From 93d1d7a7e07e7bad94318d3cb4cbe906d85bd811 Mon Sep 17 00:00:00 2001 From: Benjamin Auder <benjamin.auder@somewhere> Date: Thu, 13 Jun 2019 17:53:01 +0200 Subject: [PATCH] 'update' --- client/src/components/BaseGame.vue | 8 ++- client/src/components/Board.vue | 26 +++++----- client/src/components/ComputerGame.vue | 4 +- client/src/views/Game.vue | 69 ++++++++++++-------------- 4 files changed, 54 insertions(+), 53 deletions(-) diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index 393b9ccf..2cfa1245 100644 --- a/client/src/components/BaseGame.vue +++ b/client/src/components/BaseGame.vue @@ -6,6 +6,7 @@ .card.smallpad.small-modal.text-center 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'" :user-color="game.mycolor" :orientation="orientation" :vname="game.vname" @play-move="play") @@ -142,6 +143,9 @@ export default { modalBox.checked = true; setTimeout(() => { modalBox.checked = false; }, 2000); }, + +// TODO: second arg == message + endGame: function(score) { this.score = score; this.showScoreMsg(score); @@ -219,10 +223,10 @@ export default { this.moves = this.moves.slice(0,this.cursor).concat([move]); } } - // Is opponent in check? + // Is opponent in check? (TODO: generalize, find all check squares) this.incheck = this.vr.getCheckSquares(this.vr.turn); const score = this.vr.getCurrentScore(); - if (score != "*") + if (score != "*") //TODO: generalize score for 3 or 4 players { if (!this.analyze) this.endGame(score); diff --git a/client/src/components/Board.vue b/client/src/components/Board.vue index ff50b121..27833815 100644 --- a/client/src/components/Board.vue +++ b/client/src/components/Board.vue @@ -1,5 +1,5 @@ <script> -// TODO: for 3 or 4 players, write a "board3.js" (board4.js) +// TODO: BoardHex for hexagonal variants (2 players) import { getSquareId, getSquareFromId } from "@/utils/squareId"; import { ArrayFun } from "@/utils/array"; @@ -8,7 +8,7 @@ export default { name: 'my-board', // Last move cannot be guessed from here, and is required to highlight squares // vr: object to check moves, print board... - // userColor: for mode HH or HC + // userColor is left undefined for an external observer props: ["vr","lastMove","analyze","orientation","userColor","vname"], data: function () { return { @@ -38,7 +38,7 @@ export default { attrs: { "id": "choices" }, 'class': { 'row': true }, style: { - "display": this.choices.length>0?"block":"none", + "display": (this.choices.length > 0 ? "block" : "none"), "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px", "width": (this.choices.length * squareWidth) + "px", "height": squareWidth + "px", @@ -96,8 +96,8 @@ export default { let cj = (this.orientation=='w' ? j : sizeY-j-1); let elems = []; if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark" - || this.gameOver || this.analyze - || this.vr.enlightened[this.userColor][ci][cj])) + || this.analyze || (!!this.userColor + && this.vr.enlightened[this.userColor][ci][cj]))) { elems.push( h( @@ -141,8 +141,9 @@ export default { 'light-square': (i+j)%2==0, 'dark-square': (i+j)%2==1, [this.bcolor]: true, - 'in-shadow': this.vname=="Dark" && !this.gameOver - && !this.analyze && !this.vr.enlightened[this.userColor][ci][cj], + 'in-shadow': this.vname=="Dark" && !this.analyze + && (!this.userColor + || !this.vr.enlightened[this.userColor][ci][cj]), 'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj, 'incheck': showLight && incheckSq[ci][cj], }, @@ -156,10 +157,11 @@ export default { ); }) ); + const playingColor = userColor || "w"; //default for an observer let elementArray = [choices, gameDiv]; if (!!this.vr.reserve) { - const shiftIdx = (this.userColor=="w" ? 0 : 1); + const shiftIdx = (playingColor=="w" ? 0 : 1); let myReservePiecesArray = []; for (let i=0; i<V.RESERVE_PIECES.length; i++) { @@ -174,17 +176,17 @@ export default { 'class': {"piece":true, "reserve":true}, attrs: { "src": "/images/pieces/" + - this.vr.getReservePpath(this.userColor,i) + ".svg", + this.vr.getReservePpath(playingColor,i) + ".svg", } }), h('sup', {"class": { "reserve-count": true } }, - [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ] + [ this.vr.reserve[playingColor][V.RESERVE_PIECES[i]] ] ) ])); } let oppReservePiecesArray = []; - const oppCol = V.GetOppCol(this.userColor); + const oppCol = V.GetOppCol(playingColor); for (let i=0; i<V.RESERVE_PIECES.length; i++) { oppReservePiecesArray.push(h('div', @@ -288,7 +290,7 @@ export default { this.selectedPiece.style.zIndex = 3000; const startSquare = getSquareFromId(e.target.parentNode.id); this.possibleMoves = []; - const color = (this.analyze || this.gameOver ? this.vr.turn : this.userColor); + const color = (this.analyze ? this.vr.turn : this.userColor); if (this.vr.canIplay(color,startSquare)) this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare); // Next line add moving piece just after current image diff --git a/client/src/components/ComputerGame.vue b/client/src/components/ComputerGame.vue index 21b11135..f5d46237 100644 --- a/client/src/components/ComputerGame.vue +++ b/client/src/components/ComputerGame.vue @@ -107,8 +107,8 @@ export default { this.playComputerMove(); } }, - // When game ends normally, just switch to analyze mode - gameOver: function() { + gameOver: function(score) { + // Just switch to analyze mode: no user action can set score this.game.mode = "analyze"; }, }, diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 0c227960..0540fbb0 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -1,18 +1,3 @@ -<!-- TODO: component Game, + handle players + observers connect/disconnect - event = "gameconnect" ...etc - connect/disconnect with sid+name (ID not required); name slightly redundant but easier -quand on arrive dans la partie, on poll les sids pour savoir qui est en ligne (ping) -(éventuel échange lastate avec les connectés, pong ...etc) -ensuite quand qqun se deco il suffit d'écouter "disconnect" -pareil quand quelqu'un reco. -(c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...) - // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too -// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ? -// onClick :: ask full game to remote player, and register as an observer in game -// (use gameId to communicate) -// on landing on game :: if gameId not found locally, check remotely -// ==> il manque un param dans game : "remoteId" ---> <template lang="pug"> .row .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 @@ -49,7 +34,7 @@ export default { }, game: { }, //passed to BaseGame vr: null, //"variant rules" object initialized from FEN - drawOfferSent: false, //did I just ask for draw? (TODO: draw variables?) + drawOfferSent: false, //did I just ask for draw? (TODO: use for button style) people: [ ], //potential observers (TODO) }; }, @@ -72,19 +57,15 @@ export default { } // TODO: how to know who is observing ? Send message to everyone with game ID ? // and then just listen to (dis)connect events - - // server always send "connect on " + URL ; then add to observers if game... // detect multiple tabs connected (when connect ask server if my SID is already in use) // router when access a game page tell to server I joined + game ID (no need rid) // and ask server for current joined (= observers) // when send to chat (or a move), reach only this group (send gid along) - // --> doivent être enregistrés comme observers au niveau du serveur... // non: poll users + events startObserving / stopObserving // (à faire au niveau du routeur ?) - // TODO: also handle "draw accepted" (use opponents array?) // --> must give this info also when sending lastState... // and, if all players agree then OK draw (end game ...etc) @@ -117,6 +98,7 @@ export default { }); break; // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves + // TODO: need to send along clock state (my current time) with my last move case "lastate": //got opponent infos about last move L = this.vr.moves.length; if (this.gameRef.id != data.gameId) @@ -148,9 +130,19 @@ export default { else if (data.movesCount > L) //just got last move from him this.play(data.lastMove, "animate"); //TODO: wrong call (3 args) break; - case "resign": //..you won! - this.endGame(this.game.mycolor=="w"?"1-0":"0-1"); + case "resign": + this.$refs["basegame"].endGame( + this.game.mycolor=="w" ? "1-0" : "0-1", "Resign"); + break; + case "timeover": + this.$refs["basegame"].endGame( + this.game.mycolor=="w" ? "1-0" : "0-1", "Time"); break; + case "abort": + this.$refs["basegame"].endGame("?", "Abort: " + data.msg); + break; + // TODO: drawaccepted (click draw button before sending move ==> draw offer in move) + // ==> on "newmove", check "drawOffer" field // TODO: also use (dis)connect info to count online players? case "gameconnect": case "gamedisconnect": @@ -214,6 +206,10 @@ export default { abortGame: function() { if (!confirm("Abort the game?")) return; + +// Abort possible à tout moment avec message +// Sorry I have to go / Game seems over / Game is not interesting + //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, //send message: "gameOver" avec score "?" // ==> BaseGame must listen to game.score change, and call "endgame(score)" in this case @@ -221,15 +217,17 @@ export default { resign: function(e) { if (!confirm("Resign the game?")) return; - if (this.mode == "human" && this.oppConnected(this.oppid)) - { - try { - this.st.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); - } catch (INVALID_STATE_ERR) { - return; + this.game.players.forEach(p => { + if (!!p.sid && p.sid != this.st.user.sid) + { + this.st.conn.send(JSON.stringify({ + code: "resign", + target: p.sid, + })); } - } - this.endGame(this.mycolor=="w"?"0-1":"1-0"); + }); + // Next line will trigger a "gameover" event, bubbling up till here + this.$refs["basegame"].endGame(this.game.mycolor=="w" ? "0-1" : "1-0"); }, // 4 cases for loading a game: // - from localStorage (one running game I play) @@ -294,11 +292,13 @@ export default { const elapsed = Date.now() - GameStorage.getInitime(); this.game.players.forEach(p => { if (p.sid != this.st.user.sid) + { this.st.conn.send(JSON.stringify({ code: "newmove", target: p.sid, move: Object.assign({}, filtered_move, {elapsed: elapsed}), })); + } }); move.elapsed = elapsed; // elapsed time is measured in milliseconds @@ -312,8 +312,9 @@ export default { initime: (this.vr.turn == this.game.mycolor), //my turn now? }); }, - // NOTE: this update function should also work for corr games + // TODO: this update function should also work for corr games gameOver: function(score) { + this.game.mode = "analyze"; GameStorage.update({ score: score, }); @@ -321,9 +322,3 @@ export default { }, }; </script> - -<!-- TODO: -// Abort possible à tout moment avec message -// Sorry I have to go / Game seems over / Game is not interesting -// code "T" pour score "perte au temps" ? ---> -- 2.44.0