From 81da2786f2f497b4416e0488c34a48fb794c28df Mon Sep 17 00:00:00 2001 From: Benjamin Auder <benjamin.auder@somewhere> Date: Tue, 8 Jan 2019 01:44:19 +0100 Subject: [PATCH] Refactoring: split files into components (not working, broken state) --- TODO | 15 + public/javascripts/components/board.js | 385 +++++ public/javascripts/components/chat.js | 106 ++ public/javascripts/components/game.js | 1256 +---------------- public/javascripts/components/moveList.js | 1 + .../javascripts/components/problemPreview.js | 25 + .../javascripts/components/problemSummary.js | 37 - public/javascripts/components/problems.js | 111 +- public/javascripts/components/room.js | 222 +++ public/javascripts/settings.js | 20 + public/javascripts/utils/storage.js | 55 + public/javascripts/variant.js | 4 + views/variant.pug | 7 +- 13 files changed, 993 insertions(+), 1251 deletions(-) create mode 100644 public/javascripts/components/board.js create mode 100644 public/javascripts/components/chat.js create mode 100644 public/javascripts/components/moveList.js create mode 100644 public/javascripts/components/problemPreview.js delete mode 100644 public/javascripts/components/problemSummary.js create mode 100644 public/javascripts/utils/storage.js diff --git a/TODO b/TODO index 071c476f..52fb8bbf 100644 --- a/TODO +++ b/TODO @@ -40,3 +40,18 @@ mais permettrait mode analyse (avec bouton "analyse", comme sur ancien site). espagnol : jugada ou movimiento ? fin de la partida au lieu de final de partida ? + +Bouton new game ==> human only. Indiquer adversaire (éventuellement), cadence (ou "infini") +Mode analyse : accessible à tout moment d'une partie (HH, ou computer) terminée. + +Coordonnées sur échiquier: sur cases, à gauche (verticale) ou en bas (horizontale) + +Import game : en local dans indexedDb, affichage dans "Games --> Imported" + +Checkered : si intervention d'un 3eme joueur, initialiser son temps à la moyenne des temps restants des deux autres... + +Mode contre ordinateur : seulement accessible depuis onglet "Rules" (son principal intérêt) + +Hexachess: McCooey et Shafran (deux tailles, randomisation OK) +http://www.math.bas.bg/~iad/tyalie/shegra/shegrax.html +http://www.quadibloc.com/chess/ch0401.htm diff --git a/public/javascripts/components/board.js b/public/javascripts/components/board.js new file mode 100644 index 00000000..4cadb0bd --- /dev/null +++ b/public/javascripts/components/board.js @@ -0,0 +1,385 @@ + 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) + vr: null, //object to check moves, store them, FEN.. + orientation: "w", //useful if click on "flip board" + + + + 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 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/' + + VariantRules.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.vr.lastMove; + const showLight = this.hints && variant!="Dark" && + (this.mode != "idle" || + (this.vr.moves.length > 0 && this.cursor==this.vr.moves.length)); + const gameDiv = h('div', + { + 'class': { + 'game': true, + 'clearer': true, + }, + }, + [_.range(sizeX).map(i => { + let ci = (this.mycolor=='w' ? i : sizeX-i-1); + return h( + 'div', + { + 'class': { + 'row': true, + }, + style: { 'opacity': this.choices.length>0?"0.5":"1" }, + }, + _.range(sizeY).map(j => { + let cj = (this.mycolor=='w' ? j : sizeY-j-1); + let elems = []; + if (this.vr.board[ci][cj] != VariantRules.EMPTY && (variant!="Dark" + || this.score!="*" || this.vr.enlightened[this.mycolor][ci][cj])) + { + elems.push( + h( + 'img', + { + 'class': { + 'piece': true, + 'ghost': !!this.selectedPiece + && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj, + }, + attrs: { + src: "/images/pieces/" + + VariantRules.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=="Dark" && this.score=="*" + && !this.vr.enlightened[this.mycolor][ci][cj], + 'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}), + 'incheck': showLight && incheckSq[ci][cj], + }, + attrs: { + id: this.getSquareId({x:ci,y:cj}), + }, + }, + elems + ); + }) + ); + }), choices] + ); + if (!!this.vr.reserve) + { + const shiftIdx = (this.mycolor=="w" ? 0 : 1); + let myReservePiecesArray = []; + for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++) + { + myReservePiecesArray.push(h('div', + { + 'class': {'board':true, ['board'+sizeY]:true}, + attrs: { id: this.getSquareId({x:sizeX+shiftIdx,y:i}) } + }, + [ + h('img', + { + 'class': {"piece":true, "reserve":true}, + attrs: { + "src": "/images/pieces/" + + this.vr.getReservePpath(this.mycolor,i) + ".svg", + } + }), + h('sup', + {"class": { "reserve-count": true } }, + [ this.vr.reserve[this.mycolor][VariantRules.RESERVE_PIECES[i]] ] + ) + ])); + } + let oppReservePiecesArray = []; + const oppCol = this.vr.getOppCol(this.mycolor); + for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++) + { + oppReservePiecesArray.push(h('div', + { + 'class': {'board':true, ['board'+sizeY]:true}, + attrs: { id: this.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][VariantRules.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); + } + // 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 }, + } + ) + ] + ) + ); + on: { + mousedown: this.mousedown, + mousemove: this.mousemove, + mouseup: this.mouseup, + touchstart: this.mousedown, + touchmove: this.mousemove, + touchend: this.mouseup, + }, + + + // TODO: "chessground-like" component + // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y. + getSquareId: function(o) { + // NOTE: a separator is required to allow any size of board + return "sq-" + o.x + "-" + o.y; + }, + // Inverse function + getSquareFromId: function(id) { + let idParts = id.split('-'); + return [parseInt(idParts[1]), parseInt(idParts[2])]; + }, + 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 = this.getSquareFromId(e.target.parentNode.id); + this.possibleMoves = []; + if (this.score == "*") + { + const color = ["friend","problem"].includes(this.mode) + ? this.vr.turn + : this.mycolor; + 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 = this.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; + }, + 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<squares.length; i++) + { + let square = squares.item(i); + if (square.id != this.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); + }, diff --git a/public/javascripts/components/chat.js b/public/javascripts/components/chat.js new file mode 100644 index 00000000..a1489909 --- /dev/null +++ b/public/javascripts/components/chat.js @@ -0,0 +1,106 @@ + myname: localStorage["username"] || "anonymous", + oppName: "anonymous", //opponent name, revealed after a game (if provided) + chats: [], //chat messages after human game + + + + let chatEltsArray = + [ + h('label', + { + attrs: { "id": "close-chat", "for": "modal-chat" }, + "class": { "modal-close": true }, + } + ), + h('h3', + { + attrs: { "id": "titleChat" }, + "class": { "section": true }, + domProps: { innerHTML: translations["Chat with "] + this.oppName }, + } + ) + ]; + for (let chat of this.chats) + { + chatEltsArray.push( + h('p', + { + "class": { + "my-chatmsg": chat.author==this.myid, + "opp-chatmsg": chat.author==this.oppid, + }, + domProps: { innerHTML: chat.msg } + } + ) + ); + } + chatEltsArray = chatEltsArray.concat([ + h('input', + { + attrs: { + "id": "input-chat", + type: "text", + placeholder: translations["Type here"], + }, + on: { keyup: this.trySendChat }, //if key is 'enter' + } + ), + h('button', + { + attrs: { id: "sendChatBtn"}, + on: { click: this.sendChat }, + domProps: { innerHTML: translations["Send"] }, + } + ) + ]); + const modalChat = [ + h('input', + { + attrs: { "id": "modal-chat", type: "checkbox" }, + "class": { "modal": true }, + }), + h('div', + { + attrs: { "role": "dialog", "aria-labelledby": "titleChat" }, + }, + [ + h('div', + { + "class": { "card": true, "smallpad": true }, + }, + chatEltsArray + ) + ] + ) + ]; + elementArray = elementArray.concat(modalChat); + + + case "newchat": + // Receive new chat + this.chats.push({msg:data.msg, author:this.oppid}); + break; + case "oppname": + // Receive opponent's name + this.oppName = data.name; + break; + + + // TODO: complete this component + trySendChat: function(e) { + if (e.keyCode == 13) //'enter' key + this.sendChat(); + }, + 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) { + this.getRidOfTooltip(e.currentTarget); + document.getElementById("modal-chat").checked = true; + }, + diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index c2cce62c..8009edd7 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -1,30 +1,23 @@ // Game logic on a variant page Vue.component('my-game', { - props: ["problem"], + props: ["gameId"], //to find the game in storage (assumption: it exists) data: function() { return { - vr: null, //object to check moves, store them, FEN.. - mycolor: "w", - possibleMoves: [], //filled after each valid click/dragstart - choices: [], //promotion pieces, or checkered captures... (as moves) - start: {}, //pixels coordinates + id of starting square (click or drag) - selectedPiece: null, //moving piece (or clicked piece) - conn: null, //socket connection - score: "*", //'*' means 'unfinished' - mode: "idle", //human, friend, problem, computer or idle (if not playing) + + // TODO: merge next variables into "game" + // if oppid == "computer" then mode = "computer" (otherwise human) myid: "", //our ID, always set + //this.myid = localStorage.getItem("myid") oppid: "", //opponent ID in case of HH game - gameId: "", //useful if opponent started other human games after we disconnected - myname: localStorage["username"] || "anonymous", - oppName: "anonymous", //opponent name, revealed after a game (if provided) - chats: [], //chat messages after human game + score: "*", //'*' means 'unfinished' + mycolor: "w", + fromChallenge: false, //if true, show chat during game + + conn: null, //socket connection oppConnected: false, seek: false, fenStart: "", - incheck: [], pgnTxt: "", - hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"), - bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo // 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: @@ -32,757 +25,47 @@ Vue.component('my-game', { timeStart: undefined, //time when computer starts thinking }; }, - watch: { - problem: function(p) { - // 'problem' prop changed: update board state - this.newGame("problem", p.fen, V.ParseFen(p.fen).turn); + computed: { + mode: function() { + return (this.game.oppid == "computer" ? "computer" ? "human"); + }, + showChat: function() { + return this.mode=='human' && + (this.game.score != '*' || this.game.fromChallenge); + }, + showMoves: function() { + return window.innerWidth >= 768; }, }, - // TODO: split the rendering in other components ? - // At least divide in parts, it's too big now. - render(h) { - 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; }); - let elementArray = []; - let actionArray = []; - actionArray.push( - h('button', - { - on: { click: this.clickGameSeek }, - attrs: { "aria-label": translations['New live game'] }, - 'class': { - "tooltip": true, - "play": true, - "seek": this.seek, - "playing": this.mode == "human" && this.score == "*", - }, - }, - [h('i', { 'class': { "material-icons": true } }, "accessibility")]) - ); - if (["idle","computer","friend"].includes(this.mode) - || (this.mode == "human" && this.score != "*")) - { - actionArray.push( - h('button', - { - on: { click: this.clickComputerGame }, - attrs: { "aria-label": translations['New game versus computer'] }, - 'class': { - "tooltip":true, - "play": true, - "playing": this.mode == "computer" && this.score == "*", - "spaceleft": true, - }, - }, - [h('i', { 'class': { "material-icons": true } }, "computer")]) - ); - } - if (variant != "Dark" && (["idle","friend"].includes(this.mode) - || (["computer","human"].includes(this.mode) && this.score != "*"))) - { - actionArray.push( - h('button', - { - on: { click: this.clickFriendGame }, - attrs: { "aria-label": translations['Analysis mode'] }, - 'class': { - "tooltip":true, - "play": true, - "playing": this.mode == "friend", - "spaceleft": true, - }, - }, - [h('i', { 'class': { "material-icons": true } }, "people")]) - ); - } - if (!!this.vr) - { - const square00 = document.getElementById("sq-0-0"); - const squareWidth = !!square00 - ? parseFloat(window.getComputedStyle(square00).width.slice(0,-2)) - : 0; - const settingsBtnElt = document.getElementById("settingsBtn"); - const settingsStyle = !!settingsBtnElt - ? window.getComputedStyle(settingsBtnElt) - : {width:"46px", height:"26px"}; - const [indicWidth,indicHeight] = //[44,24]; - [ - // NOTE: -2 for border - parseFloat(settingsStyle.width.slice(0,-2)) - 2, - parseFloat(settingsStyle.height.slice(0,-2)) - 2 - ]; - let aboveBoardElts = []; - if (this.mode == "human") - { - const connectedIndic = h( - 'div', - { - "class": { - "indic-left": true, - "connected": this.oppConnected, - "disconnected": !this.oppConnected, - }, - style: { - "width": indicWidth + "px", - "height": indicHeight + "px", - }, - } - ); - aboveBoardElts.push(connectedIndic); - } - if (this.mode == "human" && this.score != "*") - { - const chatButton = h( - 'button', - { - on: { click: this.startChat }, - attrs: { - "aria-label": translations['Start chat'], - "id": "chatBtn", - }, - 'class': { - "tooltip": true, - "play": true, - "above-board": true, - "indic-left": true, - }, - }, - [h('i', { 'class': { "material-icons": true } }, "chat")] - ); - aboveBoardElts.push(chatButton); - } - if (["human","computer","friend"].includes(this.mode)) - { - const clearButton = h( - 'button', - { - on: { click: this.clearCurrentGame }, - attrs: { - "aria-label": translations['Clear current game'], - "id": "clearBtn", - }, - 'class': { - "tooltip": true, - "play": true, - "above-board": true, - "indic-left": true, - }, - }, - [h('i', { 'class': { "material-icons": true } }, "clear")] - ); - aboveBoardElts.push(clearButton); - } - const turnIndic = h( - 'div', - { - "class": { - "indic-right": true, - "white-turn": this.vr.turn=="w", - "black-turn": this.vr.turn=="b", - }, - style: { - "width": indicWidth + "px", - "height": indicHeight + "px", - }, - } - ); - aboveBoardElts.push(turnIndic); - elementArray.push( - h('div', - { "class": { "aboveboard-wrapper": true } }, - aboveBoardElts - ) - ); - if (this.mode == "problem") - { - // Show problem instructions - elementArray.push( - h('div', - { - attrs: { id: "instructions-div" }, - "class": { - "clearer": true, - "section-content": true, - }, - }, - [ - h('p', - { - attrs: { id: "problem-instructions" }, - domProps: { innerHTML: this.problem.instructions } - } - ) - ] - ) - ); - } - 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/' + - VariantRules.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.vr.lastMove; - const showLight = this.hints && variant!="Dark" && - (this.mode != "idle" || - (this.vr.moves.length > 0 && this.cursor==this.vr.moves.length)); - const gameDiv = h('div', - { - 'class': { - 'game': true, - 'clearer': true, - }, - }, - [_.range(sizeX).map(i => { - let ci = (this.mycolor=='w' ? i : sizeX-i-1); - return h( - 'div', - { - 'class': { - 'row': true, - }, - style: { 'opacity': this.choices.length>0?"0.5":"1" }, - }, - _.range(sizeY).map(j => { - let cj = (this.mycolor=='w' ? j : sizeY-j-1); - let elems = []; - if (this.vr.board[ci][cj] != VariantRules.EMPTY && (variant!="Dark" - || this.score!="*" || this.vr.enlightened[this.mycolor][ci][cj])) - { - elems.push( - h( - 'img', - { - 'class': { - 'piece': true, - 'ghost': !!this.selectedPiece - && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj, - }, - attrs: { - src: "/images/pieces/" + - VariantRules.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=="Dark" && this.score=="*" - && !this.vr.enlightened[this.mycolor][ci][cj], - 'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}), - 'incheck': showLight && incheckSq[ci][cj], - }, - attrs: { - id: this.getSquareId({x:ci,y:cj}), - }, - }, - elems - ); - }) - ); - }), choices] - ); - if (["human","computer"].includes(this.mode)) - { - 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 - { - // 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_forward")]), - ] - ); - } - } - if (["friend","problem"].includes(this.mode)) - { - actionArray = actionArray.concat( - [ - h('button', - { - on: { click: this.undoInGame }, - attrs: { "aria-label": translations['Undo'] }, - "class": { - "play": true, - "big-spaceleft": true, - }, - }, - [h('i', { 'class': { "material-icons": true } }, "undo")] - ), - h('button', - { - on: { click: () => { this.mycolor = this.vr.getOppCol(this.mycolor) } }, - attrs: { "aria-label": translations['Flip board'] }, - "class": { - "play": true, - "spaceleft": true, - }, - }, - [h('i', { 'class': { "material-icons": true } }, "cached")] - ), - ]); - } - elementArray.push(gameDiv); - if (!!this.vr.reserve) - { - const shiftIdx = (this.mycolor=="w" ? 0 : 1); - let myReservePiecesArray = []; - for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++) - { - myReservePiecesArray.push(h('div', - { - 'class': {'board':true, ['board'+sizeY]:true}, - attrs: { id: this.getSquareId({x:sizeX+shiftIdx,y:i}) } - }, - [ - h('img', - { - 'class': {"piece":true, "reserve":true}, - attrs: { - "src": "/images/pieces/" + - this.vr.getReservePpath(this.mycolor,i) + ".svg", - } - }), - h('sup', - {"class": { "reserve-count": true } }, - [ this.vr.reserve[this.mycolor][VariantRules.RESERVE_PIECES[i]] ] - ) - ])); - } - let oppReservePiecesArray = []; - const oppCol = this.vr.getOppCol(this.mycolor); - for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++) - { - oppReservePiecesArray.push(h('div', - { - 'class': {'board':true, ['board'+sizeY]:true}, - attrs: { id: this.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][VariantRules.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); - } - const modalEog = [ - h('input', - { - attrs: { "id": "modal-eog", type: "checkbox" }, - "class": { "modal": true }, - }), - h('div', - { - attrs: { "role": "dialog", "aria-labelledby": "eogMessage" }, - }, - [ - h('div', - { - "class": { - "card": true, - "smallpad": true, - "small-modal": true, - "text-center": true, - }, - }, - [ - h('label', - { - attrs: { "for": "modal-eog" }, - "class": { "modal-close": true }, - } - ), - h('h3', - { - attrs: { "id": "eogMessage" }, - "class": { "section": true }, - domProps: { innerHTML: this.endgameMessage }, - } - ) - ] - ) - ] - ) - ]; - elementArray = elementArray.concat(modalEog); - } - const modalFenEdit = [ - h('input', - { - attrs: { "id": "modal-fenedit", type: "checkbox" }, - "class": { "modal": true }, - }), - h('div', - { - attrs: { "role": "dialog", "aria-labelledby": "titleFenedit" }, - }, - [ - h('div', - { - "class": { "card": true, "smallpad": true }, - }, - [ - h('label', - { - attrs: { "id": "close-fenedit", "for": "modal-fenedit" }, - "class": { "modal-close": true }, - } - ), - h('h3', - { - attrs: { "id": "titleFenedit" }, - "class": { "section": true }, - domProps: { innerHTML: translations["Game state (FEN):"] }, - } - ), - h('input', - { - attrs: { - "id": "input-fen", - type: "text", - value: VariantRules.GenRandInitFen(), - }, - } - ), - h('button', - { - on: { click: - () => { - const fen = document.getElementById("input-fen").value; - document.getElementById("modal-fenedit").checked = false; - this.newGame("friend", fen); - } - }, - domProps: { innerHTML: translations["Ok"] }, - } - ), - h('button', - { - on: { click: - () => { - document.getElementById("input-fen").value = - VariantRules.GenRandInitFen(); - } - }, - domProps: { innerHTML: translations["Random"] }, - } - ), - ] - ) - ] - ) - ]; - elementArray = elementArray.concat(modalFenEdit); - let chatEltsArray = - [ - h('label', - { - attrs: { "id": "close-chat", "for": "modal-chat" }, - "class": { "modal-close": true }, - } - ), - h('h3', - { - attrs: { "id": "titleChat" }, - "class": { "section": true }, - domProps: { innerHTML: translations["Chat with "] + this.oppName }, - } - ) - ]; - for (let chat of this.chats) - { - chatEltsArray.push( - h('p', - { - "class": { - "my-chatmsg": chat.author==this.myid, - "opp-chatmsg": chat.author==this.oppid, - }, - domProps: { innerHTML: chat.msg } - } - ) - ); - } - chatEltsArray = chatEltsArray.concat([ - h('input', - { - attrs: { - "id": "input-chat", - type: "text", - placeholder: translations["Type here"], - }, - on: { keyup: this.trySendChat }, //if key is 'enter' - } - ), - h('button', - { - attrs: { id: "sendChatBtn"}, - on: { click: this.sendChat }, - domProps: { innerHTML: translations["Send"] }, - } - ) - ]); - const modalChat = [ - h('input', - { - attrs: { "id": "modal-chat", type: "checkbox" }, - "class": { "modal": true }, - }), - h('div', - { - attrs: { "role": "dialog", "aria-labelledby": "titleChat" }, - }, - [ - h('div', - { - "class": { "card": true, "smallpad": true }, - }, - chatEltsArray - ) - ] - ) - ]; - elementArray = elementArray.concat(modalChat); - const actions = h('div', - { - attrs: { "id": "actions" }, - 'class': { 'text-center': true }, - }, - actionArray - ); - elementArray.push(actions); - if (!!this.vr) - { - if (this.mode == "problem") - { - // Show problem solution (on click) - elementArray.push( - h('div', - { - attrs: { id: "solution-div" }, - "class": { "section-content": true }, - }, - [ - h('h3', - { - "class": { clickable: true }, - domProps: { innerHTML: translations["Show solution"] }, - on: { click: this.toggleShowSolution }, - } - ), - h('p', - { - attrs: { id: "problem-solution" }, - domProps: { innerHTML: this.problem.solution } - } - ) - ] - ) - ); - } - if (variant != "Dark" || this.score!="*") - { - // Show current FEN - 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 }, - } - ) - ] - ) - ); - } - elementArray.push( - h('div', - { - attrs: { id: "pgn-div" }, - "class": { "section-content": true }, - }, - [ - h('a', - { - attrs: { - id: "download", - href: "#", - } - } - ), - h('button', - { - attrs: { "id": "downloadBtn" }, - on: { click: this.download }, - domProps: { innerHTML: translations["Download PGN"] }, - } - ), - ] - ) - ); - } - 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 - ); - }, + // 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> + + <my-chat v-if="showChat"></my-chat> + //TODO: connection + turn indicators en haut à droite (superposé au menu) + <my-board></my-board> + // TODO: controls: abort, clear, resign, draw (avec confirm box) + // et si partie terminée : (mode analyse) just clear, back / play + // + flip button toujours disponible + + <div id="pgn-div" class="section-content"> + <a id="download" href: "#"></a> + <button id="downloadBtn" @click="download"> + {{ translations["Download PGN"] }} + </button> + + <my-move-list v-if="showMoves"></my-move-list> + </div> + `, computed: { endgameMessage: function() { let eogMessage = "Unfinished"; - switch (this.score) + switch (this.game.score) { case "1-0": eogMessage = translations["White win"]; @@ -799,19 +82,11 @@ Vue.component('my-game', { }, created: function() { 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 = () => { - if (humanContinuation) //game VS human has priority - this.continueGame("human"); - else if (computerContinuation) - this.continueGame("computer"); - else if (friendContinuation) - this.continueGame("friend"); - }; +// const socketOpenListener = () => { +// }; + +// TODO: after game, archive in indexedDB // TODO: this events listener is central. Refactor ? How ? const socketMessageListener = msg => { @@ -819,25 +94,6 @@ Vue.component('my-game', { let L = undefined; switch (data.code) { - case "oppname": - // Receive opponent's name - this.oppName = data.name; - break; - case "newchat": - // Receive new chat - this.chats.push({msg:data.msg, author:this.oppid}); - break; - case "duplicate": - // We opened another tab on the same game - this.mode = "idle"; - this.vr = null; - alert(translations[ - "Already playing a game in this variant on another tab!"]); - break; - case "newgame": //opponent found - // oppid: opponent socket ID - this.newGame("human", data.fen, data.color, data.oppid, data.gameid); - break; case "newmove": //..he played! this.play(data.move, (variant!="Dark" ? "animate" : null)); break; @@ -906,14 +162,17 @@ Vue.component('my-game', { const socketCloseListener = () => { this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant); - this.conn.addEventListener('open', socketOpenListener); + //this.conn.addEventListener('open', socketOpenListener); this.conn.addEventListener('message', socketMessageListener); this.conn.addEventListener('close', socketCloseListener); }; - this.conn.onopen = socketOpenListener; + //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)) @@ -925,6 +184,8 @@ Vue.component('my-game', { this.play(); } }; + + // Computer moves web worker logic: (TODO: also for observers in HH games) this.compWorker.postMessage(["scripts",variant]); const self = this; @@ -951,59 +212,12 @@ Vue.component('my-game', { }, delay); } }, - methods: { - // TODO: in settings.js - setMyname: function(e) { - this.myname = e.target.value; - localStorage["username"] = this.myname; - }, - showSettings: function(e) { - this.getRidOfTooltip(e.currentTarget); - document.getElementById("modal-settings").checked = true; - }, - toggleHints: function() { - this.hints = !this.hints; - localStorage["hints"] = (this.hints ? "1" : "0"); - }, - setBoardColor: function(e) { - this.bcolor = e.target.options[e.target.selectedIndex].value; - localStorage["bcolor"] = this.bcolor; - }, - setSound: function(e) { - this.sound = parseInt(e.target.options[e.target.selectedIndex].value); - localStorage["sound"] = this.sound; - }, - - // TODO: in another component - trySendChat: function(e) { - if (e.keyCode == 13) //'enter' key - this.sendChat(); - }, - 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) { - this.getRidOfTooltip(e.currentTarget); - document.getElementById("modal-chat").checked = true; - }, - // TODO: in problems component - toggleShowSolution: function() { - let problemSolution = document.getElementById("problem-solution"); - problemSolution.style.display = - !problemSolution.style.display || problemSolution.style.display == "none" - ? "block" - : "none"; - }, + methods: { download: function() { // Variants may have special PGN structure (so next function isn't defined here) - const content = this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode); + const content = V.GetPGN(this.moves, this.mycolor, this.score, this.fenStart, this.mode); // Prepare and trigger download link let downloadAnchor = document.getElementById("download"); downloadAnchor.setAttribute("download", "game.pgn"); @@ -1031,217 +245,6 @@ Vue.component('my-game', { } this.cursor = this.vr.moves.length; //to navigate in finished game }, - - // TODO: elsewhere (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() { - 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); - }, - // "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 - }, - - // HACK because mini-css tooltips are persistent after click... - // NOTE: seems to work only in chrome/chromium. TODO... - getRidOfTooltip: function(elt) { - elt.style.visibility = "hidden"; - setTimeout(() => { elt.style.visibility="visible"; }, 100); - }, - - // TODO: elsewhere, probably (new game button) - clickGameSeek: function(e) { - this.getRidOfTooltip(e.currentTarget); - if (this.mode == "human" && this.score == "*") - return; //no newgame while playing - if (this.seek) - { - this.conn.send(JSON.stringify({code:"cancelnewgame"})); - this.seek = false; - } - else - this.newGame("human"); - }, - clickComputerGame: function(e) { - this.getRidOfTooltip(e.currentTarget); - if (this.mode == "computer" && this.score == "*" - && this.vr.turn != this.mycolor) - { - // Wait for computer reply first (avoid potential "ghost move" bug) - return; - } - this.newGame("computer"); - }, - clickFriendGame: function(e) { - this.getRidOfTooltip(e.currentTarget); - document.getElementById("modal-fenedit").checked = true; - }, - // In main hall : - newGame: function(mode, fenInit, color, oppId, gameId) { - const fen = fenInit || VariantRules.GenRandInitFen(); - console.log(fen); //DEBUG - if (mode=="human" && !oppId) - { - const storageVariant = localStorage.getItem("variant"); - if (!!storageVariant && storageVariant !== variant - && localStorage["score"] == "*") - { - return alert(translations["Finish your "] + - storageVariant + translations[" game first!"]); - } - // Send game request and wait.. - try { - this.conn.send(JSON.stringify({code:"newgame", fen:fen, gameid: getRandString() })); - } catch (INVALID_STATE_ERR) { - return; //nothing achieved - } - this.seek = true; - let modalBox = document.getElementById("modal-newgame"); - modalBox.checked = true; - setTimeout(() => { modalBox.checked = false; }, 2000); - return; - } - const prefix = this.getStoragePrefix(mode); - if (mode == "computer") - { - const storageVariant = localStorage.getItem(prefix+"variant"); - if (!!storageVariant) - { - const score = localStorage.getItem(prefix+"score"); - if (storageVariant !== variant && score == "*") - { - if (!confirm(storageVariant + - translations[": unfinished computer game will be erased"])) - { - return; - } - } - } - } - 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=="human") - { - // Opponent found! - this.gameId = gameId; - this.oppid = oppId; - this.oppConnected = true; - this.mycolor = color; - this.seek = false; - if (this.sound >= 1) - new Audio("/sounds/newgame.mp3").play().catch(err => {}); - document.getElementById("modal-newgame").checked = false; - } - else if (mode == "computer") - { - this.compWorker.postMessage(["init",this.vr.getFen()]); - this.mycolor = (Math.random() < 0.5 ? 'w' : 'b'); - if (this.mycolor != this.vr.turn) - this.playComputerMove(); - } - else if (mode == "friend") - this.mycolor = "w"; //convention... - //else: problem solving: nothing more to do - if (mode != "problem") - this.setStorage(); //store game state in case of interruptions - }, - continueGame: function(mode) { - this.mode = mode; - this.oppid = (mode=="human" ? localStorage.getItem("oppid") : undefined); - 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"); - const score = localStorage.getItem(prefix+"score"); //set in "endGame()" - this.fenStart = localStorage.getItem(prefix+"fenStart"); - this.vr = new VariantRules(fen, moves); - this.incheck = this.vr.getCheckSquares(this.vr.turn); - if (mode == "human") - { - this.gameId = localStorage.getItem("gameId"); - // Send ping to server (answer pong if opponent is connected) - this.conn.send(JSON.stringify({ - code:"ping",oppid:this.oppid,gameId:this.gameId})); - } - else if (mode == "computer") - { - this.compWorker.postMessage(["init",fen]); - if (score == "*" && 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 - setTimeout(() => this.endGame(score), 100); - } - }, - resign: function(e) { this.getRidOfTooltip(e.currentTarget); if (this.mode == "human" && this.oppConnected) @@ -1258,147 +261,6 @@ Vue.component('my-game', { this.timeStart = Date.now(); this.compWorker.postMessage(["askmove"]); }, - - // TODO: purely graphical, move in a "chessground-like" component - // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y. - getSquareId: function(o) { - // NOTE: a separator is required to allow any size of board - return "sq-" + o.x + "-" + o.y; - }, - // Inverse function - getSquareFromId: function(id) { - let idParts = id.split('-'); - return [parseInt(idParts[1]), parseInt(idParts[2])]; - }, - 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 = this.getSquareFromId(e.target.parentNode.id); - this.possibleMoves = []; - if (this.score == "*") - { - const color = ["friend","problem"].includes(this.mode) - ? this.vr.turn - : this.mycolor; - 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 = this.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; - }, - 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<squares.length; i++) - { - let square = squares.item(i); - if (square.id != this.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); - }, - // OK, these last functions can stay here (?!) play: function(move, programmatic) { if (!move) diff --git a/public/javascripts/components/moveList.js b/public/javascripts/components/moveList.js new file mode 100644 index 00000000..97980040 --- /dev/null +++ b/public/javascripts/components/moveList.js @@ -0,0 +1 @@ +//TODO: component for moves list on the right diff --git a/public/javascripts/components/problemPreview.js b/public/javascripts/components/problemPreview.js new file mode 100644 index 00000000..53365035 --- /dev/null +++ b/public/javascripts/components/problemPreview.js @@ -0,0 +1,25 @@ +// Preview a problem on variant page +Vue.component('my-problem-preview', { + props: ['prob'], + template: ` + <div class="row problem"> + <div class="col-sm-12 col-md-6 diagram" + v-html="getDiagram(prob.fen)"> + </div> + <div class="col-sm-12 col-md-6"> + <p v-html="prob.instructions"></p> + <p v-html="prob.solution"></p> + </div> + </div> + `, + methods: { + getDiagram: function(fen) { + const fenParsed = V.ParseFen(fen); + return getDiagram({ + position: fenParsed.position, + turn: fenParsed.turn, + // No need for flags here + }); + }, + }, +}) diff --git a/public/javascripts/components/problemSummary.js b/public/javascripts/components/problemSummary.js deleted file mode 100644 index 5f0fd44b..00000000 --- a/public/javascripts/components/problemSummary.js +++ /dev/null @@ -1,37 +0,0 @@ -// Show a problem summary on variant page or new problem preview -Vue.component('my-problem-summary', { - props: ['prob','preview'], - template: ` - <div class="row problem"> - <div class="col-sm-12 col-md-6 diagram" - v-html="getDiagram(prob.fen)"> - </div> - <div class="col-sm-12 col-md-6"> - <p v-html="prob.instructions"></p> - <p v-if="preview" v-html="prob.solution"></p> - <p v-else class="problem-time">{{ timestamp2date(prob.added) }}</p> - <button v-if="!preview" @click="showProblem()">{{ translate("Solve") }}</button> - </div> - </div> - `, - methods: { - translate: function(text) { - return translations[text]; - }, - getDiagram: function(fen) { - const fenParsed = V.ParseFen(fen); - return getDiagram({ - position: fenParsed.position, - turn: fenParsed.turn, - // No need for flags here - }); - }, - timestamp2date(ts) { - return getDate(new Date(ts)); - }, - // Propagate "show problem" event to parent component (my-problems) - showProblem: function() { - this.$emit('show-problem'); - }, - }, -}) diff --git a/public/javascripts/components/problems.js b/public/javascripts/components/problems.js index bcd069cc..ad8c54c0 100644 --- a/public/javascripts/components/problems.js +++ b/public/javascripts/components/problems.js @@ -1,38 +1,98 @@ Vue.component('my-problems', { data: function () { return { - problems: [], + problems: [], //oldest first + curIdx: 0, //index in problems array + stage: "nothing", //or "preview" after new problem is filled newProblem: { fen: "", instructions: "", solution: "", - stage: "nothing", //or "preview" after new problem is filled }, }; }, template: ` <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2"> <div id="problemControls" class="button-group"> - <button :aria-label='translate("Load previous problems")' class="tooltip" - @click="fetchProblems('backward')"> + <button :aria-label='translate("Load previous problem")' class="tooltip" + @click="showPreviousProblem()"> <i class="material-icons">skip_previous</i> </button> <button :aria-label='translate("Add a problem")' class="tooltip" @click="showNewproblemModal"> {{ translate("New") }} </button> - <button :aria-label='translate("Load next problems")' class="tooltip" - @click="fetchProblems('forward')"> + <button :aria-label='translate("Load next problem")' class="tooltip" + @click="showNextProblem()"> <i class="material-icons">skip_next</i> </button> </div> - <my-problem-summary v-on:show-problem="bubbleUp(p)" - v-for="(p,idx) in sortedProblems" + + + + if (this.mode == "problem") + { + // Show problem instructions + elementArray.push( + h('div', + { + attrs: { id: "instructions-div" }, + "class": { + "clearer": true, + "section-content": true, + }, + }, + [ + h('p', + { + attrs: { id: "problem-instructions" }, + domProps: { innerHTML: this.problem.instructions } + } + ) + ] + ) + ); + } + + + // TODO ici :: instrus + diag interactif + solution + my-board + pilotage via movesList + VariantRules ! + + <my-problem-preview v-show="stage=='preview'" + v-for="(p,idx) in problems" v-bind:prob="p" v-bind:preview="false" v-bind:key="idx"> </my-problem-summary> + if (this.mode == "problem") + { + // Show problem solution (on click) + elementArray.push( + h('div', + { + attrs: { id: "solution-div" }, + "class": { "section-content": true }, + }, + [ + h('h3', + { + "class": { clickable: true }, + domProps: { innerHTML: translations["Show solution"] }, + on: { click: this.toggleShowSolution }, + } + ), + h('p', + { + attrs: { id: "problem-solution" }, + domProps: { innerHTML: this.problem.solution } + } + ) + ] + ) + ); + } + <input type="checkbox" id="modal-newproblem" class="modal"> <div role="dialog" aria-labelledby="newProblemTxt"> - <div v-show="newProblem.stage=='nothing'" class="card newproblem-form"> + <div v-show="stage=='nothing'" class="card newproblem-form"> <label for="modal-newproblem" class="modal-close"></label> <h3 id="newProblemTxt">{{ translate("Add a problem") }}</h3> <form @submit.prevent="previewNewProblem"> @@ -53,10 +113,9 @@ Vue.component('my-problems', { </fieldset> </form> </div> - <div v-show="newProblem.stage=='preview'" class="card newproblem-preview"> + <div v-show="stage=='preview'" class="card newproblem-preview"> <label for="modal-newproblem" class="modal-close"></label> - <my-problem-summary v-bind:prob="newProblem" v-bind:preview="true"> - </my-problem-summary> + <my-problem-preview v-bind:prob="newProblem"></my-problem-summary> <div class="button-group"> <button @click="newProblem.stage='nothing'">{{ translate("Cancel") }}</button> <button @click="sendNewProblem()">{{ translate("Send") }}</button> @@ -68,10 +127,10 @@ Vue.component('my-problems', { computed: { sortedProblems: function() { // Newest problem first - return this.problems.sort((p1,p2) => { return p2.added - p1.added; }); }, }, created: function() { + // Analyse URL: if a single problem required, show it. Otherwise, // TODO: fetch most recent problems from server }, methods: { @@ -83,6 +142,26 @@ Vue.component('my-problems', { // bubbleUp: function(problem) { // this.$emit('show-problem', JSON.stringify(problem)); // }, + toggleShowSolution: function() { + let problemSolution = document.getElementById("problem-solution"); + problemSolution.style.display = + !problemSolution.style.display || problemSolution.style.display == "none" + ? "block" + : "none"; + }, + showPreviousProblem: function() { + if (this.curIdx == 0) + this.fetchProblems("backward"); + else + this.curIdx--; + }, + showNextProblem: function() { + if (this.curIdx == this.problems.length - 1) + this.fetchProblems("forward"); + else + this.curIdx++; + }, + // TODO: modal "no more problems" fetchProblems: function(direction) { if (this.problems.length == 0) return; //what could we do?! @@ -101,7 +180,11 @@ Vue.component('my-problems', { last_dt: last_dt, }, response => { if (response.problems.length > 0) - this.problems = response.problems; + { + this.problems = response.problems + .sort((p1,p2) => { return p1.added - p2.added; }); + this.curIdx = response.problems.length - 1; + } }); }, showNewproblemModal: function() { diff --git a/public/javascripts/components/room.js b/public/javascripts/components/room.js index 941434b4..16fcc903 100644 --- a/public/javascripts/components/room.js +++ b/public/javascripts/components/room.js @@ -18,3 +18,225 @@ chat général (gauche, activé ou non (bool global storage)). quand je poste un lastMove corr, supprimer mon ancien lastMove le cas échéant (tlm l'a eu) fin de partie corr: garder maxi nbPlayers lastMove sur serveur, pendant 7 jours (arbitraire) */ + case "newgame": //opponent found + // oppid: opponent socket ID + this.newGame("human", data.fen, data.color, data.oppid, data.gameid); + break; + + // TODO: elsewhere, probably (new game button) + clickGameSeek: function(e) { + this.getRidOfTooltip(e.currentTarget); + if (this.mode == "human" && this.score == "*") + return; //no newgame while playing + if (this.seek) + { + this.conn.send(JSON.stringify({code:"cancelnewgame"})); + this.seek = false; + } + else + this.newGame("human"); + }, + clickComputerGame: function(e) { + this.getRidOfTooltip(e.currentTarget); + if (this.mode == "computer" && this.score == "*" + && this.vr.turn != this.mycolor) + { + // Wait for computer reply first (avoid potential "ghost move" bug) + return; + } + this.newGame("computer"); + }, + clickFriendGame: function(e) { + this.getRidOfTooltip(e.currentTarget); + document.getElementById("modal-fenedit").checked = true; + }, + // In main hall : + newGame: function(mode, fenInit, color, oppId, gameId) { + const fen = fenInit || VariantRules.GenRandInitFen(); + console.log(fen); //DEBUG + if (mode=="human" && !oppId) + { + const storageVariant = localStorage.getItem("variant"); + if (!!storageVariant && storageVariant !== variant + && localStorage["score"] == "*") + { + return alert(translations["Finish your "] + + storageVariant + translations[" game first!"]); + } + // Send game request and wait.. + try { + this.conn.send(JSON.stringify({code:"newgame", fen:fen, gameid: getRandString() })); + } catch (INVALID_STATE_ERR) { + return; //nothing achieved + } + this.seek = true; + let modalBox = document.getElementById("modal-newgame"); + modalBox.checked = true; + setTimeout(() => { modalBox.checked = false; }, 2000); + return; + } + const prefix = this.getStoragePrefix(mode); + if (mode == "computer") + { + const storageVariant = localStorage.getItem(prefix+"variant"); + if (!!storageVariant) + { + const score = localStorage.getItem(prefix+"score"); + if (storageVariant !== variant && score == "*") + { + if (!confirm(storageVariant + + translations[": unfinished computer game will be erased"])) + { + return; + } + } + } + } + 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=="human") + { + // Opponent found! + this.gameId = gameId; + this.oppid = oppId; + this.oppConnected = true; + this.mycolor = color; + this.seek = false; + if (this.sound >= 1) + new Audio("/sounds/newgame.mp3").play().catch(err => {}); + document.getElementById("modal-newgame").checked = false; + } + else if (mode == "computer") + { + this.compWorker.postMessage(["init",this.vr.getFen()]); + this.mycolor = (Math.random() < 0.5 ? 'w' : 'b'); + if (this.mycolor != this.vr.turn) + this.playComputerMove(); + } + else if (mode == "friend") + this.mycolor = "w"; //convention... + //else: problem solving: nothing more to do + if (mode != "problem") + this.setStorage(); //store game state in case of interruptions + }, + continueGame: function(mode) { + this.mode = mode; + this.oppid = (mode=="human" ? localStorage.getItem("oppid") : undefined); + 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"); + const score = localStorage.getItem(prefix+"score"); //set in "endGame()" + this.fenStart = localStorage.getItem(prefix+"fenStart"); + this.vr = new VariantRules(fen, moves); + this.incheck = this.vr.getCheckSquares(this.vr.turn); + if (mode == "human") + { + this.gameId = localStorage.getItem("gameId"); + // Send ping to server (answer pong if opponent is connected) + this.conn.send(JSON.stringify({ + code:"ping",oppid:this.oppid,gameId:this.gameId})); + } + else if (mode == "computer") + { + this.compWorker.postMessage(["init",fen]); + if (score == "*" && 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 + setTimeout(() => this.endGame(score), 100); + } + }, + + + // TODO: option du bouton "new game" + const modalFenEdit = [ + h('input', + { + attrs: { "id": "modal-fenedit", type: "checkbox" }, + "class": { "modal": true }, + }), + h('div', + { + attrs: { "role": "dialog", "aria-labelledby": "titleFenedit" }, + }, + [ + h('div', + { + "class": { "card": true, "smallpad": true }, + }, + [ + h('label', + { + attrs: { "id": "close-fenedit", "for": "modal-fenedit" }, + "class": { "modal-close": true }, + } + ), + h('h3', + { + attrs: { "id": "titleFenedit" }, + "class": { "section": true }, + domProps: { innerHTML: translations["Game state (FEN):"] }, + } + ), + h('input', + { + attrs: { + "id": "input-fen", + type: "text", + value: VariantRules.GenRandInitFen(), + }, + } + ), + h('button', + { + on: { click: + () => { + const fen = document.getElementById("input-fen").value; + document.getElementById("modal-fenedit").checked = false; + this.newGame("friend", fen); + } + }, + domProps: { innerHTML: translations["Ok"] }, + } + ), + h('button', + { + on: { click: + () => { + document.getElementById("input-fen").value = + VariantRules.GenRandInitFen(); + } + }, + domProps: { innerHTML: translations["Random"] }, + } + ), + ] + ) + ] + ) + ]; + elementArray = elementArray.concat(modalFenEdit); diff --git a/public/javascripts/settings.js b/public/javascripts/settings.js index c9adbf16..85f89c1f 100644 --- a/public/javascripts/settings.js +++ b/public/javascripts/settings.js @@ -1,3 +1,23 @@ // TODO: //à chaque onChange, envoyer matching event settings update //(par exemple si mise à jour du nom, juste envoyer cet update aux autres connectés ...etc) + setMyname: function(e) { + this.myname = e.target.value; + localStorage["username"] = this.myname; + }, + showSettings: function(e) { + this.getRidOfTooltip(e.currentTarget); + document.getElementById("modal-settings").checked = true; + }, + toggleHints: function() { + this.hints = !this.hints; + localStorage["hints"] = (this.hints ? "1" : "0"); + }, + setBoardColor: function(e) { + this.bcolor = e.target.options[e.target.selectedIndex].value; + localStorage["bcolor"] = this.bcolor; + }, + setSound: function(e) { + this.sound = parseInt(e.target.options[e.target.selectedIndex].value); + localStorage["sound"] = this.sound; + }, diff --git a/public/javascripts/utils/storage.js b/public/javascripts/utils/storage.js new file mode 100644 index 00000000..8bd43f0f --- /dev/null +++ b/public/javascripts/utils/storage.js @@ -0,0 +1,55 @@ + // 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() { + 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); + }, + // "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 + }, + diff --git a/public/javascripts/variant.js b/public/javascripts/variant.js index 736d8b3d..510ea290 100644 --- a/public/javascripts/variant.js +++ b/public/javascripts/variant.js @@ -21,6 +21,10 @@ new Vue({ }, }, }); + +const continuation = (localStorage.getItem("variant") === variant); + if (continuation) //game VS human has priority + this.continueGame("human"); // TODO: // si quand on arrive il y a une continuation "humaine" : display="game" et retour à la partie ! diff --git a/views/variant.pug b/views/variant.pug index a43ba601..2fbf21e9 100644 --- a/views/variant.pug +++ b/views/variant.pug @@ -26,10 +26,9 @@ block content i.material-icons settings .row my-room(v-show="display=='room'") - my-games-list(v-show="display=='gameList'") + my-game-list(v-show="display=='gameList'") my-rules(v-show="display=='rules'") my-problems(v-show="display=='problems'") - // my-game: for room and games-list components my-game(v-show="display=='game'" :gameId="gameid") block javascripts @@ -43,8 +42,10 @@ block javascripts script. const V = VariantRules; //because this variable is often used const variant = "#{variant}"; + script(src="/javascripts/components/room.js") + script(src="/javascripts/components/gameList.js") script(src="/javascripts/components/rules.js") - script(src="/javascripts/components/game.js") script(src="/javascripts/components/problemSummary.js") script(src="/javascripts/components/problems.js") + script(src="/javascripts/components/game.js") script(src="/javascripts/variant.js") -- 2.44.0