bang/frontend/src/components/Player.vue
2020-11-29 16:55:14 +01:00

368 lines
12 KiB
Vue

<template>
<div>
<p v-if="instruction" class="center-stuff">{{instruction}}</p>
<!-- <button v-if="canEndTurn" @click="end_turn">Termina Turno</button> -->
<div class="equipment-slot">
<Card v-if="my_role" :card="my_role" class="back"
@pointerenter.native="desc=($i18n.locale=='it'?my_role.goal:my_role.goal_eng)" @pointerleave.native="desc=''"/>
<Card v-if="character" :card="character" style="margin-left: -30pt;margin-right: 0pt;"
@pointerenter.native="desc=($i18n.locale=='it'?character.desc:character.desc_eng)" @pointerleave.native="desc=''"/>
<transition-group name="list" tag="div" style="display: flex;flex-direction:column; justify-content: space-evenly; margin-left: 12pt;margin-right:-10pt;">
<span v-for="(n, i) in lives" v-bind:key="n" :alt="i">❤️</span>
<span v-for="(n, i) in (max_lives-lives)" v-bind:key="n" :alt="i">💀</span>
</transition-group>
<transition-group v-if="lives > 0" name="list" tag="div" style="margin: 0 0 0 10pt; display:flex;">
<Card v-for="card in equipment" v-bind:key="card.name+card.number" :card="card"
@pointerenter.native="desc=($i18n.locale=='it'?card.desc:card.desc_eng)" @pointerleave.native="desc=''"
@click.native="play_card(card, true)" />
</transition-group>
</div>
<transition name="list">
<p v-if="desc"><i>{{desc}}</i></p>
</transition>
<div v-if="lives > 0">
<span>{{$t('hand')}}</span>
<transition-group name="list" tag="div" class="hand">
<Card v-for="card in hand" v-bind:key="card.name+card.number" :card="card"
@click.native="play_card(card, false)"
@pointerenter.native="hint=($i18n.locale=='it'?card.desc:card.desc_eng)" @pointerleave.native="hint=''"/>
</transition-group>
</div>
<transition name="list">
<p v-if="hint"><i>{{hint}}</i></p>
</transition>
<Chooser v-if="card_against" :text="$t('card_against')" :cards="visiblePlayers" :select="selectAgainst" :cancel="cancelCardAgainst"/>
<Chooser v-if="pending_action == 3" :text="respondText" :cards="respondCards" :select="respond"/>
<Chooser v-if="shouldChooseCard" :text="$t('choose_card_to_get')" :cards="available_cards" :select="choose"/>
<Chooser v-if="lives <= 0 && max_lives > 0" :text="$t('you_died')" :cancelText="$t('spectate')" :cancel="()=>{max_lives = 0}"/>
<Chooser v-if="win_status !== undefined" :text="win_status?$t('you_win'):$t('you_lose')" />
<Chooser v-if="show_role" :text="$t('you_are')" :cards="[my_role]" :hintText="($i18n.locale=='it'?my_role.goal:my_role.goal_eng)" :select="() => {show_role=false}" :cancel="() => {show_role=false}" :cancelText="$t('ok')" />
<Chooser v-if="notifycard" :key="notifycard.card" :text="`${notifycard.player} ${$t('did_pick_as')}:`" :cards="[notifycard.card]" :hintText="$t('if_card_red')" class="turn-notify-4s"/>
<Chooser v-if="!show_role && is_my_turn && pending_action < 2" :text="$t('play_your_turn')" :key="is_my_turn" class="turn-notify" />
<Chooser v-if="!show_role && availableCharacters.length > 0" :text="$t('choose_character')" :cards="availableCharacters" :select="setCharacter"/>
<Chooser v-if="hasToPickResponse" :text="`${$t('pick_a_card')} ${attacker?($t('to_defend_from')+' '+attacker):''}`" :key="hasToPickResponse" class="turn-notify" />
<Chooser v-if="!card_against && card_with" :text="`${$t('choose_scarp_card_to')} ${card_with.name.toUpperCase()}`" :cards="hand.filter(x => x !== card_with)" :select="selectWith" :cancel="()=>{card_with = null}"/>
<Chooser v-if="showScrapScreen" :text="`${$t('discard')} ${hand.length}/${lives}`" :cards="hand" :select="scrap" :cancel="cancelEndingTurn"/>
<Chooser v-if="sidWantsScrapForHealth && sidScrapForHealth.length < 2" :text="`${$t('discard')} ${2 - sidScrapForHealth.length} ${$t('to_regain_1_hp')}`"
:cards="sidScrapHand" :select="sidScrap" :cancel="() => {sidWantsScrapForHealth = false;sidScrapForHealth=[]}"/>
<button v-if="is_my_turn && character.name === 'Sid Ketchum'" @click="sidWantsScrapForHealth=true">{{$t('special_ability')}}</button>
</div>
</template>
<script>
import Card from '@/components/Card.vue'
import Chooser from '@/components/Chooser.vue'
export default {
name: 'Player',
props: {
chooseCardFromPlayer: Function,
isEndingTurn: Boolean,
cancelEndingTurn: Function,
},
components: {
Card,
Chooser,
},
data: () => ({
my_role: null,
character: null,
availableCharacters: [],
equipment: [],
hand: [],
lives: 0,
max_lives: 0,
hint: '',
pending_action: null,
card_against: null,
card_with: null,
has_played_bang: false,
playersDistances: [],
is_my_turn: false,
expected_response: null,
shouldChooseCard: false,
available_cards: [],
win_status: undefined,
range: 1,
sight: 1,
can_target_sheriff: true,
show_role: false,
attacker: undefined,
notifycard: null,
desc: '',
sidScrapForHealth: [],
sidWantsScrapForHealth: false,
mancato_needed: 0,
name: '',
}),
sockets: {
role(role) {
this.my_role = JSON.parse(role)
this.my_role.is_back = true
this.show_role = true
},
characters(data) {
this.availableCharacters = JSON.parse(data)
},
self(self) {
self = JSON.parse(self)
this.name = self.name
this.pending_action = self.pending_action
this.character = self.character
this.character.is_character = true
this.hand = self.hand
this.equipment = self.equipment
this.lives = self.lives
this.max_lives = self.max_lives
this.has_played_bang = self.has_played_bang
this.is_my_turn = self.is_my_turn
if (this.is_my_turn) document.title = 'È il tuo turno! | PewPew!'
else document.title = 'PewPew!'
this.expected_response = self.expected_response
this.available_cards = self.available_cards
this.win_status = self.win_status
this.sight = self.sight
this.attacker = self.attacker
this.mancato_needed = self.mancato_needed
if (this.pending_action == 5 && self.target_p) {
this.chooseCardFromPlayer(self.target_p)
} else if (this.pending_action == 5) {
this.shouldChooseCard = true
}
},
self_vis(vis) {
console.log('received visibility update')
console.log(vis)
this.playersDistances = JSON.parse(vis)
},
notify_card(mess) {
this.notifycard = mess
setTimeout(function(){
this.notifycard = null
}.bind(this), 4000)
}
},
computed:{
respondText() {
return `${this.$t('choose_response')}${this.attacker?(this.$t('choose_response_to')+this.attacker):''}${(this.mancato_needed>1)?(` (${this.$t('choose_response_needed')} ` + this.mancato_needed + ')'):''}`
},
showScrapScreen() {
return this.isEndingTurn && !this.canEndTurn && this.is_my_turn;
},
sidScrapHand() {
return this.hand.filter((x, i) => (this.sidScrapForHealth.indexOf(i) === -1))
},
visiblePlayers() {
this.range;
let vis = this.playersDistances.filter(x => {
if (!this.can_target_sheriff && x.is_sheriff)
return false
else
return x.dist <= this.range
}).map(player => {
return {
name: player.name,
number: player.dist !== undefined ? `${player.dist}` : '',
icon: player.is_sheriff ? '⭐' : '🤠',
is_character: true,
}})
if (this.card_against && this.card_against.can_target_self) {
vis.push({
name: this.name,
number: 0,
icon: this.$t('you'),
is_character: true,
})
}
return vis
},
hasToPickResponse() {
return !this.is_my_turn && this.pending_action == 0
},
instruction() {
if (this.pending_action == null)
return ''
let x = [this.$t('flip_card'), this.$t('draw_cards'), this.$t('play_cards'), this.$t('respond_card'), this.$t('wait'), this.$t('choose_cards')]
return x[this.pending_action]
},
canEndTurn() {
return (this.pending_action == 2 && this.hand.length <= this.lives)
},
respondCards() {
let cc = [{
name: this.$t('take_dmg'),
icon: '❌',
is_equipment: true,
}]
this.hand.filter(x => x.can_be_used_now && this.expected_response.indexOf(x.name) !== -1).forEach(x=>{
cc.push(x)
})
this.equipment.filter(x => x.usable_next_turn && x.can_be_used_now && this.expected_response.indexOf(x.name) !== -1).forEach(x=>{
cc.push(x)
})
return cc
}
},
methods: {
setCharacter(char) {
this.availableCharacters = []
this.$socket.emit('set_character', char.name)
},
sidScrap(c) {
this.sidScrapForHealth.push(this.hand.indexOf(c))
if (this.sidScrapForHealth.length == 2) {
this.$socket.emit('scrap', this.hand.indexOf(this.sidScrapForHealth[0]))
this.$socket.emit('scrap', this.hand.indexOf(this.sidScrapForHealth[1]))
this.sidScrapForHealth = []
this.sidWantsScrapForHealth = false
}
},
end_turn(){
console.log('ending turn')
this.cancelEndingTurn()
this.$socket.emit('end_turn')
},
scrap(c) {
this.$socket.emit('scrap', this.hand.indexOf(c))
},
play_card(card, from_equipment) {
if (from_equipment && (!card.usable_next_turn || !card.can_be_used_now)) return;
else if (card.usable_next_turn && !card.can_be_used_now) return this.really_play_card(card, null);
let calamity_special = (card.name === 'Mancato!' && this.character.name === 'Calamity Janet')
let cant_play_bang = (this.has_played_bang && this.equipment.filter(x => x.name == 'Volcanic').length == 0)
if (this.pending_action == 2) {
if (card.need_with && !this.card_with) {
this.card_with = card
} else if ((card.need_target || calamity_special) && !((card.name == 'Bang!' || (calamity_special && card.name=='Mancato!')) && cant_play_bang)) {
if (card.name == 'Bang!' || card.name == "Pepperbox" || calamity_special)
this.range = this.sight
else
this.range = card.range
this.can_target_sheriff = (card.name !== 'Prigione')
if (this.visiblePlayers.length == 0 && this.hand.length > this.lives) {
this.really_play_card(card, null)
}
this.card_against = card
} else {
this.really_play_card(card, null)
}
}
},
respond(card) {
let res = this.hand.indexOf(card)
if (res === -1) {
res = this.equipment.indexOf(card)
if (res !== -1) res += this.hand.length
}
this.$socket.emit('respond', res)
},
selectAgainst(player) {
this.really_play_card(this.card_against, player.name)
this.card_against = null
},
selectWith(card) {
if (this.card_with.need_target) {
this.card_against = this.card_with
this.range = this.card_against.range
this.card_with = card
} else {
let card_data = {
index: this.hand.indexOf(this.card_with),
against: null,
with: this.hand.indexOf(card),
}
this.card_with = null
this.$socket.emit('play_card', card_data)
}
},
cancelCardAgainst() {
this.card_against = null
this.card_with = null
},
really_play_card(card, against) {
let res = this.hand.indexOf(card)
if (res === -1) {
res = this.equipment.indexOf(card)
if (res !== -1) res += this.hand.length
}
let card_data = {
index: res,
against: against,
with: this.hand.indexOf(this.card_with) > -1 ? this.hand.indexOf(this.card_with):null,
}
this.card_with = null
console.log(card_data)
this.$socket.emit('play_card', card_data)
},
choose(card) {
this.$socket.emit('choose', this.available_cards.indexOf(card))
this.available_cards = []
this.shouldChooseCard = false
},
},
mounted() {
this.$socket.emit('refresh')
},
watch: {
isEndingTurn(val) {
if (val && this.canEndTurn) {
this.end_turn()
}
},
canEndTurn(val) {
if (val && this.isEndingTurn) {
this.end_turn()
}
},
}
}
</script>
<style scoped>
.hand>i {
position: absolute;
top: 0;
left: 0;
font-weight: bold;
text-transform: uppercase;
opacity: 0.5;
}
.hand {
margin-top: -16pt;
position: relative;
display:flex;
border: 1px solid #ccc;
padding: 10pt 40pt 0pt 40pt;
overflow:auto;
border-radius: 4pt;
min-height: 20pt;
}
.hand>.card{
margin-left: -30pt;
}
.hand>.card:hover {
margin-right:35pt;
transform: translateY(-15px);
}
.equipment-slot {
display:flex;
margin: 10pt 0pt;
overflow:auto;
}
.turn-notify {
pointer-events: none;
animation: disappear 2s ease-in forwards;
}
.turn-notify-4s {
pointer-events: none;
animation: disappear 4s ease-in forwards;
}
@keyframes disappear {
0% {
opacity: 1;
}
100% {
opacity: 0;
visibility: hidden;
}
}
</style>