<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="game.mode=='analyze'"
- :user-color="game.mycolor" :orientation="orientation"
- :vname="game.vname" @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="game.mode=='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") >>
+ #pgnDiv
+ a#download(href="#")
+ button(@click="download") {{ st.tr["Download PGN"] }}
+ button(v-if="game.mode!='analyze'" @click="analyzePosition")
+ | {{ st.tr["Analyze"] }}
+ .col-sm-12.col-md-3
+ MoveList(v-if="showMoves" :score="game.score" :message="game.scoreMsg"
+ :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,
},
// "vr": VariantRules object, describing the game state + rules
props: ["vr","game"],
"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 true;
- //return window.innerWidth >= 768;
- },
- showFen: function() {
- return this.game.vname != "Dark" || this.score != "*";
- },
- analyze: function() {
- return this.game.mode == "analyze";
+ return this.game.vname != "Dark" || this.game.mode=="analyze";
},
},
created: function() {
this.re_setVariables();
},
methods: {
+ 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 37:
+ this.undo();
+ break;
+ case 39:
+ this.play();
+ break;
+ case 38:
+ this.gotoBegin();
+ break;
+ case 40:
+ this.gotoEnd();
+ break;
+ case 32:
+ this.flip();
+ break;
+ }
+ },
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.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);
},
- setEndgameMessage: function(score) {
- let eogMessage = "Undefined";
- switch (score)
- {
- case "1-0":
- eogMessage = translations["White win"];
- break;
- case "0-1":
- eogMessage = translations["Black win"];
- break;
- case "1/2":
- eogMessage = translations["Draw"];
- break;
- case "?":
- eogMessage = "Unfinished";
- break;
- }
- this.endgameMessage = eogMessage;
+ analyzePosition: function() {
+ const newUrl = "/analyze/" + this.game.vname +
+ "/?fen=" + this.vr.getFen().replace(/ /g, "_");
+ //window.open("#" + newUrl); //to open in a new tab
+ this.$router.push(newUrl); //better
},
download: function() {
const content = this.getPgn();
pgn += '[Site "vchess.club"]\n';
pgn += '[Variant "' + this.game.vname + '"]\n';
pgn += '[Date "' + getDate(new Date()) + '"]\n';
- pgn += '[White "' + this.game.players[0] + '"]\n';
- pgn += '[Black "' + this.game.players[1] + '"]\n';
+ pgn += '[White "' + this.game.players[0].name + '"]\n';
+ pgn += '[Black "' + this.game.players[1].name + '"]\n';
pgn += '[Fen "' + this.game.fenStart + '"]\n';
- pgn += '[Result "' + this.score + '"]\n\n';
+ pgn += '[Result "' + this.game.score + '"]\n\n';
let counter = 1;
let i = 0;
while (i < this.moves.length)
{
let move = "";
while (i < this.moves.length && this.moves[i].color == color)
- move += this.moves[i++].notation[0] + ",";
+ move += this.moves[i++].notation + ",";
move = move.slice(0,-1); //remove last comma
- pgn += move + (i < this.moves.length-1 ? " " : "");
+ pgn += move + (i < this.moves.length ? " " : "");
}
}
return pgn + "\n";
},
- showScoreMsg: function(score) {
- this.setEndgameMessage(score);
+ getScoreMessage: function(score) {
+ let eogMessage = "Undefined";
+ switch (score)
+ {
+ case "1-0":
+ eogMessage = this.st.tr["White win"];
+ break;
+ case "0-1":
+ eogMessage = this.st.tr["Black win"];
+ break;
+ case "1/2":
+ eogMessage = this.st.tr["Draw"];
+ break;
+ case "?":
+ eogMessage = this.st.tr["Unfinished"];
+ break;
+ }
+ return eogMessage;
+ },
+ showEndgameMsg: function(message) {
+ this.endgameMessage = message;
let modalBox = document.getElementById("modalEog");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
},
- endGame: function(score) {
- this.score = score;
- this.showScoreMsg(score);
- this.$emit("gameover", score);
- },
- animateMove: function(move) {
+ animateMove: function(move, callback) {
let startSquare = document.getElementById(getSquareId(move.start));
let endSquare = document.getElementById(getSquareId(move.end));
let rectStart = startSquare.getBoundingClientRect();
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
- this.play(move);
+ callback();
}, 250);
},
- play: function(move, programmatic) {
+ play: function(move, receive) {
+ // NOTE: navigate and receive are mutually exclusive
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
+ // 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.cursor < this.moves.length-1)
{
return;
}
- 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);
- }
- if (!!programmatic) //computer or (remote) human opponent
- {
- if (this.cursor < this.moves.length-1)
+ const doPlayMove = () => {
+ if (!!receive && this.cursor < this.moves.length-1)
this.gotoEnd(); //required to play the move
- return this.animateMove(move);
- }
- // Not programmatic, or animation is over
- 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();
- if (this.score == "*" || this.analyze)
+ 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?
- 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);
- }
- if (!this.analyze)
- this.$emit("newmove", move); //post-processing (e.g. computer play)
+ if (!navigate && this.game.mode != "analyze")
+ this.$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 != "*")
+ {
+ 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);
+ }
+ };
+ if (!!receive && this.game.vname != "Dark")
+ this.animateMove(move, doPlayMove);
+ else
+ doPlayMove();
},
undo: function(move) {
const navigate = !move;
},
gotoBegin: function() {
this.vr.re_init(this.game.fenStart);
- this.cursor = -1;
- this.lastMove = null;
+ 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
+ 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>