1 // Game logic on a variant page
2 Vue
.component('my-game', {
5 vr: null, //object to check moves, store them, FEN..
7 possibleMoves: [], //filled after each valid click/dragstart
8 choices: [], //promotion pieces, or checkered captures... (as moves)
9 start: {}, //pixels coordinates + id of starting square (click or drag)
10 selectedPiece: null, //moving piece (or clicked piece)
11 conn: null, //socket connection
12 score: "*", //'*' means 'unfinished'
13 mode: "idle", //human, friend, computer or idle (when not playing)
14 oppid: "", //opponent ID in case of HH game
20 hints: (getCookie("hints") === "1" ? true : false),
21 color: getCookie("color", "lichess"), //lichess, chesscom or chesstempo
22 // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
23 sound: getCookie("sound", "2"),
27 const [sizeX
,sizeY
] = VariantRules
.size
;
28 const smallScreen
= (screen
.width
<= 420);
29 // Precompute hints squares to facilitate rendering
30 let hintSquares
= doubleArray(sizeX
, sizeY
, false);
31 this.possibleMoves
.forEach(m
=> { hintSquares
[m
.end
.x
][m
.end
.y
] = true; });
32 // Also precompute in-check squares
33 let incheckSq
= doubleArray(sizeX
, sizeY
, false);
34 this.incheck
.forEach(sq
=> { incheckSq
[sq
[0]][sq
[1]] = true; });
35 let elementArray
= [];
40 on: { click: this.clickGameSeek
},
41 attrs: { "aria-label": 'New online game' },
44 "bottom": true, //display below
46 "playing": this.mode
== "human",
50 [h('i', { 'class': { "material-icons": true } }, "accessibility")])
52 if (["idle","computer"].includes(this.mode
))
57 on: { click: this.clickComputerGame
},
58 attrs: { "aria-label": 'New game VS computer' },
62 "playing": this.mode
== "computer",
66 [h('i', { 'class': { "material-icons": true } }, "computer")])
69 if (["idle","friend"].includes(this.mode
))
74 on: { click: this.clickFriendGame
},
75 attrs: { "aria-label": 'New IRL game' },
79 "playing": this.mode
== "friend",
83 [h('i', { 'class': { "material-icons": true } }, "people")])
88 const square00
= document
.getElementById("sq-0-0");
89 const squareWidth
= !!square00
90 ? parseFloat(window
.getComputedStyle(square00
).width
.slice(0,-2))
92 const settingsBtnElt
= document
.getElementById("settingsBtn");
93 const indicWidth
= !!settingsBtnElt
//-2 for border:
94 ? parseFloat(window
.getComputedStyle(settingsBtnElt
).height
.slice(0,-2)) - 2
95 : (smallScreen
? 31 : 37);
96 if (this.mode
== "human")
98 let connectedIndic
= h(
102 "topindicator": true,
104 "connected": this.oppConnected
,
105 "disconnected": !this.oppConnected
,
108 "width": indicWidth
+ "px",
109 "height": indicWidth
+ "px",
113 elementArray
.push(connectedIndic
);
119 "topindicator": true,
121 "white-turn": this.vr
.turn
=="w",
122 "black-turn": this.vr
.turn
=="b",
125 "width": indicWidth
+ "px",
126 "height": indicWidth
+ "px",
130 elementArray
.push(turnIndic
);
134 on: { click: this.showSettings
},
136 "aria-label": 'Settings',
141 "topindicator": true,
143 "settings-btn": !smallScreen
,
144 "settings-btn-small": smallScreen
,
147 [h('i', { 'class': { "material-icons": true } }, "settings")]
149 elementArray
.push(settingsBtn
);
150 let choices
= h('div',
152 attrs: { "id": "choices" },
153 'class': { 'row': true },
155 "display": this.choices
.length
>0?"block":"none",
156 "top": "-" + ((sizeY
/2)*squareWidth+squareWidth/2) + "px",
157 "width": (this.choices
.length
* squareWidth
) + "px",
158 "height": squareWidth
+ "px",
161 this.choices
.map( m
=> { //a "choice" is a move
166 ['board'+sizeY
]: true,
169 'width': (100/this.choices
.length
) + "%",
170 'padding-bottom': (100/this.choices
.length
) + "%",
175 attrs: { "src": '/images/pieces/' +
176 VariantRules
.getPpath(m
.appear
[0].c
+m
.appear
[0].p
) + '.svg' },
177 'class': { 'choice-piece': true },
178 on: { "click": e
=> { this.play(m
); this.choices
=[]; } },
184 // Create board element (+ reserves if needed by variant or mode)
185 const lm
= this.vr
.lastMove
;
186 const showLight
= this.hints
&&
187 (this.mode
!="idle" || this.cursor
==this.vr
.moves
.length
);
188 let gameDiv
= h('div',
190 'class': { 'game': true },
192 [_
.range(sizeX
).map(i
=> {
193 let ci
= this.mycolor
=='w' ? i : sizeX
-i
-1;
200 style: { 'opacity': this.choices
.length
>0?"0.5":"1" },
202 _
.range(sizeY
).map(j
=> {
203 let cj
= this.mycolor
=='w' ? j : sizeY
-j
-1;
205 if (this.vr
.board
[ci
][cj
] != VariantRules
.EMPTY
)
213 'ghost': !!this.selectedPiece
214 && this.selectedPiece
.parentNode
.id
== "sq-"+ci
+"-"+cj
,
217 src: "/images/pieces/" +
218 VariantRules
.getPpath(this.vr
.board
[ci
][cj
]) + ".svg",
224 if (this.hints
&& hintSquares
[ci
][cj
])
234 src: "/images/mark.svg",
245 ['board'+sizeY
]: true,
246 'light-square': (i
+j
)%2==0,
247 'dark-square': (i
+j
)%2==1,
249 'highlight': showLight
&& !!lm
&& _
.isMatch(lm
.end
, {x:ci
,y:cj
}),
250 'incheck': showLight
&& incheckSq
[ci
][cj
],
253 id: this.getSquareId({x:ci
,y:cj
}),
262 if (this.mode
!= "idle")
267 on: { click: this.resign
},
268 attrs: { "aria-label": 'Resign' },
272 "small": smallScreen
,
275 [h('i', { 'class': { "material-icons": true } }, "flag")])
278 else if (this.vr
.moves
.length
> 0)
280 // A game finished, and another is not started yet: allow navigation
281 actionArray
= actionArray
.concat([
284 on: { click: e
=> this.undo() },
285 attrs: { "aria-label": 'Undo' },
287 "small": smallScreen
,
291 [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
294 on: { click: e
=> this.play() },
295 attrs: { "aria-label": 'Play' },
296 "class": { "small": smallScreen
},
298 [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
302 if (this.mode
== "friend")
304 actionArray
= actionArray
.concat(
308 on: { click: this.undoInGame
},
309 attrs: { "aria-label": 'Undo' },
311 "small": smallScreen
,
315 [h('i', { 'class': { "material-icons": true } }, "undo")]
319 on: { click: () => { this.mycolor
= this.vr
.getOppCol(this.mycolor
) } },
320 attrs: { "aria-label": 'Flip' },
321 "class": { "small": smallScreen
},
323 [h('i', { 'class': { "material-icons": true } }, "cached")]
327 elementArray
.push(gameDiv
);
328 if (!!this.vr
.reserve
)
330 const shiftIdx
= (this.mycolor
=="w" ? 0 : 1);
331 let myReservePiecesArray
= [];
332 for (let i
=0; i
<VariantRules
.RESERVE_PIECES
.length
; i
++)
334 myReservePiecesArray
.push(h('div',
336 'class': {'board':true, ['board'+sizeY
]:true},
337 attrs: { id: this.getSquareId({x:sizeX
+shiftIdx
,y:i
}) }
342 'class': {"piece":true},
344 "src": "/images/pieces/" +
345 this.vr
.getReservePpath(this.mycolor
,i
) + ".svg",
349 {"class": { "reserve-count": true } },
350 [ this.vr
.reserve
[this.mycolor
][VariantRules
.RESERVE_PIECES
[i
]] ]
354 let oppReservePiecesArray
= [];
355 const oppCol
= this.vr
.getOppCol(this.mycolor
);
356 for (let i
=0; i
<VariantRules
.RESERVE_PIECES
.length
; i
++)
358 oppReservePiecesArray
.push(h('div',
360 'class': {'board':true, ['board'+sizeY
]:true},
361 attrs: { id: this.getSquareId({x:sizeX
+(1-shiftIdx
),y:i
}) }
366 'class': {"piece":true},
368 "src": "/images/pieces/" +
369 this.vr
.getReservePpath(oppCol
,i
) + ".svg",
373 {"class": { "reserve-count": true } },
374 [ this.vr
.reserve
[oppCol
][VariantRules
.RESERVE_PIECES
[i
]] ]
378 let reserves
= h('div',
390 "reserve-row-1": true,
396 { 'class': { 'row': true }},
397 oppReservePiecesArray
401 elementArray
.push(reserves
);
403 const eogMessage
= this.getEndgameMessage(this.score
);
407 attrs: { "id": "modal-eog", type: "checkbox" },
408 "class": { "modal": true },
412 attrs: { "role": "dialog", "aria-labelledby": "modal-eog" },
417 "class": { "card": true, "smallpad": true },
422 attrs: { "for": "modal-eog" },
423 "class": { "modal-close": true },
428 "class": { "section": true },
429 domProps: { innerHTML: eogMessage
},
437 elementArray
= elementArray
.concat(modalEog
);
439 // NOTE: this modal could be in Pug view (no usage of Vue functions or variables)
440 const modalNewgame
= [
443 attrs: { "id": "modal-newgame", type: "checkbox" },
444 "class": { "modal": true },
448 attrs: { "role": "dialog", "aria-labelledby": "modal-newgame" },
453 "class": { "card": true, "smallpad": true },
458 attrs: { "id": "close-newgame", "for": "modal-newgame" },
459 "class": { "modal-close": true },
464 "class": { "section": true },
465 domProps: { innerHTML: "New game" },
470 "class": { "section": true },
471 domProps: { innerHTML: "Waiting for opponent..." },
479 elementArray
= elementArray
.concat(modalNewgame
);
480 const modalFenEdit
= [
483 attrs: { "id": "modal-fenedit", type: "checkbox" },
484 "class": { "modal": true },
488 attrs: { "role": "dialog", "aria-labelledby": "modal-fenedit" },
493 "class": { "card": true, "smallpad": true },
498 attrs: { "id": "close-fenedit", "for": "modal-fenedit" },
499 "class": { "modal-close": true },
504 "class": { "section": true },
505 domProps: { innerHTML: "Position + flags (FEN):" },
513 value: VariantRules
.GenRandInitFen(),
521 const fen
= document
.getElementById("input-fen").value
;
522 document
.getElementById("modal-fenedit").checked
= false;
523 this.newGame("friend", fen
);
526 domProps: { innerHTML: "Ok" },
533 document
.getElementById("input-fen").value
=
534 VariantRules
.GenRandInitFen();
537 domProps: { innerHTML: "Random" },
545 elementArray
= elementArray
.concat(modalFenEdit
);
546 const modalSettings
= [
549 attrs: { "id": "modal-settings", type: "checkbox" },
550 "class": { "modal": true },
554 attrs: { "role": "dialog", "aria-labelledby": "modal-settings" },
559 "class": { "card": true, "smallpad": true },
564 attrs: { "id": "close-settings", "for": "modal-settings" },
565 "class": { "modal-close": true },
570 "class": { "section": true },
571 domProps: { innerHTML: "Preferences" },
577 //h('legend', { domProps: { innerHTML: "Legend title" } }),
580 attrs: { for: "setHints" },
581 domProps: { innerHTML: "Show hints?" },
591 on: { "change": this.toggleHints
},
601 attrs: { for: "selectColor" },
602 domProps: { innerHTML: "Board colors" },
607 attrs: { "id": "selectColor" },
608 on: { "change": this.setColor
},
617 attrs: { "selected": this.color
=="lichess" },
626 attrs: { "selected": this.color
=="chesscom" },
632 "value": "chesstempo",
635 attrs: { "selected": this.color
=="chesstempo" },
647 attrs: { for: "selectSound" },
648 domProps: { innerHTML: "Play sounds?" },
653 attrs: { "id": "selectSound" },
654 on: { "change": this.setSound
},
690 elementArray
= elementArray
.concat(modalSettings
);
691 const actions
= h('div',
693 attrs: { "id": "actions" },
694 'class': { 'text-center': true },
698 elementArray
.push(actions
);
699 if (this.score
!= "*")
703 { attrs: { id: "pgn-div" } },
715 attrs: { id: "pgn-game" },
716 on: { click: this.download
},
717 domProps: { innerHTML: this.pgnTxt
}
724 else if (this.mode
!= "idle")
729 { attrs: { id: "fen-div" } },
733 attrs: { id: "fen-string" },
734 domProps: { innerHTML: this.vr
.getFen() }
747 "col-md-offset-2":true,
749 "col-lg-offset-3":true,
751 // NOTE: click = mousedown + mouseup
753 mousedown: this.mousedown
,
754 mousemove: this.mousemove
,
755 mouseup: this.mouseup
,
756 touchstart: this.mousedown
,
757 touchmove: this.mousemove
,
758 touchend: this.mouseup
,
764 created: function() {
765 const url
= socketUrl
;
766 const continuation
= (localStorage
.getItem("variant") === variant
);
767 this.myid
= continuation
? localStorage
.getItem("myid") : getRandString();
770 // HACK: play a small silent sound to allow "new game" sound later
771 // if tab not focused (TODO: does it really work ?!)
772 new Audio("/sounds/silent.mp3").play().then(() => {}).catch(err
=> {});
774 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
);
775 const socketOpenListener
= () => {
778 const fen
= localStorage
.getItem("fen");
779 const mycolor
= localStorage
.getItem("mycolor");
780 const oppid
= localStorage
.getItem("oppid");
781 const moves
= JSON
.parse(localStorage
.getItem("moves"));
782 this.newGame("human", fen
, mycolor
, oppid
, moves
, true);
783 // Send ping to server (answer pong if opponent is connected)
784 this.conn
.send(JSON
.stringify({code:"ping",oppid:this.oppid
}));
786 else if (localStorage
.getItem("newgame") === variant
)
788 // New game request has been cancelled on disconnect
789 this.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
792 const socketMessageListener
= msg
=> {
793 const data
= JSON
.parse(msg
.data
);
796 case "newgame": //opponent found
797 // oppid: opponent socket ID
798 this.newGame("human", data
.fen
, data
.color
, data
.oppid
);
800 case "newmove": //..he played!
801 this.play(data
.move, "animate");
803 case "pong": //received if we sent a ping (game still alive on our side)
804 this.oppConnected
= true;
805 const L
= this.vr
.moves
.length
;
806 // Send our "last state" informations to opponent
807 this.conn
.send(JSON
.stringify({
810 lastMove:L
>0?this.vr
.moves
[L
-1]:undefined,
814 case "lastate": //got opponent infos about last move (we might have resigned)
815 if (this.mode
!="human" || this.oppid
!=data
.oppid
)
818 this.conn
.send(JSON
.stringify({
825 else if (data
.movesCount
< 0)
828 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
830 else if (data
.movesCount
< this.vr
.moves
.length
)
832 // We must tell last move to opponent
833 const L
= this.vr
.moves
.length
;
834 this.conn
.send(JSON
.stringify({
837 lastMove:this.vr
.moves
[L
-1],
841 else if (data
.movesCount
> this.vr
.moves
.length
) //just got last move from him
842 this.play(data
.lastMove
, "animate");
844 case "resign": //..you won!
845 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
847 // TODO: also use (dis)connect info to count online players?
850 if (this.mode
== "human" && this.oppid
== data
.id
)
851 this.oppConnected
= (data
.code
== "connect");
855 const socketCloseListener
= () => {
856 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
);
857 this.conn
.addEventListener('open', socketOpenListener
);
858 this.conn
.addEventListener('message', socketMessageListener
);
859 this.conn
.addEventListener('close', socketCloseListener
);
861 this.conn
.onopen
= socketOpenListener
;
862 this.conn
.onmessage
= socketMessageListener
;
863 this.conn
.onclose
= socketCloseListener
;
864 // Listen to keyboard left/right to navigate in game
865 document
.onkeydown
= event
=> {
866 if (this.mode
== "idle" && !!this.vr
&& this.vr
.moves
.length
> 0
867 && [37,39].includes(event
.keyCode
))
869 event
.preventDefault();
870 if (event
.keyCode
== 37) //Back
878 download: function() {
879 let content
= document
.getElementById("pgn-game").innerHTML
;
880 content
= content
.replace(/<br>/g, "\n");
881 // Prepare and trigger download link
882 let downloadAnchor
= document
.getElementById("download");
883 downloadAnchor
.setAttribute("download", "game.pgn");
884 downloadAnchor
.href
= "data:text/plain;charset=utf-8," +
885 encodeURIComponent(content
);
886 downloadAnchor
.click();
888 endGame: function(score
) {
890 let modalBox
= document
.getElementById("modal-eog");
891 modalBox
.checked
= true;
892 // Variants may have special PGN structure (so next function isn't defined here)
893 this.pgnTxt
= this.vr
.getPGN(this.mycolor
, this.score
, this.fenStart
, this.mode
);
894 setTimeout(() => { modalBox
.checked
= false; }, 2000);
895 if (this.mode
== "human")
898 this.cursor
= this.vr
.moves
.length
; //to navigate in finished game
901 getEndgameMessage: function(score
) {
902 let eogMessage
= "Unfinished";
906 eogMessage
= "White win";
909 eogMessage
= "Black win";
917 setStorage: function() {
918 localStorage
.setItem("myid", this.myid
);
919 localStorage
.setItem("variant", variant
);
920 localStorage
.setItem("mycolor", this.mycolor
);
921 localStorage
.setItem("oppid", this.oppid
);
922 localStorage
.setItem("fenStart", this.fenStart
);
923 localStorage
.setItem("moves", JSON
.stringify(this.vr
.moves
));
924 localStorage
.setItem("fen", this.vr
.getFen());
926 updateStorage: function() {
927 localStorage
.setItem("moves", JSON
.stringify(this.vr
.moves
));
928 localStorage
.setItem("fen", this.vr
.getFen());
930 clearStorage: function() {
931 delete localStorage
["variant"];
932 delete localStorage
["myid"];
933 delete localStorage
["mycolor"];
934 delete localStorage
["oppid"];
935 delete localStorage
["fenStart"];
936 delete localStorage
["fen"];
937 delete localStorage
["moves"];
939 // HACK because mini-css tooltips are persistent after click...
940 getRidOfTooltip: function(elt
) {
941 elt
.style
.visibility
= "hidden";
942 setTimeout(() => { elt
.style
.visibility
="visible"; }, 100);
944 showSettings: function(e
) {
945 this.getRidOfTooltip(e
.currentTarget
);
946 document
.getElementById("modal-settings").checked
= true;
948 toggleHints: function() {
949 this.hints
= !this.hints
;
950 setCookie("hints", this.hints
? "1" : "0");
952 setColor: function(e
) {
953 this.color
= e
.target
.options
[e
.target
.selectedIndex
].value
;
954 setCookie("color", this.color
);
956 setSound: function(e
) {
957 this.sound
= parseInt(e
.target
.options
[e
.target
.selectedIndex
].value
);
958 setCookie("sound", this.sound
);
960 clickGameSeek: function(e
) {
961 this.getRidOfTooltip(e
.currentTarget
);
962 if (this.mode
== "human")
963 return; //no newgame while playing
966 this.conn
.send(JSON
.stringify({code:"cancelnewgame"}));
967 delete localStorage
["newgame"]; //cancel game seek
971 this.newGame("human");
973 clickComputerGame: function(e
) {
974 this.getRidOfTooltip(e
.currentTarget
);
975 if (this.mode
== "human")
976 return; //no newgame while playing
977 this.newGame("computer");
979 clickFriendGame: function(e
) {
980 this.getRidOfTooltip(e
.currentTarget
);
981 document
.getElementById("modal-fenedit").checked
= true;
983 resign: function(e
) {
984 this.getRidOfTooltip(e
.currentTarget
);
985 if (this.mode
== "human" && this.oppConnected
)
988 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
989 } catch (INVALID_STATE_ERR
) {
990 return; //socket is not ready (and not yet reconnected)
993 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
995 newGame: function(mode
, fenInit
, color
, oppId
, moves
, continuation
) {
996 const fen
= fenInit
|| VariantRules
.GenRandInitFen();
997 console
.log(fen
); //DEBUG
998 if (mode
=="human" && !oppId
)
1000 const storageVariant
= localStorage
.getItem("variant");
1001 if (!!storageVariant
&& storageVariant
!== variant
)
1003 alert("Finish your " + storageVariant
+ " game first!");
1006 // Send game request and wait..
1007 localStorage
["newgame"] = variant
;
1009 this.clearStorage(); //in case of
1011 this.conn
.send(JSON
.stringify({code:"newgame", fen:fen
}));
1012 } catch (INVALID_STATE_ERR
) {
1013 return; //nothing achieved
1015 if (continuation
!== "reconnect") //TODO: bad HACK...
1017 let modalBox
= document
.getElementById("modal-newgame");
1018 modalBox
.checked
= true;
1019 setTimeout(() => { modalBox
.checked
= false; }, 2000);
1023 this.vr
= new VariantRules(fen
, moves
|| []);
1025 this.pgnTxt
= ""; //redundant with this.score = "*", but cleaner
1027 this.incheck
= []; //in case of
1028 this.fenStart
= (continuation
? localStorage
.getItem("fenStart") : fen
);
1032 if (!continuation
) //not playing sound on game continuation
1034 if (this.sound
>= 1)
1035 new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err
=> {});
1036 document
.getElementById("modal-newgame").checked
= false;
1039 this.oppConnected
= true;
1040 this.mycolor
= color
;
1042 if (!!moves
&& moves
.length
> 0) //imply continuation
1044 const lastMove
= moves
[moves
.length
-1];
1045 this.vr
.undo(lastMove
);
1046 this.incheck
= this.vr
.getCheckSquares(lastMove
);
1047 this.vr
.play(lastMove
, "ingame");
1049 delete localStorage
["newgame"];
1050 this.setStorage(); //in case of interruptions
1052 else if (mode
== "computer")
1054 this.mycolor
= Math
.random() < 0.5 ? 'w' : 'b';
1055 if (this.mycolor
== 'b')
1056 setTimeout(this.playComputerMove
, 500);
1058 //else: against a (IRL) friend: nothing more to do
1060 playComputerMove: function() {
1061 const timeStart
= Date
.now();
1062 const compMove
= this.vr
.getComputerMove();
1063 // (first move) HACK: avoid selecting elements before they appear on page:
1064 const delay
= Math
.max(500-(Date
.now()-timeStart
), 0);
1065 setTimeout(() => this.play(compMove
, "animate"), delay
);
1067 // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
1068 getSquareId: function(o
) {
1069 // NOTE: a separator is required to allow any size of board
1070 return "sq-" + o
.x
+ "-" + o
.y
;
1073 getSquareFromId: function(id
) {
1074 let idParts
= id
.split('-');
1075 return [parseInt(idParts
[1]), parseInt(idParts
[2])];
1077 mousedown: function(e
) {
1078 e
= e
|| window
.event
;
1080 let elem
= e
.target
;
1081 while (!ingame
&& elem
!== null)
1083 if (elem
.classList
.contains("game"))
1088 elem
= elem
.parentElement
;
1090 if (!ingame
) //let default behavior (click on button...)
1092 e
.preventDefault(); //disable native drag & drop
1093 if (!this.selectedPiece
&& e
.target
.classList
.contains("piece"))
1095 // Next few lines to center the piece on mouse cursor
1096 let rect
= e
.target
.parentNode
.getBoundingClientRect();
1098 x: rect
.x
+ rect
.width
/2,
1099 y: rect
.y
+ rect
.width
/2,
1100 id: e
.target
.parentNode
.id
1102 this.selectedPiece
= e
.target
.cloneNode();
1103 this.selectedPiece
.style
.position
= "absolute";
1104 this.selectedPiece
.style
.top
= 0;
1105 this.selectedPiece
.style
.display
= "inline-block";
1106 this.selectedPiece
.style
.zIndex
= 3000;
1107 let startSquare
= this.getSquareFromId(e
.target
.parentNode
.id
);
1108 const iCanPlay
= this.mode
!="idle"
1109 && (this.mode
=="friend" || this.vr
.canIplay(this.mycolor
,startSquare
));
1110 this.possibleMoves
= iCanPlay
? this.vr
.getPossibleMovesFrom(startSquare
) : [];
1111 // Next line add moving piece just after current image
1112 // (required for Crazyhouse reserve)
1113 e
.target
.parentNode
.insertBefore(this.selectedPiece
, e
.target
.nextSibling
);
1116 mousemove: function(e
) {
1117 if (!this.selectedPiece
)
1119 e
= e
|| window
.event
;
1120 // If there is an active element, move it around
1121 if (!!this.selectedPiece
)
1123 const [offsetX
,offsetY
] = !!e
.clientX
1124 ? [e
.clientX
,e
.clientY
] //desktop browser
1125 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
]; //smartphone
1126 this.selectedPiece
.style
.left
= (offsetX
-this.start
.x
) + "px";
1127 this.selectedPiece
.style
.top
= (offsetY
-this.start
.y
) + "px";
1130 mouseup: function(e
) {
1131 if (!this.selectedPiece
)
1133 e
= e
|| window
.event
;
1134 // Read drop target (or parentElement, parentNode... if type == "img")
1135 this.selectedPiece
.style
.zIndex
= -3000; //HACK to find square from final coords
1136 const [offsetX
,offsetY
] = !!e
.clientX
1137 ? [e
.clientX
,e
.clientY
]
1138 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
];
1139 let landing
= document
.elementFromPoint(offsetX
, offsetY
);
1140 this.selectedPiece
.style
.zIndex
= 3000;
1141 // Next condition: classList.contains(piece) fails because of marks
1142 while (landing
.tagName
== "IMG")
1143 landing
= landing
.parentNode
;
1144 if (this.start
.id
== landing
.id
)
1146 // A click: selectedPiece and possibleMoves are already filled
1149 // OK: process move attempt
1150 let endSquare
= this.getSquareFromId(landing
.id
);
1151 let moves
= this.findMatchingMoves(endSquare
);
1152 this.possibleMoves
= [];
1153 if (moves
.length
> 1)
1154 this.choices
= moves
;
1155 else if (moves
.length
==1)
1156 this.play(moves
[0]);
1157 // Else: impossible move
1158 this.selectedPiece
.parentNode
.removeChild(this.selectedPiece
);
1159 delete this.selectedPiece
;
1160 this.selectedPiece
= null;
1162 findMatchingMoves: function(endSquare
) {
1163 // Run through moves list and return the matching set (if promotions...)
1165 this.possibleMoves
.forEach(function(m
) {
1166 if (endSquare
[0] == m
.end
.x
&& endSquare
[1] == m
.end
.y
)
1171 animateMove: function(move) {
1172 let startSquare
= document
.getElementById(this.getSquareId(move.start
));
1173 let endSquare
= document
.getElementById(this.getSquareId(move.end
));
1174 let rectStart
= startSquare
.getBoundingClientRect();
1175 let rectEnd
= endSquare
.getBoundingClientRect();
1176 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
1178 document
.querySelector("#" + this.getSquareId(move.start
) + " > img.piece");
1179 // HACK for animation (with positive translate, image slides "under background")
1180 // Possible improvement: just alter squares on the piece's way...
1181 squares
= document
.getElementsByClassName("board");
1182 for (let i
=0; i
<squares
.length
; i
++)
1184 let square
= squares
.item(i
);
1185 if (square
.id
!= this.getSquareId(move.start
))
1186 square
.style
.zIndex
= "-1";
1188 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
1189 translation
.y
+ "px)";
1190 movingPiece
.style
.transitionDuration
= "0.2s";
1191 movingPiece
.style
.zIndex
= "3000";
1193 for (let i
=0; i
<squares
.length
; i
++)
1194 squares
.item(i
).style
.zIndex
= "auto";
1195 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
1199 play: function(move, programmatic
) {
1202 // Navigate after game is over
1203 if (this.cursor
>= this.vr
.moves
.length
)
1204 return; //already at the end
1205 move = this.vr
.moves
[this.cursor
++];
1207 if (!!programmatic
) //computer or human opponent
1209 this.animateMove(move);
1212 // Not programmatic, or animation is over
1213 if (this.mode
== "human" && this.vr
.turn
== this.mycolor
)
1214 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
1215 if (this.sound
== 2)
1216 new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err
=> {});
1217 if (this.mode
!= "idle")
1219 this.incheck
= this.vr
.getCheckSquares(move); //is opponent in check?
1220 this.vr
.play(move, "ingame");
1224 VariantRules
.PlayOnBoard(this.vr
.board
, move);
1225 this.$forceUpdate(); //TODO: ?!
1227 if (this.mode
== "human")
1228 this.updateStorage(); //after our moves and opponent moves
1229 if (this.mode
!= "idle")
1231 const eog
= this.vr
.checkGameOver();
1235 if (this.mode
== "computer" && this.vr
.turn
!= this.mycolor
)
1236 setTimeout(this.playComputerMove
, 500);
1239 // Navigate after game is over
1240 if (this.cursor
== 0)
1241 return; //already at the beginning
1242 if (this.cursor
== this.vr
.moves
.length
)
1243 this.incheck
= []; //in case of...
1244 const move = this.vr
.moves
[--this.cursor
];
1245 VariantRules
.UndoOnBoard(this.vr
.board
, move);
1246 this.$forceUpdate(); //TODO: ?!
1248 undoInGame: function() {
1249 const lm
= this.vr
.lastMove
;