const q = s => document.querySelector(s); // socket variable will be initialized on first load/join let socket = null; let myPlayerId = null; let currentGameId = null; let selected = null; // {x,y} function renderBoardFromState(state) { const container = q('#board-container'); if(!container){ console.error('renderBoardFromState: #board-container not found'); return; } console.log('renderBoardFromState called, state present?', !!state); container.innerHTML = ''; const boardEl = document.createElement('div'); boardEl.className = 'board'; // if no state provided, create an empty 8x8 board if(!state || !state.board){ const w = 8, h = 8; const board = Array.from({ length: h }, () => Array.from({ length: w }, () => null)); state = { board, width: w, height: h }; } const h = state.height || state.board.length; const w = state.width || (state.board[0] && state.board[0].length) || 8; // Use CSS grid so cells distribute evenly and keep the board square via wrapper's aspect-ratio boardEl.style.display = 'grid'; boardEl.style.gridTemplateColumns = `repeat(${w}, 1fr)`; boardEl.style.gridTemplateRows = `repeat(${h}, 1fr)`; // Keep cells square regardless of board dimensions by setting an aspect-ratio on the board element. // We want height / width ratio so each grid cell becomes square: aspect-ratio = h / w boardEl.style.aspectRatio = `${w} / ${h}`; // CSS aspect-ratio uses width/height, but grid tracks make squares when width/height ratio is set accordingly // Make the board responsive: max size will be limited by container width boardEl.style.maxWidth = 'min(90vmin, 80vw)'; boardEl.style.width = '100%'; for (let r = 0; r < h; r++) { for (let c = 0; c < w; c++) { const cell = document.createElement('div'); cell.className = 'cell'; // alternate light/dark based on coordinates (classic checkerboard) const isLight = ((r + c) % 2) === 0; cell.classList.add(isLight ? 'light' : 'dark'); cell.dataset.x = c; cell.dataset.y = r; const piece = document.createElement('img'); piece.className = 'piece'; const cellObj = state.board[r] && state.board[r][c]; if (cellObj) { const t = cellObj.type || 'PAWN'; const color = (cellObj.color || 'white').toLowerCase(); const lookup = { PAWN: `assets/chess-pieces/chess_maestro_bw/${color[0] === 'w' ? 'wP' : 'bP'}.svg`, ROOK: `assets/chess-pieces/chess_maestro_bw/${color[0] === 'w' ? 'wR' : 'bR'}.svg`, KNIGHT: `assets/chess-pieces/chess_maestro_bw/${color[0] === 'w' ? 'wN' : 'bN'}.svg`, BISHOP: `assets/chess-pieces/chess_maestro_bw/${color[0] === 'w' ? 'wB' : 'bB'}.svg`, QUEEN: `assets/chess-pieces/chess_maestro_bw/${color[0] === 'w' ? 'wQ' : 'bQ'}.svg`, KING: `assets/chess-pieces/chess_maestro_bw/${color[0] === 'w' ? 'wK' : 'bK'}.svg`, }; piece.src = lookup[t] || lookup.PAWN; } else { piece.style.display = 'none'; } cell.appendChild(piece); boardEl.appendChild(cell); // click to select/move cell.addEventListener('click', () => { // if no game/socket, ignore if (!currentGameId) return; const x = parseInt(cell.dataset.x, 10); const y = parseInt(cell.dataset.y, 10); if (!selected) { selected = { x, y }; cell.classList.add('selected'); setMeta('Selected ' + x + ',' + y); } else { // send move const from = selected; const to = { x, y }; selected = null; // clear previously selected class document.querySelectorAll('.cell.selected').forEach(el => el.classList.remove('selected')); setMeta('Sending move ' + from.x + ',' + from.y + ' -> ' + to.x + ',' + to.y); if (socket && myPlayerId && currentGameId) socket.emit('move', { gameId: currentGameId, playerId: myPlayerId, from, to }); } }); } } container.appendChild(boardEl); console.log('renderBoardFromState: board appended (w=' + w + ', h=' + h + ')'); } function setMeta(text) { q('#meta').textContent = text; } q('#create-only')?.addEventListener('click', async () => { const name = q('#game-name').value || 'game-from-ui'; const res = await fetch('/api/create', { method: 'POST', headers: {'Content-Type':'application/json'}, body: JSON.stringify({ name, ownerNickname: 'ui-host' }) }); const j = await res.json(); setMeta('Created: ' + j.game.id); q('#game-id-input').value = j.game.id; }); q('#create-start')?.addEventListener('click', async () => { const name = q('#game-name').value || 'game-from-ui'; // create const createResp = await fetch('/api/create', { method: 'POST', headers: {'Content-Type':'application/json'}, body: JSON.stringify({ name, ownerNickname: 'ui-host' }) }); const createJson = await createResp.json(); const id = createJson.game.id; setMeta('Created: ' + id + ' — joining as second player...'); // join as second player await fetch('/api/join', { method: 'POST', headers: {'Content-Type':'application/json'}, body: JSON.stringify({ id, nickname: 'ui-guest' }) }); setMeta('Joined — starting...'); const startResp = await fetch('/api/start', { method: 'POST', headers: {'Content-Type':'application/json'}, body: JSON.stringify({ id }) }); const startJson = await startResp.json(); setMeta('Started: ' + id); if (startJson.game && startJson.game.state) renderBoardFromState(startJson.game.state); // connect socket and join room as the guest player we created earlier currentGameId = id; // try to capture the second player id from server game.players const players = startJson.game.players || []; if (players[1]) myPlayerId = players[1].id; else if (players[0]) myPlayerId = players[0].id; if (!socket) { socket = io(); socket.on('connect', () => { socket.emit('join-game', currentGameId); socket.emit('identify', { gameId: currentGameId, playerId: myPlayerId }); }); socket.on('game-state', (s) => { renderBoardFromState(s); setMeta('game-state updated'); }); socket.on('move', (m) => { setMeta('remote move ' + JSON.stringify(m)); }); socket.on('player-update', (g) => { setMeta('players updated'); }); socket.on('error', (e) => { console.warn('socket error', e); setMeta('Socket error: ' + (e && e.error)); }); } }); q('#load')?.addEventListener('click', async () => { const id = q('#game-id-input').value; if(!id) return setMeta('Enter a game id'); const res = await fetch('/api/game/' + id).catch(e => null); if(!res || !res.ok) return setMeta('Game not found or backend unreachable'); const j = await res.json(); setMeta('Loaded: ' + id + ' (started=' + !!j.started + ')'); if (j.state && j.state.board) renderBoardFromState(j.state); // wire socket to listen to updates in this game currentGameId = id; // choose a player id if any exists (by default pick first) if (j.players && j.players.length > 0) myPlayerId = j.players[0].id; if (!socket) { socket = io(); socket.on('connect', () => { socket.emit('join-game', currentGameId); socket.emit('identify', { gameId: currentGameId, playerId: myPlayerId }); }); socket.on('game-state', (s) => { renderBoardFromState(s); setMeta('game-state updated'); }); socket.on('move', (m) => { setMeta('remote move ' + JSON.stringify(m)); }); socket.on('player-update', (g) => { setMeta('players updated'); }); socket.on('error', (e) => { console.warn('socket error', e); setMeta('Socket error: ' + (e && e.error)); }); } });