Vue.component('my-board', {
// Last move cannot be guessed from here, and is required to highlight squares
- // gotoMove : juste set FEN depuis FEN stocké dans le coup (TODO)
- // send event after each move (or undo), to notify what was played
- // also notify end of game (which returns here later through prop...)
- props: ["fen","moveToPlay","moveToUndo",
- "analyze","lastMove","orientation","userColor","gameOver"],
+ // vr: object to check moves, print board...
+ // mode: HH, HC or analyze
+ // userColor: for mode HH or HC
+ props: ["vr","lastMove","mode","orientation","userColor"],
data: function () {
return {
hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
selectedPiece: null, //moving piece (or clicked piece)
incheck: [],
start: {}, //pixels coordinates + id of starting square (click or drag)
- vr: null, //object to check moves, store them, FEN..
};
},
- watch: {
- // NOTE: maybe next 3 should be encapsulated in object to be watched (?)
- fen: function(newFen) {
- this.vr = new VariantRules(newFen);
- },
- moveToPlay: function(move) {
- this.play(move, "animate");
- },
- moveToUndo: function(move) {
- this.undo(move);
- },
- },
- created: function() {
- this.vr = new VariantRules(this.fen);
- },
render(h) {
+ if (!this.vr)
+ return;
const [sizeX,sizeY] = [V.size.x,V.size.y];
// Precompute hints squares to facilitate rendering
let hintSquares = doubleArray(sizeX, sizeY, false);
// Also precompute in-check squares
let incheckSq = doubleArray(sizeX, sizeY, false);
this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
+ const squareWidth = 40; //TODO: compute this
const choices = h(
'div',
{
let cj = (this.orientation=='w' ? j : sizeY-j-1);
let elems = [];
if (this.vr.board[ci][cj] != V.EMPTY && (variant.name!="Dark"
- || this.gameOver || this.vr.enlightened[this.userColor][ci][cj]))
+ || this.gameOver || this.mode == "analyze"
+ || this.vr.enlightened[this.userColor][ci][cj]))
{
elems.push(
h(
'dark-square': (i+j)%2==1,
[this.bcolor]: true,
'in-shadow': variant.name=="Dark" && !this.gameOver
+ && this.mode != "analyze"
&& !this.vr.enlightened[this.userColor][ci][cj],
'highlight': showLight && !!lm && _.isMatch(lm.end, {x:ci,y:cj}),
'incheck': showLight && incheckSq[ci][cj],
},
attrs: {
- id: this.getSquareId({x:ci,y:cj}),
+ id: getSquareId({x:ci,y:cj}),
},
},
elems
myReservePiecesArray.push(h('div',
{
'class': {'board':true, ['board'+sizeY]:true},
- attrs: { id: this.getSquareId({x:sizeX+shiftIdx,y:i}) }
+ attrs: { id: getSquareId({x:sizeX+shiftIdx,y:i}) }
},
[
h('img',
]));
}
let oppReservePiecesArray = [];
- const oppCol = this.vr.getOppCol(this.userColor);
+ const oppCol = V.GetOppCol(this.userColor);
for (let i=0; i<V.RESERVE_PIECES.length; i++)
{
oppReservePiecesArray.push(h('div',
{
'class': {'board':true, ['board'+sizeY]:true},
- attrs: { id: this.getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
+ attrs: { id: getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
},
[
h('img',
);
},
methods: {
- // Get the identifier of a HTML square from its numeric coordinates o.x,o.y.
- getSquareId: function(o) {
- // NOTE: a separator is required to allow any size of board
- return "sq-" + o.x + "-" + o.y;
- },
- // Inverse function
- getSquareFromId: function(id) {
- let idParts = id.split('-');
- return [parseInt(idParts[1]), parseInt(idParts[2])];
- },
mousedown: function(e) {
e = e || window.event;
let ingame = false;
this.selectedPiece.style.top = 0;
this.selectedPiece.style.display = "inline-block";
this.selectedPiece.style.zIndex = 3000;
- const startSquare = this.getSquareFromId(e.target.parentNode.id);
+ const startSquare = getSquareFromId(e.target.parentNode.id);
this.possibleMoves = [];
- const color = this.analyze || this.gameOver
+ const color = this.mode=="analyze" || this.gameOver
? this.vr.turn
: this.userColor;
if (this.vr.canIplay(color,startSquare))
return;
}
// OK: process move attempt
- let endSquare = this.getSquareFromId(landing.id);
+ let endSquare = getSquareFromId(landing.id);
let moves = this.findMatchingMoves(endSquare);
this.possibleMoves = [];
if (moves.length > 1)
});
return moves;
},
- animateMove: function(move) {
- let startSquare = document.getElementById(this.getSquareId(move.start));
- let endSquare = document.getElementById(this.getSquareId(move.end));
- let rectStart = startSquare.getBoundingClientRect();
- let rectEnd = endSquare.getBoundingClientRect();
- let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
- let movingPiece =
- document.querySelector("#" + this.getSquareId(move.start) + " > img.piece");
- // HACK for animation (with positive translate, image slides "under background")
- // Possible improvement: just alter squares on the piece's way...
- squares = document.getElementsByClassName("board");
- for (let i=0; i<squares.length; i++)
- {
- let square = squares.item(i);
- if (square.id != this.getSquareId(move.start))
- square.style.zIndex = "-1";
- }
- movingPiece.style.transform = "translate(" + translation.x + "px," +
- translation.y + "px)";
- movingPiece.style.transitionDuration = "0.2s";
- movingPiece.style.zIndex = "3000";
- setTimeout( () => {
- for (let i=0; i<squares.length; i++)
- squares.item(i).style.zIndex = "auto";
- movingPiece.style = {}; //required e.g. for 0-0 with KR swap
- this.play(move);
- }, 250);
- },
- play: function(move, programmatic) {
- if (!!programmatic) //computer or human opponent
- return this.animateMove(move);
- // Not programmatic, or animation is over
- this.vr.play(move);
- if (this.sound == 2)
- new Audio("/sounds/move.mp3").play().catch(err => {});
- // Is opponent in check?
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- const eog = this.vr.getCurrentScore();
- if (eog != "*")
- {
- // TODO: notify end of game (give score)
- }
- },
- undo: function(move) {
- this.vr.undo(move);
- if (this.sound == 2)
- new Audio("/sounds/undo.mp3").play().catch(err => {});
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ play: function(move) {
+ this.$emit('play-move', move);
},
},
})