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/${prompt.id}`);
389 <div className="vote-choices">
390 {prompt.votes.map(v => {
394 className="vote-choice"
405 const PromptOptions = React.memo(props => {
407 if (props.prompts.length === 0)
411 <div className="prompt-options">
412 <h2>Vote on Categories</h2>
414 Select any categories below that you'd like to play.
415 You can choose as many as you'd like.
418 prompt => <PromptOption
421 player={props.player}
428 const LetsPlay = React.memo(props => {
430 const quorum = Math.round((props.num_players + 1) / 2);
431 const max_votes = props.prompts.reduce(
432 (max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
434 if (max_votes < quorum)
437 const candidates = props.prompts.filter(p => p.votes.length >= quorum);
438 const index = Math.floor(Math.random() * candidates.length);
439 const winner = candidates[index];
442 <div className="lets-play">
445 That should be enough voting. If you're not waiting for any
446 other players to join, then let's start.
449 className="lets-play"
450 onClick={() => fetch_post_json(`start/${winner.id}`) }
458 class Ambiguities extends React.PureComponent {
463 function canonize(word) {
464 return word.replace(/((a|an|the) )?(.*?)s?$/i, '$3');
467 const word_sets = [];
469 for (let word of props.words) {
470 const word_canon = canonize(word);
471 let found_match = false;
472 for (let set of word_sets) {
473 const set_canon = canonize(set.values().next().value);
474 if (word_canon === set_canon) {
481 const set = new Set();
488 word_sets: word_sets,
493 this.submitted = false;
494 this.judging_sent_recently = false;
497 async handle_submit() {
499 /* Don't submit a second time. */
503 const response = await fetch_post_json(
504 `judged/${this.props.prompt.id}`,{
505 word_groups: this.state.word_sets.map(set => Array.from(set)),
506 kudos: this.state.starred ? Array.from(this.state.starred) : null
510 if (response.status === 200) {
511 const result = await response.json();
512 if (! result.valid) {
513 add_message("danger", result.message);
517 add_message("danger", "An error occurred submitting the results of your judging");
521 this.submitted = true;
526 /* Let the server know we are doing some judging, (but rate limit
527 * this so we don't send a "judging" notification more frquently
530 if (! this.judging_sent_recently) {
531 fetch_post_json(`judging/${this.props.prompt.id}`);
532 this.judging_sent_recently = true;
533 setTimeout(() => { this.judging_sent_recently = false; }, 1000);
536 if (this.state.selected == word) {
537 /* Second click on same word removes the word from the group. */
538 const idx = this.state.word_sets.findIndex(s => s.has(word));
539 const set = this.state.word_sets[idx];
540 if (set.size === 1) {
541 /* When the word is already alone, there's nothing to do but
542 * to un-select it. */
549 const new_set = new Set([...set].filter(w => w !== word));
552 word_sets: [...this.state.word_sets.slice(0, idx),
555 ...this.state.word_sets.slice(idx+1)]
557 } else if (this.state.selected) {
558 /* Click of a second word groups the two together. */
559 const idx1 = this.state.word_sets.findIndex(s => s.has(this.state.selected));
560 const idx2 = this.state.word_sets.findIndex(s => s.has(word));
561 const set1 = this.state.word_sets[idx1];
562 const set2 = this.state.word_sets[idx2];
563 const new_set = new Set([...set2, ...set1]);
567 word_sets: [...this.state.word_sets.slice(0, idx1),
568 ...this.state.word_sets.slice(idx1 + 1, idx2),
570 ...this.state.word_sets.slice(idx2 + 1)]
575 word_sets: [...this.state.word_sets.slice(0, idx2),
577 ...this.state.word_sets.slice(idx2 + 1, idx1),
578 ...this.state.word_sets.slice(idx1 + 1)]
582 /* First click of a word selects it. */
590 let move_on_button = null;
592 if (this.props.idle) {
595 className="vote-button"
596 onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
599 <div className="vote-choices">
600 {[...this.props.votes].map(v => {
604 className="vote-choice"
615 let still_waiting = null;
616 const judging_players = Object.keys(this.props.players_judging);
617 if (judging_players.length) {
621 Still waiting for the following player
622 {judging_players.length > 1 ? 's' : '' }
626 {judging_players.map(player => {
633 {this.props.players_judging[player].active ?
637 <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
647 if (this.props.players_judged.has(this.props.player.name)) {
649 <div className="please-wait">
650 <h2>Submission received</h2>
652 The following players have completed judging:{' '}
653 {[...this.props.players_judged].join(', ')}
662 const btn_class = "ambiguity-button";
663 const btn_selected_class = btn_class + " selected";
666 <div className="ambiguities">
667 <h2>Judging Answers</h2>
669 Click on each pair of answers that should be scored as equivalent,
670 (and click any word twice to split it out from a group). Remember,
671 what goes around comes around, so it's best to be generous when
674 <h2>{this.props.prompt.prompt}</h2>
675 {this.state.word_sets.map(set => {
678 className="ambiguity-group"
679 key={Array.from(set)[0]}
681 {Array.from(set).map(word => {
684 className={this.state.selected === word ?
685 btn_selected_class : btn_class }
687 onClick={() => this.handle_click(word)}
694 className={this.state.starred === set ?
695 "star-button selected" : "star-button"
697 onClick={(event) => {
698 event.stopPropagation();
704 {this.state.starred === set ?
712 Click here when done judging:<br/>
714 onClick={() => this.handle_submit()}
724 class ActivePrompt extends React.PureComponent {
728 const items = props.prompt.items;
730 this.submitted = false;
732 this.answers = [...Array(items)].map(() => React.createRef());
733 this.answering_sent_recently = false;
735 this.handle_submit = this.handle_submit.bind(this);
736 this.handle_change = this.handle_change.bind(this);
739 handle_change(event) {
740 /* We don't care (or even look) at what the player is typing at
741 * this point. We simply want to be informed that the player _is_
742 * typing so that we can tell the server (which will tell other
743 * players) that there is activity here.
746 /* Rate limit so that we don't send an "answering" notification
747 * more frequently than necessary.
749 if (! this.answering_sent_recently) {
750 fetch_post_json(`answering/${this.props.prompt.id}`);
751 this.answering_sent_recently = true;
752 setTimeout(() => { this.answering_sent_recently = false; }, 1000);
756 async handle_submit(event) {
757 const form = event.currentTarget;
759 /* Prevent the default page-changing form-submission behavior. */
760 event.preventDefault();
762 /* And don't submit a second time. */
766 const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
767 answers: this.answers.map(r => r.current.value)
769 if (response.status === 200) {
770 const result = await response.json();
771 if (! result.valid) {
772 add_message("danger", result.message);
776 add_message("danger", "An error occurred submitting your answers");
780 /* Everything worked. Server is happy with our answers. */
782 this.submitted = true;
786 let move_on_button = null;
787 if (this.props.idle) {
790 className="vote-button"
791 onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) }
794 <div className="vote-choices">
795 {[...this.props.votes].map(v => {
799 className="vote-choice"
810 let still_waiting = null;
811 const answering_players = Object.keys(this.props.players_answering);;
812 if (answering_players.length) {
816 Still waiting for the following player
817 {answering_players.length > 1 ? 's' : ''}
821 {answering_players.map(player => {
828 {this.props.players_answering[player].active ?
832 <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
842 if (this.props.players_answered.has(this.props.player.name)) {
844 <div className="please-wait">
845 <h2>Submission received</h2>
847 The following players have submitted their answers:{' '}
848 {[...this.props.players_answered].join(', ')}
858 <div className="active-prompt">
859 <h2>The Game of Empathy</h2>
861 Remember, you're trying to match your answers with
862 what the other players submit.
863 Give {this.props.prompt.items} answer
864 {this.props.prompt.items > 1 ? 's' : ''} for the following prompt:
866 <h2>{this.props.prompt.prompt}</h2>
867 <form onSubmit={this.handle_submit}>
868 {[...Array(this.props.prompt.items)].map((whocares,i) => {
872 className="form-field large">
878 onChange={this.handle_change}
879 ref={this.answers[i]}
887 className="form-field large">
888 <button type="submit">
899 class Game extends React.PureComponent {
908 players_answered: new Set(),
909 players_answering: {},
910 answering_idle: false,
911 end_answers_votes: new Set(),
913 players_judged: new Set(),
916 end_judging_votes: new Set(),
918 new_game_votes: new Set(),
923 set_game_info(info) {
929 set_player_info(info) {
935 set_other_player_info(info) {
936 const other_players_copy = [...this.state.other_players];
937 const idx = other_players_copy.findIndex(o => o.id === info.id);
939 other_players_copy[idx] = info;
941 other_players_copy.push(info);
944 other_players: other_players_copy
948 remove_player(info) {
950 other_players: this.state.other_players.filter(o => o.id !== info.id)
958 players_answered: new Set(),
959 players_answering: {},
960 answering_idle: false,
961 end_answers_votes: new Set(),
963 players_judged: new Set(),
966 end_judging_votes: new Set(),
968 new_game_votes: new Set(),
973 set_prompts(prompts) {
979 add_or_update_prompt(prompt) {
980 const prompts_copy = [...this.state.prompts];
981 const idx = prompts_copy.findIndex(p => p.id === prompt.id);
983 prompts_copy[idx] = prompt;
985 prompts_copy.push(prompt);
988 prompts: prompts_copy
992 set_active_prompt(prompt) {
994 active_prompt: prompt
998 set_players_answered(players) {
1000 players_answered: new Set(players)
1004 set_player_answered(player) {
1005 const new_players_answering = {...this.state.players_answering};
1006 delete new_players_answering[player];
1009 players_answered: new Set([...this.state.players_answered, player]),
1010 players_answering: new_players_answering
1014 set_players_answering(players) {
1015 const players_answering = {};
1016 for (let player of players) {
1017 players_answering[player] = {active: false};
1020 players_answering: players_answering
1024 set_player_answering(player) {
1025 /* Set the player as actively answering now. */
1027 players_answering: {
1028 ...this.state.players_answering,
1029 [player]: {active: true}
1032 /* And arrange to have them marked idle very shortly.
1034 * Note: This timeout is intentionally very, very short. We only
1035 * need it long enough that the browser has latched onto the state
1036 * change to "active" above. We actually use a CSS transition
1037 * delay to control the user-perceptible length of time after
1038 * which an active player appears inactive.
1042 players_answering: {
1043 ...this.state.players_answering,
1044 [player]: {active: false}
1050 set_answering_idle(value) {
1052 answering_idle: value
1056 set_end_answers(players) {
1058 end_answers_votes: new Set(players)
1062 set_player_vote_end_answers(player) {
1064 end_answers_votes: new Set([...this.state.end_answers_votes, player])
1068 set_player_unvote_end_answers(player) {
1070 end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
1074 set_ambiguities(ambiguities) {
1076 ambiguities: ambiguities
1080 set_players_judged(players) {
1082 players_judged: new Set(players)
1086 set_player_judged(player) {
1087 const new_players_judging = {...this.state.players_judging};
1088 delete new_players_judging[player];
1091 players_judged: new Set([...this.state.players_judged, player]),
1092 players_judging: new_players_judging
1096 set_players_judging(players) {
1097 const players_judging = {};
1098 for (let player of players) {
1099 players_judging[player] = {active: false};
1102 players_judging: players_judging
1106 set_player_judging(player) {
1107 /* Set the player as actively judging now. */
1110 ...this.state.players_judging,
1111 [player]: {active: true}
1114 /* And arrange to have them marked idle very shortly.
1116 * Note: This timeout is intentionally very, very short. We only
1117 * need it long enough that the browser has latched onto the state
1118 * change to "active" above. We actually use a CSS transition
1119 * delay to control the user-perceptible length of time after
1120 * which an active player appears inactive.
1125 ...this.state.players_judging,
1126 [player]: {active: false}
1133 set_judging_idle(value) {
1139 set_end_judging(players) {
1141 end_judging_votes: new Set(players)
1145 set_player_vote_end_judging(player) {
1147 end_judging_votes: new Set([...this.state.end_judging_votes, player])
1151 set_player_unvote_end_judging(player) {
1153 end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
1157 set_scores(scores) {
1163 set_new_game_votes(players) {
1165 new_game_votes: new Set(players)
1169 set_player_vote_new_game(player) {
1171 new_game_votes: new Set([...this.state.new_game_votes, player])
1175 set_player_unvote_new_game(player) {
1177 new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
1188 const state = this.state;
1189 const players_total = 1 + state.other_players.length;
1193 let perfect_score = 0;
1195 i < state.active_prompt.items &&
1196 i < state.scores.words.length;
1199 perfect_score += state.scores.words[i].players.length;
1203 <div className="scores">
1204 <h2>{state.active_prompt.prompt}</h2>
1207 {state.scores.scores.map(score => {
1209 if (score.score == perfect_score) {
1210 perfect = <span className="label">Perfect!</span>;
1213 <li key={score.players[0]}>
1214 {score.players.join("/")}: {score.score} {perfect}
1219 <h2>Words submitted</h2>
1221 {state.scores.words.map(word => {
1223 <li key={word.word}>
1224 {word.word} ({word.players.length}): {word.players.join(', ')}
1230 className="vote-button"
1231 onClick={() => fetch_post_json(`new-game/${state.active_prompt.id}`) }
1234 <div className="vote-choices">
1235 {[...state.new_game_votes].map(v => {
1239 className="vote-choice"
1251 if (state.ambiguities){
1253 prompt={state.active_prompt}
1254 words={state.ambiguities}
1255 player={state.player_info}
1256 players_judged={state.players_judged}
1257 players_judging={state.players_judging}
1258 idle={state.judging_idle}
1259 votes={state.end_judging_votes}
1263 if (state.active_prompt) {
1264 return <ActivePrompt
1265 prompt={state.active_prompt}
1266 player={state.player_info}
1267 players_answered={state.players_answered}
1268 players_answering={state.players_answering}
1269 idle={state.answering_idle}
1270 votes={state.end_answers_votes}
1280 id={state.game_info.id}
1281 url={state.game_info.url}
1286 player={state.player_info}
1287 other_players={state.other_players}
1289 <p key="spacer"></p>,
1291 key="category-request"
1295 prompts={state.prompts}
1296 player={state.player_info}
1300 num_players={1+state.other_players.length}
1301 prompts={state.prompts}
1307 ReactDOM.render(<Game
1308 ref={(me) => window.game = me}
1309 />, document.getElementById("empathy"));