// Lobby manages the players and games provided by the server and allows users to join or create their own games. function Lobby(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 = []; } Lobby.prototype = { // Set initial pack list // {data array} array of strings representing pack names packList: function(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: function(data) { while (this.e.games.firstChild != null) { this.e.games.remove(this.elements.games.firstChild) } for (let i in data.games) { let gel = new GameEl(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: function(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: function(data) { }, // Called when a new public game is removed on the server // { data string } the uuid of the game to delete removeGame: function(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: function(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: function(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: function(data) { }, // Called when a player exits the game (from lobby or game) // {data string } uuid of player removePlayer: function(data) { }, // Called when the client wants to toggle the new game screen newGame: function() { //if(this.init) return; this.top.toggleNewGame(); }, // Called when the client wants to toggle the mobile settings screen mobileSettings: function() { //if(this.init) return; this.top.toggleMobileSettings(); }, // Called when the WebSocket state has changed. setState: function(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); }, // Called when we are resetting the game. reset: function() { 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; } }; // ############### // # TopBar Code # // ############### // TopBar represents the bar at the top of the screen when client is in the lobby. function TopBar(el) { this.root = el; this.newGame = el.getElementsByClassName("new-game")[0]; this.mobileSettings = el.getElementsByClassName("mobile-settings")[0]; this.status = el.getElementsByClassName("status")[0]; } TopBar.prototype = { // Set color of status bar setStatus: function(s) { this.status.setAttribute("s", s); }, // Toggle showing the new game screen toggleNewGame: function() { if (this.newGame.style.display !== "none") this.newGame.style.display = "none"; else this.newGame.style.display = "block"; }, // Toggle showing the mobile settings toggleMobileSettings: function() { if (this.mobileSettings.style.display !== "none") this.mobileSettings.style.display = "none"; else this.mobileSettings.style.display = "block"; } }; // ############# // # Game code # // ############# // GameEl represents a single game in the lobby view. It has methods for setting up the elements and such. function GameEl(name, packs, maxp, id) { }