<template lang="pug">
-.row
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- input#modalEog.modal(type="checkbox")
- div(role="dialog" aria-labelledby="eogMessage")
- .card.smallpad.small-modal.text-center
- label.modal-close(for="modalEog")
- h3#eogMessage.section {{ endgameMessage }}
- Board(:vr="vr" :last-move="lastMove" :analyze="analyze" :user-color="mycolor"
- :orientation="orientation" :vname="variant.name" @play-move="play")
- .button-group
- button(@click="play") Play
- button(@click="undo") Undo
- button(@click="flip") Flip
- button(@click="gotoBegin") GotoBegin
- button(@click="gotoEnd") GotoEnd
- #fenDiv.section-content(v-if="showFen && !!vr")
- p#fenString.text-center {{ vr.getFen() }}
- #pgnDiv.section-content
- a#download(href="#")
- .button-group
- button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
- button Import game
- //MoveList(v-if="showMoves"
- :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+div#baseGame(tabindex=-1 @click="() => focusBg()" @keydown="handleKeys")
+ input#modalEog.modal(type="checkbox")
+ div(role="dialog" aria-labelledby="eogMessage")
+ .card.smallpad.small-modal.text-center
+ label.modal-close(for="modalEog")
+ h3#eogMessage.section {{ endgameMessage }}
+ .row
+ #boardContainer.col-sm-12.col-md-9
+ Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
+ :user-color="game.mycolor" :orientation="orientation"
+ :vname="game.vname" @play-move="play")
+ #controls
+ button(@click="gotoBegin") <<
+ button(@click="() => undo()") <
+ button(@click="flip") ⇅
+ button(@click="() => play()") >
+ button(@click="gotoEnd") >>
+ #fenDiv(v-if="showFen && !!vr")
+ p(@click="gotoFenContent") {{ vr.getFen() }}
+ #pgnDiv
+ a#download(href="#")
+ button(@click="download") {{ st.tr["Download PGN"] }}
+ .col-sm-12.col-md-3
+ MoveList(v-if="showMoves"
+ :moves="moves" :cursor="cursor" @goto-move="gotoMove")
</template>
<script>
import Board from "@/components/Board.vue";
-//import MoveList from "@/components/MoveList.vue";
+import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
+import { getDate } from "@/utils/datetime";
export default {
name: 'my-base-game',
components: {
Board,
- //MoveList,
+ MoveList,
},
- props: ["variant","analyze","players"],
+ // "vr": VariantRules object, describing the game state + rules
+ props: ["vr","game"],
data: function() {
return {
st: store.state,
- vr: null, //VariantRules object, describing the game state + rules
+ // NOTE: all following variables must be reset at the beginning of a game
endgameMessage: "",
orientation: "w",
score: "*", //'*' means 'unfinished'
- // userColor: given by gameId, or fen in problems mode (if no game Id)...
- mycolor: "w",
- fenStart: "",
- moves: [], //all moves played in current game
+ moves: [],
cursor: -1, //index of the move just played
lastMove: null,
+ gameHasEnded: false, //to avoid showing end message twice
};
},
+ watch: {
+ // game initial FEN changes when a new game starts
+ "game.fenStart": function() {
+ this.re_setVariables();
+ },
+ // Received a new move to play:
+ "game.moveToPlay": function() {
+ this.play(this.game.moveToPlay, "receive", this.game.vname=="Dark");
+ },
+ "game.score": function(score) {
+ if (!this.gameHasEnded && score != "*")
+ {
+ // "false" says "don't bubble up": the parent already knows
+ this.endGame(score, this.game.scoreMsg, false);
+ }
+ },
+ },
computed: {
showMoves: function() {
return true;
//return window.innerWidth >= 768;
},
showFen: function() {
- return this.variant.name != "Dark" || this.score != "*";
+ return this.game.vname != "Dark" || this.score != "*";
+ },
+ analyze: function() {
+ return this.game.mode == "analyze" || this.score != "*";
},
},
+ created: function() {
+ if (!!this.game.fenStart)
+ this.re_setVariables();
+ },
methods: {
- setEndgameMessage: function(score) {
- let eogMessage = "Undefined";
- switch (score)
+ focusBg: function() {
+ // TODO: 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)
{
- case "1-0":
- eogMessage = translations["White win"];
+ case 37:
+ this.undo();
break;
- case "0-1":
- eogMessage = translations["Black win"];
+ case 39:
+ this.play();
break;
- case "1/2":
- eogMessage = translations["Draw"];
+ case 38:
+ this.gotoBegin();
break;
- case "?":
- eogMessage = "Unfinished";
+ case 40:
+ this.gotoEnd();
+ break;
+ case 32:
+ this.flip();
break;
}
- this.endgameMessage = eogMessage;
+ },
+ re_setVariables: function() {
+ this.endgameMessage = "";
+ this.orientation = this.game.mycolor || "w"; //default orientation for observed games
+ this.score = this.game.score || "*"; //mutable (if initially "*")
+ this.gameHasEnded = (this.score != "*");
+ 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.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();
+ });
+ 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}});
+ }
+ const L = this.moves.length;
+ this.cursor = L-1;
+ this.lastMove = (L > 0 ? this.moves[L-1] : null);
+ },
+ gotoFenContent: function(event) {
+ this.$router.push("/analyze/" + this.game.vname +
+ "/?fen=" + event.target.innerText.replace(/ /g, "_"));
},
download: function() {
const content = this.getPgn();
getPgn: function() {
let pgn = "";
pgn += '[Site "vchess.club"]\n';
- pgn += '[Variant "' + this.variant.name + '"]\n';
+ pgn += '[Variant "' + this.game.vname + '"]\n';
pgn += '[Date "' + getDate(new Date()) + '"]\n';
- pgn += '[White "' + this.players[0] + '"]\n';
- pgn += '[Black "' + this.players[1] + '"]\n';
- pgn += '[Fen "' + this.fenStart + '"]\n';
+ pgn += '[White "' + this.game.players[0].name + '"]\n';
+ pgn += '[Black "' + this.game.players[1].name + '"]\n';
+ pgn += '[Fen "' + this.game.fenStart + '"]\n';
pgn += '[Result "' + this.score + '"]\n\n';
let counter = 1;
let i = 0;
{
let move = "";
while (i < this.moves.length && this.moves[i].color == color)
- move += this.moves[i++].notation[0] + ",";
+ move += this.moves[i++].notation + ",";
move = move.slice(0,-1); //remove last comma
- pgn += move + (i < this.moves.length-1 ? " " : "");
+ pgn += move + (i < this.moves.length ? " " : "");
}
}
return pgn + "\n";
},
- showScoreMsg: function(score) {
- this.setEndgameMessage(score);
- let modalBox = document.getElementById("modal-eog");
+ getScoreMessage: function(score) {
+ let eogMessage = "Undefined";
+ switch (score)
+ {
+ case "1-0":
+ eogMessage = this.st.tr["White win"];
+ break;
+ case "0-1":
+ eogMessage = this.st.tr["Black win"];
+ break;
+ case "1/2":
+ eogMessage = this.st.tr["Draw"];
+ break;
+ case "?":
+ eogMessage = this.st.tr["Unfinished"];
+ break;
+ }
+ return eogMessage;
+ },
+ showEndgameMsg: function(message) {
+ this.endgameMessage = message;
+ let modalBox = document.getElementById("modalEog");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
},
- endGame: function(score) {
+ endGame: function(score, message, bubbleUp) {
+ this.gameHasEnded = true;
this.score = score;
- this.showScoreMsg(score);
- this.$emit("game-over");
+ if (!message)
+ message = this.getScoreMessage(score);
+ this.showEndgameMsg(score + " . " + message);
+ if (bubbleUp)
+ this.$emit("gameover", score);
},
animateMove: function(move) {
let startSquare = document.getElementById(getSquareId(move.start));
this.play(move);
}, 250);
},
- play: function(move, programmatic) {
- let navigate = !move;
+ play: function(move, receive, noanimate) {
+ const navigate = !move;
// Forbid playing outside analyze mode when cursor isn't at moves.length-1
// (except if we receive opponent's move, human or computer)
- if (!navigate && !this.analyze && !programmatic
+ if (!navigate && !this.analyze && !receive
&& this.cursor < this.moves.length-1)
{
return;
return; //no more moves
move = this.moves[this.cursor+1];
}
- if (!!programmatic) //computer or (remote) human opponent
+ if (!!receive && !noanimate) //opponent move, variant != "Dark"
{
if (this.cursor < this.moves.length-1)
this.gotoEnd(); //required to play the move
return this.animateMove(move);
}
- // Not programmatic, or animation is over
- if (!move.notation)
- move.notation = this.vr.getNotation(move);
- if (!move.color)
+ if (!navigate)
+ {
move.color = this.vr.turn;
+ move.notation = this.vr.getNotation(move);
+ }
+ // Not programmatic, or animation is over
this.vr.play(move);
this.cursor++;
this.lastMove = move;
- if (!move.fen)
- move.fen = this.vr.getFen();
if (this.st.settings.sound == 2)
new Audio("/sounds/move.mp3").play().catch(err => {});
- // Send the move to web worker (including his own moves)
- this.compWorker.postMessage(["newmove",move]);
- if (!navigate && (this.score == "*" || this.analyze))
+ if (!navigate)
{
- // Stack move on movesList at current cursor
- if (this.cursor == this.moves.length)
- this.moves.push(move);
- else
- this.moves = this.moves.slice(0,this.cursor).concat([move]);
+ move.fen = this.vr.getFen();
+ if (this.score == "*" || this.analyze)
+ {
+ // Stack move on movesList at current cursor
+ if (this.cursor == this.moves.length)
+ this.moves.push(move);
+ else
+ this.moves = this.moves.slice(0,this.cursor).concat([move]);
+ }
}
+ if (!this.analyze)
+ this.$emit("newmove", move); //post-processing (e.g. computer play)
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
if (score != "*")
{
if (!this.analyze)
- this.endGame(score);
- else //just show score on screen (allow undo)
- this.showScoreMsg(score);
- }
- // subTurn condition for Marseille (and Avalanche) rules
- else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1))
- && (this.subMode == "auto" || this.vr.turn != this.mycolor))
- {
- this.playComputerMove();
+ this.endGame(score, undefined, true);
+ else
+ {
+ // Just show score on screen (allow undo)
+ const message = this.getScoreMessage(score);
+ this.showEndgameMsg(score + " . " + message);
+ }
}
- // https://vuejs.org/v2/guide/list.html#Caveats (also for undo)
- //if (navigate)
- // this.$children[0].$forceUpdate(); //TODO!?
},
undo: function(move) {
- let navigate = !move;
+ const navigate = !move;
if (navigate)
{
if (this.cursor < 0)
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.$children[0].$forceUpdate(); //TODO!?
- else if (this.analyze) //TODO: can this happen?
+ if (!navigate)
this.moves.pop();
},
gotoMove: function(index) {
- this.vr = new V(this.moves[index].fen);
+ this.vr.re_init(this.moves[index].fen);
this.cursor = index;
this.lastMove = this.moves[index];
},
gotoBegin: function() {
- this.vr = new V(this.fenStart);
- this.cursor = -1;
- this.lastMove = null;
+ this.vr.re_init(this.game.fenStart);
+ if (this.moves.length > 0 && this.moves[0].notation == "...")
+ {
+ this.cursor = 0;
+ this.lastMove = this.moves[0];
+ }
+ else
+ {
+ this.cursor = -1;
+ this.lastMove = null;
+ }
},
gotoEnd: function() {
this.gotoMove(this.moves.length-1);
},
};
</script>
+
+<style lang="sass">
+#modal-eog+div .card
+ overflow: hidden
+#pgnDiv, #fenDiv
+ text-align: center
+ margin-left: auto
+ margin-right: auto
+@media screen and (min-width: 768px)
+ #controls
+ width: 400px
+@media screen and (max-width: 767px)
+ .game
+ width: 100%
+#controls
+ margin-top: 10px
+ button
+ display: inline-block
+ width: 20%
+ margin: 0
+#boardContainer
+ margin-top: 5px
+ >div
+ margin-left: auto
+ margin-right: auto
+</style>