X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=public%2Fjavascripts%2Fcomponents%2Fgame.js;h=297ccc9dc55b011830412e0941a4a0cc3bd9c94a;hp=14d3007a190ae5c27e1e6ec6acf55b32291a6e03;hb=8d7e2786f5a67a1b9a77c742d7951e0efbe8747d;hpb=ffea77d94c1fa041a3cec774950b361a44baea71 diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index 14d3007a..297ccc9d 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -1,545 +1,145 @@ +// Game logic on a variant page Vue.component('my-game', { + props: ["gameId"], //to find the game in storage (assumption: it exists) 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) + + // TODO: merge next variables into "game" + // 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 + score: "*", //'*' means 'unfinished' + mycolor: "w", + fromChallenge: false, //if true, show chat during game + + conn: null, //socket connection oppConnected: false, seek: false, fenStart: "", - incheck: [], pgnTxt: "", - expert: document.cookie.length>0 ? document.cookie.substr(-1)=="1" : false, - gameId: "", //used to limit computer moves' time + // 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 }; }, - render(h) { - const [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, - ['board'+sizeY]: 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 }, - 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, - ['board'+sizeY]: 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] - ); - if (this.mode != "idle") - { - 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 (!!this.vr.reserve) + computed: { + mode: function() { + return (this.game.oppid == "computer" ? "computer" ? "human"); + }, + showChat: function() { + return this.mode=='human' && + (this.game.score != '*' || this.game.fromChallenge); + }, + showMoves: function() { + return window.innerWidth >= 768; + }, + }, + // Modal end of game, and then sub-components + template: ` +
+ +
+
+ +

{{ 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) { - const shiftIdx = (this.mycolor=="w" ? 0 : 1); - let myReservePiecesArray = []; - for (let i=0; i {}).catch(err => {}); - } - 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"); - } - }; + 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": //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! @@ -548,64 +148,105 @@ 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 = 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.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: { download: function() { - let content = document.getElementById("pgn-game").innerHTML; - content = content.replace(/
/g, "\n"); + // 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(); }, - endGame: function(score) { - this.score = score; + showScoreMsg: function() { let modalBox = document.getElementById("modal-eog"); modalBox.checked = true; - // Variants may have special PGN structure (so next function isn't defined here) - this.pgnTxt = this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode); setTimeout(() => { modalBox.checked = false; }, 2000); - if (this.mode == "human") - this.clearStorage(); - this.mode = "idle"; - this.oppid = ""; }, - getEndgameMessage: function(score) { - let eogMessage = "Unfinished"; - switch (this.score) + endGame: function(score) { + this.score = score; + if (["human","computer"].includes(this.mode)) { - case "1-0": - eogMessage = "White win"; - break; - case "0-1": - eogMessage = "Black win"; - break; - case "1/2": - eogMessage = "Draw"; - break; + const prefix = (this.mode=="computer" ? "comp-" : ""); + localStorage.setItem(prefix+"score", score); } - return eogMessage; - }, - toggleExpertMode: function() { - this.expert = !this.expert; - document.cookie = "expert=" + (this.expert ? "1" : "0"); + this.showScoreMsg(); + 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 }, - resign: function() { + resign: function(e) { + this.getRidOfTooltip(e.currentTarget); if (this.mode == "human" && this.oppConnected) { try { @@ -616,274 +257,100 @@ Vue.component('my-game', { } this.endGame(this.mycolor=="w"?"0-1":"1-0"); }, - setStorage: function() { - localStorage.setItem("myid", this.myid); - localStorage.setItem("variant", variant); - localStorage.setItem("mycolor", this.mycolor); - localStorage.setItem("oppid", this.oppid); - localStorage.setItem("fenStart", this.fenStart); - localStorage.setItem("moves", JSON.stringify(this.vr.moves)); - localStorage.setItem("fen", this.vr.getFen()); - }, - updateStorage: function() { - localStorage.setItem("moves", JSON.stringify(this.vr.moves)); - localStorage.setItem("fen", this.vr.getFen()); - }, - clearStorage: function() { - delete localStorage["variant"]; - delete localStorage["myid"]; - delete localStorage["mycolor"]; - delete localStorage["oppid"]; - delete localStorage["fenStart"]; - delete localStorage["fen"]; - delete localStorage["moves"]; + playComputerMove: function() { + this.timeStart = Date.now(); + this.compWorker.postMessage(["askmove"]); }, - clickGameSeek: function() { - if (this.mode == "human") - return; //no newgame while playing - if (this.seek) + // OK, these last functions can stay here (?!) + play: function(move, programmatic) { + if (!move) { - delete localStorage["newgame"]; //cancel game seek - this.seek = false; + // Navigate after game is over + if (this.cursor >= this.moves.length) + return; //already at the end + move = this.moves[this.cursor++]; } - else - this.newGame("human"); - }, - clickComputerGame: function() { - if (this.mode == "human") - return; //no newgame while playing - this.newGame("computer"); - }, - newGame: function(mode, fenInit, color, oppId, moves, continuation) { - const fen = fenInit || VariantRules.GenRandInitFen(); - console.log(fen); //DEBUG - this.score = "*"; - if (mode=="human" && !oppId) + 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() { - const storageVariant = localStorage.getItem("variant"); - if (!!storageVariant && storageVariant !== variant) - { - alert("Finish your " + storageVariant + " game first!"); + // Emergency check, if human game started "at the same time" + // TODO: robustify this... + if (this.mode == "human" && !!move.computer) return; - } - // Send game request and wait.. - localStorage["newgame"] = variant; - this.seek = true; - this.clearStorage(); //in case of - try { - this.conn.send(JSON.stringify({code:"newgame", fen:fen})); - } catch (INVALID_STATE_ERR) { - return; //nothing achieved - } - if (continuation !== "reconnect") //TODO: bad HACK... - { - let modalBox = document.getElementById("modal-newgame"); - modalBox.checked = true; - setTimeout(() => { modalBox.checked = false; }, 2000); - } - return; - } - // random enough (TODO: function) - this.gameId = (Date.now().toString(36) + Math.random().toString(36).substr(2, 7)).toUpperCase(); - this.vr = new VariantRules(fen, moves || []); - this.pgnTxt = ""; //redundant with this.score = "*", but cleaner - this.mode = mode; - this.incheck = []; //in case of - this.fenStart = continuation - ? localStorage.getItem("fenStart") - : fen.split(" ")[0]; //Only the position matters - if (mode=="human") - { - // Opponent found! - if (!continuation) - { - // Not playing sound on game continuation: - new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err => {}); - document.getElementById("modal-newgame").checked = false; - } - this.oppid = oppId; - this.oppConnected = true; - this.mycolor = color; - this.seek = false; - if (!!moves && moves.length > 0) //imply continuation + 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") { - const lastMove = moves[moves.length-1]; - this.vr.undo(lastMove); - this.incheck = this.vr.getCheckSquares(lastMove); - this.vr.play(lastMove, "ingame"); + // Send the move to web worker (TODO: including his own moves?!) + this.compWorker.postMessage(["newmove",move]); } - delete localStorage["newgame"]; - this.setStorage(); //in case of interruptions - } - else //against computer - { - this.mycolor = Math.random() < 0.5 ? 'w' : 'b'; - if (this.mycolor == 'b') - setTimeout(this.playComputerMove, 500); - } - }, - playComputerMove: function() { - const timeStart = Date.now(); - const nbMoves = this.vr.moves.length; //using played moves to know if search finished - const gameId = this.gameId; //to know if game was reset before timer end - setTimeout( - () => { - if (gameId != this.gameId) - return; //game stopped - const L = this.vr.moves.length; - if (nbMoves == L || !this.vr.moves[L-1].notation) //move search didn't finish - this.vr.shouldReturn = true; - }, 5000); - const compMove = this.vr.getComputerMove(); - // (first move) HACK: avoid selecting elements before they appear on page: - const delay = Math.max(500-(Date.now()-timeStart), 0); - setTimeout(() => this.play(compMove, "animate"), delay); - }, - // 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; - let ingame = false; - let elem = e.target; - while (!ingame && elem !== null) - { - if (elem.classList.contains("game")) + const eog = this.vr.getCurrentScore(); + if (eog != "*") { - ingame = true; - break; + if (["human","computer"].includes(this.mode)) + this.endGame(eog); + else + { + // Just show score on screen (allow undo) + this.score = eog; + this.showScoreMsg(); + } } - elem = elem.parentElement; } - if (!ingame) //let default behavior (click on button...) - return; - 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.mode!="idle" && this.vr.canIplay(this.mycolor,startSquare) - ? this.vr.getPossibleMovesFrom(startSquare) - : []; - // Next line add moving piece just after current image (required for Crazyhouse reserve) - e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling); - } - }, - mousemove: function(e) { - if (!this.selectedPiece) - return; - e = e || window.event; - // If there is an active element, move it around - if (!!this.selectedPiece) - { - const [offsetX,offsetY] = !!e.clientX - ? [e.clientX,e.clientY] //desktop browser - : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone - this.selectedPiece.style.left = (offsetX-this.start.x) + "px"; - this.selectedPiece.style.top = (offsetY-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 - const [offsetX,offsetY] = !!e.clientX - ? [e.clientX,e.clientY] - : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; - let landing = document.elementFromPoint(offsetX, offsetY); - 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; +// 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 == "*") + this.playComputerMove(); }, - 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 (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.incheck = this.vr.getCheckSquares(this.vr.turn); } - this.incheck = this.vr.getCheckSquares(move); //is opponent in check? - // 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})); - new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err => {}); - this.vr.play(move, "ingame"); - if (this.mode == "human") - this.updateStorage(); //after our moves and opponent moves - const eog = this.vr.checkGameOver(); - if (eog != "*") - this.endGame(eog); - else if (this.mode == "computer" && this.vr.turn != this.mycolor) - setTimeout(this.playComputerMove, 500); }, }, }) + +//// 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