| 1 | <template lang="pug"> |
| 2 | .row |
| 3 | .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 |
| 4 | input#modalEog.modal(type="checkbox") |
| 5 | div(role="dialog" aria-labelledby="eogMessage") |
| 6 | .card.smallpad.small-modal.text-center |
| 7 | label.modal-close(for="modalEog") |
| 8 | h3#eogMessage.section {{ endgameMessage }} |
| 9 | // TODO: or "BoardHex" if this.game.vname in "Hexagonal..." |
| 10 | Board(:vr="vr" :last-move="lastMove" :analyze="analyze" |
| 11 | :user-color="game.mycolor" :orientation="orientation" |
| 12 | :vname="game.vname" @play-move="play") |
| 13 | .button-group |
| 14 | button(@click="() => play()") Play |
| 15 | button(@click="() => undo()") Undo |
| 16 | button(@click="flip") Flip |
| 17 | button(@click="gotoBegin") GotoBegin |
| 18 | button(@click="gotoEnd") GotoEnd |
| 19 | #messageDiv.section-content(v-if="game.type=='corr'") {{ curMoveMessage() }} |
| 20 | #fenDiv.section-content(v-if="showFen && !!vr") |
| 21 | p#fenString.text-center {{ vr.getFen() }} |
| 22 | #pgnDiv.section-content |
| 23 | a#download(href="#") |
| 24 | button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }} |
| 25 | div#movesList |
| 26 | MoveList(v-if="showMoves" |
| 27 | :moves="moves" :cursor="cursor" @goto-move="gotoMove") |
| 28 | </template> |
| 29 | |
| 30 | <script> |
| 31 | import Board from "@/components/Board.vue"; |
| 32 | import MoveList from "@/components/MoveList.vue"; |
| 33 | import { store } from "@/store"; |
| 34 | import { getSquareId } from "@/utils/squareId"; |
| 35 | import { getDate } from "@/utils/datetime"; |
| 36 | |
| 37 | export default { |
| 38 | name: 'my-base-game', |
| 39 | components: { |
| 40 | Board, |
| 41 | MoveList, |
| 42 | }, |
| 43 | // "vr": VariantRules object, describing the game state + rules |
| 44 | props: ["vr","game"], |
| 45 | data: function() { |
| 46 | return { |
| 47 | st: store.state, |
| 48 | // NOTE: all following variables must be reset at the beginning of a game |
| 49 | endgameMessage: "", |
| 50 | orientation: "w", |
| 51 | score: "*", //'*' means 'unfinished' |
| 52 | moves: [], |
| 53 | cursor: -1, //index of the move just played |
| 54 | lastMove: null, |
| 55 | }; |
| 56 | }, |
| 57 | watch: { |
| 58 | // game initial FEN changes when a new game starts |
| 59 | "game.fenStart": function() { |
| 60 | this.re_setVariables(); |
| 61 | }, |
| 62 | }, |
| 63 | computed: { |
| 64 | showMoves: function() { |
| 65 | return true; |
| 66 | //return window.innerWidth >= 768; |
| 67 | }, |
| 68 | showFen: function() { |
| 69 | return this.game.vname != "Dark" || this.score != "*"; |
| 70 | }, |
| 71 | analyze: function() { |
| 72 | return this.game.mode == "analyze" || this.game.score != "*"; |
| 73 | }, |
| 74 | }, |
| 75 | created: function() { |
| 76 | if (!!this.game.fenStart) |
| 77 | this.re_setVariables(); |
| 78 | }, |
| 79 | methods: { |
| 80 | re_setVariables: function() { |
| 81 | this.endgameMessage = ""; |
| 82 | this.orientation = this.game.mycolor || "w"; //default orientation for observed games |
| 83 | this.score = this.game.score || "*"; //mutable (if initially "*") |
| 84 | this.moves = JSON.parse(JSON.stringify(this.game.moves || [])); |
| 85 | // Post-processing: decorate each move with color + current FEN: |
| 86 | // (to be able to jump to any position quickly) |
| 87 | let vr_tmp = new V(this.game.fenStart); //vr is already at end of game |
| 88 | this.moves.forEach(move => { |
| 89 | // NOTE: this is doing manually what play() function below achieve, |
| 90 | // but in a lighter "fast-forward" way |
| 91 | move.color = vr_tmp.turn; |
| 92 | move.notation = vr_tmp.getNotation(move); |
| 93 | vr_tmp.play(move); |
| 94 | move.fen = vr_tmp.getFen(); |
| 95 | }); |
| 96 | const L = this.moves.length; |
| 97 | this.cursor = L-1; |
| 98 | this.lastMove = (L > 0 ? this.moves[L-1] : null); |
| 99 | }, |
| 100 | // For corr games, potential message with each move sent |
| 101 | curMoveMessage: function() { |
| 102 | if (this.cursor < 0) |
| 103 | return ""; |
| 104 | return this.game.moves[this.cursor].message || ""; |
| 105 | }, |
| 106 | setCurrentMessage: function(message) { |
| 107 | this.game.moves[this.game.moves.length-1].message = message; |
| 108 | }, |
| 109 | download: function() { |
| 110 | const content = this.getPgn(); |
| 111 | // Prepare and trigger download link |
| 112 | let downloadAnchor = document.getElementById("download"); |
| 113 | downloadAnchor.setAttribute("download", "game.pgn"); |
| 114 | downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content); |
| 115 | downloadAnchor.click(); |
| 116 | }, |
| 117 | getPgn: function() { |
| 118 | let pgn = ""; |
| 119 | pgn += '[Site "vchess.club"]\n'; |
| 120 | pgn += '[Variant "' + this.game.vname + '"]\n'; |
| 121 | pgn += '[Date "' + getDate(new Date()) + '"]\n'; |
| 122 | pgn += '[White "' + this.game.players[0].name + '"]\n'; |
| 123 | pgn += '[Black "' + this.game.players[1].name + '"]\n'; |
| 124 | pgn += '[Fen "' + this.game.fenStart + '"]\n'; |
| 125 | pgn += '[Result "' + this.score + '"]\n\n'; |
| 126 | let counter = 1; |
| 127 | let i = 0; |
| 128 | while (i < this.moves.length) |
| 129 | { |
| 130 | pgn += (counter++) + "."; |
| 131 | for (let color of ["w","b"]) |
| 132 | { |
| 133 | let move = ""; |
| 134 | while (i < this.moves.length && this.moves[i].color == color) |
| 135 | move += this.moves[i++].notation + ","; |
| 136 | move = move.slice(0,-1); //remove last comma |
| 137 | pgn += move + (i < this.moves.length ? " " : ""); |
| 138 | } |
| 139 | } |
| 140 | return pgn + "\n"; |
| 141 | }, |
| 142 | getScoreMessage: function(score) { |
| 143 | let eogMessage = "Undefined"; |
| 144 | switch (score) |
| 145 | { |
| 146 | case "1-0": |
| 147 | eogMessage = this.st.tr["White win"]; |
| 148 | break; |
| 149 | case "0-1": |
| 150 | eogMessage = this.st.tr["Black win"]; |
| 151 | break; |
| 152 | case "1/2": |
| 153 | eogMessage = this.st.tr["Draw"]; |
| 154 | break; |
| 155 | case "?": |
| 156 | eogMessage = this.st.tr["Unfinished"]; |
| 157 | break; |
| 158 | } |
| 159 | return eogMessage; |
| 160 | }, |
| 161 | showEndgameMsg: function(message) { |
| 162 | this.endgameMessage = message; |
| 163 | let modalBox = document.getElementById("modalEog"); |
| 164 | modalBox.checked = true; |
| 165 | setTimeout(() => { modalBox.checked = false; }, 2000); |
| 166 | }, |
| 167 | endGame: function(score, message) { |
| 168 | this.score = score; |
| 169 | if (!message) |
| 170 | message = this.getScoreMessage(score); |
| 171 | this.showEndgameMsg(score + " . " + message); |
| 172 | this.$emit("gameover", score); |
| 173 | }, |
| 174 | animateMove: function(move) { |
| 175 | let startSquare = document.getElementById(getSquareId(move.start)); |
| 176 | let endSquare = document.getElementById(getSquareId(move.end)); |
| 177 | let rectStart = startSquare.getBoundingClientRect(); |
| 178 | let rectEnd = endSquare.getBoundingClientRect(); |
| 179 | let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y}; |
| 180 | let movingPiece = |
| 181 | document.querySelector("#" + getSquareId(move.start) + " > img.piece"); |
| 182 | // HACK for animation (with positive translate, image slides "under background") |
| 183 | // Possible improvement: just alter squares on the piece's way... |
| 184 | const squares = document.getElementsByClassName("board"); |
| 185 | for (let i=0; i<squares.length; i++) |
| 186 | { |
| 187 | let square = squares.item(i); |
| 188 | if (square.id != getSquareId(move.start)) |
| 189 | square.style.zIndex = "-1"; |
| 190 | } |
| 191 | movingPiece.style.transform = "translate(" + translation.x + "px," + |
| 192 | translation.y + "px)"; |
| 193 | movingPiece.style.transitionDuration = "0.2s"; |
| 194 | movingPiece.style.zIndex = "3000"; |
| 195 | setTimeout( () => { |
| 196 | for (let i=0; i<squares.length; i++) |
| 197 | squares.item(i).style.zIndex = "auto"; |
| 198 | movingPiece.style = {}; //required e.g. for 0-0 with KR swap |
| 199 | this.play(move); |
| 200 | }, 250); |
| 201 | }, |
| 202 | play: function(move, receive, noanimate) { |
| 203 | const navigate = !move; |
| 204 | // Forbid playing outside analyze mode when cursor isn't at moves.length-1 |
| 205 | // (except if we receive opponent's move, human or computer) |
| 206 | if (!navigate && !this.analyze && !receive |
| 207 | && this.cursor < this.moves.length-1) |
| 208 | { |
| 209 | return; |
| 210 | } |
| 211 | if (navigate) |
| 212 | { |
| 213 | if (this.cursor == this.moves.length-1) |
| 214 | return; //no more moves |
| 215 | move = this.moves[this.cursor+1]; |
| 216 | } |
| 217 | if (!!receive && !noanimate) //opponent move, variant != "Dark" |
| 218 | { |
| 219 | if (this.cursor < this.moves.length-1) |
| 220 | this.gotoEnd(); //required to play the move |
| 221 | return this.animateMove(move); |
| 222 | } |
| 223 | if (!navigate) |
| 224 | { |
| 225 | move.color = this.vr.turn; |
| 226 | move.notation = this.vr.getNotation(move); |
| 227 | } |
| 228 | // Not programmatic, or animation is over |
| 229 | this.vr.play(move); |
| 230 | this.cursor++; |
| 231 | this.lastMove = move; |
| 232 | if (this.st.settings.sound == 2) |
| 233 | new Audio("/sounds/move.mp3").play().catch(err => {}); |
| 234 | if (!navigate) |
| 235 | { |
| 236 | move.fen = this.vr.getFen(); |
| 237 | if (this.score == "*" || this.analyze) |
| 238 | { |
| 239 | // Stack move on movesList at current cursor |
| 240 | if (this.cursor == this.moves.length) |
| 241 | this.moves.push(move); |
| 242 | else |
| 243 | this.moves = this.moves.slice(0,this.cursor).concat([move]); |
| 244 | } |
| 245 | } |
| 246 | if (!this.analyze) |
| 247 | this.$emit("newmove", move); //post-processing (e.g. computer play) |
| 248 | // Is opponent in check? |
| 249 | this.incheck = this.vr.getCheckSquares(this.vr.turn); |
| 250 | const score = this.vr.getCurrentScore(); |
| 251 | if (score != "*") |
| 252 | { |
| 253 | if (!this.analyze) |
| 254 | this.endGame(score); |
| 255 | else |
| 256 | { |
| 257 | // Just show score on screen (allow undo) |
| 258 | const message = this.getScoreMessage(score); |
| 259 | this.showEndgameMsg(score + " . " + message); |
| 260 | } |
| 261 | } |
| 262 | }, |
| 263 | undo: function(move) { |
| 264 | const navigate = !move; |
| 265 | if (navigate) |
| 266 | { |
| 267 | if (this.cursor < 0) |
| 268 | return; //no more moves |
| 269 | move = this.moves[this.cursor]; |
| 270 | } |
| 271 | this.vr.undo(move); |
| 272 | this.cursor--; |
| 273 | this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined); |
| 274 | if (this.st.settings.sound == 2) |
| 275 | new Audio("/sounds/undo.mp3").play().catch(err => {}); |
| 276 | this.incheck = this.vr.getCheckSquares(this.vr.turn); |
| 277 | if (!navigate) |
| 278 | this.moves.pop(); |
| 279 | }, |
| 280 | gotoMove: function(index) { |
| 281 | this.vr.re_init(this.moves[index].fen); |
| 282 | this.cursor = index; |
| 283 | this.lastMove = this.moves[index]; |
| 284 | }, |
| 285 | gotoBegin: function() { |
| 286 | this.vr.re_init(this.game.fenStart); |
| 287 | this.cursor = -1; |
| 288 | this.lastMove = null; |
| 289 | }, |
| 290 | gotoEnd: function() { |
| 291 | this.gotoMove(this.moves.length-1); |
| 292 | }, |
| 293 | flip: function() { |
| 294 | this.orientation = V.GetNextCol(this.orientation); |
| 295 | }, |
| 296 | }, |
| 297 | }; |
| 298 | </script> |