<script>
-// This can work for squared boards (2 or 4 players), with some adaptations (TODO)
-// TODO: for 3 players, write a "board3.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
+ name: "my-board",
+ // Last move cannot be guessed from here, and is required for highlights.
// vr: object to check moves, print board...
- // mode: HH, HC or analyze
- // userColor: for mode HH or HC
- props: ["vr","lastMove","mode","orientation","userColor","vname"],
- data: function () {
+ // userColor is left undefined for an external observer
+ props: [
+ "vr",
+ "lastMove",
+ "analyze",
+ "score",
+ "incheck",
+ "orientation",
+ "userColor",
+ "vname"
+ ],
+ data: function() {
return {
- hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
- bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
+ 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)
- incheck: [],
- start: {}, //pixels coordinates + id of starting square (click or drag)
+ start: null, //pixels coordinates + id of starting square (click or drag)
+ startArrow: null,
+ movingArrow: { x: -1, y: -1 },
+ arrows: [], //object of {start: x,y / end: x,y}
+ circles: {}, //object of squares' ID --> true (TODO: use a set?)
+ click: "",
+ clickTime: 0,
+ settings: store.state.settings
};
},
render(h) {
- if (!this.vr)
- return;
- const [sizeX,sizeY] = [V.size.x,V.size.y];
+ if (!this.vr) {
+ // 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);
- this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
+ this.possibleMoves.forEach(m => {
+ hintSquares[m.end.x][m.end.y] = true;
+ });
// 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
- 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",
- "width": (this.choices.length * squareWidth) + "px",
- "height": squareWidth + "px",
- },
- },
- this.choices.map(m => { //a "choice" is a move
- return h('div',
- {
- 'class': {
- 'board': true,
- ['board'+sizeY]: true,
- },
- style: {
- 'width': (100/this.choices.length) + "%",
- 'padding-bottom': (100/this.choices.length) + "%",
- },
- },
- [h('img',
- {
- attrs: { "src": '/images/pieces/' +
- V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
- 'class': { 'choice-piece': true },
- on: {
- "click": e => { this.play(m); this.choices=[]; },
- // NOTE: add 'touchstart' event to fix a problem on smartphones
- "touchstart": e => { this.play(m); this.choices=[]; },
- },
- })
- ]
- );
- })
- );
- // Create board element (+ reserves if needed by variant or mode)
+ this.incheck.forEach(sq => {
+ incheckSq[sq[0]][sq[1]] = true;
+ });
+
const lm = this.lastMove;
- const showLight = this.hints && this.vname != "Dark";
+ const showLight = (
+ this.settings.highlight &&
+ ["all","highlight"].includes(V.ShowMoves)
+ );
+ const showCheck = (
+ this.settings.highlight &&
+ ["all","highlight","byrow"].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',
+ "div",
{
- 'class': {
- 'game': true,
- 'clearer': true,
- },
+ "class": {
+ game: true,
+ clearer: true
+ }
},
[...Array(sizeX).keys()].map(i => {
- let ci = (this.orientation=='w' ? i : sizeX-i-1);
+ const ci = orientation == "w" ? i : sizeX - i - 1;
return h(
- 'div',
+ "div",
{
- 'class': {
- 'row': true,
+ "class": {
+ row: true
},
- style: { 'opacity': this.choices.length>0?"0.5":"1" },
+ style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
},
[...Array(sizeY).keys()].map(j => {
- let cj = (this.orientation=='w' ? j : sizeY-j-1);
+ const cj = orientation == "w" ? j : sizeY - j - 1;
+ const squareId = "sq-" + ci + "-" + cj;
let elems = [];
- if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
- || this.gameOver || this.mode == "analyze"
- || this.vr.enlightened[this.userColor][ci][cj]))
- {
+ if (showPiece(ci, cj)) {
elems.push(
- h(
- 'img',
- {
- 'class': {
- 'piece': true,
- 'ghost': !!this.selectedPiece
- && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
- },
- attrs: {
- src: require("@/assets/images/pieces/" +
- V.getPpath(this.vr.board[ci][cj]) + ".svg"),
- },
+ h("img", {
+ "class": {
+ piece: true,
+ ghost:
+ !!this.selectedPiece &&
+ this.selectedPiece.parentNode.id == squareId
+ },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getPpath(
+ this.vr.board[ci][cj],
+ // Extra args useful for some variants:
+ this.userColor,
+ this.score,
+ this.orientation) +
+ V.IMAGE_EXTENSION
}
- )
+ })
);
}
- if (this.hints && hintSquares[ci][cj])
- {
+ if (this.settings.hints && hintSquares[ci][cj]) {
elems.push(
- h(
- 'img',
- {
- 'class': {
- 'mark-square': true,
- },
- attrs: {
- src: "/images/mark.svg",
- },
+ h("img", {
+ "class": {
+ "mark-square": true
+ },
+ attrs: {
+ src: "/images/mark.svg"
}
- )
+ })
+ );
+ }
+ if (!!this.circles[squareId]) {
+ elems.push(
+ h("img", {
+ "class": {
+ "circle-square": true
+ },
+ attrs: {
+ src: "/images/circle.svg"
+ }
+ })
);
}
+ const lightSquare = (ci + cj) % 2 == lightSquareMod;
return h(
- 'div',
+ "div",
{
- 'class': {
- 'board': true,
- ['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.mode != "analyze"
- && !this.vr.enlightened[this.userColor][ci][cj],
- 'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
- 'incheck': showLight && incheckSq[ci][cj],
+ "class": {
+ board: true,
+ ["board" + sizeY]: true,
+ "light-square": lightSquare,
+ "dark-square": !lightSquare,
+ [this.settings.bcolor]: true,
+ "in-shadow": inShadow(ci, cj),
+ "highlight-light": inHighlight(ci, cj) && lightSquare,
+ "highlight-dark": inHighlight(ci, cj) && !lightSquare,
+ "incheck-light":
+ showCheck && lightSquare && incheckSq[ci][cj],
+ "incheck-dark":
+ showCheck && !lightSquare && incheckSq[ci][cj]
},
attrs: {
- id: getSquareId({x:ci,y:cj}),
- },
+ id: getSquareId({ x: ci, y: cj })
+ }
},
elems
);
);
})
);
- let elementArray = [choices, gameDiv];
- if (!!this.vr.reserve)
- {
- const shiftIdx = (this.userColor=="w" ? 0 : 1);
+ 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++)
- {
- myReservePiecesArray.push(h('div',
- {
- 'class': {'board':true, ['board'+sizeY]:true},
- attrs: { id: getSquareId({x:sizeX+shiftIdx,y:i}) }
- },
- [
- h('img',
- {
- 'class': {"piece":true, "reserve":true},
- attrs: {
- "src": "/images/pieces/" +
- this.vr.getReservePpath(this.userColor,i) + ".svg",
- }
- }),
- h('sup',
- {"class": { "reserve-count": true } },
- [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
+ 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 }) },
+ style: { opacity: qty > 0 ? 1 : 0.35 }
+ },
+ [
+ h("img", {
+ "class": { piece: true, reserve: true },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getReservePpath(i, playingColor) +
+ ".svg"
+ }
+ }),
+ h("sup", { "class": { "reserve-count": true } }, [ qty ])
+ ]
)
- ]));
+ );
}
let oppReservePiecesArray = [];
- const oppCol = V.GetOppCol(this.userColor);
- for (let i=0; i<V.RESERVE_PIECES.length; i++)
- {
- oppReservePiecesArray.push(h('div',
- {
- 'class': {'board':true, ['board'+sizeY]:true},
- attrs: { id: getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
- },
- [
- h('img',
+ 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 }) },
+ style: { opacity: qty > 0 ? 1 : 0.35 }
+ },
+ [
+ h("img", {
+ "class": { piece: true, reserve: true },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getReservePpath(i, oppCol) +
+ ".svg"
+ }
+ }),
+ h("sup", { "class": { "reserve-count": true } }, [ qty ])
+ ]
+ )
+ );
+ }
+ 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 / sizeY)) / 2) + "%";
+ const reserveTop =
+ h(
+ "div",
{
- 'class': {"piece":true, "reserve":true},
- attrs: {
- "src": "/images/pieces/" +
- this.vr.getReservePpath(oppCol,i) + ".svg",
+ "class": {
+ game: true,
+ "reserve-div": true
+ },
+ style: {
+ "margin-left": marginLeft
}
- }),
- h('sup',
- {"class": { "reserve-count": true } },
- [ this.vr.reserve[oppCol][V.RESERVE_PIECES[i]] ]
- )
- ]));
+ },
+ [
+ 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");
+ // Square width might be undefine (at first drawing),
+ // but it won't be used in this case.
+ const squareWidth = boardElt.offsetWidth / sizeY;
+ if (this.choices.length > 0 && !!boardElt) {
+ // No choices to show at first drawing
+ const offset = [boardElt.offsetTop, boardElt.offsetLeft];
+ const maxNbeltsPerRow = Math.min(this.choices.length, sizeY);
+ let topOffset = offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2;
+ let choicesHeight = squareWidth;
+ if (this.choices.length >= sizeY) {
+ // A second row is required (Eightpieces variant)
+ topOffset -= squareWidth / 2;
+ choicesHeight *= 2;
}
- let reserves = h('div',
+ const choices = h(
+ "div",
{
- 'class':{
- 'game': true,
- "reserve-div": true,
- },
+ attrs: { id: "choices" },
+ "class": { row: true },
+ style: {
+ top: topOffset + "px",
+ left:
+ offset[1] +
+ (squareWidth * Math.max(sizeY - this.choices.length, 0)) / 2 +
+ "px",
+ width: (maxNbeltsPerRow * squareWidth) + "px",
+ height: choicesHeight + "px"
+ }
},
- [
- h('div',
- {
- 'class': {
- 'row': true,
- "reserve-row-1": true,
+ [ h(
+ "div",
+ {
+ "class": { "full-width": true }
+ },
+ this.choices.map(m => {
+ // A "choice" is a move
+ const applyMove = (e) => {
+ e.stopPropagation();
+ // Force a delay between move is shown and clicked
+ // (otherwise a "double-click" bug might occur)
+ if (Date.now() - this.clickTime < 200) return;
+ this.choices = [];
+ this.play(m);
+ };
+ const onClick =
+ this.mobileBrowser
+ ? { touchend: applyMove }
+ : { mouseup: applyMove };
+ return h(
+ "div",
+ {
+ "class": {
+ board: true,
+ ["board" + sizeY]: true
+ },
+ style: {
+ width: (100 / maxNbeltsPerRow) + "%",
+ "padding-bottom": (100 / maxNbeltsPerRow) + "%"
+ }
},
- },
- myReservePiecesArray
- ),
- h('div',
- { 'class': { 'row': true }},
- oppReservePiecesArray
+ [
+ h("img", {
+ attrs: {
+ src:
+ "/images/pieces/" +
+ // orientation: extra arg useful for some variants:
+ this.vr.getPPpath(m, this.orientation) +
+ V.IMAGE_EXTENSION
+ },
+ "class": { "choice-piece": true },
+ on: onClick
+ })
+ ]
+ );
+ })
+ ) ]
+ );
+ elementArray.unshift(choices);
+ }
+ if (
+ !this.mobileBrowser &&
+ (this.arrows.length > 0 || this.movingArrow.x >= 0)
+ ) {
+ let svgArrows = [];
+ const arrowWidth = squareWidth / 4;
+ this.arrows.forEach(a => {
+ const endPoint = this.adjustEndArrow(a.start, a.end, squareWidth);
+ svgArrows.push(
+ h(
+ "path",
+ {
+ "class": { "svg-arrow": true },
+ attrs: {
+ d: (
+ "M" + a.start.x + "," + a.start.y + " " +
+ "L" + endPoint.x + "," + endPoint.y
+ ),
+ style: "stroke-width:" + arrowWidth + "px"
+ }
+ }
)
- ]
+ );
+ });
+ if (this.movingArrow.x >= 0) {
+ const endPoint =
+ this.adjustEndArrow(this.startArrow, this.movingArrow, squareWidth);
+ svgArrows.push(
+ h(
+ "path",
+ {
+ "class": { "svg-arrow": true },
+ attrs: {
+ d: (
+ "M" + this.startArrow.x + "," + this.startArrow.y + " " +
+ "L" + endPoint.x + "," + endPoint.y
+ ),
+ style: "stroke-width:" + arrowWidth + "px"
+ }
+ }
+ )
+ );
+ }
+ // Add SVG element for drawing arrows
+ elementArray.push(
+ h(
+ "svg",
+ {
+ attrs: {
+ id: "arrowCanvas",
+ stroke: "none"
+ }
+ },
+ [
+ h(
+ "defs",
+ {},
+ [
+ h(
+ "marker",
+ {
+ attrs: {
+ id: "arrow",
+ markerWidth: (2 * arrowWidth) + "px",
+ markerHeight: (2 * arrowWidth) + "px",
+ markerUnits: "userSpaceOnUse",
+ refX: "0",
+ refY: arrowWidth + "px",
+ orient: "auto"
+ }
+ },
+ [
+ h(
+ "path",
+ {
+ "class": { "arrow-head": true },
+ attrs: {
+ d: (
+ "M0,0 L0," + (2 * arrowWidth) + " " +
+ "L" + (2 * arrowWidth) + "," + arrowWidth + " z"
+ )
+ }
+ }
+ )
+ ]
+ )
+ ]
+ )
+ ].concat(svgArrows)
+ )
);
- elementArray.push(reserves);
}
- 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
+ let onEvents = {};
+ // NOTE: click = mousedown + mouseup
+ if (this.mobileBrowser) {
+ onEvents = {
+ on: {
+ touchstart: this.mousedown,
+ touchmove: this.mousemove,
+ touchend: this.mouseup
+ }
+ };
+ } else {
+ onEvents = {
on: {
mousedown: this.mousedown,
mousemove: this.mousemove,
mouseup: this.mouseup,
- touchstart: this.mousedown,
- touchmove: this.mousemove,
- touchend: this.mouseup,
- },
- },
- elementArray
- );
+ contextmenu: this.blockContextMenu
+ }
+ };
+ }
+ return h("div", onEvents, elementArray);
},
methods: {
+ blockContextMenu: function(e) {
+ e.preventDefault();
+ e.stopPropagation();
+ return false;
+ },
+ cancelResetArrows: function() {
+ this.startArrow = null;
+ this.arrows = [];
+ this.circles = {};
+ },
+ adjustEndArrow: function(start, end, squareWidth) {
+ // Simple heuristic for now, just remove 1/3 square.
+ // TODO: should depend on the orientation.
+ const delta = [end.x - start.x, end.y - start.y];
+ const dist = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
+ const fracSqWidth = squareWidth / 3;
+ return {
+ x: end.x - delta[0] * fracSqWidth / dist,
+ y: end.y - delta[1] * fracSqWidth / dist
+ };
+ },
mousedown: function(e) {
- e = e || window.event;
- let ingame = false;
- let elem = e.target;
- while (!ingame && elem !== null)
- {
- if (elem.classList.contains("game"))
- {
- ingame = true;
- break;
+ if (!([1, 3].includes(e.which))) return;
+ e.preventDefault();
+ if (e.which != 3)
+ // Cancel current drawing and circles, if any
+ this.cancelResetArrows();
+ if (e.which == 1 || this.mobileBrowser) {
+ // Mouse left button
+ if (!this.start) {
+ // NOTE: classList[0] is enough: 'piece' is the first assigned class
+ const withPiece = (e.target.classList[0] == "piece");
+ // Emit the click event which could be used by some variants
+ this.$emit(
+ "click-square",
+ getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id)
+ );
+ // Start square must contain a piece.
+ if (!withPiece) return;
+ let parent = e.target.parentNode; //surrounding square
+ // Show possible moves if current player allowed to play
+ const startSquare = getSquareFromId(parent.id);
+ this.possibleMoves = [];
+ const color = this.analyze ? this.vr.turn : this.userColor;
+ if (this.vr.canIplay(color, startSquare))
+ this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+ // For potential drag'n drop, remember start coordinates
+ // (to center the piece on mouse cursor)
+ const rect = parent.getBoundingClientRect();
+ this.start = {
+ x: rect.x + rect.width / 2,
+ y: rect.y + rect.width / 2,
+ id: parent.id
+ };
+ // Add the moving piece to the board, just after current image
+ this.selectedPiece = e.target.cloneNode();
+ Object.assign(
+ this.selectedPiece.style,
+ {
+ position: "absolute",
+ top: 0,
+ display: "inline-block",
+ zIndex: 3000
+ }
+ );
+ parent.insertBefore(this.selectedPiece, e.target.nextSibling);
+ } else {
+ this.processMoveAttempt(e);
}
- elem = elem.parentElement;
- }
- if (!ingame) //let default behavior (click on button...)
- return;
- e.preventDefault(); //disable native drag & drop
- if (!this.selectedPiece && e.target.classList.contains("piece"))
- {
- // Next few lines to center the piece on mouse cursor
- let rect = e.target.parentNode.getBoundingClientRect();
- this.start = {
- x: rect.x + rect.width/2,
- y: rect.y + rect.width/2,
- id: e.target.parentNode.id
+ } else {
+ // e.which == 3 : mouse right button
+ let elem = e.target;
+ // Next loop because of potential marks
+ while (elem.tagName == "IMG") elem = elem.parentNode;
+ // To center the arrow in square:
+ const rect = elem.getBoundingClientRect();
+ this.startArrow = {
+ x: rect.x + rect.width / 2,
+ y: rect.y + rect.width / 2,
+ id: elem.id
};
- this.selectedPiece = e.target.cloneNode();
- this.selectedPiece.style.position = "absolute";
- this.selectedPiece.style.top = 0;
- this.selectedPiece.style.display = "inline-block";
- this.selectedPiece.style.zIndex = 3000;
- const startSquare = getSquareFromId(e.target.parentNode.id);
- this.possibleMoves = [];
- const color = this.mode=="analyze" || this.gameOver
- ? 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
- // (required for Crazyhouse reserve)
- e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
}
},
mousemove: function(e) {
- if (!this.selectedPiece)
- return;
- e = e || window.event;
- // If there is an active element, move it around
- if (!!this.selectedPiece)
- {
- const [offsetX,offsetY] = !!e.clientX
- ? [e.clientX,e.clientY] //desktop browser
- : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
- this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
- this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
+ if (!this.selectedPiece && !this.startArrow) return;
+ e.preventDefault();
+ if (!!this.selectedPiece) {
+ // There is an active element: move it around
+ const [offsetX, offsetY] =
+ this.mobileBrowser
+ ? [e.changedTouches[0].pageX, e.changedTouches[0].pageY]
+ : [e.clientX, e.clientY];
+ Object.assign(
+ this.selectedPiece.style,
+ {
+ left: offsetX - this.start.x + "px",
+ top: offsetY - this.start.y + "px"
+ }
+ );
+ }
+ else {
+ let elem = e.target;
+ // Next loop because of potential marks
+ while (elem.tagName == "IMG") elem = elem.parentNode;
+ // To center the arrow in square:
+ if (elem.id != this.startArrow.id) {
+ const rect = elem.getBoundingClientRect();
+ this.movingArrow = {
+ x: rect.x + rect.width / 2,
+ y: rect.y + rect.width / 2
+ };
+ }
}
},
mouseup: function(e) {
- if (!this.selectedPiece)
- return;
- e = e || window.event;
- // Read drop target (or parentElement, parentNode... if type == "img")
- 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];
+ if (!([1, 3].includes(e.which))) return;
+ e.preventDefault();
+ if (e.which == 1) {
+ if (!this.selectedPiece) return;
+ // Drag'n drop. Selected piece is no longer needed:
+ this.selectedPiece.parentNode.removeChild(this.selectedPiece);
+ delete this.selectedPiece;
+ this.selectedPiece = null;
+ this.processMoveAttempt(e);
+ } else {
+ // Mouse right button (e.which == 3)
+ this.movingArrow = { x: -1, y: -1 };
+ this.processArrowAttempt(e);
+ }
+ },
+ processMoveAttempt: function(e) {
+ // Obtain the move from start and end squares
+ 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
- while (landing.tagName == "IMG")
- landing = landing.parentNode;
- if (this.start.id == landing.id)
- {
- // A click: selectedPiece and possibleMoves are already filled
+ while (landing.tagName == "IMG") landing = landing.parentNode;
+ if (this.start.id == landing.id) {
+ if (this.click == landing.id) {
+ // Second click on same square: cancel current move
+ this.possibleMoves = [];
+ this.start = null;
+ this.click = "";
+ } else this.click = landing.id;
return;
}
- // OK: process move attempt
+ this.start = null;
+ // OK: process move attempt, landing is a square node
let endSquare = getSquareFromId(landing.id);
let moves = this.findMatchingMoves(endSquare);
this.possibleMoves = [];
- if (moves.length > 1)
+ if (moves.length > 1) {
+ this.clickTime = Date.now();
this.choices = moves;
- else if (moves.length==1)
- this.play(moves[0]);
- // Else: impossible move
- this.selectedPiece.parentNode.removeChild(this.selectedPiece);
- delete this.selectedPiece;
- this.selectedPiece = null;
+ } else if (moves.length == 1) this.play(moves[0]);
+ // else: forbidden move attempt
+ },
+ processArrowAttempt: function(e) {
+ // Obtain the arrow from start and end squares
+ const [offsetX, offsetY] = [e.clientX, e.clientY];
+ let landing = document.elementFromPoint(offsetX, offsetY);
+ // Next condition: classList.contains(piece) fails because of marks
+ while (landing.tagName == "IMG") landing = landing.parentNode;
+ if (this.startArrow.id == landing.id)
+ // Draw (or erase) a circle
+ this.$set(this.circles, landing.id, !this.circles[landing.id]);
+ else {
+ // OK: add arrow, landing is a new square
+ const rect = landing.getBoundingClientRect();
+ this.arrows.push({
+ start: {
+ x: this.startArrow.x,
+ y: this.startArrow.y
+ },
+ end: {
+ x: rect.x + rect.width / 2,
+ y: rect.y + rect.width / 2
+ }
+ });
+ }
+ this.startArrow = null;
},
findMatchingMoves: function(endSquare) {
// Run through moves list and return the matching set (if promotions...)
- let moves = [];
- this.possibleMoves.forEach(function(m) {
- if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
- moves.push(m);
- });
- return moves;
+ return (
+ this.possibleMoves.filter(m => {
+ return (endSquare[0] == m.end.x && endSquare[1] == m.end.y);
+ })
+ );
},
play: function(move) {
- this.$emit('play-move', move);
- },
- },
+ this.$emit("play-move", move);
+ }
+ }
};
</script>
-<style lang="sass">
-// TODO: styles to see pieces!
+<style lang="sass" scoped>
+// NOTE: no variants with reserve of size != 8
+.game.reserve-div
+ margin-bottom: 18px
+.reserve-count
+ padding-left: 40%
+.reserve-row
+ margin-bottom: 15px
+
+.full-width
+ width: 100%
+
+.game
+ user-select: none
+ width: 100%
+ margin: 0
+ .board
+ cursor: pointer
+
+#choices
+ user-select: none
+ margin: 0
+ position: absolute
+ z-index: 300
+ overflow-y: inherit
+ background-color: rgba(0,0,0,0)
+ img
+ cursor: pointer
+ background-color: #e6ee9c
+ &:hover
+ background-color: skyblue
+ &.choice-piece
+ width: 100%
+ height: auto
+ display: block
+
+img.ghost
+ position: absolute
+ opacity: 0.5
+ top: 0
+
+#arrowCanvas
+ pointer-events: none
+ position: absolute
+ top: 0
+ left: 0
+ width: 100%
+ height: 100%
+
+.svg-arrow
+ opacity: 0.65
+ stroke: #5f0e78
+ fill: none
+ marker-end: url(#arrow)
+
+.arrow-head
+ fill: #5f0e78
+
+.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;
+.dark-square.lichess
+ background-color: #b58863;
+
+.light-square.chesscom
+ background-color: #e5e5ca;
+.dark-square.chesscom
+ background-color: #6f8f57;
+
+.light-square.chesstempo
+ background-color: #dfdfdf;
+.dark-square.chesstempo
+ background-color: #7287b6;
+
+// 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
+
+.light-square.chesstempo.highlight-light
+ background-color: #9f9fff
+.dark-square.chesstempo.highlight-dark
+ background-color: #557fff
+
</style>