<template lang="pug">
-.row
- .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2
- input#modalEog.modal(type="checkbox")
- div(role="dialog" aria-labelledby="eogMessage")
- .card.smallpad.small-modal.text-center
- label.modal-close(for="modalEog")
- h3#eogMessage.section {{ endgameMessage }}
- Board(:vr="vr" :last-move="lastMove" :analyze="analyze" :user-color="mycolor"
- :orientation="orientation" :vname="vname" @play-move="play")
- .button-group
- button(@click="play") Play
- button(@click="undo") Undo
- button(@click="flip") Flip
- button(@click="gotoBegin") GotoBegin
- button(@click="gotoEnd") GotoEnd
- #fenDiv.section-content(v-if="showFen && !!vr")
- p#fenString.text-center {{ vr.getFen() }}
- #pgnDiv.section-content
- a#download(href="#")
- .button-group
- button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
- button Import game
- //MoveList(v-if="showMoves"
- :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+div#baseGame
+ input#modalEog.modal(type="checkbox")
+ div#eogDiv(
+ role="dialog"
+ data-checkbox="modalEog"
+ )
+ .card.text-center
+ label.modal-close(for="modalEog")
+ h3.section {{ endgameMessage }}
+ #gameContainer
+ #boardContainer
+ Board(
+ ref="board"
+ :vr="vr"
+ :last-move="lastMove"
+ :analyze="game.mode=='analyze'"
+ :score="game.score"
+ :user-color="game.mycolor"
+ :orientation="orientation"
+ :vname="game.vname"
+ :incheck="incheck"
+ @play-move="play"
+ )
+ #turnIndicator(v-if="showTurn") {{ turn }}
+ #controls.button-group
+ button(@click="gotoBegin()")
+ img.inline(src="/images/icons/fast-forward_rev.svg")
+ button(@click="undo()")
+ 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()")
+ img.inline(src="/images/icons/fast-forward.svg")
+ #movesList
+ MoveList(
+ :show="showMoves"
+ :canAnalyze="canAnalyze"
+ :canDownload="allowDownloadPGN"
+ :score="game.score"
+ :message="game.scoreMsg"
+ :firstNum="firstMoveNumber"
+ :moves="moves"
+ :cursor="cursor"
+ @download="download"
+ @showrules="showRules"
+ @analyze="analyzePosition"
+ @goto-move="gotoMove"
+ )
+ .clearer
</template>
<script>
import Board from "@/components/Board.vue";
-//import MoveList from "@/components/MoveList.vue";
+import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
-
+import { getDate } from "@/utils/datetime";
+import { processModalClick } from "@/utils/modalClick";
+import { getScoreMessage } from "@/utils/scoring";
+import { getFullNotation } from "@/utils/notation";
+import { undoMove } from "@/utils/playUndo";
export default {
- name: 'my-base-game',
+ name: "my-base-game",
components: {
Board,
- //MoveList,
+ MoveList
},
- // "vr": VariantRules object, describing the game state + rules
- props: ["vname","analyze","vr","fenStart","players","mycolor"],
+ props: ["game"],
data: function() {
return {
st: store.state,
// NOTE: all following variables must be reset at the beginning of a game
+ vr: null, //VariantRules object, game state
endgameMessage: "",
orientation: "w",
score: "*", //'*' means 'unfinished'
moves: [],
cursor: -1, //index of the move just played
lastMove: null,
+ firstMoveNumber: 0, //for printing
+ incheck: [], //for Board
+ inMultimove: false,
+ autoplay: false,
+ autoplayLoop: null,
+ inPlay: false,
+ stackToPlay: []
};
},
computed: {
showMoves: function() {
- return true;
- //return window.innerWidth >= 768;
+ return this.game.score != "*"
+ ? "all"
+ : (this.vr ? this.vr.showMoves : "none");
+ },
+ showTurn: function() {
+ return (
+ this.game.score == '*' &&
+ 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;
},
- showFen: function() {
- return this.vname != "Dark" || this.score != "*";
+ canFlip: function() {
+ return this.vr && this.vr.canFlip;
},
+ allowDownloadPGN: function() {
+ return this.game.score != "*" || (this.vr && this.vr.showMoves == "all");
+ }
+ },
+ created: function() {
+ if (!!this.game.fenStart) this.re_setVariables();
+ },
+ mounted: function() {
+ if (!("ontouchstart" in window)) {
+ // Desktop browser:
+ const baseGameDiv = document.getElementById("baseGame");
+ baseGameDiv.tabIndex = 0;
+ baseGameDiv.addEventListener("click", this.focusBg);
+ baseGameDiv.addEventListener("keydown", this.handleKeys);
+ baseGameDiv.addEventListener("wheel", this.handleScroll);
+ }
+ document.getElementById("eogDiv")
+ .addEventListener("click", processModalClick);
+ },
+ beforeDestroy: function() {
+ if (!!this.autoplayLoop) clearInterval(this.autoplayLoop);
},
methods: {
- setEndgameMessage: function(score) {
- let eogMessage = "Undefined";
- switch (score)
- {
- case "1-0":
- eogMessage = translations["White win"];
+ focusBg: function() {
+ document.getElementById("baseGame").focus();
+ },
+ handleKeys: function(e) {
+ if ([32, 37, 38, 39, 40].includes(e.keyCode)) e.preventDefault();
+ switch (e.keyCode) {
+ case 37:
+ this.undo();
break;
- case "0-1":
- eogMessage = translations["Black win"];
+ case 39:
+ this.play();
break;
- case "1/2":
- eogMessage = translations["Draw"];
+ case 38:
+ this.gotoBegin();
break;
- case "?":
- eogMessage = "Unfinished";
+ case 40:
+ this.gotoEnd();
break;
+ case 32:
+ this.flip();
+ break;
+ }
+ },
+ handleScroll: function(e) {
+ e.preventDefault();
+ if (e.deltaY < 0) this.undo();
+ else if (e.deltaY > 0) this.play();
+ },
+ showRules: function() {
+ //this.$router.push("/variants/" + this.game.vname);
+ window.open("#/variants/" + this.game.vname, "_blank"); //better
+ },
+ re_setVariables: function(game) {
+ if (!game) game = this.game; //in case of...
+ this.endgameMessage = "";
+ // "w": default orientation for observed games
+ this.orientation = game.mycolor || "w";
+ this.moves = JSON.parse(JSON.stringify(game.moves || []));
+ // Post-processing: decorate each move with notation and FEN
+ this.vr = new V(game.fenStart);
+ 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,idx) => {
+ m.notation = this.vr.getNotation(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: "...",
+ 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 += "+";
}
- this.endgameMessage = eogMessage;
+ },
+ positionCursorTo: function(index) {
+ this.cursor = index;
+ // Caution: last move in moves array might be a multi-move
+ if (index >= 0) {
+ if (Array.isArray(this.moves[index])) {
+ const L = this.moves[index].length;
+ this.lastMove = this.moves[index][L - 1];
+ } else {
+ this.lastMove = this.moves[index];
+ }
+ } else this.lastMove = null;
+ },
+ analyzePosition: function() {
+ let newUrl =
+ "/analyse/" +
+ this.game.vname +
+ "/?fen=" +
+ this.vr.getFen().replace(/ /g, "_");
+ if (this.game.mycolor)
+ newUrl += "&side=" + this.game.mycolor;
+ // Open in same tab in live games (against cheating)
+ if (this.game.type == "live") this.$router.push(newUrl);
+ else window.open("#" + newUrl);
},
download: function() {
const content = this.getPgn();
// Prepare and trigger download link
let downloadAnchor = document.getElementById("download");
downloadAnchor.setAttribute("download", "game.pgn");
- downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content);
+ downloadAnchor.href =
+ "data:text/plain;charset=utf-8," + encodeURIComponent(content);
downloadAnchor.click();
},
getPgn: function() {
let pgn = "";
pgn += '[Site "vchess.club"]\n';
- pgn += '[Variant "' + this.vname + '"]\n';
+ pgn += '[Variant "' + this.game.vname + '"]\n';
pgn += '[Date "' + getDate(new Date()) + '"]\n';
- pgn += '[White "' + this.players[0] + '"]\n';
- pgn += '[Black "' + this.players[1] + '"]\n';
- pgn += '[Fen "' + this.fenStart + '"]\n';
- pgn += '[Result "' + this.score + '"]\n\n';
- let counter = 1;
- let i = 0;
- while (i < this.moves.length)
- {
- pgn += (counter++) + ".";
- for (let color of ["w","b"])
- {
- let move = "";
- while (i < this.moves.length && this.moves[i].color == color)
- move += this.moves[i++].notation[0] + ",";
- move = move.slice(0,-1); //remove last comma
- pgn += move + (i < this.moves.length-1 ? " " : "");
- }
+ 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';
+ for (let i = 0; i < this.moves.length; i += 2) {
+ pgn += (i/2+1) + "." + getFullNotation(this.moves[i]) + " ";
+ if (i+1 < this.moves.length)
+ pgn += getFullNotation(this.moves[i+1]) + " ";
}
return pgn + "\n";
},
- showScoreMsg: function(score) {
- this.setEndgameMessage(score);
- let modalBox = document.getElementById("modal-eog");
- modalBox.checked = true;
- setTimeout(() => { modalBox.checked = false; }, 2000);
+ showEndgameMsg: function(message) {
+ this.endgameMessage = message;
+ document.getElementById("modalEog").checked = true;
},
- endGame: function(score) {
- this.score = score;
- this.showScoreMsg(score);
- this.$emit("game-over");
+ 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);
+ }
},
- animateMove: function(move) {
+ // Animate an elementary move
+ animateMove: function(move, callback) {
let startSquare = document.getElementById(getSquareId(move.start));
+ if (!startSquare) return; //shouldn't happen but...
let endSquare = document.getElementById(getSquareId(move.end));
let rectStart = startSquare.getBoundingClientRect();
let rectEnd = endSquare.getBoundingClientRect();
- let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y};
- let movingPiece =
- document.querySelector("#" + getSquareId(move.start) + " > img.piece");
+ let translation = {
+ x: rectEnd.x - rectStart.x,
+ y: rectEnd.y - rectStart.y
+ };
+ let movingPiece = document.querySelector(
+ "#" + getSquareId(move.start) + " > img.piece"
+ );
+ // For some unknown reasons Opera get "movingPiece == null" error
+ // TOOO: 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++)
- {
+ 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)) square.style.zIndex = "-1";
}
- movingPiece.style.transform = "translate(" + translation.x + "px," +
- translation.y + "px)";
- movingPiece.style.transitionDuration = "0.2s";
+ movingPiece.style.transform =
+ "translate(" + translation.x + "px," + translation.y + "px)";
+ movingPiece.style.transitionDuration = "0.25s";
movingPiece.style.zIndex = "3000";
- setTimeout( () => {
- for (let i=0; i<squares.length; i++)
+ setTimeout(() => {
+ for (let i = 0; i < squares.length; i++)
squares.item(i).style.zIndex = "auto";
movingPiece.style = {}; //required e.g. for 0-0 with KR swap
- this.play(move);
+ callback();
}, 250);
},
- play: function(move, programmatic) {
- let navigate = !move;
- // Forbid playing outside analyze mode when cursor isn't at moves.length-1
- // (except if we receive opponent's move, human or computer)
- if (!navigate && !this.analyze && !programmatic
- && this.cursor < this.moves.length-1)
- {
- return;
+ // For Analyse mode:
+ emitFenIfAnalyze: function() {
+ if (this.game.mode == "analyze") {
+ this.$emit(
+ "fenchange",
+ !!this.lastMove ? this.lastMove.fen : this.game.fenStart
+ );
}
- if (navigate)
- {
- if (this.cursor == this.moves.length-1)
- return; //no more moves
- move = this.moves[this.cursor+1];
- }
- if (!!programmatic) //computer or (remote) human opponent
- {
- if (this.cursor < this.moves.length-1)
- this.gotoEnd(); //required to play the move
- return this.animateMove(move);
- }
- // Not programmatic, or animation is over
- if (!move.notation)
- move.notation = this.vr.getNotation(move);
- if (!move.color)
- move.color = this.vr.turn;
- this.vr.play(move);
- this.cursor++;
- this.lastMove = move;
- if (!move.fen)
- move.fen = this.vr.getFen();
- if (this.st.settings.sound == 2)
- new Audio("/sounds/move.mp3").play().catch(err => {});
- if (!navigate && (this.score == "*" || this.analyze))
- {
- // Stack move on movesList at current cursor
- if (this.cursor == this.moves.length)
- this.moves.push(move);
- else
- this.moves = this.moves.slice(0,this.cursor).concat([move]);
+ },
+ // "light": if gotoMove() or gotoEnd()
+ play: function(move, received, light, noemit) {
+ // Freeze while choices are shown:
+ if (this.$refs["board"].choices.length > 0) return;
+ if (!!noemit) {
+ if (this.inPlay) {
+ // Received moves in observed games can arrive too fast:
+ this.stackToPlay.unshift(move);
+ return;
+ }
+ this.inPlay = true;
}
- // Is opponent in check?
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- const score = this.vr.getCurrentScore();
- if (score != "*")
- {
- if (!this.analyze)
- this.endGame(score);
- else //just show score on screen (allow undo)
- this.showScoreMsg(score);
+ const navigate = !move;
+ const playSubmove = (smove) => {
+ smove.notation = this.vr.getNotation(smove);
+ this.vr.play(smove);
+ this.lastMove = smove;
+ if (!this.inMultimove) {
+ // Condition is "!navigate" but we mean "!this.autoplay"
+ if (!navigate) {
+ if (this.cursor < this.moves.length - 1)
+ this.moves = this.moves.slice(0, this.cursor + 1);
+ this.moves.push(smove);
+ }
+ this.inMultimove = true; //potentially
+ this.cursor++;
+ } else if (!navigate) {
+ // Already in the middle of a multi-move
+ const L = this.moves.length;
+ if (!Array.isArray(this.moves[L-1]))
+ this.$set(this.moves, L-1, [this.moves[L-1], smove]);
+ else
+ this.$set(this.moves, L-1, this.moves.concat([smove]));
+ }
+ };
+ const playMove = () => {
+ const animate = (
+ V.ShowMoves == "all" &&
+ (this.autoplay || !!received)
+ );
+ if (!Array.isArray(move)) move = [move];
+ let moveIdx = 0;
+ let self = this;
+ const initurn = this.vr.turn;
+ (function executeMove() {
+ const smove = move[moveIdx++];
+ if (animate) {
+ self.animateMove(smove, () => {
+ playSubmove(smove);
+ if (moveIdx < move.length)
+ setTimeout(executeMove, 500);
+ else afterMove(smove, initurn);
+ });
+ } else {
+ playSubmove(smove);
+ if (moveIdx < move.length) executeMove();
+ else afterMove(smove, initurn);
+ }
+ })();
+ };
+ const computeScore = () => {
+ const score = this.vr.getCurrentScore();
+ if (!navigate) {
+ if (["1-0","0-1"].includes(score))
+ this.lastMove.notation += "#";
+ else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+ this.lastMove.notation += "+";
+ }
+ if (score != "*" && this.game.mode == "analyze") {
+ const message = getScoreMessage(score);
+ // Just show score on screen (allow undo)
+ this.showEndgameMsg(score + " . " + this.st.tr[message]);
+ }
+ return score;
+ };
+ const afterMove = (smove, initurn) => {
+ if (this.vr.turn != initurn) {
+ // Turn has changed: move is complete
+ if (!smove.fen)
+ // NOTE: only FEN of last sub-move is required (thus setting it here)
+ smove.fen = this.vr.getFen();
+ // Is opponent in check?
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.emitFenIfAnalyze();
+ this.inMultimove = false;
+ this.score = computeScore();
+ if (this.game.mode != "analyze" && !navigate) {
+ if (!noemit) {
+ // Post-processing (e.g. computer play).
+ const L = this.moves.length;
+ // NOTE: always emit the score, even in unfinished,
+ // to tell Game::processMove() that it's not a received move.
+ this.$emit("newmove", this.moves[L-1], { score: this.score });
+ } else {
+ this.inPlay = false;
+ if (this.stackToPlay.length > 0)
+ // Move(s) arrived in-between
+ this.play(this.stackToPlay.pop(), received, light, noemit);
+ }
+ }
+ }
+ };
+ // NOTE: navigate and received are mutually exclusive
+ if (navigate) {
+ // 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];
+ 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.$emit("newmove", move); //post-processing (e.g. computer play)
- },
- undo: function(move) {
- let navigate = !move;
- if (navigate)
- {
- if (this.cursor < 0)
- return; //no more moves
- move = this.moves[this.cursor];
+ // Forbid playing outside analyze mode, except if move is received.
+ // Sufficient condition because Board already knows which turn it is.
+ if (
+ this.game.mode != "analyze" &&
+ !received &&
+ (this.game.score != "*" || this.cursor < this.moves.length - 1)
+ ) {
+ return;
}
- this.vr.undo(move);
+ // To play a received move, cursor must be at the end of the game:
+ if (received && this.cursor < this.moves.length - 1)
+ this.gotoEnd();
+ playMove();
+ },
+ cancelCurrentMultimove: function() {
+ const L = this.moves.length;
+ let move = this.moves[L-1];
+ if (!Array.isArray(move)) move = [move];
+ for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
+ this.moves.pop();
this.cursor--;
- this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined);
- if (this.st.settings.sound == 2)
- new Audio("/sounds/undo.mp3").play().catch(err => {});
- this.incheck = this.vr.getCheckSquares(this.vr.turn);
- if (this.analyze) //TODO: can this happen?
- this.moves.pop();
+ this.inMultimove = false;
+ },
+ cancelLastMove: function() {
+ // The last played move was canceled (corr game)
+ this.undo();
+ this.moves.pop();
+ },
+ // "light": if gotoMove() or gotoBegin()
+ undo: function(move, light) {
+ // Freeze while choices are shown:
+ if (this.$refs["board"].choices.length > 0) return;
+ if (this.inMultimove) {
+ this.cancelCurrentMultimove();
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ } else {
+ if (!move) {
+ const minCursor =
+ this.moves.length > 0 && this.moves[0].notation == "..."
+ ? 1
+ : 0;
+ if (this.cursor < minCursor) return; //no more moves
+ move = this.moves[this.cursor];
+ }
+ undoMove(move, this.vr);
+ if (light) this.cursor--;
+ else {
+ this.positionCursorTo(this.cursor - 1);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.emitFenIfAnalyze();
+ }
+ }
},
gotoMove: function(index) {
- this.vr = new V(this.moves[index].fen);
- this.cursor = index;
- this.lastMove = this.moves[index];
+ if (this.$refs["board"].choices.length > 0) return;
+ if (this.inMultimove) this.cancelCurrentMultimove();
+ if (index == this.cursor) return;
+ if (index < this.cursor) {
+ while (this.cursor > index)
+ this.undo(null, null, "light");
+ }
+ else {
+ // index > this.cursor)
+ while (this.cursor < index)
+ this.play(null, null, "light");
+ }
+ // NOTE: next line also re-assign cursor, but it's very light
+ this.positionCursorTo(index);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.emitFenIfAnalyze();
},
gotoBegin: function() {
- this.vr = new V(this.fenStart);
- this.cursor = -1;
- this.lastMove = null;
+ if (this.$refs["board"].choices.length > 0) return;
+ if (this.inMultimove) this.cancelCurrentMultimove();
+ const minCursor =
+ this.moves.length > 0 && this.moves[0].notation == "..."
+ ? 1
+ : 0;
+ while (this.cursor >= minCursor) this.undo(null, null, "light");
+ this.lastMove = (minCursor == 1 ? this.moves[0] : null);
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.emitFenIfAnalyze();
},
gotoEnd: function() {
- this.gotoMove(this.moves.length-1);
+ if (this.$refs["board"].choices.length > 0) return;
+ if (this.cursor == this.moves.length - 1) return;
+ this.gotoMove(this.moves.length - 1);
+ this.emitFenIfAnalyze();
},
flip: function() {
- this.orientation = V.GetNextCol(this.orientation);
- },
- },
+ if (this.$refs["board"].choices.length > 0) return;
+ this.orientation = V.GetOppCol(this.orientation);
+ }
+ }
};
</script>
+
+<style lang="sass" scoped>
+[type="checkbox"]#modalEog+div .card
+ min-height: 45px
+
+#baseGame
+ width: 100%
+ &:focus
+ outline: none
+
+#gameContainer
+ margin-left: auto
+ margin-right: auto
+
+#downloadDiv
+ display: inline-block
+
+#controls
+ user-select: none
+ button
+ border: none
+ margin: 0
+ padding-top: 5px
+ padding-bottom: 5px
+
+.in-autoplay
+ background-color: #FACF8C
+
+img.inline
+ height: 22px
+ padding-top: 5px
+ @media screen and (max-width: 767px)
+ height: 18px
+
+#turnIndicator
+ text-align: center
+ font-weight: bold
+
+#boardContainer
+ float: left
+// TODO: later, maybe, allow movesList of variable width
+// or e.g. between 250 and 350px (but more complicated)
+
+#movesList
+ width: 280px
+ float: left
+
+@media screen and (max-width: 767px)
+ #movesList
+ width: 100%
+ float: none
+ clear: both
+</style>