TODO: cadence, adversaire (pre-filled if click on name)
+
Note: leave FEN blank for random
+
+
+
+
+
+
+
+ onClick :: ask full game to remote player, and register as an observer in game
+ (use gameId to communicate)
+ on landing on game :: if gameId not found locally, check remotely
+ ==> il manque un param dans game : "remoteId"
+
+ `,
+ created: function() {
+ const socketMessageListener = msg => {
+ const data = JSON.parse(msg.data);
+ switch (data.code)
+ {
+ 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;
-
- // TODO: elsewhere, probably (new game button)
+ }
+ };
+ const socketCloseListener = () => {
+ this.conn.addEventListener('message', socketMessageListener);
+ this.conn.addEventListener('close', socketCloseListener);
+ };
+ this.conn.onmessage = socketMessageListener;
+ this.conn.onclose = socketCloseListener;
+ },
+ methods: {
clickGameSeek: function(e) {
- this.getRidOfTooltip(e.currentTarget);
if (this.mode == "human" && this.score == "*")
return; //no newgame while playing
if (this.seek)
@@ -38,21 +82,6 @@ fin de partie corr: garder maxi nbPlayers lastMove sur serveur, pendant 7 jours
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
@@ -77,39 +106,6 @@ fin de partie corr: garder maxi nbPlayers lastMove sur serveur, pendant 7 jours
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.name && 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.name && 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
@@ -128,117 +124,21 @@ fin de partie corr: garder maxi nbPlayers lastMove sur serveur, pendant 7 jours
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
+ 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);
+ 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);
- 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);
- }
+ 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}));
},
-
-
- // 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);
+ },
+});