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authorTor Andersson <tor@ccxvii.net>2021-05-20 12:56:11 +0200
committerTor Andersson <tor@ccxvii.net>2022-11-16 19:19:38 +0100
commitdfe6a18135bbaf19b749ab28b93b2d556b0eae0a (patch)
tree824ad464e1d71d86ead4fa53a065392ac87c92ed /ui.js
parent1b14eee45f96b6fa2a1653a8e6d4c93775b58268 (diff)
downloadcrusader-rex-dfe6a18135bbaf19b749ab28b93b2d556b0eae0a.tar.gz
crusader: Stuff.
Diffstat (limited to 'ui.js')
-rw-r--r--ui.js718
1 files changed, 718 insertions, 0 deletions
diff --git a/ui.js b/ui.js
new file mode 100644
index 0000000..c0a164d
--- /dev/null
+++ b/ui.js
@@ -0,0 +1,718 @@
+"use strict";
+
+const FRANK = "Frank";
+const SARACEN = "Saracen";
+const ASSASSINS = "Assassins";
+const ENEMY = { Saracen: "Frank", Frank: "Saracen" }
+const POOL = "Pool";
+
+function toggle_blocks() {
+ document.getElementById("map").classList.toggle("hide_blocks");
+}
+
+let map_orientation = window.localStorage['crusader-rex/map-orientation'] || 'tall';
+
+function tall_map() {
+ map_orientation = 'tall';
+ document.querySelector(".map").classList.remove("wide");
+ document.querySelector(".map").classList.add("tall");
+ window.localStorage['crusader-rex/map-orientation'] = map_orientation;
+ update_map_layout();
+ update_map();
+ zoom_map();
+}
+
+function wide_map() {
+ map_orientation = 'wide';
+ document.querySelector(".map").classList.add("wide");
+ document.querySelector(".map").classList.remove("tall");
+ window.localStorage['crusader-rex/map-orientation'] = map_orientation;
+ update_map_layout();
+ update_map();
+ zoom_map();
+}
+
+let game = null;
+
+let ui = {
+ cards: {},
+ towns: {},
+ known: {},
+ secret: { Frank: {}, Saracen: {}, Assassins: {} },
+ battle_menu: {},
+ battle_block: {},
+ present: new Set(),
+}
+
+function on_focus_town(evt) {
+ let where = evt.target.town;
+ let text = where;
+ document.getElementById("status").textContent = text;
+}
+
+function on_blur_town(evt) {
+ document.getElementById("status").textContent = "";
+}
+
+function on_click_town(evt) {
+ let where = evt.target.town;
+ if (game.actions && game.actions.town && game.actions.town.includes(where))
+ socket.emit('action', 'town', where);
+}
+
+const STEP_TEXT = [ 0, "I", "II", "III", "IIII" ];
+const HEIR_TEXT = [ 0, '\u00b9', '\u00b2', '\u00b3', '\u2074', '\u2075' ];
+
+function block_name(who) { return BLOCKS[who].name; }
+function block_home(who) { return BLOCKS[who].home; }
+function block_owner(who) { return BLOCKS[who].owner; }
+
+function on_focus_secret_block(evt) {
+ let owner = evt.target.owner;
+ let text = owner;
+ document.getElementById("status").textContent = text;
+}
+
+function on_blur_secret_block(evt) {
+ document.getElementById("status").textContent = "";
+}
+
+function on_click_secret_block(evt) {
+}
+
+function on_focus_map_block(evt) {
+ let b = evt.target.block;
+ let s = game.known[b][1];
+ let text = block_name(b) + " (" + block_home(b) + ") ";
+ if (BLOCKS[b].move)
+ text += BLOCKS[b].move + "-";
+ text += STEP_TEXT[s] + "-" + BLOCKS[b].combat;
+ document.getElementById("status").textContent = text;
+}
+
+function on_blur_map_block(evt) {
+ document.getElementById("status").textContent = "";
+}
+
+function on_click_map_block(evt) {
+ let b = evt.target.block;
+ if (game.actions && game.actions.block && game.actions.block.includes(b))
+ socket.emit('action', 'block', b);
+}
+
+function is_battle_reserve(who, list) {
+ for (let [b, s, m] of list)
+ if (who == b)
+ return true;
+ return false;
+}
+
+function on_focus_battle_block(evt) {
+ let b = evt.target.block;
+ let msg = block_name(b);
+ if (is_battle_reserve(b, game.battle.FR))
+ msg = "Frank Reserve";
+ if (is_battle_reserve(b, game.battle.SR))
+ msg = "Saracen Reserve";
+
+ if (game.actions && game.actions.battle_fire && game.actions.battle_fire.includes(b))
+ msg = "Fire with " + msg;
+ else if (game.actions && game.actions.battle_retreat && game.actions.battle_retreat.includes(b))
+ msg = "Retreat with " + msg;
+ else if (game.actions && game.actions.battle_hit && game.actions.battle_hit.includes(b))
+ msg = "Take hit on " + msg;
+
+ document.getElementById("status").textContent = msg;
+}
+
+function on_blur_battle_block(evt) {
+ document.getElementById("status").textContent = "";
+}
+
+function on_click_battle_block(evt) {
+ let b = evt.target.block;
+ if (game.actions && game.actions.block && game.actions.block.includes(b))
+ socket.emit('action', 'block', b);
+}
+
+function on_focus_battle_fire(evt) {
+ document.getElementById("status").textContent =
+ "Fire with " + block_name(evt.target.block);
+}
+
+function on_focus_battle_retreat(evt) {
+ document.getElementById("status").textContent =
+ "Retreat with " + block_name(evt.target.block);
+}
+
+function on_focus_battle_harry(evt) {
+ document.getElementById("status").textContent =
+ "Harry with " + block_name(evt.target.block);
+}
+
+function on_focus_battle_charge(evt) {
+ document.getElementById("status").textContent =
+ "Charge with " + block_name(evt.target.block);
+}
+
+function on_focus_battle_hit(evt) {
+ document.getElementById("status").textContent =
+ "Take hit on " + block_name(evt.target.block);
+}
+
+function on_blur_battle_button(evt) {
+ document.getElementById("status").textContent = "";
+}
+
+function on_click_battle_hit(evt) { socket.emit('action', 'battle_hit', evt.target.block); }
+function on_click_battle_fire(evt) { socket.emit('action', 'battle_fire', evt.target.block); }
+function on_click_battle_retreat(evt) { socket.emit('action', 'battle_retreat', evt.target.block); }
+function on_click_battle_charge(evt) { socket.emit('action', 'battle_charge', evt.target.block); }
+function on_click_battle_harry(evt) { socket.emit('action', 'battle_harry', evt.target.block); }
+
+function on_click_card(evt) {
+ let c = evt.target.id.split("+")[1] | 0;
+ if (game.actions && game.actions.play && game.actions.play.includes(c))
+ socket.emit('action', 'play', c);
+}
+
+function on_button_undo(evt) { send_action('undo'); }
+function on_button_pass(evt) { send_action('pass'); }
+function on_button_sea_move(evt) { send_action('sea_move'); }
+function on_button_group_move(evt) { send_action('group_move'); }
+function on_button_muster(evt) { send_action('muster'); }
+function on_button_end_muster(evt) { send_action('end_muster'); }
+function on_button_end_move_phase(evt) { send_action('end_move_phase'); }
+function on_button_end_regroup(evt) { send_action('end_regroup'); }
+function on_button_end_retreat(evt) { send_action('end_retreat'); }
+function on_button_eliminate(evt) { send_action('eliminate'); }
+
+function build_battle_button(menu, b, c, click, enter, img_src) {
+ let img = new Image();
+ img.draggable = false;
+ img.classList.add("action");
+ img.classList.add(c);
+ img.setAttribute("src", img_src);
+ img.addEventListener("click", click);
+ img.addEventListener("mouseenter", enter);
+ img.addEventListener("mouseleave", on_blur_battle_button);
+ img.block = b;
+ menu.appendChild(img);
+}
+
+function build_battle_block(b, block) {
+ let element = document.createElement("div");
+ element.classList.add("block");
+ element.classList.add("known");
+ element.classList.add(BLOCKS[b].owner);
+ element.classList.add("block_" + block.image);
+ element.addEventListener("mouseenter", on_focus_battle_block);
+ element.addEventListener("mouseleave", on_blur_battle_block);
+ element.addEventListener("click", on_click_battle_block);
+ element.block = b;
+ ui.battle_block[b] = element;
+
+ let menu_list = document.createElement("div");
+ menu_list.classList.add("battle_menu_list");
+
+ build_battle_button(menu_list, b, "hit",
+ on_click_battle_hit, on_focus_battle_hit,
+ "/images/cross-mark.svg");
+ build_battle_button(menu_list, b, "charge",
+ on_click_battle_charge, on_focus_battle_charge,
+ "/images/mounted-knight.svg");
+ build_battle_button(menu_list, b, "fire",
+ on_click_battle_fire, on_focus_battle_fire,
+ "/images/pointy-sword.svg");
+ build_battle_button(menu_list, b, "harry",
+ on_click_battle_harry, on_focus_battle_harry,
+ "/images/arrow-flights.svg");
+ build_battle_button(menu_list, b, "retreat",
+ on_click_battle_retreat, on_focus_battle_retreat,
+ "/images/flying-flag.svg");
+
+ let menu = document.createElement("div");
+ menu.classList.add("battle_menu");
+ menu.appendChild(element);
+ menu.appendChild(menu_list);
+ ui.battle_menu[b] = menu;
+}
+
+function build_known_block(b, block) {
+ let element = document.createElement("div");
+ element.classList.add("block");
+ element.classList.add("known");
+ element.classList.add(BLOCKS[b].owner);
+ element.classList.add("block_" + block.image);
+ element.addEventListener("mouseenter", on_focus_map_block);
+ element.addEventListener("mouseleave", on_blur_map_block);
+ element.addEventListener("click", on_click_map_block);
+ element.block = b;
+ return element;
+}
+
+function build_secret_block(b, block) {
+ let element = document.createElement("div");
+ element.classList.add("block");
+ element.classList.add("secret");
+ element.classList.add(BLOCKS[b].owner);
+ element.addEventListener("mouseenter", on_focus_secret_block);
+ element.addEventListener("mouseleave", on_blur_secret_block);
+ element.addEventListener("click", on_click_secret_block);
+ element.owner = BLOCKS[b].owner;
+ return element;
+}
+
+/*
+let MAP_OFFSET_X = 30;
+let MAP_OFFSET_Y = 30;
+let MAP_HEIGHT = 1215;
+*/
+let MAP_OFFSET_X = 0;
+let MAP_OFFSET_Y = 0;
+let MAP_HEIGHT = 1275;
+
+function town_x(t) {
+ if (map_orientation == 'tall')
+ return TOWNS[t].x - MAP_OFFSET_X;
+ else
+ return TOWNS[t].y - MAP_OFFSET_Y;
+}
+
+function town_y(t) {
+ if (map_orientation == 'tall')
+ return TOWNS[t].y - MAP_OFFSET_Y;
+ else
+ return MAP_HEIGHT - TOWNS[t].x + MAP_OFFSET_X;
+}
+
+function flip_x(x, y) {
+ if (map_orientation == 'tall')
+ return x - MAP_OFFSET_X;
+ else
+ return y - MAP_OFFSET_Y;
+}
+
+function flip_y(x, y) {
+ if (map_orientation == 'tall')
+ return y - MAP_OFFSET_Y;
+ else
+ return MAP_HEIGHT - x + MAP_OFFSET_X;
+}
+
+function build_town(t, town) {
+ let element = document.createElement("div");
+ element.town = t;
+ element.classList.add("town");
+ element.addEventListener("mouseenter", on_focus_town);
+ element.addEventListener("mouseleave", on_blur_town);
+ element.addEventListener("click", on_click_town);
+ ui.towns_element.appendChild(element);
+ return element;
+}
+
+function update_map_layout() {
+ for (let t in TOWNS) {
+ let element = ui.towns[t];
+ element.style.left = (town_x(t) - 35) + "px";
+ element.style.top = (town_y(t) - 35) + "px";
+ }
+}
+
+function build_map() {
+ let element;
+
+ ui.blocks_element = document.getElementById("blocks");
+ ui.offmap_element = document.getElementById("offmap");
+ ui.towns_element = document.getElementById("towns");
+
+ for (let c = 1; c <= 27; ++c) {
+ ui.cards[c] = document.getElementById("card+"+c);
+ ui.cards[c].addEventListener("click", on_click_card);
+ }
+
+ for (let name in TOWNS) {
+ let town = TOWNS[name];
+ ui.towns[name] = build_town(name, town);
+ ui.secret.Frank[name] = [];
+ ui.secret.Saracen[name] = [];
+ ui.secret.Assassins[name] = [];
+ }
+ ui.secret.Frank.offmap = [];
+ ui.secret.Saracen.offmap = [];
+ ui.secret.Assassins.offmap = [];
+
+ for (let b in BLOCKS) {
+ let block = BLOCKS[b];
+ build_battle_block(b, block);
+ ui.known[b] = build_known_block(b, block);
+ ui.secret[BLOCKS[b].owner].offmap.push(build_secret_block(b, block));
+ }
+
+ update_map_layout();
+}
+
+function update_steps(b, steps, element) {
+ element.classList.remove("r1");
+ element.classList.remove("r2");
+ element.classList.remove("r3");
+ element.classList.add("r"+(BLOCKS[b].steps - steps));
+}
+
+function layout_blocks(town, secret, known) {
+ let wrap = TOWNS[town].wrap;
+ let s = secret.length;
+ let k = known.length;
+ let n = s + k;
+ let row, rows = [];
+ let i = 0;
+
+ function new_line() {
+ rows.push(row = []);
+ i = 0;
+ }
+
+ new_line();
+
+ while (secret.length > 0) {
+ if (i == wrap)
+ new_line();
+ row.push(secret.shift());
+ ++i;
+ }
+
+ // Break early if secret and known fit in exactly two rows, and more than three blocks total
+ if (s > 0 && s <= wrap && k > 0 && k <= wrap && n > 3)
+ new_line();
+
+ while (known.length > 0) {
+ if (i == wrap)
+ new_line();
+ row.push(known.shift());
+ ++i;
+ }
+
+ if (TOWNS[town].layout_minor > 0.5)
+ rows.reverse();
+
+ for (let j = 0; j < rows.length; ++j)
+ for (i = 0; i < rows[j].length; ++i)
+ position_block(town, j, rows.length, i, rows[j].length, rows[j][i]);
+}
+
+function position_block(town, row, n_rows, col, n_cols, element) {
+ let space = TOWNS[town];
+ let block_size = 60+6;
+ let padding = 4;
+ let offset = block_size + padding;
+ let row_size = (n_rows-1) * offset;
+ let col_size = (n_cols-1) * offset;
+ let x = space.x;
+ let y = space.y;
+
+ if (space.layout_axis == 'X') {
+ x -= col_size * space.layout_major;
+ y -= row_size * space.layout_minor;
+ x += col * offset;
+ y += row * offset;
+ } else {
+ y -= col_size * space.layout_major;
+ x -= row_size * space.layout_minor;
+ y += col * offset;
+ x += row * offset;
+ }
+
+ element.style.left = ((flip_x(x,y) - block_size/2)|0)+"px";
+ element.style.top = ((flip_y(x,y) - block_size/2)|0)+"px";
+}
+
+function show_block(element) {
+ if (element.parentElement != ui.blocks_element)
+ ui.blocks_element.appendChild(element);
+}
+
+function hide_block(element) {
+ if (element.parentElement != ui.offmap_element)
+ ui.offmap_element.appendChild(element);
+}
+
+function show_block(element) {
+ if (element.parentElement != ui.blocks_element)
+ ui.blocks_element.appendChild(element);
+}
+
+function hide_block(element) {
+ if (element.parentElement != ui.offmap_element)
+ ui.offmap_element.appendChild(element);
+}
+
+function update_map() {
+ let overflow = { Frank: [], Saracen: [], Assassins: [] };
+ let layout = {};
+
+ document.getElementById("turn").textContent = "Year " + game.year + " (" + (game.year-1186) + "/6)" ;
+
+ for (let town in TOWNS)
+ layout[town] = { secret: [], known: [] };
+
+ // Move secret blocks to overflow queue if there are too many in a town
+ for (let town in TOWNS) {
+ for (let color of [FRANK, SARACEN, ASSASSINS]) {
+ if (game.secret[color]) {
+ let max = game.secret[color][town] ? game.secret[color][town][0] : 0;
+ while (ui.secret[color][town].length > max) {
+ overflow[color].push(ui.secret[color][town].pop());
+ }
+ }
+ }
+ }
+
+ // Add secret blocks if there are too few in a location
+ for (let town in TOWNS) {
+ for (let color of [FRANK, SARACEN, ASSASSINS]) {
+ if (game.secret[color]) {
+ let max = game.secret[color][town] ? game.secret[color][town][0] : 0;
+ while (ui.secret[color][town].length < max) {
+ if (overflow[color].length > 0) {
+ ui.secret[color][town].push(overflow[color].pop());
+ } else {
+ let element = ui.secret[color].offmap.pop();
+ show_block(element);
+ ui.secret[color][town].push(element);
+ }
+ }
+ }
+ }
+ }
+
+ // Remove any blocks left in the overflow queue
+ for (let color of [FRANK, SARACEN, ASSASSINS]) {
+ while (overflow[color].length > 0) {
+ let element = overflow[color].pop();
+ hide_block(element);
+ ui.secret[color].offmap.push(element);
+ }
+ }
+
+ // Hide formerly known blocks
+ for (let b in BLOCKS) {
+ if (!(b in game.known)) {
+ hide_block(ui.known[b]);
+ }
+ }
+
+ // Add secret blocks to layout
+ for (let town in TOWNS) {
+ for (let color of [FRANK, SARACEN, ASSASSINS]) {
+ let i = 0, n = 0, m = 0;
+ if (game.secret[color] && game.secret[color][town]) {
+ n = game.secret[color][town][0];
+ m = game.secret[color][town][1];
+ }
+ for (let element of ui.secret[color][town]) {
+ if (i++ < n - m)
+ element.classList.remove("moved");
+ else
+ element.classList.add("moved");
+ layout[town].secret.push(element);
+ }
+ }
+ }
+
+ // Add known blocks to layout
+ for (let b in game.known) {
+ let town = game.known[b][0];
+ if (town) {
+ let steps = game.known[b][1];
+ let moved = game.known[b][2];
+ let element = ui.known[b];
+
+ show_block(element);
+ layout[town].known.push(element);
+ update_steps(b, steps, element);
+
+ if (moved)
+ element.classList.add("moved");
+ else
+ element.classList.remove("moved");
+ }
+ }
+
+ // Layout blocks on map
+ for (let town in TOWNS)
+ layout_blocks(town, layout[town].secret, layout[town].known);
+
+ for (let where in TOWNS) {
+ if (ui.towns[where]) {
+ ui.towns[where].classList.remove('highlight');
+ ui.towns[where].classList.remove('where');
+ }
+ }
+ if (game.actions && game.actions.town)
+ for (let where of game.actions.town)
+ ui.towns[where].classList.add('highlight');
+ if (game.where)
+ ui.towns[game.where].classList.add('where');
+
+ for (let b in BLOCKS) {
+ ui.known[b].classList.remove('highlight');
+ ui.known[b].classList.remove('selected');
+ }
+ if (!game.battle) {
+ if (game.actions && game.actions.block)
+ for (let b of game.actions.block)
+ ui.known[b].classList.add('highlight');
+ if (game.who)
+ ui.known[game.who].classList.add('selected');
+ }
+}
+
+function update_cards() {
+ let cards = game.hand;
+ for (let c = 1; c <= 27; ++c) {
+ ui.cards[c].classList.remove('enabled');
+ if (cards && cards.includes(c))
+ ui.cards[c].classList.add('show');
+ else
+ ui.cards[c].classList.remove('show');
+ }
+
+ if (game.actions && game.actions.play) {
+ for (let c of game.actions.play)
+ ui.cards[c].classList.add('enabled');
+ }
+
+ if (!game.f_card)
+ document.querySelector("#frank_card").className = "small_card card_back";
+ else
+ document.querySelector("#frank_card").className = "small_card " + CARDS[game.f_card].image;
+ if (!game.s_card)
+ document.querySelector("#saracen_card").className = "small_card card_back";
+ else
+ document.querySelector("#saracen_card").className = "small_card " + CARDS[game.s_card].image;
+}
+
+function update_battle() {
+ function fill_cell(name, list, reserve) {
+ let cell = window[name];
+
+ ui.present.clear();
+
+ for (let [block, steps, moved] of list) {
+ ui.present.add(block);
+
+ if (block == game.who)
+ ui.battle_block[block].classList.add("selected");
+ else
+ ui.battle_block[block].classList.remove("selected");
+
+ ui.battle_block[block].classList.remove("highlight");
+ ui.battle_menu[block].classList.remove('hit');
+ ui.battle_menu[block].classList.remove('charge');
+ ui.battle_menu[block].classList.remove('fire');
+ ui.battle_menu[block].classList.remove('harry');
+ ui.battle_menu[block].classList.remove('retreat');
+
+ if (game.actions && game.actions.block && game.actions.block.includes(block))
+ ui.battle_block[block].classList.add("highlight");
+ if (game.actions && game.actions.battle_fire && game.actions.battle_fire.includes(block))
+ ui.battle_menu[block].classList.add('fire');
+ if (game.actions && game.actions.battle_retreat && game.actions.battle_retreat.includes(block))
+ ui.battle_menu[block].classList.add('retreat');
+ if (game.actions && game.actions.battle_harry && game.actions.battle_harry.includes(block))
+ ui.battle_menu[block].classList.add('harry');
+ if (game.actions && game.actions.battle_charge && game.actions.battle_charge.includes(block))
+ ui.battle_menu[block].classList.add('charge');
+ if (game.actions && game.actions.battle_hit && game.actions.battle_hit.includes(block))
+ ui.battle_menu[block].classList.add('hit');
+ if (game.actions && game.actions.battle_charge && game.actions.battle_charge.includes(block))
+ ui.battle_menu[block].classList.add('charge');
+ if (game.actions && game.actions.battle_treachery && game.actions.battle_treachery.includes(block))
+ ui.battle_menu[block].classList.add('treachery');
+
+ update_steps(block, steps, ui.battle_block[block], false);
+ if (reserve)
+ ui.battle_block[block].classList.add("secret");
+ else
+ ui.battle_block[block].classList.remove("secret");
+ if (moved)
+ ui.battle_block[block].classList.add("moved");
+ else
+ ui.battle_block[block].classList.remove("moved");
+ if (reserve)
+ ui.battle_block[block].classList.remove("known");
+ else
+ ui.battle_block[block].classList.add("known");
+ }
+
+ for (let b in BLOCKS) {
+ if (ui.present.has(b)) {
+ if (!cell.contains(ui.battle_menu[b]))
+ cell.appendChild(ui.battle_menu[b]);
+ } else {
+ if (cell.contains(ui.battle_menu[b]))
+ cell.removeChild(ui.battle_menu[b]);
+ }
+ }
+ }
+
+ if (ui.player == FRANK) {
+ fill_cell("FR", game.battle.FR, true);
+ fill_cell("FA", game.battle.FA, false);
+ fill_cell("FB", game.battle.FB, false);
+ fill_cell("FC", game.battle.FC, false);
+ fill_cell("EA", game.battle.SA, false);
+ fill_cell("EB", game.battle.SB, false);
+ fill_cell("EC", game.battle.SC, false);
+ fill_cell("ER", game.battle.SR, true);
+ } else {
+ fill_cell("ER", game.battle.FR, true);
+ fill_cell("EA", game.battle.FA, false);
+ fill_cell("EB", game.battle.FB, false);
+ fill_cell("EC", game.battle.FC, false);
+ fill_cell("FA", game.battle.SA, false);
+ fill_cell("FB", game.battle.SB, false);
+ fill_cell("FC", game.battle.SC, false);
+ fill_cell("FR", game.battle.SR, true);
+ }
+}
+
+function on_update(state, player) {
+ game = state;
+
+ show_action_button("#pass_button", "pass");
+ show_action_button("#undo_button", "undo");
+ show_action_button("#group_move_button", "group_move");
+ show_action_button("#sea_move_button", "sea_move");
+ show_action_button("#muster_button", "muster");
+ show_action_button("#end_muster_button", "end_muster");
+ show_action_button("#end_move_phase_button", "end_move_phase");
+ show_action_button("#end_regroup_button", "end_regroup");
+ show_action_button("#end_retreat_button", "end_retreat");
+ show_action_button("#eliminate_button", "eliminate");
+
+ document.getElementById("frank_vp").textContent = game.f_vp;
+ document.getElementById("saracen_vp").textContent = game.s_vp;
+
+ update_cards();
+ update_map();
+
+ if (game.battle) {
+ document.querySelector(".battle_header").textContent = game.battle.title;
+ document.querySelector(".battle_message").textContent = game.battle.flash;
+ document.querySelector(".battle").classList.add("show");
+ update_battle(player);
+ } else {
+ document.querySelector(".battle").classList.remove("show");
+ }
+}
+
+build_map();
+
+document.querySelector(".map").classList.add(map_orientation);
+
+drag_element_with_mouse(".battle", ".battle_header");
+scroll_with_middle_mouse(".grid_center", 3);
+init_map_zoom();
+init_shift_zoom();
+init_client(["Frank", "Saracen"]);