import { ArrayFun } from "@/utils/array";
import { store } from "@/store";
export default {
- name: 'my-board',
+ name: "my-board",
// Last move cannot be guessed from here, and is required to highlight squares
// vr: object to check moves, print board...
// userColor is left undefined for an external observer
- props: ["vr","lastMove","analyze","incheck","orientation","userColor","vname"],
- data: function () {
+ props: [
+ "vr",
+ "lastMove",
+ "analyze",
+ "score",
+ "incheck",
+ "orientation",
+ "userColor",
+ "vname"
+ ],
+ data: function() {
return {
possibleMoves: [], //filled after each valid click/dragstart
choices: [], //promotion pieces, or checkered captures... (as moves)
selectedPiece: null, //moving piece (or clicked piece)
start: {}, //pixels coordinates + id of starting square (click or drag)
- settings: store.state.settings,
+ settings: store.state.settings
};
},
render(h) {
- if (!this.vr)
- {
+ if (!this.vr) {
// Return empty div of class 'game' to avoid error when setting size
- return h("div",
- {
- "class": {
- "game": true,
- },
- });
+ return h("div", {
+ class: {
+ game: true
+ }
+ });
}
- const [sizeX,sizeY] = [V.size.x,V.size.y];
+ 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; });
+ this.incheck.forEach(sq => {
+ incheckSq[sq[0]][sq[1]] = true;
+ });
- // Create board element (+ reserves if needed by variant or mode)
+ // Create board element (+ reserves if needed by variant)
const lm = this.lastMove;
- const showLight = this.settings.highlight && this.vname != "Dark";
+ const showLight = this.settings.highlight && V.ShowMoves == "all";
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);
+ let ci = this.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);
+ let cj = this.orientation == "w" ? j : sizeY - j - 1;
let elems = [];
- if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
- || this.analyze || (!!this.userColor
- && this.vr.enlightened[this.userColor][ci][cj])))
- {
+ if (
+ this.vr.board[ci][cj] != V.EMPTY &&
+ (!this.vr.enlightened || this.analyze || this.score != "*" ||
+ (!!this.userColor &&
+ this.vr.enlightened[this.userColor][ci][cj]))
+ ) {
elems.push(
- h(
- 'img',
- {
- 'class': {
- 'piece': true,
- 'ghost': !!this.selectedPiece
- && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
- },
- attrs: {
- src: "/images/pieces/" +
- V.getPpath(this.vr.board[ci][cj]) + ".svg",
- },
+ h("img", {
+ class: {
+ piece: true,
+ ghost:
+ !!this.selectedPiece &&
+ this.selectedPiece.parentNode.id == "sq-" + ci + "-" + cj
+ },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getPpath(this.vr.board[ci][cj], this.userColor, this.score) +
+ ".svg"
}
- )
+ })
);
}
- if (this.settings.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"
}
- )
+ })
);
}
return h(
- 'div',
+ "div",
{
- 'class': {
- 'board': true,
- ['board'+sizeY]: true,
- 'light-square': (i+j)%2==0,
- 'dark-square': (i+j)%2==1,
+ class: {
+ board: true,
+ ["board" + sizeY]: true,
+ "light-square": (i + j) % 2 == 0,
+ "dark-square": (i + j) % 2 == 1,
[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],
+ "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]
},
attrs: {
- id: getSquareId({x:ci,y:cj}),
- },
+ id: getSquareId({ x: ci, y: cj })
+ }
},
elems
);
);
let elementArray = [gameDiv];
const playingColor = this.userColor || "w"; //default for an observer
- if (!!this.vr.reserve)
- {
- const shiftIdx = (playingColor=="w" ? 0 : 1);
+ if (this.vr.reserve) {
+ 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(playingColor,i) + ".svg",
- }
- }),
- h('sup',
- {"class": { "reserve-count": true } },
- [ this.vr.reserve[playingColor][V.RESERVE_PIECES[i]] ]
+ 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(i, playingColor) +
+ ".svg"
+ }
+ }),
+ h("sup", { class: { "reserve-count": true } }, [
+ this.vr.reserve[playingColor][V.RESERVE_PIECES[i]]
+ ])
+ ]
)
- ]));
+ );
}
let oppReservePiecesArray = [];
const oppCol = V.GetOppCol(playingColor);
- 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',
- {
- 'class': {"piece":true, "reserve":true},
- attrs: {
- "src": "/images/pieces/" +
- this.vr.getReservePpath(oppCol,i) + ".svg",
- }
- }),
- h('sup',
- {"class": { "reserve-count": true } },
- [ this.vr.reserve[oppCol][V.RESERVE_PIECES[i]] ]
+ 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", {
+ class: { piece: true, reserve: true },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getReservePpath(i, oppCol) +
+ ".svg"
+ }
+ }),
+ h("sup", { class: { "reserve-count": true } }, [
+ this.vr.reserve[oppCol][V.RESERVE_PIECES[i]]
+ ])
+ ]
)
- ]));
+ );
}
- let reserves = h('div',
+ let reserves = h(
+ "div",
{
- 'class':{
- 'game': true,
- "reserve-div": true,
- },
+ class: {
+ game: true,
+ "reserve-div": true
+ }
},
[
- h('div',
+ h(
+ "div",
{
- 'class': {
- 'row': true,
- "reserve-row-1": true,
- },
+ class: {
+ row: true,
+ "reserve-row-1": true
+ }
},
myReservePiecesArray
),
- h('div',
- { 'class': { 'row': true }},
- oppReservePiecesArray
- )
+ h("div", { class: { row: true } }, oppReservePiecesArray)
]
);
elementArray.push(reserves);
}
const boardElt = document.querySelector(".game");
- if (this.choices.length > 0 && !!boardElt) //no choices to show at first drawing
- {
+ if (this.choices.length > 0 && !!boardElt) {
+ //no choices to show at first drawing
const squareWidth = boardElt.offsetWidth / sizeY;
const offset = [boardElt.offsetTop, boardElt.offsetLeft];
const choices = h(
- 'div',
+ "div",
{
- attrs: { "id": "choices" },
- 'class': { 'row': true },
+ attrs: { id: "choices" },
+ class: { row: true },
style: {
- "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",
- },
+ 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"
+ }
},
- this.choices.map(m => { //a "choice" is a move
- return h('div',
+ this.choices.map(m => {
+ //a "choice" is a move
+ return h(
+ "div",
{
- 'class': {
- 'board': true,
- ['board'+sizeY]: true,
+ class: {
+ board: true,
+ ["board" + sizeY]: true
},
style: {
- 'width': (100/this.choices.length) + "%",
- 'padding-bottom': (100/this.choices.length) + "%",
- },
+ 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=[]; },
+ [
+ h("img", {
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getPpath(m.appear[0].c + m.appear[0].p) +
+ ".svg"
},
+ class: { "choice-piece": true },
+ on: {
+ click: () => {
+ this.play(m);
+ this.choices = [];
+ }
+ }
})
]
);
}
let onEvents = {};
// NOTE: click = mousedown + mouseup
- if ('ontouchstart' in window)
- {
+ if ("ontouchstart" in window) {
onEvents = {
on: {
touchstart: this.mousedown,
touchmove: this.mousemove,
- touchend: this.mouseup,
- },
+ touchend: this.mouseup
+ }
};
- }
- else
- {
+ } else {
onEvents = {
on: {
mousedown: this.mousedown,
mousemove: this.mousemove,
- mouseup: this.mouseup,
- },
+ mouseup: this.mouseup
+ }
};
}
- return h(
- 'div',
- onEvents,
- elementArray
- );
+ return h("div", onEvents, elementArray);
},
methods: {
mousedown: function(e) {
// Abort if a piece is already being processed, or target is not a piece.
// NOTE: just looking at classList[0] because piece is the first assigned class
- if (!!this.selectedPiece || e.target.classList[0] != "piece")
- return;
+ if (!!this.selectedPiece || e.target.classList[0] != "piece") return;
e.preventDefault(); //disable native drag & drop
let parent = e.target.parentNode; //the surrounding square
// Next few lines to center the piece on mouse cursor
let rect = parent.getBoundingClientRect();
this.start = {
- x: rect.x + rect.width/2,
- y: rect.y + rect.width/2,
- id: parent.id,
+ x: rect.x + rect.width / 2,
+ y: rect.y + rect.width / 2,
+ id: parent.id
};
this.selectedPiece = e.target.cloneNode();
- let spStyle = this.selectedPiece.style
+ let spStyle = this.selectedPiece.style;
spStyle.position = "absolute";
spStyle.top = 0;
spStyle.display = "inline-block";
spStyle.zIndex = 3000;
const startSquare = getSquareFromId(parent.id);
this.possibleMoves = [];
- const color = (this.analyze ? this.vr.turn : this.userColor);
- if (this.vr.canIplay(color,startSquare))
+ 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
// (required for Crazyhouse reserve)
parent.insertBefore(this.selectedPiece, e.target.nextSibling);
},
mousemove: function(e) {
- if (!this.selectedPiece)
- return;
+ if (!this.selectedPiece) return;
// There is an active element: move it around
- const [offsetX,offsetY] = !!e.clientX
- ? [e.clientX,e.clientY] //desktop browser
+ 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";
+ this.selectedPiece.style.left = offsetX - this.start.x + "px";
+ this.selectedPiece.style.top = offsetY - this.start.y + "px";
},
mouseup: function(e) {
- if (!this.selectedPiece)
- return;
+ 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]
+ const [offsetX, offsetY] = e.clientX
+ ? [e.clientX, e.clientY]
: [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
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) //one or multi clicks on same piece
+ while (landing.tagName == "IMG") landing = landing.parentNode;
+ if (this.start.id == landing.id)
+ // One or multi clicks on same piece
return;
// 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)
- this.choices = moves;
- else if (moves.length==1)
- this.play(moves[0]);
+ if (moves.length > 1) this.choices = moves;
+ else if (moves.length == 1) this.play(moves[0]);
// Else: impossible move
this.selectedPiece.parentNode.removeChild(this.selectedPiece);
delete this.selectedPiece;
// 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);
+ if (endSquare[0] == m.end.x && endSquare[1] == m.end.y) moves.push(m);
});
return moves;
},
play: function(move) {
- this.$emit('play-move', move);
- },
- },
+ this.$emit("play-move", move);
+ }
+ }
};
</script>