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Remove unused move.color, format moves corr --> live after retrieval
[vchess.git]
/
client
/
src
/
components
/
BaseGame.vue
diff --git
a/client/src/components/BaseGame.vue
b/client/src/components/BaseGame.vue
index
254741d
..
e0bd937
100644
(file)
--- a/
client/src/components/BaseGame.vue
+++ b/
client/src/components/BaseGame.vue
@@
-16,6
+16,7
@@
button(@click="flip") Flip
button(@click="gotoBegin") GotoBegin
button(@click="gotoEnd") GotoEnd
button(@click="flip") Flip
button(@click="gotoBegin") GotoBegin
button(@click="gotoEnd") GotoEnd
+ #messageDiv.section-content {{ curMoveMessage() }}
#fenDiv.section-content(v-if="showFen && !!vr")
p#fenString.text-center {{ vr.getFen() }}
#pgnDiv.section-content
#fenDiv.section-content(v-if="showFen && !!vr")
p#fenString.text-center {{ vr.getFen() }}
#pgnDiv.section-content
@@
-85,18
+86,25
@@
export default {
this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
// Post-processing: decorate each move with color + current FEN:
// (to be able to jump to any position quickly)
this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
// Post-processing: decorate each move with color + current FEN:
// (to be able to jump to any position quickly)
+ let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
this.moves.forEach(move => {
// NOTE: this is doing manually what play() function below achieve,
// but in a lighter "fast-forward" way
this.moves.forEach(move => {
// NOTE: this is doing manually what play() function below achieve,
// but in a lighter "fast-forward" way
- move.color =
this.vr
.turn;
- move.notation =
this.vr
.getNotation(move);
-
this.vr
.play(move);
- move.fen =
this.vr
.getFen();
+ move.color =
vr_tmp
.turn;
+ move.notation =
vr_tmp
.getNotation(move);
+
vr_tmp
.play(move);
+ move.fen =
vr_tmp
.getFen();
});
const L = this.moves.length;
this.cursor = L-1;
this.lastMove = (L > 0 ? this.moves[L-1] : null);
},
});
const L = this.moves.length;
this.cursor = L-1;
this.lastMove = (L > 0 ? this.moves[L-1] : null);
},
+ // For corr games, potential message with each move sent
+ curMoveMessage: function() {
+ if (this.cursor < 0)
+ return "";
+ return this.game.moves[this.cursor].message || "";
+ },
download: function() {
const content = this.getPgn();
// Prepare and trigger download link
download: function() {
const content = this.getPgn();
// Prepare and trigger download link
@@
-234,10
+242,12
@@
export default {
this.moves = this.moves.slice(0,this.cursor).concat([move]);
}
}
this.moves = this.moves.slice(0,this.cursor).concat([move]);
}
}
- // Is opponent in check? (TODO: generalize, find all check squares)
+ if (!this.analyze)
+ this.$emit("newmove", move); //post-processing (e.g. computer play)
+ // Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
- if (score != "*")
//TODO: generalize score for 3 or 4 players
+ if (score != "*")
{
if (!this.analyze)
this.endGame(score);
{
if (!this.analyze)
this.endGame(score);
@@
-248,8
+258,6
@@
export default {
this.showEndgameMsg(score + " . " + message);
}
}
this.showEndgameMsg(score + " . " + message);
}
}
- if (!this.analyze)
- this.$emit("newmove", move); //post-processing (e.g. computer play)
},
undo: function(move) {
const navigate = !move;
},
undo: function(move) {
const navigate = !move;