2 // This can work for squared boards (2 or 4 players), with some adaptations (TODO)
3 // TODO: for 3 players, write a "board3.js"
5 // TODO: current clicked square + moving square as parameters, + highlight
7 import { getSquareId, getSquareFromId } from "@/utils/squareId";
8 import { ArrayFun } from "@/utils/array";
12 // Last move cannot be guessed from here, and is required to highlight squares
13 // vr: object to check moves, print board...
14 // mode: HH, HC or analyze
15 // userColor: for mode HH or HC
16 props: ["vr","lastMove","mode","orientation","userColor","vname"],
19 hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
20 bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
21 possibleMoves: [], //filled after each valid click/dragstart
22 choices: [], //promotion pieces, or checkered captures... (as moves)
23 selectedPiece: null, //moving piece (or clicked piece)
25 start: {}, //pixels coordinates + id of starting square (click or drag)
31 const [sizeX,sizeY] = [V.size.x,V.size.y];
32 // Precompute hints squares to facilitate rendering
33 let hintSquares = ArrayFun.init(sizeX, sizeY, false);
34 this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
35 // Also precompute in-check squares
36 let incheckSq = ArrayFun.init(sizeX, sizeY, false);
37 this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
38 const squareWidth = 40; //TODO: compute this
42 attrs: { "id": "choices" },
43 'class': { 'row': true },
45 "display": this.choices.length>0?"block":"none",
46 "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
47 "width": (this.choices.length * squareWidth) + "px",
48 "height": squareWidth + "px",
51 this.choices.map(m => { //a "choice" is a move
56 ['board'+sizeY]: true,
59 'width': (100/this.choices.length) + "%",
60 'padding-bottom': (100/this.choices.length) + "%",
65 attrs: { "src": '/images/pieces/' +
66 V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
67 'class': { 'choice-piece': true },
69 "click": e => { this.play(m); this.choices=[]; },
70 // NOTE: add 'touchstart' event to fix a problem on smartphones
71 "touchstart": e => { this.play(m); this.choices=[]; },
78 // Create board element (+ reserves if needed by variant or mode)
79 const lm = this.lastMove;
80 const showLight = this.hints && this.vname != "Dark";
89 [...Array(sizeX).keys()].map(i => {
90 let ci = (this.orientation=='w' ? i : sizeX-i-1);
97 style: { 'opacity': this.choices.length>0?"0.5":"1" },
99 [...Array(sizeY).keys()].map(j => {
100 let cj = (this.orientation=='w' ? j : sizeY-j-1);
102 if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
103 || this.gameOver || this.mode == "analyze"
104 || this.vr.enlightened[this.userColor][ci][cj]))
112 'ghost': !!this.selectedPiece
113 && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
116 src: "/images/pieces/" +
117 V.getPpath(this.vr.board[ci][cj]) + ".svg",
123 if (this.hints && hintSquares[ci][cj])
133 src: "/images/mark.svg",
144 ['board'+sizeY]: true,
145 'light-square': (i+j)%2==0,
146 'dark-square': (i+j)%2==1,
148 'in-shadow': this.vname=="Dark" && !this.gameOver
149 && this.mode != "analyze"
150 && !this.vr.enlightened[this.userColor][ci][cj],
151 'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
152 'incheck': showLight && incheckSq[ci][cj],
155 id: getSquareId({x:ci,y:cj}),
164 let elementArray = [choices, gameDiv];
165 if (!!this.vr.reserve)
167 const shiftIdx = (this.userColor=="w" ? 0 : 1);
168 let myReservePiecesArray = [];
169 for (let i=0; i<V.RESERVE_PIECES.length; i++)
171 myReservePiecesArray.push(h('div',
173 'class': {'board':true, ['board'+sizeY]:true},
174 attrs: { id: getSquareId({x:sizeX+shiftIdx,y:i}) }
179 'class': {"piece":true, "reserve":true},
181 "src": "/images/pieces/" +
182 this.vr.getReservePpath(this.userColor,i) + ".svg",
186 {"class": { "reserve-count": true } },
187 [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
191 let oppReservePiecesArray = [];
192 const oppCol = V.GetOppCol(this.userColor);
193 for (let i=0; i<V.RESERVE_PIECES.length; i++)
195 oppReservePiecesArray.push(h('div',
197 'class': {'board':true, ['board'+sizeY]:true},
198 attrs: { id: getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
203 'class': {"piece":true, "reserve":true},
205 "src": "/images/pieces/" +
206 this.vr.getReservePpath(oppCol,i) + ".svg",
210 {"class": { "reserve-count": true } },
211 [ this.vr.reserve[oppCol][V.RESERVE_PIECES[i]] ]
215 let reserves = h('div',
227 "reserve-row-1": true,
233 { 'class': { 'row': true }},
234 oppReservePiecesArray
238 elementArray.push(reserves);
246 "col-md-offset-1": true,
248 "col-lg-offset-2": true,
250 // NOTE: click = mousedown + mouseup
252 mousedown: this.mousedown,
253 mousemove: this.mousemove,
254 mouseup: this.mouseup,
255 touchstart: this.mousedown,
256 touchmove: this.mousemove,
257 touchend: this.mouseup,
264 mousedown: function(e) {
265 e = e || window.event;
268 while (!ingame && elem !== null)
270 if (elem.classList.contains("game"))
275 elem = elem.parentElement;
277 if (!ingame) //let default behavior (click on button...)
279 e.preventDefault(); //disable native drag & drop
280 if (!this.selectedPiece && e.target.classList.contains("piece"))
282 // Next few lines to center the piece on mouse cursor
283 let rect = e.target.parentNode.getBoundingClientRect();
285 x: rect.x + rect.width/2,
286 y: rect.y + rect.width/2,
287 id: e.target.parentNode.id
289 this.selectedPiece = e.target.cloneNode();
290 this.selectedPiece.style.position = "absolute";
291 this.selectedPiece.style.top = 0;
292 this.selectedPiece.style.display = "inline-block";
293 this.selectedPiece.style.zIndex = 3000;
294 const startSquare = getSquareFromId(e.target.parentNode.id);
295 this.possibleMoves = [];
296 const color = this.mode=="analyze" || this.gameOver
299 if (this.vr.canIplay(color,startSquare))
300 this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
301 // Next line add moving piece just after current image
302 // (required for Crazyhouse reserve)
303 e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
306 mousemove: function(e) {
307 if (!this.selectedPiece)
309 e = e || window.event;
310 // If there is an active element, move it around
311 if (!!this.selectedPiece)
313 const [offsetX,offsetY] = !!e.clientX
314 ? [e.clientX,e.clientY] //desktop browser
315 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
316 this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
317 this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
320 mouseup: function(e) {
321 if (!this.selectedPiece)
323 e = e || window.event;
324 // Read drop target (or parentElement, parentNode... if type == "img")
325 this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
326 const [offsetX,offsetY] = !!e.clientX
327 ? [e.clientX,e.clientY]
328 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
329 let landing = document.elementFromPoint(offsetX, offsetY);
330 this.selectedPiece.style.zIndex = 3000;
331 // Next condition: classList.contains(piece) fails because of marks
332 while (landing.tagName == "IMG")
333 landing = landing.parentNode;
334 if (this.start.id == landing.id)
336 // A click: selectedPiece and possibleMoves are already filled
339 // OK: process move attempt
340 let endSquare = getSquareFromId(landing.id);
341 let moves = this.findMatchingMoves(endSquare);
342 this.possibleMoves = [];
343 if (moves.length > 1)
344 this.choices = moves;
345 else if (moves.length==1)
347 // Else: impossible move
348 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
349 delete this.selectedPiece;
350 this.selectedPiece = null;
352 findMatchingMoves: function(endSquare) {
353 // Run through moves list and return the matching set (if promotions...)
355 this.possibleMoves.forEach(function(m) {
356 if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
361 play: function(move) {
362 this.$emit('play-move', move);
381 display: inline-block
386 padding-bottom: 12.5%
396 // NOTE: no variants with reserve of size != 8
403 @media screen and (max-width: 767px)
408 margin: 0 auto 0 auto
412 background-color: rgba(0,0,0,0)
415 background-color: #e6ee9c
417 background-color: skyblue
426 img.piece, img.mark-square
445 background-color: #00cc66 !important
448 filter: brightness(50%)
451 background-color: #cc3300 !important
453 .light-square.lichess
454 background-color: #f0d9b5;
456 background-color: #b58863;
458 .light-square.chesscom
459 background-color: #e5e5ca;
460 .dark-square.chesscom
461 background-color: #6f8f57;
463 .light-square.chesstempo
464 background-color: #fdfdfd;
465 .dark-square.chesstempo
466 background-color: #88a0a8;