<script>
-// TODO: for 3 or 4 players, write a "board3.js" (board4.js)
-
import { getSquareId, getSquareFromId } from "@/utils/squareId";
import { ArrayFun } from "@/utils/array";
+import { store } from "@/store";
export default {
name: 'my-board',
// Last move cannot be guessed from here, and is required to highlight squares
// vr: object to check moves, print board...
- // userColor: for mode HH or HC
- props: ["vr","lastMove","analyze","orientation","userColor","vname"],
+ // userColor is left undefined for an external observer
+ props: ["vr","lastMove","analyze","incheck","orientation","userColor","vname"],
data: function () {
return {
- hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
- bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
possibleMoves: [], //filled after each valid click/dragstart
choices: [], //promotion pieces, or checkered captures... (as moves)
selectedPiece: null, //moving piece (or clicked piece)
- incheck: [],
start: {}, //pixels coordinates + id of starting square (click or drag)
+ settings: store.state.settings,
};
},
render(h) {
if (!this.vr)
- return;
+ {
+ // Return empty div of class 'game' to avoid error when setting size
+ return h("div",
+ {
+ "class": {
+ "game": true,
+ },
+ });
+ }
const [sizeX,sizeY] = [V.size.x,V.size.y];
// Precompute hints squares to facilitate rendering
let hintSquares = ArrayFun.init(sizeX, sizeY, false);
// Also precompute in-check squares
let incheckSq = ArrayFun.init(sizeX, sizeY, false);
this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
- const squareWidth = 40; //TODO: compute this
+
+ let boardElt = document.querySelector(".game");
+ const squareWidth = (!!boardElt
+ ? boardElt.offsetWidth / sizeY
+ : 40); //arbitrary value (not relevant)
+ const offset = (!!boardElt
+ ? [boardElt.offsetTop, boardElt.offsetLeft]
+ : [0, 0]);
const choices = h(
'div',
{
attrs: { "id": "choices" },
'class': { 'row': true },
style: {
- "display": this.choices.length>0?"block":"none",
- "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
+ "display": (this.choices.length > 0 ? "block" : "none"),
+ "top": (offset[0] + (sizeY/2)*squareWidth-squareWidth/2) + "px",
+ "left": (offset[1] + squareWidth*(sizeY - this.choices.length)/2) + "px",
"width": (this.choices.length * squareWidth) + "px",
"height": squareWidth + "px",
},
);
// Create board element (+ reserves if needed by variant or mode)
const lm = this.lastMove;
- const showLight = this.hints && this.vname != "Dark";
+ const showLight = this.settings.highlight && this.vname != "Dark";
const gameDiv = h(
'div',
{
let cj = (this.orientation=='w' ? j : sizeY-j-1);
let elems = [];
if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
- || this.gameOver || this.analyze
- || this.vr.enlightened[this.userColor][ci][cj]))
+ || this.analyze || (!!this.userColor
+ && this.vr.enlightened[this.userColor][ci][cj])))
{
elems.push(
h(
)
);
}
- if (this.hints && hintSquares[ci][cj])
+ if (this.settings.hints && hintSquares[ci][cj])
{
elems.push(
h(
['board'+sizeY]: true,
'light-square': (i+j)%2==0,
'dark-square': (i+j)%2==1,
- [this.bcolor]: true,
- 'in-shadow': this.vname=="Dark" && !this.gameOver
- && !this.analyze && !this.vr.enlightened[this.userColor][ci][cj],
+ [this.settings.bcolor]: true,
+ 'in-shadow': this.vname=="Dark" && !this.analyze
+ && (!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],
},
);
})
);
+ const playingColor = this.userColor || "w"; //default for an observer
let elementArray = [choices, gameDiv];
if (!!this.vr.reserve)
{
- const shiftIdx = (this.userColor=="w" ? 0 : 1);
+ const shiftIdx = (playingColor=="w" ? 0 : 1);
let myReservePiecesArray = [];
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
'class': {"piece":true, "reserve":true},
attrs: {
"src": "/images/pieces/" +
- this.vr.getReservePpath(this.userColor,i) + ".svg",
+ this.vr.getReservePpath(playingColor,i) + ".svg",
}
}),
h('sup',
{"class": { "reserve-count": true } },
- [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
+ [ this.vr.reserve[playingColor][V.RESERVE_PIECES[i]] ]
)
]));
}
let oppReservePiecesArray = [];
- const oppCol = V.GetOppCol(this.userColor);
+ const oppCol = V.GetOppCol(playingColor);
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
oppReservePiecesArray.push(h('div',
return h(
'div',
{
- 'class': {
- "col-sm-12": true,
- "col-md-10": true,
- "col-md-offset-1": true,
- "col-lg-8": true,
- "col-lg-offset-2": true,
- },
// NOTE: click = mousedown + mouseup
on: {
mousedown: this.mousedown,
this.selectedPiece.style.zIndex = 3000;
const startSquare = getSquareFromId(e.target.parentNode.id);
this.possibleMoves = [];
- const color = (this.analyze || this.gameOver ? this.vr.turn : this.userColor);
+ const color = (this.analyze ? this.vr.turn : this.userColor);
if (this.vr.canIplay(color,startSquare))
this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
// Next line add moving piece just after current image
};
</script>
-<style lang="sass">
+<style lang="sass" scoped>
.game.reserve-div
margin-bottom: 18px
.reserve-row-1
margin-bottom: 15px
+// NOTE: no variants with reserve of size != 8
+
div.board
float: left
height: 0
width: 9.09%
padding-bottom: 9.1%
-// NOTE: no variants with reserve of size != 8
-
.game
- width: 80vh
- margin: 0 auto
+ width: 100%
+ margin: 0
.board
cursor: pointer
- @media screen and (max-width: 767px)
- width: 100%
- margin: 0
#choices
- margin: 0 auto 0 auto
- position: relative
+ margin: 0
+ position: absolute
z-index: 300
overflow-y: inherit
background-color: rgba(0,0,0,0)