npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2026 – Pkg Stats / Ryan Hefner

ngx-chessground

v22.7.0

Published

[![npm version](https://badge.fury.io/js/ngx-chessground.svg)](https://badge.fury.io/js/ngx-chessground) [![License: GPL-3.0](https://img.shields.io/badge/License-GPL%203.0-blue.svg)](https://opensource.org/licenses/GPL-3.0) [![GitHub Sponsors](https://im

Downloads

356

Readme

NgxChessground

npm version License: GPL-3.0 GitHub Sponsors

Angular wrapper for ornicar/chessground, the premier open-source chess UI library used by lichess.org.


Table of Contents


Demo

Live demo with a full PGN viewer: https://topce.github.io/ngx-chessground/


Installation

npm install ngx-chessground chess.js chessground snabbdom chessops

Peer dependencies (must be installed alongside):

| Package | Version | Required for | |---------|---------|--------------| | @angular/common | ^22.0.0 | all components | | @angular/core | ^22.0.0 | all components | | chess.js | 1.4.0 | all components | | chessground | 9.2.1 | all components | | snabbdom | 3.6.3 | NgxChessgroundComponent | | chessops | ^0.15.0 | NgxPgnViewerComponent (PGN parsing fallback) | | fzstd | ^0.1.1 | NgxPgnViewerComponent (.zst archives) — optional | | jszip | ^3.10.1 | NgxPgnViewerComponent (ZIP input) — optional | | @angular/material | ^22.0.0 | PromotionDialogComponent only — optional | | @angular/cdk | ^22.0.0 | PromotionDialogComponent only — optional |

Optional peers. fzstd, jszip, @angular/material and @angular/cdk are declared optional: the board components install and run without them. npm skips optional peers that are missing, so a board-only consumer (NgxChessgroundComponent, NgxChessgroundTableComponent) needs only the first five. Install Material + CDK only if you use the promotion dialog, and fzstd/jszip only if you load compressed archives.

The NgxPgnViewerComponent itself has no Material dependency — messages default to the console and can be routed anywhere via PGN_VIEWER_NOTIFIER.


Quick Start

All components are standalone. Import them directly into your standalone component or NgModule imports array.

import { Component, signal } from '@angular/core';
import { NgxChessgroundComponent } from 'ngx-chessground';
import { Chessground } from 'chessground';
import type { Api } from 'chessground/api';

@Component({
  selector: 'app-board',
  standalone: true,
  imports: [NgxChessgroundComponent],
  template: `<ngx-chessground [runFunction]="myFn()" />`
})
export class BoardComponent {
  groundApi = signal<Api | null>(null);

  myFn = signal<(el: HTMLElement) => Api>((el) => {
    const api = Chessground(el, {
      fen: 'rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1',
      orientation: 'white',
      movable: { free: true, color: 'both' }
    });
    this.groundApi.set(api);
    return api;
  });
}

The runFunction input is the core mechanism of the library. It receives the mounted DOM element and must return a chessground Api instance. This design gives you full control over the chessground configuration while the component manages the lifecycle.


Components

NgxChessgroundComponent

Selector: <ngx-chessground>

The fundamental chessboard component. It manages the DOM element and delegates chessground instantiation to the provided runFunction.

Inputs

| Input | Type | Description | |-------|------|-------------| | runFunction | (el: HTMLElement) => Api | Required (input.required). Function called with the board container element. Must create a chessground instance and return its Api. Omitting it is a compile-time error. | | config | Partial<Config> | Optional. When its identity changes, the config is applied to the existing instance in place via Api.set() — preserving animations and drag & drop state, without the cost of recreating the instance. Preferred for position/move updates. |

Properties / Methods

| Member | Type | Description | |--------|------|-------------| | toggleOrientation() | () => void | Flips the board orientation (white ↔ black). | | elementView | Signal<ElementRef> | Signal-based view query for the board container element. |

Usage Pattern

The component uses Angular's afterRenderEffect() to watch runFunction changes — whenever its identity changes, the previous Chessground instance is destroyed first (unbinding its document listeners) and a new board is created. To update the position, orientation, or movable pieces without recreating the board, pass a new object to the config input instead — the live instance is reconfigured in place, which keeps drag & drop responsive and move animations intact.


NgxChessgroundTableComponent

Selector: <ngx-chessground-table>

A pre-configured chessboard with the "Play vs yourself" or "Play from initial position" preset. It wraps NgxChessgroundComponent and auto-initializes it with interactive play units that support a promotion dialog.

This component is standalone and self-contained — just drop it into your template:

<ngx-chessground-table />

When a pawn reaches the promotion rank, a Material dialog appears offering Queen, Rook, Bishop, or Knight choices.


NgxPgnViewerComponent

Selector: <ngx-pgn-viewer>

A full-featured PGN viewer with replay controls, filtering, Stockfish analysis, and more. The most complex component in the library.

Inputs

| Input | Type | Default | Description | |-------|------|---------|-------------| | pgn | string | '' | PGN string to load and display. | | highlightLastMove | boolean | true | Whether to highlight the last played move on the board. |

Public Signals (accessible for template binding)

| Signal | Type | Description | |--------|------|-------------| | currentMoveIndex | Signal<number> | Zero-based index of the current move. | | moves | Signal<string[]> | Array of SAN move strings for the loaded game. | | currentFen | Signal<string> | Current board FEN string. | | activeColor | Signal<'white' \| 'black'> | Current turn color (computed from FEN). | | isReplaying | Signal<boolean> | Whether auto-replay is active. | | replayMode | Signal<'fixed' \| 'realtime' \| 'proportional'> | Replay timing mode. | | minSecondsBetweenMoves | Signal<number> | Minimum seconds between moves (default: 1). | | proportionalDuration | Signal<number> | Target duration in seconds for proportional replay (default: 1). | | fixedTime | Signal<number> | Seconds per move in fixed mode (default: 1). | | fastTime | Signal<number> | Seconds per move in fast mode (default: 0.3). | | stopOnError | Signal<boolean> | When true, auto-replay halts on significant evaluation drops. | | stopOnErrorThreshold | Signal<number> | Evaluation drop threshold (in pawns) for stop-on-error. | | stopOnErrorSide | Signal<'both' | 'white' | 'black'> | Which side's errors trigger stop-on-error: both, White only, or Black only (default: 'both'). | | showBetterMoveBtn | Signal<boolean> | Whether to show a "better move" button after stop-on-error triggers. | | bestMoveInfo | Signal<{ move: string; pv: { san: string; fen: string }[] } \| null> | Stockfish best-move and PV lines, or null. | | isAnalyzing | Signal<boolean> | Whether Stockfish is currently analyzing a position. | | analysisVisible | Signal<boolean> | Whether the analysis panel is visible. | | stockfishDepth | Signal<number> | Stockfish search depth (default: 18). | | evaluations | Signal<(string \| null)[]> | Array of evaluation strings per move. | | currentEvaluation | Signal<string \| null> | Evaluation at the current move (computed). | | filterResult | Signal<string[]> | Result filter — any of '1-0', '0-1', 'draw', '*'. An empty array means no result filter. | | currentGameIndex | Signal<number> | Index of the currently loaded game in a multi-game PGN. | | gamesMetadata | Signal<GameMetadata[]> | Parsed game metadata list from the loaded PGN. | | filteredGamesIndices | Signal<number[]> | Indices of games matching current filters. | | filteredGameInfos | Signal<GameMetadata[]> | Game metadata for filtered results (computed). | | isFiltering | Signal<boolean> | Whether a filter operation is in progress. | | isLoading | Signal<boolean> | Whether a PGN is being loaded/parsed. | | loadingProgress | Signal<number> | Loading progress percentage (0–100). | | loadingStatus | Signal<string> | Loading status message. | | filterWhite / filterBlack | Signal<string> | Player name filter strings. | | filterEco | Signal<string> | ECO code filter string. | | indexStartPositions | WritableSignal<boolean> | Build a starting-position FEN index. Defaults to true in the packaged desktop app, false on the web. | | filterMoves | Signal<boolean> | Whether opening-move filtering is active. | | selectedGames | Signal<Set<number>> | Set of selected game indices for batch operations. | | practiceMode | Signal<boolean> | Whether practice mode (turn-based play with continuous Stockfish analysis) is active. | | practiceAvailable | Signal<boolean> | Whether the "Analyze practice" button is offered (game not replaying). | | practiceMoves | Signal<PracticeMove[]> | Moves played during the practice session, with per-move evaluations. | | practiceEvaluation | Signal<string \| null> | Stockfish evaluation of the current practice position (White's perspective). | | practiceResult | Signal<string \| null> | Game result of the practice position ('1-0', '0-1', '1/2-1/2') or null while ongoing. | | boardEvaluation | Signal<string \| null> | Evaluation shown on the evaluation bar (practice eval while practicing). | | maxFenPlies | WritableSignal<number> | Max half-moves replayed per game when indexing (default: 30). |

Outputs

| Output | Payload | Description | |--------|---------|-------------| | stateRestored | void | Fires once when durable state (persisted filters, source URL, cache bookmarks) has been restored. Reactive alternative to await whenStateReady(). | | loadStarted | { status: string } | A load has begun. | | loadProgress | { percent: number; status: string } | Load progress advanced. | | loadFailed | PgnViewerError | A load failed. The single place to handle load errors programmatically. |

Methods

These are the supported entry points. Everything the template needs (move navigation, replay controls, practice controls, panel resizing) is protected and intentionally not part of the public API.

| Method | Description | |--------|-------------| | load(source, options?) | Load a PGN source. The single entry point for getting data in; awaits state hydration internally. See below. | | loadFromUrl() | Reload the URL currently shown in the URL field. Prefer load({ kind: 'url', url }). | | whenStateReady() | Resolves once durable state has been restored. load() awaits this for you. | | canLoadFromCache(url) | Whether a source is already parsed and cached, so a load needs no network round trip. | | clearPgnCache() | Clear parsed-game caches (IndexedDB, or the desktop on-disk cache). | | flipBoard() / toggle3d() | Toggle board orientation / 3D pieces. | | restoredStateFromStorage | true when a previous session's state was restored on startup. |

Loading a source

PgnSource is a discriminated union, so an ambiguous load is a type error rather than a silent no-op:

await viewer.load({ kind: 'url', url: 'lichess/broadcast/lichess_db_broadcast_2026-08.pgn.zst' });
await viewer.load({ kind: 'pgn', text: pgnString });
await viewer.load({ kind: 'file', file: input.files[0] });

Per-call overrides are available without touching component state:

await viewer.load({ kind: 'url', url }, { indexStartPositions: true, maxFenPlies: 40 });

Failures never reject. Handle them through the output:

<ngx-pgn-viewer (loadFailed)="onLoadFailed($event)" />
onLoadFailed(error: PgnViewerError) {
  // error.code is 'DOWNLOAD_FAILED' | 'PARSE_FAILED' | 'CACHE_FAILED'
  //            | 'ENGINE_FAILED'   | 'INVALID_SOURCE'
  console.error(error.code, error.message, error.cause);
}
Notifications

The viewer does not depend on a UI toolkit. Messages default to the console; route them into your own notification system with PGN_VIEWER_NOTIFIER:

import { inject } from '@angular/core';
import { MatSnackBar } from '@angular/material/snack-bar';
import { PGN_VIEWER_NOTIFIER, type PgnViewerNotice } from 'ngx-chessground';

export const appConfig: ApplicationConfig = {
  providers: [
    {
      provide: PGN_VIEWER_NOTIFIER,
      useFactory: () => {
        const snackBar = inject(MatSnackBar);
        return {
          notify: (notice: PgnViewerNotice) =>
            void snackBar.open(notice.message, 'Dismiss', { duration: notice.durationMs }),
        };
      },
    },
  ],
};

Replay Modes

  • fixed — Each move is played at minSecondsBetweenMoves intervals.
  • realtime — Replays at the original game time (requires clock data in the PGN).
  • proportional — Scales the game duration to fit a target speed, respecting relative move timings.

Stockfish Integration ("Stop on Error")

When stopOnError is enabled, the viewer spawns a Stockfish web worker. During auto-replay, it compares successive position evaluations. If the evaluation drops more than stopOnErrorThreshold pawns (default: 1.0) for the side configured by stopOnErrorSide, the replay halts and the UI displays Stockfish's suggested best move and principal variation. An "error" is attributed to the player who just moved: White errors when the evaluation (from White's perspective) drops after a White move, Black errors when it rises after a Black move. stopOnErrorSide accepts 'both' (default), 'white' (only White's errors), or 'black' (only Black's errors).

Requirements: Stockfish single-threaded from nmrugg/stockfish.js must be served at assets/stockfish/stockfish.js and assets/stockfish/stockfish.wasm. The library ships these files (renamed) in its assets directory.

Credits: Stockfish © T. Romstad, M. Costalba, J. Kiiski, G. Linscott & contributors. JS/WASM build by nmrugg (© Chess.com, LLC). Licensed under GPLv3.

Practice Mode ("Analyze Practice")

While the game is not replaying, the board controls show an Analyze Practice button. Pressing it enters practice mode:

  • The session starts from the currently displayed board position (use move navigation to set the starting point first).
  • The board becomes editable for the side to move — take turns moving White and Black (only legal moves are accepted; pawn promotions open the piece-choice dialog). Moving the side that is not to move is not allowed.
  • Stockfish continuously re-analyzes the current position after every move, undo, or restart, showing the evaluation (also on the evaluation bar), best move, and principal variation. The search depth follows the shared stockfishDepth setting.
  • The panel lists the session moves with their per-move evaluations, plus Undo, Restart, and Exit controls. Game-over results (checkmate, stalemate, draw) are detected and displayed.
  • Practice mode and the stop-on-error Show Better Move panel are mutually exclusive: entering practice hides the better-move panel, and opening "Show Better Move" closes an active practice session.

Export: from the practice panel you can

  • Copy FEN — the current practice position FEN,
  • Copy moves — the SAN move list (e.g. 1. e4 e5 2. Nf3),
  • Copy PGN — a full PGN with [FEN]/[SetUp] headers when the session did not start from the standard position and [%eval] comments for analyzed moves,
  • Download PGN — the same PGN saved as a .pgn file.

Exiting practice mode (or triggering replay, game navigation, or filtering) restores the loaded game position.

Multi-Game PGN Support

The viewer can parse PGN files containing multiple games. Use games to inspect metadata (players, ECO, result), selectedGameIndex to navigate, and filterWhite/filterBlack/filterEco to filter the game list.

Supported formats: Plain PGN, GZ-compressed PGN (.pgn.gz via fzstd), and ZIP archives containing PGN files (.zip via jszip).

Upset Filtering

Enable "Only upsets" in the filter panel to keep only games where the weaker-rated player (by Elo) beat or drew the stronger-rated player. Requires both players to have a known Elo rating. Configure which outcomes count (weaker player wins and/or draws) and the minimum Elo gap (default 300). When the upset filter is active, results are sorted by upset size (largest rating gap first by default; toggle ascending/descending to reverse).

Opening-Move Filtering

Enable "Filter by Starting Moves" in the UI, play moves on the board, and the viewer filters the game list to only those that begin with those exact moves.


PromotionDialogComponent

Selector: <ngx-promotion-dialog>

A Material dialog for pawn promotion selection. Typically invoked automatically by NgxChessgroundTableComponent or when using createPlayUnitsWithDialog().

Interface

interface PromotionDialogData {
  color: 'white' | 'black';
}

type PromotionPiece = 'q' | 'r' | 'b' | 'n';

The dialog presents four buttons (Queen, Rook, Bishop, Knight). On selection, the dialog closes with the chosen PromotionPiece string. If dismissed without selection, defaults to 'q' (Queen).


Services

NgxChessgroundService

Provided at the component level by NgxChessgroundComponent. Manages the chessground instance lifecycle.

| Method | Description | |--------|-------------| | redraw(element: HTMLElement, runFn: (el: HTMLElement) => Api) | Re-initializes chessground on the given element with the provided factory function. | | toggleOrientation() | Flips the board orientation. |


PgnViewerEngineService

Provided at root level (providedIn: 'root'). Manages Web Workers for background PGN processing and Stockfish analysis.

| Method | Description | |--------|-------------| | initialize(callbacks) | Creates the PGN processor worker and Stockfish worker. Returns false if Web Workers are unsupported. | | loadPgn(pgn, id) | Sends raw PGN to the worker for parsing. | | filterGames(criteria, id) | Filters parsed games by player name, ECO, draw status, or opening moves. | | loadGame(index, id) | Loads a specific game by index from the parsed list. | | analyzePosition(fen, depth) | Sends a FEN position to Stockfish for analysis. Returns false if the worker is unavailable. | | dispose() | Terminates all workers and cleans up resources. |

Callbacks Interface

interface PgnViewerEngineCallbacks {
  onPgnMessage: (data: WorkerResponse) => void;
  onStockfishMessage: (event: MessageEvent) => void;
  onError?: (message: string, error?: unknown) => void;
}

PromotionService

Provided at root level (providedIn: 'root'). Opens a Material dialog for pawn promotion selection.

| Method | Description | |--------|-------------| | showPromotionDialog(color: 'white' \| 'black'): Promise<PromotionPiece> | Opens the promotion dialog and returns the user's choice. Defaults to 'q' (Queen) if cancelled. |


Unit Presets

The library exports a collection of pre-built Unit configurations that encapsulate common chessboard setups. Each Unit conforms to this interface:

interface Unit {
  name: string;
  run: (el: HTMLElement) => Api;
}

All units are exported from ngx-chessground:

| Export | Name | Description | |--------|------|-------------| | initial | Play legal moves from initial position | Standard board setup. Only legal moves allowed. Uses window.prompt for promotions. | | castling | Castling | Position set up to demonstrate castling from both sides. | | playVsRandom | Play vs random AI | Play as white against a randomly-moving AI opponent. 1-second AI delay. | | playFullRandom | Watch 2 random AIs | Both sides play random moves with 700ms intervals and animation. | | slowAnim | Play vs random AI; slow animations | Same as playVsRandom but with 5-second piece animation duration. | | conflictingHold | Conflicting hold/premove | Demonstrates the premove conflict resolution mechanics. |

Enhanced Units with Promotion Dialog

For a better UX, use createPlayUnitsWithDialog() to get unit presets that use a Material dialog for promotions instead of window.prompt:

import { createPlayUnitsWithDialog, PromotionService } from 'ngx-chessground';

// In your component:
const promotionService = inject(PromotionService);
const enhancedUnits = createPlayUnitsWithDialog(promotionService);

// enhancedUnits.initial.run(el) — uses dialog for promotions
// enhancedUnits.castling.run(el) — uses dialog for promotions

The factory returns an object with keys: initial, castling, playVsRandom, playFullRandom, slowAnim, conflictingHold. If no PromotionService is provided, it falls back to the legacy window.prompt units.


Utility Functions

All utilities are exported from ngx-chessground:

toDests(chess: ChessInstance): Map<Key, Key[]>

Computes a map of legal destination squares for each piece on the board. Used to configure chessground's movable.dests.

import { Chess } from 'chess.js';
import { toDests } from 'ngx-chessground';

const chess = new Chess();
const dests = toDests(chess);
// Map { 'e2' => ['e3', 'e4'], 'd2' => ['d3', 'd4'], ... }

toColor(chess: ChessInstance): Color

Returns 'white' or 'black' based on the current turn in a chess.js instance.

const color = toColor(chess); // 'white' or 'black'

playOtherSide(cg: Api, chess: ChessInstance): (orig: Key, dest: Key) => void

Creates a move handler that makes the move on both chess.js and chessground, then updates the board for the opponent's turn. Uses window.prompt for pawn promotion.

cg.set({
  movable: {
    events: {
      after: playOtherSide(cg, chess)
    }
  }
});

playOtherSideWithDialog(cg: Api, chess: ChessInstance, promotionService: PromotionService): (orig: Key, dest: Key) => Promise<void>

Same as playOtherSide but uses a Material dialog (via PromotionService) for promotion selection instead of window.prompt. Async — returns a Promise.

aiPlay(cg: Api, chess: ChessInstance, delay: number, firstMove: boolean): (orig: Key, dest: Key) => void

Creates a move handler where after the human plays, an AI opponent responds after delay milliseconds. The AI picks a random legal move (or the first legal move if firstMove is true).

cg.set({
  movable: {
    events: {
      after: aiPlay(cg, chess, 1000, false)
    }
  }
});

createPlayUnitsWithDialog(promotionService?: PromotionService)

Factory that returns unit presets enhanced with dialog-based promotion. If no service is provided, falls back to the window.prompt versions.


Version Compatibility

| NgxChessground | Angular | |----------------|---------| | 21.x | 21.x | | 20.x | 20.x | | 19.x | 19.x | | 18.x | 18.x | | 17.x | 17.x | | 16.x | 16.x | | 15.x | 15.x |


Contributing

git clone https://github.com/topce/ngx-chessground.git
cd ngx-chessground
npm install
npm start

Generate API Documentation

npm run compodoc

This builds Compodoc documentation from the JSDoc annotations in the source, served at http://localhost:9090.

Build

npm run build:lib:prod    # Build the library
npm run build:app:prod    # Build the demo app

Publish

npm run publish:lib

License

GPL-3.0 or later. See LICENSE.