// fen: string,
// moves: array of Move objects,
// clocks: array of integers,
-// initime: integer (when clock start running),
+// initime: array of integers (when clock start running),
// score: string (several options; '*' == running),
// }
// TODO: also option to takeback a move ?
// NOTE: for live games only (all on server for corr)
- update: function(gameId, obj) //colorIdx, move, fen, addTime, initime, score
+ update: function(gameId, obj) //colorIdx, nextIdx, move, fen, addTime, score
{
dbOperation((db) => {
let objectStore = db.transaction("games", "readwrite").objectStore("games");
game.fen = obj.fen;
if (!!obj.addTime) //NaN if first move in game
game.clocks[obj.colorIdx] += obj.addTime;
+ game.initime[obj.nextIdx] = Date.now();
}
- if (!!obj.initime) //just a flag (true)
- game.initime = Date.now();
if (!!obj.score)
game.score = obj.score;
objectStore.put(game); //save updated data
button(@click="abortGame") {{ st.tr["Game is too boring"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
- // TODO: virtualClocks[...], not "clockState"
- div Time: {{ clockState }}
+ // TODO: show players names + clocks state
+ div Time: {{ virtualClocks[0] }} - {{ virtualClocks[1] }}
.button-group(v-if="game.mode!='analyze' && game.score=='*'")
button(@click="offerDraw") Draw
button(@click="() => abortGame()") Abort
rid: ""
},
game: { }, //passed to BaseGame
- virtualClocks: [ ], //initialized with true game.clocks
+ virtualClocks: [0, 0], //initialized with true game.clocks
vr: null, //"variant rules" object initialized from FEN
drawOfferSent: false, //did I just ask for draw? (TODO: use for button style)
people: [ ], //potential observers (TODO)
};
},
-
- // TODO: this method should disappear and virtualClocks already be "prettified":
- // all computations are done when game.clocks are updated (see below)
- computed: {
- clockState: function() {
- if (this.virtualClocks.length == 0)
- return; //nothing to display for now
- return ppt(this.virtualClocks[0]) + " - " + ppt(this.virtualClocks[1]);
- },
- },
-
watch: {
'$route' (to, from) {
if (!!to.params["id"])
}
},
"game.clocks": function(newState) {
- this.virtualClocks = newState;
- setInterval(function() {
+ this.virtualClocks = newState.map(s => ppt(s));
+ const currentTurn = this.vr.turn;
+ const colorIdx = ["w","b","g","r"].indexOf(currentTurn);
+ let countdown = newState[colorIdx] -
+ (Date.now() - this.game.initime[colorIdx])/1000;
+ const myTurn = (currentTurn == this.game.mycolor);
- // TODO: run clock of current turn, stop at 0, clearInterval in the end
- // https://www.geeksforgeeks.org/create-countdown-timer-using-javascript/
- // if it was my turn, call gameOver. Otherwise just stay at 0 and wait.
- if ( ...........)
-//à 0, bloquer puis si mon temps : perte au temps. Sinon attendre message adversaire (il peut être offline).
+console.log(this.vr.turn + " " + currentTurn + " " + this.vr.getFen());
- });
+ let clockUpdate = setInterval(() => {
+
+
+
+
+console.log(countdown);
+ console.log(this.vr.turn +" " + currentTurn + " " + this.vr.getFen());
+
+// TODO: incoherent state because vr is altered in BaseGame to replay game
+ // ==> should use a temporary vr ?
+
+
+
+ if (countdown <= 0 || this.vr.turn != currentTurn)
+ {
+ clearInterval(clockUpdate);
+ if (countdown <= 0 && myTurn)
+ {
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
+ this.game.players.forEach(p => {
+ if (p.sid != this.st.user.sid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "timeover",
+ target: p.sid,
+ }));
+ }
+ });
+ }
+ }
+ // TODO: with Vue 3, just do this.virtualClocks[colorIdx] = ppt(--countdown)
+ this.$set(this.virtualClocks, colorIdx, ppt(Math.max(0, --countdown)));
+ }, 1000);
},
},
created: function() {
return;
//const message = event.
// Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame("?");
+ this.$refs["basegame"].endGame("?", "Abort: " + event.msg); //TODO
this.game.players.forEach(p => {
if (!!p.sid && p.sid != this.st.user.sid)
{
}
});
// Next line will trigger a "gameover" event, bubbling up till here
- this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0");
+ this.$refs["basegame"].endGame(
+ this.game.mycolor=="w" ? "0-1" : "1-0", "Resign");
},
// 3 cases for loading a game:
// - from indexedDB (running or completed live game I play)
const afterRetrieval = async (game) => {
const vModule = await import("@/variants/" + game.vname + ".js");
window.V = vModule.VariantRules;
- this.vr = new V(game.fenStart);
+ this.vr = new V(game.fen);
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also bs VS computer
let addTime = undefined;
if (move.color == this.game.mycolor)
{
- const elapsed = Date.now() - this.game.initime;
+ const elapsed = Date.now() - this.game.initime[colorIdx];
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed/1000;
this.game.players.forEach(p => {
}
else
addTime = move.addTime; //supposed transmitted
- const myTurnNow = (this.vr.turn == this.game.mycolor);
+ const nextIdx = ["w","b","g","r"].indexOf(this.vr.turn);
GameStorage.update(this.gameRef.id,
{
colorIdx: colorIdx,
+ nextIdx: nextIdx,
move: filtered_move,
fen: move.fen,
addTime: addTime,
- initime: myTurnNow,
});
// Also update current game object:
this.game.moves.push(move);
this.game.fen = move.fen;
this.game.clocks[colorIdx] += (!!addTime ? addTime : 0);
- this.game.initime = (myTurnNow ? Date.now() : undefined);
+ this.game.initime[nextIdx] = Date.now();
},
// TODO: this update function should also work for corr games
gameOver: function(score) {