div#baseGame(tabindex=-1 @click="() => focusBg()"
@keydown="handleKeys" @wheel="handleScroll")
input#modalEog.modal(type="checkbox")
- div(role="dialog" data-checkbox="modalEog" aria-labelledby="eogMessage")
+ div#eogDiv(role="dialog" data-checkbox="modalEog" aria-labelledby="eogMessage")
.card.smallpad.small-modal.text-center
label.modal-close(for="modalEog")
h3#eogMessage.section {{ endgameMessage }}
+ input#modalAdjust.modal(type="checkbox")
+ div#adjuster(role="dialog" data-checkbox="modalAdjust" aria-labelledby="labelAdjust")
+ .card.smallpad.small-modal.text-center
+ label.modal-close(for="modalAdjust")
+ label#labelAdjust(for="boardSize") {{ st.tr["Board size"] }}
+ input#boardSize.slider(type="range" min="0" max="100" value="50"
+ @input="adjustBoard")
#gameContainer
#boardContainer
- Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
+ Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
:user-color="game.mycolor" :orientation="orientation"
- :vname="game.vname" @play-move="play")
+ :vname="game.vname" :incheck="incheck" @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(onClick="doClick('modalAdjust')") ⤢
+ button(v-if="game.vname!='Dark' && game.mode!='analyze'"
+ @click="analyzePosition")
| {{ st.tr["Analyze"] }}
+ // 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"
:firstNum="firstMoveNumber" :moves="moves" :cursor="cursor"
@goto-move="gotoMove")
- // TODO: clearer required ?!
- .clearer
+ .clearer
</template>
<script>
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
import { getDate } from "@/utils/datetime";
+import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
export default {
name: 'my-base-game',
cursor: -1, //index of the move just played
lastMove: null,
firstMoveNumber: 0, //for printing
+ incheck: [], //for Board
};
},
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 this.st.tr[color + " to move"];
+ },
+ 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() {
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)
document.getElementById("boardContainer").style.width = boardSize + "px";
let gameContainer = document.getElementById("gameContainer");
gameContainer.style.width = (boardSize + movesWidth) + "px";
+ // TODO: find the right formula here:
+ //document.getElementById("boardSize").value = Math.floor(boardSize / 10);
+ // timeout to avoid calling too many time the adjust method
+ let timeoutLaunched = false;
+ window.addEventListener("resize", (e) => {
+ if (!timeoutLaunched)
+ {
+ timeoutLaunched = true;
+ setTimeout( () => {
+ this.adjustBoard();
+ timeoutLaunched = false;
+ }, 500);
+ }
+ });
},
methods: {
focusBg: function() {
- // TODO: small blue border appears...
+ // NOTE: small blue border appears...
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();
}
},
handleScroll: function(e) {
- if (e.deltaY < 0)
- this.undo();
- else if (e.deltaY > 0)
- this.play();
+ // 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 = "";
const L = this.moves.length;
this.cursor = L-1;
this.lastMove = (L > 0 ? this.moves[L-1] : null);
+ this.incheck = [];
},
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();
}
return pgn + "\n";
},
- getScoreMessage: function(score) {
- let eogMessage = "Undefined";
- switch (score)
- {
- case "1-0":
- eogMessage = this.st.tr["White win"];
- break;
- case "0-1":
- eogMessage = this.st.tr["Black win"];
- break;
- case "1/2":
- eogMessage = this.st.tr["Draw"];
- break;
- case "?":
- eogMessage = this.st.tr["Unfinished"];
- break;
- }
- return eogMessage;
- },
showEndgameMsg: function(message) {
this.endgameMessage = message;
let modalBox = document.getElementById("modalEog");
},
animateMove: function(move, callback) {
let startSquare = document.getElementById(getSquareId(move.start));
+ // TODO: error "flush nextTick callbacks" when observer reloads page:
+ // this late check is not a fix!
+ if (!startSquare)
+ return;
let endSquare = document.getElementById(getSquareId(move.end));
let rectStart = startSquare.getBoundingClientRect();
let rectEnd = endSquare.getBoundingClientRect();
let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
let movingPiece =
document.querySelector("#" + getSquareId(move.start) + " > img.piece");
+ if (!movingPiece) //TODO: shouldn't happen
+ 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");
// 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.$emit("newmove", move); //post-processing (e.g. computer play)
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
if (score != "*")
{
- const message = this.getScoreMessage(score);
+ const message = getScoreMessage(score);
if (this.game.mode != "analyze")
this.$emit("gameover", score, message);
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.gotoMove(this.moves.length-1);
},
flip: function() {
- this.orientation = V.GetNextCol(this.orientation);
+ this.orientation = V.GetOppCol(this.orientation);
},
},
};
</script>
-<style lang="sass">
+<style lang="sass" scoped>
#baseGame
width: 100%
+ &:focus
+ outline: none
#gameContainer
margin-left: auto
margin-right: auto
+#downloadDiv
+ display: inline-block
+
#modal-eog+div .card
overflow: hidden
-@media screen and (min-width: 768px)
- #controls
- width: 400px
- margin-left: auto
- margin-right: auto
#controls
margin-top: 10px
margin-left: auto
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
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
width: 100%
float: none
clear: both
- table
- tr
- display: flex
- margin: 0
- padding: 0
- td
- text-align: left
</style>