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This page references useful server side and client side functions, so that nobody needs to reinvent the wheel (unless he wants to).
This page references useful server side and client side functions (and some interesting class variables), so that nobody needs to reinvent the wheel (unless they want to).
 
This list is not exhaustive, in particular functions already well described by comments in the 'EmptyGame' game template may not be described again below.


== Server side (PHP functions) ==
== Server side (PHP functions) ==


=== APP_GameAction class <gamename>.action.php ===
See [[Table]] class reference
 
== Client side (Javascript functions) ==
 
This list is not really maintained, see https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js for up to date info
 
; this.player_id
: Id of the player on whose browser the code is running.
 
; this.isSpectator
: Flag set to true if the user at the table is a spectator (not a player).
 
; this.gamedatas
: Contains your initial set of datas to init the game, created at game start or game refresh (F5)
: You can update it as needed to keep an up to date reference of the game on the client side.
 
; slideToObject: function( mobile_obj, target_obj, duration, delay )
: Return an dojo.fx animation that is sliding a DOM object from its current position over another one
: Animate a slide of the DOM object referred to by domNodeToSlide from its current position to the xpos, ypos relative to the object referred to by domNodeToSlideTo.
 
; slideToObjectPos: function( mobile_obj, target_obj, target_x, target_y, duration, delay )
: Return an dojo.fx animation that is sliding a DOM object from its current position over another one at the given coordinates relative to the target object.
 
; updateCounters(counters)
: Useful for updating game counters in the player panel (such as resources).  
: 'counters' arg is an associative array [counter_name_value => [ 'counter_name' => counter_name_value, 'counter_value' => counter_value_value], ... ]
: All counters must be referenced in this.gamedatas.counters and will be updated.
: DOM objects referenced by 'counter_name' will have their innerHTML updated with 'counter_value'.
 
; addTooltip( node, _( helpString ), _( actionString ), delay );
: Add a simple text tooltip to the DOM node. Only one of 'helpString' or 'actionString' must be used. _() must be used for the text to be marked for translation.
 
; addTooltipHtml( node, html, delay );
: Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).
 
; addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay );
: Add a simple text tooltip to all the DOM nodes set with this cssClass. Only one of 'helpString' or 'actionString' must be used. _() must be used for the text to be marked for translation.
: NB: all concerned nodes must have IDs to get tooltips
 
; addTooltipHtmlToClass( cssClass, html, delay );
: Add an HTML tooltip to to all the DOM nodes set with this cssClass (for more elaborate content such as presenting a bigger version of a card).
: NB: all concerned nodes must have IDs to get tooltips
 
; addEventToClass: function( cssClassName, eventName, functionName )
: DEPRECATED (please use connectClass below)
 
; connectClass: function( cssClassName, eventName, functionName )
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName


; function isArg( $argName )
: Is this argument filled ?
; function getArg( $argName, $argType, $mandatory=false, $default=NULL, $argTypeDetails=array(), $bCanFail=false  )
: Get script argument with the correct type
: bCanFail means than a validation failure is possible (user input)
: The main argType values are as follows.
<pre>
define( 'AT_int', 0 );        //  an integer
define( 'AT_posint', 1 );    //  a positive integer
define( 'AT_float', 2 );      //  a float
define( 'AT_email', 3 );      //  an email 
define( 'AT_url', 4 );        //  a URL
define( 'AT_bool', 5 );      //  1/0/true/false
define( 'AT_enum', 6 );      //  argTypeDetails list the possible values
define( 'AT_alphanum', 7 );  //  only 0-9a-zA-Z_ and space
</pre>


=== Table class (<gamename>.game.php) ===
; addStyleToClass: function( cssClassName, cssProperty, propertyValue )
: Same as dojo.style(), but for all the nodes set with the specified cssClassName


== Client side (Javascript functions) ==
; isCurrentPlayerActive()
: Returns true if the player on whose browser the code is running is currently active (it's his turn to play)
 
; checkAction: function( action, nomessage )
: Check if player can do the specified action by taking into account:  _ current game state & _ interface locking
: return true if action is authorized
: return false and display an error message if not (display no message if nomessage is specified)
 
; showMessage: function( msg, type )
: Show an information message during a few seconds at the top of the page, or to the log.
: Type can be 'error' or 'info' or 'only_to_log'.
 
; this.scoreCtrl[ player_id ].incValue( score_delta );
: Adds score_delta (positive or negative integer) to the current score value for player


; todo : todo
[[Category:Studio]]

Latest revision as of 00:44, 17 May 2022

This page references useful server side and client side functions (and some interesting class variables), so that nobody needs to reinvent the wheel (unless they want to).

This list is not exhaustive, in particular functions already well described by comments in the 'EmptyGame' game template may not be described again below.

Server side (PHP functions)

See Table class reference

Client side (Javascript functions)

This list is not really maintained, see https://en.doc.boardgamearena.com/Game_interface_logic:_yourgamename.js for up to date info

this.player_id
Id of the player on whose browser the code is running.
this.isSpectator
Flag set to true if the user at the table is a spectator (not a player).
this.gamedatas
Contains your initial set of datas to init the game, created at game start or game refresh (F5)
You can update it as needed to keep an up to date reference of the game on the client side.
slideToObject
function( mobile_obj, target_obj, duration, delay )
Return an dojo.fx animation that is sliding a DOM object from its current position over another one
Animate a slide of the DOM object referred to by domNodeToSlide from its current position to the xpos, ypos relative to the object referred to by domNodeToSlideTo.
slideToObjectPos
function( mobile_obj, target_obj, target_x, target_y, duration, delay )
Return an dojo.fx animation that is sliding a DOM object from its current position over another one at the given coordinates relative to the target object.
updateCounters(counters)
Useful for updating game counters in the player panel (such as resources).
'counters' arg is an associative array [counter_name_value => [ 'counter_name' => counter_name_value, 'counter_value' => counter_value_value], ... ]
All counters must be referenced in this.gamedatas.counters and will be updated.
DOM objects referenced by 'counter_name' will have their innerHTML updated with 'counter_value'.
addTooltip( node, _( helpString ), _( actionString ), delay );
Add a simple text tooltip to the DOM node. Only one of 'helpString' or 'actionString' must be used. _() must be used for the text to be marked for translation.
addTooltipHtml( node, html, delay );
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).
addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay );
Add a simple text tooltip to all the DOM nodes set with this cssClass. Only one of 'helpString' or 'actionString' must be used. _() must be used for the text to be marked for translation.
NB: all concerned nodes must have IDs to get tooltips
addTooltipHtmlToClass( cssClass, html, delay );
Add an HTML tooltip to to all the DOM nodes set with this cssClass (for more elaborate content such as presenting a bigger version of a card).
NB: all concerned nodes must have IDs to get tooltips
addEventToClass
function( cssClassName, eventName, functionName )
DEPRECATED (please use connectClass below)
connectClass
function( cssClassName, eventName, functionName )
Same as dojo.connect(), but for all the nodes set with the specified cssClassName


addStyleToClass
function( cssClassName, cssProperty, propertyValue )
Same as dojo.style(), but for all the nodes set with the specified cssClassName
isCurrentPlayerActive()
Returns true if the player on whose browser the code is running is currently active (it's his turn to play)
checkAction
function( action, nomessage )
Check if player can do the specified action by taking into account: _ current game state & _ interface locking
return true if action is authorized
return false and display an error message if not (display no message if nomessage is specified)
showMessage
function( msg, type )
Show an information message during a few seconds at the top of the page, or to the log.
Type can be 'error' or 'info' or 'only_to_log'.
this.scoreCtrl[ player_id ].incValue( score_delta );
Adds score_delta (positive or negative integer) to the current score value for player