TODO: fix draw logic
[vchess.git] / client / src / views / Game.vue
CommitLineData
a6088c90 1<template lang="pug">
7aa548e7 2main
a1c48034 3 input#modalChat.modal(type="checkbox" @change="toggleChat")
dcd68c41
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4 div#chatWrap(role="dialog" data-checkbox="modalChat"
5 aria-labelledby="inputChat")
a1c48034
BA
6 #chat.card
7 label.modal-close(for="modalChat")
3837d4f7 8 Chat(:players="game.players" :pastChats="game.chats"
a1c48034 9 @newchat-sent="finishSendChat" @newchat-received="processChat")
7aa548e7 10 .row
050ae3b5 11 #aboveBoard.col-sm-12.col-md-9.col-md-offset-3.col-lg-10.col-lg-offset-2
cf94b843 12 button#chatBtn(onClick="doClick('modalChat')") Chat
430a2038 13 #actions(v-if="game.mode!='analyze' && game.score=='*'")
dcd68c41 14 button(@click="clickDraw" :class="{['draw-' + drawOffer]: true}") Draw
7aa548e7
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15 button(@click="abortGame") Abort
16 button(@click="resign") Resign
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17 #playersInfo
18 p
19 span.name(:class="{connected: isConnected(0)}") {{ game.players[0].name }}
20 span.time(v-if="game.score=='*'") {{ virtualClocks[0] }}
21 span.split-names -
22 span.name(:class="{connected: isConnected(1)}") {{ game.players[1].name }}
23 span.time(v-if="game.score=='*'") {{ virtualClocks[1] }}
430a2038
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24 BaseGame(:game="game" :vr="vr" ref="basegame"
25 @newmove="processMove" @gameover="gameOver")
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26</template>
27
28<script>
46284a2f 29import BaseGame from "@/components/BaseGame.vue";
f21cd6d9 30import Chat from "@/components/Chat.vue";
a6088c90 31import { store } from "@/store";
967a2686 32import { GameStorage } from "@/utils/gameStorage";
5b87454c 33import { ppt } from "@/utils/datetime";
66d03f23 34import { extractTime } from "@/utils/timeControl";
f41ce580 35import { ArrayFun } from "@/utils/array";
dcd68c41 36import { processModalClick } from "@/utils/modalClick";
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37
38export default {
39 name: 'my-game',
40 components: {
41 BaseGame,
5c8e044f 42 Chat,
a6088c90 43 },
f7121527 44 // gameRef: to find the game in (potentially remote) storage
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45 data: function() {
46 return {
47 st: store.state,
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48 gameRef: { //given in URL (rid = remote ID)
49 id: "",
50 rid: ""
51 },
f41ce580 52 game: {players:[{name:""},{name:""}]}, //passed to BaseGame
809ba2aa 53 virtualClocks: [0, 0], //initialized with true game.clocks
6dd02928 54 vr: null, //"variant rules" object initialized from FEN
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55 drawOffer: "",
56 people: {}, //players + observers
760adbce 57 lastate: undefined, //used if opponent send lastate before game is ready
72ccbd67 58 repeat: {}, //detect position repetition
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59 };
60 },
61 watch: {
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62 "$route": function(to, from) {
63 this.gameRef.id = to.params["id"];
64 this.gameRef.rid = to.query["rid"];
65 this.loadGame();
a6088c90 66 },
5b87454c 67 "game.clocks": function(newState) {
b7cbbda1 68 if (this.game.moves.length < 2 || this.game.score != "*")
dce792f6 69 {
b7cbbda1 70 // 1st move not completed yet, or game over: freeze time
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BA
71 this.virtualClocks = newState.map(s => ppt(s));
72 return;
73 }
809ba2aa 74 const currentTurn = this.vr.turn;
6fba6e0c 75 const colorIdx = ["w","b"].indexOf(currentTurn);
809ba2aa
BA
76 let countdown = newState[colorIdx] -
77 (Date.now() - this.game.initime[colorIdx])/1000;
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78 this.virtualClocks = [0,1].map(i => {
79 const removeTime = i == colorIdx
80 ? (Date.now() - this.game.initime[colorIdx])/1000
81 : 0;
82 return ppt(newState[i] - removeTime);
83 });
809ba2aa 84 let clockUpdate = setInterval(() => {
e69f159d 85 if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
809ba2aa
BA
86 {
87 clearInterval(clockUpdate);
e69f159d 88 if (countdown < 0)
430a2038 89 this.gameOver(this.vr.turn=="w" ? "0-1" : "1-0", "Time");
809ba2aa 90 }
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BA
91 else
92 {
93 // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
94 this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
95 }
809ba2aa 96 }, 1000);
5b87454c 97 },
92a523d1 98 },
dcd68c41 99 // NOTE: some redundant code with Hall.vue (related to people array)
a6088c90 100 created: function() {
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101 // Always add myself to players' list
102 const my = this.st.user;
dcd68c41 103 this.$set(this.people, my.sid, {id:my.id, name:my.name});
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104 this.gameRef.id = this.$route.params["id"];
105 this.gameRef.rid = this.$route.query["rid"]; //may be undefined
760adbce 106 // Define socket .onmessage() and .onclose() events:
5f131484 107 this.st.conn.onmessage = this.socketMessageListener;
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108 const socketCloseListener = () => {
109 store.socketCloseListener(); //reinitialize connexion (in store.js)
a9b131f1 110 this.st.conn.addEventListener('message', this.socketMessageListener);
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111 this.st.conn.addEventListener('close', socketCloseListener);
112 };
cdb34c93 113 this.st.conn.onclose = socketCloseListener;
760adbce
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114 // Socket init required before loading remote game:
115 const socketInit = (callback) => {
116 if (!!this.st.conn && this.st.conn.readyState == 1) //1 == OPEN state
117 callback();
118 else //socket not ready yet (initial loading)
119 this.st.conn.onopen = callback;
120 };
121 if (!this.gameRef.rid) //game stored locally or on server
122 this.loadGame(null, () => socketInit(this.roomInit));
123 else //game stored remotely: need socket to retrieve it
124 {
125 // NOTE: the callback "roomInit" will be lost, so we don't provide it.
126 // --> It will be given when receiving "fullgame" socket event.
127 // A more general approach would be to store it somewhere.
128 socketInit(this.loadGame);
129 }
cdb34c93 130 },
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131 mounted: function() {
132 document.getElementById("chatWrap").addEventListener(
133 "click", processModalClick);
134 },
cdb34c93 135 methods: {
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136 // O.1] Ask server for room composition:
137 roomInit: function() {
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138 // Notify the room only now that I connected, because
139 // messages might be lost otherwise (if game loading is slow)
140 this.st.conn.send(JSON.stringify({code:"connect"}));
760adbce 141 this.st.conn.send(JSON.stringify({code:"pollclients"}));
5f131484 142 },
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143 isConnected: function(index) {
144 const name = this.game.players[index].name;
145 if (this.st.user.name == name)
146 return true;
dcd68c41 147 return Object.values(this.people).some(p => p.name == name);
050ae3b5 148 },
cdb34c93 149 socketMessageListener: function(msg) {
a6088c90 150 const data = JSON.parse(msg.data);
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151 switch (data.code)
152 {
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153 case "duplicate":
154 alert("Warning: duplicate 'offline' connection");
155 break;
5f131484
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156 // 0.2] Receive clients list (just socket IDs)
157 case "pollclients":
158 {
159 data.sockIds.forEach(sid => {
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160 // TODO: understand clearly what happens here, problems when a
161 // game is quit, and then launch a new game from hall.
162 if (!!this.people[sid])
163 return;
164 this.$set(this.people, sid, {id:0, name:""});
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165 // Ask only identity
166 this.st.conn.send(JSON.stringify({code:"askidentity", target:sid}));
167 });
168 break;
169 }
170 case "askidentity":
171 {
172 // Request for identification: reply if I'm not anonymous
173 if (this.st.user.id > 0)
174 {
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175 this.st.conn.send(JSON.stringify({code:"identity",
176 user: {
177 // NOTE: decompose to avoid revealing email
178 name: this.st.user.name,
179 sid: this.st.user.sid,
180 id: this.st.user.id,
181 },
182 target:data.from}));
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183 }
184 break;
185 }
186 case "identity":
187 {
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188 // NOTE: sometimes player.id fails because player is undefined...
189 // Probably because the event was meant for Hall?
41c80bb6 190 if (!this.people[data.user.sid])
cd0d7743 191 return;
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BA
192 this.$set(this.people, data.user.sid,
193 {id: data.user.id, name: data.user.name});
f41ce580 194 // Sending last state only for live games: corr games are complete
dcd68c41 195 if (this.game.type == "live" && this.game.oppsid == data.user.sid)
411d23cd 196 {
f41ce580 197 // Send our "last state" informations to opponent
411d23cd 198 const L = this.game.moves.length;
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199 let lastMove = (L>0 ? this.game.moves[L-1] : undefined);
200 if (!!lastMove && this.drawOffer == "sent")
201 lastMove.draw = true;
411d23cd
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202 this.st.conn.send(JSON.stringify({
203 code: "lastate",
dcd68c41 204 target: data.user.sid,
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205 state:
206 {
6d9f4315 207 lastMove: lastMove,
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208 score: this.game.score,
209 movesCount: L,
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210 clocks: this.game.clocks,
211 }
411d23cd
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212 }));
213 }
a6088c90 214 break;
6fba6e0c 215 }
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216 case "askgame":
217 // Send current (live) game
218 const myGame =
219 {
220 // Minimal game informations:
221 id: this.game.id,
ab6f48ea 222 players: this.game.players.map(p => { return {name:p.name}; }),
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223 vid: this.game.vid,
224 timeControl: this.game.timeControl,
225 };
226 this.st.conn.send(JSON.stringify({code:"game",
227 game:myGame, target:data.from}));
228 break;
f41ce580 229 case "newmove":
41c80bb6 230 this.$set(this.game, "moveToPlay", data.move);
f41ce580 231 break;
a6088c90 232 case "lastate": //got opponent infos about last move
6fba6e0c 233 {
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234 this.lastate = data;
235 if (!!this.game.type) //game is loaded
236 this.processLastate();
237 //else: will be processed when game is ready
a6088c90 238 break;
6fba6e0c 239 }
93d1d7a7 240 case "resign":
430a2038 241 this.gameOver(data.side=="b" ? "1-0" : "0-1", "Resign");
93d1d7a7 242 break;
93d1d7a7 243 case "abort":
430a2038 244 this.gameOver("?", "Abort");
93d1d7a7 245 break;
2cc10cdb 246 case "draw":
dcd68c41 247 this.gameOver("1/2", data.message);
2cc10cdb
BA
248 break;
249 case "drawoffer":
41c80bb6
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250 // NOTE: observers don't know who offered draw
251 this.drawOffer = "received";
6d9f4315 252 break;
7e1a1fe9 253 case "askfullgame":
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254 this.st.conn.send(JSON.stringify({code:"fullgame",
255 game:this.game, target:data.from}));
7e1a1fe9 256 break;
5f131484 257 case "fullgame":
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BA
258 // Callback "roomInit" to poll clients only after game is loaded
259 this.loadGame(data.game, this.roomInit);
5f131484 260 break;
5f131484
BA
261 case "connect":
262 {
dcd68c41
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263 // TODO: next condition is probably not required. See note line 150
264 if (!this.people[data.from])
265 {
266 this.$set(this.people, data.from, {name:"", id:0});
267 this.st.conn.send(JSON.stringify({code:"askidentity", target:data.from}));
268 }
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269 break;
270 }
271 case "disconnect":
dcd68c41 272 this.$delete(this.people, data.from);
a6088c90
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273 break;
274 }
cdb34c93 275 },
760adbce
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276 // lastate was received, but maybe game wasn't ready yet:
277 processLastate: function() {
278 const data = this.lastate;
279 this.lastate = undefined; //security...
280 const L = this.game.moves.length;
281 if (data.movesCount > L)
282 {
283 // Just got last move from him
06e79b07 284 this.$set(this.game, "moveToPlay", data.lastMove);
760adbce
BA
285 if (data.score != "*" && this.game.score == "*")
286 {
287 // Opponent resigned or aborted game, or accepted draw offer
288 // (this is not a stalemate or checkmate)
430a2038 289 this.gameOver(data.score, "Opponent action");
760adbce
BA
290 }
291 this.game.clocks = data.clocks; //TODO: check this?
292 if (!!data.lastMove.draw)
293 this.drawOffer = "received";
294 }
295 },
dcd68c41 296 clickDraw: function() {
a1c48034 297 if (["received","threerep"].includes(this.drawOffer))
6fba6e0c 298 {
2cc10cdb 299 if (!confirm("Accept draw?"))
6fba6e0c 300 return;
a1c48034
BA
301 const message = (this.drawOffer == "received"
302 ? "Mutual agreement"
303 : "Three repetitions");
dcd68c41
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304 Object.keys(this.people).forEach(sid => {
305 if (sid != this.st.user.sid)
306 {
307 this.st.conn.send(JSON.stringify({code:"draw",
308 message:message, target:sid}));
309 }
310 });
a1c48034 311 this.gameOver("1/2", message);
2cc10cdb 312 }
41c80bb6 313 else if (this.drawOffer == "") //no effect if drawOffer == "sent"
6fba6e0c
BA
314 {
315 if (!confirm("Offer draw?"))
316 return;
760adbce 317 this.drawOffer = "sent";
dcd68c41
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318 Object.keys(this.people).forEach(sid => {
319 if (sid != this.st.user.sid)
320 this.st.conn.send(JSON.stringify({code:"drawoffer", target:sid}));
760adbce 321 });
41c80bb6 322 GameStorage.update(this.gameRef.id, {drawOffer: true});
a6088c90
BA
323 }
324 },
7f3484bd
BA
325 abortGame: function() {
326 if (!confirm(this.st.tr["Terminate game?"]))
327 return;
430a2038 328 this.gameOver("?", "Abort");
dcd68c41
BA
329 Object.keys(this.people).forEach(sid => {
330 if (sid != this.st.user.sid)
5f131484
BA
331 {
332 this.st.conn.send(JSON.stringify({
333 code: "abort",
dcd68c41 334 target: sid,
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335 }));
336 }
7f3484bd 337 });
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338 },
339 resign: function(e) {
340 if (!confirm("Resign the game?"))
341 return;
dcd68c41
BA
342 Object.keys(this.people).forEach(sid => {
343 if (sid != this.st.user.sid)
760adbce
BA
344 {
345 this.st.conn.send(JSON.stringify({code:"resign",
dcd68c41 346 side:this.game.mycolor, target:sid}));
760adbce
BA
347 }
348 });
430a2038 349 this.gameOver(this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
a6088c90 350 },
967a2686
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351 // 3 cases for loading a game:
352 // - from indexedDB (running or completed live game I play)
b196f8ea
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353 // - from server (one correspondance game I play[ed] or not)
354 // - from remote peer (one live game I don't play, finished or not)
760adbce 355 loadGame: function(game, callback) {
967a2686 356 const afterRetrieval = async (game) => {
f41ce580
BA
357 const vModule = await import("@/variants/" + game.vname + ".js");
358 window.V = vModule.VariantRules;
359 this.vr = new V(game.fen);
c0b27606 360 const gtype = (game.timeControl.indexOf('d') >= 0 ? "corr" : "live");
92a523d1 361 const tc = extractTime(game.timeControl);
c0b27606
BA
362 if (gtype == "corr")
363 {
f41ce580
BA
364 if (game.players[0].color == "b")
365 {
366 // Adopt the same convention for live and corr games: [0] = white
367 [ game.players[0], game.players[1] ] =
368 [ game.players[1], game.players[0] ];
369 }
c0b27606 370 // corr game: needs to compute the clocks + initime
7f3484bd 371 // NOTE: clocks in seconds, initime in milliseconds
92a523d1 372 game.clocks = [tc.mainTime, tc.mainTime];
92b82def 373 game.moves.sort((m1,m2) => m1.idx - m2.idx); //in case of
b7cbbda1 374 if (game.score == "*") //otherwise no need to bother with time
92a523d1 375 {
b7cbbda1
BA
376 game.initime = [0, 0];
377 const L = game.moves.length;
378 if (L >= 3)
5f131484 379 {
b7cbbda1
BA
380 let addTime = [0, 0];
381 for (let i=2; i<L; i++)
382 {
383 addTime[i%2] += tc.increment -
384 (game.moves[i].played - game.moves[i-1].played) / 1000;
385 }
386 for (let i=0; i<=1; i++)
387 game.clocks[i] += addTime[i];
5f131484 388 }
b7cbbda1
BA
389 if (L >= 1)
390 game.initime[L%2] = game.moves[L-1].played;
391 if (game.drawOffer)
392 this.drawOffer = "received";
92a523d1 393 }
92b82def 394 // Now that we used idx and played, re-format moves as for live games
6d68309a 395 game.moves = game.moves.map( (m) => {
92b82def 396 const s = m.squares;
6d68309a 397 return {
92b82def
BA
398 appear: s.appear,
399 vanish: s.vanish,
400 start: s.start,
401 end: s.end,
92b82def
BA
402 };
403 });
3837d4f7
BA
404 // Also sort chat messages (if any)
405 game.chats.sort( (c1,c2) => { return c2.added - c1.added; });
c0b27606 406 }
f41ce580
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407 const myIdx = game.players.findIndex(p => {
408 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
409 });
92a523d1 410 if (gtype == "live" && game.clocks[0] < 0) //game unstarted
66d03f23
BA
411 {
412 game.clocks = [tc.mainTime, tc.mainTime];
b7cbbda1 413 if (game.score == "*")
22efa391 414 {
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BA
415 game.initime[0] = Date.now();
416 if (myIdx >= 0)
22efa391 417 {
b7cbbda1
BA
418 // I play in this live game; corr games don't have clocks+initime
419 GameStorage.update(game.id,
420 {
421 clocks: game.clocks,
422 initime: game.initime,
423 });
424 }
22efa391 425 }
66d03f23 426 }
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BA
427 this.game = Object.assign({},
428 game,
cf742aaf 429 // NOTE: assign mycolor here, since BaseGame could also be VS computer
6fba6e0c 430 {
c0b27606 431 type: gtype,
66d03f23 432 increment: tc.increment,
6fba6e0c 433 mycolor: [undefined,"w","b"][myIdx+1],
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BA
434 // opponent sid not strictly required (or available), but easier
435 // at least oppsid or oppid is available anyway:
436 oppsid: (myIdx < 0 ? undefined : game.players[1-myIdx].sid),
437 oppid: (myIdx < 0 ? undefined : game.players[1-myIdx].uid),
6fba6e0c 438 }
4b0384fa 439 );
72ccbd67 440 this.repeat = {}; //reset
760adbce
BA
441 if (!!this.lastate) //lastate arrived before game was loaded:
442 this.processLastate();
443 callback();
967a2686
BA
444 };
445 if (!!game)
dc284d90 446 return afterRetrieval(game);
967a2686
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447 if (!!this.gameRef.rid)
448 {
760adbce 449 // Remote live game: forgetting about callback func... (TODO: design)
5f131484
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450 this.st.conn.send(JSON.stringify(
451 {code:"askfullgame", target:this.gameRef.rid}));
967a2686
BA
452 }
453 else
454 {
f41ce580 455 // Local or corr game
11667c79 456 GameStorage.get(this.gameRef.id, afterRetrieval);
967a2686 457 }
a6088c90 458 },
9d54ab89 459 // Post-process a move (which was just played)
ce87ac6a 460 processMove: function(move) {
a1c48034 461 // Update storage (corr or live) if I play in the game
6fba6e0c 462 const colorIdx = ["w","b"].indexOf(move.color);
9d54ab89 463 // https://stackoverflow.com/a/38750895
a1c48034
BA
464 if (!!this.game.mycolor)
465 {
466 const allowed_fields = ["appear", "vanish", "start", "end"];
467 // NOTE: 'var' to see this variable outside this block
468 var filtered_move = Object.keys(move)
469 .filter(key => allowed_fields.includes(key))
470 .reduce((obj, key) => {
471 obj[key] = move[key];
472 return obj;
473 }, {});
474 }
dc284d90 475 // Send move ("newmove" event) to people in the room (if our turn)
dce792f6 476 let addTime = 0;
9d54ab89 477 if (move.color == this.game.mycolor)
b4fb1612 478 {
dce792f6
BA
479 if (this.game.moves.length >= 2) //after first move
480 {
481 const elapsed = Date.now() - this.game.initime[colorIdx];
482 // elapsed time is measured in milliseconds
483 addTime = this.game.increment - elapsed/1000;
484 }
6d68309a 485 let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
dcd68c41
BA
486 Object.keys(this.people).forEach(sid => {
487 if (sid != this.st.user.sid)
dc284d90
BA
488 {
489 this.st.conn.send(JSON.stringify({
490 code: "newmove",
dcd68c41 491 target: sid,
dc284d90
BA
492 move: sendMove,
493 }));
494 }
495 });
b4fb1612 496 }
5b87454c
BA
497 else
498 addTime = move.addTime; //supposed transmitted
6fba6e0c 499 const nextIdx = ["w","b"].indexOf(this.vr.turn);
6d68309a
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500 // Since corr games are stored at only one location, update should be
501 // done only by one player for each move:
a1c48034
BA
502 if (!!this.game.mycolor &&
503 (this.game.type == "live" || move.color == this.game.mycolor))
967a2686 504 {
e69f159d 505 if (this.game.type == "corr")
f41ce580 506 {
e69f159d 507 GameStorage.update(this.gameRef.id,
6d68309a 508 {
e69f159d
BA
509 fen: move.fen,
510 move:
511 {
512 squares: filtered_move,
e69f159d
BA
513 played: Date.now(), //TODO: on server?
514 idx: this.game.moves.length,
515 },
516 });
517 }
518 else //live
519 {
520 GameStorage.update(this.gameRef.id,
521 {
522 fen: move.fen,
523 move: filtered_move,
524 clocks: this.game.clocks.map((t,i) => i==colorIdx
525 ? this.game.clocks[i] + addTime
526 : this.game.clocks[i]),
527 initime: this.game.initime.map((t,i) => i==nextIdx
528 ? Date.now()
529 : this.game.initime[i]),
530 });
531 }
6d68309a 532 }
967a2686
BA
533 // Also update current game object:
534 this.game.moves.push(move);
535 this.game.fen = move.fen;
760adbce 536 //TODO: (Vue3) just this.game.clocks[colorIdx] += addTime;
66d03f23 537 this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
809ba2aa 538 this.game.initime[nextIdx] = Date.now();
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539 // If repetition detected, consider that a draw offer was received:
540 const fenObj = V.ParseFen(move.fen);
541 let repIdx = fenObj.position + "_" + fenObj.turn;
542 if (!!fenObj.flags)
543 repIdx += "_" + fenObj.flags;
544 this.repeat[repIdx] = (!!this.repeat[repIdx]
545 ? this.repeat[repIdx]+1
546 : 1);
547 if (this.repeat[repIdx] >= 3)
a1c48034 548 this.drawOffer = "threerep";
b4fb1612 549 },
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550 toggleChat: function() {
551 document.getElementById("chatBtn").style.backgroundColor = "#e2e2e2";
552 },
553 finishSendChat: function(chat) {
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554 if (this.game.type == "corr")
555 GameStorage.update(this.gameRef.id, {chat: chat});
556 },
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557 processChat: function() {
558 if (!document.getElementById("inputChat").checked)
559 document.getElementById("chatBtn").style.backgroundColor = "#c5fefe";
560 },
430a2038 561 gameOver: function(score, scoreMsg) {
93d1d7a7 562 this.game.mode = "analyze";
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563 this.game.score = score;
564 this.game.scoreMsg = scoreMsg;
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565 const myIdx = this.game.players.findIndex(p => {
566 return p.sid == this.st.user.sid || p.uid == this.st.user.id;
567 });
568 if (myIdx >= 0) //OK, I play in this game
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569 {
570 GameStorage.update(this.gameRef.id,
571 {score: score, scoreMsg: scoreMsg});
572 }
ce87ac6a 573 },
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574 },
575};
576</script>
7e1a1fe9 577
41c80bb6 578<style lang="sass" scoped>
72ccbd67 579.connected
050ae3b5 580 background-color: lightgreen
72ccbd67 581
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582@media screen and (min-width: 768px)
583 #actions
584 width: 300px
585@media screen and (max-width: 767px)
586 .game
587 width: 100%
72ccbd67 588
430a2038 589#actions
cf94b843 590 display: inline-block
430a2038 591 margin-top: 10px
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592 button
593 display: inline-block
594 width: 33%
595 margin: 0
a1c48034 596
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597@media screen and (max-width: 767px)
598 #aboveBoard
599 text-align: center
600
601.name
602 font-size: 1.5rem
603 padding: 1px
604
605.time
606 font-size: 2rem
607 display: inline-block
608 margin-left: 10px
609
610.split-names
611 display: inline-block
612 margin: 0 15px
613
430a2038 614#chat
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615 padding-top: 20px
616 max-width: 600px
430a2038 617 border: none;
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618
619#chatBtn
620 margin: 0 10px 0 0
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621
622.draw-sent, .draw-sent:hover
623 background-color: lightyellow
624
625.draw-received, .draw-received:hover
626 background-color: lightgreen
627
628.draw-threerep, .draw-threerep:hover
629 background-color: #e4d1fc
7e1a1fe9 630</style>