+
+
{{ endgameMessage }}
+
+
+ //TODO: connection + turn indicators en haut à droite (superposé au menu)
+
+ // TODO: controls: abort, clear, resign, draw (avec confirm box)
+ // et si partie terminée : (mode analyse) just clear, back / play
+ // + flip button toujours disponible
+
+
+
+
+
+
+
+ `,
+ computed: {
+ endgameMessage: function() {
+ let eogMessage = "Unfinished";
+ switch (this.game.score)
{
- let connectedIndic = h(
- 'div',
- {
- "class": {
- "connected": this.oppConnected,
- "disconnected": !this.oppConnected,
- },
- }
- );
- elementArray.push(connectedIndic);
+ case "1-0":
+ eogMessage = translations["White win"];
+ break;
+ case "0-1":
+ eogMessage = translations["Black win"];
+ break;
+ case "1/2":
+ eogMessage = translations["Draw"];
+ break;
}
- 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",
- "height": squareWidth + "px",
- },
- },
- this.choices.map( m => { //a "choice" is a move
- return h('div',
- {
- 'class': { 'board': 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=[]; } },
- })
- ]
- );
- })
- );
- // Create board element (+ reserves if needed by variant or mode)
- let gameDiv = h('div',
- {
- 'class': { 'game': true },
- },
- [_.range(sizeX).map(i => {
- let ci = this.mycolor=='w' ? i : sizeX-i-1;
- return h(
- 'div',
- {
- 'class': {
- 'row': true,
- },
- style: { 'opacity': this.choices.length>0?"0.5":"1" },
- },
- _.range(sizeY).map(j => {
- let cj = this.mycolor=='w' ? j : sizeY-j-1;
- let elems = [];
- if (this.vr.board[ci][cj] != VariantRules.EMPTY)
- {
- elems.push(
- h(
- 'img',
- {
- 'class': {
- 'piece': true,
- 'ghost': !!this.selectedPiece && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
- },
- attrs: {
- src: "/images/pieces/" + VariantRules.getPpath(this.vr.board[ci][cj]) + ".svg",
- },
- }
- )
- );
- }
- if (hintSquares[ci][cj])
- {
- elems.push(
- h(
- 'img',
- {
- 'class': {
- 'mark-square': true,
- },
- attrs: {
- src: "/images/mark.svg",
- },
- }
- )
- );
- }
- 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,
- },
- attrs: {
- id: this.getSquareId({x:ci,y:cj}),
- },
- },
- elems
- );
- })
- );
- }), choices]
- );
- actionArray.push(
- h('button',
- {
- on: { click: this.resign },
- attrs: { "aria-label": 'Resign' },
- 'class': { "tooltip":true },
- },
- [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);
- // }
- const modalEog = [
- h('input',
- {
- attrs: { "id": "modal-control", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "dialog-title" },
- },
- [
- h('div',
- {
- "class": { "card": true, "smallpad": true },
- },
- [
- h('label',
- {
- attrs: { "for": "modal-control" },
- "class": { "modal-close": true },
- }
- ),
- h('h3',
- {
- "class": { "section": true },
- domProps: { innerHTML: "End of game" },
- }
- ),
- h('p',
- {
- "class": { "section": true },
- domProps: { innerHTML: this.endofgame },
- }
- )
- ]
- )
- ]
- )
- ];
- elementArray = elementArray.concat(modalEog);
- }
- const modalNewgame = [
- h('input',
- {
- attrs: { "id": "modal-control2", type: "checkbox" },
- "class": { "modal": true },
- }),
- h('div',
- {
- attrs: { "role": "dialog", "aria-labelledby": "dialog-title" },
- },
- [
- h('div',
- {
- "class": { "card": true, "smallpad": true },
- },
- [
- h('label',
- {
- attrs: { "id": "close-newgame", "for": "modal-control2" },
- "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 actions = h('div',
- {
- attrs: { "id": "actions" },
- 'class': { 'text-center': true },
- },
- actionArray
- );
- elementArray.push(actions);
- 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,
- },
- // NOTE: click = mousedown + mouseup --> what about smartphone?!
- on: {
- mousedown: this.mousedown,
- mousemove: this.mousemove,
- mouseup: this.mouseup,
- touchdown: this.mousedown,
- touchmove: this.mousemove,
- touchup: this.mouseup,
- },
- },
- elementArray
- );
+ 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();
- this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
- this.conn.onopen = () => {
- 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}));
- }
- };
- this.conn.onmessage = msg => {
+ this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id);
+// const socketOpenListener = () => {
+// };
+
+// TODO: after game, archive in indexedDB
+
+ // TODO: this events listener is central. Refactor ? How ?
+ const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
+ let L = undefined;
switch (data.code)
{
- case "newgame": //opponent found
- this.newGame("human", data.fen, data.color, data.oppid); //oppid: opponent socket ID
- break;
case "newmove": //..he played!
- this.play(data.move, "animate");
+ this.play(data.move, (variant.name!="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
+ L = this.vr.moves.length;
+ 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
+ L = this.vr.moves.length;
+ 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.score != "*")
+ {
+ // 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,
+ gameId: this.gameId,
+ 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 = () => {
+ this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id);
+ //this.conn.addEventListener('open', socketOpenListener);
+ this.conn.addEventListener('message', socketMessageListener);
+ this.conn.addEventListener('close', socketCloseListener);
+ };
+ //this.conn.onopen = socketOpenListener;
+ this.conn.onmessage = socketMessageListener;
+ this.conn.onclose = socketCloseListener;
+
+
+ // Listen to keyboard left/right to navigate in game
+ // TODO: also mouse wheel !
+ document.onkeydown = event => {
+ if (["human","computer"].includes(this.mode) &&
+ !!this.vr && this.vr.moves.length > 0 && [37,39].includes(event.keyCode))
+ {
+ event.preventDefault();
+ if (event.keyCode == 37) //Back
+ this.undo();
+ else //Forward (39)
+ this.play();
+ }
+ };
+
+
+ // Computer moves web worker logic: (TODO: also for observers in HH games)
+ this.compWorker.postMessage(["scripts",variant.name]);
+ 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.name!="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 = "";
+ download: function() {
+ // Variants may have special PGN structure (so next function isn't defined here)
+ const content = V.GetPGN(this.moves, this.mycolor, this.score, this.fenStart, this.mode);
+ // 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();
},
- resign: function() {
- if (this.mode == "human" && this.oppConnected)
- this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
- this.endGame("Try again!");
+ showScoreMsg: function() {
+ let modalBox = document.getElementById("modal-eog");
+ modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 2000);
},
- updateStorage: function() {
- if (!localStorage.getItem("myid"))
+ endGame: function(score) {
+ this.score = score;
+ if (["human","computer"].includes(this.mode))
{
- localStorage.setItem("myid", this.myid);
- localStorage.setItem("variant", variant);
- localStorage.setItem("mycolor", this.mycolor);
- localStorage.setItem("oppid", this.oppid);
+ const prefix = (this.mode=="computer" ? "comp-" : "");
+ localStorage.setItem(prefix+"score", score);
}
- localStorage.setItem("fen", this.vr.getFen());
- },
- clearStorage: function() {
- delete localStorage["variant"];
- delete localStorage["myid"];
- delete localStorage["mycolor"];
- delete localStorage["oppid"];
- delete localStorage["fen"];
- },
- newGame: function(mode, fenInit, color, oppId, continuation) {
- const fen = fenInit || VariantRules.GenRandInitFen();
- console.log(fen); //DEBUG
- if (mode=="human" && !oppId)
+ this.showScoreMsg();
+ if (this.mode == "human" && this.oppConnected)
{
- // Send game request and wait..
- this.clearStorage(); //in case of
- this.conn.send(JSON.stringify({code:"newgame", fen:fen}));
- document.getElementById("modal-control2").checked = true;
- return;
+ // Send our nickname to opponent
+ this.conn.send(JSON.stringify({
+ code:"myname", name:this.myname, oppid:this.oppid}));
}
- this.vr = new VariantRules(fen);
- this.mode = mode;
- if (mode=="human")
+ this.cursor = this.vr.moves.length; //to navigate in finished game
+ },
+ resign: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ if (this.mode == "human" && this.oppConnected)
{
- // Opponent found!
- if (!continuation)
- {
- // Playing sound fails on game continuation:
- new Audio("/sounds/newgame.mp3").play();
- document.getElementById("modal-control2").checked = false;
+ 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.oppid = oppId;
- this.oppConnected = true;
- this.mycolor = color;
- }
- else //against computer
- {
- this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
- if (this.mycolor == 'b')
- setTimeout(this.playComputerMove, 500);
}
+ this.endGame(this.mycolor=="w"?"0-1":"1-0");
},
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);
- },
- // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
- getSquareId: function(o) {
- // NOTE: a separator is required to allow any size of board
- return "sq-" + o.x + "-" + o.y;
- },
- // Inverse function
- getSquareFromId: function(id) {
- let idParts = id.split('-');
- return [parseInt(idParts[1]), parseInt(idParts[2])];
- },
- mousedown: function(e) {
- e = e || window.event;
- e.preventDefault(); //disable native drag & drop
- if (!this.selectedPiece && e.target.classList.contains("piece"))
- {
- // Next few lines to center the piece on mouse cursor
- let rect = e.target.parentNode.getBoundingClientRect();
- this.start = {
- x: rect.x + rect.width/2,
- y: rect.y + rect.width/2,
- id: e.target.parentNode.id
- };
- this.selectedPiece = e.target.cloneNode();
- this.selectedPiece.style.position = "absolute";
- 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);
- }
- },
- mousemove: function(e) {
- if (!this.selectedPiece)
- return;
- e = e || window.event;
- // 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";
- }
- },
- mouseup: function(e) {
- if (!this.selectedPiece)
- 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;
- while (landing.tagName == "IMG") //classList.contains(piece) fails because of mark/highlight
- landing = landing.parentNode;
- if (this.start.id == landing.id) //a click: selectedPiece and possibleMoves already filled
- return;
- // OK: process move attempt
- let endSquare = this.getSquareFromId(landing.id);
- let moves = this.findMatchingMoves(endSquare);
- this.possibleMoves = [];
- if (moves.length > 1)
- this.choices = moves;
- else if (moves.length==1)
- this.play(moves[0]);
- // Else: impossible move
- this.selectedPiece.parentNode.removeChild(this.selectedPiece);
- delete this.selectedPiece;
- this.selectedPiece = null;
- },
- findMatchingMoves: function(endSquare) {
- // Run through moves list and return the matching set (if promotions...)
- let moves = [];
- this.possibleMoves.forEach(function(m) {
- if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
- moves.push(m);
- });
- return moves;
- },
- animateMove: function(move) {
- let startSquare = document.getElementById(this.getSquareId(move.start));
- let endSquare = document.getElementById(this.getSquareId(move.end));
- let rectStart = startSquare.getBoundingClientRect();
- let rectEnd = endSquare.getBoundingClientRect();
- let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
- let movingPiece = document.querySelector("#" + this.getSquareId(move.start) + " > img.piece");
- // HACK for animation (otherwise 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
{
- for (let i=0; i= this.moves.length)
+ return; //already at the end
+ move = this.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)
- {
- if (!this.oppConnected)
- return; //abort move if opponent is gone
this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
+
+
+ // TODO: play move, and stack it on this.moves (if a move was provided; otherwise just navigate)
+
+ if (this.score == "*") //TODO: I don't like this if()
+ {
+ // Emergency check, if human game started "at the same time"
+ // TODO: robustify this...
+ if (this.mode == "human" && !!move.computer)
+ return;
+ this.vr.play(move, "ingame");
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (this.sound == 2)
+ new Audio("/sounds/move.mp3").play().catch(err => {});
+ if (this.mode == "computer")
+ {
+ // Send the move to web worker (TODO: including his own moves?!)
+ this.compWorker.postMessage(["newmove",move]);
+ }
+ const eog = this.vr.getCurrentScore();
+ if (eog != "*")
+ {
+ if (["human","computer"].includes(this.mode))
+ this.endGame(eog);
+ else
+ {
+ // Just show score on screen (allow undo)
+ this.score = eog;
+ this.showScoreMsg();
+ }
+ }
}
- new Audio("/sounds/chessmove1.mp3").play();
- this.vr.play(move, "ingame");
- if (this.mode == "human")
+// else
+// {
+// VariantRules.PlayOnBoard(this.vr.board, move);
+// this.$forceUpdate(); //TODO: ?!
+// }
+ if (["human","computer","friend"].includes(this.mode))
this.updateStorage(); //after our moves and opponent moves
- const eog = this.vr.checkGameOver(this.vr.turn);
- if (eog != "*")
- this.endGame(eog);
- else if (this.mode == "computer" && this.vr.turn != this.mycolor)
- setTimeout(this.playComputerMove, 500);
+ if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
+ this.playComputerMove();
+ },
+ // TODO: merge two next functions
+ undo: function() {
+ // Navigate after game is over
+ if (this.cursor == 0)
+ return; //already at the beginning
+ if (this.cursor == this.vr.moves.length)
+ this.incheck = []; //in case of...
+ const move = this.vr.moves[--this.cursor];
+ VariantRules.UndoOnBoard(this.vr.board, move);
+ this.$forceUpdate(); //TODO: ?!
+ },
+ undoInGame: function() {
+ const lm = this.vr.lastMove;
+ if (!!lm)
+ {
+ this.vr.undo(lm);
+ if (this.sound == 2)
+ new Audio("/sounds/undo.mp3").play().catch(err => {});
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ }
},
},
})
+
+//// TODO: keep moves list here
+//get lastMove()
+// {
+// const L = this.moves.length;
+// return (L>0 ? this.moves[L-1] : null);
+// }
+//
+//// here too:
+// move.notation = this.getNotation(move);
+//TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
+//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
+//comme sur lichess