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// 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;
drag.addEventListener("dragstart", (e) => {console.log(e)});
drag.addEventListener("dragstop", (e) => {console.log(e)});
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);
}
}
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