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 // fen: to start from a FEN without identifiers (analyze mode)
8 props: ["gameId","fen","mode","allowChat","allowMovelist"],
11 // if oppid == "computer" then mode = "computer" (otherwise human)
12 myid: "", //our ID, always set
13 //this.myid = localStorage.getItem("myid")
14 oppid: "", //opponent ID in case of HH game
15 score: "*", //'*' means 'unfinished'
17 conn: null, //socket connection (et WebRTC connection ?!)
18 oppConnected: false, //TODO?
20 // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
21 sound: parseInt(localStorage
["sound"] || "2"),
22 // Web worker to play computer moves without freezing interface:
23 compWorker: new Worker('/javascripts/playCompMove.js'),
24 timeStart: undefined, //time when computer starts thinking
25 vr: null, //VariantRules object, describing the game state + rules
27 // orientation :: button flip
28 // userColor: given by gameId, or fen (if no game Id)
29 // gameOver: known if gameId; otherwise assue false
30 // lastMove: update after every play, initialize with last move from list (if continuation)
31 //orientation ? userColor ? gameOver ? lastMove ?
36 fen: function(newFen
) {
37 this.vr
= new VariantRules(newFen
);
41 showChat: function() {
42 return this.allowChat
&& this.mode
=='human' && this.score
!= '*';
44 showMoves: function() {
45 return this.allowMovelist
&& window
.innerWidth
>= 768;
48 return variant
.name
!= "Dark" || this.score
!= "*";
51 // Modal end of game, and then sub-components
52 // TODO: provide chat parameters (connection, players ID...)
53 // and alwo moveList parameters (just moves ?)
54 // TODO: connection + turn indicators en haut à droite (superposé au menu)
55 // TODO: controls: abort, clear, resign, draw (avec confirm box)
56 // et si partie terminée : (mode analyse) just clear, back / play
57 // + flip button toujours disponible
58 // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO])
60 <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
61 <input id="modal-eog" type="checkbox" class="modal"/>
62 <div role="dialog" aria-labelledby="eogMessage">
63 <div class="card smallpad small-modal text-center">
64 <label for="modal-eog" class="modal-close">
66 <h3 id="eogMessage" class="section">
71 <my-chat v-if="showChat">
73 <my-board v-bind:vr="vr">
75 <div v-show="showFen" id="fen-div" class="section-content">
76 <p id="fen-string" class="text-center">
80 <div id="pgn-div" class="section-content">
81 <a id="download" href: "#">
83 <button id="downloadBtn" @click="download">
84 {{ translations["Download PGN"] }}
87 <my-move-list v-if="showMoves">
92 const url
= socketUrl
;
94 // TODO: connexion initialized in variant.js and passed as a prop
96 // TODO: after game, archive in indexedDB
97 // TODO: this events listener is central. Refactor ? How ?
98 const socketMessageListener
= msg
=> {
99 const data
= JSON
.parse(msg
.data
);
103 case "newmove": //..he played!
104 this.play(data
.move, (variant
.name
!="Dark" ? "animate" : null));
106 case "pong": //received if we sent a ping (game still alive on our side)
107 if (this.gameId
!= data
.gameId
)
108 break; //games IDs don't match: definitely over...
109 this.oppConnected
= true;
110 // Send our "last state" informations to opponent
111 L
= this.vr
.moves
.length
;
112 this.conn
.send(JSON
.stringify({
116 lastMove: (L
>0?this.vr
.moves
[L
-1]:undefined),
120 case "lastate": //got opponent infos about last move
121 L
= this.vr
.moves
.length
;
122 if (this.gameId
!= data
.gameId
)
123 break; //games IDs don't match: nothing we can do...
124 // OK, opponent still in game (which might be over)
125 if (this.score
!= "*")
127 // We finished the game (any result possible)
128 this.conn
.send(JSON
.stringify({
135 else if (!!data
.score
) //opponent finished the game
136 this.endGame(data
.score
);
137 else if (data
.movesCount
< L
)
139 // We must tell last move to opponent
140 this.conn
.send(JSON
.stringify({
144 lastMove: this.vr
.moves
[L
-1],
148 else if (data
.movesCount
> L
) //just got last move from him
149 this.play(data
.lastMove
, "animate");
151 case "resign": //..you won!
152 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
154 // TODO: also use (dis)connect info to count online players?
157 if (this.mode
=="human" && this.oppid
== data
.id
)
158 this.oppConnected
= (data
.code
== "connect");
159 if (this.oppConnected
&& this.score
!= "*")
161 // Send our name to the opponent, in case of he hasn't it
162 this.conn
.send(JSON
.stringify({
163 code:"myname", name:this.myname
, oppid: this.oppid
}));
169 const socketCloseListener
= () => {
170 this.conn
.addEventListener('message', socketMessageListener
);
171 this.conn
.addEventListener('close', socketCloseListener
);
173 this.conn
.onmessage
= socketMessageListener
;
174 this.conn
.onclose
= socketCloseListener
;
176 // Computer moves web worker logic: (TODO: also for observers in HH games)
177 this.compWorker
.postMessage(["scripts",variant
.name
]);
179 this.compWorker
.onmessage = function(e
) {
180 let compMove
= e
.data
;
182 return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
183 if (!Array
.isArray(compMove
))
184 compMove
= [compMove
]; //to deal with MarseilleRules
185 // TODO: imperfect attempt to avoid ghost move:
186 compMove
.forEach(m
=> { m
.computer
= true; });
187 // (first move) HACK: small delay to avoid selecting elements
188 // before they appear on page:
189 const delay
= Math
.max(500-(Date
.now()-self
.timeStart
), 0);
191 const animate
= (variant
.name
!="Dark" ? "animate" : null);
192 if (self
.mode
== "computer") //warning: mode could have changed!
193 self
.play(compMove
[0], animate
);
194 if (compMove
.length
== 2)
196 if (self
.mode
== "computer")
197 self
.play(compMove
[1], animate
);
202 //TODO: conn pourrait être une prop, donnée depuis variant.js
203 //dans variant.js (plutôt room.js) conn gère aussi les challenges
204 // Puis en webRTC, repenser tout ça.
206 setEndgameMessage: function(score
) {
207 let eogMessage
= "Undefined";
211 eogMessage
= translations
["White win"];
214 eogMessage
= translations
["Black win"];
217 eogMessage
= translations
["Draw"];
220 eogMessage
= "Unfinished";
223 this.endgameMessage
= eogMessage
;
225 download: function() {
226 // Variants may have special PGN structure (so next function isn't defined here)
227 // TODO: get fenStart from local game (using gameid)
228 const content
= V
.GetPGN(this.moves
, this.mycolor
, this.score
, fenStart
, this.mode
);
229 // Prepare and trigger download link
230 let downloadAnchor
= document
.getElementById("download");
231 downloadAnchor
.setAttribute("download", "game.pgn");
232 downloadAnchor
.href
= "data:text/plain;charset=utf-8," + encodeURIComponent(content
);
233 downloadAnchor
.click();
235 showScoreMsg: function(score
) {
236 this.setEndgameMessage(score
);
237 let modalBox
= document
.getElementById("modal-eog");
238 modalBox
.checked
= true;
239 setTimeout(() => { modalBox
.checked
= false; }, 2000);
241 endGame: function(score
) {
243 if (["human","computer"].includes(this.mode
))
245 const prefix
= (this.mode
=="computer" ? "comp-" : "");
246 localStorage
.setItem(prefix
+"score", score
);
248 this.showScoreMsg(score
);
249 if (this.mode
== "human" && this.oppConnected
)
251 // Send our nickname to opponent
252 this.conn
.send(JSON
.stringify({
253 code:"myname", name:this.myname
, oppid:this.oppid
}));
255 // TODO: what about cursor ?
256 //this.cursor = this.vr.moves.length; //to navigate in finished game
258 resign: function(e
) {
259 this.getRidOfTooltip(e
.currentTarget
);
260 if (this.mode
== "human" && this.oppConnected
)
263 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
264 } catch (INVALID_STATE_ERR
) {
265 return; //socket is not ready (and not yet reconnected)
268 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
270 playComputerMove: function() {
271 this.timeStart
= Date
.now();
272 this.compWorker
.postMessage(["askmove"]);
274 animateMove: function(move) {
275 let startSquare
= document
.getElementById(this.getSquareId(move.start
));
276 let endSquare
= document
.getElementById(this.getSquareId(move.end
));
277 let rectStart
= startSquare
.getBoundingClientRect();
278 let rectEnd
= endSquare
.getBoundingClientRect();
279 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
281 document
.querySelector("#" + this.getSquareId(move.start
) + " > img.piece");
282 // HACK for animation (with positive translate, image slides "under background")
283 // Possible improvement: just alter squares on the piece's way...
284 squares
= document
.getElementsByClassName("board");
285 for (let i
=0; i
<squares
.length
; i
++)
287 let square
= squares
.item(i
);
288 if (square
.id
!= this.getSquareId(move.start
))
289 square
.style
.zIndex
= "-1";
291 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
292 translation
.y
+ "px)";
293 movingPiece
.style
.transitionDuration
= "0.2s";
294 movingPiece
.style
.zIndex
= "3000";
296 for (let i
=0; i
<squares
.length
; i
++)
297 squares
.item(i
).style
.zIndex
= "auto";
298 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
299 this.play(move); //TODO: plutôt envoyer message "please play"
302 play: function(move, programmatic
) {
303 if (!!programmatic
) //computer or human opponent
304 return this.animateMove(move);
305 // Not programmatic, or animation is over
307 move.notation
= this.vr
.getNotation(move);
310 move.fen
= this.vr
.getFen();
312 new Audio("/sounds/move.mp3").play().catch(err
=> {});
313 if (this.mode
== "human")
315 updateStorage(move); //after our moves and opponent moves
316 if (this.vr
.turn
== this.userColor
)
317 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
319 else if (this.mode
== "computer")
321 // Send the move to web worker (including his own moves)
322 this.compWorker
.postMessage(["newmove",move]);
324 if (this.score
== "*" || this.mode
== "analyze")
326 // Stack move on movesList
327 this.moves
.push(move);
329 // Is opponent in check?
330 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
331 const score
= this.vr
.getCurrentScore();
334 if (["human","computer"].includes(this.mode
))
336 else //just show score on screen (allow undo)
337 this.showScoreMsg(score
);
338 // TODO: notify end of game (give score)
340 else if (this.mode
== "computer" && this.vr
.turn
!= this.userColor
)
341 this.playComputerMove();
343 undo: function(move) {
346 new Audio("/sounds/undo.mp3").play().catch(err
=> {});
347 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
348 if (this.mode
== "analyze")
354 //TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
355 //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
358 //TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB