selectedPiece: null, //moving piece (or clicked piece)
conn: null, //socket connection
score: "*", //'*' means 'unfinished'
- mode: "idle", //human, friend, computer or idle (when not playing)
+ mode: "idle", //human, friend, problem, computer or idle (if not playing)
+ myid: "", //our ID, always set
oppid: "", //opponent ID in case of HH game
+ gameId: "", //useful if opponent started other human games after we disconnected
+ myname: localStorage["username"] || "anonymous",
+ oppName: "anonymous", //opponent name, revealed after a game (if provided)
+ chats: [], //chat messages after human game
oppConnected: false,
seek: false,
fenStart: "",
incheck: [],
pgnTxt: "",
- hints: (getCookie("hints") === "1" ? true : false),
- color: getCookie("color", "lichess"), //lichess, chesscom or chesstempo
+ hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
+ bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
// sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
- sound: parseInt(getCookie("sound", "2")),
+ 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
};
},
watch: {
- problem: function(p, pp) {
+ problem: function(p) {
// 'problem' prop changed: update board state
this.newGame("problem", p.fen, V.ParseFen(p.fen).turn);
},
},
render(h) {
const [sizeX,sizeY] = [V.size.x,V.size.y];
- const smallScreen = (window.innerWidth <= 420);
// Precompute hints squares to facilitate rendering
let hintSquares = doubleArray(sizeX, sizeY, false);
this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
h('button',
{
on: { click: this.clickGameSeek },
- attrs: { "aria-label": 'New online game' },
+ attrs: { "aria-label": translations['New live game'] },
'class': {
"tooltip": true,
- "bottom": true, //display below
+ "play": true,
"seek": this.seek,
"playing": this.mode == "human",
- "small": smallScreen,
},
},
[h('i', { 'class': { "material-icons": true } }, "accessibility")])
);
- if (["idle","computer"].includes(this.mode))
+ if (["idle","computer","friend"].includes(this.mode)
+ || (this.mode == "human" && this.score != "*"))
{
actionArray.push(
h('button',
{
on: { click: this.clickComputerGame },
- attrs: { "aria-label": 'New game VS computer' },
+ attrs: { "aria-label": translations['New game versus computer'] },
'class': {
"tooltip":true,
- "bottom": true,
+ "play": true,
"playing": this.mode == "computer",
- "small": smallScreen,
+ "spaceleft": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "computer")])
);
}
- if (["idle","friend"].includes(this.mode))
+ if (variant != "Dark" && (["idle","friend"].includes(this.mode)
+ || (["computer","human"].includes(this.mode) && this.score != "*")))
{
actionArray.push(
h('button',
{
on: { click: this.clickFriendGame },
- attrs: { "aria-label": 'New IRL game' },
+ attrs: { "aria-label": translations['Analysis mode'] },
'class': {
"tooltip":true,
- "bottom": true,
+ "play": true,
"playing": this.mode == "friend",
- "small": smallScreen,
+ "spaceleft": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "people")])
? parseFloat(window.getComputedStyle(square00).width.slice(0,-2))
: 0;
const settingsBtnElt = document.getElementById("settingsBtn");
- const indicWidth = !!settingsBtnElt //-2 for border:
- ? parseFloat(window.getComputedStyle(settingsBtnElt).height.slice(0,-2)) - 2
- : (smallScreen ? 31 : 37);
+ const settingsStyle = !!settingsBtnElt
+ ? window.getComputedStyle(settingsBtnElt)
+ : {width:"46px", height:"26px"};
+ const [indicWidth,indicHeight] = //[44,24];
+ [
+ // NOTE: -2 for border
+ parseFloat(settingsStyle.width.slice(0,-2)) - 2,
+ parseFloat(settingsStyle.height.slice(0,-2)) - 2
+ ];
+ let aboveBoardElts = [];
if (this.mode == "human")
{
const connectedIndic = h(
'div',
{
"class": {
- "topindicator": true,
"indic-left": true,
"connected": this.oppConnected,
"disconnected": !this.oppConnected,
},
style: {
"width": indicWidth + "px",
- "height": indicWidth + "px",
+ "height": indicHeight + "px",
},
}
);
- elementArray.push(connectedIndic);
+ aboveBoardElts.push(connectedIndic);
+ }
+ if (this.mode == "human" && this.score != "*")
+ {
+ const chatButton = h(
+ 'button',
+ {
+ on: { click: this.startChat },
+ attrs: {
+ "aria-label": translations['Start chat'],
+ "id": "chatBtn",
+ },
+ 'class': {
+ "tooltip": true,
+ "play": true,
+ "above-board": true,
+ "indic-left": true,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "chat")]
+ );
+ aboveBoardElts.push(chatButton);
+ }
+ if (["human","computer","friend"].includes(this.mode))
+ {
+ const clearButton = h(
+ 'button',
+ {
+ on: { click: this.clearCurrentGame },
+ attrs: {
+ "aria-label": translations['Clear current game'],
+ "id": "clearBtn",
+ },
+ 'class': {
+ "tooltip": true,
+ "play": true,
+ "above-board": true,
+ "indic-left": true,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "clear")]
+ );
+ aboveBoardElts.push(clearButton);
}
const 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",
+ "height": indicHeight + "px",
},
}
);
- elementArray.push(turnIndic);
+ aboveBoardElts.push(turnIndic);
const settingsBtn = h(
'button',
{
on: { click: this.showSettings },
attrs: {
- "aria-label": 'Settings',
+ "aria-label": translations['Settings'],
"id": "settingsBtn",
},
'class': {
"tooltip": true,
- "topindicator": true,
- "indic-left": true,
- "settings-btn": !smallScreen,
- "settings-btn-small": smallScreen,
+ "play": true,
+ "above-board": true,
+ "indic-right": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "settings")]
);
- elementArray.push(settingsBtn);
+ aboveBoardElts.push(settingsBtn);
+ elementArray.push(
+ h('div',
+ { "class": { "aboveboard-wrapper": true } },
+ aboveBoardElts
+ )
+ );
if (this.mode == "problem")
{
// Show problem instructions
h('div',
{
attrs: { id: "instructions-div" },
- "class": { "section-content": true },
+ "class": {
+ "clearer": true,
+ "section-content": true,
+ },
},
[
h('p',
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=[]; } },
+ on: {
+ "click": e => { this.play(m); this.choices=[]; },
+ // NOTE: add 'touchstart' event to fix a problem on smartphones
+ "touchstart": e => { this.play(m); this.choices=[]; },
+ },
})
]
);
);
// Create board element (+ reserves if needed by variant or mode)
const lm = this.vr.lastMove;
- const showLight = this.hints &&
- (this.mode!="idle" || this.cursor==this.vr.moves.length);
+ const showLight = this.hints && variant!="Dark" &&
+ (this.mode != "idle" ||
+ (this.vr.moves.length > 0 && this.cursor==this.vr.moves.length));
const gameDiv = h('div',
{
- 'class': { 'game': true },
+ 'class': {
+ 'game': true,
+ 'clearer': true,
+ },
},
[_.range(sizeX).map(i => {
- let ci = this.mycolor=='w' ? i : sizeX-i-1;
+ let ci = (this.mycolor=='w' ? i : sizeX-i-1);
return h(
'div',
{
style: { 'opacity': this.choices.length>0?"0.5":"1" },
},
_.range(sizeY).map(j => {
- let cj = this.mycolor=='w' ? j : sizeY-j-1;
+ let cj = (this.mycolor=='w' ? j : sizeY-j-1);
let elems = [];
- if (this.vr.board[ci][cj] != VariantRules.EMPTY)
+ if (this.vr.board[ci][cj] != VariantRules.EMPTY && (variant!="Dark"
+ || this.score!="*" || this.vr.enlightened[this.mycolor][ci][cj]))
{
elems.push(
h(
['board'+sizeY]: true,
'light-square': (i+j)%2==0,
'dark-square': (i+j)%2==1,
- [this.color]: true,
+ [this.bcolor]: true,
+ 'in-shadow': variant=="Dark" && this.score=="*"
+ && !this.vr.enlightened[this.mycolor][ci][cj],
'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}),
'incheck': showLight && incheckSq[ci][cj],
},
);
}), choices]
);
- if (this.mode != "idle")
+ if (["human","computer"].includes(this.mode))
{
- actionArray.push(
- h('button',
- {
- on: { click: this.resign },
- attrs: { "aria-label": 'Resign' },
- 'class': {
- "tooltip":true,
- "bottom": true,
- "small": smallScreen,
+ if (this.score == "*")
+ {
+ actionArray.push(
+ h('button',
+ {
+ on: { click: this.resign },
+ attrs: { "aria-label": translations['Resign'] },
+ 'class': {
+ "tooltip":true,
+ "play": true,
+ "spaceleft": true,
+ },
},
- },
- [h('i', { 'class': { "material-icons": true } }, "flag")])
- );
- }
- else if (this.vr.moves.length > 0)
- {
- // A game finished, and another is not started yet: allow navigation
- actionArray = actionArray.concat([
- h('button',
- {
- on: { click: e => this.undo() },
- attrs: { "aria-label": 'Undo' },
- "class": {
- "small": smallScreen,
- "marginleft": true,
+ [h('i', { 'class': { "material-icons": true } }, "flag")])
+ );
+ }
+ else
+ {
+ // A game finished, and another is not started yet: allow navigation
+ actionArray = actionArray.concat([
+ h('button',
+ {
+ on: { click: e => this.undo() },
+ attrs: { "aria-label": translations['Undo'] },
+ "class": {
+ "play": true,
+ "big-spaceleft": true,
+ },
},
- },
- [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
- h('button',
- {
- on: { click: e => this.play() },
- attrs: { "aria-label": 'Play' },
- "class": { "small": smallScreen },
- },
- [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
- ]
- );
+ [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
+ h('button',
+ {
+ on: { click: e => this.play() },
+ attrs: { "aria-label": translations['Play'] },
+ "class": {
+ "play": true,
+ "spaceleft": true,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
+ ]
+ );
+ }
}
if (["friend","problem"].includes(this.mode))
{
h('button',
{
on: { click: this.undoInGame },
- attrs: { "aria-label": 'Undo' },
+ attrs: { "aria-label": translations['Undo'] },
"class": {
- "small": smallScreen,
- "marginleft": true,
+ "play": true,
+ "big-spaceleft": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "undo")]
h('button',
{
on: { click: () => { this.mycolor = this.vr.getOppCol(this.mycolor) } },
- attrs: { "aria-label": 'Flip' },
- "class": { "small": smallScreen },
+ attrs: { "aria-label": translations['Flip board'] },
+ "class": {
+ "play": true,
+ "spaceleft": true,
+ },
},
[h('i', { 'class': { "material-icons": true } }, "cached")]
),
[
h('img',
{
- 'class': {"piece":true},
+ 'class': {"piece":true, "reserve":true},
attrs: {
"src": "/images/pieces/" +
this.vr.getReservePpath(this.mycolor,i) + ".svg",
[
h('img',
{
- 'class': {"piece":true},
+ 'class': {"piece":true, "reserve":true},
attrs: {
"src": "/images/pieces/" +
this.vr.getReservePpath(oppCol,i) + ".svg",
[
h('div',
{
- "class": { "card": true, "smallpad": true },
+ "class": {
+ "card": true,
+ "smallpad": true,
+ "small-modal": true,
+ "text-center": true,
+ },
},
[
h('label',
];
elementArray = elementArray.concat(modalEog);
}
- // NOTE: this modal could be in Pug view (no usage of Vue functions or variables)
- const modalNewgame = [
- h('input',
- {
- attrs: { "id": "modal-newgame", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "newGameTxt" },
- },
- [
- h('div',
- {
- "class": { "card": true, "smallpad": true },
- },
- [
- h('label',
- {
- attrs: { "id": "close-newgame", "for": "modal-newgame" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- attrs: { "id": "newGameTxt" },
- "class": { "section": true },
- domProps: { innerHTML: "New game" },
- }
- ),
- h('p',
- {
- "class": { "section": true },
- domProps: { innerHTML: "Waiting for opponent..." },
- }
- )
- ]
- )
- ]
- )
- ];
- elementArray = elementArray.concat(modalNewgame);
const modalFenEdit = [
h('input',
{
{
attrs: { "id": "titleFenedit" },
"class": { "section": true },
- domProps: { innerHTML: "Position + flags (FEN):" },
+ domProps: { innerHTML: translations["Game state (FEN):"] },
}
),
h('input',
this.newGame("friend", fen);
}
},
- domProps: { innerHTML: "Ok" },
+ domProps: { innerHTML: translations["Ok"] },
}
),
h('button',
VariantRules.GenRandInitFen();
}
},
- domProps: { innerHTML: "Random" },
+ domProps: { innerHTML: translations["Random"] },
}
),
]
{
attrs: { "id": "settingsTitle" },
"class": { "section": true },
- domProps: { innerHTML: "Preferences" },
+ domProps: { innerHTML: translations["Preferences"] },
}
),
h('fieldset',
{ },
[
- //h('legend', { domProps: { innerHTML: "Legend title" } }),
+ h('label',
+ {
+ attrs: { for: "nameSetter" },
+ domProps: { innerHTML: translations["My name is..."] },
+ },
+ ),
+ h('input',
+ {
+ attrs: {
+ "id": "nameSetter",
+ type: "text",
+ value: this.myname,
+ },
+ on: { "change": this.setMyname },
+ }
+ ),
+ ]
+ ),
+ h('fieldset',
+ { },
+ [
h('label',
{
attrs: { for: "setHints" },
- domProps: { innerHTML: "Show hints?" },
+ domProps: { innerHTML: translations["Show hints?"] },
},
),
h('input',
h('label',
{
attrs: { for: "selectColor" },
- domProps: { innerHTML: "Board colors" },
+ domProps: { innerHTML: translations["Board colors"] },
},
),
h("select",
{
attrs: { "id": "selectColor" },
- on: { "change": this.setColor },
+ on: { "change": this.setBoardColor },
},
[
h("option",
{
domProps: {
"value": "lichess",
- innerHTML: "brown"
+ innerHTML: translations["brown"]
},
attrs: { "selected": this.color=="lichess" },
}
{
domProps: {
"value": "chesscom",
- innerHTML: "green"
+ innerHTML: translations["green"]
},
attrs: { "selected": this.color=="chesscom" },
}
{
domProps: {
"value": "chesstempo",
- innerHTML: "blue"
+ innerHTML: translations["blue"]
},
attrs: { "selected": this.color=="chesstempo" },
}
h('label',
{
attrs: { for: "selectSound" },
- domProps: { innerHTML: "Play sounds?" },
+ domProps: { innerHTML: translations["Play sounds?"] },
},
),
h("select",
{
domProps: {
"value": "0",
- innerHTML: "None"
+ innerHTML: translations["None"]
},
attrs: { "selected": this.sound==0 },
}
{
domProps: {
"value": "1",
- innerHTML: "Newgame"
+ innerHTML: translations["New game"]
},
attrs: { "selected": this.sound==1 },
}
{
domProps: {
"value": "2",
- innerHTML: "All"
+ innerHTML: translations["All"]
},
attrs: { "selected": this.sound==2 },
}
)
];
elementArray = elementArray.concat(modalSettings);
+ let chatEltsArray =
+ [
+ h('label',
+ {
+ attrs: { "id": "close-chat", "for": "modal-chat" },
+ "class": { "modal-close": true },
+ }
+ ),
+ h('h3',
+ {
+ attrs: { "id": "titleChat" },
+ "class": { "section": true },
+ domProps: { innerHTML: translations["Chat with "] + this.oppName },
+ }
+ )
+ ];
+ for (let chat of this.chats)
+ {
+ chatEltsArray.push(
+ h('p',
+ {
+ "class": {
+ "my-chatmsg": chat.author==this.myid,
+ "opp-chatmsg": chat.author==this.oppid,
+ },
+ domProps: { innerHTML: chat.msg }
+ }
+ )
+ );
+ }
+ chatEltsArray = chatEltsArray.concat([
+ h('input',
+ {
+ attrs: {
+ "id": "input-chat",
+ type: "text",
+ placeholder: translations["Type here"],
+ },
+ on: { keyup: this.trySendChat }, //if key is 'enter'
+ }
+ ),
+ h('button',
+ {
+ attrs: { id: "sendChatBtn"},
+ on: { click: this.sendChat },
+ domProps: { innerHTML: translations["Send"] },
+ }
+ )
+ ]);
+ const modalChat = [
+ h('input',
+ {
+ attrs: { "id": "modal-chat", type: "checkbox" },
+ "class": { "modal": true },
+ }),
+ h('div',
+ {
+ attrs: { "role": "dialog", "aria-labelledby": "titleChat" },
+ },
+ [
+ h('div',
+ {
+ "class": { "card": true, "smallpad": true },
+ },
+ chatEltsArray
+ )
+ ]
+ )
+ ];
+ elementArray = elementArray.concat(modalChat);
const actions = h('div',
{
attrs: { "id": "actions" },
{
attrs: { "id": "downloadBtn" },
on: { click: this.download },
- domProps: { innerHTML: "Download game" },
+ domProps: { innerHTML: translations["Download game"] },
}
),
]
[
h('h3',
{
- domProps: { innerHTML: "Show solution" },
+ "class": { clickable: true },
+ domProps: { innerHTML: translations["Show solution"] },
on: { click: this.toggleShowSolution },
}
),
)
);
}
- // Show current FEN
- elementArray.push(
- h('div',
- {
- attrs: { id: "fen-div" },
- "class": { "section-content": true },
- },
- [
- h('p',
- {
- attrs: { id: "fen-string" },
- domProps: { innerHTML: this.vr.getBaseFen() }
- }
- )
- ]
- )
- );
+ if (variant != "Dark" || this.score!="*")
+ {
+ // Show current FEN
+ elementArray.push(
+ h('div',
+ {
+ attrs: { id: "fen-div" },
+ "class": { "section-content": true },
+ },
+ [
+ h('p',
+ {
+ attrs: { id: "fen-string" },
+ domProps: { innerHTML: this.vr.getBaseFen() },
+ "class": { "text-center": true },
+ }
+ )
+ ]
+ )
+ );
+ }
}
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,
+ "col-md-10":true,
+ "col-md-offset-1":true,
+ "col-lg-8":true,
+ "col-lg-offset-2":true,
},
// NOTE: click = mousedown + mouseup
on: {
switch (this.score)
{
case "1-0":
- eogMessage = "White win";
+ eogMessage = translations["White win"];
break;
case "0-1":
- eogMessage = "Black win";
+ eogMessage = translations["Black win"];
break;
case "1/2":
- eogMessage = "Draw";
+ eogMessage = translations["Draw"];
break;
}
return eogMessage;
const url = socketUrl;
const humanContinuation = (localStorage.getItem("variant") === variant);
const computerContinuation = (localStorage.getItem("comp-variant") === variant);
+ const friendContinuation = (localStorage.getItem("anlz-variant") === variant);
this.myid = (humanContinuation ? localStorage.getItem("myid") : getRandString());
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
const socketOpenListener = () => {
if (humanContinuation) //game VS human has priority
- {
- 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}));
- }
+ this.continueGame("human");
else if (computerContinuation)
- {
- const fen = localStorage.getItem("comp-fen");
- const mycolor = localStorage.getItem("comp-mycolor");
- const moves = JSON.parse(localStorage.getItem("comp-moves"));
- this.newGame("computer", fen, mycolor, undefined, moves, true);
- }
+ this.continueGame("computer");
+ else if (friendContinuation)
+ this.continueGame("friend");
};
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
+ const L = (!!this.vr ? this.vr.moves.length : 0);
switch (data.code)
{
+ case "oppname":
+ // Receive opponent's name
+ this.oppName = data.name;
+ break;
+ case "newchat":
+ // Receive new chat
+ this.chats.push({msg:data.msg, author:this.oppid});
+ break;
case "duplicate":
// We opened another tab on the same game
this.mode = "idle";
this.vr = null;
- alert("Already playing a game in this variant on another tab!");
+ alert(translations[
+ "Already playing a game in this variant on another tab!"]);
break;
case "newgame": //opponent found
// oppid: opponent socket ID
this.newGame("human", data.fen, data.color, data.oppid);
break;
case "newmove": //..he played!
- this.play(data.move, "animate");
+ this.play(data.move, (variant!="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
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
+ 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.mode != "human")
{
- // 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,
+ 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;
}
};
this.conn.onclose = socketCloseListener;
// Listen to keyboard left/right to navigate in game
document.onkeydown = event => {
- if (this.mode == "idle" && !!this.vr && this.vr.moves.length > 0
- && [37,39].includes(event.keyCode))
+ if (["human","computer"].includes(this.mode) &&
+ !!this.vr && this.vr.moves.length > 0 && [37,39].includes(event.keyCode))
{
event.preventDefault();
if (event.keyCode == 37) //Back
this.compWorker.postMessage(["scripts",variant]);
const self = this;
this.compWorker.onmessage = function(e) {
- const compMove = e.data;
+ 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(() => {
- if (self.mode == "computer") //Warning: mode could have changed!
- self.play(compMove, "animate")
+ const animate = (variant!="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);
}
},
methods: {
+ setMyname: function(e) {
+ this.myname = e.target.value;
+ localStorage["username"] = this.myname;
+ },
+ trySendChat: function(e) {
+ if (e.keyCode == 13) //'enter' key
+ this.sendChat();
+ },
+ sendChat: function() {
+ let chatInput = document.getElementById("input-chat");
+ const chatTxt = chatInput.value;
+ chatInput.value = "";
+ this.chats.push({msg:chatTxt, author:this.myid});
+ this.conn.send(JSON.stringify({
+ code:"newchat", oppid: this.oppid, msg: chatTxt}));
+ },
toggleShowSolution: function() {
let problemSolution = document.getElementById("problem-solution");
problemSolution.style.display =
},
endGame: function(score) {
this.score = score;
+ if (["human","computer"].includes(this.mode))
+ {
+ const prefix = (this.mode=="computer" ? "comp-" : "");
+ localStorage.setItem(prefix+"score", score);
+ }
this.showScoreMsg();
// 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);
- if (["human","computer"].includes(this.mode))
- this.clearStorage();
- this.mode = "idle";
+ if (this.mode == "human" && this.oppConnected)
+ {
+ // Send our nickname to opponent
+ this.conn.send(JSON.stringify({
+ code:"myname", name:this.myname, oppid:this.oppid}));
+ }
this.cursor = this.vr.moves.length; //to navigate in finished game
- this.oppid = "";
+ },
+ getStoragePrefix: function(mode) {
+ let prefix = "";
+ if (mode == "computer")
+ prefix = "comp-";
+ else if (mode == "friend")
+ prefix = "anlz-";
+ return prefix;
},
setStorage: function() {
if (this.mode=="human")
{
localStorage.setItem("myid", this.myid);
localStorage.setItem("oppid", this.oppid);
+ localStorage.setItem("gameId", this.gameId);
}
- // 'prefix' = "comp-" to resume games vs. computer
- const prefix = (this.mode=="computer" ? "comp-" : "");
+ const prefix = this.getStoragePrefix(this.mode);
localStorage.setItem(prefix+"variant", variant);
localStorage.setItem(prefix+"mycolor", this.mycolor);
localStorage.setItem(prefix+"fenStart", this.fenStart);
localStorage.setItem(prefix+"moves", JSON.stringify(this.vr.moves));
localStorage.setItem(prefix+"fen", this.vr.getFen());
+ localStorage.setItem(prefix+"score", "*");
},
updateStorage: function() {
- const prefix = (this.mode=="computer" ? "comp-" : "");
+ const prefix = this.getStoragePrefix(this.mode);
localStorage.setItem(prefix+"moves", JSON.stringify(this.vr.moves));
localStorage.setItem(prefix+"fen", this.vr.getFen());
+ if (this.score != "*")
+ localStorage.setItem(prefix+"score", this.score);
},
+ // "computer mode" clearing is done through the menu
clearStorage: function() {
- if (this.mode=="human")
+ if (this.mode == "human")
{
delete localStorage["myid"];
delete localStorage["oppid"];
+ delete localStorage["gameId"];
}
- const prefix = (this.mode=="computer" ? "comp-" : "");
+ const prefix = this.getStoragePrefix(this.mode);
delete localStorage[prefix+"variant"];
delete localStorage[prefix+"mycolor"];
delete localStorage[prefix+"fenStart"];
- delete localStorage[prefix+"fen"];
delete localStorage[prefix+"moves"];
+ delete localStorage[prefix+"fen"];
+ delete localStorage[prefix+"score"];
},
// HACK because mini-css tooltips are persistent after click...
+ // NOTE: seems to work only in chrome/chromium. TODO...
getRidOfTooltip: function(elt) {
elt.style.visibility = "hidden";
setTimeout(() => { elt.style.visibility="visible"; }, 100);
},
+ startChat: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ document.getElementById("modal-chat").checked = true;
+ },
+ clearCurrentGame: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ this.clearStorage();
+ location.reload(); //to see clearing effects
+ },
showSettings: function(e) {
this.getRidOfTooltip(e.currentTarget);
document.getElementById("modal-settings").checked = true;
},
toggleHints: function() {
this.hints = !this.hints;
- setCookie("hints", this.hints ? "1" : "0");
+ localStorage["hints"] = (this.hints ? "1" : "0");
},
- setColor: function(e) {
- this.color = e.target.options[e.target.selectedIndex].value;
- setCookie("color", this.color);
+ setBoardColor: function(e) {
+ this.bcolor = e.target.options[e.target.selectedIndex].value;
+ localStorage["bcolor"] = this.bcolor;
},
setSound: function(e) {
this.sound = parseInt(e.target.options[e.target.selectedIndex].value);
- setCookie("sound", this.sound);
+ localStorage["sound"] = this.sound;
},
clickGameSeek: function(e) {
this.getRidOfTooltip(e.currentTarget);
},
clickComputerGame: function(e) {
this.getRidOfTooltip(e.currentTarget);
- if (this.mode == "human")
- return; //no newgame while playing
+ if (this.mode == "computer" && this.score == "*"
+ && this.vr.turn != this.mycolor)
+ {
+ // Wait for computer reply first (avoid potential "ghost move" bug)
+ return;
+ }
this.newGame("computer");
},
clickFriendGame: function(e) {
}
this.endGame(this.mycolor=="w"?"0-1":"1-0");
},
- newGame: function(mode, fenInit, color, oppId, moves, continuation) {
+ newGame: function(mode, fenInit, color, oppId) {
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
if (mode=="human" && !oppId)
{
const storageVariant = localStorage.getItem("variant");
- if (!!storageVariant && storageVariant !== variant)
- return alert("Finish your " + storageVariant + " game first!");
+ if (!!storageVariant && storageVariant !== variant
+ && localStorage["score"] == "*")
+ {
+ return alert(translations["Finish your "] +
+ storageVariant + translations[" game first!"]);
+ }
// Send game request and wait..
try {
this.conn.send(JSON.stringify({code:"newgame", fen:fen}));
setTimeout(() => { modalBox.checked = false; }, 2000);
return;
}
- if (mode == "computer" && !continuation)
+ const prefix = this.getStoragePrefix(mode);
+ if (mode == "computer")
{
- const storageVariant = localStorage.getItem("comp-variant");
- if (!!storageVariant && storageVariant !== variant)
+ const storageVariant = localStorage.getItem(prefix+"variant");
+ if (!!storageVariant)
{
- if (!confirm("Unfinished " + storageVariant +
- " computer game will be erased"))
+ const score = localStorage.getItem(prefix+"score");
+ if (storageVariant !== variant && score == "*")
{
- return;
+ if (!confirm(storageVariant +
+ translations[": unfinished computer game will be erased"]))
+ {
+ return;
+ }
}
}
}
- if (this.mode == "computer" && mode == "human")
+ else if (mode == "friend")
{
- // Save current computer game to resume it later
- this.setStorage();
+ const storageVariant = localStorage.getItem(prefix+"variant");
+ if (!!storageVariant)
+ {
+ const score = localStorage.getItem(prefix+"score");
+ if (storageVariant !== variant && score == "*")
+ {
+ if (!confirm(storageVariant +
+ translations[": current analysis will be erased"]))
+ {
+ return;
+ }
+ }
+ }
}
- this.vr = new VariantRules(fen, moves || []);
+ this.vr = new VariantRules(fen, []);
this.score = "*";
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
- if (continuation && moves.length > 0) //NOTE: "continuation": redundant test
- {
- const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove);
- this.vr.play(lastMove, "ingame");
- }
- else
- this.incheck = [];
- if (continuation)
- {
- const prefix = (mode=="computer" ? "comp-" : "");
- this.fenStart = localStorage.getItem(prefix+"fenStart");
- }
- else
- this.fenStart = V.ParseFen(fen).position; //this is enough
+ this.incheck = [];
+ this.fenStart = V.ParseFen(fen).position; //this is enough
+ if (mode != "problem")
+ this.setStorage(); //store game state in case of interruptions
if (mode=="human")
{
// Opponent found!
- if (!continuation) //not playing sound on game continuation
- {
- if (this.sound >= 1)
- new Audio("/sounds/newgame.mp3").play().catch(err => {});
- document.getElementById("modal-newgame").checked = false;
- }
+ this.gameId = getRandString();
this.oppid = oppId;
- this.oppConnected = !continuation;
+ this.oppConnected = true;
this.mycolor = color;
this.seek = false;
- this.setStorage(); //in case of interruptions
+ if (this.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ document.getElementById("modal-newgame").checked = false;
}
else if (mode == "computer")
{
this.compWorker.postMessage(["init",this.vr.getFen()]);
- this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
- if (this.mycolor == 'b')
+ this.mycolor = (Math.random() < 0.5 ? 'w' : 'b');
+ if (this.mycolor != this.vr.turn)
this.playComputerMove();
}
- //else: against a (IRL) friend or problem solving: nothing more to do
+ else if (mode == "friend")
+ this.mycolor = "w"; //convention...
+ //else: problem solving: nothing more to do
+ },
+ continueGame: function(mode) {
+ this.mode = mode;
+ this.oppid = (mode=="human" ? localStorage.getItem("oppid") : undefined);
+ const prefix = this.getStoragePrefix(mode);
+ this.mycolor = localStorage.getItem(prefix+"mycolor");
+ const moves = JSON.parse(localStorage.getItem(prefix+"moves"));
+ const fen = localStorage.getItem(prefix+"fen");
+ const score = localStorage.getItem(prefix+"score"); //set in "endGame()"
+ this.fenStart = localStorage.getItem(prefix+"fenStart");
+ this.vr = new VariantRules(fen, moves);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (mode == "human")
+ {
+ this.gameId = localStorage.getItem("gameId");
+ // Send ping to server (answer pong if opponent is connected)
+ this.conn.send(JSON.stringify({
+ code:"ping",oppid:this.oppid,gameId:this.gameId}));
+ }
+ else if (mode == "computer")
+ {
+ this.compWorker.postMessage(["init",fen]);
+ if (score == "*" && this.mycolor != this.vr.turn)
+ this.playComputerMove();
+ }
+ //else: nothing special to do in friend mode
+ if (score != "*")
+ {
+ // Small delay required when continuation run faster than drawing page
+ setTimeout(() => this.endGame(score), 100);
+ }
},
playComputerMove: function() {
this.timeStart = Date.now();
this.selectedPiece.style.zIndex = 3000;
const startSquare = this.getSquareFromId(e.target.parentNode.id);
this.possibleMoves = [];
- if (this.mode != "idle")
+ if (this.score == "*")
{
const color = ["friend","problem"].includes(this.mode)
? this.vr.turn
move = this.vr.moves[this.cursor++];
}
if (!!programmatic) //computer or human opponent
- {
- this.animateMove(move);
- return;
- }
+ 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}));
- if (this.sound == 2)
- new Audio("/sounds/chessmove1.mp3").play().catch(err => {});
- if (this.mode != "idle")
+ if (this.score == "*")
{
- this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
+ // Emergency check, if human game started "at the same time"
+ // TODO: robustify this...
+ if (this.mode == "human" && !!move.computer)
+ return;
this.vr.play(move, "ingame");
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (this.sound == 2)
+ new Audio("/sounds/move.mp3").play().catch(err => {});
if (this.mode == "computer")
{
- // Send the move to web worker
+ // Send the move to web worker (TODO: including his own moves?!)
this.compWorker.postMessage(["newmove",move]);
}
- }
- else
- {
- VariantRules.PlayOnBoard(this.vr.board, move);
- this.$forceUpdate(); //TODO: ?!
- }
- if (["human","computer"].includes(this.mode))
- this.updateStorage(); //after our moves and opponent moves
- if (this.mode != "idle")
- {
const eog = this.vr.checkGameOver();
if (eog != "*")
{
}
}
}
- if (this.mode == "computer" && this.vr.turn != this.mycolor)
+ else
+ {
+ VariantRules.PlayOnBoard(this.vr.board, move);
+ this.$forceUpdate(); //TODO: ?!
+ }
+ if (["human","computer","friend"].includes(this.mode))
+ this.updateStorage(); //after our moves and opponent moves
+ if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
this.playComputerMove();
},
undo: function() {
if (!!lm)
{
this.vr.undo(lm);
- const lmBefore = this.vr.lastMove;
- if (!!lmBefore)
- {
- this.vr.undo(lmBefore);
- this.incheck = this.vr.getCheckSquares(lmBefore);
- this.vr.play(lmBefore, "ingame");
- }
- else
- this.incheck = [];
+ if (this.sound == 2)
+ new Audio("/sounds/undo.mp3").play().catch(err => {});
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
}
},
},