X-Git-Url: https://git.cworth.org/git?p=lmno.games;a=blobdiff_plain;f=empathy%2Fempathy.jsx;h=2867dab55c1873f97f79650f2774879c80ff8c11;hp=e887b1b8b9b1af33ddc76aa751613f66a2253205;hb=746e9ae5db16b40b47ef7669fcba6de2229e9eea;hpb=49d80bcfff46b8d9efa846decf9415e43ea354f5 diff --git a/empathy/empathy.jsx b/empathy/empathy.jsx index e887b1b..2867dab 100644 --- a/empathy/empathy.jsx +++ b/empathy/empathy.jsx @@ -363,6 +363,45 @@ class CategoryRequest extends React.PureComponent { } } +const PromptOption = React.memo(props => { + + const prompt = props.prompt; + + if (prompt.votes_against.find(v => v === props.player.name)) + return false; + + return ( + + ); +}); + const PromptOptions = React.memo(props => { if (props.prompts.length === 0) @@ -375,29 +414,7 @@ const PromptOptions = React.memo(props => { Select any categories below that you'd like to play. You can choose as many as you'd like.

- {props.prompts.map(p => { - return ( - - ); - })} + {props.prompts.map(p => )} ); }); @@ -572,26 +589,33 @@ class Ambiguities extends React.PureComponent { let still_waiting = null; const judging_players = Object.keys(this.props.players_judging); if (judging_players.length) { - still_waiting = [ -

- Still waiting for the following player - {judging_players.length > 1 ? 's' : '' } - : -

, - - ]; + still_waiting = ( +
+

+ Still waiting for the following player + {judging_players.length > 1 ? 's' : '' } + : +

+ +
+ ); } if (this.props.players_judged.has(this.props.player.name)) { @@ -745,26 +769,33 @@ class ActivePrompt extends React.PureComponent { let still_waiting = null; const answering_players = Object.keys(this.props.players_answering);; if (answering_players.length) { - still_waiting = [ -

- Still waiting for the following player - {answering_players.length > 1 ? 's' : ''} - : -

, - - ]; + still_waiting = ( +
+

+ Still waiting for the following player + {answering_players.length > 1 ? 's' : ''} + : +

+ +
+ ); } if (this.props.players_answered.has(this.props.player.name)) { @@ -950,12 +981,29 @@ 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 +1063,30 @@ 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) { @@ -1089,8 +1155,8 @@ class Game extends React.PureComponent {