diff options
Diffstat (limited to 'scripts/gui/lobby.js')
-rw-r--r-- | scripts/gui/lobby.js | 391 |
1 files changed, 182 insertions, 209 deletions
diff --git a/scripts/gui/lobby.js b/scripts/gui/lobby.js index 13f3eab..8242843 100644 --- a/scripts/gui/lobby.js +++ b/scripts/gui/lobby.js @@ -6,43 +6,43 @@ // TopBar represents the bar at the top of the screen when client is in the lobby. class TopBar{ - constructor (el, desktopSettings) - { - this.root = el; - this.desktopSettings = desktopSettings; - - 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 (settings) { - if (this.mobileSettings.style.display !== "none"){ - this.mobileSettings.style.display = "none"; - settings.putSettings(this.desktopSettings); - } else { - this.mobileSettings.style.display = "block"; - settings.putSettings(this.mobileSettings); - } - } - - mobileSettingsOpen() { - return this.mobileSettings.style.display !== "none" - } + constructor (el, desktopSettings) + { + this.root = el; + this.desktopSettings = desktopSettings; + + 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 (settings) { + if (this.mobileSettings.style.display !== "none"){ + this.mobileSettings.style.display = "none"; + settings.putSettings(this.desktopSettings); + } else { + this.mobileSettings.style.display = "block"; + settings.putSettings(this.mobileSettings); + } + } + + mobileSettingsOpen() { + return this.mobileSettings.style.display !== "none" + } } // ############# @@ -50,22 +50,32 @@ class TopBar{ // ############# // Game represents a single game in the lobby view. It has methods for setting up the elements and such. -function createGameEl (options = {id: 0, name: ""}, el) -{ - let e = document.createElement("div"); - e.className = "game"; - - let title = document.createElement("h2"); - title.textContent = options.name; - e.appendChild(title); - - let join = document.createElement("button"); - join.className = "join"; - join.textContent = "Join"; - join.addEventListener("click", game.joinGame.bind(game, options.id)); - e.appendChild(join); - - el.appendChild(e); +class Game { + constructor(options = {id: 0, name: ""}, el) + { + this.getID = function () { + return options.id; + } + + this.getName = function () { + return options.name; + } + + let e = document.createElement("div"); + e.className = "game"; + + let title = document.createElement("h2"); + title.textContent = options.name; + e.appendChild(title); + + let join = document.createElement("button"); + join.className = "join"; + join.textContent = "Join"; + join.addEventListener("click", game.joinGame.bind(game, options.id)); + e.appendChild(join); + + el.appendChild(e); + } } // ############## @@ -74,160 +84,123 @@ function createGameEl (options = {id: 0, name: ""}, el) // 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.e.settings - ); - - 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) { - createGameEl(data, this.e.games); - } - - // 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 (settings) { - //if(this.init) return; - this.top.toggleMobileSettings(settings); - } - - // 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; - } + 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.e.settings + ); + + this.init = false; + this.online = []; + this.games = []; + this.packs = []; + } + + // 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 of data.games) { + let g = new Game(i, this.e.games); + this.games.push(g); + } + + this.e.stats.game.innerText = data.name; + this.e.stats.pubgame.innerText = this.games.length(); + } + + // Set the initial player list. + // { data object } player statistics from the server + // { data.online number } players on server + // { data.ingame number } players on server and in game + players (data) { + this.e.stats.online.innerText = data.online; + this.e.stats.ingame.innerText = data.ingame; + } + + // 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) { + let g = new Game(data, this.e.games); + this.games.push(g); + } + + // Called when a new public game is removed on the server + // { data string } the uuid of the game to delete + removeGame (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 (settings) { + //if(this.init) return; + this.top.toggleMobileSettings(settings); + } + + // 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; + } } |