<template lang="pug">
-div#baseGame(tabindex=-1 @click="() => focusBg()"
- @keydown="handleKeys" @wheel="handleScroll")
+div#baseGame
input#modalEog.modal(type="checkbox")
- div(role="dialog" data-checkbox="modalEog" aria-labelledby="eogMessage")
- .card.smallpad.small-modal.text-center
+ div#eogDiv(
+ role="dialog"
+ data-checkbox="modalEog"
+ )
+ .card.text-center
label.modal-close(for="modalEog")
- h3#eogMessage.section {{ endgameMessage }}
+ h3.section {{ endgameMessage }}
#gameContainer
#boardContainer
- Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
- :user-color="game.mycolor" :orientation="orientation"
- :vname="game.vname" @play-move="play")
- #turnIndicator(v-if="game.vname=='Dark' && game.score=='*'")
- | {{ turn }}
+ Board(
+ :vr="vr"
+ :last-move="lastMove"
+ :analyze="game.mode=='analyze'"
+ :score="game.score"
+ :user-color="game.mycolor"
+ :orientation="orientation"
+ :vname="game.vname"
+ :incheck="incheck"
+ @play-move="play"
+ )
+ #turnIndicator(v-if="showTurn") {{ turn }}
#controls
- button(@click="gotoBegin") <<
- button(@click="() => undo()") <
- button(@click="flip") ⇅
- button(@click="() => play()") >
- button(@click="gotoEnd") >>
- #pgnDiv
- div(v-if="game.vname!='Dark' || game.score!='*'")
+ button(@click="gotoBegin()")
+ img.inline(src="/images/icons/fast-forward_rev.svg")
+ button(@click="undo()")
+ img.inline(src="/images/icons/play_rev.svg")
+ button(v-if="canFlip" @click="flip()")
+ img.inline(src="/images/icons/flip.svg")
+ button(@click="play()")
+ img.inline(src="/images/icons/play.svg")
+ button(@click="gotoEnd()")
+ img.inline(src="/images/icons/fast-forward.svg")
+ #belowControls
+ #downloadDiv(v-if="allowDownloadPGN")
a#download(href="#")
- button(@click="download") {{ st.tr["Download PGN"] }}
- button(v-if="game.vname!='Dark' && game.mode!='analyze'"
- @click="analyzePosition")
- | {{ st.tr["Analyze"] }}
- // NOTE: rather ugly hack to avoid showing twice "rules" link...
- button(v-if="!$route.path.match('/variants/')" @click="showRules")
+ button(@click="download()") {{ st.tr["Download"] }} PGN
+ button(
+ v-if="canAnalyze"
+ @click="analyzePosition()"
+ )
+ | {{ st.tr["Analyse"] }}
+ // NOTE: variants pages already have a "Rules" link on top
+ button(
+ v-if="!$route.path.match('/variants/')"
+ @click="showRules()"
+ )
| {{ st.tr["Rules"] }}
#movesList
- MoveList(v-if="showMoves" :score="game.score" :message="game.scoreMsg"
- :firstNum="firstMoveNumber" :moves="moves" :cursor="cursor"
- @goto-move="gotoMove")
+ MoveList(
+ :show="showMoves"
+ :score="game.score"
+ :message="game.scoreMsg"
+ :firstNum="firstMoveNumber"
+ :moves="moves"
+ :cursor="cursor"
+ @goto-move="gotoMove"
+ )
.clearer
</template>
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
import { getDate } from "@/utils/datetime";
-
+import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
+import { getFullNotation } from "@/utils/notation";
+import { undoMove } from "@/utils/playUndo";
export default {
- name: 'my-base-game',
+ name: "my-base-game",
components: {
Board,
- MoveList,
+ MoveList
},
- // "vr": VariantRules object, describing the game state + rules
- props: ["vr","game"],
+ props: ["game"],
data: function() {
return {
st: store.state,
// NOTE: all following variables must be reset at the beginning of a game
+ vr: null, //VariantRules object, game state
endgameMessage: "",
orientation: "w",
score: "*", //'*' means 'unfinished'
moves: [],
+ // TODO: later, use subCursor to navigate intra-multimoves?
cursor: -1, //index of the move just played
lastMove: null,
firstMoveNumber: 0, //for printing
+ incheck: [], //for Board
+ inMultimove: false
};
},
watch: {
"game.fenStart": function() {
this.re_setVariables();
},
- // Received a new move to play:
- "game.moveToPlay": function(newMove) {
- if (!!newMove) //if stop + launch new game, get undefined move
- this.play(newMove, "receive");
- },
},
computed: {
showMoves: function() {
- return this.game.vname != "Dark" || this.game.score != "*";
+ return this.game.score != "*"
+ ? "all"
+ : (this.vr ? this.vr.showMoves : "none");
+ },
+ showTurn: function() {
+ return (
+ this.game.score == '*' &&
+ this.vr &&
+ (this.vr.showMoves != "all" || !this.vr.canFlip)
+ );
},
turn: function() {
- let color = "";
- const L = this.moves.length;
- if (L == 0 || this.moves[L-1].color == "b")
- color = "White";
- else //if (this.moves[L-1].color == "w")
- color = "Black";
- return color + " turn";
+ if (!this.vr)
+ return "";
+ if (this.vr.showMoves != "all")
+ return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"]
+ // Cannot flip: racing king or circular chess
+ return this.vr.movesCount == 0 && this.game.mycolor == "w"
+ ? this.st.tr["It's your turn!"]
+ : "";
+ },
+ canAnalyze: function() {
+ return this.game.mode != "analyze" && this.vr && this.vr.canAnalyze;
},
- analyze: function() {
- return this.game.mode=="analyze" ||
- // From Board viewpoint, a finished Dark game == analyze (TODO: unclear)
- (this.game.vname == "Dark" && this.game.score != "*");
+ canFlip: function() {
+ return this.vr && this.vr.canFlip;
},
+ allowDownloadPGN: function() {
+ return this.game.score != "*" || (this.vr && this.vr.showMoves == "all");
+ }
},
created: function() {
- if (!!this.game.fenStart)
- this.re_setVariables();
+ if (this.game.fenStart) this.re_setVariables();
},
mounted: function() {
- // Take full width on small screens:
- let boardSize = parseInt(localStorage.getItem("boardSize"));
- if (!boardSize)
- {
- boardSize = (window.innerWidth >= 768
- ? Math.min(600, 0.5*window.innerWidth) //heuristic...
- : window.innerWidth);
+ if (!("ontouchstart" in window)) {
+ // Desktop browser:
+ const baseGameDiv = document.getElementById("baseGame");
+ baseGameDiv.tabIndex = 0;
+ baseGameDiv.addEventListener("click", this.focusBg);
+ baseGameDiv.addEventListener("keydown", this.handleKeys);
+ baseGameDiv.addEventListener("wheel", this.handleScroll);
}
- const movesWidth = (window.innerWidth >= 768 ? 280 : 0);
- document.getElementById("boardContainer").style.width = boardSize + "px";
- let gameContainer = document.getElementById("gameContainer");
- gameContainer.style.width = (boardSize + movesWidth) + "px";
+ document.getElementById("eogDiv").addEventListener(
+ "click",
+ processModalClick);
},
methods: {
focusBg: function() {
- // NOTE: small blue border appears...
document.getElementById("baseGame").focus();
},
handleKeys: function(e) {
- if ([32,37,38,39,40].includes(e.keyCode))
- e.preventDefault();
- switch (e.keyCode)
- {
+ if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
+ switch (e.keyCode) {
case 37:
this.undo();
break;
}
},
handleScroll: function(e) {
- // NOTE: since game.mode=="analyze" => no score, next condition is enough
- if (this.game.score != "*")
- {
- e.preventDefault();
- if (e.deltaY < 0)
- this.undo();
- else if (e.deltaY > 0)
- this.play();
- }
+ e.preventDefault();
+ if (e.deltaY < 0) this.undo();
+ else if (e.deltaY > 0) this.play();
},
showRules: function() {
//this.$router.push("/variants/" + this.game.vname);
},
re_setVariables: function() {
this.endgameMessage = "";
- this.orientation = this.game.mycolor || "w"; //default orientation for observed games
+ // "w": default orientation for observed games
+ this.orientation = this.game.mycolor || "w";
this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
- // Post-processing: decorate each move with color + current FEN:
- // (to be able to jump to any position quickly)
- let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
- this.firstMoveNumber =
- Math.floor(V.ParseFen(this.game.fenStart).movesCount / 2);
+ // Post-processing: decorate each move with notation and FEN
+ this.vr = new V(this.game.fenStart);
+ const parsedFen = V.ParseFen(this.game.fenStart);
+ const firstMoveColor = parsedFen.turn;
+ this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
this.moves.forEach(move => {
- // NOTE: this is doing manually what play() function below achieve,
- // but in a lighter "fast-forward" way
- move.color = vr_tmp.turn;
- move.notation = vr_tmp.getNotation(move);
- vr_tmp.play(move);
- move.fen = vr_tmp.getFen();
+ // Strategy working also for multi-moves:
+ if (!Array.isArray(move)) move = [move];
+ move.forEach(m => {
+ m.notation = this.vr.getNotation(m);
+ this.vr.play(m);
+ });
});
- if (this.game.fenStart.indexOf(" b ") >= 0 ||
- (this.moves.length > 0 && this.moves[0].color == "b"))
- {
- // 'end' is required for Board component to check lastMove for e.p.
- this.moves.unshift({color: "w", notation: "...", end: {x:-1,y:-1}});
+ if (firstMoveColor == "b") {
+ // 'start' & 'end' is required for Board component
+ this.moves.unshift({
+ notation: "...",
+ start: { x: -1, y: -1 },
+ end: { x: -1, y: -1 }
+ });
}
- const L = this.moves.length;
- this.cursor = L-1;
- this.lastMove = (L > 0 ? this.moves[L-1] : null);
+ this.positionCursorTo(this.moves.length - 1);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
},
- analyzePosition: function() {
- const newUrl = "/analyze/" + this.game.vname +
- "/?fen=" + this.vr.getFen().replace(/ /g, "_");
- if (this.game.type == "live")
- this.$router.push(newUrl); //open in same tab: against cheating...
+ positionCursorTo: function(index) {
+ this.cursor = index;
+ // Caution: last move in moves array might be a multi-move
+ if (index >= 0) {
+ if (Array.isArray(this.moves[index])) {
+ const L = this.moves[index].length;
+ this.lastMove = this.moves[index][L - 1];
+ } else {
+ this.lastMove = this.moves[index];
+ }
+ }
else
- window.open("#" + newUrl); //open in a new tab: more comfortable
+ this.lastMove = null;
+ },
+ analyzePosition: function() {
+ let newUrl =
+ "/analyse/" +
+ this.game.vname +
+ "/?fen=" +
+ this.vr.getFen().replace(/ /g, "_");
+ if (this.game.mycolor)
+ newUrl += "&side=" + this.game.mycolor;
+ // Open in same tab in live games (against cheating)
+ if (this.game.type == "live") this.$router.push(newUrl);
+ else window.open("#" + newUrl);
},
download: function() {
const content = this.getPgn();
// Prepare and trigger download link
let downloadAnchor = document.getElementById("download");
downloadAnchor.setAttribute("download", "game.pgn");
- downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
+ downloadAnchor.href =
+ "data:text/plain;charset=utf-8," + encodeURIComponent(content);
downloadAnchor.click();
},
getPgn: function() {
pgn += '[Black "' + this.game.players[1].name + '"]\n';
pgn += '[Fen "' + this.game.fenStart + '"]\n';
pgn += '[Result "' + this.game.score + '"]\n\n';
- let counter = 1;
- let i = 0;
- while (i < this.moves.length)
- {
- pgn += (counter++) + ".";
- for (let color of ["w","b"])
- {
- let move = "";
- while (i < this.moves.length && this.moves[i].color == color)
- move += this.moves[i++].notation + ",";
- move = move.slice(0,-1); //remove last comma
- pgn += move + (i < this.moves.length ? " " : "");
- }
+ for (let i = 0; i < this.moves.length; i += 2) {
+ pgn += (i/2+1) + "." + getFullNotation(this.moves[i]) + " ";
+ if (i+1 < this.moves.length)
+ pgn += getFullNotation(this.moves[i+1]) + " ";
}
return pgn + "\n";
},
- getScoreMessage: function(score) {
- let eogMessage = "Undefined";
- switch (score)
- {
- case "1-0":
- eogMessage = this.st.tr["White win"];
- break;
- case "0-1":
- eogMessage = this.st.tr["Black win"];
- break;
- case "1/2":
- eogMessage = this.st.tr["Draw"];
- break;
- case "?":
- eogMessage = this.st.tr["Unfinished"];
- break;
- }
- return eogMessage;
- },
showEndgameMsg: function(message) {
this.endgameMessage = message;
let modalBox = document.getElementById("modalEog");
modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
+ setTimeout(() => {
+ modalBox.checked = false;
+ }, 2000);
},
+ // Animate an elementary move
animateMove: function(move, callback) {
let startSquare = document.getElementById(getSquareId(move.start));
let endSquare = document.getElementById(getSquareId(move.end));
let rectStart = startSquare.getBoundingClientRect();
let rectEnd = endSquare.getBoundingClientRect();
- let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
- let movingPiece =
- document.querySelector("#" + getSquareId(move.start) + " > img.piece");
+ let translation = {
+ x: rectEnd.x - rectStart.x,
+ y: rectEnd.y - rectStart.y
+ };
+ let movingPiece = document.querySelector(
+ "#" + getSquareId(move.start) + " > img.piece"
+ );
// HACK for animation (with positive translate, image slides "under background")
// Possible improvement: just alter squares on the piece's way...
const squares = document.getElementsByClassName("board");
- for (let i=0; i<squares.length; i++)
- {
+ for (let i = 0; i < squares.length; i++) {
let square = squares.item(i);
- if (square.id != getSquareId(move.start))
- square.style.zIndex = "-1";
+ if (square.id != getSquareId(move.start)) square.style.zIndex = "-1";
}
- movingPiece.style.transform = "translate(" + translation.x + "px," +
- translation.y + "px)";
- movingPiece.style.transitionDuration = "0.2s";
+ movingPiece.style.transform =
+ "translate(" + translation.x + "px," + translation.y + "px)";
+ movingPiece.style.transitionDuration = "0.25s";
movingPiece.style.zIndex = "3000";
- setTimeout( () => {
- for (let i=0; i<squares.length; i++)
+ setTimeout(() => {
+ for (let i = 0; i < squares.length; i++)
squares.item(i).style.zIndex = "auto";
movingPiece.style = {}; //required e.g. for 0-0 with KR swap
callback();
}, 250);
},
- play: function(move, receive) {
- // NOTE: navigate and receive are mutually exclusive
+ // For Analyse mode:
+ emitFenIfAnalyze: function() {
+ if (this.game.mode == "analyze") {
+ this.$emit(
+ "fenchange",
+ this.lastMove ? this.lastMove.fen : this.game.fenStart
+ );
+ }
+ },
+ // "light": if gotoMove() or gotoEnd()
+ // data: some custom data (addTime) to be re-emitted
+ play: function(move, received, light, data) {
const navigate = !move;
+ const playSubmove = (smove) => {
+ if (!navigate) smove.notation = this.vr.getNotation(smove);
+ this.vr.play(smove);
+ this.lastMove = smove;
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (!navigate) {
+ if (!this.inMultimove) {
+ if (this.cursor < this.moves.length - 1)
+ this.moves = this.moves.slice(0, this.cursor + 1);
+ this.moves.push(smove);
+ this.inMultimove = true; //potentially
+ this.cursor++;
+ } else {
+ // Already in the middle of a multi-move
+ const L = this.moves.length;
+ if (!Array.isArray(this.moves[L-1]))
+ this.$set(this.moves, L-1, [this.moves[L-1], smove]);
+ else
+ this.$set(this.moves, L-1, this.moves.concat([smove]));
+ }
+ }
+ };
+ const playMove = () => {
+ const animate = V.ShowMoves == "all" && (received || navigate);
+ if (!Array.isArray(move)) move = [move];
+ let moveIdx = 0;
+ let self = this;
+ const initurn = this.vr.turn;
+ (function executeMove() {
+ const smove = move[moveIdx++];
+ if (animate) {
+ self.animateMove(smove, () => {
+ playSubmove(smove);
+ if (moveIdx < move.length)
+ setTimeout(executeMove, 500);
+ else afterMove(smove, initurn);
+ });
+ } else {
+ playSubmove(smove);
+ if (moveIdx < move.length) executeMove();
+ else afterMove(smove, initurn);
+ }
+ })();
+ };
+ const afterMove = (smove, initurn) => {
+ if (this.vr.turn != initurn) {
+ // Turn has changed: move is complete
+ if (!smove.fen) {
+ // NOTE: only FEN of last sub-move is required (thus setting it here)
+ smove.fen = this.vr.getFen();
+ this.emitFenIfAnalyze();
+ }
+ this.inMultimove = false;
+ const score = this.vr.getCurrentScore();
+ if (score != "*") {
+ const message = getScoreMessage(score);
+ if (!navigate && this.game.mode != "analyze")
+ this.$emit("gameover", score, message);
+ else if (this.game.mode == "analyze")
+ // Just show score on screen (allow undo)
+ this.showEndgameMsg(score + " . " + this.st.tr[message]);
+ }
+ if (!navigate && this.game.mode != "analyze") {
+ const L = this.moves.length;
+ // Post-processing (e.g. computer play)
+ this.$emit("newmove", this.moves[L-1], data);
+ }
+ }
+ };
+ // NOTE: navigate and received are mutually exclusive
+ if (navigate) {
+ // The move to navigate to is necessarily full:
+ if (this.cursor == this.moves.length - 1) return; //no more moves
+ move = this.moves[this.cursor + 1];
+ if (light) {
+ // Just play the move, nothing else:
+ if (!Array.isArray(move)) move = [move];
+ for (let i=0; i < move.length; i++) this.vr.play(move[i]);
+ }
+ else {
+ playMove();
+ this.emitFenIfAnalyze();
+ }
+ this.cursor++;
+ return;
+ }
// Forbid playing outside analyze mode, except if move is received.
// Sufficient condition because Board already knows which turn it is.
- if (!navigate && this.game.mode!="analyze" && !receive
- && (this.game.score != "*" || this.cursor < this.moves.length-1))
- {
+ if (
+ this.game.mode != "analyze" &&
+ !received &&
+ (this.game.score != "*" || this.cursor < this.moves.length - 1)
+ ) {
return;
}
- const doPlayMove = () => {
- if (!!receive && this.cursor < this.moves.length-1)
- this.gotoEnd(); //required to play the move
- if (navigate)
- {
- if (this.cursor == this.moves.length-1)
- return; //no more moves
- move = this.moves[this.cursor+1];
- }
- else
- {
- move.color = this.vr.turn;
- move.notation = this.vr.getNotation(move);
- }
- this.vr.play(move);
- this.cursor++;
- this.lastMove = move;
- if (this.st.settings.sound == 2)
- new Audio("/sounds/move.mp3").play().catch(err => {});
- if (!navigate)
- {
- move.fen = this.vr.getFen();
- // Stack move on movesList at current cursor
- if (this.cursor == this.moves.length)
- this.moves.push(move);
- else
- this.moves = this.moves.slice(0,this.cursor).concat([move]);
- }
- // Is opponent in check?
+ // To play a received move, cursor must be at the end of the game:
+ if (received && this.cursor < this.moves.length - 1)
+ this.gotoEnd();
+ playMove();
+ },
+ cancelCurrentMultimove: function() {
+ const L = this.moves.length;
+ let move = this.moves[L-1];
+ if (!Array.isArray(move)) move = [move];
+ for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
+ this.moves.pop();
+ this.cursor--;
+ this.inMultimove = false;
+ },
+ cancelLastMove: function() {
+ // The last played move was canceled (corr game)
+ this.undo();
+ this.moves.pop();
+ },
+ // "light": if gotoMove() or gotoBegin()
+ undo: function(move, light) {
+ if (this.inMultimove) {
+ this.cancelCurrentMultimove();
this.incheck = this.vr.getCheckSquares(this.vr.turn);
- const score = this.vr.getCurrentScore();
- if (score != "*")
- {
- const message = this.getScoreMessage(score);
- if (this.game.mode != "analyze")
- this.$emit("gameover", score, message);
- else //just show score on screen (allow undo)
- this.showEndgameMsg(score + " . " + message);
+ } else {
+ if (!move) {
+ if (this.cursor < 0) return; //no more moves
+ move = this.moves[this.cursor];
+ }
+ // Caution; if multi-move, undo all submoves from last to first
+ undoMove(move, this.vr);
+ if (light) this.cursor--;
+ else {
+ this.positionCursorTo(this.cursor - 1);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.emitFenIfAnalyze();
}
- if (!navigate && this.game.mode!="analyze")
- this.$emit("newmove", move); //post-processing (e.g. computer play)
- };
- if (!!receive && this.game.vname != "Dark")
- this.animateMove(move, doPlayMove);
- else
- doPlayMove();
- },
- undo: function(move) {
- const navigate = !move;
- if (navigate)
- {
- if (this.cursor < 0)
- return; //no more moves
- move = this.moves[this.cursor];
}
- this.vr.undo(move);
- this.cursor--;
- this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
- if (this.st.settings.sound == 2)
- new Audio("/sounds/undo.mp3").play().catch(err => {});
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (!navigate)
- this.moves.pop();
},
gotoMove: function(index) {
- this.vr.re_init(this.moves[index].fen);
- this.cursor = index;
- this.lastMove = this.moves[index];
+ if (this.inMultimove) this.cancelCurrentMultimove();
+ if (index == this.cursor) return;
+ if (index < this.cursor) {
+ while (this.cursor > index)
+ this.undo(null, null, "light");
+ }
+ else {
+ // index > this.cursor)
+ while (this.cursor < index)
+ this.play(null, null, "light");
+ }
+ // NOTE: next line also re-assign cursor, but it's very light
+ this.positionCursorTo(index);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.emitFenIfAnalyze();
},
gotoBegin: function() {
- if (this.cursor == -1)
- return;
- this.vr.re_init(this.game.fenStart);
- if (this.moves.length > 0 && this.moves[0].notation == "...")
- {
+ if (this.inMultimove) this.cancelCurrentMultimove();
+ while (this.cursor >= 0)
+ this.undo(null, null, "light");
+ if (this.moves.length > 0 && this.moves[0].notation == "...") {
this.cursor = 0;
this.lastMove = this.moves[0];
- }
- else
- {
- this.cursor = -1;
+ } else {
this.lastMove = null;
}
+ this.incheck = [];
+ this.emitFenIfAnalyze();
},
gotoEnd: function() {
- if (this.cursor == this.moves.length - 1)
- return;
- this.gotoMove(this.moves.length-1);
+ if (this.cursor == this.moves.length - 1) return;
+ this.gotoMove(this.moves.length - 1);
+ this.emitFenIfAnalyze();
},
flip: function() {
this.orientation = V.GetOppCol(this.orientation);
- },
- },
+ }
+ }
};
</script>
<style lang="sass" scoped>
+[type="checkbox"]#modalEog+div .card
+ min-height: 45px
+
#baseGame
width: 100%
&:focus
margin-left: auto
margin-right: auto
-#modal-eog+div .card
- overflow: hidden
+#downloadDiv
+ display: inline-block
+
#controls
- margin-top: 10px
- margin-left: auto
- margin-right: auto
+ margin: 0 auto
+ text-align: center
+ display: flex
button
display: inline-block
width: 20%
margin: 0
-@media screen and (min-width: 768px)
- #controls
- max-width: 400px
+ img.inline
+ height: 24px
+ padding-top: 5px
+ @media screen and (max-width: 767px)
+ img.inline
+ height: 18px
+
#turnIndicator
text-align: center
-#pgnDiv
+ font-weight: bold
+
+#belowControls
+ border-top: 1px solid #2f4f4f
text-align: center
- margin-left: auto
- margin-right: auto
+ margin: 0 auto
+ & > #downloadDiv
+ margin: 0
+ & > button
+ margin: 0
+ & > button
+ border-left: 1px solid #2f4f4f
+ margin: 0
+
#boardContainer
float: left
// TODO: later, maybe, allow movesList of variable width
// or e.g. between 250 and 350px (but more complicated)
+
#movesList
width: 280px
float: left
+
@media screen and (max-width: 767px)
#movesList
width: 100%