Early draft of Paco-Sako + some fixes
[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 (!m.start.noHighlight && V.OnBoard(m.start.x, m.start.y))
64 lmHighlights[m.start.x + sizeX * m.start.y] = true;
65 if (!m.end.noHighlight && V.OnBoard(m.end.x, m.end.y))
66 lmHighlights[m.end.x + sizeX * m.end.y] = true;
67 if (!!m.start.toplay)
68 // For Dice variant (at least?)
69 lmHighlights[m.start.toplay[0] + sizeX * m.start.toplay[1]] = true;
70 });
71 }
72 const showLight = (
73 this.settings.highlight &&
74 ["all", "highlight"].includes(V.ShowMoves)
75 );
76 const showCheck = (
77 this.settings.highlight &&
78 ["all", "highlight", "byrow"].includes(V.ShowMoves)
79 );
80 const orientation = !V.CanFlip ? "w" : this.orientation;
81 // Ensure that squares colors do not change when board is flipped
82 const lightSquareMod = (sizeX + sizeY) % 2;
83 const showPiece = (x, y) => {
84 return (
85 this.vr.board[x][y] != V.EMPTY &&
86 (!this.vr.enlightened || this.analyze || this.score != "*" ||
87 (!!this.userColor && this.vr.enlightened[this.userColor][x][y]))
88 );
89 };
90 const inHighlight = (x, y) => {
91 return showLight && !!lmHighlights[x + sizeX * y];
92 };
93 const inShadow = (x, y) => {
94 return (
95 !this.analyze &&
96 this.score == "*" &&
97 this.vr.enlightened &&
98 (!this.userColor || !this.vr.enlightened[this.userColor][x][y])
99 );
100 };
101 // Create board element (+ reserves if needed by variant)
102 let elementArray = [];
103 const gameDiv = h(
104 "div",
105 {
106 attrs: { id: "gamePosition" },
107 "class": {
108 game: true,
109 clearer: true
110 }
111 },
112 [...Array(sizeX).keys()].map(i => {
113 const ci = orientation == "w" ? i : sizeX - i - 1;
114 return h(
115 "div",
116 {
117 "class": {
118 row: true
119 },
120 style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
121 },
122 [...Array(sizeY).keys()].map(j => {
123 const cj = orientation == "w" ? j : sizeY - j - 1;
124 const squareId = "sq-" + ci + "-" + cj;
125 let elems = [];
126 if (showPiece(ci, cj)) {
127 let pieceSpecs = {
128 "class": {
129 piece: true,
130 ghost:
131 !!this.selectedPiece &&
132 this.selectedPiece.parentNode.id == squareId
133 },
134 attrs: {
135 src:
136 "/images/pieces/" +
137 this.vr.getPpath(
138 this.vr.board[ci][cj],
139 // Extra args useful for some variants:
140 this.userColor,
141 this.score,
142 this.orientation) +
143 V.IMAGE_EXTENSION
144 }
145 };
146 if (this.arrows.length == 0)
147 pieceSpecs["style"] = { position: "absolute" };
148 elems.push(h("img", pieceSpecs));
149 }
150 if (this.settings.hints && hintSquares[ci][cj]) {
151 elems.push(
152 h("img", {
153 "class": {
154 "mark-square": true
155 },
156 attrs: {
157 src: "/images/mark.svg"
158 }
159 })
160 );
161 }
162 if (!!this.circles[squareId]) {
163 elems.push(
164 h("img", {
165 "class": {
166 "circle-square": true
167 },
168 attrs: {
169 src: "/images/circle.svg"
170 }
171 })
172 );
173 }
174 const oddity = (ci + cj) % 2;
175 const lightSquare = (
176 (!V.DarkBottomRight && oddity == lightSquareMod) ||
177 (V.DarkBottomRight && oddity != lightSquareMod)
178 );
179 return h(
180 "div",
181 {
182 "class": {
183 board: true,
184 ["board" + sizeY]: true,
185 "light-square":
186 !V.Notoodark && lightSquare && !V.Monochrome,
187 "dark-square":
188 !V.Notoodark && (!lightSquare || !!V.Monochrome),
189 "middle-square": V.Notoodark,
190 [this.settings.bcolor]: true,
191 "in-shadow": inShadow(ci, cj),
192 "highlight": inHighlight(ci, cj),
193 "incheck-light":
194 showCheck && lightSquare && incheckSq[ci][cj],
195 "incheck-dark":
196 showCheck && !lightSquare && incheckSq[ci][cj],
197 "hover-highlight": this.vr.hoverHighlight(ci, cj)
198 },
199 attrs: {
200 id: getSquareId({ x: ci, y: cj })
201 }
202 },
203 elems
204 );
205 })
206 );
207 })
208 );
209 if (!!this.vr.reserve) {
210 const playingColor = this.userColor || "w"; //default for an observer
211 const shiftIdx = playingColor == "w" ? 0 : 1;
212 // Some variants have more than sizeY reserve pieces (Clorange: 10)
213 const reserveSquareNb = Math.max(sizeY, V.RESERVE_PIECES.length);
214 let myReservePiecesArray = [];
215 if (!!this.vr.reserve[playingColor]) {
216 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
217 const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
218 myReservePiecesArray.push(
219 h(
220 "div",
221 {
222 "class": { board: true, ["board" + reserveSquareNb]: true },
223 attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
224 style: { opacity: qty > 0 ? 1 : 0.35 }
225 },
226 [
227 h("img", {
228 // NOTE: class "reserve" not used currently
229 "class": { piece: true, reserve: true },
230 attrs: {
231 src:
232 "/images/pieces/" +
233 this.vr.getReservePpath(i, playingColor, orientation) +
234 ".svg"
235 }
236 }),
237 h(
238 "sup",
239 {
240 "class": { "reserve-count": true },
241 style: { top: "calc(100% + 5px)" }
242 },
243 [ qty ]
244 )
245 ]
246 )
247 );
248 }
249 }
250 let oppReservePiecesArray = [];
251 const oppCol = V.GetOppCol(playingColor);
252 if (!!this.vr.reserve[oppCol]) {
253 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
254 const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
255 oppReservePiecesArray.push(
256 h(
257 "div",
258 {
259 "class": { board: true, ["board" + reserveSquareNb]: true },
260 attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
261 style: { opacity: qty > 0 ? 1 : 0.35 }
262 },
263 [
264 h("img", {
265 "class": { piece: true, reserve: true },
266 attrs: {
267 src:
268 "/images/pieces/" +
269 this.vr.getReservePpath(i, oppCol, orientation) +
270 ".svg"
271 }
272 }),
273 h(
274 "sup",
275 {
276 "class": { "reserve-count": true },
277 style: { top: "calc(100% + 5px)" }
278 },
279 [ qty ]
280 )
281 ]
282 )
283 );
284 }
285 }
286 const myReserveTop = (
287 (playingColor == 'w' && orientation == 'b') ||
288 (playingColor == 'b' && orientation == 'w')
289 );
290 const hasReserveTop = (
291 (myReserveTop && !!this.vr.reserve[playingColor]) ||
292 (!myReserveTop && !!this.vr.reserve[oppCol])
293 );
294 // "var" because must be reachable from outside this block
295 var hasReserveBottom = (
296 (myReserveTop && !!this.vr.reserve[oppCol]) ||
297 (!myReserveTop && !!this.vr.reserve[playingColor])
298 );
299 // Center reserves, assuming same number of pieces for each side:
300 const nbReservePieces = myReservePiecesArray.length;
301 const marginLeft =
302 ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
303 if (hasReserveTop) {
304 var reserveTop =
305 h(
306 "div",
307 {
308 "class": {
309 game: true,
310 "reserve-div": true
311 },
312 style: {
313 "margin-left": marginLeft
314 }
315 },
316 [
317 h(
318 "div",
319 {
320 "class": {
321 row: true,
322 "reserve-row": true
323 }
324 },
325 myReserveTop ? myReservePiecesArray : oppReservePiecesArray
326 )
327 ]
328 );
329 }
330 if (hasReserveBottom) {
331 var reserveBottom =
332 h(
333 "div",
334 {
335 "class": {
336 game: true,
337 "reserve-div": true
338 },
339 style: {
340 "margin-left": marginLeft
341 }
342 },
343 [
344 h(
345 "div",
346 {
347 "class": {
348 row: true,
349 "reserve-row": true
350 }
351 },
352 myReserveTop ? oppReservePiecesArray : myReservePiecesArray
353 )
354 ]
355 );
356 }
357 if (hasReserveTop) elementArray.push(reserveTop);
358 }
359 elementArray.push(gameDiv);
360 if (!!this.vr.reserve && hasReserveBottom)
361 elementArray.push(reserveBottom);
362 const boardElt = document.getElementById("gamePosition");
363 // boardElt might be undefine (at first drawing)
364 if (this.choices.length > 0 && !!boardElt) {
365 const squareWidth = boardElt.offsetWidth / sizeY;
366 const offset = [boardElt.offsetTop, boardElt.offsetLeft];
367 const maxNbeltsPerRow = Math.min(this.choices.length, sizeY);
368 let topOffset = offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2;
369 let choicesHeight = squareWidth;
370 if (this.choices.length >= sizeY) {
371 // A second row is required (Eightpieces variant)
372 topOffset -= squareWidth / 2;
373 choicesHeight *= 2;
374 }
375 const choices = h(
376 "div",
377 {
378 attrs: { id: "choices" },
379 "class": { row: true },
380 style: {
381 top: topOffset + "px",
382 left:
383 offset[1] +
384 (squareWidth * Math.max(sizeY - this.choices.length, 0)) / 2 +
385 "px",
386 width: (maxNbeltsPerRow * squareWidth) + "px",
387 height: choicesHeight + "px"
388 }
389 },
390 [ h(
391 "div",
392 {
393 "class": { "full-width": true }
394 },
395 this.choices.map(m => {
396 // A "choice" is a move
397 const applyMove = (e) => {
398 e.stopPropagation();
399 // Force a delay between move is shown and clicked
400 // (otherwise a "double-click" bug might occur)
401 if (Date.now() - this.clickTime < 200) return;
402 this.choices = [];
403 this.play(m);
404 };
405 const stopPropagation = (e) => { e.stopPropagation(); }
406 const onClick =
407 this.mobileBrowser
408 // Must cancel mousedown logic:
409 ? { touchstart: stopPropagation, touchend: applyMove }
410 : { mousedown: stopPropagation, mouseup: applyMove };
411 return h(
412 "div",
413 {
414 "class": {
415 board: true,
416 ["board" + sizeY]: true
417 },
418 style: {
419 width: (100 / maxNbeltsPerRow) + "%",
420 "padding-bottom": (100 / maxNbeltsPerRow) + "%"
421 }
422 },
423 [
424 h("img", {
425 attrs: {
426 src:
427 "/images/pieces/" +
428 // orientation: extra arg useful for some variants
429 this.vr.getPPpath(m, this.orientation) +
430 V.IMAGE_EXTENSION
431 },
432 "class": { "choice-piece": true },
433 on: onClick
434 })
435 ]
436 );
437 })
438 ) ]
439 );
440 elementArray.unshift(choices);
441 }
442 let onEvents = {};
443 // NOTE: click = mousedown + mouseup
444 if (this.mobileBrowser) {
445 onEvents = {
446 on: {
447 touchstart: this.mousedown,
448 touchmove: this.mousemove,
449 touchend: this.mouseup
450 }
451 };
452 }
453 else {
454 onEvents = {
455 on: {
456 mousedown: this.mousedown,
457 mousemove: this.mousemove,
458 mouseup: this.mouseup,
459 contextmenu: this.blockContextMenu
460 }
461 };
462 }
463 return (
464 h(
465 "div",
466 Object.assign({ attrs: { id: "rootBoardElement" } }, onEvents),
467 elementArray
468 )
469 );
470 },
471 updated: function() {
472 this.re_setDrawings();
473 },
474 methods: {
475 blockContextMenu: function(e) {
476 e.preventDefault();
477 e.stopPropagation();
478 return false;
479 },
480 cancelResetArrows: function() {
481 this.startArrow = null;
482 this.arrows = [];
483 this.circles = {};
484 const curCanvas = document.getElementById("arrowCanvas");
485 if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
486 },
487 coordsToXY: function(coords, top, left, squareWidth) {
488 return {
489 // [1] for x and [0] for y because conventions in rules are inversed.
490 x: (
491 left + window.scrollX +
492 (
493 squareWidth *
494 (this.orientation == 'w' ? coords[1] : (V.size.y - coords[1]))
495 )
496 ),
497 y: (
498 top + window.scrollY +
499 (
500 squareWidth *
501 (this.orientation == 'w' ? coords[0] : (V.size.x - coords[0]))
502 )
503 )
504 };
505 },
506 computeEndArrow: function(start, end, top, left, squareWidth) {
507 const endCoords = this.coordsToXY(end, top, left, squareWidth);
508 const delta = [endCoords.x - start.x, endCoords.y - start.y];
509 const dist = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
510 // Simple heuristic for now, just remove 1/3 square.
511 // TODO: should depend on the orientation.
512 const fracSqWidth = squareWidth / 3;
513 return {
514 x: endCoords.x - delta[0] * fracSqWidth / dist,
515 y: endCoords.y - delta[1] * fracSqWidth / dist
516 };
517 },
518 drawCurrentArrow: function() {
519 const boardElt = document.getElementById("gamePosition");
520 const squareWidth = boardElt.offsetWidth / V.size.y;
521 const bPos = boardElt.getBoundingClientRect();
522 const aStart =
523 this.coordsToXY(
524 [this.startArrow[0] + 0.5, this.startArrow[1] + 0.5],
525 bPos.top, bPos.left, squareWidth);
526 const aEnd =
527 this.computeEndArrow(
528 aStart, [this.movingArrow[0] + 0.5, this.movingArrow[1] + 0.5],
529 bPos.top, bPos.left, squareWidth);
530 let currentArrow = document.getElementById("currentArrow");
531 const d =
532 "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y;
533 const arrowWidth = squareWidth / 4;
534 if (!!currentArrow) currentArrow.setAttribute("d", d);
535 else {
536 let domArrow =
537 document.createElementNS("http://www.w3.org/2000/svg", "path");
538 domArrow.classList.add("svg-arrow");
539 domArrow.id = "currentArrow";
540 domArrow.setAttribute("d", d);
541 domArrow.style = "stroke-width:" + arrowWidth + "px";
542 document.getElementById("arrowCanvas")
543 .insertAdjacentElement("beforeend", domArrow);
544 }
545 },
546 addArrow: function(arrow) {
547 this.arrows.push(arrow);
548 // Also add to DOM:
549 const boardElt = document.getElementById("gamePosition");
550 const squareWidth = boardElt.offsetWidth / V.size.y;
551 const bPos = boardElt.getBoundingClientRect();
552 const newArrow =
553 this.getSvgArrow(arrow, bPos.top, bPos.left, squareWidth);
554 document.getElementById("arrowCanvas")
555 .insertAdjacentElement("beforeend", newArrow);
556 },
557 getSvgArrow: function(arrow, top, left, squareWidth) {
558 const aStart =
559 this.coordsToXY(
560 [arrow.start[0] + 0.5, arrow.start[1] + 0.5],
561 top, left, squareWidth);
562 const aEnd =
563 this.computeEndArrow(
564 aStart, [arrow.end[0] + 0.5, arrow.end[1] + 0.5],
565 top, left, squareWidth);
566 const arrowWidth = squareWidth / 4;
567 let path =
568 document.createElementNS("http://www.w3.org/2000/svg", "path");
569 path.classList.add("svg-arrow");
570 path.setAttribute(
571 "d",
572 "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y
573 );
574 path.style = "stroke-width:" + arrowWidth + "px";
575 return path;
576 },
577 re_setDrawings: function() {
578 // Remove current canvas, if any
579 const curCanvas = document.getElementById("arrowCanvas");
580 if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
581 // Add some drawing on board (for some variants + arrows and circles)
582 const boardElt = document.getElementById("gamePosition");
583 const squareWidth = boardElt.offsetWidth / V.size.y;
584 const bPos = boardElt.getBoundingClientRect();
585 let svgArrows = [];
586 this.arrows.forEach(a => {
587 svgArrows.push(this.getSvgArrow(a, bPos.top, bPos.left, squareWidth));
588 });
589 let vLines = [];
590 if (!!V.Lines) {
591 V.Lines.forEach(line => {
592 const lStart =
593 this.coordsToXY(line[0], bPos.top, bPos.left, squareWidth);
594 const lEnd =
595 this.coordsToXY(line[1], bPos.top, bPos.left, squareWidth);
596 let path =
597 document.createElementNS("http://www.w3.org/2000/svg", "path");
598 if (line[0][0] == line[1][0] || line[0][1] == line[1][1])
599 path.classList.add("svg-line");
600 else
601 // "Diagonals" are drawn with a lighter color (TODO: generalize)
602 path.classList.add("svg-diag");
603 path.setAttribute(
604 "d",
605 "M" + lStart.x + "," + lStart.y + " " +
606 "L" + lEnd.x + "," + lEnd.y
607 );
608 vLines.push(path);
609 });
610 }
611 let arrowCanvas =
612 document.createElementNS("http://www.w3.org/2000/svg", "svg");
613 arrowCanvas.id = "arrowCanvas";
614 arrowCanvas.setAttribute("stroke", "none");
615 let defs =
616 document.createElementNS("http://www.w3.org/2000/svg", "defs");
617 const arrowWidth = squareWidth / 4;
618 let marker =
619 document.createElementNS("http://www.w3.org/2000/svg", "marker");
620 marker.id = "arrow";
621 marker.setAttribute("markerWidth", (2 * arrowWidth) + "px");
622 marker.setAttribute("markerHeight", (3 * arrowWidth) + "px");
623 marker.setAttribute("markerUnits", "userSpaceOnUse");
624 marker.setAttribute("refX", "0");
625 marker.setAttribute("refY", (1.5 * arrowWidth) + "px");
626 marker.setAttribute("orient", "auto");
627 let head =
628 document.createElementNS("http://www.w3.org/2000/svg", "path");
629 head.classList.add("arrow-head");
630 head.setAttribute(
631 "d",
632 "M0,0 L0," + (3 * arrowWidth) + " L" +
633 (2 * arrowWidth) + "," + (1.5 * arrowWidth) + " z"
634 );
635 marker.appendChild(head);
636 defs.appendChild(marker);
637 arrowCanvas.appendChild(defs);
638 svgArrows.concat(vLines).forEach(av => arrowCanvas.appendChild(av));
639 document.getElementById("rootBoardElement").appendChild(arrowCanvas);
640 },
641 mousedown: function(e) {
642 e.preventDefault();
643 if (!this.mobileBrowser && e.which != 3)
644 // Cancel current drawing and circles, if any
645 this.cancelResetArrows();
646 if (this.mobileBrowser || e.which == 1) {
647 // Mouse left button
648 if (!this.start) {
649 this.containerPos =
650 document.getElementById("boardContainer").getBoundingClientRect();
651 // NOTE: classList[0] is enough: 'piece' is the first assigned class
652 const withPiece = (e.target.classList[0] == "piece");
653 // Show possible moves if current player allowed to play
654 const startSquare =
655 getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id);
656 this.possibleMoves = [];
657 const color = this.analyze ? this.vr.turn : this.userColor;
658 if (this.vr.canIplay(color, startSquare)) {
659 // Emit the click event which could be used by some variants
660 const targetId =
661 (withPiece ? e.target.parentNode.id : e.target.id);
662 this.$emit("click-square", getSquareFromId(targetId));
663 if (withPiece) {
664 this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
665 // For potential drag'n drop, remember start coordinates
666 // (to center the piece on mouse cursor)
667 let parent = e.target.parentNode; //surrounding square
668 const rect = parent.getBoundingClientRect();
669 this.start = {
670 x: rect.x + rect.width / 2,
671 y: rect.y + rect.width / 2,
672 id: parent.id
673 };
674 // Add the moving piece to the board, just after current image
675 this.selectedPiece = e.target.cloneNode();
676 Object.assign(
677 this.selectedPiece.style,
678 {
679 position: "absolute",
680 top: 0,
681 display: "inline-block",
682 zIndex: 3000
683 }
684 );
685 parent.insertBefore(this.selectedPiece, e.target.nextSibling);
686 }
687 }
688 }
689 else this.processMoveAttempt(e);
690 }
691 else if (e.which == 3) {
692 // Mouse right button
693 this.containerPos =
694 document.getElementById("gamePosition").getBoundingClientRect();
695 let elem = e.target;
696 // Next loop because of potential marks
697 while (elem.tagName == "IMG") elem = elem.parentNode;
698 this.startArrow = getSquareFromId(elem.id);
699 }
700 },
701 mousemove: function(e) {
702 if (!this.selectedPiece && !this.startArrow) return;
703 // Cancel if off boardContainer
704 const [offsetX, offsetY] =
705 this.mobileBrowser
706 ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
707 : [e.clientX, e.clientY];
708 if (
709 offsetX < this.containerPos.left ||
710 offsetX > this.containerPos.right ||
711 offsetY < this.containerPos.top ||
712 offsetY > this.containerPos.bottom
713 ) {
714 if (!!this.selectedPiece) {
715 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
716 delete this.selectedPiece;
717 this.selectedPiece = null;
718 this.start = null;
719 this.possibleMoves = []; //in case of
720 this.click = "";
721 let selected = document.querySelector(".ghost");
722 if (!!selected) selected.classList.remove("ghost");
723 }
724 else {
725 this.startArrow = null;
726 this.movingArrow = null;
727 const currentArrow = document.getElementById("currentArrow");
728 if (!!currentArrow)
729 currentArrow.parentNode.removeChild(currentArrow);
730 }
731 return;
732 }
733 e.preventDefault();
734 if (!!this.selectedPiece) {
735 // There is an active element: move it around
736 Object.assign(
737 this.selectedPiece.style,
738 {
739 left: offsetX - this.start.x + "px",
740 top: offsetY - this.start.y + "px"
741 }
742 );
743 }
744 else {
745 let elem = e.target;
746 // Next loop because of potential marks
747 while (elem.tagName == "IMG") elem = elem.parentNode;
748 // To center the arrow in square:
749 const movingCoords = getSquareFromId(elem.id);
750 if (
751 movingCoords[0] != this.startArrow[0] ||
752 movingCoords[1] != this.startArrow[1]
753 ) {
754 this.movingArrow = movingCoords;
755 this.drawCurrentArrow();
756 }
757 }
758 },
759 mouseup: function(e) {
760 e.preventDefault();
761 if (this.mobileBrowser || e.which == 1) {
762 if (!this.selectedPiece) return;
763 // Drag'n drop. Selected piece is no longer needed:
764 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
765 delete this.selectedPiece;
766 this.selectedPiece = null;
767 this.processMoveAttempt(e);
768 } else if (e.which == 3) {
769 if (!this.startArrow) return;
770 // Mouse right button
771 this.movingArrow = null;
772 this.processArrowAttempt(e);
773 }
774 },
775 // Called by BaseGame after partially undoing multi-moves:
776 resetCurrentAttempt: function() {
777 this.possibleMoves = [];
778 this.start = null;
779 this.click = "";
780 this.selectedPiece = null;
781 },
782 processMoveAttempt: function(e) {
783 // Obtain the move from start and end squares
784 const [offsetX, offsetY] =
785 this.mobileBrowser
786 ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
787 : [e.clientX, e.clientY];
788 let landing = document.elementFromPoint(offsetX, offsetY);
789 // Next condition: classList.contains(piece) fails because of marks
790 while (landing.tagName == "IMG") landing = landing.parentNode;
791 if (this.start.id == landing.id) {
792 if (this.click == landing.id) {
793 // Second click on same square: cancel current move
794 this.possibleMoves = [];
795 this.start = null;
796 this.click = "";
797 } else this.click = landing.id;
798 return;
799 }
800 this.start = null;
801 // OK: process move attempt, landing is a square node
802 let endSquare = getSquareFromId(landing.id);
803 let moves = this.findMatchingMoves(endSquare);
804 this.possibleMoves = [];
805 if (moves.length > 1) {
806 this.clickTime = Date.now();
807 this.choices = moves;
808 } else if (moves.length == 1) this.play(moves[0]);
809 // else: forbidden move attempt
810 },
811 processArrowAttempt: function(e) {
812 // Obtain the arrow from start and end squares
813 const [offsetX, offsetY] = [e.clientX, e.clientY];
814 let landing = document.elementFromPoint(offsetX, offsetY);
815 // Next condition: classList.contains(piece) fails because of marks
816 while (landing.tagName == "IMG") landing = landing.parentNode;
817 const landingCoords = getSquareFromId(landing.id);
818 if (
819 this.startArrow[0] == landingCoords[0] &&
820 this.startArrow[1] == landingCoords[1]
821 ) {
822 // Draw (or erase) a circle
823 this.$set(this.circles, landing.id, !this.circles[landing.id]);
824 }
825 else {
826 // OK: add arrow, landing is a new square
827 const currentArrow = document.getElementById("currentArrow");
828 currentArrow.parentNode.removeChild(currentArrow);
829 this.addArrow({
830 start: this.startArrow,
831 end: landingCoords
832 });
833 }
834 this.startArrow = null;
835 },
836 findMatchingMoves: function(endSquare) {
837 // Run through moves list and return the matching set (if promotions...)
838 return (
839 this.possibleMoves.filter(m => {
840 return (endSquare[0] == m.end.x && endSquare[1] == m.end.y);
841 })
842 );
843 },
844 play: function(move) {
845 this.$emit("play-move", move);
846 }
847 }
848 };
849 </script>
850
851 <style lang="sass">
852 // SVG dynamically added, so not scoped
853 #arrowCanvas
854 pointer-events: none
855 position: absolute
856 top: 0
857 left: 0
858 width: 100%
859 height: 100%
860
861 .svg-arrow
862 opacity: 0.65
863 stroke: #5f0e78
864 fill: none
865 marker-end: url(#arrow)
866
867 .svg-line
868 stroke: black
869
870 .svg-diag
871 stroke: grey
872
873 .arrow-head
874 fill: #5f0e78
875 </style>
876
877 <style lang="sass" scoped>
878 @import "@/styles/_board_squares_img.sass";
879
880 //.game.reserve-div
881 // TODO: would be cleaner to restrict width so that it doesn't overflow
882 // Commented out because pieces would disappear over the board otherwise:
883 //overflow: hidden
884 .reserve-count
885 width: 100%
886 text-align: center
887 display: inline-block
888 position: absolute
889 .reserve-row
890 margin-bottom: 15px
891
892 .full-width
893 width: 100%
894
895 .game
896 user-select: none
897 width: 100%
898 margin: 0
899 .board
900 cursor: pointer
901
902 #choices
903 user-select: none
904 margin: 0
905 position: absolute
906 z-index: 300
907 overflow-y: inherit
908 background-color: rgba(0,0,0,0)
909 img
910 cursor: pointer
911 background-color: #e6ee9c
912 &:hover
913 background-color: skyblue
914 &.choice-piece
915 width: 100%
916 height: auto
917 display: block
918
919 img.ghost
920 // NOTE: no need to set z-index here, since opacity is low
921 position: absolute
922 opacity: 0.5
923 top: 0
924
925 .incheck-light
926 background-color: rgba(204, 51, 0, 0.7) !important
927 .incheck-dark
928 background-color: rgba(204, 51, 0, 0.9) !important
929
930 // TODO: no predefined highlight colors, but layers. How?
931
932 .hover-highlight:hover
933 // TODO: color dependant on board theme, or inner border...
934 background-color: #C571E6 !important
935
936 .highlight
937 &.light-square
938 &.lichess
939 background-color: #cdd26a
940 &.chesscom
941 background-color: #f7f783
942 &.chesstempo
943 background-color: #9f9fff
944 &.orangecc
945 background-color: #fef273
946 &.dark-square
947 &.lichess
948 background-color: #aaa23a
949 &.chesscom
950 background-color: #bacb44
951 &.chesstempo
952 background-color: #557fff
953 &.orangecc
954 background-color: #e8c525
955 &.middle-square
956 &.lichess
957 background-color: #BCBA52
958 &.chesscom
959 background-color: #D9E164
960 &.chesstempo
961 background-color: #7A8FFF
962 &.orangecc
963 background-color: #F3DC4C
964 </style>