From: Benjamin Auder Date: Fri, 11 Jan 2019 16:12:36 +0000 (+0100) Subject: COntinue thinking about code arrangement for game+board+... X-Git-Url: https://git.auder.net/doc/html/img/%7B%7B%20path%28%27fos_user_security_logout%27%29%20%7D%7D?a=commitdiff_plain;h=fd373b27c15a98f891e1158639abc50e19466449;p=vchess.git COntinue thinking about code arrangement for game+board+... --- diff --git a/public/javascripts/components/board.js b/public/javascripts/components/board.js index 6110cfb8..cec6049e 100644 --- a/public/javascripts/components/board.js +++ b/public/javascripts/components/board.js @@ -1,10 +1,7 @@ Vue.component('my-board', { // Last move cannot be guessed from here, and is required to highlight squares - // gotoMove : juste set FEN depuis FEN stocké dans le coup (TODO) - // send event after each move (or undo), to notify what was played - // also notify end of game (which returns here later through prop...) - props: ["fen","moveToPlay","moveToUndo", - "analyze","lastMove","orientation","userColor","gameOver"], + // vr: object to check moves, print board... + props: ["vr","lastMove","mode","orientation","userColor","gameOver"], data: function () { return { hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"), @@ -14,24 +11,8 @@ Vue.component('my-board', { selectedPiece: null, //moving piece (or clicked piece) incheck: [], start: {}, //pixels coordinates + id of starting square (click or drag) - vr: null, //object to check moves, store them, FEN.. }; }, - watch: { - // NOTE: maybe next 3 should be encapsulated in object to be watched (?) - fen: function(newFen) { - this.vr = new VariantRules(newFen); - }, - moveToPlay: function(move) { - this.play(move, "animate"); - }, - moveToUndo: function(move) { - this.undo(move); - }, - }, - created: function() { - this.vr = new VariantRules(this.fen); - }, render(h) { const [sizeX,sizeY] = [V.size.x,V.size.y]; // Precompute hints squares to facilitate rendering @@ -191,7 +172,7 @@ Vue.component('my-board', { ])); } let oppReservePiecesArray = []; - const oppCol = this.vr.getOppCol(this.userColor); + const oppCol = V.GetOppCol(this.userColor); for (let i=0; i 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 { - for (let i=0; i {}); - // Is opponent in check? - this.incheck = this.vr.getCheckSquares(this.vr.turn); - const eog = this.vr.getCurrentScore(); - if (eog != "*") - { - // TODO: notify end of game (give score) - } - }, - undo: function(move) { - this.vr.undo(move); - if (this.sound == 2) - new Audio("/sounds/undo.mp3").play().catch(err => {}); - this.incheck = this.vr.getCheckSquares(this.vr.turn); + play: function(move) { + this.$emit('play-move', move); }, }, }) diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index 2b527d93..bbef6f85 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -1,114 +1,83 @@ -// Game logic on a variant page +// TODO: envoyer juste "light move", sans FEN ni notation ...etc + +// Game logic on a variant page: 3 modes, analyze, computer or human Vue.component('my-game', { - props: ["gameId"], //to find the game in storage (assumption: it exists) + // gameId: to find the game in storage (assumption: it exists) + props: ["gameId","mode","allowChat","allowMovelist"], data: function() { return { - - // TODO: merge next variables into "game" // if oppid == "computer" then mode = "computer" (otherwise human) myid: "", //our ID, always set - //this.myid = localStorage.getItem("myid") + //this.myid = localStorage.getItem("myid") oppid: "", //opponent ID in case of HH game score: "*", //'*' means 'unfinished' mycolor: "w", - fromChallenge: false, //if true, show chat during game - - conn: null, //socket connection - oppConnected: false, - seek: false, - fenStart: "", + conn: null, //socket connection (et WebRTC connection ?!) + oppConnected: false, //TODO? pgnTxt: "", // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always sound: parseInt(localStorage["sound"] || "2"), // 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 }; }, computed: { - mode: function() { - return (this.game.oppid == "computer" ? "computer" ? "human"); - }, showChat: function() { - return this.mode=='human' && - (this.game.score != '*' || this.game.fromChallenge); + return this.allowChat && this.mode=='human' && this.score != '*'; }, showMoves: function() { - return window.innerWidth >= 768; + return this.allowMovelist && window.innerWidth >= 768; + }, + showFen: function() { + return variant.name != "Dark" || this.score != "*"; }, }, // Modal end of game, and then sub-components + // TODO: provide chat parameters (connection, players ID...) + // and alwo moveList parameters (just moves ?) + // TODO: connection + turn indicators en haut à droite (superposé au menu) + // TODO: controls: abort, clear, resign, draw (avec confirm box) + // et si partie terminée : (mode analyse) just clear, back / play + // + flip button toujours disponible + // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO]) template: `
- -

{{ endgameMessage }}

+ +

+ {{ endgameMessage }} +

- - - //TODO: connection + turn indicators en haut à droite (superposé au menu) - - // TODO: controls: abort, clear, resign, draw (avec confirm box) - // et si partie terminée : (mode analyse) just clear, back / play - // + flip button toujours disponible - // Show current FEN (just below board, lower right corner) -// (if mode != Dark ...) - elementArray.push( - h('div', - { - attrs: { id: "fen-div" }, - "class": { "section-content": true }, - }, - [ - h('p', - { - attrs: { id: "fen-string" }, - domProps: { innerHTML: this.vr.getBaseFen() }, - "class": { "text-center": true }, - } - ) - ] - ) - ); - + + + + +
+

+ {{ vr.getFen() }} +

+
- + + - - +
+ +
`, - computed: { - endgameMessage: function() { - let eogMessage = "Unfinished"; - switch (this.game.score) - { - case "1-0": - eogMessage = translations["White win"]; - break; - case "0-1": - eogMessage = translations["Black win"]; - break; - case "1/2": - eogMessage = translations["Draw"]; - break; - } - return eogMessage; - }, - }, created: function() { const url = socketUrl; this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id); -// const socketOpenListener = () => { -// }; - -// TODO: after game, archive in indexedDB - + // TODO: after game, archive in indexedDB // TODO: this events listener is central. Refactor ? How ? const socketMessageListener = msg => { const data = JSON.parse(msg.data); @@ -183,29 +152,11 @@ Vue.component('my-game', { const socketCloseListener = () => { this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id); - //this.conn.addEventListener('open', socketOpenListener); this.conn.addEventListener('message', socketMessageListener); this.conn.addEventListener('close', socketCloseListener); }; - //this.conn.onopen = socketOpenListener; this.conn.onmessage = socketMessageListener; this.conn.onclose = socketCloseListener; - - - // Listen to keyboard left/right to navigate in game - // TODO: also mouse wheel ! - document.onkeydown = event => { - if (["human","computer"].includes(this.mode) && - !!this.vr && this.vr.moves.length > 0 && [37,39].includes(event.keyCode)) - { - event.preventDefault(); - if (event.keyCode == 37) //Back - this.undo(); - else //Forward (39) - this.play(); - } - }; - // Computer moves web worker logic: (TODO: also for observers in HH games) this.compWorker.postMessage(["scripts",variant.name]); @@ -233,19 +184,41 @@ Vue.component('my-game', { }, delay); } }, - - + //TODO: conn pourrait être une prop, donnée depuis variant.js + //dans variant.js (plutôt room.js) conn gère aussi les challenges + // Puis en webRTC, repenser tout ça. methods: { + 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() { // Variants may have special PGN structure (so next function isn't defined here) - const content = V.GetPGN(this.moves, this.mycolor, this.score, this.fenStart, this.mode); + // TODO: get fenStart from local game (using gameid) + const content = V.GetPGN(this.moves, this.mycolor, this.score, fenStart, this.mode); // 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(); }, - showScoreMsg: function() { + showScoreMsg: function(score) { + this.setEndgameMessage(score); let modalBox = document.getElementById("modal-eog"); modalBox.checked = true; setTimeout(() => { modalBox.checked = false; }, 2000); @@ -257,14 +230,15 @@ Vue.component('my-game', { const prefix = (this.mode=="computer" ? "comp-" : ""); localStorage.setItem(prefix+"score", score); } - this.showScoreMsg(); + this.showScoreMsg(score); if (this.mode == "human" && this.oppConnected) { // Send our nickname to opponent this.conn.send(JSON.stringify({ code:"myname", name:this.myname, oppid:this.oppid})); } - this.cursor = this.vr.moves.length; //to navigate in finished game + // TODO: what about cursor ? + //this.cursor = this.vr.moves.length; //to navigate in finished game }, resign: function(e) { this.getRidOfTooltip(e.currentTarget); @@ -282,42 +256,88 @@ Vue.component('my-game', { this.timeStart = Date.now(); this.compWorker.postMessage(["askmove"]); }, - // OK, these last functions can stay here (?!) + animateMove: function(move) { + let startSquare = document.getElementById(this.getSquareId(move.start)); + let endSquare = document.getElementById(this.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("#" + this.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 { + for (let i=0; i {}); + if (this.mode == "human") + { + updateStorage(move); //after our moves and opponent moves + if (this.vr.turn == this.userColor) + 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 (this.score == "*" || this.mode == "analyze") + { + // Stack move on movesList + this.moves.push(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); + // TODO: notify end of game (give score) + } + else if (this.mode == "computer" && this.vr.turn != this.userColor) + this.playComputerMove(); + }, + undo: function(move) { + this.vr.undo(move); + if (this.sound == 2) + new Audio("/sounds/undo.mp3").play().catch(err => {}); + this.incheck = this.vr.getCheckSquares(this.vr.turn); + if (this.mode == "analyze") + this.moves.pop(); + }, }, }) - -//// TODO: keep moves list here -//get lastMove() -// { -// const L = this.moves.length; -// return (L>0 ? this.moves[L-1] : null); -// } -// -//// here too: -// move.notation = this.getNotation(move); +// cursor + ........ //TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle" //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, //comme sur lichess - -// send move from here: -//if (this.mode == "human" && this.vr.turn == this.mycolor) - //this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid})); - // TODO: play move, and stack it on this.moves (if a move was provided; otherwise just navigate) - -// 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(); -// if (this.mode == "computer") -// { -// // Send the move to web worker (TODO: including his own moves?!) -// this.compWorker.postMessage(["newmove",move]); -// } -// if (["human","computer"].includes(this.mode)) -// this.endGame(eog); -// else -// { -// // Just show score on screen (allow undo) -// this.score = eog; -// this.showScoreMsg(); -// } +// +//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB diff --git a/public/javascripts/layout.js b/public/javascripts/layout.js index 89f1f476..6d26b921 100644 --- a/public/javascripts/layout.js +++ b/public/javascripts/layout.js @@ -1,2 +1,4 @@ // TODO: //à l'arrivée sur le site : set peerID (un identifiant unique en tout cas...) si pas trouvé +// +//TODO: si une partie en cours dans storage, rediriger vers cette partie diff --git a/public/javascripts/utils/storage.js b/public/javascripts/utils/storage.js index 8bd43f0f..5fc62a87 100644 --- a/public/javascripts/utils/storage.js +++ b/public/javascripts/utils/storage.js @@ -1,55 +1,27 @@ // TODO: general methods to access/retrieve from storage, to be generalized // https://developer.mozilla.org/fr/docs/Web/API/API_IndexedDB // https://dexie.org/ - getStoragePrefix: function(mode) { - let prefix = ""; - if (mode == "computer") - prefix = "comp-"; - else if (mode == "friend") - prefix = "anlz-"; - return prefix; + setStorage: function(myid, oppid, gameId, variant, mycolor, fenStart) { + localStorage.setItem("myid", myid); + localStorage.setItem("oppid", oppid); + localStorage.setItem("gameId", gameId); + localStorage.setItem("variant", variant); + localStorage.setItem("mycolor", mycolor); + localStorage.setItem("fenStart", fenStart); + localStorage.setItem("moves", []); }, - setStorage: function() { - if (this.mode=="human") - { - localStorage.setItem("myid", this.myid); - localStorage.setItem("oppid", this.oppid); - localStorage.setItem("gameId", this.gameId); - } - 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+"moves", JSON.stringify(this.vr.moves)); - localStorage.setItem(prefix+"fen", this.vr.getFen()); - localStorage.setItem(prefix+"score", "*"); - }, - updateStorage: function() { - 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 != "*") - localStorage.setItem(prefix+"score", this.score); + updateStorage: function(move) { + let moves = JSON.parse(localStorage.getItem("moves")); + moves.push(move); + localStorage.setItem("moves", JSON.stringify(moves)); }, // "computer mode" clearing is done through the menu clearStorage: function() { - if (this.mode == "human") - { - delete localStorage["myid"]; - delete localStorage["oppid"]; - delete localStorage["gameId"]; - } - const prefix = this.getStoragePrefix(this.mode); - delete localStorage[prefix+"variant"]; - delete localStorage[prefix+"mycolor"]; - delete localStorage[prefix+"fenStart"]; - delete localStorage[prefix+"moves"]; - delete localStorage[prefix+"fen"]; - delete localStorage[prefix+"score"]; - }, - clearCurrentGame: function(e) { - this.getRidOfTooltip(e.currentTarget); - this.clearStorage(); - location.reload(); //to see clearing effects + delete localStorage["myid"]; + delete localStorage["oppid"]; + delete localStorage["gameId"]; + delete localStorage["variant"]; + delete localStorage["mycolor"]; + delete localStorage["fenStart"]; + delete localStorage["moves"]; }, -