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")
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
24 button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
26 MoveList(v-if="showMoves"
27 :moves="moves" :cursor="cursor" @goto-move="gotoMove")
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";
43 // "vr": VariantRules object, describing the game state + rules
48 // NOTE: all following variables must be reset at the beginning of a game
51 score: "*", //'*' means 'unfinished'
53 cursor: -1, //index of the move just played
58 // game initial FEN changes when a new game starts
59 "game.fenStart": function() {
60 this.re_setVariables();
62 "game.score": function() {
63 this.score = this.game.score;
67 showMoves: function() {
69 //return window.innerWidth >= 768;
72 return this.game.vname != "Dark" || this.score != "*";
75 return this.game.mode == "analyze" || this.score != "*";
79 if (!!this.game.fenStart)
80 this.re_setVariables();
83 re_setVariables: function() {
84 this.endgameMessage = "";
85 this.orientation = this.game.mycolor || "w"; //default orientation for observed games
86 this.score = this.game.score || "*"; //mutable (if initially "*")
87 this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
88 // Post-processing: decorate each move with color + current FEN:
89 // (to be able to jump to any position quickly)
90 let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
91 this.moves.forEach(move => {
92 // NOTE: this is doing manually what play() function below achieve,
93 // but in a lighter "fast-forward" way
94 move.color = vr_tmp.turn;
95 move.notation = vr_tmp.getNotation(move);
97 move.fen = vr_tmp.getFen();
99 const L = this.moves.length;
101 this.lastMove = (L > 0 ? this.moves[L-1] : null);
103 // For corr games, potential message with each move sent
104 curMoveMessage: function() {
107 return this.game.moves[this.cursor].message || "";
109 setCurrentMessage: function(message) {
110 this.game.moves[this.game.moves.length-1].message = message;
112 download: function() {
113 const content = this.getPgn();
114 // Prepare and trigger download link
115 let downloadAnchor = document.getElementById("download");
116 downloadAnchor.setAttribute("download", "game.pgn");
117 downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
118 downloadAnchor.click();
122 pgn += '[Site "vchess.club"]\n';
123 pgn += '[Variant "' + this.game.vname + '"]\n';
124 pgn += '[Date "' + getDate(new Date()) + '"]\n';
125 pgn += '[White "' + this.game.players[0].name + '"]\n';
126 pgn += '[Black "' + this.game.players[1].name + '"]\n';
127 pgn += '[Fen "' + this.game.fenStart + '"]\n';
128 pgn += '[Result "' + this.score + '"]\n\n';
131 while (i < this.moves.length)
133 pgn += (counter++) + ".";
134 for (let color of ["w","b"])
137 while (i < this.moves.length && this.moves[i].color == color)
138 move += this.moves[i++].notation + ",";
139 move = move.slice(0,-1); //remove last comma
140 pgn += move + (i < this.moves.length ? " " : "");
145 getScoreMessage: function(score) {
146 let eogMessage = "Undefined";
150 eogMessage = this.st.tr["White win"];
153 eogMessage = this.st.tr["Black win"];
156 eogMessage = this.st.tr["Draw"];
159 eogMessage = this.st.tr["Unfinished"];
164 showEndgameMsg: function(message) {
165 this.endgameMessage = message;
166 let modalBox = document.getElementById("modalEog");
167 modalBox.checked = true;
168 setTimeout(() => { modalBox.checked = false; }, 2000);
170 endGame: function(score, message) {
173 message = this.getScoreMessage(score);
174 this.showEndgameMsg(score + " . " + message);
175 this.$emit("gameover", score);
177 animateMove: function(move) {
178 let startSquare = document.getElementById(getSquareId(move.start));
179 let endSquare = document.getElementById(getSquareId(move.end));
180 let rectStart = startSquare.getBoundingClientRect();
181 let rectEnd = endSquare.getBoundingClientRect();
182 let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
184 document.querySelector("#" + getSquareId(move.start) + " > img.piece");
185 // HACK for animation (with positive translate, image slides "under background")
186 // Possible improvement: just alter squares on the piece's way...
187 const squares = document.getElementsByClassName("board");
188 for (let i=0; i<squares.length; i++)
190 let square = squares.item(i);
191 if (square.id != getSquareId(move.start))
192 square.style.zIndex = "-1";
194 movingPiece.style.transform = "translate(" + translation.x + "px," +
195 translation.y + "px)";
196 movingPiece.style.transitionDuration = "0.2s";
197 movingPiece.style.zIndex = "3000";
199 for (let i=0; i<squares.length; i++)
200 squares.item(i).style.zIndex = "auto";
201 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
205 play: function(move, receive, noanimate) {
206 const navigate = !move;
207 // Forbid playing outside analyze mode when cursor isn't at moves.length-1
208 // (except if we receive opponent's move, human or computer)
209 if (!navigate && !this.analyze && !receive
210 && this.cursor < this.moves.length-1)
216 if (this.cursor == this.moves.length-1)
217 return; //no more moves
218 move = this.moves[this.cursor+1];
220 if (!!receive && !noanimate) //opponent move, variant != "Dark"
222 if (this.cursor < this.moves.length-1)
223 this.gotoEnd(); //required to play the move
224 return this.animateMove(move);
228 move.color = this.vr.turn;
229 move.notation = this.vr.getNotation(move);
231 // Not programmatic, or animation is over
234 this.lastMove = move;
235 if (this.st.settings.sound == 2)
236 new Audio("/sounds/move.mp3").play().catch(err => {});
239 move.fen = this.vr.getFen();
240 if (this.score == "*" || this.analyze)
242 // Stack move on movesList at current cursor
243 if (this.cursor == this.moves.length)
244 this.moves.push(move);
246 this.moves = this.moves.slice(0,this.cursor).concat([move]);
250 this.$emit("newmove", move); //post-processing (e.g. computer play)
251 // Is opponent in check?
252 this.incheck = this.vr.getCheckSquares(this.vr.turn);
253 const score = this.vr.getCurrentScore();
260 // Just show score on screen (allow undo)
261 const message = this.getScoreMessage(score);
262 this.showEndgameMsg(score + " . " + message);
266 undo: function(move) {
267 const navigate = !move;
271 return; //no more moves
272 move = this.moves[this.cursor];
276 this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
277 if (this.st.settings.sound == 2)
278 new Audio("/sounds/undo.mp3").play().catch(err => {});
279 this.incheck = this.vr.getCheckSquares(this.vr.turn);
283 gotoMove: function(index) {
284 this.vr.re_init(this.moves[index].fen);
286 this.lastMove = this.moves[index];
288 gotoBegin: function() {
289 this.vr.re_init(this.game.fenStart);
291 this.lastMove = null;
293 gotoEnd: function() {
294 this.gotoMove(this.moves.length-1);
297 this.orientation = V.GetNextCol(this.orientation);