<template lang="pug">
-div#baseGame(tabindex=-1 @click="() => focusBg()" @keydown="handleKeys")
+div#baseGame(tabindex=-1 @click="() => focusBg()"
+ @keydown="handleKeys" @wheel="handleScroll")
input#modalEog.modal(type="checkbox")
- div(role="dialog" aria-labelledby="eogMessage")
+ div(role="dialog" data-checkbox="modalEog" aria-labelledby="eogMessage")
.card.smallpad.small-modal.text-center
label.modal-close(for="modalEog")
h3#eogMessage.section {{ endgameMessage }}
- .row
- #boardContainer.col-sm-12.col-md-9
- Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
+ #gameContainer
+ #boardContainer
+ Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
:user-color="game.mycolor" :orientation="orientation"
:vname="game.vname" @play-move="play")
+ #turnIndicator(v-if="game.vname=='Dark' && game.score=='*'")
+ | {{ turn }}
#controls
button(@click="gotoBegin") <<
button(@click="() => undo()") <
button(@click="() => play()") >
button(@click="gotoEnd") >>
#pgnDiv
- a#download(href="#")
- button(@click="download") {{ st.tr["Download PGN"] }}
- button(v-if="game.mode!='analyze'" @click="analyzePosition")
+ #downloadDiv(v-if="game.vname!='Dark' || game.score!='*'")
+ a#download(href="#")
+ button(@click="download") {{ st.tr["Download PGN"] }}
+ button(v-if="game.vname!='Dark' && game.mode!='analyze'"
+ @click="analyzePosition")
| {{ st.tr["Analyze"] }}
- .col-sm-12.col-md-3
+ // NOTE: rather ugly hack to avoid showing twice "rules" link...
+ button(v-if="!$route.path.match('/variants/')" @click="showRules")
+ | {{ st.tr["Rules"] }}
+ #movesList
MoveList(v-if="showMoves" :score="game.score" :message="game.scoreMsg"
- :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+ :firstNum="firstMoveNumber" :moves="moves" :cursor="cursor"
+ @goto-move="gotoMove")
+ .clearer
</template>
<script>
moves: [],
cursor: -1, //index of the move just played
lastMove: null,
+ firstMoveNumber: 0, //for printing
};
},
watch: {
},
computed: {
showMoves: function() {
- return this.game.vname != "Dark" || this.game.mode=="analyze";
+ return this.game.vname != "Dark" || this.game.score != "*";
+ },
+ turn: function() {
+ let color = "";
+ const L = this.moves.length;
+ if (L == 0 || this.moves[L-1].color == "b")
+ color = "White";
+ else //if (this.moves[L-1].color == "w")
+ color = "Black";
+ return color + " turn";
+ },
+ analyze: function() {
+ return this.game.mode=="analyze" ||
+ // From Board viewpoint, a finished Dark game == analyze (TODO: unclear)
+ (this.game.vname == "Dark" && this.game.score != "*");
},
},
created: function() {
if (!!this.game.fenStart)
this.re_setVariables();
},
+ mounted: function() {
+ // Take full width on small screens:
+ let boardSize = parseInt(localStorage.getItem("boardSize"));
+ if (!boardSize)
+ {
+ boardSize = (window.innerWidth >= 768
+ ? Math.min(600, 0.5*window.innerWidth) //heuristic...
+ : window.innerWidth);
+ }
+ 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";
+ },
methods: {
focusBg: function() {
- // TODO: small blue border appears...
+ // NOTE: small blue border appears...
document.getElementById("baseGame").focus();
},
handleKeys: function(e) {
break;
}
},
+ 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();
+ }
+ },
+ showRules: function() {
+ //this.$router.push("/variants/" + this.game.vname);
+ window.open("#/variants/" + this.game.vname, "_blank"); //better
+ },
re_setVariables: function() {
this.endgameMessage = "";
this.orientation = this.game.mycolor || "w"; //default orientation for observed games
// Post-processing: decorate each move with color + current FEN:
// (to be able to jump to any position quickly)
let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
+ this.firstMoveNumber =
+ Math.floor(V.ParseFen(this.game.fenStart).movesCount / 2);
this.moves.forEach(move => {
// NOTE: this is doing manually what play() function below achieve,
// but in a lighter "fast-forward" way
analyzePosition: function() {
const newUrl = "/analyze/" + this.game.vname +
"/?fen=" + this.vr.getFen().replace(/ /g, "_");
- //window.open("#" + newUrl); //to open in a new tab
- this.$router.push(newUrl); //better
+ if (this.game.type == "live")
+ this.$router.push(newUrl); //open in same tab: against cheating...
+ else
+ window.open("#" + newUrl); //open in a new tab: more comfortable
},
download: function() {
const content = this.getPgn();
// 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
- && this.cursor < this.moves.length-1)
+ && (this.game.score != "*" || this.cursor < this.moves.length-1))
{
return;
}
else
this.moves = this.moves.slice(0,this.cursor).concat([move]);
}
- if (!navigate && this.game.mode != "analyze")
- this.$emit("newmove", move); //post-processing (e.g. computer play)
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
else //just show score on screen (allow undo)
this.showEndgameMsg(score + " . " + message);
}
+ if (!navigate && this.game.mode!="analyze")
+ this.$emit("newmove", move); //post-processing (e.g. computer play)
};
if (!!receive && this.game.vname != "Dark")
this.animateMove(move, doPlayMove);
this.lastMove = this.moves[index];
},
gotoBegin: function() {
+ if (this.cursor == -1)
+ return;
this.vr.re_init(this.game.fenStart);
if (this.moves.length > 0 && this.moves[0].notation == "...")
{
}
},
gotoEnd: function() {
+ if (this.cursor == this.moves.length - 1)
+ return;
this.gotoMove(this.moves.length-1);
},
flip: function() {
- this.orientation = V.GetNextCol(this.orientation);
+ this.orientation = V.GetOppCol(this.orientation);
},
},
};
</script>
-<style lang="sass">
-#modal-eog+div .card
- overflow: hidden
-#pgnDiv
- text-align: center
+<style lang="sass" scoped>
+#baseGame
+ width: 100%
+ &:focus
+ outline: none
+
+#gameContainer
margin-left: auto
margin-right: auto
-@media screen and (min-width: 768px)
- #controls
- width: 400px
-@media screen and (max-width: 767px)
- .game
- width: 100%
+
+#downloadDiv
+ display: inline-block
+
+#modal-eog+div .card
+ overflow: hidden
#controls
margin-top: 10px
+ margin-left: auto
+ margin-right: auto
button
display: inline-block
width: 20%
margin: 0
+@media screen and (min-width: 768px)
+ #controls
+ max-width: 400px
+#turnIndicator
+ text-align: center
+#pgnDiv
+ text-align: center
+ margin-left: auto
+ margin-right: auto
#boardContainer
- //margin-top: 5px
- >div
- margin-left: auto
- margin-right: auto
+ float: left
+// TODO: later, maybe, allow movesList of variable width
+// or e.g. between 250 and 350px (but more complicated)
+#movesList
+ width: 280px
+ float: left
+@media screen and (max-width: 767px)
+ #movesList
+ width: 100%
+ float: none
+ clear: both
</style>