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script.js
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import { CHESS_SFX } from "./logic/ChessVariables.js";
import { getChessPieceImage, makeGlobal, setDebugMode, logicalToVisual, visualToLogical, generateGame, getMoves, movePiece, decodeMove, killPiece, checkServerStatus, getGameStatus, getChessPieceKey } from "./logic/util.js";
import { wrapGrid } from "https://esm.sh/animate-css-grid";
setDebugMode(true);
const cellHolder = document.querySelector(".cell-holder");
const pieceHolder = document.querySelector(".piece-holder");
const { forceGridAnimation } = wrapGrid(pieceHolder);
let splashText = document.createElement("div")
splashText.innerHTML = "Loading..."
splashText.classList.add("splash-text")
pieceHolder.append(splashText)
let gameID = ""
await checkServerStatus()
let board = await generateGame();
if(board) {
gameID = board.game.gameID;
}
let cells = {}
let pieces = {}
let buttons = {}
let checkedCell = ""
makeGlobal('cells', cells);
makeGlobal('pieces', pieces);
makeGlobal('buttons', buttons);
makeGlobal('board', board);
makeGlobal("availableCell", availableCell)
makeGlobal('attackedCell', attackedCell)
makeGlobal('resetAllCells', resetAllCells)
makeGlobal('resetHoverEffect', resetHoverEffect)
makeGlobal('logicalToVisual', logicalToVisual)
makeGlobal('visualToLogical', visualToLogical)
for (let i = 8; i >= 1; i--) {
for (let j = 1; j <= 8; j++) {
var cell = document.createElement("div");
cell.className = "cell f-" + String.fromCharCode(96 + j) + " r-" + i;
cellHolder.appendChild(cell);
cells[logicalToVisual({ x: j - 1, y: 8 - i })] = cell;
}
}
if (board) {
pieceHolder.style.gridTemplateColumns = "repeat(8, 1fr)"
pieceHolder.style.gridTemplateRows = "repeat(8, 1fr)"
splashText.remove()
renderBoardPieces(board.game.positions)
resetAllCells()
resetHoverEffect()
} else
splashText.innerHTML = "Cannot connect to the server."
function renderBoardPieces(positions) {
for (let i = 0, k = 8; i < 8; i++, k--) {
for (let j = 0; j < 8; j++) {
let visualPos = logicalToVisual({ x: j, y: i })
let button = document.createElement("div");
button.style.gridArea = `${i + 1}/${j + 1}`;
button.className = visualPos + " buttons";
button.innerHTML = "<div class='fa-solid fa-xmark'></div><div class='fa-solid fa-circle'></div>";
pieceHolder.appendChild(button);
button.addEventListener("click", buttonOnClick)
buttons[visualPos] = button
if (!positions[i][j]) continue;
let piece = document.createElement("img");
piece.src = getChessPieceImage(positions[i][j]);
piece.style.gridArea = `${i + 1}/${j + 1}`;
piece.id = getChessPieceKey(positions[i][j]);
pieceHolder.appendChild(piece);
pieces[visualPos] = piece
}
}
};
function resetAllCells() {
let altColor = "white";
for (let i = 8; i >= 1; i--) {
for (let j = 1; j <= 8; j++) {
let pos = logicalToVisual({ x: j - 1, y: i - 1 })
let cell = cells[pos]
cell.classList.add(altColor);
buttons[pos].children[0].style.transform = "scale(0)"
buttons[pos].children[1].style.transform = "scale(0)"
if (altColor == "black")
cell.style.boxShadow = "inset 0 0 10px 0px black";
if (j == 8) continue;
if (altColor != "white") {
altColor = "white";
} else
altColor = "black";
}
}
};
function resetHoverEffect() {
for (let button of Object.values(buttons)) {
button.addEventListener('mouseover', () => {
button.style.border = "3px solid hsla(0, 0%, 80%, 1)";
button.style.borderRadius = "10%";
})
button.addEventListener('mouseout', () => {
button.style.border = "0px solid hsla(0, 0%, 80%, 1)";
})
}
}
let lastClickedPosition = ""
let lastClickedPiece = ""
let availableMoves = []
let attackingMoves = []
function resetState() {
lastClickedPosition = "";
lastClickedPiece = "";
availableMoves = [];
attackingMoves = [];
resetAllCells();
resetHoverEffect();
}
async function buttonOnClick(event) {
let pos = event.srcElement.closest(".buttons").className.split(" ")[0]
let piece = pieces[pos];
let attackingMove = attackingMoves.find(e => pos === e.position)
let availableMove = availableMoves.find(e => pos === e.position)
if (availableMove) {
let piece = pieces[lastClickedPosition];
board = await movePiece(gameID, lastClickedPiece, pos, null, availableMove.castleTarget)
if (!board || board.status === "failed") {
board = await getGameStatus(gameID);
return;
}
checkGameState()
// Visual position
let newPos = visualToLogical(pos)
piece.style.gridArea = `${newPos.y + 1}/${newPos.x + 1}`;
forceGridAnimation();
if (availableMove.castleTarget) {
let castleTarget = pieces[availableMove.castleTarget]
let newPosition = ""
if (availableMove.castleTarget[0].charCodeAt(0) < availableMove.position[0].charCodeAt(0))
newPosition = logicalToVisual({ x: newPos.x + 1, y: newPos.y })
else
newPosition = logicalToVisual({ x: newPos.x - 1, y: newPos.y })
let logicalNewPos = visualToLogical(newPosition)
castleTarget.style.gridArea = `${logicalNewPos.y + 1}/${logicalNewPos.x + 1}`
castleTarget.classList.remove(availableMove.castleTarget);
castleTarget.classList.add(newPosition);
delete pieces[availableMove.castleTarget]
pieces[newPosition] = castleTarget
}
delete pieces[lastClickedPosition]
pieces[pos] = piece
return resetState();
}
if (attackingMove) {
let piece = pieces[lastClickedPosition];
let targetPiece = pieces[attackingMove.killTarget]
board = await killPiece(gameID, lastClickedPiece, pos, attackingMove.killTarget)
if (!board || board.status === "failed") {
board = await getGameStatus(gameID);
return;
}
checkGameState()
// Visual position
let newPos = visualToLogical(pos)
piece.style.gridArea = `${newPos.y + 1}/${newPos.x + 1}`;
forceGridAnimation();
targetPiece.remove()
if (attackingMove["isEnPassant"])
delete pieces[attackingMove.killTarget]
delete pieces[lastClickedPosition];
pieces[pos] = piece
return resetState();
}
// Empty cell or not this player's turn
if (!pieces[pos] || (pieces[pos] && pieces[pos].id[0] !== board.game.currentTurn[0].toUpperCase()))
return resetState();
if (lastClickedPosition.length) {
// If user clicked the same piece, then we reset variables AND reset hover states
if (lastClickedPosition === pos)
return resetState();
// But if user clicked on a piece then directly on another piece, then we only want to reset
// variables and not hover states, so that they still work correctly
lastClickedPosition = ""
availableMoves = []
attackingMoves = []
}
// Not their turn
if (pieces[lastClickedPosition || pos].id[0] !== board.game.currentTurn[0].toUpperCase())
return;
resetAllCells()
resetHoverEffect()
lastClickedPosition = pos;
lastClickedPiece = piece.id;
let moves = await getMoves(gameID, lastClickedPiece)
if (!moves) return;
moves = moves.map(decodeMove)
moves.forEach(move => {
if ((move["isPawnDiagonal"] && !move["isKillingMove"]) || move["isFriendlyPiece"])
return;
if (move["isKillingMove"]) {
attackedCell(move.position)
attackingMoves.push(move)
}
else {
availableCell(move.position)
availableMoves.push(move)
}
})
}
function availableCell(pos) {
let button = buttons[pos]
button.children[1].style.transform = "scale(1)";
button.addEventListener("mouseover", () => {
button.style.border = "4px solid hsla(180, 100%, 75%, 1)";
button.style.borderRadius = "10%";
})
button.addEventListener("mouseout", () => {
button.style.border = "0px solid hsla(180, 100%, 75%, 1)";
button.style.borderRadius = "10%";
})
}
function attackedCell(pos) {
let button = buttons[pos]
button.children[0].style.transform = "scale(1)";
button.addEventListener("mouseover", () => {
button.style.border = "4px solid hsla(360, 100%, 50%, 1)";
button.style.borderRadius = "10%";
})
button.addEventListener("mouseout", () => {
button.style.border = "0px solid hsla(360, 100%, 50%, 1)";
button.style.borderRadius = "10%";
})
}
function checkGameState() {
if (board.game.check) {
if (!checkedCell.length) {
checkedCell = board.game.check
cells[board.game.check].style.background = "linear-gradient(135deg, hsl(0, 100%, 50%), hsl(0, 100%, 56%))"
}
} else {
if (checkedCell.length) {
cells[checkedCell].style.background = ""
checkedCell = "";
}
}
if (board.game.checkmate) {
// TODO: Game is in checkmate, do stuff
}
if (board.game.stalemate) {
// TODO: Game is in stalemate, do stuff
}
if (board.game.eligibleForPromotion) {
// TODO: Create promotion pop-up and disable all other buttons
}
}