if (!!lm) {
if (!Array.isArray(lm)) lm = [lm];
lm.forEach(m => {
- if (V.OnBoard(m.start.x, m.start.y))
+ if (!m.start.noHighlight && V.OnBoard(m.start.x, m.start.y))
lmHighlights[m.start.x + sizeX * m.start.y] = true;
- if (V.OnBoard(m.end.x, m.end.y))
+ if (!m.end.noHighlight && V.OnBoard(m.end.x, m.end.y))
lmHighlights[m.end.x + sizeX * m.end.y] = true;
+ if (!!m.start.toplay)
+ // For Dice variant (at least?)
+ lmHighlights[m.start.toplay[0] + sizeX * m.start.toplay[1]] = true;
});
}
const showLight = (
"middle-square": V.Notoodark,
[this.settings.bcolor]: true,
"in-shadow": inShadow(ci, cj),
- "highlight-light": inHighlight(ci, cj) && lightSquare,
- "highlight-dark":
- inHighlight(ci, cj) && (V.Monochrome || !lightSquare),
+ "highlight": inHighlight(ci, cj),
"incheck-light":
showCheck && lightSquare && incheckSq[ci][cj],
"incheck-dark":
- showCheck && !lightSquare && incheckSq[ci][cj]
+ showCheck && !lightSquare && incheckSq[ci][cj],
+ "hover-highlight": this.vr.hoverHighlight(ci, cj)
},
attrs: {
id: getSquareId({ x: ci, y: cj })
// Some variants have more than sizeY reserve pieces (Clorange: 10)
const reserveSquareNb = Math.max(sizeY, V.RESERVE_PIECES.length);
let myReservePiecesArray = [];
- for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
- const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
- myReservePiecesArray.push(
+ if (!!this.vr.reserve[playingColor]) {
+ for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+ const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
+ myReservePiecesArray.push(
+ h(
+ "div",
+ {
+ "class": { board: true, ["board" + reserveSquareNb]: true },
+ attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
+ style: { opacity: qty > 0 ? 1 : 0.35 }
+ },
+ [
+ h("img", {
+ // NOTE: class "reserve" not used currently
+ "class": { piece: true, reserve: true },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getReservePpath(i, playingColor, orientation) +
+ ".svg"
+ }
+ }),
+ h(
+ "sup",
+ {
+ "class": { "reserve-count": true },
+ style: { top: "calc(100% + 5px)" }
+ },
+ [ qty ]
+ )
+ ]
+ )
+ );
+ }
+ }
+ let oppReservePiecesArray = [];
+ const oppCol = V.GetOppCol(playingColor);
+ if (!!this.vr.reserve[oppCol]) {
+ for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+ const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
+ oppReservePiecesArray.push(
+ h(
+ "div",
+ {
+ "class": { board: true, ["board" + reserveSquareNb]: true },
+ attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
+ style: { opacity: qty > 0 ? 1 : 0.35 }
+ },
+ [
+ h("img", {
+ "class": { piece: true, reserve: true },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getReservePpath(i, oppCol, orientation) +
+ ".svg"
+ }
+ }),
+ h(
+ "sup",
+ {
+ "class": { "reserve-count": true },
+ style: { top: "calc(100% + 5px)" }
+ },
+ [ qty ]
+ )
+ ]
+ )
+ );
+ }
+ }
+ const myReserveTop = (
+ (playingColor == 'w' && orientation == 'b') ||
+ (playingColor == 'b' && orientation == 'w')
+ );
+ const hasReserveTop = (
+ (myReserveTop && !!this.vr.reserve[playingColor]) ||
+ (!myReserveTop && !!this.vr.reserve[oppCol])
+ );
+ // "var" because must be reachable from outside this block
+ var hasReserveBottom = (
+ (myReserveTop && !!this.vr.reserve[oppCol]) ||
+ (!myReserveTop && !!this.vr.reserve[playingColor])
+ );
+ // Center reserves, assuming same number of pieces for each side:
+ const nbReservePieces = myReservePiecesArray.length;
+ const marginLeft =
+ ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
+ if (hasReserveTop) {
+ var reserveTop =
h(
"div",
{
- "class": { board: true, ["board" + reserveSquareNb]: true },
- attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
- style: { opacity: qty > 0 ? 1 : 0.35 }
+ "class": {
+ game: true,
+ "reserve-div": true
+ },
+ style: {
+ "margin-left": marginLeft
+ }
},
[
- h("img", {
- // NOTE: class "reserve" not used currently
- "class": { piece: true, reserve: true },
- attrs: {
- src:
- "/images/pieces/" +
- this.vr.getReservePpath(i, playingColor, orientation) +
- ".svg"
- }
- }),
h(
- "sup",
+ "div",
{
- "class": { "reserve-count": true },
- style: { top: "calc(100% + 5px)" }
+ "class": {
+ row: true,
+ "reserve-row": true
+ }
},
- [ qty ]
+ myReserveTop ? myReservePiecesArray : oppReservePiecesArray
)
]
- )
- );
+ );
}
- let oppReservePiecesArray = [];
- const oppCol = V.GetOppCol(playingColor);
- for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
- const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
- oppReservePiecesArray.push(
+ if (hasReserveBottom) {
+ var reserveBottom =
h(
"div",
{
- "class": { board: true, ["board" + reserveSquareNb]: true },
- attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
- style: { opacity: qty > 0 ? 1 : 0.35 }
+ "class": {
+ game: true,
+ "reserve-div": true
+ },
+ style: {
+ "margin-left": marginLeft
+ }
},
[
- h("img", {
- "class": { piece: true, reserve: true },
- attrs: {
- src:
- "/images/pieces/" +
- this.vr.getReservePpath(i, oppCol, orientation) +
- ".svg"
- }
- }),
h(
- "sup",
+ "div",
{
- "class": { "reserve-count": true },
- style: { top: "calc(100% + 5px)" }
+ "class": {
+ row: true,
+ "reserve-row": true
+ }
},
- [ qty ]
+ myReserveTop ? oppReservePiecesArray : myReservePiecesArray
)
]
- )
- );
+ );
}
- const myReserveTop = (
- (playingColor == 'w' && orientation == 'b') ||
- (playingColor == 'b' && orientation == 'w')
- );
- // Center reserves, assuming same number of pieces for each side:
- const nbReservePieces = myReservePiecesArray.length;
- const marginLeft =
- ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
- const reserveTop =
- h(
- "div",
- {
- "class": {
- game: true,
- "reserve-div": true
- },
- style: {
- "margin-left": marginLeft
- }
- },
- [
- h(
- "div",
- {
- "class": {
- row: true,
- "reserve-row": true
- }
- },
- myReserveTop ? myReservePiecesArray : oppReservePiecesArray
- )
- ]
- );
- var reserveBottom =
- h(
- "div",
- {
- "class": {
- game: true,
- "reserve-div": true
- },
- style: {
- "margin-left": marginLeft
- }
- },
- [
- h(
- "div",
- {
- "class": {
- row: true,
- "reserve-row": true
- }
- },
- myReserveTop ? oppReservePiecesArray : myReservePiecesArray
- )
- ]
- );
- elementArray.push(reserveTop);
+ if (hasReserveTop) elementArray.push(reserveTop);
}
elementArray.push(gameDiv);
- if (!!this.vr.reserve) elementArray.push(reserveBottom);
+ if (!!this.vr.reserve && hasReserveBottom)
+ elementArray.push(reserveBottom);
const boardElt = document.getElementById("gamePosition");
// boardElt might be undefine (at first drawing)
if (this.choices.length > 0 && !!boardElt) {
touchend: this.mouseup
}
};
- } else {
+ }
+ else {
onEvents = {
on: {
mousedown: this.mousedown,
const color = this.analyze ? this.vr.turn : this.userColor;
if (this.vr.canIplay(color, startSquare))
this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+ else return;
// For potential drag'n drop, remember start coordinates
// (to center the piece on mouse cursor)
const rect = parent.getBoundingClientRect();
// TODO: no predefined highlight colors, but layers. How?
-.light-square.lichess.highlight-light
- background-color: #cdd26a
-.dark-square.lichess.highlight-dark
- background-color: #aaa23a
-
-.light-square.chesscom.highlight-light
- background-color: #f7f783
-.dark-square.chesscom.highlight-dark
- background-color: #bacb44
+.hover-highlight:hover
+ // TODO: color dependant on board theme, or inner border...
+ background-color: #C571E6 !important
-.light-square.chesstempo.highlight-light
- background-color: #9f9fff
-.dark-square.chesstempo.highlight-dark
- background-color: #557fff
+.highlight
+ &.light-square
+ &.lichess
+ background-color: #cdd26a
+ &.chesscom
+ background-color: #f7f783
+ &.chesstempo
+ background-color: #9f9fff
+ &.orangecc
+ background-color: #fef273
+ &.dark-square
+ &.lichess
+ background-color: #aaa23a
+ &.chesscom
+ background-color: #bacb44
+ &.chesstempo
+ background-color: #557fff
+ &.orangecc
+ background-color: #e8c525
+ &.middle-square
+ &.lichess
+ background-color: #BCBA52
+ &.chesscom
+ background-color: #D9E164
+ &.chesstempo
+ background-color: #7A8FFF
+ &.orangecc
+ background-color: #F3DC4C
</style>