circles: {}, //object of squares' ID --> true (TODO: use a set?)
click: "",
clickTime: 0,
+ initialized: 0,
settings: store.state.settings
};
},
showCheck && lightSquare && incheckSq[ci][cj],
"incheck-dark":
showCheck && !lightSquare && incheckSq[ci][cj],
- "hover-highlight": this.vr.hoverHighlight(ci, cj)
+ "hover-highlight":
+ this.vr.hoverHighlight(
+ [ci, cj], !this.analyze ? this.userColor : null)
},
attrs: {
id: getSquareId({ x: ci, y: cj })
(!myReserveTop && !!this.vr.reserve[playingColor])
);
// Center reserves, assuming same number of pieces for each side:
- const nbReservePieces = myReservePiecesArray.length;
+ const nbReservePieces =
+ Math.max(myReservePiecesArray.length, oppReservePiecesArray.length);
const marginLeft =
((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
if (hasReserveTop) {
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)
}
};
}
+ 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");
+ if (withPiece) e.preventDefault();
// Show possible moves if current player allowed to play
const startSquare =
getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id);
}
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