COntinue thinking about code arrangement for game+board+...
authorBenjamin Auder <benjamin.auder@somewhere>
Fri, 11 Jan 2019 16:12:36 +0000 (17:12 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Fri, 11 Jan 2019 16:12:36 +0000 (17:12 +0100)
public/javascripts/components/board.js
public/javascripts/components/game.js
public/javascripts/layout.js
public/javascripts/utils/storage.js

index 6110cfb..cec6049 100644 (file)
@@ -1,10 +1,7 @@
 Vue.component('my-board', {
        // Last move cannot be guessed from here, and is required to highlight squares
-       // gotoMove : juste set FEN depuis FEN stocké dans le coup (TODO)
-       // send event after each move (or undo), to notify what was played
-       // also notify end of game (which returns here later through prop...)
-       props: ["fen","moveToPlay","moveToUndo",
-               "analyze","lastMove","orientation","userColor","gameOver"],
+       // vr: object to check moves, print board...
+       props: ["vr","lastMove","mode","orientation","userColor","gameOver"],
        data: function () {
                return {
                        hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
@@ -14,24 +11,8 @@ Vue.component('my-board', {
                        selectedPiece: null, //moving piece (or clicked piece)
                        incheck: [],
                        start: {}, //pixels coordinates + id of starting square (click or drag)
-                       vr: null, //object to check moves, store them, FEN..
                };
        },
-       watch: {
-               // NOTE: maybe next 3 should be encapsulated in object to be watched (?)
-               fen: function(newFen) {
-                       this.vr = new VariantRules(newFen);
-               },
-               moveToPlay: function(move) {
-                       this.play(move, "animate");
-               },
-               moveToUndo: function(move) {
-                       this.undo(move);
-               },
-       },
-       created: function() {
-               this.vr = new VariantRules(this.fen);
-       },
        render(h) {
                const [sizeX,sizeY] = [V.size.x,V.size.y];
                // Precompute hints squares to facilitate rendering
@@ -191,7 +172,7 @@ Vue.component('my-board', {
                                ]));
                        }
                        let oppReservePiecesArray = [];
-                       const oppCol = this.vr.getOppCol(this.userColor);
+                       const oppCol = V.GetOppCol(this.userColor);
                        for (let i=0; i<V.RESERVE_PIECES.length; i++)
                        {
                                oppReservePiecesArray.push(h('div',
@@ -305,7 +286,7 @@ Vue.component('my-board', {
                                this.selectedPiece.style.zIndex = 3000;
                                const startSquare = this.getSquareFromId(e.target.parentNode.id);
                                this.possibleMoves = [];
-                               const color = this.analyze || this.gameOver
+                               const color = this.mode=="analyze" || this.gameOver
                                        ? this.vr.turn
                                        : this.userColor;
                                if (this.vr.canIplay(color,startSquare))
@@ -370,54 +351,8 @@ Vue.component('my-board', {
                        });
                        return moves;
                },
-               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<squares.length; i++)
-                       {
-                               let square = squares.item(i);
-                               if (square.id != this.getSquareId(move.start))
-                                       square.style.zIndex = "-1";
-                       }
-                       movingPiece.style.transform = "translate(" + translation.x + "px," +
-                               translation.y + "px)";
-                       movingPiece.style.transitionDuration = "0.2s";
-                       movingPiece.style.zIndex = "3000";
-                       setTimeout( () => {
-                               for (let i=0; i<squares.length; i++)
-                                       squares.item(i).style.zIndex = "auto";
-                               movingPiece.style = {}; //required e.g. for 0-0 with KR swap
-                               this.play(move);
-                       }, 250);
-               },
-               play: function(move, programmatic) {
-                       if (!!programmatic) //computer or human opponent
-                               return this.animateMove(move);
-                       // Not programmatic, or animation is over
-                       this.vr.play(move);
-                       if (this.sound == 2)
-                               new Audio("/sounds/move.mp3").play().catch(err => {});
-                       // Is opponent in check?
-                       this.incheck = this.vr.getCheckSquares(this.vr.turn);
-                       const eog = this.vr.getCurrentScore();
-                       if (eog != "*")
-                       {
-                               // TODO: notify end of game (give score)
-                       }
-               },
-               undo: function(move) {
-                       this.vr.undo(move);
-                       if (this.sound == 2)
-                               new Audio("/sounds/undo.mp3").play().catch(err => {});
-                       this.incheck = this.vr.getCheckSquares(this.vr.turn);
+               play: function(move) {
+                       this.$emit('play-move', move);
                },
        },
 })
index 2b527d9..bbef6f8 100644 (file)
-// Game logic on a variant page
+// TODO: envoyer juste "light move", sans FEN ni notation ...etc
+
+// 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)
+       props: ["gameId","mode","allowChat","allowMovelist"],
        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")
+                       //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: "",
+                       conn: null, //socket connection (et WebRTC connection ?!)
+                       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
                };
        },
        computed: {
-               mode: function() {
-                       return (this.game.oppid == "computer" ? "computer" ? "human");
-               },
                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 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: `
                <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
                        <input id="modal-eog" type="checkbox" class="modal"/>
                        <div role="dialog" aria-labelledby="eogMessage">
                                <div class="card smallpad small-modal text-center">
-                                       <label for="modal-eog" class="modal-close"></label>
-                                       <h3 id="eogMessage" class="section">{{ endgameMessage }}</h3>
+                                       <label for="modal-eog" class="modal-close">
+                                       </label>
+                                       <h3 id="eogMessage" class="section">
+                                               {{ endgameMessage }}
+                                       </h3>
                                </div>
                        </div>
-
-                       <my-chat v-if="showChat"></my-chat>
-                       //TODO: connection + turn indicators en haut à droite (superposé au menu)
-                       <my-board></my-board>
-                       // TODO: controls: abort, clear, resign, draw (avec confirm box)
-                       // et si partie terminée : (mode analyse) just clear, back / play
-                       // + flip button toujours disponible
-                               // Show current FEN (just below board, lower right corner)
-// (if mode != Dark ...)
-                               elementArray.push(
-                                       h('div',
-                                               {
-                                                       attrs: { id: "fen-div" },
-                                                       "class": { "section-content": true },
-                                               },
-                                               [
-                                                       h('p',
-                                                               {
-                                                                       attrs: { id: "fen-string" },
-                                                                       domProps: { innerHTML: this.vr.getBaseFen() },
-                                                                       "class": { "text-center": true },
-                                                               }
-                                                       )
-                                               ]
-                                       )
-                               );
-                       
+                       <my-chat v-if="showChat">
+                       </my-chat>
+                       <my-board v-bind:vr="vr">
+                       </my-board>
+                       <div v-show="showFen" id="fen-div" class="section-content">
+                               <p id="fen-string" class="text-center">
+                                       {{ vr.getFen() }}
+                               </p>
+                       </div>
                        <div id="pgn-div" class="section-content">
-                               <a id="download" href: "#"></a>
+                               <a id="download" href: "#">
+                               </a>
                                <button id="downloadBtn" @click="download">
                                        {{ translations["Download PGN"] }}
                                </button>
-                       
-                       <my-move-list v-if="showMoves"></my-move-list>
+                       </div>
+                       <my-move-list v-if="showMoves">
+                       </my-move-list>
                </div>
        `,
-       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
-
+               // TODO: after game, archive in indexedDB
                // TODO: this events listener is central. Refactor ? How ?
                const socketMessageListener = msg => {
                        const data = JSON.parse(msg.data);
@@ -183,29 +152,11 @@ 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();
-                       }
-               };
-
 
                // Computer moves web worker logic: (TODO: also for observers in HH games)
                this.compWorker.postMessage(["scripts",variant.name]);
@@ -233,19 +184,41 @@ Vue.component('my-game', {
                        }, delay);
                }
        },
-
-
+       //TODO: conn pourrait être une prop, donnée depuis variant.js
+       //dans variant.js (plutôt room.js) conn gère aussi les challenges
+       // Puis en webRTC, repenser tout ça.
        methods: {
+               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);
+                       // TODO: get fenStart from local game (using gameid)
+                       const content = V.GetPGN(this.moves, this.mycolor, this.score, 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();
                },
-               showScoreMsg: function() {
+               showScoreMsg: function(score) {
+                       this.setEndgameMessage(score);
                        let modalBox = document.getElementById("modal-eog");
                        modalBox.checked = true;
                        setTimeout(() => { modalBox.checked = false; }, 2000);
@@ -257,14 +230,15 @@ 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);
@@ -282,42 +256,88 @@ 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(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<squares.length; i++)
+                       {
+                               let square = squares.item(i);
+                               if (square.id != this.getSquareId(move.start))
+                                       square.style.zIndex = "-1";
+                       }
+                       movingPiece.style.transform = "translate(" + translation.x + "px," +
+                               translation.y + "px)";
+                       movingPiece.style.transitionDuration = "0.2s";
+                       movingPiece.style.zIndex = "3000";
+                       setTimeout( () => {
+                               for (let i=0; i<squares.length; i++)
+                                       squares.item(i).style.zIndex = "auto";
+                               movingPiece.style = {}; //required e.g. for 0-0 with KR swap
+                               this.play(move); //TODO: plutôt envoyer message "please play"
+                       }, 250);
+               },
+               play: function(move, programmatic) {
+                       if (!!programmatic) //computer or human opponent
+                               return this.animateMove(move);
+                       // Not programmatic, or animation is over
+                       if (!move.notation)
+                               move.notation = this.vr.getNotation(move);
+                       this.vr.play(move);
+                       if (!move.fen)
+                               move.fen = this.vr.getFen();
+                       if (this.sound == 2)
+                               new Audio("/sounds/move.mp3").play().catch(err => {});
+                       if (this.mode == "human")
+                       {
+                               updateStorage(move); //after our moves and opponent moves
+                               if (this.vr.turn == this.userColor)
+                                       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]);
+                       }
+                       if (this.score == "*" || this.mode == "analyze")
+                       {
+                               // Stack move on movesList
+                               this.moves.push(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.userColor)
+                               this.playComputerMove();
+               },
+               undo: function(move) {
+                       this.vr.undo(move);
+                       if (this.sound == 2)
+                               new Audio("/sounds/undo.mp3").play().catch(err => {});
+                       this.incheck = this.vr.getCheckSquares(this.vr.turn);
+                       if (this.mode == "analyze")
+                               this.moves.pop();
+               },
        },
 })
-
-//// 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);
+// cursor + ........
 //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
-                       
-// send move from here:
-//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 (["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();
-//                     if (this.mode == "computer")
-//                     {
-//                             // Send the move to web worker (TODO: including his own moves?!)
-//                             this.compWorker.postMessage(["newmove",move]);
-//                     }
-//                             if (["human","computer"].includes(this.mode))
-//                                     this.endGame(eog);
-//                             else
-//                             {
-//                                     // Just show score on screen (allow undo)
-//                                     this.score = eog;
-//                                     this.showScoreMsg();
-//                             }
+//
+//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB
index 89f1f47..6d26b92 100644 (file)
@@ -1,2 +1,4 @@
 // TODO:
 //à l'arrivée sur le site : set peerID (un identifiant unique en tout cas...) si pas trouvé
+//
+//TODO: si une partie en cours dans storage, rediriger vers cette partie
index 8bd43f0..5fc62a8 100644 (file)
@@ -1,55 +1,27 @@
                // TODO: general methods to access/retrieve from storage, to be generalized
                // https://developer.mozilla.org/fr/docs/Web/API/API_IndexedDB
                // https://dexie.org/
-               getStoragePrefix: function(mode) {
-                       let prefix = "";
-                       if (mode == "computer")
-                               prefix = "comp-";
-                       else if (mode == "friend")
-                               prefix = "anlz-";
-                       return prefix;
+               setStorage: function(myid, oppid, gameId, variant, mycolor, fenStart) {
+                       localStorage.setItem("myid", myid);
+                       localStorage.setItem("oppid", oppid);
+                       localStorage.setItem("gameId", gameId);
+                       localStorage.setItem("variant", variant);
+                       localStorage.setItem("mycolor", mycolor);
+                       localStorage.setItem("fenStart", fenStart);
+                       localStorage.setItem("moves", []);
                },
-               setStorage: function() {
-                       if (this.mode=="human")
-                       {
-                               localStorage.setItem("myid", this.myid);
-                               localStorage.setItem("oppid", this.oppid);
-                               localStorage.setItem("gameId", this.gameId);
-                       }
-                       const prefix = this.getStoragePrefix(this.mode);
-                       localStorage.setItem(prefix+"variant", variant);
-                       localStorage.setItem(prefix+"mycolor", this.mycolor);
-                       localStorage.setItem(prefix+"fenStart", this.fenStart);
-                       localStorage.setItem(prefix+"moves", JSON.stringify(this.vr.moves));
-                       localStorage.setItem(prefix+"fen", this.vr.getFen());
-                       localStorage.setItem(prefix+"score", "*");
-               },
-               updateStorage: function() {
-                       const prefix = this.getStoragePrefix(this.mode);
-                       localStorage.setItem(prefix+"moves", JSON.stringify(this.vr.moves));
-                       localStorage.setItem(prefix+"fen", this.vr.getFen());
-                       if (this.score != "*")
-                               localStorage.setItem(prefix+"score", this.score);
+               updateStorage: function(move) {
+                       let moves = JSON.parse(localStorage.getItem("moves"));
+                       moves.push(move);
+                       localStorage.setItem("moves", JSON.stringify(moves));
                },
                // "computer mode" clearing is done through the menu
                clearStorage: function() {
-                       if (this.mode == "human")
-                       {
-                               delete localStorage["myid"];
-                               delete localStorage["oppid"];
-                               delete localStorage["gameId"];
-                       }
-                       const prefix = this.getStoragePrefix(this.mode);
-                       delete localStorage[prefix+"variant"];
-                       delete localStorage[prefix+"mycolor"];
-                       delete localStorage[prefix+"fenStart"];
-                       delete localStorage[prefix+"moves"];
-                       delete localStorage[prefix+"fen"];
-                       delete localStorage[prefix+"score"];
-               },
-               clearCurrentGame: function(e) {
-                       this.getRidOfTooltip(e.currentTarget);
-                       this.clearStorage();
-                       location.reload(); //to see clearing effects
+                       delete localStorage["myid"];
+                       delete localStorage["oppid"];
+                       delete localStorage["gameId"];
+                       delete localStorage["variant"];
+                       delete localStorage["mycolor"];
+                       delete localStorage["fenStart"];
+                       delete localStorage["moves"];
                },
-