'update'
[vchess.git] / client / src / components / BaseGame.vue
index e0bd937..635ca64 100644 (file)
@@ -1,37 +1,36 @@
 <template lang="pug">
-.row
-  .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
-    input#modalEog.modal(type="checkbox")
-    div(role="dialog" aria-labelledby="eogMessage")
-      .card.smallpad.small-modal.text-center
-        label.modal-close(for="modalEog")
-        h3#eogMessage.section {{ endgameMessage }}
-    // TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
-    Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
-      :user-color="game.mycolor" :orientation="orientation"
-      :vname="game.vname" @play-move="play")
-    .button-group
-      button(@click="() => play()") Play
-      button(@click="() => undo()") Undo
-      button(@click="flip") Flip
-      button(@click="gotoBegin") GotoBegin
-      button(@click="gotoEnd") GotoEnd
-    #messageDiv.section-content {{ curMoveMessage() }}
-    #fenDiv.section-content(v-if="showFen && !!vr")
-      p#fenString.text-center {{ vr.getFen() }}
-    #pgnDiv.section-content
-      a#download(href="#")
-      .button-group
-        button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
-        // TODO: Import game button copy game locally in IndexedDB
-        //button Import game
-    //MoveList(v-if="showMoves"
-      :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+div#baseGame(tabindex=-1 @click="() => focusBg()" @keydown="handleKeys")
+  input#modalEog.modal(type="checkbox")
+  div(role="dialog" aria-labelledby="eogMessage")
+    .card.smallpad.small-modal.text-center
+      label.modal-close(for="modalEog")
+      h3#eogMessage.section {{ endgameMessage }}
+  .row
+    .col-sm-12.col-md-9
+      #boardContainer
+        Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
+          :user-color="game.mycolor" :orientation="orientation"
+          :vname="game.vname" @play-move="play")
+        #controls
+          button(@click="gotoBegin") <<
+          button(@click="() => undo()") <
+          button(@click="flip") &#8645;
+          button(@click="() => play()") >
+          button(@click="gotoEnd") >>
+        #pgnDiv
+          a#download(href="#")
+          button(@click="download") {{ st.tr["Download PGN"] }}
+          button(v-if="game.mode!='analyze'" @click="analyzePosition")
+            | {{ st.tr["Analyze"] }}
+    .col-sm-12.col-md-3
+      MoveList(v-if="showMoves" :score="game.score" :message="game.scoreMsg"
+        :firstNum="firstMoveNumber" :moves="moves" :cursor="cursor"
+        @goto-move="gotoMove")
 </template>
 
 <script>
 import Board from "@/components/Board.vue";
-//import MoveList from "@/components/MoveList.vue";
+import MoveList from "@/components/MoveList.vue";
 import { store } from "@/store";
 import { getSquareId } from "@/utils/squareId";
 import { getDate } from "@/utils/datetime";
@@ -40,7 +39,7 @@ export default {
   name: 'my-base-game',
   components: {
     Board,
-    //MoveList,
+    MoveList,
   },
   // "vr": VariantRules object, describing the game state + rules
   props: ["vr","game"],
@@ -54,6 +53,7 @@ export default {
       moves: [],
       cursor: -1, //index of the move just played
       lastMove: null,
+      firstMoveNumber: 0, //for printing
     };
   },
   watch: {
@@ -61,17 +61,15 @@ export default {
     "game.fenStart": function() {
       this.re_setVariables();
     },
+    // Received a new move to play:
+    "game.moveToPlay": function(newMove) {
+      if (!!newMove) //if stop + launch new game, get undefined move
+        this.play(newMove, "receive");
+    },
   },
   computed: {
     showMoves: function() {
-      return true;
-      //return window.innerWidth >= 768;
-    },
-    showFen: function() {
-      return this.game.vname != "Dark" || this.score != "*";
-    },
-    analyze: function() {
-      return this.game.mode == "analyze" || this.game.score != "*";
+      return this.game.vname != "Dark" || this.game.mode=="analyze";
     },
   },
   created: function() {
@@ -79,14 +77,41 @@ export default {
       this.re_setVariables();
   },
   methods: {
+    focusBg: function() {
+      // TODO: small blue border appears...
+      document.getElementById("baseGame").focus();
+    },
+    handleKeys: function(e) {
+      if ([32,37,38,39,40].includes(e.keyCode))
+        e.preventDefault();
+      switch (e.keyCode)
+      {
+        case 37:
+          this.undo();
+          break;
+        case 39:
+          this.play();
+          break;
+        case 38:
+          this.gotoBegin();
+          break;
+        case 40:
+          this.gotoEnd();
+          break;
+        case 32:
+          this.flip();
+          break;
+      }
+    },
     re_setVariables: function() {
       this.endgameMessage = "";
       this.orientation = this.game.mycolor || "w"; //default orientation for observed games
-      this.score = this.game.score || "*"; //mutable (if initially "*")
       this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
       // Post-processing: decorate each move with color + current FEN:
       // (to be able to jump to any position quickly)
       let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
+      this.firstMoveNumber =
+        Math.floor(V.ParseFen(this.game.fenStart).movesCount / 2);
       this.moves.forEach(move => {
         // NOTE: this is doing manually what play() function below achieve,
         // but in a lighter "fast-forward" way
@@ -95,15 +120,21 @@ export default {
         vr_tmp.play(move);
         move.fen = vr_tmp.getFen();
       });
+      if (this.game.fenStart.indexOf(" b ") >= 0 ||
+        (this.moves.length > 0 && this.moves[0].color == "b"))
+      {
+        // 'end' is required for Board component to check lastMove for e.p.
+        this.moves.unshift({color: "w", notation: "...", end: {x:-1,y:-1}});
+      }
       const L = this.moves.length;
       this.cursor = L-1;
       this.lastMove = (L > 0 ? this.moves[L-1]  : null);
     },
-    // For corr games, potential message with each move sent
-    curMoveMessage: function() {
-      if (this.cursor < 0)
-        return "";
-      return this.game.moves[this.cursor].message || "";
+    analyzePosition: function() {
+      const newUrl = "/analyze/" + this.game.vname +
+        "/?fen=" + this.vr.getFen().replace(/ /g, "_");
+      //window.open("#" + newUrl); //to open in a new tab
+      this.$router.push(newUrl); //better
     },
     download: function() {
       const content = this.getPgn();
@@ -121,7 +152,7 @@ export default {
       pgn += '[White "' + this.game.players[0].name + '"]\n';
       pgn += '[Black "' + this.game.players[1].name + '"]\n';
       pgn += '[Fen "' + this.game.fenStart + '"]\n';
-      pgn += '[Result "' + this.score + '"]\n\n';
+      pgn += '[Result "' + this.game.score + '"]\n\n';
       let counter = 1;
       let i = 0;
       while (i < this.moves.length)
@@ -163,14 +194,7 @@ export default {
       modalBox.checked = true;
       setTimeout(() => { modalBox.checked = false; }, 2000);
     },
-    endGame: function(score, message) {
-      this.score = score;
-      if (!message)
-        message = this.getScoreMessage(score);
-      this.showEndgameMsg(score + " . " + message);
-      this.$emit("gameover", score);
-    },
-    animateMove: function(move) {
+    animateMove: function(move, callback) {
       let startSquare = document.getElementById(getSquareId(move.start));
       let endSquare = document.getElementById(getSquareId(move.end));
       let rectStart = startSquare.getBoundingClientRect();
@@ -195,69 +219,65 @@ export default {
         for (let i=0; i<squares.length; i++)
           squares.item(i).style.zIndex = "auto";
         movingPiece.style = {}; //required e.g. for 0-0 with KR swap
-        this.play(move);
+        callback();
       }, 250);
     },
-    play: function(move, receive, noanimate) {
+    play: function(move, receive) {
+      // NOTE: navigate and receive are mutually exclusive
       const navigate = !move;
-      // Forbid playing outside analyze mode when cursor isn't at moves.length-1
-      // (except if we receive opponent's move, human or computer)
-      if (!navigate && !this.analyze && !receive
+      // Forbid playing outside analyze mode, except if move is received.
+      // Sufficient condition because Board already knows which turn it is.
+      if (!navigate && this.game.mode!="analyze" && !receive
         && this.cursor < this.moves.length-1)
       {
         return;
       }
-      if (navigate)
-      {
-        if (this.cursor == this.moves.length-1)
-          return; //no more moves
-        move = this.moves[this.cursor+1];
-      }
-      if (!!receive && !noanimate) //opponent move, variant != "Dark"
-      {
-        if (this.cursor < this.moves.length-1)
+      const doPlayMove = () => {
+        if (!!receive && this.cursor < this.moves.length-1)
           this.gotoEnd(); //required to play the move
-        return this.animateMove(move);
-      }
-      if (!navigate)
-      {
-        move.color = this.vr.turn;
-        move.notation = this.vr.getNotation(move);
-      }
-      // Not programmatic, or animation is over
-      this.vr.play(move);
-      this.cursor++;
-      this.lastMove = move;
-      if (this.st.settings.sound == 2)
-        new Audio("/sounds/move.mp3").play().catch(err => {});
-      if (!navigate)
-      {
-        move.fen = this.vr.getFen();
-        if (this.score == "*" || this.analyze)
+        if (navigate)
         {
+          if (this.cursor == this.moves.length-1)
+            return; //no more moves
+          move = this.moves[this.cursor+1];
+        }
+        else
+        {
+          move.color = this.vr.turn;
+          move.notation = this.vr.getNotation(move);
+        }
+        this.vr.play(move);
+        this.cursor++;
+        this.lastMove = move;
+        if (this.st.settings.sound == 2)
+          new Audio("/sounds/move.mp3").play().catch(err => {});
+        if (!navigate)
+        {
+          move.fen = this.vr.getFen();
           // Stack move on movesList at current cursor
           if (this.cursor == this.moves.length)
             this.moves.push(move);
           else
             this.moves = this.moves.slice(0,this.cursor).concat([move]);
         }
-      }
-      if (!this.analyze)
-        this.$emit("newmove", move); //post-processing (e.g. computer play)
-      // Is opponent in check?
-      this.incheck = this.vr.getCheckSquares(this.vr.turn);
-      const score = this.vr.getCurrentScore();
-      if (score != "*")
-      {
-        if (!this.analyze)
-          this.endGame(score);
-        else
+        if (!navigate && this.game.mode != "analyze")
+          this.$emit("newmove", move); //post-processing (e.g. computer play)
+        // Is opponent in check?
+        this.incheck = this.vr.getCheckSquares(this.vr.turn);
+        const score = this.vr.getCurrentScore();
+        if (score != "*")
         {
-          // Just show score on screen (allow undo)
           const message = this.getScoreMessage(score);
-          this.showEndgameMsg(score + " . " + message);
+          if (this.game.mode != "analyze")
+            this.$emit("gameover", score, message);
+          else //just show score on screen (allow undo)
+            this.showEndgameMsg(score + " . " + message);
         }
-      }
+      };
+      if (!!receive && this.game.vname != "Dark")
+        this.animateMove(move, doPlayMove);
+      else
+        doPlayMove();
     },
     undo: function(move) {
       const navigate = !move;
@@ -282,11 +302,23 @@ export default {
       this.lastMove = this.moves[index];
     },
     gotoBegin: function() {
+      if (this.cursor == -1)
+        return;
       this.vr.re_init(this.game.fenStart);
-      this.cursor = -1;
-      this.lastMove = null;
+      if (this.moves.length > 0 && this.moves[0].notation == "...")
+      {
+        this.cursor = 0;
+        this.lastMove = this.moves[0];
+      }
+      else
+      {
+        this.cursor = -1;
+        this.lastMove = null;
+      }
     },
     gotoEnd: function() {
+      if (this.cursor == this.moves.length - 1)
+        return;
       this.gotoMove(this.moves.length-1);
     },
     flip: function() {
@@ -295,3 +327,29 @@ export default {
   },
 };
 </script>
+
+<style lang="sass">
+#modal-eog+div .card
+  overflow: hidden
+#pgnDiv
+  text-align: center
+  margin-left: auto
+  margin-right: auto
+@media screen and (min-width: 768px)
+  #controls
+    width: 400px
+@media screen and (max-width: 767px)
+  .game
+    width: 100%
+#controls
+  margin-top: 10px
+  button
+    display: inline-block
+    width: 20%
+    margin: 0
+#boardContainer
+  //margin-top: 5px
+  >div
+    margin-left: auto
+    margin-right: auto
+</style>