3 input#modalEog.modal(type="checkbox")
6 data-checkbox="modalEog"
9 label.modal-close(for="modalEog")
10 h3.section {{ endgameMessage }}
16 :analyze="game.mode=='analyze'"
18 :user-color="game.mycolor"
19 :orientation="orientation"
24 #turnIndicator(v-if="showTurn") {{ turn }}
26 button(@click="gotoBegin()") <<
27 button(@click="undo()") <
28 button(v-if="canFlip" @click="flip()") ⇅
29 button(@click="play()") >
30 button(@click="gotoEnd()") >>
32 #downloadDiv(v-if="allowDownloadPGN")
34 button(@click="download()") {{ st.tr["Download"] }} PGN
37 @click="analyzePosition()"
39 | {{ st.tr["Analyse"] }}
40 // NOTE: variants pages already have a "Rules" link on top
42 v-if="!$route.path.match('/variants/')"
45 | {{ st.tr["Rules"] }}
48 v-if="showMoves != 'none'"
51 :message="game.scoreMsg"
52 :firstNum="firstMoveNumber"
61 import Board from "@/components/Board.vue";
62 import MoveList from "@/components/MoveList.vue";
63 import { store } from "@/store";
64 import { getSquareId } from "@/utils/squareId";
65 import { getDate } from "@/utils/datetime";
66 import { processModalClick } from "@/utils/modalClick";
67 import { getScoreMessage } from "@/utils/scoring";
68 import { getFullNotation } from "@/utils/notation";
69 import { undoMove } from "@/utils/playUndo";
80 // NOTE: all following variables must be reset at the beginning of a game
81 vr: null, //VariantRules object, game state
84 score: "*", //'*' means 'unfinished'
86 // TODO: later, use subCursor to navigate intra-multimoves?
87 cursor: -1, //index of the move just played
89 firstMoveNumber: 0, //for printing
90 incheck: [], //for Board
95 // game initial FEN changes when a new game starts
96 "game.fenStart": function() {
97 this.re_setVariables();
101 showMoves: function() {
102 return this.game.score != "*"
104 : (this.vr ? this.vr.showMoves : "none");
106 showTurn: function() {
108 this.game.score == '*' &&
110 (this.vr.showMoves != "all" || !this.vr.canFlip)
116 if (this.vr.showMoves != "all")
117 return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"]
118 // Cannot flip: racing king or circular chess
119 return this.vr.movesCount == 0 && this.game.mycolor == "w"
120 ? this.st.tr["It's your turn!"]
123 canAnalyze: function() {
124 return this.game.mode != "analyze" && this.vr && this.vr.canAnalyze;
126 canFlip: function() {
127 return this.vr && this.vr.canFlip;
129 allowDownloadPGN: function() {
130 return this.game.score != "*" || (this.vr && this.vr.showMoves == "all");
133 created: function() {
134 if (this.game.fenStart) this.re_setVariables();
136 mounted: function() {
137 if (!("ontouchstart" in window)) {
139 const baseGameDiv = document.getElementById("baseGame");
140 baseGameDiv.tabIndex = 0;
141 baseGameDiv.addEventListener("click", this.focusBg);
142 baseGameDiv.addEventListener("keydown", this.handleKeys);
143 baseGameDiv.addEventListener("wheel", this.handleScroll);
145 document.getElementById("eogDiv").addEventListener(
150 focusBg: function() {
151 document.getElementById("baseGame").focus();
153 handleKeys: function(e) {
154 if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
173 handleScroll: function(e) {
175 if (e.deltaY < 0) this.undo();
176 else if (e.deltaY > 0) this.play();
178 showRules: function() {
179 //this.$router.push("/variants/" + this.game.vname);
180 window.open("#/variants/" + this.game.vname, "_blank"); //better
182 re_setVariables: function() {
183 this.endgameMessage = "";
184 // "w": default orientation for observed games
185 this.orientation = this.game.mycolor || "w";
186 this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
187 // Post-processing: decorate each move with notation and FEN
188 this.vr = new V(this.game.fenStart);
189 const parsedFen = V.ParseFen(this.game.fenStart);
190 const firstMoveColor = parsedFen.turn;
191 this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
192 this.moves.forEach(move => {
193 // Strategy working also for multi-moves:
194 if (!Array.isArray(move)) move = [move];
196 m.notation = this.vr.getNotation(m);
200 if (firstMoveColor == "b") {
201 // 'start' & 'end' is required for Board component
204 start: { x: -1, y: -1 },
205 end: { x: -1, y: -1 }
208 this.positionCursorTo(this.moves.length - 1);
209 this.incheck = this.vr.getCheckSquares(this.vr.turn);
211 positionCursorTo: function(index) {
213 // Caution: last move in moves array might be a multi-move
215 if (Array.isArray(this.moves[index])) {
216 const L = this.moves[index].length;
217 this.lastMove = this.moves[index][L - 1];
219 this.lastMove = this.moves[index];
223 this.lastMove = null;
225 analyzePosition: function() {
230 this.vr.getFen().replace(/ /g, "_");
231 // Open in same tab in live games (against cheating)
232 if (this.game.type == "live") this.$router.push(newUrl);
233 else window.open("#" + newUrl);
235 download: function() {
236 const content = this.getPgn();
237 // Prepare and trigger download link
238 let downloadAnchor = document.getElementById("download");
239 downloadAnchor.setAttribute("download", "game.pgn");
240 downloadAnchor.href =
241 "data:text/plain;charset=utf-8," + encodeURIComponent(content);
242 downloadAnchor.click();
246 pgn += '[Site "vchess.club"]\n';
247 pgn += '[Variant "' + this.game.vname + '"]\n';
248 pgn += '[Date "' + getDate(new Date()) + '"]\n';
249 pgn += '[White "' + this.game.players[0].name + '"]\n';
250 pgn += '[Black "' + this.game.players[1].name + '"]\n';
251 pgn += '[Fen "' + this.game.fenStart + '"]\n';
252 pgn += '[Result "' + this.game.score + '"]\n\n';
253 for (let i = 0; i < this.moves.length; i += 2) {
254 pgn += (i/2+1) + "." + getFullNotation(this.moves[i]) + " ";
255 if (i+1 < this.moves.length)
256 pgn += getFullNotation(this.moves[i+1]) + " ";
260 showEndgameMsg: function(message) {
261 this.endgameMessage = message;
262 let modalBox = document.getElementById("modalEog");
263 modalBox.checked = true;
265 modalBox.checked = false;
268 // Animate an elementary move
269 animateMove: function(move, callback) {
270 let startSquare = document.getElementById(getSquareId(move.start));
271 let endSquare = document.getElementById(getSquareId(move.end));
272 let rectStart = startSquare.getBoundingClientRect();
273 let rectEnd = endSquare.getBoundingClientRect();
275 x: rectEnd.x - rectStart.x,
276 y: rectEnd.y - rectStart.y
278 let movingPiece = document.querySelector(
279 "#" + getSquareId(move.start) + " > img.piece"
281 // HACK for animation (with positive translate, image slides "under background")
282 // Possible improvement: just alter squares on the piece's way...
283 const squares = document.getElementsByClassName("board");
284 for (let i = 0; i < squares.length; i++) {
285 let square = squares.item(i);
286 if (square.id != getSquareId(move.start)) square.style.zIndex = "-1";
288 movingPiece.style.transform =
289 "translate(" + translation.x + "px," + translation.y + "px)";
290 movingPiece.style.transitionDuration = "0.25s";
291 movingPiece.style.zIndex = "3000";
293 for (let i = 0; i < squares.length; i++)
294 squares.item(i).style.zIndex = "auto";
295 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
299 // "light": if gotoMove() or gotoEnd()
300 // data: some custom data (addTime) to be re-emitted
301 play: function(move, received, light, data) {
302 const navigate = !move;
303 const playSubmove = (smove) => {
304 if (!navigate) smove.notation = this.vr.getNotation(smove);
306 this.lastMove = smove;
307 // Is opponent in check?
308 this.incheck = this.vr.getCheckSquares(this.vr.turn);
310 if (!this.inMultimove) {
311 if (this.cursor < this.moves.length - 1)
312 this.moves = this.moves.slice(0, Math.max(this.cursor, 0));
313 this.moves.push(smove);
314 this.inMultimove = true; //potentially
317 // Already in the middle of a multi-move
318 const L = this.moves.length;
319 if (!Array.isArray(this.moves[L-1]))
320 this.$set(this.moves, L-1, [this.moves[L-1], smove]);
322 this.$set(this.moves, L-1, this.moves.concat([smove]));
326 const playMove = () => {
327 const animate = V.ShowMoves == "all" && received;
328 if (!Array.isArray(move)) move = [move];
331 const initurn = this.vr.turn;
332 (function executeMove() {
333 const smove = move[moveIdx++];
335 self.animateMove(smove, () => {
337 if (moveIdx < move.length)
338 setTimeout(executeMove, 500);
339 else afterMove(smove, initurn);
343 if (moveIdx < move.length) executeMove();
344 else afterMove(smove, initurn);
348 const afterMove = (smove, initurn) => {
349 if (this.st.settings.sound == 2)
350 new Audio("/sounds/move.mp3").play().catch(() => {});
351 if (this.vr.turn != initurn) {
352 // Turn has changed: move is complete
353 this.inMultimove = false;
354 const score = this.vr.getCurrentScore();
356 const message = getScoreMessage(score);
357 if (!navigate && this.game.mode != "analyze")
358 this.$emit("gameover", score, message);
359 // Just show score on screen (allow undo)
360 else this.showEndgameMsg(score + " . " + this.st.tr[message]);
362 if (!navigate && this.game.mode != "analyze") {
363 const L = this.moves.length;
364 // Post-processing (e.g. computer play)
365 this.$emit("newmove", this.moves[L-1], data);
369 // NOTE: navigate and received are mutually exclusive
371 // The move to navigate to is necessarily full:
372 if (this.cursor == this.moves.length - 1) return; //no more moves
373 move = this.moves[this.cursor + 1];
375 // Just play the move, nothing else:
376 if (!Array.isArray(move)) move = [move];
377 for (let i=0; i < move.length; i++) this.vr.play(move[i]);
383 // Forbid playing outside analyze mode, except if move is received.
384 // Sufficient condition because Board already knows which turn it is.
386 this.game.mode != "analyze" &&
388 (this.game.score != "*" || this.cursor < this.moves.length - 1)
392 // To play a received move, cursor must be at the end of the game:
393 if (received && this.cursor < this.moves.length - 1)
397 cancelCurrentMultimove: function() {
398 // Cancel current multi-move
399 const L = this.moves.length;
400 let move = this.moves[L-1];
401 if (!Array.isArray(move)) move = [move];
402 for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
405 this.inMultimove = false;
407 cancelLastMove: function() {
408 // The last played move was canceled (corr game)
412 // "light": if gotoMove() or gotoBegin()
413 undo: function(move, light) {
414 if (this.inMultimove) {
415 this.cancelCurrentMultimove();
416 this.incheck = this.vr.getCheckSquares(this.vr.turn);
419 if (this.cursor < 0) return; //no more moves
420 move = this.moves[this.cursor];
422 // Caution; if multi-move, undo all submoves from last to first
423 undoMove(move, this.vr);
424 if (light) this.cursor--;
426 this.positionCursorTo(this.cursor - 1);
427 if (this.st.settings.sound == 2)
428 new Audio("/sounds/undo.mp3").play().catch(() => {});
429 this.incheck = this.vr.getCheckSquares(this.vr.turn);
433 gotoMove: function(index) {
434 if (this.inMultimove) this.cancelCurrentMultimove();
435 if (index == this.cursor) return;
436 if (index < this.cursor) {
437 while (this.cursor > index)
438 this.undo(null, null, "light");
441 // index > this.cursor)
442 while (this.cursor < index)
443 this.play(null, null, "light");
445 // NOTE: next line also re-assign cursor, but it's very light
446 this.positionCursorTo(index);
447 this.incheck = this.vr.getCheckSquares(this.vr.turn);
449 gotoBegin: function() {
450 if (this.inMultimove) this.cancelCurrentMultimove();
451 while (this.cursor >= 0)
452 this.undo(null, null, "light");
453 if (this.moves.length > 0 && this.moves[0].notation == "...") {
455 this.lastMove = this.moves[0];
457 this.lastMove = null;
461 gotoEnd: function() {
462 if (this.cursor == this.moves.length - 1) return;
463 this.gotoMove(this.moves.length - 1);
466 this.orientation = V.GetOppCol(this.orientation);
472 <style lang="sass" scoped>
473 [type="checkbox"]#modalEog+div .card
486 display: inline-block
492 display: inline-block
501 border-top: 1px solid #2f4f4f
509 border-left: 1px solid #2f4f4f
514 // TODO: later, maybe, allow movesList of variable width
515 // or e.g. between 250 and 350px (but more complicated)
521 @media screen and (max-width: 767px)