circles: {}, //object of squares' ID --> true (TODO: use a set?)
click: "",
clickTime: 0,
+ initialized: 0,
settings: store.state.settings
};
},
if (!!lm) {
if (!Array.isArray(lm)) lm = [lm];
lm.forEach(m => {
- if (V.OnBoard(m.start.x, m.start.y))
+ if (!m.start.noHighlight && V.OnBoard(m.start.x, m.start.y))
lmHighlights[m.start.x + sizeX * m.start.y] = true;
- if (V.OnBoard(m.end.x, m.end.y))
+ if (!m.end.noHighlight && V.OnBoard(m.end.x, m.end.y))
lmHighlights[m.end.x + sizeX * m.end.y] = true;
+ if (!!m.start.toplay)
+ // For Dice variant (at least?)
+ lmHighlights[m.start.toplay[0] + sizeX * m.start.toplay[1]] = true;
});
}
const showLight = (
this.settings.highlight &&
- ["all","highlight"].includes(V.ShowMoves)
+ ["all", "highlight"].includes(V.ShowMoves)
);
const showCheck = (
this.settings.highlight &&
- ["all","highlight","byrow"].includes(V.ShowMoves)
+ ["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 lightSquare = (ci + cj) % 2 == lightSquareMod;
+ const oddity = (ci + cj) % 2;
+ const lightSquare = (
+ (!V.DarkBottomRight && oddity == lightSquareMod) ||
+ (V.DarkBottomRight && oddity != lightSquareMod)
+ );
return h(
"div",
{
"middle-square": V.Notoodark,
[this.settings.bcolor]: true,
"in-shadow": inShadow(ci, cj),
- "highlight-light": inHighlight(ci, cj) && lightSquare,
- "highlight-dark":
- inHighlight(ci, cj) && (V.Monochrome || !lightSquare),
+ "highlight": inHighlight(ci, cj),
"incheck-light":
showCheck && lightSquare && incheckSq[ci][cj],
"incheck-dark":
- showCheck && !lightSquare && incheckSq[ci][cj]
+ showCheck && !lightSquare && incheckSq[ci][cj],
+ "hover-highlight":
+ this.vr.hoverHighlight(
+ [ci, cj], !this.analyze ? this.userColor : null)
},
attrs: {
id: getSquareId({ x: ci, y: cj })
// Some variants have more than sizeY reserve pieces (Clorange: 10)
const reserveSquareNb = Math.max(sizeY, V.RESERVE_PIECES.length);
let myReservePiecesArray = [];
- for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
- const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
- myReservePiecesArray.push(
+ if (!!this.vr.reserve[playingColor]) {
+ for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+ const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
+ myReservePiecesArray.push(
+ h(
+ "div",
+ {
+ "class": { board: true, ["board" + reserveSquareNb]: true },
+ attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
+ style: { opacity: qty > 0 ? 1 : 0.35 }
+ },
+ [
+ h("img", {
+ // NOTE: class "reserve" not used currently
+ "class": { piece: true, reserve: true },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getReservePpath(i, playingColor, orientation) +
+ ".svg"
+ }
+ }),
+ h(
+ "sup",
+ {
+ "class": { "reserve-count": true },
+ style: { top: "calc(100% + 5px)" }
+ },
+ [ qty ]
+ )
+ ]
+ )
+ );
+ }
+ }
+ let oppReservePiecesArray = [];
+ const oppCol = V.GetOppCol(playingColor);
+ if (!!this.vr.reserve[oppCol]) {
+ for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+ const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
+ oppReservePiecesArray.push(
+ h(
+ "div",
+ {
+ "class": { board: true, ["board" + reserveSquareNb]: true },
+ attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
+ style: { opacity: qty > 0 ? 1 : 0.35 }
+ },
+ [
+ h("img", {
+ "class": { piece: true, reserve: true },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getReservePpath(i, oppCol, orientation) +
+ ".svg"
+ }
+ }),
+ h(
+ "sup",
+ {
+ "class": { "reserve-count": true },
+ style: { top: "calc(100% + 5px)" }
+ },
+ [ qty ]
+ )
+ ]
+ )
+ );
+ }
+ }
+ const myReserveTop = (
+ (playingColor == 'w' && orientation == 'b') ||
+ (playingColor == 'b' && orientation == 'w')
+ );
+ const hasReserveTop = (
+ (myReserveTop && !!this.vr.reserve[playingColor]) ||
+ (!myReserveTop && !!this.vr.reserve[oppCol])
+ );
+ // "var" because must be reachable from outside this block
+ var hasReserveBottom = (
+ (myReserveTop && !!this.vr.reserve[oppCol]) ||
+ (!myReserveTop && !!this.vr.reserve[playingColor])
+ );
+ // Center reserves, assuming same number of pieces for each side:
+ const nbReservePieces =
+ Math.max(myReservePiecesArray.length, oppReservePiecesArray.length);
+ const marginLeft =
+ ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
+ if (hasReserveTop) {
+ var reserveTop =
h(
"div",
{
- "class": { board: true, ["board" + reserveSquareNb]: true },
- attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
- style: { opacity: qty > 0 ? 1 : 0.35 }
+ "class": {
+ game: true,
+ "reserve-div": true
+ },
+ style: {
+ "margin-left": marginLeft
+ }
},
[
- h("img", {
- // NOTE: class "reserve" not used currently
- "class": { piece: true, reserve: true },
- attrs: {
- src:
- "/images/pieces/" +
- this.vr.getReservePpath(i, playingColor, orientation) +
- ".svg"
- }
- }),
h(
- "sup",
+ "div",
{
- "class": { "reserve-count": true },
- style: { top: "calc(100% + 5px)" }
+ "class": {
+ row: true,
+ "reserve-row": true
+ }
},
- [ qty ]
+ myReserveTop ? myReservePiecesArray : oppReservePiecesArray
)
]
- )
- );
+ );
}
- let oppReservePiecesArray = [];
- const oppCol = V.GetOppCol(playingColor);
- for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
- const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
- oppReservePiecesArray.push(
+ if (hasReserveBottom) {
+ var reserveBottom =
h(
"div",
{
- "class": { board: true, ["board" + reserveSquareNb]: true },
- attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
- style: { opacity: qty > 0 ? 1 : 0.35 }
+ "class": {
+ game: true,
+ "reserve-div": true
+ },
+ style: {
+ "margin-left": marginLeft
+ }
},
[
- h("img", {
- "class": { piece: true, reserve: true },
- attrs: {
- src:
- "/images/pieces/" +
- this.vr.getReservePpath(i, oppCol, orientation) +
- ".svg"
- }
- }),
h(
- "sup",
+ "div",
{
- "class": { "reserve-count": true },
- style: { top: "calc(100% + 5px)" }
+ "class": {
+ row: true,
+ "reserve-row": true
+ }
},
- [ qty ]
+ myReserveTop ? oppReservePiecesArray : myReservePiecesArray
)
]
- )
- );
+ );
}
- const myReserveTop = (
- (playingColor == 'w' && orientation == 'b') ||
- (playingColor == 'b' && orientation == 'w')
- );
- // Center reserves, assuming same number of pieces for each side:
- const nbReservePieces = myReservePiecesArray.length;
- const marginLeft =
- ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
- const reserveTop =
- h(
- "div",
- {
- "class": {
- game: true,
- "reserve-div": true
- },
- style: {
- "margin-left": marginLeft
- }
- },
- [
- h(
- "div",
- {
- "class": {
- row: true,
- "reserve-row": true
- }
- },
- myReserveTop ? myReservePiecesArray : oppReservePiecesArray
- )
- ]
- );
- var reserveBottom =
- h(
- "div",
- {
- "class": {
- game: true,
- "reserve-div": true
- },
- style: {
- "margin-left": marginLeft
- }
- },
- [
- h(
- "div",
- {
- "class": {
- row: true,
- "reserve-row": true
- }
- },
- myReserveTop ? oppReservePiecesArray : myReservePiecesArray
- )
- ]
- );
- elementArray.push(reserveTop);
+ if (hasReserveTop) elementArray.push(reserveTop);
}
elementArray.push(gameDiv);
- if (!!this.vr.reserve) elementArray.push(reserveBottom);
+ if (!!this.vr.reserve && hasReserveBottom)
+ elementArray.push(reserveBottom);
const boardElt = document.getElementById("gamePosition");
// boardElt might be undefine (at first drawing)
if (this.choices.length > 0 && !!boardElt) {
const squareWidth = boardElt.offsetWidth / sizeY;
const offset = [boardElt.offsetTop, boardElt.offsetLeft];
const maxNbeltsPerRow = Math.min(this.choices.length, sizeY);
- let topOffset = offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2;
+ let topOffset = offset[0] + ((sizeX - 1) / 2) * squareWidth;
let choicesHeight = squareWidth;
if (this.choices.length >= sizeY) {
// A second row is required (Eightpieces variant)
this.choices = [];
this.play(m);
};
+ const stopPropagation = (e) => { e.stopPropagation(); }
const onClick =
this.mobileBrowser
- ? { touchend: applyMove }
- : { mouseup: applyMove };
+ // Must cancel mousedown logic:
+ ? { touchstart: stopPropagation, touchend: applyMove }
+ : { mousedown: stopPropagation, mouseup: applyMove };
return h(
"div",
{
attrs: {
src:
"/images/pieces/" +
- // orientation: extra arg useful for some variants:
+ // orientation: extra arg useful for some variants
this.vr.getPPpath(m, this.orientation) +
V.IMAGE_EXTENSION
},
touchend: this.mouseup
}
};
- } else {
+ }
+ else {
onEvents = {
on: {
mousedown: this.mousedown,
}
};
}
+ if (this.initialized == 1) this.$emit("rendered");
+ if (this.initialized <= 1) this.initialized++;
return (
h(
"div",
}
},
addArrow: function(arrow) {
- this.arrows.push(arrow);
- // Also add to DOM:
- const boardElt = document.getElementById("gamePosition");
- const squareWidth = boardElt.offsetWidth / V.size.y;
- const bPos = boardElt.getBoundingClientRect();
- const newArrow =
- this.getSvgArrow(arrow, bPos.top, bPos.left, squareWidth);
- document.getElementById("arrowCanvas")
- .insertAdjacentElement("beforeend", newArrow);
+ const arrowIdx = this.arrows.findIndex(a => {
+ return (
+ a.start[0] == arrow.start[0] && a.start[1] == arrow.start[1] &&
+ a.end[0] == arrow.end[0] && a.end[1] == arrow.end[1]
+ );
+ });
+ if (arrowIdx >= 0)
+ // Erase the arrow
+ this.arrows.splice(arrowIdx, 1);
+ else
+ // Add to arrows vector:
+ this.arrows.push(arrow);
+ // NOTE: no need to draw here, will be re-draw
+ // by updated() hook callong re_setDrawings()
},
getSvgArrow: function(arrow, top, left, squareWidth) {
const aStart =
return path;
},
re_setDrawings: function() {
+ // Add some drawing on board (for some variants + arrows and circles)
+ const boardElt = document.getElementById("gamePosition");
+ if (!boardElt) return;
// Remove current canvas, if any
const curCanvas = document.getElementById("arrowCanvas");
if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
- // Add some drawing on board (for some variants + arrows and circles)
- const boardElt = document.getElementById("gamePosition");
const squareWidth = boardElt.offsetWidth / V.size.y;
const bPos = boardElt.getBoundingClientRect();
let svgArrows = [];
document.getElementById("rootBoardElement").appendChild(arrowCanvas);
},
mousedown: function(e) {
- e.preventDefault();
if (!this.mobileBrowser && e.which != 3)
// Cancel current drawing and circles, if any
this.cancelResetArrows();
document.getElementById("boardContainer").getBoundingClientRect();
// NOTE: classList[0] is enough: 'piece' is the first assigned class
const withPiece = (e.target.classList[0] == "piece");
- // Emit the click event which could be used by some variants
- this.$emit(
- "click-square",
- getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id)
- );
- // Start square must contain a piece.
- if (!withPiece) return;
- let parent = e.target.parentNode; //surrounding square
+ if (withPiece) e.preventDefault();
// Show possible moves if current player allowed to play
- const startSquare = getSquareFromId(parent.id);
+ const startSquare =
+ getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id);
this.possibleMoves = [];
const color = this.analyze ? this.vr.turn : this.userColor;
- if (this.vr.canIplay(color, startSquare))
- this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
- // For potential drag'n drop, remember start coordinates
- // (to center the piece on mouse cursor)
- const rect = parent.getBoundingClientRect();
- this.start = {
- x: rect.x + rect.width / 2,
- y: rect.y + rect.width / 2,
- id: parent.id
- };
- // Add the moving piece to the board, just after current image
- this.selectedPiece = e.target.cloneNode();
- Object.assign(
- this.selectedPiece.style,
- {
- position: "absolute",
- top: 0,
- display: "inline-block",
- zIndex: 3000
+ if (this.vr.canIplay(color, startSquare)) {
+ // Emit the click event which could be used by some variants
+ const targetId =
+ (withPiece ? e.target.parentNode.id : e.target.id);
+ const sq = getSquareFromId(targetId);
+ this.$emit("click-square", sq);
+ if (withPiece && !this.vr.onlyClick(sq)) {
+ this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+ if (this.possibleMoves.length > 0) {
+ // For potential drag'n drop, remember start coordinates
+ // (to center the piece on mouse cursor)
+ let parent = e.target.parentNode; //surrounding square
+ const rect = parent.getBoundingClientRect();
+ this.start = {
+ x: rect.x + rect.width / 2,
+ y: rect.y + rect.width / 2,
+ id: parent.id
+ };
+ // Add the moving piece to the board, just after current image
+ this.selectedPiece = e.target.cloneNode();
+ Object.assign(
+ this.selectedPiece.style,
+ {
+ position: "absolute",
+ top: 0,
+ display: "inline-block",
+ zIndex: 3000
+ }
+ );
+ parent.insertBefore(this.selectedPiece, e.target.nextSibling);
+ }
}
- );
- parent.insertBefore(this.selectedPiece, e.target.nextSibling);
- } else {
- this.processMoveAttempt(e);
+ }
}
- } else if (e.which == 3) {
+ else this.processMoveAttempt(e);
+ }
+ else if (e.which == 3) {
// Mouse right button
+ e.preventDefault();
this.containerPos =
document.getElementById("gamePosition").getBoundingClientRect();
let elem = e.target;
while (elem.tagName == "IMG") elem = elem.parentNode;
this.startArrow = getSquareFromId(elem.id);
}
+ else e.preventDefault();
},
mousemove: function(e) {
if (!this.selectedPiece && !this.startArrow) return;
}
},
mouseup: function(e) {
- e.preventDefault();
if (this.mobileBrowser || e.which == 1) {
if (!this.selectedPiece) return;
+ e.preventDefault();
// Drag'n drop. Selected piece is no longer needed:
this.selectedPiece.parentNode.removeChild(this.selectedPiece);
delete this.selectedPiece;
this.selectedPiece = null;
this.processMoveAttempt(e);
- } else if (e.which == 3) {
+ }
+ else if (e.which == 3) {
+ e.preventDefault();
if (!this.startArrow) return;
// Mouse right button
this.movingArrow = null;
</style>
<style lang="sass" scoped>
-@import "@/styles/_board_squares_img.sass";
+@import "@/styles/_board_squares_img.sass"
//.game.reserve-div
// TODO: would be cleaner to restrict width so that it doesn't overflow
.incheck-dark
background-color: rgba(204, 51, 0, 0.9) !important
-.light-square.lichess
- background-color: #f0d9b5
-.dark-square.lichess
- background-color: #b58863
-
-.light-square.chesscom
- background-color: #e5e5ca
-.dark-square.chesscom
- background-color: #6f8f57
-
-.light-square.chesstempo
- background-color: #dfdfdf
-.dark-square.chesstempo
- background-color: #7287b6
-
-.middle-square.lichess
- background-color: #D3B18C
-
-.middle-square.chesscom
- background-color: #AABA91
-
-.middle-square.chesstempo
- background-color: #A9B3CB
-
// TODO: no predefined highlight colors, but layers. How?
-.light-square.lichess.highlight-light
- background-color: #cdd26a
-.dark-square.lichess.highlight-dark
- background-color: #aaa23a
-
-.light-square.chesscom.highlight-light
- background-color: #f7f783
-.dark-square.chesscom.highlight-dark
- background-color: #bacb44
+.hover-highlight:hover
+ // TODO: color dependant on board theme, or inner border...
+ background-color: #C571E6 !important
-.light-square.chesstempo.highlight-light
- background-color: #9f9fff
-.dark-square.chesstempo.highlight-dark
- background-color: #557fff
+.highlight
+ &.light-square
+ &.lichess
+ background-color: #cdd26a
+ &.chesscom
+ background-color: #f7f783
+ &.chesstempo
+ background-color: #9f9fff
+ &.orangecc
+ background-color: #fef273
+ &.dark-square
+ &.lichess
+ background-color: #aaa23a
+ &.chesscom
+ background-color: #bacb44
+ &.chesstempo
+ background-color: #557fff
+ &.orangecc
+ background-color: #e8c525
+ &.middle-square
+ &.lichess
+ background-color: #BCBA52
+ &.chesscom
+ background-color: #D9E164
+ &.chesstempo
+ background-color: #7A8FFF
+ &.orangecc
+ background-color: #F3DC4C
</style>