// 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', {
// gameId: to find the game in storage (assumption: it exists)
- props: ["gameId","mode","allowChat","allowMovelist"],
+ // fen: to start from a FEN without identifiers (analyze mode)
+ props: ["conn","gameId","fen","mode","allowChat","allowMovelist","queryHash","settings"],
data: function() {
return {
- // 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",
- 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
+ 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",
+ fenStart: "",
+ moves: [], //TODO: initialize if gameId is defined...
+ cursor: 0,
+ lastMove: null,
};
},
+ 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.allowChat && this.mode=='human' && this.score != '*';
},
showMoves: function() {
+ return true;
return this.allowMovelist && window.innerWidth >= 768;
},
showFen: function() {
},
// 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>
<my-chat v-if="showChat">
</my-chat>
- <my-board v-bind:vr="vr">
+ <my-board v-bind:vr="vr" :last-move="lastMove" :mode="mode"
+ :orientation="orientation" :user-color="mycolor" :settings="settings"
+ @play-move="play">
</my-board>
- <div v-show="showFen" id="fen-div" class="section-content">
+ <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 id="download" href="#">
</a>
<button id="downloadBtn" @click="download">
- {{ translations["Download PGN"] }}
+ {{ translate("Download PGN") }}
</button>
</div>
- <my-move-list v-if="showMoves">
+ <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
</my-move-list>
</div>
`,
created: function() {
- const url = socketUrl;
- this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id);
+ 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 socketCloseListener = () => {
- this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id);
this.conn.addEventListener('message', socketMessageListener);
this.conn.addEventListener('close', socketCloseListener);
};
- this.conn.onmessage = socketMessageListener;
- this.conn.onclose = socketCloseListener;
+ 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);
}
},
- //TODO: conn pourrait être une prop, donnée depuis variant.js
+ // 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)
this.endgameMessage = eogMessage;
},
download: function() {
- // Variants may have special PGN structure (so next function isn't defined here)
- // TODO: get fenStart from local game (using gameid)
- const content = V.GetPGN(this.moves, this.mycolor, this.score, 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();
},
+ 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");
this.compWorker.postMessage(["askmove"]);
},
animateMove: function(move) {
- let startSquare = document.getElementById(this.getSquareId(move.start));
- let endSquare = document.getElementById(this.getSquareId(move.end));
+ 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("#" + this.getSquareId(move.start) + " > img.piece");
+ 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 != this.getSquareId(move.start))
+ if (square.id != getSquareId(move.start))
square.style.zIndex = "-1";
}
movingPiece.style.transform = "translate(" + translation.x + "px," +
}, 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.sound == 2)
+ 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.userColor)
+ 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 (this.score == "*" || this.mode == "analyze")
+ if (!navigate && (this.score == "*" || this.mode == "analyze"))
{
- // Stack move on movesList
- this.moves.push(move);
+ // 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);
this.showScoreMsg(score);
// TODO: notify end of game (give score)
}
- else if (this.mode == "computer" && this.vr.turn != this.userColor)
+ 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);
- if (this.sound == 2)
+ 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 (this.mode == "analyze")
+ 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);
},
},
})
-// 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
-//
//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB