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'use strict';
const LOBBY_RPC = ["packList", "gameList", "players", "addGame", "deleteGame"]
// ###############
// # TopBar Code #
// ###############
// 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"
}
}
// #############
// # Game code #
// #############
// Game represents a single game in the lobby view. It has methods for setting up the elements and such.
class Game {
constructor(options = {id: 0, name: "", packs: [], pass: false}, el)
{
this.getName = () => {
return options.name;
}
this.getID = () => {
return options.id;
}
// Main game element
let e = document.createElement("div");
e.className = "game";
// Game title
let title = document.createElement("h2");
title.textContent = options.name;
e.appendChild(title);
// Game stats
let gid = document.createElement("span");
gid.textContent = `Game ID: ${options.id}`;
e.appendChild(gid);
let pid = document.createElement("span");
pid.textContent = `Pack count: ${options.packs.length}`;
e.appendChild(pid);
// Join/password
let jap = document.createElement("div");
let join = document.createElement("button");
join.textContent = "Join";
join.addEventListener("click", game.joinGame.bind(game, options.id));
jap.appendChild(join);
this.getPass = () => {
return "";
}
if(options.pass) {
let pass = MakeInput.passwordInput("", "Game password");
jap.appendChild(pass);
this.getPass = pass.getValue.bind(pass);
}
e.appendChild(jap);
el.appendChild(e);
this.remove = function () {
e.remove();
}
}
}
// ##############
// # 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.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)
// { data.pass } true or false weather the game has a password
addGame (data) {
let g = new Game(data, this.e.games);
this.games[data.id] = g;
}
// Called when a new public game is removed on the server
// { data string } the uuid of the game to delete
deleteGame (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;
}
}
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