1 // Game logic on a variant page
2 Vue
.component('my-game', {
6 vr: null, //object to check moves, store them, FEN..
8 possibleMoves: [], //filled after each valid click/dragstart
9 choices: [], //promotion pieces, or checkered captures... (as moves)
10 start: {}, //pixels coordinates + id of starting square (click or drag)
11 selectedPiece: null, //moving piece (or clicked piece)
12 conn: null, //socket connection
13 score: "*", //'*' means 'unfinished'
14 mode: "idle", //human, friend, problem, computer or idle (if not playing)
15 myid: "", //our ID, always set
16 oppid: "", //opponent ID in case of HH game
17 gameId: "", //useful if opponent started other human games after we disconnected
18 myname: localStorage
["username"] || "anonymous",
19 oppName: "anonymous", //opponent name, revealed after a game (if provided)
20 chats: [], //chat messages after human game
26 hints: (!localStorage
["hints"] ? true : localStorage
["hints"] === "1"),
27 bcolor: localStorage
["bcolor"] || "lichess", //lichess, chesscom or chesstempo
28 // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
29 sound: parseInt(localStorage
["sound"] || "2"),
30 // Web worker to play computer moves without freezing interface:
31 compWorker: new Worker('/javascripts/playCompMove.js'),
32 timeStart: undefined, //time when computer starts thinking
36 problem: function(p
) {
37 // 'problem' prop changed: update board state
38 this.newGame("problem", p
.fen
, V
.ParseFen(p
.fen
).turn
);
42 const [sizeX
,sizeY
] = [V
.size
.x
,V
.size
.y
];
43 // Precompute hints squares to facilitate rendering
44 let hintSquares
= doubleArray(sizeX
, sizeY
, false);
45 this.possibleMoves
.forEach(m
=> { hintSquares
[m
.end
.x
][m
.end
.y
] = true; });
46 // Also precompute in-check squares
47 let incheckSq
= doubleArray(sizeX
, sizeY
, false);
48 this.incheck
.forEach(sq
=> { incheckSq
[sq
[0]][sq
[1]] = true; });
49 let elementArray
= [];
54 on: { click: this.clickGameSeek
},
55 attrs: { "aria-label": translations
['New live game'] },
60 "playing": this.mode
== "human",
63 [h('i', { 'class': { "material-icons": true } }, "accessibility")])
65 if (["idle","computer","friend"].includes(this.mode
)
66 || (this.mode
== "human" && this.score
!= "*"))
71 on: { click: this.clickComputerGame
},
72 attrs: { "aria-label": translations
['New game versus computer'] },
76 "playing": this.mode
== "computer",
80 [h('i', { 'class': { "material-icons": true } }, "computer")])
83 if (variant
!= "Dark" && (["idle","friend"].includes(this.mode
)
84 || (["computer","human"].includes(this.mode
) && this.score
!= "*")))
89 on: { click: this.clickFriendGame
},
90 attrs: { "aria-label": translations
['Analysis mode'] },
94 "playing": this.mode
== "friend",
98 [h('i', { 'class': { "material-icons": true } }, "people")])
103 const square00
= document
.getElementById("sq-0-0");
104 const squareWidth
= !!square00
105 ? parseFloat(window
.getComputedStyle(square00
).width
.slice(0,-2))
107 const settingsBtnElt
= document
.getElementById("settingsBtn");
108 const settingsStyle
= !!settingsBtnElt
109 ? window
.getComputedStyle(settingsBtnElt
)
110 : {width:"46px", height:"26px"};
111 const [indicWidth
,indicHeight
] = //[44,24];
113 // NOTE: -2 for border
114 parseFloat(settingsStyle
.width
.slice(0,-2)) - 2,
115 parseFloat(settingsStyle
.height
.slice(0,-2)) - 2
117 let aboveBoardElts
= [];
118 if (this.mode
== "human")
120 const connectedIndic
= h(
125 "connected": this.oppConnected
,
126 "disconnected": !this.oppConnected
,
129 "width": indicWidth
+ "px",
130 "height": indicHeight
+ "px",
134 aboveBoardElts
.push(connectedIndic
);
136 if (this.mode
== "human" && this.score
!= "*")
138 const chatButton
= h(
141 on: { click: this.startChat
},
143 "aria-label": translations
['Start chat'],
153 [h('i', { 'class': { "material-icons": true } }, "chat")]
155 aboveBoardElts
.push(chatButton
);
157 if (["human","computer","friend"].includes(this.mode
))
159 const clearButton
= h(
162 on: { click: this.clearCurrentGame
},
164 "aria-label": translations
['Clear current game'],
174 [h('i', { 'class': { "material-icons": true } }, "clear")]
176 aboveBoardElts
.push(clearButton
);
183 "white-turn": this.vr
.turn
=="w",
184 "black-turn": this.vr
.turn
=="b",
187 "width": indicWidth
+ "px",
188 "height": indicHeight
+ "px",
192 aboveBoardElts
.push(turnIndic
);
193 const settingsBtn
= h(
196 on: { click: this.showSettings
},
198 "aria-label": translations
['Settings'],
208 [h('i', { 'class': { "material-icons": true } }, "settings")]
210 aboveBoardElts
.push(settingsBtn
);
213 { "class": { "aboveboard-wrapper": true } },
217 if (this.mode
== "problem")
219 // Show problem instructions
223 attrs: { id: "instructions-div" },
226 "section-content": true,
232 attrs: { id: "problem-instructions" },
233 domProps: { innerHTML: this.problem
.instructions
}
240 const choices
= h('div',
242 attrs: { "id": "choices" },
243 'class': { 'row': true },
245 "display": this.choices
.length
>0?"block":"none",
246 "top": "-" + ((sizeY
/2)*squareWidth+squareWidth/2) + "px",
247 "width": (this.choices
.length
* squareWidth
) + "px",
248 "height": squareWidth
+ "px",
251 this.choices
.map( m
=> { //a "choice" is a move
256 ['board'+sizeY
]: true,
259 'width': (100/this.choices
.length
) + "%",
260 'padding-bottom': (100/this.choices
.length
) + "%",
265 attrs: { "src": '/images/pieces/' +
266 VariantRules
.getPpath(m
.appear
[0].c
+m
.appear
[0].p
) + '.svg' },
267 'class': { 'choice-piece': true },
269 "click": e
=> { this.play(m
); this.choices
=[]; },
270 // NOTE: add 'touchstart' event to fix a problem on smartphones
271 "touchstart": e
=> { this.play(m
); this.choices
=[]; },
278 // Create board element (+ reserves if needed by variant or mode)
279 const lm
= this.vr
.lastMove
;
280 const showLight
= this.hints
&& variant
!="Dark" &&
281 (this.mode
!= "idle" ||
282 (this.vr
.moves
.length
> 0 && this.cursor
==this.vr
.moves
.length
));
283 const gameDiv
= h('div',
290 [_
.range(sizeX
).map(i
=> {
291 let ci
= (this.mycolor
=='w' ? i : sizeX
-i
-1);
298 style: { 'opacity': this.choices
.length
>0?"0.5":"1" },
300 _
.range(sizeY
).map(j
=> {
301 let cj
= (this.mycolor
=='w' ? j : sizeY
-j
-1);
303 if (this.vr
.board
[ci
][cj
] != VariantRules
.EMPTY
&& (variant
!="Dark"
304 || this.score
!="*" || this.vr
.enlightened
[this.mycolor
][ci
][cj
]))
312 'ghost': !!this.selectedPiece
313 && this.selectedPiece
.parentNode
.id
== "sq-"+ci
+"-"+cj
,
316 src: "/images/pieces/" +
317 VariantRules
.getPpath(this.vr
.board
[ci
][cj
]) + ".svg",
323 if (this.hints
&& hintSquares
[ci
][cj
])
333 src: "/images/mark.svg",
344 ['board'+sizeY
]: true,
345 'light-square': (i
+j
)%2==0,
346 'dark-square': (i
+j
)%2==1,
348 'in-shadow': variant
=="Dark" && this.score
=="*"
349 && !this.vr
.enlightened
[this.mycolor
][ci
][cj
],
350 'highlight': showLight
&& !!lm
&& _
.isMatch(lm
.end
, {x:ci
,y:cj
}),
351 'incheck': showLight
&& incheckSq
[ci
][cj
],
354 id: this.getSquareId({x:ci
,y:cj
}),
363 if (["human","computer"].includes(this.mode
))
365 if (this.score
== "*")
370 on: { click: this.resign
},
371 attrs: { "aria-label": translations
['Resign'] },
378 [h('i', { 'class': { "material-icons": true } }, "flag")])
383 // A game finished, and another is not started yet: allow navigation
384 actionArray
= actionArray
.concat([
387 on: { click: e
=> this.undo() },
388 attrs: { "aria-label": translations
['Undo'] },
391 "big-spaceleft": true,
394 [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
397 on: { click: e
=> this.play() },
398 attrs: { "aria-label": translations
['Play'] },
404 [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
409 if (["friend","problem"].includes(this.mode
))
411 actionArray
= actionArray
.concat(
415 on: { click: this.undoInGame
},
416 attrs: { "aria-label": translations
['Undo'] },
419 "big-spaceleft": true,
422 [h('i', { 'class': { "material-icons": true } }, "undo")]
426 on: { click: () => { this.mycolor
= this.vr
.getOppCol(this.mycolor
) } },
427 attrs: { "aria-label": translations
['Flip board'] },
433 [h('i', { 'class': { "material-icons": true } }, "cached")]
437 elementArray
.push(gameDiv
);
438 if (!!this.vr
.reserve
)
440 const shiftIdx
= (this.mycolor
=="w" ? 0 : 1);
441 let myReservePiecesArray
= [];
442 for (let i
=0; i
<VariantRules
.RESERVE_PIECES
.length
; i
++)
444 myReservePiecesArray
.push(h('div',
446 'class': {'board':true, ['board'+sizeY
]:true},
447 attrs: { id: this.getSquareId({x:sizeX
+shiftIdx
,y:i
}) }
452 'class': {"piece":true, "reserve":true},
454 "src": "/images/pieces/" +
455 this.vr
.getReservePpath(this.mycolor
,i
) + ".svg",
459 {"class": { "reserve-count": true } },
460 [ this.vr
.reserve
[this.mycolor
][VariantRules
.RESERVE_PIECES
[i
]] ]
464 let oppReservePiecesArray
= [];
465 const oppCol
= this.vr
.getOppCol(this.mycolor
);
466 for (let i
=0; i
<VariantRules
.RESERVE_PIECES
.length
; i
++)
468 oppReservePiecesArray
.push(h('div',
470 'class': {'board':true, ['board'+sizeY
]:true},
471 attrs: { id: this.getSquareId({x:sizeX
+(1-shiftIdx
),y:i
}) }
476 'class': {"piece":true, "reserve":true},
478 "src": "/images/pieces/" +
479 this.vr
.getReservePpath(oppCol
,i
) + ".svg",
483 {"class": { "reserve-count": true } },
484 [ this.vr
.reserve
[oppCol
][VariantRules
.RESERVE_PIECES
[i
]] ]
488 let reserves
= h('div',
500 "reserve-row-1": true,
506 { 'class': { 'row': true }},
507 oppReservePiecesArray
511 elementArray
.push(reserves
);
516 attrs: { "id": "modal-eog", type: "checkbox" },
517 "class": { "modal": true },
521 attrs: { "role": "dialog", "aria-labelledby": "eogMessage" },
536 attrs: { "for": "modal-eog" },
537 "class": { "modal-close": true },
542 attrs: { "id": "eogMessage" },
543 "class": { "section": true },
544 domProps: { innerHTML: this.endgameMessage
},
552 elementArray
= elementArray
.concat(modalEog
);
554 const modalFenEdit
= [
557 attrs: { "id": "modal-fenedit", type: "checkbox" },
558 "class": { "modal": true },
562 attrs: { "role": "dialog", "aria-labelledby": "titleFenedit" },
567 "class": { "card": true, "smallpad": true },
572 attrs: { "id": "close-fenedit", "for": "modal-fenedit" },
573 "class": { "modal-close": true },
578 attrs: { "id": "titleFenedit" },
579 "class": { "section": true },
580 domProps: { innerHTML: translations
["Game state (FEN):"] },
588 value: VariantRules
.GenRandInitFen(),
596 const fen
= document
.getElementById("input-fen").value
;
597 document
.getElementById("modal-fenedit").checked
= false;
598 this.newGame("friend", fen
);
601 domProps: { innerHTML: translations
["Ok"] },
608 document
.getElementById("input-fen").value
=
609 VariantRules
.GenRandInitFen();
612 domProps: { innerHTML: translations
["Random"] },
620 elementArray
= elementArray
.concat(modalFenEdit
);
621 const modalSettings
= [
624 attrs: { "id": "modal-settings", type: "checkbox" },
625 "class": { "modal": true },
629 attrs: { "role": "dialog", "aria-labelledby": "settingsTitle" },
634 "class": { "card": true, "smallpad": true },
639 attrs: { "id": "close-settings", "for": "modal-settings" },
640 "class": { "modal-close": true },
645 attrs: { "id": "settingsTitle" },
646 "class": { "section": true },
647 domProps: { innerHTML: translations
["Preferences"] },
655 attrs: { for: "nameSetter" },
656 domProps: { innerHTML: translations
["My name is..."] },
666 on: { "change": this.setMyname
},
676 attrs: { for: "setHints" },
677 domProps: { innerHTML: translations
["Show hints?"] },
687 on: { "change": this.toggleHints
},
697 attrs: { for: "selectColor" },
698 domProps: { innerHTML: translations
["Board colors"] },
703 attrs: { "id": "selectColor" },
704 on: { "change": this.setBoardColor
},
711 innerHTML: translations
["brown"]
713 attrs: { "selected": this.color
=="lichess" },
720 innerHTML: translations
["green"]
722 attrs: { "selected": this.color
=="chesscom" },
728 "value": "chesstempo",
729 innerHTML: translations
["blue"]
731 attrs: { "selected": this.color
=="chesstempo" },
743 attrs: { for: "selectSound" },
744 domProps: { innerHTML: translations
["Play sounds?"] },
749 attrs: { "id": "selectSound" },
750 on: { "change": this.setSound
},
757 innerHTML: translations
["None"]
759 attrs: { "selected": this.sound
==0 },
766 innerHTML: translations
["New game"]
768 attrs: { "selected": this.sound
==1 },
775 innerHTML: translations
["All"]
777 attrs: { "selected": this.sound
==2 },
789 elementArray
= elementArray
.concat(modalSettings
);
794 attrs: { "id": "close-chat", "for": "modal-chat" },
795 "class": { "modal-close": true },
800 attrs: { "id": "titleChat" },
801 "class": { "section": true },
802 domProps: { innerHTML: translations
["Chat with "] + this.oppName
},
806 for (let chat
of this.chats
)
812 "my-chatmsg": chat
.author
==this.myid
,
813 "opp-chatmsg": chat
.author
==this.oppid
,
815 domProps: { innerHTML: chat
.msg
}
820 chatEltsArray
= chatEltsArray
.concat([
826 placeholder: translations
["Type here"],
828 on: { keyup: this.trySendChat
}, //if key is 'enter'
833 attrs: { id: "sendChatBtn"},
834 on: { click: this.sendChat
},
835 domProps: { innerHTML: translations
["Send"] },
842 attrs: { "id": "modal-chat", type: "checkbox" },
843 "class": { "modal": true },
847 attrs: { "role": "dialog", "aria-labelledby": "titleChat" },
852 "class": { "card": true, "smallpad": true },
859 elementArray
= elementArray
.concat(modalChat
);
860 const actions
= h('div',
862 attrs: { "id": "actions" },
863 'class': { 'text-center': true },
867 elementArray
.push(actions
);
868 if (this.score
!= "*" && this.pgnTxt
.length
> 0)
873 attrs: { id: "pgn-div" },
874 "class": { "section-content": true },
887 attrs: { id: "pgn-game" },
888 domProps: { innerHTML: this.pgnTxt
}
893 attrs: { "id": "downloadBtn" },
894 on: { click: this.download
},
895 domProps: { innerHTML: translations
["Download game"] },
902 else if (this.mode
!= "idle")
904 if (this.mode
== "problem")
906 // Show problem solution (on click)
910 attrs: { id: "solution-div" },
911 "class": { "section-content": true },
916 "class": { clickable: true },
917 domProps: { innerHTML: translations
["Show solution"] },
918 on: { click: this.toggleShowSolution
},
923 attrs: { id: "problem-solution" },
924 domProps: { innerHTML: this.problem
.solution
}
931 if (variant
!= "Dark" || this.score
!="*")
937 attrs: { id: "fen-div" },
938 "class": { "section-content": true },
943 attrs: { id: "fen-string" },
944 domProps: { innerHTML: this.vr
.getBaseFen() },
945 "class": { "text-center": true },
959 "col-md-offset-1":true,
961 "col-lg-offset-2":true,
963 // NOTE: click = mousedown + mouseup
965 mousedown: this.mousedown
,
966 mousemove: this.mousemove
,
967 mouseup: this.mouseup
,
968 touchstart: this.mousedown
,
969 touchmove: this.mousemove
,
970 touchend: this.mouseup
,
977 endgameMessage: function() {
978 let eogMessage
= "Unfinished";
982 eogMessage
= translations
["White win"];
985 eogMessage
= translations
["Black win"];
988 eogMessage
= translations
["Draw"];
994 created: function() {
995 const url
= socketUrl
;
996 const humanContinuation
= (localStorage
.getItem("variant") === variant
);
997 const computerContinuation
= (localStorage
.getItem("comp-variant") === variant
);
998 const friendContinuation
= (localStorage
.getItem("anlz-variant") === variant
);
999 this.myid
= (humanContinuation
? localStorage
.getItem("myid") : getRandString());
1000 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
);
1001 const socketOpenListener
= () => {
1002 if (humanContinuation
) //game VS human has priority
1003 this.continueGame("human");
1004 else if (computerContinuation
)
1005 this.continueGame("computer");
1006 else if (friendContinuation
)
1007 this.continueGame("friend");
1009 const socketMessageListener
= msg
=> {
1010 const data
= JSON
.parse(msg
.data
);
1011 const L
= (!!this.vr
? this.vr
.moves
.length : 0);
1015 // Receive opponent's name
1016 this.oppName
= data
.name
;
1020 this.chats
.push({msg:data
.msg
, author:this.oppid
});
1023 // We opened another tab on the same game
1027 "Already playing a game in this variant on another tab!"]);
1029 case "newgame": //opponent found
1030 // oppid: opponent socket ID
1031 this.newGame("human", data
.fen
, data
.color
, data
.oppid
);
1033 case "newmove": //..he played!
1034 this.play(data
.move, (variant
!="Dark" ? "animate" : null));
1036 case "pong": //received if we sent a ping (game still alive on our side)
1037 if (this.gameId
!= data
.gameId
)
1038 break; //games IDs don't match: definitely over...
1039 this.oppConnected
= true;
1040 // Send our "last state" informations to opponent
1041 this.conn
.send(JSON
.stringify({
1044 gameId: this.gameId
,
1045 lastMove: (L
>0?this.vr
.moves
[L
-1]:undefined),
1049 case "lastate": //got opponent infos about last move
1050 if (this.gameId
!= data
.gameId
)
1051 break; //games IDs don't match: nothing we can do...
1052 // OK, opponent still in game (which might be over)
1053 if (this.mode
!= "human")
1055 // We finished the game (any result possible)
1056 this.conn
.send(JSON
.stringify({
1059 gameId: this.gameId
,
1063 else if (!!data
.score
) //opponent finished the game
1064 this.endGame(data
.score
);
1065 else if (data
.movesCount
< L
)
1067 // We must tell last move to opponent
1068 this.conn
.send(JSON
.stringify({
1071 lastMove: this.vr
.moves
[L
-1],
1075 else if (data
.movesCount
> L
) //just got last move from him
1076 this.play(data
.lastMove
, "animate");
1078 case "resign": //..you won!
1079 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
1081 // TODO: also use (dis)connect info to count online players?
1084 if (this.mode
=="human" && this.oppid
== data
.id
)
1085 this.oppConnected
= (data
.code
== "connect");
1086 if (this.oppConnected
&& this.score
!= "*")
1088 // Send our name to the opponent, in case of he hasn't it
1089 this.conn
.send(JSON
.stringify({
1090 code:"myname", name:this.myname
, oppid: this.oppid
}));
1095 const socketCloseListener
= () => {
1096 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
);
1097 this.conn
.addEventListener('open', socketOpenListener
);
1098 this.conn
.addEventListener('message', socketMessageListener
);
1099 this.conn
.addEventListener('close', socketCloseListener
);
1101 this.conn
.onopen
= socketOpenListener
;
1102 this.conn
.onmessage
= socketMessageListener
;
1103 this.conn
.onclose
= socketCloseListener
;
1104 // Listen to keyboard left/right to navigate in game
1105 document
.onkeydown
= event
=> {
1106 if (["human","computer"].includes(this.mode
) &&
1107 !!this.vr
&& this.vr
.moves
.length
> 0 && [37,39].includes(event
.keyCode
))
1109 event
.preventDefault();
1110 if (event
.keyCode
== 37) //Back
1116 // Computer moves web worker logic:
1117 this.compWorker
.postMessage(["scripts",variant
]);
1119 this.compWorker
.onmessage = function(e
) {
1120 let compMove
= e
.data
;
1122 return; //may happen if MarseilleRules and subTurn==2 (TODO: a bit ugly...)
1123 if (!Array
.isArray(compMove
))
1124 compMove
= [compMove
]; //to deal with MarseilleRules
1125 // TODO: imperfect attempt to avoid ghost move:
1126 compMove
.forEach(m
=> { m
.computer
= true; });
1127 // (first move) HACK: small delay to avoid selecting elements
1128 // before they appear on page:
1129 const delay
= Math
.max(500-(Date
.now()-self
.timeStart
), 0);
1131 const animate
= (variant
!="Dark" ? "animate" : null);
1132 if (self
.mode
== "computer") //warning: mode could have changed!
1133 self
.play(compMove
[0], animate
);
1134 if (compMove
.length
== 2)
1136 if (self
.mode
== "computer")
1137 self
.play(compMove
[1], animate
);
1143 setMyname: function(e
) {
1144 this.myname
= e
.target
.value
;
1145 localStorage
["username"] = this.myname
;
1147 trySendChat: function(e
) {
1148 if (e
.keyCode
== 13) //'enter' key
1151 sendChat: function() {
1152 let chatInput
= document
.getElementById("input-chat");
1153 const chatTxt
= chatInput
.value
;
1154 chatInput
.value
= "";
1155 this.chats
.push({msg:chatTxt
, author:this.myid
});
1156 this.conn
.send(JSON
.stringify({
1157 code:"newchat", oppid: this.oppid
, msg: chatTxt
}));
1159 toggleShowSolution: function() {
1160 let problemSolution
= document
.getElementById("problem-solution");
1161 problemSolution
.style
.display
=
1162 !problemSolution
.style
.display
|| problemSolution
.style
.display
== "none"
1166 download: function() {
1167 let content
= document
.getElementById("pgn-game").innerHTML
;
1168 content
= content
.replace(/<br>/g, "\n");
1169 // Prepare and trigger download link
1170 let downloadAnchor
= document
.getElementById("download");
1171 downloadAnchor
.setAttribute("download", "game.pgn");
1172 downloadAnchor
.href
= "data:text/plain;charset=utf-8," +
1173 encodeURIComponent(content
);
1174 downloadAnchor
.click();
1176 showScoreMsg: function() {
1177 let modalBox
= document
.getElementById("modal-eog");
1178 modalBox
.checked
= true;
1179 setTimeout(() => { modalBox
.checked
= false; }, 2000);
1181 endGame: function(score
) {
1183 if (["human","computer"].includes(this.mode
))
1185 const prefix
= (this.mode
=="computer" ? "comp-" : "");
1186 localStorage
.setItem(prefix
+"score", score
);
1188 this.showScoreMsg();
1189 // Variants may have special PGN structure (so next function isn't defined here)
1190 this.pgnTxt
= this.vr
.getPGN(this.mycolor
, this.score
, this.fenStart
, this.mode
);
1191 if (this.mode
== "human" && this.oppConnected
)
1193 // Send our nickname to opponent
1194 this.conn
.send(JSON
.stringify({
1195 code:"myname", name:this.myname
, oppid:this.oppid
}));
1197 this.cursor
= this.vr
.moves
.length
; //to navigate in finished game
1199 getStoragePrefix: function(mode
) {
1201 if (mode
== "computer")
1203 else if (mode
== "friend")
1207 setStorage: function() {
1208 if (this.mode
=="human")
1210 localStorage
.setItem("myid", this.myid
);
1211 localStorage
.setItem("oppid", this.oppid
);
1212 localStorage
.setItem("gameId", this.gameId
);
1214 const prefix
= this.getStoragePrefix(this.mode
);
1215 localStorage
.setItem(prefix
+"variant", variant
);
1216 localStorage
.setItem(prefix
+"mycolor", this.mycolor
);
1217 localStorage
.setItem(prefix
+"fenStart", this.fenStart
);
1218 localStorage
.setItem(prefix
+"moves", JSON
.stringify(this.vr
.moves
));
1219 localStorage
.setItem(prefix
+"fen", this.vr
.getFen());
1220 localStorage
.setItem(prefix
+"score", "*");
1222 updateStorage: function() {
1223 const prefix
= this.getStoragePrefix(this.mode
);
1224 localStorage
.setItem(prefix
+"moves", JSON
.stringify(this.vr
.moves
));
1225 localStorage
.setItem(prefix
+"fen", this.vr
.getFen());
1226 if (this.score
!= "*")
1227 localStorage
.setItem(prefix
+"score", this.score
);
1229 // "computer mode" clearing is done through the menu
1230 clearStorage: function() {
1231 if (this.mode
== "human")
1233 delete localStorage
["myid"];
1234 delete localStorage
["oppid"];
1235 delete localStorage
["gameId"];
1237 const prefix
= this.getStoragePrefix(this.mode
);
1238 delete localStorage
[prefix
+"variant"];
1239 delete localStorage
[prefix
+"mycolor"];
1240 delete localStorage
[prefix
+"fenStart"];
1241 delete localStorage
[prefix
+"moves"];
1242 delete localStorage
[prefix
+"fen"];
1243 delete localStorage
[prefix
+"score"];
1245 // HACK because mini-css tooltips are persistent after click...
1246 // NOTE: seems to work only in chrome/chromium. TODO...
1247 getRidOfTooltip: function(elt
) {
1248 elt
.style
.visibility
= "hidden";
1249 setTimeout(() => { elt
.style
.visibility
="visible"; }, 100);
1251 startChat: function(e
) {
1252 this.getRidOfTooltip(e
.currentTarget
);
1253 document
.getElementById("modal-chat").checked
= true;
1255 clearCurrentGame: function(e
) {
1256 this.getRidOfTooltip(e
.currentTarget
);
1257 this.clearStorage();
1258 location
.reload(); //to see clearing effects
1260 showSettings: function(e
) {
1261 this.getRidOfTooltip(e
.currentTarget
);
1262 document
.getElementById("modal-settings").checked
= true;
1264 toggleHints: function() {
1265 this.hints
= !this.hints
;
1266 localStorage
["hints"] = (this.hints
? "1" : "0");
1268 setBoardColor: function(e
) {
1269 this.bcolor
= e
.target
.options
[e
.target
.selectedIndex
].value
;
1270 localStorage
["bcolor"] = this.bcolor
;
1272 setSound: function(e
) {
1273 this.sound
= parseInt(e
.target
.options
[e
.target
.selectedIndex
].value
);
1274 localStorage
["sound"] = this.sound
;
1276 clickGameSeek: function(e
) {
1277 this.getRidOfTooltip(e
.currentTarget
);
1278 if (this.mode
== "human")
1279 return; //no newgame while playing
1282 this.conn
.send(JSON
.stringify({code:"cancelnewgame"}));
1286 this.newGame("human");
1288 clickComputerGame: function(e
) {
1289 this.getRidOfTooltip(e
.currentTarget
);
1290 if (this.mode
== "computer" && this.score
== "*"
1291 && this.vr
.turn
!= this.mycolor
)
1293 // Wait for computer reply first (avoid potential "ghost move" bug)
1296 this.newGame("computer");
1298 clickFriendGame: function(e
) {
1299 this.getRidOfTooltip(e
.currentTarget
);
1300 document
.getElementById("modal-fenedit").checked
= true;
1302 resign: function(e
) {
1303 this.getRidOfTooltip(e
.currentTarget
);
1304 if (this.mode
== "human" && this.oppConnected
)
1307 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
1308 } catch (INVALID_STATE_ERR
) {
1309 return; //socket is not ready (and not yet reconnected)
1312 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
1314 newGame: function(mode
, fenInit
, color
, oppId
) {
1315 const fen
= "nrqkbrnb/pppppppp/8/8/8/8/PPPPPPPP/RKQBNRBN w 1111 -";//fenInit || VariantRules.GenRandInitFen();
1316 console
.log(fen
); //DEBUG
1317 if (mode
=="human" && !oppId
)
1319 const storageVariant
= localStorage
.getItem("variant");
1320 if (!!storageVariant
&& storageVariant
!== variant
1321 && localStorage
["score"] == "*")
1323 return alert(translations
["Finish your "] +
1324 storageVariant
+ translations
[" game first!"]);
1326 // Send game request and wait..
1328 this.conn
.send(JSON
.stringify({code:"newgame", fen:fen
}));
1329 } catch (INVALID_STATE_ERR
) {
1330 return; //nothing achieved
1333 let modalBox
= document
.getElementById("modal-newgame");
1334 modalBox
.checked
= true;
1335 setTimeout(() => { modalBox
.checked
= false; }, 2000);
1338 const prefix
= this.getStoragePrefix(mode
);
1339 if (mode
== "computer")
1341 const storageVariant
= localStorage
.getItem(prefix
+"variant");
1342 if (!!storageVariant
)
1344 const score
= localStorage
.getItem(prefix
+"score");
1345 if (storageVariant
!== variant
&& score
== "*")
1347 if (!confirm(storageVariant
+
1348 translations
[": unfinished computer game will be erased"]))
1355 else if (mode
== "friend")
1357 const storageVariant
= localStorage
.getItem(prefix
+"variant");
1358 if (!!storageVariant
)
1360 const score
= localStorage
.getItem(prefix
+"score");
1361 if (storageVariant
!== variant
&& score
== "*")
1363 if (!confirm(storageVariant
+
1364 translations
[": current analysis will be erased"]))
1371 this.vr
= new VariantRules(fen
, []);
1373 this.pgnTxt
= ""; //redundant with this.score = "*", but cleaner
1376 this.fenStart
= V
.ParseFen(fen
).position
; //this is enough
1377 if (mode
!= "problem")
1378 this.setStorage(); //store game state in case of interruptions
1382 this.gameId
= getRandString();
1384 this.oppConnected
= true;
1385 this.mycolor
= color
;
1387 if (this.sound
>= 1)
1388 new Audio("/sounds/newgame.mp3").play().catch(err
=> {});
1389 document
.getElementById("modal-newgame").checked
= false;
1391 else if (mode
== "computer")
1393 this.compWorker
.postMessage(["init",this.vr
.getFen()]);
1394 this.mycolor
= "w";//(Math.random() < 0.5 ? 'w' : 'b');
1395 if (this.mycolor
!= this.vr
.turn
)
1396 this.playComputerMove();
1398 else if (mode
== "friend")
1399 this.mycolor
= "w"; //convention...
1400 //else: problem solving: nothing more to do
1402 continueGame: function(mode
) {
1404 this.oppid
= (mode
=="human" ? localStorage
.getItem("oppid") : undefined);
1405 const prefix
= this.getStoragePrefix(mode
);
1406 this.mycolor
= localStorage
.getItem(prefix
+"mycolor");
1407 const moves
= JSON
.parse(localStorage
.getItem(prefix
+"moves"));
1408 const fen
= localStorage
.getItem(prefix
+"fen");
1409 const score
= localStorage
.getItem(prefix
+"score"); //set in "endGame()"
1410 this.fenStart
= localStorage
.getItem(prefix
+"fenStart");
1411 this.vr
= new VariantRules(fen
, moves
);
1412 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
1413 if (mode
== "human")
1415 this.gameId
= localStorage
.getItem("gameId");
1416 // Send ping to server (answer pong if opponent is connected)
1417 this.conn
.send(JSON
.stringify({
1418 code:"ping",oppid:this.oppid
,gameId:this.gameId
}));
1420 else if (mode
== "computer")
1422 this.compWorker
.postMessage(["init",fen
]);
1423 if (score
== "*" && this.mycolor
!= this.vr
.turn
)
1424 this.playComputerMove();
1426 //else: nothing special to do in friend mode
1429 // Small delay required when continuation run faster than drawing page
1430 setTimeout(() => this.endGame(score
), 100);
1433 playComputerMove: function() {
1434 this.timeStart
= Date
.now();
1435 this.compWorker
.postMessage(["askmove"]);
1437 // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
1438 getSquareId: function(o
) {
1439 // NOTE: a separator is required to allow any size of board
1440 return "sq-" + o
.x
+ "-" + o
.y
;
1443 getSquareFromId: function(id
) {
1444 let idParts
= id
.split('-');
1445 return [parseInt(idParts
[1]), parseInt(idParts
[2])];
1447 mousedown: function(e
) {
1448 e
= e
|| window
.event
;
1450 let elem
= e
.target
;
1451 while (!ingame
&& elem
!== null)
1453 if (elem
.classList
.contains("game"))
1458 elem
= elem
.parentElement
;
1460 if (!ingame
) //let default behavior (click on button...)
1462 e
.preventDefault(); //disable native drag & drop
1463 if (!this.selectedPiece
&& e
.target
.classList
.contains("piece"))
1465 // Next few lines to center the piece on mouse cursor
1466 let rect
= e
.target
.parentNode
.getBoundingClientRect();
1468 x: rect
.x
+ rect
.width
/2,
1469 y: rect
.y
+ rect
.width
/2,
1470 id: e
.target
.parentNode
.id
1472 this.selectedPiece
= e
.target
.cloneNode();
1473 this.selectedPiece
.style
.position
= "absolute";
1474 this.selectedPiece
.style
.top
= 0;
1475 this.selectedPiece
.style
.display
= "inline-block";
1476 this.selectedPiece
.style
.zIndex
= 3000;
1477 const startSquare
= this.getSquareFromId(e
.target
.parentNode
.id
);
1478 this.possibleMoves
= [];
1479 if (this.score
== "*")
1481 const color
= ["friend","problem"].includes(this.mode
)
1484 if (this.vr
.canIplay(color
,startSquare
))
1485 this.possibleMoves
= this.vr
.getPossibleMovesFrom(startSquare
);
1487 // Next line add moving piece just after current image
1488 // (required for Crazyhouse reserve)
1489 e
.target
.parentNode
.insertBefore(this.selectedPiece
, e
.target
.nextSibling
);
1492 mousemove: function(e
) {
1493 if (!this.selectedPiece
)
1495 e
= e
|| window
.event
;
1496 // If there is an active element, move it around
1497 if (!!this.selectedPiece
)
1499 const [offsetX
,offsetY
] = !!e
.clientX
1500 ? [e
.clientX
,e
.clientY
] //desktop browser
1501 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
]; //smartphone
1502 this.selectedPiece
.style
.left
= (offsetX
-this.start
.x
) + "px";
1503 this.selectedPiece
.style
.top
= (offsetY
-this.start
.y
) + "px";
1506 mouseup: function(e
) {
1507 if (!this.selectedPiece
)
1509 e
= e
|| window
.event
;
1510 // Read drop target (or parentElement, parentNode... if type == "img")
1511 this.selectedPiece
.style
.zIndex
= -3000; //HACK to find square from final coords
1512 const [offsetX
,offsetY
] = !!e
.clientX
1513 ? [e
.clientX
,e
.clientY
]
1514 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
];
1515 let landing
= document
.elementFromPoint(offsetX
, offsetY
);
1516 this.selectedPiece
.style
.zIndex
= 3000;
1517 // Next condition: classList.contains(piece) fails because of marks
1518 while (landing
.tagName
== "IMG")
1519 landing
= landing
.parentNode
;
1520 if (this.start
.id
== landing
.id
)
1522 // A click: selectedPiece and possibleMoves are already filled
1525 // OK: process move attempt
1526 let endSquare
= this.getSquareFromId(landing
.id
);
1527 let moves
= this.findMatchingMoves(endSquare
);
1528 this.possibleMoves
= [];
1529 if (moves
.length
> 1)
1530 this.choices
= moves
;
1531 else if (moves
.length
==1)
1532 this.play(moves
[0]);
1533 // Else: impossible move
1534 this.selectedPiece
.parentNode
.removeChild(this.selectedPiece
);
1535 delete this.selectedPiece
;
1536 this.selectedPiece
= null;
1538 findMatchingMoves: function(endSquare
) {
1539 // Run through moves list and return the matching set (if promotions...)
1541 this.possibleMoves
.forEach(function(m
) {
1542 if (endSquare
[0] == m
.end
.x
&& endSquare
[1] == m
.end
.y
)
1547 animateMove: function(move) {
1548 let startSquare
= document
.getElementById(this.getSquareId(move.start
));
1549 let endSquare
= document
.getElementById(this.getSquareId(move.end
));
1550 let rectStart
= startSquare
.getBoundingClientRect();
1551 let rectEnd
= endSquare
.getBoundingClientRect();
1552 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
1554 document
.querySelector("#" + this.getSquareId(move.start
) + " > img.piece");
1555 // HACK for animation (with positive translate, image slides "under background")
1556 // Possible improvement: just alter squares on the piece's way...
1557 squares
= document
.getElementsByClassName("board");
1558 for (let i
=0; i
<squares
.length
; i
++)
1560 let square
= squares
.item(i
);
1561 if (square
.id
!= this.getSquareId(move.start
))
1562 square
.style
.zIndex
= "-1";
1564 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
1565 translation
.y
+ "px)";
1566 movingPiece
.style
.transitionDuration
= "0.2s";
1567 movingPiece
.style
.zIndex
= "3000";
1569 for (let i
=0; i
<squares
.length
; i
++)
1570 squares
.item(i
).style
.zIndex
= "auto";
1571 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
1575 play: function(move, programmatic
) {
1578 // Navigate after game is over
1579 if (this.cursor
>= this.vr
.moves
.length
)
1580 return; //already at the end
1581 move = this.vr
.moves
[this.cursor
++];
1583 if (!!programmatic
) //computer or human opponent
1584 return this.animateMove(move);
1585 // Not programmatic, or animation is over
1586 if (this.mode
== "human" && this.vr
.turn
== this.mycolor
)
1587 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
1588 if (this.score
== "*")
1590 // Emergency check, if human game started "at the same time"
1591 // TODO: robustify this...
1592 if (this.mode
== "human" && !!move.computer
)
1594 this.vr
.play(move, "ingame");
1595 // Is opponent in check?
1596 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);
1597 if (this.sound
== 2)
1598 new Audio("/sounds/move.mp3").play().catch(err
=> {});
1599 if (this.mode
== "computer")
1601 // Send the move to web worker (TODO: including his own moves?!)
1602 this.compWorker
.postMessage(["newmove",move]);
1604 const eog
= this.vr
.checkGameOver();
1607 if (["human","computer"].includes(this.mode
))
1611 // Just show score on screen (allow undo)
1613 this.showScoreMsg();
1619 VariantRules
.PlayOnBoard(this.vr
.board
, move);
1620 this.$forceUpdate(); //TODO: ?!
1622 if (["human","computer","friend"].includes(this.mode
))
1623 this.updateStorage(); //after our moves and opponent moves
1624 if (this.mode
== "computer" && this.vr
.turn
!= this.mycolor
&& this.score
== "*")
1626 console
.log(this.vr
.moves
.length
+ " " + this.vr
.turn
+ " " + this.mycolor
);
1627 this.playComputerMove();
1631 // Navigate after game is over
1632 if (this.cursor
== 0)
1633 return; //already at the beginning
1634 if (this.cursor
== this.vr
.moves
.length
)
1635 this.incheck
= []; //in case of...
1636 const move = this.vr
.moves
[--this.cursor
];
1637 VariantRules
.UndoOnBoard(this.vr
.board
, move);
1638 this.$forceUpdate(); //TODO: ?!
1640 undoInGame: function() {
1641 const lm
= this.vr
.lastMove
;
1645 if (this.sound
== 2)
1646 new Audio("/sounds/undo.mp3").play().catch(err
=> {});
1647 this.incheck
= this.vr
.getCheckSquares(this.vr
.turn
);