Small fix
[vchess.git] / client / src / components / BaseGame.vue
1 <template lang="pug">
2 div
3 input#modalEog.modal(type="checkbox")
4 div(role="dialog" aria-labelledby="eogMessage")
5 .card.smallpad.small-modal.text-center
6 label.modal-close(for="modalEog")
7 h3#eogMessage.section {{ endgameMessage }}
8 .row
9 .col-sm-12.col-md-9.col-lg-8
10 Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
11 :user-color="game.mycolor" :orientation="orientation"
12 :vname="game.vname" @play-move="play")
13 .button-group
14 button(@click="() => play()") Play
15 button(@click="() => undo()") Undo
16 button(@click="flip") Flip
17 button(@click="gotoBegin") GotoBegin
18 button(@click="gotoEnd") GotoEnd
19 #fenDiv(v-if="showFen && !!vr")
20 p {{ vr.getFen() }}
21 #pgnDiv
22 a#download(href="#")
23 button(@click="download") {{ st.tr["Download PGN"] }}
24 .col-sm-12.col-md-3.col-lg-4
25 MoveList(v-if="showMoves"
26 :moves="moves" :cursor="cursor" @goto-move="gotoMove")
27 </template>
28
29 <script>
30 import Board from "@/components/Board.vue";
31 import MoveList from "@/components/MoveList.vue";
32 import { store } from "@/store";
33 import { getSquareId } from "@/utils/squareId";
34 import { getDate } from "@/utils/datetime";
35
36 export default {
37 name: 'my-base-game',
38 components: {
39 Board,
40 MoveList,
41 },
42 // "vr": VariantRules object, describing the game state + rules
43 props: ["vr","game"],
44 data: function() {
45 return {
46 st: store.state,
47 // NOTE: all following variables must be reset at the beginning of a game
48 endgameMessage: "",
49 orientation: "w",
50 score: "*", //'*' means 'unfinished'
51 moves: [],
52 cursor: -1, //index of the move just played
53 lastMove: null,
54 };
55 },
56 watch: {
57 // game initial FEN changes when a new game starts
58 "game.fenStart": function() {
59 this.re_setVariables();
60 },
61 // Received a new move to play:
62 "game.moveToPlay": function() {
63 this.play(this.game.moveToPlay, "receive", this.game.vname=="Dark");
64 },
65 "game.score": function(score) {
66 if (score != "*")
67 this.endGame(score, this.game.scoreMsg);
68 },
69 },
70 computed: {
71 showMoves: function() {
72 return true;
73 //return window.innerWidth >= 768;
74 },
75 showFen: function() {
76 return this.game.vname != "Dark" || this.score != "*";
77 },
78 analyze: function() {
79 return this.game.mode == "analyze" || this.score != "*";
80 },
81 },
82 created: function() {
83 if (!!this.game.fenStart)
84 this.re_setVariables();
85 },
86 methods: {
87 re_setVariables: function() {
88 this.endgameMessage = "";
89 this.orientation = this.game.mycolor || "w"; //default orientation for observed games
90 this.score = this.game.score || "*"; //mutable (if initially "*")
91 this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
92 // Post-processing: decorate each move with color + current FEN:
93 // (to be able to jump to any position quickly)
94 let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
95 this.moves.forEach(move => {
96 // NOTE: this is doing manually what play() function below achieve,
97 // but in a lighter "fast-forward" way
98 move.color = vr_tmp.turn;
99 move.notation = vr_tmp.getNotation(move);
100 vr_tmp.play(move);
101 move.fen = vr_tmp.getFen();
102 });
103 const L = this.moves.length;
104 this.cursor = L-1;
105 this.lastMove = (L > 0 ? this.moves[L-1] : null);
106 },
107 download: function() {
108 const content = this.getPgn();
109 // Prepare and trigger download link
110 let downloadAnchor = document.getElementById("download");
111 downloadAnchor.setAttribute("download", "game.pgn");
112 downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
113 downloadAnchor.click();
114 },
115 getPgn: function() {
116 let pgn = "";
117 pgn += '[Site "vchess.club"]\n';
118 pgn += '[Variant "' + this.game.vname + '"]\n';
119 pgn += '[Date "' + getDate(new Date()) + '"]\n';
120 pgn += '[White "' + this.game.players[0].name + '"]\n';
121 pgn += '[Black "' + this.game.players[1].name + '"]\n';
122 pgn += '[Fen "' + this.game.fenStart + '"]\n';
123 pgn += '[Result "' + this.score + '"]\n\n';
124 let counter = 1;
125 let i = 0;
126 while (i < this.moves.length)
127 {
128 pgn += (counter++) + ".";
129 for (let color of ["w","b"])
130 {
131 let move = "";
132 while (i < this.moves.length && this.moves[i].color == color)
133 move += this.moves[i++].notation + ",";
134 move = move.slice(0,-1); //remove last comma
135 pgn += move + (i < this.moves.length ? " " : "");
136 }
137 }
138 return pgn + "\n";
139 },
140 getScoreMessage: function(score) {
141 let eogMessage = "Undefined";
142 switch (score)
143 {
144 case "1-0":
145 eogMessage = this.st.tr["White win"];
146 break;
147 case "0-1":
148 eogMessage = this.st.tr["Black win"];
149 break;
150 case "1/2":
151 eogMessage = this.st.tr["Draw"];
152 break;
153 case "?":
154 eogMessage = this.st.tr["Unfinished"];
155 break;
156 }
157 return eogMessage;
158 },
159 showEndgameMsg: function(message) {
160 this.endgameMessage = message;
161 let modalBox = document.getElementById("modalEog");
162 modalBox.checked = true;
163 setTimeout(() => { modalBox.checked = false; }, 2000);
164 },
165 endGame: function(score, message) {
166 this.score = score;
167 if (!message)
168 message = this.getScoreMessage(score);
169 this.showEndgameMsg(score + " . " + message);
170 this.$emit("gameover", score);
171 },
172 animateMove: function(move) {
173 let startSquare = document.getElementById(getSquareId(move.start));
174 let endSquare = document.getElementById(getSquareId(move.end));
175 let rectStart = startSquare.getBoundingClientRect();
176 let rectEnd = endSquare.getBoundingClientRect();
177 let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
178 let movingPiece =
179 document.querySelector("#" + getSquareId(move.start) + " > img.piece");
180 // HACK for animation (with positive translate, image slides "under background")
181 // Possible improvement: just alter squares on the piece's way...
182 const squares = document.getElementsByClassName("board");
183 for (let i=0; i<squares.length; i++)
184 {
185 let square = squares.item(i);
186 if (square.id != getSquareId(move.start))
187 square.style.zIndex = "-1";
188 }
189 movingPiece.style.transform = "translate(" + translation.x + "px," +
190 translation.y + "px)";
191 movingPiece.style.transitionDuration = "0.2s";
192 movingPiece.style.zIndex = "3000";
193 setTimeout( () => {
194 for (let i=0; i<squares.length; i++)
195 squares.item(i).style.zIndex = "auto";
196 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
197 this.play(move);
198 }, 250);
199 },
200 play: function(move, receive, noanimate) {
201 const navigate = !move;
202 // Forbid playing outside analyze mode when cursor isn't at moves.length-1
203 // (except if we receive opponent's move, human or computer)
204 if (!navigate && !this.analyze && !receive
205 && this.cursor < this.moves.length-1)
206 {
207 return;
208 }
209 if (navigate)
210 {
211 if (this.cursor == this.moves.length-1)
212 return; //no more moves
213 move = this.moves[this.cursor+1];
214 }
215 if (!!receive && !noanimate) //opponent move, variant != "Dark"
216 {
217 if (this.cursor < this.moves.length-1)
218 this.gotoEnd(); //required to play the move
219 return this.animateMove(move);
220 }
221 if (!navigate)
222 {
223 move.color = this.vr.turn;
224 move.notation = this.vr.getNotation(move);
225 }
226 // Not programmatic, or animation is over
227 this.vr.play(move);
228 this.cursor++;
229 this.lastMove = move;
230 if (this.st.settings.sound == 2)
231 new Audio("/sounds/move.mp3").play().catch(err => {});
232 if (!navigate)
233 {
234 move.fen = this.vr.getFen();
235 if (this.score == "*" || this.analyze)
236 {
237 // Stack move on movesList at current cursor
238 if (this.cursor == this.moves.length)
239 this.moves.push(move);
240 else
241 this.moves = this.moves.slice(0,this.cursor).concat([move]);
242 }
243 }
244 if (!this.analyze)
245 this.$emit("newmove", move); //post-processing (e.g. computer play)
246 // Is opponent in check?
247 this.incheck = this.vr.getCheckSquares(this.vr.turn);
248 const score = this.vr.getCurrentScore();
249 if (score != "*")
250 {
251 if (!this.analyze)
252 this.endGame(score);
253 else
254 {
255 // Just show score on screen (allow undo)
256 const message = this.getScoreMessage(score);
257 this.showEndgameMsg(score + " . " + message);
258 }
259 }
260 },
261 undo: function(move) {
262 const navigate = !move;
263 if (navigate)
264 {
265 if (this.cursor < 0)
266 return; //no more moves
267 move = this.moves[this.cursor];
268 }
269 this.vr.undo(move);
270 this.cursor--;
271 this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
272 if (this.st.settings.sound == 2)
273 new Audio("/sounds/undo.mp3").play().catch(err => {});
274 this.incheck = this.vr.getCheckSquares(this.vr.turn);
275 if (!navigate)
276 this.moves.pop();
277 },
278 gotoMove: function(index) {
279 this.vr.re_init(this.moves[index].fen);
280 this.cursor = index;
281 this.lastMove = this.moves[index];
282 },
283 gotoBegin: function() {
284 this.vr.re_init(this.game.fenStart);
285 this.cursor = -1;
286 this.lastMove = null;
287 },
288 gotoEnd: function() {
289 this.gotoMove(this.moves.length-1);
290 },
291 flip: function() {
292 this.orientation = V.GetNextCol(this.orientation);
293 },
294 },
295 };
296 </script>