1 // TODO: envoyer juste "light move", sans FEN ni notation ...etc
2 // TODO: also "observers" prop, we should send moves to them too (in a web worker ? webRTC ?)
4 // Game logic on a variant page: 3 modes, analyze, computer or human
5 Vue
.component('my-game', {
6 // gameId: to find the game in storage (assumption: it exists)
7 props: ["gameId","fen","mode","allowChat","allowMovelist"],
10 // if oppid == "computer" then mode = "computer" (otherwise human)
11 myid: "", //our ID, always set
12 //this.myid = localStorage.getItem("myid")
13 oppid: "", //opponent ID in case of HH game
14 score: "*", //'*' means 'unfinished'
16 conn: null, //socket connection (et WebRTC connection ?!)
17 oppConnected: false, //TODO?
19 // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
20 sound: parseInt(localStorage
["sound"] || "2"),
21 // Web worker to play computer moves without freezing interface:
22 compWorker: new Worker('/javascripts/playCompMove.js'),
23 timeStart: undefined, //time when computer starts thinking
24 vr: null, //VariantRules object, describing the game state + rules
28 fen: function(newFen
) {
29 this.vr
= new VariantRules(newFen
);
33 showChat: function() {
34 return this.allowChat
&& this.mode
=='human' && this.score
!= '*';
36 showMoves: function() {
37 return this.allowMovelist
&& window
.innerWidth
>= 768;
40 return variant
.name
!= "Dark" || this.score
!= "*";
43 // Modal end of game, and then sub-components
44 // TODO: provide chat parameters (connection, players ID...)
45 // and alwo moveList parameters (just moves ?)
46 // TODO: connection + turn indicators en haut à droite (superposé au menu)
47 // TODO: controls: abort, clear, resign, draw (avec confirm box)
48 // et si partie terminée : (mode analyse) just clear, back / play
49 // + flip button toujours disponible
50 // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO])
52 <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
53 <input id="modal-eog" type="checkbox" class="modal"/>
54 <div role="dialog" aria-labelledby="eogMessage">
55 <div class="card smallpad small-modal text-center">
56 <label for="modal-eog" class="modal-close">
58 <h3 id="eogMessage" class="section">
63 <my-chat v-if="showChat">
65 <my-board v-bind:vr="vr">
67 <div v-show="showFen" id="fen-div" class="section-content">
68 <p id="fen-string" class="text-center">
72 <div id="pgn-div" class="section-content">
73 <a id="download" href: "#">
75 <button id="downloadBtn" @click="download">
76 {{ translations["Download PGN"] }}
79 <my-move-list v-if="showMoves">
84 const url
= socketUrl
;
85 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
._id
);
86 // TODO: after game, archive in indexedDB
87 // TODO: this events listener is central. Refactor ? How ?
88 const socketMessageListener
= msg
=> {
89 const data
= JSON
.parse(msg
.data
);
93 case "newmove": //..he played!
94 this.play(data
.move, (variant
.name
!="Dark" ? "animate" : null));
96 case "pong": //received if we sent a ping (game still alive on our side)
97 if (this.gameId
!= data
.gameId
)
98 break; //games IDs don't match: definitely over...
99 this.oppConnected
= true;
100 // Send our "last state" informations to opponent
101 L
= this.vr
.moves
.length
;
102 this.conn
.send(JSON
.stringify({
106 lastMove: (L
>0?this.vr
.moves
[L
-1]:undefined),
110 case "lastate": //got opponent infos about last move
111 L
= this.vr
.moves
.length
;
112 if (this.gameId
!= data
.gameId
)
113 break; //games IDs don't match: nothing we can do...
114 // OK, opponent still in game (which might be over)
115 if (this.score
!= "*")
117 // We finished the game (any result possible)
118 this.conn
.send(JSON
.stringify({
125 else if (!!data
.score
) //opponent finished the game
126 this.endGame(data
.score
);
127 else if (data
.movesCount
< L
)
129 // We must tell last move to opponent
130 this.conn
.send(JSON
.stringify({
134 lastMove: this.vr
.moves
[L
-1],
138 else if (data
.movesCount
> L
) //just got last move from him
139 this.play(data
.lastMove
, "animate");
141 case "resign": //..you won!
142 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
144 // TODO: also use (dis)connect info to count online players?
147 if (this.mode
=="human" && this.oppid
== data
.id
)
148 this.oppConnected
= (data
.code
== "connect");
149 if (this.oppConnected
&& this.score
!= "*")
151 // Send our name to the opponent, in case of he hasn't it
152 this.conn
.send(JSON
.stringify({
153 code:"myname", name:this.myname
, oppid: this.oppid
}));
159 const socketCloseListener
= () => {
160 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
._id
);
161 this.conn
.addEventListener('message', socketMessageListener
);
162 this.conn
.addEventListener('close', socketCloseListener
);
164 this.conn
.onmessage
= socketMessageListener
;
165 this.conn
.onclose
= socketCloseListener
;
167 // Computer moves web worker logic: (TODO: also for observers in HH games)
168 this.compWorker
.postMessage(["scripts",variant
.name
]);
170 this.compWorker
.onmessage = function(e
) {
171 let compMove
= e
.data
;
173 return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
174 if (!Array
.isArray(compMove
))
175 compMove
= [compMove
]; //to deal with MarseilleRules
176 // TODO: imperfect attempt to avoid ghost move:
177 compMove
.forEach(m
=> { m
.computer
= true; });
178 // (first move) HACK: small delay to avoid selecting elements
179 // before they appear on page:
180 const delay
= Math
.max(500-(Date
.now()-self
.timeStart
), 0);
182 const animate
= (variant
.name
!="Dark" ? "animate" : null);
183 if (self
.mode
== "computer") //warning: mode could have changed!
184 self
.play(compMove
[0], animate
);
185 if (compMove
.length
== 2)
187 if (self
.mode
== "computer")
188 self
.play(compMove
[1], animate
);
193 //TODO: conn pourrait être une prop, donnée depuis variant.js
194 //dans variant.js (plutôt room.js) conn gère aussi les challenges
195 // Puis en webRTC, repenser tout ça.
197 setEndgameMessage: function(score
) {
198 let eogMessage
= "Undefined";
202 eogMessage
= translations
["White win"];
205 eogMessage
= translations
["Black win"];
208 eogMessage
= translations
["Draw"];
211 eogMessage
= "Unfinished";
214 this.endgameMessage
= eogMessage
;
216 download: function() {
217 // Variants may have special PGN structure (so next function isn't defined here)
218 // TODO: get fenStart from local game (using gameid)
219 const content
= V
.GetPGN(this.moves
, this.mycolor
, this.score
, fenStart
, this.mode
);
220 // Prepare and trigger download link
221 let downloadAnchor
= document
.getElementById("download");
222 downloadAnchor
.setAttribute("download", "game.pgn");
223 downloadAnchor
.href
= "data:text/plain;charset=utf-8," + encodeURIComponent(content
);
224 downloadAnchor
.click();
226 showScoreMsg: function(score
) {
227 this.setEndgameMessage(score
);
228 let modalBox
= document
.getElementById("modal-eog");
229 modalBox
.checked
= true;
230 setTimeout(() => { modalBox
.checked
= false; }, 2000);
232 endGame: function(score
) {
234 if (["human","computer"].includes(this.mode
))
236 const prefix
= (this.mode
=="computer" ? "comp-" : "");
237 localStorage
.setItem(prefix
+"score", score
);
239 this.showScoreMsg(score
);
240 if (this.mode
== "human" && this.oppConnected
)
242 // Send our nickname to opponent
243 this.conn
.send(JSON
.stringify({
244 code:"myname", name:this.myname
, oppid:this.oppid
}));
246 // TODO: what about cursor ?
247 //this.cursor = this.vr.moves.length; //to navigate in finished game
249 resign: function(e
) {
250 this.getRidOfTooltip(e
.currentTarget
);
251 if (this.mode
== "human" && this.oppConnected
)
254 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
255 } catch (INVALID_STATE_ERR
) {
256 return; //socket is not ready (and not yet reconnected)
259 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
261 playComputerMove: function() {
262 this.timeStart
= Date
.now();
263 this.compWorker
.postMessage(["askmove"]);
265 animateMove: function(move) {
266 let startSquare
= document
.getElementById(this.getSquareId(move.start
));
267 let endSquare
= document
.getElementById(this.getSquareId(move.end
));
268 let rectStart
= startSquare
.getBoundingClientRect();
269 let rectEnd
= endSquare
.getBoundingClientRect();
270 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
272 document
.querySelector("#" + this.getSquareId(move.start
) + " > img.piece");
273 // HACK for animation (with positive translate, image slides "under background")
274 // Possible improvement: just alter squares on the piece's way...
275 squares
= document
.getElementsByClassName("board");
276 for (let i
=0; i
<squares
.length
; i
++)
278 let square
= squares
.item(i
);
279 if (square
.id
!= this.getSquareId(move.start
))
280 square
.style
.zIndex
= "-1";
282 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
283 translation
.y
+ "px)";
284 movingPiece
.style
.transitionDuration
= "0.2s";
285 movingPiece
.style
.zIndex
= "3000";
287 for (let i
=0; i
<squares
.length
; i
++)
288 squares
.item(i
).style
.zIndex
= "auto";
289 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
290 this.play(move); //TODO: plutôt envoyer message "please play"
293 play: function(move, programmatic
) {
294 if (!!programmatic
) //computer or human opponent
295 return this.animateMove(move);
296 // Not programmatic, or animation is over
298 move.notation
= this.vr
.getNotation(move);
301 move.fen
= this.vr
.getFen();
303 new Audio("/sounds/move.mp3").play().catch(err
=> {});
304 if (this.mode
== "human")
306 updateStorage(move); //after our moves and opponent moves
307 if (this.vr
.turn
== this.userColor
)
308 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
310 else if (this.mode
== "computer")
312 // Send the move to web worker (including his own moves)
313 this.compWorker
.postMessage(["newmove",move]);
315 if (this.score
== "*" || this.mode
== "analyze")
317 // Stack move on movesList
318 this.moves
.push(move);
320 // Is opponent in check?
321 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
322 const score
= this.vr
.getCurrentScore();
325 if (["human","computer"].includes(this.mode
))
327 else //just show score on screen (allow undo)
328 this.showScoreMsg(score
);
329 // TODO: notify end of game (give score)
331 else if (this.mode
== "computer" && this.vr
.turn
!= this.userColor
)
332 this.playComputerMove();
334 undo: function(move) {
337 new Audio("/sounds/undo.mp3").play().catch(err
=> {});
338 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
339 if (this.mode
== "analyze")
345 //TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
346 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
349 //TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB