Fix computer mode in rules tab
[vchess.git] / public / javascripts / components / board.js
1 Vue.component('my-board', {
2 // Last move cannot be guessed from here, and is required to highlight squares
3 // vr: object to check moves, print board...
4 // mode: HH, HC or analyze
5 // userColor: for mode HH or HC
6 props: ["vr","lastMove","mode","orientation","userColor"],
7 data: function () {
8 return {
9 hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
10 bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
11 possibleMoves: [], //filled after each valid click/dragstart
12 choices: [], //promotion pieces, or checkered captures... (as moves)
13 selectedPiece: null, //moving piece (or clicked piece)
14 incheck: [],
15 start: {}, //pixels coordinates + id of starting square (click or drag)
16 };
17 },
18 render(h) {
19 if (!this.vr)
20 return;
21 const [sizeX,sizeY] = [V.size.x,V.size.y];
22 // Precompute hints squares to facilitate rendering
23 let hintSquares = doubleArray(sizeX, sizeY, false);
24 this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
25 // Also precompute in-check squares
26 let incheckSq = doubleArray(sizeX, sizeY, false);
27 this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
28 const squareWidth = 40; //TODO: compute this
29 const choices = h(
30 'div',
31 {
32 attrs: { "id": "choices" },
33 'class': { 'row': true },
34 style: {
35 "display": this.choices.length>0?"block":"none",
36 "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
37 "width": (this.choices.length * squareWidth) + "px",
38 "height": squareWidth + "px",
39 },
40 },
41 this.choices.map(m => { //a "choice" is a move
42 return h('div',
43 {
44 'class': {
45 'board': true,
46 ['board'+sizeY]: true,
47 },
48 style: {
49 'width': (100/this.choices.length) + "%",
50 'padding-bottom': (100/this.choices.length) + "%",
51 },
52 },
53 [h('img',
54 {
55 attrs: { "src": '/images/pieces/' +
56 V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
57 'class': { 'choice-piece': true },
58 on: {
59 "click": e => { this.play(m); this.choices=[]; },
60 // NOTE: add 'touchstart' event to fix a problem on smartphones
61 "touchstart": e => { this.play(m); this.choices=[]; },
62 },
63 })
64 ]
65 );
66 })
67 );
68 // Create board element (+ reserves if needed by variant or mode)
69 const lm = this.lastMove;
70 const showLight = this.hints && variant.name != "Dark";
71 const gameDiv = h(
72 'div',
73 {
74 'class': {
75 'game': true,
76 'clearer': true,
77 },
78 },
79 [_.range(sizeX).map(i => {
80 let ci = (this.orientation=='w' ? i : sizeX-i-1);
81 return h(
82 'div',
83 {
84 'class': {
85 'row': true,
86 },
87 style: { 'opacity': this.choices.length>0?"0.5":"1" },
88 },
89 _.range(sizeY).map(j => {
90 let cj = (this.orientation=='w' ? j : sizeY-j-1);
91 let elems = [];
92 if (this.vr.board[ci][cj] != V.EMPTY && (variant.name!="Dark"
93 || this.gameOver || this.mode == "analyze"
94 || this.vr.enlightened[this.userColor][ci][cj]))
95 {
96 elems.push(
97 h(
98 'img',
99 {
100 'class': {
101 'piece': true,
102 'ghost': !!this.selectedPiece
103 && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
104 },
105 attrs: {
106 src: "/images/pieces/" +
107 V.getPpath(this.vr.board[ci][cj]) + ".svg",
108 },
109 }
110 )
111 );
112 }
113 if (this.hints && hintSquares[ci][cj])
114 {
115 elems.push(
116 h(
117 'img',
118 {
119 'class': {
120 'mark-square': true,
121 },
122 attrs: {
123 src: "/images/mark.svg",
124 },
125 }
126 )
127 );
128 }
129 return h(
130 'div',
131 {
132 'class': {
133 'board': true,
134 ['board'+sizeY]: true,
135 'light-square': (i+j)%2==0,
136 'dark-square': (i+j)%2==1,
137 [this.bcolor]: true,
138 'in-shadow': variant.name=="Dark" && !this.gameOver
139 && this.mode != "analyze"
140 && !this.vr.enlightened[this.userColor][ci][cj],
141 'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}),
142 'incheck': showLight && incheckSq[ci][cj],
143 },
144 attrs: {
145 id: getSquareId({x:ci,y:cj}),
146 },
147 },
148 elems
149 );
150 })
151 );
152 }), choices]
153 );
154 let elementArray = [choices, gameDiv];
155 if (!!this.vr.reserve)
156 {
157 const shiftIdx = (this.userColor=="w" ? 0 : 1);
158 let myReservePiecesArray = [];
159 for (let i=0; i<V.RESERVE_PIECES.length; i++)
160 {
161 myReservePiecesArray.push(h('div',
162 {
163 'class': {'board':true, ['board'+sizeY]:true},
164 attrs: { id: getSquareId({x:sizeX+shiftIdx,y:i}) }
165 },
166 [
167 h('img',
168 {
169 'class': {"piece":true, "reserve":true},
170 attrs: {
171 "src": "/images/pieces/" +
172 this.vr.getReservePpath(this.userColor,i) + ".svg",
173 }
174 }),
175 h('sup',
176 {"class": { "reserve-count": true } },
177 [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
178 )
179 ]));
180 }
181 let oppReservePiecesArray = [];
182 const oppCol = V.GetOppCol(this.userColor);
183 for (let i=0; i<V.RESERVE_PIECES.length; i++)
184 {
185 oppReservePiecesArray.push(h('div',
186 {
187 'class': {'board':true, ['board'+sizeY]:true},
188 attrs: { id: getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
189 },
190 [
191 h('img',
192 {
193 'class': {"piece":true, "reserve":true},
194 attrs: {
195 "src": "/images/pieces/" +
196 this.vr.getReservePpath(oppCol,i) + ".svg",
197 }
198 }),
199 h('sup',
200 {"class": { "reserve-count": true } },
201 [ this.vr.reserve[oppCol][V.RESERVE_PIECES[i]] ]
202 )
203 ]));
204 }
205 let reserves = h('div',
206 {
207 'class':{
208 'game': true,
209 "reserve-div": true,
210 },
211 },
212 [
213 h('div',
214 {
215 'class': {
216 'row': true,
217 "reserve-row-1": true,
218 },
219 },
220 myReservePiecesArray
221 ),
222 h('div',
223 { 'class': { 'row': true }},
224 oppReservePiecesArray
225 )
226 ]
227 );
228 elementArray.push(reserves);
229 }
230 return h(
231 'div',
232 {
233 'class': {
234 "col-sm-12":true,
235 "col-md-10":true,
236 "col-md-offset-1":true,
237 "col-lg-8":true,
238 "col-lg-offset-2":true,
239 },
240 // NOTE: click = mousedown + mouseup
241 on: {
242 mousedown: this.mousedown,
243 mousemove: this.mousemove,
244 mouseup: this.mouseup,
245 touchstart: this.mousedown,
246 touchmove: this.mousemove,
247 touchend: this.mouseup,
248 },
249 },
250 elementArray
251 );
252 },
253 methods: {
254 mousedown: function(e) {
255 e = e || window.event;
256 let ingame = false;
257 let elem = e.target;
258 while (!ingame && elem !== null)
259 {
260 if (elem.classList.contains("game"))
261 {
262 ingame = true;
263 break;
264 }
265 elem = elem.parentElement;
266 }
267 if (!ingame) //let default behavior (click on button...)
268 return;
269 e.preventDefault(); //disable native drag & drop
270 if (!this.selectedPiece && e.target.classList.contains("piece"))
271 {
272 // Next few lines to center the piece on mouse cursor
273 let rect = e.target.parentNode.getBoundingClientRect();
274 this.start = {
275 x: rect.x + rect.width/2,
276 y: rect.y + rect.width/2,
277 id: e.target.parentNode.id
278 };
279 this.selectedPiece = e.target.cloneNode();
280 this.selectedPiece.style.position = "absolute";
281 this.selectedPiece.style.top = 0;
282 this.selectedPiece.style.display = "inline-block";
283 this.selectedPiece.style.zIndex = 3000;
284 const startSquare = getSquareFromId(e.target.parentNode.id);
285 this.possibleMoves = [];
286 const color = this.mode=="analyze" || this.gameOver
287 ? this.vr.turn
288 : this.userColor;
289 if (this.vr.canIplay(color,startSquare))
290 this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
291 // Next line add moving piece just after current image
292 // (required for Crazyhouse reserve)
293 e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
294 }
295 },
296 mousemove: function(e) {
297 if (!this.selectedPiece)
298 return;
299 e = e || window.event;
300 // If there is an active element, move it around
301 if (!!this.selectedPiece)
302 {
303 const [offsetX,offsetY] = !!e.clientX
304 ? [e.clientX,e.clientY] //desktop browser
305 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
306 this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
307 this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
308 }
309 },
310 mouseup: function(e) {
311 if (!this.selectedPiece)
312 return;
313 e = e || window.event;
314 // Read drop target (or parentElement, parentNode... if type == "img")
315 this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
316 const [offsetX,offsetY] = !!e.clientX
317 ? [e.clientX,e.clientY]
318 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
319 let landing = document.elementFromPoint(offsetX, offsetY);
320 this.selectedPiece.style.zIndex = 3000;
321 // Next condition: classList.contains(piece) fails because of marks
322 while (landing.tagName == "IMG")
323 landing = landing.parentNode;
324 if (this.start.id == landing.id)
325 {
326 // A click: selectedPiece and possibleMoves are already filled
327 return;
328 }
329 // OK: process move attempt
330 let endSquare = getSquareFromId(landing.id);
331 let moves = this.findMatchingMoves(endSquare);
332 this.possibleMoves = [];
333 if (moves.length > 1)
334 this.choices = moves;
335 else if (moves.length==1)
336 this.play(moves[0]);
337 // Else: impossible move
338 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
339 delete this.selectedPiece;
340 this.selectedPiece = null;
341 },
342 findMatchingMoves: function(endSquare) {
343 // Run through moves list and return the matching set (if promotions...)
344 let moves = [];
345 this.possibleMoves.forEach(function(m) {
346 if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
347 moves.push(m);
348 });
349 return moves;
350 },
351 play: function(move) {
352 this.$emit('play-move', move);
353 },
354 },
355 })