Start to revert to previous way of handling rules + diagrams
[vchess.git] / client / src / components / Board.vue
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24340cae 1<script>
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2// This can work for squared boards (2 or 4 players), with some adaptations (TODO)
3// TODO: for 3 players, write a "board3.js"
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4
5import { getSquareId, getSquareFromId } from "@/utils/squareId";
6import { ArrayFun } from "@/utils/array";
7
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8export default {
9 name: 'my-board',
10 // Last move cannot be guessed from here, and is required to highlight squares
11 // vr: object to check moves, print board...
12 // mode: HH, HC or analyze
13 // userColor: for mode HH or HC
e2732923 14 props: ["vr","lastMove","mode","orientation","userColor","vname"],
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15 data: function () {
16 return {
17 hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"),
18 bcolor: localStorage["bcolor"] || "lichess", //lichess, chesscom or chesstempo
19 possibleMoves: [], //filled after each valid click/dragstart
20 choices: [], //promotion pieces, or checkered captures... (as moves)
21 selectedPiece: null, //moving piece (or clicked piece)
22 incheck: [],
23 start: {}, //pixels coordinates + id of starting square (click or drag)
24 };
25 },
26 render(h) {
27 if (!this.vr)
28 return;
29 const [sizeX,sizeY] = [V.size.x,V.size.y];
30 // Precompute hints squares to facilitate rendering
e2732923 31 let hintSquares = ArrayFun.init(sizeX, sizeY, false);
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32 this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
33 // Also precompute in-check squares
e2732923 34 let incheckSq = ArrayFun.init(sizeX, sizeY, false);
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35 this.incheck.forEach(sq => { incheckSq[sq[0]][sq[1]] = true; });
36 const squareWidth = 40; //TODO: compute this
37 const choices = h(
38 'div',
39 {
40 attrs: { "id": "choices" },
41 'class': { 'row': true },
42 style: {
43 "display": this.choices.length>0?"block":"none",
44 "top": "-" + ((sizeY/2)*squareWidth+squareWidth/2) + "px",
45 "width": (this.choices.length * squareWidth) + "px",
46 "height": squareWidth + "px",
47 },
48 },
49 this.choices.map(m => { //a "choice" is a move
50 return h('div',
51 {
52 'class': {
53 'board': true,
54 ['board'+sizeY]: true,
55 },
56 style: {
57 'width': (100/this.choices.length) + "%",
58 'padding-bottom': (100/this.choices.length) + "%",
59 },
60 },
61 [h('img',
62 {
63 attrs: { "src": '/images/pieces/' +
64 V.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
65 'class': { 'choice-piece': true },
66 on: {
67 "click": e => { this.play(m); this.choices=[]; },
68 // NOTE: add 'touchstart' event to fix a problem on smartphones
69 "touchstart": e => { this.play(m); this.choices=[]; },
70 },
71 })
72 ]
73 );
74 })
75 );
76 // Create board element (+ reserves if needed by variant or mode)
77 const lm = this.lastMove;
e2732923 78 const showLight = this.hints && this.vname != "Dark";
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79 const gameDiv = h(
80 'div',
81 {
82 'class': {
83 'game': true,
84 'clearer': true,
85 },
86 },
87 [...Array(sizeX).keys()].map(i => {
88 let ci = (this.orientation=='w' ? i : sizeX-i-1);
89 return h(
90 'div',
91 {
92 'class': {
93 'row': true,
94 },
95 style: { 'opacity': this.choices.length>0?"0.5":"1" },
96 },
97 [...Array(sizeY).keys()].map(j => {
98 let cj = (this.orientation=='w' ? j : sizeY-j-1);
99 let elems = [];
e2732923 100 if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark"
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101 || this.gameOver || this.mode == "analyze"
102 || this.vr.enlightened[this.userColor][ci][cj]))
103 {
104 elems.push(
105 h(
106 'img',
107 {
108 'class': {
109 'piece': true,
110 'ghost': !!this.selectedPiece
111 && this.selectedPiece.parentNode.id == "sq-"+ci+"-"+cj,
112 },
113 attrs: {
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114 src: require("@/assets/images/pieces/" +
115 V.getPpath(this.vr.board[ci][cj]) + ".svg"),
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116 },
117 }
118 )
119 );
120 }
121 if (this.hints && hintSquares[ci][cj])
122 {
123 elems.push(
124 h(
125 'img',
126 {
127 'class': {
128 'mark-square': true,
129 },
130 attrs: {
131 src: "/images/mark.svg",
132 },
133 }
134 )
135 );
136 }
137 return h(
138 'div',
139 {
140 'class': {
141 'board': true,
142 ['board'+sizeY]: true,
143 'light-square': (i+j)%2==0,
144 'dark-square': (i+j)%2==1,
145 [this.bcolor]: true,
e2732923 146 'in-shadow': this.vname=="Dark" && !this.gameOver
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147 && this.mode != "analyze"
148 && !this.vr.enlightened[this.userColor][ci][cj],
149 'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj,
150 'incheck': showLight && incheckSq[ci][cj],
151 },
152 attrs: {
153 id: getSquareId({x:ci,y:cj}),
154 },
155 },
156 elems
157 );
158 })
159 );
24340cae 160 })
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161 );
162 let elementArray = [choices, gameDiv];
163 if (!!this.vr.reserve)
164 {
165 const shiftIdx = (this.userColor=="w" ? 0 : 1);
166 let myReservePiecesArray = [];
167 for (let i=0; i<V.RESERVE_PIECES.length; i++)
168 {
169 myReservePiecesArray.push(h('div',
170 {
171 'class': {'board':true, ['board'+sizeY]:true},
172 attrs: { id: getSquareId({x:sizeX+shiftIdx,y:i}) }
173 },
174 [
175 h('img',
176 {
177 'class': {"piece":true, "reserve":true},
178 attrs: {
179 "src": "/images/pieces/" +
180 this.vr.getReservePpath(this.userColor,i) + ".svg",
181 }
182 }),
183 h('sup',
184 {"class": { "reserve-count": true } },
185 [ this.vr.reserve[this.userColor][V.RESERVE_PIECES[i]] ]
186 )
187 ]));
188 }
189 let oppReservePiecesArray = [];
190 const oppCol = V.GetOppCol(this.userColor);
191 for (let i=0; i<V.RESERVE_PIECES.length; i++)
192 {
193 oppReservePiecesArray.push(h('div',
194 {
195 'class': {'board':true, ['board'+sizeY]:true},
196 attrs: { id: getSquareId({x:sizeX+(1-shiftIdx),y:i}) }
197 },
198 [
199 h('img',
200 {
201 'class': {"piece":true, "reserve":true},
202 attrs: {
203 "src": "/images/pieces/" +
204 this.vr.getReservePpath(oppCol,i) + ".svg",
205 }
206 }),
207 h('sup',
208 {"class": { "reserve-count": true } },
209 [ this.vr.reserve[oppCol][V.RESERVE_PIECES[i]] ]
210 )
211 ]));
212 }
213 let reserves = h('div',
214 {
215 'class':{
216 'game': true,
217 "reserve-div": true,
218 },
219 },
220 [
221 h('div',
222 {
223 'class': {
224 'row': true,
225 "reserve-row-1": true,
226 },
227 },
228 myReservePiecesArray
229 ),
230 h('div',
231 { 'class': { 'row': true }},
232 oppReservePiecesArray
233 )
234 ]
235 );
236 elementArray.push(reserves);
237 }
238 return h(
239 'div',
240 {
241 'class': {
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242 "col-sm-12": true,
243 "col-md-10": true,
244 "col-md-offset-1": true,
245 "col-lg-8": true,
246 "col-lg-offset-2": true,
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247 },
248 // NOTE: click = mousedown + mouseup
249 on: {
250 mousedown: this.mousedown,
251 mousemove: this.mousemove,
252 mouseup: this.mouseup,
253 touchstart: this.mousedown,
254 touchmove: this.mousemove,
255 touchend: this.mouseup,
256 },
257 },
258 elementArray
259 );
260 },
261 methods: {
262 mousedown: function(e) {
263 e = e || window.event;
264 let ingame = false;
265 let elem = e.target;
266 while (!ingame && elem !== null)
267 {
268 if (elem.classList.contains("game"))
269 {
270 ingame = true;
271 break;
272 }
273 elem = elem.parentElement;
274 }
275 if (!ingame) //let default behavior (click on button...)
276 return;
277 e.preventDefault(); //disable native drag & drop
278 if (!this.selectedPiece && e.target.classList.contains("piece"))
279 {
280 // Next few lines to center the piece on mouse cursor
281 let rect = e.target.parentNode.getBoundingClientRect();
282 this.start = {
283 x: rect.x + rect.width/2,
284 y: rect.y + rect.width/2,
285 id: e.target.parentNode.id
286 };
287 this.selectedPiece = e.target.cloneNode();
288 this.selectedPiece.style.position = "absolute";
289 this.selectedPiece.style.top = 0;
290 this.selectedPiece.style.display = "inline-block";
291 this.selectedPiece.style.zIndex = 3000;
292 const startSquare = getSquareFromId(e.target.parentNode.id);
293 this.possibleMoves = [];
294 const color = this.mode=="analyze" || this.gameOver
295 ? this.vr.turn
296 : this.userColor;
297 if (this.vr.canIplay(color,startSquare))
298 this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare);
299 // Next line add moving piece just after current image
300 // (required for Crazyhouse reserve)
301 e.target.parentNode.insertBefore(this.selectedPiece, e.target.nextSibling);
302 }
303 },
304 mousemove: function(e) {
305 if (!this.selectedPiece)
306 return;
307 e = e || window.event;
308 // If there is an active element, move it around
309 if (!!this.selectedPiece)
310 {
311 const [offsetX,offsetY] = !!e.clientX
312 ? [e.clientX,e.clientY] //desktop browser
313 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY]; //smartphone
314 this.selectedPiece.style.left = (offsetX-this.start.x) + "px";
315 this.selectedPiece.style.top = (offsetY-this.start.y) + "px";
316 }
317 },
318 mouseup: function(e) {
319 if (!this.selectedPiece)
320 return;
321 e = e || window.event;
322 // Read drop target (or parentElement, parentNode... if type == "img")
323 this.selectedPiece.style.zIndex = -3000; //HACK to find square from final coords
324 const [offsetX,offsetY] = !!e.clientX
325 ? [e.clientX,e.clientY]
326 : [e.changedTouches[0].pageX, e.changedTouches[0].pageY];
327 let landing = document.elementFromPoint(offsetX, offsetY);
328 this.selectedPiece.style.zIndex = 3000;
329 // Next condition: classList.contains(piece) fails because of marks
330 while (landing.tagName == "IMG")
331 landing = landing.parentNode;
332 if (this.start.id == landing.id)
333 {
334 // A click: selectedPiece and possibleMoves are already filled
335 return;
336 }
337 // OK: process move attempt
338 let endSquare = getSquareFromId(landing.id);
339 let moves = this.findMatchingMoves(endSquare);
340 this.possibleMoves = [];
341 if (moves.length > 1)
342 this.choices = moves;
343 else if (moves.length==1)
344 this.play(moves[0]);
345 // Else: impossible move
346 this.selectedPiece.parentNode.removeChild(this.selectedPiece);
347 delete this.selectedPiece;
348 this.selectedPiece = null;
349 },
350 findMatchingMoves: function(endSquare) {
351 // Run through moves list and return the matching set (if promotions...)
352 let moves = [];
353 this.possibleMoves.forEach(function(m) {
354 if (endSquare[0] == m.end.x && endSquare[1] == m.end.y)
355 moves.push(m);
356 });
357 return moves;
358 },
359 play: function(move) {
360 this.$emit('play-move', move);
361 },
362 },
363};
364</script>
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365
366<style lang="sass">
367// TODO: styles to see pieces!
368</style>