X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fcomponents%2FBaseGame.vue;h=07f6bba62bbb6681e5dc123047b5321be007c026;hb=b91392511d5df54b0e3cd5fcf439471cc6767804;hp=dd8c5c86fee436bc02a4cbb25b3d84089382bc41;hpb=0e16cb26f6380f57f1079ece9bdb654243073bde;p=vchess.git
diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue
index dd8c5c86..07f6bba6 100644
--- a/client/src/components/BaseGame.vue
+++ b/client/src/components/BaseGame.vue
@@ -1,35 +1,79 @@
-div#baseGame(tabindex=-1 @click="() => focusBg()"
- @keydown="handleKeys" @wheel="handleScroll")
+div#baseGame(
+ tabindex=-1
+ @click="focusBg()"
+ @keydown="handleKeys($event)"
+ @wheel="handleScroll($event)"
+)
input#modalEog.modal(type="checkbox")
- div(role="dialog" data-checkbox="modalEog" aria-labelledby="eogMessage")
- .card.smallpad.small-modal.text-center
+ div#eogDiv(
+ role="dialog"
+ data-checkbox="modalEog"
+ )
+ .card.text-center
label.modal-close(for="modalEog")
- h3#eogMessage.section {{ endgameMessage }}
+ h3.section {{ endgameMessage }}
+ input#modalAdjust.modal(type="checkbox")
+ div#adjuster(
+ role="dialog"
+ data-checkbox="modalAdjust"
+ )
+ .card.text-center
+ label.modal-close(for="modalAdjust")
+ label(for="boardSize") {{ st.tr["Board size"] }}
+ input#boardSize.slider(
+ type="range"
+ min="0"
+ max="100"
+ value="50"
+ @input="adjustBoard()"
+ )
#gameContainer
#boardContainer
- Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
- :user-color="game.mycolor" :orientation="orientation"
- :vname="game.vname" @play-move="play")
- #turnIndicator(v-if="game.vname=='Dark' && game.mode!='analyze'")
- | {{ turn }}
+ Board(
+ :vr="vr"
+ :last-move="lastMove"
+ :analyze="game.mode=='analyze'"
+ :score="game.score"
+ :user-color="game.mycolor"
+ :orientation="orientation"
+ :vname="game.vname"
+ :incheck="incheck"
+ @play-move="play"
+ )
+ #turnIndicator(v-if="showTurn") {{ turn }}
#controls
- button(@click="gotoBegin") <<
- button(@click="() => undo()") <
- button(@click="flip") ⇅
- button(@click="() => play()") >
- button(@click="gotoEnd") >>
- #pgnDiv
- a#download(href="#")
- button(@click="download") {{ st.tr["Download PGN"] }}
- button(v-if="game.vname!='Dark' && game.mode!='analyze'"
- @click="analyzePosition")
- | {{ st.tr["Analyze"] }}
- button(@click="showRules") {{ st.tr["Rules"] }}
+ button(@click="gotoBegin()") <<
+ button(@click="undo()") <
+ button(@click="flip()") ⇅
+ button(@click="play()") >
+ button(@click="gotoEnd()") >>
+ #belowControls
+ #downloadDiv(v-if="allowDownloadPGN")
+ a#download(href="#")
+ button(@click="download()") {{ st.tr["Download"] }} PGN
+ button(onClick="window.doClick('modalAdjust')") ⤢
+ button(
+ v-if="canAnalyze"
+ @click="analyzePosition()"
+ )
+ | {{ st.tr["Analyse"] }}
+ // NOTE: variants pages already have a "Rules" link on top
+ button(
+ v-if="!$route.path.match('/variants/')"
+ @click="showRules()"
+ )
+ | {{ st.tr["Rules"] }}
#movesList
- MoveList(v-if="showMoves" :score="game.score" :message="game.scoreMsg"
- :firstNum="firstMoveNumber" :moves="moves" :cursor="cursor"
- @goto-move="gotoMove")
+ MoveList(
+ v-if="showMoves"
+ :score="game.score"
+ :message="game.scoreMsg"
+ :firstNum="firstMoveNumber"
+ :moves="moves"
+ :cursor="cursor"
+ @goto-move="gotoMove"
+ )
.clearer
@@ -39,15 +83,16 @@ import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
import { getDate } from "@/utils/datetime";
-
+import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
export default {
- name: 'my-base-game',
+ name: "my-base-game",
components: {
Board,
- MoveList,
+ MoveList
},
// "vr": VariantRules object, describing the game state + rules
- props: ["vr","game"],
+ props: ["vr", "game"],
data: function() {
return {
st: store.state,
@@ -59,61 +104,93 @@ export default {
cursor: -1, //index of the move just played
lastMove: null,
firstMoveNumber: 0, //for printing
+ incheck: [], //for Board
+ V: null // TODO: need "local" V to trigger re-computation of computed properties ?
+ // --> le passer depuis CompGame ou Game comme une property ?!
};
},
watch: {
// game initial FEN changes when a new game starts
+
+ // TODO: this watcher is obsolete ?
+
"game.fenStart": function() {
this.re_setVariables();
},
- // Received a new move to play:
- "game.moveToPlay": function(newMove) {
- if (!!newMove) //if stop + launch new game, get undefined move
- this.play(newMove, "receive");
- },
},
computed: {
showMoves: function() {
- return this.game.vname != "Dark" || this.game.mode=="analyze";
+ return this.game.score != "*" || (window.V && V.ShowMoves == "all");
+ },
+ showTurn: function() {
+ return this.game.score == '*' && window.V && V.ShowMoves != "all";
},
turn: function() {
- let color = "";
- const L = this.moves.length;
- if (L == 0 || this.moves[L-1].color == "b")
- color = "White";
- else //if (this.moves[L-1].color == "w")
- color = "Black";
- return color + " turn";
+ return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"];
+ },
+ canAnalyze: function() {
+ return this.game.mode != "analyze" && window.V && V.CanAnalyze;
},
+ allowDownloadPGN: function() {
+ return this.game.score != "*" || (window.V && V.ShowMoves == "all");
+ }
},
created: function() {
- if (!!this.game.fenStart)
- this.re_setVariables();
+ if (this.game.fenStart) this.re_setVariables();
},
mounted: function() {
+ [
+ document.getElementById("eogDiv"),
+ document.getElementById("adjuster")
+ ].forEach(elt => elt.addEventListener("click", processModalClick));
// Take full width on small screens:
let boardSize = parseInt(localStorage.getItem("boardSize"));
- if (!boardSize)
- {
- boardSize = (window.innerWidth >= 768
- ? Math.min(600, 0.5*window.innerWidth) //heuristic...
- : window.innerWidth);
+ if (!boardSize) {
+ boardSize =
+ window.innerWidth >= 768
+ ? 0.75 * Math.min(window.innerWidth, window.innerHeight)
+ : window.innerWidth;
}
- const movesWidth = (window.innerWidth >= 768 ? 280 : 0);
+ const movesWidth = window.innerWidth >= 768 ? 280 : 0;
document.getElementById("boardContainer").style.width = boardSize + "px";
let gameContainer = document.getElementById("gameContainer");
- gameContainer.style.width = (boardSize + movesWidth) + "px";
+ gameContainer.style.width = boardSize + movesWidth + "px";
+ document.getElementById("boardSize").value =
+ (boardSize * 100) / (window.innerWidth - movesWidth);
+ // timeout to avoid calling too many time the adjust method
+ let timeoutLaunched = false;
+ window.addEventListener("resize", () => {
+ if (!timeoutLaunched) {
+ timeoutLaunched = true;
+ setTimeout(() => {
+ this.adjustBoard();
+ timeoutLaunched = false;
+ }, 500);
+ }
+ });
},
methods: {
focusBg: function() {
- // NOTE: small blue border appears...
document.getElementById("baseGame").focus();
},
+ adjustBoard: function() {
+ const boardContainer = document.getElementById("boardContainer");
+ if (!boardContainer) return; //no board on page
+ const k = document.getElementById("boardSize").value;
+ const movesWidth = window.innerWidth >= 768 ? 280 : 0;
+ const minBoardWidth = 240; //TODO: these 240 and 280 are arbitrary...
+ // Value of 0 is board min size; 100 is window.width [- movesWidth]
+ const boardSize =
+ minBoardWidth +
+ (k * (window.innerWidth - (movesWidth + minBoardWidth))) / 100;
+ localStorage.setItem("boardSize", boardSize);
+ boardContainer.style.width = boardSize + "px";
+ document.getElementById("gameContainer").style.width =
+ boardSize + movesWidth + "px";
+ },
handleKeys: function(e) {
- if ([32,37,38,39,40].includes(e.keyCode))
- e.preventDefault();
- switch (e.keyCode)
- {
+ if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
+ switch (e.keyCode) {
case 37:
this.undo();
break;
@@ -132,13 +209,11 @@ export default {
}
},
handleScroll: function(e) {
- if (this.game.mode == "analyze" || this.game.score != "*")
- {
+ // NOTE: since game.mode=="analyze" => no score, next condition is enough
+ if (this.game.score != "*") {
e.preventDefault();
- if (e.deltaY < 0)
- this.undo();
- else if (e.deltaY > 0)
- this.play();
+ if (e.deltaY < 0) this.undo();
+ else if (e.deltaY > 0) this.play();
}
},
showRules: function() {
@@ -147,45 +222,50 @@ export default {
},
re_setVariables: function() {
this.endgameMessage = "";
- this.orientation = this.game.mycolor || "w"; //default orientation for observed games
+ // "w": default orientation for observed games
+ this.orientation = this.game.mycolor || "w";
this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
- // Post-processing: decorate each move with color + current FEN:
- // (to be able to jump to any position quickly)
- let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
- this.firstMoveNumber =
- Math.floor(V.ParseFen(this.game.fenStart).movesCount / 2);
+ // Post-processing: decorate each move with color, notation and FEN
+ let vr_tmp = new V(this.game.fenStart);
+ const parsedFen = V.ParseFen(this.game.fenStart);
+ const firstMoveColor = parsedFen.turn;
+ this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
this.moves.forEach(move => {
- // NOTE: this is doing manually what play() function below achieve,
- // but in a lighter "fast-forward" way
move.color = vr_tmp.turn;
move.notation = vr_tmp.getNotation(move);
vr_tmp.play(move);
move.fen = vr_tmp.getFen();
});
- if (this.game.fenStart.indexOf(" b ") >= 0 ||
- (this.moves.length > 0 && this.moves[0].color == "b"))
- {
+ if (firstMoveColor == "b") {
// 'end' is required for Board component to check lastMove for e.p.
- this.moves.unshift({color: "w", notation: "...", end: {x:-1,y:-1}});
+ this.moves.unshift({
+ color: "w",
+ notation: "...",
+ end: { x: -1, y: -1 }
+ });
}
const L = this.moves.length;
- this.cursor = L-1;
- this.lastMove = (L > 0 ? this.moves[L-1] : null);
+ this.cursor = L - 1;
+ this.lastMove = L > 0 ? this.moves[L - 1] : null;
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
},
analyzePosition: function() {
- const newUrl = "/analyze/" + this.game.vname +
- "/?fen=" + this.vr.getFen().replace(/ /g, "_");
- if (this.game.type == "live")
- this.$router.push(newUrl); //open in same tab: against cheating...
- else
- window.open("#" + newUrl); //open in a new tab: more comfortable
+ const newUrl =
+ "/analyse/" +
+ this.game.vname +
+ "/?fen=" +
+ this.vr.getFen().replace(/ /g, "_");
+ // Open in same tab in live games (against cheating)
+ if (this.game.type == "live") this.$router.push(newUrl);
+ else window.open("#" + newUrl);
},
download: function() {
const content = this.getPgn();
// Prepare and trigger download link
let downloadAnchor = document.getElementById("download");
downloadAnchor.setAttribute("download", "game.pgn");
- downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
+ downloadAnchor.href =
+ "data:text/plain;charset=utf-8," + encodeURIComponent(content);
downloadAnchor.click();
},
getPgn: function() {
@@ -199,68 +279,51 @@ export default {
pgn += '[Result "' + this.game.score + '"]\n\n';
let counter = 1;
let i = 0;
- while (i < this.moves.length)
- {
- pgn += (counter++) + ".";
- for (let color of ["w","b"])
- {
+ while (i < this.moves.length) {
+ pgn += counter++ + ".";
+ for (let color of ["w", "b"]) {
let move = "";
while (i < this.moves.length && this.moves[i].color == color)
move += this.moves[i++].notation + ",";
- move = move.slice(0,-1); //remove last comma
+ move = move.slice(0, -1); //remove last comma
pgn += move + (i < this.moves.length ? " " : "");
}
}
return pgn + "\n";
},
- getScoreMessage: function(score) {
- let eogMessage = "Undefined";
- switch (score)
- {
- case "1-0":
- eogMessage = this.st.tr["White win"];
- break;
- case "0-1":
- eogMessage = this.st.tr["Black win"];
- break;
- case "1/2":
- eogMessage = this.st.tr["Draw"];
- break;
- case "?":
- eogMessage = this.st.tr["Unfinished"];
- break;
- }
- return eogMessage;
- },
showEndgameMsg: function(message) {
this.endgameMessage = message;
let modalBox = document.getElementById("modalEog");
modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
+ setTimeout(() => {
+ modalBox.checked = false;
+ }, 2000);
},
animateMove: function(move, callback) {
let startSquare = document.getElementById(getSquareId(move.start));
let endSquare = document.getElementById(getSquareId(move.end));
let rectStart = startSquare.getBoundingClientRect();
let rectEnd = endSquare.getBoundingClientRect();
- let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
- let movingPiece =
- document.querySelector("#" + getSquareId(move.start) + " > img.piece");
+ let translation = {
+ x: rectEnd.x - rectStart.x,
+ y: rectEnd.y - rectStart.y
+ };
+ let movingPiece = document.querySelector(
+ "#" + getSquareId(move.start) + " > img.piece"
+ );
// HACK for animation (with positive translate, image slides "under background")
// Possible improvement: just alter squares on the piece's way...
const squares = document.getElementsByClassName("board");
- for (let i=0; i {
- for (let i=0; i {
+ for (let i = 0; i < squares.length; i++)
squares.item(i).style.zIndex = "auto";
movingPiece.style = {}; //required e.g. for 0-0 with KR swap
callback();
@@ -271,22 +334,21 @@ export default {
const navigate = !move;
// Forbid playing outside analyze mode, except if move is received.
// Sufficient condition because Board already knows which turn it is.
- if (!navigate && this.game.mode!="analyze" && !receive
- && this.cursor < this.moves.length-1)
- {
+ if (
+ !navigate &&
+ this.game.mode != "analyze" &&
+ !receive &&
+ (this.game.score != "*" || this.cursor < this.moves.length - 1)
+ ) {
return;
}
const doPlayMove = () => {
- if (!!receive && this.cursor < this.moves.length-1)
- this.gotoEnd(); //required to play the move
- if (navigate)
- {
- if (this.cursor == this.moves.length-1)
- return; //no more moves
- move = this.moves[this.cursor+1];
- }
- else
- {
+ // To play a move, cursor must be at the end of the game:
+ if (!!receive && this.cursor < this.moves.length - 1) this.gotoEnd();
+ if (navigate) {
+ if (this.cursor == this.moves.length - 1) return; //no more moves
+ move = this.moves[this.cursor + 1];
+ } else {
move.color = this.vr.turn;
move.notation = this.vr.getNotation(move);
}
@@ -294,118 +356,124 @@ export default {
this.cursor++;
this.lastMove = move;
if (this.st.settings.sound == 2)
- new Audio("/sounds/move.mp3").play().catch(err => {});
- if (!navigate)
- {
+ new Audio("/sounds/move.mp3").play().catch(() => {});
+ if (!navigate) {
move.fen = this.vr.getFen();
// Stack move on movesList at current cursor
- if (this.cursor == this.moves.length)
- this.moves.push(move);
- else
- this.moves = this.moves.slice(0,this.cursor).concat([move]);
+ if (this.cursor == this.moves.length) this.moves.push(move);
+ else this.moves = this.moves.slice(0, this.cursor).concat([move]);
}
- if (!navigate && this.game.mode!="analyze")
- this.$emit("newmove", move); //post-processing (e.g. computer play)
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
- if (score != "*")
- {
- const message = this.getScoreMessage(score);
+ if (score != "*") {
+ const message = getScoreMessage(score);
if (this.game.mode != "analyze")
this.$emit("gameover", score, message);
- else //just show score on screen (allow undo)
- this.showEndgameMsg(score + " . " + message);
+ //just show score on screen (allow undo)
+ else this.showEndgameMsg(score + " . " + message);
}
+ if (!navigate && this.game.mode != "analyze")
+ this.$emit("newmove", move); //post-processing (e.g. computer play)
};
- if (!!receive && this.game.vname != "Dark")
+ if (!!receive && V.ShowMoves == "all")
this.animateMove(move, doPlayMove);
- else
- doPlayMove();
+ else doPlayMove();
},
undo: function(move) {
const navigate = !move;
- if (navigate)
- {
- if (this.cursor < 0)
- return; //no more moves
+ if (navigate) {
+ if (this.cursor < 0) return; //no more moves
move = this.moves[this.cursor];
}
this.vr.undo(move);
this.cursor--;
- this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
+ this.lastMove = this.cursor >= 0 ? this.moves[this.cursor] : undefined;
if (this.st.settings.sound == 2)
- new Audio("/sounds/undo.mp3").play().catch(err => {});
+ new Audio("/sounds/undo.mp3").play().catch(() => {});
this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (!navigate)
- this.moves.pop();
+ if (!navigate) this.moves.pop();
},
gotoMove: function(index) {
this.vr.re_init(this.moves[index].fen);
this.cursor = index;
this.lastMove = this.moves[index];
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
},
gotoBegin: function() {
- if (this.cursor == -1)
- return;
+ if (this.cursor == -1) return;
this.vr.re_init(this.game.fenStart);
- if (this.moves.length > 0 && this.moves[0].notation == "...")
- {
+ if (this.moves.length > 0 && this.moves[0].notation == "...") {
this.cursor = 0;
this.lastMove = this.moves[0];
- }
- else
- {
+ } else {
this.cursor = -1;
this.lastMove = null;
}
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
},
gotoEnd: function() {
- if (this.cursor == this.moves.length - 1)
- return;
- this.gotoMove(this.moves.length-1);
+ if (this.cursor == this.moves.length - 1) return;
+ this.gotoMove(this.moves.length - 1);
},
flip: function() {
this.orientation = V.GetOppCol(this.orientation);
- },
- },
+ }
+ }
};