Vue.component('my-board', {
// Last move cannot be guessed from here, and is required to highlight squares
- // gotoMove : juste set FEN depuis FEN stocké dans le coup (TODO)
- // send event after each move (or undo), to notify what was played
- // also notify end of game (which returns here later through prop...)
- props: ["fen","moveToPlay","moveToUndo",
- "analyze","lastMove","orientation","userColor","gameOver"],
+ // vr: object to check moves, print board...
+ props: ["vr","lastMove","mode","orientation","userColor","gameOver"],
data: function () {
return {
hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
selectedPiece: null, //moving piece (or clicked piece)
incheck: [],
start: {}, //pixels coordinates + id of starting square (click or drag)
- vr: null, //object to check moves, store them, FEN..
};
},
- watch: {
- // NOTE: maybe next 3 should be encapsulated in object to be watched (?)
- fen: function(newFen) {
- this.vr = new VariantRules(newFen);
- },
- moveToPlay: function(move) {
- this.play(move, "animate");
- },
- moveToUndo: function(move) {
- this.undo(move);
- },
- },
- created: function() {
- this.vr = new VariantRules(this.fen);
- },
render(h) {
const [sizeX,sizeY] = [V.size.x,V.size.y];
// Precompute hints squares to facilitate rendering
]));
}
let oppReservePiecesArray = [];
- const oppCol = this.vr.getOppCol(this.userColor);
+ const oppCol = V.GetOppCol(this.userColor);
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
oppReservePiecesArray.push(h('div',
this.selectedPiece.style.zIndex = 3000;
const startSquare = this.getSquareFromId(e.target.parentNode.id);
this.possibleMoves = [];
- const color = this.analyze || this.gameOver
+ const color = this.mode=="analyze" || this.gameOver
? this.vr.turn
: this.userColor;
if (this.vr.canIplay(color,startSquare))
});
return moves;
},
- animateMove: function(move) {
- let startSquare = document.getElementById(this.getSquareId(move.start));
- let endSquare = document.getElementById(this.getSquareId(move.end));
- let rectStart = startSquare.getBoundingClientRect();
- let rectEnd = endSquare.getBoundingClientRect();
- let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
- let movingPiece =
- document.querySelector("#" + this.getSquareId(move.start) + " > img.piece");
- // HACK for animation (with positive translate, image slides "under background")
- // Possible improvement: just alter squares on the piece's way...
- squares = document.getElementsByClassName("board");
- for (let i=0; i<squares.length; i++)
- {
- let square = squares.item(i);
- if (square.id != this.getSquareId(move.start))
- square.style.zIndex = "-1";
- }
- movingPiece.style.transform = "translate(" + translation.x + "px," +
- translation.y + "px)";
- movingPiece.style.transitionDuration = "0.2s";
- movingPiece.style.zIndex = "3000";
- setTimeout( () => {
- for (let i=0; i<squares.length; i++)
- squares.item(i).style.zIndex = "auto";
- movingPiece.style = {}; //required e.g. for 0-0 with KR swap
- this.play(move);
- }, 250);
- },
- play: function(move, programmatic) {
- if (!!programmatic) //computer or human opponent
- return this.animateMove(move);
- // Not programmatic, or animation is over
- this.vr.play(move);
- if (this.sound == 2)
- new Audio("/sounds/move.mp3").play().catch(err => {});
- // Is opponent in check?
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- const eog = this.vr.getCurrentScore();
- if (eog != "*")
- {
- // TODO: notify end of game (give score)
- }
- },
- undo: function(move) {
- this.vr.undo(move);
- if (this.sound == 2)
- new Audio("/sounds/undo.mp3").play().catch(err => {});
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ play: function(move) {
+ this.$emit('play-move', move);
},
},
})
-// Game logic on a variant page
+// TODO: envoyer juste "light move", sans FEN ni notation ...etc
+
+// Game logic on a variant page: 3 modes, analyze, computer or human
Vue.component('my-game', {
- props: ["gameId"], //to find the game in storage (assumption: it exists)
+ // gameId: to find the game in storage (assumption: it exists)
+ props: ["gameId","mode","allowChat","allowMovelist"],
data: function() {
return {
-
- // TODO: merge next variables into "game"
// if oppid == "computer" then mode = "computer" (otherwise human)
myid: "", //our ID, always set
- //this.myid = localStorage.getItem("myid")
+ //this.myid = localStorage.getItem("myid")
oppid: "", //opponent ID in case of HH game
score: "*", //'*' means 'unfinished'
mycolor: "w",
- fromChallenge: false, //if true, show chat during game
-
- conn: null, //socket connection
- oppConnected: false,
- seek: false,
- fenStart: "",
+ conn: null, //socket connection (et WebRTC connection ?!)
+ oppConnected: false, //TODO?
pgnTxt: "",
// sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
sound: parseInt(localStorage["sound"] || "2"),
// Web worker to play computer moves without freezing interface:
compWorker: new Worker('/javascripts/playCompMove.js'),
timeStart: undefined, //time when computer starts thinking
+ vr: null, //VariantRules object, describing the game state + rules
};
},
computed: {
- mode: function() {
- return (this.game.oppid == "computer" ? "computer" ? "human");
- },
showChat: function() {
- return this.mode=='human' &&
- (this.game.score != '*' || this.game.fromChallenge);
+ return this.allowChat && this.mode=='human' && this.score != '*';
},
showMoves: function() {
- return window.innerWidth >= 768;
+ return this.allowMovelist && window.innerWidth >= 768;
+ },
+ showFen: function() {
+ return variant.name != "Dark" || this.score != "*";
},
},
// Modal end of game, and then sub-components
+ // TODO: provide chat parameters (connection, players ID...)
+ // and alwo moveList parameters (just moves ?)
+ // TODO: connection + turn indicators en haut à droite (superposé au menu)
+ // TODO: controls: abort, clear, resign, draw (avec confirm box)
+ // et si partie terminée : (mode analyse) just clear, back / play
+ // + flip button toujours disponible
+ // gotoMove : vr = new VariantRules(fen stocké dans le coup [TODO])
template: `
<div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2">
<input id="modal-eog" type="checkbox" class="modal"/>
<div role="dialog" aria-labelledby="eogMessage">
<div class="card smallpad small-modal text-center">
- <label for="modal-eog" class="modal-close"></label>
- <h3 id="eogMessage" class="section">{{ endgameMessage }}</h3>
+ <label for="modal-eog" class="modal-close">
+ </label>
+ <h3 id="eogMessage" class="section">
+ {{ endgameMessage }}
+ </h3>
</div>
</div>
-
- <my-chat v-if="showChat"></my-chat>
- //TODO: connection + turn indicators en haut à droite (superposé au menu)
- <my-board></my-board>
- // TODO: controls: abort, clear, resign, draw (avec confirm box)
- // et si partie terminée : (mode analyse) just clear, back / play
- // + flip button toujours disponible
- // Show current FEN (just below board, lower right corner)
-// (if mode != Dark ...)
- elementArray.push(
- h('div',
- {
- attrs: { id: "fen-div" },
- "class": { "section-content": true },
- },
- [
- h('p',
- {
- attrs: { id: "fen-string" },
- domProps: { innerHTML: this.vr.getBaseFen() },
- "class": { "text-center": true },
- }
- )
- ]
- )
- );
-
+ <my-chat v-if="showChat">
+ </my-chat>
+ <my-board v-bind:vr="vr">
+ </my-board>
+ <div v-show="showFen" id="fen-div" class="section-content">
+ <p id="fen-string" class="text-center">
+ {{ vr.getFen() }}
+ </p>
+ </div>
<div id="pgn-div" class="section-content">
- <a id="download" href: "#"></a>
+ <a id="download" href: "#">
+ </a>
<button id="downloadBtn" @click="download">
{{ translations["Download PGN"] }}
</button>
-
- <my-move-list v-if="showMoves"></my-move-list>
+ </div>
+ <my-move-list v-if="showMoves">
+ </my-move-list>
</div>
`,
- computed: {
- endgameMessage: function() {
- let eogMessage = "Unfinished";
- switch (this.game.score)
- {
- case "1-0":
- eogMessage = translations["White win"];
- break;
- case "0-1":
- eogMessage = translations["Black win"];
- break;
- case "1/2":
- eogMessage = translations["Draw"];
- break;
- }
- return eogMessage;
- },
- },
created: function() {
const url = socketUrl;
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id);
-// const socketOpenListener = () => {
-// };
-
-// TODO: after game, archive in indexedDB
-
+ // TODO: after game, archive in indexedDB
// TODO: this events listener is central. Refactor ? How ?
const socketMessageListener = msg => {
const data = JSON.parse(msg.data);
const socketCloseListener = () => {
this.conn = new WebSocket(url + "/?sid=" + this.myid + "&page=" + variant._id);
- //this.conn.addEventListener('open', socketOpenListener);
this.conn.addEventListener('message', socketMessageListener);
this.conn.addEventListener('close', socketCloseListener);
};
- //this.conn.onopen = socketOpenListener;
this.conn.onmessage = socketMessageListener;
this.conn.onclose = socketCloseListener;
-
-
- // Listen to keyboard left/right to navigate in game
- // TODO: also mouse wheel !
- document.onkeydown = event => {
- if (["human","computer"].includes(this.mode) &&
- !!this.vr && this.vr.moves.length > 0 && [37,39].includes(event.keyCode))
- {
- event.preventDefault();
- if (event.keyCode == 37) //Back
- this.undo();
- else //Forward (39)
- this.play();
- }
- };
-
// Computer moves web worker logic: (TODO: also for observers in HH games)
this.compWorker.postMessage(["scripts",variant.name]);
}, delay);
}
},
-
-
+ //TODO: conn pourrait être une prop, donnée depuis variant.js
+ //dans variant.js (plutôt room.js) conn gère aussi les challenges
+ // Puis en webRTC, repenser tout ça.
methods: {
+ setEndgameMessage: function(score) {
+ let eogMessage = "Undefined";
+ switch (score)
+ {
+ case "1-0":
+ eogMessage = translations["White win"];
+ break;
+ case "0-1":
+ eogMessage = translations["Black win"];
+ break;
+ case "1/2":
+ eogMessage = translations["Draw"];
+ break;
+ case "?":
+ eogMessage = "Unfinished";
+ break;
+ }
+ this.endgameMessage = eogMessage;
+ },
download: function() {
// Variants may have special PGN structure (so next function isn't defined here)
- const content = V.GetPGN(this.moves, this.mycolor, this.score, this.fenStart, this.mode);
+ // TODO: get fenStart from local game (using gameid)
+ const content = V.GetPGN(this.moves, this.mycolor, this.score, fenStart, this.mode);
// Prepare and trigger download link
let downloadAnchor = document.getElementById("download");
downloadAnchor.setAttribute("download", "game.pgn");
downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
downloadAnchor.click();
},
- showScoreMsg: function() {
+ showScoreMsg: function(score) {
+ this.setEndgameMessage(score);
let modalBox = document.getElementById("modal-eog");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
const prefix = (this.mode=="computer" ? "comp-" : "");
localStorage.setItem(prefix+"score", score);
}
- this.showScoreMsg();
+ this.showScoreMsg(score);
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.cursor = this.vr.moves.length; //to navigate in finished game
+ // TODO: what about cursor ?
+ //this.cursor = this.vr.moves.length; //to navigate in finished game
},
resign: function(e) {
this.getRidOfTooltip(e.currentTarget);
this.timeStart = Date.now();
this.compWorker.postMessage(["askmove"]);
},
- // OK, these last functions can stay here (?!)
+ animateMove: function(move) {
+ let startSquare = document.getElementById(this.getSquareId(move.start));
+ let endSquare = document.getElementById(this.getSquareId(move.end));
+ let rectStart = startSquare.getBoundingClientRect();
+ let rectEnd = endSquare.getBoundingClientRect();
+ let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
+ let movingPiece =
+ document.querySelector("#" + this.getSquareId(move.start) + " > img.piece");
+ // HACK for animation (with positive translate, image slides "under background")
+ // Possible improvement: just alter squares on the piece's way...
+ squares = document.getElementsByClassName("board");
+ for (let i=0; i<squares.length; i++)
+ {
+ let square = squares.item(i);
+ if (square.id != this.getSquareId(move.start))
+ square.style.zIndex = "-1";
+ }
+ movingPiece.style.transform = "translate(" + translation.x + "px," +
+ translation.y + "px)";
+ movingPiece.style.transitionDuration = "0.2s";
+ movingPiece.style.zIndex = "3000";
+ setTimeout( () => {
+ for (let i=0; i<squares.length; i++)
+ squares.item(i).style.zIndex = "auto";
+ movingPiece.style = {}; //required e.g. for 0-0 with KR swap
+ this.play(move); //TODO: plutôt envoyer message "please play"
+ }, 250);
+ },
+ play: function(move, programmatic) {
+ if (!!programmatic) //computer or human opponent
+ return this.animateMove(move);
+ // Not programmatic, or animation is over
+ if (!move.notation)
+ move.notation = this.vr.getNotation(move);
+ this.vr.play(move);
+ if (!move.fen)
+ move.fen = this.vr.getFen();
+ if (this.sound == 2)
+ new Audio("/sounds/move.mp3").play().catch(err => {});
+ if (this.mode == "human")
+ {
+ updateStorage(move); //after our moves and opponent moves
+ if (this.vr.turn == this.userColor)
+ this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
+ }
+ else if (this.mode == "computer")
+ {
+ // Send the move to web worker (including his own moves)
+ this.compWorker.postMessage(["newmove",move]);
+ }
+ if (this.score == "*" || this.mode == "analyze")
+ {
+ // Stack move on movesList
+ this.moves.push(move);
+ }
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ const score = this.vr.getCurrentScore();
+ if (score != "*")
+ {
+ if (["human","computer"].includes(this.mode))
+ this.endGame(score);
+ else //just show score on screen (allow undo)
+ this.showScoreMsg(score);
+ // TODO: notify end of game (give score)
+ }
+ else if (this.mode == "computer" && this.vr.turn != this.userColor)
+ this.playComputerMove();
+ },
+ undo: function(move) {
+ this.vr.undo(move);
+ if (this.sound == 2)
+ new Audio("/sounds/undo.mp3").play().catch(err => {});
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (this.mode == "analyze")
+ this.moves.pop();
+ },
},
})
-
-//// TODO: keep moves list here
-//get lastMove()
-// {
-// const L = this.moves.length;
-// return (L>0 ? this.moves[L-1] : null);
-// }
-//
-//// here too:
-// move.notation = this.getNotation(move);
+// cursor + ........
//TODO: confirm dialog with "opponent offers draw", avec possible bouton "prevent future offers" + bouton "proposer nulle"
//+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions,
//comme sur lichess
-
-// send move from here:
-//if (this.mode == "human" && this.vr.turn == this.mycolor)
- //this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
- // TODO: play move, and stack it on this.moves (if a move was provided; otherwise just navigate)
-
-// if (["human","computer","friend"].includes(this.mode))
-// this.updateStorage(); //after our moves and opponent moves
-// if (this.mode == "computer" && this.vr.turn != this.mycolor && this.score == "*")
-// this.playComputerMove();
-// if (this.mode == "computer")
-// {
-// // Send the move to web worker (TODO: including his own moves?!)
-// this.compWorker.postMessage(["newmove",move]);
-// }
-// if (["human","computer"].includes(this.mode))
-// this.endGame(eog);
-// else
-// {
-// // Just show score on screen (allow undo)
-// this.score = eog;
-// this.showScoreMsg();
-// }
+//
+//TODO: quand partie terminée (ci-dessus) passer partie dans indexedDB
// TODO: general methods to access/retrieve from storage, to be generalized
// https://developer.mozilla.org/fr/docs/Web/API/API_IndexedDB
// https://dexie.org/
- getStoragePrefix: function(mode) {
- let prefix = "";
- if (mode == "computer")
- prefix = "comp-";
- else if (mode == "friend")
- prefix = "anlz-";
- return prefix;
+ setStorage: function(myid, oppid, gameId, variant, mycolor, fenStart) {
+ localStorage.setItem("myid", myid);
+ localStorage.setItem("oppid", oppid);
+ localStorage.setItem("gameId", gameId);
+ localStorage.setItem("variant", variant);
+ localStorage.setItem("mycolor", mycolor);
+ localStorage.setItem("fenStart", fenStart);
+ localStorage.setItem("moves", []);
},
- setStorage: function() {
- if (this.mode=="human")
- {
- localStorage.setItem("myid", this.myid);
- localStorage.setItem("oppid", this.oppid);
- localStorage.setItem("gameId", this.gameId);
- }
- const prefix = this.getStoragePrefix(this.mode);
- localStorage.setItem(prefix+"variant", variant);
- localStorage.setItem(prefix+"mycolor", this.mycolor);
- 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.getStoragePrefix(this.mode);
- 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);
+ updateStorage: function(move) {
+ let moves = JSON.parse(localStorage.getItem("moves"));
+ moves.push(move);
+ localStorage.setItem("moves", JSON.stringify(moves));
},
// "computer mode" clearing is done through the menu
clearStorage: function() {
- if (this.mode == "human")
- {
- delete localStorage["myid"];
- delete localStorage["oppid"];
- delete localStorage["gameId"];
- }
- const prefix = this.getStoragePrefix(this.mode);
- delete localStorage[prefix+"variant"];
- delete localStorage[prefix+"mycolor"];
- delete localStorage[prefix+"fenStart"];
- delete localStorage[prefix+"moves"];
- delete localStorage[prefix+"fen"];
- delete localStorage[prefix+"score"];
- },
- clearCurrentGame: function(e) {
- this.getRidOfTooltip(e.currentTarget);
- this.clearStorage();
- location.reload(); //to see clearing effects
+ delete localStorage["myid"];
+ delete localStorage["oppid"];
+ delete localStorage["gameId"];
+ delete localStorage["variant"];
+ delete localStorage["mycolor"];
+ delete localStorage["fenStart"];
+ delete localStorage["moves"];
},
-