Developing TicToe HTML5/Implementing Client Entities: Difference between revisions
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imported>Hendrik Brummermann |
imported>Hendrik Brummermann No edit summary |
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{{Navigation TicToe HTML5}}__NOTOC__ |
<noinclude>{{Navigation TicToe HTML5}}__NOTOC__</noinclude> |
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After drawing a rough entity class diagram in the previous article, we are now going to implement the client side. We need to start with a html page that hosts the required java script files. |
After drawing a rough entity class diagram in the previous article, we are now going to implement the client side. We need to start with a html page that hosts the required java script files. |
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== Testing and Debugging == |
== Testing and Debugging == |
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[[File:TicToe-Firebug.png|right|Firebug used for testing]] |
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{{TODO|Write this section}} |
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Okay, now it is time to test our code. The easiest way is, to use the Firefox extension [https://getfirebug.com/ Firebug]. |
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Open your HTML file in Firefox, which may seem boring on a quick glance as it is just a green page. Normally the server would tell the client to draw something. But as we have not implemented the server, yet, we can simulate it. |
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Press F12 to open Firebug and switch to the "Console" tab. At the bottom there is an input line. We want to create a gameboard and draw it. So type: |
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<source lang="javascript"> |
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a = marauroa.rpobjectFactory.create("gameboard"); |
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a.draw(); |
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</source> |
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The paramter of the create()-method is the name of the prototype, that we previously registered in marauroa.rpobjectFactory. |
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Now the game board is displayed in the top left corner of the browser window. We can move it around by changing properties: |
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<source lang="javascript"> |
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a.x = 100; |
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a.draw(); |
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</source> |
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We can even add more gameboard, which will be useful in a multi player game later: |
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<source lang="javascript"> |
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b = marauroa.rpobjectFactory.create("gameboard"); |
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b.y = 150; |
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b.draw(); |
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</source> |
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== Generalizing the drawing code == |
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We need very similar code to draw the crosses and noughts, that are placed by the player. Therefore we should move the drawing code from Gameboard up in the inheritance hierarchy to Entity. This, however, poses a problem: The name of the image file depends on the concrete object. We create a new method getImageName() to solve this issues. Depending on the concrete object, it will either return "board.png" or the name of the correct token image. |
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<source lang="javascript"> |
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marauroa.rpobjectFactory.entity.draw = function() { |
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if (typeof(this.img) == "undefined") { |
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this.img = document.createElement('img'); |
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document.getElementsByTagName("body")[0].appendChild(this.img); |
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} |
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this.img.src = "images/" + this.getImageName(); |
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this.img.style.position = "absolute"; |
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this.img.style.zIndex = this.z; |
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this.img.style.left = this.x + "px"; |
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this.img.style.top = this.y + "px"; |
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} |
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/** gameboard and token */ |
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marauroa.rpobjectFactory.gameboard.getImageName = function() { |
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return "board.png"; |
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} |
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marauroa.rpobjectFactory.token.getImageName = function() { |
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return this.tokenType + ".png"; |
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} |
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</source> |
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For simplicity, we ensure that the token-type matches the filename. |
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== Drawing players == |
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Our main goal is to get the core game working. Therefore we do not bother to create full player avatars, yet. Instead we just display the name at the correct position. We override the draw method as follows: |
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<source lang="javascript"> |
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marauroa.rpobjectFactory.player.draw = function() { |
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if (typeof(this.div) == "undefined") { |
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this.div = document.createElement('div'); |
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document.getElementsByTagName("body")[0].appendChild(this.div); |
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} |
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this.div.innerHTML = this.playerName; |
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this.div.style.position = "absolute"; |
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this.div.style.zIndex = this.z; |
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this.div.style.left = this.x + "px"; |
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this.div.style.top = this.y + "px"; |
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} |
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</source> |
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This does have some redundancy with the code in the draw method of the Entity prototype. But we will completely rewrite it at a later time. Therefore it is okay for now, not to refactor it. |
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