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: [
possibleMoves: [], //filled after each valid click/dragstart
choices: [], //promotion pieces, or checkered captures... (as moves)
selectedPiece: null, //moving piece (or clicked piece)
- start: {}, //pixels coordinates + id of starting square (click or drag)
+ start: null, //pixels coordinates + id of starting square (click or drag)
+ startArrow: null,
+ movingArrow: { x: -1, y: -1 },
+ arrows: [], //object of {start: x,y / end: x,y}
+ circles: {}, //object of squares' ID --> true (TODO: use a set?)
+ click: "",
+ clickTime: 0,
settings: store.state.settings
};
},
incheckSq[sq[0]][sq[1]] = true;
});
- const lm = this.lastMove;
+ let lm = this.lastMove;
+ // Precompute lastMove highlighting squares
+ const lmHighlights = {};
+ if (!!lm) {
+ if (!Array.isArray(lm)) lm = [lm];
+ lm.forEach(m => {
+ if (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))
+ lmHighlights[m.end.x + sizeX * m.end.y] = true;
+ });
+ }
const showLight = (
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 inHighlight = (x, y) => {
- return showLight && !!lm && (
- (lm.end.x == x && lm.end.y == y) ||
- (lm.start.x == x && lm.start.y == y));
+ return showLight && !!lmHighlights[x + sizeX * y];
};
const inShadow = (x, y) => {
return (
);
};
// Create board element (+ reserves if needed by variant)
+ let elementArray = [];
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" }
},
[...Array(sizeY).keys()].map(j => {
const cj = orientation == "w" ? j : sizeY - j - 1;
+ const squareId = "sq-" + ci + "-" + cj;
let elems = [];
if (showPiece(ci, cj)) {
elems.push(
h("img", {
- class: {
+ "class": {
piece: true,
ghost:
!!this.selectedPiece &&
- this.selectedPiece.parentNode.id == "sq-" + ci + "-" + cj
+ this.selectedPiece.parentNode.id == squareId
},
attrs: {
src:
"/images/pieces/" +
- this.vr.getPpath(this.vr.board[ci][cj], this.userColor, this.score) +
- ".svg"
+ 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.settings.hints && hintSquares[ci][cj]) {
elems.push(
h("img", {
- class: {
+ "class": {
"mark-square": true
},
attrs: {
})
);
}
+ if (!!this.circles[squareId]) {
+ elems.push(
+ h("img", {
+ "class": {
+ "circle-square": true
+ },
+ attrs: {
+ src: "/images/circle.svg"
+ }
+ })
+ );
+ }
const lightSquare = (ci + cj) % 2 == lightSquareMod;
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 })
);
})
);
- let elementArray = [gameDiv];
- const playingColor = this.userColor || "w"; //default for an observer
- if (this.vr.reserve) {
+ if (!!this.vr.reserve) {
+ const playingColor = this.userColor || "w"; //default for an observer
const shiftIdx = playingColor == "w" ? 0 : 1;
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" + sizeY]: true },
- attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) }
+ "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 } }, [
- this.vr.reserve[playingColor][V.RESERVE_PIECES[i]]
- ])
+ h("sup", { "class": { "reserve-count": true } }, [ 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" + sizeY]: true },
- attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) }
+ "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 } }, [
- this.vr.reserve[oppCol][V.RESERVE_PIECES[i]]
- ])
+ h("sup", { "class": { "reserve-count": true } }, [ qty ])
]
)
);
}
- let reserves = h(
- "div",
- {
- class: {
- game: true,
- "reserve-div": true
- }
- },
- [
- h(
- "div",
- {
- class: {
- row: true,
- "reserve-row-1": true
- }
- },
- myReservePiecesArray
- ),
- h("div", { class: { row: true } }, oppReservePiecesArray)
- ]
+ const myReserveTop = (
+ (playingColor == 'w' && orientation == 'b') ||
+ (playingColor == 'b' && orientation == 'w')
);
- elementArray.push(reserves);
+ // Center reserves, assuming same number of pieces for each side:
+ const nbReservePieces = myReservePiecesArray.length;
+ const marginLeft = ((100 - nbReservePieces * (100 / sizeY)) / 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);
}
+ elementArray.push(gameDiv);
+ if (!!this.vr.reserve) elementArray.push(reserveBottom);
const boardElt = document.querySelector(".game");
+ // boardElt might be undefine (at first drawing),
+ // but it won't be used in this case.
+ const squareWidth = (!!boardElt ? boardElt.offsetWidth / sizeY : 42);
if (this.choices.length > 0 && !!boardElt) {
- //no choices to show at first drawing
- const squareWidth = boardElt.offsetWidth / sizeY;
+ // No choices to show at first drawing
const offset = [boardElt.offsetTop, boardElt.offsetLeft];
+ 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
- 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.getPpath(m.appear[0].c + m.appear[0].p) +
- ".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: {
- click: () => {
- this.play(m);
- this.choices = [];
- }
+ 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);
}
+ if (
+ !this.mobileBrowser &&
+ (this.arrows.length > 0 || this.movingArrow.x >= 0)
+ ) {
+ let svgArrows = [];
+ const arrowWidth = squareWidth / 4;
+ this.arrows.forEach(a => {
+ const endPoint = this.adjustEndArrow(a.start, a.end, squareWidth);
+ svgArrows.push(
+ h(
+ "path",
+ {
+ "class": { "svg-arrow": true },
+ attrs: {
+ d: (
+ "M" + a.start.x + "," + a.start.y + " " +
+ "L" + endPoint.x + "," + endPoint.y
+ ),
+ style: "stroke-width:" + arrowWidth + "px"
+ }
+ }
+ )
+ );
+ });
+ if (this.movingArrow.x >= 0) {
+ const endPoint =
+ this.adjustEndArrow(this.startArrow, this.movingArrow, squareWidth);
+ svgArrows.push(
+ h(
+ "path",
+ {
+ "class": { "svg-arrow": true },
+ attrs: {
+ d: (
+ "M" + this.startArrow.x + "," + this.startArrow.y + " " +
+ "L" + endPoint.x + "," + endPoint.y
+ ),
+ style: "stroke-width:" + arrowWidth + "px"
+ }
+ }
+ )
+ );
+ }
+ // Add SVG element for drawing arrows
+ elementArray.push(
+ h(
+ "svg",
+ {
+ attrs: {
+ id: "arrowCanvas",
+ stroke: "none"
+ }
+ },
+ [
+ h(
+ "defs",
+ {},
+ [
+ h(
+ "marker",
+ {
+ attrs: {
+ id: "arrow",
+ markerWidth: (2 * arrowWidth) + "px",
+ markerHeight: (3 * arrowWidth) + "px",
+ markerUnits: "userSpaceOnUse",
+ refX: "0",
+ refY: (1.5 * arrowWidth) + "px",
+ orient: "auto"
+ }
+ },
+ [
+ h(
+ "path",
+ {
+ "class": { "arrow-head": true },
+ attrs: {
+ d: (
+ "M0,0 L0," + (3 * arrowWidth) + " L" +
+ (2 * arrowWidth) + "," + (1.5 * arrowWidth) + " z"
+ )
+ }
+ }
+ )
+ ]
+ )
+ ]
+ )
+ ].concat(svgArrows)
+ )
+ );
+ }
let onEvents = {};
// NOTE: click = mousedown + mouseup
if (this.mobileBrowser) {
on: {
mousedown: this.mousedown,
mousemove: this.mousemove,
- mouseup: this.mouseup
+ mouseup: this.mouseup,
+ contextmenu: this.blockContextMenu
}
};
}
return h("div", onEvents, elementArray);
},
methods: {
- mousedown: function(e) {
- // Abort if a piece is already being processed, or target is not a piece.
- // NOTE: just looking at classList[0] because piece is the first assigned class
- if (!!this.selectedPiece || e.target.classList[0] != "piece") return;
- e.preventDefault(); //disable native drag & drop
- let parent = e.target.parentNode; //the surrounding square
- // Next few lines to center the piece on mouse cursor
- let rect = parent.getBoundingClientRect();
- this.start = {
- x: rect.x + rect.width / 2,
- y: rect.y + rect.width / 2,
- id: parent.id
+ blockContextMenu: function(e) {
+ e.preventDefault();
+ e.stopPropagation();
+ return false;
+ },
+ cancelResetArrows: function() {
+ this.startArrow = null;
+ this.arrows = [];
+ this.circles = {};
+ },
+ adjustEndArrow: function(start, end, squareWidth) {
+ // Simple heuristic for now, just remove 1/3 square.
+ // TODO: should depend on the orientation.
+ const delta = [end.x - start.x, end.y - start.y];
+ const dist = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
+ const fracSqWidth = squareWidth / 3;
+ return {
+ x: end.x - delta[0] * fracSqWidth / dist,
+ y: end.y - delta[1] * fracSqWidth / dist
};
- this.selectedPiece = e.target.cloneNode();
- let spStyle = this.selectedPiece.style;
- spStyle.position = "absolute";
- spStyle.top = 0;
- spStyle.display = "inline-block";
- spStyle.zIndex = 3000;
- const startSquare = getSquareFromId(parent.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)
- parent.insertBefore(this.selectedPiece, e.target.nextSibling);
+ },
+ mousedown: function(e) {
+ e.preventDefault();
+ 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) {
+ // 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);
+ 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
+ }
+ );
+ parent.insertBefore(this.selectedPiece, e.target.nextSibling);
+ } else {
+ this.processMoveAttempt(e);
+ }
+ } else if (e.which == 3) {
+ // Mouse right button
+ let elem = e.target;
+ // Next loop because of potential marks
+ while (elem.tagName == "IMG") elem = elem.parentNode;
+ // To center the arrow in square:
+ const rect = elem.getBoundingClientRect();
+ this.startArrow = {
+ x: rect.x + rect.width / 2,
+ y: rect.y + rect.width / 2,
+ id: elem.id
+ };
+ }
},
mousemove: function(e) {
- if (!this.selectedPiece) return;
- // There is an active element: move it around
- const [offsetX, offsetY] =
- this.mobileBrowser
- ? [e.changedTouches[0].pageX, e.changedTouches[0].pageY]
- : [e.clientX, e.clientY];
- this.selectedPiece.style.left = offsetX - this.start.x + "px";
- this.selectedPiece.style.top = offsetY - this.start.y + "px";
+ if (!this.selectedPiece && !this.startArrow) return;
+ e.preventDefault();
+ if (!!this.selectedPiece) {
+ // There is an active element: move it around
+ const [offsetX, offsetY] =
+ this.mobileBrowser
+ ? [e.changedTouches[0].pageX, e.changedTouches[0].pageY]
+ : [e.clientX, e.clientY];
+ 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:
+ if (elem.id != this.startArrow.id) {
+ const rect = elem.getBoundingClientRect();
+ this.movingArrow = {
+ x: rect.x + rect.width / 2,
+ y: rect.y + rect.width / 2
+ };
+ }
+ }
},
mouseup: function(e) {
- if (!this.selectedPiece) return;
- // There is an active element: obtain the move from start and end squares
- this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
+ e.preventDefault();
+ if (this.mobileBrowser || e.which == 1) {
+ if (!this.selectedPiece) return;
+ // 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) {
+ // Mouse right button
+ this.movingArrow = { x: -1, y: -1 };
+ 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].pageX, e.changedTouches[0].pageY]
: [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)
- // One or multi clicks on same piece
+ 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;
+ }
+ 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) 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;
+ if (moves.length > 1) {
+ this.clickTime = Date.now();
+ this.choices = moves;
+ } 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;
+ if (this.startArrow.id == landing.id)
+ // 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 rect = landing.getBoundingClientRect();
+ this.arrows.push({
+ start: {
+ x: this.startArrow.x,
+ y: this.startArrow.y
+ },
+ end: {
+ x: rect.x + rect.width / 2,
+ y: rect.y + rect.width / 2
+ }
+ });
+ }
+ 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);
</script>
<style lang="sass" scoped>
+@import "@/styles/_board_squares_img.sass";
+
+// NOTE: no variants with reserve of size != 8
.game.reserve-div
margin-bottom: 18px
-
.reserve-count
padding-left: 40%
-
-.reserve-row-1
+.reserve-row
margin-bottom: 15px
-// NOTE: no variants with reserve of size != 8
+.full-width
+ width: 100%
.game
+ user-select: none
width: 100%
margin: 0
.board
cursor: pointer
#choices
+ user-select: none
margin: 0
position: absolute
z-index: 300
img.ghost
position: absolute
- opacity: 0.4
+ opacity: 0.5
top: 0
-.highlight-light
- background-color: rgba(0, 204, 102, 0.7) !important
-.highlight-dark
- background-color: rgba(0, 204, 102, 0.9) !important
+#arrowCanvas
+ pointer-events: none
+ position: absolute
+ top: 0
+ left: 0
+ width: 100%
+ height: 100%
+
+.svg-arrow
+ opacity: 0.65
+ stroke: #5f0e78
+ fill: none
+ marker-end: url(#arrow)
+
+.arrow-head
+ fill: #5f0e78
.incheck-light
background-color: rgba(204, 51, 0, 0.7) !important
background-color: #6f8f57;
.light-square.chesstempo
- background-color: #fdfdfd;
+ background-color: #dfdfdf;
.dark-square.chesstempo
- background-color: #88a0a8;
+ 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
+
+.light-square.chesstempo.highlight-light
+ background-color: #9f9fff
+.dark-square.chesstempo.highlight-dark
+ background-color: #557fff
</style>