label.modal-close(for="modalEog")
h3#eogMessage.section {{ endgameMessage }}
// TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
- Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
+ Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
:user-color="game.mycolor" :orientation="orientation"
:vname="game.vname" @play-move="play")
.button-group
a#download(href="#")
.button-group
button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
- button Import game
+
+ // TODO: Import game button copy game locally in IndexedDB
+ //button Import game
+
+
+// TODO: do not use localStorage for current game, but directly indexedDB
+// update function is similar
+// ==> retrieval functions must filter on score, and potential "imported" tag
+// ==> this should allow several simultaneous games
+
+
//MoveList(v-if="showMoves"
:moves="moves" :cursor="cursor" @goto-move="gotoMove")
</template>
//import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
+import { getDate } from "@/utils/datetime";
export default {
name: 'my-base-game',
return this.game.vname != "Dark" || this.score != "*";
},
analyze: function() {
- return this.game.mode == "analyze";
+ return this.game.mode == "analyze" || this.game.score != "*";
},
},
created: function() {
this.orientation = this.game.mycolor || "w"; //default orientation for observed games
this.score = this.game.score || "*"; //mutable (if initially "*")
this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
+ // Post-processing: decorate each move with color + current FEN:
+ // (to be able to jump to any position quickly)
+ this.moves.forEach(move => {
+ // NOTE: this is doing manually what play() function below achieve,
+ // but in a lighter "fast-forward" way
+ move.color = this.vr.turn;
+ move.notation = this.vr.getNotation(move);
+ this.vr.play(move);
+ move.fen = this.vr.getFen();
+ });
const L = this.moves.length;
this.cursor = L-1;
this.lastMove = (L > 0 ? this.moves[L-1] : null);
pgn += '[Site "vchess.club"]\n';
pgn += '[Variant "' + this.game.vname + '"]\n';
pgn += '[Date "' + getDate(new Date()) + '"]\n';
- pgn += '[White "' + this.game.players[0] + '"]\n';
- pgn += '[Black "' + this.game.players[1] + '"]\n';
+ pgn += '[White "' + this.game.players[0].name + '"]\n';
+ pgn += '[Black "' + this.game.players[1].name + '"]\n';
pgn += '[Fen "' + this.game.fenStart + '"]\n';
pgn += '[Result "' + this.score + '"]\n\n';
let counter = 1;
{
let move = "";
while (i < this.moves.length && this.moves[i].color == color)
- move += this.moves[i++].notation[0] + ",";
+ move += this.moves[i++].notation + ",";
move = move.slice(0,-1); //remove last comma
- pgn += move + (i < this.moves.length-1 ? " " : "");
+ pgn += move + (i < this.moves.length ? " " : "");
}
}
return pgn + "\n";
);
})
);
- const playingColor = userColor || "w"; //default for an observer
+ const playingColor = this.userColor || "w"; //default for an observer
let elementArray = [choices, gameDiv];
if (!!this.vr.reserve)
{
// Clear current live game from localStorage
function clear() {
- localStorage.deleteItem("gameInfo");
- localStorage.deleteItem("gameState");
+ localStorage.removeItem("gameInfo");
+ localStorage.removeItem("gameState");
}
// Current live game:
// TODO: option for remote retrieval (third arg, or just "gameRef")
getLocal: function(gameId, callback)
{
- let games = [];
dbOperation((db) => {
- // TODO: if gameId is provided, limit search to gameId (just .get(gameId). ...)
let objectStore = db.transaction('games').objectStore('games');
- objectStore.openCursor().onsuccess = function(event) {
- var cursor = event.target.result;
- // if there is still another cursor to go, keep running this code
- if (cursor)
- {
- games.push(cursor.value);
- cursor.continue();
+ if (!gameId) //retrieve all
+ {
+ let games = [];
+ objectStore.openCursor().onsuccess = function(event) {
+ let cursor = event.target.result;
+ // if there is still another cursor to go, keep running this code
+ if (cursor)
+ {
+ games.push(cursor.value);
+ cursor.continue();
+ }
+ else
+ callback(games);
+ }
+ }
+ else //just one game
+ {
+ objectStore.get(gameId).onsuccess = function(event) {
+ callback(event.target.result);
}
- else
- callback(games);
}
});
},
button(@click="abortGame") {{ st.tr["Game is too boring"] }}
BaseGame(:game="game" :vr="vr" ref="basegame"
@newmove="processMove" @gameover="gameOver")
- .button-group(v-if="game.mode!='analyze'")
+ .button-group(v-if="game.mode!='analyze' && game.score=='*'")
button(@click="offerDraw") Draw
button(@click="() => abortGame()") Abort
button(@click="resign") Resign
else
{
console.log(event);
+ return;
//const message = event.
- this.gameOver("?");
+ // Next line will trigger a "gameover" event, bubbling up till here
+ this.$refs["basegame"].endGame("?");
this.game.players.forEach(p => {
if (!!p.sid && p.sid != this.st.user.sid)
{
// - from remote peer (one live game I don't play, finished or not)
loadGame: function() {
GameStorage.get(this.gameRef, async (game) => {
+ const vModule = await import("@/variants/" + game.vname + ".js");
+ window.V = vModule.VariantRules;
+ this.vr = new V(game.fenStart);
this.game = Object.assign({},
game,
// NOTE: assign mycolor here, since BaseGame could also bs VS computer
{mycolor: [undefined,"w","b"][1 + game.players.findIndex(
p => p.sid == this.st.user.sid)]},
);
- const vModule = await import("@/variants/" + game.vname + ".js");
- window.V = vModule.VariantRules;
- this.vr = new V(game.fen);
- // Post-processing: decorate each move with current FEN:
- // (to be able to jump to any position quickly)
- game.moves.forEach(move => {
- // NOTE: this is doing manually what BaseGame.play() achieve...
- // but in a lighter "fast-forward" way
- move.color = this.vr.turn;
- this.vr.play(move);
- move.fen = this.vr.getFen();
- });
- this.vr.re_init(game.fen);
});
// // Poll all players except me (if I'm playing) to know online status.
// // --> Send ping to server (answer pong if players[s] are connected)
wss.on("connection", (socket, req) => {
const query = getJsonFromUrl(req.url);
const sid = query["sid"];
+ // TODO: later, allow duplicate connections (shouldn't be much more complicated)
// Ignore duplicate connections (on the same live game that we play):
if (!!clients[sid])
return socket.send(JSON.stringify({code:"duplicate"}));