settings
user
x
-
-Use raw-loader to show rules (+ post-processing)
-document.getElementById("modalWelcome").innerHTML =
- require("raw-loader!pug-plain-loader!@/welcome/" + this.state.lang + ".pug");
+++ /dev/null
-// This can work for squared boards (2 or 4 players), with some adaptations (TODO)
-// TODO: for 3 players, write a "board3.js"
-Vue.component('my-board', {
- // Last move cannot be guessed from here, and is required to highlight squares
- // vr: object to check moves, print board...
- // mode: HH, HC or analyze
- // userColor: for mode HH or HC
- props: ["vr","lastMove","mode","orientation","userColor"],
- data: function () {
- return {
- hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
- bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
- possibleMoves: [], //filled after each valid click/dragstart
- choices: [], //promotion pieces, or checkered captures... (as moves)
- selectedPiece: null, //moving piece (or clicked piece)
- incheck: [],
- start: {}, //pixels coordinates + id of starting square (click or drag)
- };
- },
- render(h) {
- if (!this.vr)
- return;
- const [sizeX,sizeY] = [V.size.x,V.size.y];
- // Precompute hints squares to facilitate rendering
- let hintSquares = doubleArray(sizeX, sizeY, false);
- this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
- // Also precompute in-check squares
- let incheckSq = doubleArray(sizeX, sizeY, false);
- this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
- const squareWidth = 40; //TODO: compute this
- const choices = h(
- 'div',
- {
- attrs: { "id": "choices" },
- 'class': { 'row': true },
- style: {
- "display": this.choices.length>0?"block":"none",
- "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
- "width": (this.choices.length * squareWidth) + "px",
- "height": squareWidth + "px",
- },
- },
- this.choices.map(m => { //a "choice" is a move
- return h('div',
- {
- 'class': {
- 'board': true,
- ['board'+sizeY]: true,
- },
- style: {
- 'width': (100/this.choices.length) + "%",
- 'padding-bottom': (100/this.choices.length) + "%",
- },
- },
- [h('img',
- {
- attrs: { "src": '/images/pieces/' +
- V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
- 'class': { 'choice-piece': true },
- on: {
- "click": e => { this.play(m); this.choices=[]; },
- // NOTE: add 'touchstart' event to fix a problem on smartphones
- "touchstart": e => { this.play(m); this.choices=[]; },
- },
- })
- ]
- );
- })
- );
- // Create board element (+ reserves if needed by variant or mode)
- const lm = this.lastMove;
- const showLight = this.hints && variant.name != "Dark";
- const gameDiv = h(
- 'div',
- {
- 'class': {
- 'game': true,
- 'clearer': true,
- },
- },
- [...Array(sizeX).keys()].map(i => {
- let ci = (this.orientation=='w' ? i : sizeX-i-1);
- return h(
- 'div',
- {
- 'class': {
- 'row': true,
- },
- style: { 'opacity': this.choices.length>0?"0.5":"1" },
- },
- [...Array(sizeY).keys()].map(j => {
- let cj = (this.orientation=='w' ? j : sizeY-j-1);
- let elems = [];
- if (this.vr.board[ci][cj] != V.EMPTY && (variant.name!="Dark"
- || this.gameOver || this.mode == "analyze"
- || this.vr.enlightened[this.userColor][ci][cj]))
- {
- elems.push(
- h(
- 'img',
- {
- 'class': {
- 'piece': true,
- 'ghost': !!this.selectedPiece
- && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
- },
- attrs: {
- src: "/images/pieces/" +
- V.getPpath(this.vr.board[ci][cj]) + ".svg",
- },
- }
- )
- );
- }
- if (this.hints && hintSquares[ci][cj])
- {
- elems.push(
- h(
- 'img',
- {
- 'class': {
- 'mark-square': true,
- },
- attrs: {
- src: "/images/mark.svg",
- },
- }
- )
- );
- }
- return h(
- 'div',
- {
- 'class': {
- 'board': true,
- ['board'+sizeY]: true,
- 'light-square': (i+j)%2==0,
- 'dark-square': (i+j)%2==1,
- [this.bcolor]: true,
- 'in-shadow': variant.name=="Dark" && !this.gameOver
- && this.mode != "analyze"
- && !this.vr.enlightened[this.userColor][ci][cj],
- 'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
- 'incheck': showLight && incheckSq[ci][cj],
- },
- attrs: {
- id: getSquareId({x:ci,y:cj}),
- },
- },
- elems
- );
- })
- );
- }), choices]
- );
- let elementArray = [choices, gameDiv];
- if (!!this.vr.reserve)
- {
- const shiftIdx = (this.userColor=="w" ? 0 : 1);
- let myReservePiecesArray = [];
- for (let i=0; i<V.RESERVE_PIECES.length; i++)
- {
- myReservePiecesArray.push(h('div',
- {
- 'class': {'board':true, ['board'+sizeY]:true},
- attrs: { id: getSquareId({x:sizeX+shiftIdx,y:i}) }
- },
- [
- h('img',
- {
- 'class': {"piece":true, "reserve":true},
- attrs: {
- "src": "/images/pieces/" +
- this.vr.getReservePpath(this.userColor,i) + ".svg",
- }
- }),
- h('sup',
- {"class": { "reserve-count": true } },
- [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
- )
- ]));
- }
- let oppReservePiecesArray = [];
- const oppCol = V.GetOppCol(this.userColor);
- for (let i=0; i<V.RESERVE_PIECES.length; i++)
- {
- oppReservePiecesArray.push(h('div',
- {
- 'class': {'board':true, ['board'+sizeY]:true},
- attrs: { id: getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
- },
- [
- h('img',
- {
- 'class': {"piece":true, "reserve":true},
- attrs: {
- "src": "/images/pieces/" +
- this.vr.getReservePpath(oppCol,i) + ".svg",
- }
- }),
- h('sup',
- {"class": { "reserve-count": true } },
- [ this.vr.reserve[oppCol][V.RESERVE_PIECES[i]] ]
- )
- ]));
- }
- let reserves = h('div',
- {
- 'class':{
- 'game': true,
- "reserve-div": true,
- },
- },
- [
- h('div',
- {
- 'class': {
- 'row': true,
- "reserve-row-1": true,
- },
- },
- myReservePiecesArray
- ),
- h('div',
- { 'class': { 'row': true }},
- oppReservePiecesArray
- )
- ]
- );
- elementArray.push(reserves);
- }
- return h(
- 'div',
- {
- 'class': {
- "col-sm-12":true,
- "col-md-10":true,
- "col-md-offset-1":true,
- "col-lg-8":true,
- "col-lg-offset-2":true,
- },
- // NOTE: click = mousedown + mouseup
- on: {
- mousedown: this.mousedown,
- mousemove: this.mousemove,
- mouseup: this.mouseup,
- touchstart: this.mousedown,
- touchmove: this.mousemove,
- touchend: this.mouseup,
- },
- },
- elementArray
- );
- },
- methods: {
- mousedown: function(e) {
- e = e || window.event;
- let ingame = false;
- let elem = e.target;
- while (!ingame && elem !== null)
- {
- if (elem.classList.contains("game"))
- {
- ingame = true;
- break;
- }
- elem = elem.parentElement;
- }
- if (!ingame) //let default behavior (click on button...)
- return;
- e.preventDefault(); //disable native drag & drop
- if (!this.selectedPiece && e.target.classList.contains("piece"))
- {
- // Next few lines to center the piece on mouse cursor
- let rect = e.target.parentNode.getBoundingClientRect();
- this.start = {
- x: rect.x + rect.width/2,
- y: rect.y + rect.width/2,
- id: e.target.parentNode.id
- };
- this.selectedPiece = e.target.cloneNode();
- this.selectedPiece.style.position = "absolute";
- this.selectedPiece.style.top = 0;
- this.selectedPiece.style.display = "inline-block";
- this.selectedPiece.style.zIndex = 3000;
- const startSquare = getSquareFromId(e.target.parentNode.id);
- this.possibleMoves = [];
- const color = this.mode=="analyze" || this.gameOver
- ? this.vr.turn
- : this.userColor;
- if (this.vr.canIplay(color,startSquare))
- this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
- // Next line add moving piece just after current image
- // (required for Crazyhouse reserve)
- e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
- }
- },
- mousemove: function(e) {
- if (!this.selectedPiece)
- return;
- e = e || window.event;
- // If there is an active element, move it around
- if (!!this.selectedPiece)
- {
- const [offsetX,offsetY] = !!e.clientX
- ? [e.clientX,e.clientY] //desktop browser
- : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
- this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
- this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
- }
- },
- mouseup: function(e) {
- if (!this.selectedPiece)
- return;
- e = e || window.event;
- // Read drop target (or parentElement, parentNode... if type == "img")
- this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
- const [offsetX,offsetY] = !!e.clientX
- ? [e.clientX,e.clientY]
- : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
- let landing = document.elementFromPoint(offsetX, offsetY);
- this.selectedPiece.style.zIndex = 3000;
- // Next condition: classList.contains(piece) fails because of marks
- while (landing.tagName == "IMG")
- landing = landing.parentNode;
- if (this.start.id == landing.id)
- {
- // A click: selectedPiece and possibleMoves are already filled
- return;
- }
- // OK: process move attempt
- let endSquare = getSquareFromId(landing.id);
- let moves = this.findMatchingMoves(endSquare);
- this.possibleMoves = [];
- if (moves.length > 1)
- this.choices = moves;
- else if (moves.length==1)
- this.play(moves[0]);
- // Else: impossible move
- this.selectedPiece.parentNode.removeChild(this.selectedPiece);
- delete this.selectedPiece;
- this.selectedPiece = null;
- },
- findMatchingMoves: function(endSquare) {
- // Run through moves list and return the matching set (if promotions...)
- let moves = [];
- this.possibleMoves.forEach(function(m) {
- if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
- moves.push(m);
- });
- return moves;
- },
- play: function(move) {
- this.$emit('play-move', move);
- },
- },
-})
+++ /dev/null
-// TODO: myname, opppnents (optional, different style), people
-// --> also show messages like "X offers draw ?" (probably not)
-// myname: localStorage["username"] || "anonymous",
-Vue.component("my-chat", {
- props: ["conn","myname","opponents","people"],
- data: function() {
- return {
- chats: [], //chat messages after human game
- };
- },
- // TODO: Chat modal sur petit écran, dans la page pour grand écran
- template: `
- <div>
- <input id="modal-chat" type="checkbox" class="modal">
- <div role="dialog" aria-labelledby="titleChat">
- <div class="card smallpad">
- <label id="close-chat" for="modal-chat" class="modal-close"></label>
- <h3 v-if="!!opponents" id="titleChat" class="section">
- <span>{{ translate("Chat with ") }}</span>
- <span v-for="o in opponents">{{ o.name }}</span>
- </h3>
- <p v-for="chat in chats" :class={
- "my-chatmsg": "chat.uid==user.id",
- "opp-chatmsg": "opponents.any(o => o.id == chat.uid)"}
- v-html="chat.msg"
- >
- TODO: why chat.msg fails here?
- </p>
- <input id="input-chat" type="text" placeholder="translate('Type here')"
- @keyup.enter="sendChat"/>
- <button id="sendChatBtn" @click="sendChat">{{ translate("Send") }}</button>
- </div>
- </div>
- </div>
- `,
- created: function() {
- const socketMessageListener = msg => {
- const data = JSON.parse(msg.data);
- switch (data.code)
- {
- case "newchat":
- // TODO: new chat just arrived: data contain all informations
- // (uid, name, message; no need for timestamp, we can use local time here)
- this.chats.push({msg:data.msg, author:this.oppid});
- break;
- // TODO: distinguish these (dis)connect events from their analogs in game.js
- // TODO: implement and harmonize: opponents and people are arrays, not objects ?!
- case "connect":
- this.players.push({name:data.name, id:data.uid});
- break;
- case "disconnect":
- const pIdx = this.players.findIndex(p => p.id == data.uid);
- this.players.splice(pIdx);
- break;
- }
- };
- const socketCloseListener = () => {
- this.conn.addEventListener('message', socketMessageListener);
- this.conn.addEventListener('close', socketCloseListener);
- };
- this.conn.onmessage = socketMessageListener;
- this.conn.onclose = socketCloseListener;
- },
- methods: {
- translate: translate,
- // TODO: complete this component
- sendChat: function() {
- let chatInput = document.getElementById("input-chat");
- const chatTxt = chatInput.value;
- chatInput.value = "";
- this.chats.push({msg:chatTxt, author:this.myid});
- this.conn.send(JSON.stringify({
- code:"newchat", oppid: this.oppid, msg: chatTxt}));
- },
-// startChat: function(e) {
-// document.getElementById("modal-chat").checked = true;
-// },
- },
-});
+++ /dev/null
-// Game logic on a variant page: 3 modes, analyze, computer or human
-// TODO: envoyer juste "light move", sans FEN ni notation ...etc
-// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
-// onClick :: ask full game to remote player, and register as an observer in game
-// (use gameId to communicate)
-// on landing on game :: if gameId not found locally, check remotely
-// ==> il manque un param dans game : "remoteId"
-Vue.component('my-game', {
- // gameId: to find the game in storage (assumption: it exists)
- // fen: to start from a FEN without identifiers (analyze mode)
- // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
- // or "examine" (after human game: TODO)
- props: ["conn","gameRef","fen","mode","subMode",
- "allowChat","allowMovelist","settings"],
- data: function() {
- return {
- // 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",
- lockCompThink: false, //used to avoid some ghost moves
- myname: user.name, //may be anonymous (thus no name)
- opponents: {}, //filled later (potentially 2 or 3 opponents)
- drawOfferSent: false, //did I just ask for draw?
- people: {}, //observers
- 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: -1, //index of the move just played
- lastMove: null,
- };
- },
- watch: {
- fen: function() {
- // (Security) No effect if a computer move is in progress:
- if (this.mode == "computer" && this.lockCompThink)
- return this.$emit("computer-think");
- this.newGameFromFen();
- },
- gameRef: function() {
- 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() {
- return variant.name != "Dark" || this.score != "*";
- },
- },
- // Modal end of game, and then sub-components
- 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>
- </div>
- </div>
- <my-chat v-if="showChat" :conn="conn" :myname="myname"
- :opponents="opponents" :people="people">
- </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="mode=='human'" class="button-group">
- <button @click="offerDraw">Draw</button>
- <button @click="abortGame">Abort</button>
- <button @click="resign">Resign</button>
- </div>
- <div v-if="mode=='human' && subMode=='corr'">
- <textarea v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg">
- </textarea>
- <div v-show="cursor>=0">
- {{ moves[cursor].message }}
- </div>
- </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>
- <div class="button-group">
- <button id="downloadBtn" @click="download">
- {{ translate("Download PGN") }}
- </button>
- <button>Import game</button>
- </div>
- </div>
- <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
- </my-move-list>
- </div>
- `,
- created: function() {
- if (!!this.gameRef)
- this.loadGame();
- else if (!!this.fen)
- {
- this.vr = new V(this.fen);
- this.fenStart = this.fen;
- }
- // TODO: if I'm one of the players in game, then:
- // Send ping to server (answer pong if opponent is connected)
- if (true && !!this.conn && !!this.gameRef)
- {
- this.conn.onopen = () => {
- this.conn.send(JSON.stringify({
- code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
- };
- }
- // TODO: also handle "draw accepted" (use opponents array?)
- // --> must give this info also when sending lastState...
- // and, if all players agree then OK draw (end game ...etc)
- const socketMessageListener = msg => {
- const data = JSON.parse(msg.data);
- let L = undefined;
- switch (data.code)
- {
- case "newmove": //..he played!
- this.play(data.move, variant.name!="Dark" ? "animate" : null);
- break;
- case "pong": //received if we sent a ping (game still alive on our side)
- if (this.gameRef.id != data.gameId)
- break; //games IDs don't match: definitely over...
- this.oppConnected = true;
- // Send our "last state" informations to opponent(s)
- L = this.vr.moves.length;
- Object.keys(this.opponents).forEach(oid => {
- this.conn.send(JSON.stringify({
- code: "lastate",
- oppid: oid,
- gameId: this.gameRef.id,
- lastMove: (L>0?this.vr.moves[L-1]:undefined),
- movesCount: L,
- }));
- });
- break;
- // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
- case "lastate": //got opponent infos about last move
- L = this.vr.moves.length;
- if (this.gameRef.id != data.gameId)
- break; //games IDs don't match: nothing we can do...
- // OK, opponent still in game (which might be over)
- if (this.score != "*")
- {
- // We finished the game (any result possible)
- this.conn.send(JSON.stringify({
- code: "lastate",
- oppid: data.oppid,
- gameId: this.gameRef.id,
- score: this.score,
- }));
- }
- else if (!!data.score) //opponent finished the game
- this.endGame(data.score);
- else if (data.movesCount < L)
- {
- // We must tell last move to opponent
- this.conn.send(JSON.stringify({
- code: "lastate",
- oppid: this.opponent.id,
- gameId: this.gameRef.id,
- lastMove: this.vr.moves[L-1],
- movesCount: L,
- }));
- }
- else if (data.movesCount > L) //just got last move from him
- this.play(data.lastMove, "animate");
- break;
- case "resign": //..you won!
- this.endGame(this.mycolor=="w"?"1-0":"0-1");
- break;
- // TODO: also use (dis)connect info to count online players?
- case "connect":
- case "disconnect":
- if (this.mode=="human")
- {
- const online = (data.code == "connect");
- // If this is an opponent ?
- if (!!this.opponents[data.id])
- this.opponents[data.id].online = online;
- else
- {
- // Or an observer ?
- if (!online)
- delete this.people[data.id];
- else
- this.people[data.id] = data.name;
- }
- }
- break;
- }
- };
- const socketCloseListener = () => {
- this.conn.addEventListener('message', socketMessageListener);
- this.conn.addEventListener('close', 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]);
- this.compWorker.onmessage = e => {
- this.lockCompThink = true; //to avoid some ghost moves
- let compMove = e.data;
- if (!Array.isArray(compMove))
- compMove = [compMove]; //to deal with MarseilleRules
- // Small delay for the bot to appear "more human"
- const delay = Math.max(500-(Date.now()-this.timeStart), 0);
- setTimeout(() => {
- const animate = variant.name != "Dark";
- this.play(compMove[0], animate);
- if (compMove.length == 2)
- setTimeout( () => { this.play(compMove[1], animate); }, 750);
- else //250 == length of animation (TODO: should be a constant somewhere)
- setTimeout( () => this.lockCompThink = false, 250);
- }, delay);
- }
- },
- // dans variant.js (plutôt room.js) conn gère aussi les challenges
- // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
- methods: {
- offerDraw: function() {
- if (!confirm("Offer draw?"))
- return;
- // Stay in "draw offer sent" state until next move is played
- this.drawOfferSent = true;
- if (this.subMode == "corr")
- {
- // TODO: set drawOffer on in game (how ?)
- }
- else //live game
- {
- this.opponents.forEach(o => {
- if (!!o.online)
- {
- try {
- this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
- } catch (INVALID_STATE_ERR) {
- return;
- }
- }
- });
- }
- },
- // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
- receiveDrawOffer: function() {
- //if (...)
- // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
- // if accept: send message "draw"
- },
- abortGame: function() {
- if (!confirm("Abort the game?"))
- return;
- //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
- //send message: "gameOver" avec score "?"
- },
- resign: function(e) {
- if (!confirm("Resign the game?"))
- return;
- if (this.mode == "human" && this.oppConnected(this.oppid))
- {
- try {
- this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
- } catch (INVALID_STATE_ERR) {
- return;
- }
- }
- this.endGame(this.mycolor=="w"?"0-1":"1-0");
- },
- translate: translate,
- newGameFromFen: function() {
- this.vr = new V(this.fen);
- this.moves = [];
- this.cursor = -1;
- this.fenStart = this.fen;
- this.score = "*";
- if (this.mode == "analyze")
- {
- this.mycolor = V.ParseFen(this.fen).turn;
- this.orientation = this.mycolor;
- }
- 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",this.fen]);
- if (this.mycolor != "w" || this.subMode == "auto")
- this.playComputerMove();
- }
- },
- loadGame: function() {
- // TODO: ask game to remote peer if this.remoteId is set
- // (or just if game not found locally)
- // NOTE: if it's a corr game, ask it from server
- const game = getGameFromStorage(this.gameRef.id, this.gameRef.uid); //uid may be blank
- this.opponent.id = game.oppid; //opponent ID in case of running HH game
- this.opponent.name = game.oppname; //maye be blank (if anonymous)
- this.score = game.score;
- this.mycolor = game.mycolor;
- this.fenStart = game.fenStart;
- this.moves = game.moves;
- this.cursor = game.moves.length-1;
- this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : 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() {
- 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");
- modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
- },
- endGame: function(score) {
- this.score = score;
- this.showScoreMsg(score);
- if (this.mode == "human")
- localStorage["score"] = score;
- this.$emit("game-over");
- },
- oppConnected: function(uid) {
- return this.opponents.any(o => o.id == uidi && o.online);
- },
- playComputerMove: function() {
- this.timeStart = Date.now();
- this.compWorker.postMessage(["askmove"]);
- },
- 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);
- }, 250);
- },
- play: function(move, programmatic) {
- let navigate = !move;
- // Forbid playing outside analyze mode when cursor isn't at moves.length-1
- // (except if we receive opponent's move, human or computer)
- if (!navigate && this.mode != "analyze" && !programmatic
- && this.cursor < this.moves.length-1)
- {
- return;
- }
- if (navigate)
- {
- if (this.cursor == this.moves.length-1)
- return; //no more moves
- move = this.moves[this.cursor+1];
- }
- if (!!programmatic) //computer or (remote) human opponent
- {
- if (this.cursor < this.moves.length-1)
- this.gotoEnd(); //required to play the move
- return this.animateMove(move);
- }
- // Not programmatic, or animation is over
- if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn)
- {
- // TODO: show confirm box "validate move ?"
- }
- 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).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);
- }
- // subTurn condition for Marseille (and Avalanche) rules
- else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
- && (this.subMode == "auto" || this.vr.turn != this.mycolor))
- {
- this.playComputerMove();
- }
- // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
- if (navigate)
- this.$children[0].$forceUpdate(); //TODO!?
- },
- undo: function(move) {
- let navigate = !move;
- if (navigate)
- {
- if (this.cursor < 0)
- return; //no more moves
- move = this.moves[this.cursor];
- }
- this.vr.undo(move);
- this.cursor--;
- this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
- if (this.settings.sound == 2)
- new Audio("/sounds/undo.mp3").play().catch(err => {});
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (navigate)
- this.$children[0].$forceUpdate(); //TODO!?
- else if (this.mode == "analyze") //TODO: can this happen?
- this.moves.pop();
- },
- gotoMove: function(index) {
- this.vr = new V(this.moves[index].fen);
- this.cursor = index;
- this.lastMove = this.moves[index];
- },
- gotoBegin: function() {
- this.vr = new V(this.fenStart);
- this.cursor = -1;
- this.lastMove = null;
- },
- gotoEnd: function() {
- this.gotoMove(this.moves.length-1);
- },
- flip: function() {
- this.orientation = V.GetNextCol(this.orientation);
- },
- },
-})
+++ /dev/null
-// Load rules on variant page
-Vue.component('my-rules', {
- props: ["settings"],
- data: function() {
- return {
- content: "",
- display: "rules",
- mode: "computer",
- subMode: "", //'auto' for game CPU vs CPU
- gameInProgress: false,
- mycolor: "w",
- allowMovelist: true,
- fen: "",
- };
- },
- template: `
- <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
- <div class="button-group">
- <button @click="display='rules'">
- Read the rules
- </button>
- <button v-show="!gameInProgress" @click="watchComputerGame">
- Observe a sample game
- </button>
- <button v-show="!gameInProgress" @click="playAgainstComputer">
- Beat the computer!
- </button>
- <button v-show="gameInProgress" @click="stopGame">
- Stop game
- </button>
- </div>
- <div v-show="display=='rules'" v-html="content" class="section-content"></div>
- <my-game v-show="display=='computer'" :mycolor="mycolor" :settings="settings"
- :allow-movelist="allowMovelist" :mode="mode" :sub-mode="subMode" :fen="fen"
- @computer-think="gameInProgress=false" @game-over="stopGame">
- </my-game>
- </div>
- `,
- mounted: function() {
- // AJAX request to get rules content (plain text, HTML)
- ajax("/rules/" + variant.name, "GET", response => {
- let replaceByDiag = (match, p1, p2) => {
- const args = this.parseFen(p2);
- return getDiagram(args);
- };
- this.content = response.replace(/(fen:)([^:]*):/g, replaceByDiag);
- });
- },
- methods: {
- parseFen(fen) {
- const fenParts = fen.split(" ");
- return {
- position: fenParts[0],
- marks: fenParts[1],
- orientation: fenParts[2],
- shadow: fenParts[3],
- };
- },
- startGame: function() {
- if (this.gameInProgress)
- return;
- this.gameInProgress = true;
- this.mode = "computer";
- this.display = "computer";
- this.fen = V.GenRandInitFen();
- },
- stopGame: function() {
- this.gameInProgress = false;
- this.mode = "analyze";
- },
- playAgainstComputer: function() {
- this.subMode = "";
- this.startGame();
- },
- watchComputerGame: function() {
- this.subMode = "auto";
- this.startGame();
- },
- },
-})
ContactForm
UpsertUser
.container
- .row(v-show="$route.path == '/'")
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- // Header (on index only)
- header
- img(src="./assets/images/index/unicorn.svg")
- .info-container
- p vchess.club
- img(src="./assets/images/index/wildebeest.svg")
.row
.col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
// Menu (top of page):
- // Left: home, variants, mygames, problems
+ // Left: hall, variants, mygames, problems
// Right: usermenu, settings, flag
nav
label.drawer-toggle(for="drawerControl")
label.drawer-close(for="drawerControl")
#leftMenu
router-link(to="/")
- | {{ st.tr["Home"] }}
+ | {{ st.tr["Hall"] }}
router-link(to="/variants")
| {{ st.tr["Variants"] }}
router-link(to="/mygames")
--- /dev/null
+// This can work for squared boards (2 or 4 players), with some adaptations (TODO)
+// TODO: for 3 players, write a "board3.js"
+export default {
+ name: 'my-board',
+ // Last move cannot be guessed from here, and is required to highlight squares
+ // vr: object to check moves, print board...
+ // mode: HH, HC or analyze
+ // userColor: for mode HH or HC
+ props: ["vr","lastMove","mode","orientation","userColor"],
+ data: function () {
+ return {
+ hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
+ bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
+ possibleMoves: [], //filled after each valid click/dragstart
+ choices: [], //promotion pieces, or checkered captures... (as moves)
+ selectedPiece: null, //moving piece (or clicked piece)
+ incheck: [],
+ start: {}, //pixels coordinates + id of starting square (click or drag)
+ };
+ },
+ render(h) {
+ if (!this.vr)
+ return;
+ const [sizeX,sizeY] = [V.size.x,V.size.y];
+ // Precompute hints squares to facilitate rendering
+ let hintSquares = doubleArray(sizeX, sizeY, false);
+ this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
+ // Also precompute in-check squares
+ let incheckSq = doubleArray(sizeX, sizeY, false);
+ this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
+ const squareWidth = 40; //TODO: compute this
+ const choices = h(
+ 'div',
+ {
+ attrs: { "id": "choices" },
+ 'class': { 'row': true },
+ style: {
+ "display": this.choices.length>0?"block":"none",
+ "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
+ "width": (this.choices.length * squareWidth) + "px",
+ "height": squareWidth + "px",
+ },
+ },
+ this.choices.map(m => { //a "choice" is a move
+ return h('div',
+ {
+ 'class': {
+ 'board': true,
+ ['board'+sizeY]: true,
+ },
+ style: {
+ 'width': (100/this.choices.length) + "%",
+ 'padding-bottom': (100/this.choices.length) + "%",
+ },
+ },
+ [h('img',
+ {
+ attrs: { "src": '/images/pieces/' +
+ V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
+ 'class': { 'choice-piece': true },
+ on: {
+ "click": e => { this.play(m); this.choices=[]; },
+ // NOTE: add 'touchstart' event to fix a problem on smartphones
+ "touchstart": e => { this.play(m); this.choices=[]; },
+ },
+ })
+ ]
+ );
+ })
+ );
+ // Create board element (+ reserves if needed by variant or mode)
+ const lm = this.lastMove;
+ const showLight = this.hints && variant.name != "Dark";
+ const gameDiv = h(
+ 'div',
+ {
+ 'class': {
+ 'game': true,
+ 'clearer': true,
+ },
+ },
+ [...Array(sizeX).keys()].map(i => {
+ let ci = (this.orientation=='w' ? i : sizeX-i-1);
+ return h(
+ 'div',
+ {
+ 'class': {
+ 'row': true,
+ },
+ style: { 'opacity': this.choices.length>0?"0.5":"1" },
+ },
+ [...Array(sizeY).keys()].map(j => {
+ let cj = (this.orientation=='w' ? j : sizeY-j-1);
+ let elems = [];
+ if (this.vr.board[ci][cj] != V.EMPTY && (variant.name!="Dark"
+ || this.gameOver || this.mode == "analyze"
+ || this.vr.enlightened[this.userColor][ci][cj]))
+ {
+ elems.push(
+ h(
+ 'img',
+ {
+ 'class': {
+ 'piece': true,
+ 'ghost': !!this.selectedPiece
+ && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
+ },
+ attrs: {
+ src: "/images/pieces/" +
+ V.getPpath(this.vr.board[ci][cj]) + ".svg",
+ },
+ }
+ )
+ );
+ }
+ if (this.hints && hintSquares[ci][cj])
+ {
+ elems.push(
+ h(
+ 'img',
+ {
+ 'class': {
+ 'mark-square': true,
+ },
+ attrs: {
+ src: "/images/mark.svg",
+ },
+ }
+ )
+ );
+ }
+ return h(
+ 'div',
+ {
+ 'class': {
+ 'board': true,
+ ['board'+sizeY]: true,
+ 'light-square': (i+j)%2==0,
+ 'dark-square': (i+j)%2==1,
+ [this.bcolor]: true,
+ 'in-shadow': variant.name=="Dark" && !this.gameOver
+ && this.mode != "analyze"
+ && !this.vr.enlightened[this.userColor][ci][cj],
+ 'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
+ 'incheck': showLight && incheckSq[ci][cj],
+ },
+ attrs: {
+ id: getSquareId({x:ci,y:cj}),
+ },
+ },
+ elems
+ );
+ })
+ );
+ }), choices]
+ );
+ let elementArray = [choices, gameDiv];
+ if (!!this.vr.reserve)
+ {
+ const shiftIdx = (this.userColor=="w" ? 0 : 1);
+ let myReservePiecesArray = [];
+ for (let i=0; i<V.RESERVE_PIECES.length; i++)
+ {
+ myReservePiecesArray.push(h('div',
+ {
+ 'class': {'board':true, ['board'+sizeY]:true},
+ attrs: { id: getSquareId({x:sizeX+shiftIdx,y:i}) }
+ },
+ [
+ h('img',
+ {
+ 'class': {"piece":true, "reserve":true},
+ attrs: {
+ "src": "/images/pieces/" +
+ this.vr.getReservePpath(this.userColor,i) + ".svg",
+ }
+ }),
+ h('sup',
+ {"class": { "reserve-count": true } },
+ [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
+ )
+ ]));
+ }
+ let oppReservePiecesArray = [];
+ const oppCol = V.GetOppCol(this.userColor);
+ for (let i=0; i<V.RESERVE_PIECES.length; i++)
+ {
+ oppReservePiecesArray.push(h('div',
+ {
+ 'class': {'board':true, ['board'+sizeY]:true},
+ attrs: { id: getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
+ },
+ [
+ h('img',
+ {
+ 'class': {"piece":true, "reserve":true},
+ attrs: {
+ "src": "/images/pieces/" +
+ this.vr.getReservePpath(oppCol,i) + ".svg",
+ }
+ }),
+ h('sup',
+ {"class": { "reserve-count": true } },
+ [ this.vr.reserve[oppCol][V.RESERVE_PIECES[i]] ]
+ )
+ ]));
+ }
+ let reserves = h('div',
+ {
+ 'class':{
+ 'game': true,
+ "reserve-div": true,
+ },
+ },
+ [
+ h('div',
+ {
+ 'class': {
+ 'row': true,
+ "reserve-row-1": true,
+ },
+ },
+ myReservePiecesArray
+ ),
+ h('div',
+ { 'class': { 'row': true }},
+ oppReservePiecesArray
+ )
+ ]
+ );
+ elementArray.push(reserves);
+ }
+ return h(
+ 'div',
+ {
+ 'class': {
+ "col-sm-12":true,
+ "col-md-10":true,
+ "col-md-offset-1":true,
+ "col-lg-8":true,
+ "col-lg-offset-2":true,
+ },
+ // NOTE: click = mousedown + mouseup
+ on: {
+ mousedown: this.mousedown,
+ mousemove: this.mousemove,
+ mouseup: this.mouseup,
+ touchstart: this.mousedown,
+ touchmove: this.mousemove,
+ touchend: this.mouseup,
+ },
+ },
+ elementArray
+ );
+ },
+ methods: {
+ mousedown: function(e) {
+ e = e || window.event;
+ let ingame = false;
+ let elem = e.target;
+ while (!ingame && elem !== null)
+ {
+ if (elem.classList.contains("game"))
+ {
+ ingame = true;
+ break;
+ }
+ elem = elem.parentElement;
+ }
+ if (!ingame) //let default behavior (click on button...)
+ return;
+ e.preventDefault(); //disable native drag & drop
+ if (!this.selectedPiece && e.target.classList.contains("piece"))
+ {
+ // Next few lines to center the piece on mouse cursor
+ let rect = e.target.parentNode.getBoundingClientRect();
+ this.start = {
+ x: rect.x + rect.width/2,
+ y: rect.y + rect.width/2,
+ id: e.target.parentNode.id
+ };
+ this.selectedPiece = e.target.cloneNode();
+ this.selectedPiece.style.position = "absolute";
+ this.selectedPiece.style.top = 0;
+ this.selectedPiece.style.display = "inline-block";
+ this.selectedPiece.style.zIndex = 3000;
+ const startSquare = getSquareFromId(e.target.parentNode.id);
+ this.possibleMoves = [];
+ const color = this.mode=="analyze" || this.gameOver
+ ? this.vr.turn
+ : this.userColor;
+ if (this.vr.canIplay(color,startSquare))
+ this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+ // Next line add moving piece just after current image
+ // (required for Crazyhouse reserve)
+ e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
+ }
+ },
+ mousemove: function(e) {
+ if (!this.selectedPiece)
+ return;
+ e = e || window.event;
+ // If there is an active element, move it around
+ if (!!this.selectedPiece)
+ {
+ const [offsetX,offsetY] = !!e.clientX
+ ? [e.clientX,e.clientY] //desktop browser
+ : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
+ this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
+ this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
+ }
+ },
+ mouseup: function(e) {
+ if (!this.selectedPiece)
+ return;
+ e = e || window.event;
+ // Read drop target (or parentElement, parentNode... if type == "img")
+ this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
+ const [offsetX,offsetY] = !!e.clientX
+ ? [e.clientX,e.clientY]
+ : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
+ let landing = document.elementFromPoint(offsetX, offsetY);
+ this.selectedPiece.style.zIndex = 3000;
+ // Next condition: classList.contains(piece) fails because of marks
+ while (landing.tagName == "IMG")
+ landing = landing.parentNode;
+ if (this.start.id == landing.id)
+ {
+ // A click: selectedPiece and possibleMoves are already filled
+ return;
+ }
+ // OK: process move attempt
+ let endSquare = getSquareFromId(landing.id);
+ let moves = this.findMatchingMoves(endSquare);
+ this.possibleMoves = [];
+ if (moves.length > 1)
+ this.choices = moves;
+ else if (moves.length==1)
+ this.play(moves[0]);
+ // Else: impossible move
+ this.selectedPiece.parentNode.removeChild(this.selectedPiece);
+ delete this.selectedPiece;
+ this.selectedPiece = null;
+ },
+ findMatchingMoves: function(endSquare) {
+ // Run through moves list and return the matching set (if promotions...)
+ let moves = [];
+ this.possibleMoves.forEach(function(m) {
+ if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
+ moves.push(m);
+ });
+ return moves;
+ },
+ play: function(move) {
+ this.$emit('play-move', move);
+ },
+ },
+};
+</script>
--- /dev/null
+<template lang="pug">
+div
+ input#modalChat.modal(type="checkbox")
+ div(role="dialog")
+ .card.smallpad
+ label#closeChat.modal-close(for="modalChat")
+ p(v-for="chat in chats" :class={
+ "my-chatmsg": "chat.uid==user.id",
+ "opp-chatmsg": "opponents.any(o => o.id == chat.uid)"}
+ v-html="chat.msg")
+ input#inputChat(type="text" placeholder="st.tr['Type here']"
+ @keyup.enter="sendChat")
+ button#sendChatBtn(@click="sendChat") {{ st.tr["Send"] }}
+</template>
+
+<script>
+// TODO: myname, opppnents (optional, different style), people
+// --> also show messages like "X offers draw ?" (probably not)
+// myname: localStorage["username"] || "anonymous",
+export default {
+ name: "my-chat",
+ props: ["opponents","people"],
+ data: function() {
+ return {
+ chats: [], //chat messages after human game
+ };
+ },
+// // TODO: Chat modal sur petit écran, dans la page pour grand écran
+// created: function() {
+// const socketMessageListener = msg => {
+// const data = JSON.parse(msg.data);
+// switch (data.code)
+// {
+// case "newchat":
+// // TODO: new chat just arrived: data contain all informations
+// // (uid, name, message; no need for timestamp, we can use local time here)
+// this.chats.push({msg:data.msg, author:this.oppid});
+// break;
+// // TODO: distinguish these (dis)connect events from their analogs in game.js
+// // TODO: implement and harmonize: opponents and people are arrays, not objects ?!
+// case "connect":
+// this.players.push({name:data.name, id:data.uid});
+// break;
+// case "disconnect":
+// const pIdx = this.players.findIndex(p => p.id == data.uid);
+// this.players.splice(pIdx);
+// break;
+// }
+// };
+// const socketCloseListener = () => {
+// this.conn.addEventListener('message', socketMessageListener);
+// this.conn.addEventListener('close', socketCloseListener);
+// };
+// this.conn.onmessage = socketMessageListener;
+// this.conn.onclose = socketCloseListener;
+// },
+// methods: {
+// // TODO: complete this component
+// sendChat: function() {
+// let chatInput = document.getElementById("input-chat");
+// const chatTxt = chatInput.value;
+// chatInput.value = "";
+// this.chats.push({msg:chatTxt, author:this.myid});
+// this.conn.send(JSON.stringify({
+// code:"newchat", oppid: this.oppid, msg: chatTxt}));
+// },
+//// startChat: function(e) {
+//// document.getElementById("modal-chat").checked = true;
+//// },
+ },
+});
--- /dev/null
+<template lang="pug">
+.row
+ .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
+ input#modalEog.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="eogMessage")
+ .card.smallpad.small-modal.text-center
+ label.modal-close(for="modalEog")
+ h3#eogMessage.section {{ endgameMessage }}
+ Chat(v-if="showChat" :opponents="opponents" :people="people")
+ Board(:vr="vr" :last-move="lastMove" :mode="mode" :user-color="mycolor"
+ :orientation="orientation" @play-move="play")
+ .button-group
+ button(@click="() => play()") Play
+ button(@click="() => undo()") Undo
+ button(@click="flip") Flip
+ button(@click="gotoBegin") GotoBegin
+ button(@click="gotoEnd") GotoEnd
+ .button-group(v-if="mode=='human'")
+ button(@click="offerDraw") Draw
+ button(@click="abortGame") Abort
+ button(@click="resign") Resign
+ div(v-if="mode=='human' && subMode=='corr'")
+ textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg")
+ div(v-show="cursor>=0") {{ moves[cursor].message }}
+ .section-content(v-if="showFen && !!vr" id="fen-div")
+ p#fenString.text-center {{ vr.getFen() }}
+ #pgnDiv.section-content
+ a#download(href="#")
+ .button-group
+ button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
+ button Import game
+ MoveList(v-if="showMoves"
+ :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+</template>
+
+<script>
+// Game logic on a variant page: 3 modes, analyze, computer or human
+// TODO: envoyer juste "light move", sans FEN ni notation ...etc
+// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ?
+// onClick :: ask full game to remote player, and register as an observer in game
+// (use gameId to communicate)
+// on landing on game :: if gameId not found locally, check remotely
+// ==> il manque un param dans game : "remoteId"
+// TODO: import store, st
+import Board from "@/components/Board.vue";
+import Chat from "@/components/Chat.vue";
+import MoveList from "@/components/MoveList.vue";
+export default {
+ name: 'my-game',
+ // gameId: to find the game in storage (assumption: it exists)
+ // fen: to start from a FEN without identifiers (analyze mode)
+ // subMode: "auto" (game comp vs comp) or "corr" (correspondance game),
+ // or "examine" (after human game: TODO)
+ // gameRef in URL hash (listen for changes)
+ props: ["fen","mode","subMode"],
+ data: function() {
+ return {
+ gameRef: "",
+ // 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",
+ lockCompThink: false, //to avoid some ghost moves
+ myname: user.name, //may be anonymous (thus no name)
+ opponents: {}, //filled later (potentially 2 or 3 opponents)
+ drawOfferSent: false, //did I just ask for draw?
+ people: {}, //observers
+ 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: -1, //index of the move just played
+ lastMove: null,
+ };
+ },
+// watch: {
+// fen: function() {
+// // (Security) No effect if a computer move is in progress:
+// if (this.mode == "computer" && this.lockCompThink)
+// return this.$emit("computer-think");
+// this.newGameFromFen();
+// },
+//// // TODO: $route: ...
+//// gameRef: function() {
+//// this.loadGame();
+//// },
+// },
+// computed: {
+// showChat: function() {
+// return this.mode=='human' && this.score != '*';
+// },
+// showMoves: function() {
+// return true;
+// //return window.innerWidth >= 768;
+// },
+// showFen: function() {
+// return variant.name != "Dark" || this.score != "*";
+// },
+// },
+// // Modal end of game, and then sub-components
+// created: function() {
+// if (!!this.gameRef)
+// this.loadGame();
+// else if (!!this.fen)
+// {
+// this.vr = new V(this.fen);
+// this.fenStart = this.fen;
+// }
+// // TODO: if I'm one of the players in game, then:
+// // Send ping to server (answer pong if opponent is connected)
+// if (true && !!this.conn && !!this.gameRef)
+// {
+// this.conn.onopen = () => {
+// this.conn.send(JSON.stringify({
+// code:"ping",oppid:this.oppid,gameId:this.gameRef.id}));
+// };
+// }
+// // TODO: also handle "draw accepted" (use opponents array?)
+// // --> must give this info also when sending lastState...
+// // and, if all players agree then OK draw (end game ...etc)
+// const socketMessageListener = msg => {
+// const data = JSON.parse(msg.data);
+// let L = undefined;
+// switch (data.code)
+// {
+// case "newmove": //..he played!
+// this.play(data.move, variant.name!="Dark" ? "animate" : null);
+// break;
+// case "pong": //received if we sent a ping (game still alive on our side)
+// if (this.gameRef.id != data.gameId)
+// break; //games IDs don't match: definitely over...
+// this.oppConnected = true;
+// // Send our "last state" informations to opponent(s)
+// L = this.vr.moves.length;
+// Object.keys(this.opponents).forEach(oid => {
+// this.conn.send(JSON.stringify({
+// code: "lastate",
+// oppid: oid,
+// gameId: this.gameRef.id,
+// lastMove: (L>0?this.vr.moves[L-1]:undefined),
+// movesCount: L,
+// }));
+// });
+// break;
+// // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one)
+// case "lastate": //got opponent infos about last move
+// L = this.vr.moves.length;
+// if (this.gameRef.id != data.gameId)
+// break; //games IDs don't match: nothing we can do...
+// // OK, opponent still in game (which might be over)
+// if (this.score != "*")
+// {
+// // We finished the game (any result possible)
+// this.conn.send(JSON.stringify({
+// code: "lastate",
+// oppid: data.oppid,
+// gameId: this.gameRef.id,
+// score: this.score,
+// }));
+// }
+// else if (!!data.score) //opponent finished the game
+// this.endGame(data.score);
+// else if (data.movesCount < L)
+// {
+// // We must tell last move to opponent
+// this.conn.send(JSON.stringify({
+// code: "lastate",
+// oppid: this.opponent.id,
+// gameId: this.gameRef.id,
+// lastMove: this.vr.moves[L-1],
+// movesCount: L,
+// }));
+// }
+// else if (data.movesCount > L) //just got last move from him
+// this.play(data.lastMove, "animate");
+// break;
+// case "resign": //..you won!
+// this.endGame(this.mycolor=="w"?"1-0":"0-1");
+// break;
+// // TODO: also use (dis)connect info to count online players?
+// case "connect":
+// case "disconnect":
+// if (this.mode=="human")
+// {
+// const online = (data.code == "connect");
+// // If this is an opponent ?
+// if (!!this.opponents[data.id])
+// this.opponents[data.id].online = online;
+// else
+// {
+// // Or an observer ?
+// if (!online)
+// delete this.people[data.id];
+// else
+// this.people[data.id] = data.name;
+// }
+// }
+// break;
+// }
+// };
+// const socketCloseListener = () => {
+// this.conn.addEventListener('message', socketMessageListener);
+// this.conn.addEventListener('close', 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]);
+// this.compWorker.onmessage = e => {
+// this.lockCompThink = true; //to avoid some ghost moves
+// let compMove = e.data;
+// if (!Array.isArray(compMove))
+// compMove = [compMove]; //to deal with MarseilleRules
+// // Small delay for the bot to appear "more human"
+// const delay = Math.max(500-(Date.now()-this.timeStart), 0);
+// setTimeout(() => {
+// const animate = variant.name != "Dark";
+// this.play(compMove[0], animate);
+// if (compMove.length == 2)
+// setTimeout( () => { this.play(compMove[1], animate); }, 750);
+// else //250 == length of animation (TODO: should be a constant somewhere)
+// setTimeout( () => this.lockCompThink = false, 250);
+// }, delay);
+// }
+// },
+// // dans variant.js (plutôt room.js) conn gère aussi les challenges
+// // et les chats dans chat.js. Puis en webRTC, repenser tout ça.
+// methods: {
+// offerDraw: function() {
+// if (!confirm("Offer draw?"))
+// return;
+// // Stay in "draw offer sent" state until next move is played
+// this.drawOfferSent = true;
+// if (this.subMode == "corr")
+// {
+// // TODO: set drawOffer on in game (how ?)
+// }
+// else //live game
+// {
+// this.opponents.forEach(o => {
+// if (!!o.online)
+// {
+// try {
+// this.conn.send(JSON.stringify({code: "draw", oppid: o.id}));
+// } catch (INVALID_STATE_ERR) {
+// return;
+// }
+// }
+// });
+// }
+// },
+// // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true)
+// receiveDrawOffer: function() {
+// //if (...)
+// // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers"
+// // if accept: send message "draw"
+// },
+// abortGame: function() {
+// if (!confirm("Abort the game?"))
+// return;
+// //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
+// //send message: "gameOver" avec score "?"
+// },
+// resign: function(e) {
+// if (!confirm("Resign the game?"))
+// return;
+// if (this.mode == "human" && this.oppConnected(this.oppid))
+// {
+// try {
+// this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
+// } catch (INVALID_STATE_ERR) {
+// return;
+// }
+// }
+// this.endGame(this.mycolor=="w"?"0-1":"1-0");
+// },
+// translate: translate,
+// newGameFromFen: function() {
+// this.vr = new V(this.fen);
+// this.moves = [];
+// this.cursor = -1;
+// this.fenStart = this.fen;
+// this.score = "*";
+// if (this.mode == "analyze")
+// {
+// this.mycolor = V.ParseFen(this.fen).turn;
+// this.orientation = this.mycolor;
+// }
+// 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",this.fen]);
+// if (this.mycolor != "w" || this.subMode == "auto")
+// this.playComputerMove();
+// }
+// },
+// loadGame: function() {
+// // TODO: ask game to remote peer if this.remoteId is set
+// // (or just if game not found locally)
+// // NOTE: if it's a corr game, ask it from server
+// const game = getGameFromStorage(this.gameRef.id, this.gameRef.uid); //uid may be blank
+// this.opponent.id = game.oppid; //opponent ID in case of running HH game
+// this.opponent.name = game.oppname; //maye be blank (if anonymous)
+// this.score = game.score;
+// this.mycolor = game.mycolor;
+// this.fenStart = game.fenStart;
+// this.moves = game.moves;
+// this.cursor = game.moves.length-1;
+// this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : 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() {
+// 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");
+// modalBox.checked = true;
+// setTimeout(() => { modalBox.checked = false; }, 2000);
+// },
+// endGame: function(score) {
+// this.score = score;
+// this.showScoreMsg(score);
+// if (this.mode == "human")
+// localStorage["score"] = score;
+// this.$emit("game-over");
+// },
+// oppConnected: function(uid) {
+// return this.opponents.any(o => o.id == uidi && o.online);
+// },
+// playComputerMove: function() {
+// this.timeStart = Date.now();
+// this.compWorker.postMessage(["askmove"]);
+// },
+// 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);
+// }, 250);
+// },
+// play: function(move, programmatic) {
+// let navigate = !move;
+// // Forbid playing outside analyze mode when cursor isn't at moves.length-1
+// // (except if we receive opponent's move, human or computer)
+// if (!navigate && this.mode != "analyze" && !programmatic
+// && this.cursor < this.moves.length-1)
+// {
+// return;
+// }
+// if (navigate)
+// {
+// if (this.cursor == this.moves.length-1)
+// return; //no more moves
+// move = this.moves[this.cursor+1];
+// }
+// if (!!programmatic) //computer or (remote) human opponent
+// {
+// if (this.cursor < this.moves.length-1)
+// this.gotoEnd(); //required to play the move
+// return this.animateMove(move);
+// }
+// // Not programmatic, or animation is over
+// if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn)
+// {
+// // TODO: show confirm box "validate move ?"
+// }
+// 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).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);
+// }
+// // subTurn condition for Marseille (and Avalanche) rules
+// else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
+// && (this.subMode == "auto" || 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];
+// }
+// this.vr.undo(move);
+// this.cursor--;
+// this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
+// if (this.settings.sound == 2)
+// new Audio("/sounds/undo.mp3").play().catch(err => {});
+// this.incheck = this.vr.getCheckSquares(this.vr.turn);
+// if (navigate)
+// this.$children[0].$forceUpdate(); //TODO!?
+// else if (this.mode == "analyze") //TODO: can this happen?
+// this.moves.pop();
+// },
+// gotoMove: function(index) {
+// this.vr = new V(this.moves[index].fen);
+// this.cursor = index;
+// this.lastMove = this.moves[index];
+// },
+// gotoBegin: function() {
+// this.vr = new V(this.fenStart);
+// this.cursor = -1;
+// this.lastMove = null;
+// },
+// gotoEnd: function() {
+// this.gotoMove(this.moves.length-1);
+// },
+// flip: function() {
+// this.orientation = V.GetNextCol(this.orientation);
+// },
+// },
+};
+</script>
+<script>
// Component for moves list on the right
-Vue.component('my-move-list', {
+export default {
+ name: 'my-move-list',
props: ["moves","cursor"], //TODO: other props for e.g. players names + connected indicator
// --> we could also add turn indicator here
data: function() {
this.$emit("goto-move", index);
},
},
-})
+};
+</script>
import Vue from "vue";
import Router from "vue-router";
-import Home from "./views/Home.vue";
+import Hall from "./views/Hall.vue";
Vue.use(Router);
routes: [
{
path: "/",
- name: "home",
- component: Home,
+ name: "hall",
+ component: Hall,
},
{
path: "/variants",
name: "variants",
component: loadView("Variants"),
},
-// {
-// path: "/variants/:vname([a-zA-Z0-9]+)",
-// name: "rules",
-// component: Rules,
-// },
+ {
+ path: "/variants/:vname([a-zA-Z0-9]+)",
+ name: "rules",
+ component: loadView("Rules"),
+ },
// {
// path: "/about",
// name: "about",
export const translations =
{
- "Home": "Home",
+ "Hall": "Hall",
"Variants": "Variants",
"My games": "My games",
"Problems": "Problems",
export const translations =
{
- "Home": "Accueil",
+ "Hall": "Hall",
"Variants": "Variantes",
"My games": "Mes parties",
"Problems": "Problèmes",
import GameList from "@/components/GameList.vue";
import ChallengeList from "@/components/ChallengeList.vue";
export default {
- name: "home",
+ name: "my-hall",
components: {
GameList,
ChallengeList,
--- /dev/null
+<template lang="pug">
+.row
+ .col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2
+ .button-group
+ button(@click="display='rules'") Read the rules
+ button(v-show="!gameInProgress" @click="watchComputerGame")
+ | Observe a sample game
+ button(v-show="!gameInProgress" @click="playAgainstComputer")
+ | Beat the computer!
+ button(v-show="gameInProgress" @click="stopGame")
+ | Stop game
+ div(v-show="display=='rules'" v-html="content" class="section-content")
+ Game(v-show="display=='computer'" :mycolor="mycolor" :fen="fen"
+ :mode="mode" :sub-mode="subMode"
+ @computer-think="gameInProgress=false" @game-over="stopGame")
+</template>
+
+<script>
+import Game from "@/components/Game.vue";
+import { store } from "@/store";
+export default {
+ name: 'my-rules',
+ data: function() {
+ return {
+ st: store.state,
+ content: "",
+ display: "rules",
+ mode: "computer",
+ subMode: "", //'auto' for game CPU vs CPU
+ gameInProgress: false,
+ mycolor: "w",
+ fen: "",
+ };
+ },
+ mounted: function() {
+ // Method to replace diagrams in loaded HTML
+ const replaceByDiag = (match, p1, p2) => {
+ const args = this.parseFen(p2);
+ return getDiagram(args);
+ };
+ // (AJAX) Request to get rules content (plain text, HTML)
+ this.content =
+ require("raw-loader!pug-plain-loader!@/rules/" +
+ this.$route.params["vname"] + "/" + this.st.lang + ".pug")
+ .replace(/(fen:)([^:]*):/g, replaceByDiag);
+ },
+ methods: {
+ parseFen(fen) {
+ const fenParts = fen.split(" ");
+ return {
+ position: fenParts[0],
+ marks: fenParts[1],
+ orientation: fenParts[2],
+ shadow: fenParts[3],
+ };
+ },
+ startGame: function() {
+ if (this.gameInProgress)
+ return;
+ this.gameInProgress = true;
+ this.mode = "computer";
+ this.display = "computer";
+ this.fen = V.GenRandInitFen();
+ },
+ stopGame: function() {
+ this.gameInProgress = false;
+ this.mode = "analyze";
+ },
+ playAgainstComputer: function() {
+ this.subMode = "";
+ this.startGame();
+ },
+ watchComputerGame: function() {
+ this.subMode = "auto";
+ this.startGame();
+ },
+ },
+};
+</script>
<script>
import { store } from "@/store";
export default {
- name: "variants",
+ name: "my-variants",
data: function() {
return {
curPrefix: "",