selectedPiece: null, //moving piece (or clicked piece)
conn: null, //socket connection
score: "*", //'*' means 'unfinished'
- mode: "idle", //human, chat, friend, problem, computer or idle (if not playing)
+ mode: "idle", //human, friend, problem, computer or idle (if not playing)
myid: "", //our ID, always set
oppid: "", //opponent ID in case of HH game
gameId: "", //useful if opponent started other human games after we disconnected
"play": true,
"seek": this.seek,
"playing": this.mode == "human",
- "spaceright": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "accessibility")])
);
- if (variant!="Dark" && ["idle","chat","computer"].includes(this.mode))
+ if (variant != "Dark" &&
+ (["idle","computer","friend"].includes(this.mode)
+ || ["friend","human"].includes(this.mode) && this.score != "*"))
{
actionArray.push(
h('button',
"tooltip":true,
"play": true,
"playing": this.mode == "computer",
- "spaceright": true,
+ "spaceleft": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "computer")])
);
}
- if (variant!="Dark" && ["idle","chat","friend"].includes(this.mode))
+ if (variant != "Dark" &&
+ (["idle","friend"].includes(this.mode)
+ || ["computer","human"].includes(this.mode) && this.score != "*"))
{
actionArray.push(
h('button',
"tooltip":true,
"play": true,
"playing": this.mode == "friend",
- "spaceright": true,
+ "spaceleft": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "people")])
parseFloat(settingsStyle.height.slice(0,-2)) - 2
];
let aboveBoardElts = [];
- if (["chat","human"].includes(this.mode))
+ if (this.mode == "human")
{
const connectedIndic = h(
'div',
);
aboveBoardElts.push(connectedIndic);
}
- if (this.mode == "chat")
+ if (this.mode == "human" && this.score != "*")
{
const chatButton = h(
'button',
);
aboveBoardElts.push(chatButton);
}
- else if (this.mode == "computer")
+ if (["human","computer","friend"].includes(this.mode))
{
const clearButton = h(
'button',
{
- on: { click: this.clearComputerGame },
+ on: { click: this.clearCurrentGame },
attrs: {
- "aria-label": translations['Clear game versus computer'],
+ "aria-label": translations['Clear current game'],
"id": "clearBtn",
},
'class': {
// Create board element (+ reserves if needed by variant or mode)
const lm = this.vr.lastMove;
const showLight = this.hints && variant!="Dark" &&
- (!["idle","chat"].includes(this.mode) || this.cursor==this.vr.moves.length);
+ (this.mode != "idle" ||
+ (this.vr.moves.length > 0 && this.cursor==this.vr.moves.length));
const gameDiv = h('div',
{
'class': {
);
}), choices]
);
- if (!["idle","chat"].includes(this.mode))
+ if (["human","computer"].includes(this.mode))
{
- actionArray.push(
- h('button',
- {
- on: { click: this.resign },
- attrs: { "aria-label": translations['Resign'] },
- 'class': {
- "tooltip":true,
- "play": true,
+ if (this.score == "*")
+ {
+ actionArray.push(
+ h('button',
+ {
+ on: { click: this.resign },
+ attrs: { "aria-label": translations['Resign'] },
+ 'class': {
+ "tooltip":true,
+ "play": true,
+ "spaceleft": true,
+ },
},
- },
- [h('i', { 'class': { "material-icons": true } }, "flag")])
- );
- }
- else if (this.vr.moves.length > 0)
- {
- // A game finished, and another is not started yet: allow navigation
- actionArray = actionArray.concat([
- h('button',
- {
- on: { click: e => this.undo() },
- attrs: { "aria-label": translations['Undo'] },
- "class": {
- "play": true,
- "spaceleft": true,
+ [h('i', { 'class': { "material-icons": true } }, "flag")])
+ );
+ }
+ else
+ {
+ // A game finished, and another is not started yet: allow navigation
+ actionArray = actionArray.concat([
+ h('button',
+ {
+ on: { click: e => this.undo() },
+ attrs: { "aria-label": translations['Undo'] },
+ "class": {
+ "play": true,
+ "big-spaceleft": true,
+ },
},
- },
- [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
- h('button',
- {
- on: { click: e => this.play() },
- attrs: { "aria-label": translations['Play'] },
- "class": {
- "play": true,
- "spaceleft": true,
+ [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
+ h('button',
+ {
+ on: { click: e => this.play() },
+ attrs: { "aria-label": translations['Play'] },
+ "class": {
+ "play": true,
+ "spaceleft": true,
+ },
},
- },
- [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
- ]
- );
+ [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
+ ]
+ );
+ }
}
if (["friend","problem"].includes(this.mode))
{
attrs: { "aria-label": translations['Undo'] },
"class": {
"play": true,
- "spaceleft": true,
+ "big-spaceleft": true,
},
},
[h('i', { 'class': { "material-icons": true } }, "undo")]
const url = socketUrl;
const humanContinuation = (localStorage.getItem("variant") === variant);
const computerContinuation = (localStorage.getItem("comp-variant") === variant);
+ const friendContinuation = (localStorage.getItem("anlz-variant") === variant);
this.myid = (humanContinuation ? localStorage.getItem("myid") : getRandString());
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
const socketOpenListener = () => {
this.continueGame("human");
else if (computerContinuation)
this.continueGame("computer");
+ else if (friendContinuation)
+ this.continueGame("friend");
};
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
// TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
- if (["human","chat"].includes(this.mode) && this.oppid == data.id)
+ if (this.mode=="human" && this.oppid == data.id)
this.oppConnected = (data.code == "connect");
- if (this.oppConnected && this.mode == "chat")
+ if (this.oppConnected && this.score != "*")
{
// Send our name to the opponent, in case of he hasn't it
this.conn.send(JSON.stringify({
this.conn.send(JSON.stringify({
code:"myname", name:this.myname, oppid:this.oppid}));
}
- this.mode = (this.mode=="human" ? "chat" : "idle");
this.cursor = this.vr.moves.length; //to navigate in finished game
},
+ getStoragePrefix: function(mode) {
+ let prefix = "";
+ if (mode == "computer")
+ prefix = "comp-";
+ else if (mode == "friend")
+ prefix = "anlz-";
+ return prefix;
+ },
setStorage: function() {
if (this.mode=="human")
{
localStorage.setItem("oppid", this.oppid);
localStorage.setItem("gameId", this.gameId);
}
- // 'prefix' = "comp-" to resume games vs. computer
- const prefix = (this.mode=="computer" ? "comp-" : "");
+ const prefix = this.getStoragePrefix(this.mode);
localStorage.setItem(prefix+"variant", variant);
localStorage.setItem(prefix+"mycolor", this.mycolor);
localStorage.setItem(prefix+"fenStart", this.fenStart);
localStorage.setItem(prefix+"score", "*");
},
updateStorage: function() {
- const prefix = (this.mode=="computer" ? "comp-" : "");
+ const prefix = this.getStoragePrefix(this.mode);
localStorage.setItem(prefix+"moves", JSON.stringify(this.vr.moves));
localStorage.setItem(prefix+"fen", this.vr.getFen());
if (this.score != "*")
},
// "computer mode" clearing is done through the menu
clearStorage: function() {
- if (["human","chat"].includes(this.mode))
+ if (this.mode == "human")
{
delete localStorage["myid"];
delete localStorage["oppid"];
delete localStorage["gameId"];
}
- const prefix = (this.mode=="computer" ? "comp-" : "");
+ const prefix = this.getStoragePrefix(this.mode);
delete localStorage[prefix+"variant"];
delete localStorage[prefix+"mycolor"];
delete localStorage[prefix+"fenStart"];
this.getRidOfTooltip(e.currentTarget);
document.getElementById("modal-chat").checked = true;
},
- clearComputerGame: function(e) {
+ clearCurrentGame: function(e) {
this.getRidOfTooltip(e.currentTarget);
- this.clearStorage(); //this.mode=="computer" (already checked)
+ this.clearStorage();
location.reload(); //to see clearing effects
},
showSettings: function(e) {
if (mode=="human" && !oppId)
{
const storageVariant = localStorage.getItem("variant");
- if (!!storageVariant && storageVariant !== variant)
+ if (!!storageVariant && storageVariant !== variant
+ && localStorage["score"] == "*")
{
return alert(translations["Finish your "] +
- storageVariant + translations[" game first!"]);
+ storageVariant + translations[" game first!"]);
}
// Send game request and wait..
try {
setTimeout(() => { modalBox.checked = false; }, 2000);
return;
}
- if (["human","chat"].includes(this.mode))
- {
- // Start a new game vs. another human (or...) => forget about current one
- this.clearStorage();
- }
+ const prefix = this.getStoragePrefix(mode);
if (mode == "computer")
{
- const storageVariant = localStorage.getItem("comp-variant");
+ const storageVariant = localStorage.getItem(prefix+"variant");
if (!!storageVariant)
{
- const score = localStorage.getItem("comp-score");
+ const score = localStorage.getItem(prefix+"score");
if (storageVariant !== variant && score == "*")
{
if (!confirm(storageVariant +
return this.continueGame("computer");
}
}
+ else if (mode == "friend")
+ {
+ const storageVariant = localStorage.getItem(prefix+"variant");
+ if (!!storageVariant)
+ {
+ const score = localStorage.getItem(prefix+"score");
+ if (storageVariant !== variant && score == "*")
+ {
+ if (!confirm(storageVariant +
+ translations[": current analysis will be erased"]))
+ {
+ return;
+ }
+ }
+ }
+ }
this.vr = new VariantRules(fen, []);
this.score = "*";
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
this.incheck = [];
this.fenStart = V.ParseFen(fen).position; //this is enough
+ if (mode != "problem")
+ this.setStorage(); //store game state in case of interruptions
if (mode=="human")
{
// Opponent found!
if (this.sound >= 1)
new Audio("/sounds/newgame.mp3").play().catch(err => {});
document.getElementById("modal-newgame").checked = false;
- this.setStorage(); //in case of interruptions
}
else if (mode == "computer")
{
this.compWorker.postMessage(["init",this.vr.getFen()]);
this.mycolor = (Math.random() < 0.5 ? 'w' : 'b');
- this.setStorage(); //store game state
if (this.mycolor != this.vr.turn)
this.playComputerMove();
}
continueGame: function(mode) {
this.mode = mode;
this.oppid = (mode=="human" ? localStorage.getItem("oppid") : undefined);
- const prefix = (mode=="computer" ? "comp-" : "");
+ const prefix = this.getStoragePrefix(mode);
this.mycolor = localStorage.getItem(prefix+"mycolor");
const moves = JSON.parse(localStorage.getItem(prefix+"moves"));
const fen = localStorage.getItem(prefix+"fen");
this.conn.send(JSON.stringify({
code:"ping",oppid:this.oppid,gameId:this.gameId}));
}
- else
+ else if (mode == "computer")
{
this.compWorker.postMessage(["init",fen]);
if (this.mycolor != this.vr.turn)
this.playComputerMove();
}
+ //else: nothing special to do in friend mode
if (score != "*")
{
// Small delay required when continuation run faster than drawing page
this.selectedPiece.style.zIndex = 3000;
const startSquare = this.getSquareFromId(e.target.parentNode.id);
this.possibleMoves = [];
- if (!["idle","chat"].includes(this.mode))
+ if (this.score == "*")
{
const color = ["friend","problem"].includes(this.mode)
? this.vr.turn
if (this.vr.canIplay(color,startSquare))
this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
}
- console.log(this.possibleMoves);
// Next line add moving piece just after current image
// (required for Crazyhouse reserve)
e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
move = this.vr.moves[this.cursor++];
}
if (!!programmatic) //computer or human opponent
- {
- this.animateMove(move);
- return;
- }
+ return this.animateMove(move);
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
- if (!["idle","chat"].includes(this.mode))
+ if (this.score == "*")
{
// Emergency check, if human game started "at the same time"
// TODO: robustify this...
VariantRules.PlayOnBoard(this.vr.board, move);
this.$forceUpdate(); //TODO: ?!
}
- if (!["idle","chat"].includes(this.mode))
+ const eog = this.vr.checkGameOver();
+ if (eog != "*")
{
- const eog = this.vr.checkGameOver();
- if (eog != "*")
+ if (["human","computer"].includes(this.mode))
+ this.endGame(eog);
+ else
{
- if (["human","computer"].includes(this.mode))
- this.endGame(eog);
- else
- {
- // Just show score on screen (allow undo)
- this.score = eog;
- this.showScoreMsg();
- }
+ // Just show score on screen (allow undo)
+ this.score = eog;
+ this.showScoreMsg();
}
}
- if (["human","computer"].includes(this.mode))
+ if (["human","computer","friend"].includes(this.mode))
this.updateStorage(); //after our moves and opponent moves
if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
this.playComputerMove();