X-Git-Url: https://git.auder.net/?p=xogo.git;a=blobdiff_plain;f=base_rules.js;h=30e9ee5fc475650d4d13d36b729b9b321e17bbd1;hp=33411f0ef502638bd526bddf16ae669392844885;hb=f382c57bf08425c170479e55b8670efaf3a7a548;hpb=535c464b0543306a0ea36c66f07dcfad7a951efc diff --git a/base_rules.js b/base_rules.js index 33411f0..30e9ee5 100644 --- a/base_rules.js +++ b/base_rules.js @@ -29,16 +29,18 @@ export default class ChessRules { {label: "Asymmetric random", value: 2} ] }], - check: [ + input: [ { label: "Capture king", - defaut: false, - variable: "taking" + variable: "taking", + type: "checkbox", + defaut: false }, { label: "Falling pawn", - defaut: false, - variable: "pawnfall" + variable: "pawnfall", + type: "checkbox", + defaut: false } ], // Game modifiers (using "elementary variants"). Default: false @@ -182,7 +184,7 @@ export default class ChessRules { else { // Randomize - let pieces = { w: new Array(8), b: new Array(8) }; + let pieces = {w: new Array(8), b: new Array(8)}; flags = ""; // Shuffle pieces on first (and last rank if randomness == 2) for (let c of ["w", "b"]) { @@ -370,13 +372,16 @@ export default class ChessRules { ////////////////// // INITIALIZATION - constructor(o) { + constructor(o, genFenOnly) { this.options = o.options; // Fill missing options (always the case if random challenge) (V.Options.select || []).concat(V.Options.input || []).forEach(opt => { if (this.options[opt.variable] === undefined) this.options[opt.variable] = opt.defaut; }); + if (genFenOnly) + // This object will be used only for initial FEN generation + return; this.playerColor = o.color; this.afterPlay = o.afterPlay; //trigger some actions after playing a move @@ -533,8 +538,6 @@ export default class ChessRules { this.initMouseEvents(); const chessboard = document.getElementById(this.containerId).querySelector(".chessboard"); - // TODO: calling with "this" seems required by Hex. Understand why... - new ResizeObserver(() => this.rescale(this)).observe(chessboard); } re_drawBoardElements() { @@ -773,24 +776,22 @@ export default class ChessRules { } } - // After resize event: no need to destroy/recreate pieces - rescale(self) { - const container = document.getElementById(self.containerId); - if (!container) - return; //useful at initial loading - let chessboard = container.querySelector(".chessboard"); - let r = chessboard.getBoundingClientRect(); - let [newWidth, newHeight] = [r.width, r.height]; + // Resize board: no need to destroy/recreate pieces + rescale(mode) { + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); + const r = chessboard.getBoundingClientRect(); + const multFact = (mode == "up" ? 1.05 : 0.95); + let [newWidth, newHeight] = [multFact * r.width, multFact * r.height]; // Stay in window: - if (newWidth > window.innerWidth) + if (newWidth > window.innerWidth) { newWidth = window.innerWidth; - if (newHeight > window.innerHeight) + newHeight = newWidth / this.size.ratio; + } + if (newHeight > window.innerHeight) { newHeight = window.innerHeight; - const newRatio = newWidth / newHeight; - if (newRatio > self.size.ratio) - newWidth = newHeight * self.size.ratio; - else if (newRatio < self.size.ratio) - newHeight = newWidth / self.size.ratio; + newWidth = newHeight * this.size.ratio; + } chessboard.style.width = newWidth + "px"; chessboard.style.height = newHeight + "px"; const newX = (window.innerWidth - newWidth) / 2; @@ -798,26 +799,26 @@ export default class ChessRules { const newY = (window.innerHeight - newHeight) / 2; chessboard.style.top = newY + "px"; const newR = {x: newX, y: newY, width: newWidth, height: newHeight}; - const pieceWidth = self.getPieceWidth(newWidth); + const pieceWidth = this.getPieceWidth(newWidth); // NOTE: next "if" for variants which use squares filling // instead of "physical", moving pieces if (this.g_pieces) { - for (let i=0; i < self.size.x; i++) { - for (let j=0; j < self.size.y; j++) { - if (self.g_pieces[i][j]) { + for (let i=0; i < this.size.x; i++) { + for (let j=0; j < this.size.y; j++) { + if (this.g_pieces[i][j]) { // NOTE: could also use CSS transform "scale" - self.g_pieces[i][j].style.width = pieceWidth + "px"; - self.g_pieces[i][j].style.height = pieceWidth + "px"; - const [ip, jp] = self.getPixelPosition(i, j, newR); + this.g_pieces[i][j].style.width = pieceWidth + "px"; + this.g_pieces[i][j].style.height = pieceWidth + "px"; + const [ip, jp] = this.getPixelPosition(i, j, newR); // Translate coordinates to use chessboard as reference: - self.g_pieces[i][j].style.transform = + this.g_pieces[i][j].style.transform = `translate(${ip - newX}px,${jp - newY}px)`; } } } } - if (self.hasReserve) - self.rescaleReserve(newR); + if (this.hasReserve) + this.rescaleReserve(newR); } rescaleReserve(r) { @@ -947,11 +948,6 @@ export default class ChessRules { }; const mouseup = (e) => { - const newR = chessboard.getBoundingClientRect(); - if (newR.width != r.width || newR.height != r.height) { - this.rescale(); - return; - } if (!start) return; const [x, y] = [start.x, start.y]; @@ -980,6 +976,8 @@ export default class ChessRules { document.addEventListener("mousedown", mousedown); document.addEventListener("mousemove", mousemove); document.addEventListener("mouseup", mouseup); + document.addEventListener("wheel", + (e) => this.rescale(e.deltaY < 0 ? "up" : "down")); } if ('ontouchstart' in window) { // https://stackoverflow.com/a/42509310/12660887 @@ -2153,9 +2151,7 @@ export default class ChessRules { playVisual(move, r) { move.vanish.forEach(v => { - // TODO: next "if" shouldn't be required - if (this.g_pieces[v.x][v.y]) - this.g_pieces[v.x][v.y].remove(); + this.g_pieces[v.x][v.y].remove(); this.g_pieces[v.x][v.y] = null; }); let chessboard = @@ -2202,10 +2198,6 @@ export default class ChessRules { return; } let initPiece = this.getDomPiece(move.start.x, move.start.y); - if (!initPiece) { //TODO this shouldn't be required - callback(); - return; - } // NOTE: cloning generally not required, but light enough, and simpler let movingPiece = initPiece.cloneNode(); initPiece.style.opacity = "0";