<script>
-// TODO: BoardHex for hexagonal variants (2 players)
-
import { getSquareId, getSquareFromId } from "@/utils/squareId";
import { ArrayFun } from "@/utils/array";
-
+import { store } from "@/store";
export default {
- name: 'my-board',
- // Last move cannot be guessed from here, and is required to highlight squares
+ name: "my-board",
+ // 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: ["vr","lastMove","analyze","orientation","userColor","vname"],
- data: function () {
+ props: [
+ "vr",
+ "lastMove",
+ "analyze",
+ "score",
+ "incheck",
+ "orientation",
+ "userColor",
+ "vname"
+ ],
+ data: function() {
return {
- hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
- bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
+ mobileBrowser: ("ontouchstart" in window),
possibleMoves: [], //filled after each valid click/dragstart
choices: [], //promotion pieces, or checkered captures... (as moves)
+ containerPos: null,
selectedPiece: null, //moving piece (or clicked piece)
- incheck: [],
- start: {}, //pixels coordinates + id of starting square (click or drag)
+ start: null, //pixels coordinates + id of starting square (click or drag)
+ startArrow: null,
+ movingArrow: null,
+ arrows: [], //object of {start: x,y / end: x,y}
+ circles: {}, //object of squares' ID --> true (TODO: use a set?)
+ click: "",
+ clickTime: 0,
+ initialized: 0,
+ settings: store.state.settings
};
},
render(h) {
- if (!this.vr)
- return;
- const [sizeX,sizeY] = [V.size.x,V.size.y];
+ if (!this.vr) {
+ // Return empty div of class 'game' to avoid error when setting size
+ return h(
+ "div",
+ { "class": { game: true } }
+ );
+ }
+ const [sizeX, sizeY] = [V.size.x, V.size.y];
// Precompute hints squares to facilitate rendering
let hintSquares = ArrayFun.init(sizeX, sizeY, false);
- this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
+ this.possibleMoves.forEach(m => {
+ hintSquares[m.end.x][m.end.y] = true;
+ });
// Also precompute in-check squares
let incheckSq = ArrayFun.init(sizeX, sizeY, false);
- this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
- const squareWidth = 40; //TODO: compute this
- const choices = h(
- 'div',
- {
- attrs: { "id": "choices" },
- 'class': { 'row': true },
- style: {
- "display": (this.choices.length > 0 ? "block" : "none"),
- "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
- "width": (this.choices.length * squareWidth) + "px",
- "height": squareWidth + "px",
- },
- },
- this.choices.map(m => { //a "choice" is a move
- 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/' +
- V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
- 'class': { 'choice-piece': true },
- on: {
- "click": e => { this.play(m); this.choices=[]; },
- // NOTE: add 'touchstart' event to fix a problem on smartphones
- "touchstart": e => { this.play(m); this.choices=[]; },
- },
- })
- ]
- );
- })
+ this.incheck.forEach(sq => {
+ incheckSq[sq[0]][sq[1]] = true;
+ });
+
+ let lm = this.lastMove;
+ // Precompute lastMove highlighting squares
+ const lmHighlights = {};
+ if (!!lm) {
+ if (!Array.isArray(lm)) lm = [lm];
+ lm.forEach(m => {
+ if (!m.start.noHighlight && V.OnBoard(m.start.x, m.start.y))
+ lmHighlights[m.start.x + sizeX * m.start.y] = true;
+ 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)
);
- // Create board element (+ reserves if needed by variant or mode)
- const lm = this.lastMove;
- const showLight = this.hints && this.vname != "Dark";
+ 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 showPiece = (x, y) => {
+ return (
+ this.vr.board[x][y] != V.EMPTY &&
+ (!this.vr.enlightened || this.analyze || this.score != "*" ||
+ (!!this.userColor && this.vr.enlightened[this.userColor][x][y]))
+ );
+ };
+ const inHighlight = (x, y) => {
+ return showLight && !!lmHighlights[x + sizeX * y];
+ };
+ const inShadow = (x, y) => {
+ return (
+ !this.analyze &&
+ this.score == "*" &&
+ this.vr.enlightened &&
+ (!this.userColor || !this.vr.enlightened[this.userColor][x][y])
+ );
+ };
+ // Create board element (+ reserves if needed by variant)
+ let elementArray = [];
const gameDiv = h(
- 'div',
+ "div",
{
- 'class': {
- 'game': true,
- 'clearer': true,
- },
+ attrs: { id: "gamePosition" },
+ "class": {
+ game: true,
+ clearer: true
+ }
},
[...Array(sizeX).keys()].map(i => {
- let ci = (this.orientation=='w' ? i : sizeX-i-1);
+ const ci = orientation == "w" ? i : sizeX - i - 1;
return h(
- 'div',
+ "div",
{
- 'class': {
- 'row': true,
+ "class": {
+ row: true
},
- style: { 'opacity': this.choices.length>0?"0.5":"1" },
+ style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
},
[...Array(sizeY).keys()].map(j => {
- let cj = (this.orientation=='w' ? j : sizeY-j-1);
+ const cj = orientation == "w" ? j : sizeY - j - 1;
+ const squareId = "sq-" + ci + "-" + cj;
let elems = [];
- if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
- || this.analyze || (!!this.userColor
- && this.vr.enlightened[this.userColor][ci][cj])))
- {
+ if (showPiece(ci, cj)) {
+ let pieceSpecs = {
+ "class": {
+ piece: true,
+ ghost:
+ !!this.selectedPiece &&
+ this.selectedPiece.parentNode.id == squareId
+ },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getPpath(
+ this.vr.board[ci][cj],
+ // Extra args useful for some variants:
+ this.userColor,
+ this.score,
+ this.orientation) +
+ V.IMAGE_EXTENSION
+ }
+ };
+ if (this.arrows.length == 0)
+ pieceSpecs["style"] = { position: "absolute" };
+ elems.push(h("img", pieceSpecs));
+ }
+ if (this.settings.hints && hintSquares[ci][cj]) {
elems.push(
- h(
- 'img',
- {
- 'class': {
- 'piece': true,
- 'ghost': !!this.selectedPiece
- && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
- },
- attrs: {
- src: "/images/pieces/" +
- V.getPpath(this.vr.board[ci][cj]) + ".svg",
- },
+ h("img", {
+ "class": {
+ "mark-square": true
+ },
+ attrs: {
+ src: "/images/mark.svg"
}
- )
+ })
);
}
- if (this.hints && hintSquares[ci][cj])
- {
+ if (!!this.circles[squareId]) {
elems.push(
- h(
- 'img',
- {
- 'class': {
- 'mark-square': true,
- },
- attrs: {
- src: "/images/mark.svg",
- },
+ h("img", {
+ "class": {
+ "circle-square": true
+ },
+ attrs: {
+ src: "/images/circle.svg"
}
- )
+ })
);
}
+ const oddity = (ci + cj) % 2;
+ const lightSquare = (
+ (!V.DarkBottomRight && oddity == lightSquareMod) ||
+ (V.DarkBottomRight && oddity != lightSquareMod)
+ );
return h(
- 'div',
+ "div",
{
- 'class': {
- 'board': true,
- ['board'+sizeY]: true,
- 'light-square': (i+j)%2==0,
- 'dark-square': (i+j)%2==1,
- [this.bcolor]: true,
- 'in-shadow': this.vname=="Dark" && !this.analyze
- && (!this.userColor
- || !this.vr.enlightened[this.userColor][ci][cj]),
- 'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
- 'incheck': showLight && incheckSq[ci][cj],
+ "class": {
+ board: true,
+ ["board" + sizeY]: true,
+ "light-square":
+ !V.Notoodark && lightSquare && !V.Monochrome,
+ "dark-square":
+ !V.Notoodark && (!lightSquare || !!V.Monochrome),
+ "middle-square": V.Notoodark,
+ [this.settings.bcolor]: true,
+ "in-shadow": inShadow(ci, cj),
+ "highlight": inHighlight(ci, cj),
+ "incheck-light":
+ showCheck && lightSquare && incheckSq[ci][cj],
+ "incheck-dark":
+ showCheck && !lightSquare && incheckSq[ci][cj],
+ "hover-highlight":
+ this.vr.hoverHighlight(
+ [ci, cj], !this.analyze ? this.userColor : null)
},
attrs: {
- id: getSquareId({x:ci,y:cj}),
- },
+ id: getSquareId({ x: ci, y: cj })
+ }
},
elems
);
);
})
);
- const playingColor = this.userColor || "w"; //default for an observer
- let elementArray = [choices, gameDiv];
- if (!!this.vr.reserve)
- {
- const shiftIdx = (playingColor=="w" ? 0 : 1);
+ if (!!this.vr.reserve) {
+ const playingColor = this.userColor || "w"; //default for an observer
+ const shiftIdx = playingColor == "w" ? 0 : 1;
+ // 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++)
- {
- myReservePiecesArray.push(h('div',
- {
- 'class': {'board':true, ['board'+sizeY]:true},
- attrs: { id: getSquareId({x:sizeX+shiftIdx,y:i}) }
- },
- [
- h('img',
- {
- 'class': {"piece":true, "reserve":true},
- attrs: {
- "src": "/images/pieces/" +
- this.vr.getReservePpath(playingColor,i) + ".svg",
- }
- }),
- h('sup',
- {"class": { "reserve-count": true } },
- [ this.vr.reserve[playingColor][V.RESERVE_PIECES[i]] ]
- )
- ]));
+ 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);
- for (let i=0; i<V.RESERVE_PIECES.length; i++)
- {
- oppReservePiecesArray.push(h('div',
+ 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": {
+ game: true,
+ "reserve-div": true
+ },
+ style: {
+ "margin-left": marginLeft
+ }
+ },
+ [
+ h(
+ "div",
+ {
+ "class": {
+ row: true,
+ "reserve-row": true
+ }
+ },
+ myReserveTop ? myReservePiecesArray : oppReservePiecesArray
+ )
+ ]
+ );
+ }
+ if (hasReserveBottom) {
+ 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
+ )
+ ]
+ );
+ }
+ if (hasReserveTop) elementArray.push(reserveTop);
+ }
+ elementArray.push(gameDiv);
+ 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] + ((sizeX - 1) / 2) * squareWidth;
+ let choicesHeight = squareWidth;
+ if (this.choices.length >= sizeY) {
+ // A second row is required (Eightpieces variant)
+ topOffset -= squareWidth / 2;
+ choicesHeight *= 2;
+ }
+ const choices = h(
+ "div",
{
- 'class': {'board':true, ['board'+sizeY]:true},
- attrs: { id: getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
+ attrs: { id: "choices" },
+ "class": { row: true },
+ style: {
+ top: topOffset + "px",
+ left:
+ offset[1] +
+ (squareWidth * Math.max(sizeY - this.choices.length, 0)) / 2 +
+ "px",
+ width: (maxNbeltsPerRow * squareWidth) + "px",
+ height: choicesHeight + "px"
+ }
},
- [
- h('img',
+ [ h(
+ "div",
{
- 'class': {"piece":true, "reserve":true},
- attrs: {
- "src": "/images/pieces/" +
- this.vr.getReservePpath(oppCol,i) + ".svg",
- }
- }),
- h('sup',
- {"class": { "reserve-count": true } },
- [ this.vr.reserve[oppCol][V.RESERVE_PIECES[i]] ]
- )
- ]));
- }
- let reserves = h('div',
- {
- 'class':{
- 'game': true,
- "reserve-div": true,
+ "class": { "full-width": true }
},
- },
- [
- h('div',
- {
- 'class': {
- 'row': true,
- "reserve-row-1": 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 stopPropagation = (e) => { e.stopPropagation(); }
+ const onClick =
+ this.mobileBrowser
+ // Must cancel mousedown logic:
+ ? { touchstart: stopPropagation, touchend: applyMove }
+ : { mousedown: stopPropagation, mouseup: applyMove };
+ return h(
+ "div",
+ {
+ "class": {
+ board: true,
+ ["board" + sizeY]: true
+ },
+ style: {
+ width: (100 / maxNbeltsPerRow) + "%",
+ "padding-bottom": (100 / maxNbeltsPerRow) + "%"
+ }
},
- },
- myReservePiecesArray
- ),
- h('div',
- { 'class': { 'row': true }},
- oppReservePiecesArray
- )
- ]
+ [
+ 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.push(reserves);
+ elementArray.unshift(choices);
}
- return h(
- 'div',
- {
- 'class': {
- "col-sm-12": true,
- "col-md-10": true,
- "col-md-offset-1": true,
- "col-lg-8": true,
- "col-lg-offset-2": true,
- },
- // NOTE: click = mousedown + mouseup
+ let onEvents = {};
+ // NOTE: click = mousedown + mouseup
+ if (this.mobileBrowser) {
+ onEvents = {
+ on: {
+ touchstart: this.mousedown,
+ touchmove: this.mousemove,
+ touchend: this.mouseup
+ }
+ };
+ }
+ else {
+ onEvents = {
on: {
mousedown: this.mousedown,
mousemove: this.mousemove,
mouseup: this.mouseup,
- touchstart: this.mousedown,
- touchmove: this.mousemove,
- touchend: this.mouseup,
- },
- },
- elementArray
+ contextmenu: this.blockContextMenu
+ }
+ };
+ }
+ if (this.initialized == 1) this.$emit("rendered");
+ if (this.initialized <= 1) this.initialized++;
+ return (
+ h(
+ "div",
+ Object.assign({ attrs: { id: "rootBoardElement" } }, onEvents),
+ elementArray
+ )
);
},
+ updated: function() {
+ this.re_setDrawings();
+ },
methods: {
+ blockContextMenu: function(e) {
+ e.preventDefault();
+ e.stopPropagation();
+ return false;
+ },
+ cancelResetArrows: function() {
+ this.startArrow = null;
+ this.arrows = [];
+ this.circles = {};
+ const curCanvas = document.getElementById("arrowCanvas");
+ if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
+ },
+ coordsToXY: function(coords, top, left, squareWidth) {
+ return {
+ // [1] for x and [0] for y because conventions in rules are inversed.
+ x: (
+ left + window.scrollX +
+ (
+ squareWidth *
+ (this.orientation == 'w' ? coords[1] : (V.size.y - coords[1]))
+ )
+ ),
+ y: (
+ top + window.scrollY +
+ (
+ squareWidth *
+ (this.orientation == 'w' ? coords[0] : (V.size.x - coords[0]))
+ )
+ )
+ };
+ },
+ computeEndArrow: function(start, end, top, left, squareWidth) {
+ const endCoords = this.coordsToXY(end, top, left, squareWidth);
+ const delta = [endCoords.x - start.x, endCoords.y - start.y];
+ const dist = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
+ // Simple heuristic for now, just remove 1/3 square.
+ // TODO: should depend on the orientation.
+ const fracSqWidth = squareWidth / 3;
+ return {
+ x: endCoords.x - delta[0] * fracSqWidth / dist,
+ y: endCoords.y - delta[1] * fracSqWidth / dist
+ };
+ },
+ drawCurrentArrow: function() {
+ const boardElt = document.getElementById("gamePosition");
+ const squareWidth = boardElt.offsetWidth / V.size.y;
+ const bPos = boardElt.getBoundingClientRect();
+ const aStart =
+ this.coordsToXY(
+ [this.startArrow[0] + 0.5, this.startArrow[1] + 0.5],
+ bPos.top, bPos.left, squareWidth);
+ const aEnd =
+ this.computeEndArrow(
+ aStart, [this.movingArrow[0] + 0.5, this.movingArrow[1] + 0.5],
+ bPos.top, bPos.left, squareWidth);
+ let currentArrow = document.getElementById("currentArrow");
+ const d =
+ "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y;
+ const arrowWidth = squareWidth / 4;
+ if (!!currentArrow) currentArrow.setAttribute("d", d);
+ else {
+ let domArrow =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ domArrow.classList.add("svg-arrow");
+ domArrow.id = "currentArrow";
+ domArrow.setAttribute("d", d);
+ domArrow.style = "stroke-width:" + arrowWidth + "px";
+ document.getElementById("arrowCanvas")
+ .insertAdjacentElement("beforeend", domArrow);
+ }
+ },
+ addArrow: function(arrow) {
+ 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 =
+ this.coordsToXY(
+ [arrow.start[0] + 0.5, arrow.start[1] + 0.5],
+ top, left, squareWidth);
+ const aEnd =
+ this.computeEndArrow(
+ aStart, [arrow.end[0] + 0.5, arrow.end[1] + 0.5],
+ top, left, squareWidth);
+ const arrowWidth = squareWidth / 4;
+ let path =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ path.classList.add("svg-arrow");
+ path.setAttribute(
+ "d",
+ "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y
+ );
+ path.style = "stroke-width:" + arrowWidth + "px";
+ 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);
+ const squareWidth = boardElt.offsetWidth / V.size.y;
+ const bPos = boardElt.getBoundingClientRect();
+ let svgArrows = [];
+ this.arrows.forEach(a => {
+ svgArrows.push(this.getSvgArrow(a, bPos.top, bPos.left, squareWidth));
+ });
+ let vLines = [];
+ if (!!V.Lines) {
+ V.Lines.forEach(line => {
+ const lStart =
+ this.coordsToXY(line[0], bPos.top, bPos.left, squareWidth);
+ const lEnd =
+ this.coordsToXY(line[1], bPos.top, bPos.left, squareWidth);
+ let path =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ if (line[0][0] == line[1][0] || line[0][1] == line[1][1])
+ path.classList.add("svg-line");
+ else
+ // "Diagonals" are drawn with a lighter color (TODO: generalize)
+ path.classList.add("svg-diag");
+ path.setAttribute(
+ "d",
+ "M" + lStart.x + "," + lStart.y + " " +
+ "L" + lEnd.x + "," + lEnd.y
+ );
+ vLines.push(path);
+ });
+ }
+ let arrowCanvas =
+ document.createElementNS("http://www.w3.org/2000/svg", "svg");
+ arrowCanvas.id = "arrowCanvas";
+ arrowCanvas.setAttribute("stroke", "none");
+ let defs =
+ document.createElementNS("http://www.w3.org/2000/svg", "defs");
+ const arrowWidth = squareWidth / 4;
+ let marker =
+ document.createElementNS("http://www.w3.org/2000/svg", "marker");
+ marker.id = "arrow";
+ marker.setAttribute("markerWidth", (2 * arrowWidth) + "px");
+ marker.setAttribute("markerHeight", (3 * arrowWidth) + "px");
+ marker.setAttribute("markerUnits", "userSpaceOnUse");
+ marker.setAttribute("refX", "0");
+ marker.setAttribute("refY", (1.5 * arrowWidth) + "px");
+ marker.setAttribute("orient", "auto");
+ let head =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ head.classList.add("arrow-head");
+ head.setAttribute(
+ "d",
+ "M0,0 L0," + (3 * arrowWidth) + " L" +
+ (2 * arrowWidth) + "," + (1.5 * arrowWidth) + " z"
+ );
+ marker.appendChild(head);
+ defs.appendChild(marker);
+ arrowCanvas.appendChild(defs);
+ svgArrows.concat(vLines).forEach(av => arrowCanvas.appendChild(av));
+ document.getElementById("rootBoardElement").appendChild(arrowCanvas);
+ },
mousedown: function(e) {
- e = e || window.event;
- let ingame = false;
- let elem = e.target;
- while (!ingame && elem !== null)
- {
- if (elem.classList.contains("game"))
- {
- ingame = true;
- break;
+ if (!this.mobileBrowser && e.which != 3)
+ // Cancel current drawing and circles, if any
+ this.cancelResetArrows();
+ if (this.mobileBrowser || e.which == 1) {
+ // Mouse left button
+ if (!this.start) {
+ this.containerPos =
+ 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);
+ this.possibleMoves = [];
+ const color = this.analyze ? this.vr.turn : this.userColor;
+ 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);
+ }
+ }
+ }
}
- elem = elem.parentElement;
+ else this.processMoveAttempt(e);
}
- if (!ingame) //let default behavior (click on button...)
- return;
- e.preventDefault(); //disable native drag & drop
- if (!this.selectedPiece && e.target.classList.contains("piece"))
- {
- // Next few lines to center the piece on mouse cursor
- let rect = e.target.parentNode.getBoundingClientRect();
- this.start = {
- x: rect.x + rect.width/2,
- y: rect.y + rect.width/2,
- id: e.target.parentNode.id
- };
- this.selectedPiece = e.target.cloneNode();
- this.selectedPiece.style.position = "absolute";
- this.selectedPiece.style.top = 0;
- this.selectedPiece.style.display = "inline-block";
- this.selectedPiece.style.zIndex = 3000;
- const startSquare = getSquareFromId(e.target.parentNode.id);
- this.possibleMoves = [];
- const color = (this.analyze ? this.vr.turn : this.userColor);
- if (this.vr.canIplay(color,startSquare))
- this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
- // Next line add moving piece just after current image
- // (required for Crazyhouse reserve)
- e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
+ else if (e.which == 3) {
+ // Mouse right button
+ e.preventDefault();
+ this.containerPos =
+ document.getElementById("gamePosition").getBoundingClientRect();
+ let elem = e.target;
+ // Next loop because of potential marks
+ while (elem.tagName == "IMG") elem = elem.parentNode;
+ this.startArrow = getSquareFromId(elem.id);
}
+ else e.preventDefault();
},
mousemove: function(e) {
- if (!this.selectedPiece)
+ if (!this.selectedPiece && !this.startArrow) return;
+ // Cancel if off boardContainer
+ const [offsetX, offsetY] =
+ this.mobileBrowser
+ ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
+ : [e.clientX, e.clientY];
+ if (
+ offsetX < this.containerPos.left ||
+ offsetX > this.containerPos.right ||
+ offsetY < this.containerPos.top ||
+ offsetY > this.containerPos.bottom
+ ) {
+ if (!!this.selectedPiece) {
+ this.selectedPiece.parentNode.removeChild(this.selectedPiece);
+ delete this.selectedPiece;
+ this.selectedPiece = null;
+ this.start = null;
+ this.possibleMoves = []; //in case of
+ this.click = "";
+ let selected = document.querySelector(".ghost");
+ if (!!selected) selected.classList.remove("ghost");
+ }
+ else {
+ this.startArrow = null;
+ this.movingArrow = null;
+ const currentArrow = document.getElementById("currentArrow");
+ if (!!currentArrow)
+ currentArrow.parentNode.removeChild(currentArrow);
+ }
return;
- e = e || window.event;
- // If there is an active element, move it around
- if (!!this.selectedPiece)
- {
- const [offsetX,offsetY] = !!e.clientX
- ? [e.clientX,e.clientY] //desktop browser
- : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
- this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
- this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
+ }
+ e.preventDefault();
+ if (!!this.selectedPiece) {
+ // There is an active element: move it around
+ Object.assign(
+ this.selectedPiece.style,
+ {
+ left: offsetX - this.start.x + "px",
+ top: offsetY - this.start.y + "px"
+ }
+ );
+ }
+ else {
+ let elem = e.target;
+ // Next loop because of potential marks
+ while (elem.tagName == "IMG") elem = elem.parentNode;
+ // To center the arrow in square:
+ const movingCoords = getSquareFromId(elem.id);
+ if (
+ movingCoords[0] != this.startArrow[0] ||
+ movingCoords[1] != this.startArrow[1]
+ ) {
+ this.movingArrow = movingCoords;
+ this.drawCurrentArrow();
+ }
}
},
mouseup: function(e) {
- if (!this.selectedPiece)
- return;
- e = e || window.event;
- // Read drop target (or parentElement, parentNode... if type == "img")
- this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
- const [offsetX,offsetY] = !!e.clientX
- ? [e.clientX,e.clientY]
- : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
+ 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) {
+ e.preventDefault();
+ if (!this.startArrow) return;
+ // Mouse right button
+ this.movingArrow = null;
+ this.processArrowAttempt(e);
+ }
+ },
+ // Called by BaseGame after partially undoing multi-moves:
+ resetCurrentAttempt: function() {
+ this.possibleMoves = [];
+ this.start = null;
+ this.click = "";
+ this.selectedPiece = null;
+ },
+ processMoveAttempt: function(e) {
+ // Obtain the move from start and end squares
+ const [offsetX, offsetY] =
+ this.mobileBrowser
+ ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
+ : [e.clientX, e.clientY];
let landing = document.elementFromPoint(offsetX, offsetY);
- this.selectedPiece.style.zIndex = 3000;
// Next condition: classList.contains(piece) fails because of marks
- while (landing.tagName == "IMG")
- landing = landing.parentNode;
- if (this.start.id == landing.id)
- {
- // A click: selectedPiece and possibleMoves are already filled
+ while (landing.tagName == "IMG") landing = landing.parentNode;
+ if (this.start.id == landing.id) {
+ if (this.click == landing.id) {
+ // Second click on same square: cancel current move
+ this.possibleMoves = [];
+ this.start = null;
+ this.click = "";
+ } else this.click = landing.id;
return;
}
- // OK: process move attempt
+ this.start = null;
+ // OK: process move attempt, landing is a square node
let endSquare = getSquareFromId(landing.id);
let moves = this.findMatchingMoves(endSquare);
this.possibleMoves = [];
- if (moves.length > 1)
+ if (moves.length > 1) {
+ this.clickTime = Date.now();
this.choices = moves;
- else if (moves.length==1)
- this.play(moves[0]);
- // Else: impossible move
- this.selectedPiece.parentNode.removeChild(this.selectedPiece);
- delete this.selectedPiece;
- this.selectedPiece = null;
+ } else if (moves.length == 1) this.play(moves[0]);
+ // else: forbidden move attempt
+ },
+ processArrowAttempt: function(e) {
+ // Obtain the arrow from start and end squares
+ const [offsetX, offsetY] = [e.clientX, e.clientY];
+ let landing = document.elementFromPoint(offsetX, offsetY);
+ // Next condition: classList.contains(piece) fails because of marks
+ while (landing.tagName == "IMG") landing = landing.parentNode;
+ const landingCoords = getSquareFromId(landing.id);
+ if (
+ this.startArrow[0] == landingCoords[0] &&
+ this.startArrow[1] == landingCoords[1]
+ ) {
+ // Draw (or erase) a circle
+ this.$set(this.circles, landing.id, !this.circles[landing.id]);
+ }
+ else {
+ // OK: add arrow, landing is a new square
+ const currentArrow = document.getElementById("currentArrow");
+ currentArrow.parentNode.removeChild(currentArrow);
+ this.addArrow({
+ start: this.startArrow,
+ end: landingCoords
+ });
+ }
+ this.startArrow = null;
},
findMatchingMoves: function(endSquare) {
// Run through moves list and return the matching set (if promotions...)
- let moves = [];
- this.possibleMoves.forEach(function(m) {
- if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
- moves.push(m);
- });
- return moves;
+ return (
+ this.possibleMoves.filter(m => {
+ return (endSquare[0] == m.end.x && endSquare[1] == m.end.y);
+ })
+ );
},
play: function(move) {
- this.$emit('play-move', move);
- },
- },
+ this.$emit("play-move", move);
+ }
+ }
};
</script>
<style lang="sass">
-.game.reserve-div
- margin-bottom: 18px
+// SVG dynamically added, so not scoped
+#arrowCanvas
+ pointer-events: none
+ position: absolute
+ top: 0
+ left: 0
+ width: 100%
+ height: 100%
-.reserve-count
- padding-left: 40%
+.svg-arrow
+ opacity: 0.65
+ stroke: #5f0e78
+ fill: none
+ marker-end: url(#arrow)
-.reserve-row-1
- margin-bottom: 15px
+.svg-line
+ stroke: black
-div.board
- float: left
- height: 0
- display: inline-block
- position: relative
+.svg-diag
+ stroke: grey
-div.board8
- width: 12.5%
- padding-bottom: 12.5%
+.arrow-head
+ fill: #5f0e78
+</style>
-div.board10
- width: 10%
- padding-bottom: 10%
+<style lang="sass" scoped>
+@import "@/styles/_board_squares_img.sass"
-div.board11
- width: 9.09%
- padding-bottom: 9.1%
+//.game.reserve-div
+ // TODO: would be cleaner to restrict width so that it doesn't overflow
+ // Commented out because pieces would disappear over the board otherwise:
+ //overflow: hidden
+.reserve-count
+ width: 100%
+ text-align: center
+ display: inline-block
+ position: absolute
+.reserve-row
+ margin-bottom: 15px
-// NOTE: no variants with reserve of size != 8
+.full-width
+ width: 100%
.game
- width: 80vh
- margin: 0 auto
+ user-select: none
+ width: 100%
+ margin: 0
.board
cursor: pointer
- @media screen and (max-width: 767px)
- width: 100%
- margin: 0
#choices
- margin: 0 auto 0 auto
- position: relative
+ user-select: none
+ margin: 0
+ position: absolute
z-index: 300
overflow-y: inherit
background-color: rgba(0,0,0,0)
height: auto
display: block
-img.piece
- width: 100%
-
-img.piece, img.mark-square
- max-width: 100%
- height: auto
- display: block
-
-img.mark-square
- opacity: 0.6
- width: 76%
- position: absolute
- top: 12%
- left: 12%
- opacity: .7
-
img.ghost
+ // NOTE: no need to set z-index here, since opacity is low
position: absolute
- opacity: 0.4
+ opacity: 0.5
top: 0
-.highlight
- background-color: #00cc66 !important
-
-.in-shadow
- filter: brightness(50%)
+.incheck-light
+ background-color: rgba(204, 51, 0, 0.7) !important
+.incheck-dark
+ background-color: rgba(204, 51, 0, 0.9) !important
-.incheck
- background-color: #cc3300 !important
+// TODO: no predefined highlight colors, but layers. How?
-.light-square.lichess
- background-color: #f0d9b5;
-.dark-square.lichess
- background-color: #b58863;
+.hover-highlight:hover
+ // TODO: color dependant on board theme, or inner border...
+ background-color: #C571E6 !important
-.light-square.chesscom
- background-color: #e5e5ca;
-.dark-square.chesscom
- background-color: #6f8f57;
-
-.light-square.chesstempo
- background-color: #fdfdfd;
-.dark-square.chesstempo
- background-color: #88a0a8;
+.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>