Some fixes. TODO: game.mode must be analyze when score is not '*' ==> simplify Board...
[vchess.git] / client / src / components / BaseGame.vue
1 <template lang="pug">
2 .row
3 .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
4 input#modalEog.modal(type="checkbox")
5 div(role="dialog" aria-labelledby="eogMessage")
6 .card.smallpad.small-modal.text-center
7 label.modal-close(for="modalEog")
8 h3#eogMessage.section {{ endgameMessage }}
9 // TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
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.section-content(v-if="showFen && !!vr")
20 p#fenString.text-center {{ vr.getFen() }}
21 #pgnDiv.section-content
22 a#download(href="#")
23 .button-group
24 button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
25
26 // TODO: Import game button copy game locally in IndexedDB
27 //button Import game
28
29
30 // TODO: do not use localStorage for current game, but directly indexedDB
31 // update function is similar
32 // ==> retrieval functions must filter on score, and potential "imported" tag
33 // ==> this should allow several simultaneous games
34
35
36 //MoveList(v-if="showMoves"
37 :moves="moves" :cursor="cursor" @goto-move="gotoMove")
38 </template>
39
40 <script>
41 import Board from "@/components/Board.vue";
42 //import MoveList from "@/components/MoveList.vue";
43 import { store } from "@/store";
44 import { getSquareId } from "@/utils/squareId";
45 import { getDate } from "@/utils/datetime";
46
47 export default {
48 name: 'my-base-game',
49 components: {
50 Board,
51 //MoveList,
52 },
53 // "vr": VariantRules object, describing the game state + rules
54 props: ["vr","game"],
55 data: function() {
56 return {
57 st: store.state,
58 // NOTE: all following variables must be reset at the beginning of a game
59 endgameMessage: "",
60 orientation: "w",
61 score: "*", //'*' means 'unfinished'
62 moves: [],
63 cursor: -1, //index of the move just played
64 lastMove: null,
65 };
66 },
67 watch: {
68 // game initial FEN changes when a new game starts
69 "game.fenStart": function() {
70 this.re_setVariables();
71 },
72 },
73 computed: {
74 showMoves: function() {
75 return true;
76 //return window.innerWidth >= 768;
77 },
78 showFen: function() {
79 return this.game.vname != "Dark" || this.score != "*";
80 },
81 analyze: function() {
82 return this.game.mode == "analyze" || this.game.score != "*";
83 },
84 },
85 created: function() {
86 if (!!this.game.fenStart)
87 this.re_setVariables();
88 },
89 methods: {
90 re_setVariables: function() {
91 this.endgameMessage = "";
92 this.orientation = this.game.mycolor || "w"; //default orientation for observed games
93 this.score = this.game.score || "*"; //mutable (if initially "*")
94 this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
95 // Post-processing: decorate each move with color + current FEN:
96 // (to be able to jump to any position quickly)
97 this.moves.forEach(move => {
98 // NOTE: this is doing manually what play() function below achieve,
99 // but in a lighter "fast-forward" way
100 move.color = this.vr.turn;
101 move.notation = this.vr.getNotation(move);
102 this.vr.play(move);
103 move.fen = this.vr.getFen();
104 });
105 const L = this.moves.length;
106 this.cursor = L-1;
107 this.lastMove = (L > 0 ? this.moves[L-1] : null);
108 },
109 download: function() {
110 const content = this.getPgn();
111 // Prepare and trigger download link
112 let downloadAnchor = document.getElementById("download");
113 downloadAnchor.setAttribute("download", "game.pgn");
114 downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
115 downloadAnchor.click();
116 },
117 getPgn: function() {
118 let pgn = "";
119 pgn += '[Site "vchess.club"]\n';
120 pgn += '[Variant "' + this.game.vname + '"]\n';
121 pgn += '[Date "' + getDate(new Date()) + '"]\n';
122 pgn += '[White "' + this.game.players[0].name + '"]\n';
123 pgn += '[Black "' + this.game.players[1].name + '"]\n';
124 pgn += '[Fen "' + this.game.fenStart + '"]\n';
125 pgn += '[Result "' + this.score + '"]\n\n';
126 let counter = 1;
127 let i = 0;
128 while (i < this.moves.length)
129 {
130 pgn += (counter++) + ".";
131 for (let color of ["w","b"])
132 {
133 let move = "";
134 while (i < this.moves.length && this.moves[i].color == color)
135 move += this.moves[i++].notation + ",";
136 move = move.slice(0,-1); //remove last comma
137 pgn += move + (i < this.moves.length ? " " : "");
138 }
139 }
140 return pgn + "\n";
141 },
142 getScoreMessage: function(score) {
143 let eogMessage = "Undefined";
144 switch (score)
145 {
146 case "1-0":
147 eogMessage = this.st.tr["White win"];
148 break;
149 case "0-1":
150 eogMessage = this.st.tr["Black win"];
151 break;
152 case "1/2":
153 eogMessage = this.st.tr["Draw"];
154 break;
155 case "?":
156 eogMessage = this.st.tr["Unfinished"];
157 break;
158 }
159 return eogMessage;
160 },
161 showEndgameMsg: function(message) {
162 this.endgameMessage = message;
163 let modalBox = document.getElementById("modalEog");
164 modalBox.checked = true;
165 setTimeout(() => { modalBox.checked = false; }, 2000);
166 },
167 endGame: function(score, message) {
168 this.score = score;
169 if (!message)
170 message = this.getScoreMessage(score);
171 this.showEndgameMsg(score + " . " + message);
172 this.$emit("gameover", score);
173 },
174 animateMove: function(move) {
175 let startSquare = document.getElementById(getSquareId(move.start));
176 let endSquare = document.getElementById(getSquareId(move.end));
177 let rectStart = startSquare.getBoundingClientRect();
178 let rectEnd = endSquare.getBoundingClientRect();
179 let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
180 let movingPiece =
181 document.querySelector("#" + getSquareId(move.start) + " > img.piece");
182 // HACK for animation (with positive translate, image slides "under background")
183 // Possible improvement: just alter squares on the piece's way...
184 const squares = document.getElementsByClassName("board");
185 for (let i=0; i<squares.length; i++)
186 {
187 let square = squares.item(i);
188 if (square.id != getSquareId(move.start))
189 square.style.zIndex = "-1";
190 }
191 movingPiece.style.transform = "translate(" + translation.x + "px," +
192 translation.y + "px)";
193 movingPiece.style.transitionDuration = "0.2s";
194 movingPiece.style.zIndex = "3000";
195 setTimeout( () => {
196 for (let i=0; i<squares.length; i++)
197 squares.item(i).style.zIndex = "auto";
198 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
199 this.play(move);
200 }, 250);
201 },
202 play: function(move, receive, noanimate) {
203 const navigate = !move;
204 // Forbid playing outside analyze mode when cursor isn't at moves.length-1
205 // (except if we receive opponent's move, human or computer)
206 if (!navigate && !this.analyze && !receive
207 && this.cursor < this.moves.length-1)
208 {
209 return;
210 }
211 if (navigate)
212 {
213 if (this.cursor == this.moves.length-1)
214 return; //no more moves
215 move = this.moves[this.cursor+1];
216 }
217 if (!!receive && !noanimate) //opponent move, variant != "Dark"
218 {
219 if (this.cursor < this.moves.length-1)
220 this.gotoEnd(); //required to play the move
221 return this.animateMove(move);
222 }
223 if (!navigate)
224 {
225 move.color = this.vr.turn;
226 move.notation = this.vr.getNotation(move);
227 }
228 // Not programmatic, or animation is over
229 this.vr.play(move);
230 this.cursor++;
231 this.lastMove = move;
232 if (this.st.settings.sound == 2)
233 new Audio("/sounds/move.mp3").play().catch(err => {});
234 if (!navigate)
235 {
236 move.fen = this.vr.getFen();
237 if (this.score == "*" || this.analyze)
238 {
239 // Stack move on movesList at current cursor
240 if (this.cursor == this.moves.length)
241 this.moves.push(move);
242 else
243 this.moves = this.moves.slice(0,this.cursor).concat([move]);
244 }
245 }
246 // Is opponent in check? (TODO: generalize, find all check squares)
247 this.incheck = this.vr.getCheckSquares(this.vr.turn);
248 const score = this.vr.getCurrentScore();
249 if (score != "*") //TODO: generalize score for 3 or 4 players
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 if (!this.analyze)
261 this.$emit("newmove", move); //post-processing (e.g. computer play)
262 },
263 undo: function(move) {
264 const navigate = !move;
265 if (navigate)
266 {
267 if (this.cursor < 0)
268 return; //no more moves
269 move = this.moves[this.cursor];
270 }
271 this.vr.undo(move);
272 this.cursor--;
273 this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
274 if (this.st.settings.sound == 2)
275 new Audio("/sounds/undo.mp3").play().catch(err => {});
276 this.incheck = this.vr.getCheckSquares(this.vr.turn);
277 if (!navigate)
278 this.moves.pop();
279 },
280 gotoMove: function(index) {
281 this.vr.re_init(this.moves[index].fen);
282 this.cursor = index;
283 this.lastMove = this.moves[index];
284 },
285 gotoBegin: function() {
286 this.vr.re_init(this.game.fenStart);
287 this.cursor = -1;
288 this.lastMove = null;
289 },
290 gotoEnd: function() {
291 this.gotoMove(this.moves.length-1);
292 },
293 flip: function() {
294 this.orientation = V.GetNextCol(this.orientation);
295 },
296 },
297 };
298 </script>