- Jul 31, 2019
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ReformCopyright authored
For consistency, hide the minimal UI's human player name label with the clothing area when the human player is out. Also avoids having it visibly coloured blue at that time.
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- Jul 28, 2019
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ReformCopyright authored
Mainly involves: * adding `alt` attributes to all `<img>` and `<input type="image">` elements, at least empty ones, * adding `src` attributes to all `<img>` and `<input type="image">` elements. Uses a transparent image as a placeholder. blankcard.jpg is not needed; the card elements have backgrounds (which should be white, not off-white like name labels and speech bubbles), * fixing duplicate `id`s (partly by deleting the old individual filter modal), Other errors: * `<button>` mustn't contain block elements * boolean attributes, like `disabled`, do not take `true` and `false` as their values; they are true by existing, and if they have a value, it must be the same as the attribute name. * `<label>` can only contain one labelable control. * `<p>` can only contain inline elements and text. * `<ul>` must contain `<li>` elements. * `&` should be encoded as `&`. Side effect: * Switching to HTML5 seems to add vertical space between lines of inline-block elements. The selection cards on the individual select screen were changed from `display: inline-block` to `float: left`.
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- Jul 27, 2019
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ReformCopyright authored
* Refactor status icon and tooltip updating. * Initialize tooltips once and in one place (except for the individual selection screen, where selection cards are created dynamically) by setting tooltip attributes in index.html. * Change `updateIndividualSelectScreen()` to hiding and showing selection cards to avoid destroying the tooltip handlers. * Move `pointer-events: none` property to .opponent-image so that opponent suggestion status tooltips work. * Change placement of tooltips so they fit on screen.
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- Jul 22, 2019
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FarawayVision authored
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FarawayVision authored
This brings Sentry events on par with the traditional auto error reports.
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FarawayVision authored
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- Jul 20, 2019
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ReformCopyright authored
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- Jul 17, 2019
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ReformCopyright authored
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ReformCopyright authored
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PivotalCog authored
This reverts commit dcbf6a0e, reversing changes made to 7df99af3.
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- Jul 12, 2019
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ReformCopyright authored
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ReformCopyright authored
WIP - Add ~player.hand~, ~player.hand.noart~, and ~player.hand.score~, and show a tooltip with the formal description of each hand when revealing the cards.
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ReformCopyright authored
Note that the `HUMAN_PLAYER` (0) slot of `players` is only ever assigned to once.
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Redefine card and card area sizes in terms of rem in order to make them more exact numbers and all so that all the cards have the same proportions (3:4), adjusting sizes slightly. Also move player cards and clothes to the bottom middle of the spaces between the main button and the left and right screen edges when using the minimal UI. This simplifies the CSS a bit, resizing the cards instead of the containers. The animations no longer require the special #hidden-large-card image; we can instead clone the visible deck card. The prompt-exchange class is now set on the game-screen element and the animated card is full size when exchanging cards.
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- Jul 08, 2019
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ReformCopyright authored
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- Jul 06, 2019
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ReformCopyright authored
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- Jul 02, 2019
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ReformCopyright authored
Focus the Enter buttons on the Warning and Title screens and the main button on the Game screen to make sure that the keyboard handler works.
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ReformCopyright authored
* Prevents the space key from pushing buttons at the same time as advancing the game (caused the game to advance two phases at a time if the main button had focus). * Sets focus in each modal. * Disables game key handler whenever a modal is displayed instead of toggling a variable in only some cases. * Blocks tabbing to control on the screen in the background whenever a modal is displayed. * Adds a focus indicator so you can know where you're tabbing.
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- Jun 20, 2019
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ReformCopyright authored
For indoor backgrounds without a window that reveals the time of day, day or night is determined by looking at the local clock at the time the game started: "day" starts at 7 AM, "night" starts at 7 PM.
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- May 30, 2019
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ReformCopyright authored
Add ~.biggestlead~, which tracks the biggest lead each player had, so you can appropriately mock them when they fall.
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- May 11, 2019
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FarawayVision authored
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FarawayVision authored
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FarawayVision authored
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- Apr 25, 2019
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FarawayVision authored
- Move player name label to below main button - Make player cards opaque when prompting to exchange cards - Make opponent name labels opaque when highlighted blue ('current')
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FarawayVision authored
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- Apr 23, 2019
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ReformCopyright authored
1. localStorage is used instead of a cookie. Multiple entries are used, and keys have a prefix to avoid any collisions when hosted on other sites. 2. The existing cookie is converted so as not to lose unlocked endings in particular. This code can be dropped some time in the future. 3. Option values are handled and stored as-is intead of as opaque indices from 1 and up. For time values, this has the disadvantage that if we modify what e.g. "Slow" means, the old value will still be used until the user chooses a new option, but the advantages that we can later add more options or change the input elements to sliders without problems, plus the disadvantage can also be an advantage. Above all, there's no conversion back and forth and default values aren't specified in three or four places. 4. Option change event handles are attached with jQuery and the option values stored in attributes. 5. Backgrounds are renamed and moved to a subdirectory (that could have been done anyway; it's not a direct result of 3). 6. Clothes selections are stored as arrays of article names instead of 18 true/false values. 7. No separate askedUsageTracking flag. If no usageTracking value is in localStorage, then we haven't asked. Similarily, null is used for FORFEIT_DELAY and ENDING_DELAY to represent Disabled.
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FarawayVision authored
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FarawayVision authored
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- Mar 16, 2019
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ReformCopyright authored
Define Card and Hand classes; make ranks and suits summary arrays members of Hand so that they can be reused by AI. As in v12, Ace is represented as 14 instead of 1 so that cards to be exchanged can be found by comparing them to he value array elements set by the determine() method of Hand. A simpler algorithm for finding straight draws is included. It also fixes the bug that traight draws are not attempted if the odd card out is higher than the cards to keep. More OOfication remains to be done.
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- Mar 04, 2019
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ReformCopyright authored
Forgot to apply the blue colour to .player-name-label.current. Also, remove the "current" indication when the player clicks Exchange and thus is done with their turn.
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- Mar 03, 2019
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ReformCopyright authored
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- Mar 02, 2019
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ReformCopyright authored
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ReformCopyright authored
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ReformCopyright authored
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ReformCopyright authored
Make the delay between players half the delay before reacting to the hand. With the other changes, this makes the game the same speed as before overall, but with slightly more time to read the *hand lines. (The exception is the Slow speed, which was below the curve. The Turn Time options are now linear.)
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ReformCopyright authored
Change scale of ANIM_DELAY so that it's the delay between individual cards instead of between card positions. This makes the code easier to understand and we don't have to multiply and divide by 5.
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ReformCopyright authored
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ReformCopyright authored
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ReformCopyright authored
This makes for a more consistent style. I adjusted the delay values too, and made sure that the characters don't react to their new cards before they receive them. The delay before a card animation starts can be much more easily set with the jQuery .delay method than window.setTimeOut.
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- Feb 15, 2019
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FarawayVision authored
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