: ""
);
},
- // TODO: is it OK to pass "computed" as propoerties?
+ // TODO: is it OK to pass "computed" as properties?
// Also, some are seemingly not recomputed when vr is initialized.
showMoves: function() {
return this.game.score != "*"
// Strategy working also for multi-moves:
if (!Array.isArray(move)) move = [move];
move.forEach((m,idx) => {
+ m.index = this.vr.movesCount;
m.notation = this.vr.getNotation(m);
m.unambiguous = V.GetUnambiguousNotation(m);
this.vr.play(m);
if (firstMoveColor == "b") {
// 'start' & 'end' is required for Board component
this.moves.unshift({
+ index: parsedFen.movesCount,
notation: "...",
unambiguous: "...",
start: { x: -1, y: -1 },
let pgn = "";
pgn += '[Site "vchess.club"]\n';
pgn += '[Variant "' + this.game.vname + '"]\n';
- pgn += '[Date "' + getDate(new Date()) + '"]\n';
+ const gdt = getDate(new Date(this.game.created || Date.now()));
+ pgn += '[Date "' + gdt + '"]\n';
pgn += '[White "' + this.game.players[0].name + '"]\n';
pgn += '[Black "' + this.game.players[1].name + '"]\n';
pgn += '[Fen "' + this.game.fenStart + '"]\n';
pgn += '[Result "' + this.game.score + '"]\n';
- if (!!this.game.id)
- pgn += '[URL "' + params.serverUrl + '/game/' + this.game.id + '"]\n';
+ if (!!this.game.id) {
+ pgn += '[Cadence "' + this.game.cadence + '"]\n';
+ pgn += '[Url "' + params.serverUrl + '/game/' + this.game.id + '"]\n';
+ }
pgn += '\n';
for (let i = 0; i < this.moves.length; i += 2) {
if (i > 0) pgn += " ";
// Adjust dots notation for a better display:
let fullNotation = getFullNotation(this.moves[i]);
if (fullNotation == "...") fullNotation = "..";
- pgn += (i/2+1) + "." + fullNotation;
+ pgn += (this.moves[i].index / 2 + 1) + "." + fullNotation;
if (i+1 < this.moves.length)
pgn += " " + getFullNotation(this.moves[i+1]);
}
pgn += "\n\n";
for (let i = 0; i < this.moves.length; i += 2) {
- const moveNumber = i / 2 + 1;
- pgn += moveNumber + "." + i + " " +
- getFullNotation(this.moves[i], "unambiguous") + "\n";
+ const moveNumber = this.moves[i].index / 2 + 1;
+ // Skip "dots move", useless for machine reading:
+ if (this.moves[i].notation != "...") {
+ pgn += moveNumber + ".w " +
+ getFullNotation(this.moves[i], "unambiguous") + "\n";
+ }
if (i+1 < this.moves.length) {
- pgn += moveNumber + "." + (i+1) + " " +
+ pgn += moveNumber + ".b " +
getFullNotation(this.moves[i+1], "unambiguous") + "\n";
}
}
this.autoplayLoop = null;
} else {
this.autoplay = true;
- infinitePlay();
- this.autoplayLoop = setInterval(infinitePlay, 1500);
+ setTimeout(
+ () => {
+ infinitePlay();
+ this.autoplayLoop = setInterval(infinitePlay, 1500);
+ },
+ // Small delay otherwise the first move is played too fast
+ 500
+ );
}
},
// Animate an elementary move
play: function(move, received, light, noemit) {
// Freeze while choices are shown:
if (this.$refs["board"].choices.length > 0) return;
+ // The board may show some the possible moves: (TODO: bad solution)
+ this.$refs["board"].resetCurrentAttempt();
if (!!noemit) {
if (this.inPlay) {
// Received moves in observed games can arrive too fast:
smove.unambiguous = V.GetUnambiguousNotation(smove);
this.vr.play(smove);
this.lastMove = smove;
+ // Is opponent (or me) in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
if (!this.inMultimove) {
// Condition is "!navigate" but we mean "!this.autoplay"
if (!navigate) {
const L = this.moves.length;
if (!Array.isArray(this.moves[L-1]))
this.$set(this.moves, L-1, [this.moves[L-1], smove]);
- else
- this.$set(this.moves, L-1, this.moves.concat([smove]));
+ else this.moves[L-1].push(smove);
}
};
const playMove = () => {
if (!smove.fen)
// NOTE: only FEN of last sub-move is required (=> setting it here)
smove.fen = this.vr.getFen();
- // Is opponent in check?
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
this.emitFenIfAnalyze();
this.inMultimove = false;
this.score = computeScore();
const L = this.moves.length;
let move = this.moves[L-1];
if (!Array.isArray(move)) move = [move];
- for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
+ for (let i = move.length - 1; i >= 0; i--) this.vr.undo(move[i]);
this.moves.pop();
this.cursor--;
this.inMultimove = false;
undo: function(move, light) {
// Freeze while choices are shown:
if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) {
this.cancelCurrentMultimove();
this.incheck = this.vr.getCheckSquares(this.vr.turn);
if (this.cursor < minCursor) return; //no more moves
move = this.moves[this.cursor];
}
+ this.$refs["board"].resetCurrentAttempt();
undoMove(move, this.vr);
if (light) this.cursor--;
else {
},
gotoMove: function(index) {
if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
if (index == this.cursor) return;
if (index < this.cursor) {
},
gotoBegin: function() {
if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.inMultimove) this.cancelCurrentMultimove();
const minCursor =
this.moves.length > 0 && this.moves[0].notation == "..."
},
gotoEnd: function() {
if (this.$refs["board"].choices.length > 0) return;
+ this.$refs["board"].resetCurrentAttempt();
if (this.cursor == this.moves.length - 1) return;
this.gotoMove(this.moves.length - 1);
this.emitFenIfAnalyze();