add mobile css; initical game improvements; improved message timing

This commit is contained in:
Lurkars
2017-04-14 20:48:06 +02:00
parent 562b9c2108
commit 3ff112057d
5 changed files with 144 additions and 61 deletions
+64 -52
View File
@@ -32,6 +32,13 @@ Game.prototype.setup = function() {
};
self.dices = []
for (var i = 0; i < 6; i++) {
var dice = {};
dice.value = this.random(6);
dice.disabled = true;
self.dices[i] = dice;
}
self.history = [];
self.cpuStarts = self.random(2);
@@ -44,14 +51,19 @@ Game.prototype.setup = function() {
self.Interface.setPoints(self.points);
self.Interface.setPlayer(self.player);
self.Interface.setCpu(self.cpu);
self.Interface.setDices(self.dices);
if (self.cpuStarts) {
self.Interface.showMessage("CPU starts!", 1000)
self.Interface.showMessage("CPU starts!", 1000, function() {
self.roleDices();
});
} else {
self.Interface.showMessage("Player starts!", 1000)
self.Interface.showMessage("Player starts!", 0, function() {
self.Interface.disableRoleDices(false);
});
}
self.roleDices();
};
Game.prototype.random = function(int) {
@@ -85,57 +97,57 @@ Game.prototype.roleDices = function(all) {
if (rollCount == 0) {
self.roleDices(true);
} else if (self.checkZilch(rollCount == 6)) {
if (self.playing) {
self.player.zilch++;
var history = {};
history['player'] = 'Zilch';
self.history.push(history);
if (self.player.zilch > 2) {
if (self.player.score < 500) {
self.player.score = 0;
} else {
self.player.score -= 500;
}
var history = {};
history['player'] = '-500';
self.history.push(history);
}
} else {
self.cpu.zilch++;
var history = {};
history['cpu'] = 'Zilch';
self.history.push(history);
if (self.cpu.zilch > 2) {
if (self.cpu.score < 500) {
self.cpu.score = 0;
} else {
self.cpu.score -= 500;
}
var history = {};
history['cpu'] = '-500';
self.history.push(history);
}
}
self.Interface.animateDices(self.dices, function() {
self.Interface.showMessage("Zilch!", 1000);
});
self.endRound();
if (self.playing) {
self.player.zilch++;
var history = {};
history['player'] = 'Zilch';
self.history.push(history);
if (self.player.zilch > 2) {
if (self.player.score < 500) {
self.player.score = 0;
} else {
self.player.score -= 500;
}
var history = {};
history['player'] = '-500';
self.history.push(history);
}
} else {
self.cpu.zilch++;
var history = {};
history['cpu'] = 'Zilch';
self.history.push(history);
if (self.cpu.zilch > 2) {
if (self.cpu.score < 500) {
self.cpu.score = 0;
} else {
self.cpu.score -= 500;
}
var history = {};
history['cpu'] = '-500';
self.history.push(history);
}
}
self.Interface.showMessage("Zilch!", 1000, function() {
self.endRound();
});
});
} else {
self.Interface.animateDices(self.dices);
self.Interface.disableTakePoints(true);
self.Interface.disabledRoleDices(true);
self.Interface.disableRoleDices(true);
self.Interface.setDices(self.dices);
if (!self.playing) {
@@ -195,9 +207,9 @@ Game.prototype.toggleDice = function(diceIndex) {
}
if (valid && points > 0 && self.playing) {
self.Interface.disabledRoleDices(false);
self.Interface.disableRoleDices(false);
} else {
self.Interface.disabledRoleDices(true);
self.Interface.disableRoleDices(true);
}
if (valid && self.points + points >= 300 && self.playing) {
@@ -327,7 +339,7 @@ Game.prototype.endRound = function() {
}
self.Interface.disableTakePoints(true);
self.Interface.disabledRoleDices(true);
self.Interface.disableRoleDices(true);
self.Interface.setDices(self.dices);
self.Interface.setPoints(self.points);
self.Interface.setPlaying(self.playing);
@@ -336,7 +348,7 @@ Game.prototype.endRound = function() {
self.Interface.disableTakePoints(true);
if (self.playing) {
self.Interface.disabledRoleDices(false);
self.Interface.disableRoleDices(false);
}
if (!self.playing) {