move new game setup to new component
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2 changed files with 106 additions and 71 deletions
94
public/components/NewGameDialog.vue.js
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94
public/components/NewGameDialog.vue.js
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"use strict"
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import GameCommon from './../../common/GameCommon.js'
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import Upload from './../components/Upload.vue.js'
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import ImageTeaser from './../components/ImageTeaser.vue.js'
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export default {
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name: 'NewGameDialog',
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components: {
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Upload,
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ImageTeaser,
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},
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template: `
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<div>
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<h1>New game</h1>
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<table>
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<tr>
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<td><label>Pieces: </label></td>
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<td><input type="text" v-model="tiles" /></td>
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</tr>
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<tr>
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<td><label>Scoring: </label></td>
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<td>
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<label><input type="radio" v-model="scoreMode" value="1" /> Any (Score when pieces are connected to each other or on final location)</label>
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<br />
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<label><input type="radio" v-model="scoreMode" value="0" /> Final (Score when pieces are put to their final location)</label>
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</td>
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</tr>
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<tr>
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<td><label>Image: </label></td>
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<td>
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<span v-if="image">
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<img :src="image.url" style="width: 150px;" />
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or
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<upload @uploaded="mediaImgUploaded($event)" accept="image/*" label="Upload an image" />
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</span>
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<span v-else>
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<upload @uploaded="mediaImgUploaded($event)" accept="image/*" label="Upload an image" />
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(or select from below)
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</span>
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</td>
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</tr>
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<tr>
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<td colspan="2">
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<button class="btn" :disabled="!canStartNewGame" :class="" @click="onNewGameClick">Start new game</button>
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</td>
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</tr>
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</table>
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<h1>Image lib</h1>
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<div>
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<image-teaser v-for="i in images" :image="i" @click="image = i" />
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</div>
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</div>`,
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props: {
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images: Array,
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},
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emits: {
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newGame: null,
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},
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data() {
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return {
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tiles: 1000,
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image: '',
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scoreMode: GameCommon.SCORE_MODE_ANY,
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}
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},
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methods: {
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mediaImgUploaded(j) {
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this.image = j.image
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},
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canStartNewGame () {
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if (!this.tilesInt || !this.image || ![0, 1].includes(this.scoreModeInt)) {
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return false
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}
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return true
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},
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onNewGameClick() {
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this.$emit('newGame', {
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tiles: this.tilesInt,
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image: this.image,
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scoreMode: this.scoreModeInt,
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})
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},
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},
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computed: {
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scoreModeInt () {
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return parseInt(this.scoreMode, 10)
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},
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tilesInt () {
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return parseInt(this.tiles, 10)
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},
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},
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}
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