button(@click="abortGame") {{ st.tr["Game is too boring"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
+ // TODO: show players names + clocks state
+ div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
.button-group(v-if="game.mode!='analyze' && game.score=='*'")
button(@click="offerDraw") Draw
button(@click="() => abortGame()") Abort
//import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
import { GameStorage } from "@/utils/gameStorage";
+import { ppt } from "@/utils/datetime";
export default {
name: 'my-game',
rid: ""
},
game: { }, //passed to BaseGame
+ virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
people: [ ], //potential observers (TODO)
this.loadGame();
}
},
+ "game.clocks": function(newState) {
+ this.virtualClocks = newState.map(s => ppt(s));
+ const currentTurn = this.vr.turn;
+ const colorIdx = ["w","b","g","r"].indexOf(currentTurn);
+ let countdown = newState[colorIdx] -
+ (Date.now() - this.game.initime[colorIdx])/1000;
+ const myTurn = (currentTurn == this.game.mycolor);
+ let clockUpdate = setInterval(() => {
+ if (countdown <= 0 || this.vr.turn != currentTurn)
+ {
+ clearInterval(clockUpdate);
+ if (countdown <= 0 && myTurn)
+ {
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
+ this.game.players.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "timeover",
+ target: p.sid,
+ }));
+ }
+ });
+ }
+ }
+ // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
+ this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+ }, 1000);
+ },
},
created: function() {
if (!!this.$route.params["id"])
return;
//const message = event.
// Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame("?");
+ this.$refs["basegame"].endGame("?", "Abort: " + event.msg); //TODO
this.game.players.forEach(p => {
if (!!p.sid && p.sid != this.st.user.sid)
{
}
});
// Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0");
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
// 3 cases for loading a game:
// - from indexedDB (running or completed live game I play)
const afterRetrieval = async (game) => {
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
- this.vr = new V(game.fenStart);
+ this.vr = new V(game.fen);
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also bs VS computer
return obj;
}, {});
// Send move ("newmove" event) to opponent(s) (if ours)
- // (otherwise move.elapsed is supposed to be already transmitted)
let addTime = undefined;
if (move.color == this.game.mycolor)
{
- const elapsed = Date.now() - this.game.initime;
+ const elapsed = Date.now() - this.game.initime[colorIdx];
+ // elapsed time is measured in milliseconds
+ addTime = this.game.increment - elapsed/1000;
this.game.players.forEach(p => {
if (p.sid != this.st.user.sid)
{
this.st.conn.send(JSON.stringify({
code: "newmove",
target: p.sid,
- move: Object.assign({}, filtered_move, {elapsed: elapsed}),
+ move: Object.assign({}, filtered_move, {addTime: addTime}),
}));
}
});
- move.elapsed = elapsed;
- // elapsed time is measured in milliseconds
- addTime = this.game.increment - elapsed/1000;
}
- const myTurnNow = (this.vr.turn == this.game.mycolor);
+ else
+ addTime = move.addTime; //supposed transmitted
+ const nextIdx = ["w","b","g","r"].indexOf(this.vr.turn);
GameStorage.update(this.gameRef.id,
{
colorIdx: colorIdx,
+ nextIdx: nextIdx,
move: filtered_move,
fen: move.fen,
addTime: addTime,
- initime: myTurnNow,
});
// Also update current game object:
this.game.moves.push(move);
this.game.fen = move.fen;
- this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
- this.game.initime = (myTurnNow ? Date.now() : undefined);
+ //TODO: just this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
+ this.$set(this.game.clocks, colorIdx,
+ this.game.clocks[colorIdx] + (!!addTime ? addTime : 0));
+ this.game.initime[nextIdx] = Date.now();
},
// TODO: this update function should also work for corr games
gameOver: function(score) {
this.game.mode = "analyze";
- GameStorage.update({
+ GameStorage.update(this.gameRef.id,
+ {
score: score,
});
},