keyup(chat_keyup($(".chat_submit", this.chatElement_)));
// TODO make it not even copy this in the first place
$(".log", this.chatElement_).empty();
/**
* The element for the game options for this game.
*
* @type {HTMLDivElement}
* @private
*/
this.optionsElement_ = $("#game_options_template").clone()[0];
this.optionsElement_.id = "game_options_" + id;
$("#score_limit_template_label", this.optionsElement_).attr("for", "score_limit_" + id);
$("#player_limit_template_label", this.optionsElement_).attr("for", "player_limit_" + id);
$("#card_set_template_label", this.optionsElement_).attr("for", "card_set_" + id);
$("#game_password_template_label", this.optionsElement_).attr("for", "game_password_" + id);
$("#score_limit_template", this.optionsElement_).attr("id", "score_limit_" + id);
$("#player_limit_template", this.optionsElement_).attr("id", "player_limit_" + id);
$("#card_set_template", this.optionsElement_).attr("id", "card_set_" + id);
$("#game_password_template", this.optionsElement_).attr("id", "game_password_" + id);
for ( var key in cah.CardSet.list) {
/** @type {cah.CardSet} */
var cardSet = cah.CardSet.list[key];
var cardSetElementId = 'card_set_' + this.id_ + '_' + cardSet.getId();
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var title = cardSet.getDescription() + ' ' + cardSet.getBlackCardCount() + ' black card'
+ (cardSet.getBlackCardCount() == 1 ? '' : 's') + ', ' + cardSet.getWhiteCardCount()
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+ ' white card' + (cardSet.getWhiteCardCount() == 1 ? '' : 's') + '.';
var html = '<input type="checkbox" id="' + cardSetElementId + '" class="card_set" title="'
+ title + '" value="' + cardSet.getId() + '" name="card_set" /><label for="'
+ cardSetElementId + '" title="' + title + '" class="card_set_label">' + cardSet.getName()
+ '</label>';
if (cardSet.isBaseDeck()) {
$(".base_card_sets", this.optionsElement_).append(html);
} else {
$(".extra_card_sets", this.optionsElement_).append(html);
}
}
$("label", this.optionsElement_).removeAttr("id");
$(".game_options", this.element_).replaceWith(this.optionsElement_);
/**
* The nickname of the host of this game.
*
* @type {String}
* @private
*/
this.host_ = "";
/**
* User->value mapping of scorecards in the scoreboard.
*
* @type {Object}
* @private
*/
this.scoreCards_ = {};
/**
* The cards in the player's hand.
*
* @type {Array}
* @private
*/
this.hand_ = Array();
/**
* Map of id to card object arrays for round cards.
*
* @type {Object}
* @private
*/
this.roundCards_ = {};
/**
* The game's state.
*
* @type {cah.$.GameState}
* @private
*/
this.state_ = cah.$.GameState.LOBBY;
/**
* The black card for the current round.
*
* @type {cah.card.BlackCard}
* @private
*/
this.blackCard_ = null;
/**
* The black card for the previous round.
*
* @type {cah.card.BlackCard}
* @private
*/
this.lastBlackCard_ = 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;
/**
* The name of 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;
/**
* Whether we are showing the result of the last round.
*
* @type {Boolean}
* @private
*/
this.showingLastRound_ = false;
/**
* Whether we are showing the options or the game.
*
* @type {Boolean}
* @private
*/
this.showingOptions_ = true;
$("#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_));
$(".game_show_last_round", this.element_).click(cah.bind(this, this.showLastRoundClick_));
$(".game_show_options", this.element_).click(cah.bind(this, this.showOptionsClick_));
$("select", this.optionsElement_).change(cah.bind(this, this.optionChanged_));
$("input", this.optionsElement_).blur(cah.bind(this, this.optionChanged_));
$(".card_set", this.optionsElement_).change(cah.bind(this, this.optionChanged_));
$(window).on("resize.game_" + this.id_, cah.bind(this, this.windowResize_));
};
/**
* Load game data from the server and display the game lobby.
*
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* TODO reload round win state
*
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* @param {Number}
* gameId The game id.
*/
cah.Game.joinGame = function(gameId) {
cah.Ajax.build(cah.$.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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};
/**
* Toggle showing the previous round result.
*
* @private
*/
cah.Game.prototype.showLastRoundClick_ = function() {
if (this.showingLastRound_) {
$(".game_show_last_round", this.element_).attr("value", "Show Last Round");
$(".game_black_card_round_indicator", this.element_).text("this round is");
$(".game_black_card", this.element_).empty().append(this.blackCard_.getElement());
$(".game_white_card_wrapper", this.element_).removeClass("hide");
$(".game_last_round", this.element_).addClass("hide");
} else {
$(".game_show_last_round", this.element_).attr("value", "Show Current Round");
$(".game_black_card_round_indicator", this.element_).text("last round was");
$(".game_black_card", this.element_).empty().append(this.lastBlackCard_.getElement());
$(".game_white_card_wrapper", this.element_).addClass("hide");
$(".game_last_round", this.element_).removeClass("hide");
}
this.showingLastRound_ = !this.showingLastRound_;
};
/**
* Toggle showing the game's options.
*
* @private
*/
cah.Game.prototype.showOptionsClick_ = function() {
if (this.showingOptions_) {
this.showOptions_();
} else {
this.hideOptions_();
}
this.showingOptions_ = !this.showingOptions_;
};
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/**
* @return {HTMLDivElement} This object's element.
*/
cah.Game.prototype.getElement = function() {
return this.element_;
};
/**
* Set the black card on display.
*
* @param {Object}
* card Black card data from server.
*/
cah.Game.prototype.setBlackCard = function(card) {
this.blackCard_ = new cah.card.BlackCard(true, card[cah.$.BlackCardData.ID]);
this.blackCard_.setText(card[cah.$.BlackCardData.TEXT]);
this.blackCard_.setWatermark(card[cah.$.BlackCardData.WATERMARK]);
this.blackCard_.setDraw(card[cah.$.BlackCardData.DRAW]);
this.blackCard_.setPick(card[cah.$.BlackCardData.PICK]);
if (1 != card[cah.$.BlackCardData.PICK] && this.judge_ != cah.nickname) {
cah.log.status_with_game(this, "Play " + card[cah.$.BlackCardData.PICK]
+ " cards, in the order you wish them to be judged.");
}
if (!this.showingLastRound_) {
$(".game_black_card", this.element_).empty().append(this.blackCard_.getElement());
}
};
/**
* Add multiple cards to the player's hand.
*
* @param {Array}
* cards The array of card objects sent from the server.
*/
cah.Game.prototype.dealtCards = function(cards) {
for ( var index in cards) {
var thisCard = cards[index];
var card = new cah.card.WhiteCard(true, thisCard[cah.$.WhiteCardData.ID]);
card.setText(thisCard[cah.$.WhiteCardData.TEXT]);
card.setWatermark(thisCard[cah.$.WhiteCardData.WATERMARK]);
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]);
card.setWatermark(cardData[cah.$.WhiteCardData.WATERMARK]);
} 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) {
$(e.data.card.getElement()).animate({
scale : this.handCardSmallScale_,
"z-index" : 1,
width : this.handCardSmallSize_,
}, {
duration : 200,
queue : false,
});
};
/**
* Event handler for round card mouse enter.
*
* @param e
* @private
*/
cah.Game.prototype.roundCardMouseEnter_ = function(e) {
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$(e.data.card.getElement()).css("z-index", "201").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) {
$(e.data.card.getElement()).animate({
scale : this.roundCardSmallScale_,
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"z-index" : 200,
width : this.roundCardSmallSize_,
}, {
duration : 200,
queue : false,
});
};
/**
* Event handler for window resize.
*
* @private
*/
cah.Game.prototype.windowResize_ = function() {
this.resizeHandCards_();
this.resizeRoundCards_();
};
/**
* Resize cards in hand to fit window size and hand size.
*
* @private
*/
cah.Game.prototype.resizeHandCards_ = function() {
var data = {
class : ".game_hand_cards",
cardSmallSize : this.handCardSmallSize_,
cardLargeSize : this.handCardLargeSize_,
cardSmallScale : this.handCardSmallScale_,
cardLargeScale : this.handCardLargeScale_,
maxSmallSize : 150,
minSmallSize : 66,
smallSize : function() {
return ($(".game_hand_cards", this.element_).width() - 20)
/ ($(".game_hand_cards .card_holder", this.element_).length + 1);
},
};
this.resizeCardHelper_(data);
this.handCardSmallSize_ = data.cardSmallSize;
this.handCardLargeSize_ = data.cardLargeSize;
this.handCardSmallScale_ = data.cardSmallScale;
this.handCardLargeScale_ = data.cardLargeScale;
};
/**
* Resize cards in the round white cards are to fit window size and number of players.
*
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* TODO This will need some more consideration when there are multiple cards played per player,
* though it seems to mostly work.
*
* @private
*/
cah.Game.prototype.resizeRoundCards_ = function() {
$(".game_right_side", this.element_).width(
$(window).width() - $(".game_left_side", this.element_).width() - 30);
var data = {
class : ".game_white_cards",
cardSmallSize : this.roundCardSmallSize_,
cardLargeSize : this.roundCardLargeSize_,
cardSmallScale : this.roundCardSmallScale_,
cardLargeScale : this.roundCardLargeScale_,
maxSmallSize : 236,
minSmallSize : 118,
smallSize : function() {
return ($(window).width() - $(".game_left_side", this.element_).width() - 60)
/ $(".game_white_cards .card_holder", this.element_).length;
},
};
this.resizeCardHelper_(data);
this.roundCardSmallSize_ = data.cardSmallSize;
this.roundCardLargeSize_ = data.cardLargeSize;
this.roundCardSmallScale_ = data.cardSmallScale;
this.roundCardLargeScale_ = data.cardLargeScale;
};
/**
* Helper for resizing cards, so the logic only needs to be in one place.
*
* @param {Object}
* data In/out. Scale, size, and callback helper.
* @private
*/
cah.Game.prototype.resizeCardHelper_ = function(data) {
var elems = $(data.class + " .card_holder", this.element_);
data.cardSmallSize = data.smallSize();
if (data.cardSmallSize > data.maxSmallSize) {
data.cardSmallSize = data.maxSmallSize;
}
if (data.cardSmallSize < data.minSmallSize) {
data.cardSmallSize = data.minSmallSize;
}
var maxScale = 236 / data.cardSmallSize;
var scale = maxScale < 1.8 ? maxScale : 1.8;
data.cardLargeSize = data.cardSmallSize * scale;
if (data.cardLargeSize > 236) {
data.cardLargeSize = 236;
}
data.cardSmallScale = data.cardSmallSize / 236;
data.cardLargeScale = data.cardSmallScale * scale;
if (data.cardLargeScale > maxScale) {
data.cardLargeScale = maxScale;
}
elems.width(data.cardSmallSize).height(data.cardSmallSize).animate({
scale : data.cardSmallScale,
}, {
duration : 0,
});
};
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/**
* Insert this game into the document.
*/
cah.Game.prototype.insertIntoDocument = function() {
$("#main_holder").empty().append(this.element_);
$("#info_area").empty().append(this.scoreboardElement_);
$("#leave_game").show();
var linkToChatArea = $("<a>");
this.gameChatTab_ = $("<li>");
linkToChatArea.attr("href", "#" + this.chatElement_.id);
linkToChatArea.text("Chat with game members");
linkToChatArea.addClass("tab-button");
this.gameChatTab_.append(linkToChatArea);
$("#tabs ul").append(this.gameChatTab_);
$("#tabs").append(this.chatElement_);
$("#tabs").tabs("refresh");
linkToChatArea.click();
this.windowResize_();
// TODO display a loading animation
};
/**
* Update game status display.
*
* @param {Object}
* data Game data returned from server.
*/
cah.Game.prototype.updateGameStatus = function(data) {
var gameInfo = data[cah.$.AjaxResponse.GAME_INFO];
this.host_ = gameInfo[cah.$.GameInfo.HOST];
if (this.host_ == cah.nickname && gameInfo[cah.$.GameInfo.STATE] == cah.$.GameState.LOBBY) {
$("#start_game").show();
} else {
$("#start_game").hide();
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}
if (gameInfo[cah.$.GameInfo.STATE] == cah.$.GameState.LOBBY) {
this.showOptions_();
} else {
this.hideOptions_();
}
if (gameInfo[cah.$.GameInfo.STATE] == cah.$.GameState.PLAYING) {
// TODO this is the cause of the cards blanking when someone joins or leaves
// store the last state somewhere too?
$(".game_white_cards", this.element_).empty();
}
$(".score_limit", this.optionsElement_).val(gameInfo[cah.$.GameInfo.SCORE_LIMIT]);
$(".player_limit", this.optionsElement_).val(gameInfo[cah.$.GameInfo.PLAYER_LIMIT]);
$(".game_password", this.optionsElement_).val(gameInfo[cah.$.GameInfo.PASSWORD]);
var cardSetIds = gameInfo[cah.$.GameInfo.CARD_SETS];// .split(',');
$(".card_set", this.optionsElement_).removeAttr("checked");
for ( var key in cardSetIds) {
var cardSetId = cardSetIds[key];
$("#card_set_" + this.id_ + "_" + cardSetId, this.optionsElement_).attr("checked", "checked");
}
var playerInfos = data[cah.$.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) {
$(".game_hand_filter", this.element_).removeClass("hide");
$(".game_hand_filter_text", this.element_).text(cah.$.GamePlayerStatus_msg_2[playerStatus]);
} else if (playerStatus == cah.$.GamePlayerStatus.PLAYING) {
$(".game_hand_filter", this.element_).addClass("hide");
}
}
if (playerStatus == cah.$.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) {
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// 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];
$(".card", card.getElement()).addClass("selected");
}
var roundWinner = data[cah.$.LongPollResponse.ROUND_WINNER];
var scoreCard = this.scoreCards_[roundWinner];
$(scoreCard.getElement()).addClass("selected");
$(".confirm_card", this.element_).attr("disabled", "disabled");
cah.log.status_with_game(this, "The next round will begin in "
+ (data[cah.$.LongPollResponse.INTERMISSION] / 1000) + " seconds.");
// update the previous round display
$(".game_last_round_winner", this.element_).text(roundWinner);
$(".game_last_round_cards", this.element_).empty().append(
$(".game_white_card_wrapper .card_holder", this.element_).clone());
this.lastBlackCard_ = this.blackCard_;
$(".game_show_last_round", this.element_).removeAttr("disabled");
};
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/**
* Notify the user that they are running out of time to play.
*/
cah.Game.prototype.hurryUp = function() {
cah.log.status_with_game(this,
"Hurry up! You have less than 10 seconds to decide, or you will be skipped.");
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};
/**
* A player was kicked due to being idle.
*
* @param {object}
* data Event data from server.
*/
cah.Game.prototype.playerKickedIdle = function(data) {
cah.log.status_with_game(this, data[cah.$.LongPollResponse.NICKNAME]
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+ " was kicked for being idle for too many rounds.");
};
/**
* A player was skipped due to being idle.
*
* @param {obejct}
* data Event data from server.
*/
cah.Game.prototype.playerSkipped = function(data) {
cah.log.status_with_game(this, data[cah.$.LongPollResponse.NICKNAME]
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+ " was skipped this round for being idle for too long.");
};
/**
* Notify the player that a deck has been reshuffled.
*
* @param {String}
* deck Deck name which has been reshuffled.
*/
cah.Game.prototype.reshuffle = function(deck) {
cah.log.status_with_game(this, "The " + deck + " deck has been reshuffled.");
};
/**
* Notify the player that the judge has left the game and cards are being returned to hands.
*
* @param {object}
* data Event data from the server.
*/
cah.Game.prototype.judgeLeft = function(data) {
cah.log.status_with_game(this,
"The Card Czar has left the game. Cards played this round are being returned to hands.");
cah.log.status_with_game(this, "The next round will begin in "
+ (data[cah.$.LongPollResponse.INTERMISSION] / 1000) + " seconds.");
cah.log.status_with_game(this, "(Displayed state will look weird until the next round.)");
};
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/**
* The judge was skipped for taking too long.
*/
cah.Game.prototype.judgeSkipped = function() {
cah.log.status_with_game(this, "The Card Czar has taken too long to decide and has been skipped."
+ " Cards played this round are being returned to hands.");
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};
/**
* 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");
$(".confirm_card", this.element_).removeAttr("disabled");
}
};
/**
* Event handler for leave game button.
*
* @private
*/
cah.Game.prototype.leaveGameClick_ = function() {
// TODO make sure everything cleans up right, I got an error when I tried to start a different
// game after leaving one
if (confirm("Are you sure you wish to leave the game?")) {
cah.Ajax.build(cah.$.AjaxOperation.LEAVE_GAME).withGameId(this.id_).run();
$(this.chatElement_).detach();
$(this.gameChatTab_).detach();
$("#tabs").tabs("refresh");
}
};
/**
* Event handler for start game button.
*
* @private
*/
cah.Game.prototype.startGameClick_ = function() {
// TODO make the button go disabled
cah.Ajax.build(cah.$.AjaxOperation.START_GAME).withGameId(this.id_).run();
};
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/**
* Called when the call to the server to start the game has completed successfully.
*/
cah.Game.prototype.startGameComplete = function() {
$("#start_game").hide();
};
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/**
* Called when the call to the server to play a card has completed successfully.
*/
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.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_with_game(this, player + " has joined the game.");
this.refreshGameStatus();
} else {
cah.log.status_with_game(this, "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_with_game(this, player + " has left the game.");
this.refreshGameStatus();
} else {
cah.log.status_with_game(this, "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.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_ = {};
$(".game_white_cards", this.element_).empty();
this.showOptions_();
break;
case cah.$.GameState.PLAYING:
this.hideOptions_();
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;
}
};
/**
* Hide the options panel.
*
* @private
*/
cah.Game.prototype.hideOptions_ = function() {
$(".game_show_options", this.element_).val("Show Game Options");
$(".game_options", this.element_).addClass("hide");
$(".game_right_side", this.element_).removeClass("hide");
};
/**
* Show the options panel. Enables or disables the controls based on whether we are the host.
*
* @private
*/
cah.Game.prototype.showOptions_ = function() {
$(".game_show_options", this.element_).val("Hide Game Options");
$(".game_options", this.element_).removeClass("hide");
$(".game_right_side", this.element_).addClass("hide");
this.updateOptionsEnabled_();
};
/**
* Enable or disable the option controls depending on whether we are the host.
*
* @private
*/
cah.Game.prototype.updateOptionsEnabled_ = function() {
if (this.host_ == cah.nickname && this.state_ == cah.$.GameState.LOBBY) {
$("select", this.optionsElement_).removeAttr("disabled");
$("input", this.optionsElement_).removeAttr("disabled");
$(".options_host_only", this.optionsElement_).addClass("hide");
} else {
$("select", this.optionsElement_).attr("disabled", "disabled");
$("input", this.optionsElement_).attr("disabled", "disabled");
$(".options_host_only", this.optionsElement_).removeClass("hide");
}
};
/**
* Event handler for changing an option.
*
* @param e
* @private
*/
cah.Game.prototype.optionChanged_ = function(e) {
var selectedCardSets = $(".card_sets :checked", this.optionsElement_);
var cardSetIds = [];
for ( var i = 0; i < selectedCardSets.length; i++) {
cardSetIds.push(selectedCardSets[i].value);
}
cah.Ajax.build(cah.$.AjaxOperation.CHANGE_GAME_OPTIONS).withGameId(this.id_).withScoreLimit(
$(".score_limit", this.optionsElement_).val()).withPlayerLimit(
$(".player_limit", this.optionsElement_).val()).withCardSets(cardSetIds).withPassword(
$(".game_password", this.optionsElement_).val()).run();
};
/**
*
* @param {object}
* data Event data from server.
*/
cah.Game.prototype.optionsChanged = function(data) {
this.updateGameStatus(data);
};
/**
* @returns This game's chat element.
* @type {HTMLDivElement}
*/
cah.Game.prototype.getChatElement = function() {
return this.chatElement_;
};
// ///////////////////////////////////////////////
/**
* 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];
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this.element_.id = "";
$(this.element_).removeClass("hide");
/**
* The score on this scorecard.
*
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* @type {Number}
* @private
*/
this.score_ = 0;
/**
* The status of the player for this scorecard.
*
* @type {cah.$.GamePlayerStatus}
* @private
*/
this.status_ = cah.$.GamePlayerStatus.IDLE;
jQuery(".scorecard_player", this.element_).text(player);
this.update(this.score_, this.status_);
};
cah.GameScorePanel.prototype.getElement = function() {
return this.element_;
};
/**
* Update the score panel.
*
* TODO add some color for different statuses
*
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* @param {Number}
* score The player's score
* @param {cah.$.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_;
};
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/*
* confirm card as judge without selecting a round card did ... something
*
* don't always see your card after playing it
*/