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 <= 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 ${MAX_PROMPT_ITEMS}`);
310 form.reportValidity();
314 const response = await fetch_post_json("prompts", {
319 if (response.status === 200) {
320 const result = await response.json();
321 if (! result.valid) {
322 add_message("danger", result.message);
326 add_message("danger", "An error occurred submitting your category");
334 <div className="category-request">
335 <h2>Submit a Category</h2>
337 Suggest a category to play. Don't forget to include the
338 number of items for each person to submit.
341 <form onSubmit={this.handle_submit} >
342 <div className="form-field large">
346 placeholder="6 things at the beach"
349 onChange={this.handle_change}
354 <div className="form-field large">
355 <button type="submit">
366 const PromptOption = React.memo(props => {
368 const prompt = props.prompt;
370 if (prompt.votes_against.find(v => v === props.player.name))
375 className="vote-button"
377 onClick={() => fetch_post_json(`vote/${prompt.id}`) }
380 className="hide-button"
381 onClick={(event) => {
382 event.stopPropagation();
383 fetch_post_json(`vote_against/${prompt.id}`);
389 <div className="vote-choices">
390 {prompt.votes.map(v => {
394 className="vote-choice"
405 const PromptOptions = React.memo(props => {
407 if (props.prompts.length === 0)
411 <div className="prompt-options">
412 <h2>Vote on Categories</h2>
414 Select any categories below that you'd like to play.
415 You can choose as many as you'd like.
417 {props.prompts.map(p => <PromptOption prompt={p} player={props.player} />)}
422 const LetsPlay = React.memo(props => {
424 const quorum = Math.round((props.num_players + 1) / 2);
425 const max_votes = props.prompts.reduce(
426 (max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
428 if (max_votes < quorum)
431 const candidates = props.prompts.filter(p => p.votes.length >= quorum);
432 const index = Math.floor(Math.random() * candidates.length);
433 const winner = candidates[index];
436 <div className="lets-play">
439 That should be enough voting. If you're not waiting for any
440 other players to join, then let's start.
443 className="lets-play"
444 onClick={() => fetch_post_json(`start/${winner.id}`) }
452 class Ambiguities extends React.PureComponent {
457 const word_sets = props.words.map(word => {
458 const set = new Set();
464 word_sets: word_sets,
468 this.submitted = false;
469 this.judging_sent_recently = false;
472 async handle_submit() {
474 /* Don't submit a second time. */
478 const response = await fetch_post_json(
479 `judged/${this.props.prompt.id}`,{
480 word_groups: this.state.word_sets.map(set => Array.from(set))
484 if (response.status === 200) {
485 const result = await response.json();
486 if (! result.valid) {
487 add_message("danger", result.message);
491 add_message("danger", "An error occurred submitting the results of your judging");
495 this.submitted = true;
500 /* Let the server know we are doing some judging, (but rate limit
501 * this so we don't send a "judging" notification more frquently
504 if (! this.judging_sent_recently) {
505 fetch_post_json(`judging/${this.props.prompt.id}`);
506 this.judging_sent_recently = true;
507 setTimeout(() => { this.judging_sent_recently = false; }, 1000);
510 if (this.state.selected == word) {
511 /* Second click on same word removes the word from the group. */
512 const idx = this.state.word_sets.findIndex(s => s.has(word));
513 const set = this.state.word_sets[idx];
514 if (set.size === 1) {
515 /* When the word is already alone, there's nothing to do but
516 * to un-select it. */
523 const new_set = new Set([...set].filter(w => w !== word));
526 word_sets: [...this.state.word_sets.slice(0, idx),
529 ...this.state.word_sets.slice(idx+1)]
531 } else if (this.state.selected) {
532 /* Click of a second word groups the two together. */
533 const idx1 = this.state.word_sets.findIndex(s => s.has(this.state.selected));
534 const idx2 = this.state.word_sets.findIndex(s => s.has(word));
535 const set1 = this.state.word_sets[idx1];
536 const set2 = this.state.word_sets[idx2];
537 const new_set = new Set([...set2, ...set1]);
541 word_sets: [...this.state.word_sets.slice(0, idx1),
542 ...this.state.word_sets.slice(idx1 + 1, idx2),
544 ...this.state.word_sets.slice(idx2 + 1)]
549 word_sets: [...this.state.word_sets.slice(0, idx2),
551 ...this.state.word_sets.slice(idx2 + 1, idx1),
552 ...this.state.word_sets.slice(idx1 + 1)]
556 /* First click of a word selects it. */
564 let move_on_button = null;
566 if (this.props.idle) {
569 className="vote-button"
570 onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
573 <div className="vote-choices">
574 {[...this.props.votes].map(v => {
578 className="vote-choice"
589 let still_waiting = null;
590 const judging_players = Object.keys(this.props.players_judging);
591 if (judging_players.length) {
595 Still waiting for the following player
596 {judging_players.length > 1 ? 's' : '' }
600 {judging_players.map(player => {
607 {this.props.players_judging[player].active ?
611 <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
621 if (this.props.players_judged.has(this.props.player.name)) {
623 <div className="please-wait">
624 <h2>Submission received</h2>
626 The following players have completed judging:{' '}
627 {[...this.props.players_judged].join(', ')}
636 const btn_class = "ambiguity-button";
637 const btn_selected_class = btn_class + " selected";
640 <div className="ambiguities">
641 <h2>Judging Answers</h2>
643 Click on each pair of answers that should be scored as equivalent,
644 (and click any word twice to split it out from a group). Remember,
645 what goes around comes around, so it's best to be generous when
648 <h2>{this.props.prompt.prompt}</h2>
649 {this.state.word_sets.map(set => {
652 className="ambiguity-group"
653 key={Array.from(set)[0]}
655 {Array.from(set).map(word => {
658 className={this.state.selected === word ?
659 btn_selected_class : btn_class }
661 onClick={() => this.handle_click(word)}
671 Click here when done judging:<br/>
673 onClick={() => this.handle_submit()}
683 class ActivePrompt extends React.PureComponent {
687 const items = props.prompt.items;
689 this.submitted = false;
691 this.answers = [...Array(items)].map(() => React.createRef());
692 this.answering_sent_recently = false;
694 this.handle_submit = this.handle_submit.bind(this);
695 this.handle_change = this.handle_change.bind(this);
698 handle_change(event) {
699 /* We don't care (or even look) at what the player is typing at
700 * this point. We simply want to be informed that the player _is_
701 * typing so that we can tell the server (which will tell other
702 * players) that there is activity here.
705 /* Rate limit so that we don't send an "answering" notification
706 * more frequently than necessary.
708 if (! this.answering_sent_recently) {
709 fetch_post_json(`answering/${this.props.prompt.id}`);
710 this.answering_sent_recently = true;
711 setTimeout(() => { this.answering_sent_recently = false; }, 1000);
715 async handle_submit(event) {
716 const form = event.currentTarget;
718 /* Prevent the default page-changing form-submission behavior. */
719 event.preventDefault();
721 /* And don't submit a second time. */
725 const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
726 answers: this.answers.map(r => r.current.value)
728 if (response.status === 200) {
729 const result = await response.json();
730 if (! result.valid) {
731 add_message("danger", result.message);
735 add_message("danger", "An error occurred submitting your answers");
739 /* Everything worked. Server is happy with our answers. */
741 this.submitted = true;
745 let move_on_button = null;
746 if (this.props.idle) {
749 className="vote-button"
750 onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) }
753 <div className="vote-choices">
754 {[...this.props.votes].map(v => {
758 className="vote-choice"
769 let still_waiting = null;
770 const answering_players = Object.keys(this.props.players_answering);;
771 if (answering_players.length) {
775 Still waiting for the following player
776 {answering_players.length > 1 ? 's' : ''}
780 {answering_players.map(player => {
787 {this.props.players_answering[player].active ?
791 <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
801 if (this.props.players_answered.has(this.props.player.name)) {
803 <div className="please-wait">
804 <h2>Submission received</h2>
806 The following players have submitted their answers:{' '}
807 {[...this.props.players_answered].join(', ')}
817 <div className="active-prompt">
818 <h2>The Game of Empathy</h2>
820 Remember, you're trying to match your answers with
821 what the other players submit.
822 Give {this.props.prompt.items} answer
823 {this.props.prompt.items > 1 ? 's' : ''} for the following prompt:
825 <h2>{this.props.prompt.prompt}</h2>
826 <form onSubmit={this.handle_submit}>
827 {[...Array(this.props.prompt.items)].map((whocares,i) => {
831 className="form-field large">
837 onChange={this.handle_change}
838 ref={this.answers[i]}
846 className="form-field large">
847 <button type="submit">
858 class Game extends React.PureComponent {
867 players_answered: new Set(),
868 players_answering: {},
869 answering_idle: false,
870 end_answers_votes: new Set(),
872 players_judged: new Set(),
875 end_judging_votes: new Set(),
877 new_game_votes: new Set(),
882 set_game_info(info) {
888 set_player_info(info) {
894 set_other_player_info(info) {
895 const other_players_copy = [...this.state.other_players];
896 const idx = other_players_copy.findIndex(o => o.id === info.id);
898 other_players_copy[idx] = info;
900 other_players_copy.push(info);
903 other_players: other_players_copy
907 remove_player(info) {
909 other_players: this.state.other_players.filter(o => o.id !== info.id)
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_prompts(prompts) {
938 add_or_update_prompt(prompt) {
939 const prompts_copy = [...this.state.prompts];
940 const idx = prompts_copy.findIndex(p => p.id === prompt.id);
942 prompts_copy[idx] = prompt;
944 prompts_copy.push(prompt);
947 prompts: prompts_copy
951 set_active_prompt(prompt) {
953 active_prompt: prompt
957 set_players_answered(players) {
959 players_answered: new Set(players)
963 set_player_answered(player) {
964 const new_players_answering = {...this.state.players_answering};
965 delete new_players_answering[player];
968 players_answered: new Set([...this.state.players_answered, player]),
969 players_answering: new_players_answering
973 set_players_answering(players) {
974 const players_answering = {};
975 for (let player of players) {
976 players_answering[player] = {active: false};
979 players_answering: players_answering
983 set_player_answering(player) {
984 /* Set the player as actively answering now. */
987 ...this.state.players_answering,
988 [player]: {active: true}
991 /* And arrange to have them marked idle very shortly.
993 * Note: This timeout is intentionally very, very short. We only
994 * need it long enough that the browser has latched onto the state
995 * change to "active" above. We actually use a CSS transition
996 * delay to control the user-perceptible length of time after
997 * which an active player appears inactive.
1001 players_answering: {
1002 ...this.state.players_answering,
1003 [player]: {active: false}
1009 set_answering_idle(value) {
1011 answering_idle: value
1015 set_end_answers(players) {
1017 end_answers_votes: new Set(players)
1021 set_player_vote_end_answers(player) {
1023 end_answers_votes: new Set([...this.state.end_answers_votes, player])
1027 set_player_unvote_end_answers(player) {
1029 end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
1033 set_ambiguities(ambiguities) {
1035 ambiguities: ambiguities
1039 set_players_judged(players) {
1041 players_judged: new Set(players)
1045 set_player_judged(player) {
1046 const new_players_judging = {...this.state.players_judging};
1047 delete new_players_judging[player];
1050 players_judged: new Set([...this.state.players_judged, player]),
1051 players_judging: new_players_judging
1055 set_players_judging(players) {
1056 const players_judging = {};
1057 for (let player of players) {
1058 players_judging[player] = {active: false};
1061 players_judging: players_judging
1065 set_player_judging(player) {
1066 /* Set the player as actively judging now. */
1069 ...this.state.players_judging,
1070 [player]: {active: true}
1073 /* And arrange to have them marked idle very shortly.
1075 * Note: This timeout is intentionally very, very short. We only
1076 * need it long enough that the browser has latched onto the state
1077 * change to "active" above. We actually use a CSS transition
1078 * delay to control the user-perceptible length of time after
1079 * which an active player appears inactive.
1084 ...this.state.players_judging,
1085 [player]: {active: false}
1092 set_judging_idle(value) {
1098 set_end_judging(players) {
1100 end_judging_votes: new Set(players)
1104 set_player_vote_end_judging(player) {
1106 end_judging_votes: new Set([...this.state.end_judging_votes, player])
1110 set_player_unvote_end_judging(player) {
1112 end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
1116 set_scores(scores) {
1122 set_new_game_votes(players) {
1124 new_game_votes: new Set(players)
1128 set_player_vote_new_game(player) {
1130 new_game_votes: new Set([...this.state.new_game_votes, player])
1134 set_player_unvote_new_game(player) {
1136 new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
1147 const state = this.state;
1148 const players_total = 1 + state.other_players.length;
1152 let perfect_score = 0;
1154 i < state.active_prompt.items &&
1155 i < state.scores.words.length;
1158 perfect_score += state.scores.words[i].players.length;
1162 <div className="scores">
1163 <h2>{state.active_prompt.prompt}</h2>
1166 {state.scores.scores.map(score => {
1168 if (score.score == perfect_score) {
1169 perfect = <span className="label">Perfect!</span>;
1172 <li key={score.players[0]}>
1173 {score.players.join("/")}: {score.score} {perfect}
1178 <h2>Words submitted</h2>
1180 {state.scores.words.map(word => {
1182 <li key={word.word}>
1183 {word.word} ({word.players.length}): {word.players.join(', ')}
1189 className="vote-button"
1190 onClick={() => fetch_post_json(`new-game/${state.active_prompt.id}`) }
1193 <div className="vote-choices">
1194 {[...state.new_game_votes].map(v => {
1198 className="vote-choice"
1210 if (state.ambiguities){
1212 prompt={state.active_prompt}
1213 words={state.ambiguities}
1214 player={state.player_info}
1215 players_judged={state.players_judged}
1216 players_judging={state.players_judging}
1217 idle={state.judging_idle}
1218 votes={state.end_judging_votes}
1222 if (state.active_prompt) {
1223 return <ActivePrompt
1224 prompt={state.active_prompt}
1225 player={state.player_info}
1226 players_answered={state.players_answered}
1227 players_answering={state.players_answering}
1228 idle={state.answering_idle}
1229 votes={state.end_answers_votes}
1239 id={state.game_info.id}
1240 url={state.game_info.url}
1245 player={state.player_info}
1246 other_players={state.other_players}
1248 <p key="spacer"></p>,
1250 key="category-request"
1254 prompts={state.prompts}
1255 player={state.player_info}
1259 num_players={1+state.other_players.length}
1260 prompts={state.prompts}
1266 ReactDOM.render(<Game
1267 ref={(me) => window.game = me}
1268 />, document.getElementById("empathy"));