]> git.cworth.org Git - lmno.games/blobdiff - empathy/empathy.jsx
Add animated, bouncing/fading ellipses to indicate activity
[lmno.games] / empathy / empathy.jsx
index e887b1b8b9b1af33ddc76aa751613f66a2253205..143acd930824a564af6a7153cbbd3b37006a54fc 100644 (file)
@@ -572,26 +572,33 @@ class Ambiguities extends React.PureComponent {
     let still_waiting = null;
     const judging_players = Object.keys(this.props.players_judging);
     if (judging_players.length) {
-      still_waiting = [
-        <p>
-          Still waiting for the following player
-          {judging_players.length > 1 ? 's' : '' }
-          :
-        </p>,
-        <ul>
-          {judging_players.map(player => {
-            return (
-              <li
-                key={player}
-              >
-                {player}
-                {this.props.players_judging[player] ?
-                 <span className="typing"/> : null }
-              </li>
-            );
-          })}
-        </ul>
-      ];
+      still_waiting = (
+        <div>
+          <p>
+            Still waiting for the following player
+            {judging_players.length > 1 ? 's' : '' }
+            :
+          </p>
+          <ul>
+            {judging_players.map(player => {
+              return (
+                <li
+                  key={player}
+                >
+                  {player}{' '}
+                  <span className=
+                  {this.props.players_judging[player].active ?
+                   "typing active"
+                   :
+                   "typing idle"}>
+                    <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
+                  </span>
+                </li>
+              );
+            })}
+          </ul>
+        </div>
+      );
     }
 
     if (this.props.players_judged.has(this.props.player.name)) {
@@ -745,26 +752,33 @@ class ActivePrompt extends React.PureComponent {
     let still_waiting = null;
     const answering_players = Object.keys(this.props.players_answering);;
     if (answering_players.length) {
-      still_waiting = [
-        <p>
-          Still waiting for the following player
-          {answering_players.length > 1 ? 's' : ''}
-          :
-        </p>,
-        <ul>
-           {answering_players.map(player => {
-             return (
-               <li
-                 key={player}
-               >
-                 {player}
-                 {this.props.players_answering[player] ?
-                  <span className="typing"/> : null }
-               </li>
-             );
-           })}
-        </ul>
-      ];
+      still_waiting = (
+        <div>
+          <p>
+            Still waiting for the following player
+            {answering_players.length > 1 ? 's' : ''}
+            :
+          </p>
+          <ul>
+            {answering_players.map(player => {
+              return (
+                <li
+                  key={player}
+                >
+                  {player}{' '}
+                  <span className=
+                  {this.props.players_answering[player].active ?
+                   "typing active"
+                   :
+                   "typing idle"}>
+                    <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
+                  </span>
+                </li>
+              );
+            })}
+          </ul>
+        </div>
+      );
     }
 
     if (this.props.players_answered.has(this.props.player.name)) {
@@ -950,12 +964,29 @@ class Game extends React.PureComponent {
   }
 
   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) {
@@ -1015,12 +1046,30 @@ class Game extends React.PureComponent {
   }
 
   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) {