1 // Game logic on a variant page
2 Vue
.component('my-game', {
5 vr: null, //object to check moves, store them, FEN..
7 possibleMoves: [], //filled after each valid click/dragstart
8 choices: [], //promotion pieces, or checkered captures... (as moves)
9 start: {}, //pixels coordinates + id of starting square (click or drag)
10 selectedPiece: null, //moving piece (or clicked piece)
11 conn: null, //socket connection
12 score: "*", //'*' means 'unfinished'
13 mode: "idle", //human, friend, computer or idle (when not playing)
14 oppid: "", //opponent ID in case of HH game
20 hints: (getCookie("hints") === "1" ? true : false),
21 color: getCookie("color", "lichess"), //lichess, chesscom or chesstempo
22 // sound level: 0 = no sound, 1 = sound only on newgame, 2 = always
23 sound: parseInt(getCookie("sound", "2")),
27 const [sizeX
,sizeY
] = VariantRules
.size
;
28 const smallScreen
= (screen
.width
<= 420);
29 // Precompute hints squares to facilitate rendering
30 let hintSquares
= doubleArray(sizeX
, sizeY
, false);
31 this.possibleMoves
.forEach(m
=> { hintSquares
[m
.end
.x
][m
.end
.y
] = true; });
32 // Also precompute in-check squares
33 let incheckSq
= doubleArray(sizeX
, sizeY
, false);
34 this.incheck
.forEach(sq
=> { incheckSq
[sq
[0]][sq
[1]] = true; });
35 let elementArray
= [];
40 on: { click: this.clickGameSeek
},
41 attrs: { "aria-label": 'New online game' },
44 "bottom": true, //display below
46 "playing": this.mode
== "human",
50 [h('i', { 'class': { "material-icons": true } }, "accessibility")])
52 if (["idle","computer"].includes(this.mode
))
57 on: { click: this.clickComputerGame
},
58 attrs: { "aria-label": 'New game VS computer' },
62 "playing": this.mode
== "computer",
66 [h('i', { 'class': { "material-icons": true } }, "computer")])
69 if (["idle","friend"].includes(this.mode
))
74 on: { click: this.clickFriendGame
},
75 attrs: { "aria-label": 'New IRL game' },
79 "playing": this.mode
== "friend",
83 [h('i', { 'class': { "material-icons": true } }, "people")])
88 const square00
= document
.getElementById("sq-0-0");
89 const squareWidth
= !!square00
90 ? parseFloat(window
.getComputedStyle(square00
).width
.slice(0,-2))
92 const settingsBtnElt
= document
.getElementById("settingsBtn");
93 const indicWidth
= !!settingsBtnElt
//-2 for border:
94 ? parseFloat(window
.getComputedStyle(settingsBtnElt
).height
.slice(0,-2)) - 2
95 : (smallScreen
? 31 : 37);
96 if (this.mode
== "human")
98 let connectedIndic
= h(
102 "topindicator": true,
104 "connected": this.oppConnected
,
105 "disconnected": !this.oppConnected
,
108 "width": indicWidth
+ "px",
109 "height": indicWidth
+ "px",
113 elementArray
.push(connectedIndic
);
119 "topindicator": true,
121 "white-turn": this.vr
.turn
=="w",
122 "black-turn": this.vr
.turn
=="b",
125 "width": indicWidth
+ "px",
126 "height": indicWidth
+ "px",
130 elementArray
.push(turnIndic
);
134 on: { click: this.showSettings
},
136 "aria-label": 'Settings',
141 "topindicator": true,
143 "settings-btn": !smallScreen
,
144 "settings-btn-small": smallScreen
,
147 [h('i', { 'class': { "material-icons": true } }, "settings")]
149 elementArray
.push(settingsBtn
);
150 let choices
= h('div',
152 attrs: { "id": "choices" },
153 'class': { 'row': true },
155 "display": this.choices
.length
>0?"block":"none",
156 "top": "-" + ((sizeY
/2)*squareWidth+squareWidth/2) + "px",
157 "width": (this.choices
.length
* squareWidth
) + "px",
158 "height": squareWidth
+ "px",
161 this.choices
.map( m
=> { //a "choice" is a move
166 ['board'+sizeY
]: true,
169 'width': (100/this.choices
.length
) + "%",
170 'padding-bottom': (100/this.choices
.length
) + "%",
175 attrs: { "src": '/images/pieces/' +
176 VariantRules
.getPpath(m
.appear
[0].c
+m
.appear
[0].p
) + '.svg' },
177 'class': { 'choice-piece': true },
178 on: { "click": e
=> { this.play(m
); this.choices
=[]; } },
184 // Create board element (+ reserves if needed by variant or mode)
185 const lm
= this.vr
.lastMove
;
186 const showLight
= this.hints
&&
187 (this.mode
!="idle" || this.cursor
==this.vr
.moves
.length
);
188 let gameDiv
= h('div',
190 'class': { 'game': true },
192 [_
.range(sizeX
).map(i
=> {
193 let ci
= this.mycolor
=='w' ? i : sizeX
-i
-1;
200 style: { 'opacity': this.choices
.length
>0?"0.5":"1" },
202 _
.range(sizeY
).map(j
=> {
203 let cj
= this.mycolor
=='w' ? j : sizeY
-j
-1;
205 if (this.vr
.board
[ci
][cj
] != VariantRules
.EMPTY
)
213 'ghost': !!this.selectedPiece
214 && this.selectedPiece
.parentNode
.id
== "sq-"+ci
+"-"+cj
,
217 src: "/images/pieces/" +
218 VariantRules
.getPpath(this.vr
.board
[ci
][cj
]) + ".svg",
224 if (this.hints
&& hintSquares
[ci
][cj
])
234 src: "/images/mark.svg",
245 ['board'+sizeY
]: true,
246 'light-square': (i
+j
)%2==0,
247 'dark-square': (i
+j
)%2==1,
249 'highlight': showLight
&& !!lm
&& _
.isMatch(lm
.end
, {x:ci
,y:cj
}),
250 'incheck': showLight
&& incheckSq
[ci
][cj
],
253 id: this.getSquareId({x:ci
,y:cj
}),
262 if (this.mode
!= "idle")
267 on: { click: this.resign
},
268 attrs: { "aria-label": 'Resign' },
272 "small": smallScreen
,
275 [h('i', { 'class': { "material-icons": true } }, "flag")])
278 else if (this.vr
.moves
.length
> 0)
280 // A game finished, and another is not started yet: allow navigation
281 actionArray
= actionArray
.concat([
284 on: { click: e
=> this.undo() },
285 attrs: { "aria-label": 'Undo' },
287 "small": smallScreen
,
291 [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
294 on: { click: e
=> this.play() },
295 attrs: { "aria-label": 'Play' },
296 "class": { "small": smallScreen
},
298 [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
302 if (this.mode
== "friend")
304 actionArray
= actionArray
.concat(
308 on: { click: this.undoInGame
},
309 attrs: { "aria-label": 'Undo' },
311 "small": smallScreen
,
315 [h('i', { 'class': { "material-icons": true } }, "undo")]
319 on: { click: () => { this.mycolor
= this.vr
.getOppCol(this.mycolor
) } },
320 attrs: { "aria-label": 'Flip' },
321 "class": { "small": smallScreen
},
323 [h('i', { 'class': { "material-icons": true } }, "cached")]
327 elementArray
.push(gameDiv
);
328 if (!!this.vr
.reserve
)
330 const shiftIdx
= (this.mycolor
=="w" ? 0 : 1);
331 let myReservePiecesArray
= [];
332 for (let i
=0; i
<VariantRules
.RESERVE_PIECES
.length
; i
++)
334 myReservePiecesArray
.push(h('div',
336 'class': {'board':true, ['board'+sizeY
]:true},
337 attrs: { id: this.getSquareId({x:sizeX
+shiftIdx
,y:i
}) }
342 'class': {"piece":true},
344 "src": "/images/pieces/" +
345 this.vr
.getReservePpath(this.mycolor
,i
) + ".svg",
349 {"class": { "reserve-count": true } },
350 [ this.vr
.reserve
[this.mycolor
][VariantRules
.RESERVE_PIECES
[i
]] ]
354 let oppReservePiecesArray
= [];
355 const oppCol
= this.vr
.getOppCol(this.mycolor
);
356 for (let i
=0; i
<VariantRules
.RESERVE_PIECES
.length
; i
++)
358 oppReservePiecesArray
.push(h('div',
360 'class': {'board':true, ['board'+sizeY
]:true},
361 attrs: { id: this.getSquareId({x:sizeX
+(1-shiftIdx
),y:i
}) }
366 'class': {"piece":true},
368 "src": "/images/pieces/" +
369 this.vr
.getReservePpath(oppCol
,i
) + ".svg",
373 {"class": { "reserve-count": true } },
374 [ this.vr
.reserve
[oppCol
][VariantRules
.RESERVE_PIECES
[i
]] ]
378 let reserves
= h('div',
390 "reserve-row-1": true,
396 { 'class': { 'row': true }},
397 oppReservePiecesArray
401 elementArray
.push(reserves
);
403 const eogMessage
= this.getEndgameMessage(this.score
);
407 attrs: { "id": "modal-eog", type: "checkbox" },
408 "class": { "modal": true },
412 attrs: { "role": "dialog", "aria-labelledby": "modal-eog" },
417 "class": { "card": true, "smallpad": true },
422 attrs: { "for": "modal-eog" },
423 "class": { "modal-close": true },
428 "class": { "section": true },
429 domProps: { innerHTML: eogMessage
},
437 elementArray
= elementArray
.concat(modalEog
);
439 // NOTE: this modal could be in Pug view (no usage of Vue functions or variables)
440 const modalNewgame
= [
443 attrs: { "id": "modal-newgame", type: "checkbox" },
444 "class": { "modal": true },
448 attrs: { "role": "dialog", "aria-labelledby": "modal-newgame" },
453 "class": { "card": true, "smallpad": true },
458 attrs: { "id": "close-newgame", "for": "modal-newgame" },
459 "class": { "modal-close": true },
464 "class": { "section": true },
465 domProps: { innerHTML: "New game" },
470 "class": { "section": true },
471 domProps: { innerHTML: "Waiting for opponent..." },
479 elementArray
= elementArray
.concat(modalNewgame
);
480 const modalFenEdit
= [
483 attrs: { "id": "modal-fenedit", type: "checkbox" },
484 "class": { "modal": true },
488 attrs: { "role": "dialog", "aria-labelledby": "modal-fenedit" },
493 "class": { "card": true, "smallpad": true },
498 attrs: { "id": "close-fenedit", "for": "modal-fenedit" },
499 "class": { "modal-close": true },
504 "class": { "section": true },
505 domProps: { innerHTML: "Position + flags (FEN):" },
513 value: VariantRules
.GenRandInitFen(),
521 const fen
= document
.getElementById("input-fen").value
;
522 document
.getElementById("modal-fenedit").checked
= false;
523 this.newGame("friend", fen
);
526 domProps: { innerHTML: "Ok" },
533 document
.getElementById("input-fen").value
=
534 VariantRules
.GenRandInitFen();
537 domProps: { innerHTML: "Random" },
545 elementArray
= elementArray
.concat(modalFenEdit
);
546 const modalSettings
= [
549 attrs: { "id": "modal-settings", type: "checkbox" },
550 "class": { "modal": true },
554 attrs: { "role": "dialog", "aria-labelledby": "modal-settings" },
559 "class": { "card": true, "smallpad": true },
564 attrs: { "id": "close-settings", "for": "modal-settings" },
565 "class": { "modal-close": true },
570 "class": { "section": true },
571 domProps: { innerHTML: "Preferences" },
577 //h('legend', { domProps: { innerHTML: "Legend title" } }),
580 attrs: { for: "setHints" },
581 domProps: { innerHTML: "Show hints?" },
591 on: { "change": this.toggleHints
},
601 attrs: { for: "selectColor" },
602 domProps: { innerHTML: "Board colors" },
607 attrs: { "id": "selectColor" },
608 on: { "change": this.setColor
},
617 attrs: { "selected": this.color
=="lichess" },
626 attrs: { "selected": this.color
=="chesscom" },
632 "value": "chesstempo",
635 attrs: { "selected": this.color
=="chesstempo" },
647 attrs: { for: "selectSound" },
648 domProps: { innerHTML: "Play sounds?" },
653 attrs: { "id": "selectSound" },
654 on: { "change": this.setSound
},
663 attrs: { "selected": this.sound
==0 },
672 attrs: { "selected": this.sound
==1 },
681 attrs: { "selected": this.sound
==2 },
693 elementArray
= elementArray
.concat(modalSettings
);
694 const actions
= h('div',
696 attrs: { "id": "actions" },
697 'class': { 'text-center': true },
701 elementArray
.push(actions
);
702 if (this.score
!= "*")
707 attrs: { id: "pgn-div" },
708 "class": { "section-content": true },
721 attrs: { id: "pgn-game" },
722 domProps: { innerHTML: this.pgnTxt
}
727 attrs: { "id": "downloadBtn" },
728 on: { click: this.download
},
729 domProps: { innerHTML: "Download game" },
736 else if (this.mode
!= "idle")
742 attrs: { id: "fen-div" },
743 "class": { "section-content": true },
748 attrs: { id: "fen-string" },
749 domProps: { innerHTML: this.vr
.getFen() }
762 "col-md-offset-2":true,
764 "col-lg-offset-3":true,
766 // NOTE: click = mousedown + mouseup
768 mousedown: this.mousedown
,
769 mousemove: this.mousemove
,
770 mouseup: this.mouseup
,
771 touchstart: this.mousedown
,
772 touchmove: this.mousemove
,
773 touchend: this.mouseup
,
779 created: function() {
780 const url
= socketUrl
;
781 const continuation
= (localStorage
.getItem("variant") === variant
);
782 this.myid
= continuation
? localStorage
.getItem("myid") : getRandString();
785 // HACK: play a small silent sound to allow "new game" sound later
786 // if tab not focused (TODO: does it really work ?!)
787 new Audio("/sounds/silent.mp3").play().then(() => {}).catch(err
=> {});
789 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
);
790 const socketOpenListener
= () => {
793 const fen
= localStorage
.getItem("fen");
794 const mycolor
= localStorage
.getItem("mycolor");
795 const oppid
= localStorage
.getItem("oppid");
796 const moves
= JSON
.parse(localStorage
.getItem("moves"));
797 this.newGame("human", fen
, mycolor
, oppid
, moves
, true);
798 // Send ping to server (answer pong if opponent is connected)
799 this.conn
.send(JSON
.stringify({code:"ping",oppid:this.oppid
}));
801 else if (localStorage
.getItem("newgame") === variant
)
803 // New game request has been cancelled on disconnect
804 this.newGame("human", undefined, undefined, undefined, undefined, "reconnect");
807 const socketMessageListener
= msg
=> {
808 const data
= JSON
.parse(msg
.data
);
811 case "newgame": //opponent found
812 // oppid: opponent socket ID
813 this.newGame("human", data
.fen
, data
.color
, data
.oppid
);
815 case "newmove": //..he played!
816 this.play(data
.move, "animate");
818 case "pong": //received if we sent a ping (game still alive on our side)
819 this.oppConnected
= true;
820 const L
= this.vr
.moves
.length
;
821 // Send our "last state" informations to opponent
822 this.conn
.send(JSON
.stringify({
825 lastMove:L
>0?this.vr
.moves
[L
-1]:undefined,
829 case "lastate": //got opponent infos about last move (we might have resigned)
830 if (this.mode
!="human" || this.oppid
!=data
.oppid
)
833 this.conn
.send(JSON
.stringify({
840 else if (data
.movesCount
< 0)
843 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
845 else if (data
.movesCount
< this.vr
.moves
.length
)
847 // We must tell last move to opponent
848 const L
= this.vr
.moves
.length
;
849 this.conn
.send(JSON
.stringify({
852 lastMove:this.vr
.moves
[L
-1],
856 else if (data
.movesCount
> this.vr
.moves
.length
) //just got last move from him
857 this.play(data
.lastMove
, "animate");
859 case "resign": //..you won!
860 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
862 // TODO: also use (dis)connect info to count online players?
865 if (this.mode
== "human" && this.oppid
== data
.id
)
866 this.oppConnected
= (data
.code
== "connect");
870 const socketCloseListener
= () => {
871 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
);
872 this.conn
.addEventListener('open', socketOpenListener
);
873 this.conn
.addEventListener('message', socketMessageListener
);
874 this.conn
.addEventListener('close', socketCloseListener
);
876 this.conn
.onopen
= socketOpenListener
;
877 this.conn
.onmessage
= socketMessageListener
;
878 this.conn
.onclose
= socketCloseListener
;
879 // Listen to keyboard left/right to navigate in game
880 document
.onkeydown
= event
=> {
881 if (this.mode
== "idle" && !!this.vr
&& this.vr
.moves
.length
> 0
882 && [37,39].includes(event
.keyCode
))
884 event
.preventDefault();
885 if (event
.keyCode
== 37) //Back
893 download: function() {
894 let content
= document
.getElementById("pgn-game").innerHTML
;
895 content
= content
.replace(/<br>/g, "\n");
896 // Prepare and trigger download link
897 let downloadAnchor
= document
.getElementById("download");
898 downloadAnchor
.setAttribute("download", "game.pgn");
899 downloadAnchor
.href
= "data:text/plain;charset=utf-8," +
900 encodeURIComponent(content
);
901 downloadAnchor
.click();
903 endGame: function(score
) {
905 let modalBox
= document
.getElementById("modal-eog");
906 modalBox
.checked
= true;
907 // Variants may have special PGN structure (so next function isn't defined here)
908 this.pgnTxt
= this.vr
.getPGN(this.mycolor
, this.score
, this.fenStart
, this.mode
);
909 setTimeout(() => { modalBox
.checked
= false; }, 2000);
910 if (this.mode
== "human")
913 this.cursor
= this.vr
.moves
.length
; //to navigate in finished game
916 getEndgameMessage: function(score
) {
917 let eogMessage
= "Unfinished";
921 eogMessage
= "White win";
924 eogMessage
= "Black win";
932 setStorage: function() {
933 localStorage
.setItem("myid", this.myid
);
934 localStorage
.setItem("variant", variant
);
935 localStorage
.setItem("mycolor", this.mycolor
);
936 localStorage
.setItem("oppid", this.oppid
);
937 localStorage
.setItem("fenStart", this.fenStart
);
938 localStorage
.setItem("moves", JSON
.stringify(this.vr
.moves
));
939 localStorage
.setItem("fen", this.vr
.getFen());
941 updateStorage: function() {
942 localStorage
.setItem("moves", JSON
.stringify(this.vr
.moves
));
943 localStorage
.setItem("fen", this.vr
.getFen());
945 clearStorage: function() {
946 delete localStorage
["variant"];
947 delete localStorage
["myid"];
948 delete localStorage
["mycolor"];
949 delete localStorage
["oppid"];
950 delete localStorage
["fenStart"];
951 delete localStorage
["fen"];
952 delete localStorage
["moves"];
954 // HACK because mini-css tooltips are persistent after click...
955 getRidOfTooltip: function(elt
) {
956 elt
.style
.visibility
= "hidden";
957 setTimeout(() => { elt
.style
.visibility
="visible"; }, 100);
959 showSettings: function(e
) {
960 this.getRidOfTooltip(e
.currentTarget
);
961 document
.getElementById("modal-settings").checked
= true;
963 toggleHints: function() {
964 this.hints
= !this.hints
;
965 setCookie("hints", this.hints
? "1" : "0");
967 setColor: function(e
) {
968 this.color
= e
.target
.options
[e
.target
.selectedIndex
].value
;
969 setCookie("color", this.color
);
971 setSound: function(e
) {
972 this.sound
= parseInt(e
.target
.options
[e
.target
.selectedIndex
].value
);
973 setCookie("sound", this.sound
);
975 clickGameSeek: function(e
) {
976 this.getRidOfTooltip(e
.currentTarget
);
977 if (this.mode
== "human")
978 return; //no newgame while playing
981 this.conn
.send(JSON
.stringify({code:"cancelnewgame"}));
982 delete localStorage
["newgame"]; //cancel game seek
986 this.newGame("human");
988 clickComputerGame: function(e
) {
989 this.getRidOfTooltip(e
.currentTarget
);
990 if (this.mode
== "human")
991 return; //no newgame while playing
992 this.newGame("computer");
994 clickFriendGame: function(e
) {
995 this.getRidOfTooltip(e
.currentTarget
);
996 document
.getElementById("modal-fenedit").checked
= true;
998 resign: function(e
) {
999 this.getRidOfTooltip(e
.currentTarget
);
1000 if (this.mode
== "human" && this.oppConnected
)
1003 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
1004 } catch (INVALID_STATE_ERR
) {
1005 return; //socket is not ready (and not yet reconnected)
1008 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
1010 newGame: function(mode
, fenInit
, color
, oppId
, moves
, continuation
) {
1011 const fen
= "M7/8/8/3K1k2/8/8/8/8 0000";//fenInit || VariantRules.GenRandInitFen();
1012 console
.log(fen
); //DEBUG
1013 if (mode
=="human" && !oppId
)
1015 const storageVariant
= localStorage
.getItem("variant");
1016 if (!!storageVariant
&& storageVariant
!== variant
)
1018 alert("Finish your " + storageVariant
+ " game first!");
1021 // Send game request and wait..
1022 localStorage
["newgame"] = variant
;
1024 this.clearStorage(); //in case of
1026 this.conn
.send(JSON
.stringify({code:"newgame", fen:fen
}));
1027 } catch (INVALID_STATE_ERR
) {
1028 return; //nothing achieved
1030 if (continuation
!== "reconnect") //TODO: bad HACK...
1032 let modalBox
= document
.getElementById("modal-newgame");
1033 modalBox
.checked
= true;
1034 setTimeout(() => { modalBox
.checked
= false; }, 2000);
1038 this.vr
= new VariantRules(fen
, moves
|| []);
1040 this.pgnTxt
= ""; //redundant with this.score = "*", but cleaner
1042 this.incheck
= []; //in case of
1043 this.fenStart
= (continuation
? localStorage
.getItem("fenStart") : fen
);
1047 if (!continuation
) //not playing sound on game continuation
1049 if (this.sound
>= 1)
1050 new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err
=> {});
1051 document
.getElementById("modal-newgame").checked
= false;
1054 this.oppConnected
= true;
1055 this.mycolor
= color
;
1057 if (!!moves
&& moves
.length
> 0) //imply continuation
1059 const lastMove
= moves
[moves
.length
-1];
1060 this.vr
.undo(lastMove
);
1061 this.incheck
= this.vr
.getCheckSquares(lastMove
);
1062 this.vr
.play(lastMove
, "ingame");
1064 delete localStorage
["newgame"];
1065 this.setStorage(); //in case of interruptions
1067 else if (mode
== "computer")
1069 this.mycolor
= "w";//Math.random() < 0.5 ? 'w' : 'b';
1070 if (this.mycolor
== 'b')
1071 setTimeout(this.playComputerMove
, 500);
1073 //else: against a (IRL) friend: nothing more to do
1075 playComputerMove: function() {
1076 const timeStart
= Date
.now();
1077 const compMove
= this.vr
.getComputerMove();
1078 // (first move) HACK: avoid selecting elements before they appear on page:
1079 const delay
= Math
.max(500-(Date
.now()-timeStart
), 0);
1080 setTimeout(() => this.play(compMove
, "animate"), delay
);
1082 // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
1083 getSquareId: function(o
) {
1084 // NOTE: a separator is required to allow any size of board
1085 return "sq-" + o
.x
+ "-" + o
.y
;
1088 getSquareFromId: function(id
) {
1089 let idParts
= id
.split('-');
1090 return [parseInt(idParts
[1]), parseInt(idParts
[2])];
1092 mousedown: function(e
) {
1093 e
= e
|| window
.event
;
1095 let elem
= e
.target
;
1096 while (!ingame
&& elem
!== null)
1098 if (elem
.classList
.contains("game"))
1103 elem
= elem
.parentElement
;
1105 if (!ingame
) //let default behavior (click on button...)
1107 e
.preventDefault(); //disable native drag & drop
1108 if (!this.selectedPiece
&& e
.target
.classList
.contains("piece"))
1110 // Next few lines to center the piece on mouse cursor
1111 let rect
= e
.target
.parentNode
.getBoundingClientRect();
1113 x: rect
.x
+ rect
.width
/2,
1114 y: rect
.y
+ rect
.width
/2,
1115 id: e
.target
.parentNode
.id
1117 this.selectedPiece
= e
.target
.cloneNode();
1118 this.selectedPiece
.style
.position
= "absolute";
1119 this.selectedPiece
.style
.top
= 0;
1120 this.selectedPiece
.style
.display
= "inline-block";
1121 this.selectedPiece
.style
.zIndex
= 3000;
1122 let startSquare
= this.getSquareFromId(e
.target
.parentNode
.id
);
1123 const iCanPlay
= this.mode
!="idle"
1124 && (this.mode
=="friend" || this.vr
.canIplay(this.mycolor
,startSquare
));
1125 this.possibleMoves
= iCanPlay
? this.vr
.getPossibleMovesFrom(startSquare
) : [];
1126 // Next line add moving piece just after current image
1127 // (required for Crazyhouse reserve)
1128 e
.target
.parentNode
.insertBefore(this.selectedPiece
, e
.target
.nextSibling
);
1131 mousemove: function(e
) {
1132 if (!this.selectedPiece
)
1134 e
= e
|| window
.event
;
1135 // If there is an active element, move it around
1136 if (!!this.selectedPiece
)
1138 const [offsetX
,offsetY
] = !!e
.clientX
1139 ? [e
.clientX
,e
.clientY
] //desktop browser
1140 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
]; //smartphone
1141 this.selectedPiece
.style
.left
= (offsetX
-this.start
.x
) + "px";
1142 this.selectedPiece
.style
.top
= (offsetY
-this.start
.y
) + "px";
1145 mouseup: function(e
) {
1146 if (!this.selectedPiece
)
1148 e
= e
|| window
.event
;
1149 // Read drop target (or parentElement, parentNode... if type == "img")
1150 this.selectedPiece
.style
.zIndex
= -3000; //HACK to find square from final coords
1151 const [offsetX
,offsetY
] = !!e
.clientX
1152 ? [e
.clientX
,e
.clientY
]
1153 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
];
1154 let landing
= document
.elementFromPoint(offsetX
, offsetY
);
1155 this.selectedPiece
.style
.zIndex
= 3000;
1156 // Next condition: classList.contains(piece) fails because of marks
1157 while (landing
.tagName
== "IMG")
1158 landing
= landing
.parentNode
;
1159 if (this.start
.id
== landing
.id
)
1161 // A click: selectedPiece and possibleMoves are already filled
1164 // OK: process move attempt
1165 let endSquare
= this.getSquareFromId(landing
.id
);
1166 let moves
= this.findMatchingMoves(endSquare
);
1167 this.possibleMoves
= [];
1168 if (moves
.length
> 1)
1169 this.choices
= moves
;
1170 else if (moves
.length
==1)
1171 this.play(moves
[0]);
1172 // Else: impossible move
1173 this.selectedPiece
.parentNode
.removeChild(this.selectedPiece
);
1174 delete this.selectedPiece
;
1175 this.selectedPiece
= null;
1177 findMatchingMoves: function(endSquare
) {
1178 // Run through moves list and return the matching set (if promotions...)
1180 this.possibleMoves
.forEach(function(m
) {
1181 if (endSquare
[0] == m
.end
.x
&& endSquare
[1] == m
.end
.y
)
1186 animateMove: function(move) {
1187 let startSquare
= document
.getElementById(this.getSquareId(move.start
));
1188 let endSquare
= document
.getElementById(this.getSquareId(move.end
));
1189 let rectStart
= startSquare
.getBoundingClientRect();
1190 let rectEnd
= endSquare
.getBoundingClientRect();
1191 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
1193 document
.querySelector("#" + this.getSquareId(move.start
) + " > img.piece");
1194 // HACK for animation (with positive translate, image slides "under background")
1195 // Possible improvement: just alter squares on the piece's way...
1196 squares
= document
.getElementsByClassName("board");
1197 for (let i
=0; i
<squares
.length
; i
++)
1199 let square
= squares
.item(i
);
1200 if (square
.id
!= this.getSquareId(move.start
))
1201 square
.style
.zIndex
= "-1";
1203 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
1204 translation
.y
+ "px)";
1205 movingPiece
.style
.transitionDuration
= "0.2s";
1206 movingPiece
.style
.zIndex
= "3000";
1208 for (let i
=0; i
<squares
.length
; i
++)
1209 squares
.item(i
).style
.zIndex
= "auto";
1210 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
1214 play: function(move, programmatic
) {
1217 // Navigate after game is over
1218 if (this.cursor
>= this.vr
.moves
.length
)
1219 return; //already at the end
1220 move = this.vr
.moves
[this.cursor
++];
1222 if (!!programmatic
) //computer or human opponent
1224 this.animateMove(move);
1227 // Not programmatic, or animation is over
1228 if (this.mode
== "human" && this.vr
.turn
== this.mycolor
)
1229 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
1230 if (this.sound
== 2)
1231 new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err
=> {});
1232 if (this.mode
!= "idle")
1234 this.incheck
= this.vr
.getCheckSquares(move); //is opponent in check?
1235 this.vr
.play(move, "ingame");
1239 VariantRules
.PlayOnBoard(this.vr
.board
, move);
1240 this.$forceUpdate(); //TODO: ?!
1242 if (this.mode
== "human")
1243 this.updateStorage(); //after our moves and opponent moves
1244 if (this.mode
!= "idle")
1246 const eog
= this.vr
.checkGameOver();
1250 if (this.mode
== "computer" && this.vr
.turn
!= this.mycolor
)
1251 setTimeout(this.playComputerMove
, 500);
1254 // Navigate after game is over
1255 if (this.cursor
== 0)
1256 return; //already at the beginning
1257 if (this.cursor
== this.vr
.moves
.length
)
1258 this.incheck
= []; //in case of...
1259 const move = this.vr
.moves
[--this.cursor
];
1260 VariantRules
.UndoOnBoard(this.vr
.board
, move);
1261 this.$forceUpdate(); //TODO: ?!
1263 undoInGame: function() {
1264 const lm
= this.vr
.lastMove
;