{{ vr.getFen() }} @@ -101,9 +109,12 @@ Vue.component('my-game', {
X-Git-Url: https://git.auder.net/img/rock_paper_scissors_lizard_spock.gif?a=blobdiff_plain;f=public%2Fjavascripts%2Fcomponents%2Fgame.js;h=ef3855927b7fea90bbe44c64d1415ae53e949226;hb=214dfe16b01836fb19291ebf209bb7035993bafe;hp=c411b09689578176e17065d44ebeabeafd8f1ead;hpb=582df3497b0f91dd4b645386a059eac9e98da1bb;p=vchess.git diff --git a/public/javascripts/components/game.js b/public/javascripts/components/game.js index c411b096..ef385592 100644 --- a/public/javascripts/components/game.js +++ b/public/javascripts/components/game.js @@ -1,48 +1,45 @@ -// 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 +// TODO: envoyer juste "light move", sans FEN ni notation ...etc +// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ? +// onClick :: ask full game to remote player, and register as an observer in game +// (use gameId to communicate) +// on landing on game :: if gameId not found locally, check remotely +// ==> il manque un param dans game : "remoteId" Vue.component('my-game', { // gameId: to find the game in storage (assumption: it exists) // fen: to start from a FEN without identifiers (analyze mode) - props: ["conn","gameId","fen","mode","allowChat","allowMovelist","queryHash","settings"], + // subMode: "auto" (game comp vs comp) or "corr" (correspondance game), + // or "examine" (after human game: TODO) + props: ["conn","gameId","fen","mode","subMode","allowChat","allowMovelist", + "queryHash","settings"], data: function() { return { - oppConnected: false, //TODO? // Web worker to play computer moves without freezing interface: 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", - - oppid: "", //opponent ID in case of HH game + lockCompThink: false, //used to avoid some ghost moves + myname: user.name, //may be anonymous (thus no name) + opponents: {}, //filled later (potentially 2 or 3 opponents) + drawOfferSent: false, //did I just ask for draw? + people: {}, //observers score: "*", //'*' means 'unfinished' // userColor: given by gameId, or fen in problems mode (if no game Id)... mycolor: "w", fenStart: "", moves: [], //TODO: initialize if gameId is defined... - cursor: 0, + cursor: -1, //index of the move just played lastMove: null, }; }, watch: { fen: function(newFen) { - this.vr = new VariantRules(newFen); - this.moves = []; - this.cursor = 0; - this.fenStart = newFen; - this.score = "*"; - if (this.mode == "analyze") - { - this.mycolor = V.ParseFen(newFen).turn; - this.orientation = "w"; //convention (TODO?!) - } - else if (this.mode == "computer") //only other alternative (HH with gameId) - { - this.mycolor = (Math.random() < 0.5 ? "w" : "b"); - this.orientation = this.mycolor; - this.compWorker.postMessage(["init",newFen]); - } + // (Security) No effect if a computer move is in progress: + if (this.mode == "computer" && this.lockCompThink) + return this.$emit("computer-think"); + this.newGameFromFen(newFen); }, gameId: function() { this.loadGame(); @@ -66,8 +63,6 @@ Vue.component('my-game', { }, }, // Modal end of game, and then sub-components - // TODO: provide chat parameters (connection, players ID...) - // TODO: controls: abort, clear, resign, draw (avec confirm box) template: `
{{ vr.getFen() }} @@ -101,9 +109,12 @@ Vue.component('my-game', {