<template lang="pug">
-div#baseGame(tabindex=-1 @click="() => focusBg()"
- @keydown="handleKeys" @wheel="handleScroll")
+div#baseGame(tabindex=-1 @click="focusBg()"
+ @keydown="handleKeys($event)" @wheel="handleScroll($event)")
input#modalEog.modal(type="checkbox")
- div#eogDiv(role="dialog" data-checkbox="modalEog" aria-labelledby="eogMessage")
- .card.smallpad.small-modal.text-center
+ div#eogDiv(role="dialog" data-checkbox="modalEog")
+ .card.text-center
label.modal-close(for="modalEog")
- h3#eogMessage.section {{ endgameMessage }}
+ h3.section {{ endgameMessage }}
input#modalAdjust.modal(type="checkbox")
- div#adjuster(role="dialog" data-checkbox="modalAdjust" aria-labelledby="labelAdjust")
- .card.smallpad.small-modal.text-center
+ div#adjuster(role="dialog" data-checkbox="modalAdjust")
+ .card.text-center
label.modal-close(for="modalAdjust")
- label#labelAdjust(for="boardSize") {{ st.tr["Board size"] }}
+ label(for="boardSize") {{ st.tr["Board size"] }}
input#boardSize.slider(type="range" min="0" max="100" value="50"
- @input="adjustBoard")
+ @input="adjustBoard()")
#gameContainer
#boardContainer
Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
#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
+ button(@click="gotoBegin()") <<
+ button(@click="undo()") <
+ button(@click="flip()") ⇅
+ button(@click="play()") >
+ button(@click="gotoEnd()") >>
+ #belowControls
#downloadDiv(v-if="game.vname!='Dark' || game.score!='*'")
a#download(href="#")
- button(@click="download") {{ st.tr["Download PGN"] }}
+ 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"] }}
+ @click="analyzePosition()")
+ | {{ st.tr["Analyse"] }}
// NOTE: rather ugly hack to avoid showing twice "rules" link...
- button(v-if="!$route.path.match('/variants/')" @click="showRules")
+ button(v-if="!$route.path.match('/variants/')" @click="showRules()")
| {{ st.tr["Rules"] }}
#movesList
MoveList(v-if="showMoves" :score="game.score" :message="game.scoreMsg"
import { getDate } from "@/utils/datetime";
import { processModalClick } from "@/utils/modalClick";
import { getScoreMessage } from "@/utils/scoring";
-
export default {
name: 'my-base-game',
components: {
if (!!newMove) //if stop + launch new game, get undefined move
this.play(newMove, "receive");
},
+ // ...Or to undo (corr game, move not validated)
+ "game.moveToUndo": function(move) {
+ if (!!move)
+ this.undo(move);
+ },
},
computed: {
showMoves: function() {
if (!boardSize)
{
boardSize = (window.innerWidth >= 768
- ? Math.min(600, 0.5*window.innerWidth) //heuristic...
+ ? 0.75 * Math.min(window.innerWidth, window.innerHeight)
: 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);
+ 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", (e) => {
vr_tmp.play(move);
move.fen = vr_tmp.getFen();
});
- if (this.game.fenStart.indexOf(" b ") >= 0 ||
- (this.moves.length > 0 && this.moves[0].color == "b"))
+ if ((this.moves.length > 0 && this.moves[0].color == "b") ||
+ (this.moves.length == 0 && this.vr_tmp.turn == "b"))
{
// 'end' is required for Board component to check lastMove for e.p.
this.moves.unshift({color: "w", notation: "...", end: {x:-1,y:-1}});
const L = this.moves.length;
this.cursor = L-1;
this.lastMove = (L > 0 ? this.moves[L-1] : null);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
},
analyzePosition: function() {
- const newUrl = "/analyze/" + this.game.vname +
+ const newUrl = "/analyse/" + this.game.vname +
"/?fen=" + this.vr.getFen().replace(/ /g, "_");
if (this.game.type == "live")
this.$router.push(newUrl); //open in same tab: against cheating...
},
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");
</script>
<style lang="sass" scoped>
+[type="checkbox"]#modalEog+div .card
+ min-height: 45px
+[type="checkbox"]#modalAdjust+div .card
+ padding: 5px
+
#baseGame
width: 100%
&:focus
#downloadDiv
display: inline-block
-#modal-eog+div .card
- overflow: hidden
#controls
- margin-top: 10px
- margin-left: auto
- margin-right: auto
+ margin: 0 auto
button
display: inline-block
width: 20%
margin: 0
-@media screen and (min-width: 768px)
- #controls
- max-width: 400px
#turnIndicator
text-align: center
-#pgnDiv
+#belowControls
+ border-top: 1px solid #2f4f4f
text-align: center
- margin-left: auto
- margin-right: auto
+ 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