projects
/
vchess.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
Still logging an issue when transitioning Hall <--> Game (button Available/Playing...
[vchess.git]
/
client
/
src
/
components
/
Board.vue
diff --git
a/client/src/components/Board.vue
b/client/src/components/Board.vue
index
8b1055b
..
4123def
100644
(file)
--- a/
client/src/components/Board.vue
+++ b/
client/src/components/Board.vue
@@
-1,32
+1,34
@@
<script>
<script>
-// This can work for squared boards (2 or 4 players), with some adaptations (TODO)
-// TODO: for 3 players, write a "board3.js"
-
-// TODO: current clicked square + moving square as parameters, + highlight
-
import { getSquareId, getSquareFromId } from "@/utils/squareId";
import { ArrayFun } from "@/utils/array";
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...
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 {
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)
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: {}, //pixels coordinates + id of starting square (click or drag)
+ settings: store.state.settings,
};
},
render(h) {
if (!this.vr)
};
},
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);
const [sizeX,sizeY] = [V.size.x,V.size.y];
// Precompute hints squares to facilitate rendering
let hintSquares = ArrayFun.init(sizeX, sizeY, false);
@@
-34,15
+36,19
@@
export default {
// Also precompute in-check squares
let incheckSq = ArrayFun.init(sizeX, sizeY, false);
this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = 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
+
+ let boardElt = document.querySelector(".game");
+ const squareWidth = (!!boardElt
+ ? boardElt.offsetWidth / sizeY
+ : 40); //arbitrary value (not relevant)
const choices = h(
'div',
{
attrs: { "id": "choices" },
'class': { 'row': true },
style: {
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": ((sizeY/2)*squareWidth+squareWidth/2) + "px",
"width": (this.choices.length * squareWidth) + "px",
"height": squareWidth + "px",
},
"width": (this.choices.length * squareWidth) + "px",
"height": squareWidth + "px",
},
@@
-76,7
+82,7
@@
export default {
);
// Create board element (+ reserves if needed by variant or mode)
const lm = this.lastMove;
);
// 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',
{
const gameDiv = h(
'div',
{
@@
-99,8
+105,8
@@
export default {
let cj = (this.orientation=='w' ? j : sizeY-j-1);
let elems = [];
if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
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(
{
elems.push(
h(
@@
-119,7
+125,7
@@
export default {
)
);
}
)
);
}
- if (this.hints && hintSquares[ci][cj])
+ if (this.
settings.
hints && hintSquares[ci][cj])
{
elems.push(
h(
{
elems.push(
h(
@@
-143,9
+149,10
@@
export default {
['board'+sizeY]: true,
'light-square': (i+j)%2==0,
'dark-square': (i+j)%2==1,
['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],
},
'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
'incheck': showLight && incheckSq[ci][cj],
},
@@
-159,10
+166,11
@@
export default {
);
})
);
);
})
);
+ const playingColor = this.userColor || "w"; //default for an observer
let elementArray = [choices, gameDiv];
if (!!this.vr.reserve)
{
let elementArray = [choices, gameDiv];
if (!!this.vr.reserve)
{
- const shiftIdx = (
this.user
Color=="w" ? 0 : 1);
+ const shiftIdx = (
playing
Color=="w" ? 0 : 1);
let myReservePiecesArray = [];
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
let myReservePiecesArray = [];
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
@@
-177,17
+185,17
@@
export default {
'class': {"piece":true, "reserve":true},
attrs: {
"src": "/images/pieces/" +
'class': {"piece":true, "reserve":true},
attrs: {
"src": "/images/pieces/" +
- this.vr.getReservePpath(
this.user
Color,i) + ".svg",
+ this.vr.getReservePpath(
playing
Color,i) + ".svg",
}
}),
h('sup',
{"class": { "reserve-count": true } },
}
}),
h('sup',
{"class": { "reserve-count": true } },
- [ this.vr.reserve[
this.user
Color][V.RESERVE_PIECES[i]] ]
+ [ this.vr.reserve[
playing
Color][V.RESERVE_PIECES[i]] ]
)
]));
}
let oppReservePiecesArray = [];
)
]));
}
let oppReservePiecesArray = [];
- const oppCol = V.GetOppCol(
this.user
Color);
+ const oppCol = V.GetOppCol(
playing
Color);
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
oppReservePiecesArray.push(h('div',
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
oppReservePiecesArray.push(h('div',
@@
-238,13
+246,6
@@
export default {
return 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,
// NOTE: click = mousedown + mouseup
on: {
mousedown: this.mousedown,
@@
-291,7
+292,7
@@
export default {
this.selectedPiece.style.zIndex = 3000;
const startSquare = getSquareFromId(e.target.parentNode.id);
this.possibleMoves = [];
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
if (this.vr.canIplay(color,startSquare))
this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
// Next line add moving piece just after current image
@@
-361,7
+362,7
@@
export default {
};
</script>
};
</script>
-<style lang="sass">
+<style lang="sass"
scoped
>
.game.reserve-div
margin-bottom: 18px
.game.reserve-div
margin-bottom: 18px
@@
-371,6
+372,8
@@
export default {
.reserve-row-1
margin-bottom: 15px
.reserve-row-1
margin-bottom: 15px
+// NOTE: no variants with reserve of size != 8
+
div.board
float: left
height: 0
div.board
float: left
height: 0
@@
-389,16
+392,11
@@
div.board11
width: 9.09%
padding-bottom: 9.1%
width: 9.09%
padding-bottom: 9.1%
-// NOTE: no variants with reserve of size != 8
-
.game
.game
- width:
80vh
- margin: 0
auto
+ width:
100%
+ margin: 0
.board
cursor: pointer
.board
cursor: pointer
- @media screen and (max-width: 767px)
- width: 100%
- margin: 0
#choices
margin: 0 auto 0 auto
#choices
margin: 0 auto 0 auto