selectedPiece: null, //moving piece (or clicked piece)
conn: null, //socket connection
score: "*", //'*' means 'unfinished'
- mode: "idle", //human, friend, computer or idle (when not playing)
+ mode: "idle", //human, chat, friend, problem, computer or idle (if not playing)
+ myid: "", //our ID, always set
oppid: "", //opponent ID in case of HH game
+ gameId: "", //useful if opponent started other human games after we disconnected
+ myname: getCookie("username","anonymous"),
+ oppName: "anonymous", //opponent name, revealed after a game (if provided)
+ chats: [], //chat messages after human game
oppConnected: false,
seek: false,
fenStart: "",
color: getCookie("color", "lichess"), //lichess, chesscom or chesstempo
// sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
sound: parseInt(getCookie("sound", "2")),
+ // Web worker to play computer moves without freezing interface:
+ compWorker: new Worker('/javascripts/playCompMove.js'),
+ timeStart: undefined, //time when computer starts thinking
};
},
watch: {
- problem: function(p, pp) {
+ problem: function(p) {
// 'problem' prop changed: update board state
this.newGame("problem", p.fen, V.ParseFen(p.fen).turn);
},
},
[h('i', { 'class': { "material-icons": true } }, "accessibility")])
);
- if (["idle","computer"].includes(this.mode))
+ if (["idle","chat","computer"].includes(this.mode))
{
actionArray.push(
h('button',
[h('i', { 'class': { "material-icons": true } }, "computer")])
);
}
- if (["idle","friend"].includes(this.mode))
+ if (["idle","chat","friend"].includes(this.mode))
{
actionArray.push(
h('button',
const indicWidth = !!settingsBtnElt //-2 for border:
? parseFloat(window.getComputedStyle(settingsBtnElt).height.slice(0,-2)) - 2
: (smallScreen ? 31 : 37);
- if (this.mode == "human")
+ if (["chat","human"].includes(this.mode))
{
const connectedIndic = h(
'div',
);
elementArray.push(connectedIndic);
}
+ if (this.mode == "chat")
+ {
+ const chatButton = h(
+ 'button',
+ {
+ on: { click: this.startChat },
+ attrs: {
+ "aria-label": 'Start chat',
+ "id": "chatBtn",
+ },
+ 'class': {
+ "tooltip": true,
+ "topindicator": true,
+ "indic-left": true,
+ "settings-btn": !smallScreen,
+ "settings-btn-small": smallScreen,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "chat")]
+ );
+ elementArray.push(chatButton);
+ }
+ else if (this.mode == "computer")
+ {
+ const clearButton = h(
+ 'button',
+ {
+ on: { click: this.clearComputerGame },
+ attrs: {
+ "aria-label": 'Clear computer game',
+ "id": "clearBtn",
+ },
+ 'class': {
+ "tooltip": true,
+ "topindicator": true,
+ "indic-left": true,
+ "settings-btn": !smallScreen,
+ "settings-btn-small": smallScreen,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "clear")]
+ );
+ elementArray.push(clearButton);
+ }
const turnIndic = h(
'div',
{
h('div',
{
attrs: { id: "instructions-div" },
- "class": { "section-content": true },
+ "class": {
+ "clearer": true,
+ "section-content": true,
+ },
},
[
h('p',
// Create board element (+ reserves if needed by variant or mode)
const lm = this.vr.lastMove;
const showLight = this.hints &&
- (this.mode!="idle" || this.cursor==this.vr.moves.length);
+ (!["idle","chat"].includes(this.mode) || this.cursor==this.vr.moves.length);
const gameDiv = h('div',
{
'class': { 'game': true },
},
[_.range(sizeX).map(i => {
- let ci = this.mycolor=='w' ? i : sizeX-i-1;
+ let ci = (this.mycolor=='w' ? i : sizeX-i-1);
return h(
'div',
{
style: { 'opacity': this.choices.length>0?"0.5":"1" },
},
_.range(sizeY).map(j => {
- let cj = this.mycolor=='w' ? j : sizeY-j-1;
+ let cj = (this.mycolor=='w' ? j : sizeY-j-1);
let elems = [];
if (this.vr.board[ci][cj] != VariantRules.EMPTY)
{
);
}), choices]
);
- if (this.mode != "idle")
+ if (!["idle","chat"].includes(this.mode))
{
actionArray.push(
h('button',
]
);
}
- if (this.mode == "friend")
+ if (["friend","problem"].includes(this.mode))
{
actionArray = actionArray.concat(
[
h('fieldset',
{ },
[
- //h('legend', { domProps: { innerHTML: "Legend title" } }),
+ h('label',
+ {
+ attrs: { for: "nameSetter" },
+ domProps: { innerHTML: "My name is..." },
+ },
+ ),
+ h('input',
+ {
+ attrs: {
+ "id": "nameSetter",
+ type: "text",
+ value: this.myname,
+ },
+ on: { "change": this.setMyname },
+ }
+ ),
+ ]
+ ),
+ h('fieldset',
+ { },
+ [
h('label',
{
attrs: { for: "setHints" },
)
];
elementArray = elementArray.concat(modalSettings);
+ let chatEltsArray =
+ [
+ h('label',
+ {
+ attrs: { "id": "close-chat", "for": "modal-chat" },
+ "class": { "modal-close": true },
+ }
+ ),
+ h('h3',
+ {
+ attrs: { "id": "titleChat" },
+ "class": { "section": true },
+ domProps: { innerHTML: "Chat with " + this.oppName },
+ }
+ )
+ ];
+ for (let chat of this.chats)
+ {
+ chatEltsArray.push(
+ h('p',
+ {
+ "class": {
+ "my-chatmsg": chat.author==this.myid,
+ "opp-chatmsg": chat.author==this.oppid,
+ },
+ domProps: { innerHTML: chat.msg }
+ }
+ )
+ );
+ }
+ chatEltsArray = chatEltsArray.concat([
+ h('input',
+ {
+ attrs: {
+ "id": "input-chat",
+ type: "text",
+ placeholder: "Type here",
+ },
+ on: { keyup: this.trySendChat }, //if key is 'enter'
+ }
+ ),
+ h('button',
+ {
+ on: { click: this.sendChat },
+ domProps: { innerHTML: "Send" },
+ }
+ )
+ ]);
+ const modalChat = [
+ h('input',
+ {
+ attrs: { "id": "modal-chat", type: "checkbox" },
+ "class": { "modal": true },
+ }),
+ h('div',
+ {
+ attrs: { "role": "dialog", "aria-labelledby": "titleChat" },
+ },
+ [
+ h('div',
+ {
+ "class": { "card": true, "smallpad": true },
+ },
+ chatEltsArray
+ )
+ ]
+ )
+ ];
+ elementArray = elementArray.concat(modalChat);
const actions = h('div',
{
attrs: { "id": "actions" },
h('h3',
{
domProps: { innerHTML: "Show solution" },
- on: { click: "toggleShowSolution" }
+ on: { click: this.toggleShowSolution },
}
),
h('p',
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant);
const socketOpenListener = () => {
if (humanContinuation) //game VS human has priority
- {
- const fen = localStorage.getItem("fen");
- const mycolor = localStorage.getItem("mycolor");
- const oppid = localStorage.getItem("oppid");
- const moves = JSON.parse(localStorage.getItem("moves"));
- this.newGame("human", fen, mycolor, oppid, moves, true);
- // Send ping to server (answer pong if opponent is connected)
- this.conn.send(JSON.stringify({code:"ping",oppid:this.oppid}));
- }
+ this.continueGame("human");
else if (computerContinuation)
- {
- const fen = localStorage.getItem("comp-fen");
- const mycolor = localStorage.getItem("comp-mycolor");
- const moves = JSON.parse(localStorage.getItem("comp-moves"));
- this.newGame("computer", fen, mycolor, undefined, moves, true);
- }
+ this.continueGame("computer");
};
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
+ const L = (!!this.vr ? this.vr.moves.length : 0);
switch (data.code)
{
+ case "oppname":
+ // Receive opponent's name
+ this.oppName = data.name;
+ break;
+ case "newchat":
+ // Receive new chat
+ this.chats.push({msg:data.msg, author:this.oppid});
+ break;
case "duplicate":
// We opened another tab on the same game
this.mode = "idle";
this.play(data.move, "animate");
break;
case "pong": //received if we sent a ping (game still alive on our side)
+ if (this.gameId != data.gameId)
+ break; //games IDs don't match: definitely over...
this.oppConnected = true;
- const L = this.vr.moves.length;
// Send our "last state" informations to opponent
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:L>0?this.vr.moves[L-1]:undefined,
- movesCount:L,
+ code: "lastate",
+ oppid: this.oppid,
+ gameId: this.gameId,
+ lastMove: (L>0?this.vr.moves[L-1]:undefined),
+ movesCount: L,
}));
break;
- case "lastate": //got opponent infos about last move (we might have resigned)
- if (this.mode!="human" || this.oppid!=data.oppid)
+ case "lastate": //got opponent infos about last move
+ if (this.gameId != data.gameId)
+ break; //games IDs don't match: nothing we can do...
+ // OK, opponent still in game (which might be over)
+ if (this.mode != "human")
{
- // OK, we resigned
+ // We finished the game (any result possible)
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:undefined,
- movesCount:-1,
+ code: "lastate",
+ oppid: data.oppid,
+ gameId: this.gameId,
+ score: this.score,
}));
}
- else if (data.movesCount < 0)
- {
- // OK, he resigned
- this.endGame(this.mycolor=="w"?"1-0":"0-1");
- }
- else if (data.movesCount < this.vr.moves.length)
+ else if (!!data.score) //opponent finished the game
+ this.endGame(data.score);
+ else if (data.movesCount < L)
{
// We must tell last move to opponent
- const L = this.vr.moves.length;
this.conn.send(JSON.stringify({
- code:"lastate",
- oppid:this.oppid,
- lastMove:this.vr.moves[L-1],
- movesCount:L,
+ code: "lastate",
+ oppid: this.oppid,
+ lastMove: this.vr.moves[L-1],
+ movesCount: L,
}));
}
- else if (data.movesCount > this.vr.moves.length) //just got last move from him
+ else if (data.movesCount > L) //just got last move from him
this.play(data.lastMove, "animate");
break;
case "resign": //..you won!
// TODO: also use (dis)connect info to count online players?
case "connect":
case "disconnect":
- if (this.mode == "human" && this.oppid == data.id)
+ if (["human","chat"].includes(this.mode) && this.oppid == data.id)
this.oppConnected = (data.code == "connect");
+ if (this.oppConnected && this.mode == "chat")
+ {
+ // Send our name to the opponent, in case of he hasn't it
+ this.conn.send(JSON.stringify({
+ code:"myname", name:this.myname, oppid: this.oppid}));
+ }
break;
}
};
this.conn.onclose = socketCloseListener;
// Listen to keyboard left/right to navigate in game
document.onkeydown = event => {
- if (this.mode == "idle" && !!this.vr && this.vr.moves.length > 0
- && [37,39].includes(event.keyCode))
+ if (["idle","chat"].includes(this.mode) &&
+ !!this.vr && this.vr.moves.length > 0 && [37,39].includes(event.keyCode))
{
event.preventDefault();
if (event.keyCode == 37) //Back
this.play();
}
};
+ // Computer moves web worker logic:
+ this.compWorker.postMessage(["scripts",variant]);
+ const self = this;
+ this.compWorker.onmessage = function(e) {
+ let compMove = e.data;
+ compMove.computer = true; //TODO: imperfect attempt to avoid ghost move
+ // (first move) HACK: small delay to avoid selecting elements
+ // before they appear on page:
+ const delay = Math.max(500-(Date.now()-self.timeStart), 0);
+ setTimeout(() => {
+ if (self.mode == "computer") //warning: mode could have changed!
+ self.play(compMove, "animate")
+ }, delay);
+ }
},
methods: {
+ setMyname: function(e) {
+ this.myname = e.target.value;
+ setCookie("username",this.myname);
+ },
+ trySendChat: function(e) {
+ if (e.keyCode == 13) //'enter' key
+ this.sendChat();
+ },
+ sendChat: function() {
+ let chatInput = document.getElementById("input-chat");
+ const chatTxt = chatInput.value;
+ chatInput.value = "";
+ this.chats.push({msg:chatTxt, author:this.myid});
+ this.conn.send(JSON.stringify({
+ code:"newchat", oppid: this.oppid, msg: chatTxt}));
+ },
toggleShowSolution: function() {
let problemSolution = document.getElementById("problem-solution");
- problemSolution.style.display = problemSolution.style.display == "none"
- ? "block"
- : "none";
+ problemSolution.style.display =
+ !problemSolution.style.display || problemSolution.style.display == "none"
+ ? "block"
+ : "none";
},
download: function() {
let content = document.getElementById("pgn-game").innerHTML;
},
endGame: function(score) {
this.score = score;
+ if (["human","computer"].includes(this.mode))
+ {
+ const prefix = (this.mode=="computer" ? "comp-" : "");
+ localStorage.setItem(prefix+"score", score);
+ }
this.showScoreMsg();
// Variants may have special PGN structure (so next function isn't defined here)
this.pgnTxt = this.vr.getPGN(this.mycolor, this.score, this.fenStart, this.mode);
- if (["human","computer"].includes(this.mode))
- this.clearStorage();
- this.mode = "idle";
+ if (this.mode == "human" && this.oppConnected)
+ {
+ // Send our nickname to opponent
+ this.conn.send(JSON.stringify({
+ code:"myname", name:this.myname, oppid:this.oppid}));
+ }
+ this.mode = (this.mode=="human" ? "chat" : "idle");
this.cursor = this.vr.moves.length; //to navigate in finished game
- this.oppid = "";
},
setStorage: function() {
if (this.mode=="human")
{
localStorage.setItem("myid", this.myid);
localStorage.setItem("oppid", this.oppid);
+ localStorage.setItem("gameId", this.gameId);
}
// 'prefix' = "comp-" to resume games vs. computer
const prefix = (this.mode=="computer" ? "comp-" : "");
localStorage.setItem(prefix+"fenStart", this.fenStart);
localStorage.setItem(prefix+"moves", JSON.stringify(this.vr.moves));
localStorage.setItem(prefix+"fen", this.vr.getFen());
+ localStorage.setItem(prefix+"score", "*");
},
updateStorage: function() {
const prefix = (this.mode=="computer" ? "comp-" : "");
localStorage.setItem(prefix+"moves", JSON.stringify(this.vr.moves));
localStorage.setItem(prefix+"fen", this.vr.getFen());
+ if (this.score != "*")
+ localStorage.setItem(prefix+"score", this.score);
},
+ // "computer mode" clearing is done through the menu
clearStorage: function() {
- if (this.mode=="human")
+ if (["human","chat"].includes(this.mode))
{
delete localStorage["myid"];
delete localStorage["oppid"];
+ delete localStorage["gameId"];
}
const prefix = (this.mode=="computer" ? "comp-" : "");
delete localStorage[prefix+"variant"];
delete localStorage[prefix+"mycolor"];
delete localStorage[prefix+"fenStart"];
- delete localStorage[prefix+"fen"];
delete localStorage[prefix+"moves"];
+ delete localStorage[prefix+"fen"];
+ delete localStorage[prefix+"score"];
},
// HACK because mini-css tooltips are persistent after click...
getRidOfTooltip: function(elt) {
elt.style.visibility = "hidden";
setTimeout(() => { elt.style.visibility="visible"; }, 100);
},
+ startChat: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ document.getElementById("modal-chat").checked = true;
+ },
+ clearComputerGame: function(e) {
+ this.getRidOfTooltip(e.currentTarget);
+ this.clearStorage(); //this.mode=="computer" (already checked)
+ location.reload(); //to see clearing effects
+ },
showSettings: function(e) {
this.getRidOfTooltip(e.currentTarget);
document.getElementById("modal-settings").checked = true;
},
clickComputerGame: function(e) {
this.getRidOfTooltip(e.currentTarget);
- if (this.mode == "human")
- return; //no newgame while playing
this.newGame("computer");
},
clickFriendGame: function(e) {
}
this.endGame(this.mycolor=="w"?"0-1":"1-0");
},
- newGame: function(mode, fenInit, color, oppId, moves, continuation) {
- const fen = fenInit || VariantRules.GenRandInitFen();
+ newGame: function(mode, fenInit, color, oppId) {
+ let fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
if (mode=="human" && !oppId)
{
setTimeout(() => { modalBox.checked = false; }, 2000);
return;
}
- if (mode == "computer" && !continuation)
+ if (["human","chat"].includes(this.mode))
+ {
+ // Start a new game vs. another human (or...) => forget about current one
+ this.clearStorage();
+ }
+ if (mode == "computer")
{
const storageVariant = localStorage.getItem("comp-variant");
- if (!!storageVariant && storageVariant !== variant)
+ if (!!storageVariant)
{
- if (!confirm("Unfinished " + storageVariant +
- " computer game will be erased"))
+ if (storageVariant !== variant)
{
- return;
+ if (!confirm("Unfinished " + storageVariant +
+ " computer game will be erased"))
+ {
+ return;
+ }
+ }
+ else
+ {
+ const score = localStorage.getItem("comp-score");
+ if (score == "*")
+ return this.continueGame("computer");
}
}
}
- if (this.mode == "computer" && mode == "human")
- {
- // Save current computer game to resume it later
- this.setStorage();
- }
- this.vr = new VariantRules(fen, moves || []);
+ this.vr = new VariantRules(fen, []);
this.score = "*";
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
- if (continuation && moves.length > 0) //NOTE: "continuation": redundant test
- {
- const lastMove = moves[moves.length-1];
- this.vr.undo(lastMove);
- this.incheck = this.vr.getCheckSquares(lastMove);
- this.vr.play(lastMove, "ingame");
- }
- else
- this.incheck = [];
- if (continuation)
- {
- const prefix = (mode=="computer" ? "comp-" : "");
- this.fenStart = localStorage.getItem(prefix+"fenStart");
- }
- else
- this.fenStart = fen;
+ this.incheck = [];
+ this.fenStart = V.ParseFen(fen).position; //this is enough
if (mode=="human")
{
// Opponent found!
- if (!continuation) //not playing sound on game continuation
- {
- if (this.sound >= 1)
- new Audio("/sounds/newgame.mp3").play().catch(err => {});
- document.getElementById("modal-newgame").checked = false;
- }
+ this.gameId = getRandString();
this.oppid = oppId;
- this.oppConnected = !continuation;
+ this.oppConnected = true;
this.mycolor = color;
this.seek = false;
+ if (this.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ document.getElementById("modal-newgame").checked = false;
this.setStorage(); //in case of interruptions
}
else if (mode == "computer")
{
- this.mycolor = Math.random() < 0.5 ? 'w' : 'b';
- if (this.mycolor == 'b')
+ this.compWorker.postMessage(["init",this.vr.getFen()]);
+ this.mycolor = (Math.random() < 0.5 ? 'w' : 'b');
+ this.setStorage(); //store game state
+ if (this.mycolor != this.vr.turn)
this.playComputerMove();
}
//else: against a (IRL) friend or problem solving: nothing more to do
},
+ continueGame: function(mode) {
+ this.mode = mode;
+ this.oppid = (mode=="human" ? localStorage.getItem("oppid") : undefined);
+ const prefix = (mode=="computer" ? "comp-" : "");
+ this.mycolor = localStorage.getItem(prefix+"mycolor");
+ const moves = JSON.parse(localStorage.getItem(prefix+"moves"));
+ const fen = localStorage.getItem(prefix+"fen");
+ const score = localStorage.getItem(prefix+"score"); //set in "endGame()"
+ this.fenStart = localStorage.getItem(prefix+"fenStart");
+ if (mode == "human")
+ {
+ this.gameId = localStorage.getItem("gameId");
+ // Send ping to server (answer pong if opponent is connected)
+ this.conn.send(JSON.stringify({
+ code:"ping",oppid:this.oppid,gameId:this.gameId}));
+ }
+ else
+ this.compWorker.postMessage(["init",fen]);
+ this.vr = new VariantRules(fen, moves);
+ if (moves.length > 0)
+ {
+ const lastMove = moves[moves.length-1];
+ this.vr.undo(lastMove);
+ this.incheck = this.vr.getCheckSquares(lastMove);
+ this.vr.play(lastMove, "ingame");
+ }
+ if (score != "*")
+ {
+ // Small delay required when continuation run faster than drawing page
+ setTimeout(() => this.endGame(score), 100);
+ }
+ },
playComputerMove: function() {
- const timeStart = Date.now();
- const compMove = this.vr.getComputerMove();
- // (first move) HACK: avoid selecting elements before they appear on page:
- const delay = Math.max(500-(Date.now()-timeStart), 0);
- setTimeout(() => {
- if (this.mode == "computer") //Warning: mode could have changed!
- this.play(compMove, "animate")
- }, delay);
+ this.timeStart = Date.now();
+ this.compWorker.postMessage(["askmove"]);
},
// Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
getSquareId: function(o) {
this.selectedPiece.style.zIndex = 3000;
const startSquare = this.getSquareFromId(e.target.parentNode.id);
this.possibleMoves = [];
- if (this.mode != "idle")
+ if (!["idle","chat"].includes(this.mode))
{
const color = ["friend","problem"].includes(this.mode)
? this.vr.turn
this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
if (this.sound == 2)
new Audio("/sounds/chessmove1.mp3").play().catch(err => {});
- if (this.mode != "idle")
+ if (!["idle","chat"].includes(this.mode))
{
+ // Emergency check, if human game started "at the same time"
+ // TODO: robustify this...
+ if (this.mode == "human" && !!move.computer)
+ return;
this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
this.vr.play(move, "ingame");
+ if (this.mode == "computer")
+ {
+ // Send the move to web worker (TODO: including his own moves?!)
+ this.compWorker.postMessage(["newmove",move]);
+ }
}
else
{
VariantRules.PlayOnBoard(this.vr.board, move);
this.$forceUpdate(); //TODO: ?!
}
- if (["human","computer"].includes(this.mode))
- this.updateStorage(); //after our moves and opponent moves
- if (this.mode != "idle")
+ if (!["idle","chat"].includes(this.mode))
{
const eog = this.vr.checkGameOver();
if (eog != "*")
}
}
}
- if (this.mode == "computer" && this.vr.turn != this.mycolor)
- this.playComputerMove;
+ if (["human","computer"].includes(this.mode))
+ this.updateStorage(); //after our moves and opponent moves
+ if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
+ this.playComputerMove();
},
undo: function() {
// Navigate after game is over
undoInGame: function() {
const lm = this.vr.lastMove;
if (!!lm)
+ {
this.vr.undo(lm);
+ const lmBefore = this.vr.lastMove;
+ if (!!lmBefore)
+ {
+ this.vr.undo(lmBefore);
+ this.incheck = this.vr.getCheckSquares(lmBefore);
+ this.vr.play(lmBefore, "ingame");
+ }
+ else
+ this.incheck = [];
+ }
},
},
})