-// TODO: use indexedDB instead of localStorage: more flexible.
+// TODO: use indexedDB instead of localStorage? (more flexible...)
Vue.component('my-game', {
data: function() {
start: {}, //pixels coordinates + id of starting square (click or drag)
selectedPiece: null, //moving piece (or clicked piece)
conn: null, //socket messages
- endofgame: "", //end of game message
+ score: "*", //'*' means 'unfinished'
mode: "idle", //human, computer or idle (when not playing)
oppid: "", //opponent ID in case of HH game
oppConnected: false,
+ seek: false,
+ fenStart: "",
+ incheck: false,
};
},
render(h) {
let squareWidth = !!square00
? parseFloat(window.getComputedStyle(square00).width.slice(0,-2))
: 0;
+ const playingHuman = (this.mode == "human");
+ const playingComp = (this.mode == "computer");
let actionArray = [
h('button',
{
on: {
click: () => {
- if (localStorage.getItem("newgame") === variant)
+ if (this.mode == "human")
+ return; //no newgame while playing
+ if (this.seek)
delete localStorage["newgame"]; //cancel game seek
else
{
localStorage["newgame"] = variant;
this.newGame("human");
}
+ this.seek = !this.seek;
}
},
attrs: { "aria-label": 'New game VS human' },
- 'class': { "tooltip":true },
+ 'class': {
+ "tooltip": true,
+ "seek": this.seek,
+ "playing": playingHuman,
+ },
},
[h('i', { 'class': { "material-icons": true } }, "accessibility")]),
h('button',
{
- on: { click: () => this.newGame("computer") },
+ on: {
+ click: () => {
+ if (this.mode == "human")
+ return; //no newgame while playing
+ this.newGame("computer");
+ }
+ },
attrs: { "aria-label": 'New game VS computer' },
- 'class': { "tooltip":true },
+ 'class': {
+ "tooltip":true,
+ "playing": playingComp,
+ },
},
[h('i', { 'class': { "material-icons": true } }, "computer")])
];
);
}
const lm = this.vr.lastMove;
- const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj}); //&& _.isMatch(lm.start, {x:ci,y:cj})
+ const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj});
+ const incheck = this.incheck
+ && _.isEqual(this.vr.kingPos[this.vr.turn], [ci,cj]);
return h(
'div',
{
'light-square': !highlight && (i+j)%2==0,
'dark-square': !highlight && (i+j)%2==1,
'highlight': highlight,
+ 'incheck': incheck,
},
attrs: {
id: this.getSquareId({x:ci,y:cj}),
// );
// elementArray.push(reserve);
// }
+ let eogMessage = "Unfinished";
+ switch (this.score)
+ {
+ case "1-0":
+ eogMessage = "White win";
+ break;
+ case "0-1":
+ eogMessage = "Black win";
+ break;
+ case "1/2":
+ eogMessage = "Draw";
+ break;
+ }
+ let elemsOfEog =
+ [
+ h('label',
+ {
+ attrs: { "for": "modal-control" },
+ "class": { "modal-close": true },
+ }
+ ),
+ h('h3',
+ {
+ "class": { "section": true },
+ domProps: { innerHTML: eogMessage },
+ }
+ )
+ ];
+ if (this.score != "*")
+ {
+ elemsOfEog.push(
+ h('p', //'textarea', //TODO: selectable!
+ {
+ domProps: { innerHTML: this.vr.getPGN(this.mycolor, this.score, this.fenStart) },
+ //attrs: { "readonly": true },
+ }
+ )
+ );
+ }
const modalEog = [
h('input',
{
{
"class": { "card": true, "smallpad": true },
},
- [
- h('label',
- {
- attrs: { "for": "modal-control" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- "class": { "section": true },
- domProps: { innerHTML: "End of game" },
- }
- ),
- h('p',
- {
- "class": { "section": true },
- domProps: { innerHTML: this.endofgame },
- }
- )
- ]
+ elemsOfEog
)
]
)
if (continuation)
{
// TODO: check FEN integrity with opponent
- this.newGame("human", localStorage.getItem("fen"),
- localStorage.getItem("mycolor"), localStorage.getItem("oppid"), true);
+ 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, which answers pong if opponent is connected
this.conn.send(JSON.stringify({code:"ping", oppid:this.oppId}));
}
else if (localStorage.getItem("newgame") === variant)
{
// New game request has been cancelled on disconnect
+ this.seek = true;
this.newGame("human");
}
};
this.oppConnected = true;
break;
case "resign": //..you won!
- this.endGame("Victory!");
+ this.endGame(this.mycolor=="w"?"1-0":"0-1");
break;
// TODO: also use (dis)connect info to count online players
case "connect":
this.conn.onclose = socketCloseListener;
},
methods: {
- endGame: function(message) {
- this.endofgame = message;
- document.getElementById("modal-control").checked = true;
+ endGame: function(score) {
+ this.score = score;
+ let modalBox = document.getElementById("modal-control");
+ modalBox.checked = true;
+ //setTimeout(() => { modalBox.checked = false; }, 2000); //disabled, to show PGN
if (this.mode == "human")
this.clearStorage();
this.mode = "idle";
return; //resign failed for some reason...
}
}
- this.endGame("Try again!");
+ this.endGame(this.mycolor=="w"?"0-1":"1-0");
+ },
+ setStorage: function() {
+ localStorage.setItem("myid", this.myid);
+ localStorage.setItem("variant", variant);
+ localStorage.setItem("mycolor", this.mycolor);
+ localStorage.setItem("oppid", this.oppid);
+ localStorage.setItem("fenStart", this.fenStart);
+ localStorage.setItem("moves", JSON.stringify(this.vr.moves));
+ localStorage.setItem("fen", this.vr.getFen());
},
updateStorage: function() {
- if (!localStorage.getItem("myid"))
- {
- localStorage.setItem("myid", this.myid);
- localStorage.setItem("variant", variant);
- localStorage.setItem("mycolor", this.mycolor);
- localStorage.setItem("oppid", this.oppid);
- }
+ localStorage.setItem("moves", JSON.stringify(this.vr.moves));
localStorage.setItem("fen", this.vr.getFen());
},
clearStorage: function() {
delete localStorage["myid"];
delete localStorage["mycolor"];
delete localStorage["oppid"];
+ delete localStorage["fenStart"];
delete localStorage["fen"];
+ delete localStorage["moves"];
},
- newGame: function(mode, fenInit, color, oppId, continuation) {
+ newGame: function(mode, fenInit, color, oppId, moves, continuation) {
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
+ this.score = "*";
if (mode=="human" && !oppId)
{
// Send game request and wait..
} catch (INVALID_STATE_ERR) {
return; //nothing achieved
}
- document.getElementById("modal-control2").checked = true;
+ let modalBox = document.getElementById("modal-control2");
+ modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 2000);
return;
}
- this.vr = new VariantRules(fen);
+ this.vr = new VariantRules(fen, moves || []);
this.mode = mode;
+ this.fenStart = continuation
+ ? localStorage.getItem("fenStart")
+ : fen.split(" ")[0]; //Only the position matters
if (mode=="human")
{
// Opponent found!
this.oppid = oppId;
this.oppConnected = true;
this.mycolor = color;
+ this.seek = false;
+ if (!!moves && moves.length > 0) //imply continuation
+ {
+ const oppCol = this.vr.turn;
+ const lastMove = moves[moves.length-1];
+ this.vr.undo(lastMove);
+ this.incheck = this.vr.underCheck(lastMove, oppCol);
+ this.vr.play(lastMove, "ingame");
+ }
+ delete localStorage["newgame"];
+ this.setStorage(); //in case of interruptions
}
else //against computer
{
this.animateMove(move);
return;
}
+ const oppCol = this.vr.getOppCol(this.vr.turn);
+ this.incheck = this.vr.underCheck(move, oppCol); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
{