button(@click="offerDraw") Draw
button(@click="() => abortGame()") Abort
button(@click="resign") Resign
- div(v-if="game.mode=='corr'")
- textarea(v-show="score=='*' && vr.turn==game.mycolor" v-model="corrMsg")
- div(v-show="cursor>=0") {{ moves[cursor].message }}
+ textarea(v-if="game.score=='*'" v-model="corrMsg")
</template>
<!--
: 0;
return ppt(newState[i] - removeTime);
});
- const myTurn = (currentTurn == this.game.mycolor);
let clockUpdate = setInterval(() => {
- if (countdown <= 0 || this.vr.turn != currentTurn || this.game.score != "*")
+ if (countdown < 0 || this.vr.turn != currentTurn || this.game.score != "*")
{
clearInterval(clockUpdate);
- if (countdown <= 0 && myTurn)
+ if (countdown < 0)
{
this.$refs["basegame"].endGame(
- this.game.mycolor=="w" ? "0-1" : "1-0", "Time");
- const oppsid = this.getOppSid();
- if (!!oppsid)
- {
- this.st.conn.send(JSON.stringify({
- code: "timeover",
- target: oppsid,
- }));
- }
+ this.vr.turn=="w" ? "0-1" : "1-0", "Time");
}
}
else
this.$refs["basegame"].endGame(
this.game.mycolor=="w" ? "1-0" : "0-1", "Resign");
break;
- case "timeover":
- this.$refs["basegame"].endGame(
- this.game.mycolor=="w" ? "1-0" : "0-1", "Time");
- break;
case "abort":
this.$refs["basegame"].endGame("?", "Abort: " + data.msg);
break;
if (L >= 1)
game.initime[L%2] = game.moves[L-1].played;
// Now that we used idx and played, re-format moves as for live games
- game.moves = game.moves.map(m => {
+ game.moves = game.moves.map( (m) => {
const s = m.squares;
- return
- {
+ return {
appear: s.appear,
vanish: s.vanish,
start: s.start,
else
{
// Local or corr game
- GameStorage.get(this.gameRef.id, (game) => {
- afterRetrieval(game);
- });
+ GameStorage.get(this.gameRef.id, afterRetrieval);
}
},
// Post-process a move (which was just played)
// elapsed time is measured in milliseconds
addTime = this.game.increment - elapsed/1000;
}
- this.st.conn.send(JSON.stringify({
- code: "newmove",
- target: this.game.oppid,
- move: Object.assign({}, filtered_move, {addTime: addTime}),
- }));
+ let sendMove = Object.assign({}, filtered_move, {addTime: addTime});
+ if (this.game.type == "corr")
+ sendMove.message = this.corrMsg;
+ const oppsid = this.getOppSid();
+ if (!!oppsid)
+ {
+ this.st.conn.send(JSON.stringify({
+ code: "newmove",
+ target: oppsid,
+ move: sendMove,
+ }));
+ }
+ if (this.game.type == "corr" && this.corrMsg != "")
+ {
+ // Add message to last move in BaseGame:
+ // TODO: not very good style...
+ this.$refs["basegame"].setCurrentMessage(this.corrMsg);
+ }
}
else
addTime = move.addTime; //supposed transmitted
const nextIdx = ["w","b"].indexOf(this.vr.turn);
- GameStorage.update(this.gameRef.id,
+ // Since corr games are stored at only one location, update should be
+ // done only by one player for each move:
+ if (this.game.type == "live" || move.color == this.game.mycolor)
{
- fen: move.fen,
- move:
+ if (this.game.type == "corr")
{
- squares: filtered_move,
- message: this.corrMsg, //TODO
- played: Date.now(), //TODO: on server?
- idx: this.game.moves.length,
- },
- clocks: this.game.clocks.map((t,i) => i==colorIdx
- ? this.game.clocks[i] + addTime
- : this.game.clocks[i]),
- initime: this.game.initime.map((t,i) => i==nextIdx
- ? Date.now()
- : this.game.initime[i]),
- });
+ GameStorage.update(this.gameRef.id,
+ {
+ fen: move.fen,
+ move:
+ {
+ squares: filtered_move,
+ message: this.corrMsg,
+ played: Date.now(), //TODO: on server?
+ idx: this.game.moves.length,
+ },
+ });
+ }
+ else //live
+ {
+ GameStorage.update(this.gameRef.id,
+ {
+ fen: move.fen,
+ move: filtered_move,
+ clocks: this.game.clocks.map((t,i) => i==colorIdx
+ ? this.game.clocks[i] + addTime
+ : this.game.clocks[i]),
+ initime: this.game.initime.map((t,i) => i==nextIdx
+ ? Date.now()
+ : this.game.initime[i]),
+ });
+ }
+ }
// Also update current game object:
this.game.moves.push(move);
this.game.fen = move.fen;
//TODO: just this.game.clocks[colorIdx] += addTime;
this.$set(this.game.clocks, colorIdx, this.game.clocks[colorIdx] + addTime);
this.game.initime[nextIdx] = Date.now();
+ // Finally reset curMoveMessage if needed
+ if (this.game.type == "corr" && move.color == this.game.mycolor)
+ this.corrMsg = "";
},
- // TODO: this update function should also work for corr games
gameOver: function(score) {
this.game.mode = "analyze";
this.game.score = score;