+ The following players have submitted their answers:{' '}
+ {[...this.props.players_answered].join(', ')}
+
+ {still_waiting}
{move_on_button}
@@ -930,12 +1022,29 @@ 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) {
@@ -995,12 +1104,30 @@ 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) {
@@ -1062,15 +1189,29 @@ class Game extends React.PureComponent {
const players_total = 1 + state.other_players.length;
if (state.scores) {
+
+ let perfect_score = 0;
+ for (let i = 0;
+ i < state.active_prompt.items &&
+ i < state.scores.words.length;
+ i++)
+ {
+ perfect_score += state.scores.words[i].players.length;
+ }
+
return (