2 div#baseGame(tabindex=-1 @click="() => focusBg()"
3 @keydown="handleKeys" @wheel="handleScroll")
4 input#modalEog.modal(type="checkbox")
5 div(role="dialog" data-checkbox="modalEog" aria-labelledby="eogMessage")
6 .card.smallpad.small-modal.text-center
7 label.modal-close(for="modalEog")
8 h3#eogMessage.section {{ endgameMessage }}
11 Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
12 :user-color="game.mycolor" :orientation="orientation"
13 :vname="game.vname" @play-move="play")
15 button(@click="gotoBegin") <<
16 button(@click="() => undo()") <
17 button(@click="flip") ⇅
18 button(@click="() => play()") >
19 button(@click="gotoEnd") >>
22 button(@click="download") {{ st.tr["Download PGN"] }}
23 button(v-if="game.mode!='analyze'" @click="analyzePosition")
24 | {{ st.tr["Analyze"] }}
26 MoveList(v-if="showMoves" :score="game.score" :message="game.scoreMsg"
27 :firstNum="firstMoveNumber" :moves="moves" :cursor="cursor"
28 @goto-move="gotoMove")
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 // Take full width on small screens:
82 let boardSize = parseInt(localStorage.getItem("boardSize"));
85 boardSize = (window.innerWidth >= 768
86 ? Math.min(600, 0.5*window.innerWidth) //heuristic...
89 const movesWidth = (window.innerWidth >= 768 ? 280 : 0);
90 document.getElementById("boardContainer").style.width = boardSize + "px";
91 let gameContainer = document.getElementById("gameContainer");
92 gameContainer.style.width = (boardSize + movesWidth) + "px";
96 // NOTE: small blue border appears...
97 document.getElementById("baseGame").focus();
99 handleKeys: function(e) {
100 if ([32,37,38,39,40].includes(e.keyCode))
121 handleScroll: function(e) {
122 if (this.game.mode == "analyze" || this.game.score != "*")
127 else if (e.deltaY > 0)
131 re_setVariables: function() {
132 this.endgameMessage = "";
133 this.orientation = this.game.mycolor || "w"; //default orientation for observed games
134 this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
135 // Post-processing: decorate each move with color + current FEN:
136 // (to be able to jump to any position quickly)
137 let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
138 this.firstMoveNumber =
139 Math.floor(V.ParseFen(this.game.fenStart).movesCount / 2);
140 this.moves.forEach(move => {
141 // NOTE: this is doing manually what play() function below achieve,
142 // but in a lighter "fast-forward" way
143 move.color = vr_tmp.turn;
144 move.notation = vr_tmp.getNotation(move);
146 move.fen = vr_tmp.getFen();
148 if (this.game.fenStart.indexOf(" b ") >= 0 ||
149 (this.moves.length > 0 && this.moves[0].color == "b"))
151 // 'end' is required for Board component to check lastMove for e.p.
152 this.moves.unshift({color: "w", notation: "...", end: {x:-1,y:-1}});
154 const L = this.moves.length;
156 this.lastMove = (L > 0 ? this.moves[L-1] : null);
158 analyzePosition: function() {
159 const newUrl = "/analyze/" + this.game.vname +
160 "/?fen=" + this.vr.getFen().replace(/ /g, "_");
161 //window.open("#" + newUrl); //to open in a new tab
162 this.$router.push(newUrl); //better
164 download: function() {
165 const content = this.getPgn();
166 // Prepare and trigger download link
167 let downloadAnchor = document.getElementById("download");
168 downloadAnchor.setAttribute("download", "game.pgn");
169 downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
170 downloadAnchor.click();
174 pgn += '[Site "vchess.club"]\n';
175 pgn += '[Variant "' + this.game.vname + '"]\n';
176 pgn += '[Date "' + getDate(new Date()) + '"]\n';
177 pgn += '[White "' + this.game.players[0].name + '"]\n';
178 pgn += '[Black "' + this.game.players[1].name + '"]\n';
179 pgn += '[Fen "' + this.game.fenStart + '"]\n';
180 pgn += '[Result "' + this.game.score + '"]\n\n';
183 while (i < this.moves.length)
185 pgn += (counter++) + ".";
186 for (let color of ["w","b"])
189 while (i < this.moves.length && this.moves[i].color == color)
190 move += this.moves[i++].notation + ",";
191 move = move.slice(0,-1); //remove last comma
192 pgn += move + (i < this.moves.length ? " " : "");
197 getScoreMessage: function(score) {
198 let eogMessage = "Undefined";
202 eogMessage = this.st.tr["White win"];
205 eogMessage = this.st.tr["Black win"];
208 eogMessage = this.st.tr["Draw"];
211 eogMessage = this.st.tr["Unfinished"];
216 showEndgameMsg: function(message) {
217 this.endgameMessage = message;
218 let modalBox = document.getElementById("modalEog");
219 modalBox.checked = true;
220 setTimeout(() => { modalBox.checked = false; }, 2000);
222 animateMove: function(move, callback) {
223 let startSquare = document.getElementById(getSquareId(move.start));
224 let endSquare = document.getElementById(getSquareId(move.end));
225 let rectStart = startSquare.getBoundingClientRect();
226 let rectEnd = endSquare.getBoundingClientRect();
227 let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
229 document.querySelector("#" + getSquareId(move.start) + " > img.piece");
230 // HACK for animation (with positive translate, image slides "under background")
231 // Possible improvement: just alter squares on the piece's way...
232 const squares = document.getElementsByClassName("board");
233 for (let i=0; i<squares.length; i++)
235 let square = squares.item(i);
236 if (square.id != getSquareId(move.start))
237 square.style.zIndex = "-1";
239 movingPiece.style.transform = "translate(" + translation.x + "px," +
240 translation.y + "px)";
241 movingPiece.style.transitionDuration = "0.2s";
242 movingPiece.style.zIndex = "3000";
244 for (let i=0; i<squares.length; i++)
245 squares.item(i).style.zIndex = "auto";
246 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
250 play: function(move, receive) {
251 // NOTE: navigate and receive are mutually exclusive
252 const navigate = !move;
253 // Forbid playing outside analyze mode, except if move is received.
254 // Sufficient condition because Board already knows which turn it is.
255 if (!navigate && this.game.mode!="analyze" && !receive
256 && this.cursor < this.moves.length-1)
260 const doPlayMove = () => {
261 if (!!receive && this.cursor < this.moves.length-1)
262 this.gotoEnd(); //required to play the move
265 if (this.cursor == this.moves.length-1)
266 return; //no more moves
267 move = this.moves[this.cursor+1];
271 move.color = this.vr.turn;
272 move.notation = this.vr.getNotation(move);
276 this.lastMove = move;
277 if (this.st.settings.sound == 2)
278 new Audio("/sounds/move.mp3").play().catch(err => {});
281 move.fen = this.vr.getFen();
282 // Stack move on movesList at current cursor
283 if (this.cursor == this.moves.length)
284 this.moves.push(move);
286 this.moves = this.moves.slice(0,this.cursor).concat([move]);
288 if (!navigate && this.game.mode != "analyze")
289 this.$emit("newmove", move); //post-processing (e.g. computer play)
290 // Is opponent in check?
291 this.incheck = this.vr.getCheckSquares(this.vr.turn);
292 const score = this.vr.getCurrentScore();
295 const message = this.getScoreMessage(score);
296 if (this.game.mode != "analyze")
297 this.$emit("gameover", score, message);
298 else //just show score on screen (allow undo)
299 this.showEndgameMsg(score + " . " + message);
302 if (!!receive && this.game.vname != "Dark")
303 this.animateMove(move, doPlayMove);
307 undo: function(move) {
308 const navigate = !move;
312 return; //no more moves
313 move = this.moves[this.cursor];
317 this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
318 if (this.st.settings.sound == 2)
319 new Audio("/sounds/undo.mp3").play().catch(err => {});
320 this.incheck = this.vr.getCheckSquares(this.vr.turn);
324 gotoMove: function(index) {
325 this.vr.re_init(this.moves[index].fen);
327 this.lastMove = this.moves[index];
329 gotoBegin: function() {
330 if (this.cursor == -1)
332 this.vr.re_init(this.game.fenStart);
333 if (this.moves.length > 0 && this.moves[0].notation == "...")
336 this.lastMove = this.moves[0];
341 this.lastMove = null;
344 gotoEnd: function() {
345 if (this.cursor == this.moves.length - 1)
347 this.gotoMove(this.moves.length-1);
350 this.orientation = V.GetNextCol(this.orientation);
356 <style lang="sass" scoped>
371 display: inline-block
374 @media screen and (min-width: 768px)
383 // TODO: later, maybe, allow movesList of variable width
384 // or e.g. between 250 and 350px (but more complicated)
388 @media screen and (max-width: 767px)