blob: 4a365013da32065499a79f80c191133fa8c301f6 [file] [log] [blame]
import '../logic/card.dart' as logic_card;
import '../logic/game.dart'
show Game, GameType, Viewer, HeartsGame, HeartsPhase;
import '../src/syncbase/syncbase_echo_impl.dart' show SyncbaseEchoImpl;
//import 'board.dart' show Board;
import 'card_collection.dart' show CardCollectionComponent, DropType, Orientation;
import 'draggable.dart' show Draggable;
import 'package:sky/widgets.dart';
import 'package:sky/theme/colors.dart' as colors;
abstract class GameComponent extends StatefulComponent {
Game game;
GameComponent(this.game) {
game.updateCallback = update;
}
void update() {
setState(() {});
}
void syncConstructorArguments(GameComponent other) {
this.game = other.game;
}
Widget _makeButton(String text, Function callback) {
return new FlatButton(child: new Text(text), onPressed: callback);
}
Widget build();
}
GameComponent createGameComponent(Game game) {
switch(game.gameType) {
case GameType.Proto:
return new ProtoGameComponent(game);
case GameType.Hearts:
return new HeartsGameComponent(game);
case GameType.SyncbaseEcho:
return new SyncbaseEchoGameComponent(game);
default:
// We're probably not ready to serve the other games yet.
assert(false);
return null;
}
}
class ProtoGameComponent extends GameComponent {
ProtoGameComponent(Game game) : super(game);
Widget build() {
List<Widget> cardCollections = new List<Widget>();
cardCollections.add(new Text(game.debugString));
for (int i = 0; i < 4; i++) {
List<logic_card.Card> cards = game.cardCollections[i];
CardCollectionComponent c = new CardCollectionComponent(
cards, game.playerNumber == i, Orientation.horz, _makeGameMoveCallback, dragChildren: true, acceptType: DropType.card);
cardCollections.add(c); // flex
}
cardCollections.add(new Container(
decoration: new BoxDecoration(
backgroundColor: colors.Green[500], borderRadius: 5.0),
child: new CardCollectionComponent(game.cardCollections[4], true,
Orientation.show1, _makeGameMoveCallback, dragChildren: true, acceptType: DropType.card)));
cardCollections.add(_makeSwitchViewButton());
return new Container(
decoration: new BoxDecoration(backgroundColor: colors.Pink[500]),
child: new Flex(cardCollections, direction: FlexDirection.vertical));
}
void _makeGameMoveCallback(logic_card.Card card, List<logic_card.Card> dest) {
setState(() {
try {
game.move(card, dest);
} catch (e) {
print("You can't do that! ${e.toString()}");
game.debugString = e.toString();
}
});
}
Widget _makeSwitchViewButton() =>
_makeButton('Switch View', _switchPlayersCallback);
void _switchPlayersCallback() {
setState(() {
game.playerNumber = (game.playerNumber + 1) % 4;
});
}
}
class SyncbaseEchoGameComponent extends GameComponent {
SyncbaseEchoImpl s;
SyncbaseEchoGameComponent(Game game) : super(game);
Widget build() {
if (s == null) {
s = new SyncbaseEchoImpl(game);
}
return buildSyncbaseEcho();
}
Widget buildSyncbaseEcho() {
return new Container(
decoration: const BoxDecoration(
backgroundColor: const Color(0xFF00ACC1)),
child: new Flex([
new RaisedButton(child: new Text('doEcho'), onPressed: s.doEcho),
new Text('sendMsg: ${s.sendMsg}'),
new Text('recvMsg: ${s.recvMsg}'),
new RaisedButton(child: new Text('doPutGet'), onPressed: s.doPutGet),
new Text('putStr: ${s.putStr}'),
new Text('getStr: ${s.getStr}')
], direction: FlexDirection.vertical));
}
}
class HeartsGameComponent extends GameComponent {
List<logic_card.Card> passingCards = new List<logic_card.Card>();
HeartsGameComponent(Game game) : super(game);
Widget build() {
return buildHearts();
// Does NOT work in checked mode since it has a Stack of Positioned Stack with Positioned Widgets.
// Issue and possible workaround? https://github.com/domokit/sky_engine/issues/732
// return new Board(1, [2, 3, 4], [1, 2, 3, 4]);
// For GameType.Board
}
// Passing between the temporary pass list and the player's hand.
// Does not actually move anything in game logic terms.
void _uiPassCardCallback(logic_card.Card card, List<logic_card.Card> dest) {
setState(() {
if (dest == passingCards && !passingCards.contains(card) && passingCards.length < 3) {
passingCards.add(card);
} else if (dest != passingCards && passingCards.contains(card)) {
passingCards.remove(card);
}
});
}
// This shouldn't always be here, but for now, we have little choice.
void _switchPlayersCallback() {
setState(() {
game.playerNumber = (game.playerNumber + 1) % 4;
passingCards.clear(); // Just for sanity.
});
}
void _makeGamePassCallback(List<logic_card.Card> cards, List<logic_card.Card> dest) {
setState(() {
try {
HeartsGame game = this.game as HeartsGame;
game.passCards(cards);
passingCards.clear();
} catch (e) {
print("You can't do that! ${e.toString()}");
game.debugString = e.toString();
}
});
}
void _makeGameTakeCallback(List<logic_card.Card> cards, List<logic_card.Card> dest) {
setState(() {
try {
HeartsGame game = this.game as HeartsGame;
game.takeCards();
} catch (e) {
print("You can't do that! ${e.toString()}");
game.debugString = e.toString();
}
});
}
void _makeGameMoveCallback(logic_card.Card card, List<logic_card.Card> dest) {
setState(() {
try {
game.move(card, dest);
} catch (e) {
print("You can't do that! ${e.toString()}");
game.debugString = e.toString();
}
});
}
Widget _makeSwitchViewButton() =>
_makeButton('Switch View', _switchPlayersCallback);
Widget _makeButton(String text, Function callback) {
return new FlatButton(child: new Text(text), onPressed: callback);
}
Widget buildHearts() {
HeartsGame game = this.game as HeartsGame;
switch (game.phase) {
case HeartsPhase.Deal:
return new Container(
decoration: new BoxDecoration(backgroundColor: colors.Pink[500]),
child: new Flex([
new Text('Player ${game.playerNumber}'),
_makeButton('Deal', game.dealCards),
_makeSwitchViewButton()
], direction: FlexDirection.vertical));
case HeartsPhase.Pass:
return showPass();
case HeartsPhase.Take:
return showTake();
case HeartsPhase.Play:
case HeartsPhase.Score:
return showBoard();
default:
assert(false);
return null;
}
}
Widget showBoard() {
HeartsGame game = this.game as HeartsGame;
List<Widget> cardCollections = new List<Widget>();
cardCollections.add(new Text(game.debugString));
for (int i = 0; i < 4; i++) {
List<logic_card.Card> cards = game.cardCollections[i];
CardCollectionComponent c = new CardCollectionComponent(
cards, game.playerNumber == i, Orientation.horz, _makeGameMoveCallback);
cardCollections.add(c); // flex
}
cardCollections.add(new Container(
decoration: new BoxDecoration(
backgroundColor: colors.Green[500], borderRadius: 5.0),
child: new CardCollectionComponent(game.cardCollections[4], true,
Orientation.show1, _makeGameMoveCallback)));
cardCollections.add(new FlatButton(
child: new Text('Switch View'), onPressed: _switchPlayersCallback));
return new Container(
decoration: new BoxDecoration(backgroundColor: colors.Pink[500]),
child: new Flex(cardCollections, direction: FlexDirection.vertical));
}
Widget showPass() {
HeartsGame game = this.game as HeartsGame;
List<logic_card.Card> passCards = game.cardCollections[game.playerNumber + HeartsGame.OFFSET_PASS];
List<logic_card.Card> playerCards = game.cardCollections[game.playerNumber];
List<logic_card.Card> remainingCards = new List<logic_card.Card>();
playerCards.forEach((logic_card.Card c) {
if (!passingCards.contains(c)){
remainingCards.add(c);
}
});
bool hasPassed = passCards.length != 0;
// TODO(alexfandrianto): You can pass as many times as you want... which is silly.
// Luckily, later passes shouldn't do anything.
return new Container(
decoration: new BoxDecoration(backgroundColor: colors.Pink[500]),
child: new Flex(<Widget>[
new Text(game.debugString),
new CardCollectionComponent(passCards, true,
Orientation.horz, _makeGamePassCallback, acceptType: DropType.card_collection),
new Draggable<CardCollectionComponent>(new CardCollectionComponent(passingCards, true,
Orientation.horz, _uiPassCardCallback, dragChildren: !hasPassed, acceptType: DropType.card)),
new CardCollectionComponent(remainingCards, true,
Orientation.horz, _uiPassCardCallback, dragChildren: !hasPassed, acceptType: DropType.card),
new FlatButton(
child: new Text('Switch View'),
onPressed: _switchPlayersCallback)
], direction: FlexDirection.vertical));
}
Widget showTake() {
HeartsGame game = this.game as HeartsGame;
List<logic_card.Card> playerCards = game.cardCollections[game.playerNumber];
List<logic_card.Card> takeCards = game.cardCollections[game.takeTarget + HeartsGame.OFFSET_PASS];
bool hasTaken = takeCards.length == 0;
Widget take = new CardCollectionComponent(takeCards, true,
Orientation.horz, _makeGameTakeCallback);
if (!hasTaken) {
take = new Draggable<CardCollectionComponent>(take);
}
return new Container(
decoration: new BoxDecoration(backgroundColor: colors.Pink[500]),
child: new Flex(<Widget>[
new Text(game.debugString),
take,
new CardCollectionComponent(playerCards, true,
Orientation.horz, _makeGameTakeCallback, dragChildren: true, acceptType: DropType.card_collection),
new FlatButton(
child: new Text('Switch View'),
onPressed: _switchPlayersCallback)
], direction: FlexDirection.vertical));
}
}