Better Ball rules. Buggish but almost OK Synchrone variant
[vchess.git] / client / src / components / Board.vue
index d442346..d89ee40 100644 (file)
@@ -19,10 +19,13 @@ export default {
   ],
   data: function() {
     return {
+      mobileBrowser: ("ontouchstart" in window),
       possibleMoves: [], //filled after each valid click/dragstart
       choices: [], //promotion pieces, or checkered captures... (as moves)
       selectedPiece: null, //moving piece (or clicked piece)
-      start: {}, //pixels coordinates + id of starting square (click or drag)
+      start: null, //pixels coordinates + id of starting square (click or drag)
+      click: "",
+      clickTime: 0,
       settings: store.state.settings
     };
   },
@@ -47,9 +50,40 @@ export default {
       incheckSq[sq[0]][sq[1]] = true;
     });
 
-    // Create board element (+ reserves if needed by variant)
     const lm = this.lastMove;
-    const showLight = this.settings.highlight && V.ShowMoves == "all";
+    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;
+    const showPiece = (x, y) => {
+      return (
+        this.vr.board[x][y] != V.EMPTY &&
+        (!this.vr.enlightened || this.analyze || this.score != "*" ||
+          (!!this.userColor && this.vr.enlightened[this.userColor][x][y]))
+      );
+    };
+    const inHighlight = (x, y) => {
+      return showLight && !!lm && (
+        (lm.end.x == x && lm.end.y == y) ||
+        (lm.start.x == x && lm.start.y == y));
+    };
+    const inShadow = (x, y) => {
+      return (
+        !this.analyze &&
+        this.score == "*" &&
+        this.vr.enlightened &&
+        (!this.userColor || !this.vr.enlightened[this.userColor][x][y])
+      );
+    };
+    // Create board element (+ reserves if needed by variant)
+    let elementArray = [];
     const gameDiv = h(
       "div",
       {
@@ -59,7 +93,7 @@ export default {
         }
       },
       [...Array(sizeX).keys()].map(i => {
-        let ci = this.orientation == "w" ? i : sizeX - i - 1;
+        const ci = orientation == "w" ? i : sizeX - i - 1;
         return h(
           "div",
           {
@@ -69,14 +103,9 @@ export default {
             style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
           },
           [...Array(sizeY).keys()].map(j => {
-            let cj = this.orientation == "w" ? j : sizeY - j - 1;
+            const cj = orientation == "w" ? j : sizeY - j - 1;
             let elems = [];
-            if (
-              this.vr.board[ci][cj] != V.EMPTY &&
-              (!this.vr.enlightened || this.analyze || this.score != "*" ||
-                (!!this.userColor &&
-                  this.vr.enlightened[this.userColor][ci][cj]))
-            ) {
+            if (showPiece(ci, cj)) {
               elems.push(
                 h("img", {
                   class: {
@@ -88,8 +117,13 @@ export default {
                   attrs: {
                     src:
                       "/images/pieces/" +
-                      this.vr.getPpath(this.vr.board[ci][cj], this.userColor, this.score) +
-                      ".svg"
+                      this.vr.getPpath(
+                        this.vr.board[ci][cj],
+                        // Extra args useful for some variants:
+                        this.userColor,
+                        this.score,
+                        this.orientation) +
+                      V.IMAGE_EXTENSION
                   }
                 })
               );
@@ -106,24 +140,21 @@ export default {
                 })
               );
             }
+            const lightSquare = (ci + cj) % 2 == lightSquareMod;
             return h(
               "div",
               {
                 class: {
                   board: true,
                   ["board" + sizeY]: true,
-                  "light-square": (i + j) % 2 == 0,
-                  "dark-square": (i + j) % 2 == 1,
+                  "light-square": lightSquare,
+                  "dark-square": !lightSquare,
                   [this.settings.bcolor]: true,
-                  "in-shadow":
-                    !this.analyze &&
-                    this.score == "*" &&
-                    this.vr.enlightened &&
-                    (!this.userColor ||
-                      !this.vr.enlightened[this.userColor][ci][cj]),
-                  highlight:
-                    showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
-                  incheck: showLight && incheckSq[ci][cj]
+                  "in-shadow": inShadow(ci, cj),
+                  "highlight-light": inHighlight(ci, cj) && lightSquare,
+                  "highlight-dark": inHighlight(ci, cj) && !lightSquare,
+                  "incheck-light": showCheck && lightSquare && incheckSq[ci][cj],
+                  "incheck-dark": showCheck && !lightSquare && incheckSq[ci][cj]
                 },
                 attrs: {
                   id: getSquareId({ x: ci, y: cj })
@@ -135,18 +166,19 @@ export default {
         );
       })
     );
-    let elementArray = [gameDiv];
-    const playingColor = this.userColor || "w"; //default for an observer
-    if (this.vr.reserve) {
+    if (!!this.vr.reserve) {
+      const playingColor = this.userColor || "w"; //default for an observer
       const shiftIdx = playingColor == "w" ? 0 : 1;
       let myReservePiecesArray = [];
       for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+        const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
         myReservePiecesArray.push(
           h(
             "div",
             {
               class: { board: true, ["board" + sizeY]: true },
-              attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) }
+              attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
+              style: { opacity: qty > 0 ? 1 : 0.35 }
             },
             [
               h("img", {
@@ -158,9 +190,7 @@ export default {
                     ".svg"
                 }
               }),
-              h("sup", { class: { "reserve-count": true } }, [
-                this.vr.reserve[playingColor][V.RESERVE_PIECES[i]]
-              ])
+              h("sup", { class: { "reserve-count": true } }, [ qty ])
             ]
           )
         );
@@ -168,12 +198,14 @@ export default {
       let oppReservePiecesArray = [];
       const oppCol = V.GetOppCol(playingColor);
       for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+        const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
         oppReservePiecesArray.push(
           h(
             "div",
             {
               class: { board: true, ["board" + sizeY]: true },
-              attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) }
+              attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
+              style: { opacity: qty > 0 ? 1 : 0.35 }
             },
             [
               h("img", {
@@ -185,96 +217,153 @@ export default {
                     ".svg"
                 }
               }),
-              h("sup", { class: { "reserve-count": true } }, [
-                this.vr.reserve[oppCol][V.RESERVE_PIECES[i]]
-              ])
+              h("sup", { class: { "reserve-count": true } }, [ qty ])
             ]
           )
         );
       }
-      let reserves = h(
-        "div",
-        {
-          class: {
-            game: true,
-            "reserve-div": true
-          }
-        },
-        [
-          h(
-            "div",
-            {
-              class: {
-                row: true,
-                "reserve-row-1": true
-              }
-            },
-            myReservePiecesArray
-          ),
-          h("div", { class: { row: true } }, oppReservePiecesArray)
-        ]
+      const myReserveTop = (
+        (playingColor == 'w' && orientation == 'b') ||
+        (playingColor == 'b' && orientation == 'w')
       );
-      elementArray.push(reserves);
+      // Center reserves, assuming same number of pieces for each side:
+      const nbReservePieces = myReservePiecesArray.length;
+      const marginLeft = ((100 - nbReservePieces * (100 / sizeY)) / 2) + "%";
+      const reserveTop =
+        h(
+          "div",
+          {
+            class: {
+              game: true,
+              "reserve-div": true
+            },
+            style: {
+              "margin-left": marginLeft
+            }
+          },
+          [
+            h(
+              "div",
+              {
+                class: {
+                  row: true,
+                  "reserve-row": true
+                }
+              },
+              myReserveTop ? myReservePiecesArray : oppReservePiecesArray
+            )
+          ]
+        );
+      var reserveBottom =
+        h(
+          "div",
+          {
+            class: {
+              game: true,
+              "reserve-div": true
+            },
+            style: {
+              "margin-left": marginLeft
+            }
+          },
+          [
+            h(
+              "div",
+              {
+                class: {
+                  row: true,
+                  "reserve-row": true
+                }
+              },
+              myReserveTop ? oppReservePiecesArray : myReservePiecesArray
+            )
+          ]
+        );
+      elementArray.push(reserveTop);
     }
+    elementArray.push(gameDiv);
+    if (!!this.vr.reserve) elementArray.push(reserveBottom);
     const boardElt = document.querySelector(".game");
     if (this.choices.length > 0 && !!boardElt) {
-      //no choices to show at first drawing
+      // 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);
+      let topOffset = offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2;
+      let choicesHeight = squareWidth;
+      if (this.choices.length >= sizeY) {
+        // A second row is required (Eightpieces variant)
+        topOffset -= squareWidth / 2;
+        choicesHeight *= 2;
+      }
       const choices = h(
         "div",
         {
           attrs: { id: "choices" },
           class: { row: true },
           style: {
-            top: offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2 + "px",
+            top: topOffset + "px",
             left:
               offset[1] +
-              (squareWidth * (sizeY - this.choices.length)) / 2 +
+              (squareWidth * Math.max(sizeY - this.choices.length, 0)) / 2 +
               "px",
-            width: this.choices.length * squareWidth + "px",
-            height: squareWidth + "px"
+            width: (maxNbeltsPerRow * squareWidth) + "px",
+            height: choicesHeight + "px"
           }
         },
-        this.choices.map(m => {
-          //a "choice" is a move
-          return h(
-            "div",
-            {
-              class: {
-                board: true,
-                ["board" + sizeY]: true
-              },
-              style: {
-                width: 100 / this.choices.length + "%",
-                "padding-bottom": 100 / this.choices.length + "%"
-              }
-            },
-            [
-              h("img", {
-                attrs: {
-                  src:
-                    "/images/pieces/" +
-                    this.vr.getPpath(m.appear[0].c + m.appear[0].p) +
-                    ".svg"
+        [ h(
+          "div",
+          { },
+          this.choices.map(m => {
+            // A "choice" is a move
+            const applyMove = (e) => {
+              e.stopPropagation();
+              // Force a delay between move is shown and clicked
+              // (otherwise a "double-click" bug might occur)
+              if (Date.now() - this.clickTime < 200) return;
+              this.choices = [];
+              this.play(m);
+            };
+            const onClick =
+              this.mobileBrowser
+                ? { touchend: applyMove }
+                : { mouseup: applyMove };
+            return h(
+              "div",
+              {
+                class: {
+                  board: true,
+                  ["board" + sizeY]: true
                 },
-                class: { "choice-piece": true },
-                on: {
-                  click: () => {
-                    this.play(m);
-                    this.choices = [];
-                  }
+                style: {
+                  width: (100 / maxNbeltsPerRow) + "%",
+                  "padding-bottom": (100 / maxNbeltsPerRow) + "%"
                 }
-              })
-            ]
-          );
-        })
+              },
+              [
+                h("img", {
+                  attrs: {
+                    src:
+                      "/images/pieces/" +
+                      this.vr.getPPpath(
+                        m.appear[0].c + m.appear[0].p,
+                        // Extra arg useful for some variants:
+                        this.orientation) +
+                      V.IMAGE_EXTENSION
+                  },
+                  class: { "choice-piece": true },
+                  on: onClick
+                })
+              ]
+            );
+          })
+        ) ]
       );
       elementArray.unshift(choices);
     }
     let onEvents = {};
     // NOTE: click = mousedown + mouseup
-    if ("ontouchstart" in window) {
+    if (this.mobileBrowser) {
       onEvents = {
         on: {
           touchstart: this.mousedown,
@@ -295,74 +384,103 @@ export default {
   },
   methods: {
     mousedown: function(e) {
-      // Abort if a piece is already being processed, or target is not a piece.
-      // NOTE: just looking at classList[0] because piece is the first assigned class
-      if (!!this.selectedPiece || e.target.classList[0] != "piece") return;
-      e.preventDefault(); //disable native drag & drop
-      let parent = e.target.parentNode; //the surrounding square
-      // Next few lines 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
-      };
-      this.selectedPiece = e.target.cloneNode();
-      let spStyle = this.selectedPiece.style;
-      spStyle.position = "absolute";
-      spStyle.top = 0;
-      spStyle.display = "inline-block";
-      spStyle.zIndex = 3000;
-      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);
-      // Next line add moving piece just after current image
-      // (required for Crazyhouse reserve)
-      parent.insertBefore(this.selectedPiece, e.target.nextSibling);
+      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);
+      }
     },
     mousemove: function(e) {
       if (!this.selectedPiece) return;
+      e.preventDefault();
       // There is an active element: move it around
-      const [offsetX, offsetY] = e.clientX
-        ? [e.clientX, e.clientY] //desktop browser
-        : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
-      this.selectedPiece.style.left = offsetX - this.start.x + "px";
-      this.selectedPiece.style.top = offsetY - this.start.y + "px";
+      const [offsetX, offsetY] =
+        this.mobileBrowser
+          ? [e.changedTouches[0].pageX, e.changedTouches[0].pageY]
+          : [e.clientX, e.clientY];
+      Object.assign(
+        this.selectedPiece.style,
+        {
+          left: offsetX - this.start.x + "px",
+          top: offsetY - this.start.y + "px"
+        }
+      );
     },
     mouseup: function(e) {
       if (!this.selectedPiece) return;
-      // There is an active element: obtain the move from start and end squares
-      this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
-      const [offsetX, offsetY] = e.clientX
-        ? [e.clientX, e.clientY]
-        : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
+      e.preventDefault();
+      // Drag'n drop. Selected piece is no longer needed:
+      this.selectedPiece.parentNode.removeChild(this.selectedPiece);
+      delete this.selectedPiece;
+      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.clientX, e.clientY];
       let landing = document.elementFromPoint(offsetX, offsetY);
-      this.selectedPiece.style.zIndex = 3000;
       // Next condition: classList.contains(piece) fails because of marks
       while (landing.tagName == "IMG") landing = landing.parentNode;
-      if (this.start.id == landing.id)
-        // One or multi clicks on same piece
+      if (this.start.id == landing.id) {
+        if (this.click == landing.id) {
+          // Second click on same square: cancel current move
+          this.possibleMoves = [];
+          this.start = null;
+          this.click = "";
+        } else this.click = landing.id;
         return;
+      }
+      this.start = null;
       // OK: process move attempt, landing is a square node
       let endSquare = getSquareFromId(landing.id);
       let moves = this.findMatchingMoves(endSquare);
       this.possibleMoves = [];
-      if (moves.length > 1) this.choices = moves;
-      else if (moves.length == 1) this.play(moves[0]);
-      // Else: impossible move
-      this.selectedPiece.parentNode.removeChild(this.selectedPiece);
-      delete this.selectedPiece;
-      this.selectedPiece = null;
+      if (moves.length > 1) {
+        this.clickTime = Date.now();
+        this.choices = moves;
+      } else if (moves.length == 1) this.play(moves[0]);
+      // else: forbidden move attempt
     },
     findMatchingMoves: function(endSquare) {
       // Run through moves list and return the matching set (if promotions...)
-      let moves = [];
-      this.possibleMoves.forEach(function(m) {
-        if (endSquare[0] == m.end.x && endSquare[1] == m.end.y) moves.push(m);
-      });
-      return moves;
+      return (
+        this.possibleMoves.filter(m => {
+          return (endSquare[0] == m.end.x && endSquare[1] == m.end.y);
+        })
+      );
     },
     play: function(move) {
       this.$emit("play-move", move);
@@ -378,18 +496,20 @@ export default {
 .reserve-count
   padding-left: 40%
 
-.reserve-row-1
+.reserve-row
   margin-bottom: 15px
 
 // NOTE: no variants with reserve of size != 8
 
 .game
+  user-select: none
   width: 100%
   margin: 0
   .board
     cursor: pointer
 
 #choices
+  user-select: none
   margin: 0
   position: absolute
   z-index: 300
@@ -407,14 +527,13 @@ export default {
 
 img.ghost
   position: absolute
-  opacity: 0.4
+  opacity: 0.5
   top: 0
 
-.highlight
-  background-color: #00cc66 !important
-
-.incheck
-  background-color: #cc3300 !important
+.incheck-light
+  background-color: rgba(204, 51, 0, 0.7) !important
+.incheck-dark
+  background-color: rgba(204, 51, 0, 0.9) !important
 
 .light-square.lichess
   background-color: #f0d9b5;
@@ -427,7 +546,25 @@ img.ghost
   background-color: #6f8f57;
 
 .light-square.chesstempo
-  background-color: #fdfdfd;
+  background-color: #dfdfdf;
 .dark-square.chesstempo
-  background-color: #88a0a8;
+  background-color: #7287b6;
+
+// TODO: no predefined highlight colors, but layers. How?
+
+.light-square.lichess.highlight-light
+  background-color: #cdd26a
+.dark-square.lichess.highlight-dark
+  background-color: #aaa23a
+
+.light-square.chesscom.highlight-light
+  background-color: #f7f783
+.dark-square.chesscom.highlight-dark
+  background-color: #bacb44
+
+.light-square.chesstempo.highlight-light
+  background-color: #9f9fff
+.dark-square.chesstempo.highlight-dark
+  background-color: #557fff
+
 </style>