// 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 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": //received if opponent sent a ping
+ 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 (we are still playing)
+ // Send our "last state" informations to opponent
this.conn.send(JSON.stringify({
code:"lastate",
- oppid:this.oppId,
+ oppid:this.oppid,
lastMove:L>0?this.vr.moves[L-1]:undefined,
movesCount:L,
}));
// OK, we resigned
this.conn.send(JSON.stringify({
code:"lastate",
- oppid:this.oppId,
+ oppid:this.oppid,
lastMove:undefined,
movesCount:-1,
}));
const L = this.vr.moves.length;
this.conn.send(JSON.stringify({
code:"lastate",
- oppid:this.oppId,
+ oppid:this.oppid,
lastMove:this.vr.moves[L-1],
movesCount:L,
}));
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)
{
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 (continuation == "reconnect") //TODO: bad HACK...
+ if (continuation !== "reconnect") //TODO: bad HACK...
{
let modalBox = document.getElementById("modal-control2");
modalBox.checked = true;