better diagrams in rules pages + some improvements to pieces images
[vchess.git] / client / src / views / Game.vue
index 032f625..1753df0 100644 (file)
@@ -7,7 +7,7 @@ main
   )
     .card
       label.modal-close(for="modalRules")
-      h4#variantNameInGame(@click="gotoRules") {{ game.vname }}
+      a#variantNameInGame(:href="'/#/variants/'+game.vname") {{ game.vname }}
       div(v-html="rulesContent")
   input#modalScore.modal(type="checkbox")
   div#scoreDiv(
@@ -119,7 +119,7 @@ main
       )
         img(src="/images/icons/rematch.svg")
       #playersInfo
-        p(v-if="isLargeScreen()")
+        div(v-if="isLargeScreen()")
           span.name(:class="{connected: isConnected(0)}")
             | {{ game.players[0].name || "@nonymous" }}
           span.time(
@@ -141,7 +141,7 @@ main
             span.time-separator(v-if="!!virtualClocks[1][1]") :
             span.time-right(v-if="!!virtualClocks[1][1]")
               | {{ virtualClocks[1][1] }}
-        p(v-else)
+        div(v-else)
           span.name(:class="{connected: isConnected(0)}")
             | {{ game.players[0].name || "@nonymous" }}
           span.split-names -
@@ -287,11 +287,6 @@ export default {
     visibilityChange: function() {
       // TODO: Use document.hidden? https://webplatform.news/issues/2019-03-27
       this.focus = (document.visibilityState == "visible");
-      if (!this.focus && !!this.rematchOffer) {
-        this.rematchOffer = "";
-        this.send("rematchoffer", { data: false });
-        // Do not remove rematch offer from (local) storage
-      }
       this.send(this.focus ? "getfocus" : "losefocus");
     },
     onFocus: function() {
@@ -300,14 +295,10 @@ export default {
     },
     onBlur: function() {
       this.focus = false;
-      if (!!this.rematchOffer) {
-        this.rematchOffer = "";
-        this.send("rematchoffer", { data: false });
-      }
       this.send("losefocus");
     },
     isLargeScreen: function() {
-      return window.innerWidth >= 500;
+      return window.innerWidth >= 768;
     },
     btnTooltipClass: function(thing) {
       let append = {};
@@ -319,9 +310,6 @@ export default {
         )
       );
     },
-    gotoRules: function() {
-      this.$router.push("/variants/" + this.game.vname);
-    },
     participateInChat: function(p) {
       return Object.keys(p.tmpIds).some(x => p.tmpIds[x].focus) && !!p.name;
     },
@@ -438,10 +426,14 @@ export default {
     isConnected: function(index) {
       const player = this.game.players[index];
       // Is it me ? In this case no need to bother with focus
-      if (this.st.user.sid == player.sid || this.st.user.id == player.id)
+      if (
+        this.st.user.sid == player.sid ||
+        (!!player.name && this.st.user.id == player.id)
+      ) {
         // Still have to check for name (because of potential multi-accounts
         // on same browser, although this should be rare...)
         return (!this.st.user.name || this.st.user.name == player.name);
+      }
       // Try to find a match in people:
       return (
         (
@@ -455,7 +447,7 @@ export default {
         )
         ||
         (
-          !!player.id &&
+          player.id > 0 &&
           Object.values(this.people).some(p => {
             return (
               p.id == player.id &&
@@ -679,7 +671,6 @@ export default {
             !this.gotLastate &&
             !!this.game.mycolor &&
             this.game.type == "live" &&
-            this.game.score == "*" &&
             this.game.players.some(p => p.sid == user.sid)
           ) {
             this.send("asklastate", { target: user.sid });
@@ -755,6 +746,9 @@ export default {
           if (!this.game || !this.game.moves) this.lastateAsked = true;
           else this.sendLastate(data.from);
           break;
+        // TODO: possible bad scenario: reload page while oppponent sends a
+        // move => get both lastate and newmove, process both, add move twice.
+        // Confirm scenario? Fix?
         case "lastate": {
           // Got opponent infos about last move
           this.gotLastate = true;
@@ -817,10 +811,25 @@ export default {
                 }
               }
               this.$refs["basegame"].play(movePlus.move, "received");
-              this.game.clocks[moveColIdx] = movePlus.clock;
-              this.processMove(
-                movePlus.move,
-                { receiveMyMove: receiveMyMove }
+              // Freeze time while the move is being play
+              // (TODO: a callback would be cleaner here)
+              clearInterval(this.clockUpdate);
+              this.clockUpdate = null;
+              const freezeDuration = ["all", "highlight"].includes(V.ShowMoves)
+                // 250 = length of animation, 500 = delay between sub-moves
+                ? 250 + 750 *
+                  (Array.isArray(movePlus.move) ? movePlus.move.length - 1 : 0)
+                // Incomplete information: no move animation
+                : 0;
+              setTimeout(
+                () => {
+                  this.game.clocks[moveColIdx] = movePlus.clock;
+                  this.processMove(
+                    movePlus.move,
+                    { receiveMyMove: receiveMyMove }
+                  );
+                },
+                freezeDuration
               );
             }
           }
@@ -863,7 +872,7 @@ export default {
           if (!!this.game.mycolor && this.game.type == "live") {
             GameStorage.update(
               this.gameRef,
-              { rematchOffer: V.GetOppCol(this.game.mycolor) }
+              { rematchOffer: data.data ? V.GetOppCol(this.game.mycolor) : "" }
             );
           }
           break;
@@ -878,6 +887,7 @@ export default {
             this.addAndGotoLiveGame(gameInfo);
           } else if (
             gameType == "corr" &&
+            this.st.user.id > 0 &&
             gameInfo.players.some(p => p.id == this.st.user.id)
           ) {
             this.$router.push("/game/" + gameInfo.id);
@@ -930,8 +940,8 @@ export default {
         clock: this.game.clocks[myIdx],
         // Since we played a move (or abort or resign),
         // only drawOffer=="sent" is possible
-        drawSent: this.drawOffer == "sent",
-        rematchSent: this.rematchOffer == "sent",
+        drawSent: this.drawOffer == "sent" ? true : undefined,
+        rematchSent: this.rematchOffer == "sent" ? true : undefined,
         score: this.game.score != "*" ? this.game.score : undefined,
         scoreMsg: this.game.score != "*" ? this.game.scoreMsg : undefined,
         movesCount: L
@@ -942,23 +952,47 @@ export default {
     processLastate: function() {
       const data = this.lastate;
       this.lastate = undefined; //security...
-      const L = this.game.moves.length;
-      const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
-      this.game.clocks[oppIdx] = data.clock;
-      if (data.movesCount > L) {
-        // Just got last move from him
-        this.$refs["basegame"].play(data.lastMove, "received");
-        this.processMove(data.lastMove);
-      } else {
-        if (!!this.clockUpdate) clearInterval(this.clockUpdate);
-        this.re_setClocks();
-      }
-      if (data.drawSent) this.drawOffer = "received";
-      if (data.rematchSent) this.rematchOffer = "received";
       if (!!data.score) {
-        this.drawOffer = "";
-        if (this.game.score == "*")
-          this.gameOver(data.score, data.scoreMsg);
+        const oppCol = V.GetOppCol(this.game.mycolor);
+        if (!!data.rematchSent) {
+          if (this.game.rematchOffer != oppCol) {
+            // Opponent sended rematch offer while we were offline:
+            this.rematchOffer = "received";
+            GameStorage.update(
+              this.gameRef,
+              { rematchOffer: oppCol }
+            );
+          }
+        }
+        else {
+          if (this.game.rematchOffer == oppCol) {
+            // Opponent cancelled rematch offer while we were offline:
+            this.rematchOffer = "";
+            GameStorage.update(
+              this.gameRef,
+              { rematchOffer: "" }
+            );
+          }
+        }
+      }
+      else {
+        const L = this.game.moves.length;
+        const oppIdx = 1 - ["w", "b"].indexOf(this.game.mycolor);
+        this.game.clocks[oppIdx] = data.clock;
+        if (data.movesCount > L) {
+          // Just got last move from him
+          this.$refs["basegame"].play(data.lastMove, "received");
+          this.processMove(data.lastMove);
+        } else {
+          if (!!this.clockUpdate) clearInterval(this.clockUpdate);
+          this.re_setClocks();
+        }
+        if (!!data.drawSent) this.drawOffer = "received";
+        if (!!data.score) {
+          this.drawOffer = "";
+          if (this.game.score == "*")
+            this.gameOver(data.score, data.scoreMsg);
+        }
       }
     },
     clickDraw: function() {
@@ -1090,7 +1124,10 @@ export default {
       const gtype = game.type || this.getGameType(game);
       const tc = extractTime(game.cadence);
       const myIdx = game.players.findIndex(p => {
-        return p.sid == this.st.user.sid || p.id == this.st.user.id;
+        return (
+          p.sid == this.st.user.sid ||
+          (!!p.name && p.id == this.st.user.id)
+        );
       });
       // Sometimes the name isn't stored yet (TODO: why?)
       if (
@@ -1182,8 +1219,9 @@ export default {
           if (
             (game.rematchOffer == "w" && myIdx == 0) ||
             (game.rematchOffer == "b" && myIdx == 1)
-          )
+          ) {
             this.rematchOffer = "sent";
+          }
           else this.rematchOffer = "received";
         }
       }
@@ -1573,7 +1611,10 @@ export default {
       document.getElementById("modalScore").checked = true;
       this.$set(this.game, "scoreMsg", scoreMsg);
       const myIdx = this.game.players.findIndex(p => {
-        return p.sid == this.st.user.sid || p.id == this.st.user.id;
+        return (
+          p.sid == this.st.user.sid ||
+          (!!p.name && p.id == this.st.user.id)
+        );
       });
       if (myIdx >= 0) {
         // OK, I play in this game
@@ -1688,10 +1729,14 @@ span.separator
 
 span.name
   font-size: 1.5rem
+  @media screen and (max-width: 767px)
+    font-size: 1.2rem
   padding: 0 3px
 
 span.time
   font-size: 2rem
+  @media screen and (max-width: 767px)
+    font-size: 1.5rem
   display: inline-block
   .time-left
     margin-left: 10px
@@ -1727,19 +1772,19 @@ span.yourturn
   background-color: lightyellow
 
 .draw-received, .draw-received:hover
-  background-color: lightgreen
+  background-color: #73C6B6
 
 .draw-threerep, .draw-threerep:hover
-  background-color: #e4d1fc
+  background-color: #D2B4DE
 
 .rematch-sent, .rematch-sent:hover
   background-color: lightyellow
 
 .rematch-received, .rematch-received:hover
-  background-color: lightgreen
+  background-color: #48C9B0
 
 .somethingnew
-  background-color: #c5fefe
+  background-color: #D2B4DE
 
 .diagram
   margin: 0 auto
@@ -1756,11 +1801,13 @@ button.acceptBtn
 button.refuseBtn
   background-color: red
 
-h4#variantNameInGame
-  cursor: pointer
+a#variantNameInGame
+  color: var(--card-fore-color)
   text-align: center
-  text-decoration: underline
   font-weight: bold
+  font-size: calc(1rem * var(--heading-ratio))
+  line-height: 1.2
+  margin: calc(1.5 * var(--universal-margin))
 </style>
 
 <style lang="sass">