+ {{ vr.getFen() }} +
+X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fcomponents%2Fgame.js;h=1f47b604137e775949cf0e7a01b5248fe06d5940;hb=d44df0b01732d1948525daef5df62211ea6e1f64;hp=147aeafeeb76f066daf27878785b96d7102a96e4;hpb=7d6b0773c093ad4347ff8b444236e7d89b06977e;p=vchess.git diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index 147aeafe..096a9e56 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -1,461 +1,159 @@ -// TODO: use indexedDB instead of localStorage? (more flexible: allow several games) +// TODO: envoyer juste "light move", sans FEN ni notation ...etc +// TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?) + +// Game logic on a variant page: 3 modes, analyze, computer or human Vue.component('my-game', { + // gameId: to find the game in storage (assumption: it exists) + // fen: to start from a FEN without identifiers (analyze mode) + props: ["conn","gameId","fen","mode","allowChat","allowMovelist"], 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) - start: {}, //pixels coordinates + id of starting square (click or drag) - selectedPiece: null, //moving piece (or clicked piece) - conn: null, //socket messages - score: "*", //'*' means 'unfinished' - mode: "idle", //human, computer or idle (when not playing) + // if oppid == "computer" then mode = "computer" (otherwise human) + myid: "", //our ID, always set + //this.myid = localStorage.getItem("myid") oppid: "", //opponent ID in case of HH game - oppConnected: false, - seek: false, - fenStart: "", - incheck: [], - expert: document.cookie.length>0 ? document.cookie.substr(-1)=="1" : false, + score: "*", //'*' means 'unfinished' + mycolor: "w", + oppConnected: false, //TODO? + pgnTxt: "", + // 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 + vr: null, //VariantRules object, describing the game state + rules + endgameMessage: "", + orientation: "w", + + moves: [], //TODO: initialize if gameId is defined... + // orientation :: button flip + // userColor: given by gameId, or fen (if no game Id) + // gameOver: known if gameId; otherwise assue false + // lastMove: update after every play, initialize with last move from list (if continuation) + //orientation ? userColor ? gameOver ? lastMove ? + }; }, - render(h) { - let [sizeX,sizeY] = VariantRules.size; - // 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 = []; - const playingHuman = (this.mode == "human"); - const playingComp = (this.mode == "computer"); - let actionArray = [ - h('button', - { - on: { click: this.clickGameSeek }, - attrs: { "aria-label": 'New game VS human' }, - 'class': { - "tooltip": true, - "bottom": true, //display below - "seek": this.seek, - "playing": playingHuman, - }, - }, - [h('i', { 'class': { "material-icons": true } }, "accessibility")]), - h('button', - { - on: { click: this.clickComputerGame }, - attrs: { "aria-label": 'New game VS computer' }, - 'class': { - "tooltip":true, - "bottom": true, - "playing": playingComp, - }, - }, - [h('i', { 'class': { "material-icons": true } }, "computer")]) - ]; - if (!!this.vr) - { - const square00 = document.getElementById("sq-0-0"); - const squareWidth = !!square00 - ? parseFloat(window.getComputedStyle(square00).width.slice(0,-2)) - : 0; - const indicWidth = (squareWidth>0 ? squareWidth/2 : 20); - if (this.mode == "human") - { - let connectedIndic = h( - 'div', - { - "class": { - "topindicator": true, - "indic-left": true, - "connected": this.oppConnected, - "disconnected": !this.oppConnected, - }, - style: { - "width": indicWidth + "px", - "height": indicWidth + "px", - }, - } - ); - elementArray.push(connectedIndic); - } - let turnIndic = h( - 'div', - { - "class": { - "topindicator": true, - "indic-right": true, - "white-turn": this.vr.turn=="w", - "black-turn": this.vr.turn=="b", - }, - style: { - "width": indicWidth + "px", - "height": indicWidth + "px", - }, - } - ); - elementArray.push(turnIndic); - let expertSwitch = h( - 'button', - { - on: { click: this.toggleExpertMode }, - attrs: { "aria-label": 'Toggle expert mode' }, - 'class': { - "tooltip":true, - "topindicator": true, - "indic-right": true, - "expert-switch": true, - "expert-mode": this.expert, - }, - }, - [h('i', { 'class': { "material-icons": true } }, "remove_red_eye")] - ); - elementArray.push(expertSwitch); - let choices = h('div', - { - attrs: { "id": "choices" }, - 'class': { 'row': true }, - style: { - "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 (!this.expert && hintSquares[ci][cj]) - { - elems.push( - h( - 'img', - { - 'class': { - 'mark-square': true, - }, - attrs: { - src: "/images/mark.svg", - }, - } - ) - ); - } - const lm = this.vr.lastMove; - const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj}); - return h( - 'div', - { - 'class': { - 'board': true, - 'light-square': (i+j)%2==0 && (this.expert || !highlight), - 'dark-square': (i+j)%2==1 && (this.expert || !highlight), - 'highlight': !this.expert && highlight, - 'incheck': !this.expert && incheckSq[ci][cj], - }, - attrs: { - id: this.getSquareId({x:ci,y:cj}), - }, - }, - elems - ); - }) - ); - }), choices] - ); - actionArray.push( - h('button', - { - on: { click: this.resign }, - attrs: { "aria-label": 'Resign' }, - 'class': { - "tooltip":true, - "bottom": true, - }, - }, - [h('i', { 'class': { "material-icons": true } }, "flag")]) - ); - elementArray.push(gameDiv); - // if (!!vr.reserve) - // { - // 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 eogMessage = this.getEndgameMessage(this.score); - const modalEog = [ - h('input', - { - attrs: { "id": "modal-eog", 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-eog" }, - "class": { "modal-close": true }, - } - ), - h('h3', - { - "class": { "section": true }, - domProps: { innerHTML: eogMessage }, - } - ) - ] - ) - ] - ) - ]; - elementArray = elementArray.concat(modalEog); - } - const modalNewgame = [ - h('input', - { - attrs: { "id": "modal-newgame", 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-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 actions = h('div', - { - attrs: { "id": "actions" }, - 'class': { 'text-center': true }, - }, - actionArray - ); - elementArray.push(actions); - if (this.score != "*") - { - elementArray.push( - h('div', - { attrs: { id: "pgn-div" } }, - [ - h('a', - { - attrs: { - id: "download", - href: "#", - } - } - ), - h('p', - { - attrs: { id: "pgn-game" }, - on: { click: this.download }, - domProps: { - innerHTML: this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode) - } - } - ) - ] - ) - ); - } - 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 - ); + watch: { + fen: function(newFen) { + this.vr = new VariantRules(newFen); + }, + gameId: function() { + this.loadGame(); + }, }, + computed: { + showChat: function() { + return this.allowChat && this.mode=='human' && this.score != '*'; + }, + showMoves: function() { + return this.allowMovelist && window.innerWidth >= 768; + }, + showFen: function() { + return variant.name != "Dark" || this.score != "*"; + }, + }, + // Modal end of game, and then sub-components + // TODO: provide chat parameters (connection, players ID...) + // and alwo moveList parameters (just moves ?) + // 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 + // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO]) + template: ` +
+ `, 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); - 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.seek = true; - this.newGame("human", undefined, undefined, undefined, undefined, "reconnect"); - } - }; + +// console.log(this.fen); +// console.log(this.gameId); + if (!!this.gameId) + this.loadGame(); + else if (!!this.fen) + this.vr = new VariantRules(this.fen); + // TODO: after game, archive in indexedDB + // TODO: this events listener is central. Refactor ? How ? const socketMessageListener = msg => { const data = JSON.parse(msg.data); - console.log("Receive message: " + data.code); + 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": //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 + L = this.vr.moves.length; 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 + 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 != "*") { - // 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, + gameId: this.gameId, + 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! @@ -464,62 +162,113 @@ Vue.component('my-game', { // 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); - 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; + + // 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); + } }, + // this.conn est une prop, donnée depuis variant.js + //dans variant.js (plutôt room.js) conn gère aussi les challenges + // Puis en webRTC, repenser tout ça. methods: { + translate: translate, + loadGame: function() { + // TODO: load this.gameId ... + }, + setEndgameMessage: function(score) { + let eogMessage = "Undefined"; + switch (score) + { + case "1-0": + eogMessage = translations["White win"]; + break; + case "0-1": + eogMessage = translations["Black win"]; + break; + case "1/2": + eogMessage = translations["Draw"]; + break; + case "?": + eogMessage = "Unfinished"; + break; + } + this.endgameMessage = eogMessage; + }, download: function() { - let content = document.getElementById("pgn-game").innerHTML; - content = content.replace(/