X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=public%2Fjavascripts%2Fcomponents%2Fgame.js;h=c411b09689578176e17065d44ebeabeafd8f1ead;hb=582df3497b0f91dd4b645386a059eac9e98da1bb;hp=84088c05c60ceda50c7cd269a325cd53c6428d91;hpb=936dc463c969f648ae0bc81074ff3272c7c99697;p=vchess.git diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index 84088c05..c411b096 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -1,95 +1,123 @@ -// Game logic on a variant page +// 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', { - props: ["gameId"], //to find the game in storage (assumption: it exists) + // 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","queryHash","settings"], data: function() { return { - - // TODO: merge next variables into "game" - // if oppid == "computer" then mode = "computer" (otherwise human) - myid: "", //our ID, always set - //this.myid = localStorage.getItem("myid") + oppConnected: false, //TODO? + // 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", + oppid: "", //opponent ID in case of HH game score: "*", //'*' means 'unfinished' + // userColor: given by gameId, or fen in problems mode (if no game Id)... mycolor: "w", - fromChallenge: false, //if true, show chat during game - - conn: null, //socket connection - oppConnected: false, - seek: false, fenStart: "", - 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 + moves: [], //TODO: initialize if gameId is defined... + cursor: 0, + lastMove: null, }; }, - computed: { - mode: function() { - return (this.game.oppid == "computer" ? "computer" ? "human"); + watch: { + fen: function(newFen) { + this.vr = new VariantRules(newFen); + this.moves = []; + this.cursor = 0; + this.fenStart = newFen; + this.score = "*"; + if (this.mode == "analyze") + { + this.mycolor = V.ParseFen(newFen).turn; + this.orientation = "w"; //convention (TODO?!) + } + else if (this.mode == "computer") //only other alternative (HH with gameId) + { + this.mycolor = (Math.random() < 0.5 ? "w" : "b"); + this.orientation = this.mycolor; + this.compWorker.postMessage(["init",newFen]); + } + }, + gameId: function() { + this.loadGame(); + }, + queryHash: function(newQhash) { + // New query hash = "id=42"; get 42 as gameId + this.gameId = parseInt(newQhash.substr(2)); + this.loadGame(); }, + }, + computed: { showChat: function() { - return this.mode=='human' && - (this.game.score != '*' || this.game.fromChallenge); + return this.allowChat && this.mode=='human' && this.score != '*'; }, showMoves: function() { - return window.innerWidth >= 768; + return true; + 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...) + // TODO: controls: abort, clear, resign, draw (avec confirm box) template: `
- -

{{ endgameMessage }}

+ +

+ {{ 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 - + + + + +
+ + + + + +
+
+

+ {{ vr.getFen() }} +

+
- + + - - +
+ +
`, - computed: { - endgameMessage: function() { - let eogMessage = "Unfinished"; - switch (this.game.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; - this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id); -// const socketOpenListener = () => { -// }; - -// TODO: after game, archive in indexedDB - + if (!!this.gameId) + this.loadGame(); + else if (!!this.fen) + { + this.vr = new VariantRules(this.fen); + this.fenStart = 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); @@ -163,30 +191,14 @@ Vue.component('my-game', { }; 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(); - } - }; - + if (!!this.conn) + { + 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]); @@ -214,19 +226,82 @@ Vue.component('my-game', { }, 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() { + const game = getGameFromStorage(this.gameId); + this.oppid = game.oppid; //opponent ID in case of running HH game + this.score = game.score; + this.mycolor = game.mycolor || "w"; + this.fenStart = game.fenStart; + this.moves = game.moves; + this.cursor = game.moves.length; + this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor-1] : null); + }, + 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() { - // 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); + const content = this.getPgn(); // 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() { + getPgn: function() { + let pgn = ""; + pgn += '[Site "vchess.club"]\n'; + const opponent = (this.mode=="human" ? "Anonymous" : "Computer"); + pgn += '[Variant "' + variant.name + '"]\n'; + pgn += '[Date "' + getDate(new Date()) + '"]\n'; + const whiteName = ["human","computer"].includes(this.mode) + ? (this.mycolor=='w'?'Myself':opponent) + : "analyze"; + const blackName = ["human","computer"].includes(this.mode) + ? (this.mycolor=='b'?'Myself':opponent) + : "analyze"; + pgn += '[White "' + whiteName + '"]\n'; + pgn += '[Black "' + blackName + '"]\n'; + pgn += '[Fen "' + this.fenStart + '"]\n'; + pgn += '[Result "' + this.score + '"]\n\n'; + let counter = 1; + let i = 0; + while (i < this.moves.length) + { + pgn += (counter++) + "."; + for (let color of ["w","b"]) + { + let move = ""; + while (i < this.moves.length && this.moves[i].color == color) + move += this.moves[i++].notation[0] + ","; + move = move.slice(0,-1); //remove last comma + pgn += move + (i < this.moves.length-1 ? " " : ""); + } + } + return pgn + "\n"; + }, + showScoreMsg: function(score) { + this.setEndgameMessage(score); let modalBox = document.getElementById("modal-eog"); modalBox.checked = true; setTimeout(() => { modalBox.checked = false; }, 2000); @@ -238,14 +313,15 @@ Vue.component('my-game', { const prefix = (this.mode=="computer" ? "comp-" : ""); localStorage.setItem(prefix+"score", score); } - this.showScoreMsg(); + this.showScoreMsg(score); 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.cursor = this.vr.moves.length; //to navigate in finished game + // TODO: what about cursor ? + //this.cursor = this.vr.moves.length; //to navigate in finished game }, resign: function(e) { this.getRidOfTooltip(e.currentTarget); @@ -263,96 +339,136 @@ Vue.component('my-game', { this.timeStart = Date.now(); this.compWorker.postMessage(["askmove"]); }, - // OK, these last functions can stay here (?!) + animateMove: function(move) { + let startSquare = document.getElementById(getSquareId(move.start)); + let endSquare = document.getElementById(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("#" + 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 { + for (let i=0; i= this.moves.length) - return; //already at the end - move = this.moves[this.cursor++]; + if (this.cursor == this.moves.length) + return; //no more moves + 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) - 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() + if (!move.notation) + move.notation = this.vr.getNotation(move); + if (!move.color) + move.color = this.vr.turn; + this.vr.play(move); + this.cursor++; + this.lastMove = move; + if (!move.fen) + move.fen = this.vr.getFen(); + if (this.settings.sound == 2) + new Audio("/sounds/move.mp3").play().catch(err => {}); + if (this.mode == "human") { - // 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(); - } - } + updateStorage(move); //after our moves and opponent moves + if (this.vr.turn == this.mycolor) + this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid})); + } + else if (this.mode == "computer") + { + // Send the move to web worker (including his own moves) + this.compWorker.postMessage(["newmove",move]); } -// else -// { -// VariantRules.PlayOnBoard(this.vr.board, move); -// this.$forceUpdate(); //TODO: ?! -// } - if (["human","computer","friend"].includes(this.mode)) - this.updateStorage(); //after our moves and opponent moves - if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*") + if (!navigate && (this.score == "*" || this.mode == "analyze")) + { + // Stack move on movesList at current cursor + if (this.cursor == this.moves.length) + this.moves.push(move); + else + this.moves = this.moves.slice(0,this.cursor-1).concat([move]); + } + // Is opponent in check? + this.incheck = this.vr.getCheckSquares(this.vr.turn); + const score = this.vr.getCurrentScore(); + if (score != "*") + { + if (["human","computer"].includes(this.mode)) + this.endGame(score); + else //just show score on screen (allow undo) + this.showScoreMsg(score); + // TODO: notify end of game (give score) + } + else if (this.mode == "computer" && this.vr.turn != this.mycolor) this.playComputerMove(); + // https://vuejs.org/v2/guide/list.html#Caveats (also for undo) + if (navigate) + this.$children[0].$forceUpdate(); //TODO!? }, - // TODO: merge two next functions - undo: function() { - // Navigate after game is over - if (this.cursor == 0) - return; //already at the beginning - if (this.cursor == this.vr.moves.length) - this.incheck = []; //in case of... - const move = this.vr.moves[--this.cursor]; - VariantRules.UndoOnBoard(this.vr.board, move); - this.$forceUpdate(); //TODO: ?! - }, - undoInGame: function() { - const lm = this.vr.lastMove; - if (!!lm) + undo: function(move) { + let navigate = !move; + if (navigate) { - this.vr.undo(lm); - if (this.sound == 2) - new Audio("/sounds/undo.mp3").play().catch(err => {}); - this.incheck = this.vr.getCheckSquares(this.vr.turn); + if (this.cursor == 0) + return; //no more moves + move = this.moves[this.cursor-1]; } + this.vr.undo(move); + this.cursor--; + this.lastMove = (this.cursor > 0 ? this.moves[this.cursor-1] : undefined); + if (navigate) + this.$children[0].$forceUpdate(); //TODO!? + if (this.settings.sound == 2) + new Audio("/sounds/undo.mp3").play().catch(err => {}); + this.incheck = this.vr.getCheckSquares(this.vr.turn); + if (!navigate && this.mode == "analyze") + this.moves.pop(); + if (navigate) + this.$forceUpdate(); //TODO!? + }, + gotoMove: function(index) { + this.vr = new VariantRules(this.moves[index].fen); + this.cursor = index+1; + this.lastMove = this.moves[index]; + }, + gotoBegin: function() { + this.vr = new VariantRules(this.fenStart); + this.cursor = 0; + this.lastMove = null; + }, + gotoEnd: function() { + this.gotoMove(this.moves.length-1); + this.lastMove = this.moves[this.moves.length-1]; + }, + flip: function() { + this.orientation = V.GetNextCol(this.orientation); }, }, }) - -//// 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 +//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB