Some fixes, draw lines on board, add 7 variants
[vchess.git] / client / src / components / BaseGame.vue
1 <template lang="pug">
2 div#baseGame
3 input#modalEog.modal(type="checkbox")
4 div#eogDiv(
5 role="dialog"
6 data-checkbox="modalEog"
7 )
8 .card.text-center
9 label.modal-close(for="modalEog")
10 h3.section {{ endgameMessage }}
11 #gameContainer
12 #boardContainer
13 Board(
14 ref="board"
15 :vr="vr"
16 :last-move="lastMove"
17 :analyze="mode=='analyze'"
18 :score="game.score"
19 :user-color="game.mycolor"
20 :orientation="orientation"
21 :vname="game.vname"
22 :incheck="incheck"
23 @play-move="play"
24 @click-square="clickSquare"
25 )
26 #turnIndicator(v-if="showTurn") {{ turn }}
27 #controls.button-group
28 button(@click="gotoBegin()")
29 img.inline(src="/images/icons/fast-forward_rev.svg")
30 button(@click="undo()")
31 img.inline(src="/images/icons/play_rev.svg")
32 button(v-if="canFlip" @click="flip()")
33 img.inline(src="/images/icons/flip.svg")
34 button(
35 @click="runAutoplay()"
36 :class="{'in-autoplay': autoplay}"
37 )
38 img.inline(src="/images/icons/autoplay.svg")
39 button(@click="play()")
40 img.inline(src="/images/icons/play.svg")
41 button(@click="gotoEnd()")
42 img.inline(src="/images/icons/fast-forward.svg")
43 p#fenAnalyze(v-show="showFen") {{ (!!vr ? vr.getFen() : "") }}
44 #movesList
45 MoveList(
46 :show="showMoves"
47 :canAnalyze="canAnalyze"
48 :canDownload="allowDownloadPGN"
49 :score="game.score"
50 :message="game.scoreMsg"
51 :firstNum="firstMoveNumber"
52 :moves="moves"
53 :cursor="cursor"
54 @download="download"
55 @showrules="showRules"
56 @analyze="toggleAnalyze"
57 @goto-move="gotoMove"
58 @redraw-board="redrawBoard"
59 )
60 .clearer
61 </template>
62
63 <script>
64 import Board from "@/components/Board.vue";
65 import MoveList from "@/components/MoveList.vue";
66 import params from "@/parameters";
67 import { store } from "@/store";
68 import { getSquareId } from "@/utils/squareId";
69 import { getDate } from "@/utils/datetime";
70 import { processModalClick } from "@/utils/modalClick";
71 import { getScoreMessage } from "@/utils/scoring";
72 import { getFullNotation } from "@/utils/notation";
73 import { undoMove } from "@/utils/playUndo";
74 export default {
75 name: "my-base-game",
76 components: {
77 Board,
78 MoveList
79 },
80 props: ["game"],
81 data: function() {
82 return {
83 st: store.state,
84 // NOTE: all following variables must be reset at the beginning of a game
85 vr: null, //VariantRules object, game state
86 endgameMessage: "",
87 orientation: "w",
88 mode: "",
89 score: "*", //'*' means 'unfinished'
90 moves: [],
91 cursor: -1, //index of the move just played
92 lastMove: null,
93 firstMoveNumber: 0, //for printing
94 incheck: [], //for Board
95 inMultimove: false,
96 autoplay: false,
97 inPlay: false,
98 stackToPlay: []
99 };
100 },
101 computed: {
102 turn: function() {
103 if (!this.vr) return "";
104 if (this.vr.showMoves != "all") {
105 return this.st.tr[
106 (this.vr.turn == 'w' ? "White" : "Black") + " to move"];
107 }
108 // Cannot flip (racing king or circular chess), or Monochrome
109 return (
110 this.vr.movesCount == 0 && this.game.mycolor == "w"
111 ? this.st.tr["It's your turn!"]
112 : ""
113 );
114 },
115 showFen: function() {
116 return (
117 this.mode == "analyze" &&
118 this.$router.currentRoute.path.indexOf("/analyse") === -1
119 );
120 },
121 // TODO: is it OK to pass "computed" as properties?
122 // Also, some are seemingly not recomputed when vr is initialized.
123 showMoves: function() {
124 return this.game.score != "*"
125 ? "all"
126 : (!!this.vr ? this.vr.showMoves : "none");
127 },
128 showTurn: function() {
129 return (
130 this.game.score == '*' &&
131 !!this.vr &&
132 (
133 this.vr.showMoves != "all" ||
134 !this.vr.canFlip ||
135 this.vr.showFirstTurn
136 )
137 );
138 },
139 canAnalyze: function() {
140 return (
141 this.game.mode != "analyze" &&
142 !!this.vr && this.vr.canAnalyze
143 );
144 },
145 canFlip: function() {
146 return !!this.vr && this.vr.canFlip;
147 },
148 allowDownloadPGN: function() {
149 return (
150 this.game.score != "*" ||
151 (!!this.vr && this.vr.showMoves == "all")
152 );
153 }
154 },
155 created: function() {
156 if (!!this.game.fenStart) this.re_setVariables();
157 },
158 mounted: function() {
159 if (!("ontouchstart" in window)) {
160 // Desktop browser:
161 const baseGameDiv = document.getElementById("baseGame");
162 baseGameDiv.tabIndex = 0;
163 baseGameDiv.addEventListener("click", this.focusBg);
164 baseGameDiv.addEventListener("keydown", this.handleKeys);
165 baseGameDiv.addEventListener("wheel", this.handleScroll);
166 }
167 document.getElementById("eogDiv")
168 .addEventListener("click", processModalClick);
169 },
170 beforeDestroy: function() {
171 // TODO: probably not required
172 this.autoplay = false;
173 },
174 methods: {
175 focusBg: function() {
176 document.getElementById("baseGame").focus();
177 },
178 handleKeys: function(e) {
179 if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
180 switch (e.keyCode) {
181 case 37:
182 this.undo();
183 break;
184 case 39:
185 this.play();
186 break;
187 case 38:
188 this.gotoBegin();
189 break;
190 case 40:
191 this.gotoEnd();
192 break;
193 case 32:
194 this.flip();
195 break;
196 }
197 },
198 handleScroll: function(e) {
199 e.preventDefault();
200 if (e.deltaY < 0) this.undo();
201 else if (e.deltaY > 0) this.play();
202 },
203 redrawBoard: function() {
204 this.$refs["board"].re_setDrawings();
205 },
206 showRules: function() {
207 // The button is here only on Game page:
208 document.getElementById("modalRules").checked = true;
209 },
210 re_setVariables: function(game) {
211 if (!game) game = this.game; //in case of...
212 this.endgameMessage = "";
213 // "w": default orientation for observed games
214 this.orientation = game.mycolor || "w";
215 this.mode = game.mode || game.type; //TODO: merge...
216 this.moves = JSON.parse(JSON.stringify(game.moves || []));
217 // Post-processing: decorate each move with notation and FEN
218 this.vr = new V(game.fenStart);
219 this.inMultimove = false; //in case of
220 if (!!this.$refs["board"])
221 // Also in case of:
222 this.$refs["board"].resetCurrentAttempt();
223 let analyseBtn = document.getElementById("analyzeBtn");
224 if (!!analyseBtn) analyseBtn.classList.remove("active");
225 const parsedFen = V.ParseFen(game.fenStart);
226 const firstMoveColor = parsedFen.turn;
227 this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1;
228 let L = this.moves.length;
229 if (L == 0) {
230 // Could be started on a random position in analysis mode:
231 this.incheck = this.vr.getCheckSquares();
232 this.score = this.vr.getCurrentScore();
233 if (this.score != '*') {
234 // Show score on screen
235 const message = getScoreMessage(this.score);
236 this.showEndgameMsg(this.score + " . " + this.st.tr[message]);
237 }
238 }
239 else {
240 this.moves.forEach((move,idx) => {
241 // Strategy working also for multi-moves:
242 if (!Array.isArray(move)) move = [move];
243 const Lm = move.length;
244 move.forEach((m,idxM) => {
245 m.notation = this.vr.getNotation(m);
246 m.unambiguous = V.GetUnambiguousNotation(m);
247 this.vr.play(m);
248 const checkSquares = this.vr.getCheckSquares();
249 if (checkSquares.length > 0) m.notation += "+";
250 if (idxM == Lm - 1) m.fen = this.vr.getFen();
251 if (idx == L - 1 && idxM == Lm - 1) {
252 this.incheck = checkSquares;
253 this.score = this.vr.getCurrentScore();
254 if (["1-0", "0-1"].includes(this.score)) m.notation += "#";
255 }
256 });
257 });
258 }
259 if (firstMoveColor == "b") {
260 // 'start' & 'end' is required for Board component
261 this.moves.unshift({
262 notation: "...",
263 unambiguous: "...",
264 start: { x: -1, y: -1 },
265 end: { x: -1, y: -1 },
266 fen: game.fenStart
267 });
268 L++;
269 }
270 this.positionCursorTo(L - 1);
271 },
272 positionCursorTo: function(index) {
273 this.cursor = index;
274 // Note: last move in moves array might be a multi-move
275 if (index >= 0) this.lastMove = this.moves[index];
276 else this.lastMove = null;
277 },
278 toggleAnalyze: function() {
279 // Freeze while choices are shown (and autoplay has priority)
280 if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
281 if (this.mode != "analyze") {
282 // Enter analyze mode:
283 if (this.inMultimove) this.cancelCurrentMultimove();
284 this.gameMode = this.mode; //was not 'analyze'
285 this.mode = "analyze";
286 this.gameCursor = this.cursor;
287 this.gameMoves = JSON.parse(JSON.stringify(this.moves));
288 document.getElementById("analyzeBtn").classList.add("active");
289 }
290 else {
291 // Exit analyze mode:
292 this.mode = this.gameMode ;
293 this.cursor = this.gameCursor;
294 this.moves = this.gameMoves;
295 let fen = this.game.fenStart;
296 if (this.cursor >= 0) {
297 let mv = this.moves[this.cursor];
298 if (!Array.isArray(mv)) mv = [mv];
299 fen = mv[mv.length-1].fen;
300 }
301 this.vr = new V(fen);
302 this.inMultimove = false; //in case of
303 this.$refs["board"].resetCurrentAttempt(); //also in case of
304 this.incheck = this.vr.getCheckSquares();
305 if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
306 else this.lastMove = null;
307 document.getElementById("analyzeBtn").classList.remove("active");
308 }
309 },
310 download: function() {
311 const content = this.getPgn();
312 // Prepare and trigger download link
313 let downloadAnchor = document.getElementById("download");
314 downloadAnchor.setAttribute("download", "game.pgn");
315 downloadAnchor.href =
316 "data:text/plain;charset=utf-8," + encodeURIComponent(content);
317 downloadAnchor.click();
318 },
319 getPgn: function() {
320 let pgn = "";
321 pgn += '[Site "vchess.club"]\n';
322 pgn += '[Variant "' + this.game.vname + '"]\n';
323 const gdt = getDate(new Date(this.game.created || Date.now()));
324 pgn += '[Date "' + gdt + '"]\n';
325 pgn += '[White "' + this.game.players[0].name + '"]\n';
326 pgn += '[Black "' + this.game.players[1].name + '"]\n';
327 pgn += '[Fen "' + this.game.fenStart + '"]\n';
328 pgn += '[Result "' + this.game.score + '"]\n';
329 if (!!this.game.id)
330 pgn += '[Url "' + params.serverUrl + '/game/' + this.game.id + '"]\n';
331 if (!!this.game.cadence)
332 pgn += '[Cadence "' + this.game.cadence + '"]\n';
333 pgn += '\n';
334 for (let i = 0; i < this.moves.length; i += 2) {
335 if (i > 0) pgn += " ";
336 // Adjust dots notation for a better display:
337 let fullNotation = getFullNotation(this.moves[i]);
338 if (fullNotation == "...") fullNotation = "..";
339 pgn += (i / 2 + this.firstMoveNumber) + "." + fullNotation;
340 if (i+1 < this.moves.length)
341 pgn += " " + getFullNotation(this.moves[i+1]);
342 }
343 pgn += "\n\n";
344 for (let i = 0; i < this.moves.length; i += 2) {
345 const moveNumber = i / 2 + this.firstMoveNumber;
346 // Skip "dots move", useless for machine reading:
347 if (this.moves[i].notation != "...") {
348 pgn += moveNumber + ".w " +
349 getFullNotation(this.moves[i], "unambiguous") + "\n";
350 }
351 if (i+1 < this.moves.length) {
352 pgn += moveNumber + ".b " +
353 getFullNotation(this.moves[i+1], "unambiguous") + "\n";
354 }
355 }
356 return pgn;
357 },
358 showEndgameMsg: function(message) {
359 this.endgameMessage = message;
360 document.getElementById("modalEog").checked = true;
361 },
362 runAutoplay: function() {
363 if (this.autoplay) {
364 this.autoplay = false;
365 if (this.stackToPlay.length > 0)
366 // Move(s) arrived in-between
367 this.play(this.stackToPlay.pop(), "received");
368 }
369 else if (this.cursor < this.moves.length - 1) {
370 this.autoplay = true;
371 this.play(null, null, null, "autoplay");
372 }
373 },
374 // Animate an elementary move
375 animateMove: function(move, callback) {
376 let startSquare = document.getElementById(getSquareId(move.start));
377 if (!startSquare) return; //shouldn't happen but...
378 let endSquare = document.getElementById(getSquareId(move.end));
379 let rectStart = startSquare.getBoundingClientRect();
380 let rectEnd = endSquare.getBoundingClientRect();
381 let translation = {
382 x: rectEnd.x - rectStart.x,
383 y: rectEnd.y - rectStart.y
384 };
385 let movingPiece = document.querySelector(
386 "#" + getSquareId(move.start) + " > img.piece"
387 );
388 // For some unknown reasons Opera get "movingPiece == null" error
389 // TODO: is it calling 'animate()' twice ? One extra time ?
390 if (!movingPiece) return;
391 const squares = document.getElementsByClassName("board");
392 for (let i = 0; i < squares.length; i++) {
393 let square = squares.item(i);
394 if (square.id != getSquareId(move.start))
395 // HACK for animation:
396 // (with positive translate, image slides "under background")
397 square.style.zIndex = "-1";
398 }
399 movingPiece.style.transform =
400 "translate(" + translation.x + "px," + translation.y + "px)";
401 movingPiece.style.transitionDuration = "0.25s";
402 movingPiece.style.zIndex = "3000";
403 setTimeout(() => {
404 for (let i = 0; i < squares.length; i++)
405 squares.item(i).style.zIndex = "auto";
406 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
407 callback();
408 }, 250);
409 },
410 // For Analyse mode:
411 emitFenIfAnalyze: function() {
412 if (this.game.mode == "analyze") {
413 let fen = this.game.fenStart;
414 if (!!this.lastMove) {
415 if (Array.isArray(this.lastMove)) {
416 const L = this.lastMove.length;
417 fen = this.lastMove[L-1].fen;
418 }
419 else fen = this.lastMove.fen;
420 }
421 this.$emit("fenchange", fen);
422 }
423 },
424 clickSquare: function(square) {
425 // Some variants make use of a single click at specific times:
426 const move = this.vr.doClick(square);
427 if (!!move) this.play(move);
428 },
429 // "light": if gotoMove() or gotoEnd()
430 play: function(move, received, light, autoplay) {
431 // Freeze while choices are shown:
432 if (
433 !!this.$refs["board"].selectedPiece ||
434 this.$refs["board"].choices.length > 0
435 ) {
436 return;
437 }
438 const navigate = !move;
439 // Forbid navigation during autoplay:
440 if (navigate && this.autoplay && !autoplay) return;
441 // Forbid playing outside analyze mode, except if move is received.
442 // Sufficient condition because Board already knows which turn it is.
443 if (
444 this.mode != "analyze" &&
445 !navigate &&
446 !received &&
447 (this.game.score != "*" || this.cursor < this.moves.length - 1)
448 ) {
449 return;
450 }
451 if (!!received) {
452 if (this.autoplay || this.inPlay) {
453 // Received moves while autoplaying are stacked,
454 // and in observed games they could arrive too fast:
455 this.stackToPlay.unshift(move);
456 return;
457 }
458 this.inPlay = true;
459 if (this.mode == "analyze") this.toggleAnalyze();
460 if (this.cursor < this.moves.length - 1)
461 // To play a received move, cursor must be at the end of the game:
462 this.gotoEnd();
463 }
464 // The board may show some the possible moves: (TODO: bad solution)
465 this.$refs["board"].resetCurrentAttempt();
466 const playSubmove = (smove) => {
467 smove.notation = this.vr.getNotation(smove);
468 smove.unambiguous = V.GetUnambiguousNotation(smove);
469 this.vr.play(smove);
470 if (this.inMultimove && !!this.lastMove) {
471 if (!Array.isArray(this.lastMove))
472 this.lastMove = [this.lastMove, smove];
473 else this.lastMove.push(smove);
474 }
475 // Is opponent (or me) in check?
476 this.incheck = this.vr.getCheckSquares();
477 if (this.incheck.length > 0) smove.notation += "+";
478 if (!this.inMultimove) {
479 // First sub-move:
480 this.lastMove = smove;
481 // Condition is "!navigate" but we mean "!this.autoplay"
482 if (!navigate) {
483 if (this.cursor < this.moves.length - 1)
484 this.moves = this.moves.slice(0, this.cursor + 1);
485 this.moves.push(smove);
486 }
487 this.inMultimove = true; //potentially
488 this.cursor++;
489 } else if (!navigate) {
490 // Already in the middle of a multi-move
491 const L = this.moves.length;
492 if (!Array.isArray(this.moves[L-1]))
493 this.$set(this.moves, L-1, [this.moves[L-1], smove]);
494 else this.moves[L-1].push(smove);
495 }
496 };
497 const playMove = () => {
498 const animate = (
499 ["all", "highlight"].includes(V.ShowMoves) &&
500 (this.autoplay || !!received)
501 );
502 if (!Array.isArray(move)) move = [move];
503 let moveIdx = 0;
504 let self = this;
505 const initurn = this.vr.turn;
506 (function executeMove() {
507 const smove = move[moveIdx++];
508 // NOTE: condition "smove.start.x >= 0" required for Dynamo,
509 // because second move may be empty.
510 if (animate && smove.start.x >= 0) {
511 self.animateMove(smove, () => {
512 playSubmove(smove);
513 if (moveIdx < move.length) setTimeout(executeMove, 500);
514 else afterMove(smove, initurn);
515 });
516 } else {
517 playSubmove(smove);
518 if (moveIdx < move.length) executeMove();
519 else afterMove(smove, initurn);
520 }
521 })();
522 };
523 const computeScore = () => {
524 const score = this.vr.getCurrentScore();
525 if (!navigate) {
526 if (["1-0", "0-1"].includes(score)) {
527 if (Array.isArray(this.lastMove)) {
528 const L = this.lastMove.length;
529 this.lastMove[L - 1].notation += "#";
530 }
531 else this.lastMove.notation += "#";
532 }
533 }
534 if (score != "*" && ["analyze", "versus"].includes(this.mode)) {
535 const message = getScoreMessage(score);
536 // Show score on screen
537 this.showEndgameMsg(score + " . " + this.st.tr[message]);
538 }
539 return score;
540 };
541 const afterMove = (smove, initurn) => {
542 if (this.vr.turn != initurn) {
543 // Turn has changed: move is complete
544 if (!smove.fen)
545 // NOTE: only FEN of last sub-move is required (=> setting it here)
546 smove.fen = this.vr.getFen();
547 this.emitFenIfAnalyze();
548 this.inMultimove = false;
549 this.score = computeScore();
550 if (this.autoplay) {
551 if (this.cursor < this.moves.length - 1)
552 setTimeout(() => this.play(null, null, null, "autoplay"), 1000);
553 else {
554 this.autoplay = false;
555 if (this.stackToPlay.length > 0)
556 // Move(s) arrived in-between
557 this.play(this.stackToPlay.pop(), "received");
558 }
559 }
560 if (this.mode != "analyze" && !navigate) {
561 if (!received) {
562 // Post-processing (e.g. computer play).
563 const L = this.moves.length;
564 // NOTE: always emit the score, even in unfinished
565 this.$emit("newmove", this.moves[L-1], { score: this.score });
566 } else {
567 this.inPlay = false;
568 if (this.stackToPlay.length > 0)
569 // Move(s) arrived in-between
570 this.play(this.stackToPlay.pop(), "received");
571 }
572 }
573 }
574 };
575 // NOTE: navigate and received are mutually exclusive
576 if (navigate) {
577 // The move to navigate to is necessarily full:
578 if (this.cursor == this.moves.length - 1) return; //no more moves
579 move = this.moves[this.cursor + 1];
580 if (!this.autoplay) {
581 // Just play the move:
582 if (!Array.isArray(move)) move = [move];
583 for (let i=0; i < move.length; i++) this.vr.play(move[i]);
584 if (!light) {
585 this.lastMove = move;
586 this.incheck = this.vr.getCheckSquares();
587 this.score = computeScore();
588 this.emitFenIfAnalyze();
589 }
590 this.cursor++;
591 return;
592 }
593 }
594 playMove();
595 },
596 cancelCurrentMultimove: function() {
597 const L = this.moves.length;
598 let move = this.moves[L-1];
599 if (!Array.isArray(move)) move = [move];
600 for (let i = move.length - 1; i >= 0; i--) this.vr.undo(move[i]);
601 this.moves.pop();
602 this.cursor--;
603 this.inMultimove = false;
604 },
605 cancelLastMove: function() {
606 // The last played move was canceled (corr game)
607 this.undo();
608 this.moves.pop();
609 },
610 // "light": if gotoMove() or gotoBegin()
611 undo: function(move, light) {
612 if (
613 this.autoplay ||
614 !!this.$refs["board"].selectedPiece ||
615 this.$refs["board"].choices.length > 0
616 ) {
617 return;
618 }
619 this.$refs["board"].resetCurrentAttempt();
620 if (this.inMultimove) {
621 this.cancelCurrentMultimove();
622 this.incheck = this.vr.getCheckSquares();
623 if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
624 else this.lastMove = null;
625 } else {
626 if (!move) {
627 const minCursor =
628 this.moves.length > 0 && this.moves[0].notation == "..."
629 ? 1
630 : 0;
631 if (this.cursor < minCursor) return; //no more moves
632 move = this.moves[this.cursor];
633 }
634 this.$refs["board"].resetCurrentAttempt();
635 undoMove(move, this.vr);
636 if (light) this.cursor--;
637 else {
638 this.positionCursorTo(this.cursor - 1);
639 this.incheck = this.vr.getCheckSquares();
640 this.emitFenIfAnalyze();
641 }
642 }
643 },
644 gotoMove: function(index) {
645 if (
646 this.autoplay ||
647 !!this.$refs["board"].selectedPiece ||
648 this.$refs["board"].choices.length > 0
649 ) {
650 return;
651 }
652 this.$refs["board"].resetCurrentAttempt();
653 if (this.inMultimove) this.cancelCurrentMultimove();
654 if (index == this.cursor) return;
655 if (index < this.cursor) {
656 while (this.cursor > index)
657 this.undo(null, null, "light");
658 }
659 else {
660 // index > this.cursor)
661 while (this.cursor < index)
662 this.play(null, null, "light");
663 }
664 // NOTE: next line also re-assign cursor, but it's very light
665 this.positionCursorTo(index);
666 this.incheck = this.vr.getCheckSquares();
667 this.emitFenIfAnalyze();
668 },
669 gotoBegin: function() {
670 if (
671 this.autoplay ||
672 !!this.$refs["board"].selectedPiece ||
673 this.$refs["board"].choices.length > 0
674 ) {
675 return;
676 }
677 this.$refs["board"].resetCurrentAttempt();
678 if (this.inMultimove) this.cancelCurrentMultimove();
679 const minCursor =
680 this.moves.length > 0 && this.moves[0].notation == "..."
681 ? 1
682 : 0;
683 while (this.cursor >= minCursor) this.undo(null, null, "light");
684 this.lastMove = (minCursor == 1 ? this.moves[0] : null);
685 this.incheck = this.vr.getCheckSquares();
686 this.emitFenIfAnalyze();
687 },
688 gotoEnd: function() {
689 if (this.cursor == this.moves.length - 1) return;
690 this.gotoMove(this.moves.length - 1);
691 },
692 flip: function() {
693 if (this.$refs["board"].choices.length > 0) return;
694 this.orientation = V.GetOppCol(this.orientation);
695 }
696 }
697 };
698 </script>
699
700 <style lang="sass" scoped>
701 [type="checkbox"]#modalEog+div .card
702 min-height: 45px
703 max-width: 350px
704
705 #baseGame
706 width: 100%
707 &:focus
708 outline: none
709
710 #gameContainer
711 margin-left: auto
712 margin-right: auto
713
714 #downloadDiv
715 display: inline-block
716
717 #controls
718 user-select: none
719 button
720 border: none
721 margin: 0
722 padding-top: 5px
723 padding-bottom: 5px
724
725 p#fenAnalyze
726 margin: 5px
727
728 .in-autoplay
729 background-color: #FACF8C
730
731 img.inline
732 height: 22px
733 padding-top: 5px
734 @media screen and (max-width: 767px)
735 height: 18px
736
737 #turnIndicator
738 text-align: center
739 font-weight: bold
740
741 #boardContainer
742 float: left
743 // TODO: later, maybe, allow movesList of variable width
744 // or e.g. between 250 and 350px (but more complicated)
745
746 #movesList
747 width: 280px
748 float: left
749
750 @media screen and (max-width: 767px)
751 #movesList
752 width: 100%
753 float: none
754 clear: both
755 </style>