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 lightSquare = (ci + cj) % 2 == lightSquareMod;
180 ["board" + sizeY]: true,
182 !V.Notoodark && lightSquare && !V.Monochrome,
184 !V.Notoodark && (!lightSquare || !!V.Monochrome),
185 "middle-square": V.Notoodark,
186 [this.settings.bcolor]: true,
187 "in-shadow": inShadow(ci, cj),
188 "highlight": inHighlight(ci, cj),
190 showCheck && lightSquare && incheckSq[ci][cj],
192 showCheck && !lightSquare && incheckSq[ci][cj],
193 "hover-highlight": this.vr.hoverHighlight(ci, cj)
196 id: getSquareId({ x: ci, y: cj })
205 if (!!this.vr.reserve) {
206 const playingColor = this.userColor || "w"; //default for an observer
207 const shiftIdx = playingColor == "w" ? 0 : 1;
208 // Some variants have more than sizeY reserve pieces (Clorange: 10)
209 const reserveSquareNb = Math.max(sizeY, V.RESERVE_PIECES.length);
210 let myReservePiecesArray = [];
211 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
212 const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
213 myReservePiecesArray.push(
217 "class": { board: true, ["board" + reserveSquareNb]: true },
218 attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
219 style: { opacity: qty > 0 ? 1 : 0.35 }
223 // NOTE: class "reserve" not used currently
224 "class": { piece: true, reserve: true },
228 this.vr.getReservePpath(i, playingColor, orientation) +
235 "class": { "reserve-count": true },
236 style: { top: "calc(100% + 5px)" }
244 let oppReservePiecesArray = [];
245 const oppCol = V.GetOppCol(playingColor);
246 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
247 const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
248 oppReservePiecesArray.push(
252 "class": { board: true, ["board" + reserveSquareNb]: true },
253 attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
254 style: { opacity: qty > 0 ? 1 : 0.35 }
258 "class": { piece: true, reserve: true },
262 this.vr.getReservePpath(i, oppCol, orientation) +
269 "class": { "reserve-count": true },
270 style: { top: "calc(100% + 5px)" }
278 const myReserveTop = (
279 (playingColor == 'w' && orientation == 'b') ||
280 (playingColor == 'b' && orientation == 'w')
282 // Center reserves, assuming same number of pieces for each side:
283 const nbReservePieces = myReservePiecesArray.length;
285 ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
295 "margin-left": marginLeft
307 myReserveTop ? myReservePiecesArray : oppReservePiecesArray
320 "margin-left": marginLeft
332 myReserveTop ? oppReservePiecesArray : myReservePiecesArray
336 elementArray.push(reserveTop);
338 elementArray.push(gameDiv);
339 if (!!this.vr.reserve) elementArray.push(reserveBottom);
340 const boardElt = document.getElementById("gamePosition");
341 // boardElt might be undefine (at first drawing)
342 if (this.choices.length > 0 && !!boardElt) {
343 const squareWidth = boardElt.offsetWidth / sizeY;
344 const offset = [boardElt.offsetTop, boardElt.offsetLeft];
345 const maxNbeltsPerRow = Math.min(this.choices.length, sizeY);
346 let topOffset = offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2;
347 let choicesHeight = squareWidth;
348 if (this.choices.length >= sizeY) {
349 // A second row is required (Eightpieces variant)
350 topOffset -= squareWidth / 2;
356 attrs: { id: "choices" },
357 "class": { row: true },
359 top: topOffset + "px",
362 (squareWidth * Math.max(sizeY - this.choices.length, 0)) / 2 +
364 width: (maxNbeltsPerRow * squareWidth) + "px",
365 height: choicesHeight + "px"
371 "class": { "full-width": true }
373 this.choices.map(m => {
374 // A "choice" is a move
375 const applyMove = (e) => {
377 // Force a delay between move is shown and clicked
378 // (otherwise a "double-click" bug might occur)
379 if (Date.now() - this.clickTime < 200) return;
385 ? { touchend: applyMove }
386 : { mouseup: applyMove };
392 ["board" + sizeY]: true
395 width: (100 / maxNbeltsPerRow) + "%",
396 "padding-bottom": (100 / maxNbeltsPerRow) + "%"
404 // orientation: extra arg useful for some variants:
405 this.vr.getPPpath(m, this.orientation) +
408 "class": { "choice-piece": true },
416 elementArray.unshift(choices);
419 // NOTE: click = mousedown + mouseup
420 if (this.mobileBrowser) {
423 touchstart: this.mousedown,
424 touchmove: this.mousemove,
425 touchend: this.mouseup
431 mousedown: this.mousedown,
432 mousemove: this.mousemove,
433 mouseup: this.mouseup,
434 contextmenu: this.blockContextMenu
441 Object.assign({ attrs: { id: "rootBoardElement" } }, onEvents),
446 updated: function() {
447 this.re_setDrawings();
450 blockContextMenu: function(e) {
455 cancelResetArrows: function() {
456 this.startArrow = null;
459 const curCanvas = document.getElementById("arrowCanvas");
460 if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
462 coordsToXY: function(coords, top, left, squareWidth) {
464 // [1] for x and [0] for y because conventions in rules are inversed.
466 left + window.scrollX +
469 (this.orientation == 'w' ? coords[1] : (V.size.y - coords[1]))
473 top + window.scrollY +
476 (this.orientation == 'w' ? coords[0] : (V.size.x - coords[0]))
481 computeEndArrow: function(start, end, top, left, squareWidth) {
482 const endCoords = this.coordsToXY(end, top, left, squareWidth);
483 const delta = [endCoords.x - start.x, endCoords.y - start.y];
484 const dist = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
485 // Simple heuristic for now, just remove 1/3 square.
486 // TODO: should depend on the orientation.
487 const fracSqWidth = squareWidth / 3;
489 x: endCoords.x - delta[0] * fracSqWidth / dist,
490 y: endCoords.y - delta[1] * fracSqWidth / dist
493 drawCurrentArrow: function() {
494 const boardElt = document.getElementById("gamePosition");
495 const squareWidth = boardElt.offsetWidth / V.size.y;
496 const bPos = boardElt.getBoundingClientRect();
499 [this.startArrow[0] + 0.5, this.startArrow[1] + 0.5],
500 bPos.top, bPos.left, squareWidth);
502 this.computeEndArrow(
503 aStart, [this.movingArrow[0] + 0.5, this.movingArrow[1] + 0.5],
504 bPos.top, bPos.left, squareWidth);
505 let currentArrow = document.getElementById("currentArrow");
507 "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y;
508 const arrowWidth = squareWidth / 4;
509 if (!!currentArrow) currentArrow.setAttribute("d", d);
512 document.createElementNS("http://www.w3.org/2000/svg", "path");
513 domArrow.classList.add("svg-arrow");
514 domArrow.id = "currentArrow";
515 domArrow.setAttribute("d", d);
516 domArrow.style = "stroke-width:" + arrowWidth + "px";
517 document.getElementById("arrowCanvas")
518 .insertAdjacentElement("beforeend", domArrow);
521 addArrow: function(arrow) {
522 this.arrows.push(arrow);
524 const boardElt = document.getElementById("gamePosition");
525 const squareWidth = boardElt.offsetWidth / V.size.y;
526 const bPos = boardElt.getBoundingClientRect();
528 this.getSvgArrow(arrow, bPos.top, bPos.left, squareWidth);
529 document.getElementById("arrowCanvas")
530 .insertAdjacentElement("beforeend", newArrow);
532 getSvgArrow: function(arrow, top, left, squareWidth) {
535 [arrow.start[0] + 0.5, arrow.start[1] + 0.5],
536 top, left, squareWidth);
538 this.computeEndArrow(
539 aStart, [arrow.end[0] + 0.5, arrow.end[1] + 0.5],
540 top, left, squareWidth);
541 const arrowWidth = squareWidth / 4;
543 document.createElementNS("http://www.w3.org/2000/svg", "path");
544 path.classList.add("svg-arrow");
547 "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y
549 path.style = "stroke-width:" + arrowWidth + "px";
552 re_setDrawings: function() {
553 // Remove current canvas, if any
554 const curCanvas = document.getElementById("arrowCanvas");
555 if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
556 // Add some drawing on board (for some variants + arrows and circles)
557 const boardElt = document.getElementById("gamePosition");
558 const squareWidth = boardElt.offsetWidth / V.size.y;
559 const bPos = boardElt.getBoundingClientRect();
561 this.arrows.forEach(a => {
562 svgArrows.push(this.getSvgArrow(a, bPos.top, bPos.left, squareWidth));
566 V.Lines.forEach(line => {
568 this.coordsToXY(line[0], bPos.top, bPos.left, squareWidth);
570 this.coordsToXY(line[1], bPos.top, bPos.left, squareWidth);
572 document.createElementNS("http://www.w3.org/2000/svg", "path");
573 if (line[0][0] == line[1][0] || line[0][1] == line[1][1])
574 path.classList.add("svg-line");
576 // "Diagonals" are drawn with a lighter color (TODO: generalize)
577 path.classList.add("svg-diag");
580 "M" + lStart.x + "," + lStart.y + " " +
581 "L" + lEnd.x + "," + lEnd.y
587 document.createElementNS("http://www.w3.org/2000/svg", "svg");
588 arrowCanvas.id = "arrowCanvas";
589 arrowCanvas.setAttribute("stroke", "none");
591 document.createElementNS("http://www.w3.org/2000/svg", "defs");
592 const arrowWidth = squareWidth / 4;
594 document.createElementNS("http://www.w3.org/2000/svg", "marker");
596 marker.setAttribute("markerWidth", (2 * arrowWidth) + "px");
597 marker.setAttribute("markerHeight", (3 * arrowWidth) + "px");
598 marker.setAttribute("markerUnits", "userSpaceOnUse");
599 marker.setAttribute("refX", "0");
600 marker.setAttribute("refY", (1.5 * arrowWidth) + "px");
601 marker.setAttribute("orient", "auto");
603 document.createElementNS("http://www.w3.org/2000/svg", "path");
604 head.classList.add("arrow-head");
607 "M0,0 L0," + (3 * arrowWidth) + " L" +
608 (2 * arrowWidth) + "," + (1.5 * arrowWidth) + " z"
610 marker.appendChild(head);
611 defs.appendChild(marker);
612 arrowCanvas.appendChild(defs);
613 svgArrows.concat(vLines).forEach(av => arrowCanvas.appendChild(av));
614 document.getElementById("rootBoardElement").appendChild(arrowCanvas);
616 mousedown: function(e) {
618 if (!this.mobileBrowser && e.which != 3)
619 // Cancel current drawing and circles, if any
620 this.cancelResetArrows();
621 if (this.mobileBrowser || e.which == 1) {
625 document.getElementById("boardContainer").getBoundingClientRect();
626 // NOTE: classList[0] is enough: 'piece' is the first assigned class
627 const withPiece = (e.target.classList[0] == "piece");
628 // Emit the click event which could be used by some variants
631 getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id)
633 // Start square must contain a piece.
634 if (!withPiece) return;
635 let parent = e.target.parentNode; //surrounding square
636 // Show possible moves if current player allowed to play
637 const startSquare = getSquareFromId(parent.id);
638 this.possibleMoves = [];
639 const color = this.analyze ? this.vr.turn : this.userColor;
640 if (this.vr.canIplay(color, startSquare))
641 this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
643 // For potential drag'n drop, remember start coordinates
644 // (to center the piece on mouse cursor)
645 const rect = parent.getBoundingClientRect();
647 x: rect.x + rect.width / 2,
648 y: rect.y + rect.width / 2,
651 // Add the moving piece to the board, just after current image
652 this.selectedPiece = e.target.cloneNode();
654 this.selectedPiece.style,
656 position: "absolute",
658 display: "inline-block",
662 parent.insertBefore(this.selectedPiece, e.target.nextSibling);
664 this.processMoveAttempt(e);
666 } else if (e.which == 3) {
667 // Mouse right button
669 document.getElementById("gamePosition").getBoundingClientRect();
671 // Next loop because of potential marks
672 while (elem.tagName == "IMG") elem = elem.parentNode;
673 this.startArrow = getSquareFromId(elem.id);
676 mousemove: function(e) {
677 if (!this.selectedPiece && !this.startArrow) return;
678 // Cancel if off boardContainer
679 const [offsetX, offsetY] =
681 ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
682 : [e.clientX, e.clientY];
684 offsetX < this.containerPos.left ||
685 offsetX > this.containerPos.right ||
686 offsetY < this.containerPos.top ||
687 offsetY > this.containerPos.bottom
689 if (!!this.selectedPiece) {
690 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
691 delete this.selectedPiece;
692 this.selectedPiece = null;
694 this.possibleMoves = []; //in case of
696 let selected = document.querySelector(".ghost");
697 if (!!selected) selected.classList.remove("ghost");
700 this.startArrow = null;
701 this.movingArrow = null;
702 const currentArrow = document.getElementById("currentArrow");
704 currentArrow.parentNode.removeChild(currentArrow);
709 if (!!this.selectedPiece) {
710 // There is an active element: move it around
712 this.selectedPiece.style,
714 left: offsetX - this.start.x + "px",
715 top: offsetY - this.start.y + "px"
721 // Next loop because of potential marks
722 while (elem.tagName == "IMG") elem = elem.parentNode;
723 // To center the arrow in square:
724 const movingCoords = getSquareFromId(elem.id);
726 movingCoords[0] != this.startArrow[0] ||
727 movingCoords[1] != this.startArrow[1]
729 this.movingArrow = movingCoords;
730 this.drawCurrentArrow();
734 mouseup: function(e) {
736 if (this.mobileBrowser || e.which == 1) {
737 if (!this.selectedPiece) return;
738 // Drag'n drop. Selected piece is no longer needed:
739 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
740 delete this.selectedPiece;
741 this.selectedPiece = null;
742 this.processMoveAttempt(e);
743 } else if (e.which == 3) {
744 if (!this.startArrow) return;
745 // Mouse right button
746 this.movingArrow = null;
747 this.processArrowAttempt(e);
750 // Called by BaseGame after partially undoing multi-moves:
751 resetCurrentAttempt: function() {
752 this.possibleMoves = [];
755 this.selectedPiece = null;
757 processMoveAttempt: function(e) {
758 // Obtain the move from start and end squares
759 const [offsetX, offsetY] =
761 ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
762 : [e.clientX, e.clientY];
763 let landing = document.elementFromPoint(offsetX, offsetY);
764 // Next condition: classList.contains(piece) fails because of marks
765 while (landing.tagName == "IMG") landing = landing.parentNode;
766 if (this.start.id == landing.id) {
767 if (this.click == landing.id) {
768 // Second click on same square: cancel current move
769 this.possibleMoves = [];
772 } else this.click = landing.id;
776 // OK: process move attempt, landing is a square node
777 let endSquare = getSquareFromId(landing.id);
778 let moves = this.findMatchingMoves(endSquare);
779 this.possibleMoves = [];
780 if (moves.length > 1) {
781 this.clickTime = Date.now();
782 this.choices = moves;
783 } else if (moves.length == 1) this.play(moves[0]);
784 // else: forbidden move attempt
786 processArrowAttempt: function(e) {
787 // Obtain the arrow from start and end squares
788 const [offsetX, offsetY] = [e.clientX, e.clientY];
789 let landing = document.elementFromPoint(offsetX, offsetY);
790 // Next condition: classList.contains(piece) fails because of marks
791 while (landing.tagName == "IMG") landing = landing.parentNode;
792 const landingCoords = getSquareFromId(landing.id);
794 this.startArrow[0] == landingCoords[0] &&
795 this.startArrow[1] == landingCoords[1]
797 // Draw (or erase) a circle
798 this.$set(this.circles, landing.id, !this.circles[landing.id]);
801 // OK: add arrow, landing is a new square
802 const currentArrow = document.getElementById("currentArrow");
803 currentArrow.parentNode.removeChild(currentArrow);
805 start: this.startArrow,
809 this.startArrow = null;
811 findMatchingMoves: function(endSquare) {
812 // Run through moves list and return the matching set (if promotions...)
814 this.possibleMoves.filter(m => {
815 return (endSquare[0] == m.end.x && endSquare[1] == m.end.y);
819 play: function(move) {
820 this.$emit("play-move", move);
827 // SVG dynamically added, so not scoped
840 marker-end: url(#arrow)
852 <style lang="sass" scoped>
853 @import "@/styles/_board_squares_img.sass";
856 // TODO: would be cleaner to restrict width so that it doesn't overflow
857 // Commented out because pieces would disappear over the board otherwise:
862 display: inline-block
883 background-color: rgba(0,0,0,0)
886 background-color: #e6ee9c
888 background-color: skyblue
895 // NOTE: no need to set z-index here, since opacity is low
901 background-color: rgba(204, 51, 0, 0.7) !important
903 background-color: rgba(204, 51, 0, 0.9) !important
905 // TODO: no predefined highlight colors, but layers. How?
907 .hover-highlight:hover
908 // TODO: color dependant on board theme, or inner border...
909 background-color: #C571E6 !important
914 background-color: #cdd26a
916 background-color: #f7f783
918 background-color: #9f9fff
920 background-color: #fef273
923 background-color: #aaa23a
925 background-color: #bacb44
927 background-color: #557fff
929 background-color: #e8c525
932 background-color: #BCBA52
934 background-color: #D9E164
936 background-color: #7A8FFF
938 background-color: #F3DC4C