// TODO: envoyer juste "light move", sans FEN ni notation ...etc
+// TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?)
// Game logic on a variant page: 3 modes, analyze, computer or human
Vue.component('my-game', {
// gameId: to find the game in storage (assumption: it exists)
- props: ["gameId","mode","allowChat","allowMovelist"],
+ // fen: to start from a FEN without identifiers (analyze mode)
+ props: ["conn","gameId","fen","mode","allowChat","allowMovelist"],
data: function() {
return {
// if oppid == "computer" then mode = "computer" (otherwise human)
oppid: "", //opponent ID in case of HH game
score: "*", //'*' means 'unfinished'
mycolor: "w",
- conn: null, //socket connection (et WebRTC connection ?!)
oppConnected: false, //TODO?
pgnTxt: "",
// sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
compWorker: new Worker('/javascripts/playCompMove.js'),
timeStart: undefined, //time when computer starts thinking
vr: null, //VariantRules object, describing the game state + rules
+ endgameMessage: "",
+ orientation: "w",
+ fenStart: "",
+
+ moves: [], //TODO: initialize if gameId is defined...
+ cursor: 0,
+ // orientation :: button flip
+ // userColor: given by gameId, or fen (if no game Id)
+ // gameOver: known if gameId; otherwise assue false
+ // lastMove: update after every play, initialize with last move from list (if continuation)
+ //orientation ? userColor ? gameOver ? lastMove ?
+
};
},
+ watch: {
+ fen: function(newFen) {
+ this.vr = new VariantRules(newFen);
+ },
+ gameId: function() {
+ this.loadGame();
+ },
+ },
computed: {
showChat: function() {
return this.allowChat && this.mode=='human' && this.score != '*';
},
showMoves: function() {
+ return true;
return this.allowMovelist && window.innerWidth >= 768;
},
showFen: function() {
},
// Modal end of game, and then sub-components
// TODO: provide chat parameters (connection, players ID...)
- // and alwo moveList parameters (just moves ?)
+ // and also 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])
+
+ // NOTE: move.color must be fulfilled after each move played, because of Marseille (or Avalanche) chess
+ // --> useful in moveList component (universal comma separator ?)
+
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>
<my-chat v-if="showChat">
</my-chat>
- <my-board v-bind:vr="vr">
+ <my-board v-bind:vr="vr" :mode="mode" :orientation="orientation" :user-color="mycolor" @play-move="play">
</my-board>
- <div v-show="showFen" id="fen-div" class="section-content">
+ <div class="button-group">
+ <button @click="() => play()">Play</button>
+ <button @click="() => undo()">Undo</button>
+ <button @click="flip">Flip</button>
+ <button @click="gotoBegin">GotoBegin</button>
+ <button @click="gotoEnd">GotoEnd</button>
+ </div>
+ <div v-if="showFen && !!vr" id="fen-div" class="section-content">
<p id="fen-string" class="text-center">
{{ vr.getFen() }}
</p>
</div>
<div id="pgn-div" class="section-content">
- <a id="download" href: "#">
+ <a id="download" href="#">
</a>
<button id="downloadBtn" @click="download">
- {{ translations["Download PGN"] }}
+ {{ translate("Download PGN") }}
</button>
</div>
- <my-move-list v-if="showMoves">
+ <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove">
</my-move-list>
</div>
`,
created: function() {
- const url = socketUrl;
- this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id);
+ if (!!this.gameId)
+ this.loadGame();
+ else if (!!this.fen)
+ {
+ this.vr = new VariantRules(this.fen);
+ this.fenStart = this.fen;
+ }
// TODO: after game, archive in indexedDB
// TODO: this events listener is central. Refactor ? How ?
const socketMessageListener = msg => {
};
const socketCloseListener = () => {
- this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id);
this.conn.addEventListener('message', socketMessageListener);
this.conn.addEventListener('close', socketCloseListener);
};
}, delay);
}
},
- //TODO: conn pourrait être une prop, donnée depuis variant.js
+ // this.conn est une prop, donnée depuis variant.js
//dans variant.js (plutôt room.js) conn gère aussi les challenges
// Puis en webRTC, repenser tout ça.
methods: {
+ translate: translate,
+ loadGame: function() {
+ // TODO: load this.gameId ...
+ },
setEndgameMessage: function(score) {
let eogMessage = "Undefined";
switch (score)
}, 250);
},
play: function(move, programmatic) {
+ // Forbid playing outside analyze mode when cursor isn't at moves.length-1
+ if (this.mode != "analyze" && this.cursor < this.moves.length-1)
+ return;
+ let navigate = !move;
+ if (navigate)
+ {
+ if (this.cursor == this.moves.length)
+ return; //no more moves
+ move = this.moves[this.cursor];
+ }
if (!!programmatic) //computer or human opponent
return this.animateMove(move);
// Not programmatic, or animation is over
if (!move.notation)
move.notation = this.vr.getNotation(move);
+ if (!move.color)
+ move.color = this.vr.turn;
this.vr.play(move);
+ this.cursor++;
if (!move.fen)
move.fen = this.vr.getFen();
if (this.sound == 2)
// Send the move to web worker (including his own moves)
this.compWorker.postMessage(["newmove",move]);
}
- if (this.score == "*" || this.mode == "analyze")
+ if (!navigate && (this.score == "*" || this.mode == "analyze"))
{
- // Stack move on movesList
- this.moves.push(move);
+ // Stack move on movesList at current cursor
+ if (this.cursor == this.moves.length)
+ this.moves.push(move);
+ else
+ this.moves = this.moves.slice(0,this.cursor-1).concat([move]);
}
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
}
else if (this.mode == "computer" && this.vr.turn != this.userColor)
this.playComputerMove();
+ if (navigate)
+ this.$children[0].$forceUpdate(); //TODO!?
},
undo: function(move) {
+ let navigate = !move;
+ if (navigate)
+ {
+ if (this.cursor == 0)
+ return; //no more moves
+ move = this.moves[this.cursor-1];
+ }
this.vr.undo(move);
+ this.cursor--;
+ if (navigate)
+ this.$children[0].$forceUpdate(); //TODO!?
if (this.sound == 2)
new Audio("/sounds/undo.mp3").play().catch(err => {});
this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (this.mode == "analyze")
+ if (!navigate && this.mode == "analyze")
this.moves.pop();
+ if (navigate)
+ this.$forceUpdate(); //TODO!?
+ },
+ gotoMove: function(index) {
+ this.vr = new VariantRules(this.moves[index].fen);
+ this.cursor = index+1;
+ },
+ gotoBegin: function() {
+ this.vr = new VariantRules(this.fenStart);
+ this.cursor = 0;
+ },
+ gotoEnd: function() {
+ this.gotoMove(this.moves.length-1);
+ },
+ flip: function() {
+ this.orientation = V.GetNextCol(this.orientation);
},
},
})
-// 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