watch: {
problem: function(p, pp) {
// 'problem' prop changed: update board state
- // TODO: FEN + turn + flags + rappel instructions / solution on click sous l'échiquier
- // TODO: trouver moyen de passer la situation des reserves pour Crazyhouse,
- // et l'état des captures pour Grand... bref compléter le descriptif de l'état.
- this.newGame("problem", p.fen, p.fen.split(" ")[2]);
+ this.newGame("problem", p.fen, V.ParseFen(p.fen).turn);
},
},
render(h) {
: (smallScreen ? 31 : 37);
if (this.mode == "human")
{
- let connectedIndic = h(
+ const connectedIndic = h(
'div',
{
"class": {
);
elementArray.push(connectedIndic);
}
- let turnIndic = h(
+ const turnIndic = h(
'div',
{
"class": {
}
);
elementArray.push(turnIndic);
- let settingsBtn = h(
+ const settingsBtn = h(
'button',
{
on: { click: this.showSettings },
[h('i', { 'class': { "material-icons": true } }, "settings")]
);
elementArray.push(settingsBtn);
- let choices = h('div',
+ if (this.mode == "problem")
+ {
+ // Show problem instructions
+ elementArray.push(
+ h('div',
+ {
+ attrs: { id: "instructions-div" },
+ "class": { "section-content": true },
+ },
+ [
+ h('p',
+ {
+ attrs: { id: "problem-instructions" },
+ domProps: { innerHTML: this.problem.instructions }
+ }
+ )
+ ]
+ )
+ );
+ }
+ const choices = h('div',
{
attrs: { "id": "choices" },
'class': { 'row': true },
const lm = this.vr.lastMove;
const showLight = this.hints &&
(this.mode!="idle" || this.cursor==this.vr.moves.length);
- let gameDiv = h('div',
+ const gameDiv = h('div',
{
'class': { 'game': true },
},
);
elementArray.push(reserves);
}
- const eogMessage = this.getEndgameMessage(this.score);
const modalEog = [
h('input',
{
{
attrs: { "id": "eogMessage" },
"class": { "section": true },
- domProps: { innerHTML: eogMessage },
+ domProps: { innerHTML: this.endgameMessage },
}
)
]
actionArray
);
elementArray.push(actions);
- if (this.score != "*")
+ if (this.score != "*" && this.pgnTxt.length > 0)
{
elementArray.push(
h('div',
}
else if (this.mode != "idle")
{
+ if (this.mode == "problem")
+ {
+ // Show problem solution (on click)
+ elementArray.push(
+ h('div',
+ {
+ attrs: { id: "solution-div" },
+ "class": { "section-content": true },
+ },
+ [
+ h('h3',
+ {
+ domProps: { innerHTML: "Show solution" },
+ on: { click: "toggleShowSolution" }
+ }
+ ),
+ h('p',
+ {
+ attrs: { id: "problem-solution" },
+ domProps: { innerHTML: this.problem.solution }
+ }
+ )
+ ]
+ )
+ );
+ }
// Show current FEN
elementArray.push(
h('div',
h('p',
{
attrs: { id: "fen-string" },
- domProps: { innerHTML: this.vr.getFen() }
+ domProps: { innerHTML: this.vr.getBaseFen() }
}
)
]
elementArray
);
},
+ computed: {
+ endgameMessage: function() {
+ let eogMessage = "Unfinished";
+ switch (this.score)
+ {
+ case "1-0":
+ eogMessage = "White win";
+ break;
+ case "0-1":
+ eogMessage = "Black win";
+ break;
+ case "1/2":
+ eogMessage = "Draw";
+ break;
+ }
+ return eogMessage;
+ },
+ },
created: function() {
const url = socketUrl;
const humanContinuation = (localStorage.getItem("variant") === variant);
};
},
methods: {
+ toggleShowSolution: function() {
+ let problemSolution = document.getElementById("problem-solution");
+ problemSolution.style.display = problemSolution.style.display == "none"
+ ? "block"
+ : "none";
+ },
download: function() {
let content = document.getElementById("pgn-game").innerHTML;
content = content.replace(/<br>/g, "\n");
encodeURIComponent(content);
downloadAnchor.click();
},
- endGame: function(score) {
- this.score = score;
+ showScoreMsg: function() {
let modalBox = document.getElementById("modal-eog");
modalBox.checked = true;
+ setTimeout(() => { modalBox.checked = false; }, 2000);
+ },
+ endGame: function(score) {
+ this.score = score;
+ this.showScoreMsg();
// 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 (["human","computer"].includes(this.mode))
this.clearStorage();
this.mode = "idle";
this.cursor = this.vr.moves.length; //to navigate in finished game
this.oppid = "";
},
- getEndgameMessage: function(score) {
- let eogMessage = "Unfinished";
- switch (this.score)
- {
- case "1-0":
- eogMessage = "White win";
- break;
- case "0-1":
- eogMessage = "Black win";
- break;
- case "1/2":
- eogMessage = "Draw";
- break;
- }
- return eogMessage;
- },
setStorage: function() {
if (this.mode=="human")
{
if (!!storageVariant && storageVariant !== variant)
return alert("Finish your " + storageVariant + " game first!");
// Send game request and wait..
- this.seek = true;
try {
this.conn.send(JSON.stringify({code:"newgame", fen:fen}));
} catch (INVALID_STATE_ERR) {
return; //nothing achieved
}
+ this.seek = true;
let modalBox = document.getElementById("modal-newgame");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
return;
}
- if (this.mode == "computer" && mode == "human") { }
+ if (mode == "computer" && !continuation)
+ {
+ const storageVariant = localStorage.getItem("comp-variant");
+ if (!!storageVariant && storageVariant !== variant)
+ {
+ if (!confirm("Unfinished " + storageVariant +
+ " computer game will be erased"))
+ {
+ return;
+ }
+ }
+ }
+ if (this.mode == "computer" && mode == "human")
{
// Save current computer game to resume it later
this.setStorage();
this.score = "*";
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
- this.incheck = continuation
- ? this.vr
- : [];
- this.fenStart = (continuation ? localStorage.getItem("fenStart") : fen);
+ if (continuation && moves.length > 0) //NOTE: "continuation": redundant test
+ {
+ const lastMove = moves[moves.length-1];
+ this.vr.undo(lastMove);
+ this.incheck = this.vr.getCheckSquares(lastMove);
+ this.vr.play(lastMove, "ingame");
+ }
+ else
+ this.incheck = [];
+ if (continuation)
+ {
+ const prefix = (mode=="computer" ? "comp-" : "");
+ this.fenStart = localStorage.getItem(prefix+"fenStart");
+ }
+ else
+ this.fenStart = fen;
if (mode=="human")
{
-
-
-
-//TODO: refactor this. (for computer mode too), lastMove getCheckSquares...
-
-
-
-
// Opponent found!
if (!continuation) //not playing sound on game continuation
{
if (this.sound >= 1)
- new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err => {});
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
document.getElementById("modal-newgame").checked = false;
}
this.oppid = oppId;
this.oppConnected = !continuation;
this.mycolor = color;
this.seek = false;
- if (!!moves && moves.length > 0) //imply continuation
- {
- const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove);
- this.vr.play(lastMove, "ingame");
- }
this.setStorage(); //in case of interruptions
}
else if (mode == "computer")
{
this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
if (this.mycolor == 'b')
- setTimeout(this.playComputerMove, 500);
+ this.playComputerMove();
}
//else: against a (IRL) friend or problem solving: nothing more to do
},
squares.item(i).style.zIndex = "auto";
movingPiece.style = {}; //required e.g. for 0-0 with KR swap
this.play(move);
- }, 200);
+ }, 250);
},
play: function(move, programmatic) {
if (!move)
if (this.mode == "human" && this.vr.turn == this.mycolor)
this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
if (this.sound == 2)
- new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err => {});
+ new Audio("/sounds/chessmove1.mp3").play().catch(err => {});
if (this.mode != "idle")
{
this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
{
const eog = this.vr.checkGameOver();
if (eog != "*")
- this.endGame(eog);
+ {
+ if (["human","computer"].includes(this.mode))
+ this.endGame(eog);
+ else
+ {
+ // Just show score on screen (allow undo)
+ this.score = eog;
+ this.showScoreMsg();
+ }
+ }
}
if (this.mode == "computer" && this.vr.turn != this.mycolor)
- setTimeout(this.playComputerMove, 500);
+ this.playComputerMove;
},
undo: function() {
// Navigate after game is over