Draft of problems section
[vchess.git] / client / src / components / BaseGame.vue
1 <template lang="pug">
2 div#baseGame(tabindex=-1 @click="focusBg()"
3 @keydown="handleKeys($event)" @wheel="handleScroll($event)")
4 input#modalEog.modal(type="checkbox")
5 div#eogDiv(role="dialog" data-checkbox="modalEog")
6 .card.text-center
7 label.modal-close(for="modalEog")
8 h3.section {{ endgameMessage }}
9 input#modalAdjust.modal(type="checkbox")
10 div#adjuster(role="dialog" data-checkbox="modalAdjust")
11 .card.text-center
12 label.modal-close(for="modalAdjust")
13 label(for="boardSize") {{ st.tr["Board size"] }}
14 input#boardSize.slider(type="range" min="0" max="100" value="50"
15 @input="adjustBoard()")
16 #gameContainer
17 #boardContainer
18 Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
19 :user-color="game.mycolor" :orientation="orientation"
20 :vname="game.vname" :incheck="incheck" @play-move="play")
21 #turnIndicator(v-if="game.vname=='Dark' && game.score=='*'")
22 | {{ turn }}
23 #controls
24 button(@click="gotoBegin()") <<
25 button(@click="undo()") <
26 button(@click="flip()") &#8645;
27 button(@click="play()") >
28 button(@click="gotoEnd()") >>
29 #pgnDiv
30 #downloadDiv(v-if="game.vname!='Dark' || game.score!='*'")
31 a#download(href="#")
32 button(@click="download()") {{ st.tr["Download"] }} PGN
33 button(onClick="doClick('modalAdjust')") &#10530;
34 button(v-if="game.vname!='Dark' && game.mode!='analyze'"
35 @click="analyzePosition()")
36 | {{ st.tr["Analyse"] }}
37 // NOTE: rather ugly hack to avoid showing twice "rules" link...
38 button(v-if="!$route.path.match('/variants/')" @click="showRules()")
39 | {{ st.tr["Rules"] }}
40 #movesList
41 MoveList(v-if="showMoves" :score="game.score" :message="game.scoreMsg"
42 :firstNum="firstMoveNumber" :moves="moves" :cursor="cursor"
43 @goto-move="gotoMove")
44 .clearer
45 </template>
46
47 <script>
48 import Board from "@/components/Board.vue";
49 import MoveList from "@/components/MoveList.vue";
50 import { store } from "@/store";
51 import { getSquareId } from "@/utils/squareId";
52 import { getDate } from "@/utils/datetime";
53 import { processModalClick } from "@/utils/modalClick";
54 import { getScoreMessage } from "@/utils/scoring";
55 export default {
56 name: 'my-base-game',
57 components: {
58 Board,
59 MoveList,
60 },
61 // "vr": VariantRules object, describing the game state + rules
62 props: ["vr","game"],
63 data: function() {
64 return {
65 st: store.state,
66 // NOTE: all following variables must be reset at the beginning of a game
67 endgameMessage: "",
68 orientation: "w",
69 score: "*", //'*' means 'unfinished'
70 moves: [],
71 cursor: -1, //index of the move just played
72 lastMove: null,
73 firstMoveNumber: 0, //for printing
74 incheck: [], //for Board
75 };
76 },
77 watch: {
78 // game initial FEN changes when a new game starts
79 "game.fenStart": function() {
80 this.re_setVariables();
81 },
82 // Received a new move to play:
83 "game.moveToPlay": function(newMove) {
84 if (!!newMove) //if stop + launch new game, get undefined move
85 this.play(newMove, "receive");
86 },
87 // ...Or to undo (corr game, move not validated)
88 "game.moveToUndo": function(move) {
89 if (!!move)
90 this.undo(move);
91 },
92 },
93 computed: {
94 showMoves: function() {
95 return this.game.vname != "Dark" || this.game.score != "*";
96 },
97 turn: function() {
98 let color = "";
99 const L = this.moves.length;
100 if (L == 0 || this.moves[L-1].color == "b")
101 color = "White";
102 else //if (this.moves[L-1].color == "w")
103 color = "Black";
104 return this.st.tr[color + " to move"];
105 },
106 analyze: function() {
107 return this.game.mode=="analyze" ||
108 // From Board viewpoint, a finished Dark game == analyze (TODO: unclear)
109 (this.game.vname == "Dark" && this.game.score != "*");
110 },
111 },
112 created: function() {
113 if (!!this.game.fenStart)
114 this.re_setVariables();
115 },
116 mounted: function() {
117 [document.getElementById("eogDiv"),document.getElementById("adjuster")]
118 .forEach(elt => elt.addEventListener("click", processModalClick));
119 // Take full width on small screens:
120 let boardSize = parseInt(localStorage.getItem("boardSize"));
121 if (!boardSize)
122 {
123 boardSize = (window.innerWidth >= 768
124 ? Math.min(600, 0.5*window.innerWidth) //heuristic...
125 : window.innerWidth);
126 }
127 const movesWidth = (window.innerWidth >= 768 ? 280 : 0);
128 document.getElementById("boardContainer").style.width = boardSize + "px";
129 let gameContainer = document.getElementById("gameContainer");
130 gameContainer.style.width = (boardSize + movesWidth) + "px";
131 // TODO: find the right formula here:
132 //document.getElementById("boardSize").value = Math.floor(boardSize / 10);
133 // timeout to avoid calling too many time the adjust method
134 let timeoutLaunched = false;
135 window.addEventListener("resize", (e) => {
136 if (!timeoutLaunched)
137 {
138 timeoutLaunched = true;
139 setTimeout( () => {
140 this.adjustBoard();
141 timeoutLaunched = false;
142 }, 500);
143 }
144 });
145 },
146 methods: {
147 focusBg: function() {
148 // NOTE: small blue border appears...
149 document.getElementById("baseGame").focus();
150 },
151 adjustBoard: function() {
152 const boardContainer = document.getElementById("boardContainer");
153 if (!boardContainer)
154 return; //no board on page
155 const k = document.getElementById("boardSize").value;
156 const movesWidth = (window.innerWidth >= 768 ? 280 : 0);
157 const minBoardWidth = 240; //TODO: these 240 and 280 are arbitrary...
158 // Value of 0 is board min size; 100 is window.width [- movesWidth]
159 const boardSize = minBoardWidth +
160 k * (window.innerWidth - (movesWidth+minBoardWidth)) / 100;
161 localStorage.setItem("boardSize", boardSize);
162 boardContainer.style.width = boardSize + "px";
163 document.getElementById("gameContainer").style.width =
164 (boardSize + movesWidth) + "px";
165 },
166 handleKeys: function(e) {
167 if ([32,37,38,39,40].includes(e.keyCode))
168 e.preventDefault();
169 switch (e.keyCode)
170 {
171 case 37:
172 this.undo();
173 break;
174 case 39:
175 this.play();
176 break;
177 case 38:
178 this.gotoBegin();
179 break;
180 case 40:
181 this.gotoEnd();
182 break;
183 case 32:
184 this.flip();
185 break;
186 }
187 },
188 handleScroll: function(e) {
189 // NOTE: since game.mode=="analyze" => no score, next condition is enough
190 if (this.game.score != "*")
191 {
192 e.preventDefault();
193 if (e.deltaY < 0)
194 this.undo();
195 else if (e.deltaY > 0)
196 this.play();
197 }
198 },
199 showRules: function() {
200 //this.$router.push("/variants/" + this.game.vname);
201 window.open("#/variants/" + this.game.vname, "_blank"); //better
202 },
203 re_setVariables: function() {
204 this.endgameMessage = "";
205 this.orientation = this.game.mycolor || "w"; //default orientation for observed games
206 this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
207 // Post-processing: decorate each move with color + current FEN:
208 // (to be able to jump to any position quickly)
209 let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
210 this.firstMoveNumber =
211 Math.floor(V.ParseFen(this.game.fenStart).movesCount / 2);
212 this.moves.forEach(move => {
213 // NOTE: this is doing manually what play() function below achieve,
214 // but in a lighter "fast-forward" way
215 move.color = vr_tmp.turn;
216 move.notation = vr_tmp.getNotation(move);
217 vr_tmp.play(move);
218 move.fen = vr_tmp.getFen();
219 });
220 if (this.game.fenStart.indexOf(" b ") >= 0 ||
221 (this.moves.length > 0 && this.moves[0].color == "b"))
222 {
223 // 'end' is required for Board component to check lastMove for e.p.
224 this.moves.unshift({color: "w", notation: "...", end: {x:-1,y:-1}});
225 }
226 const L = this.moves.length;
227 this.cursor = L-1;
228 this.lastMove = (L > 0 ? this.moves[L-1] : null);
229 this.incheck = [];
230 },
231 analyzePosition: function() {
232 const newUrl = "/analyse/" + this.game.vname +
233 "/?fen=" + this.vr.getFen().replace(/ /g, "_");
234 if (this.game.type == "live")
235 this.$router.push(newUrl); //open in same tab: against cheating...
236 else
237 window.open("#" + newUrl); //open in a new tab: more comfortable
238 },
239 download: function() {
240 const content = this.getPgn();
241 // Prepare and trigger download link
242 let downloadAnchor = document.getElementById("download");
243 downloadAnchor.setAttribute("download", "game.pgn");
244 downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
245 downloadAnchor.click();
246 },
247 getPgn: function() {
248 let pgn = "";
249 pgn += '[Site "vchess.club"]\n';
250 pgn += '[Variant "' + this.game.vname + '"]\n';
251 pgn += '[Date "' + getDate(new Date()) + '"]\n';
252 pgn += '[White "' + this.game.players[0].name + '"]\n';
253 pgn += '[Black "' + this.game.players[1].name + '"]\n';
254 pgn += '[Fen "' + this.game.fenStart + '"]\n';
255 pgn += '[Result "' + this.game.score + '"]\n\n';
256 let counter = 1;
257 let i = 0;
258 while (i < this.moves.length)
259 {
260 pgn += (counter++) + ".";
261 for (let color of ["w","b"])
262 {
263 let move = "";
264 while (i < this.moves.length && this.moves[i].color == color)
265 move += this.moves[i++].notation + ",";
266 move = move.slice(0,-1); //remove last comma
267 pgn += move + (i < this.moves.length ? " " : "");
268 }
269 }
270 return pgn + "\n";
271 },
272 showEndgameMsg: function(message) {
273 this.endgameMessage = message;
274 let modalBox = document.getElementById("modalEog");
275 modalBox.checked = true;
276 setTimeout(() => { modalBox.checked = false; }, 2000);
277 },
278 animateMove: function(move, callback) {
279 let startSquare = document.getElementById(getSquareId(move.start));
280 // TODO: error "flush nextTick callbacks" when observer reloads page:
281 // this late check is not a fix!
282 if (!startSquare)
283 return;
284 let endSquare = document.getElementById(getSquareId(move.end));
285 let rectStart = startSquare.getBoundingClientRect();
286 let rectEnd = endSquare.getBoundingClientRect();
287 let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
288 let movingPiece =
289 document.querySelector("#" + getSquareId(move.start) + " > img.piece");
290 if (!movingPiece) //TODO: shouldn't happen
291 return;
292 // HACK for animation (with positive translate, image slides "under background")
293 // Possible improvement: just alter squares on the piece's way...
294 const squares = document.getElementsByClassName("board");
295 for (let i=0; i<squares.length; i++)
296 {
297 let square = squares.item(i);
298 if (square.id != getSquareId(move.start))
299 square.style.zIndex = "-1";
300 }
301 movingPiece.style.transform = "translate(" + translation.x + "px," +
302 translation.y + "px)";
303 movingPiece.style.transitionDuration = "0.2s";
304 movingPiece.style.zIndex = "3000";
305 setTimeout( () => {
306 for (let i=0; i<squares.length; i++)
307 squares.item(i).style.zIndex = "auto";
308 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
309 callback();
310 }, 250);
311 },
312 play: function(move, receive) {
313 // NOTE: navigate and receive are mutually exclusive
314 const navigate = !move;
315 // Forbid playing outside analyze mode, except if move is received.
316 // Sufficient condition because Board already knows which turn it is.
317 if (!navigate && this.game.mode!="analyze" && !receive
318 && (this.game.score != "*" || this.cursor < this.moves.length-1))
319 {
320 return;
321 }
322 const doPlayMove = () => {
323 if (!!receive && this.cursor < this.moves.length-1)
324 this.gotoEnd(); //required to play the move
325 if (navigate)
326 {
327 if (this.cursor == this.moves.length-1)
328 return; //no more moves
329 move = this.moves[this.cursor+1];
330 }
331 else
332 {
333 move.color = this.vr.turn;
334 move.notation = this.vr.getNotation(move);
335 }
336 this.vr.play(move);
337 this.cursor++;
338 this.lastMove = move;
339 if (this.st.settings.sound == 2)
340 new Audio("/sounds/move.mp3").play().catch(err => {});
341 if (!navigate)
342 {
343 move.fen = this.vr.getFen();
344 // Stack move on movesList at current cursor
345 if (this.cursor == this.moves.length)
346 this.moves.push(move);
347 else
348 this.moves = this.moves.slice(0,this.cursor).concat([move]);
349 }
350 // Is opponent in check?
351 this.incheck = this.vr.getCheckSquares(this.vr.turn);
352 const score = this.vr.getCurrentScore();
353 if (score != "*")
354 {
355 const message = getScoreMessage(score);
356 if (this.game.mode != "analyze")
357 this.$emit("gameover", score, message);
358 else //just show score on screen (allow undo)
359 this.showEndgameMsg(score + " . " + message);
360 }
361 if (!navigate && this.game.mode!="analyze")
362 this.$emit("newmove", move); //post-processing (e.g. computer play)
363 };
364 if (!!receive && this.game.vname != "Dark")
365 this.animateMove(move, doPlayMove);
366 else
367 doPlayMove();
368 },
369 undo: function(move) {
370 const navigate = !move;
371 if (navigate)
372 {
373 if (this.cursor < 0)
374 return; //no more moves
375 move = this.moves[this.cursor];
376 }
377 this.vr.undo(move);
378 this.cursor--;
379 this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
380 if (this.st.settings.sound == 2)
381 new Audio("/sounds/undo.mp3").play().catch(err => {});
382 this.incheck = this.vr.getCheckSquares(this.vr.turn);
383 if (!navigate)
384 this.moves.pop();
385 },
386 gotoMove: function(index) {
387 this.vr.re_init(this.moves[index].fen);
388 this.cursor = index;
389 this.lastMove = this.moves[index];
390 },
391 gotoBegin: function() {
392 if (this.cursor == -1)
393 return;
394 this.vr.re_init(this.game.fenStart);
395 if (this.moves.length > 0 && this.moves[0].notation == "...")
396 {
397 this.cursor = 0;
398 this.lastMove = this.moves[0];
399 }
400 else
401 {
402 this.cursor = -1;
403 this.lastMove = null;
404 }
405 },
406 gotoEnd: function() {
407 if (this.cursor == this.moves.length - 1)
408 return;
409 this.gotoMove(this.moves.length-1);
410 },
411 flip: function() {
412 this.orientation = V.GetOppCol(this.orientation);
413 },
414 },
415 };
416 </script>
417
418 <style lang="sass" scoped>
419 [type="checkbox"]#modalEog+div .card
420 min-height: 45px
421 [type="checkbox"]#modalAdjust+div .card
422 padding: 5px
423
424 #baseGame
425 width: 100%
426 &:focus
427 outline: none
428
429 #gameContainer
430 margin-left: auto
431 margin-right: auto
432
433 #downloadDiv
434 display: inline-block
435
436 #controls
437 margin-top: 10px
438 margin-left: auto
439 margin-right: auto
440 button
441 display: inline-block
442 width: 20%
443 margin: 0
444 @media screen and (min-width: 768px)
445 #controls
446 max-width: 400px
447 #turnIndicator
448 text-align: center
449 #pgnDiv
450 text-align: center
451 margin-left: auto
452 margin-right: auto
453 #boardContainer
454 float: left
455 // TODO: later, maybe, allow movesList of variable width
456 // or e.g. between 250 and 350px (but more complicated)
457 #movesList
458 width: 280px
459 float: left
460 @media screen and (max-width: 767px)
461 #movesList
462 width: 100%
463 float: none
464 clear: both
465 </style>