Members
(inner) gameState :Types.GameState
Type:
- Types.GameState
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(inner, constant) userProfilesByUUID :Types.ServerToClientProfile
Type:
- Types.ServerToClientProfile
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Methods
(static) clearGameState()
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(static) createNewRoundState()
Adds blank new round to the current game state
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(static) getCurrentWorldEvent() → {string}
Fetches world event associated to current round
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Returns:
value of WORLD_EVENT enum
- Type
- string
(static) getGameIsStarted() → {boolean}
Pulls game-start status from the current game state
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Returns:
true if game is started; false otherwise
- Type
- boolean
(static) getGameWinnerUUID() → {Types.UUID}
Fetches UUID of user that won the game
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Returns:
unique ID of game winner
- Type
- Types.UUID
(static) getNumOpponentCards() → {number}
Fetches the number of cards that the opponent still has (cards themselves
are still unknown)
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Returns:
number of cards that opponent has in hand
- Type
- number
(static) getOppHasPlayedRound() → {boolean}
For the current round, returns whether or not the opponent player has already
played a card
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Returns:
true if opponent has played this round; false otherwise
- Type
- boolean
(static) getOpponentUUID() → {Types.UUID}
Determines the UUID of the opponent player by finding the first (only)
UUID that doesn't match the client user
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Returns:
UUID of opponent user
- Type
- Types.UUID
(static) getPlayerUUIDs() → {Array.<Types.UUID>}
Returns the UUIDs member to current game
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Returns:
list of UUIDs active in game (length 2)
- Type
- Array.<Types.UUID>
(static) getProfile(playerUUID) → {Types.ServerToClientProfile}
Fetches last-read profile associated to a player sent from the server
Parameters:
| Name | Type | Description |
|---|---|---|
playerUUID |
Types.UUID | unique identifer whose profile is targeted |
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Returns:
profile of user
- Type
- Types.ServerToClientProfile
(static) getRemainingCards() → {Array.<Types.Card>}
Fetches all cards that are still available in the hand of the client user
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Returns:
list of remaining card names for user
- Type
- Array.<Types.Card>
(static) getRoundNumber() → {number}
For the current game state, returns the current number associated
with the round (i.e., at the start of the game, the client is partaking
in round 1)
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Returns:
current round number of game state for client user
- Type
- number
(static) getRoundWinnerUUID() → {Types.UUID}
Fetches UUID of user that won the current round
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Returns:
unique ID corresponding to round winner
- Type
- Types.UUID
(static) getScore(playerUUID) → {number}
Fetches game score corresponding to user profile with a given UUID
Parameters:
| Name | Type | Description |
|---|---|---|
playerUUID |
Types.UUID | unique identifier whose score is targeted |
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Returns:
number of rounds won by player
- Type
- number
(static) getSelfHasPlayedRound() → {boolean}
For the current round, returns whether or not the client user has already
played a card
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Returns:
true if client user has played this round; false otherwise
- Type
- boolean
(static) getSelfSelectedCard() → {Types.Card|null}
Fetches card selected by the user during the current round
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Returns:
card selected by the user in the current round,
or null if no card has been selected
- Type
- Types.Card | null
(static) initializePlayers(playerUUIDs)
For a given list of members of the lobby, initializes player game state for
each of them under the gameState object
Parameters:
| Name | Type | Description |
|---|---|---|
playerUUIDs |
Array.<Types.UUID> | unique identifiers for each member of game |
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(static) setGameIsStarted()
Sets game-start status to true
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(static) setGameState(newGameState)
Attempts to update game state by forcing a new game state object
on top of the existing game state
Parameters:
| Name | Type | Description |
|---|---|---|
newGameState |
Types.GameState | game state that takes priority |
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(static) setGameWinnerUUID(gameWinnerUUID)
Sets unique ID of user that won the game
Parameters:
| Name | Type | Description |
|---|---|---|
gameWinnerUUID |
Types.UUID | unique ID of game winner |
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(static) setNumOpponentCards(numOpponentCards)
Sets an anonymized list of cards of same length as numOpponentCards in the data store
for future access
Parameters:
| Name | Type | Description |
|---|---|---|
numOpponentCards |
number | number of remaining cards that the opponent has |
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(static) setOppSelectedCard(selectedCard)
For the current round, sets the opponent's selected card and tosses out
a random card from the opponent's remaining cards (b/c they are anonymized anyways)
Parameters:
| Name | Type | Description |
|---|---|---|
selectedCard |
Types.IndeterminateCard | card selected by the opponent user, passed from the server |
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(static) setRemainingCards(remainingCards)
Sets list of remaining cards that can be played by client user
Parameters:
| Name | Type | Description |
|---|---|---|
remainingCards |
Array.<Types.Card> | list of remaining card names for user |
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(static) setRoundWinnerUUID(playerUUID)
Sets the winner of the current/most recent round
Parameters:
| Name | Type | Description |
|---|---|---|
playerUUID |
Types.UUID | unique identifier of round winner |
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(static) setSelfSelectedCard(selectedCard)
For the current round, sets the client user's selected card
Parameters:
| Name | Type | Description |
|---|---|---|
selectedCard |
Types.Card | card selected by the client user |
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(static) updateProfile(profile)
Updates profile to store by UUID and emits appropriate event listener
for downstream users
Parameters:
| Name | Type | Description |
|---|---|---|
profile |
Types.ServerToClientProfile | most-recent profile sent from the server for a given user |
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