2 // TODO: for 3 or 4 players, write a "board3.js" (board4.js)
4 import { getSquareId, getSquareFromId } from "@/utils/squareId";
5 import { ArrayFun } from "@/utils/array";
9 // Last move cannot be guessed from here, and is required to highlight squares
10 // vr: object to check moves, print board...
11 // userColor: for mode HH or HC
12 props: ["vr","lastMove","analyze","orientation","userColor","vname"],
15 hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
16 bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
17 possibleMoves: [], //filled after each valid click/dragstart
18 choices: [], //promotion pieces, or checkered captures... (as moves)
19 selectedPiece: null, //moving piece (or clicked piece)
21 start: {}, //pixels coordinates + id of starting square (click or drag)
27 const [sizeX,sizeY] = [V.size.x,V.size.y];
28 // Precompute hints squares to facilitate rendering
29 let hintSquares = ArrayFun.init(sizeX, sizeY, false);
30 this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
31 // Also precompute in-check squares
32 let incheckSq = ArrayFun.init(sizeX, sizeY, false);
33 this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
34 const squareWidth = 40; //TODO: compute this
38 attrs: { "id": "choices" },
39 'class': { 'row': true },
41 "display": this.choices.length>0?"block":"none",
42 "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
43 "width": (this.choices.length * squareWidth) + "px",
44 "height": squareWidth + "px",
47 this.choices.map(m => { //a "choice" is a move
52 ['board'+sizeY]: true,
55 'width': (100/this.choices.length) + "%",
56 'padding-bottom': (100/this.choices.length) + "%",
61 attrs: { "src": '/images/pieces/' +
62 V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
63 'class': { 'choice-piece': true },
65 "click": e => { this.play(m); this.choices=[]; },
66 // NOTE: add 'touchstart' event to fix a problem on smartphones
67 "touchstart": e => { this.play(m); this.choices=[]; },
74 // Create board element (+ reserves if needed by variant or mode)
75 const lm = this.lastMove;
76 const showLight = this.hints && this.vname != "Dark";
85 [...Array(sizeX).keys()].map(i => {
86 let ci = (this.orientation=='w' ? i : sizeX-i-1);
93 style: { 'opacity': this.choices.length>0?"0.5":"1" },
95 [...Array(sizeY).keys()].map(j => {
96 let cj = (this.orientation=='w' ? j : sizeY-j-1);
98 if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
99 || this.gameOver || this.analyze
100 || this.vr.enlightened[this.userColor][ci][cj]))
108 'ghost': !!this.selectedPiece
109 && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
112 src: "/images/pieces/" +
113 V.getPpath(this.vr.board[ci][cj]) + ".svg",
119 if (this.hints && hintSquares[ci][cj])
129 src: "/images/mark.svg",
140 ['board'+sizeY]: true,
141 'light-square': (i+j)%2==0,
142 'dark-square': (i+j)%2==1,
144 'in-shadow': this.vname=="Dark" && !this.gameOver
145 && !this.analyze && !this.vr.enlightened[this.userColor][ci][cj],
146 'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
147 'incheck': showLight && incheckSq[ci][cj],
150 id: getSquareId({x:ci,y:cj}),
159 let elementArray = [choices, gameDiv];
160 if (!!this.vr.reserve)
162 const shiftIdx = (this.userColor=="w" ? 0 : 1);
163 let myReservePiecesArray = [];
164 for (let i=0; i<V.RESERVE_PIECES.length; i++)
166 myReservePiecesArray.push(h('div',
168 'class': {'board':true, ['board'+sizeY]:true},
169 attrs: { id: getSquareId({x:sizeX+shiftIdx,y:i}) }
174 'class': {"piece":true, "reserve":true},
176 "src": "/images/pieces/" +
177 this.vr.getReservePpath(this.userColor,i) + ".svg",
181 {"class": { "reserve-count": true } },
182 [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
186 let oppReservePiecesArray = [];
187 const oppCol = V.GetOppCol(this.userColor);
188 for (let i=0; i<V.RESERVE_PIECES.length; i++)
190 oppReservePiecesArray.push(h('div',
192 'class': {'board':true, ['board'+sizeY]:true},
193 attrs: { id: getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
198 'class': {"piece":true, "reserve":true},
200 "src": "/images/pieces/" +
201 this.vr.getReservePpath(oppCol,i) + ".svg",
205 {"class": { "reserve-count": true } },
206 [ this.vr.reserve[oppCol][V.RESERVE_PIECES[i]] ]
210 let reserves = h('div',
222 "reserve-row-1": true,
228 { 'class': { 'row': true }},
229 oppReservePiecesArray
233 elementArray.push(reserves);
241 "col-md-offset-1": true,
243 "col-lg-offset-2": true,
245 // NOTE: click = mousedown + mouseup
247 mousedown: this.mousedown,
248 mousemove: this.mousemove,
249 mouseup: this.mouseup,
250 touchstart: this.mousedown,
251 touchmove: this.mousemove,
252 touchend: this.mouseup,
259 mousedown: function(e) {
260 e = e || window.event;
263 while (!ingame && elem !== null)
265 if (elem.classList.contains("game"))
270 elem = elem.parentElement;
272 if (!ingame) //let default behavior (click on button...)
274 e.preventDefault(); //disable native drag & drop
275 if (!this.selectedPiece && e.target.classList.contains("piece"))
277 // Next few lines to center the piece on mouse cursor
278 let rect = e.target.parentNode.getBoundingClientRect();
280 x: rect.x + rect.width/2,
281 y: rect.y + rect.width/2,
282 id: e.target.parentNode.id
284 this.selectedPiece = e.target.cloneNode();
285 this.selectedPiece.style.position = "absolute";
286 this.selectedPiece.style.top = 0;
287 this.selectedPiece.style.display = "inline-block";
288 this.selectedPiece.style.zIndex = 3000;
289 const startSquare = getSquareFromId(e.target.parentNode.id);
290 this.possibleMoves = [];
291 const color = (this.analyze || this.gameOver ? this.vr.turn : this.userColor);
292 if (this.vr.canIplay(color,startSquare))
293 this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
294 // Next line add moving piece just after current image
295 // (required for Crazyhouse reserve)
296 e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
299 mousemove: function(e) {
300 if (!this.selectedPiece)
302 e = e || window.event;
303 // If there is an active element, move it around
304 if (!!this.selectedPiece)
306 const [offsetX,offsetY] = !!e.clientX
307 ? [e.clientX,e.clientY] //desktop browser
308 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
309 this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
310 this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
313 mouseup: function(e) {
314 if (!this.selectedPiece)
316 e = e || window.event;
317 // Read drop target (or parentElement, parentNode... if type == "img")
318 this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
319 const [offsetX,offsetY] = !!e.clientX
320 ? [e.clientX,e.clientY]
321 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
322 let landing = document.elementFromPoint(offsetX, offsetY);
323 this.selectedPiece.style.zIndex = 3000;
324 // Next condition: classList.contains(piece) fails because of marks
325 while (landing.tagName == "IMG")
326 landing = landing.parentNode;
327 if (this.start.id == landing.id)
329 // A click: selectedPiece and possibleMoves are already filled
332 // OK: process move attempt
333 let endSquare = getSquareFromId(landing.id);
334 let moves = this.findMatchingMoves(endSquare);
335 this.possibleMoves = [];
336 if (moves.length > 1)
337 this.choices = moves;
338 else if (moves.length==1)
340 // Else: impossible move
341 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
342 delete this.selectedPiece;
343 this.selectedPiece = null;
345 findMatchingMoves: function(endSquare) {
346 // Run through moves list and return the matching set (if promotions...)
348 this.possibleMoves.forEach(function(m) {
349 if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
354 play: function(move) {
355 this.$emit('play-move', move);
374 display: inline-block
379 padding-bottom: 12.5%
389 // NOTE: no variants with reserve of size != 8
396 @media screen and (max-width: 767px)
401 margin: 0 auto 0 auto
405 background-color: rgba(0,0,0,0)
408 background-color: #e6ee9c
410 background-color: skyblue
419 img.piece, img.mark-square
438 background-color: #00cc66 !important
441 filter: brightness(50%)
444 background-color: #cc3300 !important
446 .light-square.lichess
447 background-color: #f0d9b5;
449 background-color: #b58863;
451 .light-square.chesscom
452 background-color: #e5e5ca;
453 .dark-square.chesscom
454 background-color: #6f8f57;
456 .light-square.chesstempo
457 background-color: #fdfdfd;
458 .dark-square.chesstempo
459 background-color: #88a0a8;