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
+ 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',
);
elementArray.push(connectedIndic);
}
+ else if (this.mode == "chat")
+ {
+ // Also show connection indication, but also nickname
+ const nicknameOpponent = h(
+ 'div',
+ {
+ "class": {
+ "clickable": true,
+ "topindicator": true,
+ "indic-left": true,
+ "name-connected": this.oppConnected,
+ "name-disconnected": !this.oppConnected,
+ },
+ domProps: {
+ innerHTML: this.oppName,
+ },
+ on: {
+ "click": () => { document.getElementById("modal-chat").checked = true; },
+ },
+ }
+ );
+ elementArray.push(nicknameOpponent);
+ }
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('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',
const data = JSON.parse(msg.data);
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";
// 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)
+ {
+ // 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) {
+ const compMove = e.data;
+ // (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;
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 = "";
+ if (this.mode == "idle") //keep oppid in case of chat after human game
+ this.oppid = "";
},
setStorage: function() {
if (this.mode=="human")
},
clickComputerGame: function(e) {
this.getRidOfTooltip(e.currentTarget);
- if (this.mode == "human")
- return; //no newgame while playing
this.newGame("computer");
},
clickFriendGame: function(e) {
}
}
}
- if (this.mode == "computer" && mode == "human")
- {
- // Save current computer game to resume it later
- this.setStorage();
- }
this.vr = new VariantRules(fen, moves || []);
this.score = "*";
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.fenStart = localStorage.getItem(prefix+"fenStart");
}
else
- this.fenStart = fen;
+ this.fenStart = V.ParseFen(fen).position; //this is enough
if (mode=="human")
{
// Opponent found!
if (this.sound >= 1)
new Audio("/sounds/newgame.mp3").play().catch(err => {});
document.getElementById("modal-newgame").checked = false;
+ this.setStorage(); //in case of interruptions
}
this.oppid = oppId;
this.oppConnected = !continuation;
this.mycolor = color;
this.seek = 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 = color || (Math.random() < 0.5 ? 'w' : 'b');
+ if (!continuation)
+ 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
},
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))
{
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
+ this.compWorker.postMessage(["newmove",move]);
+ }
}
else
{
}
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;
+ 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 = [];
+ }
},
},
})