-// Game logic on a variant page
+// Game logic on a variant page: 3 modes, analyze, computer or human
+// TODO: envoyer juste "light move", sans FEN ni notation ...etc
+// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
+// onClick :: ask full game to remote player, and register as an observer in game
+// (use gameId to communicate)
+// on landing on game :: if gameId not found locally, check remotely
+// ==> il manque un param dans game : "remoteId"
Vue.component('my-game', {
- props: ["problem"],
+ // gameId: to find the game in storage (assumption: it exists)
+ // fen: to start from a FEN without identifiers (analyze mode)
+ // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
+ // or "examine" (after human game: TODO)
+ props: ["conn","gameRef","fen","mode","subMode",
+ "allowChat","allowMovelist","settings"],
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... (as moves)
- start: {}, //pixels coordinates + id of starting square (click or drag)
- selectedPiece: null, //moving piece (or clicked piece)
- conn: null, //socket connection
- score: "*", //'*' means 'unfinished'
- mode: "idle", //human, chat, 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: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
- color: localStorage["color"] || "lichess", //lichess, chesscom or chesstempo
- // 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",
+ lockCompThink: false, //used to avoid some ghost moves
+ myname: user.name, //may be anonymous (thus no name)
+ opponents: {}, //filled later (potentially 2 or 3 opponents)
+ drawOfferSent: false, //did I just ask for draw?
+ people: {}, //observers
+ score: "*", //'*' means 'unfinished'
+ // userColor: given by gameId, or fen in problems mode (if no game Id)...
+ mycolor: "w",
+ fenStart: "",
+ moves: [], //TODO: initialize if gameId is defined...
+ cursor: -1, //index of the move just played
+ lastMove: null,
};
},
watch: {
- problem: function(p) {
- // 'problem' prop changed: update board state
- this.newGame("problem", p.fen, V.ParseFen(p.fen).turn);
+ fen: function() {
+ // (Security) No effect if a computer move is in progress:
+ if (this.mode == "computer" && this.lockCompThink)
+ return this.$emit("computer-think");
+ this.newGameFromFen();
+ },
+ gameRef: function() {
+ this.loadGame();
},
- },
- render(h) {
- const [sizeX,sizeY] = [V.size.x,V.size.y];
- // 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 actionArray = [];
- actionArray.push(
- h('button',
- {
- on: { click: this.clickGameSeek },
- attrs: { "aria-label": translations['New live game'] },
- 'class': {
- "tooltip": true,
- "play": true,
- "seek": this.seek,
- "playing": this.mode == "human",
- "spaceright": true,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "accessibility")])
- );
- if (["idle","chat","computer"].includes(this.mode))
- {
- actionArray.push(
- h('button',
- {
- on: { click: this.clickComputerGame },
- attrs: { "aria-label": translations['New game versus computer'] },
- 'class': {
- "tooltip":true,
- "play": true,
- "playing": this.mode == "computer",
- "spaceright": true,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "computer")])
- );
- }
- if (["idle","chat","friend"].includes(this.mode))
- {
- actionArray.push(
- h('button',
- {
- on: { click: this.clickFriendGame },
- attrs: { "aria-label": translations['Analysis mode'] },
- 'class': {
- "tooltip":true,
- "play": true,
- "playing": this.mode == "friend",
- "spaceright": true,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "people")])
- );
- }
- if (!!this.vr)
- {
- const square00 = document.getElementById("sq-0-0");
- const squareWidth = !!square00
- ? parseFloat(window.getComputedStyle(square00).width.slice(0,-2))
- : 0;
- const settingsBtnElt = document.getElementById("settingsBtn");
- 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 (["chat","human"].includes(this.mode))
- {
- const connectedIndic = h(
- 'div',
- {
- "class": {
- "indic-left": true,
- "connected": this.oppConnected,
- "disconnected": !this.oppConnected,
- },
- style: {
- "width": indicWidth + "px",
- "height": indicHeight + "px",
- },
- }
- );
- aboveBoardElts.push(connectedIndic);
- }
- if (this.mode == "chat")
- {
- 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);
- }
- else if (this.mode == "computer")
- {
- const clearButton = h(
- 'button',
- {
- on: { click: this.clearComputerGame },
- attrs: {
- "aria-label": translations['Clear game versus computer'],
- "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": {
- "indic-right": true,
- "white-turn": this.vr.turn=="w",
- "black-turn": this.vr.turn=="b",
- },
- style: {
- "width": indicWidth + "px",
- "height": indicHeight + "px",
- },
- }
- );
- aboveBoardElts.push(turnIndic);
- const settingsBtn = h(
- 'button',
- {
- on: { click: this.showSettings },
- attrs: {
- "aria-label": translations['Settings'],
- "id": "settingsBtn",
- },
- 'class': {
- "tooltip": true,
- "play": true,
- "above-board": true,
- "indic-right": true,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "settings")]
- );
- aboveBoardElts.push(settingsBtn);
- elementArray.push(
- h('div',
- { "class": { "aboveboard-wrapper": true } },
- aboveBoardElts
- )
- );
- if (this.mode == "problem")
- {
- // Show problem instructions
- elementArray.push(
- h('div',
- {
- attrs: { id: "instructions-div" },
- "class": {
- "clearer": true,
- "section-content": true,
- },
- },
- [
- h('p',
- {
- attrs: { id: "problem-instructions" },
- domProps: { innerHTML: this.problem.instructions }
- }
- )
- ]
- )
- );
- }
- const 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=[]; },
- // 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 &&
- (!["idle","chat"].includes(this.mode) || this.cursor==this.vr.moves.length);
- const gameDiv = h('div',
- {
- 'class': {
- 'game': true,
- 'clearer': 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.hints && hintSquares[ci][cj])
- {
- elems.push(
- h(
- 'img',
- {
- 'class': {
- 'mark-square': true,
- },
- attrs: {
- src: "/images/mark.svg",
- },
- }
- )
- );
- }
- return h(
- 'div',
- {
- 'class': {
- 'board': true,
- ['board'+sizeY]: true,
- 'light-square': (i+j)%2==0,
- 'dark-square': (i+j)%2==1,
- [this.color]: true,
- 'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}),
- 'incheck': showLight && incheckSq[ci][cj],
- },
- attrs: {
- id: this.getSquareId({x:ci,y:cj}),
- },
- },
- elems
- );
- })
- );
- }), choices]
- );
- if (!["idle","chat"].includes(this.mode))
- {
- actionArray.push(
- h('button',
- {
- on: { click: this.resign },
- attrs: { "aria-label": translations['Resign'] },
- 'class': {
- "tooltip":true,
- "play": 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": translations['Undo'] },
- "class": {
- "play": true,
- "spaceleft": true,
- },
- },
- [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))
- {
- actionArray = actionArray.concat(
- [
- h('button',
- {
- on: { click: this.undoInGame },
- attrs: { "aria-label": translations['Undo'] },
- "class": {
- "play": true,
- "spaceleft": true,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "undo")]
- ),
- h('button',
- {
- on: { click: () => { this.mycolor = this.vr.getOppCol(this.mycolor) } },
- attrs: { "aria-label": translations['Flip board'] },
- "class": {
- "play": true,
- "spaceleft": true,
- },
- },
- [h('i', { 'class': { "material-icons": true } }, "cached")]
- ),
- ]);
- }
- 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+'-reserve']:true},
- attrs: { id: this.getSquareId({x:sizeX+shiftIdx,y:i}) }
- },
- [
- h('img',
- {
- 'class': {"piece":true, "reserve":true},
- attrs: {
- "src": "/images/pieces/" +
- this.vr.getReservePpath(this.mycolor,i) + ".svg",
- }
- }),
- h('sup',
- {"class": { "reserve-count": true } },
- [ 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+'-reserve']:true},
- attrs: { id: this.getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
- },
- [
- h('img',
- {
- 'class': {"piece":true, "reserve":true},
- attrs: {
- "src": "/images/pieces/" +
- this.vr.getReservePpath(oppCol,i) + ".svg",
- }
- }),
- h('sup',
- {"class": { "reserve-count": true } },
- [ this.vr.reserve[oppCol][VariantRules.RESERVE_PIECES[i]] ]
- )
- ]));
- }
- let reserves = h('div',
- {
- 'class':{
- 'game': true,
- "reserve-div": true,
- },
- },
- [
- h('div',
- {
- 'class': {
- 'row': true,
- "reserve-row-1": true,
- },
- },
- myReservePiecesArray
- ),
- h('div',
- { 'class': { 'row': true }},
- oppReservePiecesArray
- )
- ]
- );
- elementArray.push(reserves);
- }
- const modalEog = [
- h('input',
- {
- attrs: { "id": "modal-eog", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "eogMessage" },
- },
- [
- h('div',
- {
- "class": {
- "card": true,
- "smallpad": true,
- "small-modal": true,
- "text-center": true,
- },
- },
- [
- h('label',
- {
- attrs: { "for": "modal-eog" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- attrs: { "id": "eogMessage" },
- "class": { "section": true },
- domProps: { innerHTML: this.endgameMessage },
- }
- )
- ]
- )
- ]
- )
- ];
- elementArray = elementArray.concat(modalEog);
- }
- const modalFenEdit = [
- h('input',
- {
- attrs: { "id": "modal-fenedit", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "titleFenedit" },
- },
- [
- h('div',
- {
- "class": { "card": true, "smallpad": true },
- },
- [
- h('label',
- {
- attrs: { "id": "close-fenedit", "for": "modal-fenedit" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- attrs: { "id": "titleFenedit" },
- "class": { "section": true },
- domProps: { innerHTML: translations["Game state (FEN):"] },
- }
- ),
- h('input',
- {
- attrs: {
- "id": "input-fen",
- type: "text",
- value: VariantRules.GenRandInitFen(),
- },
- }
- ),
- h('button',
- {
- on: { click:
- () => {
- const fen = document.getElementById("input-fen").value;
- document.getElementById("modal-fenedit").checked = false;
- this.newGame("friend", fen);
- }
- },
- domProps: { innerHTML: translations["Ok"] },
- }
- ),
- h('button',
- {
- on: { click:
- () => {
- document.getElementById("input-fen").value =
- VariantRules.GenRandInitFen();
- }
- },
- domProps: { innerHTML: translations["Random"] },
- }
- ),
- ]
- )
- ]
- )
- ];
- elementArray = elementArray.concat(modalFenEdit);
- const modalSettings = [
- h('input',
- {
- attrs: { "id": "modal-settings", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "settingsTitle" },
- },
- [
- h('div',
- {
- "class": { "card": true, "smallpad": true },
- },
- [
- h('label',
- {
- attrs: { "id": "close-settings", "for": "modal-settings" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- attrs: { "id": "settingsTitle" },
- "class": { "section": true },
- domProps: { innerHTML: translations["Preferences"] },
- }
- ),
- h('fieldset',
- { },
- [
- 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: translations["Show hints?"] },
- },
- ),
- h('input',
- {
- attrs: {
- "id": "setHints",
- type: "checkbox",
- checked: this.hints,
- },
- on: { "change": this.toggleHints },
- }
- ),
- ]
- ),
- h('fieldset',
- { },
- [
- h('label',
- {
- attrs: { for: "selectColor" },
- domProps: { innerHTML: translations["Board colors"] },
- },
- ),
- h("select",
- {
- attrs: { "id": "selectColor" },
- on: { "change": this.setColor },
- },
- [
- h("option",
- {
- domProps: {
- "value": "lichess",
- innerHTML: translations["brown"]
- },
- attrs: { "selected": this.color=="lichess" },
- }
- ),
- h("option",
- {
- domProps: {
- "value": "chesscom",
- innerHTML: translations["green"]
- },
- attrs: { "selected": this.color=="chesscom" },
- }
- ),
- h("option",
- {
- domProps: {
- "value": "chesstempo",
- innerHTML: translations["blue"]
- },
- attrs: { "selected": this.color=="chesstempo" },
- }
- ),
- ],
- ),
- ]
- ),
- h('fieldset',
- { },
- [
- h('label',
- {
- attrs: { for: "selectSound" },
- domProps: { innerHTML: translations["Play sounds?"] },
- },
- ),
- h("select",
- {
- attrs: { "id": "selectSound" },
- on: { "change": this.setSound },
- },
- [
- h("option",
- {
- domProps: {
- "value": "0",
- innerHTML: translations["None"]
- },
- attrs: { "selected": this.sound==0 },
- }
- ),
- h("option",
- {
- domProps: {
- "value": "1",
- innerHTML: translations["New game"]
- },
- attrs: { "selected": this.sound==1 },
- }
- ),
- h("option",
- {
- domProps: {
- "value": "2",
- 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" },
- 'class': { 'text-center': true },
- },
- actionArray
- );
- elementArray.push(actions);
- if (this.score != "*" && this.pgnTxt.length > 0)
- {
- elementArray.push(
- h('div',
- {
- attrs: { id: "pgn-div" },
- "class": { "section-content": true },
- },
- [
- h('a',
- {
- attrs: {
- id: "download",
- href: "#",
- }
- }
- ),
- h('p',
- {
- attrs: { id: "pgn-game" },
- domProps: { innerHTML: this.pgnTxt }
- }
- ),
- h('button',
- {
- attrs: { "id": "downloadBtn" },
- on: { click: this.download },
- domProps: { innerHTML: translations["Download game"] },
- }
- ),
- ]
- )
- );
- }
- else if (this.mode != "idle")
- {
- if (this.mode == "problem")
- {
- // Show problem solution (on click)
- elementArray.push(
- h('div',
- {
- attrs: { id: "solution-div" },
- "class": { "section-content": true },
- },
- [
- h('h3',
- {
- "class": { clickable: true },
- domProps: { innerHTML: translations["Show solution"] },
- on: { click: this.toggleShowSolution },
- }
- ),
- h('p',
- {
- attrs: { id: "problem-solution" },
- domProps: { innerHTML: this.problem.solution }
- }
- )
- ]
- )
- );
- }
- // 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-10":true,
- "col-md-offset-1":true,
- "col-lg-8":true,
- "col-lg-offset-2":true,
- },
- // NOTE: click = mousedown + mouseup
- on: {
- mousedown: this.mousedown,
- mousemove: this.mousemove,
- mouseup: this.mouseup,
- touchstart: this.mousedown,
- touchmove: this.mousemove,
- touchend: this.mouseup,
- },
- },
- elementArray
- );
},
computed: {
- endgameMessage: function() {
- let eogMessage = "Unfinished";
- switch (this.score)
- {
- case "1-0":
- eogMessage = translations["White win"];
- break;
- case "0-1":
- eogMessage = translations["Black win"];
- break;
- case "1/2":
- eogMessage = translations["Draw"];
- break;
- }
- return eogMessage;
+ showChat: function() {
+ return this.allowChat && this.mode=='human' && this.score != '*';
+ },
+ showMoves: function() {
+ return true;
+ return this.allowMovelist && window.innerWidth >= 768;
+ },
+ showFen: function() {
+ return variant.name != "Dark" || this.score != "*";
},
},
+ // Modal end of game, and then sub-components
+ 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" :conn="conn" :myname="myname"
+ :opponents="opponents" :people="people">
+ </my-chat>
+ <my-board v-bind:vr="vr" :last-move="lastMove" :mode="mode"
+ :orientation="orientation" :user-color="mycolor" :settings="settings"
+ @play-move="play">
+ </my-board>
+ <div class="button-group">
+ <button @click="() => play()">Play</button>
+ <button @click="() => undo()">Undo</button>
+ <button @click="flip">Flip</button>
+ <button @click="gotoBegin">GotoBegin</button>
+ <button @click="gotoEnd">GotoEnd</button>
+ </div>
+ <div v-if="mode=='human'" class="button-group">
+ <button @click="offerDraw">Draw</button>
+ <button @click="abortGame">Abort</button>
+ <button @click="resign">Resign</button>
+ </div>
+ <div v-if="mode=='human' && subMode=='corr'">
+ <textarea v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg">
+ </textarea>
+ <div v-show="cursor>=0">
+ {{ moves[cursor].message }}
+ </div>
+ </div>
+ <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>
+ <div class="button-group">
+ <button id="downloadBtn" @click="download">
+ {{ translate("Download PGN") }}
+ </button>
+ <button>Import game</button>
+ </div>
+ </div>
+ <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
+ </my-move-list>
+ </div>
+ `,
created: function() {
- const url = socketUrl;
- const humanContinuation = (localStorage.getItem("variant") === variant);
- const computerContinuation = (localStorage.getItem("comp-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
- this.continueGame("human");
- else if (computerContinuation)
- this.continueGame("computer");
- };
+ if (!!this.gameRef)
+ this.loadGame();
+ else if (!!this.fen)
+ {
+ this.vr = new V(this.fen);
+ this.fenStart = this.fen;
+ }
+ // TODO: if I'm one of the players in game, then:
+ // Send ping to server (answer pong if opponent is connected)
+ if (true && !!this.conn && !!this.gameRef)
+ {
+ this.conn.onopen = () => {
+ this.conn.send(JSON.stringify({
+ code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
+ };
+ }
+ // TODO: also handle "draw accepted" (use opponents array?)
+ // --> must give this info also when sending lastState...
+ // and, if all players agree then OK draw (end game ...etc)
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
- const L = (!!this.vr ? this.vr.moves.length : 0);
+ let L = undefined;
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(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.name!="Dark" ? "animate" : null);
break;
case "pong": //received if we sent a ping (game still alive on our side)
- if (this.gameId != data.gameId)
+ if (this.gameRef.id != data.gameId)
break; //games IDs don't match: definitely over...
this.oppConnected = true;
- // Send our "last state" informations to opponent
- this.conn.send(JSON.stringify({
- code: "lastate",
- oppid: this.oppid,
- gameId: this.gameId,
- lastMove: (L>0?this.vr.moves[L-1]:undefined),
- movesCount: L,
- }));
+ // Send our "last state" informations to opponent(s)
+ L = this.vr.moves.length;
+ Object.keys(this.opponents).forEach(oid => {
+ this.conn.send(JSON.stringify({
+ code: "lastate",
+ oppid: oid,
+ gameId: this.gameRef.id,
+ lastMove: (L>0?this.vr.moves[L-1]:undefined),
+ movesCount: L,
+ }));
+ });
break;
+ // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
case "lastate": //got opponent infos about last move
- if (this.gameId != data.gameId)
+ L = this.vr.moves.length;
+ if (this.gameRef.id != 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")
+ if (this.score != "*")
{
// We finished the game (any result possible)
this.conn.send(JSON.stringify({
code: "lastate",
oppid: data.oppid,
- gameId: this.gameId,
+ gameId: this.gameRef.id,
score: this.score,
}));
}
// We must tell last move to opponent
this.conn.send(JSON.stringify({
code: "lastate",
- oppid: this.oppid,
+ oppid: this.opponent.id,
+ gameId: this.gameRef.id,
lastMove: this.vr.moves[L-1],
movesCount: L,
}));
// TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
- if (["human","chat"].includes(this.mode) && this.oppid == data.id)
- this.oppConnected = (data.code == "connect");
- if (this.oppConnected && this.mode == "chat")
+ if (this.mode=="human")
{
- // 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}));
+ const online = (data.code == "connect");
+ // If this is an opponent ?
+ if (!!this.opponents[data.id])
+ this.opponents[data.id].online = online;
+ else
+ {
+ // Or an observer ?
+ if (!online)
+ delete this.people[data.id];
+ else
+ this.people[data.id] = data.name;
+ }
}
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;
- // Listen to keyboard left/right to navigate in game
- document.onkeydown = event => {
- if (["idle","chat"].includes(this.mode) &&
- !!this.vr && this.vr.moves.length > 0 && [37,39].includes(event.keyCode))
- {
- event.preventDefault();
- if (event.keyCode == 37) //Back
- this.undo();
- else //Forward (39)
- this.play();
- }
- };
- // Computer moves web worker logic:
- this.compWorker.postMessage(["scripts",variant]);
- const self = this;
- this.compWorker.onmessage = function(e) {
+ if (!!this.conn)
+ {
+ 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]);
+ this.compWorker.onmessage = e => {
+ this.lockCompThink = true; //to avoid some ghost moves
let compMove = e.data;
- compMove.computer = true; //TODO: imperfect attempt to avoid ghost move
- // (first move) HACK: small delay to avoid selecting elements
- // before they appear on page:
- const delay = Math.max(500-(Date.now()-self.timeStart), 0);
+ if (!Array.isArray(compMove))
+ compMove = [compMove]; //to deal with MarseilleRules
+ // Small delay for the bot to appear "more human"
+ const delay = Math.max(500-(Date.now()-this.timeStart), 0);
setTimeout(() => {
- if (self.mode == "computer") //warning: mode could have changed!
- self.play(compMove, "animate")
+ const animate = variant.name != "Dark";
+ this.play(compMove[0], animate);
+ if (compMove.length == 2)
+ setTimeout( () => { this.play(compMove[1], animate); }, 750);
+ else //250 == length of animation (TODO: should be a constant somewhere)
+ setTimeout( () => this.lockCompThink = false, 250);
}, delay);
}
},
+ // dans variant.js (plutôt room.js) conn gère aussi les challenges
+ // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
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 =
- !problemSolution.style.display || problemSolution.style.display == "none"
- ? "block"
- : "none";
- },
- download: function() {
- let content = document.getElementById("pgn-game").innerHTML;
- content = content.replace(/<br>/g, "\n");
- // 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();
- },
- showScoreMsg: function() {
- let modalBox = document.getElementById("modal-eog");
- modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
- },
- 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 (this.mode == "human" && this.oppConnected)
- {
- // Send our nickname to opponent
- this.conn.send(JSON.stringify({
- code:"myname", name:this.myname, oppid:this.oppid}));
- }
- this.mode = (this.mode=="human" ? "chat" : "idle");
- this.cursor = this.vr.moves.length; //to navigate in finished game
- },
- setStorage: function() {
- if (this.mode=="human")
+ offerDraw: function() {
+ if (!confirm("Offer draw?"))
+ return;
+ // Stay in "draw offer sent" state until next move is played
+ this.drawOfferSent = true;
+ if (this.subMode == "corr")
{
- localStorage.setItem("myid", this.myid);
- localStorage.setItem("oppid", this.oppid);
- localStorage.setItem("gameId", this.gameId);
+ // TODO: set drawOffer on in game (how ?)
}
- // 'prefix' = "comp-" to resume games vs. computer
- const prefix = (this.mode=="computer" ? "comp-" : "");
- 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-" : "");
- 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 (["human","chat"].includes(this.mode))
+ else //live game
{
- delete localStorage["myid"];
- delete localStorage["oppid"];
- delete localStorage["gameId"];
- }
- const prefix = (this.mode=="computer" ? "comp-" : "");
- delete localStorage[prefix+"variant"];
- delete localStorage[prefix+"mycolor"];
- delete localStorage[prefix+"fenStart"];
- 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;
- },
- clearComputerGame: function(e) {
- this.getRidOfTooltip(e.currentTarget);
- this.clearStorage(); //this.mode=="computer" (already checked)
- 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;
- localStorage["hints"] = (this.hints ? "1" : "0");
- },
- setColor: function(e) {
- this.color = e.target.options[e.target.selectedIndex].value;
- localStorage["color"] = this.color;
- },
- setSound: function(e) {
- this.sound = parseInt(e.target.options[e.target.selectedIndex].value);
- localStorage["sound"] = this.sound;
- },
- clickGameSeek: function(e) {
- this.getRidOfTooltip(e.currentTarget);
- if (this.mode == "human")
- return; //no newgame while playing
- if (this.seek)
- {
- this.conn.send(JSON.stringify({code:"cancelnewgame"}));
- this.seek = false;
+ this.opponents.forEach(o => {
+ if (!!o.online)
+ {
+ try {
+ this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
+ } catch (INVALID_STATE_ERR) {
+ return;
+ }
+ }
+ });
}
- else
- this.newGame("human");
},
- clickComputerGame: function(e) {
- this.getRidOfTooltip(e.currentTarget);
- this.newGame("computer");
+ // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
+ receiveDrawOffer: function() {
+ //if (...)
+ // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
+ // if accept: send message "draw"
},
- clickFriendGame: function(e) {
- this.getRidOfTooltip(e.currentTarget);
- document.getElementById("modal-fenedit").checked = true;
+ abortGame: function() {
+ if (!confirm("Abort the game?"))
+ return;
+ //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
+ //send message: "gameOver" avec score "?"
},
resign: function(e) {
- this.getRidOfTooltip(e.currentTarget);
- if (this.mode == "human" && this.oppConnected)
+ if (!confirm("Resign the game?"))
+ return;
+ if (this.mode == "human" && this.oppConnected(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)
+ return;
}
}
this.endGame(this.mycolor=="w"?"0-1":"1-0");
},
- newGame: function(mode, fenInit, color, oppId) {
- let fen = fenInit || VariantRules.GenRandInitFen();
- console.log(fen); //DEBUG
- if (mode=="human" && !oppId)
- {
- const storageVariant = localStorage.getItem("variant");
- if (!!storageVariant && storageVariant !== variant)
- {
- return alert(translations["Finish your "] +
- storageVariant + translations[" game first!"]);
- }
- // Send game request and wait..
- try {
- this.conn.send(JSON.stringify({code:"newgame", fen:fen}));
- } catch (INVALID_STATE_ERR) {
- return; //nothing achieved
- }
- this.seek = true;
- let modalBox = document.getElementById("modal-newgame");
- modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
- return;
- }
- if (["human","chat"].includes(this.mode))
- {
- // Start a new game vs. another human (or...) => forget about current one
- this.clearStorage();
- }
- if (mode == "computer")
- {
- const storageVariant = localStorage.getItem("comp-variant");
- if (!!storageVariant)
- {
- const score = localStorage.getItem("comp-score");
- if (storageVariant !== variant && score == "*")
- {
- if (!confirm(storageVariant +
- translations[": unfinished computer game will be erased"]))
- {
- return;
- }
- }
- else if (score == "*")
- return this.continueGame("computer");
- }
- }
- this.vr = new VariantRules(fen, []);
+ translate: translate,
+ newGameFromFen: function() {
+ this.vr = new V(this.fen);
+ this.moves = [];
+ this.cursor = -1;
+ this.fenStart = this.fen;
this.score = "*";
- this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
- this.mode = mode;
- this.incheck = [];
- this.fenStart = V.ParseFen(fen).position; //this is enough
- if (mode=="human")
+ if (this.mode == "analyze")
{
- // Opponent found!
- this.gameId = getRandString();
- this.oppid = oppId;
- this.oppConnected = true;
- this.mycolor = color;
- this.seek = false;
- if (this.sound >= 1)
- new Audio("/sounds/newgame.mp3").play().catch(err => {});
- document.getElementById("modal-newgame").checked = false;
- this.setStorage(); //in case of interruptions
+ this.mycolor = V.ParseFen(this.fen).turn;
+ this.orientation = this.mycolor;
}
- else if (mode == "computer")
+ else if (this.mode == "computer") //only other alternative (HH with gameId)
{
- this.compWorker.postMessage(["init",this.vr.getFen()]);
- this.mycolor = (Math.random() < 0.5 ? 'w' : 'b');
- this.setStorage(); //store game state
- if (this.mycolor != this.vr.turn)
+ this.mycolor = (Math.random() < 0.5 ? "w" : "b");
+ this.orientation = this.mycolor;
+ this.compWorker.postMessage(["init",this.fen]);
+ if (this.mycolor != "w" || this.subMode == "auto")
this.playComputerMove();
}
- //else: against a (IRL) friend or problem solving: nothing more to do
},
- continueGame: function(mode) {
- this.mode = mode;
- this.oppid = (mode=="human" ? localStorage.getItem("oppid") : undefined);
- const prefix = (mode=="computer" ? "comp-" : "");
- 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);
- 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
- {
- this.compWorker.postMessage(["init",fen]);
- if (this.mycolor != this.vr.turn)
- this.playComputerMove();
- }
- if (moves.length > 0)
+ loadGame: function() {
+ // TODO: ask game to remote peer if this.remoteId is set
+ // (or just if game not found locally)
+ // NOTE: if it's a corr game, ask it from server
+ const game = getGameFromStorage(this.gameRef.id, this.gameRef.uid); //uid may be blank
+ this.opponent.id = game.oppid; //opponent ID in case of running HH game
+ this.opponent.name = game.oppname; //maye be blank (if anonymous)
+ this.score = game.score;
+ this.mycolor = game.mycolor;
+ this.fenStart = game.fenStart;
+ this.moves = game.moves;
+ this.cursor = game.moves.length-1;
+ this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null);
+ },
+ setEndgameMessage: function(score) {
+ let eogMessage = "Undefined";
+ switch (score)
{
- const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove);
- this.vr.play(lastMove, "ingame");
- }
- if (score != "*")
- {
- // Small delay required when continuation run faster than drawing page
- setTimeout(() => this.endGame(score), 100);
+ 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;
},
- playComputerMove: function() {
- this.timeStart = Date.now();
- this.compWorker.postMessage(["askmove"]);
- },
- // 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])];
+ download: function() {
+ const content = this.getPgn();
+ // 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();
},
- 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;
- const startSquare = this.getSquareFromId(e.target.parentNode.id);
- this.possibleMoves = [];
- if (!["idle","chat"].includes(this.mode))
+ getPgn: function() {
+ let pgn = "";
+ pgn += '[Site "vchess.club"]\n';
+ const opponent = (this.mode=="human" ? "Anonymous" : "Computer");
+ pgn += '[Variant "' + variant.name + '"]\n';
+ pgn += '[Date "' + getDate(new Date()) + '"]\n';
+ const whiteName = ["human","computer"].includes(this.mode)
+ ? (this.mycolor=='w'?'Myself':opponent)
+ : "analyze";
+ const blackName = ["human","computer"].includes(this.mode)
+ ? (this.mycolor=='b'?'Myself':opponent)
+ : "analyze";
+ pgn += '[White "' + whiteName + '"]\n';
+ pgn += '[Black "' + blackName + '"]\n';
+ pgn += '[Fen "' + this.fenStart + '"]\n';
+ pgn += '[Result "' + this.score + '"]\n\n';
+ let counter = 1;
+ let i = 0;
+ while (i < this.moves.length)
+ {
+ pgn += (counter++) + ".";
+ for (let color of ["w","b"])
{
- const color = ["friend","problem"].includes(this.mode)
- ? this.vr.turn
- : this.mycolor;
- if (this.vr.canIplay(color,startSquare))
- this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+ let move = "";
+ while (i < this.moves.length && this.moves[i].color == color)
+ move += this.moves[i++].notation[0] + ",";
+ move = move.slice(0,-1); //remove last comma
+ pgn += move + (i < this.moves.length-1 ? " " : "");
}
- // Next line add moving piece just after current image
- // (required for Crazyhouse reserve)
- e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
}
+ return pgn + "\n";
},
- mousemove: function(e) {
- if (!this.selectedPiece)
- return;
- e = e || window.event;
- // If there is an active element, move it around
- if (!!this.selectedPiece)
- {
- const [offsetX,offsetY] = !!e.clientX
- ? [e.clientX,e.clientY] //desktop browser
- : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
- this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
- this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
- }
+ showScoreMsg: function(score) {
+ this.setEndgameMessage(score);
+ let modalBox = document.getElementById("modal-eog");
+ modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 2000);
},
- 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 coords
- const [offsetX,offsetY] = !!e.clientX
- ? [e.clientX,e.clientY]
- : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
- let landing = document.elementFromPoint(offsetX, offsetY);
- this.selectedPiece.style.zIndex = 3000;
- // Next condition: classList.contains(piece) fails because of marks
- while (landing.tagName == "IMG")
- landing = landing.parentNode;
- if (this.start.id == landing.id)
- {
- // A click: selectedPiece and possibleMoves are 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;
+ endGame: function(score) {
+ this.score = score;
+ this.showScoreMsg(score);
+ if (this.mode == "human")
+ localStorage["score"] = score;
+ this.$emit("game-over");
},
- 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;
+ oppConnected: function(uid) {
+ return this.opponents.any(o => o.id == uidi && o.online);
+ },
+ playComputerMove: function() {
+ this.timeStart = Date.now();
+ this.compWorker.postMessage(["askmove"]);
},
animateMove: function(move) {
- let startSquare = document.getElementById(this.getSquareId(move.start));
- let endSquare = document.getElementById(this.getSquareId(move.end));
+ let startSquare = document.getElementById(getSquareId(move.start));
+ let endSquare = document.getElementById(getSquareId(move.end));
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");
+ document.querySelector("#" + 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++)
{
let square = squares.item(i);
- if (square.id != this.getSquareId(move.start))
+ if (square.id != getSquareId(move.start))
square.style.zIndex = "-1";
}
movingPiece.style.transform = "translate(" + translation.x + "px," +
}, 250);
},
play: function(move, programmatic) {
- if (!move)
+ let navigate = !move;
+ // Forbid playing outside analyze mode when cursor isn't at moves.length-1
+ // (except if we receive opponent's move, human or computer)
+ if (!navigate && this.mode != "analyze" && !programmatic
+ && this.cursor < this.moves.length-1)
{
- // Navigate after game is over
- if (this.cursor >= this.vr.moves.length)
- return; //already at the end
- move = this.vr.moves[this.cursor++];
+ return;
}
- if (!!programmatic) //computer or human opponent
+ if (navigate)
{
- this.animateMove(move);
- return;
+ if (this.cursor == this.moves.length-1)
+ return; //no more moves
+ move = this.moves[this.cursor+1];
}
- // 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 (!["idle","chat"].includes(this.mode))
+ if (!!programmatic) //computer or (remote) human opponent
{
- // Emergency check, if human game started "at the same time"
- // TODO: robustify this...
- if (this.mode == "human" && !!move.computer)
- return;
- this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
- this.vr.play(move, "ingame");
- if (this.sound == 2)
- new Audio("/sounds/move.mp3").play().catch(err => {});
- if (this.mode == "computer")
- {
- // Send the move to web worker (TODO: including his own moves?!)
- this.compWorker.postMessage(["newmove",move]);
- }
+ if (this.cursor < this.moves.length-1)
+ this.gotoEnd(); //required to play the move
+ return this.animateMove(move);
}
- else
+ // Not programmatic, or animation is over
+ if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn)
+ {
+ // TODO: show confirm box "validate move ?"
+ }
+ if (!move.notation)
+ move.notation = this.vr.getNotation(move);
+ if (!move.color)
+ move.color = this.vr.turn;
+ this.vr.play(move);
+ this.cursor++;
+ this.lastMove = move;
+ if (!move.fen)
+ move.fen = this.vr.getFen();
+ if (this.settings.sound == 2)
+ new Audio("/sounds/move.mp3").play().catch(err => {});
+ if (this.mode == "human")
{
- VariantRules.PlayOnBoard(this.vr.board, move);
- this.$forceUpdate(); //TODO: ?!
+ updateStorage(move); //after our moves and opponent moves
+ if (this.vr.turn == this.mycolor)
+ this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
}
- if (!["idle","chat"].includes(this.mode))
+ else if (this.mode == "computer")
{
- const eog = this.vr.checkGameOver();
- if (eog != "*")
- {
- if (["human","computer"].includes(this.mode))
- this.endGame(eog);
- else
- {
- // Just show score on screen (allow undo)
- this.score = eog;
- this.showScoreMsg();
- }
- }
+ // Send the move to web worker (including his own moves)
+ this.compWorker.postMessage(["newmove",move]);
}
- if (["human","computer"].includes(this.mode))
- this.updateStorage(); //after our moves and opponent moves
- if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
- this.playComputerMove();
- },
- undo: function() {
- // Navigate after game is over
- if (this.cursor == 0)
- return; //already at the beginning
- if (this.cursor == this.vr.moves.length)
- this.incheck = []; //in case of...
- const move = this.vr.moves[--this.cursor];
- VariantRules.UndoOnBoard(this.vr.board, move);
- this.$forceUpdate(); //TODO: ?!
- },
- undoInGame: function() {
- const lm = this.vr.lastMove;
- if (!!lm)
+ if (!navigate && (this.score == "*" || this.mode == "analyze"))
{
- this.vr.undo(lm);
- if (this.sound == 2)
- new Audio("/sounds/undo.mp3").play().catch(err => {});
- const lmBefore = this.vr.lastMove;
- if (!!lmBefore)
- {
- this.vr.undo(lmBefore);
- this.incheck = this.vr.getCheckSquares(lmBefore);
- this.vr.play(lmBefore, "ingame");
- }
+ // Stack move on movesList at current cursor
+ if (this.cursor == this.moves.length)
+ this.moves.push(move);
else
- this.incheck = [];
+ this.moves = this.moves.slice(0,this.cursor).concat([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);
+ }
+ // subTurn condition for Marseille (and Avalanche) rules
+ else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
+ && (this.subMode == "auto" || this.vr.turn != this.mycolor))
+ {
+ this.playComputerMove();
}
+ // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
+ if (navigate)
+ this.$children[0].$forceUpdate(); //TODO!?
+ },
+ undo: function(move) {
+ let navigate = !move;
+ if (navigate)
+ {
+ if (this.cursor < 0)
+ return; //no more moves
+ move = this.moves[this.cursor];
+ }
+ this.vr.undo(move);
+ this.cursor--;
+ this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
+ if (this.settings.sound == 2)
+ new Audio("/sounds/undo.mp3").play().catch(err => {});
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (navigate)
+ this.$children[0].$forceUpdate(); //TODO!?
+ else if (this.mode == "analyze") //TODO: can this happen?
+ this.moves.pop();
+ },
+ gotoMove: function(index) {
+ this.vr = new V(this.moves[index].fen);
+ this.cursor = index;
+ this.lastMove = this.moves[index];
+ },
+ gotoBegin: function() {
+ this.vr = new V(this.fenStart);
+ this.cursor = -1;
+ this.lastMove = null;
+ },
+ gotoEnd: function() {
+ this.gotoMove(this.moves.length-1);
+ },
+ flip: function() {
+ this.orientation = V.GetNextCol(this.orientation);
},
},
})