-<template>
- <div class="home">
- <Home msg="Welcome to Your Vue.js Apppp"/>
- </div>
+<template lang="pug">
+div
+ input#modalNewgame.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="titleFenedit")
+ .card.smallpad
+ label#closeNewgame.modal-close(for="modalNewgame")
+ fieldset
+ label(for="selectVariant") {{ st.tr["Variant"] }}
+ select#selectVariant(v-model="newgameInfo.vid")
+ option(v-for="v in st.variants" :value="v.id") {{ v.name }}
+ fieldset
+ label(for="selectNbPlayers") {{ st.tr["Number of players"] }}
+ select#selectNbPlayers(v-model="newgameInfo.nbPlayers")
+ option(v-show="possibleNbplayers(2)" value="2") 2
+ option(v-show="possibleNbplayers(3)" value="3") 3
+ option(v-show="possibleNbplayers(4)" value="4") 4
+ fieldset
+ label(for="timeControl") Time control (in days)
+ #timeControl
+ input(type="number" v-model="newgameInfo.mainTime"
+ placeholder="Main time")
+ input(type="number" v-model="newgameInfo.increment"
+ placeholder="Increment")
+ fieldset
+ label(for="selectPlayers") {{ st.tr["Play with?"] }}
+ #selectPlayers
+ input(type="text" v-model="newgameInfo.players[0].name")
+ input(v-show="newgameInfo.nbPlayers>=3" type="text"
+ v-model="newgameInfo.players[1].name")
+ input(v-show="newgameInfo.nbPlayers==4" type="text"
+ v-model="newgameInfo.players[2].name")
+ fieldset
+ label(for="inputFen")
+ | {{ st.tr["FEN (ignored if players fields are blank)"] }}
+ input#inputFen(type="text" v-model="newgameInfo.fen")
+ button(@click="newGame") Launch game
+ p TODO: cadence, adversaire (pre-filled if click on name)
+ p cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment
+ p Note: leave FEN blank for random; FEN only for targeted challenge
+ div
+ ChallengeList(:challenges="challenges" @click-challenge="clickChallenge")
+ div(style="border:1px solid black")
+ h3 Online players
+ div(v-for="p in players" @click="challenge(p)") {{ p.name }}
+ button(onClick="doClick('modalNewgame')") New game
+ div
+ .button-group
+ button(@click="gdisplay='live'") Live games
+ button(@click="gdisplay='corr'") Correspondance games
+ GameList(v-show="gdisplay=='live'" :games="liveGames"
+ @show-game="showGame")
+ GameList(v-show="gdisplay=='corr'" :games="corrGames"
+ @show-game="showGame")
</template>
<script>
-// @ is an alias to /src
-import HelloWorld from "@/components/HelloWorld.vue";
-
-export default {
- name: "home",
- components: {
- HelloWorld,
- }
-};
-</script>
-
-// main playing hall: chat + online players + current challenges + button "new game"
-// TODO: my-challenge-list, gérant clicks sur challenges, affichage, réception/émission des infos sur challenges ; de même, my-player-list
+// main playing hall: online players + current challenges + button "new game"
// TODO: si on est en train de jouer une partie, le notifier aux nouveaux connectés
/*
TODO: surligner si nouveau défi perso et pas affichage courant
(cadences base + incrément, corr == incr >= 1jour ou base >= 7j)
--> correspondance: stocker sur serveur lastMove + uid + color + movesCount + gameId + variant + timeleft
fin de partie corr: supprimer partie du serveur au bout de 7 jours (arbitraire)
-main time should be positive (no 0+2 & cie...)
*/
-// TODO: au moins l'échange des coups en P2P ?
+// TODO: au moins l'échange des coups en P2P ? et game chat ?
// TODO: objet game, objet challenge ? et player ?
-Vue.component('my-room', {
- props: ["conn","settings"],
- data: function () {
- return {
- gdisplay: "live",
- user: user,
- liveGames: [],
- corrGames: [],
- players: [], //online players
- challenges: [], //live challenges
- people: [], //people who connect to this room (or disconnect)
- };
- },
- // Modal new game, and then sub-components
- template: `
- <div>
- <input id="modalNewgame" type="checkbox" class="modal"/>
- <div role="dialog" aria-labelledby="titleFenedit">
- <div class="card smallpad">
- <label id="closeNewgame" for="modalNewgame" class="modal-close">
- </label>
- <h3 id="titleFenedit" class="section">
- {{ translate("Game state (FEN):") }}
- </h3>
- <input id="input-fen" type="text"/>
- <p>TODO: cadence, adversaire (pre-filled if click on name)</p>
- <p>cadence 2m+12s ou 7d+1d (m,s ou d,d) --> main, increment</p>
- <p>Note: leave FEN blank for random; FEN only for targeted challenge</p>
- <button @click="newGame">Launch game</button>
- </div>
- </div>
- <div>
- <my-chat :conn="conn" :myname="user.name" :people="people"></my-chat>
- <my-challenge-list :challenges="challenges" @click-challenge="clickChallenge">
- </my-challenge-list>
- </div>
- <button onClick="doClick('modalNewgame')">New game</button>
- <div>
- <div style="border:1px solid black">
- <h3>Online players</h3>
- <div v-for="p in players" @click="challenge(p)">
- {{ p.name }}
- </div>
- </div>
- <div class="button-group">
- <button @click="gdisplay='live'">Live games</button>
- <button @click="gdisplay='corr'">Correspondance games</button>
- </div>
- <my-game-list v-show="gdisplay=='live'" :games="liveGames"
- @show-game="showGame">
- </my-game-list>
- <my-game-list v-show="gdisplay=='corr'" :games="corrGames"
- @show-game="showGame">
- </my-game-list>
- </div>
- </div>
- `,
- created: function() {
- // TODO: ask server for current corr games (all but mines: names, ID, time control)
- const socketMessageListener = msg => {
- const data = JSON.parse(msg.data);
- switch (data.code)
- {
- case "newgame":
- // TODO: new game just started: data contain all informations
- // (id, players, time control, fenStart ...)
- break;
- // TODO: also receive live games summaries (update)
- // (just players names, time control, and ID + player ID)
- case "acceptchallenge":
- // oppid: opponent socket ID (or DB id if registered)
- if (true) //TODO: if challenge is full
- this.newGame(data.challenge, data.user); //user.id et user.name
- break;
- case "withdrawchallenge":
- // TODO
- break;
- case "cancelchallenge":
- // TODO
- break;
- // TODO: distinguish these (dis)connect events from their analogs in game.js
- case "connect":
- this.players.push({name:data.name, id:data.uid});
- break;
- case "disconnect":
- const pIdx = this.players.findIndex(p => p.id == data.uid);
- this.players.splice(pIdx);
- break;
- }
- };
- const socketCloseListener = () => {
- this.conn.addEventListener('message', socketMessageListener);
- this.conn.addEventListener('close', socketCloseListener);
- };
- this.conn.onmessage = socketMessageListener;
- this.conn.onclose = socketCloseListener;
- },
- methods: {
- translate: translate,
- showGame: function(game) {
- let hash = "#game?id=" + game.id;
- if (!!game.uid)
- hash += "&uid=" + game.uid;
- location.hash = hash;
- },
- challenge: function(player) {
- this.conn.send(JSON.stringify({code:"sendchallenge", oppid:p.id,
- user:{name:user.name,id: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.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.conn.send(JSON.stringify({code:"cancelchallenge", cid:challenge.id}));
- this.challenges.splice(index, 1);
- }
- else //accept a challenge
- {
- this.conn.send(JSON.stringify({code:"acceptchallenge",
- cid:challenge.id, user:me}));
- this.challenges[index].to.push(me);
- }
- },
- // user: last person to accept the challenge
- newGame: 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 => {});
- },
- },
-});
+import { store } from "@/store";
+import { NbPlayers } from "@/data/nbPlayers";
+import GameList from "@/components/GameList.vue";
+import ChallengeList from "@/components/ChallengeList.vue";
+export default {
+ name: "my-hall",
+ components: {
+ GameList,
+ ChallengeList,
+ },
+ 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,
+ },
+ };
+ },
+ watch: {
+ "st.conn": function() {
+ // TODO: ask server for current corr games (all but mines: names, ID, time control)
+ const socketMessageListener = msg => {
+ const data = JSON.parse(msg.data);
+ switch (data.code)
+ {
+ case "newgame":
+ // TODO: new game just started: data contain all informations
+ // (id, players, time control, fenStart ...)
+ break;
+ // TODO: also receive live games summaries (update)
+ // (just players names, time control, and ID + player ID)
+ case "acceptchallenge":
+ // oppid: opponent socket ID (or DB id if registered)
+ if (true) //TODO: if challenge is full
+ this.newGame(data.challenge, data.user); //user.id et user.name
+ break;
+ case "withdrawchallenge":
+ // TODO
+ break;
+ case "cancelchallenge":
+ // TODO
+ break;
+ // TODO: distinguish these (dis)connect events from their analogs in game.js
+ case "connect":
+ this.players.push({name:data.name, id:data.uid});
+ break;
+ case "disconnect":
+ const pIdx = this.players.findIndex(p => p.id == data.uid);
+ this.players.splice(pIdx);
+ break;
+ }
+ };
+ const socketCloseListener = () => {
+ this.st.conn.addEventListener('message', socketMessageListener);
+ this.st.conn.addEventListener('close', socketCloseListener);
+ };
+ this.st.conn.onmessage = socketMessageListener;
+ this.st.conn.onclose = socketCloseListener;
+ },
+ },
+ 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);
+ }
+ );
+ // 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 variants = this.st.variants;
+ const idxInVariants =
+ variants.findIndex(v => v.id == this.newgameInfo.vid);
+ return NbPlayers[variants[idxInVariants].name].includes(nbp);
+ },
+ },
+};
+</script>
+
+<style lang="sass">
+// TODO
+</style>