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 squareId = "sq-" + ci + "-" + cj;
let elems = [];
if (showPiece(ci, cj)) {
- elems.push(
- h("img", {
- "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
- }
- })
- );
+ 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(
})
);
}
- const lightSquare = (ci + cj) % 2 == lightSquareMod;
+ const oddity = (ci + cj) % 2;
+ const lightSquare = (
+ (!V.DarkBottomRight && oddity == lightSquareMod) ||
+ (V.DarkBottomRight && oddity != lightSquareMod)
+ );
return h(
"div",
{
"class": {
board: true,
["board" + sizeY]: true,
- "light-square": lightSquare && !V.Monochrome,
- "dark-square": !lightSquare || !!V.Monochrome,
+ "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-light": inHighlight(ci, cj) && lightSquare,
- "highlight-dark": inHighlight(ci, cj) && !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)
},
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(
- 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", {
- "class": { piece: true, reserve: true },
- attrs: {
- src:
- "/images/pieces/" +
- this.vr.getReservePpath(i, playingColor, orientation) +
- ".svg"
- }
- }),
- h("sup", { "class": { "reserve-count": true } }, [ qty ])
- ]
- )
- );
+ 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++) {
- 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 } }, [ qty ])
- ]
- )
- );
+ 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 = 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
- }
+ if (hasReserveTop) {
+ var reserveTop =
+ h(
+ "div",
+ {
+ "class": {
+ game: true,
+ "reserve-div": true
},
- myReserveTop ? myReservePiecesArray : oppReservePiecesArray
- )
- ]
- );
- var reserveBottom =
- h(
- "div",
- {
- "class": {
- game: true,
- "reserve-div": true
+ style: {
+ "margin-left": marginLeft
+ }
},
- style: {
- "margin-left": marginLeft
- }
- },
- [
- h(
- "div",
- {
- "class": {
- row: true,
- "reserve-row": true
- }
+ [
+ h(
+ "div",
+ {
+ "class": {
+ row: true,
+ "reserve-row": true
+ }
+ },
+ myReserveTop ? myReservePiecesArray : oppReservePiecesArray
+ )
+ ]
+ );
+ }
+ if (hasReserveBottom) {
+ var reserveBottom =
+ h(
+ "div",
+ {
+ "class": {
+ game: true,
+ "reserve-div": true
},
- myReserveTop ? oppReservePiecesArray : myReservePiecesArray
- )
- ]
- );
- elementArray.push(reserveTop);
+ 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) 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) {
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,
this.coordsToXY(line[1], bPos.top, bPos.left, squareWidth);
let path =
document.createElementNS("http://www.w3.org/2000/svg", "path");
- path.classList.add("svg-line");
+ 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 + " " +
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.$emit(
- "click-square",
- getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id)
- );
- // Start square must contain a piece.
- if (!withPiece) return;
- let parent = e.target.parentNode; //surrounding square
// Show possible moves if current player allowed to play
- const startSquare = getSquareFromId(parent.id);
+ const startSquare =
+ getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id);
this.possibleMoves = [];
const color = this.analyze ? this.vr.turn : this.userColor;
- if (this.vr.canIplay(color, startSquare))
- this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
- // For potential drag'n drop, remember start coordinates
- // (to center the piece on mouse cursor)
- const rect = parent.getBoundingClientRect();
- this.start = {
- x: rect.x + rect.width / 2,
- y: rect.y + rect.width / 2,
- id: parent.id
- };
- // Add the moving piece to the board, just after current image
- this.selectedPiece = e.target.cloneNode();
- Object.assign(
- this.selectedPiece.style,
- {
- position: "absolute",
- top: 0,
- display: "inline-block",
- zIndex: 3000
+ if (this.vr.canIplay(color, startSquare)) {
+ // Emit the click event which could be used by some variants
+ const targetId =
+ (withPiece ? e.target.parentNode.id : e.target.id);
+ this.$emit("click-square", getSquareFromId(targetId));
+ if (withPiece) {
+ this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+ // 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
this.containerPos =
document.getElementById("gamePosition").getBoundingClientRect();
// Cancel if off boardContainer
const [offsetX, offsetY] =
this.mobileBrowser
- ?
- [
- e.changedTouches[0].pageX,
- // TODO: fixing attempt for smartphones, removing window.scrollY
- e.changedTouches[0].pageY - window.scrollY
- ]
+ ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
: [e.clientX, e.clientY];
if (
offsetX < this.containerPos.left ||
// Obtain the move from start and end squares
const [offsetX, offsetY] =
this.mobileBrowser
- ?
- [
- e.changedTouches[0].pageX,
- e.changedTouches[0].pageY - window.scrollY
- ]
+ ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
: [e.clientX, e.clientY];
let landing = document.elementFromPoint(offsetX, offsetY);
// Next condition: classList.contains(piece) fails because of marks
.svg-line
stroke: black
+.svg-diag
+ stroke: grey
+
.arrow-head
fill: #5f0e78
</style>
<style lang="sass" scoped>
@import "@/styles/_board_squares_img.sass";
-// NOTE: no variants with reserve of size != 8
-.game.reserve-div
- margin-bottom: 18px
+//.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
- padding-left: 40%
+ width: 100%
+ text-align: center
+ display: inline-block
+ position: absolute
.reserve-row
margin-bottom: 15px
display: block
img.ghost
+ // NOTE: no need to set z-index here, since opacity is low
position: absolute
opacity: 0.5
top: 0
.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;
-
// 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>