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/${prompt.id}`);
395 <div className="vote-choices">
396 {prompt.votes.map(v => {
400 className="vote-choice"
411 const PromptOptions = React.memo(props => {
413 if (props.prompts.length === 0)
417 <div className="prompt-options">
418 <h2>Vote on Categories</h2>
420 Select any categories below that you'd like to play.
421 You can choose as many as you'd like.
424 prompt => <PromptOption
427 player={props.player}
434 const LetsPlay = React.memo(props => {
436 const quorum = Math.max(0, props.num_players - props.prompts.length);
437 const max_votes = props.prompts.reduce(
438 (max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
440 if (max_votes < quorum) {
441 let text = `Before we play, we should collect a bit
442 more information about what category would
443 be interesting for this group. So, either
444 type a new category option above, or else`;
445 if (props.prompts.length) {
446 if (props.prompts.length > 1)
447 text += " vote on some of the categories below.";
449 text += " vote on the category below.";
451 text += " wait for others to submit, and then vote on them below.";
455 <div className="before-we-play">
463 const candidates = props.prompts.filter(p => p.votes.length >= max_votes);
464 const index = Math.floor(Math.random() * candidates.length);
465 const winner = candidates[index];
468 <div className="lets-play">
471 That should be enough voting. If you're not waiting for any
472 other players to join, then let's start.
475 className="lets-play"
476 onClick={() => fetch_post_json(`start/${winner.id}`) }
484 class Ambiguities extends React.PureComponent {
489 function canonize(word) {
490 return word.replace(/((a|an|the) )?(.*?)s?$/i, '$3');
493 const word_sets = [];
495 for (let word of props.words) {
496 const word_canon = canonize(word);
497 let found_match = false;
498 for (let set of word_sets) {
499 const set_canon = canonize(set.values().next().value);
500 if (word_canon === set_canon) {
507 const set = new Set();
514 word_sets: word_sets,
519 this.submitted = false;
520 this.judging_sent_recently = false;
523 async handle_submit() {
525 /* Don't submit a second time. */
529 const response = await fetch_post_json(
530 `judged/${this.props.prompt.id}`,{
531 word_groups: this.state.word_sets.map(
533 words: Array.from(set),
534 kudos: this.state.starred === set ? true : false
539 if (response.status === 200) {
540 const result = await response.json();
541 if (! result.valid) {
542 add_message("danger", result.message);
546 add_message("danger", "An error occurred submitting the results of your judging");
550 this.submitted = true;
555 /* Let the server know we are doing some judging, (but rate limit
556 * this so we don't send a "judging" notification more frquently
559 if (! this.judging_sent_recently) {
560 fetch_post_json(`judging/${this.props.prompt.id}`);
561 this.judging_sent_recently = true;
562 setTimeout(() => { this.judging_sent_recently = false; }, 1000);
565 if (this.state.selected == word) {
566 /* Second click on same word removes the word from the group. */
567 const idx = this.state.word_sets.findIndex(s => s.has(word));
568 const set = this.state.word_sets[idx];
569 if (set.size === 1) {
570 /* When the word is already alone, there's nothing to do but
571 * to un-select it. */
578 const new_set = new Set([...set].filter(w => w !== word));
581 word_sets: [...this.state.word_sets.slice(0, idx),
584 ...this.state.word_sets.slice(idx+1)]
586 } else if (this.state.selected) {
587 /* Click of a second word groups the two together. */
588 const idx1 = this.state.word_sets.findIndex(s => s.has(this.state.selected));
589 const idx2 = this.state.word_sets.findIndex(s => s.has(word));
590 const set1 = this.state.word_sets[idx1];
591 const set2 = this.state.word_sets[idx2];
592 const new_set = new Set([...set2, ...set1]);
596 word_sets: [...this.state.word_sets.slice(0, idx1),
597 ...this.state.word_sets.slice(idx1 + 1, idx2),
599 ...this.state.word_sets.slice(idx2 + 1)]
604 word_sets: [...this.state.word_sets.slice(0, idx2),
606 ...this.state.word_sets.slice(idx2 + 1, idx1),
607 ...this.state.word_sets.slice(idx1 + 1)]
611 /* First click of a word selects it. */
619 let move_on_button = null;
621 if (this.props.idle) {
624 className="vote-button"
625 onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
627 Move On Without Their Input
628 <div className="vote-choices">
629 {[...this.props.votes].map(v => {
633 className="vote-choice"
644 let still_waiting = null;
645 const judging_players = Object.keys(this.props.players_judging);
646 if (judging_players.length) {
650 Still waiting for the following player
651 {judging_players.length > 1 ? 's' : '' }
655 {judging_players.map(player => {
662 {this.props.players_judging[player].active ?
666 <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
676 if (this.props.players_judged.has(this.props.player.name)) {
678 <div className="please-wait">
679 <h2>Submission received</h2>
681 The following players have completed judging:{' '}
682 {[...this.props.players_judged].join(', ')}
691 const btn_class = "ambiguity-button";
692 const btn_selected_class = btn_class + " selected";
695 <div className="ambiguities">
696 <h2>Judging Answers</h2>
698 Click on each pair of answers that should be scored as equivalent,
699 (and click any word twice to split it out from a group). Remember,
700 what goes around comes around, so it's best to be generous when
703 <h2>{this.props.prompt.prompt}</h2>
704 {this.state.word_sets.map(set => {
707 className="ambiguity-group"
708 key={Array.from(set)[0]}
710 {Array.from(set).map(word => {
713 className={this.state.selected === word ?
714 btn_selected_class : btn_class }
716 onClick={() => this.handle_click(word)}
723 className={this.state.starred === set ?
724 "star-button selected" : "star-button"
726 onClick={(event) => {
727 event.stopPropagation();
733 {this.state.starred === set ?
741 Click here when done judging:<br/>
743 onClick={() => this.handle_submit()}
753 class ActivePrompt extends React.PureComponent {
757 const items = props.prompt.items;
759 this.submitted = false;
761 this.answers = [...Array(items)].map(() => React.createRef());
762 this.answering_sent_recently = false;
764 this.handle_submit = this.handle_submit.bind(this);
765 this.handle_change = this.handle_change.bind(this);
768 handle_change(event) {
769 /* We don't care (or even look) at what the player is typing at
770 * this point. We simply want to be informed that the player _is_
771 * typing so that we can tell the server (which will tell other
772 * players) that there is activity here.
775 /* Rate limit so that we don't send an "answering" notification
776 * more frequently than necessary.
778 if (! this.answering_sent_recently) {
779 fetch_post_json(`answering/${this.props.prompt.id}`);
780 this.answering_sent_recently = true;
781 setTimeout(() => { this.answering_sent_recently = false; }, 1000);
785 async handle_submit(event) {
786 const form = event.currentTarget;
788 /* Prevent the default page-changing form-submission behavior. */
789 event.preventDefault();
791 /* And don't submit a second time. */
795 const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
796 answers: this.answers.map(r => r.current.value)
798 if (response.status === 200) {
799 const result = await response.json();
800 if (! result.valid) {
801 add_message("danger", result.message);
805 add_message("danger", "An error occurred submitting your answers");
809 /* Everything worked. Server is happy with our answers. */
811 this.submitted = true;
816 let still_waiting = null;
817 const answering_players = Object.keys(this.props.players_answering);;
818 if (answering_players.length) {
822 Still waiting for the following player
823 {answering_players.length > 1 ? 's' : ''}
827 {answering_players.map(player => {
834 {this.props.players_answering[player].active ?
838 <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
848 let move_on_button = null;
849 if (this.props.idle) {
852 className="vote-button"
853 onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) }
855 {answering_players.length ?
856 "Move On Without Their Answers" :
857 "Move On Without Anyone Else"}
858 <div className="vote-choices">
859 {[...this.props.votes].map(v => {
863 className="vote-choice"
874 if (this.props.players_answered.has(this.props.player.name)) {
876 <div className="please-wait">
877 <h2>Submission received</h2>
879 The following players have submitted their answers:{' '}
880 {[...this.props.players_answered].join(', ')}
890 <div className="active-prompt">
891 <h2>The Game of Empathy</h2>
893 Remember, you're trying to match your answers with
894 what the other players submit.
895 Give {this.props.prompt.items} answer
896 {this.props.prompt.items > 1 ? 's' : ''} for the following prompt:
898 <h2>{this.props.prompt.prompt}</h2>
899 <form onSubmit={this.handle_submit}>
900 {[...Array(this.props.prompt.items)].map((whocares,i) => {
904 className="form-field large">
910 onChange={this.handle_change}
911 ref={this.answers[i]}
919 className="form-field large">
920 <button type="submit">
931 class Game extends React.PureComponent {
940 players_answered: new Set(),
941 players_answering: {},
942 answering_idle: false,
943 end_answers_votes: new Set(),
945 players_judged: new Set(),
948 end_judging_votes: new Set(),
950 new_game_votes: new Set(),
955 set_game_info(info) {
961 set_player_info(info) {
967 set_other_player_info(info) {
968 const other_players_copy = [...this.state.other_players];
969 const idx = other_players_copy.findIndex(o => o.id === info.id);
971 other_players_copy[idx] = info;
973 other_players_copy.push(info);
976 other_players: other_players_copy
980 remove_player(info) {
982 other_players: this.state.other_players.filter(o => o.id !== info.id)
990 players_answered: new Set(),
991 players_answering: {},
992 answering_idle: false,
993 end_answers_votes: new Set(),
995 players_judged: new Set(),
998 end_judging_votes: new Set(),
1000 new_game_votes: new Set(),
1005 set_prompts(prompts) {
1011 add_or_update_prompt(prompt) {
1012 const prompts_copy = [...this.state.prompts];
1013 const idx = prompts_copy.findIndex(p => p.id === prompt.id);
1015 prompts_copy[idx] = prompt;
1017 prompts_copy.push(prompt);
1020 prompts: prompts_copy
1024 set_active_prompt(prompt) {
1026 active_prompt: prompt
1030 set_players_answered(players) {
1032 players_answered: new Set(players)
1036 set_player_answered(player) {
1037 const new_players_answering = {...this.state.players_answering};
1038 delete new_players_answering[player];
1041 players_answered: new Set([...this.state.players_answered, player]),
1042 players_answering: new_players_answering
1046 set_players_answering(players) {
1047 const players_answering = {};
1048 for (let player of players) {
1049 players_answering[player] = {active: false};
1052 players_answering: players_answering
1056 set_player_answering(player) {
1057 /* Set the player as actively answering now. */
1059 players_answering: {
1060 ...this.state.players_answering,
1061 [player]: {active: true}
1064 /* And arrange to have them marked idle very shortly.
1066 * Note: This timeout is intentionally very, very short. We only
1067 * need it long enough that the browser has latched onto the state
1068 * change to "active" above. We actually use a CSS transition
1069 * delay to control the user-perceptible length of time after
1070 * which an active player appears inactive.
1074 players_answering: {
1075 ...this.state.players_answering,
1076 [player]: {active: false}
1082 set_answering_idle(value) {
1084 answering_idle: value
1088 set_end_answers(players) {
1090 end_answers_votes: new Set(players)
1094 set_player_vote_end_answers(player) {
1096 end_answers_votes: new Set([...this.state.end_answers_votes, player])
1100 set_player_unvote_end_answers(player) {
1102 end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
1106 set_ambiguities(ambiguities) {
1108 ambiguities: ambiguities
1112 set_players_judged(players) {
1114 players_judged: new Set(players)
1118 set_player_judged(player) {
1119 const new_players_judging = {...this.state.players_judging};
1120 delete new_players_judging[player];
1123 players_judged: new Set([...this.state.players_judged, player]),
1124 players_judging: new_players_judging
1128 set_players_judging(players) {
1129 const players_judging = {};
1130 for (let player of players) {
1131 players_judging[player] = {active: false};
1134 players_judging: players_judging
1138 set_player_judging(player) {
1139 /* Set the player as actively judging now. */
1142 ...this.state.players_judging,
1143 [player]: {active: true}
1146 /* And arrange to have them marked idle very shortly.
1148 * Note: This timeout is intentionally very, very short. We only
1149 * need it long enough that the browser has latched onto the state
1150 * change to "active" above. We actually use a CSS transition
1151 * delay to control the user-perceptible length of time after
1152 * which an active player appears inactive.
1157 ...this.state.players_judging,
1158 [player]: {active: false}
1165 set_judging_idle(value) {
1171 set_end_judging(players) {
1173 end_judging_votes: new Set(players)
1177 set_player_vote_end_judging(player) {
1179 end_judging_votes: new Set([...this.state.end_judging_votes, player])
1183 set_player_unvote_end_judging(player) {
1185 end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
1189 set_scores(scores) {
1195 set_new_game_votes(players) {
1197 new_game_votes: new Set(players)
1201 set_player_vote_new_game(player) {
1203 new_game_votes: new Set([...this.state.new_game_votes, player])
1207 set_player_unvote_new_game(player) {
1209 new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
1220 const state = this.state;
1221 const players_total = 1 + state.other_players.length;
1225 let perfect_score = 0;
1227 i < state.active_prompt.items &&
1228 i < state.scores.words.length;
1231 perfect_score += state.scores.words[i].players.length;
1235 <div className="scores">
1236 <h2>{state.active_prompt.prompt}</h2>
1239 {state.scores.scores.map(score => {
1241 if (score.score === perfect_score) {
1242 perfect = <span className="achievement">Perfect!</span>;
1244 let quirkster = null;
1245 if (score.score === state.active_prompt.items) {
1246 quirkster = <span className="achievement">Quirkster!</span>;
1248 let kudos_slam = null;
1249 if (score.kudos > 0 && score.kudos >= players_total - 1) {
1250 kudos_slam = <span className="achievement">Kudos Slam!</span>;
1253 <li key={score.players[0]}>
1254 {score.players.join("/")}: {score.score}
1255 {score.kudos ? `, ${'★'.repeat(score.kudos)}` : ""}
1256 {' '}{perfect} {quirkster} {kudos_slam}
1261 <h2>Words submitted</h2>
1263 {state.scores.words.map(word => {
1264 let great_minds = null;
1265 if (word.kudos.length && word.players.length > 1) {
1266 great_minds = <span className="achievement">Great Minds!</span>;
1268 let kudos_slam = null;
1269 if (word.kudos.length > 0 && word.kudos.length >= players_total - 1) {
1270 kudos_slam = <span className="achievement">Kudos Slam!</span>;
1273 <li key={word.word}>
1274 {word.word} ({word.players.length}
1275 {word.kudos.length ? `, ${'★'.repeat(word.kudos.length)}` : ""}
1276 ): {word.players.join(', ')}
1277 {' '}{great_minds}{kudos_slam}
1283 className="vote-button"
1284 onClick={() => fetch_post_json(`new-game/${state.active_prompt.id}`) }
1287 <div className="vote-choices">
1288 {[...state.new_game_votes].map(v => {
1292 className="vote-choice"
1304 if (state.ambiguities){
1306 prompt={state.active_prompt}
1307 words={state.ambiguities}
1308 player={state.player_info}
1309 players_judged={state.players_judged}
1310 players_judging={state.players_judging}
1311 idle={state.judging_idle}
1312 votes={state.end_judging_votes}
1316 if (state.active_prompt) {
1317 return <ActivePrompt
1318 prompt={state.active_prompt}
1319 player={state.player_info}
1320 players_answered={state.players_answered}
1321 players_answering={state.players_answering}
1322 idle={state.answering_idle}
1323 votes={state.end_answers_votes}
1333 id={state.game_info.id}
1334 url={state.game_info.url}
1339 player={state.player_info}
1340 other_players={state.other_players}
1342 <p key="spacer"></p>,
1344 key="category-request"
1348 num_players={1+state.other_players.length}
1349 prompts={state.prompts}
1353 prompts={state.prompts}
1354 player={state.player_info}
1360 ReactDOM.render(<Game
1361 ref={(me) => window.game = me}
1362 />, document.getElementById("empathy"));