X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fcomponents%2FBoard.vue;h=5b8b92206c7d202f21d0a9df01d8609b5c404b3b;hp=45c7293b7d1020de8820bd4186e82953dee78c39;hb=cfc1cf0d2dde4d7f69f107d8c7ec30c815812da0;hpb=6808d7a16ec1e761c6a2dffec2281c96953e4d89 diff --git a/client/src/components/Board.vue b/client/src/components/Board.vue index 45c7293b..5b8b9220 100644 --- a/client/src/components/Board.vue +++ b/client/src/components/Board.vue @@ -4,13 +4,14 @@ 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: [ "vr", "lastMove", "analyze", + "score", "incheck", "orientation", "userColor", @@ -18,21 +19,29 @@ export default { ], data: function() { return { + 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: {}, //pixels coordinates + id of starting square (click or drag) + 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, + initialized: 0, settings: store.state.settings }; }, 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 @@ -46,83 +55,149 @@ export default { incheckSq[sq[0]][sq[1]] = true; }); - // Create board element (+ reserves if needed by variant or mode) - const lm = this.lastMove; - const showLight = this.settings.highlight && this.vname != "Dark"; + let lm = this.lastMove; + // Precompute lastMove highlighting squares + const lmHighlights = {}; + if (!!lm) { + if (!Array.isArray(lm)) lm = [lm]; + lm.forEach(m => { + if (!m.start.noHighlight && V.OnBoard(m.start.x, m.start.y)) + lmHighlights[m.start.x + sizeX * m.start.y] = true; + if (!m.end.noHighlight && V.OnBoard(m.end.x, m.end.y)) + lmHighlights[m.end.x + sizeX * m.end.y] = true; + if (!!m.start.toplay) + // For Dice variant (at least?) + lmHighlights[m.start.toplay[0] + sizeX * m.start.toplay[1]] = 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; + 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 && !!lmHighlights[x + sizeX * 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", { - class: { + attrs: { id: "gamePosition" }, + "class": { game: true, clearer: true } }, [...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", { - class: { + "class": { row: true }, 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; + const squareId = "sq-" + ci + "-" + cj; let elems = []; - if ( - this.vr.board[ci][cj] != V.EMPTY && - (this.vname != "Dark" || - this.analyze || - (!!this.userColor && - this.vr.enlightened[this.userColor][ci][cj])) - ) { + if (showPiece(ci, cj)) { + let pieceSpecs = { + "class": { + piece: true, + ghost: + !!this.selectedPiece && + this.selectedPiece.parentNode.id == squareId + }, + attrs: { + src: + "/images/pieces/" + + this.vr.getPpath( + this.vr.board[ci][cj], + // Extra args useful for some variants: + this.userColor, + this.score, + this.orientation) + + V.IMAGE_EXTENSION + } + }; + if (this.arrows.length == 0) + pieceSpecs["style"] = { position: "absolute" }; + elems.push(h("img", pieceSpecs)); + } + if (this.settings.hints && hintSquares[ci][cj]) { elems.push( h("img", { - class: { - piece: true, - ghost: - !!this.selectedPiece && - this.selectedPiece.parentNode.id == "sq-" + ci + "-" + cj + "class": { + "mark-square": true }, attrs: { - src: - "/images/pieces/" + - V.getPpath(this.vr.board[ci][cj]) + - ".svg" + src: "/images/mark.svg" } }) ); } - if (this.settings.hints && hintSquares[ci][cj]) { + if (!!this.circles[squareId]) { elems.push( h("img", { - class: { - "mark-square": true + "class": { + "circle-square": true }, attrs: { - src: "/images/mark.svg" + src: "/images/circle.svg" } }) ); } + const oddity = (ci + cj) % 2; + const lightSquare = ( + (!V.DarkBottomRight && oddity == lightSquareMod) || + (V.DarkBottomRight && oddity != lightSquareMod) + ); return h( "div", { - class: { + "class": { board: true, ["board" + sizeY]: true, - "light-square": (i + j) % 2 == 0, - "dark-square": (i + j) % 2 == 1, + "light-square": + !V.Notoodark && lightSquare && !V.Monochrome, + "dark-square": + !V.Notoodark && (!lightSquare || !!V.Monochrome), + "middle-square": V.Notoodark, [this.settings.bcolor]: true, - "in-shadow": - this.vname == "Dark" && - !this.analyze && - (!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": inHighlight(ci, cj), + "incheck-light": + showCheck && lightSquare && incheckSq[ci][cj], + "incheck-dark": + showCheck && !lightSquare && incheckSq[ci][cj], + "hover-highlight": + this.vr.hoverHighlight( + [ci, cj], !this.analyze ? this.userColor : null) }, attrs: { id: getSquareId({ x: ci, y: cj }) @@ -134,146 +209,243 @@ 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; + // 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++) { - myReservePiecesArray.push( - h( - "div", - { - class: { board: true, ["board" + sizeY]: true }, - attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) } - }, - [ - h("img", { - class: { piece: true, reserve: true }, - attrs: { - src: - "/images/pieces/" + - this.vr.getReservePpath(playingColor, i) + - ".svg" - } - }), - h("sup", { class: { "reserve-count": true } }, [ - this.vr.reserve[playingColor][V.RESERVE_PIECES[i]] - ]) - ] - ) - ); + if (!!this.vr.reserve[playingColor]) { + 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" + reserveSquareNb]: true }, + attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) }, + style: { opacity: qty > 0 ? 1 : 0.35 } + }, + [ + h("img", { + // NOTE: class "reserve" not used currently + "class": { piece: true, reserve: true }, + attrs: { + src: + "/images/pieces/" + + this.vr.getReservePpath(i, playingColor, orientation) + + ".svg" + } + }), + h( + "sup", + { + "class": { "reserve-count": true }, + style: { top: "calc(100% + 5px)" } + }, + [ qty ] + ) + ] + ) + ); + } } let oppReservePiecesArray = []; const oppCol = V.GetOppCol(playingColor); - for (let i = 0; i < V.RESERVE_PIECES.length; i++) { - oppReservePiecesArray.push( + if (!!this.vr.reserve[oppCol]) { + 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" + 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 }, + attrs: { + src: + "/images/pieces/" + + this.vr.getReservePpath(i, oppCol, orientation) + + ".svg" + } + }), + h( + "sup", + { + "class": { "reserve-count": true }, + style: { top: "calc(100% + 5px)" } + }, + [ qty ] + ) + ] + ) + ); + } + } + const myReserveTop = ( + (playingColor == 'w' && orientation == 'b') || + (playingColor == 'b' && orientation == 'w') + ); + const hasReserveTop = ( + (myReserveTop && !!this.vr.reserve[playingColor]) || + (!myReserveTop && !!this.vr.reserve[oppCol]) + ); + // "var" because must be reachable from outside this block + var hasReserveBottom = ( + (myReserveTop && !!this.vr.reserve[oppCol]) || + (!myReserveTop && !!this.vr.reserve[playingColor]) + ); + // Center reserves, assuming same number of pieces for each side: + const nbReservePieces = + Math.max(myReservePiecesArray.length, oppReservePiecesArray.length); + const marginLeft = + ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%"; + if (hasReserveTop) { + var reserveTop = h( "div", { - class: { board: true, ["board" + sizeY]: true }, - attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) } + "class": { + game: true, + "reserve-div": true + }, + style: { + "margin-left": marginLeft + } }, [ - h("img", { - class: { piece: true, reserve: true }, - attrs: { - src: - "/images/pieces/" + - this.vr.getReservePpath(oppCol, i) + - ".svg" - } - }), - h("sup", { class: { "reserve-count": true } }, [ - this.vr.reserve[oppCol][V.RESERVE_PIECES[i]] - ]) + h( + "div", + { + "class": { + row: true, + "reserve-row": true + } + }, + myReserveTop ? myReservePiecesArray : oppReservePiecesArray + ) ] - ) - ); + ); } - let reserves = h( - "div", - { - class: { - game: true, - "reserve-div": true - } - }, - [ + if (hasReserveBottom) { + var reserveBottom = h( "div", { - class: { - row: true, - "reserve-row-1": true + "class": { + game: true, + "reserve-div": true + }, + style: { + "margin-left": marginLeft } }, - myReservePiecesArray - ), - h("div", { class: { row: true } }, oppReservePiecesArray) - ] - ); - elementArray.push(reserves); + [ + h( + "div", + { + "class": { + row: true, + "reserve-row": true + } + }, + myReserveTop ? oppReservePiecesArray : myReservePiecesArray + ) + ] + ); + } + if (hasReserveTop) elementArray.push(reserveTop); } - const boardElt = document.querySelector(".game"); + elementArray.push(gameDiv); + if (!!this.vr.reserve && hasReserveBottom) + elementArray.push(reserveBottom); + 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); + let topOffset = offset[0] + ((sizeX - 1) / 2) * squareWidth; + 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 }, + "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/" + - V.getPpath(m.appear[0].c + m.appear[0].p) + - ".svg" + [ h( + "div", + { + "class": { "full-width": true } + }, + 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 stopPropagation = (e) => { e.stopPropagation(); } + const onClick = + this.mobileBrowser + // Must cancel mousedown logic: + ? { touchstart: stopPropagation, touchend: applyMove } + : { mousedown: stopPropagation, 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/" + + // orientation: extra arg useful for some variants + this.vr.getPPpath(m, 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, @@ -281,87 +453,412 @@ export default { touchend: this.mouseup } }; - } else { + } + else { onEvents = { on: { mousedown: this.mousedown, mousemove: this.mousemove, - mouseup: this.mouseup + mouseup: this.mouseup, + contextmenu: this.blockContextMenu } }; } - return h("div", onEvents, elementArray); + if (this.initialized == 1) this.$emit("rendered"); + if (this.initialized <= 1) this.initialized++; + return ( + h( + "div", + Object.assign({ attrs: { id: "rootBoardElement" } }, onEvents), + elementArray + ) + ); + }, + updated: function() { + this.re_setDrawings(); }, 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 + 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])) + ) + ) }; - 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); + }, + 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) { + const arrowIdx = this.arrows.findIndex(a => { + return ( + a.start[0] == arrow.start[0] && a.start[1] == arrow.start[1] && + a.end[0] == arrow.end[0] && a.end[1] == arrow.end[1] + ); + }); + if (arrowIdx >= 0) + // Erase the arrow + this.arrows.splice(arrowIdx, 1); + else + // Add to arrows vector: + this.arrows.push(arrow); + // NOTE: no need to draw here, will be re-draw + // by updated() hook callong re_setDrawings() + }, + 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() { + // Add some drawing on board (for some variants + arrows and circles) + const boardElt = document.getElementById("gamePosition"); + if (!boardElt) return; + // Remove current canvas, if any + const curCanvas = document.getElementById("arrowCanvas"); + if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas); + 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"); + if (line[0][0] == line[1][0] || line[0][1] == line[1][1]) + path.classList.add("svg-line"); + else + // "Diagonals" are drawn with a lighter color (TODO: generalize) + path.classList.add("svg-diag"); + 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) { + if (!this.mobileBrowser && e.which != 3) + // Cancel current drawing and circles, if any + this.cancelResetArrows(); + if (this.mobileBrowser || e.which == 1) { + // Mouse left button + if (!this.start) { + this.containerPos = + document.getElementById("boardContainer").getBoundingClientRect(); + // NOTE: classList[0] is enough: 'piece' is the first assigned class + const withPiece = (e.target.classList[0] == "piece"); + if (withPiece) e.preventDefault(); + // Show possible moves if current player allowed to play + const startSquare = + getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id); + this.possibleMoves = []; + const color = this.analyze ? this.vr.turn : this.userColor; + if (this.vr.canIplay(color, startSquare)) { + // Emit the click event which could be used by some variants + const targetId = + (withPiece ? e.target.parentNode.id : e.target.id); + const sq = getSquareFromId(targetId); + this.$emit("click-square", sq); + if (withPiece && !this.vr.onlyClick(sq)) { + this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare); + if (this.possibleMoves.length > 0) { + // For potential drag'n drop, remember start coordinates + // (to center the piece on mouse cursor) + let parent = e.target.parentNode; //surrounding square + 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 + e.preventDefault(); + this.containerPos = + document.getElementById("gamePosition").getBoundingClientRect(); + let elem = e.target; + // Next loop because of potential marks + while (elem.tagName == "IMG") elem = elem.parentNode; + this.startArrow = getSquareFromId(elem.id); + } + else e.preventDefault(); }, mousemove: function(e) { - if (!this.selectedPiece) return; - // 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"; + if (!this.selectedPiece && !this.startArrow) return; + // Cancel if off boardContainer + const [offsetX, offsetY] = + this.mobileBrowser + ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY] + : [e.clientX, e.clientY]; + if ( + offsetX < this.containerPos.left || + offsetX > this.containerPos.right || + offsetY < this.containerPos.top || + offsetY > this.containerPos.bottom + ) { + if (!!this.selectedPiece) { + this.selectedPiece.parentNode.removeChild(this.selectedPiece); + delete this.selectedPiece; + this.selectedPiece = null; + this.start = null; + this.possibleMoves = []; //in case of + this.click = ""; + let selected = document.querySelector(".ghost"); + if (!!selected) selected.classList.remove("ghost"); + } + else { + this.startArrow = null; + this.movingArrow = null; + const currentArrow = document.getElementById("currentArrow"); + if (!!currentArrow) + currentArrow.parentNode.removeChild(currentArrow); + } + 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; - // 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]; + if (this.mobileBrowser || e.which == 1) { + if (!this.selectedPiece) return; + 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); + } + else if (e.which == 3) { + e.preventDefault(); + if (!this.startArrow) return; + // 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; + }, + processMoveAttempt: function(e) { + // Obtain the move from start and end squares + const [offsetX, offsetY] = + this.mobileBrowser + ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY] + : [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 + }, + 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.$set(this.circles, landing.id, !this.circles[landing.id]); + } + else { + // OK: add arrow, landing is a new square + const currentArrow = document.getElementById("currentArrow"); + currentArrow.parentNode.removeChild(currentArrow); + this.addArrow({ + start: this.startArrow, + end: landingCoords + }); + } + this.startArrow = null; }, findMatchingMoves: function(endSquare) { // Run through moves list and return the matching set (if promotions...) - let moves = []; - this.possibleMoves.forEach(function(m) { - if (endSquare[0] == m.end.x && endSquare[1] == m.end.y) moves.push(m); - }); - return moves; + return ( + this.possibleMoves.filter(m => { + return (endSquare[0] == m.end.x && endSquare[1] == m.end.y); + }) + ); }, play: function(move) { this.$emit("play-move", move); @@ -370,25 +867,59 @@ export default { }; + +