window.game.set_other_player_info(info);
});
+events.addEventListener("player-exit", event => {
+ const info = JSON.parse(event.data);
+
+ window.game.remove_player(info);
+});
+
events.addEventListener("player-update", event => {
const info = JSON.parse(event.data);
window.game.set_active_prompt(state.active_prompt);
- window.game.set_scores(state.scores);
+ window.game.set_players_answered(state.players_answered);
+
+ window.game.set_players_answering(state.players_answering);
+
+ window.game.set_answering_idle(state.answering_idle);
+
+ window.game.set_end_answers(state.end_answers);
window.game.set_ambiguities(state.ambiguities);
+
+ window.game.set_players_judged(state.players_judged);
+
+ window.game.set_players_judging(state.players_judging);
+
+ window.game.set_judging_idle(state.judging_idle);
+
+ window.game.set_end_judging(state.end_judging);
+
+ window.game.set_scores(state.scores);
+
+ window.game.set_new_game_votes(state.new_game_votes);
+
+ window.game.state_ready();
});
events.addEventListener("prompt", event => {
window.game.set_player_answering(player);
});
+events.addEventListener("answering-idle", event => {
+ const value = JSON.parse(event.data);
+
+ window.game.set_answering_idle(value);
+});
+
events.addEventListener("vote-end-answers", event => {
const player = JSON.parse(event.data);
window.game.set_player_judging(player);
});
+events.addEventListener("judging-idle", event => {
+ const value = JSON.parse(event.data);
+
+ window.game.set_judging_idle(value);
+});
+
events.addEventListener("vote-end-judging", event => {
const player = JSON.parse(event.data);
window.game.set_scores(scores);
});
+events.addEventListener("vote-new-game", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_vote_new_game(player);
+});
+
+events.addEventListener("unvote-new-game", event => {
+ const player = JSON.parse(event.data);
+
+ window.game.set_player_unvote_new_game(player);
+});
+
/*********************************************************
* Game and supporting classes *
*********************************************************/
if (! props.player.id)
return null;
+ const all_players = [props.player, ...props.other_players];
+
+ const sorted_players = all_players.sort((a,b) => {
+ return b.score - a.score;
+ });
+
+ const names_and_scores = sorted_players.map(player => {
+ if (player.score)
+ return `${player.name} (${player.score})`;
+ else
+ return player.name;
+ }).join(', ');
+
return (
<div className="player-info">
<span className="players-header">Players: </span>
- {props.player.name}
- {props.player.score > 0 ? ` (${props.player.score})` : ""}
- {props.other_players.map(other => (
- <span key={other.id}>
- {", "}
- {other.name}
- {other.score > 0 ? ` (${other.score})` : ""}
- </span>
- ))}
+ <span>{names_and_scores}</span>
</div>
);
});
}
}
+const PromptOption = React.memo(props => {
+
+ const prompt = props.prompt;
+ const [show_prompt, set_show_prompt] = React.useState(true);
+
+ if (! show_prompt)
+ return false;
+
+ if (prompt.votes_against.find(v => v === props.player.name))
+ return false;
+
+ return (
+ <button
+ className="vote-button"
+ key={prompt.id}
+ onClick={() => fetch_post_json(`vote/${prompt.id}`) }
+ >
+ <span
+ className="hide-button"
+ onClick={(event) => {
+ event.stopPropagation();
+ fetch_post_json(`vote_against/${prompt.id}`);
+ set_show_prompt(false);
+ }}
+ >
+ ×
+ </span>
+ {prompt.prompt}
+ <div className="vote-choices">
+ {prompt.votes.map(v => {
+ return (
+ <div
+ key={v}
+ className="vote-choice"
+ >
+ {v}
+ </div>
+ );
+ })}
+ </div>
+ </button>
+ );
+});
+
const PromptOptions = React.memo(props => {
if (props.prompts.length === 0)
Select any categories below that you'd like to play.
You can choose as many as you'd like.
</p>
- {props.prompts.map(p => {
- return (
- <button
- className="vote-button"
- key={p.id}
- onClick={() => fetch_post_json(`vote/${p.id}`) }
- >
- {p.prompt}
- <div className="vote-choices">
- {p.votes.map(v => {
- return (
- <div
- key={v}
- className="vote-choice"
- >
- {v}
- </div>
- );
- })}
- </div>
- </button>
- );
- })}
+ {props.prompts.map(p => <PromptOption prompt={p} player={props.player} />)}
</div>
);
});
this.state = {
word_sets: word_sets,
- submitted: false,
selected: null
};
+
+ this.submitted = false;
+ this.judging_sent_recently = false;
}
async handle_submit() {
+
+ /* Don't submit a second time. */
+ if (this.submitted)
+ return;
+
const response = await fetch_post_json(
`judged/${this.props.prompt.id}`,{
word_groups: this.state.word_sets.map(set => Array.from(set))
return;
}
- this.setState({
- submitted: true
- });
+ this.submitted = true;
}
handle_click(word) {
+
+ /* Let the server know we are doing some judging, (but rate limit
+ * this so we don't send a "judging" notification more frquently
+ * than necessary.
+ */
+ if (! this.judging_sent_recently) {
+ fetch_post_json(`judging/${this.props.prompt.id}`);
+ this.judging_sent_recently = true;
+ setTimeout(() => { this.judging_sent_recently = false; }, 1000);
+ }
+
if (this.state.selected == word) {
/* Second click on same word removes the word from the group. */
const idx = this.state.word_sets.findIndex(s => s.has(word));
const set = this.state.word_sets[idx];
- if (set.size === 1)
+ if (set.size === 1) {
+ /* When the word is already alone, there's nothing to do but
+ * to un-select it. */
+ this.setState({
+ selected: null
+ });
return;
+ }
+
const new_set = new Set([...set].filter(w => w !== word));
this.setState({
selected: null,
}
render() {
- if (this.state.submitted)
- return (
- <div className="please-wait">
- <h2>Submission received</h2>
- <p>
- The following players have completed judging:
- {[...this.props.players_judged].join(', ')}
- </p>
+ let move_on_button = null;
+
+ if (this.props.idle) {
+ move_on_button = (
+ <button
+ className="vote-button"
+ onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
+ >
+ Move On
+ <div className="vote-choices">
+ {[...this.props.votes].map(v => {
+ return (
+ <div
+ key={v}
+ className="vote-choice"
+ >
+ {v}
+ </div>
+ );
+ })}
+ </div>
+ </button>
+ );
+ }
+
+ let still_waiting = null;
+ const judging_players = Object.keys(this.props.players_judging);
+ if (judging_players.length) {
+ still_waiting = (
+ <div>
<p>
- Still waiting for the following players:
+ Still waiting for the following player
+ {judging_players.length > 1 ? 's' : '' }
+ :
</p>
<ul>
- {Object.entries(this.props.players_judging).map(player => {
+ {judging_players.map(player => {
return (
<li
key={player}
>
- {player}
- {this.props.players_judging[player] ?
- <span className="typing"/> : null }
+ {player}{' '}
+ <span className=
+ {this.props.players_judging[player].active ?
+ "typing active"
+ :
+ "typing idle"}>
+ <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
+ </span>
</li>
);
})}
</ul>
- <button
- className="vote-button"
- onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
- >
- Move On
- <div className="vote-choices">
- {[...this.props.votes].map(v => {
- return (
- <div
- key={v}
- className="vote-choice"
- >
- {v}
- </div>
- );
- })}
- </div>
- </button>
+ </div>
+ );
+ }
+
+ if (this.props.players_judged.has(this.props.player.name)) {
+ return (
+ <div className="please-wait">
+ <h2>Submission received</h2>
+ <p>
+ The following players have completed judging:{' '}
+ {[...this.props.players_judged].join(', ')}
+ </p>
+ {still_waiting}
+ {move_on_button}
</div>
);
+ }
const btn_class = "ambiguity-button";
const btn_selected_class = btn_class + " selected";
what goes around comes around, so it's best to be generous when
judging.
</p>
+ <h2>{this.props.prompt.prompt}</h2>
{this.state.word_sets.map(set => {
return (
<div
super(props);
const items = props.prompt.items;
- this.state = {
- submitted: false
- };
+ this.submitted = false;
this.answers = [...Array(items)].map(() => React.createRef());
+ this.answering_sent_recently = false;
+
this.handle_submit = this.handle_submit.bind(this);
+ this.handle_change = this.handle_change.bind(this);
+ }
+
+ handle_change(event) {
+ /* We don't care (or even look) at what the player is typing at
+ * this point. We simply want to be informed that the player _is_
+ * typing so that we can tell the server (which will tell other
+ * players) that there is activity here.
+ */
+
+ /* Rate limit so that we don't send an "answering" notification
+ * more frequently than necessary.
+ */
+ if (! this.answering_sent_recently) {
+ fetch_post_json(`answering/${this.props.prompt.id}`);
+ this.answering_sent_recently = true;
+ setTimeout(() => { this.answering_sent_recently = false; }, 1000);
+ }
}
async handle_submit(event) {
/* Prevent the default page-changing form-submission behavior. */
event.preventDefault();
+ /* And don't submit a second time. */
+ if (this.submitted)
+ return;
+
const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
answers: this.answers.map(r => r.current.value)
});
/* Everything worked. Server is happy with our answers. */
form.reset();
- this.setState({
- submitted: true
- });
+ this.submitted = true;
}
render() {
- if (this.state.submitted)
- return (
- <div className="please-wait">
- <h2>Submission received</h2>
- <p>
- The following players have submitted their answers:
- {[...this.props.players_answered].join(', ')}
- </p>
+ let move_on_button = null;
+ if (this.props.idle) {
+ move_on_button =(
+ <button
+ className="vote-button"
+ onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) }
+ >
+ Move On
+ <div className="vote-choices">
+ {[...this.props.votes].map(v => {
+ return (
+ <div
+ key={v}
+ className="vote-choice"
+ >
+ {v}
+ </div>
+ );
+ })}
+ </div>
+ </button>
+ );
+ }
+
+ let still_waiting = null;
+ const answering_players = Object.keys(this.props.players_answering);;
+ if (answering_players.length) {
+ still_waiting = (
+ <div>
<p>
- Still waiting for the following players:
+ Still waiting for the following player
+ {answering_players.length > 1 ? 's' : ''}
+ :
</p>
<ul>
- {Object.entries(this.props.players_answering).map(player => {
+ {answering_players.map(player => {
return (
<li
key={player}
>
- {player}
- {this.props.players_answering[player] ?
- <span className="typing"/> : null }
+ {player}{' '}
+ <span className=
+ {this.props.players_answering[player].active ?
+ "typing active"
+ :
+ "typing idle"}>
+ <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
+ </span>
</li>
);
})}
</ul>
- <button
- className="vote-button"
- onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) }
- >
- Move On
- <div className="vote-choices">
- {[...this.props.votes].map(v => {
- return (
- <div
- key={v}
- className="vote-choice"
- >
- {v}
- </div>
- );
- })}
- </div>
- </button>
+ </div>
+ );
+ }
+
+ if (this.props.players_answered.has(this.props.player.name)) {
+ return (
+ <div className="please-wait">
+ <h2>Submission received</h2>
+ <p>
+ The following players have submitted their answers:{' '}
+ {[...this.props.players_answered].join(', ')}
+ </p>
+ {still_waiting}
+ {move_on_button}
</div>
);
+ }
return (
<div className="active-prompt">
<p>
Remember, you're trying to match your answers with
what the other players submit.
- Give {this.props.prompt.items} answers for the following prompt:
+ Give {this.props.prompt.items} answer
+ {this.props.prompt.items > 1 ? 's' : ''} for the following prompt:
</p>
<h2>{this.props.prompt.prompt}</h2>
<form onSubmit={this.handle_submit}>
name={`answer_${i}`}
required
autoComplete="off"
+ onChange={this.handle_change}
ref={this.answers[i]}
/>
</div>
active_prompt: null,
players_answered: new Set(),
players_answering: {},
+ answering_idle: false,
end_answers_votes: new Set(),
ambiguities: null,
players_judged: new Set(),
players_judging: {},
+ judging_idle: false,
end_judging_votes: new Set(),
- scores: null
+ scores: null,
+ new_game_votes: new Set(),
+ ready: false
};
}
});
}
+ remove_player(info) {
+ this.setState({
+ other_players: this.state.other_players.filter(o => o.id !== info.id)
+ });
+ }
+
reset_game_state() {
this.setState({
prompts: [],
active_prompt: null,
players_answered: new Set(),
players_answering: {},
+ answering_idle: false,
end_answers_votes: new Set(),
ambiguities: null,
players_judged: new Set(),
players_judging: {},
+ judging_idle: false,
end_judging_votes: new Set(),
- scores: null
+ scores: null,
+ new_game_votes: new Set(),
+ ready: false
});
}
});
}
+ set_players_answered(players) {
+ this.setState({
+ players_answered: new Set(players)
+ });
+ }
+
set_player_answered(player) {
const new_players_answering = {...this.state.players_answering};
delete new_players_answering[player];
});
}
+ set_players_answering(players) {
+ const players_answering = {};
+ for (let player of players) {
+ players_answering[player] = {active: false};
+ }
+ this.setState({
+ players_answering: players_answering
+ });
+ }
+
set_player_answering(player) {
+ /* Set the player as actively answering now. */
this.setState({
players_answering: {
...this.state.players_answering,
[player]: {active: true}
}
});
+ /* And arrange to have them marked idle very shortly.
+ *
+ * Note: This timeout is intentionally very, very short. We only
+ * need it long enough that the browser has latched onto the state
+ * change to "active" above. We actually use a CSS transition
+ * delay to control the user-perceptible length of time after
+ * which an active player appears inactive.
+ */
+ setTimeout(() => {
+ this.setState({
+ players_answering: {
+ ...this.state.players_answering,
+ [player]: {active: false}
+ }
+ });
+ }, 100);
+ }
+
+ set_answering_idle(value) {
+ this.setState({
+ answering_idle: value
+ });
+ }
+
+ set_end_answers(players) {
+ this.setState({
+ end_answers_votes: new Set(players)
+ });
}
set_player_vote_end_answers(player) {
});
}
+ set_players_judged(players) {
+ this.setState({
+ players_judged: new Set(players)
+ });
+ }
+
set_player_judged(player) {
const new_players_judging = {...this.state.players_judging};
delete new_players_judging[player];
});
}
+ set_players_judging(players) {
+ const players_judging = {};
+ for (let player of players) {
+ players_judging[player] = {active: false};
+ }
+ this.setState({
+ players_judging: players_judging
+ });
+ }
+
set_player_judging(player) {
+ /* Set the player as actively judging now. */
this.setState({
players_judging: {
...this.state.players_judging,
[player]: {active: true}
}
});
+ /* And arrange to have them marked idle very shortly.
+ *
+ * Note: This timeout is intentionally very, very short. We only
+ * need it long enough that the browser has latched onto the state
+ * change to "active" above. We actually use a CSS transition
+ * delay to control the user-perceptible length of time after
+ * which an active player appears inactive.
+ */
+ setTimeout(() => {
+ this.setState({
+ players_judging: {
+ ...this.state.players_judging,
+ [player]: {active: false}
+ }
+ });
+ }, 100);
+
}
+ set_judging_idle(value) {
+ this.setState({
+ judging_idle: value
+ });
+ }
+
+ set_end_judging(players) {
+ this.setState({
+ end_judging_votes: new Set(players)
+ });
+ }
set_player_vote_end_judging(player) {
this.setState({
});
}
+ set_new_game_votes(players) {
+ this.setState({
+ new_game_votes: new Set(players)
+ });
+ }
+
+ set_player_vote_new_game(player) {
+ this.setState({
+ new_game_votes: new Set([...this.state.new_game_votes, player])
+ });
+ }
+
+ set_player_unvote_new_game(player) {
+ this.setState({
+ new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
+ });
+ }
+
+ state_ready() {
+ this.setState({
+ ready: true
+ });
+ }
+
render() {
const state = this.state;
const players_total = 1 + state.other_players.length;
if (state.scores) {
return (
<div className="scores">
+ <h2>{state.active_prompt.prompt}</h2>
<h2>Scores</h2>
<ul>
{state.scores.scores.map(score => {
return (
<li key={score.player}>
- {score.player}: {score.score}
+ {score.players.join("/")}: {score.score}
</li>
);
})}
{state.scores.words.map(word => {
return (
<li key={word.word}>
- {`${word.word}: ${word.players.join(', ')}`}
+ {word.word} ({word.players.length}): {word.players.join(', ')}
</li>
);
})}
</ul>
<button
- className="new-game"
- onClick={() => fetch_post_json('reset') }
+ className="vote-button"
+ onClick={() => fetch_post_json(`new-game/${state.active_prompt.id}`) }
>
New Game
+ <div className="vote-choices">
+ {[...state.new_game_votes].map(v => {
+ return (
+ <div
+ key={v}
+ className="vote-choice"
+ >
+ {v}
+ </div>
+ );
+ })}
+ </div>
</button>
</div>
);
return <Ambiguities
prompt={state.active_prompt}
words={state.ambiguities}
+ player={state.player_info}
players_judged={state.players_judged}
players_judging={state.players_judging}
+ idle={state.judging_idle}
votes={state.end_judging_votes}
/>;
}
if (state.active_prompt) {
return <ActivePrompt
prompt={state.active_prompt}
+ player={state.player_info}
players_answered={state.players_answered}
players_answering={state.players_answering}
+ idle={state.answering_idle}
votes={state.end_answers_votes}
/>;
}
+ if (! state.ready)
+ return null;
+
return [
<GameInfo
key="game-info"
<PromptOptions
key="prompts"
prompts={state.prompts}
+ player={state.player_info}
/>,
<LetsPlay
key="lets-play"