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Website for Onemus
Backbone could be used to better display room tables and possibly cards or users.
Zone movement methods are how users can interact with the card zones:
Headers and footers should be included in layouts. There should be a new layout that has both the header and the footer, and a layout that just the footer.
Users need to be able to log in
Dice rolling should be done through the RANDOM.ORG api if possible.
When the user right-clicks, a menu should pop up based on where the right-click happened. The actual contents of the menu are TBD but the actual right-click functionality should be there.
Messages are currently compiled into a single key, which means that flash doesn't properly display them. Some values (mainly the create user validation errors) are nested in an array. Error messages aren't really helpful, either.
Remove Single Table Inheritance. Convert the type from String to Integer and make a table for that enumeration. Change everything else to match and remove any models etc.
Users can continue to browse the site when not logged in. There needs to be some sort of check (probably in Javascript to query continually). Whatever checks should be included in the layout or somewhere common.
There should be a chat-only lobby that has a list of open game rooms that can be visited and have games played in them.
Rooms table should be created and joined using a join table, similarly to chroma to cards.
Users should be able to delete cards from the list.
Handle nil fields in the login and create user forms.
Everything but the welcome page and maybe some other pages should prevent users who aren't logged in from accessing them. Maybe something in a layout?
Users should be able to edit cards by clicking on them. The form will be filled out with the card's information, where the user can change existing information, then insert it back into the table.
When there are multiple Onemus windows open, if one times out or if the user logs out, logging out again will cause an Invalid Authenticity Token error.
Make session variable expire after a certain amount of time.
Users should be able to "take" a turn by going through the phases in that turn:
The project already uses Redis for production. Maybe use additional caching features to speed up players in room, cards to be played, etc.?
Passwords should be encrypted.
Handle no record found exception from login
If a user refreshes the page, websockets considers them to have disconnected. Similarly, if they navigate off the page and come back, they should be able to come back to the game. Might require keeping track of user connected state.
Add titles for the pages that don't have one (all of them except login). Probably should use locales.
Have Cards as a base type, with name, ability, and json ability. Spells will directly inherit from Cards. Terrain will inherit from Cards with attack, hit, and evasion fields. Heroes will inherit from Cards, with the addition of card_type and HP/attack fields. Creatures will inherit from Heroes with the addition of a cost field.
Handle duplicate exception from creating users
With the change described in #40, individual card types in the table continue to differ from each other, gaining new fields and losing some common fields. Thus, it is probably best to split up the cards table.
The new cards tables can be linked together using a central card_id table, which stores both the relative and absolute card ids. Individual card entries will also have the relative and absolute card ids. These will be linked back and forth one-to-one.
All cards can be selected by performing a join between the card_id table and each other table on the absolute card_id field.
Card entries should reflect what chroma the card is aligned with. Red - anger, gray - apathy, etc.
Cards should be listed, where they can display pertinent information.
The GUI should keep track of the card zones (deck, in play, etc.) and other important information, such as a room list of player names, turn order, phase counters, etc.
Users should be able to interact with card zones:
Need to add chroma to the database through a migration. Should link to a table in a many-to-many pattern with all 6 values: anger, apathy, entropy, greed, order, and pride.
Locales need to be used instead of using hardcoded strings where possible.
Add card creation forms
Make header and footer then include them in pages viewable when logged in.
Card list should be able to be sorted/filtered, probably by chroma, cost, power, toughness, type, and sort by name.
Decks can be premade for now, but the user should be able to interact with the deck as they decide: look through it, draw from it, shuffle it, etc. Composition of the deck should be variable as well.
Remove create and delete operations for non-authorized users
Need the ability to open a websockets connection.
Add counters like damage and victory points (or maybe victory points should be a running total)
Should be sort of like locales: a centralized place to store link data to improve DRY behavior.
Add logout (should be in the form of clearing session cookies)
Creature cards were updated such that they are no longer represented by individual cards and are instead represented by an archetype that can spawn tokens. We also added equipment that has represents a particular slot and is equipped in that slot for creatures.
So, we will need to represent equipment slots for creatures/heroes, which will likely be many-to-many, in addition to adding new fields such as population cap for tokens (LIST WIP)
Might also be time to fission the card table into smaller tables that more accurately represent what the particular type of card contains.
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