Changed initial state to 'playing', so that we don't assume a broken connection is automatically a lost game.
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README.md
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README.md
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@ -6,7 +6,12 @@ this in Bacon, but my Bacon is pretty raw. At best, I could
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propertize the cards to create a new card (i.e. a new state) every
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propertize the cards to create a new card (i.e. a new state) every
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time a ball came in, but that seemed a little overwrought.
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time a ball came in, but that seemed a little overwrought.
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I'm sad that it requires underscore, but Node's native reduce doesn't
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support object iteration, only arrays.
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It was nice to have an opportunity to hack Coffee and Node again.
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It was nice to have an opportunity to hack Coffee and Node again.
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I don't know that I trust Yahoo's server. At least once I got back a
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"you lost" signal from the server. Since this client includes full
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playback of every game, I could see that I had clearly won.
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Unfortunately, my initial code assumed "lost" as the default state, so
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I couldn't see if maybe the 'won' signal was lost before receiving the
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disconnect. I've changed that to 'playing,' so we can see that
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condition now.
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@ -4,7 +4,7 @@ io = require "socket.io-client"
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bingo = ["B", "I", "N", "G", "O"]
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bingo = ["B", "I", "N", "G", "O"]
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coors = [0..4]
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coors = [0..4]
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state = "lost"
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state = "playing"
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snum = (n) -> if n < 10 then " #{n}" else "#{n}"
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snum = (n) -> if n < 10 then " #{n}" else "#{n}"
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fnum = (j) -> if j.found then "[#{snum(j.n)}]" else " #{snum(j.n)} "
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fnum = (j) -> if j.found then "[#{snum(j.n)}]" else " #{snum(j.n)} "
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