2 import { getSquareId, getSquareFromId } from "@/utils/squareId";
3 import { ArrayFun } from "@/utils/array";
4 import { store } from "@/store";
7 // Last move cannot be guessed from here, and is required for highlights.
8 // vr: object to check moves, print board...
9 // userColor is left undefined for an external observer
22 mobileBrowser: ("ontouchstart" in window),
23 possibleMoves: [], //filled after each valid click/dragstart
24 choices: [], //promotion pieces, or checkered captures... (as moves)
26 selectedPiece: null, //moving piece (or clicked piece)
27 start: null, //pixels coordinates + id of starting square (click or drag)
30 arrows: [], //object of {start: x,y / end: x,y}
31 circles: {}, //object of squares' ID --> true (TODO: use a set?)
34 settings: store.state.settings
39 // Return empty div of class 'game' to avoid error when setting size
42 { "class": { game: true } }
45 const [sizeX, sizeY] = [V.size.x, V.size.y];
46 // Precompute hints squares to facilitate rendering
47 let hintSquares = ArrayFun.init(sizeX, sizeY, false);
48 this.possibleMoves.forEach(m => {
49 hintSquares[m.end.x][m.end.y] = true;
51 // Also precompute in-check squares
52 let incheckSq = ArrayFun.init(sizeX, sizeY, false);
53 this.incheck.forEach(sq => {
54 incheckSq[sq[0]][sq[1]] = true;
57 let lm = this.lastMove;
58 // Precompute lastMove highlighting squares
59 const lmHighlights = {};
61 if (!Array.isArray(lm)) lm = [lm];
63 if (!m.start.noHighlight && V.OnBoard(m.start.x, m.start.y))
64 lmHighlights[m.start.x + sizeX * m.start.y] = true;
65 if (!m.end.noHighlight && V.OnBoard(m.end.x, m.end.y))
66 lmHighlights[m.end.x + sizeX * m.end.y] = true;
68 // For Dice variant (at least?)
69 lmHighlights[m.start.toplay[0] + sizeX * m.start.toplay[1]] = true;
73 this.settings.highlight &&
74 ["all", "highlight"].includes(V.ShowMoves)
77 this.settings.highlight &&
78 ["all", "highlight", "byrow"].includes(V.ShowMoves)
80 const orientation = !V.CanFlip ? "w" : this.orientation;
81 // Ensure that squares colors do not change when board is flipped
82 const lightSquareMod = (sizeX + sizeY) % 2;
83 const showPiece = (x, y) => {
85 this.vr.board[x][y] != V.EMPTY &&
86 (!this.vr.enlightened || this.analyze || this.score != "*" ||
87 (!!this.userColor && this.vr.enlightened[this.userColor][x][y]))
90 const inHighlight = (x, y) => {
91 return showLight && !!lmHighlights[x + sizeX * y];
93 const inShadow = (x, y) => {
97 this.vr.enlightened &&
98 (!this.userColor || !this.vr.enlightened[this.userColor][x][y])
101 // Create board element (+ reserves if needed by variant)
102 let elementArray = [];
106 attrs: { id: "gamePosition" },
112 [...Array(sizeX).keys()].map(i => {
113 const ci = orientation == "w" ? i : sizeX - i - 1;
120 style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
122 [...Array(sizeY).keys()].map(j => {
123 const cj = orientation == "w" ? j : sizeY - j - 1;
124 const squareId = "sq-" + ci + "-" + cj;
126 if (showPiece(ci, cj)) {
131 !!this.selectedPiece &&
132 this.selectedPiece.parentNode.id == squareId
138 this.vr.board[ci][cj],
139 // Extra args useful for some variants:
146 if (this.arrows.length == 0)
147 pieceSpecs["style"] = { position: "absolute" };
148 elems.push(h("img", pieceSpecs));
150 if (this.settings.hints && hintSquares[ci][cj]) {
157 src: "/images/mark.svg"
162 if (!!this.circles[squareId]) {
166 "circle-square": true
169 src: "/images/circle.svg"
174 const oddity = (ci + cj) % 2;
175 const lightSquare = (
176 (!V.DarkBottomRight && oddity == lightSquareMod) ||
177 (V.DarkBottomRight && oddity != lightSquareMod)
184 ["board" + sizeY]: true,
186 !V.Notoodark && lightSquare && !V.Monochrome,
188 !V.Notoodark && (!lightSquare || !!V.Monochrome),
189 "middle-square": V.Notoodark,
190 [this.settings.bcolor]: true,
191 "in-shadow": inShadow(ci, cj),
192 "highlight": inHighlight(ci, cj),
194 showCheck && lightSquare && incheckSq[ci][cj],
196 showCheck && !lightSquare && incheckSq[ci][cj],
197 "hover-highlight": this.vr.hoverHighlight(ci, cj)
200 id: getSquareId({ x: ci, y: cj })
209 if (!!this.vr.reserve) {
210 const playingColor = this.userColor || "w"; //default for an observer
211 const shiftIdx = playingColor == "w" ? 0 : 1;
212 // Some variants have more than sizeY reserve pieces (Clorange: 10)
213 const reserveSquareNb = Math.max(sizeY, V.RESERVE_PIECES.length);
214 let myReservePiecesArray = [];
215 if (!!this.vr.reserve[playingColor]) {
216 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
217 const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
218 myReservePiecesArray.push(
222 "class": { board: true, ["board" + reserveSquareNb]: true },
223 attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
224 style: { opacity: qty > 0 ? 1 : 0.35 }
228 // NOTE: class "reserve" not used currently
229 "class": { piece: true, reserve: true },
233 this.vr.getReservePpath(i, playingColor, orientation) +
240 "class": { "reserve-count": true },
241 style: { top: "calc(100% + 5px)" }
250 let oppReservePiecesArray = [];
251 const oppCol = V.GetOppCol(playingColor);
252 if (!!this.vr.reserve[oppCol]) {
253 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
254 const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
255 oppReservePiecesArray.push(
259 "class": { board: true, ["board" + reserveSquareNb]: true },
260 attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
261 style: { opacity: qty > 0 ? 1 : 0.35 }
265 "class": { piece: true, reserve: true },
269 this.vr.getReservePpath(i, oppCol, orientation) +
276 "class": { "reserve-count": true },
277 style: { top: "calc(100% + 5px)" }
286 const myReserveTop = (
287 (playingColor == 'w' && orientation == 'b') ||
288 (playingColor == 'b' && orientation == 'w')
290 const hasReserveTop = (
291 (myReserveTop && !!this.vr.reserve[playingColor]) ||
292 (!myReserveTop && !!this.vr.reserve[oppCol])
294 // "var" because must be reachable from outside this block
295 var hasReserveBottom = (
296 (myReserveTop && !!this.vr.reserve[oppCol]) ||
297 (!myReserveTop && !!this.vr.reserve[playingColor])
299 // Center reserves, assuming same number of pieces for each side:
300 const nbReservePieces = myReservePiecesArray.length;
302 ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
313 "margin-left": marginLeft
325 myReserveTop ? myReservePiecesArray : oppReservePiecesArray
330 if (hasReserveBottom) {
340 "margin-left": marginLeft
352 myReserveTop ? oppReservePiecesArray : myReservePiecesArray
357 if (hasReserveTop) elementArray.push(reserveTop);
359 elementArray.push(gameDiv);
360 if (!!this.vr.reserve && hasReserveBottom)
361 elementArray.push(reserveBottom);
362 const boardElt = document.getElementById("gamePosition");
363 // boardElt might be undefine (at first drawing)
364 if (this.choices.length > 0 && !!boardElt) {
365 const squareWidth = boardElt.offsetWidth / sizeY;
366 const offset = [boardElt.offsetTop, boardElt.offsetLeft];
367 const maxNbeltsPerRow = Math.min(this.choices.length, sizeY);
368 let topOffset = offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2;
369 let choicesHeight = squareWidth;
370 if (this.choices.length >= sizeY) {
371 // A second row is required (Eightpieces variant)
372 topOffset -= squareWidth / 2;
378 attrs: { id: "choices" },
379 "class": { row: true },
381 top: topOffset + "px",
384 (squareWidth * Math.max(sizeY - this.choices.length, 0)) / 2 +
386 width: (maxNbeltsPerRow * squareWidth) + "px",
387 height: choicesHeight + "px"
393 "class": { "full-width": true }
395 this.choices.map(m => {
396 // A "choice" is a move
397 const applyMove = (e) => {
399 // Force a delay between move is shown and clicked
400 // (otherwise a "double-click" bug might occur)
401 if (Date.now() - this.clickTime < 200) return;
407 ? { touchend: applyMove }
408 : { mouseup: applyMove };
414 ["board" + sizeY]: true
417 width: (100 / maxNbeltsPerRow) + "%",
418 "padding-bottom": (100 / maxNbeltsPerRow) + "%"
426 // orientation: extra arg useful for some variants:
427 this.vr.getPPpath(m, this.orientation) +
430 "class": { "choice-piece": true },
438 elementArray.unshift(choices);
441 // NOTE: click = mousedown + mouseup
442 if (this.mobileBrowser) {
445 touchstart: this.mousedown,
446 touchmove: this.mousemove,
447 touchend: this.mouseup
454 mousedown: this.mousedown,
455 mousemove: this.mousemove,
456 mouseup: this.mouseup,
457 contextmenu: this.blockContextMenu
464 Object.assign({ attrs: { id: "rootBoardElement" } }, onEvents),
469 updated: function() {
470 this.re_setDrawings();
473 blockContextMenu: function(e) {
478 cancelResetArrows: function() {
479 this.startArrow = null;
482 const curCanvas = document.getElementById("arrowCanvas");
483 if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
485 coordsToXY: function(coords, top, left, squareWidth) {
487 // [1] for x and [0] for y because conventions in rules are inversed.
489 left + window.scrollX +
492 (this.orientation == 'w' ? coords[1] : (V.size.y - coords[1]))
496 top + window.scrollY +
499 (this.orientation == 'w' ? coords[0] : (V.size.x - coords[0]))
504 computeEndArrow: function(start, end, top, left, squareWidth) {
505 const endCoords = this.coordsToXY(end, top, left, squareWidth);
506 const delta = [endCoords.x - start.x, endCoords.y - start.y];
507 const dist = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
508 // Simple heuristic for now, just remove 1/3 square.
509 // TODO: should depend on the orientation.
510 const fracSqWidth = squareWidth / 3;
512 x: endCoords.x - delta[0] * fracSqWidth / dist,
513 y: endCoords.y - delta[1] * fracSqWidth / dist
516 drawCurrentArrow: function() {
517 const boardElt = document.getElementById("gamePosition");
518 const squareWidth = boardElt.offsetWidth / V.size.y;
519 const bPos = boardElt.getBoundingClientRect();
522 [this.startArrow[0] + 0.5, this.startArrow[1] + 0.5],
523 bPos.top, bPos.left, squareWidth);
525 this.computeEndArrow(
526 aStart, [this.movingArrow[0] + 0.5, this.movingArrow[1] + 0.5],
527 bPos.top, bPos.left, squareWidth);
528 let currentArrow = document.getElementById("currentArrow");
530 "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y;
531 const arrowWidth = squareWidth / 4;
532 if (!!currentArrow) currentArrow.setAttribute("d", d);
535 document.createElementNS("http://www.w3.org/2000/svg", "path");
536 domArrow.classList.add("svg-arrow");
537 domArrow.id = "currentArrow";
538 domArrow.setAttribute("d", d);
539 domArrow.style = "stroke-width:" + arrowWidth + "px";
540 document.getElementById("arrowCanvas")
541 .insertAdjacentElement("beforeend", domArrow);
544 addArrow: function(arrow) {
545 this.arrows.push(arrow);
547 const boardElt = document.getElementById("gamePosition");
548 const squareWidth = boardElt.offsetWidth / V.size.y;
549 const bPos = boardElt.getBoundingClientRect();
551 this.getSvgArrow(arrow, bPos.top, bPos.left, squareWidth);
552 document.getElementById("arrowCanvas")
553 .insertAdjacentElement("beforeend", newArrow);
555 getSvgArrow: function(arrow, top, left, squareWidth) {
558 [arrow.start[0] + 0.5, arrow.start[1] + 0.5],
559 top, left, squareWidth);
561 this.computeEndArrow(
562 aStart, [arrow.end[0] + 0.5, arrow.end[1] + 0.5],
563 top, left, squareWidth);
564 const arrowWidth = squareWidth / 4;
566 document.createElementNS("http://www.w3.org/2000/svg", "path");
567 path.classList.add("svg-arrow");
570 "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y
572 path.style = "stroke-width:" + arrowWidth + "px";
575 re_setDrawings: function() {
576 // Remove current canvas, if any
577 const curCanvas = document.getElementById("arrowCanvas");
578 if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
579 // Add some drawing on board (for some variants + arrows and circles)
580 const boardElt = document.getElementById("gamePosition");
581 const squareWidth = boardElt.offsetWidth / V.size.y;
582 const bPos = boardElt.getBoundingClientRect();
584 this.arrows.forEach(a => {
585 svgArrows.push(this.getSvgArrow(a, bPos.top, bPos.left, squareWidth));
589 V.Lines.forEach(line => {
591 this.coordsToXY(line[0], bPos.top, bPos.left, squareWidth);
593 this.coordsToXY(line[1], bPos.top, bPos.left, squareWidth);
595 document.createElementNS("http://www.w3.org/2000/svg", "path");
596 if (line[0][0] == line[1][0] || line[0][1] == line[1][1])
597 path.classList.add("svg-line");
599 // "Diagonals" are drawn with a lighter color (TODO: generalize)
600 path.classList.add("svg-diag");
603 "M" + lStart.x + "," + lStart.y + " " +
604 "L" + lEnd.x + "," + lEnd.y
610 document.createElementNS("http://www.w3.org/2000/svg", "svg");
611 arrowCanvas.id = "arrowCanvas";
612 arrowCanvas.setAttribute("stroke", "none");
614 document.createElementNS("http://www.w3.org/2000/svg", "defs");
615 const arrowWidth = squareWidth / 4;
617 document.createElementNS("http://www.w3.org/2000/svg", "marker");
619 marker.setAttribute("markerWidth", (2 * arrowWidth) + "px");
620 marker.setAttribute("markerHeight", (3 * arrowWidth) + "px");
621 marker.setAttribute("markerUnits", "userSpaceOnUse");
622 marker.setAttribute("refX", "0");
623 marker.setAttribute("refY", (1.5 * arrowWidth) + "px");
624 marker.setAttribute("orient", "auto");
626 document.createElementNS("http://www.w3.org/2000/svg", "path");
627 head.classList.add("arrow-head");
630 "M0,0 L0," + (3 * arrowWidth) + " L" +
631 (2 * arrowWidth) + "," + (1.5 * arrowWidth) + " z"
633 marker.appendChild(head);
634 defs.appendChild(marker);
635 arrowCanvas.appendChild(defs);
636 svgArrows.concat(vLines).forEach(av => arrowCanvas.appendChild(av));
637 document.getElementById("rootBoardElement").appendChild(arrowCanvas);
639 mousedown: function(e) {
641 if (!this.mobileBrowser && e.which != 3)
642 // Cancel current drawing and circles, if any
643 this.cancelResetArrows();
644 if (this.mobileBrowser || e.which == 1) {
648 document.getElementById("boardContainer").getBoundingClientRect();
649 // NOTE: classList[0] is enough: 'piece' is the first assigned class
650 const withPiece = (e.target.classList[0] == "piece");
651 // Show possible moves if current player allowed to play
653 getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id);
654 this.possibleMoves = [];
655 const color = this.analyze ? this.vr.turn : this.userColor;
656 if (this.vr.canIplay(color, startSquare)) {
657 // Emit the click event which could be used by some variants
659 (withPiece ? e.target.parentNode.id : e.target.id);
660 this.$emit("click-square", getSquareFromId(targetId));
662 this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
663 // For potential drag'n drop, remember start coordinates
664 // (to center the piece on mouse cursor)
665 let parent = e.target.parentNode; //surrounding square
666 const rect = parent.getBoundingClientRect();
668 x: rect.x + rect.width / 2,
669 y: rect.y + rect.width / 2,
672 // Add the moving piece to the board, just after current image
673 this.selectedPiece = e.target.cloneNode();
675 this.selectedPiece.style,
677 position: "absolute",
679 display: "inline-block",
683 parent.insertBefore(this.selectedPiece, e.target.nextSibling);
687 else this.processMoveAttempt(e);
689 else if (e.which == 3) {
690 // Mouse right button
692 document.getElementById("gamePosition").getBoundingClientRect();
694 // Next loop because of potential marks
695 while (elem.tagName == "IMG") elem = elem.parentNode;
696 this.startArrow = getSquareFromId(elem.id);
699 mousemove: function(e) {
700 if (!this.selectedPiece && !this.startArrow) return;
701 // Cancel if off boardContainer
702 const [offsetX, offsetY] =
704 ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
705 : [e.clientX, e.clientY];
707 offsetX < this.containerPos.left ||
708 offsetX > this.containerPos.right ||
709 offsetY < this.containerPos.top ||
710 offsetY > this.containerPos.bottom
712 if (!!this.selectedPiece) {
713 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
714 delete this.selectedPiece;
715 this.selectedPiece = null;
717 this.possibleMoves = []; //in case of
719 let selected = document.querySelector(".ghost");
720 if (!!selected) selected.classList.remove("ghost");
723 this.startArrow = null;
724 this.movingArrow = null;
725 const currentArrow = document.getElementById("currentArrow");
727 currentArrow.parentNode.removeChild(currentArrow);
732 if (!!this.selectedPiece) {
733 // There is an active element: move it around
735 this.selectedPiece.style,
737 left: offsetX - this.start.x + "px",
738 top: offsetY - this.start.y + "px"
744 // Next loop because of potential marks
745 while (elem.tagName == "IMG") elem = elem.parentNode;
746 // To center the arrow in square:
747 const movingCoords = getSquareFromId(elem.id);
749 movingCoords[0] != this.startArrow[0] ||
750 movingCoords[1] != this.startArrow[1]
752 this.movingArrow = movingCoords;
753 this.drawCurrentArrow();
757 mouseup: function(e) {
759 if (this.mobileBrowser || e.which == 1) {
760 if (!this.selectedPiece) return;
761 // Drag'n drop. Selected piece is no longer needed:
762 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
763 delete this.selectedPiece;
764 this.selectedPiece = null;
765 this.processMoveAttempt(e);
766 } else if (e.which == 3) {
767 if (!this.startArrow) return;
768 // Mouse right button
769 this.movingArrow = null;
770 this.processArrowAttempt(e);
773 // Called by BaseGame after partially undoing multi-moves:
774 resetCurrentAttempt: function() {
775 this.possibleMoves = [];
778 this.selectedPiece = null;
780 processMoveAttempt: function(e) {
781 // Obtain the move from start and end squares
782 const [offsetX, offsetY] =
784 ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
785 : [e.clientX, e.clientY];
786 let landing = document.elementFromPoint(offsetX, offsetY);
787 // Next condition: classList.contains(piece) fails because of marks
788 while (landing.tagName == "IMG") landing = landing.parentNode;
789 if (this.start.id == landing.id) {
790 if (this.click == landing.id) {
791 // Second click on same square: cancel current move
792 this.possibleMoves = [];
795 } else this.click = landing.id;
799 // OK: process move attempt, landing is a square node
800 let endSquare = getSquareFromId(landing.id);
801 let moves = this.findMatchingMoves(endSquare);
802 this.possibleMoves = [];
803 if (moves.length > 1) {
804 this.clickTime = Date.now();
805 this.choices = moves;
806 } else if (moves.length == 1) this.play(moves[0]);
807 // else: forbidden move attempt
809 processArrowAttempt: function(e) {
810 // Obtain the arrow from start and end squares
811 const [offsetX, offsetY] = [e.clientX, e.clientY];
812 let landing = document.elementFromPoint(offsetX, offsetY);
813 // Next condition: classList.contains(piece) fails because of marks
814 while (landing.tagName == "IMG") landing = landing.parentNode;
815 const landingCoords = getSquareFromId(landing.id);
817 this.startArrow[0] == landingCoords[0] &&
818 this.startArrow[1] == landingCoords[1]
820 // Draw (or erase) a circle
821 this.$set(this.circles, landing.id, !this.circles[landing.id]);
824 // OK: add arrow, landing is a new square
825 const currentArrow = document.getElementById("currentArrow");
826 currentArrow.parentNode.removeChild(currentArrow);
828 start: this.startArrow,
832 this.startArrow = null;
834 findMatchingMoves: function(endSquare) {
835 // Run through moves list and return the matching set (if promotions...)
837 this.possibleMoves.filter(m => {
838 return (endSquare[0] == m.end.x && endSquare[1] == m.end.y);
842 play: function(move) {
843 this.$emit("play-move", move);
850 // SVG dynamically added, so not scoped
863 marker-end: url(#arrow)
875 <style lang="sass" scoped>
876 @import "@/styles/_board_squares_img.sass";
879 // TODO: would be cleaner to restrict width so that it doesn't overflow
880 // Commented out because pieces would disappear over the board otherwise:
885 display: inline-block
906 background-color: rgba(0,0,0,0)
909 background-color: #e6ee9c
911 background-color: skyblue
918 // NOTE: no need to set z-index here, since opacity is low
924 background-color: rgba(204, 51, 0, 0.7) !important
926 background-color: rgba(204, 51, 0, 0.9) !important
928 // TODO: no predefined highlight colors, but layers. How?
930 .hover-highlight:hover
931 // TODO: color dependant on board theme, or inner border...
932 background-color: #C571E6 !important
937 background-color: #cdd26a
939 background-color: #f7f783
941 background-color: #9f9fff
943 background-color: #fef273
946 background-color: #aaa23a
948 background-color: #bacb44
950 background-color: #557fff
952 background-color: #e8c525
955 background-color: #BCBA52
957 background-color: #D9E164
959 background-color: #7A8FFF
961 background-color: #F3DC4C