X-Git-Url: https://git.cworth.org/git?p=lmno.games;a=blobdiff_plain;f=empathy%2Fempathy.jsx;h=143acd930824a564af6a7153cbbd3b37006a54fc;hp=163b977cbb8c474560a4dfa9cf24c1a03926e56b;hb=182083e7c5284b7e373a133dce71eac86cb365f7;hpb=f9c9dec19b3ee6e272683301d49c3add6fb176f8
diff --git a/empathy/empathy.jsx b/empathy/empathy.jsx
index 163b977..143acd9 100644
--- a/empathy/empathy.jsx
+++ b/empathy/empathy.jsx
@@ -585,9 +585,14 @@ class Ambiguities extends React.PureComponent {
- {player}
- {this.props.players_judging[player] ?
- : null }
+ {player}{' '}
+
+ {'.'}{'.'}{'.'}
+
);
})}
@@ -760,9 +765,14 @@ class ActivePrompt extends React.PureComponent {
- {player}
- {this.props.players_answering[player] ?
- : null }
+ {player}{' '}
+
+ {'.'}{'.'}{'.'}
+
);
})}
@@ -954,12 +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) {
@@ -1019,12 +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) {