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	<id>https://sk.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sourisdudesert</id>
	<title>Board Game Arena - Príspevky používateľa [sk]</title>
	<link rel="self" type="application/atom+xml" href="https://sk.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sourisdudesert"/>
	<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/%C5%A0peci%C3%A1lne:Pr%C3%ADspevky/Sourisdudesert"/>
	<updated>2026-09-26T15:48:55Z</updated>
	<subtitle>Príspevky používateľa</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Contact_us&amp;diff=853</id>
		<title>Contact us</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Contact_us&amp;diff=853"/>
		<updated>2025-06-30T15:58:44Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Board Game Arena&#039;&#039;&#039; is located in France.&lt;br /&gt;
&lt;br /&gt;
== Contact e-mail ==&lt;br /&gt;
&lt;br /&gt;
contact(at)boardgamearena.com&lt;br /&gt;
&lt;br /&gt;
We receive &#039;&#039;&#039;a lot&#039;&#039;&#039; of e-mails. Please do not send us an e-mail in any of these two cases:&lt;br /&gt;
&lt;br /&gt;
* If you want to report a bug, please do it in the corresponding forum&lt;br /&gt;
* If you want to report a player for violation of BGA policy, use the &amp;quot;report this player&amp;quot; button on his/her profile.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Club_Board_Game_Arena&amp;diff=824</id>
		<title>Club Board Game Arena</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Club_Board_Game_Arena&amp;diff=824"/>
		<updated>2013-06-10T20:27:32Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why can&#039;t you just have a standard donation system where I can choose any money amount ?==&lt;br /&gt;
&lt;br /&gt;
With this &amp;quot;club&amp;quot; system, we try to highlight players who supported this website recently or do so on a regular basis. Depending on the amount of your donation, you are a member of the club for a given period of time.&lt;br /&gt;
&lt;br /&gt;
Many websites are using a more classical approach with a simple &amp;quot;donation box&amp;quot;. By experience, we know that these websites rely on just a few generous users. Board Game Arena chooses to set 3 fixed amounts for donations in order to rely on a bigger number of small donors.&lt;br /&gt;
&lt;br /&gt;
==Is it mandatory to join the club ?==&lt;br /&gt;
&lt;br /&gt;
Of course not.&lt;br /&gt;
&lt;br /&gt;
You can play for free without any limitation even if you are not a member of the club: Board Game Arena is a free service. Statistics are just an extra : you don&#039;t need statistics to play and have fun, don&#039;t you ? As a matter of fact, most players are not club members.&lt;br /&gt;
&lt;br /&gt;
==What is a beginner account ? http://en.boardgamearena.com/theme/img/accounttypes/beginner.gif ==&lt;br /&gt;
&lt;br /&gt;
When you join Board Game Arena, your get a &amp;quot;beginner account&amp;quot; (http://en.boardgamearena.com/theme/img/accounttypes/beginner.gif) for 30 days. This beginner account allow you to view your own ELO ranking (http://en.boardgamearena.com/theme/img/common/rank.png) for each game. After 30 days, your account becomes a standard &#039;&#039;&#039;non member&#039;&#039;&#039; account (http://en.boardgamearena.com/theme/img/accounttypes/free.gif).&lt;br /&gt;
&lt;br /&gt;
==What becomes of the money ?==&lt;br /&gt;
&lt;br /&gt;
Board Game Arena service is managed by a semi-professional team who needs money to make it run (in particular: hosting cost).&lt;br /&gt;
&lt;br /&gt;
Player donations are used to develop this website (new features, new games), to make it run (hosting, maintenance), to build the player community (events)...&lt;br /&gt;
&lt;br /&gt;
A big &amp;quot;thank you&amp;quot; to all members of the Board Game Arena Club  whose contributions allow this website to exist for the enjoyment of everyone !&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Steps_to_create_a_BGA_game&amp;diff=809</id>
		<title>Steps to create a BGA game</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Steps_to_create_a_BGA_game&amp;diff=809"/>
		<updated>2013-05-09T18:54:43Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here&#039;s a summary of the different steps you would follow when developing a game with BGA Studio.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Step !! How to reach this ste?p !! What happened during the step?&lt;br /&gt;
|-&lt;br /&gt;
| Initial || [[How to join BGA developer team?]] || You discuss with us to choose your game&lt;br /&gt;
|-&lt;br /&gt;
| Assigned || You choosed a game  || You can start the development of the game&lt;br /&gt;
|-&lt;br /&gt;
| Pre-alpha || You&#039;ve started to write some piece of code  || You develop the game. During this phase, we can assist you with the framework and give you some pieces of advice.&lt;br /&gt;
|-&lt;br /&gt;
| Alpha || You tell us that your development is finished || The game is incorporate in BGA global &amp;quot;package&amp;quot;, and is published on BGA preproduction server. We are reviewing the game on our side and with you, and help you to finalize some details to polish the game.&lt;br /&gt;
|-&lt;br /&gt;
| Private beta || We give a &amp;quot;go&amp;quot; || On preproduction platform, the publisher, the designer, we and you can test the game together and separately. We help you to take into account remarks from the publisher and the designer.&lt;br /&gt;
|-&lt;br /&gt;
| Public beta || The adaptation is approved by the publiher || We find together a good launch date for the game, we announce the game on BGA news, and then player can start to play! During the first days, it is common that some bugs are reported by players, and you can fix them following the instructions in [[Post-release phase]].&lt;br /&gt;
|-&lt;br /&gt;
| Gold || The game is stable on BGA || Congrats! You can still modify and optimize things following the instructions in [[Post-release phase]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Studio_function_reference&amp;diff=806</id>
		<title>Studio function reference</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Studio_function_reference&amp;diff=806"/>
		<updated>2013-05-06T17:08:23Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Client side (Javascript functions) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page references useful server side and client side functions (and some interesting class variables), so that nobody needs to reinvent the wheel (unless he wants to).&lt;br /&gt;
&lt;br /&gt;
This list is not exhaustive, in particular functions already well described by comments in the &#039;EmptyGame&#039; game template may not be described again below.&lt;br /&gt;
&lt;br /&gt;
== Server side (PHP functions) ==&lt;br /&gt;
&lt;br /&gt;
== Client side (Javascript functions) ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: Id of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains your initial set of datas to init the game, created at game start or game refresh (F5)&lt;br /&gt;
: You can update it as needed to keep an up to date reference of the game on the client side.&lt;br /&gt;
&lt;br /&gt;
; slideToObject: function( mobile_obj, target_obj, duration, delay )&lt;br /&gt;
: Return an dojo.fx animation that is sliding a DOM object from its current position over another one&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
; slideToObjectPos: function( mobile_obj, target_obj, target_x, target_y, duration, delay )&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
; addTooltip( node, _( helpString ), _( actionString ), delay );&lt;br /&gt;
: Add a simple text tooltip to the DOM node. Only one of &#039;helpString&#039; or &#039;actionString&#039; must be used. _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
; addTooltipHtml( node, html, delay );&lt;br /&gt;
: Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
; addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay );&lt;br /&gt;
: Add a simple text tooltip to all the DOM nodes set with this cssClass. Only one of &#039;helpString&#039; or &#039;actionString&#039; must be used. _() must be used for the text to be marked for translation.&lt;br /&gt;
: NB: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
; addTooltipHtmlToClass( cssClass, html, delay );&lt;br /&gt;
: 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).&lt;br /&gt;
: NB: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: DEPRECATED (please use connectClass below)&lt;br /&gt;
&lt;br /&gt;
; connectClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addStyleToClass: function( cssClassName, cssProperty, propertyValue )&lt;br /&gt;
: Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play)&lt;br /&gt;
&lt;br /&gt;
; checkAction: function( action, nomessage )&lt;br /&gt;
: Check if player can do the specified action by taking into account:  _ current game state &amp;amp; _ interface locking&lt;br /&gt;
: return true if action is authorized&lt;br /&gt;
: return false and display an error message if not (display no message if nomessage is specified)&lt;br /&gt;
&lt;br /&gt;
; showMessage: function( msg, type )&lt;br /&gt;
: Show an information message during a few seconds at the top of the page&lt;br /&gt;
: Type can be &#039;error&#039; or &#039;info&#039;&lt;br /&gt;
&lt;br /&gt;
; this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
: Adds score_delta (positive or negative integer) to the current score value for player&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Studio_function_reference&amp;diff=805</id>
		<title>Studio function reference</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Studio_function_reference&amp;diff=805"/>
		<updated>2013-05-06T17:07:55Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Client side (Javascript functions) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page references useful server side and client side functions (and some interesting class variables), so that nobody needs to reinvent the wheel (unless he wants to).&lt;br /&gt;
&lt;br /&gt;
This list is not exhaustive, in particular functions already well described by comments in the &#039;EmptyGame&#039; game template may not be described again below.&lt;br /&gt;
&lt;br /&gt;
== Server side (PHP functions) ==&lt;br /&gt;
&lt;br /&gt;
== Client side (Javascript functions) ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: Id of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains your initial set of datas to init the game, created at game start or game refresh (F5)&lt;br /&gt;
: You can update it as needed to keep an up to date reference of the game on the client side.&lt;br /&gt;
&lt;br /&gt;
; slideToObject: function( mobile_obj, target_obj, duration, delay )&lt;br /&gt;
: Return an dojo.fx animation that is sliding a DOM object from its current position over another one&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
; slideToObjectPos: function( mobile_obj, target_obj, target_x, target_y, duration, delay )&lt;br /&gt;
: 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.&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
; addTooltip( node, _( helpString ), _( actionString ), delay );&lt;br /&gt;
: Add a simple text tooltip to the DOM node. Only one of &#039;helpString&#039; or &#039;actionString&#039; must be used. _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
; addTooltipHtml( node, html, delay );&lt;br /&gt;
: Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
; addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay );&lt;br /&gt;
: Add a simple text tooltip to all the DOM nodes set with this cssClass. Only one of &#039;helpString&#039; or &#039;actionString&#039; must be used. _() must be used for the text to be marked for translation.&lt;br /&gt;
: NB: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
; addTooltipHtmlToClass( cssClass, html, delay );&lt;br /&gt;
: 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).&lt;br /&gt;
: NB: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: DEPRECATED (see connectClass below)&lt;br /&gt;
&lt;br /&gt;
; connectClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addStyleToClass: function( cssClassName, cssProperty, propertyValue )&lt;br /&gt;
: Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play)&lt;br /&gt;
&lt;br /&gt;
; checkAction: function( action, nomessage )&lt;br /&gt;
: Check if player can do the specified action by taking into account:  _ current game state &amp;amp; _ interface locking&lt;br /&gt;
: return true if action is authorized&lt;br /&gt;
: return false and display an error message if not (display no message if nomessage is specified)&lt;br /&gt;
&lt;br /&gt;
; showMessage: function( msg, type )&lt;br /&gt;
: Show an information message during a few seconds at the top of the page&lt;br /&gt;
: Type can be &#039;error&#039; or &#039;info&#039;&lt;br /&gt;
&lt;br /&gt;
; this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
: Adds score_delta (positive or negative integer) to the current score value for player&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=803</id>
		<title>Post-release phase</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=803"/>
		<updated>2013-05-02T12:05:14Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* What can be modified after release? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your game is now on BGA: congrats!&lt;br /&gt;
&lt;br /&gt;
But what happened when there are some bugs to fix or when you want to optimize something?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid: you&#039;re still allowed to modify your game. You just have to pay attention to the points below.&lt;br /&gt;
&lt;br /&gt;
== Bugs reporting ==&lt;br /&gt;
&lt;br /&gt;
Bugs are reported in the [http://forum.boardgamearena.com/viewforum.php?f=4 BGA bugs forum].&lt;br /&gt;
&lt;br /&gt;
During days after your game has been published and from time to time, please have a look at it to check if everything is fine.&lt;br /&gt;
&lt;br /&gt;
== How to submit changes? ==&lt;br /&gt;
&lt;br /&gt;
To submit your changes, you just have to commit your work from BGA Studio backoffice, as you did during the development phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: as soon as you commited your changes, we assume that your code is ready to deploy &#039;&#039;&#039;anytime&#039;&#039;&#039; on BGA. Consequently, please do not commit a development in progress.&lt;br /&gt;
&lt;br /&gt;
== BGA packages: when my updates will be visible by players? ==&lt;br /&gt;
&lt;br /&gt;
BGA website is updated with &amp;quot;packages&amp;quot;. When needed, we build a new package with all games and release a new version of BGA with this package.&lt;br /&gt;
&lt;br /&gt;
It means that your updates won&#039;t be visible by players until a new package is build and released on the website.&lt;br /&gt;
&lt;br /&gt;
Usually, there is less than 2 weeks between 2 packages, so it&#039;s quick. BUT, if you detect some major bug in your game, please warn us immediately so we can decide what to do. Usually, we do the following:&lt;br /&gt;
* We can do a &amp;quot;hotfix&amp;quot;: you send us a very little change and we fix the website immediately. This is only possible if you change only the PHP side. The good news is that most blocking bugs are on PHP side - the client side bugs are most of the time solved by a page refresh. Of course, we don&#039;t hotfix minor bugs.&lt;br /&gt;
* We can build another package. Of course, it&#039;s better to fix several bugs in each package, in order we don&#039;t have to build another package right after the first one :)&lt;br /&gt;
* If the situation is critical, we can suspend the game from BGA waiting for the update.&lt;br /&gt;
&lt;br /&gt;
Of course, we particularly care of your game during the days after your game is available on BGA. During this period of time, there&#039;s no problem to build package and to hotfix just for your game, and this is done in close collaboration with you. You just have to inform us when you&#039;re ready to publish a new version.&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget that in any case, you need to commit your changes to made them available for the next package. Modifications that are not commited are not included in the packages.&lt;br /&gt;
&lt;br /&gt;
== What can be modified after release? ==&lt;br /&gt;
&lt;br /&gt;
Everything can be modified. BUT, some items requires a special attention, and you must inform us in some cases:&lt;br /&gt;
&lt;br /&gt;
===Changes that breaks the games in progress===&lt;br /&gt;
&lt;br /&gt;
Some changes will break the games in progress at the moment the release/the hotfix will be performed. Each time you make a change, you should ask you the question &amp;quot;it is safe to make this change in a game in progress&amp;quot;, and if the answer is &amp;quot;no&amp;quot; you have to inform us.&lt;br /&gt;
&lt;br /&gt;
Example of changes that break the games in progress:&lt;br /&gt;
* Changes in the database schema of the game (dbmodel.sql).&lt;br /&gt;
* New global variable or game option accessed during the game (if it&#039;s only used during setup, it should be safe).&lt;br /&gt;
* New statistic (it won&#039;t be initialized properly, so it&#039;s going to crash the game).&lt;br /&gt;
* Change ID of existing game states (adding new game states is fine).&lt;br /&gt;
&lt;br /&gt;
Of course, as a rule of thumb, you should avoid to introduce changes that break a game in progress. Sometimes however, you do not have any other choice. In this case:&lt;br /&gt;
* Try to group all your updates in one BGA package, thus we won&#039;t have to block your game several times.&lt;br /&gt;
* Tell us explicitly that you introduce some update that can break games in progress, &#039;&#039;&#039;as soon as you commit your update&#039;&#039;&#039;.&lt;br /&gt;
* Thus, during the package delivery, we will block the game and let game in progress end before publishing the new version.&lt;br /&gt;
&lt;br /&gt;
===Major changes===&lt;br /&gt;
&lt;br /&gt;
If you do some major changes to your game like:&lt;br /&gt;
* Introducing a new expansion.&lt;br /&gt;
* Major code rewriting/refactoring.&lt;br /&gt;
&lt;br /&gt;
... please tell us. In this case, we can:&lt;br /&gt;
* Make your game back from &amp;quot;gold&amp;quot; to &amp;quot;public beta&amp;quot;, to incite player to report bugs.&lt;br /&gt;
* Discuss with you about the release date of the next BGA package.&lt;br /&gt;
* Pay attention to your game when publishing the package.&lt;br /&gt;
* And eventually, publish a news about it :)&lt;br /&gt;
&lt;br /&gt;
===Post-release and commit===&lt;br /&gt;
&lt;br /&gt;
As said above: for games already published on BGA, we assume that your code is ready to deploy as soon as you commited your changes.&lt;br /&gt;
&lt;br /&gt;
In consequence, please:&lt;br /&gt;
* Do not commit until you finished and tested your updates.&lt;br /&gt;
* Do not commit a development in progress.&lt;br /&gt;
* As a rule of thumb: do not commit something that will bring the game in a state that should not be seen by players.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=802</id>
		<title>Post-release phase</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=802"/>
		<updated>2013-05-02T12:01:12Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* How to submit changes? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your game is now on BGA: congrats!&lt;br /&gt;
&lt;br /&gt;
But what happened when there are some bugs to fix or when you want to optimize something?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid: you&#039;re still allowed to modify your game. You just have to pay attention to the points below.&lt;br /&gt;
&lt;br /&gt;
== Bugs reporting ==&lt;br /&gt;
&lt;br /&gt;
Bugs are reported in the [http://forum.boardgamearena.com/viewforum.php?f=4 BGA bugs forum].&lt;br /&gt;
&lt;br /&gt;
During days after your game has been published and from time to time, please have a look at it to check if everything is fine.&lt;br /&gt;
&lt;br /&gt;
== How to submit changes? ==&lt;br /&gt;
&lt;br /&gt;
To submit your changes, you just have to commit your work from BGA Studio backoffice, as you did during the development phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: as soon as you commited your changes, we assume that your code is ready to deploy &#039;&#039;&#039;anytime&#039;&#039;&#039; on BGA. Consequently, please do not commit a development in progress.&lt;br /&gt;
&lt;br /&gt;
== BGA packages: when my updates will be visible by players? ==&lt;br /&gt;
&lt;br /&gt;
BGA website is updated with &amp;quot;packages&amp;quot;. When needed, we build a new package with all games and release a new version of BGA with this package.&lt;br /&gt;
&lt;br /&gt;
It means that your updates won&#039;t be visible by players until a new package is build and released on the website.&lt;br /&gt;
&lt;br /&gt;
Usually, there is less than 2 weeks between 2 packages, so it&#039;s quick. BUT, if you detect some major bug in your game, please warn us immediately so we can decide what to do. Usually, we do the following:&lt;br /&gt;
* We can do a &amp;quot;hotfix&amp;quot;: you send us a very little change and we fix the website immediately. This is only possible if you change only the PHP side. The good news is that most blocking bugs are on PHP side - the client side bugs are most of the time solved by a page refresh. Of course, we don&#039;t hotfix minor bugs.&lt;br /&gt;
* We can build another package. Of course, it&#039;s better to fix several bugs in each package, in order we don&#039;t have to build another package right after the first one :)&lt;br /&gt;
* If the situation is critical, we can suspend the game from BGA waiting for the update.&lt;br /&gt;
&lt;br /&gt;
Of course, we particularly care of your game during the days after your game is available on BGA. During this period of time, there&#039;s no problem to build package and to hotfix just for your game, and this is done in close collaboration with you. You just have to inform us when you&#039;re ready to publish a new version.&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget that in any case, you need to commit your changes to made them available for the next package. Modifications that are not commited are not included in the packages.&lt;br /&gt;
&lt;br /&gt;
== What can be modified after release? ==&lt;br /&gt;
&lt;br /&gt;
Everything can be modified. BUT, some items requires a special attention, and you must inform us in some cases:&lt;br /&gt;
&lt;br /&gt;
===Changes that breaks the games in progress===&lt;br /&gt;
&lt;br /&gt;
Some changes will break the games in progress at the moment the release/the hotfix will be performed. Each time you make a change, you should ask you the question &amp;quot;it is safe to make this change in a game in progress&amp;quot;, and if the answer is &amp;quot;no&amp;quot; you have to inform us.&lt;br /&gt;
&lt;br /&gt;
Example of changes that break the games in progress:&lt;br /&gt;
* Changes in the database schema of the game (dbmodel.sql).&lt;br /&gt;
* New global variable or game option accessed during the game (if it&#039;s only used during setup, it should be safe).&lt;br /&gt;
* New statistic (it won&#039;t be initialized properly, so it&#039;s going to crash the game).&lt;br /&gt;
* Change ID of existing game states (adding new game states is fine).&lt;br /&gt;
&lt;br /&gt;
Of course, as a rule of thumb, you should avoid to introduce changes that break a game in progress. Sometimes however, you do not have any other choice. In this case:&lt;br /&gt;
* Try to group all your updates in one BGA package, thus we won&#039;t have to block your game several times.&lt;br /&gt;
* Tell us explicitly that you introduce some update that can break games in progress, &#039;&#039;&#039;as soon as you commit your update&#039;&#039;&#039;.&lt;br /&gt;
* Thus, during the package delivery, we will block the game and let game in progress end before publishing the new version.&lt;br /&gt;
&lt;br /&gt;
===Major changes===&lt;br /&gt;
&lt;br /&gt;
If you do some major changes to your game like:&lt;br /&gt;
* Introducing a new expansion.&lt;br /&gt;
* Major code rewriting/refactoring.&lt;br /&gt;
&lt;br /&gt;
... please tell us. In this case, we can:&lt;br /&gt;
* Make your game back from &amp;quot;gold&amp;quot; to &amp;quot;public beta&amp;quot;, to incite player to report bugs.&lt;br /&gt;
* Discuss with you about the release date of the next BGA package.&lt;br /&gt;
* Pay attention to your game when publishing the package.&lt;br /&gt;
* And eventually, publish a news about it :)&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=801</id>
		<title>Post-release phase</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=801"/>
		<updated>2013-05-02T12:01:04Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* BGA packages: when my updates will be visible by players? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your game is now on BGA: congrats!&lt;br /&gt;
&lt;br /&gt;
But what happened when there are some bugs to fix or when you want to optimize something?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid: you&#039;re still allowed to modify your game. You just have to pay attention to the points below.&lt;br /&gt;
&lt;br /&gt;
== Bugs reporting ==&lt;br /&gt;
&lt;br /&gt;
Bugs are reported in the [http://forum.boardgamearena.com/viewforum.php?f=4 BGA bugs forum].&lt;br /&gt;
&lt;br /&gt;
During days after your game has been published and from time to time, please have a look at it to check if everything is fine.&lt;br /&gt;
&lt;br /&gt;
== How to submit changes? ==&lt;br /&gt;
&lt;br /&gt;
To submit your changes, you just have to commit your work from BGA Studio backoffice, as you did during the development phase.&lt;br /&gt;
&lt;br /&gt;
Warning: as soon as you commited your changes, we assume that your code is ready to deploy &#039;&#039;&#039;anytime&#039;&#039;&#039; on BGA. Consequently, please do not commit a development in progress.&lt;br /&gt;
&lt;br /&gt;
== BGA packages: when my updates will be visible by players? ==&lt;br /&gt;
&lt;br /&gt;
BGA website is updated with &amp;quot;packages&amp;quot;. When needed, we build a new package with all games and release a new version of BGA with this package.&lt;br /&gt;
&lt;br /&gt;
It means that your updates won&#039;t be visible by players until a new package is build and released on the website.&lt;br /&gt;
&lt;br /&gt;
Usually, there is less than 2 weeks between 2 packages, so it&#039;s quick. BUT, if you detect some major bug in your game, please warn us immediately so we can decide what to do. Usually, we do the following:&lt;br /&gt;
* We can do a &amp;quot;hotfix&amp;quot;: you send us a very little change and we fix the website immediately. This is only possible if you change only the PHP side. The good news is that most blocking bugs are on PHP side - the client side bugs are most of the time solved by a page refresh. Of course, we don&#039;t hotfix minor bugs.&lt;br /&gt;
* We can build another package. Of course, it&#039;s better to fix several bugs in each package, in order we don&#039;t have to build another package right after the first one :)&lt;br /&gt;
* If the situation is critical, we can suspend the game from BGA waiting for the update.&lt;br /&gt;
&lt;br /&gt;
Of course, we particularly care of your game during the days after your game is available on BGA. During this period of time, there&#039;s no problem to build package and to hotfix just for your game, and this is done in close collaboration with you. You just have to inform us when you&#039;re ready to publish a new version.&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget that in any case, you need to commit your changes to made them available for the next package. Modifications that are not commited are not included in the packages.&lt;br /&gt;
&lt;br /&gt;
== What can be modified after release? ==&lt;br /&gt;
&lt;br /&gt;
Everything can be modified. BUT, some items requires a special attention, and you must inform us in some cases:&lt;br /&gt;
&lt;br /&gt;
===Changes that breaks the games in progress===&lt;br /&gt;
&lt;br /&gt;
Some changes will break the games in progress at the moment the release/the hotfix will be performed. Each time you make a change, you should ask you the question &amp;quot;it is safe to make this change in a game in progress&amp;quot;, and if the answer is &amp;quot;no&amp;quot; you have to inform us.&lt;br /&gt;
&lt;br /&gt;
Example of changes that break the games in progress:&lt;br /&gt;
* Changes in the database schema of the game (dbmodel.sql).&lt;br /&gt;
* New global variable or game option accessed during the game (if it&#039;s only used during setup, it should be safe).&lt;br /&gt;
* New statistic (it won&#039;t be initialized properly, so it&#039;s going to crash the game).&lt;br /&gt;
* Change ID of existing game states (adding new game states is fine).&lt;br /&gt;
&lt;br /&gt;
Of course, as a rule of thumb, you should avoid to introduce changes that break a game in progress. Sometimes however, you do not have any other choice. In this case:&lt;br /&gt;
* Try to group all your updates in one BGA package, thus we won&#039;t have to block your game several times.&lt;br /&gt;
* Tell us explicitly that you introduce some update that can break games in progress, &#039;&#039;&#039;as soon as you commit your update&#039;&#039;&#039;.&lt;br /&gt;
* Thus, during the package delivery, we will block the game and let game in progress end before publishing the new version.&lt;br /&gt;
&lt;br /&gt;
===Major changes===&lt;br /&gt;
&lt;br /&gt;
If you do some major changes to your game like:&lt;br /&gt;
* Introducing a new expansion.&lt;br /&gt;
* Major code rewriting/refactoring.&lt;br /&gt;
&lt;br /&gt;
... please tell us. In this case, we can:&lt;br /&gt;
* Make your game back from &amp;quot;gold&amp;quot; to &amp;quot;public beta&amp;quot;, to incite player to report bugs.&lt;br /&gt;
* Discuss with you about the release date of the next BGA package.&lt;br /&gt;
* Pay attention to your game when publishing the package.&lt;br /&gt;
* And eventually, publish a news about it :)&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=800</id>
		<title>Post-release phase</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=800"/>
		<updated>2013-04-29T14:14:49Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Major changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your game is now on BGA: congrats!&lt;br /&gt;
&lt;br /&gt;
But what happened when there are some bugs to fix or when you want to optimize something?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid: you&#039;re still allowed to modify your game. You just have to pay attention to the points below.&lt;br /&gt;
&lt;br /&gt;
== Bugs reporting ==&lt;br /&gt;
&lt;br /&gt;
Bugs are reported in the [http://forum.boardgamearena.com/viewforum.php?f=4 BGA bugs forum].&lt;br /&gt;
&lt;br /&gt;
During days after your game has been published and from time to time, please have a look at it to check if everything is fine.&lt;br /&gt;
&lt;br /&gt;
== BGA packages: when my updates will be visible by players? ==&lt;br /&gt;
&lt;br /&gt;
BGA website is updated with &amp;quot;packages&amp;quot;. When needed, we build a new package with all games and release a new version of BGA with this package.&lt;br /&gt;
&lt;br /&gt;
It means that your updates won&#039;t be visible by players until a new package is build and released on the website.&lt;br /&gt;
&lt;br /&gt;
Usually, there is less than 2 weeks between 2 packages, so it&#039;s quick. BUT, if you detect some major bug in your game, please warn us immediately so we can decide what to do. Usually, we do the following:&lt;br /&gt;
* We can do a &amp;quot;hotfix&amp;quot;: you send us a very little change and we fix the website immediately. This is only possible if you change only the PHP side. The good news is that most blocking bugs are on PHP side - the client side bugs are most of the time solved by a page refresh. Of course, we don&#039;t hotfix minor bugs.&lt;br /&gt;
* We can build another package. Of course, it&#039;s better to fix several bugs in each package, in order we don&#039;t have to build another package right after the first one :)&lt;br /&gt;
* If the situation is critical, we can suspend the game from BGA waiting for the update.&lt;br /&gt;
&lt;br /&gt;
Of course, we particularly care of your game during the days after your game is available on BGA. During this period of time, there&#039;s no problem to build package and to hotfix just for your game, and this is done in close collaboration with you. You just have to inform us when you&#039;re ready to publish a new version.&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget that in any case, you need to commit your changes to made them available for the next package. Modifications that are not commited are not included in the packages.&lt;br /&gt;
&lt;br /&gt;
== What can be modified after release? ==&lt;br /&gt;
&lt;br /&gt;
Everything can be modified. BUT, some items requires a special attention, and you must inform us in some cases:&lt;br /&gt;
&lt;br /&gt;
===Changes that breaks the games in progress===&lt;br /&gt;
&lt;br /&gt;
Some changes will break the games in progress at the moment the release/the hotfix will be performed. Each time you make a change, you should ask you the question &amp;quot;it is safe to make this change in a game in progress&amp;quot;, and if the answer is &amp;quot;no&amp;quot; you have to inform us.&lt;br /&gt;
&lt;br /&gt;
Example of changes that break the games in progress:&lt;br /&gt;
* Changes in the database schema of the game (dbmodel.sql).&lt;br /&gt;
* New global variable or game option accessed during the game (if it&#039;s only used during setup, it should be safe).&lt;br /&gt;
* New statistic (it won&#039;t be initialized properly, so it&#039;s going to crash the game).&lt;br /&gt;
* Change ID of existing game states (adding new game states is fine).&lt;br /&gt;
&lt;br /&gt;
Of course, as a rule of thumb, you should avoid to introduce changes that break a game in progress. Sometimes however, you do not have any other choice. In this case:&lt;br /&gt;
* Try to group all your updates in one BGA package, thus we won&#039;t have to block your game several times.&lt;br /&gt;
* Tell us explicitly that you introduce some update that can break games in progress, &#039;&#039;&#039;as soon as you commit your update&#039;&#039;&#039;.&lt;br /&gt;
* Thus, during the package delivery, we will block the game and let game in progress end before publishing the new version.&lt;br /&gt;
&lt;br /&gt;
===Major changes===&lt;br /&gt;
&lt;br /&gt;
If you do some major changes to your game like:&lt;br /&gt;
* Introducing a new expansion.&lt;br /&gt;
* Major code rewriting/refactoring.&lt;br /&gt;
&lt;br /&gt;
... please tell us. In this case, we can:&lt;br /&gt;
* Make your game back from &amp;quot;gold&amp;quot; to &amp;quot;public beta&amp;quot;, to incite player to report bugs.&lt;br /&gt;
* Discuss with you about the release date of the next BGA package.&lt;br /&gt;
* Pay attention to your game when publishing the package.&lt;br /&gt;
* And eventually, publish a news about it :)&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=799</id>
		<title>Post-release phase</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=799"/>
		<updated>2013-04-29T14:11:38Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your game is now on BGA: congrats!&lt;br /&gt;
&lt;br /&gt;
But what happened when there are some bugs to fix or when you want to optimize something?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid: you&#039;re still allowed to modify your game. You just have to pay attention to the points below.&lt;br /&gt;
&lt;br /&gt;
== Bugs reporting ==&lt;br /&gt;
&lt;br /&gt;
Bugs are reported in the [http://forum.boardgamearena.com/viewforum.php?f=4 BGA bugs forum].&lt;br /&gt;
&lt;br /&gt;
During days after your game has been published and from time to time, please have a look at it to check if everything is fine.&lt;br /&gt;
&lt;br /&gt;
== BGA packages: when my updates will be visible by players? ==&lt;br /&gt;
&lt;br /&gt;
BGA website is updated with &amp;quot;packages&amp;quot;. When needed, we build a new package with all games and release a new version of BGA with this package.&lt;br /&gt;
&lt;br /&gt;
It means that your updates won&#039;t be visible by players until a new package is build and released on the website.&lt;br /&gt;
&lt;br /&gt;
Usually, there is less than 2 weeks between 2 packages, so it&#039;s quick. BUT, if you detect some major bug in your game, please warn us immediately so we can decide what to do. Usually, we do the following:&lt;br /&gt;
* We can do a &amp;quot;hotfix&amp;quot;: you send us a very little change and we fix the website immediately. This is only possible if you change only the PHP side. The good news is that most blocking bugs are on PHP side - the client side bugs are most of the time solved by a page refresh. Of course, we don&#039;t hotfix minor bugs.&lt;br /&gt;
* We can build another package. Of course, it&#039;s better to fix several bugs in each package, in order we don&#039;t have to build another package right after the first one :)&lt;br /&gt;
* If the situation is critical, we can suspend the game from BGA waiting for the update.&lt;br /&gt;
&lt;br /&gt;
Of course, we particularly care of your game during the days after your game is available on BGA. During this period of time, there&#039;s no problem to build package and to hotfix just for your game, and this is done in close collaboration with you. You just have to inform us when you&#039;re ready to publish a new version.&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget that in any case, you need to commit your changes to made them available for the next package. Modifications that are not commited are not included in the packages.&lt;br /&gt;
&lt;br /&gt;
== What can be modified after release? ==&lt;br /&gt;
&lt;br /&gt;
Everything can be modified. BUT, some items requires a special attention, and you must inform us in some cases:&lt;br /&gt;
&lt;br /&gt;
===Changes that breaks the games in progress===&lt;br /&gt;
&lt;br /&gt;
Some changes will break the games in progress at the moment the release/the hotfix will be performed. Each time you make a change, you should ask you the question &amp;quot;it is safe to make this change in a game in progress&amp;quot;, and if the answer is &amp;quot;no&amp;quot; you have to inform us.&lt;br /&gt;
&lt;br /&gt;
Example of changes that break the games in progress:&lt;br /&gt;
* Changes in the database schema of the game (dbmodel.sql).&lt;br /&gt;
* New global variable or game option accessed during the game (if it&#039;s only used during setup, it should be safe).&lt;br /&gt;
* New statistic (it won&#039;t be initialized properly, so it&#039;s going to crash the game).&lt;br /&gt;
* Change ID of existing game states (adding new game states is fine).&lt;br /&gt;
&lt;br /&gt;
Of course, as a rule of thumb, you should avoid to introduce changes that break a game in progress. Sometimes however, you do not have any other choice. In this case:&lt;br /&gt;
* Try to group all your updates in one BGA package, thus we won&#039;t have to block your game several times.&lt;br /&gt;
* Tell us explicitly that you introduce some update that can break games in progress, &#039;&#039;&#039;as soon as you commit your update&#039;&#039;&#039;.&lt;br /&gt;
* Thus, during the package delivery, we will block the game and let game in progress end before publishing the new version.&lt;br /&gt;
&lt;br /&gt;
===Major changes===&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=798</id>
		<title>Post-release phase</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=798"/>
		<updated>2013-04-29T14:09:13Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* What can be modified after release? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your game is now on BGA: congrats!&lt;br /&gt;
&lt;br /&gt;
But what happened when there are some bugs to fix or when you want to optimize something?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid: you&#039;re still allowed to modify your game. You just have to pay attention to the points below.&lt;br /&gt;
&lt;br /&gt;
== BGA packages: when my updates will be visible by players? ==&lt;br /&gt;
&lt;br /&gt;
BGA website is updated with &amp;quot;packages&amp;quot;. When needed, we build a new package with all games and release a new version of BGA with this package.&lt;br /&gt;
&lt;br /&gt;
It means that your updates won&#039;t be visible by players until a new package is build and released on the website.&lt;br /&gt;
&lt;br /&gt;
Usually, there is less than 2 weeks between 2 packages, so it&#039;s quick. BUT, if you detect some major bug in your game, please warn us immediately so we can decide what to do. Usually, we do the following:&lt;br /&gt;
* We can do a &amp;quot;hotfix&amp;quot;: you send us a very little change and we fix the website immediately. This is only possible if you change only the PHP side. The good news is that most blocking bugs are on PHP side - the client side bugs are most of the time solved by a page refresh. Of course, we don&#039;t hotfix minor bugs.&lt;br /&gt;
* We can build another package. Of course, it&#039;s better to fix several bugs in each package, in order we don&#039;t have to build another package right after the first one :)&lt;br /&gt;
* If the situation is critical, we can suspend the game from BGA waiting for the update.&lt;br /&gt;
&lt;br /&gt;
Of course, we particularly care of your game during the days after your game is available on BGA. During this period of time, there&#039;s no problem to build package and to hotfix just for your game, and this is done in close collaboration with you. You just have to inform us when you&#039;re ready to publish a new version.&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget that in any case, you need to commit your changes to made them available for the next package. Modifications that are not commited are not included in the packages.&lt;br /&gt;
&lt;br /&gt;
== What can be modified after release? ==&lt;br /&gt;
&lt;br /&gt;
Everything can be modified. BUT, some items requires a special attention, and you must inform us in some cases:&lt;br /&gt;
&lt;br /&gt;
===Changes that breaks the games in progress===&lt;br /&gt;
&lt;br /&gt;
Some changes will break the games in progress at the moment the release/the hotfix will be performed. Each time you make a change, you should ask you the question &amp;quot;it is safe to make this change in a game in progress&amp;quot;, and if the answer is &amp;quot;no&amp;quot; you have to inform us.&lt;br /&gt;
&lt;br /&gt;
Example of changes that break the games in progress:&lt;br /&gt;
* Changes in the database schema of the game (dbmodel.sql).&lt;br /&gt;
* New global variable or game option accessed during the game (if it&#039;s only used during setup, it should be safe).&lt;br /&gt;
* New statistic (it won&#039;t be initialized properly, so it&#039;s going to crash the game).&lt;br /&gt;
* Change ID of existing game states (adding new game states is fine).&lt;br /&gt;
&lt;br /&gt;
Of course, as a rule of thumb, you should avoid to introduce changes that break a game in progress. Sometimes however, you do not have any other choice. In this case:&lt;br /&gt;
* Try to group all your updates in one BGA package, thus we won&#039;t have to block your game several times.&lt;br /&gt;
* Tell us explicitly that you introduce some update that can break games in progress, &#039;&#039;&#039;as soon as you commit your update&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=797</id>
		<title>Post-release phase</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=797"/>
		<updated>2013-04-29T14:02:35Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your game is now on BGA: congrats!&lt;br /&gt;
&lt;br /&gt;
But what happened when there are some bugs to fix or when you want to optimize something?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid: you&#039;re still allowed to modify your game. You just have to pay attention to the points below.&lt;br /&gt;
&lt;br /&gt;
== BGA packages: when my updates will be visible by players? ==&lt;br /&gt;
&lt;br /&gt;
BGA website is updated with &amp;quot;packages&amp;quot;. When needed, we build a new package with all games and release a new version of BGA with this package.&lt;br /&gt;
&lt;br /&gt;
It means that your updates won&#039;t be visible by players until a new package is build and released on the website.&lt;br /&gt;
&lt;br /&gt;
Usually, there is less than 2 weeks between 2 packages, so it&#039;s quick. BUT, if you detect some major bug in your game, please warn us immediately so we can decide what to do. Usually, we do the following:&lt;br /&gt;
* We can do a &amp;quot;hotfix&amp;quot;: you send us a very little change and we fix the website immediately. This is only possible if you change only the PHP side. The good news is that most blocking bugs are on PHP side - the client side bugs are most of the time solved by a page refresh. Of course, we don&#039;t hotfix minor bugs.&lt;br /&gt;
* We can build another package. Of course, it&#039;s better to fix several bugs in each package, in order we don&#039;t have to build another package right after the first one :)&lt;br /&gt;
* If the situation is critical, we can suspend the game from BGA waiting for the update.&lt;br /&gt;
&lt;br /&gt;
Of course, we particularly care of your game during the days after your game is available on BGA. During this period of time, there&#039;s no problem to build package and to hotfix just for your game, and this is done in close collaboration with you. You just have to inform us when you&#039;re ready to publish a new version.&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget that in any case, you need to commit your changes to made them available for the next package. Modifications that are not commited are not included in the packages.&lt;br /&gt;
&lt;br /&gt;
== What can be modified after release? ==&lt;br /&gt;
&lt;br /&gt;
Everything can be modified. BUT, some items requires a special attention, and you must inform us in some cases:&lt;br /&gt;
&lt;br /&gt;
===Changes that breaks the games in progress===&lt;br /&gt;
&lt;br /&gt;
Some changes will break the games in progress at the moment the release/the hotfix will be performed.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=796</id>
		<title>Post-release phase</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=796"/>
		<updated>2013-04-29T13:59:21Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your game is now on BGA: congrats!&lt;br /&gt;
&lt;br /&gt;
But what happened when there are some bugs to fix or when you want to optimize something?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid: you&#039;re still allowed to modify your game. You just have to pay attention to the points below.&lt;br /&gt;
&lt;br /&gt;
== BGA packages: when my updates will be visible by players? ==&lt;br /&gt;
&lt;br /&gt;
BGA website is updated with &amp;quot;packages&amp;quot;. When needed, we build a new package with all games and release a new version of BGA with this package.&lt;br /&gt;
&lt;br /&gt;
It means that your updates won&#039;t be visible by players until a new package is build and released on the website.&lt;br /&gt;
&lt;br /&gt;
Usually, there is less than 2 weeks between 2 packages, so it&#039;s quick. BUT, if you detect some major bug in your game, please warn us immediately so we can decide what to do. Usually, we do the following:&lt;br /&gt;
* We can do a &amp;quot;hotfix&amp;quot;: you send us a very little change and we fix the website immediately. This is only possible if you change only the PHP side. The good news is that most blocking bugs are on PHP side - the client side bugs are most of the time solved by a page refresh. Of course, we don&#039;t hotfix minor bugs.&lt;br /&gt;
* We can build another package. Of course, it&#039;s better to fix several bugs in each package, in order we don&#039;t have to build another package right after the first one :)&lt;br /&gt;
&lt;br /&gt;
Of course, we particularly care of your game during the days after your game is available on BGA. During this period of time, there&#039;s no problem to build package and to hotfix just for your game. You just have to inform us when you&#039;re ready to publish a new version.&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget that in any case, you need to commit your changes to made them available for the next package. Modifications that are not commited are not included in the packages.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=795</id>
		<title>Post-release phase</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Post-release_phase&amp;diff=795"/>
		<updated>2013-04-29T13:55:59Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: Created page with &amp;quot; Your game is now on BGA: congrats!  But what happened when there are some bugs to fix or when you want to optimize something?  Don&amp;#039;t be afraid: you&amp;#039;re still allowed to modify...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Your game is now on BGA: congrats!&lt;br /&gt;
&lt;br /&gt;
But what happened when there are some bugs to fix or when you want to optimize something?&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid: you&#039;re still allowed to modify your game. You just have to pay attention to the points below.&lt;br /&gt;
&lt;br /&gt;
== BGA packages: when my updates will be visible by players? ==&lt;br /&gt;
&lt;br /&gt;
BGA website is updated with &amp;quot;packages&amp;quot;. When needed, we build a new package with all games and release a new version of BGA with this package.&lt;br /&gt;
&lt;br /&gt;
It means that your updates won&#039;t be visible by players until a new package is build and released on the website.&lt;br /&gt;
&lt;br /&gt;
Usually, there is less than 2 weeks between 2 packages, so it&#039;s quick. BUT, if you detect some major bug in your game, please warn us immediately so we can decide what to do. Usually, we do the following:&lt;br /&gt;
 * We can do a &amp;quot;hotfix&amp;quot;: you send us a very little change and we fix the website immediately. This is only possible if you change only the PHP side. The good news is that most blocking bugs are on PHP side - the client side bugs are most of the time solved by a page refresh. Of course, we don&#039;t hotfix minor bugs.&lt;br /&gt;
 * We can build another package: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget that in any case, you need to commit your changes to made them available for the next package. Modifications that are not commited are not included in the packages.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Steps_to_create_a_BGA_game&amp;diff=794</id>
		<title>Steps to create a BGA game</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Steps_to_create_a_BGA_game&amp;diff=794"/>
		<updated>2013-04-29T13:33:24Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: Created page with &amp;quot; Here&amp;#039;s a summary of the different steps you would follow when developing a game with BGA Studio.  {| class=&amp;quot;wikitable&amp;quot; |- ! Step !! How to reach this ste?p !! What happened d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here&#039;s a summary of the different steps you would follow when developing a game with BGA Studio.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Step !! How to reach this ste?p !! What happened during the step?&lt;br /&gt;
|-&lt;br /&gt;
| Initial || [[How to join BGA developer team?]] || You discuss with us to choose your game&lt;br /&gt;
|-&lt;br /&gt;
| Assigned || You choosed a game  || You can start the development of the game&lt;br /&gt;
|-&lt;br /&gt;
| Pre-alpha || You&#039;ve started to write some piece of code  || You develop the game. During this phase, we can assist you with the framework and give you some pieces of advice.&lt;br /&gt;
|-&lt;br /&gt;
| Alpha || You tell us that your development is finished || We are reviewing the game on our side and with you, and help you to finalize some details to polish the game.&lt;br /&gt;
|-&lt;br /&gt;
| Private beta || We give a &amp;quot;go&amp;quot; || The game is incorporate in BGA global &amp;quot;package&amp;quot;, and is published on BGA preproduction server. On this platform, the publisher, the designer, we and you can test the game together and separately. We help you to take into account remarks from the publisher and the designer.&lt;br /&gt;
|-&lt;br /&gt;
| Public beta || The adaptation is approved by the publiher || We find together a good launch date for the game, we announce the game on BGA news, and then player can start to play! During the first days, it is common that some bugs are reported by players, and you can fix them following the instructions in [[Post-release phase]].&lt;br /&gt;
|-&lt;br /&gt;
| Gold || The game is stable on BGA || Congrats! You can still modify and optimize things following the instructions in [[Post-release phase]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Studio&amp;diff=793</id>
		<title>Studio</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Studio&amp;diff=793"/>
		<updated>2013-04-29T13:09:31Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bga_studio_small.jpg]]&lt;br /&gt;
&lt;br /&gt;
Note: Please DO NOT translate Studio Documentation, so that there can be one place where you can find the latest information available.&lt;br /&gt;
&lt;br /&gt;
== What is Board Game Arena Studio? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Board Game Arena Studio&#039;&#039;&#039; is a platform to build online board game adaptation using the Board Game Arena platform.&lt;br /&gt;
&lt;br /&gt;
It is open to any gamer with development skills :)&lt;br /&gt;
&lt;br /&gt;
See announcement here:&lt;br /&gt;
http://forum.boardgamearena.com/viewtopic.php?f=10&amp;amp;t=1973&lt;br /&gt;
&lt;br /&gt;
== Discover BGA Studio in 5 presentations ==&lt;br /&gt;
&lt;br /&gt;
Why, how, what... to start discovering BGA Studio, we prepared 5 &amp;quot;powerpoint&amp;quot; presentations for you:&lt;br /&gt;
&lt;br /&gt;
* [http://www.slideshare.net/boardgamearena/5-reasons-why-you-should-use-bga-studio-for-your-online-board-game 5 reasons why you should use BGA Studio for your online board game]&lt;br /&gt;
* [http://www.slideshare.net/boardgamearena/the-8-steps-to-create-a-board-game-on-board-game-arena The 8 steps to create a board game on Board Game Arena]&lt;br /&gt;
* [http://www.slideshare.net/boardgamearena/the-bga-framework-at-a-glance The BGA Framework at a glance]&lt;br /&gt;
* [http://www.slideshare.net/boardgamearena/bga-studio-focus-on-bga-game-state-machine Focus on BGA game state machine]&lt;br /&gt;
* [http://www.slideshare.net/boardgamearena/bga-studio-guidelines BGA developers guidelines]&lt;br /&gt;
&lt;br /&gt;
== How to join the BGA developer team? ==&lt;br /&gt;
&lt;br /&gt;
Please see this page: [[How to join BGA developer team?]]&lt;br /&gt;
&lt;br /&gt;
== Great, I&#039;m in! ... How should I start? ==&lt;br /&gt;
&lt;br /&gt;
If you didn&#039;t already, check the presentations at the top of this page to get the basics.&lt;br /&gt;
&lt;br /&gt;
Then, you should checkout the [[First steps with BGA Studio]] to make sure that runs fine.&lt;br /&gt;
&lt;br /&gt;
After that, we advise you to take a peek at one or both of these two game creation tutorials:&lt;br /&gt;
* [[Tutorial reversi]]&lt;br /&gt;
* [[Tutorial gomoku]]&lt;br /&gt;
&lt;br /&gt;
Then start editing files and see what happens! ;)&lt;br /&gt;
&lt;br /&gt;
If you have any questions, please check out the &#039;&#039;&#039;[[Studio FAQ]]&#039;&#039;&#039; first, then if you didn&#039;t find the answer you were looking for, please post your question on the [http://forum.boardgamearena.com/viewforum.php?f=12 &#039;&#039;&#039;development forum&#039;&#039;&#039;].&lt;br /&gt;
&lt;br /&gt;
== BGA Studio documentation ==&lt;br /&gt;
&lt;br /&gt;
=== BGA Studio Framework reference ===&lt;br /&gt;
&lt;br /&gt;
This part of the documentation focuses on the development framework itself: functions and methods available to build your game.&lt;br /&gt;
&lt;br /&gt;
[[Studio file reference|File structure of a BGA game]]&lt;br /&gt;
&lt;br /&gt;
==== Game logic ====&lt;br /&gt;
&lt;br /&gt;
* [[Main game logic: yourgamename.game.php]]&lt;br /&gt;
* [[Your game state machine: states.inc.php]]&lt;br /&gt;
* [[Game database model: dbmodel.sql]]&lt;br /&gt;
* [[Players actions: yourgamename.action.php]]&lt;br /&gt;
* [[Game material description: material.inc.php]]&lt;br /&gt;
* [[Game statistics: stats.inc.php]]&lt;br /&gt;
&lt;br /&gt;
==== Game interface ====&lt;br /&gt;
&lt;br /&gt;
* [[Game interface logic: yourgamename.js]]&lt;br /&gt;
* [[Game art: img directory]]&lt;br /&gt;
* [[Game interface stylesheet: yourgamename.css]]&lt;br /&gt;
* [[Game layout: view and template: yourgamename.view.php and yourgamename_yourgamename.tpl]]&lt;br /&gt;
&lt;br /&gt;
==== Other components ====&lt;br /&gt;
&lt;br /&gt;
* [[Translations]] (how to make your game translatable)&lt;br /&gt;
* [[Game options and preferences: gameoptions.inc.php]]&lt;br /&gt;
* [[Game replay]]&lt;br /&gt;
&lt;br /&gt;
=== BGA Studio game components reference ===&lt;br /&gt;
&lt;br /&gt;
Game components are useful tools you can use in your game adaptations.&lt;br /&gt;
&lt;br /&gt;
* [[Deck]]: a PHP component to manage cards (deck, hands, picking cards, moving cards, shuffle deck, ...).&lt;br /&gt;
* [[Counter]]: a JS component to manage a counter that can increase/decrease (ex: player&#039;s score).&lt;br /&gt;
* [[Draggable]]: a JS component to manage drag&#039;n&#039;drop actions.&lt;br /&gt;
* [[ExpandableSection]]: a JS component to manage a rectangular block of HTML than can be displayed/hidden.&lt;br /&gt;
* [[Scrollmap]]: a JS component to manage a scrollable game area (useful when the game area can be infinite. Examples:  Saboteur or Takenoko games).&lt;br /&gt;
* [[Stock]]: a JS component to manage and display a set of game elements displayed at a position.&lt;br /&gt;
* [[Wrapper]]: a JS component to wrap a  &amp;amp;lt;div&amp;amp;gt; element around his child, even if these elements are absolute positioned.&lt;br /&gt;
* [[Zone]]: a JS component to manage a zone of the board where several game elements can come and leave, but should be well displayed together (See for example: token&#039;s places at Can&#039;t Stop).&lt;br /&gt;
&lt;br /&gt;
=== BGA Studio user guide ===&lt;br /&gt;
&lt;br /&gt;
This part of the documentation is a user guide for the BGA Studio online development environment.&lt;br /&gt;
&lt;br /&gt;
* [[Tools and tips of BGA Studio]]&lt;br /&gt;
&lt;br /&gt;
* [[Practical debugging]]&lt;br /&gt;
&lt;br /&gt;
* [[Studio back-office]]&lt;br /&gt;
&lt;br /&gt;
* [[Studio FAQ]]&lt;br /&gt;
&lt;br /&gt;
== BGA Developer team organization ==&lt;br /&gt;
&lt;br /&gt;
* [[Steps to create a BGA game]]&lt;br /&gt;
* [[Post-release phase]]&lt;br /&gt;
&lt;br /&gt;
== Other resources ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.boardgamearena.com/viewforum.php?f=12 Development forum]&lt;br /&gt;
&lt;br /&gt;
[http://forum.boardgamearena.com/viewforum.php?f=4 Bugs forum]&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=736</id>
		<title>Scrollmap</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=736"/>
		<updated>2013-04-08T13:00:00Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* How to use Scrollmap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scrollmap is a BGA client side component to display an infinite game area.&lt;br /&gt;
&lt;br /&gt;
In some games, players are building the main game area with tiles or cards. Examples:&lt;br /&gt;
* Carcassonne&lt;br /&gt;
* Saboteur&lt;br /&gt;
* Takenoko&lt;br /&gt;
* Taluva&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
Of course this cause an additional difficulty for the adaptation, because we have to display an infinite game area into a finite space on the screen. This is where Scrollmap component can help you.&lt;br /&gt;
&lt;br /&gt;
== Scrollmap in action ==&lt;br /&gt;
&lt;br /&gt;
If you want to see how Scrollmap looks like, please try &amp;quot;Saboteur&amp;quot; or &amp;quot;Takenoko&amp;quot; games on BGA, or watch a game in progress.&lt;br /&gt;
&lt;br /&gt;
In both games, you can see that there are arrow controls around the main game area, so that players can use them to scroll the view. You can also drag&#039;n&#039;drop the game area to scroll.&lt;br /&gt;
&lt;br /&gt;
== How to use Scrollmap ==&lt;br /&gt;
&lt;br /&gt;
At first, don&#039;t forget to add &amp;quot;ebg/scrollmap&amp;quot; as a dependency:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/scrollmap&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then, declare a new variable in your class for the Scrollmap object:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        constructor: function(){&lt;br /&gt;
        console.log(&#039;yourgame constructor&#039;);&lt;br /&gt;
              &lt;br /&gt;
        // Scrollable area        	&lt;br /&gt;
        this.scrollmap = new ebg.scrollmap();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, open your template (TPL) file and add this HTML code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;map_container&amp;quot;&amp;gt;&lt;br /&gt;
    	&amp;lt;div id=&amp;quot;map_scrollable&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;map_surface&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;map_scrollable_oversurface&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;movetop&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;moveleft&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;moveright&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;movedown&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are also some lines to add to your CSS stylesheet. Please note that you can adapt it to your needs, especially the default width of the scrollable area:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/** Scrollable area **/&lt;br /&gt;
&lt;br /&gt;
#map_container {&lt;br /&gt;
    position: relative;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    height: 400px;&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
#map_scrollable, #map_scrollable_oversurface {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 205px;&lt;br /&gt;
    left:  315px;&lt;br /&gt;
}&lt;br /&gt;
#map_surface {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
    left: 0px;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    height: 100%;&lt;br /&gt;
    cursor: move;&lt;br /&gt;
}&lt;br /&gt;
#map_footer {&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, to link your HTML code with your Javascript, place this in your Javascript &amp;quot;Setup&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   	// Make map scrollable        	&lt;br /&gt;
        this.scrollmap.create( $(&#039;map_container&#039;),$(&#039;map_scrollable&#039;),$(&#039;map_surface&#039;),$(&#039;map_scrollable_oversurface&#039;) );&lt;br /&gt;
        this.scrollmap.setupOnScreenArrows( 150 );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is it! Now, you should see on your game interface a scrollable game area. This is not really impressive though, because you didn&#039;t add anything on the game area yet. This is the next step.&lt;br /&gt;
&lt;br /&gt;
== Scrollable area layers ==&lt;br /&gt;
&lt;br /&gt;
There are 2 - and only 2 - places where you should place your HTML stuff in your scrollable area:&lt;br /&gt;
* inside &amp;quot;map_scrollable&amp;quot; div&lt;br /&gt;
* inside &amp;quot;map_scrollable_oversurface&amp;quot; div&lt;br /&gt;
&lt;br /&gt;
The difference is very important: &amp;quot;map_scrollable&amp;quot; is beneath the surface that is used to drag&#039;n&#039;drop the game area, and &amp;quot;map_scrollable_oversurface&amp;quot; is above this surface. In practice:&lt;br /&gt;
* If some element on the game area need to be clicked (or any kind of user interaction), you should place it in map_scrollable_oversurface, otherwise no click can reach it.&lt;br /&gt;
* If some element on the game area don&#039;t need to be clicked, you&#039;d better place it in &amp;quot;map_scrollable&amp;quot;, so it is possible to drag&#039;n&#039;drop the game area from a point on this element.&lt;br /&gt;
&lt;br /&gt;
Of course, all layers are scrolled synchronously.&lt;br /&gt;
&lt;br /&gt;
Tips: in some situation, it&#039;s also useful to place a game element on map_scrollable and a corresponding invisible element over the surface to manage the interactions. Example: when an interactive element must be placed beneath a non interactive element for display reason.&lt;br /&gt;
&lt;br /&gt;
== Positioning elements on game area ==&lt;br /&gt;
&lt;br /&gt;
All elements on the game are must be absolute positioned (with &amp;quot;top&amp;quot; and &amp;quot;left&amp;quot; attributes).&lt;br /&gt;
&lt;br /&gt;
By default, the game area is centered on 0,0 coordinates.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=735</id>
		<title>Scrollmap</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=735"/>
		<updated>2013-04-08T12:58:51Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Scrollable area layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scrollmap is a BGA client side component to display an infinite game area.&lt;br /&gt;
&lt;br /&gt;
In some games, players are building the main game area with tiles or cards. Examples:&lt;br /&gt;
* Carcassonne&lt;br /&gt;
* Saboteur&lt;br /&gt;
* Takenoko&lt;br /&gt;
* Taluva&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
Of course this cause an additional difficulty for the adaptation, because we have to display an infinite game area into a finite space on the screen. This is where Scrollmap component can help you.&lt;br /&gt;
&lt;br /&gt;
== Scrollmap in action ==&lt;br /&gt;
&lt;br /&gt;
If you want to see how Scrollmap looks like, please try &amp;quot;Saboteur&amp;quot; or &amp;quot;Takenoko&amp;quot; games on BGA, or watch a game in progress.&lt;br /&gt;
&lt;br /&gt;
In both games, you can see that there are arrow controls around the main game area, so that players can use them to scroll the view. You can also drag&#039;n&#039;drop the game area to scroll.&lt;br /&gt;
&lt;br /&gt;
== How to use Scrollmap ==&lt;br /&gt;
&lt;br /&gt;
At first, don&#039;t forget to add &amp;quot;ebg/scrollmap&amp;quot; as a dependency:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/scrollmap&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then, declare a new variable in your class for the Scrollmap object:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        constructor: function(){&lt;br /&gt;
        console.log(&#039;yourgame constructor&#039;);&lt;br /&gt;
              &lt;br /&gt;
        // Scrollable area        	&lt;br /&gt;
        this.scrollmap = new ebg.scrollmap();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, open your template (TPL) file and add this HTML code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;map_container&amp;quot;&amp;gt;&lt;br /&gt;
    	&amp;lt;div id=&amp;quot;map_scrollable&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;map_surface&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;map_scrollable_oversurface&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;movetop&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;moveleft&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;moveright&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;movedown&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, to link your HTML code with your Javascript, place this in your Javascript &amp;quot;Setup&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   	// Make map scrollable        	&lt;br /&gt;
        this.scrollmap.create( $(&#039;map_container&#039;),$(&#039;map_scrollable&#039;),$(&#039;map_surface&#039;),$(&#039;map_scrollable_oversurface&#039;) );&lt;br /&gt;
        this.scrollmap.setupOnScreenArrows( 150 );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is it! Now, you should see on your game interface a scrollable game area. This is not really impressive though, because you didn&#039;t add anything on the game area yet. This is the next step.&lt;br /&gt;
&lt;br /&gt;
== Scrollable area layers ==&lt;br /&gt;
&lt;br /&gt;
There are 2 - and only 2 - places where you should place your HTML stuff in your scrollable area:&lt;br /&gt;
* inside &amp;quot;map_scrollable&amp;quot; div&lt;br /&gt;
* inside &amp;quot;map_scrollable_oversurface&amp;quot; div&lt;br /&gt;
&lt;br /&gt;
The difference is very important: &amp;quot;map_scrollable&amp;quot; is beneath the surface that is used to drag&#039;n&#039;drop the game area, and &amp;quot;map_scrollable_oversurface&amp;quot; is above this surface. In practice:&lt;br /&gt;
* If some element on the game area need to be clicked (or any kind of user interaction), you should place it in map_scrollable_oversurface, otherwise no click can reach it.&lt;br /&gt;
* If some element on the game area don&#039;t need to be clicked, you&#039;d better place it in &amp;quot;map_scrollable&amp;quot;, so it is possible to drag&#039;n&#039;drop the game area from a point on this element.&lt;br /&gt;
&lt;br /&gt;
Of course, all layers are scrolled synchronously.&lt;br /&gt;
&lt;br /&gt;
Tips: in some situation, it&#039;s also useful to place a game element on map_scrollable and a corresponding invisible element over the surface to manage the interactions. Example: when an interactive element must be placed beneath a non interactive element for display reason.&lt;br /&gt;
&lt;br /&gt;
== Positioning elements on game area ==&lt;br /&gt;
&lt;br /&gt;
All elements on the game are must be absolute positioned (with &amp;quot;top&amp;quot; and &amp;quot;left&amp;quot; attributes).&lt;br /&gt;
&lt;br /&gt;
By default, the game area is centered on 0,0 coordinates.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=734</id>
		<title>Scrollmap</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=734"/>
		<updated>2013-04-08T12:55:28Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Scrollable area layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scrollmap is a BGA client side component to display an infinite game area.&lt;br /&gt;
&lt;br /&gt;
In some games, players are building the main game area with tiles or cards. Examples:&lt;br /&gt;
* Carcassonne&lt;br /&gt;
* Saboteur&lt;br /&gt;
* Takenoko&lt;br /&gt;
* Taluva&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
Of course this cause an additional difficulty for the adaptation, because we have to display an infinite game area into a finite space on the screen. This is where Scrollmap component can help you.&lt;br /&gt;
&lt;br /&gt;
== Scrollmap in action ==&lt;br /&gt;
&lt;br /&gt;
If you want to see how Scrollmap looks like, please try &amp;quot;Saboteur&amp;quot; or &amp;quot;Takenoko&amp;quot; games on BGA, or watch a game in progress.&lt;br /&gt;
&lt;br /&gt;
In both games, you can see that there are arrow controls around the main game area, so that players can use them to scroll the view. You can also drag&#039;n&#039;drop the game area to scroll.&lt;br /&gt;
&lt;br /&gt;
== How to use Scrollmap ==&lt;br /&gt;
&lt;br /&gt;
At first, don&#039;t forget to add &amp;quot;ebg/scrollmap&amp;quot; as a dependency:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/scrollmap&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then, declare a new variable in your class for the Scrollmap object:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        constructor: function(){&lt;br /&gt;
        console.log(&#039;yourgame constructor&#039;);&lt;br /&gt;
              &lt;br /&gt;
        // Scrollable area        	&lt;br /&gt;
        this.scrollmap = new ebg.scrollmap();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, open your template (TPL) file and add this HTML code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;map_container&amp;quot;&amp;gt;&lt;br /&gt;
    	&amp;lt;div id=&amp;quot;map_scrollable&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;map_surface&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;map_scrollable_oversurface&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;movetop&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;moveleft&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;moveright&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;movedown&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, to link your HTML code with your Javascript, place this in your Javascript &amp;quot;Setup&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   	// Make map scrollable        	&lt;br /&gt;
        this.scrollmap.create( $(&#039;map_container&#039;),$(&#039;map_scrollable&#039;),$(&#039;map_surface&#039;),$(&#039;map_scrollable_oversurface&#039;) );&lt;br /&gt;
        this.scrollmap.setupOnScreenArrows( 150 );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is it! Now, you should see on your game interface a scrollable game area. This is not really impressive though, because you didn&#039;t add anything on the game area yet. This is the next step.&lt;br /&gt;
&lt;br /&gt;
== Scrollable area layers ==&lt;br /&gt;
&lt;br /&gt;
There are 2 - and only 2 - places where you should place your HTML stuff in your scrollable area:&lt;br /&gt;
* inside &amp;quot;map_scrollable&amp;quot; div&lt;br /&gt;
* inside &amp;quot;map_scrollable_oversurface&amp;quot; div&lt;br /&gt;
&lt;br /&gt;
The difference is very important: &amp;quot;map_scrollable&amp;quot; is beneath the surface that is used to drag&#039;n&#039;drop the game area, and &amp;quot;map_scrollable_oversurface&amp;quot; is above this surface. In practice:&lt;br /&gt;
* If some element on the game area need to be clicked (or any kind of user interaction), you should place it in map_scrollable_oversurface, otherwise no click can reach it.&lt;br /&gt;
* If some element on the game area don&#039;t need to be clicked, you&#039;d better place it in &amp;quot;map_scrollable&amp;quot;, so it is possible to drag&#039;n&#039;drop the game area from a point on this element.&lt;br /&gt;
&lt;br /&gt;
Of course, all layers are scrolled synchronously.&lt;br /&gt;
&lt;br /&gt;
Tips: in some situation, it&#039;s also useful to place a game element on map_scrollable and a corresponding invisible element over the surface to manage the interactions. Example: when an interactive element must be placed beneath a non interactive element for display reason.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=733</id>
		<title>Scrollmap</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=733"/>
		<updated>2013-04-08T12:54:34Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* How to use Scrollmap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scrollmap is a BGA client side component to display an infinite game area.&lt;br /&gt;
&lt;br /&gt;
In some games, players are building the main game area with tiles or cards. Examples:&lt;br /&gt;
* Carcassonne&lt;br /&gt;
* Saboteur&lt;br /&gt;
* Takenoko&lt;br /&gt;
* Taluva&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
Of course this cause an additional difficulty for the adaptation, because we have to display an infinite game area into a finite space on the screen. This is where Scrollmap component can help you.&lt;br /&gt;
&lt;br /&gt;
== Scrollmap in action ==&lt;br /&gt;
&lt;br /&gt;
If you want to see how Scrollmap looks like, please try &amp;quot;Saboteur&amp;quot; or &amp;quot;Takenoko&amp;quot; games on BGA, or watch a game in progress.&lt;br /&gt;
&lt;br /&gt;
In both games, you can see that there are arrow controls around the main game area, so that players can use them to scroll the view. You can also drag&#039;n&#039;drop the game area to scroll.&lt;br /&gt;
&lt;br /&gt;
== How to use Scrollmap ==&lt;br /&gt;
&lt;br /&gt;
At first, don&#039;t forget to add &amp;quot;ebg/scrollmap&amp;quot; as a dependency:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/scrollmap&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then, declare a new variable in your class for the Scrollmap object:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        constructor: function(){&lt;br /&gt;
        console.log(&#039;yourgame constructor&#039;);&lt;br /&gt;
              &lt;br /&gt;
        // Scrollable area        	&lt;br /&gt;
        this.scrollmap = new ebg.scrollmap();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, open your template (TPL) file and add this HTML code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;map_container&amp;quot;&amp;gt;&lt;br /&gt;
    	&amp;lt;div id=&amp;quot;map_scrollable&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;map_surface&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;map_scrollable_oversurface&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;movetop&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;moveleft&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;moveright&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
        &amp;lt;a id=&amp;quot;movedown&amp;quot; href=&amp;quot;#&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, to link your HTML code with your Javascript, place this in your Javascript &amp;quot;Setup&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   	// Make map scrollable        	&lt;br /&gt;
        this.scrollmap.create( $(&#039;map_container&#039;),$(&#039;map_scrollable&#039;),$(&#039;map_surface&#039;),$(&#039;map_scrollable_oversurface&#039;) );&lt;br /&gt;
        this.scrollmap.setupOnScreenArrows( 150 );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is it! Now, you should see on your game interface a scrollable game area. This is not really impressive though, because you didn&#039;t add anything on the game area yet. This is the next step.&lt;br /&gt;
&lt;br /&gt;
== Scrollable area layers ==&lt;br /&gt;
&lt;br /&gt;
There are 2 - and only 2 - places where you should place your HTML stuff in your scrollable area:&lt;br /&gt;
* inside &amp;quot;map_scrollable&amp;quot; div&lt;br /&gt;
* inside &amp;quot;map_scrollable_oversurface&amp;quot; div&lt;br /&gt;
&lt;br /&gt;
The difference is very important: &amp;quot;map_scrollable&amp;quot; is beneath the surface that is used to drag&#039;n&#039;drop the game area, and &amp;quot;map_scrollable_oversurface&amp;quot; is above this surface. In practice:&lt;br /&gt;
* If some element on the game area need to be clicked (or any kind of user interaction), you should place it in map_scrollable_oversurface, otherwise no click can reach it.&lt;br /&gt;
* If some element on the game area don&#039;t need to be clicked, you&#039;d better place it in &amp;quot;map_scrollable&amp;quot;, so it is possible to drag&#039;n&#039;drop the game area from a point on this element.&lt;br /&gt;
&lt;br /&gt;
Tips: in some situation, it&#039;s also useful to place a game element on map_scrollable and a corresponding invisible element over the surface to manage the interactions. Example: when an interactive element must be placed beneath a non interactive element for display reason.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=732</id>
		<title>Scrollmap</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=732"/>
		<updated>2013-04-08T12:35:49Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scrollmap is a BGA client side component to display an infinite game area.&lt;br /&gt;
&lt;br /&gt;
In some games, players are building the main game area with tiles or cards. Examples:&lt;br /&gt;
* Carcassonne&lt;br /&gt;
* Saboteur&lt;br /&gt;
* Takenoko&lt;br /&gt;
* Taluva&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
Of course this cause an additional difficulty for the adaptation, because we have to display an infinite game area into a finite space on the screen. This is where Scrollmap component can help you.&lt;br /&gt;
&lt;br /&gt;
== Scrollmap in action ==&lt;br /&gt;
&lt;br /&gt;
If you want to see how Scrollmap looks like, please try &amp;quot;Saboteur&amp;quot; or &amp;quot;Takenoko&amp;quot; games on BGA, or watch a game in progress.&lt;br /&gt;
&lt;br /&gt;
In both games, you can see that there are arrow controls around the main game area, so that players can use them to scroll the view. You can also drag&#039;n&#039;drop the game area to scroll.&lt;br /&gt;
&lt;br /&gt;
== How to use Scrollmap ==&lt;br /&gt;
&lt;br /&gt;
At first, don&#039;t forget to add &amp;quot;ebg/scrollmap&amp;quot; as a dependency:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/scrollmap&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then, declare a new variable in your class for the Scrollmap object:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        constructor: function(){&lt;br /&gt;
        console.log(&#039;yourgame constructor&#039;);&lt;br /&gt;
              &lt;br /&gt;
        // Scrollable area        	&lt;br /&gt;
        this.scrollmap = new ebg.scrollmap();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=731</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=731"/>
		<updated>2013-04-08T12:33:20Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Using stock: a simple example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;quot;Stock&amp;quot; is a javascript component that you can use on your game interface to display a set of elements of the same size that need to be arranged in one or several lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Stock is used for example:&lt;br /&gt;
* To display set of cards, typically hands (ex: in Hearts, Seasons, The Boss, Race for the Galaxy, ...).&lt;br /&gt;
* To display items in player panels (ex: Takenoko, Amyitis, ...)&lt;br /&gt;
* ... in many other situations. For example, black dice and cubes on cards in Troyes are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding (or removing) items to the set. All items slide smoothly to their new position in the set to host the new one.&lt;br /&gt;
* Select/unselect items is a built-in functionnality.&lt;br /&gt;
* You don&#039;t have to care about inserting/removing HTML piece of code: the entire life of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in game &amp;quot;Hearts&amp;quot; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
At first, don&#039;t forget to add &amp;quot;ebg/stock&amp;quot; as a dependency:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (=a card), and the container div &amp;quot;myhand&amp;quot; - which is a simple void &amp;quot;div&amp;quot; element defines in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what are the items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but create a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with all the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what are the items type to display:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Explain there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create cards types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_themeurl+&#039;img/hearts/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* At first, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call &amp;quot;addItemType&amp;quot; method that create the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: in this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now, if we need to add - for example - the 5 of Heart to player&#039;s hand, we can do this.&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;&amp;lt;div&amp;gt;&amp;quot; element (a void &amp;lt;div&amp;gt; element in your template, with an id).&lt;br /&gt;
* a stock item width and height, in pixels.&lt;br /&gt;
&lt;br /&gt;
(See &amp;quot;Hearts&amp;quot; example above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item to the stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock control that can contains cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
* weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items (in this case they are not sorted).&lt;br /&gt;
* image: URL of item image. Most of the time, you will use a CSS sprite for stock item, so you have to specify CSS sprite image here.&lt;br /&gt;
&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_themeurl+&#039;img/your_game_name/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
Important: there are more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there is 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 10;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type.&lt;br /&gt;
&lt;br /&gt;
To make your life easy, in most of the case we suggest you to use &amp;quot;addToStockWithId&amp;quot; in order to give an ID to the item added. &amp;quot;addToStock&amp;quot; is perfect when you are using a stock controls with items that are generic game material that does not need to be addressed individually (ex: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONNAL: if you specify a HTML item here, the item will appear on this item and will be slided to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is exactly the same method than &amp;quot;addToStock&amp;quot;, except that you associate an ID to the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
* When you need to know which item(s) has been selected by the user (see &amp;quot;getSelectedItems&amp;quot;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &amp;quot;removeFromStockById&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their position to their original ones, you can call this method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at the same time.&lt;br /&gt;
* 2: several items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return true/false wether the specified item id has been selected or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player select/unselect an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;lt;div&amp;gt; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format than getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items on the stock control &amp;quot;overlap&amp;quot; on each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item must overlap on 20% of the width of the previous item. horizontal_overlap can&#039;t be over 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Jaipur&amp;quot; game to see an example to use of this function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order you can customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
     (...)&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
The usual way is the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock: use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; argument set to the element of your interface where card should come from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
* on the destination Stock, use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; equals to the HTML id of the corresponding item in the source Stock. For example, If the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* then, remove the source item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
(note that it&#039;s important to do things in this order, because source item must still exists when you use it as the origin of the slide).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
* insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* place it on the Stock item with &amp;quot;this.placeOnObject&amp;quot;, using Stock item HTML id (see above).&lt;br /&gt;
* slide it to its new position with &amp;quot;this.slideToObject&amp;quot;&lt;br /&gt;
* remove the card from the Stock item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slided to, from and between your Stock controls smoothly&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=730</id>
		<title>Scrollmap</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Scrollmap&amp;diff=730"/>
		<updated>2013-04-08T12:26:19Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: Created page with &amp;quot;Scrollmap is a BGA client side component to display an infinite game area.  In many games, players are building the main game area with tiles or cards. Examples: * Carcassonne...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scrollmap is a BGA client side component to display an infinite game area.&lt;br /&gt;
&lt;br /&gt;
In many games, players are building the main game area with tiles or cards. Examples:&lt;br /&gt;
* Carcassonne&lt;br /&gt;
* Saboteur&lt;br /&gt;
* Takenoko&lt;br /&gt;
* Taluva&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
For tiles placement games when player are building , the board can be &amp;quot;infinite&amp;quot;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=728</id>
		<title>Game interface logic: yourgamename.js</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=728"/>
		<updated>2013-04-03T08:25:15Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Players input */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is the main file for your game interface. Here you will define:&lt;br /&gt;
&lt;br /&gt;
* which actions on the page will generate calls to the server&lt;br /&gt;
* what happens when you get a notification for change from the server and how it will show in the browser. &lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
&lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* constructor: here you can define variable global to your whole interface.&lt;br /&gt;
* setup: this method is called when the page is refreshed, in order you can setup the game interface.&lt;br /&gt;
* onEnteringState: the method is called when entering in a new game state. This way you can customize the view for this game state.&lt;br /&gt;
* onLeavingState: the method is called when leaving a game state.&lt;br /&gt;
* onUpdateActionButtons: called when entering in a new state, in order you can add action buttons in status bar.&lt;br /&gt;
* (utility methods): at this place you can define your utility methods&lt;br /&gt;
* (player&#039;s actions): at this place you can write your handlers for player&#039;s action on the interface (ex: click on an item).&lt;br /&gt;
* setupNotifications: in this method you associate notifications with notification handlers. This way, for each game notification, you trigger a javascript method to handle it and update the game interface.&lt;br /&gt;
* (notification handlers): at this place you can define your notifications handlers.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: Id of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
: Note: if you want to hide some element for spectators, you&#039;d better use [[Game_interface_stylesheet:_yourgamename.css#spectatorMode|CSS &#039;spectatorMode&#039; class]].&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains your initial set of datas to init the game, created at game start or game refresh (F5)&lt;br /&gt;
: You can update it as needed to keep an up to date reference of the game on the client side if you need it (most of the time you don&#039;t).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play)&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayerId()&lt;br /&gt;
: Return the ID of active player, or null if we are not in a &amp;quot;activeplayer&amp;quot; type state.&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayers()&lt;br /&gt;
: Return an array with the IDs of players that are currently active (or an empty array if there is not).&lt;br /&gt;
&lt;br /&gt;
== Dojo framework ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the [http://dojotoolkit.org/ Dojo Javascript framework].&lt;br /&gt;
&lt;br /&gt;
The Dojo framework allows us to do complex things easier, and the BGA framework is using Dojo framework a lot.&lt;br /&gt;
&lt;br /&gt;
To realize game although, you only need to use a few part of the Dojo framework. All the Dojo methods you need to use are describe on this page.&lt;br /&gt;
&lt;br /&gt;
== Access and manipulate the DOM ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$(&#039;some_html_element_id&#039;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The $() function is used to get some HTML element using its &amp;quot;id&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
Example 1: modify the content of a &amp;quot;span&amp;quot; element:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In your HTML code:&lt;br /&gt;
   &amp;lt;span id=&amp;quot;a_value_in_the_game_interface&amp;quot;&amp;gt;1234&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your Javascript code:&lt;br /&gt;
   $(&#039;a_value_in_the_game_interface&#039;).innerHTML = &amp;quot;9999&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: $() is the standard method to access some HTML element with BGA Framework. You must not use &amp;quot;getElementById&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.style you can modify a CSS property of any HTML element of your interface.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Make an element disappear&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Give an element a 2px border&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;borderWidth&#039;, &#039;2px&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Change the background position of an element&lt;br /&gt;
     // (very practical when you are using CSS sprite to transform an element to another)&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;backgroundPosition&#039;, &#039;-20px -50px&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you must always use dojo.style to modify CSS properties of HTML elements.&lt;br /&gt;
&lt;br /&gt;
Note²: if you have to modify several CSS properties of an element, or if you have some complex CSS transformation to do, you should consider using dojo.addClass/dojo.removeClass (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo CSS classes manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many situation, a bunch of many small CSS property update can be replaced by a CSS class change (ie: you add a CSS class to your element instead of applying all modification manually).&lt;br /&gt;
&lt;br /&gt;
Advantages are:&lt;br /&gt;
* All your CSS stuff remains in your CSS file.&lt;br /&gt;
* You can add/remove a list of CSS modifications with a simple function and whithout error.&lt;br /&gt;
* You can test if you applied the stuff to an element with &amp;quot;dojo.hasClass&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Example from &amp;quot;Reversi&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // We add &amp;quot;possibleMove&amp;quot; to an element&lt;br /&gt;
    dojo.addClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
    // In our CSS file, the class is defined as:&lt;br /&gt;
    .possibleMove {&lt;br /&gt;
      background-color: white;&lt;br /&gt;
      opacity: 0.2;&lt;br /&gt;
      filter:alpha(opacity=20); /* For IE8 and earlier */  &lt;br /&gt;
      cursor: pointer;  &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     // So we&#039;ve applied 4 CSS property change in one line of code.&lt;br /&gt;
&lt;br /&gt;
     // ... and when we need to check if a square is a possible move on client side:&lt;br /&gt;
     if( dojo.hasClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; ) )&lt;br /&gt;
     { ... }&lt;br /&gt;
&lt;br /&gt;
     // ... and if we want to remove all possible moves in one line of code (see &amp;quot;dojo.query&amp;quot; method):&lt;br /&gt;
     dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conclusion: we encourage you to use dojo.addClass, dojo.removeClass and dojo.hasClass to make your life easier :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.query&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.query, you can query a bunch of HTML elements with a single function, with a &amp;quot;CSS selector&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // All elements with class &amp;quot;possibleMove&amp;quot;:&lt;br /&gt;
     var elements = dojo.query( &#039;.possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Count number of tokens (ie: elements with class &amp;quot;token&amp;quot;) on the board (ie: element with id &amp;quot;board&amp;quot;):&lt;br /&gt;
     dojo.query( &#039;#board .token&#039; ).length;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what is really cool with dojo.query is that you can combine it with almost all methods above.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Trigger a method when the mouse enter in any element with class &amp;quot;meeple&amp;quot;:&lt;br /&gt;
     dojo.query( &#039;.meeple&#039; ).connect( &#039;onmouseenter&#039;, this, &#039;myMethodToTrigger&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Hide all meeples who are on the board&lt;br /&gt;
     dojo.query( &#039;#board .meeple&#039; ).style( &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
dojo.place is the best function to insert some HTML code somewhere in your game interface without breaking something. It is much better to use that &amp;quot;innerHTML=&#039;&#039;&amp;quot; method as soon as you must insert HTML tags and not only values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Insert your HTML code as a child of a container element&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // Replace the container element with your new html&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot;, &amp;quot;replace&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the third parameter of dojo.place can take various interesting value: &amp;quot;first&amp;quot;, &amp;quot;after&amp;quot;, ... [http://dojotoolkit.org/reference-guide/1.7/dojo/place.html See full doc on dojo.place].&lt;br /&gt;
&lt;br /&gt;
Usually, when you want to insert some piece of HTML in your game interface, you should use &amp;quot;[[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addStyleToClass: function( cssClassName, cssProperty, propertyValue )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObject( mobile_obj, target_obj, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use slideToObject to &amp;quot;slide&amp;quot; an element to a target position.&lt;br /&gt;
&lt;br /&gt;
Sliding element on the game area is the recommended and the most used way to animate your game interface. Using slides allow players to figure out what is happening on the game, as if they were playing with the real boardgame.&lt;br /&gt;
&lt;br /&gt;
The parameters are:&lt;br /&gt;
* mobile_obj: the ID of the object to move. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned.&lt;br /&gt;
* target_obj: the ID of the target object. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned. Note that it is not mandatory that mobile_obj and target_obj have the same size. If their size are different, the system slides the center of mobile_obj to the center of target_obj.&lt;br /&gt;
* duration: (optional) defines the duration in millisecond of the slide. The default is 500 milliseconds.&lt;br /&gt;
* delay: (optional). If you defines a delay, the slide will start only after this delay. This is particularly useful when you want to slide several object from the same position to the same position: you can give a 0ms delay to the first object, a 100ms delay to the second one, a 200ms delay to the third one, ... this way they won&#039;t be superposed during the slide.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL: The method returns an dojo.fx animation, so you can combine it with other animation if you want to. It means that you have to call the &amp;quot;play()&amp;quot; method, otherwise the animation WON&#039;T START.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObject( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectPos( mobile_obj, target_obj, target_x, target_y, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method does exactly the same than &amp;quot;slideToObjectPos&amp;quot;, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will slide to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: slide a token to some place on the board, 10 pixels to the bottom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObjectPos( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 0, 10 ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideTemporaryObject( mobile_obj_html, mobile_obj_parent, from, to, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is useful when you want to slide a temporary HTML object from one place to another. As this object does not exists before the animation and won&#039;t remain after, it could be complex to create this object (with dojo.place), to place it at its origin (with placeOnObject) to slide it (with slideToObject) and to make it disappear at the end.&lt;br /&gt;
&lt;br /&gt;
slideTemporaryObject does all of this for you:&lt;br /&gt;
* mobile_obj_html is a piece of HTML code that represent the object to slide.&lt;br /&gt;
* mobile_obj_parent is the ID of an HTML element of your interface that will be the parent of this temporary HTML object.&lt;br /&gt;
* from is the ID of the origin of the slide.&lt;br /&gt;
* to is the ID of the target of the slide.&lt;br /&gt;
* duration/delay works exactly like in &amp;quot;slideToObject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideTemporaryObject( &#039;&amp;lt;div class=&amp;quot;token_icon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;, &#039;tokens&#039;, &#039;my_origin_div&#039;, &#039;my_target_div&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.fadeOutAndDestroy( node )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function fade out the target HTML node, then destroy it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.fadeOutAndDestroy( &amp;quot;a_card_that_must_disappear&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the HTML node still exists until during few milliseconds, until the fadeOut has been completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moving elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObject( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
placeOnObject works exactly like &amp;quot;slideToObject&amp;quot;, except that the effect is immediate.&lt;br /&gt;
&lt;br /&gt;
This is not really an animation, but placeOnObject is frequently used before starting an animation.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // (We just created an object &amp;quot;my_new_token&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
  // Place the new token on current player board&lt;br /&gt;
  this.placeOnObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;overall_player_board_&amp;quot;+this.player_id );&lt;br /&gt;
  &lt;br /&gt;
  // Then slide it to its position on the board&lt;br /&gt;
  this.slideToObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;a_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObjectPos( mobile_obj, target_obj, target_x, target_y )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method works exactly like placeOnObject, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will be placed to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.attachToNewParent( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method, you change the HTML parent of &amp;quot;mobile_obj&amp;quot; element. &amp;quot;target_obj&amp;quot; is the new parent of this element. The beauty of &lt;br /&gt;
attachToNewParent is that the mobile_obj element DOES NOT MOVE during this process.&lt;br /&gt;
&lt;br /&gt;
Note: what happens is that the method calculate a relative position of mobile_obj to make sure it does not move after the HTML parent changes.&lt;br /&gt;
&lt;br /&gt;
Why using this method?&lt;br /&gt;
&lt;br /&gt;
Changing the HTML parent of an element can be useful for the following reasons:&lt;br /&gt;
* When the HTML parent moves, all its child are moving with them. If some game elements is no more linked with a parent HTML object, you may want to attach it to another place.&lt;br /&gt;
* The z_order (vertical order of display) depends on the position in the DOM, so you may need to change the parent of some game elements when they are moving in your game area.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: when you attach an HTML element with a new parent, you break all references to this HTML element (ex: dojo.connect).&lt;br /&gt;
&lt;br /&gt;
== Players input ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.connect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to associate a player event with one of your notification method.&lt;br /&gt;
&lt;br /&gt;
Example: associate a click on an element (&amp;quot;my_element&amp;quot;) with one of our method (&amp;quot;onClickOnMyElement&amp;quot;):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      dojo.connect( $(&#039;my_element&#039;), &#039;onClick&#039;, this, &#039;onClickOnMyElement&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is the only possible correct way to associate a player input event to your code, and you must not use anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkAction( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkAction: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
return true if action is authorized (ie: the action is listed as a &amp;quot;possibleaction&amp;quot; in current game state).&lt;br /&gt;
&lt;br /&gt;
return false and display an error message if not (display no message if nomessage parameter is true). The displayed error message could be either &amp;quot;This move is not allowed at this moment&amp;quot; or &amp;quot;An action is already in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  function onClickOnGameElement( evt )&lt;br /&gt;
  {&lt;br /&gt;
     if( this.checkAction( &amp;quot;my_action&amp;quot; ) )&lt;br /&gt;
     {&lt;br /&gt;
        // Do the action&lt;br /&gt;
     }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.ajaxcall( url, parameters, obj_callback, callback, callback_error )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method must be used to send a player input to the game server.&lt;br /&gt;
&lt;br /&gt;
* url: the url of the action to perform. For a game, it must be: &amp;quot;/&amp;lt;mygame&amp;gt;/&amp;lt;mygame&amp;gt;/myAction.html&amp;quot;&lt;br /&gt;
* parameters: an array of parameter to send to the game server. Note that &amp;quot;lock:true&amp;quot; must always be specified in this list of parameter in order the interface can be locked during the server call.&lt;br /&gt;
* obj_callback: must be set to &amp;quot;this&amp;quot;.&lt;br /&gt;
* callback: a function to trigger when the server returns and everything went fine.&lt;br /&gt;
* callback_error: (optional and rarely used) a function to trigger when the server returns an error.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.ajaxcall( &#039;/mygame/mygame/myaction.html&#039;, { lock: true, &lt;br /&gt;
   arg1: myarg1, &lt;br /&gt;
   arg2: myarg2, &lt;br /&gt;
   ...&lt;br /&gt;
}, this, function( result ) {&lt;br /&gt;
   // Do some stuff after a successful call&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restricted arguments names (please don&#039;t use them):&lt;br /&gt;
* &amp;quot;action&amp;quot;&lt;br /&gt;
* &amp;quot;module&amp;quot;&lt;br /&gt;
* &amp;quot;class&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.confirmationDialog()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Display a confirmation dialog with a yes/no choice.&lt;br /&gt;
&lt;br /&gt;
We advice you to NOT use this function unless the player action is really critical and could ruins the game, because it slows down the game and upset players.&lt;br /&gt;
&lt;br /&gt;
Usage: this.confirmationDialog( &amp;quot;Question to displayed&amp;quot;, callback_function_if_click_on_yes );&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.confirmationDialog( _(&#039;Are you sure to use this bonus (points penalty at the end of the game) ?&#039;),&lt;br /&gt;
                         dojo.hitch( this, function() {&lt;br /&gt;
                           this.ajaxcall( &#039;/seasons/seasons/useBonus.html&#039;,&lt;br /&gt;
                                { id:bonus_id, lock:true }, this, function( result ) {} );&lt;br /&gt;
                        } ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addActionButton( id, label, method, (opt)depreciated, (opt)bHighlight )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use this method to add an action button in the main action status bar.&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* id: a ID that should be unique in your HTML DOM document.&lt;br /&gt;
* label: the text of the button. Should be translatable (use _() function).&lt;br /&gt;
* method: the name of your method that must be triggered when the player clicks on this button.&lt;br /&gt;
* depreciated (optional): do not use this. Please not specify this argument or use &amp;quot;null&amp;quot;.&lt;br /&gt;
* bHighlight: if set to &amp;quot;true&amp;quot;, the button is going blink to catch player&#039;s attention. Please don&#039;t abuse of blinking button.&lt;br /&gt;
&lt;br /&gt;
You should only use this method in your &amp;quot;onUpdateActionButtons&amp;quot; method. Usually, you use it like this (from Hears example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onUpdateActionButtons: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
            console.log( &#039;onUpdateActionButtons: &#039;+stateName );&lt;br /&gt;
                      &lt;br /&gt;
            if( this.isCurrentPlayerActive() )&lt;br /&gt;
            {            &lt;br /&gt;
                switch( stateName )&lt;br /&gt;
                {&lt;br /&gt;
                case &#039;giveCards&#039;:&lt;br /&gt;
                    this.addActionButton( &#039;giveCards_button&#039;, _(&#039;Give selected cards&#039;), &#039;onGiveCards&#039; ); &lt;br /&gt;
                    break;&lt;br /&gt;
&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
        },   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, we are adding a &amp;quot;Give selected cards&amp;quot; button in the case we are on game state &amp;quot;giveCards&amp;quot;. When player clicks on this button, it triggers our &amp;quot;onGiveCards&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
When something happens on the server side, your game interface Javascript logic received a notification.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can handle these notifications on the client side.&lt;br /&gt;
&lt;br /&gt;
=== Subscribe to notifications ===&lt;br /&gt;
&lt;br /&gt;
Your Javascript &amp;quot;setupNotifications&amp;quot; method is the place where you can subscribe to notifications from your PHP code.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you associate one of your Javascript method to a notification &amp;quot;playDisc&amp;quot; (from Reversi example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // In setupNotifications method:&lt;br /&gt;
   dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;playDisc&amp;quot; corresponds to the name of the notification you define it in your PHP code, in your &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Then, you have to define your &amp;quot;notif_playDisc&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        notif_playDisc: function( notif )&lt;br /&gt;
        {&lt;br /&gt;
            // Remove current possible moves (makes the board more clear)&lt;br /&gt;
            dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );        &lt;br /&gt;
        &lt;br /&gt;
            this.addDiscOnBoard( notif.args.x, notif.args.y, notif.args.player_id );&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a notification handler like our &amp;quot;notif_playDisc&amp;quot; method, you can access to all notifications arguments with &amp;quot;notif.args&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // If you did this on PHP side:&lt;br /&gt;
    self::notifyAllPlayers( &amp;quot;myNotification&amp;quot;, &#039;&#039;, array( &amp;quot;myArgument&amp;quot; =&amp;gt; 3 ) );&lt;br /&gt;
&lt;br /&gt;
    // On Javascript side, you can access the &amp;quot;myArgument&amp;quot; like this:&lt;br /&gt;
    notif_myNotification: function( notif )&lt;br /&gt;
    {&lt;br /&gt;
       alert( &amp;quot;myArgument = &amp;quot; + notif.args.myArgument );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Synchronous notifications ===&lt;br /&gt;
&lt;br /&gt;
When several notifications are received by your game interface, these notifications are processed immediately, one after the other, in the same exact order they have been generated in your PHP game logic.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, you need to give some time to the players to figure out what happened on the game before jumping to the next notification. Indeed, in many games, they are a lot of automatic actions, and the computer is going to resolve all these actions very fast if you don&#039;t tell it not to do so.&lt;br /&gt;
&lt;br /&gt;
As an example, for Reversi, when someone is playing a disc, we want to wait 500 milliseconds before doing anything else in order the opponent player can figure out what move has been played.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we do this, right after our subscription:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
       this.notifqueue.setSynchronous( &#039;playDisc&#039;, 500 );   // Wait 500 milliseconds after executing the playDisc handler&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tooltips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltip( nodeId, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to the DOM node.&lt;br /&gt;
&lt;br /&gt;
Specify &#039;helpString&#039; to display some information about &amp;quot;what is this game element?&amp;quot;.&lt;br /&gt;
Specify &#039;actionString&#039; to display some information about &amp;quot;what happens when I click on this element?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You must specify both helpString and actionString. Most of the time, you use only one and specify a void string (&amp;quot;&amp;quot;) for the other one.&lt;br /&gt;
&lt;br /&gt;
Usually, _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delay&amp;quot; is an optional parameter. Usually, it is primarily used to specify a zero delay for some game element when the tooltip gives really important information for the game - but remember: no essential information must be placed in tooltips as they won&#039;t be displayed in some browser (see Guidelines).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.addTooltip( &#039;cardcount&#039;, _(&#039;Number of cards in hand&#039;), &#039;&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtml( nodeId, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to all the DOM nodes set with this cssClass. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addTooltipHtmlToClass( cssClass, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
== Dialogs, warning messages, confirmation dialogs, ... ==&lt;br /&gt;
&lt;br /&gt;
=== Warning messages ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is something important that is happening on the game and you have to make sure all players get the message. Most of the time, the evolution of the game situation or the game log is enough, but sometimes you need something more visible.&lt;br /&gt;
&lt;br /&gt;
Ex: someone fulfill one of the end of the game condition, so this is the last turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.showMessage( msg, type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
showMessage shows a message in a big rectangular area on the top of the screen of current player.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;msg&amp;quot; is the string to display. It should be translated.&lt;br /&gt;
* &amp;quot;type&amp;quot; can be set to &amp;quot;info&amp;quot; or &amp;quot;error&amp;quot;. If set to &amp;quot;info&amp;quot;, the message will be an informative message on a white background. If set to &amp;quot;error&amp;quot;, the message will be an error message on a red background.&lt;br /&gt;
&lt;br /&gt;
Important: the normal way to inform players about the progression of the game is the game log. &amp;quot;showMessage&amp;quot; is intrusive and should not be used often.&lt;br /&gt;
&lt;br /&gt;
=== Confirmation dialog ===&lt;br /&gt;
&lt;br /&gt;
When an important action with a lot of consequences is triggered by the player, you may want to propose a confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the general guidelines of BGA is to AVOID the use of confirmation dialog. Confirmation dialogs slow down the game and bother players. The players knows that they have to pay attention about each move when they are playing online.&lt;br /&gt;
&lt;br /&gt;
The situation where you should use a confirmation dialog are the following:&lt;br /&gt;
* It must not happen very often during a game.&lt;br /&gt;
* It must be linked to an action that can really &amp;quot;kill a game&amp;quot; if the player do not pay attention.&lt;br /&gt;
* It must be something that can be done by mistake (ex: a link on the action status bar).&lt;br /&gt;
&lt;br /&gt;
How to display a confirmation dialog:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dialogs ===&lt;br /&gt;
&lt;br /&gt;
At first, you shouldn&#039;t use dialogs windows.&lt;br /&gt;
&lt;br /&gt;
BGA guidelines specify that all game elements should be displayed on the main screen. Players can eventually scroll down to see game elements they don&#039;t need to see anytime, and you may eventually create anchors to move between game area section. Of course dialogs windows are very practical, but the thing is: all players know how to scroll down, and not all players know how to show up your dialog window. In addition, when the dialog shows up, players can&#039;t access the other game components.&lt;br /&gt;
&lt;br /&gt;
Sometimes although, you need to display a dialog window. Here is how you do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // Create the new dialog. You should store the handler in a member variable to access it later&lt;br /&gt;
  this.myDlg = new dijit.Dialog({ title: _(&amp;quot;my dialog title to translate&amp;quot;) });&lt;br /&gt;
&lt;br /&gt;
  // Create the HTML of my dialog. The best practice here is to use [[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]:&lt;br /&gt;
  var html = this.format_block( &#039;jstpl_myDialogTemplate&#039;, { &lt;br /&gt;
                arg1: myArg1,&lt;br /&gt;
                arg2: myArg2,&lt;br /&gt;
                ...&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
  // Show the dialog&lt;br /&gt;
  this.myDlg.attr(&amp;quot;content&amp;quot;, html );&lt;br /&gt;
  this.myDlg.show(); &lt;br /&gt;
&lt;br /&gt;
  // Now that the dialog has been displayed, you can connect your method to some dialog elements&lt;br /&gt;
  // Example, a &amp;quot;close&amp;quot; button:&lt;br /&gt;
  dojo.connect( $(&#039;closeDlg&#039;), &#039;onclick&#039;, this, function(evt){&lt;br /&gt;
                evt.preventDefault();&lt;br /&gt;
                this.myDlg.hide();&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tip: be careful with &amp;quot;hide()&amp;quot; method to close your dialog: the dialog and its content is not completely removed from the DOM. It can cause you problems if you try to display the same dialog several times. A good practice is to wrap all the content of your dialog in a &amp;quot;&amp;lt;div id=&#039;myDlgContent&#039;&amp;gt;&amp;quot; div element, and to call &amp;quot;dojo.destroy(&#039;myDlgContent&#039;)&amp;quot; before displaying your dialog.&lt;br /&gt;
&lt;br /&gt;
=== Scoring dialogs ===&lt;br /&gt;
&lt;br /&gt;
Sometimes at the end of a round you want to display a big table that details the points wins in each section of the game.&lt;br /&gt;
&lt;br /&gt;
Example: in Hearts game, we display at the end of each round the number of &amp;quot;heart&amp;quot; cards collected by each player, the player who collected the Queen of Spades, and the total number of points loose by each player.&lt;br /&gt;
&lt;br /&gt;
Scoring dialogs are managed entirely on &#039;&#039;&#039;PHP side&#039;&#039;&#039;, but they are described here as their effects are visible only on client side.&lt;br /&gt;
&lt;br /&gt;
Displaying a scoring dialog is quite simple and is using a special notification type: &amp;quot;tableWindow&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // on PHP side:&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;table&amp;quot; argument is a 2 dimensional PHP array that describe the table you want to display, line by line and column by column.&lt;br /&gt;
&lt;br /&gt;
Example: display an 3x3 array of strings&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, &amp;quot;three&amp;quot; ),    // This is my first line&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ),    // This is my second line&lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )    // This is my third line&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see above, in each &amp;quot;cell&amp;quot; of your array you can display a simple string value. But you can also display a complex value with a template and associated arguments like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, array( &amp;quot;str&amp;quot; =&amp;gt; &amp;quot;a string with an ${argument}&amp;quot;, &amp;quot;args&amp;quot; =&amp;gt; array( &#039;argument&#039; =&amp;gt; &#039;argument_value&#039; )  ) ),&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ), &lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is especially useful when you want to display player names with colors. Example from &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $firstRow = array( &#039;&#039; );&lt;br /&gt;
        foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
        {&lt;br /&gt;
            $firstRow[] = array( &#039;str&#039; =&amp;gt; &#039;${player_name}&#039;,&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;player_name&#039; =&amp;gt; $player[&#039;player_name&#039;] ),&lt;br /&gt;
                                 &#039;type&#039; =&amp;gt; &#039;header&#039;&lt;br /&gt;
                               );&lt;br /&gt;
        }&lt;br /&gt;
        $table[] = $firstRow;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update players score ==&lt;br /&gt;
&lt;br /&gt;
Increase a player score (with a positive or negative number):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].setValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Players panels ==&lt;br /&gt;
&lt;br /&gt;
=== Adding stuff to player&#039;s panel ===&lt;br /&gt;
&lt;br /&gt;
At first, create a new &amp;quot;JS template&amp;quot; string in your template (tpl) file:&lt;br /&gt;
&lt;br /&gt;
(from Reversi example)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
var jstpl_player_board = &#039;\&amp;lt;div class=&amp;quot;cp_board&amp;quot;&amp;gt;\&lt;br /&gt;
    &amp;lt;div id=&amp;quot;stoneicon_p${id}&amp;quot; class=&amp;quot;gmk_stoneicon gmk_stoneicon_${color}&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;span id=&amp;quot;stonecount_p${id}&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;\&lt;br /&gt;
&amp;lt;/div&amp;gt;&#039;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, you add this piece of code in your JS file to add this template to each player panel:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
            // Setting up player boards&lt;br /&gt;
            for( var player_id in gamedatas.players )&lt;br /&gt;
            {&lt;br /&gt;
                var player = gamedatas.players[player_id];&lt;br /&gt;
                         &lt;br /&gt;
                // Setting up players boards if needed&lt;br /&gt;
                var player_board_div = $(&#039;player_board_&#039;+player_id);&lt;br /&gt;
                dojo.place( this.format_block(&#039;jstpl_player_board&#039;, player ), player_board_div );&lt;br /&gt;
            }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note: the code above is of course from your &amp;quot;setup&amp;quot; function in your Javascript).&lt;br /&gt;
&lt;br /&gt;
Very often, you have to distinguish current player and others players. In this case, you just have to create another JS template (ex: jstpl_otherplayer_board) and use it when &amp;quot;player_id&amp;quot; is different than &amp;quot;this.player_id&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s panel disabling/enabling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.disablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disable given player panel (the panel background become gray).&lt;br /&gt;
&lt;br /&gt;
Usually, this is used to signal that this played passes, or will be inactive during a while.&lt;br /&gt;
&lt;br /&gt;
Note that the only effect of this is visual. There are no consequences on the behaviour of the panel itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a player panel that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enableAllPlayerPanels()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable all player panels that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
== Image loading ==&lt;br /&gt;
&lt;br /&gt;
See also [[Game_art:_img_directory]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful&#039;&#039;&#039;: by default, ALL images of your img directory are loaded on a player&#039;s browser when he loads the game. For this reason, don&#039;t let in your img directory images that are not useful, otherwise it&#039;s going to slowdown the game load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dontPreloadImage( image_file_name )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using dontPreloadImage, you tell the interface to not preload a specific image in your img directory.&lt;br /&gt;
&lt;br /&gt;
Example of use:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.dontPreloadImage( &#039;cards.png&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is particularly useful if for example you have 2 different themes for a game. To accelerate the loading of the game, you can specify to not preload images corresponding to the other theme.&lt;br /&gt;
&lt;br /&gt;
Another example of use: in &amp;quot;Gosu&amp;quot; game with Kamakor extension, you play with 5 sets of cards among 10 available. Cards images are organized by sets, and we only preload the images corresponding to the 5 current sets.&lt;br /&gt;
&lt;br /&gt;
== Other useful stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.hitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.hitch, you can create a callback function that will run with your game object context whatever happen.&lt;br /&gt;
&lt;br /&gt;
Typical example: display a BGA confirmation dialog with a callback function created with dojo.hitch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, using dojo.hitch, we are sure that the &amp;quot;this&amp;quot; object will be set when the callback is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
== BGA GUI components ==&lt;br /&gt;
&lt;br /&gt;
BGA framework provides some useful ready-to-use components for the game interface:&lt;br /&gt;
&lt;br /&gt;
[[Studio#BGA_Studio_game_components_reference]]&lt;br /&gt;
&lt;br /&gt;
Note that each time you are using an additional component, you must declare it at the top of your Javascript file in the list of modules used.&lt;br /&gt;
&lt;br /&gt;
Example if you are using &amp;quot;ebg.stock&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;  /// &amp;lt;=== we are using ebg.stock module&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Your_game_state_machine:_states.inc.php&amp;diff=714</id>
		<title>Your game state machine: states.inc.php</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Your_game_state_machine:_states.inc.php&amp;diff=714"/>
		<updated>2013-03-28T17:34:44Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* args */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This file describes the game states machine of your game (all the game states properties, and the transitions to get from one state to another).&lt;br /&gt;
&lt;br /&gt;
Important: to understand the game state machine, the best is to read this presentation first:&lt;br /&gt;
&lt;br /&gt;
[http://www.slideshare.net/boardgamearena/bga-studio-focus-on-bga-game-state-machine Focus on BGA game state machine]&lt;br /&gt;
&lt;br /&gt;
== Overall structure ==&lt;br /&gt;
&lt;br /&gt;
The machine states is described by a PHP associative array.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$machinestates = array(&lt;br /&gt;
&lt;br /&gt;
    // The initial state. Please do not modify.&lt;br /&gt;
    1 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameSetup&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Game setup&amp;quot;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;manager&amp;quot;,&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stGameSetup&amp;quot;,&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;&amp;quot; =&amp;gt; 2 )&lt;br /&gt;
    ),&lt;br /&gt;
    &lt;br /&gt;
    // Note: ID=2 =&amp;gt; your first state&lt;br /&gt;
&lt;br /&gt;
    2 =&amp;gt; array(&lt;br /&gt;
    		&amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
    		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a card or pass&#039;),&lt;br /&gt;
    		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must play a card or pass&#039;),&lt;br /&gt;
    		&amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
    		&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
    		&amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot; =&amp;gt; 2, &amp;quot;pass&amp;quot; =&amp;gt; 2 )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&lt;br /&gt;
=== id ===&lt;br /&gt;
&lt;br /&gt;
The keys determine game states IDs (in the example above: 1 and 2).&lt;br /&gt;
&lt;br /&gt;
IDs must be positive integers.&lt;br /&gt;
&lt;br /&gt;
ID=1 is reserved for the first game state and should not be used (and you must not modify it).&lt;br /&gt;
&lt;br /&gt;
ID=99 is reserved for the last game state of the game (end of the game) (and you must not modify it).&lt;br /&gt;
&lt;br /&gt;
Note: you may use any ID, even ID greater than 100. But you cannot use 1 and 99.&lt;br /&gt;
&lt;br /&gt;
Note²: You can&#039;t of course use the same ID twice.&lt;br /&gt;
&lt;br /&gt;
=== name ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
The name of a game state is used to identify it in your game logic.&lt;br /&gt;
&lt;br /&gt;
Several game states can share the same name, however this is not recommended.&lt;br /&gt;
&lt;br /&gt;
PHP example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// Get current game state&lt;br /&gt;
$state = $this-&amp;gt;gamestate-&amp;gt;state();&lt;br /&gt;
if( $state[&#039;name&#039;] == &#039;myGameState&#039; )&lt;br /&gt;
{&lt;br /&gt;
...&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
JS example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onEnteringState: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
            console.log( &#039;Entering state: &#039;+stateName );&lt;br /&gt;
            &lt;br /&gt;
            switch( stateName )&lt;br /&gt;
            case &#039;myGameState&#039;:&lt;br /&gt;
            &lt;br /&gt;
                // Do some stuff at the beginning at this game state&lt;br /&gt;
                ....&lt;br /&gt;
                &lt;br /&gt;
                break;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== type ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
You can use 3 types of game states:&lt;br /&gt;
* activeplayer (1 player is active and must play)&lt;br /&gt;
* multipleactiveplayer (1..N players can be active and must play)&lt;br /&gt;
* game (no player is active. This is a transitional state to do something automatic specified by game rules)&lt;br /&gt;
&lt;br /&gt;
=== description ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
The description is the string that is displayed in the main action bar (top of the screen) when the state is active.&lt;br /&gt;
&lt;br /&gt;
When a string is specified as a description, you must use &amp;quot;clienttranslate&amp;quot; in order the string can be translate on the client side:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a card or pass&#039;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the description string, you can use ${actplayer} to refer to the active player.&lt;br /&gt;
&lt;br /&gt;
You can also use custom arguments in your description. These custom arguments correspond to values returned by your &amp;quot;args&amp;quot; PHP method (see below &amp;quot;args&amp;quot; field).&lt;br /&gt;
&lt;br /&gt;
Example of custom field:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must choose ${nbr} identical energies&#039;),&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argMyArgumentMethod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    function argMyArgumentMethod()&lt;br /&gt;
    {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;nbr&#039; =&amp;gt; 2  // In this case ${nbr} in the description will be replaced by &amp;quot;2&amp;quot;&lt;br /&gt;
        );    &lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: You may specify an empty string (&amp;quot;&amp;quot;) here if it never happens that the game remains in this state (ie: if this state immediately jump to another state when activated).&lt;br /&gt;
&lt;br /&gt;
Note²: Usually, you specify a string for &amp;quot;activeplayer&amp;quot; and &amp;quot;multipleactiveplayer&amp;quot; game states, and you specify an empty string for &amp;quot;game&amp;quot; game states. BUT, if you are using synchronous notifications, the client can remains few seconds on a &amp;quot;game&amp;quot; type game state, and in this case this may be useful to display a description in the status bar during this state.&lt;br /&gt;
&lt;br /&gt;
=== descriptionmyturn ===&lt;br /&gt;
&lt;br /&gt;
(mandatory for &amp;quot;activeplayer&amp;quot; and &amp;quot;multipleactiveplayer&amp;quot; game states type)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;descriptionmyturn&amp;quot; has exactly the same role and properties than &amp;quot;description&amp;quot;, except that this value is displayed to the current active player - or to all active players in case of a multipleactiveplayer game state.&lt;br /&gt;
&lt;br /&gt;
In general, we have this situation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} can take some actions&#039;),&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} can take some actions&#039;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you can use ${you} in description my turn in order the description can display &amp;quot;You&amp;quot; instead of the name of the player.&lt;br /&gt;
&lt;br /&gt;
=== action ===&lt;br /&gt;
&lt;br /&gt;
(mandatory for &amp;quot;game&amp;quot; game state type)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;action&amp;quot; specify a PHP method to call when entering into this game state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
    28 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;startPlayerTurn&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; &#039;&#039;,&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;game&amp;quot;,&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stStartPlayerTurn&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    function stStartPlayerTurn()&lt;br /&gt;
    {   &lt;br /&gt;
        // ... do something at the beginning of this game state&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usually, for &amp;quot;game&amp;quot; game state type, the action method is used to do some automatic stuff specified by the rules (ex: check victory conditions, deal cards for a new round, go to the next player...) and then jump to another game state.&lt;br /&gt;
&lt;br /&gt;
Note: a BGA convention specify that PHP method called with &amp;quot;action&amp;quot; are prefixed by &amp;quot;st&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== transitions ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;transition&amp;quot; you specify in which game state you can jump from a given game state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    25 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;myGameState&amp;quot;,&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;nextPlayer&amp;quot; =&amp;gt; 27, &amp;quot;endRound&amp;quot; =&amp;gt; 39 ),&lt;br /&gt;
        ....&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, if &amp;quot;myGameState&amp;quot; is the current active game state, I can jump to game state with ID 27, or game state with ID 39.&lt;br /&gt;
&lt;br /&gt;
Example to jump to ID 27:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    $this-&amp;gt;gamestate-&amp;gt;nextState( &amp;quot;nextPlayer&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: &amp;quot;nextPlayer&amp;quot; is the name of the transition, and NOT the name of the target game state. Several transitions can lead to the same game state.&lt;br /&gt;
&lt;br /&gt;
Note: if you have only 1 transition, you may give it an empty name.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
    &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;&amp;quot; =&amp;gt; 27 ),&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    $this-&amp;gt;gamestate-&amp;gt;nextState(  );     // We don&#039;t need to specify a transition as there is only one here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== possibleactions ===&lt;br /&gt;
&lt;br /&gt;
(mandatory for &amp;quot;activeplayer&amp;quot; and &amp;quot;multipleactiveplayer&amp;quot; game states)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;possibleactions&amp;quot; defines the actions possible by the players at this game state.&lt;br /&gt;
&lt;br /&gt;
By defining &amp;quot;possibleactions&amp;quot;, you make sure players can&#039;t do actions that they are not allowed to do at this game states.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.game.php:&lt;br /&gt;
       	&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
        function playCard( ...)&lt;br /&gt;
        {&lt;br /&gt;
             self::checkAction( &amp;quot;playCard&amp;quot; );    // Will failed if &amp;quot;playCard&amp;quot; is not specified in &amp;quot;possibleactions&amp;quot; in current game state.&lt;br /&gt;
&lt;br /&gt;
            ....&lt;br /&gt;
&lt;br /&gt;
In mygame.js:&lt;br /&gt;
        playCard: function( ... )&lt;br /&gt;
        {&lt;br /&gt;
            if( this.checkAction( &amp;quot;playCard&amp;quot; ) ) // Will failed if &amp;quot;playCard&amp;quot; is not specified in &amp;quot;possibleactions&amp;quot; in current game state.&lt;br /&gt;
            {  return ;   }&lt;br /&gt;
&lt;br /&gt;
            ....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== args ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
From time to time, it happens that you need some information on the client side (ie : for your game interface) only for a specific game state.&lt;br /&gt;
&lt;br /&gt;
Example 1 : for Reversi, the list of possible moves during playerTurn state.&lt;br /&gt;
Example 2 : in Caylus, the number of remaining king&#039;s favor to choose in the state where the player is choosing a favor.&lt;br /&gt;
Example 3 : in Can&#039;t stop, the list of possible die combination to be displayed to the active player in order he can choose among them.&lt;br /&gt;
&lt;br /&gt;
In such a situation, you can specify a method name as the « args » argument for your game state. This method must get some piece of information about the game (ex : for Reversi, the possible moves) and return them.&lt;br /&gt;
&lt;br /&gt;
Thus, this data can be transmitted to the clients and used by the clients to display it.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see a complete example using args with « Reversi » game :&lt;br /&gt;
&lt;br /&gt;
In states.inc.php, we specify some « args » argument for gamestate « playerTurn » :&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    10 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a disc&#039;),&lt;br /&gt;
		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must play a disc&#039;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argPlayerTurn&amp;quot;,    &amp;lt;================================== HERE&lt;br /&gt;
        &amp;quot;possibleactions&amp;quot; =&amp;gt; array( &#039;playDisc&#039; ),&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;playDisc&amp;quot; =&amp;gt; 11, &amp;quot;zombiePass&amp;quot; =&amp;gt; 11 )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It corresponds to a « argPlaceWorkers » method in our PHP code (reversi.game.php):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function argPlayerTurn()&lt;br /&gt;
    {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;possibleMoves&#039; =&amp;gt; self::getPossibleMoves()&lt;br /&gt;
        );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, when we enter into « playerTurn » game state on the client side, we can highlight the possible moves on the board using information returned by argPlayerTurn :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onEnteringState: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
           console.log( &#039;Entering state: &#039;+stateName );&lt;br /&gt;
            &lt;br /&gt;
            switch( stateName )&lt;br /&gt;
            {&lt;br /&gt;
            case &#039;playerTurn&#039;:&lt;br /&gt;
                this.updatePossibleMoves( args.args.possibleMoves );&lt;br /&gt;
                break;&lt;br /&gt;
            }&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you can also used values returned by your &amp;quot;args&amp;quot; method to have some custom values in your &amp;quot;description&amp;quot;/&amp;quot;descriptionmyturn&amp;quot; (see above).&lt;br /&gt;
&lt;br /&gt;
Note: as a BGA convention, PHP methods called with &amp;quot;args&amp;quot; are prefixed by &amp;quot;arg&amp;quot; (ex: argPlayerTurn).&lt;br /&gt;
&lt;br /&gt;
=== updateGameProgression ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
IF you specify &amp;quot;updateGameProgression =&amp;gt; true&amp;quot; in a game state, your &amp;quot;getGameProgression&amp;quot; PHP method will be called at the beginning of this game state - and thus the game progression of the game will be updated.&lt;br /&gt;
&lt;br /&gt;
At least one of your game state (any of them) must specify updateGameProgression=&amp;gt;true.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=701</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=701"/>
		<updated>2013-03-20T17:00:01Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Complete stock component reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;quot;Stock&amp;quot; is a javascript component that you can use on your game interface to display a set of elements of the same size that need to be arranged in one or several lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Stock is used for example:&lt;br /&gt;
* To display set of cards, typically hands (ex: in Hearts, Seasons, The Boss, Race for the Galaxy, ...).&lt;br /&gt;
* To display items in player panels (ex: Takenoko, Amyitis, ...)&lt;br /&gt;
* ... in many other situations. For example, black dice and cubes on cards in Troyes are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding (or removing) items to the set. All items slide smoothly to their new position in the set to host the new one.&lt;br /&gt;
* Select/unselect items is a built-in functionnality.&lt;br /&gt;
* You don&#039;t have to care about inserting/removing HTML piece of code: the entire life of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in game &amp;quot;Hearts&amp;quot; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (=a card), and the container div &amp;quot;myhand&amp;quot; - which is a simple void &amp;quot;div&amp;quot; element defines in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what are the items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but create a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with all the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what are the items type to display:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Explain there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create cards types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_themeurl+&#039;img/hearts/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* At first, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call &amp;quot;addItemType&amp;quot; method that create the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: in this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now, if we need to add - for example - the 5 of Heart to player&#039;s hand, we can do this.&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;&amp;lt;div&amp;gt;&amp;quot; element (a void &amp;lt;div&amp;gt; element in your template, with an id).&lt;br /&gt;
* a stock item width and height, in pixels.&lt;br /&gt;
&lt;br /&gt;
(See &amp;quot;Hearts&amp;quot; example above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item to the stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock control that can contains cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
* weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items (in this case they are not sorted).&lt;br /&gt;
* image: URL of item image. Most of the time, you will use a CSS sprite for stock item, so you have to specify CSS sprite image here.&lt;br /&gt;
&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_themeurl+&#039;img/your_game_name/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
Important: there are more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there is 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 10;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type.&lt;br /&gt;
&lt;br /&gt;
To make your life easy, in most of the case we suggest you to use &amp;quot;addToStockWithId&amp;quot; in order to give an ID to the item added. &amp;quot;addToStock&amp;quot; is perfect when you are using a stock controls with items that are generic game material that does not need to be addressed individually (ex: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONNAL: if you specify a HTML item here, the item will appear on this item and will be slided to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is exactly the same method than &amp;quot;addToStock&amp;quot;, except that you associate an ID to the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
* When you need to know which item(s) has been selected by the user (see &amp;quot;getSelectedItems&amp;quot;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &amp;quot;removeFromStockById&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their position to their original ones, you can call this method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at the same time.&lt;br /&gt;
* 2: several items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return true/false wether the specified item id has been selected or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player select/unselect an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;lt;div&amp;gt; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format than getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items on the stock control &amp;quot;overlap&amp;quot; on each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item must overlap on 20% of the width of the previous item. horizontal_overlap can&#039;t be over 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Jaipur&amp;quot; game to see an example to use of this function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order you can customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
     (...)&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
The usual way is the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock: use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; argument set to the element of your interface where card should come from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
* on the destination Stock, use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; equals to the HTML id of the corresponding item in the source Stock. For example, If the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* then, remove the source item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
(note that it&#039;s important to do things in this order, because source item must still exists when you use it as the origin of the slide).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
* insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* place it on the Stock item with &amp;quot;this.placeOnObject&amp;quot;, using Stock item HTML id (see above).&lt;br /&gt;
* slide it to its new position with &amp;quot;this.slideToObject&amp;quot;&lt;br /&gt;
* remove the card from the Stock item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slided to, from and between your Stock controls smoothly&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=700</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=700"/>
		<updated>2013-03-20T16:59:47Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Complete stock component reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;quot;Stock&amp;quot; is a javascript component that you can use on your game interface to display a set of elements of the same size that need to be arranged in one or several lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Stock is used for example:&lt;br /&gt;
* To display set of cards, typically hands (ex: in Hearts, Seasons, The Boss, Race for the Galaxy, ...).&lt;br /&gt;
* To display items in player panels (ex: Takenoko, Amyitis, ...)&lt;br /&gt;
* ... in many other situations. For example, black dice and cubes on cards in Troyes are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding (or removing) items to the set. All items slide smoothly to their new position in the set to host the new one.&lt;br /&gt;
* Select/unselect items is a built-in functionnality.&lt;br /&gt;
* You don&#039;t have to care about inserting/removing HTML piece of code: the entire life of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in game &amp;quot;Hearts&amp;quot; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (=a card), and the container div &amp;quot;myhand&amp;quot; - which is a simple void &amp;quot;div&amp;quot; element defines in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what are the items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but create a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with all the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what are the items type to display:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Explain there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create cards types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_themeurl+&#039;img/hearts/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* At first, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call &amp;quot;addItemType&amp;quot; method that create the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: in this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now, if we need to add - for example - the 5 of Heart to player&#039;s hand, we can do this.&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;&amp;lt;div&amp;gt;&amp;quot; element (a void &amp;lt;div&amp;gt; element in your template, with an id).&lt;br /&gt;
* a stock item width and height, in pixels.&lt;br /&gt;
&lt;br /&gt;
(See &amp;quot;Hearts&amp;quot; example above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item to the stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock control that can contains cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
* weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items (in this case they are not sorted).&lt;br /&gt;
* image: URL of item image. Most of the time, you will use a CSS sprite for stock item, so you have to specify CSS sprite image here.&lt;br /&gt;
&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_themeurl+&#039;img/your_game_name/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
_ image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
Important: there are more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there is 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 10;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type.&lt;br /&gt;
&lt;br /&gt;
To make your life easy, in most of the case we suggest you to use &amp;quot;addToStockWithId&amp;quot; in order to give an ID to the item added. &amp;quot;addToStock&amp;quot; is perfect when you are using a stock controls with items that are generic game material that does not need to be addressed individually (ex: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONNAL: if you specify a HTML item here, the item will appear on this item and will be slided to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is exactly the same method than &amp;quot;addToStock&amp;quot;, except that you associate an ID to the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
* When you need to know which item(s) has been selected by the user (see &amp;quot;getSelectedItems&amp;quot;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &amp;quot;removeFromStockById&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their position to their original ones, you can call this method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at the same time.&lt;br /&gt;
* 2: several items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return true/false wether the specified item id has been selected or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player select/unselect an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;lt;div&amp;gt; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format than getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items on the stock control &amp;quot;overlap&amp;quot; on each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item must overlap on 20% of the width of the previous item. horizontal_overlap can&#039;t be over 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Jaipur&amp;quot; game to see an example to use of this function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order you can customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
     (...)&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
The usual way is the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock: use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; argument set to the element of your interface where card should come from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
* on the destination Stock, use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; equals to the HTML id of the corresponding item in the source Stock. For example, If the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* then, remove the source item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
(note that it&#039;s important to do things in this order, because source item must still exists when you use it as the origin of the slide).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
* insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* place it on the Stock item with &amp;quot;this.placeOnObject&amp;quot;, using Stock item HTML id (see above).&lt;br /&gt;
* slide it to its new position with &amp;quot;this.slideToObject&amp;quot;&lt;br /&gt;
* remove the card from the Stock item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slided to, from and between your Stock controls smoothly&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=699</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=699"/>
		<updated>2013-03-20T16:59:00Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Complete stock component reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;quot;Stock&amp;quot; is a javascript component that you can use on your game interface to display a set of elements of the same size that need to be arranged in one or several lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Stock is used for example:&lt;br /&gt;
* To display set of cards, typically hands (ex: in Hearts, Seasons, The Boss, Race for the Galaxy, ...).&lt;br /&gt;
* To display items in player panels (ex: Takenoko, Amyitis, ...)&lt;br /&gt;
* ... in many other situations. For example, black dice and cubes on cards in Troyes are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding (or removing) items to the set. All items slide smoothly to their new position in the set to host the new one.&lt;br /&gt;
* Select/unselect items is a built-in functionnality.&lt;br /&gt;
* You don&#039;t have to care about inserting/removing HTML piece of code: the entire life of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in game &amp;quot;Hearts&amp;quot; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (=a card), and the container div &amp;quot;myhand&amp;quot; - which is a simple void &amp;quot;div&amp;quot; element defines in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what are the items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but create a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with all the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what are the items type to display:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Explain there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create cards types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_themeurl+&#039;img/hearts/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* At first, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call &amp;quot;addItemType&amp;quot; method that create the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: in this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now, if we need to add - for example - the 5 of Heart to player&#039;s hand, we can do this.&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;&amp;lt;div&amp;gt;&amp;quot; element (a void &amp;lt;div&amp;gt; element in your template, with an id).&lt;br /&gt;
* a stock item width and height, in pixels.&lt;br /&gt;
&lt;br /&gt;
(See &amp;quot;Hearts&amp;quot; example above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item to the stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock control that can contains cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
_ type: ID of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
_ weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items (in this case they are not sorted).&lt;br /&gt;
_ image: URL of item image. Most of the time, you will use a CSS sprite for stock item, so you have to specify CSS sprite image here.&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_themeurl+&#039;img/your_game_name/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
_ image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
Important: there are more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there is 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 10;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type.&lt;br /&gt;
&lt;br /&gt;
To make your life easy, in most of the case we suggest you to use &amp;quot;addToStockWithId&amp;quot; in order to give an ID to the item added. &amp;quot;addToStock&amp;quot; is perfect when you are using a stock controls with items that are generic game material that does not need to be addressed individually (ex: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONNAL: if you specify a HTML item here, the item will appear on this item and will be slided to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is exactly the same method than &amp;quot;addToStock&amp;quot;, except that you associate an ID to the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
* When you need to know which item(s) has been selected by the user (see &amp;quot;getSelectedItems&amp;quot;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &amp;quot;removeFromStockById&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their position to their original ones, you can call this method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at the same time.&lt;br /&gt;
* 2: several items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return true/false wether the specified item id has been selected or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player select/unselect an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;lt;div&amp;gt; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format than getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items on the stock control &amp;quot;overlap&amp;quot; on each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item must overlap on 20% of the width of the previous item. horizontal_overlap can&#039;t be over 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Jaipur&amp;quot; game to see an example to use of this function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order you can customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
     (...)&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
The usual way is the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock: use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; argument set to the element of your interface where card should come from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
* on the destination Stock, use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; equals to the HTML id of the corresponding item in the source Stock. For example, If the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* then, remove the source item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
(note that it&#039;s important to do things in this order, because source item must still exists when you use it as the origin of the slide).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
* insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* place it on the Stock item with &amp;quot;this.placeOnObject&amp;quot;, using Stock item HTML id (see above).&lt;br /&gt;
* slide it to its new position with &amp;quot;this.slideToObject&amp;quot;&lt;br /&gt;
* remove the card from the Stock item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slided to, from and between your Stock controls smoothly&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=688</id>
		<title>Main game logic: yourgamename.game.php</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=688"/>
		<updated>2013-03-06T15:35:34Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Zombie mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This file is the main file for your game logic. Here you initialize the game, persist data, implement the rules and notify changes to the client interface.&lt;br /&gt;
&lt;br /&gt;
== File Structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
 &lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* EmptyGame (constructor): where you define global variables.&lt;br /&gt;
* setupNewGame: initial setup of the game.&lt;br /&gt;
* getAllDatas: where you retrieve all game data during a complete reload of the game.&lt;br /&gt;
* getGameProgression: where you compute the game progression indicator.&lt;br /&gt;
* Utility functions: your utility functions.&lt;br /&gt;
* Player actions: the entry points for players actions. &lt;br /&gt;
* Game state arguments: methods to return additional data on specific game states.&lt;br /&gt;
* Game state actions: the logic to run when entering a new game state.&lt;br /&gt;
* zombieTurn: what to do it&#039;s the turn of a zombie player.&lt;br /&gt;
&lt;br /&gt;
== Accessing player informations ==&lt;br /&gt;
&lt;br /&gt;
; getPlayersNumber()&lt;br /&gt;
: Returns the number of players playing at the table&lt;br /&gt;
: Note: doesn&#039;t work in setupNewGame so use count($players) instead&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerId()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot;, whatever what is the current state type.&lt;br /&gt;
: Note: it does NOT mean that this player is active right now, because state type could be &amp;quot;game&amp;quot; or &amp;quot;multiplayer&amp;quot;&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerName()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot; name&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; loadPlayersBasicInfos()&lt;br /&gt;
: Get an associative array with generic data about players (ie: not game specific data).&lt;br /&gt;
: The key of the associative array is the player id.&lt;br /&gt;
: The content of each value is:&lt;br /&gt;
: * player_name&lt;br /&gt;
: * player_color (ex: ff0000)&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerId()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot;. The current player is the one from which the action originated (the one who send the request).&lt;br /&gt;
: &#039;&#039;&#039;Be careful&#039;&#039;&#039;: It is not always the active player.&lt;br /&gt;
: In general, you shouldn&#039;t use this method, unless you are in &amp;quot;multiplayer&amp;quot; state.&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerName()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; name&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerColor()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; color&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerZombie()&lt;br /&gt;
: Check the &amp;quot;current_player&amp;quot; zombie status. If true, player leave the game.&lt;br /&gt;
&lt;br /&gt;
== Accessing database ==&lt;br /&gt;
&lt;br /&gt;
The main game logic should be the only point from where you should access to the game database. You access your database using SQL queries with the methods below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BGA is using [http://dev.mysql.com/doc/refman/5.0/en/sql-syntax-transactions.html database transactions]. It means that your database changes WON&#039;T BE APPLIED to the database until your request ends normally. Using transaction is in fact very useful for you: at any time, if your game logic detects that something is wrong (ex: unallowed move), you just have to throw an exception and all the changes already performed on the game situation will be removed.&lt;br /&gt;
&lt;br /&gt;
; DbQuery( $sql )&lt;br /&gt;
: This is the generic method to access the database.&lt;br /&gt;
: It can execute any type of SELECT/UPDATE/DELETE/REPLACE query on the database.&lt;br /&gt;
: You should use it for UPDATE/DELETE/REPLACE query. For SELECT queries, the specialized methods above are much better.&lt;br /&gt;
&lt;br /&gt;
; getUniqueValueFromDB( $sql )&lt;br /&gt;
: Returns a unique value from DB or null if no value is found.&lt;br /&gt;
: $sql must be a SELECT query.&lt;br /&gt;
: Raise an exception if more than 1 row is returned.&lt;br /&gt;
&lt;br /&gt;
; getCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Returns an associative array of rows for a sql SELECT query.&lt;br /&gt;
: The key of the resulting associative array is the first field specified in the SELECT query.&lt;br /&gt;
: The value of the resulting associative array if an associative array with all the field specified in the SELECT query and associated values.&lt;br /&gt;
: First column must be a primary or alternate key.&lt;br /&gt;
: The resulting collection can be empty.&lt;br /&gt;
: If you specified $bSingleValue=true and if your SQL query request 2 fields A and B, the method returns an associative array &amp;quot;A=&amp;gt;B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 1235 =&amp;gt; array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; &#039;myuser0&#039;,&lt;br /&gt;
 1235 =&amp;gt; &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyCollectionFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if the collection is empty&lt;br /&gt;
&lt;br /&gt;
; function getObjectFromDB( $sql )&lt;br /&gt;
: Returns one row for the sql SELECT query as an associative array or null if there is no result&lt;br /&gt;
: Raise an exception if the query return more than one row&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player WHERE player_id=&#039;$player_id&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
  &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 &lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if no row is found&lt;br /&gt;
&lt;br /&gt;
; getObjectListFromDB( $sql, $bUniqueValue=false )&lt;br /&gt;
: Return an array of rows for a sql SELECT query.&lt;br /&gt;
: the result if the same than &amp;quot;getCollectionFromDB&amp;quot; except that the result is a simple array (and not an associative array).&lt;br /&gt;
: The result can be empty.&lt;br /&gt;
: If you specified $bUniqueValue=true and if your SQL query request 1 field, the method returns directly an array of values.&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;myuser0&#039;,&lt;br /&gt;
 &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getDoubleKeyCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Return an associative array of associative array, from a SQL SELECT query.&lt;br /&gt;
: First array level correspond to first column specified in SQL query.&lt;br /&gt;
: Second array level correspond to second column specified in SQL query.&lt;br /&gt;
: If bSingleValue = true, keep only third column on result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; DbGetLastId()&lt;br /&gt;
: Return the PRIMARY key of the last inserted row (see PHP mysql_insert_id function).&lt;br /&gt;
&lt;br /&gt;
; DbAffectedRow()&lt;br /&gt;
: Return the number of row affected by the last operation&lt;br /&gt;
&lt;br /&gt;
; escapeStringForDB( $string )&lt;br /&gt;
: You must use this function on every string type data in your database that contains unsafe data.&lt;br /&gt;
: (unsafe = can be modified by a player).&lt;br /&gt;
: This method makes sure that no SQL injection will be done through the string used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_color color FROM player WHERE player_id=&#039;1234&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;id&#039; =&amp;gt; 1234,&lt;br /&gt;
 &#039;name&#039; =&amp;gt; &#039;myuser1&#039;,&lt;br /&gt;
 &#039;color&#039; =&amp;gt; &#039;ff0000&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; function getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem, but raise an exception if the query doesn&#039;t return exactly one row&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: see Editing [[Game database model: dbmodel.sql]] to know how to define your database model.&lt;br /&gt;
&lt;br /&gt;
== Use globals ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, you have to keep a single integer value that is global to your game, and you don&#039;t want to create a DB table specifically for it.&lt;br /&gt;
&lt;br /&gt;
Using a BGA framework &amp;quot;global&amp;quot;, you can do such a thing. Your value will be stored in the &amp;quot;global&amp;quot; table in database, and you can access it with simple methods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initGameStateLabels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is located at the beginning of your game logic. This is the place you defines the globals used in your game logic, by assigning them IDs.&lt;br /&gt;
&lt;br /&gt;
You can define up to 89 globals, with IDs from 10 to 89. You must NOT use globals outside this range as globals are used by other components of the framework.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        self::initGameStateLabels( array( &lt;br /&gt;
                &amp;quot;my_first_global_variable&amp;quot; =&amp;gt; 10,&lt;br /&gt;
                &amp;quot;my_second_global_variable&amp;quot; =&amp;gt; 11&lt;br /&gt;
        ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateInitialValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Init your global value. Must be called before any use of your global, so you should call this method from your &amp;quot;setupNewGame&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getGameStateValue( $value_label )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Retrieve the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incGameStateValue( $value_label, $increment )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment the current value of a global. If increment is negative, decrement the value of the global.&lt;br /&gt;
&lt;br /&gt;
Return the final value of the global.&lt;br /&gt;
&lt;br /&gt;
== Game states and active players ==&lt;br /&gt;
&lt;br /&gt;
; checkAction( $actionName, $bThrowException=true )&lt;br /&gt;
: Check if action is valid regarding current game state (exception if fails)&lt;br /&gt;
: The action is valid if it is listed as a &amp;quot;possibleactions&amp;quot; in the current game state (see game state description).&lt;br /&gt;
: This method MUST be called in the first place in ALL your PHP methods that handle players action, in order to make sure a player can&#039;t do an action when the rules disallow it at this moment of the game.&lt;br /&gt;
: if &amp;quot;bThrowException&amp;quot; is set to &amp;quot;false&amp;quot;, the function return false in case of failure instead of throwing and exception. This is useful when several actions are possible in order to test each of them without throwing exceptions.&lt;br /&gt;
&lt;br /&gt;
; activeNextPlayer()&lt;br /&gt;
: Make the next player active in the natural player order.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; activePrevPlayer()&lt;br /&gt;
: Make the previous player active (in the natural player order).&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;changeActivePlayer( $player_id )&lt;br /&gt;
: You can call this method to make any player active.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;getActivePlayerList()&lt;br /&gt;
: With this method you can retrieve the list of the active player at any time.&lt;br /&gt;
: During a &amp;quot;game&amp;quot; type gamestate, it will return a void array.&lt;br /&gt;
: During a &amp;quot;activeplayer&amp;quot; type gamestate, it will return an array with one value (the active player id).&lt;br /&gt;
: during a &amp;quot;multipleactiveplayer&amp;quot; type gamestate, it will return an array of the active players id.&lt;br /&gt;
: Note: you should only use this method is the latter case.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive()&lt;br /&gt;
: With this method, all playing players are made active.&lt;br /&gt;
: Usually, you use this method at the beginning (ex: &amp;quot;st&amp;quot; action method) of a multiplayer game state when all players have to do some action.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayersMultiactive( $players, $next_state )&lt;br /&gt;
: Make a specific list of players active during a multiactive gamestate.&lt;br /&gt;
: &amp;quot;players&amp;quot; is the array of player id that should be made active.&lt;br /&gt;
: In case &amp;quot;players&amp;quot; is empty, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayerNonMultiactive( $player_id, $next_state )&lt;br /&gt;
: During a multiactive game state, make the specified player inactive.&lt;br /&gt;
: Usually, you call this method during a multiactive game state after a player did his action.&lt;br /&gt;
: If this player was the last active player, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;checkPossibleAction( $action )&lt;br /&gt;
: (rarely used)&lt;br /&gt;
: This works exactly like &amp;quot;checkAction&amp;quot;, except that it do NOT check if current player is active.&lt;br /&gt;
: This is used specifically in certain game states when you want to authorize some additional actions for players that are not active at the moment.&lt;br /&gt;
: Example: in Libertalia game, you want to authorize players to change their mind about card played. They are of course not active at the time they change their mind, so you cannot use &amp;quot;checkAction&amp;quot; and use &amp;quot;checkPossibleAction&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
== Players turn order ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getNextPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an associative array which associate each player with the next player around the table.&lt;br /&gt;
&lt;br /&gt;
In addition, key 0 is associated to the first player to play.&lt;br /&gt;
&lt;br /&gt;
Example: if three player with ID 1, 2 and 3 are around the table, in this order, the method returns:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   array( &lt;br /&gt;
    1 =&amp;gt; 2, &lt;br /&gt;
    2 =&amp;gt; 3, &lt;br /&gt;
    3 =&amp;gt; 1, &lt;br /&gt;
    0 =&amp;gt; 1 &lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPrevPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, but the associative array associate the previous player around the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerAfter( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing after given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerBefore( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing before given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
== Notify players ==&lt;br /&gt;
&lt;br /&gt;
To understand notifications, please read [http://www.slideshare.net/boardgamearena/the-bga-framework-at-a-glance The BGA Framework at a glance] first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notifications are sent at the very end of the request, when it ends normally. It means that if you throw an exception for any reason (ex: move not allowed), no notifications will be sent to players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyAllPlayers( $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Send a notification to all players of the game.&lt;br /&gt;
&lt;br /&gt;
* notification_type:&lt;br /&gt;
A string that defines the type of your notification.&lt;br /&gt;
&lt;br /&gt;
Your game interface Javascript logic will use this to know what is the type of the received notification (and to trigger the corresponding method).&lt;br /&gt;
&lt;br /&gt;
* notification_log:&lt;br /&gt;
A string that defines what is to be displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
You can use an empty string here (&amp;quot;&amp;quot;). In this case, nothing is displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
If you define a real string here, you should use &amp;quot;clienttranslate&amp;quot; method to make sure it can be translate.&lt;br /&gt;
&lt;br /&gt;
You can use arguments in your notification_log strings, that refers to values defines in the &amp;quot;notification_args&amp;quot; argument (see below).&lt;br /&gt;
&lt;br /&gt;
Note: you CAN use some HTML inside your notification log, and it is working. However:&lt;br /&gt;
_ pay attention to keep the log clear.&lt;br /&gt;
_ try to not include some HTML tags inside the &amp;quot;clienttranslate&amp;quot; method, otherwise it will make the translators work more difficult. You can use a notification argument instead, and provide your HTML through this argument.&lt;br /&gt;
&lt;br /&gt;
* notification_args:&lt;br /&gt;
The arguments of your notifications, as an associative array.&lt;br /&gt;
&lt;br /&gt;
This array will be transmitted to the game interface logic, in order the game interface can be updated.&lt;br /&gt;
&lt;br /&gt;
Complete notifyAllPlayers example (from &amp;quot;Reversi&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::notifyAllPlayers( &amp;quot;playDisc&amp;quot;, clienttranslate( &#039;${player_name} plays a disc and turns over ${returned_nbr} disc(s)&#039; ), array(&lt;br /&gt;
        &#039;player_id&#039; =&amp;gt; $player_id,&lt;br /&gt;
        &#039;player_name&#039; =&amp;gt; self::getActivePlayerName(),&lt;br /&gt;
        &#039;returned_nbr&#039; =&amp;gt; count( $turnedOverDiscs ),&lt;br /&gt;
        &#039;x&#039; =&amp;gt; $x,&lt;br /&gt;
        &#039;y&#039; =&amp;gt; $y&lt;br /&gt;
     ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can see in the example above the use of the &amp;quot;clienttranslate&amp;quot; method, and the use of 2 arguments &amp;quot;player_name&amp;quot; and &amp;quot;returned_nbr&amp;quot; in the notification log.&lt;br /&gt;
&lt;br /&gt;
Important: NO private date must be sent with this method, as a cheater could see it even it is not used explicitly by the game interface logic. If you want to send private information to a player, please use notifyPlayer below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyPlayer( $player_id, $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, except that the notification is sent to one player only.&lt;br /&gt;
&lt;br /&gt;
This method must be used each time some private information must be transmitted to a player.&lt;br /&gt;
&lt;br /&gt;
== Game statistics ==&lt;br /&gt;
&lt;br /&gt;
There are 2 types of statistics:&lt;br /&gt;
* a &amp;quot;player&amp;quot; statistic is a statistic associated to a player&lt;br /&gt;
* a &amp;quot;table&amp;quot; statistics is a statistic not associated to a player (global statistic for this game).&lt;br /&gt;
&lt;br /&gt;
See [[Game statistics: stats.inc.php]] to see how you defines statistics for your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initStat( $table_or_player, $name, $value, $player_id=null )&#039;&#039;&#039;&lt;br /&gt;
Create a statistic entry for the specified statistics with a default value.&lt;br /&gt;
This method must be called for each statistics of your game, in your setupNewGame method.&lt;br /&gt;
&lt;br /&gt;
&#039;table_or_player&#039; must be set to &amp;quot;table&amp;quot; if this is a table statistics, or &amp;quot;player&amp;quot; if this is a player statistics.&lt;br /&gt;
&lt;br /&gt;
&#039;name&#039; is the name of your statistics, as it has been defined in your stats.inc.php file.&lt;br /&gt;
&lt;br /&gt;
&#039;value&#039; is the initial value of the statistics. If this is a player statistics and if the player is not specified by &amp;quot;player_id&amp;quot; argument, the value is set for ALL players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;function setStat( $value, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set a statistic value.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;player_id&amp;quot; is not specified, setStat consider it is a TABLE statistic.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;player_id&amp;quot; is specified, setStat consider it is a PLAYER statistic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incStat( $delta, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment (or decrement) specified statistic value. Same behavior as above.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Manage player scores and Tie breaker ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players automatically get a rank depending on their score: the player with the biggest score is #1, the player with the second biggest score is #2, and so on...&lt;br /&gt;
&lt;br /&gt;
During the game, you update player&#039;s score directly by updating &amp;quot;player_score&amp;quot; field of &amp;quot;player&amp;quot; table in database.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // +2 points to active player&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=player_score+2 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
  // Set score of active player to 5&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=5 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget to notify the client side in order the score control can be updated accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie breaker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tie breaker is used when two players get the same score at the end of a game.&lt;br /&gt;
&lt;br /&gt;
Tie breaker is using &amp;quot;player_score_aux&amp;quot; field of &amp;quot;player&amp;quot; table. It is updated exactly like the &amp;quot;player_score&amp;quot; field.&lt;br /&gt;
&lt;br /&gt;
Tie breaker score is displayed only for players who are tied at the end of the game. Most of the time, it is not supposed to be displayed explicitly during the game.&lt;br /&gt;
&lt;br /&gt;
When you are using &amp;quot;player_score_aux&amp;quot; functionality, you must describe the formula to use in your Constructor method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
         $this-&amp;gt;tie_breaker_description = self::_(&amp;quot;Describe here your tie breaker formula&amp;quot;);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This description will be used as a tooltip to explain to players how this auxiliary score has been calculated.&lt;br /&gt;
&lt;br /&gt;
== Reflexion time ==&lt;br /&gt;
&lt;br /&gt;
; function giveExtraTime( $player_id, $specific_time=null )&lt;br /&gt;
: Give standard extra time to this player.&lt;br /&gt;
: Standard extra time depends on the speed of the game (small with &amp;quot;slow&amp;quot; game option, bigger with other options).&lt;br /&gt;
: You can also specify an exact time to add, in seconds, with the &amp;quot;specified_time&amp;quot; argument (rarely used).&lt;br /&gt;
&lt;br /&gt;
== Managing errors and exceptions ==&lt;br /&gt;
&lt;br /&gt;
Note: when you throw an exception, all database changes and all notifications are cancelled immediately. This way, the game situation that were existing before the request is completely restored.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaUserException ( $error_message)&lt;br /&gt;
: Base class to notify a user error&lt;br /&gt;
: You must throw this exception when a player want to do something that he is not allowed to do.&lt;br /&gt;
: The error message will be shown to the player as a &amp;quot;red message&amp;quot;, so it must be translated.&lt;br /&gt;
: Throwing such an exception is NOT considered as a bug, so it is not traced in BGA error logs.&lt;br /&gt;
&lt;br /&gt;
Example from Gomoku:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     throw new BgaUserException( self::_(&amp;quot;There is already a stone on this intersection, you can&#039;t play there&amp;quot;) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemVisibleException ( $error_message)&lt;br /&gt;
: You must throw this exception when you detect something that is not supposed to happened into your code.&lt;br /&gt;
: The error message is shown to the user as an &amp;quot;Unexpected error&amp;quot;, in order he can report it in the forum.&lt;br /&gt;
: The error message is logged in BGA error logs. If it happens regularly, we will report it to you.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemException ( $error_message)&lt;br /&gt;
: Base class to notify a system exception. The message will be hidden from the user, but show in the logs. Use this if the message contains technical information.&lt;br /&gt;
: You shouldn&#039;t use this type of exception except if you think the information shown could be critical. Indeed: a generic error message will be shown to the user, so it&#039;s going to be difficult for you to see what happened.&lt;br /&gt;
&lt;br /&gt;
== Zombie mode ==&lt;br /&gt;
&lt;br /&gt;
When a player leaves a game for any reason (expelled, quit), he becomes a &amp;quot;zombie player&amp;quot;. In this case, the results of the game won&#039;t count for statistics, but this is cool if the other players can finish the game anyway. That&#039;s why zombie mode exists: allow the other player to finish the game, even if the situation is not ideal.&lt;br /&gt;
&lt;br /&gt;
While developing your zombie mode, keep in mind that:&lt;br /&gt;
* Do not refer to the rules, because this situation is not planned by the rules.&lt;br /&gt;
* Try to figure that you are playing with your friends and one of them has to leave: how can we finish the game without killing the spirit of the game?&lt;br /&gt;
* The idea is NOT to develop an artificial intelligence for the game.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the best thing to do when it is zombie player turn is to jump immediately to a state where he is not active anymore. For example, if he is in a game state where he has a choice between playing A and playing B, the best thing to do is NOT to choose A or B, but to pass. So, even if there&#039;s no &amp;quot;pass&amp;quot; action in the rules, add a &amp;quot;zombiepass&amp;quot; transitition in your game state and use it.&lt;br /&gt;
&lt;br /&gt;
Each time a zombie player must play, your &amp;quot;zombieTurn&amp;quot; method is called.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* $state: the name of the current game state.&lt;br /&gt;
* $active_player: the id of the active player.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your zombieTurn method looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function zombieTurn( $state, $active_player )&lt;br /&gt;
    {&lt;br /&gt;
    	$statename = $state[&#039;name&#039;];&lt;br /&gt;
&lt;br /&gt;
        if( $statename == &#039;myFirstGameState&#039;&lt;br /&gt;
             ||  $statename == &#039;my2ndGameState&#039;&lt;br /&gt;
             ||  $statename == &#039;my3rdGameState&#039;&lt;br /&gt;
               ....&lt;br /&gt;
           )&lt;br /&gt;
        {&lt;br /&gt;
            $this-&amp;gt;gamestate-&amp;gt;nextState( &amp;quot;zombiePass&amp;quot; );&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
            throw new feException( &amp;quot;Zombie mode not supported at this game state: &amp;quot;.$statename );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that in the example above, all corresponding game state should implement &amp;quot;zombiePass&amp;quot; as a transition.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=687</id>
		<title>Main game logic: yourgamename.game.php</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=687"/>
		<updated>2013-03-06T15:35:02Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Zombie mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This file is the main file for your game logic. Here you initialize the game, persist data, implement the rules and notify changes to the client interface.&lt;br /&gt;
&lt;br /&gt;
== File Structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
 &lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* EmptyGame (constructor): where you define global variables.&lt;br /&gt;
* setupNewGame: initial setup of the game.&lt;br /&gt;
* getAllDatas: where you retrieve all game data during a complete reload of the game.&lt;br /&gt;
* getGameProgression: where you compute the game progression indicator.&lt;br /&gt;
* Utility functions: your utility functions.&lt;br /&gt;
* Player actions: the entry points for players actions. &lt;br /&gt;
* Game state arguments: methods to return additional data on specific game states.&lt;br /&gt;
* Game state actions: the logic to run when entering a new game state.&lt;br /&gt;
* zombieTurn: what to do it&#039;s the turn of a zombie player.&lt;br /&gt;
&lt;br /&gt;
== Accessing player informations ==&lt;br /&gt;
&lt;br /&gt;
; getPlayersNumber()&lt;br /&gt;
: Returns the number of players playing at the table&lt;br /&gt;
: Note: doesn&#039;t work in setupNewGame so use count($players) instead&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerId()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot;, whatever what is the current state type.&lt;br /&gt;
: Note: it does NOT mean that this player is active right now, because state type could be &amp;quot;game&amp;quot; or &amp;quot;multiplayer&amp;quot;&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerName()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot; name&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; loadPlayersBasicInfos()&lt;br /&gt;
: Get an associative array with generic data about players (ie: not game specific data).&lt;br /&gt;
: The key of the associative array is the player id.&lt;br /&gt;
: The content of each value is:&lt;br /&gt;
: * player_name&lt;br /&gt;
: * player_color (ex: ff0000)&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerId()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot;. The current player is the one from which the action originated (the one who send the request).&lt;br /&gt;
: &#039;&#039;&#039;Be careful&#039;&#039;&#039;: It is not always the active player.&lt;br /&gt;
: In general, you shouldn&#039;t use this method, unless you are in &amp;quot;multiplayer&amp;quot; state.&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerName()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; name&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerColor()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; color&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerZombie()&lt;br /&gt;
: Check the &amp;quot;current_player&amp;quot; zombie status. If true, player leave the game.&lt;br /&gt;
&lt;br /&gt;
== Accessing database ==&lt;br /&gt;
&lt;br /&gt;
The main game logic should be the only point from where you should access to the game database. You access your database using SQL queries with the methods below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BGA is using [http://dev.mysql.com/doc/refman/5.0/en/sql-syntax-transactions.html database transactions]. It means that your database changes WON&#039;T BE APPLIED to the database until your request ends normally. Using transaction is in fact very useful for you: at any time, if your game logic detects that something is wrong (ex: unallowed move), you just have to throw an exception and all the changes already performed on the game situation will be removed.&lt;br /&gt;
&lt;br /&gt;
; DbQuery( $sql )&lt;br /&gt;
: This is the generic method to access the database.&lt;br /&gt;
: It can execute any type of SELECT/UPDATE/DELETE/REPLACE query on the database.&lt;br /&gt;
: You should use it for UPDATE/DELETE/REPLACE query. For SELECT queries, the specialized methods above are much better.&lt;br /&gt;
&lt;br /&gt;
; getUniqueValueFromDB( $sql )&lt;br /&gt;
: Returns a unique value from DB or null if no value is found.&lt;br /&gt;
: $sql must be a SELECT query.&lt;br /&gt;
: Raise an exception if more than 1 row is returned.&lt;br /&gt;
&lt;br /&gt;
; getCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Returns an associative array of rows for a sql SELECT query.&lt;br /&gt;
: The key of the resulting associative array is the first field specified in the SELECT query.&lt;br /&gt;
: The value of the resulting associative array if an associative array with all the field specified in the SELECT query and associated values.&lt;br /&gt;
: First column must be a primary or alternate key.&lt;br /&gt;
: The resulting collection can be empty.&lt;br /&gt;
: If you specified $bSingleValue=true and if your SQL query request 2 fields A and B, the method returns an associative array &amp;quot;A=&amp;gt;B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 1235 =&amp;gt; array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; &#039;myuser0&#039;,&lt;br /&gt;
 1235 =&amp;gt; &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyCollectionFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if the collection is empty&lt;br /&gt;
&lt;br /&gt;
; function getObjectFromDB( $sql )&lt;br /&gt;
: Returns one row for the sql SELECT query as an associative array or null if there is no result&lt;br /&gt;
: Raise an exception if the query return more than one row&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player WHERE player_id=&#039;$player_id&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
  &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 &lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if no row is found&lt;br /&gt;
&lt;br /&gt;
; getObjectListFromDB( $sql, $bUniqueValue=false )&lt;br /&gt;
: Return an array of rows for a sql SELECT query.&lt;br /&gt;
: the result if the same than &amp;quot;getCollectionFromDB&amp;quot; except that the result is a simple array (and not an associative array).&lt;br /&gt;
: The result can be empty.&lt;br /&gt;
: If you specified $bUniqueValue=true and if your SQL query request 1 field, the method returns directly an array of values.&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;myuser0&#039;,&lt;br /&gt;
 &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getDoubleKeyCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Return an associative array of associative array, from a SQL SELECT query.&lt;br /&gt;
: First array level correspond to first column specified in SQL query.&lt;br /&gt;
: Second array level correspond to second column specified in SQL query.&lt;br /&gt;
: If bSingleValue = true, keep only third column on result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; DbGetLastId()&lt;br /&gt;
: Return the PRIMARY key of the last inserted row (see PHP mysql_insert_id function).&lt;br /&gt;
&lt;br /&gt;
; DbAffectedRow()&lt;br /&gt;
: Return the number of row affected by the last operation&lt;br /&gt;
&lt;br /&gt;
; escapeStringForDB( $string )&lt;br /&gt;
: You must use this function on every string type data in your database that contains unsafe data.&lt;br /&gt;
: (unsafe = can be modified by a player).&lt;br /&gt;
: This method makes sure that no SQL injection will be done through the string used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_color color FROM player WHERE player_id=&#039;1234&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;id&#039; =&amp;gt; 1234,&lt;br /&gt;
 &#039;name&#039; =&amp;gt; &#039;myuser1&#039;,&lt;br /&gt;
 &#039;color&#039; =&amp;gt; &#039;ff0000&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; function getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem, but raise an exception if the query doesn&#039;t return exactly one row&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: see Editing [[Game database model: dbmodel.sql]] to know how to define your database model.&lt;br /&gt;
&lt;br /&gt;
== Use globals ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, you have to keep a single integer value that is global to your game, and you don&#039;t want to create a DB table specifically for it.&lt;br /&gt;
&lt;br /&gt;
Using a BGA framework &amp;quot;global&amp;quot;, you can do such a thing. Your value will be stored in the &amp;quot;global&amp;quot; table in database, and you can access it with simple methods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initGameStateLabels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is located at the beginning of your game logic. This is the place you defines the globals used in your game logic, by assigning them IDs.&lt;br /&gt;
&lt;br /&gt;
You can define up to 89 globals, with IDs from 10 to 89. You must NOT use globals outside this range as globals are used by other components of the framework.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        self::initGameStateLabels( array( &lt;br /&gt;
                &amp;quot;my_first_global_variable&amp;quot; =&amp;gt; 10,&lt;br /&gt;
                &amp;quot;my_second_global_variable&amp;quot; =&amp;gt; 11&lt;br /&gt;
        ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateInitialValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Init your global value. Must be called before any use of your global, so you should call this method from your &amp;quot;setupNewGame&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getGameStateValue( $value_label )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Retrieve the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incGameStateValue( $value_label, $increment )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment the current value of a global. If increment is negative, decrement the value of the global.&lt;br /&gt;
&lt;br /&gt;
Return the final value of the global.&lt;br /&gt;
&lt;br /&gt;
== Game states and active players ==&lt;br /&gt;
&lt;br /&gt;
; checkAction( $actionName, $bThrowException=true )&lt;br /&gt;
: Check if action is valid regarding current game state (exception if fails)&lt;br /&gt;
: The action is valid if it is listed as a &amp;quot;possibleactions&amp;quot; in the current game state (see game state description).&lt;br /&gt;
: This method MUST be called in the first place in ALL your PHP methods that handle players action, in order to make sure a player can&#039;t do an action when the rules disallow it at this moment of the game.&lt;br /&gt;
: if &amp;quot;bThrowException&amp;quot; is set to &amp;quot;false&amp;quot;, the function return false in case of failure instead of throwing and exception. This is useful when several actions are possible in order to test each of them without throwing exceptions.&lt;br /&gt;
&lt;br /&gt;
; activeNextPlayer()&lt;br /&gt;
: Make the next player active in the natural player order.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; activePrevPlayer()&lt;br /&gt;
: Make the previous player active (in the natural player order).&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;changeActivePlayer( $player_id )&lt;br /&gt;
: You can call this method to make any player active.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;getActivePlayerList()&lt;br /&gt;
: With this method you can retrieve the list of the active player at any time.&lt;br /&gt;
: During a &amp;quot;game&amp;quot; type gamestate, it will return a void array.&lt;br /&gt;
: During a &amp;quot;activeplayer&amp;quot; type gamestate, it will return an array with one value (the active player id).&lt;br /&gt;
: during a &amp;quot;multipleactiveplayer&amp;quot; type gamestate, it will return an array of the active players id.&lt;br /&gt;
: Note: you should only use this method is the latter case.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive()&lt;br /&gt;
: With this method, all playing players are made active.&lt;br /&gt;
: Usually, you use this method at the beginning (ex: &amp;quot;st&amp;quot; action method) of a multiplayer game state when all players have to do some action.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayersMultiactive( $players, $next_state )&lt;br /&gt;
: Make a specific list of players active during a multiactive gamestate.&lt;br /&gt;
: &amp;quot;players&amp;quot; is the array of player id that should be made active.&lt;br /&gt;
: In case &amp;quot;players&amp;quot; is empty, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayerNonMultiactive( $player_id, $next_state )&lt;br /&gt;
: During a multiactive game state, make the specified player inactive.&lt;br /&gt;
: Usually, you call this method during a multiactive game state after a player did his action.&lt;br /&gt;
: If this player was the last active player, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;checkPossibleAction( $action )&lt;br /&gt;
: (rarely used)&lt;br /&gt;
: This works exactly like &amp;quot;checkAction&amp;quot;, except that it do NOT check if current player is active.&lt;br /&gt;
: This is used specifically in certain game states when you want to authorize some additional actions for players that are not active at the moment.&lt;br /&gt;
: Example: in Libertalia game, you want to authorize players to change their mind about card played. They are of course not active at the time they change their mind, so you cannot use &amp;quot;checkAction&amp;quot; and use &amp;quot;checkPossibleAction&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
== Players turn order ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getNextPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an associative array which associate each player with the next player around the table.&lt;br /&gt;
&lt;br /&gt;
In addition, key 0 is associated to the first player to play.&lt;br /&gt;
&lt;br /&gt;
Example: if three player with ID 1, 2 and 3 are around the table, in this order, the method returns:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   array( &lt;br /&gt;
    1 =&amp;gt; 2, &lt;br /&gt;
    2 =&amp;gt; 3, &lt;br /&gt;
    3 =&amp;gt; 1, &lt;br /&gt;
    0 =&amp;gt; 1 &lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPrevPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, but the associative array associate the previous player around the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerAfter( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing after given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerBefore( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing before given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
== Notify players ==&lt;br /&gt;
&lt;br /&gt;
To understand notifications, please read [http://www.slideshare.net/boardgamearena/the-bga-framework-at-a-glance The BGA Framework at a glance] first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notifications are sent at the very end of the request, when it ends normally. It means that if you throw an exception for any reason (ex: move not allowed), no notifications will be sent to players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyAllPlayers( $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Send a notification to all players of the game.&lt;br /&gt;
&lt;br /&gt;
* notification_type:&lt;br /&gt;
A string that defines the type of your notification.&lt;br /&gt;
&lt;br /&gt;
Your game interface Javascript logic will use this to know what is the type of the received notification (and to trigger the corresponding method).&lt;br /&gt;
&lt;br /&gt;
* notification_log:&lt;br /&gt;
A string that defines what is to be displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
You can use an empty string here (&amp;quot;&amp;quot;). In this case, nothing is displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
If you define a real string here, you should use &amp;quot;clienttranslate&amp;quot; method to make sure it can be translate.&lt;br /&gt;
&lt;br /&gt;
You can use arguments in your notification_log strings, that refers to values defines in the &amp;quot;notification_args&amp;quot; argument (see below).&lt;br /&gt;
&lt;br /&gt;
Note: you CAN use some HTML inside your notification log, and it is working. However:&lt;br /&gt;
_ pay attention to keep the log clear.&lt;br /&gt;
_ try to not include some HTML tags inside the &amp;quot;clienttranslate&amp;quot; method, otherwise it will make the translators work more difficult. You can use a notification argument instead, and provide your HTML through this argument.&lt;br /&gt;
&lt;br /&gt;
* notification_args:&lt;br /&gt;
The arguments of your notifications, as an associative array.&lt;br /&gt;
&lt;br /&gt;
This array will be transmitted to the game interface logic, in order the game interface can be updated.&lt;br /&gt;
&lt;br /&gt;
Complete notifyAllPlayers example (from &amp;quot;Reversi&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::notifyAllPlayers( &amp;quot;playDisc&amp;quot;, clienttranslate( &#039;${player_name} plays a disc and turns over ${returned_nbr} disc(s)&#039; ), array(&lt;br /&gt;
        &#039;player_id&#039; =&amp;gt; $player_id,&lt;br /&gt;
        &#039;player_name&#039; =&amp;gt; self::getActivePlayerName(),&lt;br /&gt;
        &#039;returned_nbr&#039; =&amp;gt; count( $turnedOverDiscs ),&lt;br /&gt;
        &#039;x&#039; =&amp;gt; $x,&lt;br /&gt;
        &#039;y&#039; =&amp;gt; $y&lt;br /&gt;
     ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can see in the example above the use of the &amp;quot;clienttranslate&amp;quot; method, and the use of 2 arguments &amp;quot;player_name&amp;quot; and &amp;quot;returned_nbr&amp;quot; in the notification log.&lt;br /&gt;
&lt;br /&gt;
Important: NO private date must be sent with this method, as a cheater could see it even it is not used explicitly by the game interface logic. If you want to send private information to a player, please use notifyPlayer below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyPlayer( $player_id, $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, except that the notification is sent to one player only.&lt;br /&gt;
&lt;br /&gt;
This method must be used each time some private information must be transmitted to a player.&lt;br /&gt;
&lt;br /&gt;
== Game statistics ==&lt;br /&gt;
&lt;br /&gt;
There are 2 types of statistics:&lt;br /&gt;
* a &amp;quot;player&amp;quot; statistic is a statistic associated to a player&lt;br /&gt;
* a &amp;quot;table&amp;quot; statistics is a statistic not associated to a player (global statistic for this game).&lt;br /&gt;
&lt;br /&gt;
See [[Game statistics: stats.inc.php]] to see how you defines statistics for your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initStat( $table_or_player, $name, $value, $player_id=null )&#039;&#039;&#039;&lt;br /&gt;
Create a statistic entry for the specified statistics with a default value.&lt;br /&gt;
This method must be called for each statistics of your game, in your setupNewGame method.&lt;br /&gt;
&lt;br /&gt;
&#039;table_or_player&#039; must be set to &amp;quot;table&amp;quot; if this is a table statistics, or &amp;quot;player&amp;quot; if this is a player statistics.&lt;br /&gt;
&lt;br /&gt;
&#039;name&#039; is the name of your statistics, as it has been defined in your stats.inc.php file.&lt;br /&gt;
&lt;br /&gt;
&#039;value&#039; is the initial value of the statistics. If this is a player statistics and if the player is not specified by &amp;quot;player_id&amp;quot; argument, the value is set for ALL players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;function setStat( $value, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set a statistic value.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;player_id&amp;quot; is not specified, setStat consider it is a TABLE statistic.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;player_id&amp;quot; is specified, setStat consider it is a PLAYER statistic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incStat( $delta, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment (or decrement) specified statistic value. Same behavior as above.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Manage player scores and Tie breaker ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players automatically get a rank depending on their score: the player with the biggest score is #1, the player with the second biggest score is #2, and so on...&lt;br /&gt;
&lt;br /&gt;
During the game, you update player&#039;s score directly by updating &amp;quot;player_score&amp;quot; field of &amp;quot;player&amp;quot; table in database.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // +2 points to active player&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=player_score+2 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
  // Set score of active player to 5&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=5 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget to notify the client side in order the score control can be updated accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie breaker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tie breaker is used when two players get the same score at the end of a game.&lt;br /&gt;
&lt;br /&gt;
Tie breaker is using &amp;quot;player_score_aux&amp;quot; field of &amp;quot;player&amp;quot; table. It is updated exactly like the &amp;quot;player_score&amp;quot; field.&lt;br /&gt;
&lt;br /&gt;
Tie breaker score is displayed only for players who are tied at the end of the game. Most of the time, it is not supposed to be displayed explicitly during the game.&lt;br /&gt;
&lt;br /&gt;
When you are using &amp;quot;player_score_aux&amp;quot; functionality, you must describe the formula to use in your Constructor method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
         $this-&amp;gt;tie_breaker_description = self::_(&amp;quot;Describe here your tie breaker formula&amp;quot;);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This description will be used as a tooltip to explain to players how this auxiliary score has been calculated.&lt;br /&gt;
&lt;br /&gt;
== Reflexion time ==&lt;br /&gt;
&lt;br /&gt;
; function giveExtraTime( $player_id, $specific_time=null )&lt;br /&gt;
: Give standard extra time to this player.&lt;br /&gt;
: Standard extra time depends on the speed of the game (small with &amp;quot;slow&amp;quot; game option, bigger with other options).&lt;br /&gt;
: You can also specify an exact time to add, in seconds, with the &amp;quot;specified_time&amp;quot; argument (rarely used).&lt;br /&gt;
&lt;br /&gt;
== Managing errors and exceptions ==&lt;br /&gt;
&lt;br /&gt;
Note: when you throw an exception, all database changes and all notifications are cancelled immediately. This way, the game situation that were existing before the request is completely restored.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaUserException ( $error_message)&lt;br /&gt;
: Base class to notify a user error&lt;br /&gt;
: You must throw this exception when a player want to do something that he is not allowed to do.&lt;br /&gt;
: The error message will be shown to the player as a &amp;quot;red message&amp;quot;, so it must be translated.&lt;br /&gt;
: Throwing such an exception is NOT considered as a bug, so it is not traced in BGA error logs.&lt;br /&gt;
&lt;br /&gt;
Example from Gomoku:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     throw new BgaUserException( self::_(&amp;quot;There is already a stone on this intersection, you can&#039;t play there&amp;quot;) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemVisibleException ( $error_message)&lt;br /&gt;
: You must throw this exception when you detect something that is not supposed to happened into your code.&lt;br /&gt;
: The error message is shown to the user as an &amp;quot;Unexpected error&amp;quot;, in order he can report it in the forum.&lt;br /&gt;
: The error message is logged in BGA error logs. If it happens regularly, we will report it to you.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemException ( $error_message)&lt;br /&gt;
: Base class to notify a system exception. The message will be hidden from the user, but show in the logs. Use this if the message contains technical information.&lt;br /&gt;
: You shouldn&#039;t use this type of exception except if you think the information shown could be critical. Indeed: a generic error message will be shown to the user, so it&#039;s going to be difficult for you to see what happened.&lt;br /&gt;
&lt;br /&gt;
== Zombie mode ==&lt;br /&gt;
&lt;br /&gt;
When a player leaves a game for any reason (expelled, quit), he becomes a &amp;quot;zombie player&amp;quot;. In this case, the results of the game won&#039;t count for statistics, but this is cool if the other players can finish the game anyway. That&#039;s why zombie mode exists: allow the other player to finish the game, even if the situation is not ideal.&lt;br /&gt;
&lt;br /&gt;
While developing your zombie mode, keep in mind that:&lt;br /&gt;
* Do not refer to the rules, because this situation is not planned by the rules.&lt;br /&gt;
* Try to figure that you are playing with your friends and one of them has to leave: how can we finish the game without killing the spirit of the game?&lt;br /&gt;
* The idea is NOT to develop an artificial intelligence for the game.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the best thing to do when it is zombie player turn is to jump immediately to a state where he is not active anymore. For example, if he is in a game state where he has a choice between playing A and playing B, the best thing to do is NOT to choose A or B, but to pass. So, even if there&#039;s no &amp;quot;pass&amp;quot; action in the rules, add a &amp;quot;zombiepass&amp;quot; transitition in your game state and use it.&lt;br /&gt;
&lt;br /&gt;
Each time a zombie player must play, your &amp;quot;zombieTurn&amp;quot; method is called.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* $state: the name of the current game state.&lt;br /&gt;
* $active_player: the id of the active player.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your zombieTurn method looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function zombieTurn( $state, $active_player )&lt;br /&gt;
    {&lt;br /&gt;
    	$statename = $state[&#039;name&#039;];&lt;br /&gt;
&lt;br /&gt;
        if( $statename == &#039;myFirstGameState&#039;&lt;br /&gt;
             ||  $statename == &#039;my2ndGameState&#039;&lt;br /&gt;
             ||  $statename == &#039;my3rdGameState&#039;&lt;br /&gt;
               ....&lt;br /&gt;
           )&lt;br /&gt;
        {&lt;br /&gt;
            $this-&amp;gt;gamestate-&amp;gt;nextState( &amp;quot;zombiePass&amp;quot; );&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
            throw new feException( &amp;quot;Zombie mode not supported at this game state: &amp;quot;.$statename );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=686</id>
		<title>Main game logic: yourgamename.game.php</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=686"/>
		<updated>2013-03-06T15:32:43Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This file is the main file for your game logic. Here you initialize the game, persist data, implement the rules and notify changes to the client interface.&lt;br /&gt;
&lt;br /&gt;
== File Structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
 &lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* EmptyGame (constructor): where you define global variables.&lt;br /&gt;
* setupNewGame: initial setup of the game.&lt;br /&gt;
* getAllDatas: where you retrieve all game data during a complete reload of the game.&lt;br /&gt;
* getGameProgression: where you compute the game progression indicator.&lt;br /&gt;
* Utility functions: your utility functions.&lt;br /&gt;
* Player actions: the entry points for players actions. &lt;br /&gt;
* Game state arguments: methods to return additional data on specific game states.&lt;br /&gt;
* Game state actions: the logic to run when entering a new game state.&lt;br /&gt;
* zombieTurn: what to do it&#039;s the turn of a zombie player.&lt;br /&gt;
&lt;br /&gt;
== Accessing player informations ==&lt;br /&gt;
&lt;br /&gt;
; getPlayersNumber()&lt;br /&gt;
: Returns the number of players playing at the table&lt;br /&gt;
: Note: doesn&#039;t work in setupNewGame so use count($players) instead&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerId()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot;, whatever what is the current state type.&lt;br /&gt;
: Note: it does NOT mean that this player is active right now, because state type could be &amp;quot;game&amp;quot; or &amp;quot;multiplayer&amp;quot;&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerName()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot; name&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; loadPlayersBasicInfos()&lt;br /&gt;
: Get an associative array with generic data about players (ie: not game specific data).&lt;br /&gt;
: The key of the associative array is the player id.&lt;br /&gt;
: The content of each value is:&lt;br /&gt;
: * player_name&lt;br /&gt;
: * player_color (ex: ff0000)&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerId()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot;. The current player is the one from which the action originated (the one who send the request).&lt;br /&gt;
: &#039;&#039;&#039;Be careful&#039;&#039;&#039;: It is not always the active player.&lt;br /&gt;
: In general, you shouldn&#039;t use this method, unless you are in &amp;quot;multiplayer&amp;quot; state.&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerName()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; name&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerColor()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; color&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerZombie()&lt;br /&gt;
: Check the &amp;quot;current_player&amp;quot; zombie status. If true, player leave the game.&lt;br /&gt;
&lt;br /&gt;
== Accessing database ==&lt;br /&gt;
&lt;br /&gt;
The main game logic should be the only point from where you should access to the game database. You access your database using SQL queries with the methods below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BGA is using [http://dev.mysql.com/doc/refman/5.0/en/sql-syntax-transactions.html database transactions]. It means that your database changes WON&#039;T BE APPLIED to the database until your request ends normally. Using transaction is in fact very useful for you: at any time, if your game logic detects that something is wrong (ex: unallowed move), you just have to throw an exception and all the changes already performed on the game situation will be removed.&lt;br /&gt;
&lt;br /&gt;
; DbQuery( $sql )&lt;br /&gt;
: This is the generic method to access the database.&lt;br /&gt;
: It can execute any type of SELECT/UPDATE/DELETE/REPLACE query on the database.&lt;br /&gt;
: You should use it for UPDATE/DELETE/REPLACE query. For SELECT queries, the specialized methods above are much better.&lt;br /&gt;
&lt;br /&gt;
; getUniqueValueFromDB( $sql )&lt;br /&gt;
: Returns a unique value from DB or null if no value is found.&lt;br /&gt;
: $sql must be a SELECT query.&lt;br /&gt;
: Raise an exception if more than 1 row is returned.&lt;br /&gt;
&lt;br /&gt;
; getCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Returns an associative array of rows for a sql SELECT query.&lt;br /&gt;
: The key of the resulting associative array is the first field specified in the SELECT query.&lt;br /&gt;
: The value of the resulting associative array if an associative array with all the field specified in the SELECT query and associated values.&lt;br /&gt;
: First column must be a primary or alternate key.&lt;br /&gt;
: The resulting collection can be empty.&lt;br /&gt;
: If you specified $bSingleValue=true and if your SQL query request 2 fields A and B, the method returns an associative array &amp;quot;A=&amp;gt;B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 1235 =&amp;gt; array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; &#039;myuser0&#039;,&lt;br /&gt;
 1235 =&amp;gt; &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyCollectionFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if the collection is empty&lt;br /&gt;
&lt;br /&gt;
; function getObjectFromDB( $sql )&lt;br /&gt;
: Returns one row for the sql SELECT query as an associative array or null if there is no result&lt;br /&gt;
: Raise an exception if the query return more than one row&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player WHERE player_id=&#039;$player_id&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
  &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 &lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if no row is found&lt;br /&gt;
&lt;br /&gt;
; getObjectListFromDB( $sql, $bUniqueValue=false )&lt;br /&gt;
: Return an array of rows for a sql SELECT query.&lt;br /&gt;
: the result if the same than &amp;quot;getCollectionFromDB&amp;quot; except that the result is a simple array (and not an associative array).&lt;br /&gt;
: The result can be empty.&lt;br /&gt;
: If you specified $bUniqueValue=true and if your SQL query request 1 field, the method returns directly an array of values.&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;myuser0&#039;,&lt;br /&gt;
 &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getDoubleKeyCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Return an associative array of associative array, from a SQL SELECT query.&lt;br /&gt;
: First array level correspond to first column specified in SQL query.&lt;br /&gt;
: Second array level correspond to second column specified in SQL query.&lt;br /&gt;
: If bSingleValue = true, keep only third column on result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; DbGetLastId()&lt;br /&gt;
: Return the PRIMARY key of the last inserted row (see PHP mysql_insert_id function).&lt;br /&gt;
&lt;br /&gt;
; DbAffectedRow()&lt;br /&gt;
: Return the number of row affected by the last operation&lt;br /&gt;
&lt;br /&gt;
; escapeStringForDB( $string )&lt;br /&gt;
: You must use this function on every string type data in your database that contains unsafe data.&lt;br /&gt;
: (unsafe = can be modified by a player).&lt;br /&gt;
: This method makes sure that no SQL injection will be done through the string used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_color color FROM player WHERE player_id=&#039;1234&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;id&#039; =&amp;gt; 1234,&lt;br /&gt;
 &#039;name&#039; =&amp;gt; &#039;myuser1&#039;,&lt;br /&gt;
 &#039;color&#039; =&amp;gt; &#039;ff0000&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; function getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem, but raise an exception if the query doesn&#039;t return exactly one row&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: see Editing [[Game database model: dbmodel.sql]] to know how to define your database model.&lt;br /&gt;
&lt;br /&gt;
== Use globals ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, you have to keep a single integer value that is global to your game, and you don&#039;t want to create a DB table specifically for it.&lt;br /&gt;
&lt;br /&gt;
Using a BGA framework &amp;quot;global&amp;quot;, you can do such a thing. Your value will be stored in the &amp;quot;global&amp;quot; table in database, and you can access it with simple methods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initGameStateLabels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is located at the beginning of your game logic. This is the place you defines the globals used in your game logic, by assigning them IDs.&lt;br /&gt;
&lt;br /&gt;
You can define up to 89 globals, with IDs from 10 to 89. You must NOT use globals outside this range as globals are used by other components of the framework.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        self::initGameStateLabels( array( &lt;br /&gt;
                &amp;quot;my_first_global_variable&amp;quot; =&amp;gt; 10,&lt;br /&gt;
                &amp;quot;my_second_global_variable&amp;quot; =&amp;gt; 11&lt;br /&gt;
        ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateInitialValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Init your global value. Must be called before any use of your global, so you should call this method from your &amp;quot;setupNewGame&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getGameStateValue( $value_label )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Retrieve the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incGameStateValue( $value_label, $increment )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment the current value of a global. If increment is negative, decrement the value of the global.&lt;br /&gt;
&lt;br /&gt;
Return the final value of the global.&lt;br /&gt;
&lt;br /&gt;
== Game states and active players ==&lt;br /&gt;
&lt;br /&gt;
; checkAction( $actionName, $bThrowException=true )&lt;br /&gt;
: Check if action is valid regarding current game state (exception if fails)&lt;br /&gt;
: The action is valid if it is listed as a &amp;quot;possibleactions&amp;quot; in the current game state (see game state description).&lt;br /&gt;
: This method MUST be called in the first place in ALL your PHP methods that handle players action, in order to make sure a player can&#039;t do an action when the rules disallow it at this moment of the game.&lt;br /&gt;
: if &amp;quot;bThrowException&amp;quot; is set to &amp;quot;false&amp;quot;, the function return false in case of failure instead of throwing and exception. This is useful when several actions are possible in order to test each of them without throwing exceptions.&lt;br /&gt;
&lt;br /&gt;
; activeNextPlayer()&lt;br /&gt;
: Make the next player active in the natural player order.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; activePrevPlayer()&lt;br /&gt;
: Make the previous player active (in the natural player order).&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;changeActivePlayer( $player_id )&lt;br /&gt;
: You can call this method to make any player active.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;getActivePlayerList()&lt;br /&gt;
: With this method you can retrieve the list of the active player at any time.&lt;br /&gt;
: During a &amp;quot;game&amp;quot; type gamestate, it will return a void array.&lt;br /&gt;
: During a &amp;quot;activeplayer&amp;quot; type gamestate, it will return an array with one value (the active player id).&lt;br /&gt;
: during a &amp;quot;multipleactiveplayer&amp;quot; type gamestate, it will return an array of the active players id.&lt;br /&gt;
: Note: you should only use this method is the latter case.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive()&lt;br /&gt;
: With this method, all playing players are made active.&lt;br /&gt;
: Usually, you use this method at the beginning (ex: &amp;quot;st&amp;quot; action method) of a multiplayer game state when all players have to do some action.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayersMultiactive( $players, $next_state )&lt;br /&gt;
: Make a specific list of players active during a multiactive gamestate.&lt;br /&gt;
: &amp;quot;players&amp;quot; is the array of player id that should be made active.&lt;br /&gt;
: In case &amp;quot;players&amp;quot; is empty, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayerNonMultiactive( $player_id, $next_state )&lt;br /&gt;
: During a multiactive game state, make the specified player inactive.&lt;br /&gt;
: Usually, you call this method during a multiactive game state after a player did his action.&lt;br /&gt;
: If this player was the last active player, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;checkPossibleAction( $action )&lt;br /&gt;
: (rarely used)&lt;br /&gt;
: This works exactly like &amp;quot;checkAction&amp;quot;, except that it do NOT check if current player is active.&lt;br /&gt;
: This is used specifically in certain game states when you want to authorize some additional actions for players that are not active at the moment.&lt;br /&gt;
: Example: in Libertalia game, you want to authorize players to change their mind about card played. They are of course not active at the time they change their mind, so you cannot use &amp;quot;checkAction&amp;quot; and use &amp;quot;checkPossibleAction&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
== Players turn order ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getNextPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an associative array which associate each player with the next player around the table.&lt;br /&gt;
&lt;br /&gt;
In addition, key 0 is associated to the first player to play.&lt;br /&gt;
&lt;br /&gt;
Example: if three player with ID 1, 2 and 3 are around the table, in this order, the method returns:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   array( &lt;br /&gt;
    1 =&amp;gt; 2, &lt;br /&gt;
    2 =&amp;gt; 3, &lt;br /&gt;
    3 =&amp;gt; 1, &lt;br /&gt;
    0 =&amp;gt; 1 &lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPrevPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, but the associative array associate the previous player around the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerAfter( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing after given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerBefore( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing before given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
== Notify players ==&lt;br /&gt;
&lt;br /&gt;
To understand notifications, please read [http://www.slideshare.net/boardgamearena/the-bga-framework-at-a-glance The BGA Framework at a glance] first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notifications are sent at the very end of the request, when it ends normally. It means that if you throw an exception for any reason (ex: move not allowed), no notifications will be sent to players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyAllPlayers( $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Send a notification to all players of the game.&lt;br /&gt;
&lt;br /&gt;
* notification_type:&lt;br /&gt;
A string that defines the type of your notification.&lt;br /&gt;
&lt;br /&gt;
Your game interface Javascript logic will use this to know what is the type of the received notification (and to trigger the corresponding method).&lt;br /&gt;
&lt;br /&gt;
* notification_log:&lt;br /&gt;
A string that defines what is to be displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
You can use an empty string here (&amp;quot;&amp;quot;). In this case, nothing is displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
If you define a real string here, you should use &amp;quot;clienttranslate&amp;quot; method to make sure it can be translate.&lt;br /&gt;
&lt;br /&gt;
You can use arguments in your notification_log strings, that refers to values defines in the &amp;quot;notification_args&amp;quot; argument (see below).&lt;br /&gt;
&lt;br /&gt;
Note: you CAN use some HTML inside your notification log, and it is working. However:&lt;br /&gt;
_ pay attention to keep the log clear.&lt;br /&gt;
_ try to not include some HTML tags inside the &amp;quot;clienttranslate&amp;quot; method, otherwise it will make the translators work more difficult. You can use a notification argument instead, and provide your HTML through this argument.&lt;br /&gt;
&lt;br /&gt;
* notification_args:&lt;br /&gt;
The arguments of your notifications, as an associative array.&lt;br /&gt;
&lt;br /&gt;
This array will be transmitted to the game interface logic, in order the game interface can be updated.&lt;br /&gt;
&lt;br /&gt;
Complete notifyAllPlayers example (from &amp;quot;Reversi&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::notifyAllPlayers( &amp;quot;playDisc&amp;quot;, clienttranslate( &#039;${player_name} plays a disc and turns over ${returned_nbr} disc(s)&#039; ), array(&lt;br /&gt;
        &#039;player_id&#039; =&amp;gt; $player_id,&lt;br /&gt;
        &#039;player_name&#039; =&amp;gt; self::getActivePlayerName(),&lt;br /&gt;
        &#039;returned_nbr&#039; =&amp;gt; count( $turnedOverDiscs ),&lt;br /&gt;
        &#039;x&#039; =&amp;gt; $x,&lt;br /&gt;
        &#039;y&#039; =&amp;gt; $y&lt;br /&gt;
     ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can see in the example above the use of the &amp;quot;clienttranslate&amp;quot; method, and the use of 2 arguments &amp;quot;player_name&amp;quot; and &amp;quot;returned_nbr&amp;quot; in the notification log.&lt;br /&gt;
&lt;br /&gt;
Important: NO private date must be sent with this method, as a cheater could see it even it is not used explicitly by the game interface logic. If you want to send private information to a player, please use notifyPlayer below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyPlayer( $player_id, $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, except that the notification is sent to one player only.&lt;br /&gt;
&lt;br /&gt;
This method must be used each time some private information must be transmitted to a player.&lt;br /&gt;
&lt;br /&gt;
== Game statistics ==&lt;br /&gt;
&lt;br /&gt;
There are 2 types of statistics:&lt;br /&gt;
* a &amp;quot;player&amp;quot; statistic is a statistic associated to a player&lt;br /&gt;
* a &amp;quot;table&amp;quot; statistics is a statistic not associated to a player (global statistic for this game).&lt;br /&gt;
&lt;br /&gt;
See [[Game statistics: stats.inc.php]] to see how you defines statistics for your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initStat( $table_or_player, $name, $value, $player_id=null )&#039;&#039;&#039;&lt;br /&gt;
Create a statistic entry for the specified statistics with a default value.&lt;br /&gt;
This method must be called for each statistics of your game, in your setupNewGame method.&lt;br /&gt;
&lt;br /&gt;
&#039;table_or_player&#039; must be set to &amp;quot;table&amp;quot; if this is a table statistics, or &amp;quot;player&amp;quot; if this is a player statistics.&lt;br /&gt;
&lt;br /&gt;
&#039;name&#039; is the name of your statistics, as it has been defined in your stats.inc.php file.&lt;br /&gt;
&lt;br /&gt;
&#039;value&#039; is the initial value of the statistics. If this is a player statistics and if the player is not specified by &amp;quot;player_id&amp;quot; argument, the value is set for ALL players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;function setStat( $value, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set a statistic value.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;player_id&amp;quot; is not specified, setStat consider it is a TABLE statistic.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;player_id&amp;quot; is specified, setStat consider it is a PLAYER statistic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incStat( $delta, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment (or decrement) specified statistic value. Same behavior as above.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Manage player scores and Tie breaker ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players automatically get a rank depending on their score: the player with the biggest score is #1, the player with the second biggest score is #2, and so on...&lt;br /&gt;
&lt;br /&gt;
During the game, you update player&#039;s score directly by updating &amp;quot;player_score&amp;quot; field of &amp;quot;player&amp;quot; table in database.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // +2 points to active player&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=player_score+2 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
  // Set score of active player to 5&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=5 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget to notify the client side in order the score control can be updated accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie breaker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tie breaker is used when two players get the same score at the end of a game.&lt;br /&gt;
&lt;br /&gt;
Tie breaker is using &amp;quot;player_score_aux&amp;quot; field of &amp;quot;player&amp;quot; table. It is updated exactly like the &amp;quot;player_score&amp;quot; field.&lt;br /&gt;
&lt;br /&gt;
Tie breaker score is displayed only for players who are tied at the end of the game. Most of the time, it is not supposed to be displayed explicitly during the game.&lt;br /&gt;
&lt;br /&gt;
When you are using &amp;quot;player_score_aux&amp;quot; functionality, you must describe the formula to use in your Constructor method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
         $this-&amp;gt;tie_breaker_description = self::_(&amp;quot;Describe here your tie breaker formula&amp;quot;);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This description will be used as a tooltip to explain to players how this auxiliary score has been calculated.&lt;br /&gt;
&lt;br /&gt;
== Reflexion time ==&lt;br /&gt;
&lt;br /&gt;
; function giveExtraTime( $player_id, $specific_time=null )&lt;br /&gt;
: Give standard extra time to this player.&lt;br /&gt;
: Standard extra time depends on the speed of the game (small with &amp;quot;slow&amp;quot; game option, bigger with other options).&lt;br /&gt;
: You can also specify an exact time to add, in seconds, with the &amp;quot;specified_time&amp;quot; argument (rarely used).&lt;br /&gt;
&lt;br /&gt;
== Managing errors and exceptions ==&lt;br /&gt;
&lt;br /&gt;
Note: when you throw an exception, all database changes and all notifications are cancelled immediately. This way, the game situation that were existing before the request is completely restored.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaUserException ( $error_message)&lt;br /&gt;
: Base class to notify a user error&lt;br /&gt;
: You must throw this exception when a player want to do something that he is not allowed to do.&lt;br /&gt;
: The error message will be shown to the player as a &amp;quot;red message&amp;quot;, so it must be translated.&lt;br /&gt;
: Throwing such an exception is NOT considered as a bug, so it is not traced in BGA error logs.&lt;br /&gt;
&lt;br /&gt;
Example from Gomoku:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     throw new BgaUserException( self::_(&amp;quot;There is already a stone on this intersection, you can&#039;t play there&amp;quot;) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemVisibleException ( $error_message)&lt;br /&gt;
: You must throw this exception when you detect something that is not supposed to happened into your code.&lt;br /&gt;
: The error message is shown to the user as an &amp;quot;Unexpected error&amp;quot;, in order he can report it in the forum.&lt;br /&gt;
: The error message is logged in BGA error logs. If it happens regularly, we will report it to you.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemException ( $error_message)&lt;br /&gt;
: Base class to notify a system exception. The message will be hidden from the user, but show in the logs. Use this if the message contains technical information.&lt;br /&gt;
: You shouldn&#039;t use this type of exception except if you think the information shown could be critical. Indeed: a generic error message will be shown to the user, so it&#039;s going to be difficult for you to see what happened.&lt;br /&gt;
&lt;br /&gt;
== Zombie mode ==&lt;br /&gt;
&lt;br /&gt;
When a player leaves a game for any reason (expelled, quit), he becomes a &amp;quot;zombie player&amp;quot;. In this case, the results of the game won&#039;t count for statistics, but this is cool if the other players can finish the game anyway. That&#039;s why zombie mode exists: allow the other player to finish the game, even if the situation is not ideal.&lt;br /&gt;
&lt;br /&gt;
While developing your zombie mode, keep in mind that:&lt;br /&gt;
* Do not refer to the rules, because this situation is not planned by the rules.&lt;br /&gt;
* Try to figure that you are playing with your friends and one of them has to leave: how can we finish the game without killing the spirit of the game?&lt;br /&gt;
* The idea is NOT to develop an artificial intelligence for the game.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the best thing to do when it is zombie player turn is to jump immediately to a state where he is not active anymore. For example, if he is in a game state where he has a choice between playing A and playing B, the best thing to do is NOT to choose A or B, but to pass. So, even if there&#039;s no &amp;quot;pass&amp;quot; action in the rules, add a &amp;quot;zombiepass&amp;quot; transitition in your game state and use it.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl&amp;diff=685</id>
		<title>Game layout: view and template: yourgamename.view.php and yourgamename yourgamename.tpl</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl&amp;diff=685"/>
		<updated>2013-03-06T15:23:43Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Tips: display a nice button */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These 2 files work together to provide the HTML layout of your game.&lt;br /&gt;
&lt;br /&gt;
Using these 2 files, you specify what HTML is rendered in your game client interface.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;yourgame.tpl&amp;gt;, you can directly write raw HTML that will be displayed by the browser.&lt;br /&gt;
&lt;br /&gt;
Example: extract of &amp;quot;hearts_hearts.tpl&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;div id=&amp;quot;myhand_wrap&amp;quot; class=&amp;quot;whiteblock&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;{MY_HAND}&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;myhand&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WARNING ==&lt;br /&gt;
&lt;br /&gt;
Your view and your template are supposed to generate only the BASE layout of the game&lt;br /&gt;
&lt;br /&gt;
You shouldn&#039;t try to setup the current game situation in the view: this is the role of your Javascript code. Why? Because you&#039;ll have to write Javascript code to put game elements in place anyway, and you don&#039;t want to write it twice :)&lt;br /&gt;
&lt;br /&gt;
Example of things to generate in your view:&lt;br /&gt;
* The overall layout of your game interface (what is displayed where).&lt;br /&gt;
* The board and fixed elements on the board (ex: places for cards, squares, ...).&lt;br /&gt;
&lt;br /&gt;
Example of things that shouldn&#039;t be generate by your view:&lt;br /&gt;
* Game elements that come and go from the game area.&lt;br /&gt;
* Game elements that are moving from one place to another.&lt;br /&gt;
&lt;br /&gt;
== phplib template system ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the phplib template system, used for example in PHPbb forums.&lt;br /&gt;
&lt;br /&gt;
More details about how to use phplib template system here:&lt;br /&gt;
http://www.phpbuilder.com/columns/david20000512.php3&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
In your template (&amp;quot;tpl&amp;quot;) file, you can use variables. Then in your view (&amp;quot;.view.php&amp;quot;) file, you fill these variables with value.&lt;br /&gt;
&lt;br /&gt;
In the example above, &amp;quot;{MY_HAND}&amp;quot; is a variable. As you can see, a variable is uppercase characters border by &amp;quot;{&amp;quot; and &amp;quot;}&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To give a value to this variable in your view.php:&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   // Display a translated version of &amp;quot;My hand&amp;quot; at the place of the variable in the template&lt;br /&gt;
   $this-&amp;gt;tpl[&#039;MY_HAND&#039;] = self::_(&amp;quot;My hand&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
   // Display some raw HTML material at the place of the variable&lt;br /&gt;
   $this-&amp;gt;tpl[&#039;MY_HAND&#039;] = self::raw( &amp;quot;&amp;lt;div class=&#039;myhand_icon&#039;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blocks ==&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;blocks&amp;quot;, you can repeat a piece of HTML from your template several time.&lt;br /&gt;
&lt;br /&gt;
You should use &amp;quot;blocks&amp;quot; everytime you have a block of HTML that you have to repeat a big number of time. For example, for Reversi, we have to generate 64 (8x8) squares:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(in reversi_reversi.tpl)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;board&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;!-- BEGIN square --&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;square_{X}_{Y}&amp;quot; class=&amp;quot;square&amp;quot; style=&amp;quot;left: {LEFT}px; top: {TOP}px;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;!-- END square --&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;div id=&amp;quot;discs&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(in reversi.view.php)&lt;br /&gt;
&lt;br /&gt;
 $this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;reversi_reversi&amp;quot;, &amp;quot;square&amp;quot; );&lt;br /&gt;
        &lt;br /&gt;
 $hor_scale = 64.8;&lt;br /&gt;
 $ver_scale = 64.4;&lt;br /&gt;
 for( $x=1; $x&amp;lt;=8; $x++ )&lt;br /&gt;
 {&lt;br /&gt;
    for( $y=1; $y&amp;lt;=8; $y++ )&lt;br /&gt;
    {&lt;br /&gt;
       $this-&amp;gt;page-&amp;gt;insert_block( &amp;quot;square&amp;quot;, array(&lt;br /&gt;
         &#039;X&#039; =&amp;gt; $x,&lt;br /&gt;
         &#039;Y&#039; =&amp;gt; $y,&lt;br /&gt;
         &#039;LEFT&#039; =&amp;gt; round( ($x-1)*$hor_scale+10 ),&lt;br /&gt;
         &#039;TOP&#039; =&amp;gt; round( ($y-1)*$ver_scale+7 )&lt;br /&gt;
        ) );&lt;br /&gt;
    }        &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* You specify a block in your template file, using &amp;quot;BEGIN&amp;quot; and &amp;quot;END&amp;quot; keywords. In the example above, we are creating a block named &amp;quot;square&amp;quot;.&lt;br /&gt;
* In your view, you declare your block using &amp;quot;begin_block&amp;quot; method.&lt;br /&gt;
* Then, you can insert as many block as you want to, using &amp;quot;insert_block&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
The insert_block method takes 2 parameters:&lt;br /&gt;
* the name of the block to insert.&lt;br /&gt;
* an associative array you can use to assign values to template variables of this block. In the example above, there are 4 parameters in the block (X, Y, LEFT and TOP).&lt;br /&gt;
&lt;br /&gt;
== Nested blocks ==&lt;br /&gt;
&lt;br /&gt;
You can use nested blocks. In the example below, we are going to add a mini-board for each player of the game, with 4 card places on each of it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(In template file)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- BEGIN player --&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;miniboard&amp;quot; id=&amp;quot;miniboard_{PLAYER_ID}&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;card_places&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;!-- BEGIN card_place --&amp;gt;&lt;br /&gt;
            &amp;lt;div id=&amp;quot;card_place_{PLAYER_ID}_{PLACE_ID}&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;!-- END card_place --&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- END player --&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
(In view file)&lt;br /&gt;
&lt;br /&gt;
$this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;mygame_mygame.tpl&amp;quot;, &amp;quot;card_place&amp;quot; ); // Nested block must be declared first&lt;br /&gt;
$this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;mygame_mygame.tpl&amp;quot;, &amp;quot;player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
{&lt;br /&gt;
    // Important: nested block must be reset here, otherwise the second player miniboard will&lt;br /&gt;
    //  have 8 card_place, the third will have 12 card_place, and so one...&lt;br /&gt;
    $this-&amp;gt;page-&amp;gt;reset_subblocks( &#039;card_place&#039; ); &lt;br /&gt;
&lt;br /&gt;
    for( $i=1; $i&amp;lt;=4; $i++ )&lt;br /&gt;
    {&lt;br /&gt;
       $this-&amp;gt;page-&amp;gt;insert_block( &amp;quot;card_place&amp;quot;, array( &lt;br /&gt;
             &#039;PLAYER_ID&#039; =&amp;gt; $player_id,&lt;br /&gt;
             &#039;PLACE_ID&#039; =&amp;gt; $i&lt;br /&gt;
       );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    $this-&amp;gt;page-&amp;gt;insert_block( &#039;player&#039;, array( &#039;PLAYER_ID&#039; =&amp;gt; $player_id );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Javascript templates ==&lt;br /&gt;
&lt;br /&gt;
For game elements that come and go from the game area, we suggest you to define a Javascript template.&lt;br /&gt;
&lt;br /&gt;
A Javascript template is defined in your template file like this:&lt;br /&gt;
&lt;br /&gt;
(Reversi Token from Reversi example):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;script type=&amp;quot;text/javascript&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// Templates&lt;br /&gt;
&lt;br /&gt;
var jstpl_disc=&#039;&amp;lt;div class=&amp;quot;disc disccolor_${color}&amp;quot; id=&amp;quot;disc_${xy}&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/script&amp;gt;  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: a section for javascript templates is already available at the end of your template skeleton file.&lt;br /&gt;
&lt;br /&gt;
Then, you can use this javascript template to insert this piece of HTML in your game interface, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.place( this.format_block( &#039;jstpl_disc&#039;, {&lt;br /&gt;
           xy: x+&#039;&#039;+y,&lt;br /&gt;
           color: color&lt;br /&gt;
    } ) , &#039;discs&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to access game information from .view.php? ==&lt;br /&gt;
&lt;br /&gt;
From your .view.php, you can access the following:&lt;br /&gt;
&lt;br /&gt;
=== Access current player id===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  global $g_user;&lt;br /&gt;
  $current_player_id = $g_user-&amp;gt;get_id();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Access game object ===&lt;br /&gt;
&lt;br /&gt;
In your view file, &amp;quot;$this-&amp;gt;game&amp;quot; contains an instance of your main game class.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   // Access to some game elements description described in your &amp;quot;material.inc.php&amp;quot;:&lt;br /&gt;
   $my_cards_types = $this-&amp;gt;game-&amp;gt;card_types;&lt;br /&gt;
&lt;br /&gt;
   // Access to any (public) method defined in my .game.php file:&lt;br /&gt;
   $result = $this-&amp;gt;game-&amp;gt;myMethod();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips: displaying a nice button ==&lt;br /&gt;
&lt;br /&gt;
From time to time, you need to display a standard button in your interface. BGA framework provides you a standard button that you can use directly in your interface:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;a href=&amp;quot;#&amp;quot; id=&amp;quot;my_button_id&amp;quot; class=&amp;quot;button&amp;quot;&amp;gt;&amp;lt;span&amp;gt;My button label&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: To see it in action, check for example a Coloretto game&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl&amp;diff=684</id>
		<title>Game layout: view and template: yourgamename.view.php and yourgamename yourgamename.tpl</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl&amp;diff=684"/>
		<updated>2013-03-06T15:23:33Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These 2 files work together to provide the HTML layout of your game.&lt;br /&gt;
&lt;br /&gt;
Using these 2 files, you specify what HTML is rendered in your game client interface.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;yourgame.tpl&amp;gt;, you can directly write raw HTML that will be displayed by the browser.&lt;br /&gt;
&lt;br /&gt;
Example: extract of &amp;quot;hearts_hearts.tpl&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;div id=&amp;quot;myhand_wrap&amp;quot; class=&amp;quot;whiteblock&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;{MY_HAND}&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;myhand&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WARNING ==&lt;br /&gt;
&lt;br /&gt;
Your view and your template are supposed to generate only the BASE layout of the game&lt;br /&gt;
&lt;br /&gt;
You shouldn&#039;t try to setup the current game situation in the view: this is the role of your Javascript code. Why? Because you&#039;ll have to write Javascript code to put game elements in place anyway, and you don&#039;t want to write it twice :)&lt;br /&gt;
&lt;br /&gt;
Example of things to generate in your view:&lt;br /&gt;
* The overall layout of your game interface (what is displayed where).&lt;br /&gt;
* The board and fixed elements on the board (ex: places for cards, squares, ...).&lt;br /&gt;
&lt;br /&gt;
Example of things that shouldn&#039;t be generate by your view:&lt;br /&gt;
* Game elements that come and go from the game area.&lt;br /&gt;
* Game elements that are moving from one place to another.&lt;br /&gt;
&lt;br /&gt;
== phplib template system ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the phplib template system, used for example in PHPbb forums.&lt;br /&gt;
&lt;br /&gt;
More details about how to use phplib template system here:&lt;br /&gt;
http://www.phpbuilder.com/columns/david20000512.php3&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
In your template (&amp;quot;tpl&amp;quot;) file, you can use variables. Then in your view (&amp;quot;.view.php&amp;quot;) file, you fill these variables with value.&lt;br /&gt;
&lt;br /&gt;
In the example above, &amp;quot;{MY_HAND}&amp;quot; is a variable. As you can see, a variable is uppercase characters border by &amp;quot;{&amp;quot; and &amp;quot;}&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To give a value to this variable in your view.php:&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   // Display a translated version of &amp;quot;My hand&amp;quot; at the place of the variable in the template&lt;br /&gt;
   $this-&amp;gt;tpl[&#039;MY_HAND&#039;] = self::_(&amp;quot;My hand&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
   // Display some raw HTML material at the place of the variable&lt;br /&gt;
   $this-&amp;gt;tpl[&#039;MY_HAND&#039;] = self::raw( &amp;quot;&amp;lt;div class=&#039;myhand_icon&#039;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Blocks ==&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;blocks&amp;quot;, you can repeat a piece of HTML from your template several time.&lt;br /&gt;
&lt;br /&gt;
You should use &amp;quot;blocks&amp;quot; everytime you have a block of HTML that you have to repeat a big number of time. For example, for Reversi, we have to generate 64 (8x8) squares:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(in reversi_reversi.tpl)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;board&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;!-- BEGIN square --&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;square_{X}_{Y}&amp;quot; class=&amp;quot;square&amp;quot; style=&amp;quot;left: {LEFT}px; top: {TOP}px;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;!-- END square --&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;div id=&amp;quot;discs&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(in reversi.view.php)&lt;br /&gt;
&lt;br /&gt;
 $this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;reversi_reversi&amp;quot;, &amp;quot;square&amp;quot; );&lt;br /&gt;
        &lt;br /&gt;
 $hor_scale = 64.8;&lt;br /&gt;
 $ver_scale = 64.4;&lt;br /&gt;
 for( $x=1; $x&amp;lt;=8; $x++ )&lt;br /&gt;
 {&lt;br /&gt;
    for( $y=1; $y&amp;lt;=8; $y++ )&lt;br /&gt;
    {&lt;br /&gt;
       $this-&amp;gt;page-&amp;gt;insert_block( &amp;quot;square&amp;quot;, array(&lt;br /&gt;
         &#039;X&#039; =&amp;gt; $x,&lt;br /&gt;
         &#039;Y&#039; =&amp;gt; $y,&lt;br /&gt;
         &#039;LEFT&#039; =&amp;gt; round( ($x-1)*$hor_scale+10 ),&lt;br /&gt;
         &#039;TOP&#039; =&amp;gt; round( ($y-1)*$ver_scale+7 )&lt;br /&gt;
        ) );&lt;br /&gt;
    }        &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* You specify a block in your template file, using &amp;quot;BEGIN&amp;quot; and &amp;quot;END&amp;quot; keywords. In the example above, we are creating a block named &amp;quot;square&amp;quot;.&lt;br /&gt;
* In your view, you declare your block using &amp;quot;begin_block&amp;quot; method.&lt;br /&gt;
* Then, you can insert as many block as you want to, using &amp;quot;insert_block&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
The insert_block method takes 2 parameters:&lt;br /&gt;
* the name of the block to insert.&lt;br /&gt;
* an associative array you can use to assign values to template variables of this block. In the example above, there are 4 parameters in the block (X, Y, LEFT and TOP).&lt;br /&gt;
&lt;br /&gt;
== Nested blocks ==&lt;br /&gt;
&lt;br /&gt;
You can use nested blocks. In the example below, we are going to add a mini-board for each player of the game, with 4 card places on each of it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(In template file)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- BEGIN player --&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;miniboard&amp;quot; id=&amp;quot;miniboard_{PLAYER_ID}&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;card_places&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;!-- BEGIN card_place --&amp;gt;&lt;br /&gt;
            &amp;lt;div id=&amp;quot;card_place_{PLAYER_ID}_{PLACE_ID}&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;!-- END card_place --&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- END player --&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
(In view file)&lt;br /&gt;
&lt;br /&gt;
$this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;mygame_mygame.tpl&amp;quot;, &amp;quot;card_place&amp;quot; ); // Nested block must be declared first&lt;br /&gt;
$this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;mygame_mygame.tpl&amp;quot;, &amp;quot;player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
{&lt;br /&gt;
    // Important: nested block must be reset here, otherwise the second player miniboard will&lt;br /&gt;
    //  have 8 card_place, the third will have 12 card_place, and so one...&lt;br /&gt;
    $this-&amp;gt;page-&amp;gt;reset_subblocks( &#039;card_place&#039; ); &lt;br /&gt;
&lt;br /&gt;
    for( $i=1; $i&amp;lt;=4; $i++ )&lt;br /&gt;
    {&lt;br /&gt;
       $this-&amp;gt;page-&amp;gt;insert_block( &amp;quot;card_place&amp;quot;, array( &lt;br /&gt;
             &#039;PLAYER_ID&#039; =&amp;gt; $player_id,&lt;br /&gt;
             &#039;PLACE_ID&#039; =&amp;gt; $i&lt;br /&gt;
       );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    $this-&amp;gt;page-&amp;gt;insert_block( &#039;player&#039;, array( &#039;PLAYER_ID&#039; =&amp;gt; $player_id );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Javascript templates ==&lt;br /&gt;
&lt;br /&gt;
For game elements that come and go from the game area, we suggest you to define a Javascript template.&lt;br /&gt;
&lt;br /&gt;
A Javascript template is defined in your template file like this:&lt;br /&gt;
&lt;br /&gt;
(Reversi Token from Reversi example):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;script type=&amp;quot;text/javascript&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// Templates&lt;br /&gt;
&lt;br /&gt;
var jstpl_disc=&#039;&amp;lt;div class=&amp;quot;disc disccolor_${color}&amp;quot; id=&amp;quot;disc_${xy}&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/script&amp;gt;  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: a section for javascript templates is already available at the end of your template skeleton file.&lt;br /&gt;
&lt;br /&gt;
Then, you can use this javascript template to insert this piece of HTML in your game interface, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.place( this.format_block( &#039;jstpl_disc&#039;, {&lt;br /&gt;
           xy: x+&#039;&#039;+y,&lt;br /&gt;
           color: color&lt;br /&gt;
    } ) , &#039;discs&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to access game information from .view.php? ==&lt;br /&gt;
&lt;br /&gt;
From your .view.php, you can access the following:&lt;br /&gt;
&lt;br /&gt;
=== Access current player id===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  global $g_user;&lt;br /&gt;
  $current_player_id = $g_user-&amp;gt;get_id();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Access game object ===&lt;br /&gt;
&lt;br /&gt;
In your view file, &amp;quot;$this-&amp;gt;game&amp;quot; contains an instance of your main game class.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   // Access to some game elements description described in your &amp;quot;material.inc.php&amp;quot;:&lt;br /&gt;
   $my_cards_types = $this-&amp;gt;game-&amp;gt;card_types;&lt;br /&gt;
&lt;br /&gt;
   // Access to any (public) method defined in my .game.php file:&lt;br /&gt;
   $result = $this-&amp;gt;game-&amp;gt;myMethod();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips: display a nice button ==&lt;br /&gt;
&lt;br /&gt;
From time to time, you need to display a standard button in your interface. BGA framework provides you a standard button that you can use directly in your interface:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;a href=&amp;quot;#&amp;quot; id=&amp;quot;my_button_id&amp;quot; class=&amp;quot;button&amp;quot;&amp;gt;&amp;lt;span&amp;gt;My button label&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: To see it in action, check for example a Coloretto game&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_interface_stylesheet:_yourgamename.css&amp;diff=683</id>
		<title>Game interface stylesheet: yourgamename.css</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_interface_stylesheet:_yourgamename.css&amp;diff=683"/>
		<updated>2013-03-06T15:20:58Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* spectatorMode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the CSS stylesheet of your game User Interface.&lt;br /&gt;
    &lt;br /&gt;
Styles defined on this file will be applied to the HTML elements you define in your HTML template (yourgame_yourgame.tpl), and to HTML elements you create dynamically with Javascript.&lt;br /&gt;
    &lt;br /&gt;
Usually, you are using CSS to:&lt;br /&gt;
    &lt;br /&gt;
1°) define the overall layout of your game&lt;br /&gt;
(ex: place the board on the top left, place player&#039;s hand beside, place the deck on the right, ...).&lt;br /&gt;
&lt;br /&gt;
2°) create your CSS-sprites:&lt;br /&gt;
All images of your games should be gathered into a small number of image files. Then, using background-image and background-position CSS properties, you create HTML blocks that can display these images correctly.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    Example of CSS sprites (a black token and a white token, 20x20px each, embedded in the same &amp;quot;tokens.png&amp;quot; 40x20px image):&lt;br /&gt;
&lt;br /&gt;
    .white_token {&lt;br /&gt;
        background-image: url(&#039;../../img/emptygame/tokens.png&#039;);&lt;br /&gt;
        background-position: 0px 0px;&lt;br /&gt;
    }&lt;br /&gt;
    .black_token {&lt;br /&gt;
        background-image: url(&#039;../../img/emptygame/tokens.png&#039;);&lt;br /&gt;
        background-position: -20px 0px;&lt;br /&gt;
    }&lt;br /&gt;
    .token {&lt;br /&gt;
        width: 20px;&lt;br /&gt;
        height: 20px;&lt;br /&gt;
        background-repeat: none;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
3°) ... anything else:&lt;br /&gt;
&lt;br /&gt;
It is really easy to add and remove CSS classes dynamically from your Javascript with dojo.addClass and dojo.removeClass. It is also easy to check if an element has a class (dojo.hasClass) or to get all elements with a specific class (dojo.query). &lt;br /&gt;
&lt;br /&gt;
This is why, very often, using CSS classes for the logic of your user interface allow you to do complex thing easily.&lt;br /&gt;
        &lt;br /&gt;
Note: on the production platform, this file will be compressed and comments will be removed. Consequently, don&#039;t hesitate to put as many comments as necessary.&lt;br /&gt;
&lt;br /&gt;
Important: ALL the CSS directives for your game must be included in this CSS file. You can&#039;t create additional CSS files and import them.&lt;br /&gt;
&lt;br /&gt;
== spectatorMode ==&lt;br /&gt;
&lt;br /&gt;
When a spectator (= a player that is not part of the game) is viewing a game, the BGA framework add the CSS class &amp;quot;spectatorMode&amp;quot; to the wrapping HTML tag of your game.&lt;br /&gt;
&lt;br /&gt;
This way, if you want to apply a special style to some elements of your game for spectators, you can do this in your CSS:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.spectatorMode #your_element_id {&lt;br /&gt;
    /* your special style */&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The most common usage of this is to hide some elements to spectators. For example, to hide &amp;quot;my hand&amp;quot; elements:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.spectatorMode #my_hand {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=682</id>
		<title>Game interface logic: yourgamename.js</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=682"/>
		<updated>2013-03-06T15:18:06Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* General tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is the main file for your game interface. Here you will define:&lt;br /&gt;
&lt;br /&gt;
* which actions on the page will generate calls to the server&lt;br /&gt;
* what happens when you get a notification for change from the server and how it will show in the browser. &lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
&lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* constructor: here you can define variable global to your whole interface.&lt;br /&gt;
* setup: this method is called when the page is refreshed, in order you can setup the game interface.&lt;br /&gt;
* onEnteringState: the method is called when entering in a new game state. This way you can customize the view for this game state.&lt;br /&gt;
* onLeavingState: the method is called when leaving a game state.&lt;br /&gt;
* onUpdateActionButtons: called when entering in a new state, in order you can add action buttons in status bar.&lt;br /&gt;
* (utility methods): at this place you can define your utility methods&lt;br /&gt;
* (player&#039;s actions): at this place you can write your handlers for player&#039;s action on the interface (ex: click on an item).&lt;br /&gt;
* setupNotifications: in this method you associate notifications with notification handlers. This way, for each game notification, you trigger a javascript method to handle it and update the game interface.&lt;br /&gt;
* (notification handlers): at this place you can define your notifications handlers.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: Id of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
: Note: if you want to hide some element for spectators, you&#039;d better use [[Game_interface_stylesheet:_yourgamename.css#spectatorMode|CSS &#039;spectatorMode&#039; class]].&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains your initial set of datas to init the game, created at game start or game refresh (F5)&lt;br /&gt;
: You can update it as needed to keep an up to date reference of the game on the client side if you need it (most of the time you don&#039;t).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play)&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayerId()&lt;br /&gt;
: Return the ID of active player, or null if we are not in a &amp;quot;activeplayer&amp;quot; type state.&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayers()&lt;br /&gt;
: Return an array with the IDs of players that are currently active (or an empty array if there is not).&lt;br /&gt;
&lt;br /&gt;
== Dojo framework ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the [http://dojotoolkit.org/ Dojo Javascript framework].&lt;br /&gt;
&lt;br /&gt;
The Dojo framework allows us to do complex things easier, and the BGA framework is using Dojo framework a lot.&lt;br /&gt;
&lt;br /&gt;
To realize game although, you only need to use a few part of the Dojo framework. All the Dojo methods you need to use are describe on this page.&lt;br /&gt;
&lt;br /&gt;
== Access and manipulate the DOM ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$(&#039;some_html_element_id&#039;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The $() function is used to get some HTML element using its &amp;quot;id&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
Example 1: modify the content of a &amp;quot;span&amp;quot; element:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In your HTML code:&lt;br /&gt;
   &amp;lt;span id=&amp;quot;a_value_in_the_game_interface&amp;quot;&amp;gt;1234&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your Javascript code:&lt;br /&gt;
   $(&#039;a_value_in_the_game_interface&#039;).innerHTML = &amp;quot;9999&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: $() is the standard method to access some HTML element with BGA Framework. You must not use &amp;quot;getElementById&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.style you can modify a CSS property of any HTML element of your interface.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Make an element disappear&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Give an element a 2px border&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;borderWidth&#039;, &#039;2px&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Change the background position of an element&lt;br /&gt;
     // (very practical when you are using CSS sprite to transform an element to another)&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;backgroundPosition&#039;, &#039;-20px -50px&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you must always use dojo.style to modify CSS properties of HTML elements.&lt;br /&gt;
&lt;br /&gt;
Note²: if you have to modify several CSS properties of an element, or if you have some complex CSS transformation to do, you should consider using dojo.addClass/dojo.removeClass (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo CSS classes manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many situation, a bunch of many small CSS property update can be replaced by a CSS class change (ie: you add a CSS class to your element instead of applying all modification manually).&lt;br /&gt;
&lt;br /&gt;
Advantages are:&lt;br /&gt;
* All your CSS stuff remains in your CSS file.&lt;br /&gt;
* You can add/remove a list of CSS modifications with a simple function and whithout error.&lt;br /&gt;
* You can test if you applied the stuff to an element with &amp;quot;dojo.hasClass&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Example from &amp;quot;Reversi&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // We add &amp;quot;possibleMove&amp;quot; to an element&lt;br /&gt;
    dojo.addClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
    // In our CSS file, the class is defined as:&lt;br /&gt;
    .possibleMove {&lt;br /&gt;
      background-color: white;&lt;br /&gt;
      opacity: 0.2;&lt;br /&gt;
      filter:alpha(opacity=20); /* For IE8 and earlier */  &lt;br /&gt;
      cursor: pointer;  &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     // So we&#039;ve applied 4 CSS property change in one line of code.&lt;br /&gt;
&lt;br /&gt;
     // ... and when we need to check if a square is a possible move on client side:&lt;br /&gt;
     if( dojo.hasClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; ) )&lt;br /&gt;
     { ... }&lt;br /&gt;
&lt;br /&gt;
     // ... and if we want to remove all possible moves in one line of code (see &amp;quot;dojo.query&amp;quot; method):&lt;br /&gt;
     dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conclusion: we encourage you to use dojo.addClass, dojo.removeClass and dojo.hasClass to make your life easier :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.query&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.query, you can query a bunch of HTML elements with a single function, with a &amp;quot;CSS selector&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // All elements with class &amp;quot;possibleMove&amp;quot;:&lt;br /&gt;
     var elements = dojo.query( &#039;.possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Count number of tokens (ie: elements with class &amp;quot;token&amp;quot;) on the board (ie: element with id &amp;quot;board&amp;quot;):&lt;br /&gt;
     dojo.query( &#039;#board .token&#039; ).length;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what is really cool with dojo.query is that you can combine it with almost all methods above.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Trigger a method when the mouse enter in any element with class &amp;quot;meeple&amp;quot;:&lt;br /&gt;
     dojo.query( &#039;.meeple&#039; ).connect( &#039;onmouseenter&#039;, this, &#039;myMethodToTrigger&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Hide all meeples who are on the board&lt;br /&gt;
     dojo.query( &#039;#board .meeple&#039; ).style( &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
dojo.place is the best function to insert some HTML code somewhere in your game interface without breaking something. It is much better to use that &amp;quot;innerHTML=&#039;&#039;&amp;quot; method as soon as you must insert HTML tags and not only values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Insert your HTML code as a child of a container element&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // Replace the container element with your new html&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot;, &amp;quot;replace&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the third parameter of dojo.place can take various interesting value: &amp;quot;first&amp;quot;, &amp;quot;after&amp;quot;, ... [http://dojotoolkit.org/reference-guide/1.7/dojo/place.html See full doc on dojo.place].&lt;br /&gt;
&lt;br /&gt;
Usually, when you want to insert some piece of HTML in your game interface, you should use &amp;quot;[[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addStyleToClass: function( cssClassName, cssProperty, propertyValue )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObject( mobile_obj, target_obj, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use slideToObject to &amp;quot;slide&amp;quot; an element to a target position.&lt;br /&gt;
&lt;br /&gt;
Sliding element on the game area is the recommended and the most used way to animate your game interface. Using slides allow players to figure out what is happening on the game, as if they were playing with the real boardgame.&lt;br /&gt;
&lt;br /&gt;
The parameters are:&lt;br /&gt;
* mobile_obj: the ID of the object to move. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned.&lt;br /&gt;
* target_obj: the ID of the target object. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned. Note that it is not mandatory that mobile_obj and target_obj have the same size. If their size are different, the system slides the center of mobile_obj to the center of target_obj.&lt;br /&gt;
* duration: (optional) defines the duration in millisecond of the slide. The default is 500 milliseconds.&lt;br /&gt;
* delay: (optional). If you defines a delay, the slide will start only after this delay. This is particularly useful when you want to slide several object from the same position to the same position: you can give a 0ms delay to the first object, a 100ms delay to the second one, a 200ms delay to the third one, ... this way they won&#039;t be superposed during the slide.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL: The method returns an dojo.fx animation, so you can combine it with other animation if you want to. It means that you have to call the &amp;quot;play()&amp;quot; method, otherwise the animation WON&#039;T START.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObject( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectPos( mobile_obj, target_obj, target_x, target_y, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method does exactly the same than &amp;quot;slideToObjectPos&amp;quot;, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will slide to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: slide a token to some place on the board, 10 pixels to the bottom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObjectPos( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 0, 10 ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideTemporaryObject( mobile_obj_html, mobile_obj_parent, from, to, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is useful when you want to slide a temporary HTML object from one place to another. As this object does not exists before the animation and won&#039;t remain after, it could be complex to create this object (with dojo.place), to place it at its origin (with placeOnObject) to slide it (with slideToObject) and to make it disappear at the end.&lt;br /&gt;
&lt;br /&gt;
slideTemporaryObject does all of this for you:&lt;br /&gt;
* mobile_obj_html is a piece of HTML code that represent the object to slide.&lt;br /&gt;
* mobile_obj_parent is the ID of an HTML element of your interface that will be the parent of this temporary HTML object.&lt;br /&gt;
* from is the ID of the origin of the slide.&lt;br /&gt;
* to is the ID of the target of the slide.&lt;br /&gt;
* duration/delay works exactly like in &amp;quot;slideToObject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideTemporaryObject( &#039;&amp;lt;div class=&amp;quot;token_icon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;, &#039;tokens&#039;, &#039;my_origin_div&#039;, &#039;my_target_div&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.fadeOutAndDestroy( node )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function fade out the target HTML node, then destroy it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.fadeOutAndDestroy( &amp;quot;a_card_that_must_disappear&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the HTML node still exists until during few milliseconds, until the fadeOut has been completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moving elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObject( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
placeOnObject works exactly like &amp;quot;slideToObject&amp;quot;, except that the effect is immediate.&lt;br /&gt;
&lt;br /&gt;
This is not really an animation, but placeOnObject is frequently used before starting an animation.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // (We just created an object &amp;quot;my_new_token&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
  // Place the new token on current player board&lt;br /&gt;
  this.placeOnObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;overall_player_board_&amp;quot;+this.player_id );&lt;br /&gt;
  &lt;br /&gt;
  // Then slide it to its position on the board&lt;br /&gt;
  this.slideToObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;a_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObjectPos( mobile_obj, target_obj, target_x, target_y )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method works exactly like placeOnObject, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will be placed to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.attachToNewParent( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method, you change the HTML parent of &amp;quot;mobile_obj&amp;quot; element. &amp;quot;target_obj&amp;quot; is the new parent of this element. The beauty of &lt;br /&gt;
attachToNewParent is that the mobile_obj element DOES NOT MOVE during this process.&lt;br /&gt;
&lt;br /&gt;
Note: what happens is that the method calculate a relative position of mobile_obj to make sure it does not move after the HTML parent changes.&lt;br /&gt;
&lt;br /&gt;
Why using this method?&lt;br /&gt;
&lt;br /&gt;
Changing the HTML parent of an element can be useful for the following reasons:&lt;br /&gt;
* When the HTML parent moves, all its child are moving with them. If some game elements is no more linked with a parent HTML object, you may want to attach it to another place.&lt;br /&gt;
* The z_order (vertical order of display) depends on the position in the DOM, so you may need to change the parent of some game elements when they are moving in your game area.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: when you attach an HTML element with a new parent, you break all references to this HTML element (ex: dojo.connect).&lt;br /&gt;
&lt;br /&gt;
== Players input ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.connect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to associate a player event with one of your notification method.&lt;br /&gt;
&lt;br /&gt;
Example: associate a click on an element (&amp;quot;my_element&amp;quot;) with one of our method (&amp;quot;onClickOnMyElement&amp;quot;):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      dojo.connect( $(&#039;my_element&#039;), &#039;onClick&#039;, this, &#039;onClickOnMyElement&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is the only possible correct way to associate a player input event to your code, and you must not use anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkAction( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkAction: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
return true if action is authorized (ie: the action is listed as a &amp;quot;possibleaction&amp;quot; in current game state).&lt;br /&gt;
&lt;br /&gt;
return false and display an error message if not (display no message if nomessage parameter is true). The displayed error message could be either &amp;quot;This move is not allowed at this moment&amp;quot; or &amp;quot;An action is already in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  function onClickOnGameElement( evt )&lt;br /&gt;
  {&lt;br /&gt;
     if( this.checkAction( &amp;quot;my_action&amp;quot; ) )&lt;br /&gt;
     {&lt;br /&gt;
        // Do the action&lt;br /&gt;
     }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.ajaxcall( url, parameters, obj_callback, callback, callback_error )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method must be used to send a player input to the game server.&lt;br /&gt;
&lt;br /&gt;
* url: the url of the action to perform. For a game, it must be: &amp;quot;/&amp;lt;mygame&amp;gt;/&amp;lt;mygame&amp;gt;/myAction.html&amp;quot;&lt;br /&gt;
* parameters: an array of parameter to send to the game server. Note that &amp;quot;lock:true&amp;quot; must always be specified in this list of parameter in order the interface can be locked during the server call.&lt;br /&gt;
* obj_callback: must be set to &amp;quot;this&amp;quot;.&lt;br /&gt;
* callback: a function to trigger when the server returns and everything went fine.&lt;br /&gt;
* callback_error: (optional and rarely used) a function to trigger when the server returns an error.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.ajaxcall( &#039;/mygame/mygame/myaction.html&#039;, { lock: true, &lt;br /&gt;
   arg1: myarg1, &lt;br /&gt;
   arg2: myarg2, &lt;br /&gt;
   ...&lt;br /&gt;
}, this, function( result ) {&lt;br /&gt;
   // Do some stuff after a successful call&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.confirmationDialog()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Display a confirmation dialog with a yes/no choice.&lt;br /&gt;
&lt;br /&gt;
We advice you to NOT use this function unless the player action is really critical and could ruins the game, because it slows down the game and upset players.&lt;br /&gt;
&lt;br /&gt;
Usage: this.confirmationDialog( &amp;quot;Question to displayed&amp;quot;, callback_function_if_click_on_yes );&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.confirmationDialog( _(&#039;Are you sure to use this bonus (points penalty at the end of the game) ?&#039;),&lt;br /&gt;
                         dojo.hitch( this, function() {&lt;br /&gt;
                           this.ajaxcall( &#039;/seasons/seasons/useBonus.html&#039;,&lt;br /&gt;
                                { id:bonus_id, lock:true }, this, function( result ) {} );&lt;br /&gt;
                        } ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addActionButton( id, label, method, (opt)depreciated, (opt)bHighlight )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use this method to add an action button in the main action status bar.&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* id: a ID that should be unique in your HTML DOM document.&lt;br /&gt;
* label: the text of the button. Should be translatable (use _() function).&lt;br /&gt;
* method: the name of your method that must be triggered when the player clicks on this button.&lt;br /&gt;
* depreciated (optional): do not use this. Please not specify this argument or use &amp;quot;null&amp;quot;.&lt;br /&gt;
* bHighlight: if set to &amp;quot;true&amp;quot;, the button is going blink to catch player&#039;s attention. Please don&#039;t abuse of blinking button.&lt;br /&gt;
&lt;br /&gt;
You should only use this method in your &amp;quot;onUpdateActionButtons&amp;quot; method. Usually, you use it like this (from Hears example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onUpdateActionButtons: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
            console.log( &#039;onUpdateActionButtons: &#039;+stateName );&lt;br /&gt;
                      &lt;br /&gt;
            if( this.isCurrentPlayerActive() )&lt;br /&gt;
            {            &lt;br /&gt;
                switch( stateName )&lt;br /&gt;
                {&lt;br /&gt;
                case &#039;giveCards&#039;:&lt;br /&gt;
                    this.addActionButton( &#039;giveCards_button&#039;, _(&#039;Give selected cards&#039;), &#039;onGiveCards&#039; ); &lt;br /&gt;
                    break;&lt;br /&gt;
&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
        },   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, we are adding a &amp;quot;Give selected cards&amp;quot; button in the case we are on game state &amp;quot;giveCards&amp;quot;. When player clicks on this button, it triggers our &amp;quot;onGiveCards&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
When something happens on the server side, your game interface Javascript logic received a notification.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can handle these notifications on the client side.&lt;br /&gt;
&lt;br /&gt;
=== Subscribe to notifications ===&lt;br /&gt;
&lt;br /&gt;
Your Javascript &amp;quot;setupNotifications&amp;quot; method is the place where you can subscribe to notifications from your PHP code.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you associate one of your Javascript method to a notification &amp;quot;playDisc&amp;quot; (from Reversi example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // In setupNotifications method:&lt;br /&gt;
   dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;playDisc&amp;quot; corresponds to the name of the notification you define it in your PHP code, in your &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Then, you have to define your &amp;quot;notif_playDisc&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        notif_playDisc: function( notif )&lt;br /&gt;
        {&lt;br /&gt;
            // Remove current possible moves (makes the board more clear)&lt;br /&gt;
            dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );        &lt;br /&gt;
        &lt;br /&gt;
            this.addDiscOnBoard( notif.args.x, notif.args.y, notif.args.player_id );&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a notification handler like our &amp;quot;notif_playDisc&amp;quot; method, you can access to all notifications arguments with &amp;quot;notif.args&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // If you did this on PHP side:&lt;br /&gt;
    self::notifyAllPlayers( &amp;quot;myNotification&amp;quot;, &#039;&#039;, array( &amp;quot;myArgument&amp;quot; =&amp;gt; 3 ) );&lt;br /&gt;
&lt;br /&gt;
    // On Javascript side, you can access the &amp;quot;myArgument&amp;quot; like this:&lt;br /&gt;
    notif_myNotification: function( notif )&lt;br /&gt;
    {&lt;br /&gt;
       alert( &amp;quot;myArgument = &amp;quot; + notif.args.myArgument );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Synchronous notifications ===&lt;br /&gt;
&lt;br /&gt;
When several notifications are received by your game interface, these notifications are processed immediately, one after the other, in the same exact order they have been generated in your PHP game logic.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, you need to give some time to the players to figure out what happened on the game before jumping to the next notification. Indeed, in many games, they are a lot of automatic actions, and the computer is going to resolve all these actions very fast if you don&#039;t tell it not to do so.&lt;br /&gt;
&lt;br /&gt;
As an example, for Reversi, when someone is playing a disc, we want to wait 500 milliseconds before doing anything else in order the opponent player can figure out what move has been played.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we do this, right after our subscription:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
       this.notifqueue.setSynchronous( &#039;playDisc&#039;, 500 );   // Wait 500 milliseconds after executing the playDisc handler&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tooltips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltip( node, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to the DOM node.&lt;br /&gt;
&lt;br /&gt;
Specify &#039;helpString&#039; to display some information about &amp;quot;what is this game element?&amp;quot;.&lt;br /&gt;
Specify &#039;actionString&#039; to display some information about &amp;quot;what happens when I click on this element?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You must specify both helpString and actionString. Most of the time, you use only one and specify a void string (&amp;quot;&amp;quot;) for the other one.&lt;br /&gt;
&lt;br /&gt;
Usually, _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delay&amp;quot; is an optional parameter. Usually, it is primarily used to specify a zero delay for some game element when the tooltip gives really important information for the game - but remember: no essential information must be placed in tooltips as they won&#039;t be displayed in some browser (see Guidelines).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.addTooltip( $(&#039;cardcount&#039;), _(&#039;Number of cards in hand&#039;), &#039;&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtml( node, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to all the DOM nodes set with this cssClass. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addTooltipHtmlToClass( cssClass, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
== Dialogs, warning messages, confirmation dialogs, ... ==&lt;br /&gt;
&lt;br /&gt;
=== Warning messages ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is something important that is happening on the game and you have to make sure all players get the message. Most of the time, the evolution of the game situation or the game log is enough, but sometimes you need something more visible.&lt;br /&gt;
&lt;br /&gt;
Ex: someone fulfill one of the end of the game condition, so this is the last turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.showMessage( msg, type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
showMessage shows a message in a big rectangular area on the top of the screen of current player.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;msg&amp;quot; is the string to display. It should be translated.&lt;br /&gt;
* &amp;quot;type&amp;quot; can be set to &amp;quot;info&amp;quot; or &amp;quot;error&amp;quot;. If set to &amp;quot;info&amp;quot;, the message will be an informative message on a white background. If set to &amp;quot;error&amp;quot;, the message will be an error message on a red background.&lt;br /&gt;
&lt;br /&gt;
Important: the normal way to inform players about the progression of the game is the game log. &amp;quot;showMessage&amp;quot; is intrusive and should not be used often.&lt;br /&gt;
&lt;br /&gt;
=== Confirmation dialog ===&lt;br /&gt;
&lt;br /&gt;
When an important action with a lot of consequences is triggered by the player, you may want to propose a confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the general guidelines of BGA is to AVOID the use of confirmation dialog. Confirmation dialogs slow down the game and bother players. The players knows that they have to pay attention about each move when they are playing online.&lt;br /&gt;
&lt;br /&gt;
The situation where you should use a confirmation dialog are the following:&lt;br /&gt;
* It must not happen very often during a game.&lt;br /&gt;
* It must be linked to an action that can really &amp;quot;kill a game&amp;quot; if the player do not pay attention.&lt;br /&gt;
* It must be something that can be done by mistake (ex: a link on the action status bar).&lt;br /&gt;
&lt;br /&gt;
How to display a confirmation dialog:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dialogs ===&lt;br /&gt;
&lt;br /&gt;
At first, you shouldn&#039;t use dialogs windows.&lt;br /&gt;
&lt;br /&gt;
BGA guidelines specify that all game elements should be displayed on the main screen. Players can eventually scroll down to see game elements they don&#039;t need to see anytime, and you may eventually create anchors to move between game area section. Of course dialogs windows are very practical, but the thing is: all players know how to scroll down, and not all players know how to show up your dialog window. In addition, when the dialog shows up, players can&#039;t access the other game components.&lt;br /&gt;
&lt;br /&gt;
Sometimes although, you need to display a dialog window. Here is how you do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // Create the new dialog. You should store the handler in a member variable to access it later&lt;br /&gt;
  this.myDlg = new dijit.Dialog({ title: _(&amp;quot;my dialog title to translate&amp;quot;) });&lt;br /&gt;
&lt;br /&gt;
  // Create the HTML of my dialog. The best practice here is to use [[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]:&lt;br /&gt;
  var html = this.format_block( &#039;jstpl_myDialogTemplate&#039;, { &lt;br /&gt;
                arg1: myArg1,&lt;br /&gt;
                arg2: myArg2,&lt;br /&gt;
                ...&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
  // Show the dialog&lt;br /&gt;
  this.myDlg.attr(&amp;quot;content&amp;quot;, html );&lt;br /&gt;
  this.myDlg.show(); &lt;br /&gt;
&lt;br /&gt;
  // Now that the dialog has been displayed, you can connect your method to some dialog elements&lt;br /&gt;
  // Example, a &amp;quot;close&amp;quot; button:&lt;br /&gt;
  dojo.connect( $(&#039;closeDlg&#039;), &#039;onclick&#039;, this, function(evt){&lt;br /&gt;
                evt.preventDefault();&lt;br /&gt;
                this.myDlg.hide();&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tip: be careful with &amp;quot;hide()&amp;quot; method to close your dialog: the dialog and its content is not completely removed from the DOM. It can cause you problems if you try to display the same dialog several times. A good practice is to wrap all the content of your dialog in a &amp;quot;&amp;lt;div id=&#039;myDlgContent&#039;&amp;gt;&amp;quot; div element, and to call &amp;quot;dojo.destroy(&#039;myDlgContent&#039;)&amp;quot; before displaying your dialog.&lt;br /&gt;
&lt;br /&gt;
=== Scoring dialogs ===&lt;br /&gt;
&lt;br /&gt;
Sometimes at the end of a round you want to display a big table that details the points wins in each section of the game.&lt;br /&gt;
&lt;br /&gt;
Example: in Hearts game, we display at the end of each round the number of &amp;quot;heart&amp;quot; cards collected by each player, the player who collected the Queen of Spades, and the total number of points loose by each player.&lt;br /&gt;
&lt;br /&gt;
Scoring dialogs are managed entirely on &#039;&#039;&#039;PHP side&#039;&#039;&#039;, but they are described here as their effects are visible only on client side.&lt;br /&gt;
&lt;br /&gt;
Displaying a scoring dialog is quite simple and is using a special notification type: &amp;quot;tableWindow&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // on PHP side:&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;table&amp;quot; argument is a 2 dimensional PHP array that describe the table you want to display, line by line and column by column.&lt;br /&gt;
&lt;br /&gt;
Example: display an 3x3 array of strings&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, &amp;quot;three&amp;quot; ),    // This is my first line&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ),    // This is my second line&lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )    // This is my third line&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see above, in each &amp;quot;cell&amp;quot; of your array you can display a simple string value. But you can also display a complex value with a template and associated arguments like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, array( &amp;quot;str&amp;quot; =&amp;gt; &amp;quot;a string with an ${argument}&amp;quot;, &amp;quot;args&amp;quot; =&amp;gt; array( &#039;argument&#039; =&amp;gt; &#039;argument_value&#039; )  ) ),&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ), &lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is especially useful when you want to display player names with colors. Example from &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $firstRow = array( &#039;&#039; );&lt;br /&gt;
        foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
        {&lt;br /&gt;
            $firstRow[] = array( &#039;str&#039; =&amp;gt; &#039;${player_name}&#039;,&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;player_name&#039; =&amp;gt; $player[&#039;player_name&#039;] ),&lt;br /&gt;
                                 &#039;type&#039; =&amp;gt; &#039;header&#039;&lt;br /&gt;
                               );&lt;br /&gt;
        }&lt;br /&gt;
        $table[] = $firstRow;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update players score ==&lt;br /&gt;
&lt;br /&gt;
Increase a player score (with a positive or negative number):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].setValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Players panels ==&lt;br /&gt;
&lt;br /&gt;
=== Adding stuff to player&#039;s panel ===&lt;br /&gt;
&lt;br /&gt;
At first, create a new &amp;quot;JS template&amp;quot; string in your template (tpl) file:&lt;br /&gt;
&lt;br /&gt;
(from Reversi example)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
var jstpl_player_board = &#039;\&amp;lt;div class=&amp;quot;cp_board&amp;quot;&amp;gt;\&lt;br /&gt;
    &amp;lt;div id=&amp;quot;stoneicon_p${id}&amp;quot; class=&amp;quot;gmk_stoneicon gmk_stoneicon_${color}&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;span id=&amp;quot;stonecount_p${id}&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;\&lt;br /&gt;
&amp;lt;/div&amp;gt;&#039;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, you add this piece of code in your JS file to add this template to each player panel:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
            // Setting up player boards&lt;br /&gt;
            for( var player_id in gamedatas.players )&lt;br /&gt;
            {&lt;br /&gt;
                var player = gamedatas.players[player_id];&lt;br /&gt;
                         &lt;br /&gt;
                // Setting up players boards if needed&lt;br /&gt;
                var player_board_div = $(&#039;player_board_&#039;+player_id);&lt;br /&gt;
                dojo.place( this.format_block(&#039;jstpl_player_board&#039;, player ), player_board_div );&lt;br /&gt;
            }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note: the code above is of course from your &amp;quot;setup&amp;quot; function in your Javascript).&lt;br /&gt;
&lt;br /&gt;
Very often, you have to distinguish current player and others players. In this case, you just have to create another JS template (ex: jstpl_otherplayer_board) and use it when &amp;quot;player_id&amp;quot; is different than &amp;quot;this.player_id&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s panel disabling/enabling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.disablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disable given player panel (the panel background become gray).&lt;br /&gt;
&lt;br /&gt;
Usually, this is used to signal that this played passes, or will be inactive during a while.&lt;br /&gt;
&lt;br /&gt;
Note that the only effect of this is visual. There are no consequences on the behaviour of the panel itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a player panel that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enableAllPlayerPanels()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable all player panels that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
== Image loading ==&lt;br /&gt;
&lt;br /&gt;
See also [[Game_art:_img_directory]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful&#039;&#039;&#039;: by default, ALL images of your img directory are loaded on a player&#039;s browser when he loads the game. For this reason, don&#039;t let in your img directory images that are not useful, otherwise it&#039;s going to slowdown the game load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dontPreloadImage( image_file_name )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using dontPreloadImage, you tell the interface to not preload a specific image in your img directory.&lt;br /&gt;
&lt;br /&gt;
Example of use:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.dontPreloadImage( &#039;cards.png&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is particularly useful if for example you have 2 different themes for a game. To accelerate the loading of the game, you can specify to not preload images corresponding to the other theme.&lt;br /&gt;
&lt;br /&gt;
Another example of use: in &amp;quot;Gosu&amp;quot; game with Kamakor extension, you play with 5 sets of cards among 10 available. Cards images are organized by sets, and we only preload the images corresponding to the 5 current sets.&lt;br /&gt;
&lt;br /&gt;
== Other useful stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.hitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.hitch, you can create a callback function that will run with your game object context whatever happen.&lt;br /&gt;
&lt;br /&gt;
Typical example: display a BGA confirmation dialog with a callback function created with dojo.hitch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, using dojo.hitch, we are sure that the &amp;quot;this&amp;quot; object will be set when the callback is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
== BGA GUI components ==&lt;br /&gt;
&lt;br /&gt;
BGA framework provides some useful ready-to-use components for the game interface:&lt;br /&gt;
&lt;br /&gt;
[[Studio#BGA_Studio_game_components_reference]]&lt;br /&gt;
&lt;br /&gt;
Note that each time you are using an additional component, you must declare it at the top of your Javascript file in the list of modules used.&lt;br /&gt;
&lt;br /&gt;
Example if you are using &amp;quot;ebg.stock&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;  /// &amp;lt;=== we are using ebg.stock module&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_interface_stylesheet:_yourgamename.css&amp;diff=681</id>
		<title>Game interface stylesheet: yourgamename.css</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_interface_stylesheet:_yourgamename.css&amp;diff=681"/>
		<updated>2013-03-06T15:17:28Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the CSS stylesheet of your game User Interface.&lt;br /&gt;
    &lt;br /&gt;
Styles defined on this file will be applied to the HTML elements you define in your HTML template (yourgame_yourgame.tpl), and to HTML elements you create dynamically with Javascript.&lt;br /&gt;
    &lt;br /&gt;
Usually, you are using CSS to:&lt;br /&gt;
    &lt;br /&gt;
1°) define the overall layout of your game&lt;br /&gt;
(ex: place the board on the top left, place player&#039;s hand beside, place the deck on the right, ...).&lt;br /&gt;
&lt;br /&gt;
2°) create your CSS-sprites:&lt;br /&gt;
All images of your games should be gathered into a small number of image files. Then, using background-image and background-position CSS properties, you create HTML blocks that can display these images correctly.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    Example of CSS sprites (a black token and a white token, 20x20px each, embedded in the same &amp;quot;tokens.png&amp;quot; 40x20px image):&lt;br /&gt;
&lt;br /&gt;
    .white_token {&lt;br /&gt;
        background-image: url(&#039;../../img/emptygame/tokens.png&#039;);&lt;br /&gt;
        background-position: 0px 0px;&lt;br /&gt;
    }&lt;br /&gt;
    .black_token {&lt;br /&gt;
        background-image: url(&#039;../../img/emptygame/tokens.png&#039;);&lt;br /&gt;
        background-position: -20px 0px;&lt;br /&gt;
    }&lt;br /&gt;
    .token {&lt;br /&gt;
        width: 20px;&lt;br /&gt;
        height: 20px;&lt;br /&gt;
        background-repeat: none;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
3°) ... anything else:&lt;br /&gt;
&lt;br /&gt;
It is really easy to add and remove CSS classes dynamically from your Javascript with dojo.addClass and dojo.removeClass. It is also easy to check if an element has a class (dojo.hasClass) or to get all elements with a specific class (dojo.query). &lt;br /&gt;
&lt;br /&gt;
This is why, very often, using CSS classes for the logic of your user interface allow you to do complex thing easily.&lt;br /&gt;
        &lt;br /&gt;
Note: on the production platform, this file will be compressed and comments will be removed. Consequently, don&#039;t hesitate to put as many comments as necessary.&lt;br /&gt;
&lt;br /&gt;
Important: ALL the CSS directives for your game must be included in this CSS file. You can&#039;t create additional CSS files and import them.&lt;br /&gt;
&lt;br /&gt;
== spectatorMode ==&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=680</id>
		<title>Main game logic: yourgamename.game.php</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=680"/>
		<updated>2013-03-06T15:09:55Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Game states and active players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This file is the main file for your game logic. Here you initialize the game, persist data, implement the rules and notify changes to the client interface.&lt;br /&gt;
&lt;br /&gt;
== File Structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
 &lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* EmptyGame (constructor): where you define global variables.&lt;br /&gt;
* setupNewGame: initial setup of the game.&lt;br /&gt;
* getAllDatas: where you retrieve all game data during a complete reload of the game.&lt;br /&gt;
* getGameProgression: where you compute the game progression indicator.&lt;br /&gt;
* Utility functions: your utility functions.&lt;br /&gt;
* Player actions: the entry points for players actions. &lt;br /&gt;
* Game state arguments: methods to return additional data on specific game states.&lt;br /&gt;
* Game state actions: the logic to run when entering a new game state.&lt;br /&gt;
* zombieTurn: what to do it&#039;s the turn of a zombie player.&lt;br /&gt;
&lt;br /&gt;
== Accessing player informations ==&lt;br /&gt;
&lt;br /&gt;
; getPlayersNumber()&lt;br /&gt;
: Returns the number of players playing at the table&lt;br /&gt;
: Note: doesn&#039;t work in setupNewGame so use count($players) instead&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerId()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot;, whatever what is the current state type.&lt;br /&gt;
: Note: it does NOT mean that this player is active right now, because state type could be &amp;quot;game&amp;quot; or &amp;quot;multiplayer&amp;quot;&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerName()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot; name&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; loadPlayersBasicInfos()&lt;br /&gt;
: Get an associative array with generic data about players (ie: not game specific data).&lt;br /&gt;
: The key of the associative array is the player id.&lt;br /&gt;
: The content of each value is:&lt;br /&gt;
: * player_name&lt;br /&gt;
: * player_color (ex: ff0000)&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerId()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot;. The current player is the one from which the action originated (the one who send the request).&lt;br /&gt;
: &#039;&#039;&#039;Be careful&#039;&#039;&#039;: It is not always the active player.&lt;br /&gt;
: In general, you shouldn&#039;t use this method, unless you are in &amp;quot;multiplayer&amp;quot; state.&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerName()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; name&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerColor()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; color&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerZombie()&lt;br /&gt;
: Check the &amp;quot;current_player&amp;quot; zombie status. If true, player leave the game.&lt;br /&gt;
&lt;br /&gt;
== Accessing database ==&lt;br /&gt;
&lt;br /&gt;
The main game logic should be the only point from where you should access to the game database. You access your database using SQL queries with the methods below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BGA is using [http://dev.mysql.com/doc/refman/5.0/en/sql-syntax-transactions.html database transactions]. It means that your database changes WON&#039;T BE APPLIED to the database until your request ends normally. Using transaction is in fact very useful for you: at any time, if your game logic detects that something is wrong (ex: unallowed move), you just have to throw an exception and all the changes already performed on the game situation will be removed.&lt;br /&gt;
&lt;br /&gt;
; DbQuery( $sql )&lt;br /&gt;
: This is the generic method to access the database.&lt;br /&gt;
: It can execute any type of SELECT/UPDATE/DELETE/REPLACE query on the database.&lt;br /&gt;
: You should use it for UPDATE/DELETE/REPLACE query. For SELECT queries, the specialized methods above are much better.&lt;br /&gt;
&lt;br /&gt;
; getUniqueValueFromDB( $sql )&lt;br /&gt;
: Returns a unique value from DB or null if no value is found.&lt;br /&gt;
: $sql must be a SELECT query.&lt;br /&gt;
: Raise an exception if more than 1 row is returned.&lt;br /&gt;
&lt;br /&gt;
; getCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Returns an associative array of rows for a sql SELECT query.&lt;br /&gt;
: The key of the resulting associative array is the first field specified in the SELECT query.&lt;br /&gt;
: The value of the resulting associative array if an associative array with all the field specified in the SELECT query and associated values.&lt;br /&gt;
: First column must be a primary or alternate key.&lt;br /&gt;
: The resulting collection can be empty.&lt;br /&gt;
: If you specified $bSingleValue=true and if your SQL query request 2 fields A and B, the method returns an associative array &amp;quot;A=&amp;gt;B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 1235 =&amp;gt; array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; &#039;myuser0&#039;,&lt;br /&gt;
 1235 =&amp;gt; &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyCollectionFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if the collection is empty&lt;br /&gt;
&lt;br /&gt;
; function getObjectFromDB( $sql )&lt;br /&gt;
: Returns one row for the sql SELECT query as an associative array or null if there is no result&lt;br /&gt;
: Raise an exception if the query return more than one row&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player WHERE player_id=&#039;$player_id&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
  &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 &lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if no row is found&lt;br /&gt;
&lt;br /&gt;
; getObjectListFromDB( $sql, $bUniqueValue=false )&lt;br /&gt;
: Return an array of rows for a sql SELECT query.&lt;br /&gt;
: the result if the same than &amp;quot;getCollectionFromDB&amp;quot; except that the result is a simple array (and not an associative array).&lt;br /&gt;
: The result can be empty.&lt;br /&gt;
: If you specified $bUniqueValue=true and if your SQL query request 1 field, the method returns directly an array of values.&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;myuser0&#039;,&lt;br /&gt;
 &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getDoubleKeyCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Return an associative array of associative array, from a SQL SELECT query.&lt;br /&gt;
: First array level correspond to first column specified in SQL query.&lt;br /&gt;
: Second array level correspond to second column specified in SQL query.&lt;br /&gt;
: If bSingleValue = true, keep only third column on result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; DbGetLastId()&lt;br /&gt;
: Return the PRIMARY key of the last inserted row (see PHP mysql_insert_id function).&lt;br /&gt;
&lt;br /&gt;
; DbAffectedRow()&lt;br /&gt;
: Return the number of row affected by the last operation&lt;br /&gt;
&lt;br /&gt;
; escapeStringForDB( $string )&lt;br /&gt;
: You must use this function on every string type data in your database that contains unsafe data.&lt;br /&gt;
: (unsafe = can be modified by a player).&lt;br /&gt;
: This method makes sure that no SQL injection will be done through the string used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_color color FROM player WHERE player_id=&#039;1234&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;id&#039; =&amp;gt; 1234,&lt;br /&gt;
 &#039;name&#039; =&amp;gt; &#039;myuser1&#039;,&lt;br /&gt;
 &#039;color&#039; =&amp;gt; &#039;ff0000&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; function getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem, but raise an exception if the query doesn&#039;t return exactly one row&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: see Editing [[Game database model: dbmodel.sql]] to know how to define your database model.&lt;br /&gt;
&lt;br /&gt;
== Use globals ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, you have to keep a single integer value that is global to your game, and you don&#039;t want to create a DB table specifically for it.&lt;br /&gt;
&lt;br /&gt;
Using a BGA framework &amp;quot;global&amp;quot;, you can do such a thing. Your value will be stored in the &amp;quot;global&amp;quot; table in database, and you can access it with simple methods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initGameStateLabels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is located at the beginning of your game logic. This is the place you defines the globals used in your game logic, by assigning them IDs.&lt;br /&gt;
&lt;br /&gt;
You can define up to 89 globals, with IDs from 10 to 89. You must NOT use globals outside this range as globals are used by other components of the framework.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        self::initGameStateLabels( array( &lt;br /&gt;
                &amp;quot;my_first_global_variable&amp;quot; =&amp;gt; 10,&lt;br /&gt;
                &amp;quot;my_second_global_variable&amp;quot; =&amp;gt; 11&lt;br /&gt;
        ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateInitialValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Init your global value. Must be called before any use of your global, so you should call this method from your &amp;quot;setupNewGame&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getGameStateValue( $value_label )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Retrieve the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incGameStateValue( $value_label, $increment )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment the current value of a global. If increment is negative, decrement the value of the global.&lt;br /&gt;
&lt;br /&gt;
Return the final value of the global.&lt;br /&gt;
&lt;br /&gt;
== Game states and active players ==&lt;br /&gt;
&lt;br /&gt;
; checkAction( $actionName, $bThrowException=true )&lt;br /&gt;
: Check if action is valid regarding current game state (exception if fails)&lt;br /&gt;
: The action is valid if it is listed as a &amp;quot;possibleactions&amp;quot; in the current game state (see game state description).&lt;br /&gt;
: This method MUST be called in the first place in ALL your PHP methods that handle players action, in order to make sure a player can&#039;t do an action when the rules disallow it at this moment of the game.&lt;br /&gt;
: if &amp;quot;bThrowException&amp;quot; is set to &amp;quot;false&amp;quot;, the function return false in case of failure instead of throwing and exception. This is useful when several actions are possible in order to test each of them without throwing exceptions.&lt;br /&gt;
&lt;br /&gt;
; activeNextPlayer()&lt;br /&gt;
: Make the next player active in the natural player order.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; activePrevPlayer()&lt;br /&gt;
: Make the previous player active (in the natural player order).&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;changeActivePlayer( $player_id )&lt;br /&gt;
: You can call this method to make any player active.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;getActivePlayerList()&lt;br /&gt;
: With this method you can retrieve the list of the active player at any time.&lt;br /&gt;
: During a &amp;quot;game&amp;quot; type gamestate, it will return a void array.&lt;br /&gt;
: During a &amp;quot;activeplayer&amp;quot; type gamestate, it will return an array with one value (the active player id).&lt;br /&gt;
: during a &amp;quot;multipleactiveplayer&amp;quot; type gamestate, it will return an array of the active players id.&lt;br /&gt;
: Note: you should only use this method is the latter case.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive()&lt;br /&gt;
: With this method, all playing players are made active.&lt;br /&gt;
: Usually, you use this method at the beginning (ex: &amp;quot;st&amp;quot; action method) of a multiplayer game state when all players have to do some action.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayersMultiactive( $players, $next_state )&lt;br /&gt;
: Make a specific list of players active during a multiactive gamestate.&lt;br /&gt;
: &amp;quot;players&amp;quot; is the array of player id that should be made active.&lt;br /&gt;
: In case &amp;quot;players&amp;quot; is empty, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayerNonMultiactive( $player_id, $next_state )&lt;br /&gt;
: During a multiactive game state, make the specified player inactive.&lt;br /&gt;
: Usually, you call this method during a multiactive game state after a player did his action.&lt;br /&gt;
: If this player was the last active player, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;checkPossibleAction( $action )&lt;br /&gt;
: (rarely used)&lt;br /&gt;
: This works exactly like &amp;quot;checkAction&amp;quot;, except that it do NOT check if current player is active.&lt;br /&gt;
: This is used specifically in certain game states when you want to authorize some additional actions for players that are not active at the moment.&lt;br /&gt;
: Example: in Libertalia game, you want to authorize players to change their mind about card played. They are of course not active at the time they change their mind, so you cannot use &amp;quot;checkAction&amp;quot; and use &amp;quot;checkPossibleAction&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
== Players turn order ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getNextPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an associative array which associate each player with the next player around the table.&lt;br /&gt;
&lt;br /&gt;
In addition, key 0 is associated to the first player to play.&lt;br /&gt;
&lt;br /&gt;
Example: if three player with ID 1, 2 and 3 are around the table, in this order, the method returns:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   array( &lt;br /&gt;
    1 =&amp;gt; 2, &lt;br /&gt;
    2 =&amp;gt; 3, &lt;br /&gt;
    3 =&amp;gt; 1, &lt;br /&gt;
    0 =&amp;gt; 1 &lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPrevPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, but the associative array associate the previous player around the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerAfter( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing after given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerBefore( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing before given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
== Notify players ==&lt;br /&gt;
&lt;br /&gt;
To understand notifications, please read [http://www.slideshare.net/boardgamearena/the-bga-framework-at-a-glance The BGA Framework at a glance] first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notifications are sent at the very end of the request, when it ends normally. It means that if you throw an exception for any reason (ex: move not allowed), no notifications will be sent to players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyAllPlayers( $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Send a notification to all players of the game.&lt;br /&gt;
&lt;br /&gt;
* notification_type:&lt;br /&gt;
A string that defines the type of your notification.&lt;br /&gt;
&lt;br /&gt;
Your game interface Javascript logic will use this to know what is the type of the received notification (and to trigger the corresponding method).&lt;br /&gt;
&lt;br /&gt;
* notification_log:&lt;br /&gt;
A string that defines what is to be displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
You can use an empty string here (&amp;quot;&amp;quot;). In this case, nothing is displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
If you define a real string here, you should use &amp;quot;clienttranslate&amp;quot; method to make sure it can be translate.&lt;br /&gt;
&lt;br /&gt;
You can use arguments in your notification_log strings, that refers to values defines in the &amp;quot;notification_args&amp;quot; argument (see below).&lt;br /&gt;
&lt;br /&gt;
Note: you CAN use some HTML inside your notification log, and it is working. However:&lt;br /&gt;
_ pay attention to keep the log clear.&lt;br /&gt;
_ try to not include some HTML tags inside the &amp;quot;clienttranslate&amp;quot; method, otherwise it will make the translators work more difficult. You can use a notification argument instead, and provide your HTML through this argument.&lt;br /&gt;
&lt;br /&gt;
* notification_args:&lt;br /&gt;
The arguments of your notifications, as an associative array.&lt;br /&gt;
&lt;br /&gt;
This array will be transmitted to the game interface logic, in order the game interface can be updated.&lt;br /&gt;
&lt;br /&gt;
Complete notifyAllPlayers example (from &amp;quot;Reversi&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::notifyAllPlayers( &amp;quot;playDisc&amp;quot;, clienttranslate( &#039;${player_name} plays a disc and turns over ${returned_nbr} disc(s)&#039; ), array(&lt;br /&gt;
        &#039;player_id&#039; =&amp;gt; $player_id,&lt;br /&gt;
        &#039;player_name&#039; =&amp;gt; self::getActivePlayerName(),&lt;br /&gt;
        &#039;returned_nbr&#039; =&amp;gt; count( $turnedOverDiscs ),&lt;br /&gt;
        &#039;x&#039; =&amp;gt; $x,&lt;br /&gt;
        &#039;y&#039; =&amp;gt; $y&lt;br /&gt;
     ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can see in the example above the use of the &amp;quot;clienttranslate&amp;quot; method, and the use of 2 arguments &amp;quot;player_name&amp;quot; and &amp;quot;returned_nbr&amp;quot; in the notification log.&lt;br /&gt;
&lt;br /&gt;
Important: NO private date must be sent with this method, as a cheater could see it even it is not used explicitly by the game interface logic. If you want to send private information to a player, please use notifyPlayer below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyPlayer( $player_id, $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, except that the notification is sent to one player only.&lt;br /&gt;
&lt;br /&gt;
This method must be used each time some private information must be transmitted to a player.&lt;br /&gt;
&lt;br /&gt;
== Game statistics ==&lt;br /&gt;
&lt;br /&gt;
There are 2 types of statistics:&lt;br /&gt;
* a &amp;quot;player&amp;quot; statistic is a statistic associated to a player&lt;br /&gt;
* a &amp;quot;table&amp;quot; statistics is a statistic not associated to a player (global statistic for this game).&lt;br /&gt;
&lt;br /&gt;
See [[Game statistics: stats.inc.php]] to see how you defines statistics for your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initStat( $table_or_player, $name, $value, $player_id=null )&#039;&#039;&#039;&lt;br /&gt;
Create a statistic entry for the specified statistics with a default value.&lt;br /&gt;
This method must be called for each statistics of your game, in your setupNewGame method.&lt;br /&gt;
&lt;br /&gt;
&#039;table_or_player&#039; must be set to &amp;quot;table&amp;quot; if this is a table statistics, or &amp;quot;player&amp;quot; if this is a player statistics.&lt;br /&gt;
&lt;br /&gt;
&#039;name&#039; is the name of your statistics, as it has been defined in your stats.inc.php file.&lt;br /&gt;
&lt;br /&gt;
&#039;value&#039; is the initial value of the statistics. If this is a player statistics and if the player is not specified by &amp;quot;player_id&amp;quot; argument, the value is set for ALL players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;function setStat( $value, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set a statistic value.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;player_id&amp;quot; is not specified, setStat consider it is a TABLE statistic.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;player_id&amp;quot; is specified, setStat consider it is a PLAYER statistic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incStat( $delta, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment (or decrement) specified statistic value. Same behavior as above.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Manage player scores and Tie breaker ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players automatically get a rank depending on their score: the player with the biggest score is #1, the player with the second biggest score is #2, and so on...&lt;br /&gt;
&lt;br /&gt;
During the game, you update player&#039;s score directly by updating &amp;quot;player_score&amp;quot; field of &amp;quot;player&amp;quot; table in database.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // +2 points to active player&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=player_score+2 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
  // Set score of active player to 5&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=5 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget to notify the client side in order the score control can be updated accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie breaker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tie breaker is used when two players get the same score at the end of a game.&lt;br /&gt;
&lt;br /&gt;
Tie breaker is using &amp;quot;player_score_aux&amp;quot; field of &amp;quot;player&amp;quot; table. It is updated exactly like the &amp;quot;player_score&amp;quot; field.&lt;br /&gt;
&lt;br /&gt;
Tie breaker score is displayed only for players who are tied at the end of the game. Most of the time, it is not supposed to be displayed explicitly during the game.&lt;br /&gt;
&lt;br /&gt;
When you are using &amp;quot;player_score_aux&amp;quot; functionality, you must describe the formula to use in your Constructor method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
         $this-&amp;gt;tie_breaker_description = self::_(&amp;quot;Describe here your tie breaker formula&amp;quot;);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This description will be used as a tooltip to explain to players how this auxiliary score has been calculated.&lt;br /&gt;
&lt;br /&gt;
== Reflexion time ==&lt;br /&gt;
&lt;br /&gt;
; function giveExtraTime( $player_id, $specific_time=null )&lt;br /&gt;
: Give standard extra time to this player.&lt;br /&gt;
: Standard extra time depends on the speed of the game (small with &amp;quot;slow&amp;quot; game option, bigger with other options).&lt;br /&gt;
: You can also specify an exact time to add, in seconds, with the &amp;quot;specified_time&amp;quot; argument (rarely used).&lt;br /&gt;
&lt;br /&gt;
== Managing errors and exceptions ==&lt;br /&gt;
&lt;br /&gt;
Note: when you throw an exception, all database changes and all notifications are cancelled immediately. This way, the game situation that were existing before the request is completely restored.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaUserException ( $error_message)&lt;br /&gt;
: Base class to notify a user error&lt;br /&gt;
: You must throw this exception when a player want to do something that he is not allowed to do.&lt;br /&gt;
: The error message will be shown to the player as a &amp;quot;red message&amp;quot;, so it must be translated.&lt;br /&gt;
: Throwing such an exception is NOT considered as a bug, so it is not traced in BGA error logs.&lt;br /&gt;
&lt;br /&gt;
Example from Gomoku:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     throw new BgaUserException( self::_(&amp;quot;There is already a stone on this intersection, you can&#039;t play there&amp;quot;) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemVisibleException ( $error_message)&lt;br /&gt;
: You must throw this exception when you detect something that is not supposed to happened into your code.&lt;br /&gt;
: The error message is shown to the user as an &amp;quot;Unexpected error&amp;quot;, in order he can report it in the forum.&lt;br /&gt;
: The error message is logged in BGA error logs. If it happens regularly, we will report it to you.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemException ( $error_message)&lt;br /&gt;
: Base class to notify a system exception. The message will be hidden from the user, but show in the logs. Use this if the message contains technical information.&lt;br /&gt;
: You shouldn&#039;t use this type of exception except if you think the information shown could be critical. Indeed: a generic error message will be shown to the user, so it&#039;s going to be difficult for you to see what happened.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=679</id>
		<title>Main game logic: yourgamename.game.php</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=679"/>
		<updated>2013-03-06T15:09:36Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Game states and active players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This file is the main file for your game logic. Here you initialize the game, persist data, implement the rules and notify changes to the client interface.&lt;br /&gt;
&lt;br /&gt;
== File Structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
 &lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* EmptyGame (constructor): where you define global variables.&lt;br /&gt;
* setupNewGame: initial setup of the game.&lt;br /&gt;
* getAllDatas: where you retrieve all game data during a complete reload of the game.&lt;br /&gt;
* getGameProgression: where you compute the game progression indicator.&lt;br /&gt;
* Utility functions: your utility functions.&lt;br /&gt;
* Player actions: the entry points for players actions. &lt;br /&gt;
* Game state arguments: methods to return additional data on specific game states.&lt;br /&gt;
* Game state actions: the logic to run when entering a new game state.&lt;br /&gt;
* zombieTurn: what to do it&#039;s the turn of a zombie player.&lt;br /&gt;
&lt;br /&gt;
== Accessing player informations ==&lt;br /&gt;
&lt;br /&gt;
; getPlayersNumber()&lt;br /&gt;
: Returns the number of players playing at the table&lt;br /&gt;
: Note: doesn&#039;t work in setupNewGame so use count($players) instead&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerId()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot;, whatever what is the current state type.&lt;br /&gt;
: Note: it does NOT mean that this player is active right now, because state type could be &amp;quot;game&amp;quot; or &amp;quot;multiplayer&amp;quot;&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerName()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot; name&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; loadPlayersBasicInfos()&lt;br /&gt;
: Get an associative array with generic data about players (ie: not game specific data).&lt;br /&gt;
: The key of the associative array is the player id.&lt;br /&gt;
: The content of each value is:&lt;br /&gt;
: * player_name&lt;br /&gt;
: * player_color (ex: ff0000)&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerId()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot;. The current player is the one from which the action originated (the one who send the request).&lt;br /&gt;
: &#039;&#039;&#039;Be careful&#039;&#039;&#039;: It is not always the active player.&lt;br /&gt;
: In general, you shouldn&#039;t use this method, unless you are in &amp;quot;multiplayer&amp;quot; state.&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerName()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; name&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerColor()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; color&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerZombie()&lt;br /&gt;
: Check the &amp;quot;current_player&amp;quot; zombie status. If true, player leave the game.&lt;br /&gt;
&lt;br /&gt;
== Accessing database ==&lt;br /&gt;
&lt;br /&gt;
The main game logic should be the only point from where you should access to the game database. You access your database using SQL queries with the methods below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BGA is using [http://dev.mysql.com/doc/refman/5.0/en/sql-syntax-transactions.html database transactions]. It means that your database changes WON&#039;T BE APPLIED to the database until your request ends normally. Using transaction is in fact very useful for you: at any time, if your game logic detects that something is wrong (ex: unallowed move), you just have to throw an exception and all the changes already performed on the game situation will be removed.&lt;br /&gt;
&lt;br /&gt;
; DbQuery( $sql )&lt;br /&gt;
: This is the generic method to access the database.&lt;br /&gt;
: It can execute any type of SELECT/UPDATE/DELETE/REPLACE query on the database.&lt;br /&gt;
: You should use it for UPDATE/DELETE/REPLACE query. For SELECT queries, the specialized methods above are much better.&lt;br /&gt;
&lt;br /&gt;
; getUniqueValueFromDB( $sql )&lt;br /&gt;
: Returns a unique value from DB or null if no value is found.&lt;br /&gt;
: $sql must be a SELECT query.&lt;br /&gt;
: Raise an exception if more than 1 row is returned.&lt;br /&gt;
&lt;br /&gt;
; getCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Returns an associative array of rows for a sql SELECT query.&lt;br /&gt;
: The key of the resulting associative array is the first field specified in the SELECT query.&lt;br /&gt;
: The value of the resulting associative array if an associative array with all the field specified in the SELECT query and associated values.&lt;br /&gt;
: First column must be a primary or alternate key.&lt;br /&gt;
: The resulting collection can be empty.&lt;br /&gt;
: If you specified $bSingleValue=true and if your SQL query request 2 fields A and B, the method returns an associative array &amp;quot;A=&amp;gt;B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 1235 =&amp;gt; array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; &#039;myuser0&#039;,&lt;br /&gt;
 1235 =&amp;gt; &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyCollectionFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if the collection is empty&lt;br /&gt;
&lt;br /&gt;
; function getObjectFromDB( $sql )&lt;br /&gt;
: Returns one row for the sql SELECT query as an associative array or null if there is no result&lt;br /&gt;
: Raise an exception if the query return more than one row&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player WHERE player_id=&#039;$player_id&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
  &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 &lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if no row is found&lt;br /&gt;
&lt;br /&gt;
; getObjectListFromDB( $sql, $bUniqueValue=false )&lt;br /&gt;
: Return an array of rows for a sql SELECT query.&lt;br /&gt;
: the result if the same than &amp;quot;getCollectionFromDB&amp;quot; except that the result is a simple array (and not an associative array).&lt;br /&gt;
: The result can be empty.&lt;br /&gt;
: If you specified $bUniqueValue=true and if your SQL query request 1 field, the method returns directly an array of values.&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;myuser0&#039;,&lt;br /&gt;
 &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getDoubleKeyCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Return an associative array of associative array, from a SQL SELECT query.&lt;br /&gt;
: First array level correspond to first column specified in SQL query.&lt;br /&gt;
: Second array level correspond to second column specified in SQL query.&lt;br /&gt;
: If bSingleValue = true, keep only third column on result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; DbGetLastId()&lt;br /&gt;
: Return the PRIMARY key of the last inserted row (see PHP mysql_insert_id function).&lt;br /&gt;
&lt;br /&gt;
; DbAffectedRow()&lt;br /&gt;
: Return the number of row affected by the last operation&lt;br /&gt;
&lt;br /&gt;
; escapeStringForDB( $string )&lt;br /&gt;
: You must use this function on every string type data in your database that contains unsafe data.&lt;br /&gt;
: (unsafe = can be modified by a player).&lt;br /&gt;
: This method makes sure that no SQL injection will be done through the string used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_color color FROM player WHERE player_id=&#039;1234&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;id&#039; =&amp;gt; 1234,&lt;br /&gt;
 &#039;name&#039; =&amp;gt; &#039;myuser1&#039;,&lt;br /&gt;
 &#039;color&#039; =&amp;gt; &#039;ff0000&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; function getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem, but raise an exception if the query doesn&#039;t return exactly one row&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: see Editing [[Game database model: dbmodel.sql]] to know how to define your database model.&lt;br /&gt;
&lt;br /&gt;
== Use globals ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, you have to keep a single integer value that is global to your game, and you don&#039;t want to create a DB table specifically for it.&lt;br /&gt;
&lt;br /&gt;
Using a BGA framework &amp;quot;global&amp;quot;, you can do such a thing. Your value will be stored in the &amp;quot;global&amp;quot; table in database, and you can access it with simple methods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initGameStateLabels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is located at the beginning of your game logic. This is the place you defines the globals used in your game logic, by assigning them IDs.&lt;br /&gt;
&lt;br /&gt;
You can define up to 89 globals, with IDs from 10 to 89. You must NOT use globals outside this range as globals are used by other components of the framework.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        self::initGameStateLabels( array( &lt;br /&gt;
                &amp;quot;my_first_global_variable&amp;quot; =&amp;gt; 10,&lt;br /&gt;
                &amp;quot;my_second_global_variable&amp;quot; =&amp;gt; 11&lt;br /&gt;
        ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateInitialValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Init your global value. Must be called before any use of your global, so you should call this method from your &amp;quot;setupNewGame&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getGameStateValue( $value_label )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Retrieve the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incGameStateValue( $value_label, $increment )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment the current value of a global. If increment is negative, decrement the value of the global.&lt;br /&gt;
&lt;br /&gt;
Return the final value of the global.&lt;br /&gt;
&lt;br /&gt;
== Game states and active players ==&lt;br /&gt;
&lt;br /&gt;
; checkAction( $actionName, $bThrowException=true )&lt;br /&gt;
: Check if action is valid regarding current game state (exception if fails)&lt;br /&gt;
: The action is valid if it is listed as a &amp;quot;possibleactions&amp;quot; in the current game state (see game state description).&lt;br /&gt;
: This method should be called in the first place in ALL your PHP methods that handle players action, in order to make sure a player can&#039;t do an action when the rules disallow it at this moment of the game.&lt;br /&gt;
: if &amp;quot;bThrowException&amp;quot; is set to &amp;quot;false&amp;quot;, the function return false in case of failure instead of throwing and exception. This is useful when several actions are possible in order to test each of them without throwing exceptions.&lt;br /&gt;
&lt;br /&gt;
; activeNextPlayer()&lt;br /&gt;
: Make the next player active in the natural player order.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; activePrevPlayer()&lt;br /&gt;
: Make the previous player active (in the natural player order).&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;changeActivePlayer( $player_id )&lt;br /&gt;
: You can call this method to make any player active.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;getActivePlayerList()&lt;br /&gt;
: With this method you can retrieve the list of the active player at any time.&lt;br /&gt;
: During a &amp;quot;game&amp;quot; type gamestate, it will return a void array.&lt;br /&gt;
: During a &amp;quot;activeplayer&amp;quot; type gamestate, it will return an array with one value (the active player id).&lt;br /&gt;
: during a &amp;quot;multipleactiveplayer&amp;quot; type gamestate, it will return an array of the active players id.&lt;br /&gt;
: Note: you should only use this method is the latter case.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive()&lt;br /&gt;
: With this method, all playing players are made active.&lt;br /&gt;
: Usually, you use this method at the beginning (ex: &amp;quot;st&amp;quot; action method) of a multiplayer game state when all players have to do some action.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayersMultiactive( $players, $next_state )&lt;br /&gt;
: Make a specific list of players active during a multiactive gamestate.&lt;br /&gt;
: &amp;quot;players&amp;quot; is the array of player id that should be made active.&lt;br /&gt;
: In case &amp;quot;players&amp;quot; is empty, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayerNonMultiactive( $player_id, $next_state )&lt;br /&gt;
: During a multiactive game state, make the specified player inactive.&lt;br /&gt;
: Usually, you call this method during a multiactive game state after a player did his action.&lt;br /&gt;
: If this player was the last active player, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;checkPossibleAction( $action )&lt;br /&gt;
: (rarely used)&lt;br /&gt;
: This works exactly like &amp;quot;checkAction&amp;quot;, except that it do NOT check if current player is active.&lt;br /&gt;
: This is used specifically in certain game states when you want to authorize some additional actions for players that are not active at the moment.&lt;br /&gt;
: Example: in Libertalia game, you want to authorize players to change their mind about card played. They are of course not active at the time they change their mind, so you cannot use &amp;quot;checkAction&amp;quot; and use &amp;quot;checkPossibleAction&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
== Players turn order ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getNextPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an associative array which associate each player with the next player around the table.&lt;br /&gt;
&lt;br /&gt;
In addition, key 0 is associated to the first player to play.&lt;br /&gt;
&lt;br /&gt;
Example: if three player with ID 1, 2 and 3 are around the table, in this order, the method returns:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   array( &lt;br /&gt;
    1 =&amp;gt; 2, &lt;br /&gt;
    2 =&amp;gt; 3, &lt;br /&gt;
    3 =&amp;gt; 1, &lt;br /&gt;
    0 =&amp;gt; 1 &lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPrevPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, but the associative array associate the previous player around the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerAfter( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing after given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerBefore( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing before given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
== Notify players ==&lt;br /&gt;
&lt;br /&gt;
To understand notifications, please read [http://www.slideshare.net/boardgamearena/the-bga-framework-at-a-glance The BGA Framework at a glance] first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notifications are sent at the very end of the request, when it ends normally. It means that if you throw an exception for any reason (ex: move not allowed), no notifications will be sent to players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyAllPlayers( $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Send a notification to all players of the game.&lt;br /&gt;
&lt;br /&gt;
* notification_type:&lt;br /&gt;
A string that defines the type of your notification.&lt;br /&gt;
&lt;br /&gt;
Your game interface Javascript logic will use this to know what is the type of the received notification (and to trigger the corresponding method).&lt;br /&gt;
&lt;br /&gt;
* notification_log:&lt;br /&gt;
A string that defines what is to be displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
You can use an empty string here (&amp;quot;&amp;quot;). In this case, nothing is displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
If you define a real string here, you should use &amp;quot;clienttranslate&amp;quot; method to make sure it can be translate.&lt;br /&gt;
&lt;br /&gt;
You can use arguments in your notification_log strings, that refers to values defines in the &amp;quot;notification_args&amp;quot; argument (see below).&lt;br /&gt;
&lt;br /&gt;
Note: you CAN use some HTML inside your notification log, and it is working. However:&lt;br /&gt;
_ pay attention to keep the log clear.&lt;br /&gt;
_ try to not include some HTML tags inside the &amp;quot;clienttranslate&amp;quot; method, otherwise it will make the translators work more difficult. You can use a notification argument instead, and provide your HTML through this argument.&lt;br /&gt;
&lt;br /&gt;
* notification_args:&lt;br /&gt;
The arguments of your notifications, as an associative array.&lt;br /&gt;
&lt;br /&gt;
This array will be transmitted to the game interface logic, in order the game interface can be updated.&lt;br /&gt;
&lt;br /&gt;
Complete notifyAllPlayers example (from &amp;quot;Reversi&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::notifyAllPlayers( &amp;quot;playDisc&amp;quot;, clienttranslate( &#039;${player_name} plays a disc and turns over ${returned_nbr} disc(s)&#039; ), array(&lt;br /&gt;
        &#039;player_id&#039; =&amp;gt; $player_id,&lt;br /&gt;
        &#039;player_name&#039; =&amp;gt; self::getActivePlayerName(),&lt;br /&gt;
        &#039;returned_nbr&#039; =&amp;gt; count( $turnedOverDiscs ),&lt;br /&gt;
        &#039;x&#039; =&amp;gt; $x,&lt;br /&gt;
        &#039;y&#039; =&amp;gt; $y&lt;br /&gt;
     ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can see in the example above the use of the &amp;quot;clienttranslate&amp;quot; method, and the use of 2 arguments &amp;quot;player_name&amp;quot; and &amp;quot;returned_nbr&amp;quot; in the notification log.&lt;br /&gt;
&lt;br /&gt;
Important: NO private date must be sent with this method, as a cheater could see it even it is not used explicitly by the game interface logic. If you want to send private information to a player, please use notifyPlayer below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyPlayer( $player_id, $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, except that the notification is sent to one player only.&lt;br /&gt;
&lt;br /&gt;
This method must be used each time some private information must be transmitted to a player.&lt;br /&gt;
&lt;br /&gt;
== Game statistics ==&lt;br /&gt;
&lt;br /&gt;
There are 2 types of statistics:&lt;br /&gt;
* a &amp;quot;player&amp;quot; statistic is a statistic associated to a player&lt;br /&gt;
* a &amp;quot;table&amp;quot; statistics is a statistic not associated to a player (global statistic for this game).&lt;br /&gt;
&lt;br /&gt;
See [[Game statistics: stats.inc.php]] to see how you defines statistics for your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initStat( $table_or_player, $name, $value, $player_id=null )&#039;&#039;&#039;&lt;br /&gt;
Create a statistic entry for the specified statistics with a default value.&lt;br /&gt;
This method must be called for each statistics of your game, in your setupNewGame method.&lt;br /&gt;
&lt;br /&gt;
&#039;table_or_player&#039; must be set to &amp;quot;table&amp;quot; if this is a table statistics, or &amp;quot;player&amp;quot; if this is a player statistics.&lt;br /&gt;
&lt;br /&gt;
&#039;name&#039; is the name of your statistics, as it has been defined in your stats.inc.php file.&lt;br /&gt;
&lt;br /&gt;
&#039;value&#039; is the initial value of the statistics. If this is a player statistics and if the player is not specified by &amp;quot;player_id&amp;quot; argument, the value is set for ALL players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;function setStat( $value, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set a statistic value.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;player_id&amp;quot; is not specified, setStat consider it is a TABLE statistic.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;player_id&amp;quot; is specified, setStat consider it is a PLAYER statistic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incStat( $delta, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment (or decrement) specified statistic value. Same behavior as above.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Manage player scores and Tie breaker ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players automatically get a rank depending on their score: the player with the biggest score is #1, the player with the second biggest score is #2, and so on...&lt;br /&gt;
&lt;br /&gt;
During the game, you update player&#039;s score directly by updating &amp;quot;player_score&amp;quot; field of &amp;quot;player&amp;quot; table in database.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // +2 points to active player&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=player_score+2 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
  // Set score of active player to 5&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=5 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget to notify the client side in order the score control can be updated accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie breaker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tie breaker is used when two players get the same score at the end of a game.&lt;br /&gt;
&lt;br /&gt;
Tie breaker is using &amp;quot;player_score_aux&amp;quot; field of &amp;quot;player&amp;quot; table. It is updated exactly like the &amp;quot;player_score&amp;quot; field.&lt;br /&gt;
&lt;br /&gt;
Tie breaker score is displayed only for players who are tied at the end of the game. Most of the time, it is not supposed to be displayed explicitly during the game.&lt;br /&gt;
&lt;br /&gt;
When you are using &amp;quot;player_score_aux&amp;quot; functionality, you must describe the formula to use in your Constructor method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
         $this-&amp;gt;tie_breaker_description = self::_(&amp;quot;Describe here your tie breaker formula&amp;quot;);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This description will be used as a tooltip to explain to players how this auxiliary score has been calculated.&lt;br /&gt;
&lt;br /&gt;
== Reflexion time ==&lt;br /&gt;
&lt;br /&gt;
; function giveExtraTime( $player_id, $specific_time=null )&lt;br /&gt;
: Give standard extra time to this player.&lt;br /&gt;
: Standard extra time depends on the speed of the game (small with &amp;quot;slow&amp;quot; game option, bigger with other options).&lt;br /&gt;
: You can also specify an exact time to add, in seconds, with the &amp;quot;specified_time&amp;quot; argument (rarely used).&lt;br /&gt;
&lt;br /&gt;
== Managing errors and exceptions ==&lt;br /&gt;
&lt;br /&gt;
Note: when you throw an exception, all database changes and all notifications are cancelled immediately. This way, the game situation that were existing before the request is completely restored.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaUserException ( $error_message)&lt;br /&gt;
: Base class to notify a user error&lt;br /&gt;
: You must throw this exception when a player want to do something that he is not allowed to do.&lt;br /&gt;
: The error message will be shown to the player as a &amp;quot;red message&amp;quot;, so it must be translated.&lt;br /&gt;
: Throwing such an exception is NOT considered as a bug, so it is not traced in BGA error logs.&lt;br /&gt;
&lt;br /&gt;
Example from Gomoku:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     throw new BgaUserException( self::_(&amp;quot;There is already a stone on this intersection, you can&#039;t play there&amp;quot;) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemVisibleException ( $error_message)&lt;br /&gt;
: You must throw this exception when you detect something that is not supposed to happened into your code.&lt;br /&gt;
: The error message is shown to the user as an &amp;quot;Unexpected error&amp;quot;, in order he can report it in the forum.&lt;br /&gt;
: The error message is logged in BGA error logs. If it happens regularly, we will report it to you.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemException ( $error_message)&lt;br /&gt;
: Base class to notify a system exception. The message will be hidden from the user, but show in the logs. Use this if the message contains technical information.&lt;br /&gt;
: You shouldn&#039;t use this type of exception except if you think the information shown could be critical. Indeed: a generic error message will be shown to the user, so it&#039;s going to be difficult for you to see what happened.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=678</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=678"/>
		<updated>2013-03-06T15:06:03Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Tips when adding/removing items to/from Stock components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;quot;Stock&amp;quot; is a javascript component that you can use on your game interface to display a set of elements of the same size that need to be arranged in one or several lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Stock is used for example:&lt;br /&gt;
* To display set of cards, typically hands (ex: in Hearts, Seasons, The Boss, Race for the Galaxy, ...).&lt;br /&gt;
* To display items in player panels (ex: Takenoko, Amyitis, ...)&lt;br /&gt;
* ... in many other situations. For example, black dice and cubes on cards in Troyes are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding (or removing) items to the set. All items slide smoothly to their new position in the set to host the new one.&lt;br /&gt;
* Select/unselect items is a built-in functionnality.&lt;br /&gt;
* You don&#039;t have to care about inserting/removing HTML piece of code: the entire life of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in game &amp;quot;Hearts&amp;quot; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (=a card), and the container div &amp;quot;myhand&amp;quot; - which is a simple void &amp;quot;div&amp;quot; element defines in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what are the items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but create a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with all the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what are the items type to display:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Explain there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create cards types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_themeurl+&#039;img/hearts/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* At first, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call &amp;quot;addItemType&amp;quot; method that create the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: in this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now, if we need to add - for example - the 5 of Heart to player&#039;s hand, we can do this.&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;&amp;lt;div&amp;gt;&amp;quot; element (a void &amp;lt;div&amp;gt; element in your template, with an id).&lt;br /&gt;
* a stock item width and height, in pixels.&lt;br /&gt;
&lt;br /&gt;
(See &amp;quot;Hearts&amp;quot; example above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item to the stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock control that can contains cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
_ type: ID of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
_ weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items (in this case they are not sorted).&lt;br /&gt;
_ image: URL of item image. Most of the time, you will use a CSS sprite for stock item, so you have to specify CSS sprite image here.&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_themeurl+&#039;img/your_game_name/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
_ image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
Important: there are more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there is 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 10;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type.&lt;br /&gt;
&lt;br /&gt;
To make your life easy, in most of the case we suggest you to use &amp;quot;addToStockWithId&amp;quot; in order to give an ID to the item added. &amp;quot;addToStock&amp;quot; is perfect when you are using a stock controls with items that are generic game material that does not need to be addressed individually (ex: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONNAL: if you specify a HTML item here, the item will appear on this item and will be slided to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is exactly the same method than &amp;quot;addToStock&amp;quot;, except that you associate an ID to the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
* When you need to know which item(s) has been selected by the user (see &amp;quot;getSelectedItems&amp;quot;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &amp;quot;removeFromStockById&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their position to their original ones, you can call this method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at the same time.&lt;br /&gt;
* 2: several items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return true/false wether the specified item id has been selected or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player select/unselect an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format than getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items on the stock control &amp;quot;overlap&amp;quot; on each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item must overlap on 20% of the width of the previous item. horizontal_overlap can&#039;t be over 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Jaipur&amp;quot; game to see an example to use of this function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order you can customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
     (...)&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
The usual way is the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock: use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; argument set to the element of your interface where card should come from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
* on the destination Stock, use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; equals to the HTML id of the corresponding item in the source Stock. For example, If the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* then, remove the source item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
(note that it&#039;s important to do things in this order, because source item must still exists when you use it as the origin of the slide).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
* insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* place it on the Stock item with &amp;quot;this.placeOnObject&amp;quot;, using Stock item HTML id (see above).&lt;br /&gt;
* slide it to its new position with &amp;quot;this.slideToObject&amp;quot;&lt;br /&gt;
* remove the card from the Stock item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slided to, from and between your Stock controls smoothly&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=677</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Stock&amp;diff=677"/>
		<updated>2013-03-06T15:05:36Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;quot;Stock&amp;quot; is a javascript component that you can use on your game interface to display a set of elements of the same size that need to be arranged in one or several lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Stock is used for example:&lt;br /&gt;
* To display set of cards, typically hands (ex: in Hearts, Seasons, The Boss, Race for the Galaxy, ...).&lt;br /&gt;
* To display items in player panels (ex: Takenoko, Amyitis, ...)&lt;br /&gt;
* ... in many other situations. For example, black dice and cubes on cards in Troyes are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding (or removing) items to the set. All items slide smoothly to their new position in the set to host the new one.&lt;br /&gt;
* Select/unselect items is a built-in functionnality.&lt;br /&gt;
* You don&#039;t have to care about inserting/removing HTML piece of code: the entire life of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in game &amp;quot;Hearts&amp;quot; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (=a card), and the container div &amp;quot;myhand&amp;quot; - which is a simple void &amp;quot;div&amp;quot; element defines in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what are the items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but create a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with all the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what are the items type to display:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Explain there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create cards types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_themeurl+&#039;img/hearts/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* At first, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call &amp;quot;addItemType&amp;quot; method that create the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: in this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now, if we need to add - for example - the 5 of Heart to player&#039;s hand, we can do this.&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;&amp;lt;div&amp;gt;&amp;quot; element (a void &amp;lt;div&amp;gt; element in your template, with an id).&lt;br /&gt;
* a stock item width and height, in pixels.&lt;br /&gt;
&lt;br /&gt;
(See &amp;quot;Hearts&amp;quot; example above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item to the stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock control that can contains cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
_ type: ID of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
_ weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items (in this case they are not sorted).&lt;br /&gt;
_ image: URL of item image. Most of the time, you will use a CSS sprite for stock item, so you have to specify CSS sprite image here.&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_themeurl+&#039;img/your_game_name/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
_ image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
Important: there are more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there is 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 10;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type.&lt;br /&gt;
&lt;br /&gt;
To make your life easy, in most of the case we suggest you to use &amp;quot;addToStockWithId&amp;quot; in order to give an ID to the item added. &amp;quot;addToStock&amp;quot; is perfect when you are using a stock controls with items that are generic game material that does not need to be addressed individually (ex: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONNAL: if you specify a HTML item here, the item will appear on this item and will be slided to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is exactly the same method than &amp;quot;addToStock&amp;quot;, except that you associate an ID to the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
* When you need to know which item(s) has been selected by the user (see &amp;quot;getSelectedItems&amp;quot;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &amp;quot;removeFromStockById&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either addToStock or addToStockWithId, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their position to their original ones, you can call this method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at the same time.&lt;br /&gt;
* 2: several items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return true/false wether the specified item id has been selected or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player select/unselect an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your method like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format than getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items on the stock control &amp;quot;overlap&amp;quot; on each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item must overlap on 20% of the width of the previous item. horizontal_overlap can&#039;t be over 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Jaipur&amp;quot; game to see an example to use of this function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order you can customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
     (...)&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
The usual way is the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st case&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock: use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; argument set to the element of your interface where card should come from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd case&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
* on the destination Stock, use &amp;quot;addToStockWithId&amp;quot; with a &amp;quot;from&amp;quot; equals to the HTML id of the corresponding item in the source Stock. For example, If the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* then, remove the source item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
(note that it&#039;s important to do things in this order, because source item must still exists when you use it as the origin of the slide).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd case&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
* insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* place it on the Stock item with &amp;quot;this.placeOnObject&amp;quot;, using Stock item HTML id (see above).&lt;br /&gt;
* slide it to its new position with &amp;quot;this.slideToObject&amp;quot;&lt;br /&gt;
* remove the card from the Stock item with &amp;quot;removeFromStockById&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slided to, from and between your Stock controls smoothly&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=676</id>
		<title>Game interface logic: yourgamename.js</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=676"/>
		<updated>2013-03-06T15:02:01Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Player&amp;#039;s panel disabling/enabling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is the main file for your game interface. Here you will define:&lt;br /&gt;
&lt;br /&gt;
* which actions on the page will generate calls to the server&lt;br /&gt;
* what happens when you get a notification for change from the server and how it will show in the browser. &lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
&lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* constructor: here you can define variable global to your whole interface.&lt;br /&gt;
* setup: this method is called when the page is refreshed, in order you can setup the game interface.&lt;br /&gt;
* onEnteringState: the method is called when entering in a new game state. This way you can customize the view for this game state.&lt;br /&gt;
* onLeavingState: the method is called when leaving a game state.&lt;br /&gt;
* onUpdateActionButtons: called when entering in a new state, in order you can add action buttons in status bar.&lt;br /&gt;
* (utility methods): at this place you can define your utility methods&lt;br /&gt;
* (player&#039;s actions): at this place you can write your handlers for player&#039;s action on the interface (ex: click on an item).&lt;br /&gt;
* setupNotifications: in this method you associate notifications with notification handlers. This way, for each game notification, you trigger a javascript method to handle it and update the game interface.&lt;br /&gt;
* (notification handlers): at this place you can define your notifications handlers.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: Id of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains your initial set of datas to init the game, created at game start or game refresh (F5)&lt;br /&gt;
: You can update it as needed to keep an up to date reference of the game on the client side if you need it (most of the time you don&#039;t).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play)&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayerId()&lt;br /&gt;
: Return the ID of active player, or null if we are not in a &amp;quot;activeplayer&amp;quot; type state.&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayers()&lt;br /&gt;
: Return an array with the IDs of players that are currently active (or an empty array if there is not).&lt;br /&gt;
&lt;br /&gt;
== Dojo framework ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the [http://dojotoolkit.org/ Dojo Javascript framework].&lt;br /&gt;
&lt;br /&gt;
The Dojo framework allows us to do complex things easier, and the BGA framework is using Dojo framework a lot.&lt;br /&gt;
&lt;br /&gt;
To realize game although, you only need to use a few part of the Dojo framework. All the Dojo methods you need to use are describe on this page.&lt;br /&gt;
&lt;br /&gt;
== Access and manipulate the DOM ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$(&#039;some_html_element_id&#039;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The $() function is used to get some HTML element using its &amp;quot;id&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
Example 1: modify the content of a &amp;quot;span&amp;quot; element:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In your HTML code:&lt;br /&gt;
   &amp;lt;span id=&amp;quot;a_value_in_the_game_interface&amp;quot;&amp;gt;1234&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your Javascript code:&lt;br /&gt;
   $(&#039;a_value_in_the_game_interface&#039;).innerHTML = &amp;quot;9999&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: $() is the standard method to access some HTML element with BGA Framework. You must not use &amp;quot;getElementById&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.style you can modify a CSS property of any HTML element of your interface.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Make an element disappear&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Give an element a 2px border&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;borderWidth&#039;, &#039;2px&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Change the background position of an element&lt;br /&gt;
     // (very practical when you are using CSS sprite to transform an element to another)&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;backgroundPosition&#039;, &#039;-20px -50px&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you must always use dojo.style to modify CSS properties of HTML elements.&lt;br /&gt;
&lt;br /&gt;
Note²: if you have to modify several CSS properties of an element, or if you have some complex CSS transformation to do, you should consider using dojo.addClass/dojo.removeClass (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo CSS classes manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many situation, a bunch of many small CSS property update can be replaced by a CSS class change (ie: you add a CSS class to your element instead of applying all modification manually).&lt;br /&gt;
&lt;br /&gt;
Advantages are:&lt;br /&gt;
* All your CSS stuff remains in your CSS file.&lt;br /&gt;
* You can add/remove a list of CSS modifications with a simple function and whithout error.&lt;br /&gt;
* You can test if you applied the stuff to an element with &amp;quot;dojo.hasClass&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Example from &amp;quot;Reversi&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // We add &amp;quot;possibleMove&amp;quot; to an element&lt;br /&gt;
    dojo.addClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
    // In our CSS file, the class is defined as:&lt;br /&gt;
    .possibleMove {&lt;br /&gt;
      background-color: white;&lt;br /&gt;
      opacity: 0.2;&lt;br /&gt;
      filter:alpha(opacity=20); /* For IE8 and earlier */  &lt;br /&gt;
      cursor: pointer;  &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     // So we&#039;ve applied 4 CSS property change in one line of code.&lt;br /&gt;
&lt;br /&gt;
     // ... and when we need to check if a square is a possible move on client side:&lt;br /&gt;
     if( dojo.hasClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; ) )&lt;br /&gt;
     { ... }&lt;br /&gt;
&lt;br /&gt;
     // ... and if we want to remove all possible moves in one line of code (see &amp;quot;dojo.query&amp;quot; method):&lt;br /&gt;
     dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conclusion: we encourage you to use dojo.addClass, dojo.removeClass and dojo.hasClass to make your life easier :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.query&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.query, you can query a bunch of HTML elements with a single function, with a &amp;quot;CSS selector&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // All elements with class &amp;quot;possibleMove&amp;quot;:&lt;br /&gt;
     var elements = dojo.query( &#039;.possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Count number of tokens (ie: elements with class &amp;quot;token&amp;quot;) on the board (ie: element with id &amp;quot;board&amp;quot;):&lt;br /&gt;
     dojo.query( &#039;#board .token&#039; ).length;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what is really cool with dojo.query is that you can combine it with almost all methods above.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Trigger a method when the mouse enter in any element with class &amp;quot;meeple&amp;quot;:&lt;br /&gt;
     dojo.query( &#039;.meeple&#039; ).connect( &#039;onmouseenter&#039;, this, &#039;myMethodToTrigger&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Hide all meeples who are on the board&lt;br /&gt;
     dojo.query( &#039;#board .meeple&#039; ).style( &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
dojo.place is the best function to insert some HTML code somewhere in your game interface without breaking something. It is much better to use that &amp;quot;innerHTML=&#039;&#039;&amp;quot; method as soon as you must insert HTML tags and not only values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Insert your HTML code as a child of a container element&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // Replace the container element with your new html&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot;, &amp;quot;replace&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the third parameter of dojo.place can take various interesting value: &amp;quot;first&amp;quot;, &amp;quot;after&amp;quot;, ... [http://dojotoolkit.org/reference-guide/1.7/dojo/place.html See full doc on dojo.place].&lt;br /&gt;
&lt;br /&gt;
Usually, when you want to insert some piece of HTML in your game interface, you should use &amp;quot;[[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addStyleToClass: function( cssClassName, cssProperty, propertyValue )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObject( mobile_obj, target_obj, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use slideToObject to &amp;quot;slide&amp;quot; an element to a target position.&lt;br /&gt;
&lt;br /&gt;
Sliding element on the game area is the recommended and the most used way to animate your game interface. Using slides allow players to figure out what is happening on the game, as if they were playing with the real boardgame.&lt;br /&gt;
&lt;br /&gt;
The parameters are:&lt;br /&gt;
* mobile_obj: the ID of the object to move. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned.&lt;br /&gt;
* target_obj: the ID of the target object. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned. Note that it is not mandatory that mobile_obj and target_obj have the same size. If their size are different, the system slides the center of mobile_obj to the center of target_obj.&lt;br /&gt;
* duration: (optional) defines the duration in millisecond of the slide. The default is 500 milliseconds.&lt;br /&gt;
* delay: (optional). If you defines a delay, the slide will start only after this delay. This is particularly useful when you want to slide several object from the same position to the same position: you can give a 0ms delay to the first object, a 100ms delay to the second one, a 200ms delay to the third one, ... this way they won&#039;t be superposed during the slide.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL: The method returns an dojo.fx animation, so you can combine it with other animation if you want to. It means that you have to call the &amp;quot;play()&amp;quot; method, otherwise the animation WON&#039;T START.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObject( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectPos( mobile_obj, target_obj, target_x, target_y, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method does exactly the same than &amp;quot;slideToObjectPos&amp;quot;, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will slide to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: slide a token to some place on the board, 10 pixels to the bottom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObjectPos( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 0, 10 ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideTemporaryObject( mobile_obj_html, mobile_obj_parent, from, to, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is useful when you want to slide a temporary HTML object from one place to another. As this object does not exists before the animation and won&#039;t remain after, it could be complex to create this object (with dojo.place), to place it at its origin (with placeOnObject) to slide it (with slideToObject) and to make it disappear at the end.&lt;br /&gt;
&lt;br /&gt;
slideTemporaryObject does all of this for you:&lt;br /&gt;
* mobile_obj_html is a piece of HTML code that represent the object to slide.&lt;br /&gt;
* mobile_obj_parent is the ID of an HTML element of your interface that will be the parent of this temporary HTML object.&lt;br /&gt;
* from is the ID of the origin of the slide.&lt;br /&gt;
* to is the ID of the target of the slide.&lt;br /&gt;
* duration/delay works exactly like in &amp;quot;slideToObject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideTemporaryObject( &#039;&amp;lt;div class=&amp;quot;token_icon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;, &#039;tokens&#039;, &#039;my_origin_div&#039;, &#039;my_target_div&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.fadeOutAndDestroy( node )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function fade out the target HTML node, then destroy it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.fadeOutAndDestroy( &amp;quot;a_card_that_must_disappear&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the HTML node still exists until during few milliseconds, until the fadeOut has been completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moving elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObject( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
placeOnObject works exactly like &amp;quot;slideToObject&amp;quot;, except that the effect is immediate.&lt;br /&gt;
&lt;br /&gt;
This is not really an animation, but placeOnObject is frequently used before starting an animation.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // (We just created an object &amp;quot;my_new_token&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
  // Place the new token on current player board&lt;br /&gt;
  this.placeOnObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;overall_player_board_&amp;quot;+this.player_id );&lt;br /&gt;
  &lt;br /&gt;
  // Then slide it to its position on the board&lt;br /&gt;
  this.slideToObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;a_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObjectPos( mobile_obj, target_obj, target_x, target_y )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method works exactly like placeOnObject, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will be placed to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.attachToNewParent( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method, you change the HTML parent of &amp;quot;mobile_obj&amp;quot; element. &amp;quot;target_obj&amp;quot; is the new parent of this element. The beauty of &lt;br /&gt;
attachToNewParent is that the mobile_obj element DOES NOT MOVE during this process.&lt;br /&gt;
&lt;br /&gt;
Note: what happens is that the method calculate a relative position of mobile_obj to make sure it does not move after the HTML parent changes.&lt;br /&gt;
&lt;br /&gt;
Why using this method?&lt;br /&gt;
&lt;br /&gt;
Changing the HTML parent of an element can be useful for the following reasons:&lt;br /&gt;
* When the HTML parent moves, all its child are moving with them. If some game elements is no more linked with a parent HTML object, you may want to attach it to another place.&lt;br /&gt;
* The z_order (vertical order of display) depends on the position in the DOM, so you may need to change the parent of some game elements when they are moving in your game area.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: when you attach an HTML element with a new parent, you break all references to this HTML element (ex: dojo.connect).&lt;br /&gt;
&lt;br /&gt;
== Players input ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.connect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to associate a player event with one of your notification method.&lt;br /&gt;
&lt;br /&gt;
Example: associate a click on an element (&amp;quot;my_element&amp;quot;) with one of our method (&amp;quot;onClickOnMyElement&amp;quot;):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      dojo.connect( $(&#039;my_element&#039;), &#039;onClick&#039;, this, &#039;onClickOnMyElement&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is the only possible correct way to associate a player input event to your code, and you must not use anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkAction( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkAction: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
return true if action is authorized (ie: the action is listed as a &amp;quot;possibleaction&amp;quot; in current game state).&lt;br /&gt;
&lt;br /&gt;
return false and display an error message if not (display no message if nomessage parameter is true). The displayed error message could be either &amp;quot;This move is not allowed at this moment&amp;quot; or &amp;quot;An action is already in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  function onClickOnGameElement( evt )&lt;br /&gt;
  {&lt;br /&gt;
     if( this.checkAction( &amp;quot;my_action&amp;quot; ) )&lt;br /&gt;
     {&lt;br /&gt;
        // Do the action&lt;br /&gt;
     }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.ajaxcall( url, parameters, obj_callback, callback, callback_error )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method must be used to send a player input to the game server.&lt;br /&gt;
&lt;br /&gt;
* url: the url of the action to perform. For a game, it must be: &amp;quot;/&amp;lt;mygame&amp;gt;/&amp;lt;mygame&amp;gt;/myAction.html&amp;quot;&lt;br /&gt;
* parameters: an array of parameter to send to the game server. Note that &amp;quot;lock:true&amp;quot; must always be specified in this list of parameter in order the interface can be locked during the server call.&lt;br /&gt;
* obj_callback: must be set to &amp;quot;this&amp;quot;.&lt;br /&gt;
* callback: a function to trigger when the server returns and everything went fine.&lt;br /&gt;
* callback_error: (optional and rarely used) a function to trigger when the server returns an error.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.ajaxcall( &#039;/mygame/mygame/myaction.html&#039;, { lock: true, &lt;br /&gt;
   arg1: myarg1, &lt;br /&gt;
   arg2: myarg2, &lt;br /&gt;
   ...&lt;br /&gt;
}, this, function( result ) {&lt;br /&gt;
   // Do some stuff after a successful call&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.confirmationDialog()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Display a confirmation dialog with a yes/no choice.&lt;br /&gt;
&lt;br /&gt;
We advice you to NOT use this function unless the player action is really critical and could ruins the game, because it slows down the game and upset players.&lt;br /&gt;
&lt;br /&gt;
Usage: this.confirmationDialog( &amp;quot;Question to displayed&amp;quot;, callback_function_if_click_on_yes );&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.confirmationDialog( _(&#039;Are you sure to use this bonus (points penalty at the end of the game) ?&#039;),&lt;br /&gt;
                         dojo.hitch( this, function() {&lt;br /&gt;
                           this.ajaxcall( &#039;/seasons/seasons/useBonus.html&#039;,&lt;br /&gt;
                                { id:bonus_id, lock:true }, this, function( result ) {} );&lt;br /&gt;
                        } ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addActionButton( id, label, method, (opt)depreciated, (opt)bHighlight )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use this method to add an action button in the main action status bar.&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* id: a ID that should be unique in your HTML DOM document.&lt;br /&gt;
* label: the text of the button. Should be translatable (use _() function).&lt;br /&gt;
* method: the name of your method that must be triggered when the player clicks on this button.&lt;br /&gt;
* depreciated (optional): do not use this. Please not specify this argument or use &amp;quot;null&amp;quot;.&lt;br /&gt;
* bHighlight: if set to &amp;quot;true&amp;quot;, the button is going blink to catch player&#039;s attention. Please don&#039;t abuse of blinking button.&lt;br /&gt;
&lt;br /&gt;
You should only use this method in your &amp;quot;onUpdateActionButtons&amp;quot; method. Usually, you use it like this (from Hears example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onUpdateActionButtons: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
            console.log( &#039;onUpdateActionButtons: &#039;+stateName );&lt;br /&gt;
                      &lt;br /&gt;
            if( this.isCurrentPlayerActive() )&lt;br /&gt;
            {            &lt;br /&gt;
                switch( stateName )&lt;br /&gt;
                {&lt;br /&gt;
                case &#039;giveCards&#039;:&lt;br /&gt;
                    this.addActionButton( &#039;giveCards_button&#039;, _(&#039;Give selected cards&#039;), &#039;onGiveCards&#039; ); &lt;br /&gt;
                    break;&lt;br /&gt;
&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
        },   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, we are adding a &amp;quot;Give selected cards&amp;quot; button in the case we are on game state &amp;quot;giveCards&amp;quot;. When player clicks on this button, it triggers our &amp;quot;onGiveCards&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
When something happens on the server side, your game interface Javascript logic received a notification.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can handle these notifications on the client side.&lt;br /&gt;
&lt;br /&gt;
=== Subscribe to notifications ===&lt;br /&gt;
&lt;br /&gt;
Your Javascript &amp;quot;setupNotifications&amp;quot; method is the place where you can subscribe to notifications from your PHP code.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you associate one of your Javascript method to a notification &amp;quot;playDisc&amp;quot; (from Reversi example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // In setupNotifications method:&lt;br /&gt;
   dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;playDisc&amp;quot; corresponds to the name of the notification you define it in your PHP code, in your &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Then, you have to define your &amp;quot;notif_playDisc&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        notif_playDisc: function( notif )&lt;br /&gt;
        {&lt;br /&gt;
            // Remove current possible moves (makes the board more clear)&lt;br /&gt;
            dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );        &lt;br /&gt;
        &lt;br /&gt;
            this.addDiscOnBoard( notif.args.x, notif.args.y, notif.args.player_id );&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a notification handler like our &amp;quot;notif_playDisc&amp;quot; method, you can access to all notifications arguments with &amp;quot;notif.args&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // If you did this on PHP side:&lt;br /&gt;
    self::notifyAllPlayers( &amp;quot;myNotification&amp;quot;, &#039;&#039;, array( &amp;quot;myArgument&amp;quot; =&amp;gt; 3 ) );&lt;br /&gt;
&lt;br /&gt;
    // On Javascript side, you can access the &amp;quot;myArgument&amp;quot; like this:&lt;br /&gt;
    notif_myNotification: function( notif )&lt;br /&gt;
    {&lt;br /&gt;
       alert( &amp;quot;myArgument = &amp;quot; + notif.args.myArgument );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Synchronous notifications ===&lt;br /&gt;
&lt;br /&gt;
When several notifications are received by your game interface, these notifications are processed immediately, one after the other, in the same exact order they have been generated in your PHP game logic.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, you need to give some time to the players to figure out what happened on the game before jumping to the next notification. Indeed, in many games, they are a lot of automatic actions, and the computer is going to resolve all these actions very fast if you don&#039;t tell it not to do so.&lt;br /&gt;
&lt;br /&gt;
As an example, for Reversi, when someone is playing a disc, we want to wait 500 milliseconds before doing anything else in order the opponent player can figure out what move has been played.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we do this, right after our subscription:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
       this.notifqueue.setSynchronous( &#039;playDisc&#039;, 500 );   // Wait 500 milliseconds after executing the playDisc handler&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tooltips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltip( node, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to the DOM node.&lt;br /&gt;
&lt;br /&gt;
Specify &#039;helpString&#039; to display some information about &amp;quot;what is this game element?&amp;quot;.&lt;br /&gt;
Specify &#039;actionString&#039; to display some information about &amp;quot;what happens when I click on this element?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You must specify both helpString and actionString. Most of the time, you use only one and specify a void string (&amp;quot;&amp;quot;) for the other one.&lt;br /&gt;
&lt;br /&gt;
Usually, _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delay&amp;quot; is an optional parameter. Usually, it is primarily used to specify a zero delay for some game element when the tooltip gives really important information for the game - but remember: no essential information must be placed in tooltips as they won&#039;t be displayed in some browser (see Guidelines).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.addTooltip( $(&#039;cardcount&#039;), _(&#039;Number of cards in hand&#039;), &#039;&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtml( node, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to all the DOM nodes set with this cssClass. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addTooltipHtmlToClass( cssClass, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
== Dialogs, warning messages, confirmation dialogs, ... ==&lt;br /&gt;
&lt;br /&gt;
=== Warning messages ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is something important that is happening on the game and you have to make sure all players get the message. Most of the time, the evolution of the game situation or the game log is enough, but sometimes you need something more visible.&lt;br /&gt;
&lt;br /&gt;
Ex: someone fulfill one of the end of the game condition, so this is the last turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.showMessage( msg, type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
showMessage shows a message in a big rectangular area on the top of the screen of current player.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;msg&amp;quot; is the string to display. It should be translated.&lt;br /&gt;
* &amp;quot;type&amp;quot; can be set to &amp;quot;info&amp;quot; or &amp;quot;error&amp;quot;. If set to &amp;quot;info&amp;quot;, the message will be an informative message on a white background. If set to &amp;quot;error&amp;quot;, the message will be an error message on a red background.&lt;br /&gt;
&lt;br /&gt;
Important: the normal way to inform players about the progression of the game is the game log. &amp;quot;showMessage&amp;quot; is intrusive and should not be used often.&lt;br /&gt;
&lt;br /&gt;
=== Confirmation dialog ===&lt;br /&gt;
&lt;br /&gt;
When an important action with a lot of consequences is triggered by the player, you may want to propose a confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the general guidelines of BGA is to AVOID the use of confirmation dialog. Confirmation dialogs slow down the game and bother players. The players knows that they have to pay attention about each move when they are playing online.&lt;br /&gt;
&lt;br /&gt;
The situation where you should use a confirmation dialog are the following:&lt;br /&gt;
* It must not happen very often during a game.&lt;br /&gt;
* It must be linked to an action that can really &amp;quot;kill a game&amp;quot; if the player do not pay attention.&lt;br /&gt;
* It must be something that can be done by mistake (ex: a link on the action status bar).&lt;br /&gt;
&lt;br /&gt;
How to display a confirmation dialog:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dialogs ===&lt;br /&gt;
&lt;br /&gt;
At first, you shouldn&#039;t use dialogs windows.&lt;br /&gt;
&lt;br /&gt;
BGA guidelines specify that all game elements should be displayed on the main screen. Players can eventually scroll down to see game elements they don&#039;t need to see anytime, and you may eventually create anchors to move between game area section. Of course dialogs windows are very practical, but the thing is: all players know how to scroll down, and not all players know how to show up your dialog window. In addition, when the dialog shows up, players can&#039;t access the other game components.&lt;br /&gt;
&lt;br /&gt;
Sometimes although, you need to display a dialog window. Here is how you do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // Create the new dialog. You should store the handler in a member variable to access it later&lt;br /&gt;
  this.myDlg = new dijit.Dialog({ title: _(&amp;quot;my dialog title to translate&amp;quot;) });&lt;br /&gt;
&lt;br /&gt;
  // Create the HTML of my dialog. The best practice here is to use [[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]:&lt;br /&gt;
  var html = this.format_block( &#039;jstpl_myDialogTemplate&#039;, { &lt;br /&gt;
                arg1: myArg1,&lt;br /&gt;
                arg2: myArg2,&lt;br /&gt;
                ...&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
  // Show the dialog&lt;br /&gt;
  this.myDlg.attr(&amp;quot;content&amp;quot;, html );&lt;br /&gt;
  this.myDlg.show(); &lt;br /&gt;
&lt;br /&gt;
  // Now that the dialog has been displayed, you can connect your method to some dialog elements&lt;br /&gt;
  // Example, a &amp;quot;close&amp;quot; button:&lt;br /&gt;
  dojo.connect( $(&#039;closeDlg&#039;), &#039;onclick&#039;, this, function(evt){&lt;br /&gt;
                evt.preventDefault();&lt;br /&gt;
                this.myDlg.hide();&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tip: be careful with &amp;quot;hide()&amp;quot; method to close your dialog: the dialog and its content is not completely removed from the DOM. It can cause you problems if you try to display the same dialog several times. A good practice is to wrap all the content of your dialog in a &amp;quot;&amp;lt;div id=&#039;myDlgContent&#039;&amp;gt;&amp;quot; div element, and to call &amp;quot;dojo.destroy(&#039;myDlgContent&#039;)&amp;quot; before displaying your dialog.&lt;br /&gt;
&lt;br /&gt;
=== Scoring dialogs ===&lt;br /&gt;
&lt;br /&gt;
Sometimes at the end of a round you want to display a big table that details the points wins in each section of the game.&lt;br /&gt;
&lt;br /&gt;
Example: in Hearts game, we display at the end of each round the number of &amp;quot;heart&amp;quot; cards collected by each player, the player who collected the Queen of Spades, and the total number of points loose by each player.&lt;br /&gt;
&lt;br /&gt;
Scoring dialogs are managed entirely on &#039;&#039;&#039;PHP side&#039;&#039;&#039;, but they are described here as their effects are visible only on client side.&lt;br /&gt;
&lt;br /&gt;
Displaying a scoring dialog is quite simple and is using a special notification type: &amp;quot;tableWindow&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // on PHP side:&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;table&amp;quot; argument is a 2 dimensional PHP array that describe the table you want to display, line by line and column by column.&lt;br /&gt;
&lt;br /&gt;
Example: display an 3x3 array of strings&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, &amp;quot;three&amp;quot; ),    // This is my first line&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ),    // This is my second line&lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )    // This is my third line&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see above, in each &amp;quot;cell&amp;quot; of your array you can display a simple string value. But you can also display a complex value with a template and associated arguments like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, array( &amp;quot;str&amp;quot; =&amp;gt; &amp;quot;a string with an ${argument}&amp;quot;, &amp;quot;args&amp;quot; =&amp;gt; array( &#039;argument&#039; =&amp;gt; &#039;argument_value&#039; )  ) ),&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ), &lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is especially useful when you want to display player names with colors. Example from &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $firstRow = array( &#039;&#039; );&lt;br /&gt;
        foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
        {&lt;br /&gt;
            $firstRow[] = array( &#039;str&#039; =&amp;gt; &#039;${player_name}&#039;,&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;player_name&#039; =&amp;gt; $player[&#039;player_name&#039;] ),&lt;br /&gt;
                                 &#039;type&#039; =&amp;gt; &#039;header&#039;&lt;br /&gt;
                               );&lt;br /&gt;
        }&lt;br /&gt;
        $table[] = $firstRow;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update players score ==&lt;br /&gt;
&lt;br /&gt;
Increase a player score (with a positive or negative number):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].setValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Players panels ==&lt;br /&gt;
&lt;br /&gt;
=== Adding stuff to player&#039;s panel ===&lt;br /&gt;
&lt;br /&gt;
At first, create a new &amp;quot;JS template&amp;quot; string in your template (tpl) file:&lt;br /&gt;
&lt;br /&gt;
(from Reversi example)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
var jstpl_player_board = &#039;\&amp;lt;div class=&amp;quot;cp_board&amp;quot;&amp;gt;\&lt;br /&gt;
    &amp;lt;div id=&amp;quot;stoneicon_p${id}&amp;quot; class=&amp;quot;gmk_stoneicon gmk_stoneicon_${color}&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;span id=&amp;quot;stonecount_p${id}&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;\&lt;br /&gt;
&amp;lt;/div&amp;gt;&#039;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, you add this piece of code in your JS file to add this template to each player panel:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
            // Setting up player boards&lt;br /&gt;
            for( var player_id in gamedatas.players )&lt;br /&gt;
            {&lt;br /&gt;
                var player = gamedatas.players[player_id];&lt;br /&gt;
                         &lt;br /&gt;
                // Setting up players boards if needed&lt;br /&gt;
                var player_board_div = $(&#039;player_board_&#039;+player_id);&lt;br /&gt;
                dojo.place( this.format_block(&#039;jstpl_player_board&#039;, player ), player_board_div );&lt;br /&gt;
            }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note: the code above is of course from your &amp;quot;setup&amp;quot; function in your Javascript).&lt;br /&gt;
&lt;br /&gt;
Very often, you have to distinguish current player and others players. In this case, you just have to create another JS template (ex: jstpl_otherplayer_board) and use it when &amp;quot;player_id&amp;quot; is different than &amp;quot;this.player_id&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s panel disabling/enabling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.disablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disable given player panel (the panel background become gray).&lt;br /&gt;
&lt;br /&gt;
Usually, this is used to signal that this played passes, or will be inactive during a while.&lt;br /&gt;
&lt;br /&gt;
Note that the only effect of this is visual. There are no consequences on the behaviour of the panel itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a player panel that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enableAllPlayerPanels()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable all player panels that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
== Image loading ==&lt;br /&gt;
&lt;br /&gt;
See also [[Game_art:_img_directory]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful&#039;&#039;&#039;: by default, ALL images of your img directory are loaded on a player&#039;s browser when he loads the game. For this reason, don&#039;t let in your img directory images that are not useful, otherwise it&#039;s going to slowdown the game load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dontPreloadImage( image_file_name )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using dontPreloadImage, you tell the interface to not preload a specific image in your img directory.&lt;br /&gt;
&lt;br /&gt;
Example of use:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.dontPreloadImage( &#039;cards.png&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is particularly useful if for example you have 2 different themes for a game. To accelerate the loading of the game, you can specify to not preload images corresponding to the other theme.&lt;br /&gt;
&lt;br /&gt;
Another example of use: in &amp;quot;Gosu&amp;quot; game with Kamakor extension, you play with 5 sets of cards among 10 available. Cards images are organized by sets, and we only preload the images corresponding to the 5 current sets.&lt;br /&gt;
&lt;br /&gt;
== Other useful stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.hitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.hitch, you can create a callback function that will run with your game object context whatever happen.&lt;br /&gt;
&lt;br /&gt;
Typical example: display a BGA confirmation dialog with a callback function created with dojo.hitch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, using dojo.hitch, we are sure that the &amp;quot;this&amp;quot; object will be set when the callback is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
== BGA GUI components ==&lt;br /&gt;
&lt;br /&gt;
BGA framework provides some useful ready-to-use components for the game interface:&lt;br /&gt;
&lt;br /&gt;
[[Studio#BGA_Studio_game_components_reference]]&lt;br /&gt;
&lt;br /&gt;
Note that each time you are using an additional component, you must declare it at the top of your Javascript file in the list of modules used.&lt;br /&gt;
&lt;br /&gt;
Example if you are using &amp;quot;ebg.stock&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;  /// &amp;lt;=== we are using ebg.stock module&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Translations&amp;diff=675</id>
		<title>Translations</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Translations&amp;diff=675"/>
		<updated>2013-03-06T14:56:14Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* How to not make translators crazy ;) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Using BGA Studio, the game you create is ready to be translated to each language by the BGA community. To make this possible, you only need to specify which string must be translated and how to combine them.&lt;br /&gt;
&lt;br /&gt;
== How translation works? ==&lt;br /&gt;
&lt;br /&gt;
When developing your game, all strings must be in English. Strings must be coherent with the English version of the game.&lt;br /&gt;
&lt;br /&gt;
Before the release of the game, BGA team will do the French translation of the game.&lt;br /&gt;
&lt;br /&gt;
After the release of the game, the BGA players community will translate the game in every language.&lt;br /&gt;
&lt;br /&gt;
== What should be translated? ==&lt;br /&gt;
&lt;br /&gt;
Every text that can be visible by the player when the game is running normally. This includes tooltips, texts on cards, error messages, ...&lt;br /&gt;
&lt;br /&gt;
This does NOT include error messages that are not supposed to happened (unexpected errors).&lt;br /&gt;
&lt;br /&gt;
== Focus on translating notifications ==&lt;br /&gt;
&lt;br /&gt;
Usually, translating a website is simple: you just call a function on every string you have to translate, and the string is translated in the player&#039;s language. On Board Game Arena, this is exactly the same with the &amp;quot;_( string )&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
However, there is one difference on BGA: notifications. The server is sending notifications to players, and most of the time the notifications are the same for every players, no matter what language each player is using. This is why notifications are translated on client side in the proper language, even if the strings are defined on server side.&lt;br /&gt;
&lt;br /&gt;
== WARNING: how to make sure your strings will be translated ==&lt;br /&gt;
&lt;br /&gt;
For each game, our translation tool is doing a full scan of the code, looking for translator markers like &amp;quot;_()&amp;quot; or &amp;quot;clientranslate()&amp;quot;... (see below the list of translation markers).&lt;br /&gt;
&lt;br /&gt;
If your original string is not &amp;quot;physically&amp;quot; inside one of this marker, it won&#039;t be translated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Examples: the following strings will be translated:&lt;br /&gt;
    var mystring_translated = _(&amp;quot;my string&amp;quot;);       // JS&lt;br /&gt;
    $mystring_translated = self::_(&amp;quot;my string&amp;quot;);    // PHP&lt;br /&gt;
    $mystring_translated = sprintf( _(&amp;quot;my string with an %s argument&amp;quot;), $argument );   // PHP&lt;br /&gt;
&lt;br /&gt;
    // Examples: the following strings WILL NOT be translated:&lt;br /&gt;
    $my_string = &amp;quot;my string&amp;quot;;&lt;br /&gt;
    $not_translated = self::_( $my_string );   // The original string is not bordered by a translator marker =&amp;gt; no translation&lt;br /&gt;
    $not_translated = self::_( sprintf( &amp;quot;my string with a %s argument&amp;quot;, $argument ) ); // Same thing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to not make translators crazy ;) ==&lt;br /&gt;
&lt;br /&gt;
* When you need the same string twice, try to reuse exactly the same string (with the same case) to minimize the number of strings.&lt;br /&gt;
* Do not mark as translatable a game element that does not have to be translated (ex: if the name of a monster on a card is &amp;quot;Zzzzz&amp;quot;, maybe there&#039;s no need to translate it).&lt;br /&gt;
* Words does not come in the same order in each language. Thus, when you have to translate a string with an argument, do not write something like:&lt;br /&gt;
&amp;lt;pre&amp;gt;_(&amp;quot;First part of the string, &amp;quot;).$argument.&#039; &#039;._(&amp;quot;second part of the string&amp;quot;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Write instead:&lt;br /&gt;
&amp;lt;pre&amp;gt;sprintf( _(&amp;quot;First part of the string, %s second part of the string&amp;quot;), $argument )&amp;lt;/pre&amp;gt;&lt;br /&gt;
(or the equivalent &amp;quot;dojo.string.substitute&amp;quot; in Javascript)&lt;br /&gt;
* When translators are going to translate your game, the most difficult task for them is to get the context of the string to be translated. The more the string is a short insignificant string, the more difficult is the task for them. As a rule of thumb, try to avoid insignificant short strings.&lt;br /&gt;
* The BGA translation policy is to be flexible on grammar... We prefer to write &amp;quot;player gets 1 coin(s)&amp;quot; than write two versions of the same string for plural and singular - it reduces the number of strings to translate.&lt;br /&gt;
* Instead of writing nice strings like &amp;quot;With the effect of ZZZ, player XXX gets a new YYY&amp;quot;, which is very difficult to translate, write strings like &amp;quot;ZZZ: XXX gets YYY&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== On client side (Javascript) ==&lt;br /&gt;
&lt;br /&gt;
On client side, things are quite simple: you just have to use the &amp;quot;_()&amp;quot; function for all strings you want to translate.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Get a string in player&#039;s language:&lt;br /&gt;
var translated = _(&amp;quot;original english string&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
// Get a string in player&#039;s language with parameter:&lt;br /&gt;
var translated = dojo.string.substitute( &amp;quot;You can pick ${p} cards and discard ${d}&amp;quot;, {&lt;br /&gt;
    p: 2,&lt;br /&gt;
    d: 4&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: what is also possible to do is &lt;br /&gt;
&lt;br /&gt;
== On server side (PHP) ==&lt;br /&gt;
&lt;br /&gt;
On PHP side, you can use 3 different functions to specify that a string must be translated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;clienttranslate( &amp;quot;my string to translate&amp;quot; ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function is &#039;&#039;&#039;transparent&#039;&#039;&#039;: it will return the original English string without any change. It&#039;s only purpose is to mark this string as &amp;quot;must be translated&amp;quot;, and to make sure the translated version of the string will be available on client side.&lt;br /&gt;
&lt;br /&gt;
In general, you use clienttranslate:&lt;br /&gt;
* On your states.inc.php, for field &amp;quot;description&amp;quot; and &amp;quot;descriptionmyturn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${card_name}: ${actplayer} must discard 4 identical energies&#039;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* On &amp;quot;material.inc.php&amp;quot;, when defining texts for game material that must be displayed on client side.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$this-&amp;gt;card_types = array(&lt;br /&gt;
&lt;br /&gt;
     1 =&amp;gt; array(&lt;br /&gt;
        &#039;name&#039; =&amp;gt; clienttranslate(&amp;quot;Amulet of Air&amp;quot;), // Thus, we can use &amp;quot;_( card_name )&amp;quot; on Javascript side.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* When sending a notification with &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot;, for the game log string and all game log arguments that need a translation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // A game log string with no argument:&lt;br /&gt;
     self::notifyAllPlayers( &#039;pickLibraryCards&#039;, clienttranslate(&amp;quot;Everyone draw cards from his library&amp;quot;), array() );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Translating arguments is a little bit more complex. It is using the &amp;quot;i18n&amp;quot; special argument as below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 // In the following example, we translate the game log itself, but also the &amp;quot;card_name&amp;quot; argument:&lt;br /&gt;
&lt;br /&gt;
 self::notifyAllPlayers( &#039;winPoints&#039;, clienttranslate(&#039;${card_name}: ${player_name} gains ${points} point(s)&#039;), array(&lt;br /&gt;
                &#039;i18n&#039; =&amp;gt; array( &#039;card_name&#039; ),     // &amp;lt;===== We specify here that &amp;quot;card_name&amp;quot; argument must be transate&lt;br /&gt;
                &#039;player_id&#039; =&amp;gt; $player_id,&lt;br /&gt;
                &#039;player_name&#039; =&amp;gt; self::getActivePlayerName(),&lt;br /&gt;
                &#039;points&#039; =&amp;gt; $points,&lt;br /&gt;
                &#039;card_name&#039; =&amp;gt; $this-&amp;gt;card_types[8][&#039;name&#039;] // &amp;lt;==== Here, we provide original English string.&lt;br /&gt;
            ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::_( &amp;quot;my string to translate&amp;quot; ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function returns a string translated in the language of CURRENT user (ie: player who send the request to the server) (be careful, this is NOT the active player).&lt;br /&gt;
&lt;br /&gt;
Most of the time, you don&#039;t need to translate strings on server side, except on the following 3 situations:&lt;br /&gt;
* When throwing an exception because the player did a forbidden move.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// This will display a translatable red message to the player that just do some wrong action:&lt;br /&gt;
throw new feException( self::_(&#039;You must choose 3 cards&#039;), true);&lt;br /&gt;
&lt;br /&gt;
// ... notice the use of &amp;quot;true&amp;quot; parameter that signal that this exception is &amp;quot;expected&amp;quot;. In theory, all exception that are excepted should be translated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* In &amp;quot;yourgame.view.php&amp;quot;, when creating the labels for the game interface used in your template (.tpl) file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$this-&amp;gt;tpl[&#039;CARDS_FOR_YEAR_2&#039;] = self::_(&amp;quot;Your cards for year II&amp;quot;);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Eventually, in your material.inc.php, if for example you need to use some string elements in your exceptions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// In material.inc.php, $this-&amp;gt;energies[n][&#039;nametr&#039;] has been created with the self::_() method. This we can do this:&lt;br /&gt;
throw new feException( self::_(&amp;quot;To execute this action you need more: &amp;quot;).&#039; &#039;.$this-&amp;gt;energies[$resource_id][&#039;nametr&#039;], true );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Eventually, in your &amp;quot;getAllDatas&amp;quot; PHP method, as the data return by this method is used only by current user.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;totranslate( &amp;quot;my string to translate&amp;quot; ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function works exactly like &#039;clienttranslate&#039;, except it tells BGA that the string is not needed on client side.&lt;br /&gt;
&lt;br /&gt;
You should not use this function, except on the following cases:&lt;br /&gt;
* Statistics name in stats.inc.php&lt;br /&gt;
* Option names and option values name in gameoptions.inc.php&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=674</id>
		<title>Game interface logic: yourgamename.js</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=674"/>
		<updated>2013-03-06T14:52:26Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Player&amp;#039;s panel disabling/enabling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is the main file for your game interface. Here you will define:&lt;br /&gt;
&lt;br /&gt;
* which actions on the page will generate calls to the server&lt;br /&gt;
* what happens when you get a notification for change from the server and how it will show in the browser. &lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
&lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* constructor: here you can define variable global to your whole interface.&lt;br /&gt;
* setup: this method is called when the page is refreshed, in order you can setup the game interface.&lt;br /&gt;
* onEnteringState: the method is called when entering in a new game state. This way you can customize the view for this game state.&lt;br /&gt;
* onLeavingState: the method is called when leaving a game state.&lt;br /&gt;
* onUpdateActionButtons: called when entering in a new state, in order you can add action buttons in status bar.&lt;br /&gt;
* (utility methods): at this place you can define your utility methods&lt;br /&gt;
* (player&#039;s actions): at this place you can write your handlers for player&#039;s action on the interface (ex: click on an item).&lt;br /&gt;
* setupNotifications: in this method you associate notifications with notification handlers. This way, for each game notification, you trigger a javascript method to handle it and update the game interface.&lt;br /&gt;
* (notification handlers): at this place you can define your notifications handlers.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: Id of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains your initial set of datas to init the game, created at game start or game refresh (F5)&lt;br /&gt;
: You can update it as needed to keep an up to date reference of the game on the client side if you need it (most of the time you don&#039;t).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play)&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayerId()&lt;br /&gt;
: Return the ID of active player, or null if we are not in a &amp;quot;activeplayer&amp;quot; type state.&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayers()&lt;br /&gt;
: Return an array with the IDs of players that are currently active (or an empty array if there is not).&lt;br /&gt;
&lt;br /&gt;
== Dojo framework ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the [http://dojotoolkit.org/ Dojo Javascript framework].&lt;br /&gt;
&lt;br /&gt;
The Dojo framework allows us to do complex things easier, and the BGA framework is using Dojo framework a lot.&lt;br /&gt;
&lt;br /&gt;
To realize game although, you only need to use a few part of the Dojo framework. All the Dojo methods you need to use are describe on this page.&lt;br /&gt;
&lt;br /&gt;
== Access and manipulate the DOM ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$(&#039;some_html_element_id&#039;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The $() function is used to get some HTML element using its &amp;quot;id&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
Example 1: modify the content of a &amp;quot;span&amp;quot; element:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In your HTML code:&lt;br /&gt;
   &amp;lt;span id=&amp;quot;a_value_in_the_game_interface&amp;quot;&amp;gt;1234&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your Javascript code:&lt;br /&gt;
   $(&#039;a_value_in_the_game_interface&#039;).innerHTML = &amp;quot;9999&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: $() is the standard method to access some HTML element with BGA Framework. You must not use &amp;quot;getElementById&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.style you can modify a CSS property of any HTML element of your interface.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Make an element disappear&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Give an element a 2px border&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;borderWidth&#039;, &#039;2px&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Change the background position of an element&lt;br /&gt;
     // (very practical when you are using CSS sprite to transform an element to another)&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;backgroundPosition&#039;, &#039;-20px -50px&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you must always use dojo.style to modify CSS properties of HTML elements.&lt;br /&gt;
&lt;br /&gt;
Note²: if you have to modify several CSS properties of an element, or if you have some complex CSS transformation to do, you should consider using dojo.addClass/dojo.removeClass (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo CSS classes manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many situation, a bunch of many small CSS property update can be replaced by a CSS class change (ie: you add a CSS class to your element instead of applying all modification manually).&lt;br /&gt;
&lt;br /&gt;
Advantages are:&lt;br /&gt;
* All your CSS stuff remains in your CSS file.&lt;br /&gt;
* You can add/remove a list of CSS modifications with a simple function and whithout error.&lt;br /&gt;
* You can test if you applied the stuff to an element with &amp;quot;dojo.hasClass&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Example from &amp;quot;Reversi&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // We add &amp;quot;possibleMove&amp;quot; to an element&lt;br /&gt;
    dojo.addClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
    // In our CSS file, the class is defined as:&lt;br /&gt;
    .possibleMove {&lt;br /&gt;
      background-color: white;&lt;br /&gt;
      opacity: 0.2;&lt;br /&gt;
      filter:alpha(opacity=20); /* For IE8 and earlier */  &lt;br /&gt;
      cursor: pointer;  &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     // So we&#039;ve applied 4 CSS property change in one line of code.&lt;br /&gt;
&lt;br /&gt;
     // ... and when we need to check if a square is a possible move on client side:&lt;br /&gt;
     if( dojo.hasClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; ) )&lt;br /&gt;
     { ... }&lt;br /&gt;
&lt;br /&gt;
     // ... and if we want to remove all possible moves in one line of code (see &amp;quot;dojo.query&amp;quot; method):&lt;br /&gt;
     dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conclusion: we encourage you to use dojo.addClass, dojo.removeClass and dojo.hasClass to make your life easier :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.query&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.query, you can query a bunch of HTML elements with a single function, with a &amp;quot;CSS selector&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // All elements with class &amp;quot;possibleMove&amp;quot;:&lt;br /&gt;
     var elements = dojo.query( &#039;.possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Count number of tokens (ie: elements with class &amp;quot;token&amp;quot;) on the board (ie: element with id &amp;quot;board&amp;quot;):&lt;br /&gt;
     dojo.query( &#039;#board .token&#039; ).length;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what is really cool with dojo.query is that you can combine it with almost all methods above.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Trigger a method when the mouse enter in any element with class &amp;quot;meeple&amp;quot;:&lt;br /&gt;
     dojo.query( &#039;.meeple&#039; ).connect( &#039;onmouseenter&#039;, this, &#039;myMethodToTrigger&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Hide all meeples who are on the board&lt;br /&gt;
     dojo.query( &#039;#board .meeple&#039; ).style( &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
dojo.place is the best function to insert some HTML code somewhere in your game interface without breaking something. It is much better to use that &amp;quot;innerHTML=&#039;&#039;&amp;quot; method as soon as you must insert HTML tags and not only values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Insert your HTML code as a child of a container element&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // Replace the container element with your new html&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot;, &amp;quot;replace&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the third parameter of dojo.place can take various interesting value: &amp;quot;first&amp;quot;, &amp;quot;after&amp;quot;, ... [http://dojotoolkit.org/reference-guide/1.7/dojo/place.html See full doc on dojo.place].&lt;br /&gt;
&lt;br /&gt;
Usually, when you want to insert some piece of HTML in your game interface, you should use &amp;quot;[[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addStyleToClass: function( cssClassName, cssProperty, propertyValue )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObject( mobile_obj, target_obj, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use slideToObject to &amp;quot;slide&amp;quot; an element to a target position.&lt;br /&gt;
&lt;br /&gt;
Sliding element on the game area is the recommended and the most used way to animate your game interface. Using slides allow players to figure out what is happening on the game, as if they were playing with the real boardgame.&lt;br /&gt;
&lt;br /&gt;
The parameters are:&lt;br /&gt;
* mobile_obj: the ID of the object to move. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned.&lt;br /&gt;
* target_obj: the ID of the target object. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned. Note that it is not mandatory that mobile_obj and target_obj have the same size. If their size are different, the system slides the center of mobile_obj to the center of target_obj.&lt;br /&gt;
* duration: (optional) defines the duration in millisecond of the slide. The default is 500 milliseconds.&lt;br /&gt;
* delay: (optional). If you defines a delay, the slide will start only after this delay. This is particularly useful when you want to slide several object from the same position to the same position: you can give a 0ms delay to the first object, a 100ms delay to the second one, a 200ms delay to the third one, ... this way they won&#039;t be superposed during the slide.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL: The method returns an dojo.fx animation, so you can combine it with other animation if you want to. It means that you have to call the &amp;quot;play()&amp;quot; method, otherwise the animation WON&#039;T START.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObject( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectPos( mobile_obj, target_obj, target_x, target_y, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method does exactly the same than &amp;quot;slideToObjectPos&amp;quot;, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will slide to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: slide a token to some place on the board, 10 pixels to the bottom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObjectPos( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 0, 10 ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideTemporaryObject( mobile_obj_html, mobile_obj_parent, from, to, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is useful when you want to slide a temporary HTML object from one place to another. As this object does not exists before the animation and won&#039;t remain after, it could be complex to create this object (with dojo.place), to place it at its origin (with placeOnObject) to slide it (with slideToObject) and to make it disappear at the end.&lt;br /&gt;
&lt;br /&gt;
slideTemporaryObject does all of this for you:&lt;br /&gt;
* mobile_obj_html is a piece of HTML code that represent the object to slide.&lt;br /&gt;
* mobile_obj_parent is the ID of an HTML element of your interface that will be the parent of this temporary HTML object.&lt;br /&gt;
* from is the ID of the origin of the slide.&lt;br /&gt;
* to is the ID of the target of the slide.&lt;br /&gt;
* duration/delay works exactly like in &amp;quot;slideToObject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideTemporaryObject( &#039;&amp;lt;div class=&amp;quot;token_icon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;, &#039;tokens&#039;, &#039;my_origin_div&#039;, &#039;my_target_div&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.fadeOutAndDestroy( node )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function fade out the target HTML node, then destroy it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.fadeOutAndDestroy( &amp;quot;a_card_that_must_disappear&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the HTML node still exists until during few milliseconds, until the fadeOut has been completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moving elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObject( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
placeOnObject works exactly like &amp;quot;slideToObject&amp;quot;, except that the effect is immediate.&lt;br /&gt;
&lt;br /&gt;
This is not really an animation, but placeOnObject is frequently used before starting an animation.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // (We just created an object &amp;quot;my_new_token&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
  // Place the new token on current player board&lt;br /&gt;
  this.placeOnObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;overall_player_board_&amp;quot;+this.player_id );&lt;br /&gt;
  &lt;br /&gt;
  // Then slide it to its position on the board&lt;br /&gt;
  this.slideToObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;a_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObjectPos( mobile_obj, target_obj, target_x, target_y )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method works exactly like placeOnObject, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will be placed to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.attachToNewParent( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method, you change the HTML parent of &amp;quot;mobile_obj&amp;quot; element. &amp;quot;target_obj&amp;quot; is the new parent of this element. The beauty of &lt;br /&gt;
attachToNewParent is that the mobile_obj element DOES NOT MOVE during this process.&lt;br /&gt;
&lt;br /&gt;
Note: what happens is that the method calculate a relative position of mobile_obj to make sure it does not move after the HTML parent changes.&lt;br /&gt;
&lt;br /&gt;
Why using this method?&lt;br /&gt;
&lt;br /&gt;
Changing the HTML parent of an element can be useful for the following reasons:&lt;br /&gt;
* When the HTML parent moves, all its child are moving with them. If some game elements is no more linked with a parent HTML object, you may want to attach it to another place.&lt;br /&gt;
* The z_order (vertical order of display) depends on the position in the DOM, so you may need to change the parent of some game elements when they are moving in your game area.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: when you attach an HTML element with a new parent, you break all references to this HTML element (ex: dojo.connect).&lt;br /&gt;
&lt;br /&gt;
== Players input ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.connect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to associate a player event with one of your notification method.&lt;br /&gt;
&lt;br /&gt;
Example: associate a click on an element (&amp;quot;my_element&amp;quot;) with one of our method (&amp;quot;onClickOnMyElement&amp;quot;):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      dojo.connect( $(&#039;my_element&#039;), &#039;onClick&#039;, this, &#039;onClickOnMyElement&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is the only possible correct way to associate a player input event to your code, and you must not use anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkAction( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkAction: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
return true if action is authorized (ie: the action is listed as a &amp;quot;possibleaction&amp;quot; in current game state).&lt;br /&gt;
&lt;br /&gt;
return false and display an error message if not (display no message if nomessage parameter is true). The displayed error message could be either &amp;quot;This move is not allowed at this moment&amp;quot; or &amp;quot;An action is already in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  function onClickOnGameElement( evt )&lt;br /&gt;
  {&lt;br /&gt;
     if( this.checkAction( &amp;quot;my_action&amp;quot; ) )&lt;br /&gt;
     {&lt;br /&gt;
        // Do the action&lt;br /&gt;
     }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.ajaxcall( url, parameters, obj_callback, callback, callback_error )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method must be used to send a player input to the game server.&lt;br /&gt;
&lt;br /&gt;
* url: the url of the action to perform. For a game, it must be: &amp;quot;/&amp;lt;mygame&amp;gt;/&amp;lt;mygame&amp;gt;/myAction.html&amp;quot;&lt;br /&gt;
* parameters: an array of parameter to send to the game server. Note that &amp;quot;lock:true&amp;quot; must always be specified in this list of parameter in order the interface can be locked during the server call.&lt;br /&gt;
* obj_callback: must be set to &amp;quot;this&amp;quot;.&lt;br /&gt;
* callback: a function to trigger when the server returns and everything went fine.&lt;br /&gt;
* callback_error: (optional and rarely used) a function to trigger when the server returns an error.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.ajaxcall( &#039;/mygame/mygame/myaction.html&#039;, { lock: true, &lt;br /&gt;
   arg1: myarg1, &lt;br /&gt;
   arg2: myarg2, &lt;br /&gt;
   ...&lt;br /&gt;
}, this, function( result ) {&lt;br /&gt;
   // Do some stuff after a successful call&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.confirmationDialog()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Display a confirmation dialog with a yes/no choice.&lt;br /&gt;
&lt;br /&gt;
We advice you to NOT use this function unless the player action is really critical and could ruins the game, because it slows down the game and upset players.&lt;br /&gt;
&lt;br /&gt;
Usage: this.confirmationDialog( &amp;quot;Question to displayed&amp;quot;, callback_function_if_click_on_yes );&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.confirmationDialog( _(&#039;Are you sure to use this bonus (points penalty at the end of the game) ?&#039;),&lt;br /&gt;
                         dojo.hitch( this, function() {&lt;br /&gt;
                           this.ajaxcall( &#039;/seasons/seasons/useBonus.html&#039;,&lt;br /&gt;
                                { id:bonus_id, lock:true }, this, function( result ) {} );&lt;br /&gt;
                        } ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addActionButton( id, label, method, (opt)depreciated, (opt)bHighlight )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use this method to add an action button in the main action status bar.&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* id: a ID that should be unique in your HTML DOM document.&lt;br /&gt;
* label: the text of the button. Should be translatable (use _() function).&lt;br /&gt;
* method: the name of your method that must be triggered when the player clicks on this button.&lt;br /&gt;
* depreciated (optional): do not use this. Please not specify this argument or use &amp;quot;null&amp;quot;.&lt;br /&gt;
* bHighlight: if set to &amp;quot;true&amp;quot;, the button is going blink to catch player&#039;s attention. Please don&#039;t abuse of blinking button.&lt;br /&gt;
&lt;br /&gt;
You should only use this method in your &amp;quot;onUpdateActionButtons&amp;quot; method. Usually, you use it like this (from Hears example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onUpdateActionButtons: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
            console.log( &#039;onUpdateActionButtons: &#039;+stateName );&lt;br /&gt;
                      &lt;br /&gt;
            if( this.isCurrentPlayerActive() )&lt;br /&gt;
            {            &lt;br /&gt;
                switch( stateName )&lt;br /&gt;
                {&lt;br /&gt;
                case &#039;giveCards&#039;:&lt;br /&gt;
                    this.addActionButton( &#039;giveCards_button&#039;, _(&#039;Give selected cards&#039;), &#039;onGiveCards&#039; ); &lt;br /&gt;
                    break;&lt;br /&gt;
&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
        },   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, we are adding a &amp;quot;Give selected cards&amp;quot; button in the case we are on game state &amp;quot;giveCards&amp;quot;. When player clicks on this button, it triggers our &amp;quot;onGiveCards&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
When something happens on the server side, your game interface Javascript logic received a notification.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can handle these notifications on the client side.&lt;br /&gt;
&lt;br /&gt;
=== Subscribe to notifications ===&lt;br /&gt;
&lt;br /&gt;
Your Javascript &amp;quot;setupNotifications&amp;quot; method is the place where you can subscribe to notifications from your PHP code.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you associate one of your Javascript method to a notification &amp;quot;playDisc&amp;quot; (from Reversi example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // In setupNotifications method:&lt;br /&gt;
   dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;playDisc&amp;quot; corresponds to the name of the notification you define it in your PHP code, in your &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Then, you have to define your &amp;quot;notif_playDisc&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        notif_playDisc: function( notif )&lt;br /&gt;
        {&lt;br /&gt;
            // Remove current possible moves (makes the board more clear)&lt;br /&gt;
            dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );        &lt;br /&gt;
        &lt;br /&gt;
            this.addDiscOnBoard( notif.args.x, notif.args.y, notif.args.player_id );&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a notification handler like our &amp;quot;notif_playDisc&amp;quot; method, you can access to all notifications arguments with &amp;quot;notif.args&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // If you did this on PHP side:&lt;br /&gt;
    self::notifyAllPlayers( &amp;quot;myNotification&amp;quot;, &#039;&#039;, array( &amp;quot;myArgument&amp;quot; =&amp;gt; 3 ) );&lt;br /&gt;
&lt;br /&gt;
    // On Javascript side, you can access the &amp;quot;myArgument&amp;quot; like this:&lt;br /&gt;
    notif_myNotification: function( notif )&lt;br /&gt;
    {&lt;br /&gt;
       alert( &amp;quot;myArgument = &amp;quot; + notif.args.myArgument );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Synchronous notifications ===&lt;br /&gt;
&lt;br /&gt;
When several notifications are received by your game interface, these notifications are processed immediately, one after the other, in the same exact order they have been generated in your PHP game logic.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, you need to give some time to the players to figure out what happened on the game before jumping to the next notification. Indeed, in many games, they are a lot of automatic actions, and the computer is going to resolve all these actions very fast if you don&#039;t tell it not to do so.&lt;br /&gt;
&lt;br /&gt;
As an example, for Reversi, when someone is playing a disc, we want to wait 500 milliseconds before doing anything else in order the opponent player can figure out what move has been played.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we do this, right after our subscription:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
       this.notifqueue.setSynchronous( &#039;playDisc&#039;, 500 );   // Wait 500 milliseconds after executing the playDisc handler&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tooltips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltip( node, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to the DOM node.&lt;br /&gt;
&lt;br /&gt;
Specify &#039;helpString&#039; to display some information about &amp;quot;what is this game element?&amp;quot;.&lt;br /&gt;
Specify &#039;actionString&#039; to display some information about &amp;quot;what happens when I click on this element?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You must specify both helpString and actionString. Most of the time, you use only one and specify a void string (&amp;quot;&amp;quot;) for the other one.&lt;br /&gt;
&lt;br /&gt;
Usually, _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delay&amp;quot; is an optional parameter. Usually, it is primarily used to specify a zero delay for some game element when the tooltip gives really important information for the game - but remember: no essential information must be placed in tooltips as they won&#039;t be displayed in some browser (see Guidelines).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.addTooltip( $(&#039;cardcount&#039;), _(&#039;Number of cards in hand&#039;), &#039;&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtml( node, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to all the DOM nodes set with this cssClass. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addTooltipHtmlToClass( cssClass, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
== Dialogs, warning messages, confirmation dialogs, ... ==&lt;br /&gt;
&lt;br /&gt;
=== Warning messages ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is something important that is happening on the game and you have to make sure all players get the message. Most of the time, the evolution of the game situation or the game log is enough, but sometimes you need something more visible.&lt;br /&gt;
&lt;br /&gt;
Ex: someone fulfill one of the end of the game condition, so this is the last turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.showMessage( msg, type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
showMessage shows a message in a big rectangular area on the top of the screen of current player.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;msg&amp;quot; is the string to display. It should be translated.&lt;br /&gt;
* &amp;quot;type&amp;quot; can be set to &amp;quot;info&amp;quot; or &amp;quot;error&amp;quot;. If set to &amp;quot;info&amp;quot;, the message will be an informative message on a white background. If set to &amp;quot;error&amp;quot;, the message will be an error message on a red background.&lt;br /&gt;
&lt;br /&gt;
Important: the normal way to inform players about the progression of the game is the game log. &amp;quot;showMessage&amp;quot; is intrusive and should not be used often.&lt;br /&gt;
&lt;br /&gt;
=== Confirmation dialog ===&lt;br /&gt;
&lt;br /&gt;
When an important action with a lot of consequences is triggered by the player, you may want to propose a confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the general guidelines of BGA is to AVOID the use of confirmation dialog. Confirmation dialogs slow down the game and bother players. The players knows that they have to pay attention about each move when they are playing online.&lt;br /&gt;
&lt;br /&gt;
The situation where you should use a confirmation dialog are the following:&lt;br /&gt;
* It must not happen very often during a game.&lt;br /&gt;
* It must be linked to an action that can really &amp;quot;kill a game&amp;quot; if the player do not pay attention.&lt;br /&gt;
* It must be something that can be done by mistake (ex: a link on the action status bar).&lt;br /&gt;
&lt;br /&gt;
How to display a confirmation dialog:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dialogs ===&lt;br /&gt;
&lt;br /&gt;
At first, you shouldn&#039;t use dialogs windows.&lt;br /&gt;
&lt;br /&gt;
BGA guidelines specify that all game elements should be displayed on the main screen. Players can eventually scroll down to see game elements they don&#039;t need to see anytime, and you may eventually create anchors to move between game area section. Of course dialogs windows are very practical, but the thing is: all players know how to scroll down, and not all players know how to show up your dialog window. In addition, when the dialog shows up, players can&#039;t access the other game components.&lt;br /&gt;
&lt;br /&gt;
Sometimes although, you need to display a dialog window. Here is how you do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // Create the new dialog. You should store the handler in a member variable to access it later&lt;br /&gt;
  this.myDlg = new dijit.Dialog({ title: _(&amp;quot;my dialog title to translate&amp;quot;) });&lt;br /&gt;
&lt;br /&gt;
  // Create the HTML of my dialog. The best practice here is to use [[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]:&lt;br /&gt;
  var html = this.format_block( &#039;jstpl_myDialogTemplate&#039;, { &lt;br /&gt;
                arg1: myArg1,&lt;br /&gt;
                arg2: myArg2,&lt;br /&gt;
                ...&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
  // Show the dialog&lt;br /&gt;
  this.myDlg.attr(&amp;quot;content&amp;quot;, html );&lt;br /&gt;
  this.myDlg.show(); &lt;br /&gt;
&lt;br /&gt;
  // Now that the dialog has been displayed, you can connect your method to some dialog elements&lt;br /&gt;
  // Example, a &amp;quot;close&amp;quot; button:&lt;br /&gt;
  dojo.connect( $(&#039;closeDlg&#039;), &#039;onclick&#039;, this, function(evt){&lt;br /&gt;
                evt.preventDefault();&lt;br /&gt;
                this.myDlg.hide();&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tip: be careful with &amp;quot;hide()&amp;quot; method to close your dialog: the dialog and its content is not completely removed from the DOM. It can cause you problems if you try to display the same dialog several times. A good practice is to wrap all the content of your dialog in a &amp;quot;&amp;lt;div id=&#039;myDlgContent&#039;&amp;gt;&amp;quot; div element, and to call &amp;quot;dojo.destroy(&#039;myDlgContent&#039;)&amp;quot; before displaying your dialog.&lt;br /&gt;
&lt;br /&gt;
=== Scoring dialogs ===&lt;br /&gt;
&lt;br /&gt;
Sometimes at the end of a round you want to display a big table that details the points wins in each section of the game.&lt;br /&gt;
&lt;br /&gt;
Example: in Hearts game, we display at the end of each round the number of &amp;quot;heart&amp;quot; cards collected by each player, the player who collected the Queen of Spades, and the total number of points loose by each player.&lt;br /&gt;
&lt;br /&gt;
Scoring dialogs are managed entirely on &#039;&#039;&#039;PHP side&#039;&#039;&#039;, but they are described here as their effects are visible only on client side.&lt;br /&gt;
&lt;br /&gt;
Displaying a scoring dialog is quite simple and is using a special notification type: &amp;quot;tableWindow&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // on PHP side:&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;table&amp;quot; argument is a 2 dimensional PHP array that describe the table you want to display, line by line and column by column.&lt;br /&gt;
&lt;br /&gt;
Example: display an 3x3 array of strings&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, &amp;quot;three&amp;quot; ),    // This is my first line&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ),    // This is my second line&lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )    // This is my third line&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see above, in each &amp;quot;cell&amp;quot; of your array you can display a simple string value. But you can also display a complex value with a template and associated arguments like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, array( &amp;quot;str&amp;quot; =&amp;gt; &amp;quot;a string with an ${argument}&amp;quot;, &amp;quot;args&amp;quot; =&amp;gt; array( &#039;argument&#039; =&amp;gt; &#039;argument_value&#039; )  ) ),&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ), &lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is especially useful when you want to display player names with colors. Example from &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $firstRow = array( &#039;&#039; );&lt;br /&gt;
        foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
        {&lt;br /&gt;
            $firstRow[] = array( &#039;str&#039; =&amp;gt; &#039;${player_name}&#039;,&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;player_name&#039; =&amp;gt; $player[&#039;player_name&#039;] ),&lt;br /&gt;
                                 &#039;type&#039; =&amp;gt; &#039;header&#039;&lt;br /&gt;
                               );&lt;br /&gt;
        }&lt;br /&gt;
        $table[] = $firstRow;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update players score ==&lt;br /&gt;
&lt;br /&gt;
Increase a player score (with a positive or negative number):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].setValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s panel disabling/enabling ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.disablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disable given player panel (the panel background become gray).&lt;br /&gt;
&lt;br /&gt;
Usually, this is used to signal that this played passes, or will be inactive during a while.&lt;br /&gt;
&lt;br /&gt;
Note that the only effect of this is visual. There are no consequences on the behaviour of the panel itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a player panel that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enableAllPlayerPanels()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable all player panels that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
== Image loading ==&lt;br /&gt;
&lt;br /&gt;
See also [[Game_art:_img_directory]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful&#039;&#039;&#039;: by default, ALL images of your img directory are loaded on a player&#039;s browser when he loads the game. For this reason, don&#039;t let in your img directory images that are not useful, otherwise it&#039;s going to slowdown the game load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dontPreloadImage( image_file_name )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using dontPreloadImage, you tell the interface to not preload a specific image in your img directory.&lt;br /&gt;
&lt;br /&gt;
Example of use:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.dontPreloadImage( &#039;cards.png&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is particularly useful if for example you have 2 different themes for a game. To accelerate the loading of the game, you can specify to not preload images corresponding to the other theme.&lt;br /&gt;
&lt;br /&gt;
Another example of use: in &amp;quot;Gosu&amp;quot; game with Kamakor extension, you play with 5 sets of cards among 10 available. Cards images are organized by sets, and we only preload the images corresponding to the 5 current sets.&lt;br /&gt;
&lt;br /&gt;
== Other useful stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.hitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.hitch, you can create a callback function that will run with your game object context whatever happen.&lt;br /&gt;
&lt;br /&gt;
Typical example: display a BGA confirmation dialog with a callback function created with dojo.hitch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, using dojo.hitch, we are sure that the &amp;quot;this&amp;quot; object will be set when the callback is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
== BGA GUI components ==&lt;br /&gt;
&lt;br /&gt;
BGA framework provides some useful ready-to-use components for the game interface:&lt;br /&gt;
&lt;br /&gt;
[[Studio#BGA_Studio_game_components_reference]]&lt;br /&gt;
&lt;br /&gt;
Note that each time you are using an additional component, you must declare it at the top of your Javascript file in the list of modules used.&lt;br /&gt;
&lt;br /&gt;
Example if you are using &amp;quot;ebg.stock&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;  /// &amp;lt;=== we are using ebg.stock module&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=673</id>
		<title>Game interface logic: yourgamename.js</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=673"/>
		<updated>2013-03-06T14:47:17Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Players input */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is the main file for your game interface. Here you will define:&lt;br /&gt;
&lt;br /&gt;
* which actions on the page will generate calls to the server&lt;br /&gt;
* what happens when you get a notification for change from the server and how it will show in the browser. &lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
&lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* constructor: here you can define variable global to your whole interface.&lt;br /&gt;
* setup: this method is called when the page is refreshed, in order you can setup the game interface.&lt;br /&gt;
* onEnteringState: the method is called when entering in a new game state. This way you can customize the view for this game state.&lt;br /&gt;
* onLeavingState: the method is called when leaving a game state.&lt;br /&gt;
* onUpdateActionButtons: called when entering in a new state, in order you can add action buttons in status bar.&lt;br /&gt;
* (utility methods): at this place you can define your utility methods&lt;br /&gt;
* (player&#039;s actions): at this place you can write your handlers for player&#039;s action on the interface (ex: click on an item).&lt;br /&gt;
* setupNotifications: in this method you associate notifications with notification handlers. This way, for each game notification, you trigger a javascript method to handle it and update the game interface.&lt;br /&gt;
* (notification handlers): at this place you can define your notifications handlers.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: Id of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains your initial set of datas to init the game, created at game start or game refresh (F5)&lt;br /&gt;
: You can update it as needed to keep an up to date reference of the game on the client side if you need it (most of the time you don&#039;t).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play)&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayerId()&lt;br /&gt;
: Return the ID of active player, or null if we are not in a &amp;quot;activeplayer&amp;quot; type state.&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayers()&lt;br /&gt;
: Return an array with the IDs of players that are currently active (or an empty array if there is not).&lt;br /&gt;
&lt;br /&gt;
== Dojo framework ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the [http://dojotoolkit.org/ Dojo Javascript framework].&lt;br /&gt;
&lt;br /&gt;
The Dojo framework allows us to do complex things easier, and the BGA framework is using Dojo framework a lot.&lt;br /&gt;
&lt;br /&gt;
To realize game although, you only need to use a few part of the Dojo framework. All the Dojo methods you need to use are describe on this page.&lt;br /&gt;
&lt;br /&gt;
== Access and manipulate the DOM ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$(&#039;some_html_element_id&#039;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The $() function is used to get some HTML element using its &amp;quot;id&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
Example 1: modify the content of a &amp;quot;span&amp;quot; element:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In your HTML code:&lt;br /&gt;
   &amp;lt;span id=&amp;quot;a_value_in_the_game_interface&amp;quot;&amp;gt;1234&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your Javascript code:&lt;br /&gt;
   $(&#039;a_value_in_the_game_interface&#039;).innerHTML = &amp;quot;9999&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: $() is the standard method to access some HTML element with BGA Framework. You must not use &amp;quot;getElementById&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.style you can modify a CSS property of any HTML element of your interface.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Make an element disappear&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Give an element a 2px border&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;borderWidth&#039;, &#039;2px&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Change the background position of an element&lt;br /&gt;
     // (very practical when you are using CSS sprite to transform an element to another)&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;backgroundPosition&#039;, &#039;-20px -50px&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you must always use dojo.style to modify CSS properties of HTML elements.&lt;br /&gt;
&lt;br /&gt;
Note²: if you have to modify several CSS properties of an element, or if you have some complex CSS transformation to do, you should consider using dojo.addClass/dojo.removeClass (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo CSS classes manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many situation, a bunch of many small CSS property update can be replaced by a CSS class change (ie: you add a CSS class to your element instead of applying all modification manually).&lt;br /&gt;
&lt;br /&gt;
Advantages are:&lt;br /&gt;
* All your CSS stuff remains in your CSS file.&lt;br /&gt;
* You can add/remove a list of CSS modifications with a simple function and whithout error.&lt;br /&gt;
* You can test if you applied the stuff to an element with &amp;quot;dojo.hasClass&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Example from &amp;quot;Reversi&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // We add &amp;quot;possibleMove&amp;quot; to an element&lt;br /&gt;
    dojo.addClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
    // In our CSS file, the class is defined as:&lt;br /&gt;
    .possibleMove {&lt;br /&gt;
      background-color: white;&lt;br /&gt;
      opacity: 0.2;&lt;br /&gt;
      filter:alpha(opacity=20); /* For IE8 and earlier */  &lt;br /&gt;
      cursor: pointer;  &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     // So we&#039;ve applied 4 CSS property change in one line of code.&lt;br /&gt;
&lt;br /&gt;
     // ... and when we need to check if a square is a possible move on client side:&lt;br /&gt;
     if( dojo.hasClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; ) )&lt;br /&gt;
     { ... }&lt;br /&gt;
&lt;br /&gt;
     // ... and if we want to remove all possible moves in one line of code (see &amp;quot;dojo.query&amp;quot; method):&lt;br /&gt;
     dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conclusion: we encourage you to use dojo.addClass, dojo.removeClass and dojo.hasClass to make your life easier :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.query&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.query, you can query a bunch of HTML elements with a single function, with a &amp;quot;CSS selector&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // All elements with class &amp;quot;possibleMove&amp;quot;:&lt;br /&gt;
     var elements = dojo.query( &#039;.possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Count number of tokens (ie: elements with class &amp;quot;token&amp;quot;) on the board (ie: element with id &amp;quot;board&amp;quot;):&lt;br /&gt;
     dojo.query( &#039;#board .token&#039; ).length;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what is really cool with dojo.query is that you can combine it with almost all methods above.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Trigger a method when the mouse enter in any element with class &amp;quot;meeple&amp;quot;:&lt;br /&gt;
     dojo.query( &#039;.meeple&#039; ).connect( &#039;onmouseenter&#039;, this, &#039;myMethodToTrigger&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Hide all meeples who are on the board&lt;br /&gt;
     dojo.query( &#039;#board .meeple&#039; ).style( &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
dojo.place is the best function to insert some HTML code somewhere in your game interface without breaking something. It is much better to use that &amp;quot;innerHTML=&#039;&#039;&amp;quot; method as soon as you must insert HTML tags and not only values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Insert your HTML code as a child of a container element&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // Replace the container element with your new html&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot;, &amp;quot;replace&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the third parameter of dojo.place can take various interesting value: &amp;quot;first&amp;quot;, &amp;quot;after&amp;quot;, ... [http://dojotoolkit.org/reference-guide/1.7/dojo/place.html See full doc on dojo.place].&lt;br /&gt;
&lt;br /&gt;
Usually, when you want to insert some piece of HTML in your game interface, you should use &amp;quot;[[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addStyleToClass: function( cssClassName, cssProperty, propertyValue )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObject( mobile_obj, target_obj, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use slideToObject to &amp;quot;slide&amp;quot; an element to a target position.&lt;br /&gt;
&lt;br /&gt;
Sliding element on the game area is the recommended and the most used way to animate your game interface. Using slides allow players to figure out what is happening on the game, as if they were playing with the real boardgame.&lt;br /&gt;
&lt;br /&gt;
The parameters are:&lt;br /&gt;
* mobile_obj: the ID of the object to move. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned.&lt;br /&gt;
* target_obj: the ID of the target object. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned. Note that it is not mandatory that mobile_obj and target_obj have the same size. If their size are different, the system slides the center of mobile_obj to the center of target_obj.&lt;br /&gt;
* duration: (optional) defines the duration in millisecond of the slide. The default is 500 milliseconds.&lt;br /&gt;
* delay: (optional). If you defines a delay, the slide will start only after this delay. This is particularly useful when you want to slide several object from the same position to the same position: you can give a 0ms delay to the first object, a 100ms delay to the second one, a 200ms delay to the third one, ... this way they won&#039;t be superposed during the slide.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL: The method returns an dojo.fx animation, so you can combine it with other animation if you want to. It means that you have to call the &amp;quot;play()&amp;quot; method, otherwise the animation WON&#039;T START.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObject( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectPos( mobile_obj, target_obj, target_x, target_y, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method does exactly the same than &amp;quot;slideToObjectPos&amp;quot;, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will slide to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: slide a token to some place on the board, 10 pixels to the bottom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObjectPos( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 0, 10 ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideTemporaryObject( mobile_obj_html, mobile_obj_parent, from, to, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is useful when you want to slide a temporary HTML object from one place to another. As this object does not exists before the animation and won&#039;t remain after, it could be complex to create this object (with dojo.place), to place it at its origin (with placeOnObject) to slide it (with slideToObject) and to make it disappear at the end.&lt;br /&gt;
&lt;br /&gt;
slideTemporaryObject does all of this for you:&lt;br /&gt;
* mobile_obj_html is a piece of HTML code that represent the object to slide.&lt;br /&gt;
* mobile_obj_parent is the ID of an HTML element of your interface that will be the parent of this temporary HTML object.&lt;br /&gt;
* from is the ID of the origin of the slide.&lt;br /&gt;
* to is the ID of the target of the slide.&lt;br /&gt;
* duration/delay works exactly like in &amp;quot;slideToObject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideTemporaryObject( &#039;&amp;lt;div class=&amp;quot;token_icon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;, &#039;tokens&#039;, &#039;my_origin_div&#039;, &#039;my_target_div&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.fadeOutAndDestroy( node )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function fade out the target HTML node, then destroy it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.fadeOutAndDestroy( &amp;quot;a_card_that_must_disappear&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the HTML node still exists until during few milliseconds, until the fadeOut has been completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moving elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObject( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
placeOnObject works exactly like &amp;quot;slideToObject&amp;quot;, except that the effect is immediate.&lt;br /&gt;
&lt;br /&gt;
This is not really an animation, but placeOnObject is frequently used before starting an animation.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // (We just created an object &amp;quot;my_new_token&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
  // Place the new token on current player board&lt;br /&gt;
  this.placeOnObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;overall_player_board_&amp;quot;+this.player_id );&lt;br /&gt;
  &lt;br /&gt;
  // Then slide it to its position on the board&lt;br /&gt;
  this.slideToObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;a_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObjectPos( mobile_obj, target_obj, target_x, target_y )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method works exactly like placeOnObject, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will be placed to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.attachToNewParent( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method, you change the HTML parent of &amp;quot;mobile_obj&amp;quot; element. &amp;quot;target_obj&amp;quot; is the new parent of this element. The beauty of &lt;br /&gt;
attachToNewParent is that the mobile_obj element DOES NOT MOVE during this process.&lt;br /&gt;
&lt;br /&gt;
Note: what happens is that the method calculate a relative position of mobile_obj to make sure it does not move after the HTML parent changes.&lt;br /&gt;
&lt;br /&gt;
Why using this method?&lt;br /&gt;
&lt;br /&gt;
Changing the HTML parent of an element can be useful for the following reasons:&lt;br /&gt;
* When the HTML parent moves, all its child are moving with them. If some game elements is no more linked with a parent HTML object, you may want to attach it to another place.&lt;br /&gt;
* The z_order (vertical order of display) depends on the position in the DOM, so you may need to change the parent of some game elements when they are moving in your game area.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: when you attach an HTML element with a new parent, you break all references to this HTML element (ex: dojo.connect).&lt;br /&gt;
&lt;br /&gt;
== Players input ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.connect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to associate a player event with one of your notification method.&lt;br /&gt;
&lt;br /&gt;
Example: associate a click on an element (&amp;quot;my_element&amp;quot;) with one of our method (&amp;quot;onClickOnMyElement&amp;quot;):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      dojo.connect( $(&#039;my_element&#039;), &#039;onClick&#039;, this, &#039;onClickOnMyElement&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is the only possible correct way to associate a player input event to your code, and you must not use anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkAction( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkAction: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
return true if action is authorized (ie: the action is listed as a &amp;quot;possibleaction&amp;quot; in current game state).&lt;br /&gt;
&lt;br /&gt;
return false and display an error message if not (display no message if nomessage parameter is true). The displayed error message could be either &amp;quot;This move is not allowed at this moment&amp;quot; or &amp;quot;An action is already in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  function onClickOnGameElement( evt )&lt;br /&gt;
  {&lt;br /&gt;
     if( this.checkAction( &amp;quot;my_action&amp;quot; ) )&lt;br /&gt;
     {&lt;br /&gt;
        // Do the action&lt;br /&gt;
     }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.ajaxcall( url, parameters, obj_callback, callback, callback_error )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method must be used to send a player input to the game server.&lt;br /&gt;
&lt;br /&gt;
* url: the url of the action to perform. For a game, it must be: &amp;quot;/&amp;lt;mygame&amp;gt;/&amp;lt;mygame&amp;gt;/myAction.html&amp;quot;&lt;br /&gt;
* parameters: an array of parameter to send to the game server. Note that &amp;quot;lock:true&amp;quot; must always be specified in this list of parameter in order the interface can be locked during the server call.&lt;br /&gt;
* obj_callback: must be set to &amp;quot;this&amp;quot;.&lt;br /&gt;
* callback: a function to trigger when the server returns and everything went fine.&lt;br /&gt;
* callback_error: (optional and rarely used) a function to trigger when the server returns an error.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.ajaxcall( &#039;/mygame/mygame/myaction.html&#039;, { lock: true, &lt;br /&gt;
   arg1: myarg1, &lt;br /&gt;
   arg2: myarg2, &lt;br /&gt;
   ...&lt;br /&gt;
}, this, function( result ) {&lt;br /&gt;
   // Do some stuff after a successful call&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.confirmationDialog()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Display a confirmation dialog with a yes/no choice.&lt;br /&gt;
&lt;br /&gt;
We advice you to NOT use this function unless the player action is really critical and could ruins the game, because it slows down the game and upset players.&lt;br /&gt;
&lt;br /&gt;
Usage: this.confirmationDialog( &amp;quot;Question to displayed&amp;quot;, callback_function_if_click_on_yes );&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.confirmationDialog( _(&#039;Are you sure to use this bonus (points penalty at the end of the game) ?&#039;),&lt;br /&gt;
                         dojo.hitch( this, function() {&lt;br /&gt;
                           this.ajaxcall( &#039;/seasons/seasons/useBonus.html&#039;,&lt;br /&gt;
                                { id:bonus_id, lock:true }, this, function( result ) {} );&lt;br /&gt;
                        } ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addActionButton( id, label, method, (opt)depreciated, (opt)bHighlight )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use this method to add an action button in the main action status bar.&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* id: a ID that should be unique in your HTML DOM document.&lt;br /&gt;
* label: the text of the button. Should be translatable (use _() function).&lt;br /&gt;
* method: the name of your method that must be triggered when the player clicks on this button.&lt;br /&gt;
* depreciated (optional): do not use this. Please not specify this argument or use &amp;quot;null&amp;quot;.&lt;br /&gt;
* bHighlight: if set to &amp;quot;true&amp;quot;, the button is going blink to catch player&#039;s attention. Please don&#039;t abuse of blinking button.&lt;br /&gt;
&lt;br /&gt;
You should only use this method in your &amp;quot;onUpdateActionButtons&amp;quot; method. Usually, you use it like this (from Hears example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onUpdateActionButtons: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
            console.log( &#039;onUpdateActionButtons: &#039;+stateName );&lt;br /&gt;
                      &lt;br /&gt;
            if( this.isCurrentPlayerActive() )&lt;br /&gt;
            {            &lt;br /&gt;
                switch( stateName )&lt;br /&gt;
                {&lt;br /&gt;
                case &#039;giveCards&#039;:&lt;br /&gt;
                    this.addActionButton( &#039;giveCards_button&#039;, _(&#039;Give selected cards&#039;), &#039;onGiveCards&#039; ); &lt;br /&gt;
                    break;&lt;br /&gt;
&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
        },   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, we are adding a &amp;quot;Give selected cards&amp;quot; button in the case we are on game state &amp;quot;giveCards&amp;quot;. When player clicks on this button, it triggers our &amp;quot;onGiveCards&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
When something happens on the server side, your game interface Javascript logic received a notification.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can handle these notifications on the client side.&lt;br /&gt;
&lt;br /&gt;
=== Subscribe to notifications ===&lt;br /&gt;
&lt;br /&gt;
Your Javascript &amp;quot;setupNotifications&amp;quot; method is the place where you can subscribe to notifications from your PHP code.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you associate one of your Javascript method to a notification &amp;quot;playDisc&amp;quot; (from Reversi example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // In setupNotifications method:&lt;br /&gt;
   dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;playDisc&amp;quot; corresponds to the name of the notification you define it in your PHP code, in your &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Then, you have to define your &amp;quot;notif_playDisc&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        notif_playDisc: function( notif )&lt;br /&gt;
        {&lt;br /&gt;
            // Remove current possible moves (makes the board more clear)&lt;br /&gt;
            dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );        &lt;br /&gt;
        &lt;br /&gt;
            this.addDiscOnBoard( notif.args.x, notif.args.y, notif.args.player_id );&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a notification handler like our &amp;quot;notif_playDisc&amp;quot; method, you can access to all notifications arguments with &amp;quot;notif.args&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // If you did this on PHP side:&lt;br /&gt;
    self::notifyAllPlayers( &amp;quot;myNotification&amp;quot;, &#039;&#039;, array( &amp;quot;myArgument&amp;quot; =&amp;gt; 3 ) );&lt;br /&gt;
&lt;br /&gt;
    // On Javascript side, you can access the &amp;quot;myArgument&amp;quot; like this:&lt;br /&gt;
    notif_myNotification: function( notif )&lt;br /&gt;
    {&lt;br /&gt;
       alert( &amp;quot;myArgument = &amp;quot; + notif.args.myArgument );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Synchronous notifications ===&lt;br /&gt;
&lt;br /&gt;
When several notifications are received by your game interface, these notifications are processed immediately, one after the other, in the same exact order they have been generated in your PHP game logic.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, you need to give some time to the players to figure out what happened on the game before jumping to the next notification. Indeed, in many games, they are a lot of automatic actions, and the computer is going to resolve all these actions very fast if you don&#039;t tell it not to do so.&lt;br /&gt;
&lt;br /&gt;
As an example, for Reversi, when someone is playing a disc, we want to wait 500 milliseconds before doing anything else in order the opponent player can figure out what move has been played.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we do this, right after our subscription:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
       this.notifqueue.setSynchronous( &#039;playDisc&#039;, 500 );   // Wait 500 milliseconds after executing the playDisc handler&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tooltips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltip( node, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to the DOM node.&lt;br /&gt;
&lt;br /&gt;
Specify &#039;helpString&#039; to display some information about &amp;quot;what is this game element?&amp;quot;.&lt;br /&gt;
Specify &#039;actionString&#039; to display some information about &amp;quot;what happens when I click on this element?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You must specify both helpString and actionString. Most of the time, you use only one and specify a void string (&amp;quot;&amp;quot;) for the other one.&lt;br /&gt;
&lt;br /&gt;
Usually, _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delay&amp;quot; is an optional parameter. Usually, it is primarily used to specify a zero delay for some game element when the tooltip gives really important information for the game - but remember: no essential information must be placed in tooltips as they won&#039;t be displayed in some browser (see Guidelines).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.addTooltip( $(&#039;cardcount&#039;), _(&#039;Number of cards in hand&#039;), &#039;&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtml( node, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to all the DOM nodes set with this cssClass. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addTooltipHtmlToClass( cssClass, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
== Dialogs, warning messages, confirmation dialogs, ... ==&lt;br /&gt;
&lt;br /&gt;
=== Warning messages ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is something important that is happening on the game and you have to make sure all players get the message. Most of the time, the evolution of the game situation or the game log is enough, but sometimes you need something more visible.&lt;br /&gt;
&lt;br /&gt;
Ex: someone fulfill one of the end of the game condition, so this is the last turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.showMessage( msg, type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
showMessage shows a message in a big rectangular area on the top of the screen of current player.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;msg&amp;quot; is the string to display. It should be translated.&lt;br /&gt;
* &amp;quot;type&amp;quot; can be set to &amp;quot;info&amp;quot; or &amp;quot;error&amp;quot;. If set to &amp;quot;info&amp;quot;, the message will be an informative message on a white background. If set to &amp;quot;error&amp;quot;, the message will be an error message on a red background.&lt;br /&gt;
&lt;br /&gt;
Important: the normal way to inform players about the progression of the game is the game log. &amp;quot;showMessage&amp;quot; is intrusive and should not be used often.&lt;br /&gt;
&lt;br /&gt;
=== Confirmation dialog ===&lt;br /&gt;
&lt;br /&gt;
When an important action with a lot of consequences is triggered by the player, you may want to propose a confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the general guidelines of BGA is to AVOID the use of confirmation dialog. Confirmation dialogs slow down the game and bother players. The players knows that they have to pay attention about each move when they are playing online.&lt;br /&gt;
&lt;br /&gt;
The situation where you should use a confirmation dialog are the following:&lt;br /&gt;
* It must not happen very often during a game.&lt;br /&gt;
* It must be linked to an action that can really &amp;quot;kill a game&amp;quot; if the player do not pay attention.&lt;br /&gt;
* It must be something that can be done by mistake (ex: a link on the action status bar).&lt;br /&gt;
&lt;br /&gt;
How to display a confirmation dialog:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dialogs ===&lt;br /&gt;
&lt;br /&gt;
At first, you shouldn&#039;t use dialogs windows.&lt;br /&gt;
&lt;br /&gt;
BGA guidelines specify that all game elements should be displayed on the main screen. Players can eventually scroll down to see game elements they don&#039;t need to see anytime, and you may eventually create anchors to move between game area section. Of course dialogs windows are very practical, but the thing is: all players know how to scroll down, and not all players know how to show up your dialog window. In addition, when the dialog shows up, players can&#039;t access the other game components.&lt;br /&gt;
&lt;br /&gt;
Sometimes although, you need to display a dialog window. Here is how you do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // Create the new dialog. You should store the handler in a member variable to access it later&lt;br /&gt;
  this.myDlg = new dijit.Dialog({ title: _(&amp;quot;my dialog title to translate&amp;quot;) });&lt;br /&gt;
&lt;br /&gt;
  // Create the HTML of my dialog. The best practice here is to use [[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]:&lt;br /&gt;
  var html = this.format_block( &#039;jstpl_myDialogTemplate&#039;, { &lt;br /&gt;
                arg1: myArg1,&lt;br /&gt;
                arg2: myArg2,&lt;br /&gt;
                ...&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
  // Show the dialog&lt;br /&gt;
  this.myDlg.attr(&amp;quot;content&amp;quot;, html );&lt;br /&gt;
  this.myDlg.show(); &lt;br /&gt;
&lt;br /&gt;
  // Now that the dialog has been displayed, you can connect your method to some dialog elements&lt;br /&gt;
  // Example, a &amp;quot;close&amp;quot; button:&lt;br /&gt;
  dojo.connect( $(&#039;closeDlg&#039;), &#039;onclick&#039;, this, function(evt){&lt;br /&gt;
                evt.preventDefault();&lt;br /&gt;
                this.myDlg.hide();&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tip: be careful with &amp;quot;hide()&amp;quot; method to close your dialog: the dialog and its content is not completely removed from the DOM. It can cause you problems if you try to display the same dialog several times. A good practice is to wrap all the content of your dialog in a &amp;quot;&amp;lt;div id=&#039;myDlgContent&#039;&amp;gt;&amp;quot; div element, and to call &amp;quot;dojo.destroy(&#039;myDlgContent&#039;)&amp;quot; before displaying your dialog.&lt;br /&gt;
&lt;br /&gt;
=== Scoring dialogs ===&lt;br /&gt;
&lt;br /&gt;
Sometimes at the end of a round you want to display a big table that details the points wins in each section of the game.&lt;br /&gt;
&lt;br /&gt;
Example: in Hearts game, we display at the end of each round the number of &amp;quot;heart&amp;quot; cards collected by each player, the player who collected the Queen of Spades, and the total number of points loose by each player.&lt;br /&gt;
&lt;br /&gt;
Scoring dialogs are managed entirely on &#039;&#039;&#039;PHP side&#039;&#039;&#039;, but they are described here as their effects are visible only on client side.&lt;br /&gt;
&lt;br /&gt;
Displaying a scoring dialog is quite simple and is using a special notification type: &amp;quot;tableWindow&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // on PHP side:&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;table&amp;quot; argument is a 2 dimensional PHP array that describe the table you want to display, line by line and column by column.&lt;br /&gt;
&lt;br /&gt;
Example: display an 3x3 array of strings&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, &amp;quot;three&amp;quot; ),    // This is my first line&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ),    // This is my second line&lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )    // This is my third line&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see above, in each &amp;quot;cell&amp;quot; of your array you can display a simple string value. But you can also display a complex value with a template and associated arguments like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, array( &amp;quot;str&amp;quot; =&amp;gt; &amp;quot;a string with an ${argument}&amp;quot;, &amp;quot;args&amp;quot; =&amp;gt; array( &#039;argument&#039; =&amp;gt; &#039;argument_value&#039; )  ) ),&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ), &lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is especially useful when you want to display player names with colors. Example from &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $firstRow = array( &#039;&#039; );&lt;br /&gt;
        foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
        {&lt;br /&gt;
            $firstRow[] = array( &#039;str&#039; =&amp;gt; &#039;${player_name}&#039;,&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;player_name&#039; =&amp;gt; $player[&#039;player_name&#039;] ),&lt;br /&gt;
                                 &#039;type&#039; =&amp;gt; &#039;header&#039;&lt;br /&gt;
                               );&lt;br /&gt;
        }&lt;br /&gt;
        $table[] = $firstRow;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update players score ==&lt;br /&gt;
&lt;br /&gt;
Increase a player score (with a positive or negative number):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].setValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s panel disabling/enabling ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.disablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disable given player panel (the panel background become gray).&lt;br /&gt;
&lt;br /&gt;
Usually, this is used to signal that this played passes, or will be inactive during a while.&lt;br /&gt;
&lt;br /&gt;
Note that the only effect of this is visual. There are no consequences on the behaviour of the panel itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a player panel that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enableAllPlayerPanels()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable all player panels that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
== Other useful stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.hitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.hitch, you can create a callback function that will run with your game object context whatever happen.&lt;br /&gt;
&lt;br /&gt;
Typical example: display a BGA confirmation dialog with a callback function created with dojo.hitch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, using dojo.hitch, we are sure that the &amp;quot;this&amp;quot; object will be set when the callback is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
== BGA GUI components ==&lt;br /&gt;
&lt;br /&gt;
BGA framework provides some useful ready-to-use components for the game interface:&lt;br /&gt;
&lt;br /&gt;
[[Studio#BGA_Studio_game_components_reference]]&lt;br /&gt;
&lt;br /&gt;
Note that each time you are using an additional component, you must declare it at the top of your Javascript file in the list of modules used.&lt;br /&gt;
&lt;br /&gt;
Example if you are using &amp;quot;ebg.stock&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;  /// &amp;lt;=== we are using ebg.stock module&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=657</id>
		<title>Game interface logic: yourgamename.js</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=657"/>
		<updated>2013-02-13T17:07:28Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Player&amp;#039;s panel disabling/enabling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is the main file for your game interface. Here you will define:&lt;br /&gt;
&lt;br /&gt;
* which actions on the page will generate calls to the server&lt;br /&gt;
* what happens when you get a notification for change from the server and how it will show in the browser. &lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
&lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* constructor: here you can define variable global to your whole interface.&lt;br /&gt;
* setup: this method is called when the page is refreshed, in order you can setup the game interface.&lt;br /&gt;
* onEnteringState: the method is called when entering in a new game state. This way you can customize the view for this game state.&lt;br /&gt;
* onLeavingState: the method is called when leaving a game state.&lt;br /&gt;
* onUpdateActionButtons: called when entering in a new state, in order you can add action buttons in status bar.&lt;br /&gt;
* (utility methods): at this place you can define your utility methods&lt;br /&gt;
* (player&#039;s actions): at this place you can write your handlers for player&#039;s action on the interface (ex: click on an item).&lt;br /&gt;
* setupNotifications: in this method you associate notifications with notification handlers. This way, for each game notification, you trigger a javascript method to handle it and update the game interface.&lt;br /&gt;
* (notification handlers): at this place you can define your notifications handlers.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: Id of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains your initial set of datas to init the game, created at game start or game refresh (F5)&lt;br /&gt;
: You can update it as needed to keep an up to date reference of the game on the client side if you need it (most of the time you don&#039;t).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play)&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayerId()&lt;br /&gt;
: Return the ID of active player, or null if we are not in a &amp;quot;activeplayer&amp;quot; type state.&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayers()&lt;br /&gt;
: Return an array with the IDs of players that are currently active (or an empty array if there is not).&lt;br /&gt;
&lt;br /&gt;
== Dojo framework ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the [http://dojotoolkit.org/ Dojo Javascript framework].&lt;br /&gt;
&lt;br /&gt;
The Dojo framework allows us to do complex things easier, and the BGA framework is using Dojo framework a lot.&lt;br /&gt;
&lt;br /&gt;
To realize game although, you only need to use a few part of the Dojo framework. All the Dojo methods you need to use are describe on this page.&lt;br /&gt;
&lt;br /&gt;
== Access and manipulate the DOM ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$(&#039;some_html_element_id&#039;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The $() function is used to get some HTML element using its &amp;quot;id&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
Example 1: modify the content of a &amp;quot;span&amp;quot; element:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In your HTML code:&lt;br /&gt;
   &amp;lt;span id=&amp;quot;a_value_in_the_game_interface&amp;quot;&amp;gt;1234&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your Javascript code:&lt;br /&gt;
   $(&#039;a_value_in_the_game_interface&#039;).innerHTML = &amp;quot;9999&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: $() is the standard method to access some HTML element with BGA Framework. You must not use &amp;quot;getElementById&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.style you can modify a CSS property of any HTML element of your interface.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Make an element disappear&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Give an element a 2px border&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;borderWidth&#039;, &#039;2px&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Change the background position of an element&lt;br /&gt;
     // (very practical when you are using CSS sprite to transform an element to another)&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;backgroundPosition&#039;, &#039;-20px -50px&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you must always use dojo.style to modify CSS properties of HTML elements.&lt;br /&gt;
&lt;br /&gt;
Note²: if you have to modify several CSS properties of an element, or if you have some complex CSS transformation to do, you should consider using dojo.addClass/dojo.removeClass (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo CSS classes manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many situation, a bunch of many small CSS property update can be replaced by a CSS class change (ie: you add a CSS class to your element instead of applying all modification manually).&lt;br /&gt;
&lt;br /&gt;
Advantages are:&lt;br /&gt;
* All your CSS stuff remains in your CSS file.&lt;br /&gt;
* You can add/remove a list of CSS modifications with a simple function and whithout error.&lt;br /&gt;
* You can test if you applied the stuff to an element with &amp;quot;dojo.hasClass&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Example from &amp;quot;Reversi&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // We add &amp;quot;possibleMove&amp;quot; to an element&lt;br /&gt;
    dojo.addClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
    // In our CSS file, the class is defined as:&lt;br /&gt;
    .possibleMove {&lt;br /&gt;
      background-color: white;&lt;br /&gt;
      opacity: 0.2;&lt;br /&gt;
      filter:alpha(opacity=20); /* For IE8 and earlier */  &lt;br /&gt;
      cursor: pointer;  &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     // So we&#039;ve applied 4 CSS property change in one line of code.&lt;br /&gt;
&lt;br /&gt;
     // ... and when we need to check if a square is a possible move on client side:&lt;br /&gt;
     if( dojo.hasClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; ) )&lt;br /&gt;
     { ... }&lt;br /&gt;
&lt;br /&gt;
     // ... and if we want to remove all possible moves in one line of code (see &amp;quot;dojo.query&amp;quot; method):&lt;br /&gt;
     dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conclusion: we encourage you to use dojo.addClass, dojo.removeClass and dojo.hasClass to make your life easier :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.query&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.query, you can query a bunch of HTML elements with a single function, with a &amp;quot;CSS selector&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // All elements with class &amp;quot;possibleMove&amp;quot;:&lt;br /&gt;
     var elements = dojo.query( &#039;.possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Count number of tokens (ie: elements with class &amp;quot;token&amp;quot;) on the board (ie: element with id &amp;quot;board&amp;quot;):&lt;br /&gt;
     dojo.query( &#039;#board .token&#039; ).length;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what is really cool with dojo.query is that you can combine it with almost all methods above.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Trigger a method when the mouse enter in any element with class &amp;quot;meeple&amp;quot;:&lt;br /&gt;
     dojo.query( &#039;.meeple&#039; ).connect( &#039;onmouseenter&#039;, this, &#039;myMethodToTrigger&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Hide all meeples who are on the board&lt;br /&gt;
     dojo.query( &#039;#board .meeple&#039; ).style( &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
dojo.place is the best function to insert some HTML code somewhere in your game interface without breaking something. It is much better to use that &amp;quot;innerHTML=&#039;&#039;&amp;quot; method as soon as you must insert HTML tags and not only values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Insert your HTML code as a child of a container element&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // Replace the container element with your new html&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot;, &amp;quot;replace&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the third parameter of dojo.place can take various interesting value: &amp;quot;first&amp;quot;, &amp;quot;after&amp;quot;, ... [http://dojotoolkit.org/reference-guide/1.7/dojo/place.html See full doc on dojo.place].&lt;br /&gt;
&lt;br /&gt;
Usually, when you want to insert some piece of HTML in your game interface, you should use &amp;quot;[[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addStyleToClass: function( cssClassName, cssProperty, propertyValue )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObject( mobile_obj, target_obj, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use slideToObject to &amp;quot;slide&amp;quot; an element to a target position.&lt;br /&gt;
&lt;br /&gt;
Sliding element on the game area is the recommended and the most used way to animate your game interface. Using slides allow players to figure out what is happening on the game, as if they were playing with the real boardgame.&lt;br /&gt;
&lt;br /&gt;
The parameters are:&lt;br /&gt;
* mobile_obj: the ID of the object to move. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned.&lt;br /&gt;
* target_obj: the ID of the target object. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned. Note that it is not mandatory that mobile_obj and target_obj have the same size. If their size are different, the system slides the center of mobile_obj to the center of target_obj.&lt;br /&gt;
* duration: (optional) defines the duration in millisecond of the slide. The default is 500 milliseconds.&lt;br /&gt;
* delay: (optional). If you defines a delay, the slide will start only after this delay. This is particularly useful when you want to slide several object from the same position to the same position: you can give a 0ms delay to the first object, a 100ms delay to the second one, a 200ms delay to the third one, ... this way they won&#039;t be superposed during the slide.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL: The method returns an dojo.fx animation, so you can combine it with other animation if you want to. It means that you have to call the &amp;quot;play()&amp;quot; method, otherwise the animation WON&#039;T START.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObject( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectPos( mobile_obj, target_obj, target_x, target_y, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method does exactly the same than &amp;quot;slideToObjectPos&amp;quot;, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will slide to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: slide a token to some place on the board, 10 pixels to the bottom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObjectPos( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 0, 10 ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideTemporaryObject( mobile_obj_html, mobile_obj_parent, from, to, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is useful when you want to slide a temporary HTML object from one place to another. As this object does not exists before the animation and won&#039;t remain after, it could be complex to create this object (with dojo.place), to place it at its origin (with placeOnObject) to slide it (with slideToObject) and to make it disappear at the end.&lt;br /&gt;
&lt;br /&gt;
slideTemporaryObject does all of this for you:&lt;br /&gt;
* mobile_obj_html is a piece of HTML code that represent the object to slide.&lt;br /&gt;
* mobile_obj_parent is the ID of an HTML element of your interface that will be the parent of this temporary HTML object.&lt;br /&gt;
* from is the ID of the origin of the slide.&lt;br /&gt;
* to is the ID of the target of the slide.&lt;br /&gt;
* duration/delay works exactly like in &amp;quot;slideToObject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideTemporaryObject( &#039;&amp;lt;div class=&amp;quot;token_icon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;, &#039;tokens&#039;, &#039;my_origin_div&#039;, &#039;my_target_div&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.fadeOutAndDestroy( node )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function fade out the target HTML node, then destroy it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.fadeOutAndDestroy( &amp;quot;a_card_that_must_disappear&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the HTML node still exists until during few milliseconds, until the fadeOut has been completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moving elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObject( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
placeOnObject works exactly like &amp;quot;slideToObject&amp;quot;, except that the effect is immediate.&lt;br /&gt;
&lt;br /&gt;
This is not really an animation, but placeOnObject is frequently used before starting an animation.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // (We just created an object &amp;quot;my_new_token&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
  // Place the new token on current player board&lt;br /&gt;
  this.placeOnObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;overall_player_board_&amp;quot;+this.player_id );&lt;br /&gt;
  &lt;br /&gt;
  // Then slide it to its position on the board&lt;br /&gt;
  this.slideToObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;a_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObjectPos( mobile_obj, target_obj, target_x, target_y )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method works exactly like placeOnObject, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will be placed to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.attachToNewParent( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method, you change the HTML parent of &amp;quot;mobile_obj&amp;quot; element. &amp;quot;target_obj&amp;quot; is the new parent of this element. The beauty of &lt;br /&gt;
attachToNewParent is that the mobile_obj element DOES NOT MOVE during this process.&lt;br /&gt;
&lt;br /&gt;
Note: what happens is that the method calculate a relative position of mobile_obj to make sure it does not move after the HTML parent changes.&lt;br /&gt;
&lt;br /&gt;
Why using this method?&lt;br /&gt;
&lt;br /&gt;
Changing the HTML parent of an element can be useful for the following reasons:&lt;br /&gt;
* When the HTML parent moves, all its child are moving with them. If some game elements is no more linked with a parent HTML object, you may want to attach it to another place.&lt;br /&gt;
* The z_order (vertical order of display) depends on the position in the DOM, so you may need to change the parent of some game elements when they are moving in your game area.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: when you attach an HTML element with a new parent, you break all references to this HTML element (ex: dojo.connect).&lt;br /&gt;
&lt;br /&gt;
== Players input ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.connect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to associate a player event with one of your notification method.&lt;br /&gt;
&lt;br /&gt;
Example: associate a click on an element (&amp;quot;my_element&amp;quot;) with one of our method (&amp;quot;onClickOnMyElement&amp;quot;):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      dojo.connect( $(&#039;my_element&#039;), &#039;onClick&#039;, this, &#039;onClickOnMyElement&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is the only possible correct way to associate a player input event to your code, and you must not use anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkAction( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkAction: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
return true if action is authorized (ie: the action is listed as a &amp;quot;possibleaction&amp;quot; in current game state).&lt;br /&gt;
&lt;br /&gt;
return false and display an error message if not (display no message if nomessage parameter is true). The displayed error message could be either &amp;quot;This move is not allowed at this moment&amp;quot; or &amp;quot;An action is already in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  function onClickOnGameElement( evt )&lt;br /&gt;
  {&lt;br /&gt;
     if( this.checkAction( &amp;quot;my_action&amp;quot; ) )&lt;br /&gt;
     {&lt;br /&gt;
        // Do the action&lt;br /&gt;
     }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.ajaxcall( url, parameters, obj_callback, callback, callback_error )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method must be used to send a player input to the game server.&lt;br /&gt;
&lt;br /&gt;
* url: the url of the action to perform. For a game, it must be: &amp;quot;/&amp;lt;mygame&amp;gt;/&amp;lt;mygame&amp;gt;/myAction.html&amp;quot;&lt;br /&gt;
* parameters: an array of parameter to send to the game server. Note that &amp;quot;lock:true&amp;quot; must always be specified in this list of parameter in order the interface can be locked during the server call.&lt;br /&gt;
* obj_callback: must be set to &amp;quot;this&amp;quot;.&lt;br /&gt;
* callback: a function to trigger when the server returns and everything went fine.&lt;br /&gt;
* callback_error: (optional and rarely used) a function to trigger when the server returns an error.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.ajaxcall( &#039;/mygame/mygame/myaction.html&#039;, { lock: true, &lt;br /&gt;
   arg1: myarg1, &lt;br /&gt;
   arg2: myarg2, &lt;br /&gt;
   ...&lt;br /&gt;
}, this, function( result ) {&lt;br /&gt;
   // Do some stuff after a successful call&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.confirmationDialog()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Display a confirmation dialog with a yes/no choice.&lt;br /&gt;
&lt;br /&gt;
We advice you to NOT use this function unless the player action is really critical and could ruins the game, because it slows down the game and upset players.&lt;br /&gt;
&lt;br /&gt;
Usage: this.confirmationDialog( &amp;quot;Question to displayed&amp;quot;, callback_function_if_click_on_yes );&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.confirmationDialog( _(&#039;Are you sure to use this bonus (points penalty at the end of the game) ?&#039;),&lt;br /&gt;
                         dojo.hitch( this, function() {&lt;br /&gt;
                           this.ajaxcall( &#039;/seasons/seasons/useBonus.html&#039;,&lt;br /&gt;
                                { id:bonus_id, lock:true }, this, function( result ) {} );&lt;br /&gt;
                        } ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
When something happens on the server side, your game interface Javascript logic received a notification.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can handle these notifications on the client side.&lt;br /&gt;
&lt;br /&gt;
=== Subscribe to notifications ===&lt;br /&gt;
&lt;br /&gt;
Your Javascript &amp;quot;setupNotifications&amp;quot; method is the place where you can subscribe to notifications from your PHP code.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you associate one of your Javascript method to a notification &amp;quot;playDisc&amp;quot; (from Reversi example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // In setupNotifications method:&lt;br /&gt;
   dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;playDisc&amp;quot; corresponds to the name of the notification you define it in your PHP code, in your &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Then, you have to define your &amp;quot;notif_playDisc&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        notif_playDisc: function( notif )&lt;br /&gt;
        {&lt;br /&gt;
            // Remove current possible moves (makes the board more clear)&lt;br /&gt;
            dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );        &lt;br /&gt;
        &lt;br /&gt;
            this.addDiscOnBoard( notif.args.x, notif.args.y, notif.args.player_id );&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a notification handler like our &amp;quot;notif_playDisc&amp;quot; method, you can access to all notifications arguments with &amp;quot;notif.args&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // If you did this on PHP side:&lt;br /&gt;
    self::notifyAllPlayers( &amp;quot;myNotification&amp;quot;, &#039;&#039;, array( &amp;quot;myArgument&amp;quot; =&amp;gt; 3 ) );&lt;br /&gt;
&lt;br /&gt;
    // On Javascript side, you can access the &amp;quot;myArgument&amp;quot; like this:&lt;br /&gt;
    notif_myNotification: function( notif )&lt;br /&gt;
    {&lt;br /&gt;
       alert( &amp;quot;myArgument = &amp;quot; + notif.args.myArgument );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Synchronous notifications ===&lt;br /&gt;
&lt;br /&gt;
When several notifications are received by your game interface, these notifications are processed immediately, one after the other, in the same exact order they have been generated in your PHP game logic.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, you need to give some time to the players to figure out what happened on the game before jumping to the next notification. Indeed, in many games, they are a lot of automatic actions, and the computer is going to resolve all these actions very fast if you don&#039;t tell it not to do so.&lt;br /&gt;
&lt;br /&gt;
As an example, for Reversi, when someone is playing a disc, we want to wait 500 milliseconds before doing anything else in order the opponent player can figure out what move has been played.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we do this, right after our subscription:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
       this.notifqueue.setSynchronous( &#039;playDisc&#039;, 500 );   // Wait 500 milliseconds after executing the playDisc handler&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tooltips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltip( node, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to the DOM node.&lt;br /&gt;
&lt;br /&gt;
Specify &#039;helpString&#039; to display some information about &amp;quot;what is this game element?&amp;quot;.&lt;br /&gt;
Specify &#039;actionString&#039; to display some information about &amp;quot;what happens when I click on this element?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You must specify both helpString and actionString. Most of the time, you use only one and specify a void string (&amp;quot;&amp;quot;) for the other one.&lt;br /&gt;
&lt;br /&gt;
Usually, _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delay&amp;quot; is an optional parameter. Usually, it is primarily used to specify a zero delay for some game element when the tooltip gives really important information for the game - but remember: no essential information must be placed in tooltips as they won&#039;t be displayed in some browser (see Guidelines).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.addTooltip( $(&#039;cardcount&#039;), _(&#039;Number of cards in hand&#039;), &#039;&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtml( node, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to all the DOM nodes set with this cssClass. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addTooltipHtmlToClass( cssClass, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
== Dialogs, warning messages, confirmation dialogs, ... ==&lt;br /&gt;
&lt;br /&gt;
=== Warning messages ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is something important that is happening on the game and you have to make sure all players get the message. Most of the time, the evolution of the game situation or the game log is enough, but sometimes you need something more visible.&lt;br /&gt;
&lt;br /&gt;
Ex: someone fulfill one of the end of the game condition, so this is the last turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.showMessage( msg, type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
showMessage shows a message in a big rectangular area on the top of the screen of current player.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;msg&amp;quot; is the string to display. It should be translated.&lt;br /&gt;
* &amp;quot;type&amp;quot; can be set to &amp;quot;info&amp;quot; or &amp;quot;error&amp;quot;. If set to &amp;quot;info&amp;quot;, the message will be an informative message on a white background. If set to &amp;quot;error&amp;quot;, the message will be an error message on a red background.&lt;br /&gt;
&lt;br /&gt;
Important: the normal way to inform players about the progression of the game is the game log. &amp;quot;showMessage&amp;quot; is intrusive and should not be used often.&lt;br /&gt;
&lt;br /&gt;
=== Confirmation dialog ===&lt;br /&gt;
&lt;br /&gt;
When an important action with a lot of consequences is triggered by the player, you may want to propose a confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the general guidelines of BGA is to AVOID the use of confirmation dialog. Confirmation dialogs slow down the game and bother players. The players knows that they have to pay attention about each move when they are playing online.&lt;br /&gt;
&lt;br /&gt;
The situation where you should use a confirmation dialog are the following:&lt;br /&gt;
* It must not happen very often during a game.&lt;br /&gt;
* It must be linked to an action that can really &amp;quot;kill a game&amp;quot; if the player do not pay attention.&lt;br /&gt;
* It must be something that can be done by mistake (ex: a link on the action status bar).&lt;br /&gt;
&lt;br /&gt;
How to display a confirmation dialog:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dialogs ===&lt;br /&gt;
&lt;br /&gt;
At first, you shouldn&#039;t use dialogs windows.&lt;br /&gt;
&lt;br /&gt;
BGA guidelines specify that all game elements should be displayed on the main screen. Players can eventually scroll down to see game elements they don&#039;t need to see anytime, and you may eventually create anchors to move between game area section. Of course dialogs windows are very practical, but the thing is: all players know how to scroll down, and not all players know how to show up your dialog window. In addition, when the dialog shows up, players can&#039;t access the other game components.&lt;br /&gt;
&lt;br /&gt;
Sometimes although, you need to display a dialog window. Here is how you do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // Create the new dialog. You should store the handler in a member variable to access it later&lt;br /&gt;
  this.myDlg = new dijit.Dialog({ title: _(&amp;quot;my dialog title to translate&amp;quot;) });&lt;br /&gt;
&lt;br /&gt;
  // Create the HTML of my dialog. The best practice here is to use [[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]:&lt;br /&gt;
  var html = this.format_block( &#039;jstpl_myDialogTemplate&#039;, { &lt;br /&gt;
                arg1: myArg1,&lt;br /&gt;
                arg2: myArg2,&lt;br /&gt;
                ...&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
  // Show the dialog&lt;br /&gt;
  this.myDlg.attr(&amp;quot;content&amp;quot;, html );&lt;br /&gt;
  this.myDlg.show(); &lt;br /&gt;
&lt;br /&gt;
  // Now that the dialog has been displayed, you can connect your method to some dialog elements&lt;br /&gt;
  // Example, a &amp;quot;close&amp;quot; button:&lt;br /&gt;
  dojo.connect( $(&#039;closeDlg&#039;), &#039;onclick&#039;, this, function(evt){&lt;br /&gt;
                evt.preventDefault();&lt;br /&gt;
                this.myDlg.hide();&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tip: be careful with &amp;quot;hide()&amp;quot; method to close your dialog: the dialog and its content is not completely removed from the DOM. It can cause you problems if you try to display the same dialog several times. A good practice is to wrap all the content of your dialog in a &amp;quot;&amp;lt;div id=&#039;myDlgContent&#039;&amp;gt;&amp;quot; div element, and to call &amp;quot;dojo.destroy(&#039;myDlgContent&#039;)&amp;quot; before displaying your dialog.&lt;br /&gt;
&lt;br /&gt;
=== Scoring dialogs ===&lt;br /&gt;
&lt;br /&gt;
Sometimes at the end of a round you want to display a big table that details the points wins in each section of the game.&lt;br /&gt;
&lt;br /&gt;
Example: in Hearts game, we display at the end of each round the number of &amp;quot;heart&amp;quot; cards collected by each player, the player who collected the Queen of Spades, and the total number of points loose by each player.&lt;br /&gt;
&lt;br /&gt;
Scoring dialogs are managed entirely on &#039;&#039;&#039;PHP side&#039;&#039;&#039;, but they are described here as their effects are visible only on client side.&lt;br /&gt;
&lt;br /&gt;
Displaying a scoring dialog is quite simple and is using a special notification type: &amp;quot;tableWindow&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // on PHP side:&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;table&amp;quot; argument is a 2 dimensional PHP array that describe the table you want to display, line by line and column by column.&lt;br /&gt;
&lt;br /&gt;
Example: display an 3x3 array of strings&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, &amp;quot;three&amp;quot; ),    // This is my first line&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ),    // This is my second line&lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )    // This is my third line&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see above, in each &amp;quot;cell&amp;quot; of your array you can display a simple string value. But you can also display a complex value with a template and associated arguments like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, array( &amp;quot;str&amp;quot; =&amp;gt; &amp;quot;a string with an ${argument}&amp;quot;, &amp;quot;args&amp;quot; =&amp;gt; array( &#039;argument&#039; =&amp;gt; &#039;argument_value&#039; )  ) ),&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ), &lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is especially useful when you want to display player names with colors. Example from &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $firstRow = array( &#039;&#039; );&lt;br /&gt;
        foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
        {&lt;br /&gt;
            $firstRow[] = array( &#039;str&#039; =&amp;gt; &#039;${player_name}&#039;,&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;player_name&#039; =&amp;gt; $player[&#039;player_name&#039;] ),&lt;br /&gt;
                                 &#039;type&#039; =&amp;gt; &#039;header&#039;&lt;br /&gt;
                               );&lt;br /&gt;
        }&lt;br /&gt;
        $table[] = $firstRow;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update players score ==&lt;br /&gt;
&lt;br /&gt;
Increase a player score (with a positive or negative number):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].setValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s panel disabling/enabling ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.disablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disable given player panel (the panel background become gray).&lt;br /&gt;
&lt;br /&gt;
Usually, this is used to signal that this played passes, or will be inactive during a while.&lt;br /&gt;
&lt;br /&gt;
Note that the only effect of this is visual. There are no consequences on the behaviour of the panel itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a player panel that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enableAllPlayerPanels()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable all player panels that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
== Other useful stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.hitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.hitch, you can create a callback function that will run with your game object context whatever happen.&lt;br /&gt;
&lt;br /&gt;
Typical example: display a BGA confirmation dialog with a callback function created with dojo.hitch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, using dojo.hitch, we are sure that the &amp;quot;this&amp;quot; object will be set when the callback is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
== BGA GUI components ==&lt;br /&gt;
&lt;br /&gt;
BGA framework provides some useful ready-to-use components for the game interface:&lt;br /&gt;
&lt;br /&gt;
[[Studio#BGA_Studio_game_components_reference]]&lt;br /&gt;
&lt;br /&gt;
Note that each time you are using an additional component, you must declare it at the top of your Javascript file in the list of modules used.&lt;br /&gt;
&lt;br /&gt;
Example if you are using &amp;quot;ebg.stock&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;  /// &amp;lt;=== we are using ebg.stock module&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=656</id>
		<title>Game interface logic: yourgamename.js</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=656"/>
		<updated>2013-02-13T17:07:21Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Update players score */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is the main file for your game interface. Here you will define:&lt;br /&gt;
&lt;br /&gt;
* which actions on the page will generate calls to the server&lt;br /&gt;
* what happens when you get a notification for change from the server and how it will show in the browser. &lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
&lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* constructor: here you can define variable global to your whole interface.&lt;br /&gt;
* setup: this method is called when the page is refreshed, in order you can setup the game interface.&lt;br /&gt;
* onEnteringState: the method is called when entering in a new game state. This way you can customize the view for this game state.&lt;br /&gt;
* onLeavingState: the method is called when leaving a game state.&lt;br /&gt;
* onUpdateActionButtons: called when entering in a new state, in order you can add action buttons in status bar.&lt;br /&gt;
* (utility methods): at this place you can define your utility methods&lt;br /&gt;
* (player&#039;s actions): at this place you can write your handlers for player&#039;s action on the interface (ex: click on an item).&lt;br /&gt;
* setupNotifications: in this method you associate notifications with notification handlers. This way, for each game notification, you trigger a javascript method to handle it and update the game interface.&lt;br /&gt;
* (notification handlers): at this place you can define your notifications handlers.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: Id of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains your initial set of datas to init the game, created at game start or game refresh (F5)&lt;br /&gt;
: You can update it as needed to keep an up to date reference of the game on the client side if you need it (most of the time you don&#039;t).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play)&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayerId()&lt;br /&gt;
: Return the ID of active player, or null if we are not in a &amp;quot;activeplayer&amp;quot; type state.&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayers()&lt;br /&gt;
: Return an array with the IDs of players that are currently active (or an empty array if there is not).&lt;br /&gt;
&lt;br /&gt;
== Dojo framework ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the [http://dojotoolkit.org/ Dojo Javascript framework].&lt;br /&gt;
&lt;br /&gt;
The Dojo framework allows us to do complex things easier, and the BGA framework is using Dojo framework a lot.&lt;br /&gt;
&lt;br /&gt;
To realize game although, you only need to use a few part of the Dojo framework. All the Dojo methods you need to use are describe on this page.&lt;br /&gt;
&lt;br /&gt;
== Access and manipulate the DOM ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$(&#039;some_html_element_id&#039;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The $() function is used to get some HTML element using its &amp;quot;id&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
Example 1: modify the content of a &amp;quot;span&amp;quot; element:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In your HTML code:&lt;br /&gt;
   &amp;lt;span id=&amp;quot;a_value_in_the_game_interface&amp;quot;&amp;gt;1234&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your Javascript code:&lt;br /&gt;
   $(&#039;a_value_in_the_game_interface&#039;).innerHTML = &amp;quot;9999&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: $() is the standard method to access some HTML element with BGA Framework. You must not use &amp;quot;getElementById&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.style you can modify a CSS property of any HTML element of your interface.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Make an element disappear&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Give an element a 2px border&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;borderWidth&#039;, &#039;2px&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Change the background position of an element&lt;br /&gt;
     // (very practical when you are using CSS sprite to transform an element to another)&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;backgroundPosition&#039;, &#039;-20px -50px&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you must always use dojo.style to modify CSS properties of HTML elements.&lt;br /&gt;
&lt;br /&gt;
Note²: if you have to modify several CSS properties of an element, or if you have some complex CSS transformation to do, you should consider using dojo.addClass/dojo.removeClass (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo CSS classes manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many situation, a bunch of many small CSS property update can be replaced by a CSS class change (ie: you add a CSS class to your element instead of applying all modification manually).&lt;br /&gt;
&lt;br /&gt;
Advantages are:&lt;br /&gt;
* All your CSS stuff remains in your CSS file.&lt;br /&gt;
* You can add/remove a list of CSS modifications with a simple function and whithout error.&lt;br /&gt;
* You can test if you applied the stuff to an element with &amp;quot;dojo.hasClass&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Example from &amp;quot;Reversi&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // We add &amp;quot;possibleMove&amp;quot; to an element&lt;br /&gt;
    dojo.addClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
    // In our CSS file, the class is defined as:&lt;br /&gt;
    .possibleMove {&lt;br /&gt;
      background-color: white;&lt;br /&gt;
      opacity: 0.2;&lt;br /&gt;
      filter:alpha(opacity=20); /* For IE8 and earlier */  &lt;br /&gt;
      cursor: pointer;  &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     // So we&#039;ve applied 4 CSS property change in one line of code.&lt;br /&gt;
&lt;br /&gt;
     // ... and when we need to check if a square is a possible move on client side:&lt;br /&gt;
     if( dojo.hasClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; ) )&lt;br /&gt;
     { ... }&lt;br /&gt;
&lt;br /&gt;
     // ... and if we want to remove all possible moves in one line of code (see &amp;quot;dojo.query&amp;quot; method):&lt;br /&gt;
     dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conclusion: we encourage you to use dojo.addClass, dojo.removeClass and dojo.hasClass to make your life easier :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.query&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.query, you can query a bunch of HTML elements with a single function, with a &amp;quot;CSS selector&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // All elements with class &amp;quot;possibleMove&amp;quot;:&lt;br /&gt;
     var elements = dojo.query( &#039;.possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Count number of tokens (ie: elements with class &amp;quot;token&amp;quot;) on the board (ie: element with id &amp;quot;board&amp;quot;):&lt;br /&gt;
     dojo.query( &#039;#board .token&#039; ).length;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what is really cool with dojo.query is that you can combine it with almost all methods above.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Trigger a method when the mouse enter in any element with class &amp;quot;meeple&amp;quot;:&lt;br /&gt;
     dojo.query( &#039;.meeple&#039; ).connect( &#039;onmouseenter&#039;, this, &#039;myMethodToTrigger&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Hide all meeples who are on the board&lt;br /&gt;
     dojo.query( &#039;#board .meeple&#039; ).style( &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
dojo.place is the best function to insert some HTML code somewhere in your game interface without breaking something. It is much better to use that &amp;quot;innerHTML=&#039;&#039;&amp;quot; method as soon as you must insert HTML tags and not only values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Insert your HTML code as a child of a container element&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // Replace the container element with your new html&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot;, &amp;quot;replace&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the third parameter of dojo.place can take various interesting value: &amp;quot;first&amp;quot;, &amp;quot;after&amp;quot;, ... [http://dojotoolkit.org/reference-guide/1.7/dojo/place.html See full doc on dojo.place].&lt;br /&gt;
&lt;br /&gt;
Usually, when you want to insert some piece of HTML in your game interface, you should use &amp;quot;[[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addStyleToClass: function( cssClassName, cssProperty, propertyValue )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObject( mobile_obj, target_obj, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use slideToObject to &amp;quot;slide&amp;quot; an element to a target position.&lt;br /&gt;
&lt;br /&gt;
Sliding element on the game area is the recommended and the most used way to animate your game interface. Using slides allow players to figure out what is happening on the game, as if they were playing with the real boardgame.&lt;br /&gt;
&lt;br /&gt;
The parameters are:&lt;br /&gt;
* mobile_obj: the ID of the object to move. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned.&lt;br /&gt;
* target_obj: the ID of the target object. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned. Note that it is not mandatory that mobile_obj and target_obj have the same size. If their size are different, the system slides the center of mobile_obj to the center of target_obj.&lt;br /&gt;
* duration: (optional) defines the duration in millisecond of the slide. The default is 500 milliseconds.&lt;br /&gt;
* delay: (optional). If you defines a delay, the slide will start only after this delay. This is particularly useful when you want to slide several object from the same position to the same position: you can give a 0ms delay to the first object, a 100ms delay to the second one, a 200ms delay to the third one, ... this way they won&#039;t be superposed during the slide.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL: The method returns an dojo.fx animation, so you can combine it with other animation if you want to. It means that you have to call the &amp;quot;play()&amp;quot; method, otherwise the animation WON&#039;T START.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObject( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectPos( mobile_obj, target_obj, target_x, target_y, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method does exactly the same than &amp;quot;slideToObjectPos&amp;quot;, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will slide to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: slide a token to some place on the board, 10 pixels to the bottom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObjectPos( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 0, 10 ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideTemporaryObject( mobile_obj_html, mobile_obj_parent, from, to, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is useful when you want to slide a temporary HTML object from one place to another. As this object does not exists before the animation and won&#039;t remain after, it could be complex to create this object (with dojo.place), to place it at its origin (with placeOnObject) to slide it (with slideToObject) and to make it disappear at the end.&lt;br /&gt;
&lt;br /&gt;
slideTemporaryObject does all of this for you:&lt;br /&gt;
* mobile_obj_html is a piece of HTML code that represent the object to slide.&lt;br /&gt;
* mobile_obj_parent is the ID of an HTML element of your interface that will be the parent of this temporary HTML object.&lt;br /&gt;
* from is the ID of the origin of the slide.&lt;br /&gt;
* to is the ID of the target of the slide.&lt;br /&gt;
* duration/delay works exactly like in &amp;quot;slideToObject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideTemporaryObject( &#039;&amp;lt;div class=&amp;quot;token_icon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;, &#039;tokens&#039;, &#039;my_origin_div&#039;, &#039;my_target_div&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.fadeOutAndDestroy( node )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function fade out the target HTML node, then destroy it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.fadeOutAndDestroy( &amp;quot;a_card_that_must_disappear&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the HTML node still exists until during few milliseconds, until the fadeOut has been completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moving elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObject( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
placeOnObject works exactly like &amp;quot;slideToObject&amp;quot;, except that the effect is immediate.&lt;br /&gt;
&lt;br /&gt;
This is not really an animation, but placeOnObject is frequently used before starting an animation.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // (We just created an object &amp;quot;my_new_token&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
  // Place the new token on current player board&lt;br /&gt;
  this.placeOnObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;overall_player_board_&amp;quot;+this.player_id );&lt;br /&gt;
  &lt;br /&gt;
  // Then slide it to its position on the board&lt;br /&gt;
  this.slideToObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;a_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObjectPos( mobile_obj, target_obj, target_x, target_y )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method works exactly like placeOnObject, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will be placed to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.attachToNewParent( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method, you change the HTML parent of &amp;quot;mobile_obj&amp;quot; element. &amp;quot;target_obj&amp;quot; is the new parent of this element. The beauty of &lt;br /&gt;
attachToNewParent is that the mobile_obj element DOES NOT MOVE during this process.&lt;br /&gt;
&lt;br /&gt;
Note: what happens is that the method calculate a relative position of mobile_obj to make sure it does not move after the HTML parent changes.&lt;br /&gt;
&lt;br /&gt;
Why using this method?&lt;br /&gt;
&lt;br /&gt;
Changing the HTML parent of an element can be useful for the following reasons:&lt;br /&gt;
* When the HTML parent moves, all its child are moving with them. If some game elements is no more linked with a parent HTML object, you may want to attach it to another place.&lt;br /&gt;
* The z_order (vertical order of display) depends on the position in the DOM, so you may need to change the parent of some game elements when they are moving in your game area.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: when you attach an HTML element with a new parent, you break all references to this HTML element (ex: dojo.connect).&lt;br /&gt;
&lt;br /&gt;
== Players input ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.connect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to associate a player event with one of your notification method.&lt;br /&gt;
&lt;br /&gt;
Example: associate a click on an element (&amp;quot;my_element&amp;quot;) with one of our method (&amp;quot;onClickOnMyElement&amp;quot;):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      dojo.connect( $(&#039;my_element&#039;), &#039;onClick&#039;, this, &#039;onClickOnMyElement&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is the only possible correct way to associate a player input event to your code, and you must not use anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkAction( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkAction: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
return true if action is authorized (ie: the action is listed as a &amp;quot;possibleaction&amp;quot; in current game state).&lt;br /&gt;
&lt;br /&gt;
return false and display an error message if not (display no message if nomessage parameter is true). The displayed error message could be either &amp;quot;This move is not allowed at this moment&amp;quot; or &amp;quot;An action is already in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  function onClickOnGameElement( evt )&lt;br /&gt;
  {&lt;br /&gt;
     if( this.checkAction( &amp;quot;my_action&amp;quot; ) )&lt;br /&gt;
     {&lt;br /&gt;
        // Do the action&lt;br /&gt;
     }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.ajaxcall( url, parameters, obj_callback, callback, callback_error )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method must be used to send a player input to the game server.&lt;br /&gt;
&lt;br /&gt;
* url: the url of the action to perform. For a game, it must be: &amp;quot;/&amp;lt;mygame&amp;gt;/&amp;lt;mygame&amp;gt;/myAction.html&amp;quot;&lt;br /&gt;
* parameters: an array of parameter to send to the game server. Note that &amp;quot;lock:true&amp;quot; must always be specified in this list of parameter in order the interface can be locked during the server call.&lt;br /&gt;
* obj_callback: must be set to &amp;quot;this&amp;quot;.&lt;br /&gt;
* callback: a function to trigger when the server returns and everything went fine.&lt;br /&gt;
* callback_error: (optional and rarely used) a function to trigger when the server returns an error.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.ajaxcall( &#039;/mygame/mygame/myaction.html&#039;, { lock: true, &lt;br /&gt;
   arg1: myarg1, &lt;br /&gt;
   arg2: myarg2, &lt;br /&gt;
   ...&lt;br /&gt;
}, this, function( result ) {&lt;br /&gt;
   // Do some stuff after a successful call&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.confirmationDialog()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Display a confirmation dialog with a yes/no choice.&lt;br /&gt;
&lt;br /&gt;
We advice you to NOT use this function unless the player action is really critical and could ruins the game, because it slows down the game and upset players.&lt;br /&gt;
&lt;br /&gt;
Usage: this.confirmationDialog( &amp;quot;Question to displayed&amp;quot;, callback_function_if_click_on_yes );&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.confirmationDialog( _(&#039;Are you sure to use this bonus (points penalty at the end of the game) ?&#039;),&lt;br /&gt;
                         dojo.hitch( this, function() {&lt;br /&gt;
                           this.ajaxcall( &#039;/seasons/seasons/useBonus.html&#039;,&lt;br /&gt;
                                { id:bonus_id, lock:true }, this, function( result ) {} );&lt;br /&gt;
                        } ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
When something happens on the server side, your game interface Javascript logic received a notification.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can handle these notifications on the client side.&lt;br /&gt;
&lt;br /&gt;
=== Subscribe to notifications ===&lt;br /&gt;
&lt;br /&gt;
Your Javascript &amp;quot;setupNotifications&amp;quot; method is the place where you can subscribe to notifications from your PHP code.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you associate one of your Javascript method to a notification &amp;quot;playDisc&amp;quot; (from Reversi example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // In setupNotifications method:&lt;br /&gt;
   dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;playDisc&amp;quot; corresponds to the name of the notification you define it in your PHP code, in your &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Then, you have to define your &amp;quot;notif_playDisc&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        notif_playDisc: function( notif )&lt;br /&gt;
        {&lt;br /&gt;
            // Remove current possible moves (makes the board more clear)&lt;br /&gt;
            dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );        &lt;br /&gt;
        &lt;br /&gt;
            this.addDiscOnBoard( notif.args.x, notif.args.y, notif.args.player_id );&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a notification handler like our &amp;quot;notif_playDisc&amp;quot; method, you can access to all notifications arguments with &amp;quot;notif.args&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // If you did this on PHP side:&lt;br /&gt;
    self::notifyAllPlayers( &amp;quot;myNotification&amp;quot;, &#039;&#039;, array( &amp;quot;myArgument&amp;quot; =&amp;gt; 3 ) );&lt;br /&gt;
&lt;br /&gt;
    // On Javascript side, you can access the &amp;quot;myArgument&amp;quot; like this:&lt;br /&gt;
    notif_myNotification: function( notif )&lt;br /&gt;
    {&lt;br /&gt;
       alert( &amp;quot;myArgument = &amp;quot; + notif.args.myArgument );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Synchronous notifications ===&lt;br /&gt;
&lt;br /&gt;
When several notifications are received by your game interface, these notifications are processed immediately, one after the other, in the same exact order they have been generated in your PHP game logic.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, you need to give some time to the players to figure out what happened on the game before jumping to the next notification. Indeed, in many games, they are a lot of automatic actions, and the computer is going to resolve all these actions very fast if you don&#039;t tell it not to do so.&lt;br /&gt;
&lt;br /&gt;
As an example, for Reversi, when someone is playing a disc, we want to wait 500 milliseconds before doing anything else in order the opponent player can figure out what move has been played.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we do this, right after our subscription:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
       this.notifqueue.setSynchronous( &#039;playDisc&#039;, 500 );   // Wait 500 milliseconds after executing the playDisc handler&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tooltips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltip( node, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to the DOM node.&lt;br /&gt;
&lt;br /&gt;
Specify &#039;helpString&#039; to display some information about &amp;quot;what is this game element?&amp;quot;.&lt;br /&gt;
Specify &#039;actionString&#039; to display some information about &amp;quot;what happens when I click on this element?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You must specify both helpString and actionString. Most of the time, you use only one and specify a void string (&amp;quot;&amp;quot;) for the other one.&lt;br /&gt;
&lt;br /&gt;
Usually, _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delay&amp;quot; is an optional parameter. Usually, it is primarily used to specify a zero delay for some game element when the tooltip gives really important information for the game - but remember: no essential information must be placed in tooltips as they won&#039;t be displayed in some browser (see Guidelines).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.addTooltip( $(&#039;cardcount&#039;), _(&#039;Number of cards in hand&#039;), &#039;&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtml( node, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to all the DOM nodes set with this cssClass. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addTooltipHtmlToClass( cssClass, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
== Dialogs, warning messages, confirmation dialogs, ... ==&lt;br /&gt;
&lt;br /&gt;
=== Warning messages ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is something important that is happening on the game and you have to make sure all players get the message. Most of the time, the evolution of the game situation or the game log is enough, but sometimes you need something more visible.&lt;br /&gt;
&lt;br /&gt;
Ex: someone fulfill one of the end of the game condition, so this is the last turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.showMessage( msg, type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
showMessage shows a message in a big rectangular area on the top of the screen of current player.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;msg&amp;quot; is the string to display. It should be translated.&lt;br /&gt;
* &amp;quot;type&amp;quot; can be set to &amp;quot;info&amp;quot; or &amp;quot;error&amp;quot;. If set to &amp;quot;info&amp;quot;, the message will be an informative message on a white background. If set to &amp;quot;error&amp;quot;, the message will be an error message on a red background.&lt;br /&gt;
&lt;br /&gt;
Important: the normal way to inform players about the progression of the game is the game log. &amp;quot;showMessage&amp;quot; is intrusive and should not be used often.&lt;br /&gt;
&lt;br /&gt;
=== Confirmation dialog ===&lt;br /&gt;
&lt;br /&gt;
When an important action with a lot of consequences is triggered by the player, you may want to propose a confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the general guidelines of BGA is to AVOID the use of confirmation dialog. Confirmation dialogs slow down the game and bother players. The players knows that they have to pay attention about each move when they are playing online.&lt;br /&gt;
&lt;br /&gt;
The situation where you should use a confirmation dialog are the following:&lt;br /&gt;
* It must not happen very often during a game.&lt;br /&gt;
* It must be linked to an action that can really &amp;quot;kill a game&amp;quot; if the player do not pay attention.&lt;br /&gt;
* It must be something that can be done by mistake (ex: a link on the action status bar).&lt;br /&gt;
&lt;br /&gt;
How to display a confirmation dialog:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dialogs ===&lt;br /&gt;
&lt;br /&gt;
At first, you shouldn&#039;t use dialogs windows.&lt;br /&gt;
&lt;br /&gt;
BGA guidelines specify that all game elements should be displayed on the main screen. Players can eventually scroll down to see game elements they don&#039;t need to see anytime, and you may eventually create anchors to move between game area section. Of course dialogs windows are very practical, but the thing is: all players know how to scroll down, and not all players know how to show up your dialog window. In addition, when the dialog shows up, players can&#039;t access the other game components.&lt;br /&gt;
&lt;br /&gt;
Sometimes although, you need to display a dialog window. Here is how you do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // Create the new dialog. You should store the handler in a member variable to access it later&lt;br /&gt;
  this.myDlg = new dijit.Dialog({ title: _(&amp;quot;my dialog title to translate&amp;quot;) });&lt;br /&gt;
&lt;br /&gt;
  // Create the HTML of my dialog. The best practice here is to use [[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]:&lt;br /&gt;
  var html = this.format_block( &#039;jstpl_myDialogTemplate&#039;, { &lt;br /&gt;
                arg1: myArg1,&lt;br /&gt;
                arg2: myArg2,&lt;br /&gt;
                ...&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
  // Show the dialog&lt;br /&gt;
  this.myDlg.attr(&amp;quot;content&amp;quot;, html );&lt;br /&gt;
  this.myDlg.show(); &lt;br /&gt;
&lt;br /&gt;
  // Now that the dialog has been displayed, you can connect your method to some dialog elements&lt;br /&gt;
  // Example, a &amp;quot;close&amp;quot; button:&lt;br /&gt;
  dojo.connect( $(&#039;closeDlg&#039;), &#039;onclick&#039;, this, function(evt){&lt;br /&gt;
                evt.preventDefault();&lt;br /&gt;
                this.myDlg.hide();&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tip: be careful with &amp;quot;hide()&amp;quot; method to close your dialog: the dialog and its content is not completely removed from the DOM. It can cause you problems if you try to display the same dialog several times. A good practice is to wrap all the content of your dialog in a &amp;quot;&amp;lt;div id=&#039;myDlgContent&#039;&amp;gt;&amp;quot; div element, and to call &amp;quot;dojo.destroy(&#039;myDlgContent&#039;)&amp;quot; before displaying your dialog.&lt;br /&gt;
&lt;br /&gt;
=== Scoring dialogs ===&lt;br /&gt;
&lt;br /&gt;
Sometimes at the end of a round you want to display a big table that details the points wins in each section of the game.&lt;br /&gt;
&lt;br /&gt;
Example: in Hearts game, we display at the end of each round the number of &amp;quot;heart&amp;quot; cards collected by each player, the player who collected the Queen of Spades, and the total number of points loose by each player.&lt;br /&gt;
&lt;br /&gt;
Scoring dialogs are managed entirely on &#039;&#039;&#039;PHP side&#039;&#039;&#039;, but they are described here as their effects are visible only on client side.&lt;br /&gt;
&lt;br /&gt;
Displaying a scoring dialog is quite simple and is using a special notification type: &amp;quot;tableWindow&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // on PHP side:&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;table&amp;quot; argument is a 2 dimensional PHP array that describe the table you want to display, line by line and column by column.&lt;br /&gt;
&lt;br /&gt;
Example: display an 3x3 array of strings&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, &amp;quot;three&amp;quot; ),    // This is my first line&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ),    // This is my second line&lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )    // This is my third line&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see above, in each &amp;quot;cell&amp;quot; of your array you can display a simple string value. But you can also display a complex value with a template and associated arguments like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, array( &amp;quot;str&amp;quot; =&amp;gt; &amp;quot;a string with an ${argument}&amp;quot;, &amp;quot;args&amp;quot; =&amp;gt; array( &#039;argument&#039; =&amp;gt; &#039;argument_value&#039; )  ) ),&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ), &lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is especially useful when you want to display player names with colors. Example from &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $firstRow = array( &#039;&#039; );&lt;br /&gt;
        foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
        {&lt;br /&gt;
            $firstRow[] = array( &#039;str&#039; =&amp;gt; &#039;${player_name}&#039;,&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;player_name&#039; =&amp;gt; $player[&#039;player_name&#039;] ),&lt;br /&gt;
                                 &#039;type&#039; =&amp;gt; &#039;header&#039;&lt;br /&gt;
                               );&lt;br /&gt;
        }&lt;br /&gt;
        $table[] = $firstRow;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update players score ==&lt;br /&gt;
&lt;br /&gt;
Increase a player score (with a positive or negative number):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].setValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s panel disabling/enabling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.disablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disable given player panel (the panel background become gray).&lt;br /&gt;
&lt;br /&gt;
Usually, this is used to signal that this played passes, or will be inactive during a while.&lt;br /&gt;
&lt;br /&gt;
Note that the only effect of this is visual. There are no consequences on the behaviour of the panel itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a player panel that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enableAllPlayerPanels()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable all player panels that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
== Other useful stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.hitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.hitch, you can create a callback function that will run with your game object context whatever happen.&lt;br /&gt;
&lt;br /&gt;
Typical example: display a BGA confirmation dialog with a callback function created with dojo.hitch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, using dojo.hitch, we are sure that the &amp;quot;this&amp;quot; object will be set when the callback is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
== BGA GUI components ==&lt;br /&gt;
&lt;br /&gt;
BGA framework provides some useful ready-to-use components for the game interface:&lt;br /&gt;
&lt;br /&gt;
[[Studio#BGA_Studio_game_components_reference]]&lt;br /&gt;
&lt;br /&gt;
Note that each time you are using an additional component, you must declare it at the top of your Javascript file in the list of modules used.&lt;br /&gt;
&lt;br /&gt;
Example if you are using &amp;quot;ebg.stock&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;  /// &amp;lt;=== we are using ebg.stock module&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=655</id>
		<title>Game interface logic: yourgamename.js</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=655"/>
		<updated>2013-02-13T17:07:00Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is the main file for your game interface. Here you will define:&lt;br /&gt;
&lt;br /&gt;
* which actions on the page will generate calls to the server&lt;br /&gt;
* what happens when you get a notification for change from the server and how it will show in the browser. &lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The details on how the file is structured is described directly with comments on the code skeleton provided to you.&lt;br /&gt;
&lt;br /&gt;
Basically, here&#039;s this structure:&lt;br /&gt;
* constructor: here you can define variable global to your whole interface.&lt;br /&gt;
* setup: this method is called when the page is refreshed, in order you can setup the game interface.&lt;br /&gt;
* onEnteringState: the method is called when entering in a new game state. This way you can customize the view for this game state.&lt;br /&gt;
* onLeavingState: the method is called when leaving a game state.&lt;br /&gt;
* onUpdateActionButtons: called when entering in a new state, in order you can add action buttons in status bar.&lt;br /&gt;
* (utility methods): at this place you can define your utility methods&lt;br /&gt;
* (player&#039;s actions): at this place you can write your handlers for player&#039;s action on the interface (ex: click on an item).&lt;br /&gt;
* setupNotifications: in this method you associate notifications with notification handlers. This way, for each game notification, you trigger a javascript method to handle it and update the game interface.&lt;br /&gt;
* (notification handlers): at this place you can define your notifications handlers.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: Id of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains your initial set of datas to init the game, created at game start or game refresh (F5)&lt;br /&gt;
: You can update it as needed to keep an up to date reference of the game on the client side if you need it (most of the time you don&#039;t).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play)&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayerId()&lt;br /&gt;
: Return the ID of active player, or null if we are not in a &amp;quot;activeplayer&amp;quot; type state.&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayers()&lt;br /&gt;
: Return an array with the IDs of players that are currently active (or an empty array if there is not).&lt;br /&gt;
&lt;br /&gt;
== Dojo framework ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the [http://dojotoolkit.org/ Dojo Javascript framework].&lt;br /&gt;
&lt;br /&gt;
The Dojo framework allows us to do complex things easier, and the BGA framework is using Dojo framework a lot.&lt;br /&gt;
&lt;br /&gt;
To realize game although, you only need to use a few part of the Dojo framework. All the Dojo methods you need to use are describe on this page.&lt;br /&gt;
&lt;br /&gt;
== Access and manipulate the DOM ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$(&#039;some_html_element_id&#039;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The $() function is used to get some HTML element using its &amp;quot;id&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
Example 1: modify the content of a &amp;quot;span&amp;quot; element:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In your HTML code:&lt;br /&gt;
   &amp;lt;span id=&amp;quot;a_value_in_the_game_interface&amp;quot;&amp;gt;1234&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your Javascript code:&lt;br /&gt;
   $(&#039;a_value_in_the_game_interface&#039;).innerHTML = &amp;quot;9999&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: $() is the standard method to access some HTML element with BGA Framework. You must not use &amp;quot;getElementById&amp;quot; function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.style you can modify a CSS property of any HTML element of your interface.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Make an element disappear&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Give an element a 2px border&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;borderWidth&#039;, &#039;2px&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Change the background position of an element&lt;br /&gt;
     // (very practical when you are using CSS sprite to transform an element to another)&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;backgroundPosition&#039;, &#039;-20px -50px&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you must always use dojo.style to modify CSS properties of HTML elements.&lt;br /&gt;
&lt;br /&gt;
Note²: if you have to modify several CSS properties of an element, or if you have some complex CSS transformation to do, you should consider using dojo.addClass/dojo.removeClass (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo CSS classes manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many situation, a bunch of many small CSS property update can be replaced by a CSS class change (ie: you add a CSS class to your element instead of applying all modification manually).&lt;br /&gt;
&lt;br /&gt;
Advantages are:&lt;br /&gt;
* All your CSS stuff remains in your CSS file.&lt;br /&gt;
* You can add/remove a list of CSS modifications with a simple function and whithout error.&lt;br /&gt;
* You can test if you applied the stuff to an element with &amp;quot;dojo.hasClass&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Example from &amp;quot;Reversi&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // We add &amp;quot;possibleMove&amp;quot; to an element&lt;br /&gt;
    dojo.addClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
    // In our CSS file, the class is defined as:&lt;br /&gt;
    .possibleMove {&lt;br /&gt;
      background-color: white;&lt;br /&gt;
      opacity: 0.2;&lt;br /&gt;
      filter:alpha(opacity=20); /* For IE8 and earlier */  &lt;br /&gt;
      cursor: pointer;  &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     // So we&#039;ve applied 4 CSS property change in one line of code.&lt;br /&gt;
&lt;br /&gt;
     // ... and when we need to check if a square is a possible move on client side:&lt;br /&gt;
     if( dojo.hasClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; ) )&lt;br /&gt;
     { ... }&lt;br /&gt;
&lt;br /&gt;
     // ... and if we want to remove all possible moves in one line of code (see &amp;quot;dojo.query&amp;quot; method):&lt;br /&gt;
     dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conclusion: we encourage you to use dojo.addClass, dojo.removeClass and dojo.hasClass to make your life easier :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.query&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.query, you can query a bunch of HTML elements with a single function, with a &amp;quot;CSS selector&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // All elements with class &amp;quot;possibleMove&amp;quot;:&lt;br /&gt;
     var elements = dojo.query( &#039;.possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Count number of tokens (ie: elements with class &amp;quot;token&amp;quot;) on the board (ie: element with id &amp;quot;board&amp;quot;):&lt;br /&gt;
     dojo.query( &#039;#board .token&#039; ).length;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what is really cool with dojo.query is that you can combine it with almost all methods above.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Trigger a method when the mouse enter in any element with class &amp;quot;meeple&amp;quot;:&lt;br /&gt;
     dojo.query( &#039;.meeple&#039; ).connect( &#039;onmouseenter&#039;, this, &#039;myMethodToTrigger&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Hide all meeples who are on the board&lt;br /&gt;
     dojo.query( &#039;#board .meeple&#039; ).style( &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
dojo.place is the best function to insert some HTML code somewhere in your game interface without breaking something. It is much better to use that &amp;quot;innerHTML=&#039;&#039;&amp;quot; method as soon as you must insert HTML tags and not only values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Insert your HTML code as a child of a container element&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // Replace the container element with your new html&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot;, &amp;quot;replace&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the third parameter of dojo.place can take various interesting value: &amp;quot;first&amp;quot;, &amp;quot;after&amp;quot;, ... [http://dojotoolkit.org/reference-guide/1.7/dojo/place.html See full doc on dojo.place].&lt;br /&gt;
&lt;br /&gt;
Usually, when you want to insert some piece of HTML in your game interface, you should use &amp;quot;[[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addStyleToClass: function( cssClassName, cssProperty, propertyValue )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObject( mobile_obj, target_obj, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use slideToObject to &amp;quot;slide&amp;quot; an element to a target position.&lt;br /&gt;
&lt;br /&gt;
Sliding element on the game area is the recommended and the most used way to animate your game interface. Using slides allow players to figure out what is happening on the game, as if they were playing with the real boardgame.&lt;br /&gt;
&lt;br /&gt;
The parameters are:&lt;br /&gt;
* mobile_obj: the ID of the object to move. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned.&lt;br /&gt;
* target_obj: the ID of the target object. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned. Note that it is not mandatory that mobile_obj and target_obj have the same size. If their size are different, the system slides the center of mobile_obj to the center of target_obj.&lt;br /&gt;
* duration: (optional) defines the duration in millisecond of the slide. The default is 500 milliseconds.&lt;br /&gt;
* delay: (optional). If you defines a delay, the slide will start only after this delay. This is particularly useful when you want to slide several object from the same position to the same position: you can give a 0ms delay to the first object, a 100ms delay to the second one, a 200ms delay to the third one, ... this way they won&#039;t be superposed during the slide.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL: The method returns an dojo.fx animation, so you can combine it with other animation if you want to. It means that you have to call the &amp;quot;play()&amp;quot; method, otherwise the animation WON&#039;T START.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObject( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectPos( mobile_obj, target_obj, target_x, target_y, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method does exactly the same than &amp;quot;slideToObjectPos&amp;quot;, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will slide to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: slide a token to some place on the board, 10 pixels to the bottom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObjectPos( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 0, 10 ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideTemporaryObject( mobile_obj_html, mobile_obj_parent, from, to, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is useful when you want to slide a temporary HTML object from one place to another. As this object does not exists before the animation and won&#039;t remain after, it could be complex to create this object (with dojo.place), to place it at its origin (with placeOnObject) to slide it (with slideToObject) and to make it disappear at the end.&lt;br /&gt;
&lt;br /&gt;
slideTemporaryObject does all of this for you:&lt;br /&gt;
* mobile_obj_html is a piece of HTML code that represent the object to slide.&lt;br /&gt;
* mobile_obj_parent is the ID of an HTML element of your interface that will be the parent of this temporary HTML object.&lt;br /&gt;
* from is the ID of the origin of the slide.&lt;br /&gt;
* to is the ID of the target of the slide.&lt;br /&gt;
* duration/delay works exactly like in &amp;quot;slideToObject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideTemporaryObject( &#039;&amp;lt;div class=&amp;quot;token_icon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;, &#039;tokens&#039;, &#039;my_origin_div&#039;, &#039;my_target_div&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.fadeOutAndDestroy( node )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function fade out the target HTML node, then destroy it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.fadeOutAndDestroy( &amp;quot;a_card_that_must_disappear&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the HTML node still exists until during few milliseconds, until the fadeOut has been completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moving elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObject( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
placeOnObject works exactly like &amp;quot;slideToObject&amp;quot;, except that the effect is immediate.&lt;br /&gt;
&lt;br /&gt;
This is not really an animation, but placeOnObject is frequently used before starting an animation.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // (We just created an object &amp;quot;my_new_token&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
  // Place the new token on current player board&lt;br /&gt;
  this.placeOnObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;overall_player_board_&amp;quot;+this.player_id );&lt;br /&gt;
  &lt;br /&gt;
  // Then slide it to its position on the board&lt;br /&gt;
  this.slideToObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;a_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObjectPos( mobile_obj, target_obj, target_x, target_y )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method works exactly like placeOnObject, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will be placed to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.attachToNewParent( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method, you change the HTML parent of &amp;quot;mobile_obj&amp;quot; element. &amp;quot;target_obj&amp;quot; is the new parent of this element. The beauty of &lt;br /&gt;
attachToNewParent is that the mobile_obj element DOES NOT MOVE during this process.&lt;br /&gt;
&lt;br /&gt;
Note: what happens is that the method calculate a relative position of mobile_obj to make sure it does not move after the HTML parent changes.&lt;br /&gt;
&lt;br /&gt;
Why using this method?&lt;br /&gt;
&lt;br /&gt;
Changing the HTML parent of an element can be useful for the following reasons:&lt;br /&gt;
* When the HTML parent moves, all its child are moving with them. If some game elements is no more linked with a parent HTML object, you may want to attach it to another place.&lt;br /&gt;
* The z_order (vertical order of display) depends on the position in the DOM, so you may need to change the parent of some game elements when they are moving in your game area.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: when you attach an HTML element with a new parent, you break all references to this HTML element (ex: dojo.connect).&lt;br /&gt;
&lt;br /&gt;
== Players input ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.connect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to associate a player event with one of your notification method.&lt;br /&gt;
&lt;br /&gt;
Example: associate a click on an element (&amp;quot;my_element&amp;quot;) with one of our method (&amp;quot;onClickOnMyElement&amp;quot;):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      dojo.connect( $(&#039;my_element&#039;), &#039;onClick&#039;, this, &#039;onClickOnMyElement&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is the only possible correct way to associate a player input event to your code, and you must not use anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkAction( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkAction: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
return true if action is authorized (ie: the action is listed as a &amp;quot;possibleaction&amp;quot; in current game state).&lt;br /&gt;
&lt;br /&gt;
return false and display an error message if not (display no message if nomessage parameter is true). The displayed error message could be either &amp;quot;This move is not allowed at this moment&amp;quot; or &amp;quot;An action is already in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  function onClickOnGameElement( evt )&lt;br /&gt;
  {&lt;br /&gt;
     if( this.checkAction( &amp;quot;my_action&amp;quot; ) )&lt;br /&gt;
     {&lt;br /&gt;
        // Do the action&lt;br /&gt;
     }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.ajaxcall( url, parameters, obj_callback, callback, callback_error )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method must be used to send a player input to the game server.&lt;br /&gt;
&lt;br /&gt;
* url: the url of the action to perform. For a game, it must be: &amp;quot;/&amp;lt;mygame&amp;gt;/&amp;lt;mygame&amp;gt;/myAction.html&amp;quot;&lt;br /&gt;
* parameters: an array of parameter to send to the game server. Note that &amp;quot;lock:true&amp;quot; must always be specified in this list of parameter in order the interface can be locked during the server call.&lt;br /&gt;
* obj_callback: must be set to &amp;quot;this&amp;quot;.&lt;br /&gt;
* callback: a function to trigger when the server returns and everything went fine.&lt;br /&gt;
* callback_error: (optional and rarely used) a function to trigger when the server returns an error.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.ajaxcall( &#039;/mygame/mygame/myaction.html&#039;, { lock: true, &lt;br /&gt;
   arg1: myarg1, &lt;br /&gt;
   arg2: myarg2, &lt;br /&gt;
   ...&lt;br /&gt;
}, this, function( result ) {&lt;br /&gt;
   // Do some stuff after a successful call&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.confirmationDialog()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Display a confirmation dialog with a yes/no choice.&lt;br /&gt;
&lt;br /&gt;
We advice you to NOT use this function unless the player action is really critical and could ruins the game, because it slows down the game and upset players.&lt;br /&gt;
&lt;br /&gt;
Usage: this.confirmationDialog( &amp;quot;Question to displayed&amp;quot;, callback_function_if_click_on_yes );&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.confirmationDialog( _(&#039;Are you sure to use this bonus (points penalty at the end of the game) ?&#039;),&lt;br /&gt;
                         dojo.hitch( this, function() {&lt;br /&gt;
                           this.ajaxcall( &#039;/seasons/seasons/useBonus.html&#039;,&lt;br /&gt;
                                { id:bonus_id, lock:true }, this, function( result ) {} );&lt;br /&gt;
                        } ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
When something happens on the server side, your game interface Javascript logic received a notification.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can handle these notifications on the client side.&lt;br /&gt;
&lt;br /&gt;
=== Subscribe to notifications ===&lt;br /&gt;
&lt;br /&gt;
Your Javascript &amp;quot;setupNotifications&amp;quot; method is the place where you can subscribe to notifications from your PHP code.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you associate one of your Javascript method to a notification &amp;quot;playDisc&amp;quot; (from Reversi example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // In setupNotifications method:&lt;br /&gt;
   dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;playDisc&amp;quot; corresponds to the name of the notification you define it in your PHP code, in your &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Then, you have to define your &amp;quot;notif_playDisc&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        notif_playDisc: function( notif )&lt;br /&gt;
        {&lt;br /&gt;
            // Remove current possible moves (makes the board more clear)&lt;br /&gt;
            dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );        &lt;br /&gt;
        &lt;br /&gt;
            this.addDiscOnBoard( notif.args.x, notif.args.y, notif.args.player_id );&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a notification handler like our &amp;quot;notif_playDisc&amp;quot; method, you can access to all notifications arguments with &amp;quot;notif.args&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // If you did this on PHP side:&lt;br /&gt;
    self::notifyAllPlayers( &amp;quot;myNotification&amp;quot;, &#039;&#039;, array( &amp;quot;myArgument&amp;quot; =&amp;gt; 3 ) );&lt;br /&gt;
&lt;br /&gt;
    // On Javascript side, you can access the &amp;quot;myArgument&amp;quot; like this:&lt;br /&gt;
    notif_myNotification: function( notif )&lt;br /&gt;
    {&lt;br /&gt;
       alert( &amp;quot;myArgument = &amp;quot; + notif.args.myArgument );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Synchronous notifications ===&lt;br /&gt;
&lt;br /&gt;
When several notifications are received by your game interface, these notifications are processed immediately, one after the other, in the same exact order they have been generated in your PHP game logic.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, you need to give some time to the players to figure out what happened on the game before jumping to the next notification. Indeed, in many games, they are a lot of automatic actions, and the computer is going to resolve all these actions very fast if you don&#039;t tell it not to do so.&lt;br /&gt;
&lt;br /&gt;
As an example, for Reversi, when someone is playing a disc, we want to wait 500 milliseconds before doing anything else in order the opponent player can figure out what move has been played.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we do this, right after our subscription:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
       this.notifqueue.setSynchronous( &#039;playDisc&#039;, 500 );   // Wait 500 milliseconds after executing the playDisc handler&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tooltips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltip( node, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to the DOM node.&lt;br /&gt;
&lt;br /&gt;
Specify &#039;helpString&#039; to display some information about &amp;quot;what is this game element?&amp;quot;.&lt;br /&gt;
Specify &#039;actionString&#039; to display some information about &amp;quot;what happens when I click on this element?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You must specify both helpString and actionString. Most of the time, you use only one and specify a void string (&amp;quot;&amp;quot;) for the other one.&lt;br /&gt;
&lt;br /&gt;
Usually, _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delay&amp;quot; is an optional parameter. Usually, it is primarily used to specify a zero delay for some game element when the tooltip gives really important information for the game - but remember: no essential information must be placed in tooltips as they won&#039;t be displayed in some browser (see Guidelines).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.addTooltip( $(&#039;cardcount&#039;), _(&#039;Number of cards in hand&#039;), &#039;&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtml( node, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to all the DOM nodes set with this cssClass. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addTooltipHtmlToClass( cssClass, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
== Dialogs, warning messages, confirmation dialogs, ... ==&lt;br /&gt;
&lt;br /&gt;
=== Warning messages ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is something important that is happening on the game and you have to make sure all players get the message. Most of the time, the evolution of the game situation or the game log is enough, but sometimes you need something more visible.&lt;br /&gt;
&lt;br /&gt;
Ex: someone fulfill one of the end of the game condition, so this is the last turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.showMessage( msg, type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
showMessage shows a message in a big rectangular area on the top of the screen of current player.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;msg&amp;quot; is the string to display. It should be translated.&lt;br /&gt;
* &amp;quot;type&amp;quot; can be set to &amp;quot;info&amp;quot; or &amp;quot;error&amp;quot;. If set to &amp;quot;info&amp;quot;, the message will be an informative message on a white background. If set to &amp;quot;error&amp;quot;, the message will be an error message on a red background.&lt;br /&gt;
&lt;br /&gt;
Important: the normal way to inform players about the progression of the game is the game log. &amp;quot;showMessage&amp;quot; is intrusive and should not be used often.&lt;br /&gt;
&lt;br /&gt;
=== Confirmation dialog ===&lt;br /&gt;
&lt;br /&gt;
When an important action with a lot of consequences is triggered by the player, you may want to propose a confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the general guidelines of BGA is to AVOID the use of confirmation dialog. Confirmation dialogs slow down the game and bother players. The players knows that they have to pay attention about each move when they are playing online.&lt;br /&gt;
&lt;br /&gt;
The situation where you should use a confirmation dialog are the following:&lt;br /&gt;
* It must not happen very often during a game.&lt;br /&gt;
* It must be linked to an action that can really &amp;quot;kill a game&amp;quot; if the player do not pay attention.&lt;br /&gt;
* It must be something that can be done by mistake (ex: a link on the action status bar).&lt;br /&gt;
&lt;br /&gt;
How to display a confirmation dialog:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dialogs ===&lt;br /&gt;
&lt;br /&gt;
At first, you shouldn&#039;t use dialogs windows.&lt;br /&gt;
&lt;br /&gt;
BGA guidelines specify that all game elements should be displayed on the main screen. Players can eventually scroll down to see game elements they don&#039;t need to see anytime, and you may eventually create anchors to move between game area section. Of course dialogs windows are very practical, but the thing is: all players know how to scroll down, and not all players know how to show up your dialog window. In addition, when the dialog shows up, players can&#039;t access the other game components.&lt;br /&gt;
&lt;br /&gt;
Sometimes although, you need to display a dialog window. Here is how you do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // Create the new dialog. You should store the handler in a member variable to access it later&lt;br /&gt;
  this.myDlg = new dijit.Dialog({ title: _(&amp;quot;my dialog title to translate&amp;quot;) });&lt;br /&gt;
&lt;br /&gt;
  // Create the HTML of my dialog. The best practice here is to use [[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]:&lt;br /&gt;
  var html = this.format_block( &#039;jstpl_myDialogTemplate&#039;, { &lt;br /&gt;
                arg1: myArg1,&lt;br /&gt;
                arg2: myArg2,&lt;br /&gt;
                ...&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
  // Show the dialog&lt;br /&gt;
  this.myDlg.attr(&amp;quot;content&amp;quot;, html );&lt;br /&gt;
  this.myDlg.show(); &lt;br /&gt;
&lt;br /&gt;
  // Now that the dialog has been displayed, you can connect your method to some dialog elements&lt;br /&gt;
  // Example, a &amp;quot;close&amp;quot; button:&lt;br /&gt;
  dojo.connect( $(&#039;closeDlg&#039;), &#039;onclick&#039;, this, function(evt){&lt;br /&gt;
                evt.preventDefault();&lt;br /&gt;
                this.myDlg.hide();&lt;br /&gt;
            } );  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tip: be careful with &amp;quot;hide()&amp;quot; method to close your dialog: the dialog and its content is not completely removed from the DOM. It can cause you problems if you try to display the same dialog several times. A good practice is to wrap all the content of your dialog in a &amp;quot;&amp;lt;div id=&#039;myDlgContent&#039;&amp;gt;&amp;quot; div element, and to call &amp;quot;dojo.destroy(&#039;myDlgContent&#039;)&amp;quot; before displaying your dialog.&lt;br /&gt;
&lt;br /&gt;
=== Scoring dialogs ===&lt;br /&gt;
&lt;br /&gt;
Sometimes at the end of a round you want to display a big table that details the points wins in each section of the game.&lt;br /&gt;
&lt;br /&gt;
Example: in Hearts game, we display at the end of each round the number of &amp;quot;heart&amp;quot; cards collected by each player, the player who collected the Queen of Spades, and the total number of points loose by each player.&lt;br /&gt;
&lt;br /&gt;
Scoring dialogs are managed entirely on &#039;&#039;&#039;PHP side&#039;&#039;&#039;, but they are described here as their effects are visible only on client side.&lt;br /&gt;
&lt;br /&gt;
Displaying a scoring dialog is quite simple and is using a special notification type: &amp;quot;tableWindow&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // on PHP side:&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;table&amp;quot; argument is a 2 dimensional PHP array that describe the table you want to display, line by line and column by column.&lt;br /&gt;
&lt;br /&gt;
Example: display an 3x3 array of strings&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, &amp;quot;three&amp;quot; ),    // This is my first line&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ),    // This is my second line&lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )    // This is my third line&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see above, in each &amp;quot;cell&amp;quot; of your array you can display a simple string value. But you can also display a complex value with a template and associated arguments like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, array( &amp;quot;str&amp;quot; =&amp;gt; &amp;quot;a string with an ${argument}&amp;quot;, &amp;quot;args&amp;quot; =&amp;gt; array( &#039;argument&#039; =&amp;gt; &#039;argument_value&#039; )  ) ),&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ), &lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is especially useful when you want to display player names with colors. Example from &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $firstRow = array( &#039;&#039; );&lt;br /&gt;
        foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
        {&lt;br /&gt;
            $firstRow[] = array( &#039;str&#039; =&amp;gt; &#039;${player_name}&#039;,&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;player_name&#039; =&amp;gt; $player[&#039;player_name&#039;] ),&lt;br /&gt;
                                 &#039;type&#039; =&amp;gt; &#039;header&#039;&lt;br /&gt;
                               );&lt;br /&gt;
        }&lt;br /&gt;
        $table[] = $firstRow;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update players score ==&lt;br /&gt;
&lt;br /&gt;
Increase a player score (with a positive or negative number):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].setValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s panel disabling/enabling&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.disablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disable given player panel (the panel background become gray).&lt;br /&gt;
&lt;br /&gt;
Usually, this is used to signal that this played passes, or will be inactive during a while.&lt;br /&gt;
&lt;br /&gt;
Note that the only effect of this is visual. There are no consequences on the behaviour of the panel itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a player panel that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enableAllPlayerPanels()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable all player panels that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other useful stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.hitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.hitch, you can create a callback function that will run with your game object context whatever happen.&lt;br /&gt;
&lt;br /&gt;
Typical example: display a BGA confirmation dialog with a callback function created with dojo.hitch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, using dojo.hitch, we are sure that the &amp;quot;this&amp;quot; object will be set when the callback is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
== BGA GUI components ==&lt;br /&gt;
&lt;br /&gt;
BGA framework provides some useful ready-to-use components for the game interface:&lt;br /&gt;
&lt;br /&gt;
[[Studio#BGA_Studio_game_components_reference]]&lt;br /&gt;
&lt;br /&gt;
Note that each time you are using an additional component, you must declare it at the top of your Javascript file in the list of modules used.&lt;br /&gt;
&lt;br /&gt;
Example if you are using &amp;quot;ebg.stock&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;  /// &amp;lt;=== we are using ebg.stock module&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Deck&amp;diff=654</id>
		<title>Deck</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Deck&amp;diff=654"/>
		<updated>2013-02-13T17:04:14Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Get cards informations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Deck&amp;quot; is one of the most useful component on PHP side. With &amp;quot;Deck&amp;quot;, you can manage cards of your game on server side.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;deck&amp;quot;, you will be able to use the following features without writing a single SQL database request:&lt;br /&gt;
* Place cards in pile, shuffle cards, draw cards one by one or many by many.&lt;br /&gt;
* &amp;quot;Auto-reshuffle&amp;quot; discard pile into deck when deck is empty.&lt;br /&gt;
* Move cards between different locations: hands of players, the table, ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Deck: Hearts example ==&lt;br /&gt;
&lt;br /&gt;
Deck component is massively used in &amp;quot;Hearts&amp;quot; example game - a card game. You can find in &amp;quot;hearts.game.php&amp;quot; that the object &amp;quot;$this-&amp;gt;cards&amp;quot; is used many times.&lt;br /&gt;
&lt;br /&gt;
== Deck overview ==&lt;br /&gt;
&lt;br /&gt;
With Deck component, you manage all cards of your game.&lt;br /&gt;
&lt;br /&gt;
=== The 5 properties of each card ===&lt;br /&gt;
&lt;br /&gt;
Using Deck component, each card will have 5 properties:&lt;br /&gt;
* &#039;&#039;&#039;id&#039;&#039;&#039;: This is the unique ID of each card.&lt;br /&gt;
* &#039;&#039;&#039;type&#039;&#039;&#039; and &#039;&#039;&#039;type_arg&#039;&#039;&#039;: These two values defines the type of your card (=what sort of card this is?).&lt;br /&gt;
* &#039;&#039;&#039;location&#039;&#039;&#039; and &#039;&#039;&#039;location_arg&#039;&#039;&#039;: These two values defines where is the card at now.&lt;br /&gt;
&lt;br /&gt;
id, type and type_arg properties are constants during the game. location and location_arg are changing when your cards are moving from places to places on the game area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;id&#039;&#039;&#039; is the unique ID of each card. Two cards can&#039;t get the same ID. IDs are generated automatically by the Deck component when you create cards during the Setup phase of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;type&#039;&#039;&#039; and &#039;&#039;&#039;type_arg&#039;&#039;&#039; defines the type of your card. &#039;&#039;&#039;type&#039;&#039;&#039; is a short string, and &#039;&#039;&#039;type_arg&#039;&#039;&#039; is an integer. You can use these two values as you want to make sure you will be able to identify the different cards of the game. See usage of &amp;quot;type&amp;quot; and &amp;quot;type_arg&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
Examples of usage of &amp;quot;type&amp;quot; and &amp;quot;type_arg&amp;quot;:&lt;br /&gt;
* In &amp;quot;Hearts&amp;quot;, &amp;quot;type&amp;quot; is the color of the card (1 to 4) and &amp;quot;type_arg&amp;quot; is the value of the card (1, 2, ... 10, J, Q, K).&lt;br /&gt;
* In &amp;quot;Seasons&amp;quot;, &amp;quot;type&amp;quot; is the type of the card (ex: 1 is Amulet of Air, 2 is Amulet of Fire, etc...). type_arg is not used.&lt;br /&gt;
* In &amp;quot;Takenoko&amp;quot;, a Deck component is used for objective cards. &amp;quot;type&amp;quot; is the kind of objective (irrigation/panda/plot) and &amp;quot;type_arg&amp;quot; is the ID of the specific objective to realize (ex: &amp;quot;a green bamboo x4&amp;quot;). Note that a second Deck component is used in Takenoko to manage the &amp;quot;garden plot&amp;quot; pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;location&#039;&#039;&#039; and &#039;&#039;&#039;location_arg&#039;&#039;&#039; defines where is the card at now. &#039;&#039;&#039;location&#039;&#039;&#039; is a short string, and &#039;&#039;&#039;location_arg&#039;&#039;&#039; is an integer.&lt;br /&gt;
&lt;br /&gt;
You can use &#039;location&#039; and &#039;location_arg&#039; as you want, to move your card on the game area. Although, there are 3 special &#039;location&#039; that Deck manage specifically. You can choose to use - or not to use - these locations depending of your needs:&lt;br /&gt;
* &#039;deck&#039;: in &#039;deck&#039; location, cards are placed face down in a pile and are drawn during the game. &#039;location_arg&#039; is used to specify where the card is in the deck pile (the card with the biggest location_arg is the next to be drawn).&lt;br /&gt;
* &#039;hand&#039;: in &#039;hand&#039; location, cards are in the hand of a player. &#039;location_arg&#039; is set to the ID of this player.&lt;br /&gt;
* &#039;discard&#039;: in &#039;discard&#039; location, cards are discarded, and are ready to be shuffled into the deck if needed (see &amp;quot;autoreshuffle&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips: using Deck component, you are going to use generic properties (&amp;quot;location&amp;quot;, &amp;quot;type_arg&amp;quot;,...) for specific purposes of your game. Thus, during the design step before realizing your game, take 2 minutes to write down what is the meaning of each of this generic properties in the context of your game.&lt;br /&gt;
&lt;br /&gt;
=== Create a new Deck component ===&lt;br /&gt;
&lt;br /&gt;
For each Deck component in your game, you need to create a dedicated table in database. This table has a standard format. In practical, if you want to have a Deck component named &amp;quot;card&amp;quot;, you just have to copy/paste the following in your &amp;quot;dbmodel.sql&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CREATE TABLE IF NOT EXISTS `card` (&lt;br /&gt;
  `card_id` int(10) unsigned NOT NULL AUTO_INCREMENT,&lt;br /&gt;
  `card_type` varchar(16) NOT NULL,&lt;br /&gt;
  `card_type_arg` int(11) NOT NULL,&lt;br /&gt;
  `card_location` varchar(16) NOT NULL,&lt;br /&gt;
  `card_location_arg` int(11) NOT NULL,&lt;br /&gt;
  PRIMARY KEY (`card_id`)&lt;br /&gt;
) ENGINE=InnoDB DEFAULT CHARSET=utf8 AUTO_INCREMENT=1 ;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you did this (and restart your game), you can declare your Deck component in your PHP code in your class constructor. For Hearts for example, I added to &amp;quot;Hearts()&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $this-&amp;gt;cards = self::getNew( &amp;quot;module.common.deck&amp;quot; );&lt;br /&gt;
        $this-&amp;gt;cards-&amp;gt;init( &amp;quot;card&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that we specify &amp;quot;card&amp;quot; here, the name of our previously created table. It means you can create several &amp;quot;Deck&amp;quot; with several tables. Most of the time this is unuseful: a Deck component should manage all objects of the same kind (ex: all cards of the game).&lt;br /&gt;
&lt;br /&gt;
Afterwards, we can initialize your &amp;quot;Deck&amp;quot; by creating all the cards of the game. Generally, this is done only once during the game, during the &amp;quot;setupNewGame&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; component provides you a fast way to initialize all your cards at once: createCards. Here is how it is used for &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        // Create cards&lt;br /&gt;
        $cards = array();&lt;br /&gt;
        foreach( $this-&amp;gt;colors as  $color_id =&amp;gt; $color ) // spade, heart, diamond, club&lt;br /&gt;
        {&lt;br /&gt;
            for( $value=2; $value&amp;lt;=14; $value++ )   //  2, 3, 4, ... K, A&lt;br /&gt;
            {&lt;br /&gt;
                $cards[] = array( &#039;type&#039; =&amp;gt; $color_id, &#039;type_arg&#039; =&amp;gt; $value, &#039;nbr&#039; =&amp;gt; 1);&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        $this-&amp;gt;cards-&amp;gt;createCards( $cards, &#039;deck&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, &amp;quot;createCards&amp;quot; takes a description of all cards of the game. For each type of card, you have to specify its &amp;quot;type&amp;quot;, &amp;quot;type_arg&amp;quot; and the number of card to create. &amp;quot;createCards&amp;quot; create all cards and place them into the &amp;quot;deck&amp;quot; location (as specified in the second argument).&lt;br /&gt;
&lt;br /&gt;
Now, you are ready to use &amp;quot;Deck&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
=== Simple examples using Deck ===&lt;br /&gt;
&lt;br /&gt;
(Most examples are from &amp;quot;Hearts&amp;quot; game)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // In &amp;quot;getAllDatas&#039;, we need to send to the current player all the cards he has in hand:&lt;br /&gt;
     $result[&#039;hand&#039;] = $this-&amp;gt;cards-&amp;gt;getCardsInLocation( &#039;hand&#039;, $player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // At some time we want to check if all the cards (52) are in player&#039;s hands:&lt;br /&gt;
     if( $this-&amp;gt;cards-&amp;gt;countCardInLocation( &#039;hand&#039; ) == 52 )&lt;br /&gt;
           // do something&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // When a player plays a card in front of him on the table:&lt;br /&gt;
     $this-&amp;gt;cards-&amp;gt;moveCard( $card_id, &#039;cardsontable&#039;, $player_id );&lt;br /&gt;
&lt;br /&gt;
     // Note the use of the custom location &#039;cardsontable&#039; here to keep track of cards on the table.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // This is a new hand: let&#039;s gather all cards from everywhere in the deck:&lt;br /&gt;
     $this-&amp;gt;cards-&amp;gt;moveAllCardsInLocation( null, &amp;quot;deck&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // And then shuffle the deck&lt;br /&gt;
     $this-&amp;gt;cards-&amp;gt;shuffle( &#039;deck&#039; );&lt;br /&gt;
&lt;br /&gt;
     // And then deal 13 cards to each player&lt;br /&gt;
     // Deal 13 cards to each players&lt;br /&gt;
     // Create deck, shuffle it and give 13 initial cards&lt;br /&gt;
     $players = self::loadPlayersBasicInfos();&lt;br /&gt;
     foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
     {&lt;br /&gt;
        $cards = $this-&amp;gt;cards-&amp;gt;pickCards( 13, &#039;deck&#039;, $player_id );&lt;br /&gt;
           &lt;br /&gt;
        // Notify player about his cards&lt;br /&gt;
        self::notifyPlayer( $player_id, &#039;newHand&#039;, &#039;&#039;, array( &lt;br /&gt;
            &#039;cards&#039; =&amp;gt; $cards&lt;br /&gt;
         ) );&lt;br /&gt;
     }  &lt;br /&gt;
&lt;br /&gt;
     // Note the use of &amp;quot;notifyPlayer&amp;quot; instead of &amp;quot;notifyAllPlayers&amp;quot;: new cards is a private information ;)  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deck component reference ==&lt;br /&gt;
&lt;br /&gt;
=== Initializing Deck component ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;init( $table_name )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initialize the Deck component.&lt;br /&gt;
&lt;br /&gt;
Argument:&lt;br /&gt;
* table_name: name of the DB table used by this Deck component.&lt;br /&gt;
&lt;br /&gt;
Must be called before any other Deck method.&lt;br /&gt;
&lt;br /&gt;
Usually, init is called in your game constructor.&lt;br /&gt;
&lt;br /&gt;
Example with Hearts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	function Hearts( )&lt;br /&gt;
	{&lt;br /&gt;
        (...)&lt;br /&gt;
        &lt;br /&gt;
        $this-&amp;gt;cards = self::getNew( &amp;quot;module.common.deck&amp;quot; );&lt;br /&gt;
        $this-&amp;gt;cards-&amp;gt;init( &amp;quot;card&amp;quot; );&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;createCards( $cards, $location=&#039;deck&#039;, $location_arg=null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create card items in your deck component. Usually, all card items are created once, during the setup phase of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;cards&amp;quot; describe all cards that need to be created. &amp;quot;cards&amp;quot; is an array with the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // Create 1 card of type &amp;quot;1&amp;quot; with type_arg=99,&lt;br /&gt;
   //  and 4 cards of type &amp;quot;2&amp;quot; with type_arg=12,&lt;br /&gt;
   //  and 2 cards of type &amp;quot;3&amp;quot; with type_arg=33&lt;br /&gt;
&lt;br /&gt;
   $cards = array(&lt;br /&gt;
        array( &#039;type&#039; =&amp;gt; 1, &#039;type_arg&#039; =&amp;gt; 99, nbr&#039; =&amp;gt; 1 ),&lt;br /&gt;
        array( &#039;type&#039; =&amp;gt; 2, &#039;type_arg&#039; =&amp;gt; 12, nbr&#039; =&amp;gt; 4 ),&lt;br /&gt;
        array( &#039;type&#039; =&amp;gt; 3, &#039;type_arg&#039; =&amp;gt; 33, nbr&#039; =&amp;gt; 2 )&lt;br /&gt;
        ...&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: During the &amp;quot;createCards&amp;quot; process, Deck generate unique IDs for all card items.&lt;br /&gt;
&lt;br /&gt;
Note: createCards is optimized to create a lot of cards at once. Do not use it to create cards one by one.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;location&amp;quot; and &amp;quot;location_arg&amp;quot; arguments are not set, newly created cards are placed in the &amp;quot;deck&amp;quot; location. If &amp;quot;location&amp;quot; (and optionally location_arg) is specified, cards are created for this specific location.&lt;br /&gt;
&lt;br /&gt;
=== Card standard format ===&lt;br /&gt;
&lt;br /&gt;
When Deck component methods are returning one or several cards, the following format is used:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
array(&lt;br /&gt;
   &#039;id&#039; =&amp;gt; ..,          // the card ID&lt;br /&gt;
   &#039;type&#039; =&amp;gt; ..,        // the card type&lt;br /&gt;
   &#039;type_arg&#039; =&amp;gt; ..,    // the card type argument&lt;br /&gt;
   &#039;location&#039; =&amp;gt; ..,    // the card location&lt;br /&gt;
   &#039;location_arg&#039; =&amp;gt; .. // the card location argument&lt;br /&gt;
);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Picking cards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCard( $location, $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pick a card from a &amp;quot;pile&amp;quot; location (ex: &amp;quot;deck&amp;quot;) and place it in the &amp;quot;hand&amp;quot; of specified player.&lt;br /&gt;
&lt;br /&gt;
Return the card picked or &amp;quot;null&amp;quot; if there are no more card in given location.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCards( $nbr, $location, $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pick &amp;quot;$nbr&amp;quot; cards from a &amp;quot;pile&amp;quot; location (ex: &amp;quot;deck&amp;quot;) and place them in the &amp;quot;hand&amp;quot; of specified player.&lt;br /&gt;
&lt;br /&gt;
Return an array with the cards picked, or &amp;quot;null&amp;quot; if there are no more card in given location.&lt;br /&gt;
&lt;br /&gt;
Note that the number of cards picked can be less than &amp;quot;$nbr&amp;quot; in case there are not enough cards in the pile location.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below). In case there are not enough cards in the pile, all remaining cards are picked first, then the auto-reshuffle is triggered, then the other cards are picked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCardForLocation( $from_location, $to_location, $location_arg=0 )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is similar to &#039;pickCard&#039;, except that you can pick a card for any sort of location and not only the &amp;quot;hand&amp;quot; location.&lt;br /&gt;
&lt;br /&gt;
* from_location is the &amp;quot;pile&amp;quot; style location from where you are picking a card.&lt;br /&gt;
* to_location is the location where you will place the card picked.&lt;br /&gt;
* if &amp;quot;location_arg&amp;quot; is specified, the card picked will be set with this &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCardsForLocation( $nbr, $from_location, $to_location, $location_arg=0, $no_deck_reform=false )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is similar to &#039;pickCards&#039;, except that you can pick cards for any sort of location and not only the &amp;quot;hand&amp;quot; location.&lt;br /&gt;
&lt;br /&gt;
* from_location is the &amp;quot;pile&amp;quot; style location from where you are picking some cards.&lt;br /&gt;
* to_location is the location where you will place the cards picked.&lt;br /&gt;
* if &amp;quot;location_arg&amp;quot; is specified, the cards picked will be set with this &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
* if &amp;quot;no_deck_reform&amp;quot; is set to &amp;quot;true&amp;quot;, the auto-reshuffle feature is disabled during this method call.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
=== Moving cards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveCard( $card_id, $location, $location_arg=0 )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move the specific card to given location.&lt;br /&gt;
&lt;br /&gt;
* card_id: ID of the card to move.&lt;br /&gt;
* location: location where to move the card.&lt;br /&gt;
* location_arg: if specified, location_arg where to move the card. If not specified &amp;quot;location_arg&amp;quot; will be set to 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveCards( $cards, $location, $location_arg )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move the specific cards to given location.&lt;br /&gt;
&lt;br /&gt;
* cards: an array of IDs of cards to move.&lt;br /&gt;
* location: location where to move the cards.&lt;br /&gt;
* location_arg: if specified, location_arg where to move the cards. If not specified &amp;quot;location_arg&amp;quot; will be set to 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;insertCard( $card_id, $location, $location_arg )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move a card to a specific &amp;quot;pile&amp;quot; location where card are ordered.&lt;br /&gt;
&lt;br /&gt;
If location_arg place is already taken, increment all cards after location_arg in order to insert new card at this precise location.&lt;br /&gt;
&lt;br /&gt;
(note: insertCardOnExtremePosition method below is more useful in most of the case)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;insertCardOnExtremePosition( $card_id, $location, $bOnTop )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move a card on top or at bottom of given &amp;quot;pile&amp;quot; type location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveAllCardsInLocation(  $from_location, $to_location, $from_location_arg=null, $to_location_arg=0 )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move all cards in specified &amp;quot;from&amp;quot; location to given location.&lt;br /&gt;
&lt;br /&gt;
* from_location: where to take the cards&lt;br /&gt;
* to_location: where to put the cards&lt;br /&gt;
* from_location (optional): if specified, only cards with given &amp;quot;location_arg&amp;quot; are moved.&lt;br /&gt;
* to_location (optional): if specified, cards moved &amp;quot;location_arg&amp;quot; is set to given value. Otherwise location_arg is set to zero.&lt;br /&gt;
&lt;br /&gt;
Note: if you want to keep &amp;quot;location_arg&amp;quot; untouched, you should use &amp;quot;moveAllCardsInLocationKeepOrder&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveAllCardsInLocationKeepOrder( $from_location, $to_location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move all cards in specified &amp;quot;from&amp;quot; location to given &amp;quot;to&amp;quot; location. This method does not modify the &amp;quot;location_arg&amp;quot; of cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;playCard( $card_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move specified card at the top of the &amp;quot;discard&amp;quot; location.&lt;br /&gt;
&lt;br /&gt;
Note: this is an alias for: insertCardOnExtremePosition( $card_id, &amp;quot;discard&amp;quot;, true )&lt;br /&gt;
&lt;br /&gt;
=== Get cards informations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCard( $card_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get specific card information.&lt;br /&gt;
&lt;br /&gt;
Return null if this card is not found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCards( $cards_array )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get specific cards information.&lt;br /&gt;
&lt;br /&gt;
cards_array is an array of cards ID.&lt;br /&gt;
&lt;br /&gt;
If some cards are not found or if some cards IDs are specified multiple times, the method throws an (unexpected) Exception.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardsInLocation( $location, $location_arg = null, $order_by = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all cards in specific location, as an array. Return an empty array if the location is empty.&lt;br /&gt;
&lt;br /&gt;
* location (string): the location where to get the cards.&lt;br /&gt;
* location_arg (optional): if specified, return only cards with the specified &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
* order_by (optional): if specified, returned cards are ordered by the given database field. Example: &amp;quot;card_id&amp;quot; or &amp;quot;card_type&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;countCardInLocation( $location, $location_arg=null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the number of cards in specified location.&lt;br /&gt;
&lt;br /&gt;
* location (string): the location where to count the cards.&lt;br /&gt;
* location_arg (optional): if specified, count only cards with the specified &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;countCardsInLocations()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the number of cards in each location of the game.&lt;br /&gt;
&lt;br /&gt;
The method returns an associative array with the format &amp;quot;location&amp;quot; =&amp;gt; &amp;quot;number of cards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  array(&lt;br /&gt;
    &#039;deck&#039; =&amp;gt; 12,&lt;br /&gt;
    &#039;hand&#039; =&amp;gt; 21,&lt;br /&gt;
    &#039;discard&#039; =&amp;gt; 54,&lt;br /&gt;
    &#039;ontable&#039; =&amp;gt; 3&lt;br /&gt;
  );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;countCardsByLocationArgs( $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the number of cards in each &amp;quot;location_arg&amp;quot; for the given location.&lt;br /&gt;
&lt;br /&gt;
The method returns an associative array with the format &amp;quot;location_arg&amp;quot; =&amp;gt; &amp;quot;number of cards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: count the number of cards in each player&#039;s hand:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    countCardsByLocationArgs( &#039;hand&#039; );&lt;br /&gt;
    &lt;br /&gt;
    // Result:&lt;br /&gt;
    array(&lt;br /&gt;
        122345 =&amp;gt; 5,    // player 122345 has 5 cards in hand&lt;br /&gt;
        123456 =&amp;gt; 4     // and player 123456 has 4 cards in hand&lt;br /&gt;
    );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerHand( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all cards in given player hand.&lt;br /&gt;
&lt;br /&gt;
Note: This is an alias for:&lt;br /&gt;
getCardsInLocation( &amp;quot;hand&amp;quot;, $player_id )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardOnTop( $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the card on top of the given (&amp;quot;pile&amp;quot; style) location, or null if the location is empty.&lt;br /&gt;
&lt;br /&gt;
Note that the card pile won&#039;t be &amp;quot;auto-reshuffled&amp;quot; if there is no more card available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardsOnTop( $nbr, $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the &amp;quot;$nbr&amp;quot; cards on top of the given (&amp;quot;pile&amp;quot; style) location.&lt;br /&gt;
&lt;br /&gt;
The method return an array with at most &amp;quot;$nbr&amp;quot; elements (or a void array if there is no card in this location).&lt;br /&gt;
&lt;br /&gt;
Note that the card pile won&#039;t be &amp;quot;auto-reshuffled&amp;quot; if there is not enough cards available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getExtremePosition( $bGetMax ,$location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(rarely used)&lt;br /&gt;
&lt;br /&gt;
Get the position of cards at the top of the given location / at the bottom of the given location.&lt;br /&gt;
&lt;br /&gt;
Of course this method works only on location in &amp;quot;pile&amp;quot; where you are using &amp;quot;location_arg&amp;quot; to specify the position of each card (example: &amp;quot;deck&amp;quot; location).&lt;br /&gt;
&lt;br /&gt;
If bGetMax=true, return the location of the top card of the pile.&lt;br /&gt;
&lt;br /&gt;
If bGetMax=false, return the location of the bottom card of the pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardsOfType( $type, $type_arg=null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all cards of a specific type (rarely used).&lt;br /&gt;
&lt;br /&gt;
Return an array of cards, or an empty array if there is no cards of the specified type.&lt;br /&gt;
&lt;br /&gt;
* type: the type of cards&lt;br /&gt;
* type_arg: if specified, return only cards with the specified &amp;quot;type_arg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Shuffling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;shuffle( $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shuffle all cards in specific location.&lt;br /&gt;
&lt;br /&gt;
Shuffle only works on locations where cards are on a &amp;quot;pile&amp;quot; (ex: &amp;quot;deck&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Please note that all &amp;quot;location_arg&amp;quot; will be reseted to reflect the new order of the cards in the pile.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Deck&amp;diff=653</id>
		<title>Deck</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Deck&amp;diff=653"/>
		<updated>2013-02-13T17:03:50Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Moving cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Deck&amp;quot; is one of the most useful component on PHP side. With &amp;quot;Deck&amp;quot;, you can manage cards of your game on server side.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;deck&amp;quot;, you will be able to use the following features without writing a single SQL database request:&lt;br /&gt;
* Place cards in pile, shuffle cards, draw cards one by one or many by many.&lt;br /&gt;
* &amp;quot;Auto-reshuffle&amp;quot; discard pile into deck when deck is empty.&lt;br /&gt;
* Move cards between different locations: hands of players, the table, ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Deck: Hearts example ==&lt;br /&gt;
&lt;br /&gt;
Deck component is massively used in &amp;quot;Hearts&amp;quot; example game - a card game. You can find in &amp;quot;hearts.game.php&amp;quot; that the object &amp;quot;$this-&amp;gt;cards&amp;quot; is used many times.&lt;br /&gt;
&lt;br /&gt;
== Deck overview ==&lt;br /&gt;
&lt;br /&gt;
With Deck component, you manage all cards of your game.&lt;br /&gt;
&lt;br /&gt;
=== The 5 properties of each card ===&lt;br /&gt;
&lt;br /&gt;
Using Deck component, each card will have 5 properties:&lt;br /&gt;
* &#039;&#039;&#039;id&#039;&#039;&#039;: This is the unique ID of each card.&lt;br /&gt;
* &#039;&#039;&#039;type&#039;&#039;&#039; and &#039;&#039;&#039;type_arg&#039;&#039;&#039;: These two values defines the type of your card (=what sort of card this is?).&lt;br /&gt;
* &#039;&#039;&#039;location&#039;&#039;&#039; and &#039;&#039;&#039;location_arg&#039;&#039;&#039;: These two values defines where is the card at now.&lt;br /&gt;
&lt;br /&gt;
id, type and type_arg properties are constants during the game. location and location_arg are changing when your cards are moving from places to places on the game area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;id&#039;&#039;&#039; is the unique ID of each card. Two cards can&#039;t get the same ID. IDs are generated automatically by the Deck component when you create cards during the Setup phase of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;type&#039;&#039;&#039; and &#039;&#039;&#039;type_arg&#039;&#039;&#039; defines the type of your card. &#039;&#039;&#039;type&#039;&#039;&#039; is a short string, and &#039;&#039;&#039;type_arg&#039;&#039;&#039; is an integer. You can use these two values as you want to make sure you will be able to identify the different cards of the game. See usage of &amp;quot;type&amp;quot; and &amp;quot;type_arg&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
Examples of usage of &amp;quot;type&amp;quot; and &amp;quot;type_arg&amp;quot;:&lt;br /&gt;
* In &amp;quot;Hearts&amp;quot;, &amp;quot;type&amp;quot; is the color of the card (1 to 4) and &amp;quot;type_arg&amp;quot; is the value of the card (1, 2, ... 10, J, Q, K).&lt;br /&gt;
* In &amp;quot;Seasons&amp;quot;, &amp;quot;type&amp;quot; is the type of the card (ex: 1 is Amulet of Air, 2 is Amulet of Fire, etc...). type_arg is not used.&lt;br /&gt;
* In &amp;quot;Takenoko&amp;quot;, a Deck component is used for objective cards. &amp;quot;type&amp;quot; is the kind of objective (irrigation/panda/plot) and &amp;quot;type_arg&amp;quot; is the ID of the specific objective to realize (ex: &amp;quot;a green bamboo x4&amp;quot;). Note that a second Deck component is used in Takenoko to manage the &amp;quot;garden plot&amp;quot; pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;location&#039;&#039;&#039; and &#039;&#039;&#039;location_arg&#039;&#039;&#039; defines where is the card at now. &#039;&#039;&#039;location&#039;&#039;&#039; is a short string, and &#039;&#039;&#039;location_arg&#039;&#039;&#039; is an integer.&lt;br /&gt;
&lt;br /&gt;
You can use &#039;location&#039; and &#039;location_arg&#039; as you want, to move your card on the game area. Although, there are 3 special &#039;location&#039; that Deck manage specifically. You can choose to use - or not to use - these locations depending of your needs:&lt;br /&gt;
* &#039;deck&#039;: in &#039;deck&#039; location, cards are placed face down in a pile and are drawn during the game. &#039;location_arg&#039; is used to specify where the card is in the deck pile (the card with the biggest location_arg is the next to be drawn).&lt;br /&gt;
* &#039;hand&#039;: in &#039;hand&#039; location, cards are in the hand of a player. &#039;location_arg&#039; is set to the ID of this player.&lt;br /&gt;
* &#039;discard&#039;: in &#039;discard&#039; location, cards are discarded, and are ready to be shuffled into the deck if needed (see &amp;quot;autoreshuffle&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips: using Deck component, you are going to use generic properties (&amp;quot;location&amp;quot;, &amp;quot;type_arg&amp;quot;,...) for specific purposes of your game. Thus, during the design step before realizing your game, take 2 minutes to write down what is the meaning of each of this generic properties in the context of your game.&lt;br /&gt;
&lt;br /&gt;
=== Create a new Deck component ===&lt;br /&gt;
&lt;br /&gt;
For each Deck component in your game, you need to create a dedicated table in database. This table has a standard format. In practical, if you want to have a Deck component named &amp;quot;card&amp;quot;, you just have to copy/paste the following in your &amp;quot;dbmodel.sql&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CREATE TABLE IF NOT EXISTS `card` (&lt;br /&gt;
  `card_id` int(10) unsigned NOT NULL AUTO_INCREMENT,&lt;br /&gt;
  `card_type` varchar(16) NOT NULL,&lt;br /&gt;
  `card_type_arg` int(11) NOT NULL,&lt;br /&gt;
  `card_location` varchar(16) NOT NULL,&lt;br /&gt;
  `card_location_arg` int(11) NOT NULL,&lt;br /&gt;
  PRIMARY KEY (`card_id`)&lt;br /&gt;
) ENGINE=InnoDB DEFAULT CHARSET=utf8 AUTO_INCREMENT=1 ;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you did this (and restart your game), you can declare your Deck component in your PHP code in your class constructor. For Hearts for example, I added to &amp;quot;Hearts()&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $this-&amp;gt;cards = self::getNew( &amp;quot;module.common.deck&amp;quot; );&lt;br /&gt;
        $this-&amp;gt;cards-&amp;gt;init( &amp;quot;card&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that we specify &amp;quot;card&amp;quot; here, the name of our previously created table. It means you can create several &amp;quot;Deck&amp;quot; with several tables. Most of the time this is unuseful: a Deck component should manage all objects of the same kind (ex: all cards of the game).&lt;br /&gt;
&lt;br /&gt;
Afterwards, we can initialize your &amp;quot;Deck&amp;quot; by creating all the cards of the game. Generally, this is done only once during the game, during the &amp;quot;setupNewGame&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; component provides you a fast way to initialize all your cards at once: createCards. Here is how it is used for &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        // Create cards&lt;br /&gt;
        $cards = array();&lt;br /&gt;
        foreach( $this-&amp;gt;colors as  $color_id =&amp;gt; $color ) // spade, heart, diamond, club&lt;br /&gt;
        {&lt;br /&gt;
            for( $value=2; $value&amp;lt;=14; $value++ )   //  2, 3, 4, ... K, A&lt;br /&gt;
            {&lt;br /&gt;
                $cards[] = array( &#039;type&#039; =&amp;gt; $color_id, &#039;type_arg&#039; =&amp;gt; $value, &#039;nbr&#039; =&amp;gt; 1);&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        $this-&amp;gt;cards-&amp;gt;createCards( $cards, &#039;deck&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, &amp;quot;createCards&amp;quot; takes a description of all cards of the game. For each type of card, you have to specify its &amp;quot;type&amp;quot;, &amp;quot;type_arg&amp;quot; and the number of card to create. &amp;quot;createCards&amp;quot; create all cards and place them into the &amp;quot;deck&amp;quot; location (as specified in the second argument).&lt;br /&gt;
&lt;br /&gt;
Now, you are ready to use &amp;quot;Deck&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
=== Simple examples using Deck ===&lt;br /&gt;
&lt;br /&gt;
(Most examples are from &amp;quot;Hearts&amp;quot; game)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // In &amp;quot;getAllDatas&#039;, we need to send to the current player all the cards he has in hand:&lt;br /&gt;
     $result[&#039;hand&#039;] = $this-&amp;gt;cards-&amp;gt;getCardsInLocation( &#039;hand&#039;, $player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // At some time we want to check if all the cards (52) are in player&#039;s hands:&lt;br /&gt;
     if( $this-&amp;gt;cards-&amp;gt;countCardInLocation( &#039;hand&#039; ) == 52 )&lt;br /&gt;
           // do something&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // When a player plays a card in front of him on the table:&lt;br /&gt;
     $this-&amp;gt;cards-&amp;gt;moveCard( $card_id, &#039;cardsontable&#039;, $player_id );&lt;br /&gt;
&lt;br /&gt;
     // Note the use of the custom location &#039;cardsontable&#039; here to keep track of cards on the table.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // This is a new hand: let&#039;s gather all cards from everywhere in the deck:&lt;br /&gt;
     $this-&amp;gt;cards-&amp;gt;moveAllCardsInLocation( null, &amp;quot;deck&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // And then shuffle the deck&lt;br /&gt;
     $this-&amp;gt;cards-&amp;gt;shuffle( &#039;deck&#039; );&lt;br /&gt;
&lt;br /&gt;
     // And then deal 13 cards to each player&lt;br /&gt;
     // Deal 13 cards to each players&lt;br /&gt;
     // Create deck, shuffle it and give 13 initial cards&lt;br /&gt;
     $players = self::loadPlayersBasicInfos();&lt;br /&gt;
     foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
     {&lt;br /&gt;
        $cards = $this-&amp;gt;cards-&amp;gt;pickCards( 13, &#039;deck&#039;, $player_id );&lt;br /&gt;
           &lt;br /&gt;
        // Notify player about his cards&lt;br /&gt;
        self::notifyPlayer( $player_id, &#039;newHand&#039;, &#039;&#039;, array( &lt;br /&gt;
            &#039;cards&#039; =&amp;gt; $cards&lt;br /&gt;
         ) );&lt;br /&gt;
     }  &lt;br /&gt;
&lt;br /&gt;
     // Note the use of &amp;quot;notifyPlayer&amp;quot; instead of &amp;quot;notifyAllPlayers&amp;quot;: new cards is a private information ;)  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deck component reference ==&lt;br /&gt;
&lt;br /&gt;
=== Initializing Deck component ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;init( $table_name )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initialize the Deck component.&lt;br /&gt;
&lt;br /&gt;
Argument:&lt;br /&gt;
* table_name: name of the DB table used by this Deck component.&lt;br /&gt;
&lt;br /&gt;
Must be called before any other Deck method.&lt;br /&gt;
&lt;br /&gt;
Usually, init is called in your game constructor.&lt;br /&gt;
&lt;br /&gt;
Example with Hearts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	function Hearts( )&lt;br /&gt;
	{&lt;br /&gt;
        (...)&lt;br /&gt;
        &lt;br /&gt;
        $this-&amp;gt;cards = self::getNew( &amp;quot;module.common.deck&amp;quot; );&lt;br /&gt;
        $this-&amp;gt;cards-&amp;gt;init( &amp;quot;card&amp;quot; );&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;createCards( $cards, $location=&#039;deck&#039;, $location_arg=null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create card items in your deck component. Usually, all card items are created once, during the setup phase of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;cards&amp;quot; describe all cards that need to be created. &amp;quot;cards&amp;quot; is an array with the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // Create 1 card of type &amp;quot;1&amp;quot; with type_arg=99,&lt;br /&gt;
   //  and 4 cards of type &amp;quot;2&amp;quot; with type_arg=12,&lt;br /&gt;
   //  and 2 cards of type &amp;quot;3&amp;quot; with type_arg=33&lt;br /&gt;
&lt;br /&gt;
   $cards = array(&lt;br /&gt;
        array( &#039;type&#039; =&amp;gt; 1, &#039;type_arg&#039; =&amp;gt; 99, nbr&#039; =&amp;gt; 1 ),&lt;br /&gt;
        array( &#039;type&#039; =&amp;gt; 2, &#039;type_arg&#039; =&amp;gt; 12, nbr&#039; =&amp;gt; 4 ),&lt;br /&gt;
        array( &#039;type&#039; =&amp;gt; 3, &#039;type_arg&#039; =&amp;gt; 33, nbr&#039; =&amp;gt; 2 )&lt;br /&gt;
        ...&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: During the &amp;quot;createCards&amp;quot; process, Deck generate unique IDs for all card items.&lt;br /&gt;
&lt;br /&gt;
Note: createCards is optimized to create a lot of cards at once. Do not use it to create cards one by one.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;location&amp;quot; and &amp;quot;location_arg&amp;quot; arguments are not set, newly created cards are placed in the &amp;quot;deck&amp;quot; location. If &amp;quot;location&amp;quot; (and optionally location_arg) is specified, cards are created for this specific location.&lt;br /&gt;
&lt;br /&gt;
=== Card standard format ===&lt;br /&gt;
&lt;br /&gt;
When Deck component methods are returning one or several cards, the following format is used:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
array(&lt;br /&gt;
   &#039;id&#039; =&amp;gt; ..,          // the card ID&lt;br /&gt;
   &#039;type&#039; =&amp;gt; ..,        // the card type&lt;br /&gt;
   &#039;type_arg&#039; =&amp;gt; ..,    // the card type argument&lt;br /&gt;
   &#039;location&#039; =&amp;gt; ..,    // the card location&lt;br /&gt;
   &#039;location_arg&#039; =&amp;gt; .. // the card location argument&lt;br /&gt;
);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Picking cards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCard( $location, $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pick a card from a &amp;quot;pile&amp;quot; location (ex: &amp;quot;deck&amp;quot;) and place it in the &amp;quot;hand&amp;quot; of specified player.&lt;br /&gt;
&lt;br /&gt;
Return the card picked or &amp;quot;null&amp;quot; if there are no more card in given location.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCards( $nbr, $location, $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pick &amp;quot;$nbr&amp;quot; cards from a &amp;quot;pile&amp;quot; location (ex: &amp;quot;deck&amp;quot;) and place them in the &amp;quot;hand&amp;quot; of specified player.&lt;br /&gt;
&lt;br /&gt;
Return an array with the cards picked, or &amp;quot;null&amp;quot; if there are no more card in given location.&lt;br /&gt;
&lt;br /&gt;
Note that the number of cards picked can be less than &amp;quot;$nbr&amp;quot; in case there are not enough cards in the pile location.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below). In case there are not enough cards in the pile, all remaining cards are picked first, then the auto-reshuffle is triggered, then the other cards are picked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCardForLocation( $from_location, $to_location, $location_arg=0 )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is similar to &#039;pickCard&#039;, except that you can pick a card for any sort of location and not only the &amp;quot;hand&amp;quot; location.&lt;br /&gt;
&lt;br /&gt;
* from_location is the &amp;quot;pile&amp;quot; style location from where you are picking a card.&lt;br /&gt;
* to_location is the location where you will place the card picked.&lt;br /&gt;
* if &amp;quot;location_arg&amp;quot; is specified, the card picked will be set with this &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCardsForLocation( $nbr, $from_location, $to_location, $location_arg=0, $no_deck_reform=false )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is similar to &#039;pickCards&#039;, except that you can pick cards for any sort of location and not only the &amp;quot;hand&amp;quot; location.&lt;br /&gt;
&lt;br /&gt;
* from_location is the &amp;quot;pile&amp;quot; style location from where you are picking some cards.&lt;br /&gt;
* to_location is the location where you will place the cards picked.&lt;br /&gt;
* if &amp;quot;location_arg&amp;quot; is specified, the cards picked will be set with this &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
* if &amp;quot;no_deck_reform&amp;quot; is set to &amp;quot;true&amp;quot;, the auto-reshuffle feature is disabled during this method call.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
=== Moving cards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveCard( $card_id, $location, $location_arg=0 )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move the specific card to given location.&lt;br /&gt;
&lt;br /&gt;
* card_id: ID of the card to move.&lt;br /&gt;
* location: location where to move the card.&lt;br /&gt;
* location_arg: if specified, location_arg where to move the card. If not specified &amp;quot;location_arg&amp;quot; will be set to 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveCards( $cards, $location, $location_arg )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move the specific cards to given location.&lt;br /&gt;
&lt;br /&gt;
* cards: an array of IDs of cards to move.&lt;br /&gt;
* location: location where to move the cards.&lt;br /&gt;
* location_arg: if specified, location_arg where to move the cards. If not specified &amp;quot;location_arg&amp;quot; will be set to 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;insertCard( $card_id, $location, $location_arg )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move a card to a specific &amp;quot;pile&amp;quot; location where card are ordered.&lt;br /&gt;
&lt;br /&gt;
If location_arg place is already taken, increment all cards after location_arg in order to insert new card at this precise location.&lt;br /&gt;
&lt;br /&gt;
(note: insertCardOnExtremePosition method below is more useful in most of the case)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;insertCardOnExtremePosition( $card_id, $location, $bOnTop )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move a card on top or at bottom of given &amp;quot;pile&amp;quot; type location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveAllCardsInLocation(  $from_location, $to_location, $from_location_arg=null, $to_location_arg=0 )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move all cards in specified &amp;quot;from&amp;quot; location to given location.&lt;br /&gt;
&lt;br /&gt;
* from_location: where to take the cards&lt;br /&gt;
* to_location: where to put the cards&lt;br /&gt;
* from_location (optional): if specified, only cards with given &amp;quot;location_arg&amp;quot; are moved.&lt;br /&gt;
* to_location (optional): if specified, cards moved &amp;quot;location_arg&amp;quot; is set to given value. Otherwise location_arg is set to zero.&lt;br /&gt;
&lt;br /&gt;
Note: if you want to keep &amp;quot;location_arg&amp;quot; untouched, you should use &amp;quot;moveAllCardsInLocationKeepOrder&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveAllCardsInLocationKeepOrder( $from_location, $to_location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move all cards in specified &amp;quot;from&amp;quot; location to given &amp;quot;to&amp;quot; location. This method does not modify the &amp;quot;location_arg&amp;quot; of cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;playCard( $card_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move specified card at the top of the &amp;quot;discard&amp;quot; location.&lt;br /&gt;
&lt;br /&gt;
Note: this is an alias for: insertCardOnExtremePosition( $card_id, &amp;quot;discard&amp;quot;, true )&lt;br /&gt;
&lt;br /&gt;
=== Get cards informations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCard( $card_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get specific card information.&lt;br /&gt;
&lt;br /&gt;
Return null if this card is not found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCards( $cards_array )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get specific cards information.&lt;br /&gt;
&lt;br /&gt;
cards_array is an array of cards ID.&lt;br /&gt;
&lt;br /&gt;
If some cards are not found or if some cards IDs are specified multiple times, the method throws an (unexpected) Exception.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardsInLocation( $location, $location_arg = null, $order_by = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all cards in specific location, as an array. Return an empty array if the location is empty.&lt;br /&gt;
&lt;br /&gt;
_ location (string): the location where to get the cards.&lt;br /&gt;
_ location_arg (optional): if specified, return only cards with the specified &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
_ order_by (optional): if specified, returned cards are ordered by the given database field. Example: &amp;quot;card_id&amp;quot; or &amp;quot;card_type&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;countCardInLocation( $location, $location_arg=null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the number of cards in specified location.&lt;br /&gt;
&lt;br /&gt;
_ location (string): the location where to count the cards.&lt;br /&gt;
_ location_arg (optional): if specified, count only cards with the specified &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;countCardsInLocations()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the number of cards in each location of the game.&lt;br /&gt;
&lt;br /&gt;
The method returns an associative array with the format &amp;quot;location&amp;quot; =&amp;gt; &amp;quot;number of cards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  array(&lt;br /&gt;
    &#039;deck&#039; =&amp;gt; 12,&lt;br /&gt;
    &#039;hand&#039; =&amp;gt; 21,&lt;br /&gt;
    &#039;discard&#039; =&amp;gt; 54,&lt;br /&gt;
    &#039;ontable&#039; =&amp;gt; 3&lt;br /&gt;
  );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;countCardsByLocationArgs( $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the number of cards in each &amp;quot;location_arg&amp;quot; for the given location.&lt;br /&gt;
&lt;br /&gt;
The method returns an associative array with the format &amp;quot;location_arg&amp;quot; =&amp;gt; &amp;quot;number of cards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: count the number of cards in each player&#039;s hand:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    countCardsByLocationArgs( &#039;hand&#039; );&lt;br /&gt;
    &lt;br /&gt;
    // Result:&lt;br /&gt;
    array(&lt;br /&gt;
        122345 =&amp;gt; 5,    // player 122345 has 5 cards in hand&lt;br /&gt;
        123456 =&amp;gt; 4     // and player 123456 has 4 cards in hand&lt;br /&gt;
    );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerHand( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all cards in given player hand.&lt;br /&gt;
&lt;br /&gt;
Note: This is an alias for:&lt;br /&gt;
getCardsInLocation( &amp;quot;hand&amp;quot;, $player_id )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardOnTop( $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the card on top of the given (&amp;quot;pile&amp;quot; style) location, or null if the location is empty.&lt;br /&gt;
&lt;br /&gt;
Note that the card pile won&#039;t be &amp;quot;auto-reshuffled&amp;quot; if there is no more card available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardsOnTop( $nbr, $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the &amp;quot;$nbr&amp;quot; cards on top of the given (&amp;quot;pile&amp;quot; style) location.&lt;br /&gt;
&lt;br /&gt;
The method return an array with at most &amp;quot;$nbr&amp;quot; elements (or a void array if there is no card in this location).&lt;br /&gt;
&lt;br /&gt;
Note that the card pile won&#039;t be &amp;quot;auto-reshuffled&amp;quot; if there is not enough cards available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getExtremePosition( $bGetMax ,$location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(rarely used)&lt;br /&gt;
&lt;br /&gt;
Get the position of cards at the top of the given location / at the bottom of the given location.&lt;br /&gt;
&lt;br /&gt;
Of course this method works only on location in &amp;quot;pile&amp;quot; where you are using &amp;quot;location_arg&amp;quot; to specify the position of each card (example: &amp;quot;deck&amp;quot; location).&lt;br /&gt;
&lt;br /&gt;
If bGetMax=true, return the location of the top card of the pile.&lt;br /&gt;
&lt;br /&gt;
If bGetMax=false, return the location of the bottom card of the pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardsOfType( $type, $type_arg=null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all cards of a specific type (rarely used).&lt;br /&gt;
&lt;br /&gt;
Return an array of cards, or an empty array if there is no cards of the specified type.&lt;br /&gt;
&lt;br /&gt;
_ type: the type of cards&lt;br /&gt;
_ type_arg: if specified, return only cards with the specified &amp;quot;type_arg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Shuffling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;shuffle( $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shuffle all cards in specific location.&lt;br /&gt;
&lt;br /&gt;
Shuffle only works on locations where cards are on a &amp;quot;pile&amp;quot; (ex: &amp;quot;deck&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Please note that all &amp;quot;location_arg&amp;quot; will be reseted to reflect the new order of the cards in the pile.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
	<entry>
		<id>https://sk.doc.boardgamearena.com/index.php?title=Deck&amp;diff=652</id>
		<title>Deck</title>
		<link rel="alternate" type="text/html" href="https://sk.doc.boardgamearena.com/index.php?title=Deck&amp;diff=652"/>
		<updated>2013-02-13T17:03:29Z</updated>

		<summary type="html">&lt;p&gt;Sourisdudesert: /* Picking cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Deck&amp;quot; is one of the most useful component on PHP side. With &amp;quot;Deck&amp;quot;, you can manage cards of your game on server side.&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;deck&amp;quot;, you will be able to use the following features without writing a single SQL database request:&lt;br /&gt;
* Place cards in pile, shuffle cards, draw cards one by one or many by many.&lt;br /&gt;
* &amp;quot;Auto-reshuffle&amp;quot; discard pile into deck when deck is empty.&lt;br /&gt;
* Move cards between different locations: hands of players, the table, ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Deck: Hearts example ==&lt;br /&gt;
&lt;br /&gt;
Deck component is massively used in &amp;quot;Hearts&amp;quot; example game - a card game. You can find in &amp;quot;hearts.game.php&amp;quot; that the object &amp;quot;$this-&amp;gt;cards&amp;quot; is used many times.&lt;br /&gt;
&lt;br /&gt;
== Deck overview ==&lt;br /&gt;
&lt;br /&gt;
With Deck component, you manage all cards of your game.&lt;br /&gt;
&lt;br /&gt;
=== The 5 properties of each card ===&lt;br /&gt;
&lt;br /&gt;
Using Deck component, each card will have 5 properties:&lt;br /&gt;
* &#039;&#039;&#039;id&#039;&#039;&#039;: This is the unique ID of each card.&lt;br /&gt;
* &#039;&#039;&#039;type&#039;&#039;&#039; and &#039;&#039;&#039;type_arg&#039;&#039;&#039;: These two values defines the type of your card (=what sort of card this is?).&lt;br /&gt;
* &#039;&#039;&#039;location&#039;&#039;&#039; and &#039;&#039;&#039;location_arg&#039;&#039;&#039;: These two values defines where is the card at now.&lt;br /&gt;
&lt;br /&gt;
id, type and type_arg properties are constants during the game. location and location_arg are changing when your cards are moving from places to places on the game area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;id&#039;&#039;&#039; is the unique ID of each card. Two cards can&#039;t get the same ID. IDs are generated automatically by the Deck component when you create cards during the Setup phase of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;type&#039;&#039;&#039; and &#039;&#039;&#039;type_arg&#039;&#039;&#039; defines the type of your card. &#039;&#039;&#039;type&#039;&#039;&#039; is a short string, and &#039;&#039;&#039;type_arg&#039;&#039;&#039; is an integer. You can use these two values as you want to make sure you will be able to identify the different cards of the game. See usage of &amp;quot;type&amp;quot; and &amp;quot;type_arg&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
Examples of usage of &amp;quot;type&amp;quot; and &amp;quot;type_arg&amp;quot;:&lt;br /&gt;
* In &amp;quot;Hearts&amp;quot;, &amp;quot;type&amp;quot; is the color of the card (1 to 4) and &amp;quot;type_arg&amp;quot; is the value of the card (1, 2, ... 10, J, Q, K).&lt;br /&gt;
* In &amp;quot;Seasons&amp;quot;, &amp;quot;type&amp;quot; is the type of the card (ex: 1 is Amulet of Air, 2 is Amulet of Fire, etc...). type_arg is not used.&lt;br /&gt;
* In &amp;quot;Takenoko&amp;quot;, a Deck component is used for objective cards. &amp;quot;type&amp;quot; is the kind of objective (irrigation/panda/plot) and &amp;quot;type_arg&amp;quot; is the ID of the specific objective to realize (ex: &amp;quot;a green bamboo x4&amp;quot;). Note that a second Deck component is used in Takenoko to manage the &amp;quot;garden plot&amp;quot; pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;location&#039;&#039;&#039; and &#039;&#039;&#039;location_arg&#039;&#039;&#039; defines where is the card at now. &#039;&#039;&#039;location&#039;&#039;&#039; is a short string, and &#039;&#039;&#039;location_arg&#039;&#039;&#039; is an integer.&lt;br /&gt;
&lt;br /&gt;
You can use &#039;location&#039; and &#039;location_arg&#039; as you want, to move your card on the game area. Although, there are 3 special &#039;location&#039; that Deck manage specifically. You can choose to use - or not to use - these locations depending of your needs:&lt;br /&gt;
* &#039;deck&#039;: in &#039;deck&#039; location, cards are placed face down in a pile and are drawn during the game. &#039;location_arg&#039; is used to specify where the card is in the deck pile (the card with the biggest location_arg is the next to be drawn).&lt;br /&gt;
* &#039;hand&#039;: in &#039;hand&#039; location, cards are in the hand of a player. &#039;location_arg&#039; is set to the ID of this player.&lt;br /&gt;
* &#039;discard&#039;: in &#039;discard&#039; location, cards are discarded, and are ready to be shuffled into the deck if needed (see &amp;quot;autoreshuffle&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips: using Deck component, you are going to use generic properties (&amp;quot;location&amp;quot;, &amp;quot;type_arg&amp;quot;,...) for specific purposes of your game. Thus, during the design step before realizing your game, take 2 minutes to write down what is the meaning of each of this generic properties in the context of your game.&lt;br /&gt;
&lt;br /&gt;
=== Create a new Deck component ===&lt;br /&gt;
&lt;br /&gt;
For each Deck component in your game, you need to create a dedicated table in database. This table has a standard format. In practical, if you want to have a Deck component named &amp;quot;card&amp;quot;, you just have to copy/paste the following in your &amp;quot;dbmodel.sql&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CREATE TABLE IF NOT EXISTS `card` (&lt;br /&gt;
  `card_id` int(10) unsigned NOT NULL AUTO_INCREMENT,&lt;br /&gt;
  `card_type` varchar(16) NOT NULL,&lt;br /&gt;
  `card_type_arg` int(11) NOT NULL,&lt;br /&gt;
  `card_location` varchar(16) NOT NULL,&lt;br /&gt;
  `card_location_arg` int(11) NOT NULL,&lt;br /&gt;
  PRIMARY KEY (`card_id`)&lt;br /&gt;
) ENGINE=InnoDB DEFAULT CHARSET=utf8 AUTO_INCREMENT=1 ;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you did this (and restart your game), you can declare your Deck component in your PHP code in your class constructor. For Hearts for example, I added to &amp;quot;Hearts()&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $this-&amp;gt;cards = self::getNew( &amp;quot;module.common.deck&amp;quot; );&lt;br /&gt;
        $this-&amp;gt;cards-&amp;gt;init( &amp;quot;card&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that we specify &amp;quot;card&amp;quot; here, the name of our previously created table. It means you can create several &amp;quot;Deck&amp;quot; with several tables. Most of the time this is unuseful: a Deck component should manage all objects of the same kind (ex: all cards of the game).&lt;br /&gt;
&lt;br /&gt;
Afterwards, we can initialize your &amp;quot;Deck&amp;quot; by creating all the cards of the game. Generally, this is done only once during the game, during the &amp;quot;setupNewGame&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deck&amp;quot; component provides you a fast way to initialize all your cards at once: createCards. Here is how it is used for &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        // Create cards&lt;br /&gt;
        $cards = array();&lt;br /&gt;
        foreach( $this-&amp;gt;colors as  $color_id =&amp;gt; $color ) // spade, heart, diamond, club&lt;br /&gt;
        {&lt;br /&gt;
            for( $value=2; $value&amp;lt;=14; $value++ )   //  2, 3, 4, ... K, A&lt;br /&gt;
            {&lt;br /&gt;
                $cards[] = array( &#039;type&#039; =&amp;gt; $color_id, &#039;type_arg&#039; =&amp;gt; $value, &#039;nbr&#039; =&amp;gt; 1);&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        $this-&amp;gt;cards-&amp;gt;createCards( $cards, &#039;deck&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, &amp;quot;createCards&amp;quot; takes a description of all cards of the game. For each type of card, you have to specify its &amp;quot;type&amp;quot;, &amp;quot;type_arg&amp;quot; and the number of card to create. &amp;quot;createCards&amp;quot; create all cards and place them into the &amp;quot;deck&amp;quot; location (as specified in the second argument).&lt;br /&gt;
&lt;br /&gt;
Now, you are ready to use &amp;quot;Deck&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
=== Simple examples using Deck ===&lt;br /&gt;
&lt;br /&gt;
(Most examples are from &amp;quot;Hearts&amp;quot; game)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // In &amp;quot;getAllDatas&#039;, we need to send to the current player all the cards he has in hand:&lt;br /&gt;
     $result[&#039;hand&#039;] = $this-&amp;gt;cards-&amp;gt;getCardsInLocation( &#039;hand&#039;, $player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // At some time we want to check if all the cards (52) are in player&#039;s hands:&lt;br /&gt;
     if( $this-&amp;gt;cards-&amp;gt;countCardInLocation( &#039;hand&#039; ) == 52 )&lt;br /&gt;
           // do something&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // When a player plays a card in front of him on the table:&lt;br /&gt;
     $this-&amp;gt;cards-&amp;gt;moveCard( $card_id, &#039;cardsontable&#039;, $player_id );&lt;br /&gt;
&lt;br /&gt;
     // Note the use of the custom location &#039;cardsontable&#039; here to keep track of cards on the table.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // This is a new hand: let&#039;s gather all cards from everywhere in the deck:&lt;br /&gt;
     $this-&amp;gt;cards-&amp;gt;moveAllCardsInLocation( null, &amp;quot;deck&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // And then shuffle the deck&lt;br /&gt;
     $this-&amp;gt;cards-&amp;gt;shuffle( &#039;deck&#039; );&lt;br /&gt;
&lt;br /&gt;
     // And then deal 13 cards to each player&lt;br /&gt;
     // Deal 13 cards to each players&lt;br /&gt;
     // Create deck, shuffle it and give 13 initial cards&lt;br /&gt;
     $players = self::loadPlayersBasicInfos();&lt;br /&gt;
     foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
     {&lt;br /&gt;
        $cards = $this-&amp;gt;cards-&amp;gt;pickCards( 13, &#039;deck&#039;, $player_id );&lt;br /&gt;
           &lt;br /&gt;
        // Notify player about his cards&lt;br /&gt;
        self::notifyPlayer( $player_id, &#039;newHand&#039;, &#039;&#039;, array( &lt;br /&gt;
            &#039;cards&#039; =&amp;gt; $cards&lt;br /&gt;
         ) );&lt;br /&gt;
     }  &lt;br /&gt;
&lt;br /&gt;
     // Note the use of &amp;quot;notifyPlayer&amp;quot; instead of &amp;quot;notifyAllPlayers&amp;quot;: new cards is a private information ;)  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deck component reference ==&lt;br /&gt;
&lt;br /&gt;
=== Initializing Deck component ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;init( $table_name )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initialize the Deck component.&lt;br /&gt;
&lt;br /&gt;
Argument:&lt;br /&gt;
* table_name: name of the DB table used by this Deck component.&lt;br /&gt;
&lt;br /&gt;
Must be called before any other Deck method.&lt;br /&gt;
&lt;br /&gt;
Usually, init is called in your game constructor.&lt;br /&gt;
&lt;br /&gt;
Example with Hearts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	function Hearts( )&lt;br /&gt;
	{&lt;br /&gt;
        (...)&lt;br /&gt;
        &lt;br /&gt;
        $this-&amp;gt;cards = self::getNew( &amp;quot;module.common.deck&amp;quot; );&lt;br /&gt;
        $this-&amp;gt;cards-&amp;gt;init( &amp;quot;card&amp;quot; );&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;createCards( $cards, $location=&#039;deck&#039;, $location_arg=null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create card items in your deck component. Usually, all card items are created once, during the setup phase of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;cards&amp;quot; describe all cards that need to be created. &amp;quot;cards&amp;quot; is an array with the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // Create 1 card of type &amp;quot;1&amp;quot; with type_arg=99,&lt;br /&gt;
   //  and 4 cards of type &amp;quot;2&amp;quot; with type_arg=12,&lt;br /&gt;
   //  and 2 cards of type &amp;quot;3&amp;quot; with type_arg=33&lt;br /&gt;
&lt;br /&gt;
   $cards = array(&lt;br /&gt;
        array( &#039;type&#039; =&amp;gt; 1, &#039;type_arg&#039; =&amp;gt; 99, nbr&#039; =&amp;gt; 1 ),&lt;br /&gt;
        array( &#039;type&#039; =&amp;gt; 2, &#039;type_arg&#039; =&amp;gt; 12, nbr&#039; =&amp;gt; 4 ),&lt;br /&gt;
        array( &#039;type&#039; =&amp;gt; 3, &#039;type_arg&#039; =&amp;gt; 33, nbr&#039; =&amp;gt; 2 )&lt;br /&gt;
        ...&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: During the &amp;quot;createCards&amp;quot; process, Deck generate unique IDs for all card items.&lt;br /&gt;
&lt;br /&gt;
Note: createCards is optimized to create a lot of cards at once. Do not use it to create cards one by one.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;location&amp;quot; and &amp;quot;location_arg&amp;quot; arguments are not set, newly created cards are placed in the &amp;quot;deck&amp;quot; location. If &amp;quot;location&amp;quot; (and optionally location_arg) is specified, cards are created for this specific location.&lt;br /&gt;
&lt;br /&gt;
=== Card standard format ===&lt;br /&gt;
&lt;br /&gt;
When Deck component methods are returning one or several cards, the following format is used:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
array(&lt;br /&gt;
   &#039;id&#039; =&amp;gt; ..,          // the card ID&lt;br /&gt;
   &#039;type&#039; =&amp;gt; ..,        // the card type&lt;br /&gt;
   &#039;type_arg&#039; =&amp;gt; ..,    // the card type argument&lt;br /&gt;
   &#039;location&#039; =&amp;gt; ..,    // the card location&lt;br /&gt;
   &#039;location_arg&#039; =&amp;gt; .. // the card location argument&lt;br /&gt;
);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Picking cards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCard( $location, $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pick a card from a &amp;quot;pile&amp;quot; location (ex: &amp;quot;deck&amp;quot;) and place it in the &amp;quot;hand&amp;quot; of specified player.&lt;br /&gt;
&lt;br /&gt;
Return the card picked or &amp;quot;null&amp;quot; if there are no more card in given location.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCards( $nbr, $location, $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pick &amp;quot;$nbr&amp;quot; cards from a &amp;quot;pile&amp;quot; location (ex: &amp;quot;deck&amp;quot;) and place them in the &amp;quot;hand&amp;quot; of specified player.&lt;br /&gt;
&lt;br /&gt;
Return an array with the cards picked, or &amp;quot;null&amp;quot; if there are no more card in given location.&lt;br /&gt;
&lt;br /&gt;
Note that the number of cards picked can be less than &amp;quot;$nbr&amp;quot; in case there are not enough cards in the pile location.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below). In case there are not enough cards in the pile, all remaining cards are picked first, then the auto-reshuffle is triggered, then the other cards are picked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCardForLocation( $from_location, $to_location, $location_arg=0 )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is similar to &#039;pickCard&#039;, except that you can pick a card for any sort of location and not only the &amp;quot;hand&amp;quot; location.&lt;br /&gt;
&lt;br /&gt;
* from_location is the &amp;quot;pile&amp;quot; style location from where you are picking a card.&lt;br /&gt;
* to_location is the location where you will place the card picked.&lt;br /&gt;
* if &amp;quot;location_arg&amp;quot; is specified, the card picked will be set with this &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pickCardsForLocation( $nbr, $from_location, $to_location, $location_arg=0, $no_deck_reform=false )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is similar to &#039;pickCards&#039;, except that you can pick cards for any sort of location and not only the &amp;quot;hand&amp;quot; location.&lt;br /&gt;
&lt;br /&gt;
* from_location is the &amp;quot;pile&amp;quot; style location from where you are picking some cards.&lt;br /&gt;
* to_location is the location where you will place the cards picked.&lt;br /&gt;
* if &amp;quot;location_arg&amp;quot; is specified, the cards picked will be set with this &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
* if &amp;quot;no_deck_reform&amp;quot; is set to &amp;quot;true&amp;quot;, the auto-reshuffle feature is disabled during this method call.&lt;br /&gt;
&lt;br /&gt;
This method supports auto-reshuffle (see &amp;quot;auto-reshuffle&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
=== Moving cards ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveCard( $card_id, $location, $location_arg=0 )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move the specific card to given location.&lt;br /&gt;
&lt;br /&gt;
_ card_id: ID of the card to move.&lt;br /&gt;
_ location: location where to move the card.&lt;br /&gt;
_ location_arg: if specified, location_arg where to move the card. If not specified &amp;quot;location_arg&amp;quot; will be set to 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveCards( $cards, $location, $location_arg )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move the specific cards to given location.&lt;br /&gt;
&lt;br /&gt;
_ cards: an array of IDs of cards to move.&lt;br /&gt;
_ location: location where to move the cards.&lt;br /&gt;
_ location_arg: if specified, location_arg where to move the cards. If not specified &amp;quot;location_arg&amp;quot; will be set to 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;insertCard( $card_id, $location, $location_arg )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move a card to a specific &amp;quot;pile&amp;quot; location where card are ordered.&lt;br /&gt;
&lt;br /&gt;
If location_arg place is already taken, increment all cards after location_arg in order to insert new card at this precise location.&lt;br /&gt;
&lt;br /&gt;
(note: insertCardOnExtremePosition method below is more useful in most of the case)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;insertCardOnExtremePosition( $card_id, $location, $bOnTop )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move a card on top or at bottom of given &amp;quot;pile&amp;quot; type location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveAllCardsInLocation(  $from_location, $to_location, $from_location_arg=null, $to_location_arg=0 )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move all cards in specified &amp;quot;from&amp;quot; location to given location.&lt;br /&gt;
&lt;br /&gt;
_ from_location: where to take the cards&lt;br /&gt;
_ to_location: where to put the cards&lt;br /&gt;
_ from_location (optional): if specified, only cards with given &amp;quot;location_arg&amp;quot; are moved.&lt;br /&gt;
_ to_location (optional): if specified, cards moved &amp;quot;location_arg&amp;quot; is set to given value. Otherwise location_arg is set to zero.&lt;br /&gt;
&lt;br /&gt;
Note: if you want to keep &amp;quot;location_arg&amp;quot; untouched, you should use &amp;quot;moveAllCardsInLocationKeepOrder&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;moveAllCardsInLocationKeepOrder( $from_location, $to_location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move all cards in specified &amp;quot;from&amp;quot; location to given &amp;quot;to&amp;quot; location. This method does not modify the &amp;quot;location_arg&amp;quot; of cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;playCard( $card_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move specified card at the top of the &amp;quot;discard&amp;quot; location.&lt;br /&gt;
&lt;br /&gt;
Note: this is an alias for: insertCardOnExtremePosition( $card_id, &amp;quot;discard&amp;quot;, true )&lt;br /&gt;
&lt;br /&gt;
=== Get cards informations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCard( $card_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get specific card information.&lt;br /&gt;
&lt;br /&gt;
Return null if this card is not found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCards( $cards_array )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get specific cards information.&lt;br /&gt;
&lt;br /&gt;
cards_array is an array of cards ID.&lt;br /&gt;
&lt;br /&gt;
If some cards are not found or if some cards IDs are specified multiple times, the method throws an (unexpected) Exception.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardsInLocation( $location, $location_arg = null, $order_by = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all cards in specific location, as an array. Return an empty array if the location is empty.&lt;br /&gt;
&lt;br /&gt;
_ location (string): the location where to get the cards.&lt;br /&gt;
_ location_arg (optional): if specified, return only cards with the specified &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
_ order_by (optional): if specified, returned cards are ordered by the given database field. Example: &amp;quot;card_id&amp;quot; or &amp;quot;card_type&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;countCardInLocation( $location, $location_arg=null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the number of cards in specified location.&lt;br /&gt;
&lt;br /&gt;
_ location (string): the location where to count the cards.&lt;br /&gt;
_ location_arg (optional): if specified, count only cards with the specified &amp;quot;location_arg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;countCardsInLocations()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the number of cards in each location of the game.&lt;br /&gt;
&lt;br /&gt;
The method returns an associative array with the format &amp;quot;location&amp;quot; =&amp;gt; &amp;quot;number of cards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  array(&lt;br /&gt;
    &#039;deck&#039; =&amp;gt; 12,&lt;br /&gt;
    &#039;hand&#039; =&amp;gt; 21,&lt;br /&gt;
    &#039;discard&#039; =&amp;gt; 54,&lt;br /&gt;
    &#039;ontable&#039; =&amp;gt; 3&lt;br /&gt;
  );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;countCardsByLocationArgs( $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the number of cards in each &amp;quot;location_arg&amp;quot; for the given location.&lt;br /&gt;
&lt;br /&gt;
The method returns an associative array with the format &amp;quot;location_arg&amp;quot; =&amp;gt; &amp;quot;number of cards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: count the number of cards in each player&#039;s hand:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    countCardsByLocationArgs( &#039;hand&#039; );&lt;br /&gt;
    &lt;br /&gt;
    // Result:&lt;br /&gt;
    array(&lt;br /&gt;
        122345 =&amp;gt; 5,    // player 122345 has 5 cards in hand&lt;br /&gt;
        123456 =&amp;gt; 4     // and player 123456 has 4 cards in hand&lt;br /&gt;
    );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerHand( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all cards in given player hand.&lt;br /&gt;
&lt;br /&gt;
Note: This is an alias for:&lt;br /&gt;
getCardsInLocation( &amp;quot;hand&amp;quot;, $player_id )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardOnTop( $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the card on top of the given (&amp;quot;pile&amp;quot; style) location, or null if the location is empty.&lt;br /&gt;
&lt;br /&gt;
Note that the card pile won&#039;t be &amp;quot;auto-reshuffled&amp;quot; if there is no more card available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardsOnTop( $nbr, $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the &amp;quot;$nbr&amp;quot; cards on top of the given (&amp;quot;pile&amp;quot; style) location.&lt;br /&gt;
&lt;br /&gt;
The method return an array with at most &amp;quot;$nbr&amp;quot; elements (or a void array if there is no card in this location).&lt;br /&gt;
&lt;br /&gt;
Note that the card pile won&#039;t be &amp;quot;auto-reshuffled&amp;quot; if there is not enough cards available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getExtremePosition( $bGetMax ,$location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(rarely used)&lt;br /&gt;
&lt;br /&gt;
Get the position of cards at the top of the given location / at the bottom of the given location.&lt;br /&gt;
&lt;br /&gt;
Of course this method works only on location in &amp;quot;pile&amp;quot; where you are using &amp;quot;location_arg&amp;quot; to specify the position of each card (example: &amp;quot;deck&amp;quot; location).&lt;br /&gt;
&lt;br /&gt;
If bGetMax=true, return the location of the top card of the pile.&lt;br /&gt;
&lt;br /&gt;
If bGetMax=false, return the location of the bottom card of the pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getCardsOfType( $type, $type_arg=null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all cards of a specific type (rarely used).&lt;br /&gt;
&lt;br /&gt;
Return an array of cards, or an empty array if there is no cards of the specified type.&lt;br /&gt;
&lt;br /&gt;
_ type: the type of cards&lt;br /&gt;
_ type_arg: if specified, return only cards with the specified &amp;quot;type_arg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Shuffling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;shuffle( $location )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shuffle all cards in specific location.&lt;br /&gt;
&lt;br /&gt;
Shuffle only works on locations where cards are on a &amp;quot;pile&amp;quot; (ex: &amp;quot;deck&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Please note that all &amp;quot;location_arg&amp;quot; will be reseted to reflect the new order of the cards in the pile.&lt;/div&gt;</summary>
		<author><name>Sourisdudesert</name></author>
	</entry>
</feed>