From: Benjamin Auder Date: Sun, 8 May 2022 19:23:51 +0000 (+0200) Subject: Some more refactoring - not working for now X-Git-Url: https://git.auder.net/game/current/%7B%7B%20asset%28%27mixstore/css/static/policy.css%27%29%20%7D%7D?a=commitdiff_plain;h=15106e8201ee8e46ce14f1dd369cae960e9a860c;p=xogo.git Some more refactoring - not working for now --- diff --git a/base_rules.js b/base_rules.js index 353af39..d743c0e 100644 --- a/base_rules.js +++ b/base_rules.js @@ -91,24 +91,25 @@ export default class ChessRules { } // Some variants use click infos: - doClick([x, y]) { - if (typeof x != "number") + doClick(coords) { + if (typeof coords.x != "number") return null; //click on reserves if ( this.options["teleport"] && this.subTurnTeleport == 2 && - this.board[x][y] == "" + this.board[coords.x][coords.y] == "" ) { return new Move({ start: {x: this.captured.x, y: this.captured.y}, appear: [ new PiPo({ - x: x, - y: y, + x: coords.x, + y: coords.y, c: this.captured.c, //this.turn, p: this.captured.p }) ], - vanish: [] + vanish: [], + drag: {c: this.captured.c, p: this.captured.p} }); } return null; @@ -117,46 +118,25 @@ export default class ChessRules { //////////////////// // COORDINATES UTILS - // 3 --> d (column number to letter) - static CoordToColumn(colnum) { - return String.fromCharCode(97 + colnum); - } - - // d --> 3 (column letter to number) - static ColumnToCoord(columnStr) { - return columnStr.charCodeAt(0) - 97; - } - - // 7 (numeric) --> 1 (str) [from black viewpoint]. - static CoordToRow(rownum) { - return rownum; - } - - // NOTE: wrong row index (1 should be 7 ...etc). But OK for the usage. - static RowToCoord(rownumStr) { - // NOTE: 30 is way more than enough (allow up to 29 rows on one character) - return parseInt(rownumStr, 30); - } - - // a2 --> {x:2,y:0} (this is in fact a6) + // a3 --> {x:10, y:3} static SquareToCoords(sq) { - return { - x: C.RowToCoord(sq[1]), - // NOTE: column is always one char => max 26 columns - y: C.ColumnToCoord(sq[0]) - }; + return ArrayFun.toObject(["x", "y"], + [0, 1].map(i => parseInt(sq[i], 36))); } - // {x:0,y:4} --> e0 (should be e8) - static CoordsToSquare(coords) { - return C.CoordToColumn(coords.y) + C.CoordToRow(coords.x); + // {x:1, y:12} --> 1c + static CoordsToSquare(cd) { + return Object.values(cd).map(c => c.toString(36)).join(""); } - coordsToId([x, y]) { - if (typeof x == "number") - return `${this.containerId}|sq-${x.toString(30)}-${y.toString(30)}`; + coordsToId(cd) { + if (typeof cd.x == "number") { + return ( + `${this.containerId}|sq-${cd.x.toString(36)}-${cd.y.toString(36)}` + ); + } // Reserve : - return `${this.containerId}|rsq-${x}-${y}`; + return `${this.containerId}|rsq-${cd.x}-${cd.y}`; } idToCoords(targetId) { @@ -172,9 +152,9 @@ export default class ChessRules { } const squares = idParts[1].split('-'); if (squares[0] == "sq") - return [ parseInt(squares[1], 30), parseInt(squares[2], 30) ]; - // squares[0] == "rsq" : reserve, 'c' + 'p' (letters) - return [squares[1], squares[2]]; + return {x: parseInt(squares[1], 36), y: parseInt(squares[2], 36)}; + // squares[0] == "rsq" : reserve, 'c' + 'p' (letters color & piece) + return {x: squares[1], y: squares[2]}; } ///////////// @@ -291,7 +271,7 @@ export default class ChessRules { // Return current fen (game state) getFen() { let fen = ( - this.getBaseFen() + " " + + this.getPosition() + " " + this.getTurnFen() + " " + this.movesCount ); @@ -310,7 +290,7 @@ export default class ChessRules { } // Position part of the FEN string - getBaseFen() { + getPosition() { const format = (count) => { // if more than 9 consecutive free spaces, break the integer, // otherwise FEN parsing will fail. @@ -353,7 +333,7 @@ export default class ChessRules { // Flags part of the FEN string getFlagsFen() { return ["w", "b"].map(c => { - return this.castleFlags[c].map(x => x.toString(30)).join(""); + return this.castleFlags[c].map(x => x.toString(36)).join(""); }).join(""); } @@ -371,17 +351,17 @@ export default class ChessRules { } getIspawnFen() { - const coords = Object.keys(this.ispawn); - if (coords.length == 0) + const squares = Object.keys(this.ispawn); + if (squares.length == 0) return "-"; - return coords.join(","); + return squares.join(","); } // Set flags from fen (castle: white a,h then black a,h) setFlags(fenflags) { this.castleFlags = { - w: [0, 1].map(i => parseInt(fenflags.charAt(i), 30)), - b: [2, 3].map(i => parseInt(fenflags.charAt(i), 30)) + w: [0, 1].map(i => parseInt(fenflags.charAt(i), 36)), + b: [2, 3].map(i => parseInt(fenflags.charAt(i), 36)) }; } @@ -391,7 +371,7 @@ export default class ChessRules { constructor(o) { this.options = o.options; this.playerColor = o.color; - this.afterPlay = o.afterPlay; + this.afterPlay = o.afterPlay; //trigger some actions after playing a move // Fen string fully describes the game state if (!o.fen) @@ -487,30 +467,6 @@ export default class ChessRules { } } - // Apply diff this.enlightened --> oldEnlightened on board - graphUpdateEnlightened() { - let chessboard = - document.getElementById(this.containerId).querySelector(".chessboard"); - const r = chessboard.getBoundingClientRect(); - const pieceWidth = this.getPieceWidth(r.width); - for (let x=0; x parseInt(c, 30)); @@ -526,10 +482,8 @@ export default class ChessRules { } initIspawn(ispawnStr) { - if (ispawnStr != "-") { - this.ispawn = ispawnStr.split(",").map(C.SquareToCoords) - .reduce((o, key) => ({ ...o, [key]: true}), {}); - } + if (ispawnStr != "-") + this.ispawn = ArrayFun.toObject(ispawnStr.split(","), true); else this.ispawn = {}; } @@ -541,6 +495,14 @@ export default class ChessRules { ); } + getRankInReserve(c, p) { + const pieces = Object.keys(this.pieces()); + const lastIndex = pieces.findIndex(pp => pp == p) + let toTest = pieces.slice(0, lastIndex); + return toTest.reduce( + (oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0); + } + ////////////// // VISUAL PART @@ -548,12 +510,8 @@ export default class ChessRules { return (rwidth / this.size.y); } - getSquareWidth(rwidth) { - return this.getPieceWidth(rwidth); - } - getReserveSquareSize(rwidth, nbR) { - const sqSize = this.getSquareWidth(rwidth); + const sqSize = this.getPieceWidth(rwidth); return Math.min(sqSize, rwidth / nbR); } @@ -578,26 +536,26 @@ export default class ChessRules { document.getElementById(this.containerId).querySelector(".chessboard"); chessboard.innerHTML = ""; chessboard.insertAdjacentHTML('beforeend', board); - const aspectRatio = this.size.y / this.size.x; // Compare window ratio width / height to aspectRatio: const windowRatio = window.innerWidth / window.innerHeight; let cbWidth, cbHeight; - if (windowRatio <= aspectRatio) { + if (windowRatio <= this.size.ratio) { // Limiting dimension is width: cbWidth = Math.min(window.innerWidth, 767); - cbHeight = cbWidth / aspectRatio; + cbHeight = cbWidth / this.size.ratio; } else { // Limiting dimension is height: cbHeight = Math.min(window.innerHeight, 767); - cbWidth = cbHeight * aspectRatio; + cbWidth = cbHeight * this.size.ratio; } if (this.reserve) { const sqSize = cbWidth / this.size.y; // NOTE: allocate space for reserves (up/down) even if they are empty + // Cannot use getReserveSquareSize() here, but sqSize is an upper bound. if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) { cbHeight = window.innerHeight - 2 * (sqSize + 5); - cbWidth = cbHeight * aspectRatio; + cbWidth = cbHeight * this.size.ratio; } } chessboard.style.width = cbWidth + "px"; @@ -635,7 +593,7 @@ export default class ChessRules { // NOTE: x / y reversed because coordinates system is reversed. board += ` oldEnlightened on board + graphUpdateEnlightened() { + let chessboard = + document.getElementById(this.containerId).querySelector(".chessboard"); + const r = chessboard.getBoundingClientRect(); + const pieceWidth = this.getPieceWidth(r.width); + for (let x=0; x aspectRatio) { - newWidth = r.height * aspectRatio; + if (newRatio > this.size.ratio) { + newWidth = r.height * this.size.ratio; chessboard.style.width = newWidth + "px"; } - else if (newRatio < aspectRatio) { - newHeight = r.width / aspectRatio; + else if (newRatio < this.size.ratio) { + newHeight = r.width / this.size.ratio; chessboard.style.height = newHeight + "px"; } const newX = (window.innerWidth - newWidth) / 2; @@ -841,7 +823,7 @@ export default class ChessRules { Object.keys(this.reserve[c]).forEach(p => { if (this.reserve[c][p] == 0) return; - let r_cell = document.getElementById(this.coordsToId([c, p])); + let r_cell = document.getElementById(this.coordsToId({x: c, y: p})); r_cell.style.width = sqResSize + "px"; r_cell.style.height = sqResSize + "px"; }); @@ -852,12 +834,22 @@ export default class ChessRules { // Our coordinate system differs from CSS one (x <--> y). // We return here the CSS coordinates (more useful). getPixelPosition(i, j, r) { - const sqSize = this.getSquareWidth(r.width); if (i < 0 || j < 0) return [0, 0]; //piece vanishes - const flipped = (this.playerColor == 'b'); - const x = (flipped ? this.size.y - 1 - j : j) * sqSize; - const y = (flipped ? this.size.x - 1 - i : i) * sqSize; + let x, y; + if (typeof i == "string") { + // Reserves: need to know the rank of piece + const nbR = this.getNbReservePieces(i); + const rsqSize = this.getReserveSquareSize(r.width, nbR); + x = this.getRankInReserve(i, j) * rsqSize; + y = (this.playerColor == i ? y = r.height + 5 : - 5 - rsqSize); + } + else { + const sqSize = r.width / this.size.y; + const flipped = (this.playerColor == 'b'); + x = (flipped ? this.size.y - 1 - j : j) * sqSize; + y = (flipped ? this.size.x - 1 - i : i) * sqSize; + } return [x, y]; } @@ -882,7 +874,7 @@ export default class ChessRules { } const centerOnCursor = (piece, e) => { - const centerShift = sqSize / 2; + const centerShift = this.getPieceWidth(r.width) / 2; const offset = getOffset(e); piece.style.left = (offset.x - r.x - centerShift) + "px"; piece.style.top = (offset.y - r.y - centerShift) + "px"; @@ -891,32 +883,32 @@ export default class ChessRules { let start = null, r = null, startPiece, curPiece = null, - sqSize; + pieceWidth; const mousedown = (e) => { // Disable zoom on smartphones: if (e.touches && e.touches.length > 1) e.preventDefault(); r = chessboard.getBoundingClientRect(); - sqSize = this.getSquareWidth(r.width); - const square = this.idToCoords(e.target.id); - if (square) { - const [i, j] = square; - const move = this.doClick([i, j]); + pieceWidth = this.getPieceWidth(r.width); + const cd = this.idToCoords(e.target.id); + if (cd) { + const move = this.doClick(cd); if (move) this.playPlusVisual(move); else { - if (typeof i != "number") - startPiece = this.r_pieces[i][j]; - else if (this.g_pieces[i][j]) - startPiece = this.g_pieces[i][j]; - if (startPiece && this.canIplay(i, j)) { + const [x, y] = Object.values(cd); + if (typeof x != "number") + startPiece = this.r_pieces[x][y]; + else + startPiece = this.g_pieces[x][y]; + if (startPiece && this.canIplay(x, y)) { e.preventDefault(); - start = { x: i, y: j }; + start = cd; curPiece = startPiece.cloneNode(); curPiece.style.transform = "none"; curPiece.style.zIndex = 5; - curPiece.style.width = sqSize + "px"; - curPiece.style.height = sqSize + "px"; + curPiece.style.width = pieceWidth + "px"; + curPiece.style.height = pieceWidth + "px"; centerOnCursor(curPiece, e); chessboard.appendChild(curPiece); startPiece.style.opacity = "0.4"; @@ -951,12 +943,12 @@ export default class ChessRules { startPiece.style.opacity = "1"; const offset = getOffset(e); const landingElt = document.elementFromPoint(offset.x, offset.y); - const sq = landingElt ? this.idToCoords(landingElt.id) : undefined; - if (sq) { - const [i, j] = sq; + const cd = + (landingElt ? this.idToCoords(landingElt.id) : undefined); + if (cd) { // NOTE: clearly suboptimal, but much easier, and not a big deal. const potentialMoves = this.getPotentialMovesFrom([x, y]) - .filter(m => m.end.x == i && m.end.y == j); + .filter(m => m.end.x == cd.x && m.end.y == cd.y); const moves = this.filterValid(potentialMoves); if (moves.length >= 2) this.showChoices(moves, r); @@ -991,7 +983,7 @@ export default class ChessRules { choices.style.top = r.y + "px"; chessboard.style.opacity = "0.5"; container.appendChild(choices); - const squareWidth = this.getSquareWidth(r.width); + const squareWidth = r.width / this.size.y; const firstUpLeft = (r.width - (moves.length * squareWidth)) / 2; const firstUpTop = (r.height - squareWidth) / 2; const color = moves[0].appear[0].c; @@ -1012,7 +1004,7 @@ export default class ChessRules { const piece = document.createElement("piece"); const pieceSpec = this.pieces()[moves[i].appear[0].p]; piece.classList.add(pieceSpec["class"]); - piece.classList.add(color == 'w' ? "white" : "black"); + piece.classList.add(C.GetColorClass(color)); piece.style.width = "100%"; piece.style.height = "100%"; choice.appendChild(piece); @@ -1024,22 +1016,34 @@ export default class ChessRules { // BASIC UTILS get size() { - return {x: 8, y: 8}; + return { + x: 8, + y: 8, + ratio: 1 //for rectangular board = y / x + }; } // Color of thing on square (i,j). 'undefined' if square is empty getColor(i, j) { + if (typeof i == "string") + return i; //reserves return this.board[i][j].charAt(0); } + static GetColorClass(c) { + return (c == 'w' ? "white" : "black"); + } + // Assume square i,j isn't empty getPiece(i, j) { + if (typeof j == "string") + return j; //reserves return this.board[i][j].charAt(1); } // Piece type on square (i,j) getPieceType(i, j) { - const p = this.board[i][j].charAt(1); + const p = (typeof i == "string" ? j : this.board[i][j].charAt(1)); return C.CannibalKings[p] || p; //a cannibal king move as... } @@ -1059,7 +1063,7 @@ export default class ChessRules { y >= 0 && y < this.size.y); } - // Used in interface + // Am I allowed to move thing at square x,y ? canIplay(x, y) { return ( this.playerColor == this.turn && @@ -1484,6 +1488,7 @@ export default class ChessRules { const findAddMoves = (type, stepArray) => { for (let s of stepArray) { + // TODO: if jump in y (computeY, Cylinder), move.segments outerLoop: for (let step of s.steps) { let [i, j] = [x + step[0], this.computeY(y + step[1])]; let stepCounter = 1; @@ -1602,8 +1607,8 @@ export default class ChessRules { let mv = new Move({ appear: [], vanish: [], - start: {x:sx, y:sy}, - end: {x:ex, y:ey} + start: {x: sx, y: sy}, + end: {x: ex, y: ey} }); if ( !this.options["rifle"] || @@ -2134,94 +2139,75 @@ export default class ChessRules { this.afterPlay(move); //user method } - // Assumes reserve on top (usage case otherwise? TODO?) - getReserveShift(c, p, r) { - let nbR = 0, - ridx = 0; - for (let pi of Object.keys(this.reserve[c])) { - if (this.reserve[c][pi] == 0) - continue; - if (pi == p) - ridx = nbR; - nbR++; - } - const rsqSize = this.getReserveSquareSize(r.width, nbR); - return [-ridx * rsqSize, rsqSize]; //slightly inaccurate... TODO? + getMaxDistance(rwidth) { + // Works for all rectangular boards: + return Math.sqrt(rwidth ** 2 + (rwidth / this.size.ratio) ** 2); + } + + getDomPiece(x, y) { + return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y]; } animate(move, callback) { - if (this.noAnimate) { - callback(); - return; - } - const [i1, j1] = [move.start.x, move.start.y]; - const dropMove = (typeof i1 == "string"); - const startArray = (dropMove ? this.r_pieces : this.g_pieces); - let startPiece = startArray[i1][j1]; - // TODO: next "if" shouldn't be required - if (!startPiece) { + if (this.noAnimate || move.noAnimate) { callback(); return; } + let movingPiece = this.getDomPiece(move.start.x, move.start.y); + const initTransform = movingPiece.style.transform; let chessboard = document.getElementById(this.containerId).querySelector(".chessboard"); - const clonePiece = ( - !dropMove && - this.options["rifle"] || - (this.options["teleport"] && this.subTurnTeleport == 2) - ); - if (clonePiece) { - startPiece = startPiece.cloneNode(); - if (this.options["rifle"]) - startArray[i1][j1].style.opacity = "0"; - if (this.options["teleport"] && this.subTurnTeleport == 2) { - const pieces = this.pieces(); - const startCode = (dropMove ? j1 : this.getPiece(i1, j1)); - startPiece.classList.remove(pieces[startCode]["class"]); - startPiece.classList.add(pieces[this.captured.p]["class"]); - // Color: OK + const r = chessboard.getBoundingClientRect(); + const [ix, iy] = this.getPixelPosition(move.start.x, move.start.y, r); + const maxDist = this.getMaxDistance(r.width); + // NOTE: move.drag could be generalized per-segment (usage?) + if (move.drag) { + // Drag something else: require cloning + movingPiece = movingPiece.cloneNode(); + const pieces = this.pieces(); + const startCode = this.getPiece(move.start.x, move.start.y); + movingPiece.classList.remove(pieces[startCode]["class"]); + movingPiece.classList.add(pieces[move.drag.p]["class"]); + const apparentColor = this.getColor(move.start.x, move.start.y); + if (apparentColor != move.drag.c) { + movingPiece.classList.remove(C.GetColorClass(apparentColor)); + movingPiece.classList.add(C.GetColorClass(move.drag.c)); } - chessboard.appendChild(startPiece); - } - const [i2, j2] = [move.end.x, move.end.y]; - let startCoords; - if (dropMove) { - startCoords = [ - i1 == this.playerColor ? this.size.x : 0, - this.size.y / 2 //not trying to be accurate here... (TODO?) - ]; + chessboard.appendChild(movingPiece); } - else - startCoords = [i1, j1]; - const r = chessboard.getBoundingClientRect(); - const arrival = this.getPixelPosition(i2, j2, r); //TODO: arrival on drop? - let rs = [0, 0]; - if (dropMove) - rs = this.getReserveShift(i1, j1, r); - const distance = - Math.sqrt((startCoords[0] - i2) ** 2 + (startCoords[1] - j2) ** 2); - const maxDist = Math.sqrt((this.size.x - 1)** 2 + (this.size.y - 1) ** 2); - const multFact = (distance - 1) / (maxDist - 1); //1 == minDist - const duration = 0.2 + multFact * 0.3; - const initTransform = startPiece.style.transform; - startPiece.style.transform = - `translate(${arrival[0] + rs[0]}px, ${arrival[1] + rs[1]}px)`; - startPiece.style.transitionDuration = duration + "s"; - setTimeout( - () => { - if (clonePiece) { - if (this.options["rifle"]) - startArray[i1][j1].style.opacity = "1"; - startPiece.remove(); - } + const animateSegment = (index, cb) => { + const [i1, j1] = move.segments[index][0]; + const [i2, j2] = move.segments[index][1]; + const dep = this.getPixelPosition(i1, j1, r); + const arr = this.getPixelPosition(i2, j2, r); + // Start from i1, j1: + movingPiece.style.transform = + `translate(${dep[0] - ix}px, ${dep[1] - iy}px)`; + movingPiece.style.transitionDuration = "0s"; + const distance = + Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2); + const duration = 0.2 + (distance / maxDist) * 0.3; + movingPiece.style.transform = + `translate(${arr[0] - dep[0]}px, ${arr[1] - dep[1]}px)`; + movingPiece.style.transitionDuration = duration + "s"; + setTimeout(cb, duration * 1000); + }; + if (!move.segments) + move.segments = [[move.start.x, move.start.y], [move.end.x, move.end.y]]; + let index = 0; + animateSegment(index, () => { + if (index < move.segments.length) + animateSegment(++index); + else { + if (move.drag) + movingPiece.remove(); else { - startPiece.style.transform = initTransform; - startPiece.style.transitionDuration = "0s"; + movingPiece.style.transform = initTransform; + movingPiece.style.transitionDuration = "0s"; } callback(); - }, - duration * 1000 - ); + } + }); } playReceivedMove(moves, callback) { diff --git a/utils/Move.js b/utils/Move.js index 62eddea..776be9f 100644 --- a/utils/Move.js +++ b/utils/Move.js @@ -1,12 +1,14 @@ // class "Move": generic ready-to-play verbose move, standardised format. export default class Move { + // o: {appear, vanish, [start,] [end,]} // appear,vanish = arrays of PiPo // start,end = coordinates to apply to trigger move visually (think castle) constructor(o) { this.appear = o.appear; this.vanish = o.vanish; - this.start = o.start || { x: o.vanish[0].x, y: o.vanish[0].y }; - this.end = o.end || { x: o.appear[0].x, y: o.appear[0].y }; + this.start = o.start || {x: o.vanish[0].x, y: o.vanish[0].y}; + this.end = o.end || {x: o.appear[0].x, y: o.appear[0].y}; } + }; diff --git a/utils/PiPo.js b/utils/PiPo.js index 8d55134..f0108cf 100644 --- a/utils/PiPo.js +++ b/utils/PiPo.js @@ -1,5 +1,6 @@ // class "PiPo": Piece + Position export default class PiPo { + // o: {piece[p], color[c], posX[x], posY[y]} constructor(o) { this.p = o.p; @@ -7,4 +8,5 @@ export default class PiPo { this.x = o.x; this.y = o.y; } + }; diff --git a/utils/array.js b/utils/array.js index 8f2ebfe..c2cb25f 100644 --- a/utils/array.js +++ b/utils/array.js @@ -7,6 +7,16 @@ export const ArrayFun = { range: function(max) { return [...Array(max).keys()]; + }, + + toObject: function(keys, values) { + if (!Array.isArray(values)) + // Second argument is a scalar + values = Array(keys.length).fill(values); + return ( + ArrayFun.range(keys.length) + .reduce((acc, curr) => (acc[keys[curr]] = values[curr], acc), {}) + ); } }; diff --git a/variants/Hex/Hex_board_centered.svg b/variants/Hex/Hex_board_centered.svg new file mode 100644 index 0000000..ee5d40b --- /dev/null +++ b/variants/Hex/Hex_board_centered.svg @@ -0,0 +1,28 @@ + +image/svg+xml