1 // Game logic on a variant page
2 Vue
.component('my-game', {
5 vr: null, //object to check moves, store them, FEN..
7 possibleMoves: [], //filled after each valid click/dragstart
8 choices: [], //promotion pieces, or checkered captures... (as moves)
9 start: {}, //pixels coordinates + id of starting square (click or drag)
10 selectedPiece: null, //moving piece (or clicked piece)
11 conn: null, //socket connection
12 score: "*", //'*' means 'unfinished'
13 mode: "idle", //human, friend, computer or idle (when not playing)
14 oppid: "", //opponent ID in case of HH game
20 hints: (getCookie("hints") === "1" ? true : false),
21 color: getCookie("color", "lichess"), //lichess, chesscom or chesstempo
22 // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
23 sound: getCookie("sound", "2"),
27 const [sizeX
,sizeY
] = VariantRules
.size
;
28 const smallScreen
= (screen
.width
<= 420);
29 // Precompute hints squares to facilitate rendering
30 let hintSquares
= doubleArray(sizeX
, sizeY
, false);
31 this.possibleMoves
.forEach(m
=> { hintSquares
[m
.end
.x
][m
.end
.y
] = true; });
32 // Also precompute in-check squares
33 let incheckSq
= doubleArray(sizeX
, sizeY
, false);
34 this.incheck
.forEach(sq
=> { incheckSq
[sq
[0]][sq
[1]] = true; });
35 let elementArray
= [];
40 on: { click: this.clickGameSeek
},
41 attrs: { "aria-label": 'New online game' },
44 "bottom": true, //display below
46 "playing": this.mode
== "human",
50 [h('i', { 'class': { "material-icons": true } }, "accessibility")])
52 if (["idle","computer"].includes(this.mode
))
57 on: { click: this.clickComputerGame
},
58 attrs: { "aria-label": 'New game VS computer' },
62 "playing": this.mode
== "computer",
66 [h('i', { 'class': { "material-icons": true } }, "computer")])
69 if (["idle","friend"].includes(this.mode
))
74 on: { click: this.clickFriendGame
},
75 attrs: { "aria-label": 'New IRL game' },
79 "playing": this.mode
== "friend",
83 [h('i', { 'class': { "material-icons": true } }, "people")])
88 const square00
= document
.getElementById("sq-0-0");
89 const squareWidth
= !!square00
90 ? parseFloat(window
.getComputedStyle(square00
).width
.slice(0,-2))
92 const settingsBtnElt
= document
.getElementById("settingsBtn");
93 const indicWidth
= !!settingsBtnElt
//-2 for border:
94 ? parseFloat(window
.getComputedStyle(settingsBtnElt
).height
.slice(0,-2)) - 2
95 : 37; //TODO: always 37?
96 if (this.mode
== "human")
98 let connectedIndic
= h(
102 "topindicator": true,
104 "connected": this.oppConnected
,
105 "disconnected": !this.oppConnected
,
108 "width": indicWidth
+ "px",
109 "height": indicWidth
+ "px",
113 elementArray
.push(connectedIndic
);
119 "topindicator": true,
121 "white-turn": this.vr
.turn
=="w",
122 "black-turn": this.vr
.turn
=="b",
125 "width": indicWidth
+ "px",
126 "height": indicWidth
+ "px",
130 elementArray
.push(turnIndic
);
134 on: { click: this.showSettings
},
136 "aria-label": 'Settings',
141 "topindicator": true,
143 "settings-btn": true,
146 [h('i', { 'class': { "material-icons": true } }, "settings")]
148 elementArray
.push(settingsBtn
);
149 let choices
= h('div',
151 attrs: { "id": "choices" },
152 'class': { 'row': true },
154 "display": this.choices
.length
>0?"block":"none",
155 "top": "-" + ((sizeY
/2)*squareWidth+squareWidth/2) + "px",
156 "width": (this.choices
.length
* squareWidth
) + "px",
157 "height": squareWidth
+ "px",
160 this.choices
.map( m
=> { //a "choice" is a move
165 ['board'+sizeY
]: true,
168 'width': (100/this.choices
.length
) + "%",
169 'padding-bottom': (100/this.choices
.length
) + "%",
174 attrs: { "src": '/images/pieces/' +
175 VariantRules
.getPpath(m
.appear
[0].c
+m
.appear
[0].p
) + '.svg' },
176 'class': { 'choice-piece': true },
177 on: { "click": e
=> { this.play(m
); this.choices
=[]; } },
183 // Create board element (+ reserves if needed by variant or mode)
184 let gameDiv
= h('div',
186 'class': { 'game': true },
188 [_
.range(sizeX
).map(i
=> {
189 let ci
= this.mycolor
=='w' ? i : sizeX
-i
-1;
196 style: { 'opacity': this.choices
.length
>0?"0.5":"1" },
198 _
.range(sizeY
).map(j
=> {
199 let cj
= this.mycolor
=='w' ? j : sizeY
-j
-1;
201 if (this.vr
.board
[ci
][cj
] != VariantRules
.EMPTY
)
209 'ghost': !!this.selectedPiece
210 && this.selectedPiece
.parentNode
.id
== "sq-"+ci
+"-"+cj
,
213 src: "/images/pieces/" +
214 VariantRules
.getPpath(this.vr
.board
[ci
][cj
]) + ".svg",
220 if (this.hints
&& hintSquares
[ci
][cj
])
230 src: "/images/mark.svg",
236 const lm
= this.vr
.lastMove
;
237 const showLight
= this.hints
&&
238 (this.mode
!="idle" || this.cursor
==this.vr
.moves
.length
);
244 ['board'+sizeY
]: true,
245 'light-square': (i
+j
)%2==0,
246 'dark-square': (i
+j
)%2==1,
248 'highlight': showLight
&& !!lm
&& _
.isMatch(lm
.end
, {x:ci
,y:cj
}),
249 'incheck': showLight
&& incheckSq
[ci
][cj
],
252 id: this.getSquareId({x:ci
,y:cj
}),
261 if (this.mode
!= "idle")
266 on: { click: this.resign
},
267 attrs: { "aria-label": 'Resign' },
271 "small": smallScreen
,
274 [h('i', { 'class': { "material-icons": true } }, "flag")])
277 else if (this.vr
.moves
.length
> 0)
279 // A game finished, and another is not started yet: allow navigation
280 actionArray
= actionArray
.concat([
283 on: { click: e
=> this.undo() },
284 attrs: { "aria-label": 'Undo' },
286 "small": smallScreen
,
290 [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
293 on: { click: e
=> this.play() },
294 attrs: { "aria-label": 'Play' },
295 "class": { "small": smallScreen
},
297 [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
301 if (this.mode
== "friend")
303 actionArray
= actionArray
.concat(
307 on: { click: this.undoInGame
},
308 attrs: { "aria-label": 'Undo' },
310 "small": smallScreen
,
314 [h('i', { 'class': { "material-icons": true } }, "undo")]
318 on: { click: () => { this.mycolor
= this.vr
.getOppCol(this.mycolor
) } },
319 attrs: { "aria-label": 'Flip' },
320 "class": { "small": smallScreen
},
322 [h('i', { 'class': { "material-icons": true } }, "cached")]
326 elementArray
.push(gameDiv
);
327 if (!!this.vr
.reserve
)
329 const shiftIdx
= (this.mycolor
=="w" ? 0 : 1);
330 let myReservePiecesArray
= [];
331 for (let i
=0; i
<VariantRules
.RESERVE_PIECES
.length
; i
++)
333 myReservePiecesArray
.push(h('div',
335 'class': {'board':true, ['board'+sizeY
]:true},
336 attrs: { id: this.getSquareId({x:sizeX
+shiftIdx
,y:i
}) }
341 'class': {"piece":true},
343 "src": "/images/pieces/" +
344 this.vr
.getReservePpath(this.mycolor
,i
) + ".svg",
348 {"class": { "reserve-count": true } },
349 [ this.vr
.reserve
[this.mycolor
][VariantRules
.RESERVE_PIECES
[i
]] ]
353 let oppReservePiecesArray
= [];
354 const oppCol
= this.vr
.getOppCol(this.mycolor
);
355 for (let i
=0; i
<VariantRules
.RESERVE_PIECES
.length
; i
++)
357 oppReservePiecesArray
.push(h('div',
359 'class': {'board':true, ['board'+sizeY
]:true},
360 attrs: { id: this.getSquareId({x:sizeX
+(1-shiftIdx
),y:i
}) }
365 'class': {"piece":true},
367 "src": "/images/pieces/" +
368 this.vr
.getReservePpath(oppCol
,i
) + ".svg",
372 {"class": { "reserve-count": true } },
373 [ this.vr
.reserve
[oppCol
][VariantRules
.RESERVE_PIECES
[i
]] ]
377 let reserves
= h('div',
389 "reserve-row-1": true,
395 { 'class': { 'row': true }},
396 oppReservePiecesArray
400 elementArray
.push(reserves
);
402 const eogMessage
= this.getEndgameMessage(this.score
);
406 attrs: { "id": "modal-eog", type: "checkbox" },
407 "class": { "modal": true },
411 attrs: { "role": "dialog", "aria-labelledby": "modal-eog" },
416 "class": { "card": true, "smallpad": true },
421 attrs: { "for": "modal-eog" },
422 "class": { "modal-close": true },
427 "class": { "section": true },
428 domProps: { innerHTML: eogMessage
},
436 elementArray
= elementArray
.concat(modalEog
);
438 // NOTE: this modal could be in Pug view (no usage of Vue functions or variables)
439 const modalNewgame
= [
442 attrs: { "id": "modal-newgame", type: "checkbox" },
443 "class": { "modal": true },
447 attrs: { "role": "dialog", "aria-labelledby": "modal-newgame" },
452 "class": { "card": true, "smallpad": true },
457 attrs: { "id": "close-newgame", "for": "modal-newgame" },
458 "class": { "modal-close": true },
463 "class": { "section": true },
464 domProps: { innerHTML: "New game" },
469 "class": { "section": true },
470 domProps: { innerHTML: "Waiting for opponent..." },
478 elementArray
= elementArray
.concat(modalNewgame
);
479 const modalFenEdit
= [
482 attrs: { "id": "modal-fenedit", type: "checkbox" },
483 "class": { "modal": true },
487 attrs: { "role": "dialog", "aria-labelledby": "modal-fenedit" },
492 "class": { "card": true, "smallpad": true },
497 attrs: { "id": "close-fenedit", "for": "modal-fenedit" },
498 "class": { "modal-close": true },
503 "class": { "section": true },
504 domProps: { innerHTML: "Position + flags (FEN):" },
512 value: VariantRules
.GenRandInitFen(),
520 const fen
= document
.getElementById("input-fen").value
;
521 document
.getElementById("modal-fenedit").checked
= false;
522 this.newGame("friend", fen
);
525 domProps: { innerHTML: "Ok" },
532 document
.getElementById("input-fen").value
=
533 VariantRules
.GenRandInitFen();
536 domProps: { innerHTML: "Random" },
544 elementArray
= elementArray
.concat(modalFenEdit
);
545 const modalSettings
= [
548 attrs: { "id": "modal-settings", type: "checkbox" },
549 "class": { "modal": true },
553 attrs: { "role": "dialog", "aria-labelledby": "modal-settings" },
558 "class": { "card": true, "smallpad": true },
563 attrs: { "id": "close-settings", "for": "modal-settings" },
564 "class": { "modal-close": true },
569 "class": { "section": true },
570 domProps: { innerHTML: "Preferences" },
576 //h('legend', { domProps: { innerHTML: "Show " } }),
582 domProps: { innerHTML: "Show hints?" },
592 on: { "change": this.toggleHints
},
605 domProps: { innerHTML: "Board colors" },
610 attrs: { "id": "selectColor" },
611 on: { "change": this.setColor
},
620 attrs: { "selected": this.color
=="lichess" },
627 innerHTML: "chess.com"
629 attrs: { "selected": this.color
=="chesscom" },
635 "value": "chesstempo",
636 innerHTML: "chesstempo"
638 attrs: { "selected": this.color
=="chesstempo" },
653 domProps: { innerHTML: "Sound level" },
658 attrs: { "id": "selectSound" },
659 on: { "change": this.setSound
},
666 innerHTML: "No sound"
674 innerHTML: "Newgame sound"
682 innerHTML: "All sounds"
695 elementArray
= elementArray
.concat(modalSettings
);
696 const actions
= h('div',
698 attrs: { "id": "actions" },
699 'class': { 'text-center': true },
703 elementArray
.push(actions
);
704 if (this.score
!= "*")
708 { attrs: { id: "pgn-div" } },
720 attrs: { id: "pgn-game" },
721 on: { click: this.download
},
722 domProps: { innerHTML: this.pgnTxt
}
729 else if (this.mode
!= "idle")
734 { attrs: { id: "fen-div" } },
738 attrs: { id: "fen-string" },
739 domProps: { innerHTML: this.vr
.getFen() }
752 "col-md-offset-2":true,
754 "col-lg-offset-3":true,
756 // NOTE: click = mousedown + mouseup
758 mousedown: this.mousedown
,
759 mousemove: this.mousemove
,
760 mouseup: this.mouseup
,
761 touchstart: this.mousedown
,
762 touchmove: this.mousemove
,
763 touchend: this.mouseup
,
769 created: function() {
770 const url
= socketUrl
;
771 const continuation
= (localStorage
.getItem("variant") === variant
);
772 this.myid
= continuation
? localStorage
.getItem("myid") : getRandString();
775 // HACK: play a small silent sound to allow "new game" sound later
776 // if tab not focused (TODO: does it really work ?!)
777 new Audio("/sounds/silent.mp3").play().then(() => {}).catch(err
=> {});
779 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
);
780 const socketOpenListener
= () => {
783 const fen
= localStorage
.getItem("fen");
784 const mycolor
= localStorage
.getItem("mycolor");
785 const oppid
= localStorage
.getItem("oppid");
786 const moves
= JSON
.parse(localStorage
.getItem("moves"));
787 this.newGame("human", fen
, mycolor
, oppid
, moves
, true);
788 // Send ping to server (answer pong if opponent is connected)
789 this.conn
.send(JSON
.stringify({code:"ping",oppid:this.oppid
}));
791 else if (localStorage
.getItem("newgame") === variant
)
793 // New game request has been cancelled on disconnect
794 this.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
797 const socketMessageListener
= msg
=> {
798 const data
= JSON
.parse(msg
.data
);
801 case "newgame": //opponent found
802 // oppid: opponent socket ID
803 this.newGame("human", data
.fen
, data
.color
, data
.oppid
);
805 case "newmove": //..he played!
806 this.play(data
.move, "animate");
808 case "pong": //received if we sent a ping (game still alive on our side)
809 this.oppConnected
= true;
810 const L
= this.vr
.moves
.length
;
811 // Send our "last state" informations to opponent
812 this.conn
.send(JSON
.stringify({
815 lastMove:L
>0?this.vr
.moves
[L
-1]:undefined,
819 case "lastate": //got opponent infos about last move (we might have resigned)
820 if (this.mode
!="human" || this.oppid
!=data
.oppid
)
823 this.conn
.send(JSON
.stringify({
830 else if (data
.movesCount
< 0)
833 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
835 else if (data
.movesCount
< this.vr
.moves
.length
)
837 // We must tell last move to opponent
838 const L
= this.vr
.moves
.length
;
839 this.conn
.send(JSON
.stringify({
842 lastMove:this.vr
.moves
[L
-1],
846 else if (data
.movesCount
> this.vr
.moves
.length
) //just got last move from him
847 this.play(data
.lastMove
, "animate");
849 case "resign": //..you won!
850 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
852 // TODO: also use (dis)connect info to count online players?
855 if (this.mode
== "human" && this.oppid
== data
.id
)
856 this.oppConnected
= (data
.code
== "connect");
860 const socketCloseListener
= () => {
861 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
);
862 this.conn
.addEventListener('open', socketOpenListener
);
863 this.conn
.addEventListener('message', socketMessageListener
);
864 this.conn
.addEventListener('close', socketCloseListener
);
866 this.conn
.onopen
= socketOpenListener
;
867 this.conn
.onmessage
= socketMessageListener
;
868 this.conn
.onclose
= socketCloseListener
;
869 // Listen to keyboard left/right to navigate in game
870 document
.onkeydown
= event
=> {
871 if (this.mode
== "idle" && !!this.vr
&& this.vr
.moves
.length
> 0
872 && [37,39].includes(event
.keyCode
))
874 event
.preventDefault();
875 if (event
.keyCode
== 37) //Back
883 download: function() {
884 let content
= document
.getElementById("pgn-game").innerHTML
;
885 content
= content
.replace(/<br>/g, "\n");
886 // Prepare and trigger download link
887 let downloadAnchor
= document
.getElementById("download");
888 downloadAnchor
.setAttribute("download", "game.pgn");
889 downloadAnchor
.href
= "data:text/plain;charset=utf-8," +
890 encodeURIComponent(content
);
891 downloadAnchor
.click();
893 endGame: function(score
) {
895 let modalBox
= document
.getElementById("modal-eog");
896 modalBox
.checked
= true;
897 // Variants may have special PGN structure (so next function isn't defined here)
898 this.pgnTxt
= this.vr
.getPGN(this.mycolor
, this.score
, this.fenStart
, this.mode
);
899 setTimeout(() => { modalBox
.checked
= false; }, 2000);
900 if (this.mode
== "human")
903 this.cursor
= this.vr
.moves
.length
; //to navigate in finished game
906 getEndgameMessage: function(score
) {
907 let eogMessage
= "Unfinished";
911 eogMessage
= "White win";
914 eogMessage
= "Black win";
922 setStorage: function() {
923 localStorage
.setItem("myid", this.myid
);
924 localStorage
.setItem("variant", variant
);
925 localStorage
.setItem("mycolor", this.mycolor
);
926 localStorage
.setItem("oppid", this.oppid
);
927 localStorage
.setItem("fenStart", this.fenStart
);
928 localStorage
.setItem("moves", JSON
.stringify(this.vr
.moves
));
929 localStorage
.setItem("fen", this.vr
.getFen());
931 updateStorage: function() {
932 localStorage
.setItem("moves", JSON
.stringify(this.vr
.moves
));
933 localStorage
.setItem("fen", this.vr
.getFen());
935 clearStorage: function() {
936 delete localStorage
["variant"];
937 delete localStorage
["myid"];
938 delete localStorage
["mycolor"];
939 delete localStorage
["oppid"];
940 delete localStorage
["fenStart"];
941 delete localStorage
["fen"];
942 delete localStorage
["moves"];
944 // HACK because mini-css tooltips are persistent after click...
945 getRidOfTooltip: function(elt
) {
946 elt
.style
.visibility
= "hidden";
947 setTimeout(() => { elt
.style
.visibility
="visible"; }, 100);
949 showSettings: function(e
) {
950 this.getRidOfTooltip(e
.currentTarget
);
951 document
.getElementById("modal-settings").checked
= true;
953 toggleHints: function() {
954 this.hints
= !this.hints
;
955 setCookie("hints", this.hints
? "1" : "0");
958 setColor: function() {
961 setSound: function() {
964 clickGameSeek: function(e
) {
965 this.getRidOfTooltip(e
.currentTarget
);
966 if (this.mode
== "human")
967 return; //no newgame while playing
970 this.conn
.send(JSON
.stringify({code:"cancelnewgame"}));
971 delete localStorage
["newgame"]; //cancel game seek
975 this.newGame("human");
977 clickComputerGame: function(e
) {
978 this.getRidOfTooltip(e
.currentTarget
);
979 if (this.mode
== "human")
980 return; //no newgame while playing
981 this.newGame("computer");
983 clickFriendGame: function(e
) {
984 this.getRidOfTooltip(e
.currentTarget
);
985 document
.getElementById("modal-fenedit").checked
= true;
987 resign: function(e
) {
988 this.getRidOfTooltip(e
.currentTarget
);
989 if (this.mode
== "human" && this.oppConnected
)
992 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
993 } catch (INVALID_STATE_ERR
) {
994 return; //socket is not ready (and not yet reconnected)
997 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
999 newGame: function(mode
, fenInit
, color
, oppId
, moves
, continuation
) {
1000 const fen
= fenInit
|| VariantRules
.GenRandInitFen();
1001 console
.log(fen
); //DEBUG
1002 if (mode
=="human" && !oppId
)
1004 const storageVariant
= localStorage
.getItem("variant");
1005 if (!!storageVariant
&& storageVariant
!== variant
)
1007 alert("Finish your " + storageVariant
+ " game first!");
1010 // Send game request and wait..
1011 localStorage
["newgame"] = variant
;
1013 this.clearStorage(); //in case of
1015 this.conn
.send(JSON
.stringify({code:"newgame", fen:fen
}));
1016 } catch (INVALID_STATE_ERR
) {
1017 return; //nothing achieved
1019 if (continuation
!== "reconnect") //TODO: bad HACK...
1021 let modalBox
= document
.getElementById("modal-newgame");
1022 modalBox
.checked
= true;
1023 setTimeout(() => { modalBox
.checked
= false; }, 2000);
1027 this.vr
= new VariantRules(fen
, moves
|| []);
1029 this.pgnTxt
= ""; //redundant with this.score = "*", but cleaner
1031 this.incheck
= []; //in case of
1032 this.fenStart
= (continuation
? localStorage
.getItem("fenStart") : fen
);
1038 // Not playing sound on game continuation:
1039 new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err
=> {});
1040 document
.getElementById("modal-newgame").checked
= false;
1043 this.oppConnected
= true;
1044 this.mycolor
= color
;
1046 if (!!moves
&& moves
.length
> 0) //imply continuation
1048 const lastMove
= moves
[moves
.length
-1];
1049 this.vr
.undo(lastMove
);
1050 this.incheck
= this.vr
.getCheckSquares(lastMove
);
1051 this.vr
.play(lastMove
, "ingame");
1053 delete localStorage
["newgame"];
1054 this.setStorage(); //in case of interruptions
1056 else if (mode
== "computer")
1058 this.mycolor
= Math
.random() < 0.5 ? 'w' : 'b';
1059 if (this.mycolor
== 'b')
1060 setTimeout(this.playComputerMove
, 500);
1062 //else: against a (IRL) friend: nothing more to do
1064 playComputerMove: function() {
1065 const timeStart
= Date
.now();
1066 const compMove
= this.vr
.getComputerMove();
1067 // (first move) HACK: avoid selecting elements before they appear on page:
1068 const delay
= Math
.max(500-(Date
.now()-timeStart
), 0);
1069 setTimeout(() => this.play(compMove
, "animate"), delay
);
1071 // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
1072 getSquareId: function(o
) {
1073 // NOTE: a separator is required to allow any size of board
1074 return "sq-" + o
.x
+ "-" + o
.y
;
1077 getSquareFromId: function(id
) {
1078 let idParts
= id
.split('-');
1079 return [parseInt(idParts
[1]), parseInt(idParts
[2])];
1081 mousedown: function(e
) {
1082 e
= e
|| window
.event
;
1084 let elem
= e
.target
;
1085 while (!ingame
&& elem
!== null)
1087 if (elem
.classList
.contains("game"))
1092 elem
= elem
.parentElement
;
1094 if (!ingame
) //let default behavior (click on button...)
1096 e
.preventDefault(); //disable native drag & drop
1097 if (!this.selectedPiece
&& e
.target
.classList
.contains("piece"))
1099 // Next few lines to center the piece on mouse cursor
1100 let rect
= e
.target
.parentNode
.getBoundingClientRect();
1102 x: rect
.x
+ rect
.width
/2,
1103 y: rect
.y
+ rect
.width
/2,
1104 id: e
.target
.parentNode
.id
1106 this.selectedPiece
= e
.target
.cloneNode();
1107 this.selectedPiece
.style
.position
= "absolute";
1108 this.selectedPiece
.style
.top
= 0;
1109 this.selectedPiece
.style
.display
= "inline-block";
1110 this.selectedPiece
.style
.zIndex
= 3000;
1111 let startSquare
= this.getSquareFromId(e
.target
.parentNode
.id
);
1112 const iCanPlay
= this.mode
!="idle"
1113 && (this.mode
=="friend" || this.vr
.canIplay(this.mycolor
,startSquare
));
1114 this.possibleMoves
= iCanPlay
? this.vr
.getPossibleMovesFrom(startSquare
) : [];
1115 // Next line add moving piece just after current image
1116 // (required for Crazyhouse reserve)
1117 e
.target
.parentNode
.insertBefore(this.selectedPiece
, e
.target
.nextSibling
);
1120 mousemove: function(e
) {
1121 if (!this.selectedPiece
)
1123 e
= e
|| window
.event
;
1124 // If there is an active element, move it around
1125 if (!!this.selectedPiece
)
1127 const [offsetX
,offsetY
] = !!e
.clientX
1128 ? [e
.clientX
,e
.clientY
] //desktop browser
1129 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
]; //smartphone
1130 this.selectedPiece
.style
.left
= (offsetX
-this.start
.x
) + "px";
1131 this.selectedPiece
.style
.top
= (offsetY
-this.start
.y
) + "px";
1134 mouseup: function(e
) {
1135 if (!this.selectedPiece
)
1137 e
= e
|| window
.event
;
1138 // Read drop target (or parentElement, parentNode... if type == "img")
1139 this.selectedPiece
.style
.zIndex
= -3000; //HACK to find square from final coords
1140 const [offsetX
,offsetY
] = !!e
.clientX
1141 ? [e
.clientX
,e
.clientY
]
1142 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
];
1143 let landing
= document
.elementFromPoint(offsetX
, offsetY
);
1144 this.selectedPiece
.style
.zIndex
= 3000;
1145 // Next condition: classList.contains(piece) fails because of marks
1146 while (landing
.tagName
== "IMG")
1147 landing
= landing
.parentNode
;
1148 if (this.start
.id
== landing
.id
)
1150 // A click: selectedPiece and possibleMoves are already filled
1153 // OK: process move attempt
1154 let endSquare
= this.getSquareFromId(landing
.id
);
1155 let moves
= this.findMatchingMoves(endSquare
);
1156 this.possibleMoves
= [];
1157 if (moves
.length
> 1)
1158 this.choices
= moves
;
1159 else if (moves
.length
==1)
1160 this.play(moves
[0]);
1161 // Else: impossible move
1162 this.selectedPiece
.parentNode
.removeChild(this.selectedPiece
);
1163 delete this.selectedPiece
;
1164 this.selectedPiece
= null;
1166 findMatchingMoves: function(endSquare
) {
1167 // Run through moves list and return the matching set (if promotions...)
1169 this.possibleMoves
.forEach(function(m
) {
1170 if (endSquare
[0] == m
.end
.x
&& endSquare
[1] == m
.end
.y
)
1175 animateMove: function(move) {
1176 let startSquare
= document
.getElementById(this.getSquareId(move.start
));
1177 let endSquare
= document
.getElementById(this.getSquareId(move.end
));
1178 let rectStart
= startSquare
.getBoundingClientRect();
1179 let rectEnd
= endSquare
.getBoundingClientRect();
1180 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
1182 document
.querySelector("#" + this.getSquareId(move.start
) + " > img.piece");
1183 // HACK for animation (with positive translate, image slides "under background")
1184 // Possible improvement: just alter squares on the piece's way...
1185 squares
= document
.getElementsByClassName("board");
1186 for (let i
=0; i
<squares
.length
; i
++)
1188 let square
= squares
.item(i
);
1189 if (square
.id
!= this.getSquareId(move.start
))
1190 square
.style
.zIndex
= "-1";
1192 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
1193 translation
.y
+ "px)";
1194 movingPiece
.style
.transitionDuration
= "0.2s";
1195 movingPiece
.style
.zIndex
= "3000";
1197 for (let i
=0; i
<squares
.length
; i
++)
1198 squares
.item(i
).style
.zIndex
= "auto";
1199 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
1203 play: function(move, programmatic
) {
1206 // Navigate after game is over
1207 if (this.cursor
>= this.vr
.moves
.length
)
1208 return; //already at the end
1209 move = this.vr
.moves
[this.cursor
++];
1211 if (!!programmatic
) //computer or human opponent
1213 this.animateMove(move);
1216 // Not programmatic, or animation is over
1217 if (this.mode
== "human" && this.vr
.turn
== this.mycolor
)
1218 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
1219 new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err
=> {});
1220 if (this.mode
!= "idle")
1222 this.incheck
= this.vr
.getCheckSquares(move); //is opponent in check?
1223 this.vr
.play(move, "ingame");
1227 VariantRules
.PlayOnBoard(this.vr
.board
, move);
1228 this.$forceUpdate(); //TODO: ?!
1230 if (this.mode
== "human")
1231 this.updateStorage(); //after our moves and opponent moves
1232 if (this.mode
!= "idle")
1234 const eog
= this.vr
.checkGameOver();
1238 if (this.mode
== "computer" && this.vr
.turn
!= this.mycolor
)
1239 setTimeout(this.playComputerMove
, 500);
1242 // Navigate after game is over
1243 if (this.cursor
== 0)
1244 return; //already at the beginning
1245 if (this.cursor
== this.vr
.moves
.length
)
1246 this.incheck
= []; //in case of...
1247 const move = this.vr
.moves
[--this.cursor
];
1248 VariantRules
.UndoOnBoard(this.vr
.board
, move);
1249 this.$forceUpdate(); //TODO: ?!
1251 undoInGame: function() {
1252 const lm
= this.vr
.lastMove
;