From: Benjamin Auder Date: Tue, 18 Feb 2020 08:25:30 +0000 (+0100) Subject: Some simplifications in Board + fix typo X-Git-Url: https://git.auder.net/img/app_dev.php/js/index.js?a=commitdiff_plain;h=aafe9f160744bf8f507d1cebd398cc11d798e090;p=vchess.git Some simplifications in Board + fix typo --- diff --git a/client/src/App.vue b/client/src/App.vue index 7f6f290e..d65d3806 100644 --- a/client/src/App.vue +++ b/client/src/App.vue @@ -202,6 +202,7 @@ nav @media screen and (max-width: 767px) nav + z-index: 5000 //to hide currently selected piece if any height: 42px border: none & > label.drawer-toggle diff --git a/client/src/components/Board.vue b/client/src/components/Board.vue index b7b7f110..a7920d35 100644 --- a/client/src/components/Board.vue +++ b/client/src/components/Board.vue @@ -36,13 +36,6 @@ export default { let incheckSq = ArrayFun.init(sizeX, sizeY, false); this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; }); - 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]); // Create board element (+ reserves if needed by variant or mode) const lm = this.lastMove; const showLight = this.settings.highlight && this.vname != "Dark"; @@ -129,49 +122,8 @@ export default { ); }) ); - const playingColor = this.userColor || "w"; //default for an observer let elementArray = [gameDiv]; - if (this.choices.length > 0) - { - const choices = h( - 'div', - { - attrs: { "id": "choices" }, - 'class': { 'row': true }, - style: { - "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", - }, - }, - this.choices.map(m => { //a "choice" is a move - return h('div', - { - 'class': { - 'board': true, - ['board'+sizeY]: true, - }, - style: { - 'width': (100/this.choices.length) + "%", - 'padding-bottom': (100/this.choices.length) + "%", - }, - }, - [h('img', - { - attrs: { "src": '/images/pieces/' + - V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' }, - 'class': { 'choice-piece': true }, - on: { - "click": e => { this.play(m); this.choices=[]; }, - }, - }) - ] - ); - }) - ); - elementArray.unshift(choices); - } + const playingColor = this.userColor || "w"; //default for an observer if (!!this.vr.reserve) { const shiftIdx = (playingColor=="w" ? 0 : 1); @@ -247,6 +199,50 @@ export default { ); elementArray.push(reserves); } + const boardElt = document.querySelector(".game"); + if (this.choices.length > 0 && !!boardElt) //no choices to show at first drawing + { + const squareWidth = boardElt.offsetWidth / sizeY; + const offset = [boardElt.offsetTop, boardElt.offsetLeft]; + const choices = h( + 'div', + { + attrs: { "id": "choices" }, + 'class': { 'row': true }, + style: { + "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", + }, + }, + this.choices.map(m => { //a "choice" is a move + return h('div', + { + 'class': { + 'board': true, + ['board'+sizeY]: true, + }, + style: { + 'width': (100/this.choices.length) + "%", + 'padding-bottom': (100/this.choices.length) + "%", + }, + }, + [h('img', + { + attrs: { "src": '/images/pieces/' + + V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' }, + 'class': { 'choice-piece': true }, + on: { + "click": e => { this.play(m); this.choices=[]; }, + }, + }) + ] + ); + }) + ); + elementArray.unshift(choices); + } let onEvents = {}; // NOTE: click = mousedown + mouseup if ('ontouchstart' in window) @@ -277,65 +273,48 @@ export default { }, methods: { mousedown: function(e) { - e = e || window.event; - let ingame = false; - let elem = e.target; - while (!ingame && elem !== null) - { - if (elem.classList.contains("game")) - { - ingame = true; - break; - } - elem = elem.parentElement; - } - if (!ingame) //let default behavior (click on button...) + // Abort if a piece is already being processed, or target is not a piece. + // NOTE: just looking at classList[0] because piece is the first assigned class + if (!!this.selectedPiece || e.target.classList[0] != "piece") return; 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 = parent.getBoundingClientRect(); - this.start = { - x: rect.x + rect.width/2, - y: rect.y + rect.width/2, - id: parent.id - }; - this.selectedPiece = e.target.cloneNode(); - 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.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) - parent.insertBefore(this.selectedPiece, e.target.nextSibling); - } + let parent = e.target.parentNode; //the surrounding square + // Next few lines to center the piece on mouse cursor + let rect = parent.getBoundingClientRect(); + this.start = { + x: rect.x + rect.width/2, + y: rect.y + rect.width/2, + id: parent.id, + }; + this.selectedPiece = e.target.cloneNode(); + 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.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) + parent.insertBefore(this.selectedPiece, e.target.nextSibling); }, mousemove: function(e) { if (!this.selectedPiece) return; - e = e || window.event; - // If there is an active element, move it around - if (!!this.selectedPiece) - { - const [offsetX,offsetY] = !!e.clientX - ? [e.clientX,e.clientY] //desktop browser - : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone - this.selectedPiece.style.left = (offsetX-this.start.x) + "px"; - this.selectedPiece.style.top = (offsetY-this.start.y) + "px"; - } + // There is an active element: move it around + const [offsetX,offsetY] = !!e.clientX + ? [e.clientX,e.clientY] //desktop browser + : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone + this.selectedPiece.style.left = (offsetX-this.start.x) + "px"; + this.selectedPiece.style.top = (offsetY-this.start.y) + "px"; }, mouseup: function(e) { if (!this.selectedPiece) return; - e = e || window.event; + // There is an active element: obtain the move from start and end squares this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords const [offsetX,offsetY] = !!e.clientX ? [e.clientX,e.clientY] @@ -345,11 +324,8 @@ export default { // Next condition: classList.contains(piece) fails because of marks while (landing.tagName == "IMG") landing = landing.parentNode; - if (this.start.id == landing.id) - { - // A click: selectedPiece and possibleMoves are already filled + if (this.start.id == landing.id) //one or multi clicks on same piece return; - } // OK: process move attempt, landing is a square node let endSquare = getSquareFromId(landing.id); let moves = this.findMatchingMoves(endSquare); diff --git a/client/src/translations/rules/Wildebeest/en.pug b/client/src/translations/rules/Wildebeest/en.pug index db471a45..46186166 100644 --- a/client/src/translations/rules/Wildebeest/en.pug +++ b/client/src/translations/rules/Wildebeest/en.pug @@ -38,4 +38,4 @@ h3 Source p | The a(href="https://www.chessvariants.com/large.dir/wildebeest.html") Wildebeest page - | nbsp;on chessvariants.com. + |  on chessvariants.com.