+// TODO: use indexedDB instead of localStorage? (more flexible: allow several games)
Vue.component('my-game', {
data: function() {
return {
start: {}, //pixels coordinates + id of starting square (click or drag)
selectedPiece: null, //moving piece (or clicked piece)
conn: null, //socket messages
- endofgame: "", //end of game message
+ score: "*", //'*' means 'unfinished'
mode: "idle", //human, computer or idle (when not playing)
oppid: "", //opponent ID in case of HH game
oppConnected: false,
+ seek: false,
+ fenStart: "",
+ incheck: [],
};
},
render(h) {
// Precompute hints squares to facilitate rendering
let hintSquares = doubleArray(sizeX, sizeY, false);
this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
+ // Also precompute in-check squares
+ let incheckSq = doubleArray(sizeX, sizeY, false);
+ this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
let elementArray = [];
let square00 = document.getElementById("sq-0-0");
let squareWidth = !!square00
? parseFloat(window.getComputedStyle(square00).width.slice(0,-2))
: 0;
+ const playingHuman = (this.mode == "human");
+ const playingComp = (this.mode == "computer");
let actionArray = [
h('button',
{
- on: { click: () => this.newGame("human") },
+ on: { click: this.clickGameSeek },
attrs: { "aria-label": 'New game VS human' },
- 'class': { "tooltip":true },
+ 'class': {
+ "tooltip": true,
+ "seek": this.seek,
+ "playing": playingHuman,
+ },
},
[h('i', { 'class': { "material-icons": true } }, "accessibility")]),
h('button',
{
- on: { click: () => this.newGame("computer") },
+ on: { click: this.clickComputerGame },
attrs: { "aria-label": 'New game VS computer' },
- 'class': { "tooltip":true },
+ 'class': {
+ "tooltip":true,
+ "playing": playingComp,
+ },
},
[h('i', { 'class': { "material-icons": true } }, "computer")])
];
)
);
}
- const lm = this.vr.lastMove; //TODO: interruptions (FEN local storage..)
- const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj}); //&& _.isMatch(lm.start, {x:ci,y:cj})
+ const lm = this.vr.lastMove;
+ const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj});
return h(
'div',
{
'light-square': !highlight && (i+j)%2==0,
'dark-square': !highlight && (i+j)%2==1,
'highlight': highlight,
+ 'incheck': incheckSq[ci][cj],
},
attrs: {
id: this.getSquareId({x:ci,y:cj}),
// );
// elementArray.push(reserve);
// }
+ const eogMessage = this.getEndgameMessage(this.score);
+ let elemsOfEog =
+ [
+ h('label',
+ {
+ attrs: { "for": "modal-control" },
+ "class": { "modal-close": true },
+ }
+ ),
+ h('h3',
+ {
+ "class": { "section": true },
+ domProps: { innerHTML: eogMessage },
+ }
+ )
+ ];
+ if (this.score != "*")
+ {
+ elemsOfEog.push(
+ h('p', //'textarea', //TODO: selectable!
+ {
+ domProps: { innerHTML: this.vr.getPGN(this.mycolor, this.score, this.fenStart) },
+ //attrs: { "readonly": true },
+ }
+ )
+ );
+ }
const modalEog = [
h('input',
{
{
"class": { "card": true, "smallpad": true },
},
- [
- h('label',
- {
- attrs: { "for": "modal-control" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- "class": { "section": true },
- domProps: { innerHTML: "End of game" },
- }
- ),
- h('p',
- {
- "class": { "section": true },
- domProps: { innerHTML: this.endofgame },
- }
- )
- ]
+ elemsOfEog
)
]
)
// random enough (TODO: function)
: (Date.now().toString(36) + Math.random().toString(36).substr(2, 7)).toUpperCase();
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
- this.conn.onopen = () => {
+ const socketOpenListener = () => {
if (continuation)
{
- // TODO: check FEN integrity with opponent
- this.newGame("human", localStorage.getItem("fen"),
- localStorage.getItem("mycolor"), localStorage.getItem("oppid"), true);
- // Send ping to server, which answers pong if opponent is connected
- this.conn.send(JSON.stringify({code:"ping", oppid:this.oppId}));
+ const fen = localStorage.getItem("fen");
+ const mycolor = localStorage.getItem("mycolor");
+ const oppid = localStorage.getItem("oppid");
+ const moves = JSON.parse(localStorage.getItem("moves"));
+ this.newGame("human", fen, mycolor, oppid, moves, true);
+ // Send ping to server (answer pong if opponent is connected)
+ this.conn.send(JSON.stringify({code:"ping",oppid:this.oppId}));
+ }
+ else if (localStorage.getItem("newgame") === variant)
+ {
+ // New game request has been cancelled on disconnect
+ this.seek = true;
+ this.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
}
};
- this.conn.onmessage = msg => {
+ const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
+ console.log("Receive message: " + data.code);
switch (data.code)
{
case "newgame": //opponent found
case "newmove": //..he played!
this.play(data.move, "animate");
break;
- case "pong": //sent when opponent stayed online after we disconnected
+ case "pong": //received if we sent a ping (game still alive on our side)
this.oppConnected = true;
+ const L = this.vr.moves.length;
+ // Send our "last state" informations to opponent
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppid,
+ lastMove:L>0?this.vr.moves[L-1]:undefined,
+ movesCount:L,
+ }));
break;
+ case "lastate": //got opponent infos about last move (we might have resigned)
+ if (this.mode!="human" || this.oppid!=data.oppid)
+ {
+ // OK, we resigned
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppid,
+ lastMove:undefined,
+ movesCount:-1,
+ }));
+ }
+ else if (data.movesCount < 0)
+ {
+ // OK, he resigned
+ this.endGame(this.mycolor=="w"?"1-0":"0-1");
+ }
+ else if (data.movesCount < this.vr.moves.length)
+ {
+ // We must tell last move to opponent
+ const L = this.vr.moves.length;
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppid,
+ lastMove:this.vr.moves[L-1],
+ movesCount:L,
+ }));
+ }
+ else if (data.movesCount > this.vr.moves.length) //just got last move from him
+ this.play(data.lastMove, "animate");
case "resign": //..you won!
- this.endGame("Victory!");
+ this.endGame(this.mycolor=="w"?"1-0":"0-1");
break;
- // TODO: also use (dis)connect info to count online players
+ // TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
if (this.mode == "human" && this.oppid == data.id)
break;
}
};
+ const socketCloseListener = () => {
+ console.log("Lost connection -- reconnect");
+ this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
+ this.conn.addEventListener('open', socketOpenListener);
+ this.conn.addEventListener('message', socketMessageListener);
+ this.conn.addEventListener('close', socketCloseListener);
+ };
+ this.conn.onopen = socketOpenListener;
+ this.conn.onmessage = socketMessageListener;
+ this.conn.onclose = socketCloseListener;
},
methods: {
- endGame: function(message) {
- this.endofgame = message;
- document.getElementById("modal-control").checked = true;
+ endGame: function(score) {
+ this.score = score;
+ let modalBox = document.getElementById("modal-control");
+ modalBox.checked = true;
+ //setTimeout(() => { modalBox.checked = false; }, 2000); //disabled, to show PGN
if (this.mode == "human")
this.clearStorage();
this.mode = "idle";
this.oppid = "";
},
+ getEndgameMessage: function(score) {
+ let eogMessage = "Unfinished";
+ switch (this.score)
+ {
+ case "1-0":
+ eogMessage = "White win";
+ break;
+ case "0-1":
+ eogMessage = "Black win";
+ break;
+ case "1/2":
+ eogMessage = "Draw";
+ break;
+ }
+ return eogMessage;
+ },
resign: function() {
if (this.mode == "human" && this.oppConnected)
- this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
- this.endGame("Try again!");
- },
- updateStorage: function() {
- if (!localStorage.getItem("myid"))
{
- localStorage.setItem("myid", this.myid);
- localStorage.setItem("variant", variant);
- localStorage.setItem("mycolor", this.mycolor);
- localStorage.setItem("oppid", this.oppid);
+ try {
+ this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
+ } catch (INVALID_STATE_ERR) {
+ return; //socket is not ready (and not yet reconnected)
+ }
}
+ this.endGame(this.mycolor=="w"?"0-1":"1-0");
+ },
+ setStorage: function() {
+ localStorage.setItem("myid", this.myid);
+ localStorage.setItem("variant", variant);
+ localStorage.setItem("mycolor", this.mycolor);
+ localStorage.setItem("oppid", this.oppid);
+ localStorage.setItem("fenStart", this.fenStart);
+ localStorage.setItem("moves", JSON.stringify(this.vr.moves));
+ localStorage.setItem("fen", this.vr.getFen());
+ },
+ updateStorage: function() {
+ localStorage.setItem("moves", JSON.stringify(this.vr.moves));
localStorage.setItem("fen", this.vr.getFen());
},
clearStorage: function() {
delete localStorage["myid"];
delete localStorage["mycolor"];
delete localStorage["oppid"];
+ delete localStorage["fenStart"];
delete localStorage["fen"];
+ delete localStorage["moves"];
},
- newGame: function(mode, fenInit, color, oppId, continuation) {
+ clickGameSeek: function() {
+ if (this.mode == "human")
+ return; //no newgame while playing
+ if (this.seek)
+ delete localStorage["newgame"]; //cancel game seek
+ else
+ {
+ localStorage["newgame"] = variant;
+ this.newGame("human");
+ }
+ this.seek = !this.seek;
+ },
+ clickComputerGame: function() {
+ if (this.mode == "human")
+ return; //no newgame while playing
+ this.newGame("computer");
+ },
+ newGame: function(mode, fenInit, color, oppId, moves, continuation) {
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
+ this.score = "*";
if (mode=="human" && !oppId)
{
+ const storageVariant = localStorage.getItem("variant");
+ if (!!storageVariant && storageVariant !== variant)
+ {
+ // TODO: find a better way to ensure this. Newgame system is currently a mess.
+ alert("Finish your " + storageVariant + " game first!");
+ return;
+ }
// Send game request and wait..
this.clearStorage(); //in case of
- this.conn.send(JSON.stringify({code:"newgame", fen:fen}));
- document.getElementById("modal-control2").checked = true;
+ try {
+ this.conn.send(JSON.stringify({code:"newgame", fen:fen}));
+ } catch (INVALID_STATE_ERR) {
+ return; //nothing achieved
+ }
+ if (continuation !== "reconnect") //TODO: bad HACK...
+ {
+ let modalBox = document.getElementById("modal-control2");
+ modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 2000);
+ }
return;
}
- this.vr = new VariantRules(fen);
+ this.vr = new VariantRules(fen, moves || []);
this.mode = mode;
+ this.incheck = []; //in case of
+ this.fenStart = continuation
+ ? localStorage.getItem("fenStart")
+ : fen.split(" ")[0]; //Only the position matters
if (mode=="human")
{
// Opponent found!
this.oppid = oppId;
this.oppConnected = true;
this.mycolor = color;
+ this.seek = false;
+ if (!!moves && moves.length > 0) //imply continuation
+ {
+ const oppCol = this.vr.turn;
+ const lastMove = moves[moves.length-1];
+ this.vr.undo(lastMove, "ingame");
+ this.incheck = this.vr.getCheckSquares(lastMove, oppCol);
+ this.vr.play(lastMove, "ingame");
+ }
+ delete localStorage["newgame"];
+ this.setStorage(); //in case of interruptions
}
else //against computer
{
this.animateMove(move);
return;
}
+ const oppCol = this.vr.getOppCol(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares(move, oppCol); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
- {
- if (!this.oppConnected)
- return; //abort move if opponent is gone
- try {
- this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
- } catch(INVALID_STATE_ERR) {
- return; //abort also if we lost connection
- }
- }
+ this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
new Audio("/sounds/chessmove1.mp3").play();
this.vr.play(move, "ingame");
if (this.mode == "human")