1 // TODO: envoyer juste "light move", sans FEN ni notation ...etc
2 // TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?)
4 // Game logic on a variant page: 3 modes, analyze, computer or human
5 Vue
.component('my-game', {
6 // gameId: to find the game in storage (assumption: it exists)
7 props: ["gameId","mode","allowChat","allowMovelist"],
10 // if oppid == "computer" then mode = "computer" (otherwise human)
11 myid: "", //our ID, always set
12 //this.myid = localStorage.getItem("myid")
13 oppid: "", //opponent ID in case of HH game
14 score: "*", //'*' means 'unfinished'
16 conn: null, //socket connection (et WebRTC connection ?!)
17 oppConnected: false, //TODO?
19 // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
20 sound: parseInt(localStorage
["sound"] || "2"),
21 // Web worker to play computer moves without freezing interface:
22 compWorker: new Worker('/javascripts/playCompMove.js'),
23 timeStart: undefined, //time when computer starts thinking
24 vr: null, //VariantRules object, describing the game state + rules
28 showChat: function() {
29 return this.allowChat
&& this.mode
=='human' && this.score
!= '*';
31 showMoves: function() {
32 return this.allowMovelist
&& window
.innerWidth
>= 768;
35 return variant
.name
!= "Dark" || this.score
!= "*";
38 // Modal end of game, and then sub-components
39 // TODO: provide chat parameters (connection, players ID...)
40 // and alwo moveList parameters (just moves ?)
41 // TODO: connection + turn indicators en haut à droite (superposé au menu)
42 // TODO: controls: abort, clear, resign, draw (avec confirm box)
43 // et si partie terminée : (mode analyse) just clear, back / play
44 // + flip button toujours disponible
45 // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO])
47 <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
48 <input id="modal-eog" type="checkbox" class="modal"/>
49 <div role="dialog" aria-labelledby="eogMessage">
50 <div class="card smallpad small-modal text-center">
51 <label for="modal-eog" class="modal-close">
53 <h3 id="eogMessage" class="section">
58 <my-chat v-if="showChat">
60 <my-board v-bind:vr="vr">
62 <div v-show="showFen" id="fen-div" class="section-content">
63 <p id="fen-string" class="text-center">
67 <div id="pgn-div" class="section-content">
68 <a id="download" href: "#">
70 <button id="downloadBtn" @click="download">
71 {{ translations["Download PGN"] }}
74 <my-move-list v-if="showMoves">
79 const url
= socketUrl
;
80 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
._id
);
81 // TODO: after game, archive in indexedDB
82 // TODO: this events listener is central. Refactor ? How ?
83 const socketMessageListener
= msg
=> {
84 const data
= JSON
.parse(msg
.data
);
88 case "newmove": //..he played!
89 this.play(data
.move, (variant
.name
!="Dark" ? "animate" : null));
91 case "pong": //received if we sent a ping (game still alive on our side)
92 if (this.gameId
!= data
.gameId
)
93 break; //games IDs don't match: definitely over...
94 this.oppConnected
= true;
95 // Send our "last state" informations to opponent
96 L
= this.vr
.moves
.length
;
97 this.conn
.send(JSON
.stringify({
101 lastMove: (L
>0?this.vr
.moves
[L
-1]:undefined),
105 case "lastate": //got opponent infos about last move
106 L
= this.vr
.moves
.length
;
107 if (this.gameId
!= data
.gameId
)
108 break; //games IDs don't match: nothing we can do...
109 // OK, opponent still in game (which might be over)
110 if (this.score
!= "*")
112 // We finished the game (any result possible)
113 this.conn
.send(JSON
.stringify({
120 else if (!!data
.score
) //opponent finished the game
121 this.endGame(data
.score
);
122 else if (data
.movesCount
< L
)
124 // We must tell last move to opponent
125 this.conn
.send(JSON
.stringify({
129 lastMove: this.vr
.moves
[L
-1],
133 else if (data
.movesCount
> L
) //just got last move from him
134 this.play(data
.lastMove
, "animate");
136 case "resign": //..you won!
137 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
139 // TODO: also use (dis)connect info to count online players?
142 if (this.mode
=="human" && this.oppid
== data
.id
)
143 this.oppConnected
= (data
.code
== "connect");
144 if (this.oppConnected
&& this.score
!= "*")
146 // Send our name to the opponent, in case of he hasn't it
147 this.conn
.send(JSON
.stringify({
148 code:"myname", name:this.myname
, oppid: this.oppid
}));
154 const socketCloseListener
= () => {
155 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
._id
);
156 this.conn
.addEventListener('message', socketMessageListener
);
157 this.conn
.addEventListener('close', socketCloseListener
);
159 this.conn
.onmessage
= socketMessageListener
;
160 this.conn
.onclose
= socketCloseListener
;
162 // Computer moves web worker logic: (TODO: also for observers in HH games)
163 this.compWorker
.postMessage(["scripts",variant
.name
]);
165 this.compWorker
.onmessage = function(e
) {
166 let compMove
= e
.data
;
168 return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
169 if (!Array
.isArray(compMove
))
170 compMove
= [compMove
]; //to deal with MarseilleRules
171 // TODO: imperfect attempt to avoid ghost move:
172 compMove
.forEach(m
=> { m
.computer
= true; });
173 // (first move) HACK: small delay to avoid selecting elements
174 // before they appear on page:
175 const delay
= Math
.max(500-(Date
.now()-self
.timeStart
), 0);
177 const animate
= (variant
.name
!="Dark" ? "animate" : null);
178 if (self
.mode
== "computer") //warning: mode could have changed!
179 self
.play(compMove
[0], animate
);
180 if (compMove
.length
== 2)
182 if (self
.mode
== "computer")
183 self
.play(compMove
[1], animate
);
188 //TODO: conn pourrait être une prop, donnée depuis variant.js
189 //dans variant.js (plutôt room.js) conn gère aussi les challenges
190 // Puis en webRTC, repenser tout ça.
192 setEndgameMessage: function(score
) {
193 let eogMessage
= "Undefined";
197 eogMessage
= translations
["White win"];
200 eogMessage
= translations
["Black win"];
203 eogMessage
= translations
["Draw"];
206 eogMessage
= "Unfinished";
209 this.endgameMessage
= eogMessage
;
211 download: function() {
212 // Variants may have special PGN structure (so next function isn't defined here)
213 // TODO: get fenStart from local game (using gameid)
214 const content
= V
.GetPGN(this.moves
, this.mycolor
, this.score
, fenStart
, this.mode
);
215 // Prepare and trigger download link
216 let downloadAnchor
= document
.getElementById("download");
217 downloadAnchor
.setAttribute("download", "game.pgn");
218 downloadAnchor
.href
= "data:text/plain;charset=utf-8," + encodeURIComponent(content
);
219 downloadAnchor
.click();
221 showScoreMsg: function(score
) {
222 this.setEndgameMessage(score
);
223 let modalBox
= document
.getElementById("modal-eog");
224 modalBox
.checked
= true;
225 setTimeout(() => { modalBox
.checked
= false; }, 2000);
227 endGame: function(score
) {
229 if (["human","computer"].includes(this.mode
))
231 const prefix
= (this.mode
=="computer" ? "comp-" : "");
232 localStorage
.setItem(prefix
+"score", score
);
234 this.showScoreMsg(score
);
235 if (this.mode
== "human" && this.oppConnected
)
237 // Send our nickname to opponent
238 this.conn
.send(JSON
.stringify({
239 code:"myname", name:this.myname
, oppid:this.oppid
}));
241 // TODO: what about cursor ?
242 //this.cursor = this.vr.moves.length; //to navigate in finished game
244 resign: function(e
) {
245 this.getRidOfTooltip(e
.currentTarget
);
246 if (this.mode
== "human" && this.oppConnected
)
249 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
250 } catch (INVALID_STATE_ERR
) {
251 return; //socket is not ready (and not yet reconnected)
254 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
256 playComputerMove: function() {
257 this.timeStart
= Date
.now();
258 this.compWorker
.postMessage(["askmove"]);
260 animateMove: function(move) {
261 let startSquare
= document
.getElementById(this.getSquareId(move.start
));
262 let endSquare
= document
.getElementById(this.getSquareId(move.end
));
263 let rectStart
= startSquare
.getBoundingClientRect();
264 let rectEnd
= endSquare
.getBoundingClientRect();
265 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
267 document
.querySelector("#" + this.getSquareId(move.start
) + " > img.piece");
268 // HACK for animation (with positive translate, image slides "under background")
269 // Possible improvement: just alter squares on the piece's way...
270 squares
= document
.getElementsByClassName("board");
271 for (let i
=0; i
<squares
.length
; i
++)
273 let square
= squares
.item(i
);
274 if (square
.id
!= this.getSquareId(move.start
))
275 square
.style
.zIndex
= "-1";
277 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
278 translation
.y
+ "px)";
279 movingPiece
.style
.transitionDuration
= "0.2s";
280 movingPiece
.style
.zIndex
= "3000";
282 for (let i
=0; i
<squares
.length
; i
++)
283 squares
.item(i
).style
.zIndex
= "auto";
284 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
285 this.play(move); //TODO: plutôt envoyer message "please play"
288 play: function(move, programmatic
) {
289 if (!!programmatic
) //computer or human opponent
290 return this.animateMove(move);
291 // Not programmatic, or animation is over
293 move.notation
= this.vr
.getNotation(move);
296 move.fen
= this.vr
.getFen();
298 new Audio("/sounds/move.mp3").play().catch(err
=> {});
299 if (this.mode
== "human")
301 updateStorage(move); //after our moves and opponent moves
302 if (this.vr
.turn
== this.userColor
)
303 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
305 else if (this.mode
== "computer")
307 // Send the move to web worker (including his own moves)
308 this.compWorker
.postMessage(["newmove",move]);
310 if (this.score
== "*" || this.mode
== "analyze")
312 // Stack move on movesList
313 this.moves
.push(move);
315 // Is opponent in check?
316 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
317 const score
= this.vr
.getCurrentScore();
320 if (["human","computer"].includes(this.mode
))
322 else //just show score on screen (allow undo)
323 this.showScoreMsg(score
);
324 // TODO: notify end of game (give score)
326 else if (this.mode
== "computer" && this.vr
.turn
!= this.userColor
)
327 this.playComputerMove();
329 undo: function(move) {
332 new Audio("/sounds/undo.mp3").play().catch(err
=> {});
333 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
334 if (this.mode
== "analyze")
340 //TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
341 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
344 //TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB