this.moves = moves;
// Use fen string to initialize variables, flags and board
this.initVariables(fen);
- this.flags = VariantRules.GetFlags(fen);
this.board = VariantRules.GetBoard(fen);
+ this.flags = VariantRules.GetFlags(fen);
}
initVariables(fen)
j++;
}
}
- // TODO: since we keep moves stack, next 2 are redundant
- let epSq = undefined;
- if (fenParts[2] != "-")
- {
- const digits = fenParts[2].split(","); //3,2 ...
- epSq = { x:Number.parseInt(digits[0]), y:Number.parseInt(digits[1]) };
- }
+ const epSq = this.moves.length > 0 ? this.getEpSquare(this.lastMove) : undefined;
this.epSquares = [ epSq ];
- this.movesCount = Number.parseInt(fenParts[3]);
}
// Turn diagram fen into double array ["wb","wp","bk",...]
let fen = pieces[0].join("") +
"/pppppppp/8/8/8/8/PPPPPPPP/" +
pieces[1].join("").toUpperCase() +
- " 1111 - 0"; //flags + enPassant + movesCount
+ " 1111"; //add flags
return fen;
}
// Return current fen according to pieces+colors state
getFen()
{
- const L = this.epSquares.length;
- const epSq = this.epSquares[L-1]===undefined
- ? "-"
- : this.epSquares[L-1].x+","+this.epSquares[L-1].y;
- return this.getBaseFen() + " " + this.getFlagsFen()
- + " " + epSq + " " + this.movesCount;
+ return this.getBaseFen() + " " + this.getFlagsFen();
}
getBaseFen()
// TODO: use indexedDB instead of localStorage? (more flexible: allow several games)
-
Vue.component('my-game', {
data: function() {
return {
let actionArray = [
h('button',
{
- on: {
- click: () => {
- if (this.mode == "human")
- return; //no newgame while playing
- if (this.seek)
- delete localStorage["newgame"]; //cancel game seek
- else
- {
- localStorage["newgame"] = variant;
- this.newGame("human");
- }
- this.seek = !this.seek;
- }
- },
+ on: { click: this.clickGameSeek },
attrs: { "aria-label": 'New game VS human' },
'class': {
"tooltip": true,
[h('i', { 'class': { "material-icons": true } }, "accessibility")]),
h('button',
{
- on: {
- click: () => {
- if (this.mode == "human")
- return; //no newgame while playing
- this.newGame("computer");
- }
- },
+ on: { click: this.clickComputerGame },
attrs: { "aria-label": 'New game VS computer' },
'class': {
"tooltip":true,
// );
// elementArray.push(reserve);
// }
- 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;
- }
+ const eogMessage = this.getEndgameMessage(this.score);
let elemsOfEog =
[
h('label',
};
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
+ console.log("Receive message: " + data.code);
switch (data.code)
{
case "newgame": //opponent found
case "newmove": //..he played!
this.play(data.move, "animate");
break;
- case "pong": //received if opponent sent a ping
+ case "pong": //received if we sent a ping (game still alive on our side)
this.oppConnected = true;
const L = this.vr.moves.length;
- // Send our "last state" informations to opponent (we are still playing)
+ // Send our "last state" informations to opponent
this.conn.send(JSON.stringify({
code:"lastate",
- oppid:this.oppId,
+ oppid:this.oppid,
lastMove:L>0?this.vr.moves[L-1]:undefined,
movesCount:L,
}));
// OK, we resigned
this.conn.send(JSON.stringify({
code:"lastate",
- oppid:this.oppId,
+ oppid:this.oppid,
lastMove:undefined,
movesCount:-1,
}));
const L = this.vr.moves.length;
this.conn.send(JSON.stringify({
code:"lastate",
- oppid:this.oppId,
+ oppid:this.oppid,
lastMove:this.vr.moves[L-1],
movesCount:L,
}));
case "resign": //..you won!
this.endGame(this.mycolor=="w"?"1-0":"0-1");
break;
- // TODO: also use (dis)connect info to count online players
+ // TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
if (this.mode == "human" && this.oppid == data.id)
this.mode = "idle";
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;
+ },
resign: function() {
if (this.mode == "human" && this.oppConnected)
{
delete localStorage["fen"];
delete localStorage["moves"];
},
+ clickGameSeek: function() {
+ if (this.mode == "human")
+ return; //no newgame while playing
+ if (this.seek)
+ delete localStorage["newgame"]; //cancel game seek
+ else
+ {
+ localStorage["newgame"] = variant;
+ this.newGame("human");
+ }
+ this.seek = !this.seek;
+ },
+ clickComputerGame: function() {
+ if (this.mode == "human")
+ return; //no newgame while playing
+ this.newGame("computer");
+ },
newGame: function(mode, fenInit, color, oppId, moves, continuation) {
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
} catch (INVALID_STATE_ERR) {
return; //nothing achieved
}
- if (continuation == "reconnect") //TODO: bad HACK...
+ if (continuation !== "reconnect") //TODO: bad HACK...
{
let modalBox = document.getElementById("modal-control2");
modalBox.checked = true;
return ChessRules.fen2board(f);
}
- initVariables(fen)
- {
- super.initVariables(fen);
- // Decode last non-capturing checkered move (if any)
- // TODO: since now we store moves list, this can disappear
- const cmove = fen.split(" ")[4];
- if (cmove != "-")
- {
- const piece = cmove.charAt(0);
- const startEnd = cmove.substr(1).split(";");
- const start = startEnd[0].split(",");
- const end = startEnd[1].split(",");
- this.moves.push(new Move({
- appear: [ new PiPo({c:"c", p:piece, x:end[0], y:end[1]}) ],
- vanish: [ new PiPo({c:"c", p:piece, x:start[0], y:start[1]}) ]
- }));
- }
- }
-
static GetFlags(fen)
{
let flags = [
static GenRandInitFen()
{
- let fen = ChessRules.GenRandInitFen();
- return fen.replace(/ - 0$/, "1111111111111111 - 0 -");
- }
-
- getFen()
- {
- let fen = super.getFen() + " ";
- const L = this.moves.length;
- if (L > 0 && this.moves[L-1].vanish.length==1 && this.moves[L-1].appear[0].c=="c")
- {
- // Ok, un-cancellable checkered move
- fen += this.moves[L-1].appear[0].p
- + this.moves[L-1].start.x + "," + this.moves[L-1].start.y + ";"
- + this.moves[L-1].end.x + "," + this.moves[L-1].end.y;
- }
- else fen += "-";
- return fen;
+ return ChessRules.GenRandInitFen() + "1111111111111111"; //add 16 pawns flags
}
getFlagsFen()