<template lang="pug">
-div
+div#baseGame(tabindex=-1 @click="() => focusBg()"
+ @keydown="handleKeys" @wheel="handleScroll")
input#modalEog.modal(type="checkbox")
- div(role="dialog" 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 }}
- .row
- .col-sm-12.col-md-9.col-lg-8
+ 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="analyze"
:user-color="game.mycolor" :orientation="orientation"
- :vname="game.vname" @play-move="play")
- .button-group
- button(@click="() => play()") Play
- button(@click="() => undo()") Undo
- button(@click="flip") Flip
- button(@click="gotoBegin") GotoBegin
- button(@click="gotoEnd") GotoEnd
- #fenDiv(v-if="showFen && !!vr")
- p(@click="gotoFenContent") {{ vr.getFen() }}
+ :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="flip") ⇅
+ button(@click="() => play()") >
+ button(@click="gotoEnd") >>
#pgnDiv
- a#download(href="#")
- button(@click="download") {{ st.tr["Download PGN"] }}
- .col-sm-12.col-md-3.col-lg-4
- MoveList(v-if="showMoves"
- :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+ #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")
+ .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',
moves: [],
cursor: -1, //index of the move just played
lastMove: null,
+ firstMoveNumber: 0, //for printing
+ incheck: [], //for Board
};
},
watch: {
this.re_setVariables();
},
// Received a new move to play:
- "game.moveToPlay": function() {
- this.play(this.game.moveToPlay, "receive", this.game.vname=="Dark");
- },
- "game.score": function(score) {
- if (score != "*")
- this.endGame(score, this.game.scoreMsg);
+ "game.moveToPlay": function(newMove) {
+ if (!!newMove) //if stop + launch new game, get undefined move
+ this.play(newMove, "receive");
},
},
computed: {
showMoves: function() {
- return true;
- //return window.innerWidth >= 768;
+ return this.game.vname != "Dark" || this.game.score != "*";
},
- showFen: function() {
- return this.game.vname != "Dark" || this.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" || this.score != "*";
+ 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() {
+ [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
+ ? 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";
+ // 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() {
+ // 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();
+ switch (e.keyCode)
+ {
+ case 37:
+ this.undo();
+ break;
+ case 39:
+ this.play();
+ break;
+ case 38:
+ this.gotoBegin();
+ break;
+ case 40:
+ this.gotoEnd();
+ break;
+ case 32:
+ this.flip();
+ 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
- this.score = this.game.score || "*"; //mutable (if initially "*")
this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
// 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
const L = this.moves.length;
this.cursor = L-1;
this.lastMove = (L > 0 ? this.moves[L-1] : null);
+ this.incheck = [];
},
- gotoFenContent: function(event) {
- this.$router.push("/analyze/" + this.game.vname +
- "/?fen=" + event.target.innerText.replace(/ /g, "_"));
+ analyzePosition: function() {
+ const newUrl = "/analyze/" + this.game.vname +
+ "/?fen=" + this.vr.getFen().replace(/ /g, "_");
+ if (this.game.type == "live")
+ this.$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();
pgn += '[White "' + this.game.players[0].name + '"]\n';
pgn += '[Black "' + this.game.players[1].name + '"]\n';
pgn += '[Fen "' + this.game.fenStart + '"]\n';
- pgn += '[Result "' + this.score + '"]\n\n';
+ pgn += '[Result "' + this.game.score + '"]\n\n';
let counter = 1;
let i = 0;
while (i < this.moves.length)
}
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");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
},
- endGame: function(score, message) {
- this.score = score;
- if (!message)
- message = this.getScoreMessage(score);
- this.showEndgameMsg(score + " . " + message);
- this.$emit("gameover", score);
- },
- animateMove: function(move) {
+ 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");
for (let i=0; i<squares.length; i++)
squares.item(i).style.zIndex = "auto";
movingPiece.style = {}; //required e.g. for 0-0 with KR swap
- this.play(move);
+ callback();
}, 250);
},
- play: function(move, receive, noanimate) {
+ play: function(move, receive) {
+ // NOTE: navigate and receive are mutually exclusive
const navigate = !move;
- // Forbid playing outside analyze mode when cursor isn't at moves.length-1
- // (except if we receive opponent's move, human or computer)
- if (!navigate && !this.analyze && !receive
- && this.cursor < this.moves.length-1)
+ // 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.game.score != "*" || this.cursor < this.moves.length-1))
{
return;
}
- if (navigate)
- {
- if (this.cursor == this.moves.length-1)
- return; //no more moves
- move = this.moves[this.cursor+1];
- }
- if (!!receive && !noanimate) //opponent move, variant != "Dark"
- {
- if (this.cursor < this.moves.length-1)
+ const doPlayMove = () => {
+ if (!!receive && this.cursor < this.moves.length-1)
this.gotoEnd(); //required to play the move
- return this.animateMove(move);
- }
- if (!navigate)
- {
- move.color = this.vr.turn;
- move.notation = this.vr.getNotation(move);
- }
- // Not programmatic, or animation is over
- this.vr.play(move);
- this.cursor++;
- this.lastMove = move;
- if (this.st.settings.sound == 2)
- new Audio("/sounds/move.mp3").play().catch(err => {});
- if (!navigate)
- {
- move.fen = this.vr.getFen();
- if (this.score == "*" || this.analyze)
+ 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(err => {});
+ 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]);
}
- }
- if (!this.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 != "*")
- {
- if (!this.analyze)
- this.endGame(score);
- else
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ const score = this.vr.getCurrentScore();
+ if (score != "*")
{
- // Just show score on screen (allow undo)
- const message = this.getScoreMessage(score);
- this.showEndgameMsg(score + " . " + message);
+ 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);
+ else
+ doPlayMove();
},
undo: function(move) {
const navigate = !move;
this.lastMove = this.moves[index];
},
gotoBegin: function() {
+ if (this.cursor == -1)
+ return;
this.vr.re_init(this.game.fenStart);
- this.cursor = -1;
- this.lastMove = null;
+ if (this.moves.length > 0 && this.moves[0].notation == "...")
+ {
+ this.cursor = 0;
+ this.lastMove = this.moves[0];
+ }
+ else
+ {
+ this.cursor = -1;
+ this.lastMove = null;
+ }
},
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" scoped>
+#baseGame
+ width: 100%
+ &:focus
+ outline: none
+
+#gameContainer
+ margin-left: auto
+ margin-right: auto
+
+#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
+ 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>