import PiPo from "/utils/PiPo.js";
import Move from "/utils/Move.js";
+// Helper class for move animation
+class TargetObj {
+
+ constructor(callOnComplete) {
+ this.value = 0;
+ this.target = 0;
+ this.callOnComplete = callOnComplete;
+ }
+ increment() {
+ if (++this.value == this.target)
+ this.callOnComplete();
+ }
+
+};
+
// NOTE: x coords: top to bottom (white perspective); y: left to right
// NOTE: ChessRules is aliased as window.C, and variants as window.V
export default class ChessRules {
{label: "Asymmetric random", value: 2}
]
}],
- check: [
+ input: [
{
label: "Capture king",
- defaut: false,
- variable: "taking"
+ variable: "taking",
+ type: "checkbox",
+ defaut: false
},
{
label: "Falling pawn",
- defaut: false,
- variable: "pawnfall"
+ variable: "pawnfall",
+ type: "checkbox",
+ defaut: false
}
],
// Game modifiers (using "elementary variants"). Default: false
(!!this.options["recycle"] && !this.options["teleport"])
);
}
+ // Some variants do not store reserve state (Align4, Chakart...)
+ get hasReserveFen() {
+ return this.hasReserve;
+ }
get noAnimate() {
return !!this.options["dark"];
}
+ // Some variants use only click information
+ get clickOnly() {
+ return false;
+ }
+
// Some variants use click infos:
doClick(coords) {
if (typeof coords.x != "number")
this.options["teleport"] && this.subTurnTeleport == 2 &&
this.board[coords.x][coords.y] == ""
) {
- return new Move({
+ let res = new Move({
start: {x: this.captured.x, y: this.captured.y},
appear: [
new PiPo({
x: coords.x,
y: coords.y,
- c: this.captured.c, //this.turn,
+ c: this.captured.c,
p: this.captured.p
})
],
- vanish: [],
- drag: {c: this.captured.c, p: this.captured.p}
+ vanish: []
});
+ res.drag = {c: this.captured.c, p: this.captured.p};
+ return res;
}
return null;
}
// Setup the initial random-or-not (asymmetric-or-not) position
genRandInitFen(seed) {
- Random.setSeed(seed);
-
let fen, flags = "0707";
if (!this.options.randomness)
// Deterministic:
else {
// Randomize
- let pieces = { w: new Array(8), b: new Array(8) };
+ Random.setSeed(seed);
+ let pieces = {w: new Array(8), b: new Array(8)};
flags = "";
// Shuffle pieces on first (and last rank if randomness == 2)
for (let c of ["w", "b"]) {
parts.push(`"flags":"${flags}"`);
if (this.hasEnpassant)
parts.push('"enpassant":"-"');
- if (this.hasReserve)
+ if (this.hasReserveFen)
parts.push('"reserve":"000000000000"');
if (this.options["crazyhouse"])
parts.push('"ispawn":"-"');
parts.push(`"flags":"${this.getFlagsFen()}"`);
if (this.hasEnpassant)
parts.push(`"enpassant":"${this.getEnpassantFen()}"`);
- if (this.hasReserve)
+ if (this.hasReserveFen)
parts.push(`"reserve":"${this.getReserveFen()}"`);
if (this.options["crazyhouse"])
parts.push(`"ispawn":"${this.getIspawnFen()}"`);
return fen;
}
+ static FenEmptySquares(count) {
+ // if more than 9 consecutive free spaces, break the integer,
+ // otherwise FEN parsing will fail.
+ if (count <= 9)
+ return count;
+ // Most boards of size < 18:
+ if (count <= 18)
+ return "9" + (count - 9);
+ // Except Gomoku:
+ return "99" + (count - 18);
+ }
+
// Position part of the FEN string
getPosition() {
- const format = (count) => {
- // if more than 9 consecutive free spaces, break the integer,
- // otherwise FEN parsing will fail.
- if (count <= 9)
- return count;
- // Most boards of size < 18:
- if (count <= 18)
- return "9" + (count - 9);
- // Except Gomoku:
- return "99" + (count - 18);
- };
let position = "";
for (let i = 0; i < this.size.y; i++) {
let emptyCount = 0;
else {
if (emptyCount > 0) {
// Add empty squares in-between
- position += format(emptyCount);
+ position += C.FenEmptySquares(emptyCount);
emptyCount = 0;
}
position += this.board2fen(this.board[i][j]);
}
if (emptyCount > 0)
// "Flush remainder"
- position += format(emptyCount);
+ position += C.FenEmptySquares(emptyCount);
if (i < this.size.y - 1)
position += "/"; //separate rows
}
constructor(o) {
this.options = o.options;
+ // Fill missing options (always the case if random challenge)
+ (V.Options.select || []).concat(V.Options.input || []).forEach(opt => {
+ if (this.options[opt.variable] === undefined)
+ this.options[opt.variable] = opt.defaut;
+ });
+ if (o.genFenOnly)
+ // This object will be used only for initial FEN generation
+ return;
this.playerColor = o.color;
this.afterPlay = o.afterPlay; //trigger some actions after playing a move
// Fen string fully describes the game state
if (!o.fen)
o.fen = this.genRandInitFen(o.seed);
- const fenParsed = this.parseFen(o.fen);
- this.board = this.getBoard(fenParsed.position);
- this.turn = fenParsed.turn;
- this.movesCount = parseInt(fenParsed.movesCount, 10);
- this.setOtherVariables(fenParsed);
+ this.re_initFromFen(o.fen);
// Graphical (can use variables defined above)
this.containerId = o.element;
+ this.isDiagram = o.diagram;
this.graphicalInit();
}
+ re_initFromFen(fen, oldBoard) {
+ const fenParsed = this.parseFen(fen);
+ this.board = oldBoard || this.getBoard(fenParsed.position);
+ this.turn = fenParsed.turn;
+ this.movesCount = parseInt(fenParsed.movesCount, 10);
+ this.setOtherVariables(fenParsed);
+ }
+
// Turn position fen into double array ["wb","wp","bk",...]
getBoard(position) {
const rows = position.split("/");
this.initReserves(fenParsed.reserve);
if (this.options["crazyhouse"])
this.initIspawn(fenParsed.ispawn);
- this.subTurn = 1; //may be unused
if (this.options["teleport"]) {
this.subTurnTeleport = 1;
this.captured = null;
this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
this.updateEnlightened();
}
+ this.subTurn = 1; //may be unused
+ if (!this.moveStack) //avoid resetting (unwanted)
+ this.moveStack = [];
}
- updateEnlightened() {
- this.oldEnlightened = this.enlightened;
- this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
- // Add pieces positions + all squares reachable by moves (includes Zen):
- for (let x=0; x<this.size.x; x++) {
- for (let y=0; y<this.size.y; y++) {
- if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
- {
- this.enlightened[x][y] = true;
- this.getPotentialMovesFrom([x, y]).forEach(m => {
- this.enlightened[m.end.x][m.end.y] = true;
- });
- }
- }
- }
- if (this.epSquare)
- this.enlightEnpassant();
- }
-
- // Include square of the en-passant capturing square:
- enlightEnpassant() {
- // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
- const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
- for (let step of steps) {
- const x = this.epSquare.x - step[0],
- y = this.computeY(this.epSquare.y - step[1]);
- if (
- this.onBoard(x, y) &&
- this.getColor(x, y) == this.playerColor &&
- this.getPieceType(x, y) == "p"
- ) {
- this.enlightened[x][this.epSquare.y] = true;
- break;
- }
- }
- }
-
- // ordering as in pieces() p,r,n,b,q,k (+ count in base 30 if needed)
+ // ordering as in pieces() p,r,n,b,q,k
initReserves(reserveStr) {
- const counts = reserveStr.split("").map(c => parseInt(c, 30));
+ const counts = reserveStr.split("").map(c => parseInt(c, 36));
this.reserve = { w: {}, b: {} };
const pieceName = ['p', 'r', 'n', 'b', 'q', 'k'];
const L = pieceName.length;
this.ispawn = {};
}
+ ////////////////
+ // VISUAL UTILS
+
+ getPieceWidth(rwidth) {
+ return (rwidth / this.size.y);
+ }
+
+ getReserveSquareSize(rwidth, nbR) {
+ const sqSize = this.getPieceWidth(rwidth);
+ return Math.min(sqSize, rwidth / nbR);
+ }
+
+ getReserveNumId(color, piece) {
+ return `${this.containerId}|rnum-${color}${piece}`;
+ }
+
getNbReservePieces(color) {
return (
Object.values(this.reserve[color]).reduce(
(oldV,newV) => oldV + (this.reserve[c][newV] > 0 ? 1 : 0), 0);
}
- //////////////
- // VISUAL PART
+ static AddClass_es(piece, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => {
+ piece.classList.add(cl);
+ });
+ }
- getPieceWidth(rwidth) {
- return (rwidth / this.size.y);
+ static RemoveClass_es(piece, class_es) {
+ if (!Array.isArray(class_es))
+ class_es = [class_es];
+ class_es.forEach(cl => {
+ piece.classList.remove(cl);
+ });
}
- getReserveSquareSize(rwidth, nbR) {
- const sqSize = this.getPieceWidth(rwidth);
- return Math.min(sqSize, rwidth / nbR);
+ // Generally light square bottom-right
+ getSquareColorClass(x, y) {
+ return ((x+y) % 2 == 0 ? "light-square": "dark-square");
}
- getReserveNumId(color, piece) {
- return `${this.containerId}|rnum-${color}${piece}`;
+ getMaxDistance(r) {
+ // Works for all rectangular boards:
+ return Math.sqrt(r.width ** 2 + r.height ** 2);
+ }
+
+ getDomPiece(x, y) {
+ return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
}
+ //////////////////
+ // VISUAL METHODS
+
graphicalInit() {
// NOTE: not window.onresize = this.re_drawBoardElts because scope (this)
window.onresize = () => this.re_drawBoardElements();
- this.re_drawBoardElements();
- this.initMouseEvents();
- const chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
- new ResizeObserver(this.rescale).observe(chessboard);
+ const g_init = () => {
+ this.re_drawBoardElements();
+ if (!this.isDiagram)
+ this.initMouseEvents();
+ };
+ let container = document.getElementById(this.containerId);
+ if (container.getBoundingClientRect().width == 0) {
+ // Element not ready yet
+ let ro = new ResizeObserver(() => {
+ ro.unobserve(container);
+ g_init();
+ });
+ ro.observe(container);
+ }
+ else
+ g_init();
}
re_drawBoardElements() {
const board = this.getSvgChessboard();
const oppCol = C.GetOppCol(this.playerColor);
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
+ const container = document.getElementById(this.containerId);
+ const rc = container.getBoundingClientRect();
+ let chessboard = container.querySelector(".chessboard");
chessboard.innerHTML = "";
chessboard.insertAdjacentHTML('beforeend', board);
// Compare window ratio width / height to aspectRatio:
- const windowRatio = window.innerWidth / window.innerHeight;
+ const windowRatio = rc.width / rc.height;
let cbWidth, cbHeight;
- if (windowRatio <= this.size.ratio) {
+ const vRatio = this.size.ratio || 1;
+ if (windowRatio <= vRatio) {
// Limiting dimension is width:
- cbWidth = Math.min(window.innerWidth, 767);
- cbHeight = cbWidth / this.size.ratio;
+ cbWidth = Math.min(rc.width, 767);
+ cbHeight = cbWidth / vRatio;
}
else {
// Limiting dimension is height:
- cbHeight = Math.min(window.innerHeight, 767);
- cbWidth = cbHeight * this.size.ratio;
+ cbHeight = Math.min(rc.height, 767);
+ cbWidth = cbHeight * vRatio;
}
- if (this.reserve) {
+ if (this.hasReserve) {
const sqSize = cbWidth / this.size.y;
// NOTE: allocate space for reserves (up/down) even if they are empty
// Cannot use getReserveSquareSize() here, but sqSize is an upper bound.
- if ((window.innerHeight - cbHeight) / 2 < sqSize + 5) {
- cbHeight = window.innerHeight - 2 * (sqSize + 5);
- cbWidth = cbHeight * this.size.ratio;
+ if ((rc.height - cbHeight) / 2 < sqSize + 5) {
+ cbHeight = rc.height - 2 * (sqSize + 5);
+ cbWidth = cbHeight * vRatio;
}
}
chessboard.style.width = cbWidth + "px";
chessboard.style.height = cbHeight + "px";
// Center chessboard:
- const spaceLeft = (window.innerWidth - cbWidth) / 2,
- spaceTop = (window.innerHeight - cbHeight) / 2;
+ const spaceLeft = (rc.width - cbWidth) / 2,
+ spaceTop = (rc.height - cbHeight) / 2;
chessboard.style.left = spaceLeft + "px";
chessboard.style.top = spaceTop + "px";
// Give sizes instead of recomputing them,
const flipped = (this.playerColor == 'b');
let board = `
<svg
- viewBox="0 0 80 80"
- class="chessboard_SVG">
- <g>`;
+ viewBox="0 0 ${10*this.size.y} ${10*this.size.x}"
+ class="chessboard_SVG">`;
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
const ii = (flipped ? this.size.x - 1 - i : i);
if (this.enlightened && !this.enlightened[ii][jj])
classes += " in-shadow";
// NOTE: x / y reversed because coordinates system is reversed.
- board += `<rect
- class="${classes}"
- id="${this.coordsToId({x: ii, y: jj})}"
- width="10"
- height="10"
- x="${10*j}"
- y="${10*i}" />`;
+ board += `
+ <rect
+ class="${classes}"
+ id="${this.coordsToId({x: ii, y: jj})}"
+ width="10"
+ height="10"
+ x="${10*j}"
+ y="${10*i}"
+ />`;
}
}
- board += "</g></svg>";
+ board += "</svg>";
return board;
}
- // Generally light square bottom-right
- getSquareColorClass(x, y) {
- return ((x+y) % 2 == 0 ? "light-square": "dark-square");
- }
-
setupPieces(r) {
+ // TODO: d_pieces : only markers (for diagrams) / also in rescale()
if (this.g_pieces) {
// Refreshing: delete old pieces first
for (let i=0; i<this.size.x; i++) {
const color = this.getColor(i, j);
const piece = this.getPiece(i, j);
this.g_pieces[i][j] = document.createElement("piece");
- this.g_pieces[i][j].classList.add(this.pieces()[piece]["class"]);
+ C.AddClass_es(this.g_pieces[i][j],
+ this.pieces(color, i, j)[piece]["class"]);
this.g_pieces[i][j].classList.add(C.GetColorClass(color));
this.g_pieces[i][j].style.width = pieceWidth + "px";
this.g_pieces[i][j].style.height = pieceWidth + "px";
- const [ip, jp] = this.getPixelPosition(i, j, r);
- this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
+ let [ip, jp] = this.getPixelPosition(i, j, r);
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[i][j].style.transform =
+ `translate(${ip - r.x}px,${jp - r.y}px)`;
if (this.enlightened && !this.enlightened[i][j])
this.g_pieces[i][j].classList.add("hidden");
chessboard.appendChild(this.g_pieces[i][j]);
}
}
}
- if (this.reserve)
+ if (this.hasReserve)
this.re_drawReserve(['w', 'b'], r);
}
- // NOTE: assume !!this.reserve
+ // NOTE: assume this.reserve != null
re_drawReserve(colors, r) {
if (this.r_pieces) {
// Remove (old) reserve pieces
for (let c of colors) {
- if (!this.reserve[c])
- continue;
- Object.keys(this.reserve[c]).forEach(p => {
- if (this.r_pieces[c][p]) {
- this.r_pieces[c][p].remove();
- delete this.r_pieces[c][p];
- const numId = this.getReserveNumId(c, p);
- document.getElementById(numId).remove();
- }
+ Object.keys(this.r_pieces[c]).forEach(p => {
+ this.r_pieces[c][p].remove();
+ delete this.r_pieces[c][p];
+ const numId = this.getReserveNumId(c, p);
+ document.getElementById(numId).remove();
});
- let reservesDiv = document.getElementById("reserves_" + c);
- if (reservesDiv)
- reservesDiv.remove();
}
}
else
- this.r_pieces = { 'w': {}, 'b': {} };
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
+ this.r_pieces = { w: {}, b: {} };
+ let container = document.getElementById(this.containerId);
if (!r)
- r = chessboard.getBoundingClientRect();
+ r = container.querySelector(".chessboard").getBoundingClientRect();
for (let c of colors) {
+ let reservesDiv = document.getElementById("reserves_" + c);
+ if (reservesDiv)
+ reservesDiv.remove();
if (!this.reserve[c])
continue;
const nbR = this.getNbReservePieces(c);
// NOTE: +1 fix display bug on Firefox at least
rcontainer.style.width = (nbR * sqResSize + 1) + "px";
rcontainer.style.height = sqResSize + "px";
- chessboard.appendChild(rcontainer);
+ container.appendChild(rcontainer);
for (let p of Object.keys(this.reserve[c])) {
if (this.reserve[c][p] == 0)
continue;
r_cell.style.height = sqResSize + "px";
rcontainer.appendChild(r_cell);
let piece = document.createElement("piece");
- const pieceSpec = this.pieces()[p];
- piece.classList.add(pieceSpec["class"]);
+ C.AddClass_es(piece, this.pieces(c, c, p)[p]["class"]);
piece.classList.add(C.GetColorClass(c));
piece.style.width = "100%";
piece.style.height = "100%";
}
}
- // Apply diff this.enlightened --> oldEnlightened on board
- graphUpdateEnlightened() {
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
- const r = chessboard.getBoundingClientRect();
- const pieceWidth = this.getPieceWidth(r.width);
- for (let x=0; x<this.size.x; x++) {
- for (let y=0; y<this.size.y; y++) {
- if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId({x: x, y: y}));
- elt.classList.add("in-shadow");
- if (this.g_pieces[x][y])
- this.g_pieces[x][y].classList.add("hidden");
- }
- else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
- let elt = document.getElementById(this.coordsToId({x: x, y: y}));
- elt.classList.remove("in-shadow");
- if (this.g_pieces[x][y])
- this.g_pieces[x][y].classList.remove("hidden");
- }
- }
- }
- }
-
- // After resize event: no need to destroy/recreate pieces
- rescale() {
+ // Resize board: no need to destroy/recreate pieces
+ rescale(mode) {
const container = document.getElementById(this.containerId);
- if (!container)
- return; //useful at initial loading
let chessboard = container.querySelector(".chessboard");
- const r = chessboard.getBoundingClientRect();
- const newRatio = r.width / r.height;
- let newWidth = r.width,
- newHeight = r.height;
- if (newRatio > this.size.ratio) {
- newWidth = r.height * this.size.ratio;
- chessboard.style.width = newWidth + "px";
- }
- else if (newRatio < this.size.ratio) {
- newHeight = r.width / this.size.ratio;
- chessboard.style.height = newHeight + "px";
- }
- const newX = (window.innerWidth - newWidth) / 2;
+ const rc = container.getBoundingClientRect(),
+ r = chessboard.getBoundingClientRect();
+ const multFact = (mode == "up" ? 1.05 : 0.95);
+ let [newWidth, newHeight] = [multFact * r.width, multFact * r.height];
+ // Stay in window:
+ const vRatio = this.size.ratio || 1;
+ if (newWidth > rc.width) {
+ newWidth = rc.width;
+ newHeight = newWidth / vRatio;
+ }
+ if (newHeight > rc.height) {
+ newHeight = rc.height;
+ newWidth = newHeight * vRatio;
+ }
+ chessboard.style.width = newWidth + "px";
+ chessboard.style.height = newHeight + "px";
+ const newX = (rc.width - newWidth) / 2;
chessboard.style.left = newX + "px";
- const newY = (window.innerHeight - newHeight) / 2;
+ const newY = (rc.height - newHeight) / 2;
chessboard.style.top = newY + "px";
- const newR = { x: newX, y: newY, width: newWidth, height: newHeight };
+ const newR = {x: newX, y: newY, width: newWidth, height: newHeight};
const pieceWidth = this.getPieceWidth(newWidth);
- for (let i=0; i < this.size.x; i++) {
- for (let j=0; j < this.size.y; j++) {
- if (this.g_pieces[i][j]) {
- // NOTE: could also use CSS transform "scale"
- this.g_pieces[i][j].style.width = pieceWidth + "px";
- this.g_pieces[i][j].style.height = pieceWidth + "px";
- const [ip, jp] = this.getPixelPosition(i, j, newR);
- this.g_pieces[i][j].style.transform = `translate(${ip}px,${jp}px)`;
+ // NOTE: next "if" for variants which use squares filling
+ // instead of "physical", moving pieces
+ if (this.g_pieces) {
+ for (let i=0; i < this.size.x; i++) {
+ for (let j=0; j < this.size.y; j++) {
+ if (this.g_pieces[i][j]) {
+ // NOTE: could also use CSS transform "scale"
+ this.g_pieces[i][j].style.width = pieceWidth + "px";
+ this.g_pieces[i][j].style.height = pieceWidth + "px";
+ const [ip, jp] = this.getPixelPosition(i, j, newR);
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[i][j].style.transform =
+ `translate(${ip - newX}px,${jp - newY}px)`;
+ }
}
}
}
- if (this.reserve)
+ if (this.hasReserve)
this.rescaleReserve(newR);
}
}
}
- // Return the absolute pixel coordinates (on board) given current position.
+ // Return the absolute pixel coordinates given current position.
// Our coordinate system differs from CSS one (x <--> y).
// We return here the CSS coordinates (more useful).
getPixelPosition(i, j, r) {
x = (flipped ? this.size.y - 1 - j : j) * sqSize;
y = (flipped ? this.size.x - 1 - i : i) * sqSize;
}
- return [x, y];
+ return [r.x + x, r.y + y];
}
initMouseEvents() {
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
+ let container = document.getElementById(this.containerId);
+ let chessboard = container.querySelector(".chessboard");
const getOffset = e => {
if (e.clientX)
const centerOnCursor = (piece, e) => {
const centerShift = this.getPieceWidth(r.width) / 2;
const offset = getOffset(e);
- piece.style.left = (offset.x - r.x - centerShift) + "px";
- piece.style.top = (offset.y - r.y - centerShift) + "px";
+ piece.style.left = (offset.x - centerShift) + "px";
+ piece.style.top = (offset.y - centerShift) + "px";
}
let start = null,
if (cd) {
const move = this.doClick(cd);
if (move)
- this.playPlusVisual(move);
- else {
+ this.buildMoveStack(move, r);
+ else if (!this.clickOnly) {
const [x, y] = Object.values(cd);
if (typeof x != "number")
startPiece = this.r_pieces[x][y];
curPiece.style.width = pieceWidth + "px";
curPiece.style.height = pieceWidth + "px";
centerOnCursor(curPiece, e);
- chessboard.appendChild(curPiece);
+ container.appendChild(curPiece);
startPiece.style.opacity = "0.4";
chessboard.style.cursor = "none";
}
};
const mouseup = (e) => {
- const newR = chessboard.getBoundingClientRect();
- if (newR.width != r.width || newR.height != r.height) {
- this.rescale();
- return;
- }
if (!start)
return;
const [x, y] = [start.x, start.y];
if (moves.length >= 2)
this.showChoices(moves, r);
else if (moves.length == 1)
- this.playPlusVisual(moves[0], r);
+ this.buildMoveStack(moves[0], r);
}
curPiece.remove();
};
+ const resize = (e) => this.rescale(e.deltaY < 0 ? "up" : "down");
+
if ('onmousedown' in window) {
- document.addEventListener("mousedown", mousedown);
- document.addEventListener("mousemove", mousemove);
- document.addEventListener("mouseup", mouseup);
+ this.mouseListeners = [
+ {type: "mousedown", listener: mousedown},
+ {type: "mousemove", listener: mousemove},
+ {type: "mouseup", listener: mouseup},
+ {type: "wheel", listener: resize}
+ ];
+ this.mouseListeners.forEach(ml => {
+ document.addEventListener(ml.type, ml.listener);
+ });
}
if ('ontouchstart' in window) {
- // https://stackoverflow.com/a/42509310/12660887
- document.addEventListener("touchstart", mousedown, {passive: false});
- document.addEventListener("touchmove", mousemove, {passive: false});
- document.addEventListener("touchend", mouseup, {passive: false});
+ this.touchListeners = [
+ {type: "touchstart", listener: mousedown},
+ {type: "touchmove", listener: mousemove},
+ {type: "touchend", listener: mouseup}
+ ];
+ this.touchListeners.forEach(tl => {
+ // https://stackoverflow.com/a/42509310/12660887
+ document.addEventListener(tl.type, tl.listener, {passive: false});
+ });
}
// TODO: onpointerdown/move/up ? See reveal.js /controllers/touch.js
}
+ removeListeners() {
+ if (this.isDiagram)
+ return; //no listeners in this case
+ if ('onmousedown' in window) {
+ this.mouseListeners.forEach(ml => {
+ document.removeEventListener(ml.type, ml.listener);
+ });
+ }
+ if ('ontouchstart' in window) {
+ this.touchListeners.forEach(tl => {
+ // https://stackoverflow.com/a/42509310/12660887
+ document.removeEventListener(tl.type, tl.listener);
+ });
+ }
+ }
+
showChoices(moves, r) {
let container = document.getElementById(this.containerId);
let chessboard = container.querySelector(".chessboard");
let choices = document.createElement("div");
choices.id = "choices";
+ if (!r)
+ r = chessboard.getBoundingClientRect();
choices.style.width = r.width + "px";
choices.style.height = r.height + "px";
choices.style.left = r.x + "px";
const callback = (m) => {
chessboard.style.opacity = "1";
container.removeChild(choices);
- this.playPlusVisual(m, r);
+ this.buildMoveStack(m, r);
}
for (let i=0; i < moves.length; i++) {
let choice = document.createElement("div");
choice.style.backgroundColor = "lightyellow";
choice.onclick = () => callback(moves[i]);
const piece = document.createElement("piece");
- const pieceSpec = this.pieces()[moves[i].appear[0].p];
- piece.classList.add(pieceSpec["class"]);
+ const cdisp = moves[i].choice || moves[i].appear[0].p;
+ C.AddClass_es(piece,
+ this.pieces(color, moves[i].end.x, moves[i].end.y)[cdisp]["class"]);
piece.classList.add(C.GetColorClass(color));
piece.style.width = "100%";
piece.style.height = "100%";
}
}
+ ////////////////
+ // DARK METHODS
+
+ updateEnlightened() {
+ this.oldEnlightened = this.enlightened;
+ this.enlightened = ArrayFun.init(this.size.x, this.size.y, false);
+ // Add pieces positions + all squares reachable by moves (includes Zen):
+ for (let x=0; x<this.size.x; x++) {
+ for (let y=0; y<this.size.y; y++) {
+ if (this.board[x][y] != "" && this.getColor(x, y) == this.playerColor)
+ {
+ this.enlightened[x][y] = true;
+ this.getPotentialMovesFrom([x, y]).forEach(m => {
+ this.enlightened[m.end.x][m.end.y] = true;
+ });
+ }
+ }
+ }
+ if (this.epSquare)
+ this.enlightEnpassant();
+ }
+
+ // Include square of the en-passant capturing square:
+ enlightEnpassant() {
+ // NOTE: shortcut, pawn has only one attack type, doesn't depend on square
+ const steps = this.pieces(this.playerColor)["p"].attack[0].steps;
+ for (let step of steps) {
+ const x = this.epSquare.x - step[0],
+ y = this.getY(this.epSquare.y - step[1]);
+ if (
+ this.onBoard(x, y) &&
+ this.getColor(x, y) == this.playerColor &&
+ this.getPieceType(x, y) == "p"
+ ) {
+ this.enlightened[x][this.epSquare.y] = true;
+ break;
+ }
+ }
+ }
+
+ // Apply diff this.enlightened --> oldEnlightened on board
+ graphUpdateEnlightened() {
+ let chessboard =
+ document.getElementById(this.containerId).querySelector(".chessboard");
+ const r = chessboard.getBoundingClientRect();
+ const pieceWidth = this.getPieceWidth(r.width);
+ for (let x=0; x<this.size.x; x++) {
+ for (let y=0; y<this.size.y; y++) {
+ if (!this.enlightened[x][y] && this.oldEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
+ elt.classList.add("in-shadow");
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.add("hidden");
+ }
+ else if (this.enlightened[x][y] && !this.oldEnlightened[x][y]) {
+ let elt = document.getElementById(this.coordsToId({x: x, y: y}));
+ elt.classList.remove("in-shadow");
+ if (this.g_pieces[x][y])
+ this.g_pieces[x][y].classList.remove("hidden");
+ }
+ }
+ }
+ }
+
//////////////
// BASIC UTILS
return {
x: 8,
y: 8,
- ratio: 1 //for rectangular board = y / x
+ ratio: 1 //for rectangular board = y / x (optional, 1 = default)
};
}
- // Color of thing on square (i,j). 'undefined' if square is empty
+ // Color of thing on square (i,j). '' if square is empty
getColor(i, j) {
if (typeof i == "string")
return i; //reserves
}
static GetColorClass(c) {
- return (c == 'w' ? "white" : "black");
+ if (c == 'w')
+ return "white";
+ if (c == 'b')
+ return "black";
+ return "other-color"; //unidentified color
}
- // Assume square i,j isn't empty
+ // Piece on i,j. '' if square is empty
getPiece(i, j) {
if (typeof j == "string")
return j; //reserves
}
// Piece type on square (i,j)
- getPieceType(i, j) {
- const p = this.getPiece(i, j);
- return C.CannibalKings[p] || p; //a cannibal king move as...
+ getPieceType(x, y, p) {
+ if (!p)
+ p = this.getPiece(x, y);
+ return this.pieces()[p].moveas || p;
+ }
+
+ isKing(x, y, p) {
+ if (!p)
+ p = this.getPiece(x, y);
+ if (!this.options["cannibal"])
+ return p == 'k';
+ return !!C.CannibalKings[p];
}
// Get opponent color
return (color == "w" ? "b" : "w");
}
- // Can thing on square1 capture (no return) thing on square2?
- canTake([x1, y1], [x2, y2]) {
- return (this.getColor(x1, y1) !== this.getColor(x2, y2));
- }
-
// Is (x,y) on the chessboard?
onBoard(x, y) {
return (x >= 0 && x < this.size.x &&
pieces(color, x, y) {
const pawnShift = (color == "w" ? -1 : 1);
- const initRank = ((color == 'w' && x == 6) || (color == 'b' && x == 1));
+ // NOTE: jump 2 squares from first rank (pawns can be here sometimes)
+ const initRank = ((color == 'w' && x >= 6) || (color == 'b' && x <= 1));
return {
'p': {
"class": "pawn",
}
]
},
- // rook
'r': {
"class": "rook",
moves: [
{steps: [[0, 1], [0, -1], [1, 0], [-1, 0]]}
]
},
- // knight
'n': {
"class": "knight",
moves: [
}
]
},
- // bishop
'b': {
"class": "bishop",
moves: [
{steps: [[1, 1], [1, -1], [-1, 1], [-1, -1]]}
]
},
- // queen
'q': {
"class": "queen",
moves: [
}
]
},
- // king
'k': {
"class": "king",
moves: [
};
}
- ////////////////////
- // MOVES GENERATION
-
- // For Cylinder: get Y coordinate
- computeY(y) {
- if (!this.options["cylinder"])
- return y;
- let res = y % this.size.y;
- if (res < 0)
- res += this.size.y;
- return res;
- }
-
+ // NOTE: using special symbols to not interfere with variants' pieces codes
+ static get CannibalKings() {
+ return {
+ "!": "p",
+ "#": "r",
+ "$": "n",
+ "%": "b",
+ "*": "q",
+ "k": "k"
+ };
+ }
+
+ static get CannibalKingCode() {
+ return {
+ "p": "!",
+ "r": "#",
+ "n": "$",
+ "b": "%",
+ "q": "*",
+ "k": "k"
+ };
+ }
+
+ //////////////////////////
+ // MOVES GENERATION UTILS
+
+ // For Cylinder: get Y coordinate
+ getY(y) {
+ if (!this.options["cylinder"])
+ return y;
+ let res = y % this.size.y;
+ if (res < 0)
+ res += this.size.y;
+ return res;
+ }
+
+ getSegments(curSeg, segStart, segEnd) {
+ if (curSeg.length == 0)
+ return undefined;
+ let segments = JSON.parse(JSON.stringify(curSeg)); //not altering
+ segments.push([[segStart[0], segStart[1]], [segEnd[0], segEnd[1]]]);
+ return segments;
+ }
+
+ getStepSpec(color, x, y, piece) {
+ return this.pieces(color, x, y)[piece || this.getPieceType(x, y)];
+ }
+
+ // Can thing on square1 capture thing on square2?
+ canTake([x1, y1], [x2, y2]) {
+ return this.getColor(x1, y1) !== this.getColor(x2, y2);
+ }
+
+ canStepOver(i, j, p) {
+ // In some variants, objects on boards don't stop movement (Chakart)
+ return this.board[i][j] == "";
+ }
+
+ canDrop([c, p], [i, j]) {
+ return (
+ this.board[i][j] == "" &&
+ (!this.enlightened || this.enlightened[i][j]) &&
+ (
+ p != "p" ||
+ (c == 'w' && i < this.size.x - 1) ||
+ (c == 'b' && i > 0)
+ )
+ );
+ }
+
+ // For Madrasi:
+ // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
+ isImmobilized([x, y]) {
+ if (!this.options["madrasi"])
+ return false;
+ const color = this.getColor(x, y);
+ const oppCol = C.GetOppCol(color);
+ const piece = this.getPieceType(x, y);
+ const stepSpec = this.getStepSpec(color, x, y, piece);
+ const attacks = stepSpec.attack || stepSpec.moves;
+ for (let a of attacks) {
+ outerLoop: for (let step of a.steps) {
+ let [i, j] = [x + step[0], y + step[1]];
+ let stepCounter = 1;
+ while (this.onBoard(i, j) && this.board[i][j] == "") {
+ if (a.range <= stepCounter++)
+ continue outerLoop;
+ i += step[0];
+ j = this.getY(j + step[1]);
+ }
+ if (
+ this.onBoard(i, j) &&
+ this.getColor(i, j) == oppCol &&
+ this.getPieceType(i, j) == piece
+ ) {
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+
// Stop at the first capture found
atLeastOneCapture(color) {
- color = color || this.turn;
const oppCol = C.GetOppCol(color);
- for (let i = 0; i < this.size.x; i++) {
- for (let j = 0; j < this.size.y; j++) {
- if (this.board[i][j] != "" && this.getColor(i, j) == color) {
- const allSpecs = this.pieces(color, i, j)
- let specs = allSpecs[this.getPieceType(i, j)];
- const attacks = specs.attack || specs.moves;
- for (let a of attacks) {
- outerLoop: for (let step of a.steps) {
- let [ii, jj] = [i + step[0], this.computeY(j + step[1])];
- let stepCounter = 1;
- while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
- if (a.range <= stepCounter++)
- continue outerLoop;
- ii += step[0];
- jj = this.computeY(jj + step[1]);
- }
- if (
- this.onBoard(ii, jj) &&
- this.getColor(ii, jj) == oppCol &&
- this.filterValid(
- [this.getBasicMove([i, j], [ii, jj])]
- ).length >= 1
- ) {
- return true;
- }
- }
+ const allowed = (sq1, sq2) => {
+ return (
+ // NOTE: canTake is reversed for Zen.
+ // Generally ok because of the symmetry. TODO?
+ this.canTake(sq1, sq2) &&
+ this.filterValid(
+ [this.getBasicMove(sq1, sq2)]).length >= 1
+ );
+ };
+ for (let i=0; i<this.size.x; i++) {
+ for (let j=0; j<this.size.y; j++) {
+ if (this.getColor(i, j) == color) {
+ if (
+ (
+ !this.options["zen"] &&
+ this.findDestSquares(
+ [i, j],
+ {
+ attackOnly: true,
+ one: true,
+ segments: this.options["cylinder"]
+ },
+ allowed
+ )
+ )
+ ||
+ (
+ (
+ this.options["zen"] &&
+ this.findCapturesOn(
+ [i, j],
+ {
+ one: true,
+ segments: this.options["cylinder"]
+ },
+ allowed
+ )
+ )
+ )
+ ) {
+ return true;
}
}
}
return false;
}
+ compatibleStep([x1, y1], [x2, y2], step, range) {
+ const epsilon = 1e-7; //arbitrary small value
+ let shifts = [0];
+ if (this.options["cylinder"])
+ Array.prototype.push.apply(shifts, [-this.size.y, this.size.y]);
+ for (let sh of shifts) {
+ const rx = (x2 - x1) / step[0],
+ ry = (y2 + sh - y1) / step[1];
+ if (
+ // Zero step but non-zero interval => impossible
+ (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
+ (!Number.isFinite(ry) && !Number.isNaN(ry)) ||
+ // Negative number of step (impossible)
+ (rx < 0 || ry < 0) ||
+ // Not the same number of steps in both directions:
+ (!Number.isNaN(rx) && !Number.isNaN(ry) && Math.abs(rx - ry) > epsilon)
+ ) {
+ continue;
+ }
+ let distance = (Number.isNaN(rx) ? ry : rx);
+ if (Math.abs(distance - Math.round(distance)) > epsilon)
+ continue;
+ distance = Math.round(distance); //in case of (numerical...)
+ if (!range || range >= distance)
+ return true;
+ }
+ return false;
+ }
+
+ ////////////////////
+ // MOVES GENERATION
+
getDropMovesFrom([c, p]) {
// NOTE: by design, this.reserve[c][p] >= 1 on user click
- // (but not necessarily otherwise)
+ // (but not necessarily otherwise: atLeastOneMove() etc)
if (this.reserve[c][p] == 0)
return [];
let moves = [];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
- if (
- this.board[i][j] == "" &&
- (!this.enlightened || this.enlightened[i][j]) &&
- (
- p != "p" ||
- (c == 'w' && i < this.size.x - 1) ||
- (c == 'b' && i > 0)
- )
- ) {
- moves.push(
- new Move({
- start: {x: c, y: p},
- end: {x: i, y: j},
- appear: [new PiPo({x: i, y: j, c: c, p: p})],
- vanish: []
- })
- );
+ if (this.canDrop([c, p], [i, j])) {
+ let mv = new Move({
+ start: {x: c, y: p},
+ end: {x: i, y: j},
+ appear: [new PiPo({x: i, y: j, c: c, p: p})],
+ vanish: []
+ });
+ if (this.board[i][j] != "") {
+ mv.vanish.push(new PiPo({
+ x: i,
+ y: j,
+ c: this.getColor(i, j),
+ p: this.getPiece(i, j)
+ }));
+ }
+ moves.push(mv);
}
}
}
}
// All possible moves from selected square
- getPotentialMovesFrom(sq, color) {
+ getPotentialMovesFrom([x, y], color) {
if (this.subTurnTeleport == 2)
return [];
- if (typeof sq[0] == "string")
- return this.getDropMovesFrom(sq);
- if (this.isImmobilized(sq))
+ if (typeof x == "string")
+ return this.getDropMovesFrom([x, y]);
+ if (this.isImmobilized([x, y]))
return [];
- const piece = this.getPieceType(sq[0], sq[1]);
- let moves = this.getPotentialMovesOf(piece, sq);
- if (
- piece == "p" &&
- this.hasEnpassant &&
- this.epSquare
- ) {
- Array.prototype.push.apply(moves, this.getEnpassantCaptures(sq));
- }
+ const piece = this.getPieceType(x, y);
+ let moves = this.getPotentialMovesOf(piece, [x, y]);
+ if (piece == "p" && this.hasEnpassant && this.epSquare)
+ Array.prototype.push.apply(moves, this.getEnpassantCaptures([x, y]));
if (
- piece == "k" &&
- this.hasCastle &&
+ piece == "k" && this.hasCastle &&
this.castleFlags[color || this.turn].some(v => v < this.size.y)
) {
- Array.prototype.push.apply(moves, this.getCastleMoves(sq));
+ Array.prototype.push.apply(moves, this.getCastleMoves([x, y]));
}
return this.postProcessPotentialMoves(moves);
}
const color = this.getColor(moves[0].start.x, moves[0].start.y);
const oppCol = C.GetOppCol(color);
- if (this.options["capture"] && this.atLeastOneCapture())
+ if (this.options["capture"] && this.atLeastOneCapture(color))
moves = this.capturePostProcess(moves, oppCol);
if (this.options["atomic"])
- this.atomicPostProcess(moves, oppCol);
+ this.atomicPostProcess(moves, color, oppCol);
if (
moves.length > 0 &&
this.pawnPostProcess(moves, color, oppCol);
}
- if (
- this.options["cannibal"] &&
- this.options["rifle"]
- ) {
+ if (this.options["cannibal"] && this.options["rifle"])
// In this case a rifle-capture from last rank may promote a pawn
- this.riflePromotePostProcess(moves);
- }
+ this.riflePromotePostProcess(moves, color);
return moves;
}
});
}
- atomicPostProcess(moves, oppCol) {
+ atomicPostProcess(moves, color, oppCol) {
moves.forEach(m => {
if (
this.board[m.end.x][m.end.y] != "" &&
[1, 0],
[1, 1]
];
+ let mNext = new Move({
+ start: m.end,
+ end: m.end,
+ appear: [],
+ vanish: []
+ });
for (let step of steps) {
let x = m.end.x + step[0];
- let y = this.computeY(m.end.y + step[1]);
+ let y = this.getY(m.end.y + step[1]);
if (
this.onBoard(x, y) &&
this.board[x][y] != "" &&
+ (x != m.start.x || y != m.start.y) &&
this.getPieceType(x, y) != "p"
) {
- m.vanish.push(
+ mNext.vanish.push(
new PiPo({
p: this.getPiece(x, y),
c: this.getColor(x, y),
);
}
}
- if (!this.options["rifle"])
- m.appear.pop(); //nothing appears
+ if (!this.options["rifle"]) {
+ // The moving piece also vanish
+ mNext.vanish.unshift(
+ new PiPo({
+ x: m.end.x,
+ y: m.end.y,
+ c: color,
+ p: this.getPiece(m.start.x, m.start.y)
+ })
+ );
+ }
+ m.next = mNext;
}
});
}
Array.prototype.push.apply(moves, moreMoves);
}
- riflePromotePostProcess(moves) {
+ riflePromotePostProcess(moves, color) {
const lastRank = (color == "w" ? 0 : this.size.x - 1);
let newMoves = [];
moves.forEach(m => {
Array.prototype.push.apply(moves, newMoves);
}
- // NOTE: using special symbols to not interfere with variants' pieces codes
- static get CannibalKings() {
- return {
- "!": "p",
- "#": "r",
- "$": "n",
- "%": "b",
- "*": "q",
- "k": "k"
- };
- }
-
- static get CannibalKingCode() {
- return {
- "p": "!",
- "r": "#",
- "n": "$",
- "b": "%",
- "q": "*",
- "k": "k"
- };
- }
-
- isKing(symbol) {
- return !!C.CannibalKings[symbol];
- }
-
- // For Madrasi:
- // (redefined in Baroque etc, where Madrasi condition doesn't make sense)
- isImmobilized([x, y]) {
- if (!this.options["madrasi"])
- return false;
+ // Generic method to find possible moves of "sliding or jumping" pieces
+ getPotentialMovesOf(piece, [x, y]) {
const color = this.getColor(x, y);
- const oppCol = C.GetOppCol(color);
- const piece = this.getPieceType(x, y); //ok not cannibal king
- const stepSpec = this.pieces(color, x, y)[piece];
- const attacks = stepSpec.attack || stepSpec.moves;
- for (let a of attacks) {
- outerLoop: for (let step of a.steps) {
- let [i, j] = [x + step[0], y + step[1]];
- let stepCounter = 1;
- while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (a.range <= stepCounter++)
- continue outerLoop;
- i += step[0];
- j = this.computeY(j + step[1]);
- }
- if (
- this.onBoard(i, j) &&
- this.getColor(i, j) == oppCol &&
- this.getPieceType(i, j) == piece
- ) {
- return true;
+ const stepSpec = this.getStepSpec(color, x, y, piece);
+ let squares = [];
+ if (stepSpec.attack) {
+ squares = this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ segments: this.options["cylinder"],
+ stepSpec: stepSpec
+ },
+ ([i1, j1], [i2, j2]) => {
+ return (
+ (!this.options["zen"] || this.isKing(i2, j2)) &&
+ this.canTake([i1, j1], [i2, j2])
+ );
}
+ );
+ }
+ const noSpecials = this.findDestSquares(
+ [x, y],
+ {
+ moveOnly: !!stepSpec.attack || this.options["zen"],
+ segments: this.options["cylinder"],
+ stepSpec: stepSpec
+ }
+ );
+ Array.prototype.push.apply(squares, noSpecials);
+ if (this.options["zen"]) {
+ let zenCaptures = this.findCapturesOn(
+ [x, y],
+ {}, //byCol: default is ok
+ ([i1, j1], [i2, j2]) =>
+ !this.isKing(i1, j1) && this.canTake([i2, j2], [i1, j1])
+ );
+ // Technical step: segments (if any) are reversed
+ if (this.options["cylinder"]) {
+ zenCaptures.forEach(z => {
+ z.segments = z.segments.reverse().map(s => s.reverse())
+ });
}
+ Array.prototype.push.apply(squares, zenCaptures);
}
- return false;
+ if (
+ this.options["recycle"] ||
+ (this.options["teleport"] && this.subTurnTeleport == 1)
+ ) {
+ const selfCaptures = this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ segments: this.options["cylinder"],
+ stepSpec: stepSpec
+ },
+ ([i1, j1], [i2, j2]) =>
+ this.getColor(i2, j2) == color && !this.isKing(i2, j2)
+ );
+ Array.prototype.push.apply(squares, selfCaptures);
+ }
+ return squares.map(s => {
+ let mv = this.getBasicMove([x, y], s.sq);
+ if (this.options["cylinder"] && s.segments.length >= 2)
+ mv.segments = s.segments;
+ return mv;
+ });
}
- // Generic method to find possible moves of "sliding or jumping" pieces
- getPotentialMovesOf(piece, [x, y]) {
- const color = this.getColor(x, y);
- const stepSpec = this.pieces(color, x, y)[piece];
- let moves = [];
- let explored = {}; //for Cylinder mode
-
- const findAddMoves = (type, stepArray) => {
+ findDestSquares([x, y], o, allowed) {
+ if (!allowed)
+ allowed = (sq1, sq2) => this.canTake(sq1, sq2);
+ const apparentPiece = this.getPiece(x, y); //how it looks
+ let res = [];
+ // Next 3 for Cylinder mode: (unused if !o.segments)
+ let explored = {};
+ let segments = [];
+ let segStart = [];
+ const addSquare = ([i, j]) => {
+ let elt = {sq: [i, j]};
+ if (o.segments)
+ elt.segments = this.getSegments(segments, segStart, end);
+ res.push(elt);
+ };
+ const exploreSteps = (stepArray) => {
for (let s of stepArray) {
- // TODO: if jump in y (computeY, Cylinder), move.segments
outerLoop: for (let step of s.steps) {
- let [i, j] = [x + step[0], this.computeY(y + step[1])];
- let stepCounter = 1;
- while (this.onBoard(i, j) && this.board[i][j] == "") {
- if (type != "attack" && !explored[i + "." + j]) {
+ if (o.segments) {
+ segments = [];
+ segStart = [x, y];
+ }
+ let [i, j] = [x, y];
+ let stepCounter = 0;
+ while (
+ this.onBoard(i, j) &&
+ ((i == x && j == y) || this.canStepOver(i, j, apparentPiece))
+ ) {
+ if (!explored[i + "." + j] && (i != x || j != y)) {
explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
+ if (
+ !o.captureTarget ||
+ (o.captureTarget[0] == i && o.captureTarget[1] == j)
+ ) {
+ if (o.one && !o.attackOnly)
+ return true;
+ if (!o.attackOnly)
+ addSquare(!o.captureTarget ? [i, j] : [x, y]);
+ if (o.captureTarget)
+ return res[0];
+ }
}
if (s.range <= stepCounter++)
continue outerLoop;
+ const oldIJ = [i, j];
i += step[0];
- j = this.computeY(j + step[1]);
+ j = this.getY(j + step[1]);
+ if (o.segments && Math.abs(j - oldIJ[1]) > 1) {
+ // Boundary between segments (cylinder mode)
+ segments.push([[segStart[0], segStart[1]], oldIJ]);
+ segStart = [i, j];
+ }
}
if (!this.onBoard(i, j))
continue;
const pieceIJ = this.getPieceType(i, j);
- if (
- type != "moveonly" &&
- !explored[i + "." + j] &&
- (
- !this.options["zen"] ||
- pieceIJ == "k"
- ) &&
- (
- this.canTake([x, y], [i, j]) ||
- (
- (this.options["recycle"] || this.options["teleport"]) &&
- pieceIJ != "k"
- )
- )
- ) {
+ if (!explored[i + "." + j]) {
explored[i + "." + j] = true;
- moves.push(this.getBasicMove([x, y], [i, j]));
+ if (allowed([x, y], [i, j])) {
+ if (o.one && !o.moveOnly)
+ return true;
+ if (!o.moveOnly)
+ addSquare(!o.captureTarget ? [i, j] : [x, y]);
+ if (
+ o.captureTarget &&
+ o.captureTarget[0] == i && o.captureTarget[1] == j
+ ) {
+ return res[0];
+ }
+ }
}
}
}
+ return undefined; //default, but let's explicit it
};
-
- const specialAttack = !!stepSpec.attack;
- if (specialAttack)
- findAddMoves("attack", stepSpec.attack);
- findAddMoves(specialAttack ? "moveonly" : "all", stepSpec.moves);
- if (this.options["zen"])
- Array.prototype.push.apply(moves, this.findCapturesOn([x, y], true));
- return moves;
+ if (o.captureTarget)
+ return exploreSteps(o.captureSteps)
+ else {
+ const stepSpec =
+ o.stepSpec || this.getStepSpec(this.getColor(x, y), x, y);
+ let outOne = false;
+ if (!o.attackOnly || !stepSpec.attack)
+ outOne = exploreSteps(stepSpec.moves);
+ if (!outOne && !o.moveOnly && !!stepSpec.attack) {
+ o.attackOnly = true; //ok because o is always a temporary object
+ outOne = exploreSteps(stepSpec.attack);
+ }
+ return (o.one ? outOne : res);
+ }
}
- findCapturesOn([x, y], zen) {
- let moves = [];
- // Find reverse captures (opponent takes)
- const color = this.getColor(x, y);
- const oppCol = C.GetOppCol(color);
+ // Search for enemy (or not) pieces attacking [x, y]
+ findCapturesOn([x, y], o, allowed) {
+ if (!o.byCol)
+ o.byCol = [C.GetOppCol(this.getColor(x, y) || this.turn)];
+ let res = [];
for (let i=0; i<this.size.x; i++) {
for (let j=0; j<this.size.y; j++) {
+ const colIJ = this.getColor(i, j);
if (
this.board[i][j] != "" &&
- this.canTake([i, j], [x, y]) &&
+ o.byCol.includes(colIJ) &&
!this.isImmobilized([i, j])
) {
- if (zen && this.isKing(this.getPiece(i, j)))
- continue; //king not captured in this way
- const stepSpec = this.pieces(oppCol, i, j)[this.getPieceType(i, j)];
+ const apparentPiece = this.getPiece(i, j);
+ // Quick check: does this potential attacker target x,y ?
+ if (this.canStepOver(x, y, apparentPiece))
+ continue;
+ const stepSpec = this.getStepSpec(colIJ, i, j);
const attacks = stepSpec.attack || stepSpec.moves;
for (let a of attacks) {
for (let s of a.steps) {
// Quick check: if step isn't compatible, don't even try
- if (!C.CompatibleStep([i, j], [x, y], s, a.range))
+ if (!this.compatibleStep([i, j], [x, y], s, a.range))
continue;
// Finally verify that nothing stand in-between
- let [ii, jj] = [i + s[0], this.computeY(j + s[1])];
- let stepCounter = 1;
- while (this.onBoard(ii, jj) && this.board[ii][jj] == "") {
- ii += s[0];
- jj = this.computeY(jj + s[1]);
- }
- if (ii == x && jj == y) {
- moves.push(this.getBasicMove([x, y], [i, j]));
- if (!zen)
- return moves; //test for underCheck
+ const out = this.findDestSquares(
+ [i, j],
+ {
+ captureTarget: [x, y],
+ captureSteps: [{steps: [s], range: a.range}],
+ segments: o.segments,
+ attackOnly: true,
+ one: false //one and captureTarget are mutually exclusive
+ },
+ allowed
+ );
+ if (out) {
+ if (o.one)
+ return true;
+ res.push(out);
}
}
}
}
}
}
- return moves;
- }
-
- static CompatibleStep([x1, y1], [x2, y2], step, range) {
- const rx = (x2 - x1) / step[0],
- ry = (y2 - y1) / step[1];
- if (
- (!Number.isFinite(rx) && !Number.isNaN(rx)) ||
- (!Number.isFinite(ry) && !Number.isNaN(ry))
- ) {
- return false;
- }
- let distance = (Number.isNaN(rx) ? ry : rx);
- // TODO: 1e-7 here is totally arbitrary
- if (Math.abs(distance - Math.round(distance)) > 1e-7)
- return false;
- distance = Math.round(distance); //in case of (numerical...)
- if (range < distance)
- return false;
- return true;
+ return (o.one ? false : res);
}
// Build a regular move from its initial and destination squares.
})
);
if (this.options["cannibal"] && destColor != initColor) {
- const lastIdx = mv.vanish.length - 1;
+ const lastIdx = mv.vanish.length - 1; //think "Rifle+Cannibal"
let trPiece = mv.vanish[lastIdx].p;
- if (this.isKing(this.getPiece(sx, sy)))
+ if (this.isKing(sx, sy))
trPiece = C.CannibalKingCode[trPiece];
if (mv.appear.length >= 1)
mv.appear[0].p = trPiece;
s.y == e.y &&
Math.abs(s.x - e.x) == 2 &&
// Next conditions for variants like Atomic or Rifle, Recycle...
- (move.appear.length > 0 && move.appear[0].p == "p") &&
- (move.vanish.length > 0 && move.vanish[0].p == "p")
+ (
+ move.appear.length > 0 &&
+ this.getPieceType(0, 0, move.appear[0].p) == 'p'
+ )
+ &&
+ (
+ move.vanish.length > 0 &&
+ this.getPieceType(0, 0, move.vanish[0].p) == 'p'
+ )
) {
return {
x: (s.x + e.x) / 2,
const color = this.getColor(x, y);
const shiftX = (color == 'w' ? -1 : 1);
const oppCol = C.GetOppCol(color);
- let enpassantMove = null;
if (
- !!this.epSquare &&
+ this.epSquare &&
this.epSquare.x == x + shiftX &&
- Math.abs(this.computeY(this.epSquare.y - y)) == 1 &&
- this.getColor(x, this.epSquare.y) == oppCol //Doublemove guard...
+ Math.abs(this.getY(this.epSquare.y - y)) == 1 &&
+ // Doublemove (and Progressive?) guards:
+ this.board[this.epSquare.x][this.epSquare.y] == "" &&
+ this.getColor(x, this.epSquare.y) == oppCol
) {
const [epx, epy] = [this.epSquare.x, this.epSquare.y];
- this.board[epx][epy] = oppCol + "p";
- enpassantMove = this.getBasicMove([x, y], [epx, epy]);
+ this.board[epx][epy] = oppCol + 'p';
+ let enpassantMove = this.getBasicMove([x, y], [epx, epy]);
this.board[epx][epy] = "";
const lastIdx = enpassantMove.vanish.length - 1; //think Rifle
enpassantMove.vanish[lastIdx].x = x;
+ return [enpassantMove];
}
- return !!enpassantMove ? [enpassantMove] : [];
+ return [];
}
- // "castleInCheck" arg to let some variants castle under check
- getCastleMoves([x, y], finalSquares, castleInCheck, castleWith) {
+ getCastleMoves([x, y], finalSquares, castleWith) {
const c = this.getColor(x, y);
// Castling ?
if (
this.board[x][rookPos] == "" ||
this.getColor(x, rookPos) != c ||
- (!!castleWith && !castleWith.includes(castlingPiece))
+ (castleWith && !castleWith.includes(castlingPiece))
) {
// Rook is not here, or changed color (see Benedict)
continue;
let i = y;
do {
if (
- (!castleInCheck && this.underCheck([x, i], oppCol)) ||
+ // NOTE: next weird test because underCheck() verification
+ // will be executed in filterValid() later.
+ (
+ i != finalSquares[castleSide][0] &&
+ this.underCheck([x, i], oppCol)
+ )
+ ||
(
this.board[x][i] != "" &&
// NOTE: next check is enough, because of chessboard constraints
}
}
- // If this code is reached, castle is valid
+ // If this code is reached, castle is potentially valid
moves.push(
new Move({
appear: [
////////////////////
// MOVES VALIDATION
- // Is (king at) given position under check by "color" ?
- underCheck([x, y], color) {
+ // Is piece (or square) at given position attacked by "oppCol" ?
+ underAttack([x, y], oppCol) {
+ // An empty square is considered as king,
+ // since it's used only in getCastleMoves (TODO?)
+ const king = this.board[x][y] == "" || this.isKing(x, y);
+ return (
+ (
+ (!this.options["zen"] || king) &&
+ this.findCapturesOn(
+ [x, y],
+ {
+ byCol: [oppCol],
+ segments: this.options["cylinder"],
+ one: true
+ }
+ )
+ )
+ ||
+ (
+ (!!this.options["zen"] && !king) &&
+ this.findDestSquares(
+ [x, y],
+ {
+ attackOnly: true,
+ segments: this.options["cylinder"],
+ one: true
+ },
+ ([i1, j1], [i2, j2]) => this.getColor(i2, j2) == oppCol
+ )
+ )
+ );
+ }
+
+ underCheck([x, y], oppCol) {
if (this.options["taking"] || this.options["dark"])
return false;
- return (this.findCapturesOn([x, y]).length >= 1);
+ return this.underAttack([x, y], oppCol);
}
// Stop at first king found (TODO: multi-kings)
searchKingPos(color) {
for (let i=0; i < this.size.x; i++) {
for (let j=0; j < this.size.y; j++) {
- if (this.getColor(i, j) == color && this.isKing(this.getPiece(i, j)))
+ if (this.getColor(i, j) == color && this.isKing(i, j))
return [i, j];
}
}
return [-1, -1]; //king not found
}
- filterValid(moves) {
- if (moves.length == 0)
- return [];
- const color = this.turn;
+ // 'color' arg because some variants (e.g. Refusal) check opponent moves
+ filterValid(moves, color) {
+ if (!color)
+ color = this.turn;
const oppCol = C.GetOppCol(color);
- if (this.options["balance"] && [1, 3].includes(this.movesCount)) {
- // Forbid moves either giving check or exploding opponent's king:
- const oppKingPos = this.searchKingPos(oppCol);
- moves = moves.filter(m => {
- if (
- m.vanish.some(v => v.c == oppCol && v.p == "k") &&
- m.appear.every(a => a.c != oppCol || a.p != "k")
- )
- return false;
- this.playOnBoard(m);
- const res = !this.underCheck(oppKingPos, color);
- this.undoOnBoard(m);
- return res;
- });
- }
- if (this.options["taking"] || this.options["dark"])
- return moves;
const kingPos = this.searchKingPos(color);
let filtered = {}; //avoid re-checking similar moves (promotions...)
return moves.filter(m => {
this.playOnBoard(m);
let square = kingPos,
res = true; //a priori valid
- if (m.vanish.some(v => {
- return C.CannibalKings[v.p] && v.c == color;
- })) {
+ if (m.vanish.some(v => this.isKing(0, 0, v.p) && v.c == color)) {
// Search king in appear array:
const newKingIdx =
- m.appear.findIndex(a => {
- return C.CannibalKings[a.p] && a.c == color;
- });
+ m.appear.findIndex(a => this.isKing(0, 0, a.p) && a.c == color);
if (newKingIdx >= 0)
square = [m.appear[newKingIdx].x, m.appear[newKingIdx].y];
else
/////////////////
// MOVES PLAYING
- // Aggregate flags into one object
- aggregateFlags() {
- return this.castleFlags;
- }
-
- // Reverse operation
- disaggregateFlags(flags) {
- this.castleFlags = flags;
- }
-
// Apply a move on board
playOnBoard(move) {
for (let psq of move.vanish)
updateCastleFlags(move) {
// Update castling flags if start or arrive from/at rook/king locations
move.appear.concat(move.vanish).forEach(psq => {
- if (
- this.board[psq.x][psq.y] != "" &&
- this.getPieceType(psq.x, psq.y) == "k"
- ) {
+ if (this.isKing(0, 0, psq.p))
this.castleFlags[psq.c] = [this.size.y, this.size.y];
- }
// NOTE: not "else if" because king can capture enemy rook...
let c = "";
if (psq.x == 0)
if (
this.hasCastle &&
// If flags already off, no need to re-check:
- Object.keys(this.castleFlags).some(c => {
- return this.castleFlags[c].some(val => val < this.size.y)})
+ Object.values(this.castleFlags).some(cvals =>
+ cvals.some(val => val < this.size.y))
) {
this.updateCastleFlags(move);
}
const destSquare = C.CoordsToSquare(move.end);
if (
this.ispawn[initSquare] ||
- (move.vanish[0].p == "p" && move.appear[0].p != "p")
+ (move.vanish[0].p == 'p' && move.appear[0].p != 'p')
) {
this.ispawn[destSquare] = true;
}
this.ispawn[destSquare] &&
this.getColor(move.end.x, move.end.y) != move.vanish[0].c
) {
- move.vanish[1].p = "p";
+ move.vanish[1].p = 'p';
delete this.ispawn[destSquare];
}
}
postPlay(move) {
const color = this.turn;
- const oppCol = C.GetOppCol(color);
if (this.options["dark"])
this.updateEnlightened();
if (this.options["teleport"]) {
if (
this.subTurnTeleport == 1 &&
move.vanish.length > move.appear.length &&
- move.vanish[move.vanish.length - 1].c == color
+ move.vanish[1].c == color
) {
const v = move.vanish[move.vanish.length - 1];
this.captured = {x: v.x, y: v.y, c: v.c, p: v.p};
this.subTurnTeleport = 1;
this.captured = null;
}
- if (this.options["balance"]) {
- if (![1, 3].includes(this.movesCount))
- this.turn = oppCol;
+ if (this.isLastMove(move)) {
+ this.turn = C.GetOppCol(color);
+ this.movesCount++;
+ this.subTurn = 1;
}
- else {
- if (
- (
- this.options["doublemove"] &&
- this.movesCount >= 1 &&
- this.subTurn == 1
- ) ||
- (this.options["progressive"] && this.subTurn <= this.movesCount)
- ) {
- const oppKingPos = this.searchKingPos(oppCol);
- if (
- oppKingPos[0] >= 0 &&
- (
- this.options["taking"] ||
- !this.underCheck(oppKingPos, color)
- )
- ) {
- this.subTurn++;
- return;
- }
- }
- this.turn = oppCol;
- }
- this.movesCount++;
- this.subTurn = 1;
+ else if (!move.next)
+ this.subTurn++;
+ }
+
+ isLastMove(move) {
+ if (move.next)
+ return false;
+ const color = this.turn;
+ const oppKingPos = this.searchKingPos(C.GetOppCol(color));
+ if (oppKingPos[0] < 0 || this.underCheck(oppKingPos, color))
+ return true;
+ return (
+ (
+ !this.options["balance"] ||
+ ![1, 2].includes(this.movesCount) ||
+ this.subTurn == 2
+ )
+ &&
+ (
+ !this.options["doublemove"] ||
+ this.movesCount == 0 ||
+ this.subTurn == 2
+ )
+ &&
+ (
+ !this.options["progressive"] ||
+ this.subTurn == this.movesCount + 1
+ )
+ );
}
// "Stop at the first move found"
atLeastOneMove(color) {
- color = color || this.turn;
for (let i = 0; i < this.size.x; i++) {
for (let j = 0; j < this.size.y; j++) {
if (this.board[i][j] != "" && this.getColor(i, j) == color) {
return (color == "w" ? "0-1" : "1-0");
if (kingPos[1][0] < 0)
return (color == "w" ? "1-0" : "0-1");
- if (this.atLeastOneMove())
+ if (this.atLeastOneMove(color))
return "*";
// No valid move: stalemate or checkmate?
- if (!this.underCheck(kingPos[0], color))
+ if (!this.underCheck(kingPos[0], oppCol))
return "1/2";
// OK, checkmate
return (color == "w" ? "0-1" : "1-0");
playVisual(move, r) {
move.vanish.forEach(v => {
- // TODO: next "if" shouldn't be required
- if (this.g_pieces[v.x][v.y])
- this.g_pieces[v.x][v.y].remove();
+ this.g_pieces[v.x][v.y].remove();
this.g_pieces[v.x][v.y] = null;
});
let chessboard =
const pieceWidth = this.getPieceWidth(r.width);
move.appear.forEach(a => {
this.g_pieces[a.x][a.y] = document.createElement("piece");
- this.g_pieces[a.x][a.y].classList.add(this.pieces()[a.p]["class"]);
- this.g_pieces[a.x][a.y].classList.add(a.c == "w" ? "white" : "black");
+ C.AddClass_es(this.g_pieces[a.x][a.y],
+ this.pieces(a.c, a.x, a.y)[a.p]["class"]);
+ this.g_pieces[a.x][a.y].classList.add(C.GetColorClass(a.c));
this.g_pieces[a.x][a.y].style.width = pieceWidth + "px";
this.g_pieces[a.x][a.y].style.height = pieceWidth + "px";
const [ip, jp] = this.getPixelPosition(a.x, a.y, r);
- this.g_pieces[a.x][a.y].style.transform = `translate(${ip}px,${jp}px)`;
+ // Translate coordinates to use chessboard as reference:
+ this.g_pieces[a.x][a.y].style.transform =
+ `translate(${ip - r.x}px,${jp - r.y}px)`;
if (this.enlightened && !this.enlightened[a.x][a.y])
this.g_pieces[a.x][a.y].classList.add("hidden");
chessboard.appendChild(this.g_pieces[a.x][a.y]);
this.graphUpdateEnlightened();
}
- playPlusVisual(move, r) {
+ // TODO: send stack receive stack, or allow incremental? (good/bad points)
+ buildMoveStack(move, r) {
+ this.moveStack.push(move);
+ this.computeNextMove(move);
this.play(move);
- this.playVisual(move, r);
- this.afterPlay(move); //user method
- }
-
- getMaxDistance(rwidth) {
- // Works for all rectangular boards:
- return Math.sqrt(rwidth ** 2 + (rwidth / this.size.ratio) ** 2);
- }
-
- getDomPiece(x, y) {
- return (typeof x == "string" ? this.r_pieces : this.g_pieces)[x][y];
+ const newTurn = this.turn;
+ if (this.moveStack.length == 1)
+ this.playVisual(move, r);
+ if (move.next) {
+ this.gameState = {
+ fen: this.getFen(),
+ board: JSON.parse(JSON.stringify(this.board)) //easier
+ };
+ this.buildMoveStack(move.next, r);
+ }
+ else {
+ if (this.moveStack.length == 1) {
+ // Usual case (one normal move)
+ this.afterPlay(this.moveStack, newTurn, {send: true, res: true});
+ this.moveStack = []
+ }
+ else {
+ this.afterPlay(this.moveStack, newTurn, {send: true, res: false});
+ this.re_initFromFen(this.gameState.fen, this.gameState.board);
+ this.playReceivedMove(this.moveStack.slice(1), () => {
+ this.afterPlay(this.moveStack, newTurn, {send: false, res: true});
+ this.moveStack = []
+ });
+ }
+ }
}
- animate(move, callback) {
- if (this.noAnimate || move.noAnimate) {
- callback();
- return;
- }
- let movingPiece = this.getDomPiece(move.start.x, move.start.y);
- if (!movingPiece) { //TODO this shouldn't be required
- callback();
- return;
+ // Implemented in variants using (automatic) moveStack
+ computeNextMove(move) {}
+
+ animateMoving(start, end, drag, segments, cb) {
+ let initPiece = this.getDomPiece(start.x, start.y);
+ // NOTE: cloning often not required, but light enough, and simpler
+ let movingPiece = initPiece.cloneNode();
+ initPiece.style.opacity = "0";
+ let container =
+ document.getElementById(this.containerId)
+ const r = container.querySelector(".chessboard").getBoundingClientRect();
+ if (typeof start.x == "string") {
+ // Need to bound width/height (was 100% for reserve pieces)
+ const pieceWidth = this.getPieceWidth(r.width);
+ movingPiece.style.width = pieceWidth + "px";
+ movingPiece.style.height = pieceWidth + "px";
}
- const initTransform = movingPiece.style.transform;
- let chessboard =
- document.getElementById(this.containerId).querySelector(".chessboard");
- const r = chessboard.getBoundingClientRect();
- const [ix, iy] = this.getPixelPosition(move.start.x, move.start.y, r);
- const maxDist = this.getMaxDistance(r.width);
- // NOTE: move.drag could be generalized per-segment (usage?)
- if (move.drag) {
- // Drag something else: require cloning
- movingPiece = movingPiece.cloneNode();
- const pieces = this.pieces();
- const startCode = this.getPiece(move.start.x, move.start.y);
- movingPiece.classList.remove(pieces[startCode]["class"]);
- movingPiece.classList.add(pieces[move.drag.p]["class"]);
- const apparentColor = this.getColor(move.start.x, move.start.y);
- if (apparentColor != move.drag.c) {
+ const maxDist = this.getMaxDistance(r);
+ const apparentColor = this.getColor(start.x, start.y);
+ const pieces = this.pieces(apparentColor, start.x, start.y);
+ if (drag) {
+ const startCode = this.getPiece(start.x, start.y);
+ C.RemoveClass_es(movingPiece, pieces[startCode]["class"]);
+ C.AddClass_es(movingPiece, pieces[drag.p]["class"]);
+ if (apparentColor != drag.c) {
movingPiece.classList.remove(C.GetColorClass(apparentColor));
- movingPiece.classList.add(C.GetColorClass(move.drag.c));
+ movingPiece.classList.add(C.GetColorClass(drag.c));
}
- chessboard.appendChild(movingPiece);
}
+ container.appendChild(movingPiece);
const animateSegment = (index, cb) => {
- const [i1, j1] = move.segments[index][0];
- const [i2, j2] = move.segments[index][1];
+ // NOTE: move.drag could be generalized per-segment (usage?)
+ const [i1, j1] = segments[index][0];
+ const [i2, j2] = segments[index][1];
const dep = this.getPixelPosition(i1, j1, r);
const arr = this.getPixelPosition(i2, j2, r);
+ movingPiece.style.transitionDuration = "0s";
+ movingPiece.style.transform = `translate(${dep[0]}px, ${dep[1]}px)`;
const distance =
Math.sqrt((arr[0] - dep[0]) ** 2 + (arr[1] - dep[1]) ** 2);
const duration = 0.2 + (distance / maxDist) * 0.3;
- movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`;
- movingPiece.style.transitionDuration = duration + "s";
- setTimeout(cb, duration * 1000);
+ // TODO: unclear why we need this new delay below:
+ setTimeout(() => {
+ movingPiece.style.transitionDuration = duration + "s";
+ // movingPiece is child of container: no need to adjust coordinates
+ movingPiece.style.transform = `translate(${arr[0]}px, ${arr[1]}px)`;
+ setTimeout(cb, duration * 1000);
+ }, 50);
};
- if (!move.segments) {
- move.segments = [
- [[move.start.x, move.start.y], [move.end.x, move.end.y]]
- ];
- }
let index = 0;
const animateSegmentCallback = () => {
- if (index < move.segments.length)
+ if (index < segments.length)
animateSegment(index++, animateSegmentCallback);
else {
- if (move.drag)
- movingPiece.remove();
- else {
- movingPiece.style.transform = initTransform;
- movingPiece.style.transitionDuration = "0s";
- }
- callback();
+ movingPiece.remove();
+ initPiece.style.opacity = "1";
+ cb();
}
};
animateSegmentCallback();
}
+ // Input array of objects with at least fields x,y (e.g. PiPo)
+ animateFading(arr, cb) {
+ const animLength = 350; //TODO: 350ms? More? Less?
+ arr.forEach(v => {
+ let fadingPiece = this.getDomPiece(v.x, v.y);
+ fadingPiece.style.transitionDuration = (animLength / 1000) + "s";
+ fadingPiece.style.opacity = "0";
+ });
+ setTimeout(cb, animLength);
+ }
+
+ animate(move, callback) {
+ if (this.noAnimate || move.noAnimate) {
+ callback();
+ return;
+ }
+ let segments = move.segments;
+ if (!segments)
+ segments = [ [[move.start.x, move.start.y], [move.end.x, move.end.y]] ];
+ let targetObj = new TargetObj(callback);
+ if (move.start.x != move.end.x || move.start.y != move.end.y) {
+ targetObj.target++;
+ this.animateMoving(move.start, move.end, move.drag, segments,
+ () => targetObj.increment());
+ }
+ if (move.vanish.length > move.appear.length) {
+ const arr = move.vanish.slice(move.appear.length)
+ // Ignore disappearing pieces hidden by some appearing ones:
+ .filter(v => move.appear.every(a => a.x != v.x || a.y != v.y));
+ if (arr.length > 0) {
+ targetObj.target++;
+ this.animateFading(arr, () => targetObj.increment());
+ }
+ }
+ targetObj.target +=
+ this.customAnimate(move, segments, () => targetObj.increment());
+ if (targetObj.target == 0)
+ callback();
+ }
+
+ // Potential other animations (e.g. for Suction variant)
+ customAnimate(move, segments, cb) {
+ return 0; //nb of targets
+ }
+
playReceivedMove(moves, callback) {
const launchAnimation = () => {
const r = container.querySelector(".chessboard").getBoundingClientRect();