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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", this.dragMsg.bind(this));
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(id, options)
{
var d = new Deck(id, options);
this.decks.push(d);
this.root.appendChild(d.e);
}
newCard(id, data, deck = 0)
{
var c = new Card(id, 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 d;
}
return null;
}
checkCard (el)
{
for(let d of this.decks)
{
let c = d.checkCard(el);
if(c !== null)
return c;
}
return null;
}
dragCheck(cap)
{
console.log(cap);
}
dragMsg (event)
{
if(event.drag.length < 1)
return;
var c = this.checkCard(event.drag[0].e);
var d = this.checkDeck(event.x, event.y);
if(c !== null)
{
if(d !== null)
console.log({card: c.getID(), deck: d.getID()});
else
c.resetPos();
}
}
}
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