3 input#modalEog.modal(type="checkbox")
6 data-checkbox="modalEog"
9 label.modal-close(for="modalEog")
10 h3.section {{ endgameMessage }}
17 :analyze="mode=='analyze'"
19 :user-color="game.mycolor"
20 :orientation="orientation"
24 @click-square="clickSquare"
26 #turnIndicator(v-if="showTurn") {{ turn }}
27 #controls.button-group
28 button(@click="gotoBegin()")
29 img.inline(src="/images/icons/fast-forward_rev.svg")
30 button(@click="undo()")
31 img.inline(src="/images/icons/play_rev.svg")
32 button(v-if="canFlip" @click="flip()")
33 img.inline(src="/images/icons/flip.svg")
35 @click="runAutoplay()"
36 :class="{'in-autoplay': autoplay}"
38 img.inline(src="/images/icons/autoplay.svg")
39 button(@click="play()")
40 img.inline(src="/images/icons/play.svg")
41 button(@click="gotoEnd()")
42 img.inline(src="/images/icons/fast-forward.svg")
43 p#fenAnalyze(v-show="showFen") {{ (!!vr ? vr.getFen() : "") }}
47 :canAnalyze="canAnalyze"
48 :canDownload="allowDownloadPGN"
50 :message="game.scoreMsg"
51 :firstNum="firstMoveNumber"
55 @showrules="showRules"
56 @analyze="toggleAnalyze"
58 @redraw-board="redrawBoard"
64 import Board from "@/components/Board.vue";
65 import MoveList from "@/components/MoveList.vue";
66 import params from "@/parameters";
67 import { store } from "@/store";
68 import { getSquareId } from "@/utils/squareId";
69 import { getDate } from "@/utils/datetime";
70 import { processModalClick } from "@/utils/modalClick";
71 import { getScoreMessage } from "@/utils/scoring";
72 import { getFullNotation } from "@/utils/notation";
73 import { undoMove } from "@/utils/playUndo";
84 // NOTE: all following variables must be reset at the beginning of a game
85 vr: null, //VariantRules object, game state
89 score: "*", //'*' means 'unfinished'
91 cursor: -1, //index of the move just played
93 firstMoveNumber: 0, //for printing
94 incheck: [], //for Board
103 if (!this.vr) return "";
104 if (this.vr.showMoves != "all") {
106 (this.vr.turn == 'w' ? "White" : "Black") + " to move"];
108 // Cannot flip (racing king or circular chess), or Monochrome
110 this.vr.movesCount == 0 && this.game.mycolor == "w"
111 ? this.st.tr["It's your turn!"]
115 showFen: function() {
117 this.mode == "analyze" &&
118 this.$router.currentRoute.path.indexOf("/analyse") === -1
121 // TODO: is it OK to pass "computed" as properties?
122 // Also, some are seemingly not recomputed when vr is initialized.
123 showMoves: function() {
124 return this.game.score != "*"
126 : (!!this.vr ? this.vr.showMoves : "none");
128 showTurn: function() {
130 this.game.score == '*' &&
133 this.vr.showMoves != "all" ||
135 this.vr.showFirstTurn
139 canAnalyze: function() {
141 this.game.mode != "analyze" &&
142 !!this.vr && this.vr.canAnalyze
145 canFlip: function() {
146 return !!this.vr && this.vr.canFlip;
148 allowDownloadPGN: function() {
150 this.game.score != "*" ||
151 (!!this.vr && this.vr.showMoves == "all")
155 created: function() {
156 if (!!this.game.fenStart) this.re_setVariables();
158 mounted: function() {
159 if (!("ontouchstart" in window)) {
161 const baseGameDiv = document.getElementById("baseGame");
162 baseGameDiv.tabIndex = 0;
163 baseGameDiv.addEventListener("click", this.focusBg);
164 baseGameDiv.addEventListener("keydown", this.handleKeys);
165 baseGameDiv.addEventListener("wheel", this.handleScroll);
167 document.getElementById("eogDiv")
168 .addEventListener("click", processModalClick);
170 beforeDestroy: function() {
171 // TODO: probably not required
172 this.autoplay = false;
175 focusBg: function() {
176 document.getElementById("baseGame").focus();
178 handleKeys: function(e) {
179 if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
198 handleScroll: function(e) {
200 if (e.deltaY < 0) this.undo();
201 else if (e.deltaY > 0) this.play();
203 redrawBoard: function() {
204 this.$refs["board"].re_setDrawings();
206 showRules: function() {
207 // The button is here only on Game page:
208 document.getElementById("modalRules").checked = true;
210 re_setVariables: function(game) {
211 if (!game) game = this.game; //in case of...
212 this.endgameMessage = "";
213 // "w": default orientation for observed games
214 this.orientation = game.mycolor || "w";
215 this.mode = game.mode || game.type; //TODO: merge...
216 this.moves = JSON.parse(JSON.stringify(game.moves || []));
217 // Post-processing: decorate each move with notation and FEN
218 this.vr = new V(game.fenStart);
219 this.inMultimove = false; //in case of
220 if (!!this.$refs["board"])
222 this.$refs["board"].resetCurrentAttempt();
223 let analyseBtn = document.getElementById("analyzeBtn");
224 if (!!analyseBtn) analyseBtn.classList.remove("active");
225 const parsedFen = V.ParseFen(game.fenStart);
226 const firstMoveColor = parsedFen.turn;
227 this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1;
228 let L = this.moves.length;
230 // Could be started on a random position in analysis mode:
231 this.incheck = this.vr.getCheckSquares();
232 this.score = this.vr.getCurrentScore();
233 if (this.score != '*') {
234 // Show score on screen
235 const message = getScoreMessage(this.score);
236 this.showEndgameMsg(this.score + " . " + this.st.tr[message]);
240 this.moves.forEach((move,idx) => {
241 // Strategy working also for multi-moves:
242 if (!Array.isArray(move)) move = [move];
243 const Lm = move.length;
244 move.forEach((m,idxM) => {
245 m.notation = this.vr.getNotation(m);
246 m.unambiguous = V.GetUnambiguousNotation(m);
248 const checkSquares = this.vr.getCheckSquares();
249 if (checkSquares.length > 0) m.notation += "+";
250 if (idxM == Lm - 1) m.fen = this.vr.getFen();
251 if (idx == L - 1 && idxM == Lm - 1) {
252 this.incheck = checkSquares;
253 this.score = this.vr.getCurrentScore();
254 if (["1-0", "0-1"].includes(this.score)) m.notation += "#";
259 if (firstMoveColor == "b") {
260 // 'start' & 'end' is required for Board component
264 start: { x: -1, y: -1 },
265 end: { x: -1, y: -1 },
270 this.positionCursorTo(L - 1);
272 positionCursorTo: function(index) {
274 // Note: last move in moves array might be a multi-move
275 if (index >= 0) this.lastMove = this.moves[index];
276 else this.lastMove = null;
278 toggleAnalyze: function() {
279 // Freeze while choices are shown (and autoplay has priority)
280 if (this.$refs["board"].choices.length > 0 || this.autoplay) return;
281 if (this.mode != "analyze") {
282 // Enter analyze mode:
283 if (this.inMultimove) this.cancelCurrentMultimove();
284 this.gameMode = this.mode; //was not 'analyze'
285 this.mode = "analyze";
286 this.gameCursor = this.cursor;
287 this.gameMoves = JSON.parse(JSON.stringify(this.moves));
288 document.getElementById("analyzeBtn").classList.add("active");
291 // Exit analyze mode:
292 this.mode = this.gameMode ;
293 this.cursor = this.gameCursor;
294 this.moves = this.gameMoves;
295 let fen = this.game.fenStart;
296 if (this.cursor >= 0) {
297 let mv = this.moves[this.cursor];
298 if (!Array.isArray(mv)) mv = [mv];
299 fen = mv[mv.length-1].fen;
301 this.vr = new V(fen);
302 this.inMultimove = false; //in case of
303 this.$refs["board"].resetCurrentAttempt(); //also in case of
304 this.incheck = this.vr.getCheckSquares();
305 if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
306 else this.lastMove = null;
307 document.getElementById("analyzeBtn").classList.remove("active");
310 download: function() {
311 const content = this.getPgn();
312 // Prepare and trigger download link
313 let downloadAnchor = document.getElementById("download");
314 downloadAnchor.setAttribute("download", "game.pgn");
315 downloadAnchor.href =
316 "data:text/plain;charset=utf-8," + encodeURIComponent(content);
317 downloadAnchor.click();
321 pgn += '[Site "vchess.club"]\n';
322 pgn += '[Variant "' + this.game.vname + '"]\n';
323 const gdt = getDate(new Date(this.game.created || Date.now()));
324 pgn += '[Date "' + gdt + '"]\n';
325 pgn += '[White "' + this.game.players[0].name + '"]\n';
326 pgn += '[Black "' + this.game.players[1].name + '"]\n';
327 pgn += '[Fen "' + this.game.fenStart + '"]\n';
328 pgn += '[Result "' + this.game.score + '"]\n';
330 pgn += '[Url "' + params.serverUrl + '/game/' + this.game.id + '"]\n';
331 if (!!this.game.cadence)
332 pgn += '[Cadence "' + this.game.cadence + '"]\n';
334 for (let i = 0; i < this.moves.length; i += 2) {
335 if (i > 0) pgn += " ";
336 // Adjust dots notation for a better display:
337 let fullNotation = getFullNotation(this.moves[i]);
338 if (fullNotation == "...") fullNotation = "..";
339 pgn += (i / 2 + this.firstMoveNumber) + "." + fullNotation;
340 if (i+1 < this.moves.length)
341 pgn += " " + getFullNotation(this.moves[i+1]);
344 for (let i = 0; i < this.moves.length; i += 2) {
345 const moveNumber = i / 2 + this.firstMoveNumber;
346 // Skip "dots move", useless for machine reading:
347 if (this.moves[i].notation != "...") {
348 pgn += moveNumber + ".w " +
349 getFullNotation(this.moves[i], "unambiguous") + "\n";
351 if (i+1 < this.moves.length) {
352 pgn += moveNumber + ".b " +
353 getFullNotation(this.moves[i+1], "unambiguous") + "\n";
358 showEndgameMsg: function(message) {
359 this.endgameMessage = message;
360 document.getElementById("modalEog").checked = true;
362 runAutoplay: function() {
364 this.autoplay = false;
365 if (this.stackToPlay.length > 0)
366 // Move(s) arrived in-between
367 this.play(this.stackToPlay.pop(), "received");
369 else if (this.cursor < this.moves.length - 1) {
370 this.autoplay = true;
371 this.play(null, null, null, "autoplay");
374 // Animate an elementary move
375 animateMove: function(move, callback) {
376 let startSquare = document.getElementById(getSquareId(move.start));
377 if (!startSquare) return; //shouldn't happen but...
378 let endSquare = document.getElementById(getSquareId(move.end));
379 let rectStart = startSquare.getBoundingClientRect();
380 let rectEnd = endSquare.getBoundingClientRect();
382 x: rectEnd.x - rectStart.x,
383 y: rectEnd.y - rectStart.y
385 let movingPiece = document.querySelector(
386 "#" + getSquareId(move.start) + " > img.piece"
388 // For some unknown reasons Opera get "movingPiece == null" error
389 // TODO: is it calling 'animate()' twice ? One extra time ?
390 if (!movingPiece) return;
391 const squares = document.getElementsByClassName("board");
392 for (let i = 0; i < squares.length; i++) {
393 let square = squares.item(i);
394 if (square.id != getSquareId(move.start))
395 // HACK for animation:
396 // (with positive translate, image slides "under background")
397 square.style.zIndex = "-1";
399 movingPiece.style.transform =
400 "translate(" + translation.x + "px," + translation.y + "px)";
401 movingPiece.style.transitionDuration = "0.25s";
402 movingPiece.style.zIndex = "3000";
404 for (let i = 0; i < squares.length; i++)
405 squares.item(i).style.zIndex = "auto";
406 movingPiece.style = {}; //required e.g. for 0-0 with KR swap
411 emitFenIfAnalyze: function() {
412 if (this.game.mode == "analyze") {
413 let fen = this.game.fenStart;
414 if (!!this.lastMove) {
415 if (Array.isArray(this.lastMove)) {
416 const L = this.lastMove.length;
417 fen = this.lastMove[L-1].fen;
419 else fen = this.lastMove.fen;
421 this.$emit("fenchange", fen);
424 clickSquare: function(square) {
425 // Some variants make use of a single click at specific times:
426 const move = this.vr.doClick(square);
427 if (!!move) this.play(move);
429 // "light": if gotoMove() or gotoEnd()
430 play: function(move, received, light, autoplay) {
431 // Freeze while choices are shown:
433 !!this.$refs["board"].selectedPiece ||
434 this.$refs["board"].choices.length > 0
438 const navigate = !move;
439 // Forbid navigation during autoplay:
440 if (navigate && this.autoplay && !autoplay) return;
441 // Forbid playing outside analyze mode, except if move is received.
442 // Sufficient condition because Board already knows which turn it is.
444 this.mode != "analyze" &&
447 (this.game.score != "*" || this.cursor < this.moves.length - 1)
452 if (this.autoplay || this.inPlay) {
453 // Received moves while autoplaying are stacked,
454 // and in observed games they could arrive too fast:
455 this.stackToPlay.unshift(move);
459 if (this.mode == "analyze") this.toggleAnalyze();
460 if (this.cursor < this.moves.length - 1)
461 // To play a received move, cursor must be at the end of the game:
464 // The board may show some the possible moves: (TODO: bad solution)
465 this.$refs["board"].resetCurrentAttempt();
466 const playSubmove = (smove) => {
467 smove.notation = this.vr.getNotation(smove);
468 smove.unambiguous = V.GetUnambiguousNotation(smove);
470 if (this.inMultimove && !!this.lastMove) {
471 if (!Array.isArray(this.lastMove))
472 this.lastMove = [this.lastMove, smove];
473 else this.lastMove.push(smove);
475 // Is opponent (or me) in check?
476 this.incheck = this.vr.getCheckSquares();
477 if (this.incheck.length > 0) smove.notation += "+";
478 if (!this.inMultimove) {
480 this.lastMove = smove;
481 // Condition is "!navigate" but we mean "!this.autoplay"
483 if (this.cursor < this.moves.length - 1)
484 this.moves = this.moves.slice(0, this.cursor + 1);
485 this.moves.push(smove);
487 this.inMultimove = true; //potentially
489 } else if (!navigate) {
490 // Already in the middle of a multi-move
491 const L = this.moves.length;
492 if (!Array.isArray(this.moves[L-1]))
493 this.$set(this.moves, L-1, [this.moves[L-1], smove]);
494 else this.moves[L-1].push(smove);
497 const playMove = () => {
499 ["all", "highlight"].includes(V.ShowMoves) &&
500 (this.autoplay || !!received)
502 if (!Array.isArray(move)) move = [move];
505 const initurn = this.vr.turn;
506 (function executeMove() {
507 const smove = move[moveIdx++];
508 // NOTE: condition "smove.start.x >= 0" required for Dynamo,
509 // because second move may be empty.
510 if (animate && smove.start.x >= 0) {
511 self.animateMove(smove, () => {
513 if (moveIdx < move.length) setTimeout(executeMove, 500);
514 else afterMove(smove, initurn);
518 if (moveIdx < move.length) executeMove();
519 else afterMove(smove, initurn);
523 const computeScore = () => {
524 const score = this.vr.getCurrentScore();
526 if (["1-0", "0-1"].includes(score)) {
527 if (Array.isArray(this.lastMove)) {
528 const L = this.lastMove.length;
529 this.lastMove[L - 1].notation += "#";
531 else this.lastMove.notation += "#";
534 if (score != "*" && ["analyze", "versus"].includes(this.mode)) {
535 const message = getScoreMessage(score);
536 // Show score on screen
537 this.showEndgameMsg(score + " . " + this.st.tr[message]);
541 const afterMove = (smove, initurn) => {
542 if (this.vr.turn != initurn) {
543 // Turn has changed: move is complete
545 // NOTE: only FEN of last sub-move is required (=> setting it here)
546 smove.fen = this.vr.getFen();
547 this.emitFenIfAnalyze();
548 this.inMultimove = false;
549 this.score = computeScore();
551 if (this.cursor < this.moves.length - 1)
552 setTimeout(() => this.play(null, null, null, "autoplay"), 1000);
554 this.autoplay = false;
555 if (this.stackToPlay.length > 0)
556 // Move(s) arrived in-between
557 this.play(this.stackToPlay.pop(), "received");
560 if (this.mode != "analyze" && !navigate) {
562 // Post-processing (e.g. computer play).
563 const L = this.moves.length;
564 // NOTE: always emit the score, even in unfinished
565 this.$emit("newmove", this.moves[L-1], { score: this.score });
568 if (this.stackToPlay.length > 0)
569 // Move(s) arrived in-between
570 this.play(this.stackToPlay.pop(), "received");
575 // NOTE: navigate and received are mutually exclusive
577 // The move to navigate to is necessarily full:
578 if (this.cursor == this.moves.length - 1) return; //no more moves
579 move = this.moves[this.cursor + 1];
580 if (!this.autoplay) {
581 // Just play the move:
582 if (!Array.isArray(move)) move = [move];
583 for (let i=0; i < move.length; i++) this.vr.play(move[i]);
585 this.lastMove = move;
586 this.incheck = this.vr.getCheckSquares();
587 this.score = computeScore();
588 this.emitFenIfAnalyze();
596 cancelCurrentMultimove: function() {
597 const L = this.moves.length;
598 let move = this.moves[L-1];
599 if (!Array.isArray(move)) move = [move];
600 for (let i = move.length - 1; i >= 0; i--) this.vr.undo(move[i]);
603 this.inMultimove = false;
605 cancelLastMove: function() {
606 // The last played move was canceled (corr game)
610 // "light": if gotoMove() or gotoBegin()
611 undo: function(move, light) {
614 !!this.$refs["board"].selectedPiece ||
615 this.$refs["board"].choices.length > 0
619 this.$refs["board"].resetCurrentAttempt();
620 if (this.inMultimove) {
621 this.cancelCurrentMultimove();
622 this.incheck = this.vr.getCheckSquares();
623 if (this.cursor >= 0) this.lastMove = this.moves[this.cursor];
624 else this.lastMove = null;
628 this.moves.length > 0 && this.moves[0].notation == "..."
631 if (this.cursor < minCursor) return; //no more moves
632 move = this.moves[this.cursor];
634 this.$refs["board"].resetCurrentAttempt();
635 undoMove(move, this.vr);
636 if (light) this.cursor--;
638 this.positionCursorTo(this.cursor - 1);
639 this.incheck = this.vr.getCheckSquares();
640 this.emitFenIfAnalyze();
644 gotoMove: function(index) {
647 !!this.$refs["board"].selectedPiece ||
648 this.$refs["board"].choices.length > 0
652 this.$refs["board"].resetCurrentAttempt();
653 if (this.inMultimove) this.cancelCurrentMultimove();
654 if (index == this.cursor) return;
655 if (index < this.cursor) {
656 while (this.cursor > index)
657 this.undo(null, null, "light");
660 // index > this.cursor)
661 while (this.cursor < index)
662 this.play(null, null, "light");
664 // NOTE: next line also re-assign cursor, but it's very light
665 this.positionCursorTo(index);
666 this.incheck = this.vr.getCheckSquares();
667 this.emitFenIfAnalyze();
669 gotoBegin: function() {
672 !!this.$refs["board"].selectedPiece ||
673 this.$refs["board"].choices.length > 0
677 this.$refs["board"].resetCurrentAttempt();
678 if (this.inMultimove) this.cancelCurrentMultimove();
680 this.moves.length > 0 && this.moves[0].notation == "..."
683 while (this.cursor >= minCursor) this.undo(null, null, "light");
684 this.lastMove = (minCursor == 1 ? this.moves[0] : null);
685 this.incheck = this.vr.getCheckSquares();
686 this.emitFenIfAnalyze();
688 gotoEnd: function() {
689 if (this.cursor == this.moves.length - 1) return;
690 this.gotoMove(this.moves.length - 1);
693 if (this.$refs["board"].choices.length > 0) return;
694 this.orientation = V.GetOppCol(this.orientation);
700 <style lang="sass" scoped>
701 [type="checkbox"]#modalEog+div .card
715 display: inline-block
729 background-color: #FACF8C
734 @media screen and (max-width: 767px)
743 // TODO: later, maybe, allow movesList of variable width
744 // or e.g. between 250 and 350px (but more complicated)
750 @media screen and (max-width: 767px)