// TODO: use indexedDB instead of localStorage? (more flexible: allow several games)
-
Vue.component('my-game', {
data: function() {
return {
seek: false,
fenStart: "",
incheck: [],
+ pgnTxt: "",
+ expert: document.cookie.length>0 ? document.cookie.substr(-1)=="1" : false,
};
},
render(h) {
let incheckSq = doubleArray(sizeX, sizeY, false);
this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
let elementArray = [];
- let square00 = document.getElementById("sq-0-0");
- 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 (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;
- }
- },
+ on: { click: this.clickGameSeek },
attrs: { "aria-label": 'New game VS human' },
'class': {
"tooltip": true,
+ "bottom": true, //display below
"seek": this.seek,
"playing": playingHuman,
},
[h('i', { 'class': { "material-icons": true } }, "accessibility")]),
h('button',
{
- on: {
- click: () => {
- if (this.mode == "human")
- return; //no newgame while playing
- this.newGame("computer");
- }
- },
+ on: { click: this.clickComputerGame },
attrs: { "aria-label": 'New game VS computer' },
'class': {
"tooltip":true,
+ "bottom": true,
"playing": playingComp,
},
},
];
if (!!this.vr)
{
+ const square00 = document.getElementById("sq-0-0");
+ const squareWidth = !!square00
+ ? parseFloat(window.getComputedStyle(square00).width.slice(0,-2))
+ : 0;
+ const indicWidth = (squareWidth>0 ? squareWidth/2 : 20);
if (this.mode == "human")
{
let connectedIndic = h(
'div',
{
"class": {
+ "topindicator": true,
+ "indic-left": true,
"connected": this.oppConnected,
"disconnected": !this.oppConnected,
},
+ style: {
+ "width": indicWidth + "px",
+ "height": indicWidth + "px",
+ },
}
);
elementArray.push(connectedIndic);
}
+ let 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",
+ },
+ }
+ );
+ elementArray.push(turnIndic);
+ let expertSwitch = h(
+ 'button',
+ {
+ on: { click: this.toggleExpertMode },
+ attrs: { "aria-label": 'Toggle expert mode' },
+ 'class': {
+ "tooltip":true,
+ "topindicator": true,
+ "indic-right": true,
+ "expert-switch": true,
+ "expert-mode": this.expert,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "remove_red_eye")]
+ );
+ elementArray.push(expertSwitch);
let choices = h('div',
{
attrs: { "id": "choices" },
'class': { 'row': true },
style: {
- //"position": "relative",
"display": this.choices.length>0?"block":"none",
"top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
"width": (this.choices.length * squareWidth) + "px",
)
);
}
- if (hintSquares[ci][cj])
+ if (!this.expert && hintSquares[ci][cj])
{
elems.push(
h(
{
'class': {
'board': true,
- 'light-square': !highlight && (i+j)%2==0,
- 'dark-square': !highlight && (i+j)%2==1,
- 'highlight': highlight,
- 'incheck': incheckSq[ci][cj],
+ 'light-square': (i+j)%2==0 && (this.expert || !highlight),
+ 'dark-square': (i+j)%2==1 && (this.expert || !highlight),
+ 'highlight': !this.expert && highlight,
+ 'incheck': !this.expert && incheckSq[ci][cj],
},
attrs: {
id: this.getSquareId({x:ci,y:cj}),
);
}), choices]
);
- actionArray.push(
- h('button',
- {
- on: { click: this.resign },
- attrs: { "aria-label": 'Resign' },
- 'class': { "tooltip":true },
- },
- [h('i', { 'class': { "material-icons": true } }, "flag")])
- );
+ if (this.mode != "idle")
+ {
+ actionArray.push(
+ h('button',
+ {
+ on: { click: this.resign },
+ attrs: { "aria-label": 'Resign' },
+ 'class': {
+ "tooltip":true,
+ "bottom": true,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "flag")])
+ );
+ }
elementArray.push(gameDiv);
// if (!!vr.reserve)
// {
// );
// 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 eogMessage = this.getEndgameMessage(this.score);
const modalEog = [
h('input',
{
- attrs: { "id": "modal-control", type: "checkbox" },
+ attrs: { "id": "modal-eog", type: "checkbox" },
"class": { "modal": true },
}),
h('div',
{
"class": { "card": true, "smallpad": true },
},
- elemsOfEog
+ [
+ h('label',
+ {
+ attrs: { "for": "modal-eog" },
+ "class": { "modal-close": true },
+ }
+ ),
+ h('h3',
+ {
+ "class": { "section": true },
+ domProps: { innerHTML: eogMessage },
+ }
+ )
+ ]
)
]
)
const modalNewgame = [
h('input',
{
- attrs: { "id": "modal-control2", type: "checkbox" },
+ attrs: { "id": "modal-newgame", type: "checkbox" },
"class": { "modal": true },
}),
h('div',
[
h('label',
{
- attrs: { "id": "close-newgame", "for": "modal-control2" },
+ attrs: { "id": "close-newgame", "for": "modal-newgame" },
"class": { "modal-close": true },
}
),
actionArray
);
elementArray.push(actions);
+ if (this.score != "*")
+ {
+ elementArray.push(
+ h('div',
+ { attrs: { id: "pgn-div" } },
+ [
+ h('a',
+ {
+ attrs: {
+ id: "download",
+ href: "#",
+ }
+ }
+ ),
+ h('p',
+ {
+ attrs: { id: "pgn-game" },
+ on: { click: this.download },
+ domProps: {
+ innerHTML: this.pgnTxt
+ }
+ }
+ )
+ ]
+ )
+ );
+ }
return h(
'div',
{
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.conn.send(JSON.stringify({code:"ping",oppid:this.oppid}));
}
else if (localStorage.getItem("newgame") === variant)
{
case "newmove": //..he played!
this.play(data.move, "animate");
break;
- case "pong": //received if opponent sent a ping
+ case "pong": //received if we sent a ping (game still alive on our side)
this.oppConnected = true;
const L = this.vr.moves.length;
- // Send our "last state" informations to opponent (we are still playing)
+ // Send our "last state" informations to opponent
this.conn.send(JSON.stringify({
code:"lastate",
- oppid:this.oppId,
+ oppid:this.oppid,
lastMove:L>0?this.vr.moves[L-1]:undefined,
movesCount:L,
}));
// OK, we resigned
this.conn.send(JSON.stringify({
code:"lastate",
- oppid:this.oppId,
+ oppid:this.oppid,
lastMove:undefined,
movesCount:-1,
}));
const L = this.vr.moves.length;
this.conn.send(JSON.stringify({
code:"lastate",
- oppid:this.oppId,
+ 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
this.play(data.lastMove, "animate");
+ break;
case "resign": //..you won!
this.endGame(this.mycolor=="w"?"1-0":"0-1");
break;
- // TODO: also use (dis)connect info to count online players
+ // TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
if (this.mode == "human" && this.oppid == data.id)
}
};
const socketCloseListener = () => {
- console.log("Lost connection -- reconnect");
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
this.conn.addEventListener('open', socketOpenListener);
this.conn.addEventListener('message', socketMessageListener);
this.conn.onclose = socketCloseListener;
},
methods: {
+ 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();
+ },
endGame: function(score) {
this.score = score;
- let modalBox = document.getElementById("modal-control");
+ let modalBox = document.getElementById("modal-eog");
modalBox.checked = true;
- //setTimeout(() => { modalBox.checked = false; }, 2000); //disabled, to show PGN
+ // 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);
+ setTimeout(() => { modalBox.checked = false; }, 2000);
if (this.mode == "human")
this.clearStorage();
this.mode = "idle";
this.oppid = "";
},
+ getEndgameMessage: function(score) {
+ 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;
+ }
+ return eogMessage;
+ },
+ toggleExpertMode: function() {
+ this.expert = !this.expert;
+ document.cookie = "expert=" + (this.expert ? "1" : "0");
+ },
resign: function() {
if (this.mode == "human" && this.oppConnected)
{
delete localStorage["fen"];
delete localStorage["moves"];
},
+ clickGameSeek: function() {
+ if (this.mode == "human")
+ return; //no newgame while playing
+ if (this.seek)
+ {
+ delete localStorage["newgame"]; //cancel game seek
+ this.seek = false;
+ }
+ else
+ this.newGame("human");
+ },
+ clickComputerGame: function() {
+ if (this.mode == "human")
+ return; //no newgame while playing
+ this.newGame("computer");
+ },
newGame: function(mode, fenInit, color, oppId, moves, continuation) {
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
const storageVariant = localStorage.getItem("variant");
if (!!storageVariant && storageVariant !== variant)
{
- // TODO: find a better way to ensure this. Newgame system is currently a mess.
alert("Finish your " + storageVariant + " game first!");
return;
}
// Send game request and wait..
+ localStorage["newgame"] = variant;
+ this.seek = true;
this.clearStorage(); //in case of
try {
this.conn.send(JSON.stringify({code:"newgame", fen:fen}));
} catch (INVALID_STATE_ERR) {
return; //nothing achieved
}
- if (continuation == "reconnect") //TODO: bad HACK...
+ if (continuation !== "reconnect") //TODO: bad HACK...
{
- let modalBox = document.getElementById("modal-control2");
+ let modalBox = document.getElementById("modal-newgame");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
}
return;
}
this.vr = new VariantRules(fen, moves || []);
+ this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
this.incheck = []; //in case of
this.fenStart = continuation
// Opponent found!
if (!continuation)
{
- // Playing sound fails on game continuation:
- new Audio("/sounds/newgame.mp3").play();
- document.getElementById("modal-control2").checked = false;
+ // Not playing sound on game continuation:
+ new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err => {});
+ document.getElementById("modal-newgame").checked = false;
}
this.oppid = oppId;
this.oppConnected = true;
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, "ingame");
- this.incheck = this.vr.getCheckSquares(lastMove, oppCol);
+ this.vr.undo(lastMove);
+ this.incheck = this.vr.getCheckSquares(lastMove);
this.vr.play(lastMove, "ingame");
}
delete localStorage["newgame"];
}
else //against computer
{
+ //this.mycolor = "w";
this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
if (this.mycolor == 'b')
setTimeout(this.playComputerMove, 500);
}
},
playComputerMove: function() {
- const compColor = this.mycolor=='w' ? 'b' : 'w';
- const compMove = this.vr.getComputerMove(compColor);
+ const compMove = this.vr.getComputerMove();
// HACK: avoid selecting elements before they appear on page:
setTimeout(() => this.play(compMove, "animate"), 500);
},
this.selectedPiece.style.display = "inline-block";
this.selectedPiece.style.zIndex = 3000;
let startSquare = this.getSquareFromId(e.target.parentNode.id);
- this.possibleMoves = this.vr.canIplay(this.mycolor,startSquare)
+ this.possibleMoves = this.mode!="idle" && this.vr.canIplay(this.mycolor,startSquare)
? this.vr.getPossibleMovesFrom(startSquare)
: [];
e.target.parentNode.appendChild(this.selectedPiece);
this.animateMove(move);
return;
}
- const oppCol = this.vr.getOppCol(this.vr.turn);
- this.incheck = this.vr.getCheckSquares(move, oppCol); //is opponent in check?
+ this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
// 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}));
- new Audio("/sounds/chessmove1.mp3").play();
+ new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err => {});
this.vr.play(move, "ingame");
if (this.mode == "human")
this.updateStorage(); //after our moves and opponent moves
- const eog = this.vr.checkGameOver(this.vr.turn);
+ const eog = this.vr.checkGameOver();
if (eog != "*")
this.endGame(eog);
else if (this.mode == "computer" && this.vr.turn != this.mycolor)