diff options
author | Kyle Gunger <corechg@gmail.com> | 2020-04-03 16:44:23 -0400 |
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committer | Kyle Gunger <corechg@gmail.com> | 2020-04-03 16:44:23 -0400 |
commit | 1697da112a9b9f529fad2f54c62aecd7bbb614e6 (patch) | |
tree | 68c7cd383107e824953b6aa213d05d9a6842b73f /webcards/scripts/gui | |
parent | 3040a822085adeb9025ddc1a4573cf37cb37d377 (diff) |
[WEBCARDS] Update some webcards stuff
Diffstat (limited to 'webcards/scripts/gui')
-rw-r--r-- | webcards/scripts/gui/input.js | 159 | ||||
-rw-r--r-- | webcards/scripts/gui/lobby.js | 196 | ||||
-rw-r--r-- | webcards/scripts/gui/table.js | 34 |
3 files changed, 389 insertions, 0 deletions
diff --git a/webcards/scripts/gui/input.js b/webcards/scripts/gui/input.js new file mode 100644 index 0000000..c349a07 --- /dev/null +++ b/webcards/scripts/gui/input.js @@ -0,0 +1,159 @@ +var inputFuncs = { + createInput: function(type = "text", wrapped = false, id) { + var el = document.createElement("input"); + el.setAttribute("type", type); + + if(typeof id == "string") + el.setAttribute("id", id); + + if(wrapped) { + var wrapper = document.createElement("div"); + wrapper.className = "input-container"; + wrapper.setAttribute("type", type); + wrapper.setAttribute("onclick", "this.firstElementChild.click()"); + wrapper.appendChild(el); + wrapper.input = el; + return wrapper; + } + + el.getValue = function () { + return this.value; + } + return el; + }, + + inputLabel(text, id) { + var el = document.createElement("label"); + el.innerText = text; + if(typeof id == "string") + el.setAttribute("for", id); + return el; + }, + + colorInput: function(value, id) { + var el = this.createInput("color", true, id); + el.value = value; + return el; + }, + + textInput: function(value, placeholder, id) { + var el = this.createInput("text", false, id); + el.setAttribute("placeholder", placeholder); + el.value = value; + return el; + }, + + numberInput: function(value, id) { + var el = this.createInput("number", false, id); + el.value = value; + return el; + }, + + fileInput: function(value, id) { + var el = this.createInput("file", true, 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; + }, + + checkboxInput: function(checked = false, id) { + var el = this.createInput("checkbox", false, id); + if(checked) + el.setAttribute("checked"); + return el; + }, + + radioInput: function(group, value, checked = false, id) { + var el = this.createInput("radio", false, id); + el.setAttribute("name", group); + el.setAttribute("value", value); + if(checked) + el.checked = true; + return el; + }, + + radioInputs: function(group, names, values, checked = 0) { + var wrapper = document.createElement("div"); + wrapper.className = "input-container"; + wrapper.setAttribute("type", "radio"); + + wrapper.getValue = function() { + for(let i = 0; i < this.children.length; i++){ + if(this.children[i].checked) + return this.children[i].value; + } + }; + + for(let i = 0; i < values.length; i++) { + wrapper.appendChild(this.inputLabel(names[i], group+"-"+i)); + if(i == checked) + wrapper.appendChild(this.radioInput(group, values[i], true, group+"-"+i)); + else + wrapper.appendChild(this.radioInput(group, values[i], false, group+"-"+i)); + wrapper.appendChild(document.createElement("br")); + } + + return wrapper; + }, + + wrapInput: function(el) { + + } +}; + +function Settings () { + this.settings = { + username: { + type: "text", + args: [Math.floor(Math.random() * 100000), "Username", "userName"] + } + }; + + this.genSettings(); +} + +Settings.prototype = { + getSettings: function() { + var out = {}; + for(let key in this.settings) { + + } + }, + + putSettings: function (el) { + for(let key in this.settings) { + el.appendChild(this.settings[key]); + } + }, + + genSettings: function() { + for(let key in this.settings) { + switch(this.settings[key].type) { + case "radio": + this.settings[key] = inputFuncs.radioInputs(...this.settings[key].args); + default: + if(typeof inputFuncs[this.settings[key].type+"Input"] != null) + this.settings[key] = inputFuncs[this.settings[key].type+"Input"](...this.settings[key].args); + } + } + } +};
\ No newline at end of file diff --git a/webcards/scripts/gui/lobby.js b/webcards/scripts/gui/lobby.js new file mode 100644 index 0000000..731d9ec --- /dev/null +++ b/webcards/scripts/gui/lobby.js @@ -0,0 +1,196 @@ +// 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.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 = []; +} + +Lobby.prototype = { + // Set initial pack list + // {data array} array of strings representing pack names + packList: function(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: function(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); + 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: function(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: function(data) { + + }, + + // Called when a new public game is removed on the server + // { data string } the uuid of the game to delete + removeGame: function(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: function(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) { + + }, + + // 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) { + + }, + + // Called when a player exits the game (from lobby or game) + // {data string } uuid of player + removePlayer: function(data) { + + }, + + // Called when the client wants to toggle the new game screen + newGame: function() { + //if(this.init) return; + this.top.toggleNewGame(); + }, + + // Called when the client wants to toggle the mobile settings screen + mobileSettings: function() { + //if(this.init) return; + this.top.toggleMobileSettings(); + }, + + // Called when the WebSocket state has changed. + setState: function(text, color, server) { + this.e.status.style.backgroundColor = color; + this.e.status.innerText = text; + this.e.addr.innerText = server; + this.top.setColor(color); + }, + + // Called when we are resetting the game. + reset: function() { + while (this.e.games.firstElementChild != null) { + this.e.games.removeChild(this.e.games.firstElementChild) + } + + this.setState("Connecting", "#DA0", 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/webcards/scripts/gui/table.js b/webcards/scripts/gui/table.js new file mode 100644 index 0000000..db67529 --- /dev/null +++ b/webcards/scripts/gui/table.js @@ -0,0 +1,34 @@ +// 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 = { + + openTable: function(){ + 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: function(){ + 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: function() { + this.reset(); + }, + + reset: function() { + this.closeTable(); + } +}
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