3 input#modalEog.modal(type="checkbox")
6 data-checkbox="modalEog"
9 label.modal-close(for="modalEog")
10 h3.section {{ endgameMessage }}
16 :analyze="game.mode=='analyze'"
18 :user-color="game.mycolor"
19 :orientation="orientation"
24 #turnIndicator(v-if="showTurn") {{ turn }}
26 button(@click="gotoBegin()")
27 img.inline(src="/images/icons/fast-forward_rev.svg")
28 button(@click="undo()")
29 img.inline(src="/images/icons/play_rev.svg")
30 button(v-if="canFlip" @click="flip()")
31 img.inline(src="/images/icons/flip.svg")
32 button(@click="play()")
33 img.inline(src="/images/icons/play.svg")
34 button(@click="gotoEnd()")
35 img.inline(src="/images/icons/fast-forward.svg")
37 #downloadDiv(v-if="allowDownloadPGN")
39 button(@click="download()") {{ st.tr["Download"] }} PGN
42 @click="analyzePosition()"
44 | {{ st.tr["Analyse"] }}
45 // NOTE: variants pages already have a "Rules" link on top
47 v-if="!$route.path.match('/variants/')"
50 | {{ st.tr["Rules"] }}
55 :message="game.scoreMsg"
56 :firstNum="firstMoveNumber"
65 import Board from "@/components/Board.vue";
66 import MoveList from "@/components/MoveList.vue";
67 import { store } from "@/store";
68 import { getSquareId } from "@/utils/squareId";
69 import { getDate } from "@/utils/datetime";
70 import { processModalClick } from "@/utils/modalClick";
71 import { getScoreMessage } from "@/utils/scoring";
72 import { getFullNotation } from "@/utils/notation";
73 import { undoMove } from "@/utils/playUndo";
84 // NOTE: all following variables must be reset at the beginning of a game
85 vr: null, //VariantRules object, game state
88 score: "*", //'*' means 'unfinished'
90 // TODO: later, use subCursor to navigate intra-multimoves?
91 cursor: -1, //index of the move just played
93 firstMoveNumber: 0, //for printing
94 incheck: [], //for Board
99 // game initial FEN changes when a new game starts
100 "game.fenStart": function() {
101 this.re_setVariables();
105 showMoves: function() {
106 return this.game.score != "*"
108 : (this.vr ? this.vr.showMoves : "none");
110 showTurn: function() {
112 this.game.score == '*' &&
114 (this.vr.showMoves != "all" || !this.vr.canFlip)
120 if (this.vr.showMoves != "all")
121 return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"]
122 // Cannot flip: racing king or circular chess
123 return this.vr.movesCount == 0 && this.game.mycolor == "w"
124 ? this.st.tr["It's your turn!"]
127 canAnalyze: function() {
128 return this.game.mode != "analyze" && this.vr && this.vr.canAnalyze;
130 canFlip: function() {
131 return this.vr && this.vr.canFlip;
133 allowDownloadPGN: function() {
134 return this.game.score != "*" || (this.vr && this.vr.showMoves == "all");
137 created: function() {
138 if (this.game.fenStart) this.re_setVariables();
140 mounted: function() {
141 if (!("ontouchstart" in window)) {
143 const baseGameDiv = document.getElementById("baseGame");
144 baseGameDiv.tabIndex = 0;
145 baseGameDiv.addEventListener("click", this.focusBg);
146 baseGameDiv.addEventListener("keydown", this.handleKeys);
147 baseGameDiv.addEventListener("wheel", this.handleScroll);
149 document.getElementById("eogDiv").addEventListener(
154 focusBg: function() {
155 document.getElementById("baseGame").focus();
157 handleKeys: function(e) {
158 if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
177 handleScroll: function(e) {
179 if (e.deltaY < 0) this.undo();
180 else if (e.deltaY > 0) this.play();
182 showRules: function() {
183 //this.$router.push("/variants/" + this.game.vname);
184 window.open("#/variants/" + this.game.vname, "_blank"); //better
186 re_setVariables: function() {
187 this.endgameMessage = "";
188 // "w": default orientation for observed games
189 this.orientation = this.game.mycolor || "w";
190 this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
191 // Post-processing: decorate each move with notation and FEN
192 this.vr = new V(this.game.fenStart);
193 const parsedFen = V.ParseFen(this.game.fenStart);
194 const firstMoveColor = parsedFen.turn;
195 this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
196 this.moves.forEach(move => {
197 // Strategy working also for multi-moves:
198 if (!Array.isArray(move)) move = [move];
200 m.notation = this.vr.getNotation(m);
204 if (firstMoveColor == "b") {
205 // 'start' & 'end' is required for Board component
208 start: { x: -1, y: -1 },
209 end: { x: -1, y: -1 }
212 this.positionCursorTo(this.moves.length - 1);
213 this.incheck = this.vr.getCheckSquares(this.vr.turn);
215 positionCursorTo: function(index) {
217 // Caution: last move in moves array might be a multi-move
219 if (Array.isArray(this.moves[index])) {
220 const L = this.moves[index].length;
221 this.lastMove = this.moves[index][L - 1];
223 this.lastMove = this.moves[index];
227 this.lastMove = null;
229 analyzePosition: function() {
234 this.vr.getFen().replace(/ /g, "_");
235 if (this.game.mycolor)
236 newUrl += "&side=" + this.game.mycolor;
237 // Open in same tab in live games (against cheating)
238 if (this.game.type == "live") this.$router.push(newUrl);
239 else window.open("#" + newUrl);
241 download: function() {
242 const content = this.getPgn();
243 // Prepare and trigger download link
244 let downloadAnchor = document.getElementById("download");
245 downloadAnchor.setAttribute("download", "game.pgn");
246 downloadAnchor.href =
247 "data:text/plain;charset=utf-8," + encodeURIComponent(content);
248 downloadAnchor.click();
252 pgn += '[Site "vchess.club"]\n';
253 pgn += '[Variant "' + this.game.vname + '"]\n';
254 pgn += '[Date "' + getDate(new Date()) + '"]\n';
255 pgn += '[White "' + this.game.players[0].name + '"]\n';
256 pgn += '[Black "' + this.game.players[1].name + '"]\n';
257 pgn += '[Fen "' + this.game.fenStart + '"]\n';
258 pgn += '[Result "' + this.game.score + '"]\n\n';
259 for (let i = 0; i < this.moves.length; i += 2) {
260 pgn += (i/2+1) + "." + getFullNotation(this.moves[i]) + " ";
261 if (i+1 < this.moves.length)
262 pgn += getFullNotation(this.moves[i+1]) + " ";
266 showEndgameMsg: function(message) {
267 this.endgameMessage = message;
268 let modalBox = document.getElementById("modalEog");
269 modalBox.checked = true;
271 modalBox.checked = false;
274 // Animate an elementary move
275 animateMove: function(move, callback) {
276 let startSquare = document.getElementById(getSquareId(move.start));
277 let endSquare = document.getElementById(getSquareId(move.end));
278 let rectStart = startSquare.getBoundingClientRect();
279 let rectEnd = endSquare.getBoundingClientRect();
281 x: rectEnd.x - rectStart.x,
282 y: rectEnd.y - rectStart.y
284 let movingPiece = document.querySelector(
285 "#" + getSquareId(move.start) + " > img.piece"
287 // HACK for animation (with positive translate, image slides "under background")
288 // Possible improvement: just alter squares on the piece's way...
289 const squares = document.getElementsByClassName("board");
290 for (let i = 0; i < squares.length; i++) {
291 let square = squares.item(i);
292 if (square.id != getSquareId(move.start)) square.style.zIndex = "-1";
294 movingPiece.style.transform =
295 "translate(" + translation.x + "px," + translation.y + "px)";
296 movingPiece.style.transitionDuration = "0.25s";
297 movingPiece.style.zIndex = "3000";
299 for (let i = 0; i < squares.length; i++)
300 squares.item(i).style.zIndex = "auto";
301 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
306 emitFenIfAnalyze: function() {
307 if (this.game.mode == "analyze") {
310 this.lastMove ? this.lastMove.fen : this.game.fenStart
314 // "light": if gotoMove() or gotoEnd()
315 // data: some custom data (addTime) to be re-emitted
316 play: function(move, received, light, data) {
317 const navigate = !move;
318 const playSubmove = (smove) => {
319 if (!navigate) smove.notation = this.vr.getNotation(smove);
321 this.lastMove = smove;
322 // Is opponent in check?
323 this.incheck = this.vr.getCheckSquares(this.vr.turn);
325 if (!this.inMultimove) {
326 if (this.cursor < this.moves.length - 1)
327 this.moves = this.moves.slice(0, this.cursor + 1);
328 this.moves.push(smove);
329 this.inMultimove = true; //potentially
332 // Already in the middle of a multi-move
333 const L = this.moves.length;
334 if (!Array.isArray(this.moves[L-1]))
335 this.$set(this.moves, L-1, [this.moves[L-1], smove]);
337 this.$set(this.moves, L-1, this.moves.concat([smove]));
341 const playMove = () => {
342 const animate = V.ShowMoves == "all" && (received || navigate);
343 if (!Array.isArray(move)) move = [move];
346 const initurn = this.vr.turn;
347 (function executeMove() {
348 const smove = move[moveIdx++];
350 self.animateMove(smove, () => {
352 if (moveIdx < move.length)
353 setTimeout(executeMove, 500);
354 else afterMove(smove, initurn);
358 if (moveIdx < move.length) executeMove();
359 else afterMove(smove, initurn);
363 const afterMove = (smove, initurn) => {
364 if (this.vr.turn != initurn) {
365 // Turn has changed: move is complete
367 // NOTE: only FEN of last sub-move is required (thus setting it here)
368 smove.fen = this.vr.getFen();
369 this.emitFenIfAnalyze();
371 this.inMultimove = false;
372 const score = this.vr.getCurrentScore();
374 const message = getScoreMessage(score);
375 if (!navigate && this.game.mode != "analyze")
376 this.$emit("gameover", score, message);
377 else if (this.game.mode == "analyze")
378 // Just show score on screen (allow undo)
379 this.showEndgameMsg(score + " . " + this.st.tr[message]);
381 if (!navigate && this.game.mode != "analyze") {
382 const L = this.moves.length;
383 // Post-processing (e.g. computer play)
384 this.$emit("newmove", this.moves[L-1], data);
388 // NOTE: navigate and received are mutually exclusive
390 // The move to navigate to is necessarily full:
391 if (this.cursor == this.moves.length - 1) return; //no more moves
392 move = this.moves[this.cursor + 1];
394 // Just play the move, nothing else:
395 if (!Array.isArray(move)) move = [move];
396 for (let i=0; i < move.length; i++) this.vr.play(move[i]);
400 this.emitFenIfAnalyze();
405 // Forbid playing outside analyze mode, except if move is received.
406 // Sufficient condition because Board already knows which turn it is.
408 this.game.mode != "analyze" &&
410 (this.game.score != "*" || this.cursor < this.moves.length - 1)
414 // To play a received move, cursor must be at the end of the game:
415 if (received && this.cursor < this.moves.length - 1)
419 cancelCurrentMultimove: function() {
420 const L = this.moves.length;
421 let move = this.moves[L-1];
422 if (!Array.isArray(move)) move = [move];
423 for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
426 this.inMultimove = false;
428 cancelLastMove: function() {
429 // The last played move was canceled (corr game)
433 // "light": if gotoMove() or gotoBegin()
434 undo: function(move, light) {
435 if (this.inMultimove) {
436 this.cancelCurrentMultimove();
437 this.incheck = this.vr.getCheckSquares(this.vr.turn);
440 if (this.cursor < 0) return; //no more moves
441 move = this.moves[this.cursor];
443 // Caution; if multi-move, undo all submoves from last to first
444 undoMove(move, this.vr);
445 if (light) this.cursor--;
447 this.positionCursorTo(this.cursor - 1);
448 this.incheck = this.vr.getCheckSquares(this.vr.turn);
449 this.emitFenIfAnalyze();
453 gotoMove: function(index) {
454 if (this.inMultimove) this.cancelCurrentMultimove();
455 if (index == this.cursor) return;
456 if (index < this.cursor) {
457 while (this.cursor > index)
458 this.undo(null, null, "light");
461 // index > this.cursor)
462 while (this.cursor < index)
463 this.play(null, null, "light");
465 // NOTE: next line also re-assign cursor, but it's very light
466 this.positionCursorTo(index);
467 this.incheck = this.vr.getCheckSquares(this.vr.turn);
468 this.emitFenIfAnalyze();
470 gotoBegin: function() {
471 if (this.inMultimove) this.cancelCurrentMultimove();
472 while (this.cursor >= 0)
473 this.undo(null, null, "light");
474 if (this.moves.length > 0 && this.moves[0].notation == "...") {
476 this.lastMove = this.moves[0];
478 this.lastMove = null;
481 this.emitFenIfAnalyze();
483 gotoEnd: function() {
484 if (this.cursor == this.moves.length - 1) return;
485 this.gotoMove(this.moves.length - 1);
486 this.emitFenIfAnalyze();
489 this.orientation = V.GetOppCol(this.orientation);
495 <style lang="sass" scoped>
496 [type="checkbox"]#modalEog+div .card
509 display: inline-block
516 display: inline-block
522 @media screen and (max-width: 767px)
531 border-top: 1px solid #2f4f4f
539 border-left: 1px solid #2f4f4f
544 // TODO: later, maybe, allow movesList of variable width
545 // or e.g. between 250 and 350px (but more complicated)
551 @media screen and (max-width: 767px)