Some fixes, draw lines on board, add 7 variants
[vchess.git] / client / src / components / Board.vue
1 <script>
2 import { getSquareId, getSquareFromId } from "@/utils/squareId";
3 import { ArrayFun } from "@/utils/array";
4 import { store } from "@/store";
5 export default {
6 name: "my-board",
7 // Last move cannot be guessed from here, and is required for highlights.
8 // vr: object to check moves, print board...
9 // userColor is left undefined for an external observer
10 props: [
11 "vr",
12 "lastMove",
13 "analyze",
14 "score",
15 "incheck",
16 "orientation",
17 "userColor",
18 "vname"
19 ],
20 data: function() {
21 return {
22 mobileBrowser: ("ontouchstart" in window),
23 possibleMoves: [], //filled after each valid click/dragstart
24 choices: [], //promotion pieces, or checkered captures... (as moves)
25 containerPos: null,
26 selectedPiece: null, //moving piece (or clicked piece)
27 start: null, //pixels coordinates + id of starting square (click or drag)
28 startArrow: null,
29 movingArrow: null,
30 arrows: [], //object of {start: x,y / end: x,y}
31 circles: {}, //object of squares' ID --> true (TODO: use a set?)
32 click: "",
33 clickTime: 0,
34 settings: store.state.settings
35 };
36 },
37 render(h) {
38 if (!this.vr) {
39 // Return empty div of class 'game' to avoid error when setting size
40 return h(
41 "div",
42 { "class": { game: true } }
43 );
44 }
45 const [sizeX, sizeY] = [V.size.x, V.size.y];
46 // Precompute hints squares to facilitate rendering
47 let hintSquares = ArrayFun.init(sizeX, sizeY, false);
48 this.possibleMoves.forEach(m => {
49 hintSquares[m.end.x][m.end.y] = true;
50 });
51 // Also precompute in-check squares
52 let incheckSq = ArrayFun.init(sizeX, sizeY, false);
53 this.incheck.forEach(sq => {
54 incheckSq[sq[0]][sq[1]] = true;
55 });
56
57 let lm = this.lastMove;
58 // Precompute lastMove highlighting squares
59 const lmHighlights = {};
60 if (!!lm) {
61 if (!Array.isArray(lm)) lm = [lm];
62 lm.forEach(m => {
63 if (V.OnBoard(m.start.x, m.start.y))
64 lmHighlights[m.start.x + sizeX * m.start.y] = true;
65 if (V.OnBoard(m.end.x, m.end.y))
66 lmHighlights[m.end.x + sizeX * m.end.y] = true;
67 });
68 }
69 const showLight = (
70 this.settings.highlight &&
71 ["all","highlight"].includes(V.ShowMoves)
72 );
73 const showCheck = (
74 this.settings.highlight &&
75 ["all","highlight","byrow"].includes(V.ShowMoves)
76 );
77 const orientation = !V.CanFlip ? "w" : this.orientation;
78 // Ensure that squares colors do not change when board is flipped
79 const lightSquareMod = (sizeX + sizeY) % 2;
80 const showPiece = (x, y) => {
81 return (
82 this.vr.board[x][y] != V.EMPTY &&
83 (!this.vr.enlightened || this.analyze || this.score != "*" ||
84 (!!this.userColor && this.vr.enlightened[this.userColor][x][y]))
85 );
86 };
87 const inHighlight = (x, y) => {
88 return showLight && !!lmHighlights[x + sizeX * y];
89 };
90 const inShadow = (x, y) => {
91 return (
92 !this.analyze &&
93 this.score == "*" &&
94 this.vr.enlightened &&
95 (!this.userColor || !this.vr.enlightened[this.userColor][x][y])
96 );
97 };
98 // Create board element (+ reserves if needed by variant)
99 let elementArray = [];
100 const gameDiv = h(
101 "div",
102 {
103 attrs: { id: "gamePosition" },
104 "class": {
105 game: true,
106 clearer: true
107 }
108 },
109 [...Array(sizeX).keys()].map(i => {
110 const ci = orientation == "w" ? i : sizeX - i - 1;
111 return h(
112 "div",
113 {
114 "class": {
115 row: true
116 },
117 style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
118 },
119 [...Array(sizeY).keys()].map(j => {
120 const cj = orientation == "w" ? j : sizeY - j - 1;
121 const squareId = "sq-" + ci + "-" + cj;
122 let elems = [];
123 if (showPiece(ci, cj)) {
124 elems.push(
125 h("img", {
126 "class": {
127 piece: true,
128 ghost:
129 !!this.selectedPiece &&
130 this.selectedPiece.parentNode.id == squareId
131 },
132 attrs: {
133 src:
134 "/images/pieces/" +
135 this.vr.getPpath(
136 this.vr.board[ci][cj],
137 // Extra args useful for some variants:
138 this.userColor,
139 this.score,
140 this.orientation) +
141 V.IMAGE_EXTENSION
142 }
143 })
144 );
145 }
146 if (this.settings.hints && hintSquares[ci][cj]) {
147 elems.push(
148 h("img", {
149 "class": {
150 "mark-square": true
151 },
152 attrs: {
153 src: "/images/mark.svg"
154 }
155 })
156 );
157 }
158 if (!!this.circles[squareId]) {
159 elems.push(
160 h("img", {
161 "class": {
162 "circle-square": true
163 },
164 attrs: {
165 src: "/images/circle.svg"
166 }
167 })
168 );
169 }
170 const lightSquare = (ci + cj) % 2 == lightSquareMod;
171 return h(
172 "div",
173 {
174 "class": {
175 board: true,
176 ["board" + sizeY]: true,
177 "light-square": lightSquare && !V.Monochrome,
178 "dark-square": !lightSquare || !!V.Monochrome,
179 [this.settings.bcolor]: true,
180 "in-shadow": inShadow(ci, cj),
181 "highlight-light": inHighlight(ci, cj) && lightSquare,
182 "highlight-dark": inHighlight(ci, cj) && !lightSquare,
183 "incheck-light":
184 showCheck && lightSquare && incheckSq[ci][cj],
185 "incheck-dark":
186 showCheck && !lightSquare && incheckSq[ci][cj]
187 },
188 attrs: {
189 id: getSquareId({ x: ci, y: cj })
190 }
191 },
192 elems
193 );
194 })
195 );
196 })
197 );
198 if (!!this.vr.reserve) {
199 const playingColor = this.userColor || "w"; //default for an observer
200 const shiftIdx = playingColor == "w" ? 0 : 1;
201 // Some variants have more than sizeY reserve pieces (Clorange: 10)
202 const reserveSquareNb = Math.max(sizeY, V.RESERVE_PIECES.length);
203 let myReservePiecesArray = [];
204 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
205 const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
206 myReservePiecesArray.push(
207 h(
208 "div",
209 {
210 "class": { board: true, ["board" + reserveSquareNb]: true },
211 attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
212 style: { opacity: qty > 0 ? 1 : 0.35 }
213 },
214 [
215 h("img", {
216 "class": { piece: true, reserve: true },
217 attrs: {
218 src:
219 "/images/pieces/" +
220 this.vr.getReservePpath(i, playingColor, orientation) +
221 ".svg"
222 }
223 }),
224 h("sup", { "class": { "reserve-count": true } }, [ qty ])
225 ]
226 )
227 );
228 }
229 let oppReservePiecesArray = [];
230 const oppCol = V.GetOppCol(playingColor);
231 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
232 const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
233 oppReservePiecesArray.push(
234 h(
235 "div",
236 {
237 "class": { board: true, ["board" + reserveSquareNb]: true },
238 attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
239 style: { opacity: qty > 0 ? 1 : 0.35 }
240 },
241 [
242 h("img", {
243 "class": { piece: true, reserve: true },
244 attrs: {
245 src:
246 "/images/pieces/" +
247 this.vr.getReservePpath(i, oppCol, orientation) +
248 ".svg"
249 }
250 }),
251 h("sup", { "class": { "reserve-count": true } }, [ qty ])
252 ]
253 )
254 );
255 }
256 const myReserveTop = (
257 (playingColor == 'w' && orientation == 'b') ||
258 (playingColor == 'b' && orientation == 'w')
259 );
260 // Center reserves, assuming same number of pieces for each side:
261 const nbReservePieces = myReservePiecesArray.length;
262 const marginLeft =
263 ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
264 const reserveTop =
265 h(
266 "div",
267 {
268 "class": {
269 game: true,
270 "reserve-div": true
271 },
272 style: {
273 "margin-left": marginLeft
274 }
275 },
276 [
277 h(
278 "div",
279 {
280 "class": {
281 row: true,
282 "reserve-row": true
283 }
284 },
285 myReserveTop ? myReservePiecesArray : oppReservePiecesArray
286 )
287 ]
288 );
289 var reserveBottom =
290 h(
291 "div",
292 {
293 "class": {
294 game: true,
295 "reserve-div": true
296 },
297 style: {
298 "margin-left": marginLeft
299 }
300 },
301 [
302 h(
303 "div",
304 {
305 "class": {
306 row: true,
307 "reserve-row": true
308 }
309 },
310 myReserveTop ? oppReservePiecesArray : myReservePiecesArray
311 )
312 ]
313 );
314 elementArray.push(reserveTop);
315 }
316 elementArray.push(gameDiv);
317 if (!!this.vr.reserve) elementArray.push(reserveBottom);
318 const boardElt = document.getElementById("gamePosition");
319 // boardElt might be undefine (at first drawing)
320 if (this.choices.length > 0 && !!boardElt) {
321 const squareWidth = boardElt.offsetWidth / sizeY;
322 const offset = [boardElt.offsetTop, boardElt.offsetLeft];
323 const maxNbeltsPerRow = Math.min(this.choices.length, sizeY);
324 let topOffset = offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2;
325 let choicesHeight = squareWidth;
326 if (this.choices.length >= sizeY) {
327 // A second row is required (Eightpieces variant)
328 topOffset -= squareWidth / 2;
329 choicesHeight *= 2;
330 }
331 const choices = h(
332 "div",
333 {
334 attrs: { id: "choices" },
335 "class": { row: true },
336 style: {
337 top: topOffset + "px",
338 left:
339 offset[1] +
340 (squareWidth * Math.max(sizeY - this.choices.length, 0)) / 2 +
341 "px",
342 width: (maxNbeltsPerRow * squareWidth) + "px",
343 height: choicesHeight + "px"
344 }
345 },
346 [ h(
347 "div",
348 {
349 "class": { "full-width": true }
350 },
351 this.choices.map(m => {
352 // A "choice" is a move
353 const applyMove = (e) => {
354 e.stopPropagation();
355 // Force a delay between move is shown and clicked
356 // (otherwise a "double-click" bug might occur)
357 if (Date.now() - this.clickTime < 200) return;
358 this.choices = [];
359 this.play(m);
360 };
361 const onClick =
362 this.mobileBrowser
363 ? { touchend: applyMove }
364 : { mouseup: applyMove };
365 return h(
366 "div",
367 {
368 "class": {
369 board: true,
370 ["board" + sizeY]: true
371 },
372 style: {
373 width: (100 / maxNbeltsPerRow) + "%",
374 "padding-bottom": (100 / maxNbeltsPerRow) + "%"
375 }
376 },
377 [
378 h("img", {
379 attrs: {
380 src:
381 "/images/pieces/" +
382 // orientation: extra arg useful for some variants:
383 this.vr.getPPpath(m, this.orientation) +
384 V.IMAGE_EXTENSION
385 },
386 "class": { "choice-piece": true },
387 on: onClick
388 })
389 ]
390 );
391 })
392 ) ]
393 );
394 elementArray.unshift(choices);
395 }
396 let onEvents = {};
397 // NOTE: click = mousedown + mouseup
398 if (this.mobileBrowser) {
399 onEvents = {
400 on: {
401 touchstart: this.mousedown,
402 touchmove: this.mousemove,
403 touchend: this.mouseup
404 }
405 };
406 } else {
407 onEvents = {
408 on: {
409 mousedown: this.mousedown,
410 mousemove: this.mousemove,
411 mouseup: this.mouseup,
412 contextmenu: this.blockContextMenu
413 }
414 };
415 }
416 return (
417 h(
418 "div",
419 Object.assign({ attrs: { id: "rootBoardElement" } }, onEvents),
420 elementArray
421 )
422 );
423 },
424 updated: function() {
425 this.re_setDrawings();
426 },
427 methods: {
428 blockContextMenu: function(e) {
429 e.preventDefault();
430 e.stopPropagation();
431 return false;
432 },
433 cancelResetArrows: function() {
434 this.startArrow = null;
435 this.arrows = [];
436 this.circles = {};
437 const curCanvas = document.getElementById("arrowCanvas");
438 if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
439 },
440 coordsToXY: function(coords, top, left, squareWidth) {
441 return {
442 // [1] for x and [0] for y because conventions in rules are inversed.
443 x: (
444 left + window.scrollX +
445 (
446 squareWidth *
447 (this.orientation == 'w' ? coords[1] : (V.size.y - coords[1]))
448 )
449 ),
450 y: (
451 top + window.scrollY +
452 (
453 squareWidth *
454 (this.orientation == 'w' ? coords[0] : (V.size.x - coords[0]))
455 )
456 )
457 };
458 },
459 computeEndArrow: function(start, end, top, left, squareWidth) {
460 const endCoords = this.coordsToXY(end, top, left, squareWidth);
461 const delta = [endCoords.x - start.x, endCoords.y - start.y];
462 const dist = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
463 // Simple heuristic for now, just remove 1/3 square.
464 // TODO: should depend on the orientation.
465 const fracSqWidth = squareWidth / 3;
466 return {
467 x: endCoords.x - delta[0] * fracSqWidth / dist,
468 y: endCoords.y - delta[1] * fracSqWidth / dist
469 };
470 },
471 drawCurrentArrow: function() {
472 const boardElt = document.getElementById("gamePosition");
473 const squareWidth = boardElt.offsetWidth / V.size.y;
474 const bPos = boardElt.getBoundingClientRect();
475 const aStart =
476 this.coordsToXY(
477 [this.startArrow[0] + 0.5, this.startArrow[1] + 0.5],
478 bPos.top, bPos.left, squareWidth);
479 const aEnd =
480 this.computeEndArrow(
481 aStart, [this.movingArrow[0] + 0.5, this.movingArrow[1] + 0.5],
482 bPos.top, bPos.left, squareWidth);
483 let currentArrow = document.getElementById("currentArrow");
484 const d =
485 "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y;
486 const arrowWidth = squareWidth / 4;
487 if (!!currentArrow) currentArrow.setAttribute("d", d);
488 else {
489 let domArrow =
490 document.createElementNS("http://www.w3.org/2000/svg", "path");
491 domArrow.classList.add("svg-arrow");
492 domArrow.id = "currentArrow";
493 domArrow.setAttribute("d", d);
494 domArrow.style = "stroke-width:" + arrowWidth + "px";
495 document.getElementById("arrowCanvas")
496 .insertAdjacentElement("beforeend", domArrow);
497 }
498 },
499 addArrow: function(arrow) {
500 this.arrows.push(arrow);
501 // Also add to DOM:
502 const boardElt = document.getElementById("gamePosition");
503 const squareWidth = boardElt.offsetWidth / V.size.y;
504 const bPos = boardElt.getBoundingClientRect();
505 const newArrow =
506 this.getSvgArrow(arrow, bPos.top, bPos.left, squareWidth);
507 document.getElementById("arrowCanvas")
508 .insertAdjacentElement("beforeend", newArrow);
509 },
510 getSvgArrow: function(arrow, top, left, squareWidth) {
511 const aStart =
512 this.coordsToXY(
513 [arrow.start[0] + 0.5, arrow.start[1] + 0.5],
514 top, left, squareWidth);
515 const aEnd =
516 this.computeEndArrow(
517 aStart, [arrow.end[0] + 0.5, arrow.end[1] + 0.5],
518 top, left, squareWidth);
519 const arrowWidth = squareWidth / 4;
520 let path =
521 document.createElementNS("http://www.w3.org/2000/svg", "path");
522 path.classList.add("svg-arrow");
523 path.setAttribute(
524 "d",
525 "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y
526 );
527 path.style = "stroke-width:" + arrowWidth + "px";
528 return path;
529 },
530 re_setDrawings: function() {
531 // Remove current canvas, if any
532 const curCanvas = document.getElementById("arrowCanvas");
533 if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
534 // Add some drawing on board (for some variants + arrows and circles)
535 const boardElt = document.getElementById("gamePosition");
536 const squareWidth = boardElt.offsetWidth / V.size.y;
537 const bPos = boardElt.getBoundingClientRect();
538 let svgArrows = [];
539 this.arrows.forEach(a => {
540 svgArrows.push(this.getSvgArrow(a, bPos.top, bPos.left, squareWidth));
541 });
542 let vLines = [];
543 if (!!V.Lines) {
544 V.Lines.forEach(line => {
545 const lStart =
546 this.coordsToXY(line[0], bPos.top, bPos.left, squareWidth);
547 const lEnd =
548 this.coordsToXY(line[1], bPos.top, bPos.left, squareWidth);
549 let path =
550 document.createElementNS("http://www.w3.org/2000/svg", "path");
551 path.classList.add("svg-line");
552 path.setAttribute(
553 "d",
554 "M" + lStart.x + "," + lStart.y + " " +
555 "L" + lEnd.x + "," + lEnd.y
556 );
557 vLines.push(path);
558 });
559 }
560 let arrowCanvas =
561 document.createElementNS("http://www.w3.org/2000/svg", "svg");
562 arrowCanvas.id = "arrowCanvas";
563 arrowCanvas.setAttribute("stroke", "none");
564 let defs =
565 document.createElementNS("http://www.w3.org/2000/svg", "defs");
566 const arrowWidth = squareWidth / 4;
567 let marker =
568 document.createElementNS("http://www.w3.org/2000/svg", "marker");
569 marker.id = "arrow";
570 marker.setAttribute("markerWidth", (2 * arrowWidth) + "px");
571 marker.setAttribute("markerHeight", (3 * arrowWidth) + "px");
572 marker.setAttribute("markerUnits", "userSpaceOnUse");
573 marker.setAttribute("refX", "0");
574 marker.setAttribute("refY", (1.5 * arrowWidth) + "px");
575 marker.setAttribute("orient", "auto");
576 let head =
577 document.createElementNS("http://www.w3.org/2000/svg", "path");
578 head.classList.add("arrow-head");
579 head.setAttribute(
580 "d",
581 "M0,0 L0," + (3 * arrowWidth) + " L" +
582 (2 * arrowWidth) + "," + (1.5 * arrowWidth) + " z"
583 );
584 marker.appendChild(head);
585 defs.appendChild(marker);
586 arrowCanvas.appendChild(defs);
587 svgArrows.concat(vLines).forEach(av => arrowCanvas.appendChild(av));
588 document.getElementById("rootBoardElement").appendChild(arrowCanvas);
589 },
590 mousedown: function(e) {
591 e.preventDefault();
592 if (!this.mobileBrowser && e.which != 3)
593 // Cancel current drawing and circles, if any
594 this.cancelResetArrows();
595 this.containerPos =
596 document.getElementById("boardContainer").getBoundingClientRect();
597 if (this.mobileBrowser || e.which == 1) {
598 // Mouse left button
599 if (!this.start) {
600 // NOTE: classList[0] is enough: 'piece' is the first assigned class
601 const withPiece = (e.target.classList[0] == "piece");
602 // Emit the click event which could be used by some variants
603 this.$emit(
604 "click-square",
605 getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id)
606 );
607 // Start square must contain a piece.
608 if (!withPiece) return;
609 let parent = e.target.parentNode; //surrounding square
610 // Show possible moves if current player allowed to play
611 const startSquare = getSquareFromId(parent.id);
612 this.possibleMoves = [];
613 const color = this.analyze ? this.vr.turn : this.userColor;
614 if (this.vr.canIplay(color, startSquare))
615 this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
616 // For potential drag'n drop, remember start coordinates
617 // (to center the piece on mouse cursor)
618 const rect = parent.getBoundingClientRect();
619 this.start = {
620 x: rect.x + rect.width / 2,
621 y: rect.y + rect.width / 2,
622 id: parent.id
623 };
624 // Add the moving piece to the board, just after current image
625 this.selectedPiece = e.target.cloneNode();
626 Object.assign(
627 this.selectedPiece.style,
628 {
629 position: "absolute",
630 top: 0,
631 display: "inline-block",
632 zIndex: 3000
633 }
634 );
635 parent.insertBefore(this.selectedPiece, e.target.nextSibling);
636 } else {
637 this.processMoveAttempt(e);
638 }
639 } else if (e.which == 3) {
640 // Mouse right button
641 let elem = e.target;
642 // Next loop because of potential marks
643 while (elem.tagName == "IMG") elem = elem.parentNode;
644 this.startArrow = getSquareFromId(elem.id);
645 }
646 },
647 mousemove: function(e) {
648 if (!this.selectedPiece && !this.startArrow) return;
649 // Cancel if off boardContainer
650 const [offsetX, offsetY] =
651 this.mobileBrowser
652 ?
653 [
654 e.changedTouches[0].pageX,
655 // TODO: fixing attempt for smartphones, removing window.scrollY
656 e.changedTouches[0].pageY - window.scrollY
657 ]
658 : [e.clientX, e.clientY];
659 if (
660 offsetX < this.containerPos.left ||
661 offsetX > this.containerPos.right ||
662 offsetY < this.containerPos.top ||
663 offsetY > this.containerPos.bottom
664 ) {
665 this.selectedPiece = null;
666 this.startArrow = null;
667 return;
668 }
669 e.preventDefault();
670 if (!!this.selectedPiece) {
671 // There is an active element: move it around
672 Object.assign(
673 this.selectedPiece.style,
674 {
675 left: offsetX - this.start.x + "px",
676 top: offsetY - this.start.y + "px"
677 }
678 );
679 }
680 else {
681 let elem = e.target;
682 // Next loop because of potential marks
683 while (elem.tagName == "IMG") elem = elem.parentNode;
684 // To center the arrow in square:
685 const movingCoords = getSquareFromId(elem.id);
686 if (
687 movingCoords[0] != this.startArrow[0] ||
688 movingCoords[1] != this.startArrow[1]
689 ) {
690 this.movingArrow = movingCoords;
691 this.drawCurrentArrow();
692 }
693 }
694 },
695 mouseup: function(e) {
696 e.preventDefault();
697 if (this.mobileBrowser || e.which == 1) {
698 if (!this.selectedPiece) return;
699 // Drag'n drop. Selected piece is no longer needed:
700 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
701 delete this.selectedPiece;
702 this.selectedPiece = null;
703 this.processMoveAttempt(e);
704 } else if (e.which == 3) {
705 // Mouse right button
706 this.movingArrow = null;
707 this.processArrowAttempt(e);
708 }
709 },
710 // Called by BaseGame after partially undoing multi-moves:
711 resetCurrentAttempt: function() {
712 this.possibleMoves = [];
713 this.start = null;
714 this.click = "";
715 this.selectedPiece = null;
716 },
717 processMoveAttempt: function(e) {
718 // Obtain the move from start and end squares
719 const [offsetX, offsetY] =
720 this.mobileBrowser
721 ?
722 [
723 e.changedTouches[0].pageX,
724 e.changedTouches[0].pageY - window.scrollY
725 ]
726 : [e.clientX, e.clientY];
727 let landing = document.elementFromPoint(offsetX, offsetY);
728 // Next condition: classList.contains(piece) fails because of marks
729 while (landing.tagName == "IMG") landing = landing.parentNode;
730 if (this.start.id == landing.id) {
731 if (this.click == landing.id) {
732 // Second click on same square: cancel current move
733 this.possibleMoves = [];
734 this.start = null;
735 this.click = "";
736 } else this.click = landing.id;
737 return;
738 }
739 this.start = null;
740 // OK: process move attempt, landing is a square node
741 let endSquare = getSquareFromId(landing.id);
742 let moves = this.findMatchingMoves(endSquare);
743 this.possibleMoves = [];
744 if (moves.length > 1) {
745 this.clickTime = Date.now();
746 this.choices = moves;
747 } else if (moves.length == 1) this.play(moves[0]);
748 // else: forbidden move attempt
749 },
750 processArrowAttempt: function(e) {
751 // Obtain the arrow from start and end squares
752 const [offsetX, offsetY] = [e.clientX, e.clientY];
753 let landing = document.elementFromPoint(offsetX, offsetY);
754 // Next condition: classList.contains(piece) fails because of marks
755 while (landing.tagName == "IMG") landing = landing.parentNode;
756 const landingCoords = getSquareFromId(landing.id);
757 if (
758 this.startArrow[0] == landingCoords[0] &&
759 this.startArrow[1] == landingCoords[1]
760 ) {
761 // Draw (or erase) a circle
762 this.$set(this.circles, landing.id, !this.circles[landing.id]);
763 }
764 else {
765 // OK: add arrow, landing is a new square
766 const currentArrow = document.getElementById("currentArrow");
767 currentArrow.parentNode.removeChild(currentArrow);
768 this.addArrow({
769 start: this.startArrow,
770 end: landingCoords
771 });
772 }
773 this.startArrow = null;
774 },
775 findMatchingMoves: function(endSquare) {
776 // Run through moves list and return the matching set (if promotions...)
777 return (
778 this.possibleMoves.filter(m => {
779 return (endSquare[0] == m.end.x && endSquare[1] == m.end.y);
780 })
781 );
782 },
783 play: function(move) {
784 this.$emit("play-move", move);
785 }
786 }
787 };
788 </script>
789
790 <style lang="sass">
791 // SVG dynamically added, so not scoped
792 #arrowCanvas
793 pointer-events: none
794 position: absolute
795 top: 0
796 left: 0
797 width: 100%
798 height: 100%
799
800 .svg-arrow
801 opacity: 0.65
802 stroke: #5f0e78
803 fill: none
804 marker-end: url(#arrow)
805
806 .svg-line
807 stroke: black
808
809 .arrow-head
810 fill: #5f0e78
811 </style>
812
813 <style lang="sass" scoped>
814 @import "@/styles/_board_squares_img.sass";
815
816 // NOTE: no variants with reserve of size != 8
817 .game.reserve-div
818 margin-bottom: 18px
819 .reserve-count
820 padding-left: 40%
821 .reserve-row
822 margin-bottom: 15px
823
824 .full-width
825 width: 100%
826
827 .game
828 user-select: none
829 width: 100%
830 margin: 0
831 .board
832 cursor: pointer
833
834 #choices
835 user-select: none
836 margin: 0
837 position: absolute
838 z-index: 300
839 overflow-y: inherit
840 background-color: rgba(0,0,0,0)
841 img
842 cursor: pointer
843 background-color: #e6ee9c
844 &:hover
845 background-color: skyblue
846 &.choice-piece
847 width: 100%
848 height: auto
849 display: block
850
851 img.ghost
852 position: absolute
853 opacity: 0.5
854 top: 0
855
856 .incheck-light
857 background-color: rgba(204, 51, 0, 0.7) !important
858 .incheck-dark
859 background-color: rgba(204, 51, 0, 0.9) !important
860
861 .light-square.lichess
862 background-color: #f0d9b5;
863 .dark-square.lichess
864 background-color: #b58863;
865
866 .light-square.chesscom
867 background-color: #e5e5ca;
868 .dark-square.chesscom
869 background-color: #6f8f57;
870
871 .light-square.chesstempo
872 background-color: #dfdfdf;
873 .dark-square.chesstempo
874 background-color: #7287b6;
875
876 // TODO: no predefined highlight colors, but layers. How?
877
878 .light-square.lichess.highlight-light
879 background-color: #cdd26a
880 .dark-square.lichess.highlight-dark
881 background-color: #aaa23a
882
883 .light-square.chesscom.highlight-light
884 background-color: #f7f783
885 .dark-square.chesscom.highlight-dark
886 background-color: #bacb44
887
888 .light-square.chesstempo.highlight-light
889 background-color: #9f9fff
890 .dark-square.chesstempo.highlight-dark
891 background-color: #557fff
892 </style>