<script>
-// TODO: for 3 or 4 players, write a "board3.js" (board4.js)
+// TODO: BoardHex for hexagonal variants (2 players)
import { getSquareId, getSquareFromId } from "@/utils/squareId";
import { ArrayFun } from "@/utils/array";
name: 'my-board',
// Last move cannot be guessed from here, and is required to highlight squares
// vr: object to check moves, print board...
- // userColor: for mode HH or HC
+ // userColor is left undefined for an external observer
props: ["vr","lastMove","analyze","orientation","userColor","vname"],
data: function () {
return {
attrs: { "id": "choices" },
'class': { 'row': true },
style: {
- "display": this.choices.length>0?"block":"none",
+ "display": (this.choices.length > 0 ? "block" : "none"),
"top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
"width": (this.choices.length * squareWidth) + "px",
"height": squareWidth + "px",
let cj = (this.orientation=='w' ? j : sizeY-j-1);
let elems = [];
if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
- || this.gameOver || this.analyze
- || this.vr.enlightened[this.userColor][ci][cj]))
+ || this.analyze || (!!this.userColor
+ && this.vr.enlightened[this.userColor][ci][cj])))
{
elems.push(
h(
'light-square': (i+j)%2==0,
'dark-square': (i+j)%2==1,
[this.bcolor]: true,
- 'in-shadow': this.vname=="Dark" && !this.gameOver
- && !this.analyze && !this.vr.enlightened[this.userColor][ci][cj],
+ 'in-shadow': this.vname=="Dark" && !this.analyze
+ && (!this.userColor
+ || !this.vr.enlightened[this.userColor][ci][cj]),
'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
'incheck': showLight && incheckSq[ci][cj],
},
);
})
);
+ const playingColor = userColor || "w"; //default for an observer
let elementArray = [choices, gameDiv];
if (!!this.vr.reserve)
{
- const shiftIdx = (this.userColor=="w" ? 0 : 1);
+ const shiftIdx = (playingColor=="w" ? 0 : 1);
let myReservePiecesArray = [];
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
'class': {"piece":true, "reserve":true},
attrs: {
"src": "/images/pieces/" +
- this.vr.getReservePpath(this.userColor,i) + ".svg",
+ this.vr.getReservePpath(playingColor,i) + ".svg",
}
}),
h('sup',
{"class": { "reserve-count": true } },
- [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
+ [ this.vr.reserve[playingColor][V.RESERVE_PIECES[i]] ]
)
]));
}
let oppReservePiecesArray = [];
- const oppCol = V.GetOppCol(this.userColor);
+ const oppCol = V.GetOppCol(playingColor);
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
oppReservePiecesArray.push(h('div',
this.selectedPiece.style.zIndex = 3000;
const startSquare = getSquareFromId(e.target.parentNode.id);
this.possibleMoves = [];
- const color = (this.analyze || this.gameOver ? this.vr.turn : this.userColor);
+ const color = (this.analyze ? this.vr.turn : this.userColor);
if (this.vr.canIplay(color,startSquare))
this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
// Next line add moving piece just after current image
-<!-- TODO: component Game, + handle players + observers connect/disconnect
- event = "gameconnect" ...etc
- connect/disconnect with sid+name (ID not required); name slightly redundant but easier
-quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping)
-(éventuel échange lastate avec les connectés, pong ...etc)
-ensuite quand qqun se deco il suffit d'écouter "disconnect"
-pareil quand quelqu'un reco.
-(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...)
- // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too
-// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
-// onClick :: ask full game to remote player, and register as an observer in game
-// (use gameId to communicate)
-// on landing on game :: if gameId not found locally, check remotely
-// ==> il manque un param dans game : "remoteId"
--->
<template lang="pug">
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
},
game: { }, //passed to BaseGame
vr: null, //"variant rules" object initialized from FEN
- drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?)
+ drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
people: [ ], //potential observers (TODO)
};
},
}
// TODO: how to know who is observing ? Send message to everyone with game ID ?
// and then just listen to (dis)connect events
-
-
// server always send "connect on " + URL ; then add to observers if game...
// detect multiple tabs connected (when connect ask server if my SID is already in use)
// router when access a game page tell to server I joined + game ID (no need rid)
// and ask server for current joined (= observers)
// when send to chat (or a move), reach only this group (send gid along)
-
// --> doivent être enregistrés comme observers au niveau du serveur...
// non: poll users + events startObserving / stopObserving
// (à faire au niveau du routeur ?)
-
// TODO: also handle "draw accepted" (use opponents array?)
// --> must give this info also when sending lastState...
// and, if all players agree then OK draw (end game ...etc)
});
break;
// TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves
+ // TODO: need to send along clock state (my current time) with my last move
case "lastate": //got opponent infos about last move
L = this.vr.moves.length;
if (this.gameRef.id != data.gameId)
else if (data.movesCount > L) //just got last move from him
this.play(data.lastMove, "animate"); //TODO: wrong call (3 args)
break;
- case "resign": //..you won!
- this.endGame(this.game.mycolor=="w"?"1-0":"0-1");
+ case "resign":
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
+ break;
+ case "timeover":
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "1-0" : "0-1", "Time");
break;
+ case "abort":
+ this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
+ break;
+ // TODO: drawaccepted (click draw button before sending move ==> draw offer in move)
+ // ==> on "newmove", check "drawOffer" field
// TODO: also use (dis)connect info to count online players?
case "gameconnect":
case "gamedisconnect":
abortGame: function() {
if (!confirm("Abort the game?"))
return;
+
+// Abort possible à tout moment avec message
+// Sorry I have to go / Game seems over / Game is not interesting
+
//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
//send message: "gameOver" avec score "?"
// ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case
resign: function(e) {
if (!confirm("Resign the game?"))
return;
- if (this.mode == "human" && this.oppConnected(this.oppid))
- {
- try {
- this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
- } catch (INVALID_STATE_ERR) {
- return;
+ this.game.players.forEach(p => {
+ if (!!p.sid && p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "resign",
+ target: p.sid,
+ }));
}
- }
- this.endGame(this.mycolor=="w"?"0-1":"1-0");
+ });
+ // Next line will trigger a "gameover" event, bubbling up till here
+ this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0");
},
// 4 cases for loading a game:
// - from localStorage (one running game I play)
const elapsed = Date.now() - GameStorage.getInitime();
this.game.players.forEach(p => {
if (p.sid != this.st.user.sid)
+ {
this.st.conn.send(JSON.stringify({
code: "newmove",
target: p.sid,
move: Object.assign({}, filtered_move, {elapsed: elapsed}),
}));
+ }
});
move.elapsed = elapsed;
// elapsed time is measured in milliseconds
initime: (this.vr.turn == this.game.mycolor), //my turn now?
});
},
- // NOTE: this update function should also work for corr games
+ // TODO: this update function should also work for corr games
gameOver: function(score) {
+ this.game.mode = "analyze";
GameStorage.update({
score: score,
});
},
};
</script>
-
-<!-- TODO:
-// Abort possible à tout moment avec message
-// Sorry I have to go / Game seems over / Game is not interesting
-// code "T" pour score "perte au temps" ?
--->