2 import { getSquareId, getSquareFromId } from "@/utils/squareId";
3 import { ArrayFun } from "@/utils/array";
4 import { store } from "@/store";
7 // Last move cannot be guessed from here, and is required for highlights.
8 // vr: object to check moves, print board...
9 // userColor is left undefined for an external observer
22 mobileBrowser: ("ontouchstart" in window),
23 possibleMoves: [], //filled after each valid click/dragstart
24 choices: [], //promotion pieces, or checkered captures... (as moves)
26 selectedPiece: null, //moving piece (or clicked piece)
27 start: null, //pixels coordinates + id of starting square (click or drag)
30 arrows: [], //object of {start: x,y / end: x,y}
31 circles: {}, //object of squares' ID --> true (TODO: use a set?)
34 settings: store.state.settings
39 // Return empty div of class 'game' to avoid error when setting size
42 { "class": { game: true } }
45 const [sizeX, sizeY] = [V.size.x, V.size.y];
46 // Precompute hints squares to facilitate rendering
47 let hintSquares = ArrayFun.init(sizeX, sizeY, false);
48 this.possibleMoves.forEach(m => {
49 hintSquares[m.end.x][m.end.y] = true;
51 // Also precompute in-check squares
52 let incheckSq = ArrayFun.init(sizeX, sizeY, false);
53 this.incheck.forEach(sq => {
54 incheckSq[sq[0]][sq[1]] = true;
57 let lm = this.lastMove;
58 // Precompute lastMove highlighting squares
59 const lmHighlights = {};
61 if (!Array.isArray(lm)) lm = [lm];
63 if (!m.start.noHighlight && V.OnBoard(m.start.x, m.start.y))
64 lmHighlights[m.start.x + sizeX * m.start.y] = true;
65 if (!m.end.noHighlight && V.OnBoard(m.end.x, m.end.y))
66 lmHighlights[m.end.x + sizeX * m.end.y] = true;
68 // For Dice variant (at least?)
69 lmHighlights[m.start.toplay[0] + sizeX * m.start.toplay[1]] = true;
73 this.settings.highlight &&
74 ["all", "highlight"].includes(V.ShowMoves)
77 this.settings.highlight &&
78 ["all", "highlight", "byrow"].includes(V.ShowMoves)
80 const orientation = !V.CanFlip ? "w" : this.orientation;
81 // Ensure that squares colors do not change when board is flipped
82 const lightSquareMod = (sizeX + sizeY) % 2;
83 const showPiece = (x, y) => {
85 this.vr.board[x][y] != V.EMPTY &&
86 (!this.vr.enlightened || this.analyze || this.score != "*" ||
87 (!!this.userColor && this.vr.enlightened[this.userColor][x][y]))
90 const inHighlight = (x, y) => {
91 return showLight && !!lmHighlights[x + sizeX * y];
93 const inShadow = (x, y) => {
97 this.vr.enlightened &&
98 (!this.userColor || !this.vr.enlightened[this.userColor][x][y])
101 // Create board element (+ reserves if needed by variant)
102 let elementArray = [];
106 attrs: { id: "gamePosition" },
112 [...Array(sizeX).keys()].map(i => {
113 const ci = orientation == "w" ? i : sizeX - i - 1;
120 style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
122 [...Array(sizeY).keys()].map(j => {
123 const cj = orientation == "w" ? j : sizeY - j - 1;
124 const squareId = "sq-" + ci + "-" + cj;
126 if (showPiece(ci, cj)) {
131 !!this.selectedPiece &&
132 this.selectedPiece.parentNode.id == squareId
138 this.vr.board[ci][cj],
139 // Extra args useful for some variants:
146 if (this.arrows.length == 0)
147 pieceSpecs["style"] = { position: "absolute" };
148 elems.push(h("img", pieceSpecs));
150 if (this.settings.hints && hintSquares[ci][cj]) {
157 src: "/images/mark.svg"
162 if (!!this.circles[squareId]) {
166 "circle-square": true
169 src: "/images/circle.svg"
174 const oddity = (ci + cj) % 2;
175 const lightSquare = (
176 (!V.DarkBottomRight && oddity == lightSquareMod) ||
177 (V.DarkBottomRight && oddity != lightSquareMod)
184 ["board" + sizeY]: true,
186 !V.Notoodark && lightSquare && !V.Monochrome,
188 !V.Notoodark && (!lightSquare || !!V.Monochrome),
189 "middle-square": V.Notoodark,
190 [this.settings.bcolor]: true,
191 "in-shadow": inShadow(ci, cj),
192 "highlight": inHighlight(ci, cj),
194 showCheck && lightSquare && incheckSq[ci][cj],
196 showCheck && !lightSquare && incheckSq[ci][cj],
198 this.vr.hoverHighlight(
199 [ci, cj], !this.analyze ? this.userColor : null)
202 id: getSquareId({ x: ci, y: cj })
211 if (!!this.vr.reserve) {
212 const playingColor = this.userColor || "w"; //default for an observer
213 const shiftIdx = playingColor == "w" ? 0 : 1;
214 // Some variants have more than sizeY reserve pieces (Clorange: 10)
215 const reserveSquareNb = Math.max(sizeY, V.RESERVE_PIECES.length);
216 let myReservePiecesArray = [];
217 if (!!this.vr.reserve[playingColor]) {
218 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
219 const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
220 myReservePiecesArray.push(
224 "class": { board: true, ["board" + reserveSquareNb]: true },
225 attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
226 style: { opacity: qty > 0 ? 1 : 0.35 }
230 // NOTE: class "reserve" not used currently
231 "class": { piece: true, reserve: true },
235 this.vr.getReservePpath(i, playingColor, orientation) +
242 "class": { "reserve-count": true },
243 style: { top: "calc(100% + 5px)" }
252 let oppReservePiecesArray = [];
253 const oppCol = V.GetOppCol(playingColor);
254 if (!!this.vr.reserve[oppCol]) {
255 for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
256 const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
257 oppReservePiecesArray.push(
261 "class": { board: true, ["board" + reserveSquareNb]: true },
262 attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
263 style: { opacity: qty > 0 ? 1 : 0.35 }
267 "class": { piece: true, reserve: true },
271 this.vr.getReservePpath(i, oppCol, orientation) +
278 "class": { "reserve-count": true },
279 style: { top: "calc(100% + 5px)" }
288 const myReserveTop = (
289 (playingColor == 'w' && orientation == 'b') ||
290 (playingColor == 'b' && orientation == 'w')
292 const hasReserveTop = (
293 (myReserveTop && !!this.vr.reserve[playingColor]) ||
294 (!myReserveTop && !!this.vr.reserve[oppCol])
296 // "var" because must be reachable from outside this block
297 var hasReserveBottom = (
298 (myReserveTop && !!this.vr.reserve[oppCol]) ||
299 (!myReserveTop && !!this.vr.reserve[playingColor])
301 // Center reserves, assuming same number of pieces for each side:
302 const nbReservePieces =
303 Math.max(myReservePiecesArray.length, oppReservePiecesArray.length);
305 ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
316 "margin-left": marginLeft
328 myReserveTop ? myReservePiecesArray : oppReservePiecesArray
333 if (hasReserveBottom) {
343 "margin-left": marginLeft
355 myReserveTop ? oppReservePiecesArray : myReservePiecesArray
360 if (hasReserveTop) elementArray.push(reserveTop);
362 elementArray.push(gameDiv);
363 if (!!this.vr.reserve && hasReserveBottom)
364 elementArray.push(reserveBottom);
365 const boardElt = document.getElementById("gamePosition");
366 // boardElt might be undefine (at first drawing)
367 if (this.choices.length > 0 && !!boardElt) {
368 const squareWidth = boardElt.offsetWidth / sizeY;
369 const offset = [boardElt.offsetTop, boardElt.offsetLeft];
370 const maxNbeltsPerRow = Math.min(this.choices.length, sizeY);
371 let topOffset = offset[0] + ((sizeX - 1) / 2) * squareWidth;
372 let choicesHeight = squareWidth;
373 if (this.choices.length >= sizeY) {
374 // A second row is required (Eightpieces variant)
375 topOffset -= squareWidth / 2;
381 attrs: { id: "choices" },
382 "class": { row: true },
384 top: topOffset + "px",
387 (squareWidth * Math.max(sizeY - this.choices.length, 0)) / 2 +
389 width: (maxNbeltsPerRow * squareWidth) + "px",
390 height: choicesHeight + "px"
396 "class": { "full-width": true }
398 this.choices.map(m => {
399 // A "choice" is a move
400 const applyMove = (e) => {
402 // Force a delay between move is shown and clicked
403 // (otherwise a "double-click" bug might occur)
404 if (Date.now() - this.clickTime < 200) return;
408 const stopPropagation = (e) => { e.stopPropagation(); }
411 // Must cancel mousedown logic:
412 ? { touchstart: stopPropagation, touchend: applyMove }
413 : { mousedown: stopPropagation, mouseup: applyMove };
419 ["board" + sizeY]: true
422 width: (100 / maxNbeltsPerRow) + "%",
423 "padding-bottom": (100 / maxNbeltsPerRow) + "%"
431 // orientation: extra arg useful for some variants
432 this.vr.getPPpath(m, this.orientation) +
435 "class": { "choice-piece": true },
443 elementArray.unshift(choices);
446 // NOTE: click = mousedown + mouseup
447 if (this.mobileBrowser) {
450 touchstart: this.mousedown,
451 touchmove: this.mousemove,
452 touchend: this.mouseup
459 mousedown: this.mousedown,
460 mousemove: this.mousemove,
461 mouseup: this.mouseup,
462 contextmenu: this.blockContextMenu
469 Object.assign({ attrs: { id: "rootBoardElement" } }, onEvents),
474 updated: function() {
475 this.re_setDrawings();
478 blockContextMenu: function(e) {
483 cancelResetArrows: function() {
484 this.startArrow = null;
487 const curCanvas = document.getElementById("arrowCanvas");
488 if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
490 coordsToXY: function(coords, top, left, squareWidth) {
492 // [1] for x and [0] for y because conventions in rules are inversed.
494 left + window.scrollX +
497 (this.orientation == 'w' ? coords[1] : (V.size.y - coords[1]))
501 top + window.scrollY +
504 (this.orientation == 'w' ? coords[0] : (V.size.x - coords[0]))
509 computeEndArrow: function(start, end, top, left, squareWidth) {
510 const endCoords = this.coordsToXY(end, top, left, squareWidth);
511 const delta = [endCoords.x - start.x, endCoords.y - start.y];
512 const dist = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
513 // Simple heuristic for now, just remove 1/3 square.
514 // TODO: should depend on the orientation.
515 const fracSqWidth = squareWidth / 3;
517 x: endCoords.x - delta[0] * fracSqWidth / dist,
518 y: endCoords.y - delta[1] * fracSqWidth / dist
521 drawCurrentArrow: function() {
522 const boardElt = document.getElementById("gamePosition");
523 const squareWidth = boardElt.offsetWidth / V.size.y;
524 const bPos = boardElt.getBoundingClientRect();
527 [this.startArrow[0] + 0.5, this.startArrow[1] + 0.5],
528 bPos.top, bPos.left, squareWidth);
530 this.computeEndArrow(
531 aStart, [this.movingArrow[0] + 0.5, this.movingArrow[1] + 0.5],
532 bPos.top, bPos.left, squareWidth);
533 let currentArrow = document.getElementById("currentArrow");
535 "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y;
536 const arrowWidth = squareWidth / 4;
537 if (!!currentArrow) currentArrow.setAttribute("d", d);
540 document.createElementNS("http://www.w3.org/2000/svg", "path");
541 domArrow.classList.add("svg-arrow");
542 domArrow.id = "currentArrow";
543 domArrow.setAttribute("d", d);
544 domArrow.style = "stroke-width:" + arrowWidth + "px";
545 document.getElementById("arrowCanvas")
546 .insertAdjacentElement("beforeend", domArrow);
549 addArrow: function(arrow) {
550 const arrowIdx = this.arrows.findIndex(a => {
552 a.start[0] == arrow.start[0] && a.start[1] == arrow.start[1] &&
553 a.end[0] == arrow.end[0] && a.end[1] == arrow.end[1]
558 this.arrows.splice(arrowIdx, 1);
560 // Add to arrows vector:
561 this.arrows.push(arrow);
562 // NOTE: no need to draw here, will be re-draw
563 // by updated() hook callong re_setDrawings()
565 getSvgArrow: function(arrow, top, left, squareWidth) {
568 [arrow.start[0] + 0.5, arrow.start[1] + 0.5],
569 top, left, squareWidth);
571 this.computeEndArrow(
572 aStart, [arrow.end[0] + 0.5, arrow.end[1] + 0.5],
573 top, left, squareWidth);
574 const arrowWidth = squareWidth / 4;
576 document.createElementNS("http://www.w3.org/2000/svg", "path");
577 path.classList.add("svg-arrow");
580 "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y
582 path.style = "stroke-width:" + arrowWidth + "px";
585 re_setDrawings: function() {
586 // Add some drawing on board (for some variants + arrows and circles)
587 const boardElt = document.getElementById("gamePosition");
588 if (!boardElt) return;
589 // Remove current canvas, if any
590 const curCanvas = document.getElementById("arrowCanvas");
591 if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
592 const squareWidth = boardElt.offsetWidth / V.size.y;
593 const bPos = boardElt.getBoundingClientRect();
595 this.arrows.forEach(a => {
596 svgArrows.push(this.getSvgArrow(a, bPos.top, bPos.left, squareWidth));
600 V.Lines.forEach(line => {
602 this.coordsToXY(line[0], bPos.top, bPos.left, squareWidth);
604 this.coordsToXY(line[1], bPos.top, bPos.left, squareWidth);
606 document.createElementNS("http://www.w3.org/2000/svg", "path");
607 if (line[0][0] == line[1][0] || line[0][1] == line[1][1])
608 path.classList.add("svg-line");
610 // "Diagonals" are drawn with a lighter color (TODO: generalize)
611 path.classList.add("svg-diag");
614 "M" + lStart.x + "," + lStart.y + " " +
615 "L" + lEnd.x + "," + lEnd.y
621 document.createElementNS("http://www.w3.org/2000/svg", "svg");
622 arrowCanvas.id = "arrowCanvas";
623 arrowCanvas.setAttribute("stroke", "none");
625 document.createElementNS("http://www.w3.org/2000/svg", "defs");
626 const arrowWidth = squareWidth / 4;
628 document.createElementNS("http://www.w3.org/2000/svg", "marker");
630 marker.setAttribute("markerWidth", (2 * arrowWidth) + "px");
631 marker.setAttribute("markerHeight", (3 * arrowWidth) + "px");
632 marker.setAttribute("markerUnits", "userSpaceOnUse");
633 marker.setAttribute("refX", "0");
634 marker.setAttribute("refY", (1.5 * arrowWidth) + "px");
635 marker.setAttribute("orient", "auto");
637 document.createElementNS("http://www.w3.org/2000/svg", "path");
638 head.classList.add("arrow-head");
641 "M0,0 L0," + (3 * arrowWidth) + " L" +
642 (2 * arrowWidth) + "," + (1.5 * arrowWidth) + " z"
644 marker.appendChild(head);
645 defs.appendChild(marker);
646 arrowCanvas.appendChild(defs);
647 svgArrows.concat(vLines).forEach(av => arrowCanvas.appendChild(av));
648 document.getElementById("rootBoardElement").appendChild(arrowCanvas);
650 mousedown: function(e) {
652 if (!this.mobileBrowser && e.which != 3)
653 // Cancel current drawing and circles, if any
654 this.cancelResetArrows();
655 if (this.mobileBrowser || e.which == 1) {
659 document.getElementById("boardContainer").getBoundingClientRect();
660 // NOTE: classList[0] is enough: 'piece' is the first assigned class
661 const withPiece = (e.target.classList[0] == "piece");
662 // Show possible moves if current player allowed to play
664 getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id);
665 this.possibleMoves = [];
666 const color = this.analyze ? this.vr.turn : this.userColor;
667 if (this.vr.canIplay(color, startSquare)) {
668 // Emit the click event which could be used by some variants
670 (withPiece ? e.target.parentNode.id : e.target.id);
671 const sq = getSquareFromId(targetId);
672 this.$emit("click-square", sq);
673 if (withPiece && !this.vr.onlyClick(sq)) {
674 this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
675 if (this.possibleMoves.length > 0) {
676 // For potential drag'n drop, remember start coordinates
677 // (to center the piece on mouse cursor)
678 let parent = e.target.parentNode; //surrounding square
679 const rect = parent.getBoundingClientRect();
681 x: rect.x + rect.width / 2,
682 y: rect.y + rect.width / 2,
685 // Add the moving piece to the board, just after current image
686 this.selectedPiece = e.target.cloneNode();
688 this.selectedPiece.style,
690 position: "absolute",
692 display: "inline-block",
696 parent.insertBefore(this.selectedPiece, e.target.nextSibling);
701 else this.processMoveAttempt(e);
703 else if (e.which == 3) {
704 // Mouse right button
706 document.getElementById("gamePosition").getBoundingClientRect();
708 // Next loop because of potential marks
709 while (elem.tagName == "IMG") elem = elem.parentNode;
710 this.startArrow = getSquareFromId(elem.id);
713 mousemove: function(e) {
714 if (!this.selectedPiece && !this.startArrow) return;
715 // Cancel if off boardContainer
716 const [offsetX, offsetY] =
718 ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
719 : [e.clientX, e.clientY];
721 offsetX < this.containerPos.left ||
722 offsetX > this.containerPos.right ||
723 offsetY < this.containerPos.top ||
724 offsetY > this.containerPos.bottom
726 if (!!this.selectedPiece) {
727 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
728 delete this.selectedPiece;
729 this.selectedPiece = null;
731 this.possibleMoves = []; //in case of
733 let selected = document.querySelector(".ghost");
734 if (!!selected) selected.classList.remove("ghost");
737 this.startArrow = null;
738 this.movingArrow = null;
739 const currentArrow = document.getElementById("currentArrow");
741 currentArrow.parentNode.removeChild(currentArrow);
746 if (!!this.selectedPiece) {
747 // There is an active element: move it around
749 this.selectedPiece.style,
751 left: offsetX - this.start.x + "px",
752 top: offsetY - this.start.y + "px"
758 // Next loop because of potential marks
759 while (elem.tagName == "IMG") elem = elem.parentNode;
760 // To center the arrow in square:
761 const movingCoords = getSquareFromId(elem.id);
763 movingCoords[0] != this.startArrow[0] ||
764 movingCoords[1] != this.startArrow[1]
766 this.movingArrow = movingCoords;
767 this.drawCurrentArrow();
771 mouseup: function(e) {
773 if (this.mobileBrowser || e.which == 1) {
774 if (!this.selectedPiece) return;
775 // Drag'n drop. Selected piece is no longer needed:
776 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
777 delete this.selectedPiece;
778 this.selectedPiece = null;
779 this.processMoveAttempt(e);
780 } else if (e.which == 3) {
781 if (!this.startArrow) return;
782 // Mouse right button
783 this.movingArrow = null;
784 this.processArrowAttempt(e);
787 // Called by BaseGame after partially undoing multi-moves:
788 resetCurrentAttempt: function() {
789 this.possibleMoves = [];
792 this.selectedPiece = null;
794 processMoveAttempt: function(e) {
795 // Obtain the move from start and end squares
796 const [offsetX, offsetY] =
798 ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
799 : [e.clientX, e.clientY];
800 let landing = document.elementFromPoint(offsetX, offsetY);
801 // Next condition: classList.contains(piece) fails because of marks
802 while (landing.tagName == "IMG") landing = landing.parentNode;
803 if (this.start.id == landing.id) {
804 if (this.click == landing.id) {
805 // Second click on same square: cancel current move
806 this.possibleMoves = [];
809 } else this.click = landing.id;
813 // OK: process move attempt, landing is a square node
814 let endSquare = getSquareFromId(landing.id);
815 let moves = this.findMatchingMoves(endSquare);
816 this.possibleMoves = [];
817 if (moves.length > 1) {
818 this.clickTime = Date.now();
819 this.choices = moves;
820 } else if (moves.length == 1) this.play(moves[0]);
821 // else: forbidden move attempt
823 processArrowAttempt: function(e) {
824 // Obtain the arrow from start and end squares
825 const [offsetX, offsetY] = [e.clientX, e.clientY];
826 let landing = document.elementFromPoint(offsetX, offsetY);
827 // Next condition: classList.contains(piece) fails because of marks
828 while (landing.tagName == "IMG") landing = landing.parentNode;
829 const landingCoords = getSquareFromId(landing.id);
831 this.startArrow[0] == landingCoords[0] &&
832 this.startArrow[1] == landingCoords[1]
834 // Draw (or erase) a circle
835 this.$set(this.circles, landing.id, !this.circles[landing.id]);
838 // OK: add arrow, landing is a new square
839 const currentArrow = document.getElementById("currentArrow");
840 currentArrow.parentNode.removeChild(currentArrow);
842 start: this.startArrow,
846 this.startArrow = null;
848 findMatchingMoves: function(endSquare) {
849 // Run through moves list and return the matching set (if promotions...)
851 this.possibleMoves.filter(m => {
852 return (endSquare[0] == m.end.x && endSquare[1] == m.end.y);
856 play: function(move) {
857 this.$emit("play-move", move);
864 // SVG dynamically added, so not scoped
877 marker-end: url(#arrow)
889 <style lang="sass" scoped>
890 @import "@/styles/_board_squares_img.sass";
893 // TODO: would be cleaner to restrict width so that it doesn't overflow
894 // Commented out because pieces would disappear over the board otherwise:
899 display: inline-block
920 background-color: rgba(0,0,0,0)
923 background-color: #e6ee9c
925 background-color: skyblue
932 // NOTE: no need to set z-index here, since opacity is low
938 background-color: rgba(204, 51, 0, 0.7) !important
940 background-color: rgba(204, 51, 0, 0.9) !important
942 // TODO: no predefined highlight colors, but layers. How?
944 .hover-highlight:hover
945 // TODO: color dependant on board theme, or inner border...
946 background-color: #C571E6 !important
951 background-color: #cdd26a
953 background-color: #f7f783
955 background-color: #9f9fff
957 background-color: #fef273
960 background-color: #aaa23a
962 background-color: #bacb44
964 background-color: #557fff
966 background-color: #e8c525
969 background-color: #BCBA52
971 background-color: #D9E164
973 background-color: #7A8FFF
975 background-color: #F3DC4C