h3#newGameTxt= translations["New game"]
p= translations["Waiting for opponent..."]
*/
-
+// TODO: my-challenge-list, gérant clicks sur challenges, affichage, réception/émission des infos sur challenges ; de même, my-player-list
+// TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
/*
Players + challenges : == "room" home of variant (surligner si nouveau défi perso et pas affichage courant)
joueurs en ligne (dte),
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)
*/
+// TODO: au moins l'échange des coups en P2P ?
+Vue.component('my-room', {
+ props: ["conn","settings"],
+ data: {
+ remoteGames: [],
+ corrGames: [],
+ },
+ // Modal new game, and then sub-components
+ template: `
+ <div>
+ <input id="modalNewgame" type="checkbox" class"="modal"/>
+ <div role="dialog" aria-labelledby="titleFenedit">
+ <div class="card smallpad">
+ <label id="closeNewgame" for="modalNewgame" class="modal-close">
+ </label>
+ <h3 id="titleFenedit" class="section">
+ {{ translate("Game state (FEN):") }}
+ </h3>
+ <input id="input-fen" type="text"/>
+ <p>TODO: cadence, adversaire (pre-filled if click on name)</p>
+ <p>Note: leave FEN blank for random</p>
+ <button @click="newGame">Launch game</button>
+ </div>
+ </div>
+ <div>
+ <my-chat :conn="conn" :myname="myname" :people="people"></my-chat>
+ <my-challenge-list :conn="conn"></my-challenge-list>
+ </div>
+ <div>
+ <my-player-list :conn="conn"></my-player-list>
+ // TODO: also corr games (of pther players)
+ // presentation ? table ?!
+ <my-game-summary v-for="g in remoteGames"
+ v-bind:vobj="g" v-bind:game="g" v-bind:key="g.id"
+ @click="() => showGame(g.id,g.uid)">
+ </my-game-summary>
+ </div>
+ </div>
+ `,
+ created: function() {
+ // TODO: ask server for current corr games (all but mines)
+ const socketMessageListener = msg => {
+ const data = JSON.parse(msg.data);
+ switch (data.code)
+ {
+ // TODO: also receive remote games summaries (update)
+ // (just players names, time control, and ID + player ID)
+ case "newgame": //challenge accepted
+ // oppid: opponent socket ID (or DB id if registered)
+ this.newGame("human", data.fen, data.color, data.oppid, data.gameid);
+ break;
+ }
+ };
+ const socketCloseListener = () => {
+ this.conn.addEventListener('message', socketMessageListener);
+ this.conn.addEventListener('close', socketCloseListener);
+ };
+ this.conn.onmessage = socketMessageListener;
+ this.conn.onclose = socketCloseListener;
+ },
+ methods: {
+ clickGameSeek: function(e) {
+ 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");
+ },
+ 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.name
+ && 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;
+ }
+ 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;
+ }
+ this.setStorage(); //store game state in case of interruptions
+ },
+ continueGame: function() {
+ this.oppid = localStorage.getItem("oppid");
+ this.mycolor = localStorage.getItem("mycolor");
+ const moves = JSON.parse(localStorage.getItem("moves"));
+ const fen = localStorage.getItem("fen");
+ const score = localStorage.getItem("score"); //always "*" ?!
+ this.fenStart = localStorage.getItem("fenStart");
+ this.vr = new VariantRules(fen);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ 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}));
+ },
+ },
+});