#gameContainer
#boardContainer
Board(
+ ref="board"
:vr="vr"
:last-move="lastMove"
:analyze="game.mode=='analyze'"
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()")
firstMoveNumber: 0, //for printing
incheck: [], //for Board
inMultimove: false,
+ autoplay: false,
+ autoplayLoop: null,
inPlay: false,
stackToPlay: []
};
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);
this.vr.play(m);
+ if (idx < L - 1 && this.vr.getCheckSquares(this.vr.turn).length > 0)
+ m.notation += "+";
});
});
if (firstMoveColor == "b") {
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;
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));
},
// "light": if gotoMove() or gotoEnd()
play: function(move, received, light, noemit) {
+ // Freeze while choices are shown:
+ if (this.$refs["board"].choices.length > 0) return;
if (!!noemit) {
if (this.inPlay) {
// Received moves in observed games can arrive too fast:
}
const navigate = !move;
const playSubmove = (smove) => {
- if (!navigate) smove.notation = this.vr.getNotation(smove);
+ smove.notation = this.vr.getNotation(smove);
this.vr.play(smove);
this.lastMove = smove;
- if (!navigate) {
- if (!this.inMultimove) {
+ if (!this.inMultimove) {
+ // Condition is "!navigate" but we mean "!this.autoplay"
+ if (!navigate) {
if (this.cursor < this.moves.length - 1)
this.moves = this.moves.slice(0, this.cursor + 1);
this.moves.push(smove);
- this.inMultimove = true; //potentially
- this.cursor++;
- } else {
- // Already in the middle of a multi-move
- const L = this.moves.length;
- if (!Array.isArray(this.moves[L-1]))
- this.$set(this.moves, L-1, [this.moves[L-1], smove]);
- else
- this.$set(this.moves, L-1, this.moves.concat([smove]));
}
+ this.inMultimove = true; //potentially
+ this.cursor++;
+ } else if (!navigate) {
+ // Already in the middle of a multi-move
+ const L = this.moves.length;
+ if (!Array.isArray(this.moves[L-1]))
+ this.$set(this.moves, L-1, [this.moves[L-1], smove]);
+ else
+ this.$set(this.moves, L-1, this.moves.concat([smove]));
}
};
const playMove = () => {
- const animate = V.ShowMoves == "all" && (received || navigate);
+ const animate = (
+ V.ShowMoves == "all" &&
+ (this.autoplay || !!received)
+ );
if (!Array.isArray(move)) move = [move];
let moveIdx = 0;
let self = this;
}
})();
};
+ const computeScore = () => {
+ const score = this.vr.getCurrentScore();
+ if (!navigate) {
+ if (["1-0","0-1"].includes(score))
+ this.lastMove.notation += "#";
+ else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
+ this.lastMove.notation += "+";
+ }
+ if (score != "*" && this.game.mode == "analyze") {
+ const message = getScoreMessage(score);
+ // Just show score on screen (allow undo)
+ this.showEndgameMsg(score + " . " + this.st.tr[message]);
+ }
+ return score;
+ };
const afterMove = (smove, initurn) => {
if (this.vr.turn != initurn) {
// Turn has changed: move is complete
this.incheck = this.vr.getCheckSquares(this.vr.turn);
this.emitFenIfAnalyze();
this.inMultimove = false;
- if (!noemit) {
- var score = this.vr.getCurrentScore();
- if (score != "*" && this.game.mode == "analyze") {
- const message = getScoreMessage(score);
- // Just show score on screen (allow undo)
- this.showEndgameMsg(score + " . " + this.st.tr[message]);
- }
- }
- if (!navigate && this.game.mode != "analyze") {
- const L = this.moves.length;
- if (!noemit)
+ this.score = computeScore();
+ if (this.game.mode != "analyze" && !navigate) {
+ if (!noemit) {
// Post-processing (e.g. computer play).
+ const L = this.moves.length;
// NOTE: always emit the score, even in unfinished,
// to tell Game::processMove() that it's not a received move.
- this.$emit("newmove", this.moves[L-1], { score: score });
- else {
+ this.$emit("newmove", this.moves[L-1], { score: this.score });
+ } else {
this.inPlay = false;
if (this.stackToPlay.length > 0)
// Move(s) arrived in-between
// The move to navigate to is necessarily full:
if (this.cursor == this.moves.length - 1) return; //no more moves
move = this.moves[this.cursor + 1];
- if (light) {
- // Just play the move, nothing else:
+ if (!this.autoplay) {
+ // Just play the move:
if (!Array.isArray(move)) move = [move];
for (let i=0; i < move.length; i++) this.vr.play(move[i]);
+ if (!light) {
+ this.lastMove = move[move.length-1];
+ this.incheck = this.vr.getCheckSquares(this.vr.turn);
+ this.score = computeScore();
+ this.emitFenIfAnalyze();
+ }
+ this.cursor++;
+ return;
}
- else {
- playMove();
- this.emitFenIfAnalyze();
- }
- this.cursor++;
- return;
}
// Forbid playing outside analyze mode, except if move is received.
// Sufficient condition because Board already knows which turn it is.
},
// "light": if gotoMove() or gotoBegin()
undo: function(move, light) {
+ // Freeze while choices are shown:
+ if (this.$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