button(@click="abortGame") {{ st.tr["Game is too boring"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
- // TODO: virtualClocks[...], not "clockState"
- div Time: {{ clockState }}
+ // TODO: show players names + clocks state
+ div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
.button-group(v-if="game.mode!='analyze' && game.score=='*'")
button(@click="offerDraw") Draw
button(@click="() => abortGame()") Abort
div(v-show="cursor>=0") {{ moves[cursor].message }}
</template>
+<!--
+// TODO: movelist dans basegame et chat ici
+// se limiter à 2 joueurs pour l'instant au moins tout en restant général
+// ==> après, implémenter/vérifier les passages de challenges + parties en cours
+// observer,
+// + problèmes, habiller et publier. (+ corr...)
+
+// refactor players.forEach(...) into sendTo(opponent, ...)
+-->
+
<script>
import BaseGame from "@/components/BaseGame.vue";
//import Chat from "@/components/Chat.vue";
rid: ""
},
game: { }, //passed to BaseGame
- virtualClocks: [ ], //initialized with true game.clocks
+ virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
people: [ ], //potential observers (TODO)
};
},
-
- // TODO: this method should disappear and virtualClocks already be "prettified":
- // all computations are done when game.clocks are updated (see below)
- computed: {
- clockState: function() {
- if (this.virtualClocks.length == 0)
- return; //nothing to display for now
- return ppt(this.virtualClocks[0]) + " - " + ppt(this.virtualClocks[1]);
- },
- },
-
watch: {
'$route' (to, from) {
if (!!to.params["id"])
}
},
"game.clocks": function(newState) {
- this.virtualClocks = newState;
- setInterval(function() {
-
- // TODO: run clock of current turn, stop at 0, clearInterval in the end
- // https://www.geeksforgeeks.org/create-countdown-timer-using-javascript/
- // if it was my turn, call gameOver. Otherwise just stay at 0 and wait.
- if ( ...........)
-//à 0, bloquer puis si mon temps : perte au temps. Sinon attendre message adversaire (il peut être offline).
-
- });
+ this.virtualClocks = newState.map(s => ppt(s));
+ const currentTurn = this.vr.turn;
+ const colorIdx = ["w","b","g","r"].indexOf(currentTurn);
+ let countdown = newState[colorIdx] -
+ (Date.now() - this.game.initime[colorIdx])/1000;
+ const myTurn = (currentTurn == this.game.mycolor);
+ let clockUpdate = setInterval(() => {
+ if (countdown <= 0 || this.vr.turn != currentTurn)
+ {
+ clearInterval(clockUpdate);
+ if (countdown <= 0 && myTurn)
+ {
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
+ this.game.players.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "timeover",
+ target: p.sid,
+ }));
+ }
+ });
+ }
+ }
+ else
+ {
+ // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
+ this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+ }
+ }, 1000);
},
},
created: function() {
// if accept: send message "draw"
},
abortGame: function(event) {
+ let modalBox = document.getElementById("modalAbort");
if (!event)
{
// First call show options:
- let modalBox = document.getElementById("modalAbort");
modalBox.checked = true;
}
else
{
- console.log(event);
- return;
- //const message = event.
+ modalBox.checked = false; //decision made: box disappear
+ const message = event.target.innerText;
// Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame("?");
+ this.$refs["basegame"].endGame("?", "Abort: " + message);
this.game.players.forEach(p => {
if (!!p.sid && p.sid != this.st.user.sid)
{
}
});
// Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0");
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
// 3 cases for loading a game:
// - from indexedDB (running or completed live game I play)
const afterRetrieval = async (game) => {
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
- this.vr = new V(game.fenStart);
+ this.vr = new V(game.fen);
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also bs VS computer
let addTime = undefined;
if (move.color == this.game.mycolor)
{
- const elapsed = Date.now() - this.game.initime;
+ const elapsed = Date.now() - this.game.initime[colorIdx];
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed/1000;
this.game.players.forEach(p => {
}
else
addTime = move.addTime; //supposed transmitted
- const myTurnNow = (this.vr.turn == this.game.mycolor);
+ const nextIdx = ["w","b","g","r"].indexOf(this.vr.turn);
GameStorage.update(this.gameRef.id,
{
colorIdx: colorIdx,
+ nextIdx: nextIdx,
move: filtered_move,
fen: move.fen,
addTime: addTime,
- initime: myTurnNow,
});
// Also update current game object:
this.game.moves.push(move);
this.game.fen = move.fen;
- this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
- this.game.initime = (myTurnNow ? Date.now() : undefined);
+ //TODO: just this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
+ this.$set(this.game.clocks, colorIdx,
+ this.game.clocks[colorIdx] + (!!addTime ? addTime : 0));
+ this.game.initime[nextIdx] = Date.now();
},
// TODO: this update function should also work for corr games
gameOver: function(score) {