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
= (window
.innerWidth
<= 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
);
812 // We opened another tab on the same game
815 alert("Already playing a game in this variant on another tab!");
817 case "newgame": //opponent found
818 // oppid: opponent socket ID
819 this.newGame("human", data
.fen
, data
.color
, data
.oppid
);
821 case "newmove": //..he played!
822 this.play(data
.move, "animate");
824 case "pong": //received if we sent a ping (game still alive on our side)
825 this.oppConnected
= true;
826 const L
= this.vr
.moves
.length
;
827 // Send our "last state" informations to opponent
828 this.conn
.send(JSON
.stringify({
831 lastMove:L
>0?this.vr
.moves
[L
-1]:undefined,
835 case "lastate": //got opponent infos about last move (we might have resigned)
836 if (this.mode
!="human" || this.oppid
!=data
.oppid
)
839 this.conn
.send(JSON
.stringify({
846 else if (data
.movesCount
< 0)
849 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
851 else if (data
.movesCount
< this.vr
.moves
.length
)
853 // We must tell last move to opponent
854 const L
= this.vr
.moves
.length
;
855 this.conn
.send(JSON
.stringify({
858 lastMove:this.vr
.moves
[L
-1],
862 else if (data
.movesCount
> this.vr
.moves
.length
) //just got last move from him
863 this.play(data
.lastMove
, "animate");
865 case "resign": //..you won!
866 this.endGame(this.mycolor
=="w"?"1-0":"0-1");
868 // TODO: also use (dis)connect info to count online players?
871 if (this.mode
== "human" && this.oppid
== data
.id
)
872 this.oppConnected
= (data
.code
== "connect");
876 const socketCloseListener
= () => {
877 this.conn
= new WebSocket(url
+ "/?sid=" + this.myid
+ "&page=" + variant
);
878 this.conn
.addEventListener('open', socketOpenListener
);
879 this.conn
.addEventListener('message', socketMessageListener
);
880 this.conn
.addEventListener('close', socketCloseListener
);
882 this.conn
.onopen
= socketOpenListener
;
883 this.conn
.onmessage
= socketMessageListener
;
884 this.conn
.onclose
= socketCloseListener
;
885 // Listen to keyboard left/right to navigate in game
886 document
.onkeydown
= event
=> {
887 if (this.mode
== "idle" && !!this.vr
&& this.vr
.moves
.length
> 0
888 && [37,39].includes(event
.keyCode
))
890 event
.preventDefault();
891 if (event
.keyCode
== 37) //Back
899 download: function() {
900 let content
= document
.getElementById("pgn-game").innerHTML
;
901 content
= content
.replace(/<br>/g, "\n");
902 // Prepare and trigger download link
903 let downloadAnchor
= document
.getElementById("download");
904 downloadAnchor
.setAttribute("download", "game.pgn");
905 downloadAnchor
.href
= "data:text/plain;charset=utf-8," +
906 encodeURIComponent(content
);
907 downloadAnchor
.click();
909 endGame: function(score
) {
911 let modalBox
= document
.getElementById("modal-eog");
912 modalBox
.checked
= true;
913 // Variants may have special PGN structure (so next function isn't defined here)
914 this.pgnTxt
= this.vr
.getPGN(this.mycolor
, this.score
, this.fenStart
, this.mode
);
915 setTimeout(() => { modalBox
.checked
= false; }, 2000);
916 if (this.mode
== "human")
919 this.cursor
= this.vr
.moves
.length
; //to navigate in finished game
922 getEndgameMessage: function(score
) {
923 let eogMessage
= "Unfinished";
927 eogMessage
= "White win";
930 eogMessage
= "Black win";
938 setStorage: function() {
939 localStorage
.setItem("myid", this.myid
);
940 localStorage
.setItem("variant", variant
);
941 localStorage
.setItem("mycolor", this.mycolor
);
942 localStorage
.setItem("oppid", this.oppid
);
943 localStorage
.setItem("fenStart", this.fenStart
);
944 localStorage
.setItem("moves", JSON
.stringify(this.vr
.moves
));
945 localStorage
.setItem("fen", this.vr
.getFen());
947 updateStorage: function() {
948 localStorage
.setItem("moves", JSON
.stringify(this.vr
.moves
));
949 localStorage
.setItem("fen", this.vr
.getFen());
951 clearStorage: function() {
952 delete localStorage
["variant"];
953 delete localStorage
["myid"];
954 delete localStorage
["mycolor"];
955 delete localStorage
["oppid"];
956 delete localStorage
["fenStart"];
957 delete localStorage
["fen"];
958 delete localStorage
["moves"];
960 // HACK because mini-css tooltips are persistent after click...
961 getRidOfTooltip: function(elt
) {
962 elt
.style
.visibility
= "hidden";
963 setTimeout(() => { elt
.style
.visibility
="visible"; }, 100);
965 showSettings: function(e
) {
966 this.getRidOfTooltip(e
.currentTarget
);
967 document
.getElementById("modal-settings").checked
= true;
969 toggleHints: function() {
970 this.hints
= !this.hints
;
971 setCookie("hints", this.hints
? "1" : "0");
973 setColor: function(e
) {
974 this.color
= e
.target
.options
[e
.target
.selectedIndex
].value
;
975 setCookie("color", this.color
);
977 setSound: function(e
) {
978 this.sound
= parseInt(e
.target
.options
[e
.target
.selectedIndex
].value
);
979 setCookie("sound", this.sound
);
981 clickGameSeek: function(e
) {
982 this.getRidOfTooltip(e
.currentTarget
);
983 if (this.mode
== "human")
984 return; //no newgame while playing
987 this.conn
.send(JSON
.stringify({code:"cancelnewgame"}));
988 delete localStorage
["newgame"]; //cancel game seek
992 this.newGame("human");
994 clickComputerGame: function(e
) {
995 this.getRidOfTooltip(e
.currentTarget
);
996 if (this.mode
== "human")
997 return; //no newgame while playing
998 this.newGame("computer");
1000 clickFriendGame: function(e
) {
1001 this.getRidOfTooltip(e
.currentTarget
);
1002 document
.getElementById("modal-fenedit").checked
= true;
1004 resign: function(e
) {
1005 this.getRidOfTooltip(e
.currentTarget
);
1006 if (this.mode
== "human" && this.oppConnected
)
1009 this.conn
.send(JSON
.stringify({code: "resign", oppid: this.oppid
}));
1010 } catch (INVALID_STATE_ERR
) {
1011 return; //socket is not ready (and not yet reconnected)
1014 this.endGame(this.mycolor
=="w"?"0-1":"1-0");
1016 newGame: function(mode
, fenInit
, color
, oppId
, moves
, continuation
) {
1017 const fen
= "3N1K2/2n2q2/P1R1kPnN/p3b1p1/b7/5Q2/4r3/8 0000";//fenInit || VariantRules.GenRandInitFen();
1018 console
.log(fen
); //DEBUG
1019 if (mode
=="human" && !oppId
)
1021 const storageVariant
= localStorage
.getItem("variant");
1022 if (!!storageVariant
&& storageVariant
!== variant
)
1024 alert("Finish your " + storageVariant
+ " game first!");
1027 // Send game request and wait..
1028 localStorage
["newgame"] = variant
;
1030 this.clearStorage(); //in case of
1032 this.conn
.send(JSON
.stringify({code:"newgame", fen:fen
}));
1033 } catch (INVALID_STATE_ERR
) {
1034 return; //nothing achieved
1036 if (continuation
!== "reconnect") //TODO: bad HACK...
1038 let modalBox
= document
.getElementById("modal-newgame");
1039 modalBox
.checked
= true;
1040 setTimeout(() => { modalBox
.checked
= false; }, 2000);
1044 this.vr
= new VariantRules(fen
, moves
|| []);
1046 this.pgnTxt
= ""; //redundant with this.score = "*", but cleaner
1048 this.incheck
= []; //in case of
1049 this.fenStart
= (continuation
? localStorage
.getItem("fenStart") : fen
);
1053 if (!continuation
) //not playing sound on game continuation
1055 if (this.sound
>= 1)
1056 new Audio("/sounds/newgame.mp3").play().then(() => {}).catch(err
=> {});
1057 document
.getElementById("modal-newgame").checked
= false;
1060 this.oppConnected
= !continuation
;
1061 this.mycolor
= color
;
1063 if (!!moves
&& moves
.length
> 0) //imply continuation
1065 const lastMove
= moves
[moves
.length
-1];
1066 this.vr
.undo(lastMove
);
1067 this.incheck
= this.vr
.getCheckSquares(lastMove
);
1068 this.vr
.play(lastMove
, "ingame");
1070 delete localStorage
["newgame"];
1071 this.setStorage(); //in case of interruptions
1073 else if (mode
== "computer")
1075 this.mycolor
= "w";//Math.random() < 0.5 ? 'w' : 'b';
1076 if (this.mycolor
== 'b')
1077 setTimeout(this.playComputerMove
, 500);
1079 //else: against a (IRL) friend: nothing more to do
1081 playComputerMove: function() {
1082 const timeStart
= Date
.now();
1083 const compMove
= this.vr
.getComputerMove();
1084 // (first move) HACK: avoid selecting elements before they appear on page:
1085 const delay
= Math
.max(500-(Date
.now()-timeStart
), 0);
1086 setTimeout(() => this.play(compMove
, "animate"), delay
);
1088 // Get the identifier of a HTML table cell from its numeric coordinates o.x,o.y.
1089 getSquareId: function(o
) {
1090 // NOTE: a separator is required to allow any size of board
1091 return "sq-" + o
.x
+ "-" + o
.y
;
1094 getSquareFromId: function(id
) {
1095 let idParts
= id
.split('-');
1096 return [parseInt(idParts
[1]), parseInt(idParts
[2])];
1098 mousedown: function(e
) {
1099 e
= e
|| window
.event
;
1101 let elem
= e
.target
;
1102 while (!ingame
&& elem
!== null)
1104 if (elem
.classList
.contains("game"))
1109 elem
= elem
.parentElement
;
1111 if (!ingame
) //let default behavior (click on button...)
1113 e
.preventDefault(); //disable native drag & drop
1114 if (!this.selectedPiece
&& e
.target
.classList
.contains("piece"))
1116 // Next few lines to center the piece on mouse cursor
1117 let rect
= e
.target
.parentNode
.getBoundingClientRect();
1119 x: rect
.x
+ rect
.width
/2,
1120 y: rect
.y
+ rect
.width
/2,
1121 id: e
.target
.parentNode
.id
1123 this.selectedPiece
= e
.target
.cloneNode();
1124 this.selectedPiece
.style
.position
= "absolute";
1125 this.selectedPiece
.style
.top
= 0;
1126 this.selectedPiece
.style
.display
= "inline-block";
1127 this.selectedPiece
.style
.zIndex
= 3000;
1128 let startSquare
= this.getSquareFromId(e
.target
.parentNode
.id
);
1129 const iCanPlay
= this.mode
!="idle"
1130 && (this.mode
=="friend" || this.vr
.canIplay(this.mycolor
,startSquare
));
1131 this.possibleMoves
= iCanPlay
? this.vr
.getPossibleMovesFrom(startSquare
) : [];
1132 // Next line add moving piece just after current image
1133 // (required for Crazyhouse reserve)
1134 e
.target
.parentNode
.insertBefore(this.selectedPiece
, e
.target
.nextSibling
);
1137 mousemove: function(e
) {
1138 if (!this.selectedPiece
)
1140 e
= e
|| window
.event
;
1141 // If there is an active element, move it around
1142 if (!!this.selectedPiece
)
1144 const [offsetX
,offsetY
] = !!e
.clientX
1145 ? [e
.clientX
,e
.clientY
] //desktop browser
1146 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
]; //smartphone
1147 this.selectedPiece
.style
.left
= (offsetX
-this.start
.x
) + "px";
1148 this.selectedPiece
.style
.top
= (offsetY
-this.start
.y
) + "px";
1151 mouseup: function(e
) {
1152 if (!this.selectedPiece
)
1154 e
= e
|| window
.event
;
1155 // Read drop target (or parentElement, parentNode... if type == "img")
1156 this.selectedPiece
.style
.zIndex
= -3000; //HACK to find square from final coords
1157 const [offsetX
,offsetY
] = !!e
.clientX
1158 ? [e
.clientX
,e
.clientY
]
1159 : [e
.changedTouches
[0].pageX
, e
.changedTouches
[0].pageY
];
1160 let landing
= document
.elementFromPoint(offsetX
, offsetY
);
1161 this.selectedPiece
.style
.zIndex
= 3000;
1162 // Next condition: classList.contains(piece) fails because of marks
1163 while (landing
.tagName
== "IMG")
1164 landing
= landing
.parentNode
;
1165 if (this.start
.id
== landing
.id
)
1167 // A click: selectedPiece and possibleMoves are already filled
1170 // OK: process move attempt
1171 let endSquare
= this.getSquareFromId(landing
.id
);
1172 let moves
= this.findMatchingMoves(endSquare
);
1173 this.possibleMoves
= [];
1174 if (moves
.length
> 1)
1175 this.choices
= moves
;
1176 else if (moves
.length
==1)
1177 this.play(moves
[0]);
1178 // Else: impossible move
1179 this.selectedPiece
.parentNode
.removeChild(this.selectedPiece
);
1180 delete this.selectedPiece
;
1181 this.selectedPiece
= null;
1183 findMatchingMoves: function(endSquare
) {
1184 // Run through moves list and return the matching set (if promotions...)
1186 this.possibleMoves
.forEach(function(m
) {
1187 if (endSquare
[0] == m
.end
.x
&& endSquare
[1] == m
.end
.y
)
1192 animateMove: function(move) {
1193 let startSquare
= document
.getElementById(this.getSquareId(move.start
));
1194 let endSquare
= document
.getElementById(this.getSquareId(move.end
));
1195 let rectStart
= startSquare
.getBoundingClientRect();
1196 let rectEnd
= endSquare
.getBoundingClientRect();
1197 let translation
= {x:rectEnd
.x
-rectStart
.x
, y:rectEnd
.y
-rectStart
.y
};
1199 document
.querySelector("#" + this.getSquareId(move.start
) + " > img.piece");
1200 // HACK for animation (with positive translate, image slides "under background")
1201 // Possible improvement: just alter squares on the piece's way...
1202 squares
= document
.getElementsByClassName("board");
1203 for (let i
=0; i
<squares
.length
; i
++)
1205 let square
= squares
.item(i
);
1206 if (square
.id
!= this.getSquareId(move.start
))
1207 square
.style
.zIndex
= "-1";
1209 movingPiece
.style
.transform
= "translate(" + translation
.x
+ "px," +
1210 translation
.y
+ "px)";
1211 movingPiece
.style
.transitionDuration
= "0.2s";
1212 movingPiece
.style
.zIndex
= "3000";
1214 for (let i
=0; i
<squares
.length
; i
++)
1215 squares
.item(i
).style
.zIndex
= "auto";
1216 movingPiece
.style
= {}; //required e.g. for 0-0 with KR swap
1220 play: function(move, programmatic
) {
1223 // Navigate after game is over
1224 if (this.cursor
>= this.vr
.moves
.length
)
1225 return; //already at the end
1226 move = this.vr
.moves
[this.cursor
++];
1228 if (!!programmatic
) //computer or human opponent
1230 this.animateMove(move);
1233 // Not programmatic, or animation is over
1234 if (this.mode
== "human" && this.vr
.turn
== this.mycolor
)
1235 this.conn
.send(JSON
.stringify({code:"newmove", move:move, oppid:this.oppid
}));
1236 if (this.sound
== 2)
1237 new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err
=> {});
1238 if (this.mode
!= "idle")
1240 this.incheck
= this.vr
.getCheckSquares(move); //is opponent in check?
1241 this.vr
.play(move, "ingame");
1245 VariantRules
.PlayOnBoard(this.vr
.board
, move);
1246 this.$forceUpdate(); //TODO: ?!
1248 if (this.mode
== "human")
1249 this.updateStorage(); //after our moves and opponent moves
1250 if (this.mode
!= "idle")
1252 const eog
= this.vr
.checkGameOver();
1256 if (this.mode
== "computer" && this.vr
.turn
!= this.mycolor
)
1257 setTimeout(this.playComputerMove
, 500);
1260 // Navigate after game is over
1261 if (this.cursor
== 0)
1262 return; //already at the beginning
1263 if (this.cursor
== this.vr
.moves
.length
)
1264 this.incheck
= []; //in case of...
1265 const move = this.vr
.moves
[--this.cursor
];
1266 VariantRules
.UndoOnBoard(this.vr
.board
, move);
1267 this.$forceUpdate(); //TODO: ?!
1269 undoInGame: function() {
1270 const lm
= this.vr
.lastMove
;