2 import { getSquareId, getSquareFromId } from "@/utils/squareId";
3 import { ArrayFun } from "@/utils/array";
4 import { store } from "@/store";
7 // Last move cannot be guessed from here, and is required to highlight squares
8 // vr: object to check moves, print board...
9 // userColor is left undefined for an external observer
10 props: ["vr","lastMove","analyze","incheck","orientation","userColor","vname"],
13 possibleMoves: [], //filled after each valid click/dragstart
14 choices: [], //promotion pieces, or checkered captures... (as moves)
15 selectedPiece: null, //moving piece (or clicked piece)
16 start: {}, //pixels coordinates + id of starting square (click or drag)
17 settings: store.state.settings,
23 // Return empty div of class 'game' to avoid error when setting size
31 const [sizeX,sizeY] = [V.size.x,V.size.y];
32 // Precompute hints squares to facilitate rendering
33 let hintSquares = ArrayFun.init(sizeX, sizeY, false);
34 this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
35 // Also precompute in-check squares
36 let incheckSq = ArrayFun.init(sizeX, sizeY, false);
37 this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
39 let boardElt = document.querySelector(".game");
40 const squareWidth = (!!boardElt
41 ? boardElt.offsetWidth / sizeY
42 : 40); //arbitrary value (not relevant)
43 const offset = (!!boardElt
44 ? [boardElt.offsetTop, boardElt.offsetLeft]
49 attrs: { "id": "choices" },
50 'class': { 'row': true },
52 "display": (this.choices.length > 0 ? "block" : "none"),
53 "top": (offset[0] + (sizeY/2)*squareWidth-squareWidth/2) + "px",
54 "left": (offset[1] + squareWidth*(sizeY - this.choices.length)/2) + "px",
55 "width": (this.choices.length * squareWidth) + "px",
56 "height": squareWidth + "px",
59 this.choices.map(m => { //a "choice" is a move
64 ['board'+sizeY]: true,
67 'width': (100/this.choices.length) + "%",
68 'padding-bottom': (100/this.choices.length) + "%",
73 attrs: { "src": '/images/pieces/' +
74 V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
75 'class': { 'choice-piece': true },
77 "click": e => { this.play(m); this.choices=[]; },
78 // NOTE: add 'touchstart' event to fix a problem on smartphones
79 "touchstart": e => { this.play(m); this.choices=[]; },
86 // Create board element (+ reserves if needed by variant or mode)
87 const lm = this.lastMove;
88 const showLight = this.settings.highlight && this.vname != "Dark";
97 [...Array(sizeX).keys()].map(i => {
98 let ci = (this.orientation=='w' ? i : sizeX-i-1);
105 style: { 'opacity': this.choices.length>0?"0.5":"1" },
107 [...Array(sizeY).keys()].map(j => {
108 let cj = (this.orientation=='w' ? j : sizeY-j-1);
110 if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
111 || this.analyze || (!!this.userColor
112 && this.vr.enlightened[this.userColor][ci][cj])))
120 'ghost': !!this.selectedPiece
121 && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
124 src: "/images/pieces/" +
125 V.getPpath(this.vr.board[ci][cj]) + ".svg",
131 if (this.settings.hints && hintSquares[ci][cj])
141 src: "/images/mark.svg",
152 ['board'+sizeY]: true,
153 'light-square': (i+j)%2==0,
154 'dark-square': (i+j)%2==1,
155 [this.settings.bcolor]: true,
156 'in-shadow': this.vname=="Dark" && !this.analyze
158 || !this.vr.enlightened[this.userColor][ci][cj]),
159 'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
160 'incheck': showLight && incheckSq[ci][cj],
163 id: getSquareId({x:ci,y:cj}),
172 const playingColor = this.userColor || "w"; //default for an observer
173 let elementArray = [choices, gameDiv];
174 if (!!this.vr.reserve)
176 const shiftIdx = (playingColor=="w" ? 0 : 1);
177 let myReservePiecesArray = [];
178 for (let i=0; i<V.RESERVE_PIECES.length; i++)
180 myReservePiecesArray.push(h('div',
182 'class': {'board':true, ['board'+sizeY]:true},
183 attrs: { id: getSquareId({x:sizeX+shiftIdx,y:i}) }
188 'class': {"piece":true, "reserve":true},
190 "src": "/images/pieces/" +
191 this.vr.getReservePpath(playingColor,i) + ".svg",
195 {"class": { "reserve-count": true } },
196 [ this.vr.reserve[playingColor][V.RESERVE_PIECES[i]] ]
200 let oppReservePiecesArray = [];
201 const oppCol = V.GetOppCol(playingColor);
202 for (let i=0; i<V.RESERVE_PIECES.length; i++)
204 oppReservePiecesArray.push(h('div',
206 'class': {'board':true, ['board'+sizeY]:true},
207 attrs: { id: getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
212 'class': {"piece":true, "reserve":true},
214 "src": "/images/pieces/" +
215 this.vr.getReservePpath(oppCol,i) + ".svg",
219 {"class": { "reserve-count": true } },
220 [ this.vr.reserve[oppCol][V.RESERVE_PIECES[i]] ]
224 let reserves = h('div',
236 "reserve-row-1": true,
242 { 'class': { 'row': true }},
243 oppReservePiecesArray
247 elementArray.push(reserves);
252 // NOTE: click = mousedown + mouseup
254 mousedown: this.mousedown,
255 mousemove: this.mousemove,
256 mouseup: this.mouseup,
257 touchstart: this.mousedown,
258 touchmove: this.mousemove,
259 touchend: this.mouseup,
266 mousedown: function(e) {
267 e = e || window.event;
270 while (!ingame && elem !== null)
272 if (elem.classList.contains("game"))
277 elem = elem.parentElement;
279 if (!ingame) //let default behavior (click on button...)
281 e.preventDefault(); //disable native drag & drop
282 if (!this.selectedPiece && e.target.classList.contains("piece"))
284 let parent = e.target.parentNode;
285 // Next few lines to center the piece on mouse cursor
286 let rect = parent.getBoundingClientRect();
288 x: rect.x + rect.width/2,
289 y: rect.y + rect.width/2,
292 this.selectedPiece = e.target.cloneNode();
293 let spStyle = this.selectedPiece.style
294 spStyle.position = "absolute";
296 spStyle.display = "inline-block";
297 spStyle.zIndex = 3000;
298 const startSquare = getSquareFromId(parent.id);
299 this.possibleMoves = [];
300 const color = (this.analyze ? this.vr.turn : this.userColor);
301 if (this.vr.canIplay(color,startSquare))
302 this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
303 // Next line add moving piece just after current image
304 // (required for Crazyhouse reserve)
305 parent.insertBefore(this.selectedPiece, e.target.nextSibling);
308 mousemove: function(e) {
309 if (!this.selectedPiece)
311 e = e || window.event;
312 // If there is an active element, move it around
313 if (!!this.selectedPiece)
315 const [offsetX,offsetY] = !!e.clientX
316 ? [e.clientX,e.clientY] //desktop browser
317 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
318 this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
319 this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
322 mouseup: function(e) {
323 if (!this.selectedPiece)
325 e = e || window.event;
326 this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
327 const [offsetX,offsetY] = !!e.clientX
328 ? [e.clientX,e.clientY]
329 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
330 let landing = document.elementFromPoint(offsetX, offsetY);
331 this.selectedPiece.style.zIndex = 3000;
332 // Next condition: classList.contains(piece) fails because of marks
333 while (landing.tagName == "IMG")
334 landing = landing.parentNode;
335 if (this.start.id == landing.id)
337 // A click: selectedPiece and possibleMoves are already filled
340 // OK: process move attempt, landing is a square node
341 let endSquare = getSquareFromId(landing.id);
342 let moves = this.findMatchingMoves(endSquare);
343 this.possibleMoves = [];
344 if (moves.length > 1)
345 this.choices = moves;
346 else if (moves.length==1)
348 // Else: impossible move
349 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
350 delete this.selectedPiece;
351 this.selectedPiece = null;
353 findMatchingMoves: function(endSquare) {
354 // Run through moves list and return the matching set (if promotions...)
356 this.possibleMoves.forEach(function(m) {
357 if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
362 play: function(move) {
363 this.$emit('play-move', move);
369 <style lang="sass" scoped>
379 // NOTE: no variants with reserve of size != 8
392 background-color: rgba(0,0,0,0)
395 background-color: #e6ee9c
397 background-color: skyblue
409 background-color: #00cc66 !important
412 background-color: #cc3300 !important
414 .light-square.lichess
415 background-color: #f0d9b5;
417 background-color: #b58863;
419 .light-square.chesscom
420 background-color: #e5e5ca;
421 .dark-square.chesscom
422 background-color: #6f8f57;
424 .light-square.chesstempo
425 background-color: #fdfdfd;
426 .dark-square.chesstempo
427 background-color: #88a0a8;