-// TODO: use indexedDB instead of localStorage? (more flexible...)
-
+// TODO: use indexedDB instead of localStorage? (more flexible: allow several games)
Vue.component('my-game', {
data: function() {
return {
let actionArray = [
h('button',
{
- on: {
- click: () => {
- if (this.mode == "human")
- return; //no newgame while playing
- if (this.seek)
- delete localStorage["newgame"]; //cancel game seek
- else
- {
- localStorage["newgame"] = variant;
- this.newGame("human");
- }
- this.seek = !this.seek;
- }
- },
+ on: { click: this.clickGameSeek },
attrs: { "aria-label": 'New game VS human' },
'class': {
"tooltip": true,
[h('i', { 'class': { "material-icons": true } }, "accessibility")]),
h('button',
{
- on: {
- click: () => {
- if (this.mode == "human")
- return; //no newgame while playing
- this.newGame("computer");
- }
- },
+ on: { click: this.clickComputerGame },
attrs: { "aria-label": 'New game VS computer' },
'class': {
"tooltip":true,
// );
// elementArray.push(reserve);
// }
- let eogMessage = "Unfinished";
- switch (this.score)
- {
- case "1-0":
- eogMessage = "White win";
- break;
- case "0-1":
- eogMessage = "Black win";
- break;
- case "1/2":
- eogMessage = "Draw";
- break;
- }
+ const eogMessage = this.getEndgameMessage(this.score);
let elemsOfEog =
[
h('label',
const socketOpenListener = () => {
if (continuation)
{
- // TODO: check FEN integrity with opponent
const fen = localStorage.getItem("fen");
const mycolor = localStorage.getItem("mycolor");
const oppid = localStorage.getItem("oppid");
const moves = JSON.parse(localStorage.getItem("moves"));
this.newGame("human", fen, mycolor, oppid, moves, true);
- // Send ping to server, which answers pong if opponent is connected
- this.conn.send(JSON.stringify({code:"ping", oppid:this.oppId}));
+ // Send ping to server (answer pong if opponent is connected)
+ this.conn.send(JSON.stringify({code:"ping",oppid:this.oppId}));
}
else if (localStorage.getItem("newgame") === variant)
{
// New game request has been cancelled on disconnect
this.seek = true;
- this.newGame("human", "reconnect");
+ this.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
}
};
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
+ console.log("Receive message: " + data.code);
switch (data.code)
{
case "newgame": //opponent found
case "newmove": //..he played!
this.play(data.move, "animate");
break;
- case "pong": //sent when opponent stayed online after we disconnected
+ case "pong": //received if we sent a ping (game still alive on our side)
this.oppConnected = true;
+ const L = this.vr.moves.length;
+ // Send our "last state" informations to opponent
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppid,
+ lastMove:L>0?this.vr.moves[L-1]:undefined,
+ movesCount:L,
+ }));
break;
+ case "lastate": //got opponent infos about last move (we might have resigned)
+ if (this.mode!="human" || this.oppid!=data.oppid)
+ {
+ // OK, we resigned
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppid,
+ lastMove:undefined,
+ movesCount:-1,
+ }));
+ }
+ else if (data.movesCount < 0)
+ {
+ // OK, he resigned
+ this.endGame(this.mycolor=="w"?"1-0":"0-1");
+ }
+ else if (data.movesCount < this.vr.moves.length)
+ {
+ // We must tell last move to opponent
+ const L = this.vr.moves.length;
+ this.conn.send(JSON.stringify({
+ code:"lastate",
+ oppid:this.oppid,
+ lastMove:this.vr.moves[L-1],
+ movesCount:L,
+ }));
+ }
+ else if (data.movesCount > this.vr.moves.length) //just got last move from him
+ this.play(data.lastMove, "animate");
case "resign": //..you won!
this.endGame(this.mycolor=="w"?"1-0":"0-1");
break;
- // TODO: also use (dis)connect info to count online players
+ // TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
if (this.mode == "human" && this.oppid == data.id)
this.mode = "idle";
this.oppid = "";
},
+ getEndgameMessage: function(score) {
+ let eogMessage = "Unfinished";
+ switch (this.score)
+ {
+ case "1-0":
+ eogMessage = "White win";
+ break;
+ case "0-1":
+ eogMessage = "Black win";
+ break;
+ case "1/2":
+ eogMessage = "Draw";
+ break;
+ }
+ return eogMessage;
+ },
resign: function() {
if (this.mode == "human" && this.oppConnected)
{
try {
this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid}));
} catch (INVALID_STATE_ERR) {
- return; //resign failed for some reason...
+ return; //socket is not ready (and not yet reconnected)
}
}
this.endGame(this.mycolor=="w"?"0-1":"1-0");
delete localStorage["fen"];
delete localStorage["moves"];
},
+ clickGameSeek: function() {
+ if (this.mode == "human")
+ return; //no newgame while playing
+ if (this.seek)
+ delete localStorage["newgame"]; //cancel game seek
+ else
+ {
+ localStorage["newgame"] = variant;
+ this.newGame("human");
+ }
+ this.seek = !this.seek;
+ },
+ clickComputerGame: function() {
+ if (this.mode == "human")
+ return; //no newgame while playing
+ this.newGame("computer");
+ },
newGame: function(mode, fenInit, color, oppId, moves, continuation) {
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
} catch (INVALID_STATE_ERR) {
return; //nothing achieved
}
- if (!fenInit || fenInit!="reconnect") //TODO: bad HACK...
+ if (continuation !== "reconnect") //TODO: bad HACK...
{
let modalBox = document.getElementById("modal-control2");
modalBox.checked = true;
this.incheck = this.vr.getCheckSquares(move, oppCol); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
- {
- if (!this.oppConnected)
- return; //abort move if opponent is gone
- try {
- this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
- } catch(INVALID_STATE_ERR) {
- return; //abort also if sending failed
- }
- }
+ this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
new Audio("/sounds/chessmove1.mp3").play();
this.vr.play(move, "ingame");
if (this.mode == "human")