- socketCloseListener: function() {
- this.st.conn.addEventListener('message', socketMessageListener);
- this.st.conn.addEventListener('close', socketCloseListener);
- },
- clickPlayer: function() {
- //this.newgameInfo.players[0].name = clickPlayer.name;
- //show modal;
- },
- showGame: function(game) {
- // NOTE: if we are an observer, the game will be found in main games list
- // (sent by connected remote players)
- this.$router.push("/" + game.id)
- },
- challenge: function(player) {
- },
- clickChallenge: function(challenge) {
- const index = this.challenges.findIndex(c => c.id == challenge.id);
- const toIdx = challenge.to.findIndex(p => p.id == user.id);
- const me = {name:user.name,id:user.id};
- if (toIdx >= 0)
- {
- // It's a multiplayer challenge I accepted: withdraw
- this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
- cid:challenge.id, user:me}));
- this.challenges.to.splice(toIdx, 1);
- }
- else if (challenge.from.id == user.id) //it's my challenge: cancel it
- {
- this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
- this.challenges.splice(index, 1);
- }
- else //accept a challenge
- {
- this.st.conn.send(JSON.stringify({code:"acceptchallenge",
- cid:challenge.id, user:me}));
- this.challenges[index].to.push(me);
- }
- // TODO: accepter un challenge peut lancer une partie, il
- // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
- // si pas le mien et FEN speciale :: (charger code variante et)
- // montrer diagramme + couleur (orienté)
- },
- // user: last person to accept the challenge
- newGame: function(chall, user) {
- const fen = chall.fen || V.GenRandInitFen();
- const game = {}; //TODO: fen, players, time ...
- //setStorage(game); //TODO
- game.players.forEach(p => { //...even if game is by corr (could be played live, why not...)
- this.conn.send(
- JSON.stringify({code:"newgame", oppid:p.id, game:game}));
- });
- if (this.settings.sound >= 1)
- new Audio("/sounds/newgame.mp3").play().catch(err => {});