:vname="game.vname"
:incheck="incheck"
@play-move="play"
+ @click-square="clickSquare"
)
#turnIndicator(v-if="showTurn") {{ turn }}
#controls.button-group
@showrules="showRules"
@analyze="analyzePosition"
@goto-move="gotoMove"
+ @reset-arrows="resetArrows"
)
.clearer
</template>
<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";
};
},
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 properties?
+ // 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.showTurn
+ !!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() {
if (e.deltaY < 0) this.undo();
else if (e.deltaY > 0) this.play();
},
+ resetArrows: function() {
+ // TODO: make arrows scale with board, and remove this
+ this.$refs["board"].cancelResetArrows();
+ },
showRules: function() {
//this.$router.push("/variants/" + this.game.vname);
window.open("#/variants/" + this.game.vname, "_blank"); //better
// 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 (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({
+ index: parsedFen.movesCount,
notation: "...",
+ unambiguous: "...",
start: { x: -1, y: -1 },
end: { x: -1, y: -1 },
fen: game.fenStart
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 += "+";
+ if (["1-0","0-1"].includes(score)) this.moves[L - 1].notation += "#";
+ else if (this.incheck.length > 0) this.moves[L - 1].notation += "+";
}
},
positionCursorTo: function(index) {
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);
+ if (!!this.game.mycolor) newUrl += "&side=" + this.game.mycolor;
+ window.open("#" + newUrl);
},
download: function() {
const content = this.getPgn();
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\n';
+ pgn += '[Result "' + this.game.score + '"]\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) {
- pgn += (i/2+1) + "." + getFullNotation(this.moves[i]) + " ";
+ if (i > 0) pgn += " ";
+ // Adjust dots notation for a better display:
+ let fullNotation = getFullNotation(this.moves[i]);
+ if (fullNotation == "...") fullNotation = "..";
+ pgn += (this.moves[i].index / 2 + 1) + "." + fullNotation;
if (i+1 < this.moves.length)
- pgn += getFullNotation(this.moves[i+1]) + " ";
+ pgn += " " + getFullNotation(this.moves[i+1]);
}
- return pgn + "\n";
+ pgn += "\n\n";
+ for (let i = 0; i < this.moves.length; i += 2) {
+ 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 + ".b " +
+ getFullNotation(this.moves[i+1], "unambiguous") + "\n";
+ }
+ }
+ return pgn;
},
showEndgameMsg: function(message) {
this.endgameMessage = message;
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
"#" + 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:
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) {
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.$set(this.moves, L-1, this.moves.concat([smove]));
+ else this.moves[L-1].push(smove);
}
};
const playMove = () => {
const animate = (
- V.ShowMoves == "all" &&
+ ["all", "highlight"].includes(V.ShowMoves) &&
(this.autoplay || !!received)
);
if (!Array.isArray(move)) move = [move];
const computeScore = () => {
const score = this.vr.getCurrentScore();
if (!navigate) {
- if (["1-0","0-1"].includes(score))
- this.lastMove.notation += "#";
- else if (this.vr.getCheckSquares(this.vr.turn).length > 0)
- this.lastMove.notation += "+";
+ if (["1-0","0-1"].includes(score)) this.lastMove.notation += "#";
+ else if (this.incheck.length > 0) this.lastMove.notation += "+";
}
if (score != "*" && this.game.mode == "analyze") {
const message = getScoreMessage(score);
if (this.vr.turn != initurn) {
// Turn has changed: move is complete
if (!smove.fen)
- // NOTE: only FEN of last sub-move is required (thus setting it here)
+ // NOTE: only FEN of last sub-move is required (=> setting it here)
smove.fen = this.vr.getFen();
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
for (let i=move.length -1; i >= 0; i--) this.vr.undo(move[i]);
this.moves.pop();
this.cursor--;
+ // The board may still show the possible moves: (TODO: bad solution)
+ this.$refs["board"].resetCurrentAttempt();
this.inMultimove = false;
},
cancelLastMove: function() {