+// Game logic on a variant page
Vue.component('my-game', {
+ props: ["problem"],
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... (contain possible pieces)
+ 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 messages
- endofgame: "", //end of game message
- mode: "idle", //human, computer or idle (when not playing)
+ conn: null, //socket connection
+ score: "*", //'*' means 'unfinished'
+ mode: "idle", //human, 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"),
+ bcolor: localStorage["bcolor"] || "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
};
},
+ watch: {
+ problem: function(p) {
+ // 'problem' prop changed: update board state
+ this.newGame("problem", p.fen, V.ParseFen(p.fen).turn);
+ },
+ },
render(h) {
- let [sizeX,sizeY] = VariantRules.size;
+ 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 square00 = document.getElementById("sq-0-0");
- let squareWidth = !!square00
- ? parseFloat(window.getComputedStyle(square00).width.slice(0,-2))
- : 0;
- let actionArray = [
+ let actionArray = [];
+ actionArray.push(
h('button',
- {
- on: { click: () => this.newGame("human") },
- attrs: { "aria-label": 'New game VS human' },
- 'class': { "tooltip":true },
+ {
+ on: { click: this.clickGameSeek },
+ attrs: { "aria-label": translations['New live game'] },
+ 'class': {
+ "tooltip": true,
+ "play": true,
+ "seek": this.seek,
+ "playing": this.mode == "human",
},
- [h('i', { 'class': { "material-icons": true } }, "accessibility")]),
- h('button',
+ },
+ [h('i', { 'class': { "material-icons": true } }, "accessibility")])
+ );
+ if (["idle","computer","friend"].includes(this.mode)
+ || (this.mode == "human" && this.score != "*"))
+ {
+ actionArray.push(
+ h('button',
{
- on: { click: () => this.newGame("computer") },
- attrs: { "aria-label": 'New game VS computer' },
- 'class': { "tooltip":true },
+ on: { click: this.clickComputerGame },
+ attrs: { "aria-label": translations['New game versus computer'] },
+ 'class': {
+ "tooltip":true,
+ "play": true,
+ "playing": this.mode == "computer",
+ "spaceleft": true,
+ },
},
[h('i', { 'class': { "material-icons": true } }, "computer")])
- ];
+ );
+ }
+ if (variant != "Dark" && (["idle","friend"].includes(this.mode)
+ || (["computer","human"].includes(this.mode) && this.score != "*")))
+ {
+ actionArray.push(
+ h('button',
+ {
+ on: { click: this.clickFriendGame },
+ attrs: { "aria-label": translations['Analysis mode'] },
+ 'class': {
+ "tooltip":true,
+ "play": true,
+ "playing": this.mode == "friend",
+ "spaceleft": 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 (this.mode == "human")
{
- let connectedIndic = h(
+ const connectedIndic = h(
'div',
{
"class": {
+ "indic-left": true,
"connected": this.oppConnected,
"disconnected": !this.oppConnected,
},
+ style: {
+ "width": indicWidth + "px",
+ "height": indicHeight + "px",
+ },
}
);
- elementArray.push(connectedIndic);
+ aboveBoardElts.push(connectedIndic);
+ }
+ if (this.mode == "human" && this.score != "*")
+ {
+ 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);
+ }
+ if (["human","computer","friend"].includes(this.mode))
+ {
+ const clearButton = h(
+ 'button',
+ {
+ on: { click: this.clearCurrentGame },
+ attrs: {
+ "aria-label": translations['Clear current game'],
+ "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 }
+ }
+ )
+ ]
+ )
+ );
}
- let choices = h('div',
+ const 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",
this.choices.map( m => { //a "choice" is a move
return h('div',
{
- 'class': { 'board': true },
+ '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, 'board': true },
- on: { "click": e => { this.play(m); this.choices=[]; } },
+ 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)
- let gameDiv = h('div',
+ const lm = this.vr.lastMove;
+ const showLight = this.hints && variant!="Dark" &&
+ (this.mode != "idle" ||
+ (this.vr.moves.length > 0 && this.cursor==this.vr.moves.length));
+ const gameDiv = h('div',
{
- 'class': { 'game': true },
+ 'class': {
+ 'game': true,
+ 'clearer': true,
+ },
},
[_.range(sizeX).map(i => {
- let ci = this.mycolor=='w' ? i : sizeX-i-1;
+ let ci = (this.mycolor=='w' ? i : sizeX-i-1);
return h(
'div',
{
style: { 'opacity': this.choices.length>0?"0.5":"1" },
},
_.range(sizeY).map(j => {
- let cj = this.mycolor=='w' ? j : sizeY-j-1;
+ let cj = (this.mycolor=='w' ? j : sizeY-j-1);
let elems = [];
- if (this.vr.board[ci][cj] != VariantRules.EMPTY)
+ if (this.vr.board[ci][cj] != VariantRules.EMPTY && (variant!="Dark"
+ || this.score!="*" || this.vr.enlightened[this.mycolor][ci][cj]))
{
elems.push(
h(
{
'class': {
'piece': true,
- 'ghost': !!this.selectedPiece && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
+ 'ghost': !!this.selectedPiece
+ && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
},
attrs: {
- src: "/images/pieces/" + VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
+ src: "/images/pieces/" +
+ VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
},
}
)
);
}
- if (hintSquares[ci][cj])
+ if (this.hints && hintSquares[ci][cj])
{
elems.push(
h(
)
);
}
- const lm = this.vr.lastMove; //TODO: interruptions (FEN local storage..)
- const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj}); //&& _.isMatch(lm.start, {x:ci,y:cj})
return h(
'div',
{
'class': {
'board': true,
- 'light-square': !highlight && (i+j)%2==0,
- 'dark-square': !highlight && (i+j)%2==1,
- 'highlight': highlight,
+ ['board'+sizeY]: true,
+ 'light-square': (i+j)%2==0,
+ 'dark-square': (i+j)%2==1,
+ [this.bcolor]: true,
+ 'in-shadow': variant=="Dark" && this.score=="*"
+ && !this.vr.enlightened[this.mycolor][ci][cj],
+ 'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}),
+ 'incheck': showLight && incheckSq[ci][cj],
},
attrs: {
id: this.getSquareId({x:ci,y:cj}),
);
}), choices]
);
- actionArray.push(
- h('button',
+ if (["human","computer"].includes(this.mode))
+ {
+ if (this.score == "*")
+ {
+ actionArray.push(
+ h('button',
+ {
+ on: { click: this.resign },
+ attrs: { "aria-label": translations['Resign'] },
+ 'class': {
+ "tooltip":true,
+ "play": true,
+ "spaceleft": true,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "flag")])
+ );
+ }
+ else
+ {
+ // 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,
+ "big-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,
+ "big-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',
{
- on: { click: this.resign },
- attrs: { "aria-label": 'Resign' },
- 'class': { "tooltip":true },
+ 'class': {'board':true, ['board'+sizeY]:true},
+ attrs: { id: this.getSquareId({x:sizeX+shiftIdx,y:i}) }
},
- [h('i', { 'class': { "material-icons": true } }, "flag")])
- );
- elementArray.push(gameDiv);
- // if (!!vr.reserve)
- // {
- // let reserve = h('div',
- // {'class':{'game':true}}, [
- // h('div',
- // { 'class': { 'row': true }},
- // [
- // h('div',
- // {'class':{'board':true}},
- // [h('img',{'class':{"piece":true},attrs:{"src":"/images/pieces/wb.svg"}})]
- // )
- // ]
- // )
- // ],
- // );
- // elementArray.push(reserve);
- // }
+ [
+ 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]: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-control", type: "checkbox" },
+ attrs: { "id": "modal-eog", type: "checkbox" },
"class": { "modal": true },
}),
h('div',
{
- attrs: { "role": "dialog", "aria-labelledby": "dialog-title" },
+ attrs: { "role": "dialog", "aria-labelledby": "eogMessage" },
},
[
h('div',
{
- "class": { "card": true, "smallpad": true },
+ "class": {
+ "card": true,
+ "smallpad": true,
+ "small-modal": true,
+ "text-center": true,
+ },
},
[
h('label',
{
- attrs: { "for": "modal-control" },
+ attrs: { "for": "modal-eog" },
"class": { "modal-close": true },
}
),
h('h3',
{
+ attrs: { "id": "eogMessage" },
"class": { "section": true },
- domProps: { innerHTML: "End of game" },
- }
- ),
- h('p',
- {
- "class": { "section": true },
- domProps: { innerHTML: this.endofgame },
+ domProps: { innerHTML: this.endgameMessage },
}
)
]
];
elementArray = elementArray.concat(modalEog);
}
- const modalNewgame = [
+ const modalFenEdit = [
h('input',
{
- attrs: { "id": "modal-control2", type: "checkbox" },
+ attrs: { "id": "modal-fenedit", type: "checkbox" },
"class": { "modal": true },
}),
h('div',
{
- attrs: { "role": "dialog", "aria-labelledby": "dialog-title" },
+ attrs: { "role": "dialog", "aria-labelledby": "titleFenedit" },
},
[
h('div',
[
h('label',
{
- attrs: { "id": "close-newgame", "for": "modal-control2" },
+ attrs: { "id": "close-fenedit", "for": "modal-fenedit" },
"class": { "modal-close": true },
}
),
h('h3',
{
+ attrs: { "id": "titleFenedit" },
"class": { "section": true },
- domProps: { innerHTML: "New game" },
+ domProps: { innerHTML: translations["Game state (FEN):"] },
}
),
- h('p',
+ 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: "Waiting for opponent..." },
+ 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.setBoardColor },
+ },
+ [
+ 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(modalNewgame);
+ 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" },
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 }
+ }
+ )
+ ]
+ )
+ );
+ }
+ if (variant != "Dark" || this.score!="*")
+ {
+ // 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-8":true,
- "col-md-offset-2":true,
- "col-lg-6":true,
- "col-lg-offset-3":true,
+ "col-md-10":true,
+ "col-md-offset-1":true,
+ "col-lg-8":true,
+ "col-lg-offset-2":true,
},
- // NOTE: click = mousedown + mouseup --> what about smartphone?!
+ // NOTE: click = mousedown + mouseup
on: {
mousedown: this.mousedown,
mousemove: this.mousemove,
mouseup: this.mouseup,
- touchdown: this.mousedown,
+ touchstart: this.mousedown,
touchmove: this.mousemove,
- touchup: this.mouseup,
+ 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;
+ },
+ },
created: function() {
const url = socketUrl;
- const continuation = (localStorage.getItem("variant") === variant);
- this.myid = continuation
- ? localStorage.getItem("myid")
- // random enough (TODO: function)
- : (Date.now().toString(36) + Math.random().toString(36).substr(2, 7)).toUpperCase();
+ const humanContinuation = (localStorage.getItem("variant") === variant);
+ const computerContinuation = (localStorage.getItem("comp-variant") === variant);
+ const friendContinuation = (localStorage.getItem("anlz-variant") === variant);
+ this.myid = (humanContinuation ? localStorage.getItem("myid") : getRandString());
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
const socketOpenListener = () => {
- if (continuation)
- {
- // TODO: check FEN integrity with opponent
- this.newGame("human", localStorage.getItem("fen"),
- localStorage.getItem("mycolor"), localStorage.getItem("oppid"), true);
- // Send ping to server, which answers pong if opponent is connected
- this.conn.send(JSON.stringify({code:"ping", oppid:this.oppId}));
- }
+ if (humanContinuation) //game VS human has priority
+ this.continueGame("human");
+ else if (computerContinuation)
+ this.continueGame("computer");
+ else if (friendContinuation)
+ this.continueGame("friend");
};
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
+ const L = (!!this.vr ? this.vr.moves.length : 0);
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
- this.newGame("human", data.fen, data.color, data.oppid); //oppid: opponent socket ID
+ // 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!="Dark" ? "animate" : null));
break;
- case "pong": //sent when opponent stayed online after we disconnected
+ case "pong": //received if we sent a ping (game still alive on our side)
+ if (this.gameId != 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,
+ }));
+ break;
+ case "lastate": //got opponent infos about last move
+ if (this.gameId != 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")
+ {
+ // We finished the game (any result possible)
+ this.conn.send(JSON.stringify({
+ code: "lastate",
+ oppid: data.oppid,
+ gameId: this.gameId,
+ score: this.score,
+ }));
+ }
+ else if (!!data.score) //opponent finished the game
+ this.endGame(data.score);
+ else if (data.movesCount < L)
+ {
+ // We must tell last move to opponent
+ this.conn.send(JSON.stringify({
+ code: "lastate",
+ oppid: this.oppid,
+ lastMove: this.vr.moves[L-1],
+ movesCount: L,
+ }));
+ }
+ else if (data.movesCount > L) //just got last move from him
+ this.play(data.lastMove, "animate");
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
+ // TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
- if (this.mode == "human" && this.oppid == data.id)
+ if (this.mode=="human" && this.oppid == data.id)
this.oppConnected = (data.code == "connect");
+ if (this.oppConnected && this.score != "*")
+ {
+ // 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}));
+ }
break;
}
};
const socketCloseListener = () => {
- console.log("Lost connection -- reconnect"); //TODO: be more subtle than that, reconnect only when needed!
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
this.conn.addEventListener('open', socketOpenListener);
this.conn.addEventListener('message', socketMessageListener);
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 (["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:
+ this.compWorker.postMessage(["scripts",variant]);
+ const self = this;
+ this.compWorker.onmessage = function(e) {
+ let compMove = e.data;
+ if (!compMove)
+ return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
+ if (!Array.isArray(compMove))
+ compMove = [compMove]; //to deal with MarseilleRules
+ // TODO: imperfect attempt to avoid ghost move:
+ compMove.forEach(m => { m.computer = true; });
+ // (first move) HACK: small delay to avoid selecting elements
+ // before they appear on page:
+ const delay = Math.max(500-(Date.now()-self.timeStart), 0);
+ setTimeout(() => {
+ const animate = (variant!="Dark" ? "animate" : null);
+ if (self.mode == "computer") //warning: mode could have changed!
+ self.play(compMove[0], animate);
+ if (compMove.length == 2)
+ setTimeout( () => {
+ if (self.mode == "computer")
+ self.play(compMove[1], animate);
+ }, 750);
+ }, delay);
+ }
},
methods: {
- endGame: function(message) {
- this.endofgame = message;
- document.getElementById("modal-control").checked = true;
- if (this.mode == "human")
- this.clearStorage();
- this.mode = "idle";
- this.oppid = "";
+ setMyname: function(e) {
+ this.myname = e.target.value;
+ localStorage["username"] = this.myname;
+ },
+ trySendChat: function(e) {
+ if (e.keyCode == 13) //'enter' key
+ this.sendChat();
},
- resign: function() {
+ 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)
{
- try {
- this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
- } catch (INVALID_STATE_ERR) {
- return; //resign failed for some reason...
- }
+ // Send our nickname to opponent
+ this.conn.send(JSON.stringify({
+ code:"myname", name:this.myname, oppid:this.oppid}));
}
- this.endGame("Try again!");
+ this.cursor = this.vr.moves.length; //to navigate in finished game
},
- updateStorage: function() {
- if (!localStorage.getItem("myid"))
+ getStoragePrefix: function(mode) {
+ let prefix = "";
+ if (mode == "computer")
+ prefix = "comp-";
+ else if (mode == "friend")
+ prefix = "anlz-";
+ return prefix;
+ },
+ setStorage: function() {
+ if (this.mode=="human")
{
localStorage.setItem("myid", this.myid);
- localStorage.setItem("variant", variant);
- localStorage.setItem("mycolor", this.mycolor);
localStorage.setItem("oppid", this.oppid);
+ localStorage.setItem("gameId", this.gameId);
}
- localStorage.setItem("fen", this.vr.getFen());
+ const prefix = this.getStoragePrefix(this.mode);
+ 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.getStoragePrefix(this.mode);
+ 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() {
- delete localStorage["variant"];
- delete localStorage["myid"];
- delete localStorage["mycolor"];
- delete localStorage["oppid"];
- delete localStorage["fen"];
+ if (this.mode == "human")
+ {
+ delete localStorage["myid"];
+ delete localStorage["oppid"];
+ delete localStorage["gameId"];
+ }
+ const prefix = this.getStoragePrefix(this.mode);
+ 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);
},
- newGame: function(mode, fenInit, color, oppId, continuation) {
+ startChat: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ document.getElementById("modal-chat").checked = true;
+ },
+ clearCurrentGame: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ this.clearStorage();
+ 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");
+ },
+ setBoardColor: function(e) {
+ this.bcolor = e.target.options[e.target.selectedIndex].value;
+ localStorage["bcolor"] = this.bcolor;
+ },
+ 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;
+ }
+ else
+ this.newGame("human");
+ },
+ clickComputerGame: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ if (this.mode == "computer" && this.score == "*"
+ && this.vr.turn != this.mycolor)
+ {
+ // Wait for computer reply first (avoid potential "ghost move" bug)
+ return;
+ }
+ this.newGame("computer");
+ },
+ clickFriendGame: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ document.getElementById("modal-fenedit").checked = true;
+ },
+ resign: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ if (this.mode == "human" && this.oppConnected)
+ {
+ try {
+ this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
+ } catch (INVALID_STATE_ERR) {
+ return; //socket is not ready (and not yet reconnected)
+ }
+ }
+ this.endGame(this.mycolor=="w"?"0-1":"1-0");
+ },
+ newGame: function(mode, fenInit, color, oppId) {
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
if (mode=="human" && !oppId)
{
+ const storageVariant = localStorage.getItem("variant");
+ if (!!storageVariant && storageVariant !== variant
+ && localStorage["score"] == "*")
+ {
+ return alert(translations["Finish your "] +
+ storageVariant + translations[" game first!"]);
+ }
// Send game request and wait..
- this.clearStorage(); //in case of
try {
this.conn.send(JSON.stringify({code:"newgame", fen:fen}));
} catch (INVALID_STATE_ERR) {
return; //nothing achieved
}
- document.getElementById("modal-control2").checked = true;
+ this.seek = true;
+ let modalBox = document.getElementById("modal-newgame");
+ modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 2000);
return;
}
- this.vr = new VariantRules(fen);
+ const prefix = this.getStoragePrefix(mode);
+ if (mode == "computer")
+ {
+ const storageVariant = localStorage.getItem(prefix+"variant");
+ if (!!storageVariant)
+ {
+ const score = localStorage.getItem(prefix+"score");
+ if (storageVariant !== variant && score == "*")
+ {
+ if (!confirm(storageVariant +
+ translations[": unfinished computer game will be erased"]))
+ {
+ return;
+ }
+ }
+ }
+ }
+ else if (mode == "friend")
+ {
+ const storageVariant = localStorage.getItem(prefix+"variant");
+ if (!!storageVariant)
+ {
+ const score = localStorage.getItem(prefix+"score");
+ if (storageVariant !== variant && score == "*")
+ {
+ if (!confirm(storageVariant +
+ translations[": current analysis will be erased"]))
+ {
+ return;
+ }
+ }
+ }
+ }
+ this.vr = new VariantRules(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 != "problem")
+ this.setStorage(); //store game state in case of interruptions
if (mode=="human")
{
// Opponent found!
- if (!continuation)
- {
- // Playing sound fails on game continuation:
- new Audio("/sounds/newgame.mp3").play();
- document.getElementById("modal-control2").checked = false;
- }
+ 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;
+ }
+ else if (mode == "computer")
+ {
+ this.compWorker.postMessage(["init",this.vr.getFen()]);
+ this.mycolor = (Math.random() < 0.5 ? 'w' : 'b');
+ if (this.mycolor != this.vr.turn)
+ this.playComputerMove();
+ }
+ else if (mode == "friend")
+ this.mycolor = "w"; //convention...
+ //else: problem solving: nothing more to do
+ },
+ continueGame: function(mode) {
+ this.mode = mode;
+ this.oppid = (mode=="human" ? localStorage.getItem("oppid") : undefined);
+ const prefix = this.getStoragePrefix(mode);
+ 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);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ 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 //against computer
+ else if (mode == "computer")
{
- this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
- if (this.mycolor == 'b')
- setTimeout(this.playComputerMove, 500);
+ this.compWorker.postMessage(["init",fen]);
+ if (score == "*" && this.mycolor != this.vr.turn)
+ this.playComputerMove();
+ }
+ //else: nothing special to do in friend mode
+ if (score != "*")
+ {
+ // Small delay required when continuation run faster than drawing page
+ setTimeout(() => this.endGame(score), 100);
}
},
playComputerMove: function() {
- const compColor = this.mycolor=='w' ? 'b' : 'w';
- const compMove = this.vr.getComputerMove(compColor);
- // HACK: avoid selecting elements before they appear on page:
- setTimeout(() => this.play(compMove, "animate"), 500);
+ 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) {
},
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"))
{
this.selectedPiece.style.top = 0;
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.vr.getPossibleMovesFrom(startSquare)
- : [];
- e.target.parentNode.appendChild(this.selectedPiece);
+ const startSquare = this.getSquareFromId(e.target.parentNode.id);
+ this.possibleMoves = [];
+ if (this.score == "*")
+ {
+ const color = ["friend","problem"].includes(this.mode)
+ ? this.vr.turn
+ : this.mycolor;
+ if (this.vr.canIplay(color,startSquare))
+ this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+ }
+ // Next line add moving piece just after current image
+ // (required for Crazyhouse reserve)
+ e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
}
},
mousemove: function(e) {
// If there is an active element, move it around
if (!!this.selectedPiece)
{
- this.selectedPiece.style.left = (e.clientX-this.start.x) + "px";
- this.selectedPiece.style.top = (e.clientY-this.start.y) + "px";
+ 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";
}
},
mouseup: function(e) {
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 coordinates
- let landing = document.elementFromPoint(e.clientX, e.clientY);
+ 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;
- while (landing.tagName == "IMG") //classList.contains(piece) fails because of mark/highlight
+ // 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 already filled
+ 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);
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 (otherwise with positive translate, image slides "under background"...)
+ 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++)
if (square.id != this.getSquareId(move.start))
square.style.zIndex = "-1";
}
- movingPiece.style.transform = "translate(" + translation.x + "px," + translation.y + "px)";
+ movingPiece.style.transform = "translate(" + translation.x + "px," +
+ translation.y + "px)";
movingPiece.style.transitionDuration = "0.2s";
movingPiece.style.zIndex = "3000";
setTimeout( () => {
squares.item(i).style.zIndex = "auto";
movingPiece.style = {}; //required e.g. for 0-0 with KR swap
this.play(move);
- }, 200);
+ }, 250);
},
play: function(move, programmatic) {
- if (!!programmatic) //computer or human opponent
+ if (!move)
{
- this.animateMove(move);
- return;
+ // Navigate after game is over
+ if (this.cursor >= this.vr.moves.length)
+ return; //already at the end
+ move = this.vr.moves[this.cursor++];
}
+ 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}));
+ if (this.score == "*")
{
- if (!this.oppConnected)
- return; //abort move if opponent is gone
- try {
- this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
- } catch(INVALID_STATE_ERR) {
- return; //abort also if sending failed
+ // 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.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();
+ }
}
}
- new Audio("/sounds/chessmove1.mp3").play();
- this.vr.play(move, "ingame");
- if (this.mode == "human")
+ else
+ {
+ VariantRules.PlayOnBoard(this.vr.board, move);
+ this.$forceUpdate(); //TODO: ?!
+ }
+ if (["human","computer","friend"].includes(this.mode))
this.updateStorage(); //after our moves and opponent moves
- const eog = this.vr.checkGameOver(this.vr.turn);
- if (eog != "*")
- this.endGame(eog);
- else if (this.mode == "computer" && this.vr.turn != this.mycolor)
- setTimeout(this.playComputerMove, 500);
+ if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
+ this.playComputerMove();
+ },
+ undo: function() {
+ // Navigate after game is over
+ if (this.cursor == 0)
+ return; //already at the beginning
+ if (this.cursor == this.vr.moves.length)
+ this.incheck = []; //in case of...
+ const move = this.vr.moves[--this.cursor];
+ VariantRules.UndoOnBoard(this.vr.board, move);
+ this.$forceUpdate(); //TODO: ?!
+ },
+ undoInGame: function() {
+ const lm = this.vr.lastMove;
+ if (!!lm)
+ {
+ this.vr.undo(lm);
+ if (this.sound == 2)
+ new Audio("/sounds/undo.mp3").play().catch(err => {});
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ }
},
},
})