GameList,
ChallengeList,
},
- data: function () {
- return {
+ data: function () {
+ return {
st: store.state,
- gdisplay: "live",
- liveGames: [],
- corrGames: [],
- players: [], //online players
- challenges: [], //live challenges
- willPlay: [], //IDs of challenges in which I decide to play (>= 3 players)
- newgameInfo: {
- fen: "",
- vid: 0,
- nbPlayers: 0,
- players: [{id:0,name:""},{id:0,name:""},{id:0,name:""}],
- mainTime: 0,
- increment: 0,
- },
- };
- },
+ gdisplay: "live",
+ liveGames: [],
+ corrGames: [],
+ players: [], //online players
+ challenges: [], //live challenges
+ willPlay: [], //IDs of challenges in which I decide to play (>= 3 players)
+ newgameInfo: {
+ fen: "",
+ vid: 0,
+ nbPlayers: 0,
+ players: [{id:0,name:""},{id:0,name:""},{id:0,name:""}],
+ mainTime: 0,
+ increment: 0,
+ },
+ };
+ },
watch: {
"st.conn": function() {
// TODO: ask server for current corr games (all but mines: names, ID, time control)
this.st.conn.onclose = socketCloseListener;
},
},
- methods: {
- showGame: function(game) {
+ methods: {
+ showGame: function(game) {
// NOTE: if we are an observer, the game will be found in main games list
// (sent by connected remote players)
this.$router.push("/" + game.id)
- },
- challenge: function(player) {
- this.st.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
- user:{name:this.st.user.name,id:this.st.user.id}}));
- },
- clickChallenge: function(challenge) {
- const index = this.challenges.findIndex(c => c.id == challenge.id);
- const toIdx = challenge.to.findIndex(p => p.id == user.id);
- const me = {name:user.name,id:user.id};
- if (toIdx >= 0)
- {
- // It's a multiplayer challenge I accepted: withdraw
- this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
- cid:challenge.id, user:me}));
- this.challenges.to.splice(toIdx, 1);
- }
- else if (challenge.from.id == user.id) //it's my challenge: cancel it
- {
- this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
- this.challenges.splice(index, 1);
- }
- else //accept a challenge
- {
- this.st.conn.send(JSON.stringify({code:"acceptchallenge",
- cid:challenge.id, user:me}));
- this.challenges[index].to.push(me);
- }
- // TODO: accepter un challenge peut lancer une partie, il
- // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
- // autres actions:
- // supprime mon défi
- // accepte un défi
- // annule l'acceptation d'un défi (si >= 3 joueurs)
- //
- // si pas le mien et FEN speciale :: (charger code variante et)
- // montrer diagramme + couleur (orienté)
- },
- // user: last person to accept the challenge
- newGameLive: function(chall, user) {
- const fen = chall.fen || V.GenRandInitFen();
- const game = {}; //TODO: fen, players, time ...
- //setStorage(game); //TODO
- game.players.forEach(p => {
- this.conn.send(
- JSON.stringify({code:"newgame", oppid:p.id, game:game}));
- });
- if (this.settings.sound >= 1)
- new Audio("/sounds/newgame.mp3").play().catch(err => {});
- },
- newGame: function() {
- const afterRulesAreLoaded = () => {
- // NOTE: side-effect = set FEN
- // TODO: (to avoid any cheating option) separate the GenRandInitFen() functions
- // in separate files, load on server and generate FEN on server.
- const error = checkChallenge(this.newgameInfo, vname);
- if (!!error)
- return alert(error);
- // Possible (server) error if filled player does not exist
- ajax(
- "/challenges/" + this.newgameInfo.vid,
- "POST",
- this.newgameInfo,
- response => {
- const chall = Object.assign({},
- this.newgameInfo,
- {
- id: response.cid,
- uid: user.id,
- added: Date.now(),
- vname: vname,
- });
- this.challenges.push(chall);
- }
- );
+ },
+ challenge: function(player) {
+ this.st.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
+ user:{name:this.st.user.name,id:this.st.user.id}}));
+ },
+ clickChallenge: function(challenge) {
+ const index = this.challenges.findIndex(c => c.id == challenge.id);
+ const toIdx = challenge.to.findIndex(p => p.id == user.id);
+ const me = {name:user.name,id:user.id};
+ if (toIdx >= 0)
+ {
+ // It's a multiplayer challenge I accepted: withdraw
+ this.st.conn.send(JSON.stringify({code:"withdrawchallenge",
+ cid:challenge.id, user:me}));
+ this.challenges.to.splice(toIdx, 1);
+ }
+ else if (challenge.from.id == user.id) //it's my challenge: cancel it
+ {
+ this.st.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
+ this.challenges.splice(index, 1);
+ }
+ else //accept a challenge
+ {
+ this.st.conn.send(JSON.stringify({code:"acceptchallenge",
+ cid:challenge.id, user:me}));
+ this.challenges[index].to.push(me);
+ }
+ // TODO: accepter un challenge peut lancer une partie, il
+ // faut alors supprimer challenge + creer partie + la retourner et l'ajouter ici
+ // autres actions:
+ // supprime mon défi
+ // accepte un défi
+ // annule l'acceptation d'un défi (si >= 3 joueurs)
+ //
+ // si pas le mien et FEN speciale :: (charger code variante et)
+ // montrer diagramme + couleur (orienté)
+ },
+ // user: last person to accept the challenge
+ newGameLive: function(chall, user) {
+ const fen = chall.fen || V.GenRandInitFen();
+ const game = {}; //TODO: fen, players, time ...
+ //setStorage(game); //TODO
+ game.players.forEach(p => {
+ this.conn.send(
+ JSON.stringify({code:"newgame", oppid:p.id, game:game}));
+ });
+ if (this.settings.sound >= 1)
+ new Audio("/sounds/newgame.mp3").play().catch(err => {});
+ },
+ newGame: function() {
+ const afterRulesAreLoaded = () => {
+ // NOTE: side-effect = set FEN
+ // TODO: (to avoid any cheating option) separate the GenRandInitFen() functions
+ // in separate files, load on server and generate FEN on server.
+ const error = checkChallenge(this.newgameInfo, vname);
+ if (!!error)
+ return alert(error);
+ // Possible (server) error if filled player does not exist
+ ajax(
+ "/challenges/" + this.newgameInfo.vid,
+ "POST",
+ this.newgameInfo,
+ response => {
+ const chall = Object.assign({},
+ this.newgameInfo,
+ {
+ id: response.cid,
+ uid: user.id,
+ added: Date.now(),
+ vname: vname,
+ });
+ this.challenges.push(chall);
+ }
+ );
// TODO: else, if live game: send infos (socket), and...
- };
- const idxInVariants =
- variantArray.findIndex(v => v.id == this.newgameInfo.vid);
- const vname = variantArray[idxInVariants].name;
- const scriptId = vname + "RulesScript";
- if (!document.getElementById(scriptId))
- {
- // Load variant rules (only once)
- var script = document.createElement("script");
- script.id = scriptId;
- script.onload = afterRulesAreLoaded;
- //script.addEventListener ("load", afterRulesAreLoaded, false);
- script.src = "/javascripts/variants/" + vname + ".js";
- document.body.appendChild(script);
- }
- else
- afterRulesAreLoaded();
- },
- possibleNbplayers: function(nbp) {
- if (this.newgameInfo.vid == 0)
- return false;
+ };
+ const idxInVariants =
+ variantArray.findIndex(v => v.id == this.newgameInfo.vid);
+ const vname = variantArray[idxInVariants].name;
+ const scriptId = vname + "RulesScript";
+ if (!document.getElementById(scriptId))
+ {
+ // Load variant rules (only once)
+ var script = document.createElement("script");
+ script.id = scriptId;
+ script.onload = afterRulesAreLoaded;
+ //script.addEventListener ("load", afterRulesAreLoaded, false);
+ script.src = "/javascripts/variants/" + vname + ".js";
+ document.body.appendChild(script);
+ }
+ else
+ afterRulesAreLoaded();
+ },
+ possibleNbplayers: function(nbp) {
+ if (this.newgameInfo.vid == 0)
+ return false;
const variants = this.st.variants;
- const idxInVariants =
- variants.findIndex(v => v.id == this.newgameInfo.vid);
- return NbPlayers[variants[idxInVariants].name].includes(nbp);
- },
- },
+ const idxInVariants =
+ variants.findIndex(v => v.id == this.newgameInfo.vid);
+ return NbPlayers[variants[idxInVariants].name].includes(nbp);
+ },
+ },
};
</script>