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tutorialuth.js
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tutorialuth.js
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/**
*------
* BGA framework: © Gregory Isabelli <[email protected]> & Emmanuel Colin <[email protected]>
* tutorialuth implementation : © <Your name here> <Your email address here>
*
* This code has been produced on the BGA studio platform for use on http://boardgamearena.com.
* See http://en.boardgamearena.com/#!doc/Studio for more information.
* -----
*
* tutorialuth.js
*
* tutorialuth user interface script
*
* In this file, you are describing the logic of your user interface, in Javascript language.
*
*/
define([
'dojo',
'dojo/_base/declare',
'ebg/core/gamegui',
'ebg/counter',
], function (dojo, declare) {
return declare('bgagame.tutorialuth', ebg.core.gamegui, {
constructor: function () {
console.log('tutorialuth constructor');
// Here, you can initialize the global variables of your user interface
// Example:
// this.myGlobalValue = 0;
},
/*
setup:
This method must set up the game user interface according to current game situation specified
in parameters.
The method is called each time the game interface is displayed to a player, ie:
_ when the game starts
_ when a player refreshes the game page (F5)
"gamedatas" argument contains all datas retrieved by your "getAllDatas" PHP method.
*/
setup: function (gamedatas) {
console.log('Starting game setup');
// Setting up player boards
for (const player_id in gamedatas.players) {
const player = gamedatas.players[player_id];
// TODO: Setting up players boards if needed
}
// TODO: Set up your game interface here, according to "gamedatas"
// Setup game notifications to handle (see "setupNotifications" method below)
this.setupNotifications();
console.log('Ending game setup');
},
///////////////////////////////////////////////////
//// Game & client states
// onEnteringState: this method is called each time we are entering into a new game state.
// You can use this method to perform some user interface changes at this moment.
//
onEnteringState: function (stateName, args) {
console.log('Entering state: ' + stateName);
switch (stateName) {
/* Example:
case 'myGameState':
// Show some HTML block at this game state
dojo.style('my_html_block_id', 'display', 'block');
break;
*/
case 'dummmy':
break;
}
},
// onLeavingState: this method is called each time we are leaving a game state.
// You can use this method to perform some user interface changes at this moment.
//
onLeavingState: function (stateName) {
console.log('Leaving state: ' + stateName);
switch (stateName) {
/* Example:
case 'myGameState':
// Hide the HTML block we are displaying only during this game state
dojo.style('my_html_block_id', 'display', 'none');
break;
*/
case 'dummmy':
break;
}
},
// onUpdateActionButtons: in this method you can manage "action buttons" that are displayed in the
// action status bar (ie: the HTML links in the status bar).
//
onUpdateActionButtons: function (stateName, args) {
console.log('onUpdateActionButtons: ' + stateName);
if (this.isCurrentPlayerActive()) {
switch (stateName) {
default:
break;
/*
Example:
case 'myGameState':
// Add 3 action buttons in the action status bar:
this.addActionButton(
'button_1_id',
_('Button 1 label'),
'onMyMethodToCall1',
);
this.addActionButton(
'button_2_id',
_('Button 2 label'),
'onMyMethodToCall2',
);
this.addActionButton(
'button_3_id',
_('Button 3 label'),
'onMyMethodToCall3',
);
break;
*/
}
}
},
///////////////////////////////////////////////////
//// Utility methods
addTokenOnBoard: function (x, y, player) {
dojo.place(
this.format_block('jstpl_token', {
x_y: x + '_' + y,
color: this.gamedatas.players[player].color,
}),
'tokens',
);
this.placeOnObject(
'token_' + x + '_' + y,
'overall_player_board_' + player,
);
this.slideToObject(
'token_' + x + '_' + y,
'square_' + x + '_' + y,
).play();
},
///////////////////////////////////////////////////
//// Player's action
/*
Here, you are defining methods to handle player's action (ex: results of mouse click on
game objects).
Most of the time, these methods:
_ check the action is possible at this game state.
_ make a call to the game server
*/
/* Example:
onMyMethodToCall1: function(evt) {
console.log('onMyMethodToCall1');
// Preventing default browser reaction
dojo.stopEvent(evt);
// Check that this action is possible (see "possibleactions" in states.inc.php)
if (!this.checkAction('myAction')) {
return;
}
this.ajaxcall('/tutorialuth/tutorialuth/myAction.html', {
lock: true, myArgument1: arg1, myArgument2: arg2, ...,
}, this, function(result) {
// What to do after the server call if it succeeded
// (most of the time: nothing)
}, function(is_error) {
// What to do after the server call in any situation (success or failure)
// (most of the time: nothing)
});
},
*/
///////////////////////////////////////////////////
//// Reaction to cometD notifications
/*
setupNotifications:
In this method, you associate each of your game notifications with your local method to handle it.
Note: game notification names correspond to "notifyAllPlayers" and "notifyPlayer" calls in
your tutorialuth.game.php file.
*/
setupNotifications: function () {
console.log('notifications subscriptions setup');
// TODO: here, associate your game notifications with local methods
// Example 1: standard notification handling
// dojo.subscribe('cardPlayed', this, 'notif_cardPlayed');
// Example 2: standard notification handling + tell the user interface to wait
// during 3 seconds after calling the method in order to let the players
// see what is happening in the game.
// dojo.subscribe('cardPlayed', this, 'notif_cardPlayed');
// this.notifqueue.setSynchronous('cardPlayed', 3000);
//
},
// TODO: from this point and below, you can write your game notifications handling methods
/*
Example:
notif_cardPlayed: function (notif) {
console.log('notif_cardPlayed');
console.log(notif);
// Note: notif.args contains the arguments specified during you "notifyAllPlayers" / "notifyPlayer" PHP call
// TODO: play the card in the user interface.
},
*/
});
});