var core = use('core') var camera = use('camera') var compositor = use('compositor') var input = use('input') var Grid = use('examples/chess/grid') var rules = use('examples/chess/rules') var board_view = use('examples/chess/board_view') var game_state = use('examples/chess/game_state') var grid = Grid(8, 8) grid.width = 8 grid.height = 8 board_view.init(grid) var S = board_view.S, GW = board_view.GW, GH = board_view.GH var game_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}}) var hud_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}}) input.configure({ action_map: { select: ['mouse_button_left'], cancel: ['escape', 'mouse_button_right'] } }) // Network state var my_color = null var server_actor = null var current_turn = "white" // Selection state (declared early for $receiver access) var selectPos = null var validMoves = [] var hover_gx = -1, hover_gy = -1 board_view.set_status("Connecting to host...") $contact(function(server) { if (server) { server_actor = server log.console("Connected to host!") board_view.set_status("Connected, waiting for game...") } else { log.error("Failed to connect to host") board_view.set_status("Connection failed!") } }, {address: "127.0.0.1", port: 7777}) $receiver(function(msg) { if (msg.type == "assign") { my_color = msg.color log.console("Assigned color: " + my_color) board_view.set_status("Playing as " + my_color) } else if (msg.type == "state") { current_turn = game_state.deserialize(msg, grid, board_view) board_view.set_status(current_turn + "'s turn") selectPos = null validMoves = [] } else if (msg.type == "result") { if (!msg.ok) { board_view.set_status("Move rejected: " + msg.error) } } }) // Local input — client plays black function compute_valid_moves(from) { validMoves = [] var piece = grid.at(from)[0] if (!piece) return var x = 0, y = 0, to = null, dest = null for (y = 0; y < 8; y++) { for (x = 0; x < 8; x++) { to = [x, y] dest = grid.at(to) if (length(dest) && dest[0].colour == piece.colour) continue if (rules.canMove(piece, from, to, grid)) push(validMoves, to) } } } var game_input = { on_input: function(action, data) { var clicked = null, cell = null, is_valid = false, i = 0 if (!data.pressed) return if (!my_color || current_turn != my_color) return if (action == 'cancel') { selectPos = null validMoves = [] board_view.highlight(selectPos, validMoves, hover_gx, hover_gy) return } if (action == 'select' && hover_gx >= 0 && hover_gx < 8 && hover_gy >= 0 && hover_gy < 8) { clicked = [hover_gx, hover_gy] cell = grid.at(clicked) if (selectPos) { is_valid = false for (i = 0; i < length(validMoves); i++) { if (validMoves[i][0] == clicked[0] && validMoves[i][1] == clicked[1]) { is_valid = true break } } if (is_valid) { // Send move to server — don't apply locally if (server_actor) { send(server_actor, {type: "move", fx: selectPos[0], fy: selectPos[1], tx: clicked[0], ty: clicked[1]}) } selectPos = null validMoves = [] } else if (length(cell) && cell[0].colour == my_color) { selectPos = clicked compute_valid_moves(selectPos) } else { selectPos = null validMoves = [] } } else { if (length(cell) && cell[0].colour == my_color) { selectPos = clicked compute_valid_moves(selectPos) } } board_view.highlight(selectPos, validMoves, hover_gx, hover_gy) } } } input.player1().possess(game_input) var comp_config = { clear: {r: 0.15, g: 0.15, b: 0.2, a: 1}, planes: [ {name: 'game', camera: game_cam, resolution: {width: GW, height: GH}, presentation: 'letterbox'}, {name: 'hud', camera: hud_cam, resolution: {width: GW, height: GH}, presentation: 'stretch'} ] } core.start({ width: 640, height: 640, title: "Chess - Client (Black)", input: function(ev) { var wp = null if (ev.type == 'mouse_motion') { wp = game_cam.window_to_world(ev.pos[0], ev.pos[1]) if (wp) { hover_gx = floor(wp.x / S) hover_gy = floor(wp.y / S) } } }, update: function(dt) { board_view.highlight(selectPos, validMoves, hover_gx, hover_gy) }, render: function() { return compositor.execute(compositor.compile(comp_config)) } })