X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fcomponents%2FBoard.vue;h=d89ee40498c0a2fd205934b1987ceb4ae99b05ee;hp=8b570952de5cc36eac05eadf9d2e16c7e80354f0;hb=d54f6261c9e30f4eabb402ad301dd5c5e40fb656;hpb=8e44d3a3982a536240ae576df0eafcc8a16f23c5 diff --git a/client/src/components/Board.vue b/client/src/components/Board.vue index 8b570952..d89ee404 100644 --- a/client/src/components/Board.vue +++ b/client/src/components/Board.vue @@ -3,163 +3,162 @@ import { getSquareId, getSquareFromId } from "@/utils/squareId"; import { ArrayFun } from "@/utils/array"; import { store } from "@/store"; export default { - name: 'my-board', + name: "my-board", // Last move cannot be guessed from here, and is required to highlight squares // vr: object to check moves, print board... // userColor is left undefined for an external observer - props: ["vr","lastMove","analyze","incheck","orientation","userColor","vname"], - data: function () { + props: [ + "vr", + "lastMove", + "analyze", + "score", + "incheck", + "orientation", + "userColor", + "vname" + ], + 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) - settings: store.state.settings, + start: null, //pixels coordinates + id of starting square (click or drag) + click: "", + clickTime: 0, + settings: store.state.settings }; }, render(h) { - if (!this.vr) - { + 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]; + const [sizeX, sizeY] = [V.size.x, V.size.y]; // Precompute hints squares to facilitate rendering let hintSquares = ArrayFun.init(sizeX, sizeY, false); - this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; }); + this.possibleMoves.forEach(m => { + hintSquares[m.end.x][m.end.y] = true; + }); // Also precompute in-check squares let incheckSq = ArrayFun.init(sizeX, sizeY, false); - this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; }); + this.incheck.forEach(sq => { + incheckSq[sq[0]][sq[1]] = true; + }); - let boardElt = document.querySelector(".game"); - const squareWidth = (!!boardElt - ? boardElt.offsetWidth / sizeY - : 40); //arbitrary value (not relevant) - const offset = (!!boardElt - ? [boardElt.offsetTop, boardElt.offsetLeft] - : [0, 0]); - const choices = h( - 'div', - { - attrs: { "id": "choices" }, - 'class': { 'row': true }, - style: { - "display": (this.choices.length > 0 ? "block" : "none"), - "top": (offset[0] + (sizeY/2)*squareWidth-squareWidth/2) + "px", - "left": (offset[1] + squareWidth*(sizeY - this.choices.length)/2) + "px", - "width": (this.choices.length * squareWidth) + "px", - "height": squareWidth + "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' }, - 'class': { 'choice-piece': true }, - on: { - "click": e => { this.play(m); this.choices=[]; }, - }, - }) - ] - ); - }) - ); - // Create board element (+ reserves if needed by variant or mode) const lm = this.lastMove; - const showLight = this.settings.highlight && this.vname != "Dark"; + 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', + "div", { - 'class': { - 'game': true, - 'clearer': true, - }, + 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', + "div", { - 'class': { - 'row': true, + class: { + row: true }, - style: { 'opacity': this.choices.length>0?"0.5":"1" }, + 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.vname!="Dark" - || this.analyze || (!!this.userColor - && this.vr.enlightened[this.userColor][ci][cj]))) - { + if (showPiece(ci, cj)) { elems.push( - h( - 'img', - { - 'class': { - 'piece': true, - 'ghost': !!this.selectedPiece - && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj, - }, - attrs: { - src: "/images/pieces/" + - V.getPpath(this.vr.board[ci][cj]) + ".svg", - }, + h("img", { + class: { + piece: true, + ghost: + !!this.selectedPiece && + this.selectedPiece.parentNode.id == "sq-" + ci + "-" + cj + }, + 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.settings.hints && hintSquares[ci][cj]) - { + if (this.settings.hints && hintSquares[ci][cj]) { elems.push( - h( - 'img', - { - 'class': { - 'mark-square': true, - }, - attrs: { - src: "/images/mark.svg", - }, + h("img", { + class: { + "mark-square": true + }, + attrs: { + src: "/images/mark.svg" } - ) + }) ); } + const lightSquare = (ci + cj) % 2 == lightSquareMod; return h( - 'div', + "div", { - 'class': { - 'board': true, - ['board'+sizeY]: true, - 'light-square': (i+j)%2==0, - 'dark-square': (i+j)%2==1, + class: { + board: true, + ["board" + sizeY]: true, + "light-square": lightSquare, + "dark-square": !lightSquare, [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-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}), - }, + id: getSquareId({ x: ci, y: cj }) + } }, elems ); @@ -167,200 +166,326 @@ export default { ); }) ); - const playingColor = this.userColor || "w"; //default for an observer - let elementArray = [choices, gameDiv]; - if (!!this.vr.reserve) - { - const shiftIdx = (playingColor=="w" ? 0 : 1); + 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 0 ? 1 : 0.35 } + }, + [ + h("img", { + class: { piece: true, reserve: true }, + attrs: { + src: + "/images/pieces/" + + this.vr.getReservePpath(i, playingColor) + + ".svg" + } + }), + h("sup", { class: { "reserve-count": true } }, [ qty ]) + ] ) - ])); + ); } let oppReservePiecesArray = []; const oppCol = V.GetOppCol(playingColor); - for (let i=0; i 0 ? 1 : 0.35 } + }, + [ + h("img", { + class: { piece: true, reserve: true }, + attrs: { + src: + "/images/pieces/" + + this.vr.getReservePpath(i, oppCol) + + ".svg" + } + }), + h("sup", { class: { "reserve-count": true } }, [ qty ]) + ] + ) + ); + } + const myReserveTop = ( + (playingColor == 'w' && orientation == 'b') || + (playingColor == 'b' && orientation == 'w') + ); + // 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': {"piece":true, "reserve":true}, - attrs: { - "src": "/images/pieces/" + - this.vr.getReservePpath(oppCol,i) + ".svg", + class: { + game: true, + "reserve-div": true + }, + style: { + "margin-left": marginLeft } - }), - 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 + ) + ] + ); + 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 + 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; } - let reserves = h('div', + const choices = h( + "div", { - 'class':{ - 'game': true, - "reserve-div": true, - }, + attrs: { id: "choices" }, + class: { row: true }, + style: { + top: topOffset + "px", + left: + offset[1] + + (squareWidth * Math.max(sizeY - this.choices.length, 0)) / 2 + + "px", + width: (maxNbeltsPerRow * squareWidth) + "px", + height: choicesHeight + "px" + } }, - [ - h('div', - { - 'class': { - 'row': true, - "reserve-row-1": true, + [ 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 + }, + style: { + width: (100 / maxNbeltsPerRow) + "%", + "padding-bottom": (100 / maxNbeltsPerRow) + "%" + } }, - }, - myReservePiecesArray - ), - h('div', - { 'class': { 'row': true }}, - oppReservePiecesArray - ) - ] + [ + 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.push(reserves); + elementArray.unshift(choices); } - return h( - 'div', - { - // NOTE: click = mousedown + mouseup + let onEvents = {}; + // NOTE: click = mousedown + mouseup + if (this.mobileBrowser) { + onEvents = { + on: { + touchstart: this.mousedown, + touchmove: this.mousemove, + touchend: this.mouseup + } + }; + } else { + onEvents = { on: { mousedown: this.mousedown, mousemove: this.mousemove, - mouseup: this.mouseup, -// touchstart: this.mousedown, - touchmove: this.mousemove, -// touchend: this.mouseup, - }, - }, - elementArray - ); + mouseup: this.mouseup + } + }; + } + return h("div", onEvents, elementArray); }, methods: { mousedown: function(e) { - e = e || window.event; - let ingame = false; - let elem = e.target; - while (!ingame && elem !== null) - { - if (elem.classList.contains("game")) - { - ingame = true; - break; - } - elem = elem.parentElement; - } - if (!ingame) //let default behavior (click on button...) - return; - e.preventDefault(); //disable native drag & drop - if (!this.selectedPiece && e.target.classList.contains("piece")) - { - let parent = e.target.parentNode; - // Next few lines to center the piece on mouse cursor + 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, + 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(); - 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) + 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 = e || window.event; - // If there is an active element, move it around - if (!!this.selectedPiece) - { - 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) return; + e.preventDefault(); + // There is an active element: move it around + 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; - e = e || window.event; - 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.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); + }, + 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) - { - // A click: selectedPiece and possibleMoves are already filled + while (landing.tagName == "IMG") landing = landing.parentNode; + 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) + if (moves.length > 1) { + this.clickTime = Date.now(); 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; + } 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.$emit('play-move', move); - }, - }, + this.$emit("play-move", move); + } + } }; @@ -371,18 +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 @@ -400,14 +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; @@ -420,7 +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 +