1 const MAX_PROMPT_ITEMS = 20;
3 function undisplay(element) {
4 element.style.display="none";
7 function add_message(severity, message) {
8 message = `<div class="message ${severity}" onclick="undisplay(this)">
9 <span class="hide-button" onclick="undisplay(this.parentElement)">×</span>
12 const message_area = document.getElementById('message-area');
13 message_area.insertAdjacentHTML('beforeend', message);
16 /*********************************************************
17 * Handling server-sent event stream *
18 *********************************************************/
20 const events = new EventSource("events");
22 events.onerror = function(event) {
23 if (event.target.readyState === EventSource.CLOSED) {
25 add_message("danger", "Connection to server lost.");
30 events.addEventListener("game-info", event => {
31 const info = JSON.parse(event.data);
33 window.game.set_game_info(info);
36 events.addEventListener("player-info", event => {
37 const info = JSON.parse(event.data);
39 window.game.set_player_info(info);
42 events.addEventListener("player-enter", event => {
43 const info = JSON.parse(event.data);
45 window.game.set_other_player_info(info);
48 events.addEventListener("player-exit", event => {
49 const info = JSON.parse(event.data);
51 window.game.remove_player(info);
54 events.addEventListener("player-update", event => {
55 const info = JSON.parse(event.data);
57 if (info.id === window.game.state.player_info.id)
58 window.game.set_player_info(info);
60 window.game.set_other_player_info(info);
63 events.addEventListener("game-state", event => {
64 const state = JSON.parse(event.data);
66 window.game.reset_game_state();
68 window.game.set_prompts(state.prompts);
70 window.game.set_active_prompt(state.active_prompt);
72 window.game.set_players_answered(state.players_answered);
74 window.game.set_players_answering(state.players_answering);
76 window.game.set_answering_idle(state.answering_idle);
78 window.game.set_end_answers(state.end_answers);
80 window.game.set_ambiguities(state.ambiguities);
82 window.game.set_players_judged(state.players_judged);
84 window.game.set_players_judging(state.players_judging);
86 window.game.set_judging_idle(state.judging_idle);
88 window.game.set_end_judging(state.end_judging);
90 window.game.set_scores(state.scores);
92 window.game.set_new_game_votes(state.new_game_votes);
94 window.game.state_ready();
97 events.addEventListener("prompt", event => {
98 const prompt = JSON.parse(event.data);
100 window.game.add_or_update_prompt(prompt);
103 events.addEventListener("start", event => {
104 const prompt = JSON.parse(event.data);
106 window.game.set_active_prompt(prompt);
109 events.addEventListener("player-answered", event => {
110 const player = JSON.parse(event.data);
112 window.game.set_player_answered(player);
115 events.addEventListener("player-answering", event => {
116 const player = JSON.parse(event.data);
118 window.game.set_player_answering(player);
121 events.addEventListener("answering-idle", event => {
122 const value = JSON.parse(event.data);
124 window.game.set_answering_idle(value);
127 events.addEventListener("vote-end-answers", event => {
128 const player = JSON.parse(event.data);
130 window.game.set_player_vote_end_answers(player);
133 events.addEventListener("unvote-end-answers", event => {
134 const player = JSON.parse(event.data);
136 window.game.set_player_unvote_end_answers(player);
139 events.addEventListener("ambiguities", event => {
140 const ambiguities = JSON.parse(event.data);
142 window.game.set_ambiguities(ambiguities);
145 events.addEventListener("player-judged", event => {
146 const player = JSON.parse(event.data);
148 window.game.set_player_judged(player);
151 events.addEventListener("player-judging", event => {
152 const player = JSON.parse(event.data);
154 window.game.set_player_judging(player);
157 events.addEventListener("judging-idle", event => {
158 const value = JSON.parse(event.data);
160 window.game.set_judging_idle(value);
163 events.addEventListener("vote-end-judging", event => {
164 const player = JSON.parse(event.data);
166 window.game.set_player_vote_end_judging(player);
169 events.addEventListener("unvote-end-judging", event => {
170 const player = JSON.parse(event.data);
172 window.game.set_player_unvote_end_judging(player);
175 events.addEventListener("scores", event => {
176 const scores = JSON.parse(event.data);
178 window.game.set_scores(scores);
181 events.addEventListener("vote-new-game", event => {
182 const player = JSON.parse(event.data);
184 window.game.set_player_vote_new_game(player);
187 events.addEventListener("unvote-new-game", event => {
188 const player = JSON.parse(event.data);
190 window.game.set_player_unvote_new_game(player);
193 /*********************************************************
194 * Game and supporting classes *
195 *********************************************************/
197 function copy_to_clipboard(id)
199 const tmp = document.createElement("input");
200 tmp.setAttribute("value", document.getElementById(id).innerHTML);
201 document.body.appendChild(tmp);
203 document.execCommand("copy");
204 document.body.removeChild(tmp);
207 const GameInfo = React.memo(props => {
212 <div className="game-info">
213 <span className="game-id">{props.id}</span>
215 Share this link to invite friends:{" "}
216 <span id="game-share-url">{props.url}</span>
220 onClick={() => copy_to_clipboard('game-share-url')}
226 const PlayerInfo = React.memo(props => {
227 if (! props.player.id)
230 const all_players = [props.player, ...props.other_players];
232 const sorted_players = all_players.sort((a,b) => {
233 return b.score - a.score;
236 const names_and_scores = sorted_players.map(player => {
238 return `${player.name} (${player.score})`;
244 <div className="player-info">
245 <span className="players-header">Players: </span>
246 <span>{names_and_scores}</span>
251 function fetch_method_json(method, api = '', data = {}) {
252 const response = fetch(api, {
255 'Content-Type': 'application/json'
257 body: JSON.stringify(data)
262 function fetch_post_json(api = '', data = {}) {
263 return fetch_method_json('POST', api, data);
266 async function fetch_put_json(api = '', data = {}) {
267 return fetch_method_json('PUT', api, data);
270 class CategoryRequest extends React.PureComponent {
273 this.category = React.createRef();
275 this.handle_change = this.handle_change.bind(this);
276 this.handle_submit = this.handle_submit.bind(this);
279 handle_change(event) {
280 const category_input = this.category.current;
281 const category = category_input.value;
283 const match = category.match(/[0-9]+/);
285 const num_items = parseInt(match[0], 10);
286 if (num_items > 0 && num_items <= MAX_PROMPT_ITEMS)
287 category_input.setCustomValidity("");
291 async handle_submit(event) {
292 const form = event.currentTarget;
293 const category_input = this.category.current;
294 const category = category_input.value;
296 /* Prevent the default page-changing form-submission behavior. */
297 event.preventDefault();
299 const match = category.match(/[0-9]+/);
300 if (match === null) {
301 category_input.setCustomValidity("Category must include a number");
302 form.reportValidity();
306 const num_items = parseInt(match[0], 10);
308 if (num_items > MAX_PROMPT_ITEMS) {
309 category_input.setCustomValidity(`Maximum number of items is ${MAX_PROMPT_ITEMS}`);
310 form.reportValidity();
315 category_input.setCustomValidity("Category must require at least one item.");
316 form.reportValidity();
320 const response = await fetch_post_json("prompts", {
325 if (response.status === 200) {
326 const result = await response.json();
327 if (! result.valid) {
328 add_message("danger", result.message);
332 add_message("danger", "An error occurred submitting your category");
340 <div className="category-request">
341 <h2>Submit a Category</h2>
343 Suggest a category to play. Don't forget to include the
344 number of items for each person to submit.
347 <form onSubmit={this.handle_submit} >
348 <div className="form-field large">
352 placeholder="6 things at the beach"
355 onChange={this.handle_change}
360 <div className="form-field large">
361 <button type="submit">
372 const PromptOption = React.memo(props => {
374 const prompt = props.prompt;
376 if (prompt.votes_against.find(v => v === props.player.name))
381 className="vote-button"
383 onClick={() => fetch_post_json(`vote/${prompt.id}`) }
386 className="hide-button"
387 onClick={(event) => {
388 event.stopPropagation();
389 fetch_post_json(`vote_against/${prompt.id}`);
395 <div className="vote-choices">
396 {prompt.votes.map(v => {
400 className="vote-choice"
411 const PromptOptions = React.memo(props => {
413 if (props.prompts.length === 0)
417 <div className="prompt-options">
418 <h2>Vote on Categories</h2>
420 Select any categories below that you'd like to play.
421 You can choose as many as you'd like.
424 prompt => <PromptOption
427 player={props.player}
434 const LetsPlay = React.memo(props => {
436 const quorum = Math.round((props.num_players + 1) / 2);
437 const max_votes = props.prompts.reduce(
438 (max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
440 if (max_votes < quorum)
443 const candidates = props.prompts.filter(p => p.votes.length >= quorum);
444 const index = Math.floor(Math.random() * candidates.length);
445 const winner = candidates[index];
448 <div className="lets-play">
451 That should be enough voting. If you're not waiting for any
452 other players to join, then let's start.
455 className="lets-play"
456 onClick={() => fetch_post_json(`start/${winner.id}`) }
464 class Ambiguities extends React.PureComponent {
469 function canonize(word) {
470 return word.replace(/((a|an|the) )?(.*?)s?$/i, '$3');
473 const word_sets = [];
475 for (let word of props.words) {
476 const word_canon = canonize(word);
477 let found_match = false;
478 for (let set of word_sets) {
479 const set_canon = canonize(set.values().next().value);
480 if (word_canon === set_canon) {
487 const set = new Set();
494 word_sets: word_sets,
499 this.submitted = false;
500 this.judging_sent_recently = false;
503 async handle_submit() {
505 /* Don't submit a second time. */
509 const response = await fetch_post_json(
510 `judged/${this.props.prompt.id}`,{
511 word_groups: this.state.word_sets.map(set => Array.from(set)),
512 kudos: this.state.starred ? Array.from(this.state.starred) : null
516 if (response.status === 200) {
517 const result = await response.json();
518 if (! result.valid) {
519 add_message("danger", result.message);
523 add_message("danger", "An error occurred submitting the results of your judging");
527 this.submitted = true;
532 /* Let the server know we are doing some judging, (but rate limit
533 * this so we don't send a "judging" notification more frquently
536 if (! this.judging_sent_recently) {
537 fetch_post_json(`judging/${this.props.prompt.id}`);
538 this.judging_sent_recently = true;
539 setTimeout(() => { this.judging_sent_recently = false; }, 1000);
542 if (this.state.selected == word) {
543 /* Second click on same word removes the word from the group. */
544 const idx = this.state.word_sets.findIndex(s => s.has(word));
545 const set = this.state.word_sets[idx];
546 if (set.size === 1) {
547 /* When the word is already alone, there's nothing to do but
548 * to un-select it. */
555 const new_set = new Set([...set].filter(w => w !== word));
558 word_sets: [...this.state.word_sets.slice(0, idx),
561 ...this.state.word_sets.slice(idx+1)]
563 } else if (this.state.selected) {
564 /* Click of a second word groups the two together. */
565 const idx1 = this.state.word_sets.findIndex(s => s.has(this.state.selected));
566 const idx2 = this.state.word_sets.findIndex(s => s.has(word));
567 const set1 = this.state.word_sets[idx1];
568 const set2 = this.state.word_sets[idx2];
569 const new_set = new Set([...set2, ...set1]);
573 word_sets: [...this.state.word_sets.slice(0, idx1),
574 ...this.state.word_sets.slice(idx1 + 1, idx2),
576 ...this.state.word_sets.slice(idx2 + 1)]
581 word_sets: [...this.state.word_sets.slice(0, idx2),
583 ...this.state.word_sets.slice(idx2 + 1, idx1),
584 ...this.state.word_sets.slice(idx1 + 1)]
588 /* First click of a word selects it. */
596 let move_on_button = null;
598 if (this.props.idle) {
601 className="vote-button"
602 onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
604 Move On Without Their Input
605 <div className="vote-choices">
606 {[...this.props.votes].map(v => {
610 className="vote-choice"
621 let still_waiting = null;
622 const judging_players = Object.keys(this.props.players_judging);
623 if (judging_players.length) {
627 Still waiting for the following player
628 {judging_players.length > 1 ? 's' : '' }
632 {judging_players.map(player => {
639 {this.props.players_judging[player].active ?
643 <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
653 if (this.props.players_judged.has(this.props.player.name)) {
655 <div className="please-wait">
656 <h2>Submission received</h2>
658 The following players have completed judging:{' '}
659 {[...this.props.players_judged].join(', ')}
668 const btn_class = "ambiguity-button";
669 const btn_selected_class = btn_class + " selected";
672 <div className="ambiguities">
673 <h2>Judging Answers</h2>
675 Click on each pair of answers that should be scored as equivalent,
676 (and click any word twice to split it out from a group). Remember,
677 what goes around comes around, so it's best to be generous when
680 <h2>{this.props.prompt.prompt}</h2>
681 {this.state.word_sets.map(set => {
684 className="ambiguity-group"
685 key={Array.from(set)[0]}
687 {Array.from(set).map(word => {
690 className={this.state.selected === word ?
691 btn_selected_class : btn_class }
693 onClick={() => this.handle_click(word)}
700 className={this.state.starred === set ?
701 "star-button selected" : "star-button"
703 onClick={(event) => {
704 event.stopPropagation();
710 {this.state.starred === set ?
718 Click here when done judging:<br/>
720 onClick={() => this.handle_submit()}
730 class ActivePrompt extends React.PureComponent {
734 const items = props.prompt.items;
736 this.submitted = false;
738 this.answers = [...Array(items)].map(() => React.createRef());
739 this.answering_sent_recently = false;
741 this.handle_submit = this.handle_submit.bind(this);
742 this.handle_change = this.handle_change.bind(this);
745 handle_change(event) {
746 /* We don't care (or even look) at what the player is typing at
747 * this point. We simply want to be informed that the player _is_
748 * typing so that we can tell the server (which will tell other
749 * players) that there is activity here.
752 /* Rate limit so that we don't send an "answering" notification
753 * more frequently than necessary.
755 if (! this.answering_sent_recently) {
756 fetch_post_json(`answering/${this.props.prompt.id}`);
757 this.answering_sent_recently = true;
758 setTimeout(() => { this.answering_sent_recently = false; }, 1000);
762 async handle_submit(event) {
763 const form = event.currentTarget;
765 /* Prevent the default page-changing form-submission behavior. */
766 event.preventDefault();
768 /* And don't submit a second time. */
772 const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
773 answers: this.answers.map(r => r.current.value)
775 if (response.status === 200) {
776 const result = await response.json();
777 if (! result.valid) {
778 add_message("danger", result.message);
782 add_message("danger", "An error occurred submitting your answers");
786 /* Everything worked. Server is happy with our answers. */
788 this.submitted = true;
793 let still_waiting = null;
794 const answering_players = Object.keys(this.props.players_answering);;
795 if (answering_players.length) {
799 Still waiting for the following player
800 {answering_players.length > 1 ? 's' : ''}
804 {answering_players.map(player => {
811 {this.props.players_answering[player].active ?
815 <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
825 let move_on_button = null;
826 if (this.props.idle) {
829 className="vote-button"
830 onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) }
832 {answering_players.length ?
833 "Move On Without Their Answers" :
834 "Move On Without Anyone Else"}
835 <div className="vote-choices">
836 {[...this.props.votes].map(v => {
840 className="vote-choice"
851 if (this.props.players_answered.has(this.props.player.name)) {
853 <div className="please-wait">
854 <h2>Submission received</h2>
856 The following players have submitted their answers:{' '}
857 {[...this.props.players_answered].join(', ')}
867 <div className="active-prompt">
868 <h2>The Game of Empathy</h2>
870 Remember, you're trying to match your answers with
871 what the other players submit.
872 Give {this.props.prompt.items} answer
873 {this.props.prompt.items > 1 ? 's' : ''} for the following prompt:
875 <h2>{this.props.prompt.prompt}</h2>
876 <form onSubmit={this.handle_submit}>
877 {[...Array(this.props.prompt.items)].map((whocares,i) => {
881 className="form-field large">
887 onChange={this.handle_change}
888 ref={this.answers[i]}
896 className="form-field large">
897 <button type="submit">
908 class Game extends React.PureComponent {
917 players_answered: new Set(),
918 players_answering: {},
919 answering_idle: false,
920 end_answers_votes: new Set(),
922 players_judged: new Set(),
925 end_judging_votes: new Set(),
927 new_game_votes: new Set(),
932 set_game_info(info) {
938 set_player_info(info) {
944 set_other_player_info(info) {
945 const other_players_copy = [...this.state.other_players];
946 const idx = other_players_copy.findIndex(o => o.id === info.id);
948 other_players_copy[idx] = info;
950 other_players_copy.push(info);
953 other_players: other_players_copy
957 remove_player(info) {
959 other_players: this.state.other_players.filter(o => o.id !== info.id)
967 players_answered: new Set(),
968 players_answering: {},
969 answering_idle: false,
970 end_answers_votes: new Set(),
972 players_judged: new Set(),
975 end_judging_votes: new Set(),
977 new_game_votes: new Set(),
982 set_prompts(prompts) {
988 add_or_update_prompt(prompt) {
989 const prompts_copy = [...this.state.prompts];
990 const idx = prompts_copy.findIndex(p => p.id === prompt.id);
992 prompts_copy[idx] = prompt;
994 prompts_copy.push(prompt);
997 prompts: prompts_copy
1001 set_active_prompt(prompt) {
1003 active_prompt: prompt
1007 set_players_answered(players) {
1009 players_answered: new Set(players)
1013 set_player_answered(player) {
1014 const new_players_answering = {...this.state.players_answering};
1015 delete new_players_answering[player];
1018 players_answered: new Set([...this.state.players_answered, player]),
1019 players_answering: new_players_answering
1023 set_players_answering(players) {
1024 const players_answering = {};
1025 for (let player of players) {
1026 players_answering[player] = {active: false};
1029 players_answering: players_answering
1033 set_player_answering(player) {
1034 /* Set the player as actively answering now. */
1036 players_answering: {
1037 ...this.state.players_answering,
1038 [player]: {active: true}
1041 /* And arrange to have them marked idle very shortly.
1043 * Note: This timeout is intentionally very, very short. We only
1044 * need it long enough that the browser has latched onto the state
1045 * change to "active" above. We actually use a CSS transition
1046 * delay to control the user-perceptible length of time after
1047 * which an active player appears inactive.
1051 players_answering: {
1052 ...this.state.players_answering,
1053 [player]: {active: false}
1059 set_answering_idle(value) {
1061 answering_idle: value
1065 set_end_answers(players) {
1067 end_answers_votes: new Set(players)
1071 set_player_vote_end_answers(player) {
1073 end_answers_votes: new Set([...this.state.end_answers_votes, player])
1077 set_player_unvote_end_answers(player) {
1079 end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
1083 set_ambiguities(ambiguities) {
1085 ambiguities: ambiguities
1089 set_players_judged(players) {
1091 players_judged: new Set(players)
1095 set_player_judged(player) {
1096 const new_players_judging = {...this.state.players_judging};
1097 delete new_players_judging[player];
1100 players_judged: new Set([...this.state.players_judged, player]),
1101 players_judging: new_players_judging
1105 set_players_judging(players) {
1106 const players_judging = {};
1107 for (let player of players) {
1108 players_judging[player] = {active: false};
1111 players_judging: players_judging
1115 set_player_judging(player) {
1116 /* Set the player as actively judging now. */
1119 ...this.state.players_judging,
1120 [player]: {active: true}
1123 /* And arrange to have them marked idle very shortly.
1125 * Note: This timeout is intentionally very, very short. We only
1126 * need it long enough that the browser has latched onto the state
1127 * change to "active" above. We actually use a CSS transition
1128 * delay to control the user-perceptible length of time after
1129 * which an active player appears inactive.
1134 ...this.state.players_judging,
1135 [player]: {active: false}
1142 set_judging_idle(value) {
1148 set_end_judging(players) {
1150 end_judging_votes: new Set(players)
1154 set_player_vote_end_judging(player) {
1156 end_judging_votes: new Set([...this.state.end_judging_votes, player])
1160 set_player_unvote_end_judging(player) {
1162 end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
1166 set_scores(scores) {
1172 set_new_game_votes(players) {
1174 new_game_votes: new Set(players)
1178 set_player_vote_new_game(player) {
1180 new_game_votes: new Set([...this.state.new_game_votes, player])
1184 set_player_unvote_new_game(player) {
1186 new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
1197 const state = this.state;
1198 const players_total = 1 + state.other_players.length;
1202 let perfect_score = 0;
1204 i < state.active_prompt.items &&
1205 i < state.scores.words.length;
1208 perfect_score += state.scores.words[i].players.length;
1212 <div className="scores">
1213 <h2>{state.active_prompt.prompt}</h2>
1216 {state.scores.scores.map(score => {
1218 if (score.score == perfect_score) {
1219 perfect = <span className="achievement">Perfect!</span>;
1222 <li key={score.players[0]}>
1223 {score.players.join("/")}: {score.score} {perfect}
1228 <h2>Words submitted</h2>
1230 {state.scores.words.map(word => {
1232 <li key={word.word}>
1233 {word.word} ({word.players.length}): {word.players.join(', ')}
1239 className="vote-button"
1240 onClick={() => fetch_post_json(`new-game/${state.active_prompt.id}`) }
1243 <div className="vote-choices">
1244 {[...state.new_game_votes].map(v => {
1248 className="vote-choice"
1260 if (state.ambiguities){
1262 prompt={state.active_prompt}
1263 words={state.ambiguities}
1264 player={state.player_info}
1265 players_judged={state.players_judged}
1266 players_judging={state.players_judging}
1267 idle={state.judging_idle}
1268 votes={state.end_judging_votes}
1272 if (state.active_prompt) {
1273 return <ActivePrompt
1274 prompt={state.active_prompt}
1275 player={state.player_info}
1276 players_answered={state.players_answered}
1277 players_answering={state.players_answering}
1278 idle={state.answering_idle}
1279 votes={state.end_answers_votes}
1289 id={state.game_info.id}
1290 url={state.game_info.url}
1295 player={state.player_info}
1296 other_players={state.other_players}
1298 <p key="spacer"></p>,
1300 key="category-request"
1304 prompts={state.prompts}
1305 player={state.player_info}
1309 num_players={1+state.other_players.length}
1310 prompts={state.prompts}
1316 ReactDOM.render(<Game
1317 ref={(me) => window.game = me}
1318 />, document.getElementById("empathy"));