-// TODO: use indexedDB instead of localStorage? (more flexible: allow several games)
Vue.component('my-game', {
data: function() {
return {
incheck: [],
pgnTxt: "",
expert: document.cookie.length>0 ? document.cookie.substr(-1)=="1" : false,
+ gameId: "", //used to limit computer moves' time
};
},
render(h) {
- let [sizeX,sizeY] = VariantRules.size;
+ 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; });
this.choices.map( m => { //a "choice" is a move
return h('div',
{
- 'class': { 'board': true },
+ '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, 'board': true },
+ 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=[]; } },
})
]
{
'class': {
'piece': true,
- 'ghost': !!this.selectedPiece && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
+ 'ghost': !!this.selectedPiece
+ && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
},
attrs: {
- src: "/images/pieces/" + VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
+ src: "/images/pieces/" +
+ VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
},
}
)
{
'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,
);
}
elementArray.push(gameDiv);
- // if (!!vr.reserve)
- // {
- // let reserve = h('div',
- // {'class':{'game':true}}, [
- // h('div',
- // { 'class': { 'row': true }},
- // [
- // h('div',
- // {'class':{'board':true}},
- // [h('img',{'class':{"piece":true},attrs:{"src":"/images/pieces/wb.svg"}})]
- // )
- // ]
- // )
- // ],
- // );
- // elementArray.push(reserve);
- // }
+ if (!!this.vr.reserve) //TODO: table, show counts for reserve pieces
+ //<tr style="padding:0">
+ // <td style="padding:0;font-size:10px">3</td>
+ {
+ let reservePiecesArray = [];
+ for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++)
+ {
+ reservePiecesArray.push(h('img',
+ {
+ 'class': {"piece":true},
+ attrs: {
+ "src": "/images/pieces/" +
+ this.vr.getReservePpath(this.mycolor,i) + ".svg",
+ id: this.getSquareId({x:sizeX,y:i}),
+ }
+ })
+ );
+ }
+ let reserve = h('div',
+ {'class':{'game':true}}, [
+ h('div',
+ { 'class': { 'row': true }},
+ [
+ h('div',
+ {'class':{'board':true, ['board'+sizeY]:true}},
+ reservePiecesArray
+ )
+ ]
+ )
+ ],
+ );
+ elementArray.push(reserve);
+ }
const eogMessage = this.getEndgameMessage(this.score);
const modalEog = [
h('input',
? 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)
this.newGame("computer");
},
newGame: function(mode, fenInit, color, oppId, moves, continuation) {
- //const fen = "qrbnkbrn/pppppppp/8/8/8/8/PPPPPPPP/BNNBRKRQ 1111";//fenInit || VariantRules.GenRandInitFen();
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
this.score = "*";
}
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;
}
},
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();
- // HACK: avoid selecting elements before they appear on page:
- setTimeout(() => this.play(compMove, "animate"), 500);
+ // (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) {
let rectStart = startSquare.getBoundingClientRect();
let rectEnd = endSquare.getBoundingClientRect();
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 (otherwise with positive translate, image slides "under background"...)
+ let movingPiece =
+ document.querySelector("#" + this.getSquareId(move.start) + " > img.piece");
+ // 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++)