ref="board"
:vr="vr"
:last-move="lastMove"
- :analyze="game.mode=='analyze'"
+ :analyze="mode=='analyze'"
:score="game.score"
:user-color="game.mycolor"
:orientation="orientation"
img.inline(src="/images/icons/play.svg")
button(@click="gotoEnd()")
img.inline(src="/images/icons/fast-forward.svg")
+ p#fenAnalyze(v-show="showFen") {{ (!!vr ? vr.getFen() : "") }}
#movesList
MoveList(
:show="showMoves"
:firstNum="firstMoveNumber"
:moves="moves"
:cursor="cursor"
+ :vname="game.vname"
@download="download"
@showrules="showRules"
- @analyze="analyzePosition"
+ @analyze="toggleAnalyze"
@goto-move="gotoMove"
- @reset-arrows="resetArrows"
+ @redraw-board="redrawBoard"
)
.clearer
</template>
vr: null, //VariantRules object, game state
endgameMessage: "",
orientation: "w",
+ mode: "",
+ gameMode: "",
score: "*", //'*' means 'unfinished'
moves: [],
cursor: -1, //index of the move just played
lastMove: null,
+ touchLastClick: "",
firstMoveNumber: 0, //for printing
incheck: [], //for Board
inMultimove: false,
autoplay: false,
- autoplayLoop: null,
inPlay: false,
stackToPlay: []
};
return this.st.tr[
(this.vr.turn == 'w' ? "White" : "Black") + " to move"];
}
- // Cannot flip: racing king or circular chess
+ // Cannot flip (racing king or circular chess), or Monochrome
return (
this.vr.movesCount == 0 && this.game.mycolor == "w"
? this.st.tr["It's your turn!"]
: ""
);
},
+ showFen: function() {
+ return (
+ this.mode == "analyze" &&
+ this.$router.currentRoute.path.indexOf("/analyse") === -1
+ );
+ },
// TODO: is it OK to pass "computed" as properties?
// Also, some are seemingly not recomputed when vr is initialized.
showMoves: function() {
- return this.game.score != "*"
- ? "all"
- : (!!this.vr ? this.vr.showMoves : "none");
+ return (
+ !!this.game.score && this.game.score != "*"
+ ? "all"
+ : (!!this.vr ? this.vr.showMoves : "none")
+ );
},
showTurn: function() {
return (
- this.game.score == '*' &&
- !!this.vr && (this.vr.showMoves != "all" || !this.vr.canFlip)
+ !!this.game.score && this.game.score == '*' &&
+ !!this.vr &&
+ (
+ this.vr.showMoves != "all" ||
+ !this.vr.canFlip ||
+ this.vr.showFirstTurn
+ )
);
},
canAnalyze: function() {
return (
- this.game.mode != "analyze" &&
+ (!this.game.mode || this.game.mode != "analyze") &&
!!this.vr && this.vr.canAnalyze
);
},
},
allowDownloadPGN: function() {
return (
- this.game.score != "*" ||
- (!!this.vr && this.vr.showMoves == "all")
+ (!!this.game.score && this.game.score != "*") ||
+ (!!this.vr && !this.vr.someHiddenMoves)
);
}
},
.addEventListener("click", processModalClick);
},
beforeDestroy: function() {
- if (!!this.autoplayLoop) clearInterval(this.autoplayLoop);
+ // TODO: probably not required
+ this.autoplay = false;
},
methods: {
focusBg: function() {
if (e.deltaY < 0) this.undo();
else if (e.deltaY > 0) this.play();
},
- resetArrows: function() {
- // TODO: make arrows scale with board, and remove this
- this.$refs["board"].cancelResetArrows();
+ redrawBoard: function() {
+ this.$refs["board"].re_setDrawings();
},
showRules: function() {
- //this.$router.push("/variants/" + this.game.vname);
- window.open("#/variants/" + this.game.vname, "_blank"); //better
+ // The button is here only on Game page:
+ document.getElementById("modalRules").checked = true;
},
re_setVariables: function(game) {
if (!game) game = this.game; //in case of...
this.endgameMessage = "";
// "w": default orientation for observed games
this.orientation = game.mycolor || "w";
+ this.mode = game.mode || game.type; //TODO: merge...
this.moves = JSON.parse(JSON.stringify(game.moves || []));
// Post-processing: decorate each move with notation and FEN
this.vr = new V(game.fenStart);
+ this.inMultimove = false; //in case of
+ if (!!this.$refs["board"])
+ // Also in case of:
+ this.$refs["board"].resetCurrentAttempt();
+ let analyseBtn = document.getElementById("analyzeBtn");
+ if (!!analyseBtn) analyseBtn.classList.remove("active");
const parsedFen = V.ParseFen(game.fenStart);
const firstMoveColor = parsedFen.turn;
- this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
+ this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1;
let L = this.moves.length;
- this.moves.forEach(move => {
+ this.moves.forEach((move,idx) => {
// Strategy working also for multi-moves:
if (!Array.isArray(move)) move = [move];
- move.forEach((m,idx) => {
- m.index = this.vr.movesCount;
+ move.forEach(m => {
m.notation = this.vr.getNotation(m);
m.unambiguous = V.GetUnambiguousNotation(m);
this.vr.play(m);
- if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0)
- m.notation += "+";
});
+ const Lm = move.length;
+ move[Lm - 1].fen = this.vr.getFen();
+ if (idx < L - 1 && this.vr.getCheckSquares().length > 0)
+ move[Lm - 1].notation += "+";
});
+ this.incheck = this.vr.getCheckSquares();
+ this.score = this.vr.getCurrentScore();
+ if (L >= 1) {
+ const move =
+ !Array.isArray(this.moves[L - 1])
+ ? [this.moves[L - 1]]
+ : this.moves[L - 1];
+ const Lm = move.length;
+ if (["1-0", "0-1"].includes(this.score)) move[Lm - 1].notation += "#";
+ else if (this.incheck.length > 0) move[Lm - 1].notation += "+";
+ }
+ if (this.score != '*') {
+ // Show score on screen
+ const message = getScoreMessage(this.score);
+ this.showEndgameMsg(this.score + " . " + this.st.tr[message]);
+ }
if (firstMoveColor == "b") {
// 'start' & 'end' is required for Board component
this.moves.unshift({
- index: parsedFen.movesCount,
notation: "...",
unambiguous: "...",
start: { x: -1, y: -1 },
});
L++;
}
- this.positionCursorTo(this.moves.length - 1);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- const score = this.vr.getCurrentScore();
- if (L > 0 && this.moves[L - 1].notation != "...") {
- if (["1-0","0-1"].includes(score)) this.moves[L - 1].notation += "#";
- else if (this.incheck.length > 0) this.moves[L - 1].notation += "+";
- }
+ this.positionCursorTo(L - 1);
},
positionCursorTo: function(index) {
this.cursor = index;
- // Caution: last move in moves array might be a multi-move
- if (index >= 0) {
- if (Array.isArray(this.moves[index])) {
- const L = this.moves[index].length;
- this.lastMove = this.moves[index][L - 1];
- } else {
- this.lastMove = this.moves[index];
- }
- } else this.lastMove = null;
+ // Note: last move in moves array might be a multi-move
+ if (index >= 0) this.lastMove = this.moves[index];
+ else this.lastMove = null;
},
- analyzePosition: function() {
- let newUrl =
- "/analyse/" +
- this.game.vname +
- "/?fen=" +
- this.vr.getFen().replace(/ /g, "_");
- if (!!this.game.mycolor) newUrl += "&side=" + this.game.mycolor;
- window.open("#" + newUrl);
+ toggleAnalyze: function() {
+ // Freeze while choices are shown (and autoplay has priority)
+ if (
+ this.inPlay ||
+ this.$refs["board"].choices.length > 0 ||
+ this.autoplay
+ ) {
+ return;
+ }
+ if (this.mode != "analyze") {
+ // Enter analyze mode:
+ this.gameMode = this.mode; //was not 'analyze'
+ this.mode = "analyze";
+ if (this.inMultimove) this.cancelCurrentMultimove();
+ this.gameCursor = this.cursor;
+ this.gameMoves = JSON.parse(JSON.stringify(this.moves));
+ document.getElementById("analyzeBtn").classList.add("active");
+ }
+ else {
+ // Exit analyze mode:
+ this.mode = this.gameMode;
+ this.cursor = this.gameCursor;
+ this.moves = this.gameMoves;
+ let fen = this.game.fenStart;
+ if (this.cursor >= 0) {
+ let mv = this.moves[this.cursor];
+ if (!Array.isArray(mv)) mv = [mv];
+ fen = mv[mv.length-1].fen;
+ }
+ this.vr = new V(fen);
+ this.inMultimove = false; //in case of
+ this.$refs["board"].resetCurrentAttempt(); //also in case of
+ this.incheck = this.vr.getCheckSquares();
+ if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
+ else this.lastMove = null;
+ document.getElementById("analyzeBtn").classList.remove("active");
+ }
},
download: function() {
const content = this.getPgn();
pgn += '[Black "' + this.game.players[1].name + '"]\n';
pgn += '[Fen "' + this.game.fenStart + '"]\n';
pgn += '[Result "' + this.game.score + '"]\n';
- if (!!this.game.id) {
- pgn += '[Cadence "' + this.game.cadence + '"]\n';
+ if (!!this.game.id)
pgn += '[Url "' + params.serverUrl + '/game/' + this.game.id + '"]\n';
- }
+ if (!!this.game.cadence)
+ pgn += '[Cadence "' + this.game.cadence + '"]\n';
pgn += '\n';
for (let i = 0; i < this.moves.length; i += 2) {
if (i > 0) pgn += " ";
// Adjust dots notation for a better display:
let fullNotation = getFullNotation(this.moves[i]);
if (fullNotation == "...") fullNotation = "..";
- pgn += (this.moves[i].index / 2 + 1) + "." + fullNotation;
+ pgn += (i / 2 + this.firstMoveNumber) + "." + fullNotation;
if (i+1 < this.moves.length)
pgn += " " + getFullNotation(this.moves[i+1]);
}
pgn += "\n\n";
for (let i = 0; i < this.moves.length; i += 2) {
- const moveNumber = this.moves[i].index / 2 + 1;
+ const moveNumber = i / 2 + this.firstMoveNumber;
// Skip "dots move", useless for machine reading:
if (this.moves[i].notation != "...") {
pgn += moveNumber + ".w " +
document.getElementById("modalEog").checked = true;
},
runAutoplay: function() {
- const infinitePlay = () => {
- if (this.cursor == this.moves.length - 1) {
- clearInterval(this.autoplayLoop);
- this.autoplayLoop = null;
- this.autoplay = false;
- return;
- }
- if (this.inPlay || this.inMultimove)
- // Wait next tick
- return;
- this.play();
- };
if (this.autoplay) {
this.autoplay = false;
- clearInterval(this.autoplayLoop);
- this.autoplayLoop = null;
- } else {
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), "received");
+ }
+ else if (this.cursor < this.moves.length - 1) {
this.autoplay = true;
- setTimeout(
- () => {
- infinitePlay();
- this.autoplayLoop = setInterval(infinitePlay, 1500);
- },
- // Small delay otherwise the first move is played too fast
- 500
- );
+ this.play(null, null, null, "autoplay");
}
},
// Animate an elementary move
// For Analyse mode:
emitFenIfAnalyze: function() {
if (this.game.mode == "analyze") {
- this.$emit(
- "fenchange",
- !!this.lastMove ? this.lastMove.fen : this.game.fenStart
- );
+ let fen = this.game.fenStart;
+ if (!!this.lastMove) {
+ if (Array.isArray(this.lastMove)) {
+ const L = this.lastMove.length;
+ fen = this.lastMove[L-1].fen;
+ }
+ else fen = this.lastMove.fen;
+ }
+ this.$emit("fenchange", fen);
}
},
clickSquare: function(square) {
// Some variants make use of a single click at specific times:
- const move = this.vr.doClick(square);
- if (!!move) this.play(move);
+ const move_s = this.vr.doClick(square);
+ if (!!move_s) {
+ const playMove = () => {
+ if (!Array.isArray(move_s)) this.play(move_s);
+ else this.$refs["board"].choices = move_s;
+ }
+ if ("ontouchstart" in window) {
+ const squareId = "sq-" + square[0] + "-" + square[1];
+ const highlight = function(on, sq) {
+ let elt = document.getElementById(sq);
+ if (!!elt) {
+ if (on) elt.classList.add("touch-hover");
+ else elt.classList.remove("touch-hover");
+ }
+ }
+ // Touch screen (smartphone): require confirmation
+ const squareStr = square[0] + "_" + square[1]
+ if (this.touchLastClick == squareId) {
+ highlight(false, squareId);
+ playMove();
+ }
+ else {
+ highlight(true, squareId);
+ highlight(false, this.touchLastClick);
+ }
+ this.touchLastClick = squareId;
+ }
+ else playMove();
+ }
},
// "light": if gotoMove() or gotoEnd()
- play: function(move, received, light, noemit) {
+ play: function(move, received, light, autoplay) {
// Freeze while choices are shown:
- if (this.$refs["board"].choices.length > 0) return;
- if (!!noemit) {
- if (this.inPlay) {
- // Received moves in observed games can arrive too fast:
+ if (
+ !!this.$refs["board"].selectedPiece ||
+ this.$refs["board"].choices.length > 0
+ ) {
+ return;
+ }
+ const navigate = !move;
+ // Forbid navigation during autoplay:
+ if (navigate && this.autoplay && !autoplay) return;
+ // Forbid playing outside analyze mode, except if move is received.
+ // Sufficient condition because Board already knows which turn it is.
+ if (
+ this.mode != "analyze" &&
+ !navigate &&
+ !received &&
+ (this.game.score != "*" || this.cursor < this.moves.length - 1)
+ ) {
+ return;
+ }
+ if (!!received) {
+ if (this.autoplay || this.inPlay) {
+ // Received moves while autoplaying are stacked,
+ // and in observed games they could arrive too fast:
this.stackToPlay.unshift(move);
return;
}
+ if (this.mode == "analyze") this.toggleAnalyze();
+ if (this.cursor < this.moves.length - 1)
+ // To play a received move, cursor must be at the end of the game:
+ this.gotoEnd();
this.inPlay = true;
}
- const navigate = !move;
+ // The board may show some possible moves: (TODO: bad solution)
+ this.$refs["board"].resetCurrentAttempt();
const playSubmove = (smove) => {
smove.notation = this.vr.getNotation(smove);
smove.unambiguous = V.GetUnambiguousNotation(smove);
this.vr.play(smove);
- this.lastMove = smove;
+ if (this.inMultimove && !!this.lastMove) {
+ if (!Array.isArray(this.lastMove))
+ this.lastMove = [this.lastMove, smove];
+ else this.lastMove.push(smove);
+ }
if (!this.inMultimove) {
+ // First sub-move:
+ this.lastMove = smove;
// Condition is "!navigate" but we mean "!this.autoplay"
if (!navigate) {
if (this.cursor < this.moves.length - 1)
}
this.inMultimove = true; //potentially
this.cursor++;
- } else if (!navigate) {
+ }
+ else if (!navigate) {
// Already in the middle of a multi-move
const L = this.moves.length;
if (!Array.isArray(this.moves[L-1]))
this.$set(this.moves, L-1, [this.moves[L-1], smove]);
- else
- this.$set(this.moves, L-1, this.moves.concat([smove]));
+ else this.moves[L-1].push(smove);
}
};
const playMove = () => {
const initurn = this.vr.turn;
(function executeMove() {
const smove = move[moveIdx++];
- if (animate) {
+ // NOTE: condition "smove.start.x >= 0" required for Dynamo,
+ // because second move may be empty. noHighlight condition
+ // is used at least for Chakart.
+ if (animate && smove.start.x >= 0 && !smove.end.noHighlight) {
self.animateMove(smove, () => {
playSubmove(smove);
- if (moveIdx < move.length)
- setTimeout(executeMove, 500);
+ if (moveIdx < move.length) setTimeout(executeMove, 500);
else afterMove(smove, initurn);
});
- } else {
+ }
+ else {
playSubmove(smove);
if (moveIdx < move.length) executeMove();
else afterMove(smove, initurn);
const computeScore = () => {
const score = this.vr.getCurrentScore();
if (!navigate) {
- if (["1-0","0-1"].includes(score)) this.lastMove.notation += "#";
- else if (this.incheck.length > 0) this.lastMove.notation += "+";
+ if (["1-0", "0-1"].includes(score)) {
+ if (Array.isArray(this.lastMove)) {
+ const L = this.lastMove.length;
+ this.lastMove[L - 1].notation += "#";
+ }
+ else this.lastMove.notation += "#";
+ }
}
- if (score != "*" && this.game.mode == "analyze") {
- const message = getScoreMessage(score);
- // Just show score on screen (allow undo)
+ if (score != "*" && ["analyze", "versus"].includes(this.mode)) {
+ const message = getScoreMessage(score, V.ReverseColors);
+ // Show score on screen
this.showEndgameMsg(score + " . " + this.st.tr[message]);
}
return score;
if (!smove.fen)
// NOTE: only FEN of last sub-move is required (=> setting it here)
smove.fen = this.vr.getFen();
- // Is opponent in check?
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
this.emitFenIfAnalyze();
this.inMultimove = false;
+ this.incheck = this.vr.getCheckSquares();
+ if (this.incheck.length > 0) smove.notation += "+";
this.score = computeScore();
- if (this.game.mode != "analyze" && !navigate) {
- if (!noemit) {
+ if (this.autoplay) {
+ if (this.cursor < this.moves.length - 1)
+ setTimeout(() => this.play(null, null, null, "autoplay"), 1000);
+ else {
+ this.autoplay = false;
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), "received");
+ }
+ }
+ if (this.mode != "analyze" && !navigate) {
+ if (!received) {
// Post-processing (e.g. computer play).
const L = this.moves.length;
- // NOTE: always emit the score, even in unfinished,
- // to tell Game::processMove() that it's not a received move.
+ // NOTE: always emit the score, even in unfinished
this.$emit("newmove", this.moves[L-1], { score: this.score });
- } else {
+ }
+ else {
this.inPlay = false;
if (this.stackToPlay.length > 0)
// Move(s) arrived in-between
- this.play(this.stackToPlay.pop(), received, light, noemit);
+ this.play(this.stackToPlay.pop(), "received");
}
}
}
if (!Array.isArray(move)) move = [move];
for (let i=0; i < move.length; i++) this.vr.play(move[i]);
if (!light) {
- this.lastMove = move[move.length-1];
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.lastMove = move;
+ this.incheck = this.vr.getCheckSquares();
this.score = computeScore();
this.emitFenIfAnalyze();
}
return;
}
}
- // Forbid playing outside analyze mode, except if move is received.
- // Sufficient condition because Board already knows which turn it is.
- if (
- this.game.mode != "analyze" &&
- !navigate &&
- !received &&
- (this.game.score != "*" || this.cursor < this.moves.length - 1)
- ) {
- return;
- }
- // To play a received move, cursor must be at the end of the game:
- if (received && this.cursor < this.moves.length - 1)
- this.gotoEnd();
playMove();
},
cancelCurrentMultimove: function() {
const L = this.moves.length;
let move = this.moves[L-1];
if (!Array.isArray(move)) move = [move];
- for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
+ for (let i = move.length - 1; i >= 0; i--) this.vr.undo(move[i]);
this.moves.pop();
this.cursor--;
this.inMultimove = false;
},
// "light": if gotoMove() or gotoBegin()
undo: function(move, light) {
- // Freeze while choices are shown:
- if (this.$refs["board"].choices.length > 0) return;
+ if (
+ this.autoplay ||
+ !!this.$refs["board"].selectedPiece ||
+ this.$refs["board"].choices.length > 0
+ ) {
+ return;
+ }
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) {
this.cancelCurrentMultimove();
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- } else {
+ this.incheck = this.vr.getCheckSquares();
+ if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
+ else this.lastMove = null;
+ }
+ else {
if (!move) {
const minCursor =
this.moves.length > 0 && this.moves[0].notation == "..."
if (this.cursor < minCursor) return; //no more moves
move = this.moves[this.cursor];
}
+ this.$refs["board"].resetCurrentAttempt();
undoMove(move, this.vr);
if (light) this.cursor--;
else {
this.positionCursorTo(this.cursor - 1);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
this.emitFenIfAnalyze();
}
}
},
gotoMove: function(index) {
- if (this.$refs["board"].choices.length > 0) return;
+ if (
+ this.autoplay ||
+ !!this.$refs["board"].selectedPiece ||
+ this.$refs["board"].choices.length > 0
+ ) {
+ return;
+ }
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
if (index == this.cursor) return;
if (index < this.cursor) {
}
// NOTE: next line also re-assign cursor, but it's very light
this.positionCursorTo(index);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
this.emitFenIfAnalyze();
},
gotoBegin: function() {
- if (this.$refs["board"].choices.length > 0) return;
+ if (
+ this.autoplay ||
+ !!this.$refs["board"].selectedPiece ||
+ this.$refs["board"].choices.length > 0
+ ) {
+ return;
+ }
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
const minCursor =
this.moves.length > 0 && this.moves[0].notation == "..."
: 0;
while (this.cursor >= minCursor) this.undo(null, null, "light");
this.lastMove = (minCursor == 1 ? this.moves[0] : null);
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = this.vr.getCheckSquares();
this.emitFenIfAnalyze();
},
gotoEnd: function() {
- if (this.$refs["board"].choices.length > 0) return;
if (this.cursor == this.moves.length - 1) return;
this.gotoMove(this.moves.length - 1);
- this.emitFenIfAnalyze();
},
flip: function() {
if (this.$refs["board"].choices.length > 0) return;
<style lang="sass" scoped>
[type="checkbox"]#modalEog+div .card
min-height: 45px
+ max-width: 350px
#baseGame
width: 100%
padding-top: 5px
padding-bottom: 5px
+p#fenAnalyze
+ margin: 5px
+
.in-autoplay
background-color: #FACF8C