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42 lines
1.1 KiB
JavaScript
42 lines
1.1 KiB
JavaScript
// Any socket request/responses for the actual game (when in a match)
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function requestPassTurn(){
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console.log('>> passTurn');
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socket.emit('passTurn', gameData.roomId, gameData.playerId);
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}
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socket.on('responsePassTurn', function (data) {
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console.log('<< passTurn');
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// Set turn data for clients (bolds their name)
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updateTurn(data.turn, data.playerTurn);
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drawGameBoard();
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});
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function requestDrawACard(){
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console.log('>> drawACard');
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socket.emit('drawACard', gameData.roomId, gameData.playerId);
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}
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// Functions like this would be elsewhere, do client-side
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// validation THEN request stuff from the server?
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// This is here for now, as it's used by the button
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function passTurn(){
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requestPassTurn();
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}
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// Draw Card
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// Both players get new hand + deck counts updated
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socket.on('responseDrawCard', function (data) {
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console.log('<< drawCard');
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updateCardCount(data);
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drawGameBoard();
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});
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// Player drew card
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// Player that drew the card (atm) gets the cardData, listPosition
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// TODO: related attack, cost, effects, etc.
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socket.on('responsePlayerDrewCard', function (data) {
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console.log('<< playerDrewCard');
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updatePlayerHand(data);
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drawGameBoard();
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});
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