<template lang="pug">
-div#baseGame(
- tabindex=-1
- @click="focusBg()"
- @keydown="handleKeys($event)"
- @wheel="handleScroll($event)"
-)
+div#baseGame
input#modalEog.modal(type="checkbox")
div#eogDiv(
role="dialog"
.card.text-center
label.modal-close(for="modalEog")
h3.section {{ endgameMessage }}
- input#modalAdjust.modal(type="checkbox")
- div#adjuster(
- role="dialog"
- data-checkbox="modalAdjust"
- )
- .card.text-center
- label.modal-close(for="modalAdjust")
- label(for="boardSize") {{ st.tr["Board size"] }}
- input#boardSize.slider(
- type="range"
- min="0"
- max="100"
- value="50"
- @input="adjustBoard()"
- )
#gameContainer
#boardContainer
Board(
)
#turnIndicator(v-if="showTurn") {{ turn }}
#controls
- button(@click="gotoBegin()") <<
- button(@click="undo()") <
- button(@click="flip()") ⇅
- button(@click="play()") >
- button(@click="gotoEnd()") >>
- #belowControls
- #downloadDiv(v-if="allowDownloadPGN")
- a#download(href="#")
- button(@click="download()") {{ st.tr["Download"] }} PGN
- button(onClick="window.doClick('modalAdjust')") ⤢
- button(
- v-if="canAnalyze"
- @click="analyzePosition()"
- )
- | {{ st.tr["Analyse"] }}
- // NOTE: variants pages already have a "Rules" link on top
- button(
- v-if="!$route.path.match('/variants/')"
- @click="showRules()"
- )
- | {{ st.tr["Rules"] }}
+ button(@click="gotoBegin()")
+ img.inline(src="/images/icons/fast-forward_rev.svg")
+ button(@click="undo()")
+ img.inline(src="/images/icons/play_rev.svg")
+ button(v-if="canFlip" @click="flip()")
+ img.inline(src="/images/icons/flip.svg")
+ button(@click="play()")
+ img.inline(src="/images/icons/play.svg")
+ button(@click="gotoEnd()")
+ img.inline(src="/images/icons/fast-forward.svg")
#movesList
MoveList(
- v-if="showMoves"
+ :show="showMoves"
+ :canAnalyze="canAnalyze"
+ :canDownload="allowDownloadPGN"
:score="game.score"
:message="game.scoreMsg"
:firstNum="firstMoveNumber"
:moves="moves"
:cursor="cursor"
+ @download="download"
+ @showrules="showRules"
+ @analyze="analyzePosition"
@goto-move="gotoMove"
)
.clearer
import { getDate } from "@/utils/datetime";
import { processModalClick } from "@/utils/modalClick";
import { getScoreMessage } from "@/utils/scoring";
+import { getFullNotation } from "@/utils/notation";
+import { undoMove } from "@/utils/playUndo";
export default {
name: "my-base-game",
components: {
Board,
MoveList
},
- // "vr": VariantRules object, describing the game state + rules
- props: ["vr", "game"],
+ props: ["game"],
data: function() {
return {
st: store.state,
// NOTE: all following variables must be reset at the beginning of a game
+ vr: null, //VariantRules object, game state
endgameMessage: "",
orientation: "w",
score: "*", //'*' means 'unfinished'
cursor: -1, //index of the move just played
lastMove: null,
firstMoveNumber: 0, //for printing
- incheck: [] //for Board
+ incheck: [], //for Board
+ inMultimove: false,
+ inPlay: false,
+ stackToPlay: []
};
},
watch: {
- // game initial FEN changes when a new game starts
- "game.fenStart": function() {
- this.re_setVariables();
+ // game initial FEN changes when a new game starts.
+ // NOTE: when game ID change on Game page, fenStart may be temporarily undefined
+ "game.fenStart": function(fenStart) {
+ if (!!fenStart) this.re_setVariables();
},
},
computed: {
showMoves: function() {
- return this.game.score != "*" || (window.V && V.ShowMoves == "all");
+ return this.game.score != "*"
+ ? "all"
+ : (this.vr ? this.vr.showMoves : "none");
},
showTurn: function() {
- return this.game.score == '*' && window.V && V.ShowMoves != "all";
+ return (
+ this.game.score == '*' &&
+ this.vr &&
+ (this.vr.showMoves != "all" || !this.vr.canFlip)
+ );
},
turn: function() {
- return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"];
+ if (!this.vr)
+ return "";
+ if (this.vr.showMoves != "all")
+ return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"]
+ // Cannot flip: racing king or circular chess
+ return this.vr.movesCount == 0 && this.game.mycolor == "w"
+ ? this.st.tr["It's your turn!"]
+ : "";
},
canAnalyze: function() {
- return this.game.mode != "analyze" && window.V && V.CanAnalyze;
+ return this.game.mode != "analyze" && this.vr && this.vr.canAnalyze;
+ },
+ canFlip: function() {
+ return this.vr && this.vr.canFlip;
},
allowDownloadPGN: function() {
- return this.game.score != "*" || (window.V && V.ShowMoves == "all");
+ return this.game.score != "*" || (this.vr && this.vr.showMoves == "all");
}
},
created: function() {
if (this.game.fenStart) this.re_setVariables();
},
mounted: function() {
- [
- document.getElementById("eogDiv"),
- document.getElementById("adjuster")
- ].forEach(elt => elt.addEventListener("click", processModalClick));
- // Take full width on small screens:
- let boardSize = parseInt(localStorage.getItem("boardSize"));
- if (!boardSize) {
- boardSize =
- window.innerWidth >= 768
- ? 0.75 * Math.min(window.innerWidth, window.innerHeight)
- : window.innerWidth;
+ if (!("ontouchstart" in window)) {
+ // Desktop browser:
+ const baseGameDiv = document.getElementById("baseGame");
+ baseGameDiv.tabIndex = 0;
+ baseGameDiv.addEventListener("click", this.focusBg);
+ baseGameDiv.addEventListener("keydown", this.handleKeys);
+ baseGameDiv.addEventListener("wheel", this.handleScroll);
}
- const movesWidth = window.innerWidth >= 768 ? 280 : 0;
- document.getElementById("boardContainer").style.width = boardSize + "px";
- let gameContainer = document.getElementById("gameContainer");
- gameContainer.style.width = boardSize + movesWidth + "px";
- document.getElementById("boardSize").value =
- (boardSize * 100) / (window.innerWidth - movesWidth);
- // timeout to avoid calling too many time the adjust method
- let timeoutLaunched = false;
- window.addEventListener("resize", () => {
- if (!timeoutLaunched) {
- timeoutLaunched = true;
- setTimeout(() => {
- this.adjustBoard();
- timeoutLaunched = false;
- }, 500);
- }
- });
+ document.getElementById("eogDiv")
+ .addEventListener("click", processModalClick);
},
methods: {
focusBg: function() {
document.getElementById("baseGame").focus();
},
- adjustBoard: function() {
- const boardContainer = document.getElementById("boardContainer");
- if (!boardContainer) return; //no board on page
- const k = document.getElementById("boardSize").value;
- const movesWidth = window.innerWidth >= 768 ? 280 : 0;
- const minBoardWidth = 240; //TODO: these 240 and 280 are arbitrary...
- // Value of 0 is board min size; 100 is window.width [- movesWidth]
- const boardSize =
- minBoardWidth +
- (k * (window.innerWidth - (movesWidth + minBoardWidth))) / 100;
- localStorage.setItem("boardSize", boardSize);
- boardContainer.style.width = boardSize + "px";
- document.getElementById("gameContainer").style.width =
- boardSize + movesWidth + "px";
- },
handleKeys: function(e) {
if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
switch (e.keyCode) {
}
},
handleScroll: function(e) {
- // NOTE: since game.mode=="analyze" => no score, next condition is enough
- if (this.game.score != "*") {
- e.preventDefault();
- if (e.deltaY < 0) this.undo();
- else if (e.deltaY > 0) this.play();
- }
+ e.preventDefault();
+ if (e.deltaY < 0) this.undo();
+ else if (e.deltaY > 0) this.play();
},
showRules: function() {
//this.$router.push("/variants/" + this.game.vname);
// "w": default orientation for observed games
this.orientation = this.game.mycolor || "w";
this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
- // Post-processing: decorate each move with color, notation and FEN
- let vr_tmp = new V(this.game.fenStart);
+ // Post-processing: decorate each move with notation and FEN
+ this.vr = new V(this.game.fenStart);
const parsedFen = V.ParseFen(this.game.fenStart);
const firstMoveColor = parsedFen.turn;
this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
this.moves.forEach(move => {
- move.color = vr_tmp.turn;
- move.notation = vr_tmp.getNotation(move);
- vr_tmp.play(move);
- move.fen = vr_tmp.getFen();
+ // Strategy working also for multi-moves:
+ if (!Array.isArray(move)) move = [move];
+ move.forEach(m => {
+ m.notation = this.vr.getNotation(m);
+ this.vr.play(m);
+ });
});
if (firstMoveColor == "b") {
- // 'end' is required for Board component to check lastMove for e.p.
+ // 'start' & 'end' is required for Board component
this.moves.unshift({
- color: "w",
notation: "...",
+ start: { x: -1, y: -1 },
end: { x: -1, y: -1 }
});
}
- const L = this.moves.length;
- this.cursor = L - 1;
- this.lastMove = L > 0 ? this.moves[L - 1] : null;
+ this.positionCursorTo(this.moves.length - 1);
this.incheck = this.vr.getCheckSquares(this.vr.turn);
},
+ 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;
+ },
analyzePosition: function() {
- const newUrl =
+ let newUrl =
"/analyse/" +
this.game.vname +
"/?fen=" +
this.vr.getFen().replace(/ /g, "_");
+ if (this.game.mycolor)
+ newUrl += "&side=" + this.game.mycolor;
// Open in same tab in live games (against cheating)
if (this.game.type == "live") this.$router.push(newUrl);
else window.open("#" + newUrl);
pgn += '[Black "' + this.game.players[1].name + '"]\n';
pgn += '[Fen "' + this.game.fenStart + '"]\n';
pgn += '[Result "' + this.game.score + '"]\n\n';
- let counter = 1;
- let i = 0;
- while (i < this.moves.length) {
- pgn += counter++ + ".";
- for (let color of ["w", "b"]) {
- let move = "";
- while (i < this.moves.length && this.moves[i].color == color)
- move += this.moves[i++].notation + ",";
- move = move.slice(0, -1); //remove last comma
- pgn += move + (i < this.moves.length ? " " : "");
- }
+ for (let i = 0; i < this.moves.length; i += 2) {
+ pgn += (i/2+1) + "." + getFullNotation(this.moves[i]) + " ";
+ if (i+1 < this.moves.length)
+ pgn += getFullNotation(this.moves[i+1]) + " ";
}
return pgn + "\n";
},
showEndgameMsg: function(message) {
this.endgameMessage = message;
- let modalBox = document.getElementById("modalEog");
- modalBox.checked = true;
- setTimeout(() => {
- modalBox.checked = false;
- }, 2000);
+ document.getElementById("modalEog").checked = true;
},
+ // Animate an elementary move
animateMove: function(move, callback) {
let startSquare = document.getElementById(getSquareId(move.start));
+ if (!startSquare) return; //shouldn't happen but...
let endSquare = document.getElementById(getSquareId(move.end));
let rectStart = startSquare.getBoundingClientRect();
let rectEnd = endSquare.getBoundingClientRect();
let movingPiece = document.querySelector(
"#" + getSquareId(move.start) + " > img.piece"
);
+ // For some unknown reasons Opera get "movingPiece == null" error
+ // TOOO: is it calling 'animate()' twice ? One extra time ?
+ if (!movingPiece) return;
// HACK for animation (with positive translate, image slides "under background")
// Possible improvement: just alter squares on the piece's way...
const squares = document.getElementsByClassName("board");
callback();
}, 250);
},
- play: function(move, receive) {
- // NOTE: navigate and receive are mutually exclusive
+ // For Analyse mode:
+ emitFenIfAnalyze: function() {
+ if (this.game.mode == "analyze") {
+ this.$emit(
+ "fenchange",
+ this.lastMove ? this.lastMove.fen : this.game.fenStart
+ );
+ }
+ },
+ // "light": if gotoMove() or gotoEnd()
+ play: function(move, received, light, noemit) {
+ if (!!noemit) {
+ if (this.inPlay) {
+ // Received moves in observed games can arrive too fast:
+ this.stackToPlay.unshift(move);
+ return;
+ }
+ this.inPlay = true;
+ }
const navigate = !move;
+ const playSubmove = (smove) => {
+ if (!navigate) smove.notation = this.vr.getNotation(smove);
+ this.vr.play(smove);
+ this.lastMove = smove;
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ if (!navigate) {
+ if (!this.inMultimove) {
+ if (this.cursor < this.moves.length - 1)
+ this.moves = this.moves.slice(0, this.cursor + 1);
+ this.moves.push(smove);
+ this.inMultimove = true; //potentially
+ this.cursor++;
+ } else {
+ // 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]));
+ }
+ }
+ };
+ const playMove = () => {
+ const animate = V.ShowMoves == "all" && (received || navigate);
+ if (!Array.isArray(move)) move = [move];
+ let moveIdx = 0;
+ let self = this;
+ const initurn = this.vr.turn;
+ (function executeMove() {
+ const smove = move[moveIdx++];
+ if (animate) {
+ self.animateMove(smove, () => {
+ playSubmove(smove);
+ if (moveIdx < move.length)
+ setTimeout(executeMove, 500);
+ else afterMove(smove, initurn);
+ });
+ } else {
+ playSubmove(smove);
+ if (moveIdx < move.length) executeMove();
+ else afterMove(smove, initurn);
+ }
+ })();
+ };
+ const afterMove = (smove, initurn) => {
+ if (this.vr.turn != initurn) {
+ // Turn has changed: move is complete
+ if (!smove.fen) {
+ // NOTE: only FEN of last sub-move is required (thus setting it here)
+ smove.fen = this.vr.getFen();
+ this.emitFenIfAnalyze();
+ }
+ this.inMultimove = false;
+ if (!noemit) {
+ var score = this.vr.getCurrentScore();
+ if (score != "*" && this.game.mode == "analyze") {
+ const message = getScoreMessage(score);
+ // Just show score on screen (allow undo)
+ this.showEndgameMsg(score + " . " + this.st.tr[message]);
+ }
+ }
+ if (!navigate && this.game.mode != "analyze") {
+ const L = this.moves.length;
+ if (!noemit)
+ // Post-processing (e.g. computer play).
+ // NOTE: always emit the score, even in unfinished,
+ // to tell Game::processMove() that it's not a received move.
+ this.$emit("newmove", this.moves[L-1], { score: score });
+ else {
+ this.inPlay = false;
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), received, light, noemit);
+ }
+ }
+ }
+ };
+ // NOTE: navigate and received are mutually exclusive
+ if (navigate) {
+ // The move to navigate to is necessarily full:
+ if (this.cursor == this.moves.length - 1) return; //no more moves
+ move = this.moves[this.cursor + 1];
+ if (light) {
+ // Just play the move, nothing else:
+ if (!Array.isArray(move)) move = [move];
+ for (let i=0; i < move.length; i++) this.vr.play(move[i]);
+ }
+ else {
+ playMove();
+ this.emitFenIfAnalyze();
+ }
+ this.cursor++;
+ return;
+ }
// Forbid playing outside analyze mode, except if move is received.
// Sufficient condition because Board already knows which turn it is.
if (
- !navigate &&
this.game.mode != "analyze" &&
- !receive &&
+ !received &&
(this.game.score != "*" || this.cursor < this.moves.length - 1)
) {
return;
}
- const doPlayMove = () => {
- // To play a move, cursor must be at the end of the game:
- if (!!receive && this.cursor < this.moves.length - 1) this.gotoEnd();
- if (navigate) {
- if (this.cursor == this.moves.length - 1) return; //no more moves
- move = this.moves[this.cursor + 1];
- } else {
- move.color = this.vr.turn;
- move.notation = this.vr.getNotation(move);
- }
- this.vr.play(move);
- this.cursor++;
- this.lastMove = move;
- if (this.st.settings.sound == 2)
- new Audio("/sounds/move.mp3").play().catch(() => {});
- if (!navigate) {
- move.fen = this.vr.getFen();
- // Stack move on movesList at current cursor
- if (this.cursor == this.moves.length) this.moves.push(move);
- else this.moves = this.moves.slice(0, this.cursor).concat([move]);
- }
- // Is opponent in check?
+ // 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]);
+ this.moves.pop();
+ this.cursor--;
+ this.inMultimove = false;
+ },
+ cancelLastMove: function() {
+ // The last played move was canceled (corr game)
+ this.undo();
+ this.moves.pop();
+ },
+ // "light": if gotoMove() or gotoBegin()
+ undo: function(move, light) {
+ if (this.inMultimove) {
+ this.cancelCurrentMultimove();
this.incheck = this.vr.getCheckSquares(this.vr.turn);
- const score = this.vr.getCurrentScore();
- if (score != "*") {
- const message = getScoreMessage(score);
- if (this.game.mode != "analyze")
- this.$emit("gameover", score, message);
- //just show score on screen (allow undo)
- else this.showEndgameMsg(score + " . " + message);
+ } else {
+ if (!move) {
+ if (this.cursor < 0) return; //no more moves
+ move = this.moves[this.cursor];
+ }
+ // Caution; if multi-move, undo all submoves from last to first
+ undoMove(move, this.vr);
+ if (light) this.cursor--;
+ else {
+ this.positionCursorTo(this.cursor - 1);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.emitFenIfAnalyze();
}
- if (!navigate && this.game.mode != "analyze")
- this.$emit("newmove", move); //post-processing (e.g. computer play)
- };
- if (!!receive && V.ShowMoves == "all")
- this.animateMove(move, doPlayMove);
- else doPlayMove();
- },
- undo: function(move) {
- const navigate = !move;
- if (navigate) {
- if (this.cursor < 0) return; //no more moves
- move = this.moves[this.cursor];
}
- this.vr.undo(move);
- this.cursor--;
- this.lastMove = this.cursor >= 0 ? this.moves[this.cursor] : undefined;
- if (this.st.settings.sound == 2)
- new Audio("/sounds/undo.mp3").play().catch(() => {});
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (!navigate) this.moves.pop();
},
gotoMove: function(index) {
- this.vr.re_init(this.moves[index].fen);
- this.cursor = index;
- this.lastMove = this.moves[index];
+ if (this.inMultimove) this.cancelCurrentMultimove();
+ if (index == this.cursor) return;
+ if (index < this.cursor) {
+ while (this.cursor > index)
+ this.undo(null, null, "light");
+ }
+ else {
+ // index > this.cursor)
+ while (this.cursor < index)
+ this.play(null, null, "light");
+ }
+ // NOTE: next line also re-assign cursor, but it's very light
+ this.positionCursorTo(index);
this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.emitFenIfAnalyze();
},
gotoBegin: function() {
- if (this.cursor == -1) return;
- this.vr.re_init(this.game.fenStart);
+ if (this.inMultimove) this.cancelCurrentMultimove();
+ while (this.cursor >= 0)
+ this.undo(null, null, "light");
if (this.moves.length > 0 && this.moves[0].notation == "...") {
this.cursor = 0;
this.lastMove = this.moves[0];
} else {
- this.cursor = -1;
this.lastMove = null;
}
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.incheck = [];
+ this.emitFenIfAnalyze();
},
gotoEnd: function() {
if (this.cursor == this.moves.length - 1) return;
this.gotoMove(this.moves.length - 1);
+ this.emitFenIfAnalyze();
},
flip: function() {
this.orientation = V.GetOppCol(this.orientation);
[type="checkbox"]#modalEog+div .card
min-height: 45px
-[type="checkbox"]#modalAdjust+div .card
- padding: 5px
-
#baseGame
width: 100%
&:focus
display: inline-block
#controls
+ user-select: none
margin: 0 auto
+ text-align: center
+ display: flex
button
display: inline-block
width: 20%
margin: 0
+ padding-top: 5px
+ padding-bottom: 5px
+
+img.inline
+ height: 24px
+ padding-top: 5px
+ @media screen and (max-width: 767px)
+ height: 18px
#turnIndicator
text-align: center
font-weight: bold
-#belowControls
- border-top: 1px solid #2f4f4f
- text-align: center
- margin: 0 auto
- & > #downloadDiv
- margin: 0
- & > button
- margin: 0
- & > button
- border-left: 1px solid #2f4f4f
- margin: 0
-
#boardContainer
float: left
// TODO: later, maybe, allow movesList of variable width