X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=base_rules.js;h=20ff25eb874e91a26c9963133a2e0dfbf0723034;hb=d621e620e7b568df94c53611f6c71ab318f4ffe3;hp=7191c563b1a416903d4ccc1acefd61f06bd698ec;hpb=adf7c6595b5e41e7ecbb3d40cb33b21996e6b16c;p=xogo.git diff --git a/base_rules.js b/base_rules.js index 7191c56..20ff25e 100644 --- a/base_rules.js +++ b/base_rules.js @@ -98,7 +98,7 @@ export default class ChessRules { this.options["teleport"] && this.subTurnTeleport == 2 && this.board[coords.x][coords.y] == "" ) { - return new Move({ + let res = new Move({ start: {x: this.captured.x, y: this.captured.y}, appear: [ new PiPo({ @@ -108,9 +108,10 @@ export default class ChessRules { p: this.captured.p }) ], - vanish: [], - drag: {c: this.captured.c, p: this.captured.p} + vanish: [] }); + res.drag = {c: this.captured.c, p: this.captured.p}; + return res; } return null; } @@ -289,19 +290,20 @@ export default class ChessRules { return fen; } + static FenEmptySquares(count) { + // if more than 9 consecutive free spaces, break the integer, + // otherwise FEN parsing will fail. + if (count <= 9) + return count; + // Most boards of size < 18: + if (count <= 18) + return "9" + (count - 9); + // Except Gomoku: + return "99" + (count - 18); + } + // Position part of the FEN string getPosition() { - const format = (count) => { - // if more than 9 consecutive free spaces, break the integer, - // otherwise FEN parsing will fail. - if (count <= 9) - return count; - // Most boards of size < 18: - if (count <= 18) - return "9" + (count - 9); - // Except Gomoku: - return "99" + (count - 18); - }; let position = ""; for (let i = 0; i < this.size.y; i++) { let emptyCount = 0; @@ -311,7 +313,7 @@ export default class ChessRules { else { if (emptyCount > 0) { // Add empty squares in-between - position += format(emptyCount); + position += C.FenEmptySquares(emptyCount); emptyCount = 0; } position += this.board2fen(this.board[i][j]); @@ -319,7 +321,7 @@ export default class ChessRules { } if (emptyCount > 0) // "Flush remainder" - position += format(emptyCount); + position += C.FenEmptySquares(emptyCount); if (i < this.size.y - 1) position += "/"; //separate rows } @@ -549,7 +551,7 @@ export default class ChessRules { cbHeight = Math.min(window.innerHeight, 767); cbWidth = cbHeight * this.size.ratio; } - if (this.reserve) { + if (this.hasReserve) { const sqSize = cbWidth / this.size.y; // NOTE: allocate space for reserves (up/down) even if they are empty // Cannot use getReserveSquareSize() here, but sqSize is an upper bound. @@ -648,7 +650,7 @@ export default class ChessRules { } } } - if (this.reserve) + if (this.hasReserve) this.re_drawReserve(['w', 'b'], r); } @@ -788,20 +790,24 @@ export default class ChessRules { chessboard.style.top = newY + "px"; const newR = {x: newX, y: newY, width: newWidth, height: newHeight}; const pieceWidth = this.getPieceWidth(newWidth); - for (let i=0; i < this.size.x; i++) { - for (let j=0; j < this.size.y; j++) { - if (this.g_pieces[i][j]) { - // NOTE: could also use CSS transform "scale" - this.g_pieces[i][j].style.width = pieceWidth + "px"; - this.g_pieces[i][j].style.height = pieceWidth + "px"; - const [ip, jp] = this.getPixelPosition(i, j, newR); - // Translate coordinates to use chessboard as reference: - this.g_pieces[i][j].style.transform = - `translate(${ip - newX}px,${jp - newY}px)`; + // NOTE: next "if" for variants which use squares filling + // instead of "physical", moving pieces + if (this.g_pieces) { + for (let i=0; i < this.size.x; i++) { + for (let j=0; j < this.size.y; j++) { + if (this.g_pieces[i][j]) { + // NOTE: could also use CSS transform "scale" + this.g_pieces[i][j].style.width = pieceWidth + "px"; + this.g_pieces[i][j].style.height = pieceWidth + "px"; + const [ip, jp] = this.getPixelPosition(i, j, newR); + // Translate coordinates to use chessboard as reference: + this.g_pieces[i][j].style.transform = + `translate(${ip - newX}px,${jp - newY}px)`; + } } } } - if (this.reserve) + if (this.hasReserve) this.rescaleReserve(newR); } @@ -1207,7 +1213,7 @@ export default class ChessRules { getDropMovesFrom([c, p]) { // NOTE: by design, this.reserve[c][p] >= 1 on user click - // (but not necessarily otherwise) + // (but not necessarily otherwise: atLeastOneMove() etc) if (this.reserve[c][p] == 0) return []; let moves = [];