Update margins and add E column label; change Turn term to Turns; fix placement bug due to check handling change.
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www/js/badge.js
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8
www/js/badge.js
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@ -0,0 +1,8 @@
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class Badge {
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}
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function BADGE_UPDATE()
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{
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}
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@ -758,8 +758,9 @@ GAME.Game = class {
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// Check if position puts king in check.
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let checking = false;
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let movements = [ ];
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if(params.check !== false) {
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let movements = this.movement_tiles(piece, tile_id, true);
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movements = this.movement_tiles(piece, tile_id, true);
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for(let movement of movements) {
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if(movement.check) {
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checking = true;
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@ -130,7 +130,7 @@ const INTERFACE = {
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INTERFACE_DATA.hover = null;
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// Handle board area
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if(event.offsetY >= INTERFACE_DATA.Ui.margin && event.offsetY < INTERFACE_DATA.Ui.margin + INTERFACE_DATA.Ui.area.y) {
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if(event.offsetY >= INTERFACE_DATA.Ui.margin.t && event.offsetY < INTERFACE_DATA.Ui.margin.l + INTERFACE_DATA.Ui.area.y) {
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if(event.offsetX >= INTERFACE_DATA.Ui.offset.x && event.offsetX < INTERFACE_DATA.Ui.offset.x + INTERFACE_DATA.Ui.board_width) {
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let basis_x = INTERFACE_DATA.Ui.offset.x + halfradius;
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@ -313,10 +313,14 @@ const INTERFACE = {
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let width = INTERFACE_DATA.canvas.width = INTERFACE_DATA.canvas.clientWidth;
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let height = INTERFACE_DATA.canvas.height = INTERFACE_DATA.canvas.clientHeight;
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let margin = INTERFACE_DATA.Ui.margin = Math.floor(Math.min(width, height) / 96);
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INTERFACE_DATA.Ui.margin.t = Math.floor(Math.min(width, height) / 96);
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INTERFACE_DATA.Ui.margin.l = 2 * INTERFACE_DATA.Ui.margin.t;
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INTERFACE_DATA.Ui.margin.r = INTERFACE_DATA.Ui.margin.t;
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INTERFACE_DATA.Ui.margin.b = 3 * INTERFACE_DATA.Ui.margin.t;
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let margin = INTERFACE_DATA.Ui.margin;
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let gui_width = width - (margin * 2);
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let gui_height = height - (margin * 2);
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let gui_width = width - (margin.l + margin.r);
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let gui_height = height - (margin.t + margin.b);
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if(gui_width < gui_height * INTERFACE.Ratio) {
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gui_height = Math.floor(gui_width / INTERFACE.Ratio);
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@ -330,8 +334,8 @@ const INTERFACE = {
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INTERFACE_DATA.Ui.area.y = gui_height;
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INTERFACE_DATA.Ui.scale = gui_scale;
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INTERFACE_DATA.Ui.offset.x = (width - gui_width) / 2;
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INTERFACE_DATA.Ui.offset.y = (height - gui_height) / 2;
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INTERFACE_DATA.Ui.offset.x = (INTERFACE_DATA.Ui.margin.l - INTERFACE_DATA.Ui.margin.r) + (width - gui_width) / 2;
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INTERFACE_DATA.Ui.offset.y = (INTERFACE_DATA.Ui.margin.t - INTERFACE_DATA.Ui.margin.b) + (height - gui_height) / 2;
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INTERFACE_DATA.Ui.board_width = Math.ceil(INTERFACE.BoardWidth * gui_scale);
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INTERFACE_DATA.Ui.pool_offset = INTERFACE_DATA.Ui.offset.x + Math.floor(INTERFACE.PoolOffset * gui_scale);
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@ -553,14 +557,14 @@ const INTERFACE = {
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ctx.fillStyle = INTERFACE.Color.Text;
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ctx.textBaseline = "top";
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ctx.textAlign = "left";
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ctx.fillText(text, gui_margin, gui_margin);
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ctx.fillText(text, gui_margin.t, gui_margin.t);
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}
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// Number of moves
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ctx.fillStyle = INTERFACE.Color.Text;
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ctx.textBaseline = "top";
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ctx.textAlign = "right";
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ctx.fillText(GAME_DATA.turn, width - gui_margin, gui_margin);
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ctx.fillText(GAME_DATA.turn, width - gui_margin.t, gui_margin.t);
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// Game state message
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let message = null;
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@ -588,7 +592,7 @@ const INTERFACE = {
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if(message !== null) {
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ctx.textBaseline = "bottom";
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ctx.textAlign = "left";
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ctx.fillText(message, gui_margin, height - gui_margin);
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ctx.fillText(message, gui_margin.t, height - gui_margin.t);
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}
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// Draw tile numbers
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@ -603,7 +607,7 @@ const INTERFACE = {
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ctx.fillStyle = INTERFACE.Color.TextDark;
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ctx.textBaseline = "top";
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ctx.textAlign = "center";
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for(let i = 0; i < 4; ++i) {
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for(let i = 0; i < 5; ++i) {
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let x = basis_x + (1.5 * radius * i);
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let y = basis_y + (gui_scale * (1.15 + i));
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ctx.fillText(letters[i], x, y);
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@ -977,7 +981,7 @@ const INTERFACE = {
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Ui: {
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scale: 0,
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margin: 0,
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margin: { t:0, l:0, r:0, b:0 },
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offset: new MATH.Vec2(),
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area: new MATH.Vec2(),
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@ -37,7 +37,6 @@ LANGUAGE.Terms = {
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logout: new LANGUAGE.Term( "Logout", " ログアウト" ),
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extras: new LANGUAGE.Term( "Extras", " お負け" ),
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turn: new LANGUAGE.Term( "Turn", "手番数" ),
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turns: new LANGUAGE.Term( "Turns", "手番数" ),
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viewers: new LANGUAGE.Term( "Viewers", "観戦者" ),
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@ -240,7 +240,7 @@ const UI = {
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}
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let tbody = UI.table_content(
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[ LANG("dawn"), LANG("dusk"), LANG("turn"), LANG("viewers"), "" ],
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[ LANG("dawn"), LANG("dusk"), LANG("turns"), LANG("viewers"), "" ],
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rows,
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);
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