| 1 | // Game logic on a variant page: 3 modes, analyze, computer or human |
| 2 | // TODO: envoyer juste "light move", sans FEN ni notation ...etc |
| 3 | // TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ? |
| 4 | // onClick :: ask full game to remote player, and register as an observer in game |
| 5 | // (use gameId to communicate) |
| 6 | // on landing on game :: if gameId not found locally, check remotely |
| 7 | // ==> il manque un param dans game : "remoteId" |
| 8 | Vue.component('my-game', { |
| 9 | // gameId: to find the game in storage (assumption: it exists) |
| 10 | // fen: to start from a FEN without identifiers (analyze mode) |
| 11 | // subMode: "auto" (game comp vs comp) or "corr" (correspondance game), |
| 12 | // or "examine" (after human game: TODO) |
| 13 | props: ["conn","gameRef","fen","mode","subMode", |
| 14 | "allowChat","allowMovelist","settings"], |
| 15 | data: function() { |
| 16 | return { |
| 17 | // Web worker to play computer moves without freezing interface: |
| 18 | compWorker: new Worker('/javascripts/playCompMove.js'), |
| 19 | timeStart: undefined, //time when computer starts thinking |
| 20 | vr: null, //VariantRules object, describing the game state + rules |
| 21 | endgameMessage: "", |
| 22 | orientation: "w", |
| 23 | lockCompThink: false, //used to avoid some ghost moves |
| 24 | myname: user.name, //may be anonymous (thus no name) |
| 25 | opponents: {}, //filled later (potentially 2 or 3 opponents) |
| 26 | drawOfferSent: false, //did I just ask for draw? |
| 27 | people: {}, //observers |
| 28 | score: "*", //'*' means 'unfinished' |
| 29 | // userColor: given by gameId, or fen in problems mode (if no game Id)... |
| 30 | mycolor: "w", |
| 31 | fenStart: "", |
| 32 | moves: [], //TODO: initialize if gameId is defined... |
| 33 | cursor: -1, //index of the move just played |
| 34 | lastMove: null, |
| 35 | }; |
| 36 | }, |
| 37 | watch: { |
| 38 | fen: function() { |
| 39 | // (Security) No effect if a computer move is in progress: |
| 40 | if (this.mode == "computer" && this.lockCompThink) |
| 41 | return this.$emit("computer-think"); |
| 42 | this.newGameFromFen(); |
| 43 | }, |
| 44 | gameRef: function() { |
| 45 | this.loadGame(); |
| 46 | }, |
| 47 | }, |
| 48 | computed: { |
| 49 | showChat: function() { |
| 50 | return this.allowChat && this.mode=='human' && this.score != '*'; |
| 51 | }, |
| 52 | showMoves: function() { |
| 53 | return true; |
| 54 | return this.allowMovelist && window.innerWidth >= 768; |
| 55 | }, |
| 56 | showFen: function() { |
| 57 | return variant.name != "Dark" || this.score != "*"; |
| 58 | }, |
| 59 | }, |
| 60 | // Modal end of game, and then sub-components |
| 61 | template: ` |
| 62 | <div class="col-sm-12 col-md-10 col-md-offset-1 col-lg-8 col-lg-offset-2"> |
| 63 | <input id="modal-eog" type="checkbox" class="modal"/> |
| 64 | <div role="dialog" aria-labelledby="eogMessage"> |
| 65 | <div class="card smallpad small-modal text-center"> |
| 66 | <label for="modal-eog" class="modal-close"> |
| 67 | </label> |
| 68 | <h3 id="eogMessage" class="section"> |
| 69 | {{ endgameMessage }} |
| 70 | </h3> |
| 71 | </div> |
| 72 | </div> |
| 73 | <my-chat v-if="showChat" :conn="conn" :myname="myname" |
| 74 | :opponents="opponents" :people="people"> |
| 75 | </my-chat> |
| 76 | <my-board v-bind:vr="vr" :last-move="lastMove" :mode="mode" |
| 77 | :orientation="orientation" :user-color="mycolor" :settings="settings" |
| 78 | @play-move="play"> |
| 79 | </my-board> |
| 80 | <div class="button-group"> |
| 81 | <button @click="() => play()">Play</button> |
| 82 | <button @click="() => undo()">Undo</button> |
| 83 | <button @click="flip">Flip</button> |
| 84 | <button @click="gotoBegin">GotoBegin</button> |
| 85 | <button @click="gotoEnd">GotoEnd</button> |
| 86 | </div> |
| 87 | <div v-if="mode=='human'" class="button-group"> |
| 88 | <button @click="offerDraw">Draw</button> |
| 89 | <button @click="abortGame">Abort</button> |
| 90 | <button @click="resign">Resign</button> |
| 91 | </div> |
| 92 | <div v-if="mode=='human' && subMode=='corr'"> |
| 93 | <textarea v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg"> |
| 94 | </textarea> |
| 95 | <div v-show="cursor>=0"> |
| 96 | {{ moves[cursor].message }} |
| 97 | </div> |
| 98 | </div> |
| 99 | <div v-if="showFen && !!vr" id="fen-div" class="section-content"> |
| 100 | <p id="fen-string" class="text-center"> |
| 101 | {{ vr.getFen() }} |
| 102 | </p> |
| 103 | </div> |
| 104 | <div id="pgn-div" class="section-content"> |
| 105 | <a id="download" href="#"> |
| 106 | </a> |
| 107 | <div class="button-group"> |
| 108 | <button id="downloadBtn" @click="download"> |
| 109 | {{ translate("Download PGN") }} |
| 110 | </button> |
| 111 | <button>Import game</button> |
| 112 | </div> |
| 113 | </div> |
| 114 | <my-move-list v-if="showMoves" :moves="moves" :cursor="cursor" @goto-move="gotoMove"> |
| 115 | </my-move-list> |
| 116 | </div> |
| 117 | `, |
| 118 | created: function() { |
| 119 | if (!!this.gameRef) |
| 120 | this.loadGame(); |
| 121 | else if (!!this.fen) |
| 122 | { |
| 123 | this.vr = new V(this.fen); |
| 124 | this.fenStart = this.fen; |
| 125 | } |
| 126 | // TODO: if I'm one of the players in game, then: |
| 127 | // Send ping to server (answer pong if opponent is connected) |
| 128 | if (true && !!this.conn && !!this.gameRef) |
| 129 | { |
| 130 | this.conn.onopen = () => { |
| 131 | this.conn.send(JSON.stringify({ |
| 132 | code:"ping",oppid:this.oppid,gameId:this.gameRef.id})); |
| 133 | }; |
| 134 | } |
| 135 | // TODO: also handle "draw accepted" (use opponents array?) |
| 136 | // --> must give this info also when sending lastState... |
| 137 | // and, if all players agree then OK draw (end game ...etc) |
| 138 | const socketMessageListener = msg => { |
| 139 | const data = JSON.parse(msg.data); |
| 140 | let L = undefined; |
| 141 | switch (data.code) |
| 142 | { |
| 143 | case "newmove": //..he played! |
| 144 | this.play(data.move, variant.name!="Dark" ? "animate" : null); |
| 145 | break; |
| 146 | case "pong": //received if we sent a ping (game still alive on our side) |
| 147 | if (this.gameRef.id != data.gameId) |
| 148 | break; //games IDs don't match: definitely over... |
| 149 | this.oppConnected = true; |
| 150 | // Send our "last state" informations to opponent(s) |
| 151 | L = this.vr.moves.length; |
| 152 | Object.keys(this.opponents).forEach(oid => { |
| 153 | this.conn.send(JSON.stringify({ |
| 154 | code: "lastate", |
| 155 | oppid: oid, |
| 156 | gameId: this.gameRef.id, |
| 157 | lastMove: (L>0?this.vr.moves[L-1]:undefined), |
| 158 | movesCount: L, |
| 159 | })); |
| 160 | }); |
| 161 | break; |
| 162 | // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one) |
| 163 | case "lastate": //got opponent infos about last move |
| 164 | L = this.vr.moves.length; |
| 165 | if (this.gameRef.id != data.gameId) |
| 166 | break; //games IDs don't match: nothing we can do... |
| 167 | // OK, opponent still in game (which might be over) |
| 168 | if (this.score != "*") |
| 169 | { |
| 170 | // We finished the game (any result possible) |
| 171 | this.conn.send(JSON.stringify({ |
| 172 | code: "lastate", |
| 173 | oppid: data.oppid, |
| 174 | gameId: this.gameRef.id, |
| 175 | score: this.score, |
| 176 | })); |
| 177 | } |
| 178 | else if (!!data.score) //opponent finished the game |
| 179 | this.endGame(data.score); |
| 180 | else if (data.movesCount < L) |
| 181 | { |
| 182 | // We must tell last move to opponent |
| 183 | this.conn.send(JSON.stringify({ |
| 184 | code: "lastate", |
| 185 | oppid: this.opponent.id, |
| 186 | gameId: this.gameRef.id, |
| 187 | lastMove: this.vr.moves[L-1], |
| 188 | movesCount: L, |
| 189 | })); |
| 190 | } |
| 191 | else if (data.movesCount > L) //just got last move from him |
| 192 | this.play(data.lastMove, "animate"); |
| 193 | break; |
| 194 | case "resign": //..you won! |
| 195 | this.endGame(this.mycolor=="w"?"1-0":"0-1"); |
| 196 | break; |
| 197 | // TODO: also use (dis)connect info to count online players? |
| 198 | case "connect": |
| 199 | case "disconnect": |
| 200 | if (this.mode=="human") |
| 201 | { |
| 202 | const online = (data.code == "connect"); |
| 203 | // If this is an opponent ? |
| 204 | if (!!this.opponents[data.id]) |
| 205 | this.opponents[data.id].online = online; |
| 206 | else |
| 207 | { |
| 208 | // Or an observer ? |
| 209 | if (!online) |
| 210 | delete this.people[data.id]; |
| 211 | else |
| 212 | this.people[data.id] = data.name; |
| 213 | } |
| 214 | } |
| 215 | break; |
| 216 | } |
| 217 | }; |
| 218 | const socketCloseListener = () => { |
| 219 | this.conn.addEventListener('message', socketMessageListener); |
| 220 | this.conn.addEventListener('close', socketCloseListener); |
| 221 | }; |
| 222 | if (!!this.conn) |
| 223 | { |
| 224 | this.conn.onmessage = socketMessageListener; |
| 225 | this.conn.onclose = socketCloseListener; |
| 226 | } |
| 227 | // Computer moves web worker logic: (TODO: also for observers in HH games ?) |
| 228 | this.compWorker.postMessage(["scripts",variant.name]); |
| 229 | this.compWorker.onmessage = e => { |
| 230 | this.lockCompThink = true; //to avoid some ghost moves |
| 231 | let compMove = e.data; |
| 232 | if (!Array.isArray(compMove)) |
| 233 | compMove = [compMove]; //to deal with MarseilleRules |
| 234 | // Small delay for the bot to appear "more human" |
| 235 | const delay = Math.max(500-(Date.now()-this.timeStart), 0); |
| 236 | setTimeout(() => { |
| 237 | const animate = variant.name != "Dark"; |
| 238 | this.play(compMove[0], animate); |
| 239 | if (compMove.length == 2) |
| 240 | setTimeout( () => { this.play(compMove[1], animate); }, 750); |
| 241 | else //250 == length of animation (TODO: should be a constant somewhere) |
| 242 | setTimeout( () => this.lockCompThink = false, 250); |
| 243 | }, delay); |
| 244 | } |
| 245 | }, |
| 246 | // dans variant.js (plutôt room.js) conn gère aussi les challenges |
| 247 | // et les chats dans chat.js. Puis en webRTC, repenser tout ça. |
| 248 | methods: { |
| 249 | offerDraw: function() { |
| 250 | if (!confirm("Offer draw?")) |
| 251 | return; |
| 252 | // Stay in "draw offer sent" state until next move is played |
| 253 | this.drawOfferSent = true; |
| 254 | if (this.subMode == "corr") |
| 255 | { |
| 256 | // TODO: set drawOffer on in game (how ?) |
| 257 | } |
| 258 | else //live game |
| 259 | { |
| 260 | this.opponents.forEach(o => { |
| 261 | if (!!o.online) |
| 262 | { |
| 263 | try { |
| 264 | this.conn.send(JSON.stringify({code: "draw", oppid: o.id})); |
| 265 | } catch (INVALID_STATE_ERR) { |
| 266 | return; |
| 267 | } |
| 268 | } |
| 269 | }); |
| 270 | } |
| 271 | }, |
| 272 | // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) |
| 273 | receiveDrawOffer: function() { |
| 274 | //if (...) |
| 275 | // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers" |
| 276 | // if accept: send message "draw" |
| 277 | }, |
| 278 | abortGame: function() { |
| 279 | if (!confirm("Abort the game?")) |
| 280 | return; |
| 281 | //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, |
| 282 | //send message: "gameOver" avec score "?" |
| 283 | }, |
| 284 | resign: function(e) { |
| 285 | if (!confirm("Resign the game?")) |
| 286 | return; |
| 287 | if (this.mode == "human" && this.oppConnected(this.oppid)) |
| 288 | { |
| 289 | try { |
| 290 | this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); |
| 291 | } catch (INVALID_STATE_ERR) { |
| 292 | return; |
| 293 | } |
| 294 | } |
| 295 | this.endGame(this.mycolor=="w"?"0-1":"1-0"); |
| 296 | }, |
| 297 | translate: translate, |
| 298 | newGameFromFen: function() { |
| 299 | this.vr = new V(this.fen); |
| 300 | this.moves = []; |
| 301 | this.cursor = -1; |
| 302 | this.fenStart = this.fen; |
| 303 | this.score = "*"; |
| 304 | if (this.mode == "analyze") |
| 305 | { |
| 306 | this.mycolor = V.ParseFen(this.fen).turn; |
| 307 | this.orientation = this.mycolor; |
| 308 | } |
| 309 | else if (this.mode == "computer") //only other alternative (HH with gameId) |
| 310 | { |
| 311 | this.mycolor = (Math.random() < 0.5 ? "w" : "b"); |
| 312 | this.orientation = this.mycolor; |
| 313 | this.compWorker.postMessage(["init",this.fen]); |
| 314 | if (this.mycolor != "w" || this.subMode == "auto") |
| 315 | this.playComputerMove(); |
| 316 | } |
| 317 | }, |
| 318 | loadGame: function() { |
| 319 | // TODO: ask game to remote peer if this.remoteId is set |
| 320 | // (or just if game not found locally) |
| 321 | // NOTE: if it's a corr game, ask it from server |
| 322 | const game = getGameFromStorage(this.gameRef.id, this.gameRef.uid); //uid may be blank |
| 323 | this.opponent.id = game.oppid; //opponent ID in case of running HH game |
| 324 | this.opponent.name = game.oppname; //maye be blank (if anonymous) |
| 325 | this.score = game.score; |
| 326 | this.mycolor = game.mycolor; |
| 327 | this.fenStart = game.fenStart; |
| 328 | this.moves = game.moves; |
| 329 | this.cursor = game.moves.length-1; |
| 330 | this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null); |
| 331 | }, |
| 332 | setEndgameMessage: function(score) { |
| 333 | let eogMessage = "Undefined"; |
| 334 | switch (score) |
| 335 | { |
| 336 | case "1-0": |
| 337 | eogMessage = translations["White win"]; |
| 338 | break; |
| 339 | case "0-1": |
| 340 | eogMessage = translations["Black win"]; |
| 341 | break; |
| 342 | case "1/2": |
| 343 | eogMessage = translations["Draw"]; |
| 344 | break; |
| 345 | case "?": |
| 346 | eogMessage = "Unfinished"; |
| 347 | break; |
| 348 | } |
| 349 | this.endgameMessage = eogMessage; |
| 350 | }, |
| 351 | download: function() { |
| 352 | const content = this.getPgn(); |
| 353 | // Prepare and trigger download link |
| 354 | let downloadAnchor = document.getElementById("download"); |
| 355 | downloadAnchor.setAttribute("download", "game.pgn"); |
| 356 | downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content); |
| 357 | downloadAnchor.click(); |
| 358 | }, |
| 359 | getPgn: function() { |
| 360 | let pgn = ""; |
| 361 | pgn += '[Site "vchess.club"]\n'; |
| 362 | const opponent = (this.mode=="human" ? "Anonymous" : "Computer"); |
| 363 | pgn += '[Variant "' + variant.name + '"]\n'; |
| 364 | pgn += '[Date "' + getDate(new Date()) + '"]\n'; |
| 365 | const whiteName = ["human","computer"].includes(this.mode) |
| 366 | ? (this.mycolor=='w'?'Myself':opponent) |
| 367 | : "analyze"; |
| 368 | const blackName = ["human","computer"].includes(this.mode) |
| 369 | ? (this.mycolor=='b'?'Myself':opponent) |
| 370 | : "analyze"; |
| 371 | pgn += '[White "' + whiteName + '"]\n'; |
| 372 | pgn += '[Black "' + blackName + '"]\n'; |
| 373 | pgn += '[Fen "' + this.fenStart + '"]\n'; |
| 374 | pgn += '[Result "' + this.score + '"]\n\n'; |
| 375 | let counter = 1; |
| 376 | let i = 0; |
| 377 | while (i < this.moves.length) |
| 378 | { |
| 379 | pgn += (counter++) + "."; |
| 380 | for (let color of ["w","b"]) |
| 381 | { |
| 382 | let move = ""; |
| 383 | while (i < this.moves.length && this.moves[i].color == color) |
| 384 | move += this.moves[i++].notation[0] + ","; |
| 385 | move = move.slice(0,-1); //remove last comma |
| 386 | pgn += move + (i < this.moves.length-1 ? " " : ""); |
| 387 | } |
| 388 | } |
| 389 | return pgn + "\n"; |
| 390 | }, |
| 391 | showScoreMsg: function(score) { |
| 392 | this.setEndgameMessage(score); |
| 393 | let modalBox = document.getElementById("modal-eog"); |
| 394 | modalBox.checked = true; |
| 395 | setTimeout(() => { modalBox.checked = false; }, 2000); |
| 396 | }, |
| 397 | endGame: function(score) { |
| 398 | this.score = score; |
| 399 | this.showScoreMsg(score); |
| 400 | if (this.mode == "human") |
| 401 | localStorage["score"] = score; |
| 402 | this.$emit("game-over"); |
| 403 | }, |
| 404 | oppConnected: function(uid) { |
| 405 | return this.opponents.any(o => o.id == uidi && o.online); |
| 406 | }, |
| 407 | playComputerMove: function() { |
| 408 | this.timeStart = Date.now(); |
| 409 | this.compWorker.postMessage(["askmove"]); |
| 410 | }, |
| 411 | animateMove: function(move) { |
| 412 | let startSquare = document.getElementById(getSquareId(move.start)); |
| 413 | let endSquare = document.getElementById(getSquareId(move.end)); |
| 414 | let rectStart = startSquare.getBoundingClientRect(); |
| 415 | let rectEnd = endSquare.getBoundingClientRect(); |
| 416 | let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y}; |
| 417 | let movingPiece = |
| 418 | document.querySelector("#" + getSquareId(move.start) + " > img.piece"); |
| 419 | // HACK for animation (with positive translate, image slides "under background") |
| 420 | // Possible improvement: just alter squares on the piece's way... |
| 421 | squares = document.getElementsByClassName("board"); |
| 422 | for (let i=0; i<squares.length; i++) |
| 423 | { |
| 424 | let square = squares.item(i); |
| 425 | if (square.id != getSquareId(move.start)) |
| 426 | square.style.zIndex = "-1"; |
| 427 | } |
| 428 | movingPiece.style.transform = "translate(" + translation.x + "px," + |
| 429 | translation.y + "px)"; |
| 430 | movingPiece.style.transitionDuration = "0.2s"; |
| 431 | movingPiece.style.zIndex = "3000"; |
| 432 | setTimeout( () => { |
| 433 | for (let i=0; i<squares.length; i++) |
| 434 | squares.item(i).style.zIndex = "auto"; |
| 435 | movingPiece.style = {}; //required e.g. for 0-0 with KR swap |
| 436 | this.play(move); |
| 437 | }, 250); |
| 438 | }, |
| 439 | play: function(move, programmatic) { |
| 440 | let navigate = !move; |
| 441 | // Forbid playing outside analyze mode when cursor isn't at moves.length-1 |
| 442 | // (except if we receive opponent's move, human or computer) |
| 443 | if (!navigate && this.mode != "analyze" && !programmatic |
| 444 | && this.cursor < this.moves.length-1) |
| 445 | { |
| 446 | return; |
| 447 | } |
| 448 | if (navigate) |
| 449 | { |
| 450 | if (this.cursor == this.moves.length-1) |
| 451 | return; //no more moves |
| 452 | move = this.moves[this.cursor+1]; |
| 453 | } |
| 454 | if (!!programmatic) //computer or (remote) human opponent |
| 455 | { |
| 456 | if (this.cursor < this.moves.length-1) |
| 457 | this.gotoEnd(); //required to play the move |
| 458 | return this.animateMove(move); |
| 459 | } |
| 460 | // Not programmatic, or animation is over |
| 461 | if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn) |
| 462 | { |
| 463 | // TODO: show confirm box "validate move ?" |
| 464 | } |
| 465 | if (!move.notation) |
| 466 | move.notation = this.vr.getNotation(move); |
| 467 | if (!move.color) |
| 468 | move.color = this.vr.turn; |
| 469 | this.vr.play(move); |
| 470 | this.cursor++; |
| 471 | this.lastMove = move; |
| 472 | if (!move.fen) |
| 473 | move.fen = this.vr.getFen(); |
| 474 | if (this.settings.sound == 2) |
| 475 | new Audio("/sounds/move.mp3").play().catch(err => {}); |
| 476 | if (this.mode == "human") |
| 477 | { |
| 478 | updateStorage(move); //after our moves and opponent moves |
| 479 | if (this.vr.turn == this.mycolor) |
| 480 | this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid})); |
| 481 | } |
| 482 | else if (this.mode == "computer") |
| 483 | { |
| 484 | // Send the move to web worker (including his own moves) |
| 485 | this.compWorker.postMessage(["newmove",move]); |
| 486 | } |
| 487 | if (!navigate && (this.score == "*" || this.mode == "analyze")) |
| 488 | { |
| 489 | // Stack move on movesList at current cursor |
| 490 | if (this.cursor == this.moves.length) |
| 491 | this.moves.push(move); |
| 492 | else |
| 493 | this.moves = this.moves.slice(0,this.cursor).concat([move]); |
| 494 | } |
| 495 | // Is opponent in check? |
| 496 | this.incheck = this.vr.getCheckSquares(this.vr.turn); |
| 497 | const score = this.vr.getCurrentScore(); |
| 498 | if (score != "*") |
| 499 | { |
| 500 | if (["human","computer"].includes(this.mode)) |
| 501 | this.endGame(score); |
| 502 | else //just show score on screen (allow undo) |
| 503 | this.showScoreMsg(score); |
| 504 | } |
| 505 | // subTurn condition for Marseille (and Avalanche) rules |
| 506 | else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1)) |
| 507 | && (this.subMode == "auto" || this.vr.turn != this.mycolor)) |
| 508 | { |
| 509 | this.playComputerMove(); |
| 510 | } |
| 511 | // https://vuejs.org/v2/guide/list.html#Caveats (also for undo) |
| 512 | if (navigate) |
| 513 | this.$children[0].$forceUpdate(); //TODO!? |
| 514 | }, |
| 515 | undo: function(move) { |
| 516 | let navigate = !move; |
| 517 | if (navigate) |
| 518 | { |
| 519 | if (this.cursor < 0) |
| 520 | return; //no more moves |
| 521 | move = this.moves[this.cursor]; |
| 522 | } |
| 523 | this.vr.undo(move); |
| 524 | this.cursor--; |
| 525 | this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined); |
| 526 | if (this.settings.sound == 2) |
| 527 | new Audio("/sounds/undo.mp3").play().catch(err => {}); |
| 528 | this.incheck = this.vr.getCheckSquares(this.vr.turn); |
| 529 | if (navigate) |
| 530 | this.$children[0].$forceUpdate(); //TODO!? |
| 531 | else if (this.mode == "analyze") //TODO: can this happen? |
| 532 | this.moves.pop(); |
| 533 | }, |
| 534 | gotoMove: function(index) { |
| 535 | this.vr = new V(this.moves[index].fen); |
| 536 | this.cursor = index; |
| 537 | this.lastMove = this.moves[index]; |
| 538 | }, |
| 539 | gotoBegin: function() { |
| 540 | this.vr = new V(this.fenStart); |
| 541 | this.cursor = -1; |
| 542 | this.lastMove = null; |
| 543 | }, |
| 544 | gotoEnd: function() { |
| 545 | this.gotoMove(this.moves.length-1); |
| 546 | }, |
| 547 | flip: function() { |
| 548 | this.orientation = V.GetNextCol(this.orientation); |
| 549 | }, |
| 550 | }, |
| 551 | }) |