#gameContainer
#boardContainer
Board(
+ ref="board"
:vr="vr"
:last-move="lastMove"
:analyze="game.mode=='analyze'"
:vname="game.vname"
:incheck="incheck"
@play-move="play"
+ @click-square="clickSquare"
)
#turnIndicator(v-if="showTurn") {{ turn }}
#controls.button-group
img.inline(src="/images/icons/play_rev.svg")
button(v-if="canFlip" @click="flip()")
img.inline(src="/images/icons/flip.svg")
+ button(
+ @click="runAutoplay()"
+ :class="{'in-autoplay': autoplay}"
+ )
+ img.inline(src="/images/icons/autoplay.svg")
button(@click="play()")
img.inline(src="/images/icons/play.svg")
button(@click="gotoEnd()")
<script>
import Board from "@/components/Board.vue";
import MoveList from "@/components/MoveList.vue";
+import params from "@/parameters";
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
import { getDate } from "@/utils/datetime";
firstMoveNumber: 0, //for printing
incheck: [], //for Board
inMultimove: false,
+ autoplay: false,
+ autoplayLoop: null,
inPlay: false,
stackToPlay: []
};
},
computed: {
+ turn: function() {
+ if (!this.vr) return "";
+ if (this.vr.showMoves != "all") {
+ return this.st.tr[
+ (this.vr.turn == 'w' ? "White" : "Black") + " to move"];
+ }
+ // Cannot flip: racing king or circular chess
+ return (
+ this.vr.movesCount == 0 && this.game.mycolor == "w"
+ ? this.st.tr["It's your turn!"]
+ : ""
+ );
+ },
+ // TODO: is it OK to pass "computed" as propoerties?
+ // Also, some are seemingly not recomputed when vr is initialized.
showMoves: function() {
return this.game.score != "*"
? "all"
- : (this.vr ? this.vr.showMoves : "none");
+ : (!!this.vr ? this.vr.showMoves : "none");
},
showTurn: function() {
return (
this.game.score == '*' &&
- this.vr &&
- (this.vr.showMoves != "all" || !this.vr.canFlip)
+ !!this.vr && (this.vr.showMoves != "all" || !this.vr.canFlip)
);
},
- turn: function() {
- if (!this.vr)
- return "";
- if (this.vr.showMoves != "all")
- return this.st.tr[(this.vr.turn == 'w' ? "White" : "Black") + " to move"]
- // Cannot flip: racing king or circular chess
- return this.vr.movesCount == 0 && this.game.mycolor == "w"
- ? this.st.tr["It's your turn!"]
- : "";
- },
canAnalyze: function() {
- return this.game.mode != "analyze" && this.vr && this.vr.canAnalyze;
+ return (
+ this.game.mode != "analyze" &&
+ !!this.vr && this.vr.canAnalyze
+ );
},
canFlip: function() {
- return this.vr && this.vr.canFlip;
+ return !!this.vr && this.vr.canFlip;
},
allowDownloadPGN: function() {
- return this.game.score != "*" || (this.vr && this.vr.showMoves == "all");
+ return (
+ this.game.score != "*" ||
+ (!!this.vr && this.vr.showMoves == "all")
+ );
}
},
created: function() {
document.getElementById("eogDiv")
.addEventListener("click", processModalClick);
},
+ beforeDestroy: function() {
+ if (!!this.autoplayLoop) clearInterval(this.autoplayLoop);
+ },
methods: {
focusBg: function() {
document.getElementById("baseGame").focus();
const parsedFen = V.ParseFen(game.fenStart);
const firstMoveColor = parsedFen.turn;
this.firstMoveNumber = Math.floor(parsedFen.movesCount / 2);
+ let L = this.moves.length;
this.moves.forEach(move => {
// Strategy working also for multi-moves:
if (!Array.isArray(move)) move = [move];
- move.forEach(m => {
+ move.forEach((m,idx) => {
m.notation = this.vr.getNotation(m);
+ m.unambiguous = V.GetUnambiguousNotation(m);
this.vr.play(m);
+ if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0)
+ m.notation += "+";
});
});
if (firstMoveColor == "b") {
// 'start' & 'end' is required for Board component
this.moves.unshift({
notation: "...",
+ unambiguous: "...",
start: { x: -1, y: -1 },
end: { x: -1, y: -1 },
fen: game.fenStart
});
+ L++;
}
this.positionCursorTo(this.moves.length - 1);
this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ const score = this.vr.getCurrentScore();
+ if (L > 0 && this.moves[L - 1].notation != "...") {
+ if (["1-0","0-1"].includes(score))
+ this.moves[L - 1].notation += "#";
+ else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+ this.moves[L - 1].notation += "+";
+ }
},
positionCursorTo: function(index) {
this.cursor = index;
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\n';
+ pgn += '[Result "' + this.game.score + '"]\n';
+ if (!!this.game.id)
+ 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 += " ";
+ pgn += (i/2+1) + "." + getFullNotation(this.moves[i]);
+ 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) {
- pgn += (i/2+1) + "." + getFullNotation(this.moves[i]) + " ";
+ pgn += getFullNotation(this.moves[i], "unambiguous") + "\n";
if (i+1 < this.moves.length)
- pgn += getFullNotation(this.moves[i+1]) + " ";
+ pgn += getFullNotation(this.moves[i+1], "unambiguous") + "\n";
}
- return pgn + "\n";
+ return pgn;
},
showEndgameMsg: function(message) {
this.endgameMessage = message;
document.getElementById("modalEog").checked = true;
},
+ runAutoplay: function() {
+ const infinitePlay = () => {
+ if (this.cursor == this.moves.length - 1) {
+ clearInterval(this.autoplayLoop);
+ this.autoplayLoop = null;
+ this.autoplay = false;
+ return;
+ }
+ if (this.inPlay || this.inMultimove)
+ // Wait next tick
+ return;
+ this.play();
+ };
+ if (this.autoplay) {
+ this.autoplay = false;
+ clearInterval(this.autoplayLoop);
+ this.autoplayLoop = null;
+ } else {
+ this.autoplay = true;
+ infinitePlay();
+ this.autoplayLoop = setInterval(infinitePlay, 1500);
+ }
+ },
// Animate an elementary move
animateMove: function(move, callback) {
let startSquare = document.getElementById(getSquareId(move.start));
"#" + getSquareId(move.start) + " > img.piece"
);
// For some unknown reasons Opera get "movingPiece == null" error
- // TOOO: is it calling 'animate()' twice ? One extra time ?
+ // TODO: is it calling 'animate()' twice ? One extra time ?
if (!movingPiece) return;
- // HACK for animation (with positive translate, image slides "under background")
- // Possible improvement: just alter squares on the piece's way...
const squares = document.getElementsByClassName("board");
for (let i = 0; i < squares.length; i++) {
let square = squares.item(i);
- if (square.id != getSquareId(move.start)) square.style.zIndex = "-1";
+ if (square.id != getSquareId(move.start))
+ // HACK for animation:
+ // (with positive translate, image slides "under background")
+ square.style.zIndex = "-1";
}
movingPiece.style.transform =
"translate(" + translation.x + "px," + translation.y + "px)";
);
}
},
+ clickSquare: function(square) {
+ // Some variants make use of a single click at specific times:
+ const move = this.vr.doClick(square);
+ if (!!move) this.play(move);
+ },
// "light": if gotoMove() or gotoEnd()
play: function(move, received, light, noemit) {
+ // Freeze while choices are shown:
+ if (this.$refs["board"].choices.length > 0) return;
if (!!noemit) {
if (this.inPlay) {
// Received moves in observed games can arrive too fast:
const navigate = !move;
const playSubmove = (smove) => {
smove.notation = this.vr.getNotation(smove);
+ smove.unambiguous = V.GetUnambiguousNotation(smove);
this.vr.play(smove);
this.lastMove = smove;
if (!this.inMultimove) {
- if (this.cursor < this.moves.length - 1)
- this.moves = this.moves.slice(0, this.cursor + 1);
- this.moves.push(smove);
+ // Condition is "!navigate" but we mean "!this.autoplay"
+ if (!navigate) {
+ if (this.cursor < this.moves.length - 1)
+ this.moves = this.moves.slice(0, this.cursor + 1);
+ this.moves.push(smove);
+ }
this.inMultimove = true; //potentially
this.cursor++;
- } else {
+ } else if (!navigate) {
// Already in the middle of a multi-move
const L = this.moves.length;
if (!Array.isArray(this.moves[L-1]))
}
};
const playMove = () => {
- const animate = (V.ShowMoves == "all" && !!received);
+ const animate = (
+ ["all", "highlight"].includes(V.ShowMoves) &&
+ (this.autoplay || !!received)
+ );
if (!Array.isArray(move)) move = [move];
let moveIdx = 0;
let self = this;
};
const computeScore = () => {
const score = this.vr.getCurrentScore();
+ if (!navigate) {
+ if (["1-0","0-1"].includes(score))
+ this.lastMove.notation += "#";
+ else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+ this.lastMove.notation += "+";
+ }
if (score != "*" && this.game.mode == "analyze") {
const message = getScoreMessage(score);
// Just show score on screen (allow undo)
if (this.vr.turn != initurn) {
// Turn has changed: move is complete
if (!smove.fen)
- // NOTE: only FEN of last sub-move is required (thus setting it here)
+ // 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;
- if (!noemit) var score = computeScore();
- if (this.game.mode != "analyze") {
- const L = this.moves.length;
- if (!noemit)
+ this.score = computeScore();
+ if (this.game.mode != "analyze" && !navigate) {
+ if (!noemit) {
// Post-processing (e.g. computer play).
+ const L = this.moves.length;
// NOTE: always emit the score, even in unfinished,
// to tell Game::processMove() that it's not a received move.
- this.$emit("newmove", this.moves[L-1], { score: score });
- else {
+ this.$emit("newmove", this.moves[L-1], { score: this.score });
+ } else {
this.inPlay = false;
if (this.stackToPlay.length > 0)
// Move(s) arrived in-between
// The move to navigate to is necessarily full:
if (this.cursor == this.moves.length - 1) return; //no more moves
move = this.moves[this.cursor + 1];
- // Just play the move:
- if (!Array.isArray(move)) move = [move];
- for (let i=0; i < move.length; i++) this.vr.play(move[i]);
- if (!light) {
- this.lastMove = move[move.length-1];
- computeScore();
- this.emitFenIfAnalyze();
+ if (!this.autoplay) {
+ // Just play the move:
+ if (!Array.isArray(move)) move = [move];
+ for (let i=0; i < move.length; i++) this.vr.play(move[i]);
+ if (!light) {
+ this.lastMove = move[move.length-1];
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.score = computeScore();
+ this.emitFenIfAnalyze();
+ }
+ this.cursor++;
+ return;
}
- this.cursor++;
- return;
}
// Forbid playing outside analyze mode, except if move is received.
// Sufficient condition because Board already knows which turn it is.
if (
this.game.mode != "analyze" &&
+ !navigate &&
!received &&
(this.game.score != "*" || this.cursor < this.moves.length - 1)
) {
},
// "light": if gotoMove() or gotoBegin()
undo: function(move, light) {
+ // Freeze while choices are shown:
+ if (this.$refs["board"].choices.length > 0) return;
if (this.inMultimove) {
this.cancelCurrentMultimove();
this.incheck = this.vr.getCheckSquares(this.vr.turn);
}
},
gotoMove: function(index) {
+ if (this.$refs["board"].choices.length > 0) return;
if (this.inMultimove) this.cancelCurrentMultimove();
if (index == this.cursor) return;
if (index < this.cursor) {
this.emitFenIfAnalyze();
},
gotoBegin: function() {
+ if (this.$refs["board"].choices.length > 0) return;
if (this.inMultimove) this.cancelCurrentMultimove();
const minCursor =
this.moves.length > 0 && this.moves[0].notation == "..."
this.emitFenIfAnalyze();
},
gotoEnd: function() {
+ if (this.$refs["board"].choices.length > 0) return;
if (this.cursor == this.moves.length - 1) return;
this.gotoMove(this.moves.length - 1);
this.emitFenIfAnalyze();
},
flip: function() {
+ if (this.$refs["board"].choices.length > 0) return;
this.orientation = V.GetOppCol(this.orientation);
}
}
padding-top: 5px
padding-bottom: 5px
+.in-autoplay
+ background-color: #FACF8C
+
img.inline
- height: 24px
+ height: 22px
padding-top: 5px
@media screen and (max-width: 767px)
height: 18px