<script>
-// This can work for squared boards (2 or 4 players), with some adaptations (TODO)
-// TODO: for 3 players, write a "board3.js"
-
import { getSquareId, getSquareFromId } from "@/utils/squareId";
import { ArrayFun } from "@/utils/array";
-
+import { store } from "@/store";
export default {
name: 'my-board',
// Last move cannot be guessed from here, and is required to highlight squares
// vr: object to check moves, print board...
- // mode: HH, HC or analyze
- // userColor: for mode HH or HC
- props: ["vr","lastMove","mode","orientation","userColor","vname"],
+ // userColor is left undefined for an external observer
+ props: ["vr","lastMove","analyze","incheck","orientation","userColor","vname"],
data: function () {
return {
- hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
- bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
possibleMoves: [], //filled after each valid click/dragstart
choices: [], //promotion pieces, or checkered captures... (as moves)
selectedPiece: null, //moving piece (or clicked piece)
- incheck: [],
start: {}, //pixels coordinates + id of starting square (click or drag)
+ settings: store.state.settings,
};
},
render(h) {
if (!this.vr)
- return;
+ {
+ // Return empty div of class 'game' to avoid error when setting size
+ return h("div",
+ {
+ "class": {
+ "game": true,
+ },
+ });
+ }
const [sizeX,sizeY] = [V.size.x,V.size.y];
// Precompute hints squares to facilitate rendering
let hintSquares = ArrayFun.init(sizeX, sizeY, false);
// Also precompute in-check squares
let incheckSq = ArrayFun.init(sizeX, sizeY, false);
this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
- const squareWidth = 40; //TODO: compute this
+
+ let boardElt = document.querySelector(".game");
+ const squareWidth = (!!boardElt
+ ? boardElt.offsetWidth / sizeY
+ : 40); //arbitrary value (not relevant)
+ const offset = (!!boardElt
+ ? [boardElt.offsetTop, boardElt.offsetLeft]
+ : [0, 0]);
const choices = h(
'div',
{
attrs: { "id": "choices" },
'class': { 'row': true },
style: {
- "display": this.choices.length>0?"block":"none",
- "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
+ "display": (this.choices.length > 0 ? "block" : "none"),
+ "top": (offset[0] + (sizeY/2)*squareWidth-squareWidth/2) + "px",
+ "left": (offset[1] + squareWidth*(sizeY - this.choices.length)/2) + "px",
"width": (this.choices.length * squareWidth) + "px",
"height": squareWidth + "px",
},
on: {
"click": e => { this.play(m); this.choices=[]; },
// NOTE: add 'touchstart' event to fix a problem on smartphones
- "touchstart": e => { this.play(m); this.choices=[]; },
+ //"touchstart": e => { this.play(m); this.choices=[]; },
},
})
]
);
// Create board element (+ reserves if needed by variant or mode)
const lm = this.lastMove;
- const showLight = this.hints && this.vname != "Dark";
+ const showLight = this.settings.highlight && this.vname != "Dark";
const gameDiv = h(
'div',
{
let cj = (this.orientation=='w' ? j : sizeY-j-1);
let elems = [];
if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
- || this.gameOver || this.mode == "analyze"
- || this.vr.enlightened[this.userColor][ci][cj]))
+ || this.analyze || (!!this.userColor
+ && this.vr.enlightened[this.userColor][ci][cj])))
{
elems.push(
h(
&& this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
},
attrs: {
- src: require("@/assets/images/pieces/" +
- V.getPpath(this.vr.board[ci][cj]) + ".svg"),
+ src: "/images/pieces/" +
+ V.getPpath(this.vr.board[ci][cj]) + ".svg",
},
}
)
);
}
- if (this.hints && hintSquares[ci][cj])
+ if (this.settings.hints && hintSquares[ci][cj])
{
elems.push(
h(
['board'+sizeY]: true,
'light-square': (i+j)%2==0,
'dark-square': (i+j)%2==1,
- [this.bcolor]: true,
- 'in-shadow': this.vname=="Dark" && !this.gameOver
- && this.mode != "analyze"
- && !this.vr.enlightened[this.userColor][ci][cj],
+ [this.settings.bcolor]: true,
+ 'in-shadow': this.vname=="Dark" && !this.analyze
+ && (!this.userColor
+ || !this.vr.enlightened[this.userColor][ci][cj]),
'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
'incheck': showLight && incheckSq[ci][cj],
},
);
})
);
+ const playingColor = this.userColor || "w"; //default for an observer
let elementArray = [choices, gameDiv];
if (!!this.vr.reserve)
{
- const shiftIdx = (this.userColor=="w" ? 0 : 1);
+ const shiftIdx = (playingColor=="w" ? 0 : 1);
let myReservePiecesArray = [];
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
'class': {"piece":true, "reserve":true},
attrs: {
"src": "/images/pieces/" +
- this.vr.getReservePpath(this.userColor,i) + ".svg",
+ this.vr.getReservePpath(playingColor,i) + ".svg",
}
}),
h('sup',
{"class": { "reserve-count": true } },
- [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
+ [ this.vr.reserve[playingColor][V.RESERVE_PIECES[i]] ]
)
]));
}
let oppReservePiecesArray = [];
- const oppCol = V.GetOppCol(this.userColor);
+ const oppCol = V.GetOppCol(playingColor);
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
oppReservePiecesArray.push(h('div',
return h(
'div',
{
- 'class': {
- "col-sm-12": true,
- "col-md-10": true,
- "col-md-offset-1": true,
- "col-lg-8": true,
- "col-lg-offset-2": true,
- },
// NOTE: click = mousedown + mouseup
on: {
- mousedown: this.mousedown,
- mousemove: this.mousemove,
- mouseup: this.mouseup,
+// mousedown: this.mousedown,
+// mousemove: this.mousemove,
+// mouseup: this.mouseup,
touchstart: this.mousedown,
touchmove: this.mousemove,
touchend: this.mouseup,
e.preventDefault(); //disable native drag & drop
if (!this.selectedPiece && e.target.classList.contains("piece"))
{
+ let parent = e.target.parentNode;
// Next few lines to center the piece on mouse cursor
- let rect = e.target.parentNode.getBoundingClientRect();
+ let rect = parent.getBoundingClientRect();
this.start = {
x: rect.x + rect.width/2,
y: rect.y + rect.width/2,
- id: e.target.parentNode.id
+ id: parent.id
};
this.selectedPiece = e.target.cloneNode();
- this.selectedPiece.style.position = "absolute";
- this.selectedPiece.style.top = 0;
- this.selectedPiece.style.display = "inline-block";
- this.selectedPiece.style.zIndex = 3000;
- const startSquare = getSquareFromId(e.target.parentNode.id);
+ let spStyle = this.selectedPiece.style
+ spStyle.position = "absolute";
+ spStyle.top = 0;
+ spStyle.display = "inline-block";
+ spStyle.zIndex = 3000;
+ const startSquare = getSquareFromId(parent.id);
this.possibleMoves = [];
- const color = this.mode=="analyze" || this.gameOver
- ? this.vr.turn
- : this.userColor;
+ const color = (this.analyze ? this.vr.turn : this.userColor);
if (this.vr.canIplay(color,startSquare))
this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
// Next line add moving piece just after current image
// (required for Crazyhouse reserve)
- e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
+ parent.insertBefore(this.selectedPiece, e.target.nextSibling);
}
},
mousemove: function(e) {
if (!this.selectedPiece)
return;
e = e || window.event;
- // Read drop target (or parentElement, parentNode... if type == "img")
this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
const [offsetX,offsetY] = !!e.clientX
? [e.clientX,e.clientY]
// A click: selectedPiece and possibleMoves are already filled
return;
}
- // OK: process move attempt
+ // OK: process move attempt, landing is a square node
let endSquare = getSquareFromId(landing.id);
let moves = this.findMatchingMoves(endSquare);
this.possibleMoves = [];
};
</script>
-<style lang="sass">
-// TODO: styles to see pieces!
+<style lang="sass" scoped>
+.game.reserve-div
+ margin-bottom: 18px
+
+.reserve-count
+ padding-left: 40%
+
+.reserve-row-1
+ margin-bottom: 15px
+
+// NOTE: no variants with reserve of size != 8
+
+.game
+ width: 100%
+ margin: 0
+ .board
+ cursor: pointer
+
+#choices
+ margin: 0
+ position: absolute
+ z-index: 300
+ overflow-y: inherit
+ background-color: rgba(0,0,0,0)
+ img
+ cursor: pointer
+ background-color: #e6ee9c
+ &:hover
+ background-color: skyblue
+ &.choice-piece
+ width: 100%
+ height: auto
+ display: block
+
+img.ghost
+ position: absolute
+ opacity: 0.4
+ top: 0
+
+.highlight
+ background-color: #00cc66 !important
+
+.incheck
+ background-color: #cc3300 !important
+
+.light-square.lichess
+ background-color: #f0d9b5;
+.dark-square.lichess
+ background-color: #b58863;
+
+.light-square.chesscom
+ background-color: #e5e5ca;
+.dark-square.chesscom
+ background-color: #6f8f57;
+
+.light-square.chesstempo
+ background-color: #fdfdfd;
+.dark-square.chesstempo
+ background-color: #88a0a8;
</style>