+// TODO: envoyer juste "light move", sans FEN ni notation ...etc
+// TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?)
+
+// Game logic on a variant page: 3 modes, analyze, computer or human
Vue.component('my-game', {
+ // gameId: to find the game in storage (assumption: it exists)
+ // fen: to start from a FEN without identifiers (analyze mode)
+ props: ["conn","gameId","fen","mode","allowChat","allowMovelist"],
data: function() {
return {
- vr: null, //object to check moves, store them, FEN..
- mycolor: "w",
- possibleMoves: [], //filled after each valid click/dragstart
- choices: [], //promotion pieces, or checkered captures... (contain possible pieces)
- start: {}, //pixels coordinates + id of starting square (click or drag)
- selectedPiece: null, //moving piece (or clicked piece)
- conn: null, //socket messages
- score: "*", //'*' means 'unfinished'
- mode: "idle", //human, computer or idle (when not playing)
+ // if oppid == "computer" then mode = "computer" (otherwise human)
+ myid: "", //our ID, always set
+ //this.myid = localStorage.getItem("myid")
oppid: "", //opponent ID in case of HH game
- oppConnected: false,
- seek: false,
- fenStart: "",
- incheck: [],
+ score: "*", //'*' means 'unfinished'
+ mycolor: "w",
+ oppConnected: false, //TODO?
pgnTxt: "",
- expert: document.cookie.length>0 ? document.cookie.substr(-1)=="1" : false,
- gameId: "", //used to limit computer moves' time
+ // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
+ sound: parseInt(localStorage["sound"] || "2"),
+ // Web worker to play computer moves without freezing interface:
+ compWorker: new Worker('/javascripts/playCompMove.js'),
+ timeStart: undefined, //time when computer starts thinking
+ vr: null, //VariantRules object, describing the game state + rules
+ endgameMessage: "",
+ orientation: "w",
+
+ moves: [], //TODO: initialize if gameId is defined...
+ // orientation :: button flip
+ // userColor: given by gameId, or fen (if no game Id)
+ // gameOver: known if gameId; otherwise assue false
+ // lastMove: update after every play, initialize with last move from list (if continuation)
+ //orientation ? userColor ? gameOver ? lastMove ?
+
};
},
- render(h) {
- const [sizeX,sizeY] = VariantRules.size;
- // 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 = [];
- const playingHuman = (this.mode == "human");
- const playingComp = (this.mode == "computer");
- let actionArray = [
- h('button',
- {
- on: { click: this.clickGameSeek },
- attrs: { "aria-label": 'New game VS human' },
- 'class': {
- "tooltip": true,
- "bottom": true, //display below
- "seek": this.seek,
- "playing": playingHuman,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "accessibility")]),
- h('button',
- {
- on: { click: this.clickComputerGame },
- attrs: { "aria-label": 'New game VS computer' },
- 'class': {
- "tooltip":true,
- "bottom": true,
- "playing": playingComp,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "computer")])
- ];
- if (!!this.vr)
- {
- const square00 = document.getElementById("sq-0-0");
- const squareWidth = !!square00
- ? parseFloat(window.getComputedStyle(square00).width.slice(0,-2))
- : 0;
- const indicWidth = (squareWidth>0 ? squareWidth/2 : 20);
- if (this.mode == "human")
- {
- let connectedIndic = h(
- 'div',
- {
- "class": {
- "topindicator": true,
- "indic-left": true,
- "connected": this.oppConnected,
- "disconnected": !this.oppConnected,
- },
- style: {
- "width": indicWidth + "px",
- "height": indicWidth + "px",
- },
- }
- );
- elementArray.push(connectedIndic);
- }
- let turnIndic = h(
- 'div',
- {
- "class": {
- "topindicator": true,
- "indic-right": true,
- "white-turn": this.vr.turn=="w",
- "black-turn": this.vr.turn=="b",
- },
- style: {
- "width": indicWidth + "px",
- "height": indicWidth + "px",
- },
- }
- );
- elementArray.push(turnIndic);
- let expertSwitch = h(
- 'button',
- {
- on: { click: this.toggleExpertMode },
- attrs: { "aria-label": 'Toggle expert mode' },
- 'class': {
- "tooltip":true,
- "topindicator": true,
- "indic-right": true,
- "expert-switch": true,
- "expert-mode": this.expert,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "remove_red_eye")]
- );
- elementArray.push(expertSwitch);
- let choices = h('div',
- {
- attrs: { "id": "choices" },
- 'class': { 'row': true },
- style: {
- "display": this.choices.length>0?"block":"none",
- "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
- "width": (this.choices.length * squareWidth) + "px",
- "height": squareWidth + "px",
- },
- },
- this.choices.map( m => { //a "choice" is a move
- return h('div',
- {
- 'class': {
- 'board': true,
- ['board'+sizeY]: true,
- },
- style: {
- 'width': (100/this.choices.length) + "%",
- 'padding-bottom': (100/this.choices.length) + "%",
- },
- },
- [h('img',
- {
- attrs: { "src": '/images/pieces/' +
- VariantRules.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
- 'class': { 'choice-piece': true },
- on: { "click": e => { this.play(m); this.choices=[]; } },
- })
- ]
- );
- })
- );
- // Create board element (+ reserves if needed by variant or mode)
- let gameDiv = h('div',
- {
- 'class': { 'game': true },
- },
- [_.range(sizeX).map(i => {
- let ci = this.mycolor=='w' ? i : sizeX-i-1;
- return h(
- 'div',
- {
- 'class': {
- 'row': true,
- },
- style: { 'opacity': this.choices.length>0?"0.5":"1" },
- },
- _.range(sizeY).map(j => {
- let cj = this.mycolor=='w' ? j : sizeY-j-1;
- let elems = [];
- if (this.vr.board[ci][cj] != VariantRules.EMPTY)
- {
- elems.push(
- h(
- 'img',
- {
- 'class': {
- 'piece': true,
- 'ghost': !!this.selectedPiece
- && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
- },
- attrs: {
- src: "/images/pieces/" +
- VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
- },
- }
- )
- );
- }
- if (!this.expert && hintSquares[ci][cj])
- {
- elems.push(
- h(
- 'img',
- {
- 'class': {
- 'mark-square': true,
- },
- attrs: {
- src: "/images/mark.svg",
- },
- }
- )
- );
- }
- const lm = this.vr.lastMove;
- const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj});
- return h(
- 'div',
- {
- 'class': {
- 'board': true,
- ['board'+sizeY]: true,
- 'light-square': (i+j)%2==0 && (this.expert || !highlight),
- 'dark-square': (i+j)%2==1 && (this.expert || !highlight),
- 'highlight': !this.expert && highlight,
- 'incheck': !this.expert && incheckSq[ci][cj],
- },
- attrs: {
- id: this.getSquareId({x:ci,y:cj}),
- },
- },
- elems
- );
- })
- );
- }), choices]
- );
- if (this.mode != "idle")
- {
- actionArray.push(
- h('button',
- {
- on: { click: this.resign },
- attrs: { "aria-label": 'Resign' },
- 'class': {
- "tooltip":true,
- "bottom": true,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "flag")])
- );
- }
- elementArray.push(gameDiv);
- if (!!this.vr.reserve)
- {
- const shiftIdx = (this.mycolor=="w" ? 0 : 1);
- let myReservePiecesArray = [];
- for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++)
- {
- myReservePiecesArray.push(h('div',
- {
- 'class': {'board':true, ['board'+sizeY]:true},
- attrs: { id: this.getSquareId({x:sizeX+shiftIdx,y:i}) }
- },
- [
- h('img',
- {
- 'class': {"piece":true},
- attrs: {
- "src": "/images/pieces/" +
- this.vr.getReservePpath(this.mycolor,i) + ".svg",
- }
- }),
- h('sup',
- {style: { "padding-left":"40%"} },
- [ this.vr.reserve[this.mycolor][VariantRules.RESERVE_PIECES[i]] ]
- )
- ]));
- }
- let oppReservePiecesArray = [];
- const oppCol = this.vr.getOppCol(this.mycolor);
- for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++)
- {
- oppReservePiecesArray.push(h('div',
- {
- 'class': {'board':true, ['board'+sizeY]:true},
- attrs: { id: this.getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
- },
- [
- h('img',
- {
- 'class': {"piece":true},
- attrs: {
- "src": "/images/pieces/" +
- this.vr.getReservePpath(oppCol,i) + ".svg",
- }
- }),
- h('sup',
- {style: { "padding-left":"40%"} },
- [ this.vr.reserve[oppCol][VariantRules.RESERVE_PIECES[i]] ]
- )
- ]));
- }
- let reserves = h('div',
- {
- 'class':{'game':true},
- style: {"margin-bottom": "20px"},
- },
- [
- h('div',
- {
- 'class': { 'row': true },
- style: {"margin-bottom": "15px"},
- },
- myReservePiecesArray
- ),
- h('div',
- { 'class': { 'row': true }},
- oppReservePiecesArray
- )
- ]
- );
- elementArray.push(reserves);
- }
- const eogMessage = this.getEndgameMessage(this.score);
- const modalEog = [
- h('input',
- {
- attrs: { "id": "modal-eog", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "dialog-title" },
- },
- [
- h('div',
- {
- "class": { "card": true, "smallpad": true },
- },
- [
- h('label',
- {
- attrs: { "for": "modal-eog" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- "class": { "section": true },
- domProps: { innerHTML: eogMessage },
- }
- )
- ]
- )
- ]
- )
- ];
- elementArray = elementArray.concat(modalEog);
- }
- const modalNewgame = [
- h('input',
- {
- attrs: { "id": "modal-newgame", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "dialog-title" },
- },
- [
- h('div',
- {
- "class": { "card": true, "smallpad": true },
- },
- [
- h('label',
- {
- attrs: { "id": "close-newgame", "for": "modal-newgame" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- "class": { "section": true },
- domProps: { innerHTML: "New game" },
- }
- ),
- h('p',
- {
- "class": { "section": true },
- domProps: { innerHTML: "Waiting for opponent..." },
- }
- )
- ]
- )
- ]
- )
- ];
- elementArray = elementArray.concat(modalNewgame);
- const actions = h('div',
- {
- attrs: { "id": "actions" },
- 'class': { 'text-center': true },
- },
- actionArray
- );
- elementArray.push(actions);
- if (this.score != "*")
- {
- elementArray.push(
- h('div',
- { attrs: { id: "pgn-div" } },
- [
- h('a',
- {
- attrs: {
- id: "download",
- href: "#",
- }
- }
- ),
- h('p',
- {
- attrs: { id: "pgn-game" },
- on: { click: this.download },
- domProps: {
- innerHTML: this.pgnTxt
- }
- }
- )
- ]
- )
- );
- }
- return h(
- 'div',
- {
- 'class': {
- "col-sm-12":true,
- "col-md-8":true,
- "col-md-offset-2":true,
- "col-lg-6":true,
- "col-lg-offset-3":true,
- },
- // NOTE: click = mousedown + mouseup --> what about smartphone?!
- on: {
- mousedown: this.mousedown,
- mousemove: this.mousemove,
- mouseup: this.mouseup,
- touchstart: this.mousedown,
- touchmove: this.mousemove,
- touchend: this.mouseup,
- },
- },
- elementArray
- );
+ watch: {
+ fen: function(newFen) {
+ this.vr = new VariantRules(newFen);
+ },
+ gameId: function() {
+ this.loadGame();
+ },
+ },
+ computed: {
+ showChat: function() {
+ return this.allowChat && this.mode=='human' && this.score != '*';
+ },
+ showMoves: function() {
+ return this.allowMovelist && window.innerWidth >= 768;
+ },
+ showFen: function() {
+ return variant.name != "Dark" || this.score != "*";
+ },
},
+ // Modal end of game, and then sub-components
+ // TODO: provide chat parameters (connection, players ID...)
+ // and alwo moveList parameters (just moves ?)
+ // TODO: connection + turn indicators en haut à droite (superposé au menu)
+ // TODO: controls: abort, clear, resign, draw (avec confirm box)
+ // et si partie terminée : (mode analyse) just clear, back / play
+ // + flip button toujours disponible
+ // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO])
+ template: `
+ <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
+ <input id="modal-eog" type="checkbox" class="modal"/>
+ <div role="dialog" aria-labelledby="eogMessage">
+ <div class="card smallpad small-modal text-center">
+ <label for="modal-eog" class="modal-close">
+ </label>
+ <h3 id="eogMessage" class="section">
+ {{ endgameMessage }}
+ </h3>
+ </div>
+ </div>
+ <my-chat v-if="showChat">
+ </my-chat>
+ <my-board v-bind:vr="vr" :mode="mode" :orientation="orientation" :user-color="mycolor" @play-move="play">
+ </my-board>
+ <div v-if="showFen && !!vr" id="fen-div" class="section-content">
+ <p id="fen-string" class="text-center">
+ {{ vr.getFen() }}
+ </p>
+ </div>
+ <div id="pgn-div" class="section-content">
+ <a id="download" href: "#">
+ </a>
+ <button id="downloadBtn" @click="download">
+ {{ translate("Download PGN") }}
+ </button>
+ </div>
+ <my-move-list v-if="showMoves">
+ </my-move-list>
+ </div>
+ `,
created: function() {
- const url = socketUrl;
- const continuation = (localStorage.getItem("variant") === variant);
- this.myid = continuation
- ? localStorage.getItem("myid")
- // random enough (TODO: function)
- : (Date.now().toString(36) + Math.random().toString(36).substr(2, 7)).toUpperCase();
- if (!continuation)
- {
- // HACK: play a small silent sound to allow "new game" sound later if tab not focused
- new Audio("/sounds/silent.mp3").play().then(() => {}).catch(err => {});
- }
- this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
- const socketOpenListener = () => {
- if (continuation)
- {
- 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");
- }
- };
+
+// console.log(this.fen);
+// console.log(this.gameId);
+ if (!!this.gameId)
+ this.loadGame();
+ else if (!!this.fen)
+ this.vr = new VariantRules(this.fen);
+ // TODO: after game, archive in indexedDB
+ // TODO: this events listener is central. Refactor ? How ?
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
+ let L = undefined;
switch (data.code)
{
- case "newgame": //opponent found
- this.newGame("human", data.fen, data.color, data.oppid); //oppid: opponent socket ID
- break;
case "newmove": //..he played!
- this.play(data.move, "animate");
+ this.play(data.move, (variant.name!="Dark" ? "animate" : null));
break;
case "pong": //received if we sent a ping (game still alive on our side)
+ if (this.gameId != data.gameId)
+ break; //games IDs don't match: definitely over...
this.oppConnected = true;
- const L = this.vr.moves.length;
// Send our "last state" informations to opponent
+ L = this.vr.moves.length;
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:L>0?this.vr.moves[L-1]:undefined,
- movesCount:L,
+ code: "lastate",
+ oppid: this.oppid,
+ gameId: this.gameId,
+ 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)
+ case "lastate": //got opponent infos about last move
+ L = this.vr.moves.length;
+ if (this.gameId != data.gameId)
+ break; //games IDs don't match: nothing we can do...
+ // OK, opponent still in game (which might be over)
+ if (this.score != "*")
{
- // OK, we resigned
+ // We finished the game (any result possible)
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:undefined,
- movesCount:-1,
+ code: "lastate",
+ oppid: data.oppid,
+ gameId: this.gameId,
+ score: this.score,
}));
}
- 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)
+ else if (!!data.score) //opponent finished the game
+ this.endGame(data.score);
+ else if (data.movesCount < L)
{
// 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,
+ code: "lastate",
+ oppid: this.oppid,
+ gameId: this.gameId,
+ lastMove: this.vr.moves[L-1],
+ movesCount: L,
}));
}
- else if (data.movesCount > this.vr.moves.length) //just got last move from him
+ else if (data.movesCount > L) //just got last move from him
this.play(data.lastMove, "animate");
break;
case "resign": //..you won!
// TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
- if (this.mode == "human" && this.oppid == data.id)
+ if (this.mode=="human" && this.oppid == data.id)
this.oppConnected = (data.code == "connect");
+ if (this.oppConnected && this.score != "*")
+ {
+ // Send our name to the opponent, in case of he hasn't it
+ this.conn.send(JSON.stringify({
+ code:"myname", name:this.myname, oppid: this.oppid}));
+ }
break;
}
};
+
const socketCloseListener = () => {
- 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;
+
+ // Computer moves web worker logic: (TODO: also for observers in HH games)
+ this.compWorker.postMessage(["scripts",variant.name]);
+ const self = this;
+ this.compWorker.onmessage = function(e) {
+ let compMove = e.data;
+ if (!compMove)
+ return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
+ if (!Array.isArray(compMove))
+ compMove = [compMove]; //to deal with MarseilleRules
+ // TODO: imperfect attempt to avoid ghost move:
+ compMove.forEach(m => { m.computer = true; });
+ // (first move) HACK: small delay to avoid selecting elements
+ // before they appear on page:
+ const delay = Math.max(500-(Date.now()-self.timeStart), 0);
+ setTimeout(() => {
+ const animate = (variant.name!="Dark" ? "animate" : null);
+ if (self.mode == "computer") //warning: mode could have changed!
+ self.play(compMove[0], animate);
+ if (compMove.length == 2)
+ setTimeout( () => {
+ if (self.mode == "computer")
+ self.play(compMove[1], animate);
+ }, 750);
+ }, delay);
+ }
},
+ // this.conn est une prop, donnée depuis variant.js
+ //dans variant.js (plutôt room.js) conn gère aussi les challenges
+ // Puis en webRTC, repenser tout ça.
methods: {
+ translate: translate,
+ loadGame: function() {
+ // TODO: load this.gameId ...
+ },
+ setEndgameMessage: function(score) {
+ let eogMessage = "Undefined";
+ switch (score)
+ {
+ case "1-0":
+ eogMessage = translations["White win"];
+ break;
+ case "0-1":
+ eogMessage = translations["Black win"];
+ break;
+ case "1/2":
+ eogMessage = translations["Draw"];
+ break;
+ case "?":
+ eogMessage = "Unfinished";
+ break;
+ }
+ this.endgameMessage = eogMessage;
+ },
download: function() {
- let content = document.getElementById("pgn-game").innerHTML;
- content = content.replace(/<br>/g, "\n");
+ // Variants may have special PGN structure (so next function isn't defined here)
+ // TODO: get fenStart from local game (using gameid)
+ const content = V.GetPGN(this.moves, this.mycolor, this.score, fenStart, this.mode);
// Prepare and trigger download link
let downloadAnchor = document.getElementById("download");
downloadAnchor.setAttribute("download", "game.pgn");
downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
downloadAnchor.click();
},
- endGame: function(score) {
- this.score = score;
+ showScoreMsg: function(score) {
+ this.setEndgameMessage(score);
let modalBox = document.getElementById("modal-eog");
modalBox.checked = true;
- // Variants may have special PGN structure (so next function isn't defined here)
- this.pgnTxt = this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode);
setTimeout(() => { modalBox.checked = false; }, 2000);
- if (this.mode == "human")
- this.clearStorage();
- this.mode = "idle";
- this.oppid = "";
},
- getEndgameMessage: function(score) {
- let eogMessage = "Unfinished";
- switch (this.score)
+ endGame: function(score) {
+ this.score = score;
+ if (["human","computer"].includes(this.mode))
{
- case "1-0":
- eogMessage = "White win";
- break;
- case "0-1":
- eogMessage = "Black win";
- break;
- case "1/2":
- eogMessage = "Draw";
- break;
+ const prefix = (this.mode=="computer" ? "comp-" : "");
+ localStorage.setItem(prefix+"score", score);
}
- return eogMessage;
- },
- toggleExpertMode: function() {
- this.expert = !this.expert;
- document.cookie = "expert=" + (this.expert ? "1" : "0");
+ this.showScoreMsg(score);
+ if (this.mode == "human" && this.oppConnected)
+ {
+ // Send our nickname to opponent
+ this.conn.send(JSON.stringify({
+ code:"myname", name:this.myname, oppid:this.oppid}));
+ }
+ // TODO: what about cursor ?
+ //this.cursor = this.vr.moves.length; //to navigate in finished game
},
- resign: function() {
+ resign: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
if (this.mode == "human" && this.oppConnected)
{
try {
}
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["variant"];
- delete localStorage["myid"];
- delete localStorage["mycolor"];
- delete localStorage["oppid"];
- delete localStorage["fenStart"];
- delete localStorage["fen"];
- delete localStorage["moves"];
- },
- clickGameSeek: function() {
- if (this.mode == "human")
- return; //no newgame while playing
- if (this.seek)
- {
- delete localStorage["newgame"]; //cancel game seek
- this.seek = false;
- }
- else
- this.newGame("human");
- },
- 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)
- {
- alert("Finish your " + storageVariant + " game first!");
- return;
- }
- // Send game request and wait..
- localStorage["newgame"] = variant;
- this.seek = true;
- this.clearStorage(); //in case of
- 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-newgame");
- modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
- }
- return;
- }
- // random enough (TODO: function)
- this.gameId = (Date.now().toString(36) + Math.random().toString(36).substr(2, 7)).toUpperCase();
- this.vr = new VariantRules(fen, moves || []);
- this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
- 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!
- if (!continuation)
- {
- // Not playing sound on game continuation:
- new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err => {});
- document.getElementById("modal-newgame").checked = false;
- }
- this.oppid = oppId;
- this.oppConnected = true;
- this.mycolor = color;
- this.seek = false;
- if (!!moves && moves.length > 0) //imply continuation
- {
- const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove);
- this.vr.play(lastMove, "ingame");
- }
- delete localStorage["newgame"];
- this.setStorage(); //in case of interruptions
- }
- else //against computer
- {
- this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
- if (this.mycolor == 'b')
- setTimeout(this.playComputerMove, 500);
- }
- },
playComputerMove: function() {
- const timeStart = Date.now();
- const nbMoves = this.vr.moves.length; //using played moves to know if search finished
- const gameId = this.gameId; //to know if game was reset before timer end
- setTimeout(
- () => {
- if (gameId != this.gameId)
- return; //game stopped
- const L = this.vr.moves.length;
- if (nbMoves == L || !this.vr.moves[L-1].notation) //move search didn't finish
- this.vr.shouldReturn = true;
- }, 5000);
- const compMove = this.vr.getComputerMove();
- // (first move) HACK: avoid selecting elements before they appear on page:
- const delay = Math.max(500-(Date.now()-timeStart), 0);
- setTimeout(() => this.play(compMove, "animate"), delay);
- },
- // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
- getSquareId: function(o) {
- // NOTE: a separator is required to allow any size of board
- return "sq-" + o.x + "-" + o.y;
- },
- // Inverse function
- getSquareFromId: function(id) {
- let idParts = id.split('-');
- return [parseInt(idParts[1]), parseInt(idParts[2])];
- },
- mousedown: function(e) {
- e = e || window.event;
- let ingame = false;
- let elem = e.target;
- while (!ingame && elem !== null)
- {
- if (elem.classList.contains("game"))
- {
- ingame = true;
- break;
- }
- elem = elem.parentElement;
- }
- if (!ingame) //let default behavior (click on button...)
- return;
- e.preventDefault(); //disable native drag & drop
- if (!this.selectedPiece && e.target.classList.contains("piece"))
- {
- // Next few lines to center the piece on mouse cursor
- let rect = e.target.parentNode.getBoundingClientRect();
- this.start = {
- x: rect.x + rect.width/2,
- y: rect.y + rect.width/2,
- id: e.target.parentNode.id
- };
- this.selectedPiece = e.target.cloneNode();
- this.selectedPiece.style.position = "absolute";
- this.selectedPiece.style.top = 0;
- this.selectedPiece.style.display = "inline-block";
- this.selectedPiece.style.zIndex = 3000;
- let startSquare = this.getSquareFromId(e.target.parentNode.id);
- this.possibleMoves = this.mode!="idle" && this.vr.canIplay(this.mycolor,startSquare)
- ? this.vr.getPossibleMovesFrom(startSquare)
- : [];
- // Next line add moving piece just after current image (required for Crazyhouse reserve)
- e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
- }
- },
- mousemove: function(e) {
- if (!this.selectedPiece)
- return;
- e = e || window.event;
- // If there is an active element, move it around
- if (!!this.selectedPiece)
- {
- this.selectedPiece.style.left = (e.clientX-this.start.x) + "px";
- this.selectedPiece.style.top = (e.clientY-this.start.y) + "px";
- }
- },
- mouseup: function(e) {
- if (!this.selectedPiece)
- return;
- e = e || window.event;
- // Read drop target (or parentElement, parentNode... if type == "img")
- this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coordinates
- let landing = document.elementFromPoint(e.clientX, e.clientY);
- this.selectedPiece.style.zIndex = 3000;
- while (landing.tagName == "IMG") //classList.contains(piece) fails because of mark/highlight
- landing = landing.parentNode;
- if (this.start.id == landing.id) //a click: selectedPiece and possibleMoves already filled
- return;
- // OK: process move attempt
- let endSquare = this.getSquareFromId(landing.id);
- let moves = this.findMatchingMoves(endSquare);
- this.possibleMoves = [];
- if (moves.length > 1)
- this.choices = moves;
- else if (moves.length==1)
- this.play(moves[0]);
- // Else: impossible move
- this.selectedPiece.parentNode.removeChild(this.selectedPiece);
- delete this.selectedPiece;
- this.selectedPiece = null;
- },
- findMatchingMoves: function(endSquare) {
- // Run through moves list and return the matching set (if promotions...)
- let moves = [];
- this.possibleMoves.forEach(function(m) {
- if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
- moves.push(m);
- });
- return moves;
+ this.timeStart = Date.now();
+ this.compWorker.postMessage(["askmove"]);
},
animateMove: function(move) {
let startSquare = document.getElementById(this.getSquareId(move.start));
let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
let movingPiece =
document.querySelector("#" + this.getSquareId(move.start) + " > img.piece");
- // HACK for animation (with positive translate, image slides "under background"...)
+ // HACK for animation (with positive translate, image slides "under background")
// Possible improvement: just alter squares on the piece's way...
squares = document.getElementsByClassName("board");
for (let i=0; i<squares.length; i++)
if (square.id != this.getSquareId(move.start))
square.style.zIndex = "-1";
}
- movingPiece.style.transform = "translate(" + translation.x + "px," + translation.y + "px)";
+ movingPiece.style.transform = "translate(" + translation.x + "px," +
+ translation.y + "px)";
movingPiece.style.transitionDuration = "0.2s";
movingPiece.style.zIndex = "3000";
setTimeout( () => {
for (let i=0; i<squares.length; i++)
squares.item(i).style.zIndex = "auto";
movingPiece.style = {}; //required e.g. for 0-0 with KR swap
- this.play(move);
- }, 200);
+ this.play(move); //TODO: plutôt envoyer message "please play"
+ }, 250);
},
play: function(move, programmatic) {
if (!!programmatic) //computer or human opponent
- {
- this.animateMove(move);
- return;
- }
- this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
+ return this.animateMove(move);
// Not programmatic, or animation is over
- if (this.mode == "human" && this.vr.turn == this.mycolor)
- this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
- new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err => {});
- this.vr.play(move, "ingame");
+ if (!move.notation)
+ move.notation = this.vr.getNotation(move);
+ this.vr.play(move);
+ if (!move.fen)
+ move.fen = this.vr.getFen();
+ if (this.sound == 2)
+ new Audio("/sounds/move.mp3").play().catch(err => {});
if (this.mode == "human")
- this.updateStorage(); //after our moves and opponent moves
- const eog = this.vr.checkGameOver();
- if (eog != "*")
- this.endGame(eog);
- else if (this.mode == "computer" && this.vr.turn != this.mycolor)
- setTimeout(this.playComputerMove, 500);
+ {
+ updateStorage(move); //after our moves and opponent moves
+ if (this.vr.turn == this.userColor)
+ this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
+ }
+ else if (this.mode == "computer")
+ {
+ // Send the move to web worker (including his own moves)
+ this.compWorker.postMessage(["newmove",move]);
+ }
+ if (this.score == "*" || this.mode == "analyze")
+ {
+ // Stack move on movesList
+ this.moves.push(move);
+ }
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ const score = this.vr.getCurrentScore();
+ if (score != "*")
+ {
+ if (["human","computer"].includes(this.mode))
+ this.endGame(score);
+ else //just show score on screen (allow undo)
+ this.showScoreMsg(score);
+ // TODO: notify end of game (give score)
+ }
+ else if (this.mode == "computer" && this.vr.turn != this.userColor)
+ this.playComputerMove();
+ },
+ undo: function(move) {
+ this.vr.undo(move);
+ if (this.sound == 2)
+ new Audio("/sounds/undo.mp3").play().catch(err => {});
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (this.mode == "analyze")
+ this.moves.pop();
},
},
})
+// cursor + ........
+//TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
+//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
+//comme sur lichess
+//
+//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB