import { store } from "@/store";
export default {
name: "my-board",
- // Last move cannot be guessed from here, and is required to highlight squares
+ // Last move cannot be guessed from here, and is required for highlights.
// vr: object to check moves, print board...
// userColor is left undefined for an external observer
props: [
this.settings.highlight &&
["all","highlight"].includes(V.ShowMoves)
);
+ const showCheck = (
+ this.settings.highlight &&
+ ["all","highlight","byrow"].includes(V.ShowMoves)
+ );
const orientation = !V.CanFlip ? "w" : this.orientation;
// Ensure that squares colors do not change when board is flipped
const lightSquareMod = (sizeX + sizeY) % 2;
const gameDiv = h(
"div",
{
- class: {
+ "class": {
game: true,
clearer: true
}
return h(
"div",
{
- class: {
+ "class": {
row: true
},
style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
if (showPiece(ci, cj)) {
elems.push(
h("img", {
- class: {
+ "class": {
piece: true,
ghost:
!!this.selectedPiece &&
this.userColor,
this.score,
this.orientation) +
- ".svg"
+ V.IMAGE_EXTENSION
}
})
);
if (this.settings.hints && hintSquares[ci][cj]) {
elems.push(
h("img", {
- class: {
+ "class": {
"mark-square": true
},
attrs: {
return h(
"div",
{
- class: {
+ "class": {
board: true,
["board" + sizeY]: true,
"light-square": lightSquare,
"in-shadow": inShadow(ci, cj),
"highlight-light": inHighlight(ci, cj) && lightSquare,
"highlight-dark": inHighlight(ci, cj) && !lightSquare,
- "incheck-light": showLight && lightSquare && incheckSq[ci][cj],
- "incheck-dark": showLight && !lightSquare && incheckSq[ci][cj]
+ "incheck-light":
+ showCheck && lightSquare && incheckSq[ci][cj],
+ "incheck-dark":
+ showCheck && !lightSquare && incheckSq[ci][cj]
},
attrs: {
id: getSquareId({ x: ci, y: cj })
h(
"div",
{
- class: { board: true, ["board" + sizeY]: true },
+ "class": { board: true, ["board" + sizeY]: true },
attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
style: { opacity: qty > 0 ? 1 : 0.35 }
},
[
h("img", {
- class: { piece: true, reserve: true },
+ "class": { piece: true, reserve: true },
attrs: {
src:
"/images/pieces/" +
".svg"
}
}),
- h("sup", { class: { "reserve-count": true } }, [ qty ])
+ h("sup", { "class": { "reserve-count": true } }, [ qty ])
]
)
);
h(
"div",
{
- class: { board: true, ["board" + sizeY]: true },
+ "class": { board: true, ["board" + sizeY]: true },
attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
style: { opacity: qty > 0 ? 1 : 0.35 }
},
[
h("img", {
- class: { piece: true, reserve: true },
+ "class": { piece: true, reserve: true },
attrs: {
src:
"/images/pieces/" +
".svg"
}
}),
- h("sup", { class: { "reserve-count": true } }, [ qty ])
+ h("sup", { "class": { "reserve-count": true } }, [ qty ])
]
)
);
h(
"div",
{
- class: {
+ "class": {
game: true,
"reserve-div": true
},
h(
"div",
{
- class: {
+ "class": {
row: true,
"reserve-row": true
}
h(
"div",
{
- class: {
+ "class": {
game: true,
"reserve-div": true
},
h(
"div",
{
- class: {
+ "class": {
row: true,
"reserve-row": true
}
// No choices to show at first drawing
const squareWidth = boardElt.offsetWidth / sizeY;
const offset = [boardElt.offsetTop, boardElt.offsetLeft];
- // TODO: multi-rows if more than V.size.y pieces (as inEightpieces)
+ const maxNbeltsPerRow = Math.min(this.choices.length, sizeY);
+ let topOffset = offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2;
+ let choicesHeight = squareWidth;
+ if (this.choices.length >= sizeY) {
+ // A second row is required (Eightpieces variant)
+ topOffset -= squareWidth / 2;
+ choicesHeight *= 2;
+ }
const choices = h(
"div",
{
attrs: { id: "choices" },
- class: { row: true },
+ "class": { row: true },
style: {
- top: offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2 + "px",
+ top: topOffset + "px",
left:
offset[1] +
- (squareWidth * (sizeY - this.choices.length)) / 2 +
+ (squareWidth * Math.max(sizeY - this.choices.length, 0)) / 2 +
"px",
- width: this.choices.length * squareWidth + "px",
- height: squareWidth + "px"
+ width: (maxNbeltsPerRow * squareWidth) + "px",
+ height: choicesHeight + "px"
}
},
- this.choices.map(m => {
- // A "choice" is a move
- const applyMove = (e) => {
- e.stopPropagation();
- // Force a delay between move is shown and clicked
- // (otherwise a "double-click" bug might occur)
- if (Date.now() - this.clickTime < 200) return;
- this.play(m);
- this.choices = [];
- };
- const onClick =
- this.mobileBrowser
- ? { touchend: applyMove }
- : { mouseup: applyMove };
- return h(
- "div",
- {
- class: {
- board: true,
- ["board" + sizeY]: true
- },
- style: {
- width: 100 / this.choices.length + "%",
- "padding-bottom": 100 / this.choices.length + "%"
- }
- },
- [
- h("img", {
- attrs: {
- src:
- "/images/pieces/" +
- this.vr.getPPpath(
- m.appear[0].c + m.appear[0].p,
- // Extra arg useful for some variants:
- this.orientation) +
- ".svg"
+ [ h(
+ "div",
+ {
+ "class": { "full-width": true }
+ },
+ this.choices.map(m => {
+ // A "choice" is a move
+ const applyMove = (e) => {
+ e.stopPropagation();
+ // Force a delay between move is shown and clicked
+ // (otherwise a "double-click" bug might occur)
+ if (Date.now() - this.clickTime < 200) return;
+ this.choices = [];
+ this.play(m);
+ };
+ const onClick =
+ this.mobileBrowser
+ ? { touchend: applyMove }
+ : { mouseup: applyMove };
+ return h(
+ "div",
+ {
+ "class": {
+ board: true,
+ ["board" + sizeY]: true
},
- class: { "choice-piece": true },
- on: onClick
- })
- ]
- );
- })
+ style: {
+ width: (100 / maxNbeltsPerRow) + "%",
+ "padding-bottom": (100 / maxNbeltsPerRow) + "%"
+ }
+ },
+ [
+ h("img", {
+ attrs: {
+ src:
+ "/images/pieces/" +
+ // orientation: extra arg useful for some variants:
+ this.vr.getPPpath(m, this.orientation) +
+ V.IMAGE_EXTENSION
+ },
+ "class": { "choice-piece": true },
+ on: onClick
+ })
+ ]
+ );
+ })
+ ) ]
);
elementArray.unshift(choices);
}
</script>
<style lang="sass" scoped>
+// NOTE: no variants with reserve of size != 8
.game.reserve-div
margin-bottom: 18px
-
.reserve-count
padding-left: 40%
-
.reserve-row
margin-bottom: 15px
-// NOTE: no variants with reserve of size != 8
+.full-width
+ width: 100%
.game
user-select: none
// TODO: no predefined highlight colors, but layers. How?
.light-square.lichess.highlight-light
- background-color: #cdd26a !important
+ background-color: #cdd26a
.dark-square.lichess.highlight-dark
- background-color: #aaa23a !important
+ background-color: #aaa23a
.light-square.chesscom.highlight-light
- background-color: #f7f783 !important
+ background-color: #f7f783
.dark-square.chesscom.highlight-dark
- background-color: #bacb44 !important
+ background-color: #bacb44
.light-square.chesstempo.highlight-light
- background-color: #9f9fff !important
+ background-color: #9f9fff
.dark-square.chesstempo.highlight-dark
- background-color: #557fff !important
+ background-color: #557fff
</style>