2 div#baseGame(tabindex=-1 @click="() => focusBg()" @keydown="handleKeys")
3 input#modalEog.modal(type="checkbox")
4 div(role="dialog" aria-labelledby="eogMessage")
5 .card.smallpad.small-modal.text-center
6 label.modal-close(for="modalEog")
7 h3#eogMessage.section {{ endgameMessage }}
11 Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
12 :user-color="game.mycolor" :orientation="orientation"
13 :vname="game.vname" @play-move="play")
15 button(@click="gotoBegin") <<
16 button(@click="() => undo()") <
17 button(@click="flip") ⇅
18 button(@click="() => play()") >
19 button(@click="gotoEnd") >>
22 button(@click="download") {{ st.tr["Download PGN"] }}
23 button(v-if="game.mode!='analyze'" @click="analyzePosition")
24 | {{ st.tr["Analyze"] }}
26 MoveList(v-if="showMoves" :score="game.score" :message="game.scoreMsg"
27 :firstNum="firstMoveNumber" :moves="moves" :cursor="cursor"
28 @goto-move="gotoMove")
32 import Board from "@/components/Board.vue";
33 import MoveList from "@/components/MoveList.vue";
34 import { store } from "@/store";
35 import { getSquareId } from "@/utils/squareId";
36 import { getDate } from "@/utils/datetime";
44 // "vr": VariantRules object, describing the game state + rules
49 // NOTE: all following variables must be reset at the beginning of a game
52 score: "*", //'*' means 'unfinished'
54 cursor: -1, //index of the move just played
56 firstMoveNumber: 0, //for printing
60 // game initial FEN changes when a new game starts
61 "game.fenStart": function() {
62 this.re_setVariables();
64 // Received a new move to play:
65 "game.moveToPlay": function(newMove) {
66 if (!!newMove) //if stop + launch new game, get undefined move
67 this.play(newMove, "receive");
71 showMoves: function() {
72 return this.game.vname != "Dark" || this.game.mode=="analyze";
76 if (!!this.game.fenStart)
77 this.re_setVariables();
81 // TODO: small blue border appears...
82 document.getElementById("baseGame").focus();
84 handleKeys: function(e) {
85 if ([32,37,38,39,40].includes(e.keyCode))
106 re_setVariables: function() {
107 this.endgameMessage = "";
108 this.orientation = this.game.mycolor || "w"; //default orientation for observed games
109 this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
110 // Post-processing: decorate each move with color + current FEN:
111 // (to be able to jump to any position quickly)
112 let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
113 this.firstMoveNumber =
114 Math.floor(V.ParseFen(this.game.fenStart).movesCount / 2);
115 this.moves.forEach(move => {
116 // NOTE: this is doing manually what play() function below achieve,
117 // but in a lighter "fast-forward" way
118 move.color = vr_tmp.turn;
119 move.notation = vr_tmp.getNotation(move);
121 move.fen = vr_tmp.getFen();
123 if (this.game.fenStart.indexOf(" b ") >= 0 ||
124 (this.moves.length > 0 && this.moves[0].color == "b"))
126 // 'end' is required for Board component to check lastMove for e.p.
127 this.moves.unshift({color: "w", notation: "...", end: {x:-1,y:-1}});
129 const L = this.moves.length;
131 this.lastMove = (L > 0 ? this.moves[L-1] : null);
133 analyzePosition: function() {
134 const newUrl = "/analyze/" + this.game.vname +
135 "/?fen=" + this.vr.getFen().replace(/ /g, "_");
136 //window.open("#" + newUrl); //to open in a new tab
137 this.$router.push(newUrl); //better
139 download: function() {
140 const content = this.getPgn();
141 // Prepare and trigger download link
142 let downloadAnchor = document.getElementById("download");
143 downloadAnchor.setAttribute("download", "game.pgn");
144 downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
145 downloadAnchor.click();
149 pgn += '[Site "vchess.club"]\n';
150 pgn += '[Variant "' + this.game.vname + '"]\n';
151 pgn += '[Date "' + getDate(new Date()) + '"]\n';
152 pgn += '[White "' + this.game.players[0].name + '"]\n';
153 pgn += '[Black "' + this.game.players[1].name + '"]\n';
154 pgn += '[Fen "' + this.game.fenStart + '"]\n';
155 pgn += '[Result "' + this.game.score + '"]\n\n';
158 while (i < this.moves.length)
160 pgn += (counter++) + ".";
161 for (let color of ["w","b"])
164 while (i < this.moves.length && this.moves[i].color == color)
165 move += this.moves[i++].notation + ",";
166 move = move.slice(0,-1); //remove last comma
167 pgn += move + (i < this.moves.length ? " " : "");
172 getScoreMessage: function(score) {
173 let eogMessage = "Undefined";
177 eogMessage = this.st.tr["White win"];
180 eogMessage = this.st.tr["Black win"];
183 eogMessage = this.st.tr["Draw"];
186 eogMessage = this.st.tr["Unfinished"];
191 showEndgameMsg: function(message) {
192 this.endgameMessage = message;
193 let modalBox = document.getElementById("modalEog");
194 modalBox.checked = true;
195 setTimeout(() => { modalBox.checked = false; }, 2000);
197 animateMove: function(move, callback) {
198 let startSquare = document.getElementById(getSquareId(move.start));
199 let endSquare = document.getElementById(getSquareId(move.end));
200 let rectStart = startSquare.getBoundingClientRect();
201 let rectEnd = endSquare.getBoundingClientRect();
202 let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
204 document.querySelector("#" + getSquareId(move.start) + " > img.piece");
205 // HACK for animation (with positive translate, image slides "under background")
206 // Possible improvement: just alter squares on the piece's way...
207 const squares = document.getElementsByClassName("board");
208 for (let i=0; i<squares.length; i++)
210 let square = squares.item(i);
211 if (square.id != getSquareId(move.start))
212 square.style.zIndex = "-1";
214 movingPiece.style.transform = "translate(" + translation.x + "px," +
215 translation.y + "px)";
216 movingPiece.style.transitionDuration = "0.2s";
217 movingPiece.style.zIndex = "3000";
219 for (let i=0; i<squares.length; i++)
220 squares.item(i).style.zIndex = "auto";
221 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
225 play: function(move, receive) {
226 // NOTE: navigate and receive are mutually exclusive
227 const navigate = !move;
228 // Forbid playing outside analyze mode, except if move is received.
229 // Sufficient condition because Board already knows which turn it is.
230 if (!navigate && this.game.mode!="analyze" && !receive
231 && this.cursor < this.moves.length-1)
235 const doPlayMove = () => {
236 if (!!receive && this.cursor < this.moves.length-1)
237 this.gotoEnd(); //required to play the move
240 if (this.cursor == this.moves.length-1)
241 return; //no more moves
242 move = this.moves[this.cursor+1];
246 move.color = this.vr.turn;
247 move.notation = this.vr.getNotation(move);
251 this.lastMove = move;
252 if (this.st.settings.sound == 2)
253 new Audio("/sounds/move.mp3").play().catch(err => {});
256 move.fen = this.vr.getFen();
257 // Stack move on movesList at current cursor
258 if (this.cursor == this.moves.length)
259 this.moves.push(move);
261 this.moves = this.moves.slice(0,this.cursor).concat([move]);
263 if (!navigate && this.game.mode != "analyze")
264 this.$emit("newmove", move); //post-processing (e.g. computer play)
265 // Is opponent in check?
266 this.incheck = this.vr.getCheckSquares(this.vr.turn);
267 const score = this.vr.getCurrentScore();
270 const message = this.getScoreMessage(score);
271 if (this.game.mode != "analyze")
272 this.$emit("gameover", score, message);
273 else //just show score on screen (allow undo)
274 this.showEndgameMsg(score + " . " + message);
277 if (!!receive && this.game.vname != "Dark")
278 this.animateMove(move, doPlayMove);
282 undo: function(move) {
283 const navigate = !move;
287 return; //no more moves
288 move = this.moves[this.cursor];
292 this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
293 if (this.st.settings.sound == 2)
294 new Audio("/sounds/undo.mp3").play().catch(err => {});
295 this.incheck = this.vr.getCheckSquares(this.vr.turn);
299 gotoMove: function(index) {
300 this.vr.re_init(this.moves[index].fen);
302 this.lastMove = this.moves[index];
304 gotoBegin: function() {
305 if (this.cursor == -1)
307 this.vr.re_init(this.game.fenStart);
308 if (this.moves.length > 0 && this.moves[0].notation == "...")
311 this.lastMove = this.moves[0];
316 this.lastMove = null;
319 gotoEnd: function() {
320 if (this.cursor == this.moves.length - 1)
322 this.gotoMove(this.moves.length-1);
325 this.orientation = V.GetNextCol(this.orientation);
338 @media screen and (min-width: 768px)
341 @media screen and (max-width: 767px)
347 display: inline-block