diff options
author | Kyle Gunger <corechg@gmail.com> | 2020-09-18 12:19:44 -0400 |
---|---|---|
committer | Kyle Gunger <corechg@gmail.com> | 2020-09-18 12:19:44 -0400 |
commit | dbaf69557c0d6e648120b068fec1920b9391a24a (patch) | |
tree | f31f7b956455b1243d344d0c54d5b04e9e80fb3f /scripts | |
parent | e5515d3e1603339b4957421c9494ca619490a03d (diff) |
Update from local repo
Diffstat (limited to 'scripts')
-rw-r--r-- | scripts/cards/card.js | 110 | ||||
-rw-r--r-- | scripts/cards/deck.js | 146 | ||||
-rw-r--r-- | scripts/cards/drag.js | 128 | ||||
-rw-r--r-- | scripts/client.js | 147 | ||||
-rw-r--r-- | scripts/cookie.js | 36 | ||||
-rw-r--r-- | scripts/gui/chat.js | 149 | ||||
-rw-r--r-- | scripts/gui/input.js | 231 | ||||
-rw-r--r-- | scripts/gui/lobby.js (renamed from scripts/lobby.js) | 245 | ||||
-rw-r--r-- | scripts/gui/table.js | 79 | ||||
-rw-r--r-- | scripts/socket/message.js (renamed from scripts/message.js) | 18 | ||||
-rw-r--r-- | scripts/socket/sock.js (renamed from scripts/sock.js) | 48 | ||||
-rw-r--r-- | scripts/table.js | 16 | ||||
-rw-r--r-- | scripts/theme.js | 26 |
13 files changed, 1151 insertions, 228 deletions
diff --git a/scripts/cards/card.js b/scripts/cards/card.js new file mode 100644 index 0000000..750d124 --- /dev/null +++ b/scripts/cards/card.js @@ -0,0 +1,110 @@ +'use strict'; + +// Possible positions of content in a card +const CardPos = ["top", "topl", "topr", "mid", "midt", "midb", "bot", "botl", "botr", "all"]; + +// Card class represents one card. +// Every card should have a deck. +// Use deck.appendCard or deck.prependCard to make a card visible +class Card { + constructor (data) + { + this.e = document.createElement("card"); + this.generateElements(data); + this.e.style.left = "0px"; + this.e.style.top = "0px"; + } + + // Generate a card with basic text only + static generateBasicCard (data, el) + { + let t = document.createElement("carea"); + t.className = "mid"; + t.innerText = data; + el.appendChild(t); + } + + // Generate a card with a simple error message. + static generateErrorCard (el) + { + Card.generateBasicCard("Card Error: data", el); + } + + // Generate an area of a card + static generateCArea (data, carea, assetURL) + { + // Create and set area + let area = document.createElement("carea"); + area.className = carea; + + // Create inner area text and images + for (let i in data) + { + if (i == "style") + { + for (j in data.style) + area.style[j] = data.style[j]; + } + + if (data[i].type == "text") + { + let e = document.createElement("ctext"); + + e.innerText = data[i].text; + + for (let j in data[i].style) + e.style[j] = data[i].style[j]; + + area.appendChild(e); + + } + else if (data[i].type == "image") + { + let e = document.createElement("cimage"); + + e.style.backgroundImage = "url(\"" + assetURL + data[i].image + "\")"; + + for (let j in data[i].style) + e.style[j] = data[i].style[j]; + + area.appendChild(e); + } + } + + return area; + } + + // Generate a card with rich visuals + static generateObjectCard (data, el) + { + // Generate card areas. + for (let i in CardPos) + { + if (typeof data[CardPos[i]] == "object") + el.appendChild(this.generateCArea(data[CardPos[i]], CardPos[i], data.assetURL)); + } + } + + generateElements (data) + { + while(this.e.firstElementChild != null) + this.e.firstElementChild.remove(); + + switch (typeof data) + { + case "object": + Card.generateObjectCard(data, this.e); + break; + case "string": + Card.generateBasicCard(data, this.e); + break; + default: + Card.generateErrorCard(this.e); + } + } + + setPos (p) + { + this.e.style.setProperty("--cpos", p); + } +} diff --git a/scripts/cards/deck.js b/scripts/cards/deck.js new file mode 100644 index 0000000..6da24b0 --- /dev/null +++ b/scripts/cards/deck.js @@ -0,0 +1,146 @@ +'use strict'; + +// Deck class represents multiple cards. +// Can be arranged in multiple ways. +// Decks work as FIFO +class Deck { + + cards = []; + inf = false; + smode = ""; + sct = 0; + x = 0; + y = 0; + e = null; + + constructor(options = {mode: "stack", smode: "one", sct: 0, pos: [0, 0]}) + { + // View mode + // infdraw - infinite draw. always appears as if there are multiple cards + // stack - stack mode + // strip + // horizontal + // left (strip-hl) + // right (strip-hr) + // vertical + // up (strip-vu) + // down (strip-vd) + this.inf = options.mode == "infdraw"; + + // Select mode - controls what other cards are selected when one card is selected + // above - selectes cards above the selected one + // below - selects cards below the selected one + // around - selects cards above and below + // one - selects only card chosen + // all - selects all cards when card selected + this.smode = options.smode; + + // Select count (negative defaults to 0) + // above - controls number of cards above clicked are selected + // below - controls number of cards below clicked are selected + // around + // number - number above and below selected + // array - [first number: number above selected] [second number: number below selected] + // one - no effect + // all - no effect + this.sct = options.sct > 0 ? options.sct : 0; + + // Position + // array of where the deck is centered + this.x = options.pos[0]; + this.y = options.pos[1]; + + this.e = document.createElement("deck"); + this.e.style.left = this.x + "px"; + this.e.style.top = this.y + "px"; + this.e.setAttribute("mode", options.mode); + } + + updatePos() + { + let len = this.cards.length - 1; + for(let i in this.cards) + this.cards[i].setPos(len-i); + this.updateCount(); + } + + appendCard(card) + { + this.cards.push(card); + this.e.appendChild(card.e); + this.updatePos(); + + } + + prependCard(card) + { + this.cards.unshift(card); + this.e.prepend(card.e); + card.setPos(this.cards.length - 1); + this.updateCount(); + } + + addCardAt(card, index) + { + if(index < 0 || index > this.cards.length) + return + + if(index == 0) { + this.prependCard(card); + } else if (index == this.cards.length) { + this.appendCard(card); + } else { + let temp = this.cards.slice(0, index); + temp[temp.length - 1].e.after(card.e); + temp.push(card); + this.cards.unshift(...temp); + this.updatePos(); + } + } + + swapCards(index1, index2) + { + if(index1 < 0 || index1 >= this.cards.length || index2 < 0 || index2 >= this.cards.length) + return + + var temp = this.cards[index1] + this.cards[index1] = this.cards[index2]; + this.cards[index2] = temp; + + this.cards[index1 - 1].e.after(this.cards[index1]); + this.cards[index2 - 1].e.after(this.cards[index2]); + } + + removeCard(index) + { + if(index < 0 || index >= this.cards.length) + return + + this.e.removeChild(this.cards[index].e); + let c = this.cards.splice(index, 1)[0]; + + this.updatePos(); + return c; + } + + removeFront() + { + return this.removeCard(this.cards.length - 1); + } + + removeBack() + { + return this.removeCard(0); + } + + updateCount () + { + this.e.style.setProperty("--ccount", this.cards.length - 1); + } + + isInside(x, y) + { + var rect = this.e.getBoundingClientRect(); + return (x > rect.left && x < rect.right && y > rect.top && y < rect.bottom) + } +} diff --git a/scripts/cards/drag.js b/scripts/cards/drag.js new file mode 100644 index 0000000..3b02eff --- /dev/null +++ b/scripts/cards/drag.js @@ -0,0 +1,128 @@ +'use strict'; + +class MultiDrag extends EventTarget { + del = false; + drag = []; + cbs = []; + + constructor() { + super(); + + window.addEventListener("mousemove", this.update.bind(this)); + document.body.addEventListener("mouseleave", this.stopDraggingAll.bind(this)); + } + + addDragEl(el, ox, oy, px, py, pt) { + if(this.del) + return; + + el.style.transitionDuration = "0.04s"; + + this.drag.push({ + e: el, + osx: ox, + osy: oy, + prx: px, + pry: py, + ptd: pt + }); + + return this.drag.length - 1; + } + + dragging(e) { + for(let i in this.drag) { + if(this.drag[i].e == e) + return true; + } + return false; + } + + startDragging(e) { + if(this.del) + return; + + console.log(e); + + if(e.button != 0) + return; + + this.dispatchEvent(new Event("dragstart", {target: e.target})); + + return this.addDragEl( + e.target, + e.pageX - parseInt(e.target.style.left), + e.pageY - parseInt(e.target.style.top), + e.target.style.left, + e.target.style.top, + e.target.style.transitionDuration + ); + } + + stopDragging(i) { + if(this.del) + return; + + this.del = true; + + if (i < 0 || i >= this.drag.length) + return; + + var cap = {target: null, x: 0, y: 0}; + + this.drag[i].e.style.transitionDuration = this.drag[i].ptd; + + cap.x = parseInt(this.drag[i].e.style.left); + this.drag[i].e.style.left = this.drag[i].prx; + + cap.y = parseInt(this.drag[i].e.style.top); + this.drag[i].e.style.top = this.drag[i].pry; + + cap.target = this.drag.splice(i, 1).e; + + this.del = false; + + this.dispatchEvent(new Event("dragstop", cap)); + } + + stopDraggingEl(el) { + for(let d of this.drag) { + if(d.e === el) + this.stopDragging(this.drag.indexOf(d)); + } + } + + stopDraggingAll() { + if(this.del) + return; + + this.del = true; + + while (this.drag.length > 0) { + this.drag[0].e.style.transitionDuration = this.drag[0].ptd; + this.drag[0].e.style.left = this.drag[0].prx; + this.drag[0].e.style.top = this.drag[0].pry; + + this.drag.shift(); + } + + this.del = false; + + this.dispatchEvent(new Event("dragstopall")); + } + + update(e) { + for (let i = 0; i < this.drag.length && !this.del; i++) { + this.drag[i].e.style.left = e.pageX - this.drag[i].osx + "px"; + this.drag[i].e.style.top = e.pageY - this.drag[i].osy + "px"; + } + } + + addTarget(e) { + e.addEventListener("mousedown", this.startDragging.bind(this)); + e.addEventListener("mouseup", this.stopDraggingEl.apply(this, [e])) + } + + removeTarget (e) { + } +}
\ No newline at end of file diff --git a/scripts/client.js b/scripts/client.js index ea62e26..acb3d90 100644 --- a/scripts/client.js +++ b/scripts/client.js @@ -1,109 +1,128 @@ +const VERSION = "1.0.0"; + // Client acts as the message hub for the whole game. // WebSocket messages come into Client and Client redirects them to the lobby or table based on the state of the game. // Client also performs the handshake for first starting the connection and messages everyone if the connection errors or closes. -function Client(serveraddr, game) { - this.state = "handshake"; - - this.soc = new SockWorker(serveraddr, "1", this.cb.bind(this)); +class Client{ - this.lob = new Lobby(document.getElementsByClassName("lobby")[0], this.soc); - this.tab = new Table(document.getElementsByClassName("table")[0], this.soc); + constructor (serveraddr, game) + { + this.socket = new SockWorker(serveraddr, VERSION); + this.socket.addEventListener("error", this.socketError.bind(this)); + this.socket.addEventListener("closed", this.socketClose.bind(this)); + this.socket.addEventListener("handshake", this.handshake.bind(this)); + this.socket.addEventListener("menu", this.menu.bind(this)); + this.socket.addEventListener("game", this.game.bind(this)); - this.game = game; -} + this.lobby = new Lobby(document.getElementsByClassName("lobby")[0], this.socket); + + this.drag = new MultiDrag(); + + this.table = new Table(document.getElementsByClassName("table")[0], this.drag, this.socket); + + this.chat = new Chat(document.getElementsByClassName("chat")[0], this.socket); + this.chat.addChannel("global"); + this.chat.switchChannel("global"); + + this.game = game; + } -Client.prototype = { // Initialize the connection - init: function() { - this.soc.init(); - }, - - // Entry point for a message from the server. - // If it's a close message, we close the game if it is open and change the lobby to reflect the error/close. - cb: function(m) { - console.log(m); - - if(m.type == "error" || m.type == "closed") { - var t = m.type; - t = t[0].toUpperCase() + t.slice(1) - this.lob.setState(t, "#D00", this.soc.server); - this.tab.handleClose(); - return; - } + init () + { + this.socket.init(); + } - switch(this.state) { - case "handshake": - this.handshake(m); - break; - case "lobby": - this.lobby(m); - break; - case "game": - break; - } - }, + // Callbacks for if the socket fails or closes + + socketError() { + this.lobby.setState("Error", "closed", this.socket.server); + this.table.handleClose(); + } - // Called when negotiating with the server for the first time and we are determining versions - handshake: function(m) { + socketClose() { + this.lobby.setState("Closed", "closed", this.socket.server); + this.table.handleClose(); + } + + // Callback when negotiating with the server for the first time and we are determining versions + handshake (m) + { switch (m.type) { case "verr": - this.soc.close(); + this.socket.close(); alert(`Error connecting to server: version of client (${this.version}) not accepted.`); - console.error("Error connecting to server: version of client (${this.version}) not accepted."); + console.error(`Error connecting to server: version of client (${this.version}) not accepted.`); console.error(m.data); return; - case "lobby": - this.state = "lobby"; - this.soc.send("ready", ""); + case "ready": + this.socket.send("ready", ""); return; } - }, + } - // Lobby switch, called when in the lobby and a message arrives from the server - lobby: function (m) { + // Menu switch, called when in the lobby and a message arrives from the server + menu (m) + { switch (m.type) { case "plist": - this.lob.packList(m.data); + this.lobby.packList(m.data); break; case "glist": - this.lob.gameList(m.data, this.game); + this.lobby.gameList(m.data, this.game); this.game = null; break; case "players": - this.lob.players(m.data); + this.lobby.players(m.data); break; case "gdel": - this.lob.removeGame(m.data); + this.lobby.removeGame(m.data); break; case "gadd": - this.lob.addGame(m.data); + this.lobby.addGame(m.data); break; case "pdel": - this.lob.removePlayer(m.data); + this.lobby.removePlayer(m.data); break; case "padd": - this.lob.addPlayer(m.data); + this.lobby.addPlayer(m.data); break; case "pmove": - this.lob.movePlayer(m.data); + this.lobby.movePlayer(m.data); break; } - }, + } // Game switch, called when in game and a message arrives from the server - game: function (m) { + game (m) + { switch (m.type) { } - }, + } - // Reset the lobby and table, then attempt to reopen the connection to the server. - reset: function() { - this.state = "handshake"; + // Callback when a chat event is recieved from the server + chat (m) + { + switch (m.type) { + case "delchan": + this.chat.deleteChannel(m.data); + break; + case "newchan": + this.chat.addChannel(m.data); + break; + + case "message": + this.chat.recieveMessage(m.data.type, m.data.data); + } + } - this.lob.reset(); - this.tab.reset(); + // Reset the lobby and table, then attempt to reopen the connection to the server. + reset () + { + this.lobby.reset(); + this.table.reset(); - this.soc.init(); + this.socket.init(); } -}; +} diff --git a/scripts/cookie.js b/scripts/cookie.js new file mode 100644 index 0000000..d614af7 --- /dev/null +++ b/scripts/cookie.js @@ -0,0 +1,36 @@ +'use strict'; + +class Cookies { + static getCookie(name){ + let cookies = document.cookie.split(";"); + for(let i in cookies) { + let cname = cookies[i].trim().split("=")[0]; + if(cname == name){ + return cookies[i].trim().slice(name.length + 1); + } + } + return ""; + } + + static setCookie(name, value, data = {}) { + let extra = ""; + + for(let key in data) + { + extra += "; " + key + "=" + data[key]; + } + + document.cookie = name + "=" + value + extra; + } + + static setYearCookie(name, value) { + var date = new Date(Date.now()); + date.setFullYear(date.getFullYear() + 1); + Cookies.setCookie(name, value, {expires: date.toUTCString()}); + } + + static removeCookie(name) { + var date = new Date(0); + Cookies.setCookie(name, "", {expires: date.toUTCString()}); + } +} diff --git a/scripts/gui/chat.js b/scripts/gui/chat.js new file mode 100644 index 0000000..68b8f5d --- /dev/null +++ b/scripts/gui/chat.js @@ -0,0 +1,149 @@ +'use strict'; + +class Chat { + constructor(e) + { + this.chats = []; + this.root = e; + e.getElementsByClassName("toggle-chat")[0].onclick = this.toggle.bind(this); + } + + getChannel (name) + { + for(let i in this.chats) + { + if (this.chats[i].name == name) + { + return this.chats[i]; + } + } + + return null; + } + + isActive (name) + { + for(let i in this.chats) + { + if (this.chats[i].name == name) + { + if(this.chats[i].btn.getAttribute("active") == "true") + return true; + return false; + } + } + + return false; + } + + addChannel (name, follow = true) + { + if(this.getChannel(name) != null) + return; + + let d = document.createElement("div"); + let b = document.createElement("button"); + + this.root.getElementsByClassName("chat-select")[0].appendChild(b); + + b.setAttribute("active", false); + + b.onclick = this.switchChannel.bind(this, name); + + b.innerText = name[0].toUpperCase() + name.slice(1).toLowerCase(); + + d.className = "chat-text"; + + this.chats.push({name: name, e: d, btn: b}); + + if(follow) + this.switchChannel(name) + } + + getActiveChannel () + { + for(let i in this.chats) + { + if (this.chats[i].btn.getAttribute("active") == "true") + { + return this.chats[i]; + } + } + + return null; + } + + switchChannel (name) + { + let c = this.getChannel(name); + + if(c == null) + return; + + if(this.getActiveChannel() != null) + this.getActiveChannel().btn.setAttribute("active", false); + + c.btn.setAttribute("active", true); + var ct = this.root.getElementsByClassName("chat-text")[0]; + ct.replaceWith(c.e); + + c.e.scroll({ + top: c.e.scrollTopMax + }); + } + + recieveMessage (channel, msg) + { + let c = this.getChannel(channel); + + if(c == null) + return; + + let autoscroll = c.e.scrollTop == c.e.scrollTopMax; + + let csp = document.createElement("span"); + csp.style.color = msg.color; + csp.innerText = msg.user + ": "; + let tsp = document.createElement("span"); + tsp.innerText = msg.text; + let d = document.createElement("div"); + d.appendChild(csp); + d.appendChild(tsp); + + c.e.appendChild(d); + + if(autoscroll) + c.e.scroll({top: c.e.scrollTopMax}); + } + + clearChannel (name) + { + let c = this.getChannel(name); + if(c == null) + return; + + while(c.e.firstElementChild != null) + c.e.firstElementChild.remove(); + } + + deleteChannel (name) + { + let c = this.getChannel(name); + if(c == null) + return; + + while(c.e.firstElementChild != null) + c.e.firstElementChild.remove(); + + c.btn.remove(); + + this.chats.splice(this.chats.indexOf(c), 1); + } + + toggle () { + if(this.root.getAttribute("show") != "true") + this.root.setAttribute("show", "true"); + else + this.root.setAttribute("show", "false"); + } +} diff --git a/scripts/gui/input.js b/scripts/gui/input.js new file mode 100644 index 0000000..6ed3d39 --- /dev/null +++ b/scripts/gui/input.js @@ -0,0 +1,231 @@ +'use strict'; + +//This whole clusterfuq of functions needs fixing. +class MakeInput { + static createInput(type = "text", id) + { + var el = document.createElement("input"); + el.setAttribute("type", type); + + if(typeof id == "string") + el.setAttribute("id", id); + + el.getValue = function () { + return this.value; + } + + return el; + } + + static inputLabel(text, id) + { + var el = document.createElement("label"); + el.innerText = text; + if(typeof id == "string") + el.setAttribute("for", id); + return el; + } + + static colorInput (value, id) { + var el = MakeInput.createInput("color", id); + el.value = value; + return el; + } + + static textInput (value, placeholder, id) + { + var el = MakeInput.createInput("text", id); + el.setAttribute("placeholder", placeholder); + el.value = value; + return el; + } + + static numberInput (value, id) + { + var el = MakeInput.createInput("number", id); + el.value = value; + return el; + } + + //To fix + static fileInput (value, id) { + var el = MakeInput.createInput("file", id); + + el.value = value; + + el.setAttribute("data-files", "Choose a file"); + + el.firstElementChild.onchange = function () { + let text = ""; + switch (this.files.length) { + case 0: + text = "Choose a file"; + break; + case 1: + text = "File: " + this.files[0].name; + break; + default: + text = "Files: " + this.files[0].name + "..."; + break; + } + el.setAttribute("data-files", text); + } + + return el; + } + + static checkboxInput (checked = false, id) { + var el = MakeInput.createInput("checkbox", false, id); + if(checked) + el.setAttribute("checked"); + return el; + } + + static radioInput (group, value, checked = false, id) { + var el = MakeInput.createInput("radio", false, id); + el.setAttribute("name", group); + el.setAttribute("value", value); + if(checked) + el.checked = true; + return el; + } + + static radioInputs (group, names, values, checked = 0, id) { + + let toWrap = []; + + for(let i = 0; i < values.length; i++) { + toWrap.push(MakeInput.inputLabel(names[i], group+"-"+i)); + if(i == checked) + toWrap.push(MakeInput.radioInput(group, values[i], true, group+"-"+i)); + else + toWrap.push(MakeInput.radioInput(group, values[i], false, group+"-"+i)); + toWrap.push(document.createElement("br")); + } + + var wrapper = MakeInput.wrapInputs("radio", ...toWrap); + + wrapper.getValue = function() { + for(let i = 0; i < this.children.length; i++){ + if(this.children[i].checked) + return this.children[i].value; + } + }; + + if(typeof id == "string") + wrapper.setAttribute("id", id); + + return wrapper; + } + + static selectOption (text, value, selected) { + var so = document.createElement("div"); + so.innerText = text; + so.setAttribute("value", value); + so.addEventListener("mousedown", customSelectOption.bind(null, so)); + + if(selected === true) + so.setAttribute("selected", true); + + return so + } + + static selectInput (names, values, id, select = 0) { + var se = document.createElement("div"); + se.className = "input-select"; + se.setAttribute("tabindex", 0); + se.setAttribute("selected", select); + + for(let i in names) + { + se.appendChild(MakeInput.selectOption(names[i], values[i], i == select)); + } + + if(typeof id == "string") + se.setAttribute("id", id); + + var wrapper = MakeInput.wrapInputs("select", se); + wrapper.getValue = MakeInput.selValue.bind(null, se); + wrapper.setAttribute("tabindex", 0); + + return wrapper; + } + + static wrapInputs (type, ...el) { + + var wrapper = document.createElement("div"); + wrapper.className = "input-container"; + wrapper.setAttribute("type", type); + + for(let i = 0; i < el.length; i++) + { + wrapper.appendChild(el[i]); + } + + return wrapper; + } + + static selValue (el) { + let sel = parseInt(el.getAttribute("selected")); + + if(typeof sel != "undefined") { + return el.children[sel].getAttribute("value"); + } + + return ""; + } + + static selOption (el) { + let sn = Array.prototype.indexOf.call(el.parentElement.children, el); + let psn = parseInt(el.parentElement.getAttribute("selected")); + + if(Number.isInteger(psn)) + el.parentElement.children[psn].setAttribute("selected", false); + + el.parentElement.setAttribute("selected", sn); + el.setAttribute("selected", true); + } +} + +class Settings { + constructor (template = {}) + { + this.settings = Settings.genSettings(template); + } + + static genSettings (template) + { + var out = {}; + + for(let key in template) + { + switch(template[key].type) + { + case "radio": + out[key] = MakeInput.radioInputs(...template[key].args); + break; + default: + if(typeof MakeInput[template[key].type+"Input"] != null) + out[key] = MakeInput[template[key].type+"Input"](...template[key].args); + } + } + + return out; + } + + getSettings () + { + var out = {}; + + for(let key in this.settings) + out[key] = this.settings[key].getValue(); + + return out; + } + + putSettings (el) + { + for(let key in this.settings) + el.appendChild(this.settings[key]); + } +} diff --git a/scripts/lobby.js b/scripts/gui/lobby.js index 4d8332d..7d2b6cd 100644 --- a/scripts/lobby.js +++ b/scripts/gui/lobby.js @@ -1,43 +1,93 @@ -// 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.elements = { - status: this.root.getElementsByClassName("status")[0], - addr: this.root.getElementsByClassName("addr")[0], - games: this.root.getElementsByClassName("games")[0], - - stats: { - game: document.getElementById("game"), - packs: document.getElementById("packs"), - online: document.getElementById("online"), - ingame: document.getElementById("ingame"), - pubgame: document.getElementById("pubgame") - }, - - settings: { - name: document.getElementById("name"), - color: document.getElementById("usercolor") - } - }; - - this.top = new TopBar(document.getElementsByClassName("topbar")[0]); - - this.init = false; - this.online = []; - this.games = []; - this.packs = []; - this.players = []; +// ############### +// # 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.prototype = { +// ############## +// # 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: function(data) { + packList (data) { this.packs = data; this.top.setPacks(this.packs) - this.elements.stats.packs.innerText = this.packs.length(); - }, + this.e.stats.packs.innerText = this.packs.length(); + } // Set initial game list. // { data object } object containing {games} and {name} @@ -47,20 +97,20 @@ Lobby.prototype = { // { 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.elements.games.firstChild != null) { - this.elements.games.remove(this.elements.games.firstChild) + 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 GameEl(i.name, i.packs, i.id); + let gel = new Game(i.name, i.packs, i.id); this.games.push(gel); - this.elements.games.appendChild(gel.getElement()); + this.e.games.appendChild(gel.getElement()); } - this.elements.stats.game.innerText = data.name; - this.elements.stats.pubgame.innerText = this.games.length(); - }, + 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 @@ -68,26 +118,26 @@ Lobby.prototype = { // { 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) { + players (data) { - this.elements.stats.online.innerText = this.players.length(); + 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) { + addGame (data) { - }, + } // Called when a new public game is removed on the server // { data string } the uuid of the game to delete - removeGame: function(data) { + removeGame (data) { - }, + } // Called when a new player enters the lobby. // { data object } an object representing the player @@ -95,106 +145,65 @@ Lobby.prototype = { // { 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) { + 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: function(data) { + 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: function(data) { + movePlayer (data) { - }, + } // Called when a player exits the game (from lobby or game) - // {data string } uuid of player - removePlayer: function(data) { + // { data string } uuid of player + removePlayer (data) { - }, + } // Called when the client wants to toggle the new game screen - newGame: function() { + newGame () { //if(this.init) return; this.top.toggleNewGame(); - }, + } // Called when the client wants to toggle the mobile settings screen - mobileSettings: function() { + mobileSettings () { //if(this.init) return; this.top.toggleMobileSettings(); - }, + } // Called when the WebSocket state has changed. - setState: function(text, color, server) { - this.elements.status.style.backgroundColor = color; - this.elements.status.innerText = text; - this.elements.addr.innerText = server; - this.top.setColor(color); - }, + 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: function() { - while (this.elements.games.firstChild != null) { - this.elements.games.remove(this.elements.games.firstChild) + reset () { + while (this.e.games.firstElementChild != null) { + this.e.games.removeChild(this.e.games.firstElementChild) } - this.setState("Connecting", "#DA0", this.elements.addr.innerText); + 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 - setColor: function(color) { - this.status.style.backgroundColor = color; - }, - - // 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) { - -}
\ No newline at end of file diff --git a/scripts/gui/table.js b/scripts/gui/table.js new file mode 100644 index 0000000..c4878a0 --- /dev/null +++ b/scripts/gui/table.js @@ -0,0 +1,79 @@ +// Table represents and manages the actual game. It accepts inputs from the server and tries to query the server when the player makes a move. +class Table{ + constructor(e, drag, socket) { + this.root = e; + this.drag = drag; + + this.root.addEventListener("mouseup", drag.stopDraggingAll.bind(drag)); + + //drag.addEventListener("dragstop", ); + + this.socket = socket; + + this.decks = []; + } + + openTable () + { + let state = this.root.getAttribute("state") + if((state == "close" || state == "closed") && state != "") { + this.root.setAttribute("state", "closed"); + setTimeout(this.root.setAttribute.bind(this.root), 50, "state", "open"); + } + } + + closeTable () + { + let state = this.root.getAttribute("state") + if(state != "close" && state != "closed") { + this.root.setAttribute("state", ""); + setTimeout(this.root.setAttribute.bind(this.root), 50, "state", "close"); + } + } + + handleClose () + { + this.reset(); + } + + reset () + { + while(this.root.firstElementChild != null) + this.root.firstElementChild.remove(); + + this.decks = []; + + this.closeTable(); + this.drag.stopDraggingAll(); + } + + /* Deck and card functions */ + newDeck(options) + { + var d = new Deck(options); + this.decks.push(d); + this.root.appendChild(d.e); + } + + newCard(data, deck = 0) + { + var c = new Card(data); + this.decks[deck].appendCard(c); + this.drag.addTarget(c.e); + } + + checkDeck(x, y) + { + for(let d of this.decks) + { + if(d.isInside(x, y)) + return true; + } + return false; + } + + dragCheck(cap) + { + console.log(cap); + } +} diff --git a/scripts/message.js b/scripts/socket/message.js index 5e821c4..044027d 100644 --- a/scripts/message.js +++ b/scripts/socket/message.js @@ -1,14 +1,18 @@ -function Message(type, data){ - this.t = type; - this.d = data; -} +'use strict'; + +class Message{ + constructor (type, data) + { + this.t = type; + this.d = data; + } -Message.prototype = { - stringify: function(){ + stringify () + { var dat = this.d if(typeof dat !== "string"){ dat = JSON.stringify(dat); } return JSON.stringify({type: this.t, data: dat}); } -}; +} diff --git a/scripts/sock.js b/scripts/socket/sock.js index cf06a5e..4eacc18 100644 --- a/scripts/sock.js +++ b/scripts/socket/sock.js @@ -1,13 +1,15 @@ // A wrapper around the wrapper -function SockWorker(serveraddr, version, callback) { - this.server = serveraddr; - this.version = version; - this.cb = callback; -} +class SockWorker extends EventTarget{ + constructor (serveraddr, version) + { + super(); + + this.server = serveraddr; + this.version = version; + } -SockWorker.prototype = { // Initialize the connection. - init: function() { + init () { if(this.server == "" || this.server == null) { return; } @@ -22,42 +24,42 @@ SockWorker.prototype = { } catch (e) { this.err(); } - }, + } // Called when the connection connects to the server - o: function() { + o () { this.send("version", this.version); - }, + } // Called when the connection gets a message from the server // Attempts to turn the message into a usable object and pass it to the callback - msg: function(e) { + msg (e) { if(typeof e.data == "string") { var dat = JSON.parse(e.data) - this.cb(dat); + this.dispatchEvent(new Event(dat.type, dat.data)); } - }, + } // Called when the connection closes. // Passes a close object to the callback. - c: function() { - this.cb({type: "close", data: ""}); - }, + c () { + this.dispatchEvent(new Event("closed")); + } // Called when the connection encounters an error. // Passes an error to the callback - err: function() { - this.cb({type: "error", data: ""}); - }, + err () { + this.dispatchEvent(new Event("error")); + } // Call to close the connection to the server - close: function() { + close () { this.socket.close(); - }, + } // Send a message to the server - send: function(type, data) { + send (type, data) { var m = new Message(type, data); this.socket.send(m.stringify()) } -};
\ No newline at end of file +} diff --git a/scripts/table.js b/scripts/table.js deleted file mode 100644 index 911763a..0000000 --- a/scripts/table.js +++ /dev/null @@ -1,16 +0,0 @@ -// Table represents and manages the actual game. It accepts inputs from the server and tries to queries the server when the player makes a move. -function Table(el, soc) { - this.root = el; - this.soc = soc; -} - -Table.prototype = { - - handleClose: function() { - - }, - - reset: function() { - - } -}
\ No newline at end of file diff --git a/scripts/theme.js b/scripts/theme.js new file mode 100644 index 0000000..e93f5b5 --- /dev/null +++ b/scripts/theme.js @@ -0,0 +1,26 @@ +'use strict'; + +class Theme{ + static theme = document.getElementById("theme"); + + static init() + { + if(Cookies.getCookie("theme") == ""){ + Cookies.setYearCookie("theme", "styles/themes/colors-base.css"); + } + } + + static restore() + { + Theme.init(); + Theme.theme.setAttribute("href", Cookies.getCookie("theme") + "?v=" + Date.now()); + } + + static set(sheet) + { + Cookies.setYearCookie("theme", sheet); + Theme.restore(); + } +} + +Theme.restore();
\ No newline at end of file |