Some fixes, draw lines on board, add 7 variants
[vchess.git] / client / src / components / Board.vue
index 921a599..29c0064 100644 (file)
@@ -4,7 +4,7 @@ import { ArrayFun } from "@/utils/array";
 import { store } from "@/store";
 export default {
   name: "my-board",
-  // Last move cannot be guessed from here, and is required to highlight squares
+  // Last move cannot be guessed from here, and is required for highlights.
   // vr: object to check moves, print board...
   // userColor is left undefined for an external observer
   props: [
@@ -22,8 +22,13 @@ export default {
       mobileBrowser: ("ontouchstart" in window),
       possibleMoves: [], //filled after each valid click/dragstart
       choices: [], //promotion pieces, or checkered captures... (as moves)
+      containerPos: null,
       selectedPiece: null, //moving piece (or clicked piece)
       start: null, //pixels coordinates + id of starting square (click or drag)
+      startArrow: null,
+      movingArrow: null,
+      arrows: [], //object of {start: x,y / end: x,y}
+      circles: {}, //object of squares' ID --> true (TODO: use a set?)
       click: "",
       clickTime: 0,
       settings: store.state.settings
@@ -32,11 +37,10 @@ export default {
   render(h) {
     if (!this.vr) {
       // Return empty div of class 'game' to avoid error when setting size
-      return h("div", {
-        class: {
-          game: true
-        }
-      });
+      return h(
+        "div",
+        { "class": { game: true } }
+      );
     }
     const [sizeX, sizeY] = [V.size.x, V.size.y];
     // Precompute hints squares to facilitate rendering
@@ -50,11 +54,26 @@ export default {
       incheckSq[sq[0]][sq[1]] = true;
     });
 
-    const lm = this.lastMove;
+    let lm = this.lastMove;
+    // Precompute lastMove highlighting squares
+    const lmHighlights = {};
+    if (!!lm) {
+      if (!Array.isArray(lm)) lm = [lm];
+      lm.forEach(m => {
+        if (V.OnBoard(m.start.x, m.start.y))
+          lmHighlights[m.start.x + sizeX * m.start.y] = true;
+        if (V.OnBoard(m.end.x, m.end.y))
+          lmHighlights[m.end.x + sizeX * m.end.y] = true;
+      });
+    }
     const showLight = (
       this.settings.highlight &&
       ["all","highlight"].includes(V.ShowMoves)
     );
+    const showCheck = (
+      this.settings.highlight &&
+      ["all","highlight","byrow"].includes(V.ShowMoves)
+    );
     const orientation = !V.CanFlip ? "w" : this.orientation;
     // Ensure that squares colors do not change when board is flipped
     const lightSquareMod = (sizeX + sizeY) % 2;
@@ -66,9 +85,7 @@ export default {
       );
     };
     const inHighlight = (x, y) => {
-      return showLight && !!lm && (
-        (lm.end.x == x && lm.end.y == y) ||
-        (lm.start.x == x && lm.start.y == y));
+      return showLight && !!lmHighlights[x + sizeX * y];
     };
     const inShadow = (x, y) => {
       return (
@@ -83,7 +100,8 @@ export default {
     const gameDiv = h(
       "div",
       {
-        class: {
+        attrs: { id: "gamePosition" },
+        "class": {
           game: true,
           clearer: true
         }
@@ -93,22 +111,23 @@ export default {
         return h(
           "div",
           {
-            class: {
+            "class": {
               row: true
             },
             style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
           },
           [...Array(sizeY).keys()].map(j => {
             const cj = orientation == "w" ? j : sizeY - j - 1;
+            const squareId = "sq-" + ci + "-" + cj;
             let elems = [];
             if (showPiece(ci, cj)) {
               elems.push(
                 h("img", {
-                  class: {
+                  "class": {
                     piece: true,
                     ghost:
                       !!this.selectedPiece &&
-                      this.selectedPiece.parentNode.id == "sq-" + ci + "-" + cj
+                      this.selectedPiece.parentNode.id == squareId
                   },
                   attrs: {
                     src:
@@ -127,7 +146,7 @@ export default {
             if (this.settings.hints && hintSquares[ci][cj]) {
               elems.push(
                 h("img", {
-                  class: {
+                  "class": {
                     "mark-square": true
                   },
                   attrs: {
@@ -136,21 +155,35 @@ export default {
                 })
               );
             }
+            if (!!this.circles[squareId]) {
+              elems.push(
+                h("img", {
+                  "class": {
+                    "circle-square": true
+                  },
+                  attrs: {
+                    src: "/images/circle.svg"
+                  }
+                })
+              );
+            }
             const lightSquare = (ci + cj) % 2 == lightSquareMod;
             return h(
               "div",
               {
-                class: {
+                "class": {
                   board: true,
                   ["board" + sizeY]: true,
-                  "light-square": lightSquare,
-                  "dark-square": !lightSquare,
+                  "light-square": lightSquare && !V.Monochrome,
+                  "dark-square": !lightSquare || !!V.Monochrome,
                   [this.settings.bcolor]: true,
                   "in-shadow": inShadow(ci, cj),
                   "highlight-light": inHighlight(ci, cj) && lightSquare,
                   "highlight-dark": inHighlight(ci, cj) && !lightSquare,
-                  "incheck-light": showLight && lightSquare && incheckSq[ci][cj],
-                  "incheck-dark": showLight && !lightSquare && incheckSq[ci][cj]
+                  "incheck-light":
+                    showCheck && lightSquare && incheckSq[ci][cj],
+                  "incheck-dark":
+                    showCheck && !lightSquare && incheckSq[ci][cj]
                 },
                 attrs: {
                   id: getSquareId({ x: ci, y: cj })
@@ -165,6 +198,8 @@ export default {
     if (!!this.vr.reserve) {
       const playingColor = this.userColor || "w"; //default for an observer
       const shiftIdx = playingColor == "w" ? 0 : 1;
+      // Some variants have more than sizeY reserve pieces (Clorange: 10)
+      const reserveSquareNb = Math.max(sizeY, V.RESERVE_PIECES.length);
       let myReservePiecesArray = [];
       for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
         const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
@@ -172,21 +207,21 @@ export default {
           h(
             "div",
             {
-              class: { board: true, ["board" + sizeY]: true },
+              "class": { board: true, ["board" + reserveSquareNb]: true },
               attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
               style: { opacity: qty > 0 ? 1 : 0.35 }
             },
             [
               h("img", {
-                class: { piece: true, reserve: true },
+                "class": { piece: true, reserve: true },
                 attrs: {
                   src:
                     "/images/pieces/" +
-                    this.vr.getReservePpath(i, playingColor) +
+                    this.vr.getReservePpath(i, playingColor, orientation) +
                     ".svg"
                 }
               }),
-              h("sup", { class: { "reserve-count": true } }, [ qty ])
+              h("sup", { "class": { "reserve-count": true } }, [ qty ])
             ]
           )
         );
@@ -199,21 +234,21 @@ export default {
           h(
             "div",
             {
-              class: { board: true, ["board" + sizeY]: true },
+              "class": { board: true, ["board" + reserveSquareNb]: true },
               attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
               style: { opacity: qty > 0 ? 1 : 0.35 }
             },
             [
               h("img", {
-                class: { piece: true, reserve: true },
+                "class": { piece: true, reserve: true },
                 attrs: {
                   src:
                     "/images/pieces/" +
-                    this.vr.getReservePpath(i, oppCol) +
+                    this.vr.getReservePpath(i, oppCol, orientation) +
                     ".svg"
                 }
               }),
-              h("sup", { class: { "reserve-count": true } }, [ qty ])
+              h("sup", { "class": { "reserve-count": true } }, [ qty ])
             ]
           )
         );
@@ -224,12 +259,13 @@ export default {
       );
       // Center reserves, assuming same number of pieces for each side:
       const nbReservePieces = myReservePiecesArray.length;
-      const marginLeft = ((100 - nbReservePieces * (100 / sizeY)) / 2) + "%";
+      const marginLeft =
+        ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
       const reserveTop =
         h(
           "div",
           {
-            class: {
+            "class": {
               game: true,
               "reserve-div": true
             },
@@ -241,7 +277,7 @@ export default {
             h(
               "div",
               {
-                class: {
+                "class": {
                   row: true,
                   "reserve-row": true
                 }
@@ -254,7 +290,7 @@ export default {
         h(
           "div",
           {
-            class: {
+            "class": {
               game: true,
               "reserve-div": true
             },
@@ -266,7 +302,7 @@ export default {
             h(
               "div",
               {
-                class: {
+                "class": {
                   row: true,
                   "reserve-row": true
                 }
@@ -279,9 +315,9 @@ export default {
     }
     elementArray.push(gameDiv);
     if (!!this.vr.reserve) elementArray.push(reserveBottom);
-    const boardElt = document.querySelector(".game");
+    const boardElt = document.getElementById("gamePosition");
+    // boardElt might be undefine (at first drawing)
     if (this.choices.length > 0 && !!boardElt) {
-      // No choices to show at first drawing
       const squareWidth = boardElt.offsetWidth / sizeY;
       const offset = [boardElt.offsetTop, boardElt.offsetLeft];
       const maxNbeltsPerRow = Math.min(this.choices.length, sizeY);
@@ -296,7 +332,7 @@ export default {
         "div",
         {
           attrs: { id: "choices" },
-          class: { row: true },
+          "class": { row: true },
           style: {
             top: topOffset + "px",
             left:
@@ -309,7 +345,9 @@ export default {
         },
         [ h(
           "div",
-          { },
+          {
+            "class": { "full-width": true }
+          },
           this.choices.map(m => {
             // A "choice" is a move
             const applyMove = (e) => {
@@ -327,7 +365,7 @@ export default {
             return h(
               "div",
               {
-                class: {
+                "class": {
                   board: true,
                   ["board" + sizeY]: true
                 },
@@ -341,13 +379,11 @@ export default {
                   attrs: {
                     src:
                       "/images/pieces/" +
-                      this.vr.getPPpath(
-                        m.appear[0].c + m.appear[0].p,
-                        // Extra arg useful for some variants:
-                        this.orientation) +
+                      // orientation: extra arg useful for some variants:
+                      this.vr.getPPpath(m, this.orientation) +
                       V.IMAGE_EXTENSION
                   },
-                  class: { "choice-piece": true },
+                  "class": { "choice-piece": true },
                   on: onClick
                 })
               ]
@@ -372,80 +408,321 @@ export default {
         on: {
           mousedown: this.mousedown,
           mousemove: this.mousemove,
-          mouseup: this.mouseup
+          mouseup: this.mouseup,
+          contextmenu: this.blockContextMenu
         }
       };
     }
-    return h("div", onEvents, elementArray);
+    return (
+      h(
+        "div",
+        Object.assign({ attrs: { id: "rootBoardElement" } }, onEvents),
+        elementArray
+      )
+    );
+  },
+  updated: function() {
+    this.re_setDrawings();
   },
   methods: {
+    blockContextMenu: function(e) {
+      e.preventDefault();
+      e.stopPropagation();
+      return false;
+    },
+    cancelResetArrows: function() {
+      this.startArrow = null;
+      this.arrows = [];
+      this.circles = {};
+      const curCanvas = document.getElementById("arrowCanvas");
+      if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
+    },
+    coordsToXY: function(coords, top, left, squareWidth) {
+      return {
+        // [1] for x and [0] for y because conventions in rules are inversed.
+        x: (
+          left + window.scrollX +
+          (
+            squareWidth *
+            (this.orientation == 'w' ? coords[1] : (V.size.y - coords[1]))
+          )
+        ),
+        y: (
+          top + window.scrollY +
+          (
+            squareWidth *
+            (this.orientation == 'w' ? coords[0] : (V.size.x - coords[0]))
+          )
+        )
+      };
+    },
+    computeEndArrow: function(start, end, top, left, squareWidth) {
+      const endCoords = this.coordsToXY(end, top, left, squareWidth);
+      const delta = [endCoords.x - start.x, endCoords.y - start.y];
+      const dist = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
+      // Simple heuristic for now, just remove 1/3 square.
+      // TODO: should depend on the orientation.
+      const fracSqWidth = squareWidth / 3;
+      return {
+        x: endCoords.x - delta[0] * fracSqWidth / dist,
+        y: endCoords.y - delta[1] * fracSqWidth / dist
+      };
+    },
+    drawCurrentArrow: function() {
+      const boardElt = document.getElementById("gamePosition");
+      const squareWidth = boardElt.offsetWidth / V.size.y;
+      const bPos = boardElt.getBoundingClientRect();
+      const aStart =
+        this.coordsToXY(
+          [this.startArrow[0] + 0.5, this.startArrow[1] + 0.5],
+          bPos.top, bPos.left, squareWidth);
+      const aEnd =
+        this.computeEndArrow(
+          aStart, [this.movingArrow[0] + 0.5, this.movingArrow[1] + 0.5],
+          bPos.top, bPos.left, squareWidth);
+      let currentArrow = document.getElementById("currentArrow");
+      const d =
+        "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y;
+      const arrowWidth = squareWidth / 4;
+      if (!!currentArrow) currentArrow.setAttribute("d", d);
+      else {
+        let domArrow =
+          document.createElementNS("http://www.w3.org/2000/svg", "path");
+        domArrow.classList.add("svg-arrow");
+        domArrow.id = "currentArrow";
+        domArrow.setAttribute("d", d);
+        domArrow.style = "stroke-width:" + arrowWidth + "px";
+        document.getElementById("arrowCanvas")
+          .insertAdjacentElement("beforeend", domArrow);
+      }
+    },
+    addArrow: function(arrow) {
+      this.arrows.push(arrow);
+      // Also add to DOM:
+      const boardElt = document.getElementById("gamePosition");
+      const squareWidth = boardElt.offsetWidth / V.size.y;
+      const bPos = boardElt.getBoundingClientRect();
+      const newArrow =
+        this.getSvgArrow(arrow, bPos.top, bPos.left, squareWidth);
+      document.getElementById("arrowCanvas")
+        .insertAdjacentElement("beforeend", newArrow);
+    },
+    getSvgArrow: function(arrow, top, left, squareWidth) {
+      const aStart =
+        this.coordsToXY(
+          [arrow.start[0] + 0.5, arrow.start[1] + 0.5],
+          top, left, squareWidth);
+      const aEnd =
+        this.computeEndArrow(
+          aStart, [arrow.end[0] + 0.5, arrow.end[1] + 0.5],
+          top, left, squareWidth);
+      const arrowWidth = squareWidth / 4;
+      let path =
+        document.createElementNS("http://www.w3.org/2000/svg", "path");
+      path.classList.add("svg-arrow");
+      path.setAttribute(
+        "d",
+        "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y
+      );
+      path.style = "stroke-width:" + arrowWidth + "px";
+      return path;
+    },
+    re_setDrawings: function() {
+      // Remove current canvas, if any
+      const curCanvas = document.getElementById("arrowCanvas");
+      if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
+      // Add some drawing on board (for some variants + arrows and circles)
+      const boardElt = document.getElementById("gamePosition");
+      const squareWidth = boardElt.offsetWidth / V.size.y;
+      const bPos = boardElt.getBoundingClientRect();
+      let svgArrows = [];
+      this.arrows.forEach(a => {
+        svgArrows.push(this.getSvgArrow(a, bPos.top, bPos.left, squareWidth));
+      });
+      let vLines = [];
+      if (!!V.Lines) {
+        V.Lines.forEach(line => {
+          const lStart =
+            this.coordsToXY(line[0], bPos.top, bPos.left, squareWidth);
+          const lEnd =
+            this.coordsToXY(line[1], bPos.top, bPos.left, squareWidth);
+          let path =
+            document.createElementNS("http://www.w3.org/2000/svg", "path");
+          path.classList.add("svg-line");
+          path.setAttribute(
+            "d",
+            "M" + lStart.x + "," + lStart.y + " " +
+              "L" + lEnd.x + "," + lEnd.y
+          );
+          vLines.push(path);
+        });
+      }
+      let arrowCanvas =
+        document.createElementNS("http://www.w3.org/2000/svg", "svg");
+      arrowCanvas.id = "arrowCanvas";
+      arrowCanvas.setAttribute("stroke", "none");
+      let defs =
+        document.createElementNS("http://www.w3.org/2000/svg", "defs");
+      const arrowWidth = squareWidth / 4;
+      let marker =
+        document.createElementNS("http://www.w3.org/2000/svg", "marker");
+      marker.id = "arrow";
+      marker.setAttribute("markerWidth", (2 * arrowWidth) + "px");
+      marker.setAttribute("markerHeight", (3 * arrowWidth) + "px");
+      marker.setAttribute("markerUnits", "userSpaceOnUse");
+      marker.setAttribute("refX", "0");
+      marker.setAttribute("refY", (1.5 * arrowWidth) + "px");
+      marker.setAttribute("orient", "auto");
+      let head =
+        document.createElementNS("http://www.w3.org/2000/svg", "path");
+      head.classList.add("arrow-head");
+      head.setAttribute(
+        "d",
+        "M0,0 L0," + (3 * arrowWidth) + " L" +
+          (2 * arrowWidth) + "," + (1.5 * arrowWidth) + " z"
+      );
+      marker.appendChild(head);
+      defs.appendChild(marker);
+      arrowCanvas.appendChild(defs);
+      svgArrows.concat(vLines).forEach(av => arrowCanvas.appendChild(av));
+      document.getElementById("rootBoardElement").appendChild(arrowCanvas);
+    },
     mousedown: function(e) {
       e.preventDefault();
-      if (!this.start) {
-        // Start square must contain a piece.
-        // NOTE: classList[0] is enough: 'piece' is the first assigned class
-        if (e.target.classList[0] != "piece") return;
-        let parent = e.target.parentNode; //surrounding square
-        // Show possible moves if current player allowed to play
-        const startSquare = getSquareFromId(parent.id);
-        this.possibleMoves = [];
-        const color = this.analyze ? this.vr.turn : this.userColor;
-        if (this.vr.canIplay(color, startSquare))
-          this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
-        // For potential drag'n drop, remember start coordinates
-        // (to center the piece on mouse cursor)
-        let rect = parent.getBoundingClientRect();
-        this.start = {
-          x: rect.x + rect.width / 2,
-          y: rect.y + rect.width / 2,
-          id: parent.id
-        };
-        // Add the moving piece to the board, just after current image
-        this.selectedPiece = e.target.cloneNode();
-        Object.assign(
-          this.selectedPiece.style,
-          {
-            position: "absolute",
-            top: 0,
-            display: "inline-block",
-            zIndex: 3000
-          }
-        );
-        parent.insertBefore(this.selectedPiece, e.target.nextSibling);
-      } else {
-        this.processMoveAttempt(e);
+      if (!this.mobileBrowser && e.which != 3)
+        // Cancel current drawing and circles, if any
+        this.cancelResetArrows();
+      this.containerPos =
+        document.getElementById("boardContainer").getBoundingClientRect();
+      if (this.mobileBrowser || e.which == 1) {
+        // Mouse left button
+        if (!this.start) {
+          // NOTE: classList[0] is enough: 'piece' is the first assigned class
+          const withPiece = (e.target.classList[0] == "piece");
+          // Emit the click event which could be used by some variants
+          this.$emit(
+            "click-square",
+            getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id)
+          );
+          // Start square must contain a piece.
+          if (!withPiece) return;
+          let parent = e.target.parentNode; //surrounding square
+          // Show possible moves if current player allowed to play
+          const startSquare = getSquareFromId(parent.id);
+          this.possibleMoves = [];
+          const color = this.analyze ? this.vr.turn : this.userColor;
+          if (this.vr.canIplay(color, startSquare))
+            this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+          // For potential drag'n drop, remember start coordinates
+          // (to center the piece on mouse cursor)
+          const rect = parent.getBoundingClientRect();
+          this.start = {
+            x: rect.x + rect.width / 2,
+            y: rect.y + rect.width / 2,
+            id: parent.id
+          };
+          // Add the moving piece to the board, just after current image
+          this.selectedPiece = e.target.cloneNode();
+          Object.assign(
+            this.selectedPiece.style,
+            {
+              position: "absolute",
+              top: 0,
+              display: "inline-block",
+              zIndex: 3000
+            }
+          );
+          parent.insertBefore(this.selectedPiece, e.target.nextSibling);
+        } else {
+          this.processMoveAttempt(e);
+        }
+      } else if (e.which == 3) {
+        // Mouse right button
+        let elem = e.target;
+        // Next loop because of potential marks
+        while (elem.tagName == "IMG") elem = elem.parentNode;
+        this.startArrow = getSquareFromId(elem.id);
       }
     },
     mousemove: function(e) {
-      if (!this.selectedPiece) return;
-      e.preventDefault();
-      // There is an active element: move it around
+      if (!this.selectedPiece && !this.startArrow) return;
+      // Cancel if off boardContainer
       const [offsetX, offsetY] =
         this.mobileBrowser
-          ? [e.changedTouches[0].pageX, e.changedTouches[0].pageY]
+          ?
+            [
+              e.changedTouches[0].pageX,
+              // TODO: fixing attempt for smartphones, removing window.scrollY
+              e.changedTouches[0].pageY - window.scrollY
+            ]
           : [e.clientX, e.clientY];
-      Object.assign(
-        this.selectedPiece.style,
-        {
-          left: offsetX - this.start.x + "px",
-          top: offsetY - this.start.y + "px"
+      if (
+        offsetX < this.containerPos.left ||
+        offsetX > this.containerPos.right ||
+        offsetY < this.containerPos.top ||
+        offsetY > this.containerPos.bottom
+      ) {
+        this.selectedPiece = null;
+        this.startArrow = null;
+        return;
+      }
+      e.preventDefault();
+      if (!!this.selectedPiece) {
+        // There is an active element: move it around
+        Object.assign(
+          this.selectedPiece.style,
+          {
+            left: offsetX - this.start.x + "px",
+            top: offsetY - this.start.y + "px"
+          }
+        );
+      }
+      else {
+        let elem = e.target;
+        // Next loop because of potential marks
+        while (elem.tagName == "IMG") elem = elem.parentNode;
+        // To center the arrow in square:
+        const movingCoords = getSquareFromId(elem.id);
+        if (
+          movingCoords[0] != this.startArrow[0] ||
+          movingCoords[1] != this.startArrow[1]
+        ) {
+          this.movingArrow = movingCoords;
+          this.drawCurrentArrow();
         }
-      );
+      }
     },
     mouseup: function(e) {
-      if (!this.selectedPiece) return;
       e.preventDefault();
-      // Drag'n drop. Selected piece is no longer needed:
-      this.selectedPiece.parentNode.removeChild(this.selectedPiece);
-      delete this.selectedPiece;
+      if (this.mobileBrowser || e.which == 1) {
+        if (!this.selectedPiece) return;
+        // Drag'n drop. Selected piece is no longer needed:
+        this.selectedPiece.parentNode.removeChild(this.selectedPiece);
+        delete this.selectedPiece;
+        this.selectedPiece = null;
+        this.processMoveAttempt(e);
+      } else if (e.which == 3) {
+        // Mouse right button
+        this.movingArrow = null;
+        this.processArrowAttempt(e);
+      }
+    },
+    // Called by BaseGame after partially undoing multi-moves:
+    resetCurrentAttempt: function() {
+      this.possibleMoves = [];
+      this.start = null;
+      this.click = "";
       this.selectedPiece = null;
-      this.processMoveAttempt(e);
     },
     processMoveAttempt: function(e) {
       // Obtain the move from start and end squares
       const [offsetX, offsetY] =
         this.mobileBrowser
-          ? [e.changedTouches[0].pageX, e.changedTouches[0].pageY]
+          ?
+            [
+              e.changedTouches[0].pageX,
+              e.changedTouches[0].pageY - window.scrollY
+            ]
           : [e.clientX, e.clientY];
       let landing = document.elementFromPoint(offsetX, offsetY);
       // Next condition: classList.contains(piece) fails because of marks
@@ -470,6 +747,31 @@ export default {
       } else if (moves.length == 1) this.play(moves[0]);
       // else: forbidden move attempt
     },
+    processArrowAttempt: function(e) {
+      // Obtain the arrow from start and end squares
+      const [offsetX, offsetY] = [e.clientX, e.clientY];
+      let landing = document.elementFromPoint(offsetX, offsetY);
+      // Next condition: classList.contains(piece) fails because of marks
+      while (landing.tagName == "IMG") landing = landing.parentNode;
+      const landingCoords = getSquareFromId(landing.id);
+      if (
+        this.startArrow[0] == landingCoords[0] &&
+        this.startArrow[1] == landingCoords[1]
+      ) {
+        // Draw (or erase) a circle
+        this.$set(this.circles, landing.id, !this.circles[landing.id]);
+      }
+      else {
+        // OK: add arrow, landing is a new square
+        const currentArrow = document.getElementById("currentArrow");
+        currentArrow.parentNode.removeChild(currentArrow);
+        this.addArrow({
+          start: this.startArrow,
+          end: landingCoords
+        });
+      }
+      this.startArrow = null;
+    },
     findMatchingMoves: function(endSquare) {
       // Run through moves list and return the matching set (if promotions...)
       return (
@@ -485,17 +787,42 @@ export default {
 };
 </script>
 
+<style lang="sass">
+// SVG dynamically added, so not scoped
+#arrowCanvas
+  pointer-events: none
+  position: absolute
+  top: 0
+  left: 0
+  width: 100%
+  height: 100%
+
+.svg-arrow
+  opacity: 0.65
+  stroke: #5f0e78
+  fill: none
+  marker-end: url(#arrow)
+
+.svg-line
+  stroke: black
+
+.arrow-head
+  fill: #5f0e78
+</style>
+
 <style lang="sass" scoped>
+@import "@/styles/_board_squares_img.sass";
+
+// NOTE: no variants with reserve of size != 8
 .game.reserve-div
   margin-bottom: 18px
-
 .reserve-count
   padding-left: 40%
-
 .reserve-row
   margin-bottom: 15px
 
-// NOTE: no variants with reserve of size != 8
+.full-width
+  width: 100%
 
 .game
   user-select: none
@@ -562,5 +889,4 @@ img.ghost
   background-color: #9f9fff
 .dark-square.chesstempo.highlight-dark
   background-color: #557fff
-
 </style>