X-Git-Url: https://git.auder.net/variants/Baroque/current/gitweb.js?a=blobdiff_plain;ds=sidebyside;f=client%2Fsrc%2Fcomponents%2FBoard.vue;h=d45f33b8dbcc6834b21d057369eed1cb0d0b7537;hb=83cecc0fec143a6eac6f6632048d99398bd4c0da;hp=bf43051a410cf1bc19cee266a0f84ac164086ff4;hpb=71ef1664983cd58db3c3bbfdf6cb7c362474e9a5;p=vchess.git
diff --git a/client/src/components/Board.vue b/client/src/components/Board.vue
index bf43051a..d45f33b8 100644
--- a/client/src/components/Board.vue
+++ b/client/src/components/Board.vue
@@ -4,7 +4,7 @@ import { ArrayFun } from "@/utils/array";
import { store } from "@/store";
export default {
name: "my-board",
- // Last move cannot be guessed from here, and is required to highlight squares
+ // Last move cannot be guessed from here, and is required for highlights.
// vr: object to check moves, print board...
// userColor is left undefined for an external observer
props: [
@@ -19,21 +19,28 @@ export default {
],
data: function() {
return {
+ mobileBrowser: ("ontouchstart" in window),
possibleMoves: [], //filled after each valid click/dragstart
choices: [], //promotion pieces, or checkered captures... (as moves)
+ containerPos: null,
selectedPiece: null, //moving piece (or clicked piece)
- start: {}, //pixels coordinates + id of starting square (click or drag)
+ start: null, //pixels coordinates + id of starting square (click or drag)
+ startArrow: null,
+ movingArrow: null,
+ arrows: [], //object of {start: x,y / end: x,y}
+ circles: {}, //object of squares' ID --> true (TODO: use a set?)
+ click: "",
+ clickTime: 0,
settings: store.state.settings
};
},
render(h) {
if (!this.vr) {
// Return empty div of class 'game' to avoid error when setting size
- return h("div", {
- class: {
- game: true
- }
- });
+ return h(
+ "div",
+ { "class": { game: true } }
+ );
}
const [sizeX, sizeY] = [V.size.x, V.size.y];
// Precompute hints squares to facilitate rendering
@@ -47,83 +54,147 @@ export default {
incheckSq[sq[0]][sq[1]] = true;
});
+ let lm = this.lastMove;
+ // Precompute lastMove highlighting squares
+ const lmHighlights = {};
+ if (!!lm) {
+ if (!Array.isArray(lm)) lm = [lm];
+ lm.forEach(m => {
+ if (!m.start.noHighlight && V.OnBoard(m.start.x, m.start.y))
+ lmHighlights[m.start.x + sizeX * m.start.y] = true;
+ if (!m.end.noHighlight && V.OnBoard(m.end.x, m.end.y))
+ lmHighlights[m.end.x + sizeX * m.end.y] = true;
+ if (!!m.start.toplay)
+ // For Dice variant (at least?)
+ lmHighlights[m.start.toplay[0] + sizeX * m.start.toplay[1]] = true;
+ });
+ }
+ const showLight = (
+ this.settings.highlight &&
+ ["all", "highlight"].includes(V.ShowMoves)
+ );
+ const showCheck = (
+ this.settings.highlight &&
+ ["all", "highlight", "byrow"].includes(V.ShowMoves)
+ );
+ const orientation = !V.CanFlip ? "w" : this.orientation;
+ // Ensure that squares colors do not change when board is flipped
+ const lightSquareMod = (sizeX + sizeY) % 2;
+ const showPiece = (x, y) => {
+ return (
+ this.vr.board[x][y] != V.EMPTY &&
+ (!this.vr.enlightened || this.analyze || this.score != "*" ||
+ (!!this.userColor && this.vr.enlightened[this.userColor][x][y]))
+ );
+ };
+ const inHighlight = (x, y) => {
+ return showLight && !!lmHighlights[x + sizeX * y];
+ };
+ const inShadow = (x, y) => {
+ return (
+ !this.analyze &&
+ this.score == "*" &&
+ this.vr.enlightened &&
+ (!this.userColor || !this.vr.enlightened[this.userColor][x][y])
+ );
+ };
// Create board element (+ reserves if needed by variant)
- const lm = this.lastMove;
- const showLight = this.settings.highlight && V.ShowMoves == "all";
+ let elementArray = [];
const gameDiv = h(
"div",
{
- class: {
+ attrs: { id: "gamePosition" },
+ "class": {
game: true,
clearer: true
}
},
[...Array(sizeX).keys()].map(i => {
- let ci = !V.CanFlip || this.orientation == "w" ? i : sizeX - i - 1;
+ const ci = orientation == "w" ? i : sizeX - i - 1;
return h(
"div",
{
- class: {
+ "class": {
row: true
},
style: { opacity: this.choices.length > 0 ? "0.5" : "1" }
},
[...Array(sizeY).keys()].map(j => {
- let cj = !V.CanFlip || this.orientation == "w" ? j : sizeY - j - 1;
+ const cj = orientation == "w" ? j : sizeY - j - 1;
+ const squareId = "sq-" + ci + "-" + cj;
let elems = [];
- if (
- this.vr.board[ci][cj] != V.EMPTY &&
- (!this.vr.enlightened || this.analyze || this.score != "*" ||
- (!!this.userColor &&
- this.vr.enlightened[this.userColor][ci][cj]))
- ) {
+ if (showPiece(ci, cj)) {
+ let pieceSpecs = {
+ "class": {
+ piece: true,
+ ghost:
+ !!this.selectedPiece &&
+ this.selectedPiece.parentNode.id == squareId
+ },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getPpath(
+ this.vr.board[ci][cj],
+ // Extra args useful for some variants:
+ this.userColor,
+ this.score,
+ this.orientation) +
+ V.IMAGE_EXTENSION
+ }
+ };
+ if (this.arrows.length == 0)
+ pieceSpecs["style"] = { position: "absolute" };
+ elems.push(h("img", pieceSpecs));
+ }
+ if (this.settings.hints && hintSquares[ci][cj]) {
elems.push(
h("img", {
- class: {
- piece: true,
- ghost:
- !!this.selectedPiece &&
- this.selectedPiece.parentNode.id == "sq-" + ci + "-" + cj
+ "class": {
+ "mark-square": true
},
attrs: {
- src:
- "/images/pieces/" +
- this.vr.getPpath(this.vr.board[ci][cj], this.userColor, this.score) +
- ".svg"
+ src: "/images/mark.svg"
}
})
);
}
- if (this.settings.hints && hintSquares[ci][cj]) {
+ if (!!this.circles[squareId]) {
elems.push(
h("img", {
- class: {
- "mark-square": true
+ "class": {
+ "circle-square": true
},
attrs: {
- src: "/images/mark.svg"
+ src: "/images/circle.svg"
}
})
);
}
+ const oddity = (ci + cj) % 2;
+ const lightSquare = (
+ (!V.DarkBottomRight && oddity == lightSquareMod) ||
+ (V.DarkBottomRight && oddity != lightSquareMod)
+ );
return h(
"div",
{
- class: {
+ "class": {
board: true,
["board" + sizeY]: true,
- "light-square": (i + j) % 2 == 0,
- "dark-square": (i + j) % 2 == 1,
+ "light-square":
+ !V.Notoodark && lightSquare && !V.Monochrome,
+ "dark-square":
+ !V.Notoodark && (!lightSquare || !!V.Monochrome),
+ "middle-square": V.Notoodark,
[this.settings.bcolor]: true,
- "in-shadow":
- !this.analyze &&
- this.score == "*" &&
- this.vr.enlightened &&
- (!this.userColor ||
- !this.vr.enlightened[this.userColor][ci][cj]),
- highlight:
- showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
- incheck: showLight && incheckSq[ci][cj]
+ "in-shadow": inShadow(ci, cj),
+ "highlight": inHighlight(ci, cj),
+ "incheck-light":
+ showCheck && lightSquare && incheckSq[ci][cj],
+ "incheck-dark":
+ showCheck && !lightSquare && incheckSq[ci][cj],
+ "hover-highlight": this.vr.hoverHighlight(ci, cj)
},
attrs: {
id: getSquareId({ x: ci, y: cj })
@@ -135,146 +206,242 @@ export default {
);
})
);
- let elementArray = [gameDiv];
- const playingColor = this.userColor || "w"; //default for an observer
- if (this.vr.reserve) {
+ if (!!this.vr.reserve) {
+ const playingColor = this.userColor || "w"; //default for an observer
const shiftIdx = playingColor == "w" ? 0 : 1;
+ // Some variants have more than sizeY reserve pieces (Clorange: 10)
+ const reserveSquareNb = Math.max(sizeY, V.RESERVE_PIECES.length);
let myReservePiecesArray = [];
- for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
- myReservePiecesArray.push(
- h(
- "div",
- {
- class: { board: true, ["board" + sizeY]: true },
- attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) }
- },
- [
- h("img", {
- class: { piece: true, reserve: true },
- attrs: {
- src:
- "/images/pieces/" +
- this.vr.getReservePpath(i, playingColor) +
- ".svg"
- }
- }),
- h("sup", { class: { "reserve-count": true } }, [
- this.vr.reserve[playingColor][V.RESERVE_PIECES[i]]
- ])
- ]
- )
- );
+ if (!!this.vr.reserve[playingColor]) {
+ for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+ const qty = this.vr.reserve[playingColor][V.RESERVE_PIECES[i]];
+ myReservePiecesArray.push(
+ h(
+ "div",
+ {
+ "class": { board: true, ["board" + reserveSquareNb]: true },
+ attrs: { id: getSquareId({ x: sizeX + shiftIdx, y: i }) },
+ style: { opacity: qty > 0 ? 1 : 0.35 }
+ },
+ [
+ h("img", {
+ // NOTE: class "reserve" not used currently
+ "class": { piece: true, reserve: true },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getReservePpath(i, playingColor, orientation) +
+ ".svg"
+ }
+ }),
+ h(
+ "sup",
+ {
+ "class": { "reserve-count": true },
+ style: { top: "calc(100% + 5px)" }
+ },
+ [ qty ]
+ )
+ ]
+ )
+ );
+ }
}
let oppReservePiecesArray = [];
const oppCol = V.GetOppCol(playingColor);
- for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
- oppReservePiecesArray.push(
+ if (!!this.vr.reserve[oppCol]) {
+ for (let i = 0; i < V.RESERVE_PIECES.length; i++) {
+ const qty = this.vr.reserve[oppCol][V.RESERVE_PIECES[i]];
+ oppReservePiecesArray.push(
+ h(
+ "div",
+ {
+ "class": { board: true, ["board" + reserveSquareNb]: true },
+ attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) },
+ style: { opacity: qty > 0 ? 1 : 0.35 }
+ },
+ [
+ h("img", {
+ "class": { piece: true, reserve: true },
+ attrs: {
+ src:
+ "/images/pieces/" +
+ this.vr.getReservePpath(i, oppCol, orientation) +
+ ".svg"
+ }
+ }),
+ h(
+ "sup",
+ {
+ "class": { "reserve-count": true },
+ style: { top: "calc(100% + 5px)" }
+ },
+ [ qty ]
+ )
+ ]
+ )
+ );
+ }
+ }
+ const myReserveTop = (
+ (playingColor == 'w' && orientation == 'b') ||
+ (playingColor == 'b' && orientation == 'w')
+ );
+ const hasReserveTop = (
+ (myReserveTop && !!this.vr.reserve[playingColor]) ||
+ (!myReserveTop && !!this.vr.reserve[oppCol])
+ );
+ // "var" because must be reachable from outside this block
+ var hasReserveBottom = (
+ (myReserveTop && !!this.vr.reserve[oppCol]) ||
+ (!myReserveTop && !!this.vr.reserve[playingColor])
+ );
+ // Center reserves, assuming same number of pieces for each side:
+ const nbReservePieces = myReservePiecesArray.length;
+ const marginLeft =
+ ((100 - nbReservePieces * (100 / reserveSquareNb)) / 2) + "%";
+ if (hasReserveTop) {
+ var reserveTop =
h(
"div",
{
- class: { board: true, ["board" + sizeY]: true },
- attrs: { id: getSquareId({ x: sizeX + (1 - shiftIdx), y: i }) }
+ "class": {
+ game: true,
+ "reserve-div": true
+ },
+ style: {
+ "margin-left": marginLeft
+ }
},
[
- h("img", {
- class: { piece: true, reserve: true },
- attrs: {
- src:
- "/images/pieces/" +
- this.vr.getReservePpath(i, oppCol) +
- ".svg"
- }
- }),
- h("sup", { class: { "reserve-count": true } }, [
- this.vr.reserve[oppCol][V.RESERVE_PIECES[i]]
- ])
+ h(
+ "div",
+ {
+ "class": {
+ row: true,
+ "reserve-row": true
+ }
+ },
+ myReserveTop ? myReservePiecesArray : oppReservePiecesArray
+ )
]
- )
- );
+ );
}
- let reserves = h(
- "div",
- {
- class: {
- game: true,
- "reserve-div": true
- }
- },
- [
+ if (hasReserveBottom) {
+ var reserveBottom =
h(
"div",
{
- class: {
- row: true,
- "reserve-row-1": true
+ "class": {
+ game: true,
+ "reserve-div": true
+ },
+ style: {
+ "margin-left": marginLeft
}
},
- myReservePiecesArray
- ),
- h("div", { class: { row: true } }, oppReservePiecesArray)
- ]
- );
- elementArray.push(reserves);
+ [
+ h(
+ "div",
+ {
+ "class": {
+ row: true,
+ "reserve-row": true
+ }
+ },
+ myReserveTop ? oppReservePiecesArray : myReservePiecesArray
+ )
+ ]
+ );
+ }
+ if (hasReserveTop) elementArray.push(reserveTop);
}
- const boardElt = document.querySelector(".game");
+ elementArray.push(gameDiv);
+ if (!!this.vr.reserve && hasReserveBottom)
+ elementArray.push(reserveBottom);
+ const boardElt = document.getElementById("gamePosition");
+ // boardElt might be undefine (at first drawing)
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 maxNbeltsPerRow = Math.min(this.choices.length, sizeY);
+ let topOffset = offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2;
+ let choicesHeight = squareWidth;
+ if (this.choices.length >= sizeY) {
+ // A second row is required (Eightpieces variant)
+ topOffset -= squareWidth / 2;
+ choicesHeight *= 2;
+ }
const choices = h(
"div",
{
attrs: { id: "choices" },
- class: { row: true },
+ "class": { row: true },
style: {
- top: offset[0] + (sizeY / 2) * squareWidth - squareWidth / 2 + "px",
+ top: topOffset + "px",
left:
offset[1] +
- (squareWidth * (sizeY - this.choices.length)) / 2 +
+ (squareWidth * Math.max(sizeY - this.choices.length, 0)) / 2 +
"px",
- width: this.choices.length * squareWidth + "px",
- height: squareWidth + "px"
+ width: (maxNbeltsPerRow * squareWidth) + "px",
+ height: choicesHeight + "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/" +
- this.vr.getPpath(m.appear[0].c + m.appear[0].p) +
- ".svg"
+ [ h(
+ "div",
+ {
+ "class": { "full-width": true }
+ },
+ this.choices.map(m => {
+ // A "choice" is a move
+ const applyMove = (e) => {
+ e.stopPropagation();
+ // Force a delay between move is shown and clicked
+ // (otherwise a "double-click" bug might occur)
+ if (Date.now() - this.clickTime < 200) return;
+ this.choices = [];
+ this.play(m);
+ };
+ const stopPropagation = (e) => { e.stopPropagation(); }
+ const onClick =
+ this.mobileBrowser
+ // Must cancel mousedown logic:
+ ? { touchstart: stopPropagation, touchend: applyMove }
+ : { mousedown: stopPropagation, mouseup: applyMove };
+ return h(
+ "div",
+ {
+ "class": {
+ board: true,
+ ["board" + sizeY]: true
},
- class: { "choice-piece": true },
- on: {
- click: () => {
- this.play(m);
- this.choices = [];
- }
+ style: {
+ width: (100 / maxNbeltsPerRow) + "%",
+ "padding-bottom": (100 / maxNbeltsPerRow) + "%"
}
- })
- ]
- );
- })
+ },
+ [
+ h("img", {
+ attrs: {
+ src:
+ "/images/pieces/" +
+ // orientation: extra arg useful for some variants:
+ this.vr.getPPpath(m, this.orientation) +
+ V.IMAGE_EXTENSION
+ },
+ "class": { "choice-piece": true },
+ on: onClick
+ })
+ ]
+ );
+ })
+ ) ]
);
elementArray.unshift(choices);
}
let onEvents = {};
// NOTE: click = mousedown + mouseup
- if ("ontouchstart" in window) {
+ if (this.mobileBrowser) {
onEvents = {
on: {
touchstart: this.mousedown,
@@ -282,87 +449,397 @@ export default {
touchend: this.mouseup
}
};
- } else {
+ }
+ else {
onEvents = {
on: {
mousedown: this.mousedown,
mousemove: this.mousemove,
- mouseup: this.mouseup
+ mouseup: this.mouseup,
+ contextmenu: this.blockContextMenu
}
};
}
- return h("div", onEvents, elementArray);
+ return (
+ h(
+ "div",
+ Object.assign({ attrs: { id: "rootBoardElement" } }, onEvents),
+ elementArray
+ )
+ );
+ },
+ updated: function() {
+ this.re_setDrawings();
},
methods: {
- mousedown: function(e) {
- // 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
- 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
+ blockContextMenu: function(e) {
+ e.preventDefault();
+ e.stopPropagation();
+ return false;
+ },
+ cancelResetArrows: function() {
+ this.startArrow = null;
+ this.arrows = [];
+ this.circles = {};
+ const curCanvas = document.getElementById("arrowCanvas");
+ if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
+ },
+ coordsToXY: function(coords, top, left, squareWidth) {
+ return {
+ // [1] for x and [0] for y because conventions in rules are inversed.
+ x: (
+ left + window.scrollX +
+ (
+ squareWidth *
+ (this.orientation == 'w' ? coords[1] : (V.size.y - coords[1]))
+ )
+ ),
+ y: (
+ top + window.scrollY +
+ (
+ squareWidth *
+ (this.orientation == 'w' ? coords[0] : (V.size.x - coords[0]))
+ )
+ )
+ };
+ },
+ computeEndArrow: function(start, end, top, left, squareWidth) {
+ const endCoords = this.coordsToXY(end, top, left, squareWidth);
+ const delta = [endCoords.x - start.x, endCoords.y - start.y];
+ const dist = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1]);
+ // Simple heuristic for now, just remove 1/3 square.
+ // TODO: should depend on the orientation.
+ const fracSqWidth = squareWidth / 3;
+ return {
+ x: endCoords.x - delta[0] * fracSqWidth / dist,
+ y: endCoords.y - delta[1] * fracSqWidth / dist
};
- 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);
+ },
+ drawCurrentArrow: function() {
+ const boardElt = document.getElementById("gamePosition");
+ const squareWidth = boardElt.offsetWidth / V.size.y;
+ const bPos = boardElt.getBoundingClientRect();
+ const aStart =
+ this.coordsToXY(
+ [this.startArrow[0] + 0.5, this.startArrow[1] + 0.5],
+ bPos.top, bPos.left, squareWidth);
+ const aEnd =
+ this.computeEndArrow(
+ aStart, [this.movingArrow[0] + 0.5, this.movingArrow[1] + 0.5],
+ bPos.top, bPos.left, squareWidth);
+ let currentArrow = document.getElementById("currentArrow");
+ const d =
+ "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y;
+ const arrowWidth = squareWidth / 4;
+ if (!!currentArrow) currentArrow.setAttribute("d", d);
+ else {
+ let domArrow =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ domArrow.classList.add("svg-arrow");
+ domArrow.id = "currentArrow";
+ domArrow.setAttribute("d", d);
+ domArrow.style = "stroke-width:" + arrowWidth + "px";
+ document.getElementById("arrowCanvas")
+ .insertAdjacentElement("beforeend", domArrow);
+ }
+ },
+ addArrow: function(arrow) {
+ this.arrows.push(arrow);
+ // Also add to DOM:
+ const boardElt = document.getElementById("gamePosition");
+ const squareWidth = boardElt.offsetWidth / V.size.y;
+ const bPos = boardElt.getBoundingClientRect();
+ const newArrow =
+ this.getSvgArrow(arrow, bPos.top, bPos.left, squareWidth);
+ document.getElementById("arrowCanvas")
+ .insertAdjacentElement("beforeend", newArrow);
+ },
+ getSvgArrow: function(arrow, top, left, squareWidth) {
+ const aStart =
+ this.coordsToXY(
+ [arrow.start[0] + 0.5, arrow.start[1] + 0.5],
+ top, left, squareWidth);
+ const aEnd =
+ this.computeEndArrow(
+ aStart, [arrow.end[0] + 0.5, arrow.end[1] + 0.5],
+ top, left, squareWidth);
+ const arrowWidth = squareWidth / 4;
+ let path =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ path.classList.add("svg-arrow");
+ path.setAttribute(
+ "d",
+ "M" + aStart.x + "," + aStart.y + " " + "L" + aEnd.x + "," + aEnd.y
+ );
+ path.style = "stroke-width:" + arrowWidth + "px";
+ return path;
+ },
+ re_setDrawings: function() {
+ // Remove current canvas, if any
+ const curCanvas = document.getElementById("arrowCanvas");
+ if (!!curCanvas) curCanvas.parentNode.removeChild(curCanvas);
+ // Add some drawing on board (for some variants + arrows and circles)
+ const boardElt = document.getElementById("gamePosition");
+ const squareWidth = boardElt.offsetWidth / V.size.y;
+ const bPos = boardElt.getBoundingClientRect();
+ let svgArrows = [];
+ this.arrows.forEach(a => {
+ svgArrows.push(this.getSvgArrow(a, bPos.top, bPos.left, squareWidth));
+ });
+ let vLines = [];
+ if (!!V.Lines) {
+ V.Lines.forEach(line => {
+ const lStart =
+ this.coordsToXY(line[0], bPos.top, bPos.left, squareWidth);
+ const lEnd =
+ this.coordsToXY(line[1], bPos.top, bPos.left, squareWidth);
+ let path =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ if (line[0][0] == line[1][0] || line[0][1] == line[1][1])
+ path.classList.add("svg-line");
+ else
+ // "Diagonals" are drawn with a lighter color (TODO: generalize)
+ path.classList.add("svg-diag");
+ path.setAttribute(
+ "d",
+ "M" + lStart.x + "," + lStart.y + " " +
+ "L" + lEnd.x + "," + lEnd.y
+ );
+ vLines.push(path);
+ });
+ }
+ let arrowCanvas =
+ document.createElementNS("http://www.w3.org/2000/svg", "svg");
+ arrowCanvas.id = "arrowCanvas";
+ arrowCanvas.setAttribute("stroke", "none");
+ let defs =
+ document.createElementNS("http://www.w3.org/2000/svg", "defs");
+ const arrowWidth = squareWidth / 4;
+ let marker =
+ document.createElementNS("http://www.w3.org/2000/svg", "marker");
+ marker.id = "arrow";
+ marker.setAttribute("markerWidth", (2 * arrowWidth) + "px");
+ marker.setAttribute("markerHeight", (3 * arrowWidth) + "px");
+ marker.setAttribute("markerUnits", "userSpaceOnUse");
+ marker.setAttribute("refX", "0");
+ marker.setAttribute("refY", (1.5 * arrowWidth) + "px");
+ marker.setAttribute("orient", "auto");
+ let head =
+ document.createElementNS("http://www.w3.org/2000/svg", "path");
+ head.classList.add("arrow-head");
+ head.setAttribute(
+ "d",
+ "M0,0 L0," + (3 * arrowWidth) + " L" +
+ (2 * arrowWidth) + "," + (1.5 * arrowWidth) + " z"
+ );
+ marker.appendChild(head);
+ defs.appendChild(marker);
+ arrowCanvas.appendChild(defs);
+ svgArrows.concat(vLines).forEach(av => arrowCanvas.appendChild(av));
+ document.getElementById("rootBoardElement").appendChild(arrowCanvas);
+ },
+ mousedown: function(e) {
+ e.preventDefault();
+ if (!this.mobileBrowser && e.which != 3)
+ // Cancel current drawing and circles, if any
+ this.cancelResetArrows();
+ if (this.mobileBrowser || e.which == 1) {
+ // Mouse left button
+ if (!this.start) {
+ this.containerPos =
+ document.getElementById("boardContainer").getBoundingClientRect();
+ // NOTE: classList[0] is enough: 'piece' is the first assigned class
+ const withPiece = (e.target.classList[0] == "piece");
+ // Show possible moves if current player allowed to play
+ const startSquare =
+ getSquareFromId(withPiece ? e.target.parentNode.id : e.target.id);
+ this.possibleMoves = [];
+ const color = this.analyze ? this.vr.turn : this.userColor;
+ if (this.vr.canIplay(color, startSquare)) {
+ // Emit the click event which could be used by some variants
+ const targetId =
+ (withPiece ? e.target.parentNode.id : e.target.id);
+ this.$emit("click-square", getSquareFromId(targetId));
+ if (withPiece) {
+ this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
+ // For potential drag'n drop, remember start coordinates
+ // (to center the piece on mouse cursor)
+ let parent = e.target.parentNode; //surrounding square
+ const rect = parent.getBoundingClientRect();
+ this.start = {
+ x: rect.x + rect.width / 2,
+ y: rect.y + rect.width / 2,
+ id: parent.id
+ };
+ // Add the moving piece to the board, just after current image
+ this.selectedPiece = e.target.cloneNode();
+ Object.assign(
+ this.selectedPiece.style,
+ {
+ position: "absolute",
+ top: 0,
+ display: "inline-block",
+ zIndex: 3000
+ }
+ );
+ parent.insertBefore(this.selectedPiece, e.target.nextSibling);
+ }
+ }
+ }
+ else this.processMoveAttempt(e);
+ }
+ else if (e.which == 3) {
+ // Mouse right button
+ this.containerPos =
+ document.getElementById("gamePosition").getBoundingClientRect();
+ let elem = e.target;
+ // Next loop because of potential marks
+ while (elem.tagName == "IMG") elem = elem.parentNode;
+ this.startArrow = getSquareFromId(elem.id);
+ }
},
mousemove: function(e) {
- if (!this.selectedPiece) return;
- // 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";
+ if (!this.selectedPiece && !this.startArrow) return;
+ // Cancel if off boardContainer
+ const [offsetX, offsetY] =
+ this.mobileBrowser
+ ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
+ : [e.clientX, e.clientY];
+ if (
+ offsetX < this.containerPos.left ||
+ offsetX > this.containerPos.right ||
+ offsetY < this.containerPos.top ||
+ offsetY > this.containerPos.bottom
+ ) {
+ if (!!this.selectedPiece) {
+ this.selectedPiece.parentNode.removeChild(this.selectedPiece);
+ delete this.selectedPiece;
+ this.selectedPiece = null;
+ this.start = null;
+ this.possibleMoves = []; //in case of
+ this.click = "";
+ let selected = document.querySelector(".ghost");
+ if (!!selected) selected.classList.remove("ghost");
+ }
+ else {
+ this.startArrow = null;
+ this.movingArrow = null;
+ const currentArrow = document.getElementById("currentArrow");
+ if (!!currentArrow)
+ currentArrow.parentNode.removeChild(currentArrow);
+ }
+ return;
+ }
+ e.preventDefault();
+ if (!!this.selectedPiece) {
+ // There is an active element: move it around
+ Object.assign(
+ this.selectedPiece.style,
+ {
+ left: offsetX - this.start.x + "px",
+ top: offsetY - this.start.y + "px"
+ }
+ );
+ }
+ else {
+ let elem = e.target;
+ // Next loop because of potential marks
+ while (elem.tagName == "IMG") elem = elem.parentNode;
+ // To center the arrow in square:
+ const movingCoords = getSquareFromId(elem.id);
+ if (
+ movingCoords[0] != this.startArrow[0] ||
+ movingCoords[1] != this.startArrow[1]
+ ) {
+ this.movingArrow = movingCoords;
+ this.drawCurrentArrow();
+ }
+ }
},
mouseup: function(e) {
- if (!this.selectedPiece) return;
- // 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]
- : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
+ e.preventDefault();
+ if (this.mobileBrowser || e.which == 1) {
+ if (!this.selectedPiece) return;
+ // Drag'n drop. Selected piece is no longer needed:
+ this.selectedPiece.parentNode.removeChild(this.selectedPiece);
+ delete this.selectedPiece;
+ this.selectedPiece = null;
+ this.processMoveAttempt(e);
+ } else if (e.which == 3) {
+ if (!this.startArrow) return;
+ // Mouse right button
+ this.movingArrow = null;
+ this.processArrowAttempt(e);
+ }
+ },
+ // Called by BaseGame after partially undoing multi-moves:
+ resetCurrentAttempt: function() {
+ this.possibleMoves = [];
+ this.start = null;
+ this.click = "";
+ this.selectedPiece = null;
+ },
+ processMoveAttempt: function(e) {
+ // Obtain the move from start and end squares
+ const [offsetX, offsetY] =
+ this.mobileBrowser
+ ? [e.changedTouches[0].clientX, e.changedTouches[0].clientY]
+ : [e.clientX, e.clientY];
let landing = document.elementFromPoint(offsetX, offsetY);
- this.selectedPiece.style.zIndex = 3000;
// Next condition: classList.contains(piece) fails because of marks
while (landing.tagName == "IMG") landing = landing.parentNode;
- if (this.start.id == landing.id)
- // One or multi clicks on same piece
+ if (this.start.id == landing.id) {
+ if (this.click == landing.id) {
+ // Second click on same square: cancel current move
+ this.possibleMoves = [];
+ this.start = null;
+ this.click = "";
+ } else this.click = landing.id;
return;
+ }
+ this.start = null;
// OK: process move attempt, landing is a square node
let endSquare = getSquareFromId(landing.id);
let moves = this.findMatchingMoves(endSquare);
this.possibleMoves = [];
- if (moves.length > 1) this.choices = moves;
- else if (moves.length == 1) this.play(moves[0]);
- // Else: impossible move
- this.selectedPiece.parentNode.removeChild(this.selectedPiece);
- delete this.selectedPiece;
- this.selectedPiece = null;
+ if (moves.length > 1) {
+ this.clickTime = Date.now();
+ this.choices = moves;
+ } else if (moves.length == 1) this.play(moves[0]);
+ // else: forbidden move attempt
+ },
+ processArrowAttempt: function(e) {
+ // Obtain the arrow from start and end squares
+ const [offsetX, offsetY] = [e.clientX, e.clientY];
+ let landing = document.elementFromPoint(offsetX, offsetY);
+ // Next condition: classList.contains(piece) fails because of marks
+ while (landing.tagName == "IMG") landing = landing.parentNode;
+ const landingCoords = getSquareFromId(landing.id);
+ if (
+ this.startArrow[0] == landingCoords[0] &&
+ this.startArrow[1] == landingCoords[1]
+ ) {
+ // Draw (or erase) a circle
+ this.$set(this.circles, landing.id, !this.circles[landing.id]);
+ }
+ else {
+ // OK: add arrow, landing is a new square
+ const currentArrow = document.getElementById("currentArrow");
+ currentArrow.parentNode.removeChild(currentArrow);
+ this.addArrow({
+ start: this.startArrow,
+ end: landingCoords
+ });
+ }
+ this.startArrow = null;
},
findMatchingMoves: function(endSquare) {
// Run through moves list and return the matching set (if promotions...)
- let moves = [];
- this.possibleMoves.forEach(function(m) {
- if (endSquare[0] == m.end.x && endSquare[1] == m.end.y) moves.push(m);
- });
- return moves;
+ return (
+ this.possibleMoves.filter(m => {
+ return (endSquare[0] == m.end.x && endSquare[1] == m.end.y);
+ })
+ );
},
play: function(move) {
this.$emit("play-move", move);
@@ -371,25 +848,59 @@ export default {
};
+
+