-// Game logic on a variant page
+// TODO: envoyer juste "light move", sans FEN ni notation ...etc
+// TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?)
+// 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)
+ // fen: to start from a FEN without identifiers (analyze mode)
+ props: ["conn","gameId","fen","mode","allowChat","allowMovelist","queryHash","settings"],
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")
+ oppConnected: false, //TODO?
+ // 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
+ endgameMessage: "",
+ orientation: "w",
+
oppid: "", //opponent ID in case of HH game
score: "*", //'*' means 'unfinished'
+ // userColor: given by gameId, or fen in problems mode (if no game Id)...
mycolor: "w",
- fromChallenge: false, //if true, show chat during game
-
- conn: null, //socket connection
- oppConnected: false,
- seek: false,
fenStart: "",
- 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
+ moves: [], //TODO: initialize if gameId is defined...
+ cursor: 0,
+ lastMove: null,
};
},
- computed: {
- mode: function() {
- return (this.game.oppid == "computer" ? "computer" ? "human");
+ watch: {
+ fen: function(newFen) {
+ this.vr = new VariantRules(newFen);
+ this.moves = [];
+ this.cursor = 0;
+ this.fenStart = newFen;
+ this.score = "*";
+ if (this.mode == "analyze")
+ {
+ this.mycolor = V.ParseFen(newFen).turn;
+ this.orientation = "w"; //convention (TODO?!)
+ }
+ else if (this.mode == "computer") //only other alternative (HH with gameId)
+ {
+ this.mycolor = (Math.random() < 0.5 ? "w" : "b");
+ this.orientation = this.mycolor;
+ this.compWorker.postMessage(["init",newFen]);
+ }
+ },
+ gameId: function() {
+ this.loadGame();
+ },
+ queryHash: function(newQhash) {
+ // New query hash = "id=42"; get 42 as gameId
+ this.gameId = parseInt(newQhash.substr(2));
+ this.loadGame();
},
+ },
+ computed: {
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 true;
+ 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...)
+ // TODO: controls: abort, clear, resign, draw (avec confirm box)
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" :last-move="lastMove" :mode="mode"
+ :orientation="orientation" :user-color="mycolor" :settings="settings"
+ @play-move="play">
+ </my-board>
+ <div class="button-group">
+ <button @click="() => play()">Play</button>
+ <button @click="() => undo()">Undo</button>
+ <button @click="flip">Flip</button>
+ <button @click="gotoBegin">GotoBegin</button>
+ <button @click="gotoEnd">GotoEnd</button>
+ </div>
+ <div v-if="showFen && !!vr" 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"] }}
+ {{ translate("Download PGN") }}
</button>
-
- <my-move-list v-if="showMoves"></my-move-list>
+ </div>
+ <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
+ </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
-
+ if (!!this.gameId)
+ this.loadGame();
+ else if (!!this.fen)
+ {
+ this.vr = new VariantRules(this.fen);
+ this.fenStart = this.fen;
+ }
+ // TODO: after game, archive in indexedDB
// TODO: this events listener is central. Refactor ? How ?
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
};
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();
- }
- };
-
+ if (!!this.conn)
+ {
+ this.conn.onmessage = socketMessageListener;
+ this.conn.onclose = socketCloseListener;
+ }
// Computer moves web worker logic: (TODO: also for observers in HH games)
this.compWorker.postMessage(["scripts",variant.name]);
}, delay);
}
},
-
-
+ // this.conn est une prop, donnée depuis variant.js
+ //dans variant.js (plutôt room.js) conn gère aussi les challenges
+ // Puis en webRTC, repenser tout ça.
methods: {
+ translate: translate,
+ loadGame: function() {
+ const game = getGameFromStorage(this.gameId);
+ this.oppid = game.oppid; //opponent ID in case of running HH game
+ this.score = game.score;
+ this.mycolor = game.mycolor || "w";
+ this.fenStart = game.fenStart;
+ this.moves = game.moves;
+ this.cursor = game.moves.length;
+ this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor-1] : null);
+ },
+ 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);
+ const content = this.getPgn();
// 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() {
+ getPgn: function() {
+ let pgn = "";
+ pgn += '[Site "vchess.club"]\n';
+ const opponent = (this.mode=="human" ? "Anonymous" : "Computer");
+ pgn += '[Variant "' + variant.name + '"]\n';
+ pgn += '[Date "' + getDate(new Date()) + '"]\n';
+ const whiteName = ["human","computer"].includes(this.mode)
+ ? (this.mycolor=='w'?'Myself':opponent)
+ : "analyze";
+ const blackName = ["human","computer"].includes(this.mode)
+ ? (this.mycolor=='b'?'Myself':opponent)
+ : "analyze";
+ pgn += '[White "' + whiteName + '"]\n';
+ pgn += '[Black "' + blackName + '"]\n';
+ pgn += '[Fen "' + this.fenStart + '"]\n';
+ pgn += '[Result "' + this.score + '"]\n\n';
+ let counter = 1;
+ let i = 0;
+ while (i < this.moves.length)
+ {
+ pgn += (counter++) + ".";
+ for (let color of ["w","b"])
+ {
+ let move = "";
+ while (i < this.moves.length && this.moves[i].color == color)
+ move += this.moves[i++].notation[0] + ",";
+ move = move.slice(0,-1); //remove last comma
+ pgn += move + (i < this.moves.length-1 ? " " : "");
+ }
+ }
+ return pgn + "\n";
+ },
+ showScoreMsg: function(score) {
+ this.setEndgameMessage(score);
let modalBox = document.getElementById("modal-eog");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
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);
this.timeStart = Date.now();
this.compWorker.postMessage(["askmove"]);
},
- // OK, these last functions can stay here (?!)
+ animateMove: function(move) {
+ let startSquare = document.getElementById(getSquareId(move.start));
+ let endSquare = document.getElementById(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("#" + 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 != 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) {
+ // Forbid playing outside analyze mode when cursor isn't at moves.length-1
+ if (this.mode != "analyze" && this.cursor < this.moves.length-1)
+ return;
+ let navigate = !move;
+ if (navigate)
+ {
+ if (this.cursor == this.moves.length)
+ return; //no more moves
+ move = this.moves[this.cursor];
+ }
+ 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);
+ if (!move.color)
+ move.color = this.vr.turn;
+ this.vr.play(move);
+ this.cursor++;
+ this.lastMove = move;
+ if (!move.fen)
+ move.fen = this.vr.getFen();
+ if (this.settings.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.mycolor)
+ 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 (!navigate && (this.score == "*" || this.mode == "analyze"))
+ {
+ // Stack move on movesList at current cursor
+ if (this.cursor == this.moves.length)
+ this.moves.push(move);
+ else
+ this.moves = this.moves.slice(0,this.cursor-1).concat([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.mycolor)
+ this.playComputerMove();
+ // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
+ if (navigate)
+ this.$children[0].$forceUpdate(); //TODO!?
+ },
+ undo: function(move) {
+ let navigate = !move;
+ if (navigate)
+ {
+ if (this.cursor == 0)
+ return; //no more moves
+ move = this.moves[this.cursor-1];
+ }
+ this.vr.undo(move);
+ this.cursor--;
+ this.lastMove = (this.cursor > 0 ? this.moves[this.cursor-1] : undefined);
+ if (navigate)
+ this.$children[0].$forceUpdate(); //TODO!?
+ if (this.settings.sound == 2)
+ new Audio("/sounds/undo.mp3").play().catch(err => {});
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (!navigate && this.mode == "analyze")
+ this.moves.pop();
+ if (navigate)
+ this.$forceUpdate(); //TODO!?
+ },
+ gotoMove: function(index) {
+ this.vr = new VariantRules(this.moves[index].fen);
+ this.cursor = index+1;
+ this.lastMove = this.moves[index];
+ },
+ gotoBegin: function() {
+ this.vr = new VariantRules(this.fenStart);
+ this.cursor = 0;
+ this.lastMove = null;
+ },
+ gotoEnd: function() {
+ this.gotoMove(this.moves.length-1);
+ this.lastMove = this.moves[this.moves.length-1];
+ },
+ flip: function() {
+ this.orientation = V.GetNextCol(this.orientation);
+ },
},
})
-
-//// 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
-
-// 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