incheck: [],
pgnTxt: "",
expert: document.cookie.length>0 ? document.cookie.substr(-1)=="1" : false,
+ gameId: "", //used to limit computer moves' time
};
},
render(h) {
- let [sizeX,sizeY] = VariantRules.size;
+ const [sizeX,sizeY] = VariantRules.size;
// Precompute hints squares to facilitate rendering
let hintSquares = doubleArray(sizeX, sizeY, false);
this.possibleMoves.forEach(m => { hintSquares[m.end.x][m.end.y] = true; });
this.choices.map( m => { //a "choice" is a move
return h('div',
{
- 'class': { 'board': true },
+ 'class': {
+ 'board': true,
+ ['board'+sizeY]: true,
+ },
style: {
'width': (100/this.choices.length) + "%",
'padding-bottom': (100/this.choices.length) + "%",
{
attrs: { "src": '/images/pieces/' +
VariantRules.getPpath(m.appear[0].c+m.appear[0].p) + '.svg' },
- 'class': { 'choice-piece': true, 'board': true },
+ 'class': { 'choice-piece': true },
on: { "click": e => { this.play(m); this.choices=[]; } },
})
]
{
'class': {
'board': true,
+ ['board'+sizeY]: true,
'light-square': (i+j)%2==0 && (this.expert || !highlight),
'dark-square': (i+j)%2==1 && (this.expert || !highlight),
'highlight': !this.expert && highlight,
this.newGame("computer");
},
newGame: function(mode, fenInit, color, oppId, moves, continuation) {
- //const fen = "1n2T1n0/p2pO2p/1s1k1s2/8/3S2p1/2U2cO1/P3PuPP/3K1BR1 0100";
const fen = fenInit || VariantRules.GenRandInitFen();
console.log(fen); //DEBUG
this.score = "*";
}
return;
}
+ // random enough (TODO: function)
+ this.gameId = (Date.now().toString(36) + Math.random().toString(36).substr(2, 7)).toUpperCase();
this.vr = new VariantRules(fen, moves || []);
this.pgnTxt = ""; //redundant with this.score = "*", but cleaner
this.mode = mode;
playComputerMove: function() {
const timeStart = Date.now();
const nbMoves = this.vr.moves.length; //using played moves to know if search finished
+ const gameId = this.gameId; //to know if game was reset before timer end
setTimeout(
() => {
+ if (gameId != this.gameId)
+ return; //game stopped
const L = this.vr.moves.length;
if (nbMoves == L || !this.vr.moves[L-1].notation) //move search didn't finish
this.vr.shouldReturn = true;