],
data: function() {
return {
+ mobileBrowser: ("ontouchstart" in window),
possibleMoves: [], //filled after each valid click/dragstart
choices: [], //promotion pieces, or checkered captures... (as moves)
selectedPiece: null, //moving piece (or clicked piece)
incheckSq[sq[0]][sq[1]] = true;
});
- // Create board element (+ reserves if needed by variant)
const lm = this.lastMove;
- const showLight = this.settings.highlight && V.ShowMoves == "all";
+ const showLight = (
+ this.settings.highlight &&
+ ["all","highlight"].includes(V.ShowMoves)
+ );
+ const orientation = !V.CanFlip ? "w" : this.orientation;
+ // Ensure that squares colors do not change when board is flipped
+ const lightSquareMod = (sizeX + sizeY) % 2;
+ const showPiece = (x, y) => {
+ return (
+ this.vr.board[x][y] != V.EMPTY &&
+ (!this.vr.enlightened || this.analyze || this.score != "*" ||
+ (!!this.userColor && this.vr.enlightened[this.userColor][x][y]))
+ );
+ };
+ const inHighlight = (x, y) => {
+ return showLight && !!lm && (
+ (lm.end.x == x && lm.end.y == y) ||
+ (lm.start.x == x && lm.start.y == y));
+ };
+ const inShadow = (x, y) => {
+ return (
+ !this.analyze &&
+ this.score == "*" &&
+ this.vr.enlightened &&
+ (!this.userColor || !this.vr.enlightened[this.userColor][x][y])
+ );
+ };
+ // Create board element (+ reserves if needed by variant)
+ let elementArray = [];
const gameDiv = h(
"div",
{
}
},
[...Array(sizeX).keys()].map(i => {
- let ci = !V.CanFlip || this.orientation == "w" ? i : sizeX - i - 1;
+ const ci = orientation == "w" ? i : sizeX - i - 1;
return h(
"div",
{
style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
},
[...Array(sizeY).keys()].map(j => {
- let cj = !V.CanFlip || this.orientation == "w" ? j : sizeY - j - 1;
+ const cj = orientation == "w" ? j : sizeY - j - 1;
let elems = [];
- if (
- this.vr.board[ci][cj] != V.EMPTY &&
- (!this.vr.enlightened || this.analyze || this.score != "*" ||
- (!!this.userColor &&
- this.vr.enlightened[this.userColor][ci][cj]))
- ) {
+ if (showPiece(ci, cj)) {
elems.push(
h("img", {
class: {
})
);
}
+ const lightSquare = (ci + cj) % 2 == lightSquareMod;
return h(
"div",
{
class: {
board: true,
["board" + sizeY]: true,
- "light-square": (i + j) % 2 == 0,
- "dark-square": (i + j) % 2 == 1,
+ "light-square": lightSquare,
+ "dark-square": !lightSquare,
[this.settings.bcolor]: true,
- "in-shadow":
- !this.analyze &&
- this.score == "*" &&
- this.vr.enlightened &&
- (!this.userColor ||
- !this.vr.enlightened[this.userColor][ci][cj]),
- highlight:
- showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
- incheck: showLight && incheckSq[ci][cj]
+ "in-shadow": inShadow(ci, cj),
+ "highlight-light": inHighlight(ci, cj) && lightSquare,
+ "highlight-dark": inHighlight(ci, cj) && !lightSquare,
+ "incheck-light": showLight && lightSquare && incheckSq[ci][cj],
+ "incheck-dark": showLight && !lightSquare && incheckSq[ci][cj]
},
attrs: {
id: getSquareId({ x: ci, y: cj })
);
})
);
- let elementArray = [gameDiv];
- const playingColor = this.userColor || "w"; //default for an observer
- if (this.vr.reserve) {
+ if (!!this.vr.reserve) {
+ const playingColor = this.userColor || "w"; //default for an observer
const shiftIdx = playingColor == "w" ? 0 : 1;
let myReservePiecesArray = [];
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" + sizeY]: true },
- attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) }
+ attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
+ style: { opacity: qty > 0 ? 1 : 0.35 }
},
[
h("img", {
".svg"
}
}),
- h("sup", { class: { "reserve-count": true } }, [
- this.vr.reserve[playingColor][V.RESERVE_PIECES[i]]
- ])
+ h("sup", { class: { "reserve-count": true } }, [ qty ])
]
)
);
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(
h(
"div",
{
class: { board: true, ["board" + sizeY]: true },
- attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) }
+ attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
+ style: { opacity: qty > 0 ? 1 : 0.35 }
},
[
h("img", {
".svg"
}
}),
- h("sup", { class: { "reserve-count": true } }, [
- this.vr.reserve[oppCol][V.RESERVE_PIECES[i]]
- ])
+ h("sup", { class: { "reserve-count": true } }, [ qty ])
]
)
);
}
- let reserves = h(
- "div",
- {
- class: {
- game: true,
- "reserve-div": true
- }
- },
- [
- h(
- "div",
- {
- class: {
- row: true,
- "reserve-row-1": true
- }
- },
- myReservePiecesArray
- ),
- h("div", { class: { row: true } }, oppReservePiecesArray)
- ]
+ const myReserveTop = (
+ (playingColor == 'w' && orientation == 'b') ||
+ (playingColor == 'b' && orientation == 'w')
);
- elementArray.push(reserves);
+ // Center reserves, assuming same number of pieces for each side:
+ const nbReservePieces = myReservePiecesArray.length;
+ const marginLeft = ((100 - nbReservePieces * (100 / sizeY)) / 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);
}
+ elementArray.push(gameDiv);
+ if (!!this.vr.reserve) elementArray.push(reserveBottom);
const boardElt = document.querySelector(".game");
if (this.choices.length > 0 && !!boardElt) {
//no choices to show at first drawing
}
let onEvents = {};
// NOTE: click = mousedown + mouseup
- if ("ontouchstart" in window) {
+ if (this.mobileBrowser) {
onEvents = {
on: {
touchstart: this.mousedown,
mousemove: function(e) {
if (!this.selectedPiece) return;
// There is an active element: move it around
- const [offsetX, offsetY] = e.clientX
- ? [e.clientX, e.clientY] //desktop browser
- : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
+ const [offsetX, offsetY] =
+ this.mobileBrowser
+ ? [e.changedTouches[0].pageX, e.changedTouches[0].pageY]
+ : [e.clientX, e.clientY];
this.selectedPiece.style.left = offsetX - this.start.x + "px";
this.selectedPiece.style.top = offsetY - this.start.y + "px";
},
if (!this.selectedPiece) return;
// There is an active element: obtain the move from start and end squares
this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
- const [offsetX, offsetY] = e.clientX
- ? [e.clientX, e.clientY]
- : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
+ const [offsetX, offsetY] =
+ this.mobileBrowser
+ ? [e.changedTouches[0].pageX, e.changedTouches[0].pageY]
+ : [e.clientX, e.clientY];
let landing = document.elementFromPoint(offsetX, offsetY);
this.selectedPiece.style.zIndex = 3000;
// Next condition: classList.contains(piece) fails because of marks
.reserve-count
padding-left: 40%
-.reserve-row-1
+.reserve-row
margin-bottom: 15px
// NOTE: no variants with reserve of size != 8
opacity: 0.4
top: 0
-.highlight
- background-color: #00cc66 !important
+.highlight-light
+ background-color: rgba(0, 204, 102, 0.7) !important
+.highlight-dark
+ background-color: rgba(0, 204, 102, 0.9) !important
-.incheck
- background-color: #cc3300 !important
+.incheck-light
+ background-color: rgba(204, 51, 0, 0.7) !important
+.incheck-dark
+ background-color: rgba(204, 51, 0, 0.9) !important
.light-square.lichess
background-color: #f0d9b5;