incheck: [],
pgnTxt: "",
expert: document.cookie.length>0 ? document.cookie.substr(-1)=="1" : false,
+ gameId: "", //used to limit computer moves' time
};
},
render(h) {
{
'class': {
'board': true,
- ['board'+sizeX]: true,
+ ['board'+sizeY]: true,
},
style: {
'width': (100/this.choices.length) + "%",
);
}
const lm = this.vr.lastMove;
- const highlight = !!lm && _.isMatch(lm.end, {x:ci,y:cj});
+ const showLight = !this.expert &&
+ (this.mode!="idle" || this.cursor==this.vr.moves.length);
return h(
'div',
{
'class': {
'board': true,
- ['board'+sizeX]: true,
- 'light-square': (i+j)%2==0 && (this.expert || !highlight),
- 'dark-square': (i+j)%2==1 && (this.expert || !highlight),
- 'highlight': !this.expert && highlight,
- 'incheck': !this.expert && incheckSq[ci][cj],
+ ['board'+sizeY]: true,
+ 'light-square': (i+j)%2==0,
+ 'dark-square': (i+j)%2==1,
+ 'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}),
+ 'incheck': showLight && incheckSq[ci][cj],
},
attrs: {
id: this.getSquareId({x:ci,y:cj}),
[h('i', { 'class': { "material-icons": true } }, "flag")])
);
}
+ else if (this.vr.moves.length > 0)
+ {
+ // A game finished, and another is not started yet: allow navigation
+ actionArray = actionArray.concat([
+ h('button',
+ {
+ style: { "margin-left": "30px" },
+ on: { click: e => this.undo() },
+ attrs: { "aria-label": 'Undo' },
+ 'class': {
+ "tooltip":true,
+ "bottom": true,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "fast_rewind")]),
+ h('button',
+ {
+ on: { click: e => this.play() },
+ attrs: { "aria-label": 'Play' },
+ 'class': {
+ "tooltip":true,
+ "bottom": true,
+ },
+ },
+ [h('i', { 'class': { "material-icons": true } }, "fast_forward")]),
+ ]
+ );
+ }
elementArray.push(gameDiv);
- // if (!!vr.reserve)
- // {
- // let reserve = h('div',
- // {'class':{'game':true}}, [
- // h('div',
- // { 'class': { 'row': true }},
- // [
- // h('div',
- // {'class':{'board':true}},
- // [h('img',{'class':{"piece":true},attrs:{"src":"/images/pieces/wb.svg"}})]
- // )
- // ]
- // )
- // ],
- // );
- // elementArray.push(reserve);
- // }
+ if (!!this.vr.reserve)
+ {
+ const shiftIdx = (this.mycolor=="w" ? 0 : 1);
+ let myReservePiecesArray = [];
+ for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++)
+ {
+ myReservePiecesArray.push(h('div',
+ {
+ 'class': {'board':true, ['board'+sizeY]:true},
+ attrs: { id: this.getSquareId({x:sizeX+shiftIdx,y:i}) }
+ },
+ [
+ h('img',
+ {
+ 'class': {"piece":true},
+ attrs: {
+ "src": "/images/pieces/" +
+ this.vr.getReservePpath(this.mycolor,i) + ".svg",
+ }
+ }),
+ h('sup',
+ {style: { "padding-left":"40%"} },
+ [ this.vr.reserve[this.mycolor][VariantRules.RESERVE_PIECES[i]] ]
+ )
+ ]));
+ }
+ let oppReservePiecesArray = [];
+ const oppCol = this.vr.getOppCol(this.mycolor);
+ for (let i=0; i<VariantRules.RESERVE_PIECES.length; i++)
+ {
+ oppReservePiecesArray.push(h('div',
+ {
+ 'class': {'board':true, ['board'+sizeY]:true},
+ attrs: { id: this.getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
+ },
+ [
+ h('img',
+ {
+ 'class': {"piece":true},
+ attrs: {
+ "src": "/images/pieces/" +
+ this.vr.getReservePpath(oppCol,i) + ".svg",
+ }
+ }),
+ h('sup',
+ {style: { "padding-left":"40%"} },
+ [ this.vr.reserve[oppCol][VariantRules.RESERVE_PIECES[i]] ]
+ )
+ ]));
+ }
+ let reserves = h('div',
+ {
+ 'class':{'game':true},
+ style: {"margin-bottom": "20px"},
+ },
+ [
+ h('div',
+ {
+ 'class': { 'row': true },
+ style: {"margin-bottom": "15px"},
+ },
+ myReservePiecesArray
+ ),
+ h('div',
+ { 'class': { 'row': true }},
+ oppReservePiecesArray
+ )
+ ]
+ );
+ elementArray.push(reserves);
+ }
const eogMessage = this.getEndgameMessage(this.score);
const modalEog = [
h('input',
{
attrs: { id: "pgn-game" },
on: { click: this.download },
- domProps: {
- innerHTML: this.pgnTxt
- }
+ domProps: { innerHTML: this.pgnTxt }
+ }
+ )
+ ]
+ )
+ );
+ }
+ else if (this.mode != "idle")
+ {
+ // Show current FEN (at least for debug)
+ elementArray.push(
+ h('div',
+ { attrs: { id: "fen-div" } },
+ [
+ h('p',
+ {
+ attrs: { id: "fen-string" },
+ domProps: { innerHTML: this.vr.getBaseFen() }
}
)
]
"col-lg-6":true,
"col-lg-offset-3":true,
},
- // NOTE: click = mousedown + mouseup --> what about smartphone?!
+ // NOTE: click = mousedown + mouseup
on: {
mousedown: this.mousedown,
mousemove: this.mousemove,
mouseup: this.mouseup,
- touchdown: this.mousedown,
+ touchstart: this.mousedown,
touchmove: this.mousemove,
- touchup: this.mouseup,
+ touchend: this.mouseup,
},
},
elementArray
this.conn.onopen = socketOpenListener;
this.conn.onmessage = socketMessageListener;
this.conn.onclose = socketCloseListener;
+ // Listen to keyboard left/right to navigate in game
+ document.onkeydown = event => {
+ if (this.mode == "idle" && this.vr.moves.length > 0
+ && [37,39].includes(event.keyCode))
+ {
+ event.preventDefault();
+ if (event.keyCode == 37) //Back
+ this.undo();
+ else //Forward (39)
+ this.play();
+ }
+ };
},
methods: {
download: function() {
if (this.mode == "human")
this.clearStorage();
this.mode = "idle";
+ this.cursor = this.vr.moves.length; //to navigate in finished game
this.oppid = "";
},
getEndgameMessage: function(score) {
this.newGame("computer");
},
newGame: function(mode, fenInit, color, oppId, moves, continuation) {
- //const fen = "1n2T1n0/p2pO2p/1s1k1s2/8/3S2p1/2U2cO1/P3PuPP/3K1BR1 0100";
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
this.score = "*";
}
return;
}
+ // random enough (TODO: function)
+ this.gameId = (Date.now().toString(36) + Math.random().toString(36).substr(2, 7)).toUpperCase();
this.vr = new VariantRules(fen, moves || []);
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
playComputerMove: function() {
const timeStart = Date.now();
const nbMoves = this.vr.moves.length; //using played moves to know if search finished
+ const gameId = this.gameId; //to know if game was reset before timer end
setTimeout(
() => {
+ if (gameId != this.gameId)
+ return; //game stopped
const L = this.vr.moves.length;
if (nbMoves == L || !this.vr.moves[L-1].notation) //move search didn't finish
this.vr.shouldReturn = true;
},
mousedown: function(e) {
e = e || window.event;
+ let ingame = false;
+ let elem = e.target;
+ while (!ingame && elem !== null)
+ {
+ if (elem.classList.contains("game"))
+ {
+ ingame = true;
+ break;
+ }
+ elem = elem.parentElement;
+ }
+ if (!ingame) //let default behavior (click on button...)
+ return;
e.preventDefault(); //disable native drag & drop
if (!this.selectedPiece && e.target.classList.contains("piece"))
{
this.possibleMoves = this.mode!="idle" && this.vr.canIplay(this.mycolor,startSquare)
? this.vr.getPossibleMovesFrom(startSquare)
: [];
- e.target.parentNode.appendChild(this.selectedPiece);
+ // Next line add moving piece just after current image (required for Crazyhouse reserve)
+ e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
}
},
mousemove: function(e) {
// If there is an active element, move it around
if (!!this.selectedPiece)
{
- this.selectedPiece.style.left = (e.clientX-this.start.x) + "px";
- this.selectedPiece.style.top = (e.clientY-this.start.y) + "px";
+ const [offsetX,offsetY] = !!e.clientX
+ ? [e.clientX,e.clientY] //desktop browser
+ : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
+ this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
+ this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
}
},
mouseup: function(e) {
e = e || window.event;
// Read drop target (or parentElement, parentNode... if type == "img")
this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coordinates
- let landing = document.elementFromPoint(e.clientX, e.clientY);
+ const [offsetX,offsetY] = !!e.clientX
+ ? [e.clientX,e.clientY]
+ : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
+ let landing = document.elementFromPoint(offsetX, offsetY);
this.selectedPiece.style.zIndex = 3000;
while (landing.tagName == "IMG") //classList.contains(piece) fails because of mark/highlight
landing = landing.parentNode;
}, 200);
},
play: function(move, programmatic) {
+ if (!move)
+ {
+ // Navigate after game is over
+ if (this.cursor >= this.vr.moves.length)
+ return; //already at the end
+ move = this.vr.moves[this.cursor++];
+ }
if (!!programmatic) //computer or human opponent
{
this.animateMove(move);
return;
}
- this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
// Not programmatic, or animation is over
if (this.mode == "human" && this.vr.turn == this.mycolor)
this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid}));
new Audio("/sounds/chessmove1.mp3").play().then(() => {}).catch(err => {});
- this.vr.play(move, "ingame");
+ if (this.mode != "idle")
+ {
+ this.incheck = this.vr.getCheckSquares(move); //is opponent in check?
+ this.vr.play(move, "ingame");
+ }
+ else
+ {
+ VariantRules.PlayOnBoard(this.vr.board, move);
+ this.$forceUpdate(); //TODO: ?!
+ }
if (this.mode == "human")
this.updateStorage(); //after our moves and opponent moves
- const eog = this.vr.checkGameOver();
- if (eog != "*")
- this.endGame(eog);
- else if (this.mode == "computer" && this.vr.turn != this.mycolor)
+ if (this.mode != "idle")
+ {
+ const eog = this.vr.checkGameOver();
+ if (eog != "*")
+ this.endGame(eog);
+ }
+ if (this.mode == "computer" && this.vr.turn != this.mycolor)
setTimeout(this.playComputerMove, 500);
},
+ undo: function() {
+ // Navigate after game is over
+ if (this.cursor == 0)
+ return; //already at the beginning
+ if (this.cursor == this.vr.moves.length)
+ this.incheck = []; //in case of...
+ const move = this.vr.moves[--this.cursor];
+ VariantRules.UndoOnBoard(this.vr.board, move);
+ this.$forceUpdate(); //TODO: ?!
+ }
},
})