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_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_end_judging(state.end_judging);
+
+ window.game.set_scores(state.scores);
});
events.addEventListener("prompt", event => {
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)
+ if (this.props.players_judged.has(this.props.player.name)) {
return (
<div className="please-wait">
<h2>Submission received</h2>
</div>
);
+ }
const btn_class = "ambiguity-button";
const btn_selected_class = btn_class + " selected";
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)
+ if (this.props.players_answered.has(this.props.player.name)) {
return (
<div className="please-wait">
<h2>Submission received</h2>
</div>
);
+ }
return (
<div className="active-prompt">
name={`answer_${i}`}
required
autoComplete="off"
+ onChange={this.handle_change}
ref={this.answers[i]}
/>
</div>
});
}
+ 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) {
this.setState({
players_answering: {
});
}
+ set_end_answers(players) {
+ this.setState({
+ end_answers_votes: new Set(players)
+ });
+ }
+
set_player_vote_end_answers(player) {
this.setState({
end_answers_votes: new Set([...this.state.end_answers_votes, 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) {
this.setState({
players_judging: {
});
}
+ set_end_judging(players) {
+ this.setState({
+ end_judging_votes: new Set(players)
+ });
+ }
set_player_vote_end_judging(player) {
this.setState({
return <Ambiguities
prompt={state.active_prompt}
words={state.ambiguities}
+ player={state.player_info}
players_judged={state.players_judged}
players_judging={state.players_judging}
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}
votes={state.end_answers_votes}