this.vr = new V(game.fenStart);
const parsedFen = V.ParseFen(game.fenStart);
const firstMoveColor = parsedFen.turn;
- this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
+ this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2) + 1;
let L = this.moves.length;
this.moves.forEach(move => {
// 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 },
// Adjust dots notation for a better display:
let fullNotation = getFullNotation(this.moves[i]);
if (fullNotation == "...") fullNotation = "..";
- pgn += (this.moves[i].index / 2 + 1) + "." + fullNotation;
+ pgn += (i / 2 + this.firstMoveNumber) + "." + 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 = this.moves[i].index / 2 + 1;
+ const moveNumber = i / 2 + this.firstMoveNumber;
// Skip "dots move", useless for machine reading:
if (this.moves[i].notation != "...") {
pgn += moveNumber + ".w " +
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 initurn = this.vr.turn;
(function executeMove() {
const smove = move[moveIdx++];
- if (animate) {
+ // NOTE: condition "smove.start.x >= 0" required for Dynamo,
+ // because second move may be empty.
+ if (animate && smove.start.x >= 0) {
self.animateMove(smove, () => {
playSubmove(smove);
if (moveIdx < move.length)
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--;
- // The board may still show the possible moves: (TODO: bad solution)
- this.$refs["board"].resetCurrentAttempt();
this.inMultimove = false;
},
cancelLastMove: function() {
undo: function(move, light) {
// Freeze while choices are shown:
if (this.$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();