Some graphical improvements (first attempt)
[vchess.git] / client / src / views / Game.vue
index 56c98d2..94b5dc7 100644 (file)
@@ -1,16 +1,21 @@
 <template lang="pug">
-.row
-  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
-    BaseGame(:game="game" :vr="vr" ref="basegame"
-      @newmove="processMove" @gameover="gameOver")
-    div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
-    div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
-    .button-group(v-if="game.mode!='analyze' && game.score=='*'")
-      button(@click="offerDraw") Draw
-      button(@click="abortGame") Abort
-      button(@click="resign") Resign
-    textarea(v-if="game.score=='*'" v-model="corrMsg")
-    Chat(:players="game.players")
+main
+  .row
+    .col-sm-12.col-md-3
+      Chat(:players="game.players")
+    .col-sm-12.col-md-9
+      BaseGame(:game="game" :vr="vr" ref="basegame"
+        @newmove="processMove" @gameover="gameOver")
+  .row
+    .col-sm-12.col-md-9.col-md-offset-3
+      .button-group(v-if="game.mode!='analyze' && game.score=='*'")
+        button(@click="offerDraw") Draw
+        button(@click="abortGame") Abort
+        button(@click="resign") Resign
+      div Names: {{ game.players[0].name }} - {{ game.players[1].name }}
+      div(v-if="game.score=='*'") Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
+      div(v-if="game.type=='corr'") {{ game.corrMsg }}
+      textarea(v-if="game.score=='*'" v-model="corrMsg")
 </template>
 
 <script>
@@ -52,9 +57,9 @@ export default {
       this.loadGame();
     },
     "game.clocks": function(newState) {
-      if (this.game.moves.length < 2)
+      if (this.game.moves.length < 2 || this.game.score != "*")
       {
-        // 1st move not completed yet: freeze time
+        // 1st move not completed yet, or game over: freeze time
         this.virtualClocks = newState.map(s => ppt(s));
         return;
       }
@@ -73,10 +78,7 @@ export default {
         {
           clearInterval(clockUpdate);
           if (countdown < 0)
-          {
-            this.$refs["basegame"].endGame(
-              this.vr.turn=="w" ? "0-1" : "1-0", "Time");
-          }
+            this.setScore(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
         }
         else
         {
@@ -196,9 +198,8 @@ export default {
             game:myGame, target:data.from}));
           break;
         case "newmove":
-          // NOTE: this call to play() will trigger processMove()
-          this.$refs["basegame"].play(data.move,
-            "receive", this.game.vname!="Dark" ? "animate" : null);
+          this.corrMsg = data.move.message; //may be empty
+          this.game.moveToPlay = data.move;
           break;
         case "lastate": //got opponent infos about last move
         {
@@ -209,14 +210,13 @@ export default {
           break;
         }
         case "resign":
-          this.$refs["basegame"].endGame(
-            (data.side=="b" ? "1-0" : "0-1"), "Resign");
+          this.setScore(data.side=="b" ? "1-0" : "0-1", "Resign");
           break;
         case "abort":
-          this.$refs["basegame"].endGame("?", "Abort");
+          this.setScore("?", "Abort");
           break;
         case "draw":
-          this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+          this.setScore("1/2", "Mutual agreement");
           break;
         case "drawoffer":
           this.drawOffer = "received"; //TODO: observers don't know who offered draw
@@ -247,21 +247,23 @@ export default {
       if (data.movesCount > L)
       {
         // Just got last move from him
-        this.$refs["basegame"].play(data.lastMove,
-          "receive", this.game.vname!="Dark" ? "animate" : null);
+        this.game.moveToPlay = data.lastMove;
         if (data.score != "*" && this.game.score == "*")
         {
           // Opponent resigned or aborted game, or accepted draw offer
           // (this is not a stalemate or checkmate)
-          this.$refs["basegame"].endGame(data.score, "Opponent action");
+          this.setScore(data.score, "Opponent action");
         }
         this.game.clocks = data.clocks; //TODO: check this?
         if (!!data.lastMove.draw)
           this.drawOffer = "received";
       }
     },
+    setScore: function(score, message) {
+      this.game.scoreMsg = message;
+      this.game.score = score;
+    },
     offerDraw: function() {
-      // TODO: also for corr games
       if (this.drawOffer == "received")
       {
         if (!confirm("Accept draw?"))
@@ -270,10 +272,14 @@ export default {
           if (p.sid != this.st.user.sid)
             this.st.conn.send(JSON.stringify({code:"draw", target:p.sid}));
         });
-        this.$refs["basegame"].endGame("1/2", "Mutual agreement");
+        this.setScore("1/2", "Mutual agreement");
       }
       else if (this.drawOffer == "sent")
+      {
         this.drawOffer = "";
+        if (this.game.type == "corr")
+          GameStorage.update(this.gameRef.id, {drawOffer: false});
+      }
       else
       {
         if (!confirm("Offer draw?"))
@@ -283,13 +289,14 @@ export default {
           if (p.sid != this.st.user.sid)
             this.st.conn.send(JSON.stringify({code:"drawoffer", target:p.sid}));
         });
+        if (this.game.type == "corr")
+          GameStorage.update(this.gameRef.id, {drawOffer: true});
       }
     },
     abortGame: function() {
       if (!confirm(this.st.tr["Terminate game?"]))
         return;
-      // Next line will trigger a "gameover" event, bubbling up till here
-      this.$refs["basegame"].endGame("?", "Abort");
+      this.setScore("?", "Abort");
       this.people.forEach(p => {
         if (p.sid != this.st.user.sid)
         {
@@ -310,9 +317,7 @@ export default {
             side:this.game.mycolor, target:p.sid}));
         }
       });
-      // Next line will trigger a "gameover" event, bubbling up till here
-      this.$refs["basegame"].endGame(
-        this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
+      this.setScore(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
     },
     // 3 cases for loading a game:
     //  - from indexedDB (running or completed live game I play)
@@ -336,22 +341,27 @@ export default {
           // corr game: needs to compute the clocks + initime
           // NOTE: clocks in seconds, initime in milliseconds
           game.clocks = [tc.mainTime, tc.mainTime];
-          game.initime = [0, 0];
-          const L = game.moves.length;
           game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
-          if (L >= 3)
+          if (game.score == "*") //otherwise no need to bother with time
           {
-            let addTime = [0, 0];
-            for (let i=2; i<L; i++)
+            game.initime = [0, 0];
+            const L = game.moves.length;
+            if (L >= 3)
             {
-              addTime[i%2] += tc.increment -
-                (game.moves[i].played - game.moves[i-1].played) / 1000;
+              let addTime = [0, 0];
+              for (let i=2; i<L; i++)
+              {
+                addTime[i%2] += tc.increment -
+                  (game.moves[i].played - game.moves[i-1].played) / 1000;
+              }
+              for (let i=0; i<=1; i++)
+                game.clocks[i] += addTime[i];
             }
-            for (let i=0; i<=1; i++)
-              game.clocks[i] += addTime[i];
+            if (L >= 1)
+              game.initime[L%2] = game.moves[L-1].played;
+            if (game.drawOffer)
+              this.drawOffer = "received";
           }
-          if (L >= 1)
-            game.initime[L%2] = game.moves[L-1].played;
           // Now that we used idx and played, re-format moves as for live games
           game.moves = game.moves.map( (m) => {
             const s = m.squares;
@@ -370,15 +380,18 @@ export default {
         if (gtype == "live" && game.clocks[0] < 0) //game unstarted
         {
           game.clocks = [tc.mainTime, tc.mainTime];
-          game.initime[0] = Date.now();
-          if (myIdx >= 0)
+          if (game.score == "*")
           {
-            // I play in this live game; corr games don't have clocks+initime
-            GameStorage.update(game.id,
+            game.initime[0] = Date.now();
+            if (myIdx >= 0)
             {
-              clocks: game.clocks,
-              initime: game.initime,
-            });
+              // I play in this live game; corr games don't have clocks+initime
+              GameStorage.update(game.id,
+              {
+                clocks: game.clocks,
+                initime: game.initime,
+              });
+            }
           }
         }
         this.game = Object.assign({},
@@ -449,12 +462,6 @@ export default {
             }));
           }
         });
-        if (this.game.type == "corr" && this.corrMsg != "")
-        {
-          // Add message to last move in BaseGame:
-          // TODO: not very good style...
-          this.$refs["basegame"].setCurrentMessage(this.corrMsg);
-        }
       }
       else
         addTime = move.addTime; //supposed transmitted
@@ -468,10 +475,10 @@ export default {
           GameStorage.update(this.gameRef.id,
           {
             fen: move.fen,
+            message: this.corrMsg,
             move:
             {
               squares: filtered_move,
-              message: this.corrMsg,
               played: Date.now(), //TODO: on server?
               idx: this.game.moves.length,
             },
@@ -498,9 +505,6 @@ export default {
       //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
       this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
       this.game.initime[nextIdx] = Date.now();
-      // Finally reset curMoveMessage if needed
-      if (this.game.type == "corr" && move.color == this.game.mycolor)
-        this.corrMsg = "";
     },
     gameOver: function(score) {
       this.game.mode = "analyze";