X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fcomponents%2FBaseGame.vue;h=ee3bea181fb52a12e57298cc9b3fd3e79b2245ac;hb=bc1e1f2adf7de1efdf29933a666bcce4214e132f;hp=3d8e7eb9d26465dab61785ecbfdd6e0f919b4ac7;hpb=c1e3a8fd50e2ea1cf6652478744e354e812ec1bd;p=vchess.git diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index 3d8e7eb9..ee3bea18 100644 --- a/client/src/components/BaseGame.vue +++ b/client/src/components/BaseGame.vue @@ -22,6 +22,7 @@ div#baseGame :incheck="incheck" @play-move="play" @click-square="clickSquare" + @rendered="adjustSize" ) #turnIndicator(v-if="showTurn") {{ turn }} #controls.button-group @@ -43,6 +44,7 @@ div#baseGame p#fenAnalyze(v-show="showFen") {{ (!!vr ? vr.getFen() : "") }} #movesList MoveList( + ref="moveslist" :show="showMoves" :canAnalyze="canAnalyze" :canDownload="allowDownloadPGN" @@ -51,11 +53,12 @@ div#baseGame :firstNum="firstMoveNumber" :moves="moves" :cursor="cursor" + :vname="game.vname" @download="download" @showrules="showRules" @analyze="toggleAnalyze" @goto-move="gotoMove" - @reset-arrows="resetArrows" + @redraw-board="redrawBoard" ) .clearer @@ -86,10 +89,12 @@ export default { endgameMessage: "", orientation: "w", mode: "", + gameMode: "", score: "*", //'*' means 'unfinished' moves: [], cursor: -1, //index of the move just played lastMove: null, + touchLastClick: "", firstMoveNumber: 0, //for printing incheck: [], //for Board inMultimove: false, @@ -105,7 +110,7 @@ export default { return this.st.tr[ (this.vr.turn == 'w' ? "White" : "Black") + " to move"]; } - // Cannot flip: racing king or circular chess + // Cannot flip (racing king or circular chess), or Monochrome return ( this.vr.movesCount == 0 && this.game.mycolor == "w" ? this.st.tr["It's your turn!"] @@ -121,19 +126,26 @@ export default { // TODO: is it OK to pass "computed" as properties? // Also, some are seemingly not recomputed when vr is initialized. showMoves: function() { - return this.game.score != "*" - ? "all" - : (!!this.vr ? this.vr.showMoves : "none"); + return ( + !!this.game.score && this.game.score != "*" + ? "all" + : (!!this.vr ? this.vr.showMoves : "none") + ); }, showTurn: function() { return ( - this.game.score == '*' && - !!this.vr && (this.vr.showMoves != "all" || !this.vr.canFlip) + !!this.game.score && this.game.score == '*' && + !!this.vr && + ( + this.vr.showMoves != "all" || + !this.vr.canFlip || + this.vr.showFirstTurn + ) ); }, canAnalyze: function() { return ( - this.game.mode != "analyze" && + (!this.game.mode || this.game.mode != "analyze") && !!this.vr && this.vr.canAnalyze ); }, @@ -142,8 +154,8 @@ export default { }, allowDownloadPGN: function() { return ( - this.game.score != "*" || - (!!this.vr && this.vr.showMoves == "all") + (!!this.game.score && this.game.score != "*") || + (!!this.vr && !this.vr.someHiddenMoves) ); } }, @@ -157,7 +169,8 @@ export default { baseGameDiv.tabIndex = 0; baseGameDiv.addEventListener("click", this.focusBg); baseGameDiv.addEventListener("keydown", this.handleKeys); - baseGameDiv.addEventListener("wheel", this.handleScroll); + if (this.st.settings.scrollmove) + baseGameDiv.addEventListener("wheel", this.handleScroll); } document.getElementById("eogDiv") .addEventListener("click", processModalClick); @@ -195,9 +208,11 @@ export default { if (e.deltaY < 0) this.undo(); else if (e.deltaY > 0) this.play(); }, - resetArrows: function() { - // TODO: make arrows scale with board, and remove this - this.$refs["board"].cancelResetArrows(); + adjustSize: function() { + this.$refs["moveslist"].adjustBoard("vertical"); + }, + redrawBoard: function() { + this.$refs["board"].re_setDrawings(); }, showRules: function() { // The button is here only on Game page: @@ -212,32 +227,45 @@ export default { this.moves = JSON.parse(JSON.stringify(game.moves || [])); // Post-processing: decorate each move with notation and FEN this.vr = new V(game.fenStart); + this.inMultimove = false; //in case of + if (!!this.$refs["board"]) + // Also in case of: + this.$refs["board"].resetCurrentAttempt(); + let analyseBtn = document.getElementById("analyzeBtn"); + if (!!analyseBtn) analyseBtn.classList.remove("active"); const parsedFen = V.ParseFen(game.fenStart); const firstMoveColor = parsedFen.turn; this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1; let L = this.moves.length; - if (L == 0) { - this.incheck = []; - this.score = "*"; - } this.moves.forEach((move,idx) => { // Strategy working also for multi-moves: if (!Array.isArray(move)) move = [move]; - const Lm = move.length; - move.forEach((m,idxM) => { + move.forEach(m => { m.notation = this.vr.getNotation(m); m.unambiguous = V.GetUnambiguousNotation(m); this.vr.play(m); - const checkSquares = this.vr.getCheckSquares(); - if (checkSquares.length > 0) m.notation += "+"; - if (idxM == Lm - 1) m.fen = this.vr.getFen(); - if (idx == L - 1 && idxM == Lm - 1) { - this.incheck = checkSquares; - this.score = this.vr.getCurrentScore(); - if (["1-0", "0-1"].includes(this.score)) m.notation += "#"; - } }); + const Lm = move.length; + move[Lm - 1].fen = this.vr.getFen(); + if (idx < L - 1 && this.vr.getCheckSquares().length > 0) + move[Lm - 1].notation += "+"; }); + this.incheck = this.vr.getCheckSquares(); + this.score = this.vr.getCurrentScore(); + if (L >= 1) { + const move = + !Array.isArray(this.moves[L - 1]) + ? [this.moves[L - 1]] + : this.moves[L - 1]; + const Lm = move.length; + if (["1-0", "0-1"].includes(this.score)) move[Lm - 1].notation += "#"; + else if (this.incheck.length > 0) move[Lm - 1].notation += "+"; + } + if (this.score != '*') { + // Show score on screen + const message = getScoreMessage(this.score); + this.showEndgameMsg(this.score + " . " + this.st.tr[message]); + } if (firstMoveColor == "b") { // 'start' & 'end' is required for Board component this.moves.unshift({ @@ -258,17 +286,26 @@ export default { else this.lastMove = null; }, toggleAnalyze: function() { + // Freeze while choices are shown (and autoplay has priority) + if ( + this.inPlay || + this.$refs["board"].choices.length > 0 || + this.autoplay + ) { + return; + } if (this.mode != "analyze") { // Enter analyze mode: this.gameMode = this.mode; //was not 'analyze' this.mode = "analyze"; + if (this.inMultimove) this.cancelCurrentMultimove(); this.gameCursor = this.cursor; this.gameMoves = JSON.parse(JSON.stringify(this.moves)); document.getElementById("analyzeBtn").classList.add("active"); } else { // Exit analyze mode: - this.mode = this.gameMode ; + this.mode = this.gameMode; this.cursor = this.gameCursor; this.moves = this.gameMoves; let fen = this.game.fenStart; @@ -278,6 +315,8 @@ export default { fen = mv[mv.length-1].fen; } this.vr = new V(fen); + this.inMultimove = false; //in case of + this.$refs["board"].resetCurrentAttempt(); //also in case of this.incheck = this.vr.getCheckSquares(); if (this.cursor >= 0) this.lastMove = this.moves[this.cursor]; else this.lastMove = null; @@ -307,6 +346,7 @@ export default { pgn += '[Url "' + params.serverUrl + '/game/' + this.game.id + '"]\n'; if (!!this.game.cadence) pgn += '[Cadence "' + this.game.cadence + '"]\n'; + pgn += '[Options "' + JSON.stringify(this.game.options) + '"]\n'; pgn += '\n'; for (let i = 0; i < this.moves.length; i += 2) { if (i > 0) pgn += " "; @@ -400,13 +440,45 @@ export default { }, clickSquare: function(square) { // Some variants make use of a single click at specific times: - const move = this.vr.doClick(square); - if (!!move) this.play(move); + const move_s = this.vr.doClick(square); + if (!!move_s) { + const playMove = () => { + if (!Array.isArray(move_s)) this.play(move_s); + else this.$refs["board"].choices = move_s; + } + if ("ontouchstart" in window) { + const squareId = "sq-" + square[0] + "-" + square[1]; + const highlight = function(on, sq) { + let elt = document.getElementById(sq); + if (!!elt) { + if (on) elt.classList.add("touch-hover"); + else elt.classList.remove("touch-hover"); + } + } + // Touch screen (smartphone): require confirmation + const squareStr = square[0] + "_" + square[1] + if (this.touchLastClick == squareId) { + highlight(false, squareId); + playMove(); + } + else { + highlight(true, squareId); + highlight(false, this.touchLastClick); + } + this.touchLastClick = squareId; + } + else playMove(); + } }, // "light": if gotoMove() or gotoEnd() play: function(move, received, light, autoplay) { // Freeze while choices are shown: - if (this.$refs["board"].choices.length > 0) return; + if ( + !!this.$refs["board"].selectedPiece || + this.$refs["board"].choices.length > 0 + ) { + return; + } const navigate = !move; // Forbid navigation during autoplay: if (navigate && this.autoplay && !autoplay) return; @@ -427,13 +499,13 @@ export default { this.stackToPlay.unshift(move); return; } - this.inPlay = true; if (this.mode == "analyze") this.toggleAnalyze(); if (this.cursor < this.moves.length - 1) // To play a received move, cursor must be at the end of the game: this.gotoEnd(); + this.inPlay = true; } - // The board may show some the possible moves: (TODO: bad solution) + // The board may show some possible moves: (TODO: bad solution) this.$refs["board"].resetCurrentAttempt(); const playSubmove = (smove) => { smove.notation = this.vr.getNotation(smove); @@ -444,9 +516,6 @@ export default { this.lastMove = [this.lastMove, smove]; else this.lastMove.push(smove); } - // Is opponent (or me) in check? - this.incheck = this.vr.getCheckSquares(); - if (this.incheck.length > 0) smove.notation += "+"; if (!this.inMultimove) { // First sub-move: this.lastMove = smove; @@ -458,7 +527,8 @@ export default { } this.inMultimove = true; //potentially this.cursor++; - } else if (!navigate) { + } + else if (!navigate) { // Already in the middle of a multi-move const L = this.moves.length; if (!Array.isArray(this.moves[L-1])) @@ -478,14 +548,16 @@ export default { (function executeMove() { const smove = move[moveIdx++]; // NOTE: condition "smove.start.x >= 0" required for Dynamo, - // because second move may be empty. - if (animate && smove.start.x >= 0) { + // because second move may be empty. noHighlight condition + // is used at least for Chakart. + if (animate && smove.start.x >= 0 && !smove.end.noHighlight) { self.animateMove(smove, () => { playSubmove(smove); if (moveIdx < move.length) setTimeout(executeMove, 500); else afterMove(smove, initurn); }); - } else { + } + else { playSubmove(smove); if (moveIdx < move.length) executeMove(); else afterMove(smove, initurn); @@ -504,7 +576,7 @@ export default { } } if (score != "*" && ["analyze", "versus"].includes(this.mode)) { - const message = getScoreMessage(score); + const message = getScoreMessage(score, V.ReverseColors); // Show score on screen this.showEndgameMsg(score + " . " + this.st.tr[message]); } @@ -518,6 +590,8 @@ export default { smove.fen = this.vr.getFen(); this.emitFenIfAnalyze(); this.inMultimove = false; + this.incheck = this.vr.getCheckSquares(); + if (this.incheck.length > 0) smove.notation += "+"; this.score = computeScore(); if (this.autoplay) { if (this.cursor < this.moves.length - 1) @@ -535,7 +609,8 @@ export default { const L = this.moves.length; // NOTE: always emit the score, even in unfinished this.$emit("newmove", this.moves[L-1], { score: this.score }); - } else { + } + else { this.inPlay = false; if (this.stackToPlay.length > 0) // Move(s) arrived in-between @@ -581,13 +656,21 @@ export default { }, // "light": if gotoMove() or gotoBegin() undo: function(move, light) { - // Freeze while choices are shown: - if (this.$refs["board"].choices.length > 0 || this.autoplay) return; + if ( + this.autoplay || + !!this.$refs["board"].selectedPiece || + this.$refs["board"].choices.length > 0 + ) { + return; + } this.$refs["board"].resetCurrentAttempt(); if (this.inMultimove) { this.cancelCurrentMultimove(); this.incheck = this.vr.getCheckSquares(); - } else { + if (this.cursor >= 0) this.lastMove = this.moves[this.cursor]; + else this.lastMove = null; + } + else { if (!move) { const minCursor = this.moves.length > 0 && this.moves[0].notation == "..." @@ -607,7 +690,13 @@ export default { } }, gotoMove: function(index) { - if (this.$refs["board"].choices.length > 0 || this.autoplay) return; + if ( + this.autoplay || + !!this.$refs["board"].selectedPiece || + this.$refs["board"].choices.length > 0 + ) { + return; + } this.$refs["board"].resetCurrentAttempt(); if (this.inMultimove) this.cancelCurrentMultimove(); if (index == this.cursor) return; @@ -626,7 +715,13 @@ export default { this.emitFenIfAnalyze(); }, gotoBegin: function() { - if (this.$refs["board"].choices.length > 0 || this.autoplay) return; + if ( + this.autoplay || + !!this.$refs["board"].selectedPiece || + this.$refs["board"].choices.length > 0 + ) { + return; + } this.$refs["board"].resetCurrentAttempt(); if (this.inMultimove) this.cancelCurrentMultimove(); const minCursor = @@ -639,11 +734,8 @@ export default { this.emitFenIfAnalyze(); }, gotoEnd: function() { - if (this.$refs["board"].choices.length > 0 || this.autoplay) return; - this.$refs["board"].resetCurrentAttempt(); if (this.cursor == this.moves.length - 1) return; this.gotoMove(this.moves.length - 1); - this.emitFenIfAnalyze(); }, flip: function() { if (this.$refs["board"].choices.length > 0) return;