+// 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
+ conn: null, //socket connection
score: "*", //'*' means 'unfinished'
- mode: "idle", //human, friend, computer or idle (when not playing)
+ mode: "idle", //human, chat, 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: "",
- expert: getCookie("expert") === "1" ? true : false,
- gameId: "", //used to limit computer moves' time
+ hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
+ color: localStorage["color"] || "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) {
- const [sizeX,sizeY] = VariantRules.size;
+ const [sizeX,sizeY] = [V.size.x,V.size.y];
+ const smallScreen = (window.innerWidth <= 420);
// Precompute hints squares to facilitate rendering
let hintSquares = doubleArray(sizeX, sizeY, false);
this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
"bottom": true, //display below
"seek": this.seek,
"playing": this.mode == "human",
+ "small": smallScreen,
},
},
[h('i', { 'class': { "material-icons": true } }, "accessibility")])
);
- if (["idle","computer"].includes(this.mode))
+ if (["idle","chat","computer"].includes(this.mode))
{
actionArray.push(
h('button',
"tooltip":true,
"bottom": true,
"playing": this.mode == "computer",
+ "small": smallScreen,
},
},
[h('i', { 'class': { "material-icons": true } }, "computer")])
);
}
- if (["idle","friend"].includes(this.mode))
+ if (["idle","chat","friend"].includes(this.mode))
{
actionArray.push(
h('button',
"tooltip":true,
"bottom": true,
"playing": this.mode == "friend",
+ "small": smallScreen,
},
},
[h('i', { 'class': { "material-icons": true } }, "people")])
const squareWidth = !!square00
? parseFloat(window.getComputedStyle(square00).width.slice(0,-2))
: 0;
- const indicWidth = (squareWidth>0 ? squareWidth/2 : 20);
- if (this.mode == "human")
+ const settingsBtnElt = document.getElementById("settingsBtn");
+ const indicWidth = !!settingsBtnElt //-2 for border:
+ ? parseFloat(window.getComputedStyle(settingsBtnElt).height.slice(0,-2)) - 2
+ : (smallScreen ? 31 : 37);
+ if (["chat","human"].includes(this.mode))
{
- let connectedIndic = h(
+ const connectedIndic = h(
'div',
{
"class": {
);
elementArray.push(connectedIndic);
}
- let turnIndic = h(
+ if (this.mode == "chat")
+ {
+ const chatButton = h(
+ 'button',
+ {
+ on: { click: this.startChat },
+ attrs: {
+ "aria-label": 'Start chat',
+ "id": "chatBtn",
+ },
+ 'class': {
+ "tooltip": true,
+ "topindicator": true,
+ "indic-left": true,
+ "settings-btn": !smallScreen,
+ "settings-btn-small": smallScreen,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "chat")]
+ );
+ elementArray.push(chatButton);
+ }
+ else if (this.mode == "computer")
+ {
+ const clearButton = h(
+ 'button',
+ {
+ on: { click: this.clearComputerGame },
+ attrs: {
+ "aria-label": 'Clear computer game',
+ "id": "clearBtn",
+ },
+ 'class': {
+ "tooltip": true,
+ "topindicator": true,
+ "indic-left": true,
+ "settings-btn": !smallScreen,
+ "settings-btn-small": smallScreen,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "clear")]
+ );
+ elementArray.push(clearButton);
+ }
+ const turnIndic = h(
'div',
{
"class": {
}
);
elementArray.push(turnIndic);
- let expertSwitch = h(
+ const settingsBtn = h(
'button',
{
- on: { click: this.toggleExpertMode },
- attrs: { "aria-label": 'Toggle expert mode' },
+ on: { click: this.showSettings },
+ attrs: {
+ "aria-label": 'Settings',
+ "id": "settingsBtn",
+ },
'class': {
- "tooltip":true,
+ "tooltip": true,
"topindicator": true,
"indic-right": true,
- "expert-switch": true,
- "expert-mode": this.expert,
+ "settings-btn": !smallScreen,
+ "settings-btn-small": smallScreen,
},
},
- [h('i', { 'class': { "material-icons": true } }, "visibility_off")]
+ [h('i', { 'class': { "material-icons": true } }, "settings")]
);
- elementArray.push(expertSwitch);
- let choices = h('div',
+ elementArray.push(settingsBtn);
+ 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 }
+ }
+ )
+ ]
+ )
+ );
+ }
+ const choices = h('div',
{
attrs: { "id": "choices" },
'class': { 'row': true },
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=[]; } },
+ 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 &&
+ (!["idle","chat"].includes(this.mode) || this.cursor==this.vr.moves.length);
+ const gameDiv = h('div',
{
'class': { 'game': 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.expert && hintSquares[ci][cj])
+ if (this.hints && hintSquares[ci][cj])
{
elems.push(
h(
)
);
}
- const lm = this.vr.lastMove;
- const showLight = !this.expert &&
- (this.mode!="idle" || this.cursor==this.vr.moves.length);
return h(
'div',
{
['board'+sizeY]: true,
'light-square': (i+j)%2==0,
'dark-square': (i+j)%2==1,
+ [this.color]: true,
'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}),
'incheck': showLight && incheckSq[ci][cj],
},
);
}), choices]
);
- if (this.mode != "idle")
+ if (!["idle","chat"].includes(this.mode))
{
actionArray.push(
h('button',
'class': {
"tooltip":true,
"bottom": true,
+ "small": smallScreen,
},
},
[h('i', { 'class': { "material-icons": true } }, "flag")])
actionArray = actionArray.concat([
h('button',
{
- style: { "margin-left": "30px" },
on: { click: e => this.undo() },
attrs: { "aria-label": 'Undo' },
+ "class": {
+ "small": smallScreen,
+ "spaceleft": true,
+ },
},
[h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
h('button',
{
on: { click: e => this.play() },
attrs: { "aria-label": 'Play' },
+ "class": { "small": smallScreen },
},
[h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
]
);
}
- if (this.mode == "friend")
+ if (["friend","problem"].includes(this.mode))
{
actionArray = actionArray.concat(
[
h('button',
{
- style: { "margin-left": "30px" },
on: { click: this.undoInGame },
attrs: { "aria-label": 'Undo' },
+ "class": {
+ "small": smallScreen,
+ "spaceleft": true,
+ },
},
[h('i', { 'class': { "material-icons": true } }, "undo")]
),
{
on: { click: () => { this.mycolor = this.vr.getOppCol(this.mycolor) } },
attrs: { "aria-label": 'Flip' },
+ "class": { "small": smallScreen },
},
[h('i', { 'class': { "material-icons": true } }, "cached")]
),
}
}),
h('sup',
- {style: { "padding-left":"40%"} },
+ {"class": { "reserve-count": true } },
[ this.vr.reserve[this.mycolor][VariantRules.RESERVE_PIECES[i]] ]
)
]));
}
}),
h('sup',
- {style: { "padding-left":"40%"} },
+ {"class": { "reserve-count": true } },
[ this.vr.reserve[oppCol][VariantRules.RESERVE_PIECES[i]] ]
)
]));
}
let reserves = h('div',
{
- 'class':{'game':true},
- style: {"margin-bottom": "20px"},
+ 'class':{
+ 'game': true,
+ "reserve-div": true,
+ },
},
[
h('div',
{
- 'class': { 'row': true },
- style: {"margin-bottom": "15px"},
+ 'class': {
+ 'row': true,
+ "reserve-row-1": true,
+ },
},
myReservePiecesArray
),
);
elementArray.push(reserves);
}
- const eogMessage = this.getEndgameMessage(this.score);
const modalEog = [
h('input',
{
}),
h('div',
{
- attrs: { "role": "dialog", "aria-labelledby": "modal-eog" },
+ attrs: { "role": "dialog", "aria-labelledby": "eogMessage" },
},
[
h('div',
),
h('h3',
{
+ attrs: { "id": "eogMessage" },
"class": { "section": true },
- domProps: { innerHTML: eogMessage },
+ domProps: { innerHTML: this.endgameMessage },
}
)
]
];
elementArray = elementArray.concat(modalEog);
}
- const modalNewgame = [
- h('input',
- {
- attrs: { "id": "modal-newgame", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "modal-newgame" },
- },
- [
- h('div',
- {
- "class": { "card": true, "smallpad": true },
- },
- [
- h('label',
- {
- attrs: { "id": "close-newgame", "for": "modal-newgame" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- "class": { "section": true },
- domProps: { innerHTML: "New game" },
- }
- ),
- h('p',
- {
- "class": { "section": true },
- domProps: { innerHTML: "Waiting for opponent..." },
- }
- )
- ]
- )
- ]
- )
- ];
- elementArray = elementArray.concat(modalNewgame);
const modalFenEdit = [
h('input',
{
}),
h('div',
{
- attrs: { "role": "dialog", "aria-labelledby": "modal-fenedit" },
+ attrs: { "role": "dialog", "aria-labelledby": "titleFenedit" },
},
[
h('div',
),
h('h3',
{
+ attrs: { "id": "titleFenedit" },
"class": { "section": true },
domProps: { innerHTML: "Position + flags (FEN):" },
}
)
];
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: "Preferences" },
+ }
+ ),
+ h('fieldset',
+ { },
+ [
+ h('label',
+ {
+ attrs: { for: "nameSetter" },
+ domProps: { innerHTML: "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: "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: "Board colors" },
+ },
+ ),
+ h("select",
+ {
+ attrs: { "id": "selectColor" },
+ on: { "change": this.setColor },
+ },
+ [
+ h("option",
+ {
+ domProps: {
+ "value": "lichess",
+ innerHTML: "brown"
+ },
+ attrs: { "selected": this.color=="lichess" },
+ }
+ ),
+ h("option",
+ {
+ domProps: {
+ "value": "chesscom",
+ innerHTML: "green"
+ },
+ attrs: { "selected": this.color=="chesscom" },
+ }
+ ),
+ h("option",
+ {
+ domProps: {
+ "value": "chesstempo",
+ innerHTML: "blue"
+ },
+ attrs: { "selected": this.color=="chesstempo" },
+ }
+ ),
+ ],
+ ),
+ ]
+ ),
+ h('fieldset',
+ { },
+ [
+ h('label',
+ {
+ attrs: { for: "selectSound" },
+ domProps: { innerHTML: "Play sounds?" },
+ },
+ ),
+ h("select",
+ {
+ attrs: { "id": "selectSound" },
+ on: { "change": this.setSound },
+ },
+ [
+ h("option",
+ {
+ domProps: {
+ "value": "0",
+ innerHTML: "None"
+ },
+ attrs: { "selected": this.sound==0 },
+ }
+ ),
+ h("option",
+ {
+ domProps: {
+ "value": "1",
+ innerHTML: "Newgame"
+ },
+ attrs: { "selected": this.sound==1 },
+ }
+ ),
+ h("option",
+ {
+ domProps: {
+ "value": "2",
+ innerHTML: "All"
+ },
+ attrs: { "selected": this.sound==2 },
+ }
+ ),
+ ],
+ ),
+ ]
+ ),
+ ]
+ )
+ ]
+ )
+ ];
+ 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: "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: "Type here",
+ },
+ on: { keyup: this.trySendChat }, //if key is 'enter'
+ }
+ ),
+ h('button',
+ {
+ on: { click: this.sendChat },
+ domProps: { innerHTML: "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 != "*")
+ if (this.score != "*" && this.pgnTxt.length > 0)
{
elementArray.push(
h('div',
- { attrs: { id: "pgn-div" } },
+ {
+ attrs: { id: "pgn-div" },
+ "class": { "section-content": true },
+ },
[
h('a',
{
h('p',
{
attrs: { id: "pgn-game" },
- on: { click: this.download },
domProps: { innerHTML: this.pgnTxt }
}
- )
+ ),
+ h('button',
+ {
+ attrs: { "id": "downloadBtn" },
+ on: { click: this.download },
+ domProps: { innerHTML: "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',
+ {
+ domProps: { innerHTML: "Show solution" },
+ on: { click: this.toggleShowSolution },
+ }
+ ),
+ h('p',
+ {
+ attrs: { id: "problem-solution" },
+ domProps: { innerHTML: this.problem.solution }
+ }
+ )
+ ]
+ )
+ );
+ }
// Show current FEN
elementArray.push(
h('div',
- { attrs: { id: "fen-div" } },
+ {
+ attrs: { id: "fen-div" },
+ "class": { "section-content": true },
+ },
[
h('p',
{
attrs: { id: "fen-string" },
- domProps: { innerHTML: this.vr.getFen() }
+ domProps: { innerHTML: this.vr.getBaseFen() }
}
)
]
elementArray
);
},
+ computed: {
+ endgameMessage: function() {
+ 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;
+ },
+ },
created: function() {
const url = socketUrl;
- const continuation = (localStorage.getItem("variant") === variant);
- this.myid = continuation ? localStorage.getItem("myid") : getRandString();
- if (!continuation)
- {
- // HACK: play a small silent sound to allow "new game" sound later if tab not focused
- new Audio("/sounds/silent.mp3").play().then(() => {}).catch(err => {});
- }
+ const humanContinuation = (localStorage.getItem("variant") === variant);
+ const computerContinuation = (localStorage.getItem("comp-variant") === variant);
+ this.myid = (humanContinuation ? localStorage.getItem("myid") : getRandString());
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
const socketOpenListener = () => {
- if (continuation)
- {
- 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 (answer 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.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
- }
+ if (humanContinuation) //game VS human has priority
+ this.continueGame("human");
+ else if (computerContinuation)
+ this.continueGame("computer");
};
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("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");
break;
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;
- const L = this.vr.moves.length;
// Send our "last state" informations to opponent
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:L>0?this.vr.moves[L-1]:undefined,
- movesCount:L,
+ 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 (we might have resigned)
- if (this.mode!="human" || this.oppid!=data.oppid)
+ 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")
{
- // OK, we resigned
+ // We finished the game (any result possible)
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:undefined,
- movesCount:-1,
+ code: "lastate",
+ oppid: data.oppid,
+ gameId: this.gameId,
+ score: this.score,
}));
}
- else if (data.movesCount < 0)
- {
- // OK, he resigned
- this.endGame(this.mycolor=="w"?"1-0":"0-1");
- }
- else if (data.movesCount < this.vr.moves.length)
+ else if (!!data.score) //opponent finished the game
+ this.endGame(data.score);
+ else if (data.movesCount < L)
{
// We must tell last move to opponent
- const L = this.vr.moves.length;
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:this.vr.moves[L-1],
- movesCount:L,
+ code: "lastate",
+ 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
+ else if (data.movesCount > L) //just got last move from him
this.play(data.lastMove, "animate");
break;
case "resign": //..you won!
// TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
- if (this.mode == "human" && this.oppid == data.id)
+ if (["human","chat"].includes(this.mode) && this.oppid == data.id)
this.oppConnected = (data.code == "connect");
+ if (this.oppConnected && this.mode == "chat")
+ {
+ // 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;
}
};
this.conn.onclose = socketCloseListener;
// Listen to keyboard left/right to navigate in game
document.onkeydown = event => {
- if (this.mode == "idle" && !!this.vr && this.vr.moves.length > 0
- && [37,39].includes(event.keyCode))
+ if (["idle","chat"].includes(this.mode) &&
+ !!this.vr && this.vr.moves.length > 0 && [37,39].includes(event.keyCode))
{
event.preventDefault();
if (event.keyCode == 37) //Back
this.play();
}
};
+ // Computer moves web worker logic:
+ this.compWorker.postMessage(["scripts",variant]);
+ const self = this;
+ this.compWorker.onmessage = function(e) {
+ let compMove = e.data;
+ compMove.computer = true; //TODO: imperfect attempt to avoid ghost move
+ // (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(() => {
+ if (self.mode == "computer") //warning: mode could have changed!
+ self.play(compMove, "animate")
+ }, delay);
+ }
},
methods: {
+ setMyname: function(e) {
+ this.myname = e.target.value;
+ localStorage["username"] = this.myname;
+ },
+ trySendChat: function(e) {
+ if (e.keyCode == 13) //'enter' key
+ this.sendChat();
+ },
+ 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.href = "data:text/plain;charset=utf-8," +
+ encodeURIComponent(content);
downloadAnchor.click();
},
- endGame: function(score) {
- this.score = score;
+ showScoreMsg: function() {
let modalBox = document.getElementById("modal-eog");
modalBox.checked = true;
- // 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.cursor = this.vr.moves.length; //to navigate in finished game
- this.oppid = "";
},
- getEndgameMessage: function(score) {
- let eogMessage = "Unfinished";
- switch (this.score)
+ endGame: function(score) {
+ this.score = score;
+ if (["human","computer"].includes(this.mode))
{
- case "1-0":
- eogMessage = "White win";
- break;
- case "0-1":
- eogMessage = "Black win";
- break;
- case "1/2":
- eogMessage = "Draw";
- break;
+ const prefix = (this.mode=="computer" ? "comp-" : "");
+ localStorage.setItem(prefix+"score", score);
}
- return eogMessage;
+ 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)
+ {
+ // Send our nickname to opponent
+ this.conn.send(JSON.stringify({
+ code:"myname", name:this.myname, oppid:this.oppid}));
+ }
+ this.mode = (this.mode=="human" ? "chat" : "idle");
+ this.cursor = this.vr.moves.length; //to navigate in finished game
},
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());
+ if (this.mode=="human")
+ {
+ localStorage.setItem("myid", this.myid);
+ localStorage.setItem("oppid", this.oppid);
+ localStorage.setItem("gameId", this.gameId);
+ }
+ // 'prefix' = "comp-" to resume games vs. computer
+ const prefix = (this.mode=="computer" ? "comp-" : "");
+ 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() {
- localStorage.setItem("moves", JSON.stringify(this.vr.moves));
- localStorage.setItem("fen", this.vr.getFen());
+ const prefix = (this.mode=="computer" ? "comp-" : "");
+ 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["fenStart"];
- delete localStorage["fen"];
- delete localStorage["moves"];
+ if (["human","chat"].includes(this.mode))
+ {
+ delete localStorage["myid"];
+ delete localStorage["oppid"];
+ delete localStorage["gameId"];
+ }
+ const prefix = (this.mode=="computer" ? "comp-" : "");
+ 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...
getRidOfTooltip: function(elt) {
elt.style.visibility = "hidden";
setTimeout(() => { elt.style.visibility="visible"; }, 100);
},
+ startChat: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ document.getElementById("modal-chat").checked = true;
+ },
+ clearComputerGame: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ this.clearStorage(); //this.mode=="computer" (already checked)
+ 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");
+ },
+ setColor: function(e) {
+ this.color = e.target.options[e.target.selectedIndex].value;
+ localStorage["color"] = this.color;
+ },
+ 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")
if (this.seek)
{
this.conn.send(JSON.stringify({code:"cancelnewgame"}));
- delete localStorage["newgame"]; //cancel game seek
this.seek = false;
}
else
},
clickComputerGame: function(e) {
this.getRidOfTooltip(e.currentTarget);
- if (this.mode == "human")
- return; //no newgame while playing
this.newGame("computer");
},
clickFriendGame: function(e) {
this.getRidOfTooltip(e.currentTarget);
document.getElementById("modal-fenedit").checked = true;
},
- toggleExpertMode: function(e) {
- this.getRidOfTooltip(e.currentTarget);
- this.expert = !this.expert;
- setCookie("expert", this.expert ? "1" : "0");
- },
resign: function(e) {
this.getRidOfTooltip(e.currentTarget);
if (this.mode == "human" && this.oppConnected)
}
this.endGame(this.mycolor=="w"?"0-1":"1-0");
},
- newGame: function(mode, fenInit, color, oppId, moves, continuation) {
- const fen = fenInit || VariantRules.GenRandInitFen();
+ newGame: function(mode, fenInit, color, oppId) {
+ let fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
if (mode=="human" && !oppId)
{
const storageVariant = localStorage.getItem("variant");
if (!!storageVariant && storageVariant !== variant)
- {
- alert("Finish your " + storageVariant + " game first!");
- return;
- }
+ return alert("Finish your " + storageVariant + " game first!");
// 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...
+ this.seek = true;
+ let modalBox = document.getElementById("modal-newgame");
+ modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 2000);
+ return;
+ }
+ if (["human","chat"].includes(this.mode))
+ {
+ // Start a new game vs. another human (or...) => forget about current one
+ this.clearStorage();
+ }
+ if (mode == "computer")
+ {
+ const storageVariant = localStorage.getItem("comp-variant");
+ if (!!storageVariant)
{
- let modalBox = document.getElementById("modal-newgame");
- modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
+ const score = localStorage.getItem("comp-score");
+ if (storageVariant !== variant && score == "*")
+ {
+ if (!confirm("Unfinished " + storageVariant +
+ " computer game will be erased"))
+ {
+ return;
+ }
+ }
+ else if (score == "*")
+ return this.continueGame("computer");
}
- return;
}
- this.gameId = getRandString();
- this.vr = new VariantRules(fen, moves || []);
+ this.vr = new VariantRules(fen, []);
this.score = "*";
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
- this.incheck = []; //in case of
- this.fenStart = (continuation ? localStorage.getItem("fenStart") : fen);
+ this.incheck = [];
+ this.fenStart = V.ParseFen(fen).position; //this is enough
if (mode=="human")
{
// Opponent found!
- if (!continuation)
- {
- // Not playing sound on game continuation:
- new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err => {});
- document.getElementById("modal-newgame").checked = false;
- }
+ this.gameId = getRandString();
this.oppid = oppId;
this.oppConnected = true;
this.mycolor = color;
this.seek = false;
- if (!!moves && moves.length > 0) //imply continuation
- {
- const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove);
- this.vr.play(lastMove, "ingame");
- }
- delete localStorage["newgame"];
+ if (this.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ document.getElementById("modal-newgame").checked = false;
this.setStorage(); //in case of interruptions
}
else if (mode == "computer")
{
- this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
- if (this.mycolor == 'b')
- setTimeout(this.playComputerMove, 500);
+ this.compWorker.postMessage(["init",this.vr.getFen()]);
+ this.mycolor = (Math.random() < 0.5 ? 'w' : 'b');
+ this.setStorage(); //store game state
+ if (this.mycolor != this.vr.turn)
+ this.playComputerMove();
+ }
+ //else: against a (IRL) friend or problem solving: nothing more to do
+ },
+ continueGame: function(mode) {
+ this.mode = mode;
+ this.oppid = (mode=="human" ? localStorage.getItem("oppid") : undefined);
+ const prefix = (mode=="computer" ? "comp-" : "");
+ 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");
+ 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
+ this.compWorker.postMessage(["init",fen]);
+ this.vr = new VariantRules(fen, moves);
+ if (moves.length > 0)
+ {
+ const lastMove = moves[moves.length-1];
+ this.vr.undo(lastMove);
+ this.incheck = this.vr.getCheckSquares(lastMove);
+ this.vr.play(lastMove, "ingame");
+ }
+ if (score != "*")
+ {
+ // Small delay required when continuation run faster than drawing page
+ setTimeout(() => this.endGame(score), 100);
}
- //else: against a (IRL) friend: nothing more to do
},
playComputerMove: function() {
- const timeStart = Date.now();
- const nbMoves = this.vr.moves.length; //using played moves to know if search finished
- const gameId = this.gameId; //to know if game was reset before timer end
- setTimeout(
- () => {
- if (gameId != this.gameId)
- return; //game stopped
- const L = this.vr.moves.length;
- if (nbMoves == L || !this.vr.moves[L-1].notation) //move search didn't finish
- this.vr.shouldReturn = true;
- }, 5000);
- const compMove = this.vr.getComputerMove();
- // (first move) HACK: avoid selecting elements before they appear on page:
- const delay = Math.max(500-(Date.now()-timeStart), 0);
- setTimeout(() => this.play(compMove, "animate"), delay);
+ 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) {
this.selectedPiece.style.top = 0;
this.selectedPiece.style.display = "inline-block";
this.selectedPiece.style.zIndex = 3000;
- let startSquare = this.getSquareFromId(e.target.parentNode.id);
- const iCanPlay = this.mode!="idle"
- && (this.mode=="friend" || this.vr.canIplay(this.mycolor,startSquare));
- this.possibleMoves = iCanPlay ? this.vr.getPossibleMovesFrom(startSquare) : [];
- // Next line add moving piece just after current image (required for Crazyhouse reserve)
+ const startSquare = this.getSquareFromId(e.target.parentNode.id);
+ this.possibleMoves = [];
+ if (!["idle","chat"].includes(this.mode))
+ {
+ 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);
}
},
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
+ 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 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"...)
+ // 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 (!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}));
- new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err => {});
- if (this.mode != "idle")
+ if (!["idle","chat"].includes(this.mode))
{
+ // Emergency check, if human game started "at the same time"
+ // TODO: robustify this...
+ if (this.mode == "human" && !!move.computer)
+ return;
this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
this.vr.play(move, "ingame");
+ 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]);
+ }
}
else
{
VariantRules.PlayOnBoard(this.vr.board, move);
this.$forceUpdate(); //TODO: ?!
}
- if (this.mode == "human")
- this.updateStorage(); //after our moves and opponent moves
- if (this.mode != "idle")
+ if (!["idle","chat"].includes(this.mode))
{
const eog = this.vr.checkGameOver();
if (eog != "*")
- this.endGame(eog);
+ {
+ if (["human","computer"].includes(this.mode))
+ this.endGame(eog);
+ else
+ {
+ // Just show score on screen (allow undo)
+ this.score = eog;
+ this.showScoreMsg();
+ }
+ }
}
- if (this.mode == "computer" && this.vr.turn != this.mycolor)
- setTimeout(this.playComputerMove, 500);
+ if (["human","computer"].includes(this.mode))
+ this.updateStorage(); //after our moves and opponent moves
+ if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
+ this.playComputerMove();
},
undo: function() {
// Navigate after game is over
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 => {});
+ const lmBefore = this.vr.lastMove;
+ if (!!lmBefore)
+ {
+ this.vr.undo(lmBefore);
+ this.incheck = this.vr.getCheckSquares(lmBefore);
+ this.vr.play(lmBefore, "ingame");
+ }
+ else
+ this.incheck = [];
+ }
},
},
})