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authorKyle Gunger <corechg@gmail.com>2020-09-18 12:19:44 -0400
committerKyle Gunger <corechg@gmail.com>2020-09-18 12:19:44 -0400
commitdbaf69557c0d6e648120b068fec1920b9391a24a (patch)
treef31f7b956455b1243d344d0c54d5b04e9e80fb3f /scripts/gui/lobby.js
parente5515d3e1603339b4957421c9494ca619490a03d (diff)
Update from local repo
Diffstat (limited to 'scripts/gui/lobby.js')
-rw-r--r--scripts/gui/lobby.js209
1 files changed, 209 insertions, 0 deletions
diff --git a/scripts/gui/lobby.js b/scripts/gui/lobby.js
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+// ###############
+// # TopBar Code #
+// ###############
+
+// TopBar represents the bar at the top of the screen when client is in the lobby.
+
+class TopBar{
+ constructor (el)
+ {
+ this.root = el;
+
+ this.newGame = el.getElementsByClassName("new-game")[0];
+ this.mobileSettings = el.getElementsByClassName("mobile-settings")[0];
+ this.status = el.getElementsByClassName("status")[0];
+ }
+
+ // Set color of status bar
+ setStatus (s) {
+ this.status.setAttribute("s", s);
+ }
+
+ // Toggle showing the new game screen
+ toggleNewGame () {
+ if (this.newGame.style.display !== "none")
+ this.newGame.style.display = "none";
+ else
+ this.newGame.style.display = "block";
+ }
+
+ // Toggle showing the mobile settings
+ toggleMobileSettings () {
+ if (this.mobileSettings.style.display !== "none")
+ this.mobileSettings.style.display = "none";
+ else
+ this.mobileSettings.style.display = "block";
+ }
+}
+
+// #############
+// # Game code #
+// #############
+
+// Game represents a single game in the lobby view. It has methods for setting up the elements and such.
+class Game{
+ constructor (name, packs, maxp, id)
+ {
+ }
+}
+
+// ##############
+// # Lobby Code #
+// ##############
+
+// Lobby manages the players and games provided by the server and allows users to join or create their own games.
+class Lobby {
+ constructor (el)
+ {
+ this.root = el;
+
+ this.e = {
+ status: el.getElementsByClassName("status")[0],
+ addr: el.getElementsByClassName("addr")[0],
+ games: el.getElementsByClassName("games")[0],
+ settings: el.getElementsByClassName("settings")[0],
+
+ stats: {
+ game: document.getElementById("game"),
+ packs: document.getElementById("packs"),
+ online: document.getElementById("online"),
+ ingame: document.getElementById("ingame"),
+ pubgame: document.getElementById("pubgame")
+ }
+ };
+
+ this.top = new TopBar(document.getElementsByClassName("topbar")[0]);
+
+ this.init = false;
+ this.online = [];
+ this.games = [];
+ this.packs = [];
+ this.players = [];
+ }
+
+ // Set initial pack list
+ // {data array} array of strings representing pack names
+ packList (data) {
+ this.packs = data;
+ this.top.setPacks(this.packs)
+ this.e.stats.packs.innerText = this.packs.length();
+ }
+
+ // Set initial game list.
+ // { data object } object containing {games} and {name}
+ // { data.name string } name of the game the server runs
+ // { data.games array } array of public games the server is running
+ // { data.games[n].name } room name
+ // { data.games[n].packs } list of the pack names used by this game
+ // { data.games[n].id } room identifier (uuid)
+ // { data.games[n].max } max players in room
+ gameList (data) {
+ while (this.e.games.firstChild != null) {
+ this.e.games.remove(this.elements.games.firstChild)
+ }
+
+ for (let i in data.games) {
+ let gel = new Game(i.name, i.packs, i.id);
+ this.games.push(gel);
+ this.e.games.appendChild(gel.getElement());
+ }
+
+ this.e.stats.game.innerText = data.name;
+ this.e.stats.pubgame.innerText = this.games.length();
+ }
+
+ // Set the initial player list.
+ // { data array } represents a list of player objects from the server
+ // { data[n].name string } name of the player
+ // { data[n].game string } id of the game room (empty if not in game).
+ // { data[n].color string } css color chosen by player.
+ // { data[n].uuid string } uuid of the player
+ players (data) {
+
+ this.e.stats.online.innerText = this.players.length();
+ this.init = true;
+ }
+
+ // Called when a new public game is created on the server
+ // { data object } the game object
+ // { data.name } room name
+ // { data.packs } list of the pack names used by this game
+ // { data.id } room identifier (uuid)
+ addGame (data) {
+
+ }
+
+ // Called when a new public game is removed on the server
+ // { data string } the uuid of the game to delete
+ removeGame (data) {
+
+ }
+
+ // Called when a new player enters the lobby.
+ // { data object } an object representing the player
+ // { data.name string } name of the player
+ // { data.game string } id of the game room (empty if not in game).
+ // { data.color string } css color chosen by player.
+ // { data.uuid string } uuid of the player
+ addPlayer (data) {
+
+ }
+
+ // Called when a player modifies their settings in the lobby.
+ // { data object } new player settings
+ // { data.name string } non null if the player has changed their name
+ // { data.color string } non null if the player has changed their color
+ // { data.uuid string } uuid of player changing their settings
+ modPlayer (data) {
+
+ }
+
+ // Called when a player moves between the lobby and a game, or between two games
+ // { data object } new location
+ // { data.player } uuid of player changing location
+ // { data.loc } uuid of room player is moving to (empty if moving to lobby)
+ movePlayer (data) {
+
+ }
+
+ // Called when a player exits the game (from lobby or game)
+ // { data string } uuid of player
+ removePlayer (data) {
+
+ }
+
+ // Called when the client wants to toggle the new game screen
+ newGame () {
+ //if(this.init) return;
+ this.top.toggleNewGame();
+ }
+
+ // Called when the client wants to toggle the mobile settings screen
+ mobileSettings () {
+ //if(this.init) return;
+ this.top.toggleMobileSettings();
+ }
+
+ // Called when the WebSocket state has changed.
+ setState (text, s, server) {
+ this.e.status.setAttribute("s", s);
+ if(this.e.status.innerText != "Error" || ( this.e.status.innerText == "Error" && text != "Closed"))
+ this.e.status.innerText = text;
+ this.e.addr.innerText = server;
+ this.top.setStatus(s);
+ }
+
+ getState () {
+ return this.e.status.innerText.toLowerCase();
+ }
+
+ // Called when we are resetting the game.
+ reset () {
+ while (this.e.games.firstElementChild != null) {
+ this.e.games.removeChild(this.e.games.firstElementChild)
+ }
+
+ this.setState("Connecting", "loading", this.e.addr.innerText);
+ this.init = false;
+ }
+}