2 div#baseGame(tabindex=-1 @click="() => focusBg()" @keydown="handleKeys")
3 input#modalEog.modal(type="checkbox")
4 div(role="dialog" aria-labelledby="eogMessage")
5 .card.smallpad.small-modal.text-center
6 label.modal-close(for="modalEog")
7 h3#eogMessage.section {{ endgameMessage }}
10 Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
11 :user-color="game.mycolor" :orientation="orientation"
12 :vname="game.vname" @play-move="play")
14 button(@click="gotoBegin") <<
15 button(@click="() => undo()") <
16 button(@click="flip") ⇅
17 button(@click="() => play()") >
18 button(@click="gotoEnd") >>
21 button(@click="download") {{ st.tr["Download PGN"] }}
22 button(v-if="game.mode!='analyze'" @click="analyzePosition")
23 | {{ st.tr["Analyze"] }}
25 MoveList(v-if="showMoves" :score="game.score" :message="game.scoreMsg"
26 :firstNum="firstMoveNumber" :moves="moves" :cursor="cursor"
27 @goto-move="gotoMove")
28 // TODO: clearer required ?!
33 import Board from "@/components/Board.vue";
34 import MoveList from "@/components/MoveList.vue";
35 import { store } from "@/store";
36 import { getSquareId } from "@/utils/squareId";
37 import { getDate } from "@/utils/datetime";
45 // "vr": VariantRules object, describing the game state + rules
50 // NOTE: all following variables must be reset at the beginning of a game
53 score: "*", //'*' means 'unfinished'
55 cursor: -1, //index of the move just played
57 firstMoveNumber: 0, //for printing
61 // game initial FEN changes when a new game starts
62 "game.fenStart": function() {
63 this.re_setVariables();
65 // Received a new move to play:
66 "game.moveToPlay": function(newMove) {
67 if (!!newMove) //if stop + launch new game, get undefined move
68 this.play(newMove, "receive");
72 showMoves: function() {
73 return this.game.vname != "Dark" || this.game.mode=="analyze";
77 if (!!this.game.fenStart)
78 this.re_setVariables();
81 const boardSize = localStorage.getItem("boardSize");
83 document.getElementById("boardContainer").style.width = boardSize + "px";
87 // TODO: small blue border appears...
88 document.getElementById("baseGame").focus();
90 handleKeys: function(e) {
91 if ([32,37,38,39,40].includes(e.keyCode))
112 re_setVariables: function() {
113 this.endgameMessage = "";
114 this.orientation = this.game.mycolor || "w"; //default orientation for observed games
115 this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
116 // Post-processing: decorate each move with color + current FEN:
117 // (to be able to jump to any position quickly)
118 let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
119 this.firstMoveNumber =
120 Math.floor(V.ParseFen(this.game.fenStart).movesCount / 2);
121 this.moves.forEach(move => {
122 // NOTE: this is doing manually what play() function below achieve,
123 // but in a lighter "fast-forward" way
124 move.color = vr_tmp.turn;
125 move.notation = vr_tmp.getNotation(move);
127 move.fen = vr_tmp.getFen();
129 if (this.game.fenStart.indexOf(" b ") >= 0 ||
130 (this.moves.length > 0 && this.moves[0].color == "b"))
132 // 'end' is required for Board component to check lastMove for e.p.
133 this.moves.unshift({color: "w", notation: "...", end: {x:-1,y:-1}});
135 const L = this.moves.length;
137 this.lastMove = (L > 0 ? this.moves[L-1] : null);
139 analyzePosition: function() {
140 const newUrl = "/analyze/" + this.game.vname +
141 "/?fen=" + this.vr.getFen().replace(/ /g, "_");
142 //window.open("#" + newUrl); //to open in a new tab
143 this.$router.push(newUrl); //better
145 download: function() {
146 const content = this.getPgn();
147 // Prepare and trigger download link
148 let downloadAnchor = document.getElementById("download");
149 downloadAnchor.setAttribute("download", "game.pgn");
150 downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
151 downloadAnchor.click();
155 pgn += '[Site "vchess.club"]\n';
156 pgn += '[Variant "' + this.game.vname + '"]\n';
157 pgn += '[Date "' + getDate(new Date()) + '"]\n';
158 pgn += '[White "' + this.game.players[0].name + '"]\n';
159 pgn += '[Black "' + this.game.players[1].name + '"]\n';
160 pgn += '[Fen "' + this.game.fenStart + '"]\n';
161 pgn += '[Result "' + this.game.score + '"]\n\n';
164 while (i < this.moves.length)
166 pgn += (counter++) + ".";
167 for (let color of ["w","b"])
170 while (i < this.moves.length && this.moves[i].color == color)
171 move += this.moves[i++].notation + ",";
172 move = move.slice(0,-1); //remove last comma
173 pgn += move + (i < this.moves.length ? " " : "");
178 getScoreMessage: function(score) {
179 let eogMessage = "Undefined";
183 eogMessage = this.st.tr["White win"];
186 eogMessage = this.st.tr["Black win"];
189 eogMessage = this.st.tr["Draw"];
192 eogMessage = this.st.tr["Unfinished"];
197 showEndgameMsg: function(message) {
198 this.endgameMessage = message;
199 let modalBox = document.getElementById("modalEog");
200 modalBox.checked = true;
201 setTimeout(() => { modalBox.checked = false; }, 2000);
203 animateMove: function(move, callback) {
204 let startSquare = document.getElementById(getSquareId(move.start));
205 let endSquare = document.getElementById(getSquareId(move.end));
206 let rectStart = startSquare.getBoundingClientRect();
207 let rectEnd = endSquare.getBoundingClientRect();
208 let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
210 document.querySelector("#" + getSquareId(move.start) + " > img.piece");
211 // HACK for animation (with positive translate, image slides "under background")
212 // Possible improvement: just alter squares on the piece's way...
213 const squares = document.getElementsByClassName("board");
214 for (let i=0; i<squares.length; i++)
216 let square = squares.item(i);
217 if (square.id != getSquareId(move.start))
218 square.style.zIndex = "-1";
220 movingPiece.style.transform = "translate(" + translation.x + "px," +
221 translation.y + "px)";
222 movingPiece.style.transitionDuration = "0.2s";
223 movingPiece.style.zIndex = "3000";
225 for (let i=0; i<squares.length; i++)
226 squares.item(i).style.zIndex = "auto";
227 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
231 play: function(move, receive) {
232 // NOTE: navigate and receive are mutually exclusive
233 const navigate = !move;
234 // Forbid playing outside analyze mode, except if move is received.
235 // Sufficient condition because Board already knows which turn it is.
236 if (!navigate && this.game.mode!="analyze" && !receive
237 && this.cursor < this.moves.length-1)
241 const doPlayMove = () => {
242 if (!!receive && this.cursor < this.moves.length-1)
243 this.gotoEnd(); //required to play the move
246 if (this.cursor == this.moves.length-1)
247 return; //no more moves
248 move = this.moves[this.cursor+1];
252 move.color = this.vr.turn;
253 move.notation = this.vr.getNotation(move);
257 this.lastMove = move;
258 if (this.st.settings.sound == 2)
259 new Audio("/sounds/move.mp3").play().catch(err => {});
262 move.fen = this.vr.getFen();
263 // Stack move on movesList at current cursor
264 if (this.cursor == this.moves.length)
265 this.moves.push(move);
267 this.moves = this.moves.slice(0,this.cursor).concat([move]);
269 if (!navigate && this.game.mode != "analyze")
270 this.$emit("newmove", move); //post-processing (e.g. computer play)
271 // Is opponent in check?
272 this.incheck = this.vr.getCheckSquares(this.vr.turn);
273 const score = this.vr.getCurrentScore();
276 const message = this.getScoreMessage(score);
277 if (this.game.mode != "analyze")
278 this.$emit("gameover", score, message);
279 else //just show score on screen (allow undo)
280 this.showEndgameMsg(score + " . " + message);
283 if (!!receive && this.game.vname != "Dark")
284 this.animateMove(move, doPlayMove);
288 undo: function(move) {
289 const navigate = !move;
293 return; //no more moves
294 move = this.moves[this.cursor];
298 this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
299 if (this.st.settings.sound == 2)
300 new Audio("/sounds/undo.mp3").play().catch(err => {});
301 this.incheck = this.vr.getCheckSquares(this.vr.turn);
305 gotoMove: function(index) {
306 this.vr.re_init(this.moves[index].fen);
308 this.lastMove = this.moves[index];
310 gotoBegin: function() {
311 if (this.cursor == -1)
313 this.vr.re_init(this.game.fenStart);
314 if (this.moves.length > 0 && this.moves[0].notation == "...")
317 this.lastMove = this.moves[0];
322 this.lastMove = null;
325 gotoEnd: function() {
326 if (this.cursor == this.moves.length - 1)
328 this.gotoMove(this.moves.length-1);
331 this.orientation = V.GetNextCol(this.orientation);
347 @media screen and (min-width: 768px)
357 display: inline-block