-// Game logic on a variant page
+// TODO: envoyer juste "light move", sans FEN ni notation ...etc
+// TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?)
+
+// Game logic on a variant page: 3 modes, analyze, computer or human
Vue.component('my-game', {
- props: ["gameId"], //to find the game in storage (assumption: it exists)
+ // gameId: to find the game in storage (assumption: it exists)
+ // fen: to start from a FEN without identifiers (analyze mode)
+ props: ["conn","gameId","fen","mode","allowChat","allowMovelist"],
data: function() {
return {
-
- // TODO: merge next variables into "game"
// if oppid == "computer" then mode = "computer" (otherwise human)
myid: "", //our ID, always set
- //this.myid = localStorage.getItem("myid")
+ //this.myid = localStorage.getItem("myid")
oppid: "", //opponent ID in case of HH game
score: "*", //'*' means 'unfinished'
mycolor: "w",
- fromChallenge: false, //if true, show chat during game
-
- conn: null, //socket connection
- oppConnected: false,
- seek: false,
- fenStart: "",
+ oppConnected: false, //TODO?
pgnTxt: "",
// sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
sound: parseInt(localStorage["sound"] || "2"),
// Web worker to play computer moves without freezing interface:
compWorker: new Worker('/javascripts/playCompMove.js'),
timeStart: undefined, //time when computer starts thinking
+ vr: null, //VariantRules object, describing the game state + rules
+ endgameMessage: "",
+ orientation: "w",
+
+ moves: [], //TODO: initialize if gameId is defined...
+ // orientation :: button flip
+ // userColor: given by gameId, or fen (if no game Id)
+ // gameOver: known if gameId; otherwise assue false
+ // lastMove: update after every play, initialize with last move from list (if continuation)
+ //orientation ? userColor ? gameOver ? lastMove ?
+
};
},
- computed: {
- mode: function() {
- return (this.game.oppid == "computer" ? "computer" ? "human");
+ watch: {
+ fen: function(newFen) {
+ this.vr = new VariantRules(newFen);
+ },
+ gameId: function() {
+ this.loadGame();
},
+ },
+ computed: {
showChat: function() {
- return this.mode=='human' &&
- (this.game.score != '*' || this.game.fromChallenge);
+ return this.allowChat && this.mode=='human' && this.score != '*';
},
showMoves: function() {
- return window.innerWidth >= 768;
+ return this.allowMovelist && window.innerWidth >= 768;
+ },
+ showFen: function() {
+ return variant.name != "Dark" || this.score != "*";
},
},
// Modal end of game, and then sub-components
+ // TODO: provide chat parameters (connection, players ID...)
+ // and alwo moveList parameters (just moves ?)
+ // TODO: connection + turn indicators en haut à droite (superposé au menu)
+ // TODO: controls: abort, clear, resign, draw (avec confirm box)
+ // et si partie terminée : (mode analyse) just clear, back / play
+ // + flip button toujours disponible
+ // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO])
template: `
<div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
<input id="modal-eog" type="checkbox" class="modal"/>
<div role="dialog" aria-labelledby="eogMessage">
<div class="card smallpad small-modal text-center">
- <label for="modal-eog" class="modal-close"></label>
- <h3 id="eogMessage" class="section">{{ endgameMessage }}</h3>
-
- <my-chat v-if="showChat"></my-chat>
- //TODO: connection + turn indicators en haut à droite (superposé au menu)
- <my-board></my-board>
- // TODO: controls: abort, clear, resign, draw (avec confirm box)
- // et si partie terminée : (mode analyse) just clear, back / play
- // + flip button toujours disponible
-
+ <label for="modal-eog" class="modal-close">
+ </label>
+ <h3 id="eogMessage" class="section">
+ {{ endgameMessage }}
+ </h3>
+ </div>
+ </div>
+ <my-chat v-if="showChat">
+ </my-chat>
+ <my-board v-bind:vr="vr" :mode="mode" :orientation="orientation" :user-color="mycolor" @play-move="play">
+ </my-board>
+ <div v-if="showFen && !!vr" id="fen-div" class="section-content">
+ <p id="fen-string" class="text-center">
+ {{ vr.getFen() }}
+ </p>
+ </div>
<div id="pgn-div" class="section-content">
- <a id="download" href: "#"></a>
+ <a id="download" href: "#">
+ </a>
<button id="downloadBtn" @click="download">
- {{ translations["Download PGN"] }}
+ {{ translate("Download PGN") }}
</button>
-
- <my-move-list v-if="showMoves"></my-move-list>
+ </div>
+ <my-move-list v-if="showMoves">
+ </my-move-list>
</div>
`,
- computed: {
- endgameMessage: function() {
- let eogMessage = "Unfinished";
- switch (this.game.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;
- },
- },
created: function() {
- const url = socketUrl;
- this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id);
-// const socketOpenListener = () => {
-// };
-
-// TODO: after game, archive in indexedDB
+// console.log(this.fen);
+// console.log(this.gameId);
+ if (!!this.gameId)
+ this.loadGame();
+ else if (!!this.fen)
+ this.vr = new VariantRules(this.fen);
+ // TODO: after game, archive in indexedDB
// TODO: this events listener is central. Refactor ? How ?
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
};
const socketCloseListener = () => {
- this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id);
- //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
- // TODO: also mouse wheel !
- document.onkeydown = event => {
- 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.undo();
- else //Forward (39)
- this.play();
- }
- };
-
// Computer moves web worker logic: (TODO: also for observers in HH games)
this.compWorker.postMessage(["scripts",variant.name]);
}, delay);
}
},
-
-
+ // this.conn est une prop, donnée depuis variant.js
+ //dans variant.js (plutôt room.js) conn gère aussi les challenges
+ // Puis en webRTC, repenser tout ça.
methods: {
+ translate: translate,
+ loadGame: function() {
+ // TODO: load this.gameId ...
+ },
+ setEndgameMessage: function(score) {
+ let eogMessage = "Undefined";
+ switch (score)
+ {
+ case "1-0":
+ eogMessage = translations["White win"];
+ break;
+ case "0-1":
+ eogMessage = translations["Black win"];
+ break;
+ case "1/2":
+ eogMessage = translations["Draw"];
+ break;
+ case "?":
+ eogMessage = "Unfinished";
+ break;
+ }
+ this.endgameMessage = eogMessage;
+ },
download: function() {
// Variants may have special PGN structure (so next function isn't defined here)
- const content = V.GetPGN(this.moves, this.mycolor, this.score, this.fenStart, this.mode);
+ // TODO: get fenStart from local game (using gameid)
+ const content = V.GetPGN(this.moves, this.mycolor, this.score, fenStart, this.mode);
// Prepare and trigger download link
let downloadAnchor = document.getElementById("download");
downloadAnchor.setAttribute("download", "game.pgn");
downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
downloadAnchor.click();
},
- showScoreMsg: function() {
+ showScoreMsg: function(score) {
+ this.setEndgameMessage(score);
let modalBox = document.getElementById("modal-eog");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
const prefix = (this.mode=="computer" ? "comp-" : "");
localStorage.setItem(prefix+"score", score);
}
- this.showScoreMsg();
+ this.showScoreMsg(score);
if (this.mode == "human" && this.oppConnected)
{
// Send our nickname to opponent
this.conn.send(JSON.stringify({
code:"myname", name:this.myname, oppid:this.oppid}));
}
- this.cursor = this.vr.moves.length; //to navigate in finished game
+ // TODO: what about cursor ?
+ //this.cursor = this.vr.moves.length; //to navigate in finished game
},
resign: function(e) {
this.getRidOfTooltip(e.currentTarget);
this.timeStart = Date.now();
this.compWorker.postMessage(["askmove"]);
},
- // OK, these last functions can stay here (?!)
- play: function(move, programmatic) {
- if (!move)
+ animateMove: function(move) {
+ let startSquare = document.getElementById(this.getSquareId(move.start));
+ let endSquare = document.getElementById(this.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");
+ // 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++)
{
- // Navigate after game is over
- if (this.cursor >= this.moves.length)
- return; //already at the end
- move = this.moves[this.cursor++];
+ let square = squares.item(i);
+ if (square.id != this.getSquareId(move.start))
+ square.style.zIndex = "-1";
}
+ movingPiece.style.transform = "translate(" + translation.x + "px," +
+ translation.y + "px)";
+ movingPiece.style.transitionDuration = "0.2s";
+ movingPiece.style.zIndex = "3000";
+ setTimeout( () => {
+ for (let i=0; i<squares.length; i++)
+ squares.item(i).style.zIndex = "auto";
+ movingPiece.style = {}; //required e.g. for 0-0 with KR swap
+ this.play(move); //TODO: plutôt envoyer message "please play"
+ }, 250);
+ },
+ play: function(move, programmatic) {
if (!!programmatic) //computer or human opponent
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}));
-
-
- // TODO: play move, and stack it on this.moves (if a move was provided; otherwise just navigate)
-
- if (this.score == "*") //TODO: I don't like this if()
+ if (!move.notation)
+ move.notation = this.vr.getNotation(move);
+ this.vr.play(move);
+ if (!move.fen)
+ move.fen = this.vr.getFen();
+ if (this.sound == 2)
+ new Audio("/sounds/move.mp3").play().catch(err => {});
+ if (this.mode == "human")
{
- // 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 (TODO: including his own moves?!)
- this.compWorker.postMessage(["newmove",move]);
- }
- const eog = this.vr.getCurrentScore();
- if (eog != "*")
- {
- if (["human","computer"].includes(this.mode))
- this.endGame(eog);
- else
- {
- // Just show score on screen (allow undo)
- this.score = eog;
- this.showScoreMsg();
- }
- }
+ updateStorage(move); //after our moves and opponent moves
+ if (this.vr.turn == this.userColor)
+ this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
}
-// else
-// {
-// VariantRules.PlayOnBoard(this.vr.board, move);
-// this.$forceUpdate(); //TODO: ?!
-// }
- if (["human","computer","friend"].includes(this.mode))
- this.updateStorage(); //after our moves and opponent moves
- if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
- this.playComputerMove();
- },
- // TODO: merge two next functions
- undo: function() {
- // Navigate after game is over
- if (this.cursor == 0)
- return; //already at the beginning
- if (this.cursor == this.vr.moves.length)
- this.incheck = []; //in case of...
- const move = this.vr.moves[--this.cursor];
- VariantRules.UndoOnBoard(this.vr.board, move);
- this.$forceUpdate(); //TODO: ?!
- },
- undoInGame: function() {
- const lm = this.vr.lastMove;
- if (!!lm)
+ else if (this.mode == "computer")
{
- this.vr.undo(lm);
- if (this.sound == 2)
- new Audio("/sounds/undo.mp3").play().catch(err => {});
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ // Send the move to web worker (including his own moves)
+ this.compWorker.postMessage(["newmove",move]);
}
+ if (this.score == "*" || this.mode == "analyze")
+ {
+ // Stack move on movesList
+ this.moves.push(move);
+ }
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ const score = this.vr.getCurrentScore();
+ if (score != "*")
+ {
+ if (["human","computer"].includes(this.mode))
+ this.endGame(score);
+ else //just show score on screen (allow undo)
+ this.showScoreMsg(score);
+ // TODO: notify end of game (give score)
+ }
+ else if (this.mode == "computer" && this.vr.turn != this.userColor)
+ this.playComputerMove();
+ },
+ undo: function(move) {
+ this.vr.undo(move);
+ if (this.sound == 2)
+ new Audio("/sounds/undo.mp3").play().catch(err => {});
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (this.mode == "analyze")
+ this.moves.pop();
},
},
})
-
-//// TODO: keep moves list here
-//get lastMove()
-// {
-// const L = this.moves.length;
-// return (L>0 ? this.moves[L-1] : null);
-// }
-//
-//// here too:
-// move.notation = this.getNotation(move);
+// cursor + ........
//TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
//comme sur lichess
+//
+//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB