From: Benjamin Auder Date: Mon, 24 Feb 2020 15:58:49 +0000 (+0100) Subject: Small fixes X-Git-Url: https://git.auder.net/%7B%7B%20asset%28%27mixstore/images/doc/html/R.css?a=commitdiff_plain;h=a13cbc0f2c8cf46c0584118a11af9e3cd6bbdcb9;p=vchess.git Small fixes --- diff --git a/client/src/base_rules.js b/client/src/base_rules.js index 7949d7f6..85f63a2a 100644 --- a/client/src/base_rules.js +++ b/client/src/base_rules.js @@ -357,9 +357,9 @@ export const ChessRules = class ChessRules { for (let indexInRow = 0; indexInRow < rows[i].length; indexInRow++) { const character = rows[i][indexInRow]; const num = parseInt(character); + // If num is a number, just shift j: if (!isNaN(num)) j += num; - //just shift j - //something at position i,j + // Else: something at position i,j else board[i][j++] = V.fen2board(character); } } diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue index 07f6bba6..dc1ec676 100644 --- a/client/src/components/BaseGame.vue +++ b/client/src/components/BaseGame.vue @@ -104,35 +104,32 @@ export default { cursor: -1, //index of the move just played lastMove: null, firstMoveNumber: 0, //for printing - incheck: [], //for Board - V: null // TODO: need "local" V to trigger re-computation of computed properties ? - // --> le passer depuis CompGame ou Game comme une property ?! + incheck: [] //for Board }; }, watch: { // game initial FEN changes when a new game starts - - // TODO: this watcher is obsolete ? - "game.fenStart": function() { this.re_setVariables(); }, }, computed: { showMoves: function() { - return this.game.score != "*" || (window.V && V.ShowMoves == "all"); + return this.game.score != "*" || (this.vr && this.vr.ShowMoves == "all"); }, showTurn: function() { - return this.game.score == '*' && window.V && V.ShowMoves != "all"; + return this.game.score == '*' && this.vr && this.vr.ShowMoves != "all"; }, turn: function() { - return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"]; + return this.vr + ? this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"] + : ""; }, canAnalyze: function() { - return this.game.mode != "analyze" && window.V && V.CanAnalyze; + return this.game.mode != "analyze" && this.vr && this.vr.CanAnalyze; }, allowDownloadPGN: function() { - return this.game.score != "*" || (window.V && V.ShowMoves == "all"); + return this.game.score != "*" || (this.vr && this.vr.ShowMoves == "all"); } }, created: function() { diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 851c6d76..51e06340 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -469,7 +469,9 @@ export default { const flags = V.ParseFen(game.fen).flags; //may be undefined let dtLastMove = 0; for (let midx = game.moves.length - 1; midx >= 0; midx--) { - vr_tmp.undo(Object.assign({flags:flags}, game.moves[midx].squares)); + // NOTE: flags could be wrong, but since our only concern is turn, + // this should be enough. (TODO?) + vr_tmp.undo(Object.assign({flags:JSON.stringify(flags)}, game.moves[midx].squares)); if (vr_tmp.turn == mycolor) { dtLastMove = game.moves[midx].played; break;