X-Git-Url: https://git.auder.net/?p=xogo.git;a=blobdiff_plain;f=base_rules.js;h=6562673aeb3804f8fc7bfa494d6494d839769f98;hp=3fac51b75e480ee406dbff3f3ea784b4dbf9b7ca;hb=5f08c59b29c2173cc8b2df1a3799ee971a14e691;hpb=fc12475fd434835816796ece83d93341af6c1550 diff --git a/base_rules.js b/base_rules.js index 3fac51b..6562673 100644 --- a/base_rules.js +++ b/base_rules.js @@ -3,6 +3,21 @@ import { ArrayFun } from "/utils/array.js"; import PiPo from "/utils/PiPo.js"; import Move from "/utils/Move.js"; +// Helper class for move animation +class TargetObj { + + constructor(callOnComplete) { + this.value = 0; + this.target = 0; + this.callOnComplete = callOnComplete; + } + increment() { + if (++this.value == this.target) + this.callOnComplete(); + } + +}; + // NOTE: x coords: top to bottom (white perspective); y: left to right // NOTE: ChessRules is aliased as window.C, and variants as window.V export default class ChessRules { @@ -96,6 +111,10 @@ export default class ChessRules { return !!this.options["dark"]; } + get hasMoveStack() { + return false; + } + // Some variants use click infos: doClick(coords) { if (typeof coords.x != "number") @@ -391,17 +410,21 @@ export default class ChessRules { // Fen string fully describes the game state if (!o.fen) o.fen = this.genRandInitFen(o.seed); - const fenParsed = this.parseFen(o.fen); - this.board = this.getBoard(fenParsed.position); - this.turn = fenParsed.turn; - this.movesCount = parseInt(fenParsed.movesCount, 10); - this.setOtherVariables(fenParsed); + this.re_initFromFen(o.fen); // Graphical (can use variables defined above) this.containerId = o.element; this.graphicalInit(); } + re_initFromFen(fen, oldBoard) { + const fenParsed = this.parseFen(fen); + this.board = oldBoard || this.getBoard(fenParsed.position); + this.turn = fenParsed.turn; + this.movesCount = parseInt(fenParsed.movesCount, 10); + this.setOtherVariables(fenParsed); + } + // Turn position fen into double array ["wb","wp","bk",...] getBoard(position) { const rows = position.split("/"); @@ -433,7 +456,6 @@ export default class ChessRules { this.initReserves(fenParsed.reserve); if (this.options["crazyhouse"]) this.initIspawn(fenParsed.ispawn); - this.subTurn = 1; //may be unused if (this.options["teleport"]) { this.subTurnTeleport = 1; this.captured = null; @@ -443,6 +465,9 @@ export default class ChessRules { this.enlightened = ArrayFun.init(this.size.x, this.size.y, false); this.updateEnlightened(); } + this.subTurn = 1; //may be unused + if (!this.moveStack) //avoid resetting (unwanted) + this.moveStack = []; } updateEnlightened() { @@ -2128,35 +2153,38 @@ export default class ChessRules { this.subTurnTeleport = 1; this.captured = null; } - if (this.options["balance"]) { - if (![1, 3].includes(this.movesCount)) - this.turn = oppCol; - } - else { + if ( + ( + this.options["doublemove"] && + this.movesCount >= 1 && + this.subTurn == 1 + ) || + (this.options["progressive"] && this.subTurn <= this.movesCount) + ) { + const oppKingPos = this.searchKingPos(oppCol); if ( + oppKingPos[0] >= 0 && ( - this.options["doublemove"] && - this.movesCount >= 1 && - this.subTurn == 1 - ) || - (this.options["progressive"] && this.subTurn <= this.movesCount) + this.options["taking"] || + !this.underCheck(oppKingPos, color) + ) ) { - const oppKingPos = this.searchKingPos(oppCol); - if ( - oppKingPos[0] >= 0 && - ( - this.options["taking"] || - !this.underCheck(oppKingPos, color) - ) - ) { - this.subTurn++; - return; - } + this.subTurn++; + return; } + } + if (this.isLastMove(move)) { this.turn = oppCol; + this.movesCount++; + this.subTurn = 1; } - this.movesCount++; - this.subTurn = 1; + } + + isLastMove(move) { + return ( + (this.options["balance"] && ![1, 3].includes(this.movesCount)) || + !move.next + ); } // "Stop at the first move found" @@ -2233,11 +2261,50 @@ export default class ChessRules { } playPlusVisual(move, r) { + if (this.hasMoveStack) + this.buildMoveStack(move); + else { + this.play(move); + this.playVisual(move, r); + this.afterPlay(move, this.turn, {send: true, res: true}); //user method + } + } + + // TODO: send stack receive stack, or allow incremental? (good/bad points) + buildMoveStack(move) { + this.moveStack.push(move); + this.computeNextMove(move); this.play(move); - this.playVisual(move, r); - this.afterPlay(move); //user method + const newTurn = this.turn; + if (this.moveStack.length == 1) { + this.playVisual(move); + this.gameState = { + fen: this.getFen(), + board: JSON.parse(JSON.stringify(this.board)) //easier + }; + } + if (move.next) + this.buildMoveStack(move.next); + else { + // Send, animate + play until here + if (this.moveStack.length == 1) { + this.afterPlay(this.moveStack, newTurn, {send: true, res: true}); + this.moveStack = [] + } + else { + this.afterPlay(this.moveStack, newTurn, {send: true, res: false}); + this.re_initFromFen(this.gameState.fen, this.gameState.board); + this.playReceivedMove(this.moveStack.slice(1), () => { + this.afterPlay(this.moveStack, newTurn, {send: false, res: true}); + this.moveStack = [] + }); + } + } } + // Implemented in variants using (automatic) moveStack + computeNextMove(move) {} + getMaxDistance(r) { // Works for all rectangular boards: return Math.sqrt(r.width ** 2 + r.height ** 2); @@ -2247,41 +2314,37 @@ export default class ChessRules { return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y]; } - animate(move, callback) { - if (this.noAnimate || move.noAnimate) { - callback(); - return; - } - let initPiece = this.getDomPiece(move.start.x, move.start.y); - // NOTE: cloning generally not required, but light enough, and simpler + animateMoving(start, end, drag, segments, cb) { + let initPiece = this.getDomPiece(start.x, start.y); + // NOTE: cloning often not required, but light enough, and simpler let movingPiece = initPiece.cloneNode(); initPiece.style.opacity = "0"; let container = document.getElementById(this.containerId) const r = container.querySelector(".chessboard").getBoundingClientRect(); - if (typeof move.start.x == "string") { + if (typeof start.x == "string") { // Need to bound width/height (was 100% for reserve pieces) const pieceWidth = this.getPieceWidth(r.width); movingPiece.style.width = pieceWidth + "px"; movingPiece.style.height = pieceWidth + "px"; } const maxDist = this.getMaxDistance(r); - const apparentColor = this.getColor(move.start.x, move.start.y); - const pieces = this.pieces(apparentColor, move.start.x, move.start.y); - if (move.drag) { - const startCode = this.getPiece(move.start.x, move.start.y); + const apparentColor = this.getColor(start.x, start.y); + const pieces = this.pieces(apparentColor, start.x, start.y); + if (drag) { + const startCode = this.getPiece(start.x, start.y); C.RemoveClass_es(movingPiece, pieces[startCode]["class"]); - C.AddClass_es(movingPiece, pieces[move.drag.p]["class"]); - if (apparentColor != move.drag.c) { + C.AddClass_es(movingPiece, pieces[drag.p]["class"]); + if (apparentColor != drag.c) { movingPiece.classList.remove(C.GetColorClass(apparentColor)); - movingPiece.classList.add(C.GetColorClass(move.drag.c)); + movingPiece.classList.add(C.GetColorClass(drag.c)); } } container.appendChild(movingPiece); const animateSegment = (index, cb) => { // NOTE: move.drag could be generalized per-segment (usage?) - const [i1, j1] = move.segments[index][0]; - const [i2, j2] = move.segments[index][1]; + const [i1, j1] = segments[index][0]; + const [i2, j2] = segments[index][1]; const dep = this.getPixelPosition(i1, j1, r); const arr = this.getPixelPosition(i2, j2, r); movingPiece.style.transitionDuration = "0s"; @@ -2297,24 +2360,63 @@ export default class ChessRules { setTimeout(cb, duration * 1000); }, 50); }; - if (!move.segments) { - move.segments = [ - [[move.start.x, move.start.y], [move.end.x, move.end.y]] - ]; - } let index = 0; const animateSegmentCallback = () => { - if (index < move.segments.length) + if (index < segments.length) animateSegment(index++, animateSegmentCallback); else { movingPiece.remove(); initPiece.style.opacity = "1"; - callback(); + cb(); } }; animateSegmentCallback(); } + // Input array of objects with at least fields x,y (e.g. PiPo) + animateFading(arr, cb) { + const animLength = 350; //TODO: 350ms? More? Less? + arr.forEach(v => { + let fadingPiece = this.getDomPiece(v.x, v.y); + fadingPiece.style.transitionDuration = (animLength / 1000) + "s"; + fadingPiece.style.opacity = "0"; + }); + setTimeout(cb, animLength); + } + + animate(move, callback) { + if (this.noAnimate || move.noAnimate) { + callback(); + return; + } + let segments = move.segments; + if (!segments) + segments = [ [[move.start.x, move.start.y], [move.end.x, move.end.y]] ]; + let targetObj = new TargetObj(callback); + if (move.start.x != move.end.x || move.start.y != move.end.y) { + targetObj.target++; + this.animateMoving(move.start, move.end, move.drag, segments, + () => targetObj.increment()); + } + if (move.vanish.length > move.appear.length) { + const arr = move.vanish.slice(move.appear.length) + .filter(v => v.x != move.end.x || v.y != move.end.y); + if (arr.length > 0) { + targetObj.target++; + this.animateFading(arr, () => targetObj.increment()); + } + } + targetObj.target += + this.customAnimate(move, segments, () => targetObj.increment()); + if (targetObj.target == 0) + callback(); + } + + // Potential other animations (e.g. for Suction variant) + customAnimate(move, segments, cb) { + return 0; //nb of targets + } + playReceivedMove(moves, callback) { const launchAnimation = () => { const r = container.querySelector(".chessboard").getBoundingClientRect();