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: "Legend title" } }),
579 attrs: { for: "setHints" },
580 domProps: { innerHTML: "Show hints?" },
590 on: { "change": this.toggleHints
},
600 attrs: { for: "selectColor" },
601 domProps: { innerHTML: "Board colors" },
606 attrs: { "id": "selectColor" },
607 on: { "change": this.setColor
},
616 attrs: { "selected": this.color
=="lichess" },
625 attrs: { "selected": this.color
=="chesscom" },
631 "value": "chesstempo",
634 attrs: { "selected": this.color
=="chesstempo" },
646 attrs: { for: "selectSound" },
647 domProps: { innerHTML: "Sound level" },
652 attrs: { "id": "selectSound" },
653 on: { "change": this.setSound
},
660 innerHTML: "No sound"
668 innerHTML: "Newgame sound"
676 innerHTML: "All sounds"
689 elementArray
= elementArray
.concat(modalSettings
);
690 const actions
= h('div',
692 attrs: { "id": "actions" },
693 'class': { 'text-center': true },
697 elementArray
.push(actions
);
698 if (this.score
!= "*")
702 { attrs: { id: "pgn-div" } },
714 attrs: { id: "pgn-game" },
715 on: { click: this.download
},
716 domProps: { innerHTML: this.pgnTxt
}
723 else if (this.mode
!= "idle")
728 { attrs: { id: "fen-div" } },
732 attrs: { id: "fen-string" },
733 domProps: { innerHTML: this.vr
.getFen() }
746 "col-md-offset-2":true,
748 "col-lg-offset-3":true,
750 // NOTE: click = mousedown + mouseup
752 mousedown: this.mousedown
,
753 mousemove: this.mousemove
,
754 mouseup: this.mouseup
,
755 touchstart: this.mousedown
,
756 touchmove: this.mousemove
,
757 touchend: this.mouseup
,
763 created: function() {
764 const url
= socketUrl
;
765 const continuation
= (localStorage
.getItem("variant") === variant
);
766 this.myid
= continuation
? localStorage
.getItem("myid") : getRandString();
769 // HACK: play a small silent sound to allow "new game" sound later
770 // if tab not focused (TODO: does it really work ?!)
771 new Audio("/sounds/silent.mp3").play().then(() => {}).catch(err
=> {});
773 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
);
774 const socketOpenListener
= () => {
777 const fen
= localStorage
.getItem("fen");
778 const mycolor
= localStorage
.getItem("mycolor");
779 const oppid
= localStorage
.getItem("oppid");
780 const moves
= JSON
.parse(localStorage
.getItem("moves"));
781 this.newGame("human", fen
, mycolor
, oppid
, moves
, true);
782 // Send ping to server (answer pong if opponent is connected)
783 this.conn
.send(JSON
.stringify({code:"ping",oppid:this.oppid
}));
785 else if (localStorage
.getItem("newgame") === variant
)
787 // New game request has been cancelled on disconnect
788 this.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
791 const socketMessageListener
= msg
=> {
792 const data
= JSON
.parse(msg
.data
);
795 case "newgame": //opponent found
796 // oppid: opponent socket ID
797 this.newGame("human", data
.fen
, data
.color
, data
.oppid
);
799 case "newmove": //..he played!
800 this.play(data
.move, "animate");
802 case "pong": //received if we sent a ping (game still alive on our side)
803 this.oppConnected
= true;
804 const L
= this.vr
.moves
.length
;
805 // Send our "last state" informations to opponent
806 this.conn
.send(JSON
.stringify({
809 lastMove:L
>0?this.vr
.moves
[L
-1]:undefined,
813 case "lastate": //got opponent infos about last move (we might have resigned)
814 if (this.mode
!="human" || this.oppid
!=data
.oppid
)
817 this.conn
.send(JSON
.stringify({
824 else if (data
.movesCount
< 0)
827 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
829 else if (data
.movesCount
< this.vr
.moves
.length
)
831 // We must tell last move to opponent
832 const L
= this.vr
.moves
.length
;
833 this.conn
.send(JSON
.stringify({
836 lastMove:this.vr
.moves
[L
-1],
840 else if (data
.movesCount
> this.vr
.moves
.length
) //just got last move from him
841 this.play(data
.lastMove
, "animate");
843 case "resign": //..you won!
844 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
846 // TODO: also use (dis)connect info to count online players?
849 if (this.mode
== "human" && this.oppid
== data
.id
)
850 this.oppConnected
= (data
.code
== "connect");
854 const socketCloseListener
= () => {
855 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
);
856 this.conn
.addEventListener('open', socketOpenListener
);
857 this.conn
.addEventListener('message', socketMessageListener
);
858 this.conn
.addEventListener('close', socketCloseListener
);
860 this.conn
.onopen
= socketOpenListener
;
861 this.conn
.onmessage
= socketMessageListener
;
862 this.conn
.onclose
= socketCloseListener
;
863 // Listen to keyboard left/right to navigate in game
864 document
.onkeydown
= event
=> {
865 if (this.mode
== "idle" && !!this.vr
&& this.vr
.moves
.length
> 0
866 && [37,39].includes(event
.keyCode
))
868 event
.preventDefault();
869 if (event
.keyCode
== 37) //Back
877 download: function() {
878 let content
= document
.getElementById("pgn-game").innerHTML
;
879 content
= content
.replace(/<br>/g, "\n");
880 // Prepare and trigger download link
881 let downloadAnchor
= document
.getElementById("download");
882 downloadAnchor
.setAttribute("download", "game.pgn");
883 downloadAnchor
.href
= "data:text/plain;charset=utf-8," +
884 encodeURIComponent(content
);
885 downloadAnchor
.click();
887 endGame: function(score
) {
889 let modalBox
= document
.getElementById("modal-eog");
890 modalBox
.checked
= true;
891 // Variants may have special PGN structure (so next function isn't defined here)
892 this.pgnTxt
= this.vr
.getPGN(this.mycolor
, this.score
, this.fenStart
, this.mode
);
893 setTimeout(() => { modalBox
.checked
= false; }, 2000);
894 if (this.mode
== "human")
897 this.cursor
= this.vr
.moves
.length
; //to navigate in finished game
900 getEndgameMessage: function(score
) {
901 let eogMessage
= "Unfinished";
905 eogMessage
= "White win";
908 eogMessage
= "Black win";
916 setStorage: function() {
917 localStorage
.setItem("myid", this.myid
);
918 localStorage
.setItem("variant", variant
);
919 localStorage
.setItem("mycolor", this.mycolor
);
920 localStorage
.setItem("oppid", this.oppid
);
921 localStorage
.setItem("fenStart", this.fenStart
);
922 localStorage
.setItem("moves", JSON
.stringify(this.vr
.moves
));
923 localStorage
.setItem("fen", this.vr
.getFen());
925 updateStorage: function() {
926 localStorage
.setItem("moves", JSON
.stringify(this.vr
.moves
));
927 localStorage
.setItem("fen", this.vr
.getFen());
929 clearStorage: function() {
930 delete localStorage
["variant"];
931 delete localStorage
["myid"];
932 delete localStorage
["mycolor"];
933 delete localStorage
["oppid"];
934 delete localStorage
["fenStart"];
935 delete localStorage
["fen"];
936 delete localStorage
["moves"];
938 // HACK because mini-css tooltips are persistent after click...
939 getRidOfTooltip: function(elt
) {
940 elt
.style
.visibility
= "hidden";
941 setTimeout(() => { elt
.style
.visibility
="visible"; }, 100);
943 showSettings: function(e
) {
944 this.getRidOfTooltip(e
.currentTarget
);
945 document
.getElementById("modal-settings").checked
= true;
947 toggleHints: function() {
948 this.hints
= !this.hints
;
949 setCookie("hints", this.hints
? "1" : "0");
951 setColor: function(e
) {
952 this.color
= e
.target
.options
[e
.target
.selectedIndex
].value
;
953 setCookie("color", this.color
);
955 setSound: function(e
) {
956 this.sound
= e
.target
.options
[e
.target
.selectedIndex
].value
;
957 setCookie("sound", this.sound
);
959 clickGameSeek: function(e
) {
960 this.getRidOfTooltip(e
.currentTarget
);
961 if (this.mode
== "human")
962 return; //no newgame while playing
965 this.conn
.send(JSON
.stringify({code:"cancelnewgame"}));
966 delete localStorage
["newgame"]; //cancel game seek
970 this.newGame("human");
972 clickComputerGame: function(e
) {
973 this.getRidOfTooltip(e
.currentTarget
);
974 if (this.mode
== "human")
975 return; //no newgame while playing
976 this.newGame("computer");
978 clickFriendGame: function(e
) {
979 this.getRidOfTooltip(e
.currentTarget
);
980 document
.getElementById("modal-fenedit").checked
= true;
982 resign: function(e
) {
983 this.getRidOfTooltip(e
.currentTarget
);
984 if (this.mode
== "human" && this.oppConnected
)
987 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
988 } catch (INVALID_STATE_ERR
) {
989 return; //socket is not ready (and not yet reconnected)
992 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
994 newGame: function(mode
, fenInit
, color
, oppId
, moves
, continuation
) {
995 const fen
= fenInit
|| VariantRules
.GenRandInitFen();
996 console
.log(fen
); //DEBUG
997 if (mode
=="human" && !oppId
)
999 const storageVariant
= localStorage
.getItem("variant");
1000 if (!!storageVariant
&& storageVariant
!== variant
)
1002 alert("Finish your " + storageVariant
+ " game first!");
1005 // Send game request and wait..
1006 localStorage
["newgame"] = variant
;
1008 this.clearStorage(); //in case of
1010 this.conn
.send(JSON
.stringify({code:"newgame", fen:fen
}));
1011 } catch (INVALID_STATE_ERR
) {
1012 return; //nothing achieved
1014 if (continuation
!== "reconnect") //TODO: bad HACK...
1016 let modalBox
= document
.getElementById("modal-newgame");
1017 modalBox
.checked
= true;
1018 setTimeout(() => { modalBox
.checked
= false; }, 2000);
1022 this.vr
= new VariantRules(fen
, moves
|| []);
1024 this.pgnTxt
= ""; //redundant with this.score = "*", but cleaner
1026 this.incheck
= []; //in case of
1027 this.fenStart
= (continuation
? localStorage
.getItem("fenStart") : fen
);
1031 if (!continuation
) //not playing sound on game continuation
1033 if (this.sound
>= 1)
1034 new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err
=> {});
1035 document
.getElementById("modal-newgame").checked
= false;
1038 this.oppConnected
= true;
1039 this.mycolor
= color
;
1041 if (!!moves
&& moves
.length
> 0) //imply continuation
1043 const lastMove
= moves
[moves
.length
-1];
1044 this.vr
.undo(lastMove
);
1045 this.incheck
= this.vr
.getCheckSquares(lastMove
);
1046 this.vr
.play(lastMove
, "ingame");
1048 delete localStorage
["newgame"];
1049 this.setStorage(); //in case of interruptions
1051 else if (mode
== "computer")
1053 this.mycolor
= Math
.random() < 0.5 ? 'w' : 'b';
1054 if (this.mycolor
== 'b')
1055 setTimeout(this.playComputerMove
, 500);
1057 //else: against a (IRL) friend: nothing more to do
1059 playComputerMove: function() {
1060 const timeStart
= Date
.now();
1061 const compMove
= this.vr
.getComputerMove();
1062 // (first move) HACK: avoid selecting elements before they appear on page:
1063 const delay
= Math
.max(500-(Date
.now()-timeStart
), 0);
1064 setTimeout(() => this.play(compMove
, "animate"), delay
);
1066 // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
1067 getSquareId: function(o
) {
1068 // NOTE: a separator is required to allow any size of board
1069 return "sq-" + o
.x
+ "-" + o
.y
;
1072 getSquareFromId: function(id
) {
1073 let idParts
= id
.split('-');
1074 return [parseInt(idParts
[1]), parseInt(idParts
[2])];
1076 mousedown: function(e
) {
1077 e
= e
|| window
.event
;
1079 let elem
= e
.target
;
1080 while (!ingame
&& elem
!== null)
1082 if (elem
.classList
.contains("game"))
1087 elem
= elem
.parentElement
;
1089 if (!ingame
) //let default behavior (click on button...)
1091 e
.preventDefault(); //disable native drag & drop
1092 if (!this.selectedPiece
&& e
.target
.classList
.contains("piece"))
1094 // Next few lines to center the piece on mouse cursor
1095 let rect
= e
.target
.parentNode
.getBoundingClientRect();
1097 x: rect
.x
+ rect
.width
/2,
1098 y: rect
.y
+ rect
.width
/2,
1099 id: e
.target
.parentNode
.id
1101 this.selectedPiece
= e
.target
.cloneNode();
1102 this.selectedPiece
.style
.position
= "absolute";
1103 this.selectedPiece
.style
.top
= 0;
1104 this.selectedPiece
.style
.display
= "inline-block";
1105 this.selectedPiece
.style
.zIndex
= 3000;
1106 let startSquare
= this.getSquareFromId(e
.target
.parentNode
.id
);
1107 const iCanPlay
= this.mode
!="idle"
1108 && (this.mode
=="friend" || this.vr
.canIplay(this.mycolor
,startSquare
));
1109 this.possibleMoves
= iCanPlay
? this.vr
.getPossibleMovesFrom(startSquare
) : [];
1110 // Next line add moving piece just after current image
1111 // (required for Crazyhouse reserve)
1112 e
.target
.parentNode
.insertBefore(this.selectedPiece
, e
.target
.nextSibling
);
1115 mousemove: function(e
) {
1116 if (!this.selectedPiece
)
1118 e
= e
|| window
.event
;
1119 // If there is an active element, move it around
1120 if (!!this.selectedPiece
)
1122 const [offsetX
,offsetY
] = !!e
.clientX
1123 ? [e
.clientX
,e
.clientY
] //desktop browser
1124 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
]; //smartphone
1125 this.selectedPiece
.style
.left
= (offsetX
-this.start
.x
) + "px";
1126 this.selectedPiece
.style
.top
= (offsetY
-this.start
.y
) + "px";
1129 mouseup: function(e
) {
1130 if (!this.selectedPiece
)
1132 e
= e
|| window
.event
;
1133 // Read drop target (or parentElement, parentNode... if type == "img")
1134 this.selectedPiece
.style
.zIndex
= -3000; //HACK to find square from final coords
1135 const [offsetX
,offsetY
] = !!e
.clientX
1136 ? [e
.clientX
,e
.clientY
]
1137 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
];
1138 let landing
= document
.elementFromPoint(offsetX
, offsetY
);
1139 this.selectedPiece
.style
.zIndex
= 3000;
1140 // Next condition: classList.contains(piece) fails because of marks
1141 while (landing
.tagName
== "IMG")
1142 landing
= landing
.parentNode
;
1143 if (this.start
.id
== landing
.id
)
1145 // A click: selectedPiece and possibleMoves are already filled
1148 // OK: process move attempt
1149 let endSquare
= this.getSquareFromId(landing
.id
);
1150 let moves
= this.findMatchingMoves(endSquare
);
1151 this.possibleMoves
= [];
1152 if (moves
.length
> 1)
1153 this.choices
= moves
;
1154 else if (moves
.length
==1)
1155 this.play(moves
[0]);
1156 // Else: impossible move
1157 this.selectedPiece
.parentNode
.removeChild(this.selectedPiece
);
1158 delete this.selectedPiece
;
1159 this.selectedPiece
= null;
1161 findMatchingMoves: function(endSquare
) {
1162 // Run through moves list and return the matching set (if promotions...)
1164 this.possibleMoves
.forEach(function(m
) {
1165 if (endSquare
[0] == m
.end
.x
&& endSquare
[1] == m
.end
.y
)
1170 animateMove: function(move) {
1171 let startSquare
= document
.getElementById(this.getSquareId(move.start
));
1172 let endSquare
= document
.getElementById(this.getSquareId(move.end
));
1173 let rectStart
= startSquare
.getBoundingClientRect();
1174 let rectEnd
= endSquare
.getBoundingClientRect();
1175 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
1177 document
.querySelector("#" + this.getSquareId(move.start
) + " > img.piece");
1178 // HACK for animation (with positive translate, image slides "under background")
1179 // Possible improvement: just alter squares on the piece's way...
1180 squares
= document
.getElementsByClassName("board");
1181 for (let i
=0; i
<squares
.length
; i
++)
1183 let square
= squares
.item(i
);
1184 if (square
.id
!= this.getSquareId(move.start
))
1185 square
.style
.zIndex
= "-1";
1187 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
1188 translation
.y
+ "px)";
1189 movingPiece
.style
.transitionDuration
= "0.2s";
1190 movingPiece
.style
.zIndex
= "3000";
1192 for (let i
=0; i
<squares
.length
; i
++)
1193 squares
.item(i
).style
.zIndex
= "auto";
1194 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
1198 play: function(move, programmatic
) {
1201 // Navigate after game is over
1202 if (this.cursor
>= this.vr
.moves
.length
)
1203 return; //already at the end
1204 move = this.vr
.moves
[this.cursor
++];
1206 if (!!programmatic
) //computer or human opponent
1208 this.animateMove(move);
1211 // Not programmatic, or animation is over
1212 if (this.mode
== "human" && this.vr
.turn
== this.mycolor
)
1213 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
1214 if (this.sound
== 2)
1215 new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err
=> {});
1216 if (this.mode
!= "idle")
1218 this.incheck
= this.vr
.getCheckSquares(move); //is opponent in check?
1219 this.vr
.play(move, "ingame");
1223 VariantRules
.PlayOnBoard(this.vr
.board
, move);
1224 this.$forceUpdate(); //TODO: ?!
1226 if (this.mode
== "human")
1227 this.updateStorage(); //after our moves and opponent moves
1228 if (this.mode
!= "idle")
1230 const eog
= this.vr
.checkGameOver();
1234 if (this.mode
== "computer" && this.vr
.turn
!= this.mycolor
)
1235 setTimeout(this.playComputerMove
, 500);
1238 // Navigate after game is over
1239 if (this.cursor
== 0)
1240 return; //already at the beginning
1241 if (this.cursor
== this.vr
.moves
.length
)
1242 this.incheck
= []; //in case of...
1243 const move = this.vr
.moves
[--this.cursor
];
1244 VariantRules
.UndoOnBoard(this.vr
.board
, move);
1245 this.$forceUpdate(); //TODO: ?!
1247 undoInGame: function() {
1248 const lm
= this.vr
.lastMove
;