From dfe6a18135bbaf19b749ab28b93b2d556b0eae0a Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Thu, 20 May 2021 12:56:11 +0200 Subject: crusader: Stuff. --- ui.js | 718 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 718 insertions(+) create mode 100644 ui.js (limited to 'ui.js') 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"]); -- cgit v1.2.3